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L1[00:00:16] <Lach_01298> method createTileEntity is not in block
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L3[00:00:45] <TehNut> I'm looking right at it
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L5[00:03:40] <Lach_01298> ok it is there
L6[00:06:17] <Lach_01298> ok it's rendering but the tile entity is not working
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L10[00:17:39] <Lach_01298> i fixed it. i changed it back to BlockContainer and change the render type because for some reason the default is invisible
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L20[00:43:45] <Zidane> So with an obj, where do you specify the adjustments per transform type.
L21[00:44:04] <Zidane> Is that in the material? If so, what is the key/value it is looking for
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L24[00:53:54] <sweetpi> Zidane: you mean like translation and rotation? iirc obj doesnt support transforms. everything is baked
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L31[01:11:09] <Lymia> \o/
L32[01:11:30] <Lymia> Scala IDE warns for trivial style issues like "!list.isEmpty" rather than "list.nonEmpty" or having extra parenthesis.
L33[01:11:37] <Lymia> It doesn't warn for stuff like "Hey, you know you should use IndexedSeq if you want to guarantee O(1) indexing, right?"
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L45[01:59:59] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160821 mappings to Forge Maven.
L46[02:00:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160821-1.10.2.zip (mappings = "snapshot_20160821" in build.gradle).
L47[02:00:13] <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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L51[02:07:27] <Waterpicker> I need help. When setting up my project. This happened. https://gist.github.com/Waterpicker/0c651f83d5b54d1ad7a1a3220f591d45
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L59[02:29:16] <sham1> Please paste your build.gradle
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L64[02:44:25] <Akkarin> hmmm ... entity spawning changed a bit, huh ... is there anything apart from registration that has to be done in order to get spawn eggs to work?
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L66[02:44:44] <Akkarin> (egg registration being included with that)
L67[02:45:39] <sham1> Waterpicker, could you provide us wit your build.gradle
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L69[02:46:04] <Waterpicker> Eh fixed that issue awhile ago. :3
L70[02:46:10] <sham1> ah
L71[02:46:23] <Waterpicker> I am looking for how to create custom world types thou.
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L73[02:51:50] <Akkarin> Well ... apparently I'm lacking something that makes eggs not work. Spawning the entity through another item works ...
L74[02:52:16] <Akkarin> If I'd have to guess I'd say eggs do not like spawning non-living entities? :D
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L90[03:34:10] <Waterpicker> zHllo
L91[03:34:25] <Waterpicker> Hello Is it possible I can talk to someone about an idea of mine?
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L94[03:35:29] <Ordinastie_> well, you can talk, sure
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L96[03:37:05] <Waterpicker> Altering the way Chunk loading works so that world in a literal sense can be wrapped.
L97[03:37:33] <sham1> what do you mean by wrapping
L98[03:37:33] <Waterpicker> Chunk from one side of the world loading infront of a player as they walk forward
L99[03:37:37] <sham1> ah
L100[03:37:46] <Waterpicker> No teleporting or hax like that.
L101[03:37:49] <Waterpicker> The real article.
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L103[03:38:22] <Ordinastie_> good luck with that
L104[03:39:13] <Waterpicker> The idea was orginally spawned as a near perfect solution for keeping world size small while allowing minecraft players move infinite in any direction.
L105[03:39:44] <Waterpicker> Actually I found were I would ahve modify.
L106[03:40:21] <Waterpicker> The issue is that I want to stay compatible with most mods including SpongeForge due to idea being meant for server usage.
L107[03:40:50] <Ordinastie_> maybe a simple % in getChunkFromCoord or something
L108[03:41:34] <Ordinastie_> but if you want to look seamless, you'd need to alter the world gen too
L109[03:41:47] <Waterpicker> Yea. I've known this hard caveat for a while
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L112[03:42:30] <Waterpicker> Two fold issue.
L113[03:42:36] <Ordinastie_> actually, just % to get chunks is not enough
L114[03:42:59] <Waterpicker> It is why I'm asking for advice on this.
L115[03:43:04] <Ordinastie_> you'd have to wrap every other coord probably
L116[03:43:39] <Ordinastie_> I think it's probably way more complicated than we can think
L117[03:43:53] <Ordinastie_> and lead to many more problem than anticipated
L118[03:44:09] <sham1> Inb4 having to coremod that shit
L119[03:44:25] <Ordinastie_> that's a given
L120[03:44:41] <Waterpicker> Yea.
L121[03:44:45] <Ordinastie_> very heavy in hooks
L122[03:44:55] <Waterpicker> hooks?
L123[03:45:04] <TechnicianLP> the other thing is how would you handle multiple players?
L124[03:45:44] <Ordinastie_> ^ that's why I say simply % on the get chunk wouldn't not be enough
L125[03:45:59] <Ordinastie_> you'd need to do that for all the coords
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L129[03:50:33] <Waterpicker> just general spam of all the coordiantes?
L130[03:51:06] <Ordinastie_> what ?
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L132[03:51:48] <gigaherz> morning, apparently my computer stopped being "on" around 7:53am -- I suppose power was out for a bit
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L134[03:51:57] <gigaherz> what did I m iss? ;P
L135[03:52:09] <Ordinastie_> http://sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
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L137[03:52:15] <Kaiyouka> Woah, I forgot this channel was a thing
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L140[03:52:46] <gigaherz> how do you forget that the #1 source for modding information on modern forge, exists?
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L142[03:53:15] <Kaiyouka> I don't mod anymore?
L143[03:53:22] <gigaherz> Oh I see.
L144[03:53:31] <Kaiyouka> Well, it's severely low on the priorities list
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L146[03:53:37] <gigaherz> EWH
L147[03:53:49] <gigaherz> that's on my log from before the log stopped logging
L148[03:53:49] <gigaherz> [07:17] (Lach_01298): i fixed it. i changed it back to BlockContainer and change the render type because for some reason the default is invisible
L149[03:53:49] <gigaherz> [07:20] (i) [PART] Lach_01298 (~Lach_0129@14-200-43-252.static.tpgi.com.au) (Leaving)
L150[03:54:01] <gigaherz> WHY? WHY are people still using BlockComtainer?!
L151[03:54:06] <Kaiyouka> lol
L152[03:54:08] <sham1> because stupid
L153[03:54:36] <Kaiyouka> You mean Forge still doesn't have code to nuke the modder if they use BlockContainer?
L154[03:54:43] <Kaiyouka> Tsk, for shame big L, you're slacking ;p
L155[03:54:52] <Kaiyouka> j/k
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L157[03:54:54] <gigaherz> not it just drops its head sadly and sighs
L158[03:55:33] <gigaherz> does help that mojang is teaching people to ignore @Deprecated
L159[03:55:49] <gigaherz> since they are using it as "@Internal"
L160[03:56:01] <Kaiyouka> ... the fuck?
L161[03:56:16] <gigaherz> in 1.9.4, they started providing the jars with annotation info
L162[03:56:29] <gigaherz> so all the methods in Block, that are not meant to be called directly
L163[03:56:38] <gigaherz> and should be called from IBlockState
L164[03:56:41] <gigaherz> are now @Deprecated
L165[03:56:47] <Kaiyouka> O_o
L166[03:56:53] <gigaherz> but you still have to override them for your new blocks
L167[03:57:05] <Kaiyouka> Mojerng plz
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L169[03:59:15] <Kaiyouka> well
L170[03:59:33] <Kaiyouka> I guess I can't really be critical of Mojang's.. um... aesthetic.
L171[03:59:46] <Kaiyouka> Kind of a pot-calling-kettle-black thing
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L174[04:06:34] <gigaherz> to be honest, I can't really blame them for their choice of annotation
L175[04:06:45] <gigaherz> java's protected wouldn't have helped that much
L176[04:07:05] <gigaherz> since it would have still allowed anything in the package to access it
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L178[04:07:31] <Kaiyouka> Fair enough, I s'pose
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L181[04:11:37] <Waterpicker> Fascinating
L182[04:12:12] <Waterpicker> Ordinastie_, I think the modifications in modern minecraft was smaller than one would think
L183[04:12:40] <Ordinastie_> ?
L184[04:13:25] <Waterpicker> ChunkPos and BlockPos define Block side of things of what I need for chunkwrap
L185[04:14:00] <Ordinastie_> hum, not sure what you're saying
L186[04:14:15] <Ordinastie_> but if you want to wrap, you need entities to wrap too
L187[04:15:36] <Waterpicker> I know
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L201[05:30:31] <LexLap2> Slacking? Fuck you.
L202[05:30:42] <LexLap2> And there is SOOOOOOOOOOOOOOOO much shit I would do... if I could.
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L204[05:36:37] *** Server sets mode: +CQcnrtf #RegisterYourNameMoron
L205[05:37:58] <sham1> More like megahelpful
L206[05:38:37] <Curle> :L
L207[05:38:51] <Curle> says shamWOW
L208[05:39:12] <sham1> :/
L209[05:39:28] <Curle> https://www.youtube.com/watch?v=QwRISkyV_B8
L210[05:39:55] <Curle> i can rub it in all day
L211[05:39:56] <gigaherz> are you really arguing over if I'm 10^6 worth of helpfulness, or 10^9?
L212[05:40:07] <Curle> it's perspective
L213[05:40:35] <sham1> shamwow is German engineering
L214[05:40:41] <sham1> thus I am flattered
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L218[05:48:34] <sham1> and yes giga
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L225[06:01:49] <Curle> yes, we are.
L226[06:02:14] <Curle> hooray
L227[06:02:22] <Curle> i just got the subsystem working
L228[06:02:37] <sham1> yay
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L230[06:05:26] <Curle> i am now in the ranks of the windows/linux hybrids :D
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L233[06:08:14] <Hawaii_Beach> so.. i'm back at it with creating a log class
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L235[06:13:03] <Curle> Hey guys, what files are required for gradlew to work?
L236[06:13:32] <Curle> i mean, from the folder you install it. I moved the bat and build.gradle and it's complaining, so what else do I have to move? :L
L237[06:16:06] <Hawaii_Beach> is the wiki outdated or am i retarded?
L238[06:16:44] <gigaherz> Curle: technically, just the build.gradle -- if you have gradle on your computer
L239[06:16:45] <gigaherz> but
L240[06:16:56] <gigaherz> gradlew/gradlew.bat, the gradle folder (gradle wrapper), and the build.gradle file
L241[06:17:04] <Curle> the gradle foldeR?
L242[06:17:07] <Curle> damnit
L243[06:17:12] <Curle> but yeah, i'll try that.
L244[06:17:13] <Curle> :L
L245[06:17:22] <Curle> i'm setting up jenkins the easiest way i know
L246[06:17:32] <Curle> execute gradlew build when i push to git :L
L247[06:17:48] <Curle> damn son
L248[06:17:52] <Curle> it's installing gradle
L249[06:17:58] <Curle> no wonder it's taking ages
L250[06:17:59] <Curle> :L
L251[06:19:16] <Curle> it's building
L252[06:19:18] <Curle> im so hyped
L253[06:19:54] <Hawaii_Beach> what happened to the BlockState class?
L254[06:20:03] <gigaherz> Hawaii_Beach: BlockStateContainer
L255[06:20:11] ⇦ Quits: Jezza (~Jezza@92.206.5.6) (Read error: Connection reset by peer)
L256[06:20:15] <gigaherz> read this: https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L257[06:20:17] <Hawaii_Beach> yeah was just about to ask if i should read the code
L258[06:20:23] <gigaherz> and this: https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L259[06:20:32] <Hawaii_Beach> ah thank you
L260[06:20:35] <Curle> damn son
L261[06:20:36] <gigaherz> also, looking at vanilla blocks does help
L262[06:20:36] <gigaherz> ;P
L263[06:20:41] <Hawaii_Beach> yeah i did
L264[06:20:45] <Curle> basic error in my code ;-;
L265[06:20:48] <Hawaii_Beach> but as you've said, not too much
L266[06:22:03] <Hawaii_Beach> should i use PropertyEnum?
L267[06:22:23] <gigaherz> do you want to expose enums as blockstate properties?
L268[06:22:42] <Hawaii_Beach> or what should i use?
L269[06:22:47] ⇨ Joins: Jezza (~Jezza@92.206.5.6)
L270[06:22:48] <gigaherz> whatever fits your needs.
L271[06:22:52] <gigaherz> PropertyBool
L272[06:22:54] <gigaherz> PropertyInteger
L273[06:22:56] <gigaherz> PropertyEnum
L274[06:22:57] <Hawaii_Beach> well just a basic axis thingy
L275[06:23:02] <gigaherz> PropertyFacing
L276[06:23:11] <gigaherz> no need to do the enum yourself.
L277[06:23:15] <Hawaii_Beach> ah
L278[06:23:52] <Hawaii_Beach> so PropertyFacing then?
L279[06:24:01] <gigaherz> well
L280[06:24:11] <gigaherz> what EXACTLY will you ahve in it?
L281[06:24:15] <Curle> https://gist.github.com/343Modding/35614d7df315d215f5770ef264124d21
L282[06:24:23] <Hawaii_Beach> log axis
L283[06:24:26] <Curle> uhm, anyone got a clue as to what's going on here? :L
L284[06:24:28] <gigaherz> aha log-like, then
L285[06:24:37] <gigaherz> then you may want to use BlockLog.LOG_AXIS
L286[06:24:44] <gigaherz> which will already do the job for your needs
L287[06:24:46] <Hawaii_Beach> wat, i can use its
L288[06:24:50] <Hawaii_Beach> omg why didn't someone tell me
L289[06:24:53] <gigaherz> the "public static final" stuff yes
L290[06:25:16] <Hawaii_Beach> protected BlockStateContainer createBlockState() {
L291[06:25:16] <Hawaii_Beach> return new BlockStateContainer(this, BlockLog.AXIS);
L292[06:25:16] <Hawaii_Beach> } ?
L293[06:25:20] <gigaherz> yup
L294[06:25:23] <Hawaii_Beach> well
L295[06:25:25] <Hawaii_Beach> that's too easy
L296[06:25:36] <gigaherz> and then whenever you use .withProperty(BlockLog.LOG_AXIS, value)
L297[06:25:51] <gigaherz> it's a bit longer than declaring your own
L298[06:25:54] <gigaherz> but /shrug
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L301[06:27:04] <gigaherz> oh and, if it's really a pillar and not a log, BlockRotatedPillar may be a better fit -- you can even extend that ;P
L302[06:27:09] <Hawaii_Beach> yeah what about the.withProperty
L303[06:27:18] <gigaherz> .withProperty(BlockLog.LOG_AXIS, value)
L304[06:27:27] <gigaherz> .getValue(BlockLog.LOG_AXIS)
L305[06:27:35] <Hawaii_Beach> i'll have to override onBlockPlaced too?
L306[06:27:56] <gigaherz> depends on if the base class is good enough for you
L307[06:28:10] <Hawaii_Beach> ah
L308[06:28:22] <Hawaii_Beach> i'll have to call setDefaultState() ?
L309[06:28:34] <gigaherz> ofc
L310[06:29:03] <Hawaii_Beach> is setDefaultState(this.getDefaultState()); enough?
L311[06:29:17] <Hawaii_Beach> or do i need to set a axis?
L312[06:30:56] ⇦ Quits: CoderPuppy (~cpup@32.218.118.250) (Ping timeout: 384 seconds)
L313[06:30:57] <gigaherz> well if thedefault value for the axis is good enough for you...
L314[06:31:20] <gigaherz> I like to be explicit
L315[06:31:24] <gigaherz> in case somehow the ordering of the values changes
L316[06:31:28] <gigaherz> so it will still have the same default
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L318[06:31:57] <Hawaii_Beach> ok, and is it BlockLog.AXIS or BlockLog.LOG_AXIS i'm looking for?
L319[06:32:09] <gigaherz> it's LOG_AXIS I'm seeing in my code
L320[06:32:15] <gigaherz> but maybe the mappings are different for you
L321[06:32:22] <gigaherz> oh I see
L322[06:32:25] <Hawaii_Beach> well i see both
L323[06:32:28] <gigaherz> BlockLog extends BlockRotatedPillar
L324[06:32:33] <gigaherz> and the latter has its own .AXIS
L325[06:32:36] <Hawaii_Beach> ah
L326[06:32:42] <gigaherz> wit hthe same EXACT declaration
L327[06:32:45] <gigaherz> so whatever you like.
L328[06:32:47] <gigaherz> it won't matter.
L329[06:33:15] <gigaherz> the log has its own EnumAxis
L330[06:33:21] <gigaherz> while BlockRotatedPillar uses EnumFacing.Axis
L331[06:33:31] <gigaherz> choose whichever you like the most.
L332[06:36:06] <Hawaii_Beach> i'm obvioulsly missing something
L333[06:36:38] <fry> an eyebrow?
L334[06:36:51] <gigaherz> lol!
L335[06:36:56] <Hawaii_Beach> that too for sure
L336[06:37:20] <gigaherz> Hawaii_Beach: did you read this yet? http://mcforge.readthedocs.io/en/latest/blockstates/states/
L337[06:37:29] <Hawaii_Beach> i'm reading it atm
L338[06:40:49] <Hawaii_Beach> hm, using BlockLog.LOG_AXIS crashes the game
L339[06:41:12] <Hawaii_Beach> a IllegalArgumentException
L340[06:41:28] <Hawaii_Beach> nevermind
L341[06:41:33] <Hawaii_Beach> forgot to use setBlockState
L342[06:41:51] <Hawaii_Beach> setDefaultState*
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L344[06:42:50] <Hawaii_Beach> i dont get it, what IBlockState should i return?
L345[06:43:54] <Ordinastie_> the one you want as default
L346[06:44:02] <Hawaii_Beach> IBlockState.withProperty cannot be called from a non-static context?
L347[06:44:22] <Ordinastie_> obviously not
L348[06:44:25] ⇦ Quits: cpup (~cpup@32.218.119.17) (Ping timeout: 190 seconds)
L349[06:44:58] <Hawaii_Beach> BlockStateContainer getBlockState ?
L350[06:45:13] *** kroeser|away is now known as kroeser
L351[06:45:29] <Ordinastie_> maybe you should look what some other blocks do ?
L352[06:47:37] <Hawaii_Beach> looking at BlockLog, it doesn't do anything special
L353[06:48:21] <Ordinastie_> do you know what an abstract class is ?
L354[06:52:14] <Hawaii_Beach> no
L355[06:52:42] <Ordinastie_> then you should start by learning java, and then you can start to mod
L356[06:53:35] <Ordinastie_> otherwise, the only thing that will happen is you coming here asking for every line of code you need to write :/
L357[06:55:22] <TechnicianLP> setupDecompWorkspace takes a long time in conjuction with an AT
L358[06:56:22] <Hawaii_Beach> no i was kidding, didn't notice BlockLog was abstract tho
L359[06:57:06] <Hawaii_Beach> so that's why you have to return your own stuff..
L360[06:57:23] <Ordinastie_> not really
L361[06:57:52] <Hawaii_Beach> yea true
L362[06:58:37] <Ordinastie_> TechnicianLP, it has to download the deps at this stage
L363[06:58:47] <Ordinastie_> and can't use the cache
L364[06:59:02] <TechnicianLP> thats a good point
L365[06:59:27] <Ordinastie_> but the actual decomp/recomp shouldn't take much more time than doing the setup for a new version
L366[07:00:05] ⇦ Quits: johnnyhostile (~irssi@castlevania.blackholegate.net) (Ping timeout: 190 seconds)
L367[07:00:23] <Hawaii_Beach> so should i override getBlockState or not?
L368[07:00:30] ⇨ Joins: cpup (~cpup@32.218.119.57)
L369[07:01:08] <Ordinastie_> there is no getBlockState, but if you mean getDefaultState() yes
L370[07:01:57] <Hawaii_Beach> in the constructor right?
L371[07:02:19] <TechnicianLP> yeah overide the method in the constructor
L372[07:02:26] <Ordinastie_> you keep proving you don't really know what you're talking about
L373[07:02:31] ⇦ Quits: CoderPuppy (~cpup@32.218.119.38) (Ping timeout: 182 seconds)
L374[07:02:49] <Hawaii_Beach> there is no method named "getDefaultState()"
L375[07:03:09] <Ordinastie_> my bad, it's setDefaultState()
L376[07:03:18] <Ordinastie_> the one you were already overridign
L377[07:03:24] <Hawaii_Beach> a method right? doesn't exist either
L378[07:04:36] <Ordinastie_> well, they do exist
L379[07:04:42] <Ordinastie_> but yes, they're final
L380[07:04:49] ⇦ Quits: auenf (David@DC-24-199.bpb.bigpond.com) (Ping timeout: 182 seconds)
L381[07:04:57] <Ordinastie_> you just need to call setDefaultState
L382[07:05:33] <Ordinastie_> you confused me with your "what IBlockState should i return?"
L383[07:05:48] ⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L384[07:06:03] <Hawaii_Beach> and i got confused by "<TechnicianLP> yeah overide the method in the constructor"
L385[07:06:13] <Ordinastie_> that was sarcasme
L386[07:06:15] <Hawaii_Beach> so i searched for the method (NOT in my constructor)
L387[07:06:19] <Hawaii_Beach> yeah i know
L388[07:06:33] <Hawaii_Beach> you think i'm that cheap ha
L389[07:06:36] <Ordinastie_> because override method in constructor doesn't mean anything
L390[07:06:55] <Hawaii_Beach> exactly
L391[07:07:08] <Ordinastie_> but that's what you said
L392[07:07:59] <Curle> ordi: http://www.anter-gerang.org/p/2016-08-21_13-07-48.png
L393[07:08:19] <Curle> it's happening.
L394[07:08:20] <Curle> :L
L395[07:08:43] <Ordinastie_> oh, so you were serious
L396[07:08:59] <Ordinastie_> I thought you were bullshitting all that time ><
L397[07:09:05] <Curle> :L
L398[07:09:21] <Curle> I've been making it, one vertex at a time
L399[07:09:22] <Curle> :L
L400[07:09:28] <Ordinastie_> (although, admit it, you just started, haven't you?)
L401[07:09:41] <Curle> i actually started just after I sent that pikachu pic
L402[07:09:51] <Curle> i was messing with the manipulation
L403[07:09:53] <Curle> :L
L404[07:11:15] <Curle> but it's been on-and-off, you know, with the issues with json i've been having
L405[07:13:01] <Curle> but I can actually put some effort into it now
L406[07:13:03] <Curle> :D
L407[07:13:30] <Ordinastie_> well, you have some time, I'm a bit stuck with my system :/
L408[07:13:41] <Curle> What's up?
L409[07:13:49] <Ordinastie_> it's complicated
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L414[07:18:54] <Curle> Hey Ord, do you have OCD?
L415[07:19:18] <Ordinastie_> not fully obsessive, but a bit
L416[07:19:41] <Ordinastie_> also "Ord" ?
L417[07:19:52] <Ordinastie_> that doesn't ping me either
L418[07:20:01] <Curle> I tried not to.
L419[07:20:02] <Curle> :L
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L423[07:34:56] <Curle> http://www.anter-gerang.org/p/2016-08-21_13-34-49.png
L424[07:35:01] <Curle> There's the template
L425[07:35:03] <Curle> :L
L426[07:35:51] <Ordinastie_> I think the polys on each side are wrong
L427[07:36:00] <Curle> yeah, it's a work in progress
L428[07:36:00] <Curle> :L
L429[07:36:31] <Curle> Wrong how?
L430[07:36:42] <Ordinastie_> the vertexes don't look coplanar
L431[07:37:12] <Curle> http://www.anter-gerang.org/p/2016-08-21_13-37-06.png
L432[07:37:14] <Curle> They are.
L433[07:37:16] <Ordinastie_> there should probably be an edge
L434[07:37:34] <Curle> It's a perfect square
L435[07:37:36] <Curle> 2x2 blocks
L436[07:37:41] <gigaherz> what's that meant to be?
L437[07:37:54] <Curle> the template for the door(s) i'm making for Ordie
L438[07:38:00] <Curle> (sorry, it's habit.)
L439[07:38:13] <Ordinastie_> Curle, I mean the polys on each side of the hole
L440[07:38:17] <Curle> Oh, right.
L441[07:38:51] <Curle> I'm modelling it to prevent texture overlap glitches in-game
L442[07:39:06] <Ordinastie_> wut ?
L443[07:39:28] <Curle> usually models I make have that strange texture thing where they blend in-game
L444[07:39:32] <Curle> i'm trying to prevent it :L
L445[07:39:42] <gigaherz> wut?
L446[07:39:44] <Curle> yes, it has happened in 1.10, so shush.
L447[07:39:49] <Ordinastie_> that's not a thing
L448[07:39:51] <gigaherz> but but
L449[07:39:52] ⇦ Quits: CoderPuppy (~cpup@32.218.119.87) (Ping timeout: 198 seconds)
L450[07:39:56] <gigaherz> mc draws without texture filtering
L451[07:39:59] <gigaherz> o_O
L452[07:40:13] <Ordinastie_> please don't try to prevent anything
L453[07:40:17] <Ordinastie_> just make sure your UVs are right
L454[07:40:28] <Curle> let me rephrase it, nothing works for me, so i'm working off that.
L455[07:40:29] <Curle> :L
L456[07:40:38] <gigaherz> I like to model on 16:1 units
L457[07:40:58] <gigaherz> so that I can then use cube mapping and the texture pixels match with polygon edges
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L459[07:41:16] <Ordinastie_> I just change the grid subdivision, easier
L460[07:41:22] <Ordinastie_> the numbers stay right
L461[07:41:44] <gigaherz> reminds me, I need to check if I can model at scale with my program
L462[07:41:55] <Curle> http://www.anter-gerang.org/p/2016-08-21_13-41-49.png
L463[07:41:59] <Curle> this grid is ridiculous
L464[07:41:59] <gigaherz> oh and, I COULD certainly change the grid spacing
L465[07:42:06] <Curle> that black spot is the "door"
L466[07:42:21] <gigaherz> why's your grid so large?
L467[07:42:24] <gigaherz> can't you change it?
L468[07:42:46] <Ordinastie_> yesterday I watched a few blender vids, and I saw how you're supposed to make the textures ><
L469[07:43:08] <Ordinastie_> I assume you did it "wrong" too gigaherz :p
L470[07:43:20] <gigaherz> I don't use blender for it, it looked too complicated
L471[07:43:46] ⇦ Quits: Ordinastie_ (~Ordinasti@87-231-58-94.rev.numericable.fr) (Read error: Connection reset by peer)
L472[07:44:00] <Curle> giga, it's wings, changing it requires 3.24 gigawatts
L473[07:44:05] ⇨ Joins: Ordinastie_ (~Ordinasti@87-231-58-94.rev.numericable.fr)
L474[07:44:08] <Curle> of potato power
L475[07:44:13] ⇨ Joins: cpup (~cpup@32.218.119.133)
L476[07:44:22] <Ordinastie_> thanks hexchat for crashing on me
L477[07:44:41] <Ordinastie_> anyway, the way you're supposed to do textures
L478[07:44:43] <Curle> all hail the potato powers that be
L479[07:44:50] <Ordinastie_> you make different materials for your model
L480[07:44:58] <Ordinastie_> apply them
L481[07:45:31] <Ordinastie_> then you unwrap your UVs and let blender actually build the texture from the UVs and the materials
L482[07:46:41] <Curle> Ordi, every vertex matches with it's opposites.
L483[07:46:51] <gigaherz> this is how I model, sorta
L484[07:46:52] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-08-21-1444-53.mp4
L485[07:46:56] <Ordinastie_> what does that even mean ?
L486[07:47:06] <Curle> it means everything is flat and even
L487[07:47:09] <gigaherz> although the video sucks
L488[07:47:09] <Curle> and easy to work with
L489[07:47:10] <Curle> :L
L490[07:47:18] <gigaherz> because you don't see all the "temporary lines" but yeah
L491[07:47:34] <gigaherz> crap it didn't capture the file browse window
L492[07:47:42] <Ordinastie_> OBS ?
L493[07:47:45] <gigaherz> yup
L494[07:47:51] <gigaherz> I'll have to use screen capture rather than window capture
L495[07:47:52] <Ordinastie_> yeah, you can't record that
L496[07:48:00] <Ordinastie_> unless that ^
L497[07:48:01] <gigaherz> oh I can, just not with window capture ;P
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L499[07:48:44] <Curle> christ on a bike
L500[07:49:22] ⇨ Joins: Abastro (~Abastro@112.166.128.227)
L501[07:49:43] <MalkContent> hmmm
L502[07:49:50] <MalkContent> with the new universal bucket
L503[07:50:16] <MalkContent> is it possible to have items work as alternatives to, say, a filled waterbucket in recipes?
L504[07:50:36] <MalkContent> or would that already have worked with oredict
L505[07:50:41] <gigaherz> better: https://dl.dropboxusercontent.com/u/743491/2016-08-21-1449-17.mp4
L506[07:53:13] <Curle> god almighty my video player has shit buffering
L507[07:53:30] <MalkContent> or to have it more specified: immersive engineering has this jerry can, which can store liquids
L508[07:54:08] <MalkContent> and i was wondering if, when you put water in it, you could use it as a water bucket for crafting
L509[07:54:17] <gigaherz> not directly
L510[07:54:19] <gigaherz> not magically
L511[07:54:19] <MalkContent> thing is, it only affects the nbt of the item
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L513[07:54:34] <gigaherz> although if it's like a bucket
L514[07:54:35] <MalkContent> which is why i don't think oredict would work
L515[07:54:51] <gigaherz> and it has only "full" and "empty" states
L516[07:54:55] <gigaherz> and it claims to be a bucket of water
L517[07:54:57] <gigaherz> that may still work
L518[07:54:58] <gigaherz> but
L519[07:55:14] <MalkContent> i thought that'd work through containeritem
L520[07:55:17] <gigaherz> if you want to support partial containers and stuff like that, it would require more effort I think
L521[07:55:35] <gigaherz> don't quote me, though -- I have never used fluids ;P
L522[07:56:10] <gigaherz> Curle: but it's onlt 8mbps! ;P
L523[07:56:12] <gigaherz> only*
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L525[07:57:48] <Nepharius> Speaking of fluids: Is there some kind of raytrace that works for liquids?
L526[07:58:10] <MalkContent> yea me neither ^^
L527[07:58:18] <gigaherz> the raytrace function itself has a "ignore fluids" flag
L528[07:58:22] <MalkContent> basically don't know anything
L529[07:58:30] <gigaherz> IIRC
L530[07:58:39] <Nepharius> it does, but it doesn't work
L531[07:59:02] <Nepharius> it only ever returns something when there's a block somewhere behind
L532[07:59:18] <Nepharius> looking at a pond of water return nothing
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L535[08:08:27] <Curle> god damnit
L536[08:08:31] <Curle> all the uvs are wonky
L537[08:08:56] <Curle> teach me sensei
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L539[08:14:54] <MalkContent> heh. digged to bedrock. small cave there. o look. a dandelion on a piece of dirt
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L543[08:23:57] <Curle> digged?
L544[08:24:07] <Curle> dandelion?
L545[08:24:18] <Curle> i should make a wales mod
L546[08:24:19] <Curle> :L
L547[08:28:50] <Curle> daffodil all the way man
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L549[08:31:22] <Curle> malk: life finds a way :D
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L553[08:46:11] <Curle> tick
L554[08:46:12] <Curle> tock
L555[08:47:12] <Curle> tick
L556[08:47:15] <Curle> tock
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L570[09:21:34] <Curle> tick
L571[09:21:36] <Curle> tock
L572[09:22:02] <Curle> hello darkness my old friend
L573[09:22:11] <Curle> ive come to talk with you again
L574[09:22:18] <Curle> because a vision softly creeping
L575[09:22:26] <Curle> left its seeds while i was sleeping
L576[09:23:10] <Curle> and the vision that was planted in my brain
L577[09:23:18] <Curle> still remains within the sound
L578[09:23:19] <Curle> of silence
L579[09:24:32] <Curle> in restless dreams i walk alone
L580[09:24:40] <Curle> in narrow streets of cobblestone
L581[09:24:53] <Curle> underneath the halo of a lamp
L582[09:25:03] <Curle> i turn my collar to the cold nd damp
L583[09:25:22] <Curle> when my eyes were stabbed by the flash of a light
L584[09:25:31] <Curle> that split the night and touched
L585[09:25:35] <Curle> the sound of silence
L586[09:25:50] <Curle> i can keep singing all day guys
L587[09:25:50] <Curle> :L
L588[09:26:00] <TechnicianLP> umm
L589[09:26:24] * howtonotwin plays Baby as loud as possible into Curle's ears
L590[09:26:35] <Curle> Not this again
L591[09:27:13] * howtonotwin shakes his head and continues blasting hell music
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L593[09:27:39] <Curle> what have I done?
L594[09:28:01] <howtonotwin> you sang
L595[09:28:45] <Curle> yeah
L596[09:28:59] <Curle> it gets lonely in this channel sometimes
L597[09:29:01] <Curle> ;-;
L598[09:29:22] <sham1> It still does not give you the permission to sing
L599[09:29:36] <Curle> :(
L600[09:29:50] <fry> give me sooooomething to siiiing aboooooout
L601[09:30:10] <Curle> oppression
L602[09:30:11] <Curle> :L
L603[09:30:17] <sham1> yay, you're back
L604[09:30:18] * howtonotwin dares fry to sing Let it Go
L605[09:31:03] <Curle> oh god
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L617[09:43:28] <Neomex> hey, how does water work like in minecraft? im considering writing my own minecraft like game, i can handle mesh extraction and terrain generation, but was wondering about things like water or falling blocks (sand)
L618[09:44:39] <TechnicianLP> take a look at the code?
L619[09:45:09] <TechnicianLP> theres a hasgravity tag in blocks (no clue on fluids ...)
L620[09:45:34] <Ordinastie_> falling blocks just remove themselves and spawn an entity in their place
L621[09:45:57] <Ordinastie_> when entity reaches ground, it places the block again
L622[09:45:57] <howtonotwin> Other way around Ord :P
L623[09:46:11] <howtonotwin> The entity deletes the block :D
L624[09:46:48] <Ordinastie_> no it doesn't
L625[09:46:57] <RANKSHANK_mob1> Yeah it does
L626[09:47:03] <Ordinastie_> doesn't matter anyway
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L630[09:55:43] <Neomex> any clue about liquids? My guess would be to extract another separate surface from water voxel data
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L632[09:57:11] <BordListian> wut
L633[09:57:47] <TechnicianLP> take a look at the sourcecode
L634[10:00:36] <MalkContent> hrm
L635[10:00:39] <BordListian> any liquid block with meta n just checks for holes in a 5 block radius and spawns another liquid block with meta n-1 in the cardinal direction of the closest hole
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L637[10:01:30] <BordListian> it also reduces the meta of the current liquid block by 1 if there's no liquid with n+1 meta horizontally adjacent
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L639[10:01:45] <BordListian> something like that anyway
L640[10:07:04] <RANKSHANK_mob1> Remember when it used to spread everywhere? Pepridge farm remembers.
L641[10:08:28] <Curle> pepperidge?
L642[10:08:52] <Curle> Remember when redstone couldn't be used for logic? I remember.
L643[10:08:52] <Curle> :L
L644[10:09:32] <RANKSHANK_mob1> Duping items by being pushed through a portal while crafting :D
L645[10:09:41] <Curle> dear lord
L646[10:10:15] <Curle> duping items by having someone break a crafting table while you were crafting
L647[10:10:18] <Curle> that's a really old one
L648[10:10:32] <howtonotwin> But I have no friends so I can't do that :(
L649[10:10:33] <Curle> you drop the items and the window stayed open so you could take the items
L650[10:10:44] <Curle> i loved that dupe
L651[10:11:38] <Curle> anyone remember the flaming arrow turret?
L652[10:11:58] <Curle> a load of dispensers on a single tick redstone clock shooting arrows through lava
L653[10:12:22] <Curle> that was like the thing back in 2010/11
L654[10:14:03] <Curle> http://www.anter-gerang.org/p/2016-08-21_16-13-56.png
L655[10:14:05] <Curle> this grid tho
L656[10:14:16] <BordListian> remember when disconnecting from the server deleted your inventory?
L657[10:14:33] <Curle> Remember when reconnecting sent you to spawn?
L658[10:15:02] <BordListian> tfw we should've just kept indev water
L659[10:15:04] <fry> https://www.youtube.com/watch?v=LeiFF0gvqcc
L660[10:15:11] <BordListian> and indev gears instead of redstone
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L662[10:16:03] <howtonotwin> Why are we fanboying over indev when we can be fanboying over 1.9 boats?
L663[10:17:27] <Curle> because we're minecraft hipsters
L664[10:17:45] <Curle> 1.9 is too mainstream for this channel
L665[10:17:58] <howtonotwin> Remember when you could farm the ender dragon?
L666[10:18:07] <Curle> shh
L667[10:18:10] <Curle> is okey
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L670[10:18:37] <TechnicianLP> do i have to worry about attaching capabilities to fakeplayers?
L671[10:19:34] <Ordinastie_> well, that was a short rimworld game :x
L672[10:19:51] <Curle> let's play the pronoun game, ordi
L673[10:20:01] <Ordinastie_> 4 out of 6 collapse trying to beat out a fire
L674[10:20:20] <Ordinastie_> the two left got mauled by the cat going manhunter for some reason
L675[10:20:34] <Ordinastie_> Curle, let's not
L676[10:20:39] <howtonotwin> Is it still possible to farm the ender dragon? Or did the death reset get fixed?
L677[10:20:51] <Curle> You already started it, ordi.
L678[10:21:18] <Ordinastie_> howtonotwin, there is a way to make him respawn
L679[10:21:22] <Ordinastie_> like a legit way
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L681[10:21:34] <Curle> 1.9 has the ender crystals iirc
L682[10:21:54] <howtonotwin> Yes but it isn't the farm like before :P And 1.9 did support the farm.
L683[10:22:39] <TechnicianLP> ill take that as a no ...
L684[10:22:57] <gigaherz> howtonotwin: I saw the hermitcraft people dupe the dragon using end portal timing trick
L685[10:23:10] <gigaherz> where a dragon falling into an end portal will spawn both an item AND appear in the end
L686[10:23:13] <gigaherz> a dragon egg*
L687[10:23:17] <gigaherz> dunno if it still works in 1.10.x
L688[10:23:42] <MalkContent> hrm
L689[10:24:31] <howtonotwin> You could farm the DRAGON ITSELF for xp in 1.9 and older versions, but I'm wondering if the thing that made that happen got fixed in 1.9.4/1.10
L690[10:24:54] <gigaherz> so far as I know, you can respawn the dragon as many times as you want
L691[10:25:00] <gigaherz> but you only get an egg the first time
L692[10:25:28] <MalkContent> i thought you need the egg to respawn it
L693[10:25:35] <Curle> no, the crystals
L694[10:25:36] <Curle> :L
L695[10:25:59] <howtonotwin> There was a thing where if you unloaded the dragon while it was dying, it would come back to life and die again. So you could multiply this and kill it over and over again, each time getting some XP.
L696[10:26:14] <Curle> what happens if you kill the dragon without destroying any crystals, how do you spawn it then?
L697[10:26:17] <Curle> :L
L698[10:26:31] <howtonotwin> You make crystals with a crafting recipe
L699[10:26:36] <MalkContent> i havent fought the dragon since like. 1.2something
L700[10:26:37] <howtonotwin> The existing ones don't matter
L701[10:26:52] <MalkContent> o wait thats not true
L702[10:27:28] <MalkContent> actually did it once in 1.7.10, but i think the fight wasnt changed yet then
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L704[10:28:43] <Curle> no, 1.9 was the end update
L705[10:28:50] <Curle> new potion and arrows and shit
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L707[10:31:37] <MalkContent> you can't register a fluid container in a way that it uses getContainerItem(ItemStack) can you?
L708[10:31:54] <MalkContent> a right. those dragonsbreath potions
L709[10:32:39] <MalkContent> i wonder if there's vanilla minecrafters out there actually regularly getting those for pvp
L710[10:34:31] <MalkContent> a nvm. that's a thing now
L711[10:34:44] <MalkContent> only gotta find out when that changed :x
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L713[10:35:52] <MalkContent> nope. not a thing after all
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L715[10:37:18] <gigaherz> hah
L716[10:37:19] <gigaherz> https://bigmachine.io/imposter/
L717[10:37:31] <gigaherz> that'd be a handy thing to hand out in here ;p
L718[10:39:16] <Latvian|away> Im BACK
L719[10:39:25] *** Latvian|away is now known as LatvianModder
L720[10:41:07] ⇨ Joins: cpup (~cpup@32.218.113.145)
L721[10:41:07] <edgarasf123> http://i.imgur.com/wpeUzAk.png Trying to render line from player to center of map, but the line only appears when using F3 and at specific angles, and its not pointing to correct to location :/
L722[10:41:08] <howtonotwin> GHz: Why not just use this https://docs.oracle.com/javase/tutorial/ :P
L723[10:42:09] <gigaherz> howtonotwin: because a lot of people may even be proficent with Java itself
L724[10:42:16] <gigaherz> but still lack basic knowledge of programming concepts in general
L725[10:43:03] <howtonotwin> Well first, the coordinate system corresponds to the view. That means you also have to properly rotate the player's position to point at the origin.
L726[10:44:00] <edgarasf123> Hmm, ok. Is there any examples where it shows how to translate world coordinates to view coordinates?
L727[10:45:06] <howtonotwin> Perhaps try and see how ender crystals render their beams?
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L729[10:49:28] <Curle> you guys and your examples
L730[10:50:08] <Curle> latvian, i'm trying to do some stuffs in wings3d, like cutting a cube in half diagonally, any advice? :L
L731[10:50:28] <Curle> I've tessellated and triangulated the two faces
L732[10:50:50] <Curle> and i've tried just moving the offending corner to one of the sides but that messes up my uv
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L734[10:52:17] <Curle> would bevelling the edge work?
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L737[10:52:47] <Curle> o/ will
L738[10:52:51] <williewillus> heyo
L739[10:53:11] <Curle> Hell yeah, i'm in the money now
L740[10:53:12] <Curle> :D
L741[10:53:21] <williewillus> ?
L742[10:54:33] <Curle> i'm modelling
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L744[10:54:35] <Curle> :L
L745[10:54:48] <LatvianModder> You can cut in half, I just gotta remeber how
L746[10:55:10] <LatvianModder> I think I usually cut the 4 edges in half
L747[10:55:49] <LatvianModder> And there was "fill" (don remeber the name) option too for quads/triangles
L748[10:56:32] <howtonotwin> I did a google and maybe body plane cut?
L749[10:56:48] <Curle> that's vertically/horizontally
L750[10:56:53] <Curle> i specified horizontall
L751[10:57:01] <Curle> max bevel worked for me
L752[10:57:08] <Curle> diagonally*
L753[10:57:09] <Curle> damn
L754[10:57:23] <Curle> can't even prove my argument to myself
L755[10:57:33] <howtonotwin> Can you not specify a custom axis that bisects the cube?
L756[10:57:40] <LatvianModder> Somehing like Split too. I havent used that progran for a while now
L757[10:58:00] <LatvianModder> Its a very simple one, maybe you can
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L760[10:59:07] <Curle> and now i've screwed up the snapping
L761[11:00:12] <Curle> dat fit tho
L762[11:00:25] <MalkContent> blegh. i despise vanilla enchanting
L763[11:00:31] <Curle> http://www.anter-gerang.org/p/2016-08-21_17-00-25.png
L764[11:00:33] <sham1> why
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L766[11:01:18] <MalkContent> incredibly random, very much to gain and lots of crap
L767[11:01:33] <MalkContent> but don't worry they overhauled it
L768[11:01:55] <raoulvdberge> What are the chances of Entity#getHorizontalFacing returning EnumFacing.DOWN?
L769[11:02:04] <MalkContent> now you can see if you get crap before you enchant and enchant something else instead
L770[11:02:05] <Curle> down isn't horizontal
L771[11:02:06] <Curle> :L
L772[11:02:26] <Curle> up and down are pitch, so 0
L773[11:02:40] <Curle> 1 in infinity
L774[11:02:44] <raoulvdberge> well someone reported a bug to me
L775[11:02:46] <raoulvdberge> and they got a down facing
L776[11:02:47] <raoulvdberge> lol
L777[11:03:01] <MalkContent> a well, buckle up and find something else that is worth enchanting
L778[11:03:17] <Curle> probably leather armor
L779[11:03:48] <MalkContent> o, nothing worthwhile for anything? spend 1 lvl and a lapis for a wooden sword to move the table forward for another chance
L780[11:04:13] <MalkContent> 3 hours later you finally got fortune 3 and 4 chests full of crap
L781[11:04:33] <Curle> anyone for the osmotic enchanter/
L782[11:04:35] <Curle> :L
L783[11:04:50] <Curle> all hail nekosune i guess
L784[11:05:22] <nekosune> o.o
L785[11:05:48] <Curle> dear lord, i had no idea you were here
L786[11:07:58] <Ordinastie_> Curle, I see you make progress :s
L787[11:08:05] <Curle> :L
L788[11:08:11] <Curle> that was the template.
L789[11:08:29] <Curle> Never know when i wanna make a door
L790[11:08:30] <Curle> eh?
L791[11:08:57] <Curle> Someone once said i was adoorable when i'm modelling
L792[11:09:10] <MalkContent> mhm. osmotic enchanter would be the way to go if i had tc on this
L793[11:09:58] <Curle> thaumic tinkerer
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L795[11:11:56] <MalkContent> i know. needs tc though :P
L796[11:12:47] <Curle> shh bby
L797[11:12:49] <Curle> is okey
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L802[11:23:40] <Curle> welp
L803[11:23:44] <Curle> i just crashed wings
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L808[11:30:56] <Curle> alright
L809[11:30:59] <Curle> what the hell
L810[11:31:04] <Curle> http://www.anter-gerang.org/p/2016-08-21_17-30-52.png
L811[11:31:18] ⇨ Joins: CoderPuppy (~cpup@32.218.114.79)
L812[11:31:19] <Curle> one of the edges separated into two and one is stealing the uv
L813[11:31:49] <Ordinastie_> stealing the uv ?
L814[11:32:05] <Curle> yeah.
L815[11:32:11] <Ordinastie_> what do you call uv ?
L816[11:32:14] <Curle> shush
L817[11:32:18] <Curle> texture coordinate
L818[11:32:32] <Curle> i swear to god, shush. :L
L819[11:32:33] <Ordinastie_> you realise there aren't any texture there ?
L820[11:32:39] <Curle> not in the viewer.
L821[11:32:44] <Curle> but it's transparent.
L822[11:33:09] <Curle> i can't fix it
L823[11:33:34] <Ordinastie_> do you meant the triangle where you can see through in your screen
L824[11:33:36] <Ordinastie_> ?
L825[11:33:59] <Curle> yeah.
L826[11:34:04] <Curle> on the left, the transparent area.
L827[11:34:22] <Curle> One of the edges is slightly smaller and the larger one is warping it
L828[11:35:05] <Ordinastie_> it's not about UVs, it's just the face that is smaller
L829[11:35:31] <Curle> Actually, the face is smaller because one of the edges separated
L830[11:35:44] <Ordinastie_> yes
L831[11:35:49] <Curle> you can see the one belonging to the tilted square
L832[11:35:55] <Curle> that should be shared with the edge
L833[11:36:07] <Curle> of the inside
L834[11:36:16] <Curle> i fixed it
L835[11:36:22] <Curle> but it's strange nonetheless
L836[11:36:22] ⇦ Quits: cpup (~cpup@32.218.114.19) (Ping timeout: 384 seconds)
L837[11:37:05] <howtonotwin> Edge AND Firefox at the same time? What are you doing? o_O
L838[11:37:15] <Curle> u wat
L839[11:37:50] <williewillus> wat is that bar at the top?
L840[11:37:53] <howtonotwin> <Curle> http://www.anter-gerang.org/p/2016-08-21_17-30-52.png
L841[11:37:54] <Curle> wat bar
L842[11:38:12] ⇦ Quits: RANKSHANK_mob1 (~RANKSHANK@pa49-181-167-80.pa.nsw.optusnet.com.au) (Quit: ciao)
L843[11:38:14] <Curle> oh, the one with the aperture logo?
L844[11:38:17] <Curle> that's Rainmeter
L845[11:38:19] <williewillus> yeah
L846[11:38:22] <williewillus> oh lol
L847[11:38:29] <Curle> it's like a utility shorcut bar
L848[11:38:32] <Curle> amazing
L849[11:38:48] <Curle> also, howto, Jenkins only works with Edge for me
L850[11:38:49] <Curle> :L
L851[11:38:59] <Curle> but Firefox is faster
L852[11:39:01] <Curle> rip
L853[11:39:05] <Curle> yes, firefox is updated.
L854[11:39:07] <Curle> it's a mystery.
L855[11:39:24] <howtonotwin> aha!
L856[11:39:57] *** Mine|dreamland is now known as minecreatr
L857[11:40:22] <OrionOnline> Hey guys i have a question for the redering specialists under us
L858[11:40:26] <williewillus> ff honestly has sucked for a while :P
L859[11:40:28] <williewillus> imo
L860[11:40:46] <OrionOnline> I am working on rendering an ItemModel (so baked one) as a piece of a Armor
L861[11:40:48] <OrionOnline> http://i.imgur.com/YiNiywz.png
L862[11:41:00] <OrionOnline> If you look carefully on the model that is used on the player
L863[11:41:03] <Curle> Oh hey, it's you again.
L864[11:41:04] <OrionOnline> (not the on in the hand)
L865[11:41:16] <williewillus> yeah
L866[11:41:16] <Curle> Show us the god damned top. Last pic you were looking forward.
L867[11:41:26] <williewillus> well look at the picture
L868[11:41:27] <williewillus> i see the top
L869[11:41:28] <williewillus> :P
L870[11:41:41] <Curle> also, that's one big model
L871[11:41:41] <OrionOnline> you see it turns white/grey under certain angles
L872[11:41:48] <OrionOnline> Is there a way to prevent this?
L873[11:41:52] <williewillus> well I don't see it
L874[11:41:56] <williewillus> gif would help
L875[11:41:57] <Curle> On the side
L876[11:42:07] <Curle> it looks like chainmail on the right side
L877[11:42:39] <Curle> http://www.anter-gerang.org/p/2016-08-21_17-42-36.png
L878[11:43:12] <OrionOnline> Very much true Curle
L879[11:43:22] <OrionOnline> The model data tells it that it should be purple there#
L880[11:43:26] <OrionOnline> Just like on the top
L881[11:43:29] <williewillus> what size is that side cube/texture?
L882[11:43:35] <OrionOnline> Debugging show the data being purple
L883[11:43:39] <williewillus> and do you have mipmapping on
L884[11:43:46] <williewillus> (i'm just guessing here lol)
L885[11:43:47] <Curle> looks like a vbo thing to me
L886[11:43:55] <williewillus> how is that a vbo thing? :P
L887[11:44:12] <Curle> i remember having an issue like this in my gl game
L888[11:44:15] <OrionOnline> williewillus, one sixteened of a block
L889[11:44:22] <williewillus> OrionOnline: i mean the whole thing
L890[11:44:22] <Curle> so a pixel?
L891[11:44:29] <williewillus> and play with your mipmap settings
L892[11:44:33] <OrionOnline> 16x16
L893[11:45:10] <Curle> wait, that side is 16^?
L894[11:45:15] <Curle> christ on a bike
L895[11:45:27] <williewillus> what did you think it was? 0.o
L896[11:45:34] <Curle> not that!
L897[11:45:35] <Curle> :L
L898[11:45:53] <OrionOnline> Curle, minecraft is 16x16 default
L899[11:46:04] <Curle> yeah.
L900[11:46:06] <OrionOnline> So most if my textures are 16x16 defaulted
L901[11:46:27] <Curle> hold on, i just got confused between armor wrapping and items
L902[11:46:28] <Curle> :L
L903[11:46:44] <OrionOnline> Curle
L904[11:46:53] <OrionOnline> This is an ItemModel rendered as an Armor
L905[11:47:04] <OrionOnline> So the models just performs some translations and then calls render model
L906[11:47:06] <OrionOnline> for a Item
L907[11:47:14] <williewillus> what is an "ItemModel"?
L908[11:47:22] <OrionOnline> A baked one
L909[11:47:27] <OrionOnline> The standard from vanilla
L910[11:47:39] <OrionOnline> Using json stuff
L911[11:47:43] <williewillus> wait so are rendering this yourself?
L912[11:47:46] <williewillus> why?
L913[11:47:47] <OrionOnline> Yes
L914[11:47:51] <OrionOnline> Is there a easier way?
L915[11:47:55] <Curle> yeah.
L916[11:48:10] <OrionOnline> Disabling mipmapping fixes the problem btw
L917[11:48:11] <Curle> willie, carry on.
L918[11:48:11] <Curle> :L
L919[11:48:13] <williewillus> vanilla's already has a layer renderer that renders it as is
L920[11:48:17] <williewillus> lemme confirm
L921[11:48:26] <OrionOnline> Is there a way i can activate taht?
L922[11:48:39] <Curle> it wouldn't be there if there wasn't :L
L923[11:49:14] <williewillus> yeah LayerCustomhead simply renders anything that isn't armor directly
L924[11:49:43] <OrionOnline> williewillus, would that also do body parts?
L925[11:49:45] <OrionOnline> Or just head?
L926[11:49:48] <williewillus> what do you mean
L927[11:49:54] <williewillus> you're trying to render this item on the head
L928[11:49:58] <williewillus> and I'm saying vanilla already does that
L929[11:49:58] <OrionOnline> Yeah
L930[11:50:04] <OrionOnline> But it is part of a suit
L931[11:50:08] <Curle> -.-
L932[11:50:13] <williewillus> ...??
L933[11:50:18] <williewillus> how does that matter right now?
L934[11:50:18] <Curle> the armor renderer works in 2 parts
L935[11:50:28] <Curle> helmet, chestplate and boots
L936[11:50:30] <Curle> and leggings
L937[11:50:33] <Curle> afaik
L938[11:50:37] <williewillus> wat
L939[11:50:39] <williewillus> thats unrelated
L940[11:50:44] <Curle> its not
L941[11:50:53] <Curle> you can't have a part rendered
L942[11:50:53] <williewillus> look at LayerCustomHead
L943[11:50:59] <williewillus> yes but that's for MODELBASE armor
L944[11:51:02] <williewillus> this is just a baked model
L945[11:51:04] <Curle> o shit son
L946[11:51:10] <Curle> calm down :L
L947[11:51:19] <williewillus> not uncalm :P
L948[11:51:25] <Curle> Yeah, heads are getting confusing right now
L949[11:51:27] <Curle> :L
L950[11:51:53] <williewillus> point is that you shouldn't have had to render it yourself, something in vanilla already does it for you :P
L951[11:53:29] <Curle> what he said. :L
L952[11:53:34] <OrionOnline> williewillus, that class only renders stuff that is in the Head Slot though
L953[11:53:37] <OrionOnline> correct?
L954[11:53:46] <williewillus> yes...and your armor is in the head slot
L955[11:53:50] <OrionOnline> currently
L956[11:53:54] <Curle> like i said, there's a separate armor renderer for a full suit
L957[11:53:58] <OrionOnline> i have a chestplate of the same type
L958[11:54:05] <Curle> then use the armor renderer
L959[11:54:05] <OrionOnline> Curle were?
L960[11:54:06] <Curle> -.-
L961[11:54:13] <Curle> willie pls
L962[11:54:23] <Curle> I have no idea what it's called in 1.8+
L963[11:54:24] <Curle> :L
L964[11:54:30] <OrionOnline> Curle, it is oke
L965[11:54:39] <Curle> i'm a 1.7.10 modder
L966[11:54:42] <williewillus> i still don't understand what the problem is :P
L967[11:54:52] <Curle> he's using the head renderer for traditional armor
L968[11:55:04] <Curle> the itemmodel is for a fancy 3d model
L969[11:55:09] <Curle> he just wants armor
L970[11:55:22] <williewillus> so you want the baked model to NOT render on the head? :P
L971[11:55:25] ⇦ Quits: PBlock96 (PBlock96@res404s-128-61-104-241.res.gatech.edu) (Ping timeout: 190 seconds)
L972[11:55:36] <Curle> yeah, he wants the model to not render, and the armor to render
L973[11:55:48] <Curle> that's what he's asking
L974[11:55:57] <Curle> in a way i can understand apparently
L975[11:56:00] <Curle> :L
L976[11:56:01] <williewillus> that point wasn't communicated at all from the past 10 minutes of discussion lol
L977[11:56:09] <Curle> ignore the model, just the armor
L978[11:56:12] <Curle> he wants armor
L979[11:56:13] <Curle> :L
L980[11:56:19] <OrionOnline> No curle
L981[11:56:27] <Curle> you want the helmet to render
L982[11:56:31] <Curle> and you have a chestplate
L983[11:56:32] <OrionOnline> What i want is to render an IBakedModel as a piece of Armor
L984[11:56:38] <Curle> Why?
L985[11:56:39] <williewillus> and I'm saying in head position
L986[11:56:42] <williewillus> vanilla does it for you
L987[11:56:42] <OrionOnline> But without mipmapping
L988[11:56:50] <OrionOnline> williewillus, yeah i know now
L989[11:56:52] <williewillus> you can't do that, mipping is a global thing
L990[11:56:57] <OrionOnline> But the mipmapping problem still exists
L991[11:57:05] <Curle> Can't you have the iBakedModel based off the armor instead of rendering the item itself on your head?
L992[11:57:13] <williewillus> wat
L993[11:57:14] <Curle> the item seems really inefficient
L994[11:57:17] <williewillus> does that even mean
L995[11:57:21] <williewillus> what?
L996[11:57:32] <Curle> he's rendering the item itself on his head.
L997[11:57:35] <Curle> not armor, the item.
L998[11:57:38] <williewillus> yes and vanilla does that?
L999[11:57:50] <Curle> last time i checked vanilla armor items weren't massive
L1000[11:57:52] <gigaherz> vanilla uses a ModelBase-based model for armor
L1001[11:58:01] <williewillus> pumpkins don't
L1002[11:58:10] <gigaherz> but when you equip a BLOCK
L1003[11:58:10] <williewillus> that's what's rendering your thing right now, same thing that does pumpkins
L1004[11:58:13] <gigaherz> it will draw the block
L1005[11:58:14] <williewillus> not a block
L1006[11:58:16] <williewillus> any non-armor item
L1007[11:58:20] <gigaherz> well
L1008[11:58:27] <gigaherz> can you even equip a non-block item?
L1009[11:58:32] <williewillus> with /replaceitem you can
L1010[11:58:39] <gigaherz> ah I thought it only worked for blocks
L1011[11:58:54] <gigaherz> mistaken assumption, I guess
L1012[11:58:55] <williewillus> either way make clear what you want to happen :P
L1013[11:58:56] ⇨ Joins: cpup (~cpup@32.218.114.173)
L1014[11:58:58] <williewillus> orion
L1015[11:59:08] <Curle> alright
L1016[11:59:08] <OrionOnline> williewillus, how do i tell it to use that layer?
L1017[11:59:13] <williewillus> wat
L1018[11:59:25] <williewillus> use what layer what
L1019[11:59:33] <Curle> i'm just gonna say, you can't render your chestplate from the item
L1020[11:59:39] <Curle> the head has a separate thing
L1021[11:59:44] <gigaherz> OrionOnline: we don't knwo what you are looking at
L1022[11:59:45] <williewillus> yes
L1023[11:59:47] <gigaherz> explain, from the beginning
L1024[11:59:52] <gigaherz> what EXACTLY do you have
L1025[11:59:52] <OrionOnline> How do i tell it to use the LayerCustomHead instead of the default LayerArmor?
L1026[11:59:56] <gigaherz> and what EXACTLY do you need to happen
L1027[11:59:57] <williewillus> you don't
L1028[12:00:00] <williewillus> LayerCustomHead always runs
L1029[12:00:00] <OrionOnline> Or does it do that automatically?
L1030[12:00:06] <williewillus> and it only runs for the head slot
L1031[12:00:09] <williewillus> and only for non armor items
L1032[12:00:10] <gigaherz> that's something any player has
L1033[12:00:13] <OrionOnline> Okey
L1034[12:00:16] <Curle> hang on
L1035[12:00:17] <OrionOnline> That is good to know
L1036[12:00:20] <gigaherz> it only activates when a non-armor item is placed on the slot
L1037[12:00:22] <OrionOnline> Can i register my own layers?
L1038[12:00:25] <williewillus> yes
L1039[12:00:25] <gigaherz> yes
L1040[12:00:35] <Curle> if you're using layercustomhead with armor
L1041[12:00:39] <Curle> ...
L1042[12:00:41] <Curle> i can't even
L1043[12:00:44] <williewillus> wat
L1044[12:00:50] <Curle> but..
L1045[12:00:50] <williewillus> the solution is obvious :P
L1046[12:00:51] <OrionOnline> Can i deactivate a certain layer for a specific piece of Armor?
L1047[12:00:52] <Curle> hang on
L1048[12:00:58] <williewillus> let the vanilla layer take care of the head
L1049[12:01:02] <williewillus> and add your own to do the other three
L1050[12:01:09] <OrionOnline> williewillus, yep that is what i was planning
L1051[12:01:16] ⇦ Quits: CoderPuppy (~cpup@32.218.114.79) (Ping timeout: 202 seconds)
L1052[12:01:20] <OrionOnline> I just need a way to not make it render with the normal model
L1053[12:01:25] <Curle> i'm not even gonna try to comprehend
L1054[12:01:32] <williewillus> you mean the modelbase?
L1055[12:02:09] <OrionOnline> yes
L1056[12:02:23] <Curle> so this armor is going to be purely cosmetic
L1057[12:02:27] <williewillus> hm
L1058[12:02:35] <Curle> it's just a renderer
L1059[12:02:37] <OrionOnline> I bassicly want it to skip the LayerArmor<t extends ModelBase> phase
L1060[12:02:38] <Curle> and not armor items
L1061[12:02:42] <OrionOnline> Curle, currect
L1062[12:02:51] <williewillus> you could return an empty ModelBase
L1063[12:02:52] <Curle> why, exactly?
L1064[12:02:55] <OrionOnline> Until know i had flat (like paper flat) armor
L1065[12:03:04] <williewillus> from Item.getArmorModel
L1066[12:03:05] <Curle> as it is
L1067[12:03:12] <OrionOnline> williewillus, okey
L1068[12:03:33] <williewillus> it should be fast enough (tm), and it's the simplest solution
L1069[12:03:41] <OrionOnline> Yeah
L1070[12:03:44] <williewillus> thats assuming your armor is not itemarmor
L1071[12:03:46] <williewillus> *is
L1072[12:03:51] <OrionOnline> It is
L1073[12:03:57] <williewillus> is your helmet?
L1074[12:04:19] <williewillus> if so the vanilla LayerCustomHead won't activate for it
L1075[12:04:24] <williewillus> so your custom layer will have to do all 4
L1076[12:04:32] <OrionOnline> I would need a layer for that too
L1077[12:04:34] <OrionOnline> I know
L1078[12:04:38] <OrionOnline> Was planning for it
L1079[12:04:39] <williewillus> just put them all in the same one :P
L1080[12:04:43] <OrionOnline> Yeah
L1081[12:05:02] ⇦ Parts: KR (~KR@znc.squelch.chat) ())
L1082[12:05:26] <williewillus> yay problem solved. but the mipping problem i don't know. you can't do it on a case by case basis because the entire atlas is mipped
L1083[12:05:48] <gigaherz> wtf is the mipmapping problem?
L1084[12:06:04] <gigaherz> (I know what mipmapping is, that's why it confuses me)
L1085[12:06:12] <williewillus> you probably know more about it
L1086[12:06:21] <williewillus> but his baked model is gray when viewed at a narrow angle
L1087[12:06:37] <gigaherz> is it a checkerboard?
L1088[12:06:41] <OrionOnline> gigaherz, yes
L1089[12:06:42] <williewillus> http://www.anter-gerang.org/p/2016-08-21_17-42-36.png
L1090[12:06:46] <gigaherz> then it's working as intended
L1091[12:06:48] <gigaherz> gotta live with it
L1092[12:06:52] <OrionOnline> It is 3d Chain mail
L1093[12:06:55] <OrionOnline> Okey thanks
L1094[12:07:00] <OrionOnline> gigaherz, what causes it?
L1095[12:07:04] <gigaherz> that's the alpha values
L1096[12:07:11] <gigaherz> when seen at an angle
L1097[12:07:29] <gigaherz> probably
L1098[12:07:32] <OrionOnline> Why would it show the alpha values at a steep angle?
L1099[12:07:40] <gigaherz> hmm actually
L1100[12:07:43] <gigaherz> how's the model made?
L1101[12:07:50] <OrionOnline> Baked like any other ItemModel
L1102[12:07:51] <gigaherz> is it actual little cubes?
L1103[12:08:03] <gigaherz> no I mean what it's made of
L1104[12:08:10] <OrionOnline> It is generated from a texture like a sword or an axe would
L1105[12:08:14] <gigaherz> okay so
L1106[12:08:17] <OrionOnline> so yeah little cubes are created
L1107[12:08:22] <gigaherz> it's a bunch of builtin/generated
L1108[12:08:28] <OrionOnline> gigaherz, correct
L1109[12:08:32] <gigaherz> yah then there aren't "little cubes" at all
L1110[12:08:35] <gigaherz> what minecraft does
L1111[12:08:40] <gigaherz> it put a flat texture on each side
L1112[12:08:46] <gigaherz> and only generates the visible edges
L1113[12:08:50] <gigaherz> so
L1114[12:08:56] <gigaherz> what you see transparent
L1115[12:09:04] <gigaherz> is really still covered -- by transparent pixels
L1116[12:09:10] <OrionOnline> ahhhh
L1117[12:09:17] <gigaherz> so when you look at a steep enough angle
L1118[12:09:18] <OrionOnline> That also explains the white thenm
L1119[12:09:37] <gigaherz> the gpu sometimes doesn't interpolate any transparent pixels in those regions
L1120[12:09:54] <OrionOnline> Is there way to prevent it from doing that (should i even attempt that?)
L1121[12:09:58] <gigaherz> it will draw the color but the alpha value won't be small enough to be alpha-tested away
L1122[12:10:02] <gigaherz> no
L1123[12:10:11] <gigaherz> your only solution would be to actually generate a model with each little cube one by one
L1124[12:10:50] <OrionOnline> gigaherz, that would probably be a lot of vertexes though....
L1125[12:11:01] <gigaherz> well given that it's a checkerboard already
L1126[12:11:04] <gigaherz> only a few more than it has now ;P
L1127[12:11:11] <OrionOnline> I could however attempt it
L1128[12:11:31] <OrionOnline> I have a week off next week
L1129[12:11:43] <gigaherz> also, you could have it as an actual armor model using the normal modelbase crap
L1130[12:11:48] <OrionOnline> It would be a nice challenge to write somethign like that
L1131[12:11:55] <gigaherz> but ewh.
L1132[12:12:09] <williewillus> i wish they'd get on with getting rid of modelbase
L1133[12:12:17] <OrionOnline> gigaherz, i have it as a normal model now, but is flat as paper
L1134[12:12:20] <williewillus> and getting sane entity models (PE's look awesome)
L1135[12:12:31] <gigaherz> I wish they'd transition to a hybrid approach, that loads ModelBase from json
L1136[12:12:31] <gigaherz> ;P
L1137[12:12:33] <OrionOnline> Which just looks wrong...
L1138[12:12:34] <williewillus> PE entity models are in json
L1139[12:12:45] <gigaherz> and bakes it like they bake the other models
L1140[12:12:55] <williewillus> with full declaration of what the skeleton is, etc.
L1141[12:13:00] <gigaherz> OrionOnline: no not normal
L1142[12:13:08] <gigaherz> using Item#getArmorModel
L1143[12:13:15] <gigaherz> and returning a custom armor model
L1144[12:13:15] <OrionOnline> gigaherz, yeah
L1145[12:13:20] <gigaherz> where the head has a lot of little boxes
L1146[12:13:28] <OrionOnline> It returns a modified version of the default
L1147[12:13:33] <OrionOnline> I could do that too
L1148[12:13:43] <gigaherz> rather than the dfefault one-big-box version
L1149[12:13:47] <gigaherz> or
L1150[12:13:49] <gigaherz> maybe the best
L1151[12:13:57] <gigaherz> if you can make that model as a .obj model or .json or whatever
L1152[12:14:05] <gigaherz> you could load it from your ModelRenderer
L1153[12:14:09] <gigaherz> and override the draw code
L1154[12:14:12] <gigaherz> to draw the IBakedModel ;p
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L1157[12:15:31] <OrionOnline> gigaherz, that is how it is rendered now
L1158[12:15:59] <OrionOnline> But the ItemModel still has the transparency issue
L1159[12:16:31] <gigaherz> yeah it's going to be painful, but if it bothers you, you'll have to do the separate cubes ;P
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L1161[12:16:55] <OrionOnline> :P
L1162[12:17:17] <gigaherz> for reference I can easily do that in my modelling program in just a couple minutes ;P
L1163[12:17:27] <gigaherz> and export to .obj ;P
L1164[12:17:50] <Ordinastie_> you konw, if you really want to model...
L1165[12:17:58] <gigaherz> XD
L1166[12:18:10] <gigaherz> nah I'm playing wow right now, but maybe later ;P
L1167[12:18:26] <gigaherz> if it's not an organic shape -- I can't do organic ;P
L1168[12:19:35] <Ordinastie_> as long as it can be something you can open, you can do whatever you want :p
L1169[12:20:14] <OrionOnline> gigaherz, it is currently generated from a texture
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L1171[12:33:37] <Curle> hooray
L1172[12:33:40] <Curle> normal uv maps
L1173[12:36:45] <LatvianModder> in W3D?
L1174[12:36:52] <LatvianModder> like, alighed to grid? or what you call normal?
L1175[12:37:24] <Curle> normal as in, straight
L1176[12:37:25] <Curle> :L
L1177[12:37:29] <Curle> and even
L1178[12:37:57] <Curle> i literally made a cube, immediately went to uv map it and it came up as a rhombus
L1179[12:37:58] <Curle> -.-
L1180[12:38:44] <BordListian> uv mapping is funny
L1181[12:39:32] <Curle> yeah
L1182[12:39:46] <Curle> Lat, how do you export the texture generated from the uv mapping window?
L1183[12:39:59] <Curle> :L
L1184[12:40:31] <LatvianModder> something something External
L1185[12:40:55] <Curle> something something u wat m8
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L1188[12:41:07] <LatvianModder> how did you align it to grid?
L1189[12:41:11] <Curle> yeah.
L1190[12:41:13] <BordListian> he's saying to get a cheeky nando
L1191[12:41:31] <Curle> are you legitimately british?
L1192[12:41:48] <Curle> christ on a bike
L1193[12:42:12] <BordListian> wut
L1194[12:42:13] <LatvianModder> err
L1195[12:42:25] <Curle> but yeah, External?
L1196[12:42:29] <Curle> i'll have a goosey
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L1198[12:42:52] <Curle> Bord: I can import a Nendo if that's alright :L
L1199[12:43:11] <BordListian> mfw i'm not even british
L1200[12:43:17] <Curle> yeah.
L1201[12:43:18] <BordListian> mfw you're just going with it
L1202[12:43:34] <Curle> um
L1203[12:44:15] <Curle> "the performance of wings is dependant on many things, such as: - the phase of the moon"
L1204[12:44:17] <BordListian> i like how one interjection is enough to thoroughly confuse everybody
L1205[12:44:17] <Curle> damn right
L1206[12:45:04] <BordListian> the performance of wings is dependant on the distance between earth and moon
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L1208[12:45:22] <BordListian> and the number of things we sent into space
L1209[12:45:56] <Curle> so if i fire a tennis ball into LEO, will Wings go faster?
L1210[12:46:10] <BordListian> maybe
L1211[12:46:17] <Curle> poor Leo
L1212[12:46:18] <Curle> :L
L1213[12:46:49] <Curle> i meant Low Earth Orbit, for anyone actually called Leo
L1214[12:46:49] <Curle> :L
L1215[12:47:06] <BordListian> we were somehow aware
L1216[12:48:04] <Curle> i wasn't
L1217[12:48:05] <Curle> :L
L1218[12:48:21] <Curle> i need to cut down on my :Ls
L1219[12:48:21] <Curle> :L
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L1221[12:50:42] <Curle> Outliner > Make External
L1222[12:50:45] <Curle> Thanks Lat :D
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L1224[12:55:46] <LatvianModder> told ya
L1225[12:56:37] <Curle> i love me some cryptic shit
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L1227[12:57:21] <IoP> !gm func_180661_e
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L1235[13:03:14] <Curle> http://www.anter-gerang.org/p/2016-08-21_19-03-06.png
L1236[13:03:20] <Curle> it's not my best but it gets the job done
L1237[13:03:20] <Curle> :L
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L1240[13:08:03] <Curle> mfw Windows Media Player starts playing my playlist for no reason
L1241[13:08:03] <Curle> http://i.memeful.com/media/post/BRkj4jM_700wa_0.gif
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L1249[13:32:24] <Curle> Oh hey, i fixed my issues with rendering
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L1251[13:32:43] <Curle> it turns out my JSONS were fine, I just didn't call initModels() :L
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L1257[13:45:30] <gigaherz> did the smelting time stuff ever make it into forge?
L1258[13:45:56] <gigaherz> apparently not
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L1265[14:08:01] <madcrazydrumma> Hey guys! So I've got my capability working and its storing stuff as it should. However, when I try to display it on my RenderGameOverlayEvent it constantly says its 0, whereas in my print statements it says it increments as it should
L1266[14:08:17] <tterrag|ZZZzzz> client vs server?
L1267[14:08:31] <madcrazydrumma> what do you mean?
L1268[14:09:43] <tterrag|ZZZzzz> overlay rendering is on the client
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L1271[14:11:37] <gigaherz> madcrazydrumma: there's usually two copies of anything
L1272[14:11:40] <gigaherz> one on the client thread
L1273[14:11:43] <gigaherz> and one on the server thread
L1274[14:11:45] <gigaherz> even in singleplayer
L1275[14:11:55] <gigaherz> with capabilities, you'll have to synchronize them
L1276[14:12:27] <madcrazydrumma> oh
L1277[14:12:34] <madcrazydrumma> How can I sync them then?
L1278[14:12:55] <madcrazydrumma> Like im guessing the caps are stored on the server for each player?
L1279[14:15:04] <LatvianModder> is it item capability or tileentity or smth else?
L1280[14:15:41] <LatvianModder> because tile entities are the easiest ones from all
L1281[14:16:31] <madcrazydrumma> player capability
L1282[14:17:40] <tterrag> when I was using an IEEP for that I had to use these 4 events https://github.com/tterrag1098/PotionAPI/blob/master/src/main/java/tterrag/potionapi/api/effect/EffectUtil.java#L179-L204
L1283[14:17:42] <tterrag> I assume caps are the same
L1284[14:17:42] <LatvianModder> then you probably need to send a message
L1285[14:18:09] <LatvianModder> dont you also need to have Clone event now?
L1286[14:19:10] <TechnicianLP> http://hastebin.com/ivecumadis.coffee is this code ok for attaching a cap to player? (looks weird to me)
L1287[14:19:21] <tterrag> fairly sure cloning would still fire spawn event
L1288[14:19:24] <tterrag> but maybe not
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L1290[14:19:35] <tterrag> it worked fire in 1.7...it could have changed
L1291[14:19:37] <tterrag> fine*
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L1293[14:20:13] <howtonotwin> You have to handle Clone events to copy caps across deaths.
L1294[14:20:20] <tterrag> oh, well yeah
L1295[14:20:26] <tterrag> this was for potions, so no carrying across death
L1296[14:20:32] <tterrag> so I didn't worry about that
L1297[14:21:09] <tterrag> !gm func_189509_E
L1298[14:24:24] <tterrag> why is it possible for DrawBlockHighlightEvent to have a null pos?
L1299[14:24:26] <tterrag> what the hell?
L1300[14:24:34] <tterrag> https://github.com/Chisel-Team/Chisel/issues/214
L1301[14:26:20] <madcrazydrumma> Ill figure it out tomorrow, cant be bothered right now, watching the lcs haha
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L1303[14:29:36] <gigaherz> back
L1304[14:30:16] <gigaherz> madcrazydrumma: if only the player itself needs it, you can just send a message to the player itself
L1305[14:30:26] <gigaherz> if you need others to also have the info, then there's events for that too
L1306[14:31:16] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/extendedentityproperties/#synchronizing-data-with-clients
L1307[14:31:20] <gigaherz> there's a rough overview here
L1308[14:31:49] <gigaherz> it's on the IEEP page, but it applies to capabilities too
L1309[14:32:26] <madcrazydrumma> nah i just need the individual players to interact with their own gold
L1310[14:32:42] <madcrazydrumma> Because they will only interact with shops and stuff to purchase for their own use, not affecting stock levels or anything for other players
L1311[14:33:52] <gigaherz> yep then just send them a packet whenever the value changes
L1312[14:36:07] <madcrazydrumma> okay ill sort it tomorrow :P cbf tonight; might fix up my skill system tonight if i can be arsed
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L1323[15:02:04] <Curle> it would be so helpful if someone made the chunk generation easier to understand
L1324[15:02:36] <Curle> i mean, i'm good at maths, and that shit just makes me go http://i.memeful.com/media/post/PM0aaRL_700wa_0.gif
L1325[15:02:46] <gigaherz> you mean the terrain?
L1326[15:02:53] <Curle> yeah
L1327[15:03:05] <gigaherz> there's a certain formula
L1328[15:03:10] <gigaherz> that generates random values
L1329[15:03:15] <gigaherz> pseudo-random*
L1330[15:03:25] <gigaherz> if you apply it to decimals
L1331[15:03:26] <gigaherz> like
L1332[15:03:35] <gigaherz> it takes 100 blocks to go from 0 to 1
L1333[15:03:43] <gigaherz> you cna get a rough "heightmap"
L1334[15:03:52] <gigaherz> but it would be very smooth
L1335[15:03:58] <gigaherz> so you apply some more "octaves" of it
L1336[15:04:07] <gigaherz> so that you get different levels of detail
L1337[15:04:18] <gigaherz> generating some semi-smooth semi-random terrain
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L1339[15:04:28] <gigaherz> xcept--- it's in 3D
L1340[15:04:45] <gigaherz> with the probability of a block being solid much higher the lower you go
L1341[15:05:16] <gigaherz> the sharper this change, the less "ridgey" the terrain
L1342[15:05:30] <gigaherz> ...
L1343[15:05:37] <gigaherz> it's more complicated than that
L1344[15:05:52] <gigaherz> but that should at least serve as a way to understand the concept
L1345[15:07:57] <howtonotwin> It's mostly Perlin noise iirc
L1346[15:09:22] <LexDesktop> Essentially, its just a bunch of random noise, not sure what part in particular he is wanting to understand...
L1347[15:10:23] <Curle> -.-
L1348[15:10:24] <Curle> :L
L1349[15:10:27] <howtonotwin> Here's the core algorithm. Pretty sure MC modifies it a bit but you have to start somewhere http://flafla2.github.io/2014/08/09/perlinnoise.html
L1350[15:11:43] <Curle> yeah, that's gonna be helpful
L1351[15:11:44] <Curle> :L
L1352[15:11:52] <Curle> also hai lex
L1353[15:12:28] <tterrag> lex, do you know why 1.10.2 mcp caches have a 1.9.4 and 1.10.2 folder in them? http://i.imgur.com/egTUqBF.png
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L1355[15:13:09] <LexDesktop> because abrar was a fucking moron
L1356[15:13:21] <tterrag> ok....more detail?
L1357[15:13:32] <LexDesktop> and making srg files from the mc version in a non version specific folder
L1358[15:13:34] <LexDesktop> so i changed it
L1359[15:13:48] <tterrag> err
L1360[15:13:59] <tterrag> I thought mappings were already version specific
L1361[15:14:04] <LexDesktop> no
L1362[15:14:12] <tterrag> mcpbot seems to think so
L1363[15:14:14] <LexDesktop> you can use any mapping on any version
L1364[15:14:18] <LexDesktop> it may not WORK
L1365[15:14:21] <LexDesktop> but you can
L1366[15:14:22] <tterrag> well yeah, but they were obviously designed around X version
L1367[15:14:41] <gigaherz> howtonotwin: there's a faster algorithm than perlin noise, called "simplex noise", which gives similar results if you apply it in the same way you'd apply perlin
L1368[15:15:21] <Curle> sweet
L1369[15:16:52] <JoltEffect> Hey guys, released my mod, just want to say many thanks for the help over past 2 week, my nephews love it :)
L1370[15:17:07] <gigaherz> :)
L1371[15:17:10] <gigaherz> link?
L1372[15:17:21] <JoltEffect> https://mods.curse.com/mc-mods/minecraft/250113-tesla-modular-solars
L1373[15:18:04] <gigaherz> lol on top of end rods
L1374[15:18:25] <gigaherz> JoltEffect: tell the tesla fan club on twitter?
L1375[15:18:25] <gigaherz> ;P
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L1377[15:18:47] <JoltEffect> didnt know one existed :)
L1378[15:18:54] <gigaherz> https://twitter.com/TeslaApiFanClub
L1379[15:20:04] <Curle> I'll try it out for ya, jolt.
L1380[15:20:05] <Curle> :D
L1381[15:20:31] <JoltEffect> thanks
L1382[15:20:50] <JoltEffect> i think ive managed to uplaod the source to githib as well
L1383[15:21:03] <JoltEffect> that took half a day to work out :)
L1384[15:21:18] <Curle> Same here.
L1385[15:21:19] <gigaherz> heh
L1386[15:21:28] <Curle> Once you git the hang of it, it becomes automatic
L1387[15:21:29] <Curle> :)
L1388[15:21:29] <gigaherz> I learned git a while before learning to mod ;P
L1389[15:21:37] <gigaherz> TortoiseGit was amazing help
L1390[15:21:41] <JoltEffect> now if you want to see noobish code at it's worst :) https://github.com/JoltEffect/Tesla-Modular-Solars
L1391[15:21:51] <gigaherz> I hated git beforeI managed to get it working with TortoiseGit
L1392[15:21:51] <gigaherz> ;P
L1393[15:22:12] <JoltEffect> from nothing to mod in 2 weeks, ish.
L1394[15:22:14] <gigaherz> yo uare missing a readme file, but hey your repository looks nice ;P
L1395[15:22:22] <gigaherz> yo udidn't upload crap ;P
L1396[15:22:51] <JoltEffect> mmmm maybe i can only see it
L1397[15:22:58] <JoltEffect> confuses the hell out me
L1398[15:23:26] <JoltEffect> i have 5 commits, do i have to accept them or something
L1399[15:23:34] <Curle> right click the project
L1400[15:23:34] <Curle> team
L1401[15:23:35] <Curle> commit
L1402[15:23:40] <Curle> push
L1403[15:23:41] <Curle> even
L1404[15:23:44] <Curle> team, push
L1405[15:23:55] <tterrag> you were right the first time
L1406[15:24:04] <Curle> he says he has 5 commits
L1407[15:24:05] <JoltEffect> though i had done that, i can see them on github
L1408[15:24:07] <tterrag> that said, eclipse egit is a crutch. learn cmdline :P
L1409[15:24:19] <Curle> oh, you mnea
L1410[15:24:22] <Curle> team, pull
L1411[15:24:32] <Curle> :L
L1412[15:24:43] <Curle> you mean you're 5 commits behind?
L1413[15:24:56] <Curle> pull from upstream
L1414[15:24:57] <Curle> :L
L1415[15:25:01] <JoltEffect> sorry i though you could not see my source on github
L1416[15:25:26] <Curle> im getting confused so im gonna shut up now
L1417[15:25:28] <JoltEffect> <gigaherz> yo udidn't upload crap ;P
L1418[15:25:38] <JoltEffect> thought you meand i didnt upload anyithng
L1419[15:25:46] <JoltEffect> but you mean i litteraly didnt upload crap
L1420[15:25:47] <JoltEffect> lol
L1421[15:25:53] <Curle> phrasing, lads.
L1422[15:25:55] <JoltEffect> i did several times
L1423[15:26:08] <JoltEffect> i deleted about 3/4 repo's before i managed to work it out
L1424[15:26:22] <gigaherz> oops sorry I didn't think of that other possible meaning
L1425[15:26:25] <gigaherz> I was being quite literal ;P
L1426[15:26:30] <gigaherz> non-sarcastic ;P
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L1428[15:36:17] <tterrag> well, fixed the 1.10.2 issues in BON2 http://ci.tterrag.com/job/BON2/3/
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L1430[15:40:39] <P3pp3rF1y> just had a crash where block's tileentity update was run after the block was broken
L1431[15:40:50] <P3pp3rF1y> and I do call removetileentity when it gets broken
L1432[15:41:18] <P3pp3rF1y> do I really need to check if the block still exists in the tileentity update
L1433[15:41:27] <P3pp3rF1y> or this is some kind of bug in vanilla/forge
L1434[15:41:45] <gigaherz> first, you shouldn't need to call removeTileEntity yourself? unlessyou override breakBlock but don't call super
L1435[15:41:52] <gigaherz> and... yeah it happens
L1436[15:42:00] <P3pp3rF1y> I call super
L1437[15:42:02] <gigaherz> yo uhave to prevent it from crashing and live with it
L1438[15:42:06] <P3pp3rF1y> that's what I meant
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L1440[15:42:45] <P3pp3rF1y> alright, I checked vanilla furnace logic and that doesn't seem to have any checks in happily works with block without checking
L1441[15:44:37] <gigaherz> do you use world.getblockstate or similar from your update?
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L1443[15:44:49] <P3pp3rF1y> I do
L1444[15:45:12] <P3pp3rF1y> and it gets minecraft:air in this case and thus can't see the properties
L1445[15:46:26] <gigaherz> yep you have to control for that
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L1447[15:55:19] <Curle> willie's with us
L1448[15:55:19] <Curle> :D
L1449[15:56:53] <PitchBright> anybody got any good ideas on how I should approach trying to make all food items always edible? I'm muckin' around and am a bit stumped on how to tackle this one. 1.7.10 btw.
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L1451[15:57:42] <Curle> pretty sure that's a boolean
L1452[15:57:47] <Curle> alwaysEdible
L1453[15:58:03] <Curle> so make a wrapper
L1454[15:58:07] <PitchBright> yeah... I tried messin' with it... but I'm probably too newb to know how to use it properly
L1455[15:58:26] <Curle> and replace all instances of <? extends ItemFood> (i think)
L1456[15:58:40] <Curle> with food that extends your wrapper
L1457[15:59:07] <Curle> or if item instanceof ItemFood, item.alwaysEdible = true
L1458[15:59:13] <Curle> a few ways
L1459[15:59:46] <williewillus> wat
L1460[15:59:50] <williewillus> replace all instances?
L1461[15:59:55] <Curle> whatever
L1462[16:00:05] <williewillus> you just need to find every itemfood in the registry and set the bool to true
L1463[16:00:06] <williewillus> :P
L1464[16:00:08] <Curle> im theoricizing
L1465[16:00:42] <Curle> pretty sure the boolean is protected
L1466[16:00:48] <williewillus> theres a setter
L1467[16:00:51] <williewillus> public
L1468[16:00:55] <Curle> huh
L1469[16:01:07] <Curle> I'll be damned
L1470[16:01:48] <PitchBright> is that the best way then?
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L1472[16:04:24] <williewillus> yes
L1473[16:04:27] <williewillus> you said all foods?
L1474[16:04:38] <williewillus> or just vanilla oens?
L1475[16:04:41] <PitchBright> yeah... for all the mods on the server
L1476[16:05:03] <williewillus> loop through the registry and call that setter on all ItemFood instances
L1477[16:05:05] <PitchBright> I hate that you can't eat food, when your hunger bar is full... so I wanna see if I can change it
L1478[16:05:56] <PitchBright> okay... I'll google up on how to do that and see if I can make'r happen. Thanks man!
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L1480[16:07:47] <williewillus> i wouldn't trust google for anything modding but okay :P
L1481[16:07:56] <madcrazydrumma> Im trying to use EntityPlayerMP#addChatMessage in my packet but its not working :/ is this the right way to use it?
L1482[16:08:05] <williewillus> define "not working"
L1483[16:08:42] <madcrazydrumma> http://pastebin.com/953rjJ5N -> the print statement runs
L1484[16:08:49] <madcrazydrumma> but the message isnt being sent in the fail statement
L1485[16:10:24] <williewillus> how do you know it's running that code?
L1486[16:10:30] <williewillus> put prints in each branch of the if
L1487[16:10:32] <williewillus> not above the if
L1488[16:11:07] <williewillus> and blurgh that spellList thing reminds me of 1.6 block/item ids :P
L1489[16:12:27] <madcrazydrumma> ^^
L1490[16:12:39] <madcrazydrumma> I cant be bothered to make a capability for it right now
L1491[16:12:52] <williewillus> has nothing to do with caps :P
L1492[16:12:55] <madcrazydrumma> The mod is quite early in alpha so ill eventually make spells "learnable" but for now everyone gets the same shit
L1493[16:13:01] <madcrazydrumma> what do you mean then?
L1494[16:13:07] <williewillus> no the thing that disgusted me was the int ids :P
L1495[16:13:13] <madcrazydrumma> oooh xD
L1496[16:13:20] <williewillus> forge gives you a super easy to use registry system
L1497[16:13:21] <tterrag> use a forge registry
L1498[16:13:25] <madcrazydrumma> ?
L1499[16:13:41] <williewillus> you know how items and blocks work? you have an object + a string name + an int id that forge takes care of for you
L1500[16:13:48] <williewillus> so you don't have to work with ints
L1501[16:13:54] <williewillus> its all objects and resourcelocations
L1502[16:14:08] <madcrazydrumma> ooh yeah
L1503[16:14:30] <madcrazydrumma> Ill use it later, I just want to make sure this is working before refactoring, just how i work :p
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L1505[16:15:28] <williewillus> yeah its fine
L1506[16:15:41] <williewillus> i just pointed out how it reminded me of the old disgusting stuff :P
L1507[16:16:06] <madcrazydrumma> xD
L1508[16:16:09] <madcrazydrumma> apologies ;)
L1509[16:22:06] <madcrazydrumma> williewillus, how can I create a cooldown for the spell without using a tick handler? Because Im calling the packet so I want to check the cooldown first
L1510[16:22:18] <williewillus> you probably need one
L1511[16:22:21] <tterrag> save the tick when it was started
L1512[16:22:27] <tterrag> check that the required amount of time has elapsed
L1513[16:22:29] <tterrag> no polling needed
L1514[16:22:44] <williewillus> im not familiar with what your system is :P
L1515[16:22:46] <madcrazydrumma> tterrag, example?
L1516[16:23:00] <tterrag> I don't know your system. but when the spell is executed, save world.getTotalWorldTime()
L1517[16:23:01] <madcrazydrumma> I just want to start a cooldown when its activated, only if the skill is not currently on cooldown
L1518[16:23:18] <tterrag> when you need to check the cooldown, check that world.getTotalWorldTime() - spellStartTime > cooldownTime
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L1520[16:25:11] <madcrazydrumma> I know how I would get it working, I just dont know where i'd save i.e. the spellStartTime
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L1522[16:25:29] <tterrag> again, idk your system
L1523[16:25:35] <tterrag> put it in your capability?
L1524[16:25:38] <tterrag> something persisted
L1525[16:26:47] <madcrazydrumma> could do.
L1526[16:26:52] <madcrazydrumma> ill see what happens :b
L1527[16:28:05] <williewillus> is there an efficient way to give entities walking on my block an attribute modifier
L1528[16:28:10] <williewillus> and take it away when they leave it?
L1529[16:28:28] <williewillus> right now I have application in onEntityWalk but removal in a tickhandler and I don't like it x.x
L1530[16:28:37] <madcrazydrumma> That's the way I would have done it
L1531[16:28:45] <gigaherz> can't think of anything besizes using a potion effect with duration=1tick
L1532[16:28:51] <gigaherz> besides*
L1533[16:29:00] <williewillus> well its not a potion
L1534[16:29:02] <williewillus> just an attribute modifier
L1535[16:29:20] <williewillus> if i made a potion with the modifier
L1536[16:29:20] <gigaherz> I know, but a custom potion effect can apply attribute modifiers
L1537[16:29:26] <williewillus> then I have to go through all the legwork to hide it
L1538[16:29:41] <gigaherz> yeah as I said, I can't think of anything better than that, right now
L1539[16:32:02] <Curle> wouldn't he be able to use the cooldown like with the ender fruit?
L1540[16:32:17] <williewillus> that's item-bound
L1541[16:32:23] <Curle> fair enough
L1542[16:33:00] <madcrazydrumma> ^^ nice try Curle
L1543[16:33:14] <Curle> :D
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L1549[16:47:34] <Curle> madcrazy, try the method that the furnace uses to tell if smelting is done
L1550[16:47:44] <williewillus> wat
L1551[16:47:51] <Curle> that's essentially a cooldown
L1552[16:47:51] <williewillus> it stores a variable burntime in the TE
L1553[16:48:10] <Curle> so that ^ :L
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L1562[17:16:40] <madcrazydrumma> I had this code a while ago, but the particle system changed. So on line 21, how would I use that same particle effect? http://pastebin.com/0weXK7bf
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L1565[17:18:24] <madcrazydrumma> I know its ParticleRedstone but the constructors are protected
L1566[17:19:08] <P3pp3rF1y> what I use in mine is world.spawnParticle(EnumParticleTypes.REDSTONE,
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L1568[17:19:22] <P3pp3rF1y> the rest of the parameters should be the same
L1569[17:19:30] <williewillus> they all have factories
L1570[17:19:38] <williewillus> and yes normally you should be using world methods
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L1572[17:20:30] <madcrazydrumma> okay ill give that a go and see what happens
L1573[17:22:49] <madcrazydrumma> Hmm nothing shows
L1574[17:23:36] <madcrazydrumma> wait
L1575[17:23:42] <madcrazydrumma> do i have to register this entity?
L1576[17:23:43] <madcrazydrumma> lmao
L1577[17:25:04] <madcrazydrumma> Nevermind, it works when I use the client player not server player
L1578[17:25:32] <williewillus> wat
L1579[17:26:36] <madcrazydrumma> Ik
L1580[17:26:42] <madcrazydrumma> Wait ill paste the new code so you can see
L1581[17:26:57] <madcrazydrumma> http://pastebin.com/HzaqqQsu
L1582[17:28:29] <madcrazydrumma> and spawning the entity: http://pastebin.com/PAcWgYXf
L1583[17:28:43] <williewillus> uhh
L1584[17:28:46] <williewillus> particles aren't entities
L1585[17:28:48] <williewillus> by the way
L1586[17:28:54] <williewillus> they shouldn't be
L1587[17:28:58] <madcrazydrumma> I know, but its for the effect
L1588[17:29:39] <williewillus> well if you're going to make it an entity you're goign to have to register it
L1589[17:29:50] <madcrazydrumma> it spawns when i do it that way
L1590[17:29:55] <madcrazydrumma> but i dont think itll be shown to other players
L1591[17:30:07] <williewillus> beacuse you're doing it clientside
L1592[17:30:37] <madcrazydrumma> So would I register it using the GameRegistry as per?
L1593[17:30:41] <williewillus> yes
L1594[17:30:52] <madcrazydrumma> EntityRegistry*
L1595[17:30:55] <williewillus> and spawn it serverside
L1596[17:31:13] <madcrazydrumma> I have a server player so i can use that?
L1597[17:31:18] <williewillus> use what
L1598[17:32:11] ⇨ Joins: vastatio (~vastation@104.243.104.121)
L1599[17:32:24] <vastatio> Anyone know an event for when a Player types something in chat?
L1600[17:32:30] <madcrazydrumma> from my packet with the skill, i have the serverplayer casting the spell so i can spawn the effect from that?
L1601[17:32:59] <williewillus> what do you think? :P no need to ask every little thing
L1602[17:33:13] <williewillus> vastatio: serverchatevent
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L1604[17:33:19] <vastatio> Alright, thanks.
L1605[17:34:20] <madcrazydrumma> okay williewillus that didnt work xD
L1606[17:34:31] <williewillus> whenever you say "didn't work" add details
L1607[17:34:35] <williewillus> didn't work can mean a million things
L1608[17:34:42] <madcrazydrumma> that's true haha
L1609[17:34:49] <madcrazydrumma> The spell and everything works as per, but the particle isnt being shown
L1610[17:34:53] <madcrazydrumma> its being registered and all
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L1612[17:36:24] <williewillus> you're spawning the entity server side?
L1613[17:36:29] <madcrazydrumma> I think so
L1614[17:36:35] <williewillus> show code
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L1616[17:36:39] <madcrazydrumma> Im using EntityPlayerMP#worldObj
L1617[17:36:46] <williewillus> show full code :P
L1618[17:37:00] <madcrazydrumma> http://pastebin.com/rZCej28E line#37
L1619[17:37:17] <madcrazydrumma> the EntityPlayer input to that method is the EPMP from the packet
L1620[17:37:25] <williewillus> uhhhh
L1621[17:37:26] <williewillus> wat
L1622[17:37:30] <williewillus> you have client code in that method
L1623[17:37:40] <madcrazydrumma> only for the sound
L1624[17:37:41] <williewillus> Minecraft.getMinecraft is client-only
L1625[17:37:44] <williewillus> that won't work
L1626[17:37:47] <madcrazydrumma> only for the sound ^
L1627[17:37:51] <williewillus> it won't work
L1628[17:37:57] <madcrazydrumma> the sound plays haha
L1629[17:38:01] <williewillus> this method will crash the moment its run or loaded on a dedicated server
L1630[17:38:04] <williewillus> don't believe it try it
L1631[17:38:11] <madcrazydrumma> so if i ran a server it would crash?
L1632[17:38:13] <williewillus> yes
L1633[17:38:18] <williewillus> read the readthedocs on sides
L1634[17:38:18] <madcrazydrumma> okay
L1635[17:38:22] <williewillus> and you'll know why >.<
L1636[17:38:44] <madcrazydrumma> okay i changed it, will sort it out later ^
L1637[17:38:55] <madcrazydrumma> any idea still why the particle doesnt show?
L1638[17:39:10] <madcrazydrumma> Do I need a render for it even though its just an entity consisting of particle effects?
L1639[17:39:37] <williewillus> no
L1640[17:39:42] <williewillus> because it's just spawning other particles
L1641[17:39:48] <williewillus> check if its onupdate is being run clientside
L1642[17:39:53] <williewillus> (print out world.isRemote)
L1643[17:40:00] <williewillus> in onupdate
L1644[17:41:50] <madcrazydrumma> Just opened console: http://pastebin.com/280nRpBj
L1645[17:41:54] <madcrazydrumma> world is not remote
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L1647[17:42:09] <williewillus> the stacktrace tells you the problem
L1648[17:42:14] <williewillus> <init> is the name of a constructor
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L1650[17:43:33] <madcrazydrumma> So that means I need just a constructor with just World parameter?
L1651[17:43:37] <williewillus> yes
L1652[17:43:39] <williewillus> all entities do
L1653[17:43:45] <madcrazydrumma> okay i can just overload the second one then
L1654[17:45:08] <madcrazydrumma> Final thing, why is this black box here? xD http://imgur.com/a/UC8JG
L1655[17:45:28] <williewillus> ?
L1656[17:45:42] <williewillus> entities without a renderer default to a white box iirc. no idea why its black though
L1657[17:46:05] <madcrazydrumma> any way to get rid of it?
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L1659[17:46:51] <williewillus> i wouldn't use an entity forthis in the first place but whatever :P
L1660[17:47:24] <madcrazydrumma> xD
L1661[17:49:03] <madcrazydrumma> Is there like an empty render i can use for it?
L1662[17:49:13] <williewillus> set the entity size to 0
L1663[17:49:20] <madcrazydrumma> I did in the constructor
L1664[17:49:25] <williewillus> both dimensions?
L1665[17:50:57] <madcrazydrumma> yeah
L1666[17:51:14] <williewillus> not sure if that black box is the entity then
L1667[17:51:25] <madcrazydrumma> this is terrifying xD
L1668[17:51:37] <williewillus> wat
L1669[17:51:56] <Ordinastie_> make no mistakes, the black box is coming for you!
L1670[17:52:28] <Ordinastie_> it probably just wants to be friend though
L1671[17:54:10] <madcrazydrumma> Now its not even spawning any particles what the heck xD
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L1674[17:57:14] <williewillus> did you do what i told you to?
L1675[17:57:20] <williewillus> see if the onupdate is running clientside
L1676[17:57:33] <madcrazydrumma> it changes from like false to true
L1677[17:57:50] <LexDesktop> Itotally didn't accedently include a debug line in my last commit.
L1678[17:58:01] * LexDesktop waves hands "You saw nothing"
L1679[17:58:34] * madcrazydrumma claims he is blind
L1680[17:58:40] <Ordinastie_> and you just found the most effective way to have people review your commits
L1681[17:58:48] * howtonotwin gouges his own eyes out
L1682[17:59:03] <madcrazydrumma> HowToNo Twin, how you doing? ;)
L1683[17:59:25] <howtonotwin> I am a loser, not George ;_;
L1684[18:00:07] <madcrazydrumma> williewillus, i think the black box may be because of the brightness methods im overriding
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L1686[18:01:00] <madcrazydrumma> Okay now it's a white box
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L1688[18:03:55] <williewillus> $ labels add 3214 Feature
L1689[18:03:56] <Actuarius> Added labels [Feature] for issue 3214; new labels: [Feature].
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L1691[18:06:23] <vastatio> williewillus: Is there an event specifically for commands? (ServerChatEvent doesn't seem to work with commands)
L1692[18:06:36] <williewillus> commandevent
L1693[18:06:39] <williewillus> :P
L1694[18:06:45] <vastatio> Ha, well
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L1700[18:20:39] <Ordinastie_> can someone show me the call hierarchy for Item.getAnimationParameters() ?
L1701[18:20:56] <williewillus> unused
L1702[18:21:18] <Ordinastie_> wlel, that explains what I couldn't find any
L1703[18:21:34] <williewillus> probably something fry|afk was working on but didnt finish yet
L1704[18:22:17] <Ordinastie_> trying to find out what makes the Item CLOCK tick
L1705[18:23:12] <howtonotwin> Item Properties
L1706[18:23:20] <Ordinastie_> I mean internally
L1707[18:23:27] <Ordinastie_> can't find what call apply on it
L1708[18:23:49] <howtonotwin> Call hierarchy on IItemPropertyGetter:apply then?
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L1710[18:24:56] <Ordinastie_> wow, if only I could think of that
L1711[18:25:36] <howtonotwin> Poe's law, it is strong with this one :P
L1712[18:25:50] <williewillus> its in the model system. RenderItem calls bakedModel.getOverrides().handleItemState
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L1714[18:25:58] <williewillus> and the default handleItemState calls all property overrides
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L1717[18:26:54] <Ordinastie_> ah thanks
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L1720[18:35:35] <KnightMiner> How does the path priority system from 1.10? work? Is a value of 1 default?
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L1794[21:57:04] <Grinch> What would the best way to get the player count (think 1/20 players online) from the currently connected server be?
L1795[21:57:52] <howtonotwin> I think there's a method on World(Server?) for getting a list of all connected players. You can just do size() on that
L1796[21:59:50] <Grinch> How would I get the max players allowed by the server?
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L1800[22:07:14] MineBot sets mode: +v on RichardG
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L1806[22:20:44] <SatanicSanta> Grinch: Briefly looking there's ServerData#populationInfo which returns a string like 1/20
L1807[22:21:35] <SatanicSanta> thats what the server selection screen uses
L1808[22:21:55] <Grinch> Right, and I see there is Minecraft.getMinecraft.getCurrentServerData#populationInfo however that gets me a null while on the server.
L1809[22:22:08] <Grinch> I can get the ip and the motd
L1810[22:23:18] <SatanicSanta> hm
L1811[22:23:33] <SatanicSanta> right ServerData is a client only class
L1812[22:23:43] <Grinch> This is from the client I want this info
L1813[22:23:48] <SatanicSanta> oh
L1814[22:23:55] <Grinch> Drawing it on screen, sorry that I didn't mention that bit :p
L1815[22:23:55] <SatanicSanta> then ping the server
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L1820[22:29:26] <SatanicSanta> Grinch: new ServerPinger().ping(Minecraft.getMinecraft().getCurrentServerData()); Minecraft.getMinecraft().getCurrentServerData().populationInfo;
L1821[22:29:37] <SatanicSanta> obviously with proper ServerData#pinged checks
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L1823[22:30:25] <tterrag> pretty sure you don't need to construct a server pinger
L1824[22:31:01] <SatanicSanta> it's only initialized twice
L1825[22:31:19] <SatanicSanta> once in GuiMultiplayer as an instance var
L1826[22:31:43] <SatanicSanta> and once in one of the FML client classes as a local var in some connectOnStartup method, or something like that
L1827[22:31:50] <SatanicSanta> and ping is an instance method
L1828[22:32:04] <SatanicSanta> 'course I've never done this so I could def be wrong
L1829[22:33:48] <HassanS6000> In 1.10.2 what happened to PlayerInteractEvent ? It no longer has an action variable in it?
L1830[22:34:23] <HassanS6000> oh nvm
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L1832[22:41:56] <HassanS6000> !gm onCraftGuiOpened 1.8.9
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