<<Prev
Next>>
Scroll to Bottom
Stuff goes here
L1[00:01:47] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195
seconds)
L2[00:03:26] ⇨
Joins: bilde2910|away (bilde2910@51.174.170.178)
L3[00:04:14] ***
bilde2910|away is now known as bilde2910
L4[00:09:04] ⇨
Joins: alex_6611
(~alex_6611@p5DE7B10F.dip0.t-ipconnect.de)
L5[00:09:49] ⇨
Joins: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no)
L6[00:18:58] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186
seconds)
L7[00:21:13] ⇦
Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com)
(Read error: Connection reset by peer)
L8[00:21:52] ⇨
Joins: airbreather
(~airbreath@d149-67-99-43.nap.wideopenwest.com)
L9[00:22:31] ⇦
Quits: H1N1theI (~h1n1thei@c-73-12-21-167.hsd1.va.comcast.net)
(Ping timeout: 206 seconds)
L10[00:22:59] ⇨
Joins: bilde2910|away (bilde2910@51.174.170.178)
L11[00:23:45] ***
bilde2910|away is now known as bilde2910
L12[00:23:50] ⇦
Quits: Drullkus (~Drullkus@2601:646:8301:c41e:b8c6:1980:18c1:9a6a)
(Quit: 5 minutes)
L13[00:24:21] ⇨
Joins: Drullkus
(~Drullkus@2601:646:8301:c41e:6d2b:2a95:2d18:7fbf)
L14[00:27:28] ⇦
Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit:
Nii-san is watching you.)
L15[00:33:22] ⇦
Quits: alex_6611 (~alex_6611@p5DE7B10F.dip0.t-ipconnect.de) (Ping
timeout: 186 seconds)
L16[00:36:29] ⇦
Quits: sinkillerj (~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net)
(Quit: Leaving)
L17[00:38:15] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Ping timeout: 186 seconds)
L18[00:41:15] ⇨
Joins: HewloThere (~HewloTher@180.200.150.151)
L19[00:41:27] ⇦
Quits: Lymia (~lymia@magical.girl.lyrical.lymia.moe) (Remote host
closed the connection)
L20[00:43:43] ⇨
Joins: Lymia (~lymia@magical.girl.lyrical.lymia.moe)
L21[00:55:01] ⇨
Joins: orthoplex64
(~orthoplex@cpe-66-69-96-209.satx.res.rr.com)
L22[00:59:05] <theresajayne> I am looking
for some Global data storage, I don't really want to have to go to
custom files or databases, Is there a Global NBT data or is it al
World NBT Data and I would just have to use the Overworld NBT data
for everything?
L23[00:59:22] ⇦
Quits: Brokkoli (~Brokkoli@x55b13280.dyn.telefonica.de) (Quit: Die
Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und
das T�ten angemessen wirkt. (George Orwell))
L24[01:00:28] ⇦
Quits: MineBot (MineBot@minebot.services.esper.net) (*.net
*.split)
L25[01:00:41] ***
Ronz^afk is now known as Ronzan
L26[01:01:08] <Ronzan> theresajayne: config
file, or what are you trying to do?
L27[01:09:22] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error:
Connection reset by peer)
L28[01:11:42] <theresajayne> I want a list
of locations of specific entities but i don't want it limited by
dimension
L29[01:12:11] <theresajayne> and i need
access even if the location isnt loaded - like in an unloaded chunk
or dimension
L30[01:16:04] <Ronzan> I believe you can
use WorldSavedData to do that
L31[01:18:42] <tterrag> yes
L33[01:19:25] <foxy> anyone know how to
help me...?
L34[01:22:25] <Ronzan> Sorry foxy, I can't,
just a noob here ;)
L35[01:28:10] ⇦
Quits: Shamu (~shamu@2607:fcc8:9e4b:4100:2895:bad8:686f:fe9f) (Ping
timeout: 192 seconds)
L36[01:32:08] <Zaggy1024> would it be
better to keep EnumPlantType.Plains as it is now (so that it
includes farmland), or make it possible to make a plant not
plantable on farmland but on grass and dirt?
L37[01:32:38] <Zaggy1024> (with the change
over to a Set for multiple plant types you'll be able to do Plains
and Crops so that plants can behave as before
L38[01:37:47] ⇨
Joins: MineBot (MineBot@minebot.services.esper.net)
L39[01:37:47] *** ranger.esper.net sets mode: +o
MineBot
L40[01:38:02] ⇨
Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L41[01:38:28] ⇨
Joins: Hunterz (~hunterz@62.182.234.189)
L42[01:40:03] ***
kroeser|away is now known as kroeser
L43[01:41:18] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 206
seconds)
L44[01:43:09] ⇨
Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L45[01:46:37] ⇦
Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout:
206 seconds)
L46[01:53:43] <Zaggy1024> guess I gotta
wait for the more active users >.>
L47[01:57:52] <ThePsionic> Mmmm, new GTA
DLC tomorrow
L48[01:59:34] ⇨
Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L49[01:59:54] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Client Quit)
L50[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151214 mappings to Forge Maven.
L51[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151214-1.8.8.zip
(mappings = "snapshot_20151214" in build.gradle).
L52[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/
L53[02:09:41] <McJty> Ok, so in most cases
I can avoid a TESR and just associated my OBJ model using the
blockstates.
L54[02:09:52] <McJty> But there are a few
cases where I can't. So how exactly would one render an OBJ model
from within a TESR now?
L55[02:10:06] <McJty> Any example code on
that?
L56[02:11:19] ⇦
Quits: Drullkus (~Drullkus@2601:646:8301:c41e:6d2b:2a95:2d18:7fbf)
(Remote host closed the connection)
L57[02:11:21] ⇨
Joins: zam
(webchat@32.105-245-81.adsl-dyn.isp.belgacom.be)
L58[02:12:12] <Zaggy1024> what few cases
when you can't?
L59[02:12:16] <Zaggy1024> perhaps I can
help?
L60[02:12:34] <McJty> I have a chest where
the chest itself is static but the lid is not. It animates
L61[02:12:37] <McJty> i.e. goes open and
closed
L62[02:12:39] <Zaggy1024> ah
L63[02:12:54] <McJty> Also another
case
L64[02:12:55] ⇦
Quits: auenfx4 (David@120.155.97.223) (Remote host closed the
connection)
L65[02:13:04] <McJty> I have a furnace that
is static but when it is on it shows a burning flame texture
L66[02:13:08] <McJty> And that has to be
rendered in another layer
L67[02:13:19] <McJty> I think that also has
to be done with a TESR but maybe I'm mistaken there?
L68[02:13:30] <Zaggy1024> can't you make
the flame be part of the obj and change according to block
state?
L69[02:13:39] <McJty> Zaggy1024, the render
layer is a problem
L70[02:13:43] <McJty> The fire has to be in
the CUTOUT layer
L71[02:13:50] <McJty> But the furnace
itself is just normal
L72[02:13:53] <Zaggy1024> for the chest,
there are ways to render block models in TESRs (I think pistons use
that)
L73[02:14:01] <Zaggy1024> but that may not
be preferable for you
L74[02:14:03] ⇨
Joins: auenfx4 (David@120.155.97.223)
L75[02:14:10] <Zaggy1024> I'm not sure if
there's a direct way to render an obj
L76[02:14:33] <McJty> I think there was. I
believe shadowfacts told me there was
L77[02:14:48] <Zaggy1024> what I did was I
made a fake block with a state mapper to force loading of some
blockstates jsons so I can render them in my TESR, but that's
really quite complex
L78[02:16:50] ⇦
Quits: tambre
(~tambre@3938-f0ff-4d9e-095a-4301-8a22-07d0-2001.dyn.estpak.ee)
(Read error: Connection reset by peer)
L79[02:17:31] <McJty> I'll need to solve
another problem first in any case so I'll wait
L80[02:17:34] ⇨
Joins: Emris (~Miranda@195.234.58.25)
L81[02:19:58] ⇦
Quits: HewloThere (~HewloTher@180.200.150.151) (Quit:
Leaving)
L82[02:24:42] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195
seconds)
L83[02:26:41] ⇨
Joins: bilde2910|away (bilde2910@51.174.170.178)
L84[02:27:28] ***
bilde2910|away is now known as bilde2910
L85[02:31:34] ⇨
Joins: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se)
L86[02:34:09] ⇨
Joins: VikeStep (~VikeStep@101.184.165.77)
L87[02:34:37] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L88[02:42:57] ⇨
Joins: Szernex
(~Szernex@62-47-184-58.adsl.highway.telekom.at)
L90[02:45:03] ⇨
Joins: LexServer2 (LexManos@172.76.2.58)
L91[02:45:03]
MineBot sets mode: +o on LexServer2
L92[02:45:15] ⇦
Quits: LexServer2 (LexManos@172.76.2.58) (Read error: Connection
reset by peer)
L93[02:47:46] ⇦
Quits: LexServer (LexManos@172.76.2.58) (Ping timeout: 186
seconds)
L94[02:56:18] ⇦
Quits: orthoplex64 (~orthoplex@cpe-66-69-96-209.satx.res.rr.com)
(Quit: Leaving)
L95[03:00:31] ⇦
Quits: blood_ (unknown@ool-182e0a55.dyn.optonline.net)
()
L96[03:03:21] ⇨
Joins: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L100[03:26:16] ⇦
Quits: Something12 (~Something@s010634bdfa9eca7b.vs.shawcable.net)
(Ping timeout: 190 seconds)
L101[03:27:51]
⇨ Joins: OrionOnline (~OrionOnli@62.235.19.248)
L102[03:28:07] <killjoy> What would
prevent thePlayer from being set?
L103[03:28:52] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 192
seconds)
L104[03:29:05] <karlthepagan> happens to
me a lot
L105[03:29:20] <killjoy> I'm leaning
towards blaming optifine
L106[03:29:22] <karlthepagan> when I cut
out a big chunk of code to make a bot I found a race
condition
L107[03:29:38] <sham1> Good morning-ish
time for each and every one of you
L108[03:29:58] <sham1> Always blame
optifine
L109[03:30:15] <karlthepagan> killjoy -
when the server receives the connect packet it is re-queued using a
lazy goto (throw static exception)
L110[03:30:25] <karlthepagan> the act of
throwing makes packet order non-deterministic
L111[03:31:29] <karlthepagan> I started
writing a patch to setup a barrier during client connect... but meh
too complex
L112[03:32:18] <ZaggyMobile2> Can anyone
think of a crop from a mod that is plantable on multiple soil
types?
L113[03:32:37] <sham1> Sugarcane
L114[03:32:38] <karlthepagan> sugarcane
:D
L115[03:32:40] <sham1> Wait no
L116[03:32:41] <karlthepagan> beat
me!
L117[03:32:49] <ZaggyMobile2> Simplest
combination probably being Plains and Desert
L118[03:32:51] <karlthepagan> sand or soil
yea
L119[03:32:58] <ZaggyMobile2> Sugar cane
is the water type
L120[03:33:01]
⇨ Joins: Noppes
(~Noppes@82-168-99-26.ip.telfort.nl)
L121[03:33:02] <karlthepagan> doh
L122[03:33:15] <sham1> But water if the
weaknesses of grass types
L123[03:33:22]
⇨ Joins: HewloThere (~HewloTher@180.200.150.151)
L124[03:33:38] <ZaggyMobile2> That's why i
specified that out should be from a mod, since vanilla doesn't have
such a plant
L125[03:34:01] <sham1> Why do you need
something like that
L126[03:34:22] <tterrag> make your own
test mod
L127[03:34:28] <ZaggyMobile2> Trying to
figure something out for my pr for plantable
L128[03:34:47] <ZaggyMobile2> IPlantable,
I mean
L129[03:35:05] ***
kroeser is now known as kroeser|away
L130[03:35:13] <ZaggyMobile2> I'm trying
to think of the applications of my changes
L131[03:35:22] <ZaggyMobile2> I don't need
a test mod
L132[03:35:47] <tterrag> yes, you do, it's
part of making a proper PR when it changes the API so deeply
L133[03:36:48] <ZaggyMobile2> Specifically
the thing in trying to figure it out is whether there should be
like a "main" plant type, or just something to
differentiate plants that should keep farmland from dying
L134[03:37:13] <sham1> Fertiliser plants
:D
L135[03:37:23] <ZaggyMobile2> tterrag,
that would be later, if it would even be necessary
L136[03:37:38] <ZaggyMobile2> These
changes aren't exactly complex
L137[03:37:59] <ZaggyMobile2> What are
fertiliser plants? :P
L138[03:38:57] <sham1> Plants that capture
nitrogen from the air and have it go into the soil
L139[03:39:18]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L140[03:39:30] <sham1> Thus making the
soil more versitile
L141[03:39:32] <ZaggyMobile2> What I'm
trying to fix by making it differentiate primarily farmland crops
for is to make Forge match vanilla, where only BlockCrops and
BlockStem prevent farmland from dying
L142[03:40:00] <ZaggyMobile2> In Forge,
task grass stops farmland from turning to duty
L143[03:40:06] <ZaggyMobile2> *dirt
L144[03:40:32] <ZaggyMobile2> *tall
grass
L145[03:41:03] <ZaggyMobile2> Touchscreens
are very imprecise :P
L146[03:41:13] <karlthepagan> reference
the Netty bug that's been handles poorly: FMLHandshakeServerState
references a releasable buffer in an enum context.
L147[03:41:49] <ZaggyMobile2> Sham1 does
that plant exist in some
L148[03:41:58] <ZaggyMobile2> mod?
L149[03:43:04] <ZaggyMobile2> Like I said,
I'm looking for applications of IPlantable, to figure out what this
"main" plant type could be, and if it would be useful for
anything
L150[03:44:05]
⇨ Joins: KilRoYDK
(~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L151[03:44:56]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L152[03:47:06] <Zaggy1024> another option
would be to make it check
"plantTypes.contains(EnumPlantType.Crops) &&
!plantTypes.contains(EnumPlantType.Plains)", so that if the
plant can stay if the soil turns to dirt, it will turn it to
dir
L153[03:47:07] <Zaggy1024> dirt
L154[03:47:30] ⇦
Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout:
186 seconds)
L155[03:47:32] <Zaggy1024> but that's not
necessarily ideal, because some plants may benefit from farmland
while still surviving on dirt
L156[03:47:54] <Zaggy1024> I know many
plants in the mod I'm working on do that
L157[03:49:06] <karlthepagan> eh, none of
those buffers are actually constant
L158[03:49:20] <karlthepagan> i should
sleep... might have time to dig into it later
L159[03:55:52]
⇨ Joins: tambre
(~tambre@c96c-6b81-388c-a4b1-4301-8a22-07d0-2001.dyn.estpak.ee)
L160[03:56:00] <ZaggyMobile2> I'm going to
sleep, but it would be nice to get people's feedback on what
IPlantable should work like when it allows multiple plant
types
L161[03:56:17] <ZaggyMobile2> I'll
probably ask about it again tomorrow
L162[03:57:06] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186
seconds)
L163[03:58:07] <LexDesktop> !gm
func_74861_a
L164[04:01:20]
⇨ Joins: bilde2910|away
(bilde2910@51.174.170.178)
L165[04:02:06] ***
bilde2910|away is now known as bilde2910
L166[04:07:27] <LexDesktop> Alright, wel..
im about to push a change to FF to fix a decompile bug, someone
test it out in like 5 mins refreshign your deps to see if I broke
forge u.u
L167[04:13:30] <killjoy> !gc ctq 1.8
L168[04:17:06]
⇨ Joins: portablejim
(~portablej@ppp255-221.static.internode.on.net)
L169[04:18:28] <portablejim> How would I
save a block + meta (or blockstate) into an NBT tag and get it back
again?
L170[04:19:34] <portablejim> oh, I mean an
itemstack, not a block.
L171[04:19:42] <killjoy> !gc cil 1.8
L172[04:20:01] <killjoy> Well that
explains why thePlayer is null
L173[04:20:57] <tterrag> portablejim:
stack.writeToNBT ...
L174[04:21:11] <tterrag> or...what are you
asking?
L176[04:25:01]
⇨ Joins: Jezza (~Jezza@185.44.151.104)
L177[04:25:13] <LexDesktop> Actualyl it
didnt break forge
L178[04:25:15] <LexDesktop> it broken MCP
FUCK
L179[04:25:39] <LexDesktop> Forgot about
the mcp patches
L180[04:27:36] <killjoy> I finally fixed
optifine compatability q.q
L181[04:28:03] <LexDesktop> The patch that
MCP does actually is what I just fixed in FF
L182[04:28:12] <LexDesktop> Needc to find
a way to tell FG to skip it.
L183[04:43:04]
⇨ Joins: mezz_ (~quassel@24.6.28.151)
L184[04:43:31]
⇨ Joins: Lothendal
(~Lothendal@ip5b41e99f.dynamic.kabel-deutschland.de)
L185[04:43:31] ⇦
Quits: mezz (~quassel@2601:641:4080:6bf:d1aa:c09e:76c4:b584) (Ping
timeout: 206 seconds)
L186[04:43:38] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:c13e:2c63:6b44:857:b44a)
(Quit: Leaving)
L187[04:43:44] ⇦
Quits: psxlover (~psxlover@athedsl-4426595.home.otenet.gr)
()
L188[04:47:00] ⇦
Quits: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Read
error: Connection reset by peer)
L189[04:49:50] <LexDesktop> Alright pushed
a change that made it an optional patch, refresh deps on your setup
will fix it.
L190[04:54:37] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195
seconds)
L191[04:54:37]
⇨ Joins: CovertJaguar (~you@65.183.205.6)
L192[04:54:37]
MineBot sets mode: +v on CovertJaguar
L194[04:56:56]
⇨ Joins: bilde2910|away
(bilde2910@51.174.170.178)
L195[04:57:43] ***
bilde2910|away is now known as bilde2910
L196[05:01:51]
⇨ Joins: Kobata
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L198[05:03:32] <LexDesktop> No fucking
idea, but it doesnt break anything.
L199[05:03:46] ⇦
Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L200[05:04:10] <Matthew> heh yeah. just
started minecraft. didn't crash
L201[05:04:13] <LexDesktop> The important
ones were the world and portal
L202[05:04:57]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L203[05:05:06] <LexDesktop> It probably
didnt get merged because it was doing a multi-level merge. Which
would get interesting.
L204[05:05:50]
⇨ Joins: mister_person
(~mister_pe@c-71-237-219-55.hsd1.or.comcast.net)
L205[05:07:14] <LexDesktop> Side note,
anyone have any options on easy-ish to use windows firewalls?
Thinking of going Comodo, because thats the only name i recognize
but cant remember if that was a good thing or bad.
L206[05:14:10]
⇨ Joins: Nitrodev
(~Nitrodev@dcx0f0ycbw0-yp18snz-t-3.rev.dnainternet.fi)
L207[05:19:05]
⇨ Joins: AforAnonymous
(bitch2k@dyn-042-143.vix1.mmc.at)
L208[05:21:54] ⇦
Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L209[05:22:04] <luacs1998> lex, windows
firewall is all i can think of, lol
L211[05:22:42]
⇨ Joins: psxlover
(~psxlover@ppp-2-84-87-106.home.otenet.gr)
L212[05:23:12]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L213[05:24:40]
⇨ Joins: mumfrey (~Mumfrey@dedi5.eq2.co.uk)
L214[05:27:02] ⇦
Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
(Read error: Connection reset by peer)
L215[05:27:14] ⇦
Quits: flappy (~flappy@85-76-166-101-nat.elisa-mobile.fi) (Ping
timeout: 186 seconds)
L216[05:30:36] <LexDesktop> windows
firewall is a pain to use, plus from what i've seen had bad log
utilitites :/
L217[05:33:21] <tterrag> portablejim: that
method was just a passthrough for
Block.blockRegistry.getNameForObject
L218[05:33:25] <tterrag> use that
instead
L219[05:34:39]
⇨ Joins: Elec332 (webchat@83.232.88.198)
L220[05:36:09] ⇦
Quits: HewloThere (~HewloTher@180.200.150.151) (Quit:
Leaving)
L221[05:39:06] ⇦
Quits: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se) (Ping
timeout: 206 seconds)
L222[05:39:30] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186
seconds)
L223[05:39:40] <LexDesktop> does
enchanting in vanilla sometimes add multiple enchantments at
once?
L224[05:40:34] ⇦
Quits: Elec332 (webchat@83.232.88.198) (Ping timeout: 204
seconds)
L225[05:43:30]
⇨ Joins: bilde2910|away
(bilde2910@51.174.170.178)
L226[05:44:17] ***
bilde2910|away is now known as bilde2910
L227[05:44:22] <tterrag> not that I've
ever seen
L228[05:44:52]
⇨ Joins: KilRoYDK
(~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L229[05:46:03] <LexDesktop> Acording to
the wiki it does.
L230[05:46:50] ⇦
Quits: portablejim (~portablej@ppp255-221.static.internode.on.net)
(Quit: Konversation terminated!)
L231[05:48:02] ⇦
Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout:
186 seconds)
L232[05:48:20] <LexDesktop> Yup just
tested vanilla it'll randomly pick a few enchantments.
L233[05:50:17]
⇨ Joins: portablejim
(~portablej@2001:4830:121d:0:acd3:df55:6deb:92cd)
L234[05:50:47] ⇦
Quits: Hea3veN (~Hea3veN@190.247.248.80) (Read error: Connection
reset by peer)
L235[05:52:02] <tterrag> oh, I misread
your question
L236[05:52:05] <tterrag> yes it absolutely
does
L237[05:52:09] <tterrag> I thought you
meant duplicates
L238[05:52:35] <McJty> BTW. In MC 1.8.8
events are done in a separate thread. Right?
L239[05:52:57] <McJty> If so are there
common practices and hints on what one should look out for and how
to get around modifying your TE anyway?
L240[05:52:59] <tterrag> no
L241[05:53:00] ⇦
Quits: Szernex (~Szernex@62-47-184-58.adsl.highway.telekom.at)
(Killed (NickServ (GHOST command used by
Szernex_!~Szernex@212-88-17-43.adsl.highway.telekom.at)))
L242[05:53:06]
⇨ Joins: Szernex
(~Szernex@212-88-17-43.adsl.highway.telekom.at)
L243[05:53:09] <McJty> I mean messages
(network)
L244[05:53:13] <tterrag> then yes
L245[05:53:18] <tterrag> completely
different thing :P
L246[05:53:25] <McJty> yes I know.
L247[05:53:37] <McJty> So consider my
question 'reasked' using 'messages' :-)
L249[05:53:41] <tterrag> read the warning
box
L250[05:53:50] <McJty> ok thanks. Will
check it out now
L251[05:54:20] <McJty> ok, that looks
simple enough
L252[06:01:37] <portablejim> What sort of
an approach is needed with rendering stuff with AABBs in 1.8?
RenderGlobal seems broken.
L253[06:04:12]
⇨ Joins: Cypher121
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L254[06:07:31] ⇦
Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
(Ping timeout: 190 seconds)
L255[06:10:16]
⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L257[06:10:55]
⇨ Joins: Cypher121
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L258[06:11:12] <McJty> boni, thanks!
L259[06:12:50] <boni> (abstractpacket is
just an IMessage and IMessagehandler combination)
L260[06:13:34] ⇦
Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
(Read error: Connection reset by peer)
L261[06:14:20] ⇦
Quits: asie (~asie@asie.pl) (Ping timeout: 192
seconds)
L262[06:17:09] <LexDesktop> Note: You
REALLY should think about making your work threadsafe.
L263[06:17:49] <boni> definitively. but
that only works if you know the parts that are not inheritely
threadsafe
L264[06:17:54] <boni> also, rendering and
user interaction. brrr
L265[06:18:00] <boni> +gui
L266[06:19:09] <tterrag> boni: stop
combining IMessage and IMessage handler
L267[06:19:12] <tterrag> it's bad practice
:(
L268[06:20:18] <boni> it's nice and
overseeable ;P
L269[06:20:25] <sham1> About
threadsafe
L270[06:20:50] <sham1> MC really is not
thread safe, unless we talk about networking which has its own
thread
L271[06:21:28] <tterrag> boni: how so? you
should only need to wrap the handler in a task
L272[06:21:36] <tterrag> instead of
complicating your packet (which should be purely data)
L273[06:23:47] <sham1> And that data can
pretty much be anything
L274[06:23:52] <boni> i have all that
concerns the message in one class. i don't need to look through
several classes to find what it actually does. like in MC. the
packets do simple things.
L275[06:24:23] <sham1> I do what EnderCore
does (thanks tterrag for inspiration)
L276[06:24:25] <tterrag> sounds great
until you mix up your contexts
L277[06:24:31] <McJty> Hmm boni. My
situation is a bit complicated since I use the message reply
system
L278[06:24:33] <tterrag> sham1: yeah, I
wish you didn't
L279[06:24:40] <sham1> :D
L280[06:24:42] <McJty> And I cannot simply
return the reply message in the runnable
L281[06:24:45] ***
fry|sleep is now known as fry
L282[06:24:49] <fry> boni:
booooooooooo
L283[06:25:02] <sham1> Serializing stuff
can get annoying
L284[06:25:04] <boni> McJty: i just showed
you how to make the call threadsafe :P
L285[06:25:06] <sham1> You know that
L286[06:25:08] <fry> implelemting IMessage
and IMessageHandler on 1 class is stupid
L287[06:25:10] <tterrag> boni: one time
you will forget you need to do message.foo instead of just
foo
L288[06:25:15] <tterrag> and you wilil
spend hours debugging it :)
L289[06:25:16] <fry> and dangerous
L290[06:25:24] <boni> tterrag: ?
L291[06:25:30] <boni> what is message.foo
and just foo
L292[06:25:46] <sham1> but yeah, IMessage
and IMessageHandler in same class is a no-no
L293[06:25:49] <boni> fry: why would it
be
L294[06:25:56] <boni> i don't see any
downside
L295[06:26:47] <fry> would you implement
Block and Tileentity in 1 class, if java allowed that?
L296[06:26:54] <sham1> Also tterrag, may I
ask why
L297[06:27:16] <boni> fry: depends on the
task it performs, i guess? ;P
L298[06:27:25] <fry> what?
L299[06:27:29] <fry> seriously?
L300[06:27:30] <tterrag> sham1: because i
added that nasty reflection crap to avoid rewriting
everything
L301[06:27:36] <sham1> oh
L302[06:27:38] <McJty> fry, for those two
it is a bit different as there is only one block instance but there
are many tile entity instances
L303[06:27:39] <tterrag> I would never
have written it like that
L304[06:27:42] <McJty> fry, so bad example
:-)
L305[06:27:45] <sham1> I just use the
serializing stuff
L306[06:27:47] <fry> exactly, McJty
L307[06:27:53] <sham1> That's all I
grabbed
L309[06:28:03] <tterrag> sham1: hm?
L310[06:28:05] <fry> situation with
IMessage and IMessageHandler is exactly the same
L311[06:28:05] <tterrag> like what?
L312[06:28:14] <boni> fry: well, why
didn't you say so when i asked you? :P
L313[06:28:14] <fry> there's 1
IMessageHandler instance
L314[06:28:23] <boni> and yes you're
correct
L315[06:28:27] <boni> there is 1
IMessageHandler instance
L316[06:28:27] <fry> but multiple IMessage
instances
L317[06:28:33] <boni> it just happens to
be the same class /o\
L318[06:28:40] <fry> why?
L319[06:28:45] <fry> it's stupid
L320[06:28:48] <sham1> The way where you
write the serializable stuff into the gzip stream and that into the
bytestream
L321[06:28:53] <sham1> bytebuf*
L322[06:28:57] <tterrag> oh, that wasn't
my idea :P
L323[06:29:01] <boni> it's less stupid
than having a child-class inside the class just for the
handler.
L326[06:29:09] <fry> no, it's not
L327[06:29:13] <sham1> yes
L328[06:29:18] <boni> it's less readable i
mean
L329[06:29:19] <sham1> It may not be
yours
L330[06:29:26] <boni> otherwise there's no
semantic difference in my case
L331[06:29:27] <fry> boni: this is
throwing OOP out of the window completely
L332[06:29:27] <sham1> But I heard it
first from you so...
L334[06:29:35] <tterrag> I think
Ordinastie showed me that .-.
L335[06:29:40] <gabizou> -_- ignore
that
L336[06:29:40] <tterrag> gg gabizou
L337[06:29:46] <fry> it's like
implementing IModel and IBakedModel on the same class
L338[06:29:58] <gabizou> tterrag shhhhh
don't pay attention to the forge noob
L339[06:30:04]
⇨ Joins: HassanS6000
(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L340[06:30:08] <fry> boni: and all you
save is 1 line of code
L341[06:30:12] <boni> fry: i really CBA to
go into every detailed OOP for very simple htings
L342[06:30:22] <fry> it's not about
simplicity
L343[06:30:35] <Wuppy> anyone want to play
my ludum dare game?>
L344[06:30:42] <fry> it's about having a
basic understanding of what a class is
L345[06:31:27] <sham1> Much rather have a
packet bean than deal with serializing stuff seperately
L346[06:31:38] <McJty> fry, btw. I'm still
having some trouble finding info on how to render an OBJ from
within a TESR. I can avoid many cases of that in my mod but a few I
can't avoid
L347[06:31:49] <fry> boni: using
"this" inside the AbstractPacket is pointless and
dangerous
L348[06:32:09] <boni> not in my
implementation, no
L349[06:32:23] <boni> i know what you
mean
L350[06:32:42]
⇨ Joins: Alexiy (~Alexiy@ip-118-203.zb.lv)
L351[06:33:10] <fry> boni: let's say I
extend AbstractPacket, and store something in it - for example,
buffer of all the data I receive; where should I store it?
L352[06:33:22]
⇨ Joins: Cypher121
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L354[06:35:10] ***
kroeser|away is now known as kroeser
L355[06:35:30] <McJty> fry, is it not
possible to do this without requiring a model linked to the
state?
L356[06:35:50] <fry> get the IModel
instead, call bake on it, and use that
L357[06:36:08] <fry> you can get it by
calling ModelLoaderRegistry.loadModel
L358[06:36:10] <boni> fry: i don't have a
buffer of all the data I receive. I have packets with data that are
consumed on call.
L359[06:36:21] <McJty> fry, I was told to
never ever call bake on my own
L360[06:36:28] <McJty> By shadowfacts I
think
L361[06:37:07] <boni> how else would you
bake a model, if not with calling bake?
L362[06:37:21] <sham1> I'd rather bake a
cake
L363[06:37:23] <McJty> Well the point is
probably that you shouldn't manually bake it but let the 'system'
do it
L364[06:37:37] <boni> the 'system' is
calling 'bake' on the imodel
L365[06:37:52] <McJty> yes it is
L366[06:37:54] <boni> you just have to
give it the right parameters. which you usually get from the
modelloader originally
L367[06:37:59] <McJty> Well I'll stop
playing relay buffer :-)
L368[06:38:00] <sham1> Also fry, why is
that chest entityliving
L369[06:38:06] <McJty> Just telling you
what I was told. I don't understand it
L370[06:38:46] <fry> McJty: yes, in
general, that's true for block and item-tied models; but baking
manually is not bad - you just won't be able to tie the resulting
baked model to the block/item
L371[06:39:07] <McJty> that's ok
L372[06:39:23] <McJty> Is there a specific
time where I can bake? Can I do it in my TESR on init or does it
have to be in a specific phase?
L373[06:40:35] <boni> fry: technically you
might need to bake manually in case of multimodels etc. since it's
in the registry afterwards it can be tied to stuff
L374[06:40:57] <sham1> Can't you prebake
inside tesr's constructor
L375[06:41:13] <boni> that... kinda
defeats the purpose of a TESR
L376[06:41:39] <sham1> Not really if you
want to do some fancy stuff with OGL while wanting to use
models
L377[06:42:01] <boni> then you do the
fancy stuff with OGL while the model is rendered like a block since
it's static?
L378[06:42:08] <boni> otherwise you
wouldn't be able to prebake it in the TESR constructor
L379[06:42:22] <sham1> Not if you for
instance want to rotate that static model
L380[06:42:33] <tterrag>
GL11.glRotatef(90, 0, 1, 0); model.render();
L381[06:42:37] <tterrag> oh look now TESR
has a purpose
L382[06:42:38] <sham1> Yes
L383[06:42:47] <fry> boni: since you don't
use the IMessageHandler part of AbstractPacket anywhere in the
subclasses, why the hell is it in there at all? seriously? only for
the NetworkWrapper convenience?
L384[06:43:01] <McJty> Yes, I found that I
can avoid most of my TESR in 1.8.8
L385[06:43:07] <McJty> Except for a few
cases like those
L386[06:43:17] <McJty> And also where I
need to render in-world itemstacks (which is almost all my blocks
:-)
L387[06:43:18] <sham1> Convenience wrapper
around convenience wrapper o_O
L388[06:43:31] <boni> fry: pretty much,
yes.
L389[06:43:37] <boni> you need one after
all /o\
L390[06:43:39] <sham1> For in - world
itemstack render
L391[06:43:54] <boni> tterrag: then you
simply get the model out of the baked registry ;o
L392[06:44:05] <tterrag> but that's his
problem
L393[06:44:10] <tterrag> it's not tied to
any block/item so it's not baked
L394[06:44:18] <tterrag> the entire reason
for this conversation
L395[06:44:28] <fry> boni: you are aware
that your IMessageHandler can be refactored in 1 class, and used
for all classes that extendAbstractpacket, so you wouldn't even
need to use reflection to instantiate it?
L396[06:44:53] <boni> fry: nope. i just
took the simplehandler thinige and adapted it to be
threadsafe
L397[06:45:01] <boni> where can i find
that stuff?
L398[06:45:06] <fry> what stuff?
L399[06:45:18] <boni> oh wait
L400[06:45:20] <boni> i get what you
mean
L401[06:45:22] <boni> heh, yeah, that'd
make sense
L403[06:45:31] <fry> ya think?
L404[06:45:53] <fry> handler = new
AbstractpacketMessageHandler();
L405[06:45:56] <tterrag> I do wish netty
wasn't so reflection based
L406[06:46:05] <fry> it's fucking
not
L407[06:46:14] <tterrag> sure...then why
do I register my packets with class objects?
L408[06:46:17] <boni> fry: i just took
what simplenetworkhandler and the old implementation gave me
;o
L409[06:46:31] <boni> thanks for pointing
it out *writes on todo*
L410[06:46:34] <fry> tterrag: because
constructors aren't functions until java8
L411[06:46:41] <tterrag> no, but they
could use a factory
L412[06:46:46] <tterrag> like, was the
standard in java for ages
L413[06:46:47]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L414[06:47:16] <tterrag> and take an
IMessageHandler instance instead of a class
L415[06:47:31] <sham1> Do you really want
to use NettyPackerBeanFactoryAccumalatorBeanFactory
L416[06:47:40] <tterrag> if it means less
reflection, yes
L417[06:47:49] <tterrag> and it would just
be something like PacketCreator<MyPacket>
L418[06:48:03] <sham1> Reflection is not
that bad of a thing
L419[06:48:04] <fry> tterrag: blame cpw
for using reflection-based API in SimpleImpl
L420[06:48:22] <tterrag> sham1: requiring
magic empty constructors is
L421[06:48:41] <sham1> Make an annotation
for generating that
L422[06:48:54] <tterrag> use ASM to solve
a problem created with reflection?
L423[06:48:54] <tterrag> hahaha
L424[06:49:05] <sham1> And it is not like
nothing else requires magic empty constructors
L425[06:49:15] <sham1> See: beans
L426[06:49:16] <Unh0ly_Tigg> *cough*
lombok *cough*
L427[06:49:28] <sham1> And those are
officially mandated by oracle
L428[06:49:36] <Unh0ly_Tigg>
@NoArgConstructor ftw
L429[06:50:07] <sham1> Not saying javabean
are bad
L430[06:50:13] <sham1> Because they
arent
L431[06:50:48] <Unh0ly_Tigg> For the F3
debug screen, when it's showing blockstate properties for the
highlighted block, does it show unlisted properties?
L432[06:51:07] <sham1> I'd assume
not
L433[06:51:17] <sham1> They are unlisted
for a reason ;)
L434[06:51:37] <Unh0ly_Tigg> they're
unlisted mainly for the blockstate map
L435[06:51:52] <Unh0ly_Tigg> so you can
have more properties without crowding the map
L436[06:51:57] <sham1> That's because you
really cannot serialize all of them into strings
L437[06:52:07] <sham1> Well yeah
L438[06:52:18] <sham1> But why not apply
that logic to the debug screen
L439[06:55:46] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 186
seconds)
L440[06:57:42]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L441[07:01:00]
⇨ Joins: kimfy
(~kimfy___@74.141.16.62.customer.cdi.no)
L442[07:02:03]
⇨ Joins: pahimar (~pahimar@192.227.130.190)
L443[07:02:03]
MineBot sets mode: +o on pahimar
L444[07:06:27] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195
seconds)
L445[07:07:36] ⇦
Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
(Read error: Connection reset by peer)
L446[07:07:47]
⇨ Joins: Cypher121
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L447[07:08:09]
⇨ Joins: bilde2910|away
(bilde2910@51.174.170.178)
L448[07:08:57] ***
bilde2910|away is now known as bilde2910
L449[07:12:47]
⇨ Joins: michael_
(~michael_@89-138-202-253.bb.netvision.net.il)
L450[07:14:17] <michael_> Any simple
example 1.8 mods? I just need some simple examples of items, blocks
subitems and basic (SimpleNetworkWrapper) networking.
L451[07:14:43] <michael_> I can't find any
tutorials that are up to date
L453[07:15:24] <sham1> Handle with
care
L454[07:16:00] <michael_> Wow some very
descriptive commit messages...
L455[07:16:07] <michael_> Thanks
L456[07:16:17] <sham1> My commits are
there to commit
L457[07:16:19] <sham1> Not to tell a
tale
L458[07:17:48] <fry> git commit -m
"Long ago, in a galaxy far away..."
L459[07:17:52]
⇨ Joins: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net)
L460[07:17:56] <sham1> :P
L461[07:19:14] <sham1> at least my commits
are not as long as the starwars things
L462[07:19:22]
⇨ Joins: Flenix_
(~Flenix@dab-yat1-h-49-6.dab.02.net)
L463[07:20:09] <sham1> Anyway, I love how
convenient curse is for making custom mod packs
L464[07:20:36] <McJty> For mods that are
on curse at least :-)
L465[07:20:40] <McJty> Luckilly many are
these days
L466[07:20:49] ***
Flenix_ is now known as Flenix|Train
L467[07:21:34] <sham1> Well
obviously
L468[07:23:01]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L469[07:23:58]
⇨ Joins: asie (~asie@asie.pl)
L470[07:24:45] ⇦
Quits: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Read
error: Connection reset by peer)
L471[07:28:01] ⇦
Quits: Flenix|Train (~Flenix@dab-yat1-h-49-6.dab.02.net) (Remote
host closed the connection)
L472[07:31:35] <michael_> Hey sham1, i'm
doing basically the exact same thing as you are and I cant get my
item texture loaded
L473[07:32:09] <sham1> Show your
stuff
L474[07:32:30] <portablejim> Is there a
way to register an item to have a particular texture for any
damage/metadata value in 1.8?
L475[07:32:41] <sham1> Yes
L476[07:32:44] <michael_> Well I haven't
commited it yet
L477[07:32:50] <sham1> Why would there not
be a way
L478[07:39:58] <Hea3veN> portablejim:
register variants of the item, then each variant will load a
different item model
L479[07:40:25] <portablejim> I think I
found it, using ItemMeshDefinition.
L480[07:40:33] <sham1> NOOOO
L481[07:40:40] <Hea3veN> use
ModelLoader.setCustomModelResourceLocation
L483[07:40:45] *
McJty was waiting for the NOOOO :-)
L484[07:40:54] <Hea3veN> and
ModelLoader.addVariantName
L485[07:41:29] <portablejim> I want all
metadata values to have the same texture.
L486[07:41:37] <portablejim> Does that do
that?
L487[07:41:49] <sham1> If you wany
L488[07:41:53] <McJty> portablejim, you
can use put a default texture in the 'default' section
L489[07:42:18] <portablejim> What are the
advantages of that over ItemMeshDefinition?
L490[07:42:30] <sham1> Proper way
L491[07:42:38] <McJty> That it is the
proper way and avoids using things meant mostly for internal
usage
L492[07:44:47] <portablejim> Any example
of the default being used?
L493[07:44:56] ***
hipsterpig is now known as pig
L494[07:44:57]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L496[07:45:49]
⇨ Joins: KilRoYDK
(~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L497[07:45:58] <michael_> The localization
is working
L498[07:46:05] <michael_> Textures are
not
L499[07:47:11] <sham1> Dont you have a
proper repo
L500[07:47:35] <michael_> Yes, but I just
started porting and I haven't commited anything yet
L501[07:48:07] <Wuppy> ugh the day after
game jams is so... dead
L502[07:49:06] ⇦
Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout:
186 seconds)
L503[07:50:09] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L505[07:50:44] ⇦
Quits: VikeStep (~VikeStep@101.184.165.77) (Quit:
Leaving)
L506[07:50:52] ***
Falk|Panic is now known as Falkreon
L508[07:50:58] <sham1> Look for
yerself
L509[07:52:13] <portablejim> Um, doing
that does not do what I want to do.
L510[07:52:22] <sham1> How so
L511[07:52:28] <sham1> Be more specific
please
L512[07:52:49]
⇨ Joins: colossali
(~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net)
L513[07:53:12] <portablejim> The item is
not damagable. The metadata of the item means something to the
item, but the item should have the same texture for any arbitary
metadata.
L514[07:53:29] ***
amadornes[OFF] is now known as amadornes
L515[07:53:31] <sham1> Yes, and?
L517[07:54:20] <Falkreon> so many block
and item model shenanigans
L518[07:54:30] <sham1> yes, and
L519[07:54:39] ⇦
Quits: GildedGames
(~GildedGam@ec2-54-81-91-89.compute-1.amazonaws.com) (Remote host
closed the connection)
L520[07:54:46]
⇨ Joins: GildedGames
(~GildedGam@ec2-54-196-38-180.compute-1.amazonaws.com)
L521[07:55:02] <michael_> Seriously you
need to loop and register all possible damage values?!?
L522[07:55:03] <Falkreon> whoa, you're
just offhandedly registering 1000 models
L523[07:55:05] <sham1> Just
ModelLoader.setCustomModelResourceLocation if you do not have any
better idea about implementation
L524[07:55:11] <Falkreon> way to abuse the
system
L525[07:55:11] <portablejim> The
setCustomModelResourceLocation does not do that, at least without a
long loop (which seems dumb).
L526[07:55:44] <sham1> fry, help
L527[07:56:00] <fry>
setCustomMeshDefinition
L528[07:56:06] <amadornes> o/
L529[07:56:15] <Hea3veN> well, there's no
way to say that all meta will be the same model
L530[07:56:24] <fry>
setCustomMeshDefinition
L531[07:56:26] <Falkreon> heaven- sure
there is
L532[07:56:44] <Hea3veN> is that for
items?
L533[07:56:48] <Falkreon> it's called
registering it once with the one model
L534[07:57:00] <fry> yes, that's for
items
L535[07:57:17] <portablejim> So, instead
of ((ItemModelMesher)mesher).register I should use
setCustomModelResourceLocation and instead of ItemMeshDefinition I
should usesetCustomMeshDefinition?
L536[07:58:02] <diesieben07>
setCustomMeshDefinition TAKES an ItemMeshDefinition
L537[07:58:16] <diesieben07> the point is
to use ModelLoader, not ItemModelMesher
L538[07:58:35] <portablejim> Ah.
L539[07:58:37] <Hea3veN> well, I wrote
that code before the ModelLoader had this methods
L540[07:58:52] <Falkreon> -_-
L541[07:59:21] ***
Vigaro|AFK is now known as Vigaro
L542[07:59:34] <Falkreon> alright, I'm
amused though. I've seen enough of this go by that I need to put
together a couple 1.8.8 blocks.
L543[07:59:41] <Falkreon> what do we
actually need
L544[08:00:31] <Falkreon> seems like we
have botania coming up, and some thin industrial coverage
L545[08:00:37] <Falkreon> in 1.8
L546[08:01:07] <sham1> some people will be
left behind to bite the dust while the rest of us progress
L547[08:01:13] <Falkreon> indeed.
L548[08:01:16] <tterrag> if only all this
was written down somewhere...some place central...easy to
find...
L549[08:01:26] <sham1> readthedocs?
L550[08:01:32] <tterrag> that's it!
L551[08:01:38] ⇦
Quits: michael_ (~michael_@89-138-202-253.bb.netvision.net.il)
(Read error: Connection reset by peer)
L552[08:01:49] <sham1> But that takes too
much effort to write there :C
L553[08:01:58] <Falkreon> tterrag, if
there was a TFM to R that'd be awesome
L554[08:02:19] <tterrag> Falkreon: well it
won't write itself
L555[08:02:25] <Falkreon> indeed.
L556[08:02:27] <tterrag> sham1: how so? is
it more effort than normal writing?
L557[08:02:28]
⇨ Joins: michael_
(~michael_@89-138-202-253.bb.netvision.net.il)
L558[08:02:42] <Falkreon> I need to throw
together some test blocks, any ideas?
L559[08:02:45] <Hea3veN> someone should
write a bot that parses this channel for questions and
answers
L560[08:02:51] <sham1> Having to go
through the process of making a PR out of it
L561[08:02:58] <sham1> I know I can just
fork and stuff
L562[08:03:08] <sham1> BTW.
L563[08:03:11] <sham1> Does it use
markdown
L564[08:03:14] <diesieben07> you know you
can just click "edit" on gh right? :D
L565[08:03:14] <tterrag> yes
L566[08:03:17] <tterrag> ^
L567[08:03:20] <tterrag> but also ew
L569[08:03:26] <tterrag> I'd hate to write
docs on GH O.o
L570[08:03:27] <sham1> ^^
L571[08:03:28] <Falkreon> yeah, github
edits are ew
L572[08:03:36] <tterrag> I use atom
:P
L573[08:03:37] <diesieben07> well, you
can't have everything
L574[08:03:39] <Falkreon> I like that it's
markdown
L575[08:03:44] <tterrag> then again, I
have push access
L576[08:03:45] <tterrag> sooo
L577[08:03:46] <sham1> I use Atom
too
L578[08:03:47] <diesieben07> either make a
fork, or don't...
L579[08:03:53] <sham1> Atom's very
nice
L580[08:04:02] <tterrag> sham1: live
inline markdown preview
L581[08:04:04] <tterrag> that's why I use
it :P
L582[08:04:05] ***
willieaway is now known as williewillus
L583[08:04:07] <sham1> Yes
L585[08:04:23] <sham1> I use it for some
coding and HTML/JS/CCSS
L586[08:04:31] <Wuppy> damn I can hardly
stay awake :O
L587[08:04:34] <Wuppy> and it's 3PM
:P
L588[08:04:43] <sham1> Here's an
idea
L589[08:04:43] <Falkreon> wuppy- LD will
do that
L590[08:04:52] <sham1> Maybe dont party
every night
L591[08:04:52] <Falkreon> how are you even
awake right now
L592[08:04:58] <sham1> And actually
sleep
L593[08:05:07] <Falkreon> also I suck at
your game.
L594[08:05:11] <Falkreon> now go sleep
:P
L595[08:05:11] <Wuppy> Falkreon, I slept 8
hours :P
L596[08:05:40] <McJty> Hmm so it seems I
cannot find a simple way to get my packet handling thread-safe if
you're using a reply message.
L597[08:05:45] <sham1> I am so
nervous
L598[08:05:47] <McJty> What's the best way
to solve that?
L599[08:05:56] <sham1> you dont?
L600[08:05:57] <Wuppy> Falkreon, do you
also like the gamE?
L601[08:05:59] <tterrag> McJty: you can't
send a reply message in the networking thread?
L602[08:06:01] <McJty> i.e. client sends
message to server to request data. Server calculates data and
returns a reply message
L603[08:06:09] <Falkreon> ehh not really
:/
L604[08:06:13] <Wuppy> :c
L605[08:06:15] <Wuppy> why not?
L606[08:06:16] <McJty> tterrag, no that
doesn't work
L607[08:06:21] <tterrag> why not?
L608[08:06:24] <McJty> Because the
calculation is not in the networking thread
L609[08:06:27] <McJty> If done right that
is
L610[08:06:29] <tterrag> erm
L611[08:06:34] <Falkreon> it's kind of
like how fast can you jam the small button before you get
crushed
L612[08:06:39] <McJty> As the calculation
touches MC data (tile entity)
L613[08:06:40] <Falkreon> and I hate being
timed :/
L614[08:06:43] <tterrag> well, you'll just
have to send the reply as a normal packet then
L615[08:06:47] <Wuppy> hehe
L616[08:06:48] <portablejim> Ok, so moving
to ModelLoader is't working.
L617[08:06:55] <McJty> Yes, seems like
that.
L618[08:07:04] <Falkreon> works great
though
L619[08:07:11] <diesieben07> FMLs reply
stuff is nothing else either :)
L620[08:07:17] <Hea3veN> portablejim: did
you put it in preinit?
L621[08:07:31] <portablejim> In
init.
L622[08:07:38] <McJty> diesieben07, yes
but it was just easy to use it like that. Seems I can no longer do
that safely in 1.8.8
L623[08:07:43] <sham1> put it to
preInit
L624[08:07:46] <diesieben07> that is
true
L625[08:07:59] <diesieben07> it should
maybe be rewritten so that the return type is a Future
L626[08:08:44] <Falkreon> I dunno how I
feel about Futures
L627[08:08:56] <Falkreon> it's kind of
like indirect callbacks, which I like
L628[08:09:06] <McJty> Well I don't have
to worry about them now. They are for the future :-)
L629[08:09:08] <portablejim> Putting it in
preinit fixed it.
L630[08:09:15] <diesieben07> Futures are
awesome :D
L631[08:09:27] <Falkreon> but... idk, I
guess I'm suspicious of excessively functional paradigms
L632[08:09:28] <diesieben07> especially
java 8 CompleteableFuture, but... java 8.
L633[08:09:32] <sham1> Promise me you dont
say that diesieb
L634[08:09:39] <diesieben07> what
sham?
L635[08:09:40] <Falkreon> diesieben07,
retrolambda
L636[08:09:45] <sham1> They are
promises
L637[08:09:51] <sham1> I tried to
pun
L638[08:09:53] <diesieben07> retrolambda
doesn't give you jdk 8 classes
L639[08:09:55] <diesieben07> oh duh
L640[08:10:05] <diesieben07> I am not sure
I like the term promise very much :D
L641[08:10:13] <tterrag> and FutureTask
from guava is the same more or less
L642[08:10:14] <tterrag> no?
L643[08:10:19] <diesieben07>
ListenableFuture
L644[08:10:21] <diesieben07> and no it's
not
L645[08:10:29] <diesieben07> you can
attach listeners, but thats it
L646[08:10:39] <tterrag> I'm not very
familiar with all that
L647[08:10:47] <diesieben07>
CompleteableFuture has transforming and all kinds of useful
things
L648[08:11:03] <Falkreon> I actually wrote
a SharedFuture in the common lib we use for internal
projects.
L649[08:11:03] <diesieben07> so you can
say "when this future is done, execute *this* on *that*
executor"
L650[08:11:06] <diesieben07> and it will
give you a new future
L651[08:11:27] <Falkreon> which you can
then feed to the CompleteableFuture things
L652[08:11:30] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 186
seconds)
L653[08:11:52] <diesieben07> so you can
basically write the code in a somewhat linear, synchronous style
and it will run async
L654[08:12:02] <Falkreon> it was the only
way I could reasonably think to pull together a bunch of related
database queries
L655[08:12:18] <ghz|afk> so, yesterday I
was trying to sleep and I had an idea
L656[08:12:20] <tterrag> diesieben07:
yeah, that'd be nice for a project of mine
L657[08:12:23] <ghz|afk> but I don't know
if it's already done
L658[08:12:25] <tterrag> currently I just
have one big runnable :(
L659[08:12:26] <ghz|afk> or if it would be
feasible
L660[08:12:28] <Falkreon> I'd much prefer
to do the table merge on-sql, but I forget why this couldn't.
L661[08:12:33] ***
ghz|afk is now known as gigaherz
L662[08:12:37] <gigaherz> the idea would
be
L663[08:12:50]
⇨ Joins: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L664[08:13:09] <gigaherz> to make it so
that when you throw an ender pearl, you get an overlay in the
middle of the screen with the ender pearl's "point of
view"
L665[08:13:13] <Falkreon> if you're
thinking compressed cow blocks, that's already been done.
L666[08:14:17]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L667[08:14:27] <diesieben07> gigaherz,
that sounds fun and not too hard
L668[08:14:41] <Nitrodev> gigaherz, that
sounds awesome
L669[08:14:43] <gigaherz> not too hard?
hmm
L670[08:14:51] <gigaherz> I assumed
drawing the overlay would be hellish
L671[08:14:54] <diesieben07> nah
L672[08:15:01] <diesieben07> you render
the world twice
L673[08:15:03] <diesieben07> once to a
texture
L674[08:15:07] <diesieben07> then you draw
that texture
L675[08:15:14]
⇨ Joins: WJ44
(~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
L676[08:15:20] <gigaherz> yeah, didn't
think "render the world twic" was a thing
L677[08:15:25] <gigaherz> but if it is,
then I guess
L678[08:15:26] <diesieben07> there's even
an API out there that does that for you, LookingGlass by
xcompwiz
L679[08:15:30] <gigaherz> lol
L680[08:15:33] *
gigaherz checks
L681[08:16:08] <gigaherz> ah it lets you
draw other dimensions too!
L682[08:16:16] <gigaherz> then the other
thing I was thinking was
L683[08:16:30] <gigaherz> if you threw
"too far", such as using an ender pearl launcher
L684[08:16:43] <gigaherz> the ender pearl
could possibly get into unloaded chunks
L685[08:16:59] <diesieben07> yeah afaik it
handles all that for you
L686[08:17:05] <gigaherz> so a second
feature could be to chunkload
L687[08:17:15] <diesieben07> it has a
whole "multiple worlds on the client" system
L688[08:17:19] <gigaherz> yeah
L689[08:17:41] <gigaherz> 1.7 only
though
L690[08:17:55] <diesieben07> oh
L691[08:17:59] <sham1> LookingGlass is
used in Mystcraft AFAIk
L692[08:18:08] <MattDahEpic> in the
books
L693[08:18:14] <sham1> yes
L694[08:18:18] <gigaherz> is it?
L695[08:18:21] <sham1> yes
L696[08:18:24] <gigaherz> the books have
alwyas been empty for me
L697[08:18:25] <diesieben07> yes, that's
why he made it
L698[08:18:25] <gigaherz> XD
L699[08:18:35] <sham1> It looks
laggy
L700[08:18:39] <sham1> But smh
L701[08:18:43] <williewillus> they take a
bit to show the preview in the book
L702[08:18:49] <williewillus> of time,
that is
L703[08:18:53] <gigaherz> I guess i never
waited long enough
L704[08:18:53] <gigaherz> XD
L705[08:19:02] <diesieben07> they probably
look "laggy" because he's throttling the framerate
L706[08:19:05] <gigaherz> I assumedit was
a screenshot taken when creating the book
L707[08:19:10] <diesieben07> to not tank
performance completely
L708[08:19:17] <sham1> true enough
L709[08:19:30] <sham1> Seeing as modded MC
is so intensive for both client and server
L710[08:19:35] <McJty> Note that (unless
that has changed recently) it doesn't render entities and such at
the destination dimension
L711[08:19:38] <diesieben07> because like,
if you have to render the world twice it takes twice the time
:D
L712[08:19:45] <diesieben07> really?
L713[08:19:46] <diesieben07> aww
L714[08:19:58] <McJty> Well it didn't at
the time that XComp announced it
L715[08:19:58] <sham1> No remote
survilance for Diesieb
L716[08:19:59] *
diesieben07 has to rewrite it then
L717[08:20:03] <McJty> Not sure if it has
been added since then
L718[08:20:10] <diesieben07> i was gonna
use it
L719[08:20:16] <MattDahEpic> i recently
started up an old skyrim save and i had to wonder: why do i have 18
pounds of frostbite spider venom?
L720[08:20:22] <diesieben07> but if that's
the case then... no
L721[08:20:44] <McJty> diesieben07, don't
take my word for it. Perhaps it got added
L722[08:20:54] <diesieben07> yeah
L723[08:21:13] *
diesieben07 still suffers from NIH
L724[08:21:33] <Falkreon> lol
L725[08:21:48] <sham1> You're not the only
one
L726[08:22:02] ⇦
Quits: Szernex (~Szernex@212-88-17-43.adsl.highway.telekom.at)
(Read error: Connection reset by peer)
L727[08:22:03] <Falkreon> mattdahepic,
I've been playing that a lot. My question is why aren't there
mutually exclusive choices
L728[08:22:06] <Falkreon> like
L729[08:22:07] <sham1> I have a severe
case of NIH as well
L730[08:22:39] <Falkreon> "hi, I'm
the thane of every hold, plus the dragonborn, a companion, college
archmage, assassin, thief, and generally terrible
person"
L731[08:23:04] <Falkreon> It makes me
suspect that I could be a vampire and a werewolf at the same time,
though I don't care to try :/
L732[08:23:15] <michael_> You cant have
NIH. You are modding a game. That you didn't make
L733[08:23:18] <sham1> Not that NIH is a
bad thing in modding
L734[08:23:30] <gigaherz> yesyou can
michael_
L735[08:23:33] <sham1> You dont want too
many dependencies
L736[08:23:40] <gigaherz> it's the feeling
that using other modder's libs and coremods is "not
right"
L737[08:23:53] <gigaherz> I have
modding-NIH
L738[08:23:55] <diesieben07> yup :)
L739[08:23:58] <diesieben07> exactly
that
L740[08:23:59]
⇨ Joins: portableTab
(~portablej@ppp255-221.static.internode.on.net)
L741[08:24:02] <gigaherz> I even felt
wrong including the RF API!
L742[08:24:12] <Falkreon> NIH?
L743[08:24:16] <sham1> Not Invented
Here
L744[08:24:29] <sham1> Basically a mindset
where you want everything to be made by you
L745[08:24:32] <diesieben07> otoh i am
making a modding lib intendeded to be used by anyone... :D
L746[08:24:35] <Falkreon> oh
L747[08:24:41] <Falkreon> it's like they
invented a word for who I am
L748[08:24:48] <Falkreon> an acronym at
least
L749[08:24:55] ⇦
Quits: portablejim
(~portablej@2001:4830:121d:0:acd3:df55:6deb:92cd) (Quit:
Konversation terminated!)
L750[08:25:05] <diesieben07> it even has a
wiki article :D
L751[08:25:09] <sham1> I feel bad having a
mod dependency
L752[08:25:12] <gigaherz> Falkreon: it's a
human bias
L753[08:25:14] <Falkreon> I started out in
pascal + inline asm doing software 3d
L754[08:25:15] <sham1> Because it is so
restrictive
L755[08:25:21] <Falkreon> so I feel bad
about using openGL
L756[08:25:23] <Falkreon> :D
L757[08:25:28] <gigaherz> almost everyone
has some level of NIH
L758[08:25:42] <sham1> Forge and MC
obviously are the only things I tolerate and dont feel bad
about
L759[08:25:43] <diesieben07> well, some
level of it is good
L760[08:25:46] <gigaherz> just some have
severe NIG
L761[08:25:48] <gigaherz> NIH*
L762[08:26:01] <Falkreon> actually I
didn't like software 3d very much, more often I was doing 2d
L763[08:26:02] <diesieben07> back in the
ML days i was even hesitant to using forge :D
L764[08:26:13] <diesieben07> but once you
start... you don't go back
L765[08:26:13] <gigaherz> Falkreon: but
someone with severe NIH wouldn't mod minecraft
L766[08:26:17] <gigaherz> they'd feel the
need to recreate MC
L767[08:26:22] <Falkreon> gigaherz, EVERY
DAY
L768[08:26:22] <gigaherz> in order to add
their own changes to it
L769[08:26:26] <gigaherz> instead of the
real mc
L770[08:26:26] <gigaherz> XD
L771[08:26:29] <Falkreon> so much
L772[08:26:31] <Falkreon> ;_;
L773[08:26:41] <sham1> Well they have to
draw the line at something
L774[08:26:46] <Falkreon> see also
minetest and redpower
L775[08:26:49] <sham1> You cannot invent
the universe just to have a apple pie
L776[08:26:56] <diesieben07> I haven't
written this OS!
L777[08:26:58] <Falkreon> yeah, I
mean
L778[08:27:00] <sham1> I've tried
L779[08:27:04] <diesieben07> I haven't
designed this CPU
L780[08:27:04] <Falkreon> I'm using win10.
Why?
L781[08:27:10] <michael_> You didn't
invent irc
L782[08:27:11] <gigaherz> diesieben07: /me
looks at his toy OS project
L783[08:27:15] <diesieben07> :D
L784[08:27:18] *
gigaherz looks at #reactos
L785[08:27:21] <sham1> You and your
ReactOS
L786[08:27:32] <Falkreon> because the
longer I use kubuntu the more I want to rage and rewrite the whole
thing
L787[08:27:33] <gigaherz> sham1: no I
actually have my own kernel
L788[08:27:33] <gigaherz> XD
L789[08:27:34] <diesieben07> i don't mind
software that i am just *using*
L790[08:27:42] <sham1> Does not even have
guest addons yet
L791[08:27:49] <gigaherz> I started
contributing to ros
L792[08:27:53] <gigaherz> after I failed
to write my own
L793[08:27:55] <gigaherz> XD
L794[08:28:07] <gigaherz> "Opensource
Windows is better than nothing"
L795[08:28:24] <Falkreon> opensource what
now
L796[08:28:28] <sham1> Why not contribute
to linux project
L797[08:28:39] <Falkreon> "linux
project"
L798[08:28:45] <Falkreon> like there's a
central repo that's linux
L799[08:28:46] <gigaherz> Falkreon: the
ReactOS project is recreating the windows components using
opensource code
L800[08:28:47] <sham1> Except for having
to deal with Torwalds
L801[08:28:49] <Falkreon> and linuxers
contribute to it
L802[08:28:53] <sham1> Torvalds*
L803[08:28:55] <McJty> Falkreon, well
there is for the kernel
L804[08:28:58] <gigaherz> the whole
NT-compatible kernel and drivers
L805[08:29:03] <gigaherz> along with win32
subsystem
L806[08:29:04] <sham1> I'm sorry, I cannot
spell Swedish names
L807[08:29:06] <gigaherz> applications and
services
L808[08:29:12] <gigaherz> it makes use of
WINE for the usermode DLLs
L809[08:29:17] <Falkreon> I was gonna
say
L811[08:29:22] <Falkreon> sounds an awful
lot like wineOS
L812[08:29:29] <gigaherz> and we are VERY
close to releasing 0.4 ;P
L813[08:29:49] <sham1> I thought of
contributing
L815[08:29:53] <sham1> But then I saw it
uses SVN
L816[08:29:55] <gigaherz> (https is better
;P)
L817[08:29:57] <sham1> And I was like
NOPE
L818[08:30:13] <gigaherz> sham1: I tried
to push for switching to git
L819[08:30:19] <gigaherz> but there was
one developer who said
L820[08:30:24] <gigaherz> "if you use
git, you'll lose me."
L821[08:30:26] <Falkreon> "The NT®
architecture has always been highly flexible and powerful and its
continued dominance in the computer industry means it is one of the
most supported family of operating systems in existence, with its
latest iteration being Windows 8."
L822[08:30:30] <diesieben07> we have to
use SVN at uni :/
L823[08:30:33] <diesieben07> it's
awful
L824[08:30:35] <gigaherz> so
L825[08:30:37] <Falkreon> you might want
to rewrite some of this copy
L826[08:30:40] <gigaherz> we have the next
best thing
L827[08:30:50] <gigaherz> which is a
git-svn mirror
L828[08:30:51] <michael_> Is there any way
to see updates to the model JSON real time?
L829[08:30:53] <sham1> Well you can
interface with SVN via git so that is not a problem
L830[08:30:54] <gigaherz> read-only
though
L831[08:31:02] <diesieben07> you
can?
L832[08:31:03] <tterrag> diesieben07:
yeah, I did as well
L833[08:31:07] <Falkreon> wat
L834[08:31:11] <tterrag> eclipse svn
plugin helped
L835[08:31:12] <gigaherz> michael_:
F3-T
L836[08:31:13] <tterrag> but I still hated
it
L837[08:31:14] <Falkreon> I'm gone if
there's no git.
L838[08:31:16] <Falkreon> hehe
L839[08:31:18] <diesieben07> tortoise
SVN
L840[08:31:19] <tterrag> as I was already
familiar with git at that point
L841[08:31:29] <gigaherz> diesieben07:
github has a SVN bridge
L842[08:31:31] <Mimiru> michael_, just
make sure your IDE is reloading assets on modify
L843[08:31:32] <diesieben07> i haven't
even been able to get it to work on the command line in
windows
L844[08:31:37] <diesieben07> but... i gave
up trying :D
L845[08:31:38] <gigaherz> translates svn
commits to single-commit pushes
L846[08:31:42] <diesieben07> ah
L847[08:31:44] <Mimiru> Then F3-T will
work
L848[08:31:53] <sham1> Windows Command
line sucks regardless
L849[08:31:53] <gigaherz> and reads
individual commits on svn checkout
L850[08:32:04] <diesieben07> Mimiru,
F3-S
L851[08:32:06] <gigaherz> the opposite is
a git feature
L852[08:32:08] <gigaherz> git-svn
L853[08:32:14] <Mimiru> S?
L854[08:32:17] <gigaherz> "git svn
fetch" "git svn dcommit"
L855[08:32:22] <Falkreon> sham1,
gitbash?
L856[08:32:24] <Falkreon> :D
L857[08:32:31] <gigaherz> so yo ucan
actually use a local git repository
L858[08:32:34] <gigaherz> while working
with a svn server
L859[08:32:34] <sham1> umn ni
L860[08:32:39] <gigaherz> and if you have
a bridge
L861[08:32:42] <gigaherz> you can do the
opposite
L862[08:32:54] <diesieben07> regardless of
if it sucks.. i would rather type "svn up" instead of
opening tortoise svn
L863[08:32:55] <Falkreon> actually I'm not
fond of how win terminals work in general.
L864[08:32:56] <sham1> Even xterm is
better than CMD
L865[08:33:13] <sham1> And that is saying
a lot
L866[08:33:20] <Falkreon> makes using ansi
a pain.
L867[08:33:44] <diesieben07> afaik windows
doesn't even support ansi does it
L868[08:33:51] <Falkreon> yes and no
L869[08:33:56] <Falkreon> their codes are
messed up
L870[08:34:08] <diesieben07> ah
L871[08:34:08] <sham1> Windows was never
meant as a OS for compitent computer users
L872[08:34:22] <Falkreon> so you can throw
jansi onto your program and spit out codes
L873[08:34:28] <michael_> How do I get
intellij to reload assets?
L874[08:34:30] <sham1> Yet they expect
programmers to make programs for it
L875[08:34:34] <diesieben07> michael_,
ctrl-f9
L876[08:34:37] <Falkreon> or spit out
codes manually, but then instead of bright, colors come out
bold.
L877[08:34:45] <diesieben07> mhm
L878[08:34:48] <diesieben07> i see
L879[08:35:06] <gigaherz> windows can do
ansi
L880[08:35:19] <gigaherz> wait you mean
color codes?
L881[08:35:20] <Falkreon> so it's been a
real issue finding a set of codes that works in eclipse ansiterm
AND windows
L882[08:35:26] ⇦
Quits: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping
timeout: 190 seconds)
L883[08:35:28] <Falkreon> gigaherz, color
codes, yes.
L884[08:35:35] <gigaherz> ah no to those,
then
L885[08:35:41]
⇨ Joins: AnAngryBrit (~AngryBrit@2.216.59.136)
L886[08:35:43] <gigaherz> you need a
custom terminal for that
L887[08:35:46] <michael_> diesieben07: Oh,
tried that but I thought it didn't because it said classes are up
to date and there's nothing to reload
L888[08:35:48] <Falkreon> technically yes
to those. But the support is all messed up.
L889[08:35:57] <diesieben07> yes it does
that but it still updates the resources
L890[08:35:59] <gigaherz> there's explicit
functions for it
L891[08:36:02]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L892[08:36:08] <gigaherz> to set the
console color and such
L893[08:36:24] <sham1> Anyway, my modding
adventures are going nicely in this modpack
L894[08:36:27] <gigaherz> anything else is
an undocumented feature designed for the unix services addon
L895[08:36:29] <gigaherz> ;P
L896[08:36:37] <sham1> And I've fell in
love with EnderIO
L898[08:37:12] <Falkreon> sham1, That was
basically inevitable
L899[08:37:21] <Falkreon> EnderIO is silky
smooth
L900[08:37:38] ⇦
Quits: An_Angry_Brit (~AngryBrit@90.194.218.188) (Ping timeout: 186
seconds)
L901[08:37:38] ***
AnAngryBrit is now known as An_Angry_Brit
L902[08:37:46] <tterrag> :D
L903[08:37:50] <Falkreon> I've spent some
time with EIO and Opis
L904[08:37:51] <sham1> :P
L905[08:38:08] <tterrag> fry: would you
mind a quick linear alg question? I have my exam today :D
L906[08:38:08] <Falkreon> and basically it
takes about 10k EIO conduits to make one hopper
L907[08:38:17] <sham1> also, gotta love
that 120 smooth FPS
L908[08:38:18] <tterrag> well, hoppers are
pretty bad
L909[08:38:20] <fry> lol, ok,
tterrag
L910[08:38:24] <Falkreon> ikr
L911[08:38:28] <gigaherz> hopper?
L912[08:38:35] <gigaherz> isn't that iron
and chest? ;P
L913[08:38:36] <sham1> Okay, now it is
about 400 FPS
L914[08:38:42] <sham1> when I took the cap
off
L915[08:38:43] <Falkreon> gigaherz, yes,
the same
L916[08:38:45] <tterrag> I'm trying to
figure out something my linear book is saying
L917[08:38:45] <tterrag> the problem is
diagonalizing [[4, -3], [2, -1]]
L918[08:38:45] <tterrag> for the
eigenvalue 2, you row reduce to get [[2, -3, 0], [0, 0, 0]], which
solves out to 2x-3y=0, of course
L919[08:38:45] <tterrag> but the eigen
vector is [3,2], why is it not [2,3] ?
L920[08:38:49] <gigaherz> oh yuo mean
lag-wise?
L921[08:38:51] <Falkreon> hoppers perform
rediculously badly
L922[08:38:59] <Falkreon> yes, Opis is a
TE lag profiler
L923[08:39:01] <gigaherz> hoppers have the
entity checks
L924[08:39:12] <gigaherz> every tick they
test for entities above itself
L925[08:39:30] <gigaherz> have many of
those
L926[08:39:38] <williewillus> (apparently
you can cut that out entirely by placing solid blocks above
it
L927[08:39:42] <gigaherz> and you get
dozens of entity searches
L928[08:39:46] <gigaherz> they kill
performance badly ;P
L929[08:39:46] <williewillus> it skips the
check if that's true
L930[08:39:54] <Falkreon> huh.
L931[08:39:55] <gigaherz> not solid,
L932[08:39:58] <tterrag> I wonder how a
hopper compares to a vacuum chest
L933[08:39:59] <gigaherz> people place
inventories on top
L934[08:40:01] <fry> tterrag: solution for
2x-3y=0 is [3, 2]?
L935[08:40:06] <gigaherz> furnaces or
droppers
L936[08:40:15] <fry> not [2, 3]
L937[08:40:22] <gigaherz> not just any old
solid block
L938[08:40:31] <gigaherz> apparently the
hopper only looks for items, if it can't suck out of an
inventory
L939[08:40:33] ***
TTFT|Away is now known as TTFTCUTS
L940[08:40:34] <tterrag> fry: why? I must
be missing something obvious
L941[08:40:43] <fry> x = 2, y = 3 :P
L943[08:40:54] <fry> x = 3, y = 2
L944[08:41:09] <Falkreon> still, I feel
like most of hoppers being awful is implementation, not
design.
L946[08:41:33] <sham1> QED
L947[08:41:48] <sham1> Quadtratic Equation
Desipher
L948[08:41:59] <Falkreon> fry- ooh
L949[08:42:14] <Falkreon> now you just
need some nice textures
L950[08:42:17] <williewillus> what wm is
that?
L951[08:42:22] <fry> awesome
L952[08:43:01] <fry> Falkreon: I don't
care about the model itself, I'm making the animation system;
models are json :P
L953[08:43:25] <Falkreon> hm
L954[08:43:34] <Falkreon> why does it feel
like linear interpolation
L955[08:43:37] <williewillus> docs pls
;)
L956[08:43:46] <Falkreon> instead of
sine-wave
L957[08:44:15] <Falkreon> for periodic
motion, it's really hard to beat sine waves
L958[08:44:38] <fry> yes, this is
linear
L959[08:44:49] <fry> because it's simple
and fast :P
L960[08:44:59] <Falkreon> eh?
L961[08:45:06] <sham1> at least
simple
L962[08:45:11] <fry> and the cycle is just
a list of samples
L963[08:45:21] <fry> I don't want to
hardcode sin into the system
L964[08:45:22] <Falkreon> yeah, sine waves
tablize easily
L965[08:45:22] <michael_> what order are
the rotation angles in the model json file?
L966[08:45:37] <williewillus> michael_: x,
y, z :p
L968[08:46:08] ⇦
Quits: OrionOnline (~OrionOnli@62.235.19.248) (Read error:
Connection reset by peer)
L969[08:46:25] <williewillus> lol yup the
pinnacle application of recognition technology
L970[08:46:46] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 192
seconds)
L971[08:47:02] ⇦
Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
(Read error: Connection reset by peer)
L972[08:47:25]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L973[08:47:57] <gigaherz> fry: looks nice
;P
L974[08:48:03] <gigaherz> segmented?
L975[08:48:35] <gigaherz> of vertex
modification ;P
L976[08:48:53]
⇨ Joins: Delaxarnyazer
(~Delaxarny@ip56572345.direct-adsl.nl)
L977[08:49:11] <fry> hmm?
L978[08:49:37] <McJty> fry, if you have
submodels that render in a different layer (like CUTOUT) you cannot
do this properly in the same blockstate.json right? One solution is
to use a TESR. Is there another solution that is more
'proper'?
L979[08:49:51] <McJty> In my case both the
model and submodel are static
L980[08:49:54] <McJty> they are just in
different layers
L981[08:50:01] <fry> you'll need a smart
model
L982[08:50:14] <fry> sadly, right now
layers are tied to the Block class, and not to the model
L983[08:50:19] <gigaherz> fry: when the
thing raises, it shows the redstone bit in between, I was wondering
how that works
L984[08:50:41] <sham1> they are animated
in unison
L985[08:50:44] <sham1> That's weird'
L986[08:50:58] <McJty> fry, and how would
that work then? How is the block linked to second smart block
model?
L987[08:50:59] <sham1> BTW Fry
L988[08:51:02] <sham1> What DE is
that
L989[08:51:08] <williewillus> awesome wm
:p
L990[08:51:10] <McJty> fry, I assume the
normal model is still defined as usual in the
blockstate.json?
L992[08:51:16] <Ivorius> Daamn
L993[08:51:18] <fry> gigaherz: swapping
the middle element at the right time, and hiding another one in the
base :P
L994[08:51:22] <Ivorius> No reason to get
dramatic lol
L995[08:51:30]
⇨ Joins: alex_6611
(~alex_6611@p5DE7B10F.dip0.t-ipconnect.de)
L996[08:51:35] <gigaherz> fry: lol
L997[08:51:43] <gigaherz> so segmented
then ;P
L998[08:51:57] <heldplayer> inb4
segfault
L999[08:51:59] <fry> McJty: yes, you can
load 2 models from blockstate, and combine them at runtime
L1000[08:52:07] <fry> gigaherz: yup, in
that sense :P
L1001[08:52:27] <sham1> segfaults are
actually about paging
L1002[08:52:57] <sham1> The name is a
hold over from the time when segmentation was the main way to
protect memory
L1003[08:52:58] <McJty> fry, do you have
an example of that?
L1004[08:52:59]
⇨ Joins: Wasweb
(~Wasweb@2E6B3FFE.catv.pool.telekom.hu)
L1005[08:53:26] <Falkreon> I love when
egit projects have an error box next to them but then build
successfully and don't tell you what the error is
L1006[08:53:38] <Falkreon> that's super
helpful folks
L1007[08:54:10] <tterrag> egit doesn't
have anything to do with the build
L1008[08:54:23] <tterrag> if you aren't
seeing a problem, click on the project then look at the problems
tab
L1010[08:54:34] <Falkreon> it's not
making one.
L1011[08:54:47] <McJty> fry,
thanks!
L1012[08:54:55] <Falkreon> in any case,
the fix is to try a gradle build from the commandline
L1013[08:55:12] <Falkreon> resolve any
problems and then head back to eclipse. But it's annoying that it
can't just tell me what's wrong.
L1014[08:55:16] <tterrag> ehh what
L1015[08:55:21] <tterrag> it may just be
desync, refresh the pro ject
L1016[08:55:29] <diesieben07> hehe
eclipse.
L1017[08:55:39] <williewillus> just use
command line :p
L1018[08:55:48] <fry> McJty: lines
204-218 are the meat; you don't need TestBakedModel though, just
return one of the 2 models you can get from BlockModelShapes
L1019[08:55:49] <Falkreon> tterag, tried
it but thanks, that's always a hassle too.
L1020[08:56:18] <McJty> fry, yes was
already looking at that method.
L1021[08:56:37] <williewillus> i've
always found ide git support to be bleh
L1022[08:57:28] <Falkreon> d'oh. you
know, I need to actually have a profile installed with that forge
version
L1023[08:57:29] <Falkreon> brb
L1024[08:57:44] <gigaherz> hmmm
L1025[08:57:50] <gigaherz> is there any
mod that adds knockback to slimes? ;P
L1026[08:58:11] <williewillus> they don't
have knockback?
L1027[08:58:25] <gigaherz> not enough
;P
L1028[08:58:58] <williewillus> its
knocked back like any other mob :p
L1029[08:59:02] <williewillus> they just
hop fast
L1030[08:59:06] <gigaherz> no I
mean
L1031[08:59:09] <gigaherz> so that when
they call
L1032[08:59:10] <gigaherz> fall
L1033[08:59:15] <gigaherz> they knock
back any entity around them
L1034[08:59:21] <gigaherz> the bigger the
stronger the knockback they apply
L1035[08:59:23] <williewillus> ah
L1036[08:59:51] <williewillus> still
waiting for the client knockback visual bug from 1.3 to be fixed
:D
L1037[09:00:09] <Falkreon> > File
'~\.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.
L1038[09:00:09] <Falkreon>
14.4.1563\unpacked\conf\packaged.srg' specified for property
'inSrg' does not ex
L1039[09:00:09] <Falkreon> ist.
L1040[09:00:13] <Falkreon> argh
L1041[09:00:15] <Falkreon> why lines,
why
L1042[09:00:31] <williewillus> (the
little jolt-tilt that happens when you take damage used to indicate
where the damage came from)
L1043[09:00:32] <Falkreon> what am I
doing wrong here
L1044[09:01:31] <Falkreon> I've installed
and ran a minecraft profile on that forge version
L1045[09:01:42] <Falkreon> and this error
is on setupdecompworkspace
L1046[09:02:20] <Falkreon>
--refresh-dependencies completes normally.
L1047[09:03:09] <Falkreon> so I should
have the searge mappings where they belong... right?
L1048[09:03:12] <gigaherz> last I heard
"--refresh-dependencies" was useless?
L1049[09:03:30] <Falkreon> lol... I find
it quite useful, but here it's not helping.
L1050[09:03:31] <theresajayne> is there a
way to find the Spawn location in overworld?
L1051[09:04:00] <gigaherz> yes
L1052[09:04:06]
⇦ Quits: Hea3veN (~Hea3veN@190.247.248.80) (Read error:
Connection reset by peer)
L1053[09:04:08] <theresajayne> how?
L1054[09:04:19] <gigaherz> I don't know
from memory
L1055[09:04:19] <gigaherz> XD
L1056[09:04:31] <diesieben07>
world.getSpawnPoint
L1057[09:04:54] <gigaherz> ah just that?
XD
L1058[09:04:56] <Falkreon> and then of
course there'll be some fuzz, which is also available.
L1059[09:05:33] <diesieben07> yeah that's
getSpawnFuzz in the WorldType
L1060[09:05:37] <Falkreon> mhm.
L1061[09:06:24] <Falkreon> I kind of wish
Minecraft made better use of Random::nextGaussian
L1062[09:06:47] <Falkreon> they're always
taking two floats and subtracting one or something
L1063[09:06:59] <Falkreon> egh.. doubles
normally I think.
L1064[09:07:16] <sham1> Stupid question
time
L1065[09:07:32] <sham1> Any way to get
the reference to the world from WorldSaveData
L1066[09:08:31] <McJty> Probably not as
WorldSavedData is not always tied to a single world
L1067[09:08:36] <McJty> The global data
is tied to all of them
L1068[09:08:40]
⇦ Quits: Wasweb (~Wasweb@2E6B3FFE.catv.pool.telekom.hu)
(Quit: Leaving)
L1069[09:08:42] <diesieben07> ^
L1070[09:09:02] <diesieben07> the thing
is, to even *get* the WorldSavedData instance you need the
world
L1071[09:09:05] <diesieben07> so you
already have it
L1072[09:09:27] <Falkreon> odd.
L1073[09:09:55] <Falkreon> it DID make a
~\.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.4.1563\unpacked
L1074[09:10:02]
⇦ Quits: colossali
(~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net) (Quit:
Leaving.)
L1075[09:10:05] <Falkreon> but there's no
conf folder
L1076[09:10:23] <gigaherz> McJty: you
need to use "world.mapStorage" from *any* dimension to
get to the data so... ;p
L1078[09:10:34] <gigaherz> (for the
global one, that is)
L1079[09:10:37] <McJty> gigaherz,
indeed
L1080[09:11:15]
⇨ Joins: colossali
(~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net)
L1081[09:11:17] ***
Vigaro is now known as Vigaro|AFK
L1082[09:14:29] <Unh0ly_Tigg>
MattDahEpic, they're all using different item ids as well as
different metadata, you need to consolidate most if not all of the
meta items into 1 item id...
L1083[09:14:38] <Unh0ly_Tigg> for
starters
L1084[09:14:55]
⇨ Joins: Cojo
(~Cojo@2606:a000:1126:8048:84c2:e9ab:2633:4024)
L1085[09:15:22] <sham1> The only reason I
even need to access a world is so I can validate different network
nodes
L1086[09:15:39]
⇦ Quits: portableTab
(~portablej@ppp255-221.static.internode.on.net) (Quit:
Bye)
L1087[09:16:07] <sham1> for if they are
present they will stay as part of the network and be saved to the
disk unless they get invalidated
L1088[09:19:12] <Falkreon> aha, I need
ForgeGradle 2.0.2.
L1089[09:19:28] <sham1> 2.1 if you want
1.8.8
L1090[09:19:36]
⇦ Quits: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net) (Ping timeout:
190 seconds)
L1091[09:20:48] <Falkreon> oh.
L1092[09:21:17] <Falkreon> what's the
equivalent forge version for that? It's probably not 1563
L1093[09:21:36] <Falkreon> 1628?
L1094[09:21:48] <Falkreon>
11.15.0.1628*
L1095[09:22:41] <Falkreon> alright, I
think I'm on top of this.
L1096[09:25:24]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L1097[09:26:47]
⇦ Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit:
Poof)
L1098[09:27:31] <Falkreon> I wish they'd
be consistent
L1099[09:27:38] <Falkreon> with their
version naming
L1100[09:27:40]
⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L1101[09:28:36] <gigaherz> Falkreon:
anything 1.8.8 needs FG2.1
L1102[09:28:39] <Falkreon> it's gone from
"1.8.8-11.15.0.1628-1.8.8" to
"1.8.8-11.15.0.1628" and back again over the past few
months
L1103[09:28:47] <Falkreon> not 1.8.8
itself
L1104[09:28:52] <gigaherz> that's the
tagname
L1105[09:29:00] <Falkreon> but 1.8
doesn't have the trailing 1.8
L1106[09:29:01] <gigaherz>
mcversion-forgeversion-branchname
L1107[09:29:07] <gigaherz> because1.8 is
master
L1108[09:29:11] <gigaherz> and 1.8.8 is
branch 1.8.8
L1109[09:29:17] <Falkreon> I see :/
L1110[09:29:22] <gigaherz> it only
appends the branch for non-master branches
L1111[09:30:02] <Falkreon> wut... what is
MISSING REPLACEMENT DATA FOR MAPPING_CHANNEL
L1112[09:30:35] <Falkreon> why am I
getting this now? Srsly, this isn't this hard.
L1114[09:30:58] <gigaherz> you need fg
2.1-SNAPSHOT
L1115[09:31:03] <gigaherz> and recent
enough mappings
L1116[09:31:05] <gigaherz> for
1.8.8
L1117[09:31:17] <gigaherz> anything from
1129 onwards will do as mappings
L1118[09:31:23] <Falkreon> classpath
'net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT'
L1119[09:31:29] <Falkreon> ^ in
dependencies
L1120[09:31:53] <Falkreon> version =
"1.8.8-11.15.0.1628-1.8.8"
L1121[09:31:57] <Falkreon> ^ in
minecraft
L1122[09:32:20] <Falkreon> it's got the
repos or we wouldn't be getting this far
L1123[09:32:51] <Falkreon> erm?
L1124[09:32:58] <Falkreon> There are some
things here I don't recognize
L1125[09:33:08] <gigaherz> ignore the bit
about the jar stuffs
L1126[09:33:10] <Falkreon> probably new
in forgegradle
L1127[09:33:11] <williewillus> you need a
mappings = <blah> line
L1128[09:33:17] <Falkreon> yeah, that's
what I'm seeing
L1129[09:33:26] <Falkreon> didn't need
that in 1.7, but it makes a lot of sense
L1130[09:33:30] <gigaherz> lines 20 to 36
are custom
L1131[09:33:37] <gigaherz> and lines
41-51
L1132[09:33:42] <gigaherz> 48*
L1133[09:33:56] <gigaherz> uh?
L1134[09:33:59] <gigaherz> yes you
did?
L1135[09:34:00] <Falkreon> throwing a
mappings line into there
L1136[09:34:06] <williewillus> gigaherz:
I didn't :p
L1137[09:34:06] <Falkreon> nope.
L1139[09:34:13] <williewillus> at least
on RB's
L1140[09:34:15] <gigaherz> 1.7.10 had the
mappings line
L1141[09:34:25]
⇨ Joins: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L1142[09:34:27] <gigaherz> hmm
L1143[09:34:27] <gigaherz> or not
L1144[09:34:28] <gigaherz> :/
L1145[09:34:46] *
gigaherz shrugs
L1146[09:34:48] <gigaherz> too many
versions.
L1147[09:34:49] <Falkreon> aand we're
off.
L1148[09:34:53] <Falkreon> mappings was
it.
L1149[09:35:49] <MattDahEpic> !gf
Minecraft.defaultResourcePacks 1.8.8
L1150[09:35:58] <gigaherz> Falkreon: if
setupDEcompWorkspace runs out of memory
L1151[09:36:00] <gigaherz> don't
despair
L1152[09:36:04] <Falkreon> lol
L1153[09:36:07] <gigaherz> run gradle
standalone
L1154[09:36:08] <Falkreon> runs out of
memory?
L1155[09:36:13] <gigaherz> and if
necessary, give the jvm extra ram
L1156[09:36:14] <gigaherz> ;P
L1157[09:36:20] <Falkreon> I never use
gradlew
L1158[09:36:23] <Falkreon> ever
L1159[09:36:26] <gigaherz> why not?
L1160[09:36:37] <Falkreon> because I
almost always have a more recent version
L1161[09:36:52] <Falkreon> and if not,
build errors should tell me to update my gradle
L1162[09:37:05] <gigaherz> well either
way
L1163[09:37:10] <gigaherz> if it does run
out of memory, give it extra ;P
L1164[09:37:21] <Falkreon> didn't run
out
L1165[09:37:28] <gigaherz> good
L1166[09:37:29] <gigaherz> ;P
L1167[09:37:32] <Falkreon> X)
L1168[09:38:06] <williewillus> lol
L1169[09:38:23] <williewillus> why did it
run out of memory that one time?
L1170[09:39:01] <gigaherz> the decompiler
step somehow takes way more ram than it used to before
L1171[09:39:10] <gigaherz> (or took, or
whatever)
L1172[09:41:45] <Falkreon> so ideally,
the naming convention for modid's is all-lowercase?
L1173[09:41:52] <Wuppy> yes
L1174[09:41:54] <Falkreon> because I've
been seeing a lot of offenders
L1175[09:41:56] <Falkreon> X)
L1176[09:42:33] <Wuppy> there's always
people braking the rules
L1177[09:42:48] <Wuppy> my tutorials also
break a few
L1178[09:43:01] <gigaherz> lowercase is
recommended, saves you a bunch of .toLower() all over the
place
L1179[09:43:09] <Falkreon> yeah
L1180[09:43:19] <gigaherz> another
recommendation is to include your modid in the unlocalized
string
L1181[09:43:21] <gigaherz> s
L1182[09:43:41] <gigaherz> instead of
"youritem" you use "yourmod.youritem", to avoid
conflicts with other mods having items with the same name
L1183[09:43:49] <Wuppy> ^ very
important
L1184[09:43:52] <Falkreon> wut
L1185[09:43:56] <Falkreon> but they're
namespaced
L1186[09:44:04] <gigaherz> nope
L1187[09:44:05] <gigaherz> not lang
files
L1188[09:44:16] <gigaherz> lang entries
are global
L1189[09:44:43] <Falkreon> so, this is
why I always see people registering blocks like
modid:modid.blockname
L1190[09:44:51] <gigaherz> that's people
being idiots
L1191[09:45:01] <gigaherz> there's still
people who insist on doing
L1192[09:45:12] <gigaherz>
registerItem(item, item.getUnlocalizedName().substring)
L1193[09:45:15] <gigaherz> that's REALLY
bad practice.
L1194[09:45:24] <Falkreon> heh\
L1195[09:45:35] <Falkreon> I tend to like
having a root type
L1196[09:45:55] <Falkreon> so I'll say
new FooBlock(rootName, IconSet, Material)
L1197[09:46:31] <Falkreon> then the
rootName becomes "tile."+rootName for
unlocalizedName
L1198[09:46:34] <Falkreon> etc
L1199[09:46:40]
⇨ Joins: KilRoYDK
(~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L1200[09:46:54]
⇨ Joins: oitsjustjose
(~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net)
L1201[09:47:12] <Falkreon> it also makes
it easier to encapsulate the registration in the block
L1202[09:47:14]
⇨ Joins: Brokkoli
(~Brokkoli@x55b13280.dyn.telefonica.de)
L1203[09:47:20] <Falkreon> which knows
whether there are related tileEntities, etc
L1204[09:47:41] <gigaherz>
"tile." is added by getUnloc
L1205[09:47:46] <gigaherz> so all you
need to do is
L1206[09:47:49] <Falkreon> I know.
L1207[09:47:58] <gigaherz>
setUnlocalizedName(MODID + "." + rootName)
L1208[09:48:29] <oitsjustjose> Any idea
why gradle fails to setupDecompWorkspace because of a
PatchException?
L1209[09:48:30]
⇦ Quits: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
(Ping timeout: 206 seconds)
L1210[09:48:53] <Falkreon> so the actual
pattern I'm on right now is FOOCONSTANT = new FooBlock(rootName,
IconSet,
Material).setTranslucent(true).setHardness(9001).register();
L1212[09:49:29] <gigaherz> I like to use
lowercase for instances
L1213[09:49:30] <gigaherz> XD
L1214[09:49:31] <Falkreon> I'm being
transparent here because this is a new project in a new version,
and we have plenty of excuses to change
L1215[09:49:36] <gigaherz>
MyMod.itemSomething
L1216[09:49:37] <Falkreon> gigaherz-
static field
L1217[09:49:39] <gigaherz>
MyMod.blockSomething
L1218[09:49:47] <gigaherz> to go along
with like
L1219[09:49:49] <gigaherz>
Blocks.dirt
L1220[09:49:50] <diesieben07> static
fields aren't all uppercase
L1221[09:49:56] <diesieben07> true
constants are all uppercase
L1222[09:50:02] <gigaherz> all-uppercase
is meant for constants
L1223[09:50:05] <Falkreon> I want to
treat these like constants.
L1224[09:50:07] <gigaherz> (static
final)
L1225[09:50:08] <Falkreon> they're
defined once
L1226[09:50:09] <diesieben07> if you have
a (mutable!) HashMap in a static final, its still not a
constant
L1227[09:50:10]
⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping
timeout: 186 seconds)
L1228[09:50:24] <gigaherz> diesieben07:
EVENT_BUS? ;P
L1229[09:50:34] <Falkreon> I just can't
have them be static final if they're not initialized in the static
block
L1230[09:50:35] <diesieben07> is a bad
name :D
L1231[09:50:39]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1232[09:50:52] <Falkreon> so they're
static final in everything but name.\
L1233[09:50:53] <diesieben07> Falkreon,
you can't do the register in a static block
L1234[09:50:58] <Falkreon> I know
that.
L1235[09:51:14] <Falkreon> so I do all
that in preInit, and then recipes in postInit
L1236[09:51:23] <diesieben07> init is
fine for recipes
L1237[09:51:39] <Falkreon> diesie, in a
lot of cases I want to check if other mods have registered
blocks
L1238[09:51:46] <diesieben07> and?
L1239[09:51:46] <Falkreon> or
Loader.isLoaded
L1240[09:51:52] <diesieben07> blocks are
registered in preInit
L1241[09:51:55] <diesieben07> so doing it
in init is fine
L1242[09:52:34] <Falkreon> fair. I just
want to build a hedge around mod compatibility just in case.
L1243[09:52:43] <gigaherz> there's a few
exceptions, where mod blocks depend on other mods' blocks
L1244[09:52:49] <Falkreon> mhm.
L1245[09:52:50] <gigaherz> but you just
can't expect to handle those
L1246[09:52:51] <diesieben07> doing
recipes in postInit is probably a bad idea
L1247[09:52:59] <Falkreon> oh?
L1248[09:52:59] <gigaherz> it doens't
work out.
L1249[09:53:05] <gigaherz> preinit:
register blocks
L1250[09:53:07] <diesieben07> giga, i
don't think you even CAN register blocks beyond preInit
L1251[09:53:09] <gigaherz> init: register
recipes
L1252[09:53:19] <Falkreon> you can, I've
tested it diesie
L1253[09:53:20] <gigaherz> postinit: mess
with other mods' recipes
L1254[09:53:32] <williewillus> just bc
you can doesn't mean you *should* lol
L1255[09:53:35] <gigaherz> diesieben07: I
have heard of mods adding blocks/items in post-init
L1256[09:53:36] <diesieben07> but how do
you mess with the mess :D
L1257[09:53:36] <Falkreon> indeed
L1258[09:53:39] <diesieben07> oh
god
L1259[09:53:43] <gigaherz> because one of
their dependencies added them in init
L1260[09:53:48] <Falkreon> bleh
L1261[09:53:59] <gigaherz> as I
said
L1262[09:54:00] <Falkreon> Alright,
well
L1263[09:54:02] <gigaherz> you can't
continue that chain.
L1264[09:54:03] <williewillus> portalgun
apparently adds recipes on serverstart since the client receives
the config from server :p
L1265[09:54:09] <sham1> Welp, found a way
to access the world from my thing
L1266[09:54:17] <sham1> As long as I have
the dimID
L1267[09:54:23] <sham1> I can access the
world of that ID
L1268[09:54:27] <gigaherz> you need
Inter-mod Communications
L1269[09:54:28] <MattDahEpic> i add
recipes on serverstart due to configs
L1270[09:54:31] <Falkreon> I'm fine with
doing it in init if it makes people panic less.
L1271[09:54:40] <diesieben07> if you have
store the dim id you might as well just store the world
L1272[09:54:40] <gigaherz> cooperate with
other mod authors
L1273[09:54:48] <gigaherz> then use the
forge IMC system
L1274[09:54:56] <gigaherz> to notify
and/or get notified
L1275[09:54:58] <sham1> How the hell do I
store the world in NBT data
L1276[09:55:05] <gigaherz> when the other
mods' blocks are ready
L1277[09:55:07] <Falkreon> yeah, I've
actually got IMC planned for some heat registration things.
L1278[09:55:19] <diesieben07> oh in
NBT
L1279[09:55:22] <sham1> Yes
L1280[09:55:23] <diesieben07> yeah
dimensino ID then :D
L1281[09:55:30] <diesieben07> but at
runtime you can have the World
L1282[09:55:47] <sham1> And this makes it
so that my mana networks can be cross-dimentional
L1283[09:55:49] <sham1> Ye
L1284[09:55:51] <gigaherz> writeToNBT
-> store id, readFromNBT -> world from id
L1285[09:55:51] <sham1> At runtime
L1286[09:56:01] <oitsjustjose> I can't
run setupDecompWorkspace .... it always fails with a patch
exception. Any clue why?
L1287[09:56:11] <gigaherz> oitsjustjose:
MC version?
L1288[09:56:13] <gigaherz> mappings
version?
L1289[09:56:14] <sham1> But I do this
purely for loading all the nodes from NBT, which means I can use
that time to validate their existance
L1290[09:56:17] <gigaherz> forgegradle
version?
L1291[09:56:23] <williewillus> make sure
the mc version matches the forge youre trying to do lol
L1292[09:56:37] <gigaherz> best choice is
probably
L1293[09:56:42] <gigaherz> to start over
with a new build.gradle
L1294[09:56:53] <oitsjustjose> guess so,
I'll try that I suppose.
L1295[09:56:53] <gigaherz> and copy over
your modid and package id
L1296[09:57:00] <gigaherz> and
version
L1297[09:57:08] <oitsjustjose> well, I've
got a few custom things in build.gradle actually..
L1298[09:57:13] <oitsjustjose> but I'll
copy it all over
L1299[09:57:16] <Falkreon> well, in any
case
L1301[09:57:42] <Falkreon> I use caps for
blocks because I *treat* them like static final fields. They're a
hint not to modify.
L1302[09:57:44] <gigaherz> this is my
simply-but-nice build.gradle
L1303[09:57:45] <gigaherz> XD
L1304[09:57:52] <gigaherz> for
1.8.8
L1305[09:58:18] <oitsjustjose> Nope, just
redownloaded the entire forge MDK and it still errors
L1306[09:58:36] <oitsjustjose> I've done
clean and cleanCache already
L1307[09:58:39]
⇦ Quits: Soni (SoniEx2@189.55.64.196) (Ping timeout: 206
seconds)
L1308[09:58:50] <gigaherz> oitsjustjose:
what version of mc?
L1309[09:58:53] <gigaherz> 1.8.8?
L1310[09:58:57] <oitsjustjose> yup
L1311[09:59:00] <gigaherz> latest
forge?
L1312[09:59:04] <oitsjustjose> yup
L1313[09:59:28] <gigaherz> well I just
did an update to latest forge with latest mappings, and it
worked
L1314[09:59:29] <gigaherz> XD
L1315[09:59:46]
⇨ Joins: Soni (SoniEx2@189.55.64.196)
L1316[09:59:46]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L1317[09:59:52] <oitsjustjose> crap
:|
L1318[09:59:57] <oitsjustjose> well then
I have no clue
L1319[09:59:58] <gigaherz> hmmm
L1320[10:00:04] <gigaherz> wait
L1321[10:00:14] <gigaherz> did you also
use the gradle folder and gradlew files?
L1322[10:00:23] <gigaherz> maybe you are
using an old gradle wrapper
L1323[10:00:32] <oitsjustjose> I'm using
whatever ships with forge right now
L1324[10:00:35] <MattDahEpic> well
economics class i think your thirty pairs of jeans example isnt
very accurate
L1325[10:00:42] <oitsjustjose> 2.7
L1326[10:00:46] <gigaherz> hmm
L1327[10:00:52] <gigaherz> no idea then
:/
L1328[10:00:57]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1329[10:00:59] <oitsjustjose> I should
just go ahead and install Gradle anyways
L1330[10:00:59] <gigaherz> !!latest
L1331[10:01:00] <MCPBot_Reborn> ===
Latest Mappings ===
L1332[10:01:01] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1333[10:01:02] <MCPBot_Reborn> 1.8.8
snapshot_20151214
L1334[10:01:02] <MCPBot_Reborn> 1.8
snapshot_20151128
L1335[10:01:03] <MCPBot_Reborn> 1.8
stable_18
L1336[10:01:04] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L1337[10:01:05] <MCPBot_Reborn> 1.7.10
stable_12
L1338[10:01:10] <Falkreon> MattDahEpic,
BUT I NEED THEM OR I WILL DIE OF FASHION WITHDRAWAL
L1339[10:01:11] <gigaherz> maybe if you
use latest 1.8.8 mappings instead of the ones included
L1340[10:01:27] <oitsjustjose> Trying
that.
L1341[10:02:41] <oitsjustjose> Nope
:|
L1342[10:02:52] <oitsjustjose> Let me see
if it works in my Linux VM
L1343[10:02:56] <gigaherz> no idea
then
L1344[10:03:10] <gigaherz> maybe someone
in #forgegradle can help (if there's anyone there ;P)
L1345[10:03:15]
⇦ Quits: oitsjustjose
(~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net) (Read
error: Connection reset by peer)
L1346[10:05:27]
⇦ Quits: OnyxKnight
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
(Quit: I must leave, my people need me!)
L1347[10:05:37]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:84c2:e9ab:2633:4024)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1348[10:06:49]
⇨ Joins: darkfusion58
(~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com)
L1349[10:07:09]
⇦ Quits: glasspelican (~quassel@stanley.glasspelican.ca)
(Remote host closed the connection)
L1350[10:07:32]
⇨ Joins: untamemadman
(~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net)
L1351[10:08:37]
⇨ Joins: glasspelican
(~quassel@stanley.glasspelican.ca)
L1353[10:10:00] <Falkreon> feel free to
yell at me for coding style, smurf-naming, etc
L1354[10:10:10] <Falkreon> because right
now it's smurf-naming.
L1355[10:11:35]
⇦ Quits: untamemadman
(~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net)
(Read error: No route to host)
L1356[10:11:57] <Falkreon> (these are the
things I knew would collide with e.g.
net.minecraft.init.Blocks
L1357[10:12:34] <Falkreon> and be a huge
pain if trying to work with both block objectholder-type
classes
L1358[10:12:51]
⇨ Joins: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L1359[10:14:23]
⇨ Joins: oitsjustjose
(~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net)
L1360[10:14:33] <gigaherz> I don't really
like this "over-organization" of having special classes
just for registering blocks/items/recipes
L1361[10:14:33] <gigaherz> XD
L1362[10:14:38] <oitsjustjose> heh, so I
rebooted and installed gradle system-wide, and now it's working...
weird.
L1363[10:14:55] <gigaherz> weird
L1364[10:14:58] <Falkreon> well
L1365[10:15:13]
⇨ Joins: blood|wrk (~owned@static228.iona.edu)
L1366[10:15:14] <oitsjustjose> Maybe
forge now needs to ship with newer builds of gradle? I'm on
2.9
L1367[10:15:27] <gigaherz> 2.7 should
work
L1368[10:15:31] <oitsjustjose> You would
think.
L1369[10:15:35] <gigaherz> I mean
L1370[10:15:46] <Falkreon> it depends on
how many blocks/items you're registering
L1371[10:15:46] <gigaherz> I believe the
MDK uses 2.7 and it works for me
L1372[10:15:47] <gigaherz> ;p
L1373[10:16:25] <Falkreon> and it's
really more so, when it comes to recipes, I can go
EnginationBlocks.ASBESTOS
L1374[10:16:39] <gigaherz> Falkreon: then
I'd use a method for it instead of just having them in
preinit
L1375[10:16:47] <gigaherz> but I'd still
have that stuff in the @Mod class
L1376[10:16:47] <gigaherz> XD
L1377[10:16:50] <Falkreon> ?
L1378[10:16:57] <Falkreon> that'd be
sheer spaghetti
L1379[10:17:00] <gigaherz> instead of
creating a whole file for it
L1380[10:17:16] <gigaherz> better than
ravioli code ;p
L1381[10:17:19]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca)
L1382[10:17:24] <Falkreon> like, if
you're rocking 20-30 block IDs
L1383[10:17:30] <gigaherz> that's nothing
XD
L1384[10:17:32] <gigaherz> just
what
L1385[10:17:34] <Falkreon> ik
L1386[10:17:35] <gigaherz> 60 lines in
your preinit?
L1387[10:17:43] <gigaherz> ;P
L1388[10:17:48] <gigaherz> not even worth
its own function
L1389[10:18:14] <gigaherz> I do admit,
I'm not the most organized coder ;P
L1391[10:18:30] <Falkreon> I understand
how it could be handy to go Engination.ASBESTOS, it reads quite
nicely
L1392[10:18:44] <Falkreon> I still feel
like it's some kind of encapsulation problem
L1393[10:18:53] <Xilef11> I'm trying to
set up forge for 1.5.2 to check an older mod, and install.cmd gives
me an error: error reading
[...]\forge-1.5.2\mcp\lib\scala-library.jar; error in opening
L1394[10:18:53] <Xilef11> zip file
L1395[10:19:09] <gigaherz> Falkreon:
there's two opposing principles
L1396[10:19:20] <Falkreon> you're gonna
go Demeter on me
L1397[10:19:22] <Falkreon> bleh
L1398[10:19:25] <gigaherz> "put
things where the information is" vs the encapsulation
principle
L1399[10:19:38] <gigaherz> coding is
balancing the two ;P
L1400[10:19:42] <Falkreon> yeah.
L1401[10:20:21] <Falkreon> I guess I
really do see your point, and I'll keep thinking about it, but for
now my way feels more fit for my workflow
L1402[10:20:36] <Falkreon> absolutely
don't stop giving me advice, that'd be the wrong way to do things
X)
L1403[10:21:13] <Falkreon> If anything
maybe the registrations themselves don't belong in the
objectholder
L1404[10:21:41] <Falkreon> hm.
L1405[10:21:45] <Falkreon> OR
L1406[10:21:53] <Falkreon> I've also been
working with BlockGroups
L1407[10:22:06] <Falkreon> and perhaps
they're a better way to express the same idea
L1408[10:22:21] <Falkreon> e.g. if I need
to steal a block ID for each direction of lazor emitter
L1409[10:22:30] <Falkreon> they're all
part of the same group.
L1410[10:22:51] <Falkreon> (I dislike
tile entities for their forced update ticks)
L1411[10:23:38] <williewillus> they don't
update if you don't want them to...
L1412[10:23:58] <williewillus> just
return false on canUpdate in 1.7 or don't implement
ITickable/IUPdatePlayerListBox in 1.8+
L1413[10:24:19] <Falkreon>
IUpdatePlayerListBox?
L1414[10:24:27] <Falkreon> that sounds
mis-deobfuscated
L1415[10:24:43] <williewillus> yeah it
got renamed to ITickable in 1.8.8
L1416[10:24:48] <williewillus> that's the
1.8.0 name
L1417[10:24:50] <Falkreon> ah. That's
better.
L1418[10:25:11] <williewillus> it was
used for updating the player list in the server gui before so
that's probably where the name came from
L1419[10:25:17] <Falkreon> so we really
did get a separation between ticking behavior and the storage
L1420[10:25:20] <Falkreon> that's really
nice.
L1421[10:25:30] <williewillus> well forge
has had non ticking TE's for quite a while :p
L1422[10:25:40] <Falkreon> I still would
rather eat more block IDs than use a TE
L1423[10:26:17] <Falkreon> NBT storage
and access has a cost.
L1424[10:27:30]
⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping
timeout: 186 seconds)
L1425[10:28:37] <Falkreon> hm. Do we
still have no good way to do full-block ladders except to withdraw
the block edges by like 0.005f
L1426[10:29:00] <Falkreon> (which is just
enough to guarantee a collision)
L1427[10:29:00] <williewillus> well
whatever ic2 scaffolds do
L1428[10:29:03] <Falkreon> lol
L1429[10:29:08] <Falkreon> ic2's license
is like
L1430[10:29:18] <Falkreon> "look at
our code and we'll steal yours"
L1431[10:29:18] <williewillus> just
decompile it lol
L1432[10:29:46] <williewillus> I ported
ic2 classic 1.7.10 to 1.8, but didn't maintain it bc it's too hard
to manually decompile every release, diff the changes, and manually
merge them in
L1433[10:29:58] <williewillus> lol
L1434[10:30:59]
⇨ Joins: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L1435[10:31:23] <Cypher121> make a
script?
L1436[10:31:56] <gigaherz> williewillus:
check how forge does it?
L1437[10:31:56] <gigaherz> XD
L1438[10:32:00] <gigaherz> they do have
scripts for that ;P
L1439[10:32:20] <Falkreon> huh
L1440[10:32:26] <Falkreon> so I just
looked at the source
L1441[10:32:32] <williewillus> well it's
not just a simple patchset to update something to 1.8
L1442[10:32:35] <gigaherz> it's just a
3-way merge ;P
L1443[10:32:44] <Falkreon> and IC2 pulls
the XZ back by 0.0625d
L1444[10:32:49] <gigaherz> you have base
version, port, and new base
L1445[10:32:58] <Falkreon> and then does
a worse thing than I do to make the climbing work
L1446[10:33:01] <williewillus> I don't
just have a "1.8-patchset" that brings it to 1.8
automatically, I had to rewrite a large portion of the mess that
was their networking
L1447[10:33:07] <Falkreon> so I'm really
happy about that.
L1448[10:33:12] <gigaherz> williewillus:
ah XD
L1449[10:33:13] <williewillus> so I just
have a singular ic2 classic 1.1.0.19 for 1.8.0
L1450[10:33:17] <williewillus> if anywone
wants it lol
L1451[10:33:44] <Falkreon> so yeah, if
anyone cares\
L1452[10:33:48] <williewillus> I tried
updaitng aura cascade but the way blocks and items were handled
made me want to tear my hair out
L1453[10:34:08] <williewillus> otherwise
it would be an easy 1.8+ port, the author just refuses :p
L1455[10:34:40] <Falkreon> there.
L1456[10:34:54] <Falkreon> 0.35 is an
arbitrary climbing speed
L1457[10:35:00]
⇦ Quits: Alexiy (~Alexiy@ip-118-203.zb.lv) (Ping timeout: 192
seconds)
L1458[10:35:37] <Falkreon> but yeah, you
need to have the block be *slightly* less than a full block in the
XZ directions
L1459[10:36:00] <williewillus> idk how
ladders even work :p
L1460[10:36:06] <Falkreon> pretty much
like the paste.
L1461[10:36:23]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L1462[10:36:34] <Falkreon>
"onEntityCollidedWithBlock" has nothing to do with the
block's actual dimensions
L1463[10:36:34] <williewillus> why does
the block have to be less than 1x1? Does colliding not get called
if you bump into it?
L1464[10:36:48] <Falkreon> it's actually
when the player is inside the full 1x1 block
L1465[10:36:53] <gigaherz> williewillus:
smooth lighting fails when it goes out of bounds ,p
L1466[10:36:57] <williewillus> oh is it
just "entity enters block space"
L1467[10:37:00] <Falkreon> yeah
L1468[10:37:18] <Falkreon> otherwise you
never get any notification that a collision happened.
L1469[10:37:40] <gigaherz> that's hwo
things like pressure plates and string work
L1470[10:37:48] <gigaherz> they detect an
entity being inside the block space
L1471[10:37:55] <Falkreon> IC2 actually
checks whether the forward key is down, meaning you can't back into
their scaffold.
L1472[10:38:03] <Falkreon> or
strafe
L1473[10:38:07] <gigaherz> well
L1474[10:38:10] <Falkreon> this one you
can do that.
L1475[10:38:10] ***
kroeser is now known as kroeser|away
L1476[10:38:10] <gigaherz> they detect
the block space
L1477[10:38:34] <gigaherz> and THEN check
if it's within the proper position, or something like that
L1478[10:38:50] <Falkreon> hm. Yeah, I
think that's right.
L1479[10:39:05] ***
colossali is now known as colossali|Away
L1480[10:39:51] <Falkreon> in any case,
I'm back down to names
L1481[10:40:03]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L1482[10:40:36] <Falkreon> I want to make
a non-abstract block that delegates most of its behavior to
behavior classes
L1483[10:40:56] <Falkreon> in the 1.7
that's EnginationBlock, which... more smurf naming
L1484[10:41:32] <Falkreon> but seriously,
when working against a codebase like Minecraft which has existing -
yet terrible - classes, what can I do?
L1485[10:41:43] <Falkreon> except smurf
name
L1486[10:41:51] <gigaherz> ... not smurf
name ;P
L1487[10:41:58] <Falkreon> ikr... But
how
L1488[10:42:04] <gigaherz> stuff is
already in your own package
L1489[10:42:04] <gigaherz> XD
L1490[10:42:17] <Falkreon> yeah, but
that'll force me to fqn somewhere down the road
L1491[10:42:47] <gigaherz> fqn?
L1492[10:42:50] <sham1> smurfnames are
good
L1493[10:42:55] <Falkreon> use
fully-qualified names
L1494[10:42:58] <gigaherz> oh
L1495[10:43:01] <gigaherz> well
L1496[10:43:04] <Falkreon> sham1,
wat
L1497[10:43:05] <gigaherz> really
L1498[10:43:07] <gigaherz> just avoid mc
names
L1499[10:43:15] <gigaherz> some smurfing
isn't bad
L1500[10:43:23] <sham1> Falkreon, you saw
what I wrote
L1501[10:43:25] <gigaherz> it's just
over-smurfing that gets annoying
L1502[10:43:34] <Falkreon> I'm trying to
minimize smurfing.
L1503[10:43:42] <gigaherz> like
L1504[10:43:44] <gigaherz> if you have a
block
L1505[10:43:44] <karlthepagan>
DecoratedAbstractTypeFactory!
L1506[10:43:44] <Falkreon> That's what's
going on here.
L1507[10:43:48] <gigaherz> there's
nothign wrong with calling it
L1508[10:43:51] <gigaherz>
SomethingBlock
L1509[10:43:58] <Falkreon> karlthepagan,
DecoratedAbstractTypeFactoryManager!
L1510[10:43:58] <Nitrodev> yeah
L1511[10:44:02] <gigaherz> smurfing would
be
L1512[10:44:09] <gigaherz>
YourModSomething
L1513[10:44:11] <sham1> I do that because
otherwice I do not remember it is a block outside its class
L1514[10:44:13] <gigaherz>
YourModTheOtherThing
L1515[10:44:13] <karlthepagan> Falkreon,
DecoratedAbstractTypeFactoryManagerStrategy!
L1516[10:44:15] <Nitrodev> a placeholder
name
L1517[10:44:15] <gigaherz>
YourModWhatever
L1518[10:44:20] <Falkreon> nah
L1519[10:44:22] <sham1> As I do not pay
attention to the packages
L1520[10:44:36] <Falkreon>
IDecoratedAbstractTypeFactoryManagerDelegateStrategy
L1521[10:44:39] <diesieben07> really,
java needs alias-importing
L1522[10:44:42] <diesieben07> that would
solve all this crap
L1523[10:44:42] <karlthepagan> kek
L1524[10:44:43] <gigaherz> yeah
L1525[10:44:47] <sham1> Aliases
L1526[10:44:48] <gigaherz> C#'s
using-alias is nice
L1527[10:44:50] <sham1> Hmm
L1528[10:44:53] <karlthepagan> +1 groovy
has import as
L1529[10:44:58] <gigaherz> using
Something=package.something;
L1530[10:44:59] <Falkreon> yeah
L1531[10:45:03] <diesieben07> just
"import xyz.Foo as Bar"
L1532[10:45:05] <sham1> We also need
namespaces and unsigned integers and...
L1533[10:45:12] <Falkreon> jigsaw is
going to see a lot more of that
L1534[10:45:15] <Falkreon> java 9
L1535[10:45:25] <Falkreon> better
encapsulation for everybody!!
L1536[10:45:28] <diesieben07> sham1, we
will get the ability to make unsigned integers with value types in
java 10 :D
L1537[10:45:32] <gigaherz> reified
generics
L1538[10:45:35] <diesieben07>
nahhhh
L1539[10:45:41] <Falkreon> reified
generics will NEVER happen.
L1540[10:45:45] <diesieben07> reified has
just as many problems as non reified
L1541[10:45:45] <Falkreon> ever.
L1542[10:45:45] <gigaherz> and vm-managed
native calls
L1543[10:45:53] <Falkreon> diesie-
no?
L1544[10:45:58] <diesieben07> yeah
:D
L1545[10:46:03] <sham1> Type classes
yeah
L1546[10:46:04] <gigaherz> reified just
requires runtime code generation
L1547[10:46:05] <sham1> but...
L1548[10:46:10] <diesieben07> yes it
does
L1549[10:46:11] <sham1> That just feels
wrong
L1550[10:46:14] <gigaherz> you need to
compile to metadata
L1551[10:46:21] <Falkreon> so?
L1552[10:46:26] <gigaherz> so that the vm
can generate instantiations
L1553[10:46:26] <diesieben07> and there
is no way to interact with a List of any type
L1554[10:46:28] <Falkreon> you're
creating a class anyway
L1555[10:46:29] <diesieben07> its just a
bit ugly
L1556[10:46:44] <gigaherz> there's
covariance and contravariance
L1557[10:46:52] <Falkreon> wildcard
types. List<?>.
L1558[10:46:57] <gigaherz> I can never
remember which is which XD
L1559[10:47:05] <diesieben07> again, this
will not happen in java
L1560[10:47:10] <gigaherz> but yeah
L1561[10:47:12] <diesieben07> because
it's in no way backwards compatible
L1562[10:47:15] <Falkreon> ^
L1563[10:47:18] <diesieben07> and
counter-inituitive to any java user
L1564[10:47:32] <Falkreon> actually I'm
pretty sure type erasure is the counterintuitive one
L1565[10:47:33] <diesieben07> there are
too many unchecked casts even in the JDK :D
L1566[10:47:38] <diesieben07> for me,
no
L1567[10:47:46] <diesieben07> erasure is
very intuitive i find
L1568[10:47:50] <Falkreon> I've dealt
with it for ages, I'm fine.
L1569[10:47:57] <gigaherz> it is
intuitive
L1570[10:48:00] <Falkreon> ?
L1571[10:48:00] <gigaherz> but also
horribly broken
L1572[10:48:02] <gigaherz> as a
concept
L1573[10:48:04] <sham1> erasure may be
intuitive, but it is stupid
L1574[10:48:13] <Falkreon> how are all of
you finding erasure intuitive
L1575[10:48:16] <Falkreon> O_o
L1576[10:48:19] <diesieben07> well
L1577[10:48:31] <gigaherz> Falkreon: well
in java, anything (xcept primitive types) are objects
L1578[10:48:31] <gigaherz> so
L1579[10:48:36] <diesieben07> for once i
find it weird how you are making so many classes if you don't
erase
L1580[10:48:40] <gigaherz> it's natural
to store everything as an object internally
L1581[10:48:42] <diesieben07> at runtime,
yes
L1582[10:48:45] <diesieben07> but that
all takes memory
L1583[10:49:04] <gigaherz> it only
instantiates on use ;P
L1584[10:49:11] <diesieben07> yes
L1585[10:49:13] <diesieben07> but
still
L1586[10:49:15] <gigaherz> until
instantiation, it's all just metadata
L1587[10:49:20] <sham1> Erasure makes
sure for instance that I cannot check if my list is instanceof
List<Something>
L1588[10:49:22] <diesieben07> there are
hundreds of types of lists being used
L1589[10:49:23] <sham1> It just is
List
L1590[10:49:29] <michael_> anyone have an
example for subitems in 1.8?
L1591[10:49:37] <gigaherz> sham1: that's
not necessarily true
L1592[10:49:42] <gigaherz> you can have
erasure WITH metadata
L1593[10:49:52] <sham1> Not too
common
L1594[10:50:00] <gigaherz> Java just
didn't make it so
L1595[10:50:09] <gigaherz> I mean not in
a strict way
L1596[10:50:12] <sham1> Except for
Arrats
L1597[10:50:19] <diesieben07> well,
arrays are reified :D
L1598[10:50:24] <Falkreon> idk, I've done
enough C# that I'm fairly certain the only reason Java will never
remove erasure is compatibility.
L1599[10:50:28] <diesieben07> hence they
work different than anything else
L1600[10:50:29] <Nitrodev> what IDEs
would you guys prefer
L1601[10:50:31] <gigaherz> a class could
easily know it's meant to be <Something>
L1602[10:50:35] <sham1> IDEA
L1603[10:50:36] <diesieben07>
IntelliJ
L1604[10:50:38] <diesieben07> :D
L1605[10:50:39] <gigaherz> even if the
internal storage is Object
L1606[10:50:48] <Falkreon> nitrodev: most
people here favor iJ IDEA, I use Eclipse
L1607[10:50:53] <gigaherz> Nitrodev:
Visual Studio, but it's unfit for proper mc modding
L1608[10:50:53] <gigaherz> XD
L1609[10:50:57] <gigaherz> so IDEA as a
fallback
L1610[10:50:57] <karlthepagan> people
work around reified generics using a typeclass
L1611[10:51:06] <Nitrodev> okay so IDEA
it is
L1612[10:51:08] <Falkreon> I've used
both, the reason to use IDEA would be it gets features really
early
L1613[10:51:16] <karlthepagan> e.g.
classmate's typereference
L1614[10:51:21] <diesieben07> that's not
the reason for using IDEA :D
L1615[10:51:29] <Falkreon> whatever
L1616[10:52:10] <Falkreon> that's the
only reason I've seen for it. It had groovy support and 1.8 support
way before eclipse.
L1617[10:52:13] <michael_> can anyone
please give an example for subitems in 1.8?
L1618[10:52:13] <gigaherz> it just feels
better to me ;P
L1619[10:52:27] <diesieben07> i find
refactoring and autocomplete just much better
L1620[10:52:34] <Falkreon> fair
enough.
L1622[10:52:46] <Nitrodev> this time i
will try NOT to get rid of all my code
L1623[10:52:51]
⇨ Joins: ShadowChild
(~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com)
L1625[10:52:58] <gigaherz> there you go
michael_
L1626[10:53:04] <michael_> thanks
L1627[10:53:05] <gigaherz> first link is
the Item itself
L1628[10:53:11] <gigaherz> second link is
how to register the model variants
L1629[10:53:53] <Falkreon> also, is there
a reason a whole bunch of the method parameters are deobfuscated as
if they were GLSL params
L1630[10:53:55] <Falkreon> :D
L1631[10:53:59] <Falkreon>
"materialIn"
L1632[10:54:10] <gigaherz> community
choice
L1633[10:54:41] <Falkreon> idk, it's a
big project, is it really a community decision or just someone
entered it as a mapping and nobody changed it?
L1634[10:54:42] <gigaherz> as in, whoever
contributed those names, chose that
L1635[10:54:50] <Falkreon> okay, more of
the latter.
L1636[10:54:59] <gigaherz> my guess
is
L1637[10:55:10] <gigaherz> either one of
the MCP people actively prefers the In suffix
L1638[10:55:23] <gigaherz> of it just
became a "thing"
L1639[10:55:48] <gigaherz> you'd have to
ask someone else for a moreaccurate answer. XD
L1640[10:56:19] <diesieben07> you cannot
name something the name of a field
L1641[10:56:27] <diesieben07> if there is
a field "world" you cannot name any parameter in that
class "world"
L1642[10:56:28] <Falkreon> idk guys,
we're in the forge channel, unless lex chimes in, I don't think
there IS a more authoritative answer.
L1643[10:56:33] <gigaherz> diesieben07:
yes you can
L1644[10:56:43] <diesieben07> in MCPBot
you can't.
L1645[10:56:45] <gigaherz> oh
L1646[10:57:00] <gigaherz> so it's a
limitation of the pretty-name system
L1647[10:57:02] <diesieben07> it's to
avoid conflicts, you need force permissions to do it
L1648[10:57:21] <diesieben07> because
there may be code somewhere that has "world =
p_12345_x"
L1649[10:57:22] <Falkreon> yeah but it
forces some really awkward names
L1650[10:57:35] <diesieben07> and if you
then rename the param to "world" you change the meaning
of the code
L1651[10:57:38]
⇨ Joins: WJ44
(~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
L1652[10:57:48] <Falkreon> diesieben07,
lies, fernflower qualifies all those accesses with this.
L1653[10:57:54] <diesieben07> true
L1654[10:57:57] <diesieben07> mods exist
though
L1655[10:58:07] <Falkreon> mods exist
which use what?
L1656[10:58:09] <Falkreon> eh?
L1657[10:58:14] <Falkreon> eh? the
mappings.
L1658[10:58:17] <diesieben07> yes
:D
L1659[10:58:22] <diesieben07> also forge
patches
L1660[10:58:36]
⇨ Joins: IoP (jikuja@kapsi.fi)
L1661[10:58:38] <diesieben07> it's just a
safety but i agree, the names are stupid
L1662[10:58:42] <diesieben07> but so are
many mcp names
L1663[10:58:46] <Falkreon> ;_;
L1664[10:58:48] <Falkreon> yes
L1665[10:59:02] <diesieben07> especially
because there are morons who think that now EVERYTHING has to be
postfixed with In
L1666[10:59:04] <Falkreon> like all the
isOpaqueCube variants
L1667[11:00:02] <michael_> what does
addVariantName() do?
L1669[11:00:55]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L1670[11:01:31] <diesieben07> something
crashed, but there is a "debug mod" or whatever installed
which then also failed and probably just swallowed the actual crash
-.-
L1671[11:01:53] <Falkreon> right, I'm out
for now
L1672[11:01:59] <Falkreon> thanks for all
the help ^_^
L1673[11:02:04] ***
Falkreon is now known as Falk|Away
L1674[11:02:18] <IoP> debug mod?
Something else than troubleshooting mod?
L1675[11:02:25] <diesieben07> no thats
what i meant
L1677[11:03:21] <IoP> troubleshootingmod
does not hide exceptions. If it does then I have made serious
derp
L1678[11:03:33] <diesieben07> well, it
looks like that
L1679[11:03:47] <diesieben07> because why
would it dump all threads?
L1680[11:03:57] <diesieben07> if there
wasn't an exception? but there is none printed
L1682[11:04:28] <diesieben07> what is
this thread dump thing?
L1683[11:04:34] <diesieben07> are you
telling it to dump the threads?
L1685[11:05:23] <diesieben07> that...
does not seem very useful
L1686[11:05:28] <diesieben07> it just
vomits informatino all the time
L1687[11:05:40] <IoP> still wIP
L1688[11:05:50] <diesieben07> so what is
your actual problem?
L1689[11:06:18] <IoP> His process stops
at "[Client thread/INFO] [EnderCore]: Removed 0 missing
texture stacktraces. Tada"
L1690[11:06:30] <diesieben07> it just
freezes?
L1691[11:06:42] <IoP> I've seen multiple
similar messages in last few days
L1692[11:06:44]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 192
seconds)
L1693[11:06:44] <IoP> yup.
L1694[11:07:26] <diesieben07> well, from
the thread dumps it seems the client thread is currently doing
texture stuff
L1695[11:07:33] <diesieben07> for how
long have you let it sit?
L1696[11:07:53] <diesieben07> also yes,
should definitely try without Fastcraft
L1697[11:08:07]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1698[11:08:28] <IoP> I've seen people
wait ~10 minutes
L1699[11:08:44] <Nitrodev> Wuppy, wow you
already made a tutorial for 1.8 modding
L1700[11:09:01] <diesieben07> yeah that's
not right
L1701[11:09:10] <IoP> diesieben07: so
what is recommended way to trigger thread dumps without installing
JDK?
L1702[11:09:26] <diesieben07> uh
idk
L1703[11:09:45] <diesieben07> Nitrodev,
uhm... already? 1.8 has been out for over a year.
L1704[11:09:49] <michael_> Nitrodev:
Wuppy's 1.8 tutorials aren't completely up to date
L1705[11:09:57] <sham1> And he has no
time to update them
L1706[11:10:08]
⇨ Joins: TomWolf
(TomWolf@213-64-135-25-no12.tbcn.telia.com)
L1707[11:10:21] <sham1> Thus meaning that
if we want more knowledge for the community, we need to use
readthedocs and contribute there
L1708[11:10:21] <michael_> Nobody has
time to write any docs for 1.8
L1709[11:10:44] <Nitrodev> oh
L1710[11:10:47] <michael_> And i'm stuck
here wondering what addVariantName() does
L1711[11:11:00] <ThePsionic> It adds
variant names
L1712[11:11:04] <sham1> Time for me to
fork readthedocs repo so I can contribute :P
L1713[11:11:10]
⇦ Quits: zam (webchat@32.105-245-81.adsl-dyn.isp.belgacom.be)
(Ping timeout: 204 seconds)
L1714[11:11:13] <Nitrodev> anyone got 1.7
text tutorials
L1715[11:11:23] <michael_> ThePsionic,
does it really?
L1716[11:11:25] <sham1> you need no 1.7
stuff anymores
L1717[11:11:26] <ThePsionic> *softly*
Don't.
L1718[11:11:31] <ThePsionic> michael_:
yes
L1719[11:11:46] <michael_> Well great I
couldn't figure that out
L1720[11:11:53] <Nitrodev> 1.7.10
then?
L1721[11:11:58] <michael_> But seriously
why do i need it?
L1722[11:11:59] <IoP> diesieben07: That
mod has two other solutions: simple httpd opened in localhost and
jmx agent. (kill -3 `pidof java` is best solution but it is not
windows compatible)
L1723[11:11:59] <ThePsionic> iirc it's
for registering textures for meta items
L1724[11:12:17] <diesieben07> i am not
sure what you are after IoP
L1725[11:12:38] <michael_> But why do I
need addVariantName() and setCustomModelResourceLocation()
L1726[11:12:52] <michael_>
setCustomModelResourceLocation() has a meta parameter
L1727[11:13:03] <ThePsionic> /shrug
L1728[11:13:23] <IoP> diesieben07: with
mod? Easy-ish way to get thread dump from dumb users
L1729[11:13:33] <williewillus> michael_:
addVariantName tells it "This item will use all of these X
model paths that I pass you". setCustomMRL you assign each
meta to the specific model path
L1730[11:13:41] <diesieben07> then what
you are doing in that debug mod is fine...
L1731[11:14:09]
⇨ Joins: Cooler (~CoolerExt@61.3.246.34)
L1732[11:14:19] <gigaherz> michael_;
addVariantName helps mc distinguish subitems from items with
damage
L1733[11:14:50]
⇦ Quits: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1734[11:15:08] <TomWolf> Am I right in
thinking that there is one specific thaumcraft block that causes
the repating crash on our server:
http://pastebin.com/0LzDG5Rk
L1735[11:15:22] <michael_> OK, but why
does minecraft need to know if its subitems or damage
L1736[11:15:24] <IoP> diesieben07: If I
have select if I ask user to install JDK then run jconsole/visualvm
and use it to fetch thread dump VS asking he to add a mod and send
a new log
L1737[11:15:38] <IoP> We can see which
task is easier.
L1738[11:15:39] <diesieben07> ???!
L1739[11:15:41] <diesieben07> yes.
L1740[11:15:45] <diesieben07> i have not
questioned that...
L1741[11:16:07] <diesieben07> TomWolf,
looks like your world has corrupted chunks
L1742[11:16:09] <gigaherz> TomWolf: never
seen that error
L1743[11:16:15] <gigaherz> but it really
looks like corrupted data
L1744[11:16:27] <gigaherz> if it started
after using certain thaumcraft blocks
L1745[11:16:34] <gigaherz> it means
thaumcraft would have corrupted your world
L1746[11:16:46] <williewillus> michael_:
for example, whenever you use a pickaxe, it changes meta value. MC
needs to know if you want a new model for all 8192 meta values of
it, or not, so you declare what models will be used up front
L1747[11:16:52] <gigaherz> did you have
any other crash
L1748[11:16:56] <gigaherz> before this
one started?
L1749[11:17:08] <gigaherz> power failure
during saving could also have caused it
L1750[11:17:30] <michael_> williewillus:
Ok, that clears some things up, thanks
L1751[11:17:34] <TomWolf> we had crashes
because of low tps a few times every day but this crashes a few
minutes after the server starts every time now
L1752[11:17:41] <gigaherz> yes
L1753[11:17:42] <IoP> diesieben07: I
would like to have some kind of generate thread dump at request but
currently I'm out of ideas how to do that while still being enough
simple for end-user.
L1754[11:17:43] <gigaherz> because it's
corrupted
L1755[11:17:52] <gigaherz> the data for
one of the thaumcraft nodes is corrupted on disk
L1756[11:18:06] <williewillus> could just
enter that nbt file and delete that node
L1757[11:18:21] <gigaherz> the "nbt
file" is the corrupted one
L1758[11:18:24] <TomWolf> would removing
stuff in that chunk with mcedit be a good fix or is backup the only
sollution?
L1759[11:18:25] <diesieben07> IoP, listen
for a weird key combination
L1760[11:18:34] <TomWolf> ok =)
L1761[11:19:00] <gigaherz> TomWolf:
backup everything before mcediting
L1762[11:19:01] <IoP> diesieben07: and
now tell that...
L1763[11:19:04] <williewillus> yeah the
error tells you the full coordinates, open the region file it tells
you, find the node in the tile-entity list, and delete it
L1765[11:19:19] <gigaherz> worse case you
may have to "lose" all the tile entities in the
chunk
L1766[11:19:36] <gigaherz> if you can't
recover the NBT data from it
L1767[11:20:14] <gigaherz> if it's not a
chunk where you have buildings andstuff
L1768[11:20:24] <diesieben07> IoP, if the
user cannot perform "press these keys and send over the
log" they shouldn't be playing modded minecraft.
L1769[11:20:28] <gigaherz> you may even
be able to get away with erasing the chunk and letting it
re-generate
L1770[11:21:07] <gigaherz> but that's all
worst-case scenario
L1771[11:21:14] <TomWolf> =) Thanks for
all the help.
L1772[11:21:22]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L1773[11:21:29] <gigaherz> first step
would be to try deleting the data for that one specific thaumcraft
node ;P
L1774[11:21:52] <williewillus> well,
whatever you do, you can try infinitely many times as long as you
backup :p
L1775[11:21:57] <IoP> diesieben07: I
somehow skipped idea of using users' input as a trigger. thanks for
idea.
L1776[11:21:59] <gigaherz> second step
could be to load the chunk NBT from a backup
L1777[11:22:03] <TomWolf> That's the plan
now =) If nothing helps we'll revert to a backup.
L1778[11:22:19]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca) (Quit:
Leaving)
L1779[11:22:28] <williewillus> you could
just replace that one region file with one from a backup instead of
the whole world
L1780[11:22:40] <gigaherz> TomWolf: is it
a "built" region file
L1781[11:22:43] <gigaherz> or just empty
world?
L1782[11:22:56] <williewillus> wat
L1783[11:23:08] <gigaherz> williewillus:
if it's a region file that contains the main city of the
server
L1784[11:23:13] <williewillus> oh
lol
L1785[11:23:21] <gigaherz> or it's some
remote area that no one uses
L1786[11:23:23] <gigaherz> XD
L1787[11:23:29] <TomWolf> I belive it's a
built chunk.
L1788[11:23:34]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1789[11:23:50] <gigaherz> yeah so you
probably want to try to keep as much existing data as
possible
L1790[11:24:32] <gigaherz> using some NBT
editor (NBT Explorer was it?)
L1791[11:24:36] <williewillus> yeah
L1792[11:24:51] <gigaherz> I wonder if it
can replace NBT data without loading it
L1793[11:25:21] ***
Abrar|gone is now known as AbrarSyed
L1794[11:25:59] <TomWolf> We'll try with
NBT Explorer
L1795[11:26:54] <TomWolf> As always, this
chanel is amazing. Needs to be said.
L1796[11:27:05] <gigaherz> hmm NBT
Explorer can delete a chunk's NBT directly, it seems
L1797[11:27:27] <gigaherz> dunno if it
can handle broken nbt
L1798[11:27:33] <gigaherz> hopefully it
worksfor you
L1799[11:27:35] <gigaherz> and
thanks
L1800[11:27:35] <gigaherz> ;P
L1801[11:27:38] <gigaherz> we try
;P
L1802[11:30:05] <gigaherz> lol at lewis
in the yogscast stream "[the thing] wasn't made by us, in
fact, we dont' want to have anything to do with it, because
everything we touch, goes to shit"
L1803[11:30:16] <Zaggy1024> lol...
L1804[11:30:37] <karlthepagan> too soon
;)
L1805[11:31:06] <williewillus> i havent
watched any yogscast content in 2.5 years, wow
L1806[11:31:13] <williewillus> give or
take
L1807[11:31:23] <karlthepagan> in-case
you missed it: yogventures failed kickstarter
L1808[11:31:31] <williewillus> rip
L1809[11:31:32] <karlthepagan> rip
L1810[11:31:37] <williewillus> is it
officially dead now?
L1811[11:31:44] <Nitrodev> yep
L1812[11:31:45] <gigaherz> for a
while
L1813[11:31:50] <gigaherz> the project
was mismanaged
L1814[11:31:57] <Nitrodev> HAW HAW
L1815[11:32:04] <gigaherz> money was
misspent
L1816[11:32:07] <gigaherz> nothing came
out of it
L1817[11:32:11] <karlthepagan> and every
1st software project ever
L1818[11:32:20] <diesieben07> well, i
don't know why every fucking youtuber needs to make a game
now
L1819[11:32:24] <williewillus> oh they
gave it all to TUG
L1820[11:32:34]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L1821[11:32:35] <williewillus> but i
havent heard anything about tug in ages
L1822[11:32:42] <gigaherz> TUG got an
update recently
L1823[11:32:48] <gigaherz> I still launch
the game every now and then
L1824[11:33:04] <gigaherz> it's still
early access material though
L1825[11:33:18] <diesieben07> yay early
access
L1826[11:33:26] <williewillus> what 'is'
it?
L1827[11:33:39] <gigaherz> TUG is a voxel
survival game
L1828[11:33:43] <gigaherz> but not
cube-based like mc
L1829[11:33:53] <gigaherz> it's
"marching cubes" type voxel ;P
L1831[11:34:23] <gigaherz> you craft
in-world
L1832[11:34:27] <gigaherz> drop stuff on
the ground
L1833[11:34:28] <gigaherz> press G
L1834[11:34:30] <gigaherz> and it
crafts
L1835[11:34:44] <gigaherz> all recipes
are "shapeless" (in MC terms)
L1836[11:35:02]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1837[11:35:15] <gigaherz> like, crafting
with axe rock + stick + string = crude axe
L1838[11:35:35] <gigaherz> for more
advanced items, you needto drop the items near a crafting
"station"
L1839[11:35:41] <gigaherz> (a table, or a
furnace or whatever)
L1840[11:35:44] <gigaherz> and things
like cooking
L1841[11:35:58] <gigaherz> happens
contextually: drop food on top of a flat stone near a fire
L1842[11:36:02] <gigaherz> and it gets
cooked
L1843[11:36:26] <gigaherz> but it's
too.... incomplete
L1844[11:36:30] <gigaherz> to feel like a
proper game
L1845[11:37:04] <fry> windows-only,
DX11-only
L1846[11:45:46] <williewillus> are they
making their own engine?
L1847[11:47:04] <Girafi> Wait.. am I
blind or did the latest commit for 1.8.8 not make a new Forge build
? :/
L1848[11:47:26]
⇨ Joins: KilRoYDK
(~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L1849[11:47:50] <fry> indeed, last build
failed
L1851[11:48:24] <gigaherz> williewillus:
probably
L1852[11:48:47] <gigaherz> there aren't
really many engines like Unity or Unreal that come with voxel
terrain systems integrated ;P
L1853[11:48:58] <diesieben07> IoP, maybe
try disabling the loading screen, see EAQ on the forums
L1854[11:49:01] <sham1> God damn it
Atom
L1855[11:49:04] <sham1> Why u no
work
L1856[11:49:32] <gigaherz> CEGUI
L1857[11:49:37] <Girafi> Ahh okay, so you
guys were already aware of it, or?
L1858[11:49:38]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Ping
timeout: 186 seconds)
L1859[11:49:40] <gigaherz> wasn't that a
GUI library for OGRE?
L1860[11:49:52] <Zaggy1024> so, guys, is
there anything you would like IPlantable (and possibly ISeed) to do
when it uses a Set<EnumPlantType>?
L1861[11:49:54] <gigaherz> ah no
L1862[11:49:56] <gigaherz> it's
general-purpose
L1863[11:50:19] <gigaherz> "CEGUI
provides modules for Direct3D, OpenGL, the OGRE 3D engine, and the
Irrlicht Engine. Other modules can be written for custom
engines."
L1864[11:50:30]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L1865[11:50:41] <gigaherz> yeah so far as
I can tell from the DLLs in it, it uses a custom engine ;P
L1866[11:50:42]
⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping
timeout: 186 seconds)
L1867[11:50:44] <IoP> diesieben07: aww
shit. it's using Renderer: 'Intel(R) HD Graphics 4400' :/
L1868[11:50:57] <diesieben07> yeah that
is probably it then
L1869[11:51:06] <gigaherz> IoP: no
dedicated?
L1870[11:51:07] <diesieben07> many intel
"gpus" don't like the loading screen
L1871[11:52:00] <IoP> gigaherz: there is
but reason x causes MC to select intel. I'll mention that while
communicating with user
L1872[11:52:29] <gigaherz> IoP: that's
because java.exe isn't seen as a "game" by the
drivers
L1873[11:52:31]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 190
seconds)
L1874[11:52:33] <diesieben07> yep
L1875[11:52:40] <gigaherz> I ahd to
manually add java.exe as "prefer dedicated" in nvidia
control panel
L1876[11:52:50] <gigaherz> which means
ALL java apps use extra battery
L1877[11:52:50] <Zaggy1024> could use
some input on IPlantable :P
L1878[11:52:58] <gigaherz> but since MC
is the only java app I use normally ;P
L1879[11:53:11] <gigaherz> well
used*
L1880[11:53:12] <IoP> gigaherz: I've done
same
L1881[11:53:15] <gigaherz> I don't even
play mc in the laptop anymore
L1882[11:53:36] <IoP> newer lwjgl version
should force usage of discrete GPUs
L1883[11:53:51] <karlthepagan> I had the
same problem with my lwjgl
L1884[11:54:08]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1885[11:54:27] <diesieben07> i don't
think the application can decides that
L1886[11:54:35] <diesieben07> -s
L1887[11:55:01] *
AbrarSyed doesnt think the application SHOULD decide
that
L1888[11:55:34] <diesieben07> that
too
L1890[11:55:58] <IoP> "Force high
performance GPU for Nvidia Optimus systems"
L1891[11:56:02] <karlthepagan> and that's
why there are so many video driver "profiles", because
the application *can* decide that so NV and AMD don't automatically
force it on you
L1892[11:56:40] <gigaherz> an application
should have the right to say
L1893[11:56:43] <gigaherz> "I'm a
game!"
L1894[11:56:44] <gigaherz> or
L1895[11:56:58] <gigaherz> "I may
use DX/OGL, but I'm really just a fancy GUI, dont'
bother"
L1896[11:57:03] <fry> having 2 gpus is
just silly
L1897[11:57:15] <gigaherz> fry: not
really
L1898[11:57:16] <diesieben07> no it's
not.
L1899[11:57:20] <gigaherz> the one on the
cpu uses less power
L1900[11:57:29] <gigaherz> and nvidia
optimus can electrically disconnect the gpu chip while it's not
used
L1901[11:57:36] <diesieben07> i
accidentally had chrome set to run on the nvidia gpu
L1902[11:57:38] <gigaherz> meaning it
uses practically 0 power
L1903[11:57:46] <diesieben07> it lasted
for 1h while just browsing the web
L1904[11:57:51] <diesieben07> on
battery.
L1905[11:57:52] <gigaherz> so it works
out really well
L1906[11:57:56] <karlthepagan> if we
could disable some % of our GPU cores having 2 GPU's would be
silly
L1907[11:57:57] <diesieben07> with intel
gpu it lasts 2 1/2
L1908[11:57:59] <gigaherz> "2D"
mode -> use integrated
L1909[11:58:04] <karlthepagan> but the
technology isn't there yet :P
L1910[11:58:05] <gigaherz> "3D"
mode -> use dedicated
L1911[11:58:18] <fry> karlthepagan:
exactly ;P
L1912[11:58:36] <fry> it's not silly from
the practical point of view, right now
L1913[11:58:43] <karlthepagan> just like
you have different power states & number of active cores for a
CPU
L1914[11:58:46]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 190 seconds)
L1915[11:58:52]
⇦ Quits: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
(Ping timeout: 192 seconds)
L1916[11:58:54] <fry> it's completely
silly if you think how it could've been :P
L1917[11:59:01] <karlthepagan> could
be*
L1918[11:59:30] <fry> could've been in
the things we have today :P
L1919[11:59:54] <IoP> What kind of weird
key combination will lwjgl/MC handle?
L1920[11:59:57] <Zaggy1024> which would
you guys prefer to check whether a plant should keep farmland from
turning into dirt? "plantTypes.contains(Crops) &&
!plantTypes.contains(Plains)" or a new method,
"IPlantable.isCrop()"?
L1921[12:00:28] <IoP> If I want to bind
ctrl+break... Is my idea doomed to fail?
L1922[12:00:28] <Zaggy1024> the benefit
of a new interface method is that then you can have a plant that
grows on both plains and farmland, but still keeps farmland under
it
L1923[12:01:11] <williewillus> i like the
second
L1924[12:01:22] ***
kroeser|away is now known as kroeser
L1925[12:01:53] <Zaggy1024> despite it
adding an extra method to implement in IPlantable, which would only
be used once without mods?
L1926[12:01:57] ***
Vigaro|AFK is now known as Vigaro
L1927[12:02:37] <Zaggy1024> it would be
mainly boilerplate for most plants (return true or return false,
with no conditions based on variants)
L1928[12:02:48] <karlthepagan> yay for
jdk8 default methods ;)
L1929[12:03:03] <williewillus> we're
still a ways off from that lol
L1930[12:03:04] <karlthepagan> too bad
forge has to support 7
L1931[12:03:11] <Zaggy1024> yeh...
L1932[12:03:12] <williewillus> isnt
vanilla still on 6?
L1933[12:03:21] <fry> yup, 6
L1934[12:03:28] <fry> and so is
forge
L1935[12:03:30] <Zaggy1024> would be nice
to have a default, although I'm still breaking the old IPlantable
:P
L1936[12:04:08] <Zaggy1024> changing
EnumPlantType getPlantType to Collection<EnumPlantType>
getPlantTypes
L1937[12:04:18] <Zaggy1024> (if everyone
approves of it, of course)
L1938[12:04:24] <IoP> tbh most of the
mods requires java 7 even most of the mods does not mention
it.
L1939[12:05:20] <diesieben07> zaggy, you
can't do that with default methods either
L1940[12:06:07]
⇨ Joins: WJ44
(~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
L1941[12:06:10]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L1942[12:06:39] <Zaggy1024> I never said
I was going to try and make all my changes using defaults, why
would I?
L1943[12:06:51] <Zaggy1024> I can't
L1944[12:07:17] <diesieben07> oh, it
sounded like it :D
L1945[12:08:03] <Zaggy1024> although I
could do that with default methods, considering I changed the
method name
L1946[12:08:09] <sham1> Writing these
docs is sorta fun maybe actually
L1947[12:08:10] <Zaggy1024> but
implementing the interface would be ugly
L1948[12:08:31] <williewillus> sham1:
what are you writing about?
L1949[12:08:38] <sham1> Proxies
L1950[12:08:54] <Zaggy1024> so I guess
.isCrop() is best, then?
L1951[12:09:31] <Zaggy1024> in place of
that, would anyone prefer having a "main" plant type
(which in the case of plants that stop farmland turning into dirt
would be "Crops")
L1952[12:09:53] <sham1> The power of the
proxy must become known to the new forgerer
L1953[12:09:55] <Zaggy1024> I'm not sure
what the main plant type would be for something that isn't a crop,
though, but I still wonder :P
L1954[12:09:56] <karlthepagan> that
sounds like it would maintain compatibility
L1955[12:10:12] <karlthepagan> the plant
type and holding the new logic in a delegate class
L1956[12:10:21] <Zaggy1024> hm
L1957[12:10:35] <Zaggy1024> interesting
idea
L1958[12:10:37] ***
colossali|Away is now known as colossali
L1959[12:10:53] <Zaggy1024> but I'm not
sure how much of a benefit that would be
L1960[12:11:11] <Zaggy1024> plus it's
more instanceof checks
L1961[12:11:22] <karlthepagan> yea
L1962[12:11:52] <Zaggy1024> I guess I'll
go with isCrop and Lex can look at it when I'm done
L1963[12:12:00] <williewillus>
"instanceof is slow" is largely an irrelevant idea
nowadays
L1964[12:12:11] <Zaggy1024> that's not
the point
L1965[12:12:18] <Zaggy1024> it's just
more code in the places that care about IPlantable
L1966[12:12:33] <Zaggy1024> and it
doesn't force people to consider whether an IPlantable is planted
on multiple soil types
L1967[12:12:36]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1968[12:12:39] <karlthepagan> features
hidden inside instanceof makes a feature not discoverable
L1969[12:12:53] <karlthepagan> better to
hold information inside an annotation actually Zaggy1024
L1970[12:13:03] <Zaggy1024> say
what?
L1971[12:13:08] <karlthepagan> like
@Mod
L1972[12:13:10] <Zaggy1024> how would
this go in an annotation?
L1973[12:13:25] <karlthepagan> like this
@PlantType(Crop.class)
L1974[12:13:34] <Zaggy1024> it has to be
block state and ItemStack aware
L1975[12:13:37] <sham1> huzzah
L1976[12:13:44] <sham1> Just
L1977[12:13:55] <Zaggy1024> just
what?
L1978[12:14:10] <sham1> Nothing
L1979[12:14:13] <Zaggy1024> lol
okay
L1980[12:14:16] <sham1> I realized it was
a stupid idea
L1981[12:14:36] <karlthepagan> Zaggy1024,
man... i've got a meeting to get to but I don't see why that
wouldn't be possible
L1982[12:14:44] <Zaggy1024> now what I
wonder is if it's a good idea to have isCrop in ISeed
L1983[12:14:59] <Zaggy1024> karlthepagan,
how can annotations be aware of the world?
L1984[12:15:26] <karlthepagan> Zaggy1024,
if you can look up the type of a block
L1985[12:15:40] <Zaggy1024> variants
bro
L1986[12:15:59] <karlthepagan> meaning -
you're using instanceof, so you could also use getClass and use
that to look up the annotations on the class you retrieve
L1987[12:16:01] <Zaggy1024> block
instance doesn't matter, the point is that it needs to be able to
change based on IBlockState, not just Block
L1988[12:16:13] <karlthepagan> don't care
which object it's on
L1989[12:16:24] <Zaggy1024> plus
reflection is slow
L1990[12:16:26] <karlthepagan> wherever
you would use your alternative interface you can use an
annotation
L1991[12:16:46] <karlthepagan> if it's
slow put the classes in an identity hashmap
L1992[12:16:50] <Zaggy1024> I'm not sure
what you mean
L1993[12:17:02] <karlthepagan> but you
don't konw that it's slow, you're guessing based on popular
superstition
L1994[12:17:30] <karlthepagan> getclass
is fast, and looking up annotation on a class is faster than
introspecting on the methods
L1995[12:17:45] <karlthepagan> but it's
possibly slower than instanceof
L1996[12:18:04] <Zaggy1024> but really,
that doesn't matter nearly as much as the code complexity added by
that
L1997[12:18:21] <Zaggy1024> and I still
don't see how that prevents people from only using the old method
of getting the plant type
L1998[12:18:31] <Zaggy1024> therefore
ignoring plants that use multiple soils
L1999[12:18:33] <karlthepagan> yes,
complex patches inside the minecraft code will get rejected, but
you can put nearly everything here inside the minecraftforge
packages
L2000[12:18:41] <Zaggy1024> I know
L2001[12:18:43] <karlthepagan> ;)
L2002[12:19:04] <Zaggy1024> but then you
have to call a static method to get the same thing you would with a
simple instanceof
L2003[12:19:33] <karlthepagan>
"simple instanceof and cast to a different class and call that
class's methods"
L2004[12:19:34] <Zaggy1024> and that
lookup would be a good bit of code on Forge's end, which is quite
unnecessary
L2005[12:19:38]
⇨ Joins: Alexiy (~Alexiy@ip-118-203.zb.lv)
L2006[12:19:39] <Zaggy1024> yes
L2007[12:19:58] <karlthepagan> :) ok,
just making sure it's a fair comparison
L2008[12:20:05] <Zaggy1024> that's
simpler than calling a static method, checking whether hte return
value is something you care about, and then getting that return
value's relevant data
L2009[12:20:22] <karlthepagan> or a
static method which does the lookup & feature
simultaneously
L2010[12:20:36] <Zaggy1024> then you look
it up multiple times if you care about multiple things
L2011[12:20:44] <karlthepagan>
truth
L2012[12:21:07] <Zaggy1024> anywho, this
is a bit off track
L2013[12:21:10] <karlthepagan> or you end
up with an ugly "Object forgeAttachment" lurking around
the minecraft classes
L2014[12:21:30] <Zaggy1024> does anyone
see a use for an equivalent of IPlantable.isCrop in ISeed (for
items)?
L2015[12:22:13] <karlthepagan> now I
almost want to make a trait system for forge... doesn't sound
complex at all /s
L2017[12:24:18]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L2018[12:24:32]
⇦ Quits: Lothendal
(~Lothendal@ip5b41e99f.dynamic.kabel-deutschland.de) (Quit:
leaving)
L2019[12:24:54]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L2020[12:24:57] <IoP> (also that stack is
seriously too short => into TODO list)
L2021[12:27:17] <Zaggy1024> nobody wants
an ISeed.isCrop? :)
L2022[12:29:06]
⇦ Quits: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 186
seconds)
L2023[12:29:22] <sham1> I do
L2024[12:29:32]
⇨ Joins: flappy
(~flappy@a88-113-155-120.elisa-laajakaista.fi)
L2025[12:29:45] <karlthepagan> and I
don't count, not enough modding experience (seriously don't listen
to me)
L2026[12:29:58] <karlthepagan> all my
work is closed source :P
L2027[12:30:21]
⇨ Joins: KGS
(~KGS@h-212-116-74-249.na.cust.bahnhof.se)
L2028[12:30:25]
⇨ Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2029[12:30:42] <sham1> why
L2030[12:31:16]
⇨ Joins: Hoshiko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2031[12:31:33]
⇨ Joins: sciguyryan
(~sciguyrya@109-205-170-13.dynamic.swissvpn.net)
L2032[12:31:45] <sham1> What things would
you do in a server-sided proxy other than register dedicated sever
commands
L2033[12:32:24] <Zaggy1024> sham1, what
would you like it for?
L2034[12:32:32] <sham1> I just need
examples
L2035[12:32:38] <sham1> Of
something
L2036[12:32:50]
⇦ Quits: flappy
(~flappy@a88-113-155-120.elisa-laajakaista.fi) (Ping timeout: 186
seconds)
L2037[12:32:55] <Zaggy1024> er, I'm
talking about ISeed.isCrop
L2038[12:33:07] <sham1> Oh :P
L2039[12:33:13] <sham1> Context was
completely lost on me
L2040[12:33:35] <sham1> Well it would be
nice to have to see if that ISeed-item is a crop and not some other
plant seed
L2041[12:33:37] <Zaggy1024> yeah, I don't
blame ya
L2042[12:33:46] <Zaggy1024> yeah
L2043[12:33:46]
⇦ Quits: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 190
seconds)
L2045[12:34:17] <Zaggy1024> although...is
there another name for that that doesn't make it sound like it's
specifically for EnumPlantType.Crops?
L2046[12:34:31] <Zaggy1024> it may be
useful to have it apply for growing plants that don't necessarily
grow on farmland
L2047[12:34:37] ***
williewillus is now known as willieaway
L2048[12:34:45] <sham1>
isFoodPlantSeed
L2049[12:35:00] <sham1>
canGrowOutsideFarmland
L2050[12:35:17] <Zaggy1024> lol nah
L2051[12:35:19] <MattDahEpic>
diesieben07, saturation saturation
L2052[12:35:20]
⇨ Joins: flappy
(~flappy@85-76-21-18-nat.elisa-mobile.fi)
L2053[12:35:26] <Zaggy1024> growing
plants aren't necessarily food
L2054[12:35:42] <sham1> So anyway
diesieb, do you have any examples of using server side proxies as I
have none
L2055[12:35:42] *
diesieben07 doesn't get it
L2056[12:35:42] <Zaggy1024> could just
call it isGrowingPlant
L2057[12:35:59] <sham1> Well what else
will a ISeed grow
L2058[12:36:02] <sham1> er
L2059[12:36:03] <MattDahEpic> hue and
saturation
L2060[12:36:05] <sham1> Be used for
L2061[12:36:06] <diesieben07> lol
L2062[12:36:09] <sham1> Oh wow
L2063[12:36:13] <Zaggy1024> well, it
could be for a plant that doesn't grow
L2064[12:36:21] <sham1> isPotatoe
L2065[12:36:32] <Zaggy1024> in fact, it
should probably be on ItemBlocks for BlockBushes :P
L2066[12:36:39] <sham1> true
L2067[12:36:42] <sham1> isGrowable
L2068[12:36:49] <diesieben07> sham1, i
used to have one for a system where the client (when OP) could edit
a server's config files. the proxy would differentiate if you could
do that, i am not qutie sure anymore (since it works only on a dedi
server of course)
L2069[12:36:58] <diesieben07> because
internal server and client share the same config
L2070[12:37:03] <sham1> yeah
L2071[12:37:31] <sham1> The only example
for using server proxies I have here is registering commands that
only exists on dedicated servers
L2072[12:37:57] <diesieben07> yeah
L2073[12:38:02] <Zaggy1024>
isGrowingPlant/isGrowable doesn't really tell implementors that it
affects farmland behavior though.. :\
L2074[12:38:09] <diesieben07> although
there i would say it's more intuitive to just use an if
L2075[12:38:10] <Zaggy1024> but I guess
it could do
L2076[12:38:20]
⇦ Quits: auenfx4 (David@120.155.97.223) (Ping timeout: 194
seconds)
L2077[12:38:29] <sham1> Wait
L2078[12:38:39] <sham1> Are there any
dedicated-server only events
L2079[12:38:46]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L2080[12:38:50] <sham1> that you know
of
L2081[12:38:58] <diesieben07> not that i
can think no
L2082[12:39:02] <sham1> Ah
L2083[12:39:20]
⇨ Joins: auenfx4 (David@120.155.97.223)
L2084[12:39:24] <sham1> I found so many
uses for client proxy but basically nada for this
L2086[12:40:18] <diesieben07> it just
does nothing :D
L2087[12:40:23]
⇨ Joins: calclavia
(uid15812@2001:67c:2f08:6::3dc4)
L2088[12:40:49] <sham1> Welp, I think my
first contribution to readthedocs is about ready
L2089[12:40:52] <Zaggy1024> should make
reference to the server "talking to" itself :P
L2090[12:41:32] <sham1> :P
L2091[12:41:33] <diesieben07> meh, this
will never be called :D
L2092[12:41:39]
⇦ Quits: Jezza (~Jezza@185.44.151.104) (Quit:
Leaving)
L2093[12:41:43] <sham1>
proxy.neverCallThis
L2094[12:41:48] <diesieben07> on the
server :)
L2095[12:42:05] <diesieben07> but it does
check before anyways, because integrated server
L2096[12:42:08] <sham1> throws new
InvalidStateException("I told you not to call
me");'
L2097[12:42:24] <diesieben07> so it will
really never be called, unless someone directly uses the internal
methods
L2098[12:42:28] <diesieben07> in which
case screw them
L2099[12:42:34] <sham1> ye
L2100[12:42:40] <diesieben07> anyways,
time for food.
L2101[12:42:43]
⇦ Quits: sciguyryan
(~sciguyrya@109-205-170-13.dynamic.swissvpn.net) ()
L2102[12:43:05] ***
MrKick|Away is now known as MrKickkiller
L2103[12:43:16] <sham1> throw new Error
("I smite thee for calling my internal methods!");
L2104[12:44:40]
⇨ Joins: zid
(webchat@d51A5F7F0.access.telenet.be)
L2105[12:45:11] <MattDahEpic> throw new
Error("FUS RO null");
L2106[12:47:47] ***
willieaway is now known as williewillus
L2107[12:48:26] <sham1> Now to figure out
how I do this PR
L2108[12:51:14]
⇦ Quits: zid (webchat@d51A5F7F0.access.telenet.be) (Ping
timeout: 204 seconds)
L2109[12:52:32] <sham1> And now I
wait
L2110[12:52:44] <ThePsionic> throw new
Error("the fuck bro")
L2111[12:53:17] <SkySom> throw new
Error("Who the hell do you think you are, calling
this")
L2112[12:53:56]
⇨ Joins: zid
(~zid___@d51A5F7F0.access.telenet.be)
L2113[12:54:06] <zid> hey all, I have a
question about a mod I want to make but I'm still learning the
whole thing.. how would I go about sending a message to the player
when he crafted a specific item?
L2114[12:54:11] ***
Vigaro is now known as Vigaro|AFK
L2115[12:54:16] <zid> or isn't this the
right place to ask?
L2116[12:54:28] <sham1> Yes it is
L2117[12:54:33] <sham1> Where else would
you ask at
L2118[12:54:56] <sham1> Anyway, onCreated
method on Item gets called when a player takes an item out of the
crafting table (AFAIK)
L2119[12:55:00] <zid> no clue, that's why
I came here, and if I was wrong perhaps you could point me in the
right direction, but since this IS the right place, I'd hope to get
an answer :)
L2120[12:55:02] <sham1> It has a
reference to the player
L2121[12:55:28] <zid> okay, I'll look
that up and see how I can use it, thanks!
L2122[12:55:32] <sham1> You can use the
player's addChatComponentMessage
L2123[12:55:54] <zid> I found that one,
but wasn't sure on how to link it to the crafting of an item
L2124[12:56:07] <sham1> Well, there you
go
L2125[12:56:13] <zid> thanks!
L2126[13:04:29]
⇨ Joins: KilRoYDK
(~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L2127[13:04:35] <tterrag> sham1: you dun
goofed the formatting
L2128[13:04:37] <tterrag> check my
comment :P
L2129[13:04:39] <tterrag> also, you do
proxies...weird
L2130[13:04:44] <tterrag> there isn't
really a standard though, so we as a whole need to decide what the
standard should be
L2131[13:04:46] <tterrag> I'm not going
to say my way is the best (even though it totally is, right?)
L2132[13:05:07] <sham1> yeah
L2133[13:05:15] <sham1> I am now trying
to squash my commits
L2134[13:05:34] <sham1> But for some
reason it grabbed a little bit of the last
L2135[13:05:52]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca)
L2136[13:06:03] <tterrag> git reset
upstream/master
L2137[13:06:13] <tterrag> git commit -am
"blah" && git push -f
L2138[13:06:22] <tterrag> done :P
L2139[13:07:28] <sham1> and will that
show in the PR
L2140[13:07:37] <sham1> indeed it
will
L2141[13:07:54] <sham1> I think that did
the trick
L2142[13:08:09] <tterrag> of course, all
changes to the branch the PR is based on are reflected
L2143[13:08:17] <sham1> :P
L2144[13:08:17] <tterrag> a PR is just a
fancy way of saying "pls merge this branch into that
branch"
L2145[13:08:31] <sham1> I see
L2146[13:08:34]
⇨ Joins: Cojo
(~Cojo@2606:a000:1126:8048:4550:c3ed:d80a:b77b)
L2147[13:08:52] <tterrag> pray tell, what
is the purpose of the CommonProxy being an abstract class, and not
an interface?
L2148[13:09:11] <sham1> I dont know
L2149[13:09:13] <diesieben07> yeah tehre
should not be "common"
L2150[13:09:24] <diesieben07> just Proxy,
ClientProxy, ServerProxy
L2151[13:09:38] <sham1> I just use the
naming I myself am comfortable with
L2152[13:10:01] <tterrag> I don't even
see the need for Proxy
L2153[13:10:06] <tterrag> I've never used
more than 2 classes
L2154[13:10:10] <tterrag> client extends
common
L2155[13:10:20] <diesieben07> that
sounds... weird
L2156[13:10:28] <gigaherz> Proxy can be
an interface
L2157[13:10:31] <sham1> Well for me it
feels kinda weird that CommonProxy is the serverproxy
L2158[13:10:33] <sham1> But yeah
L2159[13:10:35] <sham1> It could
L2160[13:10:48] <fry> if you're for some
reason working with server-only classes, like server gui, you need
ServerpProxy
L2161[13:10:52] <gigaherz> I have an
interface and both Client and ServerProxy implement it
L2162[13:11:16] <tterrag> gigaherz: I
wouldn't mind that, but remember whatever we put here will likely
become THE goto copypasta for every new mod to come -.-
L2163[13:11:25] <tterrag> so it needs to
be something sensible
L2164[13:11:28] <sham1> Mmm
L2165[13:11:54] <sham1> But as far as it
goes, having it be an abstract superclass allows you to implement
stuff there and have fields there
L2166[13:11:56] <sham1> Java8 aside
L2168[13:13:57] <diesieben07> ugh I
prefix
L2169[13:14:02] <gigaherz> TBH I'd very
much prefer not having the proxies at all
L2170[13:14:09] <tterrag> diesieben07:
like it or not, it's the precedent set by MCP naming
L2171[13:14:11] <tterrag> so we're stuck
with it :P
L2172[13:14:19] <sham1> ye
L2173[13:14:20] <diesieben07> that
doesn't mean you have to follow it
L2174[13:14:24] <gigaherz> and have some
other means to do client-only initializations
L2175[13:14:27] <tterrag> no, but it
certainly makes sense to
L2176[13:14:30] <diesieben07> or do you
name your parameters "p_13444_x"
L2177[13:14:40] <diesieben07> or
"worldIn"
L2178[13:14:42] <tterrag> that's not
fair, those are autogenerated srg names
L2179[13:14:48] <sham1> Even though it
pains me that we use C# method of interface naming
L2180[13:14:52] <tterrag> not actual
manually named english
L2181[13:14:58] <diesieben07>
worldIn
L2182[13:15:05] <sham1> worldRef
L2183[13:15:06] <tterrag> parameters
aside
L2184[13:15:09] <gigaherz> diesieben07: I
use I prefix simply because I use I prefix. I'm a C#developer at
heart ;P
L2185[13:15:16] <diesieben07> tterrag,
TileEntity#worldObj :D
L2186[13:15:16] <tterrag> and I wouldn't
blame anyone for using xxxIn naming
L2187[13:15:27] <diesieben07> c# naming
sucks :D
L2188[13:15:31] <sham1> it does
L2189[13:15:34] <sham1> But meh
L2190[13:16:01] <sham1> Is there any
issues with the page itself aside from this whole commonproxy
thing
L2191[13:16:17] <tterrag> well, your
CommonProxy won't compile :P
L2192[13:16:22] <tterrag> didn't declare
the class as abstract
L2193[13:16:26] <sham1> Hold on
L2194[13:17:11] <sham1> There we go
L2195[13:17:15] <sham1> now it should
work
L2196[13:17:31] <sham1> shouldnt I
actually squash those commits
L2197[13:19:40] <sham1> and as far as
this becoming THE copypasta new modders use
L2198[13:20:22] <sham1> what can you
do
L2200[13:20:45] <Dark> depends, also
whats up everybody
L2201[13:20:54] <gigaherz> they ran out
of games to play, so they are playing CAH
L2202[13:21:08] <tterrag> sham1: nothing,
but I just want to make sure it's a standard most everyone can
agree on
L2203[13:21:15] <tterrag> but so far
there has been little meaningful discussion :P
L2204[13:21:22] <sham1> Mmm
L2205[13:21:26] <Dark> standard on
what?
L2206[13:21:27] <sham1> It is mostly
preference
L2207[13:21:34] <tterrag> I'm taking an
online exam atm, so talk amongst yourselves
L2208[13:21:39] <gigaherz> well I did
give my preference: I prefer an interface for the proxies over
Common+Client
L2209[13:21:46]
⇨ Joins: raoulvdberge
(uid95673@2001:67c:2f08:6::1:75b9)
L2210[13:21:49] <Dark> ah proxies
L2211[13:21:51] <gigaherz> the contents
of this interface are up to everyone
L2212[13:21:56] <Dark> I suggest an
interface and common proxy
L2214[13:22:05] <Dark> there are things
that need to be both sides and somethings that don't
L2215[13:22:10] <gigaherz> but a good
starting point is to have preInit() and init() methods
L2216[13:22:30] <gigaherz> Dark: things
that are on both sides, you can just put directly on your @Mod
;p
L2217[13:22:38] <Dark> that is true
L2218[13:22:46] <Dark> but what if your
@mod is very cluttered?
L2219[13:23:02] <Dark> using a common
proxy is a good way to reduce clutter
L2220[13:23:11] <gigaherz> then you
create a few methods in it, that do specific things ;P
L2221[13:23:14] ***
williewillus is now known as willieaway
L2222[13:23:19] <gigaherz> and cal lthem
from pre/init
L2223[13:23:21] <diesieben07> not really
dark.
L2224[13:23:25] <Dark> anyways Its a per
coder choice
L2225[13:23:35] <diesieben07> just
shoving arbitrary things in the proxy doesn't reduce clutter
L2226[13:23:45] <Dark> it helps :/
L2227[13:23:45] <diesieben07> it just
makes things harder to understand. like "why is this there and
not here?"
L2228[13:24:01] <Dark> from your
perspective maybe
L2229[13:24:06] <gigaherz> moving the
clutter into the proxy is like what I do
L2230[13:24:07] <Dark> from another dev;s
it may be asier
L2231[13:24:08] <diesieben07> or do you
mean to shove *everything* in the proxy?
L2232[13:24:14] <gigaherz> in the
morning, I move my dirty clothes onto the bed
L2233[13:24:18] <diesieben07> becaause
then you have accompilshed nothing
L2234[13:24:19] <Dark> no just some
things
L2235[13:24:20] <gigaherz> in the night,
I move them onto the chair
L2236[13:24:22]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:4550:c3ed:d80a:b77b)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L2237[13:24:31] <gigaherz> the pile of
dirty clothes didn't go anywhere ;P
L2238[13:24:44] <calclavia> Anyone know
any FBX loader for Forge?
L2239[13:24:48] <Dark> honestly as I said
its a per coder thing
L2240[13:24:53] <calclavia> or just Java
in general
L2241[13:24:56] <gigaherz> I'm not aware
of any
L2242[13:24:59] <gigaherz> for java,
yes
L2243[13:25:02] <Dark> define FBX?
L2244[13:25:02] <sham1> FBX?
L2245[13:25:03] <gigaherz> I came across
one
L2246[13:25:06] <gigaherz> FBX is a model
format
L2247[13:25:09] <calclavia> Dark: the FBX
model format
L2248[13:25:10] <gigaherz> quite
standarized these days
L2249[13:25:19] <Dark> ah, have not seen
one but shouldn't be hard to make
L2250[13:25:22] <calclavia> gigaherz: Ah,
what is it called?
L2252[13:25:36] <gigaherz> it was in this
random repository
L2253[13:25:37] <gigaherz> XD
L2254[13:26:17] <calclavia> gigaherz:
Think it's possible to adapt this to work with Forge?
L2255[13:26:23] <gigaherz> no idea
L2256[13:26:25] <gigaherz> but
L2257[13:26:28] <gigaherz> yes
L2258[13:26:29] <calclavia> that code
seems too short to be true lol
L2259[13:26:31] <gigaherz> as in
L2260[13:26:35] <Dark> anyways tterrag
that documentation looks good
L2261[13:26:41] <Dark> might want to hint
at other options if that is ok
L2262[13:26:44] <gigaherz> anything that
can give you a list of vertices can be adapted
L2263[13:26:45] <gigaherz> XD
L2264[13:27:05] <gigaherz> calclavia: the
/fbx/ package has more stuff, that's just one class
L2265[13:27:06] <gigaherz> XD
L2267[13:27:11] <calclavia> ah ok
L2268[13:27:22] <sham1> Yeah, I could
include some alternetive models of them proxies
L2271[13:27:49] <Dark> should work with
anything as I only use it to generate models in code
L2272[13:27:54] <gigaherz> yeap
L2273[13:28:02] <gigaherz> positions,
UVs, face indices
L2274[13:28:04] <gigaherz> looks
doable
L2275[13:28:46] <gigaherz> that
said
L2276[13:28:47] <calclavia> I don't see
where it includes the animations part
L2277[13:28:48] <gigaherz> no idea if it
works well
L2279[13:28:54] <gigaherz> maybe it
doesn't
L2280[13:28:55] <gigaherz> XD
L2281[13:28:59] <fry> FBX is sadly very
closed and undocumented
L2282[13:29:05] <Dark> you will have to
code animations yourself
L2283[13:29:08] <Dark> especially for
MC
L2284[13:29:13] <Dark> that is is very
simple
L2285[13:29:16] <Dark> just delta
changes
L2286[13:29:45] <calclavia> fry: I'm
looking into either importing Collada or FBX models
L2287[13:29:49] <calclavia> Some sort of
model that contains animation
L2288[13:29:51] <fry> soon you won't have
to, Dark :P
L2289[13:29:54]
⇨ Joins: Hink
(~Hink@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
L2290[13:29:59] <michael_> My subitem
textures are not working and i'm getting these messages in the log:
Model definition for location minecraft:tank.large#inventory not
found.
L2291[13:30:00] <fry> calclavia: B3D
loader is in forge already
L2292[13:30:06] <Dark> fry meh, tbh I
would like to code my own animation system
L2293[13:30:06] <calclavia> fry: Does it
handle animations?
L2294[13:30:07] <fry> and it loads
animations :P
L2295[13:30:08] <Dark> need to learn
it
L2296[13:30:09] <gigaherz> doesn't b3d do
animations already?
L2297[13:30:09] <fry> yup
L2298[13:30:18] <calclavia> Oh, I thought
it's static :\
L2299[13:30:18] <gigaherz> fry has always
advertised it as animation-aware XD
L2300[13:30:22] <Hink> mumfrey— were can
I get the macro keybind mod for 1.8?
L2301[13:30:22]
⇨ Joins: Cojo
(~Cojo@cpe-174-109-251-46.nc.res.rr.com)
L2302[13:30:25] <Hink> *where
L2303[13:30:31] <Dark> calclavia thought
you quit modding?
L2304[13:30:33] <michael_> it should be
liquislots:tank.large
L2305[13:30:37] <fry> Dark: that's why I
wrote mine :P
L2306[13:30:44] <calclavia> Dark: Helping
out ThoughtSTEM for one week
L2307[13:30:49] <Dark> ah k
L2308[13:31:02] <Dark> calclavia if you
end up writing a collada importer can you share it with me
L2309[13:31:04] <Dark> save me some
time
L2310[13:31:45] <Dark> also calclavia
care if I take over your version of MFFS offically?
L2311[13:31:51] <calclavia> fry: is B3D a
standard?
L2312[13:31:58] <fry> kinda sorta
L2313[13:32:09] <fry> there's a spec, and
blender exporter
L2314[13:32:12] <calclavia> Dark: You
mean EDX?
L2315[13:32:13] <gigaherz> i nthesame
sense .obj is a standard
L2316[13:32:13] <gigaherz> XD
L2317[13:32:17]
⇦ Quits: zid (~zid___@d51A5F7F0.access.telenet.be) (Ping
timeout: 206 seconds)
L2318[13:32:18] <calclavia> ok
L2319[13:32:21] <Dark> calclavia, just
MFFS not sure about EDX
L2320[13:32:31] <Dark> based off of the
older code
L2322[13:32:33] <calclavia> Dark: MFFS is
a module of EDX
L2323[13:32:36] <calclavia> Oh ok
L2324[13:32:37] <gigaherz> someone
defined a spec for it
L2325[13:32:51] <calclavia> Dark: Yeah,
license it under LGPL v3
L2326[13:32:57] <Dark> cool :)
L2327[13:33:06]
⇦ Quits: tambre
(~tambre@c96c-6b81-388c-a4b1-4301-8a22-07d0-2001.dyn.estpak.ee)
(Read error: Connection reset by peer)
L2328[13:33:13] <Dark> going to write
from scratch so not sure the LGPL v3 matters?
L2329[13:33:19] <gigaherz> old stuff for
new mc \o/
L2330[13:33:53] <calclavia> Dark: Well,
I'd still like to have access to the source. Who knows if I'm
interested in going back in the future
L2331[13:33:57] <calclavia> to
modding
L2332[13:34:14] <Dark> it will be visible
source
L2333[13:34:16] <calclavia> Ok
L2334[13:34:21] <Dark> I only close
source client's code
L2335[13:34:33] <Dark> but that part of
freelancing contracts
L2336[13:35:30] <IoP> aurgh diesieben07
hint to listen keyboard events was nice but how I'm supposed to get
those events if game is still loading / main thread hangs...
(probably time to read lwjgl API)
L2338[13:37:52] <fry> no idea, probably
same amount of work as any other model format
L2339[13:38:09]
⇨ Joins: Szernex
(~Szernex@212-88-17-43.adsl.highway.telekom.at)
L2340[13:38:33] <fry> gltf is
packet-vertex-data based though, which does not mesh well with MC,
so there would be little point to it
L2341[13:39:09] <Dark> could always
convert it in code
L2342[13:39:19] <Dark> or am i wrong on
that idea fry?
L2343[13:39:47] <fry> yup, can convert it
of course
L2344[13:40:19] <fry> but there would be
little point to actually using gltf then :P
L2345[13:40:45] <Dark> true, think of
those edge cases were a asset developer made something
L2346[13:40:49] <Dark> then your stuck
with it
L2347[13:41:11]
⇦ Quits: Hink
(~Hink@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
(Quit: client quit)
L2348[13:41:15] <gigaherz> if oyu have
the data packed into neat vertex-structs
L2349[13:41:24] <fry> can then convert it
using some non-MC tools then :P
L2351[13:41:29] <gigaherz> you could just
dump each face into a BakeQuad almost as-is
L2352[13:41:30] <gigaherz> xD
L2353[13:41:32] <fry> yes,
calclavia
L2354[13:41:37] <fry> wait
L2356[13:42:04] <calclavia> thanks
L2358[13:42:30] <Dark> fry you wouldn't
happen to an auto cad to blender exporter/importer
L2359[13:42:51] <gigaherz> is that gltf
thing using json?
L2360[13:42:57] <fry> Dark: do it via FBX
probably, or collada - blender can import those
L2361[13:43:11] <Dark> hmm guess that
will work
L2362[13:43:21] <gigaherz> "glTF
assets are JSON files plus supporting external data. " ah
yep
L2363[13:43:22] <Dark> trying to find a
short cut for one of my asset developers
L2364[13:43:48] <gigaherz> FBX is the
de-facto standard for models
L2365[13:43:59] <gigaherz> .obj if you
just need raw geometry without animations
L2366[13:44:33] <gigaherz> blender
apparently reverse-engineered the fbx format and has its own
import/export modules withoutusing the official FBX SDK
L2367[13:44:46]
⇨ Joins: tambre
(~tambre@227-109-235-80.dyn.estpak.ee)
L2368[13:48:01]
⇦ Quits: colossali
(~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net) (Read
error: Connection reset by peer)
L2369[13:48:33]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L2370[13:50:33]
⇦ Quits: Cojo (~Cojo@cpe-174-109-251-46.nc.res.rr.com) (Quit:
If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L2371[13:55:39] <Ronzan> Does anyone have
experience with DCE VM or similar to get better hot swapping? (or
is this too much off topic?) ;)
L2372[13:56:20]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2373[13:59:07] <sham1> nothing is too
offtopic
L2374[13:59:19] <sham1> anyway
L2375[13:59:25] ***
sham1 is now known as sham1|ZZzZ
L2376[13:59:26] <Ronzan> hehe ok
L2377[14:00:00] <IoP> \o/
L2378[14:00:01] <Dark> might help to know
what DCE VE means
L2379[14:00:13] <Dark> though I assume VM
is virtual machine
L2380[14:00:21] <Ronzan> Dynamic Code
Evolution virtual machine
L2382[14:00:45] <Ronzan> they claim to
have better hotswapping functionality than the standard java
VM
L2383[14:01:17] <Dark> oh
interesting
L2384[14:01:32] <Ronzan> thought it would
be nice when playing around without any fixed design or plan
L2385[14:01:45] <Dark> it would
L2386[14:01:47] <tterrag> so what was the
concensus on the proxies? :P
L2387[14:02:01] <Dark> though not sure
how well that works with MC considering most work is done load
time
L2388[14:02:16] <Dark> tterrag, not sure
but your documentation looks ok
L2389[14:02:24] <Dark> I would say IProxy
would work
L2390[14:02:42] <tterrag> mine?
L2391[14:02:50] <Ronzan> Dark, for some
stuff it would probably work fine, I'm working on gui stuff at the
moment, and for that it should work I guess
L2392[14:02:54] <Dark> the one you
linked, not sure it is yours but meh
L2393[14:03:02] <tterrag> sham1 made that
PR
L2394[14:03:06] <Dark> ah my bad
L2395[14:03:34] <Dark> Ronzan technically
you can use normal debug hotswapping for that
L2396[14:03:41] <Dark> just have to
reload the GUI every time you change it
L2397[14:03:51] <Ronzan> not when adding
new methods/fields to a class ;)
L2398[14:03:51] <Dark> as MC only calls
update on it every so often
L2399[14:03:56] <Dark> that is true
L2400[14:04:02] <Dark> this would be
useful for that
L2401[14:04:02]
⇦ Quits: DemoXin (~DemoXin@133.sub-70-210-56.myvzw.com) (Ping
timeout: 186 seconds)
L2402[14:04:13] <Dark> tempted to try it
myself actually
L2403[14:04:31] <Ronzan> I could of
course also be a good little developer and do a minimal of design
before starting to code stuff hehe
L2404[14:04:41] <Dark> that too :)
L2405[14:04:44] <Ronzan> :)
L2406[14:04:46] <Dark> really does help
to design for writing
L2407[14:04:54] <Dark> code goes very
fast that way
L2408[14:04:59] <Ronzan> Aye
L2409[14:05:19] <Ronzan> I normally do
that though
L2410[14:06:00] <Ronzan> But I'm a java
noob so I didn't want to fiddle too much with the VM stuff, thought
I would check with some of the gurus in here :P
L2411[14:06:24] <Dark> tbh it may not be
worth it
L2412[14:06:28] <Dark> MC only takes a
few mins to load
L2413[14:06:38] <Ronzan> yeah
L2414[14:06:41] <Dark> most of the time
you do not add or remove methods
L2415[14:06:52] <SkySom> Unless you have
a lot of mods :/
L2416[14:06:59] <SkySom> And a potato
computer
L2417[14:07:00] <Ronzan> and with my one
block mod it takes very little time
L2418[14:07:02] <Dark> even then, I have
47 mods might I note
L2419[14:07:20] <Dark> good prefabs solve
adding/remove methods
L2420[14:07:40] <Dark> also templates for
days
L2421[14:07:40] <Ronzan> as I said, it is
probably better just to think a bit before mashing keys hehe
L2423[14:07:52] <Ronzan> I just got
"lazy"
L2424[14:08:02] <Dark> not going to lie,
I've wasted hours when I don't design first
L2425[14:08:14] <Dark> first time I made
fluid pipes
L2426[14:08:15] <Ronzan> hehe yeah, tell
me about it :)
L2427[14:08:21] <Dark> spent 12 hours
guessing
L2428[14:08:40] <Dark> 10 mins of design
and 1 hour after I made it correct
L2429[14:08:45] <Ronzan> hehe
L2430[14:08:54]
⇦ Quits: ZaggyMobile2
(~Zaggy1024@174-20-13-82.mpls.qwest.net) (Ping timeout: 194
seconds)
L2431[14:09:12] <Dark> also pro type
Ronzan when designing also think about JUnit
L2432[14:09:16] <Dark> helps find
bugs
L2434[14:10:42] <Ronzan> neat
L2435[14:11:11]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@2607:fb90:1701:67ab:d1a6:1d27:6e87:4a4e)
L2436[14:11:15] <Ronzan> will do that if
I ever make something larger hehe
L2438[14:11:40] <Dark> even small mods it
saves years of work
L2439[14:11:54] <Dark> as it
automatically detects bugs
L2441[14:14:37] <calclavia> fry: You know
any sample code out there showing how to use Forge's B3D to say,
run an animation?
L2443[14:16:18] <calclavia> thx
L2444[14:16:23]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L2445[14:16:52] <Dark> fry how does 1ms
per 100 blocks sound for a pathfinder?
L2446[14:17:11] <fry> pathfinder -
probably ok :P
L2447[14:17:19]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c13e:c68:7806:a7c1:f895)
L2448[14:18:28] <Dark> now to see how
long 100K blocks takes
L2449[14:21:06]
⇦ Quits: tambre (~tambre@227-109-235-80.dyn.estpak.ee) (Ping
timeout: 206 seconds)
L2450[14:22:10] <Dark> \0/ ran out of
memory
L2451[14:25:10] <MattDahEpic> wow its soo
cool to see the sine wave of runs for my mods that peaks on the
weekends
L2452[14:27:48] <Dark> speaking of which
MattDahEpic think you can help me replicate that run tracker you
have
L2453[14:28:00] <Dark> looking to do the
same thing for my mods
L2454[14:28:35] <MattDahEpic> i
guess
L2456[14:29:59] <Dark> almost the same as
yours, though I'm tracking all mods
L2457[14:30:22] <Dark> that way I can see
what mods are run with mine
L2458[14:30:52] <MattDahEpic> if you
track all mods, you start to get to the point where you have so
many runs the free google analytics accounts wont track all the
runs
L2459[14:31:06] <Dark> thats not a
problem :)
L2460[14:31:23] <MattDahEpic> and you
have the property set up in ga?
L2461[14:31:52] <Dark> I think so but not
sure
L2462[14:32:32] <MattDahEpic> the runs
get updated each day at midnight pacific
L2463[14:32:48] <Dark> ah so not
instant
L2464[14:33:15] <MattDahEpic> the next
day you can see when they happened during the previous day
L2465[14:35:09] <MattDahEpic> i made a
dashboard in ga to look at the mod runs, i sorted urls by whether
they had -client or -server and if they had -deobf. it ends up
looking like
http://i.imgur.com/DnatCN9.png
L2466[14:36:06] <MattDahEpic> the center
column has the total run data for deobf and not
L2467[14:36:09] <Dark> nice
L2468[14:36:18] <MattDahEpic> and the
sides have client or dedicated server runs
L2469[14:38:28]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L2470[14:42:22] <Dark> So I just goofed
up, thought I was pathing 100K blocks nope 27M blocks
L2471[14:42:36] <Dark> still waiting on
MC to crash
L2472[14:42:54] <Dark> also ty
MattDahEpic
L2473[14:42:59] <Dark> think I got it
working
L2474[14:43:18] <MattDahEpic> cool
L2475[14:44:56]
⇦ Quits: ShadowChild
(~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com) (Quit:
Leaving)
L2476[14:49:07]
⇦ Parts: Alexiy (~Alexiy@ip-118-203.zb.lv)
(Leaving))
L2477[14:49:11]
⇦ Quits: Hoshiko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 190
seconds)
L2479[14:50:03] <ThePsionic> Without
looking
L2480[14:50:16] <ThePsionic> Dr.
Langeskov, the Tiger, and The Terribly Cursed Emerald
L2481[14:50:22] <MattDahEpic> yup
L2482[14:50:25] <tterrag> Dr. Langeskov,
The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist
L2483[14:50:26] <tterrag> close :P
L2484[14:50:26]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 190 seconds)
L2485[14:50:32] <ThePsionic> Close
enough
L2486[14:50:38] <tterrag> I'll play it
probably
L2487[14:50:41] <tterrag> but
first...exam time
L2488[14:50:43] <tterrag> later all
o/
L2489[14:50:45] <ThePsionic> I've played
it to completion already
L2490[14:50:48] ***
tterrag is now known as tterrag|away
L2491[14:50:48] <MattDahEpic> its 15
minutes long of mindfuck
L2492[14:50:49] <ThePsionic> Funny little
game
L2493[14:51:28] <Dark> fast download
too
L2494[14:51:30]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca) (Quit:
Leaving)
L2495[14:52:38] <MattDahEpic> the press
releases had people names in the game
L2496[14:53:02] <MattDahEpic> i still
like display quality cardboard
L2497[14:53:11] *
smbarbour is sad that it isn't on Linux.
L2498[14:53:22] <MattDahEpic> its a unity
game soooooo
L2499[14:53:27] <MattDahEpic> im suprised
it isnt
L2500[14:54:19] <Dark> that is
interesting, as linux is not hard to do in unity
L2501[14:54:29] <Dark> just have to watch
not to include libraries not part of Unity
L2502[14:57:12]
⇦ Quits: michael_
(~michael_@89-138-202-253.bb.netvision.net.il) (Read error:
Connection reset by peer)
L2503[14:57:19]
⇨ Joins: DemoXin
(~DemoXin@133.sub-70-210-56.myvzw.com)
L2504[15:03:42]
⇨ Joins: michael_
(~michael_@89-138-202-253.bb.netvision.net.il)
L2505[15:09:02] <minecreatr> what is
GradleStart called in gradle 2.0?
L2506[15:10:06]
⇨ Joins: Jofkos
(~Jofkos@cable-static-7-227.rsnweb.ch)
L2507[15:10:49] <kashike> same
thing
L2508[15:11:52] <michael_> Should custom
armor models in 1.8 still be using ModelBiped or is there a new
system for that?
L2509[15:12:15] <Jofkos> I’m trying to
run my mod on the newest 1.8.8 build, but forge ignores the
'mcversion' set in the mcmod.info file. What am i doing
wrong?
L2510[15:13:05] <minecreatr> im getting
java.lang.ClassNotFoundException: GradleStart when I try to
run....
L2511[15:13:31] <minecreatr> is
GradleStart not used anymore?
L2512[15:14:07]
⇦ Quits: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
(Quit: Leaving)
L2513[15:14:43]
⇦ Quits: Nitrodev
(~Nitrodev@dcx0f0ycbw0-yp18snz-t-3.rev.dnainternet.fi) (Read error:
Connection reset by peer)
L2514[15:15:50] <diesieben07> yes it
is
L2515[15:16:19] ***
kroeser is now known as kroeser|away
L2516[15:16:31] <IoP> diesieben07: I've
been banging my head with lwjgl keyboard events. Next idea:?
L2517[15:16:35] <minecreatr> do I have to
specify the path to GradleStart now? because I dont actually know
where it is?
L2518[15:17:02] <diesieben07> throw new
NoSuchElementException("out of ideas")
L2519[15:17:11] <diesieben07> minecreatr,
no, it's just a normal class.
L2520[15:17:25] <minecreatr> huh, then
why am I getting java.lang.ClassNotFoundException:
GradleStart?
L2521[15:17:41] <diesieben07> I don't
know
L2522[15:17:45] <diesieben07> re-run the
setup maybe
L2523[15:17:50] <minecreatr>
yeah....
L2524[15:18:18]
⇦ Quits: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
(Quit: Try not to think not.)
L2525[15:18:46] <IoP> Even if I could
read keyboard from other thread code would be really messy
L2526[15:18:50] <michael_> Should custom
armor models in 1.8 still be using ModelBiped or is there a new
system for that??
L2527[15:19:46]
⇦ Quits: alex_6611 (~alex_6611@p5DE7B10F.dip0.t-ipconnect.de)
(Ping timeout: 186 seconds)
L2528[15:20:12] <Jofkos> No one? :O
L2529[15:20:29]
⇨ Joins: Unh0lyTigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2530[15:20:37]
⇦ Quits: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net) (Killed (NickServ (GHOST
command used by MattDahEpic-Starting2)))
L2531[15:20:41]
⇦ Quits: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ
(GHOST command used by Unh0lyTigg)))
L2532[15:20:41]
⇨ Joins: MattDahEpic-Starting2
(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L2533[15:20:46]
⇨ Joins: gravityfox_
(~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L2534[15:21:44]
⇦ Quits: TomWolf (TomWolf@213-64-135-25-no12.tbcn.telia.com)
(Ping timeout: 192 seconds)
L2535[15:21:49] <diesieben07> Jofkos,
mcmod.info tells what version your mod is designed for, if you want
to chagne the version of your dev environment you have to change
the version in the build.gradle and re-run the setup tasks
L2536[15:21:50]
⇦ Quits: Blarghedy (~Blarghedy@50-90-114-152.res.bhn.net)
(Killed (NickServ (GHOST command used by Blarghedy2)))
L2537[15:21:52]
⇨ Joins: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L2538[15:21:54]
⇨ Joins: Blarghedy
(~Blarghedy@50-90-114-152.res.bhn.net)
L2539[15:22:21]
⇨ Joins: CoolerExtreme (~CoolerExt@61.3.246.34)
L2540[15:22:52]
⇦ Quits: michael_
(~michael_@89-138-202-253.bb.netvision.net.il) (Ping timeout: 192
seconds)
L2541[15:22:52]
⇦ Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
(Ping timeout: 192 seconds)
L2542[15:22:52]
⇦ Quits: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
(Ping timeout: 192 seconds)
L2543[15:23:02] <Jofkos> yeah i known.
But i’d like to keep my mods dev environment like it is and run my
mod on forge 1.8.8
L2544[15:23:10] <Jofkos> „The mod does
not wish to run in Minecraft version Minecraft 1.8.8. You will have
to remove it to play."
L2545[15:23:30] <diesieben07> ohhh.
L2546[15:23:33]
⇨ Joins: GhostfromTexas
(~GFt@cpe-76-184-99-97.tx.res.rr.com)
L2547[15:23:41]
⇨ Joins: michael_
(~michael_@89-138-202-253.bb.netvision.net.il)
L2548[15:23:54] <michael_> Well I got
diconnected
L2549[15:24:00]
⇦ Quits: MattDahEpic-Starting2
(~MattDahEp@75-166-140-155.hlrn.qwest.net) (Ping timeout: 192
seconds)
L2550[15:24:00]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Ping
timeout: 192 seconds)
L2551[15:24:00]
⇦ Quits: Cooler (~CoolerExt@61.3.246.34) (Ping timeout: 192
seconds)
L2552[15:24:00]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 192 seconds)
L2553[15:24:00]
⇦ Quits: An_Angry_Brit (~AngryBrit@2.216.59.136) (Ping
timeout: 192 seconds)
L2554[15:24:00]
⇦ Quits: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping
timeout: 192 seconds)
L2555[15:24:00]
⇦ Quits: darkfusion58
(~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com) (Ping timeout:
192 seconds)
L2556[15:24:00]
⇦ Quits: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no) (Ping timeout: 192
seconds)
L2557[15:24:00]
⇦ Quits: Tahg
(~Tahg@pool-96-237-111-105.bstnma.fios.verizon.net) (Ping timeout:
192 seconds)
L2558[15:24:13] <diesieben07> Jofkos, Set
acceptedMinecraftVersions to "[1.8,1.9)" in your
@Mod
L2559[15:24:19] <michael_> If anyone
answered please repeat
L2560[15:24:26] <smbarbour> Jofkos: Do
you have useMetadata=true set in @Mod?
L2561[15:24:46]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L2562[15:24:50] <fry> michael_: look into
layer system
L2563[15:25:04] <Jofkos> no. What is that
doing?
L2564[15:25:18]
⇨ Joins: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L2565[15:25:27] ***
Unh0lyTigg is now known as Unh0ly_Tigg
L2566[15:25:40] <Jofkos> diesieben07:
i’ll try that
L2567[15:25:41] <smbarbour> Setting
useMetadata=true makes it so that it actually uses mcmod.info as
the authoritative source of the metadata (like versions)
L2568[15:26:02] <Jofkos> Oo okaay
L2569[15:26:07]
⇨ Joins: Tahg
(~Tahg@pool-96-237-111-105.bstnma.fios.verizon.net)
L2570[15:26:07]
MineBot sets mode: +v on Tahg
L2571[15:26:13]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L2572[15:26:14] <Jofkos> thank you, i’ll
try that ^^
L2573[15:27:22] <michael_> fry, Do you
mean the skin layers? I have an actual 3d model extending
ModelBiped. I copied it from 1.7 and it works but the model is very
small and not positioned correctly
L2574[15:27:46] *
fry didn't look deeply into armor rendering
L2575[15:28:28] <Jofkos> useMetadata
didn’t work, acceptedMinecraftVersions did
L2576[15:28:48] <killjoy> afaik, fg adds
that when you build
L2577[15:29:00]
⇦ Quits: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed
the connection)
L2578[15:29:15]
⇨ Joins: An_Angry_Brit (~AngryBrit@2.216.59.136)
L2579[15:29:36] <michael_> Its weird that
the exact same code from 1.7 works but doesn't render the armor in
the correct place and scale as it did in 1.7
L2580[15:30:11] <fry> some things about
armor definitely changed
L2581[15:30:14]
⇦ Quits: Szernex
(~Szernex@212-88-17-43.adsl.highway.telekom.at) (Read error:
Connection reset by peer)
L2582[15:30:42]
⇦ Quits: Cypher121
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Ping timeout:
206 seconds)
L2583[15:30:55]
⇨ Joins: Cypher121
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L2584[15:32:14]
⇨ Joins: darkfusion58
(~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com)
L2585[15:34:33]
⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
(Quit: Connection closed for inactivity)
L2586[15:35:28]
⇦ Quits: Jofkos (~Jofkos@cable-static-7-227.rsnweb.ch) (Quit:
Jofkos)
L2587[15:35:47]
⇨ Joins: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no)
L2589[15:39:13]
⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L2590[15:40:15] <killjoy> MattDahEpic,
does sounds.json not work?
L2591[15:40:30] <killjoy> Also, why are
you setting to the same instance?
L2592[15:41:25] <MattDahEpic> sounds.json
wont work because the sounds are provided by the user and are
provided in config files
L2593[15:41:53] <killjoy> You can still
add it as a custom resource repository
L2594[15:42:11] <michael_> Well after a
quick search it seems custom armor should still use the old model
system, but I still cant figure out why the model wont display
correctly
L2595[15:42:36] <MattDahEpic> killjoy,
how do dat
L2597[15:43:58] <killjoy> implement
IResourcePack
L2598[15:44:17] <MattDahEpic> kill look
at the code i just pasted
L2599[15:44:26] <MattDahEpic> public
class RecordResource implements IResourcePack
L2600[15:44:35] <killjoy> aalright,s o
you're already ddoing that
L2601[15:45:12]
⇦ Quits: Zacketh (Matrixiumn@apertron.net) (Ping timeout: 206
seconds)
L2602[15:45:35]
⇨ Joins: Matrixiumn (Matrixiumn@apertron.net)
L2603[15:46:16] <michael_> fry, can you
help me with this model? this is what it looks like:
http://imgur.com/DKbIB3S It should be bigger and on
the back not on legs
L2604[15:47:02] <killjoy> MattDahEpic,
just register the IResourcePack with forge
L2606[15:48:35] <MattDahEpic> killjoy,
hao
L2607[15:48:39]
⇨ Joins: H1N1theI
(~h1n1thei@c-73-12-21-167.hsd1.va.comcast.net)
L2608[15:51:49] <killjoy> You can
probably doing by wrapping it in a ModContainer and using
FMLClientHandler.addModAsResource
L2609[15:52:29] ***
Firedingo is now known as Firedingo|AFK
L2610[15:52:46] <killjoy> otherwise
reflect fmlclienthandler.resourcePack[List|Map]
L2611[15:53:32] <MattDahEpic> im kind of
already doing that. im relfecting it into
Minecraft.defaultResourcePacks
L2612[15:55:46] <killjoy> I guess if
you're getting not found errors, the issue is in your
IResourcePack
L2613[15:55:54]
⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host
closed the connection)
L2614[15:56:21] <killjoy> Are you also
generating the sounds.json?
L2615[15:56:47] <MattDahEpic> no
L2616[15:56:55] <killjoy> that's why it
can't find the sounds
L2617[15:57:02] <killjoy> sounds are
special
L2618[15:57:37] <MattDahEpic> whats the
format so i can gson it into existance
L2621[15:59:11] <killjoy> heh, the first
one makes zombies burp
L2622[16:01:01] <fry> Dark: nice
L2623[16:01:22] <fry> michael_: try
looking at vanilla armor models, and see how those changed
L2624[16:05:31]
⇦ Quits: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L2625[16:05:38] <killjoy> MattDahEpic,
see net.minecraft.client.audio.SoundListSerializer
L2626[16:06:59] <MattDahEpic> how do you
add soundlists to the soundlistlist
L2627[16:08:29]
⇦ Quits: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl)
(Read error: Connection reset by peer)
L2628[16:08:31] <killjoy> It's
deserialized as a map
L2629[16:08:44] <killjoy>
Map<String,SoundList>
L2630[16:08:56] <killjoy> via
SoundHandler
L2631[16:09:20] <killjoy>
{"soundid":{"sound":"thing"}}
L2632[16:10:26]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 190 seconds)
L2634[16:13:52]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.146.140)
L2635[16:14:58] ***
Vigaro|AFK is now known as Vigaro
L2637[16:15:24]
⇨ Joins: Pennyw95 (~Dr.Benway@151.38.114.176)
L2639[16:15:50]
⇨ Joins: Unh0lyTigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2640[16:16:01]
⇦ Quits: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ
(GHOST command used by Unh0lyTigg)))
L2641[16:16:14] ***
mezz_ is now known as mezz
L2642[16:16:55] <michael_> fry, What
armors in vannila have a custom model??
L2643[16:17:31] <fry> they have some
models, no?
L2644[16:18:16] <Matthew> fry, your
latest forge commit didn't build it seems
L2645[16:18:21] <Matthew> hmm lex's
didn't either
L2646[16:18:46] <michael_> They all just
use the default normal armor model as far as i remember
L2648[16:19:01] <fry> Matthew: yes,
jenkins is broken, waiting for Lex to come back
L2649[16:19:21] <fry> michael_: did that
model change? that may point you to the changes you need to do for
your model
L2650[16:19:33] <Matthew> fry, oh! if
it's patch failures: run it with --refresh-dependencies
L2651[16:19:46] <Matthew> he updated the
mcp patches
L2652[16:20:02] <fry> can't do that on
jenkins
L2653[16:20:16] <fry> it works locally,
yes
L2654[16:20:29] <Matthew> 0_o why can't
jenkins do that?
L2655[16:21:12] <fry> because I don't
have access to it? :P
L2656[16:21:25] <Matthew> oh lol
L2657[16:22:16] <Pennyw95> whata the
differences between 1.7 and 1.8's TESRs?
L2658[16:22:22]
⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L2659[16:23:00] <fry> almost none
L2660[16:23:12] <fry> 1 argument added
for block breaking progress
L2661[16:23:23] <Pennyw95> oh
L2662[16:23:40] <Zaggy1024> except with
1.8.8 you can use the generic arguments of TESR to remove a cast
:)
L2663[16:23:56] <Pennyw95> because I
ported my renderer from 1.7 to my 1.8 mod and the model follows the
player instead of sticking to the tilee..why?
L2664[16:25:03] <fry> you ported it
incorrectly :P
L2665[16:25:16] <Pennyw95> well :P
L2666[16:25:18] <fry> check how you
manage translation
L2667[16:25:36] <Pennyw95> wait I have a
pastebin
L2669[16:25:59] <Pennyw95> can you see
anything out of place?
L2670[16:26:43] <fry> wrong link
L2671[16:26:57] <Pennyw95> sorry
L2673[16:30:44] <fry> Pennyw95: try
GlStateManager.translate(x - te.getPos().getX(), y -
te.getPos().getY(), z - te.getPos().getZ())
L2674[16:30:55] <fry> instead of
GlStateManager.translate(x, y, z);
L2675[16:31:38] <Pennyw95> ok
L2676[16:34:44] <Pennyw95> also, is there
a difference between using GLStateManager and GL11?
L2677[16:35:02] <calclavia> fry: The file
you linked seems to render a block using B3D. I'm trying to do an
entity. I think it should be similar, but there's no way to get
block states
L2678[16:36:02]
⇦ Quits: flappy (~flappy@85-76-21-18-nat.elisa-mobile.fi)
(Ping timeout: 186 seconds)
L2679[16:37:04]
⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read
error: Connection reset by peer)
L2681[16:38:49]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Read
error: Connection reset by peer)
L2682[16:38:55] <fry> commented parts do
the model rendering
L2683[16:38:58] <Zaggy1024> I just
realized that IPlantable.getPlant is entirely useless
L2684[16:39:01]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L2685[16:39:05] <calclavia> fry: thanks.
There it is!
L2686[16:39:06] <Zaggy1024> it literally
serves no purpose that I can see, at least in vanilla
L2687[16:39:20] <fry> calclavia: usage of
the lighter is optional, it's for smooth lighting
L2688[16:39:42] <Zaggy1024> and I'm not
sure what use it is for mods either, as it has no defined behavior
other than world.getBlockState
L2689[16:39:48] ***
willieaway is now known as williewillus
L2690[16:40:39] <Zaggy1024> wait, no, I
guess it gets default state
L2691[16:40:51] <Zaggy1024> which...I
suppose might be useful?
L2692[16:41:01] <Zaggy1024> to get the
base state for something to use
L2693[16:41:07] <Pennyw95> fry: using
your line the whole model disappears :(
L2694[16:41:16] <Zaggy1024> but then if
it's a plant that grows to more than one block tall, it's
useless
L2695[16:41:24] <fry> Pennyw95: go to 0,
0, 0, place the block there, look around
L2696[16:42:42] <Zaggy1024> should I
change IPlantable.getPlant to a placePlant method?
L2697[16:43:05] <Zaggy1024> since some
plants won't necessarily only use one block, so placing that single
state returned by getPlant won't necessarily work
L2698[16:43:26] <williewillus> what does
getplant return right now, block?
L2699[16:43:42] <Zaggy1024>
IBlockState
L2700[16:43:56] <calclavia> fry: Just
curious, does b3d store textures also? or just texture map
data?
L2701[16:43:56] <Zaggy1024> it returns
the youngest version of the plant, AFAICT
L2702[16:44:04] <williewillus> yeah i
think placeplant makes more sense
L2703[16:44:06] <Zaggy1024> which for
most plants is just getDefaultState
L2704[16:45:07] ***
williewillus is now known as willieaway
L2705[16:45:14] <Zaggy1024> wish tterrag
was around, because he's the one person I know of who's used
IPlantable :P
L2706[16:45:44] <Zaggy1024> I'm not sure
if it would be useful to have the base state anyway, but then if
someone needs the base state of a double plant, things will
probably look very strange
L2707[16:46:01] <Pennyw95> please tell me
there is a teleport command in vanilla minecraft?
L2708[16:46:13] <Zaggy1024> tp?
L2709[16:46:15]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186
seconds)
L2710[16:46:27] <gigaherz> sure, /tp
playerfrom playerto
L2711[16:46:38] <gigaherz> or /tp player
coords
L2712[16:46:42]
⇨ Joins: Hoshiko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2714[16:47:17] <gigaherz> but if you
want to see how to teleport a player, you can just look at the
ender pearl entity ;P
L2715[16:47:54]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit:
Leaving)
L2716[16:47:59] <fry> Pennyw95: I think
there is now, /tp
L2717[16:48:11] <Pennyw95> oh ok I see it
now
L2718[16:48:14] *
fry needs to read before he writes
L2719[16:48:14] <Pennyw95> but it still
follows me
L2720[16:48:18] <calclavia> fry: Hmm. I'm
just doing a test model at the moment. Seems like it's asking for a
JSON file. Caused by: java.lang.RuntimeException:
java.io.FileNotFoundException:
modid:models/entity/cube.b3d.json
L2721[16:48:39] <fry> calclavia: did you
do B3DLoader.addDomain(modid)?
L2722[16:48:39] ***
amadornes is now known as amadornes[OFF]
L2723[16:49:06] <calclavia> Ah ok, added
that in
L2724[16:49:10] <fry> .json is appended
for vanilla models, and vanilla loader is always tried after all
custom loaders try to accept the model
L2725[16:49:22] <calclavia> I see
L2726[16:49:46]
⇨ Joins: flappy
(~flappy@85-76-165-100-nat.elisa-mobile.fi)
L2727[16:49:54]
⇦ Quits: michael_
(~michael_@89-138-202-253.bb.netvision.net.il) (Ping timeout: 186
seconds)
L2728[16:51:27] <Pennyw95> why does stick
around the player? and appear only at 0,0,0?
L2729[16:52:33] <Pennyw95> Oh well, that
was to test if renderTileAt coords were the same as te.getPos,
right?
L2730[16:52:34] <Zaggy1024> yay! it
works! :)
L2732[16:53:13] <Zaggy1024> apparently
for the longest time Forge has changed the behavior of farmland to
not die when non-growing plants are on it
L2733[16:53:26] <fry> Pennyw95: te.getPos
is the in-world TE coords; passed in x, y, z, should be the
distance from the camera to the TE, I think
L2734[16:53:48]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L2735[16:54:08] <Pennyw95> so, since the
passed x, y, z change with the player movements, the model follows
the player...
L2736[16:54:19] <Pennyw95> does this mean
that I'm not supposed to use them then
L2737[16:54:31] <fry> try removing all
offsets first
L2738[16:54:34] <fry> see what that
does
L2739[16:54:51] ***
MrKickkiller is now known as MrKick|Away
L2740[16:54:55] <Pennyw95> you mean
removing translate right?
L2741[16:54:58] <fry> yup
L2742[16:55:06] <Pennyw95> ok
L2743[16:56:01] ***
mumfrey is now known as Mumfrey
L2744[16:56:19] <calclavia> fry: If I'm
rendering a model with no texture, would it show up?
L2745[16:56:31] <calclavia> (as like, a
purple temporary texture)
L2746[16:56:42] <calclavia> I'm just
doing an animation experiment
L2747[16:57:10] <fry> yup, purple
texture
L2749[16:58:08] <calclavia> Weird, it's
not rendering for me. Render method gets called, but no model is
drawn.
L2751[16:58:39] <calclavia> Pretty much a
copy and paste
L2752[16:58:56] <fry> Pennyw95: so, same
way as with offsets? then offsets aren't working
L2753[16:59:31] <Pennyw95> well
translate() moves it but doesn't solve the problem
L2755[17:00:16] <fry>
*worldRenderer.setTranslation(-pos.getX() - 0.5, -pos.getY() - 1.5,
-pos.getZ() - 0.5);
L2756[17:00:29] <fry> Pennyw95: how does
it move it?
L2757[17:01:33]
⇨ Joins: orthoplex64
(~orthoplex@cpe-66-69-96-209.satx.res.rr.com)
L2758[17:02:14] <fry> calclavia: I'm
extending RenderLiving, and passing the ModelBase to the
constructor; it's possible that that class adds additional
transformations
L2759[17:02:58] <Pennyw95> well, if I
pass the renderTileAt()'s coords (the camera distance) it keeps it
near the player, if I use the te's coords, it disappear (renderered
very far away given the coords are in the thousands). In all cases
the model follows the player
L2760[17:03:01]
⇦ Quits: killjoy
(~killjoy@2606:a000:1118:c13e:c68:7806:a7c1:f895) (Ping timeout:
206 seconds)
L2761[17:03:09] <calclavia> that's
true
L2762[17:03:30] <fry> Pennyw95: near the
player how?
L2763[17:03:31] ***
Firedingo|AFK is now known as Firedingo
L2764[17:03:43] <Pennyw95> I'll make a
screenshot
L2765[17:05:13] <fry> calclavia:
RenderLivingAt.renderLivingEntity translates to x, y, z, at
least
L2766[17:05:26]
⇨ Joins: SoundLogic (~SoundLogi@192.77.237.94)
L2767[17:06:38] <calclavia> fry: that did
it
L2768[17:06:42] <calclavia> Alright,
gonna test the animation
L2769[17:06:44] <fry> \o/
L2771[17:07:06] <calclavia> fry: Do i
need to have some export setting in Blender to bundle in the
animation by default, or is it automatic/
L2772[17:07:13] <Pennyw95> sometimes the
model disappears, too...weird
L2773[17:07:25] <calclavia> lol, I should
write a tutorial on how to do this after I get it working... so
other people won't pester you
L2775[17:08:32] <gigaherz> ;P
L2776[17:08:42] <calclavia> gigaherz: I'm
good with MD
L2777[17:08:49] <gigaherz> although I
don't know if they want blender help in there
L2778[17:08:49] <gigaherz> :/
L2779[17:09:23] <smbarbour> Help is good
as long as it isn't bad advice.
L2780[17:09:27] <gigaherz>
"Exporting B3D for use in forge" seems like a valid
documentation page
L2781[17:09:28] <fry> calclavia:
automatic, but a little finicky; you need a track in the NLA editor
+ armature
L2782[17:10:04] <fry> also, code part of
that tutorial will change in a little while, since I'm adding
animation system to forge :P
L2783[17:10:44] <calclavia> fry: Nice. Is
it going to be a lightweight one or full featured?
L2784[17:11:08] <fry> eh, hard to tell
:P
L2787[17:13:21] <fry> you need to do
something with it, so it ends up in NLA editor
L2788[17:13:32] *
fry tries to remember
L2789[17:13:38] <calclavia> I'm
googling...
L2790[17:13:46] <calclavia> but I'm not a
modeler XD So I'm not that good with this
L2791[17:13:50] <Pennyw95> fry: also, I'm
using a tabula model, if that matters
L2792[17:14:06] <fry> calclavia: also,
you need a skeleton
L2793[17:14:23] <fry> object animation
won't work, I think
L2794[17:14:23] <calclavia> fry: So I
can't just have a cube rotate haha?
L2795[17:14:37] <fry> add 1 bone, tie it
to the cube, rotate that :P
L2796[17:15:32] <fry> Pennyw95: is
distance to the TE always a multiple of 1, if you translate by x,
y, z? or does the distance change smoothly?
L2797[17:17:14]
⇨ Joins: Alexiy (~Alexiy@ip-118-203.zb.lv)
L2798[17:18:23] <Pennyw95> if the
distance was always a multiple of 1, the movement would look laggy,
jumping from blcok to block, riht?
L2799[17:18:41] <MattDahEpic>
farlands!
L2801[17:18:57] <Pennyw95> if that's what
you mean no, it's smooth
L2802[17:18:58] <calclavia> I'm trying it
out with your chest model
L2804[17:19:33] <calclavia> fry: ^
L2805[17:19:52] <fry> yup, you need to
uncomment model parts
L2806[17:20:03]
⇦ Quits: CoolerExtreme (~CoolerExt@61.3.246.34) (Quit:
Leaving)
L2807[17:20:16] <fry> I've commented them
out since I was messing with animations
L2808[17:22:06] <fry> what you see on the
screenshot is the debug quad, rendered by those 4 scary calls to
worldRenderer
L2809[17:25:26] <calclavia> Wow. Baked
quads gave an empty list of quads...
L2810[17:25:53] <fry> hmm?
L2811[17:25:58] <fry> face or
general?
L2812[17:26:55] <calclavia>
List<BakedQuad> quads = bakedModel.getGeneralQuads();
L2813[17:27:01] <calclavia>
quards.size(0) = 0
L2814[17:27:04] <gigaherz> plain cubes
don't have general quads
L2815[17:27:18] <gigaherz> but no idea
what the model you are loading is
L2816[17:27:18] <fry> yup, you might be
getting missing model there
L2817[17:27:18] <gigaherz> XD
L2818[17:27:34] <fry> missing model has 6
face quads, I think
L2819[17:27:42] <fry> are there any
errors in the log?
L2820[17:27:44] <gigaherz> missing model
is just a standard cube right?
L2821[17:27:50] <gigaherz> so it would
have one quad per face
L2822[17:27:52] <fry> not quite
L2823[17:28:10] <calclavia> Missing model
should throw exception
L2824[17:28:19] <calclavia> Since we've
got Throwables.propagate(e);
L2825[17:29:33]
⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host
closed the connection)
L2826[17:29:36] <fry>
ModelLoaderRegistry.getModel will return missing model in some
cases
L2827[17:30:13] <Zaggy1024> vanilla
lighting engine sure makes farmland look weird :P
L2829[17:31:37]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c13e:88ad:e115:4109:38ae)
L2830[17:31:47] <fry> so, the IModel is
correct
L2831[17:32:10] <fry> ah, where did you
grab the model from?
L2832[17:32:14] <fry> it might be a bit
old
L2834[17:32:26] <fry> yup, it is
L2835[17:32:33] <fry> it has
Cube.001
L2836[17:32:45] <fry> try tree/1.8.8
instead
L2837[17:33:10] <calclavia> fry: Also, I
don't see where your chest texture file is located
L2838[17:33:41] <fry>
Texture[path=#chest.png, you can see it in that screenshot
L2840[17:33:51] <fry> you can remap it
using retexture
L2841[17:34:20] <fry> Zaggy1024: which
one is vanilla, which one is forge? :P
L2842[17:34:25] <Zaggy1024> first one is
vanilla
L2843[17:34:31] <fry> phew
L2844[17:34:35] <Zaggy1024> lol
L2845[17:34:39] <fry> imho forge look
better :P
L2846[17:35:53] <Zaggy1024> yeah it
does
L2848[17:36:36] <Zaggy1024> almost looks
hydrated when you have nothing to compare it to
L2849[17:36:41] <fry> yup yup
L2850[17:37:00] <calclavia> fry: it seems
like in your code, you're trying to "hack" the entity
render by faking a block
L2851[17:37:08] <calclavia> I don't
really have a block registered for it, so it's giving an NPE
L2852[17:37:24] <calclavia> at
net.minecraftforge.client.model.pipeline.BlockInfo.updateShift(BlockInfo.java:40)
~[BlockInfo.class:?]
L2854[17:38:03] <fry> calclavia: yes,
that's for smooth lighting; you can avoid that, and pipe directly
to the WorldRenderer - use WorldRendererConsumer instead of
VertexLighterFlat
L2856[17:38:31] <Zaggy1024> so what do
you think about that for the new IPlantable?
L2857[17:38:43] <Zaggy1024> (getPlant is
still under consideration :P)
L2858[17:39:08] <fry> calclavia: but use
the vertex format without field_181716_p, and set brightness via
other means
L2859[17:39:46] <calclavia> fry: You do
something like quad.pipe(worldRendererConsumer); but I don't see
where you actually render the quad (put vertices in the
world)?
L2860[17:40:01] <fry>
tessellator.draw();
L2861[17:40:18] <fry> that's the call
that actually does the rendering
L2862[17:40:25] <calclavia> but the baked
quad isn't passed into the tesselator
L2863[17:40:32] <calclavia> unless
something is happening behind the scenes
L2864[17:40:40] <fry> worldRenderer is
from the tessellator
L2865[17:40:46] <calclavia> Ok
L2866[17:40:47] <fry> WorldRenderer
worldRenderer = tessellator.getWorldRenderer()
L2867[17:41:04] <calclavia> So i guess
when you pipe it to worldRendererConsumer, it will handle it
there?
L2868[17:41:11] <fry> yup
L2869[17:41:18] <fry> it'll add stuff to
the buffer
L2870[17:41:35] <fry> and .draw() uploads
that buffer to the GPU and does the drawing
L2871[17:43:09] <calclavia>
java.lang.ArrayIndexOutOfBoundsException: 0 at
net.minecraftforge.client.model.pipeline.LightUtil.pack(LightUtil.java:209)
L2873[17:43:31] <calclavia> Must be
something to do with the lighting now..
L2874[17:43:36] <calclavia> I'm getting
the correct # of quads
L2875[17:45:23] <fry> change the vertex
format
L2876[17:45:32] <Pennyw95> uhm..fry? I
solved it
L2877[17:45:42] <fry> how? :P
L2878[17:46:22] <calclavia> fry: Vertex
format is supposed to be Block or Item?
L2879[17:46:30] <calclavia> there's no
entity
L2880[17:46:34] <fry> calclavia: try
field_181709_i
L2881[17:46:42] <calclavia> lol, that
seems random...
L2882[17:46:44] <fry> entity is
field_181703_c
L2883[17:46:53] <Pennyw95> I have no idea
why this works but first I had renderTileAt(TileEntity re, double
x, double z, double y, float f, int q)
L2884[17:46:53] <fry> they're named in
the latest mappings :P
L2885[17:47:21] <Pennyw95> I switched the
Z and the Y so that I have renderTileAt(TileEntity te, double x,
double y, double z, float f, int q) and it works..
L2886[17:47:49] <fry> lol
L2887[17:47:53] <fry> hah
L2888[17:47:53]
⇦ Quits: Maxetime
(~Thunderbi@modemcable086.219-70-69.static.videotron.ca) (Quit:
Maxetime)
L2889[17:48:09] <gigaherz> Pennyw95: a
better question is why was it z first, before
L2890[17:48:10] <gigaherz> XD
L2892[17:48:35] <fry> \o/
L2893[17:48:39] <Pennyw95> well that's an
interesting question ahaha
L2894[17:48:49] <fry> calclavia: now you
need to set lightmap texture coords manually
L2895[17:50:15]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186
seconds)
L2896[17:51:32] <Soni> what's a NEI
alternative for 1.8?
L2897[17:51:44] <fry> calclavia: int l =
entity.getBrightnessForRender(partialTicks);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,
(float)(l % 0x10000) / 1f, (float)(l / 0x10000) / 1f)
L2898[17:51:51] <fry> or smth like that
:P
L2899[17:52:10] <fry> Soni: JEI
L2900[17:52:26] <Soni> fry, doesn't take
regex
L2902[17:52:33] <Pennyw95> are you guys
modding on 1.8.8 already?
L2903[17:52:39] <mezz> soni's trolling
just leave him be
L2904[17:52:45] <killjoy> There's always
TMI
L2905[17:52:49] <Soni> mezz, it does make
sense tho!
L2906[17:52:55] <killjoy> assuming you
don't want a modpack
L2907[17:53:30] <Soni> [abc][def][...]
and you search that and if both the start-of-match and end-of-match
are within the boundaries of an item name then you use it
L2908[17:53:35] <fry> mezz: wildcards
then maybe? :P or not worth it? :P
L2909[17:53:55] <fry> Pennyw95: yup,
1.8.8 is where it's at :P
L2910[17:54:10] <calclavia> fry: Now I
got a bunch of purple chests that are trying to eat me...
L2911[17:54:15] <mezz> it already does
wildcard search by default, search "rench @ildcraf" works
for wrench from buildcraft
L2912[17:54:16] <calclavia> heh. It's not
loading the blockstate texture file
L2913[17:54:19] <fry> \o/
L2914[17:54:30] <fry> yup, IModel way
doesn't do blockstate
L2915[17:54:31] <gigaherz> Pennyw95:
trying to have t he mods ready when forge 1.8.8 comes out of beta!
;P
L2916[17:54:39] <Soni> mezz, I want regex
tho
L2917[17:54:40] <calclavia> fry: So I
have to manually bind the texture i guess
L2918[17:54:48] <MattDahEpic> Pennyw95,
yes my stuff is all on 1.8.8 already
L2919[17:54:56] <Soni> mezz, or clex if
you're fancy... altho clex is more for binary files and stuff
L2920[17:54:59] <mezz> Soni: I'm sorry
but I don't care that you want regex, I wrote why I will not add
it
L2921[17:55:01] <Pennyw95> well I
actually feel modern for being on 1.8
L2922[17:55:07] <Soni> mezz, hmm ok
L2923[17:55:16] <Soni> mezz, feature
request: add a fucking search API
L2925[17:55:17] <mezz> it is much slower
than the current approach
L2926[17:55:18] <MattDahEpic> Pennyw95,
moderner than most
L2927[17:55:19] <Pennyw95> is it a harsh
change?
L2928[17:55:41] <mezz> no search API for
the same reason, I don't want addons to make the mod super
slow
L2929[17:55:42] <Soni> mezz, also
multithread it
L2930[17:55:43] <fry> if you want the
texture to actually load - load it in TextuteStitchEvent.pre
L2931[17:55:51] <Soni> mezz, it'd be
toggleable
L2932[17:55:52] <calclavia> Hmm ok
L2933[17:55:56] <mezz> multithread would
add to the latency currently
L2934[17:55:58] <Soni> there'd be a
button to switch between the options
L2935[17:56:05] <calclavia> I'm rusty on
my rendering. Haven't looked at MC code for awhile haha
L2936[17:56:20] <Soni> mezz, build an
ArrayList of ItemStack and... meh I give up :/
L2937[17:56:27] <mezz> I have a CS degree
and I am very interested in performance, please leave me
alone
L2939[17:56:40] <Pennyw95> Can I still
use GL11.glTranslatef in 1.8 instead of
GLStateManager.translate?
L2940[17:56:55] <killjoy> Yes I think
so
L2941[17:57:02] <fry> yes, but it won't
work well together with everything else
L2942[17:57:14] <fry> generally, you
should only be using GLStateManager
L2943[17:57:19] <killjoy> Some methods
just wrap gl11
L2944[17:57:25] <Soni> mezz, 1. build
ArrayList of ItemStack 2. split between multiple threads 3. use a
threadpool 4. give work to the threads 5. fetch results,
concatenate lists
L2945[17:57:26] <fry> yes, but not all
:P
L2946[17:57:27] <diesieben07> yeah i
question the point of those
L2947[17:57:42] <Soni> mezz, also can you
search lore and getInformation and stuff?
L2948[17:57:42] <killjoy> but they also
save the state so they don't have to do any unnecessary
things
L2949[17:57:48] <Pennyw95> okay I'll try
to avoid it
L2950[17:57:49] <diesieben07> Soni, i
think people with a CS degreee understand divide and conquer
L2951[17:58:05] <mezz> soni I have an
arraylist of itemstack and I search through it in 0 ms with no
threads, no delay, cache it, using recursion to look up previous
parts of the search that are cached
L2952[17:58:06] <Soni> diesieben07, I
just want regex!
L2953[17:58:21] <Soni> or multiple search
algorithms with a button to change between them!
L2954[17:58:28] <mezz> neither is
needed
L2955[17:58:35] <mezz> use the mod and
see
L2956[17:58:35] <diesieben07> Soni, just
because YOU are the single person who wants something ...
L2957[17:58:43] <diesieben07> doesn't
mean everybody jumps and adds it
L2958[17:58:45] <Soni> then I want a NEI
clone for 1.8!
L2959[17:58:53] <diesieben07> i want i
want i want!
L2960[17:58:54] <mezz> NEI exists for
1.8
L2961[17:58:59] <MattDahEpic> ^
L2962[17:59:03] <diesieben07> now you
just need to stomp your feet
L2963[17:59:05] <Soni> I heard it doesn't
work
L2964[17:59:10] <mezz> it's buggy because
it has so many shitty features that it doesn't need :P
L2965[17:59:20] <Soni> well remove them
but keep the regex!
L2966[17:59:20] <diesieben07> typical
chickenbones :D
L2967[17:59:42] <mezz> I am being strict
about limiting the features so that JEI does not have the same fate
as JEI
L2968[17:59:48] <mezz> NEI* lol
L2969[18:00:04] <mezz> everything I add
is another thing to break
L2970[18:00:13] <mezz> and it's very
important to have a stable recipes mod
L2971[18:00:14] <Soni> adding regex
wouldn't make it likely to break >.<
L2972[18:00:21] <mezz> it would be likely
to make it slow
L2973[18:00:26] <killjoy> So what's going
on with NEI?
L2974[18:00:26] <Soni> hmm wait
L2975[18:00:38] <Soni> mezz, well if it's
all about the recipes then why not split it?
L2976[18:00:38] <killjoy> did
chickenbones finally kick it?
L2977[18:00:40] <mezz> it's not working
for 1.8+ really well
L2978[18:00:47] <Soni> itemlist + search
and recipe helper?
L2979[18:00:49] <mezz> and it is not
update much at all lately
L2980[18:00:59] ***
Hoshiko is now known as Kaiyouka
L2981[18:01:02] <Soni> or just itemlist +
recipe helper, with an API on the itemlist for searchers
L2982[18:01:17] <Soni> (and a button to
cycle between them)
L2983[18:01:33] <mezz> Soni: item list
and recipes are tightly coupled
L2984[18:01:35] <Soni> that way you can
split JEI into 3
L2985[18:01:40] <Soni> mezz, ew
L2986[18:01:42] <mezz> JEI is already
very small
L2987[18:01:46] <fry> mezz:
knuth-morris-pratt? rings a bell? :P
L2988[18:01:51] *
fry is curious
L2989[18:01:59] <mezz> done here, not
replying any more soni
L2990[18:01:59] <Soni> mezz, split it
into 3 so I can give it regex
L2991[18:02:37] <diesieben07> Soni, just
a tip: talking in the "do this" form is very likely to
NOT get you what you want.
L2992[18:03:02] <Soni> diesieben07, I
don't care, NEI had it, if you're gonna write a NEI replacement
that does itemlist + recipes + search, at least do it like
NEI
L2993[18:03:19] <Soni> it'd also be nice
to have the search bar on the bottom
L2994[18:03:33] <Girafi> JEI is not a
replacement, it's a alternative.
L2995[18:03:36] <diesieben07> you can't
tell people how they are supposed to make their mods
L2996[18:03:37] <calclavia> fry: So I
have to call Stitch event in order to use model =
((IRetexturableModel)
model).retexture(ImmutableMap.of("#chest",
"entity/chest/normal"));?
L2997[18:03:41] <diesieben07> who the
fuck do you think you are
L2998[18:03:51] <diesieben07> you can
make suggestions but don't just say "you need to do
this"
L2999[18:04:00] <Girafi> ^
L3000[18:04:22] <fry> calclavia: yes,
because "entity/chest/normal" isn't in the main sheet by
default, and model system is tailored to working with sheets
L3001[18:04:27]
⇨ Joins: RANKSHANK
(~Michael@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3002[18:04:37] <fry> and don't call the
event, receive it :P
L3003[18:04:41]
⇨ Joins: Something12 (~Something@184.65.42.207)
L3004[18:04:43] <diesieben07> anyways,
also done with this now.
L3005[18:05:00] ***
tterrag|away is now known as tterrag
L3006[18:05:10] <tterrag> Zaggy1024:
hm?
L3007[18:07:20] <Zaggy1024> oh
L3008[18:07:34] <Zaggy1024> i was just
wondering if you actually have any use for getPlant
L3009[18:08:03] <Zaggy1024> because it
literally does nothing useful in Forge
L3010[18:08:28] <diesieben07> oh right.
zaggy, i was gonna say, that "isGrowable" looks very
shady
L3011[18:08:45] <diesieben07> not the
method itself, but the 2nd part of the docs.
L3012[18:08:49] <diesieben07> why is that
not a separate method?
L3013[18:09:07] <Zaggy1024> I thought
about it
L3014[18:09:10] <diesieben07> like, why
do you assume "multiple stages" == "farmland doesn't
turn into dirt"
L3015[18:09:17] <Zaggy1024> seems overly
complex that way though
L3016[18:09:39] <calclavia> fry: Do you
just do event.map.put(...)?
L3017[18:09:52] *
fry tries to remember
L3018[18:09:53] <diesieben07> assume i
want to make a sunflower that needs farmland and gives you seeds...
with one stage of growth
L3019[18:10:11] <Zaggy1024> because if a
plant is sustainable by farmland and it has multiple stages, in
most cases it should keep the farmland
L3020[18:10:26] <Zaggy1024> any special
cases can return true and then use their own random tick to set to
dirt if necessary
L3021[18:10:36] <diesieben07> that sounds
very ugly.
L3022[18:11:06] <Zaggy1024> how often
will growing plants that grow on Crops soil not want to keep the
farmland?
L3023[18:11:19] <diesieben07> i am
concerned about the other way around.
L3024[18:11:34] <Zaggy1024> if the plant
doesn't grow on Crops then it won't stay on Crops
L3025[18:11:36] <Zaggy1024> so...
L3026[18:11:39] <fry> calclavia:
event.map.registerSprite(location), I think
L3027[18:11:46] <Zaggy1024> also it
checks if it's supposed to grow on the farmland
L3028[18:11:54] <diesieben07> what i
mean: plant with one stage of growth but wants to keep
farmland
L3029[18:11:59] <diesieben07> there is no
way to do that with the current setup
L3030[18:12:00] <Zaggy1024> in other
words, whether it's a crop
L3031[18:12:03] <calclavia> fry: and i
just pass it chest location, since it's a vanilla texture
L3032[18:12:04] <diesieben07> you violate
one part of the other of the docs
L3033[18:12:09] <fry> calclavia:
yup
L3034[18:12:23] <Zaggy1024> humm
L3035[18:12:24] <diesieben07> if you
return true, you make the dirt disappear.
L3036[18:12:32] <diesieben07> if you
return false, you lie about having more than one growth stage
L3037[18:12:42] <Zaggy1024> that's a
point I suppose
L3038[18:12:52]
⇦ Quits: Alexiy (~Alexiy@ip-118-203.zb.lv) (Ping timeout: 192
seconds)
L3039[18:13:13] <diesieben07> what i'm
saying is you need to refine the docs on that one
L3040[18:13:38] <diesieben07> just remove
the part about growth stages and make it only about farmland
turning into dirt i would say
L3041[18:13:45] <Zaggy1024> well, I was
trying to make it have a use outside Crops plants
L3042[18:13:55] <Zaggy1024> wait...
L3043[18:14:04] <Zaggy1024> why the heck
would a one stage plant care whether it was on farmland?
L3044[18:14:25] <diesieben07> who are you
to judge? :D
L3045[18:14:30] <diesieben07> that's
plant-racism!!
L3046[18:15:03] <Zaggy1024> heh
L3047[18:15:07] <Zaggy1024> I still need
an answer :P
L3048[18:15:32] <diesieben07> it just
does, why is a one stage plant not allowed to require
farmland?
L3049[18:15:38] <Zaggy1024> I suppose it
could be changed to whether it grows in any way, rather than
whether it has stages
L3050[18:15:46] <tterrag> Zaggy1024:
getPlant is useless without world context
L3051[18:15:49] <tterrag> I need a way
for IPlantable to set TE data
L3052[18:15:51] <tterrag> and I need a
way for IGrowable to have TE context
L3053[18:15:55] <tterrag> that is what
broke it for my use case
L3054[18:16:03] <diesieben07> that still
has NOTHING to do with farmland
L3055[18:16:20] <diesieben07> i have no
idea what make you intertwine these two things...
L3056[18:16:46] <diesieben07> that's like
saying "Oh this block is less than a full block, it now cannot
be blue anymore"
L3057[18:17:07] <Zaggy1024> because when
a plant has a plant type of Crops and grows...chances are it cares
whether it's on farmland and whether that farmland is
hydrated
L3058[18:17:33] <diesieben07> that's what
you decided because that's how vanilla works...
L3059[18:17:40] <Zaggy1024> true
L3060[18:17:48] <Zaggy1024> but I'm only
trying to fix a bug in vanilla Forge :P
L3061[18:18:01] <Zaggy1024> still, I see
your point, and I thought about that myself
L3062[18:18:12] <Zaggy1024> but I feel
like adding *two* methods is a bit much
L3063[18:18:12] <diesieben07> the thing
is... this is more than a bug
L3064[18:18:19] <diesieben07> this whole
plant system is broken
L3065[18:18:28] <Zaggy1024> and making
the farmland thing a special case in IPlantable is worse, because
then it has no use outside that
L3066[18:19:05] <calclavia> fry: Thanks.
Everything working awesome. :)
L3067[18:19:10] <Pennyw95> uhm...debug
mode no longer updates rendering changes on the fly in 1.8?
L3068[18:19:14] <fry> \o/
L3069[18:19:16] <Zaggy1024> some mods
will probably care whether a plant is a crop
L3070[18:19:29] <fry> calclavia: try the
custom model now :P
L3071[18:19:33] <Zaggy1024> and checking
if the plant types set contains Crops won't cut it anymore, not
with multiple allowed plant types
L3072[18:19:45] <calclavia> fry: Yeah...
that'll need me to understand how to do blender armature...
L3073[18:19:45] <Zaggy1024> because tall
grass counts as a Crops
L3075[18:20:30] <Zaggy1024> you can turn
off the texture interpolation in Blender :P
L3076[18:20:44] <Zaggy1024> it's labeled
something about mipmapping in prefs
L3077[18:21:04] <fry> I know
L3078[18:21:04] <calclavia> fry: I added
2 lines just for fun to make the chests jump... now we have man
eating chests mod
L3079[18:21:19] <RANKSHANK> Damn I must
be tired. Was totally trying to tumble around that chest
image
L3080[18:21:22] <fry> yup, hungry chests
:P
L3081[18:21:40] <Zaggy1024> diesieben07,
what would you prefer it to have?
L3082[18:21:51] <fry> Zaggy1024: it only
works in fully-lit view, not in simple texture view, afaik
L3083[18:22:19] <Zaggy1024> works in both
for me
L3084[18:22:24] <Zaggy1024> with GLSL on
at least
L3085[18:23:10] <diesieben07> Zaggy1024,
Block has a set of ground types for things like "dirt",
"farmland", etc. then plants have a set of ground typs
they can be on. if the intersection of the sets is not empty the
plant can grow
L3086[18:23:36] <diesieben07> right now
its... idk, just a mess between who decides, plant or ground
L3087[18:23:57] <Zaggy1024> hm
L3088[18:25:36] ***
Falk|Away is now known as Falkreon
L3089[18:25:41]
⇨ Joins: Temportalist
(uid37180@id-37180.charlton.irccloud.com)
L3090[18:25:44] <Falkreon> if I had my
druthers, I'd have the plant decide.
L3091[18:26:01]
⇨ Joins: Shamu
(~shamu@2607:fcc8:9e4b:4100:1c05:7574:14a4:73ad)
L3092[18:26:05] <Falkreon> there's no
reason, aside from moistening, that farmland needs to update at
all
L3093[18:26:06] <diesieben07> yes,
ultimately the plant decides. but it cannot do that wihtout knowing
something about the ground
L3094[18:26:10] <Falkreon> sure
L3096[18:26:50] <Falkreon> but I guess
that's what I'd look to provide: Give sensible accessors for blocks
to tell if they're some kind of farmland or
enhanced-farmland.
L3097[18:26:59] <Falkreon> (I'm looking
at you, XY soil)
L3098[18:27:15] <diesieben07> yes thats
what i suggested
L3099[18:27:22] <diesieben07> a Set of
strings for ground types
L3100[18:27:26] <diesieben07> similar to
tool types
L3101[18:27:29] <Falkreon> erm?
L3102[18:27:48] <fry> Pennyw95: look at
tileentity bounds
L3103[18:27:49] <Falkreon> I mean, what I
really wish is that there weren't so many hardcoded Material
things
L3104[18:27:50] <diesieben07> items have
tool types, such as "pickaxe"
L3105[18:28:19] <diesieben07> and an item
can say it is both "pickaxe" and "axe" and
blocks then say if they can be harvested by a given tool type
L3106[18:28:36] <Pennyw95> fry: in this
tileentity class?
L3107[18:28:40] <Falkreon> an item can
say it's both a pickaxe and an axe?
L3108[18:28:42] <fry> I think so
L3109[18:28:48] <diesieben07> yes
L3110[18:28:55] <Pennyw95> fry: I just
have update() and nbt
L3111[18:29:14] <diesieben07>
Item.getToolClasses returns a Set<String>
L3112[18:29:19] <Falkreon> oh.
L3113[18:29:24] <diesieben07> this is a
similar thing
L3114[18:29:25] <Falkreon> so I could,
say, return
L3115[18:29:28] <diesieben07> the ground
can define what it is
L3116[18:29:31] <fry> Pennyw95:
getRenderBoundingBox
L3117[18:30:19] <Falkreon> [
"pickaxe", "shovel", "drill",
"tentacles" ]
L3118[18:30:50] <Pennyw95> do I have to
enlarge them? Frustum issue?
L3119[18:30:50] <diesieben07> yup
L3120[18:30:53] <Falkreon> tentacles
activate zygon technology, obviously.
L3121[18:30:55] <Zaggy1024> it is
actually already doing an intersection of sorts
L3122[18:31:03] <diesieben07> and if a
Block says it can be harvested by "tentacles" then it
will succeed
L3123[18:31:10] <Zaggy1024> checking
whether the plant types set contains the block's applicable soil
types
L3124[18:31:11] <fry> Pennyw95: yup
L3125[18:31:14] <Falkreon> I really like
that
L3126[18:31:25] <Falkreon> as for
checking the plant type set
L3127[18:31:29] <Pennyw95> :fry perfect,
thanks :D
L3128[18:31:39] <Falkreon> I feel like
that's a no
L3129[18:31:55] <Falkreon> the plant,
when it goes to update, should check the ground types
L3130[18:32:03] <diesieben07> Zaggy1024,
yep. bascially boolean canStay =
!Sets.intersection(ground.getSoilTypes(),
plant.getValidSoils()).isEmpty()
L3131[18:32:18] <Falkreon> and decide, on
its own terms, whether to accept them.
L3132[18:32:22] <diesieben07> (missing
parameters of course)
L3133[18:32:24] <Zaggy1024> no, I mean in
my code it already does
L3134[18:32:34] <Falkreon> ah.
L3135[18:33:03] <Zaggy1024> because it
checks if the soil block is Beach, and then whether the plant types
set contains Beach
L3136[18:33:14] <Zaggy1024> and whatever
else is applicable
L3137[18:33:26] <diesieben07> yes but a
soil block should be able to have multiple types
L3138[18:33:27] <diesieben07> maybe
L3139[18:33:36] <Falkreon> on the other
hand, if we want to be purely hands-off on MC code
L3140[18:33:46] <Falkreon> we could have
a soil type registry
L3141[18:34:02] <diesieben07> meh
L3142[18:34:13] <diesieben07> not sure
what we need a registry for
L3143[18:34:15] <Zaggy1024> they *do*
have multiple types
L3144[18:34:22] <Zaggy1024> they just
don't *return* those types
L3145[18:34:31] <Zaggy1024> it may be
nice to have something return those types, though, I'm not
sure.
L3146[18:34:39] <diesieben07> huh
L3147[18:34:41] <diesieben07> where do
they?
L3148[18:34:48] <Zaggy1024> Beach and
Plains, for example
L3149[18:34:53] <Falkreon> ?
L3150[18:34:54] <Zaggy1024> Grass is
Beach if next to water, and always Plains
L3151[18:35:07] <Falkreon> odd.
L3152[18:35:18] <diesieben07> yes but
there is no ... actual definition of those types
L3153[18:35:23] <diesieben07> they are
just hardcoded in canSustainPlant
L3154[18:35:34] <diesieben07> which is an
awful method by the way, it should be in the plant, not the
ground
L3155[18:35:44] <Falkreon> yep.
L3156[18:35:44] <diesieben07> as Falkreon
said, the plant should decide whether it stays or not
L3157[18:36:28] <Zaggy1024> yeah...
L3158[18:36:59] <Zaggy1024> well the
plant actually does decide if it can stay
L3159[18:37:06] <Zaggy1024> problem is it
doesn't have an interface method for that
L3160[18:37:24] <Falkreon> why would
it
L3161[18:37:58] <Zaggy1024> why would it
what?
L3162[18:38:02] <Zaggy1024> have an
interface method?
L3163[18:38:08] <Zaggy1024> you're the
ones asking for one :P
L3164[18:38:09] <Falkreon> it's a block,
it gets occasional updates, and during these updates it decides
whether it stays, whether+how much it grows
L3165[18:38:22] <Zaggy1024> yes...
L3166[18:38:27] <Falkreon> what it needs
is interface methods to determine what it's on.
L3167[18:38:41] <Falkreon> right now the
best it can do is some instanceof checks
L3168[18:38:46]
⇨ Joins: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
L3169[18:38:46] <Zaggy1024> what it's
on?
L3170[18:38:50] <Zaggy1024> you mean
getPlantTypes?
L3171[18:38:55] <Falkreon> ?
L3172[18:38:59] <Zaggy1024> getPlantTypes
returns what it can grow on
L3173[18:39:04] <Falkreon> no
L3174[18:39:12] <Zaggy1024> you're not
being very clear
L3175[18:39:24] <Falkreon> the plant
needs to make informed decisions about the ground it's on.
L3176[18:39:40] <Falkreon> right now,
seems like I could say if it == Blocks.grass
L3177[18:39:51] <Falkreon> which I don't
like, because it doesn't leave much room for mods
L3178[18:40:19] <Zaggy1024> that's not
what I'm talking about
L3179[18:40:30] <Falkreon> what are you
talking about then?
L3180[18:40:31] <Zaggy1024> getPlantTypes
returns a Set<EnumPlantType>, look at EnumPlantType
L3181[18:40:43] <Falkreon> feels
backwards
L3182[18:40:50] <Falkreon> getPlantTypes
on what
L3183[18:40:53] <Zaggy1024> by returning
that enum, you get to choose between different classifications of
soil
L3184[18:40:53] <Falkreon> the
plant?
L3185[18:40:55] <Zaggy1024> yes
L3186[18:41:03] <tterrag> what about mods
that add their own plant types?
L3187[18:41:03] <Falkreon> yeah, that's
definitely backwards.
L3188[18:41:04] <Zaggy1024> it should
perhaps be called SoilTypes though
L3189[18:41:16] <Falkreon> yeah.
SoilTypes would be much better.
L3190[18:41:18] <tterrag> enums aren't
great for that kind of thing
L3191[18:41:22] <Zaggy1024> tterrag, you
just reference your EnumPlantTypes that you made
L3192[18:41:33] <Zaggy1024> there's a
helper method to add plant types
L3193[18:41:36] <tterrag> err...requiring
enum hacks isn't great
L3194[18:41:40] <tterrag> if you can help
it...
L3195[18:41:53] <Zaggy1024> well, I'd say
it's better than using strings
L3196[18:42:02] <tterrag> didn't say
anything about strings :P
L3197[18:42:08] <Zaggy1024> what else
would you sue?
L3198[18:42:09] <Zaggy1024> *use
L3199[18:42:11] <Falkreon> strings,
registered objects, whatever
L3200[18:42:32] <Zaggy1024> something
like the Block and Item registries?
L3201[18:42:50] <tterrag> think with your
OOP brain :P
L3202[18:42:51] <Falkreon> I do really
like registries X)
L3203[18:43:00] <Zaggy1024> where you
instantiate a subclass of a common type and then add it to a
registry?
L3204[18:43:01] <tterrag> SoilType, then
have some static instances for the default
L3205[18:43:06] <Zaggy1024> yeh...
L3206[18:43:33] <Zaggy1024> but that
doesn't really help with anything
L3207[18:43:40]
⇦ Parts: RANKSHANK
(~Michael@ppp121-44-198-47.lns20.syd7.internode.on.net)
())
L3208[18:43:41] <Zaggy1024> enum hacks
are beside the point of my changes
L3209[18:43:44] <Falkreon> what do you
mean
L3210[18:44:10] <Zaggy1024> well, what
would changing EnumPlantType to a class and registry
accomplish?
L3211[18:44:25] <Falkreon> it would allow
you to *cleanly* add new soil types
L3212[18:44:30] <gigaherz> hmmm I'll need
totell shade when he's on
L3213[18:44:31] <Zaggy1024> yes, I know
that
L3214[18:44:37] <gigaherz> I just
exported a block model using his OBJ loader
L3215[18:44:47] <gigaherz> and I had ot
put it aty=-1 for itto appear in the right place XD
L3216[18:44:48] <Zaggy1024> but I'm not
trying to make that part of Forge's code better, I'm trying to make
the interface to modders better
L3217[18:44:55] <Falkreon> right
L3218[18:44:55] <gigaherz> eh I mean
z=-1
L3219[18:45:11] <Falkreon> so modders
making plants can now, in their plants' block update
L3220[18:45:20] <Falkreon> ask for the
soil type and decide rather quickly what to do
L3221[18:45:23] <Zaggy1024> EnumPlantType
works right now, so until I've made everything else work in a
satisfactory manner, that is on the back burner
L3222[18:45:24]
⇨ Joins: RANKSHANK
(~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3223[18:45:54] <Zaggy1024> yeah I may
make blocks return soil types and make the plants return whether
they stay
L3224[18:46:50] <Zaggy1024> it does make
more sense that way
L3225[18:46:56] <Zaggy1024> so...here
goes lol
L3226[18:47:26] <fry> PaleOff: do you
still have the original image of the forge logo? :P
L3227[18:47:40] <Zaggy1024> I think until
a later time, I'll just remove getPlant
L3228[18:47:59] <Zaggy1024> at least from
IPlantable (which is for blocks)
L3229[18:48:14] <tterrag> fry: get
someone to redo the loading animation, seriously
L3230[18:48:15] <Zaggy1024> it *may* be
useful for items, I'm not sure
L3231[18:48:17] <tterrag> I hate it
:P
L3232[18:48:20] <fry> lol
L3233[18:48:23] <Zaggy1024> yeah it does
look silly
L3234[18:48:26] <tterrag> ^
L3235[18:48:27] <fry> why do you hate it?
:P
L3236[18:48:29] <tterrag> I am not alone
in this
L3237[18:48:31] <tterrag> it makes no
sense
L3238[18:48:33] <Zaggy1024>
it's...twitchy
L3239[18:48:37] <tterrag> why do the
"sparks" go back into the anvil
L3240[18:48:40] <tterrag> it makes no
sense
L3241[18:48:40] <fry> lol
L3242[18:48:41] <Falkreon> lol
L3243[18:48:46] <tterrag> they should
just fade as they fly away
L3244[18:48:51] <tterrag> yes I realize
I'm repeating myself
L3245[18:49:03] <fry> those are valid
concerns :P
L3246[18:49:29] <Zaggy1024> it also looks
slightly as though the hammer scales while it rotates
L3247[18:49:39] <Zaggy1024> as if it's
interpolating vertices rather than the actual rotation
L3248[18:49:52] <Zaggy1024> not sure if
that's true though
L3249[18:51:39] <Hea3veN> mpc
L3250[18:52:09] <MattDahEpic> dang i
wanna strem skyrim but my internet isnt fast enough to stream at
1080p
L3251[18:52:11] ***
Vigaro is now known as Vigaro|AFK
L3252[18:53:45] <Zaggy1024>
question
L3253[18:54:08] <Zaggy1024> should I make
a new field in Block to store the Set<EnumPlantType>, or
return a new set each time to keep the patch smaller?
L3254[18:54:58] <Zaggy1024> well
L3255[18:55:19] <MattDahEpic> does anyone
have code that generates sounds.jsoneses
L3256[18:55:30] <Zaggy1024> actually, I
guess a field wouldn't really work because grass changes based on
whether there's water next to it
L3257[18:56:01] <Zaggy1024> I would
*really* love to move this code into the separate block classes,
but I'm sure the whole point of canSustainPlant being in Block was
so that the patches could be centralized :(
L3258[18:58:31] <Soni> when will we be
able to get mp3 in forge? 2018?
L3259[18:58:40] <killjoy> use ogg
L3260[18:58:57] <Soni> killjoy, that
doesn't answer the question
L3261[18:59:14] <killjoy> whenever you
decide to implement LAME or whatever does the decoding
L3262[18:59:16] <Soni> and I'm only
asking about being able to
L3263[18:59:44] <tterrag> using mp3 for
game sounds? right
L3264[18:59:49] <tterrag> ogg is the
standard. use it
L3265[19:00:16] <MattDahEpic>
boots.ugg
L3266[19:00:33] <tterrag> why would forge
add an entirely separate codec just because you can't spare a few
seconds to convert your sound
L3267[19:01:01] <illyohs> MattDahEpic,
that sounds like the most apathetic sounding sound ever
L3268[19:01:32]
⇦ Quits: Pennyw95 (~Dr.Benway@151.38.114.176) (Quit:
Leaving)
L3269[19:01:55] <RANKSHANK> MattDahEpic,
music straight from the sole
L3270[19:01:56] <Soni> tterrag, 2 words:
end users
L3271[19:02:05] <tterrag> the statement
is the same
L3272[19:02:06] <Soni> and resource pack
authors
L3273[19:02:11] <tterrag> if your end
users are that lazy, make your own codec
L3274[19:02:16] <tterrag> but seriously,
converting is not hard
L3275[19:02:23] <tterrag> and if they
want to add game sounds, they better get used to ogg
L3276[19:02:31] <Soni> tterrag, I'm not
complaining
L3277[19:02:45] <MattDahEpic> speaking of
game sounds i cant figure out the code to make sounds.jasons
L3279[19:03:03] <tterrag> ?
L3280[19:03:03] <Soni> but like reading
about MP3 patents, apparently MP3 will be patent-free in
2018?
L3281[19:03:16] <tterrag> huh, I didn't
know anything about that
L3282[19:03:21] <tterrag> LAME is
opensource though, right?
L3283[19:03:31] <Soni> yes but
patents
L3284[19:03:39] <Soni> patents !=
licenses
L3285[19:03:47] <MattDahEpic> tterrag, i
need to generate the sounds.json because i can have infinite sounds
with user named files
L3286[19:03:53] <Soni> or rather, patents
!= copyrights
L3287[19:03:54] <tterrag> oh, that's even
more fun
L3289[19:04:50] <Ordinastie> that seems
odd
L3290[19:05:07] <MattDahEpic> ?
L3291[19:10:15]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L3292[19:10:28]
⇦ Quits: Unh0lyTigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ
(GHOST command used by Unh0ly_Tigg)))
L3293[19:13:31] ***
kirby|gone is now known as mrkirby153
L3294[19:13:58]
⇦ Quits: ZaggyMobile2
(~Zaggy1024@2607:fb90:1701:67ab:d1a6:1d27:6e87:4a4e) (Ping timeout:
194 seconds)
L3295[19:14:11]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-13-82.mpls.qwest.net)
L3296[19:14:58]
⇦ Quits: Searge (~Searge@c83-252-50-53.bredband.comhem.se)
(Ping timeout: 206 seconds)
L3297[19:15:10] ***
tterrag is now known as tterrag|away
L3298[19:16:11] <Ordinastie> I mean,
having to go through the JSON
L3299[19:16:25] <tterrag|away>
Ordinastie: only way to do it
L3300[19:16:32] <tterrag|away> also, they
have to be under the vanilla domain
L3301[19:16:35] <tterrag|away> for
records
L3302[19:16:36] <tterrag|away> because
dumb
L3303[19:16:38] <Ordinastie> I'd assume
there would be other ways to add sounds
L3304[19:16:42] <tterrag|away> nupe
L3305[19:17:16] <Ordinastie> I guess it's
mojang for you ><
L3306[19:17:34] <tterrag|away> that's
like saying "isn't there another way to add
textures?"
L3307[19:17:38] <tterrag|away> they kind
of love their resource system
L3308[19:17:45] <MattDahEpic> is there a
way to feed my jsonobject as an inputstream to my
iresourcepack
L3309[19:17:58] <tterrag|away>
MattDahEpic: probably
L3310[19:18:19] <MattDahEpic> probably !=
yes | no | how
L3311[19:19:06] <tterrag|away> you didn't
ask how
L3312[19:19:23] <Soni> there is tho
L3313[19:19:26] <Soni> it's called
ASM
L3314[19:19:42] <Soni> but that's for
advanced users only
L3315[19:19:44] <MattDahEpic> lex will
kill me if i mention asm
L3316[19:20:10] <Soni> I like ASM, it
lets me rewrite Minecraft
L3317[19:20:14] <Soni> make it better and
stuff
L3318[19:20:27] <Soni> for some
definition of better
L3319[19:21:15] <tterrag|away> man, you
are asking for it
L3320[19:21:53] <Soni> ... wait did
someone just ping /that guy/...
L3321[19:22:09] <MattDahEpic> no you have
to summon his full nick
L3322[19:22:30] <Soni> I'm pretty sure he
has that on hilight
L3323[19:22:38] <MattDahEpic> his client
ignores "lex" because people say it so much
L3324[19:22:47] <Soni> I know I have
SoniEx2 on hilight
L3325[19:23:24] <Soni> well, we'll see I
guess
L3326[19:24:28] <MattDahEpic> Soni, look
at the motd for this room
L3327[19:25:21] <Soni> 'do not say L's
full nick unless nessassary' apparently someone can't spell
L3328[19:25:55] <MattDahEpic> ness ass
ary
L3329[19:26:05] <gigaherz> he
specifically gives himself nicknames that are longer than just
"lex" to avoid pings
L3330[19:26:21]
⇨ Joins: Searge
(~Searge@c83-252-50-53.bredband.comhem.se)
L3332[19:26:54] <Soni> nes sass
ary?
L3333[19:27:02] <RANKSHANK> MattDahEpic
why are you trying to feed a JSON through an IResource?
L3334[19:27:29] <Soni> fry,
>.gif
L3335[19:27:43] <Soni> let me make a
PR...
L3336[19:27:47] <gigaherz> fry: i that
somethign oyu added, or you actually made forge play that?
L3337[19:27:53] <MattDahEpic> fry
spinning dickbutt pls
L3338[19:27:55] <Soni> so anyone knows a
good APNG parser in Java?
L3339[19:28:31] <Soni> ... actually how
the fuck does it even draw a .gif like that?!
L3340[19:28:35] <MattDahEpic> RANKSHANK,
because the sounds.json is fed through the IResourcePack in
SoundHandler: for (IResource iresource :
resourceManager.getAllResources(new ResourceLocation(s,
"sounds.json")))
L3341[19:28:51] <gigaherz> Soni: quick
googling returns a couple results
L3342[19:28:55] <illyohs> Soni, fry being
a witch helps
L3343[19:28:58]
⇨ Joins: rockers3000
(rockers300@host86-138-31-112.range86-138.btcentralplus.com)
L3345[19:29:09] *
fry turns illyohs into a toad
L3347[19:29:13] ***
rockers3000 is now known as Rockers
L3348[19:29:20] <gigaherz> same name but
different thing, I believe
L3349[19:29:22] *
illyohs gets better
L3350[19:29:49] <Rockers> Sorry, im on my
mobile in bed atm but there is this things that was bothering me
with 1.8...
L3351[19:30:18] <Soni> gigaherz, the one
on github is apache license, the second one is closed source, so
uhh, check your licenses first
L3352[19:30:28] <Soni> gigaherz, if I'm
gonna put it in forge I can't use a closed source thing
L3353[19:30:29] <Rockers> How would I
create dynamic textures? Like, custom "displays".
L3354[19:30:40] <Rockers> -for
blocks
L3355[19:30:46] <Soni> illyohs, tell me
D:
L3356[19:31:01] <MattDahEpic> magic
render spells
L3357[19:31:21] <illyohs> Soni,
ribbit
L3358[19:31:23] <Soni> fry, so how do you
draw fucking .gifs?!
L3359[19:32:11] <fry> the source is on
the githib
L3360[19:32:23] <gigaherz> Soni: you
didn't say anything about licenses!
L3361[19:32:24] <gigaherz> ;P
L3362[19:32:28] <fry> forge has been
doing it since the loading screen was added :P
L3363[19:32:44] <Soni> gigaherz, but I
did mention "put it in forge" or rather "let me make
a PR..."
L3364[19:33:33] <gigaherz> you did, I
just didn't link the two things together as being part of the same
context
L3365[19:33:33] <gigaherz> XD
L3366[19:34:39] <Soni> fry, so how do I
add APNG?
L3367[19:34:40]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L3368[19:34:48] <fry> idk
L3369[19:35:05]
⇦ Quits: Rockers
(rockers300@host86-138-31-112.range86-138.btcentralplus.com) (Quit:
http://www.kiwiirc.com/ - A hand crafted IRC
client)
L3370[19:36:08] <Soni> fry, anyway you do
realize gifs look awful right? I mean even using animation jsons
would be better than gif
L3371[19:36:13] <Soni> (altho not as good
as apng)
L3372[19:36:15] <gigaherz> Soni: what
license would do? ;P
L3373[19:36:39] <Soni> gigaherz, anything
compatible with LGPL+minecraft exception
L3374[19:36:45] <gigaherz> ah
L3375[19:36:51] <Soni> gigaherz, idk if
apache license is compatible, it might be
L3377[19:37:14] <Soni> I also don't
remember which LGPL version Forge uses
L3378[19:37:19] <Soni> gigaherz, GPL is a
no go
L3379[19:37:31] <gigaherz> yeap
L3380[19:38:42]
⇦ Quits: _CURS0R_ (~CURS0R@bl11-178-109.dsl.telepac.pt)
(Quit: the POSIX many-worlds interpretation implementation: while
(event()) { fork(); })
L3381[19:38:46]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8002:ea78:3d06:a2ee:b726:5457)
L3382[19:39:29] <gigaherz> hmmm found a
single-file reader in C#
L3383[19:39:59] <Soni> C# is not
Java
L3384[19:40:07] <gigaherz> I know
L3385[19:40:11] <gigaherz> and it's
useless either way
L3386[19:40:13] <gigaherz> CPOL
L3387[19:40:42] <Soni> no idea what that
is
L3388[19:40:51] <gigaherz> Code
Project
L3389[19:41:14] <gigaherz> it's not
considered an opensource license because it explicitly forbids
using the code for certain purposes
L3390[19:41:34] <gigaherz> (such as in
illegal activities)
L3391[19:43:07] <AbrarSyed> forge and FG
use lgpl v3
L3392[19:43:13] <AbrarSyed> or is v 2.1..
I forget
L3393[19:43:51] <gigaherz> yeah sorry
soni, you'd have to write your own
L3394[19:44:01] <gigaherz> the handful of
libraries that can load apng are all incompatible ;P
L3395[19:44:14] <gigaherz> unless
L3397[19:44:19] <gigaherz> this is
external
L3398[19:44:24] <gigaherz> has a maven
repo
L3399[19:44:27] <gigaherz> the sources
are apache
L3400[19:44:34] <gigaherz> but it
wouldn't need to be included in the repository
L3401[19:44:34] <RANKSHANK> MattDahEpic
so you're trying to prevent particular sounds or...?
L3402[19:44:52] <MattDahEpic> i mtrying
to get my sounds working RANKSHANK
L3403[19:44:55] <Ordinastie> hum,
question : should I code ?
L3404[19:45:07] <MattDahEpic> no play
games Ordinastie
L3405[19:45:09] <gigaherz> why is that a
question at all? ;P
L3406[19:45:18] <gigaherz> do you have
some specific reason you should NOT code?
L3407[19:45:49] <Soni> idk if it's
compatible with LGPL tho
L3408[19:45:51] <Ordinastie>
motivation
L3409[19:46:07] <Soni> (idk if that
matters in this specific case, either)
L3410[19:46:13] <Ordinastie> some weird
incentive to totally waste my time on youtube
L3411[19:46:22] <gigaherz> my general
rule when it comes to motivation is: don't
L3412[19:46:36] <gigaherz> if I try to do
stuff while I'm unmotivated, more often than not, I end up hating
what I do
L3413[19:46:53] <gigaherz> it does mean
that I have a tendency to drop projects
L3414[19:47:19]
⇨ Joins: michael_
(~michael_@89-138-202-253.bb.netvision.net.il)
L3415[19:48:55] <RANKSHANK> MattDahEpic
links to what you have plz
L3416[19:49:10] <Ordinastie> gigaherz,
but the issue is that I'm not motivated to do anything
><
L3417[19:49:40] <Soni> gigaherz, uhh that
last one seems perfect
L3418[19:49:46] <Ordinastie> I'm don't
really feel like to play, I'm not really motivated to watch a
serie, or a movie, or code
L3420[19:50:10] <Soni> and replacing the
forge gif with a forge apng
L3421[19:50:17] <Soni> without the gif
artifacts
L3423[19:50:42]
⇦ Quits: michael_
(~michael_@89-138-202-253.bb.netvision.net.il) (Ping timeout: 186
seconds)
L3424[19:51:53] <MattDahEpic> its
pushed
L3425[19:53:45] ***
Mumfrey is now known as mumfrey
L3426[19:54:24] <Ordinastie> meh, I'll
make a block, that won't take long :p
L3427[19:54:35] <Ordinastie> will be
called The Swapper :p
L3428[19:55:33] <gigaherz> Ordinastie:
caffeine and sugar. that helps ;P
L3429[19:56:54] <Ordinastie> I got a coke
can next to me
L3430[19:57:11]
⇨ Joins: Greg (~Greg@207.174.247.124)
L3431[19:57:36] <Ordinastie> the weird
thing is, I have so much stuff to watch, so many games to
play
L3432[19:57:52] <gigaherz> that IS a
problem too
L3433[19:58:14] <gigaherz> too many
things -> the interest is too diluted
L3434[19:58:27] <fry> heh
L3435[19:58:29] <Ordinastie> too much
stuff to code too :/
L3436[19:59:24] <MattDahEpic> i would be
putting out more mods if i didnt run into resource problems every
fucking time
L3437[19:59:33] <Ordinastie> let's start
that block, see how much time it takes
L3438[19:59:33]
⇨ Joins: kimfy
(~kimfy___@74.141.16.62.customer.cdi.no)
L3439[20:00:18] <Soni> fry, do you have a
high-quality version of that forge.gif?
L3440[20:00:54] <fry> nope, and that's
the problem
L3441[20:01:06] <Zaggy1024> why not just
make separate parts of the animation?
L3442[20:01:06] <fry> it can look good as
a gif
L3443[20:01:21] <fry> it's just that the
conversion used wasn't the best
L3444[20:01:38] <Zaggy1024> could be
animated in code, with 60+FPS :P
L3445[20:01:42] <fry> Zaggy1024: because
that hardcodes the gif, and it should be replaceable by
modpacks
L3446[20:01:55] <Zaggy1024> you mean
resource packs?
L3448[20:02:05] <Zaggy1024> mm
L3449[20:02:10] <fry> it's loaded long
before resource packs
L3450[20:02:18] <fry> and all the
animated texture machinery
L3451[20:02:21] <Zaggy1024> I didn't
realize there was a way to replace it outside the main resource
pack
L3452[20:02:43] <fry> you can specify the
name in splash.properties
L3453[20:02:48] <gigaherz> the flaw with
gif is it can't do semi-transparent pixels
L3454[20:02:58] <fry> and select another
resource to be loaded from classpath
L3455[20:03:19] <fry> gigaherz: advanced
blending isn't very needed here
L3456[20:03:25]
⇦ Quits: HassanS6000
(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Read error:
Connection reset by peer)
L3457[20:03:41] <gigaherz> and apparently
the biggest issue with this gif is that it was exported with
patterned dithering XD
L3458[20:03:48] <fry> exactly :P
L3459[20:03:50] <Horfius> Can't you
encode animations in .jpg?
L3460[20:03:54] <gigaherz> nope
L3461[20:04:01] <gigaherz> you can work
around it
L3462[20:04:02] <Zaggy1024> ewwwww
jpeg
L3463[20:04:03] <gigaherz> by like
L3464[20:04:19] <gigaherz> having frames
one below the other in the same image
L3465[20:04:33] <Horfius> There is
another popular image format that supports animations, can't
remember it.
L3466[20:04:40] <gigaherz> but unless you
make sure that the frames are multiple of 16 (or 8?), you'll get
artifacts between frames
L3467[20:04:51]
⇦ Quits: Cobbleopolis
(~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net) (Remote
host closed the connection)
L3468[20:04:55] <Zaggy1024> couldn't a
way to animate it be hacked together using the way vanilla loads
mcmeta animation files and the animation strips?
L3469[20:05:05] <gigaherz> apng and mpng
are the only real alternatives to gif
L3470[20:05:13] <Zaggy1024> simple
vertical UV offsets
L3471[20:05:16] <gigaherz> and mpng was
sortof discarded for being too "complex"
L3472[20:05:17] <fry> Horfius: nothing
that java6 can load out of the box', I think
L3473[20:05:21] <gigaherz> while apng
simply has "animation frames"
L3474[20:05:30] <Horfius> :/
L3475[20:05:35] <Soni> use APNG, it's the
best
L3476[20:05:43] <fry> Zaggy1024: that
requires loading the metadata, and goal was to keep it simple
L3477[20:06:14] <fry> yes, you could do
css styling of the progress bars, but come on :P
L3478[20:06:16] ***
mrkirby153 is now known as kirby|gone
L3479[20:06:22] <Zaggy1024> I'm not
suggesting CSS
L3480[20:06:31] <Zaggy1024> vanilla has a
way to load mcmeta, but not CSS :P
L3481[20:06:37] <fry> I'm escalating
:P
L3482[20:06:43] <fry> and again, can't
use any MC code
L3483[20:06:47] ***
kirby|gone is now known as mrkirby153
L3484[20:06:51] <fry> because we load
long before MC
L3485[20:06:54] <Zaggy1024> ah
right
L3486[20:06:54] <Soni> I'll just make the
issue for now
L3487[20:07:03] <Horfius> Could export
the mcmeta loader?
L3489[20:07:28]
⇨ Joins: Cobbleopolis
(~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net)
L3490[20:07:46] <Soni> fry, still has
weird dithering
L3491[20:07:57] <fry> that's why it's not
pulled
L3492[20:08:08] <fry> but there's no need
to create 2 issues
L3493[20:08:16] <fry> for basically the
same issue :P
L3494[20:08:34] <Soni> uhh I made an
issue for APNG support
L3495[20:08:39] <Soni> which's just a bit
different
L3496[20:08:53] <gigaherz> actually
L3497[20:09:05] <gigaherz> using a
multi-frame png would work there too
L3498[20:09:19] <gigaherz> Windows 7 used
a .bmp file for the boot animation
L3499[20:09:25] <gigaherz> XD
L3500[20:09:39] <Horfius> But bmp has
gross color compression :(
L3501[20:09:44] <Soni> APNG is
cooler
L3502[20:09:45] <Horfius> At least in my
experience
L3503[20:10:15] <gigaherz> bmp doesn't
have color compression
L3504[20:10:16] <gigaherz> XD
L3505[20:10:18] <fry> bmp?
compression?
L3506[20:10:33] <gigaherz> it just has
different pixel formats
L3507[20:10:40] <gigaherz> but is raw
otherwise
L3508[20:10:46] <gigaherz> but what I
meant is
L3509[20:10:53] <gigaherz> if you have a
normal png file
L3510[20:10:56] <gigaherz> and you raw
like
L3511[20:11:07] <gigaherz> (0,0,256,256)
for frame 0
L3512[20:11:12] <gigaherz>
(0,256,256,256) for frame 1
L3513[20:11:15] <gigaherz>
(0,512,256,256) for frame 2
L3514[20:11:16] <gigaherz> etc
L3515[20:11:19] <gigaherz> draw*
L3516[20:11:26] <Horfius> 512?
L3517[20:11:29] <fry> yes, that's
possible
L3518[20:11:35] <gigaherz> you can have
the best from both worlds
L3519[20:11:39] <Zaggy1024> I'm
wondering, which do you think would be faster/more memory efficient
to create a quick set to return from a method, a HashSet or an
ImmutableSet with a builder?
L3520[20:11:46] <Soni> but I wanna push
for APNG!
L3521[20:11:48] <fry> but how do you
specify the playback speed?
L3522[20:11:57] <gigaherz> fry: hardcode?
;P
L3523[20:12:00] <Soni> fry, steganography
:P
L3524[20:12:05] <fry> Zaggy1024: doesn't
matter :P
L3525[20:12:14] <gigaherz> although I
have seen people use the top-left pixel color
L3526[20:12:23] <Zaggy1024> heh, all
righty
L3527[20:12:31] <gigaherz> not sure if
encoders play well with that, but
L3528[20:12:34] <Soni> for every frame
you clear the last bit of every color channel, then set them to
indicate the speed you want
L3529[20:12:35] <gigaherz> with
transparency=0
L3530[20:12:44] <gigaherz> you could have
the pixel color indicate the "delay" between frames
L3531[20:12:45] <gigaherz> XD
L3532[20:12:48] <fry> yes, it can be
hacked in
L3533[20:12:56] <Soni> APNG is nicer
tho
L3534[20:12:57] <fry> but, again, goal is
simplicity :P
L3535[20:12:58] <gigaherz> but it would
be annoying to create
L3536[20:13:03] <gigaherz> Soni: but
extra dependencies ;p
L3537[20:13:05] <gigaherz> XD
L3538[20:13:08] <gigaherz> so yeah
L3539[20:13:28] <Soni> gigaherz, ASM,
Guava, LWJGL... more like insignificant dependencies
L3540[20:13:36] <Soni> yes, it'll be 1%
bigger, so what?
L3541[20:14:08] <Soni> (actually you
might be able to save on the animation)
L3542[20:14:42] <gigaherz> XD
L3543[20:15:00] <Soni> APNG compression
is better than GIF compression
L3544[20:15:11] <gigaherz> in most cases,
yes.
L3545[20:15:52] <Soni> I do not think the
forge animation is a worst case scenario for APNG compression
:P
L3546[20:16:14] <gigaherz> no, probably
not
L3547[20:16:22] <gigaherz> well, if you
find a proper source for it ;P
L3549[20:17:14] <Soni> so uhh, fry
?
L3550[20:17:17] <gigaherz> they took the
original
L3551[20:17:20] <gigaherz> and blurred
the dithering
L3552[20:17:34] <gigaherz> it still shows
in some parts XD
L3553[20:18:01] <Soni> fry put the
animation there
L3554[20:19:36]
⇦ Quits: Kobata
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 190
seconds)
L3555[20:20:49] <fry> hmm?
L3556[20:21:36] <Soni> fry, you uploaded
the animation
L3557[20:21:44] <fry> what do you
mean?
L3558[20:21:57] <fry> I commited
it?
L3559[20:22:16] <fry> yes, I did it, I
got it from PaleoCrafter, iirc
L3560[20:22:58] <Soni> well see if you
can get the original frames
L3561[20:23:25] <Soni> (who's that
btw?)
L3562[20:24:21] <fry> PaleOff, he's here
now :P
L3563[20:27:33] <Soni> >off >here
now
L3564[20:28:32] <fry> I mean he's
connected :P
L3565[20:28:37] <RANKSHANK> MattDahEpic
made a PR to your git
L3566[20:31:42]
⇨ Joins: Elexorien (webchat@72.2.227.133)
L3567[20:32:09] <Ordinastie> damn, I
really need a texturer :(
L3568[20:32:15] <MattDahEpic> me
too
L3569[20:32:35] <MattDahEpic> RANKSHANK,
its not showing up
L3570[20:32:46] <gigaherz> Ordinastie:
what kind of texture?
L3571[20:32:56] <gigaherz> I'm not really
an artist, but I'm bored enough ;p
L3572[20:33:00] <Ordinastie> simple block
texture
L3573[20:33:13] <gigaherz> for?
L3574[20:33:39]
⇦ Quits: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit:
Leaving)
L3575[20:34:13] <Ordinastie> see the
double arrow refresh icon ?
L3576[20:34:36] <gigaherz> in idea?
L3577[20:35:31] <Ordinastie> google image
refresh
L3578[20:35:46] <gigaherz> yeah I knwo
the icon you mean
L3579[20:36:05] <RANKSHANK> MattDahEpic
whoops network timeout, check again
L3580[20:37:51] <gigaherz> wait you said
earlier you were making a block called "The
Swapper"
L3581[20:37:56] <gigaherz> I suppose you
want an icon for it?
L3582[20:38:09] <Ordinastie> yeah
L3583[20:38:09] <gigaherz> texture*
L3584[20:38:29] <MattDahEpic> i need a
voidy/thaumy looking orb and a pile of mob guts texture if you ahve
time gigaherz
L3585[20:38:48] <gigaherz> MattDahEpic:
that may be outside my abilities ,p
L3586[20:38:49] <gigaherz> ;P*
L3587[20:39:02]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L3589[20:40:36]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch)
(Remote host closed the connection)
L3590[20:40:51]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L3591[20:41:54]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping
timeout: 186 seconds)
L3592[20:42:59] <Ordinastie> now, lets
see if code works
L3593[20:43:31] <unascribed> wait,
swapper?
L3594[20:43:49] <Ordinastie> first try is
a fail ><
L3595[20:44:15] <unascribed> what does it
do :o
L3596[20:44:19] <unascribed> well
L3597[20:44:22] <unascribed> what is it
supposed to do
L3598[20:44:23]
⇦ Quits: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se) (Ping
timeout: 206 seconds)
L3599[20:45:19] <Ordinastie> wild guess :
it swaps blocks ? :]
L3600[20:45:36] <Ordinastie> 2nd try
works, despite the crash report crashing itself, kinda
L3601[20:45:42] <Ordinastie> [03:44:24]
[Server thread/FATAL] [FML]: Exception caught executing FutureTask:
java.util.concurrent.ExecutionException:
java.lang.NoClassDefFoundError:
net/minecraft/crash/CrashReportCategory$4
L3602[20:45:42] <Ordinastie>
java.util.concurrent.ExecutionException:
java.lang.NoClassDefFoundError:
net/minecraft/crash/CrashReportCategory$4
L3603[20:48:36]
⇦ Quits: Derimagia (~Derimagia@192.227.135.6) (Quit:
Bye)
L3604[20:50:09]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L3605[20:50:32]
⇨ Joins: Derimagia (~Derimagia@192.227.135.6)
L3606[20:52:03] <Ordinastie> lol, so
apparently I'm doing somehting wrong, because the JVM reaaaaally
struggle to access that part of code :x
L3607[20:53:45] <MattDahEpic> so im doing
the coding keyboard, any ideas for keys besides access modifiers
and void?
L3608[20:54:18] <Ordinastie> ah, I found
it why, it does infinite recursivity ><
L3609[20:56:24] <Ordinastie> hum, ok, I
want my block to react to redstone current, so I do my stuff in
onNeighborBlockChange
L3610[20:56:25] <gigaherz> Ordinastie:
nah my texturing ability isn't present tonight ;P
L3611[20:56:31]
⇦ Quits: Greg (~Greg@207.174.247.124) (Quit:
Leaving)
L3612[20:56:57] <Ordinastie> the the
stuff I do is changing a block next to it, so it triggers it
again
L3613[20:57:16] <gigaherz> yeah you don't
want to do that ;P
L3614[20:57:38] <Ordinastie> but to
prevent it is kinda annoying
L3615[20:57:41]
⇨ Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L3616[20:57:51]
⇨ Joins: Drullkus
(~Drullkus@2601:646:8301:c41e:2458:b77a:e7f9:1b64)
L3617[20:57:54]
⇦ Quits: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 186
seconds)
L3618[20:57:58] <gigaherz> schedule an
update for next tick?
L3619[20:58:10] <Ordinastie> doesn't
solve anything
L3620[20:58:22] <gigaherz> why not?
L3621[20:58:28] <gigaherz> andof
course
L3622[20:58:35] ***
Kaiyouko is now known as Kaiyouka
L3623[20:58:37] <gigaherz> you should
ONLY be doing any notification if the state changed
L3624[20:58:59] <gigaherz> such as going
from unpowered to powered
L3625[20:59:29] <Ordinastie> yeah, guess
what, that's what I forgot -_-
L3626[20:59:29] <gigaherz> OR
alternatively, explicitly disallow reentrancy
L3627[20:59:38] <Ordinastie> I don't set
the property
L3628[20:59:47] <gigaherz> boolean
isSwapping;
L3629[20:59:58] <gigaherz>
isSwapping=true; swap isSwapping=false;
L3630[21:02:23]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: Nii-san is watching you.)
L3631[21:04:09]
⇨ Joins: blood_
(unknown@ool-182e0a55.dyn.optonline.net)
L3632[21:07:03] ***
AbrarSyed is now known as Abrar|gone
L3633[21:07:59] <Ordinastie> rah
fuck
L3634[21:08:07] <Ordinastie> the
shouldRefresh always screw me up :x
L3635[21:08:23] <Zaggy1024> I know
L3636[21:08:36] <Zaggy1024> the default
for mod TEs is so strange
L3637[21:09:21] <gigaherz> yeah
L3638[21:09:35] <gigaherz> I have been
wondering
L3639[21:09:57] <gigaherz> why does forge
assume that changing the blockstate for a mod block means it's a
whole different block?
L3640[21:10:11] <fry> multiblocks,
probably
L3641[21:10:28]
⇦ Quits: RANKSHANK
(~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net) (Quit:
Bye)
L3642[21:10:30] <fry> back in the olden
days of conserving block ids
L3643[21:10:34] <Ordinastie> that's
stupid :)
L3644[21:10:35] <unascribed> it's the
safest assumption
L3645[21:10:39]
⇨ Joins: RANKSHANK
(~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3646[21:10:43] <gigaherz> unascribed:
not really
L3647[21:10:47] <unascribed> if you want
smarter behavior, you need to do it yourself :P
L3648[21:10:52] <gigaherz> almost every
mod needs to override and remove the checkl
L3649[21:10:55] <gigaherz> -l
L3650[21:11:11] <gigaherz> woudl be safer
to assume you want to keep the TE, and explicitly discard it
;P
L3651[21:11:30] <gigaherz> but yeah
L3652[21:11:32]
⇦ Quits: RANKSHANK
(~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net) (Client
Quit)
L3653[21:11:41]
⇨ Joins: Greg (~Greg@207.174.247.124)
L3654[21:11:52] <gigaherz> I suppose back
in the days when multiblocks were more common due to much more
limited number of IDs
L3655[21:11:56]
⇨ Joins: RANKSHANK
(~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3657[21:12:51] <unascribed> :o
L3658[21:13:01] <Ordinastie> yeah, not
sure if it's really worth it ><
L3659[21:13:17] <gigaherz> I have no idea
what it does
L3660[21:13:17] <gigaherz> XD
L3661[21:13:20] <unascribed> seems like a
much more compact and easier to use/build version of a piston
switcher
L3662[21:13:42] <unascribed> incl. for
larger areas
L3663[21:13:57] <Ordinastie> I don't know
what piston switcher is
L3664[21:14:19] <unascribed> a somewhat
complicated thing that lets you swap a single block out a
floor
L3665[21:14:23] <unascribed> or a
wall/ceiling
L3666[21:14:29] <Ordinastie> but the is
to have a 3x3x3 block in top/front of the swapper to switch between
two blocks
L3667[21:14:29] <unascribed> needs 3
pistons, all sticky
L3668[21:14:44] <unascribed> it's useful
for stuff like lighting that only comes out at night
L3669[21:15:00] <gigaherz> Ordinastie:
nevr seen things like "hidden crafting tables" or
"hidden lights"?
L3670[21:15:03] <unascribed> or it was,
until they added lamps...
L3671[21:15:14] <Ordinastie> gigaherz,
nope
L3672[21:15:22] <gigaherz> it's a small
redstone circuit (vanilla)
L3673[21:15:40] <gigaherz> that pulls A,
pushes B in the place A was, and pushes B back out
L3674[21:16:01] <gigaherz> (or if B was
out, pulls B, pushes A in the place B was, and pushes A back
out)
L3675[21:19:34] <Ordinastie> I'm not even
really motivated to finish that ><
L3677[21:23:28] <Ordinastie> defaut to
true...
L3678[21:23:48] <fry> true was the
original behaviour
L3679[21:24:18] <Zaggy1024> brain
asplodey
L3680[21:24:19] <fry> before the hook was
added :P
L3681[21:24:49] <Zaggy1024> I think I've
been programming for too long, I've gotten lost
L3682[21:24:59] <fry> lol
L3683[21:25:00] <Ordinastie> fry, only if
blocks were diff I think
L3684[21:25:28]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206
seconds)
L3685[21:25:36] <Zaggy1024> ugh
L3686[21:25:50] <Zaggy1024> I think I
need to add IBlockState parameters to all the IPlantable
methods
L3687[21:26:15] <Zaggy1024> if I'm going
to make the plant control whether it stays and have an
IPlantable.canPlantStay function
L3688[21:26:23] <Zaggy1024> otherwise
generation doesn't work
L3689[21:27:00] <Zaggy1024> or...it would
in vanilla plants' cases, but not if there are variants that have
different plant types than others
L3690[21:27:59] <Ordinastie> I'll start
watching Sleepy Hollow, see if it's good
L3691[21:29:46]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3692[21:34:06] <Soni> good night
o/
L3693[21:34:40] <gigaherz> I enjoyed the
first season of sleepy hollow, but I just lost interest in S2
L3694[21:35:56] ***
Morphan1 is now known as MorphFK
L3695[21:37:26]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 192
seconds)
L3696[21:38:23] <MattDahEpic> hmmm it
seems that nothing is even calling my
IResorucePack.getInputStream
L3697[21:42:45]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3698[21:45:54] <Zaggy1024> wow, patching
this world gen stuff is really a pain
L3699[21:46:17] <Zaggy1024> all the deobf
names are inconsistent, for one thing
L3700[21:48:23] <Falkreon> psst
L3701[21:48:35] <Falkreon> Ordinastie, we
need triple-doors
L3702[21:48:37] <Falkreon> :D
L3703[21:49:13] <Falkreon> that is
all
L3704[21:49:18] ***
Falkreon is now known as Falk|Away
L3705[21:52:26] <Ordinastie> what would
that even be ?
L3706[21:52:29] <Zaggy1024> what would
that even be like 0.o
L3707[21:53:21]
⇦ Quits: Temportalist
(uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed
for inactivity)
L3708[21:53:22] <Zaggy1024> ouch, not a
good sign when all the plants pop out of the ground when I load the
world D:
L3709[21:54:01] <unascribed> well, you
have double fencegates
L3710[21:54:04] <unascribed> so I guess
like that?
L3711[21:54:16] <unascribed> I added a
triple-door mod to the modpack already, so I don't know why he's
bugging you...
L3712[21:54:28]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206
seconds)
L3713[21:55:27]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.146.140) (Read
error: Connection reset by peer)
L3714[21:55:46] <Zaggy1024> there we
go
L3715[21:55:49] <Zaggy1024> now the
plants stay properly
L3716[21:56:19] <Zaggy1024> now to test
it with the world gen changes I made
L3717[21:56:20] <Zaggy1024> D:
L3718[21:56:41] <killjoy> Is there a
vanilla command to change worlds?
L3719[21:56:53]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3720[21:57:07] <Ordinastie> unascribed,
I still don't understand what it would be
L3721[21:57:14] <Zaggy1024> huh, I was
kind of expecting it to explode
L3722[21:57:18] <Zaggy1024> everything
appears to work
L3723[21:57:18] <Ordinastie> like 3 wide
doors ?
L3725[21:59:27] <unascribed> like that
probably
L3726[21:59:40] <unascribed> and it's an
addon for Malisis anyway
L3727[22:01:33] <Zaggy1024> would be nice
to rename IPlantable to IPlant, but it seems unnecessary, and only
inconvenient for people using the interface
L3728[22:01:53]
⇦ Parts: Elexorien (webchat@72.2.227.133) ())
L3729[22:01:57]
⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3730[22:02:09] <unascribed> I still want
to make an alternate mappings project that gives better names to
all the "legacy" mappings
L3731[22:02:19] <unascribed> i.e. they
only keep that name because they were already named that
L3732[22:02:41] <unascribed> but there's
a lot of things I "still want to make" :P
L3733[22:04:08]
⇨ Joins: alamurla
(~Elexorien@static.165.114.9.176.clients.your-server.de)
L3734[22:04:47] ***
alamurla is now known as Elexorien
L3735[22:05:54] <Elexorien> Sorry to
bother you all, but I'm looking for help with searching on the
minecraftforge forums. I've tried "dependencies not
working", "required-after not working" and tried
replacing "not working" with "ignored" and am
not finding what I need. Could someone suggest alternate search
keywords for a failure of mod dependency loading?
L3736[22:05:56]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
()
L3737[22:06:10]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186
seconds)
L3738[22:07:27] <gigaherz> Elexorien:
instead of that, what exactly is your issue?
L3739[22:08:00] <gigaherz> we are not
bothered by people asking questions or trying to solve issues
;P
L3740[22:08:58]
⇦ Quits: Lathanael|Away
(~Lathanael@p54961F17.dip0.t-ipconnect.de) (Ping timeout: 206
seconds)
L3741[22:08:59] <Zaggy1024> huh, the
placement sounds aren't playing in my client
L3742[22:09:03] <Elexorien> I require my
mod to be loaded after BuildCraft, but when I run the client my mod
is loaded before and crashes. Works fine in a real minecraft
instance, but not in Idea
L3743[22:09:43] <unascribed> iirc the mod
is on the classpath when running from Gradle/IDEA/Eclipse
L3744[22:09:53] <unascribed> so I'm not
sure if you could affect the load order at all due to that
L3745[22:09:59] <gigaherz> hmmm
L3746[22:10:07] <gigaherz> the lifecycle
events should still run in order
L3747[22:10:13] <gigaherz> you just
can'trely on constructors
L3748[22:10:21] <unascribed> what's your
dependencies string?
L3749[22:11:02]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3750[22:11:43] <gigaherz> Elexorien: can
you paste/pastebin the @Mod annotation (or link us to your source
if it's online)
L3751[22:11:49] <Elexorien> dependencies
=
"required-after:BuildCraft|Core;required-after:BuildCraft|Energy;required-after:thaumcraft;required-after:terrafirmacraft"
L3752[22:11:57] <Zaggy1024> yay, made it
so I can remove one line of forge patches
L3753[22:12:01] <Zaggy1024> such
accomplish
L3754[22:12:11] <gigaherz>
BuildCraft|Core is the modid?
L3755[22:12:35] <Elexorien> yes
"BuildCraft Core" is the name, ID has "|"
L3756[22:12:40]
⇦ Quits: Drullkus
(~Drullkus@2601:646:8301:c41e:2458:b77a:e7f9:1b64) (Remote host
closed the connection)
L3757[22:13:29] <MattDahEpic> my older
mod broke cause of that pipe
L3758[22:13:56] <Zaggy1024> yay, I love
it when people use odd characters unnecessarily
L3759[22:13:59] <Zaggy1024> <3
L3760[22:14:04] <gigaherz> one of my mods
has
L3761[22:14:06] <gigaherz> @Mod(modid =
EnderRiftMod.MODID, version = EnderRiftMod.VERSION, dependencies =
"after:Waila;after:NotEnoughItems")
L3762[22:14:12] <gigaherz> and I have
never had any issue, even in IDEA
L3763[22:14:23] <Elexorien> I have tried
it all ways including all lower case. currently the ID's are copy
and pasted straight from the source of the mods
L3764[22:15:30]
⇨ Joins: Lathanael|Away
(~Lathanael@p54960F71.dip0.t-ipconnect.de)
L3765[22:15:42] <Elexorien> I thought
that the dependencies string would work (it originally only had
thaumcraft), but it turns out thaumcraft is just
"naturally" loaded before my mod and the dep string seems
to have no effect.
L3766[22:16:21] <Elexorien> now that I
have added BC, it want's to load after my mod and I can't figure
out how to change that.
L3767[22:17:04] <Zaggy1024> are you sure
that it's not "working" in obf environment because of the
name of your mod package?
L3768[22:17:10] <Elexorien> though I
found that re-running setupDecompWorkspace and idea changed the
order a bit, but not enough to get it to work.
L3769[22:17:31] <Elexorien> I could try
changing it to zzzz and see if that works...
L3770[22:20:04] ***
Abrar|gone is now known as AbrarSyed
L3771[22:20:09] <Zaggy1024> time to
genPatches, check for mistakes in the patches, commit and have
everyone tear apart my hard work :)
L3773[22:23:55] <Zaggy1024> er okay
L3774[22:24:01] <Zaggy1024> I guess
that's cool
L3775[22:24:03] <Zaggy1024> :P
L3776[22:24:33] <Elexorien> well renaming
to zzzz got me a nice message saying it could not find
"thaumcraft", which when removed from my dep string got
me past preinit for the fist time, errors on transition from post
to available but that's due to configurations...
L3777[22:25:22] ***
fry is now known as fry|sleep
L3778[22:25:33] <Elexorien> load order
still appears to place my mod before BC though which is odd unless
the mod dump doesn't show the actual load order like I thought it
did.
L3779[22:30:26]
⇨ Joins: Drullkus
(~Drullkus@2601:646:8301:c41e:1d45:e726:1ca7:8ba)
L3780[22:30:42] <gigaherz> hmm I stepped
through the 1.7.10 FML's dependency, and adding an entry for
Test|Test got parsed correctly and added to the dependencies AND
requirements
L3781[22:31:46]
⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping
timeout: 186 seconds)
L3782[22:35:25]
⇦ Quits: Greg (~Greg@207.174.247.124) (Quit:
Leaving)
L3783[22:35:43] <Zaggy1024> aw jeez, look
at all these patches :|
L3785[22:38:29] <Elexorien> well renamig
to zzzz allows me to load properly, no crash... and the error
finding thaumcraft looks promising as it is now
"apparently" parsing the dep string, while it wasn't
before. Achievement Get: Color me confused and tar me stupid.
L3786[22:39:37]
⇦ Quits: Drullkus
(~Drullkus@2601:646:8301:c41e:1d45:e726:1ca7:8ba) (Quit: Gotta
go!)
L3787[22:39:54] <gigaherz> does it still
working after changing it back?
L3788[22:39:54] <gigaherz> XD
L3789[22:40:02] <gigaherz> because I have
no ideas either
L3790[22:40:10]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch)
(Remote host closed the connection)
L3791[22:40:22]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L3792[22:40:35] <unascribed> thaumcraft's
modid appears to be "Thaumcraft"
L3793[22:41:16] <Elexorien> haven't tried
yet. @unascribed I was about to look that up. odd that it has never
caught the mistake before.
L3794[22:41:20] <gigaherz> yep
L3795[22:41:22] <gigaherz>
"modid": "Thaumcraft",
L3797[22:43:38] ***
TTFTCUTS is now known as TTFT|Away
L3798[22:44:17] <Elexorien> thanks
:)
L3799[22:44:25] <Elexorien> ok, loading
now, let's see if this works
L3800[22:44:38] <gigaherz> I wonder what
changed, though
L3801[22:44:45] <gigaherz> are you using
just the @Mod
L3802[22:44:57] <gigaherz> or did you
useMetadata=true so it loads the info from the mcmod.info?
L3803[22:45:28] <Elexorien> nope still
does not work
L3804[22:45:47] <gigaherz> but it detects
missing mods if you purposefully add a typo?
L3805[22:45:56] <Elexorien> I am using
@mod, but I have also tried using mcmod.info
L3806[22:46:11]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206
seconds)
L3807[22:46:13] <Elexorien> testing again
with lower case thuamcraft right now
L3808[22:46:37] <gigaherz> do you have
the idea "fix" in your build.gradle?
L3809[22:46:55] <gigaherz> this is
unrelated but...
L3810[22:47:16] <Elexorien> idea { module
{inheritOutputDirs = ture }}?
L3811[22:47:20] <gigaherz> yeah
L3812[22:47:20] <Elexorien> true*
L3813[22:48:44] <Elexorien> just to be
sure I'm not wasting your time....the mod order after States: 'U'
etc.. is the load order correct?
L3814[22:49:49] <gigaherz> no idea
L3815[22:49:58] <gigaherz> I'd have to
make it crash on purpose
L3816[22:49:59] <gigaherz> sec
L3817[22:50:21]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3818[22:52:10] <gigaherz> yes
L3819[22:52:17] <gigaherz> I added
"after:EnderIO" to my mod
L3820[22:52:26] <gigaherz> and now it
shows up below EnderIO in the list
L3821[22:52:31] <gigaherz> while it was
above it before
L3822[22:53:17] <Elexorien> sounds like I
have to start fresh with a completely new workspace :( which is odd
because it pretty much is already...
L3823[22:54:17] <gigaherz> maybe if you
clearCache, setupDecompWorkspace, build, and then refresh gradle
(the blue refresh icon in IDEA's gradle panel)
L3824[22:54:39] <gigaherz> setting up a
new workspace won't really clear the gradle caches
L3825[22:55:12] <unascribed> keep in
mind
L3826[22:55:25] <Elexorien> sounds like
it's worth a shot. I'll have to wait an hour or two to do that
though.
L3827[22:55:31] <unascribed> clearCaches
will delete the **ENTIRE** cache
L3828[22:55:37] <unascribed> so every
version of forge you've ever decompiled
L3829[22:55:42] <unascribed> will need to
be redownloaded and redecompiled
L3830[22:55:46] <gigaherz> ah yeah
L3831[22:56:11] <killjoy> is
random.nextInt() == 0 too rare?
L3832[22:56:14] <gigaherz> yes
L3833[22:56:24] <gigaherz> 1 in 2
billion
L3834[22:56:46] <unascribed> 1 in
(2^32)-1 to be precise
L3835[22:56:49] <unascribed> er
L3836[22:56:51] <unascribed> ^31
L3837[22:57:00] <killjoy> how about
random.nextInt(100) == 0?
L3838[22:57:07] <unascribed> 1 in
100
L3839[22:57:09] <Elexorien> thats
1%
L3840[22:57:16] <killjoy> Too
common
L3841[22:57:17] <gigaherz> 1% if the hits
will pass
L3842[22:57:21] <gigaherz> which
means
L3843[22:57:25] <unascribed> yeah..
depends on what you're doing :P
L3844[22:57:27] <gigaherz> given enough
samples
L3845[22:57:29] <killjoy> Yes, I
understand probability
L3846[22:57:31]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 190
seconds)
L3847[22:57:45] <killjoy> I'll do
.1%
L3848[22:58:16] <killjoy> I'm giving
zombies random attributes using random with their uuid hashcode as
the seed
L3849[22:59:03] <gigaherz> why use their
uuid?
L3850[22:59:10]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3851[22:59:10] <killjoy> Ensures each
one is unique
L3852[22:59:25] <killjoy> and the same
for each player (client-side)
L3853[22:59:48] <unascribed> one less
packet, sounds fair
L3854[22:59:53] <gigaherz> I guess the
latter is a valid reason, cos the former isn't really true ;p
L3855[23:00:12]
⇦ Quits: Falk|Away (~Frost@97-121-65-26.omah.qwest.net) (Ping
timeout: 206 seconds)
L3856[23:00:18] <unascribed> each one is
vaugely unique :P
L3857[23:00:24]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch)
(Remote host closed the connection)
L3858[23:00:32] <killjoy> The mappings
wouldn't lie to me, would they?
L3859[23:00:36]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L3860[23:00:50] <gigaherz> you'd get same
or better randomness by using a fixed seed and then just simply
getting more numbers out of the same random sequence
L3861[23:01:01] <gigaherz> (I'm fairly
sure it's better, not same)
L3862[23:01:02] <unascribed> the UUID is
unique, but you're losing 96 bits of uniqueness by using
hashCode
L3863[23:01:07] <killjoy> I'm doing this
in the renderer
L3864[23:01:17] <unascribed> it'd be down
to 80 bits lost if you used a custom 48-bit hashcode
L3865[23:01:24] <killjoy> should I just
convert to a long?
L3866[23:01:26] <unascribed> ultimately,
this doesn't matter
L3867[23:01:26] <gigaherz> killjoy: I
wasn't referring to the uniqueness of the uuid, I meant the
uniqueness of the resulting numbes ;p
L3868[23:01:30] <gigaherz> numbers*
L3869[23:01:44] <unascribed> hashCode of
a UUID is plenty unique as a random seed for whatever it is you're
deciding
L3870[23:03:04] <gigaherz> the seed gets
processed by an algorithm, and the resulting value is used in the
internal prng state to, in essence,
L3871[23:03:14]
⇦ Quits: Mraof
(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout:
186 seconds)
L3872[23:03:18] <gigaherz> change the
"starting point" of the fixed sequence of numbers
generated by that PRNG
L3873[23:03:39] <gigaherz> (which is
often a congruential generator in the standard libraries of
programming languages)
L3874[23:03:47] ***
AbrarSyed is now known as Abrar|gone
L3875[23:05:55] <gigaherz> so re-seeding
the prng every time can do anything from improving the randomness
of a weak prng, to choosing the same starting point over and
over
L3876[23:06:11] <gigaherz> depending on
how good/bad the randomness of the seeds was
L3877[23:10:37]
⇨ Joins: npe|office
(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L3878[23:13:20]
⇨ Joins: McJty
(~jorrit@d8D872E30.access.telenet.be)
L3879[23:13:57] ***
sham1|ZZzZ is now known as sham1
L3880[23:16:38]
⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206
seconds)
L3881[23:18:43]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3882[23:19:40]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L3883[23:21:15] <Elexorien> wow I am such
a derp, thank you gigaherz! mcmod.info was overriding everything
this whole time. I overlooked useDepInfo: true
<facepalm>
L3884[23:21:25]
⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote
host closed the connection)
L3885[23:25:26]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 190 seconds)
L3886[23:25:55] <gigaherz> XD
L3887[23:26:57] ***
gravityfox_ is now known as foxy
L3888[23:27:12] <sham1>
>derpinfo
L3889[23:27:26] <gigaherz> lol I'm
watching a FTB Unstable 1.8 vid
L3890[23:27:30] <Elexorien> now I'm
finally getting a useful crash :)
L3891[23:27:41] <gigaherz> enchanting
plus + projecte = infinite EMC + experience
L3892[23:27:47] <unascribed>
>FTB
L3893[23:27:48] <unascribed>
>2015
L3894[23:27:57] <gigaherz> unascribed:
they ARE making a modpack for 1.8 ;P
L3895[23:28:00] <sham1> What should you
use then
L3896[23:28:12] <unascribed> not FTB?
:P
L3897[23:28:17] <gigaherz> what
else?
L3898[23:28:17] <unascribed> I've moved
to using custom modpacks
L3899[23:28:23] <gigaherz> I mean
L3900[23:28:23] <unascribed> because they
take so little effort to put together now
L3901[23:28:25] <gigaherz> FTB is now
Curse
L3902[23:28:28] <unascribed> no more
IDs
L3903[23:28:31]
⇨ Joins: tambre
(~tambre@44d4-1a88-1d0f-ac73-4301-8a22-07d0-2001.dyn.estpak.ee)
L3904[23:28:35] <gigaherz> they are
slowly being absorved into CurseVoice ;P
L3905[23:28:37] <unascribed> just biomes
and potions need resolving
L3906[23:28:51] <sham1> We need
cursevoice to linux and osx
L3907[23:28:55] <unascribed> ugh,
Curse
L3908[23:29:09] <unascribed> why does
everyone suddenly like Curse
L3909[23:29:20] <sham1> Because it is
good?
L3910[23:29:21] <unascribed> weren't they
literally the most evil thing to ever hit Minecraft just last
year?
L3911[23:29:36] <sham1> Same can be said
about every new thing
L3912[23:29:47] <Elexorien> give me a
modpack loader that doesn't have to download the ENTIRE pack just
to update 2 mods....
L3913[23:30:05] <unascribed> I still
think that Maven is the real solution to the modpack problem
:P
L3914[23:30:08] <gigaherz> unascribed:
back then, people hadn't realized the developer program lets you
echange the points for money
L3915[23:30:08] <gigaherz> ;P
L3917[23:30:19] <gigaherz> they thought
"free downloads = I dont' get paid"
L3918[23:30:25] <McJty> Basically I need
a smart model because my block has something to render in the solid
and cutout layers
L3919[23:30:38] <asie> unascribed:
MultiMC QuickMods! \o/
L3920[23:30:48] <McJty> How can I get
access to a normal baked model without using TestBakedModel in that
example?
L3921[23:30:49] <asie> An open format for
providing mod downloads. it's a shame almost nobody ever adopted
it
L3922[23:30:59] <asie> (and that MultiMC
didn't give it enough love at all)
L3923[23:31:25] <Elexorien> I love
MultiMC, but my pack of choice so far only exists on FTB.
L3924[23:31:31] <unascribed> I also don't
like MultiMC, but I'm starting to feel like I don't like
*anything*
L3925[23:31:34] <unascribed> hm.
L3926[23:31:41] <asie> My pack of choice
doesn't even exist yet - it's 1.8.8 and mostly WIP - waiting on
Factorization
L3927[23:32:15] <unascribed> idk, I'm
probably going to wind up making my own launcher, because I like
reinventing the wheel
L3928[23:32:22] <unascribed> or maybe
I'll fork asielauncher. It's basically exactly what I want.
:P
L3929[23:33:00] <unascribed> I guess I
don't hate literally everything then
L3930[23:33:22] <asie> asielauncher is
terrible
L3931[23:33:51]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186
seconds)
L3932[23:34:26] <unascribed> well, I like
the *idea*
L3933[23:34:29] <unascribed> how about
that
L3934[23:34:48] <unascribed> anything's
better than just sending people zips
L3935[23:34:59]
⇦ Quits: McJty (~jorrit@d8D872E30.access.telenet.be) (Quit:
Leaving)
L3936[23:36:02] <gigaherz> McJty: there's
Minecraft#modelManager, but it's private.
L3937[23:36:18] <unascribed> he left
:/
L3938[23:36:22] <gigaherz> shit
L3939[23:36:40] <gigaherz> that's what I
get for leaving a line half-written to look up a line in my
mod
L3940[23:36:41] <gigaherz> XD
L3941[23:36:49] <asie> unascribed: well
now you know why i wrote the launcher
L3942[23:36:53] <asie> there's MCUpdater
but it's complicated
L3943[23:36:57] <asie> (but good)
L3944[23:37:14] <gigaherz> oh well I did
the work of checking it
L3945[23:37:18] <gigaherz> so I may as
well finish writing
L3946[23:38:03] <gigaherz> ... this
instance can be accessed from ItemModelMesher#getModelManager or
BlockModelShapes#getModelManager
L3947[23:38:16] <unascribed> "A lot
of FP’s usage is either mind-numbingly obvious or arcane beyond the
scope of this basic document"
L3948[23:38:25] <unascribed> already do
not like the sound of this
L3949[23:38:29] <unascribed> plus I heard
mention of XML
L3950[23:39:25] <gigaherz> ... which in
turn can be accessed from
Minecraft.getBlockRenderDispatcher().getBlockModelShapes() or
Minecraft.getRenderItem.getItemModelMesher()
L3951[23:39:30] <unascribed> ._.
L3952[23:39:36] <gigaherz> really
L3953[23:39:39] <gigaherz> wtf mojang?
XD
L3954[23:39:46] <gigaherz> why not just
have a Minecraft.getModelManager()
L3955[23:39:46] <gigaherz> XD
L3956[23:40:11] <gigaherz> option 1:
Minecraft.getBlockRenderDispatcher().getBlockModelShapes().getModelManager()
L3957[23:40:18] <Elexorien> I like the
"new" JSON Modlist format idea from a year ago
L3958[23:40:21] <gigaherz> option 2:
Minecraft.getRenderItem.getItemModelMesher().getModelManager()
L3959[23:40:29] <gigaherz> +()
L3960[23:40:44] <gigaherz> option 2 takes
less letters to write ;P
L3961[23:45:58] <Zaggy1024> I wonder how
good Lex is at reading diffs for patches by now :D
L3962[23:45:59] <Elexorien> well, thank
you again gigaherz. Now to figure out why buckets are being a
pain!
L3963[23:47:13] <gigaherz> Zaggy1024:
good enough to do the job, but not so good that he
"liked" unnecessary diffs ;P
L3964[23:47:17] <gigaherz> likes*
L3965[23:47:30] <Zaggy1024> heh
L3966[23:47:41] <gigaherz> Elexorien: np,
yw.
L3967[23:47:48] <Zaggy1024> I hope he's
okay with a couple things I did to make this new code a little
cleaner
L3968[23:47:55]
⇦ Quits: darkfusion58
(~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com) (Quit:
Leaving.)
L3969[23:48:37] <Zaggy1024> specifically
adding a BlockPos variable to one part to avoid doing pos.add(j, 0,
k) and pos.add(j, -1, k) repeatedly
L3970[23:49:34] <tterrag|away> likely
not
L3971[23:52:31]
⇦ Quits: Brokkoli (~Brokkoli@x55b13280.dyn.telefonica.de)
(Ping timeout: 190 seconds)
L3972[23:53:41] <mister_person> I want to
add doubleclicking to my gui. Is there a way to get the systems
doubleclicking speed?
L3973[23:54:24] ***
mrkirby153 is now known as kirby|gone
L3974[23:54:47] <tterrag|away> Integer
timerinterval = (Integer)
Toolkit.getDefaultToolkit().getDesktopProperty("awt.multiClickInterval");
L3975[23:54:50] <tterrag|away> google is
your friend
L3976[23:55:28] <Zaggy1024> even if the
add(j, 0, k) is done like 5 times?
L3977[23:56:27] <sham1> doubleclick on a
gui
L3978[23:56:29] <sham1> :P
L3979[23:59:08]
⇨ Joins: Brokkoli
(~Brokkoli@x55b03ac6.dyn.telefonica.de)
L3980[23:59:20] <Ordinastie> sham1, what
about it ?
L3981[23:59:31] <sham1> Nothing
L3982[23:59:34] <gigaherz> Zaggy1024:
each line you replaced is one extra patch to verify next time they
update forge
L3983[23:59:35] <gigaherz> ;P
L3984[23:59:45] <Ordinastie> then shush
:p
L3985[23:59:57] <sham1> Why
L3986[23:59:57] <gigaherz> and with that,
I jump into bed
L3987[23:59:59] <gigaherz> night