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L1[00:00:06] <killjoy> I've thought about
creating a library cleanup tool.
L2[00:00:30] <williewillus> is it safe ot
include my SpecialFlower model loader in the botania api without
marking it sideonly client?
L3[00:00:47] <killjoy> checking libraries
folder and comparing them to libraries used in installed
versions
L4[00:00:52] <williewillus> *to
L5[00:01:52] <gigaherz> williewillus:
L6[00:02:13] <gigaherz> do you reference the
model loader in the common/server?
L7[00:02:31] <gigaherz> or more
accurately
L8[00:02:51] <williewillus> I know it's
clientside only stuff, but was just wondering since all the forge
model stuff like multilayermodel aren't marked sideonly
L9[00:03:07] <gigaherz> if you don't
REFERENCE the code
L10[00:03:11] <gigaherz> there won't be any
problem
L11[00:03:24] <gigaherz> I include my model
loader even in dedicated servers, with no issues
L12[00:03:30] <gigaherz> you'd have issues
if you like
L13[00:03:43] ⇨
Joins: Temportalist
(uid37180@id-37180.charlton.irccloud.com)
L14[00:03:46] <gigaherz> referenced a
client-only class from the blockstates
L15[00:04:16] <williewillus> okay so as
long as the class never actually loads i'm fine
L16[00:04:20] <gigaherz> yup
L17[00:04:20] ⇨
Joins: killjoy1
(~killjoy@2606:a000:1118:c13d:1473:889c:332c:b983)
L18[00:05:15] <gigaherz> @SideOnly is ONLY
needed if you reference classes that are side-only from code that
runs in the other side
L19[00:05:25] <gigaherz> which is generally
never the case for mod code
L20[00:05:40] <shadekiller666> giga, did
you use Patterns for day 5 (nice vs naughty strings)
L21[00:05:49] <gigaherz> I wrote it in
C#
L22[00:06:05] <gigaherz> and no
L23[00:06:16] <gigaherz> I used a bunch of
IFs
L24[00:06:26] <shadekiller666> so you just
straight up checked if the string contained each thing?
L25[00:06:35] <shadekiller666> fry, what
did you do for day 5?
L26[00:06:48] <gigaherz> I looped through
the string as a char array
L27[00:06:54] <tterrag> blech
L28[00:06:57] <gigaherz> and checked every
char (and the previous one)
L29[00:06:59] <tterrag> it's possible with
purely replace calls :P
L30[00:07:28] <gigaherz> although a couple
regexes would have worked too
L31[00:07:29] ⇦
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L32[00:07:45] <tterrag> (replaceAll takes
regex)
L34[00:08:38] <shadekiller666> it spit out
67, which is too low
L35[00:09:03] <gigaherz> your
"double" check seems broken?
L36[00:09:36] <tterrag> the heck is all
that
L37[00:09:39] <tterrag> that's way too
complicated
L38[00:09:47] <tterrag> you only need to
worry about \\ \" and \x
L39[00:09:49] <shadekiller666> double check
works fine i think, on its own it returns only strings with the
same character repeated one after another
L40[00:10:06] <gigaherz> tterrag: wrong
one
L41[00:10:07] <shadekiller666> i think it
might be the patternPairs
L42[00:10:19] <gigaherz> this is day 5, not
76
L43[00:10:22] <gigaherz> 7*
L44[00:10:23] <tterrag> wait
L45[00:10:23] <tterrag> yes
L46[00:10:24] <tterrag> :P
L47[00:10:38] <tterrag> sorry
L48[00:11:02] <gigaherz> not 8*
L49[00:11:06] <shadekiller666> patternPairs
on its own would print out all strings with ab, cd, pq, or xy, but
the puzzle requires that those aren't valid
L50[00:11:08] <gigaherz> 7 is the logic
gates one
L51[00:11:25] <tterrag> yeah I didn't do
regex
L52[00:11:28] <shadekiller666> which i was
hoping patternPairs.asPredicate().negate() would handle
L53[00:11:47] <tterrag> I wrote a few
methods and then did some crazy lambda crap (my go-to solution for
these) :P
L55[00:12:21] <gigaherz> oops
L57[00:12:23] <gigaherz> for
reference
L58[00:12:29] <gigaherz> this is my ugly
code
L59[00:12:34] <gigaherz> Ididn't try to be
clever
L60[00:14:05] ⇦
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L61[00:15:05] <xaero> for day 5, I wrote a
function for each property, then applied and collected
booleans
L62[00:16:51] ⇦
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L63[00:18:36] ⇦
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L64[00:20:31] ⇨
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L65[00:20:42] ⇨
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L66[00:22:16] ***
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L67[00:22:36] ⇦
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L68[00:25:23] <Zaggy1024> hm, is
WorldTickEvent not called on the client?
L69[00:26:06] <Zaggy1024> guess so
L70[00:26:21] <tterrag> correct
L71[00:26:26] <tterrag> it's only called
from MinecraftServer
L72[00:26:49] <Zaggy1024> is there a client
side tick event that's called only when the world ticks?
L73[00:27:08] <Zaggy1024> to update some
properties for the player's view render each tick
L74[00:27:33] <Zaggy1024> I may just go
with PlayerTickEvent and player == getRenderViewEntity, but if
there's an alternative, I'll take it
L75[00:29:19] <tterrag> ClientTickEvent
should work
L76[00:29:33] <Zaggy1024> that seems to be
called more than just every world tick
L77[00:29:42] <Zaggy1024> while in the menu
for example
L78[00:29:42] <tterrag> called once per
tick
L79[00:29:45] <tterrag> oh, true
L80[00:29:54] <tterrag> just null check
Minecraft.getMinecraft().theWorld
L81[00:29:57] ⇦
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L82[00:30:08] <Zaggy1024> but it shouldn't
be ticking when paused either :P
L83[00:30:46] ⇨
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L84[00:32:11] <xaero> you could check if
!(Minecraft.currentScreen ==
GuiForEscapeMenuHereDunnoWhatItIs)
L85[00:32:25] <Zaggy1024> urgh
L86[00:32:40] <Zaggy1024> that doesn't
handle when you're in LAN though :P
L87[00:33:00] <xaero>
Minecraft.isSinglePlayer() ;)
L88[00:33:31] <Zaggy1024> ah, isGamePaused
apparently isn't solely private now
L89[00:33:38] <Zaggy1024> IIRC it was in
1.6, which annoyed me greatlky
L90[00:43:17] <shadekiller666> had to
fuckin look up the damn Patterns...
L91[00:43:19] <shadekiller666> >:(
L92[00:43:40] <tterrag> >using
patterns
L93[00:44:08] <shadekiller666>
"ab|cd|pq|xy", "(.*[aeiou]){3}", and
"(.)\\1"...
L94[00:45:38] <tterrag> shadekiller666:
you'll love part 2
L95[00:46:05] <shadekiller666> lol
L96[00:46:29] <shadekiller666>
"(..).*\\1", and "(.).\\1"
L97[00:46:52] ⇦
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L98[00:47:17] <fry> day25 better be
good
L99[00:50:22] <fry> it's a shame when the
input makes the problem easier than the actual text makes it out to
be
L100[00:50:24]
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L101[00:51:42] <tterrag> I saw on reddit
that one guy just eyballed day 9
L102[00:52:42] <fry> solving by hand isn't
as bad
L103[00:53:18] <fry> it's when the input
has more information than the text you have the problem
L104[00:54:35] ⇦
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L106[00:54:49] <fry> I've been able to
solve 24 without relying on that, but only after I got into the
leaderboards
L107[00:55:00] <fry> and I still haven't
solved 19.2 properly
L108[00:55:37]
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L111[01:04:26] <shadekiller666> when the
developer can't believe your stupidity...
L112[01:04:59] <mallrat208> I really
really wish I could believe people weren't that stupid
L113[01:05:07] <mallrat208> but.. I'm a
ruined shell of a person
L114[01:05:51] <fry> torrenting the game
files + having the steam license is not that uncommon
L115[01:06:07] <fry> since torrents can be
much faster than steam download
L116[01:06:16] ⇦
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L117[01:06:40] <fry> he didn't phrase the
question in a way that made certain if he had or didn't have the
license though :P
L118[01:08:10]
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L119[01:09:02] <mallrat208> I'm willing to
bet not
L120[01:09:34] <shadekiller666> you can't
activate a game on steam unless you have a steam key for it
L121[01:10:01] <shadekiller666> so i'm
guessing he did buy it
L122[01:10:19] <shadekiller666> or he
found a leaked key somewhere...
L123[01:15:30] ⇦
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L125[01:16:43] <Wuppy> just a general
heads up, in case you want to buy south park the stick of truth,
it's on sale on steam for 7.50, but only for today
L126[01:17:20] <mallrat208> It's a solid
game, plays well and it plays out like an actual south park
episode. I'm looking forward to the next one
L127[01:17:43] <TehNut> I guess I should
pick it up so I can finish it
L128[01:17:56] <TehNut> A nice game to lay
in bed and play with a controller
L129[01:18:13] <Wuppy> yep, I'm certainly
picking it up now that it's finally on a good discount
L130[01:18:16] <Wuppy> only today
though!
L131[01:18:28] *
TehNut goes to Curse to redeem a Steam card
L132[01:18:33] <Wuppy> it's one of the
only daily deals during the steam sale :P
L133[01:19:56]
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L134[01:20:38]
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L136[01:22:48] <williewillus> where is
"tintindex" processed in the model loading code?
L137[01:23:24] <shadekiller666> and of
course ArrayList<> doesn't support remove()...
L138[01:23:51] ⇦
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L139[01:24:26] <Zaggy1024> williewillus,
you mean where is the color applied?
L140[01:24:37] <Zaggy1024> or where is it
loaded from jsons?
L141[01:24:41]
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L142[01:24:44] <williewillus> where is it
loadded, I didn't see it in ModelBlock
L143[01:24:54] ⇦
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L144[01:25:40] <Zaggy1024>
BlockPartFace.Deserializer
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L146[01:27:21] <tterrag> shadekiller666:
sure it does?
L147[01:27:43] <shadekiller666> not the
one returned from Arrays.asList()...
L148[01:28:19] <tterrag> that's a
different class
L149[01:28:29] <shadekiller666> it returns
an ArrayList<>
L150[01:28:35] <tterrag> not quite
L151[01:28:46] <tterrag> it returns a
java.util.Arrays.ArrayList
L152[01:28:55] <shadekiller666> of course
it does...
L153[01:28:59] <Zaggy1024> wut
L154[01:29:02] <shadekiller666> because
fuck everything
L155[01:29:14] <tterrag> it's to prevent
unnecessary allocation
L156[01:29:14] <fry> why do you need it
anyway? :P
L157[01:29:18] <tterrag> that class just
wraps an array as a list
L158[01:29:37] <shadekiller666> i just did
"list = list.subList(from, to)" instead
L159[01:29:54] <tterrag> I see no reason
why it would not support remove though
L160[01:29:54] <Zaggy1024> i had no idea
that wrapped an array
L161[01:29:57] <shadekiller666> i'm doing
day 6
L162[01:30:06] <tterrag> I am reading the
code
L163[01:30:08] <Zaggy1024> jeez, why would
they call it and the general ArrayList the same thing -.-
L164[01:30:10] <shadekiller666> and i want
to keep the whole thing in 1 method
L165[01:30:16] <tterrag> from what I can
see that class behaves identically
L166[01:30:23] <tterrag> there is no real
difference
L167[01:30:26] <shadekiller666> well, the
JVM disagrees
L168[01:30:29] <tterrag> how so?
L169[01:30:41] <Zaggy1024> how could
it?
L170[01:30:53] <shadekiller666> calling
list.remove(index) throws an UnsupportedOperationException or
whatever
L171[01:30:56] <Zaggy1024> well, I guess
it could
L172[01:31:06] <Zaggy1024> but it looks to
be a wrapper, not a proper ArrayList
L174[01:31:11] <shadekiller666> on the
List returned by Arrays.asList()
L175[01:32:11] <tterrag> shadekiller666:
it doesn't support add either
L176[01:32:14] <tterrag> it's merely a
wrapper
L177[01:32:19] <tterrag> add/remove would
destroy the array reference
L178[01:32:23] <tterrag> I see that
now
L180[01:32:46] <Zaggy1024> fry, does
flying the plane into the water gently count as crashing? :D
L181[01:33:01] <shadekiller666> because
only the people that made guava understood that its usefull to have
actual Collection<->Array conversions...
L182[01:33:06]
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L183[01:33:15] <tterrag> sure, it is
L184[01:33:36] <tterrag> but that's not
what Arrays.asList is for
L185[01:33:41] <tterrag> read literally
the first sentence of the javadoc
L186[01:33:43] <tterrag> >Returns a
fixed-size list backed by the specified array.
L187[01:33:50] <fry> Zaggy1024: yes
L188[01:33:56] <Zaggy1024> aw
L189[01:34:02] <shadekiller666> theres no
other easy way to convert an array into a List in the standard java
1.8 library
L190[01:34:08] ⇦
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L191[01:34:10] <Zaggy1024> just need some
life jackets and maybe a couple tugboats, man
L192[01:34:37] <Mowmaster> Maybe someone
could make an array converter I suppose...
L193[01:34:38] <shadekiller666> though i
suppose a lambda would do, though you'd still have to wrap the
array to be able to use forEach()...
L194[01:34:43] <killjoy> List<?>
list = new ArrayList<>();
list.addAll(Arrays.asList(array));
L195[01:35:02] <tterrag> or new
ArrayList<>(Arrays.asList(array))
L196[01:35:06] <tterrag> no need for the
second line
L197[01:35:11] <killjoy> I thought of that
right after I hit enter
L198[01:35:11] <Zaggy1024> yeh
L199[01:35:46] <Zaggy1024> I wonder how
much faster an arraycopy would be than that
L200[01:36:03] <Zaggy1024> arraycopy into
the internal array of an ArrayList
L201[01:36:04] <Wuppy> I read array copter
there and got very confused for a second xD
L202[01:36:17] <Mowmaster> XD
L203[01:36:35] <Zaggy1024> if that means
choppers that can link up to lift heavy things, I wanna see that
:)
L204[01:37:02] <Mowmaster> isnt there a
crane item in some mod?
L205[01:37:13] <Wuppy> my mind is
crazy....
L206[01:37:26] <Mowmaster> Well you
code...
L207[01:37:30] <Wuppy> although that may
be caused by all the christmas music in the last weeks
L208[01:37:35] <Mowmaster> Lol
L209[01:37:42] <Zaggy1024> I assume
arraycopy does some operations on the memory rather than going
through JVM code?
L210[01:37:57] <Zaggy1024> I mean
Java-accessible JVM code
L211[01:39:11] ⇦
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L212[01:40:08] <Mowmaster> I feel like my
dispatch today is gonna be shitty...
L213[01:42:25] <Wuppy> dispatch?
L214[01:43:03] <Mowmaster> I work for UPS,
I do bad on lighter then expected days...
L215[01:43:37] <Wuppy> why's that?
L216[01:44:21] <Mowmaster> I get so used
to usual volume that it throws me out of my usual when we're
lighter
L217[01:44:47] <Wuppy> ugh I can't seem to
properly install the jdk :<
L218[01:44:55] <Mowmaster> Like if your
used to see 250's and today im seeing 150's...
L219[01:45:14] <Wuppy> actually, I cant'
get aptana to run, eclipse works just fine o___0
L220[01:45:20] <Mowmaster> Gg
L221[01:45:48] <Mowmaster> Time to format
drive c it sounds like ;)
L222[01:46:04] <Wuppy> just did that when
I updated to Win 10
L223[01:46:37] <Mowmaster> I probs should
have. But os has its own ssd so meh
L224[01:46:51] <Wuppy> there we go, jdk
works now
L225[01:46:57]
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L226[01:47:01] ⇦
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in a boat and drink beer all day)
L227[01:47:02] <Wuppy> aptana still
borked
L228[01:47:48] <Wuppy> ugh damn aptana, I
need jkd 32 bit
L229[01:48:29] <Mowmaster> Rip
L230[01:48:37] <Wuppy> Rip in
pepperoni
L231[01:49:05] <Mowmaster> Yum!
L232[01:49:27] <Mowmaster> Wait...
L233[01:49:44] <Mowmaster> Ripping in
pepperoni might be kinda shitty...
L234[01:50:02] <Wuppy> yeah letting one
rip might become shitty
L235[01:50:05] <ThePsionic> Let it
rip
L236[01:50:28] <Wuppy> hey Psionic whats
up
L237[01:50:33] <Wuppy> vacation as
well?
L238[01:50:36] ⇦
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L239[01:50:37] <ThePsionic> Ye
L240[01:50:41] <Wuppy> \o/
L241[01:50:44] <Wuppy> so ossum isnt
it
L242[01:50:59] <ThePsionic> I just woke up
from the literal worst cold
L243[01:51:18] <Wuppy> :c
L244[01:51:22] <ThePsionic> But ye it's
neat, getting a lot of hours in GTAO
L245[01:51:38] <Wuppy> I've been playing a
lot of games in my steam library getting my backlog down a
bit
L246[01:51:50] <Wuppy> also school shit
and working on publishing my own game
L247[01:52:14] <ThePsionic> Wuppy: my
steam library is worth ~€2400
L248[01:52:19] <ThePsionic> Come at
me
L249[01:52:27]
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L250[01:52:32] <Wuppy> be careful now, I
have 400 games
L251[01:52:38] <ThePsionic> Shit
L252[01:52:58] <Wuppy> yep, most of it
is
L253[01:53:00] <Wuppy> :P
L254[01:53:01] <Mowmaster> My average on
steam per game went up 4 bucks after gettin sony vegas pro
edit...
L255[01:53:16] <Wuppy> shit :<
L258[01:53:41] <Wuppy> wanna see
yours
L259[01:54:09] <Mowmaster> Yeah I dun that
last time we talked about this xD
L260[01:54:54] <ThePsionic> It says €855
now because of winter sales
L261[01:55:13] <Wuppy> winrar
L262[01:55:17] <ThePsionic> It's €2425 or
so normally
L263[01:55:24] <Wuppy> well, depending on
what you consider winning xD
L264[01:55:32] <Wuppy> I spend more on
steam, FUCK YEAH
L265[01:55:32] <Wuppy> :P
L267[01:55:59] <Wuppy> TehNut, that's a
metric shittonne of hours in CSGO
L268[01:56:08] <TehNut> not that
many
L269[01:56:19] <Wuppy> like, you've played
more in CSGO alone than me in my entire steam library
L270[01:56:29] <TehNut> Nowhere near my MC
or Burnout Paradise (on PS3) time
L271[01:56:29] <Wuppy> that's _ALOT_
L272[01:56:32] <ThePsionic> My brother's
account adda up to a whopping €16
L273[01:56:44] <ThePsionic> Adds*
L274[01:56:46] <TehNut> Want to see
something stupid?
L275[01:56:55] <Wuppy> my most played game
is 106 hours
L276[01:57:03] <Wuppy> it's an indie game
and literally the best game ever <3
L277[01:57:19] <tterrag> TehNut: your RL
play time saddens me
L278[01:57:25] <ThePsionic> I have like
1800h in TF2
L280[01:57:30] <TehNut> I know I need to
play it more :(
L281[01:57:44] <Wuppy> the dev is also an
amazing guy!
L283[01:57:51] <Wuppy> really friendly
dude
L284[01:58:06] <Wuppy> :c
L285[01:58:12] <ThePsionic> Wuppy:
>1395 achievements
L286[01:58:17] <Wuppy> yes
L287[01:58:19] <ThePsionic> Gl
completiinists
L288[01:58:23] <Wuppy> yeah....
L289[01:58:26] <tterrag> interesting,
portal still beats out RL for price/hour
L290[01:58:29] <tterrag> not for long
though
L291[01:58:31] <Wuppy> you'll have to
finish the game like 500 times for that
L292[01:58:38] <tterrag> portal 2, not
portal
L293[01:58:41] <Wuppy> some runs of which
are completely imopssibur
L295[01:58:46] <Wuppy> for me at
least
L296[01:58:51] <ThePsionic> TehNut: that's
tragic
L297[01:58:57] <TehNut> HA
L298[01:58:59] <TehNut> U FUNNY
L299[01:59:04] <ThePsionic> Ty
L300[01:59:11] <Wuppy> tterrag, that's a
lot of value for 95 games :O
L301[01:59:26] <tterrag> :D
L302[01:59:27] <Wuppy> \o/ rocket league
#1
L303[01:59:37] <tterrag> I own a lot of
old/cheap games
L304[01:59:46] <Mowmaster> Rust?
L305[01:59:51] <tterrag> sorty by price
and see for yourself
L306[01:59:53] <Wuppy> I can't play any
games more than 105 hours, because my #1 game must remain #1
L307[01:59:55] <Wuppy> because it's
<3
L308[02:00:00] <shadekiller666>
carball!!!
L309[02:00:05] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151224 mappings to Forge Maven.
L310[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151224-1.8.8.zip
(mappings = "snapshot_20151224" in build.gradle).
L311[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/
L312[02:00:59] <ThePsionic> I have just
over 2k hours in TF2 and Garry's Mod combined
L313[02:01:08] <Zaggy1024> what does gl
fog density do?
L314[02:01:24] <Mowmaster> 2k
hours...daym
L315[02:01:28] <Wuppy> I should really
make sure that I've got this website of mine finished before the
end of the vacation...
L316[02:01:34] <Mowmaster> Lok
L317[02:01:34] <TehNut> i like going on
this site. I find games that I didn't even know I own
L318[02:01:34] <tterrag> shadekiller666:
do you play?
L319[02:01:42] <TehNut> TIL I have Killing
Floor
L320[02:01:49] <shadekiller666> do i play
what? carball?
L321[02:01:49] <ThePsionic> Lol
L322[02:01:52] <TehNut> apparently i've
played it, too
L325[02:02:09] <Wuppy> :P
L326[02:02:11] <ThePsionic> No moni
L327[02:02:20] <Zaggy1024> making it
change the fog density each frame to a random number doesn't seem
to do anything :|
L328[02:02:23] <Wuppy> I'd almost buy it
for you, it's that good
L329[02:02:26] <shadekiller666> no i don't
play carball
L330[02:02:34] <tterrag> roguelike
rpg...no thanks :P
L331[02:02:35] <ThePsionic> Sure Wuppy
hmu
L332[02:02:56] <tterrag> shadekiller666:
:(
L333[02:03:00] <Wuppy> already buying it
for someone else & I dont have infinite money
L334[02:03:11] <shadekiller666> i might
play Rocket League if i had it... but i'm a little short on cash
atm
L335[02:03:11] <ThePsionic>
motherlode
L336[02:03:13] <Wuppy> tterrag, that was
my reaction but it was 17/10
L337[02:03:42] <tterrag> shadekiller666:
it's on sale!
L338[02:03:48] <tterrag> 14 bucks
L339[02:04:07] *
shadekiller666 has all of $7 in his bank account
L340[02:04:14] <tterrag> heck I'll get it
for you at that price :P
L341[02:04:18] <ThePsionic> Same
shadekiller666
L342[02:04:25] <TehNut> Ooo... Darkest
Dungeon is $10 right now...
L343[02:04:38] <ThePsionic> Played
thay
L344[02:04:43] <ThePsionic> Kinda
meh
L345[02:04:44] <shadekiller666> tterrag,
if you're serious, my steam id is the same as it is here
L346[02:04:57] <TehNut> Watched a friend
play it, I really liked it
L347[02:05:01] <tterrag> you both have $7
in your bank account?
L348[02:05:07] <tterrag> that's an odd
coincidence
L349[02:05:18] <TehNut> Neat art style,
audio is great, looks fun
L350[02:05:20] <ThePsionic> Well more like
€7
L351[02:05:22] ***
williewillus is now known as willieaway
L352[02:05:23] <ThePsionic> But ok
L353[02:05:31] <TehNut> I'd buy it just to
support the dev
L354[02:05:47] <Wuppy> TehNut, which
game?
L356[02:06:06] <ThePsionic> I am so
fucking bunmed I missed the Double Take sale tho
L357[02:06:09] <Wuppy> nope, never getting
early access
L358[02:06:12] <TehNut> Only downside is
that it's early access
L359[02:06:15] <TehNut> yeh
L360[02:06:25] <Wuppy> if I ever get it,
I'll wait for it to rleease
L361[02:06:45] <tterrag> Darkest Dungeon
seems like one of those "early access but kinda not
really" games
L362[02:06:49] <tterrag> like KSP or don't
starve
L363[02:06:57] <TehNut> It is
L364[02:07:03] <ThePsionic> Basically all
Double Take games were €95 but on sale for €20
L365[02:07:11] <ThePsionic> I missed it
:(
L366[02:07:18] <Wuppy> tterrag, could be,
but you'd get more out of your money by just waiting a few
months
L367[02:07:26] <Wuppy> and it's not like
I'm short on games with my 200 games backlog
L368[02:07:32] <Wuppy> and there are
absolute gems in there
L369[02:07:37] <Wuppy> not all shite
L370[02:07:43]
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L371[02:07:55]
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L372[02:08:07] <tterrag> oh. infinifactory
is on sale. yet to play that
L373[02:08:56] <TehNut> I'm trying to
remember if Infinifactory was a game I pledged to on Kickstarter or
not...
L374[02:09:04] <TehNut> Whatever game it
was, it didn't go through
L375[02:09:07] <TehNut> Looked similar
though
L376[02:09:16] <tterrag> infinifactory
DEFINITELY went through lol
L377[02:09:19] <Mowmaster> Well f
me...uploaded the wrong plan for today...
L378[02:09:22] <TehNut> okay then not
that
L379[02:09:29] <tterrag> it's a
zachtronics game
L380[02:10:03] <shadekiller666> tterrag,
thats pretty good
L381[02:10:09] <Wuppy> anyone here with
html & css experience?
L382[02:10:21] <shadekiller666> better
than the one about chemicals...
L383[02:10:28] <tterrag> spacechem
L384[02:10:31] <shadekiller666> ya
that
L385[02:11:05] <shadekiller666> might i
also recommend Human Resource Machine
L386[02:11:08] <tterrag> anyways, I should
be getting some sleep
L387[02:11:13] <tterrag> night
L388[02:11:15] ***
tterrag is now known as tterrag|ZZZzzz
L390[02:11:47] <Wuppy> \o/ I did it!
L391[02:11:52] <Wuppy> finally managed to
center a text thing
L392[02:11:53] <Wuppy> winrar
L393[02:12:04] <Wuppy> it's the little
things :P
L394[02:13:23] ⇦
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L395[02:13:30]
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L396[02:13:43] <ThePsionic> Lol
L397[02:13:57] <Wuppy> trust me, that's
way harder then you'd expect
L398[02:14:01] <ThePsionic> Wuppy learns
webdev part 1
L399[02:14:20] <Wuppy> ^ 100% true
L400[02:14:32] <Wuppy> it's going to stay
a 1 parter though
L401[02:14:36] ⇦
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(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 206
seconds)
L402[02:14:37] <Wuppy> just want to learn
the languages and be done with it
L403[02:15:36] <ThePsionic> How're you
learning it Wuppy
L404[02:15:54] ⇦
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(Ping timeout: 192 seconds)
L405[02:15:56] <Wuppy> I followed the
courses on html, css and javascript on Lynda.com and now I'm making
a basic website
L406[02:16:01] <ThePsionic> Ah
L407[02:16:12]
⇨ Joins: Delaxarnyazer
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L408[02:16:32] <Mowmaster> I have a little
html5 css xp wuppy
L409[02:16:41] <Wuppy> cool,
question
L410[02:16:45] <ThePsionic> Maybe you want
to check out the first block of FreeCodeCamo Wuppy
L411[02:16:56] <ThePsionic>
FreeCodeCamp*
L413[02:17:01] <Wuppy> why
L414[02:17:31] <Mowmaster> The blue ones
on the r side?
L416[02:17:46] <Wuppy> next to the NOT and
OR
L418[02:18:28] <ThePsionic> And the
CSS?
L419[02:18:44] ⇦
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L420[02:19:01] <Mowmaster> Yeah html code
looks sound
L421[02:19:11] <Mowmaster> Css
please?
L423[02:20:06] <Mowmaster> Does changing
your margin or padding get rid of it?
L424[02:20:45] <Mowmaster> As far as code
goes idk why you would have those little blue lines. ..
L425[02:21:02] <Wuppy> nope, they're
always there
L426[02:21:10] <Mowmaster> Huh
L427[02:21:32] <Mowmaster> Try another
browser?
L428[02:21:47] <ThePsionic> I think the
link aspect of it is overflowing somehow
L429[02:21:48] <Wuppy> same in chrome and
firefox
L430[02:22:29] <Wuppy> ThePsionic, must be
I guess, becuase there's no blue element anywhere in my css
L431[02:22:37] <Mowmaster> Yeah
L432[02:22:38] <Wuppy> and links are blue
by default
L433[02:23:33] <Wuppy> If I add paragraphs
inside the link elements the lines go away
L434[02:23:42] <Wuppy> but then they no
longer show up besides each other
L435[02:24:13] <ThePsionic> I'd make an a
class that *looks* like a button
L436[02:24:30] <ThePsionic> Instead of
actually using a button
L437[02:24:38] <Wuppy> a class?
L438[02:24:45] <Mowmaster> Or edit link
color
L439[02:24:56] <ThePsionic> A class in an
a tag
L440[02:25:09] <Wuppy> Mowmaster, with
thta I can no longer have links right?
L441[02:25:18] <Wuppy> or at least,
they'll all be white/invisible
L442[02:25:40] <ThePsionic> Not if you
would change it in your container only
L443[02:25:43] <Mowmaster> You can do that
per link or group them
L444[02:25:54] <Wuppy> oh yeah, that works
perfectly, thanks :)
L445[02:26:24] <Wuppy> what's the syntax
for that again exactly? .bitOPButton > a ?
L446[02:26:51] <ThePsionic> .bitOPButton a
{}
L447[02:26:58] <Wuppy> close enough
:)
L448[02:27:00] <Wuppy> thanks :D
L449[02:30:27] <Mowmaster> Just remembered
I need to redirect my domain to my new address... rip
mowmasterlp.com
L450[02:31:49] <ThePsionic> thepsionic.com
lives on
L451[02:32:12]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L452[02:33:39] <Wuppy> wuppy29.com is
slowly dying
L453[02:34:34] <Mowmaster> Well as long as
its still alive im gonna use your 1.8 tuts for reference
L454[02:34:45] <Wuppy> or get mah book
\o/
L455[02:34:46] <Wuppy> :P
L456[02:34:54] <Mowmaster> True...
L457[02:35:20] <Wuppy> I've been focussing
on my personal portfolio website lately... that one is much
prettier
L458[02:35:25] <Wuppy> but a few months
outdated atm
L459[02:35:52] <Mowmaster> Is the book all
text or is it made up like a software users guide with examples and
picts/diagrams?
L460[02:36:19] <Wuppy> it contains text,
code, pictures etc.
L461[02:36:21] <Wuppy> no diagrams
L462[02:36:28] <ThePsionic> Wuppy: illegal
download pls
L463[02:36:33] <Mowmaster> Lol
L464[02:36:34] <Wuppy> good joke m8
L465[02:36:35] ***
MrKick|Away is now known as MrKickkiller
L467[02:37:05] <Wuppy> it has a preview
:)
L468[02:37:31] <Mowmaster> So how much
does amazon get as a cut?
L469[02:37:51] <Wuppy> I dont know exactly
because of the discount, but usually 50%
L470[02:38:08] <Mowmaster> Do you have a
pateron?
L471[02:38:34] <Wuppy> not really, I had
one at one point
L472[02:38:35] <Wuppy> why?
L473[02:38:48] <Mowmaster> Jw
L474[02:40:06] <Mowmaster> I usually throw
ppl a buck a month if I like something they have done
L475[02:40:43] <ThePsionic> Mowmaster: you
can give me a buck a month regardless
L476[02:40:47] <Mowmaster> ...
L477[02:41:01] <Wuppy> Patreon is very
annoying tbh
L478[02:41:09] <Mowmaster> I dont mind
it
L479[02:41:24] <Wuppy> it takes a massive
fee and doesnt work very wel
L480[02:41:51] <Wuppy> their UI isn't
intuitive and I can't even get my money unless I sign anohter W8
form
L481[02:42:14] <Mowmaster> Meh w8 aint
bad
L482[02:42:34] <Mowmaster> Well I kinda
had to or leave like 250 in their hands...
L483[02:42:48] <Wuppy> yep, at that point
it's worth it
L484[02:42:56] <Wuppy> I had to sign 2 for
my book, not fun
L485[02:43:15] <Mowmaster> Ah, yeah cant
disagree
L486[02:43:41] <ThePsionic> A whatnow
form
L487[02:43:47] ***
TehNut is now known as TehNut|Sleep
L488[02:44:06] <Mowmaster> So is it
against your signing contract if I were to slip you like 25 bucks
for a dl?
L489[02:44:27] <Wuppy> that would be very
bad, yes
L490[02:44:42] <Mowmaster> Kk* goes back
to amazon
L491[02:45:08] <Wuppy> I only have one dl
copy which is the author version, if they see that anywhere I am
dead :P
L492[02:45:25] <Mowmaster> Good for them
:p
L493[02:48:06] <Mowmaster> So why is it
"sams guide" but the author is jimmy?
L494[02:51:07] ***
kroeser|away is now known as kroeser
L495[02:51:56] <Wuppy> sam's teach
yourself is a big series in Murica
L496[02:52:28] <Mowmaster> Oh, I diddnt
know that
L497[02:52:49] <Mowmaster> Maybe I should
learn to read books...
L498[02:56:10] <Wuppy> same here :P
L499[02:56:17] <Wuppy> I didn't know
either
L500[02:58:58] ***
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L502[03:01:10] ***
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L503[03:01:14] ⇦
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L505[03:03:53]
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L506[03:04:11] ***
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L507[03:04:21] <sham1> Is that the
botania's solar mana generator flower
L508[03:04:53] <sham1> Daybloom I think it
is called
L509[03:06:18]
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L510[03:07:20] <williewillus> fry: when I
specify a MRL in process() it seems like it always has to be a
blockstate json path (noticed it in the multimodel loader too), is
it impossible to have it load from models/block/ or am I missing
something?
L511[03:08:47] <williewillus> sham1: yeah,
daybloom. but the system working means dynamic addon-registerable
models for whatever magic flower :D
L512[03:09:01] <sham1> ah
L513[03:09:06] <sham1> Dynamic flowers
eh
L514[03:10:05] <fry> williewillus: MRL is
always a variant inside blockstate, RL is normal model
L515[03:10:14] <Wuppy> \o/ dutch study
financing <3
L516[03:10:16] <williewillus> I see
L517[03:11:42] <williewillus> no big deal,
was just curious. now sleep, it's 3AM 0.o
L518[03:12:14] ***
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L525[03:35:31] <xaero> day 6 part 1 is
finally debugged \o/
L526[03:50:06] ⇦
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L527[03:52:09] ⇦
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L528[04:03:06] <ThePsionic> willieaway:
damnit you're away
L529[04:03:16] <ThePsionic> I wanted to
ask how he do dat tiny screen
L530[04:04:22] ***
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L531[04:04:42] ⇦
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L532[04:09:20] <xaero> the
net.minecraft.client.Main class can take height and width command
line arguments
L533[04:10:14]
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L538[04:22:34] <ThePsionic> It looks like
an integrated IDEA thing though
L539[04:23:11] <sham1> my pipe connects
work agai
L540[04:23:36] <sham1> It took some work
in JSON but now it is good
L541[04:25:27] ⇦
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L542[04:28:53]
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L543[04:29:34] <xaero> should be able to
pass command line arguments through IDEA (don't use IDEA, can't
help there)
L544[04:29:55] <xaero> somewhere in the
run configs I reckon
L545[04:30:09]
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L546[04:30:28] <diesieben07> ThePsionic,
that's just his WM
L547[04:30:35] <ThePsionic> ???
L548[04:33:01] <sham1> A virtual
machine
L549[04:33:33] <ThePsionic> sham1: W, not
V
L550[04:35:46] <Wuppy> ThePsionic,
question, can you pass a number to javascript from html
L551[04:35:50] <Wuppy> or how,
rather
L552[04:35:56] <ThePsionic> Uuuuuh
L553[04:35:59] <ThePsionic> How do you
mean
L554[04:36:04] <sham1> You could read the
DOM element :P
L555[04:36:15] <Wuppy> I'm using 1 script
in 4 different html files and I need to know which
L556[04:36:35] <Wuppy> sham1, I was
thinking about making an invisible DOM element but I assume there's
a cleaner way to do that
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L560[04:37:27] <Wuppy> that's an
input
L561[04:37:42] <Wuppy> I don't have input
for this
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L563[04:38:08] <sham1> the hell are you
trying to do
L564[04:38:15] <Wuppy> I've got 4 html
pages
L565[04:38:24] <Wuppy> and all of them
have to run a script on window.onload
L566[04:38:37] <Wuppy> but they have 1
line of code which is different for each of the 4 pages
L567[04:38:49] <Wuppy> making 4 different
js scripts for that would be a waste of time
L568[04:38:57] <ThePsionic> I would
personally use some data- class on the body of the page then
L569[04:39:07] <Wuppy> so I need a way to
let javascript know which of the 4 html files it's in
L570[04:39:56] <xaero> yea, though I'd use
an id instead of class (only one of them)
L571[04:40:14] <Wuppy> there can only be 1
id on each page right?
L572[04:40:19] <sham1> you could have an
invisible div for it somewhere
L574[04:40:53] <Wuppy> perfect
ThePsionic
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L576[04:41:04] <Wuppy> I was looking at a
different page doing the same thing :)
L577[04:41:08] <ThePsionic> :P
L578[04:41:32] <Wuppy> sham1, ThePsionic's
approach to just put it on the body is much cleaner, right?
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L580[04:41:42] <sham1> idunno
L581[04:42:20] <ThePsionic> I mean there's
no reason to create some other new element for the sole purpose of
page distinguishing
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L584[04:43:03] <sham1> you can do what
thepsionic said
L585[04:43:25] <sham1> I am not an expert
of web developement so it is useless to ask me
L586[04:43:50] <ThePsionic> I wouldn't
call myself an expert either :P
L587[04:43:56] <Wuppy> hmm it's telling me
it's a proprietary attribute
L588[04:44:44] <ThePsionic> Strange
L589[04:44:55] <xaero> I'm not a web dev
either, but html5 might not be universally standard on all browsers
yet
L590[04:45:00] <ThePsionic> Well,
technically from a pure HTML perspective it is
L592[04:45:14] <ThePsionic> But once you
put JS behind it it's not
L593[04:45:29] <Wuppy> it should be
supported by all browsers which are still actually used
L594[04:46:06] <Wuppy> also it's not going
to be a fully commercial website I think, just a thing to train my
skills and show school that I did shit :P
L595[04:46:12] <tmtu> pls no webdev
L596[04:46:21] *
tmtu scarred for life
L597[04:46:26] <ThePsionic> rip tmtu
L598[04:46:29] <ThePsionic> css killed
him
L599[04:46:35] <Wuppy> hehe
L600[04:46:45] <Wuppy> I'm not a fan
either, but learning & knowing it is useful
L601[04:47:06] <sham1> CSS kills in the
house and the garden
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L604[04:50:25] <xaero> cs:s gave him
multiple stab wounds
L605[04:50:44] <sham1> more like AWPs up
the arse
L606[04:50:51] <ThePsionic> hue
L607[04:51:04] ***
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L608[04:53:37] <tmtu> "The Adobe
Systems glyph bitmaps are typically distributed on magnetic tape.
Each tape is 1600 BPI, nine track, un-labeled, and contains two or
more files."
L609[04:53:50] <tmtu> this spec is from 93
x_x
L610[04:54:23] <sham1> I do not get why
you cannot get a CompletableFuture from Callble
L611[04:54:28] <sham1> Maybe I want a fail
state
L612[04:54:36] <sham1> that comes from
exceptions
L614[04:55:19] <diesieben07> not a
solution, but anyways.
L615[04:55:27] <sham1> seen it
already
L616[04:55:57] <sham1> it would have been
somewhat good if the errors could propagate
L617[04:56:12] <diesieben07> what do you
mean?
L618[04:56:39] <sham1> if one promise
fails then no more of them are executed and you get the default
value from if it fails
L619[04:56:51] <diesieben07> that is the
default behavior.
L620[04:57:08] <diesieben07> if the first
one fails, the dependent ones fail with that exception, too
L621[04:57:11] <sham1> ah good
L622[04:57:14] <diesieben07> unless you
use e.g. handle() or exceptionally()
L623[05:01:30] <sham1> but is there a
method that if you have daisy chained some promises together then
it will either get the actual value from the futures or the default
value if one of them has failed
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L625[05:01:40] <sham1> I guess getNow
would be something like that
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L627[05:02:09] <diesieben07> no
L628[05:02:17] <sham1> bah
L629[05:02:17] <diesieben07> getNow
doesn't block if they aren't done yet.
L630[05:02:21] <diesieben07> exceptionally
is what you want
L631[05:03:39] <ThePsionic> guys it's
christmas in new zealand
L632[05:04:06] <sham1> Yule has been here
for 13 hours
L633[05:04:09] <sham1> What are you
talking about
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L637[05:19:50] <sham1> Well with handle I
suppose that CompletableFuture can infact be used with IO
L638[05:19:55] <sham1> I should really
test that
L639[05:20:47] <diesieben07> yes it
can
L640[05:20:48] <diesieben07> i do
L641[05:21:07] <sham1> I'll still test it
so that I can be sure
L642[05:22:13] <diesieben07> you just have
to wrap any IOExceptions into UncheckedIOException so that you can
throw them inside the functional interfaces
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L644[05:35:39] <diesieben07> sham1, also,
don't use the default ***Async method without the executor argument
for IO as they use the ForkJoinPool, which is not particularly
great for long blocking IO tasks
L645[05:35:57] <sham1> thanks for the
hint
L646[05:36:04] <sham1> Time to get myself
an Executor from somewhere
L648[05:47:13] <sham1> Now for a
completely unrelated question
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L651[05:47:39] <sham1> How do I decide if
my Item has x amount of bonus damage
L652[05:48:11] <diesieben07> bonus
damage??
L653[05:48:19] <sham1> you know
L654[05:48:41] <sham1> How much damage you
do with that item above from what you would do with your hand
L655[05:48:54] <diesieben07> oh
L656[05:48:57] <sham1> Like how diamond
sword deals 5 points more damage than your hand
L657[05:48:59] <diesieben07> you get the
Attribute modifier
L658[05:49:04] <sham1> Ah
L659[05:49:12] <diesieben07>
ItemStack
L660[05:49:16] <diesieben07>
ItemStack#getAttributeModifiers
L661[05:49:59] <sham1> Mmm
L662[05:50:07] <sham1> Which attribute it
would be then
L663[05:51:52] <sham1> or rather, where
can I look them up
L664[05:52:08] <sham1> NVM
L665[05:52:11] <sham1> I think I found
them
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L669[05:56:25] <sham1> Man, this is sorta
complicated
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L671[05:59:01] <diesieben07> sham1,
stack.getAttributeModifiers().get(SharedMonsterAttributes.attackDamage.getAttributeUnlocalizedName())
L672[06:00:19] <sham1> yeah that gets me
the collection of AttributeModifiers in the classic Multimap
way
L673[06:00:31] <diesieben07> yep
L674[06:00:52] <sham1> And then rises the
question
L675[06:00:55] <sham1> What's next
L676[06:04:17] <sham1> ...
L677[06:04:26] <diesieben07> what are you
trying to achieve exactly?
L678[06:04:29] <sham1> Or I could just set
the NBT tag
L679[06:04:40] <diesieben07> oh you are
trying to *set*?
L680[06:04:46] <sham1> Yes
L681[06:04:49] <diesieben07> for your own
item?
L682[06:04:53] <sham1> indeed
L683[06:05:32] <diesieben07> override
getAttributeModifiers. then map = super.getAttributeModifiers;
map.put(<attribute name as seen above>, modifier)
L684[06:05:40] <diesieben07> then return
map;
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L688[06:07:57] <noninc> Hello! Do you know
of any tutorial or documentation on the runtime
deobfuscation?
L689[06:08:17] ⇦
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L690[06:08:29] <diesieben07> there is not
much to document or know about it. FML just makes sure that classes
have the right names at runtime and fields/methods have the SRG
names (e.g. field_12345_a)
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L692[06:09:10] <sham1> I have a feeling
that my wrench is now able to kill aything in one hit :D
L693[06:09:28] <diesieben07> haha
L694[06:10:07] <Samario> what type of
damage does it do
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L696[06:10:44] <sham1> 1000% Attack
damage
L697[06:12:47] <sham1> NVM
L698[06:12:52] <sham1> It does not
instagib everything
L699[06:12:54] <sham1> Good
L700[06:14:38] <Samario> it would only do
10x attack damage if it's 1000%
L701[06:15:04] <diesieben07> hmmm.
question. If I have a generic "Owner" interface for
photos that abstracts over who took the photo (player or a
machine), what information should I put in for the machine? player
is name+UUID obviously.
L702[06:15:05] <sham1> ye
L703[06:15:28] <sham1> image size?
L704[06:15:44] <diesieben07> naah, that
goes into the Photo itself.
L705[06:15:56] <diesieben07> the photo has
properties like size, location of photo, and the owner
L706[06:16:12] <diesieben07> then the
owner can be player (wich tells you username and UUID) or a
machine
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L708[06:20:17] <diesieben07> i think I'll
just include Block + metadata
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L711[06:21:54] <Wuppy> holy hell the
narrator of the official unity tutorials talks slowly
L712[06:22:10] <Wuppy> with his voice +
talk speed I'll fall asleep before the end of this 6 minute
video
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L750[08:33:38] <sham1> now I have a
problem with blockstates
L753[08:34:43] <sham1> umn
L754[08:34:44] <sham1> Wat
L755[08:34:58] <williewillus> sham1:
because you always get the default state and rotate it once
L756[08:34:58] <Wuppy> the arbitrary game
awards :D
L757[08:35:01] <williewillus> you need to
get the world state
L758[08:35:11] <sham1> Ah
L759[08:35:15] <sham1> I C
L760[08:35:23] <sham1> And now I feel like
a dumbass
L761[08:35:30] <Wuppy> with the "Stop
preordering video games award for biggest launch disaster" as
one of the categories
L762[08:35:45] <williewillus> also
block.rotateBlock() is a forge added helper method that
automatically attempts to cycle a property called
"facing"
L763[08:36:03] <sham1> Yeah
L764[08:36:15] <sham1> But my IWrenchable
can be for every generic action with the wrench
L765[08:36:29] <sham1> I just use it to
rotate because reasons
L766[08:37:22] <ghz|afk> [15:35]
(williewillus): also block.rotateBlock() is a forge added helper
method that automatically attempts to cycle a property called
"facing"
L767[08:37:24] <ghz|afk> that's a
thing?
L768[08:37:30] <sham1> yes
L769[08:37:32] <ghz|afk> I wrote my own
version of that just a few weeks ago!
L770[08:37:38] <sham1> :P
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L772[08:37:44] <williewillus> ghz|afk:
that's been in at least since 1.6-7 :p
L773[08:37:50] <williewillus> if not
older
L774[08:38:02] <Wuppy> wait? seriously?
warner bros admitted to not even going to fix their broken piece of
shit batman arkham night
L775[08:38:12] <Wuppy> I mean they did
some stuff to it, but it's still far from great
L776[08:38:16] <Wuppy> unacceptable
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L778[08:38:47] <ghz|afk> Wuppy: it's
probably unfixable
L779[08:38:52] <ghz|afk> as in
L780[08:38:55] <Wuppy> still
unacceptable
L781[08:39:02] <sham1> Wuppy, no it is
not
L782[08:39:14] <ghz|afk> it would cost
them more to fix the game properly now
L783[08:39:36] <Wuppy> ghz|afk, then why
haven't we gotten anything else in its place?
L784[08:39:40] <ghz|afk> they could have
easily done nothing
L785[08:41:07] <ghz|afk> apparently, they
outsourced the PC port while rocksteady focused on the main game
for consoles
L786[08:41:08] <sham1> now my block
actually rotates correctly
L787[08:41:21] <ghz|afk> they got a shitty
port back
L788[08:41:39] <ghz|afk> they did some
emergency fixups, but they can't really start over
L789[08:41:43] <ghz|afk> way too late for
that
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L791[08:42:18] <Wuppy> that's true, but
it's unacceptable for fans of the series, people who purchased the
game and people who got the game with their graphics card
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L793[08:42:46] <ghz|afk> oh sure
L794[08:42:59] <ghz|afk> well xcept
L795[08:43:03] <ghz|afk> I got the game
with a new graphics card
L796[08:43:06] <ghz|afk> and I was able to
play
L797[08:43:19] <ghz|afk> the game did have
slowdowns in my gtx970
L798[08:43:31] <ghz|afk> but it was mostly
playable for a few hours before I had to restart thegame
L799[08:43:33] <ghz|afk> nothing
major
L800[08:43:46] <ghz|afk> not like my
flatmate's gtx770 which was a slideshow after just a few
minutes
L801[08:44:27] <Wuppy> why did you have to
restart the game?
L802[08:44:35] <ghz|afk> because the
engine was bugged
L803[08:44:41] <ghz|afk> it would keep
using more and more vram
L804[08:44:49] <Wuppy> ah... typical
L805[08:44:52] <ghz|afk> until it started
using system ram
L806[08:45:00] <ghz|afk> that's why the
game was so broken
L807[08:45:05] <ghz|afk> with9out a 4gb
gpu
L808[08:45:10] <ghz|afk> it was
unplayable
L809[08:45:15] <ghz|afk> with 4gb is was
borderline playable
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L811[08:46:10] <ghz|afk> Isuspect it was
playable for me
L812[08:46:15] <ghz|afk> because it wasn't
actually using system ram yet
L813[08:46:31] <ghz|afk> the gtx970 has a
"split" in the ram
L814[08:46:46] <ghz|afk> only 3.5gb are
connected to the fast bus
L815[08:47:06] <ghz|afk> the other 0.5gb
use a secondary memory bus which is much slower, but not as slow as
accessing system ram from the gpu
L816[08:48:03] <williewillus> is it bad to
render solid/cutout blocks on the translucent render layer?
L817[08:48:26] <williewillus> I kinda want
to be able to support any kind of flower model, and someone will
inevitably try translucency
L818[08:48:43] <williewillus> but if it's
just a normal cross quad model nothing bad would come of rendering
on translucent would it?
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L820[08:58:49] <ghz|afk> williewillus:
"cutout" layer is meant for things that use alpha testing
for the cutout
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L822[09:00:00] <ghz|afk> the cutout layer
is slightly faster since it doesn't have to worry about
blending
L823[09:00:06] <ghz|afk> it either draws,
or does not
L824[09:00:26] <ghz|afk> but nothing
prevents you from using alpha blending with 0 and 255 as the only
values
L825[09:00:41] <ghz|afk> in fact
L826[09:00:49] <ghz|afk> I don't know what
minecraft does
L827[09:00:57] <ghz|afk> but it's common
to set the alpha test to be
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L829[09:01:10] <ghz|afk> (GREATER,
1/255.0f)
L830[09:01:19]
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L831[09:01:22] <ghz|afk> so that pixels
with "0" get skipped regardless
L832[09:01:31] <ghz|afk> texels?
fragments?
L833[09:03:29] <sham1> Am I getting the
bitshifts right
L835[09:03:54] <sham1> Is shifting to the
left by 4 the correct number
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L837[09:04:56] <williewillus> ghz|afk:
wait so what determines whether I should use translucent or not in
the general case?
L838[09:06:15] <sham1> Coz I'd rather not
have the bits overshoot
L839[09:07:38] <sham1> Or I could just AND
and OR with 0x8..
L840[09:10:15] <williewillus> if i specify
an item model inside forge blockstate json, am I allowed to use
builtin/generated?
L841[09:10:48]
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L842[09:10:51] <masa> sham1: umm... meta
is at most 4 bits, you are shifting by 4 bits so you are
overshooting
L843[09:10:58] <sham1> Yeah
L844[09:11:08] <sham1> I just AND and OR
with 0x8 now
L845[09:11:08] <masa> also,
EnumFacing.getHorizontal((meta) & 0x4); what is this supposed
to do?
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L847[09:11:27] <masa> you encode the
facing in one bit at 0x4?
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L849[09:11:41] <sham1> 0x7 would propably
do better...
L850[09:13:50] <masa> what is the index
range of getHorizontalIndex() and getHorizontal()? is it 0..5 or
0..3? ie. are the up and down not included in that?
L851[09:13:56] <sham1> 0..3
L852[09:14:08] <sham1> yeah, up and down
not included
L854[09:14:45] <masa> then you could also
just use 0x3 as the mask, but if you are not using the 0x4 bit for
anything else then it doesn't matter
L855[09:15:12] <masa> ie. 0x7 works
too
L856[09:15:25] <masa> and then you have
the active state in the 0x8 bit
L857[09:15:29] <sham1> Yes
L858[09:15:33] <sham1> That's what I
do
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L861[09:24:52] <sham1> Also, anyone know
how I actually get the inventory variant I have inside my forge
blockstate JSON actually become active
L862[09:26:37] <williewillus>
setCustomMRL
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L864[09:27:10] <sham1> and what do I put
to the ModelResourceLocation
L865[09:27:28] <williewillus> new
MRL("mymod:myblock", "inventory")
L866[09:27:34] <sham1> K, tnx
L867[09:32:03] <sham1> And nope
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L869[09:34:00] <williewillus> time to wait
for fry to get here so I can bombard him with more questions about
special flowers xP
L870[09:34:31] <sham1> :P
L871[09:35:16] <williewillus> trying to
get the item models to work
L872[09:35:20] <williewillus> also not
sure how to design it
L873[09:35:39] <sham1> It's sad when there
is only one person to ask anything rendering
L874[09:35:43] <sham1> related
L875[09:37:50] <williewillus> welp we're
learning too so hopefully we can help others when they need
it
L876[09:39:42] <ghz|afk> [16:04]
(williewillus): ghz|afk: wait so what determines whether I should
use translucent or not in the general case?
L877[09:39:59] <ghz|afk> necessity?
L878[09:40:09] <ghz|afk> if you need
translucency, you use it
L879[09:40:20] <ghz|afk> if you just need
"boolean" transparency, you use cutout
L880[09:40:27] <ghz|afk> if you don't need
either, you use opaque
L881[09:40:31] <williewillus> I mean
should I enable transparency for special flowers
L882[09:40:37] <williewillus> since I
don't know what kinds of models people will pass in
L883[09:41:07] <williewillus> also, how do
you *actually* register a smart item model 0.o
L884[09:42:56] <ghz|afk> option 1: handle
ModelBakeEvent and inject the model manually
L885[09:43:09] ⇦
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L886[09:43:14] <ghz|afk> option 2: create
an ICustomModelLoader, and accept the resourcelocation of your item
directly
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L888[09:43:29] <ghz|afk> option 3: create
an ICustomModelLoader that handles a special filename,
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L890[09:43:42] <ghz|afk> and use a
Blockstate file for your item, which uses this filename
L891[09:45:53] <williewillus> I'm using
modelbakeevent, stealing the SpecialFlowerBakedModel from the block
and passing it back in to modelRegistry.putObject(new
MRL(botania:specialFlower, inventory))
L892[09:46:00] <williewillus> the
SpecialFlowerBakedModel is a ISMartItemModel
L893[09:46:03] <williewillus> but the
callback never calls
L894[09:46:33] <ghz|afk> wait you have an
ItemBlock hmmm
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L896[09:46:48] <ghz|afk> not sure how the
model system works for that
L897[09:47:00] <williewillus> oh yeah I do
>.<
L898[09:47:54] <williewillus> it should be
the same right? since the item has the same unlocal name
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L901[09:54:49] <Zaggy1024> unlocalized
names shouldn't be your resource names :D
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L903[09:54:56] <williewillus>
*registry
L904[09:54:57] <williewillus> :P
L905[09:55:43] <Zaggy1024> dunno if
this'll help you at all, but I saw you said something about making
your block optionally transparent
L907[09:58:06] <williewillus> yeah, but
I'm not sure what I should set the layer to for the botania special
flower since I'm allowing others to register arbitrary models
L908[09:58:19] <williewillus> should I
just say "everything's on cutout, make models
accordingly"?
L909[09:58:29] <Zaggy1024> arbitrary
models for arbitrary variants, you mean?
L910[09:58:35] <Zaggy1024> hm,
perhaps
L911[09:58:43] <Zaggy1024> I mean, can't
they instantiate and override the layer?
L912[09:59:03] <Zaggy1024> making a common
block use alpha blending is costly anyway
L913[09:59:03] <williewillus> instantiate
wat :p
L914[09:59:11] <Zaggy1024> er
L915[09:59:18] <Zaggy1024> extend the
block, I mean
L916[09:59:45] <williewillus> that's not
how the botania sys works, you have one block ID for all magical
flowers. even addon registered ones just get added as
sub-TE's
L917[10:00:06] <williewillus> woohoo got
item models working
L918[10:00:25] <williewillus> ghz|afk: I
just forgot ModelLoader.setCustomMRL, the most basic step xD
L919[10:00:59] <Zaggy1024>
huh...why?
L920[10:01:17] <ghz|afk> XD
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L922[10:01:34] <Zaggy1024> why not just
have people register block states for their extra flowers if they
want/need to
L923[10:02:25] <williewillus> you're gonna
run out of metas pretty fast :p
L924[10:02:33] <williewillus> and those
will shift world to world
L925[10:02:53] <williewillus> the way it's
done now is pretty neat, except for the having to render it part
:p
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L927[10:09:33] <Zaggy1024> you could make
registration set a layer
L928[10:09:46] <Zaggy1024> and then the
block could return true for all layers that have been
registered
L929[10:10:00] <Zaggy1024> then an
ISmartModel could only return a model when the layer is correct for
the variant
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L949[10:52:21] <williewillus> where can I
get the "missing model" IBakedModel easily?
L950[10:56:29]
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L955[11:12:48] <Thutmose> are there any
examples of using the 1.8.8 forge obj model loader for rendering
entities?
L956[11:12:58] <gigaherz> sec
L959[11:13:26] <Thutmose> thanks
L960[11:13:29] <gigaherz> I made a little
utility class
L961[11:13:42] <gigaherz> the custom
vertex format is not necessary
L962[11:13:50] <gigaherz> you can use
Attributes.DEFAULT_BAKED_FORMAT
L964[11:14:08] <gigaherz> lol
williewillus
L965[11:14:08] <gigaherz> XD
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L968[11:14:52] <williewillus> do you know
if we can use "builtin/generated" in forge blockstate
json?
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L971[11:16:51] <gigaherz> no idea
L972[11:16:56] <gigaherz> but I don't see
why not
L973[11:17:27] <williewillus> okay bc
that's the only piece of this left, I'm surprised it only tooke
like 6 hours :p
L974[11:19:38] *
ThePsionic opens up IDEA
L975[11:19:50] *
ThePsionic lets it sit open for 6 hours while playing GTA
Online
L976[11:21:23] *
gigaherz has had idea open for weeks
L977[11:21:34] *
gigaherz has not been constantly coding that long
L978[11:22:55] <ThePsionic> williewillus:
how do that smol window thar
L979[11:23:06] <gigaherz> GAH I hate
tweeter's stupid "while you were away" shit
L980[11:23:15] <ThePsionic>
>tweeter
L981[11:23:16] <ThePsionic> k
L982[11:23:20] <gigaherz> yes
L983[11:23:26] <gigaherz> they don't
deserve to be called properly
L984[11:23:26] <gigaherz> STOP ADDING SHIT
IN THE MIDDLE OF THE NEATLY ORDERED STREAM
L985[11:23:31] <williewillus> ThePsionic:
I resized? lol and also took a very limited region screenshot with
gyazo
L986[11:24:18] <Rockers> IDEA?
L987[11:24:56] <Zaggy1024> I feel like I
may be missing something, but shouldn't "(time / 24000L % 8L +
8L) % 8" be the same as "time / 24000 % 8"?
L988[11:25:15] <ThePsionic> williewillus:
then how do you explain the completely buttonless monospace top
bar
L989[11:26:43] <Rockers> Does anyone have
any idea on how to set the light-level of a block based off of the
current State?
L990[11:26:51] <Rockers> *its
L991[11:26:59] <Zaggy1024>
getLightValue
L992[11:27:00] <williewillus> ThePsionic:
i3wm :D
L993[11:27:10] <ThePsionic>
whowhatwhenonw
L994[11:27:13] <Rockers> I'll try
that
L995[11:27:16] <Zaggy1024> you have to
force update the light at the block if the metadata doesn't change
though
L997[11:27:33] <ThePsionic>
>linux
L998[11:27:35] <ThePsionic> nvm
L999[11:27:58] <williewillus> lol
L1000[11:28:04]
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L1001[11:28:14] <Rockers> Will Flag 3
with worldIn.setBlockState work?
L1002[11:28:46] <Zaggy1024> so long as
the client hears about the state change, it will work
L1003[11:28:47] <Rockers> (Flag 1 = Block
Update, Flag 2 = Send To Clients.)
L1004[11:28:49] <Zaggy1024> ...I
think
L1005[11:29:00] <Zaggy1024> I made a PR
to fix it :D
L1006[11:29:01] <Rockers> Okay
L1007[11:29:19] <Zaggy1024> before it
would only update it if the non-state-aware light value
changed
L1008[11:29:30] <ThePsionic> I want a
pretty-looking windows thingy thingy thingy
L1009[11:29:34] <Zaggy1024> so only if
hte block changed
L1010[11:30:51] <Rockers> Isn't the light
Value different from the light Level?
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L1012[11:33:19] <williewillus>
ThePsionic: install linux :D
L1013[11:33:44] <ThePsionic>
williewillus: i rly should but i'm afraid a lot of software that i
need for school won't work
L1014[11:33:55] <williewillus> what kinds
of stuff do you need?
L1015[11:34:04] <williewillus> could
always try in a vm
L1016[11:34:10] <ThePsionic> then again,
there's wine and vms
L1017[11:36:53] <Rockers> Zaggy1024 It
changes the light level but doesn't change back again...
L1018[11:37:13] <Zaggy1024> hm
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L1020[11:37:40] <Rockers> I think I can't
have it return 0 so I'm having it return a low number.
L1021[11:39:46] <Rockers> That's what it
was
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L1023[11:40:14] <Rockers> Also, before, I
was returning 1500 because I thought you had to multiply it. I was
very wrong XD
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L1025[11:46:51] <williewillus> dammit fry
i need you right now lol
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L1029[11:52:45] <ThePsionic> I'm a bit
bummed that my external harddrive is dead
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L1031[11:58:48] <williewillus> anyone
familiar with model loaders want to give my code a once-over?
L1032[11:58:52] <williewillus> I can't
spot the issue
L1033[12:01:32] <ThePsionic>
williewillus: quick thing, i'm gonna make the move to ubuntu but i
have the feeling i am forgetting something that i should
transfer
L1034[12:01:54] <ThePsionic> hit me with
some important stuff :P
L1035[12:02:03] <williewillus> from what?
:p
L1036[12:02:10]
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L1037[12:02:17] <ThePsionic>
williewillus: ?
L1038[12:02:26] <ThePsionic> I'm moving
from Win10 if you're asking that
L1039[12:02:28] <williewillus> Minecraft
worlds, modding environment, all non-cloud backupped documents,
music, schoolwork, etc.,
L1040[12:02:32] <williewillus> why not
just dualboot lol
L1041[12:02:45] <ThePsionic> i have 250gb
in this computer that's not gonna happen
L1042[12:03:32] <ThePsionic> let's see,
don't care about MC worlds, all my mods are in Git, as is my
schoolwork
L1043[12:03:49] <gigaherz> most important
stuff in order of priority:
L1044[12:03:56] <gigaherz> 1. legal
documents
L1045[12:03:58] <gigaherz> 2. porn
L1046[12:04:02] <gigaherz> 3. work
stuff
L1047[12:04:07] <gigaherz> 4. personal
projects and hobby stuff
L1048[12:04:18] <gigaherz> 5. game
saves
L1049[12:04:24] <gigaherz> 6. game
installers/isos
L1050[12:04:44] <ThePsionic> 1. check,
saved on Stack
L1051[12:04:48] <gigaherz> 7. browser
profiles/history/bookmarks
L1052[12:04:53] <ThePsionic> 2. who even
saves porn come on what is this 2000
L1053[12:05:09] <ThePsionic> 3. all in
git (private repositories ho!)
L1054[12:05:16] <ThePsionic> 4. I have no
private life
L1055[12:05:28] <ThePsionic> 5. Either
steamed or unimportant
L1056[12:05:37] <ThePsionic> 6. I don't
pirate enough
L1057[12:05:44] <ThePsionic> 7. Synced on
Chrome
L1058[12:06:11] <gigaherz> I can't think
of anything else worth saving ;P
L1059[12:06:14] <ThePsionic> Now just to
find a sufficiently big USB drive :^)
L1060[12:06:35] <asie> boni: Yay TCon 2!
Now please make it so you can actually disable the smeltery
L1061[12:06:40] <asie> for that 1.4.7
TCon feel
L1063[12:06:49] <ThePsionic> lmao
L1064[12:07:12] <williewillus> but! I got
the item models working
L1065[12:07:25] <williewillus> so this
whole system is done, yay arbitrary flower models!
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L1073[12:29:54] <ThePsionic> ok now for
the following issue
L1074[12:30:05] <ThePsionic> my computer
boots up too fast to be able to enter the BIOS
L1075[12:30:11] <williewillus> lel
L1076[12:31:01] <ThePsionic> I'm mashing
all the buttons but it just won't work
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L1078[12:32:05] <ThePsionic> :o i done
did it
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L1082[12:41:56] <Rockers> My PC always
BSOD's on launch. I have to restart it to be able to use it. I
think it's something to do with some power state driver or
something...
L1083[12:42:23] <Rockers> I've got the
dump but I keep forgetting to upload it to the superuser se
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L1085[12:45:29] <ThePsionic> why won't
you boot off my USB stick you fucking trash
L1086[12:45:52] <williewillus> wat
L1087[12:45:58] <gigaherz> his
computer
L1088[12:46:29] <williewillus>
shadekiller666: i got it all to work :D
L1089[12:46:30] <ThePsionic> STOP
L1090[12:46:31] <ThePsionic>
BOOTING
L1091[12:46:32] <ThePsionic> INTO
L1092[12:46:35] <ThePsionic>
WINDOWS
L1093[12:46:36] <ThePsionic> UGH
L1094[12:46:40] <williewillus> lol
L1095[12:46:42] <shadekiller666> willie,
you did :D nice
L1096[12:46:58] <shadekiller666>
ThePsionic, you sure you're using your BIOS right?
L1097[12:47:02] <ThePsionic> yes
L1098[12:49:00] <ThePsionic> time to burn
a dvd i guess
L1099[12:49:02]
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L1100[12:50:46] <ThePsionic> i thought i
had one lying around
L1101[12:50:48] <ThePsionic> ughhh
L1102[12:51:08] <williewillus> does your
bios not prioritize usb/disk over harddisk?
L1103[12:51:27] <ThePsionic> it
does
L1104[12:51:37] <ThePsionic> but for some
reason it fails to notice my usb as being bootable
L1105[12:51:57] <williewillus> how did
you make the usb?
L1107[12:52:14] <Zaggy1024> did you use
the boot menu to tell it to boot the usb as well?
L1108[12:52:22] <ThePsionic> yes
L1109[12:52:25] <Zaggy1024> hm
L1110[12:52:31] <Zaggy1024> what did you
write to the stick?
L1111[12:53:35] <ThePsionic> the ubuntu
lts iso
L1112[12:53:39] <Zaggy1024> hm
L1113[12:53:49] <williewillus> eww ubuntu
*judges*
L1114[12:54:23] <Zaggy1024> maybe the fs
is wrong?
L1115[12:55:29] <ThePsionic>
williewillus: uwot
L1116[12:55:37] <ThePsionic> Zaggy1024:
tried fat16, fat32 and ntfs
L1117[12:56:05] <williewillus> mint or
debian or manjaro/arch or fedora :p
L1118[12:56:17] <williewillus> anything
is better than crapbuntu x.x
L1119[12:56:21] <ThePsionic> pls
L1120[12:56:28] <williewillus> at my uni,
the ubuntus boot slower than windows...
L1121[12:57:01] <ThePsionic> fine i'll do
debian
L1122[12:57:02] <ThePsionic> u
happy
L1123[12:57:13] <williewillus> heh I kid,
since it's your first distro do whatever is comfortable
L1124[12:57:20] <williewillus> which is
probably ubuntu or mint
L1125[12:57:59] <ThePsionic> see my fear
is that mint is even less supported by stuff than ubuntu
L1126[12:57:59] <williewillus> manjaro is
also good if you want a dip into the arch world *plug*
L1127[12:58:05] <ThePsionic> nah
L1128[12:58:31] <williewillus> I have yet
to not find something I needed in either the arch repos or the AUR,
which literally has every possible package you could think of
:p
L1129[12:58:37] <williewillus> what do
you mean "supported"?
L1130[12:59:26] <ThePsionic> let's just
say that i'm unsure whether things that run on ubuntu (which seems
the most mainstream) will also run on mint
L1131[13:06:13]
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L1132[13:08:12] <masa> well usually it's
just a matter of the dependencies/libraries being new enough in the
package repo of whatever distro yo uare using
L1133[13:08:49] <ThePsionic> I
guess
L1134[13:08:52] <masa> ie. there isn't
really anything different/special about any distro that would
magically allow it to run stuff that wouldn't work on other
distros
L1135[13:08:59] <masa> unless it is some
weird special crap
L1136[13:09:40] <masa> which would then
come own to like custom kernel patches or other patched libraries
or something
L1137[13:10:05] <masa> but I have yet to
come across anything like that
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L1139[13:10:48] <ThePsionic> When it
comes to Linux distros, is there such a thing as
"best"
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L1141[13:11:08] <masa> it's all personal
preferences
L1142[13:11:20] <masa> some are
easier/have better configuration guis etc.
L1143[13:12:05] <masa> so mostly I would
say it comes down to the package repository, how much stuff do they
have and is it up-to-ate etc
L1144[13:12:18] <gigaherz> ThePsionic:
nope, there's no "best"
L1145[13:12:31] <gigaherz> like
L1146[13:12:35] <gigaherz> I can't stand
KDE or Gnome
L1147[13:12:39] <gigaherz> so when I see
myself needing linux
L1148[13:12:44] <gigaherz> I
choosesomething with Xfce
L1149[13:12:54] <ThePsionic> Personal
preference then really
L1150[13:12:55] <gigaherz> such as
Xubuntu
L1151[13:13:05] <sham1> Xfce/lxde or just
xserv or even just terminal
L1152[13:13:33] <ThePsionic> No idea what
all those things mean :P
L1153[13:13:47] <masa> windows
managers/desktop environments
L1154[13:13:52] <masa> *window
L1155[13:13:52] <sham1> The two first are
desktop managers
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L1157[13:14:22] <sham1> Xserv is the
thing under then that handles all the stuff between graphics and
kernel
L1158[13:14:31] <sham1> And terminal is
terminal
L1159[13:14:56] <ThePsionic> But if I
were to use a Linux dist for everyday use
L1160[13:15:00] <masa> xserv? you mean
xorg-server?
L1161[13:15:05] <ThePsionic> What would
be recommended
L1162[13:15:06] <sham1> Yes
L1163[13:15:10] <gigaherz> depends
L1164[13:15:15] <gigaherz> do you want it
to feel more like windows?
L1165[13:15:20] <gigaherz> doyou want
fancy effects?
L1166[13:15:21] <sham1> Ubuntu is easy to
use and understand
L1167[13:15:36] <gigaherz> do you prefer
tiling over floating windows?
L1168[13:15:38] <sham1> Just don't take
the default ubuntu
L1169[13:15:50] <sham1> Unity can suck it
hard
L1170[13:15:53] <gigaherz> do you want
touch-friendly?
L1171[13:15:54] <masa> ugh ubuntu... it
used to be nice for basic users, but I hate unity with a burning
passion
L1172[13:15:54] <gigaherz> etc
L1173[13:16:00] <gigaherz> for every set
of requirements
L1174[13:16:11] <gigaherz> there's a
linux distro that tries to fulfill them
L1175[13:16:11] <gigaherz> ;P
L1176[13:16:37] <sham1> That's the beauty
of the linux ecosystem
L1177[13:16:48] <masa> although currently
I have ubuntu with MATE desktop on my parent's PC
L1178[13:16:50] <sham1> There is stuff
for everyone
L1179[13:17:06] <ThePsionic> What exactly
is the difference between floating and tiling?
L1180[13:17:14] <gigaherz> hmmm
L1181[13:17:26] <masa> yes, and it is
also a downside, stuff tends to be pretty all over the place
L1182[13:17:28] <sham1> AFAIK floating is
like the windows in windows
L1183[13:17:37] <gigaherz> a tiling
window manager
L1184[13:17:41] <gigaherz> doesn't have a
"titlebar" for each app
L1185[13:17:50] <gigaherz> and the
windows are all laid out on a flat surface
L1186[13:17:52] <gigaherz> without
overlapping
L1187[13:18:00] <ThePsionic> Oh
L1188[13:18:13] <gigaherz> a floating
window is just like Windows/mac do it
L1189[13:18:19] <sham1> Tiling is like
using GNU screen for graphical applications
L1190[13:18:22] <ThePsionic> Ok i want
floating then, and I don't need touch support
L1191[13:19:06] <gigaherz> do you like
the Windows feel?
L1192[13:19:17] <gigaherz> with taskbar
showing the app windows and such?
L1193[13:19:24] <ThePsionic> Yes
L1194[13:19:30] <gigaherz> if so, Xfce is
one of the best
L1195[13:19:41] <sham1> Is your computer
a beast with shit load of ram
L1196[13:19:45] <ThePsionic> No
L1197[13:19:49] <sham1> Ah
L1198[13:19:59] <gigaherz> Linux Mint, or
Xubuntu
L1199[13:20:15] <ThePsionic> Mmk
L1200[13:20:21] <sham1> Because if you
want windows feel, KDE'S your man. The problem is that it eats ram
like nothing else
L1201[13:20:50] <sham1> So heavy
L1202[13:21:01] <gigaherz> sham1: I got
Xfce quite close
L1203[13:21:06] <gigaherz> and Xfce is
light
L1204[13:21:09] <gigaherz> works nicely
in VMs
L1205[13:21:12] <sham1> Hmm
L1206[13:21:19] <sham1> Yes
L1207[13:21:36] <sham1> I usually go
Openbox+XFCE when using a VM
L1208[13:21:37] <gigaherz> booting my VM,
I'll take a screenshot
L1209[13:21:38] <shadekiller666>
gigaherz, what did you do to solve day 7?
L1210[13:21:48] <gigaherz>
shadekiller666: you don't want to see my code
L1211[13:21:51] <gigaherz> it's like 500
lines long
L1212[13:21:59] <gigaherz> I sortof
brute-forced it
L1213[13:22:11] <gigaherz> using regular
expressions and a bunch of maps
L1214[13:22:23] <sham1> Because I love
open box's configuration possibilities
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L1216[13:22:32] <gigaherz> for the
resolving engine
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L1218[13:22:35] <sham1> Feels so
arch-like
L1219[13:22:35] <masa> hm, I've only done
the day one advent od code thing...
L1220[13:22:50] <gigaherz> I used a loop
with a stack
L1221[13:22:59] <gigaherz> the stack
would initially contain "a"
L1222[13:23:01] <gigaherz> then each
iteration
L1223[13:23:07] <gigaherz> I'd peek the
stack
L1224[13:23:13] <gigaherz> see if I have
a value for it
L1225[13:23:14] <sham1> I see no point in
the code of the advent day thing
L1226[13:23:23] <gigaherz> and if so, pop
the element
L1227[13:23:23] <gigaherz>
otherwise
L1228[13:23:25] <gigaherz> push the
missing data
L1229[13:23:28] <gigaherz> then
loop
L1230[13:23:43] <gigaherz> the resolution
is probably the less-bad part of the function ;P
L1231[13:24:15] <gigaherz> I was so
tired/annoyed after finishing day 7
L1232[13:24:18] <gigaherz> that I just
dropped aoc
L1233[13:24:25] <gigaherz> I didn't even
try to do day 8
L1234[13:24:49] <gigaherz> sham1: I
started it thinking of the challenge
L1235[13:24:57] <gigaherz> I gave up
thinking of the wasted time doing useless tasks
L1236[13:25:05] <gigaherz> they weren't
challenges per se
L1237[13:25:15] <gigaherz> at least for
me
L1238[13:25:25] <gigaherz> thinking of
the algorithm was the simple part
L1239[13:25:33] <gigaherz> it was writing
the code that took the longest
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L1247[13:31:47] <williewillus> LXDE or
MATE or Cinnamon for my favorite "traditional" DE's
L1248[13:31:52] <williewillus> i3wm for
masterrace
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L1251[13:36:30] <Rockers> What's the
point in TileEntity.validate?
L1252[13:36:51]
⇨ Joins: Techcable (~Techcable@techcable.net)
L1253[13:37:08] <williewillus> it's
vanilla code, so whatever vanilla does with TE valid state
L1254[13:37:10] <shadekiller666> invalid
tileentities get deleted when the chunk reloads
L1255[13:37:19] <Rockers> Ah ok
L1256[13:37:33] <shadekiller666> iirc
thats how the game kills a TE when its block is deleted
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L1258[13:37:44] <williewillus> also, how
does soul sand get that one pixel down look? I just checked its
json and it uses cube_all 0.o
L1259[13:37:53] <Rockers> Ok
L1260[13:37:57] <shadekiller666> willie,
bounding box
L1261[13:38:04] <shadekiller666> check
its model file
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L1263[13:38:14] <williewillus> no but its
model file is just cube_all with all set to the texture
L1264[13:38:18] <williewillus> yet it
shows up 15/16
L1265[13:38:44] <shadekiller666> is the
texture 15 pixels tall?
L1266[13:39:05] <williewillus>
16x16
L1267[13:39:18] <Zaggy1024> It's not 15
pixels tall
L1268[13:39:22] <Zaggy1024> only the
collision is
L1269[13:39:24] <shadekiller666> wait,
soul sand is a full block
L1270[13:39:37] <Zaggy1024> and that's
only because they needed it to trigger the entity inside block
callback
L1271[13:39:40] <shadekiller666> tilled
dirt is 15/16
L1272[13:39:52] <williewillus> ohhh
lol
L1273[13:40:30] <Rockers> I'm in game,
soulsand is not 15 px
L1274[13:40:43] <Rockers> Collision is
though.
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L1277[13:42:38] <williewillus> ah okay, I
was doing the model for the path block and it's one px down, so I
wanted to look at SS to see what model name it inherited
L1278[13:43:17] <Rockers> Random-Ass Note
of the Day: I googled Bitwise Ops in Java and found that they're
not difficult.
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L1280[13:44:10] <williewillus> is forge
build 1648 showing up for anyone in files?
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L1283[13:45:42] <ThePsionic> Rockers:
correct
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L1285[13:46:27] <Rockers> ThePsionic They
look quite bad. williewillus I'm only getting 1647
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L1289[13:47:31] <ThePsionic> ?
L1290[13:47:35] <williewillus> okay, so
the build hasn't been fixed
L1291[13:47:40] <Rockers> Bitwise
ops
L1292[13:47:45] <ThePsionic> Why
L1293[13:47:48] <williewillus> they look
worse than they actulaly are
L1294[13:47:53] <williewillus> it's
literally moving and comparing bits
L1295[13:47:56] <Rockers> I know
L1296[13:48:11] <Rockers> It looks alot
worse than it actually is..
L1297[13:48:15] <williewillus> when I
started out I would write every literal out in binary just to
visualize it :p
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L1299[13:48:53] <Rockers> Oh, I
understand binary. It's just a 2-digit based number system.
L1300[13:49:13] <Rockers> Like how
hexadecimal is 16?
L1301[13:50:38] <Rockers> Can anybody
help me with my TileEntity, it keeps deleting whenever I change the
state of the block and it shouldn't, I don't think...
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L1303[13:52:45] <williewillus> Rockers:
like wheenver you change from one blockstate to another state of
the same block?
L1304[13:52:54] <Rockers> Yep
L1305[13:52:55] <williewillus> override
TileEntity.shouldRefresh()
L1306[13:53:08] <Rockers> To be
false?
L1307[13:53:36] <williewillus> check the
before/fater states to make sure the blocks are the same
L1308[13:53:48] <williewillus> and yes,
false retains it
L1309[13:53:51] <Rockers> Oh wow
L1310[13:53:55] <Rockers> Theres a
typo
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L1312[13:54:01] <Rockers> newSate
L1313[13:54:02] <williewillus> there's
always typos :p
L1314[13:54:06] <Rockers> :p
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L1316[13:56:06] <Rockers>
if(oldState.getBlock() == ModBlocks.compactor &&
newSate.getBlock() == ModBlocks.compactor) return false;
L1317[13:56:10] <Rockers> Is that
fine?
L1318[13:57:14] <Rockers> I put the super
in afterwards as well to do the isVanilla check
L1319[13:58:18] <williewillus> no, don't
do super
L1320[13:58:37] <Rockers> Ok. Thanks btw.
:3
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L1324[14:00:55] <raoulvdberge> How can I
check if an ItemStack is a block? I tried stack.getItem()
instanceof ItemBlock, but that seems to return true on tools.
L1325[14:01:29] <Rockers>
Block.getBlockFromItem(Item) != null
L1326[14:01:35] <raoulvdberge>
Thanks.
L1327[14:01:43] <Rockers> That *should*
work
L1328[14:02:10] <williewillus> itemblock
returns true on tools? 0.o
L1329[14:02:24] <williewillus> no way,
they inheirt item directly 0.o
L1330[14:03:18] <raoulvdberge> ...then
somehow the container ignores my isItemValid in a custom slot
L1331[14:03:54] <raoulvdberge> Yeah, that
is the problem. nvm
L1332[14:04:27] <Rockers> That's not
you're fault.
L1333[14:04:50] <raoulvdberge> No, it is,
I was doing some handling in custom slot
L1334[14:04:57] <raoulvdberge> * in
clickSlot
L1335[14:04:59] <Rockers> Oh
L1336[14:05:06]
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L1337[14:05:08] <raoulvdberge> (force
calling putStack in certain conditions)
L1338[14:05:20] <Rockers> I thought
mergeItemStack ignored isItemValid
L1339[14:05:38] <raoulvdberge> Doesn't
matter in my case.
L1340[14:05:41] <Rockers> Ah
L1341[14:07:12]
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L1342[14:07:13] <Zaggy1024> always fun
when slot related stuff ignores slot callbacks
L1343[14:07:24] <Zaggy1024> and by fun I
mean STUPID
L1344[14:07:39] <Rockers> Slots need
fixed..
L1345[14:07:56] <Rockers> (+
containers)
L1346[14:08:00]
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L1348[14:09:54] <williewillus> how do I
get a playername from uuid
L1349[14:09:54] <williewillus> ?
L1350[14:10:30] <gigaherz> there
L1351[14:10:38] <gigaherz> christmas ever
dinner in the oven
L1352[14:11:15] <Rockers> Couldn't you
get a list of the player's and check against their UUIDs?
L1353[14:11:23] <williewillus> on the
clientside, I might add
L1354[14:11:28] <williewillus> so no
player lists
L1355[14:12:22] <Rockers>
Minecraft.getMinecraft().theWorld.playerEntities
L1356[14:13:01] <williewillus> yeah no :p
what if that uuid isnt tracked?
L1357[14:14:46] <raoulvdberge> lol.. how
can I get the Block from an ItemBlock, the field, field_150939_a is
private.
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L1359[14:14:56] <williewillus> the field
is public 0.o
L1360[14:14:58] <williewillus> and
there's a getter
L1361[14:15:14] <raoulvdberge> it's
getting late, sorry.
L1362[14:15:19] <gigaherz>
ItemBlock#getBlock()
L1363[14:15:20] <gigaherz> ;P
L1364[14:15:48] <raoulvdberge> There is
no getBlock in 1.7 :P
L1365[14:16:05] <williewillus> idk how to
do this, vaz asked me to make the botania relics bound by uuid
rather than username, but the tooltip is clientside and says the
name of whoever it's bound to
L1366[14:16:08] <tterrag> !gm
ItemBlock.getBlock
L1367[14:16:10] <williewillus> idk how to
go uuid->playername on the client
L1368[14:16:20] <tterrag> !gm 179223
1.7.10
L1369[14:16:26] <tterrag> yeah, that
didn't exist in 1.7
L1370[14:16:52] <gigaherz> welp,
reflection then ;P
L1371[14:17:17] <Rockers> Couldn't you
request the server for the playername?
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L1373[14:17:36] <williewillus> the player
might not be online
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L1375[14:18:06] <williewillus> should I
just save both name and uuid, and do logic based on uuid?
displaying still uses name
L1376[14:18:53] <gigaherz> probably
L1377[14:19:20] <williewillus> seems the
easiest
L1378[14:19:21] <noninc> Good evening
:D
L1379[14:19:32] <williewillus>
hello
L1380[14:27:11] <williewillus> wait forge
gives us a UUID->playername util class, perfect
L1381[14:27:18] <williewillus> wait but
server, derp
L1382[14:28:52] <Rockers> The
"server-side" is available offline too.
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L1387[14:38:33] <williewillus> fry:
https://imgur.com/a/hZHlX i got it all to work :D I
did item models by just adding an extra map holding the item models
instead of block models
L1388[14:41:03] <williewillus> there's
one problem though, the base model doesn't seem to get applied
(digging effects are still purple/black checkers)
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L1390[14:43:55] <fry> \o/, hmm
L1391[14:45:07] <fry> ah, yes, particle
textures aren't covered by handleBlockState, since they're
serverside
L1392[14:45:19] <fry> there's an event
for that now though
L1393[14:45:44] <williewillus> what is
it?
L1395[14:47:29] <fry>
Block.addLandingEffects
L1396[14:47:37] <fry> not an event, a
block method :P
L1397[14:47:48] <williewillus> that's
responsible for break particles too?
L1398[14:48:11] <fry> I think so
L1399[14:49:33] <masa> what is server
side? :o
L1400[14:49:49] <williewillus> also I
think the random offset is broken in forge. forge 1.8.8 on top,
vanilla 1.8.9 on bottom:
https://imgur.com/a/lY4UN
L1401[14:51:21] <fry> I thought I fixed
that, hmm
L1402[14:52:27] <fry> ah, nope, not
yet
L1403[14:59:08] <Zaggy1024> I just
clutched in Town of Salem of all games
L1404[14:59:12] <Zaggy1024> that was
pretty fun
L1405[15:03:23]
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L1406[15:04:41] <Zaggy1024> fry, have you
seen my PR to fix forge lighting not respecting
WorldRenderer.markDirty/noColor (depending on your mappings)? just
want to make sure, so I can stop bugging you :D
L1407[15:04:57] <fry> yes, I've seen
everything
L1408[15:05:01] <Zaggy1024> k
L1410[15:05:49] <Zaggy1024> We see
eeeeeeeeeeverything. :O
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L1413[15:10:12] <williewillus> what was
the event to remap missing blocks/items again :p
L1414[15:10:28] <Zaggy1024>
FMLMissingMappingsEvent :)
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L1421[15:26:59] <shadekiller666> do
HashMaps allow null values?
L1422[15:27:23] <tmtu> why wouldn't
it?
L1423[15:27:33] <shadekiller666> some Map
instances don't
L1424[15:27:39] <Zaggy1024> values are
null when they don't have a mapping
L1425[15:28:04] <Zaggy1024> although
contains isn't always false when the value is null
L1426[15:28:08] <Zaggy1024> with
HashMaps
L1428[15:28:20] <Zaggy1024> have to
remove null to have it be false
L1429[15:30:08] <Zaggy1024> that was kind
of confusing :P
L1430[15:30:18] <noninc> do keep in mind
that each key must be unique
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L1440[15:53:26] <Zaggy1024> lol..
L1441[15:53:38] <ThePsionic> good
L1442[15:53:48] <Zaggy1024> it wouldn't
cost them anything :P
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L1445[15:58:02] <raoulvdberge> done. My
mod is done. It took exactly 17 days to make.
L1446[15:58:12] <Temportalist>
raoulvdberge: niiiice
L1447[15:58:20] <Temportalist> what does
it do?
L1448[15:58:20] <raoulvdberge> (looking
at the git history :P)
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L1450[15:58:26] <raoulvdberge> basically
a small AE clone
L1451[15:59:01] <gigaherz> inventory
management?
L1452[15:59:27] <raoulvdberge> the
concept of a "network" and storage cells etc
L1453[15:59:36] <gigaherz> ah
L1454[15:59:56] <raoulvdberge> it was
kinda a challange to make since MC itemstacks aren't really >64
stacksize friendly :P
L1455[16:00:03] <gigaherz> I know
L1456[16:00:11] <gigaherz> i used
itemstacks originally for my magic containers
L1457[16:00:30] <gigaherz> then I
switched the storage part
L1458[16:00:41] <gigaherz> but even so, I
still had to customize the packet stuffs while in the GUI
L1459[16:00:46] <raoulvdberge> me
too!
L1460[16:00:54] <raoulvdberge> the slots
in the container aren't even real slots lol
L1462[16:09:11]
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L1464[16:09:56] <gigaherz> mine stores
magic, my essences are a fixed set, so I just turned them into a
float[] .. in fact, it even allows fractions ;P
L1465[16:18:25] <raoulvdberge> heh
:p
L1467[16:18:42]
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L1469[16:19:32] <gigaherz> first think I
tought: "github doesn't like C-comments in json"
L1470[16:19:40] <shadekiller666> no it
doesn't :P
L1471[16:19:54] <shadekiller666> but its
the only way to write notes in them :P
L1472[16:19:56] <sham1> IDEA does not
like them either
L1473[16:20:07] <shadekiller666> nor does
eclipse
L1474[16:20:17] <sham1> The JSON standard
states that you cannot have //-like comments
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L1476[16:20:41] <shadekiller666> but the
json parsing mc uses ignores them, so
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L1478[16:20:52] <gigaherz> it's not so
much that you can't, they just didn't choose to include comments in
the file format
L1479[16:20:54] <gigaherz> which is
stupid
L1480[16:21:02] *
killjoy1 is a proud new owner of fallout 4
L1481[16:21:06] <shadekiller666>
yep...
L1482[16:21:21] *
killjoy1 starts Minecraft (a 5 year old game)
L1483[16:21:25] <gigaherz> maybe I'll
port this to java someday
L1485[16:21:39] <shadekiller666> i
suppose you could have a "__comment" key like vanilla
does, but you have to then write the parsing code specifically to
avoid that key :P
L1486[16:21:47] <gigaherz> it's nicer
than json, less verbose than xml
L1487[16:21:48] <gigaherz> ;P
L1488[16:22:02] <shadekiller666>
lol
L1489[16:22:09] <shadekiller666>
anyway
L1490[16:22:25] <shadekiller666> do you
think that is a good structure to use?
L1491[16:22:49] <sham1> for whta
L1492[16:23:23] <gigaherz> I'm not sure
how it is supposed to work
L1493[16:23:34] <sham1> Also
L1494[16:23:34] <shadekiller666> the idea
is that you'd set the "config_name_here" to
visible/hidden, which would then apply that to all of the groups
defined in it
L1495[16:23:38] <sham1> We need JON
L1496[16:23:41] <gigaherz> Oh
L1497[16:23:50] <shadekiller666> i'm
trying to make a sort of hierarchy-type system with groups
L1498[16:23:56] <gigaherz> so those are
just arbitrary groupings
L1499[16:24:05] <gigaherz> and one
elements could be in more than one group?
L1500[16:24:10] <gigaherz> and one
element*
L1501[16:24:24] <shadekiller666> where
you can say "set group 'L' to visible" and it will set
'L', and all of 'L's subgroups to visible
L1502[16:24:28] <ThePsionic> sham1: so
like .obj
L1503[16:24:35] <sham1> what
L1504[16:24:44] <shadekiller666> giga,
ya
L1505[16:25:00] <gigaherz> aha
L1506[16:25:07] <gigaherz> so the actual
internal representation
L1507[16:25:09] <gigaherz> woudl just be
like
L1508[16:25:14] <gigaherz>
Multimap<String,String>
L1509[16:25:22] <gigaherz> with
name->elements
L1510[16:26:14] <gigaherz> hmmm
L1511[16:26:33] <gigaherz> since it's
more like nested labeling more than an hierarchy
L1512[16:26:44] <gigaherz> you couldn't
need an actual recursive system
L1513[16:26:47] <gigaherz> just
like
L1514[16:28:05] <gigaherz> element ->
every single child including inner
L1515[16:28:14] <gigaherz> unless you
plan on doing like
L1516[16:28:21] <gigaherz> "show
main1.sub1"
L1517[16:28:26] <shadekiller666> i was
thinking just Map<String, List<String>> where the key
is the group name, and the list is any "subgroup" names
that it has, if any
L1518[16:28:42] <gigaherz> that's a
multimap
L1519[16:28:42] <gigaherz> XD
L1520[16:28:52] <gigaherz> well not
exactly, but it serves that purpose
L1521[16:29:21] <gigaherz> each item in
the iterator is in turn also iterable
L1522[16:29:24] <shadekiller666> i'm not
100% sure how i want this to work, i just know that i don't like
the current way that it works and want to make it easier to
interact with and more flexible
L1523[16:29:39]
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L1524[16:29:54] <gigaherz> you have two
choices
L1525[16:29:54] <shadekiller666> i like
the idea of defining a hierarchy in the blockstate
"custom" data
L1526[16:30:09] <gigaherz> one is to make
the groups actually nested
L1527[16:30:11] <gigaherz> so that
L1528[16:30:15] <shadekiller666> but idk
what the best formatting in json would be for said hierarchy
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L1530[16:30:26] <gigaherz> in order to
reach a nested subgroup, you'd have to go through the parent
L1531[16:30:45] <gigaherz>
"a.b.c": "visible"
L1532[16:30:56] <gigaherz> another
option, would be to just have all group names be global
L1533[16:31:27] <gigaherz> so like
"a" includes the children of "b", and
"b" can be used independently
L1534[16:31:43] <gigaherz> the former may
look like
L1535[16:32:02] <gigaherz> Body { ArmL {
... } ArmR {... } }
L1536[16:32:27] <gigaherz> inside both
arms you'd have { Hand, Finger1, Finger2 }
L1537[16:32:30] <gigaherz> while the
latter
L1538[16:32:38] <gigaherz> woudl require
you do have different names on each arm
L1539[16:32:39] <gigaherz> like
L1540[16:32:45] <gigaherz> { HandL,
Finger1L, ... }
L1541[16:33:55] <gigaherz> but hmf
L1542[16:34:22] <gigaherz> json doesn't
really allow "standalone" keys in an object
L1543[16:34:28] <gigaherz> you need
L1544[16:34:29] <shadekiller666> with the
latter, each group would need to be uniquely named
L1545[16:34:34] <gigaherz> {
"key" : "value" }
L1546[16:34:41] <shadekiller666> though
thats already a requirement in the .obj file anyway...
L1547[16:34:43] <tterrag> unless it's an
array
L1548[16:34:46] <gigaherz> yeah
L1549[16:34:55] <gigaherz> so you'd need
a weird hierarchy
L1550[16:34:59] <tterrag> [{}{}]
L1551[16:35:01] <gigaherz>
"group" : [
L1552[16:35:10] <gigaherz> {
"subgroup1" : [] },
L1553[16:35:14] <gigaherz> {
"subgroup2" : [] },
L1554[16:35:20] <gigaherz>
"leaf1", "leaf2"
L1555[16:35:21] <gigaherz> }
L1556[16:35:24] <gigaherz> oops ]*
L1557[16:35:37] <shadekiller666> ya
L1558[16:36:16] <gigaherz> so regarding
the syntax, you don't have any other better option
L1559[16:36:37] <shadekiller666> ok, so
i'm stuck with what i wrote, ok
L1560[16:37:00] <shadekiller666> well,
kinda
L1561[16:37:42]
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L1562[16:37:49] <gigaherz> problem with
that hierarchy, is you can't really use automatic deserialization
for it
L1563[16:37:50] <gigaherz> XD
L1564[16:38:07] <gigaherz> you'll have to
write handlers
L1565[16:38:24] <shadekiller666> if you
were manipulating group visibilities on a model (lets say its a
humanoid model like before, body->arm->fingers), how would
you want to do so
L1566[16:39:03] <gigaherz> hmmm
L1567[16:39:11] <shadekiller666> how
would you want to tell the model to "make right arm
visible"
L1568[16:39:14] <gigaherz> given the
group system
L1569[16:39:31] <gigaherz> I'd expect to
be able to do something like
L1570[16:39:33] <gigaherz> show A
L1571[16:39:34] <gigaherz> hide B
L1572[16:39:38] <gigaherz> show C
L1573[16:40:14] <gigaherz> like I said
back when you were doing the visibility initially
L1574[16:40:15] <shadekiller666> where
A,B,C are top-level groups?
L1575[16:40:21] <gigaherz> not
necessarily
L1576[16:40:29] <gigaherz> depend on
which system you use for naming, either nested or global
L1577[16:40:36] <gigaherz> you may want
to say
L1578[16:40:45] <gigaherz> show ArmL, but
hide finger1
L1579[16:41:05] <gigaherz> either:
L1580[16:41:49] <gigaherz> {
"shown": [ list of things to show overriding the parent
state ], "hidden": [ list of thigns to hide overriding
the parent state ] }
L1581[16:41:56] <gigaherz> or
L1582[16:42:16] <gigaherz> {
"element1": "show", "element2":
"hide", ... }
L1583[16:42:35] <shadekiller666> there is
no "hierarchy" of groups defined in .obj files, so each
group has to be uniquely named, so the fingers on the right hand
are named differently from the fingers on the left hand, so one
could say "show right_index_finger" and there is only one
group with that name
L1584[16:42:55] <gigaherz> oh I assumed
the group names were custom
L1585[16:42:57] <gigaherz> like
L1586[16:43:33] <gigaherz> arm = a group
composed of the obj objects called "forearm" +
"hand" + "finger1l"
L1587[16:43:45] <shadekiller666> the obj
objects are the groups
L1588[16:44:02] <gigaherz> ah so your
grouping would just assign parent-children relationships to
existing objects?
L1589[16:44:08] <shadekiller666> 'g' and
'o' lines in the .obj files are both made into instances of
Group
L1590[16:44:13] <shadekiller666>
yep
L1591[16:44:20] <gigaherz> I assumed the
names in the groups were extra aliases
L1592[16:44:27] <gigaherz> just like how
the json model can have textures
L1593[16:44:32] <gigaherz> or
#something
L1594[16:45:03] <gigaherz> well
L1595[16:45:08] <shadekiller666> the only
difference between 'g' and 'o' is that 'g' can list multiple groups
containing the following data, whereas 'o' can only name one
L1596[16:45:27] <gigaherz> if all the
names are going to be as seen in the file
L1597[16:45:31] <gigaherz> hm?
L1598[16:45:36] <gigaherz> you can have
multiple "g"?
L1599[16:46:28] <shadekiller666> "g
group1 group2 group3" means that groups "group1",
"group2", "group3" all contain whatever faces
are defined afterwards
L1600[16:46:55] <shadekiller666> and you
can have as many names in that one command as you want
L1601[16:46:58]
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L1602[16:47:03] <gigaherz>
interesting
L1603[16:47:03] <williewillus> can we
inherit other models in forge blockstate json?
L1604[16:47:06] <gigaherz> first time I
hear about that
L1605[16:47:07] <shadekiller666> whereas
"o" can only be "o group1"
L1606[16:47:23] <gigaherz> williewillus:
"model": { "parent": "other", ... }
?
L1607[16:47:32] <shadekiller666> and
technically "o" isn't an actual command in the obj spec,
but blender uses it so i made sure to support it
L1608[16:47:44] <gigaherz> I have seen
more files using "o" than "g"
L1609[16:48:08]
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L1610[16:48:09] <williewillus> gigaherz:
does that actually work?
L1611[16:48:15] <shadekiller666> because
you've probably seen more blender objs than objs from other
programs
L1612[16:48:26] <gigaherz> williewillus:
no idea, I'm not using forge blockstates format
L1613[16:48:37] <gigaherz>
shadekiller666: no, in fact I have seen more rhinoceros objs
L1614[16:48:38] <gigaherz> ;P
L1615[16:48:38] <shadekiller666> you can
tell blender to use "g" instead, if you know what box to
check when exporting
L1616[16:48:39] <gigaherz> but
L1619[16:48:51] <gigaherz> Grouping
L1620[16:48:51] <gigaherz> o group name
(g)
L1621[16:48:51] <gigaherz> o smoothing
group (s)
L1622[16:48:51] <gigaherz> o merging
group (mg)
L1623[16:48:51] <gigaherz> o object name
(o)
L1624[16:49:07] <shadekiller666>
mhmm
L1625[16:49:10] <williewillus> (cc fry @
my pastebin is something like that possible)
L1626[16:49:12] <gigaherz> what wikipedia
lists as "the spec as used by wavefront"
L1627[16:49:16] <gigaherz> DOES have
"o"
L1628[16:49:17] <shadekiller666>
"s" and "mg" aren't supported
L1629[16:49:23] <gigaherz> never seen
them either
L1630[16:49:31] <gigaherz> "o"
and "g" are the most common
L1631[16:50:02] <fry> williewillus: not
as of now
L1632[16:50:13] <fry> but I think the
system can work with that
L1633[16:50:28]
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L1634[16:50:48] <gigaherz> williewillus:
ooh
L1635[16:50:51] <gigaherz> yeah no that's
not a thing
L1636[16:50:52] <gigaherz> XD
L1637[16:50:56] <williewillus> aww
:p
L1638[16:53:21] ***
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L1640[16:54:10] <williewillus> well if it
were, basically all my block models would go into the blockstate
jsons (they can do that right now with 1649, but have to respecify
the model again in #inventory since they can't inherit) :p
L1641[16:55:04] <fry> you can use custom
state mapper and point to "color=white" directly :P
L1642[16:55:23]
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L1643[16:55:37] <fry> allowing to
reference like this would be useful for changing things though,
like transformations/textures
L1644[16:56:57] <shadekiller666>
gigaherz, in the current release version of the obj loader, i have
a Map<String, Group> that is stored in the MaterialLibrary
for the model, which is where they are grabbed by name, and then
OBJState stores a Map<String, Boolean> for tracking
visibilities
L1645[16:57:00] <williewillus> goddammit
installed 1639 instead of 1649
L1646[16:57:15]
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L1647[16:57:30] <sham1> btw williewillus
will botania be 1.8 or 1.8.8
L1648[16:57:33] <shadekiller666> in my
local version, that "visibility map" has been moved into
OBJBakedModel
L1649[16:57:52] <williewillus> 1.8.8
ofc
L1650[16:57:56] <sham1> good
L1651[16:58:13] <williewillus> A bunch of
shit I rely on just got added in 1.8.8 :p
L1652[16:58:28] <williewillus> though
it's a little laggy and stuttery and idk why
L1653[16:58:57] <williewillus> every few
seconds, mostly when blocks are placed or broken I stutter and get
a can't keep up even though normal fps is over 60 at all
times
L1654[16:59:10] <williewillus> 1.8.0 was
fine
L1655[16:59:15] <shadekiller666>
gigaherz, so any suggestions for how i should implement this
L1656[16:59:24] <gigaherz> williewillus:
I have noticed that issue too
L1657[16:59:33] <gigaherz> whenever I use
a waterball spell or similar
L1658[16:59:40] <gigaherz> the whole
thing stutters a bit
L1659[17:00:14] <gigaherz> and so far as
I could tell, it doesn't happen in vanilla, maybe I should
retest
L1660[17:00:21] <shadekiller666> a lot of
the problems i have would be fixed if IModels were allowed to
change in-place :P
L1662[17:00:56] <fry> a lot of new
problems would be introduced
L1663[17:01:00] <shadekiller666>
true
L1664[17:01:07] <shadekiller666> they
would just be different problems...
L1665[17:01:13] <williewillus> :p
L1666[17:01:40] <fry> much, much worse
kinds of problems
L1667[17:03:02] <williewillus> any ideas
on what the stuttering is or how to profile it further?
L1668[17:03:33] <shadekiller666> fry,
have you been following the discussion giga and i have been having
regarding Group hierarchies?
L1669[17:03:45] <fry> not 100%
L1670[17:04:01] <fry> williewillus: start
by looking at correllation with used memory
L1671[17:04:27] <fry> if used memory
drops during the stutter - it's GC
L1673[17:05:47] <shadekiller666> thats an
idea for a way to apply a hierarchy structure to Groups, such that
making one Group visible would make all of its
"subgroups" also visible, and so on
L1674[17:05:55] <fry> I'm thinking about
adding "smooth lighting" and "gui3d" to the
main section, since that applies to all models
L1675[17:06:34] <shadekiller666>
"smooth lighting" being "ambient occlusion"? or
are those different things?
L1676[17:06:45] <fry> as for the group
hierarchy - I think it's a bit of an overkill for the OBJs
L1677[17:06:54] <fry> those are different
things
L1678[17:07:00] <fry> but MC confuses
them constantly
L1679[17:07:15] <fry> because like 3
people in the world understand how MC lighting works :P
L1680[17:07:46] <shadekiller666> the
problem is that right now there isn't a good way of setting group
visibilities
L1681[17:07:56] <ThePsionic> fry: do any
of them work at mojang
L1682[17:08:03] <fry> yes :P
L1683[17:08:13] <shadekiller666> the
method used by the release version of the obj loader is
fundamentally broken...
L1684[17:08:28] <tmtu> tweet to UMM
;)
L1685[17:08:29] <williewillus> consuming
and releasing 600MB every 2.5 seconds... :p
L1686[17:08:34] <ThePsionic> fry: *how
many*
L1687[17:08:56] <fry> well, 1-2, since
I'm one of those 3 :P
L1688[17:09:15] <fry> williewillus:
profile the memory then :P
L1689[17:09:25] <shadekiller666> lighting
in minecraft boils down to a dynamic texture overlay thats applied
to blocks right?
L1690[17:09:43] <fry> much, much, much,
much more than that happens :P
L1691[17:09:44] <tmtu> i thought it was
just baked into the vertices
L1692[17:10:34] <williewillus> visualvm
never suceeds at attaching to anything >.< anyone know of a
better profiler?
L1693[17:10:37] <shadekiller666> fry, i
feel like there needs to be some sort of "group
configuration" system for obj models
L1694[17:10:51] <shadekiller666> lets say
our model has 10 groups
L1695[17:10:58] <fry> williewillus:
how're you using it? there are IDE plugins that work :P
L1696[17:11:10] <tmtu> williewillus:
doesn't mc have profiling stats?
L1697[17:11:18] <shadekiller666> and
their visibilities at any time are determined by the
blockstate
L1698[17:11:22] <williewillus> there's an
idea plugin that launches a run config and immediately hooks a
visualvm onto it, but vvm just hangs
L1699[17:11:34] <williewillus> tmtu:
profiling memory
L1700[17:12:27] <tmtu> get visualvm
working then
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L1702[17:12:52] <shadekiller666> if set
up with just a 1-1 group->boolean mapping, every time you wanted
to change the visibility states, you would have to loop through all
of the ones you want to change and set the boolean
L1703[17:13:40] <williewillus> tmtu: very
helpful suggestion :p
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L1705[17:14:41] <shadekiller666> with a
configuration system set up, you could instead define a set of
groups that are all visible if the configuration(s) they are a part
of are visible, similar to how blockstate variants work
L1707[17:15:14] <williewillus> yeah just
searched that post :p
L1708[17:15:18] <fry> heh
L1709[17:16:55] <fry> shadekiller666: if
you require nested groups for your model I say it's time to split
the model :P
L1710[17:17:28]
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L1711[17:17:52] <shadekiller666> but that
would force fairly simple blocks to use TESRs wouldn't it?
L1712[17:18:13] <fry> what?
L1713[17:18:17] <shadekiller666> can a
block that uses the blockstate json system have two models applied
to it at all times?
L1714[17:18:25] <fry> yes
L1715[17:18:28] <fry> of course
L1717[17:19:02] <fry> submodels were
added a long, long time ago :P
L1718[17:19:37] <Zaggy1024> <3
L1719[17:19:42] <gigaherz> so yeah I did
some /clone tests in vanilla 1.8.8
L1720[17:19:54] <gigaherz> the issues I
experienced in forge 1.8.8 are sortof still there, but they seem
less noticeable
L1721[17:21:13] <gigaherz> the rendering
issue where far away chunks won't update, that's in vanilla
too
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L1723[17:21:24] <williewillus> but it
doesn't lag as much in 1.8.0?
L1724[17:21:24] <gigaherz> the stuttering
framerate, not so much
L1725[17:21:40] <gigaherz> I'm testing
vanilla1.8.8 vs forge1.8.8
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L1727[17:23:08] <gigaherz> so far as I
remember, forge1.8.0 didn't have this stuttering issue
L1728[17:23:15] <gigaherz> but I can't
compare it right now
L1729[17:23:52] <gigaherz>
xcept....
L1731[17:24:15] <gigaherz> hmmmm
L1732[17:24:16]
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L1733[17:24:23] <gigaherz> maybe I just
REMEMBER wrongly
L1734[17:24:46] <gigaherz> no the
framerate was smoother
L1735[17:25:32]
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L1736[17:26:01] <williewillus> 1.8.1
changelog: "Various improvements. Many
optimizations."
L1737[17:26:11] <gigaherz> yeah okay
retested in forge1.8.8
L1738[17:26:17] <williewillus> now with a
deoptimization somewhere else!
L1739[17:26:22] <gigaherz> it has some
definitely bad stuttering
L1740[17:26:32] <gigaherz> that I can't
see in vanilla
L1741[17:26:35] <fry> profile! :P
L1742[17:26:45] <gigaherz> I have no idea
how ;P
L1743[17:26:58] <fry> me neither!
:P
L1744[17:27:03] <gigaherz> does IDEA come
with ap rofiler by any chance? XD
L1745[17:27:05] <tmtu> write a.. profiler
mod
L1746[17:27:14] <williewillus> gigaherz:
did you try 1.8.0 vanilla or forge?
L1747[17:27:22] <gigaherz> williewillus:
neither
L1748[17:27:25] <gigaherz> I linked to an
old video
L1749[17:27:33] <gigaherz> with the 1.8.0
version of my mod
L1750[17:27:44] <gigaherz> and compared
that video with forge1.8.8
L1751[17:27:45] <shadekiller666> fry,
could i move the blocks in ModelLoaderRegistryDebug that use obj
models to their own mod, or at least make a new mod for testing obj
models
L1752[17:27:48] <fry> gigaherz: first of
all, try turning of forge pipeline in the settings, restart the
game, and see if that changes anything
L1753[17:27:50] <gigaherz> the stuttering
was not there in 1.8.0
L1754[17:27:58] <gigaherz> fry: forge
pipeline?
L1755[17:28:04] <fry> shadekiller666:
yes, that's a good idea
L1756[17:28:16] <fry> gigaherz: look in
the settings, you'll find it :P
L1757[17:28:23] *
gigaherz checks
L1758[17:28:41] <gigaherz> btw side
question, will forge update to 1.8.9 or not worth it?
L1759[17:28:42] <gigaherz> ;P
L1760[17:29:00] <sham1> Well 1.8.9 does
change mappings
L1761[17:29:04] <sham1> *somewhat*
L1762[17:29:18] <williewillus> buuuutt
runtime deobf
L1763[17:29:29] <williewillus> lex posted
the diff, it was literally one bug fix and a realms icon
L1764[17:29:38] <fry> 1.8.8 and 1.8.9
will be binary compatible for modders
L1765[17:29:42] <sham1> yeh
L1766[17:29:46] <fry> and they can play
with each other
L1767[17:29:59] <fry> so there's not much
stimulus to update yet :P
L1768[17:30:28] <gigaherz> can't find it
XD
L1769[17:31:03] <gigaherz> nm
L1770[17:31:03]
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())
L1771[17:31:05] <gigaherz>
B:forgeLightPipelineEnabled=true
L1772[17:31:30] <fry> you can change that
in the in-game gui :P
L1773[17:32:31] <gigaherz> oh hey the
ingame options work now?
L1774[17:32:31] <gigaherz> XD
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L1776[17:33:01] <fry> ones in the main
menu worked for years
L1777[17:33:09]
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L1778[17:33:19] <fry> pause menu ones
work now too :P
L1779[17:33:27] <gigaherz> I never
noticed the main menu ones
L1780[17:33:28] <gigaherz> ;P
L1781[17:33:40] <fry> nobody did :P
L1782[17:34:13] <gigaherz> in fact, I
don't recall there being a button in the bottom left ;P
L1783[17:35:01]
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L1784[17:35:24] <gigaherz> stupid bug
with blinking geometry when mipmaps are enabled ¬¬
L1785[17:35:32] <gigaherz> (leaves and
such)
L1786[17:35:59] <fry> button where? title
screen?
L1787[17:36:09] <gigaherz> below the mod
list
L1788[17:36:19] <gigaherz> I don't have
any memory of "Config" and "Disable" being
there
L1789[17:36:22] ***
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L1790[17:36:34] <fry> well, they were
added a long time ago :P
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L1792[17:37:58] <williewillus> wow so
many blockpos
L1793[17:38:02] <williewillus> finally
got vvm to run :p
L1794[17:38:33] <shadekiller666> fry,
could i put each block in its own file? the idea is to get away
from the 2000 line long files that make things hard to find
:P
L1795[17:38:55] <fry> lol
L1796[17:38:55] <gigaherz> funny that MCP
shows up as a mod that can be disabled
L1797[17:38:55] <gigaherz> XD
L1798[17:39:08] <fry> and here we have
1000 modders asking for the exact opposite :P
L1799[17:39:26] <gigaherz>
shadekiller666: what? XD
L1800[17:39:53] <shadekiller666> those
1000 modders haven't tried putting everything into a single
file...
L1801[17:40:10] <williewillus> how can
the thrashing of several million blockpos per second be possibly
good for performance :p would something like c# structs make this
better? just thinking aloud
L1802[17:40:28] <fry> we'll get them
eventually
L1803[17:40:35] <fry> in java10
probably
L1804[17:40:53] <tmtu> just 10 years or
so :)
L1805[17:40:53] <fry> in ~10 years java
might actually become nice to work with :P
L1806[17:41:16] <williewillus> yeah each
GC it collects like 9 million BlockPoses :p
L1807[17:41:40] <fry> look at where
they're created
L1808[17:42:06] <Zaggy1024> wow, the
calculation of night vision fog brightness is just plain
stupid
L1809[17:42:15] <Zaggy1024> it gets
massively brighter if the fog color is dark
L1810[17:42:26] <Zaggy1024> turns white
at some point
L1812[17:42:44] <Zaggy1024> eugh
L1813[17:42:48] <gigaherz> we could
always precalculate the blockpos, create an instance for each
loaded block! then offsets and such would just be
posgrid.get(x,y,z)
L1814[17:42:49] <gigaherz> ;P
L1815[17:43:37] <williewillus> lol
L1816[17:43:41] <gigaherz> it defeats the
point of using coords instead of instantiation blocks
L1817[17:43:42] <gigaherz> but hey!
L1818[17:43:50] <gigaherz>
instantiating*
L1819[17:43:52] <williewillus> Vec3Pool
anyone
L1820[17:44:08] <Zaggy1024> ew.
L1821[17:44:18] <williewillus> strangely
not getting the stuttering in ProjectE 1.8.8 workspace. Must be
something with botania then?
L1822[17:44:27] <tmtu> Zaggy1024:
hot
L1823[17:44:46] <Zaggy1024> I'm okay with
a pool for vecs and positions only if the mappings are short
L1824[17:44:57] <Zaggy1024> like
Vec3.create or something
L1825[17:45:01] <tmtu> pool
everything!
L1826[17:45:06] <Zaggy1024> instead of
the atrocity that AxisAlignedBBs used to be
L1827[17:45:07] <tmtu> never run
gc!
L1828[17:45:12] <fry> pools are actually
not that good :P
L1829[17:45:21] <Zaggy1024> I almost
didn't want to do AABBs just because of the ridiculous length of
the line to fricken get one
L1830[17:45:37] <gigaherz> what does one
player have, 128 block radius? that's 17 chunks diameter, let's say
15x15 grid to approximate a 17 diameter circle
L1831[17:46:10] <gigaherz> 289 chunks are
only... 18 939 904 BlockPos instances!
L1832[17:46:26] <gigaherz> that's 3
garbage collections' worth!
L1833[17:47:11] <williewillus> whoah okay
ClassInheritanceMultimap keeps spiking up
L1834[17:47:17] <williewillus> and I
think I know where that's from
L1835[17:47:19] <tmtu> does each block
have a BlockPos?
L1836[17:47:23] <williewillus> no
L1837[17:47:24] <Zaggy1024> ...
L1838[17:47:26] <gigaherz> tmtu: not
currently
L1839[17:47:28] <williewillus> that's not
how they work :p
L1840[17:47:30] <gigaherz> I was
proposing a crazy idea
L1841[17:47:33] <gigaherz> and showing
WHY it's crazy
L1842[17:47:35] <Zaggy1024> each call to
a function with a BlockPos has a BlockPos
L1843[17:47:46] <gigaherz> the BlockPos
is calculated as needed
L1844[17:47:48] <Zaggy1024> so it's
probably multiple per block per tick, actually
L1845[17:47:48] <williewillus> anyways
ClassInheritancemultimap is used when getting entities in an
aabb
L1846[17:47:57] <gigaherz> every time tou
do pos.left() or similar
L1847[17:47:59] <gigaherz> it's a new
instance
L1848[17:48:01] <williewillus> and in
1.8.8 they revealed the stupid generic signature of
world.getEntitiesInAABB
L1849[17:48:03] <gigaherz> and there's a
LOT of those everywhere
L1850[17:48:11] <williewillus> so you can
no longer use interfaces on it
L1851[17:48:18] <tmtu> oh joy :)
L1852[17:48:21] <Zaggy1024> use
predicates willie
L1853[17:48:24] <williewillus> I
did
L1854[17:48:26] <Zaggy1024> jeez
L1855[17:48:28] <williewillus> but this
seems to be slower
L1856[17:48:33] <Zaggy1024> hm
L1857[17:48:50] <gigaherz> tmtu: now
imagine something apparently as simple as...
pos.offset(facing.opposite(), 2)
L1858[17:48:54] <williewillus>
classinheritancemultimap (which is used for the filtering) is
spiking up to the top of mem every few collections
L1859[17:48:56] <gigaherz> but remember
Java doesn't do structs
L1860[17:49:04] <gigaherz> every returned
value is a whole new object instance
L1861[17:49:31] <gigaherz> Blockpos is
nice, but it's also bad
L1862[17:49:31] <gigaherz> ;P
L1863[17:49:32] <Zaggy1024> what's so
different about offset from left?
L1864[17:49:37] <gigaherz> nothing
L1865[17:49:45] <Zaggy1024> then what was
your point? :P
L1866[17:49:49] <gigaherz> the point
is
L1867[17:49:58] <tmtu> if only we had
multiple returns :p
L1868[17:50:06] <gigaherz> those types of
calls are done a lot
L1869[17:50:07] <fry> williewillus: what
java are you on btw?
L1870[17:50:12] <williewillus> 8u66
L1871[17:50:15] <sham1> 8
L1872[17:50:18] <sham1> BTW
L1874[17:50:30] <Zaggy1024> 10?
L1875[17:50:32] <Zaggy1024> are we
counting up?
L1876[17:50:37] <tmtu> (actually running
9)
L1877[17:50:37] <ThePsionic> 11
L1878[17:50:49] <sham1> I just finished
liberating all the settlements in Just Cause 3. I got jack shit for
all that effort...
L1879[17:50:50] <fry> williewillus: and
how much memory do you allocate to the game? :P
L1880[17:51:05] <williewillus> 2G
L1881[17:51:32] <williewillus> yeah
Classinheritancemultimap is used solely for tracking different
kinds of entities in chunks, so it is the dumb
getentitiesinaabb
L1882[17:51:34] <fry> add more :P
L1883[17:51:41] <fry> 2g is very low for
modded
L1884[17:51:51]
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L1885[17:51:54] <williewillus> this is
just forge and botania, it collects before it even reaches 1G
:p
L1886[17:52:57]
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L1887[17:54:06] <sham1> BTW fry
L1888[17:54:22] <fry> never played it
:P
L1889[17:54:34]
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L1890[17:54:40] <sham1> How do I use the
blockstate json to declare the inventory variant
L1891[17:54:50] <sham1> wait
L1892[17:54:58] <sham1> I think I did a
dipshit moment...
L1893[17:55:13] <fry>
"inventory" :P
L1894[17:55:18] *
sham1 prepares to facepalm
L1895[17:55:25] <williewillus>
"inventory": [{ dostuffhere }] :P
L1896[17:55:30] <sham1> yes
L1897[17:55:43] <sham1> Faceslap
time
L1898[17:55:50] <williewillus> anyways,
might try to write a test mod to show the predicate thing is slower
than directly calling it
L1899[17:56:06] <williewillus> idk how to
do that since I *can't* directly call it but :p
L1900[17:56:30]
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L1902[17:58:11] <gigaherz> I have no idea
wtf should I use to try to profile the stuttering XD
L1903[17:58:30] <gigaherz> everything I
find are MEMORY profilers
L1904[17:58:35] <gigaherz> I can't find a
cpu profiler XD
L1905[17:59:00] <fry> you need a memory
profiler, probably :P
L1906[17:59:04] <gigaherz> AH!
L1908[17:59:13] <fry> and visualvm can
profile cpu
L1909[17:59:15] <gigaherz> fry: but I
want to know what's being run, not what's using ram
L1910[17:59:19] <tmtu> visualvm? :p
L1911[17:59:20] <gigaherz> yeah just
found it
L1912[17:59:25] <gigaherz> I had to be
more explicit about the search
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L1915[18:02:39] <ZaggyMobile2> Had to
swear at Google, eh?
L1916[18:02:42] <ZaggyMobile2> :)
L1917[18:05:22]
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L1920[18:09:17] <gigaherz> aha
L1922[18:09:24] <gigaherz> this one works
with idea15 ;P
L1923[18:09:24] <Rockers> Cheeky
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L1927[18:14:52] <gigaherz> the only
noticeable idfference in thep rofile
L1928[18:15:17] <gigaherz> between idling
and spawning a ball of water
L1929[18:15:24] <Rockers> How would I
change parameters in the modded forge. What file do I change
L1930[18:15:26] <Rockers> ?
L1931[18:15:34] <gigaherz> is
ThreadedFileIOBase.processQueue()
L1932[18:22:52]
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L1933[18:23:52] <gigaherz> i really can't
get any useful information out of the profiler ;P
L1934[18:24:34] <gigaherz> I'd need a
game-oriented profiler, that can gather per-frame information, and
coudltell me what changed between one specific frame, and
another
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L1936[18:25:26] <gigaherz> so yeah the
server runs more while water is updating: no surprise
L1937[18:25:39] <gigaherz> there's more
chunk updates while water is updating: no surprise
L1938[18:25:46] <gigaherz> there's more
rendering work: same
L1939[18:26:08] <gigaherz> so no way to
tell exactly which methods ran "more" in one specific
frame, compared to the rest
L1940[18:28:02]
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L1943[18:33:49] <Rockers> Why can't you
just go into the debug perspective gigaherz?
L1944[18:33:55] <Rockers> Use
breakpoints/
L1945[18:37:15] <gigaherz> Rockers: I'm
trying to figure out why MC stutters when I create a large water
ball
L1946[18:37:16] <gigaherz> and let it
flow
L1947[18:37:26] <gigaherz> it didn't
happen in 1.8
L1948[18:37:39] <gigaherz> breakpoints
wouldn't help me
L1949[18:37:44] <Rockers> Couldn't you
inspect the code and look at what's getting processed?
L1950[18:37:44]
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L1951[18:37:54] <gigaherz> becuase I
don't have any idea which functions are being called more when it
stutters
L1952[18:38:08] <Rockers> Alright
L1953[18:38:08] <tterrag> use a
profiler?
L1954[18:38:14] <gigaherz> *something* is
happening a couple times per second
L1955[18:38:21] <Rockers> Physics?
L1956[18:38:28] <gigaherz> tterrag: I
tried to use VisualVM
L1957[18:38:32] <gigaherz> it gives me
"averages"
L1958[18:38:36] <gigaherz> those are
useless to me
L1959[18:39:10]
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L1960[18:39:16] <gigaherz> as I said
earlier
L1961[18:39:18] <Rockers> Well, if you
think about it, Minecraft water-physics is handled on a block per
block basis...
L1962[18:39:33] <Rockers> If it's not
still, that is.
L1963[18:39:38] <gigaherz> sure
L1964[18:39:43] <tmtu> gigaherz: can't
you set breakpoint, clear stats and advance a frame
L1965[18:39:55] <gigaherz> that doesn't
explain why cloning a bunch of water in vanilla is smooth
L1966[18:40:06] <gigaherz> while creating
a waterball in my mod stutters
L1967[18:40:50] <Rockers> Have you tried
trning down your in-game settings, just while debugging?
L1968[18:41:10] <gigaherz> tmtu: maybe,
but I really can't be arsed to do that kind of work on christmas
;P
L1969[18:41:16] <Zaggy1024> why does the
game lag so bad when chunks are loading slowly in one direction?
it's weird 0.o
L1970[18:41:17] ***
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L1971[18:41:21] <Zaggy1024> it only seems
to happen pretty rarely
L1972[18:41:26] ***
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L1973[18:41:47] <Rockers> I was getting a
crazy amount of stuttering earlier for apparently no reason..
L1974[18:42:01] <Rockers> 10fps
L1975[18:42:01] <Zaggy1024> egh, lag is a
bad description
L1976[18:42:06] <Zaggy1024> yeah, that
happens to me
L1977[18:42:10]
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L1978[18:42:14] <Zaggy1024> on a gtx 970
and 5820k no less :P
L1979[18:42:15] <gigaherz> well it's not
10fps to me
L1980[18:42:16] <gigaherz> it's
like
L1981[18:42:17] <gigaherz> 150fps
L1982[18:42:21] <gigaherz> but with short
pauses in between bursts
L1983[18:42:29] <Rockers> I usually get
140+ fps too
L1984[18:42:31] <Zaggy1024> yes, normally
I get 120 FPS constantly
L1985[18:42:39] <Zaggy1024> (probably
more, but capped)
L1986[18:42:52] <Zaggy1024> but sometimes
the world doesn't load properly and it gets a terrible
framerate
L1987[18:42:59] <Rockers> I have to
switch on v-sync because my monitor can't handle more than
60..
L1988[18:43:07] <Zaggy1024> seems to be
the chunk render updates that make it lag
L1989[18:43:09] <Rockers> Same
L1990[18:43:30] <Rockers> I want to
increase the amount of RAM available.
L1991[18:43:35] <gigaherz> my question
woudl be what does forge do, that make it worse ;P
L1992[18:44:15] <Rockers> Are you setting
the waterball to flowing water or still water?
L1993[18:44:28] <Rockers> Do you not get
to chose?
L1994[18:44:57]
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L1995[18:45:09] <Zaggy1024> why do you
think it's forge's fault?
L1996[18:45:10] <gigaherz> it wouldn't
matter
L1997[18:45:24] <gigaherz> Zaggy1024: I
opened vanilla 1.8.8
L1998[18:45:48] <gigaherz> went into an
ocean, and cloned a 16x16x16 piece of water some 50 blocks up
L1999[18:45:51] <gigaherz> and let it
flow down
L2000[18:45:58] <gigaherz> it didn't
stutter
L2001[18:46:13] <Zaggy1024> if it did,
that would be unrelated to what I was describing
L2002[18:46:20] <gigaherz> it's not what
you are describing
L2003[18:46:24] <gigaherz> it'swhat *I*
am describing
L2004[18:46:24] <gigaherz> XD
L2005[18:46:32] <Zaggy1024> you made it
sound like what I was talking about :P
L2006[18:46:41] <Rockers> sassy
L2007[18:46:53] <Zaggy1024> er, I mean,
you made it sound like you were replying to me
L2008[18:48:13]
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L2009[18:49:38] <gigaherz> hmf I should
have tried this first
L2010[18:49:48] <gigaherz> I did the same
/clone command in forge1.8.8, and it didn't really happen
L2011[18:50:13] <gigaherz> so why the F
is my water different?
L2012[18:51:32] <gigaherz> is there a way
to have F3 show liquids too?
L2013[18:55:30]
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L2015[18:58:53] <shadekiller666> welp,
guess i'm not playing Rocksmith 2014 for a few days...
L2016[18:59:03] <shadekiller666> just
broke a string :/
L2017[18:59:24] <williewillus> are
attributes specified in "defaults" not applied to full
vanilla style variant strings?
L2018[18:59:31] <Rockers> Do you not have
a spare string shadekiller666?
L2019[18:59:39] <shadekiller666> i
don't
L2020[18:59:50] <shadekiller666> not as
far as i know
L2021[18:59:54] <Rockers> Damn, I have
too many :p
L2022[19:00:06] <Rockers> I don't even
play guitar properly.
L2023[19:00:20] <shadekiller666>
"properly"?
L2024[19:00:38] <Rockers> Properly was
maybe the wrong word.
L2025[19:00:43] ***
Darkhax_AFK is now known as Darkhax
L2026[19:00:49] <Rockers> I meant
frequently. (Or with any skill.)
L2027[19:00:58] <shadekiller666>
lol
L2028[19:01:25] <shadekiller666> i just
got RS2014 last month
L2029[19:01:46] <shadekiller666> i
figured i can't sing for shit so might as well learn to play
something
L2030[19:02:01] <shadekiller666> and i
had a guitar in the shed
L2031[19:02:14] <Rockers> I'm learning
Bass and Drums with a normal guitar on the side.
L2032[19:02:25] <shadekiller666> ahh
nice
L2033[19:02:31] <Rockers> Is Rocksmith
any good? You don't really hear much about it.
L2034[19:02:48] <shadekiller666> 2014
(the sequel) is pretty great actually
L2035[19:02:58] <shadekiller666> never
played the original
L2036[19:03:03] <Rockers> So it's like
Guitar Hero + skill.
L2037[19:03:08] <shadekiller666> but it
does help you learn
L2038[19:03:11] <shadekiller666>
kinda
L2039[19:03:19] <Rockers> Cool
L2040[19:03:23]
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L2041[19:03:34] <Rockers> How do you hook
it up to your PC?
L2042[19:03:34] <shadekiller666> it is
very much like GH yes, but its also different in many ways
L2043[19:04:19] <williewillus> fry: are
"defaults" attributes not applied to vanilla-style full
variant strings?
L2044[19:04:26] <shadekiller666> well,
the game "requires" what Ubisoft calls a "Real Tone
Cable", which is just a 1.5-usb cable with a microchip with
some code for DRM
L2045[19:04:33] <fry> they should
be
L2046[19:04:39] <Rockers> lol
L2047[19:04:41] <fry> although I'm not
sure :P
L2048[19:04:54] <shadekiller666> theres a
hack you can get to use a normal 1.5-usb cable but its a little
wonky from what i hear
L2049[19:05:24] <shadekiller666> but
other than that cable its pretty much just plug and play
L2050[19:05:36] <Rockers> Nice
L2051[19:05:42]
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L2052[19:05:43] <shadekiller666> it even
has bass too! :P
L2053[19:06:00] <Rockers> Great
L2054[19:06:00] <fry> shadekiller666:
it's either 1/4 or 6.35, not 1.5 :P
L2055[19:06:08] <shadekiller666>
1/5
L2056[19:06:12] <shadekiller666>
1/4*
L2057[19:07:03] <shadekiller666> rockers,
i do recommend it
L2058[19:07:20] <Rockers> I'll look into
it :p
L2059[19:07:27] <shadekiller666> even if
you're mildly experienced with playing it tailors to your skill
level
L2060[19:07:47] <fry> if only the delay
didn't suck as much :P
L2062[19:10:38] <fry> welp, now we know
:P
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L2064[19:11:23] <williewillus> whys that,
doesn't the defaults get universally applied?
L2065[19:11:32] <williewillus> or are
vanilla style variants special case
L2066[19:11:46] <fry> ask Zaggy1024
:P
L2067[19:11:52] <fry> he wrote that part
:P
L2068[19:12:11] <Zaggy1024> what?
L2069[19:12:37] <williewillus>
"defaults" block doesn't apply to variants specified in
full, vanilla style
L2070[19:12:49] <Zaggy1024> yeah, that
was by choice IIRC
L2071[19:12:57] <Zaggy1024> ...I
think
L2072[19:12:59] <Zaggy1024> wait
L2073[19:13:04] <Zaggy1024> danget, lemme
look at the code
L2074[19:14:54] <Rockers> I feel stupid
but what does IIRC mean?
L2075[19:15:11] <Zaggy1024> if i recall
correctly
L2076[19:15:22] <Zaggy1024> or remember
if you're not being fancy
L2077[19:15:35] <Rockers> hm
L2078[19:17:05] <Zaggy1024> williewillus,
I think it should use defaults after all
L2079[19:17:26] <williewillus> welp bug
report :p
L2080[19:17:27] <Zaggy1024> the specified
variants are put into the map before the defaults are applied
L2081[19:17:31] <Zaggy1024> debug it
first
L2082[19:17:34] <Zaggy1024> make sure
it's not your fault :P
L2083[19:17:44] <Zaggy1024> gonna need
more info first anyway
L2084[19:17:56] <Zaggy1024> It's in
ForgeBlockStateV1.Deserializer.deserialize
L2085[19:18:19] <williewillus> it's not.
I switch the variant specification from vanilla style
"variant=foo": {... to forge style "variant": {
"foo": { ... and it immediately works :p
L2086[19:18:45] <Zaggy1024> mm...
L2087[19:19:07]
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L2088[19:20:11] <Zaggy1024> could you set
a breakpoint on ForgeBlockStateV1#128?
L2089[19:20:17] <Zaggy1024> figure out
what it's doing with defaults?
L2090[19:22:01]
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L2092[19:24:30] <williewillus> err sure
but I have a lot of forge states lol hold on
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L2094[19:25:20] <Zaggy1024> ah
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L2097[19:25:58] <Zaggy1024> I can't wait
for 1.9 so I can write a new states format :)
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L2099[19:26:07] <shadekiller666>
lol
L2100[19:26:10] <Zaggy1024> hopefully
itemstates will be well done, and block states will work better for
models
L2101[19:26:28] <Zaggy1024> because it's
pretty badly set up right now, IMO
L2102[19:26:54] <Zaggy1024> and not just
because they introduced block states with no item states
L2103[19:27:49] <williewillus> okay when
I enter that for loop with the Map.Entry
L2104[19:28:22] <williewillus> the string
part (key) is
"variant=canopy=textures,variant=gathering=textures,variant=wild=textures"
L2105[19:28:25] <williewillus> is that
right? 0.o
L2106[19:30:10] <williewillus> value of
the map.entry is a ForgeBlockStateV1.Variant with optional.absent
everything
L2107[19:32:08] <Zaggy1024> 0.0
L2108[19:32:17] <Zaggy1024> that ain't
right
L2109[19:36:14] <fry> williewillus: try
adding []
L2110[19:36:40] <fry> '=' in the name
should be enough though, I think
L2111[19:36:55] <williewillus> like
"variant=foo": [ <- there?
L2112[19:37:12] <fry> yup
L2113[19:39:28] <williewillus> that did
it
L2114[19:39:54] <williewillus> ah it was
probably seeing "variant=foo" as a property, and
"textures" as the first value
L2115[19:40:00] <williewillus> hence
variant=foo=textures
L2116[19:40:04] <fry> yes
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L2118[19:49:45] <williewillus> man I'm
stripping out so many jsons by stuffing everything into blockstate
:p didn't know about these things when I did projecte in april
:p
L2119[19:50:13] <williewillus> PE can
probably lose most of its block jsons and all of its itemblock
jsons :p
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L2121[19:51:54] <Zaggy1024> ah...that
would explain it
L2122[19:52:22] <Zaggy1024> thanks for
figuring that out fry, that part is still a bit confusing for me
:P
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L2126[20:09:58] <williewillus> hm
L2127[20:10:39] <williewillus> I'm
extending a vanilla class and just ignoring one of its states (I
pass it to createBlockState but I just return the first value for
it in statefrommeta)
L2128[20:10:44] <williewillus> but in
world it shows up with the other value
L2129[20:12:41] <williewillus> I have a
block that extends BlockWall, which has a variant prop with NORMAL
and MOSSY. I set the default state to include NORMAL, and also set
state from meta to include NORMAL, yet somehow it's still
MOSSY
L2130[20:13:03] <williewillus> OH
NVM
L2131[20:14:09] <williewillus> used
getDefaultState in setDefaultState instead of
blockstate.getBaseState() :p
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L2136[20:22:11] <shadekiller666> those
cars are doing that on their own, and this will be in every tesla
as an easter egg ;P
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L2144[20:34:56] <williewillus> should I
try to make my walls use submodels, or naaaaah
L2145[20:35:00] <williewillus> aka just
copy vanilla
L2146[20:36:38] <williewillus> actually I
think I have to, this blockstate is more complex than vanilla
0.o
L2147[20:40:49] <williewillus> I hav
epermission to use the forge example models from github in my mods
right?
L2148[20:40:56] <williewillus> gonna
steal that submodel thing
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L2166[21:14:37] <williewillus> ah they're
just names for the submodels, nvm
L2167[21:19:44] <fry> there are 4
distinct bool properties there, not 1 direction one
L2168[21:22:12] <shadekiller666> huh,
spacex actually managed to land Falcon 9 this time
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L2171[21:22:53] <fry> yeah, it's not
rocket science
L2172[21:22:55] <fry> oh wait
L2173[21:23:03] <masa> oh snap
L2174[21:23:05] <shadekiller666> daaaaahh
ba dum tish
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L2227[23:53:06] <Zaggy1024> I'm getting
"invalid project description" when trying to import an
MDK project into eclipse :(
L2228[23:53:53] <Zaggy1024> I did
"gradlew setupDecompWorkspace eclipse", made an eclipse
workspace in /eclipse/, and tried to import /
L2229[23:56:52] <tterrag> don't
use/eclipse
L2230[23:56:54] <tterrag> read the
guide
L2231[23:57:53] <killjoy> delete the
eclipse folder. It's for the lazy
L2232[23:58:12] <killjoy> make your
workspace in ..
L2233[23:58:20] <killjoy> (one up)
L2234[23:58:59] <Zaggy1024> meh
L2235[23:59:10] <Zaggy1024> I was making
my own eclipse folder, that's just how I've been used to it up to
this point
L2236[23:59:48] <Zaggy1024> I'll try it
in the root