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L1[00:00:04] <gigaherz> did you mistakingly
shift-alt and changed keyboard layout?
L2[00:00:12] <gigaherz> I did that yesterday
;P
L3[00:00:50] <tterrag> no
L4[00:02:04] <gigaherz> no idea then
;P
L5[00:02:11] <gigaherz> and it's 7am so I
really need to be in bed ;P
L6[00:02:15] <gigaherz> night
L7[00:02:21] <Zaggy1024> Dang it
mojang
L9[00:02:42] <Zaggy1024> apparently their
falling block code that gets called during gen uses
getDefaultState
L10[00:02:49] <Zaggy1024> thought there was
something wrong with our world gen
L11[00:02:53] <Zaggy1024> jalekajt
L12[00:03:26] <tterrag> works for them =
works for all
L13[00:03:28] <tterrag> welcome to
mojang
L14[00:04:08] <Zaggy1024> eeeyup
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L19[00:08:45] <killjoy> So is blockstate
mutable or are new instances created?
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L21[00:09:09] <killjoy> Looks like it's new
instances
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L23[00:11:33] <tterrag> killjoy: it's
immutable
L24[00:11:47] <tterrag> and
consistent
L25[00:11:52] <tterrag> you can compare
with == (unless it's extended)
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L27[00:15:43] <Zaggy1024> killjoy, it's
enumerated
L28[00:15:53] <killjoy> kay
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L31[00:17:42] <Zaggy1024> how does one stop
the player getting stuck in the ground after teleporting? :|
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L34[00:21:51] <McJty> Zaggy1024,
player.setPositionAndUpdate(c.getX()+0.5, c.getY()+1,
c.getZ()+0.5);
L35[00:21:57] <McJty> That's how I do it in
rftools
L36[00:27:22] <Zaggy1024> hm
L37[00:27:38] <Zaggy1024> I believe I'm
using setPositionAndUpdate with a position several blocks above the
ground
L38[00:27:41] <Zaggy1024> doesn't seem to
work
L39[00:28:05] <Zaggy1024> it only really
happens when the world first generates at the destination
portal
L40[00:28:09] <Zaggy1024> IIRC
L41[00:30:00] <tterrag> diesieben07: lol, I
am doing these advent challenges in the most ridiculous ways to use
java8 as much as possible
L43[00:30:46] <tterrag> except it's broken
:P
L44[00:31:39] <voxelv> where would I go to
see the fields and methods in the net.minecraft.tileentity
class?
L45[00:32:03] <sdtr443w> Is there some way
to get more verbose logging when running, say,
player.travelToDimension()? Something is going wrong there but I
don't get an Exception out of it.
L46[00:32:39] <tterrag> I plussed where I
should have commad
L47[00:32:46] <tterrag> voxelv: your
IDE?
L48[00:32:54] <tterrag> sdtr443w: use the
debugger
L49[00:33:23] <voxelv> I can't seem to find
it
L50[00:33:59] <tterrag> voxelv: eclipse?
ctrl+shift+T is your friend
L51[00:34:14] <voxelv> Oh, maybe I need to
try net.minecraft.tileentity.TileEntity
L52[00:34:21] <voxelv> Intellij
actually
L53[00:35:16] <tterrag> well I'm sure there
is an equivalent shortcut
L54[00:35:34] <voxelv> aha, ok. What is the
functionality of ctrl+shift+T?
L55[00:36:11] <tterrag> open type
L57[00:37:21] <voxelv> Ah thanks
tterrag.
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L66[01:07:08] <Cypher121> tterrag: what's
that push you posted supposed to do?
L67[01:07:31] <tterrag> open a type?
L68[01:08:22] <Cypher121> the one before
that
L69[01:08:28] <Cypher121> Day2
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L72[01:18:28] <tterrag> diesieben07 showed
me that :P
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L75[01:22:17] <Cypher121> Idea be like
"can't resolve method 'println(?)
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L78[01:26:07] <McJty> fry|sleep, for when
you return. With your latest fix it compiles but strangely enough
the block+overlay only works in inventory (where it shouldn't
actually have to work :-)
L79[01:26:16] <McJty> fry|sleep, in the
world it is still checkerboard. No errors in the log at all
L80[01:26:26] <McJty> s/compiles/runs
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L84[01:31:21] <Cypher121> tterrag: lol, do
you know why it's broken?
L85[01:31:50] <tterrag> yeah, like I
said
L86[01:31:57] <tterrag> I plussed where I
should have commad
L87[01:32:14] <Cypher121> yeah
L88[01:32:21] <tterrag> day 5 has resulted
in the most ludicrous line of code I've ever written
L89[01:32:28] <tterrag>
System.out.println(lines.stream().filter(s -> s.indexOf('a') +
s.indexOf('e') + s.indexOf('i') + s.indexOf('o') + s.indexOf('u')
>= 1).filter(s -> s.chars().filter(i ->
Collections.frequency(Arrays.asList(s.toCharArray()), i) >
1).count() > 0).filter(s -> !(s.contains("aa") ||
s.contains("cd") || s.contains("pq") ||
s.contains("xy"))).count());
L90[01:32:32] <tterrag> and yes that's *a*
line
L91[01:32:34] <Cypher121> lol
L92[01:32:35] *
tterrag dies
L93[01:32:50] <Cypher121> func
programming
L94[01:32:54] <Cypher121> you're doing it
wrong
L95[01:32:59] <tterrag> .filter(s ->
s.chars().filter(i ->
Collections.frequency(Arrays.asList(s.toCharArray()), i) >
1).count() > 0)
L96[01:33:04] <tterrag> that part in
particular, is precious
L97[01:33:12] <Cypher121> btw, I think this
is a better way to read file:
Files.readAllLines(Paths.get("day2.txt"));
L98[01:33:13] <tterrag> O(n^2) because
lol
L99[01:34:53] <Cypher121> I don't even know
what the fuck is happening in here
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L101[01:35:02] <tterrag> also, the first
bit is broken, I wad dumb
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L103[01:36:18] <killjoy> 00100110
L104[01:36:18] <killjoy> ^
L105[01:36:18] <killjoy> Broken bit
L106[01:36:34] <Cypher121> that's the last
one
L107[01:36:52] <Cypher121> 00100110
L108[01:36:52] <Cypher121> ^
L109[01:37:12] <killjoy> 00100110
L110[01:37:13] <killjoy> ^
L111[01:37:21] <killjoy> using tabs?
L112[01:37:26] <Cypher121> no
L113[01:37:27] <Cypher121> spaces
L114[01:37:35] <killjoy> 16 spaces?
L115[01:37:52] <Cypher121> 14
L116[01:38:18] <tterrag> yeah, there was
no way I was going to one-line that one, sadly
L117[01:38:21] <tterrag> the first part
just wasn't workable
L118[01:38:31] <Cypher121> fonts
¯\_(ツ)_/¯
L119[01:38:48] <Cypher121> I had my share
of oneliners when working with perl
L120[01:39:17] <Cypher121> may still have
few of them saved
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L129[01:58:16] <xaero> does advent of code
require a particular language?
L130[01:58:53] <tterrag> xaero: not at
all
L131[01:59:01] <tterrag> you could do it
paper if you wanted
L132[01:59:06] <tterrag> just gotta get
the answer :P
L133[01:59:15] <Cazzar> Someone do it in
R
L134[01:59:30] <xaero> aha, so like
project euler but for puzzles
L135[01:59:41] <tterrag> euler isn't
puzzles? O.o
L136[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151221 mappings to Forge Maven.
L137[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151221-1.8.8.zip
(mappings = "snapshot_20151221" in build.gradle).
L138[02:00:12] <xaero> right, I just meant
the same format (doesn't matter how, just get the answer)
L139[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L154[02:54:57] <tterrag> gigaherz: did you
say day 4 makes you wait?
L155[02:55:04] <tterrag> how awful was
your code? lol
L156[02:55:11] <tterrag> I did part 1 and
2 in about 5-ish seconds
L157[02:55:18] <tterrag> (execution
time)
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L162[03:09:19] <Zaggy1024> heh, so sand
won't fall into non-water/lava liquids? :)
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L167[03:32:10] <Nitrodev> should i first
make a git repo or the gradle workspace when making a mod
L168[03:32:19] <sham1> git
L169[03:33:12] <Nitrodev> okay
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L171[03:41:37] <killjoy> doesn't
matter.
L172[03:41:42] <killjoy> you can always
git init later
L173[03:41:45] <sham1> Yeah
L174[03:41:56] <sham1> But better do it
sooner than later
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L178[03:47:29] <xaero> yay one row of
lights on the tree lit up
L179[03:47:32] <Nitrodev> i'll do it
before the gradle
L180[03:47:42] <killjoy> why not
both?
L181[03:47:51] <Nitrodev> bc last time i
did it after and lost ALL of my code
L182[03:48:12] <killjoy> As in copy the
gradle files, git init, git commit
L183[03:48:17] <Nitrodev> like they didn't
go to trashcan they were just gone
L184[03:48:38] <killjoy> Do you understand
git?
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L186[03:52:08] <Cazzar> Unless you git
reset... including untracked that will never happen with git.
L187[04:03:06] <tterrag> Cazzar: and even
if you reset...you still have the reflog
L188[04:03:11] <tterrag> but yeah that
doesn't include unstaged changes
L189[04:03:12] <ThePsionic> Who wants to
hear a fun little passage of my life
L190[04:03:21] <ThePsionic> about*,
rather
L191[04:04:06] <tterrag> I'm off to bed,
sorry :P
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L193[04:04:43] <ThePsionic> k
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L201[04:24:13] <Cypher121> I have no idea
what is going on, but apparently I found a forge bug
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L203[04:26:39] <ThePsionic> gj
Cypher121
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L205[04:29:23] <Cypher121> or not.
apparently if something sets itemstack to null when item is used it
just passes the stack on and then accesses its stacksize
L206[04:33:48] <Wuppy> am I the only one
who feels like theyre "not getting" a game when you think
a game sucks but it's 90% positive on steam>?
L207[04:34:14] <ThePsionic> Wuppy: Which
game
L208[04:34:42] <Wuppy> megabyte
punch
L209[04:34:57] <Wuppy> and
hammerwatch
L210[04:35:00] <Wuppy> and uplink
L211[04:35:05] <ThePsionic> Hammerwatch is
fun I think
L212[04:35:20] <ThePsionic> Can't talk
about the other ones as I've not played them
L213[04:35:21] <Wuppy> it felt really
pointless to me
L214[04:35:38] <ThePsionic> It kinda
is
L215[04:36:27] <Wuppy> and IMO the
controls weren't very responsive
L216[04:36:43] <Wuppy> and especially with
those worms, you can only loose from fighthing those
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L220[05:06:20] <Zaggy1024> bah, you know
how TNT and sand entities don't use correct random variant from the
blockstates json?
L221[05:06:35] <Zaggy1024> I just fixed
that bug in a few hours with minor changes and no packets -_-
L222[05:07:10] <Zaggy1024> their
"fix" for the TNT was to fix the entity model being
rotated by 90 and removing the random variants from the blockstates
json
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L226[05:24:10] <Zaggy1024> just updated
the bug on bugs.mojang.com, we'll see if they care :P
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L237[06:02:17] <flappy> Wuppy: uplink is
the best of its kind, afaik
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L240[06:17:10] <Wuppy> hmm I learned
something extremely interesting in C++ the other day
L241[06:17:39] <Wuppy> apperantly, the
constructor is called before variables are initialized in the
header
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L261[07:27:01] <Pennyw95> Hi...does it
matter if onblockActivated returns true or false? Or is it only
about the side effects?
L262[07:27:53] <diesieben07> Pennyw95,
return false means it will now try to right-click the Item
L263[07:28:20] <Pennyw95> makes
sense...thanks :D
L264[07:28:26] <diesieben07> on the client
returning false also means the client will not send the "i
activated this block" packet
L265[07:29:03] <Pennyw95> so typing
if(!world.isRemote) {......;true;} else false makes sense too
L266[07:29:13] <diesieben07> not
relly
L267[07:29:26] <diesieben07> the !isRemote
part would never get called since the client will never tell the
server
L268[07:29:57] <Pennyw95> hm
L269[07:30:13] <Pennyw95> no need for the
"else" then
L270[07:30:54] <diesieben07> yes there
is
L271[07:31:01] <diesieben07> it should be
return true, not return false though
L272[07:31:16] <sham1> God damn it, why is
video game swimming always so tedious
L273[07:31:16] <diesieben07> then the
client does nothing except "hey server i activated this
block"
L274[07:32:00] <FallingD> does anyone here
have experience working with the API of the macro mod by
mumfrey?
L275[07:32:05] <Pennyw95> ok then
L276[07:32:20] <sham1> The what mod_
L277[07:32:32] <sham1> And my keyboard
changed to the US layout...
L278[07:33:12] <Pennyw95> my keyboard does
this trick too sometimes...is there a fix without rebooting?
L279[07:33:23] <sham1> Just change it
back
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L287[08:08:45] <Pennyw95> bounding boxes
are quite weird, aren't they? I often clip through them whne I'm
not supposed too
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L292[08:24:27] <Pennyw95> Hm...I'm making
a tile entity hold an item when right clicked ny the player, and if
it already has an item it gives it back when right clicked again (
think of thaumcraft's pedestal)...However, after I retrieve the
item, the server knows it's not there anymore, but the client still
believes it's there..i guess I need to force an update like
markDirty()?
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L295[08:29:43] <Pennyw95> I see...thanks
:)
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L299[08:43:01] <sham1> THis is kinda
sad
L300[08:43:13] <sham1> But what was the
method called that is called on block after it is created
L301[08:43:24] <sham1> IDEA does not find
onCreated so it is not that
L302[08:44:37] <gigaherz_r> ?
L303[08:44:45] <gigaherz_r> after it is
created?
L304[08:44:50] <sham1> Yeah
L305[08:44:59] <sham1> Orafter placed
rather
L306[08:45:08] <gigaherz_r> onBlockPlaced?
;P
L307[08:45:16] <sham1> And I feel like a
dufus
L308[08:45:34] <sham1> I was thinking
about Item where onCreate exists
L309[08:45:39] <gigaherz_r> there's also
onblockPlacedBy
L310[08:45:54] <sham1> Yeah
L311[08:46:04] <sham1> But for this the
placer does not actually matter
L312[08:46:09] <gigaherz_r> items have
onCreate? never heard of it XD
L313[08:46:30] <sham1> Well
onCreated
L314[08:46:36] <gigaherz_r> same
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L316[08:46:56] <gigaherz> I have never
seen that method mentioned, or used in any mod, or came across it
in any vanilla Item
L317[08:46:57] <gigaherz> XD
L318[08:47:07] <gigaherz> until now
L319[08:47:15] <sham1> It is called when
the item gets taken out of crafting table
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L321[08:48:04] <gigaherz> ah
L322[08:48:58] <sham1> I need to get into
testing my mana network code
L323[08:49:13] <sham1> I've written it so
much yet it has not been testable until now
L324[08:50:46] <sham1> And it would
propably be a good time to get a logger
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L326[08:53:22] <Pennyw95>
renderTileEntityAt is called everytick, right?
L327[08:53:40] <Pennyw95> just want to be
sure...
L328[08:54:06] <gigaherz> not
exactly
L329[08:54:11] <gigaherz> it's called
every FRAME
L330[08:54:20] <sham1> Frames =/=
ticks
L331[08:54:33] <sham1> Every tick has 3
frames assuming you run 60 FPS
L332[08:54:35] <gigaherz> frames are not
synchronous with ticks
L333[08:54:39] <sham1> yeh
L334[08:54:39] <Pennyw95> oh ok
L335[08:54:44] <gigaherz> so they can run
at any moment in between ticks
L336[08:54:45] <Pennyw95> thanks
L337[08:54:54] <gigaherz> that's why
there's a "partial ticks" parameter in the methodç
L338[08:54:56] <gigaherz> -ç
L339[08:55:05] <sham1> Ah that's what it
is
L340[08:55:13] <Pennyw95> ohhh
L341[08:55:19] <gigaherz> if, as sham1
says, you were running at 60fps
L342[08:55:21] <gigaherz> you could have
like
L343[08:55:35] <gigaherz> one frame drawn
with partial=0.2, one with partial=0.6 and one with partial =
0.9
L344[08:55:37] <sham1> propably should
make my item render TESR check if partial ticks are 0 before doing
stuff
L345[08:55:45] <gigaherz> the numbers are
not exact
L346[08:55:51] <sham1> yeh
L347[08:55:54] <gigaherz> the number of
frames between ticks is not exact
L348[08:55:59] <gigaherz> you just rely on
interpolating
L349[08:56:02] <sham1> Approx 3 frames on
ticks
L350[08:56:06] <gigaherz> which is what
all the entity methods do
L351[08:56:13] <gigaherz> like
L352[08:56:21] <gigaherz>
entity.getLook(partialticks)
L353[08:56:37] <Pennyw95> cool, thanks
:D
L354[08:56:38] <gigaherz> it interpolates
the rotation beforecalculating the direction
L355[09:01:31] <Pennyw95> Uhm...I think my
eclipse's debug mode is not working...it should be able to show
chances to a TESR or a TE's code on the fly, right?
L356[09:02:21] <gigaherz> dunno how it
works on eclipse
L357[09:02:27] <gigaherz> in IDEA, you
ahveto manually hit "build"
L358[09:02:34] <gigaherz> and then it asks
to replace code
L359[09:02:42] <Pennyw95> oh ok
L360[09:03:41] <sham1> in eclipse
auto-hotswap is default
L361[09:04:31] <gigaherz> note that
L362[09:04:50] <gigaherz> it's not
possible to hotswap if you added or removed methods, or changed the
signature of a method
L363[09:05:19] <sham1> well that would
require a big recompile
L364[09:05:25] <sham1> Which at runtime
can be devestating
L365[09:06:32] <sham1> My code
compiled
L366[09:06:36] <sham1> That's a good
sign
L367[09:07:19] <sham1> Gah
L368[09:07:31] <sham1> I have to enable
debug messages...
L369[09:08:25] <Pennyw95> yeah but I'm
just messing with GLtranslate values
L370[09:08:52] <sham1> Where did I put the
log4j config file...
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L382[09:30:54] <sham1> Meh, I cannot
apparently get EnumFacing from Vec3 as Vec3 uses doubles and
EnumFacing's method for getting facing from vec takes floats
L383[09:31:34] <Jezza> Casting from a
float to a double isn't terrible.
L384[09:31:55] <Jezza> The accuracy you
lose is negligible.
L385[09:32:18] <sham1> double -> float
might be interesting to say the least
L386[09:32:20] <gigaherz> yeah
L387[09:32:26] <gigaherz> for most
graphics purposes, float works just fine
L388[09:32:37]
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L389[09:32:52] <gigaherz> double->float
is just rounding the value, and capping at the new infinity limits
;P
L390[09:33:01] <gigaherz> it's a quick
operation for thecpu
L391[09:33:17] <Jezza> The only reason you
shouldn't do it is because you have calculations that rely on very
accurate numbers.
L392[09:33:29] <gigaherz> which is only
really needed for physics simulations
L393[09:33:32] <Jezza> Such as a raytrace,
or interpolation.
L394[09:33:33] <sham1> How much error
would truncating it bring
L395[09:33:34] <Jezza> Yeah
L396[09:33:48] <gigaherz> sham1: a double
has 12 digits of precision
L398[09:33:52] <sham1> Mm
L399[09:33:55] <gigaherz> a float has
6
L400[09:34:04] <Jezza> Double is double
the precision.
L401[09:34:05] <gigaherz> overall, that
is
L402[09:34:11] <gigaherz>
"123.456"
L403[09:34:25] <Jezza> Floats tend to be
very good at smallish decimal points.
L404[09:34:27] <gigaherz> you cna't trust
that 123.4567 is fully precise
L405[09:34:42] <gigaherz> as in
L406[09:34:46] <Jezza> 2.35F
L407[09:34:52] <Jezza> That kind of
range.
L408[09:35:03] <gigaherz> 100.0001 +
0.0001 may NOT return 100.0002
L409[09:35:08] <sham1> ye
L410[09:35:15] <sham1> Because the point
floats
L411[09:35:28] <Jezza> So, it boils down
to, you can easily cast down to a float.
L412[09:35:47] <sham1> without losing too
much
L413[09:35:48] <sham1> Good
L414[09:35:52] <Jezza> Yep
L415[09:36:03] <gigaherz> for a facing
vector
L416[09:36:05] <gigaherz> you lose nothing
;P
L417[09:36:13] <gigaherz> if you wanted to
represent a world position
L418[09:36:17] <gigaherz> a float may not
be enough
L419[09:36:20] <Jezza> Which would really
probably just look at the angles
L420[09:36:27] <sham1> Yay for java
8
L421[09:36:28] <sham1> EnumFacing dir =
Optional.ofNullable(placer).map(EntityLivingBase::getLookVec).map(vec
-> EnumFacing.getFacingFromVector((float)vec.xCoord,
(float)vec.yCoord, (float)vec.zCoord)).orElseGet(() ->
EnumFacing.DOWN);
L422[09:36:29] <gigaherz> yeah
L423[09:36:47] <Jezza> That is
unncessary...
L424[09:36:53] <gigaherz> ewh
L425[09:36:53] <gigaherz> XD
L426[09:37:03] <sham1> Come on, you like
it
L427[09:37:03] <ThePsionic> nice
L428[09:37:04] <sham1> Dont lie
L429[09:37:14] <Jezza> I really
don't.
L430[09:37:17] <gigaherz> I don't dislike
that feature
L431[09:37:18] <gigaherz> but
L432[09:37:23] <Jezza> I work with java 8
on a daily basis
L433[09:37:24] <sham1> Yeah
L434[09:37:26] <Jezza> There are good
uses.
L435[09:37:26] <gigaherz> this is beyond
what I consider "acceptable use"
L436[09:37:26] <gigaherz> ;P
L438[09:37:38] <Jezza> This is really just
not needed.
L439[09:37:45] <sham1> I felt like writing
that
L440[09:37:57] <sham1> so I can collapse
it down
L441[09:38:16] <Jezza> Also
L442[09:38:22] <Jezza> It really doesn't
need to be a supplier.
L443[09:38:37] <Jezza> It doesn't cost
much at all to calculate EnumFacing.DOWN.
L444[09:38:37] <sham1> IDEA didnt like it
if it wasnt a supplier
L445[09:38:42] <Jezza> Really?
L446[09:38:44] <Jezza> That's weird.
L447[09:38:44] <sham1> ye
L448[09:38:49] <sham1> I knnow right
L449[09:38:58] <Jezza>
orElse(EnumFacing.DOWN);
L450[09:39:02] <sham1> I tried that
L451[09:39:06] <Jezza> Shouldn't
complain.
L453[09:39:33] <sham1> Well it does
L454[09:39:46] <Jezza> orElse
L455[09:39:49] <Jezza> Not orElseGet
L456[09:39:52] <sham1> gah
L457[09:39:56] <Jezza> orElseGet is the
supplier method.
L458[09:40:00] <sham1> Mmmm
L459[09:40:02] <sham1> I noticed
L460[09:40:18] <sham1> For calculating it
from some other stuff
L461[09:40:27] <sham1> but anyway
L462[09:40:36] <sham1> Monadic
composition
L463[09:40:47] <Jezza> :/
L464[09:41:29] <sham1> I propably should
put some newlines there to make it clearer
L465[09:42:33] <Jezza> You could just pass
it off to a helper method
L466[09:42:55] <sham1> Propably
L467[09:43:12] <Jezza> EnumFacing facing =
HelperThing.facing(placer);
L468[09:43:19] <Jezza> You get the
idea.
L469[09:43:23] <sham1> ye
L470[09:43:37] <sham1> I indeed get the
IDEA
L471[09:43:42] <Jezza> ..
L472[09:44:28] <sham1> Come on
L473[09:44:35] <sham1> That pun was
amazing and you know it
L474[09:44:46] <Jezza> Again,
incorrect.
L475[09:44:48] <Lord_Ralex> he's dying of
laughter
L476[09:45:09] <sham1> more like his
laughter is dying because it was so terrible
L477[09:45:37] <diesieben07> it wasn't
even a pun...
L478[09:46:12] <Jezza> It was word
play.
L479[09:46:14] *
gigaherz karate chops sham1 in the head
L480[09:47:43] <gigaherz> btw
L482[09:48:00] <gigaherz> got this working
yesterday (technically earlier this morning) :3
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L484[09:48:27] <sham1> That beam
L485[09:48:27] <Jezza> That doesn't look
right.
L486[09:48:32] <Jezza> You should go to
the doctors.
L487[09:48:33] <sham1> Hot damn
L488[09:48:46] <Wuppy> is that magicka
gigaherz ?
L489[09:49:38] <MattDahEpic> do lighting
updates only update the client?
L490[09:49:39] <Ordinastie> gigaherz,
shouldn't that beam come out of the wand ?
L491[09:49:53] <sham1> THey propably
should
L492[09:49:57] <MattDahEpic> or rather do
they only lag the client
L493[09:49:59] <sham1> It would look
better IHMO
L494[09:50:06] <Ordinastie> MattDahEpic,
is there lighting on the server ?
L495[09:50:32] <sham1> how can lightning
be real if our eyes arent
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L498[09:52:48] <Pennyw95> hm...my TE
implements ISidedInventory and I made it render the item if the
player puts one with onBlockActivated..it works, but then if I use
a hopper only the server thread knows the item it's there, and the
client doesn't...what am I missing?
L499[09:53:27] <diesieben07> Pennyw95, you
need to send packets to sync the item to the client.
L500[09:54:02] <Pennyw95> can I use
receiveClientEvent?
L501[09:54:21] <diesieben07> no that can
only send ints
L502[09:54:45] ⇦
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L505[09:57:29] <Pennyw95> so
SimpleNetwork?
L506[09:57:37]
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L507[09:57:42] <diesieben07> yes
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L509[10:04:43] <Pennyw95> I get your
point, but I'm looking at this class and here the client syncs
without a PacketHandler...at least I can't see it
http://pastebin.com/S90s7YQF
L510[10:05:29] <gigaherz> [16:48] (Wuppy):
is that magicka gigaherz ?
L511[10:05:31] <gigaherz> sortof
L512[10:05:40] <diesieben07> there is no
packet sending there Pennyw95.
L513[10:05:43] <gigaherz> it is a mod
inspired by magicka, but I'm NOT trying to replicate magicka
L514[10:05:49] <gigaherz> [16:49]
(Ordinastie): gigaherz, shouldn't that beam come out of the wand
?
L515[10:05:50] <gigaherz> yes
L516[10:06:00] <Wuppy> cool :)
L517[10:06:02] <Pennyw95> and yet it
works?
L518[10:06:04] <gigaherz> but I haven't
written the necessary code to calculate the location of the
hand
L519[10:06:33] <gigaherz> well the
location of the tip of the wand/staff
L520[10:07:05] <gigaherz> if MC used
skeleton-based animations, I'd just query the location of the staff
"bone", but yeah ;P
L521[10:07:12] <Soni> how do I make a
coremod compatible with multiple MC versions? just remove the
MCVersion?
L522[10:08:33] <diesieben07> Pennyw95,
they are probably using the description packet.
L523[10:09:06] <sham1> I was wondering why
my readFromNBT was never called
L524[10:09:14] <sham1> But it was because
I never needed to access it :P
L525[10:12:18] ***
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L527[10:13:01] <raoulvdberge> !gm
Block.isProvidingWeakPower 1.7.10
L528[10:16:40] ⇦
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L531[10:21:29] <Pennyw95> @diesieben07
like getPacketFrom?
L532[10:21:38] <diesieben07> No.
L533[10:21:48] <diesieben07>
S35PacketUpdateTileEntity
L534[10:21:52] <sham1>
"getPacketFrom"
L535[10:21:54] <sham1> :P
L536[10:22:18] ⇦
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L538[10:25:07] <Wuppy> what is a good,
single word for experiences you learned something from?
L539[10:25:09]
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L540[10:25:45] <sham1> I dont think there
is any one word for it
L541[10:25:49] <sham1> Why you ask
L542[10:25:49] <Wuppy> :c
L543[10:26:00] <Wuppy> I need a good short
way to describe that
L544[10:26:03] <Wuppy> for school
stuff
L545[10:26:11] <Wuppy> becauase our school
is annoying
L546[10:26:30] <Wuppy> which results in us
spending more time documenting what we learn than actually learning
shit :|
L548[10:26:40] <Quetzi> 'TIL' :p
L549[10:26:44] <Wuppy> Progression is a
good work for it I guess
L550[10:27:02] <diesieben07> yes
penny
L551[10:27:03] <sham1> indeed
Pennyw95
L552[10:27:07] <diesieben07> and then
onDataPacket
L554[10:27:49] <Pennyw95> well place
readfromnbt instead of that
L555[10:28:34] <sham1> ye
L556[10:28:43] <sham1> Why custom NBT
methods
L557[10:28:46] <Jezza> I think it's better
to separate readFromNBT and a custom method.
L558[10:29:09] <Jezza> Just makes more
sense in my head.
L559[10:29:13] <Pennyw95> Well at the
beginning it was just "monkey see moneky do" but in the
end it's quite handy
L560[10:29:21] <sham1> We all have our
preferences and all that but I disagree
L561[10:29:24] ⇦
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L566[10:30:18] <Jezza> Whoops.
L567[10:30:36] <Jezza> Anyways, I think my
reasoning behind it is separation.
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L569[10:30:43] <Jezza> You might not need
all the data sent to the client.
L570[10:30:59] <sham1> indeed
L571[10:31:09] <diesieben07> jesus FUCKING
christ i am such a moron
L572[10:31:17] <sham1> what
L573[10:31:22] <heldplayer> I'm not sure
jesus can fuck himself
L574[10:31:23] <Jezza> He's a moron
L575[10:31:29] <diesieben07> i just spent
like a day on a problem and i had a broken regex
L576[10:31:30] <Jezza> Didn't you hear
him?
L577[10:31:33] <sham1> Jesus is God
L578[10:31:36] <sham1> I think he
can
L579[10:31:41] <diesieben07> ([0-9])+
instead of ([0-9]+)
L580[10:31:49] <Jezza> lol
L581[10:31:55] <diesieben07> and all my
testing used < 10 numbers
L582[10:31:56] <sham1> Regex
L583[10:32:00] <diesieben07> so my test
code all went fine
L584[10:32:06] <diesieben07> but the
actual resuts then were wrong...
L586[10:32:33] <diesieben07> i know how
regex works :D
L587[10:32:35] <Jezza> Always been a goto
when I either have trouble with regex, or see a massive one in a
legacy code base.
L588[10:32:36] <diesieben07> it was a
typo
L590[10:32:51] <sham1> And IDEA didnt
catch that
L591[10:33:00] <sham1> well fudge
L592[10:33:01] <Jezza> It shows you the
state machine.
L593[10:33:05] <Jezza> It doesn't explain
it.
L594[10:33:15] <diesieben07> oh
L595[10:33:18] <diesieben07> that's
nice
L596[10:33:19] <Jezza> Although, by
extension, I guess it does.
L597[10:33:44] <Jezza> If I'm trying out a
regex on a dataset, then regexr is the way to go
L598[10:33:55] <Jezza> But as I said,
trying to debug it, that's where I head to.
L599[10:34:12] <diesieben07> the issue was
i didn't even conside the regex as the problem D
L600[10:34:33] <Jezza> Regex is always the
problem.
L601[10:34:37] <diesieben07> lol
L602[10:34:52] <sham1> ye
L603[10:35:09] <sham1> too closely related
to PERL
L604[10:35:14] <sham1> So it inherited all
the problems
L605[10:36:23] <Jezza> You try designing a
1-dimensional character stream that defines a flexible state
machine.
L606[10:36:39] <Jezza> You'll end up with
a whole bunch of nonsense either way.
L607[10:37:21] <diesieben07> for simple
cases it is useful though
L608[10:37:37] <Jezza> Simple cases is all
it should ever be used for... in my head..
L609[10:38:04] <Jezza> People go crazy
with regex..
L610[10:38:23] <Jezza> Like email
verification.
L611[10:38:49] <diesieben07> email
verification is easy with regex :D
L612[10:38:54] <sham1> :P
L613[10:38:57] <Jezza> But not the best
idea.
L614[10:39:11] <sham1> I've seen someone
try to parse XML with regex
L615[10:39:17] <sham1> I cried that night
a lot
L616[10:39:17] <diesieben07> <something
thats not an @>@<something thats not an @>
L617[10:39:19] <diesieben07> done
L618[10:39:22] ⇦
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L619[10:39:26] <diesieben07> you can't do
more
L620[10:39:39] <Jezza> Yeah, but that
gives a ton of false negatives
L621[10:40:00] <Jezza> You can have an @
symbol in your email address.
L622[10:40:11] <diesieben07> really?
L623[10:40:26] <Jezza> It either has to be
escaped: \@ or in quotes "asdasd@asdasd"
L624[10:40:27] <Jezza> Yep
L625[10:40:34] <diesieben07> see that
already proves the point
L626[10:40:34] <Jezza>
"asdasd@asdasd"@gmail.com
L627[10:40:37] <Jezza> is a valid
email
L628[10:41:07] <sham1> why would you do
that
L629[10:41:17] <diesieben07> anyways i
once read an article about this, bascially the rfc rules cannot
possibly be explained in regex
L630[10:41:18] <Jezza> Because it's a
valid email address.
L631[10:41:25] <Jezza> You're right.
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L633[10:41:43] <Jezza> You can get very
close, but at that point, you might as well just make a proper
state machine to parse the email address.
L634[10:41:54] <Jezza> A specific and
customised state machine.
L635[10:42:17] <Jezza> It'll be faster,
cleaner, and in all likely hood, easier to maintain.
L636[10:42:34] <Jezza> But people don't
have time for that, so they just google email regex.
L637[10:42:54] <Jezza> Took me about 3
days to create it the state machine.
L638[10:43:04] <Wuppy> Jezza, do you like
top gear?
L639[10:43:07] <Jezza> create the state
machine*
L640[10:43:14] <Jezza> Yep, but not that
much.
L641[10:43:17] <Jezza> My name is just
Jeremy.
L642[10:43:27] <Wuppy> haha
L643[10:44:01] <Wuppy> they'll soon
restart on amazon \o/\o/\o/
L644[10:44:05] <Jezza> \o/
L645[10:44:12] <Jezza> With a massive
budget. :D
L646[10:44:14] <Jezza> Well...
L647[10:44:18] <Jezza> Bigger
budget...
L648[10:44:32] <Wuppy> really?
L649[10:44:41] <Jezza> Yeah
L650[10:44:46] <Wuppy> awesome :D
L651[10:44:53] <Jezza> With BBC they were
given about 1.5 million per episode
L653[10:44:59] <Wuppy> damn
L654[10:45:01]
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L655[10:45:02] <Jezza> With Amazon,
they've gotten about 4.5
L656[10:45:09] <Wuppy> jesus christ
L657[10:45:12] <Wuppy> when will it
air?
L658[10:45:13] <Jezza> Yep.
L659[10:45:16] <Jezza> 2016
L660[10:45:46]
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L661[10:46:00] <Wuppy> :V amazon prime
only
L662[10:46:13] <Wuppy> well, thank god for
pirate bay + living in a country which allows torrenting :P
L663[10:46:28] <Jezza> I've already amazon
prime
L664[10:46:37] <Jezza> Free shipping.
:D
L665[10:46:43] <ThePsionic> We don't even
have Amazon
L666[10:46:47] <ThePsionic> Well
L667[10:46:49] <ThePsionic> Limited
L668[10:46:52] ⇦
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L669[10:47:08] <sham1> Wuppy, this might
be interesting
L670[10:47:08] <Jezza> Must be
Australian.
L672[10:47:20] <Wuppy> :(
L673[10:47:34] <Jezza> To be fair, it was
going to happen.
L674[10:47:45] <sham1> ye
L675[10:48:04] <sham1> And that was from
2014
L676[10:48:15] <ThePsionic> sham1: But no
one actually cares enough to do anything about it
L677[10:48:17] <raoulvdberge> what?!
L678[10:48:20] <Jezza> Keep in mind, those
laws are basically in every country in some form, and people still
download stuff...
L679[10:48:23] <sham1> well yeah
L680[10:48:27] <ThePsionic> The only
reason they outlawed it is because Brussles said so
L681[10:48:28] <Jezza> So, it won't stop
them...
L682[10:48:32] <Wuppy> sham1, there's also
this law where people in NL cant drink under 18 :P
L683[10:48:38] <sham1> I'm just saying
that it is not legal
L684[10:48:41] <raoulvdberge> I don't
think downloading in the Netherlands is illegal
L685[10:48:46] <ThePsionic> And I'm just
saying no one cares
L686[10:48:47] <Wuppy> several
municipalties openly said: fuck that shit, we're not even going to
pretend to check xD
L687[10:48:49] <raoulvdberge> I live in
Belgium, and downloading is perfectly legal.
L688[10:48:55] <raoulvdberge> Uploading
isn't though (I think)
L689[10:49:04] <sham1> No one caring !=
legal
L690[10:49:21] <raoulvdberge> I would have
heard something about it, otherwise.
L691[10:49:32] <sham1> It technically is
illegal but no one cares about it enough to do anything about
it
L692[10:49:47] <Wuppy> sham1, illegal !=
getting in trouble
L693[10:50:02] <sham1> indeed
L694[10:50:37] <sham1> I'm just saying
that your statement that NL is a nation where torrenting IS legal
is incorrect
L695[10:51:05] <Lord_Ralex> torrenting
itself is not exactly illegal, it's torrenting pirated stuff that
matters
L696[10:51:05] <gigaherz> :3
miningbeam!
L697[10:51:11] <sham1> Ye
L698[10:51:21] <sham1> Torrent as a data
transfer is legal
L699[10:51:38] <sham1> It just gets used
so much illegaly that it has became an de facto synonyme
L701[10:52:05] <raoulvdberge> Oooh, the
whole thuiskopie bullshit.
L702[10:52:07] <raoulvdberge> Yeah.
L703[10:52:12] <gigaherz>
timings/intervals need a bit of adjusting still
L704[10:52:51] <sham1> raoulvdberge, mind
translating what you just meant
L705[10:53:05] <sham1> I cannot find
anything about that in a language I'd understand
L707[10:53:26] <raoulvdberge> Thuiskopie
== downloading effectively.
L708[10:53:33] <sham1> okay then
L709[10:53:56] <sham1> Time to Google
Translate this page
L710[10:54:00] <raoulvdberge> yup!
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L712[10:55:18] <sham1> giga, is that a
mining spell?
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L714[11:00:35] <gigaherz> sham1: yes
L715[11:00:45] <gigaherz> in creative mode
it destroys blocks, in survival it gives the blocks back
L716[11:00:51] <sham1> mmm
L717[11:01:00] <gigaherz> higher tiers of
the spell mine longer and higher hardness blocks
L718[11:01:34] <gigaherz> and I plan to
have a version that adds "vacuum" to the spell so that
dropped blocks move toward you
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L735[11:27:37] <Pennyw95> HEy guys...is it
possible to make automation tile entities like hoppers or other
mods' fluid pipes to an itemstack inventory or tank which is stored
in another block's TE? Like, picture a 3x1x3 space with the center
block creating the TE with the tank
L736[11:28:07] <Pennyw95> I'm sure it can
be done with onBlockActivated, but I'm not certain about
automation...I'd hate to have to spawn more TEs
L737[11:28:08] <Jezza> Everything is
possible.
L738[11:28:18] <sham1> JUST DO IT
L739[11:28:24] <Pennyw95> YES
L740[11:35:00] <gigaherz> directly, no,
the block has to have a TE for others to be able to see that it's
an IInventory
L741[11:35:03] <gigaherz> however
L742[11:35:20] <gigaherz> it can be a very
simple TE that just knows the location of the real TE, and can
forward the calls
L743[11:36:02] <Pennyw95> I'll probably do
that...a TE that does nothing can't be a huge hog, right?
L744[11:36:08] <gigaherz> yeah
L745[11:36:11] <gigaherz> TEs are light on
their own
L746[11:36:30] <gigaherz> the reason
hoppers cause so much lag
L747[11:36:39] <gigaherz> is because they
scan for item entities
L748[11:36:44] <shadekiller666> every
tick
L750[11:37:04] <gigaherz> yo ucan see that
by placing an inventory on top of the hopper
L751[11:37:14] <gigaherz> since it won't
test for entities if there's an inventory to suck from
L752[11:37:22] <gigaherz> suddenly the lag
is gone ;p
L753[11:37:25] <Pennyw95> a simple tick %
10 would make it much quicker, yeah?
L754[11:38:10] <gigaherz> well it's not
really so much every tick, is it?
L755[11:38:16] <gigaherz> doesn't the
hopper work on 8-tick intervals?
L756[11:39:40] <Pennyw95> yes there's a
cooldown in the code
L757[11:40:13] <Pennyw95> might just be
the cooldown for transfering items though.
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L760[11:42:52] <sham1> Wouldnt be
surprised
L761[11:42:59] <sham1> Hopper code is so
messy
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L764[11:45:26] <shadekiller666> a lot of
vanilla code is so messy :P
L765[11:45:26] <shadekiller666> pistons
probably being the most messy :P
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L771[11:53:39] <Pennyw95> If I want to
draw horizontal planes with the tessellator, drawing it clockwise
or in the opposite direction determines if it can be seen from top
or bottom? If I recall correctly?
L772[11:54:01] <colossali> hey guys, I'm
attempting to set a maximum spawn limit on an entity and I'm
wondering if I'm doing this correctly, since it doesn't seem to be
working well...
http://pastebin.com/yZauPBdx
L773[11:57:15] <shadekiller666> penny,
yes, counter clockwise is the "proper" winding
order
L774[11:59:16] <gigaherz> xcept it's not
the proper one, it's just the one the opengl designers chose
L775[12:00:16] <shadekiller666> if
rendering the sides of a block, counter clockwise will make the
face point out
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L777[12:00:24] <shadekiller666> clockwise
would make it point in
L778[12:00:26] <sham1> well it is proper
for OpenGL
L779[12:01:06] <shadekiller666> does DX11
wind clockwise or counterclockwise?
L780[12:01:12] <gigaherz> clockwise.
L781[12:01:21] <shadekiller666> of course
it does..
L782[12:01:31] <gigaherz> so far as I'm
concerned, opengl does it backwards
L783[12:01:32] <gigaherz> ;P
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L787[12:05:08] <sham1> god damn it windows
devs
L788[12:06:46] <Pennyw95> what about
tessellator.setNormal(0, 1, 0)?
L789[12:07:01] <Pennyw95> normal
vector?
L790[12:07:41] <gigaherz> the normal
vector is used for lighting only
L791[12:07:51] <gigaherz> the backface
culling system works on winding
L792[12:08:10] <Pennyw95> oh
L793[12:08:18]
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L795[12:08:31] <gigaherz> if the vertices
flow clockwise and opengl culling is set to BACK, the triangle is
skipped.
L796[12:08:47] <gigaherz> due to vertex
shading, you can't really know the final normal beforehand
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L798[12:09:05] <gigaherz> heck if you use
per-pixel lighting, you can't even know the final normal until
after the fragment shader!
L799[12:09:30] <gigaherz> becasue there
could be a bump map
L800[12:09:36] <gigaherz> (or normal
map)
L801[12:10:11] <Pennyw95> i just want to
render a cuboid of a fluid...should I care about all this?
L802[12:11:01] <gigaherz> probably
not
L803[12:11:14] <Pennyw95> ok then
ahah
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L808[12:21:52] <masa> oh
counter-clockwise... ffs I just "corrected" my quads to
clockwise order last night
L809[12:23:46] <gigaherz> I'm still
unconvinced about that
L810[12:24:00] <gigaherz> I make all my
models clockwise, sofar as I know, and they seem to work ;P
L811[12:24:40] <gigaherz> oh look at
that
L812[12:24:49] <gigaherz>
glFaceMode(GL_CW) and glFaceMode(GL_CCW)
L813[12:24:59] <gigaherz> opengl does NOT
have a "proper" order!
L814[12:25:16] <gigaherz> it jsut defaults
to CCW unless you change it ;P
L815[12:27:51] <sham1> indeed
L816[12:32:12] <Pennyw95> hm...what about
the lava_still and lava_flow textures? they're quite long...is it
an animation?
L817[12:32:27] <sham1> yes
L818[12:32:41] <sham1> It will be handled
for you
L819[12:33:28] <Pennyw95> so 0,16 are fine
UV values?
L820[12:33:39] <sham1> no
L821[12:34:39] <sham1> You need to get the
TextureAtlasSprite of the fluid in order to get its UV
L822[12:35:20] <Pennyw95> you're right
it's all orange lol
L823[12:35:32] <Pennyw95> debug mode not
working is really driving me insane here
L824[12:35:57] <Pennyw95> something like
TextureMap.locationBlocksTexture?
L825[12:36:35]
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L826[12:36:40] <sham1> to get the
TextureAtlasSprite from ResourceLocation that you get from
Fluid
L827[12:37:39] <gigaherz> Pennyw95: you
bind that,
L828[12:37:47] <gigaherz> but in order to
find the UV range
L829[12:37:56] <sham1> I'm working on
example giga
L830[12:37:58] <gigaherz> you have to ask
the texturemap to give you the TextureAtlasSprite
L831[12:38:27] <sham1>
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(fluid.getFlowing().toString())
L832[12:38:35] <sham1> That is how you get
the textureatlassprite
L833[12:38:40] <sham1> That you can use to
get the UV range
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L835[12:41:19] <Pennyw95> so if I put your
code inside bind texture as new ResourceLocation's argument, I get
the texture. As for the UV, getInterpolatedUV?
L836[12:41:33] <williewillus> why can't
glstatemanager take parameters for pushAttrib?
L837[12:41:43] <williewillus> will using
GL11.glPushAttrib mess things up?
L838[12:41:47] <sham1> getMinU
L839[12:41:49] <sham1> getMinV
L840[12:41:52] <sham1> getMaxU
L841[12:41:54] <sham1> getMaxV
L842[12:42:04] <Jezza> Is there a client
side disconnect event?
L843[12:42:13] <Pennyw95> ok
L844[12:42:28] <gigaherz> williewillus:
you can use GLxx directly so long as you set things back after you
are done
L845[12:42:39] <williewillus> okay
L846[12:42:41] <gigaherz> GlStateManager
exists in order to help avoid unnecessary state changes
L847[12:43:20] <sham1> Messing with the GL
stack :P
L848[12:43:37] <sham1> As long as you can
get the state before you change you should be fine as you can just
set it back
L849[12:45:57] <williewillus> I'll just go
on the philosophy of if I use GL11 to change something use GL11 to
set it back before leaving, and same for GlStateManager
L850[12:45:57] <williewillus> :p
L851[12:47:03] <gigaherz> yup
L852[12:47:04] <gigaherz> xcept
L853[12:47:11] <gigaherz> you do NOT have
to set thigns back with glStateManager
L854[12:47:12] <gigaherz> ;p
L855[12:47:23] <Pennyw95> ugh...do you
know if it's related to TESR or the jsons?
java.lang.RuntimeException: No base model or submodel provided for
this MultiModel.Baked.
L856[12:47:27] <gigaherz> they are sortof
misusing the concept of a state manager by setting things
back
L857[12:47:39] <gigaherz> since you remove
the biggest feature which is to avoid state-settings calls
L858[12:47:40] <gigaherz> ;P
L859[12:48:09] <sham1> I just use the
GLStateManager push/pullattrib things
L860[12:48:21] <sham1> So I can be assured
in the end that I do not break anything
L861[12:48:22] <gigaherz> (the normal way
of using them is that you tell it all the settings at the
beginning, and it will manage to change the needed ones)
L862[12:48:36] <gigaherz> yeah I was
thinking about blending and such
L863[12:49:02] <gigaherz> "the
following code needs blending." "oh! it was disabled, so
I'll enable it for you"
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L865[12:49:44] <Lunatrius> Who was poking
me about the update a few days ago... uhh
L866[12:50:23] <Lunatrius> Ah,
GeoDoX
L867[12:50:38] <gigaherz> someone XD
L868[12:51:11] <Lunatrius> Should be up in
a few (hopefully), wanted to let him know
L869[12:51:22]
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L870[12:51:29] <gigaherz> heh
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L876[13:02:46] <williewillus> does the
1.8.8 tessellator retain color?
L877[13:02:58] <williewillus> like if i
glcolor before I start drawing, but I draw with a non-color
mode
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L879[13:04:54] <Lunatrius> It does,
assuming you don't wr.color()
L880[13:05:18] <williewillus> awesome,
thanks
L881[13:05:25] <Lunatrius> Gui#drawRect
does it
L882[13:05:33] <Lunatrius> Or whatever the
method is called
L883[13:06:28] <williewillus> also what's
the alternative to tess.setBrightness? looking at the diffs in
vanilla code, it does bitshifting and then calls lightMap() on the
wr 0.o
L884[13:06:33] <williewillus> is there a
shorter way :p
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L887[13:09:49] <Lunatrius> Didn't mess
with that, fry should know tho
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L891[13:12:10] <sham1> Speak of the
devil
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L895[13:15:12] <Lunatrius> :P
L896[13:15:29]
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L897[13:16:12] <McJty> fry, saw my comment
from earlier? Your latest fix makes it work for the inventory
(where I didn't really need it) but not in world
L898[13:16:20] <McJty> fry, the block is
checkerboard in world. No errors in the log
L899[13:16:37] <McJty> But I can clearly
see the overlay texture being applied in my inventory model
L900[13:16:38] <fry> yes, now it loads and
doesn't crash?
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L902[13:16:47] <McJty> Yes. That part is
fine at least
L903[13:17:04] <McJty> And in principle it
appears to work. Just need to get it on my in-world model too
L904[13:17:08] <fry> make sure your
canRenderInLayer is correct, since that's what was causing that
error
L905[13:17:22] <fry> try limiting it to 1
layer at first
L907[13:17:29] <fry> and see if that layer
is correct
L908[13:17:52] <sham1>
"@ConfigSync"
L909[13:17:57] <sham1> What does thateven
do
L910[13:18:04] <McJty> public boolean
canRenderInLayer(EnumWorldBlockLayer layer) {
L911[13:18:04] <Jezza> Naming things is
hard...
L912[13:18:04] <McJty> return
getBlockLayer() == EnumWorldBlockLayer.SOLID || getBlockLayer() ==
EnumWorldBlockLayer.CUTOUT;
L914[13:18:07] <Jezza> Wow
L915[13:18:10] <McJty> That's the
code
L916[13:18:29] <Jezza> Just sync's the
field from the server to the client on connect.
L917[13:18:34] <McJty> oh, that's
wrong!
L918[13:18:35] <sham1> Ah
L919[13:18:43] <Jezza> syncs*
L920[13:19:06] <williewillus> I approach
annotation based things with skepticism, esp in MC :p usually a
better idea to just do it the normal way, but whatevs :p
L921[13:19:26] <McJty> fry, it
works!
L922[13:19:28] <sham1> Mmm
L923[13:19:33] <McJty> fry, that was a
stupid error :-)
L925[13:19:38] <sham1> I'd rather not use
Lombok for my mod
L926[13:19:43] <fry> all errors are stupid
:P
L927[13:19:44] <Jezza> Annotations are
greatly under-utilised
L928[13:19:50] <Jezza> There's a nice
middle ground
L929[13:19:57] <fry> and the ones that are
the most stupid are the hardest to catch :P
L930[13:19:57] <Jezza> Spring is obviously
just crazy.
L931[13:20:05] <tterrag> Jezza:
@ConfigString? do you have an annotation for each config
type?
L932[13:20:08] <sham1> Spring is crazy
with naming and annons
L933[13:20:35] <Jezza> Annotations can be
used to convey simple concise data.
L934[13:20:37] <sham1>
AnnotationFactoryBeanSingletonBeanFactoryBeanFactory
L935[13:20:38] <Jezza> It's quite
nice.
L936[13:20:51] <Jezza> tterrag, yes and
no.
L937[13:21:18] <McJty> fry, so what would
the best strategy be to change this overlay texture depending on a
property in the blockstate of my model?
L938[13:21:22] <Jezza> I have an
annotation for each config type, and one generic one that has no
specialised fields.
L939[13:21:40] <McJty> The texture is now
specified in the modular_storage_aux.json
L940[13:21:43] <Jezza> Just has category,
and comment, IIRC.
L941[13:21:59] <Jezza> category and
comment*
L942[13:22:00] <fry> McJty: put
"textures" inside the property in the json
L943[13:22:01] <Jezza> Damn comma...
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L946[13:22:15] <fry> just like you did
with rotations and "facing"
L947[13:22:23] <McJty> Ok, in the aux json
I suppose?
L948[13:22:45] <fry> hmm, main one, I
think
L949[13:22:47] <tterrag> Jezza: if you
have the generic one, what's the point of the others?
L950[13:22:57] <McJty> fry, how does it
know which texture to modify then?
L951[13:22:57] <raoulvdberge> now I feel
stupid. made a block that disables itself when a redstone signal is
received, and here I am wondering why a block that should emit
redstone doesn't tick anymore lol
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L953[13:23:11] <McJty> ah, the 'overlay'
tag in the textures
L954[13:23:13] <Jezza> Because some have
more specific stuff to more specific types.
L956[13:23:22] <McJty> ok, that
works
L957[13:23:24] <Jezza> Strings, for
example, can have a validation pattern.
L958[13:23:31] <McJty> (should work,
haven't tried it yet :-)
L959[13:23:47] <tterrag> validation
pattern?
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L962[13:25:21] <Jezza> I linked the String
list/array, but you get the idea, I hope.
L964[13:25:32] <williewillus> wtf...did
they really remove the "multiply" method from blockpos in
1.8.8?
L965[13:25:39] <Jezza> That's the one that
I was looking for.
L966[13:25:50] <Jezza> tterrag, ^
L967[13:26:37] <tterrag> seems like it
would be pretty simple to just allow a pattern for all
configs
L968[13:26:58] <Jezza> Because patterns
are needed with numbers...
L969[13:27:32] <shadowfacts> that makes a
total of 3 annotation based config systems that I know of now
xD
L970[13:27:42] ⇦
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L971[13:27:54] <Jezza> Mine has been
around for the better half of 1 and a half years.
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L973[13:28:08] <Jezza> better half of 2
years*
L975[13:28:11] <Jezza> Sounds better.
:/
L976[13:28:31] <tterrag> Jezza: it
wouldn't be useful on numbers, but at least you wouldn't have
useless annotations :P
L977[13:28:38] <tterrag> and heck, maybe
someone wants to validate numbers
L978[13:28:51] <Jezza> Well, that just
doesn't make sense...
L979[13:29:00] <Jezza> You'd compile it
into a pattern
L980[13:29:04] <Jezza> And then
check...
L981[13:29:06] <Jezza> what?
L982[13:29:21] <Jezza> The number would be
a number...
L983[13:29:27] <Jezza> If it's a string
you want, use a string...
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L986[13:29:48] <tterrag> every config is a
string
L987[13:29:51] <Jezza> Point being, it
doesn't stop at patterns...
L988[13:29:54] <tterrag> the number is
just parsed at some point
L989[13:30:33] <Jezza> Also minValues and
maxValues
L990[13:30:39] <Jezza> You'd have to take
them as doubles
L992[13:30:47] <tterrag> btw
L993[13:30:52] <Jezza> Because you don't
know if they'd actually be doubles you'd be checking against.
L994[13:31:14] <tterrag> that's exactly
what I do
L995[13:31:21] <Jezza> I mean, yeah, I
could smoosh everything into one annotatino.
L996[13:31:26] <Jezza> annotation*
L997[13:31:43] <Jezza> but, it just seems
so....
L998[13:31:53] <Jezza> bulky...
L1000[13:31:59] <tterrag> bulky? :P
L1001[13:32:36] <Jezza> Yes, your's is
neat, but that's not my issue.
L1002[13:32:49] <sham1> "Your
is"
L1003[13:32:51] <sham1> Umn
L1004[13:33:05] <Jezza> yours is
neat...
L1005[13:33:09] <Jezza> Just looks weird
now...
L1006[13:33:11] <sham1> Thank you
L1007[13:33:26] <MattDahEpic>
theyir're
L1008[13:33:33] <Jezza> I don't want to
wrap forge's config, and reduce the level of access.
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L1010[13:33:56] <Jezza> I want to allow
entire access to the config system.
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L1013[13:34:10] <tterrag> if you want
everything annotation based, there's some things that just aren't
feasible
L1014[13:34:19] <Jezza> Also, I can
register custom annotations with this
L1015[13:34:22] <tterrag> there's no
reason the user can't just not use the annotation
L1016[13:34:23] <Jezza> And sync them to
the client.
L1017[13:34:31] <Jezza> Well, it
is.
L1018[13:34:34] <tterrag> yes, same here,
except not annotations
L1019[13:34:37] <Jezza> As I have
proven.
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L1023[13:35:15] <Jezza> That handles
string specific stuff.
L1024[13:35:38] <Jezza> That is
neat.
L1025[13:35:43] <Jezza> Clean
L1026[13:35:45] <Jezza> Powerful.
L1028[13:35:59] <tterrag> I suppose I
could add "string specific" stuff there
L1029[13:36:00] <tterrag> just
havent
L1030[13:36:03] <tmtu> what wrong with
just strings :<>
L1031[13:36:12] <tmtu> or
String|double
L1032[13:36:46]
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L1033[13:36:54] <tterrag> tmtu:
convenience? sure you could use string/double for everything
L1034[13:36:56] <tterrag> but that's
going to be ugly
L1035[13:37:00] <Jezza> You can send
custom config objects to certain players as well.
L1036[13:37:06] <Jezza> Which is even
cooler...
L1037[13:37:25] <Jezza> Yeah, using a
String for a boolean wouldn't look pretty...
L1038[13:37:56] <Jezza> 64 bits put to
perfect use.
L1039[13:38:04] <Jezza> I meant for a
double...
L1040[13:38:04] <tmtu> why not? it'd only
be parsed once
L1041[13:38:37] <Jezza> Because
pretty.
L1042[13:39:35] <Jezza> tterrag, does the
type adapter have access to the field it's attached to?
L1043[13:39:58] <tterrag> no, it's merely
a way to convert between "primitive" config types and
"real" config types
L1044[13:40:03] <Jezza> Ah
L1045[13:40:05] <tterrag> i.e. String[]
-> List<String>
L1046[13:40:31] <Jezza> didn't think of
that...
L1047[13:40:49] <Jezza> But Lists aren't
really necessary when you think about it for a config.
L1048[13:41:01] <Jezza> Arrays are fast
and static.
L1050[13:41:40] <williewillus> what is
wr.putColorXX used for?
L1051[13:41:43]
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L1052[13:41:59] <Jezza> tterrag, also,
you don't use Forge's config system, which was my biggest
goal.
L1053[13:42:07] <tterrag> what?
L1054[13:42:09] <tterrag> I absolutely
do
L1055[13:42:17] <Jezza> I didn't want to
introduce ANOTHER system on top of Forge's.
L1056[13:42:32] <Jezza> Oh, I thought you
used Gson.
L1057[13:42:33] <Jezza> :/
L1058[13:42:36] <Jezza> My bad.
L1060[13:43:00] <tterrag> yes, I have a
json config reader, but it's not related to the annotations
L1061[13:43:02] <Jezza> I stand
corrected.
L1062[13:43:39] <Jezza> The TypeAdapters
triggered something when I saw them having worked extensively with
Gson in the past.
L1063[13:43:40] <williewillus> fry: what
is the alternative to something like
tessellator.setBrightness(0x0000F0) in 1.8.8?
L1064[13:44:08] <Jezza> Also, you have to
manually scan for annotations... hehe
L1065[13:44:08] <williewillus> also
tessellator.setColorRGBA_I() which only takes two int parameters
while wr.color() takes four
L1066[13:45:44] <fry> setColorRGBA_I
-> putColorMultiplier
L1067[13:46:11] <fry> but you should be
using .color directly most of the time
L1068[13:46:53] <tterrag> Jezza: I wrote
it before I was aware of asmdata
L1069[13:47:02] <Jezza> oh, that
sucks.
L1070[13:47:02] <tterrag> I could
probably switch over but the performance increase would be
negligable
L1071[13:47:09] <williewillus> and to do
that I just unpack the bits into rgba? also what about
setBrightness?
L1072[13:47:20] <Jezza> It's not really
the performance increase that's the reason I did it.
L1073[13:47:39] <Jezza> Wow, that
sentence was weird...
L1074[13:47:43] <tterrag> is my code
really so ugly?
L1075[13:47:47] <tterrag> it's the
standard way of dealing with annotations
L1076[13:47:53] <tterrag> ASMData would
require a preinit hook
L1077[13:47:54] <Jezza> Performance
wasn't the only reason I did it.
L1078[13:47:55] <Jezza> Convenience
L1079[13:48:04] <Jezza> Not
necessarily..
L1080[13:48:06]
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L1081[13:48:13] <Jezza> I'm not saying
it's ugly.
L1082[13:48:19] <Jezza> By any
means
L1083[13:48:20] <fry> williewillus: only
direct brightness method is putBrightness4, but again, use
.lightmap
L1084[13:48:21] <Jezza> It's quite
clean.
L1085[13:48:41] <fry> and yes, unpack
bytes
L1086[13:48:50] <Jezza> tterrag,
permission to pm/
L1087[13:48:52] <Jezza> ?*
L1088[13:49:03] <tterrag> sure, but I'm
probably heading out for lunch soon
L1089[13:49:15] <shadowfacts> something
in forge depends on Typesafe config, right?
L1090[13:50:56]
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L1091[13:52:17] <raoulvdberge> I need
something from my tile in Block.getDrops, but the tile is deleted
BEFORE getDrops, so how can I reach that data? :P
L1092[13:54:08] <diesieben07>
raoulvdberge, check the forge patches in BlockFlowerPot
L1093[13:55:51]
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L1094[13:56:43] <raoulvdberge>
diesieben07: I don't get it, they call the super getDrops(), and
then after that still call a method that gets the TE O_O
L1095[13:56:54] <raoulvdberge> Why would
the TE still be there at that point?!
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L1097[13:58:39] <diesieben07>
raoulvdberge, *all* patches are important ;)
L1098[13:58:43] <diesieben07> not just
the getDrops
L1099[13:58:55] <raoulvdberge> hmm
okay
L1100[13:59:01] <diesieben07> it even has
a comment :D
L1101[13:59:22]
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L1102[13:59:32] ***
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L1103[14:00:01] <raoulvdberge> oh
wow
L1104[14:00:02] <raoulvdberge> if
(willHarvest) return true; //If it will harvest, delay deletion of
the block until after getDrops
L1105[14:00:04] <raoulvdberge> :P
L1106[14:00:22] <diesieben07> yep
L1107[14:01:27] <diesieben07> then
harvestBlock actually removes the block
L1108[14:01:48]
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L1109[14:02:11] <raoulvdberge> I see.
Wouldn't a patch that would just change the order of the getDrops()
call be more effective?
L1110[14:02:15] <shadekiller666> gotta
love when the rewrite of something to fix a bug completely breaks
the example of how to use it...
L1111[14:02:41] <diesieben07> no, because
that would break a lot of things and it would be a big patch.
L1112[14:02:52] <raoulvdberge> alright,
thanks.
L1113[14:04:30]
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L1115[14:05:24] <Zorn_Taov> if I want the
server to send information about an entity that is outside the
clients range, but is on the server SOMEWHERE, what
information/packet would I send/use?
L1116[14:05:53]
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L1117[14:07:03] <diesieben07> Zorn_Taov,
what kind of information is it? in any case you probably have to
use a custom packet. what is it you are trying to achieve?
L1118[14:07:59]
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L1119[14:08:06] <sham1> Lets see how
badly I can fuck up in this
L1120[14:08:15] <sham1> Lets hope I do
not get an CME
L1121[14:09:30] <Zorn_Taov> I've got a
player finder mod that points you in the direction of players
around you, and so far I've been getting all my data from the
current world's list of rendered entities. so everyone within
render distance (around 200 blocks usually) the player is able to
find and see their location. horrible for games of hide and seek I
know. NOW what I want to do is have the server send a packet of
data to the client of EVERYONE,
L1122[14:09:52] <Zorn_Taov> I figure I
can hook into the PlayerTickEvent to get their information
L1123[14:10:27] <Zorn_Taov> and I'll
probably have a config setting of how often this data is sent, like
every 10 seconds or so
L1124[14:10:35] <williewillus> sham1:
what are you doing? :p
L1125[14:10:36] <diesieben07> just have a
Map<String, position> for all players
L1126[14:10:47] <Zorn_Taov> with the
string being name?
L1127[14:10:48] <sham1> Something that
may be disaster
L1128[14:10:50] <diesieben07> and then
send an update packet for all players out of view
L1129[14:10:51] <diesieben07> yes
L1130[14:11:02] <williewillus> sham1:
that doesn't sound very settling :p
L1131[14:11:09] <sham1> Indeed
L1132[14:11:32] <Zorn_Taov> guess I'll
make a struct for the info
L1133[14:11:37] <williewillus> struct
:p
L1134[14:11:45] <Zorn_Taov> :P
L1135[14:11:52] <diesieben07> Vec3
already exists ;9
L1136[14:11:54] <diesieben07> ;)
L1137[14:12:00] <sham1> Dont remind
me
L1138[14:12:00] <diesieben07> that's 3
doubles
L1139[14:12:01] <Zorn_Taov> also need to
send dimention
L1140[14:12:09] <diesieben07> ahhh,
yeah
L1141[14:12:11] <sham1> It uses 3 doubles
while EnumFacing uses 3 floats
L1142[14:12:12] <sham1> Why
L1143[14:12:26] <diesieben07> because
everyone uses float and/or double as they please :D
L1144[14:12:37] <diesieben07> i have yet
to determine any actual order between when someone uses what.
L1145[14:12:37] <Zorn_Taov> double is
just a bigger float
L1146[14:12:40] <diesieben07> yes, i
know
L1147[14:12:44] <sham1> ye
L1148[14:12:46] <diesieben07> bigger and
more accurate
L1149[14:13:01] <sham1> I still feel
betrayed when I have to cast a double to float
L1150[14:13:06] <diesieben07> lol
L1151[14:13:13] <Zorn_Taov> I'm surprized
that enderIO decided to use Long for their capaciter bank max
storage
L1152[14:13:23] <sham1> BigInteger would
be better?
L1153[14:13:26] <asie>
>BigInteger
L1154[14:13:44] <diesieben07> if you
exceed a long ... you are insane :D
L1155[14:13:56] <sham1> Yeah
L1156[14:14:14] <williewillus> cough rf
power creep cough
L1157[14:14:19] <sham1> Welp, I averted a
ConcurrentModificationError
L1158[14:14:22] <sham1> Good me
L1159[14:14:30] <Zorn_Taov> even so, in
order to get to a long you'd need a HUGE capbank
L1160[14:14:31] <williewillus> *Exception
:p
L1161[14:14:46] <sham1> Ah
L1162[14:14:47] <sham1> THanks
L1163[14:14:47] <williewillus> sham1: are
you trying to thread shit? :p
L1164[14:14:50] <sham1> No
L1165[14:14:59] <sham1> I am trying to
modify a list while foreaching
L1166[14:15:15] <williewillus>
iter.remove or don't use an iterator :p
L1167[14:15:19] <sham1> but I do return
after that so maybe that has something to do with it
L1168[14:15:21] <diesieben07> you have to
use an iterator :D
L1169[14:15:26] <sham1> Nah
L1170[14:15:30] <diesieben07> yep.
L1171[14:15:31] <sham1> If you break out
of the loop
L1172[14:15:35] <Zorn_Taov> cuz a Long is
9223372036854775807, so that / 25mil is the number of blocks, and
sqrt (that / 256)
L1173[14:15:36] <sham1> You dont
L1174[14:15:41] <diesieben07> yes then
not
L1175[14:15:43] <Zorn_Taov> that big of
an area of blocks
L1176[14:16:04] <masa> eh, if you have a
cap bank that has anywhere near the energy of 2^63 any unit, then
you are playing mincraft wrong... there is just no f*cking point to
anything at that point
L1177[14:16:05] <Zorn_Taov> and I think
that's like... 3700?
L1178[14:16:26] <sham1> masa, to see the
number go up
L1179[14:16:28] <Zorn_Taov> 3700ish^2 *
256
L1180[14:16:50] <Zorn_Taov> yay, longs
\o/
L1181[14:16:57] <sham1> lång indeed
L1182[14:17:03]
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L1183[14:17:04] <Zorn_Taov> 9.2 *
10^18
L1184[14:17:27] <tmtu> lång cat
L1185[14:17:39] <sham1> But how long is
it
L1187[14:18:43] <williewillus> Pennyw95:
post the relevant blockstate/model jsons
L1188[14:18:57] <masa> Zorn_Taov: I got
around 38kx38kx256 from that
L1189[14:19:21] <masa> but anyway
L1190[14:19:41] <Zorn_Taov> yeah
L1191[14:19:52] <Zorn_Taov> I was
rounding, forgot to which number
L1192[14:20:03] <Zorn_Taov> still
unnessasarily big
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L1194[14:25:48] <Pennyw95> @williewillus:
I found it, it was a missing , inside a json model...thanks for
pointing me there :D
L1195[14:27:13] <williewillus> who was it
that I talked to about extending/inheriting from BlockDoublePlant
in 1.8?
L1196[14:27:23] <williewillus> would it
work if I just inherited it and ignored the properties it
added?
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L1200[14:28:41] <diesieben07> you might
get crashes then though if people try to actually use your block as
a BlockDoublePlant
L1201[14:29:10] <diesieben07> you can't
get around the fact that by doing that you are violating one of the
core principles of OOP and it will cause problems.
L1202[14:29:21] <williewillus> how so
use? like setting states on it? I could have the properties still
be there
L1203[14:29:26] <williewillus> but just
ignore them when statemapping to models
L1204[14:29:37] <Rockers> Is it possible
to change the physical size of a slot.
L1205[14:29:38] <Rockers> ?
L1206[14:29:39] <diesieben07> i guess you
could do tht, but that's useless...
L1207[14:29:46] <diesieben07> why do you
have to extend BlockDoublePlant?
L1208[14:30:37] <williewillus> because it
has a bunch of specialized harvesting behavior, and this mod
extended it fine in 1.7
L1209[14:31:12] <diesieben07> that's too
bad :D
L1210[14:31:50] <williewillus> why would
doing what I'm thinking of be a bad thing?
L1211[14:31:51] <Rockers> Whenever I
google, "Change slot size forge gui", it comes up with
results for changing properties to do with the ItemStack.
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L1213[14:32:36] <diesieben07> extending
BlockDoublePlant is a bad idea if your Block removes behavior from
BlockDoublePlant
L1214[14:32:58] <diesieben07> Rockers,
what exactly do you mean by slot size? the size of hte part that
can be hovered? the actual item icon?
L1215[14:33:13] <williewillus> welp this
sucks then. copy paste time
L1216[14:33:25] <Rockers> The size of the
part that is hovered. It's part of a custom GuiContainer...
L1217[14:33:54] <Rockers> So that it
would work like a furnace output. That sort of size.
L1218[14:34:48] <diesieben07> the furnace
output does not have a larger slot
L1219[14:35:04] <williewillus> the
texture is just bigger :p
L1220[14:35:04] <diesieben07> the hovered
part that is
L1221[14:35:07] <diesieben07> ^
L1222[14:35:41] <tterrag|away> Yeah I've
yet to find a way to increase the hover Square size
L1223[14:35:51] <Rockers> In the gui, it
look's bigger...
L1224[14:35:55] <tterrag|away> if you
figure it out let me know :p
L1225[14:36:04] <Rockers> *looks
L1226[14:36:10] <masa> Rockers: the slot
has nothing to do with the GUI texture
L1227[14:36:19] <diesieben07> Rockers,
the outline is bigger, yes. but the actual slot itself (the part
that changes when you hover) is the same size.
L1228[14:36:29] <diesieben07> which is
16x16
L1229[14:36:35] <diesieben07> it is
hardcoded to be that way in GuiContainer
L1230[14:36:45] <masa> the actual
"functional" slot is the same sie as the other, just the
furnace bacjground texture has a bigger "slot" for the
output slot part of it
L1231[14:37:02] <MattDahEpic> i have a
World and a BlockPos, is there a way to get the EnumFacings for
that pos to iterate through the adjcent blocks?
L1232[14:37:05] <Rockers> Oh, ok :p. Even
so, how would I go about changing the size of the outline of the
slot then?
L1233[14:37:05] <masa> wow typos hit
again
L1234[14:37:23] <Pennyw95> @diesienben07:
is it normal to have the player clip through boundingx boxes if I
change they're dimensions or am I doing something wrong?
L1235[14:37:37] <diesieben07>
MattDahEpic, for (EnumFacing face : EnumFacing.values()) { BlockPos
offset = pos.offset(face); }
L1236[14:37:41] <tterrag|away> definitely
not normal
L1237[14:37:48] <masa> Rockers: there is
no "slot outline", just make you gui background texture
the way you want it
L1238[14:37:50] <tterrag|away> don't use
the values method
L1239[14:37:56] <tterrag|away> there is a
static array
L1240[14:38:02] <diesieben07> right
L1241[14:38:20] <diesieben07> although it
probably doesn't matter, the JVM will inline values() and get rid
of the clone :D
L1242[14:38:29] <Rockers> There is, it's
the thing that darkens when you hover over it.
L1243[14:38:33] <tterrag|away> masa yes
there is, it's the outline that shows when you hover
L1244[14:38:47] <tterrag|away> Don't
think so diesieben07
L1245[14:38:54] <tterrag|away> values
creates a new array each time
L1246[14:39:00] <masa> is that caled an
outline? well okay then
L1247[14:39:13] <masa> I thought outline
is the border
L1248[14:39:15] <tterrag|away> yea
outline is probably the wrong word
L1249[14:39:21] <tterrag|away> more like
highlight
L1250[14:39:26] <masa> yeah
L1251[14:39:49] <diesieben07>
tterrag|away, values() is return $VALUES.clone()
L1252[14:39:58] <Rockers> Oh no, I just
checked. masa is right.
L1253[14:40:03] <diesieben07> the jvm
inlines that, notices that you don't modify the copy and gets rid
of the copy :D
L1254[14:40:08] <Rockers> The hover
background just has an offset.
L1256[14:40:19] <tterrag|away> I never
knew that
L1257[14:40:32] <diesieben07> i would
think so at least, I don't know everything that hotspot does
L1258[14:40:40] <sham1> How much have you
dived to JVM internals diesieb
L1259[14:40:44] <sham1> Like jeez
L1260[14:41:02] <diesieben07> i have
watched pretty much all JVMLS talks ever
L1261[14:41:16] <diesieben07> JVM
Language Summit that is
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L1263[14:41:26] <Pennyw95> I've just used
setBlockBoundsBasedOnState with a switch statement
L1264[14:42:34] <masa> Pennyw95: oh you
mean when you increase the bb size the player who is standing on it
falls through?
L1265[14:42:54] <Rockers> tterrag|away
But are you truly away though? #LifesDeepestQuestions
L1266[14:43:02] <masa> yeah that is what
happens unless you move the player/entities outside of the new bb
before you change it
L1267[14:43:04]
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L1268[14:43:07] <Pennyw95> Actually I've
only decreased them for some pillars and a floor block, but yes the
player falls through them
L1269[14:43:25] <Pennyw95> before I
change it?
L1270[14:43:59] <masa> hmm wait, are you
changing them on run-time or you mean that the player falls through
your blocks that are smaller (and don't change sizes)
L1271[14:44:38] <Pennyw95> I have a
multiblock composed of instances of a single block with different
models based on metadata
L1272[14:44:52] <Pennyw95> each metadata
has different bounding boxes...does that answer your
question?
L1273[14:45:04] <Pennyw95> I think it's
the second one you said
L1274[14:45:19] <masa> ie. "change
the dimensions of the block", does that mean when you create a
block with smaller dimensions in code, or that the block changes
size when something happens in-game?
L1275[14:45:42] <Pennyw95> They don't
change dimension dynamically, no
L1276[14:45:47] <masa> ah ok
L1277[14:45:50] <tterrag|away> Rockers: I
was
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L1279[14:45:55] <Pennyw95> each property
of the block has its own box
L1281[14:46:44] <sham1> Hmm
L1282[14:46:56] <sham1> I encountered
something strange in my algo
L1283[14:47:31] <sham1> And I think I
found out why...
L1284[14:48:27] <masa> tterrag: hmm, does
that mean that the block instance changes its bounds frequently
whenever something accesses the getCollisionBoundingBox() method?
isn't that exactly why vanilla had all those glitches related to
bounding boxes?
L1285[14:48:37] <tterrag> maybe?
idk
L1286[14:48:42] <tterrag> all I know is
it fixed my glitchiness :p
L1287[14:48:44] <masa> which they
supposedly fixed in 1.9
L1288[14:49:17] <tterrag> diesieben07: do
you think a PR to delegate slot rendering to the slot object would
be worthwhile?
L1289[14:49:25] <tterrag> although that
might get tricky with server/client stuff
L1290[14:49:28] <masa> but up until 1.8
vanilla has all those funny litchess when you can change the
bounding boxes by looking at certain things etc. :D
L1291[14:50:03] <tterrag> masa: it's a
state problem, blocks having different bounds based on state but
the state is stored in the block
L1292[14:50:10] <tterrag> so if you don't
set the state before a query, it glitches out
L1293[14:50:14] <Pennyw95> @tterrag: wow,
it fixed it! Thanks! :D
L1294[14:50:15] <masa> as in the
rendering thread changes the bounds and then stuff starts to glitch
thourgh or something
L1295[14:50:24] <tterrag> bingo
L1296[14:50:51] <diesieben07> idk
tterrag. i am not sure if the server actually checks, i think the
clinet just says which slot was clicked. and also idk, i never
needed it.
L1297[14:50:52] <tterrag> actually
L1298[14:50:55] <williewillus> in 1.7,
what was tessellator.setBrightness? four bits rgba?
L1299[14:50:57] <tterrag> the slot
already has a ton of stuff that's client only
L1300[14:51:16] <masa> so couldn't you
just return the correct bounds without setting it? or would that
just get too slow of break something else somewhere?
L1301[14:51:26] <tterrag> masa: it woud,
but that would result in a lot of duped code
L1302[14:51:33] <tterrag> it's much
easier just to set the bounds and then use the vanilla code
L1303[14:52:14] <tterrag> williewillus:
no, it was sky << 16 | combined << 8 | block
L1304[14:52:17] <tterrag> or something
like that
L1305[14:52:23] <tterrag> typically max
brightness was 0xF000F0
L1306[14:53:07] <williewillus> okay,
because lightmap takes two params and I have no idea what they
are
L1307[14:53:14] <tterrag> probably
sky/block
L1308[14:53:23] <masa> tterrag: well I
eman, are the bounds accessed through other means than that one (or
few) methods? couldn't one just override those to return the
correct bounds based o nthe state? do the bounds actually even need
to be set? unless something accesses them directly that is...
L1309[14:53:30] <Rockers> My internet's
so slow today. It took me 5 secs to download a half-megabyte file..
-____-
L1310[14:53:47] <tterrag> masa: some
things might, they are public
L1311[14:53:54] <masa> dammit
L1312[14:54:27] <tterrag> diesieben07: it
would certainly make more sense
L1313[14:54:35] <tterrag> and the
GuiContainer methods would just be patched to be a passthrough to
the slot methods
L1314[14:54:39] <tterrag> so mods
wouldn't break
L1315[14:54:41] <tterrag> everyone is
happy
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L1317[14:54:52] <diesieben07> :D
L1318[14:56:04] <williewillus> these
generics are irritating at points...
L1319[14:56:11] <diesieben07> :D
L1320[14:56:30] <williewillus>
ClientRegistry.bindTESR() doesn't take wildcards of course...
L1321[14:56:45] <sham1> Can someone look
at my node removal code and tell me why the network does not get
deleted if it was in a bigger network and gets deleted when it is
the only one left
L1323[14:56:46] <Pennyw95> has any of you
used Tabula models in 1.8?
L1324[14:56:56] <sham1> Also I think that
the splitting of networks is not working
L1325[14:57:33] <xaero> FallingD:
yes
L1326[14:58:48] <xaero> oy, didn't
realize I scrolled that far up
L1327[15:00:38]
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L1328[15:03:17] <Rockers> Are there any
recipe book-type mods anybody is aware of for 1.8.8?
L1329[15:04:21] <tterrag> Rockers:
uhh...what does that mean exactly?
L1330[15:04:40] <Rockers> Like when you
press 'r' in NEI.
L1331[15:04:41] <williewillus> JEI?
:p
L1332[15:05:02] <sham1> Using JEI means
not depending on ChickenBones
L1333[15:05:06] <sham1> Which is
good
L1334[15:05:16] <williewillus> JEI also
doesn't coremod, to the extent of my knowledge
L1335[15:05:20] <williewillus> which is
++
L1336[15:05:38] <tterrag> then yes,
JEI
L1337[15:05:59] <sham1> Just Enough
Items
L1338[15:06:02] <Rockers> NEI kept
crashing my game. But it has only been updated to 1.8.
L1339[15:06:04] <sham1> We must spread
the word
L1340[15:06:27] <Rockers> (Even though
1.8.8 hasn't has any significant changes.)
L1341[15:08:27] <sham1> Well chickenguy
takes his sweet ass time as he knows that too many people use NEI
that they have to wait as not many people know any
alternetives
L1342[15:08:46] <Rockers>
net.minecraftforge.fml.common.LoaderException:
java.lang.NoSuchMethodError:
net.minecraft.util.StatCollector.func_94522_b(Ljava/lang/String;)Z
L1343[15:09:28] <Rockers> I think he used
outdated mappings...
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L1346[15:10:03] <Rockers> Great...
L1347[15:10:15] <Rockers> Welp, can't use
JEI
L1348[15:11:16] <sham1> why not
L1349[15:11:21] <fry> sham1: I know, it
must be hard to believe, but some people have lives :P
L1350[15:11:36] <sham1> Nonsense
L1351[15:11:42] <sham1> What is this
"life" you speak of
L1352[15:11:52] <masa> I've never seen it
either
L1353[15:12:03] <Rockers> He used
.func_94522_b in stat collector, which isn't there anymore.
L1354[15:12:10] <tterrag> Rockers: or you
downloaded the obf version?
L1355[15:12:15] <shadekiller666>
fry
L1356[15:12:18] <tterrag> run it over
with BON2
L1357[15:12:30] <shadekiller666> what
does the b3d loader do with regards to uv data?
L1358[15:12:32] <Rockers> Oh, yeah,
that's what it'll be xd
L1359[15:12:39] <shadekiller666> does it
do any sort of processing?
L1360[15:13:14] <Rockers> How would I run
(deobfuscated) mods along side my development mod?
L1361[15:13:32] <sham1> Rockers, tterrag,
or use FG2 for that because afaik it can deobfuscate mods even not
on your gradle dependencies
L1362[15:13:43] <fry> shadekiller666:
noithing at all, an I plan to fix that too
L1363[15:13:46] <tterrag> sham1: pretty
sure that's only for libraries
L1364[15:13:52] <tterrag> Rockers: put
them in /mods ?
L1365[15:13:56] <Rockers> I did
L1366[15:13:58] <sham1> And if it was it
would suck
L1367[15:14:00] <masa> throw the
dev/deobf version of the mods inside mods/
L1368[15:14:07] <Rockers> In
/run/mods
L1369[15:14:11] <sham1> Indeed
L1370[15:15:03] <shadekiller666> fry, so
it will do some processing? also, once again i have managed to hit
the IModels being singletons thing... both with the new processing
for Group visibilities, and for changing material colors...
L1371[15:15:22]
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L1372[15:16:06] <Rockers> Wait. Whats
FG2?
L1373[15:16:12] <Rockers> Forge Gradle
2?
L1374[15:16:22] <sham1> Indeed
L1375[15:16:32] <sham1> Abrar, help us
out on this
L1376[15:17:10] <masa> with what?
L1378[15:17:15] <tterrag> no
L1379[15:17:17] <diesieben07> Rockers, in
build.gradle dependencies use "deobfCompile <...>"
instead of "compile <...>"
L1380[15:17:32] <diesieben07> that will
add the given maven artifact as a dependency and deobf it
L1381[15:17:43] <diesieben07> it says so
in the default build.gradle in the comments
L1382[15:18:25] <masa> and did he even
want that in the IDE, or just to be laoded when the game
launches?
L1383[15:19:09] <shadekiller666> the
interfacing between blocks/tile entities and the model loader is
still a pain in the ass...
L1384[15:19:23] <Rockers> Thanks
diesieben07
L1385[15:19:59] <AbrarSyed> sham1,
?
L1386[15:20:55] <sham1> Can you
deobfuscate mods in the run/mods by using FG2 and if you can,
how
L1387[15:21:49] <masa> why would you do
it from there?
L1388[15:22:11] <masa> and shouldn't it
be the exact same, just change the path?
L1389[15:22:14] <sham1> I'm asking
because of the context of the above conversation
L1390[15:22:22] <sham1> Pay
attention
L1391[15:22:34] <masa> to what?
L1392[15:23:07] <sham1> To the
conversation at hand
L1393[15:23:17] <sham1> Speaking of
things
L1394[15:23:20] <gigaherz> masa: some
mods aren't available with devel names, and those names can be
incompatible depending on mappings, so they were trying to make it
so that you can load any mod and it will apply the mappings at
runtime
L1395[15:23:32] <masa> sham1: and what do
you think I missed?
L1396[15:23:37] <gigaherz> no idea if the
feature is available or not
L1397[15:23:53] <sham1> The reason for my
question
L1398[15:24:35] <masa> you can stick mods
in libs/ before running gradlew eclipse, or you can give the
compile '...' in build.gradle, so shouldn't you also be able to
stick them in mdos/ and then give the full path in the compile
'...', although then you would load them twice and it would break
anyway
L1399[15:25:13] <Rallias> Quick question.
Am I being pedantic about filing bugs against mods that do http
requests in the minecraft thread during preinit?
L1400[15:25:38] <Rallias> (well...
pedantic... an asshole... something negative)
L1401[15:26:07] <sham1> what mod does
HTTP requests like that
L1402[15:26:09] <masa> well such mods are
assholes in the first place :D
L1403[15:26:18] <Rallias> From what I've
found so far?
L1404[15:26:22] <Rallias> BiomesOPlenty
and DragonAPI
L1405[15:26:26] <AbrarSyed> sham1, no.
use Bon2
L1406[15:26:30] <sham1> Ah
L1407[15:26:32] <Rallias> (haven't
checked if DragonAPI is in present version)
L1408[15:26:34] <sham1> Thanks for
clarity
L1409[15:26:35] <IoP> Rallias: DO
IT
L1410[15:26:49] <IoP> Rallias: I can
offer tools to make easier to find that kind of mods
L1411[15:27:32]
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L1413[15:27:47] <sham1> And I stumbled
upon my own little exception
L1415[15:29:11] <tterrag> yeah, that's
stupid
L1416[15:29:15] <tterrag> file a bug
report because stupid
L1417[15:29:26] <tterrag> it's really not
hard to just submit it to an executor or something
L1418[15:29:39] <tterrag> it's just
laziness
L1420[15:34:06] ***
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L1423[15:41:29] <tterrag> where is
getCoordinateRandom() ?
L1424[15:41:33] <tterrag> I know it's a
method in 1.8.x
L1425[15:41:35] <tterrag> wait,
derp
L1426[15:41:38] <tterrag> !gm
getCoordinateRandom
L1427[15:41:43] <tterrag> MathHelper
;D
L1428[15:41:44]
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L1430[15:43:16] <Rallias> I also find it
fairly facinating that better barrels takes 10 seconds to register
ores in postinit.
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L1433[15:48:51] <Pennyw95> Has someone
here used Tabula for 1.8?
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L1441[16:03:35] <williewillus> what block
layers do the old 1.7 getRenderBlockPass ints map to?
L1442[16:04:13] <williewillus> is it the
same order as in EnumWorldBlockLayer?
L1443[16:04:14] <Pennyw95> How can I
render a fluid with TESR? Can I get a ResourceLocation from the
atlasSprite obtained from fluid.getStillIcon?
L1444[16:04:39] <williewillus> you have
an icon so you can use the tessellator to render it
L1445[16:04:48] <williewillus> the
resourcelocation for the sprite would just be the master texture
sheet :p
L1446[16:05:08] <Pennyw95> which i
texturemap.locationBlocksTexture?
L1447[16:05:14] <williewillus> yeah
L1448[16:05:35] <Pennyw95> so from that
one, how do I get the fluid one? Can this work with other mods'
fluids too?
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L1450[16:06:13] <williewillus> yes as
long as you have the Fluid object you can get the icon, which will
be part of the sprite sheet
L1451[16:06:19] <williewillus> and then
render the icon using tessellator/world renderer
L1452[16:06:38] <Pennyw95> sure
L1453[16:06:58] <Pennyw95> but I don't
get how to obtain the fluid's texture from the master sheet
L1454[16:08:06] <williewillus> you don't,
the sheet *is* the texture, and the icon provides you the
coordinates inside that sheet where the fluid texture is
located
L1455[16:08:48] <Pennyw95> oh sure
L1456[16:08:52] <Pennyw95> the uv
coords
L1457[16:09:25] <Pennyw95> So I'll bind
the master sheet and then put the coords inside
addVertexWithUV?
L1458[16:09:45] <williewillus> yup, the
textureatlassprite will have the uv's that you pass to
addVertexWithUV
L1459[16:09:54] <williewillus>
(getMin/MaxU, getMin/MaxV)
L1460[16:12:33] <Pennyw95> is
getStillIcon deprecated in 1.8?
L1461[16:13:19] <sham1> Yes
L1462[16:13:47] <Pennyw95> what should I
use instead? to get UV coords for
TextureMap.locationBlocksTexture
L1463[16:15:25] <Nitrodev> alright im
gonna (finally) start modding again
L1464[16:15:25] <sham1>
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(fluid.getFlowing().toString())
L1465[16:15:33] <sham1> Pennyw95 ^
L1466[16:15:45] <sham1> That gets you the
correct TextureAtlasSprite
L1467[16:17:06] <Pennyw95> wow that was
long..thanks :D
L1468[16:17:32] <sham1> Meanwhile I think
I resolved what was wrong with my node deletation code
L1469[16:18:08] <sham1> Not quite
L1470[16:18:12] <sham1> But getting
there
L1471[16:18:18] <sham1> Now the networks
get split correctly
L1472[16:19:34] <sham1> nvm
L1473[16:19:37] <sham1> Still bugs
L1474[16:20:00] <Pennyw95> sounds
complicated
L1475[16:20:30] <sham1> I know
right
L1476[16:20:46] <sham1> After I am done
with it I propably will never look back to it ever again
L1477[16:24:24] <sham1> Although I am
affraid I will have to
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L1479[16:28:18] <williewillus> sham1: are
you making an energy net?
L1480[16:28:28] <sham1> Indeed I am
L1481[16:30:41] <Nitrodev> okay i made a
folder to be a git repo with git init, do i make the gradle now ro
is there somethign else i would need to do?
L1482[16:30:54] <Pennyw95> now that's
funny...I used FluidRegistry.LAVA to get the UVs and now I have a
water_flowing texture
L1483[16:31:07] <sham1> show your
code
L1484[16:32:04] <Nitrodev> hello?
L1485[16:32:34] <sham1> What
L1486[16:32:42] <williewillus> Nitrodev:
download the MDK
L1487[16:32:46] <williewillus> from the
files.minecraftforge.net
L1488[16:32:58]
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L1489[16:33:24] <Nitrodev> latest or
recommended?
L1490[16:33:38] <Nitrodev> im thinking
recommended
L1493[16:34:05] <sham1> I love debuggers
BTW
L1494[16:34:15] <Nitrodev> thanks
tterrag|away but that doesn't answer my question
L1495[16:34:26] <tterrag|away> it does
though
L1496[16:34:28] <tterrag|away> git is
irrelevant
L1497[16:34:34] <Nitrodev> latest or
recommended?
L1498[16:34:36] <tterrag|away> follow
those steps to make a mod environment, period
L1499[16:34:47] <tterrag|away> doesn't
matter. if you're on 1.8.8 then latest, otherwise, probably
rec
L1500[16:34:48] <sham1> Pennyw95, what
language is this :P
L1501[16:35:14] <Pennyw95> uh?
L1502[16:35:26] <williewillus> your UV's
are messed up
L1503[16:35:31] <williewillus> look,
you're always querying U's
L1504[16:35:33] <williewillus> where are
the V's :p
L1505[16:35:35] <sham1> :P
L1506[16:35:40] <Pennyw95> SHIT
L1507[16:35:53] <Pennyw95> sorry
L1508[16:36:37] <tterrag|away> don't
worry, that's 90% of convos in here
L1509[16:36:42] <tterrag|away> "what
is wrong with [code]?"
L1510[16:36:50] <tterrag|away>
"[obvious thing] is wrong with [code]!"
L1511[16:37:00] <AbrarSyed> latest and
agreatest
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L1513[16:37:20] <tterrag|away> sometimes
you just need a second set of eyes
L1514[16:37:49] <Pennyw95> indeed..now it
works beautifully :)
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L1516[16:39:08] <Nitrodev> hwo do i opena
cmd prompt ina specific folder?
L1517[16:39:18] <Nitrodev> my god my
typing
L1518[16:39:18] <diesieben07>
shift-rightclick in the folder
L1519[16:39:23] <Pennyw95> shift right
click
L1520[16:39:31] <Nitrodev> found it
derp
L1522[16:40:22] <sham1> Can someone look
and see just what the hell am I doing wrong
L1523[16:40:46] <sham1> my networks split
but then they also siese to exist even though they shouldnt
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L1525[16:42:11] <Nitrodev> okay
apperently i'm missing a piece of the puzzle here
L1526[16:42:15] <sham1> And time to see
if I will have to facepalm or not
L1527[16:42:15] <Nitrodev> aka jdk
L1528[16:43:30] <sham1> *Facepalming
intensifies*
L1529[16:43:42] <sham1> It works
now
L1530[16:43:44] <sham1> Finally
L1531[16:43:45] <Pennyw95> There also
another thing that I can't solve but it may not be completely
minecraft-related...after picking back modding and starting to port
to 1.8, I found out that my eclipse's Debug mode is not working...i
mean it's not updating my TESR on the fly and making this
tessellator stuff is really a pain...has this happened to
you?
L1532[16:45:40] <williewillus> Nitrodev:
yes, developing java might need the jdk ;p
L1533[16:45:47] <Nitrodev> yeah
L1534[16:45:48] <sham1> :P
L1535[16:46:00] <williewillus> Pennyw95:
idk how eclipse does it, but make sure it reexports
resources/recompiles on save
L1536[16:47:24]
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L1539[16:48:32] <Pennyw95> Well there's a
tick on "build automatically"
L1540[16:49:00]
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L1541[16:49:08] <Pennyw95> but why are
you all using IDEA? :P
L1542[16:49:21] <diesieben07> because
it's better :D
L1543[16:49:37] <sham1> ^
L1544[16:49:48] <sham1> Some may disagree
but they are wrong
L1545[16:49:50] <AbrarSyed> eclipse maste
rrace
L1546[16:49:55] <Nitrodev> sigh still the
setup decompworkspace is saying that the java_home is set to an
invalid directory
L1547[16:50:12] <sham1> I only use
eclipse if I want to test something
L1548[16:50:19] <sham1> real quick
L1549[16:50:20] <diesieben07> abrar, you
make me sad. you are the one who introduced me to idea :D
L1550[16:50:43] <AbrarSyed> I gave it its
3 month trial.. and went back to idea
L1551[16:50:46] <AbrarSyed> err, went
back to eclipse
L1552[16:51:19] <sham1> Aside from having
to pay for some nicer things, what turned you off
L1553[16:51:40]
⇨ Joins: Floppy012
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L1554[16:51:51] <Floppy012> Hello
:D
L1555[16:51:55] <AbrarSyed> 1) single
content root. Couldnt link external source folders
L1556[16:51:59] <Nitrodev> does
environment mean my pc or the IDE in this case
L1557[16:52:02] <sham1> Like for me what
won me over instantly with IDEA was the night mode
L1558[16:52:10] <AbrarSyed> 2) lack of
control over the project it generates when importing a gradle
build
L1559[16:52:20] <Floppy012> Does someone
know how to change the point when a gui rescales (if the user
resizes the game)
L1560[16:52:44] <sham1> define "the
point"
L1561[16:52:47] <gigaherz> Floppy012:
what?
L1562[16:52:50] <AbrarSyed> 3) it doesnt
show errors in all files when you change something, only the ones
you editted. makes it a pain when refactoring.
L1563[16:53:17] <Elexorien> I dunno, I
tried Idea when pahi used it for his Let's Mod series, got so used
to it I haven't gone back to eclipse.
L1564[16:53:39] <Elexorien> though you do
have a valid arguemtn on point 3 Abrar
L1565[16:53:50] <diesieben07> you can
turn on automatic compilation can you not?
L1566[16:54:06] <gigaherz> I actually
dislike automatic compilation
L1568[16:54:13] <gigaherz> what annoys me
is not seeing ALL errors on build
L1569[16:54:16] <diesieben07> well, but
if you want it, you can turn it on.
L1570[16:54:21] <gigaherz> IDEa shows
them "one by one"
L1571[16:54:25] <diesieben07> huh?
L1572[16:54:29] <Cypher121> and it show
errors when you try building
L1573[16:54:31] <gigaherz> build ->
one file errors
L1574[16:54:31] <gigaherz> fix
L1575[16:54:35] <gigaherz> build ->
another file errors
L1576[16:54:35] <gigaherz> fix
L1577[16:54:36] <gigaherz> ...
L1578[16:54:45] <gigaherz> it doesn't
show ALL errored files, it just stops building
L1579[16:54:55] <AbrarSyed> points 1 and
2 are moot now.. for 1, they now allow multiple content roots. for
2, eclipse buildship is a near identical plugin.
L1580[16:55:05] <Cypher121> idunno, I
must be using some different idea
L1581[16:55:11] <diesieben07> you can
switc to eclipse compiler and turn on automatic compilation
L1582[16:55:18] <diesieben07> that should
continue on errors
L1583[16:55:25] <raoulvdberge> that
moment when you reformat your code so all braces are on a new line
(1,795 additions and 888 deletions :P)
L1584[16:55:27] <diesieben07> but also
what cypher said
L1585[16:56:01] <williewillus>
raoulvdberge: stone the heathen! same line braces!
L1586[16:56:08] <raoulvdberge>
haha!
L1587[16:56:18] <raoulvdberge> It's soo
much more clear though!
L1588[16:56:19] <Cypher121> raoulvdberge:
you mean when you make your code unreadable?
L1589[16:56:26] <raoulvdberge> no, the
opposite!
L1590[16:56:26] <Kolatra> Same line
braces. ew
L1591[16:56:33] <diesieben07> new line
bracs. ew!
L1592[16:56:34] <diesieben07> :D
L1593[16:56:40] <raoulvdberge>
haters..
L1594[16:56:43] <Floppy012> gigaherz if
you rescale the Minecraft Window. There is a Point when Minecraft
rescales the GUI to a smaller or bigger state (depends on if you
scale the whole window bigger or smaller)
L1595[16:56:43] <Elexorien> rabble
rabble.... <gets out the pitchfork>
L1596[16:56:44] <Kolatra> New line braces
are much more readable.
L1597[16:56:46] <diesieben07> All the
subjective arguments!
L1598[16:56:48] <Kolatra> Well imo.
L1599[16:56:51] <tmtu> i use new line
braces for functions, true K&R ;)
L1600[16:56:52] <diesieben07> IDE
preference, newline preference...
L1601[16:57:13] <gigaherz> Floppy012: Oh,
I don't think that can be customized
L1602[16:57:34] <Floppy012> mh thats
bad...
L1603[16:57:48] <gigaherz> what's he
problem?
L1604[16:57:49] <gigaherz> the*
L1605[16:58:01] <raoulvdberge> I guess
you guys hate tabs instead of spaces too?
L1607[16:58:15] <gigaherz> raoulvdberge:
yup, tabs are too vague as a concept
L1608[16:58:39] <raoulvdberge> they're
not!!! tabs are easy to configure in an IDE or text editor
L1610[16:58:41] <gigaherz> I like exact
positioning of my code, I don't want someone else to see a
different indentation than the one I wrote
L1611[16:58:47] <raoulvdberge> instead of
a variable amount of spaces
L1612[16:59:12] <Elexorien> yeah but when
I look at your code it must be indented the way I like it!
L1613[16:59:13] <Floppy012> gigaherz The
new styled Main Menu I created is wider than the old main menu. And
25% of the Menu dissapear because it is not being rescaled early
enough
L1614[16:59:21] <gigaherz> it's not
variable, it's exactly 4 for indentation, and exactly 1 for in
between syntax elements ;P
L1615[16:59:33] <gigaherz> Flop oh
hmm
L1616[16:59:35] <Nitrodev> how is the
JAVA_HOME variable still in the wrong place
L1617[16:59:35] <raoulvdberge> gigaherz:
some people use 2 or even 8, so variable.
L1618[16:59:37] <Cypher121> also
Oracle/Sun has a code convention
L1619[16:59:37] <gigaherz>
Floppy012*
L1620[16:59:37] <Nitrodev> WTF
L1621[16:59:46] <raoulvdberge> and with
tabs you're able to configure the size of the indentation!
HAH!
L1622[16:59:49] <gigaherz> raoulvdberge:
those people I dislike just as much as people who use tabs
L1623[16:59:49] <Cypher121> and it says
right there: newline braces are WRONG
L1624[16:59:53] <gigaherz> but most of
all
L1625[16:59:58] <gigaherz> I can't stand
code written with 3-space indentation
L1626[16:59:59] <gigaherz> XD
L1627[17:00:19] <raoulvdberge> google and
sun can go fuck themselves honestly, sorry!
L1628[17:00:25] <gigaherz> Cypher121:
well they are wrong.
L1629[17:00:29] <sham1> official
standards
L1630[17:00:35] *
gigaherz hugs his left-aligned braces
L1631[17:00:56] <raoulvdberge> what will
they do? fight me?
L1632[17:01:09] <sham1> If we do not
follow official standards then what will we follow
L1633[17:01:12] <gigaherz> coding style
is a personal choice
L1634[17:01:16] <sham1> mmm
L1635[17:01:19] <raoulvdberge> God.
L1636[17:01:21] <raoulvdberge>
(lol)
L1637[17:01:22] <gigaherz> so no, but we
can ignore ;P
L1638[17:01:35] <gigaherz> and
really
L1639[17:01:44] <gigaherz> indentation
choice, brace location, etc
L1640[17:01:47] <gigaherz> those are
secondary
L1641[17:01:57] <raoulvdberge> Praise
gigaherz !
L1642[17:02:00] <gigaherz> there is ONE
thing above all else that must be maintained: consistency
L1643[17:02:09] <raoulvdberge> Praise him
even more !
L1644[17:02:16] ***
kroeser is now known as kroeser|away
L1645[17:02:26] <masa> speaking of
indentaton, people who use eclipse: why does it not always respect
my ident-using-spaces setting? seems that it wants to use whichever
depending on if there are files open where there are both styles
used
L1646[17:02:30] <Cypher121> or, ya know,
names
L1647[17:02:31] <masa> or
something...
L1648[17:02:59] <masa> gigaherz: one of
the projects I'm working on atm has NO consistency! :D
L1649[17:03:07] <masa> it drives me
insane
L1650[17:03:11] <gigaherz> masa: a file
with both spaces and tabs is the worst
L1651[17:03:12] <gigaherz> XD
L1652[17:03:19] <masa> yep..
L1653[17:03:24] <gigaherz> specially the
worst of all
L1654[17:03:29] <gigaherz> spaces for
indentation, but tabs for alignment
L1655[17:03:37] <Nitrodev> okay it's
setting up the workpace
L1656[17:03:39] <Nitrodev> i hope
L1657[17:03:45] <raoulvdberge> I would
just reformat that piece of crap and be done with it.
L1658[17:03:51] <gigaherz> yeah
L1659[17:03:56] <masa> I started using
spaces myself about a year ago, this project initially used tabs
(except the copy-pasted code uses spaces...) so I tried to use tabs
too
L1660[17:04:06] <masa> but then I went
fuckit and started to use spaces on new files
L1661[17:04:17] <masa> maybe I should
just convert it all to spaces finally
L1662[17:04:26] <Nitrodev> okay it didnt
fin the setupDecompWorkspace task in my directory
L1663[17:04:55] <diesieben07> masa, that
should just be one or two clicks, really :D
L1664[17:04:59] <tterrag|away> I've
worked on so many mods that used different formatting rules
L1665[17:05:04] <tterrag|away> I've just
stopped caring
L1666[17:05:05] <Nitrodev> my dir has 3
things in it
L1667[17:05:18] <masa> diesieben07: in
eclipse?
L1668[17:05:25] <tterrag|away> I think I
prefer same line braces atm...If I had to choose
L1669[17:05:35] <masa> the way it lieks
to fuck up indentation while I'm coding i wouldn't use it for that
:D
L1670[17:05:44] <Nitrodev> a folder named
gradle, a file named gradlew, and a windows cmd somthing called
gradlew
L1671[17:05:51] <Nitrodev> am i missing
something
L1672[17:05:53] <diesieben07> masa,
Source > Format
L1673[17:06:12] <AbrarSyed> Nitrodev,
yeah.. the build.gradle
L1674[17:06:19] <masa> meh, I'll just go
through it all with sublime text, it's not THAT many
classes/files...
L1675[17:06:21] <tterrag|away> sigh
L1676[17:06:27] <Nitrodev> the text file
named build?
L1677[17:06:38] <tterrag|away> Remember
when I linked you that guide?
L1678[17:06:43] <tterrag|away> Maybe you
should read it
L1679[17:06:47] <williewillus> (also turn
on file extensions)
L1680[17:07:06] <Nitrodev> tterrag|away,
i read the guide
L1681[17:07:19] <Nitrodev> it's 1am
here
L1682[17:07:38] <Nitrodev> kk it's
working now
L1683[17:08:05] <williewillus> dammit
mojang
L1684[17:08:17] <williewillus> BlockSlab
assumes you want to stuff multiple variants into a single block
ID
L1686[17:08:36] <williewillus> if you
want to have just one variant per block ID (porting) it's a
pain
L1687[17:08:54]
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L1688[17:09:42] <tterrag|away> Make your
own slab then
L1689[17:10:52] <Unh0ly_Tigg> So, I'm
making a 1.8.8 remake of RP2pr6, and I really wish I could get this
done before christmas or new years... but that's really not
happening unless I want to force myself to be awake and at my
computer the *whole* time.
L1691[17:12:01] <Cypher121> that's 1.7 so
I have no idea if it works for 1.8
L1692[17:15:14] <williewillus> i don't
think it does, 1.8 requires a getter for property and a getter for
variant (the value for the property basically). Which means if your
slab doesn't have properties - oops
L1693[17:15:24] <williewillus> I might
have to make dummy properties for everything >.<
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L1695[17:17:14] <williewillus> can't
return null either
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L1697[17:17:22] <shadekiller666> fry,
want to help Hea3veN?
L1698[17:18:48]
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L1700[17:27:09] <Zaggy1024> would sure be
nice if ItemBlock.placeBlockAt was static
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L1703[17:28:45] <williewillus> Zaggy1024:
couldn't you just get the item/block from the registry and do it?
:p
L1704[17:29:51] <shadowfacts> anyone know
why the StructureMineshaftPieces patch in 1.8.8 is failing?
L1705[17:30:04] <Zaggy1024> I'm talking
about calling the Forge-added function that calls some callbacks
and crap
L1706[17:30:16] <Zaggy1024> so that I can
do what an ItemBlock does
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L1708[17:31:39] <Nitrodev> Error running
Minecraft Client: No jdk for module 'WarehouseStorage'
L1709[17:31:46] <Nitrodev> that comes
when i try to run
L1710[17:31:53] <Nitrodev> the mc client
from IDEA
L1711[17:32:21] <Nitrodev> and yes
tterrag|away i have read the ENTIRE guide you sent
L1712[17:32:23] <diesieben07> Nitrodev,
File > Project Structure > Project > Choose a correct
SDK
L1713[17:32:40] <diesieben07> might have
to make a new one if IDEA doesn't know about your JDK yet
L1714[17:33:17] <Nitrodev> yeah im on
it
L1715[17:34:17] <Nitrodev> and looks like
it worked
L1716[17:34:33] <Nitrodev> yup
L1717[17:37:06]
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L1718[17:38:18] <gigaherz> ugh I changed
some values from int to float
L1719[17:38:25] <gigaherz> and I keep
finding new places where I assumed them to be int
L1721[17:38:35] <Nitrodev> does that
project sructure look okay?
L1722[17:38:40] <Nitrodev> like is it
correct
L1723[17:39:18] <Zaggy1024> I don't see
any source folder, so I'm guessing not
L1724[17:39:34] <Nitrodev> okay so that
went wrong
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L1726[17:39:55] <Zaggy1024> (I don't use
IDEA so I don't know for sure, but that definitely doesn't look
like an Eclipse project)
L1727[17:40:22] <AbrarSyed> you...
shouldnt have to edit it yourself..
L1728[17:40:37] <gigaherz> Nitrodev: what
process did you follow?
L1729[17:40:39] <Zaggy1024> hum
L1730[17:40:54] <Zaggy1024> apparently
the registry doesn't like it when an ItemBlock isn't linked to a
block :'(
L1732[17:41:05] <gigaherz> all you should
need to do is grab files -> run setupDecompWorkspace ->
import into gradle -> run genIntellijRuns
L1733[17:41:35] <tterrag|away> i.e.
exactly what my guide says
L1734[17:41:49] <AbrarSyed> Nitrodev,
loosk right.. what does that have to do with openning up your
iml?
L1735[17:42:02] <gigaherz> Nitrodev: all
you are missing is the "src" folder
L1736[17:42:07] <gigaherz> did you remove
it from the MDK package?
L1737[17:42:32] <Nitrodev> i got the src
folder now
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L1739[17:42:54] <Nitrodev> and the
opening of the .iml fiel was a missclick
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L1743[17:52:34] <gigaherz> hmmm with
java's String.format, is there some way to say "at most N
decimals"?
L1744[17:52:51] <Dark> yes
L1745[17:52:58] <gigaherz> I got way too
used to C#-style format strings
L1746[17:53:21] <gigaherz> Dark: how?
;P
L1747[17:53:32] <Dark> I don't recall off
the top of my head, but I know you can do it
L1748[17:53:42] <Dark> try google if you
have not already
L1749[17:54:00] <tterrag|away> %.3d I
think...
L1750[17:54:04] <tterrag|away> or
something like rhat
L1751[17:54:06] <Dark> sounds about
right
L1752[17:54:10] <shadowfacts> wut
L1753[17:54:24] <gigaherz> doesn't like d
with a float
L1754[17:54:25] <shadowfacts> the patch
even fails in the latest mdk
L1755[17:54:25] <gigaherz> ;P
L1756[17:54:36] <gigaherz> %.1f means
ALWAYS show one decimal
L1757[17:54:39] <gigaherz> not "at
most"
L1758[17:55:01] <gigaherz> Iwant to see 1
or 1.1 but not 1.12
L1759[17:55:28] <tterrag|away> Google is
your friend
L1760[17:55:37] <Dark> might need to
create a bit more complex logic
L1761[17:55:44]
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L1762[17:56:07] <Dark> as I thought you
meant show always N, my bad
L1763[17:56:58]
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L1764[17:57:10] *
gigaherz thinks of C#'s "0.#" format string and
cries
L1765[17:57:23] <Dark> still suggest
google
L1766[17:57:28] <Dark> someone has
thought of a solution to the problem
L1767[17:57:35] <Dark> especially if it
can be done in C#
L1768[17:58:25] <gigaherz> apparently
java has a class called DecimalFormat
L1769[17:58:31] <gigaherz> that accepts
that type of formatting string
L1770[17:58:36]
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L1771[17:58:52] <tterrag|away> yes
L1773[17:59:21]
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L1776[18:01:37] <killjoy1> Facebook is
like "Your friends are waiting for you to see their
posts"
L1777[18:01:50] <killjoy1> I'm like
"Today is my birthday. What they wrote is obvious"
L1778[18:01:58]
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L1779[18:02:37] <gigaherz> killjoy1:
those kinds of notifications make me glad that my facebook account
only exists for managing my game's page
L1780[18:02:56] <gigaherz> I have no
"friends" in it, and I don't plan to.
L1781[18:03:43] ***
Darkhax is now known as Darkhax_AFK
L1782[18:03:44] <killjoy1> ha, you have
no friends
L1784[18:04:25] <gigaherz> there we
go
L1785[18:04:29] <gigaherz>
DecimalFormatter :3
L1786[18:04:58]
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L1792[18:17:28] <killjoy1> star wars
IMAX. Is it worth the extra dollar?
L1793[18:17:47] <tmtu> yes
L1794[18:17:59] <killjoy1> 11:40
showing?
L1795[18:18:03] <killjoy1> 8 is sold
out
L1796[18:18:04] <tmtu> yes
L1797[18:18:14] <killjoy1> dad's an old
fart and won't be able to stay up for it
L1798[18:20:05] <gigaherz> assuming IMAX
has more vertical space and not less horizontal ;P
L1799[18:21:19] <killjoy1> He usually
goes to bed at 10
L1800[18:21:21] <gigaherz> (which is only
truefor shots done with proper IMAX cameras and then trimmed to fit
standard film)
L1801[18:21:44] <gigaherz> (or for CG
scenes)
L1802[18:23:24]
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L1803[18:23:44] <killjoy1> We're talking
Disney Star wars. I'd bet 100% is CGI
L1804[18:23:56] <gigaherz> not as much as
you'd think
L1805[18:24:08] <gigaherz> this isn't the
prequels
L1806[18:24:16] <shadekiller666> all i'm
going to say is that JJAbrams didn't fuck it up
L1807[18:24:24] <killjoy1> any lens
flares?
L1808[18:24:29] <shadekiller666>
nope
L1809[18:24:33] <gigaherz> maybe
L1810[18:24:36] <killjoy1> good, it's not
star trek
L1811[18:24:42] <gigaherz> but none that
stood up enough for me to remember it
L1812[18:24:53] <shadowfacts> yeah, he
did a wayyy better job rebooting it than he did with Star
Wars
L1813[18:25:08] <shadekiller666> star
trek*
L1814[18:25:10] <killjoy1> gtg, bye
L1815[18:25:14] <shadowfacts> ffs
L1816[18:25:20] <gigaherz> XD
L1817[18:25:24] <gigaherz> cya
killjoy1
L1818[18:25:24] <shadowfacts> I can
type
L1819[18:25:43] <gigaherz> Star Wars
isn't a reboot though ;P
L1820[18:25:52] <gigaherz> it's just a
sequel done right
L1821[18:26:58] <gigaherz> the only
complaint I have heard so far that I can agree with, is that the
main antagonist of the film is a weak character-wise
L1822[18:27:13] <gigaherz> and I hope
that they continue developing the character in the next films
L1823[18:27:29] <gigaherz> is weak*
(-a)
L1824[18:28:21] <shadekiller666> i think
Daisy Ripley may be my new favorite actress :P
L1825[18:28:36]
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L1826[18:28:42] <gigaherz> you mean
ridley ;P
L1827[18:28:48] <shadekiller666> ya
that
L1828[18:29:03] <shadekiller666> its one
letter off close enough :P
L1829[18:29:59] <gigaherz> XD
L1830[18:32:55] <Girafi> Hmm. Is it
possible to set an item / inventory texture for 1.8.8, without
using .jsons ? ^^
L1831[18:35:41] <gigaherz> nope
L1832[18:35:52] <tterrag|away> Well
yes
L1833[18:35:55] <gigaherz> well,
technically yes
L1834[18:35:57] <gigaherz> but it's not
nice
L1835[18:35:59] <tterrag|away> If you
make your own model
L1836[18:36:05] <tterrag|away> But don't
:p
L1837[18:36:22] <gigaherz> it removes the
ability for resourcepack makers to override your model with a
custom one
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L1840[18:36:35] <gigaherz> (not just
changing the texture, but adding actual 3D shapes or such)
L1841[18:37:28] <Girafi> Ahh I see!
Thanks ^^
L1842[18:37:28] <Elexorien> resource pack
makers will just have to deal with the fact my blocks are blocks
:)
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L1844[18:39:23] <shadowfacts> yea, she
was really good
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L1847[18:59:43] <williewillus> just
finished copying most of doubleplant into that class
L1848[18:59:45] <williewillus> I feel
dirty
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L1857[19:20:42] <voxelv> I'm confused
about the purpose of the nameToClassMap and classToNameMap in the
TileEntity class. Can someone explain what they're for?
L1858[19:24:11] <williewillus> registers
the name of the tile entity to the actual class
L1859[19:24:22] <williewillus> whenever
you "register" a tile entitiy it's basically writing to
this map
L1860[19:25:22] <AbrarSyed> thank god for
the guava biMultimap
L1861[19:26:50] <williewillus> how would
a bi multimap even work :p
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L1863[19:28:43] <AbrarSyed> idk.. but its
there somewhere
L1864[19:29:13] <AbrarSyed> or..nvm its
not.. its in a feature branch that never made it to release
:(
L1865[19:29:24] *
AbrarSyed really needs a bimultimap right now
L1866[19:30:07] <fry> what for?
L1867[19:31:19] <AbrarSyed> a way to
store a root file, and al the relative files under it. and I need
to query it both ways.
L1868[19:31:43] <AbrarSyed> given a
relative path, i need to find its absolute path by finding the root
dir its under.
L1869[19:31:45] <fry> "query it both
ways" - elaborate
L1870[19:32:02] <AbrarSyed> and I need to
find all the relative paths given the root path
L1871[19:32:10] <AbrarSyed> aka: both
ways.
L1872[19:32:28] <AbrarSyed> basically.. a
one-to-many reversable map...
L1873[19:32:37] <fry> what do you need
this for?
L1874[19:32:47] <AbrarSyed> things
L1875[19:32:56] <fry> and what's the
context? is this a normal real file system?
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L1877[19:33:16] <AbrarSyed> yeah
L1878[19:33:23] <AbrarSyed> well.. its a
gradle SourceDirSet
L1879[19:33:29] <fry> then use the system
calls and don't bother :P
L1880[19:33:54] <AbrarSyed> how so? you
mean with .exists()?
L1883[19:34:53] <kashike> AbrarSyed:
BiMultimap would be a disaster for a lot of cases, they'd get too
many bug reports for it lol
L1884[19:35:15] <AbrarSyed> fry, thats..
not the issue
L1885[19:35:22] <fry> what is then?
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L1888[19:36:24] <AbrarSyed> I have a
gradle SOurceSet, which can consists of an arbitrarily many
sourceRoots. I need a way to abstract that away, and provide it as
a list of relative paths where the absolute path can be requested
on demand
L1889[19:37:38] <fry> so, is that list of
relative paths a list of all files in SourceSets, or only the list
of roots relative to the common root?
L1890[19:37:51] <AbrarSyed> there may or
may not be a common root.
L1891[19:38:29] <fry> what are the paths
relative to then?
L1892[19:38:41] <fry> and you didn't
answer the question :P
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L1894[19:38:47] <AbrarSyed> their roots.
there may be an arbitrarily many sourceRoots, but there is no
global root that I care about.
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L1896[19:39:12] <AbrarSyed> so yes, a
collection of relative pathsd and their roots, which may or may not
be the same.
L1897[19:39:45] <fry> so, again, is
"list of paths" a list of roots, or a list of all
files?
L1898[19:39:55] <fry> heh
L1899[19:40:15] <AbrarSyed> list of paths
and roots, I dont care if they are files or not.
L1900[19:40:32] <fry> what is SourceSets
now?
L1901[19:40:55] <fry> and what is
sourceRoot?
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L1905[19:54:53] <williewillus> is this
appropriate bitmath to extract rgb bits? brain is not working
>.> int r = (color & 31) >> 4; int g = (color &
15) >> 2; int b = (color & 3);
L1907[19:55:45] <tterrag|away> Willie
wut
L1908[19:55:56] <tterrag|away> It's 8
bits per color
L1909[19:55:59] <tterrag|away> Not
2...
L1910[19:56:20] <williewillus> wow I
should go sleep
L1911[19:56:28] <tterrag|away> r = c
>> 16 & 0xff
L1912[19:56:33] <tterrag|away> etc
L1913[19:56:36] <williewillus>
FusionLord: looks like another language log :p
L1914[19:56:49] <FusionLord> that is what
i thought
L1915[19:57:27] <tterrag|away> encoding
problem?
L1916[19:57:39] <tterrag|away> download
it and switch to ansi or something
L1917[19:57:41] <tterrag|away> idk
L1918[19:57:43] <tterrag|away>
weird
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L1920[19:59:04] <FusionLord> ansi just
made bigger whitespaces :P
L1921[20:00:34] <williewillus>
tterrag|away: you said the old lightness param for tessellator was
block combined sky packed in that order?
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L1923[20:01:03] <tterrag> I think
so
L1924[20:01:06] <tterrag> might be
wrong
L1925[20:01:06] <williewillus> kk
L1926[20:01:11] <williewillus> whatevs
:p
L1927[20:01:35] <FusionLord> tterrag, how
much work did you do on ender io? I was attempting to use the
ComputerCraft setBundledOutput("back", colors.black) and
it wouldn't work...
L1928[20:02:02] <tterrag> FusionLord: CC
should work just fine with redstone conduits
L1929[20:02:03] <tterrag> I've used it
myself
L1930[20:02:21] <FusionLord> working in
the latest beta?
L1931[20:02:28] <tterrag> nothing much
has changed
L1932[20:03:07] <FusionLord> come to
thinkn of it i may be the issue cause even mfr rednet wouldn't
work
L1933[20:03:19] <FusionLord> i was going
off of the api page on cc
L1934[20:04:44] <tterrag> we implement
the MFR API as well
L1935[20:05:09] <FusionLord> never used
the mfr api
L1936[20:05:28] <FusionLord> wanted a big
display with buttons anyway
L1937[20:06:23] <tterrag> just
saying
L1938[20:07:35] <williewillus> why does
bindTESR not take a wildcard tesr? >.< generics broke another
part of code pretty badly :p
L1939[20:07:47] <tterrag> waht method is
that?
L1940[20:08:00] <williewillus>
ClientRegistry,bindTileEntitySpecialRenderer
L1941[20:08:45] <FusionLord> Intersting I
talk to you and it starts working
L1942[20:08:50] <diesieben07> yeah that
should be a TESR<? super T>
L1943[20:09:00] <williewillus> botania
has a bindTESR(TileGaiaHead, RenderTileSkullOverride). the latter
is a modified subclass of TESR<TileEntitySkull>, so it's
rejected even though TileGaiaHead subclasses TileEntitySkull
L1944[20:09:22] <tterrag> FusionLord: I
have an IT aura
L1945[20:09:27] <FusionLord> lol
L1946[20:09:29] <tterrag> it's nice
:D
L1947[20:09:55] <diesieben07> willie, yes
if the method would take a TESR<? super T> that would fix
that.
L1948[20:10:09] <tterrag> I don't think
generics broke that, so much as mojang just didn't plan for that
case
L1949[20:10:14] <tterrag> it needs to be
patched
L1950[20:10:20] <diesieben07> its an FML
method.
L1951[20:10:24] <tterrag> ...right
L1952[20:10:29] <tterrag> well, still,
needs to be patched :D
L1953[20:10:39] <diesieben07> changed
:D
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L1959[20:19:16] <tterrag> diesieben07: is
there no way in an interface to say the generic type of a return
type should match the class type? seems like there should be but
I'm sure there's a good reason you can't
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L1962[20:19:43] <fry> T stuff()?
L1963[20:19:43] <tterrag> I have
IChiselTexture<T extends IBlockRenderType>
L1964[20:19:47] <diesieben07> so you mean
a "whatever the type of 'this' is type"?
L1965[20:19:52] <tterrag> and in
IBlockRenderType
L1966[20:19:53] <diesieben07> here is no
such thing in java
L1967[20:19:57] <tterrag> I want to
return IChiselTexture<Me>
L1968[20:20:13] <AbrarSyed> cant return
ICHicelTexture<T>?
L1969[20:20:18] <tterrag> AbrarSyed: what
is T?
L1970[20:20:19] <tterrag> T is
nothing
L1971[20:20:22] <tterrag>
IBlockRenderType is not generic
L1972[20:20:26] <AbrarSyed> <T extends
IBlockRenderType>
L1973[20:20:37] <tterrag> where is that
defined?
L1974[20:20:42] <fry> 05:19 forge tterrag
| I have IChiselTexture<T extends IBlockRenderType>
L1975[20:20:44] <AbrarSyed> that is..
unless ICHiselTexture itself extends IBlockRenderType
L1976[20:20:54] <tterrag> AbrarSyed:
no
L1977[20:20:57] <AbrarSyed>
<tterrag> I have IChiselTexture<T extends
IBlockRenderType>
L1978[20:21:06] <tterrag> that's a
different class....
L1979[20:21:10] <tterrag> that T has no
meaning in this context
L1980[20:21:32] <AbrarSyed> ok. a
<me> doesnt exist in java
L1981[20:21:37] <AbrarSyed> youl have to
put in the classname everywhere
L1982[20:21:47] <fry> so, what's the type
you want the return value to be?
L1983[20:22:10] <diesieben07>
IChiselTexture<whatever *this* is>
L1984[20:22:13] <tterrag> ^
L1985[20:22:22] <tterrag> or whatever the
declared type is
L1986[20:22:24] <fry> yup, can't do that
in java
L1987[20:22:30] <tterrag> it seems like
it should be possible
L1988[20:22:37] <fry> nope
L1989[20:22:37] <tterrag> is there a good
reason it's not?
L1990[20:22:41] <fry> nope :P
L1991[20:22:56] <AbrarSyed>
"this" is only known at runtime, there simply is no
generic equivalent
L1992[20:22:57] <tterrag> because if you
have "this" context, then you know the runtime type
L1993[20:23:07] <tterrag> AbrarSyed: if
generic return can be inferred by params
L1994[20:23:10] <fry> Scala does it
somehow :P
L1995[20:23:13] <tterrag> then it could
certainly be inferred by declared type
L1996[20:23:45] *
AbrarSyed shrugs
L1997[20:23:55] <AbrarSyed> I get arround
it by forcing my classes to be something like this
L1998[20:24:04] <AbrarSyed> myClass<T
extends MyClass>
L1999[20:24:17] <tterrag> that's
horrible
L2000[20:24:20] <AbrarSyed> atleast if
its abstract...
L2001[20:24:24] <tterrag> it's an
interface
L2002[20:24:27] <AbrarSyed> yeah it gets
ugly quickly.
L2003[20:24:37] <AbrarSyed> go learn
scala :)
L2004[20:24:45] <tterrag> I'm not writing
the chisel API in scala, lol
L2005[20:24:47] <tterrag> thanks but no
thanks
L2006[20:24:49] *
AbrarSyed wants to learn scala purely for the type system
now
L2007[20:25:13] <tterrag> here's a proof
of why this restriction is pointless
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L2009[20:25:26] <diesieben07> no need to
proof it :D
L2010[20:25:26] <tterrag> I could simply
add a parameter to the method of type T (which would always be the
instance you are calling the method on)
L2011[20:25:31] <tterrag> and then it
could be inferred
L2012[20:25:39] <tterrag> using the same
information
L2013[20:25:43] <AbrarSyed> preeching to
the choir my freind...
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L2015[20:27:04] <tterrag> I could make
the interface method <T extends IBlockRenderType>
IChiselTexture<T>
L2016[20:27:12] <tterrag> and then
explicitly return the correct type in subclasses
L2017[20:27:16] <tterrag> but that
creates compiler warnings
L2018[20:27:25] <tterrag> Type safety:
The return type IChiselTexture<BlockRenderTypeCTM> for
makeTexture(EnumWorldBlockLayer, TextureSpriteCallback...) from the
type BlockRenderTypeCTM needs unchecked conversion to conform to
IChiselTexture<IBlockRenderType> from the type
IBlockRenderType
L2019[20:27:28] <tterrag> generics are SO
FUN
L2020[20:27:43] <AbrarSyed> lol, if you
onlu knew hopw far ive gotten into generics..
L2021[20:27:50] <AbrarSyed> triple
genriced classes 3 deep.. oh the fun :D
L2022[20:27:58] <fry> tterrag:
IChiselTexture<? extends T>
L2023[20:28:07] <tterrag> hm
L2024[20:28:11] <diesieben07> tterrag,
you can make the method a static one instead and do what you said
in your proof ;)
L2025[20:28:16] <AbrarSyed> by that I
mean something like myClass<A, B,
C>.setTHing(D<C>)...
L2026[20:28:22] <tterrag> diesieben07:
ahahah
L2027[20:28:25] <tterrag> no, no no
L2028[20:28:27] <tterrag> and no
L2029[20:28:32] <AbrarSyed> lol fry,
would that even compile?
L2030[20:28:46] <fry> yup
L2031[20:28:47] <AbrarSyed> ive had
issues where T doesnt satisfy <? extends T>
L2032[20:28:54] <tterrag> yeah, that
works fine
L2033[20:29:05] <tterrag> that might be
what I go with
L2034[20:29:09] <tterrag> not the best,
but decent
L2035[20:29:23] <tterrag> <T extends
IBlockRenderType> IChiselTexture<? extends T>
makeTexture(EnumWorldBlockLayer layer, TextureSpriteCallback...
sprites);
L2036[20:29:29] <tterrag> that only makes
me want to throw up a little bit
L2037[20:29:32] <fry> java generics are
painful and clunky, but they do their job 90% of the time
L2038[20:29:33] <tterrag> as opposed to a
lot
L2039[20:29:56] <fry> in general, you
need to always use wildcards
L2040[20:30:27] <fry> because like 80% of
simple classes are covariant, and 5% more are contravariant
:P
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L2042[20:34:08] <mezz> is there a client
event where minecraft.thePlayer has just become available?
L2043[20:34:20]
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L2044[20:34:53] <diesieben07>
ClientConnectedToServerEvent sounds like a way. depends on what
exactly you want though
L2045[20:35:42] <mezz> hm ok
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L2047[20:36:26] <mezz> that event doesn't
seem to exist in 1.8
L2048[20:36:41] <diesieben07> yeah it
does
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L2050[20:37:08] <mezz> where?
L2051[20:37:23] <diesieben07>
Ctrl-Shift-T in eclipse, Ctrl-N in IDEA. :D
L2052[20:37:27] <mezz> I did
L2053[20:37:44] <diesieben07> It's in
FMLNetworkevent
L2054[20:37:48] <mezz> thanks
L2055[20:37:48] <diesieben07> but it
should find it regardless
L2056[20:37:53] <mezz> It does not
L2057[20:38:07] <diesieben07> it does for
me...weird
L2058[20:38:31] <mezz> I'm using
Idea
L2059[20:38:40] <diesieben07> same
L2060[20:38:46] <mezz> I'll check my
settings
L2061[20:39:33] <mezz> I was using
Ctrl-Shift-N which is by file, not class
L2062[20:39:43] <diesieben07> ah :D
L2063[20:40:01] <mezz> thanks for the
help!
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L2067[20:45:30] <tterrag> :/ it
works
L2068[20:47:04] <fry> heh
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L2071[20:57:38] <mezz> looks like
theWorld and thePlayer are still null at
ClientConnectedToServerEvent
L2072[20:57:51] <diesieben07> ok so. what
exactly are you trying to do?
L2073[20:58:18] <mezz> I am writing an
NEI clone and I want to get every itemStack's tooltip as soon as I
can in the game loading process
L2074[20:58:27] <diesieben07> postInit?
:D
L2075[20:58:31] <tterrag> that's a bad
idea
L2076[20:58:34] <tterrag> tooltips are
not static
L2077[20:58:36] <diesieben07> also
that
L2078[20:58:46] <tterrag> not even
close
L2079[20:58:46]
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L2080[20:58:53] <mezz> problem is, public
List getTooltip(EntityPlayer playerIn, boolean advanced)
L2081[20:58:56] <mezz> I need a
player
L2082[20:59:29] <diesieben07> yes, you
should never cache the result of that method
L2083[20:59:33] <diesieben07> call it
whenever you need the tooltip.
L2084[20:59:42] <mezz> this is just for
searching, not for display
L2085[20:59:49] <diesieben07> same
answer.
L2086[21:00:07] <mezz> searching uncached
tooltips is painfully slow, see minecraft creative search
L2087[21:00:18] <diesieben07> there is no
other way.
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L2090[21:00:48] <FusionLord> what are you
trying to search for in the tooltip?
L2091[21:01:05] <mezz> I don't understand
the problem. I would like to get the extra information that I can
get. for instance, buildcraft robots have their type/info in the
tooltip
L2092[21:01:14] <mezz> but their name is
just "robot"
L2093[21:01:29] <diesieben07> you don't
know what mods do in getTooltip.
L2094[21:01:43] <mezz> true
L2095[21:01:59] <FusionLord> yeah... that
tooltip info is prob loaded from nbt...
L2096[21:02:31] <mezz> nbt can be encoded
or unreadable
L2097[21:02:39] <mezz> tooltip is
searchable
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L2100[21:02:45] <kashike> interesting
change
L2101[21:03:20] <FusionLord> well if you
don't care about the dynamics you can wrap in a try, and pass a
null player
L2102[21:03:28] <diesieben07> that will
crash many mods
L2103[21:03:30] <mezz> passing null
player will often crash
L2104[21:03:41] <mezz> it would go very
slowly to try/catch that
L2105[21:03:48] <mezz> and not as
useful
L2106[21:03:57] <diesieben07> have you
actually checked how slow it is with a dynamic tooltips?
L2107[21:03:59] <mezz> I guess I will
just continue with only searching the item's name. it works for
almost every case
L2108[21:04:04] <mezz> it's extremely
slow, yes
L2109[21:04:18] <diesieben07> sounds like
you have a weird search algorithm..
L2110[21:04:24] <mezz> I am testing with
1 million unique items
L2111[21:04:37] <mezz> using nbt on an
item for lots of subitems
L2112[21:04:48] <diesieben07> i mean...
the actual tooltip calculation shouldn't take THAT long compared to
just reading a cached list...
L2113[21:05:07] <mezz> it does, take a
look at getTooltip
L2114[21:05:46] <diesieben07> extremely
slow being? several seconds?
L2115[21:05:46] <mezz> with caching the
search is done in a barely perceptable amount of time, 20ms or
so
L2116[21:05:52] <mezz> without it can
take over a minute
L2117[21:05:57] <diesieben07> dafuq
L2118[21:06:06] <diesieben07> that ...
does not sound right
L2119[21:06:12] <mezz> I have a million
items dude :P
L2120[21:06:24] <diesieben07> yes, but i
wouldnt expect it to be that bad...
L2121[21:06:26] <diesieben07> also
L2122[21:06:28] <diesieben07> a million
items?!
L2123[21:06:38] <gigaherz> wat
L2124[21:06:41] <mezz> it's a good stress
test. before tooltips -> runs fine
L2125[21:06:43] <gigaherz> I thought the
item IDs weren't that large
L2126[21:06:44] <gigaherz> ;P
L2127[21:06:46] <diesieben07> here is an
idea
L2128[21:06:48] <mezz> it's 1 ID
L2129[21:06:52] <mezz> with many
subtypes
L2130[21:06:56] <gigaherz> I thought the
metadata wasn't that large
L2131[21:06:59] <mezz> NBT
L2132[21:07:01] <diesieben07> search for
the cached tooltips immediately
L2133[21:07:01] <tterrag> kashike:
formatting?
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L2135[21:07:05] <gigaherz> oh right
L2136[21:07:07] <kashike> yeah :P
L2137[21:07:13] <diesieben07> then maybe
search the live tooltips in the background?
L2138[21:07:43] <mezz> that's fine, but I
still have the issue of getting the cached tooltips
L2139[21:07:53] <diesieben07> cache them
on first access...
L2140[21:07:53] <gigaherz> caching
tooltips is simply a bad idea
L2141[21:08:19] <mezz> I am just not
going to deal with tooltips, the search is very fast without them,
and this is becoming a mess
L2142[21:08:21] <gigaherz> just take
like, the Q.E.D block -- never the same name in the tooltip
L2143[21:08:29] <mezz> it doesn't
matter
L2144[21:08:40] <mezz> this isn't about
the edge cases, this is about finding "most" of the
data
L2145[21:08:56] <diesieben07> does NEI
search tooltips?
L2146[21:09:03] <gigaherz> yes
L2147[21:09:04] <mezz> yes but it's
terrible
L2148[21:09:10] <gigaherz> you can search
like 2048
L2149[21:09:11] <diesieben07> how
so?
L2150[21:09:16] <gigaherz> and it will
show the items with EMC: 2048
L2151[21:09:56] <mezz> it can get
slow
L2152[21:14:33] <mezz> oh well, not a
terribly useful feature. at least not worth the slowdown
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L2164[22:01:31] <Cypher121> rotation
angles in ModelRenderer are in radians, right?
L2165[22:02:19] <Rallias> IoP,
Apparently, I'm "Frivolous/Unreasonable" for saying that
15 seconds of added load time (3 seconds each for 5 mods).
L2167[22:03:32] <gigaherz> lol
L2168[22:03:35] <gigaherz> well 3 seconds
is a lot
L2169[22:03:48] <tterrag> especially when
the solution is so dang simple
L2170[22:03:53] <gigaherz> but THEY are
the unreasonable ones if they expect EVERYONE to have internet
readily available with a fast DNS
L2171[22:04:02] <tterrag> what happens
when there is no internet btw?
L2172[22:04:05] <tterrag> does it
hang?
L2173[22:04:08] <tterrag> probably
does
L2174[22:04:14] <gigaherz> I assume it
freezes while waiting for a DNS to timeout
L2175[22:04:31] <gigaherz> unless they
use some "has internet" method to ask the OS
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L2177[22:04:49] <Rallias> tterrag, It has
a "canAccessInternet()" or somesuch check.
L2178[22:04:59] <Rallias> (which makes
another http request)
L2180[22:05:08] <diesieben07> reika is a
moron
L2181[22:05:13] <diesieben07> there is no
use argueing with him
L2182[22:05:47] <Cypher121> google
accessible = has internet
L2183[22:05:50] <diesieben07> also
"OS/Hardware-Specific" that is such a joke
L2184[22:05:57] <diesieben07> well, M$
uses the same logic :D
L2185[22:06:01] <gigaherz> Cypher121: wel
lthat's how the usual OS-provided methods work
L2186[22:06:02] <tterrag> that method is
completely pointless as well
L2188[22:06:06] <Cypher121> no wonder
world traffic fell so hard when google went down
L2189[22:06:13] <gigaherz> xcept
L2190[22:06:17] <tterrag> and doubly
stupid is that he tests google
L2191[22:06:18] <gigaherz> the OS does it
in the background
L2192[22:06:20] <tterrag> why not his own
dang site?
L2193[22:06:40] <gigaherz> that'd cost
money!
L2194[22:06:40] <gigaherz> ;P
L2195[22:06:42] <diesieben07> because his
own dang site probably goes down all the time
L2196[22:06:51] <tterrag> diesieben07:
which would cause ANOTHER hang on the second request
L2197[22:07:30] <diesieben07> :D
L2198[22:07:44] <illy> so what would
happen if google is blocked... welp no interwebz i guess
L2199[22:08:12] <tterrag> right
L2200[22:08:16] <tterrag> it's just
stupidity all around
L2201[22:08:18] <tterrag> no surprises
really
L2202[22:08:34] <diesieben07> I am sorry,
i replied to the issue. i could not resist.
L2203[22:08:35] <Cypher121> what was the
f3 key for removing pause on focus loss?
L2204[22:09:26] <Rallias> diesieben07,
Except that... his website... is hosted by google.
L2205[22:09:37] <diesieben07> waa
L2207[22:09:59] <diesieben07> eh
L2208[22:10:00] <diesieben07> heh
L2209[22:10:21] <gigaherz> that thing
still exists?
L2210[22:11:01] <Rallias> diesieben07, I
don't blame you.
L2211[22:11:10] <Rallias> diesieben07,
There's also an issue I filed in BiomesOPlenty about the same
issue.
L2212[22:11:27] <diesieben07> yeah
L2213[22:11:48] <diesieben07> i made a
bitch post about this issue on the forums a while back when i
launched a large modpack
L2214[22:11:54] <Rallias> Which hasn't
received a response.
L2215[22:11:59] <diesieben07> mods are
taking seconds to pre-initialize...
L2216[22:12:06] <diesieben07> wtf are
these people doing
L2217[22:12:19] <Rallias> On an unrelated
note, jabba manages to take 11 seconds to create 4k ore dictionary
entries.
L2218[22:12:24] <Rallias> When AE2 is
installed
L2219[22:12:32] <diesieben07> o.O
L2220[22:12:38] <tterrag> go try the
older chisel builds, it would take a good 10-30 seconds depending
on your comp
L2221[22:12:48] <diesieben07> how the
fuck do you even manage that...
L2222[22:12:53] <tterrag> because for
EVERY block, and then EVERY texture type, it was iterating the
entire resource manager
L2223[22:12:57] <diesieben07>
hahaha
L2224[22:12:58] <tterrag> scratch
that
L2225[22:12:59] <mezz> mfw I profiled
gregtech
L2226[22:13:07] <tterrag> diesieben07:
actually I take that back
L2227[22:13:17] <tterrag> I changed it to
iterate the resource manager...it's pretty fast (still slow, but
meh)
L2228[22:13:22] <tterrag> before it was
doing class.getResource
L2229[22:13:29] <diesieben07> that's like
the german train that failed final test because it took over 11
seconds (!) for the emergency break signal to travel trough the
train
L2230[22:13:46] <diesieben07> how the
fuck do you manage to engeneer something like that.
L2232[22:14:24] <mezz> emergency stop
powered by screaming passengers decibel level
L2233[22:14:47] <diesieben07> haha
L2235[22:15:04] <tterrag> in practice
that seemed to improve loading time by an order of magnitude
L2236[22:15:15] <tterrag> as well as not
being a massive hack
L2237[22:15:21] <gigaherz> I'll need to
profile my mod's recipe scanner once some large 1.8 modpacks start
coming out
L2238[22:15:28] <diesieben07> hmm
L2239[22:15:30] <unascribed> that seems
like it's AE2's fault for rebaking all it's recipes whenever
anything is registered to the oredict
L2240[22:15:33] <unascribed> not
JABBA
L2241[22:15:34] <diesieben07> no idea
what getResource actually does
L2242[22:15:45] <tterrag> diesieben07:
whatever it is, it's ungodly slow
L2243[22:15:49] <diesieben07> yeah
:D
L2244[22:15:50] <tterrag> but then again
so is most IO
L2245[22:15:56] <tterrag> new way uses
cached resources so there's no IO
L2246[22:16:18] <Rallias> unascribed,
Yeah, in fairness, AE2 operates under the assumption nobody's
stupid enough to do oredict entries in postinit.
L2247[22:16:23] <tterrag> thankfully we
are nuking that idea in 1.8.x
L2248[22:16:28] <tterrag> no more
resource searching period
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L2250[22:16:44] <tterrag> your block is
defined in json and that will transitively reference all the
textures it needs, each which have their own describing json
file
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L2252[22:23:15] <unascribed> is it
possible to have one jar that can run in 1.7.10, 1.8, and
1.8.8?
L2253[22:23:30] <Temportalist> Is there a
way to check if a mod API is loaded, other than Class.forName?
(Loader.isModLoaded would be for the full mod, I just want the API)
(cc tterrag ?)
L2254[22:23:35] <unascribed> I'm pretty
sure it is if you have abstraction, but the mcmod.info or something
prevents it
L2255[22:23:44] <williewillus>
unascribed: NOVA :p
L2256[22:23:49] <unascribed> no
L2257[22:24:00] <unascribed> It's a
simple client-only mod that renders stuff
L2258[22:24:07] <unascribed> 99.9999%
sure that can't be done in NOVA
L2259[22:24:08] <Cypher121> you have to
explicitly set what mc versions you allow, I think
L2260[22:24:32] <williewillus> don't you
at least need cpw.mods.fml vs net.minecraftforge.fml import?
L2261[22:24:35] <tterrag> Temportalist:
ModAPIManager.INSTANCE.hasAPI(API_NAME);
L2263[22:24:41] <williewillus> that alone
would be a difference between 1.7/8 right?
L2264[22:24:54] <tterrag> mezz: jesus
christ why
L2265[22:25:00] <unascribed>
williewillus, yes, but as I said, abstraction
L2266[22:25:02] <mezz> heh
versioning
L2267[22:25:14] <williewillus> how do you
abstract that :p
L2268[22:25:15] <tterrag> just use @Mod
deps O.o
L2269[22:25:17] <unascribed> the entire
mod is 150 lines long
L2270[22:25:31] <mezz> ¯\_(ツ)_/¯
L2271[22:25:45] <unascribed> hm
L2272[22:25:51] <diesieben07> wow seems
like reika found a collaborator that's just as stupid as him.
L2273[22:26:17] <williewillus> lol i
wanna see
L2274[22:26:19] <Cypher121> good, the
closer they are, the easier it is to nuke them from orbit
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L2277[22:27:17] <williewillus> lol
L2278[22:27:28] <williewillus> also, I
don't even remember the PE issue they were talking about, probably
before I joined :D
L2279[22:27:40] <diesieben07> neither do
i
L2280[22:28:28] <williewillus> but wow I
hate the "other mods have done worse so we have no need to do
better" mentality
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L2282[22:29:43] <diesieben07> hehe i love
how they are getting spammed now and still won't do shit about
it.
L2283[22:29:56] <gigaherz> added my
contribution
L2284[22:30:00] <diesieben07> yeah
D
L2285[22:30:01] <gigaherz> I'm not even
angry or anything
L2286[22:30:11] <Zaggy1024> is there a
way to override the day and night presets for beds and /time set
for a dimension?
L2287[22:30:27] <gigaherz> what do you
mean presets?
L2288[22:30:39] <Zaggy1024> like /time
set day
L2289[22:30:41] <williewillus> like
"/time set day" always resetting to time 1800 or
whatever
L2290[22:30:47] <Zaggy1024> AFAIK it
doesn't adjust to the day length
L2291[22:30:48] <williewillus> or was it
0 lol
L2292[22:30:48] <gigaherz> oh
L2293[22:30:58] <Zaggy1024> no it's not
0
L2294[22:30:59] <williewillus> i think
beds have events maybe
L2295[22:31:01] <Rallias> RIP my email
inbox.
L2296[22:31:07] *
gigaherz didn't even know that was a thing
L2297[22:31:07] <williewillus> but pretty
sure time set is hardcoded
L2298[22:31:09] <diesieben07> there is
also events for commands
L2299[22:31:18] <williewillus> that too
:p
L2300[22:31:22] <Zaggy1024> nvm, found my
answer
L2302[22:31:24] <Zaggy1024> :|
L2303[22:31:28] <Zaggy1024> for time set
anyways
L2304[22:31:31] <diesieben07> again,
events
L2305[22:31:32] <gigaherz> Rallias:
what's wrong?
L2306[22:31:32] <gigaherz> xD
L2307[22:31:38]
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L2309[22:31:51] <Zaggy1024> hm
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L2311[22:32:03] <Zaggy1024> didn't expect
events for commands
L2313[22:32:51] <gigaherz> oh
L2314[22:32:55] <gigaherz> gmail groups
those into a conversation
L2315[22:33:12] <gigaherz> I'm not used
to having replies show up as "spam" that way
anymore
L2316[22:33:14] <Rallias> Yeah, if I go
tree-style mine does too.
L2317[22:33:30]
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L2318[22:33:35] <Rallias> Although it's
rare for me to be in tree-style for aught but work.
L2319[22:34:33] <Zaggy1024> wait, does
the Forge version checking thing slow loading as well?
L2320[22:34:40]
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L2321[22:34:45] <Zaggy1024> I would
assume not, but I haven't had the chance to test it
L2322[22:35:01] <williewillus> i just
turn off gh emails, they're irritating
L2323[22:35:08] <williewillus> just check
it manually every day :D
L2324[22:35:21] <tterrag> Zaggy1024: no,
it's done in a thread
L2325[22:35:26] <Rallias> Zaggy1024, I
think it's threaded.
L2326[22:35:28] <tterrag> and it's not
even done on load
L2327[22:35:32] <gigaherz> I just
unsubscribe from issues I think will become spammy
L2328[22:35:32] <Zaggy1024> cool
L2329[22:35:52] <Zaggy1024> okay, another
question, what's the bed event?
L2330[22:35:59] <Zaggy1024> need to
change the time it wakes the player up
L2331[22:36:01] <diesieben07>
hahahahahahah
L2332[22:36:14] <diesieben07> i LOVE how
the issue they referenced earlier that took an hour to load was
THEM.
L2333[22:36:16]
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L2336[22:36:27] <gigaherz> lol they
locked the issue
L2337[22:36:39] <diesieben07> which was
expected
L2338[22:36:42] <diesieben07> fucking
morons
L2339[22:36:42] <MattDahEpic> well fuck
you netflix, why do you need to ask me if im still watching in the
MIDDLE of an episode in stead of like THE END????
L2340[22:36:58] <tterrag> aaaaand
locked
L2341[22:37:10] <tterrag> reasonable
discussion? WE CAN'T HAVE THAT AROUND HERE
L2342[22:37:21]
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L2343[22:37:56] <Cypher121> tterrag:
nonono, you don't understand how it works
L2344[22:37:58] <gigaherz> is the
dragonAPI actually used by large mods?
L2345[22:38:03] <gigaherz> besides their
own
L2346[22:38:04] <tterrag> gigaherz: other
than reika's, no
L2347[22:38:11] <tterrag> because it's a
bloated and mostly useless mess
L2348[22:38:12] <Cypher121> 1) you make
discussion unreasonable
L2349[22:38:19] <tterrag> I'd estimate
50% of the code I've seen in it is already done by the MC
libs
L2350[22:38:20] <williewillus> it bundles
ALL the api's
L2351[22:38:22] <tterrag> and better as
well
L2352[22:38:22] <Cypher121> 2) you lock
it for being unreasonable
L2353[22:38:37] <gigaherz> Cypher121:
nono
L2354[22:38:37]
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L2356[22:38:43] <gigaherz> 1. you blame
others for being unreasonable
L2357[22:38:43] <williewillus> a spiteful
botania fork
L2358[22:38:47] <Zaggy1024> yo guys,
what's the bed event?
L2359[22:38:50] <gigaherz> 2. you lock
all attempts to explain why your decision was wrong
L2360[22:38:50] <gigaherz> XD
L2361[22:38:55] <Zaggy1024> I don't see
it in the Event hierarchy
L2362[22:39:09] <williewillus>
playersleepinbedevent
L2363[22:39:20] <Cypher121> williewillus:
that's not his project btw
L2364[22:39:26] <gigaherz> Zaggy1024: in
IDEA, type BedEvent, and you'll see the dropdown list show up with
"PlayerSleepInBedEvent"
L2365[22:39:33] <williewillus> oh lol
fork
L2366[22:39:56] *
Zaggy1024 is in Eclipse, presses Ctrl+Shift+T
L2367[22:39:57] <Zaggy1024> :P
L2368[22:39:59] <gigaherz> it works even
when the worlds are not consecutive!
L2369[22:40:00] <Zaggy1024> thanks
L2370[22:40:04] <Cypher121> the only
thing he changed, was put his name in all logs/crash logs
L2371[22:40:06] <Cypher121> amazing
L2372[22:40:19] <Zaggy1024> what do you
mean when worlds are non-consecutive?
L2373[22:40:20] <williewillus> wow
L2374[22:40:25] <gigaherz> words**
L2375[22:40:27] <gigaherz> I mean
L2376[22:40:32] <gigaherz> if I
type
L2377[22:40:34] <gigaherz>
PlayerEvent
L2378[22:40:39] <diesieben07> EnPl finds
EntityPlayer :D
L2379[22:40:40] <Zaggy1024> ah yeah
L2380[22:40:44] *
mezz grabs dragonAPI to see if people will finally stop bitching
about forestry 4
L2381[22:40:50] <gigaherz> I get all
events with "Player" and "event" in the
name
L2383[22:41:04] <Zaggy1024> yeah I can do
that with Eclipse with a wildcard :)
L2384[22:41:12] <Zaggy1024> although I
only just realized that because I'm smart
L2385[22:41:14] <gigaherz> XD
L2386[22:41:29] <Cypher121> Rallias:
Frivolous/Unreasonable mod author
L2387[22:41:29] <Cypher121> FTFY
L2388[22:41:34]
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L2390[22:41:41] <Rallias> You're
right.
L2391[22:41:46] <Rallias> I'm
Frivolous/Unreasonable.
L2392[22:41:59] <gigaherz> he meansyou
should have written that in his terms
L2393[22:42:00] <gigaherz> ;P
L2394[22:42:04] <gigaherz> not just
Unreasonable
L2395[22:42:08] <Cypher121> yeah
L2396[22:42:09] <gigaherz> but using the
same exact words ;P
L2397[22:42:38] <Rallias> Ok.
L2398[22:42:45] <gigaherz> worst of
all
L2399[22:42:55] <unascribed> woo
gitlab
L2400[22:42:56]
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L2401[22:43:08] <gigaherz> it takes 10
seconds to create a class and implement the thread stuff
(Runnable?)
L2402[22:43:31] <tterrag> create a class?
wut?
L2403[22:43:35] <Cypher121> I have a
feeling that I'm doing rotation wrong, but I have no idea where
exactly
L2404[22:43:39] <Rallias> Ok, in all due
fairness. It's inappropriate to speculate how long it takes another
developer to accomplish a task.
L2405[22:43:40] <gigaherz> I mean
like
L2406[22:43:41] <tterrag> new Thread(new
Runnable() { /* old code */ }).start()
L2407[22:43:44] <gigaherz> new Runnable {
... }
L2408[22:43:51] <unascribed> I would time
myself writing a threaded version checker, but it'd probably take
me about an hour :P
L2409[22:43:57] <gigaherz> that's an
unnamed class ;P
L2410[22:44:04] <tterrag> there's no
reason anything he's doing should be thread unsafe
L2411[22:44:09] <tterrag> it should
literally be that simple
L2412[22:44:13] <tterrag> but nah, better
just ignore it
L2413[22:44:15] <unascribed> new
Thread(() -> { /* old code */ }).start();
L2414[22:44:17] <unascribed> ftfy
L2415[22:44:20] <unascribed> :P
L2416[22:44:21] <tterrag> unascribed: get
out
L2417[22:44:27]
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L2418[22:44:30] <Cypher121> java 8
masterrace
L2419[22:44:35] <gigaherz> unascribed:
does that not require java8 bytecode?
L2420[22:44:42]
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L2421[22:44:43] <williewillus> not if
retrolambda
L2422[22:44:44] <unascribed> it does, but
you can use retrolambda to backport it
L2423[22:44:45] <gigaherz> I'd be ok if
lambdas got compiled into runnables
L2424[22:44:50] <williewillus> they
do
L2425[22:44:53] <unascribed> if they did,
they'd be inefficient
L2426[22:44:54] <williewillus> if they
capture
L2427[22:45:02] <gigaherz> unascribed:
when generating java7- bytecode
L2428[22:45:10] <williewillus>
non-capturing lambdas don't use anon classes, but capturing ones
do, and when in java7- mode
L2429[22:45:13] <tterrag> gigaherz: they
can be with retrolambda
L2430[22:45:13] <unascribed> it doesn't
compile un 7- at all
L2431[22:45:15] <unascribed> in*
L2432[22:45:20] <Rallias> Oh.
L2433[22:45:28] <killjoy1> just use new
Thread(this::start).start()
L2434[22:45:34] <diesieben07> you do know
that atm lambdas do nothing different than anon classes at runtime
right?
L2435[22:45:35] <gigaherz> I'll have to
look at retrolambda when I feel ready to release my mod
L2436[22:45:45] <Rallias> So apparantly,
there's no way to fix it without removing the version
checker.
L2437[22:45:45] <killjoy1> or just
implement Runnable
L2438[22:45:48] <gigaherz> the one single
feature I use from java8 are a couple lambdas
L2439[22:45:49] <williewillus>
diesieben07: don't non-capturing ones get bound to static
methods?
L2440[22:45:57] <unascribed> diesieben07,
they're a more compact syntax and non-capturing ones are only
instanticated once
L2441[22:45:59] <diesieben07> it still
spits out a class and creates an instance
L2442[22:46:02] <gigaherz> diesieben07:
didn't they add a new jvm thing in java8
L2443[22:46:09] <tterrag> invokespecial
?
L2444[22:46:11] <williewillus> no vm
changes in 8
L2445[22:46:12] <gigaherz> that
allowslambdas to get called without going through the whole
thing?
L2446[22:46:15] <diesieben07> yes, which
spits out a new class atm
L2447[22:46:24] <tterrag> invokespecial
was java 7 though right?
L2448[22:46:28] <diesieben07>
*dynamic
L2449[22:46:28] <williewillus>
invokespecial is ollld
L2450[22:46:29] <diesieben07> yes
L2451[22:46:31] <unascribed>
invokedynamic is for dynamic lanuages (like JS) on the jvm
L2452[22:46:37] <diesieben07> no :D
L2453[22:46:40] <diesieben07> lambdas use
it
L2454[22:46:41] <unascribed> I don't
think javac emits it
L2455[22:46:42] <unascribed> oh
L2456[22:46:45] <williewillus> heh
L2457[22:46:47]
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L2458[22:46:48] <gigaherz> lambdas in j8
use invokedynamic
L2459[22:47:04] <williewillus> ctors and
private methods use invokespecial
L2460[22:47:06] <killjoy1> unascribed,
you mean like groovy
L2461[22:47:12] <diesieben07> and super
calls ;)
L2462[22:47:16] <unascribed> groovy,
sure
L2463[22:47:16] <williewillus> no idea
why private methods use invokespecial though 0.o
L2464[22:47:19] <gigaherz> Oh
L2465[22:47:21] <unascribed> but I was
referring to Nashorn
L2466[22:47:23] <diesieben07> because
they dont need to check overloads
L2467[22:47:25] <gigaherz> invokedynamic
creates a MEthodHandle
L2468[22:47:29] <gigaherz> it's not an
actual invocation
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L2470[22:47:35] <gigaherz> they create
the capture itself
L2471[22:47:40] <williewillus> oh so less
"special" and more "not-virtual"
L2472[22:47:56] <diesieben07> yeah
"special" is more like the "shove everything that
doesn't fit"
L2473[22:48:00] <diesieben07> which is
now dynamic
L2474[22:48:02] <gigaherz> "Lambdas
are not invoked using invokedynamic, their object representation is
created using invokedynamic, the actual invocation is a regular
invokevirtual or invokeinterface."
L2475[22:48:11] <diesieben07> yup
L2476[22:48:25] <gigaherz> ah so
invokedynamic is akin to the reifier in C#
L2477[22:48:31] <williewillus> why do
interfaces need a special opcode if it's just a virtual
lookup?
L2478[22:48:51] <diesieben07> a virtual
method is always in the same spot in the method table
L2479[22:48:56] <diesieben07> an
interface method is not
L2480[22:49:00] <gigaherz> williewillus:
alternative virtual tables?
L2481[22:49:05] <williewillus> ah,
yeah
L2482[22:49:12]
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L2483[22:49:18] <gigaherz> I don't know
how virtuals work in java
L2484[22:49:20] <gigaherz> but in a C++
class
L2485[22:49:24] <gigaherz> you get a
structure like
L2486[22:49:28] <gigaherz> struct Class
{
L2487[22:49:35] <williewillus> probably
similar, except everything's managed and hidden away for you
:p
L2488[22:49:42] <gigaherz> virtual table
for Class + first superclass hiererchy
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L2490[22:49:47] <gigaherz> virtual table
for second superclass
L2491[22:49:49] <gigaherz> etc
L2492[22:49:52] <gigaherz> }
L2493[22:49:59] <diesieben07> yeah it
does similar
L2494[22:50:05] <diesieben07> except it
also optimizes aggresively :D
L2495[22:50:12] <diesieben07> so most of
the calls aren't actually virtual
L2496[22:50:32] <gigaherz> I sorta like
that in C#, there's an explicit virtual keyword
L2497[22:50:43] <diesieben07> meh
L2498[22:51:00] <gigaherz> however
L2499[22:51:03] <gigaherz> if MC was
written in C#
L2500[22:51:09] <Zaggy1024> :O
L2501[22:51:15] <gigaherz> we couldn't do
the fancy replace-wrappers we can do in Java
L2502[22:51:24] <gigaherz> since those
methods wouldn't be virtual, so no overrides.
L2503[22:51:37] <diesieben07> so c# has
everything final by default basically
L2504[22:51:43] <gigaherz> yup
L2505[22:51:46] <diesieben07> heh
L2506[22:51:46] <gigaherz> well
L2507[22:51:48] <gigaherz> it's
replaceable
L2508[22:51:52] <gigaherz> but not
overridable
L2509[22:51:52] <diesieben07> java is
just smart about it and does it where it works :D
L2510[22:52:05] <gigaherz> you CAN
replace methods without overriding them
L2511[22:52:10] <diesieben07> huh
L2512[22:52:19] <gigaherz> public new
void X() {}
L2513[22:52:26] <gigaherz> allowsyou to
remove the compiler warning
L2514[22:52:33] <gigaherz> and create a
method that replaces another in the subclass
L2515[22:52:33] <diesieben07> and does
what at runtime? :D
L2516[22:52:37] <gigaherz> simple:
L2517[22:52:45] <gigaherz> if you cast to
the superclass, that one is NOT there
L2518[22:52:54] <gigaherz> you'll call
the original
L2519[22:52:59] <diesieben07> oh so it's
a static binding
L2520[22:53:02] <gigaherz> yep
L2521[22:53:02] <diesieben07> nice and
ugly.
L2522[22:53:27] <gigaherz> there's the
sealed keyword
L2523[22:53:33] <gigaherz> which is used
to strictly end an override chain
L2524[22:53:53] <gigaherz> (akin to
java's final?)
L2525[22:53:59] <diesieben07> sounds like
it
L2526[22:54:20] <gigaherz> sealed class X
{} can't be used to inherit
L2527[22:54:22]
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L2528[22:54:27] <diesieben07> yeah thats
like final
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L2530[22:54:37] <gigaherz> and I think
there's also: sealed override void X() {} can't be used to
override
L2531[22:54:40] <gigaherz> but I have
never used either
L2532[22:54:46] <gigaherz> they never fit
my designs
L2533[22:55:50] <diesieben07> wat
L2534[22:55:53] <diesieben07> sealed
override
L2535[22:56:01] <diesieben07> what does
override do?
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L2537[22:56:05] <Cypher121> can anyone
give me a working example of rotating TESR based on ticks + partial
ticks that doesn't spin around randomly?
L2538[22:56:24] <gigaherz> you must mark
all methods that override a virtual as override
L2539[22:56:35] <gigaherz> virtual void
X(); --> override void X();
L2540[22:56:37] <diesieben07> oh so like
@Override but required
L2541[22:56:48] <gigaherz> unless you use
new void X();
L2542[22:56:55] <gigaherz> yeap
L2543[22:57:47] <gigaherz> MEH
L2544[22:57:58] <gigaherz> gson can't
deserialize the same json it serialized earlier :/
L2545[22:58:08] <williewillus> is there
an NEI on 1.8.8 yet? :p
L2546[22:58:51] <gigaherz> nope
L2547[22:58:58] <gigaherz> CB didn't
update his stuff yet
L2548[22:59:11] <tterrag> williewillus:
JEI...JEI...
L2549[22:59:23] <williewillus> I know,
but Botania has a NEI dep :p
L2550[22:59:29] <williewillus> probably
just gonna comment it out
L2551[22:59:30] <tterrag> so port it
over
L2552[22:59:47] <gigaherz> is JEI better
than NEI?
L2553[22:59:57] <Cypher121> is there
something wrong with that function? time is total world + part
ticks and it sometimes stops, spins back and generally behaves
awfully
L2555[23:00:22] <williewillus> it's
faster and doesn't coremod to my knowledge :p
L2556[23:00:27] <williewillus> which
already makes it better
L2557[23:00:45] <IoP> Rallias:
*rofl*
L2558[23:00:56] <gigaherz> Cypher121: I'm
not even sure what you intend to do
L2559[23:00:57] <gigaherz> XD
L2560[23:01:35] <Cypher121> I want to get
a rotation angle for ModelRenderer
L2561[23:01:35] <IoP> Rallias: btw did
you check what kind of timeout they use? IS there sane timeout for
connect() for does they assume that java or OS has sane default
values
L2562[23:01:49] <killjoy1> I think nei
has better graphics, but jei is very similar
L2563[23:02:10] <tterrag> better
graphics? O.o
L2564[23:02:15] <killjoy1> textures
L2565[23:02:23] <killjoy1> though as far
as I've seen, it's just 1
L2566[23:02:27] <Rallias> IoP, TBQH,
IDK.
L2568[23:02:34] <killjoy1> byob
L2569[23:02:40] <gigaherz> does JEI have
a safe-cheating mode?
L2570[23:02:45] <mezz> yes
L2571[23:02:49] <gigaherz> as in
L2572[23:02:54] <gigaherz> something that
lets me watch recipes by default
L2573[23:03:01] <gigaherz> but let me
ctrl-click to cheat if need arises
L2574[23:03:07] <gigaherz> (or
similar)
L2575[23:03:21]
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L2576[23:03:23] <mezz> no, click is /give
by default. you can still press R and U over the items though
L2577[23:03:33] <gigaherz> can't
switch?
L2578[23:03:41] <gigaherz> I like
clicking more than pressing R/U
L2579[23:03:41] <gigaherz> ;P
L2580[23:04:00] <mezz> not sure why you
want that?
L2581[23:04:10] <gigaherz> I dislike
cheating
L2582[23:04:14] <gigaherz> even if I did
it by accident
L2583[23:04:21] <mezz> so turn off
cheating, it has in-game config
L2584[23:04:27] <mezz> two clicks
L2585[23:04:31] <gigaherz> so in NEI, I
usually keep it in recipe mode
L2586[23:04:39] <gigaherz> but every time
I see myself having to spawn in something
L2587[23:04:48] <gigaherz> I have to go
through the long-winded process to switch
L2588[23:05:14] <mezz> you click the
little wrench at the bottom right, click cheat mode, and do what
you want
L2589[23:05:16] <gigaherz> (specially
since NEI at some point started to defailt the settings to
"Global" instead of "World")
L2590[23:05:25] <gigaherz> that seems ok,
then
L2591[23:05:38] ***
TTFTCUTS is now known as TTFT|Away
L2592[23:05:46] <gigaherz> I'd still
prefer a mode where /give needs ctrl-clicking or simliar, but eh
;P
L2593[23:06:04] <mezz> cheating should be
slightly out of reach imo
L2594[23:06:35] <mezz> either you're in
cheat mode or you're in not-cheat mode, half cheating is just
cheating
L2595[23:06:36] <Rallias> IoP, TBQH, I
reported the issue to reika. It's up to him to decide whether or
not to correct it.
L2596[23:06:39] <gigaherz> yeah
L2597[23:06:55] <Rallias> That being
said, it is a sane example I can use when rejecting
reika<wildcard> from addition to private server packs.
L2598[23:08:15] *
gigaherz facepalms
L2599[23:08:18] <gigaherz> stupid
copypasta
L2600[23:08:34] <gigaherz> I had
L2601[23:08:38] <gigaherz> Type type =
new TypeToken<Map<String, Map<String,
MagicAmounts>>>(){}.getType();
L2602[23:08:45] <gigaherz> it was meant
to be
L2603[23:08:45] <gigaherz> Type type =
new TypeToken<Map<String,
MagicAmounts>>(){}.getType();
L2604[23:08:51] <gigaherz> no wonder it
didn't work
L2605[23:08:51] <gigaherz> XD
L2606[23:09:11] <gigaherz> the TypeToken
thing is funny
L2607[23:09:40] <tterrag> it makes sense
if you think about it though
L2608[23:09:51] <tterrag> by making it an
anon class the generic type is explicit and can be found at
runtime
L2609[23:09:54] <tterrag> it's pretty
clever
L2610[23:10:06] <gigaherz> yeah
L2611[23:10:17] <gigaherz> it's an
interesting workaroundto the erasure issue
L2612[23:11:43] <Cypher121> I guess no
one knows how to make a rotating model
L2613[23:12:00] <gigaherz> Cypher121: I
do, I just never did it your way
L2614[23:12:06] <gigaherz> so dunno what
exactly causes your issue
L2615[23:12:22]
⇨ Joins: npe|office
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L2616[23:12:50] <gigaherz> I use use
(entity.ticksExisted + partialTicks) * rotationSpeed
L2617[23:12:53]
⇨ Joins: Ipsis
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L2618[23:13:09] <gigaherz> or for the
case ofa TESR, I just added a tick counter to the TESR itself
L2619[23:13:14] <gigaherz> which was
already ticking for other reasons
L2620[23:13:24] <tterrag> blech, don't
use a counter in the TESR
L2621[23:13:33] <gigaherz> how
else?
L2622[23:13:33] <tterrag> that's going to
go faster when you have multiple TEs rendering
L2623[23:13:37] <tterrag> somewhere
else?
L2624[23:13:41] <diesieben07> the TE
:D
L2625[23:13:43] <gigaherz> uh?
L2626[23:13:44] <tterrag> I have
ClientUtils.getTicksElapsed()
L2627[23:13:49] <gigaherz> each block has
its own TESR instance
L2628[23:13:53] <diesieben07> no
L2629[23:13:55] <diesieben07> TE
L2630[23:13:56] <diesieben07> not
TESR
L2631[23:13:56] <tterrag> each TE class
does
L2632[23:13:59] <tterrag> but not each TE
instance
L2633[23:13:59] <gigaherz> oh wait
L2634[23:14:01] <gigaherz> TE sorry
L2635[23:14:02] <gigaherz> yes
L2636[23:14:05] <gigaherz> I put it on
the TE
L2637[23:14:06] <gigaherz> not the
TESR
L2638[23:14:07] <gigaherz> XD
L2639[23:14:11] <tterrag> that's also
silly
L2640[23:14:14] <tterrag> just use a
static tick counter
L2641[23:14:20] <gigaherz> Minecraft did
it first ;P
L2642[23:14:24] <fry>
world.getTotalWorldTime()
L2643[23:14:30] <gigaherz> last one won't
work
L2644[23:14:45] <gigaherz> orwait
hm
L2645[23:14:56] <gigaherz> does it keep
counting the total if you have doDaylightCycle off?
L2646[23:15:27] <tterrag> fry's would
also work :p
L2647[23:15:37] <tterrag> yes, total time
!= time
L2648[23:15:47] <tterrag> total time has
nothing to do with time of day
L2649[23:16:00] <gigaherz> ahh yesit
works
L2650[23:16:04] <gigaherz> okay I can
remove the counter then
L2651[23:16:06] <mezz> total world time
can be disturbing if you have 30 items all rotating in sync, be
careful
L2652[23:16:09] <gigaherz> I must have
used the other method
L2653[23:16:10] <gigaherz> XD
L2654[23:16:19] <gigaherz> mezz: that's
going to happen anyhow
L2655[23:16:23] <gigaherz> as soon as you
reload the chunk
L2656[23:16:26] <mezz> you can add an
offset
L2657[23:16:33] <gigaherz> I could.
L2658[23:16:38] <diesieben07> so you can
with the world time :D
L2659[23:16:41] <mezz> it makes things a
lot nicer, try it out
L2660[23:16:43] <mezz> yes
L2661[23:16:51] <mezz> I'm just saying
don't sync to world time directly
L2662[23:16:52] <tterrag> of course, you
just offset by position
L2663[23:16:56] <tterrag>
MathHelper.getCoordinateRandom
L2664[23:17:01] <diesieben07> was gonna
suggest that :D
L2665[23:18:02] <diesieben07> also
L2666[23:18:05] <gigaherz> geh takes
x,y,z
L2667[23:18:12] <diesieben07> world time
only updates every 20 ticks on the client
L2668[23:18:27] <gigaherz> hm?
L2669[23:18:29] <tterrag> wat
L2670[23:18:31] <gigaherz> animation
seems smooth here
L2671[23:18:36] <gigaherz> wouldn't be if
that was true
L2672[23:18:49] <mezz> 20 ticks /
second
L2673[23:18:58] <diesieben07> nvm
L2674[23:19:04] <diesieben07> i missed a
method
L2675[23:19:10] <gigaherz> time =
world.total + partialTicks
L2676[23:19:18] <fry> obviously
L2677[23:19:19] <gigaherz> that gives
smooth values ;P
L2678[23:20:17]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
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seconds)
L2680[23:24:17] <Cypher121> woo, made it
work
L2681[23:25:19] <gigaherz> the
getCoordinateRandom is too random ;P
L2682[23:25:21] <Cypher121> now to find
exactly why 4/10 boxes stopped rendering all of a sudden -_-'
L2683[23:25:27] <gigaherz> I used a less
random but nicer-looking veersion for this ;P
L2684[23:25:49] <diesieben07> wat
L2685[23:25:59] <diesieben07> how would
you even notice that, its just the initial offset
L2686[23:26:15] <gigaherz> there were too
many adjacent blocks with the same number after %360
L2687[23:26:18] <Zaggy1024> fry, have you
seen my PR?
L2689[23:26:41]
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L2690[23:26:48] <Zaggy1024> I updated it,
you may or may not like it after the change I made, so if you
don't, lemme know so I can update it :)
L2691[23:27:00] <Cypher121> problem with
my animation is that it's not constant speed, so I can't just
disregard previous value of rotation
L2692[23:27:43]
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(~tambre@7f49-2bb3-08fe-6468-4301-8a22-07d0-2001.dyn.estpak.ee)
L2693[23:28:28] <gigaherz> ah shit I made
a long line now
L2694[23:28:31] <gigaherz> I can tell the
pattern
L2695[23:28:40] <gigaherz> (with my
code)
L2696[23:29:31] <diesieben07> and you can
with the coordinateRandom, too?
L2697[23:29:59] <gigaherz> no, I just
happened to hit a location that had two blocks with practically the
same number
L2698[23:30:13] <diesieben07> that will
always happen :D
L2699[23:30:27] <gigaherz> not if you
don't make it random
L2700[23:30:31] <gigaherz> butthen you
can see the "wave"
L2701[23:30:36] <diesieben07> :D
L2703[23:31:46] <gigaherz> that's
with
L2704[23:31:46] <gigaherz> float
timeRandom = MathHelper.getPositionRandom(tePos) % 360;
L2705[23:31:48] <gigaherz> added to the
mix
L2706[23:32:26] <diesieben07> looks fine
to em
L2707[23:32:38] <gigaherz> yup just bad
luck
L2708[23:33:13] <gigaherz> it's not
REALLY ranom, but well, close enough for the human brain
L2709[23:33:13] <gigaherz> ;p
L2710[23:33:29] <diesieben07> there is no
TRUE randomness in computers except /dev/random :D
L2711[23:33:35] <gigaherz> yeah
L2712[23:33:39] <gigaherz> well
L2713[23:33:48] <gigaherz> even then, it
depends on your hardware
L2714[23:33:56] <diesieben07> wellll
yeah
L2715[23:34:06] <diesieben07> if you go
there then there is no randomness :D
L2716[23:34:23] <gigaherz> well it's
quite random really
L2717[23:34:33] <gigaherz> they proved
that the universe can not be deterministic
L2718[23:34:43] <diesieben07> shush
L2719[23:34:48] <diesieben07> you are
breaking my beliefs :D
L2720[23:34:51] <gigaherz> because the
total information is growing
L2721[23:34:57] <gigaherz> so it CAN be
random
L2722[23:35:02] <gigaherz> if you use
thermal noise
L2723[23:35:19] <diesieben07> i refuse
:D
L2724[23:35:30] <gigaherz> XD
L2725[23:35:37]
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(~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit:
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L2726[23:35:55] <gigaherz> I personally
prefer it this way, I don't like the concept of fate/destiny
L2727[23:36:01] <gigaherz> it plays
against my free will
L2728[23:36:12] <diesieben07> there is no
such thing as free will :D
L2730[23:36:41] <gigaherz> all praise the
cosmic background radiation
L2731[23:36:47] <Zaggy1024> lol
L2732[23:42:13] <gigaherz> I remember
some cheap method to get "true randomness" in a
computer
L2733[23:42:20] <gigaherz> which
basically was to take a random webcam
L2734[23:42:39] <gigaherz> tape the lens
so that no light gets in
L2735[23:43:01] <gigaherz> and the random
flickering in the CCD can be used as a source of entropy to feed
random generators
L2736[23:43:36] <gigaherz> of course it's
not the best
L2738[23:44:15] <gigaherz> XD
L2739[23:47:54]
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L2743[23:50:13] <GeoDoX> Lunatrius, hey,
are you around?
L2744[23:50:58] <Lunatrius> Not for
long
L2745[23:51:18] <gigaherz> speaking about
that
L2746[23:51:21] <gigaherz> night
ppl
L2747[23:51:26] <gigaherz>
"night" (it's nearly 7am)
L2748[23:51:35] <GeoDoX> night
gigaherz
L2749[23:51:40] <Lunatrius> 7am, almost
job time ;D
L2750[23:51:49]
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L2751[23:51:58] <gigaherz> yeah right now
I wish I did have a job ;P
L2752[23:52:02] <GeoDoX> Lunatrius, just
wondering why universal wasn't uploaded with the api and sources
:P
L2753[23:52:11] <Lunatrius> Huh?
L2755[23:52:45] <Lunatrius> It is?
L2756[23:52:46] <GeoDoX> Only API and
source jars are available
L2757[23:52:59] <GeoDoX> Oh shoot
L2758[23:53:10] <GeoDoX> It would help if
I looked in the right place :P
L2759[23:53:21] <GeoDoX> Sorry about
that