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L1[00:00:05] <aaa801> no errors =/
L2[00:06:45] <Unh0ly_Tigg> If I have a list
of objects that alter a set of data, but need to run in a certain
order to work right, and I know what needs to be altered before
each object runs, and what should be altered should the object run
successfully, is there a way I can use this data to sort the
list?
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L4[00:10:04] <shadekiller666> unholy,
Collections.sort(List, Comparator)
L5[00:10:30] <xaero> sorting seems to be an
orthogonal concern... how are they related to the
objects-that-mutate-data?
L6[00:11:24] <xaero> seems you mutate the
data first, then sort afterwards ?
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L8[00:11:41] <xaero> seems you can just
mutate*
L9[00:12:02] <Unh0ly_Tigg> I'm creating a
list of class finders, that given a mapping of String->ClassNode
for the original data, and a String->String for class name
mapping, I need previous classes to be available for a certain
finder to be able to do it's job.
L10[00:12:43] <Unh0ly_Tigg> I need to sort
the finders, so that the ones with no prerequisites run first, and
then order the ones that do, based on the target of that class
finder.
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L16[00:19:53] <xaero> still vague, but I
kind of infer that the first map f : String -> ClassNode gets
incrementally populated? and that some mappings depend on parent
mappings?
L17[00:20:24] <xaero> how is the second g :
String -> String related to the first f ?
L18[00:20:56] <Unh0ly_Tigg> the
String->ClassNode is loaded before any finders are run. I'm
basically trying to make something that can generate at least the
class name mappings for a given minecraft version.
L19[00:21:12] <Unh0ly_Tigg> the
String->String is that mapping
L21[00:22:51] <shadekiller666> what exactly
are you writing unholy?
L22[00:24:09] <Unh0ly_Tigg> something that
can take in a vanilla minecraft jar (currently 1.8.7), and try to
figure out as much of the mcp class mapping as possible
L23[00:24:12] <xaero> ok :P I'm guessing
it's something related to finding similar MCP names across mc
versions
L24[00:24:16] <xaero> yea
L25[00:24:53] <shadekiller666> isn't there
a list somewhere
L26[00:24:58] <shadekiller666> or an
archive of lists
L27[00:25:20] <Unh0ly_Tigg> I'm trying to
get it to work for versions that haven't had an mcp release
yet.
L28[00:25:22] <xaero> not for 1.8.7
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L30[00:26:33] <Unh0ly_Tigg> though, I have
to base the mapping finders on what's currently known.
L31[00:26:53] <Unh0ly_Tigg> like that the
Minecraft class is the last class to be invoked by Main
L32[00:29:28] <Unh0ly_Tigg> now, if I could
figure out how to iterate over all classes in a package (on the
classpath) at runtime, I wouldn't have to hard code all my
ClassFinders onto the queue...
L33[00:29:56] <LexManos> what...
L34[00:30:09] <Unh0ly_Tigg> what about
what?
L35[00:30:11] <LexManos> Trying to automate
updating of mcp..?
L36[00:30:22] <Unh0ly_Tigg> trying to help
lighten the load
L37[00:30:27] <LexManos> also sham1|ZZzZ I
guess you didn't get anywhere?
L38[00:30:44] <LexManos> We already have
that tool, it isn't worth it.
L39[00:31:07] <Unh0ly_Tigg> I'm also doing
this to get more experience with ASM class nodes.
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L46[00:50:55] <Laceh> Unh0ly_Tigg: Ive got
a utility class that does the same thing
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L51[01:01:45] <LexManos> FML does the same
thing.
L52[01:01:59] <Laceh> true
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L73[02:04:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150721 mappings to Forge Maven.
L74[02:04:08] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150721-1.8.zip (mappings
= "snapshot_20150721" in build.gradle).
L75[02:04:19] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L97[02:57:32] <Mackan90096> Hi. How do I
make a block that one can walk through?
L98[02:59:07] <sham1> Make it so that
tphere are no collision boxes for your block
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L100[02:59:51] <Mackan90096> And how do I
do that?
L101[03:01:11] <sham1> Override a method
where you define a collision box and return null
L102[03:01:48] <laci200270> 1.9 snapshoot
probaly coming in july 29
L103[03:01:53] <laci200270> :D
L104[03:01:57] <sham1> 8 days
L105[03:02:01] <laci200270> yes
L106[03:02:05] <sham1> Yay
L107[03:02:09] <sham1> ITEMSTATES
L108[03:02:23] <Zaggy1024> item
states?
L109[03:02:29] <sham1> Item states!
L110[03:02:36] <Zaggy1024> I had heard
they wouldn't be making fundamental changes for 1.9
L111[03:02:38] <shadekiller666> keep in
mind we won't be seeing much of the innards of 1.9 for a
while
L112[03:02:51] <Zaggy1024> I wonder how
they'll work
L113[03:03:08] <sham1> Like blockstates
propably
L114[03:03:09] <shadekiller666> a wrapper
to item damage
L115[03:03:14] <Zaggy1024> well yeah
L116[03:03:17] <Zaggy1024> shut up, I'm
sleepy
L117[03:03:21] <Zaggy1024> :P
L118[03:03:58] <Zaggy1024> I hope they
manage to separate damage and metadata
L119[03:04:18] <Zaggy1024> subitem tools
would be an interesting experiment
L120[03:04:54] <Mackan90096> Mkay
L121[03:05:01] <laci200270> TESR probaly
will be removed
L122[03:05:09] <Zaggy1024> mm
really?
L123[03:05:14] <Zaggy1024> How?
L124[03:05:14] <laci200270> i think
L125[03:05:14] <shadekiller666> i highly
doubt that
L126[03:05:15] <sham1> I hope so
L127[03:05:18] <Zaggy1024> yeah I doubt
it
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L129[03:05:30] <sham1> I also doubt it but
I still hope for the best
L130[03:05:53] <Zaggy1024> I don't know
how a normal block would be a good substitute for it though
L131[03:06:03] <Zaggy1024> even with
unlimited metadata
L132[03:06:14] <laci200270> i hope it will
be native support for some animated model format
L133[03:06:28] <shadekiller666> TESRs are
the only way that chests are able to animate the lid opening
L134[03:06:36] <sham1> Mmm
L135[03:06:52] <laci200270> if json
support animation...
L136[03:06:55] <sham1> But at the same
time, TESR rendering is so god damn expensive and laggy
L138[03:07:32] <shadekiller666> jsons
definitely do not support animation are you crazy
L139[03:07:59] <sham1> Neither does OBJ
;)
L140[03:08:26] <shadekiller666> obj could
support it better than json could
L141[03:08:41] <shadekiller666> json isn't
even a model format :P
L142[03:08:52] <sham1> Well now it
is
L143[03:08:59] <sham1> It defines vertex
data
L144[03:09:07] <sham1> Therefor, it is a
model format
L146[03:09:44] <shadekiller666> wonder
what kind of rediuculous hacks they've had to put in to make that
work
L147[03:09:46] <sham1> I approve
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L149[03:12:18] <laci200270> also mcp
support snapshoots?
L150[03:12:36] <Zaggy1024> The swing
animation on that torch looks weird to me
L151[03:13:32] <sham1> Well that is what
they get for using Swing for it
L152[03:13:35] *
sham1 hides
L153[03:14:25] <sham1> Also, wonder how
many people will now jump to 1.8 when 1.9 comes out
L154[03:14:38] <xaero> weekly 15w28a etc
snapshots have been too fast-coming in th epast, maybe the update
toolchain can support the snapshots better now, but I wouldn't hold
my breath for it
L155[03:15:25] <laci200270> sham1, maybe
the modding comunity will move
L156[03:15:49] <sham1> The joke was that
majority of modders are always one version late
L157[03:15:55] <laci200270> :D
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L159[03:16:12] <laci200270> sham1, not
eberyone
L160[03:16:16] <laci200270>
*everyone
L161[03:16:23] <sham1> That is why I said
majority
L162[03:16:23] <laci200270> Azanor started
to port TC
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L164[03:16:41] <laci200270> he maybe pull
the modders
L165[03:17:05] <Zaggy1024> well people
switching to 1.8 would be better than them just staying on 1.7
forever
L166[03:17:15] <sham1> Indeed
L167[03:17:24] <sham1> But because certain
people are too dense
L168[03:17:32] <sham1> Not all mods will
be ported over
L169[03:17:53] <laci200270> sham1,
redpower :D
L170[03:17:57] <laci200270> thats not
ported
L171[03:18:11] <sham1> Well it is also
dead
L172[03:18:37] <sham1> I am talking about
mods that are still developed but not ported over for some
arbitrary reasons
L173[03:19:22] <laci200270> sham1, good
mods also take some time to port
L174[03:19:30] <sham1> Obviously
L175[03:19:33] <sham1> I do not deny
that
L176[03:20:28] <laci200270> The 90% of
blocks in thaumcraft are TESR
L177[03:20:43] <sham1> But if certain
people just make a statement that basically says "fuck you,
we're not gonna port" then that pisses me off
L178[03:21:02] <sham1> Also TESRs are
viable, they are just so much laggier than the baked models
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L180[03:21:28] <Tigg> Heyo
L181[03:21:32] <laci200270> sham1,
KingLemming also said they won't move to 1.8
L182[03:21:38] <laci200270> only to
1.9
L183[03:21:48] <Zaggy1024> why?
L184[03:21:59] <laci200270> idk
L185[03:22:01] <sham1> Because he threw a
hissyfit for EnumFacing
L186[03:22:10] <Zaggy1024> what about it?
lol
L187[03:22:16] <sham1> Even though it is
here to stay
L188[03:22:28] <Zaggy1024> I thought it
existed before
L189[03:22:46] <Tigg> anyone know how to
add blocks to YUNoMakeGoodMap?
L190[03:23:36] <Zaggy1024> "Rendering
is only quicker in vanilla because they gutted the system. Modded
MC won't see any gains at all." scrub
L191[03:23:50] <Zaggy1024> sounds like
he's doing stuff wrong to me :P
L192[03:23:56] <sham1> Mmm
L193[03:24:16] <Zaggy1024> I mean, you can
now turn TESR data into a baked model!
L194[03:24:23] <Zaggy1024> so...
L195[03:24:25] <laci200270> how?
L196[03:24:31] <sham1> By defining it in
code
L197[03:24:32] <Zaggy1024>
getActualState
L198[03:24:36] <sham1> Also that
L199[03:24:39] <sham1> And Extended
state
L200[03:24:42] <Tigg> i downloaded the
source, but im not sure how to add blocks on the interior of the
chunk you spawn in to make a 1 chunk challange map
L201[03:24:44] <sham1> With unlisted
properties
L202[03:24:57] <Zaggy1024> unlisted
properties aren't necessary unless you have a lot of permutations,
I think
L203[03:25:04] <sham1> True
L204[03:25:06] <Zaggy1024> I don't really
see the point
L205[03:25:22] <laci200270> normal
iproperty not enought?
L206[03:25:29] <shadekiller666> or unless
you need to shove data into the custom model loaders
L207[03:25:44] <Zaggy1024> oh yeah
L208[03:25:52] <sham1> But for instance in
my mod my pipes need to be able to be baked with every possible
fluid imagineable
L209[03:25:54] <Zaggy1024> I suppose for
things where you can't enumerate possible values
L210[03:25:58] <Zaggy1024> like block
positions and stuff
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L212[03:26:05] <shadekiller666> speaking
of unlisted properties, i will have to put that fix in a pr
tomorrow
L213[03:26:20] <shadekiller666> no, like
frame numbers, or group visibilities
L214[03:26:24] <Zaggy1024> getActualState
is really nice, though
L215[03:26:41] <sham1> It is
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L217[03:26:50] <Zaggy1024> as are block
states
L218[03:26:56] <sham1> Yeh
L219[03:27:00] <Zaggy1024> I like not
having to even think about bitwise operations :)
L220[03:27:32] <sham1> Lets hope that my
partial fluid update packet works
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L223[03:30:50] *
laci200270 hopes sham1's fluid packet works
L224[03:30:54] <laci200270> :D
L225[03:30:57] <sham1> :P
L227[03:32:45] <Zaggy1024> I remember
1.2.5
L228[03:32:47] <Zaggy1024> it
existed
L229[03:32:52] <laci200270> yes
L230[03:32:56] <laci200270> tekkit
L231[03:34:24] <Tigg> is there a way to
find chunk boarders?
L232[03:34:39] <laci200270> Tigg, NEI
already does
L233[03:35:18] <laci200270> so it is
possible
L234[03:35:21] <Tigg> right, i get that in
game, but imtruing to add blocks to YUNo
L235[03:35:32] <Tigg> *im trying*
L238[03:38:20] <Pennyw95> does someone
have an idea why this happens? I mean the item version of the
block, in the toolbar, doesn't show the block's front face
http://imgur.com/j6gUwCx
L239[03:38:51] <sham1> Oh, an
exception
L240[03:39:20] <laci200270> Pennyw95, you
are using a TESR?
L241[03:39:36] <Pennyw95> no, those are
normal blocks
L242[03:40:12] <laci200270> this happens
with other sides of the block?
L243[03:40:24] <sham1> Well this is
ackward
L244[03:40:46] <laci200270> i mean if you
are watching from other side
L245[03:41:22] <Pennyw95> the weirdest
thing is that, you see the holes in the itemblock? they are not
next to each other in the real block, they are in the left and
right side
L246[03:41:33] <Pennyw95> and the front
one is bigger
L247[03:41:53] <Pennyw95> let me check
that
L248[03:42:03] ⇦
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L249[03:42:34] <laci200270> Pennyw95, this
is a simple block?without ISBRH or anything?
L250[03:42:50] ⇦
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L251[03:43:01] <Pennyw95> indeed
L252[03:43:16] <laci200270> show your
block file
L254[03:45:09]
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L255[03:46:49] <laci200270> all the
textures located in good place?
L256[03:47:51] <Pennyw95>
textures/blocks
L257[03:48:15] <laci200270> idk what can
be the problem
L258[03:48:37] ⇦
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L261[03:55:17] <sham1> :( Have uninstall
scala just so I can update it...
L262[03:55:46] <wasliebob> i got a
question, can most events be used with only a server sided
mod
L263[03:56:29] <sham1> As long as they
dont involve the client then sure
L264[03:58:52] <wasliebob> like
EntityJoinWorld and EntityInteract event
L265[03:59:01] <wasliebob> would those
work
L266[03:59:11] <sham1> sure
L267[03:59:22] <sham1> why would they
not
L268[03:59:41] <laci200270> they are fired
in both side
L269[03:59:51] <sham1> But if you only
have one side...
L270[04:00:35] <sham1> That really does
not matter now does it
L271[04:00:57] <wasliebob> All right just
wanted to make 100% sure :)
L272[04:01:15] <sham1> How do you make
percentages?
L273[04:02:44] <laci200270> sham1,
percentage of what?
L274[04:02:48] <Subaraki> any way i can
overlay a texture over armor ?
L275[04:02:52] <sham1> Indeed
L276[04:02:59] <Subaraki> ive foudn the
renderplayer.setarmormodel event
L277[04:03:11] <Subaraki> but binding a
texture in there doesn't seem to do the trick
L278[04:03:14] <laci200270> Subaraki,
iarmorender or similar
L279[04:03:30] <Subaraki> for over vanilla
armor ?
L280[04:03:53] <Subaraki> laci200270 ^
?
L281[04:03:55] ⇦
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L282[04:04:07] <sham1> Time to see if
Scala 2.11.7 respects @PolymorphicSignature
L283[04:04:14] <laci200270> Subaraki,
not
L284[04:04:39] <Subaraki> not ?
L285[04:05:37] <Subaraki> not what ?
L286[04:05:39] <laci200270> the
iarmorrneder is only custom armor
L287[04:05:50] <Subaraki> oh okay
L288[04:06:01] ***
heldplayer|off is now known as heldplayer
L289[04:06:08] <sham1> Did you mean to say
"The IArmorRender is only for custom armour"
L290[04:06:33]
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L291[04:06:50] <sham1> And it apperently
doesnt
L292[04:06:55] <laci200270> yes
L293[04:07:10] <sham1> Damn it Scala, why
wont you respect my @PolymorphicSignature
L294[04:11:40] ⇦
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L295[04:11:50] ⇦
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L296[04:17:37] ***
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L298[04:19:38] <sham1> Lets see
L299[04:19:59] <sham1> This should
work
L300[04:20:03] <laci200270> ok
L301[04:20:26] <sham1> Also
L302[04:20:41] <sham1> I suggest you
rename that pos inside that for loop
L303[04:20:43] ⇦
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L304[04:20:59] <laci200270> why?
L305[04:21:01] <sham1> Because there might
be a name clash with the TE's variable.
L306[04:21:14] <sham1> Like it may work,
but I like to have it done like that
L307[04:22:50] <sham1> So yeah, I'd rather
have a unique name inside that
L308[04:23:23] <laci200270> ok
L309[04:25:07] ⇦
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L310[04:28:25] <laci200270> there is no
public constructor for FluidStack?
L311[04:29:45] <laci200270> oh i found
it
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L317[04:36:36] <Tigg> entity.chunkCoordX
get me what?
L318[04:37:11] <Tigg> the left most block
of the chunk?
L319[04:38:01] ⇦
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L321[04:44:08] <Tigg> entity.chunkCoordX?
anyone?
L322[04:44:10]
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L323[04:44:24] <sham1> Why dont you look
at it
L324[04:49:28] <PrinceCat> It doesn't get
you any block.
L325[04:49:49] *
laci200270 hopes his mod won't crash MC at first tick only on
second
L326[04:51:41] *
laci200270 forgot to register blocks
L327[04:51:54] ⇦
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L337[05:03:44] <Simulac> hey guys
L338[05:04:08] <Simulac> does anyone know
a method to make the player actually walk forward/backward/sideways
?
L339[05:08:08] <Termin8or> Look for what
gets called when the W key is pressed
L340[05:08:34] ***
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L341[05:11:58]
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(~Saturn812@128-69-6-128.broadband.corbina.ru)
L342[05:12:04] <laci200270> can i make
pipes with the json thing?
L343[05:12:11] <sham1> Of course you
can
L344[05:12:24] <Simulac> I was searching
for that but the code is kind of a mess
L345[05:12:35] ***
Gaz492|Away is now known as Gaz492
L346[05:12:48] <laci200270> sham1,
how?
L347[05:13:02] <laci200270> i need to
define all possible states?
L349[05:13:10] <sham1> Take a gander in my
blockstates
L350[05:13:32] <laci200270> ok
L351[05:13:51] <sham1> Paleo, Apparently
Scala does not respect @PolymorphicSignature because it obviously
targets java 6
L352[05:14:01] <sham1> How can I make it
so that it targets java 7 or something
L353[05:16:28] <Simulac> This is
nightmare
L354[05:16:47] <Simulac> where the heck
does Minecraft do the move forward logic when w is pressed?!
L355[05:16:54] <PaleoCrafter> Let me find
my build.gradle
L356[05:17:21] <PrinceCa_> *goes on an
adventure to find it*
L358[05:17:50] <Simulac>
updateWalkingPlayer looks promising
L359[05:18:11] <sham1> oh nice
L360[05:18:20] <PaleoCrafter> All the
source/targetCompatibility shit
L361[05:18:21] ⇦
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L362[05:18:26] ⇦
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L363[05:19:41]
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L364[05:20:02] <PaleoCrafter> Amazing,
after more than 12h Hermes successfully registered my package
L365[05:20:50] ***
Subaraki is now known as Sub|off
L366[05:24:34] <Simulac> tried increasing
thePlayer.movementInput.moveForward
L367[05:24:37] <Simulac> nope.
L368[05:29:10] <PrinceCa_> If you just
want to move the player all you need to do is edit the player's
motionX, motionY and motionZ values.
L369[05:31:12] <PaleoCrafter> And if you
want to move them "forward" just use a multiple of the
look vector
L370[05:31:30] <Laceh> I dont know if Im
crazy or not....
L371[05:32:05] <Laceh> but I made a bet
with a friend to see if I can literally write a mod that does
everything the current shaders mod does in 24 hours
L372[05:32:53] <sham1> You're crazy
man
L373[05:33:26] <Laceh> I think I can do
it
L374[05:33:37] <PaleoCrafter> Look at what
the shader mod does and replicate it, only a matter of how fast you
type then :P
L375[05:33:50] <Laceh> I was dicking
around while I was writing KPC and it only took me 3-4 days to
write it
L376[05:34:36] <Simulac> I'll be cheering
for you man!
L377[05:34:52] <Laceh> also for future
reference female not male
L378[05:35:06] <Simulac> learn something
new everyday
L379[05:35:23] <Laceh> XD
L380[05:35:39] <tmtu> "shaders
mod" is so generic ;_;
L381[05:35:50] <Simulac> thanks Prince,
motionX Y Z works
L382[05:36:30] <Laceh> tmtu: I dont have a
name for it so Im just calling it what it is XD
L383[05:36:44] <Laceh> and you know it
will be optimized all to hell XD
L384[05:37:27] *
sham1 sighs
L385[05:37:28] <PrinceCa_> Simulac, just
also make sure you take into account what PaleoCrafter said as
well... you'll definitely need to use the look vector.
L386[05:37:40]
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L387[05:38:15] <sham1> It still does not
like me...
L388[05:38:22] <PaleoCrafter> Laceh, how
can you dick around if you're female? :P
L389[05:38:27] <Laceh> lol
L390[05:38:31] <Laceh> strapon?
L391[05:38:35] <sham1> I just want to
reflect...
L392[05:38:59] <PaleoCrafter> sham1, use a
mirror
L394[05:39:05] <sham1> Meh
L395[05:39:16] <Ri5ux> I've gone over it
several times, and I cant find anything wrong.
L396[05:39:42] <Simulac> I'll keep that in
mind Prince
L397[05:40:37] <tmtu> Laceh: only doing
screenspace stuff or shadows and shit too?
L398[05:40:49] <Laceh> full support for
current shader packs
L399[05:40:56] <tmtu> not sure what that
means
L400[05:40:57] <Simulac> "learn
something new everyday" when I said this I thought you were
saying a female is not a male, which I thought was a joke
L401[05:41:38] <Laceh> tmtu: basically he
could swap the current shader mod with mine and everything would
still work properly
L402[05:41:44] <sham1> Even though my
scala building should be comatible with java 7 byte code it still
does not like MethodHandle's invokeExact
L403[05:41:49] ⇦
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L404[05:41:54] <tmtu> still not sure what
that means x_x
L405[05:42:03] *
Laceh facepalsm
L406[05:42:08] <Laceh> facepalms*
L407[05:42:15]
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L408[05:42:47] <Simulac> IntelliJ is such
a great IDE
L409[05:42:52] <Laceh> yes yes it is
Xd
L410[05:42:55]
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L411[05:42:57] <Simulac> Ctrl + ALt +
V
L412[05:43:00] <Simulac> extracts a
variable
L413[05:43:13] <Ri5ux> Can one of you guys
take a look at the mob class I posted?
L414[05:43:23] <tmtu> facepsalm
L415[05:44:01] <sham1> I could propably
make my reflection code with java because it is not too strict
about it
L416[05:45:13] <PaleoCrafter> Do you have
to use method handles?
L417[05:45:46] <sham1> No, but they're
faster
L418[05:46:06] <sham1> Apparently
L419[05:46:46] <PaleoCrafter> btw, Laceh,
does KPC support Scala? :P
L420[05:46:54] <Laceh> I can support
scala
L421[05:46:58] <Laceh> Im writing this
shader mod in scala :D
L422[05:47:02] ⇦
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L423[05:47:32] <sham1> But I propably go
with regular reflection
L424[05:47:54]
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L425[05:48:23] <PaleoCrafter> Then go
support scala, it ships a scripting engine thing :P
L426[05:49:02] <tmtu> l-l-lua!
L427[05:49:31] <Ri5ux> Meanwhile Ri5ux
still needs assistance.
L428[05:49:38] <Laceh> PaleoCrafter: I
know :p
L429[05:50:01] <sham1> 2hat kind of
assistance
L430[05:50:26] <PaleoCrafter> sham1,
according to this PR I'm looking at, you should be able to use
MethodHandles just fine
L431[05:50:53] <sham1> Let me get you the
error
L432[05:54:51] ⇦
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L434[05:56:04] <Ri5ux> Thanks for all your
help, guys, was so helpful.
L435[05:56:35] <sham1> if you told us what
you needed our help in...
L436[05:56:44] <Ri5ux> I have, two
times.
L437[05:56:56] ⇦
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L438[05:57:36] <PaleoCrafter> And you're
not the only person in the world, you know
L439[05:57:58] <sham1> And maybe if we
dont answer it might mean we dont know
L440[05:58:00] <DemoXin> Ri5ux: You
commented out the EntityAIWander ?
L441[05:58:12] <Simulac> Guys, do you know
how I would get the position two opposing corners of chunk
L442[05:58:24] <Simulac> like the bottom
left and top right
L443[05:59:53] <PaleoCrafter> chunkX * 16
(+15)
L444[05:59:53] <PaleoCrafter> Same for
z
L445[05:59:57] ⇦
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L446[06:00:04] <Ri5ux> DemoXin , Why is
EntityAIWander required for the hammerpedes to attack?
L447[06:00:07]
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L448[06:00:09] <Ri5ux> Shouldnt be.
L449[06:00:22] ⇦
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L450[06:00:26] <Simulac> Which corner does
that give me, paleo?
L451[06:00:47] <Simulac> wait sorry
L452[06:00:50] <Simulac> I misread
that
L453[06:00:55] <DemoXin> Oh, you're
talking about attacking.
L454[06:01:04] <PaleoCrafter> :P
L455[06:01:07] <DemoXin> Pretty sure that
you attack manually in onUpdate()
L456[06:01:15]
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L457[06:01:19] <DemoXin> The AI task is
only used for targetting.
L458[06:01:20] <PaleoCrafter> The
parentheses are there for a reason
L459[06:01:22] <Ri5ux> Also, Paleo, feels
like I'm the only person in the world when I come in here.
L461[06:01:50] <Simulac> Yeah thanks
L462[06:01:57] <DemoXin> Ri5ux:
net.minecraft.entity.ai.EntityAIAttackOnCollide
L463[06:02:08] <Ri5ux> I've got that
DemoXin
L464[06:02:14] <Ri5ux> Its task 2.
L465[06:02:46] ⇦
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L466[06:03:03] <PaleoCrafter> Well, you
have to cast the result of the invoke, sham1
L467[06:03:19] <DemoXin> Hmm.
L468[06:03:32] <sham1> What do you
mean
L469[06:03:35] <sham1> The return
value?
L470[06:04:09] <PaleoCrafter> Actually,
nvm
L471[06:04:09] <PaleoCrafter> But you
unfortunately have to box the boolean etc manually
L472[06:04:17] <Simulac> WOW there's a
helper method in BlockPos which gets me all the block positions in
a box
L473[06:04:20] <sham1> bloody hell
L474[06:04:24] <Simulac> very use
L475[06:04:26] <Ri5ux> Aparently
EntityAIAttackOnCollide extends EntityAIBase, so I had to add that
to the normal tasks list.
L476[06:04:34] <PaleoCrafter> Boolean.box
etc
L477[06:04:50] <DemoXin> Ri5ux: That's
what I was about to say. You put it in as a targetTask
L478[06:05:13] <Ri5ux> Well I mean, it
seemed like a target task.
L479[06:05:19] <sham1> Lets see if this
boxing helps
L480[06:05:24] <DemoXin> Yeah, MC AI is
dumb.
L481[06:05:25] <sham1> And now it
compiles
L482[06:05:43] <Simulac> wtf why does it
return a bunch of objects
L483[06:06:08] <Simulac> surely they
should be BlockPos
L484[06:06:12] <sham1> Time to see if I
can actually use this without crashing
L485[06:07:36] ***
Gaz492 is now known as Gaz492|Away
L486[06:08:10] <sham1>
java.lang.invoke.WrongMethodTypeException: expected
(PlayerManager,int,int,boolean)Object but found
(Object[])Object
L487[06:08:16] <sham1> I passed
those
L488[06:08:20] <PaleoCrafter> Simulac,
type erasure
L489[06:08:20] <PaleoCrafter> You can
safely cast those objects
L490[06:08:54]
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L492[06:09:00] <Simulac> yeah I was just
wondering why
L493[06:09:54] <PaleoCrafter> Hm... That
was exactly the bug that should have been addressed by said
PR
L494[06:10:05] <sham1> Let me try
something
L495[06:10:49] ***
lxkm|afk is now known as lxkm
L496[06:11:09] <PaleoCrafter> Obfuscation,
Simulac
L497[06:11:19] <PaleoCrafter> In 1.8.7
we'll actually have generics
L498[06:12:02] <Simulac> nice, something
to look forward to
L499[06:13:05] ⇦
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L500[06:13:26] <PaleoCrafter> And we'll be
able to map local variables, iirc
L501[06:14:08] <Simulac> What I'm trying
to do seems really.. wrong.
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L503[06:14:26] <Simulac> I turned all the
blockPos in a chunk into nodes for my graph
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L505[06:14:54] <Simulac> now I iterating
through it twice, to find adjacent nodes and add them to adjacency
list
L506[06:14:59] <Simulac> I'm*
L507[06:16:03] <PaleoCrafter> Do a breadth
first search from the first node and build your graph like
that?
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L509[06:17:04] <Simulac> that does seem to
make a lot of sense
L510[06:17:16] <Simulac> sorry I'm new to
using graphs and pathfinding algos
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L517[06:48:17] <sham1> Why was Immibis
banned :C
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L519[06:52:31] <Ri5ux> Probably for
telling the truth about something.
L520[06:52:43] <sham1> like what
L521[06:52:50] <Ri5ux> Was
hypothetical
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L529[07:09:47] <sham1> show code
L530[07:09:53] <sham1> Also, 1.8?
L531[07:10:05] <Ri5ux> 1.7.10. Which code?
Fluid or Block
L532[07:10:07] <Ri5ux> Or both
L533[07:10:11] <sham1> both
L534[07:10:17] <sham1> And then the way
you register
L535[07:10:21] <Ri5ux> K, sec.
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L539[07:15:48] <Ri5ux> Uh, suddenly it
works.
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L558[07:43:04] <yueh> Simulac: the world
is already your graph and also contains the adjacent list
L559[07:43:23] <Simulac> BlockPos are the
nodes yeah
L560[07:43:36] <Simulac> But what's the
adjacency list?
L561[07:43:49] <yueh>
BlockPos.offset()
L562[07:44:54] <Simulac> hmm EnumFacing
has N E S W
L563[07:45:09] <Simulac> How would I get a
diagonal face?
L564[07:45:20] <yueh> do you need
one?
L565[07:45:21] <CptRageToaster> isn't that
two away?
L566[07:45:28] <CptRageToaster> IE: Not
adjacent
L567[07:45:55] <yueh> also you cannot use
diagonals at all
L568[07:46:21] <Simulac> why is
that?
L569[07:46:24] <yueh> just imagine a 1
block diagonal wall
L570[07:46:43] <Simulac> oh
L571[07:46:50] <yueh> using diagonals
means your algorithm is ok with moving through it
L572[07:46:56] <Simulac> Yeah I didn't
realise
L573[07:47:13] <yueh> you really only need
to manage the open/close list
L574[07:47:20] <Simulac> I'm going to
reimplement the whole thing with a priority queue and without my
graph
L575[07:47:25] <Simulac> a whole level of
simpler
L576[07:47:41] <Simulac> shouldn
L577[07:47:49] <Simulac> should have
listened to you from the start
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L579[07:48:17] <yueh> also dijkstra should
be enough, you don't really need A* for minecraft
L580[07:48:18] <Simulac> i thought my
implementation kind of worked yesterday but it's just
unmanageable
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L582[07:49:33] <Simulac> wouldn't
dijkstra's be slower tho?
L583[07:49:35] <yueh> you are probably
using an euclidean distance, which is monotone, so you basically
are already using a dijkstra
L584[07:49:37] <diesieben07> yeah now that
i think of it, i said i made A* for turtles, but really it was just
dijkstra
L585[07:49:59] <yueh> A* star is a more
generic dijkstra
L586[07:50:16] <Simulac> I thought A* was
a compromise between greedy best first search and dijkstra
L587[07:50:54] <Simulac> ye I was using
euclidean distance as a heuristic
L588[07:51:12] <yueh> A* star = dijkstra +
heuristic
L589[07:52:15] <yueh> but as you're using
an euclidean distance (most likely), so you cannot really find a
short distance for the heuristic (as overestimating it is
bad)
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L592[07:53:14] <Pennyw95> while modeling
with tabula, does it matter that there a cube of space between the
model and the ground? does the program ignore that?
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L594[07:54:23] <yueh> A* is actually only
needed on a sub block level
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L596[07:54:48] <yueh> say in case you
entity is only 0.5 block thick/wide/etc
L597[07:55:41] <yueh> then A* could be
better for the cases where hugging the wall will result in a short
path
L598[07:55:58] <Simulac> like a
maze?
L599[07:56:32] <yueh> just any
obstacle
L600[07:57:09] <yueh> just say a 5 block
wide wall centered in front of you, but the outer left block is a
fence
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L602[07:58:43] <yueh> or even something
like there are 2 different fence types inside the wall, so there is
a 1 block wide cap between them, but just looking at the block
level there is no path
L603[07:58:45] <gigaherz> A* doesn't
optimize paths at all
L604[07:58:55] <gigaherz> it relies on the
neighbour graph to be precalculated
L605[07:59:08] <gigaherz> all it does is
remember which nodes it has already seen, and which nodes MAY be
good
L606[07:59:20] <gigaherz> and from that
decides which one to try next
L607[08:00:01] <yueh> A* star can even
potentially revalute a node
L608[08:00:15] <gigaherz> it will update
nodes
L609[08:00:20] <yueh> while dijkstra
immediately marks them as closed
L610[08:00:27] <yueh> so it can actually
be faster
L611[08:00:28] <gigaherz> but
L612[08:00:40] <gigaherz> theheuristic
MUST NEVER overestimate
L613[08:00:47] <yueh> already wrote
that
L614[08:00:51] <gigaherz> it can never be
that a path throug two nodes is < the heuristic
L615[08:01:13] <gigaherz> anyhow
L616[08:01:15] <gigaherz> what I meant is
that
L617[08:01:29] <yueh> choose the right
algorithm for the right job?
L618[08:01:47] <gigaherz> there's
algorithms that are aware of the shape of the world, and will
adjust the exact points as if the path was a rubber band
L619[08:01:55] <Simulac> What if I used a
manhattan heuristic
L620[08:02:00] <gigaherz> that won't
work
L621[08:02:03] <gigaherz> mc can walk in
diagonal
L622[08:02:16] <yueh> nope
L623[08:02:28] <gigaherz> the only good
heuristic is eucledian
L624[08:02:39] <yueh> which is equal to
the distance itself
L625[08:02:43] <gigaherz> with a height
for the number of jumps
L626[08:02:45] <Simulac> and that
overestimates right
L627[08:02:48] <gigaherz> nope
L628[08:02:59] <gigaherz> eucledian never
overestimates a "normal" 3d world
L629[08:03:11] <gigaherz> the shortest
path between two points in eucledian space IS a line
L630[08:03:18] <gigaherz> and the
eucledian distance is the length of that line
L631[08:03:39] <yueh> it can only
overestimate if we introduce something like space folding
L632[08:03:57] <gigaherz> so
XZ-distance
L633[08:04:00] <gigaherz> not XYZ
L634[08:04:04] <gigaherz> is a good base
heuristic
L635[08:04:14] <gigaherz> but you need to
take into account the jumps
L636[08:04:21] <gigaherz> brb
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L638[08:05:32] <Simulac> okay, I'm quite
confused
L639[08:05:46] <Simulac> so is it better
to use A* in this scenario
L640[08:05:53] <Simulac> (minecraft)
L641[08:06:15] <Simulac> with euclidean
heuristic that somehow factors in jumps?
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L644[08:08:16] <yueh> which is basically
factor in the Y coordinate to some degree
L645[08:09:00] <Simulac> hmm I see
L646[08:09:14] <Simulac> btw yueh you know
when you said I should use a priorityqueue?
L647[08:09:21] <yueh> dijkstra is a bit
simpler to implement compared to A*
L648[08:09:52] <Simulac> does that mean I
should have the openset as a priorityqueue which sorts it by the
f_scores
L649[08:09:53] <yueh> you can always
change it to A* later when actually needed
L650[08:10:15] <yueh> like allowing the
entity to jump say over 1 or 2 wide gaps
L651[08:11:00] <yueh> whatever f_scores
is
L652[08:11:08] <Simulac> I mean f
score
L653[08:12:36] <yueh> just use a
comparator to insert the node with the shortest distance to the
head
L654[08:15:05] <yueh> most shortest path
algorithms aren't that different
L655[08:15:47] <yueh> for example you can
basically implement breadth-first search and depth first search
identically
L656[08:16:10] <yueh> the only difference
is that BFS uses a queue for the openlist and DFS a stack
L657[08:17:11] <Simulac> yeah I'm
beginning to notice the similarities
L658[08:17:33] <Simulac> add heuristic to
dijkstra, you get A*
L659[08:18:19] <Simulac> using just
heuristic, i think you get greedy best first search
L660[08:20:42] <Pennyw95> tabula is not
exporting the texture map correctly..has it happened to someoen
before?
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L671[08:35:42] <yueh> and with a good
design you could even change the behaviour at runtime
L672[08:36:08] <Joban> Note to self: Never
drink Everclear. Ever.
L673[08:36:16] <gigaherz>
"again"?
L674[08:36:30] <gigaherz> or you decided
not to start at all?
L675[08:36:34] <Joban> Again.
L676[08:36:50] <Joban> 95 proof is not
something I want to experience again.
L677[08:36:54] <yueh> why does this sound
like a cleaning agent?
L678[08:37:04] <Joban> Its the ghost chili
of alcohols.
L679[08:37:11] <Joban> Probably
worse.
L680[08:37:23] <gigaherz> sounds like a
cleaning product, not a drink
L681[08:37:25] <Joban> Its tastes like
gasolines from satans asshole.
L682[08:37:29] <gigaherz> oh yueh
ninja'd
L683[08:37:29] <gigaherz> XD
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L692[08:47:26] <Joban> Alright time to
make another 3D modeller for Minecraft.
L693[08:47:38] <Joban> Will I give up just
seting it up, most likely.
L694[08:48:04] <Joban> Will I come back to
it afterwards, most likely not.
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L696[08:49:45] <PaleoCrafter> Joban,
what's wrong with existing ones?
L697[08:50:02]
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L699[08:50:08] <Joban> The one I like is
not free.
L700[08:50:13] <Pennyw95> hi, is someone
here good with techne?
L701[08:50:33] <Ivorius> Techne has been
dead for a while
L702[08:50:36] <Joban> Yep.
L703[08:50:43] <Subaraki> what is this A*
everyone is talking about ?
L704[08:50:50] <Ivorius> Tabula is what
people are using
L705[08:50:54] <Joban> Also most the
others follow the techne way of modelling using block and
resizing.
L706[08:50:55] <Ivorius> That or proper
models in Blender
L707[08:50:59] <Ivorius> obj, b3d
L708[08:51:00] <Pennyw95> i'm using
tabula
L709[08:51:04] <diesieben07> Subaraki,
pathfinding algorithm
L710[08:51:09] <Subaraki> thanks
dies
L711[08:51:09] <Pennyw95> i thought techne
was more common
L712[08:51:18] <Joban> Techne is
dead/dying now.
L713[08:51:19] <Subaraki> i use techne all
the time
L714[08:51:25] <Joban> Just bury it.
L715[08:51:25] ⇦
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L716[08:51:31] <Subaraki> no thanks.
L717[08:51:34] <Ri5ux> I still use techne
too.
L718[08:51:42] <Pennyw95> anyway my
question is...the block space between the model and the base, is it
relevant?
L719[08:51:44] <Subaraki> it's the best
editor for the best miencraft feel i've ever found
L720[08:51:48] <Subaraki> yes
L721[08:51:56] <Subaraki> yes it is
L722[08:51:58] <Pennyw95> i mean do i have
to make the model stick the wooden plank?
L723[08:51:59] <Joban> I believe this one
is the best.
L725[08:52:15] <Joban> But the lite
version is pretty stripped.
L726[08:52:19] <Subaraki> Pennyw95, load
in ModelBiped for a sample
L727[08:52:20] <PaleoCrafter> Cubik is
cool
L728[08:52:21] <Ri5ux> Cubik.. yeah
no
L729[08:52:23] <Ri5ux> nothx
L730[08:52:26] <Subaraki> you'll see that
the feet are touching the planks
L731[08:52:30] <Subaraki> the planks is
the ground
L732[08:52:32] <Pennyw95> ok cool
L733[08:52:40] <PaleoCrafter> And 10 bucks
are not too much :P
L734[08:52:40] <Pennyw95> i already
brought the model down before
L735[08:52:44] <Joban> I basically want to
recreate Cubik but make it free.
L736[08:52:58] <tmtu> why not just shell
out $10
L737[08:53:02] <Subaraki> also, in case
you want to animate parts of the model, make sure you use good
offset and position
L738[08:53:12] <Ri5ux> Yes, lets waste
money
L739[08:53:13] <Ri5ux> gg
L740[08:53:14] <Pennyw95> I'm doing a cube
right now with void space in the middle (going to render a fluid
inside)
L741[08:53:15] <Joban> Cause most people
in the Minecraft community and young and have no source of
income.
L742[08:53:20] <Pennyw95> not animating
atm
L743[08:53:33] <Pennyw95> the top face of
course is not 16x1x16
L744[08:53:35] <PaleoCrafter> Cubik still
has a few quirks though I don't quite understand xD
L745[08:53:38] *
Ri5ux has to agree with Joban
L746[08:53:47] <Pennyw95> it's actually
14x1x14
L747[08:53:51] <tmtu> $10 is not a lot of
money, at all
L748[08:53:55] <Pennyw95> because the
other sides would collide with it
L749[08:53:56] <PaleoCrafter> Jesus,
$10
L750[08:54:01] <Ri5ux> Then you'd like to
give us $10?
L751[08:54:04] <Pennyw95> but this makes
making the textures more difficult
L752[08:54:05] <tmtu> ...
L753[08:54:09] <Ri5ux> Exactly my
point
L754[08:54:15] <Pennyw95> is there an easy
way?
L755[08:54:19] <diesieben07> Ri5ux, if you
provide a service, yes.
L756[08:54:24] <Joban> Hue.
L757[08:54:27] <diesieben07> i will not
just give you 10$.
L758[08:54:44] <Ri5ux> I will not give $10
for something I'm not guaranteed to like or use
L759[08:54:49] <PaleoCrafter> You've paid
10$+ for the game :P
L760[08:54:51] <Joban> Buys $600 device,
pirates $0.99 music.
L761[08:55:07] <Ri5ux> I paid $26 for MC
after using it cracked for a year.
L762[08:55:11] <Ri5ux> I liked it.
L763[08:55:13] <Ri5ux> Thats why
L764[08:55:13] <tmtu> Ri5ux: good thing
there's a lite version so you can try it out?
L765[08:55:25] <PaleoCrafter> ^
L766[08:55:30] <Ri5ux> But it doesnt have
all the features
L767[08:55:35] <Ri5ux> So I dont know if
I'll like it
L768[08:55:38] <PaleoCrafter> Or crack it
and try it out :P
L769[08:55:51] *
Ri5ux isn't so sure there's a cracked version
available
L770[08:56:06] <diesieben07> also nobody
fucking asked you to use it
L771[08:56:47] <Ri5ux> Omg im a 5 year
old
L772[08:56:50] <Ri5ux> you used a bad
word
L773[08:56:54] <Joban> I am.
L774[08:56:54] <Ri5ux> omgomgomg
L775[08:57:06] *
diesieben07 repeatedly shouts fuck
L776[08:57:24] <Subaraki> Pennyw95, pm
me
L777[08:57:39] <PaleoCrafter> Ri5ux, lots
of toddlers use worse words :P
L778[08:57:53] <Ri5ux> I was just being
complicated.
L779[08:57:56] <Subaraki> ive misse dhalf
of what you wanted to do
L780[08:58:41] ***
alekso56 is now known as alekso56_off
L781[08:58:42] <laci200270> also how many
little cubes equals a block in cubik?
L782[08:59:03] <gigaherz> hopefully
16
L783[08:59:05] <PaleoCrafter> Depends
:P
L784[08:59:05] <ZeuX> weeeeell..
<Joban> Techne is dead/dying now.
L785[08:59:08] <gigaherz> ;P
L786[08:59:16] <tmtu> the man
himself!
L787[08:59:30] <Joban> Hehe.
L788[08:59:31] <ZeuX> there's something
coming to the website at least
L789[08:59:32] <gigaherz> meh Techne just
needs an "export to json" option
L790[08:59:32] <gigaherz> ;P
L791[08:59:49] <PaleoCrafter> And proper
controls :P
L792[08:59:49] <gigaherz> or "export
to obj/b3d" ;P
L793[08:59:56] <PaleoCrafter> Like,
gizmos
L794[08:59:59] <ZeuX> gigaherz, done
L795[09:00:04] <gigaherz> ^_^
L796[09:00:10] <Joban> and proper
<insert feature>
L797[09:00:17] <ZeuX> I did a lot of work
on techne actually. it's jsut not online >.>
L798[09:00:23] <gigaherz> heh
L799[09:00:31] <ZeuX> well, the
architecture of it.
L800[09:00:50] <laci200270> so techne will
support jsons?
L801[09:01:24] <Joban> I am a horribly
picky person.
L802[09:01:35] <Joban> I like clean
appealing ui.
L803[09:01:36] <ZeuX> laci200270,
yes
L804[09:01:38] ***
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L806[09:01:59] <laci200270> and when the
update possible?
L807[09:02:02] ⇦
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L808[09:02:31] <Joban> Anyone familiar
with the LGPL?
L809[09:02:35] <ZeuX> good question,
idk
L810[09:02:45] ***
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L811[09:02:53] <diesieben07> Joban,
depends on what you mean by that :D
L813[09:03:14] <Joban> So if I dynamically
link the library do I have to release my source code?
L814[09:03:19] <ZeuX> I really want to
finish one other thing first. and then there is still some work to
do on techne.
L815[09:03:21] <Joban> or just provide a
copy of the libraries.
L816[09:03:22] <diesieben07> thats
GPL
L818[09:03:32] <diesieben07> LGPL removes
that restriction
L819[09:03:34] ⇦
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L820[09:03:40] <Ri5ux> Eventually I'd like
to see some UI updates to techne
L821[09:03:43] <Joban> Thought as
much.
L822[09:03:45] <diesieben07> if you use a
GPL library, you have to be GPL (or compatible)
L823[09:03:58] <diesieben07> if you use a
LGPL library, you can be closed source and proprietary
L824[09:03:59] <ZeuX> Ri5ux, for
example?
L825[09:04:00] <Joban> Thats commerically
too.
L826[09:04:10] <ZeuX> diesieben07, only if
it's not statically linked (for gpl)
L827[09:04:14] <Ri5ux> Just give it a more
modern feel. Feels oldish
L828[09:04:24] <yueh> LGPL might be tricky
with java xD
L829[09:04:24] <sham1> IT WORKS
L830[09:04:37]
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L831[09:04:38] <diesieben07> not sure i
understand :D whatever
L832[09:04:45] <Joban> Are you using JOGL
+ swing?
L833[09:04:51] <yueh> LGPL does not allow
inlining functions
L834[09:05:08] <yueh> (with >10
lines)
L835[09:05:17] *
laci200270 can't undersatnd how cubik works
L836[09:05:19] <sham1> The MethodHandle
can go screw itself
L837[09:05:52] <Joban> Cubik was made by
OBeeware
L838[09:06:01] <laci200270> yes i
know
L839[09:06:03] <ZeuX> Ri5ux, I guess
that's true
L840[09:06:17] <laci200270> but I got a
headche from cubik :D
L841[09:06:30] <laci200270>
*headache
L842[09:06:36] <Joban> I would assume they
use some gui framework.
L843[09:06:46] <Joban> QT, GTK, etc.
L844[09:06:50]
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L845[09:06:55] <Joban> Assuming its
C++
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L852[09:11:36] <diesieben07> thanks for
that.
L853[09:11:52] <yueh> does not say
anything about inlining at all
L854[09:12:18] <diesieben07> inlining is
something that the JVM does while your applicatino is running
L855[09:12:27] <diesieben07> the user does
not notice that and has no control over it.
L856[09:12:48] <diesieben07> and in
theory, a CPU might do that to your native c code as well
L857[09:13:13] <tmtu> you mean
compiler?
L858[09:13:25] <diesieben07> No, i don't
mean compiler
L859[09:13:37] <diesieben07> the compiler
is where the linking takes place, you ahve control over that.
L860[09:13:50] <diesieben07> i said in
theory
L861[09:13:52] <diesieben07> no CPU does
that.
L862[09:13:52] <Ri5ux> Oh! Zeux! I have
something that I think would be great for Techne.
L863[09:13:57] <diesieben07> (as far as I
am aware)
L864[09:14:17] <yueh> it's possible to
disable inlining
L865[09:14:21] <Ri5ux> Texture mapping,
dragging the texture mappings around on the map.
L866[09:14:28] <diesieben07> true, it
is
L867[09:14:28]
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L868[09:14:35] <Ri5ux> Instead of just
adjusting texture offset.
L869[09:14:36] <diesieben07> but it makes
java horribly slow
L871[09:15:08] <yueh> so if some stupid
lawyer thinks he could make money with it xD
L872[09:15:19] <ZeuX> Ri5ux, that's
exactly what's breaking the online editor ^^'
L873[09:15:26] <Ri5ux> Oh lol.
L874[09:15:33] <ZeuX> but yes, I
agree
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L884[09:45:05] <Simulac> guys does
BlockPos's equal() work properly?
L885[09:45:20] <sham1> It should
L886[09:45:21] <diesieben07> yes
L887[09:46:25] <Simulac> huh I'll have to
do some testing
L888[09:48:16] *
laci200270 restarts computer
L889[09:48:21] ⇦
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L890[09:48:52] <Simulac> yea it works
fine,
L891[09:52:04] <Joban> Simulac, the infact
milk.
L892[09:52:16] <Joban> Oh wait thats
Similac.
L893[09:52:29] <Simulac> haha
L894[09:59:17]
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L900[10:05:27] <Szernex> I wish it was
mandatory for mod jars to have a standard version format -.-
L901[10:06:50] <PaleoCrafter> Modders be
bitching, Szernex :P
L902[10:07:15] <PaleoCrafter> And you can
never rely on a jar name :P
L903[10:08:36]
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L905[10:09:14] <Szernex> well I know, it's
just a pet peeve
L906[10:17:48] ***
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L910[10:22:39] <williewillus> what's a mod
example of a crop that works like melons? Need to see how to check
for them (stem + extra block appears randomly)
L911[10:22:49] <williewillus> i'm guessing
just instanceof BlockStem but not sure
L912[10:25:03] ⇦
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L913[10:26:24] <gigaherz> never seen any
pumking/melon-like thing done by a mod
L914[10:26:30] <gigaherz> pumpkin*
L915[10:26:58] <gigaherz> turns out
pumking is a beer brand
L916[10:27:01] <gigaherz> funny
L917[10:27:04] <gigaherz> because I don't
like beer ;P
L918[10:28:25] <yueh> why can't java have
tuples
L919[10:28:51] <gigaherz> hm doesn't
it?
L920[10:29:09] <PaleoCrafter> It can
:P
L921[10:29:15] <gigaherz> C# tuples are
implemented the hard way
L922[10:29:18] <PaleoCrafter> No syntactic
sugar though
L923[10:29:23] <gigaherz>
Tuple<T1,T2>
L924[10:29:26] <gigaherz>
Tuple<T1,T2,T3>
L925[10:29:31] <gigaherz>
Tuple<T1,T2,T3,4> ... until 15
L926[10:29:56] <diesieben07> java doesn't
have tuples because java doesn't have value types
L927[10:29:57] <gigaherz> thne it has
Tuple.Create(items) with inference
L928[10:30:05] <gigaherz> but it has
Pair
L929[10:30:07] <diesieben07> they want to
wait until java 10 with value types
L930[10:30:09] <sham1> Why does java not
have value types...
L931[10:30:09] <gigaherz> so why not
Triplet ;P
L932[10:30:15] <diesieben07> sham1, it is
being worked on ;)
L933[10:30:16] <gigaherz> sham1: design
choice.
L934[10:30:24] <sham1> I know it is being
worked on
L935[10:30:26] <williewillus> because
adding value types to a type erased environment is a whole can of
worms
L936[10:30:31] <gigaherz> when java was
designed, they hardcoded the basic primitive types
L937[10:30:37] <sham1> Why
L938[10:30:39] <gigaherz> and said
"EVERYTHING ELSE SHALL BE AN OBJECT!"
L939[10:30:39] <sham1> Just why
L940[10:30:46] <gigaherz> it was cool back
then
L941[10:30:48] <Ordinastie> !gm
func_147500_a 1.7.10
L942[10:30:59] <sham1> They could have
gone all the way and made the primitives into objects
L943[10:31:02] <yueh> value types are
probably the first thing which get cut from java 10
L944[10:31:05] <gigaherz> no they
couldn't
L945[10:31:07] <williewillus>
performance
L946[10:31:08] <gigaherz> they have
different semantics
L947[10:31:11] <sham1> So we would not
even need wrapper classes such as integer
L948[10:31:24] <gigaherz> sham1: imagine 1
!= 1
L949[10:31:28] <gigaherz> because they are
different instances
L950[10:31:28]
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L951[10:31:44] <PaleoCrafter> Just get rid
of it at a language level :P
L952[10:31:45] <yueh> not
necessarily
L953[10:31:51] <Ri5ux> Java 10
L954[10:31:52] <williewillus> yeah at
language level
L955[10:31:52] <Ri5ux> What
L956[10:31:56] <Ri5ux> What the hell is
going on
L957[10:31:58] <gigaherz> imagine
"byte" taking 64bit pointer + 20byte instance info + 1
byte content
L958[10:32:13] <gigaherz> yeah no
L959[10:32:18] <gigaherz> java needs MORE
valuetypes
L960[10:32:19] <gigaherz> not less
L961[10:32:19] <gigaherz> XD
L962[10:32:53] <williewillus> the current
biggest problem is genericizing over them
L963[10:32:55] <williewillus> since
they're not objects
L964[10:33:11] <williewillus> you either
fragment the generic system or break stuff :|
L965[10:33:12] <gigaherz> yeah but that
has a simple (but annoying) solution
L966[10:33:13] <diesieben07> they are
working on generic specialization
L967[10:33:26] <diesieben07> it will have
some JVM stuff to make it work
L968[10:33:29] <yueh> i'm for breaking the
generic system
L969[10:33:32] <williewillus> ^
L970[10:33:33] <williewillus> lol
L971[10:33:45] <diesieben07> not with
java
L972[10:33:45] <williewillus> but people
maintaining code written in java 1 aren't
L973[10:33:54] <diesieben07> java will
always be backwards compatible
L974[10:33:58] <diesieben07> thats their
mantra
L975[10:34:12] <tmtu> gigaherz: 20 byte
instance info, wot?
L976[10:34:14] <Ri5ux> Why do I see talk
of Java 10 here... we don't even have Java 9 yet.
L977[10:34:15] <PaleoCrafter> Eh, no,
yueh
L978[10:34:27] <gigaherz> tmtu: on a 64bit
system? well at least ;P
L979[10:34:27] <diesieben07> Ri5ux,
because java 10 will be amazing :D
L980[10:34:28] <PaleoCrafter> Then scala
will have problems :P
L981[10:34:28] <williewillus> because all
java 9 is getting is project jigsaw probably
L982[10:34:35] <tmtu> do you mean
bit?
L983[10:34:39]
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L984[10:34:40] <williewillus> and maybe
some lambda performance tuning
L985[10:34:41] <laci200270> sham1, i can
use the pipe models of your mod?
L986[10:34:50]
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L987[10:35:02] <gigaherz> tmtu: no I mean
that an empty object on a 32bit jvm already takes like 16 bytes,
and a bit extra on 64bit jvm I presume
L988[10:35:02] <gigaherz> ;P
L989[10:35:18] <tmtu> 16bytes and 1 bit
:)?
L991[10:35:33] <tmtu> empty class takes 16
on 64bit for me
L992[10:35:36] <mage_dragon> does any one
know if forge stores the version.json file any where or is it only
located inside the forge universal jar?
L993[10:35:37] <tmtu> (12 with
padding)
L994[10:35:46] <williewillus> how were
they ging to solve the genericizing value type problem?
L995[10:35:47] <yueh> PaleoCrafter: break
generics and do it right
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L997[10:35:59] <gigaherz> tmtu well I
rounded up to 20, then ;P
L998[10:36:05] <yueh> not with type
erasure
L999[10:36:09] <gigaherz>
williewillus:
L1000[10:36:10] <diesieben07>
mage_dragon, it is generated by the installer
L1002[10:36:17] <tmtu> it aligns to
multiple of 8, gigaherz
L1003[10:36:19] <tmtu> so 24
L1004[10:36:22] <tmtu> :))
L1005[10:36:23] <halvors> Anyone know how
to workaround this?
L1006[10:36:37] <gigaherz> you'd need a
special version of the class for valuetypes
L1007[10:36:37] <halvors> The problem
seems to be my general type.
L1008[10:36:43] <gigaherz> that
"knows" the size of each element
L1009[10:36:52] <gigaherz> and then
generate an interface for it ;P
L1010[10:36:56] <PaleoCrafter> I doubt
they'd go for definition site variance, even if they were to
reimplement it with reification
L1011[10:37:03] <sham1> laci200270, if
you credit me correctly
L1012[10:37:07] <laci200270> ok
L1013[10:37:11] <sham1> And of course you
should use a different texture
L1014[10:37:11] <gigaherz> C#'s
reification works at VM level
L1015[10:37:14] <mage_dragon> ok thanks
disesieben07 guess i need to go look how its generated
L1016[10:37:20] <gigaherz> but
dynamically specializing a class instance
L1017[10:37:23] <gigaherz> by*
L1018[10:37:56] <gigaherz> you just need
to keep the erased interface
L1019[10:38:00] <gigaherz> for
backward-compat
L1020[10:38:04] <gigaherz> so you'd end
up with like
L1021[10:38:06] <tmtu> like c++?
L1022[10:38:08] <tmtu> templates
L1023[10:38:26] <gigaherz> class
ReifiedArrayList<type> implements List,
ReifiedList<type>
L1024[10:38:32] <diesieben07> halvors,
don't implement IMessage and IMessageHanlder on the same
class
L1025[10:38:37] <laci200270> sham1, also
i'm not sure i'll use yours i still trying to make my own
model
L1026[10:38:45] <williewillus> they might
just do that, they've been interested in dynamic stuff lately (the
late binding thing for the Lambda Factory)
L1027[10:38:46] <gigaherz> the List
interface could simply be wrappers that cast to the internal
type
L1028[10:38:52] <sham1> take some
inspiration from mine
L1029[10:39:07] <williewillus> that
bsaically doubles your generic library size wit hduplicate code
though
L1030[10:39:10] <williewillus> I doubt
they'd do that
L1031[10:39:18] <laci200270> also what
modeler you used?
L1032[10:39:34] <halvors> diesieben07:
Why not, then i avoid using multiplie classes :)
L1033[10:39:55] <gigaherz> williewillus:
well they have multiple io packages and such, it's not like they
seem too concerned about redundant libraries ;P
L1034[10:40:02] ***
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L1035[10:40:10] <diesieben07> halvors,
then why do you not make your main mod class extned Blcok to re-use
it? You could save a class!! :D
L1036[10:40:33] <gigaherz> they just need
to add some "java.collections.reified" ;P
L1037[10:40:45] <laci200270> sham1, also
what modeler you used?
L1038[10:40:54] <williewillus> halvors:
doesnt the IMessageHandler need the type param too?
L1039[10:40:57] <sham1> What do you
mean
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alekso56_off is now known as alekso56
L1041[10:41:01] <sham1> I wrote the
JSONs
L1042[10:41:06] <laci200270> oh
L1043[10:41:07] <williewillus>
ImessageHandler<PacketRequestData<T>, IMessage>
L1044[10:41:13]
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L1045[10:41:14] <diesieben07> gigaherz,
they already have a thing for this planned :D conditional methods
that only exists when the type parameter is e.g. value type or
reference type
L1046[10:41:15] <laci200270> so notepad
:D
L1047[10:41:20] <PaleoCrafter> gigaherz,
that's what's annoying me about c# :P
L1048[10:41:26] <sham1> More like IDEA
but basically
L1049[10:41:31] <PaleoCrafter> All I want
is value types and actual specialisation :3
L1050[10:41:38]
⇦ Parts: mage_dragon (~mage_drag@152.30.114.205) (Talk To you
later all))
L1051[10:41:56] <gigaherz> diesieben07:
conditional methods....
L1052[10:41:59] <gigaherz> seem
weird
L1053[10:42:05] <diesieben07> how
so?
L1054[10:42:16] <gigaherz> but I guess it
makes sense
L1055[10:42:27] <diesieben07> a
List<boolean> is better represented by a BitSet than a
boolean[]
L1056[10:42:34] <diesieben07> conditional
methods allow things like that.
L1057[10:42:52] <gigaherz> yeah i guess
they'd be useful for generic specialization
L1058[10:44:15] <gigaherz> the closest
thing C# has are explicit interface methods, that are only exposed
by an interface, but not the main class
L1059[10:44:20] <AbrarSyed> use the trove
collections
L1060[10:44:48] *
AbrarSyed mutters that sourceforge is offline
L1061[10:44:50] <gigaherz> AbrarSyed: we
were talking about the potential implementation of Valuetypes into
Java
L1062[10:45:04] <AbrarSyed> uh thats
already planned for java 9 right?
L1063[10:45:06] <gigaherz> and how they
could possibly be achieved when combined with generic
parameters
L1064[10:45:13] <AbrarSyed> btw, project
jigsaw looks freaking AWESOME
L1065[10:45:20] <yueh> i hope down
forever?
L1066[10:45:23] <gigaherz> no
L1067[10:45:28] <PaleoCrafter> They foot
delayed
L1068[10:45:39] <PaleoCrafter> *got
L1069[10:45:40] <AbrarSyed> they delayed
AGAIN!?!?!?
L1070[10:45:46] <gigaherz> the datacenter
that hosts slashdot, sourceforge and a few other sites of the same
owners had massive filesystem corruption
L1071[10:45:47] *
AbrarSyed wants native json
L1072[10:46:06] <gigaherz> they
prioritized slashdot
L1073[10:46:07] <PaleoCrafter> Jigsaw is
about the only thing Java 9 has
L1074[10:46:13] <williewillus> what *is*
jigsaw :p
L1075[10:46:15] <Ri5ux> Lawnmower.
L1076[10:46:17] <gigaherz> then started
recovering the project data
L1077[10:46:29] *
smbarbour mutters something about it not being surprising since
SourceForge started injecting crap into downloads.
L1078[10:46:32] <PaleoCrafter>
Modularisation of Java libraries
L1079[10:47:13] <gigaherz> smbarbour: the
blog post mentioned how they are so "open" and use
opensource software for everything and such
L1080[10:47:17] <gigaherz> it sounded
like an implicit blame
L1081[10:47:18] <gigaherz> XD
L1082[10:47:24] <PaleoCrafter>
Module-private access to stuff (actually hide your
implementation)
L1083[10:47:27] <yueh> the issues with it
will be hilarious xD
L1084[10:47:55] <gigaherz> hmm does java
have "internal" access type?
L1085[10:48:08] <gigaherz> (as in,
something that's public within a package and sub-packages
only)
L1086[10:48:08] <williewillus> no
L1087[10:48:14] <williewillus>
protected?
L1088[10:48:25] <williewillus> or
package-private (no modifier)
L1089[10:48:26] <PaleoCrafter> No
modifier is package private
L1090[10:48:29] <gigaherz> protected in
C# means within the class and subclasses
L1091[10:48:37] <gigaherz> ah
L1092[10:48:46] <gigaherz> C#'s
no-modifier means private
L1093[10:48:47] <yueh> like purging awt
from a server jre and then having all the crashes because someone
abused the Point class
L1094[10:48:48] <PaleoCrafter> And
protected is subclass + package
L1095[10:48:59] <gigaherz> o_O
L1096[10:49:13]
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L1097[10:49:14] <diesieben07> there is no
such thing as "sub-packages" in java
L1098[10:49:22] <PaleoCrafter> That
too
L1099[10:49:25] <gigaherz> eh?
L1100[10:49:26] <diesieben07>
"java" and "java.util" are not at all
related
L1101[10:49:29] <Ordinastie> diesieben07,
and I find that annoying
L1102[10:49:30] <gigaherz> pff
L1103[10:49:38] <gigaherz> everyhingi n
a.b should be able to see a
L1104[10:49:38] <diesieben07> they are
just as distinct as "java" and
"net.minecraft"
L1105[10:49:41] <PaleoCrafter> Packages
are not hierarchical
L1106[10:49:44] <yueh> yeah. i want scala
packages
L1107[10:49:45] <gigaherz> that sucks
XD
L1108[10:49:59] <gigaherz> what's the
point of showing them hierarchically in the IDEs if they aren't?
;P
L1109[10:50:19] <Ordinastie> I often want
stuff not to be accessible from outside but at least be accessible
from stuff related inside sub packages
L1110[10:50:22] <PaleoCrafter> It makes
sense treating them hierarchically :P
L1111[10:50:23] <yueh> because folders
are usually shown this way?
L1112[10:50:31] <AbrarSyed> gigaherz, and
thats why eclipse shows you them flat by default
L1113[10:50:35] <gigaherz> yueh, yeah but
one assumes certain semantics
L1114[10:51:08] <gigaherz> such as a
nested class being able to access the private fields of the
containing class
L1115[10:51:24] <yueh> not really
L1116[10:51:26] <gigaherz> or a
sub-package being able to see the package-only things of the parent
package
L1117[10:51:47] <gigaherz> well I do
;P
L1118[10:52:04] <AbrarSyed> then you are
simply wrong and mistaken :)
L1119[10:52:12] <AbrarSyed> I wish it was
like that.. but alas it is not so
L1120[10:52:45] <gigaherz> nah I can
accept that it's otherwise
L1121[10:52:51] <gigaherz> it just annoys
me greatly ;p
L1122[10:53:13] <gigaherz> it means I
have to do extra work to remember which things are "not as I'd
expect them to be"
L1123[10:53:35] <PaleoCrafter> Use scala
and everything works as you intuit :P
L1124[10:53:41] <AbrarSyed> I dont know
of any language that DOES handle them hirarchically..
L1125[10:53:43] <gigaherz> yeah xcept the
syntax
L1126[10:54:04] <halvors> diesieben07:
Ok, i'm not using the same class, still throwing errors.
L1127[10:54:06] <gigaherz> every time I
see code written in scala I have the feeling someone read my mind
and used as ideas everything that I dislike from other
languages
L1128[10:54:06] <gigaherz> XD
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L1131[10:54:22] <diesieben07> halvors,
updated code please.
L1132[10:56:27] <yueh> scala actually has
a real hierarchy
L1133[10:56:38] <diesieben07> well, they
fake it :P
L1135[10:57:14] <PaleoCrafter> Shhh,
you're runining the illusion
L1136[10:58:11] <yueh> which one? that
there are none? or that scala is not hierarchical?
L1137[10:58:40] <diesieben07> that the
JVM does not treat packages hierarchical
L1138[10:58:56] <williewillus> it looks
like they're going for on-demand specialization of generics for the
value types
L1140[10:59:08] <diesieben07> yep
L1141[10:59:14] <diesieben07> something
like invokedynamic but for classes
L1142[10:59:23] <yueh> in the same way we
could say java is just faking OOP as there are no objects at the
hardware layer xD
L1143[10:59:23] <diesieben07> which is
actually very cool
L1144[10:59:43] <PaleoCrafter> And scala
will be able to leverage that feature even further :P
L1145[11:00:17] <williewillus> lol
L1146[11:00:39] <diesieben07> *cough*
tuples *cough*
L1147[11:00:47] <diesieben07> *cough*
FunctionN *cough*
L1148[11:01:16] <PaleoCrafter>
Indeed
L1149[11:01:42] <diesieben07> the
almighty Brian has hinted that we might get tuples in java because
of this
L1150[11:02:01] <yueh> which will be
delayed to java12?
L1151[11:02:06] <diesieben07> lol
nah
L1152[11:02:09] <PaleoCrafter> Still no
pattern matching :P
L1153[11:02:17] <diesieben07> once they
have this, tuples will are trivial to do
L1154[11:02:33] <yueh> hm. pattern
matching
L1155[11:02:34] <diesieben07> they pretty
much just have to add the syntax to the parser
L1156[11:02:40] <yueh> but the real
horror is still xml in scala xD
L1157[11:03:08] <PaleoCrafter> It will
get stripped out soon, iirx
L1158[11:03:23] <williewillus> what would
value types be useful for in mc?
L1159[11:03:32] <PaleoCrafter>
BlockPoy
L1160[11:03:36] <PaleoCrafter> *Pos
L1161[11:03:43] <yueh> on one side it's
nice and probably the best xml lib i've used. but the syntax
L1162[11:04:10] <diesieben07> best
usecase for value types: ITerators
L1163[11:04:19] <diesieben07> they are
useless object garbage
L1164[11:05:31] <PaleoCrafter> Iterators
are like the last thing that come to my mind when I think about
value types xD
L1165[11:05:44] <diesieben07> i know,
right?
L1166[11:05:50] <diesieben07> but they
are a great for it.
L1167[11:05:58] <PaleoCrafter> Yeah,
sure
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L1173[11:18:30] <Ri5ux> How do I get an
opposite of a direction using ForgeDirection?
L1174[11:18:57] <PaleoCrafter>
getOpposite...
L1175[11:19:05] <Ri5ux> Not seeing that
method..
L1177[11:19:28] <diesieben07> it does
exist though :P
L1178[11:19:45] <Ri5ux> I see OPPOSITES
as an int array... but I've got no clue how to use it.
L1179[11:19:55] <diesieben07> you don't.
getOpposite does it for you.
L1180[11:19:56] <williewillus>
ForgeDirection.YOURDIRECTION.getOpposite
L1181[11:20:13] <PaleoCrafter>
laci200270, and you're a vampire?
L1182[11:20:17] <Ri5ux> Ohhh,
thanks!
L1183[11:20:38] <laci200270>
PaleoCrafter, no
L1184[11:20:43]
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L1185[11:21:10] <laci200270> MC not want
to create x-ray
L1186[11:21:22] <laci200270> so it
created mirror :D
L1187[11:21:34] <laci200270> also block
definition not found
L1188[11:22:00] <PaleoCrafter> You're not
reflected -> either it's not a mirror or you're a vampire
L1189[11:22:28] <Ri5ux> Or both
L1190[11:22:33] <laci200270> its not a
mirror
L1191[11:22:38] <laci200270> its a buged
blockstate
L1192[11:22:42] <laci200270>
*bugged
L1193[11:22:44] <gigaherz> it's a
"sky block"
L1194[11:22:44] <gigaherz> ;P
L1195[11:22:51] <laci200270> :D
L1196[11:23:05] <laci200270> i it think
should published
L1197[11:23:08] <laci200270> :D
L1198[11:23:23] <gigaherz> either extra
utilities or openblocks has that already
L1199[11:23:33] <laci200270>
openblocks
L1200[11:23:47] <laci200270> oh it works
throught a grass block
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L1203[11:26:32] <laci200270> any ideas
how can i fix it?
L1204[11:27:08] <PaleoCrafter> Look at
the brewing stand
L1206[11:31:12] <williewillus> why are
you referencing a debug texture lol
L1207[11:31:18] <laci200270> yes
L1208[11:31:32] <PaleoCrafter> What's
your name? - Yes
L1209[11:31:49] <laci200270> oh i read
incorrectly
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L1211[11:32:06] <laci200270> it because i
tried to setup it with b3d
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L1213[11:32:12] <laci200270> but i gave
up
L1214[11:33:51] <williewillus> maybe
parse it in vanilla (remove forge_marker)
L1215[11:34:01] <williewillus> and are
capitals allowed in texture vars? don' remember
L1216[11:36:13] <laci200270> forge marker
remove not fixed
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L1220[11:40:35] <laci200270> i never
loved the rendering :D
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L1224[11:43:11] <williewillus> is the
texture missing or model just not present?
L1225[11:43:59] <laci200270> model not
presented
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L1229[11:45:41] <skits> If i wanted to
see what changes need to be made in a mod to update it to a
specific forge version compatibility where would I start?
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L1231[11:46:01] <williewillus> resetup
the new forge version, open the project, and fix al lthe errors
:p
L1232[11:46:35] <williewillus>
laci200270: your texture is in the wrong place
L1233[11:46:50] <laci200270> the texture
not matter now
L1234[11:46:56] <skits> I wouldnot jsut
compare the two versions of forge doing a dif and then compare the
dif changes to the code in the mod?
L1235[11:47:05] <williewillus> skits:
that would be more work tbh :p
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L1237[11:47:07] <laci200270> the model
definition missing
L1238[11:47:19] <williewillus>
laci200270: if the model is wrong then it would show purple and
black, not a transparent thing
L1239[11:48:01] <williewillus> also you
never assign your #steel texture variable
L1240[11:48:07] <williewillus> nor is
your #Material texture variable ever used
L1242[11:48:40] <laci200270> that fixed
now
L1243[11:48:52] <laci200270> the steel
thing
L1244[11:49:43] <williewillus> oh those
errors are because you haven't declared the item model (not block,
item)
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L1246[11:50:51] <laci200270> so what
should i do?
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L1248[11:51:57] <williewillus> well first
of all does the block show up correctly when placed in world?
L1249[11:52:14] <williewillus> oh wait
nvm your in world model is also wrong I didn't see the
#normal
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L1251[11:57:00] <Norgalyn> Hey, is there
any popular mod known to have issues with world leaking? Because
i'm experiencing: "World may have leaked: seen 305
times.
L1252[11:57:01] <Norgalyn> "
L1253[11:57:18] <Ri5ux> You're gonna need
more tape.
L1254[11:58:46] <gigaherz> Norgalyn: I
fail to see how that'd help you
L1255[11:58:48] <gigaherz> XD
L1256[11:59:00] <gigaherz> if the modhas
issues, it's doing thingswrong
L1257[11:59:13] <gigaherz> so you'd
better look at mods WITHOUT issues ;p
L1259[12:00:01] <Norgalyn> I guess that
mod without issues doesn't exist right? Is there anything i can do
with it, because my MC freezes everyrfew seconds for a bit and it's
kinda unplayable
L1260[12:00:27] <diesieben07> if your MC
freezes you most likely haven't given it enough ram
L1261[12:00:39] <diesieben07> therefor
the garbage collector freezes your game
L1262[12:00:43] <Norgalyn> Ok, gonna up
that
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L1265[12:05:15] <Norgalyn> Thanks, hope
that works
L1267[12:05:59]
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L1268[12:06:01] <Ri5ux> Stack overflow is
on lines 100 and 63
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L1272[12:07:52] <Ri5ux> COFH's energy
api*
L1273[12:08:48] <Ordinastie> Ri5ux, you
can loop back to an already visited pos
L1274[12:09:00] <Ordinastie> like : turn
left 4 times
L1275[12:09:06] <Ordinastie> you need to
keep track of visited nodes
L1276[12:10:13] <Ri5ux> Loop back to an
already vistited position... not sure I follow on that part.
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L1278[12:10:52] <Ordinastie> what did you
do that for : if (direction != from.getOpposite()) ?
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(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net) (Read error:
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L1281[12:12:09] <Ri5ux> Thought that
would have prevented it from looping back and trying to send power
to the powerline that was pushing power into it
L1282[12:12:17]
⇨ Joins: Dimitriye98
(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L1283[12:13:58] <Zaggy1024> looks like
you're making it go back and forth repeatedly, because the call to
receiveEnergy uses from.getOpposite()
L1284[12:14:12] <Zaggy1024> maybe I'm not
understanding something you did, though
L1285[12:14:15] ***
big_Xplosion is now known as big_Xplo|AFK
L1286[12:14:44] <Ri5ux> I'm passing the
direction the power is coming from in receiveEnergy
L1287[12:14:46] <Ordinastie> Ri5ux, yes
but what happens when your line loops back to the origin ?
L1288[12:14:51] <Ri5ux> Then in the foor
loop checking the direction
L1289[12:15:01] <PaleoCrafter> shouldn't
it be direction.getOpposite?
L1290[12:15:15] <Ri5ux> I'm not testing
that much yet Ordinastie.
L1291[12:15:23] <PaleoCrafter> because if
you're coming from west but send energy up, you don't want to pass
east :P
L1292[12:15:28] <Ri5ux> Im simply trying
to make a straight line
L1293[12:15:30] <Ordinastie> and that's
why you have your StackOverFlow
L1294[12:15:44] <Ordinastie> *ah
L1295[12:15:54] <Ri5ux> But I only have a
straight line of powerlines in the world.
L1296[12:16:07] <Ri5ux> And if im trying
to push in one direction, not backwards... it shouldnt have
problems
L1297[12:16:08] <Ri5ux> Right?
L1299[12:16:15] <Zaggy1024> well like I
said, it looks like it would just go forward and back
repeatedly
L1300[12:16:20] <PaleoCrafter> it does,
yes
L1301[12:17:21] <Ri5ux> Did that Paleo,
testing now.
L1302[12:17:44] <Ri5ux> Same thing
L1303[12:18:39] <Ri5ux> Wait i got
it
L1305[12:18:58] <Ri5ux> Thats the working
code
L1306[12:19:11] <Ri5ux> Changed line
96
L1307[12:19:39] <PaleoCrafter> and now
create a loop :P
L1308[12:19:46] <Ri5ux> I did, now I have
to fix that.
L1309[12:20:17] <diesieben07> You
probably have to maintain a Set<BlockPos> of "things i
have visited"
L1310[12:20:19] <Ri5ux> I could do this
though: check if energy exists in the powerline its trying to push
to
L1311[12:20:20] <diesieben07> and pass
that down the recursion
L1312[12:20:25] <diesieben07> if you are
in it, bail out
L1313[12:22:26] <Ri5ux> Wouldnt it be
more efficient to just check if the powerline it's trying to give
energy to has energy currently and if it does, dont push?
L1314[12:22:52] <Ri5ux> I just tried it
and it works for me
L1315[12:23:15]
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L1316[12:23:46]
⇨ Joins: Dimitriye98
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L1317[12:23:48] <Ri5ux> Actually, that
might be a bad idea...
L1318[12:31:57] <Ri5ux> I'm just gonna do
what you guys suggested. I like that better.
L1319[12:33:38] <Ri5ux> !gcm
createNewTileEntity
L1320[12:33:44] <Zaggy1024> you can limit
the number of stacks just to be safe
L1321[12:33:45] <Ri5ux> !gm
createNewTileEntity
L1322[12:33:53] <Zaggy1024> because it'll
probably crash if you make a loop otherwise
L1323[12:34:04]
⇨ Joins: Termin8or
(uid93719@id-93719.charlton.irccloud.com)
L1324[12:34:20] <diesieben07> why the
heck do you care abotu that method Ri5ux
L1325[12:34:31] <Ri5ux> Was checking
parameter names.
L1326[12:34:36] <Ri5ux> Mine were messed
up
L1327[12:34:38] <diesieben07> questino
remains :D
L1328[12:35:00] <Ri5ux> Block class had
incorrect parameter names
L1329[12:35:05] <Ri5ux> Lol thats the
only actual reason
L1330[12:35:22] <diesieben07> this method
is not in the Block class... thats why I ask ;:D
L1331[12:35:37] <Ri5ux> It is for
me...
L1332[12:35:46] <Ri5ux> I mean
L1333[12:35:50] <Ri5ux> After
implementing ITileEntityProvider it is
L1334[12:35:58] <diesieben07> yeah why
the heck do you use that :D
L1335[12:36:03] <diesieben07>
createTileEntity + hasTileEntity :D
L1336[12:36:05] <diesieben07> but oh
well
L1337[12:36:11] <Ri5ux> Huh
L1338[12:36:14]
⇨ Joins: mallrat208
(~mallrat20@142-197-84-231.res.bhn.net)
L1339[12:37:24] <Ri5ux> BlockContainer
has it, and I need that for Tile Entities... Right??
L1340[12:37:35] <diesieben07> no
L1341[12:37:38] <diesieben07>
BlockContainer is awful
L1342[12:37:44] <Ri5ux> There's a better
way?
L1343[12:37:44] <diesieben07> the methods
i posted above is all you need
L1344[12:38:00] <Ri5ux> Where are those
methods?
L1345[12:38:06] <diesieben07> in
Block
L1346[12:38:07] <diesieben07> you
override them
L1347[12:38:28] <Ri5ux> Wow...
L1348[12:38:32] <Ri5ux> I did not know
about those.
L1349[12:38:35] <Ri5ux> Thanks :P
L1350[12:38:49]
⇦ Quits: alfw| (~alfw@not.alf.network) (Ping timeout: 189
seconds)
L1351[12:41:27] ***
MorphFK is now known as Morphan1
L1352[12:43:57] <Ri5ux> !gm onBlockPlaced
1.7.10
L1353[12:44:00] *
Unh0ly_Tigg finds it stupid that ITileEntityProvider still uses int
based meta, instead of IBlockState
L1354[12:44:39] *
diesieben07 therefor does not use ITileEntityProvider
L1355[12:45:07]
⇦ Quits: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no) (Read error: Connection
reset by peer)
L1356[12:45:25] *
sham1 likes to speak in third person
L1357[12:45:58] *
diesieben07 wonders what it is called if a bot speaks in third
person
L1358[12:46:05] <diesieben07> third
bot?
L1359[12:46:22] <Unh0ly_Tigg> third
entity, be generic.
L1360[12:46:25] <sham1> Depends if the
bot is sentient enough to be consious
L1361[12:46:27] <PaleoCrafter> We prefer
the pluralis majestatis.
L1362[12:46:27] <diesieben07>
right.
L1363[12:46:30]
⇨ Joins: shadekiller666
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L1364[12:46:37] <shadekiller666> hello
peoples
L1365[12:46:39] <killjoy> If you write
about it, it's still 3rd person
L1366[12:46:57] *
diesieben07 finds it funny how people actually took him
serious
L1367[12:47:08] <killjoy> The robot in
question is made of 30% chromium
L1368[12:47:52] <killjoy> deadly deadly
chromium
L1369[12:47:56] <Ri5ux> !gm
onBlockActivated 1.7.10
L1370[12:48:11] ***
Cojo is now known as Cojo|noms
L1371[12:48:19] <shadekiller666> so these
2 guys have spent the last 3 years with a grant from Darpa figuring
out how to wirelessly hack into a Jeep Cherokee, to prove a point
that there are vulnaribilities
L1372[12:49:00] <killjoy> I prefer my
vehicles offline
L1373[12:49:14] <shadekiller666> good
luck finding one in today's market
L1374[12:49:28] <killjoy> I'll have to go
to yesterday's market
L1375[12:49:46] <shadekiller666> its a
scary thought that 400k cars could be shutdown all over the US with
the push of an enter key
L1376[12:49:49] <Ri5ux> Online vehicles,
what.
L1377[12:49:57] <shadekiller666>
mhmm
L1378[12:50:00] <PaleoCrafter> there's
still a lot of cars that don't have all that smart jizz bundled in
the basic version :P
L1379[12:50:01] <killjoy> They're
smart
L1380[12:50:11] <killjoy>
"jizz"
L1381[12:50:12] <Ri5ux> I'll just uh,
remove my wireless receiver thing?
L1382[12:50:15] <Ri5ux> <.<
L1383[12:50:18] <shadekiller666>
well
L1384[12:50:30] <shadekiller666> you'd
have to remove the entire entertainment system
L1385[12:50:30] <killjoy> I think you
mean "jazz"
L1386[12:50:32]
⇨ Joins: CovertJaguar (Railcraft@209.34.129.250)
L1387[12:50:32]
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L1388[12:50:40]
⇨ Joins: Tim020
(~Tim0@cpc25-farn7-2-0-cust147.6-2.cable.virginm.net)
L1389[12:50:49] <Ri5ux> I could bring a
laptop with me...
L1390[12:50:51] <PaleoCrafter> yup
:P
L1391[12:50:51] <Ri5ux> or
something
L1392[12:52:15] <Ri5ux> MineBot, do I
have your permission to PM you? :P
L1393[12:52:36] <shadekiller666> inb4 it
responds with a "No"
L1394[12:52:41] <Ri5ux> Lol
L1395[12:52:46] <PaleoCrafter> if you
like talking to a bot that won't respond you :P
L1396[12:52:49] <shadekiller666> in a
PM
L1397[12:53:53] <Ri5ux> TBH my client
refuses to open a private messaging tab with Minebot...
L1398[12:54:10] <shadekiller666> so thats
the ultimate NO
L1399[12:54:28] <shadekiller666> Minebot
itself won't let you open the window :P
L1400[12:54:38] <Ri5ux> I feel
violated.
L1401[12:55:09] <Ri5ux> !gm
getItemDropped 1.7.10
L1402[12:56:28]
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L1404[12:58:07]
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L1406[13:08:14] ***
Ashlee|off is now known as Ashlee
L1407[13:08:56] <Ri5ux> I see that in
1.7.110 getPickBlock is deprecated, is there a replacement?
L1408[13:09:17] <shadekiller666> isn't
there a player-aware version or something
L1409[13:10:29] <PaleoCrafter> tmtu, you
had the list of monospace fonts, right? :P
L1410[13:10:48] <williewillus> Ri5ux: the
replacement is right above it :p
L1411[13:10:57] <williewillus>
getPickBlock(mop, world, x, y, z, player)
L1412[13:11:11] <Ri5ux> Oh
L1413[13:11:26] <Ri5ux> Lol, makes sense.
Thanks
L1414[13:11:47] <Zaggy1024> apparently a
bug slipped through my radar way back on the blockstates loader
:(
L1415[13:11:59] <Zaggy1024> it seems as
though it gets an NPE when I remove a submodel
L1417[13:12:39] <PaleoCrafter>
thanks
L1418[13:13:16] <tmtu> i recommend Fira
Code :)
L1420[13:13:37] <tmtu> or just Fira
Mono
L1421[13:14:37] <yueh> oh.
ligatures
L1422[13:14:43] <PaleoCrafter> heh, I'm
fine with my font, somebody gave me a picture of a font sample
though and wanted to know what it is :P
L1423[13:14:48] <PaleoCrafter> and I knew
it was some coding font xD
L1424[13:14:50] <yueh> like sans bullshit
sans?
L1425[13:14:54] ***
Cojo|noms is now known as Cojo
L1426[13:15:30] <PaleoCrafter> Fira Code
looks impressive :O
L1427[13:15:52] <PaleoCrafter> will make
my Scala code looks so sexy
L1428[13:16:13] <williewillus> it says it
doesnt work in idea though
L1429[13:16:20] <PaleoCrafter> wat
L1430[13:16:21] <PaleoCrafter>
nuuuu
L1431[13:16:28] <yueh> scala is already
using that utf8 stuff, so no need for ligatures
L1432[13:17:05] <PaleoCrafter> I don't
want to enter the special characters though :P
L1433[13:17:40] <williewillus> the
feature request for IDEA is assigned though
L1434[13:17:43] <williewillus> so
hopefully soon(tm)
L1436[13:18:12] <yueh> uh. that does not
look good
L1437[13:19:23] <diesieben07> oh
god
L1438[13:19:26] <diesieben07> why did you
tell me about this
L1439[13:19:36] <diesieben07> now i will
forever hate the way it looks right now
L1440[13:20:13] <yueh> it looks really
awful in eclipse
L1441[13:21:12] <PaleoCrafter> eclipse
looks really awful in eclipse
L1442[13:21:15] <williewillus> ^
L1443[13:21:17] <williewillus> lol
L1444[13:21:41] <yueh> or any other
programm
L1445[13:21:56] <yueh> -m
L1446[13:22:04] <Ri5ux> Isnt Eclipse
designed by IBM or something.
L1447[13:22:24] <williewillus> i think
they're one of the major members or sponsors of the foundation or
something
L1448[13:22:33] <Ri5ux> Ah
L1449[13:22:39] <yueh> it looks fine at
like 72px
L1450[13:22:58] <Ri5ux> Because if IBM
designed it, I could completely understand why it looks the way it
does
L1451[13:23:11] <yueh> but any reasonable
size looks like the subpixel rendering is just screwed
L1452[13:23:41] <Ri5ux> IBM and Rational
Software founded it in 2001
L1453[13:24:11] <PaleoCrafter> looks fine
here, yueh :P
L1454[13:24:32] <yueh> it basically looks
like the os x font rendering stuff
L1455[13:24:40] <yueh> with like 120%
blur
L1456[13:24:48] <Ri5ux> lmao
L1457[13:24:49] ***
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L1459[13:25:17] <williewillus> remember
when idea didn't have highDPI support a couple months back
L1460[13:25:19] <yueh> basically black as
color looks like a light gray
L1461[13:25:19] <williewillus> bad
times
L1462[13:25:28] <Ri5ux> All I have to
complain about is the icons and overall theme
L1463[13:27:20] <Ri5ux> I also have hopes
that one day the default dark theme wont look like a candy
store.
L1464[13:28:06] <Simulac> Wait, is this
darcula?
L1466[13:29:05] <PaleoCrafter> I think
that looks fancy :P
L1467[13:29:30]
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timeout: 202 seconds)
L1468[13:29:32] <Simulac> it looks
nice
L1469[13:29:33]
⇨ Joins: CJ-Railcraft (Railcraft@65.183.205.154)
L1470[13:29:33]
MineBot sets mode: +v on CJ-Railcraft
L1471[13:29:38] <yueh> i'll probably get
a headache after like 10 minutes
L1472[13:29:45] <Simulac> so nice that I
can't stand any white themes ever
L1473[13:29:56] <Simulac> Visual Studio
white D:
L1474[13:30:09] <yueh> i don't recommend
the eclipse dark theme xD
L1475[13:30:19] <PaleoCrafter>
"dark"
L1476[13:30:21] <diesieben07> "dark
theme"
L1477[13:30:27] <diesieben07>
"theme"
L1478[13:30:36] <PaleoCrafter> "
"
L1479[13:30:41]
⇦ Quits: SoundLogic (~SoundLogi@natewp.scls.lib.wi.us) (Ping
timeout: 378 seconds)
L1480[13:30:44] <diesieben07>
"IDE"
L1481[13:30:46] <yueh> hm yeah. the dark
code style
L1482[13:30:50] <diesieben07> ok, that
was mean :D
L1484[13:31:07] <PaleoCrafter> I must
admit that eclipse actually handles Scala better than IDEA :P
L1485[13:31:32] <yueh> or multiproject
setups
L1486[13:32:00] <PaleoCrafter> meh, IDEA
handles those fine as well if you do it correctly :P
L1487[13:32:17] <Simulac> IntelliJ
shortcuts are the best
L1488[13:32:22] <yueh> (or better working
sets)
L1489[13:32:32] <PaleoCrafter> i.e. if
your build tool is set up for multiple projects, so is IDEA
:P
L1490[13:32:50] <yueh> it's more like
multiple multprojects
L1491[13:33:30] <yueh> with independent
build definitions
L1492[13:34:17] <yueh> and different
build tools xD
L1493[13:40:24] ***
big_Xplo|AFK is now known as big_Xplosion
L1494[13:41:14]
⇨ Joins: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no)
L1495[13:41:41] <Zaggy1024> priority is
still something I wish we had for blockstates :(
L1496[13:44:20] ***
big_Xplosion is now known as big_Xplo|AFK
L1497[13:45:04] <Ri5ux> Where's the
background color setting in eclipse?
L1498[13:45:17] <killjoy>
apearance?
L1499[13:45:31] <Ri5ux> I looked
there.
L1500[13:45:35] <Ri5ux> Not seeing
it
L1501[13:46:09] <Ri5ux> Oh wait, think i
found it. Its in Editors > Text Editors
L1502[13:46:48] <williewillus> oh man the
fastcraft async culling thing is awesome
L1503[13:46:53] <williewillus> i actually
get playable fps now
L1504[13:48:33]
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L1505[13:48:50]
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(~Szernex@178-191-101-4.adsl.highway.telekom.at) (Killed (NickServ
(GHOST command used by
Szernex_!~Szernex@88-117-113-8.adsl.highway.telekom.at)))
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L1507[13:48:56] <Ri5ux> Of course Eclipse
thought it was a good idea to stop responding,
L1508[13:49:12] <sham1> it is
eclipse
L1509[13:49:14] <sham1> of couraw
L1510[13:49:37] <Ri5ux> Guess its task
manager time
L1511[13:50:31] <yueh> maybe stop using
eclipse 3.2?
L1512[13:50:58]
⇦ Quits: JamEngulfer221
(~games@host86-181-112-62.range86-181.btcentralplus.com) (Quit:
JamEngulfer221)
L1513[13:51:05] <Ri5ux> ....
L1514[13:51:19] <Ri5ux> Eclipse 4.5
L1515[13:51:47] <yueh> the last crash i
can remember was an OOM one, stupid scala compiles needs way too
much memory
L1516[13:52:04] <Ivorius> IDEA just
stopped responding for 3 scary seconds for me too
L1517[13:52:23] <yueh> and that was
because forgetting to set the xms/xmx
L1518[13:52:27] <Ivorius> But then again,
I had 250 000 search results open :P
L1519[13:52:52] <Simulac> yueh, I took
your advice and implemented greedy best first search
L1520[13:52:53] <Simulac> it worked
L1521[13:53:18]
⇨ Joins: SoundLogic
(~SoundLogi@172-8-201-53.lightspeed.mdsnwi.sbcglobal.net)
L1522[13:56:02] <Ri5ux> Ugh, eclipse is
teasing me to death. Trying to set background color, I click apply,
it sets it, I click close or OK, and it sets it back to what it was
previously
L1523[14:04:00] ***
williewillus is now known as willieaway
L1524[14:06:16]
⇦ Quits: Mitchellbrine
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for inactivity)
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L1526[14:11:29] <Simulac> guys is there
any way to get the block id at a BlockPos
L1527[14:11:41] <Ri5ux> You shouldnt need
block IDs
L1528[14:11:57] <Ordinastie>
world.getBlockState(blockPos)
L1529[14:12:11] <Ordinastie> and no, you
shouldn't need a block ID
L1530[14:12:35] <Ivorius> I hereby forbid
you to henceforth think about int block IDs at all
L1531[14:12:50] <Ivorius> in your mind,
int block IDs don't exist
L1532[14:12:56] *
Ivorius snaps Ri5ux awake
L1533[14:13:00] <Simulac> "block IDs
don't exist"
L1534[14:13:07] <Simulac> What is this
block ID you speak of?
L1535[14:13:14] <Ivorius> Eh, Simulac
*
L1536[14:13:16] <Ri5ux> What... I just
told him he shouldnt need them
L1537[14:13:16] <Ordinastie> wrong
snapping target
L1538[14:13:24] <Ri5ux> <.<
L1539[14:13:35] <Ivorius> See, he got it
anyway :P
L1540[14:13:50] <Ordinastie> but he's
still sleeping
L1541[14:14:03] *
Ivorius snaps Simulac awake
L1542[14:14:11] *
Ivorius holds some Chloroform to Ri5ux' face
L1543[14:14:13] <Simulac> i am
awake
L1544[14:14:15] <Ivorius> See, all
fixed
L1545[14:14:19] <Ri5ux> :/
L1546[14:14:22] <Simulac> i had a
dream
L1547[14:14:29]
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L1548[14:14:48] <Simulac> each block had
this thing called a block id
L1549[14:14:57] <Simulac> sorry
nightmare*
L1550[14:15:07] <sham1> They have, they
just never are exposed :PÅ
L1551[14:15:07] ***
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L1552[14:15:21]
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L1553[14:15:52] <Ivorius> Use Block
references in code
L1554[14:15:57] <Zaggy1024> sigh
L1555[14:16:01] <Zaggy1024> eclipse
screwed up the bin folder
L1556[14:16:03] <Ivorius> And String IDs
(e.g. minecraft:stone) for storing
L1557[14:16:12] <sham1> yeh
L1558[14:16:58] <Simulac> So wait, how
would I go about correctly checking if a block is stone
L1559[14:17:08] <Ordinastie> block ==
Blocks.stone
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L1561[14:17:23] <Simulac> ah i see
L1562[14:17:28] <yueh> why even check for
stone (for path finding)
L1563[14:18:04] <Ri5ux> Honestly,
lawnmower.
L1565[14:18:45] <Simulac> well before I
add jumping, I'm going make it walk around single blocks of
dirt
L1566[14:21:37]
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L1567[14:22:56] <Ri5ux> Nobody will ever
understand lawnmower.
L1568[14:23:00]
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L1569[14:23:10] <PaleoCrafter>
jigsaw?
L1570[14:23:18] <Ri5ux> wat
L1571[14:23:22] <Pennyw95> are models
coded by tabula good to go or do they have to be modified like
techne's ones?
L1572[14:23:31] <Ri5ux> blowtorch
L1573[14:23:41]
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L1574[14:23:58] <Tigg> Hello
everyone!
L1575[14:24:09] <Ri5ux> Pennyw95, I'd
assume all modeling software is going to export models that need
adjustments.
L1576[14:24:23]
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L1577[14:24:30] <Pennyw95> Well, that
would be in the renderer
L1578[14:25:02] <Pennyw95> But in the
very model class, techne requires that the paramter entity is added
to a method. I was wondering if Tabula requires that too
L1579[14:25:16] <Ri5ux> Find out?
L1580[14:25:22] <PaleoCrafter> no, it
actually has a working exporter :P
L1581[14:25:44] <Pennyw95> ha, cool
L1582[14:26:04] <Pennyw95> I'm
cruisin'
L1583[14:26:19] <Pennyw95> (cause I can't
see shit)
L1584[14:27:29]
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L1588[14:33:07] <shadekiller666> if i
found a bug in forge and fixed it, should i submit a bug report at
the same time i submit the PR with the fix?
L1589[14:33:57]
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L1590[14:35:33] <Ri5ux> I'd just submit
the PR, but don't quote me.
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L1593[14:39:41] <Pennyw95> the last one
also has IconRegister instead of IIconRegister so it must be 1.6.4
:|
L1594[14:39:53]
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L1595[14:41:07] <Ri5ux> Either of them
would work really...
L1596[14:41:20] <gigaherz> Pennyw95: the
wiki is somewhat abandoned
L1597[14:41:28]
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L1598[14:41:43] <Pennyw95> oh
L1600[14:41:51] <gigaherz> but it's in
its early stages
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L1602[14:42:14] <Ri5ux> Personally I like
the wiki better already :/
L1603[14:42:17] <gigaherz> the files for
that site are in the repository
L1604[14:42:26] <gigaherz> so they work
using the same PR system as the rest of forge
L1605[14:42:34] <Pennyw95> that's
nice
L1606[14:42:38] <gigaherz> yo ucan just
fork the forge repo, edit from within Github
L1607[14:42:40] <gigaherz> and make a PR
for it
L1608[14:42:52] <Lapiman> I have it so
that when you click on a block with an item, the block changes to
another block using setBlock() (this is 1.7)
L1609[14:42:54] <Pennyw95> but I can't
see anything about tesr there...
L1610[14:43:10] <Lapiman> However, if I
use the item to change the block I'm standing on, the time it takes
setBlock() to run is enough for the player to fall through the
block
L1611[14:43:16] <gigaherz> yeah as I
said, it's extremely incomplete
L1612[14:43:17] <Lapiman> How could I fix
this?
L1613[14:43:22] <gigaherz> that
said
L1614[14:43:23] <Pennyw95> those
blockstates look quite an improvement tho
L1615[14:43:30] <gigaherz> IIRC the TESR
system hasn't changed THAT much
L1616[14:43:44] <gigaherz> so a 1.6/1.7
TESR example should be relatively easy to adapt to 1.8
L1617[14:43:53] <diesieben07> Lapiman,
that should not happen... can you show your code?
L1619[14:44:47] <Lapiman> It is in
onUseHoe()
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L1621[14:45:26] <Ordinastie> if it's your
blocks, use onBlockActivated
L1622[14:46:06] <Ordinastie> wait, I was
looking at wrong method
L1623[14:46:58]
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L1624[14:47:05] <diesieben07> hmmm no
idea why that is
L1625[14:47:18] <Ri5ux> diesieben07,
Switching to createTileEntity in Block broke my rendering. Cant see
any TileEntities.
L1626[14:47:33] <diesieben07> did you
also add hasTileEntity?
L1627[14:47:40] <Ri5ux> No, forgot
that.
L1628[14:47:53]
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L1630[14:48:07] <diesieben07> i did not:
diesieben07> createTileEntity + hasTileEntity :D
L1631[14:48:24] <Ordinastie> he meant he
forgot it
L1632[14:48:25] <Ri5ux> I mean I forgot
to do that.
L1633[14:48:27] <Ri5ux> Yeah
L1634[14:48:35] <diesieben07> Oh wtf is
wrong with my brain
L1635[14:48:42] <diesieben07> I totally
read that as "No, you forgot that."
L1636[14:48:46] <Ri5ux> lol
L1637[14:49:02] <Ri5ux> Assuming I just
have to return true?
L1638[14:49:06] <diesieben07> yeah
L1639[14:49:11] <Ri5ux> Alright,
thanks
L1640[14:49:24]
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L1641[14:49:38] <Flenix> Hey, does anyone
know if there's a channel for Opis/ProfMobius?
L1642[14:50:00] <shadekiller666> Lex, i
noticed a bug with ExtendedBlockStates and implemented a fix for
it, should i post a bug report about the bug at the same time i
submit the fix in a PR? or should I just submit the PR?
L1643[14:50:12] <diesieben07> just submit
the PR...
L1644[14:50:17] <Ri5ux> ^
L1645[14:50:19] <shadekiller666> k
L1646[14:51:51]
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L1649[14:55:05]
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L1651[14:57:27] <laci200270> Pennyw95,
yes
L1652[14:57:35]
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L1653[14:57:40] <Pennyw95> perfect :)
thanks!
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L1655[14:59:37] <sham1> Note, works on
1.8
L1656[15:01:48] <gigaherz> Ididsay
L1657[15:01:48] <gigaherz> [21:43]
(gigaherz): IIRC the TESR system hasn't changed THAT much
L1658[15:01:48] <gigaherz> [21:43]
(gigaherz): so a 1.6/1.7 TESR example should be relatively easy to
adapt to 1.8
L1659[15:01:49] <gigaherz> ;P
L1660[15:02:13] <gigaherz> if it happens
that one of the functions has changed names, you have mcpbot here
to help
L1661[15:02:14] <gigaherz> ;P
L1662[15:02:26] <Ri5ux> It's hot in
topeka.
L1663[15:03:18] <gigaherz> dunno where
topeka is, but it's hot here too, but that's why we bought an
AC
L1664[15:03:29] <Ri5ux> Lol not
literally.
L1665[15:03:40] <Ri5ux> Its a quote from
something :P
L1666[15:03:46] <gigaherz> yeah guessed
as much
L1668[15:03:57] <laci200270> gigaherz,
not changed much :D
L1669[15:04:02] <diesieben07> not sure
what the fuck that is though.
L1670[15:04:03] <gigaherz> but I like to
ignore such things and answer regardless ;P
L1671[15:04:22] <laci200270> just the
hook for them removed
L1672[15:05:13] <diesieben07> Not
true
L1673[15:05:18] <diesieben07> the
"add tesr" hook is still there
L1674[15:05:22] <diesieben07> jus t
IItemRenderer is gone
L1675[15:05:39] <laci200270> and the
render TESR in inventory hook gone also
L1676[15:06:03] <diesieben07> you cannot
render a TESR in inventory
L1677[15:06:09] <diesieben07> as a TE
does only exist in the world
L1678[15:06:19] <laci200270> the Chest
render
L1679[15:06:26] <laci200270> I mean
that
L1680[15:06:27] <diesieben07> ?
L1681[15:06:36] <diesieben07>
<diesieben07> jus t IItemRenderer is gone
L1682[15:09:09]
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L1683[15:09:48] <gigaherz> you don't need
a TESR for inventory, you can just draw a fixed model
L1685[15:10:45] <diesieben07> yes...
IItemRenderer
L1686[15:11:27] <sham1> That latest
comment laci on your Optional[EnumFacing] PR
L1687[15:11:36] <sham1> Brilliant
L1688[15:12:00] <laci200270> what?
L1689[15:12:23] <sham1> That PR comment
you did to PR #2033
L1690[15:12:40] <sham1> I think that
everything that could be said has been said
L1691[15:13:06]
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()
L1692[15:13:14] <laci200270> ok i remove
it :D
L1693[15:13:28] <sham1> No need
L1694[15:13:49] <laci200270> already
done
L1695[15:13:56] <sham1> I just dont want
that a dead horse will be beaten until it's glue
L1696[15:14:46] <diesieben07> glue is
made out of horses? TIL.
L1697[15:15:10] <laci200270> yes
L1698[15:15:19] <laci200270> look at
Tinker's Construct :D
L1699[15:15:21] ***
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L1700[15:15:29] <sham1> It's actually a
real thing
L1701[15:17:49]
⇨ Joins: Joban
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L1702[15:17:53] <Ri5ux> What are some
mods that use the Redstone Flux API?
L1703[15:18:02] <laci200270> in
1.8?
L1704[15:18:05] <Ri5ux> 1.7
L1705[15:18:09] <sham1> A lot
L1706[15:18:20] <Ri5ux> Like what?
L1707[15:18:24] <gigaherz> Extra
Utilities, Mekanism, Thermal *
L1708[15:18:27] <sham1> TE
L1709[15:18:35] <Ri5ux> Open source ones
I should note.
L1710[15:18:37] <sham1> EFTools :P
L1711[15:18:39] <gigaherz> Simply
Jetpacks
L1712[15:18:41] <gigaherz> RFTools
L1713[15:18:50] <laci200270>
enderio
L1714[15:18:52] <sham1> Also RF API is
not that hard to use
L1715[15:18:57] <gigaherz> Draconic
Evolution
L1716[15:18:58] <gigaherz> ....
L1717[15:19:04] <gigaherz> well dunno
which ones are opensource
L1718[15:19:05] <gigaherz> XD
L1719[15:19:15] <gigaherz> oh and Big
Reactors
L1720[15:19:16] <sham1> I think that
EnderIO is
L1721[15:19:17] <gigaherz> that's RT
also
L1722[15:19:21] <gigaherz> RF*
L1723[15:19:37] <Ri5ux> Well, I'm trying
to keep track of all the IEnergyReceivers and IEnergyProviders that
are interacting with each other
L1724[15:19:50] <Ri5ux> And it was
suggested to keep them in an arraylist
L1725[15:19:51] <sham1> If you have
worked with Fluid API before you know how to use RF API
L1727[15:20:16]
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L1729[15:20:30] <Ri5ux> I worked with
Forge's fluid api... that's it.
L1730[15:20:33] <sham1> some poor
bastards are using RF API as an submodule
L1732[15:20:42] <sham1> Yeah
L1733[15:20:57] <gigaherz> sham1:
ugh
L1734[15:21:00] <gigaherz> I pity
them
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L1736[15:21:15] <flappy> also that case
is covered, I think, by some rftools block
L1737[15:21:20] <yueh> copying it into
the repo is better? xD
L1738[15:21:24] <gigaherz> yes.
L1739[15:21:25] <gigaherz> ;P
L1740[15:21:26] <sham1> Yes
L1741[15:21:35] <sham1> At least it is
better than a submodule
L1742[15:21:58] <gigaherz> an svn
external would be better also, but well, git doesn't ahve svn
externals
L1743[15:21:59] <gigaherz> XD
L1744[15:22:41] <sham1> Subthrees
:D
L1745[15:23:06] <sham1> Subtrees are much
better than submodules
L1746[15:24:20] <gigaherz>
oooooooooooooooooooooooooooooooooh
L1747[15:24:23] <gigaherz> I jsut had an
idea!
L1748[15:24:37] <gigaherz> i'll make my
magic mod RF-aware
L1749[15:24:49] <gigaherz> cast the
thunder spell on a machine, and it gives it RF
L1750[15:24:49] <gigaherz> :D
L1751[15:25:13] <sham1> :D
L1752[15:25:18] <sham1> Great idea
L1753[15:25:26] <sham1> We just have to
get mods for 1.8 that use RF
L1754[15:25:31] <gigaherz> sure ;P
L1755[15:25:37]
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L1756[15:25:40] <sham1> Like mine *goes
into corner and cries*
L1757[15:25:48] <gigaherz> the RF api
isn't a problem though -- it's version-agnostic ;P
L1758[15:25:50] <flappy> there's a grand
total of one i know of
L1759[15:25:57]
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L1760[15:26:00] <sham1> It is getting the
mods
L1761[15:26:00]
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L1762[15:26:00] <Sollux-Captor> ISP, can
some one tell me if this is good
http://prntscr.com/7ve2dr ? i know low ping is good
but idk what the jotspot for numbers are
L1763[15:26:08] <flappy> and that's
progressive automation
L1764[15:26:13] <sham1> Fluxducts
L1765[15:26:27]
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L1766[15:26:28] <Ri5ux> Yes
Sollux-Captor, that's good.
L1767[15:26:29] <Sollux-Captor> *i just
got a new ISP
L1768[15:26:33] <sham1> So you can get
that RF to your progressive automation machines
L1769[15:26:38] <gigaherz> Sollux-Captor:
34ms is not bad
L1770[15:26:39] <flappy> sham1:
"use" was explicitly said :P
L1771[15:26:58] <sham1> You can use
fluxducts
L1772[15:27:10] <sham1> There is no RF
carrying mechanism in progressive automation
L1773[15:27:19] <flappy> sham1: i
know
L1774[15:27:22] <sham1> And that stuff is
important
L1775[15:27:29] <flappy> being massively
pedantic
L1776[15:27:33] <laci200270> sham1, in my
mod will be one :D
L1777[15:27:39] <laci200270> if I can
finish it
L1778[15:27:41] <sham1> So will
mine
L1779[15:27:57] <gigaherz> Sollux-Captor:
I'm on fiber, 100mbps down, 10mbps up
L1780[15:28:09] <gigaherz> but connected
through PLC/HomePlug
L1782[15:28:13] <gigaherz> this is my
result
L1783[15:28:28] <gigaherz> 18ms
L1784[15:28:40] <gigaherz> before, when I
was on ADSL/VDSL, I had closer to 50
L1785[15:28:50] <yueh> nothing impressive
xD
L1786[15:28:56] <gigaherz> yeah
L1787[15:28:58] <gigaherz> that was the
point
L1788[15:28:58] <gigaherz> ;P
L1789[15:29:07] <gigaherz> if I connect
directly to the router
L1790[15:29:11] <gigaherz> I can do
better
L1791[15:29:17] <gigaherz> also I'm
watching a livestream
L1792[15:29:17] <gigaherz> XD
L1793[15:29:18] <Sollux-Captor> so do you
want high numbers for download speed? and low for upload?
L1794[15:29:26] <gigaherz> what?
L1795[15:29:33] <Ri5ux> No
L1796[15:29:34] <gigaherz> for ping, the
lower the better
L1797[15:29:39] <gigaherz> for speed, the
higher the better
L1798[15:29:39] <gigaherz> XD
L1799[15:29:42] <Ri5ux> High for upload
,high for download
L1800[15:29:52] <gigaherz> Sollux-Captor:
look, what are you PAYING for?
L1801[15:29:54] <Sollux-Captor> oi, so my
upload and download isnt that great?
L1803[15:30:05] <sham1> I propably will
either carry RF via fluids or make something like "Suspended
Redstone pipes"
L1804[15:30:07] <gigaherz> if your
contract is for 100/10, and you get 30/3, then you should complain
;P
L1806[15:30:13] <gigaherz> sham1: Plasma
Flux
L1807[15:30:40] <gigaherz> make an
"Energized Plasma" fluid
L1808[15:31:08] <gigaherz> an Matter
Exciter for generating it
L1809[15:31:29] <gigaherz> and a Redstone
Diffuser for converting back to RF
L1810[15:31:43] <sham1> Sounds like
fun
L1811[15:32:09] <sham1> I'd obviously
want to have differnet pipes for them
L1812[15:32:16] <sham1> Something like a
plasma pipe
L1813[15:32:29] <gigaherz> hmm
L1814[15:32:38] <Ri5ux> Is there anything
in RF API for tracking the receivers and providers?
L1815[15:32:40] <sham1> Plasma pipe with
a magnetic field
L1816[15:32:43] <sham1> No
L1817[15:32:46] <gigaherz> yeah
L1818[15:32:49] <gigaherz> I was going to
say
L1819[15:32:50] <sham1> You need to
program that yourself
L1820[15:32:56] <gigaherz>
"Electromagnetic Suspension" hmm
L1821[15:33:01] <gigaherz> but MC is
Redstone, not electricity
L1822[15:33:07] <laci200270> Ri5ux, you
need to discover the whole network
L1823[15:33:39] <sham1> Ferromagnetic
Suspension tube
L1824[15:33:45]
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L1825[15:33:45] <Ri5ux> I can't exaclty
figure out how laci200270.
L1826[15:33:48] <gigaherz> that sounds
nice
L1827[15:33:48] <gigaherz> :D
L1828[15:34:12] <Sollux-Captor> how do i
check what i am paying for?
L1829[15:34:25] <sham1> Umn what do you
mean
L1830[15:34:34] <Ri5ux> His internet
plan.
L1831[15:34:41] <gigaherz> really?
L1832[15:34:46] <gigaherz> you changed
ISPs and you don't know what you got?
L1833[15:34:47] <gigaherz> XD
L1834[15:35:00] <Sollux-Captor> im not
the one who is paying xD
L1835[15:35:05] <Sollux-Captor> i am
merely a user
L1836[15:35:06] <gigaherz> XD
L1837[15:35:27] <Ri5ux> From the looks of
it you just got a low plan.
L1839[15:35:54] <Ri5ux> You at a
university yueh?
L1840[15:35:55]
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L1841[15:35:58] <sham1> Jeesus H
Christ
L1842[15:36:03] <yueh> just at home
L1843[15:36:05]
⇨ Joins: DemoXin
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L1844[15:36:08] <Ri5ux> Not fair.
L1845[15:36:14] <yueh> and this is the
slow one xD
L1846[15:36:16] ***
willieaway is now known as williewillus
L1847[15:36:44] <gigaherz> me wants
gigabit internet :(
L1850[15:38:04] <gigaherz> my ISP was
supposed to upgrade people to 300/30mbps
L1851[15:38:10] <gigaherz> but they seem
to be slow at it
L1852[15:38:14] <gigaherz> so I'll haveto
poke them ;P
L1853[15:38:40] <sham1> Damn you Telia
for not caring for your Finnish clients...
L1854[15:38:40]
⇨ Joins: Dimitriye98
(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L1855[15:39:07] <yueh> i could go for
200/100, but there is a point where it gets ridiculous
L1856[15:39:08] <Sollux-Captor> ps i am
using a wifi extender/booster :( so idk
L1857[15:39:33] <Ri5ux> Over wifi,
ew
L1858[15:39:34] <diesieben07> oh god,
those thigns are awful
L1859[15:39:54] <Sollux-Captor> well i
wasnt able to connect my computer w/o it
L1860[15:39:56] <Sollux-Captor> so
idk
L1861[15:40:03] <Sollux-Captor> if im
doing things wrong or what
L1862[15:40:31] <Ri5ux> From certain
people's point of view, you would be, but if it works for you, then
it works.
L1863[15:40:42] <yueh> and if the ISP
actually would care, upgrading to 1gbit would be easy
L1864[15:41:03] <sham1> ISPs do not
care
L1866[15:41:12] <yueh> in this case
actually yes
L1867[15:41:14] <Flenix> Hey, does anyone
know if there's a channel for Opis/ProfMobius?
L1868[15:41:43] <Ri5ux> Sollux-Captor, if
you went with that plan, then half of your speed isnt even getting
utilized because you're using Wifi
L1869[15:41:47] <Girafi> There is.
#MobiusStrip
L1870[15:41:52] <sham1> I'd really want
to see ProfMobius have his own channel so I could go there and
bitch about WAILA 1.8 being broken as hell
L1871[15:41:54] <sham1> Oh
L1872[15:41:55] <sham1> Nice
L1873[15:42:13] <Girafi> Sham1,
ProfMobius is gonne ready the Waila port soon
L1874[15:42:18] <Girafi> He know it's
broken. No need to complain
L1875[15:42:23] <gigaherz> ISPs do care,
supporting 1gigabit would mean replacing 20year old equipment
L1876[15:42:29] <gigaherz> you know how
much LESS money they'd pocket?!
L1877[15:42:33] <Sollux-Captor> what do
you mean giga?
L1878[15:42:38] <Girafi> ready =
redo...
L1879[15:42:57] <gigaherz> Sollux-Captor:
wouldn't be too hard for ISPs to setup better networks and give
everyone gigabit internet
L1880[15:42:58] <yueh> the equipment here
is hm. 2 or 3 years old
L1881[15:42:59] <sham1> They would get
more money because they could charge people for faster
internetr
L1882[15:43:04] <sham1> Just how they are
doing now
L1883[15:43:07] <gigaherz> they don't do
it because it costs a lot of money, and they' have less to keep for
themselves
L1884[15:43:26] <sham1> At some point you
have to think about the customer
L1885[15:43:27] <gigaherz> in Spain we
have it relatively nice, because there's a lot of competition
L1886[15:43:33] <gigaherz> so they fight
for the customers with better service
L1887[15:43:34] <gigaherz> ;P
L1888[15:43:47] <Sollux-Captor> sp uh...
what am i doing wrong though? is it the extender/booster that is
making my internet connection shit
L1889[15:43:49] <gigaherz> but we are
still 10 years behind other european countries
L1890[15:43:49] <sham1> Here in finlöand
we only have two operators that matter...
L1891[15:44:00] <gigaherz> Sollux-Captor:
we don't know
L1892[15:44:03] <Ri5ux> Sollux-Captor,
WiFi in general is shit.
L1893[15:44:04] <Sollux-Captor> :(
L1894[15:44:09] <gigaherz> you'd have to
plug the computer directly through Ethernet
L1895[15:44:16] <gigaherz> that's why I
use PLC/HomePlug instead
L1896[15:44:23] <killjoy> HiFi is
better
L1897[15:44:25] <yueh> being part of a
testproject helps
L1898[15:44:26] <Ri5ux> I use a PLC as
well.
L1899[15:44:28] <Sollux-Captor> ye i
wanted to do that. i really really wanted to do that but i
cant
L1901[15:44:32] <gigaherz> this
things
L1902[15:44:36] <sham1> Also, it is nice
to see forge modding community being so diverse
L1903[15:44:37] <gigaherz> why not?
L1904[15:44:45] <Sollux-Captor> for some
stupid reason, the router had to be placed in the family room
L1905[15:44:47] <gigaherz> WIFI sucks in
comparison ;P
L1906[15:44:50] <gigaherz>
Sollux-Captor:
L1907[15:44:53] <gigaherz> that's what
the PLCs are for
L1908[15:44:54] <gigaherz> ;P
L1909[15:44:54] <sham1> I have a thing
like that
L1910[15:45:02] <sham1> Works
wonders
L1911[15:45:03] <gigaherz> they transfer
ethernet over the power cable
L1912[15:45:18] <gigaherz> and you can
pair more than two
L1913[15:45:24] <gigaherz> and create a
powerline network all over your house
L1914[15:45:25] <Ri5ux> Mine is
320Mbps
L1915[15:45:31] <Sollux-Captor> oi how
much do they cost?
L1916[15:45:31] <gigaherz> mine are
200mbps
L1917[15:45:42] <gigaherz> like 30eur the
kit (2 of them)
L1918[15:45:43] <Ri5ux> I got mine for
$60
L1919[15:45:45] <sham1> They are semi
cheap
L1920[15:45:52] <gigaherz> they are
cheaper than they used to be
L1921[15:46:03] <yueh> the ISP basically
dig through the whole city and lay fiber everywhere
L1922[15:46:05] <gigaherz> $30-50 for a
pair
L1923[15:46:23] <yueh> *laid
L1925[15:46:30] <sham1> Germania has its
internet all well and fine :(
L1926[15:46:42] <yueh> as FTTH
L1927[15:46:43]
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L1929[15:47:00] <Ri5ux> Sollux-Captor...
You using a desktop or a laptop
L1930[15:47:05] <Sollux-Captor>
desktop
L1931[15:47:11] <Ri5ux> Because most i've
seen already have that plug
L1932[15:47:15] <sham1> The hell is
dijkstra
L1933[15:47:19] <Ri5ux> Dont know of any
without them in fact
L1934[15:47:37] <Simulac> Node just
contains the BlockPos, reference to parent and g score
L1935[15:47:43] <Simulac> Dijkstra's
algorithm
L1936[15:47:58] <Sollux-Captor> giga can
you link me to what you are talking about?
L1937[15:47:58] <gigaherz> Sollux-Captor:
I haven't seen a computer WITHOUT ethernet in like 15 years
L1938[15:48:06] <Sollux-Captor> I have
ethernet
L1940[15:48:22] <yueh> internet within a
city is usually ok. but just a bit farer away and it goes down
pretty fast
L1941[15:48:31] <Simulac> isn't that
powerline?
L1942[15:48:34] <yueh> and the FTTH stuff
is really rare
L1943[15:48:47] <Simulac> I have a pair
of powerline plugs
L1945[15:49:02] <sham1> And our
politicans have been saying that they will have everyone in finland
have 100Mbps per person, but I've not gotten my OMGWTFBBQ network
yet
L1946[15:49:07] <Sollux-Captor> alright
giga, and these connect like a standard ethernet cable right? just
as if i were to plug the router straight into my comp?
L1947[15:49:16] <gigaherz> yes
L1948[15:49:24] <gigaherz> the kits with
2 of them in a boc
L1949[15:49:25] <gigaherz> box*
L1950[15:49:28] <gigaherz> have them
pre-paired
L1951[15:49:31] <Simulac> powerline
adapters are quite useful
L1952[15:49:32] <gigaherz> so it's
plug&play
L1953[15:49:36] <Simulac> I got one
connected to my printer
L1954[15:49:36] <gigaherz> if you get
more than 2
L1955[15:49:44] <gigaherz> or get them
invididually
L1956[15:49:47] <gigaherz> you'll have to
pair manually
L1957[15:49:51] <gigaherz> it's easy
though
L1958[15:50:00] <Sollux-Captor> oi :/ i
wish i knew these existed -.- i was jsut at bestbuy!! i bought the
stupid booster instead ;-;
L1959[15:50:01] <yueh> if i remember
correctly, there are currently about 10 cities in germany with
access to FTTH (from this ISP) and none of them are large or
actually just a small part of the city
L1960[15:50:29] <gigaherz> Sollux-Captor:
I used not to know they existed, and I'm a fan ever since I learned
about them
L1961[15:50:31]
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L1962[15:50:32] <yueh> i wouldn't be
suprised if it reaches not more than 100k-200k people
L1963[15:50:50] <Sollux-Captor> so will
these boost my speed dramatically?
L1964[15:51:22] <Ri5ux> Yes
L1965[15:51:27] <Ri5ux> And theyre more
reliable
L1966[15:51:29] <yueh> with some
luck
L1967[15:51:52] <Sollux-Captor> cause im
pretty sure we are not paying for a stupid 16mbps
L1968[15:51:52] <gigaherz> in here we are
3 friends sharing a flat
L1969[15:51:56] <yueh> depends on the
wiring
L1970[15:51:57] <gigaherz> and we have 5
of them
L1971[15:52:00] <gigaherz> in different
rooms
L1972[15:52:04] <gigaherz> connecting
with the router
L1973[15:52:09] <gigaherz> so far it has
worked really well
L1974[15:52:09] <Sollux-Captor> what are
your speeds again giga?
L1975[15:52:13] ***
PaleoCrafter is now known as PaleOff
L1976[15:52:18] <gigaherz> my adapters
are AV200
L1977[15:52:20] <gigaherz> so they are a
bit limited
L1978[15:52:23] <gigaherz> but they
manage 80mbps down
L1979[15:52:25] <gigaherz> and 10mbps
up
L1980[15:52:35] <gigaherz> connecting
directly to the router through gigabit
L1981[15:52:42] <gigaherz> I can do
105mbps down, 12mbps up
L1982[15:52:53] <gigaherz> so it IS a bit
slower than direct
L1983[15:52:56] <gigaherz> but it works
well regardless
L1984[15:53:12] <Sollux-Captor> as long
as it works better than this stupid booster i have
L1985[15:53:16] <gigaherz> yesof
course
L1986[15:53:20] <gigaherz> anything is
better than a booster
L1987[15:53:21] <gigaherz> XD
L1988[15:53:32] <gigaherz> a long cable
running through the floor is better than a booster XD
L1989[15:53:47] <yueh> Simulac: you
really don't need the Node class
L1990[15:54:01] <Sollux-Captor> now
second question, can i plug these in directly to my surge protector
or does it have to be direct wall plug?
L1991[15:54:10] <Simulac> How do I link
it all up then?
L1992[15:54:19] <Simulac> and then I'll
have to keep a table with g_scores
L1993[15:54:23] <yueh> just a
List<BlockPos>
L1994[15:54:46] <Ri5ux> Sollux-Captor, I
would put it in a wall plug.
L1995[15:54:56] <Ri5ux> Surge protectors
will either slow them down or prevent them from working.
L1996[15:55:05] <Sollux-Captor> oi
k
L1997[15:55:05] <Ri5ux> With mine it
slowed it down
L1998[15:55:16] <gigaherz> Sollux-Captor:
surge protectors often have filters
L1999[15:55:22] <gigaherz> filters will
filter out the ethernet
L2000[15:55:22] <gigaherz> XD
L2001[15:55:33] <gigaherz> which defeats
the point
L2002[15:55:40] <yueh> and a Map BlockPos
-> Integer/Whatever for the distance
L2003[15:55:55] <yueh> so actually no
List add all, just the queue + map
L2004[15:56:00] <gigaherz> my setup
is
L2005[15:56:09] <Simulac> I see
L2006[15:56:15] <Sollux-Captor> well ima
keep this shitty booster untill i get these babies
L2007[15:56:17] <Simulac> well, I first
got to fix my problem with dijkstra
L2008[15:56:22] <Simulac> it's trying to
walk through walls
L2009[15:56:23] <gigaherz> 5m cable ->
PLC -> surge protector -> computer
L2010[15:56:34] <Simulac> I'll have to go
guys, brb
L2011[15:56:39] <gigaherz> cya
L2012[15:56:46] ***
Simulac is now known as Simulac|AFK
L2013[15:57:22] <yueh> hm.
queue.remove?
L2014[15:57:56] <Ri5ux> For tracking
receivers and providers, should I create a new interface for
example ITrackable, and a new method track(ArrayList list), and
have each of my receivers and providers implement that?
L2015[15:58:01] <Ri5ux> Or is there a
better option?
L2016[15:58:43]
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L2017[15:58:59] <halvors> diesieben07:
You there? Sorry had to go earlier. Here is my updated code:
L2019[15:59:34] <halvors> The problem
here is that using general rypes in the packet class causes the
error at the bottom of the pastebin.
L2020[15:59:44] <halvors> Anyone know how
to fix this?
L2021[15:59:59]
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L2022[16:00:08] <diesieben07> if oyu are
using an inner class, first of all it must be static
L2023[16:00:39] <diesieben07> and why is
the message class parameterized? it should not be.
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L2025[16:01:50] <halvors> diesieben07:
Why not? I'm, trying to use general types here :)
L2026[16:02:02] <diesieben07> what even
are "general types"?
L2027[16:02:11] <halvors> Fixed the inner
class. The problem is with the PacketRequestDataMessage
class.
L2028[16:02:52] <halvors> Well, you see
i'm trying to use this <T extends TileEntity &
ITileNetworkable> >so that T is a tilenetity that implements
ITileNetworkable.
L2029[16:02:57]
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L2031[16:03:09] <diesieben07> Yes, that
is a hack and abusing generics :D
L2032[16:04:08] <halvors> diesieben07: Do
you know why it doesn't work?
L2033[16:04:17] <diesieben07> yes
L2034[16:04:26]
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L2036[16:05:12] <halvors> How?
L2037[16:05:28] ***
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L2038[16:05:30] <diesieben07> You are
using a raw type in your IMessageHandler
L2039[16:06:08] <williewillus> halvors: i
told you that couple hours ago lol
L2040[16:06:21] <williewillus> your
message is parameterized but your handler wasnt properly so
L2041[16:06:39]
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L2042[16:06:55] <tterrag|phone> just a
<?> type should do...
L2043[16:06:57] ***
tterrag|phone is now known as tterrag
L2044[16:07:34] <halvors> williewillus:
Oh, so how do i add the Type parameter for IMessageHandler?
L2046[16:08:06] <williewillus> what crash
do you get?
L2047[16:08:31] ***
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L2049[16:09:04] <tterrag> lol
L2050[16:09:06] <tterrag> register your
TE
L2051[16:09:21] <Pennyw95> oh crap
L2052[16:09:27] <williewillus> lol
L2053[16:09:30] <Pennyw95> there's always
something xD
L2054[16:12:05] <halvors> williewillus:
tterrag|phone: Hmm. Still getting that error.,
L2055[16:12:24] <tterrag> halvors: what
error
L2056[16:12:36]
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L2057[16:12:46] <tterrag> oh nvm
L2058[16:13:18] <tterrag> ehhh idk
L2059[16:13:23] <tterrag>
reflection+generics always ends in pain
L2061[16:13:53] <diesieben07> your
message class should not have type parameters
L2062[16:13:57] <diesieben07> that makes
no sense
L2063[16:14:09] <Pennyw95> well this
solved the crash...but the rendering still doesn't work, there's no
itemblock icon and when I place it it's invisible...
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L2065[16:14:48] <halvors> diesieben07:
Then i'll not be able to use the <T extends TileEntity &
ITileNetworkable> feature :(
L2066[16:14:58] <williewillus> dont be
clever with the packets :p
L2067[16:15:04] <diesieben07>
"feature"
L2068[16:15:12] <diesieben07> you can't
use it anyways
L2069[16:15:24] <diesieben07> since the
client cannot possibly know what "T" is
L2070[16:15:26] <williewillus> i kinda
get what youre trying to do with the packet thing but it's not
gonna work anyway
L2071[16:15:52] <halvors> williewillus:
Any suggestions for a workaround?
L2072[16:15:57] <williewillus> don't use
generics?
L2073[16:16:09] <Pennyw95> I may know
why: in the main mod class I call proxy.registerrenderinfo, and
proxy is a CommonProxy object, and that method is empty there,
while it has the bindtexture in the ClientProxy. Would having the
CommonProxy call the Clientproxy method work?
L2074[16:16:17] <tterrag> no
L2075[16:16:17] <halvors> williewillus:
What i need is basically that TileEntity is instance of TileEntity
and implements ITileNetworkable :)
L2076[16:16:25] <tterrag> Pennyw95: the
code you posted never actually calls the render method
L2077[16:16:32] <tterrag> halvors: you
can't
L2078[16:16:35] <diesieben07> halvors,
you can't do that in java.
L2079[16:16:37] <tterrag> you've had 3
people now tell you you can't
L2080[16:16:42] <tterrag> so just
don't
L2081[16:16:44] <diesieben07> it's called
a union type and java doesn't have it.
L2082[16:16:55]
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L2085[16:17:16] <williewillus> well the
type bounds he has in place technically work, but in the context of
packets it makes no sense
L2086[16:17:24] <tterrag> williewillus:
right
L2088[16:17:29] <tterrag> we aren't
saying the generics are invalid...they work
L2089[16:17:31] <tterrag> just not in
this context
L2090[16:17:41] <tterrag> no
L2091[16:17:53] <tterrag> I mean you
never call renderBlockYour
L2092[16:17:59] <tterrag> (which is a
really bad method name...but whatever)
L2093[16:18:20] <williewillus> Pennyw95:
line 145 of the paste - missing something? :p
L2094[16:18:32] <halvors> <T extends
TileEntity & ITileNetworkable> put in front of the onMessage
function could work, but not since this is Overridden.
L2095[16:18:50] <williewillus> just stop
trying to do it >.>
L2096[16:18:58] <williewillus> its more
complicated than its worth
L2097[16:19:02] <williewillus> and wont
work
L2098[16:19:24] <diesieben07> you could
do it by making a private method which you call from the
onMessage
L2099[16:19:29] <diesieben07> but its an
ugly hack
L2100[16:19:46] <Pennyw95> @williewillus:
renderBlockRail?
L2101[16:19:58] <williewillus> wat
L2102[16:20:19] <tterrag> Pennyw95: the
method that does the rendering IS NEVER CALLED
L2103[16:20:21] <williewillus> you set
everything up, push your matrix, translate, get a TE....then you do
nothing
L2104[16:20:22] <tterrag> you never call
it
L2105[16:20:26] <tterrag> how is this so
complicated?
L2106[16:20:42] <tterrag> also what he is
saying, if it was even called, it wouldn't even render
anything
L2107[16:21:06] <tterrag> mh nvm, you do
have a model.render call in there
L2108[16:21:14] <tterrag> but
renderBlockYour is called by *nothing*
L2109[16:21:34]
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L2110[16:22:51] <halvors> williewillus:
Well is there a way i could cast this to a type that is both
TileEntity and ITileNetworkable?
L2111[16:23:16] <diesieben07> halvors,
read my last two messages
L2112[16:23:34] <diesieben07> the real
answer is: no. java does not support this kind of thing.
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L2114[16:24:13] <tterrag> it is possible
to work around it with generics like you are trying to do, but when
working with packets that communicate between 2 completely separate
programs, this will not work
L2115[16:24:19] <halvors> diesieben07:
Ok, thanks for your help :) Really appriciate it :)
L2116[16:24:25] <tterrag> because the
other program has no idea what the original generic was
L2117[16:24:38] <halvors> tterrag: Ah i
see.
L2118[16:25:11] <tterrag> I've done the
exact workaround youare trying before :P
L2120[16:25:22] <Sollux-Captor> i found
out that no matter what :/ i am either paying for 75mbps or
150mbps, and i tested it on other computers and even plugged into a
laptop to the ethernet and reading near 20/15 :/
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L2122[16:25:53] <Pennyw95> I've never
done this stuff before...about line 145, is it renderBlockRail that
is missing? I deleted it since it had a parameter that made no
sense and I couldn't find it in forge with ctrl.
L2123[16:26:02] <williewillus> Pennyw95:
you don't call renderBlockYour()
L2124[16:26:08] <williewillus> thus,
nothing is happening
L2125[16:26:21] <Pennyw95> ok
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L2127[16:26:42] <Pennyw95> should I call
it inside renderTileEntiyAt?
L2128[16:26:50] <williewillus> of
course
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L2130[16:27:09] <williewillus> that's
what all that setup is for (the pushmatrix, translation, and
casting your te) :p
L2131[16:27:19] <williewillus> what you
have in renderTileEntityAt is basically setting everything up then
doing nothing
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L2140[16:34:49] <williewillus> yes
lol
L2141[16:34:53] <williewillus> thats the
method that actually does stuff
L2142[16:34:56] <Pennyw95> it's kinda off
though, gl11.gltranslate are the methods to mess with for that
right?
L2143[16:35:15] <williewillus> wait wait
wait don't do new Blocktank()
L2144[16:35:21] <williewillus> that's
creating a new block obj every frame lol
L2145[16:35:26] <williewillus> pass in
your block instance
L2146[16:35:29] <Pennyw95> and also no
itemblock texture...do I have to draw it manually?
L2147[16:35:32] <Pennyw95> oh lol
L2148[16:35:46] <williewillus> for the
item form use an IItemRenderer
L2149[16:36:26] <Ivorius> Wuppy: You
going to TomorrowLand?
L2150[16:36:43] <Ivorius> I think I
remember in the back of my mind that you mentioned it once or
something
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L2152[16:37:00] <tterrag> Pennyw95: it's
called a TileEntitySpecialRenderer for a reason
L2153[16:37:06] <tterrag> your item does
not have a tile entity
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L2156[16:38:43] <Pennyw95> it sure
does!
L2157[16:38:51] <Pennyw95> the block has
a te
L2158[16:38:52] <williewillus> no it
doesnt lol
L2159[16:38:57] <Pennyw95> oh you mean
the item
L2160[16:39:05] <williewillus> yeah items
dont have te's
L2161[16:39:10] <Pennyw95> i think I know
where's you're going at
L2162[16:40:42] <Pennyw95> should I
implement this IItemRenderer in the block class?
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L2164[16:40:49] <Pennyw95> to use in
getdropped?
L2165[16:40:52] <williewillus> no
L2166[16:40:54] <williewillus> its a
renderer :p
L2167[16:41:05] <Pennyw95> oh of
course
L2168[16:41:12] <Pennyw95> i'm not lucid
today
L2169[16:42:04] <williewillus>
MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(block),
new YourIItemRenderer())
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L2172[16:42:52] <Pennyw95> okay..does it
go in the renderer class?
L2173[16:43:38] <Ordinastie> anyone here
proficient enough on the VertexData passed to the WorldRenderer
?
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L2176[16:47:06] <Pennyw95> also wait not
using new()...how can I get the block since of course the
renderTEat doesn't provide it?
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L2185[17:01:42] <sham1> Pennyw95, it
provides the TE, no?
L2186[17:01:52] <sham1> And TEs have
positional data
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L2188[17:02:08] <sham1> And they also
have world data
L2189[17:02:16] <sham1> So... You can get
your block that way
L2190[17:02:21] <Ordinastie> the TE does
have the block directly
L2191[17:02:28] <Stygander> is there an
easy way to deal with GC overhead limit since it keeps crashing
me
L2192[17:02:30] <sham1> Or do that
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L2197[17:04:50] <Pennyw95>
thaumtank.getWorldObj().getBlock(thaumtank.xCoord,
thaumtank.yCoord, thaumtank.zCoord)
L2198[17:05:29] <Pennyw95> is this
good?
L2199[17:06:02] <williewillus> use your
singleton block instance :p
L2200[17:06:08] <williewillus> are you
talking about your itemrenderer?
L2201[17:06:11] <williewillus> or
tesr
L2202[17:06:32] <Ordinastie> Pennyw95,
te.getBlock() (or getBlockType() maybe)
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L2205[17:08:08] <diesieben07> what does
that have to do with classloading?
L2206[17:08:30] <tterrag> the supertype
of GravityResistUpgrade (AbstractUpgrade) changed between EnderIO
versions
L2207[17:08:33] <Pennyw95> this is in the
render method
L2208[17:08:40] <tterrag> so I'm trying
to just safely ignore if it errors on load
L2209[17:08:47] <Pennyw95> i registered
the itemrendering class in the clientproxy
L2210[17:09:02] <diesieben07> you
probably have to catch Error
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L2212[17:09:08] <diesieben07> but thats a
bad idea :D
L2213[17:09:15] <tterrag> oh derp
L2214[17:09:16] <tterrag> right
L2215[17:09:19] <tterrag> it's not an
exception
L2216[17:09:19] <tterrag> -.-
L2217[17:09:36] <williewillus> Pennyw95:
rende rmethod of your tesr or your IItemRenderer :p
L2218[17:09:54] <williewillus> either way
use your singleton block instance...you should never call a Block's
ctor more than once :p
L2219[17:10:48] <tterrag> diesieben07:
would reflection on that class still cause an error though?
L2221[17:11:03] <Pennyw95>
te.getBlockType() should be good right? since it doesn't let me use
getBlock()
L2222[17:11:17] <tterrag> Pennyw95:
yes
L2223[17:11:32] <diesieben07> tterrag,
reflection on which class? :D
L2224[17:11:37] <tterrag>
EnderIOCompat
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L2226[17:12:08] <tterrag> it shouldn't, I
thought...
L2227[17:12:24] <diesieben07> idk,
reflection makes more stuff initialize than just normal method
calls iirc
L2228[17:12:31] <diesieben07> why do you
have to remove the class? :D
L2229[17:12:39] <Pennyw95> it is working,
it's just a bit offset and the textures are quite dark but I know
the methods involved. The item is still not rendering, but I gained
a 0 printed on the purple/black checker xD
L2230[17:12:47] <tterrag> diesieben07:
huh?
L2231[17:12:50] <tterrag> remove the
class?
L2232[17:13:04] <diesieben07> the
exception is a NoClassDefFound
L2233[17:13:10] <diesieben07> i assume
you removed that class...
L2234[17:13:10] <tterrag> oh, the package
changed
L2235[17:13:19] <tterrag> AbstractUpgrade
moved
L2236[17:13:26] <diesieben07> cant you
leave the old one there as a dummy? :D
L2238[17:13:34] <tterrag> it's not part
of my mod...
L2239[17:13:41] <tterrag> also, no
L2240[17:13:47] <diesieben07> uhmm
L2241[17:13:51] <diesieben07> no i am
confuzzled
L2242[17:13:59] <diesieben07> *know
L2243[17:14:01] <diesieben07> *no
L2244[17:14:05] <diesieben07> fuck my
life.
L2245[17:14:13] <diesieben07> now.
L2246[17:14:15] <tterrag> guys I think I
found a bug in diesieben07
L2247[17:14:25]
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L2249[17:15:13] <diesieben07> So, which
mod removed a class? which mod depends on it? and why cant that
depending mod update?
L2250[17:15:37] <tterrag> *sigh*
L2251[17:15:41] <tterrag> the EnderIO
class changed packages
L2252[17:15:43] <tterrag> ages ago
L2253[17:15:50] <tterrag> the mod I just
linked you references it
L2254[17:15:56] <sham1> Yay I haz a f.lux
alternative for my android :P
L2255[17:16:03] <tterrag> I am trying to
safely ignore the crash if they are using one of the versions in
which it has moved
L2256[17:16:17] <diesieben07> so neither
of those mods are by you?
L2257[17:16:17] <sham1> No more blinding
myself when using the phone at night
L2258[17:16:26] <tterrag> diesieben07:
they both are...yes
L2259[17:16:32] <diesieben07> o/
sham1
L2260[17:16:35] <tterrag> but I'm not
going back and re-adding a dummy class for this one small
case
L2261[17:16:47] <diesieben07> tterrag,
both by you. so why not just update the mod that uses the moved
class? i dont get it
L2263[17:17:00] <tterrag> diesieben07:
because currently it's only moved in dev builds...
L2264[17:17:05] <tterrag> and I don't
want it to ONLY work with dev builds
L2265[17:17:09] <sham1> It is sad that
there is no official f.lux for android but what can you do
L2266[17:17:11] <Ordinastie>
><
L2267[17:17:30]
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L2268[17:17:39] <diesieben07> that will
not work properly tterrag :D you have to only reflectively access
the moved class
L2269[17:17:42] <sham1> Wat is it
ordi
L2270[17:18:00] <Ordinastie> not to
you
L2271[17:18:02] <tterrag> diesieben07:
errr what? explain?
L2272[17:18:09] <sham1> Schtill
L2273[17:18:37] <sham1> Anyway, good
night
L2274[17:18:38] <diesieben07> never ever
reference "teh.class.that.moved.Class" directly. Only via
Class.forName with catch blocks.
L2275[17:18:48] <tterrag> um
L2276[17:18:49] <diesieben07> if you use
it as a superclass, you need two versions of the extending
class
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L2278[17:18:50] <tterrag> it's an
extension
L2279[17:18:55] <tterrag> ._.
L2280[17:18:58] <diesieben07> its ugly as
shit
L2281[17:19:04] <diesieben07> dont move
parts of your API...
L2282[17:19:09] <diesieben07> thats why
its caleld an API
L2283[17:19:11] <tterrag> it wasn't part
of the API
L2284[17:19:20] <diesieben07> and if you
do... dont try to maintain support for two versions
L2285[17:20:59] <diesieben07> tterrag,
you *could* make a classtransformer to fix it.
L2286[17:21:02] <diesieben07> hint: don't
do that.
L2287[17:28:39] ***
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L2288[17:28:41] *
Simulac is back
L2289[17:30:18] <Simulac> diesieben sind
Sie hier?
L2290[17:30:27] <Simulac> just kidding, I
don't know German
L2291[17:30:36] <diesieben07> yeah i'm
here
L2292[17:30:49] <Simulac> yeah I was
wondering what you do nowadays
L2293[17:30:59] <diesieben07> nowadays?
:D
L2294[17:31:03] <Simulac> are you working
on any project currently
L2295[17:31:13]
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L2296[17:31:30] <diesieben07>
SevenCommons and CameraCraft, although the latter is waiting on
SevenCommons
L2297[17:31:47] <Simulac> ah right
cool
L2298[17:32:02] <diesieben07>
SevenCommons is a library, designed to make your mod code look
pretty :D
L2299[17:32:24] <Simulac> Ye I saw, the
github is a bit outdated I think
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L2301[17:33:00] <diesieben07> you have to
check the 1.7 branch
L2302[17:33:08] <diesieben07> master is
the 1.6.4 version which is abandoned
L2303[17:33:19] <Simulac> btw what's your
obsession with the number 7 :D?
L2304[17:33:35] <diesieben07> i have no
idea.
L2305[17:33:55] <diesieben07> i had to
make a youtube channel a long time ago and wanted to name it
DieSieben. that was taken and it suggested diesieben07
L2306[17:33:57] <diesieben07> it just
stuck
L2307[17:34:00] <gigaherz> funny because
your nickname almost reads like "die seven"
L2308[17:34:01] <gigaherz> ;P
L2309[17:34:12] <Simulac> the seven
L2310[17:34:21] <Simulac> die is the
feminine article in german I think
L2311[17:34:24] <diesieben07> yup
L2312[17:34:32] <diesieben07> and
SevenCommons sounds cool and makes sense sorta :D
L2313[17:34:35] <Simulac> I dropped
German this year ;[
L2314[17:34:40] <gigaherz> yes but if you
read it in english, it reads "die" not "the"
;P
L2315[17:34:51] <gigaherz> I'd call
mythings GSomething
L2316[17:35:00] <gigaherz> but Gnome did
it first
L2317[17:35:23] <Simulac> your name
reminds of me this joke my physics teacher told me giga
L2318[17:35:33] <gigaherz> ?
L2319[17:35:39] <Simulac> I can't
remember it but it's something to do with castrating sheep with
bricks...
L2320[17:35:48] <williewillus> lol
L2321[17:35:49] <gigaherz> o_O
L2322[17:36:08] <Simulac> Yea he was a
bit weird
L2323[17:36:24] <Simulac> he ran in front
of my desk once with two rulers pretending to be a samurai
L2324[17:36:58] <Simulac> granted he was
very smart, probably the smartest teacher in my school
L2325[17:37:03] <Simulac> worked at CERN
for a while
L2326[17:37:12] <gigaherz> heh
L2327[17:37:25] <shadekiller666> wonder
why they got rid of him...
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L2329[17:37:39] <Simulac> yeah...
haha
L2330[17:38:01] ***
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L2331[17:38:37] <Simulac> hmm it seems my
dijkstra's works but when my it tries to walk through walks!
L2332[17:38:38]
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L2333[17:38:44] <ThePsionic> unsafe
crastration practices, sha
L2334[17:38:46] <Simulac> omit the
when*
L2335[17:38:49] <ThePsionic>
shadekiller666*
L2336[17:39:04] <Simulac> wtf my sentence
made no sense
L2337[17:39:13] <shadekiller666>
castration*
L2338[17:39:24] <ThePsionic> it's 0:40am
shit up
L2339[17:39:29] <Simulac> I meant to say
my dijkstra's works without obstacles but it tries to walk through
the walls I place
L2340[17:39:30] <gigaherz> Simulac:
there's a point where it's just
L2341[17:39:37] <gigaherz> ... best to
rewrite the whole thing
L2342[17:39:42] <gigaherz> ... why did I
press enter THERE?
L2343[17:39:59] <ThePsionic> dramatic
effect gigaherz
L2344[17:40:13] <Simulac> somestimes
stuff as other stuff
L2345[17:40:20] <Simulac> WTF
L2346[17:40:20] <gigaherz> my fingers
decided to add dramatism on their own?
L2347[17:40:28] <shadekiller666> ok for
some strange reason this block with a PropertyDirection can place
placing every way except NORTH...
L2348[17:40:30] ***
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L2349[17:40:31] <Simulac> Sometimes my
mind sees stuff as other stuff
L2350[17:40:40] <gigaherz> Simulac:
please reboot your language module
L2351[17:40:41] <gigaherz> ;p
L2352[17:40:44] <shadekiller666> thats
called dislexia
L2353[17:40:52] <shadekiller666> or
insanity
L2354[17:40:56] <shadekiller666>
depending on the contex
L2355[17:40:57] <shadekiller666> t
L2356[17:41:05] <Simulac> In my case,
it's sleep deprivation
L2357[17:41:15] <gigaherz> then sleep
instead of modding?
L2358[17:41:17] <gigaherz> XD
L2359[17:41:27] <Simulac> BUT THE JAVA
CALLS TO ME
L2360[17:41:39] <ThePsionic> As a wise
man once said, "Sleep is for end users"
L2361[17:41:42] ***
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L2362[17:41:59] <Simulac> I'm not a
thread, so I can't sleep... seriously..
L2363[17:42:20] ***
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L2364[17:42:30] <ThePsionic>
Simulac++
L2365[17:42:42] <Simulac>
ThePsionic#
L2366[17:42:56] <shadekiller666>
Simulac.exit()
L2367[17:43:03] <ThePsionic> ( ͡° ͜ʖ
͡°)
L2368[17:43:09] <Simulac> HAHa Le
lenny!
L2369[17:43:32] <Simulac> but do u even
asm
L2370[17:44:19] <shadekiller666> in java
8 interfaces can have variables right?
L2371[17:44:34] <tmtu> uh why
L2372[17:44:40] ***
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L2373[17:45:09] <tmtu> use abstract
classes for that
L2374[17:45:54] <shadekiller666> can't
really do that
L2375[17:45:54] <Simulac> "Computer
Science is no more about computers than astronomy is about
telescopes"
L2376[17:46:04] <Simulac> That was said
by DIJKSTRA
L2377[17:46:07] <shadekiller666> the
interface in quesiton is IUnlistedProperty
L2378[17:46:31] <tmtu> Simulac: wise
words!
L2379[17:47:10] <gigaherz> Simulac:
sure
L2380[17:47:20] <gigaherz> that's why I
disagree with calling what we do these days "computer
science"
L2381[17:47:30] <gigaherz> it's more like
computer tinkering / computer engineering
L2382[17:47:31] <gigaherz> ;P
L2383[17:48:28] <Simulac> Dijkstra you
were a smart man
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L2385[17:49:15] <Simulac> I especially
like how his name is a weid spelling of Dexter
L2386[17:49:33] <Simulac> Well it sounds
similiar
L2387[17:49:56] <Simulac> Unless you
pronounce the Geralt of Rivia way, in which case it's DEEK
STRA
L2388[17:49:57]
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L2390[17:51:45] <ThePsionic> Dijkstra is
Dutch don't you dare tell me otherwise
L2391[17:51:50] <ThePsionic> I will fight
you on this
L2392[17:52:38] <Simulac> he is
Deutsch
L2393[17:52:43] <Simulac> Dutch, I'm
kidding
L2394[17:52:59]
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L2395[17:53:00] *
ThePsionic fights Simulac
L2396[17:53:15] <shadekiller666> gotta
love it when fixes for one bug introduce others
L2397[17:53:27] *
Simulac pulls out Gewehr
L2398[17:53:44] *
ThePsionic pulls out pannenkoek
L2399[17:54:09] *
Simulac eats spiegelei
L2400[17:54:35] <ThePsionic> :o
L2401[17:54:41] *
ThePsionic eats stroopwafel
L2402[17:54:53] *
Simulac throws sauerkraut
L2403[17:55:03] *
ThePsionic throws andijviestamppot
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L2405[17:55:18] <Simulac> touché
L2406[17:55:24] *
Simulac admits defeat
L2407[17:55:30] <ThePsionic> Good
fight
L2408[17:55:39] <Simulac> Indeed
L2409[17:55:39] *
ThePsionic claims Simulac's territory
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L2412[17:56:10] <Simulac> f show
L2413[17:56:15] <Simulac> -10/10
L2414[17:57:22] <Simulac> I read that
name as viagro
L2415[17:57:43] <Simulac> my eyes are
failing me
L2416[17:57:53] <Simulac> I need to buy
some new ones
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L2430[18:14:24] <Simulac> wtf
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L2432[18:15:02] <pixlepix> How would I
give an item a NBT tag when a stack is first created?
L2433[18:15:06] <pixlepix> Just a blank
tag
L2434[18:15:36] <williewillus>
onCreated?
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L2436[18:16:29] <pixlepix> Ah,
thanks
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L2438[18:17:20] <Mimiru> Does that work
when pulled from creative these days?
L2439[18:17:32] <Mimiru> Last time I
tried it it wasn't and I'm not able to test ATM
L2440[18:17:39] <Mimiru> wasn't
called*
L2441[18:17:41] <williewillus> actually
onCreated is only called on crafting pixlepix
L2442[18:18:17] <williewillus> i think
maybe just something in onUpdate like if (!hasTagCompound()) {
stack.tagCompound = new NBTTagCompound(); }
L2443[18:18:35] <Mimiru> Yeah IIRC that's
the workaround I had to go with
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L2448[18:23:03] <Zaggy1024> where's the
command list for mcpbot now?
L2449[18:23:23] <xaero> !help
L2450[18:23:46] <xaero> where it's always
been
L2451[18:24:25] <Zaggy1024> I mean with
actual information :P
L2453[18:25:01] <bob_twinkles>
!about
L2454[18:25:07] <bob_twinkles> Zaggy1024:
^
L2455[18:25:18] <Zaggy1024> yeh, I went
there
L2456[18:25:23] <Zaggy1024> that links to
what I linked :P
L2457[18:25:45] <xaero> oh, dunno you'll
have to ask Searge and/or bspkrs about their website
L2458[18:26:06] <xaero> you can get info
about a command with !help <command>
L2459[18:26:07] <Zaggy1024> in the
meantime, is there a way to look at the history of a mapping?
L2460[18:26:22]
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L2461[18:26:28] <xaero> yes,
!{f,p,m}h
L2462[18:26:32] <Zaggy1024> ah,
thanks
L2463[18:26:48] <bob_twinkles> huh,
coulda sworn that worked when I last tried it
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L2467[18:32:08] <Vigaro> Devin_: You've
got multiple versions of fmp
L2468[18:32:16] <Devin_> Not according to
multimc O_o
L2469[18:33:08] <xaero> multimc isn't
infallible y'know :P - check that folder directly (with e.g. a file
manager )
L2470[18:33:23] <Devin_> Which folder
specifically?
L2471[18:34:07] <xaero> erm, the one
that's repeated like 6 times in that pic
L2472[18:34:08] <Vigaro> The one it says
in the log
L2473[18:34:18] <Vigaro> Can't copy-paste
from an image :P
L2474[18:34:33] <Devin_> .. oh.
L2475[18:34:42] <Devin_> I completely
missed the '/1.7.10' in the photo
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L2477[18:36:29] <Devin_> Looks like that
did it. Thanks guys. No idea how that even got in there,
though..
L2478[18:37:12] <Devin_> I'm not in my
zone today apparently
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L2489[19:11:23] <shadekiller666> i wish
the blockstate id map wasn't an IdentityHashMap...
L2490[19:11:32] <shadekiller666> that
would probably make things esier
L2491[19:11:40] <shadekiller666>
easier*
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L2494[19:15:53] <shadekiller666> i'm in
the process of moving my bugfix for ExtendedBlockStates into its
own workspace, and theres one strange thing that i can't seem to
get to work right...
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L2496[19:16:56] <shadekiller666> whilst
doing the trickery in equals() works for fixing the placement
issue, it seems to break the fancy slimeblock thing that
ModelBakeEventDebug adds
L2497[19:17:29] <shadekiller666> so i
added a boolean to determine when to execute that trickery, and
when not to
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L2501[19:20:19] <shadekiller666> which
allows that slimeblock to work right, and fixes the placement bug,
but doesn't pass the data into the custom model loaders...
L2502[19:20:25] <shadekiller666>
urgh....
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L2519[19:49:51] <Purebe_> Well
L2520[19:50:01] <Purebe_> Anyone ever
fixed a bug in their sleep?
L2521[19:50:09] <Purebe_> Like, sleep
walking but maybe instead sleep coding
L2522[19:50:16] <Purebe_> How feasible of
an idea is that
L2523[19:50:46] <gigaherz> I'm not a
sleepwalker
L2524[19:50:55] <gigaherz> but I believe
the logic/reasoning centers of the brain are offline while
dreaming
L2525[19:51:14] <gigaherz> so it's more
likely that someone broke into your house, looked at your
computer
L2526[19:51:19] <gigaherz> and saw the
issue
L2527[19:51:20] <gigaherz> ;P
L2528[19:51:31] <Purebe_> I appear to
have fixed a bug we've been trying to figure out for 2+ weeks this
morning
L2529[19:51:41] <Purebe_> but I was
really tired and kept nodding off and don't recall making any code
changes lol
L2530[19:51:44] <Ordinastie> I do believe
that for many, those centers are also offline when awake...
>>
L2531[19:52:09] <Purebe_> The only real
conclusion I can come to is that I must have done something while
browsing the code without realizing it
L2532[19:52:15] <Purebe_> but, I like
entertaining the idea that I sleep fixed it
L2533[19:52:27] <gigaherz> Ordinastie:
that's a separate issue ;P
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L2539[19:56:23] <williewillus> anyone
have any idea why?
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L2542[19:59:48] <unascribed> post the
stacktrace
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L2544[20:01:40] <williewillus> it's an
NPE
L2545[20:01:44] <shadekiller666> turns
out that purposfully returning true from equals() when things
aren't technically equal has weird side-effects...
L2546[20:02:00] <williewillus> on the
clientside too, weirdly enough
L2547[20:02:08] <williewillus> how are
TE's removed on the client when you move out of range?
L2548[20:02:17] <williewillus> or rather
where in the code, so I can go see for myself
L2549[20:02:31] <shadekiller666> i would
imagine somewhere in Chunk
L2550[20:05:16] <DemoXin> I don't guess
there's any way to tell if the damage in a LivingHurtEvent is
already a crit, is there?
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L2552[20:08:57] <williewillus> DemoXin:
it's factored into the damage amount before that event is fired
sono
L2553[20:09:08] <DemoXin> yeah, figured
so.
L2554[20:11:23] <williewillus> this is
frustrating, the tileentity is being nulled on the client while a
method called by that tileentity is executing? 0.o
L2555[20:12:07] <williewillus> TE is
calling IPedestalItem.updateInPedestal(world, x, y, z), whiich
subsequently retrieves the te back by world.getTileEntity but it
gets a null back when the chunk is unloading on client
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L2560[20:23:45] <shadekiller666> willie,
that sounds like a potential desync issue
L2561[20:24:03] <williewillus> its gotta
be
L2562[20:24:07] <gigaherz> GAH, I was
bored and decided to try Minetest
L2563[20:24:09] <williewillus> but idk
why or how to stop it
L2564[20:24:10] <gigaherz> it feels so...
wonky
L2565[20:24:30] <williewillus> other than
putting null checks in a method that is only supposed to run when
said thing is not null
L2566[20:24:37] <shadekiller666> maybe
theres a way to detect when the chunk starts unloading, and halt
updates
L2567[20:24:49] <williewillus> is there a
way to breakpoint vanilla code?
L2568[20:24:57] <gigaherz> williewillus:
do you have packets?
L2569[20:25:17] <gigaherz> I mena, is it
running from a packet when it crashes?
L2570[20:25:19] <shadekiller666>
breakpoint?
L2571[20:25:23] <shadekiller666> like for
debugging?
L2572[20:25:24] <williewillus> no
giga
L2573[20:25:26] <williewillus> yeah
L2574[20:25:36] <shadekiller666> ya just
place a break point
L2575[20:25:43] <shadekiller666> same way
you breakpoint your own stuff
L2576[20:26:06] <shadekiller666> assuming
you have the mc source decompiled in your workspace
L2577[20:26:34] <gigaherz> williewillus:
or you can schedule the update call using the existing facility for
it
L2578[20:26:39] <gigaherz> so that it
runs within the context of the TE?
L2579[20:26:59] <gigaherz> hmmm
L2580[20:27:06] <gigaherz> but you did
say "called from the TE" so....
L2581[20:27:29]
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L2582[20:27:59] <gigaherz> I can't think
of anything else
L2583[20:28:27] <gigaherz> as far as I
know, the world won't update while block updates are in
progress
L2584[20:28:38] <gigaherz> so it MUST be
that your code is running in another thread
L2586[20:28:44] <gigaherz> in which case
this would be useful
L2587[20:29:10] <gigaherz> but then again
you did say "on the client"
L2588[20:29:20] <gigaherz> so no idea
:/
L2589[20:30:04] <gigaherz> williewillus:
can't you pass the TileEntity to that function instead of
world,x,y,z? ;P
L2590[20:30:18] <williewillus> no because
that function is part of external api
L2591[20:30:28] <gigaherz> Ah.
L2592[20:30:38] <williewillus> that addon
makers are supposed to be able to override so their item does their
own thing in the pedestal
L2593[20:30:46] <gigaherz> I see
L2594[20:30:46] <shadekiller666> so whats
happening is, your TE calls into that pedistal update method
L2595[20:31:08] <shadekiller666> then it
returns with a null TE after the chunk unloads
L2596[20:31:09] <shadekiller666> ?
L2597[20:31:42] <williewillus>
somehow
L2598[20:32:06] <gigaherz> hmm
L2599[20:32:07] <gigaherz> wait
L2600[20:32:17] <gigaherz> I see how it
may happen
L2601[20:32:18] <williewillus>
DMPedestal.updateEntity() ->
IPedestalItem.updateInPedestal(world, x, y, z) -> somehow
world.getTileEntity(x, y, z) is null
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L2603[20:32:33] <gigaherz> TEs usually
stop updating when the player is outside a certain range
L2604[20:32:43] <williewillus> client or
server?
L2605[20:32:50] <gigaherz> no I mean,
voluntarily ;P
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L2607[20:32:58] <gigaherz> maybe that's
one reason for it
L2608[20:33:27] <williewillus> i don't
think thats it
L2609[20:33:37] <shadekiller666> willie,
could your TE check the validity of the coords before passing them
in?
L2610[20:33:48] <williewillus> they are
valid thats the think 0.o
L2611[20:34:02] <williewillus>
world.blockExists returns true
L2612[20:34:06] <williewillus> which mean
the chunk is loaded
L2613[20:34:10] <williewillus>
>.>
L2614[20:34:12] <shadekiller666> have you
looked at that method body to see whats happening?
L2615[20:34:21] <Cazzar> The chunk may
load to check the pos?
L2616[20:34:32] <shadekiller666>
...
L2617[20:34:39] <shadekiller666> actually
ya..
L2618[20:34:41] <gigaherz> doesn't
accessing the block cause a block LOAD?
L2619[20:34:47] <gigaherz> chunk
load*
L2620[20:34:56] <gigaherz> Ididn't even
mean to write that word in caps
L2621[20:34:59] <gigaherz> stupid
fingers
L2622[20:35:04] <shadekiller666> but TEs
aren't created on chunk load i don't think
L2623[20:35:05] <williewillus> nah it
queries te loaded chunk map
L2624[20:35:09] <williewillus> on
server
L2625[20:35:13] <williewillus> on client
it always returns true??
L2626[20:35:14] <williewillus> wat
L2627[20:35:21] <gigaherz> client doesn't
actually have a "world"
L2628[20:35:30] <gigaherz> it only has
the cache of blocks sent by the server ...
L2629[20:35:33] <williewillus> yeah it
does
L2630[20:35:34] <gigaherz> so maybe
that's why
L2631[20:35:35] <williewillus> lol
L2632[20:35:39] <williewillus> its just a
very dumb world
L2633[20:35:46] <gigaherz> that's why I
put it in quotes
L2634[20:35:47] <gigaherz> XD
L2635[20:36:15] <Mitchellbrine> does
ItemCraftedEvent get called on shift-clicking the result of a
recipe?
L2636[20:36:42] <shadekiller666> so it
turns out purposefully returning true from equals() in specific
cases can result in weird side effects
L2637[20:37:30] <Cazzar> Let's ASM
String.Equals(Ljava/lang/String;)Z to always, ICONST_1;
IRETURN
L2638[20:37:45] <Cazzar> [/sarcasm] that
will fuck up EVERYTHING
L2639[20:38:02] <shadekiller666>
lol
L2640[20:38:10] <minecreatr> does anyone
know why in the new version of forge, during TextureStitchEvent my
TextureAtlasSprite's have a width and height of 0
L2641[20:38:12] <Mitchellbrine> Using
Reflection to set FALSE in Boolean to true
L2642[20:38:22]
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L2643[20:38:44] <Cazzar> All the people
who know the Java OpCodes and signatures might have a chuckle from
what I said :3
L2644[20:38:51] <williewillus>
minecreatr: it stitches twice during startup once somewhere in init
and the other at the very end of postinit
L2645[20:38:55] <williewillus> people
complained about long load times
L2646[20:39:01] <williewillus> so it
actually stitches only the second time
L2647[20:39:06] <williewillus> first
time's a dummy one for vanilla
L2648[20:39:11] <gigaherz> Cazzar: you
can understand that without knowing them ;P
L2649[20:39:37] <williewillus> okay so I
breakpointed it when it crashed and it turns out it's looking up
the TE in a blank chunk
L2650[20:39:37] <shadekiller666> willie,
which isn't actually needed anymore...
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L2652[20:39:59] <shadekiller666> because
its unloaded!
L2653[20:40:13] <Cazzar> gigaherz: what
does it always return though? :P
L2654[20:40:19] <williewillus> but then
how is the TE's update method still called lol
L2655[20:40:34] <williewillus> unless the
chunk is unloaded from another thread but this is 1.7, packets are
on the main thread
L2656[20:40:35] <gigaherz> Cazzar: well
normally I'd asume 1=true, but java has surprised me in the
past
L2657[20:40:48] <shadekiller666> packets
are on the only thread
L2658[20:40:52] <Cazzar> Yeah, it is,
though try VB.NET
L2659[20:41:00] <Cazzar> 1/0 = true -1 =
false
L2660[20:41:03] <gigaherz> VB uses -1 for
true
L2661[20:41:13] <Cazzar> no
L2662[20:41:14] <gigaherz> at least VB6
did
L2663[20:41:31] <williewillus> only
thread? :p
L2664[20:42:02] <gigaherz> I was a vb6
coder before I switched to C#, and in there it was
0=false,-1=true
L2665[20:42:15] <Cazzar> I started with
C#
L2666[20:42:33] <Cazzar> Then did some
VB.NET because the school PCs had that installed by default.
L2667[20:42:40] <gigaherz> I started with
Amstrad BASIC 1.1
L2668[20:42:40] <gigaherz> ;p
L2669[20:42:46] <gigaherz> on a
CPC464
L2670[20:43:05] <gigaherz> switchedto
QBasic, then VB for Applicatiosn (inside Excel/Access/Word), then I
got VB4
L2671[20:43:18] <gigaherz> I skipped VB5
IIRC, and got VB6
L2672[20:43:47] <Cazzar> I started around
C# 3.0 or just before it.
L2673[20:43:48] <gigaherz> and I used VB6
for ages, before I decided to try C#2.0
L2674[20:43:48] <williewillus> yeah in
1.7 packets are handled in the main threads, wtf is the chunk
unloading in the middle of a method
L2675[20:44:03] <gigaherz> I learned C
before C#
L2676[20:44:11] <minecreatr>
williewillus, it actually seems that non of my resources are
getting loaded
L2677[20:44:13] <minecreatr> including
lang
L2678[20:44:23] <minecreatr> but they
were in the older version of forge
L2679[20:44:29] <gigaherz> minecreatr: do
you use IDEA?
L2680[20:44:34] <minecreatr> yes
L2681[20:44:42] <shadekiller666> giga,
that happens in eclipse too
L2682[20:44:45] <gigaherz> idea { module
{ inheritOutputDirs = true } }
L2683[20:44:49] <williewillus> geez
L2684[20:44:53] <williewillus>
idea.module.inheritOutputDirs = true
L2685[20:44:58] <gigaherz> williewillus:
true
L2686[20:44:58] <shadekiller666> though
not for the same reason
L2687[20:45:00] <gigaherz> let me
copypaste that
L2688[20:45:08] <gigaherz> so next time
I'll have the smaller version
L2689[20:45:17] <minecreatr> I already
have that gigaherz
L2690[20:45:19] <shadekiller666> \
L2691[20:45:25] <williewillus> did you
resetup your workspace after you added that?
L2692[20:45:30] <minecreatr> yes
L2693[20:45:37] <williewillus>
(setupDecomp + import build.gradle + genIntellijRuns)
L2694[20:45:52] <williewillus> marked as
resource root?
L2695[20:45:58] <gigaherz> hmm I'll try
to update to latest forge and see if it works for me
L2696[20:46:19] <shadekiller666>
minecreatr, are you on Java 8?
L2697[20:46:22]
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L2698[20:46:30] <minecreatr> I believe so
shadekiller666
L2699[20:46:39] <shadekiller666> rerun
setupDecompWorkspace
L2700[20:46:47] <shadekiller666> then try
launching again
L2701[20:46:58] <aaa801> [02:46:33]
[Client thread/INFO] [Chisel 3]: Stitching texture
chisel:blocks/fantasy/decor-side 0 0
L2702[20:47:04] <aaa801> sadness.
L2703[20:47:26] <shadekiller666> i think
theres something that forge gradle doesn't like about java 8, as
ive had that issue in the forge dev env quite a bit
L2704[20:47:40] <shadekiller666> and it
only started after i installed java 8
L2706[20:47:46] <aaa801> no issues with
j8 here
L2707[20:47:51] <gigaherz> I use the
latest JDK just fine
L2708[20:48:20] <gigaherz> I'm in the
middle of setupDecompWorkspace for .1493
L2709[20:48:33]
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L2710[20:48:37] <shadekiller666> its not
that the setup is broken
L2711[20:48:48] <shadekiller666> its that
ides randomly forget what GradleStart is
L2712[20:48:57] <gigaherz> never had
that
L2713[20:49:21] <shadekiller666> for me
its been happening in the forge env occasionally after reloading
resources
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L2715[20:49:28] <shadekiller666> but not
every time
L2716[20:49:35] <gigaherz> oh right forge
env, not modding env
L2717[20:49:39] <gigaherz> no idea
there
L2718[20:49:39] <gigaherz> ;P
L2719[20:49:42] <Cazzar> <3 having
this MSDN account.
L2720[20:49:58] <gigaherz> ?
L2721[20:50:14] ***
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L2722[20:50:15] <Lord_Ralex> Cazzar, meh,
only real improvement so far that i cared for is the better TFS
support
L2723[20:50:26] <Lord_Ralex> otherwise,
see no reason to use it over 2013
L2724[20:50:31]
⇨ Joins: Flashfire
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L2725[20:50:37] <Cazzar> Lord_Ralex: Edit
and continue in C# is a lot better.
L2727[20:51:14] <DemoXin> ItemStack! Y U
NO have copy constructor?!
L2728[20:51:18] <gigaherz> oh
L2729[20:51:23] <Cazzar> I should reboot
this PC...
L2730[20:51:23] <gigaherz> I got
VSCommunity 2015 already
L2731[20:51:25] <Flashfire> I have an
issue where a custom mob entity is rendering as another custom
entity instead of the one it's supposed to
L2732[20:51:28] <gigaherz> no need for
MSDN/DreamSpark
L2733[20:51:36] <Flashfire> Does
EntityRegistry.findGlobalUniqueEntityId() work correctly or should
I use another method?
L2734[20:51:41] <gigaherz> I already got
ReactOS compiling with it ;P
L2735[20:51:43] <Cazzar> I am getting
Enterprise
L2736[20:51:47] <Lord_Ralex> My company
pays for the msdn sub, so running pro myself
L2737[20:51:50] <Cazzar> Because, free
for me.
L2738[20:52:03] <gigaherz> yeah i'm ok
with Community
L2739[20:52:11] <gigaherz> nothing i need
from the other editions ;P
L2740[20:52:11] <Cazzar> Also, ReSharper
<3
L2741[20:52:15] <williewillus> DemoXin:
itemstack.copy() not good enough?
L2742[20:52:17] <gigaherz> ReSharper
:3
L2743[20:52:32] <DemoXin> doesn't deep
copy meaning that all the stacks would share the same NBT
object.
L2744[20:53:47] <gigaherz> don't
itemstacks have their own copy/clone method used by virtually every
class in Minecraft
L2745[20:53:48] <gigaherz> ;P
L2746[20:53:51] <DemoXin>
ItemStack.copyItemStack(ItemStack) is a thing.
L2747[20:53:55] <DemoXin> So
nevermind.
L2748[20:54:09] <Flashfire> Does anyone
know if registering a custom entity with
EntityRegistry.findGlobalUniqueEntityId() works or not?
L2749[20:54:24] <Flashfire> I have 2
entities and the second is rendering as the first
L2750[20:54:37] <Mitchellbrine> um
L2751[20:54:47] <gigaherz> Flashfire:
what?
L2752[20:55:14] <williewillus> i thought
global entity ids were bad
L2753[20:55:19] <Mitchellbrine>
yeah
L2754[20:55:22] <gigaherz> aren't entity
IDs per-mod these days?
L2755[20:55:31] <Flashfire> How do I
register them then?
L2756[20:55:48] <gigaherz> int
entityId=1;
L2757[20:55:50] <gigaherz>
EntityRegistry.registerModEntity(EntityLavaball.class,
"Lavaball", entityId++, this, 80, 3, true);
L2758[20:55:57] <williewillus> yup
L2759[20:55:58] <gigaherz> foreach
different entity
L2760[20:55:59] <Flashfire> Thanks!
L2761[20:56:02] <williewillus> the
entityID is per mod
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L2764[20:57:06] <Flashfire> Ok, good to
know
L2765[20:58:13] <williewillus> i don't
think we have any more id-conflictable things in 1.8 now that
potions and enchants are registry based :D
L2766[20:58:22] <williewillus> maybe
biomes are still id-conflictable
L2767[20:58:38] <aaa801> if in doubt,
disable ALL THE OPTIMIZATION,
ReflectionHelper.setPrivateValue(TextureMap.class,
Minecraft.getMinecraft().getTextureMapBlocks(), false,
"skipFirst");
L2768[20:59:11] <williewillus> err
L2769[20:59:20] <williewillus> I bet
theres a config for that lol
L2770[20:59:25] <williewillus> if forge
made a change
L2771[20:59:40] <aaa801> its a system var
thats inited before i can change it
L2772[20:59:43] <aaa801> so yeah, thats
needed
L2773[20:59:50] <williewillus> gigaherz:
ok interesting discovery the chunk was unloaded before
updateEntity() is even called
L2774[20:59:52] <williewillus> wtf
L2775[20:59:57] <williewillus> why
minecraft
L2776[21:00:11] <gigaherz> yep everything
works fine after updating to latest forge ;p
L2777[21:01:45] <williewillus> it looks
like TE's are ticked before pending chunks are actually unloaded
and unloaded TE's removed 0.o
L2778[21:03:13] <gigaherz> lol
L2779[21:03:30] <gigaherz> wait, BEFORE?
wouldn't have an issue then? ;P
L2780[21:03:42] <gigaherz> or you mean in
between removing the chunks, and removing the TEs?
L2781[21:03:50] <gigaherz> in which case
it woudl be a bug XD
L2782[21:04:02] <williewillus> yeah turns
out the clientside chunk the client TE is in is an EmptyChunk
(unloaded) before my updateEntity method is even called
L2783[21:04:10] <williewillus> at that
moment
L2784[21:05:00] <williewillus> vanilla
doesnt seem to run into that problem but that's because vanilla
null checks every other line lol
L2785[21:05:17] <gigaherz> XD
L2786[21:05:21] <gigaherz> well, you knwo
what to do, then XD
L2787[21:05:33] <gigaherz> if(null) every
time you interact with the world ;P
L2788[21:05:54] <williewillus>
*sigh*
L2789[21:07:03] <williewillus> more
precisely, when World ticks, it checks if the tile has a world, is
valid, and that it's positions blockExists() is true. however on
the client blockExists() always returns true even for
emptychunks/unloaded chunks. so the TE ticks. and then immediately
after TE ticking pending chunks are unloaded
L2790[21:07:17] <williewillus> not
unloaded, ut rather, removed from the live chunk list
L2791[21:07:45] <williewillus> fine game,
I quit, null checks everywhere for you :/
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L2797[21:13:50] <williewillus> actually
just one check is enough
L2798[21:14:00] <williewillus> sure
enough, the next tick is completely fine because the TE gets
removed
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L2802[21:15:42] <gigaherz> oh!
L2803[21:16:01] <gigaherz> I have been
watcching the Flux buddies yogscast series
L2804[21:16:22] <gigaherz> and lately Kim
has been toying around with aura cascade, and she mentioned
pixlepix a bunch of times
L2805[21:16:25] <gigaherz> and the name
seemed similar
L2806[21:16:30] <gigaherz> I didn't make
the connection until now
L2807[21:16:31] <gigaherz> XD
L2808[21:17:00] <gigaherz> which is funny
because I am in THE minecraft modding channel ;P
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L2820[21:48:03] <Devoenix> I have a story
to tell
L2821[21:48:28] <Devoenix> Once apon a
time, Devoenix removed Thermal Expansion and Thermal Foundation
from Devoenix's forge server
L2822[21:48:50] <gigaherz> go on?
;P
L2823[21:48:51] <Devoenix> And now
Devoenix's server's world wont' load up because it says missing
id's from sed mods
L2824[21:48:58] <gigaherz> of
course
L2825[21:49:03] <Devoenix> .... how the
hell do i load the world past the misssing/missmatched ID's
L2826[21:49:04] <gigaherz> youcan force
it to continue
L2827[21:49:04] <DemoXin> Welp, time for
a new world.
L2828[21:49:06] <minecreatr> does anyone
know how to find a good texturerer/modeler?
L2829[21:49:13] <Devoenix> How do i force
it then
L2830[21:49:20] <gigaherz> I have no idea
for a server world
L2831[21:49:26] <gigaherz> you could load
it on the client
L2832[21:49:31] <gigaherz> copy the world
folder into your saves
L2833[21:49:35] <gigaherz> launch it from
single player
L2834[21:49:46] <Devoenix> -.-
L2835[21:49:47] <gigaherz> accept the
fact that things MAY break
L2836[21:49:51] <DemoXin> You realize
this is going to delete most of your oregen, right?
L2837[21:49:54]
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L2838[21:49:56] <gigaherz> and then try
it out in the server
L2839[21:50:11] <Devoenix> the world was
origionally was made "Without" TE or TF
L2840[21:50:14] <gigaherz> keep a backup,
just in case
L2841[21:50:16] <Devoenix> so no,
oregen's not fucked
L2842[21:50:38] <gigaherz> I think
there's a commandline toggle for it
L2843[21:50:40] <gigaherz> but I can't
remember
L2844[21:50:43] <gigaherz> doesn't the
log say it?
L2845[21:50:52] <gigaherz> something like
"start with -somethingsomething to force load
theworld"?
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L2848[21:52:15] <Devoenix> Does anyone
here know what the full command is to force load a server's
world?
L2849[21:59:56]
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L2854[22:08:26] <tterrag> Devoenix: it
says in the log...
L2855[22:08:37] <tterrag> ./fml
confirm
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L2868[22:24:10] <mrkirby153> !gm
func_152596_g
L2869[22:24:21] <mrkirby153> !gm
func_152596_g 1.7.10
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L2886[23:02:01] <Zaggy1024> would a TE
have much overhead if it's not actually storing anything or doing
anything?
L2887[23:03:02] <Ordinastie> what's the
point of having a TE then ?
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L2894[23:10:34] <Zaggy1024> Ordinastie, I
need to store an integer in only some very rare cases
L2895[23:10:41] <Zaggy1024> or at least I
want to try to
L2896[23:11:01] <Ordinastie> I assume
that int can be more than 15?
L2897[23:12:03] <DemoXin> You can mark
your TE as non-ticking.
L2898[23:12:13] <DemoXin> And that
reduces the overhead.
L2899[23:13:03] <Ordinastie> but if it's
really rare cases, use a specific metadata for those cases
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L2902[23:14:44] <mdttheory> Having a hard
time getting my AI entities to walk smoothly. It seems their tick
is paired with a delay. Is there a reasonable way to produce smooth
ai entity movement?
L2903[23:14:54] <Zaggy1024> metadata's
used up though :(
L2904[23:15:12] <Zaggy1024> is there a
way to tell it that I need a TE only in this specific case and not
create them in others?
L2905[23:15:23] <Ordinastie> yes
L2906[23:15:25] <Ordinastie> with
metadata
L2907[23:15:27] <Zaggy1024> basically
what I want to do is store the damage of a pebble when the player
places it
L2908[23:15:32] <DemoXin> ^^
L2909[23:15:38] <DemoXin> You can pair a
TE with a block/meta pair
L2910[23:15:54] <Zaggy1024> does it
require the metadata to be different to work?
L2911[23:16:15] <Zaggy1024> I was
planning to make it allow pebbles in four corners of a block, which
uses up the four bits
L2912[23:18:13] <tterrag> in what case
would you NOT need to store anything then?
L2913[23:18:17] <tterrag> to me it seems
like you will always need to
L2914[23:18:42] <Zaggy1024> the pebbles
generate all over the world, near rivers
L2915[23:18:53] <Zaggy1024> don't want to
have TEs wasting resources when the player joins the world :P
L2916[23:19:40] <Zaggy1024> I think I may
just make it so that people can't place the damaged pebbles
though
L2917[23:19:41] <Zaggy1024> seems
easier
L2918[23:32:55]
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L2920[23:35:37] <killjoy> What happened
to IIcon?
L2921[23:37:16] <Zaggy1024> in 1.8?
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L2924[23:44:34] <Stygander> knew i forgot
something while setting up
L2925[23:45:54] <Stygander> does anyone
have a link for setting gradle home properly?
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L2929[23:59:23] <Cazzar> Stygander:
what's the problem