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L17[00:56:09] <barteks2x> I got one hashmap implementation to be faster than what was supposed to be no-op baseline benchmark...
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L35[01:59:43] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161012 mappings to Forge Maven.
L36[01:59:47] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161012-1.10.2.zip (mappings = "snapshot_20161012" in build.gradle).
L37[01:59:57] <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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L59[04:02:00] <Subaraki> what's the config button for in the mod's gui ?
L60[04:05:36] <Ordinastie> to show the configuration gui for your mod
L61[04:06:31] <Subaraki> http://i.imgur.com/T24mu9T.png
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L63[04:06:34] <Subaraki> oh ?
L64[04:06:42] <Subaraki> how do I implement that ?
L65[04:06:44] <Subaraki> could be awesome
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L68[04:09:48] MineBot sets mode: +v on mezz
L69[04:14:14] <ghz|afk> [07:56] (barteks2x): I got one hashmap implementation to be faster than what was supposed to be no-op baseline benchmark...
L70[04:14:28] <ghz|afk> I got my C# octree to be much faster by using a "cube-tree" instead
L71[04:15:15] <ghz|afk> (where each node is a 4x4x4 instead of a 2x2x2, and I use 2 bits of each coord for indexing)
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L81[04:51:31] <LatvianModder> Subaraki: @Mod#guiFactory()
L82[04:52:10] <ghz|afk> fry: would be nice to give actuarius this as its github avatar: https://upload.wikimedia.org/wikipedia/commons/thumb/c/c2/Gnome-stock_person_bot.svg/2000px-Gnome-stock_person_bot.svg.png
L83[04:52:36] <ghz|afk> https://commons.wikimedia.org/wiki/File:Gnome-stock_person_bot.svg
L84[04:53:13] <LatvianModder> that looks way creepy
L85[04:53:30] <LatvianModder> I like its default avatar better :P
L86[04:53:36] <ghz|afk> yes, but it leaves no doubt that actuarius is a bot ;P
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L88[04:55:31] <LatvianModder> But it needs to look cuter. its a must :P
L89[04:55:32] <LatvianModder> http://orig05.deviantart.net/e905/f/2012/163/d/2/isometric_robot_logo_2011_2012_by_isometric_robot-d53amqs.png
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L91[04:56:06] <LatvianModder> daw https://cdn.tutsplus.com/vector/authors/sharon-milne/michelle_tut_ssrrobot_19.jpg
L92[04:57:07] <ghz|afk> http://www.blogcdn.com/www.parentdish.co.uk/media/2013/06/happy-face.jpg
L93[04:59:34] <LatvianModder> There's a nice, similing and positive avatar - https://avatars1.githubusercontent.com/u/3844385?v=3&s=140
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L95[05:02:52] <ghz|afk> lets be honest, Actuarious should have THIS as the avatar
L96[05:02:52] <ghz|afk> https://i.ytimg.com/vi/zbCbwP6ibR4/maxresdefault.jpg
L97[05:02:56] <ghz|afk> since that's its whole purpose
L98[05:02:56] <ghz|afk> ;p
L99[05:03:35] <ghz|afk> the only reason I suggested the other one was because it's opensource and free to use
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L105[05:10:50] <LatvianModder> But you can't use that image, because copyright <.< >.>
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L107[05:11:30] <LatvianModder> *totally doesnt have recolored Monstercat logo mashed together with Awesome face as his avatar*
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L110[05:13:34] <BordListian> >copyright in the post-irony ages
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L113[05:17:41] <LatvianModder> post-irony? when did that happen? Im still in irony age!
L114[05:20:59] <BordListian> if i have an armor model, can i still do dyeing?
L115[05:21:46] <BordListian> oh does it just render the model twice
L116[05:21:53] <BordListian> i think i see
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L119[05:38:03] <Subaraki> has anyone fooled arount with the skins of other people in their mods ?
L120[05:38:19] <Subaraki> i'm trying to figure out how to create a profile from name to get a skin from a player
L121[05:39:42] <Subaraki> GameProfiles need a UUID and a String
L122[05:39:51] <Subaraki> all i can provide is a string though
L123[05:40:16] <barteks2x> I accidentally generated something that could be used as a texture for ore/crystal item
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L125[05:42:12] <barteks2x> specifially the green part here: http://i.imgur.com/xDrLOCL.png
L126[05:44:16] <offbeatwitch> lel tf is that
L127[05:44:20] <offbeatwitch> did you overlay a ton of stuff
L128[05:44:39] <barteks2x> it's a visualization of hash collisions
L129[05:44:54] <offbeatwitch> lmao nice
L130[05:45:05] <barteks2x> green = very bad
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L134[05:46:23] <barteks2x> still nothing beats this one http://i.imgur.com/3xzN1Lc.png
L135[05:47:19] <Ordinastie> top down view of futuristic city
L136[05:49:10] <offbeatwitch> thats cool af
L137[05:49:39] <barteks2x> I have no idea what kind of math makes it work
L138[05:50:04] <offbeatwitch> magic
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L145[06:37:09] <TechnicianLP> do i only receive the AttachCapabilitiesEvent<T> if T matches the type i specified? or do i have to check?
L146[06:39:58] <Subaraki> anyone knows how to reach mr crayfish ?
L147[06:40:10] <offbeatwitch> ...are generics matched in instanceof?
L148[06:40:14] <offbeatwitch> I guess probs
L149[06:40:28] <offbeatwitch> @TechnicianLP test it, but probably has to match
L150[06:40:35] <offbeatwitch> otherwise loss of type safety
L151[06:41:09] <TechnicianLP> ok ...
L152[06:41:59] <offbeatwitch> @Subaraki can try his twitter @MrCraayfish
L153[06:43:05] <Subaraki> thanks offbeatwitch, I noticed his code is out for 1.10 in his github, but the curseforge page only has 1.8 updates
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L159[07:10:28] <BordListian> what's the reasonable way to check if an item is a valid dye?
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L161[07:10:59] <BordListian> i saw that leather armor dyeing checks for Items.DYE
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L163[07:11:05] <BordListian> that doesn't seem reasonable
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L166[07:20:28] <Subaraki> BordListian, why not ?
L167[07:20:36] <Subaraki> i mean item dye is dye right ...?
L168[07:22:18] <Ordinastie> it should be oredict
L169[07:22:55] <BordListian> should it be?
L170[07:23:03] <BordListian> or should it be instanceof ItemDye
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L173[07:28:42] <Subaraki> if you inly want vanilla dyes, ItemDye should largely suffice
L174[07:28:50] <Subaraki> also, Items.DYE has 16 sub items
L175[07:28:58] <Subaraki> so all vanilla dyes are included in that
L176[07:29:06] <BordListian> armor dyeing
L177[07:29:11] <Subaraki> either instanceof or .equals(Items.DYE) is same same
L178[07:29:32] <Ordinastie> no it's not :x
L179[07:29:42] <BordListian> ^
L180[07:30:05] <BordListian> what's the oredict name for dyes then and how do i figure out what dye color it is
L181[07:30:36] <Ordinastie> if the recipe checks for Item.DYE directly, the oredict name won't help you
L182[07:31:08] <BordListian> that's why i asked
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L184[07:32:15] <BordListian> i already have a method for checking for oredict
L185[07:32:37] <BordListian> just need to figure the color from dye and the general dye oredict name if there is one
L186[07:33:24] <BordListian> aha, it's just "dye"
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L193[07:42:12] <Koward> Damn I still can't properly update the power along my wire for my energy system, it really grinds my gears.
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L197[07:45:00] <Koward> Anybody has a minut to waste ? I feel a bit of shame but I'm really stuck. http://hastebin.com/kuboquzuji.java
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L202[08:07:07] <Subaraki> how does 1.8 skin layers work ?
L203[08:07:21] <Subaraki> ive set a skin to a modelbiped, but it doesnt render the overlay
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L205[08:13:55] <BordListian> you overrode hasOverlay?
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L210[08:19:44] <Subaraki> for the entity ?
L211[08:19:48] <Subaraki> BordListian ?
L212[08:20:14] <BordListian> oh
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L247[10:23:54] <gr8pefish> ANyone know if the limb swing amount for a player should be set on the client or server side? I can't tell if it's just visual.
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L251[10:35:11] <Redfoxmoon> why does EntityInteract fire 4 times on one click o_O
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L253[10:37:39] <Ordinastie> client/server ? pre/post ?
L254[10:37:50] <Corosus> also left hand right hand
L255[10:37:55] <Corosus> if that one uses that
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L257[10:41:18] <Redfoxmoon> right, yeah
L258[10:41:45] <Redfoxmoon> actually, nevermind :-) I got the outcome I wanted and it works
L259[10:42:11] <gr8pefish> I want to rotate a player so they are horizontal, just like sleeping. I found the relevant code in the RenderPlayer class (rotateCorpse method), and it just uses a GLStateManager.rotate call to do it, but when I try to do a rotate in the RenderPlayerEvent, the whole world rotates. ANyone know what I'm doing wrong, and/or how to fix that?
L260[10:42:41] <gr8pefish> * whole world being other entities on the world
L261[10:43:58] <Ordinastie> either push a matrix and pop it when you're done, or rotate back after drawing
L262[10:51:38] <Redfoxmoon> ok....either I am crazy, or I have some server/client issues with double drops now o.O help http://pastie.org/10942008
L263[10:53:28] <Ordinastie> spawn item server side only
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L265[10:54:28] <Redfoxmoon> well I am already cancelling it on clientside with isRemote check
L266[10:55:02] <Ordinastie> ah right
L267[10:55:47] <Redfoxmoon> yeah, broke it, and I get 2 ghost feathers on clientside too o_O
L268[10:57:02] <gr8pefish> Do a breakpoint on chicken.dropItem and step through it
L269[10:57:35] <Redfoxmoon> gr8pefish, I don't think that's the issue, it seems to stem from EntityInteract firing 4 times, 2 on clientside and 2 on server side
L270[10:58:14] <gr8pefish> Oh interesting, not sure then. Does entityInteract fire for all EnumHands?
L271[10:59:03] <Redfoxmoon> OH, that might be it
L272[10:59:15] <Corosus> if theres a getter for hand in the event, yes
L273[11:00:25] <Redfoxmoon> there's getHand
L274[11:00:26] <Redfoxmoon> yeah
L275[11:01:02] <Redfoxmoon> gr8pefish, thank you! :-)
L276[11:01:15] <gr8pefish> Welcome! :)
L277[11:03:03] <Redfoxmoon> gotta make a mental note of that...
L278[11:04:09] <gr8pefish> So it has to be somethign with the event, RenderPlayerEVent. (With no pushes and pops): the normal event rotates nothing, the .Pre event rotates the player and all entities, the .Post event just rotates all entities. How does it not work for just rotating the player? lol
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L281[11:08:45] <Subaraki> com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time
L282[11:08:52] <Subaraki> i only call upon the server once
L283[11:08:54] <Subaraki> how ??
L284[11:09:24] <Subaraki> oh no wait
L285[11:09:33] <Subaraki> it's called in the texture place
L286[11:09:35] <Subaraki> not model
L287[11:09:37] <Subaraki> derp
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L290[11:10:42] <gr8pefish> Subraki, if you figure out what causes that error is let me know, I keep getting it as well.
L291[11:12:35] <Subaraki> GameProfile profile = TileEntitySkull.updateGameprofile(new GameProfile((UUID)null, entity.getNameFromTag()));
L292[11:12:41] <Subaraki> this thing keeps throwing that
L293[11:12:49] <Subaraki> no idea how to catch the exception though
L294[11:13:04] <Subaraki> i should call it only once maybe ? but textures are needed on tick iirc
L295[11:14:10] <Subaraki> gr8pefish, what are you doing ?
L296[11:14:20] <BordListian> authenticate in your dev enviroment?
L297[11:14:46] <Subaraki> yeah
L298[11:14:46] <gr8pefish> yeah, I just assumed it was some sort of inbuilt error for dev and have ignored it
L299[11:14:50] <Subaraki> to get skin from other people
L300[11:14:52] <gr8pefish> so idk sub
L301[11:14:59] <gr8pefish> but I can check it out if needed
L302[11:15:06] <Subaraki> i'm retrieving skin for other people.
L303[11:15:22] <Subaraki> and when the name is invalid, it keeps spewing out that error
L304[11:15:35] <gr8pefish> Ah, mine only calls it once on startup
L305[11:15:39] <gr8pefish> I'll investigate
L306[11:15:40] <Subaraki> i'd rather it return a default texture instaad
L307[11:15:47] <Subaraki> i call mine explicetly xD
L308[11:15:55] <Subaraki> you should identify in your dev environement gr8pefish
L309[11:17:50] ⇦ Parts: RANKSHANK (~Michael@ppp121-44-37-139.lns20.syd4.internode.on.net) ())
L310[11:19:37] <gr8pefish> Subaraki, I think I fixed it by putting my actual MC username/password in the run configuration
L311[11:20:01] <BordListian> oh ok
L312[11:20:02] <gr8pefish> instead of player986 spawnign it is actually my player/skin
L313[11:20:23] <Subaraki> yeah well, I'm making a mod
L314[11:20:41] <Subaraki> and when people enter a wrong player name, i'd rather not have my log spew out spam of that error
L315[11:20:43] <Subaraki> so yeah
L316[11:21:28] <gr8pefish> so do some check before calling updateGameProfile to see if it is actually a valid one
L317[11:21:28] <Biochemic> Subaraki, what you tryin' to do?
L318[11:21:30] <BordListian> have you considered caching it?
L319[11:21:32] <Ordinastie> please tell me you're not fetching the skin each tick
L320[11:21:48] <Subaraki> i'm tryng to get around that
L321[11:21:54] <Subaraki> but once set, i dont know how to change it
L322[11:22:05] <BordListian> ?
L323[11:22:31] <BordListian> you should only fetch the texture once and only retrieve it from cache after
L324[11:22:49] <Subaraki> unless the player changes the name
L325[11:22:54] <BordListian> obviously
L326[11:22:57] <BordListian> just use a map
L327[11:23:27] <BordListian> actually
L328[11:23:31] <Biochemic> its kinda unlikely
L329[11:23:59] <Biochemic> even so, just save it tied to the UUID instead of Userbame
L330[11:24:06] <Biochemic> *username
L331[11:26:13] <Subaraki> ?
L332[11:27:05] <Biochemic> Use a HashMap or similar to cache the textures, you retrieve
L333[11:28:46] <Biochemic> something like HashMap<UUID, ContainerClassWithUsernameAndTexture>
L334[11:31:08] <Subaraki> i prefer not
L335[11:31:12] <Subaraki> is there no other way ?
L336[11:31:55] <Biochemic> the problem is, when the User changes it's username, no Client will be notified about that :D
L337[11:36:49] <howtonotwin> gr8pefish: Why not push the matrix with the rotation in Pre, and pop it in Post?
L338[11:37:02] <Subaraki> Biochemic, that's not the point
L339[11:37:16] <Subaraki> the point is giving your pet a name, and it inherits the texture of said player
L340[11:37:33] <Subaraki> if the player changes his name, that's not my problem
L341[11:37:45] <Subaraki> the player is suppsoed to know whan his friend or idol chnages in game minecraft name
L342[11:38:21] <Biochemic> the problem is, when the player is offline?
L343[11:38:26] <Biochemic> or do i miss something?
L344[11:39:23] <howtonotwin> therefore, the game goes { fire Event.Pre { rotate }; render the player; fire Event; fire Event.Post { unrotate } }
L345[11:39:50] <Subaraki> Biochemic, we do not care if the player is offline or not, we contact minecraft's servers to get the skin
L346[11:39:50] <gr8pefish> perfect, thanks, yeah I just did it
L347[11:40:09] <howtonotwin> [yay sound effect]
L348[11:40:13] <gr8pefish> My initial thought was that that would mess up other mods, with an unpopped matrix, but that's not correct on second though
L349[11:40:16] <gr8pefish> *thought
L350[11:40:23] <gr8pefish> Anyways, ty
L351[11:40:31] <gr8pefish> Now I have to mess with angles to get it how I want :P
L352[11:41:19] <gr8pefish> howtonotwin, do you know if limbSwing/limbSwingAmount shoudl be set client or server side for a player?
L353[11:41:36] <gr8pefish> can't tell if they are purely visual or not
L354[11:41:43] <howtonotwin> I have no idea, sorry.
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L357[11:42:09] <gr8pefish> np
L358[11:42:56] <Biochemic> Subaraki, ok so you retrieve the players skin directly from server (which is fine) and then applied it to your pet... where is the Problem then? Sorry for me not knowing anything, just joined 10 mins ago ^^
L359[11:43:21] <Subaraki> if a player enters a wrong playername, someone that doesn't exist
L360[11:43:26] <Subaraki> it spews out errors
L361[11:43:40] <Subaraki> but atm, that's old news. i found a way to set it uniquely
L362[11:43:45] <Subaraki> only once, isntead of ontick
L363[11:44:29] <Biochemic> ah okay ^^
L364[11:44:56] <Subaraki> but now i have another problem
L365[11:44:57] <Subaraki> efaultPlayerSkin.getSkinType(uuid)
L366[11:45:05] <Subaraki> this shit is either fucking broke
L367[11:45:09] <Subaraki> or i'm using it wrong
L368[11:45:21] <Subaraki> *poor boke*
L369[11:45:23] <Subaraki> broke**
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L372[11:46:25] <Subaraki> it tells me my arms are slim
L373[11:46:28] <Subaraki> while they are not
L374[11:46:38] <Subaraki> and it tells me the skin of my gf avatar is slim
L375[11:46:40] <Subaraki> and it is
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L378[11:48:00] <Subaraki> Grian's arms are supposed to be slim, but it returns default
L379[11:48:01] <Subaraki> ughh
L380[11:49:31] <BordListian> anyone here have experience with JEI?
L381[11:50:04] <BordListian> (apart from using it)
L382[11:50:22] <Ordinastie> #JEI
L383[11:50:56] <Biochemic> Subaraki try to print it in Console, since it is a String ^^
L384[11:51:11] <Subaraki> i'm doign that
L385[11:51:18] <Subaraki> and it prints it out as it is rendered
L386[11:51:50] <Subaraki> and i know grian has small arms because his arm textures are missing pixels
L387[11:53:51] <Biochemic> do you also use ..getDefaultSkin(UUID..)?
L388[11:54:24] <Subaraki> no, i use the default legacy skin
L389[11:54:32] <Subaraki> i could though, for testing purposes
L390[11:55:17] <Subaraki> oh no wait, i'm using it to switch models
L391[11:55:22] <Subaraki> not textures
L392[11:55:26] <Subaraki> i'm checking on the models now
L393[11:55:40] <Biochemic> ok
L394[11:56:58] <Subaraki> why is this all wrong ?
L395[11:57:03] * Subaraki cries
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L397[11:58:42] <Biochemic> oh well..
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L399[12:00:42] <Subaraki> just ask my gf if her arms are 3 or 4 pixels
L400[12:00:47] <Subaraki> apperantly they are 4
L401[12:01:17] <Biochemic> but they do appear with 3?
L402[12:01:33] <Subaraki> yes
L403[12:01:46] <Subaraki> and i checked online for the pseudo God, who has 4 pixels
L404[12:01:56] <Subaraki> and Grian has 3 pixels on the same site
L405[12:01:59] <Subaraki> and ingame, god has 4 pixels
L406[12:02:00] <Biochemic> and you dont use the legacy thingy?
L407[12:02:04] <Subaraki> and grian as well
L408[12:02:09] <Subaraki> legacy thingy ?
L409[12:02:12] <gr8pefish> BordListian, yeah, what do you need?
L410[12:02:32] <Biochemic> yeah that getDefaultSkinLegacy(UUID..)
L411[12:02:35] <gr8pefish> err, yeah, go to #jei
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L413[12:02:57] <Biochemic> oh wait lol xD
L414[12:03:16] <Subaraki> i'm using getSkinType(uuid)
L415[12:03:24] <Subaraki> and that thing says my arms are slim
L416[12:03:26] <Subaraki> while they aren't
L417[12:03:42] <Subaraki> i thought the thing mixed up slim and default, but it actually just doesn't retrieve it correctly
L418[12:03:45] <Biochemic> strange..
L419[12:03:49] <Subaraki> very
L420[12:04:19] <howtonotwin> can't you duplicate how vanilla does it?
L421[12:04:25] <Biochemic> Mojang Servers! what ya do :D
L422[12:04:26] <Subaraki> i'm doing exactly that
L423[12:04:50] <howtonotwin> sooo
L424[12:04:56] <howtonotwin> debug both vanilla and your own code
L425[12:05:04] <howtonotwin> and see where things go wrong?
L426[12:05:59] <Subaraki> return (playerUUID.hashCode() & 1) == 1;
L427[12:06:23] <Subaraki> nowhere, because it never gets set randomly or as such. all i do is call for that ^
L428[12:06:33] <Subaraki> which determines wether a player has small or large arms
L429[12:06:45] <Subaraki> and now that i look at it, how on earth can that be defined by uuid ?
L430[12:06:49] <howtonotwin> mojang uses the UUID of the player
L431[12:06:55] <howtonotwin> *the hash of the UUID
L432[12:06:59] <howtonotwin> to determine arm size
L433[12:07:05] <howtonotwin> that's...
L434[12:07:08] <howtonotwin> a bit much
L435[12:07:12] <howtonotwin> even for Mojang
L436[12:07:26] <howtonotwin> it's probably not that :P
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L438[12:07:42] <Subaraki> well, given every arm is the same over and over again
L439[12:07:45] <Subaraki> it might be that
L440[12:07:49] <Biochemic> which could be a problem, since the hash of size of int collides with the size of two longs
L441[12:07:54] <Subaraki> what else could it be, apart from the lookup derping ?
L442[12:08:39] <Biochemic> hmm..
L443[12:10:23] <Biochemic> the question is, if it is possible to query this data directly from the mojang servers to exclude them as error source
L444[12:10:40] <Biochemic> i mean ... easily
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L446[12:10:48] <Subaraki> how do you mean ?
L447[12:10:56] <Subaraki> the uuid i get is from the servers iirc
L448[12:11:19] <howtonotwin> why would uuid have anything to do with player arm size
L449[12:11:24] <Biochemic> yeah that is, but the SkinType?
L450[12:11:26] <howtonotwin> I can change my model right now
L451[12:11:33] <Subaraki> http://pastebin.com/uTFa4yX3
L452[12:11:34] <howtonotwin> but my UUID will be the same
L453[12:11:50] <Subaraki> yeah, that's what i thought as well
L454[12:11:59] <Subaraki> so how does it really happen ?
L455[12:12:04] <Subaraki> am i lookin in the wrong spot ?
L456[12:12:14] <Subaraki> is that like the very default of all defaults ?
L457[12:12:29] <Subaraki> if i login on a computer without internet and saves, is my skin Alex ?
L458[12:15:44] <howtonotwin> okthen
L459[12:15:47] <howtonotwin> I stand corrected
L460[12:15:49] <Biochemic> no, its steve i think
L461[12:15:52] <howtonotwin> mojang what is this
L462[12:17:00] <howtonotwin> aha
L463[12:17:08] <howtonotwin> if the network data cannot be retrieved
L464[12:17:17] <howtonotwin> then it uses the hashcode idiocy
L465[12:17:31] <Biochemic> okay then you could do the following
L466[12:17:38] <Biochemic> https://github.com/shiftcodeYT/Fade-1.9/blob/master/net/minecraft/client/entity/AbstractClientPlayer.java#L78
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L468[12:18:30] <Biochemic> but then again, it would need to have the PlayerInfo accessible
L469[12:19:00] <Subaraki> howtonotwin is correct
L470[12:19:01] <Subaraki> NetworkPlayerInfo info = Minecraft.getMinecraft().getConnection().getPlayerInfo(uuid);
L471[12:19:05] <Subaraki> this is correcter
L472[12:19:15] <Subaraki> but if the player isn't connected, there's no way of knowing
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L474[12:19:25] <howtonotwin> without your own networking that is
L475[12:19:34] <Subaraki> because hte info is null cause the player aint there
L476[12:20:08] <Biochemic> so it is based on the fact, if the player is online xD
L477[12:20:13] <Subaraki> is there no way of telling a steve from an alex model then ?
L478[12:20:31] <Subaraki> even if the player is offline, it should be stored somewhere ?
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L480[12:21:28] *** Darkhax is now known as Darkhax_AFK
L481[12:21:28] <howtonotwin> trace the information from the client to the server to the mojang servers?
L482[12:21:39] <howtonotwin> can't be that hard to do :P
L483[12:21:42] <Subaraki> NetworkPlayerInfo.this.skinType = profileTexture.getMetadata("model");
L484[12:21:46] <Subaraki> getting lcoser o.o
L485[12:21:49] <Biochemic> agreed xD
L486[12:26:19] <Biochemic> another question: has anyone an idea how a block should look like, if it does claim an Area for a Team? I have some Ideas, but they aren't really satisfiying..
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L489[12:28:07] <Subaraki> a flag
L490[12:28:28] <howtonotwin> ^
L491[12:28:46] <Biochemic> like on a pedestal?
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L493[12:33:01] <Biochemic> okay flag on pedestal looks actually quite nice :D
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L495[12:33:18] MineBot sets mode: +o on LexManos
L496[12:34:53] <Subaraki> retrieveing skin used to be easy :(
L497[12:34:58] <Subaraki> still is actually
L498[12:35:07] <Subaraki> now they gave us stupid models
L499[12:35:09] <Subaraki> blegh
L500[12:35:18] <Biochemic> yeah back then , when there was only one skin type with only hat :D
L501[12:35:33] <Subaraki> maybe i should just add a button to switch models <_<
L502[12:35:57] <Biochemic> naah, that would be Gui on pet...
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L504[12:36:15] <Biochemic> or.. more Gui on pet xD
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L513[12:51:24] <Subaraki> i already have a gui for my pet
L514[12:51:56] <Subaraki> i can't find a way to load up a skin from a player. ive seen fake player is a thing, don't know if i can use that
L515[12:53:43] <Biochemic> should'nt AbstractClientPlayer be a thing?
L516[12:54:31] <Biochemic> obviously it would be only on Client
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L521[13:05:14] <Subaraki> ineed
L522[13:05:16] <Subaraki> client onyl
L523[13:05:25] <Subaraki> only * . i'm trying some hacky copy code stuff
L524[13:05:27] <Subaraki> might not work
L525[13:05:29] <Subaraki> and crash
L526[13:05:49] <Biochemic> and suddenly format your hard drive xD
L527[13:05:55] <Biochemic> be carefull
L528[13:07:05] * TechnicianLP dd if=/dev/zero
L529[13:07:07] * Subaraki crosses fingers
L530[13:07:38] <Subaraki> crash x_x
L531[13:07:49] <howtonotwin> TLP's terminal fills up with nulls
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L533[13:08:08] <Biochemic> suddenly a windows installation screen appears!
L534[13:08:12] <howtonotwin> the terminal's scrollback buffer grows to unimaginable size
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L536[13:08:22] <howtonotwin> oh my god it's still going
L537[13:08:30] <howtonotwin> it doesn't stop
L538[13:08:34] <Biochemic> haha xD
L539[13:08:36] <howtonotwin> it consumes his hard drive
L540[13:08:42] <howtonotwin> and it still isn't done
L541[13:08:52] <Subaraki> nah, it was but an npe
L542[13:08:52] <howtonotwin> it decides to go through the net
L543[13:08:53] <Biochemic> and it's infinite cloud storage
L544[13:08:59] <howtonotwin> but
L545[13:09:01] <howtonotwin> oh no
L546[13:09:05] <howtonotwin> it just hit google
L547[13:09:17] <Biochemic> oh god no xDD
L548[13:09:20] <howtonotwin> and googles is copying it to all of its users
L549[13:09:23] <howtonotwin> u_u
L550[13:09:29] <Subaraki> ah crap, loading skins gets done on another thread
L551[13:09:37] <Subaraki> offcourse this shit is always null
L552[13:09:41] <Subaraki> it's never set before it ends
L553[13:10:01] <Biochemic> howtonotwin, try to disable JavaScript, you won't be affected xDD
L554[13:10:20] <Biochemic> ...okay that makes sense then..
L555[13:11:11] * Subaraki throws minecraft outside
L556[13:11:43] <Subaraki> if it crashes again i'll adda button
L557[13:12:09] <Biochemic> yeah yould be probably better, if you do..
L558[13:12:14] <Biochemic> easier and stuff..
L559[13:12:24] <howtonotwin> You said to disable JS?
L560[13:12:25] <howtonotwin> (!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(+[![]]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+
L561[13:12:25] <howtonotwin> !+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+!+[]]]+(![]+[])[!+[]+!+[]]+(![]+[])[+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]
L562[13:12:39] <Biochemic> Oh noes!
L563[13:12:39] <Ordinastie> ffs
L564[13:12:47] <howtonotwin> no that's it Ordi
L565[13:12:51] <howtonotwin> just 500 bytes :P
L566[13:12:54] <Ordinastie> stop printing that shit
L567[13:12:59] <howtonotwin> ok
L568[13:13:20] <Biochemic> good thing it isn't regex
L569[13:13:47] <howtonotwin> isn't it valid regex?
L570[13:13:53] <Ordinastie> no
L571[13:14:08] <Biochemic> nope
L572[13:14:18] <howtonotwin> well almost
L573[13:14:41] <howtonotwin> and by almost I mean about as far as the moon is from the earth
L574[13:14:45] <Biochemic> yeah one + is wrong xD
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L576[13:15:24] <howtonotwin> also matching parens
L577[13:15:25] <howtonotwin> somehow
L578[13:15:28] <TechnicianLP> what are thos brackets meant to say?
L579[13:15:37] <howtonotwin> place them in a browser's console :P
L580[13:15:39] <howtonotwin> they say
L581[13:15:41] <howtonotwin> too late
L582[13:15:44] <Biochemic> in js this are empty arrays
L583[13:15:57] <Biochemic> in regex it's a list of characters i guess?
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L585[13:16:19] <howtonotwin> []+[] matches one of ], +, or [
L586[13:16:22] <howtonotwin> ! are literal
L587[13:17:06] <Biochemic> shouldnt it be then \[\] ?
L588[13:17:42] <Biochemic> oka no iam wrong xD
L589[13:17:45] <howtonotwin> regex is confusing
L590[13:17:52] <Biochemic> true
L591[13:18:12] <Biochemic> thats why i always have a regex online tester open, while working with this stuff
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L593[13:25:27] <Biochemic> is there any other weather mod besides the 'localized Weather & Stormfronts' mod, i should care about, when implementing flags?
L594[13:26:16] <Mattizin> Hey guys does someone know if blender models for blcoks dont work when the block has a PropertyDirection?
L595[13:26:57] <howtonotwin> You always need a blockstate JSON
L596[13:27:04] <howtonotwin> and the blockstate JSON deals with properties
L597[13:27:11] <howtonotwin> (not really but close enough)
L598[13:27:14] <howtonotwin> the underlying model
L599[13:27:24] <howtonotwin> has no concept of what a "block" or what a "property" is
L600[13:27:29] <howtonotwin> so you're golden
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L604[13:31:11] <Mattizin> yeah my problem is, my blender model is fine(also with texture and so on) but ingame its just black
L605[13:32:58] <howtonotwin> I don't know much about the internals of the OBJ/B3D model loaders
L606[13:33:01] <howtonotwin> ask fry
L607[13:34:21] <Ordinastie> probably not related to the model
L608[13:34:39] <Ordinastie> did you override isOpaqueCube/isFullCube ?
L609[13:34:47] *** Darkhax_AFK is now known as Darkhax
L610[13:40:53] <Mattizin> yes i did that and return false, it seems to be an error with the model/texturing, becuase the model is black and just shows a bit of the texture, i will recreate it.
L611[13:42:43] <howtonotwin> are any of the faces not quadrilaterals?
L612[13:43:29] <Mattizin> It is just a block divided diagonal
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L614[13:47:15] <ghz|afk> I'B BACK!
L615[13:47:18] <ghz|afk> oops
L616[13:47:20] <ghz|afk> I'M BACK!
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L619[13:49:23] <Biochemic> wb gigaherz :)
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L643[15:12:58] <Redfoxmoon> howtonotwin, how do you deal with collision boxes with the new json models?
L644[15:13:15] <howtonotwin> models have nothing to do with collision boxes
L645[15:13:24] <howtonotwin> you just override two methods in Block
L646[15:13:30] <Redfoxmoon> right
L647[15:13:37] <howtonotwin> I forget what they're called
L648[15:13:39] <howtonotwin> let me check
L649[15:14:32] <howtonotwin> get(Collision)BoundingBox
L650[15:14:51] <howtonotwin> one is for the mouse-over wireframe
L651[15:14:59] <howtonotwin> the other is for actual collisions
L652[15:15:02] <Redfoxmoon> yeah I looked
L653[15:15:04] <Redfoxmoon> I see :-)
L654[15:15:33] <howtonotwin> also getSelectedBoundingBox
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L656[15:20:54] <Redfoxmoon> heh, added that, but when I try to step on the block it pushes me off
L657[15:21:33] <Redfoxmoon> oh, whoops, nevermind me
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L660[15:30:18] <masa> oh. my. frickin. god.
L661[15:30:29] <masa> I finally updated my vanilla server from 1.8.9 to 1.10.2
L662[15:30:46] <masa> it is now COMPLETELY FRICKIN IMPOSSIBLE to do anything with minecarts and mobs
L663[15:31:01] <howtonotwin> ?
L664[15:31:27] <masa> the mobs can direct the carts the wau they want, they will happily drive up hill in unpowered power rails etc
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L666[15:32:01] <masa> how the hell am I supposed to try to direct the carts in any way when they can freely fight it and control the cart themselves
L667[15:33:27] <masa> this is just completely frickin stupid
L668[15:33:28] <gr8pefish> vanilla? :P
L669[15:33:35] <Redfoxmoon> :P
L670[15:33:51] <masa> I can't get a frickin zombie to go down and STAY DOWN a hill of powered rails
L671[15:34:21] <masa> when i flip a lever to unpower the rails then they can go wherever they want on it
L672[15:34:40] <howtonotwin> meanwhile eclipse is being stupid again >.<
L673[15:35:11] <diesieben07> again? eclipse is always stupid.
L674[15:35:22] <Redfoxmoon> no it's not ALWAYS stupid
L675[15:35:23] <Redfoxmoon> :-)
L676[15:35:51] <masa> finally!
L677[15:36:02] <diesieben07> well, most of the time.
L678[15:36:11] <Redfoxmoon> not even most of the time..
L679[15:36:12] <masa> I got the zombie down the tracks! this game is amazing!
L680[15:36:16] <diesieben07> Yes :P
L681[15:36:25] <howtonotwin> method $init$ is defined twice conflicting symbols both originated in file '/blah/src/main/scala/howtonotwin/modid/item/traits/MRLRegistering.scala'
L682[15:36:28] <diesieben07> But my hate against it is maybe not satisfied.
L683[15:36:30] <howtonotwin> except that file no longer exists
L684[15:36:32] <diesieben07> (anymore)
L685[15:36:37] <howtonotwin> ECLIPSE!
L686[15:38:41] <howtonotwin> thankfully restarting the Intelligence Dilution Enforcer solves it.
L687[15:38:44] <howtonotwin> -.-
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L698[15:56:14] <gr8pefish> Does anyone here know what a partial render tick is/does exactly? howtonotwin?
L699[15:56:33] <howtonotwin> ticks are 20 times per second
L700[15:56:46] <howtonotwin> graphical frames are much faster
L701[15:57:00] <howtonotwin> therefore there has to be a way to convey the time in between frames
L702[15:57:03] <howtonotwin> *ticks
L703[15:57:07] <howtonotwin> during rendering
L704[15:57:09] <gigaherz> even when they are slower
L705[15:57:18] <howtonotwin> therefore partial ticks
L706[15:57:20] <diesieben07> basically tickCount + partialTick gives you the *acutal* tick count
L707[15:57:20] <gigaherz> sometimes the rendering code runs in between two ticks
L708[15:57:29] <gigaherz> if you take the "last tick run" data
L709[15:57:31] <diesieben07> so 20.5 would mean halfway between 20 and 21
L710[15:57:34] <gigaherz> you'd have jittery animation
L711[15:57:45] <diesieben07> aka 20fps
L712[15:57:50] <gigaherz> the partial ticks let you interpolate between tick data, in a smooth way
L713[15:58:04] <gr8pefish> ah okay, thanks guys, that makes sense
L714[15:58:30] <tterrag> no one has said the magic word
L715[15:58:33] <tterrag> it's for interpolation :P
L716[15:58:43] <gigaherz> yes I did ;p
L717[15:59:11] <tterrag> aw, missed that last line
L718[16:00:21] <Redfoxmoon> is there anything to do about onFallenUpon(4) not working when AABB collision is 0.2D or below? heh
L719[16:00:37] <Ordinastie> tterrag, ah! I knew that my mother was bullshitting me!
L720[16:00:45] <Ordinastie> the magic word is NOT "please"
L721[16:00:48] <gr8pefish> lol
L722[16:00:58] <gigaherz> the magic word changes depending on the situation
L723[16:01:03] <gigaherz> in some of them, you agree to one before you start
L724[16:01:13] <howtonotwin> "Avada Kedavra"
L725[16:01:20] <gigaherz> that's two words
L726[16:01:30] <howtonotwin> not when Voldemort says them
L727[16:01:42] <howtonotwin> he has a record for smushing them into .1 seconds
L728[16:01:49] <howtonotwin> therefore it's one word
L729[16:02:17] *** tterrag is now known as tterrag|away
L730[16:02:27] <gigaherz> unless there's a 0.01s pause b etween the words still!
L731[16:03:29] <howtonotwin> that would be an incredible short pause
L732[16:04:14] <howtonotwin> I count 7-ish syllables in that word
L733[16:04:26] <howtonotwin> which is 8 with a the pause counted
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L735[16:04:43] <howtonotwin> that's .125 s per piece
L736[16:04:55] <howtonotwin> therefore the pause would be shorter than the other syllables
L737[16:05:25] <howtonotwin> and therefore can't possibly count as separating words.
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L742[16:11:33] <TaigaCait> does anybody know what event the "player got revenge on X" messages are fired on?
L743[16:12:13] <gigaherz> search for that string in en_US.lang
L744[16:12:21] <gigaherz> then see what translation key corresponds to it
L745[16:12:29] <gigaherz> then search for that translation key in the sources
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L747[16:14:06] <TaigaCait> well now I need to find en_US.lang
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L749[16:14:57] <gigaherz> Navigate->File
L750[16:15:21] <howtonotwin> IDE's file pane, find wherever "referenced libraries" or something is, open it, go to forgesrc.jar, open it and go into assets/minecraft
L751[16:16:15] <TaigaCait> ...
L752[16:16:21] <TaigaCait> it's not in the en_US.lang file
L753[16:16:37] <gigaherz> well then it may not be a translated string ;P
L754[16:16:51] <TaigaCait> yes, which means there's no reason why I shouldn't be able to find it.
L755[16:17:11] <TaigaCait> unless of course it's not one of the things that I can find in this god forsaken mess of a deobfuscated source code
L756[16:17:12] <gigaherz> are you sure "got revenge on" is a vanilla message?
L757[16:17:15] <Ordinastie> ^
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L759[16:17:29] <gigaherz> it could be some bonus feature of a server
L760[16:17:36] <TaigaCait> well
L761[16:17:40] <TaigaCait> there's a forge class about it
L762[16:17:48] <TaigaCait> after a person dies, when they return back to life
L763[16:17:53] <TaigaCait> it sets their revenge target
L764[16:18:02] <gigaherz> yeah, but is there a chat message for it?
L765[16:18:09] <TaigaCait> that is the full extent of forge's dealings with the situation
L766[16:18:16] <gigaherz> keep in mind
L767[16:18:25] <TaigaCait> and I have no idea if it's from a mod, because I'm writing a mod for a modpack I had no say in building lol.
L768[16:18:29] <gigaherz> this could have been something added to forge at the request of modders
L769[16:18:42] <TaigaCait> is there not an event for "GenericChatMessage" or whatever?
L770[16:19:15] <TaigaCait> because it seems kind of weird that there wouldn't be an overarching interface being implemented here
L771[16:19:23] <gigaherz> this seems vanilla
L772[16:19:34] <TaigaCait> since ServerChatEvent and whatever event handles /me commands have seperate events that do very similar things
L773[16:19:43] <TaigaCait> speaking of which I need to find that one, too
L774[16:19:49] <gigaherz> the code in the forge development encironment inside the Clean_main project (which excludes patches)
L775[16:19:59] <gigaherz> does show setRevengeTarget in entities
L776[16:20:00] <howtonotwin> 29 matches for "revenge" in the Forge project
L777[16:20:09] <howtonotwin> none of which seem related to chat
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L779[16:20:17] <gigaherz> 28 in the Clean project
L780[16:20:20] <gigaherz> which is my point
L781[16:20:20] <gigaherz> ;p
L782[16:20:28] <gigaherz> none of it has anything chat-related
L783[16:20:45] <gigaherz> hmm
L784[16:21:02] <gigaherz> all this code
L785[16:21:08] <gigaherz> is implemented in zombie pigmen, and villagers
L786[16:21:24] <TaigaCait> yeesh. this is the problem with trying to develop something with only half the information lol
L787[16:21:27] <gigaherz> this is for "aggro" in villagers and zombie pigment
L788[16:21:30] <gigaherz> -t
L789[16:21:45] <TaigaCait> means I need to talk to the modpack maker and then probably go down the list of mods and find which one added this function
L790[16:22:25] <gigaherz> okay back to writing my virtual filesystem "library" ;P
L791[16:22:40] <TaigaCait> so the only revenge stuff written into minecraft and forge is for zombie pigmen, the ender dragon, and villagers
L792[16:22:46] <TaigaCait> (why do villagers have revenge code?!)
L793[16:22:57] <howtonotwin> you kill villagers
L794[16:23:00] <gigaherz> well
L795[16:23:05] <howtonotwin> and then they don't trade with you
L796[16:23:07] <gigaherz> it may not be "revenge" in the original source code
L797[16:23:07] <howtonotwin> I think
L798[16:23:08] <howtonotwin> :P
L799[16:23:17] <TaigaCait> like, I know they get angry, but that's not revenge lol
L800[16:23:22] <gigaherz> keep in mind the names are guesswork
L801[16:23:26] <gigaherz> it may simply be
L802[16:23:35] <gigaherz> setAngryAt in
L803[16:23:39] <gigaherz> mojang's source code
L804[16:23:45] <gigaherz> for all we know
L805[16:23:46] <TaigaCait> yeah. well, I think the thing with this one is it originally only applied to zombie pigmen
L806[16:23:53] <gigaherz> sure
L807[16:24:02] <gigaherz> so the MCP names were chosen based on that
L808[16:24:16] <TaigaCait> since villagers had approximately zero cares if you hit or killed them when they were first introduced
L809[16:24:32] <TaigaCait> anyway. now I just need to see if I can find the /me response event
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L811[16:28:42] <TaigaCait> well, I've found the command itself.
L812[16:28:54] <TaigaCait> I still have no idea what event it fires on.
L813[16:29:53] <TaigaCait> I'm not actually sure there is an event.
L814[16:30:27] <Corosus> the mod might just have its own trackings for whos killed who and logs them based on death event
L815[16:30:32] <TaigaCait> ...yeah, the only chat related event is a ServerChatEvent, which only fires when a player sets a message
L816[16:30:40] <TaigaCait> er, sends
L817[16:31:03] <TaigaCait> which means I may or may not have to modify minecraft code if I want my mod to read emote messages.
L818[16:31:33] <TaigaCait> or maybe just make my own event.
L819[16:31:36] <TaigaCait> can I even do that?
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L821[16:41:43] <Corosus> not even sure what you are looking to do, just detect a chat message?
L822[16:41:43] <TaigaCait> oh here we are. I can just sort of splice what I need out of the command event, I think.
L823[16:42:01] <TaigaCait> yes, I'm trying to grab every single thing that shows up in global chat
L824[16:42:31] <TaigaCait> so that I can replicate it on Discord. the mod I'm writing is a discord/minecraft link
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L826[16:43:01] <TaigaCait> I've got chat messages handled, achievement messages handled, death messages handled, and join and leave messages
L827[16:43:28] <TaigaCait> and assuming this works how I think it will, I should have /me done shortly
L828[16:43:36] <Corosus> hmm
L829[16:43:38] <TaigaCait> which leaves me to figure out which mod has added revenge messages
L830[16:43:41] <Corosus> ah i see
L831[16:43:42] <TaigaCait> so I can steal their event
L832[16:44:05] <TaigaCait> or hook it, I suppose
L833[16:44:23] <diesieben07> problem is there is no such thing as "global chat"
L834[16:44:26] <TaigaCait> although I might just give up on that one.
L835[16:44:30] <TaigaCait> yes, unfortunately.
L836[16:44:37] <diesieben07> so there will never be an universal hook for this, you will always have to support everything manually
L837[16:44:54] <TaigaCait> seriously this is just a weird implementation for chat.
L838[16:45:39] <TaigaCait> I don't understand why they would do it like this, where everything is handled on a per client basis
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L840[16:45:54] <diesieben07> because notch and easier. :D
L841[16:46:10] <diesieben07> i mean, there are chat methods like "sendToAll"
L842[16:46:13] <TaigaCait> using List<EntityMPPlayer> or whatever in place of EntityMPPlayer to iterate through a bunch of players
L843[16:46:16] <diesieben07> but a mod is not required to use them
L844[16:46:34] <TaigaCait> there's just so much of minecraft code that feels like a duct tape manifesto
L845[16:46:45] <diesieben07> welcome to modding :P
L846[16:46:49] <howtonotwin> don't we know it xD
L847[16:46:56] <TaigaCait> "something was broken, I did this and it did what I wanted"
L848[16:47:07] <howtonotwin> 1.11 is going to try to repair some of it :P
L849[16:47:08] <TaigaCait> "great, we'll leave it there exactly as is until something else breaks"
L850[16:47:22] <TaigaCait> which of course means "1.11 is going to break everything you've ever loved"
L851[16:47:40] <diesieben07> they are fixing at least some of the piston stupidness
L852[16:47:43] <TaigaCait> oh?
L853[16:47:52] <TaigaCait> such as?
L854[16:47:54] <diesieben07> the "translocation" stuff which i think 1.10 introduced
L855[16:48:11] <TaigaCait> I'm not sure what you mean
L856[16:48:14] <diesieben07> if a piston pushes into an entity and then retracts it puts the entity behind the pisteon... or something
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L858[16:48:20] <diesieben07> i am not quite sure how it works either
L859[16:48:20] <TaigaCait> ah.
L860[16:48:23] <diesieben07> its super buggy
L861[16:48:27] <TaigaCait> yes, I'd say that's something to be fixed lol
L862[16:48:41] <diesieben07> well, quasiconnectivitiy is also somethig to be fixed
L863[16:48:44] <howtonotwin> That was 1.9 lol :P
L864[16:48:46] <diesieben07> which of course by now will never ever happen
L865[16:48:56] <howtonotwin> I mean we have the observer
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L867[16:49:10] <diesieben07> yeah...
L868[16:49:19] <diesieben07> which is also quite weird btw....
L869[16:49:28] <diesieben07> because it exposes just how retarded redstone block updates are
L870[16:49:42] <howtonotwin> ?
L871[16:49:50] <howtonotwin> I never thought of them that way :P
L872[16:49:54] <diesieben07> watch etho's "snapshot" video
L873[16:49:58] <BordListian> reminds me that i need to fix my mock redstone to work with BUDs
L874[16:50:00] <diesieben07> you will see what i mean
L875[16:50:08] <diesieben07> they trigger for all kinds of things that should NOT trigger a block update
L876[16:50:21] <TaigaCait> well
L877[16:50:24] <diesieben07> and they introduced new BUD-bugs with redstone lamps, too
L878[16:50:26] <diesieben07> with the observer
L879[16:50:30] <TaigaCait> when has minecraft ever been a champion of efficiency?
L880[16:50:32] <TaigaCait> on anything
L881[16:51:08] <diesieben07> redstone just has so many broken aspects that people abuse left and right as "features" that they can never properly fix it
L882[16:51:10] <howtonotwin> this potato of a computer is dying as it tries to run a 1-mod server and client connected to each other -.-
L883[16:51:12] <diesieben07> which is annoying
L884[16:51:23] <TaigaCait> like, the whole situation with graphics
L885[16:51:41] <TaigaCait> I seem to recall someone telling me that minecraft spends an insane amount of effort checking its work on graphics
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L887[16:52:12] <TaigaCait> which reduces the efficiency, and increases the graphical latency/resource draw
L888[16:52:52] <gigaherz> TaigaCait: it took me weeks of spare time to get my voxel engine (think rudimentary minecraft clone) to be even remotely close to Minecraft's performance, in terms of world generation
L889[16:53:16] <gigaherz> and my graphics, sure they are faster once I have the chunks uploaded to the gpu
L890[16:53:21] <gigaherz> and draw straight from VRAM
L891[16:53:26] <gigaherz> but my engine can't modify itself yet
L892[16:53:41] <gigaherz> the Java version of MC isn't the most efficient thing ever
L893[16:53:47] <gigaherz> just play the MCPE or Win10 versions
L894[16:53:55] <gigaherz> and you'll notice that it's quite a LOT more efficient
L895[16:54:11] <TaigaCait> I don't want to touch the win10 version. because that would require me to touch windows 10.
L896[16:54:23] <gigaherz> Win10 edition can handle much lartger viewing ranges without issues, and MCPE can compete with the java edition *on a cellphone*
L897[16:54:23] <TaigaCait> I have enough of a bad time with that at work.
L898[16:54:31] <gigaherz> larger*
L899[16:54:41] <Biochemic> nah it's not that heavy xD
L900[16:54:43] <TaigaCait> I bet the windows 10 version uses directX instead of OpenGL
L901[16:54:48] <gigaherz> ofc
L902[16:55:01] <gigaherz> it's a UWP game
L903[16:55:03] <TaigaCait> because of course it does.
L904[16:55:36] <gigaherz> they have no reason to use anything older than DX10, and no reason to useanything other than DX
L905[16:55:42] <gigaherz> but that changes nothing, really
L906[16:55:44] <TaigaCait> yeah.
L907[16:55:49] <gigaherz> you can do opengl "the dx way"
L908[16:55:53] <TaigaCait> nothing I hadn't already expected.
L909[16:55:55] <gigaherz> and get good performance
L910[16:56:01] <gigaherz> problem is
L911[16:56:04] <gigaherz> that requires modern coding
L912[16:56:07] <gigaherz> modern gpus
L913[16:56:07] <gigaherz> etc
L914[16:56:20] <gigaherz> and mojang's codebase is still opengl 1.x
L915[16:56:32] <gigaherz> (primarily)
L916[16:56:37] <TaigaCait> man, I really hope this CommandEvent outputs parameters like I think it does
L917[16:56:58] <gigaherz> but Mojang is selling millions of copies
L918[16:57:36] <gigaherz> why would they spend so much effort almost-rewriting the codebase to be built around shaders and gpu buffers, when the current game is still a success
L919[16:58:05] <gigaherz> the other teams are doing that. the people working on MCPE/Win10/Console
L920[16:58:14] <TaigaCait> yeah. would be nice if they had some kind of drive to improve themselves, though.
L921[16:58:25] <TaigaCait> just for the sake of improving.
L922[16:58:52] <Corosus> i tried digging around in server side message sending, yeah not much of a global option, maybe try to detect SPacketChat packets in the packet queue or something xD
L923[16:59:48] <diesieben07> but then you would have to detect "is in everyone's queue" to detect global chat
L924[16:59:55] <diesieben07> otherwise you catch whispers, etc., too
L925[17:00:03] <Corosus> hah yeah probably
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L927[17:07:19] <TaigaCait> well
L928[17:07:33] <TaigaCait> I've ended up hooking the CommandEvent
L929[17:07:44] <TaigaCait> and I'm hoping to god this will work like I think it will
L930[17:08:27] <TaigaCait> oh jeeze.
L931[17:08:42] <TaigaCait> oh, duh.
L932[17:09:00] <TaigaCait> unrelated errors are just so much fun. *regenerates config file*
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L936[17:13:59] <TaigaCait> oh this works *exactly* like I thought it did
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L946[17:43:24] <tschm> when changing a block inside onBlockActivated via worldIn.setBlockState, do i need to mark something as dirty?
L947[17:43:39] <tschm> I did "worldIn.setBlockState( pos, state.withProperty( FACING, EnumFacing.getFront( state.getValue( FACING ).getIndex() + 1 ) ) );"
L948[17:45:35] <tschm> the block rotates for a frame, but jumps back afterwards. I debugged the state.getValue(FACING) after the rotation and it's always north
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L950[17:54:40] <gigaherz> tschm: do you store the facing using getMetaFromState/getStateFromMeta?
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L953[17:57:00] <tschm> yes, there is just the facing prop and getMeta returns "state.getValue(FACING).getIndex() -2;"
L954[17:57:15] <tschm> and getStateFromMeta "return getDefaultState().withProperty( FACING, EnumFacing.getFront( ( meta & 3 ) + 2 ) );"
L955[17:57:21] <tschm> i guess that should be right
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L959[18:07:42] <tschm> should setBlockState be called outside isRemote? So that the client and server are both in sync? Or does the server replicate world changes to the client?
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L961[18:09:00] <howtonotwin> world modification should be server only
L962[18:09:16] <howtonotwin> i.e. no, keep it inside if(!world.isRemote)
L963[18:09:22] <tschm> buuut. that does not work for me.. when doing it outside the isRemote it works fine now
L964[18:09:45] <tschm> well, wait, this is a client only change?
L965[18:09:48] <howtonotwin> what flag did you use for setBlockState?
L966[18:10:12] <tschm> what flag?
L967[18:10:35] <tschm> i posted the method usage above. this is the only thing inside the onBlockActivated
L968[18:10:51] <howtonotwin> nvm that
L969[18:10:54] <tschm> but i can either put it inside the if (worldIn.isRemote) or outside of that
L970[18:11:01] <howtonotwin> ^
L971[18:11:04] <howtonotwin> problem right there
L972[18:11:08] <howtonotwin> !world.isRemote
L973[18:11:11] <howtonotwin> with a !
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L975[18:11:34] <tschm> wait.. isRemote marks true for server or client?
L976[18:11:47] <tschm> so world.isRemote does mean we are on the server or client?
L977[18:11:55] <howtonotwin> isRemote = client
L978[18:12:10] <howtonotwin> logic is that the world is really on the server
L979[18:12:20] <howtonotwin> so the world "is remote"
L980[18:12:20] <tschm> ohh ups, alright, got that the other way around
L981[18:12:23] <howtonotwin> but it is confusing
L982[18:12:29] <tschm> So this is why i should put chat logs in there, right?
L983[18:12:35] <tschm> like debug logs
L984[18:12:48] <howtonotwin> ?
L985[18:13:08] <tschm> this is inside isRemote: playerIn.addChatComponentMessage( new TextComponentString( state.getValue( FACING ).toString() ) );
L986[18:13:32] <howtonotwin> that means only the client it runs on will see it, yes
L987[18:13:50] <tschm> so you actually make use of cases where logic should only be on the client or only on the server or both of them should run it?
L988[18:15:02] <howtonotwin> yes
L989[18:16:46] <gigaherz> keep in mind
L990[18:16:52] <gigaherz> in a client running singleplayer/lan host
L991[18:16:59] <gigaherz> there's a client thread, running the client stuff
L992[18:17:06] <gigaherz> and a server thread, running the integrated server code
L993[18:17:10] <gigaherz> and they share a LOT of the code
L994[18:17:23] <tschm> am i right in the assumption that the easiest way to rotate a block is to add 2 to its facing value? at first i though it should be 1, but since the enum goes north->south->east->west you have to take every other value?
L995[18:17:45] <gigaherz> no, there's functions specifically for that
L996[18:17:49] <tschm> gigaherz but.. what would cause a conflict then?
L997[18:17:54] <gigaherz> PropertyDirection and .cycleProperty
L998[18:18:33] <tschm> how to use the cycleProp thing?
L999[18:19:18] <gigaherz> newState = state.cycleProperty(FACING)
L1000[18:19:37] <gigaherz> assuming you have used
L1001[18:19:38] <gigaherz> public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);
L1002[18:19:42] <gigaherz> like thefurnace and such
L1003[18:19:59] <gigaherz> it will cycle through the different "horizontal" rotations
L1004[18:20:00] <tschm> yep, i did, thx :)
L1005[18:20:43] <tschm> simple example on things that should run on both ends?
L1006[18:21:11] <tschm> can grasp the concept of only server and only client side, but yeah.. when would you like to execute code on both ends?
L1007[18:21:21] <gigaherz> well there's many different cases
L1008[18:21:27] <gigaherz> a common one, is to hide lag
L1009[18:21:34] <gigaherz> if you can predict what the result will be
L1010[18:21:34] <howtonotwin> also, sounds
L1011[18:21:43] <gigaherz> you can start running things on the client
L1012[18:21:53] <gigaherz> even if you still don't have confirmation from the server that this is allowed
L1013[18:22:04] <gigaherz> this is how block breaking works, for example
L1014[18:22:18] <gigaherz> the client will consider the block "broken" even before the server gives an answer
L1015[18:22:24] <howtonotwin> clientside sound methods normally handle sounds for the current player only, and the server side handles sending packets to every other affected client.
L1016[18:22:24] <gigaherz> and like howtonotwin says
L1017[18:22:26] <gigaherz> it will play the sound
L1018[18:22:46] <tschm> alright, sound legit
L1019[18:22:46] <gigaherz> so the way sounds are designed is that when you run the event on the client, only the client plays it
L1020[18:22:59] <gigaherz> and when you run it on the server, it will SKIP the player you call it for
L1021[18:23:03] <gigaherz> and send it to anyone else in range
L1022[18:23:10] <gigaherz> (it assumes you also ran it on the client)
L1023[18:23:18] <tschm> i undersand
L1024[18:23:19] <tschm> *stand
L1025[18:23:23] <gigaherz> and like that, there's many little things all over the place
L1026[18:23:39] <gigaherz> generally: to hide the effects of lag from the playe
L1027[18:23:40] <gigaherz> r
L1028[18:23:52] <tschm> ok, that's all i wanted for an answer :) i'll get used to it later on, i suppose
L1029[18:24:57] <gigaherz> sleep time
L1030[18:24:57] <gigaherz> night
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L1032[18:25:05] <tschm> hmm.. cycleProperty still cycles north->south->west->east, i want 90 degree turns
L1033[18:25:29] <ghz|afk> btw
L1034[18:25:30] <howtonotwin> doesn't EnumFacing have a ton of methods
L1035[18:25:37] <howtonotwin> all for rotating and stuff
L1036[18:25:43] <Cisien> i have a heavily modded 1.7.10 pack. people with AMD cards are getting single digit fps, while people with nvidia cards are getting 60-100+ fps. Has anyone encountered this, and what did you do to resolve?
L1037[18:25:58] <ghz|afk> Block has a withRotation method
L1038[18:26:03] <ghz|afk> you should override that
L1039[18:26:07] <ghz|afk> and do your rotation logic there
L1040[18:26:15] <ghz|afk> and yeah, look at EnumFacing
L1041[18:26:23] <howtonotwin> "single-digit fps" that's me running vanilla 1.7
L1042[18:27:00] <ghz|afk> Cisien: people usually rely on optifine and such
L1043[18:27:03] <ghz|afk> and with that
L1044[18:27:05] * ghz|afk poofs
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L1055[19:12:24] <thechief5456> anyone have any reccomendation for creating semi-complex models?? what software to use?
L1056[19:12:29] <thechief5456> on mac
L1057[19:12:38] <thechief5456> recommendations*
L1058[19:14:09] <howtonotwin> JSON or other formats?
L1059[19:14:35] <howtonotwin> if "other" I'll say Blender simply because it's the only one I can use :P
L1060[19:15:00] <thechief5456> JSON idealy
L1061[19:15:25] <thechief5456> or Idk which ever one is more easily done
L1062[19:17:43] <thechief5456> how do I know what the size of a minecraft block is in blender?
L1063[19:19:57] <BordListian> 1
L1064[19:20:15] <howtonotwin> Mr. Crayfish's Modeler
L1065[19:20:44] <howtonotwin> and 1 block = blender unit
L1066[19:21:57] <howtonotwin> And I think I now understand why no one renders blocks with flowing fluids in them u_u
L1067[19:22:33] <tterrag|away> hm?
L1068[19:22:44] <howtonotwin> well water especially
L1069[19:22:56] <howtonotwin> I want a block that renders a bit of water on top
L1070[19:23:06] <howtonotwin> and this water flows as if it were normal water
L1071[19:23:11] <howtonotwin> except only atop my blocks
L1072[19:23:26] <howtonotwin> and there appears to be math involved
L1073[19:23:30] <howtonotwin> which makes me sad
L1074[19:23:32] <howtonotwin> :P
L1075[19:23:52] <tterrag|away> Yeah that sounds tricky
L1076[19:24:10] <howtonotwin> also ModelFluid requires that data be passed in extended states
L1077[19:24:17] <howtonotwin> and that also makes me sad
L1078[19:24:29] <howtonotwin> probably gonna PR something about that
L1079[19:25:01] <tterrag|away> How else would it be passed
L1080[19:25:09] <howtonotwin> because that seems to be a roadblock for anyone trying to render multiple fluids in one block
L1081[19:25:21] <howtonotwin> well it can still take it through extended states ofc
L1082[19:25:21] <tterrag|away> well
L1083[19:25:21] <tterrag|away> .
L1084[19:25:24] <tterrag|away> yeah
L1085[19:25:37] <howtonotwin> but there needs to be a secondary method for giving it data
L1086[19:26:02] <howtonotwin> really it's just 4 ints
L1087[19:26:14] <tterrag|away> Make your own model?
L1088[19:26:26] <howtonotwin> ergh
L1089[19:26:40] <howtonotwin> why would I do that though?
L1090[19:26:55] <howtonotwin> this is a) useful for others and b) code duplication is bad
L1091[19:27:05] <tterrag|away> You could extend
L1092[19:27:09] <tterrag|away> or wrap
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L1094[19:27:54] <howtonotwin> it appears that I'm an idiot
L1095[19:28:16] <howtonotwin> BakedFluid.BakedFluid is public and takes data directly xD
L1096[19:28:28] <howtonotwin> but the class is private
L1097[19:28:29] <howtonotwin> nvm
L1098[19:28:44] <tterrag|away> AT
L1099[19:28:50] <howtonotwin> forge class
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L1101[19:29:01] <tterrag|away> Don't think it matters
L1102[19:29:08] <howtonotwin> ergh
L1103[19:29:15] <howtonotwin> why at a FORGE class
L1104[19:29:18] <howtonotwin> when I can just PR forge
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L1107[19:29:31] <tterrag|away> to see if what you are trying even works?
L1108[19:29:37] <howtonotwin> eh
L1109[19:29:39] <howtonotwin> good point
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L1148[21:56:32] <tterrag|away> who was working on that discord integration mod?
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L1159[22:28:51] <luacs1998> progwml6, some guys on my irc are bugging me for this https://github.com/progwml6/HungerOverhaul/issues/117
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