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L2[00:01:22] <Unh0ly_Tigg> Alright, I'm
headed off for the night. o/
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L13[00:37:03] <LexDesktop> Yes, thats why I
typically name the branches with only the first two of the
version
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L38[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160629 mappings to Forge Maven.
L39[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160629-1.10.2.zip
(mappings = "snapshot_20160629" in build.gradle).
L40[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L53[02:56:36] ⇨
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L54[03:02:53] <Girafi>
"forge-1.10.2-12.18.0.2002-1.10.0-mdk" - is it on purpose
that the Forge version prefix is still 1.10.0 and not 1.10.2 ?
:)
L55[03:03:11] <sham1> More like a
postfix
L56[03:03:40] <Girafi> postfix sorry,
yeah.. x)
L57[03:05:28] <kashike> it should be fixed
now, lex pushed a version bump
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L63[03:44:33] <OrionOnline> Good Morning
Guys!
L64[03:45:07] <OrionOnline> I have a
question regarding TESR? Before 1.8 i used IItemRendered to make my
animated block render as an Item.
L65[03:45:25] <OrionOnline> Now i
reimplemented that in 1.9 as a TESR.
L66[03:45:47] <OrionOnline> Yet how do i
get something equivalent of the IItemRenderer going?
L67[03:46:59] <OrionOnline> I tried calling
ForgeClientHooks.registerTESRItemStack(Item.getItemFromBlock(animatedBlock),
0, TileEntityAnimated.class)
L68[03:47:18] <OrionOnline> Yet it still is
looking for a ItemModel and it renderers as the unknown model in
game
L69[03:47:46] <OrionOnline> Do i need to
mark something in the Blockstate file, or register a specific
variant}
L70[03:47:47] <OrionOnline> ?
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L75[03:59:53] <Lumien> OrionOnline i have a
model file where the parent is "builtin/entity", not sure
whether that's necessary
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L77[04:07:45] <OrionOnline> Lumien, can i
take a look at your code/blcokstate?
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L79[04:10:17] <Lumien> Nevermind, i don't
actually use the forge system for this :P
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L81[04:13:20] <sham1> What do you use
then
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L84[04:16:36] <Lumien> Before the Forge
thing was added i just asmed it in, guess i never switched
L85[04:16:36] <OrionOnline> sham1, do you
have any experience with TESR Rendering for Items?
L86[04:17:49] <OrionOnline> Lumien,
okez
L87[04:17:52] <OrionOnline> okey*
L89[04:18:01] <sham1> I never had needed to
do that
L90[04:19:29] <OrionOnline> Hmm
L91[04:19:46] <OrionOnline> I whish i had
an example somewhere
L92[04:24:31] ⇨
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L93[04:25:39] <AtomicStryker> ahoy. so,
1.10 is using 1.9.4 mappings? am i seeing this right?
L94[04:26:10] <sham1> Because they are very
compatible with each other
L95[04:26:29] <AtomicStryker> i guess my
question is "did obfuscation change"
L96[04:26:36] <sham1> Nah
L97[04:26:39] <sham1> In fact
L98[04:26:49] <sham1> You can use 1.9.4
mods with forge for 1.10
L99[04:26:54] <AtomicStryker> so that means
194 mods ... right
L100[04:26:55] <AtomicStryker>
thanks
L101[04:27:06] <fry> obfuscation did
change
L102[04:27:09] <sham1> Well
L103[04:27:16] <fry> but if you're using
srg names you should be fine
L104[04:27:43] <AtomicStryker> well its
untrue for atleast one of my mods, which no longer compiled against
forge as-is
L105[04:27:53] <AtomicStryker>
TileEntity.create is gone, was refactored
L106[04:28:23] <OrionOnline> fry, is a
call to ForgeClientHooks.registerTESRItemStack enough to make a
ItemBlock instance of my block enough to render it with the TESR
when it is in ItemForm
L107[04:28:28] <AtomicStryker> im asking
because i wanted to check mappings but mcpbot tells me it doesnt
know 1.10
L108[04:28:31] <OrionOnline> or do i need
to add something to the Blockstate file?
L109[04:29:21] <fry> !!gc TileEntity
1.10.2
L110[04:29:21] <MCPBot_Reborn> === MC
1.10.2: TileEntity ===
L111[04:29:22] <MCPBot_Reborn> Notch :
aqk
L112[04:29:22] <MCPBot_Reborn> Name :
net/minecraft/tileentity/TileEntity
L113[04:29:23] <MCPBot_Reborn> Extending :
BlockJukebox$TileEntityJukebox TileEntityBanner
TileEntityCommandBlock TileEntityComparator
TileEntityDaylightDetector
L114[04:29:24] <MCPBot_Reborn> Extending :
TileEntityEnchantmentTable TileEntityEnderChest
TileEntityEndGateway TileEntityEndPortal TileEntityFlowerPot
L115[04:29:24] <MCPBot_Reborn> Extending :
TileEntityLockable TileEntityMobSpawner TileEntityNote
TileEntityPiston TileEntitySign
L116[04:29:25] <MCPBot_Reborn> Extending :
TileEntitySkull TileEntityStructure
L117[04:29:36] <AtomicStryker> oh. 1.10.2
it is.
L118[04:29:40] <fry> and !versions for
versions
L119[04:30:00]
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L120[04:30:33] <fry> OrionOnline: in most
cases you don't need hand-coded TESR for animation
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L122[04:32:28] <OrionOnline> Right now i
am running a test between ModelBased and TESR, In particular
regarding animation for Modules that regsitered through the API, i
got a ModelBased one running
L123[04:32:46] <fry> why are you using
ModelBase?
L124[04:33:08] <OrionOnline> With
ModelBased I mean IBakedModel based
L125[04:33:20] <OrionOnline> not actually
based on the class ModelBase
L128[04:34:29] <OrionOnline> That variant
has some limitations to it, they are not big, but we had some
modules our self in older versions which had really nice rendering
that required player locations and environment data.
L129[04:34:36] <OrionOnline> Which is hard
to implement in IBakedModel
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L132[04:34:50] <OrionOnline> It is not
impossible but still.
L133[04:34:57] <Girafi> kashike, the
version I quoted was the one with the version bump
L134[04:35:42] <OrionOnline> So we are
implementing a compare version in TESR style, to check if it would
be a lot worse performace wise, maybe even use FASTTesr that
combines oth systems
L135[04:35:52] <ghz|afk> hmm what changed
in .2?
L136[04:35:59] <abab9579> Maybe scaling
screwing lighting?
L137[04:36:04] <OrionOnline> That is why i
want to know how to register TESR Item rendering properly
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L141[04:37:40] <tterrag> abab9579:
considering lighting is baked into block models I doubt that
L142[04:37:51] <ghz|afk> [11:33]
(OrionOnline): not actually based on the class ModelBase
L143[04:37:53] <tterrag> it's not GL
lighting
L144[04:37:54] <ghz|afk> then write
model-based
L145[04:37:57] <tterrag> I am faking a
world render
L146[04:37:59] <ghz|afk> like you are
supposed to in english ;P
L147[04:38:07] ***
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L148[04:38:09] *
gigaherz yawns
L149[04:38:11] <gigaherz> morning
ppl
L150[04:38:15] <fry> tterrag: don't see
anything obviously wrong
L151[04:38:34] <tterrag> me either. else I
wouldnt' be asking you ;P
L152[04:38:54] <fry> OrionOnline: TESR
item registration is only there as a stop gap for people who
haven't updated, don't use it for new code
L153[04:39:18] <gigaherz> tterrag: hmmm
that looks like it's trying to draw smooth lighting with the
lightmap's texture filtering disabled?
L154[04:39:28] <tterrag> oh right
L155[04:39:38] <tterrag> one important
thing to note is that chisel CTM is drawn with 4 quads on a
side
L156[04:39:43] <tterrag> however, it works
fine in the real world
L157[04:39:48] <tterrag> but not in this
fake render
L158[04:39:56] <gigaherz> ah that'd
explain the subdivision
L159[04:39:59] <tterrag> but it does
explain the artifact, just not the cause
L160[04:40:07] <fry> tterrag:
FakeBlockAccess.getCombinedLight doesn't look right
L161[04:40:13] <tterrag> fry: yeah I
guessed
L162[04:40:15] <tterrag> what should it
be?
L163[04:40:34] <tterrag> 0xF000F0 was full
light in 1.7, that's all I know :P
L164[04:40:56] <fry> that's more
correct
L165[04:41:34] <tterrag> oh
L166[04:41:36] <tterrag> extra 0
L167[04:41:40] <tterrag> that was a typo
>.>
L168[04:41:49] <gigaherz> return i
<< 20 | j << 4;
L169[04:41:55] <tterrag> does not fix it,
sadly
L170[04:42:06] <gigaherz> that's what the
chunk cache does ;P
L171[04:42:19] <tterrag> i and j are
0..15
L172[04:42:24] <gigaherz> may be worth
having the full expression and letting the compiler do the job
;P
L173[04:42:28] <tterrag> so it works out
to 0xF000F0
L174[04:42:42] <gigaherz> yeah I just took
too long to look it up
L175[04:42:43] <tterrag> fry: changed it,
nothing happened ;P
L176[04:43:21] <OrionOnline> I will figure
something out. Thanks for the help
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L178[04:48:47] <unascribed> gigaherz, you
should add a license to GraphLib
L179[04:49:11] <gigaherz> true!
L180[04:49:24] <unascribed> assuming it
was Super Simple to write, CC0 is probably good
L181[04:49:30] <unascribed> but MIT is
good too
L182[04:49:41] <gigaherz> I generally use
mit or 3-clause BSD
L183[04:49:56] <sham1> ISC
L184[04:50:12] <unascribed> yeah, just
saying since it's based on well-known stuff and I get the
impression it was easy to write
L185[04:50:16] <unascribed> why restrict
it at all? :P
L186[04:51:07] <gigaherz> actually it's
not really based on anything, i just winged it XD
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L189[04:51:20] <gigaherz> Idid have some
previous knowledge of graphs
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L191[04:52:04] *
unascribed shrugs
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L194[04:54:15] <unascribed> so I guess the
main advantage to the graph as opposed to my current system, is
that it can do merging and splitting cleanly
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L196[04:54:23] <unascribed> scan logic
seems to be just as slow
L197[04:54:25] <unascribed> which doesn't
surprise me
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L199[04:54:34] <unascribed> I don't think
you can get much better than a 6-way floodfill
L200[04:54:43] <unascribed> for initial
scanning, at least.
L201[04:54:57] <gigaherz> yeah
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L203[04:55:11] <gigaherz> well the network
as I implemented it in the test
L204[04:55:18] <unascribed> either way,
the clean removal and splitting is a big, *big* plus
L205[04:55:20] <gigaherz> just relied on
each block enumerating itself
L206[04:55:23] <gigaherz> and adding the
neighbours
L207[04:55:32] <unascribed> my current
system does a full rescan on removal
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L210[04:59:57] <gigaherz> there lib's not
MIT ;P
L211[05:00:35] <gigaherz> although I
honestly don't care if someone doesn't follow the terms ;P
L212[05:02:04] <sham1> ou could have
unlicense
L213[05:02:44] <gigaherz> I'm thinking of
using a reworded WTFPL
L214[05:05:41] <sham1> What's that
L215[05:06:38] <unascribed> MIT, that
works
L216[05:07:16] <unascribed> lol, dogforce
games
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L219[05:15:58] <gigaherz> I had the domain
from my failed gamedev attempt
L220[05:15:59] <gigaherz> ;P
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L222[05:17:25] <gigaherz> speaking about
the maven and such
L223[05:17:42] <gigaherz> I need to figure
out how you tell the build process to embed the packages from the
jar, on build
L224[05:19:59] <unascribed> for a
dependant or the library itself?
L226[05:20:36] <gigaherz> the library
itself
L227[05:20:53] <gigaherz> I want to embed
it on my mod, as an api package that FML deduplicates
L228[05:20:53] <gigaherz> ;P
L229[05:21:07] <unascribed> no idea
then
L230[05:21:10] <unascribed> I always just
shade
L231[05:21:27] <gigaherz> I suppose
shading would work too
L232[05:24:33] <Chais> If I extend a block
that already uses all 4 bits in its state, do I get another 4 bits
for my extension or do I need to use a TE?
L233[05:24:48] <gigaherz> lol nop.
L234[05:25:06] <gigaherz> you'd haveto use
a TE, or replace what the bits mean
L235[05:25:47] <Chais> why lol? basically
it depends on how the stuff is layed out in memory
L236[05:25:56] <gigaherz> well
L237[05:25:58] <gigaherz> the world
grid
L238[05:26:06] <unascribed> each block has
precisely 16 bits of storage
L239[05:26:08] <gigaherz> has space for 16
bits of data
L240[05:26:14] <gigaherz> 12 bits for the
block ID (internal)
L241[05:26:17] <gigaherz> and 4 bits
metadata
L242[05:26:17] <Chais> so the state is
stored in the world grid?
L243[05:26:22] <gigaherz> yup
L244[05:26:24] <Chais> ok
L245[05:26:27] <gigaherz> every time you
call setBlockState
L246[05:26:28] <gigaherz> it calls
L247[05:26:30] <gigaherz>
getMetaFromState
L248[05:26:33] <Chais> TE it is then
L249[05:26:37] <gigaherz> and stores the
block's internal id + the 4 bits meta
L250[05:26:53] <gigaherz> TEs are stored
separately
L251[05:27:03] <gigaherz>
"attached" to the world grid
L252[05:27:11] <gigaherz> but not stored
IN it
L253[05:28:13] <Chais> so the state of a
block is only associated with it, not actually a part of it
L254[05:28:25] <gigaherz> exactly
L256[05:28:35] <gigaherz> there's one
Block instance that manages all blocks placed
L257[05:28:45] <Chais> ah true. static all
the things
L258[05:28:47] <gigaherz> for each type of
block
L259[05:28:50] <gigaherz> not static
L260[05:28:53] <gigaherz> more of a
singleton
L261[05:29:14] <Chais> ah yeah
L262[05:29:25] <Chais> the init
instantiation
L263[05:30:13] <gigaherz> yep, the
instance you pass to GameRegistry.register(block)
L264[05:30:41] <gigaherz> we are hoping
that someday the in-memory world grid would store IBlockState
instances
L265[05:30:43] <gigaherz> rather than
meta
L266[05:30:55] <gigaherz> but until that
happens, we have to make do with what we get
L267[05:30:56] <gigaherz> ;P
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L272[05:36:20] <gigaherz> hmf
L273[05:36:30] <gigaherz> so forge 1.10.2
doesn't accept 1.10 mods?
L274[05:37:07] <gigaherz> Location:
H:\Minecraft\testing-1.10\server\mods\jei_1.10-3.7.0.218.jar
L275[05:37:07] <gigaherz> Expected:
[1.9,1.10]
L276[05:37:07] <gigaherz> Current:
Minecraft 1.10.2
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L278[05:46:43] <Chais> are the originals
for minecraft textures available?
L279[05:47:06] <gigaherz> originals?
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L281[05:47:31] <gigaherz> you can get any
version of minecraft and unpack the resources
L282[05:47:34] <Chais> like svg or
illustrator file. I mean I don't think the actually pixel their
textures
L283[05:47:43] <gigaherz> yeah no
L284[05:47:49] <Chais> shucks
L285[05:47:49] <gigaherz> that's internal
to mojang ;P
L286[05:48:01] <gigaherz> if they are svg
at all
L287[05:48:09] <gigaherz> I always assumed
it was hand-drawn pixel art
L288[05:48:21] <Chais> I'd be
surprised
L289[05:48:34] <gigaherz> why so?
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L291[05:48:45] <gigaherz> drawing 16x16
icons on vector programs is quite hard
L292[05:48:45] <gigaherz> XD
L293[05:48:46] <Chais> because svg is more
flexible
L294[05:48:54] <Chais> not really,
no
L295[05:49:27] <Chais> admitted, it
doesn't look like pixels while drawing it, but as soon as you
export it
L296[05:50:10] <gigaherz> I have never
been able to export a low-res image from vector and have it look
anywhere near good
L297[05:50:14] <gigaherz> but I'm not an
artist XD
L299[05:51:26] <Chais> and it looks decent
in-game
L300[05:51:49] <Girafi> gigaherz, yes
Forge 1.10.2 accepts 1.10 mods, but the 1.10 version of JEI don't
accept 1.10.2.
L301[05:53:13] <Chais> so follow-up
question, if I don't override the model and texture of a block I
extend, do I automatically reuse it?
L302[05:54:26] <gigaherz> nope
L303[05:54:29] <Chais> damn
L304[05:54:32] <gigaherz> the rendering is
completely separate
L305[05:54:38] <gigaherz> you have to
createyour own blockstate file and all
L306[05:54:46] <gigaherz> you can
reference model jsons and such
L307[05:54:49] <gigaherz> but you don't
"inherit" models
L309[05:55:00] <gigaherz> or anything else
than the logic in the Block class
L310[05:55:30] <Chais> so if I extend
BlockDoor my block will behave as one, right
L311[05:55:37] <Chais> *like
L312[05:55:50] <gigaherz> vaguely
L313[05:55:56] <gigaherz> ;P
L315[05:56:00] <gigaherz> I mean
L316[05:56:08] <gigaherz> have you looked
at BlockDoor?
L317[05:56:14] <Chais> yup
L318[05:56:19]
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L319[05:56:29] <gigaherz> it has all kinds
of hardcoded things
L320[05:56:55] <Chais> has
L321[05:56:59] <gigaherz> the logic for
opening and closing may be reusable, I suppose
L322[05:57:40] <Chais> I hope so. don't
wanna redo that ^^
L323[05:57:52] <gigaherz> but then you'll
need your own model/tesr
L324[05:57:56] <gigaherz> for the hinge
animation
L325[05:58:19] <gigaherz> actually vanilla
doors don't animate
L326[05:58:30] <gigaherz> so nevermind
that, just the model ;P
L327[05:58:59] <gigaherz> yeah assuming
you override the right things
L328[05:59:02] <gigaherz> it should act
like a door
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L332[06:09:52] <gigaherz> [12:51]
(Girafi): gigaherz, yes Forge 1.10.2 accepts 1.10 mods, but the
1.10 version of JEI don't accept 1.10.2.
L333[06:10:01] <gigaherz> I think it may
be the same issue as with some 1.9 mods
L334[06:10:24] <gigaherz> forge replaces
[1.9.4,1.10) with [1.9.4,1.10], but NOT [1.9,1.10)
L335[06:10:32] <gigaherz> some 1.9 mods on
1.10*
L336[06:10:51] <Girafi> There were quite a
few changed between 1.9 and 1.9.4, so of course not.
L337[06:10:55] <Girafi> changes*
L338[06:11:05] <gigaherz> I mean the fact
that both are 1.10)
L339[06:11:20] <gigaherz> which implies
it's supposed to work on all 1.9.x
L340[06:11:33] <gigaherz> so chances are
it would also work on 1.10
L341[06:11:47] <gigaherz> so if JEI's
version range was
L342[06:11:50] <gigaherz>
[1.9.4,1.10]
L343[06:11:55] <gigaherz> it may be
allowed to work on 1.10.2
L344[06:12:01] <gigaherz> but since it's
[1.9,1.10], it isn't
L345[06:12:23] <Girafi> Ohh I see
L346[06:13:21] <Girafi> JEI only accepts
1.10 atm. though
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L348[06:14:23] <gigaherz> yep
L349[06:14:34] <gigaherz> and btw: 1.10.2
loads with all my 1.9.4 mod jars ;P
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L351[06:15:09] <Girafi> Well you would
have to use some very certain methods, that most people don't
use.
L352[06:15:35] <gigaherz> yup, which makes
me happy, but confuses people
L353[06:15:46] <gigaherz> since my 1.9.4
jars are marked 1.10 on curseforge
L354[06:15:47] <gigaherz> XD
L355[06:16:05] <gigaherz> (soon to be
marked 1.10.2 too)
L356[06:16:42] <Girafi> It's annoying that
CurseForge have not added that list yet. It should have done that
when Mojang released 1.10
L357[06:16:54] <gigaherz> what list?
L358[06:16:58] <Girafi> The 1.10.2
L359[06:17:07] <gigaherz> oh, yeah
L360[06:17:26] <gigaherz> right, no .2
yet
L361[06:17:32] <gigaherz> so I can't mark
the build until they add it
L362[06:17:32] <gigaherz> XD
L363[06:17:37] <gigaherz> builds*
L364[06:17:49] <Girafi> Opened a ticket
about it a few hours ago :)
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L367[06:25:02] <Chais> I remember reading
somewhere (can't remember where) that as of 1.8 or so the block
render layer can be defined in the JSON. I could be mistaken
though
L368[06:25:08] <tterrag|ZZZzzz> gigaherz:
that's why I use 1.11)
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L372[06:34:59] <gigaherz> Chais: never
seen it
L373[06:35:00] <gigaherz> ;P
L375[06:35:09] <gigaherz> doesn't mean it
can't
L376[06:35:11] <gigaherz> just haven't
seen it done
L377[06:36:14] <Chais> yea but since I
can't find any documentation of it i'm not trying right now
L378[06:36:44] <Chais>
ModelLoader.setCustomModelResourceLocation will automatically
create an item for my block, right?
L379[06:39:39] ***
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L380[06:41:28] <Ordinastie_> does someone
know the new name for IMetadataSerializer?
L381[06:41:36] <PaleoCrafter> gigaherz,
GraphLib should provide some common operations on a graph :P
L382[06:43:56] <gigaherz> what kind of
common operations? ;P
L383[06:43:56] <sham1> dome graph drawing
stuff
L384[06:44:11] <PaleoCrafter> mostly path
algorithms
L385[06:44:19] <PaleoCrafter>
Euler/Hamilton paths/cycles etc.
L386[06:44:32] <barteks2x> I have a PR
that separates the part that manages GeneratorStage from the
processing part of my GeneratorPipeline. And now I said that whet
is names GeneratorPipeline in this PR looks more like
StageRegistry, and the class named ICubeGenerator should be
GeneratorPipeline, but his explanation is hard to argue with and
makes some sort of twisted sense. The GeneratorPipeline class:
http://pastebin.com/CPKjMtzR
L388[06:44:39] <gigaherz> I'm open to
adding stuff, but only if they make sense for the purposes of a
mod
L389[06:44:40] <gigaherz> ;P
L390[06:44:58] <sham1> Path finding in a
graph
L391[06:44:59] <gigaherz> so want an A*
pathfinding on the graph? sure I can do that ;P
L392[06:44:59] <PaleoCrafter> you never
know, a mod might want to calculate such a path :P
L393[06:45:00] <sham1> A*
L394[06:45:23] <gigaherz> yes but I'm not
overengineering here, I don't really need pathfinding yet ;P
L395[06:45:28]
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L396[06:45:53] <PaleoCrafter> "can
this package travel through the network safely, only visiting every
node once, and then come back to me?"
L397[06:45:56] <PaleoCrafter> totally
valid question :P
L398[06:46:12] <gigaherz> totally not a
hard problem
L399[06:46:51] <PaleoCrafter> not at
all
L400[06:47:28] <sham1> Or: "Can I
find a specific type of node in my network, and if I can, what is
the shortest path to it"
L401[06:50:12] <sham1> That's also a
totally valid question
L402[06:50:24] <barteks2x> so is the name
GeneratorPipeline for that class right, or does it seem wrong? I
think I just want someone else to confirm or deny so that I know
it's not just me misinterpreting things
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L404[06:51:09] <barteks2x> *remove
"think"
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L418[07:57:43] <masa> hmm, so 1.10.2 forge
is in the same 1.10.0 branch still
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L421[07:59:02] <ScruffyRules> What syntax
are the config files in?
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L423[07:59:48] <sham1> Yes
L424[08:02:41] <sokratis12GR> does 1.9.4
work for 1.10.2 too ?
L425[08:03:48] <sham1> Don't think
so
L426[08:04:08] <ezterry> in most cases
1.9.4 is supposed to work with 1.10.2 .. at least it was added to
the list
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L428[08:06:14] <sokratis12GR> well, I'll
test it
L429[08:07:30] <sham1> I think it was just
1.10.0
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L431[08:08:36] <sokratis12GR> does [1.9.4,
1.10.2] go minimal version 1.9.4 and maximun 1.10.2 ? does this
include 1.10 ?
L432[08:08:39] <gigaherz> sham1: nah all
my mods work on 1.10.2
L433[08:08:45] <gigaherz> it's such a
minor change it wasn't even worth advertising
L434[08:08:55] <gigaherz> (so far as mods
are concerned)
L435[08:09:13] <sham1> Well, except
JEI
L436[08:09:52] <gigaherz> jei's version
string is [1.9,1.10]
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L438[08:10:11] <gigaherz> the
"version upgrade" code only understands [1.9.4,1.10
L439[08:10:12] <gigaherz> XD
L440[08:10:23] <masa> well my mod with
[1.9.4,1.10] also doesn't load in 1.10.2
L441[08:10:29] <gigaherz> hm?
L442[08:10:39] <gigaherz> maybe the ]
makes it different
L443[08:10:42] *
gigaherz shrugs
L445[08:11:13] <masa> so people are
actually using [1.9.4,1.10)
L446[08:11:20] <masa> I got yelled at for
suggesting that once
L447[08:11:39] <gigaherz> a non-negligible
number of mods used [1.9.4,1.10)
L448[08:12:54] <masa> well I guess I'll
have to re-compile all of mine for 1.10.2 then maybe..
L449[08:13:26] <masa> but I also need JEI
for one of them, and JEI needs CurseForge to support 1.10.2, kinda
:p
L450[08:13:34] <masa> although it isn't on
the maven yet either
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L471[09:17:23] <Aaron1011> >
L473[09:17:47] <Aaron1011> wrong channel,
oops
L474[09:18:29] <kenzierocks> lol
L475[09:20:53] <sham1> Why did you say no
fry
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L483[09:47:31] <masa> welp, I have my mods
re-compiled, version jsons updated, all commitetd, tagged and
pushed for 1.10.2, just waiting for CurseForge to add teh 1.10.2
version label...
L484[09:48:55] <masa> well when I say all,
I mean 8 out of 10... one is so alpha that it doesn't really matter
yet, and enu is in the middle of some wip stuff
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L489[09:56:21] ***
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L496[10:27:37] <blood|wrk> isOpaqueCube()
what do I use in 1.10 as this is deprecated?
L497[10:28:54] <fry>
state.isOpaqueCube
L498[10:29:07] <blood|wrk> thanks
L500[10:31:32] <sham1>
"1.5.2"
L501[10:31:36] <sham1> WHY
L502[10:31:38] <sham1> JUST WHY
L503[10:31:40] <HassanS6000> Cus
L504[10:31:41] <HassanS6000> lol
L505[10:31:46] <blood|wrk> HassanS6000
that is dumb
L506[10:31:52] <blood|wrk> dont even
bother
L507[10:31:58] <HassanS6000> It is, but
somebody needs help :/
L508[10:32:05] <blood|wrk> you tell them
to update
L509[10:32:08] <HassanS6000> They
can't
L510[10:32:14] <sham1> Yes they can
L511[10:32:15] <blood|wrk> then their
problem
L512[10:32:16] <HassanS6000> They're on a
modpack
L513[10:32:19] <blood|wrk> who cares
L514[10:32:21] <HassanS6000> Modpack is on
1.5.2 xD
L515[10:32:26] <sham1> Why
L516[10:32:29] <blood|wrk> thats like
someone asking for help on Windows XP
L517[10:32:32] <blood|wrk> its NOT
SUPPORTED
L518[10:32:35] <gigaherz> wtf does the
modpack have that doesn't exist on a more modern mc?
L519[10:32:40] <blood|wrk> if they choose
not to update, that is their issue
L520[10:32:47] <HassanS6000> Voltz I
think
L521[10:32:53] <HassanS6000> Somehow that
still exists
L522[10:33:03] <gigaherz> Votz was
basically icbm and mekanism?
L523[10:33:09] <gigaherz> Voltz*
L524[10:33:10] <HassanS6000> I think so
yea
L525[10:35:08] <sham1> Does anyone here
know how a vector length would work with a homogeneous vector
L526[10:35:16] <sham1> For 3D rendering
that is
L527[10:35:31]
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L530[10:39:12] <abab9579> Projective
geometry?
L531[10:39:16] <sham1> Indeed
L532[10:39:30] <abab9579> If it is
direction vector, fourth coord should be 0
L533[10:39:37] <sham1> I know
L534[10:39:38] <Chais> sham1: you just
leave the homogenous coordinate out
L535[10:39:41] <sham1> Ah
L536[10:39:41] ⇦
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L537[10:39:44] <Chais> also that
L538[10:39:57] <fry> no, you divide, if
it's an ordinary vector
L539[10:40:01] <abab9579> If it is
position vector, it is scaled by 1/fourth coord
L541[10:40:17] <Chais> since directions
aren't bothered by translation the homogenous coordinate is 0
L542[10:40:31] <abab9579> I meant
displacement. It should have fourth coord as 0.
L543[10:40:50] <sham1> I was not really
sure how to calculate the length of that kind of vector with the
fourth element
L544[10:40:59] <sham1> Other than that I
do know this stuff
L545[10:41:00] ***
abab9579 is now known as Abastro
L546[10:41:02] <Chais> what are you trying
to do?
L547[10:41:09] <sham1> Normalise
L548[10:41:23] <Chais> so that doesn't
make sense for position vectors anyway
L549[10:41:26] <fry> sqrt(x^2 + y^2 + z^2)
/ w
L550[10:41:34] <Chais> w is 0
L551[10:41:34] <sham1> I am not doing that
for them anyway Chais
L552[10:41:40] <sham1> Jesus christ
L553[10:41:51] <Chais> I know
L554[10:41:54] <fry> w isn't 0 for
position vectors
L555[10:41:54] <Abastro> Well.. maybe
divide every coords by w?
L556[10:41:59] <Abastro> Yes.
L557[10:42:01] <fry> unless you're doing
it wrong
L558[10:42:04] <Chais> he's not using
position vectors
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L561[10:42:29] <sham1> Well, to get a unit
vector, you have to divide the components by the vector
length
L562[10:42:32] <sham1> That's why I wanted
it
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L564[10:42:46] <fry> what do those vectors
represent?
L565[10:42:51] <sham1> Directions
L566[10:42:51] <fry> why do you need the
length?
L567[10:42:56] <Chais> to normalise
L568[10:43:02] <MalkContent> anyone here
knowledgable about wifi?
L570[10:43:09] <Abastro> Well
L571[10:43:13] <fry> why do you need to
normalize?
L572[10:43:20] <MalkContent> i'm getting
these weird periodical minilags when i'm using the n standard
L573[10:43:33] <Chais> so
(x,y,z)*(1/sqrt(x*x,y*y,z*z))
L574[10:43:34] <MalkContent> and i'm
having a tough time googling for that
L575[10:43:46] <Chais> MalkContent: on
windows 10?
L576[10:43:52] <fry> MalkContent: disable
power management of the interface
L577[10:43:52] <MalkContent> 10 yes
L578[10:43:58] <MalkContent> is
disabled
L579[10:44:02] <sham1> Because I want to
have the direction of the vector without having the length of
it
L580[10:44:06] <MalkContent> had this
problem on 7, too
L581[10:44:15] <Chais> I got them too. I
don't use windows 10 on that machine any more ^^
L582[10:44:23] <sham1> But I think I got
it
L583[10:44:25] <Abastro> Well then just
reduce it to 3dim vec and normalize
L584[10:44:30] <sham1> Yah
L585[10:44:32] ⇦
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L586[10:45:02] <fry> sham1: where are you
obtaining that direction vector from?
L587[10:45:03] <sham1> There's nothing on
the internet that explains that. Probably because it should be so
obvious
L588[10:45:09] <MalkContent> or to be
sure, fry, you mean the setting for wifi in the powre
management
L589[10:45:11] <Abastro> I think fourth
element should be 0 because normalized vector would be
displacement. But it might not the case.
L590[10:45:22] <MalkContent> not something
special setting in the adapter or somthing
L591[10:45:30] <Chais> basically you only
need the homogenous coordinate for your transformation matrix to
always work. for all simple operations it's safe to ignore it
L592[10:45:33] <sham1> fry: it's just an
arbitrary 4d vector for stuff like for instance the direction I am
looking at
L593[10:45:41] <fry> MalkContent: iirc
there's a setting inside the adapter properties too,
sometimes
L594[10:45:50] <sham1> Chais: Oh,
thanks
L595[10:46:11] <fry> sham1: again, where
are you getting it from? subtracting 2 other 4d vectors?
L596[10:46:24] <sham1> No
L597[10:46:24] <fry> or putting it in by
hand as a constaint in the code?
L598[10:46:28] ⇦
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L599[10:46:36] <fry> or something
inbetween?
L600[10:46:40]
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L601[10:46:46] <sham1> I calculate it from
the pitch and the yaw and the roll of the camera
L602[10:46:59] <sham1> But I did get the
info I needed
L603[10:47:03] <fry> then calculate the 3d
vector directly, if you can
L604[10:47:23] <Abastro> Well projective
geometry could be effective on some cases
L605[10:47:38] <Abastro> Like
transformations.
L606[10:47:44] <fry> if you can't - divide
by w, and you'll obtain the normal 3d value
L607[10:47:54] <sham1> Ya
L608[10:48:10] ⇦
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L609[10:48:17] <Chais> sham1: rotation,
shearing and scaling can be combined into a single 3x3 matrix but
translation can't. so in order to do it all in a single operation
they're combined in a 4x4 matrix. so you need the 4 coordinate in
the vectors too. but all it does is add the translation to the
other coords
L610[10:48:26] <sham1> Yes
L611[10:48:30]
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L612[10:48:42] <sham1> Translation is why
it is there
L613[10:48:49] <fry> not only
L614[10:48:50] <MalkContent> right.
fiddling with the connection is not liked by irc :D
L615[10:49:06] <Chais> yes only
L616[10:49:17] <sham1> Well no other
transformation matrices need the fourth component for the
vector
L617[10:49:24] <fry> you can get away with
using 4x3 matrices and 3d vectors if you only need to add
translation
L618[10:49:45] <fry> using 4x4 lets you
also do projective transformations
L619[10:49:48] <MalkContent> anyways, i'm
not seeing anything with regards to energy options that i didn't
set to "maximum performance" or "don't allow
deaktivating to save power"
L620[10:50:00] <MalkContent> the weird bit
is that it's apparently only with the n standard
L621[10:50:29] <fry> MalkContent: wifi
never works :P
L622[10:50:41] <MalkContent> well it
does
L623[10:50:59] <MalkContent> it's just
infuriating when you play mp with it :D
L624[10:51:20] <fry> which means it
doesn't do it's job :P
L625[10:51:22] <MalkContent> atm it's
always "oo, gotta dl new game on steam/gog, lemme switch it to
n+g"
L626[10:51:37] <MalkContent> one
infuriating match later "o right, forgot to switch it back to
b+g"
L627[10:51:53] <MalkContent> and try
googling that stuff
L628[10:52:15] <fry> oh I did; answer:
wifi never works :P
L629[10:52:23] <MalkContent> :D
L630[10:52:42] <gigaherz> OMFG no way, it
worked first time ?!
L631[10:52:48] ***
big_Xplo|AFK is now known as big_Xplosion
L632[10:52:49] <gigaherz> there MUST be a
bug somewhere!
L633[10:53:06] <MalkContent> well it's
working on b+g, so i'm content enough to not put holes in the wall
for a cable
L634[10:53:11] <sham1> Put your code full
of asserts to hunt down the bug /s
L635[10:54:06] <MalkContent> gigaherz: ty
btw, regrowth seems like the kind of thing i needed atm :)
L636[10:54:08]
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L637[10:54:13] <gigaherz> :)
L638[10:54:15] <gigaherz> it's a nice
pack
L639[10:54:18] <gigaherz> I had lots of
fun with it
L640[10:54:29] <Coolway99> are there
resources for making color transitions in java?
L641[10:54:34] <MalkContent> i really like
these kind of packs
L642[10:54:40] <Coolway99> for example, a
gradient shift or fade in effects
L643[10:54:40] <MalkContent> you kind of
are done with it eventually
L644[10:54:53] <MalkContent> with regular
old modded minecraft
L645[10:55:07] <gigaherz> AHA!!
L646[10:55:09] <gigaherz> a bug!!
L647[10:55:27] <Coolway99> then you got
into modding modded minecraft
L648[10:55:31] <MalkContent> i always had
the creeping realization that all these castles and machines and
railways are gonna die forgotten and with a whiper
L649[10:55:32] <Coolway99> the ultimate
modded minecraft meta-game
L650[10:55:40] <MalkContent> when the next
version of minecraft comes out
L651[10:56:08] ⇦
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L654[10:56:30] <Abastro> What is the best
way of calculating distance between two spherical
coordinates?
L655[10:56:57] <MalkContent> regular old
eucledian distance?
L656[10:57:26] <Coolway99> hey, when
capabilities are saved they are prefixed with their id,
right?
L657[10:57:43] <diesieben07> Coolway99,
depends on the ICapabilityProvider.
L658[10:57:56] <Coolway99> so in other
words
L659[10:58:01] <Coolway99> I gotta do it
myself
L660[10:58:12] <gigaherz> capabilities
don't save themselves
L661[10:58:16] <gigaherz> you have to do
the saving yourself
L662[10:58:24] <Coolway99> I know
that
L663[10:58:26] <gigaherz> either on your
TE/Entity's readFromNBT/writeToNBT
L664[10:58:27] <Coolway99> I mean when
they save
L665[10:58:28] ⇦
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L666[10:58:30] <Coolway99> are they
prefixed with the ID's
L667[10:58:33] <gigaherz> when they save,
they save the content
L668[10:58:33] <diesieben07> it
depends.
L669[10:58:35] <gigaherz> no
"ids" anymore
L670[10:58:39] <Coolway99> ...
L671[10:58:39] <gigaherz> anywhere*
L672[10:58:42] <diesieben07> the
ICapabilityProvider decides
L673[10:58:43] <Coolway99> I meant
L674[10:58:48] <Coolway99> are they
prefixed with the MODID's
L675[10:58:50] <diesieben07> the
capability simply says "here is my stuff as NBT"
L676[10:58:59] <gigaherz> look
L677[10:59:00] <diesieben07> and the
ICapabilityProvider decides what it does with that.
L678[10:59:08] <gigaherz> the default for
the IItemHandler
L679[10:59:14] <gigaherz> doesn't even use
an NBTTagCompound
L680[10:59:17] <gigaherz> it saves to an
NBTTagList
L681[10:59:29] <gigaherz> it's up to you
to store them somewhere you can identify later
L682[10:59:53] <Coolway99> bah, here I am
trying to prevent inter-mod errors and I get the whole "it
depends"
L683[11:00:00] ⇦
Quits: RichardG (~richardg8@201.17.105.96) (Quit: You saw
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L684[11:00:02] <gigaherz> wat
L685[11:00:13] <diesieben07> first, what
is your role in this
L686[11:00:17] <diesieben07> are you
makign a capability?
L687[11:00:20] <diesieben07> are you
makign a TE?
L688[11:00:20] <fry> Abastro: what do you
need that distance for?
L689[11:00:22] <Coolway99> yes, I have a
capability
L690[11:00:24] <Abastro> MalkContent, I
doubt that converting to euclidean vector here is numerically
stable enough
L691[11:00:27] <Coolway99> that I attach
to an EntityPlayer
L692[11:00:30] <diesieben07> ok
L693[11:00:43] <Coolway99> it saves
reliably, it loads reliably
L694[11:00:44] <gigaherz> so you have an
ICapabilityProvider that you attach through the event
L695[11:00:55] <gigaherz> and in that
event, you provide a key
L696[11:00:58] <Coolway99> but I want to
add on more data, and I don't want to step on toes
L697[11:01:00] <Abastro> fry: to deal with
finding visible stars
L698[11:01:12] <diesieben07> attached
ICapabilityProviders are multiplexed through
CapabilityDispatcher
L699[11:01:19] <diesieben07> which indeed
DOES prefix the ID
L700[11:01:24] <MalkContent> Abastro: with
eucledian I mean: you don't want stuff like tracing distance over a
sphere
L701[11:01:25] <gigaherz> for attached
capabilities, it prefixes the "key" you gave
L702[11:01:27] <diesieben07> but it
prefixes it to your ICapabilityProvider's data
L703[11:01:28] <gigaherz> on
attaching
L704[11:01:45] <diesieben07> what your
provider gives it, it doesnt care
L705[11:01:56] <diesieben07> it can be
multiple caps serialized, or something entirely different
L706[11:02:17] <Abastro> Well I shouldnt
use normal euclidean distance.
L707[11:02:59] <MalkContent> putting it
simple: you want the point to point distance as your average human
understand it
L708[11:03:09] <Abastro> Since sphere
cannot be approximated into surface in big scale.
L709[11:03:27] <MalkContent> no
"warped" space
L710[11:04:13] <Abastro> Ah I meant, the
one without 'r' component.
L712[11:04:52] <Abastro> Then distance
becomes angle.
L713[11:05:20] <MalkContent>
*blinks*
L714[11:06:00] <MalkContent> tl;dr
^^
L715[11:06:06] <MalkContent> just what
kind of distance do you want?
L716[11:06:25] <MalkContent> between to
points in space
L717[11:06:38] <MalkContent> which you
only happen to know by their spherical coordinates so far?
L718[11:06:47] <Abastro> Angular distance
on sphere.
L719[11:06:50] <Coolway99> ok, so it
prefixes it in nbt with the id I pass to forge
L720[11:06:56] <Coolway99> that's what I
wanted to know
L721[11:07:05] <MalkContent> well that's
easy no?
L722[11:07:10] <Abastro> Which is crucial
to deal with FOV
L723[11:07:16] <Chais> Abastro: your
points are given as two angles and a radius, right?
L724[11:07:29] <MalkContent> you got the
angles already
L725[11:07:32] <Abastro> Chais, no without
radius.
L726[11:07:42] <Chais> so the radius is
implicit
L727[11:08:07] <Abastro> MalkContent, it
is far from easy.
L728[11:08:23] <MalkContent> chais: just
pretend the radius is fix and imagine both points on the same
sphere
L729[11:08:42] <Abastro> I should have
mentioned this:
L731[11:08:57] <diesieben07> Coolway99, if
you had just asked the right question ;)
L732[11:09:07] <Coolway99> you're never
going to get that from me
L733[11:09:23] <Abastro> There is a
formula given, but it is not generally numerically stable.
L734[11:10:21] <Chais> how about the
vector version?
L735[11:10:45] <Abastro> Would you
elaborate?
L736[11:10:48] <MalkContent> if i don't
misunderstand this
L737[11:11:23] <MalkContent> you want the
value one angle minus the other angle no?
L738[11:11:32] <MalkContent> +of
L739[11:11:43] <Chais> no
L740[11:11:55] <MalkContent> simplified to
a circle
L741[11:12:02] <Chais> or at least that's
not what angular distance is
L742[11:12:30] <Chais> angular distance is
the shortest connection of two points along the surface of a
sphere
L743[11:12:30] <MalkContent> what is it
then
L745[11:13:04]
⇨ Joins: Vazkii
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L746[11:13:15] <MalkContent> well that is
something you get directly by knowing the angulare differ... err.
the angle difference alone
L747[11:13:20] <Chais> Abastro: that page
gives you a vector version of the formula
L748[11:13:48] <MalkContent> know the
difference in angle, apply deltaangle/360*2*r*pi
L749[11:14:17] <fry> read the
"Computational formulas" paragraph
L750[11:14:20] <Chais> MalkContent: yes.
but he doesn't care for x degrees in up direction and y degrees in
radial direction. because that doesn't give a distance
L751[11:14:45] <fry> most likely you don't
have "two points are a kilometer apart on the surface of the
Earth" precision
L752[11:14:56] <MalkContent> i'm like 90%
sure you can just pythagoras that
L753[11:15:00] <fry> and you can use
floats without worrying about anything
L754[11:15:12] <Abastro> Hm.. arctan will
be appropriate with caching.
L755[11:15:23] <Chais> you can't. then
you'd get the straight line connecting them
L756[11:15:32] <Chais> he wants a circle
segment
L757[11:15:40] <Chais> or rather the
length of it
L758[11:15:44] <MalkContent> i know
L759[11:16:17] <MalkContent> so he wants
to put a circle through the 2 points on the sphere
L760[11:16:38] <MalkContent> and the angle
of the segment there
L761[11:17:13] <MalkContent> which i think
is sqrt(xdeltaangle²+ydeltaangle²)
L762[11:17:17] <MalkContent> not 100% sure
though
L763[11:17:21] <Chais> it's not
L764[11:17:30] <Abastro> What I wanted was
balance with performance and accuracy.
L765[11:17:33] <Chais> because it doesn't
use spherical geometry
L766[11:17:56] <MalkContent> trying to
think of an easy example where it is obviously not
L767[11:18:01] <Chais> the arctan formula
is described as well-conditioned
L768[11:18:02] <MalkContent> can't think
of anything yet :P
L769[11:18:18] <Coolway99> I really,
really think I'm not using capabilities properly in the slightest
XD
L770[11:18:37] <MalkContent> are you 100%
sure it's not?
L771[11:18:44] <Abastro> There are good
formulas, yes, but I wanted the appropriate conditions for using
each of them.
L772[11:18:50] <MalkContent> or are you
just saying "don't be like that, this is circle
stuff"
L773[11:19:01]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L774[11:19:06] <MalkContent> because when
i imagine myself at the center of the sphere, looking at the
points
L775[11:19:21] <MalkContent> and the
distance between them is nothing but an angle value
L776[11:19:40] <Chais> Abastro: if you
transform you coordinate system so that one vector is always on the
axis and the other one is straight up you should even be able to
replace the arctan by several vector operations
L777[11:19:41] <MalkContent> i'm pretty
sure i can pythagoras the straight distance there
L778[11:19:58] <Chais> MalkContent: yes
you can. but we're not interested in the straight distance
L779[11:20:06] <Abastro> MalkContent, yes
it is approximately same with what you said in small scale.
But
L780[11:20:12] <Chais> exactly
L781[11:20:24] <MalkContent> is it just
approximately though
L782[11:20:32] <Chais> a bad one
L783[11:20:40] <Abastro> On big scale,
everything got screwed.
L784[11:20:42] <MalkContent> chais, it
just looks straight :P
L785[11:20:57] <MalkContent> just because
it looks straight doesn't mean that it's a circle in reality
L786[11:21:27] <Chais> for a unit sphere
to point 90° apart will have an angular distance of pi/2, but
pythagoras will give you sqrt(2)
L787[11:21:52] <Chais> that scales with
the radius
L788[11:22:18] <MalkContent> wat
L789[11:22:34] <MalkContent> what is
"point 90° apart"
L790[11:22:39] <Chais> for 180° separation
you'd get pi with angular distance and 2 with euclidean distance.
you don't wanna go there
L791[11:23:07] <MalkContent> if both
points are on the equator
L792[11:23:15] <Abastro> Chais: oh it
really does, but I think transformation will take more time.
L793[11:23:27] <MalkContent> its
alpha²+0²=deltaimlookingfor²
L794[11:23:35] <Chais> Abastro: it does
what?
L795[11:23:36] <MalkContent> which is
obviously true
L796[11:24:01] <Abastro> It gets
simplified when one of the point is on the pole.
L797[11:24:11] <Chais> yup
L798[11:24:34] <MalkContent> yea, but
thats not the case here
L799[11:24:39] <Chais> the transformation
should only be 2 rotations
L800[11:24:48] <MalkContent> hmm
L801[11:24:49] <Chais> or rather one
compound rotation
L802[11:24:57] <MalkContent> but poles are
a good argument
L803[11:25:18]
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MineBot sets mode: +v on RichardG
L805[11:25:29] <MalkContent> if beta was
90°
L806[11:25:45] <MalkContent> the angle
difference should be 0 on the pole
L807[11:27:05] <Chais> Abastro: you should
even be able to read the angles from the vector coordinates with
only minimal calculation effort
L808[11:27:40] <gigaherz> [18:18]
(Coolway99): I really, really think I'm not using capabilities
properly in the slightest XD
L809[11:27:47] <MalkContent> couldn't you
just transform the sphere
L810[11:27:50] <gigaherz> you have the
Capability object, right?
L811[11:27:50] <Abastro> Yes, if one point
has been fixed, transformation method gets better.
L812[11:27:54] <MalkContent> so both
points are on the equator?
L813[11:28:12] <MalkContent> cause then
it's just a circle to you
L814[11:28:14] <gigaherz> and a thing that
this Capability represents
L815[11:28:20] <Abastro> MalkContent:
calculating that is too much pain.
L816[11:28:20] <MalkContent> and then it's
easy
L817[11:28:24] <gigaherz> and you said you
want it attached to players
L818[11:28:34] <gigaherz> so you need an
event handler for it
L819[11:28:34] <MalkContent> it's just a
matrix though :x
L820[11:28:39] <gigaherz> and in it
L821[11:28:50] <gigaherz> you have to
attach an ICapabilityProvider
L822[11:28:58] <Abastro> Chais: I think I
got what you said. Thanks!
L823[11:28:59] <gigaherz> and this
provider, is the one responsible for managing the data
L824[11:29:04] <Chais> Abastro: actually
you can transform any vector onto your major axis just by rotating
it by its negative coordinate angles
L825[11:29:04] <gigaherz> which, in your
case, is the one capability
L826[11:29:19] ***
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L827[11:29:24] <Coolway99> Gigaherz, I
mean it works
L828[11:29:33] <gigaherz> and you want it
to be ableto save and load, so rather than ICapabilityProvider, you
probably want ICapabilitySerializable
L829[11:29:36] <Coolway99> but I'm using
it quite wrongly
L830[11:29:42] <MalkContent> srsly
though
L831[11:29:46] <Coolway99> I have one
capability
L832[11:29:54] <Coolway99> that does like
5 different functions
L833[11:29:54] <MalkContent> you don#t
even have to transform it so they are on the equator
L834[11:30:07] <Chais> MalkContent: we're
already there
L835[11:30:11] <gigaherz> Coolway99:
that's not really an issue
L836[11:30:23] <Abastro> Chais: ofc, i
knew that. What I wondered is the mults and adds would take time
and accuracy.
L837[11:30:26] <MalkContent> only so they
are on the same beta (top/down) degree
L838[11:30:40] <MalkContent> Chais: idk
:D
L839[11:30:44] <MalkContent> idc*
L840[11:30:51] <Chais> Abastro: mults and
adds are cheap. trigonometric operations are expensive and
inaccurate
L841[11:32:18] <Abastro> Chais: but
getting the transformation might need sqrt, isnt it?
L842[11:32:19] <Coolway99> work with right
angles, then trig functions simply become division
L843[11:32:54] <Chais> I don't think so.
you can just decide to point the first vector along the major
axis
L844[11:33:18] <Chais> so you can read the
angles for the first part of the transform directly from the
vector
L845[11:33:51] ***
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L846[11:34:14] <MalkContent> so you are
saying you want to transform the thing? :P
L847[11:34:47]
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L848[11:35:08] <Abastro> How to directly
read angles there? Doesn't it need transformation?
L849[11:35:30] <Chais> I thought you get
them in spherical coordinates
L850[11:36:06] <Abastro> Ah in spherical
coordinates, transformation is really painful.
L851[11:36:16] <MalkContent> i redact my
statement that pythagoras doesnt make sense
L852[11:36:32] <Chais>
s/doesnt/does/
L853[11:36:50] <MalkContent> pft.
meany
L854[11:37:13] <Chais> actually, true. you
don't need to go spherical
L855[11:37:27] <Chais> it's easier to
think though
L856[11:37:54] <Chais> so you have your
coordinates as x,y,z
L857[11:38:33] <Chais> you can easily
transform any vector to point along the y axis for example
L858[11:39:27]
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L859[11:39:30] <Abastro> Wait, getting
angle between x,y,z and the pole seems not simple enough than more
general method.
L860[11:39:44] <MalkContent> i reinstate
my statement that pythagoras doesn't make sense
L861[11:40:10] <MalkContent> anyways, like
i said before
L862[11:40:23]
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L863[11:40:35] <MalkContent> just
transform it in a way that you can lay a simple circle through both
points
L864[11:41:02] <MalkContent> if you come
from spherical coordinates or no makes no difference
L865[11:41:08] <Chais> true. the algorithm
suggested by wikipedia already uses dot- and cross-products
L866[11:41:33] <Chais> you'll need a sqrt
to get the length of the cross product
L867[11:43:21]
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L868[11:48:12] <Chais> I'm trying to
figure out if you can avoid the arctan, but I'm not sure
L869[11:48:20] <MalkContent> i don't think
you can
L870[11:48:26] <MalkContent> been thinking
about that, too :D
L871[11:48:31] <Chais> but that shouldn't
be too bad stability wise
L872[11:48:43]
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L873[11:48:57] <MalkContent> after all
you're turning regular old 3d coordinates into something
round
L874[11:49:23] <Abastro> Yes, arctan is
reasonable, even better after caching.
L875[11:49:45] <Abastro> MalkContent,
there is no 'regular coordinate'
L876[11:49:50] <MalkContent> there's
probably some old voodoo from carmacs youth
L877[11:49:55] <MalkContent> if you need
it done really fast :D
L878[11:49:58] <MalkContent> i know
L879[11:50:10] <MalkContent> i'm not sure
of the words i have to use
L880[11:50:15] <MalkContent> english isn't
my first language
L881[11:50:26] <MalkContent> i know/think
it's not "eucledian"
L882[11:50:34] <MalkContent> and was too
lazy too google
L884[11:51:39] <MalkContent> already
figured that out :)
L885[11:52:02] <MalkContent> the edge case
i had in mind is
L886[11:52:06] <Chais> anyway. gone
L887[11:52:07] <MalkContent> when one
point is on the pole
L888[11:52:23] <MalkContent> and one at
any point on the equator
L889[11:52:56] <MalkContent> delta angle
is always 90°
L890[11:53:06] <MalkContent> pythagoras
would have different values though
L891[11:55:32] ***
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L895[11:58:37] <MalkContent> hmm
L896[11:58:50] <MalkContent> imma try
restricting the wlan to 2,4ghz range only
L897[12:00:42] ⇦
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L899[12:02:40]
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L900[12:03:33] <gigaherz> crap, this is a
BAD bug XD
L901[12:03:49] <gigaherz> if the
ender-rift isn't powered, the browser still takes the items
L902[12:03:52] <gigaherz> just won't add
them
L903[12:03:52] <gigaherz> XD
L904[12:05:53]
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L906[12:07:23] <gigaherz> ah, it's just on
the client
L907[12:15:48] <Coolway99>
hmmmm.......
L908[12:16:09] <Coolway99> is there any
standard for inventories?
L909[12:17:59] <masa> what do you
mean?
L910[12:18:20] <Coolway99> I dunno
L911[12:21:59] ***
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L913[12:26:31] <masa> good talk
L914[12:27:19] <iso2013> Anyone able to
update TerrainControl for me? :)
L915[12:27:42] *
iso2013 is willing to pay
L916[12:29:26] <Coolway99> ok, I bet I'm
trying to reinvent the wheel here, but when are a Container's slots
made?
L917[12:29:58] <sham1> iso2013: how much
;P
L918[12:30:07] <iso2013> depends on the
work required
L919[12:30:54] <iso2013> right now it's
beta 1.8 stable 1.7.10 with 1.9 in the work but problems with biome
generation
L920[12:30:57] <iso2013>
*registration
L921[12:51:54] <diesieben07> Coolway99,
define "made".
L922[12:52:05] <masa> Coolway99: the slots
are created and added to the container when/after the container is
created, so after a player opens an inventory GUI
L923[12:52:16] <Coolway99> ah
L924[12:53:00] <masa> so the container and
the slots, and the Gui on the client side live as long as that gui
is open
L925[12:56:42] ***
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L926[12:57:30]
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(kiwiirc@p4FDCD108.dip0.t-ipconnect.de)
L927[12:57:35] <MalkContent>
mmmmmmmm
L928[12:57:48] <MalkContent> setting the
wlan card to use 5ghz only and no more minilags
L929[12:57:54] <MalkContent> finally after
all these years
L930[13:00:34]
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(~Technic@p4FE56835.dip0.t-ipconnect.de)
L931[13:05:20] <MalkContent> which is a
bit weird
L932[13:05:31] <MalkContent> cause
apparently my fritzbox can't do 5ghz
L933[13:06:28] <MalkContent> maybe named
the bits wrong in the driver
L934[13:06:38]
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L935[13:06:44] <MalkContent> who cares :D
i gots stable n standard
L936[13:08:01] <elan_oots> I have a block
with a property I get from a tileEntity and the F3 menu updates it
properly but the rendered model does not, what could be reasons for
that?
L937[13:11:18] ***
amadornes is now known as amadornes[OFF]
L938[13:11:33] <MalkContent> btw
L939[13:11:52] <MalkContent> i heard
charset isn't getting developed anymore
L940[13:12:03] <MalkContent> any other
redstone wire mods in the works somewhere?
L941[13:12:45] ***
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L943[13:14:35] <tterrag|ZZZzzz> fry: still
no idea on the lighting issue?
L944[13:15:16] <iso2013> sham1, so do you
want to update it?
L945[13:16:12] ***
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L946[13:16:51] ⇦
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⇨ Joins: sokratis12GR (kiwiirc@62.221.158.165)
L948[13:21:02] <sham1> No
L949[13:21:31] <MalkContent> oo. so vaazki
took over. neato :)
L950[13:21:59] <MalkContent> er.
vazki_i*
L951[13:22:18] <gigaherz> too late for
that? XD
L952[13:22:37] <MalkContent> maintenance
only apparently
L953[13:22:47] <MalkContent> aw
L954[13:29:41] ⇦
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L955[13:32:01] <elan_oots> Is it possible
to have a TileEntity do a block update?
L956[13:33:49] <gigaherz> hm?
L957[13:33:53] <gigaherz> what issue are
you having?
L958[13:34:11] <elan_oots> The model
rendered isn't updating with the actual state of the block
L959[13:34:16] ⇦
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L960[13:34:20] <gigaherz> is it from
getActualState?
L961[13:34:23] <elan_oots> Yeah
L962[13:34:25] <gigaherz> aha
L963[13:34:38] <gigaherz> you'll need to
do a notifyBlockUpdate on the client
L964[13:35:22] <elan_oots> How do I do
that?
L965[13:35:38] <gigaherz> well, when the
state changes
L966[13:35:49] <gigaherz> call
world.notifyBlockUpdate
L967[13:36:20] <gigaherz> in the server,
it causes the server to send an update packet to the client
L968[13:36:27] <gigaherz> in the client,
it marks the chunk for render update
L969[13:36:44] <gigaherz> if you pass in a
8 in the flags, it will ask that the update be "as soon as
possible" rather than "as soon as convenient"
L970[13:37:03] <elan_oots> Ok that's
easy
L971[13:37:06] <elan_oots> Thank
you!
L972[13:38:04] <elan_oots> I still need to
pass in the old and new BlockStates?
L973[13:40:25] <gigaherz> well
L974[13:40:28] <gigaherz> the client
doesn't use them
L975[13:40:32] <gigaherz> but just in case
it does int he future
L976[13:40:36] <gigaherz> it's easier to
pass them
L977[13:40:39] <elan_oots> Ok
L978[13:40:49]
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L979[13:41:41] ***
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L980[13:46:11] <primetoxinz> how do you
register an item model based on nbt?
L981[13:46:38] <elan_oots> ... can
you?
L982[13:46:48] <primetoxinz> no idea
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L984[13:46:51] <primetoxinz> I hope
so
L985[13:46:57] <gigaherz> primetoxinz:
sortof
L986[13:47:02] <primetoxinz> oh?
L987[13:47:05] <gigaherz> you can register
an ItemMeshDefinition
L988[13:47:11] <gigaherz> manually apply
for all the required variant names
L989[13:47:15] <gigaherz> and then choose
the model based on NBT
L990[13:47:18] <gigaherz> from the
ItemMeshDefinition
L991[13:47:59] *
gigaherz is fetching a link
L994[13:48:30] <primetoxinz> ok
L995[13:48:44]
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L997[13:49:16] <primetoxinz> ehh, I might
as well just use metadata
L998[13:49:26] <primetoxinz> didn't really
want to, but *shrugs*
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L1000[13:50:26] <gigaherz> the other
option may be ItemOverrides (1.9+)
L1001[13:50:33] <gigaherz> but I haven't
used those so no idea how to work with them
L1002[13:50:33] <gigaherz> ;P
L1003[13:50:56] <primetoxinz> I only have
5 items, metadata will work
L1005[13:52:37] ***
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L1010[14:00:44] <elan_oots> How do I add
the tesla API to my project properly to use it?
L1011[14:00:56] <elan_oots> I'm pretty
sure just putting it in my sources is wrong
L1012[14:01:09] <elan_oots> Wait found
it
L1013[14:01:41] <gigaherz> dependencies {
deobfCompile "net.darkhax.tesla:Tesla:1.9.4-1.1.0.24"
}
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L1017[14:06:40] <Chais> if I have a block
that can be made of different materials, do I need to instantiate
every material?
L1019[14:09:11] <Chais> e.g. for a door,
do I need an instance for oak wood, birch wood and so on?
L1020[14:10:28]
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L1028[14:26:55] <gigaherz> [21:09]
(Chais): e.g. for a door, do I need an instance for oak wood, birch
wood and so on?
L1029[14:26:57] <gigaherz> nope
L1030[14:27:01] <gigaherz> you cna have
blockstates
L1031[14:27:10] <gigaherz> and have the
states point to different models
L1032[14:27:15] <gigaherz> that in turn
point to different textures
L1033[14:27:26] <Chais> doors already use
all 16 states
L1034[14:27:33] <gigaherz> blockstates !=
meta
L1035[14:27:40] <gigaherz> you can store
the meta on a tileentity
L1036[14:27:47] <Chais> oh. I was under
the impression
L1037[14:27:56] <elan_oots> Should you
really need a Tile Entity for a door?
L1038[14:28:03] <gigaherz> no you don't
*need* TE
L1039[14:28:04] <elan_oots> Why not just
register different blocks for different types?
L1040[14:28:06] <gigaherz> youcan have
separate blocks
L1041[14:28:06] <gigaherz> ;p
L1042[14:28:12] <gigaherz> but he asked
if you need one per door
L1043[14:28:19] <gigaherz> and I'm
saying: no, you can use a TileEntity instead
L1044[14:28:26] <gigaherz> it's up to you
to choose what you prefer
L1045[14:28:37] <Chais> no. I asked if a
need an instance for every type. not separate implementations
L1046[14:29:28] <Chais> currently I'm
creating an instance for every block and TE during preInit
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L1048[14:30:13] <Chais> but the
constructor of BlockDoor is protected, and thus so is my
constructor. I could make it public, but I don't know if I actually
need to
L1049[14:31:12] <Chais> since it kinda
implies the MC doesn't do it.
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L1052[14:32:13] <gigaherz> the
constructor is protected because it's only used within the same
package
L1053[14:32:43] <gigaherz> for some
stupid reason the Java designers chose to make
"protected" mean "package-public" also
L1054[14:32:55] <gigaherz> you can make
your own constructor public just fine
L1055[14:33:13] <Chais> afaict it's not
used at all
L1056[14:33:16] <gigaherz> and we DO mean
separate instances
L1057[14:33:24] <gigaherz> of the same
implementation
L1058[14:33:42] <gigaherz> you can't just
use BlockDoor yourself
L1059[14:33:45] <gigaherz> since it's
protected
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L1061[14:34:02] <gigaherz> and it has
some code that doesn't know about other doors
L1062[14:34:11] <elan_oots> Okay I have a
Tile Entity with two ItemStackHandlers, how do I write and read
them from NBT while keeping the items?
L1063[14:34:16] <Chais> but I can extend
on it, no?
L1064[14:34:22] <gigaherz> but you should
be able to have one generic door extending BlockDoor
L1065[14:34:27] <gigaherz> and then use
it multiple times
L1066[14:34:51] <gigaherz> for reference,
the vanilla doors look like
L1067[14:34:53] <gigaherz>
registerBlock(64, "wooden_door", (new
BlockDoor(Material.WOOD)).setHardness(3.0F).setSoundType(SoundType.WOOD).setUnlocalizedName("doorOak").disableStats());
L1068[14:35:11] <Chais> where is
that?
L1069[14:35:15] <gigaherz>
Block.java
L1070[14:35:21] <gigaherz> just look for
usages of BlockDoor
L1071[14:35:37] <Chais> I did. idea would
only list me my extended class
L1072[14:35:45] <elan_oots> Did you
setupDecompWorkspace?
L1073[14:35:46] <gigaherz> you haveto
choose "Project and Libraries"
L1074[14:35:52] <gigaherz> on the search
settings
L1075[14:36:06] <Chais> elan, yes. giga,
ah k
L1077[14:36:22] <masa> sort of similar to
that
L1078[14:37:09] <Chais> ok. so one
instance per material
L1079[14:37:23] <Ordinastie_> beware if
you're making a door mod, I've killed for less
L1080[14:37:36] <gigaherz> elan_oots:
another example:
L1082[14:37:46] <Chais> Ordinastie_: why
do you want a door mod?
L1084[14:37:52] <gigaherz> Chais:
nono
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L1086[14:37:55] <gigaherz> he has Malisis
Doors
L1087[14:38:00] <gigaherz> he's saying he
doesn't like competition
L1088[14:38:00] <gigaherz> XD
L1089[14:38:24] <Chais> I'm not making
plain doors ^^
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L1091[14:38:48] <Chais> also, isn't
carpenters the end to all custom doors?
L1092[14:39:10] <masa> not really
L1093[14:39:11] <Ordinastie_> nah, mines
are better
L1094[14:39:13] <Chais> gigaherz: so I
need to make my door's constructor public
L1095[14:39:48] <gigaherz> yes
L1096[14:39:57] <gigaherz> don't worry so
much about that
L1097[14:40:04] <Chais> why doesn't
mc?
L1098[14:40:10] <gigaherz> because they
didn't need to
L1099[14:40:16] <gigaherz> since
Block.java is in the same package as BlockDoor
L1100[14:40:27] <gigaherz> so someone
thought it would be nice to make it protected
L1101[14:40:31] <gigaherz> why? no
idea
L1102[14:40:35] <elan_oots> Ok so masa
your example uses deserializeNBT/serializeNBT, but gigaherz your
example uses readNBT/writeNBT and a list of items?
L1103[14:40:36] <gigaherz> but
really
L1104[14:40:39] <Ordinastie_> also,
please never consider MC as a good base for dos and donts
L1105[14:40:44] <Chais> ah doh. yes.
thought Block was a level above
L1106[14:40:52] <gigaherz> you shouldn't
consider Minecraft a good example
L1107[14:40:54] <gigaherz> oh
ninja'd
L1108[14:41:03] <gigaherz> elan_oots: I
used the IStorage helper
L1109[14:41:13] <gigaherz> which for
items, calls the serialize method
L1110[14:41:30] <gigaherz> it's just
"more correct" in theory
L1111[14:41:40] <gigaherz> the idea
is
L1112[14:41:54] <gigaherz> if the
IItemHandler changed and stopped having the serializable
methods
L1113[14:41:57] <gigaherz> mine would
still work
L1114[14:41:57] <gigaherz> ;p
L1115[14:42:14] <gigaherz> and elan_oots:
ignore the list after that
L1116[14:42:20] <gigaherz> that's
exclusively for upgrading old blocks
L1117[14:42:24] <gigaherz>
pre-itemhandler
L1118[14:42:32] <elan_oots> Ok
L1119[14:42:35] <gigaherz> the only line
that matters is what I marked
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L1130[14:50:41] <BlueMonster> what is the
wildcard value for meta... i cant find it
L1131[14:50:51] <diesieben07>
OreDictionary.WILDCARD_VALUE
L1132[14:50:55] <BlueMonster>
thanks
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L1134[14:55:12] <BlueMonster> how do i
make an item keep its damage in a crafting recipe?
L1135[14:58:16] <gigaherz> you mean the
output has to have the same damage as the input?
L1136[14:58:22] <gigaherz> there's a flag
for that
L1137[14:58:36] <BlueMonster> i need to
find that flag then =D
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L1139[14:58:44] <gigaherz> if no one
replies in a minute, I'll look it up
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L1141[14:58:55] <gigaherz> but you can
look at the recipe system yourself ;P
L1142[14:59:52] <Flaeme> How do you get
IntelliJ run conigurations working again? I know someone told me
somewhat recently, but I forgot/deleted that project, whoops
>.>
L1143[14:59:58] <gigaherz> ah no wait,
nevermind, the flag was "copyIngredientNBT"
L1144[14:59:59] <gigaherz> ;P
L1145[15:00:04] <gigaherz> not the damage
XD
L1146[15:00:39] <gigaherz> BlueMonster:
you can extend ShapedRecipes or ShapelessRecipes
L1147[15:00:45] <gigaherz> and customized
the getCraftingResult method
L1148[15:00:50] <gigaherz> to copy also
the damage
L1149[15:00:55] <BlueMonster> ok
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L1151[15:01:07] <gigaherz> remember to
also register your recipe in the RecipeSorter!
L1152[15:01:21] <Cypher121> Flaeme: go to
run configurations and set classpath to "main"
module
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L1154[15:02:20] <Flaeme> Cypher121: Aha,
thanks!
L1155[15:02:56] <Cypher121> where does
the second part of ModelResourceLocation point for items? for
blocks it's a variant, but for items?
L1156[15:03:22] <diesieben07> same.
variant
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L1158[15:03:40] <Cypher121> do I define
it right in the model file?
L1159[15:04:13] <diesieben07> no, if you
want a model from models/item you set it to "inventory"
in the code
L1160[15:04:23] <diesieben07> if you want
to use other variants, use a blockstate file and put the models in
models/block
L1161[15:04:46] <Cypher121> ah, so unless
it's "inventory", it's same as blocks?
L1162[15:05:05] <FusionLord> how does one
add a block to the ender dragons no break list
L1163[15:05:15] <diesieben07> you can
have it "inventory" and also make it look in the
blockstate json
L1164[15:05:28] <diesieben07> inventory
just means it will look in models/item first, which it does only
for that variant afaik
L1165[15:05:58] <diesieben07> FusionLord,
override canEntityDestroy
L1166[15:06:21] <Flaeme> Another
question, although more about style: If I want to have closely
coupled seperate mods, like the different mods that make up
BuildCraft, how should I do that?
L1167[15:06:52] <Cypher121> alright,
thanks
L1168[15:07:23] <gigaherz> Flaeme: you
just have the mods
L1169[15:07:29] <gigaherz> and add some
sort of knowledge between eachother
L1170[15:07:42] <FusionLord> diesieben07,
so something like return !(entity instanceof EntityDragon)
&& super.canEntityDestroy(state, world, pos, entity);
L1171[15:07:42] <gigaherz> there's things
like Loader.isModLoaded
L1172[15:07:46] <gigaherz>
@Optional.Interface
L1173[15:07:57] <gigaherz> you can
instantiate things indirectly through @ObjectHolder
L1174[15:08:02] <Flaeme> gigaherz: well,
I meant more like should the be in the same project?
L1175[15:08:04] <gigaherz> you can use
Capabilities for interaction
L1176[15:08:05] <diesieben07> FusionLord,
uh... yes i guess
L1177[15:08:13] <gigaherz> Flaeme: that's
enterely up to you
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L1179[15:08:22] <gigaherz> but same
project may be a bit annoying to setup
L1180[15:08:38] <Flaeme> Yeah, I'm not
really sure how to set up either
L1181[15:08:53] <gigaherz> you can have
them in separate projects
L1182[15:09:00] <gigaherz> with a common
maven repository
L1183[15:09:15] <gigaherz> and have the
"main" project fetch them
L1184[15:09:30] <gigaherz> or maybe the
other way around
L1185[15:09:33] <Flaeme> ohhhh,
interesting
L1186[15:09:34] <BlueMonster> zzzz
XD
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L1188[15:10:24] <DemonWav> I know most
everyone probably uses eclipse, but if anyone is using intellij,
maybe checkout my minecraft dev plugin for it, which I recently
added forge support to
L1189[15:10:34] <gigaherz> nah many of us
use IDEA
L1190[15:10:54] <gigaherz> what does your
plugin do?
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L1193[15:11:10] <gigaherz> IDEA 15/2016
seem pretty capable of doing mc modding by themselves
L1194[15:11:32] <gigaherz> just import
build.gradle, open gradle panel, and run the appropriate tasks from
there ;P
L1195[15:12:03] <FusionLord> do 1.10 mods
work on 1.10.2? or do I need another build?
L1196[15:12:09] <DemonWav> There's lots
of cool things you can do with an IDE plugin, like special lints
and dynamic code generation that can be pretty helpful
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L1198[15:12:32] <DemonWav> there's a lot
planned for it, it's just not all implemented yet
L1199[15:12:54] <gigaherz> FusionLord:
depends on the dependency version string
L1200[15:13:10] <FusionLord> not sure
what that is
L1201[15:13:21] <gigaherz> in the @Mod
annotation
L1202[15:13:26] <gigaherz> there's the
option to have dependencies
L1203[15:13:28] <gigaherz> and in it you
can put
L1204[15:13:34] <gigaherz>
forge@[1.9,1.10]
L1205[15:13:40] <gigaherz> to limit the
mc versions you support
L1206[15:13:43] <gigaherz> if you do
that
L1207[15:13:47] <gigaherz> it may reject
it
L1208[15:13:56] <FusionLord> I just meant
forge wise
L1209[15:14:04] <OrionOnline> Good
evening, in 1.9 how do handle ISmartBlockModels?
L1210[15:14:09] <gigaherz> that's what
I'm trying to explain
L1211[15:14:15] <gigaherz> my mods are
compiled for 1.9.4
L1212[15:14:19] <gigaherz> they ALL work
on 1.10.2
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L1214[15:14:24] <gigaherz> but other
people have mods that say
L1215[15:14:28] <gigaherz>
[1.9,1.10]
L1216[15:14:35] <gigaherz> and they are
rejected by 1.10.2 due to the version limit
L1217[15:15:08] <FusionLord> ok
Thanks
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L1221[15:20:14] <OrionOnline> gigaherz,
do you know what replaced the ISmartBlockModel in 1.9?
L1222[15:20:29] <gigaherz> just
IBakedModel
L1223[15:20:33] <gigaherz> there's now a
.getQuads method
L1224[15:20:35] <gigaherz> that has the
IBlockState
L1225[15:20:50] <gigaherz> so all you
have to do is forward getQuads to the right model's getQuads
L1226[15:20:53] <gigaherz> or return a
custom list of quads
L1227[15:22:35] <OrionOnline> Ah and that
IBlockState holds the BlockState returned from getExtendedState
right?
L1228[15:22:53] <OrionOnline> So I can do
world depending Models based on that
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L1230[15:25:01] <gigaherz> yup
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L1232[15:36:22] <masa> gigaherz: what did
you have in the mc version field in your mods if they work in
1.10.2?
L1233[15:36:41] <gigaherz> nothing.
L1234[15:36:54] <gigaherz> forge 1.10 has
a special case thing
L1235[15:37:03] <gigaherz> that converts
certain version strings to also accept 1.10
L1236[15:37:14] <gigaherz> such as
[1.9.4,1.9.4] which is the default for the version
L1237[15:38:35] <diesieben07> yay for
making the field useless
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L1240[15:40:17] <Shambling> Question on
forge, before I start doing all the tutorials and reading the
documents. Does the API allow a dev to directly edit health before
other mods gain access?
L1241[15:40:45] <gigaherz> it was yes
until "before other mods gain access"
L1242[15:40:52] <gigaherz> you can't
choose which order it happens
L1243[15:41:00] <masa> yep I was also
rather suprised that they added hacks in FML to allow cross-version
compatibility, although it even isn't compatible in 100% of the
cases
L1244[15:41:17] <Shambling> I'm thinking
of making health less granular, and basically multiplying all
health and damages by a certain amount so that armor above diamond
matters
L1245[15:41:23] <gigaherz> which is good
-- it would be annoying if there was no way to explicitly disallow
1.10 if you are one of the "exceptions"
L1246[15:41:35] <masa> so basically when
I have a 1.9.4 mod that is NOT compatible, then I have to add a
version dependency against forge to disallow loading it in
1.10...
L1247[15:41:58] <masa> and release a new
1.9.4 version just to do that
L1248[15:42:01] <Shambling> or just let
the server and client people crash and find out on their own
L1249[15:42:30] <masa> and then people
can still load an older version in 1.10 and crash with it, without
it giving a meaningful message about version incompatibility
L1250[15:42:32] <Shambling> or are we
talking about less obvious incompatibilities, like jump-assist
incompatibility
L1251[15:42:39] <gigaherz> there's
certain classes
L1252[15:42:42] <gigaherz> certain
methods
L1253[15:42:44] <gigaherz> etc
L1254[15:42:46] <gigaherz> that
changed
L1255[15:42:49] <gigaherz> it's nothing
commonly used
L1256[15:42:51] <gigaherz> so most mods
work as-is
L1257[15:42:57] <gigaherz> but there's
cases where they don't
L1258[15:43:09] <gigaherz> regardless if
it's obvious or not
L1259[15:43:17] <gigaherz> it's annoying
in both cases
L1260[15:43:21] <Shambling> ftblib had a
check in it if you're looking for a way to do it, not sure where
its called though
L1261[15:43:22] <gigaherz> if you are an
exception and your mod doesn't work
L1262[15:43:32] <gigaherz> you'd find
yourself having to release an update to say "it won't
work!"
L1263[15:43:41] <gigaherz> if yours
didn't work but you chose the wrong version string
L1264[15:43:43] <FusionLord> how does one
check if a mod is loaded?
L1265[15:43:46] <gigaherz> you also have
to release an update to make it work
L1266[15:43:51] <gigaherz>
Loader.isModloaded(modid)
L1267[15:45:44] <FusionLord> ok Loader I
thougt it FML or Forge something
L1268[15:45:46] <FusionLord> thanks
L1269[15:49:03] <FusionLord> algo is
there a maven repo for Chisels and bits, I was wanting to allow
users to make their own gravestones in Graves
L1270[15:50:40] <gigaherz> never
looked
L1271[15:51:05] <gigaherz> but isn't that
part of mcmultipart/forge multipart?
L1272[15:51:24] *
amadornes creeps into the channel
L1273[15:51:28] <amadornes> I HAVE BEEN
SUMMONED!
L1274[15:51:36] <amadornes> hi :D
L1275[15:52:15] <FusionLord> Hello
o/
L1277[15:52:58] <amadornes> so... what
did/do you think is part of MCMP/FMP, gigaherz?
L1278[15:54:49] <FusionLord> Chisles and
bits
L1279[15:54:51] <gigaherz> the ability to
have a block be made of sub-block voxels
L1280[15:55:08]
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L1281[15:55:14] <gigaherz> to be honest,
i'm still not certain of where FMP ends and Chisels&Bits
starts
L1282[15:55:14] <gigaherz> XD
L1283[15:55:40]
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L1284[15:55:40] <amadornes> FMP lets you
have multiple "things" in one block
L1285[15:56:07] <amadornes> C&B lets
you cut blocks into little pixels, which you can use to make custom
blocks
L1286[15:56:28] <amadornes> and C&B's
structures are FMP compatible, meaning that they can share the same
blockspace as a pipe
L1287[15:56:48] <FusionLord> and the
question at hand is how do I add dependency on C&B
L1288[15:57:02] <amadornes> figure out
the modid
L1289[15:57:04] <FusionLord> such as a
maven repo
L1290[15:57:04] <gigaherz> aha
L1291[15:57:06] <amadornes> or just look
at the code
L1292[15:57:07] <gigaherz> nevermind
then
L1293[15:57:23] <amadornes> and in your
mod deps, add require-after:<themodid>
L1294[15:57:27] <amadornes> oh,
maven
L1295[15:57:32] <amadornes> I'm not sure
if C&B has a maven
L1296[15:57:34] <FusionLord> I have the
modid, the issue is getting it into the dev enviroment
L1297[15:57:39] <amadornes> ooooh
L1298[15:57:45] <amadornes> yeah... I
don't think it has a maven
L1299[15:57:51] <amadornes> you can poke
Algo, though
L1300[15:58:08] <amadornes> he's in
#MCMultiPart, #JEI and a couple of other channels
L1301[15:58:18] <amadornes> not sure what
nick he's using atm
L1302[15:58:39] <amadornes> looks like
AlgorithmX2 is the one
L1303[15:58:47] <amadornes> so yeah, you
can poke him and ask if he has a maven
L1304[15:58:47]
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L1305[15:58:57] <amadornes> though... why
do you need to depend on C&B?
L1306[15:59:16] <FusionLord> "algo
is there a maven repo for Chisels and bits, I was wanting to allow
users to make their own gravestones in Graves"
L1307[16:00:10] <amadornes> that's an
interesting (and very complicated) task you're getting
into...
L1308[16:00:13] <amadornes> good luck
:P
L1309[16:00:20] <FusionLord> Thanks
L1310[16:00:34] <amadornes> I have to
run
L1311[16:00:36] <amadornes> bbl o/
L1312[16:00:44] ***
amadornes is now known as amadornes[AFK]
L1313[16:00:48] <FusionLord> the question
is how will I go about saving the C&B grave block to the
player
L1314[16:02:57] <gigaherz> well you can
encode the info to NBT or something
L1315[16:03:04] <gigaherz> then store it
in a capability in the player
L1316[16:03:30] <FusionLord> That is what
I was thinking aswell
L1317[16:03:51] <FusionLord> but I need
to get it into the workspace to start poking this beast
L1318[16:05:41] <gigaherz> you can just
put the mod in libs/ and use deobfProvided?
L1319[16:06:23] <FusionLord> yeah, last
resort... wanted to see if I could automate it with the
build.gradle
L1320[16:06:30] *
gigaherz nods
L1321[16:09:17]
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L1324[16:19:49] *
LexManos mutters that modders should just provide maven
deps
L1325[16:21:25] <Cypher121> design your
own grave... that's one hell of a thing to spend time on
L1326[16:22:06] <gigaherz> I started
setting mine up
L1327[16:22:10] <gigaherz> no automatic
uploads though
L1328[16:22:23] <gigaherz> I just use
filezilla to upload the local maven to the server XD
L1329[16:23:52] ***
fry is now known as fry|sleep
L1330[16:23:56] <OrionOnline> Anyone know
a good example for the Animation system fry made?
L1331[16:24:11] <fry|sleep> forge
github
L1332[16:24:12] <gigaherz> there's an
example in the forge source repo
L1333[16:24:38] <OrionOnline> I decided
to go with the IBakedModel varaint for the Chest and animated TE,
much more performance and the API is not that much worse
L1334[16:26:31] ***
mezz__ is now known as mezz
L1335[16:31:00] <OrionOnline> Doe this
only owrk for b3d etc, or is there a way to use these with vanilla
Json models, like chests?
L1336[16:34:15]
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L1339[16:36:03] <Kolatra> Would anybody
be opposed to a PR to LivingSetAttackTargetEvent that allows you to
set the target?
L1340[16:36:41]
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(~Backslash@ip-95-222-125-109.hsi15.unitymediagroup.de)
L1342[16:39:44] <Backslash> Hey
guys.
L1343[16:40:01] <elan_oots> Hello
L1344[16:40:27] <Backslash> Is it
possible that the filename for the latest release has a wrong
version number in it?^^
L1345[16:40:29]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L1347[16:41:21] <gigaherz> Backslash:
hm?
L1348[16:41:32] <gigaherz> it's
1.20.2-<version>-1.10 because it was built from the 1.10
branch
L1349[16:41:33] <elan_oots> No idea
L1350[16:41:41] <gigaherz> it's still for
mc 1.10.2
L1351[16:42:28] <Backslash> Ah ok,
thought its just a small "bug" in the version number
because its 1.10.0 and not only 1.10.. :P
L1352[16:42:35] <Backslash> Little bit
confusing..^^
L1353[16:42:49] <gigaherz> yeah I know,
but that's just how they have it set up
L1354[16:42:58] <gigaherz> <mc
version>-<forge version>-<branch name>
L1355[16:43:27] <Backslash> Good to know,
thank you :)
L1356[16:43:59] <Backslash> Has anyone
tested if 1.10 mods work fine with 1.10.2 without updating them?
Like the switch from 1.9.4 to 1.10?
L1357[16:47:35] <gigaherz> depends on the
accepted version range
L1358[16:47:45] <gigaherz> my 1.9.4 mods
all work fine on 1.10.2 without rebuilding
L1359[16:48:03] <gigaherz> but some
poeple had mods with like [1.9,1.10] on the range, and those don't
load due to the 1.10.2 being outside the range
L1360[16:48:12] <gigaherz> it depends on
if the rangeyou used is accepted or not
L1361[16:48:24] <Backslash> Ok, so i'm
just going to try it and hope the best :D
L1362[16:50:18] <elan_oots> Ok so to
upgrade from 1.9.4 to 1.10.2 do I just have to change
1.9.4-12.17.0.1969 to the current version in build.gradle?
L1363[16:50:33] <gigaherz> if you need to
upgrade, yes
L1364[16:50:37] <gigaherz> but most
peopledon't even need to
L1365[16:50:41] <gigaherz> I still
compile my mods on 1.9.4 ;p
L1366[16:51:01] <elan_oots> Eh it's still
a small project I want to stay updated
L1367[16:51:12] <gigaherz> then yes,
switch the version number
L1368[16:51:34] <elan_oots> So it'd be
1.10.2-12.18.0.2002?
L1369[16:51:41] <gigaherz> make sure you
use forgegradle 2.2-SNAPSHOT
L1370[16:51:45] <gigaherz> the full
name
L1371[16:51:49] <gigaherz> including
-1.10.0
L1372[16:52:02] <elan_oots> oh ok
L1373[16:52:18] <elan_oots>
1.10.2-12.18.0.2002-1.10.0 and forgegradle 2.2-SNAPSHOT
L1374[16:52:49] <gigaherz> yup
L1375[16:52:54] <elan_oots> cool
L1376[16:52:55] <gigaherz> and rerun
setupDecompWorkspace
L1377[16:52:56]
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L1378[16:52:57] <gigaherz> and refresh
your project
L1379[16:53:06] <elan_oots> which
first?
L1380[16:53:23] <gigaherz> setup
first
L1381[16:53:27] <elan_oots> Ok
L1382[16:53:29] <gigaherz> then in IDEA,
the blue refresh icon
L1383[16:53:38] <gigaherz> or gradlew
eclipse
L1384[16:53:43] <elan_oots> IDEA
L1385[16:54:48] <masa> I bought a steam
wallet code from the curse reward shop, and it was already redeemed
- great success
L1386[16:55:10] <elan_oots> curse as a
company in a sentence
L1387[16:55:15] <Backslash> So out of 50
Mods, only 2 mods wont let the game start. MmmMmmMmmMmm wants
[1.9,1.10] and Botania-Unofficial keeps crashing because of
something with a crossversion proxy or something like
that..^^
L1388[16:55:19] <masa> didn't want to buy
any games anyway! ;_;
L1389[16:55:27] <Backslash> Now i need to
check if everything is atleast trying to work.. :D
L1390[16:55:31]
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(~SanAndrea@p54B6059B.dip0.t-ipconnect.de) (Quit:
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L1393[16:58:56] ***
big_Xplosion is now known as big_Xplo|AFK
L1394[16:59:14] <elan_oots> Execution
failed for task ':decompileMc'.
L1395[16:59:14] <elan_oots> > GC
overhead limit exceeded
L1396[16:59:14] <elan_oots> gg
minecraft
L1397[16:59:34] <diesieben07>
decompilation needs at least 2 gigs i think
L1398[16:59:35] <diesieben07> or even
more
L1399[16:59:47] <elan_oots> Hmm it's
worked before
L1400[16:59:51]
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L1401[16:59:53] <elan_oots> How do I
assign more memory when it's in the IDE
L1402[16:59:56] <diesieben07> yes, before
1.8.9
L1403[17:00:04] <elan_oots> ah
L1404[17:00:06] <diesieben07>
intellij?
L1405[17:00:08] <elan_oots> Yup
L1406[17:00:09] <FusionLord> How does one
save data to the player 1.9+?
L1407[17:00:30]
⇨ Joins: agowa338
(~Thunderbi@p54919FAF.dip0.t-ipconnect.de)
L1408[17:00:57] <diesieben07> elan_oots,
File > Settings > Build, Execution, Deployment > Build
Tools > Gradle > Gradle VM options
L1409[17:01:00] <gigaherz> FusionLord:
create your own Capability
L1410[17:01:03] <gigaherz> and attach
it
L1411[17:01:07] <gigaherz> on the rtd
site
L1413[17:01:14] <gigaherz> there's a
short section about upgrading from IEEP
L1414[17:01:17] <gigaherz> at the bottom
of the capabilities page
L1415[17:01:41] <FusionLord> starting
fresh so no need for IEEP
L1416[17:01:51] <FusionLord> but thanks
gigaherz and diesieben07
L1417[17:07:08]
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L1420[17:11:38]
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(~Technic@p4FE56835.dip0.t-ipconnect.de) (Quit: Say
What?)
L1421[17:12:46] <Backslash> May someone
here give me a small hint about the difference between intellij and
eclipse?^^
L1422[17:13:04] <elan_oots> One of them
is a great IDE. The other is eclipse.
L1423[17:13:13] <Backslash> :D
L1424[17:13:14] <heldplayer> lol
L1425[17:14:17] <elan_oots> The polar
bears look like a hastily-put-together mod
L1426[17:14:23] <elan_oots> They don't
really fit vanilla imo
L1427[17:14:32] <gigaherz> how so?
L1428[17:14:41] <gigaherz> how do they
fit less than like, rabbits
L1429[17:15:07] <elan_oots> Oh shoot I
forgot about rabbits
L1430[17:15:31]
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L1431[17:15:36] <elan_oots> I haven't
played 1.8 except in the last month or so
L1432[17:17:03] <Backslash> Whats wrong
with the bears? o.O
L1433[17:17:19] <elan_oots> They just
don't look vanilla imo
L1434[17:17:45] <Ordinastie_> that
doesn't make sense, they ARE vanilal
L1435[17:17:50] <elan_oots> yes I
know
L1436[17:17:59] <diesieben07> i know what
you mean elan, i feel the same way ;)
L1437[17:18:19] <elan_oots> I'm not
opposed to the polar bears it's just their model
L1438[17:18:38] <gigaherz> but but
L1439[17:18:46] <gigaherz> they have just
as much detail as the pig
L1440[17:18:48] <gigaherz> or sheep
L1441[17:19:01] <elan_oots> No they have
too much detail
L1442[17:19:17] <elan_oots> The pig has a
block for a head a block for a body and four blocks for legs
L1443[17:19:26] <elan_oots> So do sheep
except they're a bit different because wool
L1444[17:19:39] <elan_oots> A polar bear
however has three blocks for a body
L1445[17:20:13] <gigaherz> uh no?
L1447[17:20:18] <gigaherz> pigs have two
on the face
L1448[17:20:22] <gigaherz> same as
chicken
L1449[17:20:27] <gigaherz> the only
difference is the one extra box on the body
L1450[17:20:31] <gigaherz> omfg so much
detail!
L1451[17:20:43] <gigaherz> (well yeah the
ears but meh ;P)
L1452[17:20:46] <elan_oots> ok I'm gonna
shut up now
L1453[17:20:52] <Backslash> What about
chickens?
L1454[17:21:02] <gigaherz> wolves also
have ears
L1455[17:21:16] <Backslash> chickens have
tons of blocks.. :P
L1456[17:21:33] <gigaherz> no it's
actually just 2 on the head, one on the body, and one on each of
the two legs
L1457[17:21:34] <gigaherz> ;P
L1458[17:21:36] <diesieben07> if anything
polar bears are not detailed *enough*
L1459[17:21:41] <diesieben07> the model
looks like it was made by a 10 year old
L1460[17:21:56] <gigaherz> I think it's
the texture
L1461[17:21:58] <gigaherz> it's too
plain
L1462[17:22:00]
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L1463[17:22:02] <gigaherz> and doesn't
look right
L1464[17:22:05] <diesieben07> yes,
that
L1465[17:22:10] <elan_oots> It's
something
L1466[17:22:10] <Backslash> gigaherz the
wings! ;D
L1467[17:22:13] <elan_oots> It just
doesn't feel right
L1468[17:22:19] <gigaherz> if you reskin
them into brown bears
L1469[17:22:22] <gigaherz> they'd look
10x better
L1470[17:22:47] <Backslash> use a
resourcepack :P
L1471[17:23:48] <Backslash> Changing the
textures should be no problem. The blocks used for it shouldnt be a
problem. There are many mobs that have more blocks then a pig..
:P
L1472[17:26:02] ***
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()
L1475[17:28:20] <Coolway99> when in
doubt, extend EntityDragon
L1476[17:28:28] <gigaherz> waty
L1477[17:28:30] <gigaherz> -y
L1478[17:28:39]
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L1479[17:28:41] <Coolway99> bleh, tis a
joke I once read
L1480[17:29:06] <Coolway99> what's sad is
I may have to extend it sometime in the future at this rate
L1481[17:29:23] <elan_oots> what are you
making?
L1482[17:29:58] ***
KnightMiner_ is now known as KnightMiner
L1483[17:31:58] <Coolway99> just really a
goof-off mod, and I want to have a boss fight with a re-imagined
ender dragon at some point
L1484[17:32:51]
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L1485[17:33:19] ***
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L1486[17:35:46] <Coolway99> ...
L1487[17:35:48] <Coolway99> I feel like
an idiot
L1488[17:36:07] <Coolway99> the reason
why my test code for entity spawning wasn't working was because I
was in peaceful mode
L1489[17:36:10] <Coolway99> and never
realised it
L1490[17:40:43]
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L1492[17:46:21] <Cypher121> can anyone
link me an example of an item with multiple states?
L1493[17:46:23] <Coolway99> what's the
difference between IItemHandler and IInventory?
L1494[17:46:38] <diesieben07>
IItemHandler is nice and capability based, IInventory isn't
L1495[17:47:07] <Coolway99> I both do and
don't want to use IItemHandler
L1496[17:47:20]
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L1497[17:47:20] <gigaherz> don't.
L1498[17:47:21] <Coolway99> mainly
because I already have my capability
L1499[17:47:35] <gigaherz> the forge
stance is: fuck anyone using IInventory, just don't support it and
give them a reason to switch
L1500[17:47:47] <Coolway99> ah
L1501[17:47:58] <Coolway99> but what the
hell am I supposed to pass in for slots, then?
L1502[17:48:07] <Coolway99> as they
/expect/ IInventory
L1503[17:48:29] <gigaherz> just use
SlotItemHandler
L1504[17:48:31] <gigaherz> rather than
the normal one
L1505[17:49:08] <Coolway99> thank
ye
L1506[17:49:55] <Coolway99> "public
class XpContainer extends Container implements
IItemHandler"
L1507[17:50:00] <Coolway99> I always hate
my code
L1508[17:50:22] <gigaherz> wat
L1509[17:50:30] <gigaherz> why woudl you
ever implement IItemHandler there?!
L1510[17:50:39] <Cypher121> there's just
so much wrong right here
L1511[17:50:58] <Cypher121> 1)
capabilities shouldn't be exposed through interfaces
L1512[17:51:09] <gigaherz> wel lthey are,
you just don't implement them on your things
L1513[17:51:10] <gigaherz> XD
L1514[17:51:26] <Coolway99> I never said
I had a tile entity
L1515[17:51:26] <diesieben07> you can
:)
L1516[17:51:31] <Cypher121> 2)
capabilities shouldn't be anywhere near containers last time I
checked
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L1519[17:54:05] <thecodewarrior> Anyone
know why my calls to glGetActiveUniform are just returning the
first three characters of the shader file?
L1520[17:54:08] <williewillus> Cypher121:
why can't they be near containers?
L1521[17:54:10] <williewillus> :P
L1522[17:54:18] <williewillus> containers
are backed by an inventory
L1523[17:54:26] <williewillus> and that
inventory can be a IItemHandler
L1524[17:57:56] <Coolway99> besides, who
said I'm using IItemHandler as a capability directly
>.>
L1525[18:00:08] <Coolway99> the size of
the slot is 20 pixels square, right?
L1526[18:00:26] <gigaherz> 18
L1527[18:00:34] <gigaherz> 16x16 icon +
2x2 edge
L1528[18:00:43] <gigaherz> (1 px on each
side)
L1529[18:01:02] <Coolway99> so in other
words, 20 for adding another 2x2 edge to actually separate the
slots
L1530[18:01:19] <gigaherz> ifyou want to
be non-standard and make your gui look different, yes
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L1533[18:02:40] <thecodewarrior> Ok, so
it's now returning like the first 20 characters of the file. What
the heck?
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L1536[18:05:03] <Coolway99> where do I
register the GUI handler
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L1538[18:05:27] <Coolway99> as in, the
class that extends IGuiHandler
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L1540[18:07:33] <thecodewarrior> Ok. So
is there a way to reupload/link/whatever a shader?
L1541[18:08:04]
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L1543[18:10:16] <Cypher121> diesieben07:
catch (Exception ignored) {
L1544[18:10:24] <diesieben07> Yes?
L1545[18:10:26] <Unh0ly_Tigg> So, I'm
using the forge blockstate system to avoid using model jsons for my
simple blocks, but the blocks show up as missing textures in
inventory, because there's no item json. Is there anyway to do to
item models what forge does for blockstate json files?
L1546[18:10:34] <diesieben07> but that's
not the disgusting part :p
L1547[18:10:44] <TehNut> Unh0ly_Tigg:
ModelLoader.setCustomModelResourceLocation
L1548[18:10:52] <TehNut> You need to set
the MRL for the item
L1549[18:11:03] <TehNut> Inventory =
Item, World = Block
L1550[18:11:30] <diesieben07> items fall
back to blockstate jsons if there is no model in models/item
L1551[18:11:44] <diesieben07> and then
they behave just like blocks (including the models loading from
models/block)
L1552[18:11:57] <FusionLord>
Block.getBlockFromName is that Block id? IE:
graves:blockheadstone?
L1553[18:12:36] <diesieben07> FusionLord,
ForgeRegistries.BLOCKS.getKey(<block>)
L1554[18:12:48] <FusionLord> and that is
BlockID
L1555[18:13:03] <gigaherz>
Block.REGISTRY.*
L1556[18:13:03] <diesieben07> it is the
ResourceLocation (e.g. "minecraft:stone") the block was
registered with
L1557[18:13:06] <masa> no, a registry
name
L1558[18:13:08] <gigaherz> same instance
as ForgeRegistries.BLOCKS
L1559[18:13:09] <gigaherz> ;P
L1560[18:13:11] <diesieben07> gigaherz,
nope, that's not a forge registry
L1561[18:13:14] <diesieben07> the field
type is not right
L1562[18:13:18] <gigaherz> hm?
L1563[18:13:26] <diesieben07> doesnt have
the getKey method, youd have to cast to IForgeRegistry
L1564[18:13:34] <gigaherz> oh
L1565[18:13:41] <gigaherz> I just use
getNameFromObject or whatever it waw
L1566[18:13:42] <gigaherz> was
L1567[18:13:49] <diesieben07> but that is
an awful method name :D
L1568[18:14:24] <gigaherz> I'm not
denying that ;P
L1569[18:14:47] <diesieben07> wow. told
someone "if you cannot program, you cannot make a mod, come
back when you have at least a bit of programmign experience"
and i was not met with instant screaming
L1570[18:14:50] <Unh0ly_Tigg> My issue is
that because I'm just using the blockstate json for the model
declaration (using cube_all for the model, and changing textures
based on property value), there is no model in models/blocks.
L1571[18:15:05] <diesieben07> thats
fine
L1572[18:15:15] <gigaherz> diesieben07:
there's some non-programmers who can admit their flaws ;P
L1573[18:15:24] <diesieben07> i know, its
rare :D
L1574[18:15:34] <FusionLord> ok so use
getKey(<Block>) to get the ID and then
getValue(<ReasourceLocaiton(IE the key)>) to get the block on
the other side?
L1575[18:15:47] <diesieben07> what is
"the other side"? :D
L1576[18:15:55] <Unh0ly_Tigg> but what I
need now is to make models located in models/item, which reference
the model information declared inside the blockstate json.
L1577[18:16:00] <FusionLord> the other
side I don't have the Block Instance
L1578[18:16:10] <FusionLord> I'm trying
to get it
L1579[18:16:18] <gigaherz> you talking
about a packet?
L1580[18:16:18] <gigaherz> ;P
L1581[18:16:20] <FusionLord> from the
block ID or Registery name
L1582[18:16:23] <FusionLord> no
L1583[18:16:35] <gigaherz> then I have no
idea what you are talking about
L1584[18:16:37] <gigaherz> but yes
L1585[18:16:45] <gigaherz> if you use
.getKey for serializing
L1586[18:16:52] <gigaherz> you'll need
getValue for deserializing
L1587[18:17:03] <diesieben07> if saving
to disk use getKey / getValue
L1588[18:17:08] <diesieben07> for packets
you can use the int IDs
L1589[18:17:20] <gigaherz> isn't there
something in ByteBufUtils for packets?
L1590[18:17:23] <gigaherz> or only for
ItemStacks?
L1591[18:17:35] <diesieben07> no, there
isnt
L1592[18:17:44] <diesieben07> there
should be a thing there for IForgeRegistryEntry, but there
isn't
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L1595[18:21:33] <diesieben07> ugh,
runtime NBT storage
L1596[18:21:37] <diesieben07> ugly AF,
why you do that
L1597[18:22:05] <infinitefoxes_> I've
noticed that in DimensionType there's a comment that states you
can't remove registered dimensions
L1598[18:22:16] <infinitefoxes_> is there
no way to unload my dimension and free the dim ID assigned to
it?
L1599[18:22:22] <FusionLord> diesieben07,
what are you talking about?
L1600[18:22:37] <diesieben07>
getGraveTag
L1601[18:22:37] <FusionLord> that is the
new Forge Capability system
L1602[18:22:38] <diesieben07> why?
L1603[18:22:51] <FusionLord> I don't
understand
L1604[18:22:57] <diesieben07> why is that
an NBTTagCompound?
L1605[18:23:06] <FusionLord> what should
it be?
L1606[18:23:16] <diesieben07> what data
does your capability store?
L1607[18:23:24] <FusionLord>
NBTTagCompound
L1608[18:23:24] <diesieben07> besides the
Block for getGraveBlock
L1609[18:23:30] <diesieben07> no, what is
in that compound
L1610[18:23:34] <FusionLord>
TileEntityData
L1611[18:23:47] <diesieben07> oh, then
your Istorage is broken
L1612[18:23:48] <gigaherz> he's making a
mod that letsyou define a voxel-based gravestone model
L1613[18:23:56] <gigaherz> and storing it
in the player
L1614[18:24:11] <diesieben07> it doesn't
store the Block
L1615[18:24:22] <diesieben07> and also
the DefaultImpl should hold onto the Block, not the RL
L1616[18:24:30] <gigaherz> I'm just
explaining what he said he was going to make
L1617[18:24:30] <gigaherz> XD
L1618[18:24:41] <diesieben07> if its TE
data then its fine
L1619[18:25:00] <FusionLord> ok I see
that diesieben07, didn't think about that
L1620[18:26:01] <FusionLord> and then
just convert it when reading/writing to the Key
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L1622[18:26:20] <diesieben07> yep
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L1626[18:29:49] <infinitefoxes_> is there
no way to unload dimension IDs in 1.9+?
L1627[18:30:03] <williewillus> what does
that even mean
L1628[18:30:04] <gigaherz> no idea, never
done dimensions stuffs
L1629[18:30:08] <williewillus> unload the
dimension itself
L1630[18:30:15] <williewillus> ?
L1631[18:30:22] <gigaherz> but one would
expect that once a dimension has been established, it won't
disappear from the save
L1632[18:30:25] <williewillus> ^
L1633[18:30:44] <infinitefoxes_> my
dimensions are "temporary"
L1634[18:30:50] <infinitefoxes_> i.e.
once you leave them they're deleted
L1635[18:30:51] <williewillus> dimensions
are things like blocks/items for a given run of the game once
they're in it's like that for the run time
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L1638[18:31:00] <williewillus> at least
that's how I understand it
L1640[18:31:29] <williewillus>
infinitefoxes_: why not have a dedicated "temporary
holder" dimension
L1641[18:31:32] <FusionLord> let me
pastebin for syntax highlighting
L1642[18:31:34] <williewillus> and spawn
temporary regions inside it
L1643[18:31:40] <williewillus> and erase
those regions once you leave
L1644[18:31:53] <infinitefoxes_>
williewillus: I'll look into that
L1645[18:31:54] <williewillus> one
dimension, effectively infinite space in it
L1646[18:31:57] <diesieben07> yep
L1647[18:32:17] <williewillus> unless you
got billions of separate players doing a dungeon at a time ;p
L1649[18:32:38] <TehNut> I was thinking
of rewritng DimDoors and doing that
L1650[18:32:54] <williewillus> does dim
doors really spin off a new dim for each one?
L1651[18:32:54] <diesieben07> FusionLord,
is fine
L1652[18:32:59] <TehNut> Yes
L1653[18:33:01] <williewillus> I thought
it used regions within the same
L1654[18:33:02] <williewillus>
>.<
L1655[18:33:17] <FusionLord> Thanks
L1656[18:33:28] <TehNut> The 1.7 port
might, but the original uses actual dimensions
L1657[18:33:37] <gigaherz> same, I
thought each "level" of the dimensional doors was a
different dimension, but that all the doors on each recursion level
were on the same one
L1658[18:33:39] <williewillus> !latest
1.10.2
L1659[18:34:03] <FusionLord> should
probably store meta too huh?
L1660[18:34:08] <gigaherz> yup
L1661[18:34:20] <gigaherz> resloc, meta,
and TileEntityData
L1662[18:34:34] <gigaherz> that's what I
store on Packing Tape to store blocks on the packed form ;P
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L1670[18:44:48] <primetoxinz> how can I
load the coremod for a deobf jar in dev environment?
L1671[18:46:52] <infinitefoxes_>
williewillus: is there a way to delete the chunks from disk
afterwards?
L1672[18:46:58] <infinitefoxes_> using
regions inside a single dimension would work fine
L1673[18:47:08] <williewillus>
probably
L1674[18:47:56] <williewillus> not sure
how mc treats chunks that existed but then became empty/all
air
L1675[18:48:05] <williewillus> but I know
that all air chunks that generated as such aren't saved
L1676[18:48:19] <williewillus> if it does
get rid of them you can just air the region out after youre done
with it
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L1678[18:51:15] <FusionLord> how does one
specify Optional Dependencies?
L1679[18:51:23] <williewillus> you mean
in @mod?
L1680[18:51:28] <FusionLord> yes
L1681[18:51:34] <williewillus> just do
before: and after:
L1682[18:51:41] <williewillus> instead of
required-before and required-after:
L1683[18:51:46] <FusionLord> gotcha
L1684[18:52:06] <TehNut> If your require
a specific version of that mod if it's loaded, you can still use
version ranges
L1685[18:52:19] <FusionLord>
"after:chiselsandbits;"
L1686[18:53:20] <FusionLord> and then
should that allow me to do Loader.isModLoaded() in preInit or what
phase should I check?
L1687[18:54:41] <williewillus> any
L1688[18:54:44] <williewillus> depends on
the integration
L1689[18:54:45] <FusionLord> ok
L1690[18:55:09] <FusionLord> well I don't
want to add the capability if x mod isn't loaded
L1691[18:55:31] <FusionLord> so I belive
I need preInit
L1692[18:56:10] <Cypher121> is there a
way to apply different textures to same item model like with
blockstates?
L1693[18:56:39] <Cypher121> someone told
me to make a blockstate for item, but that didn't exactly work. at
all. it was ignored.
L1694[18:56:57] <TehNut> Did you use
ModelLoader.setCustomMRL?
L1695[18:57:42] <Cypher121> yeah, let me
check it again to be sure
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L1697[18:58:55] <shamblinghorde> wow that
#registeryournickmoron thing is a bit obtuse.
L1698[18:59:22] <williewillus> that's the
point
L1699[18:59:24] <shamblinghorde> every
time my internet goes down, I guess I just need to resend to
nickserv... must be a way of automating that. lol
L1700[18:59:26] <FusionLord> I think it
is great, keeps the trolls and spam away
L1701[18:59:35] <FusionLord> there
is
L1702[18:59:37] <williewillus>
shamblinghorde: does your client not do SASL?
L1703[18:59:41] <FusionLord> well
usally
L1704[18:59:44] <shamblinghorde> I've got
hexchat, probably
L1705[18:59:47] <TehNut> Most clients
will let you login before it attempts to join channels
L1706[18:59:51] <williewillus> did you
set it up to sasl? :P
L1707[18:59:53] <shamblinghorde> most irc
clients have really poor layout for configs
L1708[19:00:26] <williewillus> yeah in
hexchat
L1709[19:00:31] <williewillus> set login
method to sasl
L1710[19:00:43] <williewillus> what it
does is immediately authenticate as soon as it connects
L1711[19:00:48] <Cypher121> TehNut: yes,
I see it registering for (ItemCrushedOre, 0, MRL(registryName,
"ore=iron")
L1712[19:01:27] <TehNut> The resloc in
MRL isn't a registry name
L1713[19:01:34] <TehNut> It's the
location of the blockstate file
L1714[19:01:42] <FusionLord>
shamblinghorde, hit HexChat>Network
List>EsperNet>Edit>Login Method = NickServ>Password =
<PASSWORD>
L1715[19:01:55] <Cypher121> I sometimes
have a problem when ZNC loses connection for a short time, then
gets kicked into that other channel before it even has a chance to
register with NickServ
L1716[19:01:58] <TehNut> It is possible
that it ends up being the same as your registry name
L1717[19:01:59] <Cypher121> and then gets
stuck
L1718[19:02:02] <TehNut> But it's not a
registry name
L1719[19:02:22] <williewillus> ALL a MRL
is:
L1720[19:02:27] <williewillus> a Variant
in a blockstate json
L1721[19:02:28] <williewillus> that's
it
L1722[19:02:50] <williewillus> besides
that little edge case vanilla throws in for items that's the only
definition of an MRL
L1723[19:03:30] <Cypher121> so if resloc
is "magneticraft:crushed_ore" where should I place the
blockstate?
L1724[19:03:42] <TehNut>
blockstates/crushed_ore.json
L1725[19:03:55] <Cypher121> it's
ignored
L1726[19:04:06] <TehNut> Ignored or
erroring
L1727[19:04:19] <TehNut> "it's
ignored" is not very useful
L1728[19:04:30] <Cypher121> well, I have
2 models: crushed_ore.json and crushed_orre.json (duh)
L1729[19:04:36] <Cypher121> and
blockstate points to 2nd one
L1730[19:04:50] <Cypher121> but item is
rendered based on 1st one
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L1732[19:05:00] <williewillus> paste all
your relevant jsons and where you setCUstomMRL
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L1734[19:05:06] <williewillus> talking is
too slow compared to just looking at it :P
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L1739[19:07:08] <shamblinghorde> is there
a sneaky way to rename charset in JEI that doesn't consist of
recompiling it? lol
L1740[19:07:36] <williewillus> what do
you mean rename it
L1741[19:07:39] <TehNut> recompile
it
L1742[19:07:51] <shamblinghorde> make the
sub-mods abled to be typed while in JEI is what I mean
L1743[19:08:04] <shamblinghorde> I can't
really type those symbols without using a lookup table.
L1744[19:08:33] <FusionLord> hmm...
loading a 1.10 world in 1.9 crashes :P
L1745[19:08:44] <shamblinghorde> must be
those polar bears
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L1747[19:09:05] <FusionLord> something
about the player tag, and health or something like that
L1748[19:09:44] <shamblinghorde> I have a
hard time typing ⚐
L1750[19:10:32] <shamblinghorde> nmmm I
never thought of just typing @charset
L1752[19:11:14] <TehNut> Just do it like
this
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L1755[19:11:31] <TehNut> The defaults {}
block specifically
L1756[19:12:32] <Cypher121> and what
about it?
L1757[19:12:37] <TehNut> ...use it?
L1758[19:12:41] <Cypher121> I use
it!
L1759[19:12:53] <TehNut> no you
don't?
L1760[19:13:02] <Unh0ly_Tigg> wait, there
is an item version of the forge blockstate json stuff?
L1761[19:13:06] <TehNut>
"model": "builtin/generated",
L1762[19:13:10] <TehNut>
"transform": "forge:default-item"
L1763[19:13:14] <williewillus>
Unh0ly_Tigg: there isn't an item version of anything
L1764[19:13:20] <williewillus> items use
the same system
L1765[19:13:32] <Unh0ly_Tigg> models vs
blockstates...
L1766[19:13:42] <williewillus> read my
gist if you haven't lalready
L1767[19:14:21] <Cypher121> TehNut:
unsurprisingly, nothing changed
L1768[19:14:31] <williewillus> what even
was your problem
L1769[19:14:49] <TehNut> Are you even
calling the method that does setCustomMRL
L1770[19:14:55] <TehNut> Or, hell, what's
your log say
L1771[19:15:02] <Cypher121> yes, I call
it
L1772[19:15:22] <williewillus> are there
errors in the log? what isn't working as you intend?
L1773[19:16:45] <Unh0ly_Tigg> wait,
TehNut, why are item jsons contained within the blockstates folder
for that?
L1774[19:17:01] <Cypher121> there are no
errors in the log. I intend for blockstate file to change textures
or point to a different model. right now, no matter what I do
"models/item/crushed_ore.json" is used as a model
L1775[19:17:01] <TehNut> for what
L1776[19:17:53] <Unh0ly_Tigg> the
assets/soulshardstow/blockstates/item/... files
L1778[19:18:09] <Cypher121> ...
L1779[19:18:12] <Cypher121> I found
it
L1780[19:18:30] <williewillus> what was
it
L1781[19:18:41] <Cypher121> if there's a
model with proper name, it doesn't look for blockstate
L1782[19:18:46] <williewillus> ah
yeah
L1783[19:18:48] <williewillus> there was
that
L1784[19:18:49] <Unh0ly_Tigg> it just
doesn't seem right to use the *blockstates* folder for *item* json
files.
L1785[19:18:53] <williewillus> it checks
the special case first
L1786[19:18:55] <Cypher121> I deleted
crushed_ore.json model
L1787[19:18:58] <TehNut> I agree, that's
why I used a subfolder
L1788[19:19:02] <williewillus>
Unh0ly_Tigg: it's there only because there is nowhere better
L1789[19:19:37] <Cypher121> for fuck's
sake, I spent like an hour and a half on this
L1790[19:19:39] <williewillus> the
purpose of blockstate jsons is singular: get me from a MRL to a
JSON/OBJ/B3D/whatever
L1791[19:19:52] <williewillus> it doesn't
even really ahve anything to do with blockstates
L1792[19:20:00] <williewillus> the
blockstate->MRL step is something else
L1793[19:20:21] <williewillus> (a
statemapper)
L1794[19:20:41] <TehNut> In vanilla, the
name makes sense
L1795[19:20:50] <williewillus> yeah
L1796[19:21:15] <williewillus> but in
modded its purpose is jsonstogetmefrommrltomodel
L1797[19:21:54] <Cypher121> so it tries
to use default MRL -> model before even looking if there's
something else?
L1798[19:21:57] ***
Kolatra is now known as Kolatra|Overwatch
L1799[19:22:16] <williewillus> items are
special
L1800[19:22:17] <TehNut> Yes, the Vanilla
loader runs before the Variant loader (right?)
L1802[19:22:42] <Cypher121> jfc
L1803[19:22:49] <williewillus>
FusionLord: you have to restore it yourself on death
L1804[19:23:00] <williewillus> due to how
a respawn works in vanilla
L1805[19:23:25] <FusionLord> so subscribe
to which event?
L1807[19:30:37] <FusionLord> Tahnks
williewillus
L1808[19:30:46] <Unh0ly_Tigg> so, is
there an item specific (instead of blocks as items) version of
ModelLoader.setCustomModelResourceLocation?
L1809[19:30:59] <TehNut> what
L1810[19:31:13] <TehNut> that is item
specific
L1811[19:32:27] <williewillus>
yeah..
L1812[19:32:44] <williewillus>
setCustomMRL is a function (item, meta) -> MRL
L1813[19:32:54] <williewillus>
IBlockState -> MRL is separate and is handled by what is called
a statemapper
L1814[19:33:17] <williewillus> the
statemapper is what takes an IBlockState and spits out
"minecraft:stone_button[facing=down,powered=true]"
etc.
L1815[19:33:41] <williewillus> whoah
that's a wrongly written MRL, *
"minecraft:stone_button#facing=down,powered=true"
L1816[19:33:45] <Unh0ly_Tigg> so, why
then. when I use that method, and I don't have a model for my item
does the ModelLoaderRegistry.LoaderException caused by
Model*Block*Definition.MissingVariantException
L1817[19:34:03] <williewillus>
ModelBlockDefinition is an MCP name
L1818[19:34:12] <Unh0ly_Tigg> -_-
L1819[19:34:26] <williewillus>
ModelBlockDefinition is the deserialized form of a vanilla
blockstate json
L1820[19:34:37] <williewillus> and in
VANILLA blockstate jsons they only handle blocks
L1821[19:34:54]
⇨ Joins: smbarbour
(~smbarbour@c-73-211-171-154.hsd1.il.comcast.net)
L1822[19:35:05] <Unh0ly_Tigg> then why
don't we have a name change?
L1823[19:35:05] <williewillus> so the
name isn't really all that bad :P
L1824[19:35:11] <gigaherz> I wish they'd
make proper itemstates
L1825[19:35:13] <williewillus> the name's
not bad 1
L1826[19:35:18] <williewillus> 2 renames
are a pain in the ass
L1827[19:36:00] <gigaherz> rather than
ItemStack[item,count,meta/damage,nbt], some
ItemStack[ItemState,count]
L1828[19:36:29] <williewillus> they
simply don't need it that's why :P
L1829[19:36:53]
⇦ Parts: shamblinghorde
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
(Leaving))
L1830[19:37:22] <Unh0ly_Tigg> also, with
TehNut's use of setCustomMRL, it directs the MRL -> File mapping
towards the blockstates folder. There doesn't seem to be a way to
override this behavior on a case by case basis.
L1831[19:37:46] <williewillus> because
it's always that folder
L1832[19:37:49] <TehNut> Is your issue
the blockstates folder?
L1833[19:37:54] <TehNut> Because you
*have* to use that
L1834[19:37:54] <williewillus> I already
stated what an MRL is
L1835[19:38:00] <williewillus> a MRL is a
variant in a blockstate json
L1836[19:38:01] <williewillus>
period.
L1837[19:38:19] <williewillus> the only
exception is items in vanilla which have a special case
L1838[19:38:23] <williewillus> because we
don't have "itemstates"
L1839[19:38:42] <Unh0ly_Tigg> because
json files targeting regular items, not itemblocks, shouldn't be in
the *block*states folder.
L1840[19:38:58] <williewillus> in VANILLA
blockstates/ is just for blocks
L1841[19:38:58] <TehNut> Well if you want
to use the Forge system, you'll have to deal with it
L1842[19:39:03] <TehNut> It's not
changeable
L1843[19:39:03] <williewillus> in modded
we have nowhere better to put it
L1844[19:39:06] <williewillus> so deal
with it :P
L1845[19:39:20] <Unh0ly_Tigg> argh.
L1846[19:39:27] <williewillus> idk what
the big problem is
L1847[19:39:38] <TehNut> If I could use a
different home folder, don't you think I would instead of
blockstates/items?
L1848[19:40:58] <Unh0ly_Tigg> I just want
something specific to regular items that uses a dynamic model
definition (like how forge_marker affects blockstate jsons) without
directly relying on the system that's meant for targeting
blockstates.
L1849[19:41:15] <williewillus> it's meant
for targeting blockstates... IN VANILLA
L1850[19:41:25] <Unh0ly_Tigg> I get that
williewillus
L1851[19:41:26] <williewillus> modded
extends it as a general MRL to IModel system
L1852[19:41:38] <williewillus> and since
it's overlaid on top of vanilla we can't change the path
L1853[19:41:46] <williewillus> and it's
extra worthless effort to hack it in
L1854[19:42:37] <williewillus> the forge
blockstate system really should be called something like
"Forge SomeGeneralWayToGetAModelFromMRL"
L1855[19:42:38] <williewillus> :P
L1856[19:43:09] <TehNut>
FSGWTGAMFMRL
L1857[19:43:25] <Unh0ly_Tigg>
ForgeGenericModelLoader would be better, imo
L1858[19:43:31] <williewillus> it's not a
model loader
L1859[19:43:39] <williewillus> it maps
MRL's to model paths
L1860[19:43:48] <TehNut> The model loader
is called VariantLoader.
L1861[19:44:07] <Unh0ly_Tigg>
ForgeGenericModelResourceMapper then?
L1862[19:44:25] <williewillus> I hope you
know I meant it as a joke as no one cares what the name is
L1863[19:44:26] <williewillus> :P
L1864[19:44:37] <williewillus> i just
care that it does the job
L1865[19:44:41] <TehNut> ^
L1866[19:44:55] <TehNut> Same as where my
"itemstates" files go
L1867[19:44:57] <TehNut> As long as it
works
L1868[19:45:20] <Unh0ly_Tigg> I just
*really* don't like putting non-blockstate json files in the
blockstates asset folder.
L1869[19:45:25] <TehNut> We get
that
L1870[19:45:29] <TehNut> But you need to
stop thinking like that
L1871[19:45:36] <TehNut> As soon as you
install Forge, it's not dedicated to blockstates
L1872[19:45:38] <williewillus> I mean you
cna't do anything about it
L1873[19:45:41] <williewillus> ^^^
L1874[19:45:52] <TehNut> Think of it as a
legacy name
L1875[19:45:57] <Unh0ly_Tigg> well, if I
took the time, I could do something about it.
L1876[19:46:03] <williewillus> what would
you do?
L1877[19:46:09] <williewillus> make a new
folder and force everyone to use it?
L1878[19:46:36] <Unh0ly_Tigg> completely
rewrite the game engine to be more logical.
L1879[19:46:48] <Unh0ly_Tigg> I'm not
talking about putting this into forge...
L1880[19:46:49] <williewillus> your
rewrite is on another platform go there
L1881[19:47:03] <williewillus> and it is
logical
L1882[19:47:05] <williewillus> for
vanilla's purposes
L1883[19:47:16] <williewillus> everyone
seems to forget they have 0 obligation to consider modders when
making their systems
L1884[19:47:21] <TehNut> Mojang writes
the game for Vanilla. Not for people tinkering with internals
L1885[19:47:40] <TehNut> Do they do some
things that help us? Yeah, definitely
L1886[19:47:51] <Unh0ly_Tigg> well,
they've been working towards their 'modding' system for a while
now...
L1887[19:47:57] <williewillus> no they're
not :P
L1888[19:48:03] <Unh0ly_Tigg> that's my
point
L1889[19:48:04] <TehNut> A plugin
system.
L1890[19:48:09] <williewillus> that's not
happening either
L1891[19:48:10] <TehNut> And we have it
already :P
L1892[19:48:10] <williewillus> not
here
L1893[19:48:17] <infinitefoxes_> json
system* ;)
L1894[19:48:30] <TehNut> Command blocks,
resource packs, and structure blocks
L1895[19:48:32] <williewillus> and they
said they were working towards it before they got bought out
L1896[19:48:40] <williewillus> I haven't
heard the java team utter anything about it since
L1897[19:48:44] <williewillus> because
it's dead
L1898[19:49:06] <williewillus> the json
plugin addon system crap is going to PE
L1899[19:49:30] <williewillus> entity
models are already properly meshed/skeletonized/specified in json
in latest PE release
L1900[19:49:54] <williewillus> which we
desperately need because entity rendering sucks ass in PC
L1901[19:49:55] <Unh0ly_Tigg> I'm going
to make my own sandbox voxel engine. with blackjack and
hookers!*
L1902[19:49:56] <Unh0ly_Tigg> *Not
actually with blackjack and hookers.
L1903[19:50:06] <williewillus> yeah
usually that doesn't go well
L1904[19:50:15] *
williewillus glances at terasology and minetest
L1905[19:50:48] <williewillus> one runs
well but has 0 content the other runs like shit, looks bad, and
still has no content :P
L1906[19:51:12] <TehNut> which one is
minetest
L1907[19:51:15] <TehNut> the latter
right?
L1908[19:51:27] <williewillus> nah other
way around
L1909[19:51:28] <infinitefoxes_> minetest
is the better performing one ;)
L1910[19:51:33] <williewillus> minetest
runs great
L1911[19:51:38] <williewillus> terasology
runs at 5fps for me
L1912[19:51:39] <williewillus> no matter
what
L1913[19:51:39] <TehNut> not in my
experience
L1914[19:51:55] <infinitefoxes_>
terasology looks like someone went to the Unity asset store and
applied as many shaders as possible
L1915[19:51:58] <williewillus> ^
L1916[19:52:09] <TehNut> Minetest never
went higher than 20fps for me with major stutters
L1917[19:52:11] <Unh0ly_Tigg> I'm going
to make the basic engine work, then allow it to work at looking
like minecraft.
L1918[19:52:16] <TehNut> And I don't play
on a toaster
L1919[19:52:16] <williewillus>
*shrug*
L1920[19:52:32] <williewillus> so far no
voxel sandbox game has managed to surpass even minecraft PC in
performance
L1921[19:52:33] ***
MrKickkiller is now known as MrKick|Away
L1922[19:52:35] <williewillus> for me at
least
L1923[19:52:38] <williewillus> so I'm
staying here
L1924[19:52:51] <Unh0ly_Tigg> oh, this is
going to be different.
L1925[19:52:57] <williewillus> what
is?
L1926[19:53:09] <Unh0ly_Tigg> I'm going
to have static block rendering compiled into shaders.
L1927[19:53:15] <infinitefoxes_> that's
what they all said
L1928[19:53:24] <Unh0ly_Tigg> I'm
actually going to do it.
L1929[19:53:26] <williewillus> good luck
running it on all of MC PC's userbase
L1930[19:53:43] <infinitefoxes_>
Minecraft (while having a pretty awful codebase) is still pretty
optimized
L1931[19:53:44] <williewillus> half of
which are on hardware that supports GL1.2 only
L1932[19:53:50] <williewillus> the
yeah
L1933[19:53:53] <williewillus>
*-the
L1934[19:53:59] <TehNut> The awful
codebase is being de-awful'ed at least
L1935[19:54:04] <infinitefoxes_> it's
getting there
L1936[19:54:07] <williewillus> it's the
need to run on toasters
L1937[19:54:10] <TehNut> Or at least the
attempt is there
L1938[19:54:31] <infinitefoxes_> frankly
I don't see why Mojang would cater to toasters
L1939[19:54:37] <infinitefoxes_> their
game can't even run on toasters
L1940[19:54:43] <williewillus> it's a
surprisingly large chunk of the playerbase
L1941[19:54:48] <williewillus> if you
looked the last time they showed snooper stats
L1942[19:54:51] <williewillus> idk if
it's public anymore
L1943[19:54:53] <Unh0ly_Tigg> I'd rather
it run on hardware that that supports at least 4.0 than have to
support machines that don't even support 3.0.
L1944[19:55:04] <Unh0ly_Tigg> gl
versions*
L1945[19:55:12] <infinitefoxes_> you can
still do a ton with gl 2.1
L1946[19:55:22] <williewillus> then it
wouldn't have the market penetration it has now, everyone and their
kid plays it because it can run on everything, if shittily
L1947[19:55:27] <williewillus> but it
runs
L1948[19:55:38] <williewillus> and if it
does at 20fps people play it
L1949[19:55:42] <williewillus> that's
just how it is right now :P
L1950[19:55:49] <Unh0ly_Tigg> I don't
care about it getting big like minecraft. I know that's not
happening.
L1951[19:56:00] <infinitefoxes_> I cannot
understand how people play Minecraft at 20fps
L1952[19:56:02] <williewillus> who are
you targeting?
L1953[19:56:07] <williewillus>
infinitefoxes_: you like the game a lot
L1954[19:56:30] <Unh0ly_Tigg> people that
have gpus that support gl4 and/or vulkan.
L1955[19:56:32] <TehNut> I used to play
at 20-30
L1956[19:56:37] <williewillus> and you
don't afford anything better
L1957[19:56:38] <williewillus> because no
money
L1958[19:56:43] <infinitefoxes_> does
Minecraft do something weird with vsync?
L1959[19:56:51] <williewillus> not
really
L1960[19:56:54] <infinitefoxes_>
ugh
L1961[19:56:57] <williewillus> I play
with it off anyway
L1962[19:57:02] <infinitefoxes_> turning
it on makes the game stutter like hell
L1963[19:57:17] <williewillus> I have the
framecap on but mc vsync is always been weird
L1964[19:57:20] <infinitefoxes_> if I
force it off in nvidia and turn it on in the game it runs
better
L1965[19:57:21] <williewillus> just do it
on the driver level
L1966[19:57:25] <williewillus> huh
L1967[19:57:36] <infinitefoxes_> it feels
like there's two layers of vsync lol
L1968[19:57:48] <williewillus> I just
framecap at 120
L1969[19:58:03] <Unh0ly_Tigg> in
minetest, how do you get the fps?
L1970[19:58:11] <williewillus> theres a
debug key
L1971[19:58:14] <williewillus> I don't
remember it :P
L1972[19:59:39] <williewillus> bleh how
do I get the true runtime value of a static final String?
L1973[19:59:43] <williewillus> those are
inlined by the compiler
L1974[20:00:18] <infinitefoxes_> if it's
been inlined it's probably gone at runtime
L1975[20:00:23] <infinitefoxes_> wouldn't
have a clue though
L1976[20:00:25] <williewillus> wat
L1977[20:00:33] <williewillus> it's not
it's just substituted the field still exists
L1978[20:00:57] <Unh0ly_Tigg> reflection?
asm generated class?
L1979[20:01:05] <williewillus> reflection
is the obvious solution
L1980[20:01:18] <williewillus> why the
hell would you use asm for that and what would you even write
L1981[20:01:19] <williewillus> lol
L1982[20:01:53] <infinitefoxes_> don't
think that's what he was asking
L1983[20:02:20] <williewillus> idk what
he was asking then
L1984[20:02:58] <FusionLord> gigaherz,
what was that command you gave me before deobfProvided?
L1985[20:05:54] <Drullkus> Are there
events for generating villages?
L1986[20:06:08] <Drullkus> Er, like an
event before and after generating villages or something?
L1987[20:06:38]
⇦ Quits: Abastro (~Abastro@112.166.128.227) (Ping timeout:
384 seconds)
L1988[20:06:41] <Drullkus> Fail
L1989[20:06:43] <Drullkus>
MinecraftForge.TERRAIN_GEN_BUS.post(event);
L1990[20:06:55] <Drullkus> Problem
self-resolved
L1992[20:10:05] <gigaherz> make a
repositories { block
L1993[20:10:10] <gigaherz> and in it add
a maven { entry
L1994[20:10:24] <gigaherz> wit hthe url
set to the right address where the maven repo is
L1995[20:10:38] <Unh0ly_Tigg> so,
apparently minetest worlds are perceivably infinite in height,
because I loaded a world, and dug down to y=-584...
L1996[20:10:56] <gigaherz> heh
L1997[20:11:10] <gigaherz> minetest has
an world height as 64000 (+-32000).
L1998[20:11:12] <gigaherz> google.
L1999[20:11:29] <Unh0ly_Tigg> geez
L2000[20:11:38] <Unh0ly_Tigg> just
imagine if minecraft worlds were that big...
L2001[20:11:47] <williewillus> no one
would use all of it
L2002[20:11:48] <gigaherz> imagine
realistic terrain generation
L2003[20:11:51] <gigaherz> being actually
realistic
L2004[20:11:54] <williewillus> except
worldgen :P
L2005[20:12:00] <gigaherz> with mountains
up to 10000 blocks tall
L2006[20:12:15] <tterrag|ZZZzzz> cc
barteks2x
L2007[20:12:17] <gigaherz> and oceans up
to 15000 blocks deep
L2008[20:12:18] ***
tterrag|ZZZzzz is now known as tterrag
L2009[20:12:20] <Unh0ly_Tigg> though, I
must say, the default textures that minetest uses are
horrible...
L2010[20:12:48] <gigaherz> I considered
implementing a pseudo-unlimited height
L2011[20:12:58] <gigaherz> by offsetting
each chunk
L2012[20:13:05] <gigaherz> so each chunk
would still be 256 blocks tall
L2013[20:13:08] <gigaherz> but the y=0 of
one
L2014[20:13:13] <gigaherz> may be at y=64
of another
L2015[20:13:34] <Unh0ly_Tigg> so, a
vanilla minecraft world is 16 extendedblockdata segments tall, if
minetest used that same storage, it would be 4000 segments
tall...
L2016[20:13:50] <gigaherz> yeah
L2017[20:13:59] <gigaherz> or probably
4096
L2018[20:14:16] <Unh0ly_Tigg> and just
flying around, I got a rendering issue (could see caves), and the
game crashed...
L2019[20:14:24] <gigaherz> I don't see
any reason to make it 64000 and not 65536 ;P
L2020[20:15:22] <gigaherz> I toyed around
with some ideas for a mc clone a while ago
L2021[20:15:33] <gigaherz> I started
coding a terrain rendering "proof of concept"
L2022[20:16:01] <gigaherz> the idea in my
head was to use a k-d tree
L2023[20:16:22] <gigaherz> and my plan
would have been to generate subdivisions on demand
L2024[20:16:37] <gigaherz> so that, a
block that hasn't been uncovered yet, is stored on a larger
size
L2025[20:16:55] <gigaherz> rather than
always store each individual block in the grid
L2026[20:16:59] <gigaherz> but that
caused all sorts of issues
L2027[20:17:08] ***
lxkm|afk is now known as lxkm|work
L2028[20:17:58] <gigaherz> it still
works!
L2029[20:18:01] <gigaherz> the proof of
concept demo
L2031[20:20:02] <gigaherz> it was coded
in XNA ;P
L2032[20:20:10] <infinitefoxes_> 404
:p
L2033[20:20:10]
⇨ Joins: pixlepix
(uid14779@id-14779.ealing.irccloud.com)
L2034[20:20:14] <gigaherz> still
uploading
L2035[20:20:15] <gigaherz> now
L2036[20:20:16] <gigaherz> ;P
L2037[20:20:40] <pixlepix> What is the
cause of a TE frequently and spontaneously losing all it's internal
state? I know I've seen this bug before
L2038[20:20:46] <gigaherz> there's no
navigation or anything, just that spinning camera ;P
L2039[20:21:00] <gigaherz> pixlepix: if
you change the blockstate
L2040[20:21:05] <gigaherz> you need to
override shouldRefresh in the TE
L2041[20:21:09] <williewillus>
TileEntity.shouldREfresh
L2042[20:21:15] <pixlepix> ....Oh, fuck,
that would be it
L2043[20:21:16] <pixlepix> Thanks
L2044[20:21:23] <gigaherz> to choose when
NOT to refresh
L2045[20:21:26] <williewillus> common
pattern is return oldState.getBlock != newState.getBlock()
L2046[20:21:31] <gigaherz> since the
default behaviour for non-vanillablocks is "always
L2047[20:21:42] <gigaherz> williewillus:
newSate -- there has been a typo there for a LONG time XD
L2048[20:21:49] <williewillus> shrug
:P
L2049[20:22:16] <gigaherz> so,
L2051[20:22:33] <gigaherz> no bug reports
so far ;p
L2052[20:23:11] <pixlepix> Well, that was
an hour of debugging for a throughly stupid problem
L2053[20:23:14] <pixlepix> Yay
coding!
L2054[20:23:17] <gigaherz> XD
L2055[20:23:25] <Unh0ly_Tigg> So
L2056[20:23:47] <Unh0ly_Tigg> who here
remembers my json deserialization of blockstates issue with enum
properties?
L2057[20:23:56] <gigaherz> not me
;P
L2058[20:24:06] <Unh0ly_Tigg>
IProperty.parseValue(String) is apparently a thing...
L2059[20:24:12] <pixlepix> This week, I
wasted 2 days of work time trying to sort because I forgot that I
was using a csv
L2060[20:26:33]
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L2061[20:26:41] <gigaherz> heh,
heh.
L2062[20:26:44] <gigaherz> in that proof
of concept
L2063[20:26:46] <gigaherz> I used Block
IDs
L2064[20:26:49] <gigaherz> numeric
;P
L2065[20:27:24] <gigaherz> my terrain
generator has... a lot of loops inside loops inside loops ;p
L2066[20:28:25] <gigaherz> to call my
GenMeshes code sub-optimal would be an understatement
L2067[20:29:40]
⇨ Joins: DCatcher (DCatcher@dcatcher.me)
L2068[20:29:45] <FusionLord> gigaherz,
the issue was that there isn't a mvn for said mod :P
L2069[20:30:01] <gigaherz> lol
L2070[20:30:22] <TehNut> FusionLord: What
mod
L2071[20:30:26] <gigaherz> well then you
can't use that XD
L2072[20:30:36] <gigaherz> (the normal
maven way ;P)
L2073[20:30:56] <TehNut> You can use Ivy
on a DDL of the jar
L2074[20:30:58] <FusionLord> TehNut,
Chisels & Bits
L2075[20:31:08] <FusionLord> that isn't
the issue, all is worked out
L2076[20:33:03] <FusionLord> Thank you
tho :)
L2077[20:39:30] <Digitalsabre> Is there
any mod that allows you to remove items from the list of plants
that will appear on grass when bonemeal is ued?
L2078[20:39:41] <Digitalsabre>
used*
L2079[20:40:51]
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L2080[20:40:58] <williewillus> not that I
know if
L2081[20:41:07] <williewillus> the set of
plants that appears is contrtolled by the biome
L2082[20:41:18]
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seconds)
L2083[20:44:56] <Digitalsabre> That
sucks. I want to take Pam's flowers out of the list so that the
only way they can be acquired is by breeding with AgriCraft.
L2084[20:45:58] <gigaherz> YAY this was
easier than expected
L2085[20:46:10] <gigaherz> ported that
proof of concept from XNA to MonoGame ;p
L2086[20:51:57] <gigaherz> night
ppl
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L2093[20:59:14] <Drullkus> How do I
subscribe an event? My
getVillageBlockID(BiomeEvent.GetVillageBlockID event) event isn't
firing :/
L2094[20:59:23] <williewillus> what do
you mean subscribe an event
L2095[20:59:42] <Drullkus> Whatever it's
called, I'm new to events D:
L2096[21:00:17]
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L2097[21:00:31] <williewillus> do you
want to send out your own event or listen to someone else's?
L2098[21:00:38] <Drullkus> Listen for an
event
L2100[21:01:01] <Drullkus> On line 3 ^
FML sends out an event, I wanna listen
L2101[21:01:02] <williewillus>
MinecraftForge.<BUS>.register( <an object instance that
has @SubscribeEvent metohds in it> )
L2102[21:01:24] <williewillus>
MinecraftForge.TERRAIN_GEN_BUS.register( <some object with
@SubscribeEvent methods> )
L2103[21:01:26] <Drullkus> I have that in
Init in my common proxy
L2104[21:01:30] <Drullkus> Oh :|
L2105[21:01:44] <Drullkus> I had
EVENT_BUS
L2106[21:01:53] <williewillus> it posts
to terrain gen bus ;p
L2107[21:02:01] <Drullkus> haha, that was
silly of me
L2108[21:02:03] <Drullkus> Thanks!
:D
L2109[21:02:13] <Drullkus> Let's see how
bad the lag gets when I'm chiseling villages
L2110[21:03:19] <Drullkus> Gah! Still not
chiseling!
L2111[21:04:11] <Drullkus> I've got a
logger at the start of the method, not sure what else wrong is
happening
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L2113[21:05:28] <williewillus> does it
log anything?
L2114[21:05:28]
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L2116[21:05:36] <Drullkus> Nope, no
messages from the logger
L2117[21:05:41]
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L2118[21:06:21] <williewillus> show the
class with the event handler
L2120[21:07:16] <williewillus> that
should work
L2121[21:07:18] <williewillus> so
idk
L2122[21:07:25] *
Drullkus flips table
L2123[21:07:27] <williewillus> perhaps
something is catching it before and canceling it
L2124[21:07:29] <williewillus> but I
doubt it
L2125[21:07:46] *
Drullkus sets priority to highest
L2126[21:08:02] <williewillus> did it not
work with noraml priority?
L2127[21:08:14] <Drullkus> I had it on
LOWEST, then I moved it to LOW
L2128[21:08:36] <williewillus> unless
otherwise needed just leave it at default for most cases
L2129[21:09:58] <Drullkus> Hm :/
L2130[21:10:02] <Drullkus> Still not
happening
L2131[21:10:11] <Drullkus> Gonna try
normal
L2132[21:10:26] <Drullkus> tterrag:
Absolute nub with events, help?
L2133[21:11:41] <Drullkus> williewillus:
Yeah, even normal isn't helping
L2134[21:15:22] <Flaeme> Did BlockState
get renamed to BlockStateContainer or something?
L2135[21:15:33] <Drullkus> ...???
L2136[21:15:40] <williewillus> other way
around Flaeme
L2137[21:15:52]
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L2138[21:15:54] <williewillus> wait nvm I
derped
L2139[21:15:55] <williewillus> yes
L2140[21:16:02] <Flaeme> the rtd says to
have createBlockState return new BlockState, but I don't see a
BlockState
L2141[21:16:03] <williewillus> 1.8
BlockState is now BlockStateContaoner in 1.9
L2142[21:16:04] <Flaeme> Okay good
L2143[21:16:09] <williewillus> it
should've noted that
L2144[21:16:29] <Flaeme> I was pretty
sure given the signature but just making sure :P
L2145[21:17:30] <Flaeme> Ohh, I see it
now, it was just lower down than I was :P
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L2148[21:23:53] <Drullkus> williewillus:
Before complaining about an event not working, insert a logger.info
into your CommonProxy.init
L2149[21:23:59] <Drullkus> Apparently
that's not working. XD
L2150[21:24:06] <Drullkus> So the event
handler is not being registered to the bus
L2151[21:24:13] <williewillus> did you
declare @SidedProxy?
L2152[21:24:19] <Drullkus> Hm?
L2153[21:24:25] <williewillus> welp
L2154[21:24:44] <williewillus> forge
doesn't know what your proxies are magically you need to tell
it
L2155[21:24:44] <Drullkus> How does that
work...?
L2157[21:25:07] <williewillus> check the
section on @SidedProxy
L2159[21:25:31] <williewillus> I'/m
saying do you have one of those
L2160[21:26:19] <Drullkus> Er... But
CommonProxy is run on both serv and client?
L2161[21:26:26]
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L2162[21:26:27] <williewillus> read the
article I just linked
L2163[21:27:24] <Drullkus> Damn, I'm
horrible at reading now... Lemme read it
L2164[21:28:13] <barteks2x> Automaticaly
hiding taskbar doesn't seem like a good idea, I'm missing all
notifications :(
L2165[21:29:55] <Flaeme> getStateFromMeta
seems to be deprecated... what am I supposed to implement
instead?
L2166[21:30:01] <williewillus>
nothing
L2167[21:30:05] <williewillus> it's an
internal marker for mojang
L2168[21:30:19] <williewillus> just keep
overriding it
L2169[21:30:42] <Flaeme> So I just have
to deal with IDE complaining about it being deprecated? That
sucks.
L2170[21:33:36] <Flaeme> Also, what am I
supposed to pass to .withProperty?
L2171[21:33:46] <williewillus> read the
rtd on blockstates
L2172[21:33:53] <williewillus>
mcforge.readthedocs.io/en/latest/blockstates/states/
L2173[21:34:00] <Drullkus> williewillus:
I'm missing on the information that I seem to be missing out on
o.O
L2174[21:34:06] <williewillus> wat
L2176[21:34:57] <Flaeme> williewillus: it
just says to use it / withProperty(<PROPERTY>, <VALUE>)
which is... not very enlightening to me.
L2177[21:35:05] <williewillus> if you
read the rest of the article before
L2178[21:35:10] <williewillus> you should
know what goes there
L2179[21:35:22] <williewillus> do you
know what a property is?
L2180[21:35:41] <Drullkus> Gah.
minecreatr?
L2181[21:35:49] <minecreatr> Drullkus,
?????
L2183[21:36:03] <Flaeme> Ohhhhh, I get
it, I pass the IProperty and then the value, gotcha.
L2185[21:36:27] <Flaeme> in my case the
static PropertyEnum I made.
L2186[21:36:31] <williewillus> yup
L2187[21:36:46] <minecreatr> Drullkus, I
think common proxy only gets executed on dedicated servers
maybe?
L2188[21:36:49] <minecreatr> why is it
even in the proxy???
L2189[21:36:59] <williewillus> wat
L2190[21:37:06] <Drullkus> Er, because
you register events in proxies? >_.
L2191[21:37:09] <Drullkus> ._. *
L2192[21:37:10] <williewillus> whatever
you indicate in clientProxy= is instantiated on physical
servers
L2193[21:37:12] <williewillus>
*clients
L2194[21:37:21] <williewillus> whatever
you indicate in serverproxy is instantiated on physical
servers
L2195[21:37:31] <williewillus> whether
those two call each other or not is not forge's concern
L2196[21:37:35] <williewillus> the
commonproxy pattern is silly
L2197[21:37:48] <williewillus> since if
it's common to both sides it shouldn't be in a proxy from the
start
L2198[21:37:53] <minecreatr> Drullkus,
you register client events in client proxies?
L2199[21:38:05] <Drullkus> No, this is
worldgen related
L2200[21:38:10] <Drullkus> It should be
serverside?
L2201[21:38:15] <williewillus> yes
L2202[21:38:20] <minecreatr> Drullkus, if
it isn't clientside only it dosn't need to be in a proxy
L2203[21:38:25] <williewillus> ^
L2204[21:38:29] <Drullkus> ...What
L2205[21:38:34] <williewillus> proxy is
for classes that are only present on one side
L2206[21:38:38] <williewillus> e.g.
rendering models
L2207[21:38:44] <minecreatr> ^
L2208[21:38:49] <Drullkus> ....Oh
L2209[21:38:57] <williewillus> and when I
said side just then I meant physical side
L2210[21:38:58] <Drullkus> I half get
it
L2211[21:39:01] <williewillus> not
logical side
L2212[21:39:02] <minecreatr> CommonProxy
only is used if someone is hosting a dedicated multiplayer
server
L2213[21:39:08] <Drullkus> I kinda get
it
L2214[21:39:12] <williewillus> why is it
named commonproxy >.<
L2215[21:39:15] <Drullkus> So can I just
put it in Chisel.Init
L2216[21:39:19] <Drullkus> Blame
tterrag
L2217[21:39:21] <Drullkus> Or
minecreatr
L2218[21:39:22] <williewillus> :P
L2219[21:39:28] <Drullkus> I didn't write
this class
L2220[21:39:32] <minecreatr>
williewillus, all the tutorials call is CommonProxy
L2221[21:39:34] <williewillus> well
tterrag thinks the CommonProxy pattern is stupid too
L2222[21:39:42] <minecreatr> the notation
in @SidedProxy is serverSide= I think williewillus
L2223[21:39:47] <williewillus> by all
tutorials we mean pahi's tutorials xP
L2224[21:39:55] <Drullkus> lol
L2225[21:39:58] <williewillus>
goddammit
L2226[21:40:02]
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L2227[21:40:03] <minecreatr>
williewillus, I did it before he made his, but yeah xD
L2228[21:40:23] <williewillus> the point
is that if it's common to both physical sides it shouldn't even be
proxied lol
L2229[21:40:33] <Drullkus> OH
L2230[21:40:37] <Drullkus> I get it
now.
L2231[21:40:40] <Drullkus> I think
L2232[21:40:42] <Drullkus> yea
L2233[21:40:52] <minecreatr> there is no
problem with subscribing to that event on the client
L2234[21:40:55] <minecreatr> it just wont
get called
L2235[21:40:59] <williewillus> yeah
L2236[21:41:00] <minecreatr> so it dosn't
matter
L2237[21:41:24] <Drullkus> Aaah
L2238[21:41:44] <Drullkus> It uses a RNG
so I kinda like'd to avoid a desync
L2239[21:41:55] <Drullkus> I should make
it depend on the seed
L2240[21:42:25] <Drullkus> YES!
L2241[21:42:29] <Drullkus> I made the
game crash!
L2242[21:42:39] <Drullkus> Thanks
williewillus, we have made progress in the name of science
L2243[21:42:45] <williewillus> lol
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L2246[21:45:21] <Flaeme> is there
something other than setRegistryName I should be using? because it
doesn't seem to exist even though it does???
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L2248[21:48:36] <williewillus> wat
L2249[21:48:39] <williewillus> it should
exist :P
L2250[21:48:59] <Flaeme> IDK, it's
weird.
L2251[21:49:00] <Flaeme> No signature of
method: static
link.midna.zone.block.BlockColoredPlain.setRegistryName() is
applicable for argument types: (java.lang.String) values:
[colored_plain]
L2252[21:49:32] <williewillus> because it
takes a ResourceLocation
L2253[21:49:34] <williewillus> not a
string
L2254[21:49:59] <Flaeme> Docs say it
should take a string as a shortcut, but I'll try. *shrugs*
L2255[21:55:06] <Flaeme> Cannot reference
non-static symbol setRegistryName from static context is what IDEA
is telling me
L2256[21:55:38] <Flaeme> And it's saying
me constructing a ResourceLocation is somehow
"ambiguous"?
L2257[21:58:22] <Flaeme> Wait, should my
Block be static?
L2258[21:58:40] <williewillus> wat
L2259[21:58:53] <williewillus> blocks are
flyweight singletons
L2260[21:58:55] <williewillus> so
no
L2261[21:59:04] <williewillus> you
construct one and only one instance of a block
L2262[21:59:18] <williewillus> and work
with that instance
L2263[21:59:29] <Flaeme> okay, hmm
L2264[21:59:33] <Flaeme> weird...
L2265[21:59:47] <williewillus> it's for a
good reason :P
L2266[22:00:12] <Flaeme> Nah, the weird
was about this problem, still not sure what's going on.
L2267[22:00:26] <Flaeme> Everything was
going well until I tried to register my block :P
L2268[22:00:43] <williewillus> uhh did
you not make a new instance of it at any time?
L2269[22:00:53] <Flaeme> .....
L2270[22:00:59] <Flaeme> Oh my god I'm
stupid
L2271[22:01:08] <williewillus> one and
only one instance of a block should exist
L2272[22:01:10] <Flaeme> I tried calling
it from a static context, that's why
L2273[22:01:11] <williewillus> but there
should still be one
L2274[22:01:18] <williewillus> :P
L2275[22:01:21] <Drullkus> ....
L2276[22:01:29] <Drullkus> Sooo... How do
I check if a block isn't air?
L2277[22:01:31] <Flaeme> I just did
BlockColoredPlain not BlockColoredPlain(constructor args)
L2278[22:01:45] <williewillus> Drullkus:
!world.isAir(pos)
L2279[22:01:47] <williewillus> or similar
name
L2280[22:01:54] <Drullkus> Apparently
event.getOriginal().equals(Blocks.AIR) doesn't work
L2281[22:02:03] <Drullkus> I don't have
access to the world from the event I think
L2282[22:02:08] <Drullkus> lemme
look
L2283[22:02:09] <williewillus>
state.isAir
L2284[22:02:34] <Flaeme> Should I keep a
reference to my block, or is it okay to construct it inline in
GameRegistry.register?
L2285[22:02:42] <williewillus> you
probably want to keep it lol
L2286[22:02:52] <williewillus> how are
you going to place it in the world?
L2287[22:02:54] <williewillus> if you
don't haveit
L2288[22:03:11]
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L2289[22:03:14] <Drullkus> I'm not
placing blocks in the world
L2290[22:03:21] <williewillus> not you
haha
L2291[22:03:24] <Drullkus> It's still the
event handling I'm do-
L2292[22:03:25] <Flaeme> I'm not
either?
L2293[22:03:25] <Drullkus> blah
L2294[22:03:38] <Flaeme> Or am i missing
something?
L2295[22:03:46] <williewillus> i mean
what kind of block is this?
L2296[22:04:00] <williewillus>
registering a block and not holding on to an instance of it means
you can't use it
L2297[22:04:01] <williewillus> ever
L2298[22:04:04] <williewillus> its
useless
L2299[22:04:25]
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L2300[22:04:28] <Flaeme> Well I don't
think I need to use it myself?
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L2302[22:04:57] <Flaeme> Oh wait...
L2303[22:05:00] <Flaeme> Okay.
L2304[22:05:06] <Drullkus> williewillus:
For some reason state.isAir doesn't exist...?
L2305[22:05:24] <Flaeme> For say
crafting, I still need it. Gotcha, creating a registry class to
hold them I guess :P
L2306[22:06:47] <Drullkus> williewillus:
For some reason my "if(originalState == null ||
!originalState.equals(Blocks.AIR))" check still makes the game
crash on tile.air
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L2309[22:12:37] <williewillus> wat
L2310[22:12:48] <williewillus> well first
states are never gonna be null
L2311[22:12:54] <williewillus> it
shouldn't be at least
L2312[22:13:11] <williewillus> and i
misremembered you have to do state.getblock().isAir(state ...
L2313[22:15:22] <Drullkus> If you're
going to do the isAir check you still need the world
L2314[22:15:51] ***
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L2318[22:27:51] <tterrag> ther is an
isAir method in world too no?
L2319[22:28:42] <Flaeme> any suggestions
on how I should store my blocks and items? static, singleton,
etc?
L2320[22:29:05] <Flaeme> I don't want to
just dump them all in my mod class...
L2321[22:29:53] <Flaeme> i guess having
an instance of a class in my mod that holds them is probably my
best bet.
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L2324[22:36:04] <Zaggy1024> Drullkus,
your line of code is comparing an IBlockState and a Block
L2325[22:36:13] <Zaggy1024> if nobody
corrected you about that yet..
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L2327[22:36:54] <Drullkus> I fixed that
too
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L2329[22:37:04] <Zaggy1024> still
crashing, or is it good?
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L2335[23:06:20] <Flaeme> Well, I think my
block is properly inplemented now? Now I need to figure out
rendering :P
L2336[23:07:07] <Flaeme> Or at least it
exists in saves, which is a good sign, I would think.
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L2340[23:16:00] <FusionLord> is there a
way to force an update that calls getRenderType?
L2341[23:16:29] <McJty> How can you make
a recipe for the anvil to name items?
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