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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] ⇨
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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
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
L85[01:00:29] <xaero> waterpicker: ebook is
there? check 'kindle edition'
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
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?
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
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
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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?
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] ***
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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]
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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?
L244[04:14:47] ⇦
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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
L257[04:25:07] ⇦
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L258[04:26:07] <Overreacted> Well, time to
do some research on packet handlers/listeners
L259[04:28:53]
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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] ***
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L275[04:37:37] <waterpicker> Well I didn't
get a straight answer yet but there are people ther eright now.
&&
L276[04:37:41]
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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.
L283[04:39:15] ⇦
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L285[04:39:25] <Overreacted> okay
L286[04:41:22] ***
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L287[04:44:47] <waterpicker> Hey
Paleo
L289[04:45:47] <Overreacted> Managed to
overcome that problem
L290[04:45:53] <Overreacted> Just those
packet issues left
L291[04:47:11]
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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
L322[04:59:08]
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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
L326[05:00:19]
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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
L333[05:01:57]
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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
L342[05:03:56] <waterpicker> Well the
SpongeAPI has some entity stuff.
L343[05:04:38]
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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() ?
L349[05:20:19] ***
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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
L362[05:27:26]
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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?
L380[05:39:38] ⇦
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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
L395[05:45:25] ⇦
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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
L403[05:47:14]
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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
L410[05:47:57] ***
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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
L436[05:55:37] ⇦
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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
L448[06:01:54] ⇦
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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] ***
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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
L472[06:13:32] ***
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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
L475[06:17:56] ⇦
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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()
L480[06:21:34] ⇦
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L481[06:21:39] ***
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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
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
L520[06:42:23] <Zaggy1024> whoa.
L521[06:42:30] <Zaggy1024> use more
newlines and indentation :P
L523[06:43:52] ⇦
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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?
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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
L544[06:48:47] ***
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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
L601[08:20:49] ⇦
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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] ***
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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
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...
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...
L651[08:41:55]
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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
L668[08:47:17] ⇦
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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?
L675[08:48:47] ⇦
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L676[08:48:49] <olee> diesieben07: the
thing is, these class transformers still work on obfuscated code as
it seems
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
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
L690[08:51:20]
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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.
L714[09:03:24] ⇦
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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
L719[09:06:51]
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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
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 ^^
L738[09:10:37] ***
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L739[09:11:42] <laci200270> I'm back
L740[09:11:49] ***
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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
L754[09:15:49] ***
Jared|Away is now known as Jared
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)
L758[09:16:49] ⇦
Quits: waterpicker
(~waterpick@68-114-103-30.dhcp.slid.la.charter.com) (Quit:
Leaving)
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
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
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
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
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?
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
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
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
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
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?
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
L1016[10:34:05]
⇦ Quits: Cricket_ (~Cricket_@178.16.1.96) (Client
Quit)
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
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
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]
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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]
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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]
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L1207[11:53:37]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Read
error: Connection reset by peer)
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)
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
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
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
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
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
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
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
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
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> ??
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
L1608[13:47:32]
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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
L1614[13:47:49]
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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
L1619[13:48:04]
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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
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
L1649[13:52:54]
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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
L1659[13:53:41]
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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
L1663[13:53:57]
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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
L1669[13:55:32]
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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
L1673[13:56:56]
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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
L1683[14:00:16]
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L1684[14:00:21]
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L1685[14:00:34]
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L1686[14:00:45] <OrionOnline> Then why
would it only leak when i acces the ItemStacks NBT in write
mode?
L1687[14:01:09]
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L1688[14:01:10]
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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)_/¯
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]
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L1715[14:03:45] <OrionOnline> Here i read
it:
L1716[14:03:45] <diesieben07> where do
you access that float value
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??
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]
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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
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?
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
L1787[14:19:40]
⇨ Joins: theGliby (theGliby@85.254.158.175)
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
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
L1813[14:27:45]
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L1814[14:28:45] <diesieben07>
OrionOnline, i think you need to do this in the IDE
L1815[14:29:09]
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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
L1820[14:29:36]
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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...
L1824[14:32:06]
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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
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
L1846[14:41:52]
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L1848[14:42:11] <OrionOnline> But then
why does it keep calling the handleItemStack method
L1849[14:42:22]
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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
L1862[14:44:08]
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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
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?
L1898[14:51:37]
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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
L1915[14:55:07]
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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
L1947[14:59:40] <laci200270> but at the
wrong place..
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
L1961[15:03:22] ***
illy[AFK] is now known as illy
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
L1972[15:07:36]
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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
L1993[15:24:18]
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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
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
L2069[16:11:41]
⇦ Quits: Searge|office
(~Searge@h-85-24-130-18.na.cust.bahnhof.se) (Ping timeout: 190
seconds)
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
L2076[16:12:06]
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timeout: 190 seconds)
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
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
L2096[16:14:35]
⇨ Joins: WikiIsWrong (~WikiIsWro@24.237.228.40)
L2097[16:14:35] <PaleoCrafter> wrap the
item stacks :P
L2098[16:14:37]
⇨ Joins: Searge|office
(~Searge@h-85-24-130-18.na.cust.bahnhof.se)
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
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
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?
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.
L2414[17:43:39]
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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
L2455[18:18:22] <gigaherz> phone?
hmm
L2456[18:18:23]
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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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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
L2584[22:06:32]
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L2585[22:07:05] <PaleoCrafter> Ah, that
seems logical
L2586[22:08:28]
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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
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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
L2619[23:03:22]
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L2620[23:03:25] <killjoy> I'm slow
L2621[23:03:34] <killjoy> I don't read
backlogs
L2622[23:17:11]
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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???
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
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]
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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
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