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L1[00:00:00] <shadekiller666> oh,
right
L2[00:00:10] <caellian> it's not like mojang
is currently generating guis using external files or anything of
that sort
L3[00:00:12] <caellian> haha
L4[00:00:16] <tterrag> also, requiring each
widget to handle its own action would result in a LOT of anon
classes
L5[00:00:28] <shadekiller666> i wonder if a
self-handling gui widget system would be doable in minecraft
L6[00:00:43] ⇨
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L7[00:00:48] <caellian> shadekiller666, I'm
trying to do that
L8[00:01:23] <caellian> trying to fix the
gui system, but still somehow base it on the old one (as little as
possible)
L9[00:01:37] <shadekiller666> anon classes?
wouldn't you only need a single interface and to pass it gl objects
and whatever else might be needed?
L10[00:02:04] <caellian> shadekiller666,
you are so overcomplicating this
L11[00:02:12] <shadekiller666> no, not
really
L12[00:02:17] <caellian> yes
L13[00:02:20] <shadekiller666> its actually
fairly straightforward :P
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L16[00:02:40] <shadekiller666> oh wow, the
youtube player did change...
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L18[00:03:04] <tterrag> shadekiller666:
each widget handles its own click
L19[00:03:08] <tterrag> so how do you
define that action?
L20[00:03:11] <tterrag> a method?
L21[00:03:16] <caellian> passing an
interface (which can even be initialized in constructor for
component)
L22[00:03:27] <tterrag> anon classes, then
:P
L23[00:03:32] <shadekiller666> the widget
does whatever the action is
L24[00:03:34] <caellian> yes and no
L25[00:03:34] ⇨
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L26[00:03:37] <tterrag> shadekiller666:
-.-
L27[00:03:41] <shadekiller666> lol
L28[00:03:44] <tterrag> WHAT ACTION? does
every widget just do the same thing?
L29[00:03:52] <tterrag> I have a button
that changes the block's color
L30[00:03:54] <shadekiller666> not
necessarily
L31[00:03:54] <caellian> yes
L32[00:03:56] <tterrag> how do I define
that?
L33[00:04:04] <caellian> you have mouse
clicked
L34[00:04:12] <caellian> and you call that
from gui screen
L35[00:04:21] <tterrag> ok
L36[00:04:25] <tterrag> where do I do the
changing of the color?
L37[00:04:44] <caellian> every mouse
clicked triggeres a method from interface passed from
constructor
L38[00:04:53] <Ordinastie_> someone already
made GUI api
L40[00:05:02] <caellian> and colors are
handled by another method that does the same thing
L41[00:05:26] <caellian> Ordinastie_,
ShaRose was working on the last one I was able to find
L42[00:05:31] <caellian> but it's for
1.5.2
L43[00:05:37] <caellian> so I'm updating
his
L44[00:05:44] <tterrag> "method from
an interface"
L45[00:05:49] <Ordinastie_> by someone, I
meant me ><
L46[00:05:49] <tterrag> so either tons of
classes
L47[00:05:51] <tterrag> or anon
classes
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L49[00:06:06] <caellian> tterrag, what are
you talking about?
L50[00:06:18] <tterrag> what are YOU
talking about?
L51[00:06:39] <caellian> new Button(new
IDoStuff{mouseclicked(){Yaaay, mouse was clicked} })
L52[00:06:40] <shadekiller666> tterrag,
mind you, this is only a problem when you're hooking into a code
base that you don't have full control over
L53[00:06:41] <tterrag> I have 10 buttons
in my GUI and each of them does a different thing
L54[00:06:42] <caellian> that's it
L55[00:06:48] <tterrag> caellian: that is
an anon class -.-
L56[00:07:02] <caellian> yes
L57[00:07:03] <tterrag> would be nice if we
had lambdas
L58[00:07:15] <caellian> why don't
we?
L59[00:07:15] <shadekiller666> oh wait we
do have lambda
L60[00:07:16] <shadekiller666> s
L61[00:07:22] <tterrag> j8 only?
L62[00:07:27] <caellian> so what?
L63[00:07:30] <shadekiller666> mhmm
L64[00:07:31] <tterrag> MC uses java
6
L65[00:07:34] <caellian> no
L66[00:07:39] <tterrag> lambdas don't
compile to j6 bytecode
L67[00:07:42] <MattDahEpic> tterrag,
noooooo
L68[00:07:42] <caellian> mc forces java
8
L69[00:07:48] <tterrag> lol...
L70[00:07:49] <shadekiller666> java 8 is
forced with the new launcher
L71[00:07:52] <caellian> new launcher
forces
L72[00:07:52] <MattDahEpic> tterrag, the
launcher comes with j8
L73[00:07:53] ⇨
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L74[00:07:56] <tterrag> new lancher is
still beta
L75[00:08:03] <tterrag> and not on mac or
linux
L76[00:08:03] <caellian> no it isn't
L77[00:08:28] <caellian> you would hope mac
and linux users are smart enough to use latest java
L78[00:08:41] <tterrag> if the launcher was
out forge would be using J8
L80[00:08:53] <caellian> it is out
L81[00:08:55] <tterrag> OUT out, as in, all
OSs, fully released
L82[00:09:02] <tterrag> not "eh kinda
out on windows only"
L83[00:09:04] <shadekiller666> isn't forge
already doing that
L84[00:09:05] <killjoy> mac users aren't
smart enough to not use the .app
L85[00:09:12] <tterrag> >mac users
L86[00:09:14] <tterrag> >smart
L87[00:09:15] <tterrag> ;>
L88[00:09:16] ⇨
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L89[00:09:34] <shadekiller666> i could have
swarn that i saw a couple lambdas somewhere outside of my own code
today
L90[00:09:40] <caellian> tterrag, it is
written in java, it supports all oss
L91[00:09:50] <killjoy> Except xp
L92[00:09:56] <killjoy> and osx 10.5
L93[00:10:05] <shadekiller666> who the hell
is still on xp/
L94[00:10:11] <caellian> yeah
L95[00:10:13] <caellian> hahaha
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L97[00:10:39] <caellian> Ordinastie_, what
is this?
L98[00:10:42] <MattDahEpic> my tile entity
is missing a mapping and im not sure how to fix it
L99[00:10:49] <tterrag> I'm reading
minecraft.net
L100[00:10:55] <tterrag> they only have
the new launcher out under windows
L101[00:11:10] <Ordinastie_> MalisisCore
GUI system </shamelessplug>
L102[00:11:33] <killjoy> I think I heard
somewhere that the mac launcher is happening in september
L104[00:11:37] <caellian> tterrag, they
only have java-downloading launcher under windows
L105[00:11:43] <MattDahEpic> tterrag, the
"new" launcher is any with the bootstrapper that launches
it
L106[00:11:44] <tterrag> right
L107[00:11:49] <tterrag> which is the
entire point
L108[00:12:05] <tterrag> if the new
launcher was actually well adopted on all OSs, then it would be
used by forge, but it's not
L109[00:12:07] <killjoy> Someone make a
package installer for linux
L110[00:12:09] <caellian> the point is
that java 8 is almost (if not) a year old
L111[00:12:19] <tterrag> good for it
L112[00:12:22] <tterrag> MC supports
6
L113[00:12:33] <tterrag> the day MC stops
supporting 6 is the day I do
L114[00:12:36] <caellian> even the most
retarded people out there should be using the latest version of
Java
L115[00:12:48] <tterrag> don't be an
idealist
L116[00:12:54] <killjoy> I don't support 6
if it's not mod related
L117[00:13:02] <tterrag> killjoy: god
no
L118[00:13:12] <tterrag> why would I do
that :P
L119[00:13:14] <tterrag> my app my
rules
L120[00:13:21] <Ordinastie_> what is the
point of this argument anyway, even if MC is still using J6,
nothing prevents you to use J8
L121[00:13:23] <killjoy> read: I use java
7 or higher if I'm not dealing with minecraft
L122[00:13:36] <Ordinastie_> except maybe
dumb mac users...
L123[00:13:43] <tterrag> Ordinastie_: this
isn't about JVM, rather code target compat
L124[00:13:58] <tterrag> I use java 8 in
all my environments
L125[00:14:07] <killjoy> "or
higher"
L126[00:14:12] <Ordinastie_> still, make
you mod Java8 and tell your user to update their java
L128[00:14:21] <caellian> tterrag, I don't
care if someone using 2 major versions older version of software
can't run my mods
L129[00:14:57] ***
caellian was kicked by Lex_ (Yes but this is minecraft, we target
J6 deal with it.))
L130[00:15:03] <tterrag> I compile my mods
against a version of forge almost a year old. why? because I have
no good reason not to. Why do somethign that COULD cause problems
if it provides no benefit to me?
L131[00:15:08] <tterrag> aw man
L132[00:15:09] <tterrag> no fun
L133[00:15:38]
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L134[00:15:42] <MattDahEpic> gg
L135[00:15:50] <Ordinastie_> tterrag,
reason is better code and better maintainability
L136[00:16:09] <tterrag> better code? many
j7 and j8 features can be used while still compiling to j6
target
L137[00:16:14] <MattDahEpic> the only
reason i use >j6 is multicatches
L138[00:16:19] <shadekiller666> and
turning 6 lines of for loop into 1 line :p
L139[00:16:28] <tterrag> I have found no
good reason to FORCE >6
L140[00:16:55] <shadekiller666> ok,
tterrag, at what point does j8 not compile to 6/7
L141[00:17:05] <tterrag> depends on the
feature
L142[00:17:10] <tterrag> I know lambdas do
not, obviously
L143[00:17:12] <Ordinastie_> string
switches
L144[00:17:20] <tterrag> string switches
compile to j6
L145[00:17:25] <Ordinastie_> do
they?
L146[00:17:28] <tterrag> it's just a
convoluted switch on hashcode
L147[00:17:33] <tterrag> for the most
part
L148[00:17:40] <Ordinastie_> anyway, I
don't care
L149[00:17:41] <shadekiller666> j8
compiler doesn't know how to convert a lambda back into an inner
class?
L150[00:17:41] <SkySom> String Switches
were 7 though
L151[00:17:56] <Ordinastie_> I'm still
making my 1.8 update to java 8
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L153[00:19:04] <caellian> You can't use
Lambadas, type annotations, diamonds, ARM, multi-catch and some
other things if you use java 6
L155[00:19:35] <tterrag> caellian:
diamonds should compile to j6 just fine, it's just compiler
inference
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L158[00:20:03] <caellian> tterrag, I just
copied over what's new
L159[00:20:59] <caellian> but yeah, I
literally can't live without things added by java 7 and 8
L160[00:21:08] <williewillus> like
:p
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L162[00:21:44] <caellian> like literally
totally can't
L163[00:21:45] <caellian> haha
L164[00:22:04] <caellian> also, java 7 and
8 run much faster than 6
L165[00:22:33] <Lex_> Well
L166[00:22:44] <caellian> I target
everything I do to use latest software
L167[00:23:03] <caellian> so should
people
L168[00:23:07] <tterrag> "run
faster" is irrelevant, again
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L170[00:23:12] ***
caellian was kicked by MineBot (Banned: If you can't live without
J7/8 then don't. Minecraft is J6 that is how it is.
(7d)))
L171[00:23:19] <Lex_> These arguments are
stupid
L172[00:23:54] ***
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L173[00:24:43] <MattDahEpic> And that day
caellian learned: don't fuck with lex
L174[00:24:54] <williewillus> nah
L175[00:24:59] <williewillus> just don't
be silly
L176[00:25:16] <Lex_> Are java7/8 stuff
nice? Yes
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L178[00:25:34] <Lex_> Can you use
EVERYTHING from j7/8 while still targeting j6 rte? YES
L179[00:26:02] <Lex_> Forcing something
outside the target environment because you're lazy is dumb.
L180[00:26:53] <SkySom> "Users can
update" I really think he was giving some users way too much
credit
L181[00:27:39] <tterrag> lex,
everything?
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L183[00:30:23] <Lex_> ohh ohh he went on
twitter!
L184[00:30:42] <Lex_> yes everything from
j8 {from my understanding} can be back ported to j6
L185[00:30:50] <Lex_> hell probably even
j5 if you chain things correctly
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L188[00:32:28] <tterrag> even
lambdas?
L189[00:32:32] <tterrag> I thought they
required new magic
L190[00:32:50] <shadekiller666> backported
meaning the compiler figures out what to do to convert newer
version code into something older vms understand?
L191[00:33:08] <Cazzar> Well, in that
case, RetoLambda
L192[00:33:24] <Lex_> retrolambdas
exists
L193[00:33:38] <Lex_> lambdas as simple,
they are just callables
L194[00:33:47] <tterrag> is retrolambdas a
runtime dep?
L195[00:33:51] <Cazzar> No
L196[00:33:52] <Lex_> Nope
L197[00:34:07] <Lex_> it converts the
function into a synthetic class.
L198[00:34:19] <tterrag> ah, cool
L199[00:34:19] <MattDahEpic> my tileentity
is throwing runtimeexception about missing a mapping and im not
sure what to fix
L200[00:34:21] <tterrag> I was about to
say
L201[00:34:25] <Lex_> changes the invoke
function to a new+invoke and done.
L202[00:34:26] <tterrag> MattDahEpic:
register it
L203[00:35:25]
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L204[00:35:25] *
Lex_ stabs fernflower
L205[00:35:27] <shadekiller666> oo and
theres a gradle plugin for retrolambdas
L206[00:35:30] <Lex_> y u no be
logical?
L207[00:35:43] <shadekiller666>
fernflower?
L208[00:35:46] *
Cazzar has known (and used) retrolambda for a while.
L209[00:37:17] <Lex_> if you're purely
targeting and end user whos running things
L210[00:37:26] <Lex_> then you can dev in
whatever the fuck you want
L211[00:37:47] <Lex_> but if you're
targeting a end user who is dealing with the code.. like forge
is... we have to hold to the specific requirements
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L215[00:43:39] <williewillus>
shadekiller666: so it actually does look like the rotations is
being moved from block center to one of the corners..but idk which
one and how to fix it :p
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L217[00:44:38] <shadekiller666> the
rotations that are parsed from "rotation" are parsed into
a TRSRTransformation, which, by default, applies rotations at the
corner
L218[00:45:07] <shadekiller666> only
recently did fry add methods to transform the pivot from corner to
center and back
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L220[00:46:02] <williewillus> what would I
put in rotations if I wanted a 20 degree CCW rotation about the x
axis? I'm trying to visualize it and i don't get how it 'd be
different if it was at the corner vs the center
L221[00:46:32] <shadekiller666> but that
is something that has to be done inside the parser, look at the
TRSRDeserializer
L222[00:46:43] <shadekiller666> uhhh
L223[00:46:49] <shadekiller666> oh
jeeze
L224[00:46:51] <shadekiller666> erm
L225[00:47:16] <shadekiller666> not sure
that you can...
L226[00:47:30] <williewillus> ?
L227[00:47:52] <williewillus> stranger
thing is increments of 90 work
L228[00:47:53] <shadekiller666> well lets
think it through
L229[00:47:59] <williewillus> exactly as
intended
L230[00:48:06] <shadekiller666> because 90
is centered again
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L232[00:48:26] <shadekiller666> anything
off of that ends up scaling at the same time
L233[00:48:39] <shadekiller666> hence why
you were getting that strange stretching
L234[00:48:39] <williewillus> and that's
why the texture looks all stretched
L235[00:49:03] <williewillus> so I have to
feed it different rotation values to get what I want, but idk
what
L236[00:49:23] <shadekiller666> you also
have to feed it translation values too
L237[00:49:45] <shadekiller666> which is
why i'm starting to think that its not possible
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L239[00:51:35] <williewillus> hm, i wonder
why it was written like that then
L240[00:51:38] <MattDahEpic> night
all
L241[00:51:42] <williewillus> translation
taking corner, I mean
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L243[00:51:49] <williewillus>
*rotation{}
L244[00:53:01] <shadekiller666> there was
something that applies rotation based on the block corner
L245[00:53:35] <shadekiller666> i wouldn't
be surprised if thats why vanilla rotations are locked at 90
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L247[00:54:07] <williewillus> I might just
go b3d then, if I can figure out how to use blender .-.
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L250[00:57:04] <williewillus> bleh, I'll
figure it out eventually :p
L251[00:57:15] <shadekiller666> i'm taking
a look at the parser
L252[00:57:25] <shadekiller666> sounds to
me like something is being skipped
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L274[01:42:31] <McJty> Hi, if you get a
message sent from the client side on the server you get a
MessageContext in that message.
L275[01:42:43] <McJty> Is there some way
to find out which mod sent that message?
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L277[01:44:50] <tterrag> google
translating spanish mod translations is fun :P
L278[01:45:05] <tterrag> McJty:
er...probably not
L279[01:45:10] <tterrag> how would that
info be attained?
L280[01:45:22] <McJty> No idea. Which is
exactly the problem that I'm having ;-)
L281[01:45:32] <tterrag> +
Tile.blockEnderIo.tooltip.detailed.line1 = Allows remote access to
nearby blocks. Used in conjunction with Anchor Rod Travel and
Tourism.
L282[01:45:40] <tterrag> "Anchor Rod
Travel and Tourism" perfect
L283[01:45:56] <tterrag> otherwise pretty
close actually :P
L284[01:45:59] <tterrag> McJty: why would
you need that
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L286[01:46:22] <McJty> tterrag, well I
recently separated a part of my mod into a separate project. So
there are many common classes there.
L287[01:46:29] <tterrag> I have heard
:P
L288[01:46:33] <McJty> However, the
classes there cannot access the global mod instance.
L289[01:46:50] <McJty> I solved most
issues related to that except for one.
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L291[01:47:06] <tterrag> hmm?
L292[01:47:08] <tterrag> what does that
mean?
L293[01:47:18] <McJty> Well I have one
packet that is defined in the library
L294[01:47:23] <McJty> It needs a
reference to the mod
L295[01:47:29] <McJty> To the current
mod.
L296[01:47:31] <tterrag> it does?
L297[01:47:34] <McJty> where?
L298[01:47:47] <tterrag> where do you need
to reference the mod?
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L300[01:47:58] <tterrag> the problem
arises when you don't have initialization methods, so you can't
register your packets :)
L301[01:48:16] <tterrag> for stuff like
that it would be best if you made your lib a mod
L303[01:48:53] <tterrag> what is
"modBase"
L304[01:49:21] <McJty> Well that was
supposed to be a reference to my mod which was given to the message
on the client side.
L305[01:49:41] <tterrag> I see,
unfortunately the packet will probably have to contain a string to
reference the mod on both sides
L306[01:49:48] <tterrag> there is no way
that data could be transferred otherwise
L307[01:49:58] <McJty> ok, so I can do it
that way then
L308[01:50:09] <tterrag> yes,
Loader.instance().indexedModList or some such
L309[01:50:19] <McJty> Ok thanks
L310[01:50:38] <tterrag> but again you
will run into the problem of your packets not being
registered
L311[01:50:46] <tterrag> if you have no
mod to initialize things
L312[01:50:59] <McJty> That's no problem.
I solved that part already
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L314[01:51:23] <McJty> My library has a
registerMessages() which the mod that uses that library has to
call
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L318[01:58:02] <tterrag> McJty: so if two
mods use your lib?
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L320[01:58:38] <McJty> They both have
distinct packet handlers on which that message is registered.
L321[01:59:03] <tterrag> O.o
L322[01:59:12] <tterrag> weird, but
ok
L323[01:59:43] <McJty> Well it is just
helper code.
L324[01:59:50] <McJty> In the end two
different mods are still two different mods
L325[01:59:54] <McJty> With there own
packet handlers and stuff.
L326[02:00:38] <tterrag> duplicated packet
channels is a bit odd
L327[02:00:43] <tterrag> you could just
make sure the method is only called once :P
L328[02:00:49] <tterrag> with a static
boolean or some such
L329[02:00:56] <McJty> What method?
L330[02:01:20] <McJty> And what duplicated
packet channel? Not sure I get what you mean
L331[02:02:38] <tterrag> you said each
using mod gets its own network
L332[02:02:47] <tterrag> with the exact
same packets registered to it
L333[02:03:29] <McJty> Well I could also
not have made that library
L334[02:03:42] <McJty> In which case my
two mods would also have the same packet on their respective
channel
L335[02:04:16] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150804 mappings to Forge Maven.
L336[02:04:20] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150804-1.8.zip (mappings
= "snapshot_20150804" in build.gradle).
L337[02:04:30] <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/
L338[02:07:17] <tterrag> that would be a
problem for the lib to solve, no? :P
L339[02:07:39] <McJty> What problem is
there to solve actually?
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L378[03:58:46] <Lumien> If i have a tesr,
how do i remove the model definition errors from the log? Create a
dummy model?
L379[03:59:22] <shadekiller666> uhh
L380[03:59:34] <sham1> Cant you just set
the block's render mode
L381[03:59:39] <shadekiller666> ^
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L445[05:38:07] <sham1> !gm
func_176306_h
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L532[09:00:26] <Lymia> Eeesh.
L533[09:00:32] <Lymia> Scala 2.12.x is
going to be Java 8 only?
L534[09:00:33] <Lymia> DX
L535[09:00:49] <PaleoCrafter> be glad
:P
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L538[09:04:32] <Lymia> Is the Forge dev
team still prejudiced against modern VMs?
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L544[09:09:03] <PaleoCrafter> wat,
Lymia
L545[09:09:26] <PaleoCrafter> the Java 8
incompatibilities have been resolved ages ago :P
L546[09:10:36] <Lymia> Apparently there's
still an expectation that mods support Java 6. You know, a Java
version from a decade ago.
L547[09:10:39] <Lymia> :(
L548[09:10:55] <boni> Lymia: mc still
supports it therefore forge supports it. simple
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L551[09:12:09] <auenfx4> if you dont have
java8, the mc launcher displays a message to get the newer
launcher, which downloads java 8
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L555[09:17:12] <gigaherz> Lymia: no one
prevents you from making a mod java8-only, just forge doesn't force
you to.
L556[09:17:50] <Lymia> It does mean that
there probably won't be Scala 2.11.x on Forge though.
L557[09:18:11] <PaleoCrafter> that's
likely, yes
L558[09:18:12] <Lymia> Too bad. It looks
like it actually got the optimizer working well.
L559[09:18:15] <gigaherz> oh no lex
clearly said "fuck scala"
L560[09:18:16] <gigaherz> IIRC
L561[09:18:18] <PaleoCrafter> but the
library won't see a lot of changes :P
L562[09:18:33] <PaleoCrafter> so you can
compile for it just fine while using the 2.11 library
L563[09:19:08] <Lymia> I don't think Scala
2.12.x has an Java 6 bytecode emitter anymore.
L564[09:19:28] <Lymia> Hopefully someone
backports the new optimizer code
L565[09:19:43] <diesieben07> 2.12 can't
work without java 8
L566[09:19:47] <diesieben07> they need the
lambda support
L567[09:20:14] <PaleoCrafter> my point is
that you can use the 2.12 optimizer and compiler (obviously with
Java 8 bytecode) and still use the 2.11 library :P
L568[09:20:24] <PaleoCrafter> and the
optimizer is accessible from 2.11.7, afaik
L569[09:20:29] <Lymia> They're breaking
binary compatibility. Probably won't work.
L570[09:20:50] <Lymia> You could use
dependency shadowing for the 2.12 library though.
L571[09:21:13] <Lymia> Or.. well, whatever
you're supposed to call it.
L572[09:21:30] <Lymia> Use an obfusicator
to rename scala.* to whatever.whatevermod.lib.scala.*
L573[09:21:34] <diesieben07> the fact that
forge ships scala is still a bad idea ...
L574[09:21:35] <Lymia> And strip out
unused classes
L575[09:21:46] <PaleoCrafter> the fact
that it ships the compiler is the bad idea, diesieben07 :P
L576[09:21:51] <Lymia> wait
L577[09:21:54] <Lymia> Forge ships with
scala-compiler?
L578[09:21:58] <PaleoCrafter> yes
L579[09:22:00] <Lymia> wtf why
L580[09:22:06] <Lymia> why
L581[09:22:20] <PaleoCrafter> such that
Lex can bitch about the enormous traffic :P
L582[09:22:31] <Lymia> The only use for
that *maybe* is JIT. And it's easier to use ASM or something.
L583[09:23:52] <Lymia> I can understand
shipping scala-library
L584[09:24:02] <Lymia> Maybe scala-reflect
and parser combinators/xml too.
L585[09:24:05] <Lymia> But the
compiler??
L586[09:24:18] <PaleoCrafter> Lex also
thinks that we Scala people are trying to force the language on
everyone
L587[09:24:27] <diesieben07> well, you are
:P
L588[09:24:33] <PaleoCrafter> which might
be true for *some* people, but by far not for all :P
L590[09:24:39] <pig> Damnit
L591[09:24:44] <PaleoCrafter> hah
L592[09:25:08] <PaleoCrafter> and *I* am
only pointing out that people might have an easier time with Scala,
diesieben07 :P
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L594[09:25:56] <Lymia> Learning a new
language isn't generally an "easier time"
L595[09:25:58] <Lymia> :P
L596[09:26:53] <PaleoCrafter> well,
obviously after learning it :P
L597[09:27:01] <PaleoCrafter> and it's
never bad to know more than one language
L598[09:27:42] <gigaherz> specially if
those languages have different paradigms
L599[09:28:06] <gigaherz> the only thing I
have against scala is that it's designed "against my
tastes" XD
L600[09:28:36] <sham1> But if you have too
much of a java background, it makes everything you write a mess in
scala
L601[09:29:05] <gigaherz> (the
"def" keyword, "name: Type" syntax,
whitespace-aware syntax)
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L603[09:30:18] <PaleoCrafter> sham1, the
problem isn't having "too much" of a Java background,
it's the unability to open your mind for new ways :P
L604[09:31:47] <gigaherz> that's one of
the things I like about knowing some javascript: it's relatively
C/Java-ish in syntax, but it's very different in terms of
design
L605[09:32:07] <PaleoCrafter> gigaherz,
what whitespace aware syntax?
L606[09:32:30] <gigaherz> PaleoCrafter:
recognizing "enter" as a statement terminator, instead of
using something like ;
L607[09:32:40] <PaleoCrafter> enter isn't
the statement terminator...
L608[09:32:49] <gigaherz> ?
L609[09:33:03] <Lymia> Scala is whitespace
aware.
L610[09:33:05] <PaleoCrafter> multi line
statement are a thing in Scala :P
L611[09:33:11] <Lymia> It can infer ; when
a new-line occurs.
L612[09:33:16] <Lymia> Instead of needing
; explicitly
L613[09:34:17] <PaleoCrafter> and as soon
as you get used to semicolon inference you don't want to go back
:P
L614[09:34:56] <Lymia> It inserts an ';'
whenever A) there is a whitespace, and B) this is syntatically
valid
L615[09:35:00] <Lymia> Or, er.
L616[09:35:01] <Lymia> newline*
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L623[09:51:57] <Flashfire> Is it possible
for the same sub block of a block to be assigned to any one of many
textures at random?
L624[09:52:49] <diesieben07> define
"sub block"
L625[09:53:04] <Flashfire> Metadata
subtype
L626[09:53:09] <diesieben07> no
L627[09:53:23] <diesieben07> you can do
some "magic" and base it on the coordinates
L628[09:53:36] <diesieben07> but if you
dont want that, you need to store which texture there was
somewhere
L629[09:53:39] <Flashfire> That'd work
great actually
L630[09:54:33] <Flashfire> What must be
done to assign a block to a texture based on coordinates?
L631[09:54:58] <diesieben07> are you on
1.8?
L632[09:55:03] <Flashfire> Yes I am
L633[09:55:21] <diesieben07> how many
textures are there?
L634[09:55:29] <Flashfire> I will probably
have 16
L635[09:55:36] <diesieben07> why can't you
use metadata then? :D
L636[09:55:47] <Flashfire> Is there a
metadata limit?
L637[09:55:52] <diesieben07> 0-15
L638[09:56:10] <Flashfire> I have at least
10 metadata subblocks in one block and I want 16 different ones for
each
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L640[09:56:17] <SanAndreasP> I did not PM
to Forge in a loong time, so... how do I use the Forge repo in
Intellij?
L641[09:56:25] <Flashfire> They're so
similar that I want to keep them as one block
L642[09:56:27] <diesieben07> aha
L643[09:56:46] <diesieben07> you need a
custom block model then (ISmartBlockModel
L644[09:56:56] <Flashfire> Alright
L645[09:57:13] <diesieben07> and store the
texture in the block state
L646[09:57:19] <diesieben07> using
getActualState
L647[09:57:37] <Flashfire> I see
L648[09:57:57] <SanAndreasP> I tried to
import the build.gradle like I do with all my other mods, but it
tells me I don't have a valid gradle directory
L649[09:58:06] <diesieben07> i dont think
you can
L650[09:58:14] <SanAndreasP> :(
L651[09:58:36] <diesieben07> you can try
importing the eclipse project
L652[09:58:38] <diesieben07> or wait for
FG 2 :D
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L654[09:59:14] <SanAndreasP> so, I just do
Import t and point to the eclipse folder!?
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L656[09:59:37] <sham1> or you wait for FG2
?!
L657[09:59:49] <SanAndreasP> but I wanna
PR now :o
L658[09:59:59] <sham1> why not use
eclipse
L659[10:00:10] <diesieben07> because
eclipse is a joke
L660[10:00:20] <diesieben07> and yes, just
import and select the eclipse project
L661[10:00:30] <PaleoCrafter> it won't be
that easy, afaik :P
L662[10:00:34] <PaleoCrafter> because it
uses linked folders
L663[10:01:16] <williewillus> are
baubles/thaumcraft apis on a maven anywhere?
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L670[10:10:14] <smbarbour> As far as I can
tell, those APIs are just on Azanor's github
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L672[10:14:42] <SanAndreasP> aren't there
any run configs to test my changes?
L673[10:14:55] <diesieben07> sure, there
should be
L674[10:15:33] <SanAndreasP> it's empty
for me
L675[10:16:13] <diesieben07> you ran
gradlew setupForge?
L676[10:16:29] <SanAndreasP> yup
L677[10:16:46] <diesieben07> then you
should have them, at least I do
L678[10:16:55] <SanAndreasP> I'll try
again and see if that works
L679[10:17:22] <diesieben07> you are using
eclipse now, right?
L680[10:17:46] <SanAndreasP> no, I was
trying with IntelliJ, but I'll use eclipse now <.<
L681[10:18:02] <diesieben07> :D
L682[10:18:09]
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L683[10:18:17] <williewillus> if I want to
add LayerRenderers to the player when should I do that?
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L687[10:26:39] <williewillus> !gm
doRenderLayer
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L689[10:34:34] <williewillus> bleh anyone
know how to use the layerrenderer?
L690[10:36:24] <gigaherz> no idea what
those are XD
L691[10:36:39] <MattDahEpic> !gm
Block.breakBlock 1.7.10
L692[10:37:06]
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L693[10:37:21] <SanAndreasP> Is the
"Clean" project for my test mod or?
L694[10:37:45] <williewillus> no clean is
to generate the diffs
L695[10:37:49] <williewillus> don't touch
or use clean
L696[10:37:58] <SanAndreasP> okay
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L698[10:38:26] <diesieben07> Clean = Just
MC, Forge = well, forge
L699[10:41:19] <williewillus> does forge
take requests to change access modifiers on certain members?
L700[10:41:31] <williewillus>
RenderPlayer.addLayer is protected, which makes it pretty useless
without an AT
L701[10:42:16] <diesieben07>
reflection
L702[10:43:16] <Mysticdrew> Anyone know
what version of Netty is minecraft using?
L703[10:43:38] <williewillus> oh, yeah
reflecting would work, I thought i needed to call it every frame
but its actually at ini
L704[10:43:40] <williewillus> t
L705[10:43:41] <williewillus> thanks
L706[10:43:46] <diesieben07> 4.0.15 in
1.8
L707[10:43:54] <Mysticdrew> Thanks
diesieben07
L708[10:44:52]
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L710[10:47:11] <williewillus> !gf
RenderManager.skinMap
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L712[10:48:01] <williewillus> why does the
bot show that skinMap has an AT to public on it yet my dev
workspace doesn't have it?
L713[10:48:16] <PaleoCrafter> the bot just
tells you the line you would have to use in an AT
L714[10:48:20] <williewillus> oh :p
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L716[10:49:35] <SanAndreasP> uhhh... why
do I get a ConcurrentModificationException now? <.<
L717[10:49:59] <diesieben07>
context?
L718[10:50:12] <SanAndreasP> tried to
debug, I get this exception
L719[10:50:32] <diesieben07>
stacktrace?
L720[10:50:40] <gigaherz> do you use
packets?
L721[10:50:44] <SanAndreasP> sure, one
moment...
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L724[10:51:36] <SanAndreasP> no,
gigaherz
L725[10:51:52] <gigaherz> uhh can you
paste your current code?
L726[10:51:58] <gigaherz> or push to
github ;P
L727[10:52:15] <SanAndreasP> it's the
Forge Repo, I'm trying to make a PR :P
L728[10:52:19] <gigaherz> Oh
L729[10:52:20] <diesieben07> wat
L730[10:52:22] <gigaherz> FORGE
itself
L731[10:52:27] <gigaherz> wtf did you
change?
L732[10:52:29] <gigaherz> XD
L733[10:52:39] <SanAndreasP> 4 lines
L734[10:52:48] <SanAndreasP> 1 in World,
and a method addition in Entity
L735[10:52:50] <gigaherz> canyou generate
a patch/diff?
L736[10:53:51] <SanAndreasP> How do I do
this with gradle? :P I was not in the PR game for a long time, as
I've said already xD
L737[10:54:05] <gigaherz> eh I can't
remember the command name XD
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L739[10:54:37] <diesieben07> gradlew
genPatches
L740[10:54:45] <diesieben07> but that
shouldn't cause this
L741[10:54:55] <SanAndreasP> well, it
wouldn't matter, I've reverted my changes and still
crashes...
L742[10:55:02] <diesieben07> yeah this is
very weird
L743[10:55:10] <gigaherz> yeah :/
L744[10:55:20] <SanAndreasP> does this
have to do with Java8? I suppose not...
L745[10:55:24] <gigaherz> it's not even in
mc code yet?
L746[10:55:30] <gigaherz> this is the
launchwrapper, it's pre-launching
L747[10:55:39] <SanAndreasP> no, it tries
to launch and just crashes
L748[10:56:09] <gigaherz> I mean it still
hasn't really begun launching by then
L749[10:56:25] <gigaherz> as in, it's not
something inside mc code that's failing, it's in FML
territory
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L753[10:58:07] <SanAndreasP> ugh, I'll
delete my local copy, then re-setup everything again... maybe
IntelliJ screwed something up
L754[10:58:14] <gigaherz> maybe
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L759[11:15:08] <shadekiller666> giga, does
your obj loader work for 1.7?
L760[11:15:28] <williewillus> i thought
1.7 already had its own obj loader
L761[11:15:43] <SanAndreasP> well, didn't
work either :(
L762[11:15:44] <shadekiller666> its not
really much of a loader
L763[11:15:47] <SanAndreasP> same
crash
L764[11:16:03] <shadekiller666> and my 1.8
one is much more versitile and less prone to crashing...
L765[11:16:14] <shadekiller666> i'm
contemplating backporting it...
L766[11:16:42] <gigaherz> shadekiller666:
the actual loader code is mc-agnostic
L767[11:16:54] <shadekiller666> ok
L768[11:16:56] <gigaherz> but then it does
the baking, which is 1.8-specific
L769[11:17:19] <shadekiller666> what do
the objs get turned into to make them work in 1.7?
L770[11:17:34] <shadekiller666> i know for
1.8 its BakedQuads
L771[11:17:39] <gigaherz> no idea, never
used models in 1.7
L772[11:17:49] <gigaherz> I think it was
just raw ogl?0
L773[11:17:50] <gigaherz> as in
L774[11:17:52] <shadekiller666> looks like
IModelCustom
L775[11:17:59] <williewillus> java models
probably, or direct gl
L776[11:18:04] <gigaherz> hmm
L777[11:18:16] <gigaherz> no idea,
really
L778[11:18:16] <gigaherz> XD
L779[11:18:26] <gigaherz> no point
speculating, just check what 1.7 did
L780[11:18:27] <gigaherz> XD
L781[11:18:29] <shadekiller666> O.o
L782[11:18:41] <gigaherz> i recall some
code using .addBox() and such
L783[11:18:43] <shadekiller666> the 1.7
loader uses patterns?
L784[11:18:45] <shadekiller666> why?
L785[11:18:52] <gigaherz> but 1.7 also had
an actual obj loader
L786[11:18:53] <shadekiller666> string
parsing is a lot nicer...
L787[11:19:10] <gigaherz> patterns?
L788[11:19:20] <gigaherz> but .obj is
space-delimited text XD
L789[11:19:27] <shadekiller666> and?
L790[11:19:34] <gigaherz> it's designed to
be parsed using split() ;P
L791[11:19:39] <shadekiller666> mhmm
L792[11:19:45] <shadekiller666> and thats
how i do it
L793[11:19:49] <gigaherz> me too ;P
L794[11:19:53] <gigaherz> wtf are
patterns?
L795[11:19:54] <gigaherz> xD
L796[11:20:01] <gigaherz> you mean
regex?
L797[11:20:12] <gigaherz> or does java
have something special for it?
L798[11:20:21] <shadekiller666>
Pattern
L799[11:20:29] <diesieben07> he means
regex.
L801[11:21:07] <diesieben07> that is
called regex.
L802[11:21:21]
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L803[11:21:34] <Nucleria> Hi.
L804[11:21:35] <gigaherz> ah so java calls
its regex handling "Pattern"... XD
L805[11:21:38] ***
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L806[11:21:39] <williewillus> lol
L807[11:21:40] <shadekiller666> all those
complicated strings, when all you need is some nested
loops...
L808[11:21:57] <williewillus> who wrte the
forge 1.7 obj?
L809[11:22:01] <shadekiller666> with
lambdas it would probably be even nicer
L810[11:22:02] <shadekiller666> no
idea
L812[11:23:06] <gigaherz> hard to say
XD
L813[11:23:28] <gigaherz> the oldest
commit is a refactoring
L814[11:23:39] <williewillus> "To be
cleanuped and re-evaluated in 1.8" lol
L815[11:23:42] <gigaherz> there's no
history before that
L816[11:24:05] <shadekiller666>
hahaha
L817[11:24:13] <gigaherz> shadekiller666:
my code was originally based on a C# parser that I had around
L818[11:24:18] <shadekiller666> more like
completely ignored :P
L819[11:24:22] <shadekiller666> ahh
L820[11:24:23] <gigaherz> which was
originally based on some code I found around on the internet
L821[11:24:38] <gigaherz> the C# version
was built around a map of lambdas
L822[11:24:51] <shadekiller666> ok
L823[11:25:02] <gigaherz> I replaced that
with a chain of if() while porting to java ;P
L824[11:25:14] <shadekiller666> to write
mine i dug through yours to get a basic idea
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L826[11:25:41] <williewillus> you couldve
still used something like the Guava Function<>'s :p
L827[11:25:42] <gigaherz> now that I moved
to java8
L828[11:25:48] <shadekiller666> then i
looked up the spec that Wavefront used for their software
support
L829[11:25:55] <gigaherz> I'm thinking to
go back to the original idea
L830[11:25:57] <gigaherz> XD
L831[11:26:01] <shadekiller666> and then i
went from there
L832[11:26:17] <williewillus> well you
could still have the same "idea", guava functions are on
j5/6 :p
L833[11:26:40] <gigaherz> williewillus:
well I could use anonymous classes and such, but then the code
would be worse than it is now XD
L834[11:26:46] <gigaherz> hmmm
L835[11:27:11] <shadekiller666> there is
retrolambdas
L836[11:27:13] <williewillus> but yeah
when we finally upgrade to j8 in about 3 years you can use them
:p
L837[11:27:54] <gigaherz> williewillus: in
C#, there's Func<> which has return value, and
Action<>, which does not
L838[11:28:02] <gigaherz> is there a
similar ditinction in java?
L839[11:28:16] <williewillus> in java 8
that's Function and Consumer
L840[11:28:19] <williewillus> idk what the
guava names are
L841[11:29:05] <williewillus> ah yeah
guava doesnt have a consumer
L842[11:29:11] <diesieben07> guava names
are the same
L843[11:29:17] <diesieben07> java 8 also
has BiFunction and BiConsumer which take two inputs
L844[11:29:28] <diesieben07> right, guava
only has supplier for some reason
L845[11:30:00] <gigaherz> Map<String,
Consumer<String>> map = new HashMap<>();
L846[11:30:00] <gigaherz>
map.put("o", this::newObject);
L847[11:30:02] <gigaherz> :3
L848[11:30:21] <williewillus> doesn't
scala have function definitions up to something crazy like 22-arity
:p
L849[11:30:27] <diesieben07> it does
L850[11:30:30] <gigaherz> C#'s is up to
15
L851[11:30:37] <diesieben07> but it will
go away in java 10 most likely
L852[11:30:48] <diesieben07> which is also
when we will most likely get tuples and stuff in java
L853[11:31:12] <williewillus> how would
that work? without reifing generics and that mess
L854[11:31:33] <diesieben07> dynamic class
definitions
L855[11:31:37] <diesieben07> it would just
generate the TupleN classes at runtime :D
L856[11:31:41] <diesieben07> instead of
shipping them
L857[11:31:57] <diesieben07> and then add
some syntax sugar and value types and bam
L858[11:32:19] <williewillus> yay we're
where C# was :p
L859[11:32:29] <gigaherz> GAH
L860[11:32:33] <diesieben07> not really :D
c# has reification, java doesn't.,
L861[11:32:33] <gigaherz> there's a
flaw
L862[11:32:40] <gigaherz> the IOException
can't pass through to the parent
L863[11:32:40] <gigaherz> XD
L864[11:32:55] <diesieben07> yeah, lambdas
+ exceptions = pain
L865[11:33:05] <diesieben07> at least in
java because checked exceptions are stupid
L866[11:33:05]
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L867[11:33:26] <williewillus> I read an
article once that said "java is moving at too fast a
pace" and I was like nope, go look at the issue ticket for
switch on string :p
L868[11:35:17] <gigaherz> java 1.x is
moving too fast, what java would need is a java 2.0 that breaks
backward compat ;P
L869[11:35:37] <Laceh> lol
L870[11:35:55] <Laceh> that doesnt have
lambdas
L871[11:37:09] <williewillus> how about
getting rid of type erasure
L872[11:38:39] <sham1> but muh backwards
compatibility
L873[11:38:46] <Laceh> lol
L874[11:39:22] <Laceh> if java wants to be
like scala so much then it should add a phaser
L875[11:39:39] <diesieben07> thats
actually not as nice as you might think willie
L876[11:39:49] <williewillus> I know but
still :p
L877[11:44:19] <williewillus> what reasons
would it not be nice?
L878[11:44:35] <diesieben07> well, first
of all List<String> and List<Object> are no longer the
same class
L879[11:44:42] <diesieben07> this has all
sorts of weird things that happen
L880[11:44:45] ⇦
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L881[11:44:51] <williewillus> but wouldnt
the former extend the latter?
L882[11:45:01] <PaleoCrafter> only if you
introduce variance :P
L883[11:45:06] <sham1> You'd really think
so
L884[11:45:07] <PaleoCrafter>
(definition-site, that is)
L885[11:45:38] <diesieben07> exactly,
you'd think so, but it doesn't.
L886[11:45:51] <diesieben07> if you make
List<String> extend List<Object> you have a
problem
L887[11:46:15] <diesieben07> arrays have
this problem: Object[] foo = new String[1]; foo[0] =
Integer.valueOf(3); // crash at runtime
L888[11:48:27] <gigaherz> there
L890[11:48:53] <sham1> You java 8'd your
code
L891[11:49:07] <gigaherz> yup
L892[11:49:21] <gigaherz> I already
required java8 because of another piece of code elsewhere
so...
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L894[11:50:01] <diesieben07> ugh, stateful
lambdas
L895[11:50:03] <sham1> As long as I can
remember how to activate that experiemntal java8 backend for scala
2.11, I'll roll on the floor being happy
L896[11:50:04] <diesieben07> bad monkey
:P
L897[11:50:08] <gigaherz> stateful?
L898[11:50:09] <PaleoCrafter> yeah, state
everywhere D:
L899[11:50:11] <heldplayer> What piece of
code would that've been then gigaherz?
L901[11:50:20] <gigaherz> oh the
currentThing?
L902[11:50:35] <sham1> What abomination is
that :C
L903[11:50:44] <gigaherz> lambdas :3
L904[11:50:53] <gigaherz> hmm
L905[11:50:58] <sham1> Lambdas are
fine
L906[11:50:59] <gigaherz> I guess I could
make them stateless
L907[11:51:05] <williewillus> what is with
that for(; ; ;)
L908[11:51:22] <diesieben07> thats just
fancy-people speech for while(true)
L909[11:51:23] <williewillus> while loops
exist you know .-.
L910[11:51:23] <heldplayer> That's
basically a while(true) loop
L911[11:51:50] <gigaherz> williewillus: I
know, I spent many years learning to use for(;;) instead of
while(true), I'm not changing back now
L912[11:51:51] <gigaherz> XD
L913[11:52:28] <sham1> why
L914[11:53:20] <gigaherz> dunno ask the
people who told me to use for(;;) instead ;P
L915[11:53:22] <gigaherz> blame the C
world
L916[11:53:23] <gigaherz> XD
L917[11:53:30] <williewillus> its a C
thing I think
L918[11:53:47] <sham1> while(1)...
L919[11:53:50] <diesieben07> probaly some
guy said it once and said "its faster"
L920[11:53:51] <williewillus> except that
C had while loops too so people probably just wanted to feel
clever
L922[11:54:21] <diesieben07> i mean it has
to evaluate "true" every time round, right? NO.
L923[11:54:26] <gigaherz> williewillus:
chances are once upon a time
L924[11:54:30] <gigaherz> for(;;)
generated a simple jmp
L925[11:54:38] <gigaherz> while
while(true) actually generated a useless comparison
L926[11:54:38] <gigaherz> XD
L927[11:54:51] <gigaherz> but tha twould
have bene like, in the 60s
L928[11:54:54] <gigaherz> been*
L929[11:54:55] <gigaherz> anyhow
L930[11:55:00] <diesieben07> and even if
it did today...
L931[11:55:05] <gigaherz> I learned with
for(;;), so I keep using it
L932[11:55:07] <diesieben07> jump
prediction would optimize that away
L933[11:55:13] <gigaherz> I see no
advantage to using while(true) which is longer to type
L934[11:55:18] <williewillus> lol
L935[11:55:57] <sham1> cleare
L936[11:56:48] <gigaherz> I even remember
seeing for(;condition;) somewhere
L937[11:56:49] <gigaherz> XD
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L939[11:57:03] <gigaherz> best if mixed
with a variable named _
L940[11:57:07] <gigaherz> then
it'sfor(;_;)
L941[11:57:18] <williewillus> #define EVER
;;
L942[11:57:20] <williewillus> for (EVER)
{}
L943[11:57:26] <gigaherz> and the ;_; is
the soul of the while crying
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L945[11:57:49] <gigaherz> #define WHILE(x)
;x;
L946[11:57:52] <gigaherz>
for(WHILE(x))
L947[11:58:05] <williewillus> that's
redundant
L948[11:58:07] <Kobata> If you're doing
that just go the whole way #define while(x) for(;x;)
L949[11:58:14] <gigaherz> true!
L950[11:58:15] <Kobata> And make everyone
hate you
L951[11:58:19] <gigaherz> okay let's
remove while from C
L952[11:58:56] <gigaherz> tbh
L953[11:59:03] <gigaherz> I believe the
C-style for is named wrongly
L954[11:59:16] <gigaherz> the ;; should
just be just optional parts of the while loop
L955[11:59:26] <gigaherz> the for should
be dedicated to ranges, like in other languages ;P
L956[11:59:52] <gigaherz> for x from 1 to
3 {}
L957[12:00:05] <gigaherz> but hey, it has
been like that for too long to really complain
L958[12:00:06] <gigaherz> XD
L959[12:00:11]
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L960[12:00:11] <diesieben07> so you don't
want for (x : foobar)???
L961[12:00:16] <diesieben07> where foobar
is a list
L962[12:00:22] <gigaherz> diesieben07: I
like C#'s foreach keyword ;P
L963[12:00:34] <Kobata> That's normally
written for(x in things)
L964[12:00:35] <diesieben07> thats just...
too much too type :D
L965[12:00:39] <gigaherz> I'd #define in
:
L966[12:00:44] <gigaherz> so I can at
least do
L967[12:00:47] <gigaherz> for(x in
y)
L968[12:00:55] <Kobata> C++ guys just
don't like adding keywords these days so it got to be :
L969[12:01:06] <diesieben07> i was talking
java but anyways
L970[12:01:10] <gigaherz> yeah same
L971[12:01:14] <gigaherz> C++'s range
for
L972[12:01:17] <gigaherz> uses java
syntax
L973[12:01:17] <diesieben07> or just
list.forEach() :D
L974[12:01:35] <gigaherz> is that like
C#'s linq? :3
L975[12:01:52] <diesieben07> i dont know
that
L976[12:01:58] <diesieben07> thats that
filter, map thing right
L977[12:02:12] <gigaherz>
enumerable.where(condition).select(lambda that returns a different
thing based on the item)
L978[12:02:29] <diesieben07> ah, thats
streams in java 8
L979[12:02:41] <Kobata>
list.stream().filter().map() pretty much
L980[12:02:47] <diesieben07>
myCollection.stream().filter(condition).map(...)
L981[12:02:48] <diesieben07> yup
L982[12:03:01] <diesieben07> and then
.collect(Collectors.toList()); at the end and you'll get a list
back
L983[12:03:08] <gigaherz> does it have
.any() .all()?
L984[12:03:24] <diesieben07> anyMathc,
allMatch, yes
L986[12:03:36] <gigaherz> well my java
code may start getting fancy ;P
L987[12:04:11]
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L988[12:04:18] <diesieben07> note though
that the Stream stuff does have quite some overhead, so usingit for
10 element collections is likely a bit stupid :P
L989[12:04:34] <diesieben07> it gets
useful when you have like 10000 elements and want to process them
in parallel
L990[12:04:44] <gigaherz> yeah I
guess
L991[12:05:09] <gigaherz> C#'s version of
that is based around lazy evaluation, and IEnumerable
L992[12:05:15] <williewillus> what's the
overhead from?
L993[12:05:33] <PaleoCrafter> streams are
always lazily evaluated
L994[12:05:36] <gigaherz> so iterating
through it ends up recursing through IEnumerables within
IEnumerables
L995[12:05:38] <diesieben07> all the
abstractions because the same api goes for parallel and non
parallel
L997[12:06:02] <gigaherz> unless the
original class supports expression mapping
L998[12:06:17] <gigaherz> then it can
implement them however it wants
L999[12:06:32] <Kobata> Yeah, java streams
are lazy, so you get to do thing like make infinite streams
L1000[12:06:40] <gigaherz> :3
L1001[12:06:45] <sham1> May I just say
that I hate that interface naming thing where you stick
I*something* to be the name of your interface
L1002[12:06:46] <Kobata>
Stream.iterate(1, n -> pow(2, n))
L1003[12:06:51]
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L1004[12:06:52] <gigaherz> ^_^
L1005[12:06:58]
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L1006[12:07:13] <Kobata> or maybe it'd be
n -> 2*n
L1007[12:07:18]
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L1008[12:07:28] *
sham1 says this and has named all interface-like pure abstract
traits in my mod with that system
L1009[12:07:52] <Tim020> Question: is
there something similar to TileEntity.updateEntity() for
GUIs?
L1010[12:07:59] <SanAndreasP> It also is
not even proper naming, sham1, I don't see any java class which has
this naming
L1011[12:08:06] <williewillus> C# uses
it
L1012[12:08:12] <sham1> Yes
L1013[12:08:16] <diesieben07> Tim020, you
mean something that is called every tick? updateScreen
L1014[12:08:21] <sham1> And for some
reason FML and Forge also uses it
L1015[12:08:21] <SanAndreasP> well, C# is
not Java ;)
L1016[12:08:26] <PaleoCrafter> sham1,
you're terrible
L1017[12:08:28] <diesieben07> C#
conventions are beyond retarded
L1018[12:08:38] <diesieben07> method and
field names in uppercase? what in the fuck
L1019[12:08:38] <PaleoCrafter> and Searge
probably started this trend with MCP :P
L1020[12:08:40] <Tim020> diesieben07, is
that called every tick or every render cycle?
L1021[12:08:44] <diesieben07> tick.
L1022[12:08:49]
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L1023[12:08:51] <diesieben07> drawScreen
is for frames
L1024[12:08:56] <Tim020> Ah nice! Thanks
dude :)
L1025[12:08:57] <williewillus> which
language started the IFoo thing?
L1026[12:09:08] <PaleoCrafter> .NET
:P
L1027[12:09:11] <PaleoCrafter>
afaik
L1028[12:09:22] <gigaherz> diesieben07:
method names in camelCase is the part I dislike the most about
Java
L1029[12:09:22] <gigaherz> ;P
L1030[12:09:29] <sham1> PaleoCrafter, I
want some way to detonate to my API user that my trait has no
methods implemented in it
L1031[12:09:35] <gigaherz> right next to
typing the { on the same line
L1032[12:09:41] <diesieben07> better
doSomething than DoSomething seriously
L1033[12:09:47] <gigaherz> I disagree
;P
L1034[12:09:57] <diesieben07> i'd rather
have do_something than DoSomething
L1035[12:10:00] <diesieben07> it just
looks like a class
L1036[12:10:01] <sham1> camelCase
FTW
L1037[12:10:09] <williewillus> I like
underscores after camelcasing
L1038[12:10:09] <gigaherz> do_something
is the one thing I dislike more than camelCase
L1039[12:10:10] <gigaherz> XD
L1040[12:10:16] <PaleoCrafter> `do
something` :P
L1041[12:10:20] <Kobata> The oldest thing
I can think of that uses the IFoo convention is COM, and .NET
basically got it from there
L1042[12:10:20] <PaleoCrafter> SCALA
FTW
L1043[12:10:23] <williewillus> I like
same line braces gigaherz :<
L1044[12:10:29] <diesieben07> ^ that
too
L1045[12:10:33] <gigaherz> yeah --
tastes.
L1046[12:10:35] <diesieben07> braces on
newlines are stupid
L1047[12:10:43] <williewillus> next line
is a waste of space
L1048[12:10:50] <sham1> I never got
people who want to use GNU indent on java
L1049[12:10:51] <gigaherz> I grew up with
Microsoft-style C
L1050[12:10:51] <PaleoCrafter> Kevlin
Henney begs to differ
L1051[12:10:52] <gigaherz> ;P
L1052[12:10:55] <sham1> Like
seriously
L1053[12:11:06] <MattDahEpic>
diesieben07, you mean SQUIGGLY BRACKETS???
L1054[12:11:15] <gigaherz> and that means
TitleCasing methods, and {} on their own lines
L1055[12:11:18] <diesieben07> wat?
L1056[12:11:34] <MattDahEpic> {}=
squiggle bracket
L1057[12:11:34]
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L1058[12:11:41] <MattDahEpic> its a good
way to teach kids
L1059[12:11:45] <diesieben07> i have no
idea what you english people call your brackets braces what ever
the fuck
L1060[12:11:48] <gigaherz> MattDahEpic:
"curly" braces ;P
L1061[12:11:57] <williewillus> so the
original maker of ProjectE did nextline, and as a joke four months
ago I submitted a PR that changed everything to same line, and the
diff was something like -4500 lines
L1062[12:12:02] <gigaherz> diesieben07:
it's not really standarized XD
L1063[12:12:08] <sham1> I dont get those
silly English speakers either
L1064[12:12:09] <diesieben07> exactly
thats what i mean :P
L1065[12:12:11] <SanAndreasP> I think we
won't be friends, gigaherz, since I do both camelCase and { on the
same line :V
L1066[12:12:15] <diesieben07> its not
standardized and makes no sense.
L1067[12:12:29] <sham1> Here they are
"aaltosulkeet" - literally translates to "wave
brackets"
L1068[12:12:30] <diesieben07> in german:
() - runde klammern, [] eckige klammern, {} geschweifte klammern.
its all "klammern"
L1069[12:12:36] <gigaherz> SanAndreasP:
oh I dislike that, but I can write it just fine
L1070[12:12:40] <diesieben07> in english
its all over the place
L1071[12:12:44] <gigaherz> unlike
underscase_with_underscores
L1072[12:12:49] <sham1> English is very
weird language
L1073[12:12:50] <gigaherz> I prefer NOT
touching that sort of code
L1074[12:12:51] <gigaherz> Xd
L1075[12:13:10] <gigaherz> diesieben07:
the usual thing is brace{}, bracket[]
L1076[12:13:15] <Kobata> I can think of
three names for # honestly, most of the fairly uncommon symbols end
up with a bunch of names
L1077[12:13:15] <gigaherz> but some
people use them interchangably
L1078[12:13:16] <PaleoCrafter> either in
British or American English, there clearly are () - parentheses, []
- brackets and {} - braces :P
L1079[12:13:19] <PaleoCrafter> think it
was American
L1080[12:13:32] <gigaherz> and just call
them "square" to mean [], and "curly" or
"squiggly" to mean {}
L1081[12:13:47] <gigaherz> independently
to which work they write after
L1082[12:14:05] <gigaherz> for me, one is
{}, the other is []
L1083[12:14:10] <gigaherz> I don't bother
trying to spell the name
L1084[12:14:11] <gigaherz> XD
L1085[12:14:26] <sham1> () - sulkeet, []
- hakasulkeet, {} - alltosulkeet
L1086[12:14:48] <sham1> And I fucked up
writing the last one... Even though I did it before
L1087[12:15:02] <gigaherz> for me its
worse
L1088[12:15:09] <gigaherz> I can't
remember what they were called in my own native languages
L1089[12:15:10] <gigaherz> XD
L1090[12:15:16] <SanAndreasP> () -
parameter brackets, {} - statement brackets, [] - array brackets,
<> - generics brackets :U
L1091[12:15:22] <diesieben07> lol
L1092[12:15:24] <gigaherz> XD
L1093[12:15:36] <sham1> As you can see,
all the names have the "sulkeet-part in them
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L1095[12:15:55] <sham1> No need for any
special fancy names that are completely different from each
other
L1096[12:16:40] <Kobata> But then where
would we get to keep making up names?
L1097[12:16:54] <sham1> from the
shape
L1098[12:16:59] <MattDahEpic>
squiggly
L1099[12:17:17] <sham1> Mmm
L1100[12:17:42] <MattDahEpic> at least we
can all agree ()=parentheses
L1101[12:18:15] <sham1> no, they are soft
brackets
L1102[12:18:19] <gigaherz>
"parens", because I never remember what the rest is
spelled
L1103[12:18:19] <gigaherz> XD
L1104[12:18:28] <williewillus> no,
function application symbols
L1105[12:18:44] <gigaherz> ()
application
L1106[12:18:46] <Kobata> The function
application symbol is $
L1107[12:18:50] <gigaherz> []
subindex
L1108[12:18:59] <gigaherz> {} scope
L1109[12:18:59] <sham1> We are so nerdy,
this is amazing
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L1112[12:19:25] <gigaherz> bb in a bit,
need some groceries
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L1121[12:44:03] <SanAndreasP> yay, I got
the workspace working now \o/
L1122[12:50:20] <Zaggy2048> crap, I can't
remember what causes that weird stretching when rotating models
:|
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L1125[12:51:17] <williewillus> yeah :/
don't really get how rotating from the corner instead of the center
would mess up the stretching though
L1126[12:51:18] <Zaggy1024> williewillus,
just as a test, can you try rotating it about the y axis?
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L1128[12:51:22] <williewillus> ok
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L1130[12:54:34] <Zaggy1024> makes me
wonder if fry actually tested the rotation
L1132[12:55:14] <Zaggy1024> OH
L1133[12:55:17] <Zaggy1024> DURR
L1134[12:55:22] <Zaggy1024> Turn off
ambient occlusion
L1135[12:55:31] <Zaggy1024> finally
remembered what the problem was
L1136[12:55:59] <williewillus> lol
L1137[12:56:04] <williewillus> how does
AO mess the rotation up?
L1138[12:56:04] <Zaggy1024> see vanilla
has some stupid method that messes up the model to make it work
with their goofy AO
L1139[12:56:08] <williewillus> oh
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L1142[12:58:28] <williewillus> where do i
specify it? if I do it in the submodel's json same thing
happens
L1143[13:01:59] <williewillus> yeah
disabling ao isn't working...is it rescaling maybe?
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L1145[13:02:18] <Zaggy1024> hm
L1146[13:02:49] <Zaggy1024> I thought
setting it to false in the submodel would do it
L1147[13:03:00] <Zaggy1024> oh wait
L1148[13:03:13] <Zaggy1024> I guess, now
that I remember how this stuff works, you have to disable it for
the base model
L1149[13:03:27] <Zaggy1024> because at
this point MC doesn't know how to do AO for only some of the faces
in a model
L1150[13:05:17] <williewillus> still
no
L1151[13:05:34] <Laceh> wooo just made
rapidjson 10x faster :D
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L1153[13:08:38] <williewillus> yeah
disabling in defaults as well as the base model json didnt do
anything
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L1159[13:16:58] <halvors> Is there a wat
to check server side if the player is OP+
L1160[13:16:59] <halvors> ?
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L1162[13:18:43] <williewillus>
ServerConfigurationManager.ops
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L1164[13:19:12] <williewillus> or rather
ServerConfigurationManager.getOppedPlayers()
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L1169[13:21:24] <williewillus> blegh this
submodel is frustrating
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L1172[13:23:37] <williewillus> lol i had
a feeling it was a joke
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L1174[13:28:40] <williewillus> lol so
much rage in comments
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L1177[13:30:29] <williewillus> oh hey new
trailer for Cobalt
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L1179[13:30:33] <williewillus> I wonder
how long till MS kills that
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L1186[13:43:42] <killjoy> I'm looking at
ArmorStandRenderer. All the other renderers are called
Render<Entity>
L1187[13:43:58] <killjoy> What's with the
name scheme change?
L1188[13:47:22] <gigaherz> maybe just got
translated by someone else
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L1190[13:47:59] <gigaherz> or maybe the
project is trying to slowly move away from smurph naming
L1191[13:48:13] <gigaherz> smurf*
L1192[13:48:30] <PaleoCrafter> whether
it's RenderArmorStand or ArmorStandRenderer doesn't really matter,
does it? :P
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L1194[13:49:18] <gigaherz> it does,
RenderA doesn't show completion options
L1195[13:49:19] <gigaherz> XD
L1196[13:49:32] <gigaherz> I mean, for
the armor stand XD
L1197[13:49:52] <diesieben07> why would
you ever need to access that class? :D
L1198[13:49:59] <gigaherz> that I don't
know
L1199[13:50:00] <gigaherz> ;P
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L1202[14:00:07] <sham1> to look for
example
L1203[14:01:11] <killjoy> I was looking
in to to find out how it scales the blocks.
L1204[14:01:22] <killjoy> Turns out it's
not different from any other model's
L1205[14:03:20] <MattDahEpic> ima call
win10 mc mc++
L1206[14:03:27] <MattDahEpic> because
c++
L1207[14:04:06] <gigaherz> I'd just call
it mcpe10
L1208[14:04:07] <gigaherz> ;P
L1209[14:05:11] <MattDahEpic> im
wondering if i should be trolly and set my breakBlock item drops to
have an insanely high velocity
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L1213[14:10:37] <sham1> I'd rather call
mc for win 10 mc--
L1214[14:11:10] <diesieben07> i dont even
know why they made that crap
L1215[14:11:17] <diesieben07> its not
even an advertisement for .net or anything
L1216[14:11:41] <gigaherz> diesieben07:
it just happens to integrate better in tablet mode
L1217[14:11:48] <gigaherz> and supports
gamepads ;P
L1218[14:12:00] <diesieben07> merp who
the heck uses windows on a tablet
L1219[14:12:01] <sham1> eww,
gamepads
L1220[14:12:04] <gigaherz> so people with
win10 on a tablet may prefer it
L1221[14:12:05] <diesieben07> who the
heck uses a tablet anyways
L1222[14:12:05] <gigaherz> XD
L1223[14:12:09] <gigaherz> I do XD
L1224[14:12:15] <sham1> HERESY
L1225[14:12:22] <gigaherz> a tablet, not
a windows one
L1226[14:12:23] <gigaherz> XD
L1227[14:12:35] <gigaherz> I do know
people with windows tablets who have upgraded to win10
L1228[14:12:35] <gigaherz> XD
L1229[14:12:43] <gigaherz> one person, to
be exact
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L1231[14:14:42] <williewillus> people are
all over it because it "performs so well"
L1232[14:14:48] <williewillus> but is
missing 3/4 of the features
L1233[14:15:17]
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L1234[14:15:27] <diesieben07> the reason
why minecraft is running so badly on java is because java's default
GC is horrible
L1235[14:15:32] <diesieben07> especially
when you give it little memory
L1236[14:15:44] <sham1> Java as a whole
is kinda eh
L1237[14:15:47] <Ordinastie_> and because
it was coded like shit too
L1238[14:15:52] <sham1> Also that
L1239[14:16:05] <williewillus> and
because we're stuck on gl 1 and 2
L1240[14:16:08] <sham1> Vanilla code is
shite
L1241[14:16:21] <diesieben07> java as a
whole is not that eh
L1242[14:16:25] <williewillus> yeah
L1243[14:16:53] <williewillus> w10
version actually runs the same as vanilla 1.8.8 for me without
optifine
L1244[14:17:01] <williewillus> around
40-50fps ish
L1245[14:17:23] <sham1> what stuff is
missing
L1246[14:17:30] <sham1> from that
version
L1247[14:17:43] <MattDahEpic> sham1, its
pocket edition
L1248[14:17:44] <diesieben07> the fact
that stock java still has no completely pauseless GC is a bit
embaressing
L1249[14:17:55] <sham1> MattDahEpic, I
have no context
L1250[14:18:03] <diesieben07> and its the
reason why mc often stutters :D
L1251[14:18:13] <MattDahEpic> sham1,
theres no end
L1252[14:18:19] <williewillus> pauses are
partially up to the programmer though
L1253[14:18:26] <diesieben07> partially,
yes
L1254[14:18:27] <MattDahEpic> nether was
recently introduced
L1255[14:18:33] <sham1> oh
L1256[14:18:39] <diesieben07> but you
cant make a java program that will always run
L1257[14:18:43] <gigaherz> MCPE is 4-5
versions behind ;P
L1258[14:18:45] <diesieben07> at some
point the GC will stop you
L1259[14:18:48] <diesieben07> no matter
what you do
L1260[14:19:23] <gigaherz> sure you can,
allocate ALL the memory at the beginning using a big arraylist of
bytes
L1261[14:19:25] <williewillus> umm...off
the top of my head, witches, pick block key, the interfaces suck,
XP orbs are done incorrectly, command blocks, all redstone
mechanics and components
L1262[14:19:34] <gigaherz> and then use
manual memory allocation in there!
L1263[14:19:34] <williewillus> idk if
enchanting was in
L1264[14:19:39] <gigaherz> although
L1265[14:19:39] <diesieben07> lawl
L1266[14:19:42] <diesieben07> thats
cheating
L1267[14:19:43] <gigaherz> java doesn't
have pointer access
L1268[14:19:44] <MattDahEpic>
williewillus, they just got comparators recently
L1269[14:19:52] <diesieben07> sure it
does
L1270[14:19:54] <williewillus> wat
L1271[14:19:54] <diesieben07> unsafe
everywhere
L1272[14:19:58] <gigaherz> it does?
L1273[14:20:01] <williewillus> pe doesn't
have redstone
L1274[14:20:10] <sham1> Oh man
L1275[14:20:12] <diesieben07> you can
write into any memory location with that
L1276[14:20:16] <sham1> They really are
behind
L1277[14:20:17] <gigaherz> oooh
L1278[14:20:29] <diesieben07> its what
native buffers use
L1279[14:20:41] <gigaherz> I thought
those woudl be, well, JNI
L1280[14:20:42] <gigaherz> Xd
L1281[14:20:51] <williewillus> the one
thing it has over pc though
L1282[14:20:51] <diesieben07> they
are
L1283[14:20:53] <williewillus> chunks
load FAST
L1284[14:20:57] <diesieben07> but the JVM
has intrinsics
L1285[14:21:05] <williewillus> going to
the nether in creative takes less than a second
L1286[14:21:05] <gigaherz> ah
L1287[14:21:12] <diesieben07> if the code
is jitted it will just be like native code
L1288[14:21:33] <gigaherz> williewillus:
chunk = read(size)? ;P
L1289[14:21:34] <williewillus> what
optimizations does vanilla need the most right now?
L1290[14:21:40] <gigaherz> one advantage
of file I/O in native code
L1291[14:21:53] <gigaherz> is that you
don't have to parse
L1292[14:22:00] <williewillus> and
because w10 doesn't have integrated server
L1293[14:22:01] <gigaherz> you can just
dump directly into a buffer
L1294[14:22:41] <MattDahEpic>
williewillus, it need framerate optimizations
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L1297[14:22:52] <williewillus> that's
very general
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L1299[14:23:51] <williewillus> i wonder
if it uses the same model system as 1.8
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L1301[14:26:41] <williewillus> bleh
windows admins can't access the metro app directory without being
the superuser, whatever that's called in windows
L1302[14:27:33] <gigaherz> the main
services run in the SYSTEM account
L1303[14:27:39] <gigaherz> the default
admin user is Administrator
L1304[14:28:12] <gigaherz> the caps is
part of the name, I didn't meant it as bold/yelling
L1305[14:29:43] <Kobata> The admin group
has read-only access to the apps directory
L1306[14:30:07] <Kobata> Explorer runs at
user level (even on an admin account) and doesn't like read-only
anyway
L1307[14:30:34] <Kobata> But an elevated
command prompt can copy things out and then you can look at
them
L1308[14:31:09] <diesieben07> from what i
am hearing i like this windows 10 thing less and less
L1309[14:31:21] <Kobata> Trying to edit
files in there is a bad idea and likely to make it just refuse to
start the app, so not being able to directly write isn't a bad
thing anyway
L1310[14:31:49] <diesieben07> i was
mostly referring to the spy stuff
L1311[14:32:21] <diesieben07> and i dont
want apps on my pc anyways, my pc runs programs. apps are on my
phone :D
L1312[14:33:01] <gigaherz> the "spy
stuff" is mostly FUD
L1313[14:33:03] <williewillus> I just
used the superuser Administrator and I could use explorer to get to
the apps dir
L1314[14:33:11] <gigaherz> really
L1315[14:33:17] <gigaherz> when you
upgrade or install
L1316[14:33:20] <williewillus> I poked
around and I couldn't find model or blockstate jsons 0.o
L1317[14:33:20] <gigaherz> the setup
gives you a screen
L1318[14:33:25] <gigaherz> "choose
default settings"
L1319[14:33:27] <gigaherz>
"customize"
L1320[14:33:38] <Kobata> There are a few
things you can't turn off completely
L1321[14:33:49] <gigaherz> obviously
everyone around herewould choose "custom"
L1322[14:34:01] <Kobata> e.g., the
general metrics one only goes down to 'basic' unless you have W10
Enterprise
L1323[14:34:02] <gigaherz> thne you can
disable most of the thing that would otherwise "call
home"
L1324[14:34:04] <gigaherz> then
L1325[14:34:06] <diesieben07> i know you
can turn it off
L1326[14:34:09] <diesieben07> thats not
the point
L1327[14:34:13] <gigaherz> you can keep
working without a connected account
L1328[14:34:15] <diesieben07> the point
is that they TRY to spy
L1329[14:34:19] <gigaherz> which avoid
sending your data and settings
L1330[14:34:28] <PaleoCrafter>
williewillus, but you sure saw there amazing GUI jsons :P
L1331[14:34:30] <Kobata> (And if you have
insider builds turned on a bunch of them are locked on)
L1332[14:34:34] <gigaherz> not more than
google does in android, or apple does in mac/ios
L1333[14:34:36] <gigaherz> XD
L1334[14:34:36] <diesieben07> an OS
should not spy on you not even by opt-in
L1335[14:34:50] <williewillus> there's
sound jsons, found all the langs and textures, and a bunch of
shaders
L1336[14:34:55] <williewillus>
PaleoCrafter: no i didn't see those
L1337[14:34:58] <gigaherz> I even keep
cortana disabled, including start menu web search
L1338[14:36:22] <PaleoCrafter> they're
next to the shaders (i.e. data/ui or whatever) iirc
L1339[14:38:31] <williewillus> wat
L1340[14:38:39] <williewillus> manually
defined jsons for every gui element
L1341[14:38:50] <williewillus> though I'm
sure they have some tool to generate them but still
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L1345[14:46:27] <Drullkus> Having a bit
of a trouble working with the progress bar...
L1346[14:46:35] <Drullkus> It's selecting
a wrong part of the texture for some reason. :\
L1347[14:47:18] <MattDahEpic> !gm
ISidedInventory.canInsertItem 1.7.10
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L1349[14:50:51] <MattDahEpic> !gm
ISidedInventory.getAccessableSlotsFromSide 1.7.10
L1350[14:51:04] <MattDahEpic> !gm
ISidedInventory.getAccessibleSlotsFromSide 1.7.10
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L1354[14:59:00] <Tim020> Drullkus,
code?
L1355[14:59:06] <Drullkus> ...Sec.
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L1360[15:02:37] <Tim020> Only thing I can
think of is the x, y pos are wrong... never worked with TE though
so can't be sure
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L1362[15:05:39] <MattDahEpic> taking an
item out of my tile entity's ui voids it and im not sure why
L1363[15:06:11] <Tim020> That's a fun...
'feature' ;)
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L1369[15:14:44] <Drullkus> Hey
SanAndreasP
L1370[15:14:55] <SanAndreasP> Hey
ther
L1371[15:14:59] <SanAndreasP>
*there
L1372[15:15:14] <MattDahEpic> *thar
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L1381[15:30:53] <infinitefoxes_> What
values should I calling EntityRegistry.registerModEntity with for
trackingRange, updateFrequency, and sendVelocityUpdates?
L1382[15:31:03] <infinitefoxes_> I've
read the javadoc many times before, but I'm not exactly sure what
they do
L1383[15:31:34] <infinitefoxes_> (and I'm
a bit confident that having trackingRange set to 80 on around 30
entities in my mod isn't great, either)
L1384[15:32:51] <diesieben07> check out
EntityTracker.trackEntity to see the values vanilla uses
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L1387[15:38:22] <MattDahEpic>
infinitefoxes_, what do the infinite foxes say?
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L1390[15:38:57] <infinitefoxes_>
MattDahEpic: probably some sort of terrifying scream
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L1404[16:08:17] <halvors> Is there any
way to simply get the minecraft version as string?
L1405[16:08:40] <halvors> Also i have a
minecraft instance and want this wiithout the need to manually
update it.
L1406[16:09:25] <diesieben07> on the
client? or also server?
L1407[16:09:57] <diesieben07> Actually:
MinecraftForge.MC_VERSION
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L1424[16:48:03] <MattDahEpic> how do i
prevent players, but not automation, from interacting with a slot
in my gui
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L1427[16:50:16] <diesieben07>
canTakeStack in a Slot class
L1428[16:50:21] <shadekiller666> do the
folders in resourcepacks override any folder in the mod that they
are made for?
L1429[16:50:46] <gigaherz> the
resourcepacks are all aggregated
L1430[16:51:08] <gigaherz> and any
resource present in an upper resource pack, replaces any existing
resources from the lower ones
L1431[16:51:30] <gigaherz> and yes, they
include ANY other resource domain
L1432[16:51:37] <shadekiller666> ok
L1433[16:52:23] <shadekiller666> can the
server access resource packs?
L1434[16:52:29] <diesieben07> nope
L1435[16:52:39] <shadekiller666> :/
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L1439[16:56:43] <shadekiller666>
ordinastie, the DIYDecorativeBlocks thing
L1440[16:56:58] <shadekiller666> are the
BlockPacks stored in a folder on the class path?
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L1442[16:58:10] <Andrey96> Is there any
easy way to change wither skeleton's spawn logic to default one for
nether? Because chunkloaders in nether (when there's netherbricks
nearby) causes them to spawn in a very large amounts
L1443[16:58:21] <Ordinastie_> no, they're
external packs, like resource packs, but server side too
L1444[16:58:49] <Andrey96> and huge
amounts of mobs (opis shows 50000) causes server to lag
L1445[16:59:21] <Flashfire> How can I
choose a texture for a block with a SmartBlockModel based on an
UnlistedProperty?
L1446[16:59:43] <williewillus> Flashfire:
have different baked models and return a different one based on the
state you're given?
L1447[16:59:53] <williewillus> Andrey96:
if you have enderIO disable its custom wither skeleton
replacement
L1448[17:00:01] <Flashfire> Ok so I
instantiate a baked model for each texture?
L1449[17:00:21] <williewillus> not sure
exactly but I think you use something to bake them for you
L1450[17:00:29] <Flashfire> Hmm ok
L1451[17:00:41] <williewillus> maybe look
at how the vanilla model parser works
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L1453[17:02:11] <Andrey96> williewillus:
oh, maybe this is a problem. I really have enderIO enabled. But why
experimental option is enabled by default o_O
L1454[17:02:32] <williewillus> idk
L1455[17:02:57] <Flashfire> Moreover, how
do I set an unlisted property? Do I just cast it to IProperty and
use withProperty in the constructor?
L1456[17:03:05] <williewillus> no,
there's a special way to use them
L1457[17:03:09] <williewillus> look at
the forge examples
L1458[17:04:01] <Flashfire> Which
examples?
L1459[17:04:06] <shadekiller666> ordin,
so where would they be stored?
L1460[17:04:39] <shadekiller666> in a
folder in .minecraft (assuming thats the running directory)?
L1461[17:05:02] <Ordinastie_> in the
minecraft folder, same place you have mods/ and
resourcepacks/
L1462[17:05:13] <williewillus> the ones
in the test directory on the github repo
L1463[17:05:33] <Flashfire> Never found
that through searching before
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L1465[17:06:52] <shadekiller666> ok
L1466[17:07:48] <shadekiller666> flash
no
L1467[17:08:03] <shadekiller666> to use
IUnlistedProperties you must use ExtendedBlockStates
L1469[17:09:20] <shadekiller666> flash
^
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L1472[17:11:17] <Flashfire> Already using
extendedblockstate
L1473[17:11:30] <Flashfire> I started
from the camouflage block in minecraftbyexample
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L1477[17:13:06] <osum4est> can i add just
two verticies to the tessellator to draw a line or do i have to
give it > 2?
L1478[17:13:43] <MMuse> you don't want to
do that
L1479[17:14:03] <osum4est> (this is for a
gui by the way)
L1480[17:14:20] <osum4est> so give it 4
and draw a thin rectangle?
L1481[17:14:25] <Flashfire> Do I need
this B3D thing?
L1482[17:14:26] <MMuse> that is an
option
L1483[17:14:27] <PaleoCrafter> if you
have the correct drawing mode (GL_LINES), 2 vertices should suffice
:P
L1484[17:14:50] <osum4est> thanks
:)
L1485[17:15:23] <MMuse> yes, but last I
looked at the tesselator (Which was admittedly a while ago) it was
mainly focused on triangle and quad drawing modes and was finnicky
about having to deal with both at once
L1486[17:15:47] <osum4est> also, where is
the origin of the tesselator?
L1487[17:15:54] <osum4est> is it the
center of the screen?
L1488[17:15:55] <MMuse> if you just make
GL calls directly you can of course do it the easy way
L1489[17:16:10] <osum4est> yes i
can
L1490[17:16:16] <osum4est> whats the easy
way?
L1491[17:16:28] <MMuse> the easy and
wrong way, I should specify
L1492[17:16:47] <osum4est> oh XD. i think
ill get the tesselator to work
L1493[17:17:09] <MMuse> but as
paleocrafter suggested, skip the tesselator entirely, set the
drawing mode to GL_Lines, and draw two vertices
L1494[17:17:19] <PaleoCrafter> the
tessellator can draw lines as well :P
L1495[17:17:26] <MMuse> can it? well
there you go then
L1496[17:17:37] <PaleoCrafter>
startDrawing(GL_LINES)
L1497[17:18:32] <osum4est> if i do it
that way, how do i set it's width?
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L1499[17:19:01] <PaleoCrafter>
GL11.glLineWidth or something along those lines
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L1501[17:19:41] <osum4est> ^ yup that's
correct
L1502[17:20:09] <williewillus> okay so I
have a lot of items with different modes that implement an
Interface IMOdeChanger. These modes are saved in different ways
depending on what the item needs (meta or NBT). Is there a way to
somehow genericize ModeChanger over an enum or something so I
dont't have to fling arbitrary numbers everywhere to compare
mode?
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L1504[17:20:36] *
MMuse grumbles something about what's the point of a class to
abstract away GL calls if you have to make some directly
anyway
L1505[17:21:30] <PaleoCrafter> you can
"automate" *some* things, MMuse :P
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L1508[17:22:58] <MMuse> WillieWillus - if
the modes are consistent, that is every modechanger has the exact
same modes, then yes
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L1510[17:23:21] <williewillus> but if
some items have more modes than others?
L1511[17:23:35] <MMuse> but if there's
the possibility of adding a new item that has a new mode that is
not shared by any of the previous items, then an enum isn't really
the right tool
L1512[17:23:42] <williewillus> ah
okay
L1513[17:24:00] <MMuse> you could go with
an abstract class or something
L1514[17:24:05] <MMuse> scala has case
classes for this sort of thing
L1515[17:24:28] <PaleoCrafter> scala high
five \o
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L1517[17:24:49] <williewillus> yeah
unfortunately java 7 level, and scala or j8 isnt' my decision to
make ;-;
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L1519[17:25:25] <MMuse> scala is just a
really advanced form of syntax sugar
L1520[17:25:38] <MMuse> it makes
developing a lot easier, but the same structures are possible in
java
L1522[17:26:54] <MMuse> let's see if I
can even remember how to declare a class in Java... abstract class
ItemMode { private int modeID; private String modeName;} + getters
+ constructor
L1523[17:27:04] <MMuse> something like
that anyway
L1524[17:27:47] <MMuse> and then you can
have some text for your display stuff and an ID for internal use.
maybe use a UUID system to generate the ID for each mode
L1525[17:28:57] <MMuse> good question
Drullkus, I had the same issue and still haven't bothered to
resolve it :P
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L1527[17:31:15] <PaleoCrafter> Drullkus,
looks like you have some invalid character in the dependency
string
L1528[17:31:36] <PaleoCrafter> to be
specific, brackets
L1529[17:31:41] <Drullkus> It's worked
for me before. :\
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L1533[17:37:27] <Lapiman> I would like to
make nether wart placeable on a new block I've added
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L1535[17:38:08] <Lapiman> Unfortunately,
the logic seems to be handled by protected boolean
canPlaceBlockOn() in BlockNetherWart
L1536[17:38:16] <Lapiman> How could I
approach this?
L1537[17:38:26] <tterrag> Lapiman:
override canSustainPlant
L1538[17:38:30] <tterrag> in your
block
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L1540[17:40:01] <Lapiman> tterag:
Thanks
L1541[17:40:43]
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L1542[17:41:40] <Lepidus> Hi all.
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L1545[17:42:30] <Lepidus> However the
shape it produces...is not a circle :p
L1546[17:42:41] <Lepidus> can post
screenshots if it's not immediately obvious why my code is
wrong
L1547[17:43:28] <Flashfire> I'm having
trouble figuring out where to put the resource locations for the
alternate textures
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L1549[17:43:53] <Lapiman> Lepidus: what
shape does it create?
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L1552[17:44:25] <Lepidus> with the
glowstone block being where the center should be
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L1554[17:44:50] <Lapiman> Hmmm, looks to
me like it's just Math.floor doing its best
L1555[17:44:57] <Lapiman> If you up the
radius, it should look more circular
L1556[17:45:09] <Lapiman> Or if it has to
be small, just hardcode the positions is what I'd do
L1557[17:45:42] <Lepidus> yeah I guess it
could be that
L1558[17:45:52] <Lepidus> I'll try with a
bigger radius and if it fixes it then I'll just hardcore
L1559[17:45:53] <Lepidus> *hardcode
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L1561[17:48:39] <Lepidus>
hmm...hardcoding sucks though because then I *can't* change the
radius...
L1562[17:49:17] <Lapiman> How does it
look with a larger radius?
L1563[17:49:34] <diesieben07> your two
nicks are not very good for a conversatoin. :P
L1564[17:49:45] <Lepidus> :p
L1565[17:49:48] <Lapiman> :p
L1566[17:50:04] <Lepidus> plot twist:
we're actually the same person
L1567[17:50:06] <Corosus> lol
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L1571[17:51:17] <Lapiman> Oooh,
better
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L1573[17:51:22] <gigaherz> diesieben07:
that's why I wrote a script that colors lines based on
nicknames
L1574[17:51:27] <Lepidus> yeah, I think
you're right about it just being rounding error
L1575[17:51:44] <Lepidus> or not
"rounding error" per se but just
L1576[17:51:46] <Flashfire> Before you
finish that mod you should add a texture to your GUI bgs
L1577[17:51:53] <Lepidus> an issue with
trying to make circles on a square grid
L1578[17:52:04] <Lepidus> Flashfire, of
course, they're just debug panels.
L1579[17:52:14] <Lepidus> the point of
the screenshot isn't that, it's the structure.
L1580[17:52:18] <PaleoCrafter> Lepidus,
maybe look at existing implementations of this? :P
L1581[17:52:34] <Flashfire> Yeah makes
sense
L1582[17:52:56] <Flashfire> I usually end
up doing graphics first because it ends up giving me more
motivation
L1583[17:53:00] <Lepidus> PaleoCrafter,
who's done it really well? Mojang never attempted circular
structures.
L1584[17:53:11] <Lepidus> I dunno if
WorldEdit has a good circle tool.
L1585[17:53:13] <Flashfire> That's just
me though
L1586[17:53:32] <Lepidus> I don't really
know of any mods with circular terrain generation in fact
L1587[17:53:33] <PaleoCrafter> there's a
wikipedia article on the topic :P
L1588[17:53:51] <diesieben07> thanks
gigaherz, but i'd rather not have disco disco party party in my
irc
L1589[17:53:54] <Lapiman> Flashfire: I
created the textures for my mod three years ago :P
L1590[17:53:59] <Lepidus> PaleoCrafter,
ooh, interesting
L1591[17:54:00] <Lapiman> And the coding
still isn't done
L1592[17:54:05] <Lapiman> (lol)
L1593[17:54:18] <Lepidus> Link?
L1595[17:54:49] <Flashfire> Wow that's
quite a long time
L1596[17:54:58] <Flashfire> I just
started modding less than 2 months ago
L1597[17:55:36] <Flashfire> (why I'm
always here asking questions)
L1598[17:55:42] <Lepidus> Damn that makes
a lot of sense.
L1599[17:56:30] <Lepidus> Should be the
most efficient way of finding the points too, right? like no
overlap
L1600[17:58:04] <Flashfire> For anyone
who knows this, is setCustomStateMapper where I put the texture
resource locations for a block that uses ISmartBlockModel to change
texture based on an unlistedproperty?
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L1602[17:58:47] <Flashfire> Or do I have
to create custom models for each variant and put those there?
L1603[18:00:17] <Lapiman> How do I detect
when a block is randomly ticked (like the ones for crop
growth)?
L1605[18:00:28] <Lepidus> PaleoCrafter,
I'm just gonna shamelessly copy the C++ code in the article because
my math skills aren't good enough that I'm confident to write my
own implementation :p
L1606[18:00:29] <Lapiman> It's not
updateTick(), that fires 20 times a second
L1607[18:00:54] <Flashfire> You could
make a counter and use that with updateTick if you don't find
anything
L1608[18:00:56] <PaleoCrafter> that's
what the examples are there for, Lepidus :P
L1609[18:01:06] <williewillus> set the
tick rate of your block
L1610[18:01:12] <Flashfire> ^ or
that
L1611[18:01:58] <gigaherz> diesieben07:
lol I have a custom color scheme, none of the colors are
"disco party" ;P
L1612[18:02:15] <diesieben07> then its
not even fun...
L1613[18:03:00] <Lapiman> It's not
setTickRandomly()...
L1615[18:04:00] <diesieben07> i like how
the contrast between Lapi and Lepi is still barely there :D
L1616[18:04:11] <gigaherz> XD
L1617[18:04:14] <gigaherz> the fun of
hash
L1618[18:04:20] <gigaherz> hashing*
L1619[18:04:24] <diesieben07> :D
L1620[18:05:04] <gigaherz> really all I
did is basically the equivalent of
colors[nickname.hashCode()]
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L1622[18:05:15] <diesieben07> with a mod
:P
L1623[18:05:26] <gigaherz> with mirc
scripting ;P
L1624[18:05:43] <Lepidus> PaleoCrafter,
it works perfectly :o
L1625[18:05:48] <PaleoCrafter> modulo,
gigaherz :P
L1626[18:05:53] <gigaherz> oh right
L1627[18:05:55] <gigaherz> yeah ofc
L1628[18:05:56] <gigaherz> XD
L1629[18:06:15] <gigaherz> my brain took
"mod" as "minecraft mod"
L1630[18:06:16] <gigaherz> XD
L1631[18:06:24] <diesieben07> random
array index out of bound exceptions are fun, too i bet
L1632[18:06:37] <PaleoCrafter> what did
you expect, Lepidus? .P
L1634[18:07:27] <Lepidus> PaleoCrafter, I
expected that I would implement it wrong and everything would be a
garbled mess :p
L1635[18:07:39] <Lepidus> but as it turns
out, math is math is math
L1636[18:07:43] <Lepidus> always true, no
matter the context <3
L1637[18:10:58] <gigaherz> unless you
happen to use a crappy language that doesn't conform to the usual
precedence rules, then math breaks XD
L1638[18:11:36] <Lapiman> How can I
cancel the automatic tick that a block receives when it's
updated?
L1639[18:12:07] <Corosus> iirc theres
some tickRandomly method you can pass false boolean to
L1640[18:12:12] <Corosus> within scope of
Block
L1641[18:12:18] <Corosus>
doesTickRandomly maybe
L1642[18:12:36] <Corosus> er
L1643[18:12:38] <Corosus> i misread
that
L1644[18:12:39] <Corosus> nm
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L1647[18:14:27] <Flashfire> Does anyone
know where to find an example of a custom block that gets many
possible textures from an ISmartBlockModel?
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L1649[18:15:30] <Lepidus> now to figure
out how to make a cone-shaped roof with stairs :/
L1650[18:15:39] <Lepidus> I can't even do
that manually, how am I supposed to program it? :p
L1651[18:16:44] <Lapiman> Lepidus: not
sure about stairs, but for just blocks, just go for smaller and
smaller concentric circles
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L1653[18:17:16] <Lepidus> Yeah, that
should be fairly easy, the nightmare is rotating the stairs
correctly and identifying if they should be corner stairs or normal
stairs
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L1657[18:20:08] <Unh0ly_Tigg> the second
point is off the screen, you're not translating.
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L1659[18:20:31] <osum4est> i thought the
x, y, and z were in pixels?
L1660[18:20:37] <PaleoCrafter> they
are
L1661[18:20:55] <PaleoCrafter> relative
to the top left corner
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L1667[18:23:05] <osum4est> so then
should'nt it draw i line coming from the top left corner, going
down and to the right?
L1668[18:23:22] <gigaherz> no, that's be
+100, +100?
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L1670[18:23:26] <gigaherz> that'd*
L1671[18:23:32] <osum4est>
*facepalm*
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L1678[18:27:39] <Lepidus> By the way, is
this channel purely for technical support/theoretical discussions
or can we just chat about development and post our progress
here?
L1679[18:28:08]
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L1680[18:29:44] <Flashfire> I'm really
close to just giving up on this smartblockmodel method and diving
this block into 10 other blocks
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L1682[18:34:38] <gigaherz> Flashfire:
what's the issue?
L1683[18:34:47] <Vorquel> I've seen other
people talk about development and post progress here, so I think
you'd be fine, Lepidus.
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L1685[18:35:16] <gigaherz> Lepidus: if
the channel is busy with people asking and answering
L1686[18:35:25] <gigaherz> then keep back
the off-topic
L1687[18:35:43] <Flashfire> The issue is
that I want a block to have a different texture that's chosen
randomly
L1688[18:35:48] <gigaherz> but if it's
reasonably idle, it should be ok
L1689[18:36:02] <Vorquel> Listen to the
people that know more than me.
L1690[18:36:07] <gigaherz> the idea is to
prioritize people asking about modding and forge development
L1691[18:36:50] <PaleoCrafter> or
intentionally continue with off-topic stuff to scare off the newbs
:P
L1692[18:37:00] <gigaherz> Flashfire:
hmm
L1693[18:37:07] <gigaherz> so you'd need
to load many bakedmodels
L1694[18:37:09] <Flashfire> Or a way to
have a block with over 16 variants
L1695[18:37:11] <gigaherz> and return a
random one
L1696[18:37:14] <gigaherz> hmf
L1697[18:37:23] <Flashfire> Yes but I
don't know how to make a bakedmodel from a texture
L1698[18:37:39] <gigaherz> let me take a
quick look
L1699[18:37:51] <tterrag|away> Flashfire:
you realize mc does that o.O
L1700[18:37:54] <Flashfire> Thanks, I've
been looking for hours and getting nowhere
L1701[18:38:08] <tterrag|away> randomized
textures that is
L1702[18:38:35] <Flashfire> But is it
metadata? I can't use that because my block already has 10 variants
that I want to give 16 or 32 sub-variants
L1703[18:38:46] <tterrag|away> no
L1704[18:38:52] <tterrag|away> It's
position based random
L1705[18:38:58] <tterrag|away> Look at
grass or sand
L1706[18:39:01] <Flashfire> Hmm that's
what I need
L1707[18:39:24] <gigaherz> Ah
L1708[18:39:38] <gigaherz> yeah that's
the WeightedBakedModel, I believe?
L1709[18:39:52] <tterrag|away> It's done
via pure json
L1710[18:39:57] <tterrag|away> No code
needed
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L1712[18:40:02] <Flashfire> Really?
L1713[18:40:10] <Flashfire> I'll look at
it
L1714[18:40:13] <tterrag|away> I believe
so
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L1718[18:40:46] <Lepidus> Basically, the
circle algorithm "misses" some blocks as you decrease the
radius 1 by 1
L1719[18:40:57] <Flashfire> The model
JSON?
L1720[18:41:01] <Flashfire> Can't find it
in there
L1721[18:41:03] <Lepidus> which makes
sense because those blocks don't fit into nice, pretty
circles
L1722[18:41:05] <gigaherz> Lepidus: yup,
that's a known issue of the circle algorithm
L1723[18:41:06] <Lapiman> ahh
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L1725[18:41:14] <gigaherz> you have to
use a "disc" algorithm
L1726[18:41:21] <gigaherz> and do
like
L1727[18:41:33] <gigaherz> is inside disc
X, but not inside Y
L1728[18:41:57] <williewillus> Flashfire:
are you trying to do the random rotations like how vanilla
does?
L1729[18:42:02] <Flashfire> Nope
L1730[18:42:13] <williewillus> different
random variants for models?
L1731[18:42:28] <Flashfire> What I'm
trying to do is have a block with about 10 metadata subtypes with
each having one of 16 or 32 textures at random
L1732[18:42:33] <tterrag|away> iirc the
rotation is irrelevant
L1733[18:42:41] <Lepidus> gigaherz, I
could try getting a square region and checking the blocks
individually to see if they're within a certain distance range,
like whether they fit into a "disc" with the given
radius
L1734[18:42:45] <tterrag|away> I've seen
resource packs rhat add random textures
L1735[18:42:45] <Lepidus> but I might run
into the issue I was having earlier
L1736[18:42:52] <Lepidus> where that just
doesn't work for an integer, square grid with small sizes
L1737[18:42:52] <williewillus> yeah you
just specify multiple models
L1738[18:43:00] <williewillus> and the
renderer picks one
L1739[18:43:09] <Flashfire> For all of a
block?
L1740[18:43:11] <Lepidus> I can at least
try it though
L1741[18:43:11] <williewillus> are you
using forge blockstate or vanilla blockstate?
L1742[18:43:16] <gigaherz> Lepidus:
hmm
L1743[18:43:23] <Flashfire> I'm using a
forge blockstate
L1744[18:43:35] <gigaherz> if you make
the radius a bit larger, maybe around +0.4
L1745[18:43:43] <gigaherz> it will
include more blocks around the edges
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L1747[18:44:15] <gigaherz> oh and if the
diameter is going to be odd, remember to make the center +0.5, so
that it has a center block ;P
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L1750[18:45:13] <williewillus>
"variants": { "variant1": [{"model":
"yourmodel1"}, {"model":
"yourmodel2"}], "variant2":
[{"model": "yourmodel3"}, {"model":
"yourmodel4"}]}
L1751[18:45:15] <gigaherz> so you'd want
like, assuming center = blockpos+0.5, for(int x=
center.x-radius;x<=center.x+radius:x++)
L1753[18:45:27] <Flashfire> And it just
picks one at random?
L1754[18:46:10] <williewillus> yes, from
that array
L1755[18:46:19] <Flashfire> Wow, that's
so much easier than I thought
L1756[18:46:26] <Flashfire> I just need a
model for each subvariant?
L1757[18:46:31] <tterrag|away> yep
L1758[18:46:38] <Flashfire> Great, thanks
for your help guys
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L1765[18:53:41] <shadekiller666> if i
want to make blocks that aren't placeable by hand, how do i go
about doing that?
L1766[18:53:54] <shadekiller666> i still
want the items to exist
L1767[18:54:14] <diesieben07> make a
custom ItemBlock
L1768[18:54:17] <Lepidus> gigaherz, nvm,
the disc approach works :p
L1769[18:54:21] <gigaherz> :)
L1770[18:54:29] <Lepidus> at least for
this size, I'll have to test it a bit with other sizes
L1771[18:54:43] <Lepidus> now to start on
stair orientation
L1772[18:54:53] <Lepidus> anybody have a
good reference for this other than just the minecraft wiki?
L1773[18:55:19] <diesieben07> actually
shadekiller666 you can probably just override onBlockPlaced and
make it return air
L1774[18:55:30] <Lepidus> it would
probably be much easier if I was on 1.8 because blockstates but I'm
still on 1.7
L1775[18:55:50] <PaleoCrafter>
diesieben07, wouldn't that mess with replacable blocks? :D
L1776[18:56:08] <shadekiller666> and
water
L1777[18:56:27] <shadekiller666> and
actually, that would prevent them from being placed period
L1778[18:56:48] <diesieben07> yeah is
that not what you want?
L1779[18:57:01] <diesieben07> and ... how
would it do that paleo?
L1780[18:57:08] <diesieben07> oh
L1781[18:57:09] <diesieben07> oh.
L1782[18:57:11] <PaleoCrafter> :P
L1783[18:57:20] <diesieben07> yeah custom
ItemBlock it is
L1784[18:57:49] <shadekiller666> these
blocks are meant to be placed via a gui
L1785[18:58:24] <shadekiller666> so they
have to be placeable, just not by hand
L1786[18:58:53] <diesieben07>
onBlockPlaced is only used by ItemBlock
L1787[18:59:01] <diesieben07> but the
other issues still apply
L1788[18:59:04]
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L1789[18:59:20] <Lepidus> screw stairs
I'm just gonna mke the structure roofs out of normal blocks
:p
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L1797[19:06:51] <gigaherz>
shadekiller666: can'tyou just not give them an item form?
L1798[19:08:18] <shadekiller666>
well
L1799[19:08:25] <shadekiller666> how
would one do that?
L1800[19:08:34] <shadekiller666> return
null from getItem/
L1801[19:08:35] <shadekiller666> ?
L1802[19:09:24] <diesieben07> i dont
think you can actually
L1803[19:10:19] <diesieben07> oh yes you
can
L1804[19:10:27] <diesieben07> pass null
for ItemBlock class in registerBlock
L1805[19:12:14] <shadekiller666> ahh
ok
L1806[19:12:21]
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L1807[19:12:47] <shadekiller666> then i
guess i would just have items that render the respective
models
L1808[19:13:05] <diesieben07> then you
might as well use the ItemBlocks
L1809[19:13:09] <diesieben07> conserve
some ID space :P
L1810[19:13:31] <shadekiller666> so
extend ItemBlock and override things?
L1811[19:13:35] <diesieben07> yup
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L1816[19:22:22] <shadekiller666>
hmmm
L1817[19:22:41] <shadekiller666> what
would be a good block material for a water coaster?
L1818[19:22:52] <shadekiller666> like a
log flume or something
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L1822[19:27:46] <Lepidus> I don't quite
get how the metadata works for ladders, can somebody give me an
example of, say, a ladder facing east?
L1823[19:28:30] <shadekiller666> what are
the IProperties?
L1825[19:29:04] <diesieben07> great page,
bookmark it ;)
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L1827[19:29:23] <Lepidus> diesieben07, I
did say "I don't quite get how metadata works for
ladders"
L1828[19:29:35] <Lepidus> Meaning I read
that page, and am still unsure what values to use :p
L1829[19:29:46] <Ordinastie_>
><
L1830[19:29:54] <diesieben07> it
literally says i there...
L1831[19:30:14] <Lepidus> well evidently
I'm doing something wrong
L1832[19:30:14] <diesieben07> want the
ladder facing east? use 5
L1833[19:30:59] <Lepidus> hmm, maybe I'm
just being thick lol
L1834[19:31:24] <shadekiller666> is
Material.circuit the "generic" material?
L1835[19:31:43] <Lepidus> yeah I think I
was just passing the wrong value to my method...
L1836[19:31:44] <Lepidus> >.<
L1837[19:33:37] <Ordinastie_>
Material.circuit is replaceable
L1838[19:37:30] <williewillus> wat some
of my generics broke between java 7 and 8
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L1841[19:39:29] <tterrag|away> java
versions are not necessarily backwards compatible for source
L1842[19:39:55] <diesieben07> uh sure
they should be
L1844[19:40:57] <wizjany> there are
different bytecode versions
L1845[19:41:04] <diesieben07> that should
be ? extends T on the List i think
L1846[19:41:07] <wizjany> which don't
necessarily match up 1:1 with java versions
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L1849[19:45:57] <williewillus> hm
apparently they messed with type inference in java 8 and that might
have broken some stuff
L1850[19:46:35] <diesieben07> yeah they
needed to change that for lambdas to work properly
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L1854[19:54:52] <tterrag|away>
exactly
L1855[19:55:00] <tterrag|away> bytecode
is always backwards compat though
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L1857[19:58:34] <Laceh> I just realized I
could make rapidjson faster if I did parsing and the reflection at
the same time instead of one after the other....
L1858[19:59:04] <diesieben07> you know
you could probably make it a lot lot faster if you didn't use
reflection ;)
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L1860[19:59:38] <Laceh> diesieben07: I
need to use reflection tbh
L1861[19:59:49] <Laceh> thats to at least
serialize classes
L1862[19:59:53] <diesieben07>
because?
L1863[20:00:06] <Laceh> otherwise it has
a super fast json parser that is faster than gsons parser
L1864[20:00:17] <Laceh> that just reads
json into a syntax tree
L1865[20:01:15] <diesieben07> you dont
need reflection to serialize/unserialize classes
L1866[20:01:30] <Laceh> from json ->
java instance yes you do
L1867[20:01:42] <diesieben07> nope
:P
L1868[20:01:54] <Laceh> explain to me
then
L1869[20:02:43] <diesieben07> well, if
you *really* want the speed, generate specialized unserializer
classes for each type
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L1871[20:04:00] <Laceh> I dont see how
that would be as efficient
L1872[20:04:12] <diesieben07> you'd
generate those classes *once*
L1873[20:04:23] <diesieben07> and then
you'd have direct field accesses instead of reflection
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L1877[20:09:38] <Flashfire> If I have
multiple models in a block's blockstate json, how do I make a block
change to a different one?
L1878[20:10:03] <Flashfire> I have two
models but it seemed that it only used the first one
L1879[20:11:02] <gigaherz> paste the
json?
L1881[20:12:59] <Flashfire> I want to
eventually have 32 different models where it always picks at
random
L1882[20:13:18] <williewillus> hm it
should randomly pick from the array
L1883[20:13:27] <Flashfire> It only seems
to give me one
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L1885[20:13:42] <Flashfire> But I think I
might know why but I would expect an error from the ide
L1886[20:14:11] <Flashfire> I generated
the second texture using javascript and newlines wouldn't work so
it might be different
L1887[20:14:39] <Flashfire> But if it had
a mistake then I would get an error, right?
L1888[20:15:15] <Flashfire> model* I
meant not texture
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L1890[20:15:42] <williewillus> newlines
shouldn't make a difference I think
L1891[20:16:00] <williewillus> and idk
what it would do if it had an array and couldn't read one of the
models. It might be it just discards it, lemme check the
parser
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L1894[20:18:11] <Flashfire> Oh I see what
it does
L1895[20:18:16] <Flashfire> It changes it
every so many ticks
L1896[20:18:25] <Flashfire> That doesn't
work for what I want to do
L1897[20:18:50] <Flashfire> I'm
generating a structure with these blocks and every so many blocks
it would change but I had mixture in mind
L1898[20:19:05] <williewillus> ? its not
based on ticks
L1899[20:19:08] <williewillus> it
shouldn't be, anyhow
L1900[20:19:24] <williewillus> it just
randomly chooses (based on some sort of hash on the coordinates, I
believe)
L1901[20:19:35] <Flashfire> It seemed
like it because I just placed like 10 - 15 and they were all the
first then it switched and every block from then was the
second
L1902[20:19:44] <williewillus> huh that's
weird
L1903[20:20:05] <Flashfire> Oh now
they're alternating
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L1905[20:20:29] <Flashfire> That couldn't
have been a coincidence though because there was so many in a
row
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L1914[20:29:42] <shadekiller666> :D the
track loading system is working
L1915[20:30:28] <gigaherz> ?
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L1920[20:35:44] <shadekiller666> its a
system that parses a series of jsons that describe properties of a
"style" of block, and shoves that data into a single
block class
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L1922[20:39:06] <Flashfire> I'm getting
an error and I can't figure out why :/
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L1925[20:39:25] <Flashfire> The error is:
Expected BEGIN_OBJECT but was STRING at line 1 column 1
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L1927[20:41:07] <Flashfire> Maybe it's
the tab characters?
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L1929[20:42:43] <Flashfire> It wasn't
:/
L1930[20:43:34] <shadekiller666> remove
the "variant=" from the keys in that block
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L1932[20:43:49] <shadekiller666>
"normal"..."brick"..."unbreakable"
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L1934[20:44:19] <Ordinastie_> except,
that's not what the error says
L1935[20:44:31] <PaleoCrafter> and you
did notice that this is a vanilla JSON, right, shadekiller666
L1936[20:44:35] <Ordinastie_> where it
finds "variants", it wants {
L1937[20:44:35] <shadekiller666> oh, and
you need "forge_marker": 1,
L1938[20:44:40] <shadekiller666>
ooh
L1939[20:44:42] <shadekiller666> ok
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L1942[20:45:07] <Flashfire> I used
variant= for my entire mod and it's had no problem
L1943[20:45:23] <Flashfire> It's only
when I added the bulk of the models that it started doing
this
L1944[20:45:31] <Flashfire> Having 2
models in normal worked fine
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L1948[20:47:12] <Flashfire> Note: the one
that worked was a different file than the current one because I
generated the current one with javascript
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L1953[20:58:30] <bspkrs> I need a vote:
1) make MCPBot website with ability to browse and edit mappings, 2)
redo MCPMappingViewer to use the MCPBot "API" to get any
mapping version
L1954[20:58:36]
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L1955[20:59:15] <Ordinastie_> 3) fix your
FakeWorld so it has a ChunkProvider ? :p
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L1957[20:59:58] <PaleoCrafter> clearly 1,
bspkrs
L1958[21:00:50] <bspkrs> Ordinastie_, I
did one better... I just removed the code in 1.8
L1959[21:01:25] <bspkrs> and if I bother
to fix it in 1.7.10, it'll be the same solution
L1960[21:01:34] <Ordinastie_> not yet on
1.8, I guess I'll have to null check then :)
L1961[21:01:54] <bspkrs> I HATE that
code
L1962[21:01:57] <bspkrs> I really
do
L1963[21:02:33] <Ordinastie_> I have a
ProxyWorld too, and everyday I'm amazed I don't get crash reports
about it :p
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L1966[21:17:40] <Flashfire> I can't
figure out why it can't read my json, I used validators and they
say it's fine
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L1974[21:44:01] <Flashfire> It seems the
problem is an invisible character at the front of my json
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L1976[21:46:09] <shadekiller666> that
would do it
L1977[21:46:35] <Flashfire> It says in
the json reader "10"
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L1979[21:46:59] <Flashfire> So that's an
LF character
L1980[21:47:11] <Flashfire> I can't seem
to delete it with notepad++
L1981[21:47:29] <williewillus> hex editor
time lol
L1982[21:48:08] <Flashfire> Never had to
do that before. What do I use?
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L1984[21:48:59] <wizjany> xxd
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L1986[21:49:15] <williewillus> oh i was
joking, are you sure it's an LF at the front thats crashing
you?
L1987[21:49:36] <williewillus> ah nvm saw
the messages
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L1989[21:49:58] <Flashfire> Regex in
notepad++ won't detect it
L1990[21:50:27] <williewillus> retype the
first few lines then paste the rest?
L1991[21:50:48] <Flashfire> Tried
that
L1992[21:51:52] <williewillus> that's
weird
L1993[21:52:18] <Flashfire> It is, I
wonder if it's even looking at the right version of the file
L1994[21:52:30] <Flashfire> I mean, it
should be, but I don't get why this wouldn't be working
L1995[21:53:01] <Flashfire> Oh, turns out
retyping it again worked
L1996[21:53:07] <Flashfire> I guess I
didn't retype enough before
L1997[21:54:12] <williewillus> its just
weird that it errored on the very first character
L1998[21:54:42] <Flashfire> Yeah, even
though I tried retyping it before
L1999[21:54:50] <Flashfire> I had to go
across multiple lines it seems
L2000[21:54:59] <Flashfire> Might be
because it's an LF character
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L2002[22:05:32] <shadekiller666> in a
.gitignore, i know doing "run/*" forgets everything
inside of run/, but is there a way to exclude something from
that?
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L2004[22:06:23] <shadekiller666> or do
you just have to manually ignore things?
L2005[22:06:47] <killjoy> I just got an
email from microsoft. Says Visual Studio 2015 Community can make
android and ios apps and can emulate Android.
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Either way Bye o/)
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L2009[22:07:59] <Flashfire> Then people
go to make an ios app and find out they have to pay a fee to get to
make even private apps
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L2016[22:12:12] <williewillus> what do
you mean private apps?
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L2018[22:15:22] <Flashfire> I mean an app
you don't plan to upload to the app store but just test for your
own phone
L2019[22:15:29] <Flashfire> You need to
pay the same fee for either one
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L2022[22:23:49] <Flashfire> I was still
having problems with that json then I converted from utf8 to utf8
without BOM and it fixed the problems
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L2028[22:35:52] <killjoy> Is there a way
to make minecraft react to a file being dropped on it?
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L2030[22:37:17] <shadekiller666>
what?
L2031[22:37:27] <shadekiller666> file
being dropped on it?
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L2034[22:39:08] <Flashfire> He means like
bat files often do
L2035[22:39:46] <Flashfire> Actually he
might mean in-game
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L2037[22:41:47] <killjoy> In a gui
L2038[22:42:31] <Flashfire> That'd be
cool
L2039[22:44:39] <killjoy> drag and drop
is far superior to a JFileChooser
L2040[22:48:15] <killjoy> Looks like it's
called xdnd
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L2058[23:34:36] <tterrag|away> killjoy:
let me know if you get it working
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L2060[23:34:57] <killjoy> I'll probably
make a tutorial out of it
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L2062[23:35:21] <killjoy> So far, I think
I'll need to create a JFrame to hold it.
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L2065[23:36:32] <tterrag|away> hmm that
will be tricky
L2066[23:36:48] <tterrag|away> I've tried
to screw with awt in mc
L2067[23:36:53] <tterrag|away> They don't
agree :p
L2068[23:37:23] <shadekiller666> does
using opengl mean that minecraft bypasses awt entirely?
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L2071[23:44:23] <wizjany> pretty sure
they are unrelated
L2072[23:44:31] <wizjany> well,
non-exclusive anyway
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