<<Prev Next>> Scroll to Bottom
Stuff goes here
L1[00:04:55] *** TTFTCUTS is now known as TTFT|Away
L2[00:07:02] *** Keridos|away is now known as Keridos
L3[00:08:08] *** Keridos is now known as Keridos|away
L4[00:08:41] *** Keridos|away is now known as Keridos
L5[00:19:56] *** AbrarSyed is now known as Abrar|gone
L6[00:24:42] ⇨ Joins: SomeGuyInATree (~SomeGuyIn@220.240.228.14)
L7[00:28:02] <SomeGuyInATree> When loaded as a mod in dev, CCL-dev.jar works fine but when added as a dep. for my project, it throws this error - http://pastebin.com/F7JC65Q6 - any ideas? Works fine if I move the jar back..
L8[00:29:57] <mezz> SomeGuyInATree, ask in #ChickenBones
L9[00:30:30] <SomeGuyInATree> Thanks Mezz.
L10[00:33:01] <illy> is there a way to find out if a system is 64 or 32 bit on windows from command line?
L11[00:33:24] <mezz> windows, linux, mac?
L12[00:34:16] <illy> windows I know I can use uname -m on linux and mac I dont have to care about
L13[00:34:35] <mezz> wmic os get osarchitecture
L14[00:34:59] <illy> does that work back to xp?
L15[00:35:08] <mezz> no idea
L16[00:35:49] <mezz> I think so though
L17[00:35:56] <mezz> it's pretty old
L18[00:37:05] <illy> yea... might have to ask lex if he cares about xp
L19[00:37:49] <mezz> get a virtual machine and try?
L20[00:38:08] ⇦ Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Ping timeout: 198 seconds)
L21[00:38:08] ⇦ Quits: IceDragon (~ThatGuy@184.170.39.157) (Ping timeout: 198 seconds)
L22[00:38:29] <illy> could first I would have to "acquire" and iso
L23[00:38:39] <illy> an*
L24[00:38:48] <mezz> what are you up to anyway?
L25[00:42:02] <illy> the JavaWrapper right now im waiting to win10 to install on my vm so I can test a thing and I remembered Lex saying something about not wanting two binaries for linux and windows
L26[00:42:35] <mezz> I don't really know what the JavaWrapper is
L27[00:43:37] ⇨ Joins: Tylian (webchat@216-246-229-6.cpe.distributel.net)
L28[00:43:37] <illy> this thing https://github.com/MinecraftForge/JavaWrapper
L29[00:44:25] <mezz> is that what's used for the forge installer?
L30[00:48:20] <illy> no the forge installer uses lauch4j iirc. It can be thou, in fact that's what im working right now its an alternative to the Mojang j8 launcher
L31[00:48:36] <illy> s/thou/though/
L32[00:48:53] <mezz> ok
L33[00:48:56] <mezz> interesting
L34[00:52:45] ⇨ Joins: McJty (~jorrit@94-224-154-146.access.telenet.be)
L35[00:54:37] ⇦ Quits: Tylian (webchat@216-246-229-6.cpe.distributel.net) (Quit: Web client closed)
L36[01:11:59] ⇦ Quits: RANKSHANK (~Michael@ppp121-44-7-163.lns20.syd4.internode.on.net) (Read error: Connection reset by peer)
L37[01:21:25] ⇦ Quits: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp) ()
L38[01:26:42] *** minecreatr is now known as Mine|dreamland
L39[01:34:53] ⇦ Quits: Brokkoli (~Brokkoli@p5B23C6BC.dip0.t-ipconnect.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L40[01:39:28] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 206 seconds)
L41[01:43:18] ⇦ Parts: SomeGuyInATree (~SomeGuyIn@220.240.228.14) (Gotta go eat some Chicken.))
L42[01:44:22] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L43[01:48:43] *** DarkevilAway is now known as Darkevilmac
L44[01:55:15] ⇦ Quits: Everseeking (~Everseeki@pool-100-6-95-214.pitbpa.fios.verizon.net) (Quit: Big Gulps, huh? Alright... Welp, see ya later)
L45[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161231 mappings to Forge Maven.
L46[02:00:12] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161231-1.11.zip (mappings = "snapshot_20161231" in build.gradle).
L47[02:00:50] ⇨ Joins: mistamadd001 (~mistamadd@188.108.168.125.sta.wbroadband.net.au)
L48[02:01:01] <mistamadd001> o7
L49[02:10:23] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8000:134f:4d19:a317:3084:89b) (Read error: Connection reset by peer)
L50[02:13:41] ⇦ Quits: mistamadd001 (~mistamadd@188.108.168.125.sta.wbroadband.net.au) (Quit: Leaving...)
L51[02:19:08] *** Keridos is now known as Keridos|away
L52[02:42:34] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L53[02:42:35] ⇨ Joins: Hgrebnednav_ (~Hgrebnedn@d8d872a6e.access.telenet.be)
L54[02:47:07] ⇦ Quits: SatanicSanta (~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net) (Quit: sleep)
L55[02:48:08] ⇨ Joins: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl)
L56[02:48:56] ⇦ Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Quit: Leaving)
L57[02:57:38] ⇦ Quits: kinggoesgaming (uid23106@id-23106.tooting.irccloud.com) (Quit: Connection closed for inactivity)
L58[03:03:36] ⇦ Quits: Naiten (Naiten@82.162.121.151) (Read error: Connection reset by peer)
L59[03:11:24] *** fry|sleep is now known as fry
L60[03:14:59] ⇨ Joins: Naiten (Naiten@5.143.111.87)
L61[03:21:00] ⇦ Quits: Ashindigo (uid202308@id-202308.hathersage.irccloud.com) (Quit: Connection closed for inactivity)
L62[03:26:33] ⇦ Quits: illy (uid69226@id-69226.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L63[03:45:52] ⇦ Quits: shadekiller666 (~shadekill@adsl-108-71-36-38.dsl.lsan03.sbcglobal.net) (Quit: Leaving)
L64[03:49:54] ⇦ Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Quit: Leaving)
L65[03:53:21] ⇦ Quits: killjoy1 (~killjoy@cpe-76-182-16-229.nc.res.rr.com) (Ping timeout: 206 seconds)
L66[03:54:48] *** Darkevilmac is now known as DarkevilAway
L67[03:55:16] <barteks2x> wtf git bash? bash: $'\302\203git': command not found
L68[04:15:51] <barteks2x> uh... any way to make a field with generic type that corresponds to this generic type from method: <T extends SomeClass & SomeInterface>?
L69[04:16:04] <Genuine> How about a new-years vent/discord/what-ever?
L70[04:22:34] <barteks2x> I had to create a new class that did just what I wanted: private static final class SpecialSet<T extends SomeClass & SomeInterface> implements Iterable<T>
L71[04:24:36] <barteks2x> and taht still doesn't do what I want
L72[04:25:49] <barteks2x> it does exactly what I want when I create raw type of that class
L73[04:31:52] <barteks2x> could be interesting what that type erases into
L74[04:40:04] *** PaleOff is now known as PaleoCrafter
L75[04:45:53] <barteks2x> this is the first time I saw the difference between SomeClass<Object> and raw type SomeObject...
L76[04:49:35] ⇨ Joins: iari (~iari___@evana.futhark24.org)
L77[04:51:56] ⇦ Quits: Zed (~Zed@213.152.161.15) (Remote host closed the connection)
L78[04:53:24] ⇨ Joins: Zed (~Zed@213.152.161.15)
L79[04:58:04] <barteks2x> I managed to make hotswap fail with DCEVM - I changed supertyype of some class
L80[04:58:41] <Ordinastie> I was never able to make DCEVM work for minecraft :(
L81[04:58:56] <barteks2x> it just worked for me
L82[04:59:22] <barteks2x> I installed it, changed VM to use in IDEA and it just worked
L83[05:00:11] <barteks2x> that generic type is a bit confusing even to me... <T extends UIComponent<C> & IDragTickable<T, C>, C extends UIComponent<C>>
L84[05:01:48] <Ordinastie> why T and C are different ?
L85[05:02:15] <barteks2x> because javac complained otherwice with some mysterious compile errors
L86[05:02:35] <barteks2x> about completely unrelated methods in UIComponent
L87[05:04:02] <barteks2x> actually, I can use T here
L88[05:04:07] <barteks2x> I used ? instead there
L89[05:04:14] <barteks2x> (in UIComponent)
L90[05:04:18] <barteks2x> and then it complained
L91[05:05:24] <barteks2x> so that type got reduced to: <T extends UIComponent<T> & IDragTickable<T>>
L92[05:05:34] <barteks2x> still can't really define variable with this generic type
L93[05:06:29] <Ordinastie> no, you can't define fields that way
L94[05:06:49] <Ordinastie> but you can do what I did in UIScrollbar
L95[05:06:54] <Ordinastie> store is as T
L96[05:06:59] <barteks2x> but creating this type: private final class TickContainer<T extends UIComponent<T> & IDragTickable<T>> and using raw type of it worked
L97[05:07:19] <Ordinastie> and add a getDragTickable() and cast T to IDragTickable<T>
L98[05:07:36] <Ordinastie> raw type ?
L99[05:07:41] <Ordinastie> wy raw type ?
L100[05:08:03] <barteks2x> because this is the case where raw type does exactly what I want and there is no way to express it as generic type
L101[05:10:58] <Ordinastie> but then T has no point
L102[05:11:23] <barteks2x> https://gist.github.com/Barteks2x/248f8ab7dd9e11a46576166f02730536 this is the code
L103[05:12:08] <barteks2x> that generic type still allows javac to do type checking the way I want but it warns about rawtypes and unchecked types
L104[05:13:38] <Ordinastie> because it should be ExtraGui<T extends....>
L105[05:14:05] <barteks2x> in the end I would need to define it as variable somewhere
L106[05:14:38] <barteks2x> or wait, I will try that
L107[05:16:12] <Ordinastie> actually, scratch that
L108[05:16:29] <Ordinastie> why do you need T to extend UIComponent ?
L109[05:16:45] <barteks2x> so I can do something like t.isHovered()
L110[05:16:52] ⇨ Joins: TechnicianLP (~Technicia@p4FE1C93E.dip0.t-ipconnect.de)
L111[05:17:01] <barteks2x> or t.isFocused()
L112[05:17:03] <Ordinastie> why isHovered and isFocused not part of IDragTickable ?
L113[05:17:17] <barteks2x> because it's part of UIComponent?
L114[05:17:27] <Ordinastie> doesn't matter
L115[05:17:59] <barteks2x> And I actually want all implementations of that interface to also extend UIComponent
L116[05:18:32] ⇨ Joins: Jezza (~Jezza@92.206.161.17)
L117[05:18:50] <Ordinastie> the problem with your current system
L118[05:19:19] <Ordinastie> is that you can only have one type in your TickContainer
L119[05:19:26] <Ordinastie> and by extension, in your GUI
L120[05:19:30] ⇦ Quits: turmfalke (~turmfalke@p20030056CF2303A0BFC38D033AE136A1.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L121[05:20:38] ⇦ Quits: Naiten (Naiten@5.143.111.87) (Read error: Connection reset by peer)
L122[05:20:56] ⇨ Joins: founderio (~Thunderbi@p200300C4E3D14900736D052638CED6BE.dip0.t-ipconnect.de)
L123[05:22:01] <barteks2x> well, that works. I still don't like that there are types you can specify in some places but not in other places in code
L124[05:27:03] <barteks2x> argh... I also need to give up on public interface IDragTickable<T extends UIComponent<T> & IDragTickable<T>>
L125[05:27:16] <Ordinastie> 2s
L126[05:27:20] <barteks2x> because then I can't make class that extends existing component and implements this interface
L127[05:29:54] ⇨ Joins: turmfalke (~turmfalke@p20030056CF23035AFC8D8C41EA21FCBA.dip0.t-ipconnect.de)
L128[05:31:05] <Ordinastie> my take on it : https://gist.github.com/Ordinastie/5d59843e7e294b6e5b41b7047a9d9f76
L129[05:31:16] <ghz|afk> gah
L130[05:31:22] <ghz|afk> I keep thinking there's something wrong with my ear
L131[05:31:25] <ghz|afk> but there isn't
L132[05:31:30] <Ordinastie> it's your brain
L133[05:31:32] <ghz|afk> I'm really hearing the bubbles from my cocacola cup
L134[05:31:54] <Ordinastie> no, I still think it's your brain
L135[05:31:57] <Ordinastie> you should see a doctor
L136[05:32:03] <ghz|afk> I don't deny there's something wrong with my brain
L137[05:32:08] <ghz|afk> but that's not what I'm talking about right now
L138[05:33:04] ⇨ Joins: Naiten (Naiten@77.35.48.206)
L139[05:33:09] <barteks2x> that... is not supposed to be static
L140[05:33:10] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L141[05:33:41] <barteks2x> and beforeClickHovered is supposed to be per-component
L142[05:34:21] <barteks2x> wait, you did it in even more weird way
L143[05:37:55] <Ordinastie> TickContainer is just a glorified Pair<T, bool>
L144[05:38:29] <barteks2x> I still don't like the set being static
L145[05:38:38] <barteks2x> what if there are 2 GUIs?
L146[05:38:56] <Ordinastie> it doesn't matter where the set is
L147[05:39:07] <Ordinastie> you can make it a field in you GUI if you prefer
L148[05:39:35] <Ordinastie> you'll have to call the forEach in update directly, that's all
L149[05:40:34] <Ordinastie> here, gist updated :p
L150[05:41:03] <Ordinastie> although I still find it odd that you'd need such logic
L151[05:41:15] <Ordinastie> with that bool
L152[05:41:21] <barteks2x> Copyright (c) 2014 Ordinastie - that's a year behind my headers :D
L153[05:43:40] <Ordinastie> I changed it to {year} now :p
L154[05:43:55] <Ordinastie> but now I need to find where it's defined that it puts the imports before
L155[05:43:57] <Ordinastie> I don't like that
L156[05:44:17] <barteks2x> I had to give up on IDragTickable<T extends UIComponent<T> & IDragTickable<T>> because it wouldn'tbe able to extend already existing scollbar that wat
L157[05:44:52] <barteks2x> I have headers above imports
L158[05:45:03] <barteks2x> when I don't forget to add them
L159[05:45:30] <Ordinastie> me too, but somehow, new imports are added above, like in the gist
L160[05:45:39] <barteks2x> blame eclipse
L161[05:45:54] <barteks2x> works fine in idea
L162[05:46:09] <Ordinastie> it worked fine before I updated to neon
L163[05:46:28] <Ordinastie> and it doesn't move the imports already there
L164[05:46:35] <barteks2x> my license plugin for gradlke would already scream there is no license header
L165[05:46:42] <Ordinastie> it's only when I make a new class, the first imports get placed above :s
L166[05:48:49] <barteks2x> now not inclusing your license header seems wrong to me, but adding it seems a bit pointless because of how simple the class is...
L167[05:51:26] <barteks2x> argh, the T extends UIComponent<T> makes things hard
L168[05:51:44] <barteks2x> because it doesn't really work for this type: UIOptionScrollbar extends UIScrollBar
L169[05:54:44] ⇨ Joins: Yuri6037 (kiwiirc@ALagny-155-1-19-196.w83-114.abo.wanadoo.fr)
L170[05:54:59] <Yuri6037> Hey all I'm back
L171[05:55:12] <barteks2x> and using T extends UIComponent<?> won't work because <insert some weird reason because I don't understand that error message>
L172[05:55:46] <Yuri6037> I just compiled a first mod for 1.11 I can get a creative tab to register but no ways to make any Item/Block to register...
L173[05:55:54] <fry> class UIScrollBar<T extends UISctollbar<T>>
L174[05:56:13] <fry> final class UIOptionScrollbar extends UIScrollBar<UIOptionScrollbar>
L175[05:56:28] <fry> *class UIScrollBar<T extends UISctollbar<T>> extends UIComponent<T>
L176[05:56:39] <Yuri6037> Wait I forgot to call the registration method...
L177[05:56:44] <ghz|afk> Yuri6037: hey
L178[05:56:52] <ghz|afk> can you show your mod's code?
L179[05:56:55] *** ghz|afk is now known as gigaherz
L180[05:57:07] <barteks2x> UIComponent is defined as public abstract class UIComponent<T extends UIComponent<T>>, UIScrollbar is public class UIScrollBar extends UIComponent<UIScrollBar> and UIOptionScrollbar is public class UIOptionScrollbar extends UIScrollBar implements IDragTickable
L181[05:58:15] <fry> change UIScrollBar to be "class UIScrollBar<T extends UISctollbar<T>> extends UIComponent<T>"
L182[05:58:25] <barteks2x> UIScrollbar isn't my class
L183[05:58:32] <fry> oh well
L184[05:58:57] <fry> who's is it?
L185[05:59:00] <Yuri6037> Ok now it does something but not exactly what I wanted, it creates a model that looks like a block but with a large scale...
L186[05:59:22] <barteks2x> from malisiscore (that discussion should be on #malisis in the first place but is started here...)
L187[05:59:25] <Yuri6037> I just wanted a basic item to start with...
L188[05:59:36] <fry> Ordinastie: learn how to use F-bound properly :P
L189[05:59:47] <Yuri6037> Not a giant block...
L190[06:02:23] <Yuri6037> Oh wait it says the file does not exist...
L191[06:07:21] <Yuri6037> I still get FileNotFoundException for my .json
L192[06:08:15] <Ordinastie> and then you get shit like you have with UIContainer
L193[06:08:58] <Ordinastie> fry, when you instantiate a UIScrollbar, what generic do you use then ?
L194[06:09:07] <fry> UIScrollbar<UIScrollbar>
L195[06:09:11] <Yuri6037> Caused by: java.io.FileNotFoundException: ancientaddinmod:models/item/dronelauncher.json
L196[06:09:28] <Ordinastie> but then it complains because generic UIScrollbar is raw
L197[06:10:54] <Ordinastie> actually, it complains it can't find the class
L198[06:11:12] <Ordinastie> ah no nvm
L199[06:11:21] <fry> it doesn't complain
L200[06:11:25] <Ordinastie> bound mismatch
L201[06:12:04] <Ordinastie> public class UIContainer<T extends UIContainer<T>> extends UIComponent<T>
L202[06:12:15] <Ordinastie> UIContainer<UIContainer> container = new UIContainer<>(null);
L203[06:12:24] <Yuri6037> And I have assets.ancientaddinmod.models.item package in my resources folder of IntelliJ
L204[06:12:24] <Ordinastie> Bound mismatch: The type UIContainer is not a valid substitute for the bounded parameter <T extends UIContainer<T>> of the type UIContainer<T>
L205[06:13:05] <Ordinastie> you can have UIContainer<?> container but meh
L206[06:17:07] <fry> https://gist.github.com/RainWarrior/67a065ba7fdcd78385983d0bf1b713ff
L207[06:17:41] <Ordinastie> yes
L208[06:17:45] <Ordinastie> if you have another layer
L209[06:17:55] <Ordinastie> I'm talking if you need to make a TestB
L210[06:18:25] <fry> TestB should be abstract, as should TestA
L211[06:18:31] <Ordinastie> it's not
L212[06:18:47] <fry> updated gist
L213[06:19:03] <Ordinastie> well, in my case, it's still not
L214[06:19:18] <fry> which is why your case is wrong :P
L215[06:19:44] *** MrKick|Away is now known as MrKickkiller
L216[06:19:45] <fry> unless limiting T to always be UIScrollbar is fine
L217[06:19:46] <Ordinastie> aslo, not sure what you made static create()
L218[06:19:49] <fry> but I suspect it's not
L219[06:20:03] <Ordinastie> I have both cases
L220[06:20:11] <fry> to actually show it's being used
L221[06:20:42] <Ordinastie> you add restriction with abstract and final I don't have
L222[06:21:45] <Ordinastie> anyway, this will all be pointless when I'm done rewriting everything
L223[06:22:16] <fry> yes, I do actually add restriction, because not having it is wrong
L224[06:22:16] <Ordinastie> the whole purpose of the generics are for chaining setters and child classes
L225[06:22:31] <fry> you can say the same about generics in general - they make less code compile :D
L226[06:22:41] <Ordinastie> if I do make builders, I won't need them anymore
L227[06:23:10] <fry> but the builders themselves will have the same properties :P
L228[06:24:17] <Ordinastie> hum
L229[06:24:35] <Ordinastie> actually, probably
L230[06:24:47] <Ordinastie> I don't know how I'll handle the builders yet
L231[06:24:59] <Ordinastie> but I guess they will have the same issues
L232[06:26:10] <Ordinastie> and I need a decent way to design those builders
L233[06:26:30] <Ordinastie> like I really don't want to copy/paste all the setters for each type of component
L234[06:27:58] ⇨ Joins: The-Rogue80 (~therogue8@cpc12-reig4-2-0-cust89.6-3.cable.virginm.net)
L235[06:37:42] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 384 seconds)
L236[06:38:19] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L237[06:40:59] ⇦ Quits: The-Rogue80 (~therogue8@cpc12-reig4-2-0-cust89.6-3.cable.virginm.net) (Remote host closed the connection)
L238[06:44:18] ⇨ Joins: The-Rogue80 (~therogue8@cpc12-reig4-2-0-cust89.6-3.cable.virginm.net)
L239[06:45:28] ⇨ Joins: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L240[06:46:32] <Yuri6037> If anyone has an idea
L241[06:48:24] <Yuri6037> I keep getting net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model ancientaddinmod:item/dronelauncher with loader VanillaLoader.INSTANCE, skipping
L242[06:48:42] <fry> post full log please
L243[06:49:08] <Yuri6037> full error ? Or full game log ?
L244[06:49:22] <fry> full game log
L245[06:49:31] <Ordinastie> please don't post it in chat *_*
L246[06:49:43] <Yuri6037> I know
L247[06:50:27] <Yuri6037> http://pastebin.com/7RXg7aib
L248[06:51:18] <Yuri6037> Please don't laugh about the GPU I know it's not great GPU but it runs GL...
L249[06:51:46] <fry> you have neither the "inventory" variant in the blockstate nor the item model in the models/item
L250[06:52:07] <Yuri6037> there's no blockstate it's not a block
L251[06:52:18] <fry> so, do you have the item model?
L252[06:52:43] <Ordinastie> and is everything lowercase ?
L253[06:52:47] <fry> ^
L254[06:52:56] <Yuri6037> yes of course inside resources/assets/ancientaddinmod/models/item/dronelauncher.json
L255[06:53:26] <Ordinastie> is resources on the classpath ?
L256[06:54:04] <Yuri6037> resource is a folder created by default by gradle which contains by default a file called mcmod.info
L257[06:54:30] <Yuri6037> I just added the assets folder
L258[06:54:59] <Yuri6037> Here is the item's model
L259[06:55:00] <Yuri6037> http://pastebin.com/Jt3AHvqE
L260[06:55:19] <Ordinastie> the content doesn't matter, it's not even finding it
L261[06:56:10] <Yuri6037> The thing is that I don't know why it's not finding it
L262[06:56:22] <Ordinastie> is it finding the mcmod.info ?
L263[06:56:24] <Yuri6037> The file is there I checked Windows explorer
L264[06:57:02] <Yuri6037> From the mod list in game no it's exactly like in 1.7.10 it never found mcmod it only finds this file in compiled versuion
L265[06:57:18] <Ordinastie> are you using eclipse ?
L266[06:57:36] <Yuri6037> No AndroidStudio which is an IntelliJ Comunity
L267[06:58:19] <gigaherz> is it general-purpose enough to work with non-android java projects?
L268[06:59:11] <Yuri6037> It should work the IDE is basically the same as IntelliJ it only adds features to quick design android screens$
L269[06:59:22] <Yuri6037> (activities like google calls them)
L270[06:59:52] <Yuri6037> And the game runs perfectly when I click the play button in IDE
L271[07:00:02] *** amadornes[OFF] is now known as amadornes
L272[07:00:12] <gigaherz> do you know what version of intellij is it using as a base?
L273[07:00:13] <fry> make sure your mod resources are actually copied into the build folder
L274[07:00:20] <gigaherz> because in older versions
L275[07:00:32] <gigaherz> you would need to add a line in your build.gradle
L276[07:00:38] <gigaherz> to coerce IDEA into copying the resources
L277[07:01:06] <Yuri6037> in build folder only two folders taskLogs and tmp
L278[07:01:20] <gigaherz> try adding
L279[07:01:21] <gigaherz> idea { module.inheritOutputDirs = true }
L280[07:01:25] <gigaherz> to your build.gradle
L281[07:01:50] <fry> or install modern idea :D
L282[07:02:01] <gigaherz> well if it works with that
L283[07:02:07] <gigaherz> then the suggestion would be to get a modern IDEA
L284[07:02:08] <gigaherz> ;P
L285[07:02:17] <gigaherz> if it does not, then we'd have to continue troubleshooting XD
L286[07:03:15] <fry> I'd prefer continuing troubleshooting on the modern idea :D
L287[07:04:43] <Yuri6037> I don't even know if it's modern or not
L288[07:05:18] <gigaherz> that's why I told you to add that line to your build.gradle
L289[07:05:20] <gigaherz> if you do that
L290[07:05:26] <gigaherz> and then click the blue refresh icon on the gradle panel
L291[07:05:28] <fry> help -> about
L292[07:05:29] <gigaherz> and it starts working
L293[07:05:32] <fry> should show the version
L294[07:05:37] <gigaherz> then it's an older IDEA ;P
L295[07:06:22] <Yuri6037> From what I see in website of Android it's an IntelliJ 13
L296[07:06:34] <Yuri6037> Android Studio 2.2.3
L297[07:06:56] <gigaherz> that's... ancient
L298[07:07:11] <gigaherz> get IDEA Community 2016.3.x ;P
L299[07:07:23] <gigaherz> yo ucna have them side by side
L300[07:07:44] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Ping timeout: 384 seconds)
L301[07:07:44] <Yuri6037> yeah and pump my windows partition
L302[07:08:04] ⇦ Quits: Naiten (Naiten@77.35.48.206) (Read error: Connection reset by peer)
L303[07:08:11] <Yuri6037> You know I only have 100 gb of the SSD for windows
L304[07:08:24] <fry> it's 2016, you can afford 1gb of free space :D
L305[07:08:41] <fry> also, if you can afford ssd, you can afford another hdd to go with it
L306[07:08:57] <fry> and if you can't - you shouldn't've gotten the ssd in the first place :D
L307[07:09:00] <gigaherz> not even 800mb
L308[07:09:00] <gigaherz> ;P
L309[07:09:11] <fry> eh, 1004mb for me :P
L310[07:09:24] <gigaherz> 790mb used in C:\Program Files (x86)\JetBrains\IntelliJ IDEA Community Edition 2016.3
L311[07:09:38] <Yuri6037> The thing is that for the third year in my programming school we are going to do some platform developmennt using VisualStudio and maybe even DX and I know the VS and DX SDK are HUGE !
L312[07:09:52] <gigaherz> yep
L313[07:09:58] <gigaherz> but it's not that bad
L314[07:10:00] <gigaherz> only 3-4gb
L315[07:10:15] <Ordinastie> compared to some 60gb games ><
L316[07:10:47] <gigaherz> the VS folder is 600mb, the windows SDK is 1gb
L317[07:10:52] <Yuri6037> Yeah I have no game in my windows partition (only MC in dev actualy I did not install the Launcher version...)
L318[07:10:55] <gigaherz> and that includes dx headers and libs
L319[07:11:00] <gigaherz> which don't need a separate SDK anymore
L320[07:11:13] <gigaherz> I have used windows on a 120gb SSD for a few years
L321[07:11:19] <gigaherz> it was ok
L322[07:11:22] <gigaherz> ;P
L323[07:11:35] <gigaherz> eventually wanted to have games in it
L324[07:11:39] <gigaherz> so I got a 500gb one as a replacement
L325[07:11:40] <Yuri6037> ok I guess it will support it
L326[07:12:46] <Yuri6037> approx 1 hour download !!
L327[07:13:27] <gigaherz> slow internet?
L328[07:14:53] <Yuri6037> Normaly I have a 1.1 Mb/s download speed
L329[07:15:03] <Ordinastie> so yes
L330[07:15:34] <Yuri6037> For me it's not so slow a 4 gb file can download in 10 minutes$
L331[07:15:38] <gigaherz> I have 300mbps fiber (32-33MB/s peak speed)
L332[07:15:58] <gigaherz> downloads are usually limited by the server ;P
L333[07:16:09] <Ordinastie> less and less
L334[07:16:13] <Yuri6037> But apparently the IntelliJ download server is stuck at 100kb/s
L335[07:16:18] <gigaherz> ah sucks
L336[07:16:25] <gigaherz> you could try again see if it chooses another mirror
L337[07:21:49] <Yuri6037> well there's only one download link
L338[07:22:10] <Yuri6037> So for the moment i'm stuck with Android studio
L339[07:22:39] <Yuri6037> How do I update the gradle file after adding idea { module.inheritOutputDirs = true }
L340[07:23:14] <gigaherz> blue refresh icon
L341[07:23:17] <gigaherz> on the gradle panel in idea
L342[07:23:35] <gigaherz> not the one on the main toolbar, that just refreshes the file list, not the gradle project
L343[07:23:45] <gigaherz> if that line doesn't work
L344[07:23:48] <gigaherz> since the intellij is so old
L345[07:23:53] <gigaherz> you could try the OLDER workaround
L346[07:23:54] <gigaherz> which was
L347[07:23:55] <gigaherz> sourceSets { main { output.resourcesDir = output.classesDir } }
L348[07:24:11] *** cpw|out is now known as cpw
L349[07:26:03] ⇨ Joins: Ashindigo (uid202308@id-202308.hathersage.irccloud.com)
L350[07:28:23] <Yuri6037> let's hope it works with the old workarround
L351[07:29:11] <Yuri6037> Still same issue
L352[07:29:24] <gigaherz> how did you import the gradle project?
L353[07:29:34] <gigaherz> did you use idea's own import feature, or "gradlew idea"?
L354[07:29:44] <Yuri6037> well I used setupDecompWorkspace idea
L355[07:29:52] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L356[07:29:53] <gigaherz> aha
L357[07:29:57] <gigaherz> as a last-resort thing
L358[07:30:00] <Yuri6037> it created a file that android studio found
L359[07:30:08] <gigaherz> can you try to open the build.gradle file
L360[07:30:12] <gigaherz> and let it re-import the project?
L361[07:30:23] <gigaherz> without using gradlew idea again afterward
L362[07:30:55] <gigaherz> https://gist.github.com/gigaherz/efa0f296275c42388b574c579b4fc420#configuring-forge-with-intellij-idea
L363[07:31:09] <gigaherz> this is how I import/create modding projects
L364[07:31:23] <gigaherz> it has worked flawlessly at least since idea 14
L365[07:31:24] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L366[07:31:34] <gigaherz> I never used idea 13
L367[07:31:39] <gigaherz> so I don't know if it would work there
L368[07:31:40] <Yuri6037> Now I lost all run configs
L369[07:31:43] <gigaherz> yes
L370[07:31:47] <gigaherz> open the gradle panel
L371[07:31:53] <gigaherz> and doubleclick the "genIntellijRuns" task
L372[07:32:03] <gigaherz> inside the forgegradle folder
L373[07:32:19] <gigaherz> and if it complains about GradleStart
L374[07:32:28] <gigaherz> open the run config editor
L375[07:32:35] <gigaherz> and choose the "Use classpath of module"
L376[07:32:41] <gigaherz> to the one that has "_main" in the name
L377[07:32:51] ⇦ Quits: The-Rogue80 (~therogue8@cpc12-reig4-2-0-cust89.6-3.cable.virginm.net) (Read error: Connection reset by peer)
L378[07:33:00] <Yuri6037> It done it
L379[07:33:06] <Yuri6037> now I reload the game
L380[07:34:01] <Yuri6037> exact same problem
L381[07:34:17] <Yuri6037> nothing changed
L382[07:34:20] <gigaherz> okay then I'm out of ideas
L383[07:34:22] ⇦ Quits: I9hdkill (~quassel@static.102.152.243.136.clients.your-server.de) (Ping timeout: 384 seconds)
L384[07:35:00] <Yuri6037> 30 minutes approx remaining for IntelliJ 2016
L385[07:36:27] <Yuri6037> What if I try runClient task
L386[07:37:15] <Yuri6037> Interisting now it seam to find assets
L387[07:37:44] <Yuri6037> So the run config is broken that's all as if I run directly runClient it works
L388[07:37:47] <Akkarin> Make sure you selected the file based import when you initially imported the gradle project
L389[07:37:56] <Akkarin> afaik gradle won't touch the directory based project files
L390[07:39:34] <gigaherz> it works just fine with directory-based import
L391[07:39:39] <gigaherz> so long as you let IDEA manage it
L392[07:40:19] <Yuri6037> that's weird it's just that it needs gradle runClient to work
L393[07:42:46] <Yuri6037> now I can run the client correctly that way but I lost all console output
L394[07:43:12] <Yuri6037> debug is gonna be HARD
L395[07:43:59] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 189 seconds)
L396[07:44:13] <gigaherz> Yuri6037: how about debugClient?
L397[07:44:26] <gigaherz> it's not ideal, but you can connect a debugger to debugClient
L398[07:44:41] <Akkarin> gigaherz: Generating the run configurations won't work from gradle in that case though if I recall correctly. Unless gradle finally fixed their stuff to properly recognize the directory based layout
L399[07:45:14] <gigaherz> uhm
L400[07:45:21] <gigaherz> [14:30] (gigaherz): https://gist.github.com/gigaherz/efa0f296275c42388b574c579b4fc420#configuring-forge-with-intellij-idea
L401[07:45:24] <gigaherz> these steps
L402[07:45:25] <gigaherz> as i said
L403[07:45:30] <gigaherz> have worked just fine for a while
L404[07:45:38] <gigaherz> and i have NEVER used "gradlew idea"
L405[07:45:48] <gigaherz> by the time I started modding (this time)
L406[07:45:56] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L407[07:46:04] <gigaherz> the suggested way to get started was already to use IDEA's gradle import
L408[07:46:07] <gigaherz> and not gradlew idea
L409[07:46:09] <Akkarin> well the gen runs task also pokes the project files
L410[07:46:23] <gigaherz> and it works just fine for directory-based projects.
L411[07:47:00] <Akkarin> I do recall having trouble with that on more than one occasion. That's why I'm mentioning it ;-)
L412[07:47:26] <gigaherz> note that, in idea 2016
L413[07:47:30] <Akkarin> Same here.
L414[07:47:31] <gigaherz> you do have to fix the runs afterward
L415[07:47:45] <gigaherz> because fg will set them to the root module
L416[07:47:49] <gigaherz> instead of projectname_main
L417[07:47:58] <Akkarin> Well you have to switch the module. I had the runs not end up in the right project before.
L418[07:48:06] <gigaherz> so you have to fix them after running genIntellijRuns
L419[07:48:08] <Akkarin> Since it generated a file based project while IntelliJ was hogging the directory
L420[07:48:11] <gigaherz> but the runs DO get generated
L421[07:48:25] <gigaherz> and that has always worked for me
L422[07:48:32] <Akkarin> Well congrats then
L423[07:48:33] <LatvianModder> gigaherz: any idea why FontRenderer doesnt use Tessellator?
L424[07:48:40] <gigaherz> nope
L425[07:48:46] <LatvianModder> FontRenderer#renderDefaultChar
L426[07:49:05] <Akkarin> Probably because nobody dares to touch it? :P
L427[07:49:35] <LatvianModder> Again, unless it really has a good reason - good job, mojang
L428[07:50:01] <Akkarin> Keep in mind that they slowly reworked the entire rendering system over notch's fixed pipeline beast
L429[07:50:14] <Ordinastie> and did a terrible job with it
L430[07:50:22] <LatvianModder> They had a lot of time to do it
L431[07:50:23] <Akkarin> as Mojang happens to do everything
L432[07:50:24] <Akkarin> so yeah
L433[07:50:42] <Akkarin> to be fair it would've been easier to just rewrite the entire rendering from scratch
L434[07:50:45] <LatvianModder> Lets email them right now - "Your code is bad. All of it. Pls fix"
L435[07:51:02] <Akkarin> Well it has been getting better slowly
L436[07:51:19] <Akkarin> But oh well ... still doing weird stuff left and right
L437[07:51:33] <LatvianModder> Only because they got people like Prof and Grum etc
L438[07:51:39] <Akkarin> yep xD
L439[07:51:54] <Yuri6037> First before making the font renderer they should make a better model format and create an editor for that
L440[07:52:10] <Akkarin> I still feel like rewriting the entire game from scratch when it wasn't such a behemoth would've been the better choice ... but oh well "this is going to take less time" was probably the argument there
L441[07:52:29] <Akkarin> Why not just use obj models and call it a day? ^^'
L442[07:52:42] <LatvianModder> Because thats not intended
L443[07:52:42] <Yuri6037> Yeah I would have done that in C++
L444[07:52:49] <LatvianModder> They did
L445[07:52:54] <LatvianModder> And its unmoddable
L446[07:53:14] <Akkarin> Well C++ doesn't really change much apart from more pain (e.g. more stuff to run into when you're not careful)
L447[07:53:28] <Akkarin> Java is fine in that regard ... nor is it actually slower. The memory usage is just much harder to get down
L448[07:53:30] <Yuri6037> Yeah but if it's for making a crap game that does not have anything to play with then I say no
L449[07:53:47] <LatvianModder> I prefer Java for that. Also easy to run on all platforms
L450[07:53:53] <Yuri6037> Because Win10 C++ MC is just a crap
L451[07:54:25] <Yuri6037> I would have liked a custom DLL loader...
L452[07:54:36] <Akkarin> Thing with languages these days is: There's pretty much no wrong language for something anymore. JIT and what not fixes the speed issue. At max your argument is "overloaded stdlib" but that's also one of the benefits
L453[07:54:37] <Akkarin> so yeah
L454[07:54:53] <Akkarin> Well DLLs are cool and what not but they don't give you the freedom we have atm
L455[07:55:32] <Yuri6037> DLLs would give you more freedom in native that what you have currently
L456[07:55:34] <Akkarin> You can literally modify whatever the hell you want. So unless you wanted to literally toss around raw opcodes you'd be kind of at the end of the road with such a system in a native compiled environment
L457[07:56:15] <Yuri6037> with native you can do plenty of things
L458[07:56:29] <Akkarin> Yes. But altering the program code of the game itself is not one of them
L459[07:56:42] <Akkarin> You're tied to the mercy of the company that has the keys to the source
L460[07:56:54] <Akkarin> Unless again ... you're into lots of pain and reading disassembly
L461[07:57:16] <Yuri6037> You can alter game's RAM while it's running
L462[07:57:21] <Akkarin> [14:56:55] <Akkarin> Unless again ... you're into lots of pain and reading disassembly
L463[07:57:40] <Akkarin> Literally what that means
L464[07:57:48] <Yuri6037> Oh sorry didn't see your last message
L465[07:58:11] <Akkarin> And believe me ... decompiled Java code is much more readable than disassembly :P
L466[07:58:27] <Yuri6037> I know I already touched assembly code
L467[07:58:28] <Akkarin> even though it doesn't feel like it at times
L468[07:58:53] <Akkarin> so yeah ... the modding community the way it exists today would be much slower if Minecraft was shipped as a native binary
L469[07:59:12] <Akkarin> nor would it change much apart from having much more bugs (they make stupid mistakes now how many would they make in C++)
L470[07:59:47] <Yuri6037> Yeah that's true... But Mojang should realy try to improve their JSON model system like for example suppirting rotation in every 3 axises
L471[07:59:51] <Akkarin> It wouldn't go faster either. It would use slightly less memory. Yes. But that's about it.
L472[08:00:58] <Yuri6037> I'm not sure if you would not go faster... Native is usualy a bit faster compared to java after it may depend on how you implement it too. MC should try to do threaded rendering that would speed things up
L473[08:01:43] <Akkarin> Since the introduction of JIT, Java should never be actually slower than any native compiled language. There's a few catches obviously but that's in such a small range that you can literally ignore it on a regular PC
L474[08:02:18] <Akkarin> It all boils down to how stupid the programmer is
L475[08:02:23] <Akkarin> and how smart the compiler is I guess
L476[08:02:33] <Akkarin> (kudos to gcc for being better at maths than most programmers)
L477[08:04:34] <Yuri6037> I remember 1.7.10 freezing every 10 seconds on big PC I7 3.7ghz 24GB RAM and GTX 650 ti DirectCU II 2GB VRAM
L478[08:05:33] <Akkarin> Freezing on a regular basis tends to be the GC and fixed when using a proper GC such as G1GC
L479[08:05:54] ⇨ Joins: Glennox (~Glennox@185.87.107.90)
L480[08:05:59] <Akkarin> for extra speed points you may also want to toss Java some flags to optimize the process a little for the program it runs
L481[08:06:06] <Akkarin> cpw wrote a great reddit post on that the other day ;-)
L482[08:06:20] <Akkarin> (no ping intended buddy)
L483[08:06:41] <Yuri6037> After I can't tell you exactly what happened but it stopped after create a new save file on another HDD
L484[08:07:08] <Akkarin> well might as well be a memory leak contributing to the frequent gcing
L485[08:07:12] <Akkarin> #blameMojang
L486[08:07:49] <Yuri6037> I can be the HDD too : It was an IDE connected one it died in all cases
L487[08:07:58] <Glennox> Would anyone mind to explain how i can look into the vanilla code? how i could find out how for example the furnace block works?
L488[08:08:35] <Yuri6037> On 1.7.10 I remember a folder I could access with all the java but I can't find it anymore on 1.11
L489[08:08:36] <Akkarin> IntelliJ provides you with the code in the libraries tree under forgeSrc in your project view
L490[08:08:43] <Akkarin> you can browse that ;-)
L491[08:08:55] <Yuri6037> Hey INtelliJ 2016 done
L492[08:09:22] <Glennox> Hmm i am using eclipse i believe it should be kinda the same right?
L493[08:09:22] <Akkarin> Practically newer versions of IntelliJ also let you browse compiled stuff and decompile it with Fernflower but I was pretty sure that there's a source dep attached to that
L494[08:09:27] <Akkarin> uhh no clue
L495[08:09:39] <Akkarin> Eclipse is kinda cancer when it comes to usability :P
L496[08:09:41] <Yuri6037> Installing
L497[08:09:49] <Yuri6037> Should be quick as SSD
L498[08:10:18] <Glennox> Ok let me try to get intelliJ to work
L499[08:10:22] <Akkarin> lol
L500[08:10:26] <Akkarin> You certainly won't regret it
L501[08:10:29] <Yuri6037> I like how fast it installs... on regular HDD it was so slow
L502[08:11:18] <Glennox> I am just trying to get into modding minecraft so setting up was a pretty long seat especially when the mapping/version server went down
L503[08:11:42] <Akkarin> Well if you're just getting started I'd really recommend going for IntelliJ since it tends to be a lot more intuitive
L504[08:11:45] <Yuri6037> Only the download took LONG time for me
L505[08:12:06] <Yuri6037> Ok running IntelliJ 2016
L506[08:12:27] <Yuri6037> So I just have to reimport the gradle project directly right ?
L507[08:12:41] <gigaherz> yep, this is how I do it: https://gist.github.com/gigaherz/efa0f296275c42388b574c579b4fc420#configuring-forge-with-intellij-idea
L508[08:12:43] <gigaherz> ;P
L509[08:12:54] ⇦ Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 384 seconds)
L510[08:13:14] <Akkarin> Thinking of which: Next time IntelliJ does weird things/doesn't recognize stuff try to invalidate caches and restart. Sometimes it gets a little confused ;-)
L511[08:13:29] <Yuri6037> Well now on this version it asks for import or open should I select import or open ?
L512[08:13:38] <Glennox> Only if i knew that before gigaherz :P
L513[08:13:57] <gigaherz> I paste that link literally anyone talks about setting up IDEA when i'm around
L514[08:13:57] <gigaherz> XD
L515[08:14:09] <Akkarin> I'd say Import since that will most likely open the gradle project and re-generate the project config
L516[08:14:11] <gigaherz> +whenever
L517[08:14:17] <Akkarin> aka clean start
L518[08:14:26] <gigaherz> it doesn't matter
L519[08:14:30] <gigaherz> if you "open" a build.gradle file
L520[08:14:32] <gigaherz> it === import
L521[08:14:40] <Yuri6037> should I check Use auto import ?
L522[08:14:46] <Akkarin> I'd not recommend that
L523[08:14:48] <Akkarin> tends to be slow as fuck
L524[08:14:55] <Akkarin> Well he probably selected the folder which is why it asks, gigaherz
L525[08:15:07] <gigaherz> no Yuri
L526[08:15:09] <Akkarin> since there's two recognized projects in there: a gradle build script and an IntelliJ project
L527[08:15:13] <gigaherz> leave auto-import unselected
L528[08:15:18] <gigaherz> leave "create directories for" unselected
L529[08:15:23] <gigaherz> leave "create separate module" selected
L530[08:15:32] <gigaherz> leave "use default gradle wrapper" selected
L531[08:15:36] <Akkarin> actually I think they fixed the memory leak regarding auto import so it's still just slow as hell ;-)
L532[08:15:46] <Akkarin> used to crash your IDE before that though
L533[08:16:10] <gigaherz> the only thing I recommend changing there
L534[08:16:14] <gigaherz> is, in Global gradle settings
L535[08:16:18] <Yuri6037> Invalid Gradle JDK configuration found
L536[08:16:22] <gigaherz> add -Xmx3G for VM options
L537[08:16:27] ⇨ Joins: RichardG (~richardg8@201.37.255.130)
L538[08:16:27] MineBot sets mode: +v on RichardG
L539[08:16:47] <Akkarin> well default mdk comes with a gradle properties that fixes the heapsize now
L540[08:16:54] <gigaherz> does it?
L541[08:17:00] <Akkarin> Ye. Noticed the other day.
L542[08:17:04] <gigaherz> nice
L543[08:17:21] <Akkarin> So your forkbomb has the right amount of memory
L544[08:17:33] <gigaherz> Yuri6037: if you don't have an SDK selectable
L545[08:17:39] <gigaherz> you should add one ;P
L546[08:17:46] <Yuri6037> well I can't import anything it says JAVA_HOME does not exist
L547[08:17:53] ⇨ Joins: RichardG_ (~richardg8@201.37.255.130)
L548[08:17:53] MineBot sets mode: +v on RichardG_
L549[08:17:58] <gigaherz> do you have any other choice in the list?
L550[08:17:59] <gigaherz> if not
L551[08:18:03] <gigaherz> cancel that screen
L552[08:18:13] <gigaherz> on the main screen
L553[08:18:14] <Yuri6037> I canceled
L554[08:18:19] <gigaherz> there's a config menu at the bottom
L555[08:18:23] <gigaherz> with default project settings
L556[08:18:52] <gigaherz> configure -> project defaults -> project structure
L557[08:18:59] <gigaherz> in there, you can go to SDKs
L558[08:19:03] <gigaherz> and add your JDK to the list
L559[08:19:12] <Akkarin> Well ... usually the JDK dropdown lets you create a JDK but okay
L560[08:19:13] <Akkarin> lol
L561[08:19:50] <Yuri6037> OK I added 1.8 jdk
L562[08:19:53] ⇦ Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 194 seconds)
L563[08:20:25] <Yuri6037> Thank you it's importing now
L564[08:22:55] ⇦ Quits: RichardG_ (~richardg8@201.37.255.130) (Ping timeout: 194 seconds)
L565[08:25:09] ⇨ Joins: RichardG (~richardg8@201.37.255.130)
L566[08:25:09] MineBot sets mode: +v on RichardG
L567[08:25:11] <Yuri6037> It says there are unindexed remote maven repository
L568[08:26:03] ⇨ Joins: McJty (~jorrit@94-224-154-146.access.telenet.be)
L569[08:26:37] <Yuri6037> files.minecraftforge.net/maven does Error when I try to update it
L570[08:27:43] <Yuri6037> Ok from Firefox it's Internal server error
L571[08:28:42] <gigaherz> ignore that message
L572[08:28:53] <gigaherz> there's no advantage in indexing the repositories
L573[08:29:03] <gigaherz> and in the case of forge, it won't even work
L574[08:29:06] <gigaherz> (directory can't be listed)
L575[08:29:25] <gigaherz> so just... dismiss the message and continue doing whatever you were doing ;P
L576[08:29:53] <Yuri6037> Ok but how do I get the gradle tab it's no longer there
L577[08:30:03] <gigaherz> at the bottom left
L578[08:30:07] <gigaherz> there's a little square icon
L579[08:30:09] <gigaherz> click once on it
L580[08:30:19] <gigaherz> if that doesn't show it
L581[08:30:22] <gigaherz> leave the mouse over that icon
L582[08:30:27] <gigaherz> and it will show a menu whereyou can choose gradle
L583[08:31:31] ⇦ Quits: RichardG (~richardg8@201.37.255.130) (Quit: You saw nothing.)
L584[08:31:56] <Yuri6037> Ok I do genIntelliJRuns
L585[08:33:18] <Yuri6037> I try running the client now
L586[08:35:09] <Yuri6037> Ok it works
L587[08:35:40] <Yuri6037> Thanks for all now I have a working modding env
L588[08:37:36] <Yuri6037> now let's try to create a 3D non animated model using the JSON structure
L589[08:40:55] <Yuri6037> Can we still use a png file name with upper case letters ?
L590[08:42:30] <gigaherz> can't you make it lowercase?
L591[08:42:48] <gigaherz> from experience, the answer is no
L592[08:42:53] <Yuri6037> Well that would ease import from old project
L593[08:42:55] <gigaherz> I usedto have an Energy.png in my code
L594[08:42:59] <gigaherz> had to rename it to energy.png
L595[08:43:32] <Yuri6037> In 1.7.10 it was working with a code Model
L596[08:45:18] ⇨ Joins: RichardG (~richardg8@201.37.255.130)
L597[08:45:18] MineBot sets mode: +v on RichardG
L598[08:45:56] ⇦ Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Killed (NickServ (GHOST command used by Jorrit)))
L599[08:46:11] ⇨ Joins: McJty (~jorrit@94-224-154-146.access.telenet.be)
L600[08:50:25] *** TTFT|Away is now known as TTFTCUTS
L601[08:50:58] <Yuri6037> I have one little problem with UV the old model base does not have UVs directly per faces
L602[08:52:09] <gigaherz> hm?
L603[08:55:19] <Yuri6037> Yeah when I build a model using the old system you create a ModelRenderer using 3 variables and I guess the two last vars are texture coords
L604[08:55:24] ⇦ Quits: Necro (~Necro@p200300700D4035ECF48ABC99F58937B0.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L605[08:58:41] ⇨ Joins: Naiten (Naiten@86-102-36-248.xdsl.primorye.ru)
L606[09:00:34] ⇨ Joins: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L607[09:01:00] ⇨ Joins: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L608[09:01:01] <Shambling> portablejim, what version of baubles did you compile angel ring to bauble against? It crashes on startup, so I'm thinking the release not beta version?
L609[09:01:14] <Shambling> errr nm, latest version is release
L610[09:01:40] <Yuri6037> And it requires faces ok that's maybe a bit more flexibility we get but I can't provide what it asks me...
L611[09:12:48] <Akkarin> mother of update queue :o
L612[09:16:03] ⇨ Joins: Necro (~Necro@p200300700D4035F27CCDBE0FD457ED13.dip0.t-ipconnect.de)
L613[09:30:23] ⇨ Joins: AstralSorcerer (~AstralSor@2601:981:c002:98c0::a)
L614[09:33:45] <Glennox> Hmm do i need this? The following repositories used in your gradle projects were not indexed yet:
L615[09:33:45] <Glennox> http://files.minecraftforge.net/maven
L616[09:36:45] <Yuri6037> Just ignore that message
L617[09:40:35] ⇨ Joins: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl)
L618[09:41:03] <Yuri6037> Ok I have another problem Forge 1.11 refuses 64x32 textures for models
L619[09:41:31] <Yuri6037> Problem: broken aspect ratio and not an animation
L620[09:42:07] <Yuri6037> It refuses to use that texture as a UV based texture for item model
L621[09:46:06] <Yuri6037> On internet it says it must be same with and same height and then why is the pig not same with and same height !?
L622[09:46:58] ⇦ Quits: Jezza (~Jezza@92.206.161.17) (Ping timeout: 384 seconds)
L623[09:47:32] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 384 seconds)
L624[09:48:04] <Yuri6037> Oh wow apparently the game thinks my item texture is a sprite like other items... It failed to recognize custom model
L625[09:48:06] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L626[09:49:06] ⇨ Joins: Brokkoli (~Brokkoli@p5B23C6BC.dip0.t-ipconnect.de)
L627[09:50:21] <gigaherz> Yuri6037: ALL item and block textures are added to the atlas
L628[09:50:28] <gigaherz> wait
L629[09:50:33] <gigaherz> you mean that it used builtin/generated
L630[09:50:41] <gigaherz> that usually means you used builtin/generated
L631[09:51:07] <Yuri6037> I don't know what you mean all I want is the model file to be 3D item composed of 3D boxes
L632[09:51:53] <Yuri6037> It's in all cases not rendering even if texture is right it's not rendering
L633[09:52:10] ⇨ Joins: IceDragon (~ThatGuy@173.225.243.248)
L634[09:52:39] <Yuri6037> I'll post the model json
L635[09:52:52] <Yuri6037> http://pastebin.com/sFG2RpAn
L636[09:53:26] <Yuri6037> It only contains the drone launcher's base box and it's already not able to render it ! It can't render a single box...
L637[09:54:20] <gigaherz> and how does it look like ingame?
L638[09:54:33] <Yuri6037> It does not render
L639[09:54:37] <gigaherz> first
L640[09:54:41] <gigaherz> remove the "parent" element
L641[09:54:46] <gigaherz> since you have "elements" and "display"
L642[09:54:51] <gigaherz> you aren't actually using it
L643[09:56:34] ⇨ Joins: myrrlyn (~myrrlyn@2602:306:ccf3:89f0:325a:3aff:fe47:ca11)
L644[09:56:52] <Yuri6037> it renders something now but binds the entire item atlas instead of only the part with the iron ingot
L645[09:57:31] <gigaherz> okay next problem
L646[09:57:32] <Yuri6037> I'll try with the original texture from 1.7.10
L647[09:57:37] <gigaherz> your UVs must be 0..16
L648[09:57:45] <gigaherz> even if your image is bigger
L649[09:58:00] <gigaherz> scale the numbers down to pretend it is 16x16
L650[09:58:18] <Yuri6037> But it refuses the texture
L651[09:58:26] <Yuri6037> it still refuses the item model texture
L652[09:58:33] <Yuri6037> Problem: broken aspect ratio and not an animation
L653[09:58:52] <gigaherz> what?
L654[09:59:01] <gigaherz> oh, textures have to be square
L655[09:59:05] <gigaherz> 16x16, 32x32, etc
L656[09:59:08] ⇦ Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 198 seconds)
L657[09:59:14] <Yuri6037> No it will not work
L658[09:59:15] <gigaherz> if yours is 64x32, that won't be accepted into the atlas
L659[09:59:26] <Yuri6037> But it's not an atlas texture
L660[09:59:34] <gigaherz> it is.
L661[09:59:35] <gigaherz> all are.
L662[09:59:47] <gigaherz> anything referenced through item/block models is stitched into the atlas
L663[09:59:52] <gigaherz> you can't choose not to
L664[09:59:54] <gigaherz> it just is.
L665[10:00:15] ⇨ Joins: Jezza (~Jezza@92.206.161.17)
L666[10:00:15] <Yuri6037> Ok then I can not use that because the texture in question works exactly like the pig texture
L667[10:00:23] <Yuri6037> or other texture like that
L668[10:00:29] <gigaherz> it can work
L669[10:00:32] <gigaherz> I did it for the ender chest
L670[10:00:52] <gigaherz> whic means I said a lie by mistake
L671[10:00:59] <gigaherz> [16:59] (gigaherz): oh, textures have to be square
L672[10:01:01] ⇦ Quits: Ashindigo (uid202308@id-202308.hathersage.irccloud.com) (Quit: Connection closed for inactivity)
L673[10:01:03] <gigaherz> no, they have to be powers of two ;P
L674[10:01:15] <Yuri6037> 64x32 is power of 2
L675[10:01:21] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/models/block/ender_key_chest.json
L676[10:01:23] <gigaherz> this
L677[10:01:32] <gigaherz> is a model corresponding to the ender chest
L678[10:02:01] <Yuri6037> And the texture is not square ?
L679[10:02:22] <gigaherz> hmm it is!
L680[10:02:26] <gigaherz> happens to be 64x64
L681[10:02:26] <gigaherz> ;P
L682[10:02:38] <gigaherz> you should make yours square, then
L683[10:03:08] <Yuri6037> yes and will break everything in the model
L684[10:03:18] <gigaherz> no it won't
L685[10:03:21] <gigaherz> you just have to fix the UVs
L686[10:03:21] <gigaherz> ;P
L687[10:03:22] ⇨ Joins: RichardG (~richardg8@201.37.255.130)
L688[10:03:22] MineBot sets mode: +v on RichardG
L689[10:03:26] <gigaherz> as I said
L690[10:03:39] <Yuri6037> cause if you say uv must be between 0 and 16 then it's broken cause the texture can not be 16x16
L691[10:03:39] <gigaherz> The coords have to be 16x16
L692[10:03:44] <gigaherz> nono
L693[10:03:45] ⇨ Joins: gr8pefish (~gr8pefish@24-121-184-14.flagcmtk01.res.dyn.suddenlink.net)
L694[10:03:48] <gigaherz> the COORDS have to be 16x16
L695[10:03:51] <gigaherz> no matter the size ofthe texture
L696[10:04:01] <gigaherz> if your texture was 64x32
L697[10:04:04] <gigaherz> and your coord was 20
L698[10:04:09] <gigaherz> that'd be
L699[10:04:12] <gigaherz> 20 * 16 / 64
L700[10:04:17] <gigaherz> !!calc 20 * 16 / 64
L701[10:04:17] <gigaherz> gigaherz: Result(s): 5
L702[10:04:21] <gigaherz> so you'd write 5 instead
L703[10:04:36] <Yuri6037> Oh you mean it's translated
L704[10:04:52] <gigaherz> all the UV coords are internally 0..1
L705[10:04:55] <Yuri6037> the square texture is translated to be 16x16 in coords
L706[10:04:56] <gigaherz> but minecraft expects 0..16
L707[10:04:59] <gigaherz> and divides by 16
L708[10:05:06] <gigaherz> so
L709[10:05:09] <gigaherz> when you write 5
L710[10:05:12] <gigaherz> it will do 5/16
L711[10:05:22] <gigaherz> and use the value 0..1 to translate into the atlas sprite area
L712[10:05:24] <Yuri6037> Ok I see so if I have 64x64 then tex coords max is 0, 0 16, 16 ?
L713[10:05:27] <gigaherz> yes
L714[10:05:31] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L715[10:05:40] <gigaherz> so if you ahve pixel 27
L716[10:05:43] <gigaherz> !!calc 27 * 16 / 64
L717[10:05:43] <gigaherz> gigaherz: Result(s): 6.75
L718[10:05:47] <Yuri6037> Like GL but instead of 0, 0 1, 1 it's 0, 0 16, 16
L719[10:05:48] <gigaherz> you have to write 6.75 into the file
L720[10:05:51] <gigaherz> yup
L721[10:06:00] <Yuri6037> OK right I get it
L722[10:06:26] <gigaherz> ok then
L723[10:06:27] <gigaherz> gotta go
L724[10:06:29] <gigaherz> be back in a bit
L725[10:06:29] <Yuri6037> Let's hope I have Photoshop for that task now
L726[10:06:33] <Yuri6037> ok bye
L727[10:06:36] <gigaherz> need some new year's eve dinner groceries
L728[10:06:53] <gigaherz> yo ucan expand the texture in mspaint or paint.net
L729[10:06:54] <gigaherz> ;P
L730[10:07:22] <Yuri6037> I only know photoshop
L731[10:07:37] <gigaherz> paint.net is easy ;P
L732[10:09:18] <Yuri6037> I have it that's ok
L733[10:10:07] <Yuri6037> Ok now it applies the correct texture
L734[10:10:12] ⇨ Joins: I9hdkill (~quassel@static.102.152.243.136.clients.your-server.de)
L735[10:10:12] <Yuri6037> Just need to fix UVs
L736[10:12:01] ⇨ Joins: Tatskaari (~Tatskaari@90.192.39.143)
L737[10:18:27] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L738[10:18:39] <Tatskaari> I’m still trying to update the players position smoothly. I’m currently doing it every tick but I’m looking for a way to update it every frame. Does anybody know where to start?
L739[10:18:47] ⇨ Joins: KnightMiner (~KnightMin@adsl-75-5-70-29.dsl.emhril.sbcglobal.net)
L740[10:20:39] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L741[10:22:00] *** diesieben|away is now known as diesieben07
L742[10:22:10] <gr8pefish> Tatskaari, I forget the details, as I never worked wit it myself, but I believe there might be a renderTick that you might want to look for.
L743[10:22:39] <Tatskaari> Okay yeah I was tempted to try and do it in the TESR but that seems hacky
L744[10:24:22] <gr8pefish> Update a player's position from the TESP? That seems weird, I'd send a packet to the player to tell them to update. Well depends how often you update actually, you might have to add a capability if you do it a lot.
L745[10:26:44] <Akkarin> interpolate all the things?
L746[10:26:49] <Tatskaari> I’m trying to create an elevator that moves blocks upwards. I’m currently doing it all server side moving the player and enities the same way a piston does.
L747[10:27:04] <Tatskaari> I want to now move the player smoothly between the positions the server gives each tick
L748[10:27:59] <Yuri6037> I think my best way is to use my NAS / research in all my HDDs for the techne model
L749[10:28:53] <Tatskaari> Akkarin: Where do I interpolate though? Is there a player tick that get’s called each from or something?
L750[10:29:27] <Akkarin> well you'd have to alter the local values in the render loop somewhere
L751[10:29:46] <Tatskaari> Seems like a hack to update the players position in the renderer.
L752[10:29:59] <Akkarin> so you get the extra precision from the extra calls in render. Technically you don't even need to interpolate. As long as the speed is equal overall it won't desync
L753[10:30:00] <Tatskaari> If that’s the only hood into the main game loop then I guess it will work
L754[10:30:04] <gr8pefish> Could look at other implementations: https://github.com/Thutmose/Thut-Elevators
L755[10:30:25] <Tatskaari> hook*
L756[10:30:35] <Akkarin> well ... you'll have to anyways. Ticks will always be bound to 20 per second. You want it to appear smooth though so you need to somehow bind it to the renderer or otherwise interpolate between the points originating in the ticks
L757[10:31:32] <Akkarin> I mean ... you could also redo every bit of rendering for that part ever
L758[10:32:23] ⇨ Joins: secknv (~secknv@bl14-176-22.dsl.telepac.pt)
L759[10:32:45] <Tatskaari> Yeah I was hoping there was a physics tick hook I can use
L760[10:33:18] <Tatskaari> Normally the way game loops work is: game logic tick -> physics tick -> render tick
L761[10:33:41] <Tatskaari> updating the positions of entities midway through rendering might cause some incosistancies
L762[10:33:56] <Tatskaari> I don’t know how minecraft works though
L763[10:34:16] <Tatskaari> I’ll try and figure out how Thut does it
L764[10:39:02] <Yuri6037> Oh yeah amazing I found my .tcn models
L765[10:39:10] <Akkarin> Probably your best bet. It's probably going to be hacky as hell anyways
L766[10:39:45] <Akkarin> I mean ... you do have 20 data points and try to make 60 (or more) out of it ... so you have to do it in rendering somewhere anyways or devise a method of figuring out how much you are supposed to add or subtract
L767[10:39:54] ⇨ Joins: copygirl (~koppeh@copy.mcft.net)
L768[10:39:59] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 189 seconds)
L769[10:40:47] <copygirl> Hey. Without getting too involved, because.. last time I did so I got pretty frustrated, is there any way to suggest something to go into Forge?
L770[10:41:37] <copygirl> Specifically, a canUnequip. I was hoping with 1.11 Mojang added something similar to support the binding curse.. but it's just hardcoded into the armor slot.
L771[10:41:40] ⇦ Quits: KnightMiner (~KnightMin@adsl-75-5-70-29.dsl.emhril.sbcglobal.net) (Read error: Connection reset by peer)
L772[10:41:41] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L773[10:41:48] <Akkarin> GitHub issues include feature suggestions
L774[10:42:08] <copygirl> There apparently already is an isValidArmor on Item.
L775[10:42:27] <Tatskaari> Is there a way to slow down the tick rate to say 1 second? Might make it easier to see if my interpolations are working as expected
L776[10:42:37] <copygirl> Akkarin: I'm scared of touching that tbh.
L777[10:43:06] <Akkarin> Why? Issues are the best way of communicating changes and what not
L778[10:43:29] <copygirl> And I somehow doubt someone would pick up and provide a PR for an issue on there unless they're interested in having it themselves.
L779[10:43:45] <Akkarin> Usually the best way of getting something into an open source project is to raise an issue about it, discuss its pros and cons and ultimately submit a PR for it when everything is figured out
L780[10:43:50] <copygirl> I'm scared of the man.
L781[10:43:50] ⇨ Joins: Schwowsers (~Schwowser@pool-108-2-77-251.phlapa.fios.verizon.net)
L782[10:44:19] ⇨ Joins: iso2013 (~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
L783[10:44:25] <copygirl> I 100% agree with you.
L784[10:44:40] <Akkarin> you mean those who shall not be named without reason? There's no reason to be scared of them. They tend to be nice and reasonable people ;-)
L785[10:45:43] <copygirl> I made the exact opposite experience with them.
L786[10:45:53] <copygirl> Well. Can't say for the others.
L787[10:46:27] <Tatskaari> So you want a way to make a feature suggestion to the forge team without making a feature suggestion to the forge team?
L788[10:46:36] <Akkarin> lol
L789[10:47:26] <copygirl> Sorta looking for someone who thinks it's a good idea but isn't a wuss like me.
L790[10:47:54] <Tatskaari> What’s the idea?
L791[10:48:01] <Akkarin> Generally: Write up a proposal (e.g. an API method or type or whatever), write what it is used for and how it should work. Make sure it is useful for a bigger group and not just you (if its just useful for you, there's means to patch stuff in on the fly).
L792[10:48:11] <copygirl> Item.canUnequip to go along with Item.isValidArmor.
L793[10:48:14] <Akkarin> If you stick to those basic things there's no reason why you'd end up being denied
L794[10:48:27] <diesieben07> i think there was a PR for something like that already
L795[10:48:33] <copygirl> (Name open to discussion I guess.)
L796[10:48:46] <Akkarin> ^ oh yeah also check for existing PRs/similar issues
L797[10:49:37] <copygirl> I made one years ago.
L798[10:50:10] <copygirl> Can't find a PR / issue matching "equip" that's newer than that one.
L799[10:55:09] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L800[10:56:44] <Yuri6037> I have a question : is the particle system with GL access still there on 1.11 ?
L801[10:57:37] <Yuri6037> I mean using Tesselator I could have some beam render and some other effects (like a stargate event horizon renderer)
L802[10:58:22] <Corosus> pretty sure its all the same as 1.10 but i havent checked, also particles are rendered in a batch so any immediate gl code in a particle renderer sorda breaks efficiency of it all
L803[10:59:10] ⇦ Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 206 seconds)
L804[10:59:22] <Yuri6037> Yeah but for the kine of effect I want to do immediate GL is simpler but it's not a permanent render it will only render when required
L805[10:59:23] <Corosus> could always use world render event for any extra fancyness
L806[11:00:10] <Yuri6037> Ok I'm planing on a rewrite of LanteaCraft which crashes randomly the server and I want to fix it for 1.11
L807[11:00:43] <Yuri6037> That's why I need GL access only for the event horizon the rest can be done with OBJ files
L808[11:01:06] <Mimiru> Yuri any reason you don't want to help us do that..?
L809[11:01:11] <Mimiru> Yuri6037 *
L810[11:01:30] <Yuri6037> Help you do what ?
L811[11:01:38] <Corosus> cool, id advise against any immidiate gl in particles onRender, but if its at least not on all the time thats better, i personally use a clone of vanilla particle renderer using the forge world render event and it works quite well, so you could use that event to do extra stuff
L812[11:01:39] <Mimiru> Hi.. I'm one of the authors of LanteaCraft.
L813[11:01:54] <Corosus> vanilla fog needs to be processed though
L814[11:02:20] <Yuri6037> Oh ok, well I looked your code and I think a rewrite is better
L815[11:02:43] <Yuri6037> You should use OBJ for the stargate model itsel instead of procedural mesh generation
L816[11:03:16] <Yuri6037> And you have a ring OBJ file that could be used for the stargate
L817[11:03:20] ⇨ Joins: KnightMiner (~KnightMin@adsl-75-5-70-29.dsl.emhril.sbcglobal.net)
L818[11:04:01] <Yuri6037> and for the moving effect I recommend using two models one model for moving ring and one model for stargate base itself
L819[11:04:13] <Yuri6037> A bit like the Stargate GMod Addon
L820[11:04:58] <Yuri6037> And a rewrite of the teleportation is required because the last time I tried it randomly crashed the server when trying to switch dimensions
L821[11:06:08] <Yuri6037> After I can help you rewrite everything but not right now... I'd like to update my AncientAddinMod which just adds a few stargate stuff like personal shield
L822[11:06:57] ⇨ Joins: RichardG (~richardg8@201.37.255.130)
L823[11:06:57] MineBot sets mode: +v on RichardG
L824[11:07:19] <Yuri6037> Also today and tomorow are my last holidays... I'm in a programming school which just takes almost all my time
L825[11:07:53] ⇨ Joins: RichardG_ (~richardg8@201.37.255.130)
L826[11:07:54] MineBot sets mode: +v on RichardG_
L827[11:08:01] ⇦ Quits: cpup (~cpup@32.218.117.140) (Ping timeout: 194 seconds)
L828[11:08:07] <Yuri6037> Currently I have a raycasting thing to finish for school and some basic easy C programming
L829[11:08:53] <Yuri6037> Raycast is easy but what they want is LONG (game menu, map loading, map design, textures, collisions, network...)
L830[11:08:59] <Glennox> which task should i use to run and test the game?
L831[11:09:04] ⇨ Joins: cpup (~cpup@32.218.117.140)
L832[11:09:18] <Yuri6037> To run the game I just click the green play button
L833[11:10:15] <Glennox> Hmm its grayed out..
L834[11:10:19] <diesieben07> Glennox, you can use the runClient task if you insist on using gradle to launch the game. but it would be simpler to just create a launch config in your IDE to point at GradleStart
L835[11:10:27] ⇦ Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 180 seconds)
L836[11:10:28] <diesieben07> as the main class
L837[11:13:32] ⇦ Quits: armed_troop (~armedtroo@pool-71-175-52-99.phlapa.fios.verizon.net) (Ping timeout: 198 seconds)
L838[11:13:53] ⇦ Quits: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Quit: Leaving)
L839[11:14:08] <Glennox> ok had to run genitellijRuns
L840[11:14:16] <Glennox> now it has a run profile ^^
L841[11:14:39] ⇨ Joins: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
L842[11:15:04] <diesieben07> or that :)
L843[11:18:22] *** RichardG_ is now known as RichardG
L844[11:21:38] ⇨ Joins: Ashindigo_ (uid202308@id-202308.hathersage.irccloud.com)
L845[11:24:04] <Tatskaari> Is there an easy way to get the time since last frame in a TESR?
L846[11:24:22] <Tatskaari> I thoought it would be one of the params but it desn’t appear to e
L847[11:27:36] ⇨ Joins: armed_troop (~armedtroo@pool-173-75-217-240.phlapa.fios.verizon.net)
L848[11:27:43] <diesieben07> what do you need it for?
L849[11:28:10] <williewillus> things should be in terms of ticks (and partial ticks)
L850[11:28:58] <diesieben07> yeah
L851[11:31:13] <Tatskaari> Minecraft.getMinecraft().prevFrameTime
L852[11:31:23] <Tatskaari> An animation in my renderer
L853[11:31:30] <williewillus> yes but animations should be synced to ticks
L854[11:31:33] <williewillus> not to frames
L855[11:31:45] <williewillus> what exactly are you trying to do?
L856[11:31:47] <Tatskaari> I want to move between the positions set in ticks smoothly
L857[11:31:54] <williewillus> that's literally what partial ticks is for
L858[11:32:11] <Tatskaari> Right, you siad about that but I couldn’t find anything on itl
L859[11:32:20] <diesieben07> you count ticks
L860[11:32:22] <diesieben07> 0, 1, 2, 3
L861[11:32:25] <diesieben07> that gives you 20 fps
L862[11:32:30] <diesieben07> then you just add the partial ticks
L863[11:32:34] <williewillus> the TESR method has a parameter called "partialTicks"
L864[11:32:41] <diesieben07> then you get 0, 0.123, 0.631, 1.123, etc.
L865[11:32:52] <diesieben07> and suddenly you have however many fps the renderer runs at
L866[11:33:41] <Tatskaari> I might need to update MCP or something but I have
L867[11:33:42] <Tatskaari> public void renderTileEntityAt(TileEntityBasicElevatorPart platformPiece, double xPos, double yPos, double zPos, float unknown, int unknown2) {
L868[11:33:55] <williewillus> how old is that??
L869[11:34:10] <williewillus> also it's the float "unknown"
L870[11:34:18] <Tatskaari> Ummmmm… not sure XD I guess I need to run the gradel task again?
L871[11:34:21] <williewillus> look at the superclass
L872[11:34:21] ⇦ Quits: Glennox (~Glennox@185.87.107.90) ()
L873[11:34:27] <diesieben07> it won't name parameters in your classes
L874[11:34:38] <williewillus> no it's because whoever wrote it originally didn't know or didn't care what the last two params are
L875[11:34:43] <williewillus> first is partialTicks
L876[11:34:45] <williewillus> second is destroyStage
L877[11:34:49] ⇨ Joins: Glennox (~Glennox@185.87.107.90)
L878[11:34:51] <Tatskaari> Oh thanks. :)
L879[11:35:02] <Tatskaari> So is partialticks a fraction of how far we are to the next tick?
L880[11:35:12] <diesieben07> exactly
L881[11:35:17] <Tatskaari> That’s useful!
L882[11:35:33] <diesieben07> without partial ticks you would get (in the renderer): 0, 0, 0, 1, 1, 2, 2, 2, 3 etc
L883[11:35:35] <Yuri6037> I'm getting that error when using an exported json model from Techne converter : Caused by: com.google.gson.JsonParseException: 'from' specifier exceeds the allowed boundaries: Vector3f[6.0, -23.0, 12.0]
L884[11:35:36] <diesieben07> as ticks
L885[11:35:42] <diesieben07> but if you then add the partial ticks, you get the actual fractions
L886[11:36:07] <williewillus> Yuri6037: there's vanilla imposed limits on models from the json loader
L887[11:36:16] <williewillus> *model sizes
L888[11:37:18] <Yuri6037> So what solution do I have if the model exceeds the size of one block ?
L889[11:37:39] <Yuri6037> And what are the limits ?
L890[11:37:50] <diesieben07> use OBJ?
L891[11:38:04] <Yuri6037> I have no exporter for that
L892[11:38:37] <williewillus> -16 to 32 according to vanilla wiki
L893[11:38:41] <diesieben07> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2617440-tool-tabula-techne-to-obj-model-converter
L894[11:38:43] <williewillus> http://minecraft.gamepedia.com/Model#Block_models
L895[11:38:43] <Yuri6037> and if I use obj then I can no longer define rotation and translation of the item
L896[11:38:44] <diesieben07> not sure if that works
L897[11:38:50] <diesieben07> wat, of course you can
L898[11:38:53] <gigaherz> Yuri6037: you can
L899[11:38:55] <gigaherz> in a blockstates file
L900[11:39:01] <gigaherz> forge allows blockstates jsons for items
L901[11:39:20] <Yuri6037> It's not a block it's an item
L902[11:39:25] <Glennox> So how do you know which methods you can use? for example to spawn or place a block automaticly?
L903[11:39:27] <gigaherz> read my last sentence.
L904[11:39:40] <williewillus> Glennox: what do you mean automatically?
L905[11:39:46] <williewillus> and by spawn?
L906[11:40:08] <Glennox> There are is a method to check if a block is activated onBlockActivated
L907[11:40:08] <Yuri6037> a blockstate file is only for block and it's not a block it's an item
L908[11:40:19] <williewillus> no, you can use blockstate files for items
L909[11:40:21] <williewillus> the name is a bad one
L910[11:40:25] <williewillus> because forge extends it
L911[11:40:39] <williewillus> Glennox: that method is badly named, onBlockActivated is called when you right click the block
L912[11:40:56] <Yuri6037> and can a blockstate file render two models with one animated
L913[11:41:10] <williewillus> how does a file render a model :P
L914[11:41:38] <Yuri6037> I mean if it can reference two models
L915[11:41:52] <Glennox> Yeps thats what i wanted, but now i want to spawn a entity into the world.. but how do i know which method or function to use for that?
L916[11:41:53] <gigaherz> forge blockstates
L917[11:41:58] <gigaherz> which is an extension to vanilla blockstates
L918[11:42:04] <gigaherz> can use submodels
L919[11:42:04] <gigaherz> that is
L920[11:42:10] <gigaherz> models that are attached to the main model
L921[11:42:13] <gigaherz> through submodels
L922[11:42:13] <Tatskaari> williewillus: Thanks a lot that worked a treat!
L923[11:42:17] <gigaherz> you can make one of them animated
L924[11:42:18] <diesieben07> Glennox, World::spwanEntityInWorld
L925[11:42:19] <gigaherz> and another one fixed
L926[11:42:23] <diesieben07> *spawn
L927[11:42:44] <Glennox> diesieben07 but how do you know that? is there a list of methods?
L928[11:42:50] <williewillus> experience and IDE completions
L929[11:42:55] <diesieben07> list of methods = your IDE
L930[11:43:07] <Yuri6037> well the main model is parented to player thirdperson/firstperson view and the second is parented to main with offset and rotates arround an axis locally
L931[11:43:29] <Glennox> ive been scrolling for hours through the documentation already haha trying to find a overview
L932[11:44:02] <diesieben07> well, there is no such thing, really
L933[11:44:05] <williewillus> yeah...
L934[11:44:08] <diesieben07> at least nothing i know of
L935[11:44:09] <mezz> Glennox, read the code
L936[11:44:10] <williewillus> start with what you want to accomplish
L937[11:44:13] *** Ashindigo_ is now known as Ashindigo
L938[11:44:14] <williewillus> and then use your IDE
L939[11:44:18] <williewillus> and this place
L940[11:44:24] <williewillus> preferably in that order
L941[11:44:35] <mezz> there are many open source projects that do things similar to what you'd like to do, they are a good starting point
L942[11:44:56] <williewillus> vanilla itself too (but there's bad examples in there sometimes)
L943[11:47:23] <gigaherz> Glennox: counterintuitively, writing mods is often harder than writing your own code from scratch ;P
L944[11:47:27] ⇦ Quits: cpup (~cpup@32.218.117.140) (Ping timeout: 194 seconds)
L945[11:47:40] <gigaherz> of course making a minecraft clone is no easy task
L946[11:47:55] <gigaherz> but neither is trying to coerce minecraft into doing what you want ;P
L947[11:48:10] ⇨ Joins: cpup (~cpup@32.218.117.140)
L948[11:48:20] <gigaherz> and if you limit yourself to things that are copypasteable from tutorials, then it's kindof sad ;P
L949[11:49:49] ⇦ Quits: iari (~iari___@evana.futhark24.org) (Quit: Leaving)
L950[11:50:17] <Glennox> I cant agree more gigaherz
L951[11:51:50] <Yuri6037> How do I specify the blockstate file ?
L952[11:52:50] <gigaherz> you don't have to
L953[11:52:53] <gigaherz> whatever name you choose
L954[11:52:55] ⇦ Quits: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com) (Quit: Leaving)
L955[11:52:57] <gigaherz> if there isn't an item model with that name
L956[11:53:02] <gigaherz> forge tries to load it from blockstates
L957[11:53:28] <diesieben07> other way around, isn't it? it first tries the blockstate, then the item model
L958[11:54:10] ⇨ Joins: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L959[11:56:49] <Yuri6037> I'm getting FileNotFoundException for the model now
L960[11:58:21] <Yuri6037> I get FileNotFound for models/item/dronelauncher.json (normal removed it) then FileNotFound for models/item/dronelauncher.obj.json (abnormal should be .obj not .obj.json)
L961[11:59:09] <Yuri6037> It apparently loads the blockstate but doesn't understand it's referencing an OBJ not a JSON
L962[11:59:10] <diesieben07> did you do ObjLoader.addDomain in preInit with your ModID?
L963[11:59:20] <Yuri6037> No
L964[11:59:28] <diesieben07> you need to
L965[11:59:38] <diesieben07> it's a stupid design choice, but maybe it has some reason. i don't see which though
L966[11:59:56] <Yuri6037> It's only to call client side I guess ?
L967[12:00:00] <diesieben07> ye
L968[12:00:33] <PaleoCrafter> I think fry has wanted to change it to not require that call for ages now, something was blocking him though :P
L969[12:01:36] <gigaherz> it's kindof pointless, IMO
L970[12:01:39] <gigaherz> becasue it's like
L971[12:01:59] <gigaherz> if(has domain) return endsWith(".obj"); else return false;
L972[12:02:23] <gigaherz> not like endsWith is such a heavy operation that requires careful optimization
L973[12:02:27] <Yuri6037> MUCH BETTER FINALLY It finally rendered the model !! Ok maybe it's white but it rendered something at least
L974[12:02:52] <Yuri6037> Now I'd like it to bind my modeldronelauncher.png
L975[12:03:20] <Yuri6037> How do I reference the texture inside the blockstate ?
L976[12:03:32] <gigaherz> does your model hava .mtl?
L977[12:03:35] <gigaherz> have a*
L978[12:03:47] <Yuri6037> .mtl ?
L979[12:03:52] <Yuri6037> What's that
L980[12:03:52] <gigaherz> you use a .obj model right?
L981[12:03:57] <Yuri6037> Yes
L982[12:04:06] <gigaherz> obj files have an accompanying .mtl file
L983[12:04:12] <gigaherz> that declares the textures and color and such
L984[12:04:15] <Yuri6037> Not this converter
L985[12:04:26] <Yuri6037> this converted did not generate any mtl
L986[12:04:29] <gigaherz> so inside the .obj file
L987[12:04:36] <gigaherz> are there any "usemtl" lines or similar?
L988[12:04:42] <gigaherz> I guess there won't be
L989[12:05:07] <Yuri6037> No nothing like that only vertices
L990[12:05:18] <gigaherz> okay then
L991[12:05:22] <gigaherz> at the top write like
L992[12:05:25] <Yuri6037> And UV too
L993[12:05:26] <gigaherz> mtllib something.mtl
L994[12:05:33] <gigaherz> and then
L995[12:05:37] <gigaherz> usemtl materialname
L996[12:05:46] <fry> iirc you can simply to "usemtl modid:name" and it'll work :P
L997[12:05:47] <gigaherz> then create the file "something.mtl"
L998[12:05:49] <fry> *do
L999[12:05:52] <gigaherz> you can?
L1000[12:06:07] <fry> yes, it was a bit annoying to always require an mtl
L1001[12:06:11] <fry> so I added that :P
L1002[12:06:14] <gigaherz> that's... nice
L1003[12:06:17] <gigaherz> and horribly ugly
L1004[12:06:19] <gigaherz> at the same time
L1005[12:06:21] <gigaherz> XD
L1006[12:06:27] <fry> how is it ugly? :P
L1007[12:06:37] <gigaherz> because there's no material library to take the material from
L1008[12:06:39] <fry> it's within the spec, mostly
L1009[12:06:41] <gigaherz> and the material isn't actually a material name
L1010[12:06:42] <gigaherz> XD
L1011[12:07:08] <fry> also, imho, less ugly than the whole stupid lack of uv direction in the spec
L1012[12:07:48] <Yuri6037> and what do I put in my mtl ?
L1013[12:08:00] <fry> again, you don't need an mtl :P
L1014[12:08:19] <Yuri6037> then what do I do to reference the PNG ?
L1015[12:08:28] <fry> 21:05 forge @fry | iirc you can simply to "usemtl modid:name" and it'll work :P
L1016[12:08:46] <Yuri6037> you mean name = texture file ?
L1017[12:08:59] <LexMobile> !gm func_188281_o
L1018[12:09:12] <PaleoCrafter> can you also put #whatever there and specify the texture via a variable? :P
L1019[12:09:23] <fry> should work, yes
L1020[12:09:28] <PaleoCrafter> nice
L1021[12:09:35] <fry> have to check
L1022[12:10:23] <fry> https://github.com/MinecraftForge/MinecraftForge/commit/8a11ad7a7a36493ac13a8078f5850c05325b5da3
L1023[12:10:27] <Yuri6037> "usemtl ancientaddinmod:modeldronelauncher" does exception parsing line
L1024[12:10:33] <fry> yup, don't need any mtl lines in the obj at all
L1025[12:10:53] <Yuri6037> then how do I reference texture ?
L1026[12:10:58] <fry> can just do "#OBJModel.Default.Texture.Name": "modid:texture" in the blockstate
L1027[12:11:30] *** Mine|dreamland is now known as minecreatr
L1028[12:11:45] * fry is off to celebrate new years
L1029[12:11:55] <PaleoCrafter> but it is only 7PM
L1030[12:11:57] <PaleoCrafter> :P
L1031[12:12:00] <fry> 9 :P
L1032[12:12:22] <gigaherz> meh 7pm, reminds me I should get started on dinner
L1033[12:12:23] ⇨ Joins: Smack (webchat@563412ad.rev.stofanet.dk)
L1034[12:13:43] <Yuri6037> "#OBJModel.Default.Texture.Name": "ancientaddinmod:modeldronelauncher" in blockstate but item model is still white !
L1035[12:14:04] <Yuri6037> no errors in console
L1036[12:14:52] <Lisimba> Is the extended block state basically the block state as based on other things than just the 4 bits of metadata?
L1037[12:15:07] <diesieben07> no, that would be the acutal state
L1038[12:15:13] <Tatskaari> If a cleint moves an entity, say a chicken, will it update the server automatically or does that only happen for the plater entity?
L1039[12:15:25] <diesieben07> extended block state can contain *any* object, not just enumerable things like facings, ints, etc.
L1040[12:15:37] <diesieben07> it is only used to pass data on to custom IBakedModel implementations
L1041[12:16:06] <Lisimba> So stuff that's not an IProperty?
L1042[12:16:24] <gigaherz> in an ExtendedBlockState
L1043[12:16:28] <gigaherz> you still have the normal IProperties
L1044[12:16:35] <gigaherz> but on top of that, you can declare IUnlistedProperties
L1045[12:16:41] <gigaherz> which contain an arbitrary object instance
L1046[12:17:02] <gigaherz> the recommended approach is to use an object that holds a copy of the data you want
L1047[12:17:12] <gigaherz> since the actual tileentity/world may change while a frame is still rendering
L1048[12:17:34] <Zidane> gigaherz, with OBJModels, how do you specify the perspective information?
L1049[12:17:44] ⇦ Quits: KnightMiner (~KnightMin@adsl-75-5-70-29.dsl.emhril.sbcglobal.net) (Ping timeout: 198 seconds)
L1050[12:17:52] <gigaherz> "transform": { ... }
L1051[12:17:55] <gigaherz> in the blockstates file
L1052[12:18:17] <gigaherz> note that it's not quite the same as a vanilla "display" block
L1053[12:18:17] <Yuri6037> Ok basically the "#OBJModel.Default.Texture.Name" is just ignored it changes absolutely nothing
L1054[12:18:45] <Yuri6037> I tried putting a texture that does not exist I get no errors no changes
L1055[12:20:05] <Zidane> gigaherz, can you link me where that transform value is read?
L1056[12:23:16] ⇦ Quits: AstralSorcerer (~AstralSor@2601:981:c002:98c0::a) (Ping timeout: 206 seconds)
L1057[12:23:51] <gigaherz> Zidane: ForgeBlockStateV1.java
L1058[12:23:58] <Zidane> ty sir
L1059[12:30:00] ⇦ Quits: blood_ (unknown@ool-45741267.dyn.optonline.net) (Read error: Connection reset by peer)
L1060[12:30:44] <Yuri6037> Does anyone know why it does not work ?
L1061[12:32:53] ⇨ Joins: Everseeking (~Everseeki@pool-100-6-95-214.pitbpa.fios.verizon.net)
L1062[12:33:54] <gigaherz> Yuri6037: no idea, i just use .mtl files with the default texture in them
L1063[12:33:59] <gigaherz> and then replace the texture in my blockstates
L1064[12:34:27] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/models/block/hedron.obj
L1065[12:34:33] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/models/block/hedron.mtl
L1066[12:34:36] <gigaherz> example of one of my obj models
L1067[12:35:14] <gigaherz> with that, I'd use "#Main": "enderrift:something"
L1068[12:37:26] <howtonotwin> you need the blocks/ or items/ part of the texture path
L1069[12:37:38] <Yuri6037> what is block_kd ?
L1070[12:37:46] <Yuri6037> *map_kd
L1071[12:38:58] <gigaherz> Kd is the mtl command for "color, diffuse"
L1072[12:39:06] <gigaherz> map_Kd means "texturemap for diffuse color"
L1073[12:39:15] <howtonotwin> "relate color texture in file to diffuse reflectivity of material"
L1074[12:39:15] <gigaherz> and diffuse color is normal color that isn't reflective or shiny
L1075[12:39:26] <howtonotwin> i.e. this materials has this texture
L1076[12:39:30] <howtonotwin> *material
L1077[12:39:42] <howtonotwin> http://paulbourke.net/dataformats/mtl/
L1078[12:39:48] <gigaherz> which just means "use this texture to get the color of the object"
L1079[12:39:56] <gigaherz> so far as mc obj loading is concerned
L1080[12:40:01] <gigaherz> it's just "the texture".
L1081[12:40:18] <howtonotwin> also read this https://gist.github.com/howtonotwin/88fd07f419ae5c9560e9ae2615514018
L1082[12:43:40] <TechnicianLP> !gm func_175272_a
L1083[12:48:12] *** Keridos|away is now known as Keridos
L1084[12:51:57] <Necro> !latest 1.11.2
L1085[12:53:32] <TechnicianLP> where does minecraft handle mousewheel inputs?
L1086[12:54:13] <diesieben07> Minecraft::runTickMouse is one
L1087[12:54:21] <diesieben07> search for usages of Mouse.getEventDWheel
L1088[12:55:18] ⇦ Quits: Yuri6037 (kiwiirc@ALagny-155-1-19-196.w83-114.abo.wanadoo.fr) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L1089[12:56:56] *** Abrar|gone is now known as AbrarSyed
L1090[12:57:19] *** Keridos is now known as Keridos|away
L1091[12:58:31] <Zidane> gigaherz, can you link me to one of your forge blockstates that has the transform set?
L1092[12:58:42] <Zidane> (Just so I can see an example)
L1093[12:59:25] ⇨ Joins: Yuri6037 (kiwiirc@ALagny-155-1-19-196.w83-114.abo.wanadoo.fr)
L1094[13:02:32] ⇦ Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Read error: Connection reset by peer)
L1095[13:03:40] ⇦ Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Quit: Leaving)
L1096[13:03:43] ⇨ Joins: killjoy1 (~killjoy@cpe-76-182-16-229.nc.res.rr.com)
L1097[13:05:25] <howtonotwin> Zidane: here's a more formal definition of transforms, if that helps: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L1098[13:05:39] <Zidane> That helps a lot
L1099[13:05:41] <Zidane> Thanks :)
L1100[13:05:51] <howtonotwin> Line 30 onwards
L1101[13:05:53] <howtonotwin> yw
L1102[13:05:58] <gigaherz> Zidane: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicRing.json
L1103[13:06:02] <Yuri6037> gigaherz: So now that I just used the same way as you the item ceased to render
L1104[13:06:16] <gigaherz> Yuri6037: errors in the console?
L1105[13:06:21] <Yuri6037> no
L1106[13:06:34] ⇦ Quits: founderio (~Thunderbi@p200300C4E3D14900736D052638CED6BE.dip0.t-ipconnect.de) (Quit: founderio)
L1107[13:06:38] <Yuri6037> just nothing on screen no longer any render
L1108[13:06:50] <gigaherz> can you pastebin/gist/link to your github?
L1109[13:07:06] <Yuri6037> pastebin what the model files ?
L1110[13:07:42] <gigaherz> the obj, mtl, and blockstates
L1111[13:07:49] <gigaherz> gist lets you paste more than one file nicely
L1112[13:08:18] <Yuri6037> OBJ http://pastebin.com/HrdLgcLL
L1113[13:08:46] <Yuri6037> MTL http://pastebin.com/gw5uHVv3
L1114[13:09:36] <Yuri6037> Blockstate http://pastebin.com/9A84i3Bf
L1115[13:10:28] <howtonotwin> path to texture in MTL is incomplete
L1116[13:10:40] <howtonotwin> it needs to have a blocks/ or an items/ before it
L1117[13:10:53] ⇨ Joins: NineChickens (uid196646@id-196646.ealing.irccloud.com)
L1118[13:11:02] <Yuri6037> no it's not the texture is at root of my textures folder
L1119[13:11:33] <howtonotwin> most things don't appreciate you breaking their expectations
L1120[13:11:40] <howtonotwin> can you try to put it in items/ and try again?
L1121[13:12:13] <howtonotwin> (though I don't know why having it in textures/ would break it)
L1122[13:13:27] <Yuri6037> nothing still the same
L1123[13:14:13] <howtonotwin> what happens if you remove the texture?
L1124[13:14:17] ⇦ Quits: Smack (webchat@563412ad.rev.stofanet.dk) (Ping timeout: 195 seconds)
L1125[13:15:34] <Yuri6037> The missing resources for domain ancientaddinmod are:
L1126[13:16:01] <Yuri6037> And the model gets the pink/black texture
L1127[13:16:05] <howtonotwin> so then the issue is probably the texture itself
L1128[13:16:38] <Yuri6037> It's PNG 64x64
L1129[13:16:38] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 384 seconds)
L1130[13:17:02] <howtonotwin> any transparent pixels?
L1131[13:17:06] <Yuri6037> or the problem is UV broken
L1132[13:17:21] <Yuri6037> Yeah actualy A LOT of transparent pixels
L1133[13:17:25] <howtonotwin> that's it
L1134[13:17:39] <howtonotwin> do you override getRenderLayer (or whatever) in your block?
L1135[13:17:47] <Yuri6037> No
L1136[13:17:53] <howtonotwin> It has to be one of CUTOUT, CUTOUT_MIPPED, or TRANSLUCENT
L1137[13:17:54] <Yuri6037> It's not a block it's an item
L1138[13:17:57] <howtonotwin> derp
L1139[13:17:59] <howtonotwin> nvm
L1140[13:18:18] <howtonotwin> it might be the transparency doing it
L1141[13:18:19] <Yuri6037> but by transparent I mean alpha 0
L1142[13:18:32] <howtonotwin> oh, so no partially transparent ones?
L1143[13:18:37] <Yuri6037> NO
L1144[13:18:47] <Yuri6037> Not any pixel is translucent
L1145[13:19:22] <Yuri6037> Only the background is transparent (alpha 0) and the object is alpha 255 on it
L1146[13:19:47] <howtonotwin> so probably the OBJ model loader is choking on your texture for some reason...
L1147[13:19:56] <howtonotwin> sadly I have no idea about its internals
L1148[13:19:59] <Yuri6037> Or UV is broken
L1149[13:19:59] <howtonotwin> you can ask fr.y
L1150[13:20:11] <howtonotwin> wouldn't you notice that in your modeller?
L1151[13:20:27] <howtonotwin> Say...
L1152[13:20:31] <Yuri6037> Well I did use a program to convert from .tcn to .obj
L1153[13:20:49] <howtonotwin> can you take a look at it in real 3d modeller?
L1154[13:20:51] <Yuri6037> Which by default does not generate a .mtl I was forced to do it myself
L1155[13:20:56] <howtonotwin> it might have borked something
L1156[13:21:46] <Wuppy> guys, happy new year <3
L1157[13:22:16] <howtonotwin> you too!
L1158[13:22:28] <howtonotwin> (I have 10 hrs to go but :P)
L1159[13:22:31] <killjoy1> Unless you're chinese
L1160[13:22:37] <Wuppy> it's still a few hours for me as well
L1161[13:22:45] <Wuppy> but I'll not be on my pc when it's actually new years
L1162[13:22:54] <killjoy1> Chinese new year is jan 28
L1163[13:24:26] <Yuri6037> According to Win10 Pro 3DBuilder it's perfectly aligned no UV error
L1164[13:24:48] <Yuri6037> So problem must be OBJLoader or texture loader
L1165[13:25:10] <howtonotwin> texture loader is pretty foolproof :P
L1166[13:25:20] <howtonotwin> so I guess it must be the former
L1167[13:25:40] <Yuri6037> The OBJ is right that's sure
L1168[13:25:56] <howtonotwin> hmm...
L1169[13:26:12] <howtonotwin> can you change the usemtl line to have your modid too?
L1170[13:26:31] <howtonotwin> I doubt that's it, though
L1171[13:26:33] <Yuri6037> yes I can I'll try
L1172[13:28:07] <Yuri6037> Now I get that in console : Caused by: java.io.FileNotFoundException: ancientaddinmod:models/item/ancientaddinmod:dronelauncher.mtl
L1173[13:28:39] <howtonotwin> CTRL-Z
L1174[13:28:41] <howtonotwin> :P
L1175[13:28:53] <killjoy1> :?
L1176[13:28:53] <Yuri6037> I already reverted
L1177[13:29:14] <howtonotwin> Yeah, I'm stumped... fry, any ideas?
L1178[13:29:35] <killjoy1> do you mean to add your modid in there twice?
L1179[13:29:51] <howtonotwin> that's not the issue
L1180[13:30:01] <howtonotwin> that was me trying to debug the issue and making another issue
L1181[13:30:02] <howtonotwin> :P
L1182[13:30:20] ⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L1183[13:36:13] <Yuri6037> fry: Do you know why the OBJLoader does not work on my OBJ with a texture
L1184[13:40:26] <Zidane> gigaherz, https://gist.github.com/Zidane/41c65f64620afe2c50dc8574528a1ca6 if I don't want to perform any rotation for a facing=south, do I just specify it and keep it empty?
L1185[13:43:45] <howtonotwin> yes
L1186[13:43:58] <howtonotwin> also that blockstate won't work
L1187[13:44:05] <howtonotwin> it thinks you have three properties facing=...
L1188[13:44:07] <Zidane> What part did I get wrong?
L1189[13:44:15] <howtonotwin> and each has value "y"
L1190[13:44:31] <howtonotwin> you need facing { n {...}, s{...}, e{...}, w{...}}
L1191[13:44:36] <howtonotwin> formatted properly
L1192[13:44:37] <howtonotwin> :P
L1193[13:44:47] <howtonotwin> inside variants
L1194[13:45:39] <howtonotwin> (or, make each of the facing=... keys a list of a single object (f=n [{...}], f=s [{...}]), but that's no fun!)
L1195[13:49:38] <Yuri6037> I'll try edit the model and export it as JSON
L1196[13:49:52] <Yuri6037> I'll then try using a scale
L1197[13:50:28] <gigaherz> Zidane: onething to understand about blockstates files
L1198[13:50:36] <gigaherz> you may be tempted to think it worksl ike
L1199[13:50:56] <gigaherz> "I need "blah#facing=east", so let me open blah.json, and look for facing=east"
L1200[13:51:00] <gigaherz> that's not what happens
L1201[13:51:11] <Zidane> Well I'm having to auto-generate these
L1202[13:51:11] <gigaherz> on one side, mc computes a list of all the variant strings it will need
L1203[13:51:16] <gigaherz> and on a completely separate side
L1204[13:51:23] <gigaherz> it loads the referenced blockstates jsons
L1205[13:51:24] <Zidane> So just trying to get the formatting right
L1206[13:51:27] <gigaherz> and then
L1207[13:51:36] <gigaherz> it will try to match up the variant strings from the blocks/items
L1208[13:51:43] <gigaherz> to the variant strings from the loaded blockstates
L1209[13:51:49] <gigaherz> so in the blockstates json
L1210[13:51:54] <Yuri6037> that's strange that the model exceeds MC bounds as it's less than one block size
L1211[13:52:05] <Yuri6037> In Techne
L1212[13:52:06] <gigaherz> you have to explicitly enumerate each and every possible variant combination
L1213[13:52:30] <Tatskaari> Is it a really bad idea to base the collision box of a block on a value in the tile entity? I’m getting some strange going ons. The collision box is in the right place but right clicking doesn’t place on the correct side and occasionally the collision box dissapears for a few frames.
L1214[13:53:17] <Yuri6037> that would mean that vanilla limits defines a limit so that blocks can not be as the size of a normal block
L1215[13:53:30] <Yuri6037> It makes no sense
L1216[13:54:28] <gigaherz> Tatskaari: well keep in mind
L1217[13:54:41] <gigaherz> some uses of the bounding box will be on the client
L1218[13:54:43] <gigaherz> and some on the server
L1219[13:54:49] <gigaherz> so make sure they are properly in sync
L1220[13:55:57] <Tatskaari> gigaherz: Do they have to be exactly in synch? I’m updating it on the client once every frame and on the server once every tick
L1221[13:56:30] <gigaherz> no, otherwise lag would make the game unplayable
L1222[13:56:45] <gigaherz> but just keep in mind that could matter
L1223[13:56:49] <gigaherz> in terms of sometimes being slightly off
L1224[13:57:07] <Tatskaari> But that wouldn’t affect the right click behavior surely? That’s client side only.
L1225[13:57:10] <gigaherz> if the issues can't be "explained away" by desync
L1226[13:57:17] <gigaherz> thne yeah, you have a problem
L1227[13:58:03] <gigaherz> so, modding problems aside
L1228[13:58:06] <gigaherz> it's new year's eve
L1229[13:58:23] <gigaherz> and i have just finished preparing the food, and it's now cooking in the oven
L1230[13:59:02] <Tatskaari> I just ate until my belly hurts.
L1231[14:00:15] <Tatskaari> Garlic pork shouldner steaks, garlic mushrooms, chunky chips, parsnips and carrot sticks.
L1232[14:01:28] <Yuri6037> It's so weird all the positions that are generated from the JSON converter are ALL negative but my model is inside one block so it should not be negative
L1233[14:08:00] <gigaherz> Tatskaari: I boiled some potatoes until the skin would peel off, and made a base of potatoes on the oven plate
L1234[14:08:07] <Yuri6037> Ok using a height value I can fix the JSON export problem now my model works in JSON
L1235[14:08:27] <gigaherz> I cooked some onion slices, tomato slices, and carrot slices until they were a bit soft
L1236[14:08:31] <gigaherz> and put that on top of the potatoes
L1237[14:08:43] <gigaherz> then I covered some pork with some "argentinian style sauce" I found in the supermarket
L1238[14:08:57] <gigaherz> so that it keeps the moisture
L1239[14:09:05] <gigaherz> and put it on top of the rest
L1240[14:09:18] <gigaherz> then dropped some garlic "bits" (whatever they are called) around
L1241[14:09:22] <gigaherz> and put some white wine
L1242[14:09:31] <gigaherz> it's now in the oven at 170C
L1243[14:09:33] <gigaherz> ;P
L1244[14:09:46] <barteks2x> Can entries in .lang files contain newlines?
L1245[14:09:52] <Tatskaari> I do love a good oven bake though it sounds like it needs copius amounts of cheese if you ask me ;)
L1246[14:10:58] <gigaherz> cheese?!
L1247[14:10:58] <Yuri6037> I need translation and rotation
L1248[14:11:29] <gigaherz> Tatskaari: the result is meant to look a bit like https://4.bp.blogspot.com/-ilxMn64iiXs/UXlu0f3qV3I/AAAAAAAATXI/MYt6DJyssbU/s1600/1-20abril2013+053.JPG
L1249[14:11:37] <gigaherz> although I didn't leave the garlic whole
L1250[14:11:43] <gigaherz> or the onions
L1251[14:11:44] <Tatskaari> Oh right
L1252[14:11:49] <Tatskaari> I was getting a very different idea
L1253[14:12:15] <Tatskaari> Something like http://www.bestrecipes.com.au/article/potato-bake-top-12-recipes-a1001.html
L1254[14:12:23] <barteks2x> %n in .lang file should result in newline right?
L1255[14:12:32] <Yuri6037> Let's try to apply some rotation and translation now
L1256[14:12:36] <gigaherz> barteks2x: not sure
L1257[14:12:41] <gigaherz> also
L1258[14:12:55] <gigaherz> newlines only work if you use the drawString method that will draw multiple lines
L1259[14:13:04] <barteks2x> I handle newlines myself
L1260[14:13:19] <barteks2x> but not sure if \n\r would work or not
L1261[14:13:22] <gigaherz> hmm
L1262[14:13:25] <gigaherz> if you hgandle them yourself
L1263[14:13:26] <barteks2x> I only tested it with \n
L1264[14:13:33] <gigaherz> you can just .replace("\\n", "\n")
L1265[14:14:08] <barteks2x> don't like that approach because I would need to handle escaped \
L1266[14:14:23] <barteks2x> and I think %n will work because String.format may do it
L1267[14:17:33] <Yuri6037> That's bad rotation has no effect
L1268[14:19:09] <Yuri6037> I can't rotate the thirdperson/firstperson model
L1269[14:24:23] <gigaherz> so I took the meat out of the oven for a moment, to get some of the wine juice onto the meat
L1270[14:24:24] <gigaherz> https://dl.dropboxusercontent.com/u/743491/photo_2016-12-31_21-23-55.jpg
L1271[14:24:29] <gigaherz> this is how it's looking so far
L1272[14:24:37] <barteks2x> things I got used to always stay there... I forgot that I don't need to restart to change code... and stopped the VM
L1273[14:24:47] <gigaherz> in 20-30min more, I'll turn the piece around so it makes a bit of a crust on the other side too
L1274[14:24:52] <Ordinastie> gigaherz, who puked on it? :p
L1275[14:25:00] * gigaherz slaps Ordinastie
L1276[14:30:17] <barteks2x> this is magic, dcevm can replace static final constants
L1277[14:30:18] ⇦ Quits: cpup (~cpup@32.218.117.140) (Ping timeout: 384 seconds)
L1278[14:30:27] <gigaherz> barteks2x: lol
L1279[14:31:20] <barteks2x> no idea how, re-running static initializers could have side effects
L1280[14:31:43] ⇨ Joins: cpup (~cpup@32.218.117.140)
L1281[14:31:51] <gr8pefish> What's the json format for 2 property overrides? Do you have multiple predicate blocks?
L1282[14:32:00] <gr8pefish> *on the same item
L1283[14:32:14] <howtonotwin> one predicate block with several kv pairs
L1284[14:33:05] <howtonotwin> overrides [ { predicate { a: X, b: Y, model: M }, { predicate { a: A, b: B, model: N } ]
L1285[14:33:19] <gr8pefish> ah, perfect, thanks
L1286[14:33:43] <howtonotwin> oh I borked the formatting a bit
L1287[14:33:51] <howtonotwin> whatever you can still understand it :P
L1288[14:33:59] <gr8pefish> I think so , yeah
L1289[14:34:18] <howtonotwin> There's also a class ItemOverride and a deserializer somewhere near it :P
L1290[14:34:23] <howtonotwin> check that if unsure
L1291[14:36:37] <howtonotwin> also barteks, I think \r\n causes a missing-glyph-esque character that looks like a box with dotted edges with a CR inside it
L1292[14:36:39] <howtonotwin> even on windows
L1293[14:36:45] <howtonotwin> so you may want to avoid that
L1294[14:39:45] ⇨ Joins: Xilandro (~Kodos@2602:306:ce20:6c30:81cc:c409:44bd:dd8b)
L1295[14:40:36] <barteks2x> I removed that al;ready when debugging other issue
L1296[14:41:22] <Yuri6037> I need to apply a rotation to the model thirdperson and firstperson view I could get the thirdperson to not be ignored but the rotation on Z axis is exactly the same as X axis...
L1297[14:42:30] <Yuri6037> by default the weapon points downwards but instead I want it to point forward so I rotate 90 in Y and 90 in Z but here is the issue Z = X !!
L1298[14:42:40] ⇨ Joins: MonkeyTyrant (~MonkeyTyr@stjhnbsu1kw-099192012163.dhcp-dynamic.FibreOp.nb.bellaliant.net)
L1299[14:42:47] ⇦ Quits: MonkeyTyrant (~MonkeyTyr@stjhnbsu1kw-099192012163.dhcp-dynamic.FibreOp.nb.bellaliant.net) (Client Quit)
L1300[14:42:57] ⇦ Quits: Kodos (~Kodos@2602:306:ce20:6c30:59ba:4a9a:585d:a0a5) (Ping timeout: 206 seconds)
L1301[14:43:01] *** minecreatr is now known as Mine|away
L1302[14:45:27] <howtonotwin> Z is the axis that pierces the screen
L1303[14:45:39] <howtonotwin> you want to rotate about X
L1304[14:46:17] <howtonotwin> which is the one from side to side
L1305[14:46:53] <Yuri6037> Weird it's the countrary on my model Y axis is what you describe as X
L1306[14:47:50] <howtonotwin> o_O
L1307[14:48:00] <howtonotwin> keep swapping the axes around until it works then :P
L1308[14:48:18] <Yuri6037> Found it X 90 Y 0 Z 0
L1309[14:48:25] <Yuri6037> But translation is broken now
L1310[14:49:14] ⇦ Quits: Tatskaari (~Tatskaari@90.192.39.143) (Quit: Tatskaari)
L1311[14:49:17] <howtonotwin> The order is TRSR - Translate Rotate Scale Rotate
L1312[14:49:30] ⇨ Joins: Tatskaari (~Tatskaari@90.192.39.143)
L1313[14:49:38] <howtonotwin> get out your linear algebra textbook and start mathin'!
L1314[14:50:03] ⇦ Quits: Tatskaari (~Tatskaari@90.192.39.143) (Client Quit)
L1315[14:50:32] <barteks2x> I'm wondering if it wouldn't be better to let the user configure the inverse of noise generator frequency (what was english name of that?) instead of frequemcies with default values like 0.0083546 or 0.0007629
L1316[14:51:00] <gigaherz> inverse of frequency = period
L1317[14:51:07] ⇨ Joins: Tatskaari (~Tatskaari@90.192.39.143)
L1318[14:51:25] <Yuri6037> IntelliJ json reformat is BAD
L1319[14:51:35] <barteks2x> so would it be better to let the user configiure noise generator period or frequency? Preiod would be in blocks... frequency... in 1/blocks
L1320[14:51:40] ⇦ Quits: Tatskaari (~Tatskaari@90.192.39.143) (Client Quit)
L1321[14:53:17] <howtonotwin> ¿Por qué no los dos?
L1322[14:53:59] ⇨ Joins: kinggoesgaming (uid23106@id-23106.tooting.irccloud.com)
L1323[14:55:02] <barteks2x> I will go with preiod because it will actually for in my sliders, and anything is better that vanilla minecraft-frequency, which is normalFrequency*(2^numberOfOctaves) where number of octaves is not configurable and visible only in code
L1324[14:57:18] <gigaherz> period has some uses, and frequency has some other uses
L1325[14:57:27] <gigaherz> in this case, period seems like the more intuitive choice
L1326[14:57:57] <gigaherz> actually
L1327[14:58:02] <gigaherz> what would a "common" value be?
L1328[14:58:27] <howtonotwin> ?
L1329[14:58:34] <barteks2x> the default value?
L1330[14:58:43] <gigaherz> no I mean the normal range of operation
L1331[14:58:44] <gigaherz> like
L1332[14:59:00] <barteks2x> something like 1 to infinity?
L1333[14:59:02] <gigaherz> if normal values are 1-1000 blocks/cycle
L1334[14:59:08] <gigaherz> then period works best
L1335[14:59:09] <barteks2x> I would actually allow infinite period
L1336[14:59:15] <gigaherz> if it would be 0.0001 blocks/cycle
L1337[14:59:26] <gigaherz> then the frequency would make more sense
L1338[14:59:30] <barteks2x> normal values are default
L1339[14:59:31] <howtonotwin> these seem large scale
L1340[14:59:39] <gigaherz> so my question would be
L1341[14:59:41] <howtonotwin> those values up above have periods in the hundreds
L1342[14:59:49] <gigaherz> are "normal" values > 1, or < 1
L1343[15:00:06] <gigaherz> ah right
L1344[15:00:12] <gigaherz> "instead of frequemcies with default values like 0.0083546 or 0.0007629"
L1345[15:00:13] <barteks2x> defaulr periods would be between 500 and 2000
L1346[15:00:17] <gigaherz> yeah
L1347[15:00:18] <barteks2x> depending on what it would be
L1348[15:00:23] <gigaherz> definitely period is best.
L1349[15:00:24] <gigaherz> XD
L1350[15:00:46] <barteks2x> minecraft uses a third more weird option
L1351[15:02:37] <Yuri6037> I'm getting finally something using the JSON system... It's not "easy" like said by some internet websites
L1352[15:02:57] <howtonotwin> It's easier when you do complicated things
L1353[15:03:12] <howtonotwin> (And by easier I mean it makes the what used to be impossible work)
L1354[15:03:20] <howtonotwin> *~~the~~
L1355[15:04:03] <Yuri6037> What I mean is that when you have everything working in 1.7 it's a pain to update to 1.11
L1356[15:04:44] <Yuri6037> And I have not even figured out if my hack to change dynamically player speed is gonna work
L1357[15:05:21] <howtonotwin> tip: do not update anything model-ly from 1.7 to 1.8+
L1358[15:05:34] <howtonotwin> its better to nuke and restart
L1359[15:06:24] <Yuri6037> Well I'm not gonna remake all the models ok for the code but the models never I spent TOO much time behind models (days and days of editing with Techne)
L1360[15:07:44] <Yuri6037> let's hope this model system will be as simple when I will need my armor...
L1361[15:08:32] <Yuri6037> (It's an armor that permits you to never or pratically never die... (As long as you have battery power)
L1362[15:12:43] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L1363[15:14:11] <howtonotwin> it doesn't actually touch that :P
L1364[15:14:20] <howtonotwin> entity renders are basically the same
L1365[15:22:01] <barteks2x> I hate this keyboard, it has \ (|) and ' (") in the wrong places...
L1366[15:22:31] <barteks2x> or at least not the places I'm used to
L1367[15:22:36] <barteks2x> not sure what is correct anymore
L1368[15:23:02] <howtonotwin> \ is above RET and ' is to the left on mine
L1369[15:23:27] <barteks2x> for me there is backspace above ret, and \ is on the right of '
L1370[15:24:03] ⇦ Quits: Naiten (Naiten@86-102-36-248.xdsl.primorye.ru) (Read error: Connection reset by peer)
L1371[15:24:47] <Zidane> gigaherz, in your cocoon's blockstate, do you set the inventory variant manually when you load in the code?
L1372[15:24:51] <howtonotwin> Standard: https://upload.wikimedia.org/wikipedia/commons/3/3a/Qwerty.svg
L1373[15:25:37] <barteks2x> and none of the keyboards I have in total has this layout
L1374[15:26:18] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1375[15:26:21] <barteks2x> if someone told me to use one with the standard layout, I would say it's wrong
L1376[15:27:43] <barteks2x> and RET is kind of upside down on that one O.o
L1377[15:33:24] <Yuri6037> Is there a hot reload for models to make tests ?
L1378[15:34:27] ⇨ Joins: armctec (~Thunderbi@191.181.221.103)
L1379[15:36:45] <howtonotwin> F3+T = reload models
L1380[15:36:52] <howtonotwin> *resources
L1381[15:37:28] <gigaherz> Zidane: what do you mean?
L1382[15:37:56] <Yuri6037> Also can I change the translation of the model in world rendering
L1383[15:38:35] <Zidane> nvm gigaherz
L1384[15:38:41] <gigaherz> https://dl.dropboxusercontent.com/u/743491/DSC_0111.JPG
L1385[15:38:43] <gigaherz> :3
L1386[15:38:50] <gigaherz> just finished eating ;P
L1387[15:39:32] ⇨ Joins: covers1624_ (~covers162@ppp122-232-6.static.internode.on.net)
L1388[15:40:57] ⇦ Quits: armctec (~Thunderbi@191.181.221.103) (Quit: armctec)
L1389[15:41:44] ⇦ Quits: covers1624 (~covers162@ppp122-232-6.static.internode.on.net) (Ping timeout: 198 seconds)
L1390[15:45:26] <Zidane> gigaherz, for some reason, the variant loader is hell bent on loading a normal variant though I think my blockstate is right now
L1391[15:46:13] <Yuri6037> Where can I find a list of possible display elements (thirdperson_lefthand, firstperson_lefthand, ...)
L1392[15:46:17] <Yuri6037> ?
L1393[15:46:29] <Zidane> gigaherz, https://gist.github.com/Zidane/8d93ad6ef31ff0154d6bab5c304d9a1c
L1394[15:46:42] <gigaherz> Yuri6037: ForgeBlockStateV1.java
L1395[15:46:59] <Zidane> Yuri6037, or ItemCameraTransforms.TransformType for an enum
L1396[15:47:04] <TehNut> Or the MC wiki http://minecraft.gamepedia.com/Model#Block_models
L1397[15:47:11] <gigaherz> nono
L1398[15:47:16] <gigaherz> forge blockstates has a few extra
L1399[15:47:18] <gigaherz> ;P^
L1400[15:47:20] <TehNut> Does it?
L1401[15:47:38] <gigaherz> wait no
L1402[15:47:39] <gigaherz> hmmm
L1403[15:47:53] <TehNut> Nope all the same
L1404[15:47:59] <Yuri6037> What's the differance between display head and display ground ?
L1405[15:48:01] <gigaherz> nevermind
L1406[15:48:12] <TehNut> how it renders on a player head vs how it renders as an item entity
L1407[15:48:16] <gigaherz> Yuri6037: "head" is literally when you equip the block in your head
L1408[15:48:24] <gigaherz> such as a pumpkin
L1409[15:48:37] <Yuri6037> You can equip a block ?
L1410[15:48:40] <gigaherz> yes
L1411[15:48:48] <gigaherz> with commands, you can equip any block
L1412[15:48:57] <gigaherz> without commands, only player heads and pumpkins
L1413[15:49:02] <Yuri6037> And if it's an item it does not count ?
L1414[15:49:21] <gigaherz> well dunno how an item would apply in your head
L1415[15:49:23] <gigaherz> besides armor
L1416[15:50:18] ⇦ Quits: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net) (Remote host closed the connection)
L1417[15:50:31] ⇨ Joins: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net)
L1418[15:50:34] <Yuri6037> Yeah but the fact is that I have 1 or 2 standard items all my items are 3D models
L1419[15:51:04] <howtonotwin> you don't need to supply all of them
L1420[15:51:06] <gigaherz> that doesn't really matter
L1421[15:51:10] <gigaherz> just give wahtever you care about
L1422[15:51:15] <howtonotwin> you can just leave head to default
L1423[15:51:36] <gigaherz> the important ones are firstperson_x, thirdperson_x, gui, and sometimes, ground
L1424[15:52:02] <gigaherz> well fixed IIRC means item frame?
L1425[15:52:04] <Yuri6037> I will need to do ground for a translation and gui forcely because gui just does not render at all (I suspect it's ouside the screen)
L1426[15:52:58] <Yuri6037> for the moment the model renders right in thirdperson and firstperson
L1427[15:53:37] <Yuri6037> now I have ground OK
L1428[15:54:01] <Zidane> Any idea gigaherz ?
L1429[15:54:27] <gigaherz> not really
L1430[15:54:32] <gigaherz> all my blood is in my belly
L1431[15:54:35] <Yuri6037> Well item frame it's bugging...
L1432[15:55:52] <Yuri6037> I'd say I don't ware ItemFrame for the moment
L1433[15:55:59] <Yuri6037> *care
L1434[15:58:38] <Yuri6037> In inventory it's not 3D
L1435[15:58:58] <Zidane> gigaherz, do you set a custom model resource location for normal anywhere in your mod?
L1436[15:59:18] <gigaherz> nope
L1437[15:59:23] <gigaherz> "normal" is only used for blocks without states
L1438[15:59:29] <gigaherz> do you override createblockState in your block?
L1439[15:59:34] <Zidane> No
L1440[15:59:39] <gigaherz> that'd be why, then
L1441[16:00:00] <gigaherz> if you want blockstates
L1442[16:00:05] <Zidane> Do I need to do that even if the block is basically nothing to it?
L1443[16:00:16] <Zidane> Its a basic cube that renders an obj model
L1444[16:00:16] <gigaherz> if you don't have blockstate properties
L1445[16:00:19] <gigaherz> then you have "normal"
L1446[16:00:28] <gigaherz> and then yes, you would have "normal" in your blockstates file
L1447[16:00:35] <Zidane> Got it
L1448[16:01:01] <PaleoCrafter> hm... Mojang didn't put fireworks for celebrating the new year into the game, did they?
L1449[16:04:20] <Yuri6037> F3+T does not work
L1450[16:08:09] <Zidane> gigaherz, https://gist.github.com/Zidane/8d93ad6ef31ff0154d6bab5c304d9a1c ?
L1451[16:08:59] <gigaherz> yep like that
L1452[16:09:24] <Zidane> Still fails to load it
L1453[16:09:44] <gigaherz> errors in the log?
L1454[16:10:08] <Zidane> Caused by: java.lang.NullPointerException
L1455[16:10:08] <Zidane> at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.<init>(ModelLoader.java:758) ~[ModelLoader$WeightedRandomModel.class:?]
L1456[16:10:09] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:1:80dc:7855:5421:3308) (Read error: Connection reset by peer)
L1457[16:10:17] <Zidane> Which to me means model = null
L1458[16:10:21] <Zidane> yet I've specified it
L1459[16:10:21] <Zidane> :S
L1460[16:10:55] <gigaherz> try moving the model line into the [{}]s
L1461[16:10:59] <gigaherz> see if that changes anything
L1462[16:11:03] <Zidane> mmk
L1463[16:13:24] <Yuri6037> World.setBlock has been removed ?
L1464[16:14:25] <gigaherz> it's setBlockState
L1465[16:14:34] <gigaherz> you can use block.getDefaultState()
L1466[16:14:39] <gigaherz> or
L1467[16:14:51] <gigaherz> block.getDefaultState().withProperty(SOMETHING, value)...
L1468[16:14:59] <gigaherz> to get a specific sub-block
L1469[16:16:48] <Yuri6037> And what happened to IChatComponent and DamageSource (I'm trying to import EntityDrone which causes custom damage type)
L1470[16:17:00] <Yuri6037> public IChatComponent func_151519_b(EntityLivingBase dead) {
L1471[16:20:34] <gigaherz> ITextComponent
L1472[16:20:50] <gigaherz> DamageSource is still a thing
L1473[16:21:03] <gigaherz> !gm func_151519_b
L1474[16:21:10] <gigaherz> func_151519_b is now getDeathMessage
L1475[16:22:14] <Yuri6037> I18n is deprecated and that's where I can get the translateToLocal method
L1476[16:22:24] <gigaherz> use I18n.format instead
L1477[16:22:26] <gigaherz> it's in another package
L1478[16:22:33] <gigaherz> note that it's client-only
L1479[16:22:35] <gigaherz> but it's ok
L1480[16:22:40] <gigaherz> because mod strings don't exist in the server
L1481[16:22:54] <gigaherz> if you DO need to get the strings in the server, and vanilla strings are enough, then you can use the deprecated one
L1482[16:23:45] <Yuri6037> And if I need to get from server and that vanilla strings are not sufficient (it's a custom damage type)
L1483[16:23:56] <Yuri6037> that has a custom death notification
L1484[16:24:27] <Yuri6037> I could use StatCollector in the past 1.7.10
L1485[16:24:58] <gigaherz> no you couldn't
L1486[16:24:59] <gigaherz> I mean
L1487[16:25:00] <gigaherz> you could
L1488[16:25:12] <gigaherz> but forge has NEVER loaded mod strings in the server
L1489[16:25:17] <gigaherz> (so far as I know)
L1490[16:25:25] <gigaherz> it just doesn't have a resource system
L1491[16:28:12] ⇨ Joins: KnightMiner (~KnightMin@adsl-75-5-70-29.dsl.emhril.sbcglobal.net)
L1492[16:29:01] <Zidane> That did not work either gigaherz . I have to be doing stupid and missing something simple.
L1493[16:29:21] <Yuri6037> the server doesn't have resource system ? And are there any plans of supporting strings in server ?
L1494[16:29:22] <Zidane> debugger shows it loaded TexturedVariants for normal/inventory
L1495[16:29:24] <Zidane> Just model is no
L1496[16:29:39] <Zidane> Yuri6037, server doesn't do resources and Mojang likely has no plans to change this
L1497[16:30:08] <Yuri6037> So I have to load them manualy
L1498[16:30:14] <gigaherz> if you *require* them, yes
L1499[16:30:40] <Yuri6037> The resource is always going to be package with Jar file so I can probably use an InputStream and read byte per byte
L1500[16:31:10] <Yuri6037> I do that almost on every project in my programming school
L1501[16:32:59] <gigaherz> no need to read it byte by byte
L1502[16:34:18] <gigaherz> IOUtils.toString(this.getClass().getResourceAsStream("assets/modid/lang/en_US.lang"));
L1503[16:38:13] <gigaherz> 25min till I cross over the year line
L1504[16:41:36] <Yuri6037> spawnParticle no longer takes a string that's bad if you want custom particle
L1505[16:43:44] <Yuri6037> getShadowSize does no longer exist client side ?
L1506[16:51:24] ⇦ Quits: TechnicianLP (~Technicia@p4FE1C93E.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L1507[16:56:31] <Zaggy1024> Yuri, which spawnParticle?
L1508[16:58:02] <Zaggy1024> back when I was messing with it, I was able to "register" (manually through reflection, IIRC) some new EnumParticleTypes to use for World.spawnParticle
L1509[17:00:04] <Yuri6037> Yeah I see... And how did you mapped the Enum to your particle ?
L1510[17:00:27] <Zaggy1024> used to be that it had particle factories that were registered to the enums
L1511[17:00:30] <Zaggy1024> not sure if that's still the case
L1512[17:00:48] <Zaggy1024> ah, looks like it is
L1513[17:00:50] <Zaggy1024> see ParticleManager
L1514[17:01:33] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-15-221.dhcp.embarqhsd.net)
L1515[17:02:24] <gigaherz> HAPPY NEW YEAR TO ANYONE ON GMT+1!
L1516[17:03:03] <howtonotwin> Now it is sleepytimes for you :P
L1517[17:03:40] <gigaherz> lol
L1518[17:04:15] <Zaggy1024> Yuri6037, this is what I used to create the particle types https://github.com/WinternestStudios/Genesis/blob/master/src/main/java/genesis/util/ParticleUtils.java
L1519[17:04:48] <Zaggy1024> not sure how well it works now, haven't been maintaining that code for like half a year
L1520[17:05:27] <Yuri6037> onItemUseFinish is not working
L1521[17:05:54] <Yuri6037> Is there an equivalence to onItemRightClick ?
L1522[17:06:05] <howtonotwin> onItemUse
L1523[17:06:24] <howtonotwin> onItemUseFinish is for the release of things like bows
L1524[17:07:15] <Yuri6037> onItemUse does not exist
L1525[17:07:37] <PaleoCrafter> gigaherz, some badly programmed mod already wished me a happy new year an hour ago, tsk
L1526[17:07:42] <howtonotwin> Item.onItemUse?
L1527[17:08:05] <gr8pefish> Given 3 states an item can be in (in my case normal, in-use, or broken), what is the best way to organize the json/itemProperties for it? Can you do one property with 3 different states (and if so, how does that look in the json)?
L1528[17:08:16] <howtonotwin> not really
L1529[17:08:20] <howtonotwin> its always floats
L1530[17:08:23] <Yuri6037> No it's not what I want it's only called on block right click I want it to be called everytime player right clicks
L1531[17:08:27] <howtonotwin> just use 0, 1, and 2
L1532[17:08:38] <howtonotwin> PlayerInteractEvent should do it
L1533[17:09:00] <Yuri6037> You're telling me that onItemRightClick has been removed ?
L1534[17:09:49] <howtonotwin> no...
L1535[17:10:20] <Yuri6037> The method signature changed a lot
L1536[17:10:22] <howtonotwin> it's still there
L1537[17:10:52] <howtonotwin> If adding a hand param is "a lot", yeah :P
L1538[17:11:01] <gr8pefish> howto, so I can do (status = (in-use) ? 2.0 : if (broken) 1.0 : 0.0), and then just do something like {"predicate": { "status": 1 }, "model": "mod:item/item_broken"}, {..the other 2 predicates of status 0 and 1...} ?
L1539[17:11:13] <Yuri6037> No it's also removing access to item stack !!
L1540[17:11:20] <gr8pefish> if that's not clear let me know and I'll pastebin or somethign ^
L1541[17:11:31] <gigaherz> so
L1542[17:11:36] <gigaherz> time to do a bugfix release for one of my mods
L1543[17:11:37] <howtonotwin> it's not as if you need it...
L1544[17:12:09] <howtonotwin> also gr8pefish ew ternaries
L1545[17:12:13] <Yuri6037> WHAT I don't need it ! How am I supposed to save something in NBT when player uses my Item !!??
L1546[17:12:22] <howtonotwin> you have a EnumHand
L1547[17:12:31] <howtonotwin> player -> get item in hand -> ??? -> profit
L1548[17:12:34] <gr8pefish> I was trying to be concise for IRC :/
L1549[17:12:37] <gigaherz> player.getHeldItem(hand)
L1550[17:12:44] <gr8pefish> But does that general logic flow work?
L1551[17:12:48] <howtonotwin> yes
L1552[17:12:51] <gr8pefish> okay, thanks
L1553[17:12:56] <howtonotwin> vanilla uses it
L1554[17:13:30] <gr8pefish> Does it? The bow uses 2 different values to map as 3 states.
L1555[17:13:41] * gr8pefish should go check out clocks
L1556[17:14:03] <gr8pefish> ah yup, that is the case with clocks
L1557[17:14:08] <howtonotwin> the bow has 3 states? what?
L1558[17:14:21] <howtonotwin> last I check there were two properties
L1559[17:14:28] <howtonotwin> 4, if you count damage
L1560[17:14:45] <gigaherz> wow
L1561[17:14:45] <gigaherz> wtf
L1562[17:14:49] <gigaherz> my Rift Interface eats items
L1563[17:14:53] <howtonotwin> vanilla doesn't use ternaries, it just uses booleans
L1564[17:14:53] <gigaherz> doesn't actually place them anywehre?!
L1565[17:15:01] <gr8pefish> two properties, and that is shown as 3 "states", sorry, the terminology is odd
L1566[17:15:31] <gr8pefish> pulling0, 1, and 2
L1567[17:15:45] <gr8pefish> using the properties pull and pulling
L1568[17:16:02] <Yuri6037> Thanks no I should have back my EntityDrone
L1569[17:18:29] <Zidane> Alright gigaherz figured out my problem...only issue left now is inventory renders as the missingno cube but when placed it is an obj
L1570[17:19:23] <Yuri6037> Or maybe not regsitering entity also changed
L1571[17:20:15] <Yuri6037> It does not spawn entity
L1572[17:20:24] <Yuri6037> EntityRegistry.registerModEntity(null, entityClass, "ancientAddin." + id, usingID, AncientAddinMod.MODID, 10, 1, true);
L1573[17:20:50] *** DarkevilAway is now known as Darkevilmac
L1574[17:25:32] <gigaherz> https://github.com/gigaherz/Ender-Rift/commit/540b63040869e4e51038e6374b83fa9d6c27f100
L1575[17:28:10] ⇦ Quits: Glennox (~Glennox@185.87.107.90) ()
L1576[17:28:55] <Yuri6037> Ok I fixed the issue
L1577[17:29:05] <Yuri6037> Now debugging EntityDrone
L1578[17:34:26] <Yuri6037> The entity gets removed right after it spawned
L1579[17:38:13] <gigaherz> crap
L1580[17:38:16] <gigaherz> first release of the year
L1581[17:38:20] <gigaherz> first BROKEN release of the year.
L1582[17:38:23] <gigaherz> welp, not a good start
L1583[17:38:32] <gigaherz> I have a dupe bug ;P
L1584[17:38:46] <gr8pefish> Starting the year off right :P
L1585[17:38:51] <Yuri6037> don't worry I think I found why it does not work
L1586[17:39:57] <Yuri6037> If that fixes the issue than I'm stupid
L1587[17:40:45] <gigaherz> UGH, ALL THE BUGS!
L1588[17:40:54] <gigaherz> how did all of this slip through my testing last release?!
L1589[17:40:59] <gigaherz> Did I even DO any testing?!
L1590[17:41:06] ⇦ Quits: NineChickens (uid196646@id-196646.ealing.irccloud.com) (Quit: Connection closed for inactivity)
L1591[17:42:40] <Yuri6037> Ok it's official I'm stupid
L1592[17:43:54] <Yuri6037> Basically I done a condition like that onUpdate if (getBlockstate(new BlockPos((int)posX, (int)posY, (int)posZ)).getBlock == Blocks.AIR then setDead()....
L1593[17:44:27] <Yuri6037> which means to kill it instantly if you spawn it in air...
L1594[17:44:42] <Yuri6037> The stupid if block of the year
L1595[17:45:02] <Yuri6037> yeah i made the first broken if block of the year
L1596[17:45:18] <Yuri6037> anyways gtg now tired
L1597[17:45:26] ⇦ Quits: Yuri6037 (kiwiirc@ALagny-155-1-19-196.w83-114.abo.wanadoo.fr) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L1598[17:45:28] <barteks2x> was that suppoised to be with "!"?
L1599[17:45:32] <barteks2x> oh, he left
L1600[17:45:48] *** parzi|sleep is now known as parxivail
L1601[17:45:55] *** parxivail is now known as parzivail
L1602[17:46:52] <gr8pefish> What's the "best" side to update an item damage on? The server and send to client (my assumption), or vice-versa?
L1603[17:47:02] <parzivail> anyone had the issue where you transfer to another dimension, but you can't interact with entities until you restart the world? am I forgetting something?
L1604[17:49:48] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8000:134f:28b2:f050:21d8:9eb0)
L1605[17:52:29] ⇦ Quits: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net) (Quit: Pop!)
L1606[17:53:22] <Lisimba> gr8pefish: I figure the server is the right side for anything you can do there.
L1607[17:53:44] ⇦ Quits: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net) (Ping timeout: 198 seconds)
L1608[17:53:58] ⇨ Joins: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net)
L1609[17:54:41] <gr8pefish> Yeah what I have is on a player tick (which fires on both sides) I need to update one from the other. So I can update on server and sent that to client, or I can do the reverse. I don't think it matters much here, but thought I'd ask. Specifically I just need to damage an item (and keep that synced).
L1610[17:55:31] <gr8pefish> But I can't just do blah.damageItem, as I am doing it randomly, so I'm waiting until the RNG goes through, then I need to send the message (and do it on the other side).
L1611[17:55:40] <gigaherz> anything "authoritative" should be done on the server
L1612[17:55:56] <gigaherz> the client can choose to predict the server's response
L1613[17:56:01] <gigaherz> as a way to reduce the feeling of lag
L1614[17:56:23] <gigaherz> the only place where minecraft lets the client take control
L1615[17:56:26] <gigaherz> is in moving the player
L1616[17:56:33] <gigaherz> it doesn't fully verify the moements to be correct
L1617[17:56:36] <gigaherz> movements*
L1618[17:57:37] <gr8pefish> okay cool, that's what I though, thanks for verifying.
L1619[18:00:10] <parzivail> ok, i've narrowed it down to entities not updating in the dimension I currently inhabit after switching dimensions
L1620[18:00:48] <parzivail> i can place blocks no problem
L1621[18:02:54] <parzivail> it fixes itself when I die and respawn
L1622[18:06:45] ⇨ Joins: NineChickens (uid196646@id-196646.ealing.irccloud.com)
L1623[18:08:08] <barteks2x> anyone remember the math term for function f(g(x))?
L1624[18:08:30] <parzivail> i always just heard them called functions
L1625[18:08:50] ⇦ Quits: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net) (Ping timeout: 206 seconds)
L1626[18:08:58] <barteks2x> the thing has a mane in math but I don't remember that name
L1627[18:09:07] <parzivail> composition?
L1628[18:09:11] <barteks2x> probably
L1629[18:09:33] ⇨ Joins: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net)
L1630[18:09:46] <parzivail> "In mathematics, function composition is the pointwise application of one function to the result of another to produce a third function"
L1631[18:10:14] <barteks2x> well, now the question is - does it have any functional programming name
L1632[18:10:22] <parzivail> functions
L1633[18:10:25] <parzivail> :)
L1634[18:10:50] <barteks2x> So I will explain what I want to do and what name I'm looking for...
L1635[18:10:57] <parzivail> shoot
L1636[18:10:58] <barteks2x> Guava has Converter class
L1637[18:11:18] <barteks2x> and I'm creating util method/function that takes 2 converters and returns basically f(g(x))
L1638[18:11:26] <barteks2x> a third converter
L1639[18:11:44] <barteks2x> converter is different than function in that it can al;ways be reversed
L1640[18:11:52] <parzivail> and you're trying to name it, or what>
L1641[18:11:53] <parzivail> ?
L1642[18:11:58] <barteks2x> trying to name it
L1643[18:12:03] <barteks2x> in a way that makes sense
L1644[18:12:16] <barteks2x> the code is literally 4 lines
L1645[18:12:20] <barteks2x> and I can't come up with name
L1646[18:14:06] <barteks2x> I'm almost sure it's somethig common with a name in functional programming, but I don't know it
L1647[18:16:14] <tterrag> ....composition
L1648[18:21:23] <barteks2x> when I do something like this: 1.0f/(1.0f/x) with x == 0.0f, is it safe to assume that I get 0 back?
L1649[18:21:46] ⇦ Quits: FusionLord (~FusionLor@ip70-190-176-24.ph.ph.cox.net) (Read error: Connection reset by peer)
L1650[18:22:58] <barteks2x> or are there some weird special cases I don't yet know about?
L1651[18:23:15] ⇨ Joins: ScottehBoeh (~ScottehBo@95.144.82.254)
L1652[18:23:24] ⇨ Joins: FusionLord (~FusionLor@2600:8800:0:9000:c70:6a10:b4cd:e80e)
L1653[18:23:26] <barteks2x> 1.0/0.0 should give me infinity, and 1.0/infinity should give me 0, right?
L1654[18:23:26] *** V is now known as Vigaro
L1655[18:23:36] ⇨ Joins: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp)
L1656[18:23:38] <gigaherz> !calc 1/0
L1657[18:23:44] <gigaherz> !!calc 1/0
L1658[18:23:44] <gigaherz> gigaherz: Result(s): POSITIVE INFINITY
L1659[18:24:00] <gigaherz> !!calc 1/(1/0)
L1660[18:24:00] <gigaherz> gigaherz: Result(s): 0
L1661[18:24:08] <gigaherz> unless java messes with the values
L1662[18:24:16] <gigaherz> the FPU will indeed give those results
L1663[18:24:20] <ScottehBoeh> public void wishNewYear(Year year){ Log.print("Happy new year, enjoy " + year.toString + "!") }
L1664[18:24:56] ⇦ Quits: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net) (Ping timeout: 180 seconds)
L1665[18:25:06] <gigaherz> Happy new year, enjoy {Method group}!
L1666[18:27:56] <parzivail> when i teleport a player to another dimension, that happens serverside right? and it tells the client to do to too? or do I need to do it on both sides
L1667[18:28:05] <parzivail> do so too*
L1668[18:28:17] <gigaherz> no idea
L1669[18:28:19] <gigaherz> check the nether portal?
L1670[18:30:33] <parzivail> that's what I've been working off of
L1671[18:31:02] <parzivail> but i'll travel to a dimension and won't be able to interact with it until a world restart so i suspect something is wrong here
L1672[18:35:43] <gigaherz> I wish they'd have made it so that a redstone signal causes the shulker box to animate into the open position
L1673[18:36:30] <gr8pefish> Hmm, any idea why re-equipping animations would break in singleplayer? https://streamable.com/9fxap
L1674[18:36:37] <gr8pefish> *first person view
L1675[18:36:44] <gr8pefish> idk why I typed singleplayer
L1676[18:39:40] *** Clank is now known as Clank[Away]
L1677[18:39:55] <parzivail> are your first person transforms correct?
L1678[18:42:26] <gr8pefish> Oh that might be it, I only have a first person transform on one of them (the state that oddly enough isn't showing)
L1679[18:47:14] ⇦ Quits: ScottehBoeh (~ScottehBo@95.144.82.254) (Quit: Leaving)
L1680[18:51:38] ⇦ Quits: IceDragon (~ThatGuy@173.225.243.248) (Quit: WeeChat 1.6)
L1681[18:55:03] ⇨ Joins: founderio (~Thunderbi@p200300C4E3D14900736D052638CED6BE.dip0.t-ipconnect.de)
L1682[18:55:31] ⇨ Joins: illy (uid69226@id-69226.highgate.irccloud.com)
L1683[19:13:07] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You think you are above consequences.)
L1684[19:14:56] ⇦ Quits: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp) (Ping timeout: 180 seconds)
L1685[19:16:31] ⇦ Quits: Hgrebnednav_ (~Hgrebnedn@d8d872a6e.access.telenet.be) (Ping timeout: 198 seconds)
L1686[19:17:48] *** amadornes is now known as amadornes[OFF]
L1687[19:18:44] ⇨ Joins: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L1688[19:19:05] ⇨ Joins: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp)
L1689[19:26:38] <gigaherz> oh hey
L1690[19:26:43] <gigaherz> when was this memory thingy added to forge?
L1691[19:27:07] <gigaherz> the loading screen
L1692[19:29:14] <gigaherz> anyone knows/has a list of whatchanged code-wise between 1.11 and 1.11.2?
L1693[19:29:33] <gigaherz> so far as I can tell, Ender-Rift works out of the box
L1694[19:29:54] <gigaherz> (the 1.11 jar)
L1695[19:33:09] *** MrKickkiller is now known as MrKick|Away
L1696[19:35:12] ⇦ Quits: founderio (~Thunderbi@p200300C4E3D14900736D052638CED6BE.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
L1697[19:35:21] ⇨ Joins: founderio (~Thunderbi@p200300C4E3D93900FEFCF1B9BBE9B78D.dip0.t-ipconnect.de)
L1698[19:37:14] <Disconsented> Thread safe way of applying potion effects?
L1699[19:37:30] <gigaherz> apply from?
L1700[19:37:56] <Disconsented> https://gist.github.com/disconsented/7d3abd4a2e11a7119190e29d525b9ba7#file-potioncrystalpoison-java-L49-L72
L1701[19:38:03] <gigaherz> I mean where are you running the code, that would cause threading issues
L1702[19:38:20] <Disconsented> Potion.preformEffect
L1703[19:38:29] <gigaherz> yes but where does that run in
L1704[19:38:31] <gigaherz> which thread
L1705[19:38:32] <gigaherz> which context
L1706[19:38:37] <Disconsented> No clue
L1707[19:39:01] <gigaherz> are you applying the potion effect from an item use?
L1708[19:39:04] <gigaherz> from a tick handler?
L1709[19:39:07] <gigaherz> from a network packet?
L1710[19:39:12] <Disconsented> From within another potioneffect
L1711[19:39:16] <gigaherz> WAT
L1712[19:39:37] <gigaherz> wait I see
L1713[19:39:43] <gigaherz> that's crazyness XD
L1714[19:39:52] <Disconsented> Is there a better way to do that?
L1715[19:40:11] <Necro> does it even cause threading issues? shouldn't it run on the main thread anyway?
L1716[19:40:14] <gigaherz> oyu may want to schedule a task on the player's world
L1717[19:40:22] <gigaherz> not threading issues
L1718[19:40:31] <gigaherz> but it may cause reentrancy issues
L1719[19:40:38] <gigaherz> since the list is modified within the iterator
L1720[19:40:55] <gigaherz> the solution is to queue/delay it until afterward
L1721[19:41:16] <gigaherz> and the easy way is to use entityLivingBaseIn.getWorld().addScheduledTask
L1722[19:41:26] <gigaherz> so that it runs at the start of the next tick
L1723[19:42:02] <gigaherz> also, Disconsented, don't use get by id on potions
L1724[19:42:20] <Disconsented> Was being lazy there
L1725[19:42:54] <gigaherz> actually
L1726[19:43:00] <gigaherz> are there potion fields?
L1727[19:43:11] <Disconsented> You mean like Block.Whatever?
L1728[19:43:20] <gigaherz> yeah
L1729[19:43:30] <Disconsented> Not that I am aware of
L1730[19:43:34] <Disconsented> There is just the registry
L1731[19:43:44] <gigaherz> weird.
L1732[19:43:53] <gigaherz> you should do it by string, then ;P
L1733[19:44:06] <gigaherz> and cache them
L1734[19:44:11] <gigaherz> so that you only query the registry once
L1735[19:44:46] <LexMobile> they are a normal registry
L1736[19:44:48] <Disconsented> Will do, I don't see a addScheduledTask method on the world obj
L1737[19:44:51] <LexMobile> they work with @ObjectHolders
L1738[19:44:55] <LexMobile> so you can make them
L1739[19:45:04] <gigaherz> ah right
L1740[19:45:07] <gigaherz> I always forget about those
L1741[19:45:14] <gigaherz> Disconsented: hmmm
L1742[19:45:22] <gigaherz> ah, it may only exist on WorldServers
L1743[19:47:05] <gigaherz> wtf was minecraft:totem
L1744[19:47:10] <gigaherz> and why's it missing from 1.11.2?
L1745[19:47:28] <gigaherz> ah, it's now totem_of_undying, I suppose?
L1746[19:47:45] ⇨ Joins: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L1747[19:49:17] <gigaherz> OH! an idea, if someone feels like implementing it: a mod that makes the elytra able to contain gunpowder in it
L1748[19:49:20] <gigaherz> and while holding spacebar
L1749[19:49:35] <gigaherz> it applies a temporary rocket push
L1750[19:49:36] <Disconsented> That sounds fatal
L1751[19:51:00] <howtonotwin> don't we have rocket elytra in vanilla already?
L1752[19:51:05] <gigaherz> yes
L1753[19:51:10] <gigaherz> but you have to hold the rockets separately
L1754[19:51:11] <Disconsented> Well there was the punch 2 bow thing
L1755[19:51:21] <gigaherz> Disconsented: look at 1.11.2 ;P
L1756[19:51:28] <gigaherz> firework rockets now actually push you
L1757[19:51:31] <gigaherz> no more need for bows
L1758[19:51:33] <Disconsented> oh neat
L1759[19:52:30] <gigaherz> okay Survivalist appears to also work on 1.11.2
L1760[19:52:36] <gigaherz> second mod that I can tag in curseforge
L1761[19:57:06] ⇦ Quits: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp) (Ping timeout: 194 seconds)
L1762[20:00:09] ⇦ Quits: Jezza (~Jezza@92.206.161.17) (Quit: Leaving)
L1763[20:01:09] <Disconsented> So I need to hook into entity ticks and do my applications there, correct?
L1764[20:01:18] <Disconsented> s/applications/applying effects
L1765[20:01:32] <gigaherz> can't you just do like
L1766[20:02:21] <gigaherz> if (world instanceof IThreadListener) ((IThreadListener)world).addScheduledTask(() -> addPotionEffect blah blah);
L1767[20:17:18] <Akkarin> well Happpy new 2017 Europeans or something
L1768[20:21:55] ⇦ Quits: Redfoxmoon (~Red@177.92-221-236.customer.lyse.net) (Ping timeout: 198 seconds)
L1769[20:22:52] <howtonotwin> wait why CAN'T you just do it from another potion?
L1770[20:24:01] <Disconsented> I don't see how using an ObjectHolder helps me
L1771[20:24:31] <howtonotwin> https://gist.github.com/disconsented/7d3abd4a2e11a7119190e29d525b9ba7#file-potioncrystalpoison-java-L57
L1772[20:24:40] <howtonotwin> gets rid of that
L1773[20:25:05] <howtonotwin> IDs are ugly and should not be used unless absolutely required
L1774[20:25:31] <howtonotwin> you can either just change that string names
L1775[20:25:53] <howtonotwin> and in case you don't want to do that over and over every tick an @OH will keep it in a static field
L1776[20:26:02] <howtonotwin> *~either~
L1777[20:26:41] ⇨ Joins: RandomX45 (~random@2601:44:8802:2060:2dc4:a994:d4a2:7897)
L1778[20:27:29] <gigaherz> howtonotwin: because EntityLivingBase#updatePotionEffects has a while() loop with an iterator, which means if he applies a potion effect, he'll modify activePotionsMap, while iterating it
L1779[20:27:31] <gigaherz> and boom, CME
L1780[20:28:59] *** gigaherz is now known as ghz|afk
L1781[20:29:01] <ghz|afk> nibht!
L1782[20:29:03] <ghz|afk> night*
L1783[20:29:17] <howtonotwin> o/
L1784[20:29:58] <Akkarin> b-b-but ... cme's are so much fun
L1785[20:30:59] * howtonotwin blasts Akkarin with a elder guardian's beam
L1786[20:31:15] * Akkarin doesn't feel very affected
L1787[20:31:30] * howtonotwin realizes he's on MC 2.0 and that only made Akkarin feel better
L1788[20:31:45] * howtonotwin tries to downgrade frantically
L1789[20:32:16] <Akkarin> I mean ... practically I'm a magician and a phoenix at this point. Logic doesn't apply to me anymore ... at least in a roleplay scenario
L1790[20:32:43] <howtonotwin> Anyway, I'm about to install the Scala IDE plugin into eclipse again
L1791[20:32:53] <howtonotwin> Let's hope the recent update made it less shit...
L1792[20:33:43] <quadraxis> scala or eclipse?
L1793[20:33:54] <quadraxis> :p
L1794[20:33:57] <howtonotwin> yes
L1795[20:34:00] <howtonotwin> :P
L1796[20:34:38] * howtonotwin secretly pines for dotty to come and save him anyway
L1797[20:37:38] <Disconsented> @GameRegistry.ObjectHolder("minecraft:poison") private static final PotionEffect poison = null;
L1798[20:37:38] <Disconsented> I assume I am using the wrong name here, how do I find what I want to use?
L1799[20:38:30] <howtonotwin> it'd be in game or you can just look at where it's registered
L1800[20:38:46] <howtonotwin> but I'm pretty sure its poison
L1801[20:38:56] <howtonotwin> there's not much room for error there :P
L1802[20:39:36] ⇨ Joins: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L1803[20:40:05] <Disconsented> That throws java.lang.RuntimeException: java.lang.NoSuchFieldException: poison
L1804[20:40:26] <howtonotwin> public
L1805[20:40:28] <howtonotwin> make it public
L1806[20:41:05] <Akkarin> ReflectionUtil is your friend btw. ... or whatever that is called now
L1807[20:41:22] <howtonotwin> that's about as useful as a cucumber wearing a skirt rn :P
L1808[20:41:28] <Akkarin> too drunk to care about semantics
L1809[20:41:54] <howtonotwin> New Years Alcohol strikes again!
L1810[20:42:14] <Akkarin> am German am allowed to be intoxicated at any time
L1811[20:42:51] <howtonotwin> meanwhile all my cognitive powers are being consumed by minesweeper
L1812[20:42:54] <RandomX45> drunk + tired = fail
L1813[20:43:10] <Akkarin> well technically I'm not tired. Just drunk
L1814[20:43:18] <Akkarin> and practically I still know how to logic :P
L1815[20:43:47] <Akkarin> says the guy that spent his time helping hundreds of people on Spigot IRC while being drunk
L1816[20:43:55] <Akkarin> quite a sad statistic for two years of service
L1817[20:44:32] <RandomX45> while (drunk) {person.stumble(); person.tellBadJoke(); if (person.isPlastered()) System.exit(128);}
L1818[20:44:47] <howtonotwin> aren't err codes 128+ reserved?
L1819[20:45:04] <Akkarin> not even using this
L1820[20:45:08] <howtonotwin> yep
L1821[20:45:15] <RandomX45> eh
L1822[20:45:16] <howtonotwin> 128 = invalid arg to exit
L1823[20:45:19] <Akkarin> OOP all the things and what not
L1824[20:45:44] <RandomX45> Technically you can return exit codes up to 255
L1825[20:45:48] <Disconsented> Ah I see now, there are no effects I have to pull direct from the potion reg and the field needs to reflect that
L1826[20:46:02] <howtonotwin> wat
L1827[20:46:10] <RandomX45> however exit codes above 128 are reserved for the system by specification.
L1828[20:46:13] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L1829[20:46:35] <Disconsented> The issue was I had PotionEffect instead of Potion
L1830[20:46:46] <RandomX45> So it's possible, but bad form.
L1831[20:46:47] <howtonotwin> oh right, didn't even notice that...
L1832[20:46:51] <howtonotwin> but it still should be public
L1833[20:46:58] <howtonotwin> unless they changed that
L1834[20:47:08] <howtonotwin> but then the javadoc would be out of date
L1835[20:47:21] <RandomX45> java doc has nothing to do with it.
L1836[20:47:25] <RandomX45> Operating system does
L1837[20:47:45] <howtonotwin> lol was talking about @ObjectHolder
L1838[20:47:52] <RandomX45> oh
L1839[20:47:53] * howtonotwin likes to juggle conversations
L1840[20:47:57] * RandomX45 is drunk
L1841[20:48:09] * howtonotwin curses New Years for causing this to happen
L1842[20:48:45] <RandomX45> The program is a joke in a way
L1843[20:48:48] <Akkarin> Drunk programmers are better people tho
L1844[20:49:24] *** PaleoCrafter is now known as PaleOff
L1845[20:49:46] <RandomX45> because if your plastered at the bar... your exit is usually unclean. So that's why if the person is plastered the program exits with a standards violating exit code
L1846[20:50:14] * RandomX45 has weird programmers humor.
L1847[20:50:29] <howtonotwin> ...there's gotta be a logical fallacy for that kind of argument
L1848[20:50:31] <Akkarin> Programmers have no humor! lies!
L1849[20:50:36] <howtonotwin> but idk what it's called :P
L1850[20:50:54] <RandomX45> Wanna know something about your computers CPU
L1851[20:51:04] <howtonotwin> Yes
L1852[20:51:31] *** Darkevilmac is now known as DarkevilAway
L1853[20:51:46] <RandomX45> some logical fallacy the designers committed allows people with bad intent to hijack your system
L1854[20:52:16] <RandomX45> everything us humans create as a race has a flaw of some kind.
L1855[20:52:42] <howtonotwin> so you're saying brainfuck is flawed?
L1856[20:52:46] <howtonotwin> BLASPHEMY!
L1857[20:52:46] <Akkarin> lies drunken engeneering is perfect
L1858[20:52:53] <Akkarin> along with my typos right now
L1859[20:53:30] <RandomX45> drunken engineering is flawed... only the flaws are on purpose.
L1860[20:53:46] <Akkarin> to be fair I do security related stuff when I'm drunk since that'S much easier
L1861[20:53:51] <Akkarin> for whatever reason
L1862[20:53:59] <RandomX45> What kind?
L1863[20:54:17] <Akkarin> web nonsense usually ... aka the things you shouldn't do drunk
L1864[20:54:28] <RandomX45> I tinker with drivers and embedded systems.
L1865[20:54:41] <Akkarin> while being drunk? how reckless! :P
L1866[20:54:50] <RandomX45> sometimes
L1867[20:55:07] <Akkarin> as if that was any more risky than web shit at this point
L1868[20:55:39] <Akkarin> Funfact: Your ATM probably runs Windows XP and is actually capable of running DOOM
L1869[20:55:39] <RandomX45> all your web security bs is useless if the person breaking in knows your firewall's weak spot.
L1870[20:55:49] <Akkarin> firewall lol
L1871[20:55:51] <Akkarin> sure ... yeah no
L1872[20:56:14] <gr8pefish> Anyone know why my lang file would work just fine in the dev environment, but is broken when used in a built jar?
L1873[20:56:25] <gr8pefish> resources (i.e. textures) are fine
L1874[20:56:30] <RandomX45> lang files are picky
L1875[20:56:39] <Akkarin> firewalls don't do shit. they fix the occasional fuckup regarding port exposure but no more
L1876[20:56:47] <illy> speaking of XP http://pix.toile-libre.org/upload/original/1483238933.png
L1877[20:57:18] <howtonotwin> USER session?
L1878[20:57:22] <howtonotwin> gl with networking
L1879[20:57:23] <howtonotwin> :P
L1880[20:57:35] <RandomX45> pffff
L1881[20:57:47] <LexMobile> Firewalls are NOT security, they are doors, they are ment to absorb the flood and let a bit through.
L1882[20:57:48] <Akkarin> It's like that stupid expensive insurance somebody sold you on your stupid tablet when you bought it at some smallass sotre
L1883[20:57:52] <Akkarin> s/sotre/store
L1884[20:58:09] <Akkarin> well flooding only is absorbed to some extend
L1885[20:58:15] <Akkarin> if it's too big for your pipes you're doomed
L1886[20:58:17] <illy> howtonotwin: networking runs fine surprisingly
L1887[20:58:29] <LexMobile> yup, they arnt perfect and they provide little protection
L1888[20:58:32] <RandomX45> firewalls are hilarious when you fry them and suddenly they block -everything-
L1889[20:58:40] <Akkarin> gosh I should go to bed my typing is just fucked at this point
L1890[20:58:47] <howtonotwin> I can never get virtualization to work properly for me...
L1891[20:59:01] <howtonotwin> oh well
L1892[20:59:03] <Akkarin> only 4 AM X)
L1893[20:59:07] <LexMobile> point is to distribute some of the load.
L1894[20:59:23] <Akkarin> well firewalls don't do the deed on distribution usually
L1895[20:59:49] <Akkarin> at least not in the general sense
L1896[20:59:50] <RandomX45> firewalls are just made to be a specific tool to provide a specific kind of security
L1897[21:00:10] <RandomX45> mostly to stop some of the goofy stuff you can do with hacked TCP
L1898[21:00:13] <illy> Lex think I found a way to distribute only one binary instead of 2 per platform as long as we dont support windows xp
L1899[21:00:13] <LexMobile> "security"
L1900[21:00:17] <Akkarin> They're just there to catch your idiotic "oops I bound this to literally all interfaces " fuckups
L1901[21:00:31] <LexMobile> why would that matter?
L1902[21:00:42] <RandomX45> I don't know
L1903[21:01:06] <RandomX45> If I want secure, it never gets connected to the internet.
L1904[21:01:08] <LexMobile> why is xp special?
L1905[21:02:08] <Akkarin> I mean ... the entire idea of firewalls is to say "this is okay to pass, this isn't" ... literally the safeguard of the sloppy sysadmin
L1906[21:02:20] <illy> Im not shure if I can run the check im planning on doing. im testing right now finaly got my hands on a xp disk
L1907[21:02:32] ⇦ Quits: Wastl2 (~Wastl2@x4e34c237.dyn.telefonica.de) (Ping timeout: 194 seconds)
L1908[21:02:42] <illy> if it can run the check platform check*
L1909[21:02:53] <Akkarin> oh well ... god night every1 or whatever. I'm literally too wasted for anything at this point
L1910[21:02:55] <RandomX45> yes... but it can also be used to stop outsiders from doing things like port scanning your computer.
L1911[21:03:05] <Akkarin> I'll so regret this evening tomorrow X)
L1912[21:03:20] <RandomX45> or doing some goofy stuff with carefully crafted packets.
L1913[21:03:34] <Akkarin> psh port scanning is a technique without real use unless you really have open stuff you didn't mean to expose
L1914[21:03:52] <Akkarin> the things that do come up in portscans should be the things you intend to expose. no more.
L1915[21:03:56] <Akkarin> firewalls don#t change that
L1916[21:04:33] <Akkarin> I guess at best you could toss some rules in a smarter implementation to hotfix software bugs if you really wanted to
L1917[21:05:04] ⇨ Joins: Wastl2 (~Wastl2@x4e350930.dyn.telefonica.de)
L1918[21:05:20] <Akkarin> e.g. "oops my DNS server responds to monlist, toss all requests to that"
L1919[21:06:24] <howtonotwin> This minesweeper window is a surprisingly accurate way of measuring my cognitive functions
L1920[21:06:27] <howtonotwin> I like it
L1921[21:06:48] <illy> Lex also found a way to get the installer working the way you wanted just I just need to get a few things cleaned up
L1922[21:07:17] <RandomX45> Would you do better if your minesweeper game deleted system32 if you hit a mine
L1923[21:07:26] <howtonotwin> no
L1924[21:07:31] ⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L1925[21:07:33] <howtonotwin> I would scream
L1926[21:14:43] ⇦ Quits: KnightMiner (~KnightMin@adsl-75-5-70-29.dsl.emhril.sbcglobal.net) (Ping timeout: 198 seconds)
L1927[21:20:54] <LexMobile> mm there should be SOME way to check the bit-ness in winxp
L1928[21:21:12] <LexMobile> wait do they even make a 64bit xp jre?
L1929[21:21:16] <illy> damn this product key is bad
L1930[21:21:32] <Lord_Ralex> mojang at least shares one iirc, no idea where they got it from
L1931[21:22:23] <illy> oracle dropped support for it
L1932[21:22:39] <LexMobile> Google Windows XP Black
L1933[21:22:47] <LexMobile> Best i use for testing.
L1934[21:23:35] *** Vigaro is now known as V
L1935[21:30:19] ⇦ Quits: iso2013 (~iso2013@c-67-176-10-45.hsd1.co.comcast.net) (Quit: Bye :))
L1936[21:30:51] <RandomX45> you also have a Windows XP64
L1937[21:31:10] <RandomX45> which is separate from windows XP
L1938[21:32:19] <illy> bah to many windows versions of windows :P
L1939[21:33:38] <illy> pacaur -S unrar
L1940[21:36:32] *** diesieben07 is now known as diesieben|away
L1941[21:39:00] ⇨ Joins: Redfoxmoon (~Red@177.92-221-236.customer.lyse.net)
L1942[21:41:06] ⇦ Quits: NineChickens (uid196646@id-196646.ealing.irccloud.com) (Quit: Connection closed for inactivity)
L1943[21:50:40] ⇦ Quits: gr8pefish (~gr8pefish@24-121-184-14.flagcmtk01.res.dyn.suddenlink.net) (Quit: I'm gone)
L1944[21:53:57] *** Keridos|away is now known as Keridos
L1945[22:03:14] <Disconsented> https://gist.github.com/disconsented/5c1278f975fd83a5d3270d1527236d42 ideas on how to resolve this?
L1946[22:03:19] ⇦ Quits: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping timeout: 198 seconds)
L1947[22:12:09] <howtonotwin> You can do it the command block way :P
L1948[22:12:23] <howtonotwin> spawn marker armor stand onto target entity
L1949[22:12:35] <howtonotwin> then for all marked entities apply potion effect
L1950[22:12:39] <Disconsented> I would rather pull over my tasking system
L1951[22:12:43] <howtonotwin> (don't; i kid)
L1952[22:14:39] <howtonotwin> Though really, that is kind of the only way to do it
L1953[22:14:46] <howtonotwin> you have to mark the entity somehow
L1954[22:14:58] <howtonotwin> and then apply the effects outside of the potion effect itself
L1955[22:15:12] <howtonotwin> not even addScheduledTask will help you
L1956[22:15:29] <howtonotwin> because if it's run on the server thread it just executes immediately
L1957[22:23:34] <quadraxis> add your own delayed task in a thread that calls addScheduledTask later?
L1958[22:26:54] <illy> LexMobile just tested it looks like it doesn't work for xp I'll see if there's another way to check. quick question does Mercurius also collect info like how many users use winxp vs win7/8/etc or does it only say windows?
L1959[22:28:02] <LexMobile> Don't know... dont think we collected is just jvm
L1960[22:31:29] ⇨ Joins: Upthorn (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L1961[22:38:01] ⇦ Quits: illy (uid69226@id-69226.highgate.irccloud.com) ()
L1962[22:43:53] ⇨ Joins: illy (~illy@cpe-174-97-121-242.cinci.res.rr.com)
L1963[22:48:55] ⇦ Quits: Lathanael|Away (~Lathanael@p54960207.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L1964[22:54:38] ⇨ Joins: Lathanael|Away (~Lathanael@p54961160.dip0.t-ipconnect.de)
L1965[22:57:38] *** DarkevilAway is now known as Darkevilmac
L1966[23:00:11] ⇨ Joins: A1b3 (~Abastro@175.117.182.109)
L1967[23:00:15] <A1b3> Hello
L1968[23:00:52] <A1b3> How can I get a Map from the config?
L1969[23:02:43] <illy> wat?
L1970[23:04:11] <A1b3> Reading a Map <String, Double> from the configuration.
L1971[23:05:07] ⇦ Quits: Upthorn (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net) (Ping timeout: 198 seconds)
L1972[23:08:11] ⇨ Joins: McJty (~jorrit@94-224-154-146.access.telenet.be)
L1973[23:08:26] ⇦ Quits: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net) (Ping timeout: 180 seconds)
L1974[23:09:32] ⇨ Joins: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.fibreop.nl.bellaliant.net)
L1975[23:09:38] ⇨ Joins: KnightMiner (~KnightMin@adsl-75-5-78-144.dsl.emhril.sbcglobal.net)
L1976[23:17:39] ⇦ Quits: Brokkoli (~Brokkoli@p5B23C6BC.dip0.t-ipconnect.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L1977[23:19:57] ⇦ Quits: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net) (Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507])
L1978[23:22:24] <bspkrs> happy new year motherfuckers
L1979[23:29:24] ⇨ Joins: Stiforr (~Stiforr@ip70-191-177-19.pn.at.cox.net)
L1980[23:39:23] ⇨ Joins: IceDragon (~ThatGuy@173.225.244.47)
L1981[23:52:28] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-15-221.dhcp.embarqhsd.net) (Quit: またね)
L1982[23:54:31] ⇦ Quits: Schwowsers (~Schwowser@pool-108-2-77-251.phlapa.fios.verizon.net) (Quit: Leaving)
L1983[23:59:18] *** Clank[Away] is now known as Clank
<<Prev Next>> Scroll to Top