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L1[00:00:47] <Cypher121> yeah, modified bugs
is my favorite
L2[00:01:56] <Cypher121> can server access
world sounds?
L3[00:02:26] <killjoy> server controls
sounds, yes
L4[00:02:40] <killjoy> Unless you mean
bgm?
L5[00:02:50] <Cypher121> no, I mean sounds
that entities make
L6[00:03:13] <killjoy> controlled by
server
L7[00:03:20] <Cypher121> think about making
a turret that shoots rockets at every noise
L8[00:03:29] <killjoy> otherwise citizens
npcs would be super annoying
L9[00:03:29] <Cypher121> should be fun to
watch
L10[00:03:50] <killjoy> Is there a
hook?
L11[00:04:00] <Cypher121> no idea
L12[00:04:09] <Cypher121> just a shower
thought of sorts
L13[00:04:20] <Cypher121> this + a bunch of
chickens
L14[00:04:29] <Zaggy1024> how slow is it to
check for players in an AABB?
L15[00:04:45] <Zaggy1024> specifically for
use in a TE's update method
L16[00:06:16] <tterrag> not too slow
L17[00:06:30] <tterrag> it basically will
iterate over the entities that are in any chunk that the AABB
enters
L18[00:06:37] <tterrag> and check their
AABB against the passed AABB
L19[00:06:49] <tterrag> so for a relatively
small box, it's not really that expensive
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L21[00:08:20] <Cypher121> also depends on
amount of entities
L22[00:09:01] <Cypher121> but if you have
100000 entities, AABB checks won't be the main problem, I
guess
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L25[00:15:15] <Kodos> How hard would it be
to replace MC's font renderer thingy? I'm looking into whether
there are ways for it to use a fixed width font
L26[00:15:33] <killjoy> mc.fontRendererObj
is public
L27[00:15:35] <tterrag> Kodos: extend
FontRenderer, replace the reference in Minecraft.class
L28[00:15:41] <tterrag> ezpz
L29[00:15:56] <tterrag> anyways, why
doesn't renderType -1 affect ItemBlocks?
L30[00:16:00] <tterrag> (1.8)
L31[00:16:00] <killjoy> step 2: don't use
any other mod that also replaces the fontrenderer
L32[00:16:10] <Kodos> killjoy, got any
examples of mods that do?
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L34[00:16:14] <killjoy> nope
L35[00:16:36] <tterrag> I've used a custom
fontrenderer but never replaced the base one
L36[00:17:10] <Kodos> I'm guessing it isn't
possible via resource packs, is it
L37[00:17:22] <killjoy> Oh, sure
L38[00:17:30] <killjoy> just replace
assets/minecraft/textures/font/ascii.png
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L40[00:17:37] <tterrag> actually, different
question
L41[00:17:41] <killjoy> Want to generate
one?
L42[00:17:49] <tterrag> what json is needed
to make an ItemBlock render like an item (flat)
L44[00:18:09] <gigaherz> I'm not sure
that's possible in 1.8 tterrag
L45[00:18:21] <gigaherz> yo ucould rotate
it so that it's seen from the front
L46[00:18:27] <tterrag> uwotm8
L47[00:18:29] <gigaherz> but even flat
items are still 3D
L48[00:18:30] <tterrag> vanilla does
it...
L49[00:18:30] <killjoy> look at any item
json
L50[00:18:36] <tterrag> I mean in
inventory
L51[00:18:38] <killjoy> they're the same
format
L52[00:18:53] <Kodos> killjoy, what size of
texture do I need for MC
L53[00:19:00] <gigaherz> it uses the 3d
rendering using little cubes for each pixel, just seen from the
front
L54[00:19:00] <Kodos> Or is it asking per
character
L55[00:19:03] <killjoy> Doesn't
matter
L56[00:19:06] <Kodos> Mkay
L57[00:19:23] <killjoy> high dims = higher
quality
L58[00:19:34] <gigaherz> well
L59[00:19:36] <killjoy> make it too high,
and it'll tear without aa
L60[00:19:38] <gigaherz> in the blockstates
json,
L61[00:19:42] <gigaherz> have an inventory
variant
L62[00:19:43] <gigaherz> this variant
L63[00:19:46] <gigaherz> make it
atexture
L64[00:19:52] <gigaherz> with parent
"builtin/generated"
L65[00:20:01] <gigaherz> and use the
default item transforms
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L67[00:20:13] <gigaherz> like you would for
an item
L68[00:20:24] <tterrag> gigaherz: actually
it doesn't, that would kill FPS
L69[00:20:37] <tterrag> in the inventory
it's just a quad
L70[00:21:22] <tterrag> anyways, I got it,
killjoy had it
L71[00:21:24] <gigaherz> back when I was
doing the obj loader in january
L72[00:21:25] <tterrag> just use an item
json
L73[00:21:45] <gigaherz> I tried very hard
to have separate models for inventory and in-hand
L74[00:22:18] <tterrag> all I know is that,
unless they SERIOUSLY improved the "item in 3d" renderer
in 1.8, it would lag pretty badly if every inventory used
that
L75[00:22:18] <gigaherz> as far as I could
tell, there was no difference: thesame tesellated model was used in
both.
L76[00:22:37] <gigaherz> now I'm curious,
though
L77[00:22:42] <gigaherz> I never actually
tested the hypotesis
L78[00:23:08] <gigaherz> if it were true,
adding an inventory transform other than the default "front
view" would be 3D instead of flat just skewed
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L80[00:24:42] <tterrag> how do you even
apply transforms to the inventory?
L81[00:24:45] <tterrag> is it
"inventory" ?
L82[00:24:48] <tterrag> that's nto working
for me
L83[00:24:52] <gigaherz> the item model
json
L84[00:24:57] <tterrag> yes...
L85[00:24:58] <gigaherz> has
"display":
L86[00:25:06] <tterrag> and then
"thirdperson" and "firstperson"
L87[00:25:08] <gigaherz> with
"gui": { "rotation": ... }
L88[00:25:15] <tterrag> see...there
L89[00:25:16] <tterrag>
"gui"
L90[00:25:19] <tterrag> all you needed to
say :P
L91[00:26:07] <tterrag> we'll I'll be
darned
L92[00:26:11] <tterrag> they do use the 3D
render
L94[00:26:55] <tterrag> there is width
there, so, yeah
L95[00:26:57] <tterrag> I guess it
does
L96[00:27:09] <gigaherz> yeah I was just
trying with 45
L97[00:27:36] <gigaherz> also got the
edge
L98[00:28:04] <gigaherz> it's possible
now
L99[00:28:10] <gigaherz> thanks to
IPerspectiveAwareModel
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L101[00:28:18] <gigaherz> to switch the
model with a different one
L102[00:28:29] <gigaherz> based on where
it's being rendered
L103[00:29:59] <Kodos> Well, Unispace is
-almost- perfect. It'll have to do for what I want to do
L104[00:30:25] <gigaherz> but Minecraft
doesn't even try to do so by default
L105[00:30:49] <killjoy> Have you tried
using fast mode?
L106[00:30:51] <gigaherz> it just pushes
the model through the 3Difier and uses the same baked data for all
views
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L118[01:08:15] <tterrag> oh screw you
FML
L119[01:08:18] <tterrag> why does it open
GUIs twice
L120[01:09:33] <tterrag> is it a
client/server thing?
L121[01:10:47] <tterrag> seems to have
been...
L122[01:16:43] <Unh0ly_Tigg> are there
publicly available mcp mappings for any mc version newer than
1.8.0?
L123[01:16:52] <Unh0ly_Tigg> like for
1.8.8
L124[01:17:35] <tterrag> not that I know
of
L125[01:17:43] <Unh0ly_Tigg>
shame...
L126[01:18:42] <Unh0ly_Tigg> though,
considering that if mappings were made, I don't know how they would
handle generics in signatures/types/descriptors.
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L138[01:42:17] <McJty> tterrag, if you do
getBlock/setBlock on a block in a non-chunkloaded chunk the chunk
will get loaded. Do you happen to know for how long it will be
loaded?
L139[01:42:35] <McJty> I mean if I do
get/set block to that same chunk for some time will it load/unload
or stay loaded?
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L141[01:46:43] <tterrag> McJty: it will
immediately unload
L142[01:46:47] <tterrag> this is called
orphaning a chunk
L143[01:46:50] <tterrag> and is really
really bad
L144[01:47:02] <McJty> ok. So how can I
keep a chunk loaded for some time then?
L146[01:47:30] <tterrag> uhh that's the
concept of a chunkloader which I personally have never
written
L147[01:47:32] <tterrag> intentionally
:P
L148[01:47:37] <McJty> :-)
L149[01:48:05] <McJty> Ok, will try to
figure it out
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L154[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151025 mappings to Forge Maven.
L155[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151025-1.8.zip (mappings
= "snapshot_20151025" in build.gradle).
L156[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L166[02:38:31] <Mossyblog> interesting...
mc.thePlayer.isAirBorne is set true on the first jump..then it
doesn't appear to back to false when you land
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L168[02:45:43] <Zaggy1024> hm
L169[02:45:45] <Zaggy1024> must be broken
then
L170[02:45:55] <Zaggy1024> and mostly
unused and so not tested
L171[02:45:58] <Zaggy1024> probably
L172[02:46:08] <Zaggy1024> use
!onGround
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L181[03:10:03] <Cypher121> pulling from
inventory no longer works
L182[03:10:13] <Cypher121> finally get
around to fixing it
L183[03:10:19] <Cypher121> open the code
and see this:
L184[03:10:32] <Cypher121> if
(ts.getAccessibleSlotsFromSide(d.ordinal()) == null) {
L185[03:10:32] <Cypher121> for (int i :
ts.getAccessibleSlotsFromSide(d.ordinal())) {
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L192[03:41:42] <Zaggy1024> why does the
vanilla Teleporter class not use BlockPos as keys?
L193[03:42:12] <Zaggy1024> I would think
memory wouldn't be a factor in such a small cache as the existing
portals in the world
L194[03:42:58] <Zaggy1024> (reason I'm
asking is because I'm making a new class extending Teleporter,
doing approximately the same thing as the nether portals do)
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L197[03:44:25] <Zaggy1024> (but of course
for a different dimension, and a very different style of
portal
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L207[04:40:06] <Zaggy1024> actually, I
guess it would use a ChunkCoordIntPair
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L211[05:15:52] <Zaggy1024> gah
L212[05:16:42] <Zaggy1024> anybody know of
a good tutorial on making a portal from the overworld to a new
dimension, with a different structure?
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L240[07:04:01] <Cypher121> !gm
createExplosion
L241[07:04:21] <Cypher121> the hell is
that entity?
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L244[07:04:58] <kashike> which?
L245[07:05:12] <Cypher121> 1st argument of
createExplosion
L246[07:05:18] <Cypher121> marked as
entityIn
L247[07:05:33] <kashike>
net/minecraft/entity/Entity
L248[07:05:38] ***
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L249[07:06:05] <Cypher121> no shit,
sherlock. What effect it has on explosion?
L250[07:08:49] <kashike> you asked what
entity, but okay. to answer your second question: explosion
resistance, get the "placer" of the explosive, and
excluded from the entityies with the aabb
L251[07:10:01] <GraphicH_away> @kashike
you have remarkable patients
L252[07:10:24] <kashike> heh
L253[07:13:05] <Cypher121> kashike: I
asked what's THAT Entity, not what class is it. but thanks
anyway.
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L257[07:26:01] <kashike> well, to answer
that, the possible (vanilla) entities are: wither, wither skull,
tnt minecart, primed tnt, creeper
L258[07:26:08] *
kashike yawns
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L272[08:52:47] <unascribed> well, that
makes a little too much sense
L273[08:52:52] <unascribed> I was
wondering why my sticks looked like nuggets
L274[08:52:58] <unascribed> it's because I
registered the wrong icon.
L275[08:53:46] <sham1> :P
L276[08:54:44] <Cypher121> I always end up
with server/client problems -_-
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L279[09:01:40] <Cypher121> let's say I
have a player who clicks on a block. That changes a state of
block's TE. How do I sync it?
L280[09:02:07] <unascribed> with a packet
sent by a SimpleNetworkWrapper
L281[09:02:11] <Cypher121>
markBlockForUpdate doesn't seem to work
L282[09:02:14] <unascribed> for
client->server, at least
L283[09:02:24] <Cypher121>
server->client
L284[09:02:28] <unascribed>
server->client you can override getPacket (or something to that
effect) and use markBlockForUpdate
L285[09:02:31] <Cypher121> I want to
handle click server side
L286[09:02:49] <HassanS6000> Cypher121,
then just send a packet...
L287[09:03:12] <unascribed>
getDescriptionPacket and onDataPacket
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L297[09:21:20] <masa> Cypher121: no data
from TEs is syncged to the client automatically, if you need it on
the client, you need to sync it yourself, for example with the
getDesriptionPacket() and onDataPacket()
L298[09:21:34] <Cypher121> yeah, I got
it
L299[09:22:01] <Cypher121> but doesn't
markBlockForUpdate sync it?
L300[09:22:10] <unascribed>
markBlockForUpdate marks it for sync, yes
L301[09:22:25] <unascribed> it won't sync
unless you call that and return something from
getDescriptionPacket
L302[09:22:44] <masa> it marks it for a
sync, but if you donät have overriden those methods and adding your
data to them, then it does basically nothing for what you
want
L303[09:22:49] <Cypher121> I have all of
that
L304[09:23:08] <Cypher121> sending NBT
data in packet and reading from it
L305[09:24:11] <Cypher121> I'll do some
more testing, but the problem is this
L306[09:24:53] <Cypher121> I have an
Autonomous Activator that is placing chests on shelf and they don't
sync properly
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L308[09:27:04] <Cypher121> and with 2
players on server it doesn't work either...
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L311[09:42:50] <Cypher121> this was
hilariously stupid
L312[09:43:07] <Cypher121> I called update
mark on wrong coods T_T
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L317[09:51:52] <Soni> given a Class, how
can I figure out the owning modid?
L318[09:53:15] <sham1> Umn
L319[09:53:35] <Cypher121> Not sure if
possible for a Class
L320[09:54:01] <Cypher121> at least
because of shading
L321[09:54:10] <Soni> shading?
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L324[09:55:12] <Cypher121> and I'm sure
whatever you're trying to do, there's a better way
L325[09:55:14] <Soni> given a string like
"path.to.package.AndClass" can I figure out the owning
.jar?
L326[09:55:57] <Soni> well I have an
IInventory
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L328[09:56:03] <Soni> and it could be from
anywhere
L329[09:56:08] <sham1> And+
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L331[09:57:59] <Cypher121> well, you can
possibly determine a jar file, but really, I fail to see what you
can use it for
L332[09:58:17] <GraphicH> @Soni Class c =
Whatever.class; c.getResource() maybe
L333[09:58:50] <GraphicH> But yeah this
seems like you're trying to hack something when their might be a
better way
L334[09:59:22] <Soni> I'm trying to print
the offending modid and package/class
L335[09:59:37] <Soni> package/class is
easy, modid is what I'm trying to figure out
L336[09:59:57] <GraphicH> @Soni you have
to inspect all the packages in the jar and get their
attributes
L337[10:00:03] <Cazzar> Heh, yeah that's
going to be a pain
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L339[10:00:12] <GraphicH> There isn't
going to be a better way to do it
L340[10:00:13] <Cazzar> Since, a single
jar can contain multiple mods.
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L342[10:00:40] <GraphicH> ^This too,
though I dunno how common that is?
L344[10:00:48] <Soni> I could just print
all of them
L345[10:00:58] <unascribed>
Loader::activeModContainer might do it
L346[10:01:09] <GraphicH> If you do that
you might as well just print the jar name
L347[10:01:21] <Soni> yes
L348[10:01:24] <GraphicH> Since it'd be
probably just about the same information
L349[10:01:24] <Soni> can I do that?
L350[10:01:30] <unascribed> but that's for
the mod processing the current event, not "get who this class
belongs to"
L351[10:01:48] <Soni> unascribed, yeah I
need to do it in the world
L352[10:02:14] <unascribed> I'd actually
just suggest printing getCanonicalName
L353[10:02:17] <GraphicH> @Soni, you can
get the jar path with the class instances getResource() function
IIRC
L354[10:02:18] <unascribed> the modid is
almost always in the package name.
L355[10:04:04] <GraphicH> Whats this for
anyway?
L356[10:05:08] <Soni> I mentioned
"offending modid" so mods which don't do their
inventories right
L357[10:05:19] <GraphicH> Ah, so its a
tattle mod
L358[10:05:33] <Soni> a tattle mod?
L359[10:05:42] <GraphicH> you're telling
on bad mods =P
L360[10:05:47] <unascribed> from a mod
developer perspective, complaining about bad mods is good
L361[10:05:49] <GraphicH> at least I guess
that's part of what you're doing
L362[10:06:00] <unascribed> from a server
admin perspective, it spams up the log with useless crap I can't do
anything about
L363[10:06:07] <unascribed> please make
this an opt-in feature if you do it
L364[10:06:12] <GraphicH> ^
L365[10:06:24] <unascribed> HEE is
especially bad about this, *crashing the game* if it detects a bad
recipe
L366[10:06:28] <unascribed> you have to
opt-out
L367[10:06:32] ***
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L369[10:06:43] <Soni> unascribed, just
don't use my automation with bad inventories
L370[10:06:55] <unascribed> try telling
that to your average server player
L371[10:07:08] <GraphicH> heh soni that's
not very progrmatic telling a mod writer that is one thing, telling
a player who might be 12 is another
L372[10:07:13] <unascribed> ^
L373[10:07:16] <Soni> I could just add a
blacklist
L374[10:07:27] <unascribed>
"BobJoe201, your ore smelter is spamming the log"
L375[10:07:29] <unascribed> "why do i
care"
L376[10:07:39] <unascribed> "also
what's a log"
L377[10:08:08] <Soni> just blacklist it
;)
L378[10:08:33] <unascribed> a feature that
complains about something the admin can't do anything about should
be opt-in.
L379[10:08:51] <unascribed> I'm not
terribly interested in arguing right now, much more interested in
sleeping, so I'll end there
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L390[10:34:44] <shadowfacts> Soni:
clazz.getProtectionDomain().getCodeSource().getLocation().toExternalForm()
L391[10:34:51] <shadowfacts> Where clazz
is a (dur) Class
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L394[10:36:59] <Cypher121> unascribed: how
do you do bold in irc?
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L397[10:37:46] <sham1> Ctrl-b
L398[10:38:14] <Cypher121> that's some
hotkey your client is using
L399[10:38:23] <Cypher121> 123
L400[10:38:24] <gigaherz> Cypher121:
ctrl-b/command-b to insert a 0x02 char
L401[10:38:45] <sham1> I already said that
giga
L402[10:38:55] <gigaherz> not as nicely as
I did.
L403[10:38:57] <Cypher121> apparently
thunderbird can't do that
L404[10:39:05] <sham1> Thunderbird
L405[10:39:06] <sham1> Wat
L406[10:39:08] <gigaherz> BOLD
L407[10:39:14] <gigaherz> copypaste that,
replace the letters ;P
L408[10:39:43] <Cypher121> TEST
L409[10:39:46] <Cypher121> nope
L410[10:40:02] <gigaherz> then whatever
you use in thunderbird (chatzilla?) sucks ;P
L411[10:40:27] <sham1> Well to be
fair
L412[10:40:38] <sham1> My hexchat does not
show other people's bolds
L413[10:40:40] <sham1> Only mine
L414[10:40:53] <gigaherz> lolwhat
L415[10:40:58] <sham1> Yeah
L416[10:41:04] ⇦
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L417[10:41:08] <gigaherz> does it do
color?
L418[10:41:13] ⇦
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L419[10:41:16] <sham1> I think it
should
L420[10:41:23] <sham1> Shoot me some
colored text and I shall see
L421[10:41:25] <gigaherz> OS: Unsupported
Windows 6.3 (Build #9600) CPU: Intel Core i7-3770K, 3.51 GHz,
0 KB Video: NVIDIA GeForce GTX 970 (2560x1440x32bpp 59Hz)
Sound: Speakers (USB Audio Device) Memory: Used: 7209/16330MB
Uptime: 3d 2h 47m 18s HD Space: Free: 1360.48 GB/3900.26 GB
Connection: Microsoft ISATAP Adapter @ 0 bps (Rec: 0.00MB Sent:
0.00MB)
L422[10:41:28] <Cypher121> \x02 123
L423[10:41:35] <gigaherz> this has colors
and bold ;P
L424[10:41:42] <Cypher121> test
L425[10:41:47] <sham1> Nope
L426[10:41:48] <Cypher121> that's useless
\
L427[10:41:49] <sham1> Black
L428[10:41:56] <gigaherz> Cypher121:
alt+0002
L429[10:41:59] <gigaherz> ?
L430[10:42:05] <Cypher121> alt
L431[10:42:12] <Cypher121> nope, doesn't
work either
L432[10:42:14] <sham1> I propably have
something messed up
L433[10:42:39] <gigaherz> sham1: maybe you
enabled stripping incoming formatting codes?
L434[10:42:46] <gigaherz> dunno if hexchat
has something for that
L435[10:44:49] <Cypher121> well, not that
needed anyway
L436[10:44:53] <sham1> Yeh
L437[10:44:57] <sham1> But it would be
nice to have
L438[10:45:02] <Cypher121> 9 a.m.
L439[10:45:10] <Cypher121> it can
wait
L440[10:45:14] <sham1> 5 in the
evening
L441[10:45:18] <sham1> And it is so
weird
L442[10:45:30] <sham1> God damn it
daylight saving time
L443[10:45:31] <Cypher121> I want to
sleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
L444[10:45:37] <Cypher121> p
L445[10:45:45] ⇦
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L446[10:45:52] <gigaherz> 16:45, and I
just woke up
L447[10:45:56] <sham1> Also, it is only 5
yet f.lux has already kicked in
L448[10:46:03] <gigaherz> gamedev has
broken my sleeping schedule
L449[10:51:35] <Ordinastie> formatting is
disable in this chan
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L451[10:53:01] <sham1> That explains
it
L452[10:53:39] <sham1> You cannot emphasis
on certain things by bolding it. But I can see why it would be
disabled.
L453[10:53:46] <sham1> Also
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L461[11:20:53] <Caitlyn> Hey guys,
speaking of colors/bolds, this channel has mode +Cc
L462[11:20:59] <Caitlyn> which blocks
ctcps and colors.
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L468[11:29:50] <yurikoster1> hello
L469[11:30:15] <sham1> hi
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L485[12:29:00] <sham1> Meep
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L510[13:39:11] <yurikoster1> can anyone
help me?
L511[13:39:32] <sham1> TileEntityFurnace
has a method you should use
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L515[13:40:49] <yurikoster1> sham1: but
then i should extend TileEntityFurnace instead of TileEntity
?
L516[13:40:58] <sham1> No
L517[13:41:02] <sham1> It is a static
method
L518[13:41:14] <sham1> Therefor you can
use it
L519[13:41:19] <sham1> Without
inheritance
L520[13:41:30] <yurikoster1> I see
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L541[14:44:00] <Subaraki> is masa here
?
L542[14:44:17] <sham1> He is on the
channel
L543[14:44:27] <sham1> If he is afk or not
however...
L544[14:44:37] <Subaraki> :/
L545[14:44:54] <Subaraki> tell him i'm
looking for him if you happen to see him
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L549[14:46:02] <masa> Subaraki: what's
up?
L550[14:46:48] <Subaraki> oy o/
L551[14:46:54] <Subaraki> hey, i wanted to
ask permission for stuffs
L552[14:46:59] <Subaraki> pm ?
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L561[15:00:23] <shadekiller666> is there
any sort of java library or something that allows you to make like,
a diagram of the call heirarchy of a program?
L562[15:01:54] <shadekiller666> like if i
wanted to make a diagram of all of the method calls that minecraft
makes to opengl to set up the rendering
L563[15:02:12] <masa> hm, what exactly
does gource do?
L564[15:02:18] <masa> or whatever it was
called
L565[15:02:39] <shadekiller666> thats
version control visualization
L566[15:03:06] <shadekiller666> it charts
the history of a git repo or similar
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L571[15:08:52] <masa> mmkay
L572[15:09:27] <gigaherz> shadekiller666:
google "java call graph"
L573[15:09:31] <gigaherz> there's gotta be
something
L574[15:09:31] <gigaherz> ;P
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L576[15:09:41] <gigaherz> VS has it for
C#
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L611[16:57:17] <BubbleTrouble> Thats how I
did it with the tick handler
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L614[16:58:05] <BubbleTrouble> And I am
wanting to to it with the mouse event, and so far I got this, but I
am now to to sure how you would open the overlay gui.
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L619[17:01:38] <GraphicH> If I have an x /
y / z is there a way to tell if the chunk that coordinate is in is
loaded?
L620[17:01:55] <GraphicH> If I have an x /
y / z is there a way to tell if the chunk that coordinate is in is
loaded?
L621[17:02:01] <GraphicH> whops
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L624[17:23:12] <shadekiller666> uhh
L625[17:23:27] <shadekiller666> World
should have some method to ask that
L626[17:23:30] <shadekiller666> or
Chunk
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L629[17:24:18] <GraphicH> Well I'm having
this weird bug where the player will teleport a long distance, and
right when they do I check blocks around them, all the block ids
are 0 after the teleport for some reason
L630[17:24:40] <tterrag|away> GraphicH:
World.blockexists
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L632[17:24:51] <Qwyll> Quick question. I
need to store one variable in a block, is it worth using a tile
entity and if not, what should I use?
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L634[17:28:58] <gigaherz> Qwyll: what
variable?
L635[17:29:12] <masa> depending on the
data you might get away with metadata which is only 4 bit,
otherwise you need a TE
L636[17:29:21] <gigaherz> and how many of
those blocks do you think will be around on a single area?
L637[17:30:10] <Qwyll> just an int that
could be anywhere from 0 to 800. There would be at most about 100
blocks around
L638[17:30:19] <gigaherz> then use a
TE
L639[17:30:45] <gigaherz> the laggy part
of TEs is doing heavy work every tick
L640[17:30:55] <gigaherz> like the hoppers
scanning for item entities above themselves
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L642[17:32:07] <shadekiller666> would
opengl get angry if i called pushMatrix() in the
RenderLivingEvent.Pre and called popMatrix() in the Post
event?
L643[17:32:31] <gigaherz> no?
L644[17:32:43] <gigaherz> ogl doesn't care
about that
L645[17:32:43] <shadekiller666> didn't
think so
L646[17:32:51] <shadekiller666> ?
L647[17:32:59] <shadekiller666> hmm
L648[17:33:00] <gigaherz> it doesn't know
about pre/post
L649[17:33:01] <MattDahEpic> the matrix
doesnt like being pushed or popped, thats one of its greatest
fears
L650[17:33:23] <gigaherz> if there was any
situation where them atrix would be lost
L651[17:33:31] <gigaherz> it would be if
you present the image on screen
L652[17:33:37] <gigaherz> but I don't
think it even cares about that
L653[17:33:43] <gigaherz> could*
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L655[17:37:42] <GraphicH> @tterrag that
doesn't seem to work for me
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L657[17:41:58] <tterrag> GraphicH: well
that's what the method does
L658[17:42:01] <tterrag> so if it returns
true
L659[17:42:04] <tterrag> the chunk is
loaded
L660[17:42:46] <GraphicH> Hmm is exists
different from loaded?
L661[17:43:12] <GraphicH> IE that the
chunk has already been gened before versus the chunk being loaded
in mem
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L669[17:50:21] <GraphicH> @tterrag
L670[17:50:25] <GraphicH> this is what I'm
seeing
L671[17:50:26] <GraphicH> ... player
spawns ...
L672[17:50:26] <GraphicH> [18:47:53]
[Client thread/INFO] [ambiotic]: BlockID @ -131,62,-11 is 9
L673[17:50:26] <GraphicH> [18:47:53]
[Client thread/INFO] [ambiotic]: BlockID @ -131,62,-10 is 9
L674[17:50:26] <GraphicH> ... teleport far
away ...
L675[17:50:26] <GraphicH> ... teleport
back ...
L676[17:50:29] <GraphicH> [18:48:16]
[Client thread/INFO] [ambiotic]: BlockID @ -131,62,-11 is 0
L677[17:50:30] <GraphicH> [18:48:16]
[Client thread/INFO] [ambiotic]: BlockID @ -131,62,-10 is 0
L678[17:50:48] <GraphicH> but blockexist
is returning true
L679[17:51:14] <tterrag> beats me
L680[17:51:23] <gigaherz> doesn't the
world load the chunk if you try to access it normally?
L681[17:51:37] <GraphicH> Well I'm
doing
L682[17:51:55] <GraphicH>
world.getBlock(x, y, z)
L683[17:52:05] <gigaherz> yeah doesn't
that cause the chunk to load?
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L685[17:52:24] <gigaherz> I could be
mistaken, but I have always had that impression
L686[17:52:26] <GraphicH> I thought it
should but its return 0 for ids I _know_ aren't air
L687[17:53:27] <tterrag> yes
L688[17:53:34] <tterrag> you should call
getBlock until you check if the chunk is loaded
L690[17:53:51] <tterrag> shouldn't*
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L693[17:57:54] <GraphicH> that's the exact
code I have
L694[17:58:05] <GraphicH> I _never_ see
the 'Doesn't exist' method
L695[17:58:08] <GraphicH> message*
L696[17:58:17] <tterrag> do you have any
code before that that might load the chunk?
L697[17:58:38] <GraphicH> yes
L698[17:58:59] <tterrag> then...
L700[17:59:24] <tterrag> so no
L701[17:59:27] <GraphicH> That's the code
before that while loop
L702[17:59:49] <GraphicH> Can I force the
chunk to load some how
L703[17:59:50] <GraphicH> ?
L704[18:00:06] <GraphicH> I also never see
"Point doesn't exist"
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L711[18:07:26] <masa> GraphicH: what kind
of a time interval are we talking about after the teleport?
L712[18:08:01] <masa> also, in you second
code snippet and that console paste you are doing stuff on the
client thread?
L713[18:08:07] <masa> *your
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L715[18:09:07] <masa> also why are you
using block IDs?
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L717[18:11:10] <masa> and to load a chunk
"manually" I've been using
World.getChunkProvider().loadChunk((int)x >> 4, (int)z
>> 4);
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L724[18:29:15] <Katie> Hey guys.. I'm
having an odd issue, every 45 seconds exactly my MC server hangs
for 10ish seconds, watching iotop I see this is because MC is
flushing world changes to the disk, is there anyway to adjust the
frequency that this happens?
L725[18:29:53] <Katie> 1.7.10, forge 1517
if it matters Updated from 1448 to see if it changed anything
L726[18:30:07] <killjoy> probably the
gc
L727[18:30:36] <killjoy> I suggest adding
more memory
L728[18:30:52] <Katie> Well, It has 8
gigs, the box has 64
L729[18:31:02] <killjoy> java 8?
L730[18:31:06] <Katie> I've tried upto
16
L731[18:31:20] <killjoy> What mods?
L732[18:31:32] <Katie> java 7 u80
L733[18:31:41] <Katie> and... quiet a
few.
L734[18:33:19] <killjoy> One probably has
a memory leak
L736[18:34:19] <Katie> Like I said, I've
watched iotop and it happens right as the MC server flushes to
disk.. GC wouldn't cause a disk flush would it?
L737[18:35:56] <gigaherz> nah
L738[18:36:03] <gigaherz> did you check
the disk itself?
L739[18:36:05] <gigaherz> it may be
dying
L740[18:36:31] <gigaherz> saving shouldn't
pause for THAT long, I think
L741[18:36:43] <Katie> smart reports good,
badblocks doesn't report anything
L742[18:36:48] <gigaherz> unless you have
a giant server with thousands of simultaneous players loading a lot
of areas at the same time
L743[18:36:58] <Katie> Theres 6 of us
total, usualy 3 at once.
L744[18:37:01] <gigaherz> but even then...
10s a lot
L745[18:37:19] <gigaherz> do you have a
backup mod of any kind?
L746[18:37:35] <Katie> FE's backup module
is loaded, but runs every 60 minutes
L747[18:37:46] <gigaherz> nah but even
then, it's still... yeah not every 45s
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L749[18:38:15] <gigaherz> does this 10s
pause also happen if you manually do a save-all on the
console?
L750[18:38:33] <Katie> I know waaaaaay
back in the day, atleast on bukkit there was a save interval that
ran every 900 ticks, so 45 seconds that caused issues
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L752[18:39:07] <Katie> Yes actually...
except a lot worse..
L753[18:39:24] <gigaherz> there's gotta be
something wrong
L754[18:39:37] <gigaherz> no idea what,
though
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L756[18:40:14] <gigaherz> a while ago I
was running an FTB Infinity server on this machine
L757[18:40:19] <gigaherz> while playing
with a flatmate
L758[18:40:28] <gigaherz> and saving was
unnoticeable
L759[18:40:30] <Katie> /save-all kicks
disk IO to like 2 MB/s but I've seen disk IO at like 90 MB with no
issue
L760[18:40:44] <gigaherz> yeah athat's why
it bothers me
L761[18:40:51] <Lunatrius> Is it intended
that WorldEvent.Load fires inside the WorldClient constructor? For
WorldServer it fires outside the constructor.
L762[18:40:54] <gigaherz> it's not
normal
L763[18:41:01] <gigaherz> it feels like
the disk IO is failing
L764[18:41:31] <gigaherz> but the only
reasons I can think of are failing disks or failing drivers
L765[18:42:53] <Katie> Other services on
this box are much harder on the disks and show no signs of slowness
:/
L766[18:42:58] <Katie> I'm very
confused.
L767[18:43:43] <gigaherz> well the only
suggestion I can give atm, is to try installing a different version
of Java
L768[18:44:07] <gigaherz> but I don't
expect it to fix anything, I just can't suggest anything else
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L770[18:45:29] <Katie> I'd update java,
but the owner of the box would flip... don't ask ¬_¬
L771[18:46:34] <gigaherz> a java8
hater?
L772[18:46:38] <gigaherz> we have some of
those around
L773[18:47:42] <Katie> Among other
things... There is a reason I'm the admin, we'll just leave it at
that.
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L779[19:02:03] <killjoy> admin, not
sysop?
L780[19:09:38] <Katie> ¬_¬ I can't even dd
to /tmp/ very quickly
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L784[19:13:07] <MattDahEpic> i dont get
why jafa 8 isnt widely excepted
L785[19:13:21] <MattDahEpic> wow that typo
works
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L799[19:59:23] <thecodewarrior> How do I
read a file from in my JAR? Right now I'm using:
L800[19:59:28] <thecodewarrior> new
BufferedReader(new
InputStreamReader(getClass().getClassLoader().getResourceAsStream("com/thecodewarrior/hooks/data/hooks.csv"),
"UTF-8"));
L801[19:59:44] <thecodewarrior> But it
crashes when it isn't in the dev environment.
L802[20:02:06] <thecodewarrior> (sorry,
that wasn't really explanatory) getResourceAsStream is null.
L803[20:05:23] <TehNut> Isn't it just
InputStream stream =
YourClass.class.getResourceAsSteam("/path/to/file.ext");
L804[20:05:37] <TehNut>
>getResourceAsSteam
L805[20:05:41] <TehNut> lel
L806[20:08:56] <thecodewarrior> I'm trying
that, I looked it up and somebody said that .getClassLoader() might
not have access to the jar, but .class.getResourceAsStream should
always.
L807[20:12:07] <thecodewarrior> Does
anybody know of any texturers are currently bored and enjoy
extremely complex and flexible texture frameworks?
L808[20:13:12] <TehNut> #MinecraftUnity
:p
L809[20:14:10] <thecodewarrior> Thanks. I
make crap textures.
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L812[20:18:34] <thecodewarrior> Well that
explains it. It doesn't seem to include non-java files from the src
folder, makes sense. Now to fumble around with ForgeGradle.
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L827[21:01:11] <GraphicH> @masa we're
talking instantly after teleport
L828[21:01:44] <GraphicH> And I just count
how many blocks of a type I see
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L833[21:08:12] <Cypher|AFK> how do I
create error screens like the "mods missing" one?
L835[21:09:51] <tterrag> then just throw
that
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L837[21:11:17] <kashike> well, that's a
descriptive name... CustomModLoadingErrorDisplayException
L838[21:11:56] <Mitchellbrine> It takes
into to account a lot of things
L839[21:12:02] <Mitchellbrine> Very rare
error?
L840[21:12:09] <Mitchellbrine>
*exception
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L846[21:25:00] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L847[21:27:03] <blood_> anyone familiar
with redstone comparators?
L848[21:28:01] <tterrag> kinda?
L849[21:28:29] <shadekiller666> what about
them?
L850[21:28:45] <blood_> so I'm adding
tracking for players which will also work for redstone etc
L851[21:28:54] <blood_> currently i have a
hopper transferring an item to a chest
L852[21:29:02] <blood_> then the
comparator next to it activates and lights a lamp
L853[21:29:09] <shadekiller666> k
L854[21:29:10] <blood_> my tracking stops
at the chest as im not sure how the comparator is activating
L855[21:29:21] <blood_> the chest doesnt
notify the comparator
L856[21:29:27] <shadekiller666> in code
you mean?
L857[21:29:28] <blood_> so im thinking its
running every tick for a signal?
L858[21:29:31] <blood_> internally
yes
L859[21:29:35] <blood_> mojang code
L860[21:29:43] <tterrag> the chest does
notify the comparator
L861[21:29:44] <shadekiller666>
getComparatorInputOverride
L862[21:29:49] <tterrag> ^
L863[21:29:51] <blood_> i dont see the
chest notifying it at all
L864[21:29:57] <blood_> with
notifyNeighbors at least
L865[21:29:58] <tterrag> markDirty() does
it
L866[21:30:06] <tterrag> that does a
neighbor udpate
L867[21:30:12] <tterrag> so whenever the
inventory changes
L868[21:30:23] <blood_> its definitely not
hitting notifyNeighbors
L869[21:30:23] <shadekiller666> the chest
is marked dirty
L870[21:30:25] <blood_> im tracking
chest
L871[21:30:45] <blood_> so i have to check
getComparatorInputOverride?
L872[21:31:03] <tterrag> no, markDirty()
calls func_147453_f
L873[21:31:04] <shadekiller666> then it
gets updated, then tells its neighbors to update, the comparator
calls getComparatorInputOverride, and updates itself
L874[21:31:08] <tterrag> which calls
onNeighborChange
L875[21:31:13] <blood_> odd
L876[21:31:26] <blood_> ok what source
block is being passed for the notify?
L877[21:31:28] <tterrag> comparators do
not actively check for changes
L878[21:31:32] <blood_> because its not
Chest
L879[21:31:34] <shadekiller666> redstone
is a very strange system internally
L880[21:32:05] <tterrag> onNeighborChange
doesn't get passed the block that changed
L881[21:32:18] <tterrag> just gets the
position
L882[21:32:32] <blood_> uh
L883[21:32:37] <blood_> im talking about
World methods
L884[21:32:43] <blood_> onNeighborChange
is where?
L885[21:32:47] <tterrag> Block
L886[21:32:54] <tterrag> the world method
being called is func_147453_f
L887[21:32:55] <tterrag> !gm
func_147453_f
L888[21:32:58] <tterrag> wat
L889[21:33:00] <tterrag> !gm func_147453_f
1.7.10
L890[21:33:05] <tterrag> hm, that must
have changed
L891[21:33:06] <tterrag> sec
L892[21:33:15] <tterrag> you're on 1.8 I
assume
L893[21:33:19] <blood_> public void
notifyBlockOfStateChange(BlockPos pos, final Block blockIn)
L894[21:33:33] <blood_> this never
receives any notifications from a chest telling a comparator
something
L895[21:33:42] <blood_> however the
comparator sends a notification to chest
L896[21:33:53] <blood_> yes 1.8
L897[21:33:55] <tterrag> ok in 1.8 it is
totally different
L898[21:34:00] <Cypher121> tterrag: any
way to add a hyperlink to that screen?
L899[21:34:01] <tterrag> markDirty calls
updateComparatorOutputLevel
L900[21:34:07] <tterrag> Cypher121:
what?
L901[21:34:16] <blood_> so the TE is
marked dirty then it calls that?
L902[21:34:17] <Cypher121> error
screen
L903[21:34:22] <tterrag> blood_: yes
L904[21:34:27] <blood_> i want to track
this for any scenarios
L905[21:34:27] <tterrag> whcih happens any
time the inventory is modified
L906[21:34:36] <blood_> markDirty always
call super?
L907[21:34:41] <Cypher121> I want a link
on it to be clickable. thought you may know a way to do so
L908[21:34:58] <tterrag> Cypher121:
mc.displayScreen(new GuiCustomModLoadingErrorScreen(...))
L909[21:35:01] <tterrag> ooh that
L910[21:35:08] <tterrag> not sure, you'd
have to code it yourself I guess
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L912[21:35:34] <Cypher121> well, I'll
leave typing to players
L913[21:35:38] <Cypher121> how awful of
me
L914[21:35:49] <blood_> ahhh
L915[21:35:50] <blood_> so
L916[21:35:51] <tterrag> the exception
gets initGui though
L917[21:35:55] <tterrag> so you could add
a button
L918[21:35:56] <blood_> in
TileEntity.markDirty
L919[21:36:00] <blood_> is it save to
track this tterrag?
L920[21:36:06] <tterrag> blood_:
safe?
L921[21:36:07] <blood_> would any mod
override this?
L922[21:36:12] <tterrag> oh uh...probably
not?
L923[21:36:15] <blood_> good
L924[21:36:20] <tterrag> but markDirty
isn't the only way to update comparators
L925[21:36:21] <tterrag> just the
easiest
L926[21:36:21] <blood_> because im
tracking for all scenarios
L927[21:36:26] <shadekiller666> override
markDirty() in a vanilla chest?
L928[21:36:33] <blood_> for any TE they
have
L929[21:36:40] <blood_> and not call
super
L930[21:36:52] <shadekiller666> well
L931[21:36:58] ***
Firedingo is now known as DarkDingo
L932[21:37:02] <shadekiller666> there is
always a potential edge case
L933[21:37:13] <blood_> ok well this
should cover most ?
L934[21:37:25] <shadekiller666> generally
you call super in markDirty, or just don't override it at all
L935[21:37:37] <tterrag> no idea why you'd
ever override markDirty
L936[21:37:43] <tterrag> I mean, maybe,
but it's a pretty small edge case
L937[21:37:51] <blood_> also, i had to
track an EntityItem being absorbed into a TE. The way im doing it
now is by checking when a TE calls getEntitiesWithinAABB but im
sure there is a better way
L938[21:37:52] <shadekiller666> ^
L939[21:38:07] <blood_> you guys know of a
better method i can track that would cover more cases?
L940[21:38:25] <blood_> because the setup
i have is a piston pushes a sandblock
L941[21:38:37] <blood_> sand block turns
into an EntityFallingBlock
L942[21:38:38] <shadekiller666> afaik,
getEntitiesWithinAABB is only useful for tracking that when talking
about hoppers
L943[21:38:40] <tterrag> not really
L944[21:38:41] <blood_> which turns into a
ENtityItem
L945[21:38:54] <Cypher121> note to self:
NEVER look at botania for examples
L947[21:38:55] <blood_> right i have a
hopper in this test
L948[21:38:56] <tterrag> there is no
defined way to "eat" an EntityItem
L949[21:39:09] <blood_> well when
inventory changes
L950[21:39:11] <tterrag> Cypher121: what?
that's pretty standard
L951[21:39:15] <tterrag> it's how mojang
does it
L952[21:39:34] <tterrag> but you don't
have GUI control
L953[21:39:38] <tterrag> so you'd have to
add a button
L954[21:39:39] <blood_> like player
inventory calls detectAndSendChanges
L955[21:39:40] <Cypher121> mojang
rickrolls 1% of users?
L956[21:39:40] <tterrag> wouldn't be
hard...
L957[21:39:42] <blood_> what about non
player?
L958[21:39:47] <tterrag> OH lol
L959[21:39:49] <tterrag> hahaha
L960[21:40:10] <tterrag> 1/100 chance for
rick roll
L961[21:40:12] <tterrag> that's
amazing
L962[21:40:35] <blood_> basically i want
to cover other mod cases that may act like a hopper
L963[21:40:53] <tterrag> what's weird is
it opens the rick roll in addition to the requested video
L964[21:42:05] <Cypher121> I'll ask if
that's a bug
L965[21:42:11] ⇦
Quits: Lex_ (~Lex@172.76.2.58) (Ping timeout: 206
seconds)
L966[21:43:20] <gigaherz> seems like a
feature to me
L967[21:43:24] <tterrag> Cypher121: nah
don't spoil it
L968[21:43:32] <gigaherz> if it didn't
open the real video
L969[21:43:40] <gigaherz> it would be WAY
more annoying
L970[21:43:47] <gigaherz> this way it's
just a "lol"
L971[21:44:10] <blood_> shadekiller666:
any generic method i can track to cover any TE inventory
change?
L972[21:44:19] <shadekiller666> uhh
L973[21:44:34] <shadekiller666> not that i
know of off the top of my head
L974[21:44:39] <blood_> k ill dig
around
L975[21:45:02] <gigaherz> well a
"good" inventory calls markDirty() when its contents have
changed
L976[21:45:30] <blood_> ok is there a
method i can use to detect new inventory?
L977[21:45:46] <blood_> so if i track in
there, i want to find new items that entered
L978[21:45:51] <blood_> or do i have to
compare prestate to current
L979[21:46:11] <gigaherz> there isn't one
common way to change an inventory
L980[21:46:15] <gigaherz> it's an array of
ItemStacks
L981[21:46:42] <tterrag> uhh
L982[21:46:47] <tterrag> that's exactly
the purpose of IInventory
L983[21:46:55] <gigaherz> tterrag: the
block can edit itself, though
L984[21:47:00] <tterrag> true
L985[21:47:08] <gigaherz> a hopper won't
call setInventorySlotContents on itself
L986[21:47:13] <gigaherz> after
transferring
L987[21:48:11] <tterrag>
theoretically
L988[21:48:12] <tterrag> it should
L989[21:48:17] <tterrag> if it was a good
interface implementer :P
L990[21:48:24] <gigaherz> mojang could
have made an Inventory class with method for handling the contents,
and made it so that a container TE has a getInventory() or
similar... but it's not the case ;p
L991[21:49:01] <Cypher121> > implying
that mojang can do something sane
L992[21:49:02] <blood_> so
setInventorySlotContents should be called ?
L993[21:49:12] <blood_> in *most*
cases?
L994[21:49:18] <tterrag> and actually
yes
L995[21:49:25] <tterrag> the hopper does
call setInventorySlotContents when an item is sucked in
L996[21:49:32] <gigaherz> it does?
L997[21:49:34] <blood_> ok great, ill use
that
L998[21:49:35] <tterrag> yes
L999[21:49:39] <tterrag> see
func_174916_c
L1000[21:49:48] <tterrag> !gm
func_174916_c
L1001[21:49:52] <tterrag> not named
:p
L1002[22:02:26]
⇦ Quits: TheJulianJES
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(Ping timeout: 206 seconds)
L1003[22:02:31] <Cypher121> !gm
L1004[22:03:22]
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timeout: 206 seconds)
L1007[22:17:08] ***
tterrag is now known as tterrag|away
L1008[22:18:58]
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L1011[22:23:38] <blood_> tterrag,
shadekiller666 : thanks for help. I didn't realize
updateComparatorOutputLevel was in world =)
L1012[22:23:42] <blood_> so im just
tracking that and it worked
L1013[22:24:12] <Cypher121> reflecting my
way into the hell
L1014[22:25:35] <shadekiller666>
nice
L1015[22:26:35] <blood_> so im now able
to track the player that activates a lever and follow redstone
until it ends
L1016[22:26:54] <blood_> need to test
more setups though, only got 5 setups in my test world
L1017[22:27:11] <blood_> it will also
track if you drop an item onto a pressure plate
L1018[22:36:32] ***
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L1019[22:36:56]
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L1021[22:46:12]
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L1022[22:46:28] ***
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L1023[22:51:52]
⇦ Quits: GraphicH (~GraphicH@cpe-96-29-41-211.kya.res.rr.com)
(Quit: Leaving)
L1024[22:57:13] <blood_> tterrag still
around
L1025[22:57:36] <blood_> ah way
L1026[22:57:39] <blood_> away*
L1027[22:58:01] <tterrag|away> blood_:
kinda
L1028[22:58:03] <tterrag|away> quick
q?
L1029[22:59:17] <tterrag|away> aaand
time's up :P
L1030[22:59:23] <kashike> hehe
L1031[22:59:27] <blood_> oh
L1032[22:59:36] <blood_> redstone and
jukeboxes
L1033[22:59:53] <tterrag|away> what about
it
L1034[23:00:00]
⇦ Quits: Brokkoli (~Brokkoli@f050168155.adsl.alicedsl.de)
(Ping timeout: 192 seconds)
L1035[23:00:01] <blood_> my tracking
doesnt catch it, so im guessing there is another way it is
communicating
L1036[23:01:14] <tterrag|away> no
idea
L1037[23:01:15] <tterrag|away> :p
L1038[23:01:16] <tterrag|away>
later
L1039[23:04:20] <kashike> jukebox or
noteblock
L1040[23:05:51]
⇨ Joins: Brokkoli
(~Brokkoli@x55b02bda.dyn.telefonica.de)
L1041[23:06:59] <blood_> oh noteblock
oops, let me look for that
L1042[23:07:04] <blood_> would help if i
played this game
L1043[23:11:27] <blood_> i see where its
notifying
L1044[23:15:18]
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L1050[23:21:45] <netz> hrm.... fun stuff
when programming special keyboards
L1051[23:22:48] <blood_> found it, the
noteblocks receive events to play the music
L1052[23:23:01] ***
DarkDingo|AFK is now known as DarkDingo
L1053[23:23:05] <netz> blood_: try
reading raw uhid events XD
L1054[23:24:59]
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L1057[23:28:01] ***
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L1058[23:28:39] <sham1> Gah, I am too
tired
L1059[23:28:55] <sham1> Damn you daylight
saving time
L1060[23:30:47] ***
minecreatr is now known as mine|dreamland
L1061[23:38:39] <killjoy> But that's not
until next month
L1062[23:38:49] <killjoy> *next
week
L1063[23:39:04] <netz> oh? is that
happening soon?
L1064[23:39:12] <killjoy> fall back
L1065[23:39:24] <killjoy> extra hour of
sleep (or other activity)
L1066[23:41:45]
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the connection)
L1067[23:42:12] <MrGrouch> Anyone know of
a 1.8 mod using .b3d models for TE's that I can poke at?
L1068[23:42:54] <shadekiller666> mr
grouch, theres the one thats on the forge github, though it doesn't
use a tile entity
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L1073[23:50:22] <Cypher121>
fanciest
L1074[23:50:25] <Cypher121> error
screen
L1075[23:50:26] <Cypher121> EVER
L1076[23:51:37] <unascribed> are entity
IDs unique between dimensions?
L1077[23:54:03] <MrGrouch>
shadekiller666: Any ideas what its called?
L1078[23:54:25] <netz> Cypher121: nothing
will ever beat the BSOD :P
L1079[23:54:30] <shadekiller666>
ModelLoaderRegistryDebug
L1080[23:54:39] <shadekiller666> the
first block in that file
L1081[23:55:19] <MrGrouch> Ahh
L1082[23:55:20] <MrGrouch> Ty
L1083[23:55:31] <Cypher121> netz: man.
Java version error screen with button that sends you to java.com
Fuck BSOD
L1084[23:56:08] <shadekiller666>
mrgrouch, a couple of the other blocks use a .obj model with
tileentities
L1085[23:56:27] ***
TTFTCUTS is now known as TTFT|Away
L1086[23:56:41] <MrGrouch> obj's still
work in 1.8?
L1087[23:56:58] <shadekiller666>
well
L1088[23:57:06] <shadekiller666> they
work because i made them :P
L1089[23:57:06] <netz> is 1.9 still going
to use that json bs?
L1090[23:57:13] <shadekiller666> yes
netz
L1091[23:57:20] <netz> fack fack
fack
L1092[23:57:41] <MrGrouch> Yeah I don't
understand enough about that to attempt it, so I will stick with
.b3d's for now
L1093[23:57:51] *
netz gets ready to setup a vim template to fill in the boilerplate
for standard blocks and items
L1094[23:58:10] <shadekiller666>
actually, to see the obj blocks, you need to look at the
ModelLoaderRegistryDebug class in the "Added
OBJLoader..." pr, one sec
L1095[23:58:26] <shadekiller666> netz, or
just use forge blockstates