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L3[03:10:06] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
2 commits to
master [+0/-0/±13]
http://git.io/vki4J</span>
L4[03:10:08]
<Not-63b9> [LanteaCraft]
AfterLifeLochie a0eb359 - Fix missing documentation,
again.
L5[03:10:10] <Not-63b9> [
LanteaCraft]
AfterLifeLochie cfc7ca3 - Start implementing connection
states.
L6[03:16:26] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±1]
http://git.io/vkiBB</span>
L7[03:16:28]
<Not-63b9> [LanteaCraft]
AfterLifeLochie ddfa2e1 - Connection management, kind
of.
L8[03:37:10] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+1/-0/±2]
http://git.io/vkiu9</span>
L9[03:37:12]
<Not-63b9> [LanteaCraft]
AfterLifeLochie e05d88b - Send stargate connection state from
server to client, let client cache the data.
L10[04:01:15] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-1/±1]
http://git.io/vkiwK</span>
L11[04:01:17]
<Not-63b9> [LanteaCraft]
AfterLifeLochie c780dac - Make the Animation thing do
something useful.
L12[04:19:52] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±4]
http://git.io/vkiiC</span>
L13[04:19:54]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 4d3fe95 - Read animation property from
Stargates. Copy it into the StateMap.
L14[04:19:59] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+2/-0/±0]
http://git.io/vkiil</span>
L15[04:20:00]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 2c2be99 - Start some actual
animations.
L16[04:27:47] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±3]
http://git.io/vkiXm</span>
L17[04:27:49]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 87bcb0f - If we're going to interrupt
animations, we have to jump to the end of the current one,
eugh.
L18[04:34:43] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±1]
http://git.io/vki1x</span>
L19[04:34:45]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 6b11be4 - Actually implement an animation
queue. This might make things easier?
L20[04:44:00] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+1/-0/±3]
http://git.io/vkiyL</span>
L21[04:44:02]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 86976db - Add support for resampling - read
properties back from statemap => anim.
L22[04:54:23] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±3]
http://git.io/vki9d</span>
L23[04:54:25]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 6ab19e1 - Actually do some animation on the
Stargate, yay?
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L25[05:28:03] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±4]
http://git.io/vkiAT</span>
L26[05:28:05]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 443cd1c - Add missing DHD stuff.
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L41[19:07:17] ⇨
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L43[19:23:04] <MichiBot> AfterLifeLochie:
LC2: Stargate animation demo | length
32s | Likes:
0 Dislikes:
0 View:
1 | by AfterLifeLochie
L44[19:25:22] <Mimiru> \o/ bad ass
L45[19:26:07] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+1/-0/±8]
http://git.io/vkDNB</span>
L46[19:26:09]
<Not-63b9> [LanteaCraft]
AfterLifeLochie e35e3db - Make the animations actually work.
Also, include some code to make sure they work right.
L47[19:26:27] <AfterLifeLochie> All you do
is queue an animation on the client.
L48[19:26:35] <AfterLifeLochie>
RingSpinAnimation, ChevronMoveAnimation,
ChevronReleaseAnimation.
L49[19:26:53] <AfterLifeLochie> The
renderer takes a StateMap, feeds it to the Animation and then the
Model reads that map.
L50[19:26:54] <Mimiru> Support for
left/right spins?
L51[19:26:58] <AfterLifeLochie> Almost,
yes.
L52[19:27:05] <Mimiru> Very nice
L53[19:27:09] <AfterLifeLochie> All that's
a case of is telling the Animation to figure out the A->B
properly.
L54[19:27:15] <Mimiru> Yeah
L55[19:27:23] <AfterLifeLochie> The
Animation is really just one big tween from A to B.
L56[19:27:40] <AfterLifeLochie> Every
frame, the Render object asks the Animation to "sample"
it's states into a Map.
L57[19:27:46] <AfterLifeLochie> Then the
Model just reads off that map to get it's properties.
L58[19:27:52] <AfterLifeLochie> No more
stupid fields in the TE, etc.
L59[19:28:30] <AfterLifeLochie> It also
means we now support interpolation: LINEAR, SMOOTHSTEP, SQUARE,
INVSQUARE, CUBED, INVCUBED, SIN and INVSIN.
L60[19:28:42] <Mimiru> Umm, woot? heh
L61[19:29:29] <AfterLifeLochie> In short,
we have more than one way to go from A to B now.
L62[19:29:49] <AfterLifeLochie> You can go
there by stepping in a straight line, waggling, by speeding up
slow/fast or by starting slow then speeding up slow/fast.
L63[19:30:47] <AfterLifeLochie>
Unfortunately, it means I can't use DisplayList on chevrons any
more, as the lighting is now dynamic.
L64[19:30:57] <AfterLifeLochie> (Rather
than the very long-standing static on/off)
L65[19:34:47] <Mimiru> Well, good/bad
there, better in the long run though I suppose
L66[19:37:48] <AfterLifeLochie> The frame
drop should be... well, tiny.
L67[19:38:08] <AfterLifeLochie> Even if so,
I can turn it off on slower machines somehow.
L68[19:38:19] <AfterLifeLochie> I should
probably be querying for GL support and such, but eeeh.
L69[19:41:00] <Mimiru> heh
L70[19:46:56] <AfterLifeLochie> I'm
currently mashing out the math to decide which way to spin the ring
now.
L71[20:06:52] <Lyqyd> I always love commit
messages along the lines of "make the x actually work",
lol.
L72[20:13:32] <AfterLifeLochie> There's
also my "ahrdfgdgdgd" and "gah" ones,
too.
L73[20:21:21] <Lyqyd> I have a lot of
"finalize feature x", which are usually immediately
followed by "actually finalize feature x" commits.
L74[20:21:45] <Lyqyd> Which are, on
occasion, followed by "actually finalize feature x (for real
this time)"
L75[20:22:24] <AfterLifeLochie> That sounds
pretty much like me.
L76[20:23:55] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
2 commits to
master [+1/-0/±7]
http://git.io/vkyUj</span>
L77[20:23:57]
<Not-63b9> [LanteaCraft]
AfterLifeLochie c065d2f - Tidy up animation
stuff.
L78[20:23:59] <Not-63b9> [
LanteaCraft]
AfterLifeLochie ee2c511 - Give DHD the power to send messages
to the server on client action.
L79[20:34:32] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±2]
http://git.io/vkyIf</span>
L80[20:34:34]
<Not-63b9> [LanteaCraft]
AfterLifeLochie ad1e898 - Theoretically open
connections.
L81[20:36:46] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
1 commit to
master [+0/-0/±2]
http://git.io/vkyIw</span>
L82[20:36:48]
<Not-63b9> [LanteaCraft]
AfterLifeLochie 3798033 - Maybe actually open it now. Also,
don't leave dangling refs. Bad.
L83[20:37:00] <Lyqyd> Lawl, there it
is.
L84[20:37:12] <AfterLifeLochie> Well, I am
coding this without testing *anything*.
L85[20:37:18] <Lyqyd> Two line changes, one
a "Theoretically", the next a "Maybe".
L86[20:37:25] <AfterLifeLochie> wut
L87[20:37:25] <Lyqyd> Hahaha, nice.
L88[20:37:36] <AfterLifeLochie> You also
realize that most of this has worked from 0 without testing?
L89[20:37:48] <Lyqyd> Well, aren't we
fancy? lol
L90[20:37:58] <AfterLifeLochie> The only
thing which didn't was animation, because I had confused A and B
when interpolating.
L91[20:38:05] <AfterLifeLochie> So.. yeah,
I'm fancy. Dapper as. :p
L92[20:38:34] <Lyqyd> I tend to test
everything as I go, 'cause I don't have MC's fiddly bits memorized
and constantly have to re-work from my initial code. :P
L93[20:38:52] <AfterLifeLochie> You realize
I avoided that by abstracting literally everything, right?
L94[20:39:06] <AfterLifeLochie> LC is
pretty much running on top of an in-line engine.
L95[20:39:28] <Lyqyd> Oh, that'd do
it.
L97[20:39:48] <Mimiru> I faking hate MC at
times.
L98[20:39:52] <Lyqyd> My stuff tends to be
minor mods that stick as close to vanilla stuff as is
reasonable.
L99[20:39:56] <Lyqyd> MC is a PITA.
L100[20:40:04] <AfterLifeLochie> That file
right there is pretty much total abstraction.
L101[20:40:18] <AfterLifeLochie> I break
everything down into more sensible units.
L102[20:40:23] <Mimiru> I've got this one
chunk that refuses to let stuff update pushed button? button stuck
in, opened door? lol no. EIO conduit enters? it's invisible
L103[20:40:29] <AfterLifeLochie> Like,
update() becomes think(), and think() is broken into thinkClient()
and thinkServer().
L104[20:40:41] <AfterLifeLochie> So in any
LC tile impl. I have thinkClient() and thinkServer() only.
L105[20:40:54] <AfterLifeLochie> I have
thinkPacket(Packet what) and sendPacket(ArrayList<Packet>
packets).
L106[20:40:58] <Lyqyd> Hmm,
interesting.
L107[20:41:06] <AfterLifeLochie>
thinkPacket invoked on packet incoming, sendPacket on packets
required outgoing.
L108[20:41:17] <AfterLifeLochie> I provide
a base NBT compound for basic stuff.
L109[20:41:31] <AfterLifeLochie> Which is
automatically synchronized in the underlying LCTile code.
L110[20:41:45] <AfterLifeLochie> I have
attached custom callbacks on blockPlace, blockBreak, chunkLoad,
chunkUnload, etc.
L111[20:42:13] <AfterLifeLochie> All the
Inventory methods are stubbed out too.
L112[20:42:42] <AfterLifeLochie> The
custom streaming sound service is stubbed out in LCTile as well, so
there's little setup for sound on the client
L113[20:42:51] <Lyqyd> Maaan, I need to
"borrow" that NBT syncing code at some point.
>.>
L114[20:42:52] <AfterLifeLochie> All
rendering is done through a sensible, ordered pipeline.
L116[20:43:18] <AfterLifeLochie> LC uses 1
block renderer, 1 tile renderer, 1 item renderer.
L117[20:43:27] <AfterLifeLochie> All
rendering is then deferred to the appropriate registered
pipeline.
L118[20:43:38] <AfterLifeLochie> The
pipeline decides which renderer to initialize and use for the given
block, tile or item.
L119[20:43:49] <AfterLifeLochie> Thrown
exceptions in renderers are recoverable, and chaining renderers
works as well.
L120[20:44:26] <AfterLifeLochie> All
Inventory handling is done exactly the same way.
L121[20:44:41] <AfterLifeLochie> And the
best part about all of this? There's very little registration of
anything until it's ready to actually do work.
L122[20:45:20] <AfterLifeLochie>
@Definition(name = "stargateDHD", type =
ComponentType.STARGATE, blockClass = BlockDHD.class, itemBlockClass
= ItemBlockDHD.class, tileClass = TileDHD.class)
L123[20:45:45] <AfterLifeLochie> This
tells the LCInit container that there's such a thing as a DHD, in
class Stargate under BlockDHD, ItemBlockDHD and TileDHD.
L124[20:46:09] <AfterLifeLochie> LCInit
doesn't need to know and doesn't care about having all sorts of
registerTileEntity() or registerBlock() calls.
L125[20:46:18] <AfterLifeLochie> It's all
done using the annotation, really easy.
L126[20:46:37] <Lyqyd> Huh, neat. How long
did it take you to build the whole abstraction layer?
L127[20:47:24] <AfterLifeLochie> Quite a
while, but it's been worth it thus far.
L128[20:47:33] <AfterLifeLochie> I can
completey avoid having to fuck around with Forge 99.99% of the
time.
L129[20:47:48] <Lyqyd> Fuuuck. That's
gotta be nice.
L130[20:48:08] <AfterLifeLochie> I don't
think I've imported a minecraftforge package at all in this
project.
L131[20:48:10] <Lyqyd> How portable is it?
If you wanted to start a new project, could you just slap down the
abstraction and start in on it?
L132[20:48:13] <AfterLifeLochie> Aside
from in abstraction.
L133[20:48:22] <AfterLifeLochie> And yeah,
with some package refactoring, sure.
L134[20:49:10] <AfterLifeLochie> This will
most interest you:
L137[20:49:21] <AfterLifeLochie>
BlockItemDefinition is how I refer to almost everything in the
game.
L138[20:49:45] <AfterLifeLochie>
Essentially, it's just a bunch of pointers to the classes which
make up a sensible Minecraft game object.
L139[20:50:08] <AfterLifeLochie> The
DefinitionRegistry contains all the BlockItemDefinitions in the
abstraction layer.
L140[20:50:18] <AfterLifeLochie> When the
game wants to init(), the runtime provides init() on
DefinitionRegistry.
L141[20:50:36] <Lyqyd> Huh, neat.
L142[20:50:39] <AfterLifeLochie>
DefinitionRegistry then iterates all defs, decides if the def is
valid/enabled, then invokes init() on that def
L143[20:50:59] <AfterLifeLochie> The def
then decides how to register itself - in this case, BID registers
at minimum a block and itemblock, or item.
L144[20:51:15] <AfterLifeLochie> BID also
has the ability to register the Tile type being used, and the Tile
type is passed to the LCBlock object.
L145[20:51:28] <AfterLifeLochie> Meaning
that LCBlock can create a TileEntity on demand without knowing what
Tile type is being used.
L146[20:52:10] <AfterLifeLochie>
Ultimately, it means registering new stuff is as simple as
@Definition, then creating the classes extending LCBlock, LCItem,
LCItemBlock or LCTile.
L147[20:52:15] <AfterLifeLochie> And the
abstraction layer does the rest.
L148[20:52:47] <AfterLifeLochie> (It takes
around 30 seconds to add a new block w/ tile in the game,
actually)
L149[20:55:05] <AfterLifeLochie> I've also
taken the liberty of adding sanity safeguards in abstraction as
well, which should have been in Forge as it were.
L150[20:55:21] <AfterLifeLochie> Placing
slots outside of containers doesn't work right, at all.
L151[20:55:32] <AfterLifeLochie> I have
additional sensible state checking on all rendering, etc.
L152[20:56:06] <AfterLifeLochie> It's much
much harder to introduce crash-bugs because there's piles of
assertion-checks, or just plain safety-catch-and-backout
features.
L153[20:56:38] <AfterLifeLochie> And
people wonder why it's taken me so long to get this far with
rewriting. :p
L154[20:57:37] <Lyqyd> Yeah, I can see
where there'd be a bit of a hidden time sink, lol.
L155[20:57:52] <Lyqyd> I've never really
grokked annotations, they still are a little black-magicey.
L156[20:58:07] <Lyqyd> That doesn't work
without the k. Or a hyphen. magickey.
L157[20:58:14] <AfterLifeLochie> You think
that's black magic? :p
L159[20:58:36] <AfterLifeLochie> This
makes Java classes behave like Scala traits.
L160[20:58:54] <AfterLifeLochie> To make
integration with other mods simpler, I wrote this.
L161[20:59:04] <AfterLifeLochie> A tile
can say "Give me all the power drivers you can".
L162[20:59:18] <AfterLifeLochie> If x mod
is installed, y driver is enabled and then all the stuff in y class
is copied into the tile which requested it.
L163[20:59:34] <AfterLifeLochie> No need
for @Optional, or whatever non-working stuff FML uses now.
L164[21:00:15] <AfterLifeLochie> Just take
a bunch of classes, smush them all together and use it to talk to
other mods. It's like baking.
L165[21:00:17] <Lyqyd> So, yeah, I said
annotations were a 'little black magickey'. I haven't even gotten
through the list of imports and I've hit a sold chunk of .asm., so
here there be dragons.
L166[21:00:48] <AfterLifeLochie> Here be
bad things, but it just so happens I know what I'm doing. :p
L167[21:01:14] <AfterLifeLochie> There is
a lot of "unsafe" stuff in the abstraction, but it's
there for a good reason (I can justify all of it) and because
there's sanity checks.
L168[21:02:33] <Lyqyd> See, all this
abstraction is great, but at one point, I went looking through your
code to peek at how your OC/CC dual integration was done, and hit
the edges of your Driver system and noped the fuck out.
L169[21:02:54] <AfterLifeLochie> Hahah,
well, that's going to be even better now.
L170[21:03:07] <AfterLifeLochie> I've had
about enough of CC's stupid listMethods() and such, so I'm just
going to asm all over the place I think.
L171[21:06:06] <AfterLifeLochie> Except
now I have to wrangle with chunk loading, nefghh.
L172[21:07:50] <Lyqyd> Man, that name is
pervasive. Fuck OpenP's insistence on doing that.
L173[21:08:54] <AfterLifeLochie> Which
name?
L174[21:09:48] <Lyqyd> listMethods.
Originally used by OpenP as a method on the peripheral for
I-don't-know what idiot reason. Versus the peripheral API function
getMethods.
L175[21:10:03] <Lyqyd> And since they're
both... things, wasn't sure which you were referring to.
L176[21:10:10] <AfterLifeLochie> Oh.
L177[21:10:20] <AfterLifeLochie> Well,
whatever the CC IPeripheral one which returned String[]
L178[21:10:48] <Lyqyd> Pff, that one's
probably getNames or something, just 'cause.
L179[21:10:56] <AfterLifeLochie> The whole
principle of "return a list of 'function names', then get
invoked by number" is annoying.
L180[21:11:01] <AfterLifeLochie> There's
many better ways of doing it. :L
L181[21:11:29] <AfterLifeLochie> Is that
debate still going on about whether listMethods() should be a thing
in peripherals?
L182[21:11:41] <Lyqyd> No, it's solved
long ago, by everyone that's not a total moron.
L183[21:11:43] <AfterLifeLochie> Because
people were too lazy/dumb to do for n,_ in pairs(...) do ...
end
L184[21:12:09] <Lyqyd>
textutils.pagedTabulate(peripheral.getMethods(side)) isn't that
difficult. lol.
L185[21:12:33] <AfterLifeLochie> Like I
said, I stopped paying attention aaages ago.
L186[21:12:41] <Lyqyd> Haha, I know.
L187[21:13:14] <Lyqyd> Think I tossed your
account on the forums back into Moderators a while back, just to
not be leaving unattended admin accounts lying about. :P
L188[21:13:34] <AfterLifeLochie> Well,
trust me. If I wanted to do something malicious, I could do it
without being an admin.
L189[21:13:45] <Lyqyd> Oh, I've no doubt
of that.
L190[21:14:20] <AfterLifeLochie> Mainly
because I highly, highly doubt people-who-shall-not-be-named have
fixed certain issues I pointed out.
L191[21:14:54] <Lyqyd> I certainly
wouldn't place any bets on issues having been fixed.
L192[21:15:21] <AfterLifeLochie> Nope,
they haven't. I didn't even really need to check.
L193[21:17:13] <AfterLifeLochie> Fuck,
Forge's chunk management is still... yuck.
L194[21:17:27] <Lyqyd> Are you in any way
surprised by that?
L195[21:17:49] <AfterLifeLochie> No, and
no.
L197[21:24:11] <Not-63b9> [LanteaCraft] AfterLifeLochie 7ef8992 - Attempt one at de-bastardising chunk
loading.
L198[21:24:35]
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L200[21:27:03] <Not-63b9> [LanteaCraft] AfterLifeLochie e4f2865 - Implement LCLoadedChunkManager in
HintProviderServer
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L203[21:40:52] <Not-63b9> [LanteaCraft] AfterLifeLochie da733b8 - This is going to get
messy.
L205[21:53:27] <Not-63b9> [LanteaCraft] AfterLifeLochie f0acc59 - Theoretically, everything should
work now?
L206[21:57:27] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
2 commits to
master [+0/-0/±2]
http://git.io/vky86</span>
L207[21:57:29] <Not-63b9> [LanteaCraft] AfterLifeLochie 15a825e - Oops. Remove animation test
crap.
L208[21:57:31] <Not-63b9> [
LanteaCraft]
AfterLifeLochie 49a6ffa - enteredAddress needs to be non-null
for it to work right.
L209[22:04:49] <Lyqyd> I should look
through LC's teleporting code at some point. If I can find it in
the inscrutable mass of the code base, lol.
L210[22:05:27] <Lyqyd> I sat down and
knocked out a teleport portal mod weekend before last and the
teleport code is some nasty stuff. :-.
L211[22:05:32] <Lyqyd> :-/ even.
L212[22:05:47] <AfterLifeLochie> I don't
think there's any teleport code in the rewritten one yet.
L213[22:05:51] <AfterLifeLochie> But it'll
all be done by a handler.
L214[22:30:45] ***
Tahgtahv is now known as Tahg
L215[22:32:34] ***
Tahg is now known as Tahgtahv
L216[22:32:47] ***
Tahgtahv is now known as Tahg
L217[22:36:25] <Not-63b9> [
LanteaCraft]
AfterLifeLochie pushed
2 commits to
master [+0/-0/±2]
http://git.io/vky2r</span>
L218[22:36:27] <Not-63b9> [LanteaCraft] AfterLifeLochie f518b42 - Fix DHD mess.
L219[22:36:29] <Not-63b9> [
LanteaCraft]
AfterLifeLochie afab814 - Fix missing network
registrations.
L220[22:47:05] <Mimiru> \o/ Jenkins has
tanked.
L221[22:47:13] <AfterLifeLochie>
Hmm?
L222[22:48:16] <Mimiru> There was a
Jenkins update today, and since it won't start, trying to restart
it results in daemon: fatal: failed to stop the jenkins daemon:
Resource temporarily unavailable
L223[22:48:33] <AfterLifeLochie>
Crap.
L225[22:49:30] <Not-63b9> [LanteaCraft] AfterLifeLochie 66adb4c - Bug fixes. Bug fixes
everywhere.
L226[22:56:52] ⇦
Quits: awweaver
(~awweaver@pool-108-19-180-23.dllstx.fios.verizon.net) (Quit:
Hi)
L227[22:57:01]
⇨ Joins: awweaver
(~awweaver@pool-108-19-180-23.dllstx.fios.verizon.net)
L228[23:01:05] <AfterLifeLochie> Okay, so,
Stargates can dial again.
L229[23:01:06] <AfterLifeLochie>
Yay.
L231[23:08:37] <Not-63b9> [LanteaCraft] AfterLifeLochie 79c6e23 - Things actually happen with the spin
and stuff now.
L233[23:12:04] <MichiBot> AfterLifeLochie:
LC2: Things are actually working now (kind of). | length
29s | Likes:
0 Dislikes:
0 Views:
0 | by
AfterLifeLochie
L235[23:32:39] <Not-63b9> [LanteaCraft] AfterLifeLochie e91be2d - Fix bug where Stargate records
aren't written right.
L236[23:44:03] <Mimiru> niice
L237[23:44:43] <AfterLifeLochie> There's a
problem with animation state syncing though.
L238[23:44:51] <AfterLifeLochie> Which I
gotta figure out how to fix, grr.
L239[23:45:38] <Mimiru> backed up jenkins,
purged jenkins, installed jenkins jenkins fails to properly
start.
L240[23:45:40] <Mimiru> ¬_¬
L241[23:45:48] <AfterLifeLochie> Hahaha,
woops? :p
L242[23:46:00] <Mimiru> Well, this is why
we backup :P
L243[23:46:11] <Mimiru> Jenkins hasn't
started since 3:38 PM
L244[23:48:01] <Mimiru> The fucked up part
is, the war WAS running, LOTS
L245[23:48:14] <Mimiru> I killed all the
processes to purge, and went from 10GB used to 3
L246[23:48:30] <AfterLifeLochie> That's...
weird.
L247[23:48:50] <Mimiru> And the logs were
effing useless
L248[23:48:55] <Mimiru> As usual for
Jenkins.
L249[23:54:46] <AfterLifeLochie> Well, for
some reason, the chunkloading isn't working right.
L250[23:58:58] <Mimiru> Ok, looks like
that sorts everything but users.
L251[23:59:10] <Mimiru> Now to figure out
why service jenkins start fails.