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L7[00:07:57] <theFlaxbeard> Where is item tinting handled in 1.10?
L8[00:08:05] <theFlaxbeard> Can't seem to find it in ItemArmor for leather armor or ItemPotion
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L10[00:12:57] <theFlaxbeard> Ah, found it
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L44[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160820 mappings to Forge Maven.
L45[02:00:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160820-1.10.2.zip (mappings = "snapshot_20160820" in build.gradle).
L46[02:00:14] <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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L66[03:15:24] <sham1> I'm not going to lie. Doing "sudo apt install" on windows is very satisfying
L67[03:17:18] <sham1> Now to replace the horror that is the cmd.exe
L68[03:18:26] <RANKSHANK> O.o
L69[03:19:16] <sham1> windows 10 anniversary update and the linux subsystem
L70[03:20:10] <sham1> I hope I can invoke the gnome-terminal without having x installed
L71[03:22:09] <sham1> god damn it. I need an external x11 server
L72[03:22:18] <sham1> Dang it microsoft
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L75[03:27:31] <RANKSHANK> haha I almost wish I took the upgrade now :P
L76[03:28:51] <sham1> Well, this still leaves a lot to be desired
L77[03:28:57] <gigaherz> sham1: does WinaXe still exist?
L78[03:29:02] <gigaherz> it used to be a really goot x server
L79[03:29:07] <gigaherz> good*
L80[03:29:08] <sham1> well, I use xming
L81[03:29:36] <gigaherz> still exists!
L82[03:29:37] <gigaherz> http://www.labf.com/winaxe/
L83[03:29:44] <sham1> Now my GNU/NT is ready to be used
L84[03:30:18] <gigaherz> still looks like a 90s website, too! ;P
L85[03:30:23] <gigaherz> it even speaks of tucows!
L86[03:30:26] <gigaherz> which still also exists!
L87[03:30:51] <sham1> <.< cannot set my default shell
L88[03:30:53] <kashike> take a look at the html :p
L89[03:31:11] <sham1> table formating
L90[03:31:17] <sham1> I think I am going to puke
L91[03:31:28] <kashike> still uses urchin tracking too, heh
L92[03:32:32] <sham1> The "Bash on Ubuntu on Windows" is hardcoded to use bash
L93[03:32:33] <sham1> meh
L94[03:32:51] <sham1> I would have thought that it would have respected the default shell
L95[03:33:02] <gigaherz> but then it wouldn't be "bash on windows" ;P
L96[03:33:16] <gigaherz> also I think the bash.exe launcher explicitly boots bash?
L97[03:33:30] <sham1> yes
L98[03:33:42] <gigaherz> so just launch your favorite shell from there or something ;P
L99[03:33:57] <sham1> Effort
L100[03:34:00] <gigaherz> put it in your bashrc ;P
L101[03:34:13] <sham1> They could have just made it so that it uses default shell
L102[03:34:19] <sham1> whatever it was set to
L103[03:35:19] <sham1> and just called it bash by default
L104[03:35:50] <gigaherz> well, they have an issue tracker ;p
L105[03:35:51] <Ordinastie_> do you think it's possible to have proper transparency sorting when using renderWorldLast ?
L106[03:36:08] <gigaherz> Ordinastie_: I think only if you sort things yourself
L107[03:36:33] <Ordinastie_> yeah, but it would be between what I draw and the world
L108[03:36:50] <Ordinastie_> like the door is drawn in front of the glass
L109[03:36:55] <sham1> Welp, at least I can launch emacs
L110[03:37:36] <gigaherz> oh
L111[03:37:48] <gigaherz> yeah no
L112[03:37:50] <Ordinastie_> I guess I'll need to look at TESR
L113[03:37:56] <gigaherz> same issue happens with TESRs
L114[03:38:03] <gigaherz> it's impossible ot have properly transparency-sorted TESR
L115[03:38:16] <gigaherz> you either have them fully behind water, or fully in front
L116[03:38:22] <gigaherz> can't have them sorted in between
L117[03:38:45] <gigaherz> sorting is done at BakeQuad level
L118[03:38:56] <sham1> :/ and now emacs it stuck
L119[03:39:04] <gigaherz> chunks are drawn far to near
L120[03:39:17] <gigaherz> and then the contents of the chunks are re-sorted whenever the player crosses a chunk boundary
L121[03:39:40] <gigaherz> (for the translucent layer only)
L122[03:39:52] <Ordinastie_> maybe I'll have to hook to render from the chunks too
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L124[03:41:30] <Ordinastie_> http://puu.sh/qHPgC.jpg
L125[03:42:17] <Ordinastie_> but doesn't happen for TESR
L126[03:42:44] <gigaherz> TESRs have two hook points, one draws behind transparent always, and one draws in front always
L127[03:43:15] <gigaherz> there's that "should render in layer" method whatever the name was
L128[03:43:31] <Ordinastie_> yeah
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L130[03:44:06] <gigaherz> shouldRenderInPass
L131[03:44:18] <gigaherz> pass==0 -> before translucent
L132[03:44:23] <gigaherz> pass==1 -> after translucent
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L134[03:44:43] <gigaherz> anyhow
L135[03:44:55] <gigaherz> you'd have to inject the quads into the chunk's sorting system
L136[03:45:21] <Ordinastie_> you know where that is precisely ?
L137[03:45:28] <gigaherz> not right now
L138[03:45:55] <Ordinastie_> ok I'll look into it
L139[03:46:35] <BordListian> wat
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L141[03:47:52] <gigaherz> BordListian: wat to waht? ;P
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L143[03:48:19] <gigaherz> BordListian: https://dl.dropboxusercontent.com/u/743491/MC/2016-01-17_05.13.24.png
L144[03:48:27] <Ordinastie_> hum, buffer.sortVertexData
L145[03:48:32] <Ordinastie_> that might be helpful
L146[03:48:59] <gigaherz> with an opaque TESR, you can just draw on pass 0
L147[03:49:04] <gigaherz> and then it works fine
L148[03:49:25] <gigaherz> (water behind will never draw, and water in front will still draw as expected)
L149[03:49:41] <gigaherz> but if your TESR needs to show translucent parts,you are f*ed
L150[03:50:11] <Ordinastie_> you're doing somehting wrong I think
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L152[03:50:38] <gigaherz> nope, with pass==0, I'd see the river in front of my tesr
L153[03:50:50] <gigaherz> with pass==1, i'd see the orb in front of near water
L154[03:50:52] <gigaherz> I had to choose
L155[03:51:24] <gigaherz> I mean, after adjusting the depth testing on/off, depth writing and such
L156[03:52:17] <Ordinastie_> http://puu.sh/qHPDU.jpg
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L158[03:52:52] <gigaherz> I can't judge how far away that door is supposed to be
L159[03:52:52] <gigaherz> XD
L160[03:52:58] <BordListian> depth sorting is weird
L161[03:53:12] <gigaherz> it's necessary for transparency
L162[03:53:15] <gigaherz> due to the way it works
L163[03:53:24] <Ordinastie_> gigaherz, well, not your model obviously, because it's still draw in renderWorldLast
L164[03:53:33] <Ordinastie_> but the left one and the garage doors are TEs
L165[03:53:34] <BordListian> that's why i said it's weird
L166[03:53:37] <Ordinastie_> with TESR
L167[03:53:42] <gigaherz> but not translucent
L168[03:53:44] <BordListian> like there's objects that are clearly behind other objects
L169[03:53:45] <Ordinastie_> they're rendered properly
L170[03:53:47] <MalkContent> *joins channel* *gldepthtest in the air* *backs away slowly*
L171[03:53:47] <Ordinastie_> they are
L172[03:53:55] <Ordinastie_> albeit only slightly
L173[03:54:05] <BordListian> but they're rendered infront of objects that are infront of the objects that they're behind of
L174[03:54:08] <gigaherz> Ican assureyou
L175[03:54:11] <BordListian> it's like
L176[03:54:14] <gigaherz> you CAN'T see the water behind it
L177[03:54:16] <BordListian> impossible geometry
L178[03:54:31] <Ordinastie_> gigaherz, yes
L179[03:54:41] <Ordinastie_> but it doesn't hide the water in front
L180[03:54:45] <Ordinastie_> like yours do
L181[03:56:04] <gigaherz> yes
L182[03:56:07] <gigaherz> I did that on purpose
L183[03:56:19] <gigaherz> I had basically 3 choices
L184[03:56:40] <gigaherz> 1. my transparent parts would prevent the river from drawing at all (pass == 0, depth writing enabled)
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L186[03:56:53] <gigaherz> 2. my transparent parts would draw BEHIND all wayer (pass == 0, depth writing disabled)
L187[03:57:07] <gigaherz> 3. my orb would draw in front of anything transparent (pass == 1)
L188[03:57:55] <gigaherz> I chose 3.
L189[03:58:04] <gigaherz> water*
L190[03:58:20] <gigaherz> option 1 would allow people to use the orb as a way to see what's in the bottom of rivers and oceans
L191[03:58:45] <Ordinastie_> imo, still better than 3
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L193[04:00:01] <Ordinastie_> the annoying part is that TESR are not sorted, for some reason :x
L194[04:00:31] <gigaherz> they can't be
L195[04:00:34] <gigaherz> you are drawing directly
L196[04:00:48] <Ordinastie_> but draw order matters
L197[04:00:58] <gigaherz> yes, but that would prevent world batching
L198[04:01:11] <gigaherz> you'd haveto draw each block one by one
L199[04:01:15] <gigaherz> have a million draw calls
L200[04:01:23] <Ordinastie_> no I don't mean with world
L201[04:01:27] <Ordinastie_> I mean between them
L202[04:01:43] <Ordinastie_> http://puu.sh/qHPX6.jpg
L203[04:01:56] <gigaherz> oh sorting between TESRs, yes
L204[04:01:58] <Ordinastie_> would a simple order from distance player-pos
L205[04:01:59] <gigaherz> yeah that sucks
L206[04:02:56] <Ordinastie_> vertexData is clear at each draw right
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L208[04:04:31] <gigaherz> hmm I think it's only cleared whenever the chunk needs to re-render?
L209[04:04:49] <gigaherz> I'm feeling dizzy, though
L210[04:04:53] <gigaherz> so going to lay down a bit
L211[04:04:59] <Ordinastie_> lol
L212[04:04:59] <Ordinastie_> ok
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L218[04:46:16] <gigaherz> "Ok I think i'm feeling better, let's go sit again... nope dizzy again."
L219[04:46:20] <gigaherz> I hate feeling like this ¬¬
L220[04:54:02] * MalkContent pats gigaherz back
L221[04:54:05] <MalkContent> i feel you
L222[04:55:23] <MalkContent> still am slighty nauseous from sitting in a car with my mom yesterday while being "slightly late"
L223[04:56:05] <MalkContent> you can't read a map and have a hand free to grab onto something at the same time
L224[04:56:58] <gigaherz> imagining that's making me even more dizzy
L225[04:58:43] <MalkContent> ikr. i forgot about it until i read yours. now even thinking about it had me stand up and get a bit of fresh air.
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L227[04:59:15] <gigaherz> well in my case
L228[04:59:17] <gigaherz> I was sick
L229[04:59:28] <gigaherz> on thursday, I got a sore throat
L230[04:59:36] <gigaherz> that night, I had a slight fever
L231[04:59:45] <gigaherz> yesterday I was feeling better, but I was still tired
L232[04:59:59] <gigaherz> today I'm dizzy and I'm feeling like I'll feel sick at any moment
L233[05:00:25] <gigaherz> I don't discard having to vomit later if this continues
L234[05:00:43] * Corosus tosses gigaherz some hot soup
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L237[05:06:39] <MalkContent> welp. hope you get better then :)
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L242[05:56:35] <Ordinastie_> apparently, there is something I'm missing with FastTESR
L243[05:56:52] <gigaherz> you should register them using the FastTESR function
L244[05:57:29] <shadekiller666> FastTESR?
L245[05:57:34] <Ordinastie_> that's not my question
L246[05:57:43] <gigaherz> it's a variant of TESRs, shadekiller666
L247[05:57:48] <gigaherz> that doesn't allow GL calls
L248[05:57:49] <Ordinastie_> I don't see a separate process for them
L249[05:57:56] <gigaherz> since everything it batched into a single buffer
L250[05:57:57] <shadekiller666> ok
L251[05:58:24] <gigaherz> if you register them normally, or if batching is disabled, it will simply wrap the fast call into a normal TESR call
L252[05:58:38] <gigaherz> but if you have registered the FastTESR as a fast tesr, and batching is eanbled
L253[05:58:43] <gigaherz> it will call the fast path
L254[05:58:54] <Ordinastie_> but both types are rendered at the same time
L255[05:59:02] <gigaherz> and put everything into one single vertex buffer that assumes all the data uses the block atlas
L256[05:59:10] <gigaherz> Ordinastie_: yes that confused me at first
L257[05:59:13] <gigaherz> all it does is batching
L258[05:59:21] <gigaherz> it doesn't actually put things into the world grid cache
L259[05:59:51] <Ordinastie_> but if one of the regular TESR draws() it breaks everything right ?
L260[06:00:35] <gigaherz> a bit ,yes
L261[06:00:42] <gigaherz> you can't do anything but buffer.*
L262[06:00:50] <gigaherz> no calls to gl, no calls to tesellator
L263[06:01:05] <Ordinastie_> but that's for your own
L264[06:01:08] <Ordinastie_> you don't control others
L265[06:01:15] <Ordinastie_> like you do your fast stuff
L266[06:01:23] <gigaherz> ?
L267[06:01:28] <Ordinastie_> hum wait
L268[06:01:34] <gigaherz> the fast tesrs are buffered separately
L269[06:01:47] <gigaherz> oh I misread you
L270[06:01:48] <Ordinastie_> yeah just noticed
L271[06:02:11] <gigaherz> if buffering is enabled, fast tesrs are buffered, and drawn afterward
L272[06:02:14] <gigaherz> if not, then they are drawn whenever
L273[06:02:39] <Ordinastie_> yeah, the separate buffer was what I was missing
L274[06:04:54] <Ordinastie_> but then again I wouldn't have done it that way
L275[06:05:42] <Tombenpotter> So I had a camo block in 1.7.10:
L276[06:05:45] <Tombenpotter> https://github.com/Tombenpotter/Sanguimancy/blob/master/src/main/java/tombenpotter/sanguimancy/api/block/BlockCamouflage.java
L277[06:05:51] <Tombenpotter> https://github.com/Tombenpotter/Sanguimancy/blob/master/src/main/java/tombenpotter/sanguimancy/api/tile/TileCamouflage.java
L278[06:06:01] <Tombenpotter> Any idea how I could replicate that in 1.10?
L279[06:06:55] <gigaherz> camo blocks are one of the most used examples of the custom model system of 1.8+
L280[06:07:08] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L281[06:07:10] <Tombenpotter> Welp
L282[06:07:42] <Tombenpotter> Thanks, I'll take a look at that ^^
L283[06:07:44] <gigaherz> there's an explanation there
L284[06:09:43] <gigaherz> that document explains the ModelBakeEvent method for adding models
L285[06:09:49] <gigaherz> but I prefer using an ICustomModelLoader
L286[06:09:52] <gigaherz> this isn't a camo block
L287[06:10:03] <gigaherz> but it shows how to design a custom model
L288[06:10:04] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
L289[06:10:33] <Tombenpotter> This is... lon
L290[06:10:36] <Tombenpotter> long :p
L291[06:10:59] <gigaherz> the process is roughly
L292[06:12:08] <gigaherz> Block+meta -> IBlockState -> Statemapper -> ModelResourceLocation -> ICustomModelLoader-> IModel (-> IRetexturableModel and other variants) -> IBakedModel -> rendering
L293[06:12:21] <gigaherz> if you bake it
L294[06:12:30] <gigaherz> you skip the ICustomModelLoader->IModel steps
L295[06:12:44] <gigaherz> mc will then grab the baked model from the cache
L296[06:12:47] <Ordinastie_> and then people are like "so much simpler now!" ><
L297[06:13:00] <gigaherz> but you lose the ability of having dependencies loaded for you
L298[06:13:10] <gigaherz> so you will have to manually add textures in the stitch event
L299[06:13:17] <gigaherz> and manually bake any other model you may need
L300[06:13:34] <Tombenpotter> I'm going to die :D
L301[06:13:41] <gigaherz> so the good way to approach it is
L302[06:13:49] <gigaherz> 1. create a custom ICustomModelLoader
L303[06:14:00] <gigaherz> which handles a special ResourceLocation of your choice
L304[06:14:24] <gigaherz> (that means returning true from accepts only if you see that RL)
L305[06:14:33] <Tombenpotter> Gotcha: If you extend BlockContainer (which you shouldn’t be, that class is legacy/vanilla code)
L306[06:14:40] <Tombenpotter> Hang on, what am I supposed to use?
L307[06:14:47] <gigaherz> 2. in loadModel, you'll want to return a custom IModel
L308[06:15:08] <gigaherz> this IModel will have getDependencies, with any model you may need (Collections.emptyList() if none)
L309[06:15:21] <gigaherz> getTextures with any texture you may need (Collections.emptyList() if none)
L310[06:15:30] <gigaherz> and bake, which is the key method
L311[06:15:30] <Tombenpotter> So I can still do it all in code?
L312[06:15:35] <gigaherz> yes
L313[06:15:43] <Tombenpotter> That's a relief
L314[06:15:51] <gigaherz> then
L315[06:16:04] <gigaherz> 3. from bake, you will want to return a custom IBakedModel
L316[06:16:10] <Tombenpotter> Okay
L317[06:16:23] <gigaherz> which should have getQuads implemented as we'll see later
L318[06:16:26] <gigaherz> okay now
L319[06:16:32] <gigaherz> for the Block
L320[06:16:51] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L43
L321[06:16:56] <gigaherz> you'll want a custom IUnlistedProperty
L322[06:17:20] <gigaherz> that you'll link through an extended blockstate container
L323[06:17:21] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L173
L324[06:17:42] <gigaherz> this property will hold some "runtime data" that you'll need to fill in with the block you want to camo as
L325[06:18:02] <gigaherz> in my case I had a ConnectorStateData
L326[06:18:06] <Tombenpotter> I see
L327[06:18:08] <gigaherz> but you may want something like CamoTargetData
L328[06:18:17] <gigaherz> then
L329[06:18:25] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L136
L330[06:18:27] <gigaherz> from getExtendedState
L331[06:18:34] <gigaherz> you will want to read your target block from the TE
L332[06:18:37] <gigaherz> as an IBlockState
L333[06:18:43] <gigaherz> and store it in the unlisted property
L334[06:18:54] <gigaherz> this will allow your IBakedModel to receive this data from getQuads
L335[06:19:27] <gigaherz> now back to the baked model
L336[06:19:29] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L120,L121
L337[06:19:37] <gigaherz> you can read this properly like that
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L339[06:19:48] <gigaherz> and obtain the target IBlockState
L340[06:19:55] <Tombenpotter> You sir, are very good
L341[06:19:57] <gigaherz> which you can use to retrieve the actual model of the block you want to camo as
L342[06:20:11] <gigaherz> now, as mentioned
L343[06:20:28] <gigaherz> if you do NOT require any texture, as you probably don't for camo blocks
L344[06:20:37] <gigaherz> and you do NOT require any other model, as you probably don't for camo blocks
L345[06:20:44] <gigaherz> and you DO want to keep it all in code
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L347[06:20:55] <gigaherz> you can skip the bit with the ICustomModelLoader and IModel
L348[06:21:00] <gigaherz> and just handle ModelBakeEvent
L349[06:21:08] <Tombenpotter> I think I got it
L350[06:21:08] <gigaherz> and shove the IBakedModel directly into the cache
L351[06:21:14] <gigaherz> otherwise
L352[06:21:18] <gigaherz> you'll want a blockstates json
L353[06:21:20] <gigaherz> with
L354[06:21:36] <gigaherz> the non-unlisted blockstate variants
L355[06:22:16] <gigaherz> in my case, to work around that, I also registered a custom statemapper, which mapped all the blockstate variants to "normal"
L356[06:22:21] <gigaherz> so that my blockstates json was minimal
L357[06:22:37] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/resources/assets/everpipe/blockstates/block_pipe.json
L358[06:23:19] <gigaherz> although you can achieve the same
L359[06:23:23] <gigaherz> with ModelBakeEvent
L360[06:23:34] <gigaherz> and just having an item model json for the ItemBlock version of the block
L361[06:23:59] <gigaherz> which, by the way,
L362[06:24:07] <gigaherz> if you want your "camo block" to also camouflage itself in item form
L363[06:24:12] <gigaherz> that's a whole other separate beast.
L364[06:24:20] <gigaherz> we'll get to that after you get the block camo working
L365[06:24:24] <gigaherz> then we'll see about item-camo
L366[06:24:25] <gigaherz> ;P
L367[06:25:10] *** MrKick|Away is now known as MrKickkiller
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L372[06:40:16] <Ordinastie_> string name for inner classes are accesed with $ right ?
L373[06:40:57] <Ordinastie_> they are
L374[06:42:03] <Ordinastie_> !gm renderEntities
L375[06:43:33] <IoP> Is there still working sources/build system for 1.6.4 mods?
L376[06:43:53] <Ordinastie_> 964 used gradle iirc
L377[06:44:03] <Ordinastie_> so shouldn't be hard to build
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L379[06:47:44] <Ordinastie_> !gf ContainerLocalRenderInformation.renderChunk
L380[06:47:49] <Ordinastie_> !gf renderChunk
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L383[07:04:42] <Ordinastie_> gigaherz, http://puu.sh/qHWaN.jpg > http://puu.sh/qHWb7.jpg*
L384[07:04:46] <Ordinastie_> gigaherz, http://puu.sh/qHWaN.jpg > http://puu.sh/qHWb7.jpg
L385[07:05:22] <gigaherz> nice
L386[07:05:27] <gigaherz> vertex injection?
L387[07:05:43] <Ordinastie_> hook :p
L388[07:05:55] <Ordinastie_> http://puu.sh/qHWeF.png
L389[07:06:12] <Ordinastie_> just after : List<TileEntity> list3 = renderglobal$containerlocalrenderinformation1.renderChunk.getCompiledChunk().getTileEntities();
L390[07:06:52] <Ordinastie_> not sure how slow it is though
L391[07:06:57] <gigaherz> no idea
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L393[07:08:03] <Ordinastie_> that doesn't fix that still >< http://puu.sh/qHWjc.jpg
L394[07:10:08] <MalkContent> vanilla glass gotta do it somehow :x
L395[07:11:31] <Ordinastie_> same thing as water
L396[07:11:35] <Ordinastie_> nothing we can do about it
L397[07:12:10] ⇨ Joins: ImmortalPharaohX (~ImmortalP@197.50.41.218)
L398[07:12:33] <Ordinastie_> bonus side is, I could probably use that hook to add my TE free animated stuff there
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L402[07:15:03] <WayofTime> Testing
L403[07:15:16] <gigaherz> Testing reply
L404[07:15:33] <WayofTime> Yeah, someone I sent here can't talk
L405[07:15:40] <WayofTime> Guessing because of the webchat muting?
L406[07:15:47] <Ordinastie_> or nick too long
L407[07:15:50] <WayofTime> He says he has hexchat
L408[07:15:51] <WayofTime> Ah
L409[07:15:55] <WayofTime> Immortal, change your nick
L410[07:16:07] <Ordinastie_> yeah, that's too long
L411[07:16:25] ⇦ Parts: ImmortalPharaohX (~ImmortalP@197.50.41.218) ())
L412[07:16:37] <WayofTime> He doesn't know /nick I guess
L413[07:16:38] ⇨ Joins: Pharaoh (~ImmortalP@197.50.41.218)
L414[07:16:40] <Pharaoh> test
L415[07:16:43] <Pharaoh> \o/
L416[07:16:59] <WayofTime> Anyway, the issue is that he gets an error when trying his mod on the launcher
L417[07:17:11] <WayofTime> Can't find Material.ICE - my thinking is it is a mapping issue
L418[07:17:18] <WayofTime> But I don't know how to solve that
L419[07:17:26] <WayofTime> I'll leave the rest to you o7
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L422[07:18:17] <IoP> Pharaoh: turkish?
L423[07:18:27] <Pharaoh> nope
L424[07:18:46] <IoP> hmmm bad memory then :/ log?
L425[07:18:53] <Pharaoh> ok
L426[07:18:54] <Pharaoh> one sec
L427[07:20:12] <Ordinastie_> egypt, might be the same issue
L428[07:20:41] <Pharaoh> I love how you called me Egypt...... XD
L429[07:20:57] <Naiten> Hi there. Can somebody tell me the latest truth about using @SideOnly annotations?
L430[07:21:10] <WayofTime> Latest truth?
L431[07:21:34] <gigaherz> Pharaoh: we have a weird limitation -- even though the network allows nicknames of 15 or 16 chars, this channel doesn't allow anything longer than 14 ;P
L432[07:21:37] <gigaherz> I don't know why
L433[07:21:39] <Ordinastie_> I didn't call you egypt, I was saying where you're from
L434[07:21:40] <gigaherz> Naiten:
L435[07:21:59] <Pharaoh> Ordi: yes I am from Egypt :)
L436[07:22:01] <Naiten> WayofTime, back in 2013 using SideOnly was required and was considered good tone, and now i've heard that it's not
L437[07:22:02] <gigaherz> @SideOnly does one thing, and one thing only
L438[07:22:04] <Ordinastie_> I know
L439[07:22:07] <IoP> gigaherz: probably because long nicks are stupid
L440[07:22:18] <gigaherz> it tells FML to discard the method/class
L441[07:22:23] <gigaherz> if it's in the opposite jar-type
L442[07:22:37] <gigaherz> so there's two reasons for using it
L443[07:23:05] <Pharaoh> here is the log, fresh out of the vanilla launcher: http://pastebin.com/dpz5qB51
L444[07:23:09] <gigaherz> 1. your method signature references classes not present in that jar-type
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L446[07:23:21] <gigaherz> 2. the code in that method does
L447[07:23:25] <Pharaoh> I have put a couple mods to make sure that I didn't download forge wrong
L448[07:23:29] <Pharaoh> had*
L449[07:23:29] <gigaherz> for anything else
L450[07:23:41] <Ordinastie_> Pharaoh, in dev ?
L451[07:23:42] <gigaherz> @SideOnly is meaningless and it makes no sense to use it
L452[07:23:50] <gigaherz> you can however
L453[07:24:05] <gigaherz> chooseto include @SideOnly in methods that @Override a @SideOnly method
L454[07:24:21] <gigaherz> (for informational purposes)
L455[07:24:32] <gigaherz> even if they don't directly reference classes that don't exist in that jar-type
L456[07:24:50] <gigaherz> but it's not strictly required nor recommended
L457[07:25:28] <Naiten> gigaherz, what's about jar-types? don't we have single jar for both client and server mods since i don't remember which year?
L458[07:25:36] <gigaherz> not YOUR jars
L459[07:25:38] <gigaherz> the minecraft one
L460[07:25:49] <gigaherz> minecraft client jars have certain classes and methods
L461[07:25:51] <Ordinastie_> Pharaoh, I assume it's not in dev
L462[07:25:54] <gigaherz> that minecraftserver.jar doesn't have
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L464[07:26:00] <Ordinastie_> how did you build your jar ?
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L466[07:26:13] <gigaherz> I use jar-type as a way to say "physical side"
L467[07:26:35] <WayofTime> Ordinastie_, he has bad internet btw
L468[07:27:24] <Ordinastie_> well, I guess he didn't actually use gradle to build his JAR
L469[07:27:32] <Ordinastie_> so it's not obfuscated
L470[07:28:00] <Naiten> gigaherz, ah, got that. Thanks.
L471[07:28:22] <Pharaoh> Ordinastie_: sorry I was afk for a sec
L472[07:28:28] <Pharaoh> I was in the bathroom real quick
L473[07:28:56] <Ordinastie_> I don't need details, I'm eating ><
L474[07:29:32] <Pharaoh> Ordinastie_: I just ran the Forge MDK and got the jar file from the build/libs/modid -1.0
L475[07:29:54] <Ordinastie_> how did you build it ?
L476[07:30:14] <Pharaoh> I followed MrCrayfish's tutorial
L477[07:30:36] <Pharaoh> and added other items while using the same method the he used
L478[07:30:50] <Ordinastie_> that doesn't answer my question
L479[07:31:10] <Pharaoh> https://github.com/ImmortalPharaoh7/Feasts-of-the-Pharaohs
L480[07:31:21] <Pharaoh> this is an old version of when I started building the mod
L481[07:31:39] <IoP> What if I want to write (core)mod for 1.5.2? Is my plan doomed?
L482[07:31:58] <Ordinastie_> IoP, why would you want to do that ? :x
L483[07:31:59] <Pharaoh> I think it has some issues with textures but I fixed it in the final jar
L484[07:32:12] <kilokreeper> I'm not sure about anyone else, but MrCrayfish's tutorials are somewhat inaccurate. I just remember following them to the point and I had like 500 errors
L485[07:32:28] <Ordinastie_> still waiting to know what you did to build your jar
L486[07:32:33] <gigaherz> ALL the current tutorials are inaccurate ;P
L487[07:33:08] <kilokreeper> I guess you have to learn how to do it yourself
L488[07:33:13] <IoP> Ordinastie_: not 1.5.2 but https://paste.ee/p/QS2lV
L489[07:33:28] <Pharaoh> Ordinastie_: I don't get your question
L490[07:33:40] <kilokreeper> Actually minecraftforge.readthedocs.io is probably the best one
L491[07:34:00] <Ordinastie_> did you use gradlew build ?
L492[07:34:04] <Pharaoh> I ran the Forge MDK Client and got the jar file out of the builds/lib folder
L493[07:34:34] <Ordinastie_> "I ran the Forge MDK Client" what does that even mean ? :s
L494[07:34:56] <kilokreeper> They screwed up the Minecraft Launcher
L495[07:35:22] <IoP> probably "I hit some button in ide which is labeled as Run Client bit idk what it did"
L496[07:35:39] <Pharaoh> exactly
L497[07:35:57] <Pharaoh> when you run it opens an mc instance to test the mod
L498[07:36:25] <Pharaoh> I appologize for my bad skills as I am a beginner......
L499[07:37:25] <IoP> "To build your mod, run gradlew build. This will output a file in build/libs with the name [archivesBaseName]-[version].jar. This file can be placed in the mods folder of a forge enabled Minecraft setup, and distributed."
L500[07:37:32] <Ordinastie_> so you do run client, that opens MC, you close it, go find the jar it built, and put in a your vanilla mod folder ?
L501[07:37:45] <Pharaoh> yes
L502[07:37:47] <RANKSHANK> lol
L503[07:37:51] <Ordinastie_> yeah, no
L504[07:38:09] <Pharaoh> :(
L505[07:38:18] <Ordinastie_> if you want to use your mod not in dev env, you need to build it
L506[07:38:23] <Ordinastie_> ie gradlew build
L507[07:38:33] <Ordinastie_> so it reobfuscate your mod
L508[07:38:54] <Pharaoh> is there any page that says how to do that or any tutorial?
L509[07:39:35] <WayofTime> So, I can help here
L510[07:39:50] <WayofTime> Go to your project folder in the file browser, not your IDE
L511[07:40:00] <Pharaoh> ok
L512[07:40:02] <Pharaoh> done
L513[07:40:06] <WayofTime> Shift-right click the folder
L514[07:40:20] <WayofTime> Open Command window here
L515[07:40:29] <WayofTime> Then type "gradlew.bat build"
L516[07:40:33] <IoP> actually you probably can use "Terminal" of your IDE
L517[07:40:34] <kilokreeper> Okay so eclipse is being stupid
L518[07:40:37] <Pharaoh> the cmd?
L519[07:40:40] <kilokreeper> I ran gradlew eclipse like 50 times
L520[07:40:45] <WayofTime> Yes, at least how I used to do it
L521[07:41:07] <kilokreeper> no files yet.
L522[07:41:13] <Pharaoh> it is running
L523[07:41:47] <Ordinastie_> kilokreeper, did you refresh your project ?
L524[07:42:02] <Pharaoh> still running......
L525[07:42:10] <WayofTime> It takes a tad
L526[07:42:15] <Pharaoh> ok
L527[07:42:52] <WayofTime> Then you grab the build from build/libs
L528[07:43:44] <Pharaoh> then put it in the mods folder of the vanilla launcher
L529[07:44:16] <WayofTime> Yes
L530[07:44:54] <Pharaoh> there are 2 folders
L531[07:44:58] <Pharaoh> jar files*
L532[07:45:00] *** WayofTime is now known as a|Way
L533[07:45:06] <Pharaoh> modid -1.0
L534[07:45:22] <Pharaoh> and modid -1.0-sources
L535[07:45:27] <a|Way> First one
L536[07:45:32] <Pharaoh> ok
L537[07:45:34] <Pharaoh> thank you
L538[07:45:45] <kilokreeper> I could not refresh it
L539[07:45:47] <a|Way> See if it works first :3
L540[07:45:51] <kilokreeper> I right clicked option wasn't there.
L541[07:45:56] <kilokreeper> I'm redownloading forge
L542[07:46:10] <Ordinastie_> wut?
L543[07:46:28] <Ordinastie_> in eclipse, you right click the project name, if doesn't allow to refresh ?
L544[07:46:34] <kilokreeper> Well that one didnt
L545[07:46:39] <kilokreeper> I presume because no files were in it
L546[07:46:41] <a|Way> I click it then press f5
L547[07:47:07] <Ordinastie_> I mapped it to Shit+f5 because of debbuging
L548[07:47:11] <Pharaoh> so far so good......
L549[07:47:20] <kilokreeper> I think it was because I opened the project by mistake when I was setting up the decomp workspace
L550[07:47:33] <Ordinastie_> nope
L551[07:47:48] <Ordinastie_> setup decom doesn't do anything in the project AFAIK
L552[07:47:59] <kilokreeper> hmm
L553[07:48:00] <Ordinastie_> (unless you have ATs but that's another subject)
L554[07:48:42] <kilokreeper> it sucks that there's an adwall before the forge download
L555[07:48:58] <Ordinastie_> if only there were a direct link
L556[07:49:02] <Ordinastie_> oh, there is
L557[07:49:07] <Pharaoh> it works \o/
L558[07:49:10] <kilokreeper> cool
L559[07:49:11] <Pharaoh> thnx a lot way
L560[07:49:19] <kilokreeper> thanks for telling me
L561[07:50:05] <kilokreeper> it doesn't really matter though because adblock is beast
L562[07:50:25] ⇨ Joins: Intektor (~Intektor@p5B274E5C.dip0.t-ipconnect.de)
L563[07:51:12] <Ordinastie_> then quit complaining
L564[07:51:35] <Naiten> gigaherz, can you possibly explain the difference between listedProperties and unlistedProperties in ExtendedBlockState() constructor? Except the fact that implement IUnlistedProperty<> into my custom property class... Like, are they used for different purposes or like that?
L565[07:52:02] <a|Way> Thanks for the help Ordinastie_
L566[07:52:22] <Ordinastie_> unlisted properties are not used to build the full list of permuation values for the blockState
L567[07:52:28] ⇨ Joins: Drullkus (~Dru11kus@2601:646:8301:ead3:3de7:a9f1:6c16:471a)
L568[07:52:37] <Intektor> I am trying to develpo an auto aimer for minecraft, but I cant get it tol work, maybe you have an idea why it doesnt work http://pastebin.com/jyPs5TK8
L569[07:52:54] <Intektor> it should automaticly aim for the player
L570[07:52:58] <Intektor> with the bow
L571[07:53:52] <Intektor> the trajectory part works just fine, but the getAngle part always return the original angle, because I cant find a angle, but thats not correct
L572[07:54:59] <Ordinastie_> that's usually where you start the debugger
L573[07:55:09] <Intektor> I tried
L574[07:55:37] ⇦ Quits: Drullkus (~Dru11kus@2601:646:8301:ead3:3de7:a9f1:6c16:471a) (Ping timeout: 182 seconds)
L575[07:55:44] <Naiten> Ordinastie_, well... May I pass List<BakedQuad> through unlisted property then?
L576[07:56:19] <Ordinastie_> possibly, I don't know
L577[07:58:33] <Naiten> trying to invent a bicycle and cache these quads somewhere
L578[08:04:20] <gigaherz> Naiten: you can
L579[08:04:53] <gigaherz> IUnlistedProperty returns any random class
L580[08:05:00] <gigaherz> and in that class, you can have a getQuads method
L581[08:09:33] <Naiten> gigaherz, but will that lag the whole thing down?
L582[08:10:34] ⇦ Quits: auenf (David@DC-24-199.bpb.bigpond.com) (Ping timeout: 182 seconds)
L583[08:11:19] <Naiten> erm, i think i should write my current ideas on paper, take a sleep and work out a solution tomorrow
L584[08:11:36] ⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L585[08:12:44] <Pharaoh> anyways..... thnx guys for the help \o
L586[08:12:48] <kilokreeper> Screw eclipse, it never works.
L587[08:12:52] <Pharaoh> good bye
L588[08:12:53] ⇦ Quits: kilokreeper (kilokreepe@184-91-99-69.res.bhn.net) ()
L589[08:13:07] ⇦ Parts: Pharaoh (~ImmortalP@197.50.41.218) (Leaving))
L590[08:14:23] <gigaherz> Naiten: not per se
L591[08:14:33] <gigaherz> the idea is
L592[08:14:38] <gigaherz> whenever the chunk needs to re-render
L593[08:14:45] <gigaherz> it will call getExtendedState on the block
L594[08:14:55] <gigaherz> and then pass that over to the getQuads method of your IBakedModel
L595[08:15:16] <gigaherz> so returning the quads from the IBakedModel or from your TileEntity, will make no difference
L596[08:16:11] <gigaherz> the things that cause slowdowns are causing unnecessary chunk cache invalidations, and heavy TESR usage
L597[08:16:38] <Ordinastie_> gigaherz, you saw the code for rendering sorted TE
L598[08:16:48] <gigaherz> no I was eating
L599[08:17:19] <Ordinastie_> yes you did
L600[08:17:30] <gigaherz> then I forgot.
L601[08:17:32] <Ordinastie_> lol
L602[08:17:47] <gigaherz> oh
L603[08:17:47] <Ordinastie_> <Ordinastie_> http://puu.sh/qHWeF.png
L604[08:17:50] <gigaherz> I see, I missed that line
L605[08:18:08] <Ordinastie_> how would you insert another thing to render into that list
L606[08:18:11] <Ordinastie_> that is not a TE
L607[08:18:40] <gigaherz> uhm, make TE implement IRenderable, and sort those?
L608[08:18:49] <gigaherz> (as in, a custom interface)
L609[08:18:52] <Ordinastie_> they're no my TEs
L610[08:19:13] <Ordinastie_> that's a hook into RenderGlobal.renderEntities
L611[08:19:23] <gigaherz> new Renderable() { doRender { re.doRender(args); }}
L612[08:19:46] <gigaherz> or as a lambda if j8
L613[08:19:57] <gigaherz> list.add(te::doRender)
L614[08:20:08] <Ordinastie_> that's pretty much how I thought it, but I'm worried it'd be slow
L615[08:20:11] <gigaherz> method ref*^
L616[08:20:22] <gigaherz> it's just a single indirection, it shouldn't matter
L617[08:20:39] <gigaherz> the sorting will be doing a whole lot more work than anything you'd add from the methodref
L618[08:20:50] <Ordinastie_> true
L619[08:21:21] <Ordinastie_> although, I don't need to sort if pass != 0
L620[08:21:27] <Ordinastie_> pass == 0 I mean
L621[08:21:47] <Ordinastie_> well, I'll try the wrapper then
L622[08:21:54] <gigaherz> it still shouldn't be more than a few microseconds per frame,
L623[08:21:57] <gigaherz> I think
L624[08:22:18] <Naiten> gigaherz, thing is, IBM is fine, but since i'm not using static models (they aren't dynamic either, thus NO tesr is used) but generate MultiModel regarding to custom block properties, the moment chunk re-renders is a bit laggy (visible by eye). I assume storing ready quads and passing them via unlisted property (whichever way) will be more efficient than generating another MultiModel and baking it, right?
L625[08:22:18] <gigaherz> if you have so many TEs that this piece of code is slow, then you have too many TEs.
L626[08:22:38] <gigaherz> yes.
L627[08:22:51] <gigaherz> however, you could cache them based on properties
L628[08:22:53] <gigaherz> rahter than in the TE
L629[08:23:03] ⇨ Joins: Curle (~Nurgie546@host86-168-198-26.range86-168.btcentralplus.com)
L630[08:23:03] <Naiten> well, i guess so
L631[08:23:22] ⇨ Joins: Mogul (~mogul@ip-176-199-238-6.hsi06.unitymediagroup.de)
L632[08:24:05] <Mogul> hey guys
L633[08:24:28] <gigaherz> think of it as a more flexible IBlockState -- a "TrackProperties" object that can be used with .equals and .hashCode
L634[08:24:31] <gigaherz> for comparison purposes
L635[08:24:40] <gigaherz> and you can use it to uniquely identify one track model from the rest
L636[08:28:06] <Naiten> erm, could i store quads in this custom BlockState as well? souds like a good idea
L637[08:28:34] <Naiten> i've never done custom IBlockState before, though .-.
L638[08:28:48] <gigaherz> nono
L639[08:28:52] <Naiten> *souds like a good idea overall
L640[08:28:55] <gigaherz> I said, "think of it as"
L641[08:29:00] <gigaherz> not literally!!
L642[08:29:11] <Naiten> erm, okay
L643[08:29:33] <gigaherz> I meant that just like how you can have blockstates for specifying different concrete models
L644[08:29:44] <gigaherz> you could have your tracks return a special "TrackProperties" object
L645[08:29:52] <gigaherz> that similarly identifies a model to be used
L646[08:29:58] <Naiten> got that
L647[08:30:02] <gigaherz> and no, you shouldn't include the quads there
L648[08:30:05] <gigaherz> because since it's a "key"
L649[08:30:18] <gigaherz> you can to be able to instantiate it separately in multiple track instances
L650[08:30:25] <gigaherz> while still sharing one single model
L651[08:30:33] <gigaherz> so what you want is your IBakedModel to have a cache
L652[08:30:42] <gigaherz> a Map<TrackProperties, QuadList>
L653[08:31:20] <Ordinastie_> or have the TrackProperties hold the quads ?
L654[08:31:35] <gigaherz> that'd be redundant though?
L655[08:31:43] <gigaherz> you'd still need a way to obtain that object
L656[08:32:08] <Ordinastie_> same way as with a Map
L657[08:32:16] <gigaherz> so then you'd need an object to hold the properties, so that you can use it as a key to lookup the map
L658[08:32:25] <Ordinastie_> no map
L659[08:32:34] <gigaherz> then how would you reach the object
L660[08:32:37] <gigaherz> from within the TE?
L661[08:32:57] <Ordinastie_> how would your reach the key for the map ?
L662[08:33:16] <gigaherz> new TrackProperties(te.x, te.y, te.z)
L663[08:33:25] <gigaherz> where x,y,z would be the values assigned to that track
L664[08:33:33] <gigaherz> not the coords
L665[08:33:34] <gigaherz> ;P
L666[08:33:50] <Ordinastie_> then just te.getTrack()
L667[08:34:00] <gigaherz> but how would you INITIALLY get to it?
L668[08:34:15] <Mogul> Perhaps someone can help me with this (I'm using Minecraft Forge 1.10.2): I'm trying to deny tree generation by listening on the "TERRAIN_GEN_BUS" and subscribing to the "DecorateBiomeEvent.Decorate" event - if the "Decorate.EventType" is "TREE" I do "event.setResult(Result.DENY). This works perfectly for the normal forest but NOT for the Roofed Forest. Skimming through the classes I couldn't see that the Roofed
L669[08:34:16] <Mogul> Forest posts it's decoration any differently than the normal forest, so - what might I have done wrong?
L670[08:34:19] <gigaherz> the whole point of my suggestion
L671[08:34:26] <gigaherz> was to NOT store the quads for EACH INSTANCE of the track
L672[08:34:28] <Ordinastie_> if(track == null) makeTrack(); return track;
L673[08:34:43] <gigaherz> that would mean you'd have each TE with the same exact set of properties
L674[08:34:47] <gigaherz> have a different instanceof the model
L675[08:34:56] <gigaherz> it's exactly opposite to my suggestion
L676[08:35:04] <Ordinastie_> hum, maybe
L677[08:35:06] <gigaherz> equivalent to just storing the quads in the TE itself
L678[08:35:17] <Ordinastie_> but that doesn't really matter
L679[08:35:46] <gigaherz> my suggestion was: rather than storing the quads in the TE, you could use a cache on the rendering side, and just use a thin object to identify it
L680[08:35:52] <Ordinastie_> the issue is not storing multiple times the same properties in multiple TEs, as, if I understood correctly, it's not likely to happen anyway
L681[08:35:56] <gigaherz> so that youcan share the models across multiple track instances
L682[08:36:09] <Ordinastie_> that can work too yes
L683[08:36:37] ⇨ Joins: raoulvdberge (uid95673@id-95673.richmond.irccloud.com)
L684[08:36:54] <Ordinastie_> what he needs is caching over multiple chunk rerender, it doesn't necessarily need global caching
L685[08:38:04] <raoulvdberge> Using forge blockstates, is it possible to do something like this (see line 35)
L686[08:38:04] <raoulvdberge> http://pastebin.com/xdjhR2te
L687[08:38:25] <raoulvdberge> I see no other way how to do something like that..
L688[08:38:26] <gigaherz> nope.
L689[08:38:36] <gigaherz> you cna't have one property's value depend on another
L690[08:38:41] <gigaherz> you can however
L691[08:38:46] <gigaherz> trick it into doing something equivalent
L692[08:38:56] <raoulvdberge> how?
L693[08:38:59] <raoulvdberge> I tried using another blockstate file
L694[08:39:04] <raoulvdberge> but that would only work in item form
L695[08:39:07] <raoulvdberge> Not in block form
L696[08:39:15] <gigaherz> nope
L697[08:39:17] <gigaherz> "connected": {
L698[08:39:45] <gigaherz> "true": { "textures": { "front_fluid_grid": "refinedstorage:blocks/fluid_grid_connected" } },
L699[08:39:56] <gigaherz> "false": { "textures": { "front_fluid_grid": "refinedstorage:blocks/fluid_grid_disconnected" } }
L700[08:39:58] <gigaherz> },
L701[08:40:04] <gigaherz> ...
L702[08:40:05] <gigaherz> "fluid": {
L703[08:40:16] <gigaherz> "textures": { "front": "front_fluid_grid" }
L704[08:40:16] <gigaherz> }
L705[08:40:28] <gigaherz> eh
L706[08:40:33] <gigaherz> "textures": { "front": "#front_fluid_grid" }
L707[08:40:36] <gigaherz> then
L708[08:40:38] <gigaherz> when it loads
L709[08:40:41] <gigaherz> it will look for "front"
L710[08:40:46] <gigaherz> see "#front_fluid_grid"
L711[08:40:49] <raoulvdberge> aaah
L712[08:40:52] <gigaherz> and then look for "front_fluid_grid"
L713[08:40:52] <raoulvdberge> that is really smart actually
L714[08:40:56] <gigaherz> and see connected or disconnected
L715[08:41:20] <raoulvdberge> thanks!
L716[08:41:24] <gigaherz> np
L717[08:41:33] <raoulvdberge> learned something new today :P
L718[08:41:40] <gigaherz> heh
L719[08:41:57] <Mogul> You don't have such a nice solution for me too, gigaherz? ;-)
L720[08:42:16] <gigaherz> hmm oops i missed your question, let me reread
L721[08:42:47] <gigaherz> hmm no I don't have any idea bout tree generation ;P
L722[08:43:01] <gigaherz> actually I lie ;P
L723[08:43:20] <gigaherz> I did attempt to replace tree generation in the past
L724[08:43:21] <gigaherz> https://github.com/gigaherz/NaturalTrees/blob/master/src/main/java/gigaherz/nattrees/NaturalTrees.java#L99
L725[08:43:29] <gigaherz> I only went so far before I got tired of that mod, though
L726[08:44:09] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-01-19_13.07.21.png
L727[08:44:13] <gigaherz> it looked nice, when it worked
L728[08:44:19] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-01-21_01.13.23.png
L729[08:44:19] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net) (Remote host closed the connection)
L730[08:44:26] <gigaherz> but I had random ConcurrentModificationExceptions
L731[08:44:31] <gigaherz> that I never managedto figure out
L732[08:44:34] <gigaherz> so I gave up on it ;p
L733[08:44:37] <gigaherz> that said
L734[08:44:44] <gigaherz> it's ready for the picking, if anyone wants to work on it
L735[08:44:45] <gigaherz> ;P
L736[08:45:11] <Mogul> Huh, yeah, thanks, just looking over it.
L737[08:45:26] <Mogul> Do you remember if you managed to change the Roofed Forest generation?
L738[08:45:59] <gigaherz> no I never got that far
L739[08:46:06] <gigaherz> I only had oak and birch
L740[08:46:18] <Mogul> Dammit. xD
L741[08:46:29] <gigaherz> maybe it's broken in forge
L742[08:46:38] <gigaherz> and needs you to make a pull request for the fix ;P
L743[08:47:01] <Mogul> Hah! I'm way to incompetent for tinkering with Forge itself!
L744[08:47:12] <gigaherz> nonsense.
L745[08:47:41] <gigaherz> just so long as you don't attempt to edit patches by hand, you should be ok ;P
L746[08:47:57] <Mogul> See? I don't even know what that means! ;-)
L747[08:48:12] <gigaherz> forge has a whole lot of patches that it applies to vanilla code
L748[08:48:17] <gigaherz> when you work with forge proper
L749[08:48:24] <gigaherz> you first use setupForge
L750[08:48:31] <gigaherz> which generates a clean copy (vanilla decompiled)
L751[08:48:39] <gigaherz> and a forge copy (patches applied ot the decompiled code)
L752[08:48:43] <gigaherz> then after you are done editing
L753[08:48:51] <gigaherz> you use "genPatches" to update the patch files with your changes
L754[08:48:59] <gigaherz> someone very recently
L755[08:49:03] <gigaherz> had issues getting it to work
L756[08:49:07] <gigaherz> so they edited the patch files by hand
L757[08:49:08] <howtonotwin> Context: Some idiot couldn't set up his forge workspace and therefore wrote a patch by opening up a text editor and directly editing the patch, and then proceeded to PR it.
L758[08:49:11] <gigaherz> which simply, does not work.
L759[08:49:30] <gigaherz> the result didn't compile using "gradlew build" on their branch's code
L760[08:49:43] <howtonotwin> Lex noticed because the line indices on the file weren't updated properly
L761[08:49:43] <Mogul> Well, at least that is nothing that I would think of... oO
L762[08:49:59] <Ordinastie_> link ? :p
L763[08:50:01] <gigaherz> so yeah we could guideyou with the rest
L764[08:50:21] <howtonotwin> https://github.com/MinecraftForge/MinecraftForge/pull/3168
L765[08:50:34] <raoulvdberge> hmm, gigaherz, as soon as connected is true it uses the normal front texture, and not the fluid one :/
L766[08:50:34] <raoulvdberge> http://pastebin.com/HsHssjKk
L767[08:50:37] <Mogul> Well, most importantly I wasn't really able to dig through this. I had a look at some of the relevant classes but that biome decoration is a code jungle for me. If I knew what was wrong I would know how to fix it, right?
L768[08:51:06] <raoulvdberge> for connected=false it does the correct thing
L769[08:51:26] <raoulvdberge> but not for connected=true then it uses #front instead of #front_fluid_grid
L770[08:52:09] <gigaherz> why do you have both front and front_fluid_grid in there?
L771[08:52:14] <gigaherz> line 22
L772[08:52:34] <raoulvdberge> for normal grids i want grid_connected
L773[08:52:58] <raoulvdberge> by default its grid_disconnected (see line 8)
L774[08:52:59] <gigaherz> that won't work
L775[08:53:10] ⇨ Joins: Drullkus (~Dru11kus@2601:646:8301:ead3:3de7:a9f1:6c16:471a)
L776[08:53:16] <gigaherz> you have front on defaults
L777[08:53:18] <gigaherz> that should be enough
L778[08:53:29] <gigaherz> or actually
L779[08:53:30] <gigaherz> no
L780[08:53:30] <gigaherz> you want
L781[08:53:34] <gigaherz> "front_other"
L782[08:53:39] <gigaherz> and you want it assigned in both
L783[08:53:41] <gigaherz> so that
L784[08:53:43] <raoulvdberge> ah
L785[08:53:49] <gigaherz> non-fluid ones use the other intermediate variable instead
L786[08:54:10] <gigaherz> s/variable/texture alias/
L787[08:55:58] <raoulvdberge> gigaherz: so like this, http://pastebin.com/DBhnuxkN
L788[08:56:02] <raoulvdberge> that throws an exception
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L790[08:56:52] <gigaherz> no you also need front_other in the disconnected case
L791[08:56:58] <gigaherz> you can remove it from defaults, too
L792[08:57:04] <gigaherz> or well
L793[08:57:08] <gigaherz> no, because you want it on the item
L794[08:57:30] <gigaherz> but you need front_other also defined in case it goes thbrough disconnected
L795[08:57:35] <gigaherz> otherwise it won't exist in the internal structures
L796[08:57:37] <gigaherz> and it will crash
L797[08:57:55] *** TTFT|Away is now known as TTFTCUTS
L798[08:58:20] <raoulvdberge> aaah yeah i forgot
L799[08:58:26] <raoulvdberge> thanks gigaherz, you saved my life :P
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L801[08:59:40] <madcrazydrumma> Hey guys! https://gist.github.com/anonymous/a99c4e17a8ffa182ed4f2fdd0ed7e395 I'm trying to use my custom sound but its not being played.
L802[09:00:20] <madcrazydrumma> My sounds.json is located in the main directory of my resources/modid/ - http://pastebin.com/eGpbNqwi
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L806[09:14:59] <Naiten> well, whatever solution is better, i'll try that tomorrow, or even on monday, as i'll return home at evening tomorrow
L807[09:15:17] <Naiten> thanks, gigaherz, thanks, Ordinastie_
L808[09:15:32] <gigaherz> np
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L818[09:40:44] <MalkContent> hrmph
L819[09:40:59] <Ordinastie_> I totally aggree
L820[09:41:34] <MalkContent> trying to launch with tinkersconstruct in run/mods
L821[09:41:49] <MalkContent> classdef not found blabla
L822[09:42:04] <MalkContent> i got the mantle api, idk whats wrong with it
L823[09:42:10] <Curle> i retotally agree
L824[09:42:20] <howtonotwin> That's because TiC refers to obfuscated names and your env is deobf'd
L825[09:42:37] <Curle> you need the src jar
L826[09:42:38] <Curle> :L
L827[09:43:00] <MalkContent> i thought forge did away with the need for deobf'd jars
L828[09:43:10] <Ordinastie_> it did
L829[09:43:19] <MalkContent> do i have to gradle something?
L830[09:43:24] <Ordinastie_> no
L831[09:43:24] <howtonotwin> There's a gradle thing you can do to automatically deobf jars
L832[09:43:40] <howtonotwin> but it only works on jars from maven
L833[09:44:47] <MalkContent> idk what maven is
L834[09:45:00] <MalkContent> some apache java thing aparently
L835[09:45:56] <IoP> mavel = build tool OR repository thingy
L836[09:46:53] <MalkContent> okay. do i have to use the gradle thing actively first or is it some config setting?
L837[09:47:10] <MalkContent> i mean idk how tic was build
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L839[09:50:02] <Curle> you pretty much use gradlew build
L840[09:50:08] <Curle> even jenkins does that iirc
L841[09:50:47] <MalkContent> a. so that doesn't help with when i want to launch in the dev environment, i take it
L842[09:51:02] <Curle> look around for a ticon dev jar
L843[09:51:05] <Curle> dev or src
L844[09:51:17] <Curle> you can load those in a deob env
L845[09:51:29] <Curle> the contractions are real
L846[09:51:50] <MalkContent> back in the day i used chickencore for that :C
L847[09:51:55] <MalkContent> no deobf needed
L848[09:52:49] <Curle> malk pls
L849[09:53:36] <howtonotwin> Add this repo to project.repositories: http://dvs1.progwml6.com/files/maven
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L851[09:54:13] <Curle> dats a lot of jars
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L854[09:56:40] <howtonotwin> And then add this line to dependencies: deobfCompile "slimeknights:TConstruct:VERSION"
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L857[09:57:54] <MalkContent> that looks all rather outdated though
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L859[10:04:09] <howtonotwin> 1.10.2-2.4.0.jenkins326 is not at all outdated
L860[10:04:25] <howtonotwin> You should write these versions as 1.10.2-2.4.0.+ btw
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L862[10:04:56] <howtonotwin> Means you don't have to worry about keeping on top the minor updates
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L864[10:06:13] MineBot sets mode: +v on RichardG
L865[10:12:30] <MalkContent> VERSION in the deobfCompile line would be the version i need, yes?
L866[10:12:39] <howtonotwin> yes
L867[10:13:08] <howtonotwin> You should replace the jenkins suffix with .+ because maven is smart about regex
L868[10:13:10] <MalkContent> just making sure. im a bit scared of gradle stuff destroying everything whenever i do something new ^^
L869[10:13:29] <howtonotwin> Nothing gradle does will touch src, don't worry :P
L870[10:13:38] <howtonotwin> Not even clean
L871[10:14:22] <masa> even so, if you don't have any backups of your src elsewhere, you are doing it wrong...
L872[10:14:27] <howtonotwin> ^
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L874[10:15:13] <howtonotwin> Relevant: http://xkcd.com/1718/
L875[10:15:15] <MalkContent> i do, luckily
L876[10:15:18] <killjoy> always
L877[10:19:20] <MalkContent> hmm
L878[10:19:35] <MalkContent> doing something wrong
L879[10:20:49] <MalkContent> how do i add it to the repositories
L880[10:20:55] <MalkContent> inside its own maven{ }?
L881[10:21:19] <boni> you know
L882[10:21:20] <howtonotwin> repositories { maven { url URL } }
L883[10:21:27] <boni> https://github.com/SlimeKnights/TinkersConstruct/wiki/Building-an-addon
L884[10:22:54] <MalkContent> o nice. don't want to build an addon though x)
L885[10:23:51] <IoP> ...
L886[10:25:34] <MalkContent> i know i still gotta do the same thing >.>
L887[10:27:07] <IoP> "And if you allocate to Minecraft less memory than what it needs in real, Minecraft and Java can try to allocate more datas than it can and create memory leaks and overflows wich can potentially make crash your exploitation system and damage your RAM and processor." quote of the day
L888[10:28:19] <gigaherz> lol
L889[10:28:32] <gigaherz> wtf is an "exploitation system"
L890[10:28:50] <MalkContent> a loveless marriage
L891[10:29:03] <IoP> => then I'm safe
L892[10:29:42] <MalkContent> http://pastebin.com/UgCj2pMQ is what i got right now. i i write it with the .+, it complains at that point already
L893[10:30:37] <MalkContent> this way it only says "could not find deobfCompile() for arguments [whatiputintodependencies]
L894[10:31:09] <MalkContent> o, nvm. it says the same line with and without .+
L895[10:31:45] <howtonotwin> Not in buildscript, in project.repositories
L896[10:32:01] <gigaherz> never put anything in your buildscript section. ever.
L897[10:32:08] <gigaherz> other than the defaults, that is
L898[10:32:19] <gigaherz> or if you know wtf you aredoing editing the build system
L899[10:32:31] <gigaherz> which is probably not the case if you don't know why you whouldn't put things in the buildscript section
L900[10:32:31] <gigaherz> ;P
L901[10:32:37] <gigaherz> wouldn't*
L902[10:32:42] <howtonotwin> And those versions are hella outdated and will break
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L904[10:35:01] <MalkContent> where is project.repositories
L905[10:35:13] <MalkContent> i looked into the .project to see if its in there
L906[10:35:29] <MalkContent> then figured from the patterns, i'd put it into the buildscript
L907[10:35:37] <MalkContent> now im trying it outside the buildscript in build.gradle
L908[10:36:55] <IoP> it's shame that there is no documentation for buildscripts
L909[10:37:02] <MalkContent> its not an intellij thing is it
L910[10:37:28] <williewillus> IoP: what do you mean?
L911[10:37:47] <howtonotwin> project is the name of the object build.gradle is inside of
L912[10:38:07] <IoP> williewillus: bad sarcasm without sarcasm indicators :/
L913[10:38:10] <howtonotwin> so it's buildscript { DO NOT TOUCH } repositories { maven { BLAH } }
L914[10:38:35] <masa> MalkContent: https://github.com/maruohon/enderutilities/blob/master/build.gradle
L915[10:39:15] <MalkContent> thanks, got it just before you :)
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L920[10:56:50] <MalkContent> great. now it poops at my lambda expression. *kicks the thing
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L922[10:59:50] <Mogul> gigaherz: Update on my Roofed Forest problem - I updated Forge to the most recent version and the problem is gone. Seems like it really was a bug. Didn't realize I was THAT many versions behind...
L923[10:59:59] <MalkContent> a well. least i got the the point where i figured out that tic tools can't be put into my toolbag the way i do it now
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L925[11:00:28] <gigaherz> Mogul: heh
L926[11:01:19] <gigaherz> MalkContent: you can't use lambdas for things that have to obfuscate -- it won't work ;p
L927[11:02:07] <MalkContent> *squints* you mean if i build this, it'll crash when it gets used?
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L929[11:03:12] <gigaherz> if the interface your lambda is implementing is a minecrft method
L930[11:03:28] <gigaherz> the deobf system won't see that it's implementing "func_xxxx_y"
L931[11:03:33] <gigaherz> it will still see the other name
L932[11:03:37] <gigaherz> so it will derp and fail to load
L933[11:03:51] <gigaherz> if it's a generic java interface, it should work
L934[11:04:25] <Ordinastie_> still isn't fixed ?
L935[11:04:40] <Ordinastie_> I thought I read someone said it's been fixed
L936[11:04:51] <MalkContent> hmm
L937[11:04:54] <gigaherz> oh?
L938[11:04:59] <gigaherz> if it has been fixed, then nevermind
L939[11:05:14] <Ordinastie_> well, don't take my word for it
L940[11:05:21] <MalkContent> i mean i built this before
L941[11:05:21] <gigaherz> don't take mine, either ;P
L942[11:05:27] <gigaherz> recently?
L943[11:05:32] <MalkContent> and started it in sp
L944[11:05:39] <gigaherz> my last attempt was maybe 3 months ago
L945[11:05:39] <gigaherz> ;P
L946[11:05:42] <MalkContent> didnt cause the code segment to be called tho, i think
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L949[11:11:49] <MalkContent> boni: what would be a good generic way to determine if an item (for example tinker tools) is a pickaxe/can harvest like a pickaxe?
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L951[11:15:41] <gigaherz> Item#getHarvestLevel(stack, "pickaxe")
L952[11:16:10] <gigaherz> oh wait
L953[11:16:10] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/commit/8dbfe1baad42d1fcb93f44050d44577648da3900
L954[11:16:15] <gigaherz> this was merged already
L955[11:16:15] <gigaherz> ;P
L956[11:16:23] <gigaherz> so
L957[11:16:24] <gigaherz> getHarvestLevel(ItemStack stack, String toolClass, @Nullable EntityPlayer player, @Nullable IBlockState blockState)
L958[11:17:10] <gigaherz> so getHarvestLevel(stack, "pickaxe", player, <blockstate if using it on a block>)
L959[11:17:45] <MalkContent> :D 17h ago. im gonna pin this so i don't forget it when i finally get to update
L960[11:18:38] <gigaherz> boni: is there any expectation that if player is provided, blockstate must also be provided?
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L965[11:38:33] <killjoy> How useful would powershell be on linux?
L966[11:38:45] <killjoy> It's aparently being ported
L967[11:39:01] <gigaherz> it's out already
L968[11:39:09] <killjoy> s/being/been
L969[11:39:15] <gigaherz> https://github.com/PowerShell/PowerShell
L970[11:39:32] <killjoy> So powershell gets their own group?
L971[11:39:33] <killjoy> lucky1
L972[11:39:35] <killjoy> 1
L973[11:39:35] <killjoy> !
L974[11:39:55] <killjoy> So many repos
L975[11:40:06] <Mogul> I read people state that it might be useful if you wanna administrate Windows systems while using Linux yourself, or something like that.
L976[11:40:24] <killjoy> might as well use windows enterprise
L977[11:40:42] <killjoy> oh good, it's MIT
L978[11:41:08] <killjoy> the README says MIT, but the source files say all rights reserved
L979[11:42:12] <boni> gigaherz: vanilla doesn't use the info. soo.. no
L980[11:42:32] <boni> if it's called and your mod crashes it's your fault ;o
L981[11:42:49] <gigaherz> boni: that Henry dude does have a point, though
L982[11:43:10] <gigaherz> a mod that's calling the old method on an ItemTool won't have the vanilla tool fallback
L983[11:43:57] <gigaherz> (see the comments on the merge commit)
L984[11:44:54] <Ordinastie_> one downside with streams
L985[11:44:58] <Ordinastie_> it's nearly impossible to debug :/
L986[11:45:44] <boni> oic
L987[11:45:46] <boni> yeah that was unintended
L988[11:46:57] <gigaherz> Ordinastie_: thankfully IDEa has a thing where you can breakpoint inside lambdas -- even if they are in the same line as the outer expression ;P
L989[11:47:00] <gigaherz> IDEA*
L990[11:47:11] <gigaherz> VS has never had that ;P
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L992[11:49:08] <Ordinastie_> and here goes my whole fucking idea :x
L993[11:52:04] <gigaherz> sucks :/
L994[11:52:06] <gigaherz> know that feeling
L995[11:52:41] <gigaherz> I have had a whole lot of "why has no one does this yet?! ...oh that's why." moments, also
L996[11:52:57] <Ordinastie_> or maybe not
L997[11:53:21] <Ordinastie_> although that doesn't feel very clean :/
L998[11:58:15] <masa> hehe yeah... my latest mod is such a horrible hack that I wish I never released it
L999[11:58:51] <masa> at first it was like "yeah this should be easy". But then the rabbit hole got deeper and darker...
L1000[11:59:38] <masa> so speaking of...
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L1002[12:00:02] <Ordinastie_> on one hand, if fix the transparency sorting with TESR
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L1004[12:00:17] <masa> if I need a fake world on the client side, it needs to have its own dimension id right? and the only way to get that is to register a dimension?
L1005[12:00:20] <Ordinastie_> on the other hand, I hack in rendering of another type of thing
L1006[12:01:13] <masa> and when I register a dimension, it will then also be registered to the integrated server and then the server thread will start ticking that fake world...
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L1008[12:01:51] <Ordinastie_> http://puu.sh/qI91U.jpg - http://puu.sh/qI91n.jpg
L1009[12:07:26] <Curle> What are they showing?
L1010[12:09:28] <Curle> Are there any guides for setting up Jenkins for minecraft mods?
L1011[12:09:30] <Curle> :L
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L1013[12:13:06] <Ordinastie_> Curle, they're showing that you can see each one through the other no matter the way you look at them
L1014[12:13:32] <Ordinastie_> the green ones are TESR and the big door is my own system
L1015[12:13:32] <Curle> sweet
L1016[12:13:45] <Curle> I'm making good progress on your model, too.
L1017[12:13:49] <Ordinastie_> screen
L1018[12:13:57] <Curle> Might need to write some code for the animation
L1019[12:13:59] <Curle> :D
L1020[12:14:29] <Ordinastie_> or you'll make the JSONs too maybe
L1021[12:14:48] <Curle> I am writing a json automator, but that can wait
L1022[12:14:49] <Curle> :L
L1023[12:15:15] <Ordinastie_> can't really automate those JSONs though
L1024[12:15:34] <Curle> shh bby
L1025[12:15:36] <Curle> is okey
L1026[12:16:08] <Ordinastie_> so, screen of your model ?
L1027[12:16:22] <Curle> In due time.
L1028[12:17:50] <Curle> I just made a major miscalculation so I have to move things around
L1029[12:18:49] <Ordinastie_> I'll probably have to rework them anyway
L1030[12:18:59] <howtonotwin> Ordi and URL downloading tool: Here
L1031[12:19:10] <howtonotwin> gaaah why u do dis keyboard
L1032[12:19:36] <howtonotwin> give me about 5 minutes to regain my marbles (and to HULK SMASH my computer)
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L1034[12:23:36] <Ordinastie_> hum?
L1035[12:23:42] <howtonotwin> I made this thing, which represents block models as Scala objects. You can get the JSON for most elements by calling json on them. There's no code to actually make models here, but it's halfway there: https://gist.github.com/howtonotwin/6a5539ca9e0c91ce65be035bbe9958cb
L1036[12:24:14] <howtonotwin> also, resulting JSON looks pretty :P
L1037[12:24:55] <Ordinastie_> well, the animation JSON is to not have to write the corresponding code
L1038[12:25:19] <Ordinastie_> https://gist.github.com/Ordinastie/8e554458be39684451fdf7f15cc7a8c5
L1039[12:25:36] <Ordinastie_> also, ewww scala
L1040[12:26:00] <howtonotwin> why u h8 me :(
L1041[12:26:02] <howtonotwin> jk
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L1043[12:26:46] <howtonotwin> I'll get to work on the animation json too :P
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L1045[12:28:27] <Ordinastie_> what's the point ?
L1046[12:28:33] <Ordinastie_> the JSON already reprensent classes
L1047[12:29:05] <Oblivion> How can i load defaults from an @ConfigSerializable class?
L1048[12:29:20] <howtonotwin> But is it pretty?
L1049[12:29:38] <Oblivion> oops wrong channel
L1050[12:30:48] <Curle> you want #java m8
L1051[12:30:49] <Curle> :L
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L1054[12:39:23] <Nurgie546> test
L1055[12:39:28] <Nurgie546> hai guise
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L1057[12:40:17] <howtonotwin> hello!
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L1059[12:44:19] <Nurgie546> I'm Curle, howto.
L1060[12:44:19] <Nurgie546> gg
L1061[12:44:35] <Nurgie546> My internet just went funky so I registered a nick :L
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L1064[12:59:20] <Ordinastie_> the alpha 15 for rimworld sounds really nice
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L1066[12:59:48] <Nurgie546> Why do I always think of the Discworld when anyone says rimworld
L1067[13:00:11] <gigaherz> Nurgie546: so instead of say, grouping "Curle2" or "Curler", you register something completely unrelated and random? ;P
L1068[13:00:20] <gigaherz> o/ fry welcome back
L1069[13:00:34] <MalkContent> \o/ fry
L1070[13:00:41] <Nurgie546> I've used this nick before, and it was the first thing that came to my mind
L1071[13:00:44] <Nurgie546> also hai fri
L1072[13:01:35] <Nurgie546> in fact iirc this was my first online username
L1073[13:03:58] *** Nurgie546 is now known as Curle
L1074[13:04:04] <fry> https://www.youtube.com/watch?v=YlmECL2ED2I
L1075[13:04:31] <Curle> gg
L1076[13:05:39] <williewillus> hes alive
L1077[13:05:48] <Curle> He wouldn't be dead, would he?
L1078[13:05:50] <Curle> -.-
L1079[13:06:12] <williewillus> not sure if serious
L1080[13:06:20] <gigaherz> i'm picturing a scene where someone arrivesto town after a while
L1081[13:06:29] <Curle> when in doubt, i'm not being serious.
L1082[13:06:31] <Curle> :L
L1083[13:06:40] <gigaherz> and all the kids swarm him
L1084[13:07:14] <gigaherz> "hey fry hey play with me hey help me with this hey dude hey hey help hey"
L1085[13:07:23] <fry> https://s-media-cache-ak0.pinimg.com/236x/06/d5/4e/06d54ef690c83d5ff880ee23b21f91a6.jpg
L1086[13:07:35] <Curle> dear lord
L1087[13:07:38] <Curle> he's not dead.
L1088[13:10:23] <williewillus> well first things first
L1089[13:10:28] <williewillus> your bot :P
L1090[13:10:37] <Curle> he's a what now?
L1091[13:10:50] <williewillus> his bot we use to label stuff on github
L1092[13:11:01] <Curle> has it gone rogue?
L1093[13:11:14] <Curle> a rogue labelling robot
L1094[13:11:16] <williewillus> it hasn't been here for the past few weeks
L1095[13:11:21] <Curle> categorizing the world one item at a time
L1096[13:11:22] <williewillus> so we can't use it :P
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L1098[13:11:36] MineBot sets mode: +v on Actuarius
L1099[13:11:41] <fry> bleep bloop
L1100[13:12:11] <williewillus> yay time to spam everyone on github again
L1101[13:12:21] <fry> should've moved it to a more permanent server before going away, but ¯\_(ツ)_/¯
L1102[13:12:29] <Curle> lel
L1103[13:12:45] <Curle> curse hexchat and it's non-unicode font
L1104[13:13:00] <williewillus> for some reason it works sometimes for me
L1105[13:13:02] <williewillus> and sometimes not
L1106[13:13:05] <williewillus> I saw that one fine
L1107[13:13:19] <williewillus> but when I do ?shrug on vaz's channel it loses and arm
L1108[13:13:27] <Curle> i get the die's four side
L1109[13:14:04] <Curle> Alright, just put together a small mod with a textured item and block, hope it goes well
L1110[13:14:05] <Curle> :L
L1111[13:14:24] <howtonotwin> inb4 /dev/urandom has been attached to model files somehow
L1112[13:14:51] <Curle> u wut
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L1114[13:15:43] <howtonotwin> did hexchat just eat what I typed?
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L1116[13:16:04] <Curle> i remember doing a block/item List and recursively declaring and registering them
L1117[13:16:07] <Curle> in 1.89
L1118[13:16:13] <Curle> not sure if that'd work here
L1119[13:16:18] <Curle> since the new registryname shit
L1120[13:16:19] <howtonotwin> recursively? o_O
L1121[13:16:26] <williewillus> yeah wat
L1122[13:16:29] <howtonotwin> uwotm8
L1123[13:16:30] <Curle> whatever
L1124[13:16:31] <Curle> its late
L1125[13:16:33] <Curle> shush
L1126[13:16:56] <williewillus> i wonder if this happens in vanilla https://github.com/MinecraftForge/MinecraftForge/issues/3206
L1127[13:17:00] <Curle> it was like one file for every block and item
L1128[13:17:07] <Curle> a few lines of code
L1129[13:17:39] <Curle> willie: without Forge, we'd have no way of telling
L1130[13:17:40] <Curle> :L
L1131[13:17:56] <Curle> Again with my laptop thinking worldgen is optional
L1132[13:17:59] <howtonotwin> You can do that pretty easily, I guess. Have an interface that exposes a registerItemModel method, and give it a default impl. Then have a list of blocks and items, iterate, and for each registerer call it
L1133[13:18:07] <williewillus> yeah we do, the server shutdown hook logs stuff
L1134[13:18:12] <williewillus> i'm gonna try with a vanilla dedicated server now
L1135[13:18:24] <Curle> color me proven wrong
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L1137[13:19:01] <williewillus> yup its a vanilla thing too
L1138[13:19:02] <williewillus> mojang why
L1139[13:19:45] <williewillus> github spam incoming :P
L1140[13:19:55] <Curle> i.imgur.com/DFbRVxh.png
L1141[13:20:02] <Curle> meh item models are fooked
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L1145[13:22:30] <Curle> o/
L1146[13:23:55] <Curle> i am currently Commander Confused about this
L1147[13:24:22] <Curle> and the sound engine just broke on me
L1148[13:24:25] <Curle> great
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L1150[13:26:20] <Curle> yall got some of them help?
L1151[13:26:49] <williewillus> wat
L1152[13:27:14] <Curle> refer to the image, inventory textures aren't being used
L1153[13:27:21] <williewillus> is there a way I can leverage the animation system for dynamically made models?
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L1155[13:27:36] <williewillus> my floating flowers are destroying fps right now because they aren't in fasttesr's
L1156[13:27:51] <williewillus> but rebaking them often makes it even worse and chews memory, so not sure how to proceed
L1157[13:28:09] <gigaherz> why are they not in FastTESR?
L1158[13:28:15] <williewillus> they use GL
L1159[13:28:21] <williewillus> they animate
L1160[13:28:22] <gigaherz> oh rotation and such?
L1161[13:28:26] <williewillus> yes
L1162[13:28:31] <gigaherz> you can apply that on cpu, like the animation system does
L1163[13:28:38] <williewillus> I do
L1164[13:28:50] <williewillus> but right now it still performs terribly because of the constant rebaking
L1165[13:28:52] <williewillus> and memory thrashing
L1166[13:29:10] <gigaherz> wait you are applying it by rebaking with different transforms?
L1167[13:29:11] <gigaherz> ewh.
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L1169[13:29:21] <williewillus> you do know that's how the animation system works
L1170[13:29:29] <gigaherz> no but if it does, also ewh.
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L1172[13:29:38] <williewillus> how else are you going to transform a baked model? :P
L1173[13:29:48] <gigaherz> store the vertex data for the BakeQuads
L1174[13:29:52] <gigaherz> and edit the vertex bytes
L1175[13:29:55] <williewillus> and scratch that I'm not rebaking I'm unpacking and transforming
L1176[13:29:57] <gigaherz> without "rebaking" anything
L1177[13:30:34] <williewillus> it's not rebaking
L1178[13:30:38] <Curle> "Store the vertex data for the BakeQuads and edit the vertex bytes without rebaking anything"
L1179[13:30:44] <Curle> thats some hacker talk right there
L1180[13:30:55] <howtonotwin> I have another dumb idea: bake a fixed set of x models per second of the rotation, and then use System.getCurrentTimeMillis to pick one based off the time.
L1181[13:31:00] <williewillus> it's taking all the quads, unpacking them, multiplying by a matrix that changes based on where the animation is, and then stuffing them back into a bakedquad
L1182[13:31:05] <gigaherz> Curle: that's how LightUtil.wahteverthenamewas does
L1183[13:31:07] <gigaherz> it takes the bytes
L1184[13:31:13] <gigaherz> unpacks the color, multiplies it
L1185[13:31:17] <williewillus> howtonotwin: that's how the animation system does it, so I'm trygin to figure out something similar
L1186[13:31:18] <Curle> I know, but i saw that without context and was like
L1187[13:31:19] <Curle> wtf
L1188[13:31:19] <Curle> :L
L1189[13:31:19] <gigaherz> and re-packs it into the arrays
L1190[13:31:42] <williewillus> hence my question of can I leverage what's already there for the animation system
L1191[13:31:50] <williewillus> even though this model I want to animate is a dynamically generated one
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L1194[13:37:28] <Curle> The hell?
L1195[13:37:44] <Curle> i.imgur.com/RcMpegD.png
L1196[13:37:54] <williewillus> broken link
L1197[13:38:00] <Curle> yeah
L1198[13:38:03] <Curle> strange
L1199[13:38:06] <williewillus> what was it supposed to be?
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L1201[13:38:26] <Curle> i.imgur.com/HMLvJjg.png
L1202[13:38:27] <Curle> this
L1203[13:38:44] <Curle> just popped up
L1204[13:38:58] <williewillus> did you change a forge version without resetting gradle or what
L1205[13:39:06] <Curle> Nope.
L1206[13:39:13] <Curle> Did nothing but change the two files i have open
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L1208[13:40:06] <Curle> Nothing seems to be working for me today :L
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L1214[13:44:50] <Curle> o/
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L1216[13:48:48] <Curle> i.imgur.com/dzbKLWL.png
L1217[13:48:51] <Curle> Still no closer to getting the models working
L1218[13:49:08] <williewillus> errors in the log at startup?
L1219[13:49:12] <williewillus> did you setCustomMRL?
L1220[13:49:15] <williewillus> is your json well formed? :P
L1221[13:49:17] <Curle> yeah
L1222[13:49:20] <Curle> yeah and yeha
L1223[13:49:25] <Curle> whatever
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L1225[13:49:27] <williewillus> what's the error
L1226[13:49:59] <Curle> scratch that, it's yggdrasil being a bitch
L1227[13:50:07] <Curle> no actual errors
L1228[13:50:18] <williewillus> show json and code
L1229[13:50:43] <Curle> pretty sure all json is in another pic, but I'll gist the lot
L1230[13:50:45] <Curle> :L
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L1232[13:50:56] <williewillus> i'm not scrolling up to find it :P
L1233[13:51:00] <Curle> yeah
L1234[13:51:03] <Curle> few minutes
L1235[13:51:10] <Curle> cpu doesn't like eclipse :L
L1236[13:56:45] <killjoy1> fry, can I get your assistance with this? https://git.io/v6MVm
L1237[13:56:50] <Curle> gist.github.com/anonymous/28ace45416e4f58b9b59cc33b42d4f95
L1238[13:56:55] <HassanS6000> What packet would I need to sound to the client to move an armor stand down that is mounted on a pig?
L1239[13:57:19] <fry> not today :P
L1240[13:57:23] <williewillus> HassanS6000: what do you mean move down?
L1241[13:57:24] *** fry is now known as fry|sleep
L1242[13:57:27] <williewillus> lol
L1243[13:57:31] <McJty> Hi fry|sleep, welcome back
L1244[13:57:34] <HassanS6000> Because I am trying to change it's mounted offset by setting it's height, (by default entities return height * 0.75) but it won't work
L1245[13:57:40] <McJty> And no, not going to bother you with questions now :-)
L1246[13:57:45] <HassanS6000> williewillus: literally move it down like 2 blocks
L1247[13:57:49] <williewillus> lol i have questions too lol
L1248[13:57:58] <williewillus> HassanS6000: so you want it to *render* lower or actually BE lower?
L1249[13:58:02] <killjoy1> Is anyone else good with rendering?
L1250[13:58:10] <HassanS6000> williewillus: either
L1251[13:58:12] <HassanS6000> https://gyazo.com/bb3bfedde4e9562b529a68dbc45fef9a
L1252[13:58:16] <HassanS6000> This is what it looks like right now lol
L1253[13:58:28] <HassanS6000> i'd prefer my sexy spaceship to get out of my head ;-;
L1254[13:58:52] <gigaherz> killjoy1: I was gonna check the link but the first thing I saw are the ponies ;P
L1255[13:58:56] <Curle> don't let it get to your head man
L1256[13:59:04] <killjoy1> just ignore the ponies
L1257[13:59:28] <Curle> the terrifying, blocky ponies from hell
L1258[13:59:34] <killjoy1> I think it's related to the planerenderer
L1259[13:59:41] <williewillus> HassanS6000: youd need something to set the height clientside as well
L1260[13:59:43] <gigaherz> I have no idea what the issue is about, though
L1261[14:00:36] <killjoy1> You see that box that's penetrating the body?
L1262[14:00:41] <killjoy1> Yeah, that's supposed to be a tail
L1263[14:00:42] <Curle> willie, i gist'd the lot :L
L1264[14:00:58] <williewillus> does anyone have 1.10.x modded server I can join in on? :P playing alone is boring
L1265[14:01:00] <williewillus> Curle: link?
L1266[14:01:05] <Curle> gist.github.com/anonymous/28ace45416e4f58b9b59cc33b42d4f95
L1267[14:01:16] <williewillus> only reqs is it has quark and botania ;p
L1268[14:01:19] <Curle> i have an unstable server if you so wish
L1269[14:01:47] <howtonotwin> The model TestingBlock.json, that's in models/block or item?
L1270[14:01:54] <Curle> i'd be happy to let any of you guys play :L
L1271[14:01:57] <Curle> the model?
L1272[14:01:57] <williewillus> yeah are these in the right spot?
L1273[14:02:05] <Curle> item
L1274[14:02:15] <williewillus> also your item's registry name
L1275[14:02:18] <williewillus> doesn't match the casing of your json
L1276[14:02:19] <Curle> model is assets/ddocks/models/item/testingblock
L1277[14:02:23] <williewillus> match everything exactly
L1278[14:02:29] <howtonotwin> And you have a model/block/TestingBlock.json too
L1279[14:02:29] <gigaherz> killjoy1: Oh I see, it's a litemod, with optional forge stuff
L1280[14:02:33] <gigaherz> yeah no diea about that
L1281[14:02:46] <killjoy1> well that's just for proxy
L1282[14:02:47] <Curle> howto: yeah.
L1283[14:02:54] <killjoy1> so I can apply custom armor stuff
L1284[14:03:37] <killjoy1> I think this is the problem class. https://git.io/v6MVl
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L1286[14:03:56] <killjoy1> (I didn't write it) :(
L1287[14:05:15] <Curle> alright, everything is matched, reloading eclipse
L1288[14:05:32] <Curle> willie, want me to get my 1.10 unstable server out?
L1289[14:05:39] <williewillus> sure
L1290[14:06:18] <Curle> Loading now.
L1291[14:06:32] <Mogul> Hm. What could I possibly have done wrong that my ClientProxy works as intended, my CommonProxy on the other hand doesn't?
L1292[14:06:34] <Curle> god damn, i can't get rid of this empty $project_loc error
L1293[14:06:46] <williewillus> Mogul: what does "working" mean
L1294[14:07:08] <Curle> he didn't use the word "working" :L
L1295[14:07:20] <HassanS6000> what renders the itemstacks on an armor stand?
L1296[14:07:29] <HassanS6000> like what class
L1297[14:07:30] <williewillus> HassanS6000: custom layerrenderer
L1298[14:07:32] <williewillus> LayerHeldItem
L1299[14:07:37] <williewillus> Curle: "works" close enough
L1300[14:07:42] <williewillus> the poin t was the message is vague
L1301[14:07:49] <Mogul> williewillus: Well, I got some new blocks for testing and have to "registerCustomModelResourceLocations" in my ClientProxy. As the blocks are loaded and operational this proxy seems to work.
L1302[14:08:02] <williewillus> okay
L1303[14:08:07] <Mogul> On the other hand my CommonProxy's methods don't seem to be called.
L1304[14:08:13] <williewillus> do you call them?
L1305[14:08:16] <Mogul> I probably am just missing something stupid; as usual.
L1306[14:08:22] <williewillus> they aren't magically called
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L1308[14:09:02] <Mogul> I got e.g. an "init()" method in my CommonProxy, the ClientProxy overrides that. I call that from my main mod file on the FMLInit event.
L1309[14:09:11] <williewillus> okay but do you call super?
L1310[14:09:20] <williewillus> its not going to run if you override it and don't call super :P
L1311[14:09:21] <Mogul> I don't think I do.
L1312[14:09:27] <williewillus> .-.
L1313[14:09:41] <Mogul> But, wait, call it from Client or Common Proxy?
L1314[14:09:52] <williewillus> only ONE proxy is instantiated wheenver you start the game
L1315[14:09:54] <williewillus> on the physical client
L1316[14:09:59] <williewillus> that is your client proxy
L1317[14:10:07] <Curle> willie, it's up
L1318[14:10:15] <williewillus> so if you WANT anything in your "common" proxy (which shouldn't even be in there anyway) you have to call super yourself
L1319[14:10:19] <williewillus> common proxies are silly
L1320[14:10:27] <williewillus> if it's common it shouldn't be in a proxy in the first place
L1321[14:10:29] <Mogul> I just followed orders! xD
L1322[14:10:33] <williewillus> whose?
L1323[14:10:42] <Mogul> Modders tutorial's =D
L1324[14:10:45] <williewillus> whose
L1325[14:10:59] <Mogul> Uh, dunno, BedrockMiner, uhm, some others.
L1326[14:11:00] <Curle> doctor whose
L1327[14:11:02] <gigaherz> no matter who's almost all tutorials are broken ;P
L1328[14:11:05] <williewillus> ^
L1329[14:11:07] <Mogul> Never had proxies before myself.
L1330[14:11:30] <gigaherz> Mogul: the way proxies should work becomes clear when you understand WHY they exist
L1331[14:11:32] <Mogul> So, is there a recent tutorial (for 1.10.2) that is not broken?
L1332[14:11:38] <gigaherz> not that I'm aware of
L1333[14:11:56] <Mogul> Well, I thought they exist so that the same code is not executed on the client- and the server-side.
L1334[14:12:01] <gigaherz> if anyone has good tutorials for 1.9.4+, I haven't seen them
L1335[14:12:07] <gigaherz> Mogul: yes but
L1336[14:12:11] <gigaherz> WHICH client and server? ;P
L1337[14:12:21] <gigaherz> the proxies exist for the purpose of not loading code in the wrong *jar*
L1338[14:12:23] <gigaherz> as in
L1339[14:12:27] <gigaherz> when you run in a dedicated server
L1340[14:12:32] <gigaherz> the serverProxy is loaded
L1341[14:12:34] <gigaherz> but the clientProxy isn't
L1342[14:12:52] <gigaherz> and likewise, when you run in a client, the clientProxy is loaded, but the serverProxy isn't
L1343[14:12:52] <williewillus> i just save the words and just link now :P
L1344[14:12:53] <williewillus> mcforge.readthedocs.io/en/latest/concepts/sides/
L1345[14:12:54] <williewillus> read
L1346[14:13:03] <gigaherz> this allows you to avoid missing references
L1347[14:13:07] <gigaherz> that would prevent the code from loading at all
L1348[14:13:22] <gigaherz> or crashing because of null pointers if it did happen to load
L1349[14:13:26] <tterrag|ZZZzzz> is the font renderer busted in 1.9+ ? I am passing black to drawString and it draws white
L1350[14:13:31] *** tterrag|ZZZzzz is now known as tterrag
L1351[14:13:38] <gigaherz> I haven't had any issue with my magic mod
L1352[14:14:00] <gigaherz> the text drawing code ported to 1.9+ just fine, so far as I recall
L1353[14:14:09] <tterrag> it also works if I enable the drop shadow
L1354[14:14:13] <tterrag> but without, it's white
L1355[14:14:13] <Mogul> Huh, I had thought that I had seen that somewhere in the readthedocs-files...
L1356[14:14:27] <gigaherz> hmm so it ignores the color?
L1357[14:14:37] <tterrag> only if it's black, it seems
L1358[14:14:48] <gigaherz> ah no idea then -- I never draw black ;p
L1359[14:14:51] <tterrag> wait, no
L1360[14:15:58] <tterrag> the hell...
L1361[14:16:49] <tterrag> first string works, second one doesn't
L1362[14:16:56] <tterrag> afaict I am not modifying the GL state between them
L1363[14:17:22] <tterrag> https://github.com/wyldmods/SimpleAchievements/issues/10
L1364[14:18:33] <tterrag> hm...commented out some stuff and it was fixed...must be some vanilla method changing state
L1365[14:18:49] <tterrag> oh gawd
L1366[14:18:55] <tterrag> I was using GL11 for color in one spot
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L1369[14:30:08] <Curle> eerie silence?
L1370[14:30:42] <Mogul> Well, I read, I called super, it works. So much for that.
L1371[14:30:56] <Mogul> Think I roughly get it now.
L1372[14:31:00] <williewillus> the point is beyond that
L1373[14:31:08] <williewillus> if you get the article you should see why a "Common" proxy is silly :P
L1374[14:31:19] <Mogul> Well, that's the question.
L1375[14:31:37] <Mogul> I often thought "Why is it CommonProxy and ClientProxy and not Client and Server?".
L1376[14:31:42] <williewillus> heh
L1377[14:31:51] <williewillus> because whoever came up with the commonproxy thing didn't understand
L1378[14:32:21] <Mogul> Well, it's even in the SidedProxy annotation comments...!
L1379[14:32:56] <williewillus> blergh
L1380[14:33:10] <Curle> willie, i'm pretty sure it was Pahimar who started the CommonProxy bananza
L1381[14:33:15] <williewillus> nah
L1382[14:33:20] <williewillus> if its in the fml docs cpw started it :P
L1383[14:33:38] <williewillus> either way now you know
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L1385[14:33:58] <Curle> when in doubt, blame Pahimar.
L1386[14:33:59] <Curle> :L
L1387[14:34:18] <williewillus> poor guy
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L1390[14:35:18] <Mogul> Well, I don't really know honestly - is it good practice or bad practice? And what should I do if I didn't use proxies? Just check if world is remote?
L1391[14:35:36] <sham1> what are you trying to do
L1392[14:36:04] <Mogul> Setting up my project in a decent way, for now.
L1393[14:36:19] <Mogul> And I thought I should probably start looking at proxies for that. xD
L1394[14:36:19] <sham1> you should use proxies
L1395[14:36:41] <williewillus> proxies and isRemote are completely different
L1396[14:36:47] <williewillus> the article shouldve told you that much :V
L1397[14:36:55] <tterrag> williewillus: cpw started it, and considering he wrote the system, I doubt he didn't understand it
L1398[14:36:55] <howtonotwin> Logical side != Physical side
L1399[14:36:57] <Mogul> I forget fast.
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L1401[14:37:05] <williewillus> tterrag: then just bad naming
L1402[14:37:09] <tterrag> the point of common/client is that you rarely need a server proxy
L1403[14:37:14] <tterrag> a common proxy is for BOTH sides
L1404[14:37:19] <williewillus> yes but if it's common
L1405[14:37:22] <tterrag> this is why client extends it and it calls super
L1406[14:37:22] <williewillus> it shouldn't be in a proxy
L1407[14:37:42] <tterrag> it can be. for when you want to easily extend to clientside
L1408[14:37:48] <Mogul> tterrag: Yeah, I realized that when I thought about why I would call super.
L1409[14:37:54] <sham1> common proxy should be the proxy where both proxies derive from
L1410[14:38:10] <sham1> Not an actual used proxy for any side
L1411[14:38:27] <tterrag> sham1: perhaps but like I said, there are very very few things that require a dedicated server proxy
L1412[14:38:45] <Mogul> So - I should use ClientProxy for e.g. rendering but can ignore the CommonProxy for most parts?
L1413[14:38:46] <sham1> makes the codebase nicer imo
L1414[14:39:25] <TTFTCUTS> commonproxy is where stuff needed on both sides goes, client is client only and server is dedicated only iirc
L1415[14:39:33] <howtonotwin> If you have a SidedProxy, then it needs a server and client side, two arbitrary classes. If you want to be able to actually call methods on it, those two need a common superclass so virtual method lookup works. Therefore, CommonProxy exists
L1416[14:39:34] <sham1> exactly
L1417[14:40:10] <TTFTCUTS> and honestly I'm not sure I can think of anything that you'd need to use a server proxy for
L1418[14:40:18] <sham1> server commands
L1419[14:40:25] <tterrag> nope
L1420[14:40:28] <tterrag> those are client-safe
L1421[14:40:32] <tterrag> using FMLServerStartedEvent
L1422[14:40:33] <Mogul> Huh, if there's supposed to be a ServerProxy then it's even more mysterious why neither tutorials nor code comments mention it. oO
L1423[14:40:33] <sham1> yep
L1424[14:40:36] <Curle> rip me
L1425[14:40:37] <sham1> They can still be put there
L1426[14:40:41] <tterrag> not really
L1427[14:40:47] <Curle> is there a helpfixer for 1.10?
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L1429[14:40:48] <Curle> :L
L1430[14:40:48] MineBot sets mode: +v on RichardG
L1431[14:40:49] <TTFTCUTS> that's the thing Mogul, you don't need one
L1432[14:40:50] <sham1> so the proxy gets some use
L1433[14:40:56] <tterrag> since you still need to respond to the FML state event you would have to put the hook for it in your @Mod file, defeating the poiunt
L1434[14:40:58] <TTFTCUTS> 99% of the time
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L1436[14:41:28] <sham1> it just makes more sense to have a dedicated proxy class for the server
L1437[14:41:50] <sham1> it's not like you use the common proxy for anything anyway
L1438[14:41:54] <williewillus> Curle: what does helpfixer actually fix anyway
L1439[14:41:59] <williewillus> and why isnt the fix in forge yet :P
L1440[14:42:08] <tterrag> pretty sure helpfixer has been irrelevant since 1.7
L1441[14:42:09] <Mogul> Hm. Perhaps this "asymmetry" is what is making this topic confusing...
L1442[14:42:10] <Curle> it fixes the sorting algorithm of forge
L1443[14:42:20] <williewillus> so why didnt the author PR >.<
L1444[14:42:24] <Curle> no idea
L1445[14:42:30] <Curle> tterrag, it worked for me
L1446[14:42:31] <Curle> :L
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L1448[14:42:43] <tterrag> Curle: it is pointless on 1.8+
L1449[14:42:52] <tterrag> williewillus: it was made after 1.7.10 forge was "dead" iirc
L1450[14:43:00] <williewillus> what does it fix though? :P
L1451[14:43:03] <tterrag> a PR would have been a waste of time
L1452[14:43:07] <Curle> it quite obviously isn't pointless, because it just worked!
L1453[14:43:08] <Curle> :L
L1454[14:43:11] <tterrag> stupid mods returning 0 from compareTo
L1455[14:43:59] <williewillus> commands a comparable wat
L1456[14:44:01] <howtonotwin> Dies's rants over those mods were hilarious
L1457[14:44:01] <williewillus> oh it is
L1458[14:44:17] <tterrag> yes, because they are sorted
L1459[14:44:20] <williewillus> what mods don't extend the vanilla CommandBase class? 0.o it implements compareTo correctlg for you
L1460[14:44:22] <tterrag> the problem was in 1.7 there were no generics
L1461[14:44:26] <tterrag> it didn't in 1.7
L1462[14:44:30] <tterrag> because generic silliness
L1463[14:44:33] <williewillus> oh lol
L1464[14:44:42] <tterrag> and so the compiler would force you to implement a compareTo(Object) method
L1465[14:44:44] <tterrag> which is obviously invalid
L1466[14:45:03] <tterrag> it was a right pain
L1467[14:45:10] <tterrag> but since 1.8 we have generics and no one needs to implement compareTo
L1468[14:45:19] <tterrag> so if helpfixer is needed then some mod is being especially dumb
L1469[14:45:25] <tterrag> and it should be reported to them, not hacked around
L1470[14:47:18] <Zidane> Anyone have example code of the correct way to handle blocks who rotate to face you on placement?
L1471[14:47:31] <williewillus> vanilla
L1472[14:47:42] <Zidane> I see you set the facing property
L1473[14:47:54] <Zidane> Do you handle the rotation in your custom model when it is baked or?
L1474[14:48:20] <williewillus> yeah most normal blocks are rotated in the blockstate json
L1475[14:48:31] <Zidane> Gotcha, thanks
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L1477[14:52:22] <BordListian> It's really weird when things have reverse memory leaks
L1478[14:52:36] <howtonotwin> ...?
L1479[14:52:37] <BordListian> they just freeze and free up almost all their memory
L1480[14:53:32] <Curle> i think 1.10 might have a major memory leak
L1481[14:53:42] <Curle> i just loaded a world and it filled up my 16GB of ram
L1482[14:53:45] <kenzierocks> this summer, the garbage collectors is collecting everything.....even things with hard references
L1483[14:53:53] <kenzierocks> Curle: o.O
L1484[14:54:02] <williewillus> wat
L1485[14:54:06] <Curle> yeah.
L1486[14:54:07] <williewillus> ive never had something like that
L1487[14:54:07] <kenzierocks> i've loaded up way more worlds with like 0 memory usage
L1488[14:54:09] <BordListian> Firefox just collapsed down to 114 MB
L1489[14:54:21] <Curle> this is vanilla, too.
L1490[14:54:32] <williewillus> BordListian: that's just its internal stuff deciding to free used memory
L1491[14:54:35] <kenzierocks> also, it cant fill up your RAM unless you do -Xmx16G?
L1492[14:54:40] <williewillus> ^
L1493[14:54:43] <williewillus> which is too much for vanilla
L1494[14:54:50] <Curle> It did nonetheless
L1495[14:54:53] <Curle> :L
L1496[14:54:57] <williewillus> impossible
L1497[14:55:00] <kenzierocks> unless you somehow, in vanilla, are loading 16gb of string literals or classes
L1498[14:55:04] <kenzierocks> that is impossible
L1499[14:55:06] <BordListian> Firefox tends to be 700-1400 MB
L1500[14:55:17] <BordListian> and i assure you that i'm not intentionally closing it
L1501[14:55:19] <williewillus> unless you have a broken OS or jvm :P
L1502[14:55:32] <BordListian> so if its internals are freeing up memory, its internals are wrong
L1503[14:55:38] <williewillus> wat
L1504[14:55:53] <williewillus> firefox is multiprocess btw are you sure you saw the whole thing?
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L1506[14:56:28] <BordListian> it's just two processes tho
L1507[14:56:43] <BordListian> main window and plugin container
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L1509[14:58:10] <howtonotwin> Why is freeing up memory wrong?
L1510[14:58:17] <Curle> pretty sure it's a broken jvm
L1511[14:58:18] <williewillus> also yeah
L1512[14:58:27] <williewillus> Curle: what are you using for jvm?
L1513[14:58:30] <Curle> -Xmx1G it still fills up
L1514[14:58:36] <Curle> JDK's jre
L1515[14:58:41] <williewillus> whose jdk
L1516[14:58:45] <Curle> Java's
L1517[14:58:46] <Curle> :L
L1518[14:58:51] <williewillus> oracle or open
L1519[14:58:55] <williewillus> and which version
L1520[14:58:56] <Curle> oracle
L1521[14:58:58] <BordListian> howtonotwin, because it basicly just crashed
L1522[14:59:11] <williewillus> Curle: and how can you tell it "fills up"?>
L1523[14:59:18] <Curle> JDK1.8_74
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L1525[14:59:39] <Curle> i can tell because everything crashes and Task manager says ram is 100% and Java SE binary is at the top
L1526[14:59:44] <Curle> with red 99%
L1527[15:00:26] <williewillus> i say broken native drivers
L1528[15:00:31] <williewillus> def not a mc thing
L1529[15:00:39] <williewillus> also try updating the java
L1530[15:00:41] <Curle> it only happens with 1.10.2 as far as i can tell
L1531[15:00:41] <quadraxis> run VisualVM
L1532[15:00:43] <williewillus> latest is u102
L1533[15:00:50] <Curle> good call
L1534[15:00:50] <williewillus> and yeah run vvm
L1535[15:01:11] <howtonotwin> you shouldn't use 102 unless you REALLY need to
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L1537[15:01:18] <williewillus> why
L1538[15:01:19] <williewillus> ?
L1539[15:01:23] <howtonotwin> It's a special version
L1540[15:01:28] <williewillus> something wrong with it?
L1541[15:01:30] <howtonotwin> Oracle has a page on it
L1542[15:01:33] <howtonotwin> lemme find it
L1543[15:01:40] <williewillus> is it just oracle 102 or open 102
L1544[15:01:46] <williewillus> I'm on arch so I get latest everything :P
L1545[15:02:11] <quadraxis> it's just some non-security things that'll be in the next release anyway
L1546[15:02:32] <williewillus> i mean imo that's not a reason to say 'don't use it' :P
L1547[15:02:54] <Curle> especially since it's ~30 updates ahead of me
L1548[15:03:07] <howtonotwin> http://superuser.com/a/1110143/532734
L1549[15:03:24] <howtonotwin> from: http://www.oracle.com/technetwork/java/javase/cpu-psu-explained-2331472.html
L1550[15:03:35] <williewillus> i doubt it matters for end users like us
L1551[15:03:39] <howtonotwin> where 101 = CPU and 102 = PSU
L1552[15:03:56] <howtonotwin> "Most users should choose the CPU release." - Oracle
L1553[15:04:06] <williewillus> ?shrug
L1554[15:04:11] <williewillus> i really don't think it matters
L1555[15:04:14] <williewillus> if you're an enterprise it does
L1556[15:04:18] <williewillus> otherwise it doesn't
L1557[15:04:35] <howtonotwin> "Java PSU releases should only be used if you are being impacted by one of the additional bugs fixed in that version." - Oracle
L1558[15:04:48] <williewillus> i don't care :P
L1559[15:05:06] <williewillus> if it's latest I'm using it that's why I chose this dist ;p
L1560[15:05:46] <quadraxis> regardless, both 101 and 102 are newer than 74
L1561[15:06:18] <Curle> ^
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L1563[15:11:42] <sham1> http://i.imgur.com/6jXiPdZ.png Damn it Win10 for forcing me to use a while terminal for this
L1564[15:11:46] <sham1> My poor eyes
L1565[15:12:06] <howtonotwin> You don't have to?
L1566[15:12:28] <sham1> If I use a dark background I cannot see the links
L1567[15:12:34] <sham1> It's not much of a problem, but still
L1568[15:13:07] <howtonotwin> Does emacs not have a dark background option?
L1569[15:13:33] <sham1> Yes
L1570[15:13:35] <sham1> Thankfully
L1571[15:13:59] <sham1> Now my eyes don't bleed
L1572[15:14:53] <Mogul> Argh. Back at what I had been checking out again - after updating Forge I was able to "event.setResult(Result.DENY)" all "DecorateBiomeEvent.Decorate" events, listening to the TERRAIN_GEN_BUS, to stop all biome decorations, including those of the Roofed Forest biome.
L1573[15:15:37] <Mogul> When I filter the event by "Decorate.EventType" and only deny those events of type "TREE" though, the Roofed Forest still generates with all it's trees.
L1574[15:15:42] <sham1> I'd rather be using the gui version, but because under the linux subsystem GTK3 does not work correctly and the emacs for ubuntu uses gtk3...
L1575[15:15:56] <sham1> I'd have to build it myself
L1576[15:16:01] <Mogul> I have to deny "SHROOM" events to make the Roofed Forest not generate trees. What did I do wrong there? oO
L1577[15:16:31] <howtonotwin> That seems like vanilla did something fucky
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L1582[15:35:22] <Mogul> As far as I can see the code to generate Dark Oak trees is called from line 168 of the BiomeDecorator class, calling the "genBigTreeChance" method of the respective biome if the "TerrainGen"-class's "decorate" method doesn't return a "DENY" Result for the Decorate event of "EventType" "TREE".
L1583[15:35:48] <Mogul> In this case Roofed Forest is an instance of BiomeForest, "genBigTreeChance" at line 51 in the "BiomeForest" class returns a "CanopyTree" if the "BiomeForest.Type" is "ROOFED".
L1584[15:36:10] <Mogul> So where does this go wrong, what am I missing again?
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L1593[16:02:27] <williewillus> whaaat you can silk touch silverfish blocks into normal blocks
L1594[16:02:28] <williewillus> til
L1595[16:02:53] <TehNut> since when..? o.O
L1596[16:02:58] <williewillus> no idea
L1597[16:03:01] <williewillus> i just saw it in the code
L1598[16:03:19] <williewillus> Block.createStackedBlock (which really should be createSilktouchDrop) is overridden for the monster egg blocks
L1599[16:03:38] <gigaherz> lol so silktouch returns the origina block?
L1600[16:03:46] <williewillus> yes
L1601[16:03:52] <gigaherz> nice to know XD
L1602[16:04:17] <williewillus> !gm Block.createStackedBlock
L1603[16:09:35] <sham1> Feels weird to be using Ubuntu again
L1604[16:10:07] <williewillus> what were you on before?
L1605[16:10:40] <sham1> Well, I still have Gentoo as my actual linux distros. But now that I am using the linux subsystem
L1606[16:10:48] <sham1> I once again use Ubuntu
L1607[16:11:50] <williewillus> i feel like that doesn't count
L1608[16:11:53] <williewillus> lol
L1609[16:12:03] <sham1> Well, it's the entire Ubuntu without the linux kernel
L1610[16:12:30] <sham1> GNU/NT Ubuntu
L1611[16:12:30] <williewillus> oh the silverfish silktouch thing was a 1.8 thing
L1612[16:12:56] <williewillus> stallman is probaly furious
L1613[16:13:44] <sham1> probably
L1614[16:14:31] <sham1> I am at the moment building emacs
L1615[16:14:38] <sham1> maybe it will work this time
L1616[16:16:20] <sham1> And it works
L1617[16:18:34] <sham1> Finally a GUI that I can actually look at
L1618[16:20:28] <williewillus> how do I send a packet to everyone tracking an entity?
L1619[16:20:35] <williewillus> is it just the same as everyone tracking the chunk
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L1624[16:26:02] <sham1> http://i.imgur.com/3YS9x8G.png
L1625[16:26:04] <sham1> This is so cool
L1626[16:26:29] <Curle> wat
L1627[16:27:06] <gigaherz> ah emacs on windows 10
L1628[16:27:08] <sham1> Windows 10's linux subsystem running emacs for me
L1629[16:27:11] <sham1> Yep
L1630[16:27:16] <sham1> Just compiled
L1631[16:27:29] <gigaherz> I dislike it just from the name ;pe-"mac"-s
L1632[16:27:57] <sham1> It still says stuff about dbus in the terminal even though I disabled dbus in configure, but meh
L1633[16:28:15] <sham1> Goodbye cmd.exe
L1634[16:28:41] <Curle> so now we have 3 command interfaces?
L1635[16:28:48] <sham1> yah
L1636[16:28:50] <Curle> cmd, shell and bash
L1637[16:29:04] <gigaherz> powershell, you mean?
L1638[16:29:07] <Curle> yeah
L1639[16:29:15] <gigaherz> well
L1640[16:29:19] <gigaherz> bash isn't REALLY a windows shell
L1641[16:29:28] <Curle> its a command line though
L1642[16:29:29] <sham1> It's complicated
L1643[16:30:08] <gigaherz> it's an ubuntu userland
L1644[16:30:13] <gigaherz> running on top of an emulated kernel
L1645[16:30:22] <Curle> pretty sure its natice
L1646[16:30:25] <Curle> native
L1647[16:30:27] <Curle> not emulated
L1648[16:30:35] <gigaherz> it's a windows kernel driver
L1649[16:30:38] <gigaherz> that emulates the linux one
L1650[16:30:40] <sham1> Well, I like to think of it like reverse WINE
L1651[16:30:50] <Curle> sham, we've been through this
L1652[16:31:00] <Curle> linux in windows, not windows in linux
L1653[16:31:05] <Curle> yada yada yada
L1654[16:31:06] <Curle> :L
L1655[16:31:20] <williewillus> wat
L1656[16:31:32] <Ordinastie_> I think that's what "reverse" means
L1657[16:31:42] <gigaherz> it's not REALLY "reverse wine"
L1658[16:31:49] <gigaherz> since wine is only usermode ;P
L1659[16:31:59] <gigaherz> it works at ntdll level
L1660[16:32:04] <gigaherz> rather than doing actual syscall
L1661[16:32:04] <gigaherz> s
L1662[16:32:11] <gigaherz> it does normal calls to winesrv
L1663[16:32:18] <gigaherz> but anyhow
L1664[16:32:26] <Curle> oh yeah, your model's coming along nicely
L1665[16:32:26] <Curle> :L
L1666[16:32:28] <Curle> orid
L1667[16:32:30] <Curle> damnit
L1668[16:32:30] <gigaherz> I guess it works as a concept
L1669[16:32:30] <gigaherz> ;P
L1670[16:32:43] <gigaherz> although it's really closer to container architecture
L1671[16:32:45] <sham1> Now we just need to make WINE a kernel module for Linux
L1672[16:32:46] <gigaherz> than it is to wine
L1673[16:32:51] <Ordinastie_> Curle, screen or it didn't happen
L1674[16:33:14] <Curle> ordi, just closed it
L1675[16:33:15] <Curle> :L
L1676[16:33:23] <sham1> Also, one can run WINE through the subsystem allowing people to use Win98 software under 64-bit win10
L1677[16:33:24] <Ordinastie_> yeah, sure
L1678[16:33:31] <Curle> yeah.
L1679[16:33:33] <Curle> night lads.
L1680[16:34:00] <sham1> Running away from responsibility I see
L1681[16:34:09] <gigaherz> sham1: you can run win98 software on x64 just fine
L1682[16:34:13] <gigaherz> no need for wine ;P
L1683[16:34:38] <sham1> Well more like 16-bit stuff
L1684[16:34:44] <gigaherz> windows even has replacements for the 16bit installer stubs
L1685[16:34:47] <gigaherz> that work on x64 ;p
L1686[16:35:00] <gigaherz> butyeah old 16bit apps maybe
L1687[16:35:18] <sham1> It's still a novel consept
L1688[16:35:34] <gigaherz> althouhg I doubt it will work
L1689[16:35:39] <sham1> Run linux under windows that runs windows stuff with Wi
L1690[16:35:41] <gigaherz> since wine's limited 16bit support requires vm86 mode
L1691[16:35:42] <sham1> WINE*
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L1693[16:36:54] <howtonotwin> Project Drawbridge, which is where the stuff behind WSL came from, was actually trying to see how to run Win9x programs on modern Windows :P
L1694[16:37:13] <sham1> What I'd love to do is to be able to launch stuff like WSL gui programs without the use of bash
L1695[16:37:49] <sham1> Well, without having to use the cmd.exe
L1696[16:37:52] <Zidane> So I specified "facing=west": { "model": "almura:shape/child/CEP_Priest_goddess.shape", "y": 270 }, in my blockstate json. The .shape is my custom format. When I go in-game, my block has the facing property but never rotates.
L1697[16:37:54] <Zidane> Any ideas?
L1698[16:38:02] <gigaherz> sham1: can you pass paramteres to "bash.exe"?
L1699[16:38:05] <howtonotwin> All bash.exe does is talk to the lxss session manager, so at release I guess MS may give a way for other progs to do it
L1700[16:38:46] <sham1> I hope that at that point we will get an X11 server to be bundled with it
L1701[16:38:57] <sham1> When it is released
L1702[16:39:54] <gigaherz> this is NOT meant for running random apps
L1703[16:40:01] <gigaherz> they did it only for running buildscripts and such
L1704[16:40:06] <gigaherz> so I doubt they'd do X11
L1705[16:40:23] <gigaherz> (specially when even linux is finally starting to move away from it -- slowly)
L1706[16:40:46] <sham1> To be fair
L1707[16:40:56] <sham1> the crawl towards Wayland is very slow
L1708[16:41:38] <sham1> And while it may have been meant for buildscripts, people are still going to use the WSL for doing stuff like running GUI applications anyway
L1709[16:41:45] ⇨ Joins: Johannes13 (~Johannes1@p4FDE8080.dip0.t-ipconnect.de)
L1710[16:41:55] <__0x277F> So I was reminded of this fun issue I posted a while back (https://github.com/MinecraftForge/MinecraftForge/issues/3157), and I'm wondering if anyone knows of a good, usable GL debugger.
L1711[16:42:13] <__0x277F> I looked at a couple popular ones and they either segfault-on-start or don't even bother to compile correctly.
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L1713[16:44:05] <sham1> Because being able to run your build stuff under Windows in a Linux-like environment makes people want more stuff from linux, like for instance their favourite editors
L1714[16:44:14] <sham1> and other shit like that
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L1720[16:55:54] <LexDesktop> kenzierocks, umm https://github.com/MinecraftForge/ForgeGradle/commit/f36a4cfd92f1f14f7b0b7fe62fb94d9c1dbe3f1c
L1721[16:56:04] <LexDesktop> is it intentional that you just nuke the ententions folder?
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L1723[17:02:45] <LexDesktop> isnt http://puu.sh/qIqgG/53992cd608.png the same thing but you know.. actually functional?
L1724[17:04:37] <Zidane> How do I apply a transformation to quads returned from getQuads in IModel?
L1725[17:06:50] <williewillus> IModel doesn't have getQuads?
L1726[17:07:47] <williewillus> if you have access to the original unbaked model (IModel) simply bake it with a different IModelState (first arg). otherwise if you want to transform something that is already baked and you don;t have access to the original
L1727[17:07:52] <williewillus> you'll have to unpack the vertex data
L1728[17:08:01] <williewillus> and transform it there
L1729[17:09:17] <Zidane> Sorry williewillus , meant IBakedModel
L1730[17:09:22] <Zidane> I am implementing that
L1731[17:09:36] <Zidane> I have to...transform the vertices I think?
L1732[17:09:40] <williewillus> yeah you'll have to unpack and transform. it's an overhead
L1733[17:09:41] <Zidane> Before I build the quad
L1734[17:09:59] <williewillus> is this something where you don't have access to the original vertex data or unbaked model?
L1735[17:10:01] <tterrag> baked should be baked
L1736[17:10:14] <tterrag> if you find yourself needing to modify a baked model, you probably need to rethink your design
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L1738[17:10:40] <Zidane> williewillus, I've no idea...I am setting the rot value in blockstate.json but I don't think I am respecting any rotation or other transformation value in my baked model implementation
L1739[17:10:49] <Ordinastie_> tterrag, and yet the entire model system is based on that :p
L1740[17:10:57] <williewillus> wat
L1741[17:11:04] <Zidane> so y: 60 in blockstate json
L1742[17:11:09] <Zidane> Yet model never rotates
L1743[17:11:18] <williewillus> if you are doing that vanilla style
L1744[17:11:28] <williewillus> it won't work with anything not 0/90/180/270
L1745[17:11:41] <Zidane> Whoops, meant 90
L1746[17:11:41] <gigaherz> Zidane: does your custom model make use of TRSRTransformations passed into the IModel's bake method as the IModelState?
L1747[17:11:47] <Zidane> gigaherz, no
L1748[17:11:51] <gigaherz> yeah that's why
L1749[17:11:53] <Zidane> Hence why I think I made a mistake
L1750[17:11:57] <williewillus> does it have an unbaked for m at all?
L1751[17:12:05] <williewillus> (IModel)
L1752[17:12:14] <Zidane> Yes
L1753[17:12:14] <gigaherz> forge blockstate loader converts the rotations to TRSRTransformations
L1754[17:12:19] <gigaherz> that it passes over to the IModel's bake
L1755[17:12:21] <williewillus> then you want to apply it at bake time
L1756[17:12:35] <williewillus> the first argument to bake, IModelState, represents some transform to the base model
L1757[17:12:48] <williewillus> (bad class name imo but whatever :P)
L1758[17:12:55] <gigaherz> you basically haveto apply the TRSRTransformation.getMatrix()
L1759[17:13:05] <gigaherz> to the vertex positions, before baking them
L1760[17:13:17] <Zidane> Ah, that makes sense
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L1762[17:13:41] <williewillus> you get a TRSR by calling that IModelState you're passed, it's a function from Optional<? extends IModelPart> -> Optional<TRSR>
L1763[17:13:47] <williewillus> and that TRSR is the transform to apply
L1764[17:14:28] <gigaherz> yeh
L1765[17:14:37] <gigaherz> if (state instanceof TRSRTransformation) transform
L1766[17:14:37] <gigaherz> ;P
L1767[17:14:51] <williewillus> well no
L1768[17:14:54] <williewillus> even if it isnt a trsr
L1769[17:14:57] <williewillus> you can still get one out of it
L1770[17:15:01] <williewillus> because it has an interface method :P
L1771[17:15:09] <gigaherz> hm?
L1772[17:15:17] <williewillus> look at the IModelState itnerface definition :P
L1773[17:15:22] <gigaherz> oh I see
L1774[17:15:23] <gigaherz> yep
L1775[17:15:24] <williewillus> Optional<TRSRTransformation> apply(Optional<? extends IModelPart> part);
L1776[17:15:28] <williewillus> the trsr just returns itself
L1777[17:15:36] <gigaherz> ah you pass in an IModelPart
L1778[17:15:41] <gigaherz> wtf are IModelParts
L1779[17:15:42] <gigaherz> ;p
L1780[17:15:45] <williewillus> or nothing to represent the whole model
L1781[17:15:48] <Zidane> So passing optional.empty is fine there?
L1782[17:16:01] <gigaherz> well that's the whole purpose of optional
L1783[17:16:04] <gigaherz> so if it isn't fine
L1784[17:16:10] <gigaherz> someone needs a good smacking
L1785[17:16:22] <Zidane> I meant does it care about that lol
L1786[17:16:36] <williewillus> yes, an empty optional means "give me a transform for the whole model"
L1787[17:16:45] <gigaherz> yes, that's what I meant.
L1788[17:16:47] <williewillus> an optional with an IModelPart means "give me a transform for this specific part of the model"
L1789[17:16:52] <gigaherz> if it wasn't ok to use Optional.Empty
L1790[17:16:53] <Zidane> Okay sounds good, let me give it a shot
L1791[17:16:57] <gigaherz> optional would be meaningless ;P
L1792[17:17:03] <williewillus> though the camera transforms are IModelParts
L1793[17:17:04] <williewillus> :P
L1794[17:17:09] <gigaherz> ah I guess IModelPart is for the animation system?
L1795[17:17:14] <sham1> Optional eh
L1796[17:17:20] <williewillus> yes the joints are IModelParts
L1797[17:17:25] <williewillus> the vanilla camera transforms are as well
L1798[17:17:33] <williewillus> OBJ groups are
L1799[17:17:44] <gigaherz> are they now?
L1800[17:18:01] <gigaherz> I was thinking that'd be the reason they didn't work with the animation system
L1801[17:18:38] <williewillus> the only reason they don't right now is there is no way of specifying the data the animation sys needs
L1802[17:18:45] <williewillus> the models themselves are capable of it fine
L1803[17:19:01] ⇨ Joins: madcrazydrumma (~madcrazyd@host-89-241-237-80.as13285.net)
L1804[17:19:04] <williewillus> but fry wrote another json format to animate vanilla models, and b3ds can already store skeleton info
L1805[17:19:05] *** amadornes is now known as amadornes[OFF]
L1806[17:19:17] <williewillus> so there just hasn't been an obj equivalent yet
L1807[17:19:19] <gigaherz> oh I was hoping the json format would work with .obj
L1808[17:19:24] <madcrazydrumma> Hey guys! https://gist.github.com/anonymous/a99c4e17a8ffa182ed4f2fdd0ed7e395 I'm trying to use my custom sound but its not being played. My sounds.json is here: http://pastebin.com/eGpbNqwi
L1809[17:19:30] <williewillus> could probably retrofit it to
L1810[17:19:32] <gigaherz> using the part names in it to rotate and such
L1811[17:20:07] <williewillus> madcrazydrumma: errors in the log when it's being played?
L1812[17:20:11] <williewillus> or on startup
L1813[17:21:04] <williewillus> and i notice you're using player.playSound. that's sensitive to what logical side you call it on
L1814[17:21:24] <williewillus> see the bottom of this article
L1815[17:21:24] <williewillus> http://mcforge.readthedocs.io/en/latest/effects/sounds/
L1816[17:21:56] <williewillus> if you call it serverside only it plays it to everyone EXCEPT the person you callefd it on
L1817[17:23:00] <madcrazydrumma> Oh
L1818[17:23:11] <madcrazydrumma> well the player is from a packet server side
L1819[17:23:20] <madcrazydrumma> Shall I just call it on Minecraft#thePlayer?
L1820[17:23:34] <williewillus> wait so is this code executing on the server or client
L1821[17:23:43] <madcrazydrumma> The knockback is serverside
L1822[17:23:45] <gigaherz> "server side" and "Minecraft#thePlayer" in the same sentence
L1823[17:23:49] <williewillus> yeahhhh
L1824[17:23:54] <williewillus> Minecraft is a client-only class
L1825[17:23:59] <madcrazydrumma> I know
L1826[17:24:01] <Ordinastie_> he meant before sending his packet
L1827[17:24:04] <madcrazydrumma> ^^
L1828[17:24:13] <Ordinastie_> answer is yes
L1829[17:24:15] <madcrazydrumma> Yeah so in the keybind i have i send the packet
L1830[17:24:21] <Ordinastie_> or rather, doesn't matter
L1831[17:24:21] <madcrazydrumma> so i can just use the client to play the sound
L1832[17:24:26] <madcrazydrumma> What do you mean?
L1833[17:24:28] <gigaherz> who has to hear this sound
L1834[17:24:29] <williewillus> so the actual sound playing is on the client correct?
L1835[17:24:34] <gigaherz> only the player who does the skill?
L1836[17:24:35] <Ordinastie_> either play sound when you send the packet to the server
L1837[17:24:37] <williewillus> and yes who needs to hear this
L1838[17:24:38] <gigaherz> or anyone who's around?
L1839[17:24:39] <madcrazydrumma> Yeah only the player
L1840[17:24:43] <madcrazydrumma> Actually wait
L1841[17:24:45] <madcrazydrumma> all of them*
L1842[17:24:58] <gigaherz> okay then you'll want it on the server, but using a method that sends packets ;P
L1843[17:24:58] <Ordinastie_> or play the sound when the packet is receive on the server, but don't call player.playSound, you need to call world.playSound
L1844[17:25:30] <williewillus> ^
L1845[17:25:42] <williewillus> they made the the sound methods really weirdly
L1846[17:25:44] <madcrazydrumma> player.worldObj.playSound? ;)
L1847[17:25:46] <gigaherz> or you can call it on both
L1848[17:25:53] <gigaherz> play it on the player before sending
L1849[17:25:57] <gigaherz> so that they hear the sound without lag
L1850[17:26:01] <madcrazydrumma> ^
L1851[17:26:02] <gigaherz> and then play it on the server using the player also
L1852[17:26:04] <williewillus> yup
L1853[17:26:07] <gigaherz> so that others ALSO hear the sound -- whenever
L1854[17:26:08] <madcrazydrumma> that way i dont have to use world
L1855[17:26:16] <williewillus> that's how the sound methods were designed
L1856[17:26:31] <williewillus> player.playSound plays to only you on client, plays to every EXCEPT you on server
L1857[17:26:42] <Ordinastie_> doesn't player.playSound on client send a packet to server so all other hear it too ?
L1858[17:26:45] <williewillus> nope
L1859[17:26:51] <williewillus> no client sound methods talk to the server
L1860[17:27:11] <Ordinastie_> hum, was sure there was one that did that
L1861[17:27:15] <gigaherz> wouldn't that imply people could make others hear random sounds?
L1862[17:27:16] <williewillus> http://mcforge.readthedocs.io/en/latest/effects/sounds/ see bottom
L1863[17:27:17] <madcrazydrumma> Im using player.playSound on EPMP from the packet and it doesnt make a sound
L1864[17:27:19] <madcrazydrumma> No errors
L1865[17:27:27] <williewillus> did you call it on the client ebfore sending?
L1866[17:27:27] <madcrazydrumma> Ill try this other way now
L1867[17:27:38] <madcrazydrumma> Plays now ^
L1868[17:27:40] <williewillus> of course because player.playSound on the server plays it to *everyone else*
L1869[17:27:40] <madcrazydrumma> Cheers
L1870[17:27:42] <gigaherz> remember you'll have to call twice
L1871[17:27:46] <gigaherz> once before sending the packet
L1872[17:27:46] <williewillus> cool
L1873[17:27:47] <madcrazydrumma> Yeah I am
L1874[17:27:50] <gigaherz> and once on the packet handler
L1875[17:27:56] <Zidane> lol williewillus gigaherz you guys are the best as always. Always great to learn something new
L1876[17:27:58] <Zidane> Rotation works
L1877[17:27:58] <gigaherz> (well the task that you should be scheduling)
L1878[17:28:02] <gigaherz> Zidane: heh
L1879[17:28:04] <madcrazydrumma> Is there a way to create a small lapse? So I can have the sound go a bit into the play before the spell is cast?
L1880[17:28:11] <williewillus> Zidane: just lots of guesswork
L1881[17:28:23] <Zidane> <- Seriously not a client guy
L1882[17:28:27] <gigaherz> madcrazydrumma: uhh, what XD
L1883[17:28:45] <gigaherz> you mean play sound first, and delay the spell a few ticks?
L1884[17:28:53] <Ordinastie_> Zidane, client is where all the fun is
L1885[17:29:28] <gigaherz> madcrazydrumma: IMO, if your sound effect is too late
L1886[17:29:31] <gigaherz> it's not sudden enough
L1887[17:29:32] <gigaherz> ;P
L1888[17:29:45] <gigaherz> you should trim it so that it starts more suddenly ;P
L1889[17:30:11] <gigaherz> and if you have some like, travel time, then you'd want two sound effects, a "travel" effect, that is played first, and then the "hit" effect that is played when the spell lands
L1890[17:30:16] <masa> well some sound effects start before the action, like using a nether portal
L1891[17:30:26] <madcrazydrumma> Yeah gigaherz
L1892[17:30:28] <Ordinastie_> madcrazydrumma, what you want is delay the spell instead
L1893[17:30:42] <madcrazydrumma> Thats what i mean ordi
L1894[17:30:49] <madcrazydrumma> whoops ordie*
L1895[17:30:49] <madcrazydrumma> ;)_
L1896[17:30:53] <williewillus> lol
L1897[17:30:55] <gigaherz> well then
L1898[17:30:55] <Zidane> So last question for you guys. My models face the exact opposite to Vanilla models. So using BlockPumpkin's values ends up with them facing the opposite way
L1899[17:30:58] <Ordinastie_> .!..
L1900[17:31:00] <gigaherz> use some tick handling ;P
L1901[17:31:02] <Zidane> Any way for me to correct this in bake step?
L1902[17:31:09] <Zidane> Like inverting the matrix maybe?
L1903[17:31:09] <madcrazydrumma> Any of you played skyrim?
L1904[17:31:15] <williewillus> rotate the model properly? ;p
L1905[17:31:25] <Zidane> williewillus, I wish lol
L1906[17:31:25] <gigaherz> Zidane: lol no inverting it would make it WAY WAY worse ;P
L1907[17:31:39] <gigaherz> Zidane: it sounds like your model is facing south while vanillafaces north, or similar
L1908[17:31:44] <Zidane> Correct gigaherz
L1909[17:31:46] <williewillus> id just change the values in the blockstate json
L1910[17:31:47] <williewillus> then
L1911[17:31:53] <gigaherz> so either correct it in the model itself
L1912[17:31:58] <gigaherz> correct the blockstates values
L1913[17:32:05] <Zidane> I'll do so in the blockstate, thanks
L1914[17:32:10] <gigaherz> or apply a 180 degree rotation on the Y axis
L1915[17:32:14] <williewillus> lol
L1916[17:32:15] <howtonotwin> It's convention (at least in most mods) for models to face north by default.
L1917[17:32:21] <williewillus> one of the choices is much easier than the others
L1918[17:32:27] <williewillus> (blockstate)
L1919[17:32:27] <gigaherz> howtonotwin: mine generally face south ;p
L1920[17:32:34] <howtonotwin> HEATHEN!
L1921[17:32:54] <williewillus> well didn't techne face south by default?
L1922[17:32:57] <williewillus> don't remember
L1923[17:33:02] <gigaherz> it's just that the modelling program is setup so that facing south means facing me
L1924[17:33:09] <gigaherz> so I end up making the front toward the south
L1925[17:33:10] <gigaherz> ;P
L1926[17:34:08] <sham1> heretic
L1927[17:34:11] <gigaherz> it would be "easy" to fix it
L1928[17:34:20] <gigaherz> I'd just have to change the rotation of the perspective view
L1929[17:34:27] <gigaherz> and change the "front" cplane to "back"
L1930[17:34:30] <gigaherz> and "right" to "left
L1931[17:34:37] <gigaherz> but yeah effort
L1932[17:34:42] <gigaherz> so south-facing models.
L1933[17:34:42] <howtonotwin> I remember being quite tired one day and having a stoner moment about the philosophy of the Z axis being negative in the direction you look in within that program.
L1934[17:35:00] <howtonotwin> or something
L1935[17:35:03] <gigaherz> hm?
L1936[17:35:14] <howtonotwin> I was very sleepy ok
L1937[17:35:16] <gigaherz> Z grows the further away it gets from the screen
L1938[17:35:26] <gigaherz> because walking forward is positive ;p
L1939[17:35:35] <howtonotwin> South is z+
L1940[17:35:41] <howtonotwin> if south is front
L1941[17:35:42] <gigaherz> hm?
L1942[17:35:45] <howtonotwin> backwards is z+
L1943[17:35:55] <gigaherz> no, my models face backward ;P
L1944[17:36:09] <gigaherz> Z+ is still north
L1945[17:36:10] <howtonotwin> your models have their front facing south correct
L1946[17:36:15] <howtonotwin> z+ is south
L1947[17:36:21] <gigaherz> is it?
L1948[17:36:26] <howtonotwin> DUNSWE
L1949[17:36:28] <howtonotwin> yes
L1950[17:36:34] <gigaherz> one more reason to dislike opengl, I guess
L1951[17:36:35] <gigaherz> ;P
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L1953[17:37:24] <masa> speaking of, I believe in 1.8 when pumpkins grow their facing changed to the opposite from what it used to be before
L1954[17:37:32] <gigaherz> Y+ is up because sea level
L1955[17:37:45] <howtonotwin> pumpkins have facing?
L1956[17:37:50] <masa> yeah great sentecne right there
L1957[17:38:06] <gigaherz> Z+ should be north because it's positive to walk forward, and we agree north should be the default forward
L1958[17:38:06] <masa> changed it too many times and it got fucked up :D
L1959[17:38:19] <williewillus> howtonotwin: is that serious question :P
L1960[17:38:24] <gigaherz> and X+ is to the right because there's more right-handed people than left-handed
L1961[17:38:25] <howtonotwin> yes
L1962[17:38:27] <masa> when pumpkins grow they always face the same way, and that changed in 1.8
L1963[17:38:28] <howtonotwin> I am dumb dumb
L1964[17:38:30] <gigaherz> ;P
L1965[17:38:33] <williewillus> theyve only had facing for 6 years hehe
L1966[17:38:43] <howtonotwin> ok
L1967[17:38:50] * howtonotwin cries in a corner
L1968[17:39:35] <masa> you know, the carved face, which is only on one side
L1969[17:39:52] <gigaherz> I always found it stupid that pumpkins have faces on them
L1970[17:40:02] <masa> yeah..
L1971[17:40:07] <williewillus> #blamenotch
L1972[17:40:13] <gigaherz> IMO pumpkins shouldn't have the face
L1973[17:40:23] <masa> they must have made some serious genetic manipulation to make them grow with a carved face
L1974[17:40:34] <gigaherz> and there should be "jack-o-lanterns" and "lit jack-o-lanterns" separately
L1975[17:40:35] <gigaherz> ;p
L1976[17:40:43] <masa> yep
L1977[17:40:47] <gigaherz> then
L1978[17:40:55] <gigaherz> they should have made it so that the carved ones grow only on haloween
L1979[17:41:34] <tterrag> gigaherz: suggest it to quark / vazkii :P
L1980[17:41:50] <howtonotwin> Also, how do you put a pumpkin on your head without punching a hole through the bottom?
L1981[17:42:05] *** Mata is now known as MattOfflineMc
L1982[17:42:12] <gigaherz> howtonotwin: same reason as it having a carving
L1983[17:42:17] <gigaherz> they must grow with the hole.
L1984[17:42:32] <gigaherz> tterrag: does it have an issue tracker?
L1985[17:42:36] <howtonotwin> But if you place them down I'm pretty sure the bottom is solid :P
L1986[17:42:37] <tterrag> it's on github
L1987[17:42:49] <gigaherz> foundit.
L1988[17:43:46] <williewillus> vaz doesnt do suggestions on gh iirc but that could've just been a botania thing
L1989[17:43:50] <LexDesktop> someone remind me to stab kenzierocks for being stupid.
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L1991[17:45:28] <howtonotwin> inb4 recipe to make unlit carved pumpkin is the vanilla JoL + redstone torch
L1992[17:46:59] <williewillus> why the hell is the logic for the sword sweep aoe in entityplayer and not in itemsword >.<
L1993[17:47:05] <williewillus> time for a pr i guess
L1994[17:47:37] <LexDesktop> Also gradle REALLY needs to start using the @Seince annotation -.-
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L1997[17:49:40] <howtonotwin> Apparently "Luke, I AM your father!" is valid variant string in blockstates. It is now time to make all of my variant strings movie quotes.
L1998[17:50:04] <kashike> .__.
L1999[17:50:47] <howtonotwin> So are "/;:',[]{}()*&^%$#@!<>?|\.. and �TBg���p� (/dev/urandom garbage) :P
L2000[17:51:00] <kenzierocks> what LexDesktop
L2001[17:51:08] <kenzierocks> did I break something?
L2002[17:51:10] <williewillus> i'm surprised given the tight validation on property names
L2003[17:51:18] <LexDesktop> yes you did
L2004[17:51:33] <LexDesktop> setLifecycleLogLevel doesnt fucking exist at all
L2005[17:51:40] <LexDesktop> in anything less then 2.14
L2006[17:51:57] <LexDesktop> So now I have to go in and write a fucking wrapper to reflectivly call the old version for <2.14
L2007[17:51:59] <tterrag> williewillus: remember, mojang likes to pretend mods don't exist :P. the restrictions are only there for things resource packs can edit, right?
L2008[17:52:07] <kenzierocks> wait, it doesn't
L2009[17:52:08] <LexDesktop> because FG 2.2 is designed to be run on 2.7+
L2010[17:52:10] <kenzierocks> fuck
L2011[17:52:11] <howtonotwin> honestly the only restriction seems to be that the return values of an IStateMapper are silently toLowerCase'd
L2012[17:52:15] <LexDesktop> NO IT FUCKING DOESNT
L2013[17:52:16] <kenzierocks> i thought it did for some reason
L2014[17:52:23] <LexDesktop> and if you would of use the god damn wrapper with the FG project
L2015[17:52:25] <LexDesktop> YOU WOULD OF SEEN IT
L2016[17:52:32] <kenzierocks> i /did/
L2017[17:52:57] <LexDesktop> No, you didn't, you had to of either used your system, or manually updated it without updating the PR
L2018[17:53:04] <kenzierocks> i'll be happy to fix it if you want
L2019[17:53:12] <LexDesktop> im working on it.
L2020[17:53:16] <LexDesktop> Just reflection bullshit.
L2021[17:53:18] <LexDesktop> Annoying
L2022[17:53:19] <kenzierocks> k
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L2024[17:56:53] <howtonotwin> Actually I now want to create an obfuscator that not only obfuscates names, but picks the names from a list of movie and book spoilers, so anyone trying to reverse engineer anything has all the fun sucked out of their life.
L2025[17:57:30] <LexDesktop> ...
L2026[17:59:09] <gigaherz> you know they'd just re-obfuscate it
L2027[17:59:13] <gigaherz> and thne work on the non-weird one?
L2028[17:59:31] <gigaherz> but night ppl
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L2030[17:59:55] <kenzierocks> howtonotwin: if we're talking obfuscators, i have one that does a pretty simple obfuscation
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L2032[18:00:14] <kenzierocks> it duplicates every method with a different return type...so it's impossible to compile against
L2033[18:00:27] <williewillus> lol
L2034[18:00:42] <kenzierocks> but the program works fine because the JVM can tell which one you want
L2035[18:00:46] <howtonotwin> loopholes ftw!
L2036[18:01:10] <williewillus> well a reverse loophole would just be to use a compiler that igonres that error
L2037[18:01:16] <Ordinastie_> just remove unsused methods
L2038[18:02:03] <howtonotwin> Take the methods of a class and squeeze as many as possible into the same name
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L2041[18:03:17] <LexDesktop> Thats how most obfusications work, overload all the 'a([])I' methods you can!
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L2043[18:09:59] <LexDesktop> https://github.com/MinecraftForge/ForgeGradle/commit/59b75246eca11e6532a771b62102b11dd9819dd0 lets see if this works :/
L2044[18:13:05] <Ordinastie_> why not just tell to update gradle ?
L2045[18:13:34] <LexDesktop> Because explosions of thousands of people's build systems, and breaking all archived versions is NOT an option.
L2046[18:14:00] <Ordinastie_> fair enough
L2047[18:14:40] <kenzierocks> unversioned software is fun!
L2048[18:23:43] <LexDesktop> is there a gradle command to display where its getting dependancies from?
L2049[18:25:20] <LexDesktop> Ah specialsource if bumping the asm version.
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L2051[18:31:25] <LexDesktop> There, all warnings in FG have been taken care of.
L2052[18:35:30] <TehNut> Is it intended that there's no getLegacyAdd for AddCallback in the registry stuff?
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L2056[18:43:54] <LexDesktop> There is no need it didnt change
L2057[18:44:03] <TehNut> Hrm...
L2058[18:44:05] <LexDesktop> why are you wanting to call it?
L2059[18:44:39] <TehNut> I'm not trying to call it. I use AddCallback in my 1.9 mod. I get an AbstractMethodError when launching in 1.10
L2060[18:44:53] <LexDesktop> ... logs.
L2061[18:44:55] <TehNut> It doesn't print which method is bad, though
L2062[18:44:58] <LexDesktop> Shouldnt be getting that
L2063[18:45:14] <TehNut> http://pastebin.com/PAssk1s1
L2064[18:45:16] <LexDesktop> Abstract should only happen when it gets called.
L2065[18:48:04] <LexDesktop> That is the add callback humm
L2066[18:49:29] <LexDesktop> humm
L2067[18:49:39] <LexDesktop> maybe it derps up with the generic change
L2068[18:49:54] <LexDesktop> shoot me your mod
L2069[18:50:26] <TehNut> source or compiled?
L2070[18:50:32] <LexDesktop> compiled
L2071[18:50:42] <TehNut> https://minecraft.curseforge.com/projects/guide-api/files/2325278
L2072[18:51:21] <LexDesktop> and what file is your add handler?
L2073[18:51:46] <TehNut> amerifrance.guideapi.api.GuideAPI
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L2075[18:54:50] <LexDesktop> right it is the generic change.
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L2088[19:25:43] <LexDesktop> https://youtu.be/sZZyn33BGc4 10 mins in and dear god TB is bad at playing games...
L2089[19:29:00] <primetoxinz> is there a good way to add an AI task to an existing entity?
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L2091[19:30:47] <SatanicSanta> Okay, so it appears calling World#addTileEntity in ITickable#update causes a ConcurrentModificationException. Makes sense. Though what should I be doing instead?
L2092[19:33:16] <RANKSHANK> Why are you manually setting tiles?
L2093[19:33:31] <RANKSHANK> primetoxinz living spawn event
L2094[19:34:26] <SatanicSanta> RANKSHANK: To be honest, I don't really know... The tile passed is `this`, so I'm moderately confused by it. I suppose I'll see what happens when it's removed.
L2095[19:34:54] <LexDesktop> ...
L2096[19:35:24] <LexDesktop> "im writing this code.. I dont know why, it just showed up when I hit ctrl+v"
L2097[19:35:31] <SatanicSanta> Wrong
L2098[19:35:39] <SatanicSanta> I didn't write the code
L2099[19:35:45] <primetoxinz> ....................
L2100[19:35:46] <SatanicSanta> I'm maintaining a project that's been around for 3 years.
L2101[19:35:53] <SatanicSanta> This was written before I was around.
L2102[19:35:56] <primetoxinz> delete -> remake
L2103[19:37:38] <SatanicSanta> Meh. I'd rather be confused by 1 line and actually make progress than spend a significant amount of time rewriting an entire feature set
L2104[19:39:54] <RANKSHANK> Blocks handle the tile setting. Not the tiles
L2105[19:42:55] <SatanicSanta> Yeah I know. Hm. Now that I think about it, that addTileEntity call probably did not do nice things in terms of performance. It got called for every direction that did not have an according tileentity
L2106[19:43:24] <RANKSHANK> that sounds awful
L2107[19:43:47] <LexDesktop> The fuck are you writing?
L2108[19:43:56] <TehNut> Is this FSP?
L2109[19:44:00] <SatanicSanta> TehNut: yes
L2110[19:44:04] <SatanicSanta> Lex: https://ftb.gamepedia.com/Steam_Heater
L2111[19:44:07] <TehNut> And thanks for taking a look Lex <3
L2112[19:44:50] <SatanicSanta> The primary tile gets the pos of the furnace, then checks all of the other sides for tiles
L2113[19:45:14] <RANKSHANK> yeah checking for tiles isn't the issue, adding them is
L2114[19:45:36] <SatanicSanta> and everytime that tile on the side of the furnace is null, it adds itself to the world... \o/
L2115[19:45:55] <RANKSHANK> -_- wat
L2116[19:46:08] <primetoxinz> i don't understand why you are adding anything
L2117[19:46:43] <TehNut> To be fair, neither does he :P
L2118[19:46:47] <SatanicSanta> ^
L2119[19:46:48] <primetoxinz> lel
L2120[19:46:52] <primetoxinz> then don't do it?
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L2131[20:24:27] <TehNut> Lex http://pastebin.com/178neCdu
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L2137[20:37:38] <Vigo> Where is (BlockSlab)getRegisteredBlock("purpur_slab"); being 'registered;
L2138[20:38:30] <Vigo> ive managed to get half slabs working based off the purpur slab code but the double slab isnt working so im assuming its based on the way it was registered
L2139[20:42:14] <Vigo> nevermind turns out thats just a method above it
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L2143[20:59:04] <Vigo> what affects the mining speed of a block? setHardness?
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L2153[21:08:34] <xEviLSpaWnx> Can someone explain this please... http://pastebin.com/6jNd1JUk
L2154[21:12:23] <xEviLSpaWnx> I think its blood magic?
L2155[21:13:48] *** icyyhynewyear is now known as icynewyear
L2156[21:14:02] <TehNut> That specific issue is fixed in the latest Forge. But that also brought forth a new issue seen here http://pastebin.com/178neCdu
L2157[21:14:08] <TehNut> Use GAPI build 40 for now
L2158[21:14:24] <TehNut> xEviLSpaWnx: ^
L2159[21:15:25] <TehNut> ...why do pastebins keep getting removed?
L2160[21:15:47] <TehNut> Does it default to like an hour now?
L2161[21:16:35] <TehNut> New link http://paste.ubuntu.com/23074458/
L2162[21:18:10] <xEviLSpaWnx> Hmm im not sure but they do seem to be getting deleted faster than normal...
L2163[21:18:31] <xEviLSpaWnx> Bm dont go that far back on curse?
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L2165[21:19:01] <TehNut> I said GAPI, not BM
L2166[21:19:06] <LexDesktop> public volitile what the fuck are you doing?
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L2168[21:20:29] <TehNut> The only "odd" thing is creating the callback directly in the method instead of as a field.
L2169[21:20:57] <TehNut> createRegistry(blah, blah, new AddCallback(){//stuff}, blah)
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L2171[21:21:18] <TehNut> I tried moving it to a field and had the same result
L2172[21:22:35] <xEviLSpaWnx> Ah! sorry my bad...
L2173[21:23:15] <xEviLSpaWnx> Coding is alian to me atm lol (Learning java from scratch!)
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L2179[21:50:07] <LexDesktop> if you're recompiling then just update to 1.10.2
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L2191[22:21:33] <Lach_01298> does any one know why a new Xblock() return a block{null}? XBlock() extends BlockContainer
L2192[22:21:53] <killjoy> invoking a constructor should never return null
L2193[22:22:42] <Lach_01298> that's what i thought. but when i print the object is says Block{null}
L2194[22:22:56] <killjoy> literally Block{null}?
L2195[22:23:31] <Lach_01298> yeah
L2196[22:23:45] <killjoy> it's not registered
L2197[22:24:24] <killjoy> Block#toString() {return "Block{" + REGISTRY.getNameForObject(this) + "}";}
L2198[22:25:04] <Lach_01298> system.out.println() returns Block{null}
L2199[22:25:15] <killjoy> because it'
L2200[22:25:23] <killjoy> it's an object, so system calls toString()
L2201[22:25:42] <killjoy> you need to register your block
L2202[22:26:05] <killjoy> GameRegistry.registerblock
L2203[22:26:11] <killjoy> something like that
L2204[22:28:08] <Lach_01298> i regerster the block but it crashes on itemBlock.setRegistryName(block.getRegistryName()); because it says its a null pointer exception
L2205[22:28:37] <Lach_01298> this is after GameRegistry.register(block);
L2206[22:28:40] <TehNut> Did you set a registry name for the block?
L2207[22:28:53] <Lach_01298> yeah
L2208[22:29:01] <TehNut> Show full code
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L2210[22:29:45] <Lach_01298> protected static <T extends Block> void registerBlock(T block, String name) {
L2211[22:29:46] <Lach_01298> ItemBlock itemBlock = new ItemBlock(block);
L2212[22:29:46] <Lach_01298>
L2213[22:29:46] <Lach_01298>
L2214[22:29:46] <Lach_01298>
L2215[22:29:46] <Lach_01298> block.setUnlocalizedName("morebees." + name);
L2216[22:29:48] <Lach_01298> block.setRegistryName(name);
L2217[22:29:50] <Lach_01298> GameRegistry.register(block);
L2218[22:29:51] <TehNut> Yeah no don't do that
L2219[22:29:52] <Lach_01298>
L2220[22:29:54] <Lach_01298> itemBlock.setRegistryName(block.getRegistryName());
L2221[22:29:57] <TehNut> Pastebin exists for a reason.
L2222[22:29:58] <Lach_01298> if (itemBlock != null) {
L2223[22:30:00] <Lach_01298> itemBlock.setRegistryName(name);
L2224[22:30:02] <Lach_01298> GameRegistry.register(itemBlock);
L2225[22:30:03] <Lach_01298> MoreBees.proxy.registerItemRenderer(itemBlock,0,name);
L2226[22:30:05] <Lach_01298> }
L2227[22:30:07] <Lach_01298> }
L2228[22:30:17] <Lach_01298> fair enough
L2229[22:30:18] <Lord_Ralex> this is why i avoid kiwi
L2230[22:30:20] <RANKSHANK> -_-
L2231[22:31:05] <TehNut> The hell is the point of the generic there...
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L2233[22:32:16] <TehNut> And what is your NPE?
L2234[22:32:42] <Lach_01298> NPE?
L2235[22:32:49] <killjoy> He's not getting a null
L2236[22:33:00] <TehNut> >because it says its a null pointer exception
L2237[22:33:06] <killjoy> toString() is saying Block{null} because the block isn't registered
L2238[22:33:13] <killjoy> supposedly
L2239[22:33:30] <tterrag> itemBlock.setRegistryName(block.getRegistryName());
L2240[22:33:30] <tterrag> if (itemBlock != null) {
L2241[22:33:33] <tterrag> hmmm
L2242[22:33:41] <TehNut> Yeah that too
L2243[22:34:08] <killjoy> itemBlock is impossible to be null
L2244[22:34:25] <tterrag> you also call setRegistryName twice
L2245[22:34:27] <tterrag> which will crash
L2246[22:34:36] <tterrag> but yes the null check is pointless
L2247[22:34:50] <Lach_01298> oh
L2248[22:35:32] <Lach_01298> is isn't the item block and block register to the same name?
L2249[22:35:46] <TehNut> You're setting the name of the itemblock twice
L2250[22:36:52] <Lach_01298> oh yeah
L2251[22:37:38] <Lach_01298> sorry for this noob mistake
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L2282[23:23:13] <Lach_01298> why would the a block render in inventory but not in world?
L2283[23:23:38] <Lach_01298> both hve set the same model json
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L2285[23:24:09] <tterrag> check for model errors in your log
L2286[23:25:11] <Lach_01298> there are no error in the log .that's what i don't get
L2287[23:25:24] <tterrag> I doubt that
L2288[23:25:38] <Tazz> Ive had situations where there havent been errors many times with forge XD
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L2290[23:26:13] <Tazz> mostly do to the JVM crashing before the log is synchronized so it doesnt write, but there have been other reasons
L2291[23:26:16] <Lach_01298> what word should i be looking for then
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L2293[23:28:12] <Lach_01298> i've tried model, texture and error and non of the lines that have them in it are relevant
L2294[23:28:59] <Lach_01298> edit: non is none
L2295[23:34:42] <Lach_01298> is this fine fore a block model json http://pastebin.com/uPiSEveN
L2296[23:34:48] <tterrag> just read through the log, it should not be that long
L2297[23:35:07] <tterrag> first: use cube_all
L2298[23:35:12] <tterrag> then you don't need to specify each directly
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L2300[23:35:24] <tterrag> also, why are you hiding your modid?
L2301[23:36:57] <killjoy> maybe it's a taboo topic.
L2302[23:37:02] <Lach_01298> i don't know i felt like i should. i won't from now on
L2303[23:37:09] <killjoy> I bet I'd get more help if I hid the fact that it's for a mod with ponies
L2304[23:37:11] <tterrag> just post your ACTUAL model
L2305[23:37:33] <tterrag> I literally do not care, unless you're doing something really stupid (not just a dumb topic :P )
L2306[23:38:46] <Tazz> hahahahhaa totally gonna make a taboo mod
L2307[23:38:56] <Tazz> like some bdsm-y mod or something crazy rofl
L2308[23:39:19] <killjoy> make a mod based off the board game
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L2310[23:40:13] <Lach_01298> here is both jsons http://pastebin.com/xwwH2KJn
L2311[23:40:32] <Tazz> lol
L2312[23:41:00] <Tazz> hmmm maybe I could combine my love for compilers and minecraft to create some kind of crazy mod XD
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L2315[23:45:25] <Lach_01298> i changed it to "parent": "cube_all", but it's doing the same
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L2317[23:49:32] <Lach_01298> I've read through the log but there's nothing there
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L2319[23:51:11] <Lach_01298> nothing?
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L2321[23:55:44] <Lach_01298> the weirdest thing is that the breaking particle is right but it doesn't render the block
L2322[23:57:00] <TehNut> You're using BlockContainer right?
L2323[23:57:05] <Lach_01298> yes
L2324[23:57:14] <TehNut> Stop. Use the methods in Block
L2325[23:57:52] <Lach_01298> stop? it's a tile entity
L2326[23:57:55] <TehNut> createTileEntity(World, IBlockState) and hasTileEntity(IBlockState)
L2327[23:58:01] <TehNut> Yes, BlockContainer is not needed for a TE
L2328[23:58:14] <TehNut> And is stupid for the exact issue you're having.
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