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L6[00:08:15] <williewillus> wat, my smartmodel is not registering correctly 0.o
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L8[00:11:22] <waterpicker> is the TileEntity create before or after a block is placed?
L9[00:15:55] <shadekiller666> uhh
L10[00:16:17] <shadekiller666> usually its the same time, if anything the tile entity gets placed after
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L16[00:37:21] <waterpicker> How do I get the side the block is facing? when placed?
L17[00:37:53] <waterpicker> More spefically (front, back, left and right) sides from its facing side.
L18[00:38:55] <williewillus> that concept is easily defined, if you have a facing property, then the front is facing, back is facing.getOpposite, left is facing.rotateYCCW, right is facing.rotateYCW
L19[00:39:04] <williewillus> the methods might have diff names, not sure
L20[00:39:14] <waterpicker> 1.7.10
L21[00:39:22] <williewillus> same thing
L22[00:39:29] <williewillus> also what kind of block?
L23[00:39:58] <waterpicker> standard machine
L24[00:40:15] <williewillus> yours?
L25[00:40:16] <waterpicker> problem is it is my very first one and learnign this stuff from scratch.
L26[00:40:18] <waterpicker> Yea
L27[00:40:29] <williewillus> you need to set the meta of your block for facing
L28[00:40:39] <williewillus> and also use 1.8.8, but that's another probem
L29[00:41:12] <waterpicker> The mod I'm making is for somoen who is using 1.7
L30[00:41:36] <williewillus> people >.> anyways look at the furnace class and see how it sets the meta on placement
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L32[00:42:15] <waterpicker> Will. Also it is a server owner whos server is currently stuck on 1.7 because not all the mods he uses on hsi server is updated yet.
L33[00:42:56] <williewillus> you know you're contributing to the "not updated yet" pool then right? :p anyways that meta represents the facing of the furnace, then wrap the meta in ForgeDirection and call getopposite/rotate/etc
L34[00:44:34] * waterpicker noddles.
L35[00:44:53] <williewillus> anyways sleepytime
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L37[00:47:09] ⇨ Joins: Mraof (~mraof@2601:642:4400:49a7::302e)
L38[00:47:26] <Mraof> I am updating a mod to 1.8 right now
L39[00:47:47] <Mraof> I didn't expect it to be this hard, somehow
L40[00:48:03] <Zaggy1024> massive changes
L41[00:48:04] <Zaggy1024> :P
L42[00:48:05] <McJty> 1.8 or 1.8.8?
L43[00:48:09] <Mraof> 1.8
L44[00:48:15] <McJty> Why not 1.8.8?
L45[00:48:16] <Zaggy1024> should update straight to 1.8.8
L46[00:48:17] <Mraof> From 1.7.10
L47[00:48:18] <McJty> It is a lot easier
L48[00:48:24] <Zaggy1024> not really
L49[00:48:35] <McJty> Zaggy1024, it is
L50[00:48:42] <Zaggy1024> wait
L51[00:48:43] <McJty> Lots of solutions for rendering in forge
L52[00:48:52] <Zaggy1024> sorry I got confused, thought you were saying 1.8 was easier
L53[00:48:53] <Zaggy1024> lol
L54[00:48:54] <killjoy> the main thing with 1.8.8 is generics and worldrenderer
L55[00:49:14] <Zaggy1024> 1.8 had the same rendering stuff in Forge, although there have been some improvements since
L56[00:49:28] <Zaggy1024> but yeah, the generics are something that may complicate updating to 1.8.8
L57[00:49:43] <Zaggy1024> so go straight to 1.8.8, that way you know the limitations of the compile time type checking right away
L58[00:49:46] <McJty> I find that it makes things easier personally
L59[00:50:27] <Zaggy1024> I made the mistake of not following the actual types args that properties use and when I updated to 1.8.8 I had to revamp a few things a bit
L60[00:50:54] <Zaggy1024> plus generics only make things better for cleaner code :)
L61[00:51:13] <Mraof> I've changed everything that was cpw.mods to net.minecraftforge already
L62[00:51:42] <Mraof> But I still have over 100 errors (I wish it'd actually tell me how many)
L63[00:51:45] <shadekiller666> mraof, thats the most refactoring that you have to do
L64[00:52:11] <Mraof> That part was pretty easy, just had to use grep and sed
L65[00:52:18] <shadekiller666> ya lol
L66[00:52:24] <Zaggy1024> well, you're gonna have fun updating your blocks :P
L67[00:52:37] <Zaggy1024> the blocks had the most massive changes
L68[00:52:43] <McJty> I had indeed most work with meta->blockstate and the json stuff
L69[00:52:53] <McJty> Still busy with that as a matter of fact
L70[00:52:55] <Mraof> Yeah, this seems like a large task
L71[00:53:00] <Zaggy1024> but for the better, mostly
L72[00:53:21] <Zaggy1024> block model definitions are trash in vanilla 1.8 though
L73[00:53:36] <McJty> Mraof, but really. I recommend going to 1.8.8 immediatelly. There is no real reason to stay on 1.8
L74[00:53:45] <Mraof> Okay
L75[00:53:47] <Zaggy1024> indeed
L76[00:53:58] <Zaggy1024> no casts on IBlockState.getValue
L77[00:54:08] <Zaggy1024> those casts were the worst
L78[00:56:21] <waterpicker> Is minecraft modding so old that a book is really needed.
L79[00:56:33] <waterpicker> There isn't even an ebook someone can buy off the bat.
L80[00:57:18] <Mraof> It changes so much that a book seems like it'd go out of date really fast
L81[00:58:28] <waterpicker> I'm serious thou look. http://www.amazon.com/Teach-Yourself-Development-Minecraft-Hours/dp/0672337193
L82[00:58:36] <waterpicker> Did find a google preview thou
L83[00:58:51] <waterpicker> Helped me understand how my metaData was being set in 1.7
L84[00:59:34] <shadekiller666> this is totally how Hollywood works: https://www.youtube.com/watch?v=x01l_jMhjVM
L85[01:00:29] <xaero> waterpicker: ebook is there? check 'kindle edition'
L86[01:01:03] <Mraof> http://mraof.com/temp/mcScreenshots/2014-11-10_16.31.39.png Updating this block might be difficult, hmm
L87[01:01:21] <xaero> (also, btw author is in this chan :P)
L88[01:03:20] <Mraof> It's a block that regenerates over time after being mined, and uses the texture of whatever block it gives you
L89[01:03:58] <fry> fuck, Lemmy's dead
L90[01:04:24] <Mraof> I have no idea how I'm supposed to do that with the new block models though
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L93[01:05:59] <Mraof> I almost wonder if updating this mod is really worth it
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L95[01:07:46] <waterpicker> Rawr
L96[01:08:08] <waterpicker> How do you rotate a ForgeDirection?
L97[01:08:23] <waterpicker> Will went to sleep so I can't get clarification on that step ><
L98[01:08:44] <shadekiller666> waterpicker, look in ForgeDirection
L99[01:08:50] <shadekiller666> there is a method for that
L100[01:09:42] <McJty> Mraof, check this tutorial: http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L101[01:11:35] <waterpicker> Okw which axis then?
L102[01:11:42] <waterpicker> I'm getting confused how that variable is used
L103[01:12:20] <Mraof> Hmm
L104[01:12:41] <Mraof> I guess I can make this work
L105[01:12:58] <Mraof> It'll be a lot messier than what I had in 1.7.10 though
L106[01:14:06] <waterpicker> Hey Mraof what exactly you trying to do?
L107[01:16:29] <Mraof> https://github.com/mraof/Scapecraft/blob/master/src/scapecraft/block/BlockBlockSpawner.java Well this is the block I'm talking about
L108[01:17:56] <shadekiller666> seriously? Bennedict Cumberbatch is Dr. Strange...
L109[01:18:17] <Mraof> Basically what it does is change height based on metadata, like how snow worked, except it uses the texture of the block passed in the constructor
L110[01:18:24] <waterpicker> Might as well be blunt Who here has heard of sponge or any of tech used in it.
L111[01:19:00] <waterpicker> Cool
L112[01:20:24] <Mraof> Snow doesn't even work like that in 1.8 though
L113[01:20:37] <Mraof> And idk if I can still get the texture like that
L114[01:21:23] <waterpicker> :(
L115[01:22:11] <Mraof> I guess I'll have to use a TESR or whatever now
L116[01:22:23] <waterpicker> Yea. I'm pretty sure how they are doing the rendering doesn't make modder friendly if they actually ever try to make a modding API *shudders*
L117[01:22:34] <Mraof> The block already has a tileentity, but I didn't need a TESR before
L118[01:22:46] <Mraof> You can still have tile entity special renderers in 1.8 right?
L119[01:23:24] <fry> Mraof: don't be stupid, you don't need a TESR for this
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L121[01:24:04] <Mraof> Okay
L122[01:24:21] <Mraof> That's good, then
L123[01:25:39] <Mraof> So I just need to make a json file for each block that uses that class, I'm guessing?
L124[01:26:01] <Mraof> Which would be 28 blocks, I think
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L126[01:28:56] <SmashShock> Is GameRegistry.findUniqueIdentifierFor intensive? I'm trying to find the source of a shit-ton of lag in my code
L127[01:29:28] <laci200270> Try it
L128[01:29:39] <laci200270> PPrint the time before and after
L129[01:29:52] <SmashShock> Good idea, thanks!
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L131[01:34:01] <laci200270> why thi s line not working?
L132[01:34:03] <laci200270> Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("minecraft:dirt"));
L133[01:34:44] <shadekiller666> "minecraft:blocks/dirt"
L134[01:35:46] <laci200270> ok thanks
L135[01:36:23] <laci200270> still not works :/
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L137[01:46:28] <laci200270> shadekiller666, this line is enough or do I need others?
L138[01:46:36] <laci200270> for binding a texture
L139[01:47:27] <shadekiller666> idk dude
L140[01:47:44] <laci200270> for this part of code: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java#L47-L61
L141[01:47:57] <shadekiller666> should be enough
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L144[01:51:04] <SmashShock> Turns out, GameRegistry.findUniqueIdentifierFor is slow as hell
L145[01:51:14] <SmashShock> I'm running it every ten ticks and it grinds to a halt
L146[01:51:26] <SmashShock> Is there any alternative to using it?
L147[01:52:00] <xaero> hmm wrap it in a cache?
L148[01:52:06] <SmashShock> *every ten ticks for about 1000 blocks
L149[01:52:25] <xaero> how disparate are teh blocks you need unique identifiers?
L150[01:53:11] <SmashShock> Well, I'm checking every block in a radius to see if it matches one in my list of blocks
L151[01:53:28] <SmashShock> Wait...
L152[01:53:36] <SmashShock> Hmm
L153[01:54:19] <xaero> blocks are singletons, if you keep a list of your blocks, you might get away with just checking that list instead of the entire registry
L154[01:54:48] <waterpicker> iT WORKED!
L155[01:54:56] <SmashShock> I would, but the possible blocks I'm checking is... every block
L156[01:57:02] *** kroeser|away is now known as kroeser
L157[01:57:55] <xaero> every block of what? in the search radius? or in your list (which is a proper subset of the registry)?
L158[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151229 mappings to Forge Maven.
L159[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151229-1.8.8.zip (mappings = "snapshot_20151229" in build.gradle).
L160[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L163[02:04:19] <xaero> might be worth collectig and collapsing the blocks in the search radius into a multimap, so you don't query the game registry with duplicate keys
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L165[02:08:58] <shadekiller666> holy shit DC is packing so much shit into BvS... and they're completely borking the Superman comics...
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L167[02:09:28] <shadekiller666> all in the name of having The Justice League... instead of taking it slow like Marvel did...
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L171[02:18:43] <waterpicker> borking?
L172[02:18:57] <shadekiller666> https://www.youtube.com/watch?v=YRo26X06ZMw
L173[02:20:52] <waterpicker> how exactly are htey borking him?
L174[02:21:11] <shadekiller666> listen to what those two guys are saying after they freak out
L175[02:21:27] <shadekiller666> he explains in the second half of the video
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L177[02:32:40] <laci200270> what the fuck is this? [09:31:59] [Client thread/ERROR]: ########## GL ERROR ##########
L178[02:32:41] <laci200270> [09:31:59] [Client thread/ERROR]: @ Post render
L179[02:32:41] <laci200270> [09:31:59] [Client thread/ERROR]: 1282: Invalid operation
L180[02:33:21] <laci200270> my log is spammed with this
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L183[02:42:13] <TehNut> A GL tag is doing a thing
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L202[03:34:49] <ThePsionic> laci200270|afk: That happens to me all the time when I minimise Minecraft
L203[03:35:17] <laci200270|afk> ThePsionic, I messed up with OpenGL
L204[03:35:22] <ThePsionic> RIP
L205[03:36:13] *** kroeser|away is now known as kroeser
L206[03:37:10] <laci200270|afk> ThePsionic, yesterday was much better: http://imgur.com/b6EbR9E
L207[03:37:25] <laci200270|afk> :D
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L210[03:39:51] <ThePsionic> heh
L211[03:40:18] <laci200270|afk> never use Tesselator transformations!
L212[03:40:19] <laci200270|afk> :D
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L220[04:08:05] <xaero> the point of the blockstates was to limit necessary instances of shooting yourself in the foot with the Tessellator
L221[04:08:24] <WikiIsWrong> Would anybody be willing to looking at a pastebin for an NEI related crash.. playing 1.7.10 forge SMP.. crash on attempting to view recipes.
L222[04:08:47] <xaero> of course, sometimes you can't avoid the big guns... hope you're use case is justified ;)
L223[04:09:01] <xaero> your*
L224[04:09:11] <Overreacted> Okay, after some research I found that in EntityPlayerSP upon pressing the respectable inventory and jump key, a pC0BPacketEntityAction is sent containing the action it must do (and the jump power) which is then translated into ints in NetHandlerPlayServer#processEntityAction based upon it's ordinal. In case 6 and 7 (The open horse gui and jump with horse actions) these actions only apply for EntityHorse. Is there
L225[04:09:11] <Overreacted> any way I can make them applicable for my custom horse entity?
L226[04:09:25] <xaero> WikiIsWrong: maybe someone can, just paste and wait patiently
L227[04:10:14] <WikiIsWrong> I think I found it.. harvestcraft.. Damn it Pam
L228[04:10:34] <Overreacted> Perhaps I can make my own NetHandlerPlayServer class which extends it and then simply override that method?
L229[04:10:44] <Overreacted> But where do I register it then
L230[04:10:48] ⇨ Joins: tterrag (~tterrag@tterrag.com)
L231[04:11:01] <Overreacted> or How, does NetWorkRegistry support that?
L232[04:11:19] <WikiIsWrong> I only asked first becausse I was in the middle of testing a fix. If this doesn't work I'll post it.
L233[04:12:24] <Wuppy> mornin
L234[04:12:29] <Overreacted> mornin
L235[04:12:44] <WikiIsWrong> *yawn* 1:12am here. I should go to bed.
L236[04:12:49] <Overreacted> Wuppy do you know how to solve my problem?
L237[04:13:00] <Wuppy> 11AM and I on.ly just got out of bed :P
L238[04:13:07] <Overreacted> :P
L239[04:13:11] <WikiIsWrong> Sure enough, was Pam's HarvestCraft. Lame sauce.
L240[04:13:17] <Overreacted> I woke up at 9 am
L241[04:13:45] <Overreacted> I'm trying to edit a method in NetHandlerPlayServer
L242[04:13:53] <Overreacted> well, not via editing base class files
L243[04:13:58] <Overreacted> Is there a way to?
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L245[04:16:24] <xaero> I think the more long-term fix is to submit a (good) PR to Forge, and while you're at it, un-hard-code all the other horse-related things (armours come to mind...)
L246[04:16:48] <Overreacted> :/
L247[04:17:34] <xaero> not sure if Forge has a generic packet handler
L248[04:17:49] <xaero> (for vanilla packets)
L249[04:18:08] <Overreacted> It's so annoying that most of the horse-related things are hard-coded
L250[04:18:54] <Overreacted> so there's no way i can make my own packet handler which receives vanilla packets?
L251[04:20:45] <waterpicker> My confidence in mojang ever making an API went dead over 3 years ago so I'm nto surprised.
L252[04:21:15] <waterpicker> The foundation for such an API including unfucking that horse stuff you emntion.
L253[04:21:42] <Overreacted> Yeah they hardcoded almost everything
L254[04:21:47] <Overreacted> related to horses
L255[04:23:02] *** Jared is now known as Jared|Away
L256[04:24:04] <Overreacted> On a side note, why don't people who post code examples that they don't want to be copied add like an OBFID string to it which is copied from a vanilla class. That way all the people who simply copy-paste instead of actually reading it through will have trouble in the future :P
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L258[04:26:07] <Overreacted> Well, time to do some research on packet handlers/listeners
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L260[04:29:13] <waterpicker> Yea takes a bit to crack open these things
L261[04:29:15] <waterpicker> hmm
L262[04:29:19] <waterpicker> hey Overreacted.
L263[04:29:23] <Overreacted> yeah?
L264[04:29:35] <waterpicker> I might suggest looking at the forge implmentation of the SpongeAPI
L265[04:29:45] <Overreacted> do you have a link?
L266[04:29:55] <waterpicker> The voodoo they have to do in order to get the API working in the CoreMod might help
L267[04:29:58] <waterpicker> give me a sec.
L268[04:30:03] <Overreacted> okay
L269[04:30:10] <waterpicker> better!
L270[04:30:33] <Overreacted> ?
L271[04:30:47] <waterpicker> one sec
L272[04:31:14] <waterpicker> I"m asking the spongedev IRC
L273[04:31:25] <Overreacted> k
L274[04:36:02] *** zz_SnowShock35 is now known as SnowShock35
L275[04:37:37] <waterpicker> Well I didn't get a straight answer yet but there are people ther eright now. &&
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L277[04:37:41] *** Nitrodev was kicked by MineBot (Banned: Ya no quit lieing. (7d)))
L278[04:37:46] <waterpicker> ^^
L279[04:37:47] <Overreacted> okay
L280[04:37:58] <waterpicker> #spongedev is the channel.
L281[04:38:16] <Overreacted> so i just need to ask for?
L282[04:39:08] <waterpicker> I'm just bring you over because the sponge project has to encompass so much of the minecraft codebase to get the API working someone might know what you need.
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L285[04:39:25] <Overreacted> okay
L286[04:41:22] *** PaleOff is now known as PaleoCrafter
L287[04:44:47] <waterpicker> Hey Paleo
L288[04:45:37] <Overreacted> http://imgur.com/a/nqQIF :)
L289[04:45:47] <Overreacted> Managed to overcome that problem
L290[04:45:53] <Overreacted> Just those packet issues left
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L292[04:47:14] <PaleoCrafter> Morning
L293[04:47:20] <Overreacted> g'mornin
L294[04:47:23] <PaleoCrafter> My new bed is just too comfy xD
L295[04:49:40] <Overreacted> PaleoCrafter I was wondering if you could help me with some packet problems
L296[04:49:53] <PaleoCrafter> Mebbe
L297[04:50:07] <PaleoCrafter> Depends on the problem :P
L298[04:50:21] <Overreacted> More specifically adjusting a method in NetHandlerPlayServer without editing the file itself
L299[04:50:42] <Overreacted> Because that method is hardcoded to work for EntityHorse, and i need it to work with my custom horse entity
L300[04:51:06] <PaleoCrafter> Do you *need* that method?
L301[04:51:59] <Overreacted> Yes I think so, because it takes a the C0BPacketEntityAction and performs the entity's action based on the ordinal of the action
L302[04:53:07] <PaleoCrafter> Look at where the packet gets sent, then copy that behaviour and send your own packet
L303[04:53:33] <Overreacted> and then handle the packet in my own packet handler?
L304[04:53:39] <PaleoCrafter> Yep
L305[04:53:47] <Overreacted> I could do that
L306[04:54:01] <Overreacted> Second question, is it possible to adjust a method in EntityPlayerSP?
L307[04:54:23] <PaleoCrafter> You could also PR Forge with a proper API for horse-like entities
L308[04:54:47] <PaleoCrafter> Which method?
L309[04:55:35] <Overreacted> EntityPlayerSP#isRidingHorse();
L310[04:55:35] <waterpicker> You could modifiy the horse methods themselves if youw ant overkill.
L311[04:55:45] <waterpicker> Sponge does it modificatiosn with tech called Mixin.
L312[04:56:12] <Overreacted> Well it's a custom horse entity which doesn't extend Entityhorse, so basically i can adjust all the EntityHorse methods
L313[04:56:26] <Zaggy1024> what annoys me about horses is that they're completely server sided
L314[04:56:45] <Zaggy1024> vehicles should be client and server side so that it doesn't lag unexpectedly
L315[04:57:19] <Overreacted> And about the PR... where do i start with that? I feel like that would be a project on its own
L316[04:57:34] <Zaggy1024> it certainly would, I should think
L317[04:57:51] <Zaggy1024> there're so many things horses depend on...
L318[04:58:13] <Overreacted> I know that PR means pull requests, but do you simply fork into Forge and make your own API?
L319[04:58:21] <Overreacted> or something...
L320[04:58:28] <Overreacted> I'm quite new to the whole github thing
L321[04:59:02] <Zaggy1024> yeah you make a fork and then you can make a PR using your changes ahead of Forge
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L323[04:59:31] <Overreacted> so you fork, then edit, and the request to pull that edit :?
L324[04:59:39] <Overreacted> then*
L325[04:59:59] <Zaggy1024> yep
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L327[05:00:26] <Overreacted> sounds fair enough, allthough I fear that would require far more Java knowledge than i currently know
L328[05:00:46] <Zaggy1024> to do it well, yes, probably :(
L329[05:00:53] <Overreacted> damn
L330[05:01:27] <Zaggy1024> well, assuming your Java knowledge is actually that inadequate :P
L331[05:01:36] <Zaggy1024> I have no idea how much you know
L332[05:01:50] <Zaggy1024> but such changes do seem like they would be complicated to do right
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L334[05:01:57] <Overreacted> Well I'm still quite the noob when it comes to server/client and packets
L335[05:02:15] <Zaggy1024> it would probably be preferable to make a whole vehicle API encompassing anything that would be necessary
L336[05:02:20] <Overreacted> Yup
L337[05:02:38] <Zaggy1024> rather than just whatever you in particular need for your horses
L338[05:02:43] <waterpicker> hmmm
L339[05:02:44] <Overreacted> mhm thats the problem
L340[05:03:11] <Overreacted> because I already overcame a few hardcoded issues
L341[05:03:36] <waterpicker> https://github.com/SpongePowered/SpongeAPI/tree/master/src/main/java/org/spongepowered/api/entity
L342[05:03:56] <waterpicker> Well the SpongeAPI has some entity stuff.
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L347[05:07:51] <Overreacted> I'm trying to find where they register the in-game Gui (Healthbar, exp bar and so forth)
L348[05:17:08] <Overreacted> so is there a way to adjust EntityPlayerSP#isRidingHorse() ?
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L351[05:22:30] <PaleoCrafter> Overreacted, the HUD is drawn in GuiIngame :P
L352[05:22:47] <Overreacted> Yeah I figured as much, I got that code
L353[05:22:59] <Overreacted> that's the reason why i want to adjust that method in EntityplayerSP
L354[05:23:33] <Overreacted> because the GuiIngame only displays the jumpBar if EntityPlayerSP#isRidingHorse() returns true
L355[05:24:19] <masa> well can't you just render your own jump bar in a render event?
L356[05:24:40] <Overreacted> Idk
L357[05:24:47] <Overreacted> Probably yes
L358[05:25:40] <masa> for example in RenderGameOverlayEvent.Post
L359[05:27:03] <Overreacted> Where is that class located if I may ask?
L360[05:27:08] <Overreacted> I'm trying to find it
L361[05:27:26] <PaleoCrafter> use your IDE
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L363[05:28:59] <Overreacted> got it
L364[05:29:52] <Overreacted> so i just render my bar in there?
L365[05:31:56] <PaleoCrafter> yep
L366[05:32:58] <Overreacted> so i just do RendergameOverlayEvent#Post(My renderevent, ElementType type), what is the type supposed to be?
L367[05:33:20] <Overreacted> nvm found it
L368[05:33:27] <PaleoCrafter> you create a method like onRender(RenderGameOverlayEvent.Post event)
L369[05:33:38] <PaleoCrafter> and add the @SubscribeEvent annotation to it
L370[05:33:46] <Overreacted> okay got it
L371[05:34:32] <PaleoCrafter> and then you call MinecraftForge.EVENT_BUS.register(instanceOfTheClassWithTheOnRenderMethod)
L372[05:34:43] <Overreacted> yeah i know that
L373[05:34:47] <Overreacted> I've done it before
L374[05:35:22] <PaleoCrafter> what I don't quite get is why you don't just extend EntityHorse :P
L375[05:35:46] <Overreacted> Because it gives me errors :P
L376[05:35:57] <Overreacted> And doesn't that limit certain things?
L377[05:37:22] <Overreacted> hmm now that you say so i might aswell try
L378[05:38:17] <Overreacted> and i also renamed a couple of methods to better understand what they do :/
L379[05:39:21] <Overreacted> does it matter if i put the @Override annotation?
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L382[05:42:49] <PaleoCrafter> no, it's just a marker for the IDE and compiler that you intend to override a method
L383[05:43:01] <PaleoCrafter> so if you don't actually override a method, you know it
L384[05:43:23] <sham1> Yeah
L385[05:43:26] <Overreacted> But if I don't put it there, will it be seen as overriding?
L386[05:43:33] <sham1> Yes
L387[05:43:36] <Overreacted> okay
L388[05:43:45] <sham1> Because it has the same method signature
L389[05:43:52] <Overreacted> mhm I got it
L390[05:44:05] <Overreacted> I'm going to make it extend EntityHorse and then clean up the code i don't need
L391[05:44:54] <heldplayer> It's encouraged to use @Override whenver you override something though
L392[05:45:01] <Overreacted> why?
L393[05:45:22] <heldplayer> Because if the method signature changes, you'll know right away as it gives an error if you're not actually overriding something
L394[05:45:23] <sham1> because then you will be yelled if that signature you try to override is not found
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L396[05:45:40] <Overreacted> oh yeah true that
L397[05:45:43] <PaleoCrafter> and others easily see that you're overriding something
L398[05:45:47] <Overreacted> mhm
L399[05:45:51] <heldplayer> It'll prevent lots of headaches for you, trust me ;)
L400[05:46:29] <Overreacted> okay then
L401[05:46:49] <Overreacted> I'll just put @Override before every method and if it throws me an error i know there's no method to override :D
L402[05:47:05] <PaleoCrafter> or just use your IDE for overriding :P
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L404[05:47:14] <Overreacted> I'm not good with Eclipse
L405[05:47:17] <Dekker3D> Hey all.
L406[05:47:21] <Overreacted> Hi
L407[05:47:40] <Zaggy1024> you can make it produce a warning if you don't put @Override on a method
L408[05:47:49] <Overreacted> As in, I dont know the shortcuts and what handy things I'm capable of which can save me time
L409[05:47:54] <Dekker3D> Would I be correct in assuming that the CoFHLib energy stuff only relates to RF, and can't really be used for unrelated energy transfer stuff? Talking about https://github.com/CoFH/CoFHLib/tree/master/src/main/java/cofh/api/energy here
L410[05:47:57] *** PaleoCrafter is now known as PaleOff
L411[05:48:02] <Zaggy1024> that way I believe it will give you a suggested action (or whatever that's called) to add it
L412[05:48:17] <Overreacted> okay
L413[05:48:22] <sham1> Dekker3D, calling that energy "RF" is really arbitrary
L414[05:48:42] <sham1> You could call it Joules and it would work
L415[05:49:13] <Zaggy1024> it's in Project Properties > Java Compiler > Errors/Warnings
L416[05:49:25] <Zaggy1024> there may be other things you would want it to warn about, such as unnecessary casts
L417[05:49:40] <Zaggy1024> *especially* if you're going to copy any vanilla code :P
L418[05:49:47] <Dekker3D> sham1, Well.. is this the API used by machines that use RF, and would I be able to use it without automatically connect to such machines? I'm trying to make a magic mod, and don't want my manastuff being turned into RF automatically :P
L419[05:50:28] <sham1> all things that use the CoFH api can use the energy of any other thing that uses that api for its energy
L420[05:50:58] <waterpicker> My real question is why they don't have a maven repo for their stuff given their so popular
L421[05:51:26] <sham1> because they are kinda nottoo smart
L422[05:51:57] <Dekker3D> Right. So that's neat if I want to make electrical stuff, but not useful for my current project. Thanks :)
L423[05:51:59] <waterpicker> and probably too proud to ask for help?
L424[05:52:33] <sham1> Yeah, you propably want your own energy api
L425[05:52:40] <sham1> Not too hard to make really
L426[05:53:05] <Dekker3D> Naw, you're right. I was mostly looking into the code to figure out how they wrote their conduits, but it seems I'm looking in the wrong place for that.
L427[05:53:40] <sham1> I imagine their conduits being tile entities that override IEnergyHandler
L428[05:53:49] <Dekker3D> I figured they probably did some kind of multiblock thing, so the entire conduit shares the same data and it doesn't have to do nasty pathfinding stuff every tick.
L429[05:53:50] <sham1> and push it forward
L430[05:53:59] <Dekker3D> Hm.
L431[05:54:24] * waterpicker is idiot
L432[05:54:27] <Dekker3D> I suppose that works.
L433[05:54:48] <waterpicker> Made a machien be able to drop its inventory and forgot null pointer checks.
L434[05:54:57] <sham1> energy networks that push the energy instead of being request-based are easier
L435[05:55:07] <sham1> Same for stuff like fluids and items
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L438[05:56:39] <Lumien> Can i somehow disable my mod for testing in my dev environment?
L439[05:57:26] <Lumien> I guess i can just set serverSideOnly to true
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L441[05:58:44] <Overreacted> If you override a methods, but don't really replace any of the base values, will those bas values still be applied? (e.g. in the base method it writes something to nbt, i override writeEntityToNBT and write something else, will it stil write the first thing to nbt?)
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L443[06:00:02] <Lumien> If you call the method in the parent class using super it does yeah
L444[06:00:06] <Lumien> otherwise it doesn't
L445[06:00:32] <Overreacted> so if I add super.writeEntityToNBt it will still write it?
L446[06:00:37] <Zaggy1024> yeah
L447[06:00:39] <Overreacted> k
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L449[06:03:44] <waterpicker> When you override. You override everything so you need usper to access the stuff your overriding.
L450[06:03:49] <waterpicker> *super
L451[06:03:54] <Overreacted> yeah I just understood that
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L454[06:07:03] <masa> Dekker3D: well if the API suits your needs otherwise, couldn't you just use the same API but just in a different package so that it isn't recognized as "the RF API" by other mods?
L455[06:07:44] <Dekker3D> masa, good point.
L456[06:08:26] <masa> although then you might as well at least rename it to better reflect the nature of the stuff you are transfering
L457[06:08:39] <masa> so like mana instead of energy
L458[06:09:05] <masa> and then you might want to tweak some things... so basically you soon have your own API anyway :p
L459[06:09:14] <Dekker3D> Yeah. But I'm also planning all sorts of silliness, so I'd have to extend it a lot anyway. Wouldn't be compatible with the base stuff anymore.
L460[06:09:17] <Dekker3D> Mhm.
L461[06:10:22] *** TehNut is now known as TehNut|Sleep
L462[06:11:37] <Overreacted> That's strange, I can't override a certain method even though it's public and it's in EntityHorse
L463[06:11:47] <Overreacted> well, i can't put @Override before it
L464[06:11:53] <Overreacted> is that because the method is static?
L465[06:12:12] <masa> yep that would do it
L466[06:12:13] <Dekker3D> Overreacted, yeah.
L467[06:12:17] <Overreacted> okay
L468[06:12:34] <Dekker3D> Static methods are called from the class, not the instance. So overriding them would be pretty meaningless.
L469[06:12:40] <Zaggy1024> can't override final methods, mehtods in final classes, or static methods
L470[06:12:46] <Overreacted> okay
L471[06:12:59] <Zaggy1024> well, methods in final classes is just because you can't extend the class :P
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L473[06:14:04] <Overreacted> well that was quite the cleanup
L474[06:14:17] <Overreacted> from >2000 lines to 700
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L476[06:18:38] <Overreacted> aaand errors
L477[06:18:42] <Overreacted> sweet
L478[06:19:24] <Overreacted> Fortunately these aren't hardcoded issues
L479[06:20:37] <Overreacted> a nullpointerexception at getName()
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L482[06:21:44] <Overreacted> Thats funny, because the method getName() is impossible to return null
L483[06:22:42] <Upthorn> the nullpointerexception could be that you're trying to call getName() on a null object
L484[06:23:14] <Overreacted> yeah the model of the horse also doesnt render, thats caused by a specific boolean being false, only issue is i dont see why it is false
L485[06:25:27] <theresajayne> i have a missing texture, not sure what i have done wrong
L486[06:26:17] <theresajayne> https://gist.github.com/theresajayne/5d31c55e2ead796ec889
L487[06:26:50] <theresajayne> i have the texture in my resources folder
L488[06:27:01] <Zaggy1024> The missing resources for domain minecraft are:
L489[06:27:05] <Zaggy1024> ^
L490[06:27:07] <theresajayne> the other texture is there
L491[06:27:12] <Zaggy1024> :P
L492[06:27:25] <Zaggy1024> you didn't specify your mod's domain
L493[06:27:57] <theresajayne> ah! you mean in the json
L494[06:28:07] <theresajayne> that was CubikPro
L495[06:29:12] <theresajayne> thanks
L496[06:33:05] <theresajayne> ok next question, the block is looking fine now (another item) but when you break it the break particles are purple and black how do i solve that
L497[06:33:32] <Zaggy1024> "particle": "#texture"
L498[06:33:42] <theresajayne> ok thanks
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L500[06:34:10] <theresajayne> all this json stuff is way too much
L501[06:34:27] <theresajayne> just waiting for postie to deliver my Rift
L502[06:36:26] <Zaggy1024> It's better for resource packs by far than what it used to be :P
L503[06:37:29] <theresajayne> true but when you are trying to understand and learn how to do custom models its pretty extreme
L504[06:37:44] <Zaggy1024> it's new :P
L505[06:38:12] <Zaggy1024> being able to easily use exported models from, say, Blender is much better than what it used to be
L506[06:38:27] <theresajayne> true not needing to worry too much about custom renderers is making our lives so much easier
L507[06:38:46] <Zaggy1024> I bet a few mods used TESRs because they didn't know how to render an obj any other way :P
L508[06:39:12] <theresajayne> if only Guis were as simple
L509[06:39:12] <Zaggy1024> or even just a hardcoded model
L510[06:39:16] <Zaggy1024> yeah...
L511[06:39:27] <theresajayne> thats my next thing
L512[06:39:45] <Zaggy1024> well, that may come sometime soon, I think pocket edition already has gui jsons
L513[06:39:55] <Zaggy1024> not sure if they'll do a good job for mods though..
L514[06:39:59] <theresajayne> ok well that didnt work
L515[06:40:03] <Zaggy1024> I'm not really looking forward to it
L516[06:40:08] <theresajayne> where should i put the particle:
L517[06:41:19] <Zaggy1024> in the map of texture names
L518[06:41:36] <Zaggy1024> unless you're using a forge blockstates json, it'll be in the model
L519[06:42:02] <theresajayne> current bloxk model is here https://gist.github.com/theresajayne/9cef43d32d2a1d67b883
L520[06:42:23] <Zaggy1024> whoa.
L521[06:42:30] <Zaggy1024> use more newlines and indentation :P
L522[06:43:07] <Zaggy1024> it goes there: http://i.imgur.com/YYIH1tw.png
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L524[06:43:58] <theresajayne> trying now
L525[06:44:14] <Upthorn> I think the number of newlines is fine if they were apportioned differently
L526[06:44:39] <Zaggy1024> yeah, the elements look fine, I guess
L527[06:44:39] <theresajayne> don't really understand how it all works the file was generated as one long line by the software
L528[06:44:53] <Zaggy1024> but having textures and the first element at the starting line is like...wut
L529[06:44:55] <Upthorn> I hate it when there isn't a newline immediately after {s
L530[06:45:08] <Upthorn> or before }s
L531[06:45:21] <Zaggy1024> yeah I prefer it that way as well, but it's fine either way
L532[06:45:49] <Zaggy1024> but for textures I really prefer each texture on its own line because it's more clear what it's mapping from and to that way
L533[06:45:52] <theresajayne> nope still not giving textured particles
L534[06:45:53] <Zaggy1024> lets you see it at a glance
L535[06:46:03] <Zaggy1024> with what in there?
L536[06:46:37] <theresajayne> https://gist.github.com/theresajayne/9cef43d32d2a1d67b883
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L538[06:47:40] <Zaggy1024> hm
L539[06:47:48] <Zaggy1024> that should work, did you refresh your resources?
L540[06:48:05] <theresajayne> think so, did a make / build
L541[06:48:20] <Zaggy1024> are you not in an IDE?
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L543[06:48:35] <theresajayne> idea
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L545[06:49:01] <Zaggy1024> are you testing the mod using IDEA's launch?
L546[06:49:15] <theresajayne> i did genIntellijRuns
L547[06:49:31] <Zaggy1024> that doesn't answer my question
L548[06:49:34] <theresajayne> using Minecraft Client
L549[06:49:49] <theresajayne> which is created by the task in forgegradle
L550[06:50:12] <Zaggy1024> I'm pretty sure in both IDEA and Eclipse if you don't refresh your resources folder in the project, it won't update the build
L551[06:50:26] <Zaggy1024> because the IDE doesn't know about any external changes to resources
L552[06:51:14] <theresajayne> i edited them in idea
L553[06:51:25] <Zaggy1024> hm
L554[06:52:11] <theresajayne> i am using my holiday to try and further my mastery of Forge
L555[06:52:13] <Zaggy1024> doing "#texture" may not work actually
L556[06:52:21] <Zaggy1024> just give it the path
L557[06:53:49] <theresajayne> you mean as its in the same block as the #texture definition
L558[06:53:52] <Zaggy1024> well actually I think it works only if the "#texture" is in the parent model of the model that defines "#texture"
L559[06:53:55] <Zaggy1024> or something
L560[06:54:32] <theresajayne> 1 rift just arrived
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L563[06:58:05] <Girafi> Hmm did last build fail, or ? ^^
L564[06:59:10] <fry> yup, it did
L565[06:59:15] <fry> maven is drunk again
L566[07:00:42] <Girafi> Hehe :p
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L594[08:17:34] <laci200270|afk> netsplit..
L595[08:18:47] <Wuppy> I love getting better and better at programming :)
L596[08:18:59] <laci200270|afk> Wuppy, how is your site?
L597[08:19:07] <Wuppy> without even knowing it you start writing code which is much easier to change
L598[08:19:17] <Wuppy> great, almost 50% done funcionality-wise
L599[08:20:11] <laci200270|afk> have you done the multiple site-one html thing?
L600[08:20:43] <Wuppy> yep I've managed to get all 6 in one
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L602[08:21:02] <laci200270|afk> how?
L603[08:21:05] <laci200270|afk> iframe ?
L604[08:21:07] <laci200270|afk> div?
L605[08:21:14] <Wuppy> nope, url parameter
L606[08:21:41] <laci200270|afk> also who is good at OGL shit?
L607[08:22:00] *** laci200270|afk is now known as laci200270
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L609[08:22:12] <laci200270> fry maybe you are there?
L610[08:22:17] <PaleoCrafter> laci200270, just ask your question rather than asking whether someone can answer it...
L611[08:22:19] <fry> I'm there
L612[08:22:22] <laci200270> ok
L613[08:22:26] <Wuppy> ugh switches are type sensitive in JS arent they?
L614[08:22:28] <fry> and yes, listen to Paleo :P
L615[08:22:45] <laci200270> I can'T texture my circle what based on vertexes
L616[08:23:23] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java#L47
L617[08:23:32] <laci200270> the code is here ^
L618[08:23:36] <laci200270> but not works
L619[08:24:26] <PaleoCrafter> Wuppy, what exactly do you mean?
L620[08:24:31] <Wuppy> ugh I hate var
L621[08:24:35] <Wuppy> javascript is bad :<
L622[08:24:56] <Wuppy> PaleoCrafter, the difference between == and === in JS
L623[08:25:00] <Wuppy> and switch uses ===
L624[08:25:07] <PaleoCrafter> ah
L625[08:25:43] <PaleoCrafter> why aren't you using the tessellator properly anymore, laci200270?
L626[08:25:55] <laci200270> oh
L627[08:25:56] <laci200270> wait
L628[08:26:11] <laci200270> I forgot to push the newest code
L629[08:26:30] <PaleoCrafter> you might also want to consider updating to 1.8.8
L630[08:26:52] <laci200270> why?
L631[08:27:02] <PaleoCrafter> because it's all new and shiny xD
L632[08:27:05] <laci200270> it changes something?
L633[08:27:06] <PaleoCrafter> and you have generics
L634[08:27:14] <PaleoCrafter> and the tessellator is a bit different, API wise
L635[08:28:05] ⇨ Joins: olee (~olee@2a01:4f8:150:70c2::2)
L636[08:28:06] <Wuppy> \o/ it's working :D
L637[08:28:08] <laci200270> PaleoCrafter, how different?
L638[08:29:02] <PaleoCrafter> rather than worldRenderer.addVertexWithUV you do worldRenderer.pos(x, y, z).tex(u, v).endVertex();
L639[08:29:15] <Wuppy> should be easy enough to hit my deadline for this website :)
L640[08:29:18] <laci200270> I need to go away for about ten minutes
L641[08:29:24] <Wuppy> which is before the end of the year
L642[08:29:30] *** laci200270 is now known as laci200270|afk
L643[08:31:58] <olee> hi there, got another small problem with all that ASM and obfuscation stuff. If I use this untransformName method http://pastebin.com/yrC17w3L, I get the correct obfuscated name from the unobfuscated one. However If I directly call the code it should run that I got from the DeobfuscationTransformer, it doesn't work somehow...
L644[08:31:59] <olee> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/asm/transformers/DeobfuscationTransformer.java#L49
L645[08:32:05] <olee> any ideas why?
L646[08:32:22] <olee> TL;DR: FMLDeobfuscatingRemapper.INSTANCE.unmap(...) doesn't work somehow
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L650[08:39:33] <olee> Oh and just now I used ReflectionHelper to print FMLDeobfuscatingRemapper's internal classNameBiMap values - they were empty. This is weird...
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L652[08:44:46] *** laci200270|afk is now known as laci200270
L653[08:45:49] <laci200270> any ideas from the rendering guys why this doesn't want to work? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java#L53
L654[08:45:51] <diesieben07> olee, you do know that in dev this does nothing, right?
L655[08:45:53] <olee> this... is interesting: Caused by: java.lang.ClassCastException: cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer cannot be cast to cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer
L656[08:45:57] <olee> diesieben07: I know
L657[08:46:01] <olee> I'm testing it in prod
L658[08:46:02] <diesieben07> oh god
L659[08:46:04] <diesieben07> wtf are you doing :D
L660[08:46:13] <diesieben07> you are doing very bad things to the classloader
L661[08:46:20] <Wuppy> seems like a ton of people purhcased rocket league during the sale :O
L662[08:46:28] <Wuppy> last night there were almost 100.000 people online
L663[08:46:31] <olee> I just want to get the obfuscated class name for a non obfuscated one xD
L664[08:46:42] <diesieben07> why?
L665[08:46:52] <diesieben07> you only need to care abotu SRG names
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L667[08:47:11] <diesieben07> fml deobfuscates everything to normal classnames at runtime
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L669[08:47:17] <olee> I guess, the "real" FMLDeobfuscatingRemapper was loaded by another class loader from the one the class transformers run in
L670[08:47:35] <olee> diesieben07: well - but I (sadly) needed an IClassTransformer :'(
L671[08:47:36] <PaleoCrafter> laci200270, your your resource location must be something like energymod:textures/whatever/gradient.png
L672[08:47:52] <diesieben07> olee, and...?
L673[08:48:02] <PaleoCrafter> the part after the colon is the full path relative to assets/<yourmod>
L674[08:48:04] <laci200270> PaleoCrafter, what goes to whatever?
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L676[08:48:49] <olee> diesieben07: the thing is, these class transformers still work on obfuscated code as it seems
L677[08:49:09] <olee> currently I use this to switch between dev/prod .... http://pastebin.com/8pRUAgrd
L678[08:49:46] <olee> or maybe I'm just doing something completely wrong and that's why everything's been sucking what I had been doing xD
L679[08:49:47] <laci200270> PaleoCrafter, it isn'T good here? https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/textures/gradient.png
L680[08:50:07] <diesieben07> olee, @SortingIndex(1001) on your loading plugin and you will get srg names / deobf class names
L681[08:50:16] <PaleoCrafter> well, it is, then the "whatever" just isn't there
L682[08:50:21] <PaleoCrafter> you should be able to see that yourself
L683[08:50:35] <laci200270> it needs to be in a subfolder?
L684[08:50:45] <PaleoCrafter> no it doesn't ...
L685[08:50:49] <PaleoCrafter> it was just an example
L686[08:50:55] <olee> eh... loading plugin? I called Launch.classLoader.registerTransformer in ITweaker.injectIntoClassLoader xD
L687[08:51:00] <olee> I guess that's the reason....
L688[08:51:12] <diesieben07> ITweaker? why are you not using IFMLLoadingPlugin?
L689[08:51:19] <olee> lol fuck myself xD
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L691[08:51:36] <olee> diesieben07: because I'm stupid it seems - well I'm new to all of this :P
L692[08:51:50] <olee> (and I wanted to avoid adding it as a coremod)
L693[08:52:59] <diesieben07> ITweaker is just a vanilla name for a coremod :D
L694[08:53:06] <diesieben07> anyways, I am off for a while
L695[08:53:07] <diesieben07> good luck
L696[08:53:52] <olee> diesieben07: but ITweakers just run before IFMLLoadingPlugins and that's why they still have obfuscated names... that makes sense
L697[08:55:43] <Overreacted> I get a nullpointer exception at this.horseChest.setCustomname(this.getName()) while this.getName doesn't output null (checked it via System.out.println()), how?
L698[08:57:25] <Overreacted> anyone?
L699[08:57:47] <PaleoCrafter> horseChest is null? :P
L700[08:57:55] <Overreacted> Was thinking the same
L701[08:58:36] <olee> lol
L702[08:58:54] <Cazzar> Or even weirder, this is null (I've had that occur on me)
L703[08:59:20] <Cazzar> Don't ask me how, I don't know.
L704[08:59:22] <Overreacted> can't be
L705[08:59:28] <Overreacted> The horse is rendered
L706[09:00:20] <Cazzar> I'm not being serious in this case, since its almost impossible for this to be mull
L707[09:00:24] <Cazzar> Null*
L708[09:00:26] <Overreacted> yup
L709[09:00:57] <Ordinastie> yeah, finally managed to read videos from my computer on my new TV :p
L710[09:02:10] <Cazzar> I wanna go back to watching this anime... But it's 2am
L711[09:02:26] <Ordinastie> Cazzar, btw, need a new one to watch :p
L712[09:02:52] <Overreacted> nope, still gives me nullpointerexception even though I defined this.horsechest (even though that probably was unnecessary)
L713[09:02:56] <Cazzar> I have been watching shinmai maou testament.
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L715[09:03:28] <Cazzar> Overreacted somewhere in setCustomName throws the NPE
L716[09:04:13] <Overreacted> but all setCustomname does is set this.hasCustomname to true and set it's inventorytitle to whatever String you give it
L717[09:04:57] <sham1> This multiblock thing is going actually quite well for me
L718[09:06:23] <laci200270> PaleoCrafter, still not works :/ https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java#L53
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L720[09:06:54] <PaleoCrafter> jesus christ
L721[09:07:09] <laci200270> what is the problem?
L722[09:07:10] <PaleoCrafter> <PaleoCrafter> the part after the colon is the full path relative to assets/<yourmod>
L723[09:07:20] <laci200270> and?
L724[09:07:39] <PaleoCrafter> I doubt the path to your texture is assets/energymod/block/gradient
L725[09:07:55] <laci200270> I've moved it here: https://github.com/laci200270/Energy-mod/tree/master/src/main/resources/assets/energymod/textures/block
L726[09:07:59] <laci200270> with this commit
L727[09:08:53] <PaleoCrafter> why didn't you put textures/block/gradient.png there then?
L728[09:09:03] <laci200270> its there
L729[09:09:10] <Ordinastie> Cazzar, will try it then :p
L730[09:09:10] <laci200270> I need to go away again
L731[09:09:20] <laci200270> sorry
L732[09:09:25] <laci200270> for about ten minutes
L733[09:09:25] <PaleoCrafter> energymod:block/gradient IS NOT energymod:textures/block/gradient.png
L734[09:09:33] <laci200270> oh
L735[09:09:35] <laci200270> thanks
L736[09:09:39] <Ordinastie> as a matter of fact, it's already done downloading ^^
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L739[09:11:42] <laci200270> I'm back
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L741[09:12:09] <laci200270> ok lates try it out
L742[09:12:14] <Overreacted> allright, it seems that this.horseChest is indeed null.
L743[09:12:17] * laci200270 crosses his fingers
L744[09:12:47] <laci200270> aaaand
L745[09:12:48] <laci200270> not works
L746[09:12:57] <PaleoCrafter> well, your UVs are totally borked as well
L747[09:13:24] <PaleoCrafter> you always use the upper left corner of your texture
L748[09:13:29] <laci200270> and?
L749[09:13:45] <PaleoCrafter> I suppose the circle has a uniform color right now?
L750[09:14:47] <laci200270> the outside is green the inside transparent
L751[09:14:52] <laci200270> thats the texture
L752[09:15:20] <PaleoCrafter> I'm not interested in your texture
L753[09:15:29] <PaleoCrafter> I'm talking about what is currently drawn
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L755[09:16:06] <laci200270> also MC is constanly spamming me with invalid operation errors
L756[09:16:26] <PaleoCrafter> because you still have the direct GL calls
L757[09:16:42] <PaleoCrafter> (the glBegin, glVertex2f, glEnd thing)
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L759[09:18:24] <laci200270> the glbegin needed isn't it?
L760[09:18:34] <PaleoCrafter> no it isn't
L761[09:18:39] <PaleoCrafter> that's what the tessellator is for
L762[09:18:58] <laci200270> how can I set tessellator to TRIANGLE_FAN mode?
L763[09:19:48] <PaleoCrafter> you already do, ffs
L764[09:20:05] <Lumien> "getWorldRenderer().startDrawing(GL11.GL_TRIANGLE_FAN);"
L765[09:20:06] <PaleoCrafter> at least *try* to understand the code you're writing
L766[09:20:17] <laci200270> ok
L767[09:20:58] <olee> diesieben07: thx - now it works without nasty obfuscated names ;-)
L768[09:21:33] <laci200270> the glPop and pushMAtrix can leave?
L769[09:22:23] <Lumien> no
L770[09:22:29] <Lumien> but you should use the GlStateManager instead
L771[09:22:31] <Overreacted> http://pastebin.com/y5Vg5GuV Can anyone find out why this.horseChest is returning null? Afaik it's being registered in func_110226_cD(), isn't it?
L772[09:22:43] <Lumien> (Not that it makes a difference)
L773[09:23:17] <PaleoCrafter> Overreacted, post the whole error log maybe
L774[09:23:47] ⇨ Joins: Firedingo (~Firedingo@cpe-110-147-168-35.nhl8.cht.bigpond.net.au)
L775[09:23:49] <Overreacted> There is none because it only shows up when I remove the if (this.horseChest != null) at EntitybaseHorse#openGui()
L776[09:23:57] ⇨ Joins: C0deMaver1ck (~C0deMaver@host-173-247-5-143.FAROLT1.epbfi.com)
L777[09:24:02] <Lumien> Over the horseChest in EntityHorse is set yes
L778[09:24:07] <Lumien> But not the one in your class :P
L779[09:24:13] <Overreacted> How?
L780[09:24:28] <Lumien> Because that method is called in the constructor of EntityHorse?
L781[09:24:47] <Lumien> And horseChest is a private field
L782[09:24:56] <Overreacted> yup, how stupid of me
L783[09:25:17] <laci200270> ok I still getting this: java.io.FileNotFoundException: energymod:textures/block/gradient
L784[09:25:42] <PaleoCrafter> the game doesn't know what extension your texture has
L785[09:25:51] <PaleoCrafter> it could be a mp3 for all it knows
L786[09:25:55] <laci200270> oh thanks again
L787[09:26:19] <Overreacted> It finally works! Yay
L788[09:27:05] <Overreacted> and when i put an item in, it doesn't register
L789[09:27:08] <Overreacted> Oh well
L790[09:27:12] <Overreacted> time to fix that then
L791[09:30:27] <laci200270> ok...
L792[09:30:30] <laci200270> much better
L793[09:30:34] ⇦ Quits: danielm59 (~IceChat9@cpc6-stev7-2-0-cust433.9-2.cable.virginm.net) (Quit: Copywight 2015 Elmer Fudd. All wights wesewved.)
L794[09:30:36] <laci200270> no errors no texture
L795[09:30:36] <Overreacted> yup works now
L796[09:31:34] <laci200270> PaleoCrafter, any ideas?
L797[09:31:53] <Overreacted> shouldnt a horse usually have these orange hearts or was that in previous mc versions (prior to 1.8)?
L798[09:32:05] <PaleoCrafter> <PaleoCrafter> well, your UVs are totally borked as well
L799[09:32:05] <PaleoCrafter> <PaleoCrafter> you always use the upper left corner of your texture
L800[09:32:40] <laci200270> and?
L801[09:32:44] <laci200270> why thats bad
L802[09:32:51] <laci200270> thats just the beginning
L803[09:32:57] <laci200270> isn't it?
L804[09:33:09] <PaleoCrafter> that's why you see no texture ._.
L805[09:33:25] <laci200270> what should I use?
L806[09:33:44] <PaleoCrafter> well, I dunno
L807[09:34:19] <PaleoCrafter> how do you want your texture layed out on the circle?
L808[09:34:52] <laci200270> the right side of texture in the middle the left side is outside
L809[09:35:47] <laci200270> how can I calculate them?
L810[09:35:56] <sham1> Hmm
L811[09:36:03] ⇦ Quits: Overreacted (~Overreact@2a02:1811:2d21:7000:1057:80c3:3cf9:4dcb) (Quit: Leaving)
L812[09:36:06] <PaleoCrafter> wat
L813[09:36:19] <PaleoCrafter> oh... now I get it xD
L814[09:36:22] <PaleoCrafter> one moment
L815[09:37:31] <sham1> Apparently my multiblock checking code has gotten so complex that it lags everything else
L816[09:38:03] <PaleoCrafter> laci200270, the center should have UV 1,1 and all vertices in the loop can retain 0,0
L817[09:38:14] <laci200270> oh thanks
L818[09:38:30] <laci200270> 1,1 are pixel coordinates?
L819[09:38:50] <PaleoCrafter> kind off
L820[09:39:14] <PaleoCrafter> UVs range from 0 to 1 (theoretically to infinity if you take wrapping into account, but that's another story)
L821[09:39:35] <laci200270> oh
L822[09:39:38] <laci200270> I see..
L823[09:39:39] <PaleoCrafter> so if you have a width of 16 pixels 1 pixel would be 1/16
L824[09:39:40] <laci200270> I think
L825[09:40:30] ⇨ Joins: Kaelten (~Kaelten@2600:3c00::f03c:91ff:fedb:9160)
L826[09:41:08] <laci200270> my vertexes are just white and black...
L827[09:41:15] <laci200270> I can't see the colors
L828[09:41:21] <sham1> And it was because of infinite looping...
L829[09:41:49] <PaleoCrafter> huh
L830[09:42:13] *** olee is now known as olee|afk
L831[09:42:42] <laci200270> at the place of the complette transparent part there is nothing
L832[09:42:55] <laci200270> but at the other parts
L833[09:43:01] <laci200270> its full of black
L834[09:43:05] <PaleoCrafter> oh, you removed the center, I think
L835[09:43:20] <PaleoCrafter> at least it's not here: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java
L836[09:43:39] <laci200270> ok trying to add back
L837[09:44:48] <laci200270> still not works...
L838[09:45:03] <PaleoCrafter> commit and show a screenshot
L839[09:45:29] ⇨ Joins: OrionOnline (~OrionOnli@ip-80-236-238-237.dsl.scarlet.be)
L840[09:45:33] <laci200270> commit done
L841[09:45:38] <laci200270> screenshoot is uploading
L842[09:45:38] <Wuppy> ugh why am I so lazy....
L843[09:45:54] <OrionOnline> Good afternoon
L844[09:45:58] <Wuppy> o/
L845[09:46:52] <OrionOnline> I need some help from the pros in the channel
L846[09:47:14] <laci200270> PaleoCrafter, http://imgur.com/HmRERTC
L847[09:47:39] <PaleoCrafter> that certainly is weird
L848[09:47:54] <laci200270> yeah
L849[09:48:13] <laci200270> a lot of weird things happening when I start to deal with rendering
L850[09:48:14] <OrionOnline> When i run this line of code i have a huge amount of memory leak: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/TileEntity/TileEntityFirePit.java#L408
L851[09:48:23] <PaleoCrafter> oh, you might need to enable blending
L852[09:48:40] <OrionOnline> Did something change regarding static methods on Items in 1.8.8?
L853[09:48:46] <PaleoCrafter> GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); before rendering anything
L854[09:49:13] <laci200270> ok
L855[09:49:34] <PaleoCrafter> OrionOnline, if a static method was the reason, there would have to be some change with the JVM :P
L856[09:49:47] <PaleoCrafter> laci200270, but GlStateManager.disableBlend() after you're done with rendering
L857[09:50:06] <laci200270> for don't mees with the others?
L858[09:50:21] <OrionOnline> PaleoCrafter, i have no idea if the static method was the reason, I only know that when i comment that line out, it fixes it self. I will try with a non static method
L859[09:51:57] <PaleoCrafter> http://s.mineformers.de/Minecraft_1.8.8_2015-12-29_16-51-50.png xD
L860[09:52:43] ⇨ Joins: Lapiman (~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net)
L861[09:53:11] <Lapiman> I'm in 1.7.10 - when I pick block on a custom slab I've added, it chooses a stone slab instead
L862[09:53:26] <Lapiman> Anyone know what's up?
L863[09:53:29] <PaleoCrafter> did you override getPickBlock?
L864[09:53:48] <laci200270> PaleoCrafter, now its much less weirder... but still not renders my texture: http://imgur.com/yYHOVsq
L865[09:54:22] <PaleoCrafter> first, add
L866[09:54:22] <PaleoCrafter> GlStateManager.disableAlpha();
L867[09:54:34] <Lumien> try GlStateManager.enableTexture2D()
L868[09:54:39] <PaleoCrafter> that too
L869[09:54:53] <PaleoCrafter> would be weird if something left textures disabled though
L870[09:54:57] <PaleoCrafter> worth a try nonetheless
L871[09:56:08] <Lapiman> thaaaaat was more obvious than I thought it would be
L872[09:56:10] <laci200270> nothing chagned..
L873[09:56:13] <Lapiman> testing now
L874[09:56:41] <Lapiman> nice, it works
L875[09:56:47] <PaleoCrafter> add GlStateManager.disableLighting(); laci200270
L876[09:57:23] <laci200270> still nothing
L877[09:57:30] <PaleoCrafter> and GlStateManager.color(1, 1, 1, 1)
L878[09:57:37] <Lapiman> yeah that fixed it
L879[09:57:40] <Lapiman> Thanks PaleoCrafter!
L880[09:57:44] <PaleoCrafter> no problem :P
L881[09:57:51] ⇦ Quits: Lapiman (~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net) (Quit: lol bye)
L882[09:58:43] <laci200270> still not works
L883[09:58:45] <laci200270> but..
L884[09:58:54] <laci200270> this looks pretty cool
L885[09:59:11] <laci200270> :D
L886[09:59:16] <PaleoCrafter> screenshot? :P
L887[09:59:59] <laci200270> http://imgur.com/mGugTA3
L888[10:00:14] <laci200270> if would able to recolor it in some way...
L889[10:00:32] <PaleoCrafter> could you push to github again?
L890[10:00:36] <laci200270> yes
L891[10:00:45] <Wuppy> this gamejam though :P https://itch.io/jam/hangover-game-jam-2016
L892[10:01:46] <ThePsionic> No testing allowed during development or? :P
L893[10:01:51] ⇦ Quits: CptRageToaster (~CptRageTo@108-203-169-247.lightspeed.wlfrct.sbcglobal.net) (Ping timeout: 186 seconds)
L894[10:01:56] <laci200270> pushed
L895[10:02:46] <Wuppy> ThePsionic, dunno about you, but I'll be only able to work for a few hours with a massive hangover :P
L896[10:02:50] <Wuppy> if I'd join
L897[10:03:42] <laci200270> PaleoCrafter, any ideas how can I color the outside?
L898[10:03:52] <ThePsionic> True
L899[10:04:32] <laci200270> how?
L900[10:04:42] <PaleoCrafter> well, I could, but I want to get this working with your texture first xD
L901[10:05:33] <laci200270> when I start messing up with GL.. good thinks can only happen by accident :D
L902[10:05:44] <laci200270> *things
L903[10:05:56] *** Keridos|away is now known as Keridos
L904[10:06:33] <OrionOnline> PaleoCrafter, No after changing it to a non Static method it still leaks memory somehow, even though i can see the garbage collector cleaning up a lot, the allocated memory just keeps rising
L905[10:08:24] ⇨ Joins: CptRageToaster (~CptRageTo@108-203-169-247.lightspeed.gdrpmi.sbcglobal.net)
L906[10:11:23] <PaleoCrafter> laci200270, something with your setup is fucked up bigtime
L907[10:11:29] <PaleoCrafter> your code works just fine for me
L908[10:11:53] <laci200270> I might try updating to 1.8.8
L909[10:12:04] <laci200270> give me 15 minutes
L910[10:12:44] <PaleoCrafter> unless...
L911[10:12:46] <laci200270> my CPU is a piece of shit
L912[10:13:02] <PaleoCrafter> remove that Tessellator.getInstance().getWorldRenderer().setColorRGBA(255, 255, 0, 128); call
L913[10:13:03] <MoxieGrrl> I suggest a new one. :P
L914[10:13:18] <laci200270> Core 2 Duo
L915[10:14:23] <laci200270> thats not too bad
L916[10:14:26] <PaleoCrafter> OrionOnline, I don't see anything in your code there that could even leak Oo
L917[10:14:27] <laci200270> just gradle
L918[10:14:37] ⇨ Joins: Brokkoli (~Brokkoli@x55b03586.dyn.telefonica.de)
L919[10:15:06] <OrionOnline> PaleoCrafter, me neither, i just set some things on the NBT, jet still it does, on my small laptop it eventually crashes (within a minute) with a GB Heap Size error
L920[10:15:24] <PaleoCrafter> and if you remove that single line, it stops?
L921[10:15:30] <OrionOnline> Yes
L922[10:16:05] <laci200270> today weird things are happening :D
L923[10:16:11] <PaleoCrafter> try it with a dummy stack rather than one out of your array
L924[10:16:18] <OrionOnline> Will try
L925[10:16:55] <unascribed> every setFloat call allocates a NBTTagFloat, but those should be getting cleaned up if overwritten..
L926[10:17:30] <laci200270> you should look to it with a debugger..
L927[10:17:42] <unascribed> or just a memory sampler
L928[10:18:23] <laci200270> PaleoCrafter, still not works
L929[10:18:31] <laci200270> I removed that line
L930[10:18:32] <PaleoCrafter> well, then updat e:D
L931[10:18:35] <laci200270> ok
L932[10:18:52] <laci200270> what is the latest mapping snaphoot?
L933[10:19:16] <laci200270> *snapshoot
L934[10:19:17] <PaleoCrafter> http://export.mcpbot.bspk.rs/
L935[10:19:21] <laci200270> thx
L936[10:19:35] <OrionOnline> unascribed, what memory sample should i use?
L937[10:19:45] <unascribed> I usually use VisualVM since it's bundled with the JDK
L938[10:20:01] *** fry is now known as fry|sleep
L939[10:20:30] <bspkrs> there is also !latest
L940[10:20:35] <bspkrs> !!latest
L941[10:20:36] <MCPBot_Reborn> === Latest Mappings ===
L942[10:20:36] <MCPBot_Reborn> MC Version Forge Gradle Channel
L943[10:20:37] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L944[10:20:38] <MCPBot_Reborn> 1.8 snapshot_20151128
L945[10:20:38] <MCPBot_Reborn> 1.8 stable_18
L946[10:20:39] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L947[10:20:40] <MCPBot_Reborn> 1.7.10 stable_12
L948[10:21:05] <unascribed> for the love of all things good though, never use the !! variant in this channel unless illustrating though :P
L949[10:21:10] <unascribed> one-bang will PM you
L950[10:21:35] <bspkrs> eh... it's my bot
L951[10:21:46] <bspkrs> I think I'm ok ;p
L952[10:21:46] <PaleoCrafter> ah, right
L953[10:21:50] <unascribed> not yelling at you
L954[10:21:53] <OrionOnline> PaleoCrafter, even lags with a dummy stack
L955[10:22:07] <sham1> well saying bang-bang still is kinda rude as the stuff can be really long
L956[10:22:07] <PaleoCrafter> well, then it probably has to do with the NBT shit
L957[10:22:07] <unascribed> saying that if you're using the bot for your own purposes you should always use ! instead of !! :P
L958[10:22:27] <PaleoCrafter> https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/Item/ItemHeatedItem.java#L43 this line shouldn't be needed btw
L959[10:23:23] ⇨ Joins: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L960[10:23:30] <laci200270> bspkrs, is there any commands like this?
L961[10:23:48] <OrionOnline> PaleoCrafter, it was like this before: https://github.com/SmithsModding/Armory/blob/925587561ae2cfe126a7f427546955d5d15af6e5/src/com/SmithsModding/Armory/Common/Item/ItemHeatedItem.java#L31
L962[10:24:01] <PaleoCrafter> ah
L963[10:24:10] <bspkrs> laci200270, I don't understand the question
L964[10:24:22] <laci200270> such as the !latest
L965[10:24:25] <PaleoCrafter> I suppose if you make setItemTemperatur a NOOP it also doesn't leak?
L966[10:24:33] <laci200270> what can be useful
L967[10:24:46] <bspkrs> yes, just type "!latest" and press enter
L968[10:24:52] <laci200270> !latest
L969[10:25:01] <laci200270> !help
L970[10:25:16] <laci200270> oh help done its work
L971[10:25:35] ⇨ Joins: Overreacted (~Overreact@2a02:1811:2d21:7000:1057:80c3:3cf9:4dcb)
L972[10:25:45] <Overreacted> o/ again
L973[10:25:51] <sham1> Even though some people might find it rude, I never PM those commands to the MCP bot
L974[10:26:02] <sham1> Too much effort ;P
L975[10:26:08] ⇦ Quits: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se) (Ping timeout: 192 seconds)
L976[10:26:08] <unascribed> I usually send the commands in my personal channel
L977[10:26:10] <Overreacted> is there a reason why all my horses spawn with the same groupdata?
L978[10:26:24] <unascribed> less effort than prefixing everything with "/msg MCPBot", and doesn't spam up this channel :P
L979[10:26:32] <unascribed> I'd like to use the DCC method, but I don't think it works with my BNC
L980[10:26:48] <ThePsionic> ^
L981[10:26:50] ⇨ Joins: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L982[10:27:25] <sham1> spamming this channel really is not that big a deal I think as there are those periods when this place is super active and those when it is basically dead here
L983[10:27:32] <bspkrs> sham1, I have auto-replace setup to turn !command into /msg MCPBot_Reborn command ... for most common commands
L984[10:27:34] <unascribed> yeah.. "Socket error: Connection refused" trying to DCC
L985[10:27:45] <sham1> Meh, too much effort
L986[10:29:26] <sham1> 225 buckets worth of fluid
L987[10:29:38] *** Abrar|gone is now known as AbrarSyed
L988[10:29:38] <sham1> I got my multiblock scanning working
L989[10:29:46] <unascribed> okay, I unloaded bouncedcc and now the connection establishes for a moment, and I get a "Connection closed by remote host"
L990[10:29:46] <Overreacted> nice
L991[10:29:56] <laci200270> sham1, it didn'T worked before?
L992[10:30:02] <laci200270> just lagged
L993[10:30:07] <laci200270> :D
L994[10:30:22] <sham1> I forgot to increment a counter, resulting in an infinite loop
L995[10:30:37] <laci200270> MC didn't freeze?
L996[10:30:47] <sham1> no
L997[10:30:54] <laci200270> strange
L998[10:30:55] <sham1> because I did it all in the server thread
L999[10:31:01] <laci200270> oh
L1000[10:31:02] ⇨ Joins: Cricket_ (~Cricket_@178.16.1.96)
L1001[10:31:11] <bspkrs> unascribed, try toggling useclientip
L1002[10:31:24] <bspkrs> in bouncedcc
L1003[10:31:24] <laci200270> Last time when I done it I done in both sides
L1004[10:31:45] <sham1> better to do it on the server as then you do not freeze the client
L1005[10:31:53] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898:daeb:97ff:fee9:f781)
L1006[10:31:57] <sham1> I could move around and break stuff but once I relogged everything was back to normal
L1007[10:32:22] <bspkrs> either way it's bad
L1008[10:32:34] <unascribed> thanks bspkrs, that crashed Konversation :P
L1009[10:32:37] <unascribed> as such I'd assume it worked
L1010[10:33:02] <laci200270> I always forget if(!world.isRemote)
L1011[10:33:04] <laci200270> so...
L1012[10:33:39] <unascribed> is MCPBot the only interface to the mappings database?
L1013[10:33:45] <unascribed> I guess the csvs/srgs are also an "interface"
L1014[10:33:48] <unascribed> but read-only
L1015[10:33:51] <bspkrs> currently
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L1017[10:34:22] <laci200270> bspkrs, is there any toll that automaticly can make mappings?
L1018[10:34:28] <laci200270> for the snapshoots
L1019[10:34:41] <laci200270> *tool
L1020[10:34:41] <bspkrs> I have a new version of the mappings viewer done, except for the build script which I'm too lazy to figure out how to make it pack a fat jar
L1021[10:34:53] <AbrarSyed> jar { from thisPlace }
L1022[10:34:56] <unascribed> I was thinking a web interface
L1023[10:35:02] <unascribed> which is why I was wondering if there was e.g. a JSON API
L1024[10:35:15] <unascribed> read-only is nice, but you lose !sm and such for unmapped stuff
L1025[10:35:22] <bspkrs> so it's just sitting there all shiny and awesome and no one can use it AHAHAHAHAHAHAHHA
L1026[10:35:35] <unascribed> open source it and tell people to compile it themselves :P
L1027[10:35:42] <bspkrs> it IS OSS
L1028[10:36:05] * unascribed makes a PR to use the Maven Capsule plugin to make a "fat" jar
L1029[10:36:21] <AbrarSyed> gradle > maven
L1030[10:36:23] <unascribed> oh, it's Ant.
L1031[10:36:26] <unascribed> nevermind
L1032[10:36:54] <OrionOnline> PaleoCrafter, when i make both of the Temperature function (so the getter and the setter) a noop it stops
L1033[10:36:57] <unascribed> (nothing against Ant, I just don't know how to do *anything* with it)
L1034[10:37:07] <bspkrs> meh... just import it into eclipse and run it from there
L1035[10:37:08] <laci200270> can I use forgegradle to deobascute snapshoots?
L1036[10:37:09] <PaleoCrafter> only if you do it with both?
L1037[10:37:13] <OrionOnline> Yes
L1038[10:37:16] <Overreacted> hey uhm... where does world.spawnEntityInWorld(entity) exactly spawn the entity?
L1039[10:37:29] <OrionOnline> If i leave just one a not noop, even with it just being a print it leaks
L1040[10:37:31] <unascribed> wherever you put it
L1041[10:37:38] <PaleoCrafter> that is... werid
L1042[10:37:40] <Overreacted> but the only param is entity
L1043[10:37:41] <unascribed> so use setPositionAndRotation, then spawnEntityInWorld
L1044[10:37:46] <Overreacted> okay
L1045[10:37:46] <unascribed> it'll spawn there.
L1046[10:37:47] <Overreacted> thanks
L1047[10:37:59] <OrionOnline> PaleoCrafter, it is clearly visible though
L1048[10:38:12] <bspkrs> anyway, I need to update the bot so the 1.8.9 train can pull out of the station
L1049[10:38:16] <unascribed> is there a patch anywhere to add more nick colors to Konversation?
L1050[10:38:18] <bspkrs> ttyl
L1051[10:38:20] <OrionOnline> During normal usage my memory is under 35% of hte max and the GC runs every couple of seconds
L1052[10:38:47] <OrionOnline> But when i have it leak it rapidly incrreases with a couple of percent of the max everytime the GC runs
L1053[10:39:28] <laci200270> what is this?
L1054[10:39:29] <laci200270> Patching failed: minecraft\net\minecraft\command\PlayerSelector.java
L1055[10:39:30] <laci200270> Hunk 1 failed!
L1056[10:39:30] <laci200270> Hunk 2 failed!
L1057[10:39:30] <laci200270> Hunk 3 failed!
L1058[10:39:30] <laci200270> Hunk 4 failed!
L1059[10:39:32] <laci200270> Hunk 5 failed!
L1060[10:39:34] <laci200270> Hunk 6 failed!
L1061[10:39:36] <laci200270> :fixMcSources FAILED
L1062[10:39:39] <laci200270> FAILURE: Build failed with an exception.
L1063[10:39:40] <laci200270> * What went wrong:
L1064[10:39:42] <pig> PASTEBIN FFS
L1065[10:39:43] <laci200270> Execution failed for task ':fixMcSources'.
L1066[10:39:44] <unascribed> please use gist next time...
L1067[10:39:44] <laci200270> > com.cloudbees.diff.PatchException: Cannot find hunk targ
L1068[10:39:49] <laci200270> ok
L1069[10:40:08] <unascribed> you're using the wrong version of FG
L1070[10:40:13] <unascribed> I had this issue using 2.1 for 1.8.0
L1071[10:40:18] <unascribed> downgrading to 2.0.2 fixed it
L1072[10:40:35] <unascribed> similarly you may be using 1.8.8 mappings for 1.8.0
L1073[10:40:36] <PaleoCrafter> you need to do the reverse, laci200270 :D
L1074[10:40:37] <unascribed> or vice versa
L1075[10:40:42] <unascribed> that too
L1076[10:40:46] <OrionOnline> PaleoCrafter, i will try not putting those functions in a Item, lets see if that fixes it
L1077[10:41:01] <laci200270> how can I downgrade?
L1078[10:41:10] <unascribed> first off
L1079[10:41:14] <unascribed> are you using 1.8.8 or 1.8.0
L1080[10:41:39] <unascribed> of MC. not FG.
L1081[10:41:40] <laci200270> 1.8.8
L1082[10:41:48] <laci200270> now trying to update
L1083[10:41:51] <unascribed> okay, at the top of the file in the buildscript block
L1084[10:41:53] <laci200270> to 1.8.8
L1085[10:42:14] <Overreacted> hmm strange, i set it so that when a vanilla horse spawns, it should write the entity nbt to a tag. Then my new horse entity should read that nbt from the tag, but that doesnt happen
L1086[10:42:20] <unascribed> it should be something like: classpath 'net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT'
L1087[10:42:38] <laci200270> plugins {
L1088[10:42:38] <laci200270> id "net.minecraftforge.gradle.forge" version "2.0.2"
L1089[10:42:38] <laci200270> }
L1090[10:42:43] <unascribed> oh, huh
L1091[10:42:47] <unascribed> they switched to the new plugin syntax
L1092[10:42:47] <Overreacted> because my new horse entity has type 0 variant 0 and everything default
L1093[10:42:51] <unascribed> I should update my scripts...
L1094[10:42:57] <unascribed> anyway, change 2.0.2 to 2.1-SNAPSHOT
L1095[10:43:04] <Overreacted> is this another server-client issue?
L1096[10:43:09] <laci200270> this is the 1.8 script
L1097[10:43:17] <unascribed> yes, but you said you were updating to 1.8.8
L1098[10:43:22] <laci200270> yes
L1099[10:43:27] <laci200270> I just changed version
L1100[10:43:30] <unascribed> you need 2.1 for 1.8.8
L1101[10:43:31] <unascribed> for generics
L1102[10:43:36] <laci200270> oh
L1103[10:43:55] <Overreacted> anyone/
L1104[10:44:00] <Overreacted> oh wait nevermind
L1105[10:44:09] <Overreacted> I have an idea
L1106[10:44:42] <laci200270> https://gist.github.com/laci200270/32b9caa7933c3017ecf8
L1107[10:45:24] <unascribed> hold on, downloading a 1.8.8 MDK
L1108[10:45:47] <unascribed> okay, so the plugins block can't be used with 1.8.8
L1109[10:45:55] <unascribed> since you can't have snapshots I'd presume
L1110[10:46:18] <laci200270> ok downoad mdk
L1111[10:46:28] <unascribed> no, I did to check how it works
L1112[10:46:29] <unascribed> https://unascribed.com/t/ca9fdf98.txt
L1113[10:46:31] <unascribed> replace the plugins block with that
L1114[10:46:41] <unascribed> oops, missed a line
L1115[10:46:46] <unascribed> so put this after it:
L1116[10:46:48] <unascribed> apply plugin: 'net.minecraftforge.gradle.forge'
L1117[10:46:59] <unascribed> if you have any more issues it'd be best to go in #ForgeGradle
L1118[10:47:07] <laci200270> oh I didn't changed the dependecnies
L1119[10:47:18] <laci200270> just the plugin version
L1120[10:47:51] *** K-4U|Off is now known as K-4U
L1121[10:47:56] <unascribed> Overreacted, NBT isn't used for server->client sync
L1122[10:48:01] <unascribed> that's what the DataWatcher does
L1123[10:48:10] ⇦ Quits: Kaelten (~Kaelten@2600:3c00::f03c:91ff:fedb:9160) (*.net *.split)
L1124[10:48:18] <Overreacted> so instead of just writeEntityToNbt and readEntityFromNBt
L1125[10:48:34] <unascribed> you need to init your fields in the dataWatcher in onEntityInit
L1126[10:48:41] <unascribed> and use the datawatcher for your getter and setter methods
L1127[10:48:47] <unascribed> NBT is just for saving the world
L1128[10:48:47] <Overreacted> I should do entity#setHorseType(entity1#getHorseType)?
L1129[10:48:56] <unascribed> yes, the fields are essentially server-only
L1130[10:49:02] <Overreacted> okay
L1131[10:49:22] ⇦ Quits: Quetzi (~Q@qmunity.quetzi.tv) (Ping timeout: 192 seconds)
L1132[10:49:22] ⇦ Quits: amadornes (~amadornes@framez.is.wtfcool.com) (Ping timeout: 186 seconds)
L1133[10:50:01] <laci200270> what FG do I need?
L1134[10:50:04] <laci200270> 2.1?
L1135[10:50:32] <unascribed> for 1.8.8, yes
L1136[10:52:05] <laci200270> ok
L1137[10:52:50] <laci200270> oh, works now :D
L1138[10:52:58] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L1139[10:53:01] <laci200270> now just need to decompile it :D
L1140[10:53:59] <Wuppy> FINALLY
L1141[10:54:10] <Wuppy> I killed the bitch ass fly which was annoying me for 3 days
L1142[10:54:17] <unascribed> rip
L1143[10:54:28] <laci200270> :D
L1144[10:54:56] * MrKickkiller begins digging a grave for the poor little fly.
L1145[10:55:08] <Wuppy> lets not make this the badger sitaion again
L1146[10:55:10] <Wuppy> or wasn't it a badger?
L1147[10:55:18] <unascribed> no, it was a snake
L1148[10:55:24] <Wuppy> I am snek
L1149[10:57:17] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1150[11:09:22] *** kroeser is now known as kroeser|away
L1151[11:11:56] <Overreacted> why does minecraft make certain fields private
L1152[11:12:18] <Overreacted> what is the use of making something unreachable by other classes
L1153[11:12:39] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L1154[11:13:55] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-80-76-81.dsl.lsan03.sbcglobal.net)
L1155[11:13:57] <gigaherz> Overreacted: encapsulation.
L1156[11:14:23] <MrKickkiller> Overreacted, basic object oriented programming style: Every object has to keep it's own state valid. Therefor it itself is the only object that should be able to acces those fields.
L1157[11:14:45] <Overreacted> Makes sense
L1158[11:15:43] <MrKickkiller> Ofcourse it makes sense xD
L1159[11:16:18] <Overreacted> well it's just really annoying that the horseChest field in EntityHorse is private
L1160[11:16:35] ⇦ Quits: WikiIsWrong (~WikiIsWro@68-145-42-72.gci.net) (Read error: Connection reset by peer)
L1161[11:17:33] <laci200270> use Reflection
L1162[11:17:40] <laci200270> or of you use it much AT
L1163[11:17:50] <Overreacted> nah, it's ok
L1164[11:18:13] <Overreacted> I've got what i want, I'll just make the items drop upon changing vanilla to custom horse
L1165[11:18:28] <Wuppy> \o/ my website is fully functional
L1166[11:18:32] <Overreacted> gratz
L1167[11:18:43] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1168[11:27:10] *** kroeser|away is now known as kroeser
L1169[11:33:44] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L1170[11:33:49] <sham1> Laci, don't even suggest ATs
L1171[11:33:55] <sham1> They break everything
L1172[11:35:16] <laci200270> forge uses them
L1173[11:35:29] <pig> i've not seen an AT break anything before
L1174[11:36:16] <sham1> "Forge uses them" is not a good argument for ATs
L1175[11:36:32] <sham1> It also uses ASM, yet that is also frowned upon
L1176[11:37:00] <pig> well
L1177[11:37:13] * heldplayer runs away
L1178[11:37:19] <pig> it's too bad mojang doesn't like us touching their privates
L1179[11:37:42] <fry|sleep> :O
L1180[11:37:43] <sham1> They break compatibly
L1181[11:37:59] <pig> fry|sleep: aren't you sleeping?
L1182[11:38:00] <sham1> Only friends can touch your privates
L1183[11:38:09] <heldplayer> nohomo
L1184[11:38:16] <H1N1theI> sham1: What do you think this is, C++?
L1185[11:38:23] <sham1> If C++ can be seen as homo...
L1186[11:38:24] <H1N1theI> Wait, does Java have a friend operator?
L1187[11:38:29] <sham1> No
L1188[11:38:32] <H1N1theI> Thank god.
L1189[11:38:40] ⇦ Quits: laci200270 (~laci20027@78.92.233.216) (Ping timeout: 192 seconds)
L1190[11:38:45] <H1N1theI> Atleast Java got that right.
L1191[11:38:47] <sham1> Was making a C++ joke and an explenation at the same time
L1192[11:39:48] <sham1> But don't you like your friends touching your privates
L1193[11:39:57] <sham1> ;)
L1194[11:39:58] <Overreacted> oh
L1195[11:40:01] <Overreacted> oohhhh
L1196[11:40:06] <Overreacted> harsh.
L1197[11:40:27] <H1N1theI> sham1: Only if they're helper classes in some sort of storage abstraction, then it's ok.
L1198[11:40:31] <H1N1theI> sham1: What, too literal?
L1199[11:42:04] ⇦ Quits: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Remote host closed the connection)
L1200[11:44:39] <Overreacted> Why am i getting an arrayindexoutofboundsexception even though the container and gui render fine
L1201[11:44:52] <Overreacted> cuz when a donkey gets a chest pout on, it adds x amount of extra slots
L1202[11:45:06] <Overreacted> those slots are rendered fine in my custom gui
L1203[11:45:15] <Overreacted> but the slots themselves are out of bounds
L1204[11:45:19] <Overreacted> ?
L1205[11:46:49] <Overreacted> It means my Animalchest isn't dynamic doesn't it
L1206[11:47:32] ⇨ Joins: laci200270 (~laci20027@78.92.233.216)
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L1208[12:03:11] *** olee|afk is now known as olee
L1209[12:09:09] ⇨ Joins: McJty (~jorrit@94-224-176-164.access.telenet.be)
L1210[12:09:35] <McJty> Hi, is there a way to get rid of the annoying 'There are x missing blocks and items...' by latest forge?
L1211[12:09:42] <McJty> It keeps on saying that for a block I renamed some time ago
L1212[12:09:57] <McJty> It should go away after saving it once but it doesn't
L1213[12:12:44] ⇨ Joins: Kaelten (~Kaelten@2600:3c00::f03c:91ff:fedb:9160)
L1214[12:15:45] <laci200270> McJty, maybe releated to this: https://github.com/MinecraftForge/MinecraftForge/commit/bcecf59a875527f09738ef9493f763791b329f1b ask cpw|out
L1215[12:17:56] <olee> is there a nice way to check if MC runs in obfuscated env? Currently I use this code I found somewhere: obfuscated = Launch.classLoader.getClassBytes("net.minecraft.world.World") == null;
L1216[12:18:45] <laci200270> check loading a class throws an exception
L1217[12:20:59] <laci200270> !help
L1218[12:20:59] <sham1> Meh, the wifi in this ship is annoying
L1219[12:21:19] <laci200270> !findc IUpdatePlayerListBox
L1220[12:21:55] <laci200270> how can I search for interface?
L1221[12:22:04] <laci200270> !findc IUpdatePlayerListBox 1.8
L1222[12:22:13] <laci200270> oh, I found it
L1223[12:22:20] <laci200270> !findc pm
L1224[12:22:46] <laci200270> what happened with IUpdatePlayerListBox?
L1225[12:23:43] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8002:ea78:c899:825a:5486:5cc0)
L1226[12:25:05] <laci200270> oh, it got renamed AGAIN
L1227[12:26:05] <unascribed> the old name was ridiculously bad, so that's a good thing
L1228[12:26:23] <sham1> What do you mean again
L1229[12:26:29] <unascribed> !ch IUpdatePlayerListBox
L1230[12:26:33] <unascribed> no ch?
L1231[12:26:37] <unascribed> !help
L1232[12:26:45] <sham1> It was IUpdatePlayerListbox for all 1.8
L1233[12:26:54] <sham1> And then chagned
L1234[12:27:07] <laci200270> ITickable
L1235[12:27:09] <unascribed> actually, no ch makes perfect sense, since the deobfuscated name is the srg name..
L1236[12:27:41] <laci200270> what happened with Tessellator.getInstance().getWorldRenderer().startDrawing?
L1237[12:29:08] <Overreacted> jeez I can't figure out for the life of me why that is out of bounds
L1238[12:29:20] *** TehNut|Sleep is now known as TehNut
L1239[12:31:19] * laci200270 laci200270|afk
L1240[12:33:06] <OrionOnline> PaleoCrafter, you still there?
L1241[12:33:10] <PaleoCrafter> sure
L1242[12:33:42] <OrionOnline> So i have been debugging this a bit now
L1243[12:34:18] <OrionOnline> And this is what i have got now: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/TileEntity/TileEntityFirePit.java#L408
L1244[12:34:38] <OrionOnline> No matter where i put the function. It sill creates the Memory Leak
L1245[12:34:48] *** DRedhorse is now known as DRedAway
L1246[12:35:40] ⇦ Quits: McJty (~jorrit@94-224-176-164.access.telenet.be) (Quit: Leaving)
L1247[12:35:57] <OrionOnline> So it leaks when i try to acces the NBT
L1248[12:36:14] <PaleoCrafter> looks like it
L1249[12:36:24] <PaleoCrafter> but I can't imagine why it should xD
L1250[12:36:30] <OrionOnline> But i have not been able to determine whyy
L1251[12:36:42] <OrionOnline> I have been looking at this from VisualVM
L1252[12:36:48] <OrionOnline> There seem to be a lot of float[]
L1253[12:36:54] <OrionOnline> like over 3.5GB
L1254[12:38:47] <PaleoCrafter> importing everything from every package makes it difficult to navigate your code from the browser :P
L1255[12:38:50] * laci200270 laci200270
L1256[12:39:03] <laci200270> oh wrong command
L1257[12:39:24] <laci200270> PaleoCrafter, what have youz said what happened with tessellator in 1.8.8?
L1258[12:39:30] <laci200270> how can I set vertexes?
L1259[12:39:47] <PaleoCrafter> worldRenderer.pos(x, y, z).tex(u, v).endVertex()
L1260[12:39:49] <PaleoCrafter> as an example
L1261[12:40:02] <laci200270> oh thanks
L1262[12:40:21] <laci200270> and what happened with startDrawing ?
L1263[12:41:33] <PaleoCrafter> begin(<QUAD,TRIANGLE,TRIANGLE_FAN>, DefaultVertexFormats.<POSITION_TEXTURE,POSITION_COLOR>)
L1264[12:41:44] <laci200270> thx
L1265[12:41:53] <PaleoCrafter> the vertex format reflects which methods you call on the renderer (like pos, tex, color etc.)
L1266[12:42:15] <OrionOnline> PaleoCrafter, I know, i have been on rewriting most of my code for weeks now
L1267[12:43:47] <laci200270> POSITION_TEX_COLOR_NORMAL is good for most cases?
L1268[12:44:42] <PaleoCrafter> yeah, but you currently only need POSITION_TEX
L1269[12:44:46] <Overreacted> http://pastebin.com/U98igLqR Upon opening the inventory of a donkey with chests on, gives me this error: http://pastebin.com/ZpPpKeUX but opens the gui. Upon inserting any item into the chest slots, crashes with this log: http://pastebin.com/zurvagT8
L1270[12:44:51] <Overreacted> Anyone have an idea?
L1271[12:45:32] <Overreacted> My custom donkey, that is
L1272[12:45:43] <unascribed> iirc, horses by default only have a chest size of 2, for the saddle and horse armor
L1273[12:45:54] <unascribed> donkeys have a larger chest size to accomodate all the extra storage
L1274[12:45:55] <olee> Hi again. Isn't there a "cleaner" solution to getting obfuscated method names that just hardcoding them like this? http://pastebin.com/mYqMBatt
L1275[12:46:12] <unascribed> so i'd guess your custom donkey isn't resizing it's chest
L1276[12:46:21] <laci200270> olee FML has some sort of deobf helper
L1277[12:46:29] <olee> I tried it all
L1278[12:46:35] <Overreacted> Yeah I've been trying to find where they re-init the inventory
L1279[12:46:38] <olee> it never returned anything useful
L1280[12:47:06] <olee> I mean - forge deobfuscates from notch-names to SRG names - but isn't there a way to get from readable names (attackEntityFrom) to SRG names like func_70097_a ?
L1281[12:47:06] <Overreacted> I've found it in interact(), but I returned the super of interact() in my override method
L1282[12:47:50] <unascribed> instead of doing that check for a deobfuscated name, you can check fml.deobfuscatedEnvironment
L1283[12:47:58] <unascribed> i.e. boolean isObfEnv = !(boolean) Launch.blackboard.get("fml.deobfuscatedEnvironment");
L1284[12:48:24] <unascribed> I'm pretty sure that's internally just a check for a deobfuscated name
L1285[12:48:38] ⇨ Joins: calclavia (uid15812@richmond.irccloud.com)
L1286[12:49:00] <olee> well - that still does not solve the problem getting SRG names, but thanks anyway :D
L1287[12:49:06] <Overreacted> so basically it should still act the same as a normal donkey and dont throw me the error
L1288[12:49:11] <laci200270> PaleoCrafter, I think I've done something wrong: http://imgur.com/oPNhuHV
L1289[12:49:14] <unascribed> if you want to go to the trouble
L1290[12:49:19] <unascribed> you could just parse the csvs/srgs
L1291[12:49:22] <unascribed> the format is pretty simple
L1292[12:49:32] <PaleoCrafter> lol
L1293[12:49:32] <PaleoCrafter> a little bit
L1294[12:49:39] <unascribed> I'd just say deal with hardcoding the values though
L1295[12:49:53] <unascribed> srgs never change, and the deobf names are only useful in dev
L1296[12:50:04] <unascribed> s/never/usually don't/
L1297[12:50:13] <Overreacted> But it still does, even when i remove the overridden interact() method
L1298[12:50:19] <laci200270> any ideas why this can happen?
L1299[12:50:39] <olee> but it sucks to have two constants describing the same thing - just a big potential bug source for me xD
L1300[12:51:03] <unascribed> well, the descriptor is redundant
L1301[12:51:06] <Overreacted> Is it a problem with the container or with the entity slots?
L1302[12:51:07] <unascribed> so that's just one constant
L1303[12:51:09] <laci200270> the code is on github https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java
L1304[12:51:12] <olee> yeah
L1305[12:52:09] <unascribed> try using position_tex instead of position_tex_color_normal
L1306[12:52:30] <laci200270> ok
L1307[12:54:28] *** willieaway is now known as williewillus
L1308[12:54:45] <masa> Overreacted: the error was coming from the setInventorySlotContents() method, meaning that the inventory instance didn't have as many slots as there were slots in the container
L1309[12:54:57] <laci200270> still not works
L1310[12:55:28] <masa> ie. it freaked out when the client side container was trying to put stuff in slots that the inventory doesn't have
L1311[12:55:37] <unascribed> try calculating the theta in the for instead of the weird subdivisions addition
L1312[12:55:37] <Overreacted> But thats strange because as i already said, my interact() method still updates the animalChest like the vanilla EntityHorse does
L1313[12:55:58] <unascribed> i.e. for (int i = 0; i < VERTEX_COUNT; i++) { float theta = ((float)i)/VERTEX_COUNT; ... }
L1314[12:56:57] <Overreacted> func_110226_cD(), the method that (re)initializes the animalChest gets called twice: Once when the entity is initialized, and once when the chest gets applied on a donkey/mule in the interact() method
L1315[12:58:15] <laci200270> any ideas?
L1316[12:58:30] <unascribed> I suggested calculating the theta
L1317[12:58:40] <laci200270> ?
L1318[12:58:46] <unascribed> up a few messages
L1319[12:59:02] <masa> Overreacted: how big is the inventory supposed to be? see func_110225_cC()
L1320[12:59:23] <masa> which is called from the func_110226_cD() when initializing the inventory
L1321[12:59:34] <Overreacted> The inventory is supposed to be 17 slots big
L1322[12:59:49] <Overreacted> if the chest is applied and it's a donkey/mule
L1323[12:59:55] <Overreacted> otherwise it's 2 slots big
L1324[13:00:32] ⇨ Joins: SmashShock (~drake@nwcsnbsc03w-047054162090.dhcp-dynamic.FibreOP.nb.bellaliant.net)
L1325[13:00:37] <masa> so is your entity still identical to a vanilla horse in this regard?
L1326[13:00:42] <Overreacted> Yes
L1327[13:00:45] <laci200270> unascribed, changing the vertex format not worked..
L1328[13:00:48] <masa> hmm
L1329[13:00:50] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 192 seconds)
L1330[13:01:08] <masa> oh btw, see the player.openGui() method vall on line 401, you seem to have the parameters messed up
L1331[13:01:16] <masa> *call
L1332[13:01:37] <Overreacted> No i don't
L1333[13:01:47] <masa> ?
L1334[13:01:49] <masa> this.getEntityId(), playerEntity.getPosition().getY(), playerEntity.getPosition().getZ()
L1335[13:01:49] <Overreacted> I send the entity Id as the x parameter
L1336[13:01:54] <Overreacted> that's correct
L1337[13:01:55] <masa> uhh, why?
L1338[13:02:12] <Overreacted> then in my GuiHandler I just use Entity entity = world.getEntityByID(x)
L1339[13:02:22] <Overreacted> fairly simple
L1340[13:02:47] <SmashShock> Hi everyone. I'm using a method that searches through an array of objects for an object matching a certain id instance variable. It runs this loop many, many times, and there's 50+ items in the array of objects. Is there any way I can optimise this loop, because it's slowing everything down to a halt.
L1341[13:02:53] <masa> well at least it is confusing if not commented, as this should indicate :D
L1342[13:03:01] <Overreacted> Okay I'll comment it
L1343[13:03:10] ⇦ Parts: olee (~olee@2a01:4f8:150:70c2::2) (Once you know what it is you want to be true, instinct is a very useful device for enabling you to know that it is))
L1344[13:03:15] <laci200270> PaleoCrafter, any ideas?
L1345[13:03:44] <diesieben07> SmashShock, use a Map then you don't have to search.
L1346[13:04:16] <SmashShock> Like a HashMap?
L1347[13:04:24] <diesieben07> that would be one implementation, yes.
L1348[13:04:51] <diesieben07> although still, just a for loop over 50 items should not slow everything to a halt :D
L1349[13:05:05] <diesieben07> i think it would be best if you post your current code
L1350[13:05:05] <PaleoCrafter> laci200270, I don't get how things always are fucked up for you
L1351[13:05:17] <SmashShock> Well, it wouldn't, but this for loop is running about 216000 times per tick...
L1352[13:05:22] <diesieben07> whaaaa
L1353[13:05:24] <diesieben07> why?!
L1354[13:05:31] <SmashShock> Well...
L1355[13:05:35] <Overreacted> wp
L1356[13:05:39] <Overreacted> :PPP
L1357[13:06:27] <williewillus> anyone good at gl >.< I redid the floating flower models in botania using bakedmodels and not the rotations aren't right (the model renders, not the in the right place) http://pastebin.com/aQYfhjGD
L1358[13:06:33] <SmashShock> I'm checking a radius of 60x60x60 for blocks that match a certain id, and I do this every tick
L1359[13:06:47] <SmashShock> I'm not sure if there's any other way to do it
L1360[13:06:51] <williewillus> expected: flower rotates and bobs up and down in place. observed: flower bobs up and down and orbits the 1x1 blocspace
L1361[13:07:00] <diesieben07> SmashShock, no, there is not really way to do that efficiently.
L1362[13:07:11] <diesieben07> does the block you are looking for a TileEntity?
L1363[13:07:19] <diesieben07> *have a
L1364[13:07:37] ⇨ Joins: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L1365[13:07:37] <SmashShock> Well, I'm looking for more than one block
L1366[13:07:42] <diesieben07> ah
L1367[13:07:50] <diesieben07> your only choice is: don't do it all in one tick.
L1368[13:08:04] <SmashShock> Context: I have a list of radioactive blocks, checking each in a radius to see if they're radioactive
L1369[13:08:09] <diesieben07> check one part of the area in the first tick, then the next tick, etc.
L1370[13:08:53] ⇨ Joins: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no)
L1371[13:09:37] <PaleoCrafter> ah... laci200270, you add that Tessellator.getInstance().getWorldRenderer().color(255, 255, 0, 128); call back :P
L1372[13:09:38] <PaleoCrafter> remove it
L1373[13:10:15] <laci200270> ok
L1374[13:10:21] <PaleoCrafter> the method doesn't do the same as before
L1375[13:10:23] <masa> Overreacted: where does replaceItemInInventory() get called from? that seems to be the only method that updates the inventory size, right? (after the constructor that is)
L1376[13:10:42] <PaleoCrafter> you basically offset every single vertex xD
L1377[13:10:57] <Overreacted> Well not from EntityHorse atleast
L1378[13:11:16] <PaleoCrafter> do you always want it to draw a gradient, laci200270?
L1379[13:11:29] <williewillus> it seems GlStateManager.rotate(-((float) worldTime * 0.5F), 0F, 1F, 0F); rotates it too far, without it it sits in the middle and bobs, which is what I want
L1380[13:11:31] <laci200270> yes
L1381[13:11:36] <williewillus> adding that call back in makes it rotate with too big a radius
L1382[13:11:50] <SmashShock> diesieben07, I could do that, but then I'd only be able to grab a final "radValue" for the players position once all slices are checked
L1383[13:12:20] <williewillus> that's only a delay of several ticks though
L1384[13:12:39] <PaleoCrafter> in that case you don't even need a texture
L1385[13:12:52] <laci200270> ok
L1386[13:13:02] <laci200270> now renders in wrong place
L1387[13:13:52] <Overreacted> masa, EntityHorse#replaceItemInInventory doesn't get called anywhere in the IDE
L1388[13:14:08] <Overreacted> replaceItemInInventory also doesn't get called in EntityHorse
L1389[13:14:11] <SmashShock> Actually, I just realized... I was using a radius of 2r, not r. It was checking 1,728,000 blocks per tick...
L1390[13:14:14] <masa> Overreacted: also, you are calling super.interact() twice in your interact() method, is that on purpose or does that just cause issues?
L1391[13:14:25] <PaleoCrafter> then change the translation, laci200270 :P
L1392[13:14:30] <OrionOnline> PaleoCrafter, i have been debugging this a bit further, the reading of the NBT is not the issue
L1393[13:14:35] <OrionOnline> It is pure the writing of it
L1394[13:15:11] <laci200270> PaleoCrafter, the block is at 183 145 and its rendering at 183 73
L1395[13:15:14] <laci200270> but idk why
L1396[13:15:25] <Overreacted> well I originally first added the super.interact() at the top
L1397[13:15:25] <masa> Overreacted: right, well I guess then your inventory is always 2 slots, you need to make sure it gets resized before the container opens on the client, otherwise the container will add your extra slots and try t oaccess the inventory for those extra slots ie. beyond that 2 slot inventory that it has
L1398[13:15:42] <Overreacted> but then it needed to return something at the bottom aswell
L1399[13:16:00] <Overreacted> and seeing how EntityHorse#interact() returned super.interact() I just added that too
L1400[13:16:50] <laci200270> oh a relog fixed it
L1401[13:16:52] <masa> well follow that up and see if there is stuff that needs to happen, or rather if anything in EntityHorse.interact() will mess up your stuff
L1402[13:17:48] <Overreacted> okay
L1403[13:18:15] <masa> but in any case, don't call it twice, depending on if it needs to be called before or after, just store the return value of the super and return that at the end
L1404[13:18:28] <laci200270> PaleoCrafter, strange things are happening... http://imgur.com/a/ehYKM
L1405[13:18:48] <laci200270> the half code works in debug world the other half works in normal world
L1406[13:19:16] <unascribed> there's some method you need to call
L1407[13:19:20] <unascribed> setLightmapTexCoords or somesuch
L1408[13:19:41] <PaleoCrafter> btw, do you want it to always be only half a circle?
L1409[13:19:41] <Overreacted> yup still crashes even after I only call it once
L1410[13:19:45] <laci200270> no
L1411[13:19:54] <laci200270> it will be show a percentage
L1412[13:19:58] <PaleoCrafter> k
L1413[13:20:22] <unascribed> oh, that's why you're using triangle fan instead of polygon
L1414[13:20:43] <laci200270> the translation messes up in debug world..
L1415[13:20:49] <MCPBot_Reborn> MCPBot_Reborn is now in read-only mode. Commands that change database data are currently disabled.
L1416[13:20:52] <laci200270> but the textures are working
L1417[13:20:52] <MCPBot_Reborn> === Mappings Commit ===
L1418[13:20:56] ⇨ Joins: Lapiman (~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net)
L1419[13:20:56] <MCPBot_Reborn> Total: 65 method changes committed, 28 field changes committed, 119 method parameter changes committed
L1420[13:20:59] <MCPBot_Reborn> [STABLE CSV] Pushing stable_20 mappings to Forge Maven.
L1421[13:21:03] <MCPBot_Reborn> [STABLE CSV] Maven upload successful for mcp_stable-20-1.8.8.zip (mappings = "stable_20" in build.gradle).
L1422[13:21:13] <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/
L1423[13:21:17] <MCPBot_Reborn> MCPBot_Reborn is no longer in read-only mode. All commands are now available again.
L1424[13:21:21] <Lapiman> So here's a really odd phenomenon - I get a block from a world by its coords
L1425[13:21:23] <PaleoCrafter> unascribed, isn't polygon less efficient anyway? :P
L1426[13:21:29] <Lapiman> then do block.equals(Blocks.furnace)
L1427[13:21:37] <Lapiman> Now, when the furnace is empty, the statement is true
L1428[13:21:42] <Lapiman> when the furnace is not empty, the statement is false...
L1429[13:21:43] <Overreacted> okay this is weird....
L1430[13:21:43] <unascribed> I suppose it would be for this specific use case
L1431[13:21:46] <MCPBot_Reborn> MCPBot_Reborn is now in read-only mode. Commands that change database data are currently disabled.
L1432[13:21:54] <unascribed> but for a circle, polygon would almost certainly be faster
L1433[13:22:02] <Lapiman> why would it do that? what's the propery way to check if a block is a furnace?
L1434[13:22:04] <masa> Overreacted: yeah well that wasn't the main issue, the fact that you are not calling the 110226 method (or otherwise setting the inventory to the proper size) is
L1435[13:22:19] <unascribed> Lapiman: burning furnaces are a separate block
L1436[13:22:21] <Overreacted> yeah but here's something new
L1437[13:22:26] <unascribed> use "instanceof BlockFurnace" instead
L1438[13:22:30] <Lapiman> ooooohhh.
L1439[13:22:42] <unascribed> the way you were doing it is correct for most blocks
L1440[13:22:46] <unascribed> but furnaces are old
L1441[13:23:00] <Lapiman> That's tricky
L1442[13:23:03] <Lapiman> Testing now, one sec
L1443[13:23:43] <Overreacted> masa when I call func_110226_cD() in the openGui() method, it still doesn't register the appropriate size, so that would mean that func_110226_cD() is indeed being called but the inventory size is still listed as 2 slots big
L1444[13:24:10] <masa> well doesn't openGui only happen on the server?
L1445[13:24:21] *** DRedAway is now known as DRedhorse
L1446[13:24:34] <masa> hmm well actually
L1447[13:24:36] <Overreacted> i don't know. Server-client interactions isn't really my field of expertise
L1448[13:25:07] <masa> ah yeah, at least in your openGui you are checking for !isRemote
L1449[13:25:12] <Overreacted> yes
L1450[13:25:33] <OrionOnline> Any memory leak pro's in the channel: I have a memory leak when i call these lines: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/TileEntity/TileEntityFirePit.java#L434-L438
L1451[13:25:58] <masa> ok so is your entity also working so that you want the inventory to only be bigger after you add a chest to it?
L1452[13:26:05] <Overreacted> Yeah
L1453[13:26:12] <unascribed> wat
L1454[13:26:18] <unascribed> how could any of those lines possibly be causing a memory leak
L1455[13:26:27] <unascribed> did you update the file
L1456[13:26:29] <unascribed> ?
L1457[13:26:50] <williewillus> the only thing that looks out of place is that you don't have to manually set hte compound back, you get a mutable NBTTagCompound, changes are directly reflected
L1458[13:26:54] <OrionOnline> unascribed, yes i did
L1459[13:27:03] <unascribed> so is this still setFloat?
L1460[13:27:07] <OrionOnline> yes
L1461[13:27:14] <OrionOnline> it always has been
L1462[13:27:21] <OrionOnline> I have been at this for hours
L1463[13:27:26] <unascribed> okay, didn't know if anything had changed
L1464[13:27:40] <OrionOnline> When the TE calls that method he leaks memory like crazy
L1465[13:27:46] <williewillus> are you absolutely sure the problem is here?
L1466[13:27:47] <OrionOnline> When he does not no problem
L1467[13:27:48] <masa> Overreacted: so you would want to update the inventory size as soon as the chest is added, before the gui is opened
L1468[13:27:58] <Overreacted> yup
L1469[13:28:04] <OrionOnline> williewillus, I am not even sure what to think anymore
L1470[13:28:14] <Overreacted> which is basically done in the EntityHorse#interact() method
L1471[13:28:17] <OrionOnline> I have narrowed it down to that code part by trial and error
L1472[13:28:22] <williewillus> if you've been at it for 2 hours and nothings happened I'm pretty convinced it's not there :p
L1473[13:28:24] <OrionOnline> If it calls that part it leaks
L1474[13:28:26] <masa> is the isChested() status in the datawatcher or how does it get to the client?
L1475[13:28:30] <williewillus> have you tried a profiler?
L1476[13:28:41] <OrionOnline> williewillus, i am using VisualVM
L1477[13:28:42] <Overreacted> It normally is in a datawatcher
L1478[13:29:03] <williewillus> what type of object leaks the most?
L1479[13:29:16] <Overreacted> yes it is
L1480[13:29:27] <OrionOnline> float[] is the most in memory
L1481[13:29:29] <unascribed> your repo is giant
L1482[13:29:30] <Overreacted> in the method setHorseWatchableBoolean()
L1483[13:29:31] <unascribed> ._.
L1484[13:29:36] <OrionOnline> From looking at the heapdumps
L1485[13:29:54] <OrionOnline> and unascribed yes it is, i am reworking most of it so it is shrinking but it takes time
L1486[13:29:59] <williewillus> float[] is probably rendering stuff
L1487[13:30:00] <unascribed> well
L1488[13:30:01] <unascribed> the issue with that
L1489[13:30:07] <unascribed> is the giganticness stays around in the history
L1490[13:30:09] <unascribed> so it's still huge.
L1491[13:30:13] <williewillus> all of fry's fancy vertex stuff does a lot of stuff with floats
L1492[13:30:19] <OrionOnline> I know
L1493[13:30:28] <OrionOnline> So i donnot actually think that is the problem
L1494[13:30:59] <masa> Overreacted: basically you need to make sure the 110226 method gets called on both the server and the client when the chest gets added
L1495[13:31:41] <Overreacted> well the 110226 method gets called as soon as the chest gets added
L1496[13:32:03] <masa> from where?
L1497[13:32:39] <laci200270> PaleoCrafter, any ideas what have I fucked up?
L1498[13:32:55] <masa> in the code you pasted I only see 3 calls, one from the constructor, two from the replaceItemInInventory() method, which you said isn't called from anywhere
L1499[13:32:55] <PaleoCrafter> not really, works fine for me xD
L1500[13:33:19] <Overreacted> from the EntityHorse#interact() method
L1501[13:33:30] <laci200270> my drivers are the latest..
L1502[13:33:39] <laci200270> can be that a problem?
L1503[13:33:55] <PaleoCrafter> I doubt it
L1504[13:34:36] <Overreacted> http://pastebin.com/C2C0YdVA here's the method I'm talking about masa, you may want to check line 147 - 153
L1505[13:34:56] <PaleoCrafter> try replacing the body of your entire renderTileEntityAt method with this http://pastebin.com/7rFN4Hzf laci200270
L1506[13:37:02] <laci200270> neither the translation, or the texture issuses are resolved
L1507[13:37:06] <laci200270> maybe a forge bug?
L1508[13:37:06] ⇦ Quits: Firedingo (~Firedingo@cpe-110-147-168-35.nhl8.cht.bigpond.net.au) (Ping timeout: 190 seconds)
L1509[13:37:10] <masa> Overreacted: hmm are you on 1.8 or 1.8.8? I just actually opened the IDE myself and in 1.8.8 and fairly recent mappings it is named for me as initHorseChest()...
L1510[13:37:12] <PaleoCrafter> impossibru
L1511[13:37:13] <masa> but anyway
L1512[13:37:22] <Overreacted> 1.8
L1513[13:37:47] <laci200270> i can'T think anything else...
L1514[13:37:48] <masa> it seems that you may be hitting issues since the method is private and you are "overriding" it or I guess in this case hiding it(?)
L1515[13:38:07] <PaleoCrafter> unless Forge drastically changed something in the last 4 updates
L1516[13:38:20] <masa> so it being called from EntityHorse doesn't actually change the values in your overridden class I believe
L1517[13:38:21] <Overreacted> hiding it?
L1518[13:38:27] <Wuppy> holy hell 100.000 players on rocket league
L1519[13:38:38] <masa> well you can't override a private method
L1520[13:38:44] <Overreacted> I know that
L1521[13:38:45] ⇦ Quits: Lapiman (~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net) (Quit: lol bye)
L1522[13:39:09] <Overreacted> So basically you are telling me i should add every reference to that method in my own Entity class/
L1523[13:39:10] <Overreacted> ?
L1524[13:39:11] <masa> so I believe the original method is in effect when called from that "original" class ie. EntityHorse... my java internals knowledge isn't that good
L1525[13:39:28] <Overreacted> So that it calls the right method?
L1526[13:39:38] <Overreacted> Let me try that
L1527[13:39:50] <laci200270> pinging Fridtjof
L1528[13:39:59] <laci200270> * fry|sleep
L1529[13:40:02] <laci200270> sorry
L1530[13:40:08] <williewillus> he's asleep lol
L1531[13:40:15] <laci200270> yeah
L1532[13:40:18] <masa> well, I'm starting to question if it would be better to just re-implement everything yourself as a new entity that does not extend EntityHorse
L1533[13:40:18] <laci200270> but maybe
L1534[13:40:29] <Overreacted> I tried that
L1535[13:40:35] <Overreacted> Then I get hardcoded issues
L1536[13:40:36] <williewillus> he usually wakes up much later in the day for US, he lives in europe iirc
L1537[13:40:44] <masa> hardcoded issues?
L1538[13:40:52] <laci200270> I'm also living in middle europe
L1539[13:40:52] <Overreacted> Yup
L1540[13:40:58] <masa> meaning what exactly?
L1541[13:41:16] <PaleoCrafter> fry is from Western Russia afaik
L1542[13:41:19] <Overreacted> The whole jumping bar and the jumping itself is handled with hardcoded packet handlers that only work for instances of EntityHorse
L1543[13:41:23] <laci200270> oh
L1544[13:41:34] <masa> oh
L1545[13:41:36] <unascribed> 17/10 moderp code
L1546[13:41:36] <Overreacted> Also opening the horse inventory while riding gets disabled that way
L1547[13:41:40] <laci200270> shadekiller666, are you there?
L1548[13:41:49] <laci200270> I messed up with GL
L1549[13:41:50] <unascribed> you could fix that with some event handlers though
L1550[13:41:56] <unascribed> ultimately it'd work
L1551[13:42:15] <unascribed> also, OrionOnline, the build process for your mod is, well, completely broken
L1552[13:42:29] <unascribed> currently trying to cobble together a "working" setup
L1553[13:42:35] <OrionOnline> unascribed, you mean travis?
L1554[13:42:41] <OrionOnline> Or actually a working setup?
L1555[13:42:44] <unascribed> no, just running gradle locally
L1556[13:42:49] <unascribed> I'm trying to run it so I can run VisualVM on it
L1557[13:42:51] <OrionOnline> You have the 1.8 branch?
L1558[13:42:53] <unascribed> yes
L1559[13:43:00] <unascribed> there's a mismatch with the SmithsCore version
L1560[13:43:04] <unascribed> processResources was crashing the build
L1561[13:43:10] <OrionOnline> Oh you need a newer smithscore
L1562[13:43:12] <unascribed> yes
L1563[13:43:18] <unascribed> but the build.gradle points to the wrong version
L1564[13:43:21] <OrionOnline> One sec will update the build process file
L1565[13:43:26] <Overreacted> I'm just going to reference func_110226_cD(), there's only 4 methods calling it which aren't difficult to override
L1566[13:43:41] <OrionOnline> unascribed, i am currently using them in the same environment
L1567[13:43:58] <unascribed> that's fine
L1568[13:44:00] <unascribed> but I'm saying
L1569[13:44:02] <Overreacted> still throws errors... Oh dear
L1570[13:44:07] <unascribed> 90% of the time
L1571[13:44:12] <unascribed> you can download a Gradle project
L1572[13:44:15] <unascribed> do "gradle build"
L1573[13:44:18] <unascribed> and it Just Works™
L1574[13:44:26] <masa> Overreacted: do you actually need the reference to this.horseChest anywhere in your class? could you get away with letting EntityHorse handle everything related to the inventory?
L1575[13:44:41] <masa> or what exactly are you changing about the horse in your entity?
L1576[13:44:41] <williewillus> unascribed: modding environments before gradle though 0.o
L1577[13:44:48] <williewillus> random broken ant files everywhere
L1578[13:44:51] <Overreacted> I changed it to add extra sets of armor
L1579[13:44:51] <unascribed> those were dark times that we no longer speak of
L1580[13:45:15] <masa> oh, well that is inventory related then...
L1581[13:45:18] <Overreacted> I think...
L1582[13:45:23] <laci200270> I hate OpenGL
L1583[13:45:23] <unascribed> hm, I wonder if I still get segfaults when running the memory profiler under Arch
L1584[13:45:27] <unascribed> I did on Kubuntu
L1585[13:45:30] <OrionOnline> unascribed, update it in the build.properties to: 1.1.0.1-59-SNAPSHOT
L1586[13:45:31] <unascribed> let's find out
L1587[13:45:35] <OrionOnline> i mean the smithscore version
L1588[13:45:42] <unascribed> OrionOnline, I already just built it myself and put it in my .mvn cache
L1589[13:45:45] <unascribed> .m2*
L1590[13:45:53] <OrionOnline> Should work aswell
L1591[13:46:10] <unascribed> the BlockPos spam is real
L1592[13:46:25] <OrionOnline> ??
L1593[13:46:26] <unascribed> https://unascribed.com/i/7f830d09.png
L1594[13:46:27] <unascribed> :D
L1595[13:46:35] <laci200270> PaleoCrafter, could you test in a debug world?
L1596[13:46:40] <OrionOnline> I have a lot of those as well
L1597[13:46:43] <unascribed> so
L1598[13:46:44] <Mraof> In 1.8, how would I make an item with a model that won't work with the json format
L1599[13:46:49] <unascribed> what is the block that needs to be tested
L1600[13:46:54] <unascribed> because I have no idea what anything in this mod is
L1601[13:46:58] <OrionOnline> THe block is called FireBit
L1602[13:47:02] <williewillus> Mraof: what kind of model do you need?
L1603[13:47:04] <OrionOnline> FirePit*
L1604[13:47:12] <Overreacted> yes masa, i changed it to accept different kinds of armor because that is determined in ContainerHorseInventory, which only accepts the determining function from EntityHorse
L1605[13:47:14] <unascribed> nice model
L1606[13:47:20] <OrionOnline> You will anykind of fuel for a furnace inside it
L1607[13:47:23] <Mraof> Well right now I have a bunch of weapons that have ModelBase models
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L1609[13:47:34] <unascribed> I found a bug :P
L1610[13:47:37] <unascribed> shift-click crashes the game
L1611[13:47:42] <OrionOnline> I know
L1612[13:47:43] <Mraof> And because of angles and stuff I don't think they'd work with the json format
L1613[13:47:48] <unascribed> I figured
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L1615[13:47:49] <williewillus> OBJ? :p
L1616[13:47:51] <unascribed> but it's the first thing I did out of habit
L1617[13:48:02] <OrionOnline> It currently is still A WIP cause i am porting from 1.7 to 1.8.8
L1618[13:48:04] <williewillus> use the b3d or OBJ loaders and smart models to assemble the parts
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L1620[13:48:21] <unascribed> okay, is the fuel all I need?
L1621[13:48:24] <williewillus> if you need some ideas how to assemble item models together look at TiCo 1.8
L1622[13:48:31] <OrionOnline> And a heatable item
L1623[13:48:36] <unascribed> being?
L1624[13:48:48] <masa> Overreacted: so is custom horse armor the only thing you are adding?
L1625[13:48:55] <OrionOnline> Which you can find the easiest way by typing "temp" without the qoutes in your creative inventory
L1626[13:48:56] <masa> to the entity that is
L1627[13:49:15] <Overreacted> No, probably a bunch of other things, I'm still deciding what
L1628[13:49:16] <Mraof> Hmm
L1629[13:49:22] <OrionOnline> But i donnot think you will see anything if your are jsut running a builded version
L1630[13:49:33] <OrionOnline> Cause i have the critical part commented out
L1631[13:49:37] <OrionOnline> On git at least
L1632[13:49:51] <OrionOnline> Oh no
L1633[13:50:05] <Overreacted> Probably more horse types, a few other ways to store more items in normal horses (instead of donkeys) and if i get to it maybe some custom rendered carts, but i would leave the last for if I really want to
L1634[13:50:06] <Mraof> So that'd work for weapon models like http://mraof.com/temp/mcScreenshots/2015-01-22_15.20.16.png ?
L1635[13:50:07] <OrionOnline> The version on git should have the problem, took the commenting out before the push
L1636[13:50:55] <laci200270> pinging fry|sleep again
L1637[13:51:25] <unascribed> laci
L1638[13:51:29] <unascribed> fry|sleep is asleep
L1639[13:51:33] <unascribed> that's why he's fry *sleep*
L1640[13:51:44] <Overreacted> And I changed the breeding formula a bit, and added more datawatchers for different horse textures including splitting markings into seperate markings for body, head and legmarkings, a base coat color with an added dilution, and finally different mane colors and eye colors
L1641[13:52:19] <laci200270> unascribed, it beeps for him :D
L1642[13:52:23] <unascribed> so?
L1643[13:52:24] <OrionOnline> unascribed, you noticed the leek?
L1644[13:52:31] <unascribed> OrionOnline, still waiting for the profiler to init
L1645[13:52:34] <unascribed> 91%
L1646[13:52:39] <OrionOnline> ah
L1647[13:52:49] <laci200270> unascribed, he might wake up :D :)
L1648[13:52:53] <OrionOnline> Is there a profiler in VirtualVM
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L1650[13:52:58] <unascribed> yes
L1651[13:53:01] <unascribed> it has sampler and profiler modes
L1652[13:53:08] <unascribed> profiler shows you where the objects come from, but lags to all hell
L1653[13:53:08] <OrionOnline> I am using the sample
L1654[13:53:13] <unascribed> sampler shows you the objects
L1655[13:53:16] <unascribed> and nothing else
L1656[13:53:22] <OrionOnline> Hmm how do i get it to profile
L1657[13:53:27] <unascribed> it's just a different tab
L1658[13:53:30] <unascribed> to the right of the sampler
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L1660[13:53:41] <OrionOnline> Ah oke
L1661[13:53:45] <unascribed> all I'm seeing is obscene amounts of BlockPos
L1662[13:53:48] <unascribed> but that's normal
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L1664[13:54:05] <unascribed> byte[] is suddenly speeding ahead
L1665[13:54:14] <unascribed> hm, it's chunk saving
L1666[13:54:54] <unascribed> ...game froze?
L1667[13:55:11] <unascribed> game was kill
L1668[13:55:13] <unascribed> not even sure why
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L1670[13:56:06] <OrionOnline> welcome to my world...
L1671[13:56:28] <unascribed> I *love* mysterious impossible to debug problems that explode when you point a debug tool at them!
L1672[13:56:31] <unascribed> /s
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L1674[13:57:11] <OrionOnline> I have been breaking my head at this
L1675[13:57:19] <OrionOnline> Cause it works flawlessly in 1.7.10
L1676[13:57:45] <unascribed> hm
L1677[13:59:41] <OrionOnline> So that was the reason I asked if something changed in the NBT reagion between 1.7.10 and 1.8.8 that i was not aware of
L1678[13:59:51] <unascribed> the only thing I can think of
L1679[13:59:58] <OrionOnline> Cause i see no reason why i am not able to write to a NBT Tag compound every tick
L1680[13:59:58] <unascribed> is I heard talk of some sort of tile entity cloning thing in 1.8
L1681[14:00:05] <unascribed> but I'm not sure what it was about
L1682[14:00:13] <unascribed> may trigger excessive saving, which is what I'm seeing here
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L1686[14:00:45] <OrionOnline> Then why would it only leak when i acces the ItemStacks NBT in write mode?
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L1689[14:01:16] <diesieben07> whats our problem orion?
L1690[14:01:29] <OrionOnline> Leaking memory when writing to a NBT
L1691[14:01:35] <diesieben07> whaa
L1692[14:01:37] <unascribed> at this point, the only answer I have is ¯\_(ツ)_/¯
L1693[14:01:39] <OrionOnline> https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/TileEntity/TileEntityFirePit.java#L434-L438
L1694[14:01:42] <laci200270> fry|sleep, https://github.com/MinecraftForge/MinecraftForge/issues/2324
L1695[14:01:48] <unascribed> comment out the setFloat line
L1696[14:01:50] <unascribed> and just that one
L1697[14:01:51] <unascribed> no leak.
L1698[14:01:54] <OrionOnline> Oke
L1699[14:02:01] <unascribed> it's weird as hell
L1700[14:02:08] <diesieben07> that... leaks memory?!
L1701[14:02:10] <OrionOnline> Yes
L1702[14:02:17] <OrionOnline> Comment out the setFloat line
L1703[14:02:19] <diesieben07> how you know it is that?
L1704[14:02:23] <OrionOnline> Everything works just fine
L1705[14:02:28] <OrionOnline> Leave it in
L1706[14:02:33] <OrionOnline> 2 mins for 8GB
L1707[14:02:51] <diesieben07> well, it is probably something triggered by that float being there
L1708[14:02:52] <unascribed> can confirm, after placing firepit and getting some iron and obsid heating up the heap inflated to hell and the game froze
L1709[14:02:54] <diesieben07> where do you read it?
L1710[14:02:55] <OrionOnline> On top of that, the exact same code runs just fine in 1.7
L1711[14:03:01] <unascribed> "where do you read it"
L1712[14:03:05] <unascribed> that is an excellent question
L1713[14:03:16] <OrionOnline> ?? what do you mean with read it?
L1714[14:03:24] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L1715[14:03:45] <OrionOnline> Here i read it:
L1716[14:03:45] <diesieben07> where do you access that float value
L1717[14:03:46] <OrionOnline> https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/TileEntity/TileEntityFirePit.java#L418-L423
L1718[14:04:06] <OrionOnline> But that method works fine for rendering the Temperature Bar on the Item
L1719[14:04:16] <diesieben07> see now where are getting somewhere
L1720[14:04:16] <OrionOnline> Just the writing causes problems
L1721[14:04:21] <diesieben07> can you show the rendering please
L1722[14:05:26] <unascribed> wait, you're baking new models to render the bar??
L1723[14:05:37] <OrionOnline> https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/Item/ItemHeatedItem.java#L53
L1724[14:05:44] <OrionOnline> unascribed, yes
L1725[14:05:54] <diesieben07> ohh that bar
L1726[14:05:54] <unascribed> that probably explains the float[] spam
L1727[14:05:58] <OrionOnline> I worked at this with Fry a couple of weeks ago
L1728[14:06:23] <diesieben07> then... idk :D
L1729[14:06:38] <diesieben07> it's probably the models
L1730[14:06:38] <OrionOnline> Wait
L1731[14:06:44] <OrionOnline> Am i rebaking them every time it changes no right?
L1732[14:07:52] <OrionOnline> I am creating a different model everytime it calls for the handleItemStack method
L1733[14:08:21] <OrionOnline> But would GC not clean up the old models when they are not needed anymore (including their floats)??
L1734[14:08:26] <Zaggy1024> what happens if you make a static field with the model and only return that one?
L1735[14:08:33] <OrionOnline> Zaggy1024, impossible
L1736[14:08:41] <Zaggy1024> I mean to test :P
L1737[14:08:48] <OrionOnline> I can atleast try
L1738[14:08:54] <OrionOnline> BRB testing that
L1739[14:08:56] <Zaggy1024> to confirm it's the models
L1740[14:09:36] ⇦ Quits: Overreacted (~Overreact@2a02:1811:2d21:7000:1057:80c3:3cf9:4dcb) (Quit: Leaving)
L1741[14:11:15] <OrionOnline> Testing now
L1742[14:12:08] <OrionOnline> Zaggy1024, nope
L1743[14:12:22] <OrionOnline> I create now only once and cache it, then return that cached model everytime
L1744[14:12:24] <Zaggy1024> nope what?
L1745[14:12:29] <OrionOnline> But it still leaks the memory
L1746[14:12:32] <Zaggy1024> oh
L1747[14:12:35] <Zaggy1024> hm
L1748[14:12:36] <OrionOnline> Or wait
L1749[14:12:59] <OrionOnline> Let me keep an eye on this for a couple of minutes
L1750[14:13:11] <Fridtjof> laci200270: you called?
L1751[14:13:14] <laci200270> no
L1752[14:13:21] <laci200270> accidently I pinged you
L1753[14:13:35] <laci200270> i wanted to ping fry|sleep
L1754[14:13:44] <OrionOnline> Zaggy1024, diesieben07 unascribed, you are right
L1755[14:13:52] <OrionOnline> It were the recreation of the models
L1756[14:13:54] <OrionOnline> was*
L1757[14:13:55] <Zaggy1024> D:
L1758[14:13:57] <laci200270> but tab gave you first
L1759[14:14:05] <diesieben07> that is weird though because it *should* get rid of them
L1760[14:14:11] <OrionOnline> Yet it is not
L1761[14:14:18] <diesieben07> hmm
L1762[14:14:34] <Zaggy1024> also this is probably very bad when the model is a smart item model: http://i.imgur.com/ZIK9TN6.png
L1763[14:15:04] <OrionOnline> Even more weird (which might be inherit to the design) when the items are in a normal inventory and not updated
L1764[14:15:09] <OrionOnline> It has no problems
L1765[14:15:10] <masa> so when an entity gets created on the client side, does it have all the datawatcher values already available at the end of its constructor?
L1766[14:15:13] <diesieben07> OrionOnline, you can try using this and keep track of where the models go and why the stay around: https://www.jetbrains.com/idea/help/setting-labels-to-variables-objects-and-watches.html
L1767[14:15:25] <Zaggy1024> it would generate a whole new baked model for every broken item particle
L1768[14:15:33] <Zaggy1024> so...that's fun
L1769[14:15:46] <OrionOnline> :P
L1770[14:15:53] <OrionOnline> diesieben07, will try one sec
L1771[14:15:59] <diesieben07> masa, no it is read afterwards
L1772[14:16:06] <minecreatr> how would I load a block model manualy from a resource location?
L1773[14:16:08] <diesieben07> see EntitySpawnHandler.spawnEntity
L1774[14:16:51] <Zaggy1024> minecreatr, ModelResourceLocation?
L1775[14:17:09] <Zaggy1024> I mean, is that what kind of location you want to load from?
L1776[14:17:12] <minecreatr> yeah, but I mean how would I get the IModel from it?
L1777[14:17:13] <Zaggy1024> or the block models folder?
L1778[14:17:16] <minecreatr> a ResourceLocation
L1779[14:17:34] <Zaggy1024> blockstates or models/block?
L1780[14:18:04] <minecreatr> models/block
L1781[14:18:06] <diesieben07> what exactly are you trying to do? why do you want the model?
L1782[14:18:30] <OrionOnline> diesieben07, okey tried that, it looks like it destroys it properly but the float still stay in the memory for some reason
L1783[14:18:41] <diesieben07> the float?
L1784[14:19:16] <OrionOnline> yeah
L1785[14:19:23] <OrionOnline> It deletes the BakedModel
L1786[14:19:31] <OrionOnline> But the floats seem to stay in memory
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L1788[14:19:42] <OrionOnline> And because i copy them every tick
L1789[14:19:55] <OrionOnline> The game runs out of space eventually
L1790[14:20:07] <williewillus> you copy a model every tick? 0.o
L1791[14:20:09] <Zaggy1024> oh hey gliby
L1792[14:20:16] <OrionOnline> williewillus, I have to
L1793[14:20:28] <williewillus> hows the physics mod going glib
L1794[14:20:39] <diesieben07> OrionOnline, do you know what is holding on to the float array?
L1795[14:20:50] <OrionOnline> No clue
L1796[14:20:58] <OrionOnline> I can try to figure that out
L1797[14:21:56] <diesieben07> that would reveal the problem :D
L1798[14:21:57] <Zaggy1024> just so you know, you shouldn't need to setTagCompound
L1799[14:22:25] <OrionOnline> Zaggy1024, i know but i ran out of ideas what i could have been
L1800[14:22:32] <Zaggy1024> ah
L1801[14:23:20] *** bilde2910 is now known as bilde2910|away
L1802[14:23:25] <OrionOnline> diesieben07, i have no idea i get this: http://snag.gy/XIITU.jpg
L1803[14:23:36] <OrionOnline> Which just says no reference
L1804[14:23:58] *** Vigaro|AFK is now known as Vigaro
L1805[14:24:17] <OrionOnline> So i donnot know why it is holding on to the Baked Model
L1806[14:24:24] <OrionOnline> And i have no idea where it is holding on to it
L1807[14:25:11] <OrionOnline> And i cannot really find anyplace where it caches them
L1808[14:25:34] <Zaggy1024> thought you said it was the float that it was holding onto
L1809[14:25:44] <OrionOnline> Hmm idea could not find the model any more
L1810[14:25:51] <OrionOnline> But when i look at it this way
L1811[14:26:01] <OrionOnline> It seems it keeps the whole model alive
L1812[14:27:44] <OrionOnline> When i search for my actual model it is only exists once in the HEap
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L1814[14:28:45] <diesieben07> OrionOnline, i think you need to do this in the IDE
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L1816[14:29:10] <OrionOnline> How, when i attach a label it disappears...
L1817[14:29:23] <diesieben07> although it says something abut JNI...
L1818[14:29:28] <diesieben07> maybe native code? idk
L1819[14:29:30] <diesieben07> this is weird
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L1821[14:30:57] <OrionOnline> diesieben07, this is how my week has been going
L1822[14:31:34] <OrionOnline> Weird glitches at work
L1823[14:31:39] <OrionOnline> And now this...
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L1825[14:32:23] <OrionOnline> The question is though why is there only one instance of my BakedModel
L1826[14:34:01] <williewillus> what kind of bakedmodel is this, just a standard one?
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L1830[14:36:03] <OrionOnline> williewillus, No
L1831[14:36:43] <OrionOnline> It is a IPerspectiveAwareModel$MapWrapper extending class
L1832[14:36:56] <OrionOnline> When the handleItemStack method is called
L1833[14:37:15] <OrionOnline> it unwraps the original ItemStack stored in my Items NBT
L1834[14:37:31] <OrionOnline> Grabs the model from that wrapped stack and gets its quads
L1835[14:37:47] <williewillus> well that's why, you only have one "BakedMOdel" that simply steals the quads of other models
L1836[14:37:51] <williewillus> right?
L1837[14:38:03] <OrionOnline> Yes correct, though not completly#
L1838[14:38:22] <OrionOnline> Because i am overlaying this with a additional set of quads
L1839[14:39:05] <OrionOnline> Creating something like this: http://snag.gy/EFZGl.jpg
L1840[14:39:32] <OrionOnline> With the Iron Ingot coming from the vanilla model
L1841[14:39:41] <OrionOnline> And the bar being the extra texture i overlay over it
L1842[14:40:52] <OrionOnline> But the weird thing is, that as long as a i leave the NBT alone it has no problem
L1843[14:40:59] <OrionOnline> But as soon as i change it, it leaks
L1844[14:41:23] <diesieben07> because i assume the bar is based on the value...
L1845[14:41:46] <OrionOnline> yes
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L1848[14:42:11] <OrionOnline> But then why does it keep calling the handleItemStack method
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L1850[14:42:27] <OrionOnline> The model gets recreated everytime
L1851[14:42:34] <diesieben07> that is normal
L1852[14:42:39] <OrionOnline> And it has no problem with it as long as the NBT stays the same
L1853[14:42:43] <OrionOnline> But when i change it
L1854[14:42:55] <williewillus> smartmodels are called every render tick
L1855[14:42:58] <OrionOnline> The model stays (or at least a part of it) in memory
L1856[14:43:11] <williewillus> it's up to us to cache models in handleItemStack and not churn new ones every time
L1857[14:43:20] <williewillus> *smart item models
L1858[14:43:21] <OrionOnline> williewillus, i know that is what this whole concept is based upon
L1859[14:43:46] <OrionOnline> williewillus, why should i not build a new one everystime
L1860[14:43:47] <OrionOnline> ?
L1861[14:44:02] <sham1> God damn it this ship Wi-Fi sucks on the cabin
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L1863[14:44:15] <williewillus> I mean your use case is special, but in all of my smart item models I cache since they don't change
L1864[14:44:32] <williewillus> and I don't have many
L1865[14:44:39] <OrionOnline> I have a lot..... Like really a lot
L1866[14:45:05] <laci200270> OrionOnline, why don't you use doubles instead of floats?
L1867[14:45:14] <williewillus> more space? :p
L1868[14:45:18] <OrionOnline> :P
L1869[14:45:29] <OrionOnline> And i cannot change the floats that are used to store quads to doubles
L1870[14:45:36] <OrionOnline> That is something minecraft has on its own
L1871[14:45:57] <OrionOnline> On top of that, minecraft uses floats it self everywhere so i just keep the trent going
L1872[14:46:00] <laci200270> shadekiller666, are you there?
L1873[14:47:26] <OrionOnline> To fix this i will need to wait for fry tomorrow
L1874[14:47:39] <OrionOnline> Will need to create something different al togheter i think
L1875[14:47:51] <Lumien> Did you have the memory leak?
L1876[14:47:52] <laci200270> OrionOnline, now two persion are waitint for fry :D
L1877[14:47:56] <laci200270> *waiting
L1878[14:47:57] <OrionOnline> I know
L1879[14:48:10] <OrionOnline> When i was implementing this i was waiting everyday for him
L1880[14:48:16] <OrionOnline> I got most of it working
L1881[14:48:21] <OrionOnline> But the ItemBlocks
L1882[14:48:23] <OrionOnline> Where a horror
L1883[14:48:43] <laci200270> yeah
L1884[14:48:45] <OrionOnline> In the end i needed to prerotate a copy of my Bar model
L1885[14:48:58] <OrionOnline> so that when miencraft rotated the model to render a block
L1886[14:49:05] <OrionOnline> It would fall perfectly into place
L1887[14:49:10] <laci200270> the current model system isn't too easy
L1888[14:49:29] <Lumien> The stuff you generally use is fairly understandable
L1889[14:49:46] <laci200270> also who knows OGL, https://github.com/MinecraftForge/MinecraftForge/issues/2324
L1890[14:49:55] <laci200270> its very strange for me
L1891[14:50:15] <OrionOnline> laci200270, i know openGL
L1892[14:50:21] <OrionOnline> But this modelsystem
L1893[14:50:29] <OrionOnline> is way to complex for what it tries to achieve
L1894[14:50:38] <laci200270> yeah
L1895[14:50:59] <PaleoCrafter> laci200270, works fine in a debug world for me
L1896[14:51:11] <laci200270> very weird
L1897[14:51:21] <laci200270> maybe VGA or driver error?
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L1900[14:51:50] <OrionOnline> I might be the first to say that i found a case where the current model system did not work.
L1901[14:52:11] <williewillus> eh fry will probably either prove you wrong or add features ;p
L1902[14:52:44] <OrionOnline> if he can fix this.. i will bless him to the gods (and increase my patreon to him)
L1903[14:52:54] <Lumien> laci maybe try to not use the state manager?
L1904[14:53:02] <williewillus> i need to back him, he's helped a lot in the botania port too
L1905[14:53:18] <laci200270> PaleoCrafter, strange
L1906[14:53:28] <williewillus> it's a cycle of us complaining and him either teaching us or writing new stuff to fix our use case :p
L1907[14:53:29] <Lumien> Just to make sure that the state manager isn't "wrong" about the state
L1908[14:53:38] <laci200270> I generated a new one, now works but without colors
L1909[14:53:51] <williewillus> are you giving the WR the right attributes?
L1910[14:53:58] <laci200270> ?
L1911[14:54:22] <OrionOnline> ??
L1912[14:54:59] <laci200270> what is WR?
L1913[14:55:04] <williewillus> you are, nvm
L1914[14:55:07] <williewillus> WorldRenderer
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L1916[14:55:16] <laci200270> oh
L1917[14:55:31] <PaleoCrafter> some other people should try the code
L1918[14:55:34] <PaleoCrafter> it works fine for me
L1919[14:55:42] <PaleoCrafter> so maybe it's a problem with your GPU after all, laci200270
L1920[14:56:00] <laci200270> nvdia GT8500
L1921[14:56:07] <laci200270> its a bit old...
L1922[14:56:11] <laci200270> but its works
L1923[14:56:21] <Lumien> maybe try intermediate mode?
L1924[14:56:26] <Lumien> and not the world renderer
L1925[14:56:43] <laci200270> what is intermediate mode?
L1926[14:56:44] <williewillus> lemme try I have a 2013 intel :p
L1927[14:56:49] <williewillus> you mean immediate mode?
L1928[14:56:52] <laci200270> raw GL calls?
L1929[14:56:54] <Lumien> whoops
L1930[14:56:55] <Lumien> yes
L1931[14:56:57] <Lumien> glBegin etc.
L1932[14:56:58] <williewillus> that's basically what the WR does :p
L1933[14:57:05] <Lumien> no the world renderer uses vbos
L1934[14:57:12] <Lumien> or render lists
L1935[14:57:15] <PaleoCrafter> nah
L1936[14:57:29] <laci200270> VBOs are switched off
L1937[14:57:36] <laci200270> that can be a problem?
L1938[14:57:48] <PaleoCrafter> the lists and VBOs are an additional layer
L1939[14:57:53] <Lumien> oh right
L1940[14:58:06] <laci200270> also with VBOs nothing is changed
L1941[14:58:27] <laci200270> but the stragest thing...
L1942[14:58:35] <laci200270> in the old debug world
L1943[14:58:39] <laci200270> it rendered fine
L1944[14:58:47] <Lumien> Paleo
L1945[14:58:53] <Lumien> Tessellator.draw
L1946[14:58:58] <laci200270> https://cloud.githubusercontent.com/assets/7475407/12041103/a66cab10-ae6e-11e5-98e3-4fa68d9dfbbd.png
L1947[14:59:40] <laci200270> but at the wrong place..
L1948[14:59:45] <williewillus> laci200270: this look good? https://i.gyazo.com/c7eef61f06afc8b09cc5251402d520dd.png
L1949[14:59:54] <williewillus> normal world, 2013 intel igpu, linux
L1950[15:00:01] <laci200270> yes
L1951[15:00:20] <PaleoCrafter> well, that's new, Lumien :D
L1952[15:00:36] <williewillus> it's probably a gpu if it works fine for us
L1953[15:00:43] <laci200270> my GPU messes up with something?
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L1956[15:01:42] <laci200270> ok
L1957[15:01:51] <laci200270> I now try reinstalling the drivers
L1958[15:02:29] <williewillus> how old is your gpu?
L1959[15:03:17] <laci200270> idk
L1960[15:03:19] <laci200270> its old
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L1962[15:03:33] <laci200270> 2007
L1963[15:04:45] <williewillus> bleh I've spent the last 5 days porting time to play a bit >.<
L1964[15:05:16] <laci200270> williewillus, you have ported botania in 5 days?
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L1966[15:05:50] <williewillus> I started in early december but really picked up the steam this past week and a half
L1967[15:06:00] <williewillus> I'm going to release an alpha on new years
L1968[15:06:23] <laci200270> you should send a link for it to Vazki
L1969[15:06:28] <williewillus> he knows about it
L1970[15:06:35] <williewillus> my post about it is stickied in /r/botania :p
L1971[15:07:19] <laci200270> good job
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L1974[15:10:21] <PaleoCrafter> williewillus, any more issues with the shaders? :P
L1975[15:10:29] <williewillus> not sure :p
L1976[15:10:51] <williewillus> haven't even tested a lot of gameplay mechanics, it's mostly been rendering
L1977[15:10:58] <williewillus> testing gameplay is for the alpha testers ;p
L1978[15:11:49] <PaleoCrafter> heh
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L1985[15:21:32] <MCPBot_Reborn> MCPBot_Reborn is no longer in read-only mode. All commands are now available again.
L1986[15:21:51] <ThePsionic> Hurrah!
L1987[15:22:38] <bspkrs> !!version
L1988[15:22:39] <MCPBot_Reborn> === Current Version ===
L1989[15:22:39] <MCPBot_Reborn> MCP Version MC Version Release Type
L1990[15:22:40] <MCPBot_Reborn> 9.19 1.8.9 RELEASE
L1991[15:24:01] * ThePsionic gasps
L1992[15:24:04] <ThePsionic> the unthinkable
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L1994[15:25:24] <laci200270> ok I've reinstalled my drivers..
L1995[15:26:18] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151229 mappings to Forge Maven.
L1996[15:26:22] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151229-1.8.9.zip (mappings = "snapshot_20151229" in build.gradle).
L1997[15:26:32] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~16:25 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L2000[15:27:24] <ThePsionic> bspkrs: forge 1.8.9 isn't even a thing what are you doing
L2001[15:27:57] <bspkrs> yes, I'm aware of this... I was apparently the roadblock
L2002[15:28:15] <laci200270> still not works
L2003[15:28:29] <laci200270> fry are you there?
L2004[15:28:36] <ThePsionic> bspkrs: wait does that mean forge 1.8.9 is coming
L2005[15:29:30] <diesieben07> jesus christ laci
L2006[15:29:42] <diesieben07> I am not fry and even I am annoyed.
L2007[15:30:13] <ThePsionic> lmao
L2008[15:30:29] <Lumien> laci did you try immediate mode?
L2009[15:30:33] <Lumien> And not using the GlStateManager ?
L2010[15:31:27] <laci200270> oh I forogot that
L2011[15:31:38] <laci200270> now I'm trying
L2012[15:31:48] <laci200270> oh and sorry diesieben07
L2013[15:32:37] <laci200270> but I really don'T know what can be bad
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L2017[15:39:04] <williewillus> if it worked for like three of us and not you I bet it's graphics card
L2018[15:41:52] <laci200270> yeah
L2019[15:41:55] <laci200270> but why
L2020[15:42:16] <laci200270> I'm playing without problem
L2021[15:42:24] <laci200270> just this makes shit
L2022[15:43:23] <PaleoCrafter> does that look correct, williewillus? http://s.mineformers.de/Minecraft_1.8.8_2015-12-29_22-43-11.png xD
L2023[15:44:16] <williewillus> I believe so
L2024[15:44:52] <laci200270> ok another round
L2025[15:44:55] <laci200270> restart PC
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L2027[15:45:32] <williewillus> ah they changed the xp orb sound in the snapshots back to the pitch it was in beta 1.8
L2028[15:45:37] <williewillus> tinkleinklink
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L2037[16:05:45] <laci200270> Lumien, still not works even with raw GL calls
L2038[16:06:34] <OrionOnline> unascribed, diesieben07 , you still here?
L2039[16:06:42] <diesieben07> i am here
L2040[16:06:44] <unascribed> sort of
L2041[16:07:18] <OrionOnline> I have been at it for a little longer
L2042[16:07:43] <OrionOnline> Looks like it keeps only the float array for the Quads in memory
L2043[16:07:47] <OrionOnline> Not the complete model
L2044[16:08:16] <OrionOnline> But even copying the quad data over is not really fixing the issue
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L2046[16:08:34] <unascribed> I'd imagine there's no way to rebake a BakedQuads
L2047[16:08:36] <unascribed> it sounds immutable
L2048[16:08:43] <OrionOnline> It is
L2049[16:08:57] <unascribed> (I have little to no experience with the 1.8 model system, everything I've done in 1.8 thus far hasn't touched it)
L2050[16:09:01] <OrionOnline> I tried creating a copy of the List
L2051[16:09:23] <OrionOnline> But that does not fix it
L2052[16:09:37] <unascribed> to me
L2053[16:09:38] <OrionOnline> It for some reason keeps the reference to the arrays alive, even though it does not need it
L2054[16:09:48] <unascribed> making a baked model to render a bar sounds extremely roundabout
L2055[16:09:57] <unascribed> and unneccessary
L2056[16:10:05] <unascribed> but tmk they removed *all* the render hooks
L2057[16:10:08] <unascribed> so I guess it's required
L2058[16:10:37] <OrionOnline> there is no other way around it
L2059[16:10:49] <OrionOnline> As there is nothing like rendering layers any more
L2060[16:10:53] <OrionOnline> they are all in the models
L2061[16:11:03] <OrionOnline> And you can baked (select the quads you need) on you own
L2062[16:11:16] <unascribed> what I'd suggest
L2063[16:11:19] <OrionOnline> It will render them in one go
L2064[16:11:23] <unascribed> is pre-bake 14 different models for every state of the bar
L2065[16:11:25] <williewillus> well there are layers, they're just baked in and can't be modified
L2066[16:11:29] <unascribed> which will quantize it to one bigpixel, which is okay
L2067[16:11:32] <unascribed> and then just use those 14
L2068[16:11:38] <OrionOnline> unascribed, i have that
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L2070[16:11:41] <unascribed> huh.
L2071[16:11:45] <OrionOnline> The problem is not the bar
L2072[16:11:47] <unascribed> and you're still getting memory leak?
L2073[16:11:49] <OrionOnline> It is the wrapped item
L2074[16:11:59] <OrionOnline> I am guessing
L2075[16:12:04] <OrionOnline> The bars are all prebaked
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L2077[16:12:14] <OrionOnline> The only thing my model does
L2078[16:12:15] <unascribed> well run the sampler/profiler and find out
L2079[16:12:26] <laci200270> williewillus, I think the issuse is LWJGL
L2080[16:12:32] <laci200270> *is in
L2081[16:12:39] <OrionOnline> is combine the baked model of the wrapped item and the correct bar for the temperature together
L2082[16:12:44] <PaleoCrafter> OrionOnline, and you can't cache it for every item? :P
L2083[16:12:49] <OrionOnline> and whoppa we are done for
L2084[16:13:01] <OrionOnline> PaleoCrafter, what if a Item has a NBT dependent model?
L2085[16:13:08] <OrionOnline> Like a lot my other items have
L2086[16:13:13] <williewillus> what makes you think that laci?
L2087[16:13:14] <PaleoCrafter> take NBT into account :P
L2088[16:13:37] <laci200270> it renders normally https://cloud.githubusercontent.com/assets/7475407/12041103/a66cab10-ae6e-11e5-98e3-4fa68d9dfbbd.png
L2089[16:13:38] <OrionOnline> Ther is no ItemStack comparator that i can use in HashMaps
L2090[16:13:41] <laci200270> but at wrong place
L2091[16:13:46] <PaleoCrafter> write your own :P
L2092[16:14:10] <OrionOnline> I would not even now a HashMap that allows me to define my own Hashing and comparion function
L2093[16:14:15] <laci200270> but just in one world
L2094[16:14:25] <laci200270> that I've creating during the testing
L2095[16:14:25] <OrionOnline> And i donnot fancy writing one for myself
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L2097[16:14:35] <PaleoCrafter> wrap the item stacks :P
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L2099[16:14:45] <WikiIsWrong> How do I define a permission for a command?
L2100[16:14:49] <laci200270> if I generate a new debug world
L2101[16:14:52] <OrionOnline> PaleoCrafter, that is actually not a bad idea :D
L2102[16:14:55] <OrionOnline> Need to keep that in mind
L2103[16:14:59] <laci200270> it renders just as normal
L2104[16:14:59] <PaleoCrafter> lol
L2105[16:15:01] <diesieben07> OrionOnline, TCustomHashMap
L2106[16:15:04] <OrionOnline> Cause i need it in other places :P
L2107[16:15:09] <OrionOnline> diesieben07, what?
L2108[16:15:14] <laci200270> (without colors in the good place)
L2109[16:15:14] <OrionOnline> TCustomHashMap??
L2110[16:15:16] <PaleoCrafter> oh, of course Trove would have this ._.
L2111[16:15:17] <diesieben07> yes
L2112[16:15:24] <diesieben07> you give it a HashingStrategy
L2113[16:15:30] <diesieben07> which is basically a custom equals & hashCode for the object
L2114[16:15:32] <WikiIsWrong> For instance if I made a command called "rtp" and I want the permission to be "yartp.rtp"
L2115[16:15:53] <OrionOnline> diesieben07, that is indeed a nice way of doing it
L2116[16:15:59] <OrionOnline> Not sure it would solve my problem though
L2117[16:16:20] <laci200270> williewillus, any ideas why renders good there?
L2118[16:16:28] <OrionOnline> As i am pretty sure that i would still hug the memory whith 1000 of those models
L2119[16:16:31] <OrionOnline> Would not be nice
L2120[16:16:33] <williewillus> no idea 0.o
L2121[16:16:43] <williewillus> if you have access to a newer gpu computer perhaps try it there
L2122[16:16:53] <laci200270> ok
L2123[16:19:05] <OrionOnline> So i have no idea if i should cache them
L2124[16:19:17] <OrionOnline> Or figure out my memory problem
L2125[16:20:23] *** MrKickkiller is now known as MrKick|Away
L2126[16:22:48] <williewillus> is there still not a linux curse launcher?
L2127[16:23:11] <williewillus> wow
L2128[16:23:39] ⇦ Quits: calclavia (uid15812@richmond.irccloud.com) (Quit: Connection closed for inactivity)
L2129[16:24:15] <williewillus> and they have the nerve to put "cross platform" on their frontpage wtf
L2130[16:24:32] *** illy is now known as illy[FFXIV]
L2131[16:25:01] <sham1> In Curse's mind mulriplatform means "windows OSes from 7 forward and OS X"
L2132[16:25:11] <unascribed> in the general public's mind*
L2133[16:25:17] <sham1> "Linux, what's that"
L2134[16:25:27] <sham1> True
L2135[16:26:49] <williewillus> well seeing as there isn't a mac version either...
L2136[16:27:17] <sham1> General public does not know what linux is beyond "this hacker shit"
L2137[16:27:24] <sham1> Wat
L2138[16:27:36] <sham1> Curse, get your shit together
L2139[16:29:05] <laci200270> anybody is using curse's reward system?
L2140[16:29:08] <laci200270> is it good?
L2141[16:31:25] <gigaherz> better th an nothing
L2142[16:31:35] <gigaherz> I don't use it myself
L2143[16:31:47] <gigaherz> but I do plan on using it whenever I release an useful mod ;P
L2144[16:31:57] *** MrKick|Away is now known as MrKickkiller
L2145[16:32:02] <laci200270> I still've got 0 points :D
L2146[16:32:52] <tterrag> laci200270: I use it and it works fine for me
L2147[16:33:08] <laci200270> how it calculates points?
L2148[16:33:11] <laci200270> and when?
L2149[16:33:36] <gigaherz> iirc
L2150[16:33:39] <tterrag> daily
L2151[16:33:42] <gigaherz> the points are given from a fixed pool
L2152[16:33:43] <tterrag> and by downloads
L2153[16:33:45] <tterrag> yes
L2154[16:33:46] <gigaherz> based on downloadcounts?
L2155[16:33:46] ⇦ Quits: mcordoba (~mcordoba@110-27-231-201.fibertel.com.ar) (Ping timeout: 190 seconds)
L2156[16:33:52] <tterrag> yes
L2157[16:33:52] <laci200270> oh
L2158[16:34:00] <laci200270> so lot of small releases
L2159[16:34:02] <laci200270> :D
L2160[16:34:36] <laci200270> I'll have to set up an auto publish system for every commit
L2161[16:34:45] ⇦ Quits: OrionOnline (~OrionOnli@ip-80-236-238-237.dsl.scarlet.be) (Quit: Leaving)
L2162[16:34:50] <masa> ...
L2163[16:34:55] <laci200270> and an update checker :D
L2164[16:35:08] <gigaherz> people will get bored of that
L2165[16:35:14] <gigaherz> and just either disable update checks or remove your mod
L2166[16:35:15] <masa> and you'll get a nice reputation for publishing crashy crap every 5 minutes :p
L2167[16:35:20] <sham1> >update checker
L2168[16:35:41] <tterrag> you know forge has an update checker API right? :P
L2169[16:35:44] <sham1> Forge already does that for you
L2170[16:35:48] <laci200270> oh
L2171[16:36:07] <masa> my daily points have dropped to about hald of what they were at some point at their peak
L2172[16:36:18] <masa> *half
L2173[16:36:37] <masa> although the daily downloads are more or less constant still
L2174[16:36:55] <tterrag> that means that your share of the pool has decreased :P
L2175[16:36:55] <masa> I guess there are so many more mods/downlaods in total
L2176[16:37:05] <tterrag> so the general trend of downloads has risen, while yours has stayed consistent
L2177[16:37:07] <tterrag> = lower points
L2178[16:37:11] <gigaherz> oh yeah I wanted to ask
L2179[16:37:12] <masa> yeah..
L2180[16:37:18] <gigaherz> is there some "better inventory api" kind of thing?
L2181[16:37:31] ⇨ Joins: sciguyryan (~sciguyrya@109-205-170-52.dynamic.swissvpn.net)
L2182[16:37:32] <tterrag> what's that mean?
L2183[16:37:34] <tterrag> like baubles?
L2184[16:37:36] <gigaherz> something that adds/replaces IInventory
L2185[16:37:42] <tterrag> oh, tema is working on one
L2186[16:37:44] <gigaherz> and makes accessing chests and storage stuffs
L2187[16:37:44] <masa> tema made a PR recently, I haven't checked if anything came of it?
L2188[16:37:58] <laci200270> wait
L2189[16:38:01] <gigaherz> I was wondering if I should continue my Ender-Rift mod for 1.8.x
L2190[16:38:10] <tterrag> https://github.com/MinecraftForge/MinecraftForge/pull/2241
L2191[16:38:12] <laci200270> they take your exising points?
L2192[16:38:31] <tterrag> huh?
L2193[16:38:39] <laci200270> if you have some points
L2194[16:38:46] <gigaherz> no the ones you already earned are yours
L2195[16:38:54] <laci200270> they aren'T permamanet?
L2196[16:39:02] <laci200270> so its possible they just gone?
L2197[16:39:26] <tterrag> no....
L2198[16:39:35] <gigaherz> laci200270: once you have 1000 or more points, you can exchange them for money
L2199[16:39:44] <gigaherz> they don't go away
L2200[16:39:46] <laci200270> or 400
L2201[16:39:49] <sham1> How much moneys
L2202[16:39:51] <gigaherz> but you can take them away ;P
L2203[16:39:56] <laci200270> for steam :D
L2204[16:40:10] <gigaherz> I meant actual money that they send to your paypal
L2205[16:40:11] <gigaherz> ;p
L2206[16:40:12] <tterrag> sham1: https://www.curseforge.com/store
L2207[16:42:17] <tterrag> ok, so these paintings in a mod currently require paper and red/green/blue dye
L2208[16:42:23] <tterrag> but we've determined that the dyes are a bit annoying to collect
L2209[16:42:32] <tterrag> what would be a cheaper alternative (if any) to the dyes?
L2210[16:43:00] <gigaherz> hmmm
L2211[16:43:07] <laci200270> ok I'm going to sleep
L2212[16:43:15] <laci200270> its 23:43 for me
L2213[16:43:17] <gigaherz> night
L2214[16:43:27] ⇦ Quits: laci200270 (~laci20027@78.92.233.216) (Quit: Leaving)
L2215[16:44:06] <gigaherz> well one owuld think bonemeal+coal if the image was black&white
L2216[16:44:16] <gigaherz> but to represent colors... :/
L2217[16:44:17] ⇦ Quits: ShadowChild (~ShadowChi@host81-151-57-18.range81-151.btcentralplus.com) (Quit: Leaving)
L2218[16:45:10] <PaleoCrafter> tterrag, maybe just add a 'paint' item and a crafting recipe 1 dye to 16 paint?
L2219[16:45:17] <tterrag> PaleoCrafter: 1 any dye?
L2220[16:45:25] <PaleoCrafter> nah
L2221[16:45:30] <tterrag> this is a mod targeted at younger kids so it needs to be pretty simple
L2222[16:45:35] <tterrag> microcrafting is bad :P
L2223[16:45:43] <PaleoCrafter> or just add a shit ton of flowers
L2224[16:45:47] <tterrag> haha
L2225[16:46:44] <PaleoCrafter> or create a dictionary of sorts such that you can mix blocks/items which inherently have a certain color with water to get the corresponding color
L2226[16:47:08] <gigaherz> yo ucan use the material to query the "map color" of the block
L2227[16:47:09] <tterrag> again...simple :P
L2228[16:47:12] <gigaherz> and see which of r,g,b is larger
L2229[16:47:26] <gigaherz> butyeah :/
L2230[16:47:37] <tterrag> I think I might just make it so it uses only paper
L2231[16:47:39] <gigaherz> besides adding a blue flower
L2232[16:47:39] <VapourAsleep> has anyone managed to get 3rp party mods working in a 1.8.8 dev environment? something like just enough items would be nice
L2233[16:47:43] <gigaherz> and making it red,blue,yellow
L2234[16:47:56] <gigaherz> I can't think of anything that would actually work
L2235[16:47:59] <tterrag> gigaherz: problem is that then I 1) make using old worlds hard and 2) devalue lapis
L2236[16:48:11] <tterrag> VapourAsleep: sure, it's the same as it's always been
L2237[16:48:26] *** VapourAsleep is now known as VapourDrive
L2238[16:48:55] <VapourDrive> it's always been throw CodeChickenCore at it for me and then toss anythign else in >.>
L2239[16:49:17] <VapourDrive> and there isn't a version of CCC floating around is there?
L2240[16:49:48] <TehNut> VapourDrive: https://github.com/mezz/JustEnoughItems/#developing-addons
L2241[16:49:56] <VapourDrive> ah thanks!
L2242[16:50:43] <tterrag> if you don't want it as a dependency, just use BON2
L2243[16:51:13] <TehNut> It updated?
L2244[16:51:51] <PaleoCrafter> or grab that particular mod from the maven directly :P
L2245[16:52:16] <TehNut> He doesn't upload deobf jars because you don't need them anymore
L2246[16:52:48] <PaleoCrafter> oh, didn't see that deobf there :D
L2247[16:54:29] *** SnowShock35 is now known as zz_SnowShock35
L2248[17:02:17] <VapourDrive> Thanks for pointing me at BON2, best thing ever!
L2249[17:05:26] ⇦ Quits: DRedhorse (~dredhorse@p4FFBA9A9.dip0.t-ipconnect.de) (Quit: My Mac has gone to sleep. ZZZzzz…)
L2250[17:05:32] <diesieben07> wow. i had the most complicated code for putting something in a map in an threadsafe way and knowing what was in the map before... turns out all I needed was ConcurrentMap.put
L2251[17:05:34] <diesieben07> -.-
L2252[17:06:33] <SmashShock> Hey, do you think the new 1.8.8 way of doing GameRegistry.findUniqueIdentifierFor is faster than 1.7.10?
L2253[17:07:01] <tterrag> faster? it's the same code path
L2254[17:07:01] <diesieben07> i don't understand your question.
L2255[17:07:31] <PaleoCrafter> could've told you that, diesieben07 :P
L2256[17:07:33] <SmashShock> I heard there was a new method or something, maybe I'm wrong
L2257[17:08:09] <diesieben07> SmashShock, Item.itemRegistry.getNameForObject
L2258[17:08:19] <SmashShock> I tried using it, but it was too slow, I'm back to using getUnlocalizedName and metadata
L2259[17:08:23] <diesieben07> what
L2260[17:08:25] <diesieben07> too slow?!
L2261[17:08:41] <SmashShock> I mean GameRegistry.findUniqueIdentifierFor
L2262[17:08:45] <diesieben07> and just to clarify: yes it was a ConcurrentMap all a long, i was just thinking too complicated with a combination of putIfAbset, replace, whatever
L2263[17:08:53] <diesieben07> what makes you think it is "too slow"
L2264[17:09:04] <PaleoCrafter> the name's too long
L2265[17:09:09] <diesieben07> lol
L2266[17:09:31] <SmashShock> I tried identifying with GameRegistry.findUniqueIdentifierFor.modId and GameRegistry.findUniqueIdentifierFor.name, then with getUnlocalizedName and metadata, and the latter is actually playable
L2267[17:10:04] <SmashShock> Sorry, the first is also using metadata
L2268[17:10:16] <unascribed> unlocalizedName is *NOT* the item name
L2269[17:10:17] <diesieben07> getUnlocalizedName tells you *nothing* about the Item
L2270[17:10:22] <diesieben07> except the name :D
L2271[17:10:31] <diesieben07> the displayed name that is
L2272[17:10:32] <unascribed> iirc cobble's unlocalized name is stonebrick
L2273[17:10:32] <SmashShock> Which is unfortunate :(
L2274[17:10:35] <unascribed> obviously it's not stonebrick
L2275[17:10:39] <SmashShock> Yeah
L2276[17:10:42] <diesieben07> again, Item.itemRegistry.getNameForObject
L2277[17:10:45] <unascribed> ^
L2278[17:10:50] <SmashShock> Does that work for blocks?
L2279[17:10:54] ⇦ Quits: WikiIsWrong (~WikiIsWro@24.237.228.40) ()
L2280[17:10:58] <unascribed> Block.blockRegistry.getNameForObject
L2281[17:11:06] <gigaherz> hmmm z+1 is north?
L2282[17:11:06] <SmashShock> In 1.7.10?
L2283[17:11:09] <unascribed> yes
L2284[17:11:13] <SmashShock> Hmm.
L2285[17:11:16] <unascribed> in 1.7.10 that method returns a String
L2286[17:11:21] <unascribed> in 1.8.x it returns a ResourceLocation
L2287[17:11:49] <SmashShock> Huh! Okay, let me try that
L2288[17:11:52] <unascribed> oooh, there's a potion registry?
L2289[17:11:58] <diesieben07> yes
L2290[17:11:59] <SmashShock> Wait, does that include the modId?
L2291[17:12:02] <williewillus> gigaherz: +Z is south
L2292[17:12:04] <unascribed> 1.7.10: yes
L2293[17:12:05] <diesieben07> yes it does shamsh
L2294[17:12:10] <SmashShock> Holy shit
L2295[17:12:13] <unascribed> 1.8.x: resourcelocation separates the modid and name
L2296[17:12:16] <gigaherz> williewillus: aha
L2297[17:12:17] <SmashShock> That's amazing
L2298[17:12:24] <unascribed> welcome to the correct way of doing things?
L2299[17:12:37] <SmashShock> I appreciate that, really :)
L2300[17:12:50] <SmashShock> I really didn't want to use unlocalizedName
L2301[17:12:55] <SmashShock> I know it's wrong
L2302[17:14:32] <PaleoCrafter> we still don't know why you thought findUniqueIdentifierFor was slow
L2303[17:14:44] <unascribed> yeah, I'm looking at the code
L2304[17:14:50] <unascribed> it does one map lookup and one allocation
L2305[17:15:05] <SmashShock> I compared it to just using getUnlocalizedName and it was significantly slower
L2306[17:15:11] <unascribed> well yeah
L2307[17:15:19] <unascribed> microbenchmarks aren't meaningful though
L2308[17:15:25] <diesieben07> ^^ x 1000
L2309[17:15:39] <SmashShock> I'm not saying it's "slow", I'm just saying it's slow for running many many times per tick
L2310[17:15:43] <diesieben07> do you have a performance problem? no? don't benchmark :P
L2311[17:16:51] <SmashShock> Well, I wasn't microbenchmarking, I was calling that method 216000^distanceFromBlock times per tick
L2312[17:17:01] <diesieben07> that... is a problem.
L2313[17:17:05] <SmashShock> Which is horrible, but I'm trying to optimize in general
L2314[17:17:08] <diesieben07> no matter *what* you are calling that many times
L2315[17:17:13] <williewillus> lol
L2316[17:17:33] <unascribed> what in hell...
L2317[17:17:57] <SmashShock> Yeah, it's terrible. I've changed a couple of things, it's "better"
L2318[17:18:02] <unascribed> have you considered doing random updates instead of scanning an entire area?
L2319[17:18:27] <SmashShock> I'm not sure what you mean
L2320[17:18:37] <unascribed> rather than scanning every block in the area every tick
L2321[17:18:44] <unascribed> pick a random coordinate within the area
L2322[17:18:47] <unascribed> and scan only that
L2323[17:19:08] <unascribed> do that, say, 100 times
L2324[17:19:12] <unascribed> you get a similar effect
L2325[17:19:16] <unascribed> at a much reduced cost
L2326[17:19:20] ⇨ Joins: auenfx4 (David@120.155.97.223)
L2327[17:19:48] <SmashShock> Like, choose a random Vec3 in my range 100 times then calculate radValue?
L2328[17:20:09] <SmashShock> There's a very very large chance I'll not scan anything I'm looking for
L2329[17:20:13] <unascribed> ...what are you even doing?
L2330[17:20:15] <tterrag> what is this, a radiation detector?
L2331[17:20:22] <SmashShock> Indeed
L2332[17:20:25] <unascribed> if the answer is "tagging blocks with metadata using impostor tile entities"
L2333[17:20:27] <tterrag> why not keep a pool of radiation-creating objects and then check the player's proximity to those?
L2334[17:20:32] <unascribed> then the answer is DO NOT DO THAT EVER
L2335[17:20:40] <tterrag> instead of scanning blocks constantly
L2336[17:20:41] <unascribed> you will leak TEs all over the floor and it will get very bad
L2337[17:21:08] <SmashShock> Hmm.
L2338[17:21:34] <unascribed> but yeah, if your data is indexable
L2339[17:21:36] <unascribed> index it
L2340[17:21:40] <unascribed> don't scan the blocks
L2341[17:21:58] <unascribed> a pretty good index that you probably already have on accident is the tile entity list in the chunk
L2342[17:22:07] <tterrag> how common are these radiation-blocks?
L2343[17:22:20] <tterrag> I'd personally just do a non-ticking TE which indexes itself on creation/deletion
L2344[17:22:45] <SmashShock> tterrag, the radioactive blocks aren't mine, they're ones specified from other mods
L2345[17:22:50] <SmashShock> Let's give some context:
L2346[17:23:12] <tterrag> that's trickier, yeah
L2347[17:23:41] <SmashShock> I don't like existing implementations of radiation in other mods, so I'm going through popular mods containing radioactive elements, and assigning them curie values
L2348[17:23:51] <SmashShock> Using some semi-realistic math to calculate dose, etc
L2349[17:24:23] <tterrag> ok well, then I'd only do your scan every X ticks, then cache the result and re-validate every Y ticks
L2350[17:24:24] <SmashShock> By assign, I mean, keeping a list of those block names and the value I think they should be
L2351[17:24:27] <tterrag> or do what unascribed suggested :P
L2352[17:24:49] <unascribed> if they're all tile entities
L2353[17:25:05] <unascribed> you should be able to do this by iterating the tile entity list (cheap) and listening to events (also cheap)
L2354[17:25:14] <unascribed> iterating a gigantic area of blocks in the world is not cheap
L2355[17:25:18] <unascribed> (as you saw)
L2356[17:25:58] <SmashShock> Just to clarify, regular blocks are also tile entites?
L2357[17:26:08] <diesieben07> No.
L2358[17:26:18] <SmashShock> I'm familiar with Java, but not so much with the Forge sdk
L2359[17:26:30] <unascribed> a tile entity is a special type of block with extra data attached
L2360[17:26:39] <unascribed> like a chest, furnace, sign, skull, etc
L2361[17:26:54] <SmashShock> Right, but I'm not assigning any specific value to the block, I'm keeping a list of blocks that have values
L2362[17:27:14] <unascribed> yeah, but you say these blocks from other mods do something special in those mods
L2363[17:27:22] <unascribed> so their behavior is likely activated by a tile entity or a random tick
L2364[17:27:44] <SmashShock> Not always. For example, uranium ore in IC2 is simply a block, not a tile entity.
L2365[17:28:43] <unascribed> hm, so you don't want to just improve existing radiation mechanics
L2366[17:28:45] <unascribed> you want to add new ones
L2367[17:28:51] <SmashShock> Right
L2368[17:28:53] <unascribed> and making an ore a tile entity is an impressively bad idea
L2369[17:29:14] <unascribed> eh...
L2370[17:29:21] <SmashShock> Yeah, I remember trying to make wool that was colored by a specific color-code
L2371[17:29:32] <unascribed> after chunk populate, you could initialize a personal index of all radiation blocks in the chunk
L2372[17:29:32] * gigaherz sighs
L2373[17:29:34] <SmashShock> Turns out large-numbers of tile entites is not good
L2374[17:29:39] <unascribed> and update it with block place events
L2375[17:29:44] <gigaherz> trying to port my 1.7.10 multiblock structure to 1.8.8 is annoying XD
L2376[17:29:51] <unascribed> and remove the entry from your index if it's air
L2377[17:29:54] <gigaherz> SO MANY BLOCKPOS ;_;
L2378[17:30:35] <SmashShock> unascribed, what about other methods of moving blocks? Pistons, etc
L2379[17:30:44] <unascribed> bleh
L2380[17:30:49] <unascribed> if you want to stand at all the doors
L2381[17:30:53] <unascribed> and by all the doors I mean the only door
L2382[17:30:58] <unascribed> you'd have to hook setBlock somehow
L2383[17:31:08] <tterrag> or, just revalidate all cached block locations every so often
L2384[17:31:14] <unascribed> that covers breaks
L2385[17:31:16] <unascribed> but not places.
L2386[17:31:16] <SmashShock> I could do random updates to check on the list, it'd be so much cheaper than checking a radius
L2387[17:31:17] <tterrag> getBlock calls are not expensive
L2388[17:31:28] <tterrag> no, true
L2389[17:31:31] <unascribed> 16x256x16 getBlock calls *is* expensive.
L2390[17:31:33] <tterrag> but hooking setBlock could be disastrous
L2391[17:31:36] <diesieben07> no need to do random updates
L2392[17:31:46] <diesieben07> you can keep a cache and let IWorldAccess tell you when to revalidate
L2393[17:31:55] <tterrag> ^
L2394[17:31:57] <diesieben07> it tells you when a block (range) is marked for update
L2395[17:32:01] <unascribed> oh?
L2396[17:32:11] <unascribed> and then you can just rescan the range
L2397[17:32:14] <unascribed> huh.
L2398[17:32:15] <tterrag> bingo
L2399[17:32:32] <SmashShock> So, to recap:
L2400[17:33:09] <SmashShock> When a chunk is loaded, keep a list of the locations of radioactive blocks. When that chunk is updated, recheck those positions to see if they've changed
L2401[17:33:20] <unascribed> I suppose you could do it on load
L2402[17:33:26] <unascribed> but I thought do it on populate and save the list
L2403[17:33:33] <unascribed> but load would fix a lot of the potentially desync problems
L2404[17:33:37] <unascribed> potential*
L2405[17:34:31] <SmashShock> Hmm, so scan all chunks that exist on-load
L2406[17:34:47] <unascribed> if you mean
L2407[17:34:53] <unascribed> scan only the chunk that has just been loaded
L2408[17:34:55] <unascribed> then yes
L2409[17:34:56] <unascribed> if you mean
L2410[17:35:00] <unascribed> scan the entire world every time a chunk loads
L2411[17:35:03] <unascribed> then no do not do that
L2412[17:35:19] <SmashShock> Right.
L2413[17:39:01] <SmashShock> Okay, well I'll try implementing that. It's quite the rework, but I'll have a chance to clean things up anyway.
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L2416[17:45:27] <SmashShock> unascribed, it's ChunkEvent.Load I believe?
L2417[17:45:44] <unascribed> yeah
L2418[17:45:51] <unascribed> but you should change the priority so it runs late
L2419[17:45:57] <unascribed> and check if it's cancelled or whatever
L2420[17:46:06] <unascribed> well, it's not cancellable
L2421[17:46:12] <unascribed> but it should run late anyway
L2422[17:46:20] <unascribed> so other mods' modifications are reflected in the event they modify it
L2423[17:46:33] <SmashShock> Right, makes sense
L2424[17:48:03] <SmashShock> getChunk().xPosition returns the corner of the chunk?
L2425[17:48:15] <SmashShock> Or is that a different coordinate system?
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L2427[17:53:19] <williewillus> chunk coords probably
L2428[17:53:51] <SmashShock> So, getChunk().xPosition*16 would get me the corner?
L2429[17:59:57] <gigaherz> :/
L2430[18:00:04] <gigaherz> world.mapStorage is protected now in 1.8.8?
L2431[18:00:47] <diesieben07> getMapStorage :P
L2432[18:00:54] <gigaherz> ah yes
L2433[18:01:11] <gigaherz> I just found the accessor as you typed it ,p
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L2437[18:09:44] <SmashShock> Anyone know why the event object passed to onChunkLoad's .world is not working for .setBlock?
L2438[18:09:52] <SmashShock> It's throwing stackOverflow error
L2439[18:12:18] <diesieben07> i don't think you can set blocks there
L2440[18:12:29] <diesieben07> because the event is fired before the world fully knows the chunk is loaed
L2441[18:12:46] <diesieben07> so when you set a block, it tries to load itagain which sets the block which triess to load it... ad infinity
L2442[18:12:54] <SmashShock> Makes sense
L2443[18:12:59] <SmashShock> Would getBlock work?
L2444[18:13:12] <diesieben07> sure
L2445[18:13:18] <diesieben07> on the chunk that is
L2446[18:13:26] <SmashShock> Fair enough. Thanks!
L2447[18:15:06] <SmashShock> I was just trying to mark the borders of the chunks so I could figure out how to find the coordinate boundries of a chunk
L2448[18:15:42] <diesieben07> just look at the f3 coords
L2449[18:16:09] <gigaherz> Fsomething in NEI/CCC/CCL whichever implements that?
L2450[18:16:09] <gigaherz> XD
L2451[18:17:18] <SmashShock> Oh!
L2452[18:17:21] <SmashShock> Look at that
L2453[18:17:23] <SmashShock> Thanks
L2454[18:17:29] <killjoy> https://lightsaber.withgoogle.com/
L2455[18:18:22] <gigaherz> phone? hmm
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L2457[18:18:26] <gigaherz> does it works intablets too?
L2458[18:18:26] <gigaherz> XD
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L2460[18:19:04] <unascribed> getBlock on Chunk takes in-chunk coordinates
L2461[18:19:09] <unascribed> so x and z are 0-15
L2462[18:19:11] <unascribed> y is still 0-255
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L2464[18:20:25] <SmashShock> What about e.world.getBlock?
L2465[18:20:50] <unascribed> since the chunk isn't really loaded when the event is called
L2466[18:20:55] <unascribed> you'll get an infinite load loop with that method
L2467[18:20:56] <diesieben07> that's a fun gimmic
L2468[18:21:33] <SmashShock> But it's returning the world object, not the chunk?
L2469[18:21:55] <gigaherz> nope. can't use it with my tablet.
L2470[18:22:23] <diesieben07> you are not missing that much :D
L2471[18:22:38] <diesieben07> it moves the thing on screen like you are holding the lightsaber
L2472[18:22:40] <diesieben07> that's all
L2473[18:23:48] <killjoy> google.com/starwars
L2474[18:23:52] <killjoy> you can do that on anything
L2475[18:24:57] <gigaherz> lol
L2476[18:25:07] <gigaherz> I have never been a fan of useless skinning so yeah I'll pass
L2477[18:25:08] <gigaherz> XD
L2478[18:25:11] <unascribed> with my huge phone that's not very useful
L2479[18:25:16] <unascribed> but yeah interesting gimmick
L2480[18:25:34] <unascribed> in case breaking your tv with your wiimote wasn't enough
L2481[18:25:43] <unascribed> now you can break your monitor AND your smartphone with... your smartphone!
L2482[18:26:16] <SmashShock> Works with my phone, the translation is a bit weird though
L2483[18:26:34] <SmashShock> Rotation works great though!
L2484[18:26:40] <SmashShock> Though!
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L2487[18:36:05] <killjoy> How would I go about making the third person rendering ignore transparent blocks?
L2488[18:36:31] <killjoy> as in when you back into a wall, the camera goes closer to you
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L2497[19:08:31] <VapourDrive> williewillus: what is the state of the Botania API in your 1.8.8 fork?
L2498[19:09:01] <williewillus> mostly stable, some of the subtile signature stuff might change (the TextureAtlasSprite/icon methods might go away or get changed
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L2501[19:10:30] <VapourDrive> alright neat, I might have a look at reading support for it in my 1.8.8 Hammerz version
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L2512[19:45:28] <williewillus> it's not terribly *bad* if I include textures with empty regions in the atlas right
L2513[19:45:40] <williewillus> converting techne models and REALLY don't want to destitch everything
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L2527[21:18:20] <williewillus> anyone know why my states sometimes get random values for their properties?
L2528[21:18:38] <Zaggy1024> you aren't using getBaseState, are you?
L2529[21:18:50] <Zaggy1024> do you know *when* they get these random values?
L2530[21:19:31] <williewillus> I have a meta-written property that I set the default to value DEFAULT. It also, when the TE says so, changes this property to MOSSY in getActualState. Except I place it down and it has MOSSY (when I know the TE doesn't have the necessary flag set to make that happen)
L2531[21:20:05] <williewillus> no, I only use blockState.getBaseState when setting default state
L2532[21:20:10] <Zaggy1024> k
L2533[21:20:19] <Zaggy1024> did you try debugging your getActualState?
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L2535[21:20:36] <Zaggy1024> and what's in your getMetaFromState vice versa thingy?
L2536[21:20:40] <Zaggy1024> *and vice
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L2538[21:21:22] <williewillus> http://pastebin.com/iBmMUYs0
L2539[21:21:29] <williewillus> relevant parts of the class ^
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L2541[21:24:09] <williewillus> wat, I put a println in my getStateFromMeta (to capture what the itemstack meta gets turned into on place) and it says DEFAULT 0.o
L2542[21:24:39] <williewillus> must be getActualState, is it bad to use a property as both metea-saveable and in getActualState like this?
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L2552[21:37:00] <VapourDrive> It's actually a massive pain that item registry can't be done in init anymore, even registering nbt variants later doesn't really help because you can't add them as sub items after the item is instantiated, humph
L2553[21:37:26] <williewillus> what do you mean sub items?
L2554[21:38:33] <VapourDrive> items that also show up in the creative tab, getSubItems(Item, CreativeTab, List)
L2555[21:40:02] <williewillus> can't you do that whenever you want in getSubItems()?
L2556[21:40:53] <VapourDrive> oh you're right duh :P
L2557[21:41:04] <VapourDrive> wups
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L2561[21:48:42] <VapourDrive> I don't know why I thought that was something that gets registered instead of just called at runtime, meh
L2562[21:49:05] <VapourDrive> how mad do people get if you register recipes in postInit?
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L2565[21:50:36] <PaleoCrafter> Very
L2566[21:51:00] <PaleoCrafter> And you were always supposed to register items and blocks in preinit :P
L2567[21:51:49] <williewillus> paleo you have any clue about my blockstate thing? :p
L2568[21:52:00] <VapourDrive> "supposed to" yeah, but half the people never did >.>
L2569[21:52:17] <PaleoCrafter> Unfortunately no, williewillus
L2570[21:52:49] <PaleoCrafter> Can't really look into right now, either, only on my phone
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L2574[21:57:26] <williewillus> hm it seems like it
L2575[21:57:31] <williewillus> 's mossy on the serverside too
L2576[21:59:24] <PaleoCrafter> That's like... Impossible
L2577[21:59:37] <PaleoCrafter> I think
L2578[22:00:32] <williewillus> could it be the itemblock messing up? but it's just meta 0...
L2579[22:01:41] <PaleoCrafter> Not really
L2580[22:03:18] <PaleoCrafter> Unless your getStateFromMeta somehow sets it to the mossy variant (which it doesn't seem to do) the in-world state *can't* be mossy
L2581[22:05:37] <williewillus> ah got it
L2582[22:05:54] <PaleoCrafter> What was it?
L2583[22:06:12] <williewillus> I removed all special casing of mossy from my meta-state converters and it fixed it. MC must be enumerating all the meta-state conversions and the mossy not being one to one probably confused it
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L2585[22:07:05] <PaleoCrafter> Ah, that seems logical
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L2594[22:35:38] <VapourDrive> does anyone here use gradle deamon?
L2595[22:39:13] <Mraof> I do
L2596[22:39:24] <Mraof> Is there a way to cancel armor reducing damage?
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L2598[22:43:13] <VapourDrive> probably some event
L2599[22:43:23] <VapourDrive> I'd assume so anyways
L2600[22:43:35] <williewillus> in entityhurtevent you get passed the damagesource
L2601[22:43:43] <VapourDrive> do you find gradle tasks are much faster with the daemon?
L2602[22:45:14] <Mraof> Hmm
L2603[22:45:25] <Mraof> I guess I could make the damagesource ignore armor, maybe
L2604[22:45:31] <Mraof> That'd work just as well
L2605[22:45:48] <fry> PSA: http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.8.9.html
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L2607[22:46:55] <williewillus> fully binary compatible with 1.8.8 right?
L2608[22:48:24] <fry> not fully
L2609[22:48:30] <fry> but srg mods shouldn't notice :P
L2610[22:48:40] <VapourDrive> is the suggestion to hop there instead of the 1.8.8?
L2611[22:48:48] <williewillus> it shouldn't matter for most mods
L2612[22:48:59] <fry> should take 0 effort for most mods, so yes, VapourDrive :P
L2613[22:49:40] <VapourDrive> alrighty then
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L2615[23:02:19] <VapourDrive> lol I got a java heap space error trying to run gradle setupDecompWorkspace after I switched over to 1.8.9 lol
L2616[23:02:48] <killjoy> we got modded 1.8.9 now?
L2617[23:03:09] <VapourDrive> see the psa posted just up top
L2618[23:03:20] <VapourDrive> 12 lines :P
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L2620[23:03:25] <killjoy> I'm slow
L2621[23:03:34] <killjoy> I don't read backlogs
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L2625[23:20:09] <McJty> Just noticed the release of Forge for 1.8.9. Are mods for 1.8.8 automatically compatible with 1.8.8?
L2626[23:20:29] <fry> should be
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L2630[23:29:21] <killjoy> !gf GuiScreen.handleComponentHover
L2631[23:29:55] <killjoy> !gm GuiScreen.handleComponentHover
L2632[23:29:57] <killjoy> derp
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L2634[23:31:17] <killjoy> nulls and instanceof is always false, right?
L2635[23:32:22] <williewillus> yes
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L2637[23:33:31] <killjoy> I'm investigating a npe from handleComponentHover
L2638[23:34:57] <killjoy> I'm thinking it's related to SHOW_ENTITY
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L2640[23:36:10] <FF_Fire> what am i doing wrong???
L2641[23:36:15] <FF_Fire> https://gist.github.com/creepymooy/eb3b6442357e440dc654
L2642[23:37:20] <McJty> fry, are there any good ISmartBlockModel tutorials or examples?
L2643[23:37:40] <FF_Fire> help plz
L2644[23:37:47] <fry> look at forge test folder on github
L2645[23:37:57] <McJty> FF_Fire, what is going wrong?
L2646[23:38:16] <FF_Fire> my ore isnt spawning in a new world
L2647[23:39:04] <McJty> You have registered it?
L2648[23:39:09] <FF_Fire> yes
L2649[23:39:36] <williewillus> are you supposed to make a new WorldGen instance every call? :p
L2650[23:39:49] <FF_Fire> yes.
L2651[23:39:59] <FF_Fire> for every dimension
L2652[23:40:56] <McJty> FF_Fire, you shouldn't create a new one in the loop though
L2653[23:40:59] <McJty> That's not very efficient
L2654[23:41:29] <FF_Fire> it just helps me see everything
L2655[23:41:30] <McJty> Here is how I do it: https://bpaste.net/show/886a3ff43294
L2656[23:42:01] <McJty> FF_Fire, also you're not adding z
L2657[23:42:10] <McJty> FF_Fire, chunkZ is wrong
L2658[23:42:45] <FF_Fire> what should the value be?
L2659[23:42:54] <McJty> FF_Fire, see what you did for chunkX
L2660[23:43:01] <McJty> Spot the difference between chunkX and chunkZ
L2661[23:43:01] <FF_Fire> opps
L2662[23:43:07] <FF_Fire> oops*
L2663[23:43:10] <FF_Fire> thx
L2664[23:43:15] <FF_Fire> how about y?
L2665[23:43:21] <McJty> y is fine
L2666[23:43:28] <FF_Fire> k
L2667[23:43:46] <McJty> Although it is weird to have ores spawning at such a range
L2668[23:43:57] <FF_Fire> just to make sure it works
L2669[23:44:04] <McJty> Well that decreases the chance of it working :-)
L2670[23:44:05] <FF_Fire> ill adjust later
L2671[23:44:13] <McJty> Because when the y is high in the sky you will not get anything
L2672[23:45:14] <FF_Fire> whats a good value near the surface?
L2673[23:46:12] <McJty> Around 65
L2674[23:46:20] <FF_Fire> k
L2675[23:46:31] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:ea78:c899:825a:5486:5cc0) (Quit: Leaving)
L2676[23:46:34] *** AbrarSyed is now known as Abrar|gone
L2677[23:48:18] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2678[23:48:48] *** Ashley is now known as Ash|Work
L2679[23:50:46] <FF_Fire> still cant find it...
L2680[23:51:04] <williewillus> start putting printlns :p
L2681[23:51:36] <FF_Fire> how would that help?
L2682[23:52:53] <FF_Fire> int chunkX = x + random.nextInt(16);
L2683[23:52:53] <FF_Fire> int chunkY = random.nextInt(65);
L2684[23:52:53] <FF_Fire> int chunkZ = z + random.nextInt(16);
L2685[23:55:22] <McJty> You recreated the world?
L2686[23:55:25] <FF_Fire> ya
L2687[23:56:43] <williewillus> aren't those chunk coordinates?
L2688[23:57:02] <williewillus> (are y chunk coords still out of 255 or nah)
L2689[23:58:44] <McJty> FF_Fire, how are you checking if it works or not?
L2690[23:58:56] <FF_Fire> digging everywhere
L2691[23:58:57] <FF_Fire> lol
L2692[23:59:52] ⇦ Quits: cpw|out (~cpw@108.162.166.189) (Ping timeout: 192 seconds)
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