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L1[00:00:03] <williewillus> it's just a begin and draw though
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L3[00:07:02] <Darkevilmac> williewillus, back to this again. http://i.imgur.com/lmtjRyn.png
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L8[00:37:07] <williewillus> !gm func_150897_b
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L13[00:54:14] <RANKSHANK> I'm surprised loot tables don't have a parent/child structure
L14[01:00:50] <RANKSHANK> ahh nevermind
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L21[01:59:35] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160709 mappings to Forge Maven.
L22[01:59:38] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160709-1.10.2.zip (mappings = "snapshot_20160709" in build.gradle).
L23[01:59:49] <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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L50[03:53:15] <Disconsented> I want to get the cords of the container the player has open (using PlayerOpenContainerEvent) what is the best way to do this?
L51[03:55:03] <tterrag> a container doesn't have coords
L52[03:55:06] <tterrag> that question doesn't make sense :P
L53[03:55:45] <Disconsented> Well the block the container belongs to
L54[03:55:53] <tterrag> what if it belongs to an item?
L55[03:56:04] <tterrag> or nothing at all?
L56[03:56:09] <tterrag> a container is not tied to a position, period
L57[03:57:31] <Disconsented> So thats not possible then is what you're saying?
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L59[04:00:12] <tterrag> yes
L60[04:00:19] <tterrag> maybe explain what you are trying to do?
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L62[04:00:45] <Disconsented> Make an item appear above a block that contains an inventory
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L64[04:02:02] <Disconsented> Make sense?
L65[04:02:30] <tterrag> what does that have to do with containers?
L66[04:04:44] <Disconsented> How else do you get the inventory from the PlayerOpenContainerEvent?
L67[04:05:07] <tterrag> why are you using that event for this?
L68[04:05:57] <Disconsented> Don't know of any other method to capture crafting before the craft has gone though
L69[04:06:32] <tterrag> ...
L70[04:07:11] <tterrag> you keep saying random things
L71[04:07:15] <tterrag> I have no idea how that is related
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L73[04:10:04] <Disconsented> Well I want to stop crafting under specific circumstances
L74[04:10:42] <tterrag> so, remove/replace the recipe?
L75[04:11:13] <Disconsented> This is specific to each player
L76[04:12:03] <tterrag> so? :P
L77[04:12:13] <Disconsented> Would that not mess with other players?
L78[04:12:15] <tterrag> take a look at IRecipe
L79[04:12:18] <tterrag> you get player context
L80[04:12:42] <tterrag> erm, well
L81[04:12:46] <tterrag> world context
L82[04:13:21] <tterrag> are you doing this clientside?
L83[04:13:25] <tterrag> if so, it doesn't really matter :D
L84[04:13:27] <Disconsented> Server side
L85[04:13:58] <tterrag> ok, what I'd do is replace the container or the InventoryCrafting in the open container event
L86[04:14:07] <tterrag> with a subclass that controls output
L87[04:14:47] <Disconsented> Wouldn't that screw with other mods?
L88[04:15:55] <tterrag> probably not? but the problem then is mods with their own crafting system
L89[04:16:07] <Disconsented> Yeah that doesn't work here
L90[04:16:09] <tterrag> and their own containers
L91[04:16:25] <Disconsented> I have a version of this that works fine in vanilla
L92[04:16:39] <Disconsented> I just close the GUI to prevent crafting
L93[04:16:52] <Disconsented> Which doesn't work with all mods (I.E. Tinkers Construct Tool Forge)
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L95[04:17:57] <tterrag> you want to block ALL crafting?
L96[04:18:13] <Disconsented> Nope
L97[04:19:08] <tterrag> then what
L98[04:20:33] <Disconsented> When I want to(Arbitary), so when a player has a string accociated with them I want them to be able to craft X, when they don't they can't.
L99[04:21:21] <tterrag> and...what stops that player from setting up an auto crafter?
L100[04:22:00] <Disconsented> I have a config to allow or block fake player interactions
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L102[04:22:48] <Disconsented> But thats a design issue >_>
L103[04:24:16] <tterrag> it's not easy. crafting is able to be done without a fake player
L104[04:24:30] <tterrag> player context is not guaranteed. so using player data to determine recipe output is a flaky concept
L105[04:24:39] <Disconsented> Welp sucks to be me then, Ill figure that out when I run into it
L106[04:24:59] <tterrag> it would be possible clientside
L107[04:25:08] <tterrag> but other than that, not really
L108[04:26:19] <Disconsented> This is all set arbitrarily from json files, I don't really want to send that over the network or require the configs on both the client and the server
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L110[04:26:49] <Disconsented> This can almost be server side only except for a couple of GUI elements
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L112[04:28:34] <tterrag> you have to send it over the network anyways
L113[04:28:41] <tterrag> closing the GUI is a lazy solution (and as you've found, not really effective)
L114[04:28:46] <tterrag> you need to make the item not even show up
L115[04:28:55] <tterrag> and if you do it serverside only it's going to be really desynced
L116[04:29:16] <Disconsented> I only send bits of it over atm
L117[04:32:57] <Disconsented> I havn't actually had much in the way of sync issues so far
L118[04:33:19] <Disconsented> The data I send doesn't change very often, some times never
L119[04:33:49] <Disconsented> If I were to do this client side, you would recommend interacting with the recipes?
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L121[04:37:11] <tterrag> that seems the easiest way
L122[04:37:28] <Disconsented> Any others?
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L124[04:52:28] <Disconsented> Anyways thanks for the help tterrag, saved me a couple of hours at least :)
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L136[05:34:12] <workshopcraft> anyone have ideas on how to improve the rendering speed of a tile entity with a json mode, rendered text and item >.<
L137[05:34:21] <workshopcraft> *model
L138[05:35:33] <gigaherz> is the model static?
L139[05:35:44] <workshopcraft> its not animated no
L140[05:35:54] <workshopcraft> the only thing that will change is the rendered text and item
L141[05:36:34] <tterrag> then why is the model even part of the TESR?
L142[05:36:56] <tterrag> the text and item are unavoidable. text rendering is slow
L143[05:37:03] <tterrag> anyways, bed time for me
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L145[05:37:11] <workshopcraft> the model is a json
L146[05:37:15] <workshopcraft> its not part of the TESR
L147[05:37:47] * LatvianModder starts internally screaming "I can't do it!"
L148[05:37:57] * LatvianModder switches back to light themes
L149[05:38:20] <gigaherz> okay
L150[05:38:38] <gigaherz> workshopcraft: how dynamic is the text?
L151[05:38:44] <workshopcraft> its a barrel
L152[05:38:57] <workshopcraft> as items are added/removed, they go up and down
L153[05:39:19] <gigaherz> so it's just numbers
L154[05:39:22] <gigaherz> you COULD make that static
L155[05:39:28] <workshopcraft> i mean if i REALLY wanted to optimise i could pre-render the numbers >.<
L156[05:39:35] <workshopcraft> yeah
L157[05:39:47] <gigaherz> have a texture with the numbers stitched into the block atlas
L158[05:39:53] <gigaherz> and then generate quads for it
L159[05:39:54] <workshopcraft> i might also be able to pre-render that number and only change it when it updates
L160[05:39:57] <gigaherz> using extended blockstates
L161[05:40:03] <gigaherz> to transfer the number over from the tileentity
L162[05:40:15] <gigaherz> then it will only get re-computed when it changes
L163[05:40:30] <gigaherz> and will remain in the rendering cache of the terrain
L164[05:40:50] <workshopcraft> need to make next update an awesome one :P
L165[05:41:00] <workshopcraft> i already have the new capabilities working on them
L166[05:41:13] <workshopcraft> so they can interact with everything (Except hopper ducts >.< )
L167[05:41:27] <gigaherz> yeah so, get yourself an ExtendedBlockState container, with an IUnlistedProperty that holds your number
L168[05:41:39] <gigaherz> then assign this number on your getExtendedState
L169[05:42:08] <gigaherz> and then get yourself a custom IBakedModel
L170[05:42:13] <gigaherz> and in your .getQuads
L171[05:42:19] <gigaherz> obtain this unlisted property
L172[05:42:27] <gigaherz> and compute the quads that form the number
L173[05:42:43] <gigaherz> it's some work
L174[05:42:51] <gigaherz> but not unreasonable
L175[05:43:38] <workshopcraft> yup. i will try a few options and see which ones give me the best performance increase
L176[05:44:06] <workshopcraft> right now players are reporting a 60% drop in frame rate when looking at barrels. these options should help somewhat
L177[05:44:31] <gigaherz> yeah
L178[05:44:41] <gigaherz> it's unavoidable though
L179[05:45:19] <gigaherz> I'm not sure that you can manage to render the contained item's model in a static way
L180[05:45:39] <gigaherz> hmmm although
L181[05:45:52] <workshopcraft> unlikely as its an entity
L182[05:46:03] <gigaherz> an entity?
L183[05:46:13] <workshopcraft> yeah i'm not just rendering an image of the item
L184[05:46:17] <PaleoCrafter> you can bake items into your model
L185[05:46:18] <workshopcraft> i'm rendering the actual entity
L186[05:46:29] <workshopcraft> so if its a block it sticks out
L187[05:46:29] <gigaherz> PaleoCrafter: yeah
L188[05:46:30] <PaleoCrafter> TiC does it
L189[05:46:37] <gigaherz> but you can't bake the TileEntityItemStackRenderers
L190[05:46:54] <PaleoCrafter> of course not
L191[05:46:57] <PaleoCrafter> fuck them though :P
L192[05:47:03] <gigaherz> so I guess
L193[05:47:11] <gigaherz> if the item is not a tesritemstack
L194[05:47:14] <gigaherz> bake it
L195[05:47:21] <gigaherz> if it is, then fall back to TESR drawing
L196[05:47:33] <gigaherz> that would be the best option
L197[05:47:49] <PaleoCrafter> yeah, I guess an adaptive approach is best
L198[05:48:01] <workshopcraft> i'm using RenderItem
L199[05:48:56] <workshopcraft> i have some ideas on futuristic barrels thanks to playing with RenderItem :P
L200[05:49:01] <gigaherz> you can do it manually, obtain the model and such ;P
L201[05:49:08] <gigaherz> it's up to you
L202[05:49:17] <gigaherz> the more you bake, the less frame slowdown people will notice
L203[05:49:20] <gigaherz> it will still happen
L204[05:49:34] <gigaherz> jsut much less
L205[05:49:52] <workshopcraft> yeah i figured there would be some
L206[05:49:56] <gigaherz> one of the things that makes a gpu slow, are draw calls
L207[05:49:57] <workshopcraft> just not a 40 fps drop
L208[05:50:02] <PaleoCrafter> how many barrels do people usually have for a noticeable drop?
L209[05:50:10] <gigaherz> a whole wall of them?
L210[05:50:11] <gigaherz> ;P
L211[05:50:19] <workshopcraft> well i hope not
L212[05:50:24] <workshopcraft> i was evil with the recipe
L213[05:50:27] <PaleoCrafter> if it less, something is wrong with your code :P
L214[05:50:30] <workshopcraft> mmm
L215[05:50:30] <gigaherz> have you not seen the JABBA+AE2 setups people would have on 1.7.10 modpacks?
L216[05:50:31] <gigaherz> XD
L217[05:50:32] <workshopcraft> probably
L218[05:50:40] <workshopcraft> yes i've had those setups >.<
L219[05:50:42] <gigaherz> I myself
L220[05:50:46] <gigaherz> in FTB Infinity
L221[05:50:50] <gigaherz> (before Evolved)
L222[05:50:53] <gigaherz> I had a wall
L223[05:50:59] <gigaherz> groups of 6 barrels
L224[05:51:04] <gigaherz> or 6 DSUs
L225[05:51:15] <gigaherz> as a daisy-chained AE2 storage network
L226[05:51:21] <gigaherz> there were like 12-15 groups
L227[05:51:24] <gigaherz> and my storage was small
L228[05:51:26] <workshopcraft> i have a fun "feature" at moment where you cant break the barrel without emptying it lol
L229[05:51:49] <gigaherz> http://minecraft.curseforge.com/projects/packing-tape
L230[05:53:43] <Intektor> some phisics question: when do you throw a object with the longest distance? in 45° angle?
L231[05:54:11] <workshopcraft> 45 degrees should be the furthest
L232[05:54:24] <gigaherz> Intektor: in minecraft, the optimal is around 40º
L233[05:54:33] <gigaherz> someone tested it
L234[05:54:43] <Intektor> ah ok
L235[05:54:54] <Intektor> even with a bow?
L236[05:55:06] <gigaherz> hmm I can't remember
L237[05:55:54] <gigaherz> it would be 45 degrees, but mc simulates air resistance
L238[05:56:02] <gigaherz> by multiplying the pseed by 0.99 each tick
L239[05:56:04] <gigaherz> speed*
L240[05:56:07] <workshopcraft> irony : just spotted your name @gigaherz on github >.<
L241[05:56:15] <gigaherz> heh
L242[05:57:14] <gigaherz> https://www.reddit.com/r/Minecraft/comments/3bkc55/how_far_can_you_fire_a_bow_what_angle_is_best/
L243[05:57:18] <gigaherz> the conclusion in here
L244[05:57:23] <gigaherz> is that anywhere 30 to 50 degrees
L245[05:57:27] <gigaherz> or in other words
L246[05:57:29] <gigaherz> 40+-10
L247[05:58:57] <gigaherz> workshopcraft: where?
L248[05:59:30] <workshopcraft> rendering tutorial by williewillus
L249[05:59:41] <gigaherz> ah :)
L250[06:01:17] <Intektor> seems like you can shoot an arrow in minecraft 180 m far
L251[06:01:52] <sham1> 180 blocks
L252[06:01:53] <sham1> Yees
L253[06:02:00] <sham1> Sounds broken
L254[06:02:22] <Intektor> ?
L255[06:02:27] *** amadornes[OFF] is now known as amadornes
L256[06:02:37] <workshopcraft> well it needs to be at least 100 blocks to get the dueling achievement
L257[06:02:58] <gigaherz> wasn't it 50?
L258[06:03:15] <workshopcraft> ?
L259[06:03:42] <workshopcraft> now you've got me wondering if i miss-remembered >.<
L260[06:03:44] <gigaherz> dunno Icould remember wrongly
L261[06:06:00] <Intektor> these formulas are way too complicated :P http://i.imgur.com/mMWWh3V.png
L262[06:08:44] <Inari> Intektor: wheres that from
L263[06:08:53] <Intektor> https://en.wikipedia.org/wiki/Trajectory_of_a_projectile
L264[06:09:22] <VikeStep> so did you guys see that the new Microsoft AI project uses Minecraft Forge?
L265[06:09:29] <VikeStep> pretty cool
L266[06:09:44] <gigaherz> hm?
L267[06:09:48] <gigaherz> link?
L268[06:09:53] <VikeStep> https://github.com/Microsoft/malmo
L269[06:10:00] <VikeStep> look in the Minecraft directory for the mod
L270[06:10:53] <gigaherz> heh mc 1.8
L271[06:10:58] <Inari> Intektor: guess depends on what you're trying to do too, but yeah uusally gamecode has more hacky ways to get stuff done quicker
L272[06:11:06] <VikeStep> I think it's been developed for a while
L273[06:13:42] <Intektor> http://i.imgur.com/n5naB44.png do I really have to hack in now acceleration because minecraft simulates air resistance?
L274[06:13:59] <Intektor> because the arrows aren't hiting their targets on distance
L275[06:14:47] <gigaherz> what are you doing?
L276[06:15:17] <Intektor> autoaim, when you have the item in your inventory
L277[06:17:43] <workshopcraft> autocarrot :>
L278[06:21:05] <VikeStep> it seems that they use ASM in their mod too
L279[06:22:37] <VikeStep> ah, they do it to change the tick length
L280[06:22:42] <VikeStep> from 50ms to something else
L281[06:23:47] <Abastro> Maybe
L282[06:23:58] <Abastro> You could solve differential equation
L283[06:30:14] <Intektor> http://i.imgur.com/YIbJlXV.png this crashes, but there is no crash report for me, and even with the try catch I don't get one
L284[06:30:19] <Intektor> any ideas?
L285[06:31:22] <LexManos> System.out.println bad microsoft, bad...
L286[06:32:59] <Intektor> hm?
L287[06:33:25] <VikeStep> how do you know it's that bit of code that is crashing?
L288[06:33:29] <LexManos> just looking at their transformer
L289[06:33:29] <VikeStep> if there is no crash report
L290[06:35:02] <VikeStep> Intektor, Does it print out the t + \t + y line?
L291[06:35:14] <Intektor> yes
L292[06:35:19] <Intektor> but then it crashes
L293[06:35:23] <VikeStep> so then the crash is else where probably
L294[06:35:39] <VikeStep> put a print statement after the try catch blocks final curly bracket
L295[06:35:42] <VikeStep> and see if it gets there
L296[06:36:48] <LexManos> wow... Microsfot doesn't udnerstand how obfusication works, awesome...
L297[06:37:17] <LexManos> Whatever, dont care enough, their mod doesnt work correctly in release its on them for coremodding ;)
L298[06:37:49] <VikeStep> where doesn't the obfuscation work correctly?
L299[06:37:59] <VikeStep> or rather their lack of knowing it show
L300[06:39:00] <LexManos> https://github.com/Microsoft/malmo/blob/master/Minecraft/src/main/java/com/microsoft/Malmo/OverclockingClassTransformer.java#L159
L301[06:39:04] <LexManos> Will never be true at runtime
L302[06:39:15] <LexManos> https://github.com/Microsoft/malmo/blob/master/Minecraft/src/main/java/com/microsoft/Malmo/OverclockingClassTransformer.java#L109
L303[06:39:22] <LexManos> There is no such method ever named 'minecraft'
L304[06:39:57] <sham1> Wait, is that a microsoft made mod running with Forge or what
L305[06:40:09] <VikeStep> yes
L306[06:40:09] <LexManos> ywa...
L307[06:40:12] <LexManos> yes**
L308[06:40:17] <sham1> They could be internal names
L309[06:40:25] <LexManos> They arnt
L310[06:40:45] <heldplayer> They called their mcmod.info malmomod.info
L311[06:40:54] <LexManos> oh god...
L312[06:40:58] <heldplayer> That's not how any of this works!
L313[06:41:05] <VikeStep> they aren't using it
L314[06:41:05] <LexManos> You know, this all could of been done better
L315[06:41:07] <sham1> It's microsoft
L316[06:41:11] <VikeStep> they create it dynamically in the Mod file
L317[06:41:12] <LexManos> by them just you know FUCKING ASKING
L318[06:41:15] <VikeStep> mod class*
L319[06:41:29] <VikeStep> I too saw that and was curious
L320[06:41:58] <VikeStep> however I think there still needs to be a file called mcmod.info for it to work right?
L321[06:42:54] <LexManos> you can manually fill in the metadata
L322[06:43:00] <heldplayer> But why
L323[06:43:03] <LexManos> the .info file is mainly for external programs
L324[06:43:12] <LexManos> who don't want to run/parse the class files
L325[06:44:03] <VikeStep> I tried manually filling in the data once in code and it would only allow it if there existed a mcmod.info file in addition to the manual method though
L326[06:44:04] <VikeStep> but yeah
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L328[06:44:31] <VikeStep> I haven't actually modded in 6 months though, so might have changed
L329[06:44:32] <LexManos> The thing is, we'd like to make FG auto-gen the .info file during build.
L330[06:44:37] <LexManos> But we've never gotten around to it
L331[06:44:39] <Lordmau5> oh hay there o/
L332[06:45:17] <VikeStep> but yeah, when they first announched this project (last year I think), I sent the devs a tweet asking if they used forge but they didn't answer
L333[06:45:21] <VikeStep> it only went open source today
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L335[06:46:20] <Lordmau5> wait
L336[06:46:22] <Lordmau5> MS Forge mod?
L337[06:46:25] <VikeStep> yes
L338[06:46:32] <Lordmau5> Yea, I've missed out on shit :D
L339[06:46:32] <VikeStep> https://github.com/Microsoft/malmo
L340[06:46:48] <VikeStep> check the Minecraft director
L341[06:47:12] ⇨ Joins: abab9579 (~abab9579@112.166.128.227)
L342[06:47:12] <Lordmau5> hmm
L343[06:47:13] <VikeStep> also, it seems that they mix up tabs and spaces a lot
L344[06:47:21] <VikeStep> see https://github.com/Microsoft/malmo/blob/master/Minecraft/src/main/java/com/microsoft/Malmo/Server/MalmoModServer.java#L36-L37
L345[06:47:36] <Lordmau5> it has a bunch of references to net.minecraftforge.fml stuff, lol
L346[06:48:11] <LatvianModder> I expected more from Microsoft..
L347[06:48:35] <heldplayer> Oh god
L348[06:48:38] <LatvianModder> Wait, is that a forge mod?
L349[06:48:41] <VikeStep> yes
L350[06:48:53] <heldplayer> They register to the Forge bus in that class, but they don't handle any events
L351[06:49:05] <LatvianModder> Why? They are Microsoft.. They frikin own Minecraft. Why didnt they just make a subversion of minecraft? |:I
L352[06:49:11] <Lordmau5> lmao
L353[06:49:31] <LexManos> honestly?
L354[06:49:33] <luacs1998> LatvianModder, it seems to be
L355[06:49:37] <luacs1998> check out the release page lol
L356[06:49:42] <luacs1998> unless i'm missing something?
L357[06:49:46] <LexManos> i could go into a long rant about the real reasons some of their decisions are made
L358[06:50:00] <LexManos> because its pretty common sense to anyone who has worked in any professional environment
L359[06:50:09] <LexManos> however, as im tired and gunna go to bed ill leave you with this
L360[06:50:21] <LatvianModder> Noooo
L361[06:50:24] <heldplayer> Good night Lex
L362[06:50:27] <Lordmau5> bye, have a good night o/
L363[06:50:28] <LatvianModder> Gn
L364[06:50:31] <LatvianModder> https://github.com/Microsoft/malmo/releases this page?
L365[06:50:32] <luacs1998> lol
L366[06:50:33] <VikeStep> gn
L367[06:50:41] <luacs1998> they even left the default readme in there
L368[06:50:43] <luacs1998> cmon lol
L369[06:50:46] <luacs1998> LatvianModder, yep
L370[06:50:46] <LexManos> I like that they made a Forge mod it helpes to Legitimize Forge. They did a bad job of a lot of the mod side of things because they have no idea what theya re doing, but beyyond that they are fine and the concept is cool/fun
L371[06:50:48] <LexManos> So, night
L372[06:51:01] <luacs1998> forge + mc + a whole lot of other shit
L373[06:51:05] <TechnicianLP> bb
L374[06:51:06] <VikeStep> I'm considering using it for something
L375[06:51:12] <VikeStep> lots of potential for cool stuff
L376[06:51:14] <LatvianModder> They are showing bad example imo
L377[06:51:15] <luacs1998> it seems to be terrafirmacraft level of total conversion
L378[06:51:19] <VikeStep> plus AI is fun
L379[06:51:29] <luacs1998> eh, probably they don't know how to use forge
L380[06:51:34] <VikeStep> luacs1998, it's for AI researchers
L381[06:51:38] <LatvianModder> I mean. There are plenty of our mods, but if Microsoft makes one, people will probably see that as a "better" example
L382[06:51:39] <luacs1998> wouldn't put it past them :D
L383[06:51:48] <VikeStep> to create tests and execute them programatically
L384[06:51:53] <Cazzar> in their run script they write the default config files
L385[06:51:56] <Cazzar> not needed..
L386[06:51:57] <LatvianModder> Code wise I mean. Idea sounds awesome
L387[06:51:59] <luacs1998> anyone remembers the minecraft extension for visual studio? :D
L388[06:51:59] <LexManos> Its a bad example from a modding point of view but the design concepts are sound
L389[06:52:06] <LatvianModder> Yeah
L390[06:52:16] <LexManos> also from waht i understand of the mod, its not designed for end users to use, its just a bot basically
L391[06:52:20] <abab9579> Microsoft using forge? wow
L392[06:52:32] <LatvianModder> None of them have contacted with you about this?
L393[06:52:41] <LexManos> not about this
L394[06:53:13] <luacs1998> why would they lol
L395[06:53:14] <VikeStep> it seems that they generate the worlds for training using XML
L396[06:53:15] <VikeStep> https://github.com/Microsoft/malmo/blob/master/sample_missions/classroom/attic.xml
L397[06:53:51] <VikeStep> the URL in the XML file is invalid too
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L400[06:54:31] <VikeStep> here is the full site and description: https://www.microsoft.com/en-us/research/project/project-malmo/
L401[06:55:37] <luacs1998> it's a MSR thing
L402[06:56:06] <VikeStep> oh, they have a Gitter community
L403[06:56:34] <luacs1998> ms is a ridiculously big org, you can't expect research to go yell as MS Studios/Mojang for the source so they can jerry rig their stuff in
L404[06:56:48] <luacs1998> that leaves you with forge unless you write your own loader
L405[06:56:58] <luacs1998> and no one in MSR's got time for that
L406[07:02:00] <Intektor> http://i.imgur.com/7SzKdhd.png has anyone an idea, how to take carte of the air resistance, because this right here makes the arrows shoot too far
L407[07:03:25] <Intektor> *care
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L409[07:05:53] <abab9579> Solve differential equation for that :P
L410[07:06:26] <VikeStep> you could also set a maximum velocity I guess
L411[07:06:43] <VikeStep> unless you want to go full in-depth calculations
L412[07:07:29] <abab9579> https://en.wikipedia.org/wiki/Trajectory_of_a_projectile
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L414[07:08:59] <Intektor> I am using exactly this wikipedia site
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L418[07:15:51] <abab9579> So did you look at 'Trajectory of a projectile with air resistance' section?
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L428[08:02:37] <Wuppy> hehe, pokemon go convinced me to switch mobile proivder xD
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L431[08:05:18] <kashike> Wuppy: oh?
L432[08:05:45] <Wuppy> yep, I'm going to switch to one where I do actually have 4G data :P
L433[08:05:56] <Wuppy> instead of 3G with 1 euro/MB
L434[08:06:19] <kashike> wow
L435[08:06:51] <Wuppy> I never used it (only in absolute emergencies) and this is the cheapest option
L436[08:07:11] <Wuppy> if you buy a package it's way cheaper, but this was like a 1 time use "oh shit" price
L437[08:07:19] <Wuppy> but I just want to catch them all now :P
L438[08:07:26] <kashike> hehe
L439[08:07:49] <gigaherz> my flatmate has actually gone out to walk a couple times since he got the game
L440[08:07:50] <gigaherz> XD
L441[08:08:00] <gigaherz> and it's not even officially out in spain
L442[08:08:11] <Wuppy> gigaherz, it's not out here either but everybody I know is playing it
L443[08:08:27] <Wuppy> at some point, an Elektabuzz appeared in a bar, everybody was going crazy to catch it
L444[08:08:37] ⇨ Joins: armctec (~Thunderbi@186.204.95.69)
L445[08:08:40] <kashike> it's not out here either, people download the Android APK to play all over :P
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L448[08:15:57] <Inari> !gm func_153171_g
L449[08:17:03] <Inari> !gm field_153198_e
L450[08:17:11] <Inari> oh rihgt, fiedl <.<
L451[08:17:12] <Inari> !gf field_153198_e
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L459[08:24:21] <Inari> hm
L460[08:24:39] <Inari> what to use instead of RenderPlayerEvent.Specials.Post?
L461[08:27:32] ⇨ Joins: Ordinastie_ (~Ordinasti@87-231-58-94.rev.numericable.fr)
L462[08:28:45] <PaleoCrafter> Inari, I think just Post
L463[08:32:23] ⇨ Joins: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L464[08:33:09] <Inari> ah, yeah ^^ thanks
L465[08:34:27] *** Darkhax_AFK is now known as Darkhax
L466[08:36:34] <gigaherz> youtube recommendations are sometimes dumb
L467[08:36:37] <gigaherz> I mean
L468[08:36:49] <gigaherz> my account is in english
L469[08:36:53] <gigaherz> all my subscriptions are english channels
L470[08:36:57] <gigaherz> and yet
L471[08:37:06] <gigaherz> I see "Latest in Gaming" -- all spanish channels
L472[08:37:18] <gigaherz> yes, my IP is in spain
L473[08:37:23] <gigaherz> yes, my account's country is set to spain
L474[08:37:31] <gigaherz> but I CLEARLY don't want to see spanish content
L475[08:38:02] <sham1> I get similar stuff
L476[08:38:12] <sham1> But with finnish stuff instead of english
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L478[08:38:51] <gigaherz> there's also the issue that there's just so much watch history
L479[08:38:54] ⇨ Joins: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L480[08:38:58] <gigaherz> and I see a lot of videos I have already watched before
L481[08:39:12] <gigaherz> everything from the "MAN AT ARMS" series
L482[08:39:22] <gigaherz> I have seen them all, so it makes no sense to recommend them
L483[08:39:24] <gigaherz> but they don't know
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L486[08:43:53] <williewillus> if I patch a new hook into ENtityMinecart(e.g. getComparatorLevel) do I move the old logic from BlockDetectorRail to it or leave the vanilla where it is?
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L488[08:48:42] <sham1> Now to work out why my lexer does not recognize my ;
L489[08:52:42] <PaleoCrafter> what's it for, sham1?
L490[08:53:53] <sham1> My own little language
L491[08:54:27] <gigaherz> williewillus: hmm hooks that replace vanilla behaviour
L492[08:54:33] <gigaherz> usually avoid touching the vanilla code
L493[08:54:35] <gigaherz> just do like
L494[08:54:40] <williewillus> thats what i went with
L495[08:54:43] <williewillus> https://github.com/MinecraftForge/MinecraftForge/pull/3072/files
L496[08:54:46] <gigaherz> if(hook) return;
L497[08:54:51] <gigaherz> and if they have to duplicate the code, they duplicate it
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L500[09:09:34] <williewillus> another TF gem https://i.gyazo.com/a98c7f150a4deb96a71513ff2c0656a7.png
L501[09:09:35] <williewillus> :D
L502[09:13:14] <Ordinastie_> you can't nitpick just one line of code, for all we know, the method could be "doesUnlocalizedNameContainsOre()" then it's peferctly legit :p
L503[09:14:06] <heldplayer> Which TF?
L504[09:15:38] <gigaherz> TwFo
L505[09:16:11] <heldplayer> ah
L506[09:16:14] <heldplayer> heh
L507[09:18:18] <gigaherz> so I started implementing progressive generation
L508[09:18:23] <gigaherz> on my thingy
L509[09:18:59] <gigaherz> I still pre-create all the chunk objects, but I queue them so that there's at most 10 in progress (which can raise the number to likse 20-30 due to dependencies)
L510[09:19:03] <gigaherz> like*
L511[09:19:04] <williewillus> Ordinastie_: okay fine it's `isOre` :P
L512[09:19:12] <Ordinastie_> hehe
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L514[09:20:39] <gigaherz> generation is still stupidly slow, though
L515[09:20:40] <gigaherz> XD
L516[09:20:55] <gigaherz> there's still 22k chunks pending
L517[09:21:09] <gigaherz> each chunk being a 32x32x32 area
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L519[09:25:02] <williewillus> wow found some falling through switches :P
L520[09:25:09] <williewillus> all the cases fall
L521[09:28:28] <PaleoCrafter> proper use of the language, I'd say :P
L522[09:29:02] <Ordinastie_> so, in my mod, you can make blocks from a JSON, where you choose the texture, basic properties, and the recipe etc
L523[09:29:07] <Ordinastie_> but now I have this case : http://puu.sh/pVLDh.png
L524[09:29:23] <Ordinastie_> where it's one block, but two subblocks
L525[09:29:55] <Ordinastie_> but you need 2 recipes for it, I'm not sure how to handle that in the JSON
L526[09:32:49] <Ordinastie_> I first thought to do that way : http://puu.sh/pVLOO.png
L527[09:33:14] <Ordinastie_> but the block is registered twice, and the subblocks appear twice in the creative menu
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L530[09:39:11] <gigaherz> [16:25] (williewillus): wow found some falling through switches :P
L531[09:39:11] <gigaherz> [16:25] (williewillus): all the cases fall
L532[09:39:15] <gigaherz> I like that C# doesn't even allow that
L533[09:39:17] <gigaherz> ;P
L534[09:39:26] <williewillus> what do you mean?
L535[09:39:27] <gigaherz> although I'd like it more if there was an explciit
L536[09:39:29] <gigaherz> fallthrough;
L537[09:39:32] <gigaherz> in C#
L538[09:39:34] <gigaherz> switch(x)
L539[09:39:35] <gigaherz> {
L540[09:39:37] <gigaherz> case 1: a;
L541[09:39:39] <gigaherz> case 2: b;
L542[09:39:41] <gigaherz> }
L543[09:39:44] <gigaherz> is a compile-time error
L544[09:40:02] <Ordinastie_> really ?
L545[09:40:06] <Cazzar> gigaherz: you can explicitly fallthrough in C#
L546[09:40:06] <williewillus> yeah I remember now
L547[09:40:08] <gigaherz> all the code paths in a case *must* break;
L548[09:40:08] <williewillus> has to be blank
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L550[09:40:14] <gigaherz> Cazzar: yo ucan?
L551[09:40:19] <gigaherz> I have never seen such a keyword
L552[09:40:28] <Cazzar> goto case
L553[09:40:33] <gigaherz> eh
L554[09:40:35] <sham1> Eww
L555[09:40:36] <sham1> Got
L556[09:40:37] <Cazzar> http://stackoverflow.com/a/174223
L557[09:40:37] <williewillus> lol
L558[09:40:38] <sham1> goto*
L559[09:40:39] <gigaherz> that's a thing?
L560[09:40:51] <gigaherz> I suppose it's nice enough
L561[09:40:55] <gigaherz> since it lets you choose which case
L562[09:41:05] <gigaherz> and would allow multiple cases to fall through into the same one
L563[09:41:11] <gigaherz> which isn't possible with C/Java syntax
L564[09:43:03] <williewillus> i wish blockpos had immutable setters
L565[09:43:10] <williewillus> pos.withY(126)
L566[09:43:17] <Cazzar> immutable
L567[09:43:19] <Cazzar> setters
L568[09:43:23] <Cazzar> pick one
L569[09:43:23] <williewillus> whatever
L570[09:43:26] <williewillus> you get the point
L571[09:43:30] <PaleoCrafter> lenses xD
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L574[09:43:53] <PaleoCrafter> (http://koff.io/posts/292173-lens-in-scala/)
L575[09:44:29] <williewillus> til its a "Lens"
L576[09:45:10] <gigaherz> apparently a concept from functional programming
L577[09:45:14] <kashike> setPos on mutableblockpos, then toImmutable is an ugly way :P
L578[09:45:29] <kashike> it even has a setY
L579[09:45:31] <kashike> :P
L580[09:45:39] <williewillus> yeah i found that yesterday
L581[09:45:41] <williewillus> probably for owrldgen
L582[09:45:47] <williewillus> which does a lot of y iterating :P
L583[09:45:55] <PaleoCrafter> gigaherz, where else would a concept for "modifying" immutable stuff come from? :P
L584[09:47:46] <Ordinastie_> I'm stuck with my recipe problem :(
L585[09:48:16] <gigaherz> PaleoCrafter: true
L586[09:48:24] <gigaherz> the whole concept of immutable things is functional
L587[09:48:34] <sham1> Mathematical*
L588[09:48:45] <gigaherz> no in maths you can easily say
L589[09:48:47] <gigaherz> let x be 1
L590[09:48:51] <williewillus> worldgen tears https://i.gyazo.com/b36522cc867f4f1d151b555768d43703.png
L591[09:48:57] <williewillus> I might just make these into structure templates
L592[09:49:01] <PaleoCrafter> but you usually only do that once :P
L593[09:49:58] <Ordinastie_> williewillus, what does that look like ?
L594[09:50:15] <kashike> willie: TABS
L595[09:50:17] <williewillus> thats like 1/8 of the whole thing and it's TF's witch huts
L596[09:50:19] <kashike> kill it with fire
L597[09:50:34] <williewillus> NOT MY CODE HAVE MERCY
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L599[09:50:41] <williewillus> i hate tabs
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L601[09:50:55] <kashike> replace them with spaces? :p
L602[09:51:06] <Ordinastie_> you probably hate puppies and kittens too
L603[09:51:10] <williewillus> im not reformatting an enormous project to change the whitespace
L604[09:51:12] <williewillus> :P
L605[09:51:23] <sham1> Yes you are
L606[09:51:51] <kashike> find . -name '*.java' -exec sed -i "" 's/ /c/g' {} \;
L607[09:52:27] <Ordinastie_> Ctrl+Shift+S on the project ? :p
L608[09:52:29] <Ordinastie_> *F
L609[09:52:32] <Ordinastie_> not S
L610[09:55:05] <Ordinastie_> is it possible with GSON (and custom deserializer) to have an element be either a single object or an array of objects ?
L611[09:55:20] <kashike> probably
L612[09:56:04] <Ordinastie_> not sure that's the best way to go, but I don't really see good alternatives
L613[09:56:19] <Ordinastie_> beside allowing both "recipe" and "recipes" elements :/
L614[09:56:49] <Ordinastie_> which will possibly the solution I'll use, because lazyness ><
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L618[09:58:01] <williewillus> its useless diff churn :P
L619[09:58:28] <williewillus> i "hate" tabs but not enough to torch them when I see them in a huge project lol
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L622[10:08:49] <williewillus> how sophisticated is java's esc analysis?
L623[10:08:55] <williewillus> i read somewhere its still pretty dumb
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L626[10:13:30] <LatvianModder> Ordinastie_: you want one "key" to be either {} or [{}, {}, {}] ?
L627[10:13:37] <Ordinastie_> yeah
L628[10:13:42] <LatvianModder> thats easy
L629[10:13:54] <LatvianModder> Easy
L630[10:14:37] <Ordinastie_> a bit too late, lazy caught me
L631[10:14:54] <LatvianModder> if element.isJsonObject(), array = new JsontElement[] { element }; else array = element.getAsJsonArray();
L632[10:14:56] <Ordinastie_> I changed to "recipes" and force [] even for 1 recipe :p
L633[10:15:10] <LatvianModder> well.. yeah
L634[10:15:14] <LatvianModder> thats how it always should be
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L637[10:15:33] <LatvianModder> except you can just add an object check, and transform it into an array
L638[10:16:02] <Ordinastie_> but I need to make a custome deserializer, which I currently don't have
L639[10:16:49] <LatvianModder> You use reflection Gson?
L640[10:17:11] <LatvianModder> That is, just an object with fields
L641[10:17:20] <LatvianModder> instead of using JsonElement
L642[10:17:44] <Ordinastie_> I have a deserializer because the top level element is not a field,
L643[10:18:17] <Ordinastie_> but it's jsut for that, the rest maps to an object
L644[10:18:49] <Ordinastie_> https://github.com/Ordinastie/DIYDecorativeBlocks/blob/1.9.4/src/main/java/net/malisis/ddb/json/BlockPackJsonReader.java#L120
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L648[10:33:13] <williewillus> related, how much vectorization does the vm do?
L649[10:36:41] <gigaherz> heh so I started implementing the load-unload logic
L650[10:36:42] <gigaherz> https://dl.dropboxusercontent.com/u/743491/LoadUnload.png
L651[10:36:58] <gigaherz> there's no persistance yet, so if you revisit an anrea, it will generate again from scratch
L652[10:36:59] <gigaherz> but yeah
L653[10:37:08] <gigaherz> I set the unload radius to be muc much bigger than the load radius
L654[10:39:39] <gigaherz> I should add somre sort of "void fog", that draws on unvisited chunks, so that you can see the terrain that you visited, and the rest is all foggy
L655[10:39:44] <gigaherz> maybe in the future ;P
L656[10:40:20] <gigaherz> https://dl.dropboxusercontent.com/u/743491/LongRange.png
L657[10:40:23] <gigaherz> because this is awesome ;P
L658[10:40:48] <PaleoCrafter> dem Moiré patterns
L659[10:41:07] <gigaherz> imagine if there was no pseudo-AO
L660[10:41:50] <gigaherz> (as in, right now you only really see it on the vertical chunk walls)
L661[10:42:22] <williewillus> ooh java 9 big string optimization for ASCII-only strings :P
L662[10:43:04] <PaleoCrafter> the terrain doesn't lend itself to the patterns, they only really become apparent on flat surfaces
L663[10:43:51] <Ordinastie_> gigaherz, you really need mipmapping :p
L664[10:44:00] <williewillus> i dont know how I haven't notcied it
L665[10:44:08] <williewillus> but in 1.8+ the block break particles sink halfway into the ground
L666[10:44:10] <sham1> Wait
L667[10:44:11] <williewillus> it looks awful D:
L668[10:44:19] <sham1> optimizing for ASCII strings!?
L669[10:44:20] <sham1> Hmm
L670[10:44:28] <sham1> Gladly
L671[10:44:33] <williewillus> sham1: the internal char[] is now byte[] + encoding
L672[10:44:48] <sham1> All hail our UTF-8 masters
L673[10:44:56] <gigaherz> so it woudl also help with mostly-ascii utf-8?
L674[10:45:02] <williewillus> no
L675[10:45:21] <williewillus> for now its just ascii + the old way (chars split in half)
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L678[10:45:31] <williewillus> afaik
L679[10:45:41] <sham1> Never understood why java went UTF-16
L680[10:45:43] <williewillus> openjdk.java.net/jeps/254
L681[10:45:49] <williewillus> itnernationalization :P
L682[10:46:02] <gigaherz> he means as opposite of utf-8
L683[10:46:04] <gigaherz> or utf-32
L684[10:46:09] <sham1> You can do internationali[s|z]ation with UTF-8
L685[10:46:17] <gigaherz> utf-32 is easy: it wastes a lot of ram
L686[10:46:25] <williewillus> 32 is overkill
L687[10:46:28] <gigaherz> and windows' choice of utf-16 has an history:
L688[10:46:34] <sham1> But not Java
L689[10:46:36] <williewillus> but I'm pretty sure if you want to represent all languages utf-8 isnt enough
L690[10:46:39] <williewillus> but I'm not sure on that
L691[10:46:40] <gigaherz> Microsoft implemented unicode befort UTF was a thing
L692[10:46:49] <gigaherz> using UCS-2
L693[10:46:50] <williewillus> *I think if you want
L694[10:46:53] <gigaherz> and then the UTF standarized
L695[10:47:02] <gigaherz> and linux, which hadn't got unicode support yet
L696[10:47:03] <sham1> UTF-8 can represent all things Unicode AFAIK
L697[10:47:10] <gigaherz> went "oh hey if we use utf-8 we don't have to rewrite all the things!"
L698[10:47:12] <sham1> Well, unices in general
L699[10:47:13] <gigaherz> so linux is utf-8
L700[10:47:15] <gigaherz> and windows is utf-16
L701[10:47:18] <sham1> BSD is a thing
L702[10:47:20] <gigaherz> williewillus: ofc it can
L703[10:47:24] <gigaherz> UTF are encoding schemes
L704[10:47:30] <gigaherz> UTF-8 can be 1 to 6 bytes long
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L706[10:47:39] <sham1> But, why did Java specifically go UTF-16
L707[10:47:44] <gigaherz> UTF-16 can be 2 or 4 bytes (surrogate pairs)
L708[10:47:45] <williewillus> til
L709[10:47:51] <williewillus> ask gosling lol
L710[10:47:59] <sham1> Did you think that UTF-8 was only 1 byte wide
L711[10:47:59] <gigaherz> and UTF-32 is wide enough to fit any codepoint
L712[10:48:23] <gigaherz> sham1: maybe java did like windows, and implemented UCS-2 before realizing everyone else would use UTF-8
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L714[10:48:42] <sham1> Let me look it up
L715[10:48:51] <sham1> Yep
L716[10:48:53] <sham1> UCS-2
L717[10:49:10] <torey0> newbie here, what may i have done wrong if the output says i'm missing a texture but the file is definitely in the folder it says it should be in, deving in eclipse
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L719[10:49:13] <gigaherz> UCS-2 was a precursor of UTF-16
L720[10:49:17] <sham1> Yes
L721[10:49:23] <gigaherz> before they realized 16bit was NOT enoug hto fit all the languages
L722[10:49:32] <gigaherz> torey0: paste the actual log
L723[10:49:48] <sham1> I like UTF-8 because I can use UTF-8 strings just like any other char*
L724[10:49:51] <gigaherz> and your ModelLoader.setCustomModelResourceLocation
L725[10:50:05] <sham1> While with UTF-16 or something I would have to use wchar_t
L726[10:50:07] <gigaherz> and your blockstates json, and/or your model json
L727[10:50:44] <gigaherz> and by paste
L728[10:50:46] <gigaherz> I mean pastebin
L729[10:50:47] <gigaherz> ;p
L730[10:50:59] <sham1> Don't paste directly here
L731[10:51:00] <gigaherz> or link if you have it on a repository
L732[10:51:26] <torey0> here it is http://pastebin.com/5RwWiMgt
L733[10:52:22] <gigaherz> is anything uppercase in your folder structure?
L734[10:52:51] <gigaherz> I mean
L735[10:52:53] <gigaherz> if you have like
L736[10:52:58] <gigaherz> assets/LunarExpansion/
L737[10:52:59] <gigaherz> it won't work
L738[10:53:06] <gigaherz> the domain folder has to be lowercase
L739[10:53:09] <torey0> no that is lowercase
L740[10:53:52] <gigaherz> what's the path to the texture, on disk?
L741[10:54:04] <gigaherz> it should be in
L742[10:54:15] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/pull/2382 is there any chance of this getting some love? xD
L743[10:54:17] <torey0> at D:\eclipse\projects\LunarExpansion\bin\assets\lunarexpansion\textures\blocks\blockMoonstone.png
L744[10:54:30] <gigaherz> why bin?
L745[10:54:41] <gigaherz> the resources are ment to go to
L746[10:54:41] <torey0> why not?
L747[10:54:43] <PaleoCrafter> that's where eclipse puts stuff
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L749[10:56:58] <sham1> Why does that path have bin in it
L750[10:57:08] <sham1> The resources go to src/resources
L751[10:57:12] <sham1> This includes assets
L752[10:57:16] <PaleoCrafter> src/main/resources :P
L753[10:57:22] <sham1> ^
L754[10:57:31] <sham1> Well, I was close
L755[10:57:46] <sham1> One thing I don't understand with jetbrains
L756[10:58:02] <torey0> well the output says it is looking in bin
L757[10:58:07] <gigaherz> yes
L758[10:58:12] <gigaherz> because after compiling, when you hit debug
L759[10:58:14] <gigaherz> it looks there
L760[10:58:16] <torey0> but the resources exist in src too
L761[10:58:21] <gigaherz> but the assets should be in src
L762[11:01:44] <PaleoCrafter> is what, sham1? :P
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L764[11:07:48] <PaleoCrafter> gosh, I really like the interpolation feature for animated textures :D
L765[11:10:00] <Ordinastie_> do you have an example ? when I tried it I didn't really see anything
L766[11:12:55] <PaleoCrafter> http://s.mineformers.de/2016-07-09_18-12-46.mp4 http://pastebin.com/HsrE7gP1
L767[11:13:07] <PaleoCrafter> the texture just is two frames, the dark and the bright one
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L769[11:13:20] <Ordinastie_> ah
L770[11:17:28] <PaleoCrafter> it's pretty straightforward, you must have done something very stupid for it not to work :P
L771[11:18:17] <Ordinastie_> I was using prismarine textures, the changes were proabably to subtle to notice
L772[11:19:01] <Ordinastie_> (TIL subtile is also an english word)
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L781[12:05:07] <LatvianModder> Is there a way to install forge server on dedi server?
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L786[12:09:42] <raoulvdberge> Is it possible to define a position at which a submodel should be rendered?
L787[12:09:43] <TehNut> LatvianModder: http://www.minecraftforge.net/wiki/Installation/Universal#Headless_.28no_GUI.29_servers
L788[12:09:50] <raoulvdberge> From the blockstate
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L794[12:15:57] <Xilef11> does serverSideOnly in @mod mean *dedicated* server only?
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L797[12:20:45] <TehNut> Xilef11: yes
L798[12:21:33] <Xilef11> :( not that useful IMO then
L799[12:22:11] <TehNut> It has it's uses, albeit not many
L800[12:22:58] <TehNut> Are you trying to allow the client to connect without the mod?
L801[12:24:04] <Xilef11> no, it's just that my mod won't do anything on the client thread
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L804[12:28:46] <electrolitic> What's the size limit for an mcmod.info logo image?
L805[12:31:50] <PaleoCrafter> there isn't any, really
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L808[12:34:17] <gigaherz> it's not about a size limit, it's about what looks good on the UI ;P
L809[12:34:39] <gigaherz> let me reword that
L810[12:34:44] <gigaherz> you shouldn't need to worry about size limit
L811[12:34:49] <gigaherz> you should look at what looks right on the UI
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L813[12:37:25] <PaleoCrafter> the fact that it gets scaled weirdly doesn't help with that, btw :D
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L838[14:28:59] <theFlaxbeard> I'm trying to render an item in a GUI as partially transparent. Is there any way in openGL to make something partially transparent that would bypass a color4(1, 1, 1, 1) call? The item renderer makes that color4 call several times before drawing the item.
L839[14:30:37] <theFlaxbeard> Can I mask the color index or something?
L840[14:35:26] <theFlaxbeard> This is what I have right now http://puu.sh/pW0HW/9ae95d412d.txt
L841[14:36:07] <theFlaxbeard> According to the documentation for glColorMask, this should disable writing to the frame buffer - but the transparency isn't maintained
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L843[14:38:47] <PaleoCrafter> shaders, theFlaxbeard :P
L844[14:38:59] <theFlaxbeard> I have no knowledge of shaders :P
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L848[14:42:08] <electrolitic> It's ok to GameRegistry.register() a Block, right? I can't get my Block to come into the world :/
L849[14:44:05] <diesieben07> of course
L850[14:44:09] <PaleoCrafter> that's what you're supposed to do :P
L851[14:44:28] <electrolitic> I don't understand why I don't get the block in the game :/
L852[14:44:43] <electrolitic> I register it. I give it a registryName, I give it an unlocalized name, and I render it.
L853[14:44:43] <diesieben07> what do you mean exactly?
L854[14:44:54] <electrolitic> It's not in the game.
L855[14:45:08] <diesieben07> how do you determine that?
L856[14:45:16] <diesieben07> what do you do? what happens? what did you expect instead?
L857[14:45:39] <electrolitic> I set its creativetab to misc. It's not in there.
L858[14:45:45] <electrolitic> the code gets run though
L859[14:45:50] <diesieben07> did you register an ItemBlock?
L860[14:46:12] <electrolitic> No, I registered it as a Block.
L861[14:46:33] <diesieben07> if you dont have an ItemBlock, your block can ONLY exist placed down
L862[14:46:39] <diesieben07> not in any inventories
L863[14:46:52] <electrolitic> oh. Do I need to register it as both a Block AND an ItemBlock?
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L865[14:47:09] <electrolitic> Or just an ItemBlock?
L866[14:47:30] <diesieben07> both
L867[14:48:00] <diesieben07> block = in world, item = dropped, in inv, etc.
L868[14:49:30] <electrolitic> Do both get their own registryName as well? Or only apply that to one of them?
L869[14:50:04] <electrolitic> I'll just do some testing/poking around actually
L870[14:50:05] <electrolitic> ignore that
L871[14:50:30] <diesieben07> set both to the same
L872[14:50:38] <diesieben07> it does nopt HAVE to be but its good practice
L873[14:59:37] <electrolitic> I've seen people have the ability to change code and see it changed in game without relaunching the game. Is it difficult to do this?
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L875[15:02:17] <diesieben07> google "java hotswap":P
L876[15:02:20] <diesieben07> no, it is not difficult.
L877[15:04:51] <masa> electrolitic: basically you just launch the game from you IDE in "debug" mode
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L883[15:24:32] <gigaherz> electrolitic: if you run in IDEA in debug mode, just hit "make project" and it will ask to hotswap
L884[15:24:54] <gigaherz> note however, you can't change class signatures for a class that has already been loaded
L885[15:25:24] <gigaherz> that means no adding methods or fields, no refactoring method or field names, no adding new parameters to methods, etc
L886[15:25:36] <gigaherz> adding a whole new class, or modifying a class that is NOT loaded, is possible.
L887[15:26:14] <electrolitic> Thanks!
L888[15:26:36] <TehNut> Or Run -> Reload Class Changes
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L906[16:05:08] <Inari> https://gist.github.com/Inari-Whitebear/1a5576b0079b030ce1674fe2b08bafe5 anyone feel like telling me just how terrible this will peform? :D
L907[16:08:27] <PaleoCrafter> not quite sure why you're wrapping shit, Inari
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L909[16:09:28] <Inari> actually... thats a good question... i thinkt here was a reason for that <.<
L910[16:10:34] <Inari> PaleoCrafter: guess i can just mov ethe datainput/dataouput management into the SerializerBuffer class :P
L911[16:10:41] <Inari> which is a bad name
L912[16:10:42] <Inari> but yeah
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L914[16:12:40] <PaleoCrafter> wait, where are you even getting that PacketBuffer from
L915[16:12:47] <Inari> PaleoCrafter: from the packet
L916[16:12:58] <PaleoCrafter> where does the packet get it from? :Pw
L917[16:14:24] <Inari> thats a good question :D
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L919[16:15:58] <Inari> SimpleIndexedCodec extends FMLIndexedMessageToMessageCodec<IMessage>, and in decodeInto calls fromBytes on AbstractPacket with ByteBuf
L920[16:16:04] <Inari> which creates the PacketBuffer
L921[16:17:18] <PaleoCrafter> jesus chrsit
L922[16:17:25] <PaleoCrafter> use fucking SimpleNetworkWrapper
L923[16:17:28] <Inari> haha
L924[16:18:03] <Inari> well, will have to go and find an example of how to use that :3
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L926[16:19:08] <Inari> oh neat theres a forum post on it
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L928[16:20:18] <tterrag|ZZZzzz> PaleoCrafter: you realise simpleimpl is just another layer on top of what he's talking about right? :P
L929[16:20:23] <tterrag|ZZZzzz> private SimpleIndexedCodec packetCodec;
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L932[16:20:51] <Inari> *she ;D *not sure if mcforge channel dislikes these kinda of things*... im confused by "AbstractPacket<T extends AbstractPacket<T>> " :s
L933[16:21:06] <PaleoCrafter> well, tterrag, but it's standardised xD
L934[16:21:09] <tterrag> I'll call you whatever you want
L935[16:21:11] <tterrag> doesn't bother me
L936[16:21:22] <tterrag> oh I'm not arguing that. simpleimpl is the best networking interface we have
L937[16:21:47] <tterrag> Inari: pls read http://mcforge.readthedocs.io/en/latest/networking/
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L939[16:23:51] <Inari> hm
L940[16:24:09] <Inari> any upside to turning the ByteBuf into a PacketBuffer?
L941[16:24:39] <tterrag> not really?
L942[16:25:38] <diesieben07> there are girls in here? LIES!
L943[16:25:50] <PaleoCrafter> only FBI agents
L944[16:26:03] <Mraof> Why wouldn't there be girls in here?
L945[16:26:35] <Ordinastie_> diesieben07, haven't you heard ? everything and anything can use any pronoum they want nowadays
L946[16:26:56] <diesieben07> of course. i was making a bad joke... sorry :(
L947[16:26:59] <Ordinastie_> for all we know she's just a toaster identifying as a girl
L948[16:27:03] <diesieben07> I'll show myself out.
L949[16:27:19] <Mraof> Pronouns are weird, I'd prefer numerical pronouns instead of gendered ones
L950[16:27:22] <Mraof> Or something like that
L951[16:27:38] <Inari> https://gist.github.com/Inari-Whitebear/1a5576b0079b030ce1674fe2b08bafe5 that better?
L952[16:28:06] <Mraof> Like with each person you mention being assigned a number for pronouns
L953[16:28:13] <tterrag> Inari: looks like you didn't read what I sent you :P
L954[16:28:18] <Mraof> Feels like it would make conversations a lot less confusing
L955[16:28:20] <Inari> tterrag: ?
L956[16:28:29] <tterrag> <tterrag> Inari: pls read http://mcforge.readthedocs.io/en/latest/networking/
L957[16:28:58] <diesieben07> Inari, this mushing of reading and writing into one method looks horribly confusing and bug-prone
L958[16:29:13] <Inari> diesieben07: its actually supposed to be less bug-prone haha
L959[16:29:32] <diesieben07> well, it won't crash if someone tries to read while writing or anything like that...
L960[16:29:40] <diesieben07> granted ByteBuf kinda has the same problem
L961[16:29:53] <Inari> my serializer could do that though :D
L962[16:29:57] <diesieben07> although less bad since it's not using the same method
L963[16:32:16] <Inari> tterrag: i dont get what you mean ^^" because it doesnt extend IMessage?
L964[16:32:24] <tterrag> yes
L965[16:32:39] <Inari> well it does that down the line
L966[16:32:58] <PaleoCrafter> I'm only now properly looking at the code
L967[16:33:00] <PaleoCrafter> that is horrifiying
L968[16:33:02] <Inari> or should the end do it
L969[16:33:40] <Inari> PaleoCrafter: how so D:
L970[16:33:42] <PaleoCrafter> why would you ever do serialisation like that?
L971[16:33:59] <Inari> less prone to programmer issues, doesnt get out of sync, doesnt forget to read values back you wrote
L972[16:34:06] <PaleoCrafter> you basically end up writing more code than just reading and writing the fields directly in the respective methods
L973[16:34:23] <PaleoCrafter> then write a proper framework rather than this half assed thing :P
L974[16:34:57] <Inari> :P I would, if i had a better idea on how to do it. java doesnt have macros, reflection is slow
L975[16:35:35] <Inari> the only thing that would change from a framework would be that you don thave to put the variableName = infront I think
L976[16:36:15] <PaleoCrafter> optimally, you'd just pass it an instance and it'd do everything for you :P
L977[16:36:31] <PaleoCrafter> and reflection isn't *that* slow, if done properly
L978[16:36:32] <Inari> sounds like you'd then have to tag everything and such though
L979[16:36:34] <PaleoCrafter> i.e. only look up once
L980[16:36:51] <diesieben07> and if reflection is really too slow for you, spit out a new class using ASM
L981[16:36:54] <diesieben07> hint: don#t do that, not fun
L982[16:36:59] <Inari> haha
L983[16:37:12] <Inari> no clue, I just know everyone says to stay away from reflection
L984[16:37:24] <PaleoCrafter> everyone appears to be stupid then :P
L985[16:37:53] <tterrag> right, assuming the class won't change at runtime you can just do the field lookups the first time it's used
L986[16:38:13] <Inari> so i'd tag the fields, and just do serialize(this)?
L987[16:38:22] <Inari> or this, byteBuf maybe
L988[16:38:37] <RANKSHANK> asm is fun if you're a little masochistic :D
L989[16:38:53] <Inari> hm, never thougth about this before
L990[16:38:55] <PaleoCrafter> well, in my implementation, you don't have to call anything (apart from the message registration) :P
L991[16:39:07] <Inari> but what asm is even used for this? does java have some special variant
L992[16:39:16] <Inari> PaleoCrafter: thats nice :p
L993[16:39:18] <PaleoCrafter> because there's no reason the top level class can't implement this behaviour :P
L994[16:39:24] <Inari> true
L995[16:39:31] <PaleoCrafter> ObjectWeb ASM, not assembler :P
L996[16:39:44] <Inari> will look into that
L997[16:39:47] <PaleoCrafter> don't
L998[16:39:50] <Inari> as in, into doing it that way
L999[16:40:00] <Inari> (not with ASM, but with a serializer thats neater)
L1000[16:40:23] <PaleoCrafter> think about its value first, though :P
L1001[16:40:33] <PaleoCrafter> do you really write that many packets that it's justified right now? xD
L1002[16:40:39] <Inari> maybe not
L1003[16:40:46] <Inari> I just like stuff being neat :D
L1004[16:41:02] <Inari> actually wrote this to replace CCLs read/write stuff
L1005[16:44:07] <Inari> hm
L1006[16:44:16] <Inari> seems PacketBuffer has some benefits though, like .readItemStackFromBuffer
L1007[16:45:44] <PaleoCrafter> ByteBufUtils
L1008[16:47:40] <Inari> ah, thanks ^^
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L1012[17:07:36] <Inari> Hm.. how do I get the power level of a redstone wire? the old wayt was to get its metadata value... do I just call getStrongPower on it or something? or should i got blockState.getBlock().getMetaFromState(blockState) (which seems weird to do)
L1013[17:07:59] <gigaherz> what do you need that for?
L1014[17:09:10] <gigaherz> you may want to check the comparator
L1015[17:09:12] <Inari> to get the power of hte redstone wire next to my block to read its input apparently...
L1016[17:09:17] <gigaherz> it has a "calculateInputStrength" method
L1017[17:09:48] <gigaherz> but
L1018[17:09:54] <gigaherz> if you just need to know if you are powered
L1019[17:10:03] <gigaherz> you can use world.isBlockPowered(pos) like the redstone light
L1020[17:10:26] <Inari> but i need to get the power level too
L1021[17:11:26] <Inari> i have no clue what this is even good for exactly... as it already gets the power with getIndirectPowerLevel earlier :/
L1022[17:11:30] <gigaherz> yeah then check the comparator and/or repeater
L1023[17:11:54] <diesieben07> IBlockstate#getValue(BlockRedstoneWire.POWER)
L1024[17:11:56] <diesieben07> gives you the int value
L1025[17:12:22] <Inari> gigaherz: it already does that too
L1026[17:12:35] <gigaherz> wat?
L1027[17:12:54] <gigaherz> I mean look at one of those blocks to see how they read the power level
L1028[17:13:16] <Inari> i'm not sure that would help me figure this out :D but may do
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L1038[17:30:06] <RANKSHANK> that moment when you've been staring out an erroring string for a long time and finally see you put an 'N' instead of an 'M' :(
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L1040[17:31:07] <mei2> test?
L1041[17:31:33] <gigaherz> test?
L1042[17:31:33] <TehNut> post please ignore
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L1045[17:33:22] <mei2> hey folks. I'm having a problem with the map id of my world. I've basically installed tons of mods over time which I've removed again and so on.. Currently I have 2.4k registered blocks (w/o meta blocks). But my last used id is 4060 - when I now try to add a mod forge is going crazy and tries to remap my world but it fails. So I'm fiddling around with this for quite a while now but I'm
L1046[17:33:22] <mei2> running out of ideas.
L1047[17:34:12] <electrolitic> Didn't someone say something about there being a block limit?
L1048[17:35:24] <Inari> 4096 states, no?
L1049[17:35:39] <mei2> 4096blocks with 16 possible meta blocks each, no?
L1050[17:35:42] <TehNut> 4096 *blocks*
L1051[17:35:51] <TehNut> 16 meta saved to disk
L1052[17:35:57] <Inari> hm maybe
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L1054[17:36:52] <RANKSHANK> tldr; more than enough
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L1057[17:40:46] <Cypher121> I render an entity as a flat horizontal rectangle, but it's only visible from above. is there a fix for it?
L1058[17:41:41] <Cypher121> I mean, there most definitely is, but what should I do. using tesselator + vertexbuffer
L1059[17:41:59] <Inari> well.. as far as i know on the low level that would be how things work, stuff is only visible from one side. so just add an inverted one for the other side?
L1060[17:42:33] <gigaherz> Cypher121: either disable culling while drawing
L1061[17:42:43] <gigaherz> or just draw two quads with different windings
L1062[17:43:34] <Cypher121> yeah, disable cull seems to be what I need. different winding is just rendering them in reversed order, right?
L1063[17:43:58] <gigaherz> yep
L1064[17:44:33] <tterrag> default it only renders the CCW face
L1065[17:44:41] <tterrag> you can switch that, or disable it completely :P
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L1068[17:50:52] <Cypher121> oops https://gfycat.com/ImaginaryFortunateAvocet
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L1071[18:02:55] <LatvianModder> ha.. turns out ~ is useful in Java...
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L1074[18:06:59] <Shambling> so was there a major bug with forge 2009? I downloaded this morning before the farmers market, and got home to test out my pack changes
L1075[18:07:19] <Shambling> and kept getting objmodel loading errors about colors already existing. Could be unidict mod, but it crashed even when I removed that
L1076[18:07:48] <Shambling> baring an outright answer, does anyone have the link to forge change logs since google is useless? lol
L1077[18:08:24] <Shambling> well update 2010 seems to work, so going to try reinstalling. Sorry for spam
L1078[18:11:55] <gigaherz> http://files.minecraftforge.net/
L1079[18:11:58] <gigaherz> it's right there
L1080[18:12:00] <gigaherz> "changelog"
L1081[18:12:13] <gigaherz> if you open the "all downloads" part
L1082[18:12:16] <gigaherz> you can choose other versions
L1083[18:12:25] <gigaherz> but it's pointless since the latest one already includes all changes up to that one
L1084[18:12:26] <gigaherz> ;P
L1085[18:12:53] <gigaherz> or not?
L1086[18:13:01] <gigaherz> the 2010 build only has changelogs for the 2010 build XD
L1087[18:13:13] <gigaherz> but 2009 does have all before 2010
L1088[18:16:18] <Shambling> derp, sorry I depred hard there
L1089[18:16:20] <Shambling> forgot about that link
L1090[18:16:49] <Shambling> in other words, simplyupgrades reverse crafting (or is that actually additions) really messes with tinkers construct crafting bench :)
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L1092[18:17:53] <Shambling> alright well this is why I spend more time messign with configs than playing minecraft
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L1094[18:20:48] <Shambling> *slaps forehead* yeah ok the configs say as much, not to use that config option while using tinkers.
L1095[18:20:53] <RANKSHANK> try modding :P Your playtime hits nill pretty fast
L1096[18:21:22] <Shambling> I'm trying out these mods for some ideas. Thinking of messing with the new crafttweaker for an ender themed pack
L1097[18:21:46] <Shambling> doh, java just crashed randomly again
L1098[18:23:03] <Shambling> java 8 99 should be enough for forge to work properly, yes?
L1099[18:23:56] <Shambling> I seem to be getting the crashes mainly when its baking the models
L1100[18:26:37] <Shambling> I wonder if its because I'm using unity for 1.9.4
L1101[18:26:58] <TehNut> You may not have enough memory allocated
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L1103[18:27:47] <Shambling> 6 gigs, that too much?
L1104[18:28:04] <TehNut> Generally you'll want 4
L1105[18:28:13] <Shambling> I'll try it at 4096, thanks
L1106[18:28:27] <Shambling> figured if 4 was good, 6 was better, but windows memory allocation might be screwing it up
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L1109[18:30:15] <TehNut> Java doesn't do well with lots of memory
L1110[18:31:10] <Shambling> heh ok, well hadn't been a problem before, but then again I'm trying out all the mods so it makes sense
L1111[18:32:47] <Shambling> hrmmmm still crapping out
L1112[18:32:58] <Shambling> you know what it probably is, I have windows 10 and it probably updated java today
L1113[18:34:50] <Shambling> not how I hoped to spend the like 2 free hours I have for the entire week
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L1116[18:40:35] <Shambling> ok well never got crashes from 1.9.4 texturepacks in 1.10.2 before today, but maybe thats the root. seems to be when it bakes models that use textures that aren't part of the pack
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L1119[18:46:04] <RANKSHANK> Shambling /Rambling we get that you have an issue, but you've yet to post a log or anything substantial man
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L1130[19:57:51] <tterrag> what the hell? http://pastebin.com/kMuSaYxa
L1131[19:57:57] <tterrag> I'm just using a standard WorldGenMineable
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L1135[20:00:51] <jackmcbarn> in most coremods, the obfuscated and unobfuscated class/method/etc names are hardcoded into the class transformer. is this the right way to do it, or is there some programmatic way of getting them?
L1136[20:01:19] <Shambling> so a thanks to rankshank I found my crash, and it was indeed ATI/AMD related. Good ol embedded streaming crud
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L1140[20:10:06] <Zorn_Taov> how do I give gradle more memory? I keep getting Execution failed for task ':decompileMc'. > Java heap space
L1141[20:10:51] <TehNut> https://github.com/MinecraftForge/ForgeGradle/issues/298
L1142[20:13:06] <gigaherz> Zorn_Taov: in your user profile ( ~ in linux, or %userprofilde% in windows), there should be a .gradle folder
L1143[20:13:17] <gigaherz> you can edit or create a gradle.properties
L1144[20:13:46] <gigaherz> just have
L1145[20:13:46] <gigaherz> org.gradle.jvmargs=-Xmx3G
L1146[20:13:47] <gigaherz> in it
L1147[20:13:53] <gigaherz> and it should work fine
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L1149[20:19:31] <Zorn_Taov> Could not reserve enough space for 2097152KB object heap
L1150[20:19:34] <Zorn_Taov> -.-
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L1152[20:27:01] <Shambling> wait a moment... is that 32bit?
L1153[20:27:40] <Shambling> hrmmm no wait thats only 2048 meg... I think even 32bit could handle that
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L1155[20:30:43] <Zorn_Taov> my PATH was pointing to 32bit java and changing it and re-opening the command prompt didn't update the path, restarting
L1156[20:31:13] <Zorn_Taov> ...which I can't do because I still have a file transfer going, fek >_<
L1157[20:31:33] <kenzierocks> nope Shambling
L1158[20:31:40] <kenzierocks> limit for 32 is 1.5gb
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L1160[20:50:58] <unascribed> just wired up the IBXM codec and added XM records to my mod :P
L1161[20:51:36] <unascribed> I want to add a couple MOD ones as well, but I can't find the MOD of the song I want to add :/
L1162[20:51:48] <unascribed> would anyone happen to have the mod of ombres by xyce?
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L1168[20:55:31] <theFlaxbeard> If I have a capability attached to players, I don't need to do anything on a non-respawn case of PlayerEvent.Clone, right?
L1169[20:55:37] <theFlaxbeard> (Like returning from the End?)
L1170[20:58:04] <Horfius> When working with the MinecraftForge project, how do you make run configurations for intellij? What start class should I point it to?
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L1172[21:00:15] <Mraof> I'm currently updating a mod from 1.7.10 to 1.10.2
L1173[21:00:27] <Horfius> Nevermind, it's still gradlestart
L1174[21:00:44] <Horfius> Which makes sense since that does all the arg and lib injections
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L1185[21:30:04] <tterrag> no one knows what's causing my worldgen crash?
L1186[21:39:52] <KnightMiner> Do furnace recipes support a custom input stack size? I want to know if I should add a case for non-1 stack sizes on input
L1187[21:40:28] <tterrag> no
L1188[21:40:37] <KnightMiner> Thats good
L1189[21:40:48] <KnightMiner> I did notice they support non-1 output sizes though
L1190[21:40:57] <tterrag> yes
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L1192[21:43:10] <KnightMiner> What about NBT? I assume they ignore it
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L1194[21:43:47] <tterrag> see FurnaceRecipes#compareItemStacks
L1195[21:44:55] <KnightMiner> Okay, thanks
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L1197[21:47:46] <williewillus> theFlaxbeard: i used to have an if branch to handle that but somewhere along the line (1.9?) it changed. Now my CLone event handler just recopies the cap always and it works
L1198[21:48:01] <theFlaxbeard> Sounds good
L1199[21:52:55] <tterrag> why is worldgen so ridiculously annoying to do the simplest things
L1200[21:54:48] <williewillus> notchcode
L1201[21:54:50] <williewillus> :P
L1202[21:56:01] <tterrag> I am getting a stack overflow using a WorldGenMineable
L1203[22:09:46] <Delenas> So.
L1204[22:10:16] <Delenas> Folks that have guis on Itemstacks - how do you pass which item to open the gui for with IGuiHandler as it stands right now?
L1205[22:10:32] <williewillus> like which hand?
L1206[22:10:40] <Delenas> How do you get the stack.
L1207[22:10:50] <tterrag> just pass it as one of the x/y/z
L1208[22:10:51] <williewillus> i pass the hand through the "x" param of the guihandler. 0 for main 1 for off
L1209[22:10:57] <tterrag> ^
L1210[22:11:01] <Delenas> Okay.
L1211[22:11:07] <williewillus> those can be arbitarary data it just comes back to you
L1212[22:11:10] <williewillus> doesnt have to be coords
L1213[22:11:16] <Delenas> I'm making a capability-based gui system >.>
L1214[22:15:18] <Delenas> You extend one of the implementations (ProviderBlank, Entity, Tile, or Item) and add in the details for opening your client and server guis. You're passed an object holding whatever gui type it is.
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L1216[22:16:27] <Delenas> So you'd grab your instance from your tile (fe) and pass it to player.openGui, then magic happens and it's back in your handling class (probably in your tile, in a subclass) with all the information on the client/server.
L1217[22:17:56] <Delenas> Downside, you have to make a class for all your gui handlers. Upside, no more registration of IGuiHandler. Upside, if you delete that tile/item/whatever, the gui stuff is probably removed easily too. Upside, you can extend the serialize/deserialize to add more information to be synced.
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L1219[22:18:48] <Delenas> No packet handling unless you need custom stuff, no more huge switch statements in IGuiHandler.
L1220[22:20:44] <Delenas> Oh. Also, others can get your gui handler whatever by calling getOwner too. So things like the EnderIO watch block could easily open up guis for your mod.
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L1224[22:27:11] <RANKSHANK> As a PR or for personal use? It sounds tantalizing
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L1226[22:28:07] <williewillus> pr where? :P
L1227[22:28:19] <Delenas> PR
L1228[22:28:26] <Delenas> I'm working on the testing code now.
L1229[22:28:32] <williewillus> pr to where?
L1230[22:28:39] <Delenas> Forge.
L1231[22:28:49] <williewillus> don't think something like that would be taken
L1232[22:29:00] <williewillus> seems too big to belong in forge
L1233[22:29:09] <williewillus> but ?sjrig
L1234[22:29:11] <williewillus> *shrug
L1235[22:29:33] <Delenas> It's not even bigger than the Item or Fluid caps.
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L1237[22:29:44] <Delenas> It just expands on the original gui code a little.
L1238[22:31:12] <RANKSHANK> Does it allow for modules to be added?
L1239[22:31:32] <RANKSHANK> That'd definitely add some market appeal
L1240[22:31:58] <williewillus> wat is a module
L1241[22:32:36] <RANKSHANK> I dunno how to explain what I'm thinking of... modular external parts... kinda like a widget :P
L1242[22:33:01] <williewillus> yeah definitely too far for forge thats mod domain :P
L1243[22:33:12] <williewillus> at least going off how things have traditionally been
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L1246[22:34:14] <RANKSHANK> Yeah definitely true haha
L1247[22:34:30] <Delenas> 9 files.
L1248[22:34:46] <Delenas> That's all. If I didn't provide any implementations, it'd be 5.
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L1250[22:35:34] <Delenas> RANKSHANK- Users can override serialize and deserialize and directly work on the buffer that's being synced, if you need more data sent.
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L1252[22:36:22] <Delenas> This is NOT a gui library. It does not make your guis for you. This is to open guis.
L1253[22:36:39] <Delenas> To make syncing the gui opening easier, and more precise.
L1254[22:36:50] <williewillus> im not quite understanding what's happening then
L1255[22:36:56] <williewillus> my cap guis are pretty easy and precise
L1256[22:37:01] <williewillus> right now I mean
L1257[22:37:32] <electrolitic> Does the ResourceLocation's resourcePath points to the json file and NOT the texture, is this true?
L1258[22:37:35] <RANKSHANK> I wasn't talking about a library sense :P more along the lines of adding bits and bobs to existing guis
L1259[22:37:46] <electrolitic> That was phrased weird. sorry
L1260[22:37:52] <RANKSHANK> Json points to the textures
L1261[22:38:03] <electrolitic> But the resourcePath points to the json?
L1262[22:38:22] <RANKSHANK> typically, unless you're using a purely texture based path
L1263[22:38:30] <williewillus> uhh depends on context
L1264[22:38:35] <RANKSHANK> think of it as the JSON holds the texture resource path
L1265[22:38:41] <williewillus> resource locations are used for many different purposes
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L1267[22:38:53] <williewillus> so the most correct answer is: depends :P
L1268[22:39:23] <electrolitic> I have the resourcePath named as blockCharcoalBlock and the json is blockCharcoalBlock. The json points to the texture's name, charcoalBlock. Will this work?
L1269[22:39:42] <electrolitic> I don't get a texture :/
L1270[22:39:46] <williewillus> no
L1271[22:39:52] <williewillus> the RL's are different in different contexts
L1272[22:39:56] <Delenas> willie, this breaks apart IGuiHandler to put the guis inside capabilities instead. You grab an instance of the capability and use THAT to open a gui, instead of the existing internal forge stuff.
L1273[22:40:15] <williewillus> Delenas: what does it offer over internal forge stuff which is not that internal?
L1274[22:40:25] <williewillus> I'm just imagining what others would say to such an effort :P
L1275[22:40:31] <williewillus> electrolitic: show code + and jsons as relevant
L1276[22:40:50] <Delenas> Extra data sync, ability to grab the gui instance from other mods, no lookups internally for mod stuff.
L1277[22:40:56] <electrolitic> Uh, let me throw it onto git hub real quick. I don't have them synced :(
L1278[22:41:35] <Delenas> Oh. No more gigantic switch statements and "gui ids".
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L1280[22:42:09] <RANKSHANK> ^That's the part that tickled my fancy
L1281[22:42:29] <Delenas> A block has a gui, you GET that gui and open it.
L1282[22:42:44] <Delenas> No more "which ID is this.. ah, 5" and crap.
L1283[22:43:30] <Delenas> Entities don't pass two unused integers. Itemstacks, you don't guess what that int means. You get a hand instead.
L1284[22:44:03] <Delenas> Tiles, you get the tile in your handler directly. You don't need to look it back up from the world (but you have a world and player, if you want?)
L1285[22:44:48] <williewillus> okay that sounds more interesting :P
L1286[22:44:58] <williewillus> so something like CapabilityGuiProvider?
L1287[22:45:09] <williewillus> and this just wraps the old FML stuff?
L1288[22:45:12] <williewillus> or what
L1289[22:45:19] <electrolitic> Can't get the block's texture to work. Here's all the code and stuff. https://github.com/SullyPlayer/TestMod
L1290[22:45:35] <electrolitic> Model loading is in ClientProxy
L1291[22:45:48] <williewillus> which block
L1292[22:45:53] <electrolitic> charcoalBlock
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L1294[22:46:30] <williewillus> and it shows up fine in world?
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L1296[22:46:45] <electrolitic> Untextured, but yes.
L1297[22:46:56] <williewillus> so they don;t show up fine in world :P
L1298[22:46:57] <Delenas> Exactly the name, willie
L1299[22:47:07] <williewillus> anyways for your items
L1300[22:47:10] <williewillus> you don't have jsons for them
L1301[22:47:29] <electrolitic> My items? They have textures and all. They have jsons
L1302[22:47:34] <Delenas> And it's not a wrapper. It's about the same, but sliiiightly different int hat the interface handles the network buffers.
L1303[22:47:35] <williewillus> your blocks have an item form
L1304[22:47:40] <williewillus> and those item forms don't have jsons
L1305[22:47:49] <williewillus> blocks and their respective items are pretty loosely coupled
L1306[22:47:50] <Delenas> The implementations do the work, not the forge messages.
L1307[22:48:06] <electrolitic> I have to make 2 jsons for a block to work?
L1308[22:48:12] <electrolitic> one as an item, one as a block?
L1309[22:48:15] <williewillus> because you don't have a block
L1310[22:48:18] <williewillus> you have a block and its item
L1311[22:48:30] <williewillus> you can make the item json inherit from the block json
L1312[22:48:34] <Delenas> Oh, also
L1313[22:48:34] <williewillus> using parent
L1314[22:48:37] <electrolitic> Ah
L1315[22:48:53] <Delenas> The test gui handler has the gui defined right in the handler. No extra class needed. :3
L1316[22:49:31] <RANKSHANK> nest all the things?
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L1318[22:53:04] <Delenas> I'll give you an idea- to open this gui for this test, it's three lines. Get tile, get instance of guiProvider, pass to player.
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L1320[22:59:10] <tterrag> and before it was 1 line :P
L1321[22:59:46] <Delenas> But you're scraping code off IGuiHandler.
L1322[23:00:29] <Delenas> In a typical handler, you'd have a final int somewhere for the switch, the switch opening and closing, and a case statement line.
L1323[23:00:49] <electrolitic> Is there a reason for using Item.getItemFromBlock() to get an Item out of a block over making a new ItemBlock?
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L1325[23:08:58] <Delenas> Brilliant move: Spending ten minutes trying to figure out why test mod's stuff isn't initializing. Forgot @Mod.EventHandler on preInit.
L1326[23:12:05] <McJty> electrolitic, because some blocks have custom itemblocks
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L1332[23:17:18] <electrolitic> Annotations seem really weird, some even unneeded. I mean, can't you override without @override?
L1333[23:18:14] <FusionLord> Just curious has anyone here ever flashed an andriod device?
L1334[23:18:36] <McJty> electrolitic, @Override is very handy
L1335[23:18:42] <McJty> It saves you from making mistakes
L1336[23:18:48] <electrolitic> Oh
L1337[23:19:12] <tterrag> FusionLord: multiple times
L1338[23:19:14] <tterrag> why?
L1339[23:19:48] <RANKSHANK> And when MC updates it'll highlight the out of date methods for you
L1340[23:20:09] <electrolitic> Huh, I never thought about that stuff. Kinda cool.
L1341[23:20:10] <FusionLord> trying to cm12.1 on my Asus Zenfone 2e and i'm at the point of flashing but not sure what partition to flash to
L1342[23:20:36] <tterrag> problem is every phone is different
L1343[23:21:36] <FusionLord> and the thread for the cm12.1 isn't really helpful it just says flash cm
L1344[23:21:40] <FusionLord> no instruction
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L1346[23:23:15] <FusionLord> http://forum.xda-developers.com/zenfone2/orig-development/rom-unofficial-cyanogenmod-12-1-nightly-t3384453
L1347[23:24:28] <tterrag> never done CM personally
L1348[23:26:11] <RANKSHANK> CM eats my s5's battery like no other.
L1349[23:27:12] <FusionLord> the only options for this phone is RussiaNBeaR and CM and I've at least heard of CM before
L1350[23:28:50] ⇨ Joins: Abastro (~abab9579@112.166.128.227)
L1351[23:29:31] <RANKSHANK> my s5 is korean since the korean release had far better specs at the time. very similar rom market to that
L1352[23:29:49] <RANKSHANK> thank god they've more or less idiot proofed these things, haven't bricked mine yet
L1353[23:30:31] <FusionLord> well, I think I may have just bricked mine >.>
L1354[23:30:58] <Delenas> Tile test works flawlessly.
L1355[23:31:11] <RANKSHANK> D:
L1356[23:31:23] <RANKSHANK> Up on git yet del? :P
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L1358[23:32:02] <FusionLord> well... I can still get into the boot menu so thats good?
L1359[23:32:05] <Delenas> Be patient. I need a lot of documentation on it first.
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L1361[23:32:24] <Delenas> But if I can run the tests on the item version, yeah.
L1362[23:32:28] <Delenas> Soon.
L1363[23:32:31] <RANKSHANK> lol alrighty ;D
L1364[23:32:34] <FusionLord> well... I can still get into the bootloader so thats good?
L1365[23:32:45] <Delenas> Also- can someone help me with the entity code? As in, creating an entity?
L1366[23:32:47] <FusionLord> why did it just send that message again?
L1367[23:32:47] <RANKSHANK> boot menu doesn't mean bricked :P
L1368[23:33:23] <RANKSHANK> do you need an entity or can you use the interact event?
L1369[23:34:33] <Delenas> I need to create an entity in the game to test the entity cap on.
L1370[23:35:11] <Delenas> In theory the code should just work (all that's different is you pass an entity in, and the handler adds the entity id to the packet) but thoroughness.
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L1372[23:52:29] <Delenas> ..okay, items work differently than what I expected.
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