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L6[00:24:42] ⇨
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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?
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L22[00:38:29] <illy> could first I would
have to "acquire" and iso
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
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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/
L33[00:48:56] <mezz> interesting
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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).
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L48[02:01:01] <mistamadd001> o7
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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
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L75[04:45:53] <barteks2x> this is the first
time I saw the difference between SomeClass<Object> and raw
type SomeObject...
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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
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()
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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
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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
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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
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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
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L139[05:33:09] <barteks2x> that... is not
supposed to be static
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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]
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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?
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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
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
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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
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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
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 ?
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
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] ⇦
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L301[07:07:44] <Yuri6037> yeah and pump my
windows partition
L302[07:08:04] ⇦
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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
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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] ⇦
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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
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]
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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] ⇦
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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] ⇦
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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] ⇦
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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
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 ?
L508[08:12:43] <gigaherz> ;P
L509[08:12:54] ⇦
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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]
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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]
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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] ⇦
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L563[08:20:25] <Yuri6037> Thank you it's
importing now
L564[08:22:55] ⇦
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L567[08:25:11] <Yuri6037> It says there
are unindexed remote maven repository
L568[08:26:03]
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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] ⇦
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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]
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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
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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]
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L614[09:33:45] <Glennox> Hmm do i need
this? The following repositories used in your gradle projects were
not indexed yet:
L616[09:36:45] <Yuri6037> Just ignore that
message
L617[09:40:35]
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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 !?
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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]
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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]
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L634[09:52:39] <Yuri6037> I'll post the
model json
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]
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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] ⇦
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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]
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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] ⇦
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L673[10:01:03] <gigaherz> no, they have to
be powers of two ;P
L674[10:01:15] <Yuri6037> 64x32 is power
of 2
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]
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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]
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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]
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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
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L735[10:10:12] <Yuri6037> Just need to fix
UVs
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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?
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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
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]
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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
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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] ⇦
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L772[10:41:41]
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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]
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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]
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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
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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]
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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]
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L823[11:06:57]
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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]
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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]
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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
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L836[11:10:28] <diesieben07> as the main
class
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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]
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L842[11:15:04] <diesieben07> or that
:)
L843[11:18:22] ***
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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
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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] ⇦
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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
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] ⇦
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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]
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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] ⇦
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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] ⇦
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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
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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"
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
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]
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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]
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L1057[12:23:51] <gigaherz> Zidane:
ForgeBlockStateV1.java
L1058[12:23:58] <Zidane> ty sir
L1059[12:30:00]
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L1060[12:30:44] <Yuri6037> Does anyone
know why it does not work ?
L1061[12:32:53]
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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
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
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".
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]
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http://www.kiwiirc.com/ - A hand crafted IRC
client)
L1089[12:56:56] ***
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L1090[12:57:19] ***
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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]
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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
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]
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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
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]
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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]
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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]
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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]
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L1183[13:36:13] <Yuri6037> fry: Do you
know why the OBJLoader does not work on my OBJ with a texture
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
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
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
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]
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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]
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L1299[14:42:47]
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L1300[14:42:57]
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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]
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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
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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]
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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?
L1373[15:25:37] <barteks2x> and none of
the keyboards I have in total has this layout
L1374[15:26:18]
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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
L1385[15:38:43] <gigaherz> :3
L1386[15:38:50] <gigaherz> just finished
eating ;P
L1387[15:39:32]
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L1388[15:40:57]
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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> ?
L1394[15:46:42] <gigaherz> Yuri6037:
ForgeBlockStateV1.java
L1395[15:46:59] <Zidane> Yuri6037, or
ItemCameraTransforms.TransformType for an enum
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
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L1417[15:50:31]
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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
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]
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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
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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]
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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
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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
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] ***
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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]
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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]
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client)
L1598[17:45:28] <barteks2x> was that
suppoised to be with "!"?
L1599[17:45:32] <barteks2x> oh, he
left
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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?
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L1606[17:53:22] <Lisimba> gr8pefish: I
figure the server is the right side for anything you can do
there.
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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]
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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]
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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]
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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?
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L1650[18:22:58] <barteks2x> or are there
some weird special cases I don't yet know about?
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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] ***
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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]
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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
L1674[18:36:37] <gr8pefish> *first person
view
L1675[18:36:44] <gr8pefish> idk why I
typed singleplayer
L1676[18:39:40] ***
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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)
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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)
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L1698[19:37:14] <Disconsented> Thread
safe way of applying potion effects?
L1699[19:37:30] <gigaherz> apply
from?
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?
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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
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
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]
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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]
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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]
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L1925[21:07:33] <howtonotwin> I would
scream
L1926[21:14:43]
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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] ***
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L1935[21:30:19]
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:))
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] ***
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L1944[21:53:57] ***
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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]
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L1965[22:57:38] ***
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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.
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L1978[23:22:24] <bspkrs> happy new year
motherfuckers
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またね)
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L1983[23:59:18] ***
Clank[Away] is now known as Clank