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L4[00:00:47] <McJty> FF_Fire|GTGCYA, where
are you registering this?
L5[00:01:21] <McJty> FF_Fire|Sleep, ^
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L8[00:01:38] <FF_Fire|Sleep> in the blocks
class with all of my other registry entries
L9[00:01:45] <McJty> FF_Fire|Sleep, this
should go in preInit
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L11[00:02:05] <McJty> Show the registration
code
L12[00:02:25] <FF_Fire|Sleep> my preinit
initilizes the blocks.
L13[00:02:33] <FF_Fire|Sleep> public void
preInit(FMLPreInitializationEvent e) {
L14[00:02:33] <FF_Fire|Sleep>
proxy.preInit(e);
L15[00:02:33] <FF_Fire|Sleep>
ModItems.init();
L16[00:02:33] <FF_Fire|Sleep>
ModBlocks.init();
L17[00:02:33] <FF_Fire|Sleep>
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L19[00:03:10] <McJty> Don't paste here. But
anyway what about ModBlocks.init()?
L20[00:05:34] <Zaggy1024> are the chunkX
and chunkY parameters blockX >> 4?
L21[00:05:52] <McJty> yes they are
L22[00:06:27] <Zaggy1024> so that would be
his problem
L23[00:06:49] <Zaggy1024> do chunkX
<< 4, chunkY << 4
L24[00:06:56] <McJty> Ah no. His code is
correct. I checked
L26[00:07:13] <McJty> (minus the bug of
calculating chunkZ which he apparently fixed)
L27[00:07:21] <McJty> Oops that's my code
sorry
L29[00:07:48] <Zaggy1024> ah
L30[00:07:51] <Zaggy1024> I see it
now
L31[00:09:56] <Zaggy1024> too bad he took
off so soon
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L34[00:10:24] <McJty> I suspect his
registration code is wrong
L36[00:10:45] <tterrag> only happens when
that block is on my head
L37[00:11:37] <Zaggy1024> inverted
normals?
L38[00:11:48] <Zaggy1024> did some scaling
escape your rendering function?
L39[00:12:21] <Zaggy1024> seems to me the
light side of that texture should be on the top, shouldn't
it?
L40[00:12:26] <tterrag> inverted
normals?
L41[00:12:29] <tterrag> this is what it
looks like normally
L42[00:12:40] <Zaggy1024> the item?
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L45[00:13:04] <Zaggy1024> oh
L47[00:13:55] <Zaggy1024> what happens to
the gl state in the helmet renderer?
L48[00:14:04] <tterrag> the render()
function is the relevant bit
L49[00:14:18] <tterrag> Zaggy1024: it works
with no helmet as well
L50[00:14:24] <tterrag> only breaks with
certain blocks on the head
L51[00:14:30] <Zaggy1024> I know
L52[00:14:36] <Zaggy1024> what do those
blocks do when they're rendered?
L53[00:14:53] <Zaggy1024> is that a tesr
spawner?
L54[00:15:05] <tterrag> it's a vanilla
spawner
L55[00:15:06] <tterrag> so...yes
L56[00:17:40] <Zaggy1024> what other blocks
does it happen with?
L57[00:18:01] <Zaggy1024> and does it not
happen when you wear a spawner with a different mob?
L58[00:20:16] <tterrag> happens with any
spawner it seems
L59[00:20:27] <Zaggy1024> do you perhaps
rely on culling being off?
L60[00:20:29] <tterrag> happens with a
portal block
L61[00:20:36] <Zaggy1024> because
RenderLivingEntity enables culling after it's done rendering
L62[00:21:02] <tterrag> aha!
L63[00:21:05] <tterrag> you're a genius
:P
L64[00:21:48] <Zaggy1024> nah, just doing
some find definition crap :P
L65[00:22:14] <Zaggy1024> though really,
you should probably keep culling enabled and try and make your
model the right way round :P
L66[00:22:44] <tterrag> not possible with
the way vanilla does item rendering
L67[00:22:46] <Zaggy1024> from comparing
the icon in the hotbar and in the world it seems like it's
backwards
L68[00:22:48] <tterrag> it relies on
culling being off
L69[00:22:52] <Zaggy1024> hm
L70[00:22:58] <tterrag> I am just
delegating to vanilla
L71[00:22:59] <tterrag> read the code
L72[00:23:16] <Zaggy1024> could scale -1 in
one dimension, couldn't you?
L73[00:23:24] <tterrag> no idea
L74[00:23:28] <tterrag> this shader stuff
is delicate
L75[00:23:31] <tterrag> I'll go with the
simple fix
L76[00:24:19] <Zaggy1024> aight
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L90[00:59:24] <killjoy> I hate it when
servers send me a text component:
{hoverEvent:{action:SHOW_ENTITY,value:null}}
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L92[01:00:36] <killjoy> I should just
disable SHOW_ENTITY because it's so broken
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L95[01:12:19] <killjoy> Is it bad that I'm
asking people on the server I'm on to kill eachother for
science?
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L97[01:21:48] <masa> oh so 1.8.8 is old
news now...
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L99[01:23:44] <Herpahermaderp> loading a
gui once the player reaches a certain height, how would I do
it?
L100[01:24:11] <tterrag> PlayerTickEvent,
probably
L101[01:24:38] <luacs1998> so...
L102[01:24:41] <luacs1998> 1.8.8 or
1.8.9
L103[01:24:47] <luacs1998> or are mods
cross-compatible?
L105[01:26:17] <Herpahermaderp> I'm using
RenderGameOverlayEvent and checking when the player is at a certain
elevation
L106[01:26:18] <luacs1998> btw fry, idk
about lex's rules on import moving, but it seems your 1.8.9 update
commit did a lot of it
L107[01:26:38] <fry> it did
L108[01:26:50] <fry> I removed unused
imports :P
L109[01:27:05] <fry> cause I was going
throught the code and fixing mapping update errors anyway
L110[01:28:29] <masa> Herpahermaderp: is
it a client-side only gui? and do you mean a GuiScreen or just an
overlay?
L111[01:29:53] <Herpahermaderp> well, I
suppose it should be a GuiScreen, huh? the gui is client-side only
yeah
L112[01:29:57] <killjoy> has chat
serialization changed between 1.8 and 1.8.8?
L113[01:30:01] <masa> what is the format
for acceptedMinecraftVersions? does it work the ame way as remote
versions? or would = "1.8.8,1.8.9" be better and even
work?
L114[01:30:12] <killjoy> specifically
hover events
L115[01:30:29] <killjoy> more
specifically, show_entity
L116[01:30:39] <Herpahermaderp> the GUI is
meant to act as a teleporter, offering buttons that once clicked
will take the player to a different dimension but idk how to
actually render it on screen
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L118[01:32:05] <masa> Herpahermaderp: well
then you could just do on the client something like if (!
(Minecraft.getMinecraft().currentScreen instaceof YourScreen))
Minecraft.getMinecraft.displayGuiScreen(new YourScreen()); I
guess?
L119[01:32:22] <Herpahermaderp> k, I'll
try it
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L127[01:49:57] <masa> hmm, how would I
make sure if my mod can work in all 1.8 versions? just manually
testing it?
L128[01:50:36] <killjoy> common
implementation, then version specific ones
L129[01:50:43] <killjoy> as
subprojects
L130[01:50:48] <killjoy> I think that's
how openeye does it
L131[01:51:23] <masa> not exactly what I
was asking...
L132[01:51:58] <masa> I mean how do I find
out if a mod has any incompatibilities with some of the 1.8.x
versions, or if I can release the same version for all of
them?
L133[01:52:07] <tterrag> try it and
see?
L134[01:52:23] <masa> right, so manual
testing it is...
L135[01:53:02] <masa> well I guess loading
the same code into dev environments of the different versions and
see if any errors pop up... although, the mappings will ruin that I
guess
L136[01:53:13] <tterrag> right, don't test
in deobf
L137[01:53:33] <masa> the mappings have no
effect after the mod has been built though, right?
L138[01:53:53] <masa> in non-deobf that
is
L139[01:54:05] <tterrag> right, that's the
purpose of obfuscating to srg names
L140[01:54:35] <masa> well, do they even
make a difference in a built deobf jar? how would they ever work
for anyone then
L141[01:55:27] <tterrag> what?
L142[01:56:06] <masa> well I don't know..
:D
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L144[01:56:32] <masa> ie. does a built
deobj jar have to use the same mappings to work as I have in my dev
environment?
L145[01:56:58] <tterrag> I think you are
mixing up terms
L146[01:57:02] <tterrag> deobf = plain
names
L147[01:57:07] <tterrag> srg = func_xxxx
names
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L151[01:59:11] <masa> yeah so the built
jars that are meant for dev environment, ie. "deobf" or
"dev" jars. Are they then actually in plain names? so
they would have to have been made using the same mappings version
that I used while running setupDecompWorkspace?
L152[01:59:53] <masa> or how oes this
work
L153[02:00:00] <killjoy> make a unit
test?
L154[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151230 mappings to Forge Maven.
L155[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151230-1.8.9.zip
(mappings = "snapshot_20151230" in build.gradle).
L156[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/
L157[02:00:37] <tterrag> masa: you are
correct
L158[02:00:40] <tterrag> the mappings need
to be the same
L159[02:00:45] <tterrag> that's why FG2
introduced deobfCompile
L160[02:01:59] <masa> and what does that
then do?
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L162[02:02:23] <tterrag> deobfs at
runtime
L163[02:02:32] <killjoy> devtime, not
runtime
L164[02:02:34] <tterrag> whatever
L165[02:02:44] <tterrag> it fixes the
issue with different mapping versions :P
L166[02:03:45] <masa> hmm so how does it
work or what does it require?
L167[02:03:51] <laci200270> fry any idea
what can cause my problem?
L168[02:03:58] <fry> nope
L169[02:04:15] <laci200270> its pretty
annoying
L170[02:04:37] <laci200270> it works for
any other person
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L172[02:06:33] <fry> then it's probably
not a forge issue
L173[02:07:03] <laci200270> lwjgl
maybe?
L174[02:07:51] <masa> so the color is
"darker"? is your block set to not render as a normal
block or whatever? that messes up a TESR for me at least
L175[02:08:10] <laci200270> the block is
in normal render
L176[02:08:24] <laci200270> I din't
changed anything about that
L177[02:09:13] <laci200270> I'll seting
rendertype to -1
L178[02:09:26] <xaero> masa: AFAIK deps
need to be stored in a maven (not the libs/ folder), be of
universal/srg mappings, and declared as deobfCompile rather than
regular compile
L179[02:09:56] <masa> isOpaqueCube()
and/or renderAsNormalBlock() need to be false I think, otherwise
the TESR doesn't seem to work correctly
L180[02:10:53] <laci200270> I can't find
renderasnormalblock
L181[02:11:04] <masa> probably renamed,
those are from 1.7.10
L182[02:11:26] <masa> check what chests
have
L183[02:16:59] <laci200270> !findf
renderAsNormalBlock 1.7.10
L184[02:17:07] <laci200270> !findm
renderAsNormalBlock 1.7.10
L185[02:17:33] <laci200270> !findm
func_149686_d
L186[02:18:10] <laci200270> I've found it
:)
L187[02:18:13] <laci200270> now
testing
L188[02:20:48] <laci200270> now renders
fine
L189[02:24:54] <laci200270> works
fine
L190[02:25:47] <laci200270> thanks
masa
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L195[02:37:34] <OrionOnline> Hello
guys
L196[02:37:53] <OrionOnline> And hey fry,
i have seomthing intertesting i need to discuss with you
L197[02:38:49] <sham1> Morning
people
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L199[02:40:05] <OrionOnline> I found a
memory leak and i donnot know what is cause it
L200[02:40:16] <OrionOnline> It lays
within the model system
L201[02:40:28] <fry> tell me more then
:P
L202[02:41:46] <OrionOnline> So you
remember those models i have been working on that had that
temperature bar
L203[02:42:05] <OrionOnline> I started
working on the TE that should eventually heat them up
L204[02:44:15] <OrionOnline> Which lagged
the hell out of my world because it (at least i though it was it)
leaked the hell out of my instance (8GB in a good minute)
L205[02:44:55] <OrionOnline> So i came on
here yesterday evening and have been discussing this with some
others, i narrowed it down to a function that sets the NBT data on
the Item (basically sets the temperature)
L206[02:45:34] <OrionOnline> After a while
diesieben07 told me to take a look at the models (as we did not see
any reason why setting a simple NBT would leak)
L207[02:45:59] <OrionOnline> so it turns
out that creating a new instance of a model leaks memory if you do
it every render tick
L208[02:46:19] <OrionOnline> Cause when i
return a model that is baked once and never again the problem
disappears
L209[02:46:25] <OrionOnline> But the model
turns useless
L210[02:46:49] <OrionOnline> For some
reason either the model (or some parts of it) are not being cleaned
up by the GC and i have no clue why
L211[02:47:45] <fry> well, something is
storing the reference then
L213[02:49:11] <OrionOnline> I am not
keeping a reference to the models
L214[02:49:18] <OrionOnline> So something
else is
L215[02:50:12] <OrionOnline> And why would
it then not have a problem with items that donnot change the
NBT
L216[02:50:28] <OrionOnline> Even though
it regenerates the models every render tick
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L222[03:17:43] <laci200270> if I want to
calculate percentage... I divide the actual vallue with the base
value, right?
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L224[03:19:11] <xaero> just rederive it..
2 out of 2 is 100%, 1 out of 2 is 50%, what operation did you
do?
L225[03:20:13] <laci200270>
dividation
L226[03:20:24] <laci200270> /?
L227[03:20:45] <OrionOnline> Got damn why
does VisualVM always hang on the Profiler
L228[03:20:50] <laci200270> because this
doesn't want to work int
percentage=eCell.getEnergyStored(EnumFacing.UP)/eCell.getMaxEnergyStored(EnumFacing.UP);
L229[03:21:28] <xaero> percentages have a
floating point after the decimal
L230[03:21:59] <laci200270> so I can't
store them in int?
L231[03:22:46] <tterrag|ZZZzzz> that's int
math laci200270
L232[03:23:04] <tterrag|ZZZzzz> if you
want a proper percentage you need a decimal
L233[03:23:08] <laci200270> ok
L234[03:23:16] <tterrag|ZZZzzz> 1/2 =
0
L235[03:23:17] <tterrag|ZZZzzz> :p
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L237[03:23:50] <laci200270> oh
L238[03:27:24] <masa> or you just scale it
up by 100 to get the percentage as an integer, but with that
scaling you are limited to 1% resolution
L239[03:28:04] <tterrag|ZZZzzz> at that
point you could probably just do double math, scale, then cast to
int
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L246[03:35:02] <laci200270> TEs aren't
stored at client side?
L247[03:39:35] <laci200270> I mean
L248[03:39:43] <laci200270> when I read
them from rendering
L249[03:39:53] <laci200270> every value
what I read is 0
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L251[03:44:14] <laci200270> oh I found
it
L252[03:44:21] <laci200270> TE
syncing
L253[03:48:05] <Zaggy1024> fry, you don't
think it would be good to disable smooth lighting when rendering
colorless?
L254[03:48:13] <Zaggy1024> it might save a
bit of rendering time :)
L255[03:48:50] <fry> it might also
suddenly look ugly
L256[03:53:01] ⇦
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L263[04:04:29] <Overreacted> masa are you
there?
L264[04:05:02] <Overreacted> Just telling
you that I fixed it
L265[04:08:52] <Overreacted> I reloaded
the same world everytime, on which I accessed the same donkey chest
without knowing it actually corrupted
L266[04:09:02] <Overreacted> So I fixed
it, but that world just didnt
L267[04:09:15] <Overreacted> upon loading
a new world and repeating the steps it worked
L268[04:10:10] <masa> oh ok
L269[04:10:51] <Overreacted> But of course
the question is now which of the added bits of code fixed it
L270[04:11:13] ***
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L271[04:11:31] <Overreacted> I'll worry
about that later
L272[04:17:32] <OrionOnline> fry, you
still there?
L274[04:18:36] <OrionOnline> why would the
unpackedData[][][] in ColoredQuad be extremely large?
L275[04:19:31]
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L276[04:20:18] <Overreacted> Finally all
bugs (that I know of) are fixed. Time to add something new and fix
bugs revolving around that
L277[04:20:23] <Overreacted> Kind of a
vicious circle
L278[04:21:12] ***
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L280[04:23:00] <Overreacted> I knew that
one already, but yeah that's kind of what i mean
L281[04:27:23]
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L288[04:47:09] <Wuppy> ugh why did they
have to drill something into my wall in the morning after a night
of drinking :(
L289[04:47:55] <sham1> The punishment for
you drinking
L290[04:48:01] <Wuppy> :c
L291[04:49:52] ⇦
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L294[04:53:10] <Wuppy> now if only they
actually told me that they were going to drill my wall
L295[04:53:24] <Wuppy> instead of a
"Wake up madafaka, have a shit ton of noise"
L296[04:54:23] <OrionOnline> fry, i am
going to call it impossible to implement it with the 1.8.8 model
system
L297[04:55:30] <fry> what?
L298[04:55:40] <OrionOnline> The overlayed
temperature bar
L299[04:55:47] <OrionOnline> Their is no
reference to it
L300[04:55:47] <fry> why?
L301[04:55:52] <OrionOnline> Yet for some
reason it still leaks
L302[04:56:05] <OrionOnline> For the life
of god ic annot find the source
L303[04:56:10] <OrionOnline> I have been
at this for hours now
L304[04:56:28] <OrionOnline> And the
amount of float[] it prodcues is just too damn high
L305[04:57:14] <OrionOnline> Wehn i grab a
heap there is no reference to my models in the memory
L306[04:57:31] <OrionOnline> And i have no
idea what could cause it else
L307[04:57:39] <fry> impossible for you to
find a memory leak != impossible to implement
L308[04:58:13] <OrionOnline> i am not
saying it is impossible to implement
L309[04:58:31] <OrionOnline> I am saying
that for a normal being (like me) this system is sometimes too
complex
L310[04:59:04] <OrionOnline> and I simply
need help finding the problem
L311[05:01:18] <unascribed> I don't see
the purpose of using the model system for hardcoded shapes
L312[05:01:28] <OrionOnline>
^^^agree
L313[05:01:45] <unascribed> I get why the
render hooks were removed, since people would abuse it
L314[05:01:51]
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L315[05:01:55] <unascribed> but this seems
like something that is only reasonable with a render hook.
L316[05:02:01] <unascribed> sure, it's
possible with the model system
L317[05:02:04] <unascribed> but completely
unreasonable
L318[05:02:34] <OrionOnline> exactly
L319[05:02:50] <OrionOnline> The amount of
work i have to put into the whole system is just not worth it
L320[05:03:02] <OrionOnline> No matter
what anybody says
L321[05:03:13] <laci200270> OrionOnline,
for the worst case can still hook yourself it in with ASM :D
L322[05:03:25] <unascribed> ...
L323[05:03:33] <OrionOnline> laci200270, i
would, but i want to stay away from that shit
L324[05:03:37] *
sham1 chokes laci
L325[05:03:53] <OrionOnline> sham1, if it
is the only solution i have
L326[05:03:56] <OrionOnline> I will ASM
it
L327[05:04:19] <sham1> And make your mod a
corempd
L328[05:04:27] <unascribed> inb4 everyone
gets banned
L329[05:04:40] <OrionOnline> if there is
no other way around it
L330[05:04:46] <OrionOnline> What am i
supposed to do? just give up?
L331[05:04:57] <unascribed> maybe there
should be a "overlays" API
L332[05:05:00] <sham1> Yes
L333[05:05:04] <unascribed> that lets you
define basic rectangles on top of items
L335[05:05:22] <unascribed> trying to
suggest solutions that aren't "ASM a render hook
in"
L336[05:06:04] <sham1> Can't you just have
your tempurature in the item description
L337[05:06:14] <unascribed> that's about
99.9% less useful
L338[05:06:19] <sham1> There's an event
for doing that
L339[05:06:20] <unascribed> "why not
just put the durability in the tooltip"
L340[05:07:12] <OrionOnline> sham1, i
have
L341[05:07:38] <OrionOnline> But people
keep complaining that it is not easy to see when the Item gets too
hot
L342[05:07:52] <OrionOnline> So i added a
custom bar in 1.7.10 and people where happy including me
L343[05:08:02] <OrionOnline> With a good
40 lines of code i basically solved the problem
L344[05:08:10] <OrionOnline> And made it
properly visible
L345[05:08:13] <sham1> Catering to morons
eh
L346[05:08:19] <unascribed> >catering
to morons
L347[05:08:24] <OrionOnline> Small change
-> Big improvement
L348[05:08:27] <unascribed> TIL good UX is
catering to morons
L349[05:08:57] <OrionOnline> No it is not
just catering to morons, i wanted something else as well, i use my
mod and it is hard to keep track of 20 ingots you are heating
up
L350[05:09:03] <unascribed> fwiw there's a
really clean place you can put the hook
L351[05:09:03] <OrionOnline> Having to
hover over them to see their temp
L352[05:09:08] <unascribed>
RenderItem::func_181565_a
L353[05:09:09] <sham1> Yes in fact
L354[05:09:16] <unascribed> all that does
is render the durability bar with Tessellator
L355[05:09:29] <OrionOnline> that would
indeed be a good hook to put it
L356[05:10:04] <sham1> You could hook to
the durability bar :P
L357[05:10:16] <unascribed> and then
heated items with durability don't work
L358[05:10:17] <unascribed> 10/10
solution
L359[05:10:19] <OrionOnline> sham1, what
would bring me that, the bar is exactly the wrong way around
L360[05:10:27] <unascribed> yeah, it turns
green when full
L361[05:10:32] <OrionOnline> their are no
heated items with durabilitryx
L362[05:10:36] <OrionOnline> just
resources
L363[05:10:38] <unascribed> OrionOnline,
but there might be
L364[05:10:46] <sham1> Redder =
colder
L365[05:10:49] <unascribed> I don't see
any reason to not have heated items later
L366[05:10:56] <unascribed> sham1, that
makes no sense and you know it doesn't
L367[05:11:05] <sham1> True
L368[05:11:06] <OrionOnline> No redder is
hotter as it melts when it gets too hot
L369[05:11:26] <OrionOnline> That is the
reason for adding the bar in the fisrt plac
L370[05:11:40] <OrionOnline> If you are
too late the ingot melds and you lose it for ever
L371[05:11:42] <Lumien> Does the
temperature bar have to appear in every gui or why can't you just
draw it "over the item" ?
L372[05:11:52]
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L373[05:11:56] <unascribed> Lumien:
because you can't
L374[05:11:59] <OrionOnline> Lumien, iun
every GUI
L375[05:12:09] <OrionOnline> as the Item
cools down slowly when it is not being heated
L376[05:12:23] <sham1> No shit
L377[05:12:37] <OrionOnline> The biggest
flaw of the rendering system in minecraft: no callbacks to what so
ever
L378[05:13:28] <OrionOnline> I whish there
was a simple call to something like: Item.itemRendered
L379[05:13:55] <OrionOnline> Or an event
you could catch to overlay stuff when a item gets rendered
something like that would be extremly nice to have and extremly
powerfull
L380[05:14:17] <Lumien> Do you want the
bar on only your items?
L381[05:14:28] <sham1> He wants it on all
metals
L382[05:15:23] <OrionOnline> Lumien,
basically i have an item that wraps any item i give it and it
should just render the wrapped item first and then add the
bar
L383[05:15:26] <OrionOnline> JOb
done
L384[05:15:30] <sham1> E. G. Iron
L385[05:16:10] <sham1> Oh
L386[05:16:11] <sham1> Wrapper item
L387[05:16:49] <fry> I'd like to help, but
I'm still cloning the repo, and looks like will be for a
while
L388[05:17:51] <OrionOnline> yeah it takes
a bit, i am working on shrinking it down
L389[05:17:59] <OrionOnline> But i first
want this to actually work
L390[05:18:27] ⇦
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L391[05:19:06] <laci200270> how can I
compare two enums?
L392[05:19:17] <laci200270> == doesn'T
seem to work
L393[05:19:25] <laci200270> netiher
equals
L394[05:19:40] <Lumien> two different
enums? o_O
L395[05:19:46] <OrionOnline> if you have
set it up you fry just ping me
L396[05:19:54] ***
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L397[05:20:03]
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L398[05:20:10] <laci200270> Lumien, same
enum type
L399[05:20:32] <Lumien> ==
L400[05:21:04] <laci200270> ok I try
again
L401[05:26:10] ⇦
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L403[05:30:56] <OrionOnline> fry, got it
working
L404[05:31:03] ***
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L405[05:31:40] <fry> got what
working?
L406[05:32:48] <OrionOnline> the
repo?
L407[05:33:04] <fry> ah, that was a
question
L408[05:33:07] <fry> not yet
L409[05:33:55] <OrionOnline> okey
L410[05:34:06] <OrionOnline> (lol missed
the question mark their........)
L411[05:35:27] <masa> how should I
structure the initialization stuff in constructors, when I'm
extending a class and the extending class needs to add its own
stuff before I can call a method that does some further
initialization?
L412[05:36:33] <masa> ie. if I add the
method call to the end of the super class's constructor then it
will crash while the sub class constructor calls super() and then
the method gets called and the sub class hasn't yet reached its own
constructor stuff
L413[05:36:49] ***
kroeser is now known as kroeser|away
L414[05:37:17] <masa> so there are
unitialized fields that the overridden method would need
L415[05:38:02] <masa> do I just need to be
cheap and add null checks and then call the method again at the end
of the sub class contructor
L416[05:38:27] <masa> or override the
method to be a no-op and then have another method in the sub
class
L417[05:38:59] <masa> this just feels
messy every way I think about it
L418[05:39:02] ⇦
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L419[05:40:49] <sham1> It is messy but
propably needed
L420[05:41:01]
⇨ Joins: laci200270 (~laci20027@78.92.233.210)
L421[05:41:17] <masa> or should I just
leave the method call out of the constructor and call it
separately... but then the object isn't in a proper state after the
constructor finishes
L422[05:41:42] <fry> OrionOnline: NPE at
com.SmithsModding.SmithsCore.Network.Event.EventNetworkManager.Init(EventNetworkManager.java:51)
~[SmithsCore-1.1.0.1-42-SNAPSHOT-dev.jar:?]
L423[05:42:00] <OrionOnline> what?
L424[05:42:03] <unascribed> you need to
compile a new SmithsCore
L425[05:42:12] <unascribed> and put it on
the classpath instead of the one in the build.gradle
L426[05:42:25] <OrionOnline> unascribed, i
thought i pushed a new version to git to fix that.... Hmm
L427[05:42:39] <unascribed> idk
L428[05:42:44] <unascribed> just saying
what I had to do to get it working
L429[05:43:05] <OrionOnline> fry
L430[05:43:14] <OrionOnline> I just pushed
that fix to the git
L431[05:43:39] <OrionOnline> You cal pull
or just change the smithscore_version line in the build.properties
to 1.1.0.1-59-SNAPSHOT
L432[05:48:26] ***
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L433[05:48:52] <laci200270> PaleoCrafter,
it wasn't my GPU the error
L434[05:49:18] ⇦
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L435[05:49:20] <laci200270> My Block
file
L436[05:50:36] <PaleoCrafter> lol, I
didn't even consider that for a second
L437[05:51:03] <OrionOnline> fry, got the
correct version?
L438[05:53:27] <fry> OrionOnline: yes; so,
where do I get items with bars?
L439[05:54:35] <OrionOnline> load a
world
L440[05:54:44] <OrionOnline> preferably in
creative
L441[05:54:51] <OrionOnline> grab your
self a firepit
L442[05:54:53] <fry> don't think armory
loaded actually
L443[05:54:58] <fry> only Smiths
Core
L444[05:55:06] <OrionOnline> You will need
armory.... :D
L445[05:55:08] <unascribed> oh, check that
src is the source folder
L446[05:55:10] <unascribed> not
src/main/java
L447[05:55:45] <fry> yup, that's it
L448[05:56:00] <OrionOnline> sorry i use
weird things
L449[05:56:04] <OrionOnline> But i am
improving
L450[05:56:20] <unascribed> you've
probably already gotten flak for this
L451[05:56:24] <unascribed> but you don't
follow any of the conventions
L452[05:56:32] <unascribed> package names
are supposed to be lowercase
L453[05:56:34] <unascribed> as are method
names
L454[05:56:40] <OrionOnline> unascribed, i
know
L455[05:56:44] <unascribed> figured
L456[05:56:56] <OrionOnline> As i told
before i am going through all of it and change it
L457[05:56:58] <unascribed> I figured i'd
say it anyway since you're learning/improving
L458[05:57:00] <PaleoCrafter> OrionOnline,
wasn't it you who used to name variables weirdly as well? :P
L459[05:57:02] <OrionOnline> Just wanted
to get this behind me
L460[05:57:09] <OrionOnline> PaleoCrafter,
yes paleo
L461[05:57:15] <OrionOnline> which i am
changing as well
L462[05:57:31] <unascribed> Spelunky reset
my controls >:(
L463[05:58:30] <sham1> What kind of
variable names
L464[05:59:18] <ThePsionic> unascribed:
shouldn't method names be lowerCamelCase
L465[05:59:23] <unascribed> yes
L466[05:59:30] <unascribed> but he
currently puts them in UpperCamelCase
L467[05:59:35] <ThePsionic> Ah
L468[06:00:01] <ThePsionic> That's for
classes though ;)
L469[06:00:08] <sham1> He does the C#
convention
L470[06:00:39] <ThePsionic> anyway time to
food
L471[06:01:37] <Zaggy1024> fry, when
you're in noColor mode you shouldn't be able to see lighting unless
something isn't respecting that flag
L472[06:02:19] <Zaggy1024> can't see
lighting on the block destroy texture, so no point calculating it
:)
L473[06:02:20] ***
zz_SnowShock35 is now known as SnowShock35
L474[06:04:01] <laci200270> half of my
commits are releated to rendering :D
L476[06:08:01]
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L477[06:08:18] <OrionOnline> what
L478[06:08:22] <OrionOnline> that makes no
sense
L479[06:08:43] <OrionOnline> ONe sec
L480[06:08:45] <raoulvdberge> If you want
to use an item model based on NBT, is implementing getModel() and
registring the variant in the model bakery enough?
L481[06:08:49] <Zaggy1024> different vm
versions maybe?
L482[06:09:20] <raoulvdberge> Because my
item is rendering in hand, but not in the inventory slot
itself
L483[06:09:24] ⇦
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L485[06:12:22] <OrionOnline> See the heap
size increasing at the end?
L486[06:12:44] ⇦
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L488[06:14:23] <fry> you must have
uncommited local changes
L489[06:14:35] <fry> since the temperature
doesn't increase for me either
L490[06:14:42] <OrionOnline> Wait it does
not?
L491[06:14:49] <fry> nope
L492[06:15:20] <OrionOnline> I just pushed
the changes
L493[06:16:49] <fry> yup, now temperature
works
L494[06:17:12] <fry> and I do see the
leak
L495[06:19:21] ⇦
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L497[06:22:16] <raoulvdberge> Is it still
possible to render an TESR an an item, and if so, how?
L498[06:22:55] <laci200270> raoulvdberge,
no
L499[06:26:13] ⇦
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L501[06:26:50] <sham1> Laci, you are
wrong. But it is not recommended to be done
L502[06:27:05] <laci200270> the hook is
removed in 1.8.8 update
L503[06:27:11]
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L504[06:27:35] <sham1> Source please
L505[06:27:59] <diesieben07> it isn't
there :P
L506[06:28:10] <diesieben07> even vanilla
doesn't do it anymore as far as i can see
L507[06:28:52] <laci200270> sham1 I'm
searching it
L508[06:28:56] <sham1> Can't check at the
moment
L509[06:29:28] <raoulvdberge> crap, I'm
still rendering some stuff in TESRs, and it seems lame to make also
another renderer in item models
L510[06:29:35] <raoulvdberge> Anyway, I'll
make a crappy 2D item texture then.
L511[06:29:57] <masa> yay my inventory
stuff is starting to work once again, first time since I started
refactoring in 2,5 months ago and then was "busy" with
other stuff and lacking motivation
L512[06:30:07] <ThePsionic> hurrah!
L513[06:30:38] <sham1> I'm at the Baltic
sea so I am very much away from my IDD
L514[06:30:41] <PaleoCrafter> I still see
TileEntityItemStackRenderer ?
L515[06:30:44] <sham1> IDE*
L516[06:30:55] <masa> usual refactoring -
stuff works perfectly, start refactoring, and 2,5 months later
stuff works almost as good as it did in the first place :p
L517[06:31:00] <laci200270> sham1, I
remobered wrong
L519[06:31:17] <diesieben07> heh yes it is
still there....god i am blind
L520[06:31:18] <laci200270> It will be
reomoved
L521[06:31:39] <diesieben07> raoulvdberge,
ForgeHooksClient.registerTESRItemStack
L522[06:32:15] <raoulvdberge> that hook is
problematic
L523[06:32:25] <raoulvdberge> I don't have
access to the itemstack in the TESR render method
L524[06:32:30] <OrionOnline> fry, you see
the leak no to right?
L525[06:32:38] <diesieben07> indeed you
dont
L526[06:32:41] <Wuppy> welp... just
purchased 3.1 liters of alcohol :P
L527[06:32:45] <diesieben07> it is a
temporary hack to make people shut up
L528[06:32:47] <Wuppy> I think
jagermeister is happy with me :P
L529[06:32:55] <diesieben07> if you want
to do it properly, use the new models
L530[06:33:05] <diesieben07> +1 for
jägermeister :D
L531[06:33:13] <raoulvdberge> it's a bad
hack. they might as well remove it because its useless lol
L532[06:33:20] <PaleoCrafter> I didn't
even know registerTESRItemStack exists, lol
L533[06:33:34] <sham1> Wuppy, you have a
problem
L534[06:33:40] <diesieben07> it was
non-existant, people screamed
L535[06:33:42] ⇦
Quits: LexLap2 (~LexManos@172.76.2.58) (Ping timeout: 192
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L536[06:33:44] <diesieben07> hence it is
there now
L537[06:33:49] <Wuppy> sham1, I'm not
drinking it all at once, this is for months
L538[06:33:51] <PaleoCrafter> IronChest
replaces TileEntityItemStackRenderer.instance, or at least it used
to
L539[06:33:59] <Wuppy> also 1.4 liters is
not for me but for a friend
L540[06:34:01] <diesieben07> yes that was
the hack
L541[06:36:52] <sham1> Jaegermeister
L542[06:37:28] <Wuppy> whats up with
jager?
L543[06:37:36] <diesieben07> it's
jäger
L544[06:37:47] <PaleoCrafter> fry, why
ain't the new animation commited yet? :P
L545[06:37:48] <Wuppy> my keyboard doesnt
do that a :P
L546[06:37:59] <diesieben07> i know i am
joking
L547[06:38:05] <fry> PaleoCrafter: because
it's not done yet
L548[06:38:14] <Wuppy> but damn that stuff
is good <3
L549[06:38:19] <fry> there's no json
parsing and I've received 0 feedback
L550[06:38:34] <diesieben07> very
true
L551[06:38:52] <sham1> I just noticed that
drone.io works with haskell
L552[06:39:34] <PaleoCrafter> I'M talking
about the forge logo :P
L553[06:39:34] <sham1> Or rather can build
haskell
L554[06:40:00] <Wuppy> woop woop, I'm
going on a weekend vacation with nothing but students soon... this
gun be good
L555[06:40:27] <fry> ah, well, simply
didn't get around to it
L556[06:40:33] <fry> too much else going
on
L557[06:43:23] <sham1> A new forge
logo
L558[06:43:33] <sham1> Wat
L559[06:43:39] <fry> meet the new
boss
L560[06:43:40] <diesieben07> just the
loading animatino (the hammer)
L561[06:43:43] <fry> same as the old
boss
L562[06:44:28] <Wuppy> fry, besides the
name there is no difference between the forge src and mdk
right?
L564[06:44:42] <raoulvdberge> Anyone know
how I can make my block update redstone power? I tried
worldObj.notifyBlockOfStateChange but that doesn't do anythin
L565[06:44:43] <fry> I think so
L566[06:44:43] <Wuppy> \o/
L567[06:45:59] <sham1> It'
L568[06:46:20] <sham1> I've stayed away
from coding for almost 24 hours
L569[06:46:36] <sham1> I dunno how I
managed that
L570[06:47:27]
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L571[06:50:47] <fry> OrionOnline: leak is
in the obj model cache
L572[06:52:20] <PaleoCrafter> i.e. blame
it on shade? xD
L573[06:52:33] <fry> investigating
L574[06:52:43] <sham1>
#BlameShadeKiller
L575[06:55:19] <fry> OrionOnline: so,
OBJState doesn't override .equals and .hashcode; each time you fire
a block update for a firepit, a new model is created, and stored in
the "cache" (hashmap)
L576[06:56:01] <OrionOnline> Okey
L577[06:56:04] <Zaggy1024> ouch
L578[06:56:08] <OrionOnline> So what am i
supposed to then
L579[06:56:15] <OrionOnline> Is there a
way io can fix it myself?
L580[06:56:19] <fry> I'll fix it on my
side soon
L581[06:56:28] <fry> but you can fix it
for yourself too
L582[06:56:37] <fry> cache
visibleParts
L583[06:56:47] <sham1>
#BlameShadeKiller
L584[06:57:00] <fry> or, more
specifically, cache OBJState for each visibleParts instance
L585[06:57:18] <diesieben07> also while
you are at it fry, why in the fuck does OBJModel use a mutable
synchronized list? instead of just an immutableList? :D
L586[06:57:34] <fry> diesieben07: don't
ask me
L587[06:57:39] <ThePsionic> sham1: it's
really easy
L588[06:57:42] <ThePsionic> just stop
caring
L589[06:58:21] <diesieben07> fucking
shade...
L590[06:59:01] <sham1> ThePsionic, more
like I am in the middle of the Baltic Sea and I don't have my
laptop with mi
L591[06:59:14] <sham1> And this wifi in
this ferry sucks
L592[07:01:08] ⇦
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L593[07:01:21] <ThePsionic> why would you
even want to be in a ferry in the middle of the Baltic
L594[07:02:01] <diesieben07> that question
is not valid
L595[07:02:05] <diesieben07> because it's
awesome :D
L596[07:02:17] <sham1>
Turku-Stockholm-Turku route
L597[07:02:31] <OrionOnline> fry., so i am
off the hook? It is not my mistake?
L598[07:02:45] <Wuppy> if you leave a
ranked game in rocket league in 30 second you are literally the
worst kind of person
L599[07:03:39] <sham1> And my god is this
dull
L600[07:03:52] <fry> OrionOnline: ideally,
you could've looked at how exactly OBJModel's handleBlockState
works; but most blame is on the shade
L601[07:06:04] <fry> OrionOnline: also,
totally your fault for not being able to read a heap dump :P
L602[07:06:50]
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L611[07:12:04] <diesieben07> fry,
Objects.hash is java 7
L612[07:12:21] <diesieben07> use Objects
(from guava).hashCode
L613[07:12:26] <fry> we're not in
java7
L614[07:12:33] <fry> ah, lol
L615[07:12:34] <diesieben07> hence my
comment.
L616[07:12:37] <fry> wrong import
L617[07:12:44] <fry> fuck eclipse.
L619[07:18:49] <Overreacted> How would i
goa bout and make a scrollable inventory?
L620[07:19:27] <Zaggy1024> depth masking,
I guess :P
L621[07:20:11] <Wuppy> is spotify worth
it?
L622[07:20:15] <Wuppy> 99 cents for 3
months now :O
L623[07:20:25] <Overreacted> I don't even
know how to start, that's the problem, should i have a look at the
search tab in the creative inventory?
L624[07:20:36] <Zaggy1024> if you listen
to the music they have on it, of course it's worth it :P
L625[07:20:48] <Overreacted> yeah, 99
cents for simply being able to download your music and listen to it
while offline
L626[07:20:51] <Wuppy> damn, it's 10 euros
a month normally :O
L627[07:20:56] <Wuppy> that's waaaay over
priced
L628[07:22:15] <Zaggy1024> just make sure
you cancel before they charge you again :P
L629[07:23:36] <OrionOnline> fry, i have
never read one like this befor
L630[07:23:43] <Wuppy> exactly
L631[07:23:47] <OrionOnline> Usually they
are small as hell
L632[07:23:54] <Wuppy> I made a massive
note in my google calendar for it :P
L633[07:23:55] <OrionOnline> And i can
easily trace it
L634[07:24:10] <Wuppy> if I miss that one,
I diserve to overpay for spotify :P
L635[07:24:19] *
fry loaded it in eclipse mat
L636[07:24:39] <fry> it showed OBJModel
occupying 90% of the heap
L637[07:24:42] <fry> I looked inside
L638[07:24:57] <fry> saw that the hashmap
cache occupied the majority of that
L639[07:25:01] <fry> bingo
L640[07:25:42]
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L641[07:27:39] <OrionOnline> Okey, that is
true,
L642[07:27:59] <OrionOnline> It is just
that i have no clue how the OBJ is supposed to work (yet) so i had
no reference to compare it too
L643[07:28:08] <OrionOnline> I marked it
as out of place in my mind
L644[07:28:14] <OrionOnline> But not
really wrong
L645[07:28:21] <OrionOnline> I assumed
that it worked correctly
L646[07:31:01] <Wuppy> damn.. looking at
my agenda it seems like I literally have a party or event planned
every single weekend from now till about the end of april :O
L647[07:31:27] <fry> Wuppy: can you go 5
miutes without talking about partying? :P
L648[07:31:36] <Wuppy> not easy
:<
L649[07:31:47] <OrionOnline> Wuppy is
dutch student
L650[07:31:53] <OrionOnline> We do nothing
else then party :D
L651[07:32:19] <Wuppy> also, the last time
I talked about parties is like 3 hours ago :P
L652[07:32:34] <Wuppy> OrionOnline, we
also learn a lot
L653[07:32:40] <Wuppy> but only at
convenient times :P
L654[07:32:43] <OrionOnline> That is also
true
L656[07:32:46]
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L657[07:33:10] <Wuppy> but partying is
good for you!
L658[07:33:19] <Wuppy> not for your liver,
but it is good
L659[07:33:55]
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L660[07:36:58] ***
kroeser|away is now known as kroeser
L661[07:37:36] <Overreacted> what method
makes an EntityLivingBase get hit
L662[07:37:48] <Overreacted> like, on
interaction I want the entity to take 1 damage
L663[07:39:25] <sham1> Entity class has
methods that take in damagesource ;)
L664[07:40:06] <OrionOnline> fry, so a
temp fix would just be not mark the block for update untill a new
version of version is pushed?
L665[07:40:38] <fry> that would be the
simplest thing to do, yes, but the new version is pushed :P
L667[07:45:22] <OrionOnline>
Allright
L668[07:45:26] <OrionOnline> updating that
then
L669[07:45:53] <OrionOnline> Thanks fry
btw
L670[07:45:58] <OrionOnline> You rock
man
L671[07:46:28] <fry> prepare for 400
errors :P
L672[07:46:32] ***
kroeser is now known as kroeser|away
L673[07:47:05] <fry> you're on a quite old
build :P
L674[07:47:23] <OrionOnline> I know
L675[07:47:35] <OrionOnline> Did that much
change
L676[07:47:37] <OrionOnline> ??
L677[07:47:48] <fry> nope
L678[07:48:05] ⇦
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L679[07:49:43] <OrionOnline> okey...... i
am confused..... was that 400 error a joke?
L680[07:50:11] <fry> nope
L681[07:50:31] <fry> I tried to copy your
source into the forgedev
L682[07:50:35] <fry> got 400 errors
L683[07:50:47] <fry> some are probably due
to the mising deps though
L684[07:50:52] <fry> but some not
L685[07:51:50] <OrionOnline> i will try an
report :D
L686[07:55:25]
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L688[07:58:58] <Overreacted> Can't you add
more colors to a tooltip than just the "\u00A7x" colors?
Like I want brown instead of gold.
L689[07:59:17] <McJty> Hi, I'm trying to
find a nice example of a ISmartBlockModel that generates quads
algorithmically (based on getExtendedState from the block)
L690[07:59:27] ⇦
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L691[07:59:40] <McJty> Also what's the
difference between getFaceQuads and getGeneralQuads?
L692[08:00:13] <diesieben07>
getGeneralQuads: quads that are always visible. getFaceQuads: quads
that form the given face
L693[08:00:26] <diesieben07> i assume the
face quads are hidden when that face is obstructed
L694[08:00:30] <McJty> So getFaceQuads
from all faces == getGeneralQuads?
L695[08:00:37] <McJty> Or is
getGeneralQuads usually empty?
L696[08:00:38] <PaleoCrafter> Overreacted,
you can make it use a custom font renderer
L697[08:00:52] <Overreacted> What's
that?
L698[08:01:05] <diesieben07> McJty,
getGeneralQuads = quads you want to render always. don't put quads
in both
L699[08:01:17] <diesieben07> (also someone
correct me if i am wrong :D)
L701[08:01:44] <McJty> There you have:
public static class CustomModel implements IBakedModel,
ISmartBlockModel, ISmartItemModel
L702[08:01:57] <McJty> But
ISmartBlockModel already implements IBakedModel. So what is that
IBakedModel doing there?
L703[08:02:05] <diesieben07> it's
redundant
L704[08:02:08] <sham1> Diesieb, did you
have an example of a droneio job
L705[08:02:50] <McJty> Ok, so in the
BakedQuad() constructor there is a 'tintIndex' parameter. What does
that do?
L707[08:03:13] <ZaggyMobile2> Used for
block color multipliers
L708[08:03:18]
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L709[08:03:20] <PaleoCrafter> Overreacted,
look at Item#getFontRenderer and
net.minecraft.client.gui.FontRenderer
L710[08:03:26] <Overreacted> okay
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L712[08:03:35] <McJty> zaggy, What are
those?
L713[08:03:42] <diesieben07> e.g. grass
color and such
L714[08:03:46] <McJty> ah
L715[08:03:49] <ZaggyMobile2> Block and
item color multipliers actually
L716[08:03:57] <diesieben07> the tintIndex
is the last param passed to Block.colorMultiplier
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L722[08:27:47] <Overreacted> does NBt get
stored only on client or only on server (initially)?
L723[08:28:00] <unascribed> in what
context
L724[08:28:25] <Overreacted> like when I
use my item on an entity, it stores the nbt of that entity in a tag
of the certain stack
L725[08:28:48] <diesieben07> it depends on
what you do :P
L726[08:29:00] <diesieben07> but generally
data is only saved on the server
L727[08:29:00] <unascribed> for
items
L728[08:29:10] <unascribed> if getShareTag
is true (it's true by default)
L729[08:29:13] <diesieben07> ItemStack NBT
is special though, since it is used weirdly
L730[08:29:17] <unascribed> NBT is on the
server and client, synced automatically
L731[08:29:21] <diesieben07> because
normally NBT is just for savint to disk
L732[08:29:27] <Overreacted> yeah because
there's a small problem
L733[08:29:42] <Overreacted> When it
right-clicks, it creates that certain tag
L734[08:30:00] <Overreacted> and the
method first checks if that tag isn't there already (So you can't
use it twice)
L735[08:30:12] <Overreacted> but I can
still use it multiple times
L736[08:30:13] ⇦
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L737[08:30:53] <diesieben07> show your
code
L738[08:30:54] ***
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L740[08:32:41] <unascribed> the compound
probably isn't null
L741[08:32:48] <diesieben07> well, you use
getSubCompound in getUnlocalizedName
L742[08:32:53] <diesieben07> which is
called often
L743[08:33:02] <diesieben07> so it will
just basically always crete the compound
L744[08:33:10] <diesieben07> actually
wait, you use false there
L745[08:33:18] <Overreacted> Was just
about to say that yeah
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L747[08:38:08] <Overreacted> so is there a
way to send something to register that it actually has that certain
tag?
L748[08:38:22] <diesieben07> no need to do
that
L749[08:38:47] <Overreacted> ?
L750[08:38:55] <Overreacted> But it
doesn't register
L751[08:39:26] <diesieben07> i don't know
what it is, but your code looks fine...
L752[08:39:48] <Overreacted> isn't there
some kind of markDirty() for itemstack?
L753[08:40:38] <diesieben07> no
L754[08:41:22] <diesieben07> use a
debugger to find out what the actual values are the 2nd time
around
L755[08:42:10] <Overreacted> fixed
it.
L756[08:42:16] <diesieben07> what was
it?
L757[08:42:52] <Overreacted> Just replaced
the stack.getTagCompound() == null with
stack.getSubCompound("Information", false) == null in the
isEmpty() method
L758[08:42:57] <Overreacted> seemed to
work
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L760[08:43:16] <diesieben07> ahh yeah that
makes sense
L761[08:43:18]
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L762[08:43:34] <Overreacted> is there a
way to change texture based on whether it has that subcompound or
not?
L763[08:43:42] <diesieben07> 1.7 or
1.8?
L764[08:43:46] <laci200270> basics java
question:
L765[08:43:49] <Overreacted> 1.8
L766[08:44:03] <laci200270> if I give an
object to a method
L767[08:44:06] <diesieben07>
ModelLoader.setCustomMeshDefinition+
L768[08:44:12] <laci200270> and I add
elements to it
L769[08:44:34] <laci200270> can I use the
added objects in the upper method?
L770[08:44:39] <diesieben07> yes
L771[08:44:44] <diesieben07> Objects are
passed as pointers
L772[08:44:48] <laci200270> thanks
L773[08:44:53] <Overreacted> Do I need to
specify that in the item class or in my ItemRenderRegistry?
L774[08:45:03] <diesieben07> neither
L775[08:45:06] <diesieben07> you call it
in preInit
L776[08:45:19] <diesieben07> with your
Item and a ItemMeshDefintion
L777[08:45:31] <diesieben07> the
ItemMeshDefintion determines the model for any ItemStack of your
Item
L778[08:46:01] <Overreacted> oh you mean
Minecraft.getMinecraft().getRenderItem()/getItemModelMesher().register()?
L779[08:46:28] ⇦
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L780[08:46:29] <diesieben07> No.
L781[08:46:38] <diesieben07> you shouldn't
be using that.
L782[08:46:42] <Overreacted> No?
L783[08:46:43] <diesieben07> Use
ModelLoader.XXX instead
L784[08:46:59] <Overreacted> Is it still
okay to use that method for normal items?
L785[08:47:08]
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L786[08:47:36] <diesieben07> it works, but
you are encouraged (why exactly? ask fry.) to use ModelLoader
instead
L787[08:47:42] <Overreacted> okay
L788[08:47:44] <diesieben07> they do the
exact same thing
L789[08:48:07] <Overreacted> so whats the
meshdefinition then
L790[08:48:19] <diesieben07> as i said, it
maps ItemStack to Model
L791[08:48:27] <diesieben07> you can
return whatever model you want based on the ItemStack
L792[08:48:42] <Overreacted> just the
basic Item model then, no?
L793[08:48:54] <diesieben07> i thought you
wanted to change it...
L794[08:49:02] <Overreacted> I want to
change the texture
L795[08:49:16] <diesieben07> that means
using a different model in 1.8
L796[08:49:20] <Overreacted> ohh
L797[08:49:42] <Overreacted> so basically
the meshdefinition should refer to the
assets/modname/models/item
L798[08:49:50] <diesieben07> yes
L799[08:49:57] <Overreacted> now it makes
sense
L800[08:50:05] <diesieben07> it returns
whatever ou passed to getItemModelMesher().register() before
L801[08:50:17] <diesieben07> but now it is
dynamic and you can change it
L802[08:50:24] <Overreacted> okay
L803[08:51:27] <Overreacted> so how do i
get the specific ItemStack from Item then
L804[08:51:28] <fry> diesieben07,
Overreacted: use ModelLoader.setCustomModelResourceLocation in
preinit; it runs before the first resource load pass, so you woun't
get errors in the log + sometimes wrong model cached for your
item
L805[08:51:41] <diesieben07> aha :D
L806[08:51:45] <Overreacted> :P
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L808[08:57:20] <Overreacted> so should I
just do ItemStack stack = new ItemStack(HPItems#Syringe) and then
check if that stack has the subcompound?
L809[08:57:57] <diesieben07> no....
L810[08:58:12] <diesieben07>
ItemMeshdefinition has one method. that method gives the stack to
you.
L811[08:58:12] <Overreacted> But I don't
see any other method to get a specific Itemstack
L812[08:58:17] <Overreacted> okay
L813[08:58:24] <diesieben07> if you just
create a NEW ItemStack of course it will NOT have any data on
it...
L814[08:58:30] <Overreacted> logic
L815[08:58:33] <Overreacted> sorry
L817[08:59:45] <diesieben07> yes, but it
can be more efficient.
L818[08:59:51] <diesieben07> use a Set
isntead of a list
L819[09:00:16] <laci200270> why?
L820[09:00:20] <diesieben07> and then
isntead of a contains() + an add jsut call add directly, the rturn
value will tell you if the value was there before (if it was you
don't recurse, otherwise you do)
L821[09:00:30] <diesieben07> because
List.contains is very slow compared to a Set
L822[09:00:35] <laci200270> oh
L823[09:00:37] <laci200270> thx
L824[09:01:03] <diesieben07> so: if (block
== myBlock && set.add(pos)) { // recurse }
L825[09:01:14] <gigaherz> a Set is
optimized checking if something already was inserted
L826[09:01:26] <laci200270> thanks
L827[09:01:45] <OrionOnline>
!!latest
L828[09:01:46] <MCPBot_Reborn> === Latest
Mappings ===
L829[09:01:47] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L830[09:01:47] <MCPBot_Reborn> 1.8.9
snapshot_20151230
L831[09:01:48] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L832[09:01:49] <MCPBot_Reborn> 1.8.8
stable_20
L833[09:01:49] <gigaherz> a List is
optimized for fast adding to the end, fast indexed lookups, and
fast iteration
L834[09:01:49] <MCPBot_Reborn> 1.8
snapshot_20151128
L835[09:01:50] <MCPBot_Reborn> 1.8
stable_18
L836[09:01:51] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L837[09:01:51] <MCPBot_Reborn> 1.7.10
stable_12
L838[09:02:00] <gigaherz> OrionOnline: add
the version at the end to avoid spam ;P
L839[09:02:08] <diesieben07> or just avoid
!! :D
L841[09:02:15] <diesieben07> gigaherz, not
necessarily fast indexed lookups :P LinkedList.get is just
iteration
L842[09:02:21] <laci200270> OrionOnline,
you can use only one !
L843[09:02:26] <OrionOnline> diesieben07,
how am i supposed to do it then? only one?
L844[09:02:27] <OrionOnline> Ah oke
L845[09:02:35] <OrionOnline> I thought it
would PM me that
L846[09:02:36] <gigaherz> diesieben07:
true, I keep forgetting java list != arraylist
L847[09:02:37] <gigaherz> XD
L848[09:02:38] <diesieben07> yeah one !
just sends it to you instead of the whole channel
L849[09:02:45] <OrionOnline> Ah okey
L850[09:02:48] <diesieben07> well, meh.
nobody needs LinkedList
L851[09:02:51] <OrionOnline> Good to know
thank you
L852[09:03:06] <gigaherz> diesieben07: C#
List is th arraylist
L853[09:03:13] <gigaherz> the interface is
IList ;P
L854[09:03:20] <diesieben07> c# just sucks
so much
L855[09:03:24] <gigaherz> hence the
continuous confusion ;P
L856[09:03:34] <diesieben07> i don't care
how amazing the technology behind .net might be
L857[09:03:41] <diesieben07> but their
naming scheme is just disgusting
L858[09:03:42] <sham1> ArrayList I
L859[09:03:53] <sham1> Is the most used
List in Java
L860[09:04:01] <diesieben07> of course
:D
L861[09:04:24] <sham1> We have
hashset
L862[09:04:40] <diesieben07> HashSet is
actually pretty awful, but it's all we got
L863[09:05:27] <fry> why is it awful?
:P
L864[09:05:36] <diesieben07> it just wraps
a Map...
L865[09:05:42] <laci200270> in school we
are learning c#
L866[09:05:43] <diesieben07> and all the
overhead that brings
L867[09:05:53] <laci200270> i searched for
HashMap for over a hour
L868[09:05:54] <fry> really?
L869[09:06:00] <diesieben07> yes
L870[09:06:07] <gigaherz> laci200270: it's
called Dictionary ;P
L871[09:06:11] <laci200270> yeah
L872[09:06:21] <laci200270> I searched for
it in the break
L873[09:06:30] <fry> heh, it does
L874[09:06:42] <gigaherz> although there's
SortedList if you want to be able to lookup the items by
index
L875[09:06:57] <fry> eh, means it's fast
enough :P
L876[09:07:08] <diesieben07> i don't mean
speed, i meant memory mostly ;D
L877[09:07:33] <gigaherz> wouldn't you end
up having almost the same structure?
L878[09:07:40] <fry> it's all references
:P
L879[09:07:44] <gigaherz> you still need
to attach a value to each node in the tree
L880[09:07:49] <diesieben07> HashMap is
built on Entry objects.
L881[09:07:58] <fry> but yes, probably
more overhead than a naive set :P
L882[09:08:02] <diesieben07> so evey Entry
has an Entry with has several fields
L883[09:08:09] <diesieben07> .next, .key,
.value and so on
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L885[09:08:16] <sham1> I never understood
SortedSet
L886[09:08:27] <diesieben07> why not?
:D
L887[09:08:56] <gigaherz> sham1: the only
difference between a Set and a Map, is that in the Set, the value
is the key itself
L888[09:09:09] <gigaherz> so in theory,
you can "save" a field in the structure ;P
L889[09:09:12] <sham1> Sets by their
nature are unsorted
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L891[09:09:18] <diesieben07> eh no
L892[09:09:23] <diesieben07> a Set of
integers can be sorted
L893[09:09:31] <gigaherz> sets are
unordered
L894[09:09:33] <diesieben07> their values
have an order
L895[09:09:33] <gigaherz> not
unsorted
L896[09:09:44] <gigaherz> you don't know
in which order they were inserted
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L900[09:21:31] <laci200270> diesieben07,
how can I make a new Set<>()?
L901[09:21:36] <laci200270> what
implements it?
L902[09:21:38] <diesieben07> new
HashSet
L903[09:22:03] <laci200270> thanks
L904[09:22:03] <gigaherz> HashSet is one
of the few things where the C# name matches ;P
L905[09:22:08] <fry> Sets.newHashSet()
:P
L906[09:22:32] <diesieben07> meh those
stupid factories are obsolete .P
L907[09:22:49] <fry> (not if you're
keeping java6 compat :P)
L908[09:22:55] <gigaherz> factories owuld
be interesting if you didn't know which type to create
L909[09:23:12] <gigaherz>
Collections.withFastInsertion().withIndexedLookup().create();
L910[09:23:32] <gigaherz> and it returned
either List, Set, or Map depending on the choices XD
L911[09:24:06] <fry> java type inference
probably sucks too much for that to happen :P
L912[09:24:08] <diesieben07> then you
would need a common interface
L913[09:24:16] <diesieben07> actually
no
L914[09:24:17] <diesieben07> but
yeah
L915[09:24:28] <gigaherz> nah oyu'd need a
shitton of intermediate classes
L916[09:24:32] <gigaherz> well interfaces
;P
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L921[09:25:32] <fry> actually, I think
lack of per-type case generics and erasure contribute to this being
impossible
L922[09:25:48] <gigaherz> only in a nice
way
L923[09:26:09] <gigaherz> wait I see waht
you mean
L924[09:26:23] <gigaherz> hmm nah
L925[09:26:41] <gigaherz> now I need to
make a little proof of concept to verify
L926[09:26:42] <gigaherz> :/
L927[09:27:11] <fry> you can definitely
pull this of if you pass the class :P
L928[09:27:18] <fry> but that defeats the
whole purpose
L930[09:29:30] <gigaherz> hmmm the bigger
problem I see would be the lack of var/auto in java
L931[09:30:11] <fry> that's the inverse
issue
L932[09:30:31] <fry> var c =
Collections.withFastInsertion().withIndexedLookup().create();
contains no info at all
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L934[09:30:48] <gigaherz> the way I was
picturing it
L935[09:30:52] <masa> ugh what the... why
does eclipse now refuse to show proper syntax hilughting for the
mc/forge sources, but it does for my mod sources...
L936[09:30:59] <fry> var c =
Collections.withFastInsertion().withIndexedLookup().createMap(); is
inferring from right to left
L937[09:31:00] <masa> time to reset the
workspace I guess ;_;
L938[09:31:17] <gigaherz>
Collections.startBuilding() would return an interface pointer for
like GenericCollectionBuilder
L939[09:31:19] <fry> Map<String,
Int> m =
Collections.withFastInsertion().withIndexedLookup().create() is
inferring from left to the right
L940[09:31:42] <gigaherz> then
withFastInsertion() would return a InsertionCollectionBuilder, then
withIndexedLookup() would return a ListBuilder
L941[09:32:16] <gigaherz> and the
.create() would just be called on the current builder
L942[09:32:27] <fry> well, that's certanly
possible
L943[09:32:54] <gigaherz> yes but .create
on a list builder would return a List, while the .create on a
MapBuilder woudl return a Map
L944[09:33:21] <gigaherz> but java lacking
type-inferred variables means you have to make it explicit
L945[09:33:39] <gigaherz> whic makes it
less fun
L946[09:33:49] <gigaherz> if you already
know it's a list
L947[09:34:04] <gigaherz> then you'd just
want a ListBuilder directly, iy wouldn't make sense to have a
generic collection builder anymore
L948[09:34:17] <gigaherz> it*
L949[09:34:27] <PaleoCrafter> still is
cool for selecting the appropriate implementation ;)
L950[09:35:07] <gigaherz> sure,
ListBuilder.begin().withFastInsertion().create() could still prefer
LinkedList over ArrayList
L951[09:36:06] <PaleoCrafter>
withFastInsertion isn't specific enough :P
L952[09:36:17] <sham1> Never got the fact
that people do not really like linked lists
L953[09:36:24] <sham1> Yeah they can be
slow
L954[09:36:27] <gigaherz> sham1: they use
like 3x the memory ;P
L955[09:36:48] <gigaherz> the best case
for a linked list
L956[09:37:03] <gigaherz> is a byvalue
structure
L957[09:37:25] <gigaherz> where the array
contains structs with {prev, next, value}
L958[09:37:27] <gigaherz> if it's doubly
linked
L959[09:37:35] <gigaherz> {next, value}
for single linked
L960[09:37:42] <gigaherz> and prev/next
are indices
L961[09:37:52] <gigaherz> that's the most
compact you can make a linked list
L962[09:38:05] <gigaherz> in Java, given
that byvalue structs aren't a thing
L963[09:38:05] <sham1> Well how does that
differ from using just nodes
L964[09:38:11] <gigaherz> you'd need 2 or
3 arrays
L965[09:38:26] <gigaherz> one for
"nexts", one optionally for "prevs", and one
for values
L966[09:38:35] <gigaherz> and then the
common implementation
L967[09:38:42] <gigaherz> which uses byref
nodes
L968[09:38:56] <gigaherz> which means each
entry is wrapped by another object also allocated on the heap
L969[09:39:03] <gigaherz> means from 3x32
at best
L970[09:39:13] <gigaherz> goes to like
16-20 bytes extra for each reference
L971[09:39:16] <Wuppy> that's it, chrome
is officially broken...
L972[09:39:21] <Wuppy> you can't even play
a video anymore
L973[09:39:35] <sham1> Just have a class
for a node: {data, nextNode}
L974[09:40:10] <sham1> Then you can chain
them and have the final node have the nextNode be null
L975[09:40:42] <Overreacted> umm fry I'm
getting missing texture at
ModelLoader.setCustomModelResourceLocation(HPItems.TestItem, 0, new
ModelResourceLocation(ModBase.MODID + ":" +
HPItems.TestItem.getUnlocalizedName(), "inventory"))
while HPItems.TestItem.getUnlocalizedName() returns
"testitem" and the model defining file testitem.json is
located in assets/modname/models/item
L976[09:41:01] <fry> don't use
.getUnlocalizedName()
L977[09:41:25] <Overreacted> mmkay
L978[09:41:54] <OrionOnline> fry, how do
the optionals work in the IModelStates?
L979[09:42:18] <fry> read the javadoc of
IModelState, I tried to explain it there
L980[09:42:50] <OrionOnline> Sorry wrong
question
L981[09:42:58] <OrionOnline> How do i make
a optional one from a IModelPart
L982[09:43:11] <OrionOnline> cause just
passing the part as a parameter is not a option
L983[09:43:15] <fry>
Optional.of(part)
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L995[09:52:45] <Overreacted> diesieben07
with the specific method in ItemMeshDefinition do you mean
ItemMeshDefinition#getModelLocation()?
L997[09:53:02] <laci200270> *second
L998[09:53:03] <Overreacted> If so, it
still needs an ItemStack as param
L999[09:56:21] <PaleoCrafter> laci200270,
you're using TileEntity.pos for your checks
L1000[09:56:30] <PaleoCrafter> that's the
position of your current TE
L1001[09:56:36] <laci200270> oh
L1002[09:56:38] <laci200270> thanks
L1004[09:59:31] <OrionOnline> the state i
get passed is not complete????
L1005[09:59:40] <OrionOnline> How is that
even possible ?
L1006[10:00:12] <fry> you didn't
recompile something
L1007[10:00:19] <fry> probably that
library
L1008[10:00:54] <OrionOnline> It already
recompiled
L1009[10:01:06] <OrionOnline> And that
worked just fine
L1010[10:01:38] <OrionOnline> Both Armory
and SmithsCore compile just fine
L1011[10:01:56] <OrionOnline> It is just
when i run i get a IModelState, without a apply method?
L1012[10:02:27] <fry> AbstractMethodError
can't happen without compile errors
L1013[10:02:37] <fry> (since I'm not
using reflection)
L1014[10:02:49] <fry> check that you're
not running the old version.
L1015[10:02:51] <gigaherz> back
L1016[10:02:52] <gigaherz> [16:39]
(sham1): Just have a class for a node: {data, nextNode}
L1017[10:02:52] <gigaherz> [16:40]
(sham1): Then you can chain them and have the final node have the
nextNode be null
L1018[10:02:55] <gigaherz> that's how
they work
L1019[10:03:07] <OrionOnline> Hmm i might
have a problem with the default state, one sec
L1020[10:03:09] <gigaherz> and that's
indirectly why they are so slow and use so much memory ;P
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L1022[10:03:15] <masa> Overreacted: well
I believe the idea is that you extend ItemMeshDefinition and
override getModelLocation() so that it return the correct
ResourceLocation based on the ItemStack NBT data. And then you
register that mesher.
L1023[10:03:17] <sham1> You don't need 3
arrays then
L1024[10:03:33] <gigaherz> you don't need
any array
L1025[10:03:44] <gigaherz> the arrays are
to avoid having so many Nodeinstances in the heap
L1026[10:03:45] <gigaherz> ;P
L1027[10:03:46] <Overreacted> extending
it? Where? In my preInit()?
L1028[10:04:02] <Overreacted> or in my
Item class on the interaction event?
L1029[10:05:00] <masa> in preInit when
you register your stuff, you can register an anonymous class that
extends ItemMEshDefition, unless I got my terminology fucked up
there
L1030[10:05:05] <OrionOnline> Fry i found
the error
L1031[10:05:17] <fry> good
L1032[10:05:18] <OrionOnline> For some
reason it allows me to do IPerspectiveAwareState.Impl
L1033[10:05:22] <Overreacted> Okay and
then?
L1034[10:05:22] <OrionOnline> as a
Default state
L1035[10:05:30] <Overreacted> How do i
get the ItemStack?
L1036[10:05:37] <OrionOnline> Which is
what i was using as a default on all my items
L1037[10:05:41] <Overreacted> I'm
basically trying to change the texture when I use the item on an
entity
L1038[10:05:45] <fry> OrionOnline: run
gradle clean
L1039[10:05:46] <OrionOnline> And that
has no apply method..
L1040[10:06:27] <OrionOnline> onit
L1041[10:07:25] <masa> Overreacted: you
mean for getModelLocation? You don't, it is the param that gets
passed to the method when mc calls it. You just override ie.
provide the method so that it maps your NBT to the correct model
location. So in your case you would return a separate model when
that stack happens to have that Information tag present, otherwise
return the default model/texture location.
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L1043[10:08:12] <Overreacted> okay i get
it now
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L1045[10:11:24] <Overreacted> Ummm...
getModelLocation is an abstract method and thus has no body, so
isn't it impossible to work with it then?
L1046[10:11:37] <Overreacted> like, work
with it's parameter
L1047[10:12:48] <OrionOnline> A clean
does not fix it fry
L1048[10:13:11] <fry> redo the ide setup
too
L1049[10:13:15] <Overreacted> Like, i
can't add something like if (stack.getSubCompound("tag")
== null)
L1050[10:13:35] <OrionOnline> already
done
L1051[10:13:43] <OrionOnline> I rebuild
the whole environment
L1053[10:13:56] <OrionOnline> It does not
matter if i take the Lib or the direct source code
L1054[10:14:11] <fry> OrionOnline: I have
no idea where it's coming from then
L1055[10:14:38] <OrionOnline> For Some
reason the IPerspectiveAwareState.Impl does not have a apply method
which makes no sense, since i can see it in code
L1056[10:16:14] <OrionOnline> fry you are
missing an Override in that implementation
L1057[10:16:41]
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L1058[10:17:42] <fry> there's no
IPerspectiveAwareState anymore
L1059[10:18:01] <OrionOnline> Then why is
it sill in the source for 1.8.9-11.15.0.1661
L1061[10:19:11] <fry> no idea
L1062[10:19:17] <fry> don't have it on my
end
L1063[10:19:26] <OrionOnline> ...
what?
L1064[10:20:31]
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L1065[10:22:13]
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(~Poppy@chello085216146055.chello.sk)
L1066[10:22:15] ***
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L1068[10:22:55] <OrionOnline> i ran a
clean cache twice now
L1069[10:23:10] <OrionOnline> The
IPerspectiveState reappears everytime.-......
L1070[10:23:41] <laci200270> try gradlew
clean
L1071[10:23:55]
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L1072[10:24:06] <laci200270> and then
gradlew setupDecompWorkspace --refresh-dependencies
L1073[10:24:11] <laci200270> and then
gradlew idea
L1074[10:24:17]
⇨ Joins: Overreacted
(~Overreact@2a02:1811:2d21:7000:8939:2d65:2838:142f)
L1075[10:25:36] <OrionOnline> on it
L1076[10:25:51] <PaleoCrafter> do *not*
use the idea task :P
L1077[10:25:55] <OrionOnline> I think i
know what is up
L1078[10:25:57] <PaleoCrafter> just
import the darn build.gradle
L1079[10:26:08] <OrionOnline> Give me a
couple of seconds to test something
L1080[10:26:19] <OrionOnline> Need to
wait until the Travis completes a build cycle
L1081[10:26:57] <laci200270>
PaleoCrafter, without the idea task my asset folder never
whows
L1082[10:26:59] <laci200270> *shows
L1083[10:27:03] <laci200270> so
L1084[10:27:12] <laci200270> it
needs
L1085[10:27:13] <PaleoCrafter> then you
mess up something else :P
L1086[10:29:11] ***
kroeser|away is now known as kroeser
L1088[10:31:02] <PaleoCrafter> it doesn't
work in what way? :P
L1090[10:31:29] <laci200270>
PaleoCrafter, the received is always 0
L1091[10:32:09] <sham1> Laci, if idea
does not find your assets when you import your gradle, you are
doing something wrong
L1092[10:32:18] <PaleoCrafter> well, go
through the method step by step
L1093[10:33:39] <OrionOnline> fry, i
rebuild my env. Still there. Still error
L1094[10:33:55] <OrionOnline> So i took a
look at the .jar gradle builds: and see there:
L1096[10:34:15] <Overreacted> anyone?
It's not the problem that reg() gets called twice
L1097[10:34:28] <OrionOnline> It is in
the jar supplied by Forge
L1098[10:34:54] <PaleoCrafter>
Overreacted, that code compiles? Oo
L1099[10:35:02] <Overreacted> uhm
idk
L1100[10:35:09] <Overreacted> It runs
fine
L1101[10:35:19] <Overreacted> But the
model just doesn't load
L1102[10:35:31] <Overreacted> the leather
horse armor model does, but the others don't
L1103[10:36:15] <OrionOnline> I am trying
it now with a fresh MDK install
L1104[10:36:55] <PaleoCrafter> TIL you
can have classes within methods in Java
L1105[10:37:09] <Overreacted> well it's
an abstract class
L1106[10:37:14] <Overreacted> (I
think)
L1107[10:37:23] <PaleoCrafter> it's an
anonymous class
L1108[10:37:27] <Overreacted> oh
yeah
L1109[10:37:30] <Overreacted>
anonymous
L1110[10:37:32] <Overreacted> that was
it
L1111[10:37:33] <PaleoCrafter> I wasn't
aware that you can define them like that
L1112[10:37:51] <Overreacted> I just read
through that doc fry gave me
L1113[10:38:12] <Overreacted> I don't
know what's wrong with it tho
L1114[10:38:17]
⇨ Joins: shadekiller666
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L1115[10:39:01] <PaleoCrafter> well, you
don't really use it
L1116[10:39:04]
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L1117[10:39:13] <PaleoCrafter> you define
it but never instantiate it
L1118[10:39:18] <Overreacted> :P
L1119[10:39:30] <Overreacted> Because i
don't have an ItemStack
L1120[10:39:45] <PaleoCrafter> wat
L1121[10:39:53] <Overreacted> I can't
call SyringeMeshDef in the preInit method
L1122[10:40:06] <Overreacted> or do i
need to call it when i want the model to change?
L1123[10:40:24] <PaleoCrafter>
ModelLoader.setCustomMeshDefinition(item, new
SyringeMeshDef())
L1124[10:40:37] <PaleoCrafter> you don't
call it yourself
L1125[10:40:39] <Overreacted> okay that
makes sense
L1126[10:40:40] <OrionOnline> fry
L1127[10:40:40] <PaleoCrafter> the game
calls it for you
L1128[10:40:48] <OrionOnline> I ran a
fresh MDK and it is clean
L1129[10:42:13] <fry> good
L1130[10:43:49] <Overreacted> aww yiss it
works now
L1131[10:52:28] ***
willieaway is now known as williewillus
L1132[10:55:29] <OrionOnline> But when i
run a fresh install with my Build script it is not clean....
WHAT?
L1133[10:56:10] <Overreacted> well it
works partially
L1134[10:57:51] <laci200270>
PaleoCrafter, I still didn'T find the problem :/
L1135[10:57:59] <laci200270> even with
the debugger
L1136[10:58:20]
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L1137[10:58:44] <Overreacted>
http://pastebin.com/MP7Ukx7F See Line 25 for
details, when I right-click the entity it does change the model,
but the model doesn't load
L1138[10:58:44] <heldplayer> fry: I'm
going to bother you with this since you're the 'official' rendering
guy for Forge :P
L1140[10:59:12]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L1141[10:59:14] <fry> 'official'?
:P
L1142[10:59:18] ***
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L1144[10:59:58] <heldplayer> Well, either
'official' or official
L1145[11:00:44] <fry> hmm
L1146[11:00:53] <heldplayer> And as far
as I've seen there are no hooks anywhere that set the render pass
for that instance of rendering
L1147[11:01:04]
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L1148[11:01:04]
MineBot sets mode: +o on LexLap2
L1149[11:01:06] <heldplayer> So for
example, you can't use MinecraftForgeClient.getRenderPass();
L1150[11:01:36] <heldplayer> Problem is
that IRenderHandler is an interface, and making a new interface for
it is.. well...
L1151[11:01:54] <heldplayer> Though maybe
it's still early enough in 1.8.8/1.8.9 to change the
signature?
L1152[11:02:39] <Overreacted> something
for you Paleocrafter perhaps seeing as you helped me out with the
previous issue?
L1153[11:03:25] <fry> heldplayer: that
pass is anaglyph pass, from what I can tell
L1154[11:03:42] <fry> 0,1 for anaglyph
rendering, 2 for normal rendering
L1155[11:03:47] <heldplayer> Indeed
L1156[11:03:56] <PaleoCrafter> so the
model does change but it is the black-purple cube,
Overreacted?
L1157[11:04:03] <Overreacted> yes
L1158[11:04:19] <fry> heldplayer: and you
can get anaglyph pass via EntityRenderer.anaglyphEnable and
anaglyphField
L1159[11:04:29] <PaleoCrafter> and does
the log say anything?
L1160[11:04:31] <fry> don't see the need
for anything else to be added
L1161[11:04:37] <Overreacted> not that i
can see
L1162[11:04:45] <heldplayer> Ah-ha!
L1163[11:04:49] <heldplayer> Good
catch
L1164[11:04:59] <heldplayer>
Cheers!
L1165[11:05:11]
⇨ Joins: FourFire (~fourfire@81.4.122.176)
L1166[11:05:42] <fry> np :P
L1167[11:05:49] <FourFire> Greetings,
does the current release of forge support installation on 1.8.9
clients?
L1168[11:06:20] ***
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L1169[11:06:26] <fry> yes
L1170[11:06:30] <Overreacted> Nope
Paleocrafter, log says nothing, no warnings/errors whatsoever
L1171[11:06:59] <PaleoCrafter> I think
fry would know why this happens :P
L1172[11:07:11] <FourFire> cool
L1173[11:07:22] <gigaherz> .9 isan
extremely minor change though
L1174[11:07:26] <FourFire> do all 1.8
forgemods work on any 1.8.x ?
L1175[11:07:30] <gigaherz> mostly just
the realms UI and a couple bugs
L1176[11:07:34] <gigaherz> no
L1177[11:07:40] <gigaherz> 1.8.0 mods are
1.8.0
L1178[11:07:41] <Overreacted> fry? Do you
know why it doesn't load?
L1179[11:07:47] <gigaherz> but 1.8.8 and
1.8.9 are interchangeable mod-wise
L1181[11:08:10] <gigaherz> unless there's
a mod that messes explicitly with realms
L1182[11:08:15] <gigaherz> which would be
"the exception"
L1184[11:08:48] <gigaherz> mods shouldn't
touch realms though
L1185[11:09:09] <FourFire> I'm going to
stick around in this channel for a bit, i think
L1186[11:09:15] <fry> Overreacted: read
the javadoc for setCustomMeshDefinition :P
L1187[11:09:17] <gigaherz> no problem,
feel free
L1188[11:09:27] <FourFire> have the
Aethermod devs approached the forge team about their 1.8
version?
L1189[11:09:40] <FourFire> (aethermod
1.8)
L1190[11:09:43] <shadekiller666> no
idea
L1191[11:09:44] <fry> not as far as I
know :P
L1192[11:10:01] <shadekiller666> they
haven't been in here if thats what you're asking
L1193[11:10:15] <shadekiller666> or if
they have they haven't identified as the Aethermod devs
L1194[11:10:15] <Overreacted> You mean in
the code fry?
L1195[11:10:38] <fry> Overreacted:
yes
L1196[11:10:40] <gigaherz> yes tell your
IDE to show javadocs, or go to definition and read the
comments
L1197[11:10:56] <Overreacted> because
ModelLoader#setCustomMeshDefinition doesn't have one
L1198[11:12:16] <Overreacted> not in 1.8
atleast
L1199[11:12:21] <fry> update your forge
then :P
L1200[11:12:31] <gigaherz> I see a
comment in my 1.8.8 workspace
L1201[11:12:33] <fry> and yes, it'll only
be there on 1.8.8/1.8.9
L1202[11:12:54] <Overreacted> Well i
don't really want to update it right now
L1203[11:13:14] <Overreacted> Is there
another way i can find it? maybe on a site?
L1204[11:13:56]
⇨ Joins: Girafi
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L1205[11:13:59] <fry> anyway
L1206[11:14:05] <fry>
ModelBakery.addVariantName
L1207[11:14:07] <fry> use that
L1208[11:14:18] <Overreacted> oh yeah,
but isn't that with metadata?
L1209[11:14:30] <gigaherz> no metadata
involved
L1210[11:14:34] <Overreacted> okay
L1211[11:14:45] <gigaherz> it just tells
the bakery that this resourcelocation will use this model at some
point
L1212[11:14:49] <Corosus> updating code
from 1.6.4 to 1.8.x, is MinecraftForge.setToolClass no longer
needed? as i notice its gone entirely now
L1213[11:14:53] <Overreacted> okay
L1214[11:15:27] ***
willieaway is now known as williewillus
L1215[11:15:57] <williewillus> Corosus: I
believe it's a getter or field within ItemTool itself
L1216[11:16:00] <gigaherz> Corosus: you
set it on the item
L1217[11:16:05] <Corosus> double
bam
L1218[11:16:10] <Corosus> good to know,
will investigate thanks!
L1219[11:16:37]
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L1220[11:17:10] <gigaherz> you can either
call toolClass="name", or override getToolClasses if you
have more than one
L1221[11:17:21] <Corosus> ahhhhhhhhhhh
kk, yeah theres no setter
L1222[11:17:52] <Corosus> yeah i guess
ill have to override as toolClass is private
L1223[11:17:57] <Corosus> or reflect but
bleh
L1224[11:18:13] <gigaherz> override
getToolClasses.
L1225[11:18:21] <Corosus> yeah sounds
like a plan
L1226[11:18:37] <Overreacted> hey it
actually worked! :3
L1227[11:18:49] <gigaherz> you could
however have used ReflectionHelper to change the value
L1228[11:18:50] <gigaherz> but ;P
L1229[11:19:03] <gigaherz> the override
is cleaner overall
L1230[11:19:25]
⇦ Quits: Overreacted
(~Overreact@2a02:1811:2d21:7000:8939:2d65:2838:142f) (Quit:
Leaving)
L1231[11:20:08] <Corosus> err wait, in
this scenario im already extending ItemPickaxe, so i guess i can
simply remove this old unneeded line of code
L1232[11:20:40] <Corosus> im not adding
anything new just setting it as a plain ol pickaxe for this new
material
L1233[11:20:42] <gigaherz> oh yes
L1234[11:20:50] <gigaherz> if you extend
pickaxe, you become a pickaxe implicitly
L1235[11:20:54] <Corosus> was weird that
setToolClass was ever needed imo
L1236[11:20:58] <Corosus> so im glad they
factored that out
L1237[11:23:24]
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for inactivity)
L1238[11:32:28] <williewillus> did
something cahnge with sided classloading ebtween 1.7 and 1.8? ONe
of the Botania items implements an interface IWandHUD, the method
in it has "Minecraft" as a param, and it now bombs the
server on startup
L1239[11:32:37] <williewillus> how did it
ever work in 1.7? 0.o
L1240[11:33:15] <fry> magic and dumb luck
:P
L1241[11:33:32] <LexManos> Luck that
nothing called it and nothing reflected your class
L1242[11:34:36]
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L1243[11:35:50] <sham1> We shall reflect
upon that experience and add some failsafe would be the most
reasonable actions for willie
L1244[11:36:43] <sham1> Also, away from
that awful ship and actually good Internet connection
L1245[11:39:27] <williewillus> 0.o
L1246[11:39:30] ***
kroeser is now known as kroeser|away
L1247[11:49:47] <laci200270> my client
-> server syncing code not works :/
L1248[11:49:57] <laci200270> (gone)
L1249[11:50:03] <Rushmead> hmmm
wierd.
L1250[11:50:12] <Rushmead> My resources
are no longer being loaded
L1251[11:53:41]
⇨ Joins: LatvianModder
(uid50299@id-50299.charlton.irccloud.com)
L1252[11:53:45] <laci200270> Rushmead,
idea?
L1253[11:53:52] <Rushmead> yh
L1254[11:54:02] <williewillus>
laci200270: what kind of syncing?
L1255[11:54:07] <laci200270> tile
L1256[11:54:14] <laci200270> idea simply
deleted it
L1257[11:54:19] <laci200270> but I
rewrite
L1258[11:54:23] <williewillus> lol
L1259[11:54:29] <williewillus> just
retrieve it with git
L1260[11:54:35] <laci200270> Rushmead,
exit from idea run gradlew idea
L1261[11:54:39] <williewillus> which I
hope you're using...
L1262[11:54:43] <williewillus> you don't
need the idea task
L1263[11:54:45] <williewillus> import
build.gradle
L1264[11:54:47]
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L1265[11:54:51] <Rushmead> i did
L1266[11:54:54] <Rushmead> and thats what
broke it i think
L1267[11:55:17] <williewillus> idea task
needs to be removed >.<
L1268[11:55:23] <laci200270> build gradle
importing brokes it for me
L1269[11:55:30] <laci200270> for me
gradlew idea works
L1270[11:55:32] <williewillus> it's the
way you're supposed to do it...
L1271[11:55:49] <williewillus> what is
"broken" when you import build.gradle?
L1272[11:55:51] <PaleoCrafter>
williewillus, IDEA has a lovely local history, so even without git
there's a good chance to recover a lost file :P
L1273[11:56:10] <williewillus> tell laci
that :p
L1274[11:56:24] <Rushmead> williewillus,
the resources dont load
L1275[11:56:35]
⇨ Joins: VapourDrive (~vapourdri@199.7.136.30)
L1276[11:56:53] <williewillus> do you
still have the inheritOutputDirs line in build.gradle? :p not sure
if thats still needed but I still have it
L1278[11:57:40] <LatvianModder> because
i'd like to know, how I can combine multiple build.gradle
L1279[11:58:03] <laci200270>
williewillus, <laci200270> ?ideafix
L1280[11:58:04] <laci200270>
<Korobi> The inheritOutputDirs fix is no longer required in
ForgeGradle 1.2 or 2.0+
L1281[11:58:19] <williewillus> lol
L1282[11:58:37] <williewillus> anyways
importing build.gradle has never not worked for me, it just akes a
while for all the libs to load in
L1283[11:58:50] <laci200270> yes
L1284[11:58:56] <laci200270> gradlew idea
is good
L1285[11:59:01] <williewillus>
>.>
L1286[11:59:03] <laci200270> for me
:D
L1287[11:59:30] <williewillus> anyways
recover your files with versdion control or local history
L1288[11:59:52] <laci200270> it was just
a code piece
L1289[11:59:59] <laci200270> I've rwrite
it
L1290[12:00:25] <williewillus> why waste
time rewriting stuff?
L1291[12:00:34] <laci200270> it was only
20 lines
L1292[12:05:41]
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L1293[12:07:58] <Unh0ly_Tigg> So, I
noticed that a certain modder has been streaming updating to 1.8.9,
which confused me, because I didn't realize 1.8.9 was a thing... so
I looked into the master versions.json file from mojang (
https://s3.amazonaws.com/minecraft.download/versions/versions.json),
and I noticed that the timestamps for 1.8.9 on that list are
wrong... Searge sent a tweet out on the 9th, but the json says the
3rd... wonder what happened.
L1294[12:08:59]
⇦ Quits: Loetkolben
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and Out!)
L1295[12:10:45] ***
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L1296[12:11:00] ***
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L1297[12:11:15] <VapourDrive> quick
question, the acceptedMinecrafVersions string, how is that
formatted? eg is this good? "1.8.8,1.8.9"
L1298[12:11:36] <PaleoCrafter> it's
interval notation iirc
L1299[12:11:36] <VapourDrive> or is it a
semicolon...
L1300[12:11:59]
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L1301[12:12:25] <gigaherz> ugh I hate
when IDEs complain about stupid shit
L1302[12:12:43] <sham1> qué
L1303[12:12:45] <gigaherz> return 0x0 |
above; "can be replaced with 'above'" YES I KNOW, IT'S
THERE TO FIT IN WITH THE REST
L1304[12:12:58] <sham1> ah
L1305[12:13:37] <gigaherz> so,
L1306[12:13:37] <gigaherz> return /*0x0
|*/above;
L1307[12:13:39] <gigaherz> and fuck you
IDEA ;P
L1308[12:13:46] <sham1> :P
L1309[12:13:50] <sham1> or
L1310[12:14:02] <sham1> return above;
//0x0 | above
L1311[12:14:11]
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(~temdur@x5d80bcb8.dyn.telefonica.de)
L1312[12:14:27] <gigaherz> nah that would
unalign
L1313[12:14:30] <gigaherz> ;P
L1314[12:15:28] <sham1> I am making some
adjustments to my multiblock tank stuff
L1315[12:16:11] <gigaherz> I'm porting my
1.7.10 multiblock structure to 1.8
L1316[12:16:31] <Unh0ly_Tigg> I'm trying
to figure out why my alloy furnace won't actually start burning,
even though I know all the data going into my checks should be
right...
L1317[12:16:31] <LexManos>
@SuppressWarning
L1318[12:16:48]
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()
L1319[12:16:48] <sham1> true
L1320[12:17:02] <gigaherz> yeah but
adding it just for one line... /**/ is the best solution I
think
L1321[12:17:05] <sham1> you could do
that
L1323[12:17:23] <LexManos> or jsut delete
it and manually align
L1324[12:17:25] <LexManos> but meh
L1325[12:17:28] <gigaherz> yeah but the
beauty of the method would disappear ;P
L1326[12:17:37]
⇦ Quits: Girafi (~Girafi@0x555178eb.adsl.cybercity.dk) (Read
error: Connection reset by peer)
L1327[12:17:39] ***
Jared|Away is now known as Jared
L1328[12:18:28] <sham1> 200 buckets worth
of space for fluid
L1330[12:18:48] <gigaherz> forgot to
rename a variable ;P
L1331[12:19:04] <LexManos> eww nothing
aligns
L1332[12:19:25] <sham1> I noticed a minor
bug
L1333[12:19:26] <gigaherz> everything
almost-aligns ;P
L1334[12:19:43] <sham1> The master does
not remember the amount of fluid
L1335[12:19:49] <sham1> or the capacity
rather
L1336[12:19:50] <PaleoCrafter> gigaherz,
put 'above' first and shit still aligns :P
L1337[12:20:38] <gigaherz> that'd be
semantically wrong! the leftside of the number must go on the left
side of the expression! ;P
L1338[12:21:08]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L1339[12:21:24] <PaleoCrafter> wat
L1340[12:22:03] <sham1> And I just found
out why it does not remember the capacity
L1341[12:22:19] <sham1> FluidTank does
not save its capacity to NBT data (fair enough)
L1342[12:22:21] <gigaherz> PaleoCrafter:
don't mind me, it's just how my brain works. I care more about
structure than alignment
L1343[12:22:44] <PaleoCrafter> I don't
quite get the leftside of the number thing :P
L1344[12:22:51] <gigaherz> the bits are
tta0
L1345[12:23:00] <gigaherz> the tt bits
are on the left of a in the number
L1346[12:23:05] <gigaherz> so they belong
on the left of the expression
L1347[12:23:16] <PaleoCrafter> oh...
meh
L1348[12:23:20] <gigaherz> when I do bit
operations like that I always put the most significant first
L1349[12:23:20] <gigaherz> ;P
L1350[12:24:37] <sham1> meh
L1351[12:24:47] <PaleoCrafter> I do the
same
L1352[12:24:49] <sham1> I like to fill
the LSB first
L1353[12:24:56] <PaleoCrafter> normally
:P
L1354[12:25:21] <sham1> Here we go
L1355[12:25:28] <sham1> Now the capacity
gets saved
L1357[12:25:49] <gigaherz> what do the
lines represent?
L1358[12:25:58] <Ordinastie> linked
position with the switch
L1360[12:26:12] <gigaherz> ah
L1361[12:26:16] <PaleoCrafter> the lines
don't look good :P
L1362[12:26:26] <gigaherz> fancy
L1363[12:26:33] <Ordinastie>
PaleoCrafter, yeah, I guess so, but not sure how to change it
L1364[12:26:40] <Ordinastie> or what to
change it to rather
L1365[12:26:46] <Unh0ly_Tigg> I would
expect them to converge on the center of the block, not what looks
to be below it.
L1366[12:26:48] <gigaherz> look fine to
me
L1367[12:26:53] <gigaherz> well
yeah
L1368[12:27:04] <gigaherz> they should
converge on the "switch" or at least the middle of the
block
L1369[12:27:12] <Unh0ly_Tigg> wait
L1370[12:27:26] <Ordinastie> Unh0ly_Tigg,
it's the actual center of the block, but yes, it should be the
center of the visible switch
L1371[12:27:27] <Unh0ly_Tigg> the switch
is on the side of the 2 tall quartz stack
L1372[12:28:00] <Unh0ly_Tigg> so, it is
technically already there, you just need to offset to closer to the
side where the switch is.
L1373[12:28:27] <gigaherz> oh I see, the
lines do converge in the center of the block
L1374[12:28:35] <gigaherz> it just
happens to look like the switch is the block behind
L1375[12:28:41] <gigaherz> and not the
empty space in front
L1376[12:31:57] <laci200270>
finally
L1377[12:31:59] <laci200270> it works
fine
L1378[12:32:52] <Unh0ly_Tigg> I thought
the switch was the quartz block, just with a different texture on 1
side.
L1380[12:37:47] <Unh0ly_Tigg> a bit
better now.
L1381[12:38:00] <Ordinastie> something
wrong with the rayTracing now though ><
L1382[12:39:04] <Ordinastie> oh, yeah,
that was stupid
L1383[12:40:08] <Ordinastie> yeah, better
: new Point(pos.getX() + 0.5F, pos.getY() + 0.5F, pos.getZ() +
0.5F)
L1384[12:40:11] <Ordinastie>
(failed)
L1387[12:41:33] <LexManos> hehehe
L1388[12:41:36] <fry> how does that exact
block look with forge pipeline disabled?
L1389[12:41:45] <tterrag|away> looks
perfect
L1390[12:41:45] <fry> turn it off in the
menu and reload the game
L1391[12:41:49] <tterrag|away> I don't
see a problem
L1393[12:42:01] <LexManos> weird, the
other block seems fine?
L1394[12:42:38] <LexManos> laci: What's
with the fan?
L1395[12:42:43] <sham1> what would be a
good, sane limit for a föuid tank width
L1396[12:42:54] <laci200270> LexManos, I
worked in this in all the day
L1397[12:43:22] <LexManos> Please tell me
atleast its JUST the fan thats a tesr...
L1398[12:43:29] <laci200270> not
fan
L1399[12:43:33] <laci200270> energy
display
L1400[12:43:40] <LexManos> GL fan
L1401[12:43:45] <laci200270> oh
L1402[12:43:54] <laci200270> I don't know
GL right :D
L1403[12:44:18] <LexManos> Unless...
thats not using GL and instead using the animation system fry
made
L1404[12:44:20] <sham1> I do trust that
Laci only made that green fan be the only TESR about that
L1405[12:44:41] <laci200270> yeah
L1406[12:44:47] <laci200270> the block
renders in normal way
L1407[12:45:06] <sham1> That really looks
cool
L1408[12:45:41] <tterrag|away> does that
mean you are doing chunk updates?
L1409[12:45:44] ***
tterrag|away is now known as tterrag
L1410[12:45:48] <laci200270> tterrag,
yes
L1411[12:45:55] <tterrag> god why
L1412[12:46:11] <williewillus> isn't
that, you know, bad ;p
L1413[12:46:11] <laci200270> when it
receives energy
L1414[12:46:18] <tterrag> very bad
L1415[12:46:26] <tterrag> place a few in
a few different chunks and watch your FPS dip to 0
L1416[12:46:28] <williewillus> (redpower
pipes causing a shitton of chunk updates, anyone)
L1417[12:46:36] <sham1> You use the
World#markBlockForUpdate
L1418[12:46:48] <laci200270> isn't that
makes chunk update?
L1419[12:46:50] <williewillus> doing that
rebuilds the entire chunk for render
L1420[12:46:51] <sham1> Well, my
TPS
L1421[12:46:54] <sham1> Is dead
L1422[12:46:56] <laci200270> I'm using
that
L1423[12:47:22] <tterrag> you shouldn't
use block models for animated stuff...
L1424[12:47:28] <tterrag> you are going
to destroy FPS
L1425[12:47:33] <tterrag> use a
TESR
L1426[12:47:38] <PaleoCrafter> he
is
L1427[12:47:41] <LexManos> RP issue was
that they were rerendering the chunk EVERY FRAME
L1428[12:47:41] <laci200270> TESR renders
the fan
L1429[12:47:43] <sham1> That green thing
is a TESR
L1430[12:47:54] <LexManos> once at
animation start/end is not a issue
L1431[12:48:01] <tterrag>
<tterrag|away> does that mean you are doing chunk
updates?
L1432[12:48:01] <tterrag>
<laci200270> tterrag, yes
L1433[12:48:04] <tterrag> .-.
L1434[12:48:13] <laci200270> I mean the
block
L1435[12:48:21] <laci200270> the block is
a normal render
L1437[12:48:24] <sham1> he marks the
block for update
L1438[12:49:14] <sham1> !latest
L1439[12:49:22] <sham1> Oh nice
L1440[12:49:26] <sham1> We have
1.8.9
L1442[12:50:00] <sham1> The delta of two
things in deobf
L1443[12:50:08]
⇨ Joins: Hgrebnednav_
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L1444[12:50:16] <sham1> that flower
L1445[12:50:25] <heldplayer> dat
titlebar
L1446[12:50:33] <sham1> that too
L1447[12:51:05]
⇦ Quits: Hgrebnednav_
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L1448[12:51:14] <williewillus> thick
titlebars are ugly (looking at you, Windows 10 and GNOME
shell...)
L1449[12:51:42]
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(Ping timeout: 195 seconds)
L1451[12:51:53] <laci200270> not
rendering the entire block
L1452[12:52:29] <sham1> My Win10 does not
have that thick titlebars
L1453[12:53:07] <laci200270> how can I
access to config dir?
L1454[12:53:18]
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(Quit: Leaving)
L1455[12:54:42] <gigaherz> they aren't
THAT thick
L1456[12:54:49] <gigaherz> XP's were
thicker ;P
L1457[12:54:51]
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L1458[12:55:13] <gigaherz> if not in
abvolute numbers, at least in size relative to the screen
resolutions
L1459[12:55:15] <williewillus> well
anything thicker than i3's (those) / windows classic theme are too
thick for me :p
L1460[12:56:31] <fry> 1 pixel is the
allowed maximum :P
L1461[12:58:03]
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(~OrionOnli@ip-62-235-153-186.dsl.scarlet.be)
L1462[12:58:07] ***
fry is now known as fry|sleep
L1463[13:00:44]
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L1464[13:02:06]
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L1466[13:08:15] <LatvianModder> gigaherz:
you can disable warnings in settings
L1467[13:08:32] <LatvianModder> I
disabled some of them, like spell checker in code etc
L1468[13:11:17]
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L1469[13:11:23] <heldplayer> To be fair,
I like my window borders to be a bit thick as that makes it easier
to grab a hold of them :P
L1470[13:11:36] <heldplayer> So far only
had problems with 1px thick borders
L1471[13:11:41] <williewillus> tiling
:D
L1472[13:12:05] <williewillus> only
windows I ever have to drag to resize are MC ones in floating mode
:p
L1473[13:14:18] <fry|sleep> alt + mouse
button = grab onto any part of the window \o/
L1474[13:14:28] <fry|sleep> can't imagine
living without that
L1475[13:14:36] <heldplayer> To move the
window, sure, but to resize it?
L1476[13:15:13] <fry|sleep> same + left
button :P
L1477[13:15:19] <fry|sleep> *right
button
L1478[13:15:22] <fry|sleep> :P
L1479[13:15:38] <fry|sleep> cursor snaps
to the closest corner
L1480[13:15:58] <heldplayer> Oh,
nice
L1481[13:16:09] <heldplayer> I'll be sure
to try and remember that
L1482[13:16:14] <heldplayer> And most
likely I'll forget
L1484[13:16:51] <fry|sleep> but I imagine
these things are common for most tiling wms
L1485[13:17:44]
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L1486[13:19:08] <Wuppy> fry works during
his sleep :O
L1487[13:19:20] <sham1> he's a sleep
coder
L1488[13:19:29] <ThePsionic> Lol
L1489[13:19:41] <tterrag> huh...why
wouldn't a slot change on the server be syncing to the
client?
L1490[13:19:46] <tterrag> doesn't that
happen automatically?
L1491[13:21:11] <sham1> Once I have
sorted some kinks out of this multiblock formation code, I will
start working on the fluid rendering part
L1492[13:22:39] <sham1> I basically have
to check the integrity of it
L1493[13:23:08]
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(~Giratina5@2604:180:0:368::bcd8)
L1495[13:24:42] <laci200270> storing
configs in json is a good idea?
L1496[13:24:43] <tterrag> I can debug and
see the slot packet being sent
L1497[13:24:48] <tterrag> but the slot
doesn't change
L1498[13:26:27] <diesieben07> what
happens in the handler for hte packet?
L1499[13:26:33] <tterrag> it does
everything
L1500[13:26:39] <tterrag> I think
something is stopping the actual rendering of the item
L1501[13:26:43] <tterrag> because for all
I can tell it's there
L1502[13:26:53] <laci200270> tterrag, if
you hover it?
L1503[13:26:59] <tterrag> nothing
L1504[13:27:16] <laci200270> in nbt can
you see it?
L1505[13:27:23] <laci200270> if you save
it?
L1506[13:27:25]
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L1507[13:28:05] <tterrag> it comes out as
null in drawSlot though...hm
L1509[13:28:53] <tterrag> indents are
screwey I know
L1510[13:29:13] <tterrag> slot in
question is the last one, the output
L1512[13:29:35] <tterrag> it's pretty
simple stuff
L1513[13:29:35] <diesieben07> sorry ineed
to eat first :D
L1514[13:31:25] <sham1> Hmm
L1515[13:31:54] <sham1> Now my multiblock
has only one edge case and that is if the internal space inside the
tank is 1x1
L1516[13:32:05]
⇨ Joins: theGliby (theGliby@85.254.158.175)
L1517[13:32:05] <sham1> so one block
width and depth
L1518[13:32:54] <tterrag> argh, I found
it
L1519[13:33:08] <tterrag> apparently the
clientside packet code checks IInventory.isItemValidForSlot
L1520[13:33:10] <tterrag> for whatever
reason
L1521[13:33:12] <tterrag> -_-
L1522[13:33:46] <diesieben07> wha
L1523[13:33:53] <diesieben07> not even
Slot.isItemValid?
L1524[13:34:14] <tterrag> nope
L1525[13:34:17]
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timeout: 195 seconds)
L1526[13:34:25] <laci200270> how can I
format gson?
L1527[13:34:26] <diesieben07> that is
fuckin random
L1528[13:34:27] <tterrag> see
Slot.putStack
L1529[13:34:37] <laci200270> I mean
newlines and such
L1530[13:34:42] <tterrag> ahh well
L1531[13:34:50] <tterrag> I check
isItemValid inside setInventorySlotContents
L1532[13:34:55] <tterrag> I see what I
did here
L1533[13:35:00] <tterrag> I made a logic
mistake when I added a config
L1534[13:35:02] <diesieben07> haha
L1535[13:35:05] <tterrag> so it's short
circuiting a check
L1536[13:35:08]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L1537[13:35:16] <diesieben07> laci200270,
GsonBuilder#setPrettyPrinting
L1538[13:35:27] <laci200270> thanks
diesieben07
L1539[13:35:44] <tterrag> fixed
L1540[13:36:26]
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seconds)
L1541[13:37:06]
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L1542[13:37:14] <laci200270> diesieben07,
what happens if there are some values in the class but not present
in json?
L1543[13:37:58] <diesieben07> rtfd
L1545[13:39:55] <laci200270> what do I
need from there?
L1546[13:40:41] <diesieben07>
knowledge.
L1547[13:41:24] <shadowfacts> lol
L1548[13:41:56] <laci200270> diesieben07,
thats what I don't have :D
L1549[13:42:09] <laci200270> I'll try to
figure out
L1550[13:43:49] <laci200270> i'll just
null check then :D
L1551[13:44:18] <diesieben07> laci200270,
seriously. ctrl-f "missing". gives one result which is
exacly your question -.-
L1552[13:44:31] <laci200270> oh
L1553[13:44:43] <laci200270> yeah
L1554[13:44:46] <laci200270> null
check
L1555[13:44:51] <laci200270> thats what I
need
L1556[13:46:39]
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(webchat@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
L1557[13:48:30]
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(TheMalkCon@p4FDCC863.dip0.t-ipconnect.de)
L1558[13:48:43] <MalkContent> whatthewhat
now?
L1559[13:49:01] <MalkContent> forge
officially getting multipart?
L1560[13:49:12] <tterrag> laci200270:
gson doesn't care about missing values in the json
L1561[13:49:20] <tterrag> but yeah,
rtfd
L1562[13:49:33] <laci200270> tterrag,
yeah I figured it out
L1563[13:50:23] <laci200270> it is
pissible to split a confgi file to parts, "blocks"?
L1564[13:50:30] <laci200270> MalkContent,
what do you mean?
L1565[13:50:32]
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L1566[13:50:41] <diesieben07> i think
your o key is broken
L1567[13:50:44] <gigaherz> MalkContent:
officially?
L1569[13:50:55]
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(webchat@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
L1570[13:50:55] <diesieben07> and also
laci, for configs using Categories
L1571[13:50:56] <MalkContent> i might
misinterpret that
L1572[13:51:07] <gigaherz> oh? I thought
the MCMultiPart was going to be a separate mod
L1573[13:52:06] <laci200270> oh
L1574[13:52:08] <laci200270> thats
cool
L1575[13:52:17]
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L1577[13:53:12] <laci200270> diesieben07,
is there "subcategories"?
L1578[13:53:33] <laci200270> I mean
client-rendering-block-property
L1579[13:54:39] <laci200270> each is a
sub-block
L1580[13:56:55]
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L1582[14:07:24] <laci200270> what is the
MapColor parameter?
L1583[14:07:38] <laci200270> in Block
constructor
L1584[14:07:45] <laci200270> it wasn't
here before
L1585[14:11:47] <laci200270> how can I
render blocks in small?
L1587[14:12:58]
⇨ Joins: Techcable (~Techcable@167.114.113.181)
L1588[14:14:07] <laci200270> I mean from
GL
L1589[14:15:22] <williewillus> you mean
render any block in a tesr in 1.8?
L1590[14:15:32] <laci200270> yes
L1591[14:15:39] <williewillus>
Minecraft.getMinecraft().getBlockRendererDispatcher().renderBlockBrightness()
L1592[14:15:47] <laci200270> thanks
L1593[14:15:50] <williewillus> look at
how the Endermen render their block, or how minecarts do it
L1594[14:16:05] <laci200270> it will be
for my furnance :D
L1595[14:16:15] <williewillus> yeah see
the furnace cart
L1596[14:17:21] <laci200270> thanks
L1597[14:17:50]
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L1598[14:18:20] ***
SnowShock35 is now known as zz_SnowShock35
L1599[14:19:18] <laci200270>
williewillus, and If I just have a modelResourceLocation?
L1600[14:19:26] <laci200270> how can I
render it?
L1601[14:19:28] <williewillus> uhhh
L1602[14:19:35] <williewillus> load it or
get it from BlockModelShapes
L1603[14:19:39] <williewillus> not sure
why you ahve an MRL though
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L1606[14:21:53] <waterpicker> DOes anyone
know how to use minecraft's config?
L1607[14:22:04] <gigaherz> what do you
mean?
L1608[14:22:35] <gigaherz> minecraft's
config is a gui, you click on things, and stuff happens ;P
L1609[14:22:41] <gigaherz> but I assume
you mean in relation to mods
L1610[14:22:46] <waterpicker> Yea.
L1611[14:22:59] <gigaherz> but there's no
such thing as "using Minecraft's config"
L1612[14:23:10] <gigaherz> Forge provides
a config file manager
L1613[14:23:19] <gigaherz> and a place to
display your mod's config UI
L1614[14:23:21]
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L1616[14:23:47] <gigaherz> keypresses get
added to Minecraft's controls list automatically (IIRC)
L1617[14:23:51] <gigaherz>
keybinds*
L1618[14:25:55] <MattDahEpic> what is
this i hear about a new multipart system?
L1619[14:26:57] <williewillus>
#MCMultipart
L1620[14:30:53] <sham1> Would being able
to store 1,984 buckets of fluid too ridiculous
L1621[14:30:59] <Rushmead> If i have a
block, which has a top with a black texture and i want to be able
to change the colour of that via a dye when its clicked, how could
i do it?
L1622[14:31:35] <PaleoCrafter> sham1,
depends on the size of the container :P
L1623[14:31:55] <sham1> Well I am trying
to decide on some limits for my multiblock fluid tank
L1624[14:32:08] <gigaherz> stupid
shadekiller666's obj loader being so paranoid about UVs out of
range ¬¬
L1625[14:32:08] <gigaherz> XD
L1626[14:32:26] <shadekiller666>
...
L1627[14:32:28] <ThePsionic>
#JustBlameShade
L1628[14:32:29] <gigaherz> and stupid
rhinoceros for not rounding
L1629[14:32:29] <gigaherz> XD
L1630[14:32:33] <sham1> and I got that
from internal widths of 15 on the sides and 64 high
L1631[14:32:40] <gigaherz>
shadekiller666: the model export sometimes has stuff like
-7.729e-09
L1632[14:32:41] <gigaherz> XD
L1633[14:32:48] <shadekiller666> :/
L1634[14:32:50] <gigaherz> which is
enough to be <0
L1635[14:32:50] <gigaherz> XD
L1636[14:32:51] <sham1> Because I'd
rather not have that stuff overflow
L1637[14:33:17] <PaleoCrafter> afaik
ExtraUtilities' drums store 65536 buckets, so...
L1638[14:33:19] <gigaherz> eve nthough I
told it to only use 4 digits of precision
L1639[14:33:29] <gigaherz> normal drums
are 256
L1640[14:33:32] <sham1> well yeah
L1641[14:33:35] <gigaherz> bedrockium
ones are 65536
L1642[14:33:43] <sham1> But the thing is
that this tank can be variable size
L1643[14:34:00] <sham1> and depending on
that the amount of millibuckets it can store can change
L1644[14:34:36] <ThePsionic> 256 buckets
per block of internal space to match EU? :P
L1645[14:34:47] <PaleoCrafter> if you get
under 2 thousand buckets out of a 15*15*64 tank, I'd say that's a
pretty lame tank (considering MC)
L1646[14:34:56] <sham1> Hmm
L1647[14:35:02] <sham1> if I multiplied
it by 1000
L1648[14:35:21] <sham1> 1984000
buckets
L1649[14:35:24] <PaleoCrafter> how do you
even get that value?
L1650[14:35:44] <gigaherz> just do
numblocks*16 or numblocks*256
L1651[14:35:51] <gigaherz> depending on
how "compressing" the tank is ;P
L1652[14:36:21] <sham1> 3 milion buckets
with 15*15*64 with that 256 compress
L1653[14:36:28] <gigaherz> blocks*16
would put you on par with openblocks tanks
L1654[14:36:32] <Orion> Say i receive a
TileEntity update packet on the client side
L1655[14:36:41] <Orion> How do i trigger
a redraw of a block?
L1656[14:36:54] <tterrag>
world.markBlockForUpdate
L1657[14:37:34] <sham1> "Super
pressurized fluid tank"
L1658[14:37:53] <PaleoCrafter> how
expansive are your tanks?
L1659[14:38:02] <sham1> Not decided
yet
L1660[14:39:29] <gigaherz> GAH,
shadekiller666: why does the model loader require me to make the
model z be in the -1..0 rangei nstead of 0..1?
L1661[14:39:40] <williewillus> ugh
wtcf
L1662[14:39:45] <gigaherz> no wait
nevermind
L1663[14:39:45] <shadekiller666> ?
L1664[14:39:49] <sham1> I'll propably
make them require a lot of stuff in my tech tree
L1665[14:39:50] <gigaherz> wtf the obj is
at -1?
L1666[14:39:56] <williewillus> icons I'm
very obviously texture stitching is returning null
L1667[14:39:58] <shadekiller666>
in-game?
L1668[14:40:12]
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L1669[14:40:21] <PaleoCrafter>
williewillus, make sure you're using the proper path ;)
L1670[14:40:21] <shadekiller666> what is
the "up" vector in rhino?
L1671[14:40:48] <gigaherz> Z, but the
exporter has a "swap Y and Z" option which I always
use
L1672[14:40:55] <shadekiller666> ok
L1673[14:40:55] <gigaherz> it's my fault
though
L1674[14:41:00] <shadekiller666> oh
L1675[14:41:01] <sham1> I already have
one hard limit for the size because of the algorithm, and that is
that the internal volume cannot be 1x1xwhatever
L1676[14:41:15] <gigaherz> the .obj file
actually has -1..0 range even though it "looks" like it
would be 0..1 in the program
L1677[14:41:23] <PaleoCrafter> why not,
sham1?
L1678[14:41:27] <shadekiller666>
ahh
L1679[14:41:37] <shadekiller666> similar
thing happens with blender
L1680[14:41:54] <gigaherz> oh well, gotta
cook, more later
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L1682[14:42:01] <sham1> In my algorithm I
check for holes based around if all the surrounding blocks around
the air block have my tank's tile entities
L1683[14:42:06] <gigaherz> at least I got
*one* model to display, even if in the wrong place XD
L1684[14:42:11] <sham1> If it does, the
tank is invalid
L1685[14:42:25] <sham1> It checks for
holes just fine
L1686[14:42:40] <williewillus> why is
there no defaultvertexformat that has normals but not color?
L1687[14:42:45] <sham1> But now the
internal volume has to be 3x3x"whatever"
L1688[14:43:42] <masa> so if I have a
task deobfJar with classifier = 'deobf' in build.gradle, is that
different from that "deobfCompile" that was mentioned
earlier, which would be mapping-independent?
L1689[14:43:54]
⇨ Joins: laci200270 (~laci20027@78.92.233.228)
L1690[14:44:11] <tterrag> masa: a
dedicated deobfJar is pointless with FG2
L1691[14:44:54] <laci200270>
williewillus, sorry my net gone :D
L1692[14:44:55] <Rushmead> Keep thinking
people are saying FC2 :P
L1694[14:45:17] <sham1> It is a dirty and
quick solution to a problem
L1695[14:45:19] <sham1> So meh
L1696[14:47:00] <masa> tterrag: oh? so...
if the dev environment is new enough ie. using FG2 then the
universal jar will work?
L1697[14:49:17] <sham1> and yes
L1698[14:49:37] <sham1> This algo ensures
that the master tile has to be at the bottom and in the middle of
the structure
L1699[14:49:45] <sham1> Simplifies the
code so much
L1701[14:56:57] <diesieben07> are you
spawning particles in a thread?
L1702[14:57:00] <diesieben07> that's not
gonna work.
L1703[14:57:19] <MattDahEpic> how should
i do it then
L1704[14:57:35] <diesieben07> well, what
is our goal
L1705[14:58:01] <MattDahEpic> to have
particles be spawned until a certian world time is reached the
nspaw na mob
L1706[14:58:13] <MattDahEpic> then spawn
a*
L1707[14:58:14] <diesieben07> use a tick
handler
L1708[14:59:07] <MattDahEpic>
example?
L1709[14:59:36] <diesieben07> subscribe
to WorldTickEvent, check if the time has arrived, if so,
spawn
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L1720[15:15:31] <diesieben07> the config
file is invalid
L1721[15:15:32] <xaero>
java.lang.RuntimeException: Unmatched quote in
'/config/paydirt.config:3'
L1722[15:16:12] <waterpicker> and I don't
know what's wrong.
L1723[15:16:19] <waterpicker> The config
it self does form.
L1724[15:16:21] <LatvianModder> probably
2 different quotes
L1725[15:16:24] <LatvianModder> like '
and "
L1726[15:16:28]
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L1727[15:16:53] <Wuppy> LatvianModder,
could also be the other "
L1728[15:17:01] <Wuppy> also, Latvia
\o/
L1729[15:17:09] <LatvianModder> Wuppy
\o/
L1730[15:17:12] <theGliby> i'm latvian as
well
L1731[15:17:18] <LatvianModder> :o
L1732[15:18:05] <Wuppy> I'm not latvian
but I lived with a few a while back :)
L1733[15:18:23] <theGliby> swedish people
are better
L1734[15:18:25] <LatvianModder> Quote
from UrbanD: "You know Gilby is drunk when he is seen staring
off into space, laughing at nothing"
L1735[15:18:50] <laci200270> I'm
hungarian :D
L1736[15:19:02] <LatvianModder> And I'm
hungry
L1737[15:19:06] <laci200270> :D
L1738[15:19:12] <theGliby> that's
gilby
L1739[15:19:14] <theGliby> i'm
gliby
L1740[15:19:21] <Wuppy> I'm dutch
:D
L1741[15:19:30] <MoxieGrrl> I'm
Moxie.
L1742[15:19:37] <LatvianModder> ha, I
knew! .. I just forgot the word..
L1743[15:19:53] <LatvianModder>
Holandians, thats what we call em'
L1744[15:19:59] <Wuppy> :O
L1745[15:20:00] <Rushmead> Im
British.
L1746[15:21:04] <LatvianModder> hmmm..
its weird.. because usually latvians dont hang out on irc chats..
because all play bloody CoD and LoL. Or minecraft in servers where
everything is for irl money
L1747[15:21:20] <LatvianModder> We are
like the lowest level gamers.. all of us
L1748[15:21:33] <theGliby> nah that's
just the majority
L1749[15:21:37] <Wuppy> can confirm that
from the few I know
L1750[15:22:04] <LatvianModder> ok, not
ALL. but 99 with a lot of .9s
L1751[15:22:14] <Wuppy>
99.9.9.9.9.9?
L1752[15:22:18] <Wuppy> that's NaN
L1753[15:22:27] <LatvianModder> .. damnit
moon moon!
L1754[15:22:41] <LatvianModder> actually
thats an Exception
L1755[15:22:45] <laci200270> what should
I use obj or b3d?
L1756[15:22:49] <Wuppy> depends on the
language
L1757[15:22:54] <LatvianModder> depends
what for
L1758[15:22:56] <Wuppy> in JS it would be
acceptable :c
L1759[15:23:09] <laci200270> a static
model
L1760[15:23:22] <LatvianModder> that
would add up as 99.9999 or 99.9 + 0.9 + 0.9 + 0.9?
L1761[15:23:29] <LatvianModder> probably
obj
L1762[15:24:13] <LatvianModder> though
forge's obj loader was crashing with Wings3D exported models, so I
had to write my own .obj parser :P
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L1764[15:24:56] <theGliby> .obj is for
punks who like to the things right
L1765[15:25:08] <theGliby> who like to do
things right
L1766[15:25:13] <theGliby> i'd rather raw
opengl everything
L1767[15:25:22] <theGliby> write every
draw call by hand
L1768[15:25:35] <LatvianModder>
Yeah!
L1769[15:25:37] <gigaherz> theGliby: then
1.8 is not for you ;P
L1770[15:25:47] <gigaherz> and every
resourepack maker hates you also
L1771[15:25:47] <gigaherz> Xd
L1772[15:25:50] <gigaherz> also
L1773[15:25:58] <gigaherz> your mods will
lag mc clients
L1774[15:25:58] <theGliby> i already
hacked in the old first person renderer
L1775[15:26:04] <theGliby> nah they
wont
L1776[15:26:42] <gigaherz> unless you
cache the models by creating displaylists/VBOs yourself
L1777[15:26:52] <gigaherz> in which case
you are duplicating all the work Mojang already did before
L1778[15:26:54] <LatvianModder> is there
a better way to handle smooth lighting in game? because mine is..
well. a lot of lines
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L1782[15:27:20] <LatvianModder> and MC's
code is useless, since its for 3D but my game is 2D
L1783[15:27:28] <theGliby> isn't that
what does tessellator does?
L1784[15:27:37] <theGliby> it caches
things and stuff
L1785[15:27:46] <diesieben07> no
L1786[15:27:51] <theGliby> what does it
do?
L1787[15:27:55] <theGliby> also aren't
vbo's opengl 3?
L1788[15:27:56] <diesieben07> tesselator
just batches the gl calls
L1789[15:27:59] <diesieben07> so you have
ONE big native call
L1790[15:28:01] <diesieben07> isntead of
many
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L1792[15:28:16] <diesieben07> so all the
glVertex calls get combined into one
L1793[15:28:19] <LatvianModder> OpenGL3
suuux. I cant make anything without shaders
L1794[15:28:46] <LatvianModder> but
Tessellator is pretty much VBOs
L1795[15:28:52] <diesieben07> waat
L1796[15:29:03] <diesieben07> i SUCK at
OpenGL and I know you are talking out your ass.
L1797[15:29:43] <williewillus> VBOs are
GL2
L1798[15:29:51] <LatvianModder> theGliby:
are you a modder?
L1799[15:29:58] <theGliby> google my
name
L1800[15:30:07] <gigaherz> the fixed
function pipeline is only deprecated in gl3
L1801[15:30:11] <gigaherz> unless you use
a forward context
L1802[15:30:17] <LatvianModder> .. try
yourself. returns definitions of "totally drunk"
L1803[15:30:18] <gigaherz> in which case
you tell opengl to disable all deprecated features
L1804[15:30:30] <gigaherz> but writing
shaders is easier than people think
L1805[15:30:33] <theGliby> G L I B
Y
L1806[15:30:57] <LatvianModder>
"@theGliby follows you" so far good :D though I dont
remember you >.<
L1807[15:31:44] <theGliby> so does opengl
2.1 core support vbos or naa?
L1808[15:32:17] <LatvianModder> not
sure
L1809[15:32:27] <LatvianModder> I know
Tess has a boolean check for support
L1810[15:32:30] <williewillus> mc is on
gl1 level, halfway poked into gl2, with mayyybe gl3 if you use the
shaders. tells you how many people have toasters trying to play the
game :p
L1811[15:32:35] <gigaherz> The Vertex
Buffer Object specification has been standardized by the OpenGL
Architecture Review Board as of OpenGL Version 1.5 (in 2003).
L1812[15:32:51] <gigaherz> yep
L1813[15:32:53] <gigaherz> ARB in
1.5
L1814[15:32:55] <theGliby> thanks
gigaherz, right then
L1815[15:32:59] <gigaherz> and core in
2.1
L1816[15:33:03] <LatvianModder> I think
only MC 1.8+
L1817[15:34:12] <theGliby> i'll go make
my tess stuff cached in display lists then
L1818[15:34:34] <LatvianModder> I think I
do that with waypoints in minimap mod
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L1827[15:54:53] <shadekiller666> does
anyone know if an IExtendedBlockState can be returned from
getActualState() without breaking things?
L1828[15:55:21] <gigaherz> probably
not
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L1831[15:58:34] <masa> then where ae they
used at anyway?
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L1835[15:59:12] <masa> if that extends
IBlockState then why would it break?
L1836[15:59:40] <masa> isn't
getActualState() just for rendering anyway?
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L1838[16:00:27] <masa> alrighty last day
of this year just started...
L1839[16:01:14] <Wuppy> masa, doing
anything for new years?
L1840[16:01:48] <shadekiller666> masa,
extended block states are used to track properties that aren't
listed in the blockstate json, its used primarilly for passing
IModelStates into the custom model loaders atm
L1841[16:02:45] <Rushmead> Could i make
it in my mod so that blocks can be placed on half blocks?
L1842[16:03:01] <gigaherz> masa:
getExtendedState
L1843[16:03:22] <gigaherz> getActualState
is for some misc tasks, all of them for client use
L1844[16:03:31] <masa> mmkay
L1845[16:03:33] <shadekiller666> problem
is, if an IExtendedBlockState is returned from any method that is
called in Block during block placement that is then checked against
the IBlockState->IBakedModel map it can break block
placement
L1846[16:03:35] <diesieben07> it's not
all ofr clinet...
L1847[16:03:42] <diesieben07>
getactualState gives you info like fence connections
L1848[16:03:55] <gigaherz> it's only
called by the client, though
L1849[16:03:59] <shadekiller666> because
the game will try to find the IBakedModel using an
IExtendedBlockState and won't find one
L1850[16:04:02] <gigaherz> the server
never calculates thoseconnections
L1851[16:04:14] <diesieben07> it could
though
L1852[16:04:25] <gigaherz> no wait
L1853[16:04:25] <masa> Wuppy: nothing
special, the same as every year, ie. I'm still at home/my parents,
and we are probbaly going to watch some fireworks outside and eat
our usual "new years" food :p
L1854[16:04:34] <masa> and also of course
keep on modding :p
L1855[16:04:38] <gigaherz> getActualState
is called also by isSideSolid=
L1856[16:04:54] <Wuppy> cool, this is my
first new years without my parents
L1857[16:05:04] <Wuppy> so it's time for
a sick party :P
L1858[16:05:38] <masa> :D
L1859[16:05:57] <gigaherz> I sorta miss
the new years with my family
L1860[16:06:17] <gigaherz> we'd meet at
my cousin's house, then have dinner with bbq
L1861[16:07:11] <Wuppy> hehe, bbq in NL
wouldn't really work out
L1862[16:07:17] <Wuppy> it's generally
freezing during new years
L1863[16:07:25] <Wuppy> this time it's
like 15 degrees but yeah...
L1864[16:08:20] <masa> yep it was also
around 10 degrees C here in finland too up until christmas, now it
has been betwen -10 .. -1 for a couple of days though
L1865[16:09:19] <masa> and 10 degrees is
literally about the same temperature that it was in here during mid
summer was it this or last year :D that is just retarded :p
L1866[16:10:46] <shadekiller666> !gm
registerItemVariants 1.8.8
L1867[16:10:56] <shadekiller666> !gm
registerItemVariants
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L1875[16:17:11] ***
tterrag is now known as tterrag|away
L1876[16:17:18] <shadekiller666> is the
master branch of the forge repo still on 1.8.0?
L1877[16:17:30]
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L1878[16:18:09] <diesieben07> it's
1.8.9
L1879[16:18:16]
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L1880[16:18:25] <shadekiller666> oh,
guess i should rebase back onto master then...
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L1883[16:22:09] <gigaherz> hm?
L1884[16:22:54]
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L1885[16:23:00] <shadekiller666> my
objloader branch is currently forked off of the 1.8.8 branch on the
forge repo...
L1886[16:23:01] <gigaherz> when was 1.8.8
merged into maste? :O
L1887[16:23:06] <shadekiller666>
yesterdat
L1888[16:23:09] <gigaherz>
shadekiller666: rebase then ;P
L1889[16:23:15] <shadekiller666>
yesterday*
L1890[16:23:36]
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L1891[16:23:41] <MattDahEpic> im not
finding an event for player respawn, is there one?
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L1894[16:24:19] <diesieben07>
PlayerRespawnEvent
L1895[16:24:22]
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L1897[16:24:59] <MattDahEpic> oh its
inside event
L1898[16:25:09] <MattDahEpic>
playerevent
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L1900[16:27:28] <shadekiller666> giga,
this is what the branch looks like in sourcetree:
http://imgur.com/o1VatEq, do i need to do anything
fancy with the rebasing?
L1901[16:32:33] <gigaherz> I doubt
it
L1902[16:32:34] <diesieben07>
shadekiller666, no, just rebase and cross finger that you don't
have conflicts
L1903[16:32:54] <shadekiller666> ok
L1904[16:34:56]
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L1906[16:39:35] <SmashShock> Hey, what
size image do you all use for your mcmod.info logo?
L1907[16:41:06]
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L1908[16:41:13] <SmashShock> Or is that a
trivial thing, hardly anyone goes into that window anyway
L1909[16:41:15] <masa> hah what a
coincidence, I was just at this second updating one of my
mcmod.info files and thinking about adding a logo to it :p
L1910[16:41:23] <gigaherz> I never used a
logo
L1911[16:41:25] <gigaherz> yet
L1912[16:41:35] <SmashShock> Gotcha
L1913[16:41:56] <SmashShock> I just made
one for my mod to stir some motivation in me for the rewrite
L1914[16:42:01] ***
MrKick|Away is now known as MrKickkiller
L1916[16:43:17] <gigaherz> fancy
L1917[16:43:20] <gigaherz> but probably
WAY too high-res
L1918[16:43:21] <gigaherz> XD
L1919[16:43:28] <SmashShock> Probably,
haha :p
L1920[16:43:35] <masa> what is the
flashing diamond-looking icon on the Mods button on the main menu?
:o
L1921[16:43:37] <gigaherz> check other
mods, see what they use
L1922[16:43:56] <gigaherz> masa: they
added it to 1.8.9
L1923[16:44:04] <gigaherz> to incite
people to check out the new Realms pricing
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L1926[16:44:31] <gigaherz> it's not MEANT
to be on the mods button
L1927[16:44:33] <SmashShock> Realms is
still a thing?
L1928[16:44:36] <gigaherz> it's meant to
be on the right of the realms button
L1929[16:44:36] <masa> oh, haha
L1930[16:45:04] <gigaherz> forge changes
the size of the realms button
L1931[16:45:12] <gigaherz> but it doesn't
patch out the code that draws the diamond
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L1933[16:45:41] <SmashShock> Talk about a
half-measure
L1934[16:46:31] <shadekiller666> how does
one check what branch is set as the upstream for git push?
L1935[16:47:04] <SmashShock> Speaking of
version control...
L1936[16:47:07] <gigaherz> there's some
command for it, or you can open .git/config in a text editor and
see
L1937[16:47:07] <gigaherz> XD
L1938[16:47:12] <SmashShock> I should be
using version control.
L1939[16:47:28] <AbrarSyed>
shadekiller666, default git behavior is the branch of the exact
same name on the remote...
L1940[16:48:01] <shadekiller666> so if im
on 'master' on my remote, it should push to master?
L1941[16:48:02] <sham1> 1.8.9 is the new
master eh
L1942[16:48:06] <AbrarSyed> you generally
have to use git push <remote> <branch> if you dont want
it use 'origin' and '<currentBranch>' as the default
L1943[16:48:26] <gigaherz> yo ucan change
the remote tracking
L1944[16:48:31]
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L1946[16:48:38] <masa> doesn't that also
depend on the push.default setting?
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L1948[16:49:29] <AbrarSyed> im sure you
can configure everything to be a certain way.. Im just talking
about the original git defaults
L1949[16:49:38] <gigaherz> ah yeah
L1950[16:49:45] <gigaherz> well, I'm a
TortoiseGit user ;P
L1951[16:49:46] <sham1> You can also have
2 different remotes :P
L1952[16:49:47]
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L1953[16:49:56] <gigaherz> or 10 ;p
L1954[16:50:06] <gigaherz> gets common in
collabotarive projects
L1955[16:50:06] <masa> or 11
L1956[16:50:11] <killjoy> so today I
learned that minecraft forums don't like you using the word
ass
L1957[16:50:14] <gigaherz> you have
"origin" with your fork
L1959[16:50:25] <gigaherz>
"upstream" with the central
L1960[16:50:25] <sham1> If I have a fork,
I use origin for my fork repo and upstream for the repo I am
forking
L1961[16:50:35]
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L1962[16:50:37] <gigaherz>
"somedude1" with someone else you are helping/getting
help from
L1963[16:51:04] <sham1> So I can merge
and update my fork and stuff
L1964[16:51:11]
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(~quassel@li951-76.members.linode.com)
L1965[16:51:13] <gigaherz> same
L1966[16:51:20]
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L1968[16:52:31] <IoP> Does git handle
origin remote with special care?
L1969[16:52:37] <sham1> I actually use
cmd instead of relying on GUIs for anything but merge
conflicts
L1970[16:52:46] <sham1> IoP, nope
L1971[16:52:58] <sham1> Origin is like
any other remote
L1972[16:53:08] <IoP> actually: "If
the configuration is missing, it defaults to origin."
L1973[16:53:09] <killjoy> I use the gui
for adding files and looking at diffs
L1974[16:53:10] <sham1> It could be
called kitten and it would work
L1975[16:55:42] <sham1> It defaults to
the name origin, but apart from that it really is nothing
special
L1976[17:00:47] ***
MorphFK is now known as Morphan1
L1977[17:02:54]
⇨ Joins: Magik6k (~Magik6k_@magik6k.net)
L1978[17:03:06] <gigaherz> IoP: the name
is just a convention
L1979[17:03:22] <gigaherz> it's the
default because it's the "origin" of the pull
L1980[17:03:31] <gigaherz> (well,
clone)
L1981[17:03:59] <gigaherz> convention is
to clone your fork, and then add the central repository as
"upstream", and any extra repositories with
representative names
L1982[17:04:22]
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L1983[17:05:52] <sham1> Mmm
L1984[17:06:22] <sham1> And github
recommends using 'origin' when creating a new repo
L1985[17:07:50] <sham1> So that
helps
L1987[17:10:30] <sham1> Also, how well
does the tortoise git work
L1988[17:10:41] <sham1> Because it sounds
interesting
L1989[17:10:58] <gigaherz> TortoiseGit is
designed to be familiar to people who used tortoisesvn
L1990[17:11:05] <gigaherz> so not all git
functions match 1:1
L1991[17:11:14] <gigaherz> but generally
speaking, it's the one reason I got to like git
L1992[17:11:38] <gigaherz> when I tried
to use git the first time, I tried to use cmdline, and my
conclusion was "git is a confusing mess no one can possibly
like"
L1993[17:11:38]
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L1994[17:11:42] <gigaherz> ;P
L1995[17:11:48] <sham1> Yeah, the command
line git is not the most noob-friendly thing out there
L1996[17:12:23] <sham1> Tortoise will
propably be my only way to use svn aside from git-wvn
L1997[17:12:53] <sham1> Because from what
I've seen, SVN's very interesting to say the least
L1998[17:13:36] <gigaherz> SVN is a
different paradigm
L1999[17:13:46] <gigaherz> no local
history
L2000[17:13:58] <sham1> Yeah
L2001[17:14:12] <sham1> I personally
prefer local history
L2002[17:14:17] <gigaherz> the only truly
local operation is "add"
L2003[17:14:24] <gigaherz> well and diff
and revert
L2004[17:14:30] <gigaherz> which use the
local cache of the checkout copy
L2005[17:14:31] <sham1> I can rewind
without affecting anyone else
L2006[17:14:46] <gigaherz> branches in
svn are physical copies
L2007[17:14:59] <gigaherz> also
tags
L2008[17:15:07] <gigaherz> svn internally
has no concept of a tagged revision
L2009[17:15:11] <gigaherz> it creates a
physical branch
L2010[17:15:15] ***
Morphan1 is now known as MorphFK
L2011[17:15:18] <sham1> Every branch has
its own directory
L2012[17:15:28] <gigaherz> it's your
responsibility to NOT commit on top of a tag
L2013[17:18:59] <sham1> T'was a culture
shock when I wanted to look at ROS' code and it was SVN
L2014[17:19:16] <gigaherz> we have a git
mirror! ;P
L2015[17:19:26] <sham1> :p
L2016[17:19:47] <gigaherz> I tried to
push for a switch to git
L2017[17:19:51] <gigaherz> but it was a
no-go
L2018[17:19:54] <MattDahEpic> how would
one set the player's food?
L2019[17:20:09] <gigaherz> one of the
active devs said basically, "if the project siwtches to git,
they lose me as a dev"
L2020[17:20:41] <sham1> And I assume he
knows something about NT
L2021[17:20:48] <gigaherz> ofc
L2022[17:20:48] <sham1> So no
L2023[17:20:53] <gigaherz> but even if
not
L2024[17:21:03] <gigaherz> we can't
afford to lose devs just for the sake of switching to git
L2025[17:21:04] <gigaherz> ;P
L2026[17:21:12] <AbrarSyed> gigaherz,
what is he using right now?
L2027[17:21:12] <sham1> Mmm
L2028[17:21:20] <gigaherz> AbrarSyed: the
project uses Svn
L2029[17:21:20] <AbrarSyed> svn?
hg?
L2030[17:21:30] <gigaherz> we have a
read-only git mirror
L2033[17:22:34] <gigaherz> (web
viewer)
L2034[17:23:17] <sham1> Is it at the
point that I can have additional users btw
L2035[17:23:48] <gigaherz> reactos?
well... sorta?
L2036[17:24:13] <gigaherz> is it
technically possible to login with any created user
L2037[17:24:27] <sham1> When I
tried
L2038[17:24:33] <gigaherz> but we don't
have terminal services, so "fast user switching" (switch
between users without logout) is not a thing
L2039[17:24:50] ***
kroeser|away is now known as kroeser
L2040[17:27:54] <sham1> When I tried to
create and use my own account it would not work
L2041[17:28:08] <shadekiller666> works
better if i actually register the block that i'm asking the MLR to
find...
L2042[17:28:10] <sham1> I could not log
in
L2043[17:28:18] <sham1> :P
L2044[17:28:24] <sham1> Propably
L2045[17:28:38] <gigaherz> well I don't
know if "creating an account" works
L2046[17:28:39] <gigaherz> XD
L2047[17:28:49] <gigaherz> never tested
that
L2048[17:32:08] <shadekiller666> how does
java not understand how to cast Float to double...
L2049[17:33:07] <sham1>
Auto-unboxing
L2050[17:33:07] <gigaherz> it
doesn't
L2051[17:33:16] <gigaherz> it can only do
implicit casts between primitives
L2052[17:33:23] <gigaherz> not directly
from boxed to unboxed of another type
L2053[17:33:44] <SmashShock> Is it 100%
reliable that every chunk that gets loaded, eventually gets
unloaded?
L2054[17:33:53] <shadekiller666> its a
built-in java wrapper class for a primitive... it should know to
unbox first
L2055[17:34:00] <SmashShock> Or rather,
that those events are fired
L2056[17:34:14] <gigaherz> what
for?
L2057[17:34:23] ***
kroeser is now known as kroeser|away
L2058[17:34:32] <SmashShock> I'm keeping
track of radioactive blocks in the chunks that are loaded
L2059[17:34:52] <shadekiller666> this is
what i mean when i say most compilers are stupid
L2060[17:35:15] <sham1> Well they are
programs like all esle
L2061[17:35:29]
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L2062[17:35:30] <shadekiller666> doesn't
mean they can't be intelligent :P
L2063[17:35:54] <gigaherz> you
underestimate the complexity of keeping sane semantics
L2064[17:35:55] <gigaherz> XD
L2065[17:36:08]
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L2066[17:36:22] <shadekiller666>
recognizing that Float is a wrapper for float is something the java
compiler should be able to do...
L2067[17:36:25]
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(Remote host closed the connection)
L2068[17:36:32] <gigaherz> it does
L2069[17:36:34] <Hink> Is the best way to
understand how to mod Minecraft just to read the decompiled
Classes?
L2070[17:36:39] <gigaherz> but the
unboxing rules
L2071[17:36:41] <gigaherz> and
thecastrules
L2072[17:36:52] <gigaherz> the casting
rules*
L2073[17:37:08] <gigaherz> Hink: in many
cases
L2074[17:37:34] <Hink> I just feel
overwhelmed trying to read all the comments and methods to see how
they work.
L2075[17:37:35] <gigaherz> in certain
situations, Minecraft's system was hardcoded, and Forge provides a
registration system for it
L2076[17:37:36] <shadekiller666> also,
ModelFluid seems to be broken in the latest version of
'master'
L2077[17:37:45] <gigaherz> Hink: then
make use of tutorials
L2078[17:37:58] <Hink> Sorry, I am
working in MCP I mean.
L2079[17:38:01] <Hink> Not Forge.
L2080[17:38:13] <gigaherz> ah well, thne
you are sortof on your own
L2081[17:38:14] <gigaherz> why not
forge?
L2082[17:38:23] <gigaherz> it's much
better to work at forge level
L2083[17:38:23] <Hink> Um, hacked
client.
L2084[17:38:32] <masa> wtf
L2085[17:38:40] <Hink> It's just
something I've always wanted to do.
L2086[17:38:46] <Hink> Please don't
judge.
L2087[17:38:56] <masa> too late
L2088[17:39:12] <gigaherz> well you did
say it, you could have said "I have my reasons" and then
we wouldn't have anything to judge ;P
L2089[17:39:15] <masa> if you care enough
to try modding, why not support the game and actually buy it?
L2090[17:39:42] <Hink> masa, I have the
game by hacked client I mean for SMP cheats.
L2091[17:40:05] <masa> wtf
L2092[17:40:37] <Hink> gigaherz, you're
probably right, now I should just delete this identity.
L2093[17:40:56] <gigaherz> well it
doesn't matter
L2094[17:41:00] <SmashShock> Like, Nodus
type stuff?
L2095[17:41:07] <Hink> SmashShock,
yes.
L2096[17:41:08] *
sham1 judges hard
L2097[17:41:11] <PaleoCrafter> you could
do this stuff with Forge :P
L2098[17:41:13] <SmashShock> You actually
own the game, though?
L2099[17:41:14] <Hink> :(
L2100[17:41:21] <Hink> TIFU by IRC.
L2101[17:41:35] <Hink> Yes, I own the
gmae.
L2102[17:41:37] <Hink> *game
L2103[17:41:39] <gigaherz> but we can't
really help if you work at MCP level
L2104[17:41:44] <SmashShock> I don't see
the problem with using Forge then
L2105[17:41:51] <gigaherz> most of our
help would be "use forge's... oops"
L2106[17:41:52] <masa> what is
nodus?
L2107[17:41:53] <Hink> Yeah, I was just
curious, I want to understand the game more.
L2108[17:42:20] <SmashShock> masa, it's a
hacked client that exposes exploits to keybinds
L2109[17:42:25] <gigaherz> keep in mind,
the purpose of forge
L2110[17:42:29] <gigaherz> is simply to
make your life easier
L2111[17:42:32] <sham1> Forge allows
understanding the game fundamentally while adding some other nifty
suff
L2112[17:42:33] <gigaherz> it's not an
abstraction layer
L2113[17:42:49] <gigaherz> we DO work
directly with minecraft
L2114[17:42:55] <Hink> Yes, I understand,
I live Forge, but clients such as this are usually made on the MCP
level.
L2115[17:43:04] <Hink> *like
L2116[17:43:08] <sham1> It does
compatibility
L2117[17:43:16] <SmashShock> So wait,
you're trying to find out how the hacked client works?
L2118[17:43:30] <Hink> Essentially, I
don't mean to piss anyone off.
L2119[17:43:31] <diesieben07> can I
assume that the overworld is loaded (WorldEvent.Load) only once per
server?
L2120[17:43:48] <sham1> Would make
sense
L2121[17:43:54] <diesieben07> in just
forge it is true, but like... are there mods that change it?
L2122[17:43:54] <gigaherz> diesieben07:
so far as I know, the overworld is never unloaded
L2123[17:43:59] <gigaherz> butyeah
L2124[17:44:05] <gigaherz> dunno about
mods that change that
L2125[17:44:25] <diesieben07> because i
need to initialize a database when the server starts
L2126[17:44:30] <SmashShock> Hink,
there's no harm in examination, or implementation, as long as it's
not for nefarious purposes.
L2127[17:44:33] <gigaherz> isn't there a
serverstartingevent?
L2128[17:44:33] <masa> diesieben07: for
what purpose though? would single player re-starting the integrated
server break it?
L2129[17:44:41] <diesieben07> but i don't
want to do it in server starting because that is after
WorldEvent.load
L2130[17:44:42] <PaleoCrafter> diesieben
is asking a question D:
L2131[17:44:45] <gigaherz> ah
L2132[17:44:53] <diesieben07> and then
peoople cannot use it there
L2133[17:44:55] <sham1> Yes paelo
L2134[17:44:57] <gigaherz> diesieben07:
wait, can't you just do a simple boolean?
L2135[17:44:59] <diesieben07> so i was
thinking doing it in Load
L2136[17:45:00] <masa> diesieben07:
ServerAboutToStartEvent?
L2137[17:45:02] <Hink> SmashShock, I am
not with ill intentions.
L2138[17:45:04] <sham1> You are not
dreaming
L2139[17:45:12] <gigaherz>
Database.init() { if(initialized) return; initialized=true; }
L2140[17:45:13] <diesieben07> that's too
early masa, the world folder is not know there yet
L2141[17:45:20] <diesieben07> uhh
L2142[17:45:31] <diesieben07> that would
make it even worse because this all needs to be threadsafe
L2143[17:45:32] <masa> ah, so you have
similar problems than I did :p
L2144[17:45:44] <SmashShock> Hink, then
go at it, but keep in mind, this is MinecraftForge IRC :p
L2145[17:45:49] <sham1> >thread
safety
L2146[17:45:55] <Hink> Yes, thank you
SmashShock.
L2147[17:46:01] <diesieben07> yes
L2148[17:46:04] <sham1> >MC
L2149[17:46:14] <diesieben07> the DB
field is volatile and only ever set from the main thread when the
world loads
L2150[17:46:24] <diesieben07> i am
interacting with large-ish files
L2151[17:46:31] <gigaherz> there's bound
to be an atomic-compare-exchange
L2152[17:46:33] <diesieben07> so lots of
asynchornous stuff so the DB needs to be safe :D
L2153[17:46:44] <sham1> What is the
purpose of this db
L2154[17:46:48] <gigaherz> it's an
essential tool for thread-safety
L2155[17:46:52] <diesieben07> yes, there
is a compare and swap
L2156[17:47:07] <diesieben07> the purpose
is to store and manage images and their metadata
L2157[17:47:12] <PaleoCrafter> diesieben
is working on an AI that conquers the world from within MC
L2158[17:47:16] <diesieben07> shush
L2159[17:47:19] <diesieben07> quiet
L2160[17:47:20] <sham1> Oh, that
L2161[17:47:34] <shadekiller666> does
calling setValue() on a Map.Entry<> change the Map
itself?
L2162[17:47:40] <diesieben07> yes, if te
map allows it
L2163[17:47:44] <gigaherz>
if(compareandswap(initialized, true)) return; then ;P
L2164[17:47:50] <diesieben07> gahh
L2165[17:47:51] <diesieben07> even more
cas
L2166[17:47:54] <gigaherz> sorry
L2167[17:48:00] <diesieben07> i already
have it for nextID() :D
L2168[17:48:02] <gigaherz> I mean if you
can't be certain
L2169[17:48:06] <gigaherz> better
safe
L2170[17:48:07] <gigaherz> ;p
L2171[17:48:12] <diesieben07> well
L2172[17:48:37] <diesieben07> the problem
with this approach is: what happens if someone asks for hte db when
it is not appropriate (no server)
L2173[17:48:41] <diesieben07> now i have
to have that check, too
L2174[17:48:46] <diesieben07> every time
soomeone asks for hte DB
L2175[17:49:20] <gigaherz> hmm
L2176[17:49:28] <gigaherz> synchronized
singleton?
L2177[17:49:37] <diesieben07> but it's
not a singleton :D
L2178[17:49:55] <sham1> Just the name
makes me loopy
L2179[17:50:26] <diesieben07> i think i
know what to do
L2180[17:50:28] <gigaherz> sham:
getInstance() { synchronized(blah) { if(instance == null) {
initializeInstance() } return instance; } }
L2181[17:50:33] <diesieben07> it's a bit
ugly but ok
L2182[17:50:51] <sham1> Ah
L2183[17:50:57] <gigaherz> sham1: that
way you know initialization never happens while others need the
object
L2184[17:51:09] <sham1> So it is not
spring-tieg terrible
L2185[17:52:00] <SmashShock> So, what
mods are you all working on?
L2186[17:52:11] <diesieben07> only
initialize if the overworld is loaded between server about to start
and server starting :D
L2187[17:52:15] <diesieben07>
CameraCraft
L2188[17:52:23] <gigaherz> heh
L2189[17:52:33] <gigaherz> I'm porting
Ender-Rift to 1.8.8
L2190[17:52:42] <gigaherz> before I
implement a workaround for the design-breaking flaw
L2191[17:52:48] <SmashShock> I think I
remember CameraCraft
L2192[17:52:53] <SmashShock> Way
back
L2193[17:52:55] <diesieben07> yep
L2194[17:53:03] <diesieben07> 1.4.7 is
hte latest version:D
L2195[17:53:07] <SmashShock> Haha
L2196[17:53:43] <SmashShock> Ender-Rift
looks pretty neat!
L2197[17:53:53] <gigaherz> yeah, if it
wasn't for that hige design flaw
L2198[17:53:54] <gigaherz> ;P
L2199[17:53:57] <gigaherz> huge*
L2200[17:54:00] <gigaherz> not in my
design
L2201[17:54:02] <gigaherz> in
Minecraft.
L2202[17:54:03] <gigaherz> ;P
L2203[17:54:06] <sham1> FluidCraft,
trying to decide what would be the hardcode limit for my multiblock
lengths before the checking algo giving up
L2204[17:54:15] <gigaherz> basically the
way inventory works
L2205[17:54:26] <gigaherz> it's
impossible to have a "cost" to extract items
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L2208[17:54:44] <gigaherz> if you say
"can't extract", the block assumes it just CAN'T be
extracted
L2209[17:54:48] <gigaherz> not "at
this moment"
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L2212[17:54:51] <gigaherz> if you
don't
L2213[17:55:00] <gigaherz> then the block
assumes it can extract, just not how many
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L2216[17:55:19] <gigaherz> so it's
impossible to limit the extraction flow
L2217[17:55:39] <sham1> Anyway, I think I
should sleep
L2218[17:55:45] <SmashShock> Cheers
sham
L2219[17:55:59] <MattDahEpic> how would
one set the player's food level?
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L2221[17:56:22] <diesieben07> see
FoodStats class
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L2225[17:56:57] <SmashShock> You can call
getFoodStats() on the player object and then call setFoodLevel on
the resulting object
L2226[17:57:20] <waterpicker> Forge's
config is shit.
L2227[17:57:30] <waterpicker>
*Configuration API
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L2232[17:58:38] <SmashShock> Oh hi
diesieben07, just noticed you were a Moderator from the thread I
pilfered that info from
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L2235[17:58:58] <diesieben07> you did
*what* to that thread?
L2236[17:59:36] <SmashShock> The
foodstats thread that I took that information from, I saw you were
a moderator
L2237[17:59:56] <SmashShock> Not sure why
I brought that up
L2238[17:59:56] <diesieben07> ah
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L2242[18:06:52] <MattDahEpic> there's
player.getMaxHealth(), but is there a way to get a player's max
food?
L2243[18:07:19] <diesieben07> max food
level is hardcoded in FoodStats
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L2247[18:07:59] <Girafi> I was :P Just
wanted to let you know :3 But thanks I guess ;)
L2248[18:08:17] <Girafi> Ahh 1.8.9 too,
sweet ^^
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L2251[18:08:35] <SmashShock> Bedrock is
at y=0, right?
L2252[18:09:26] <williewillus> anywhere
from 0 to 5 iirc
L2253[18:09:50] <SmashShock> Gotcha
L2254[18:10:00] <Girafi> There is a mod
that makes it only spawn at layer 0 tho :p
L2255[18:10:04] <Girafi> Or 1, can't
remember.
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L2265[18:13:59] <shadekiller666> what
does returning true form onBlockActivated do?
L2266[18:14:17] <diesieben07> stop
further processing of the right click (e.g. through items)
L2267[18:14:35] <diesieben07> and on the
client makes the packet actually be send to the server
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L2270[18:15:19] <PaleoCrafter> sure on
that second part?
L2271[18:15:28] <PaleoCrafter> I think
that only is for onItemUseFirst
L2272[18:15:53] <diesieben07> huh
L2273[18:15:56] <diesieben07> yea you are
right
L2274[18:17:34] <masa> diesieben07: hmm,
would ServerABoutToStartEvent with
event.getServer().getActiveAnvilConverter().getSaveLoader(event.getServer().getFolderName(),
true).getWorldDirectory(); work, if you need the dir?
L2275[18:17:49] <diesieben07> no
L2276[18:17:57] <diesieben07> i know that
code is in DimensinoManager, but it is broken
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L2279[18:18:18] <diesieben07>
getSaveLoader needs the world name passed in
L2280[18:18:23] <diesieben07> but that
code passes the server directory
L2281[18:19:13] <masa> well that is what
happens in DedicatedServer via the loadAllWorlds() call
L2282[18:19:14] <diesieben07> at best it
produces something like "myServerDir/myServerDir", at
worst it just crashes because ou are trying to create a sub-path
with an absolute path as the 2nd param
L2283[18:20:19] <diesieben07> uhhh
L2284[18:20:26] <diesieben07>
getFolderName is the world name
L2285[18:20:29] <diesieben07> how stupid
is that
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L2287[18:20:40] <diesieben07> so yeah it
would work, but... too late now
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L2289[18:22:20] <Halonium> Hi, it's
SmashShock. Just chose a different alias.
L2291[18:23:47] <Halonium> Oh
man...
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L2294[18:24:58] <williewillus> lol
L2295[18:25:28] <diesieben07> I have an
interface PhotoStorage which stores photos (duh). Now there is an
extension which can also store a name for each photo.
NamedPhotoStorage? better ideas? :D
L2296[18:25:58] <killjoy> ehh good
enough
L2297[18:26:09] <PaleoCrafter> needs more
enterprise Java naming
L2298[18:26:20] <diesieben07> the current
name is PhotoStorageRenamable which is awful
L2299[18:26:33] <killjoy> make it
longer
L2300[18:26:59] <diesieben07> i usually
like names like XXXWithYYY
L2301[18:27:08] <diesieben07> but
PhotoStorageWithNames sounds awful, too
L2302[18:27:14] <killjoy> inb4 ultimate
wizard swear
L2303[18:27:23] <PaleoCrafter>
StorageForPhotosWithNamesAndStuff
L2304[18:27:33] <diesieben07> you are of
great help :D
L2305[18:27:55] <PaleoCrafter> always
;)
L2307[18:28:43] <killjoy> name your class
that
L2308[18:28:48] <diesieben07> lorem ipsum
haha
L2309[18:29:44] <killjoy> daniel
radcliff
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L2318[18:39:00] <Hink> --username
<user> --password <pass> doesn't seem to be a valid set
of runtime arguments for me.
L2319[18:39:17] <Hink> w/ Migrated
account too.
L2320[18:39:45] <williewillus> maybe tree
--uuid as well? not sure
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L2325[18:40:34] <PaleoCrafter> Hink, are
you using Forge or pure MCP?
L2326[18:40:53] <Hink> MCP, sorry, I was
hoping it would be the same.
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L2328[18:41:06] <PaleoCrafter> nah, the
login stuff is added by Forge
L2329[18:41:11] <PaleoCrafter> iirc
L2330[18:41:13] <Hink> Okay.
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L2335[18:44:41] <diesieben07> is that in
a TE?
L2336[18:45:11] <DrDisconsented>
yep
L2337[18:45:17] <williewillus> if I
wanted to take a 2D textureatlassprite and render it with thickness
like a builtin/generated item model, how do I do that? :p
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L2340[18:45:49] <diesieben07> you have to
do it on the server only then, check for world.isRemote is
false
L2341[18:46:17] <PaleoCrafter>
williewillus, look at how 1.7 did it :P
L2342[18:47:03] <PaleoCrafter> or look at
the generation of item models in 1.8
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L2346[18:50:26] <Thutmose> cpw should I
go and try to fix/re-do the PR I made for villager registry for the
merge errors? Last I checked it was just the 2 lines related to the
FMLControlledNamespaceRegistry and the Delegate for it
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L2354[19:00:25] <Halonium> Does forge
handle coordinates in Vec3's?
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L2357[19:01:04] <PaleoCrafter> block
coordinates are represented by BlockPos
L2358[19:01:25] <diesieben07>
DrDisconsented, the potion you are applying there is instant
health. it doesn't do anything when applied like that.
L2359[19:01:50] <Halonium> Okay, so I can
just construct my own Vec3 if I want one
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L2363[19:02:20] <DrDisconsented> Eh?
Thats meant to be damage not health
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L2367[19:02:40] <diesieben07> well, same
thing
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L2369[19:02:45] <diesieben07> point is
the potion is instant
L2370[19:02:57] <PaleoCrafter> btw, if
you want to damage things, there are easier ways :P
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L2372[19:03:21] <DrDisconsented> Random
potion effect. My understand is that when it runs for more than one
tick it applies the damage every tick
L2373[19:03:28] <DrDisconsented>
understanding*
L2374[19:03:31] <RazerSwift> Does anybody
know of a mod that resets map (and possibly seed) after dying in
Hardcore mod?
L2375[19:03:40] <RazerSwift> mode*
L2376[19:03:49] <gigaherz> why would that
be useful?
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L2378[19:03:54] <gigaherz> you just start
a new save?
L2379[19:03:55] <diesieben07>
DrDisconsented, no, instant and non-instant potions are handled
differently.
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L2387[19:04:59] <RazerSwift> A.) Delete
world button shown on death doesn't actually delete world. B.) It
breaks immersion. C.) It's a hassle, even if it's a small
one.
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L2389[19:06:23] <RazerSwift> Going for an
"Edge of Tomorrow" sort of experience.
L2390[19:06:45] <RazerSwift> With or
without seed randomization.
L2391[19:06:53] <DrDisconsented>
17/poison should work well in this case then right
diesieben07?
L2392[19:06:59] <diesieben07> yes
L2393[19:07:18] <gigaherz> or a wither
one if you want to cause death
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L2395[19:08:04] <diesieben07> jeez, skype
is such a pile of junk
L2396[19:08:25] <diesieben07> it just
freezes windows explorer and itself randomly and sometimes crashes
when i navigate through folders
L2397[19:08:25] <diesieben07> wtf
L2399[19:08:38] <Rockers> I'm stuck on
something again. \o/ -I'm creating a custom recipe (system? -
Sorry, system sounded better than "thingy") and I'm
getting null pointers when I really shouldn't be getting any null
pointers. I'm guessing it's an obvious flaw with my code. I'm not
sure if I'm using the right kind of map but I went with a
Hashtable... Should I have gone
L2400[19:08:39] <Rockers> with a
ConcurrentHashMap? Anyway, I don't think that's my issue. Something
doesn't seem to be getting set.
L2401[19:08:57] <RazerSwift> I guess on a
related/smaller note. Is it possible to change the seed of a world
while its running?
L2402[19:08:59] <diesieben07> a universal
Map is HashMap
L2403[19:09:18] <gigaherz> Rockers: null
pointer exception from a hash map, means the key didn't exist
L2404[19:09:24] <gigaherz> or more
accurately
L2405[19:09:29] <gigaherz> get(key)
return null
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L2407[19:09:32] <gigaherz> you just don't
handle it
L2408[19:09:36] <Rockers> The key exists
alright. Or it should exist.
L2409[19:09:40] <gigaherz> well
L2410[19:09:40] <Rockers> I didn't want
to handle it.
L2411[19:09:44] <gigaherz> either it
doesn't exist,
L2412[19:09:50] <gigaherz> or you
actually put a null in it
L2413[19:09:53] <Halonium> General java
question: if you create an object with a pointer, then push that
object to an ArrayList, will the pointer point to the object that
exists in the array?
L2414[19:10:03] <Rockers> I want it to
crash for it is only mod devs that will be anywhere near the
thing.
L2415[19:10:14] <gigaherz> Halonium: Java
doesn't have struct (value) types
L2416[19:10:15] <RazerSwift> You push a
reference, so yes.
L2417[19:10:16] <Rockers> I have an
array... There's a null in that..
L2418[19:10:19] <gigaherz> also
L2419[19:10:28] <Halonium> Sorry,
reference
L2420[19:10:43] <gigaherz> thing about
java
L2421[19:10:48] <gigaherz> everything
that isn't a primitive type
L2422[19:10:51] <gigaherz> is a
reference
L2423[19:10:55] <gigaherz> there's no
valuetypes so far
L2424[19:10:58] <RazerSwift> The object
exists in one place in memory. The refences are what's being passed
around.
L2425[19:11:04] <gigaherz> so yes
L2426[19:11:08] <gigaherz> if you
.add(object)
L2427[19:11:09] <Halonium> Fair enough,
yeah
L2428[19:11:13] <gigaherz> and then
modify it
L2429[19:11:22] <gigaherz> then get the
reference from the list
L2430[19:11:26] <gigaherz> you'll see the
modified object.
L2431[19:11:31] <Halonium> Okay.
Thanks!
L2432[19:13:45] <Halonium> I should have
known that, I just took Java 1 :p
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L2439[19:18:02] <Rockers> gigaherz Lines
79 -> 81 Is what gives me the errors. I know what the errors
are, They are getting a null variable, but why is that the case?
Would it be okay if you took a look? I bet it's something n00bish.
:p
L2441[19:19:02] <PaleoCrafter> lol at the
accent in the variable name :D
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L2444[19:19:55] <gigaherz> Rockers: sorry
I suck at reviewing other people's code
L2445[19:19:56] <gigaherz> XD
L2446[19:20:10] <Rockers> No worries
:)
L2447[19:20:15] <gigaherz> I took a
glance
L2448[19:20:21] <gigaherz> my conclusiong
was "yep looks like Java"
L2449[19:20:21] <gigaherz> ;p
L2450[19:21:01] <Rockers> It's
weird.
L2451[19:21:26] <PaleoCrafter> paste the
whole error log
L2452[19:21:27] <RazerSwift> Would this
be a valid analogy: The reference that's being passed around.
Imagine it kind of like a link to a google document. Now imagine
your object variable (I'm pretty sure this applies to primitives)
is a small dry erase board or sticky note and you write this url
down on it. It doesn't matter if the google doc is changed for
being changed. Either way that url gives you access to the same
google document. The only time you'll get a
L2453[19:21:27] <RazerSwift> different
object is if you change the url on that white board. (i.e. x = new
WhateverClassXIs() or x = someInstanceOfClassThatXIsThatIsntX or x
= x.clone())
L2454[19:21:32] <gigaherz> also I'm
sortof annoyed by my inability to get my multiblock structure
blocks to get their model drawn
L2455[19:21:33] <gigaherz> XD
L2456[19:21:46] <gigaherz> I have been
teaching others how to do 1.8 modding for months
L2457[19:21:56] <gigaherz> and when I
have to do it myself, I always have some issue ¬¬
L2458[19:22:02] <RazerSwift> or being
changed*
L2459[19:22:06] <PaleoCrafter> at least
you're writing a mod :P
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L2462[19:23:46] <PaleoCrafter> romibi
doesn't give up trying, lol
L2464[19:24:35] <Rockers> le
stacktrace
L2465[19:25:04] <Rockers> I hate having
errors like this
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L2467[19:25:20] <Rockers> I dumbed
everything down from ItemStack maps down to just Items and even
then -_-
L2468[19:25:22] <Rockers> lol
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L2476[19:28:48] <Rockers> I think that
would be correct RazerSwift, but the analogy you proposed is a bit
overcomplicated.
L2477[19:28:53] <Rockers> :p
L2478[19:29:31] <PaleoCrafter> well,
Rockers, you use an array as key
L2479[19:29:43] <Rockers> Is that
bad?
L2480[19:29:47] <PaleoCrafter> sort
of
L2481[19:30:03] <Rockers> I was thinking
about using String/int IDs...
L2482[19:30:12] <Rockers> Safer
option?
L2483[19:30:14] <PaleoCrafter> the array
you pass in and the key are not considered equal by the map
L2484[19:30:37] <Rockers> Hm
L2485[19:30:40] <Rockers> Ok
L2486[19:31:00] <PaleoCrafter> you might
want to look at how vanilla handles its recipes
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L2491[19:31:53] <Rockers> I was thinking
about ditching maps all together.. -I also did take a look at the
vanilla code, but they've got it working for them, and I need this
working for me. I will take a look again just to see how they did
it...
L2492[19:32:06] <Rockers> I think Strings
would be a safe bet.
L2493[19:32:25] <Rockers> Other mod
authors could put their MODID in and access it at any time.
L2494[19:33:06] <Rockers> Might get a bit
complicated when it comes to actually getting it to work with the
TE. Should be fairly straight forward though.
L2495[19:33:17] <Rockers> Let's see what
happens.
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L2497[19:33:55] <PaleoCrafter> you want
to encode the entire recipe in a string?
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L2501[19:35:30] <Rockers> wtf is going on
with romibi
L2502[19:35:38] <Rockers> No, not
encode
L2503[19:35:47] <Rockers> Just a
reference...
L2504[19:36:30] <Rockers> I could encode
the reference with the recipe. :3
L2505[19:36:32] <gigaherz> it's easier to
make active recipes instead of passive ones
L2506[19:36:49] <gigaherz> you have a
recipe interface with an .accepts(inputs) method
L2507[19:37:01] <gigaherz> and the first
one that returns true, is the one used
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L2510[19:37:55] <Halonium> Can you grab a
blocks metadata from the block object instead of the world?
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L2512[19:38:15] <gigaherz> no
Halonium
L2513[19:38:20] <Rockers> I think I might
do it like that. It's more the method of storing the recipes. I
could make a few lists, get the first occurrence of a recipe and
return it's index and use a getter...
L2514[19:38:21] <gigaherz> the Block
instance is just the "handler"
L2515[19:38:34] <gigaherz> there's only
one of them at once
L2516[19:38:53] <Halonium> Fair
enough
L2517[19:38:55] <Rockers> Or a few
getters. Seems a bit... dirty.
L2518[19:39:09] <PaleoCrafter> Rockers,
you don't need more than a single list
L2519[19:39:21] <gigaherz> Rockers: just
iterate the one list, and the first one that returns true, return
that?
L2520[19:39:30] <Rockers> I have extra
variables at play :p
L2521[19:39:53] <gigaherz> for(r :
recipes) {if(recipe.accepts(inputs); usedRecipe=r; break; }
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L2524[19:40:06] <Rockers> It's got a bÉ
cost and a duration.
L2525[19:40:23] <gigaherz> check those in
between accepts and break ;P
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L2528[19:40:34] <gigaherz> and only break
if everything works
L2529[19:40:36] <gigaherz> ;P
L2530[19:40:44] <PaleoCrafter> dafuqs
bÉ?
L2531[19:40:54] <Rockers> booty
Endurance
L2532[19:41:35] <KuroNeko87> hey folks, I
have a question. i know I can remove the item i have selected with
player.getInventory().removeFromSlot(player.getCurrentSlot(),
1);
L2533[19:41:41] <KuroNeko87> but i want
to remove 2 blocks from my inventory (any slot) and leave what i
have selected alone how can I?
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L2535[19:42:31] <Rockers> (bloodEnergy
+PaleoCrafter, I run a serious of getting banned for immaturity :p
)
L2536[19:42:48] <gigaherz> KuroNeko87:
you can use stack.splitStack
L2537[19:42:57] <gigaherz> and then set
the remainder to the inventory slot
L2538[19:43:08] <PaleoCrafter> give your
variables meaningful names :P
L2539[19:43:23] <Rockers> bE is
meaningful.
L2540[19:43:39] <gigaherz> not to us
;P
L2541[19:43:41] <Rockers> It's like
RF.
L2542[19:43:44] <tterrag|away> Not to
anyone but you
L2543[19:44:00] <gigaherz> sure
L2544[19:44:01] <tterrag|away> I would
never name a variable rf
L2545[19:44:02] <gigaherz> but you know
that
L2546[19:44:03] <gigaherz> we do
not
L2547[19:44:04] <gigaherz> XD
L2548[19:44:06] <KuroNeko87> thanks, I'll
try that out
L2549[19:44:06] <tterrag|away> That's the
name of the system
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L2553[19:46:01] <Rockers> I know, but it
makes sense to me. It's like a core part of my mod. I might make a
comment at the top of each pastebin and in the readme.md of my GH
to make everyone aware of Blood Energy. //bE is an integer unity
such as RF except more basic because I'm a scrub.
L2554[19:46:03] <Rockers> Or
something...
L2555[19:46:08] <Rockers> *unit
L2556[19:46:31] <PaleoCrafter> if you
abbreviate 'Bloody Energy' do it with 'BE', with a lowercase 'b' it
looks more like it's a metrix prefix :P
L2557[19:47:58] <masa> why would you
abbreviate a crucial variable like that with "bE"? that's
basically you writing obfuscated code :p
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L2566[19:49:24] <Rockers> Accents are
pretty though..
L2567[19:49:29] <masa> if it's a form of
energy, then why not call it at least "energy" if
bllodEnergy is too long (which it isn't)
L2568[19:49:42] <Rockers> I may do.
L2569[19:49:44] <PaleoCrafter> why is
there even that accent on the E, doesn't make any bloody
sense
L2570[19:49:57] <Rockers> Exactly.
L2571[19:50:01] <Rockers> It's not
supposed to.
L2572[19:50:06] <Rockers> Wait
L2573[19:50:19] <Rockers> Thats bad
coding practice before anyone starts yelling.
L2574[19:50:29] <Rockers> I'm not
defending the gracious accent.
L2575[19:50:40] <Rockers> But it is what
it is.
L2576[19:51:10] <masa> until you go ahead
and refactor it :p
L2577[19:51:39] <Rockers> Besides, the
mod hasn't even been released yet anyway.
L2578[19:51:45]
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L2579[19:51:47] <masa> but anyway, time
for some sleep
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L2585[19:57:37] <Halonium> Any idea why
I'm getting a NullPointerException when I declare the object
literally the line before I access it?
L2586[19:57:44] <diesieben07> show your
code
L2587[19:58:07]
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L2588[19:58:22] <Halonium> RadChunk chunk
= new RadChunk(chunkX,chunkZ);
L2589[19:58:26] <Halonium>
radChunks.add(chunk);
L2590[19:58:30] <diesieben07>
pastebin
L2591[19:58:47] <Halonium> That's all it
is, though
L2592[19:58:56] <diesieben07> 2nd line
NPEs?
L2593[19:58:59] <PaleoCrafter> wild
guess: radChunks is null
L2594[19:59:08] <diesieben07> not wild
guess, that's the only possibility
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L2596[19:59:18] <diesieben07> unless add
throws which is unlikely
L2597[19:59:22] <PaleoCrafter> sarcasm
;)
L2598[19:59:30] <diesieben07> shuuu
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L2600[19:59:46] <Halonium> You're right.
Can't believe I didn't notice that.
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L2602[19:59:52] <Halonium> Thanks
mates
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L2608[20:08:38] <Halonium> Any
suggestions on how to speed this up a bit?
L2610[20:11:39] *
gigaherz extra-facepalms
L2611[20:11:47] <gigaherz> I had a stupid
getRenderType override
L2612[20:11:54] <gigaherz> that I forgot
to remove
L2613[20:11:59] <PaleoCrafter> u so
stupid
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L2616[20:14:58] <williewillus> Halonium:
if you're scanning every block, you're scanning every block :p it
can't get any faster. The only way to get faster is to not scan
every block
L2617[20:15:52] <Halonium> Fair enough
:p
L2618[20:16:25] <Halonium> This is a
scary question to ask:
L2619[20:16:54] <Halonium> Is there a way
I can hook into the code that loads blocks into the world to check
if it's one I want?
L2620[20:17:03] <Halonium> Is that even a
proper question?
L2621[20:17:18] <diesieben07> Halonium,
you can implement IWorldAccess and get notified when a section of
the world is invaidated because it changed
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L2624[20:18:47] <DrDisconsented> Hmm
potions are applied (I.E. can see them in the inventory) but their
their effects are not happening (no damage from poison for example)
and they just tick down to 0 and then just stay on the entity.
Ideas?
L2626[20:19:48] <diesieben07> you are
checking if oyu are on the client.
L2627[20:19:51] <diesieben07> isRemote ==
isClinet
L2628[20:20:04] <Halonium> diesieben07,
I'll be using IWorldAccess to rescan chunks later on. But is there
any better way of doing what I'm doing? :p Does anything else scan
through chunks like I am?
L2629[20:20:19] <diesieben07> uhh
L2630[20:20:24] <diesieben07> i dont
think so, no
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L2633[20:20:32] <diesieben07> you are the
guy with the radioactive stuff right?
L2634[20:20:36] <Halonium> Sure am
L2635[20:20:42] <Halonium> Changed my
alias
L2636[20:20:47] <diesieben07> yeah there
is no way to do that very efficiently
L2637[20:21:00] <diesieben07> its just a
lot of work, it will be slow
L2638[20:21:37] <Halonium> That makes
sense. Alright, thanks :)
L2639[20:21:48] <diesieben07> there are
some things you can do though
L2640[20:21:53] <DrDisconsented> Okay
then, it doesn't get applied (changed to if(!getWorld().isRemote){
)
L2641[20:21:58] <diesieben07> but it
depends whaat exactly ou are actually doing every tick
L2642[20:22:33] <diesieben07>
DrDisconsented, you need a new PotionEffect object per entity
L2643[20:24:07] <Halonium> diesieben07,
in my current model I'll be selecting the tagged radioactive blocks
from a radius of two blocks around the players chunks, and checking
to see if they're in range
L2644[20:24:15] <Halonium> every
tick
L2645[20:24:36] <diesieben07> so you are
just building a list of radioactive blocks and then forgetting
about that list
L2646[20:24:38] <diesieben07> why?!
:D
L2647[20:24:46] <diesieben07> or are you
actually DOING anything with that list of blocks?
L2648[20:25:14] <Halonium> I mean, I'm
selecting the blocks in that list that specify to the chunks in the
radius
L2649[20:25:26] <DrDisconsented> It isnt
attempting to apply the potion :< (break point on the isRemote
check and after)
L2650[20:25:31] <Halonium> I'm not
scanning for those blocks every tick
L2651[20:25:44] <diesieben07> what?
L2652[20:26:08] <diesieben07>
DrDisconsented, and there are actually entities within a 1 block
radius (seems unlikely)
L2653[20:26:37] <DrDisconsented> yep, me.
Change the check for isRemote and it will attempt to apply it
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L2656[20:26:43] <Halonium> So, when a
chunk loads, it's radioactive blocks are stored in an array along
with the coordinates of that chunk. When that chunk is within the
correct chunk range of the player, it grabs it's list of
radioactive blocks and evaluates the rad stuff
L2657[20:26:54] <diesieben07> Halonium, i
think its best you describe the effect you are triyng to
achieve
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L2664[20:29:10] <Halonium> I'm storing a
list of radioactive blocks in a specific chunk, when that chunk
loads. When that chunk comes in to range (evaluated every tick), it
caluclates radiation values of those blocks relative to the
player.
L2665[20:29:26] <diesieben07> you are
again talking about what you are doing
L2666[20:29:30] <diesieben07> tell me
what you want to happen
L2667[20:29:32] <diesieben07> no code
talk P
L2668[20:29:38] <Halonium> Oh :p
L2669[20:29:40] <Halonium> Okay, so
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L2672[20:32:05] <Halonium> diesieben07,
so, I'm carrying a geiger counter. When I come in-range of a
radioactive block, calculate the strength of the rads (with
distance from block and strength of the source), and add it to the
value of radiation at that point. The geiger counter then spits out
that number.
L2673[20:32:29] <Halonium> It does other
things too, like adding to dose, etc. but that's beside the
point
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L2676[20:32:51] <diesieben07> ok so you
need the current radiation value (however that is calculated) at
the player's position
L2677[20:33:05] <Halonium> Right
L2678[20:34:25] <diesieben07> here is
what i am thinking: spawn a 2nd thread and feed it with a copy (!)
of the block data. let it analyze the shit out of it in the
background. when it's done it pushes the value back to the main
thread so the geiger counter and whatnot are upated
L2679[20:34:45] <diesieben07> then it
gets fed the next copy of the (new) block data and goes to work
again
L2680[20:34:50] <diesieben07> that way
the game doesn't lag
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L2683[20:35:34] <Halonium> But the part
that's lagging the game is not the radiation physics calculations,
it's finding the sources
L2684[20:35:34] <PaleoCrafter> wouldn't
copying the data still take quite some time depending on the size
you want to cover? :P
L2685[20:35:55] <diesieben07> you'd have
to go into the actual raw chunk data and just do an array
copy
L2686[20:35:57] <diesieben07> which is
quite fast
L2687[20:36:11] <diesieben07> this is
jsut an idea
L2688[20:36:15] <Halonium> So I can pass
a copy of the chunk to a second thread for processing?
L2689[20:36:22] <diesieben07> yes that is
the ide
L2690[20:36:24] <diesieben07> idea
L2691[20:36:26] <Thutmose> Halonium, I
have some code for accessing chunk things on second threads if you
want to see it
L2692[20:36:34] <Thutmose> I use it for
explosions
L2693[20:36:41] <Halonium> Hey, that
sounds cool
L2694[20:36:45] <Halonium> Sure, if you
don't mind?
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L2698[20:39:20] <Halonium> Thutmose,
thanks! I'll take a look at it
L2699[20:40:07] <Halonium> (I like your
tabbed variable names, fancy)
L2700[20:41:10] <PaleoCrafter> I don't
think that's particularly thread-safe, lol
L2701[20:41:17] <Thutmose> I have tested
with 20 threads trying to run explosions concurrently, with no CME
issues
L2702[20:41:34] <williewillus> no CME !=
no thread safety issues
L2703[20:41:44] <Thutmose> only had 4
processors available though
L2704[20:41:52] <diesieben07> it looks
like you are exposing the Chunk objects to the other thread
L2705[20:41:54] <diesieben07> that is a
no-go
L2706[20:41:57] <williewillus> ^
L2707[20:42:03] <PaleoCrafter> ^²
L2708[20:42:07] <gigaherz> v
L2709[20:42:10] <diesieben07> the only
way to do this, is to copy the data
L2710[20:42:11] <williewillus> gonna leak
all over the place once it tries to unload
L2711[20:42:17] <gigaherz> success!
L2712[20:42:19] <diesieben07> not only
that
L2713[20:42:29] <gigaherz> (I pointeddown
to someone saying something useful)
L2714[20:42:31] <diesieben07> you also
have the risk of the other threads seeing partial updates
L2715[20:42:36] <diesieben07> or not
seeing any updates at all
L2716[20:42:52] <Halonium> (I know
nothing about threading or the JVM)
L2717[20:42:58] <williewillus> i feel the
most threaded MC can really every safely get is one per world
L2718[20:43:01] <williewillus> and even
that is meh
L2719[20:43:03] <diesieben07> the Java
memory model makes no guarantees about visibility unless you
explicitly use synchronization barriers
L2720[20:43:35] <williewillus> (talking
server/logic of course, the chunk wr is already
multithreaded)
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L2723[20:44:42] <Halonium> Wait, so I
should spawn a single thread and then pass chunk scanning to that
once a chunk is loaded?
L2724[20:44:55] <PaleoCrafter> gosh,
somebody from Switzerland go trace romibi and personally tell him
that he won't get on here xD
L2725[20:45:00] <Halonium> Honestly, I
only took Java I, not really clear on threading
L2726[20:45:11] <williewillus> lol does
he/she not have nickserv?
L2727[20:45:21] <williewillus> Halonium:
if you aren't clear on it, don't use it
L2728[20:45:31] <williewillus> you will
cause wayy more issues than you will solve 0.o
L2729[20:46:08] <diesieben07> yeah,
threading is hard
L2730[20:46:21] <Halonium> That's
fair
L2731[20:47:01] <Halonium> Well, uhh, I
suppose I'll do the processing on the same thread as everything
else for now
L2732[20:47:14] <williewillus> just split
it over several ticks :p
L2733[20:47:17] <diesieben07> yep
L2734[20:47:26] <diesieben07> the value
will not be 100% accurate all the time
L2735[20:47:29] <diesieben07> but you
cannot avoid that
L2736[20:47:35] <williewillus> it's a
feature!
L2737[20:47:35] <diesieben07> with this
amount of work
L2738[20:48:19] <Halonium> I don't see
why it wouldn't be accurate, the only thing I'd have to cut up is
the chunk analyser, and that doesn't report rad values
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L2748[20:49:20] <Halonium> Haha, I'm
trying to limit the number of "features" I'm adding
L2749[20:49:23] <gigaherz> gahstupid
blockstates don't want to get the value I'm setting them ¬¬
L2750[20:49:34] <gigaherz> so my
multiblock has 8 corners (obviously)
L2751[20:49:48] <gigaherz> 4 at the top,
and 4 at the bottom, marked as such
L2752[20:50:10] <gigaherz> none of them
are getting the "has base" state set to true
L2753[20:50:21] <gigaherz> eventhough the
code clearly calls withProperty(BASE, true)
L2754[20:50:58] <diesieben07> you do
store BASE in metadata, yes?
L2755[20:51:04] <gigaherz> yes
L2756[20:51:07] <diesieben07> hrm
L2757[20:51:22] <gigaherz> actually
L2758[20:51:23] <gigaherz>
nevermind
L2759[20:51:32] <gigaherz> the
getMetaFromState is bugged
L2760[20:51:52] <PaleoCrafter> the one
that's so neatly aligned? :P
L2761[20:51:55] <gigaherz> Ididn't fix it
up after I reordered the states
L2762[20:52:00] <williewillus> oh I had
that problem yesterday
L2763[20:52:06] <gigaherz> nah that code
is gone ;P
L2764[20:52:16] <williewillus> do you
modify any of your props in getActualState?
L2765[20:53:22] <Halonium> I might have
been doing something super stupid the whole time: This code that
I've been describing, this should run on the serverside,
right?
L2766[20:53:27] <williewillus> yes
L2767[20:54:52] <gigaherz> nah
williewillus, but given that my getMet was compeltely broken, maybe
that was the issue all this time
L2768[20:54:52] <gigaherz> Xd
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L2771[20:55:16] <gigaherz> YAAAY
base
L2772[20:55:20] <gigaherz> NOOOO
z-fighting
L2773[20:55:35] <williewillus> ah mine
was because my meta<->state converters were not one to one,
which confuses MC when it enumerates the state-meta
conversions
L2774[20:56:00] <gigaherz> (I can fix
that though)
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L2776[20:57:19] <gigaherz> hmf
L2777[20:57:35] <gigaherz> I'll need
another model
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L2781[21:00:45] <Halonium> So I should be
registering my Forge events in the ServerProxy, right?
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L2784[21:04:31] <williewillus> server as
in the physical server or common to both physical sides?
L2785[21:04:32] <Halonium> Just curious,
because I don't think this is anything that needs to be run
clientside, yet it only works if it's registered as common
L2786[21:05:15] <Halonium> Well I use a
@SidedProxy to split up the inits
L2787[21:05:27] <williewillus> there
really aren't that many use cases for things that only run on the
physical server, because doing that prevents it from running on the
physical client, and thus any SP game
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L2790[21:05:48] <williewillus> you need
to understand that if you are running a MC client you always get
the clientSide proxy
L2791[21:05:59] <Halonium> That makes
sense
L2792[21:06:14] <Halonium> So registering
my stuff as common will ensure both SP and SMP compatibility
L2793[21:06:37] <williewillus> (I should
finish my RTD article on sidings)
L2794[21:07:08] <Halonium> I thought that
minecraft added a "mini-server" thing to run SP
worlds
L2795[21:07:15] <Halonium> Maybe that was
a misconception
L2796[21:07:32] <PaleoCrafter> there is a
server running in SP
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L2798[21:07:45] <williewillus> there
is
L2799[21:07:46] <PaleoCrafter> but the
ServerProxy is for *dedicated* servers
L2800[21:07:50] <PaleoCrafter> i.e. the
server jar
L2801[21:07:57] <Halonium> Ah, okay, that
makes sense
L2802[21:08:07] <Halonium> Thanks all
:)
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L2805[21:10:18] <Halonium> romibi is
having trouble
L2806[21:14:01] <Halonium> Do you all
think it's bad to have public object instance variables?
L2807[21:14:14] <williewillus>
depends
L2808[21:14:32] <williewillus> (as with
all "best practices")
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L2811[21:15:13] <Halonium> I can't
remember, is there a keyword that allows a variable to be accessed
from outside it's scope but not changed?
L2812[21:15:32] <PaleoCrafter> if it's
final and immutable, there isn't that much of a problem :P
L2813[21:15:53] <Halonium> Well yes, but
it needs to be changed from within the class
L2814[21:15:58] <Halonium> Like with the
constructor etc
L2816[21:17:16] <gigaherz> :3
L2817[21:17:32] <gigaherz> and yeah I
made a mistake in the multiblock placement there ;P
L2818[21:17:37] <Halonium> Error
(404)
L2819[21:17:46] <gigaherz> sorry still
uploading Xd
L2820[21:17:55] <gigaherz> now.
L2821[21:17:57] <Halonium> Gotcha
:p
L2822[21:18:20] <gigaherz> I pasted
prematurely ;P
L2823[21:18:24] <gigaherz> shoudl be
ready now ;P
L2824[21:18:49] <Halonium> Damn that's a
nice model
L2825[21:18:58] <PaleoCrafter> definitely
looks fancy
L2826[21:19:02] <PaleoCrafter> all that
redstone though D:
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L2832[21:19:28] <PaleoCrafter> I like
that ripple effect
L2833[21:19:57] <Halonium> I could almost
hear the "what happened now" when it wasn't working
L2834[21:20:18] <gigaherz> my thoughts
were more like "whatthe FUCK is wrong now?!"
L2835[21:20:19] <gigaherz> ;P
L2836[21:20:25] <Halonium> Haha :p
L2837[21:21:12] <PaleoCrafter> anyways,
sleepy time for me now
L2838[21:21:20] <Halonium> Cheers Paleo
:)
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L2853[21:28:46] <williewillus> your
isRemote check is flipped
L2854[21:28:52] <williewillus> it should
be !world.isRemote
L2855[21:30:30] <DrDisconsented> isRemote
false is when thats server side. True is client
L2856[21:30:48] <DrDisconsented> /** This
is set to true for client worlds, and false for server worlds.
*/
L2857[21:30:49] <gigaherz> yes
L2858[21:30:56] <gigaherz> and you said
you want it on the server
L2859[21:30:58] <gigaherz> so add a
!
L2860[21:30:59] <gigaherz> ;P
L2861[21:31:01] <DrDisconsented> It has
that
L2862[21:31:03] <DrDisconsented> :P
L2863[21:31:06] <williewillus> I don't
see it
L2864[21:31:08] <gigaherz> on in the
paste.
L2865[21:31:12] <gigaherz> not in the
paste*
L2866[21:31:23] <williewillus> line 63 in
your gist, don't see a !
L2867[21:31:27] <DrDisconsented> wrong
paste apparntly
L2869[21:31:35] <DrDisconsented> there we
go
L2870[21:32:04] <gigaherz> there we go,
Z-fighting solved
L2871[21:32:16] <gigaherz> (I removed the
bottom side of the block, since it's never visible ;P
L2872[21:32:20] <gigaherz> of the
model*
L2873[21:32:31] <williewillus>
DrDisconsented: what is telling you it's only ticking
clientside?
L2874[21:32:47] <DrDisconsented>
williewillus> breakpoints
L2875[21:33:16] <williewillus> i feel
printing world.isRemote is more reliable in this case, but
anyways
L2876[21:33:20] <williewillus> check your
block class
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L2880[21:35:42] <shadekiller666> one
thing i'm realizing about the blockstates is that its a pain in the
ass to modify the model from within almost all of the methods in
Block
L2881[21:35:58] <shadekiller666> like
onBlockActivated
L2883[21:36:34] <gigaherz>
shadekiller666: isn't that the point of the IExtendedStates?
L2884[21:36:38] <gigaherz> I mean worst
case
L2885[21:36:49] <gigaherz> you could bind
a "State-provided model" to the block
L2886[21:36:57] <gigaherz> and pass an
IBakedModel onto an IUnlistedProperty
L2887[21:37:02] <shadekiller666> at
least, its a pain in the ass with regards to IExtendedBlockStates,
as the IBlockState that is passed in isn't an IExtendedState, so it
doesn't have any of the IUnlistedProperty data
L2888[21:37:31] <shadekiller666> passed
into onBlockActivated*
L2889[21:37:43] <gigaherz> the whole
point is that the data on IExtendedState is only for display
L2890[21:37:46] <gigaherz> one way only
thing
L2891[21:37:51] <gigaherz> you should
store it on the TileEntity
L2892[21:37:52] <shadekiller666>
mhmm
L2893[21:37:59] <shadekiller666>
meh
L2894[21:38:03] <gigaherz> then you build
an extended state FROM the TE data
L2895[21:38:08] <shadekiller666>
fine
L2896[21:38:13] <gigaherz> you since the
data should never be on the server at all
L2897[21:38:37] <gigaherz> speaking about
models
L2898[21:38:41] <gigaherz> I didn't need
it in the end
L2899[21:38:54] <gigaherz> but I realized
you still don't support showing/hiding models from custom data in
the blockstates json?
L2900[21:39:00] <gigaherz> model
parts*
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L2905[21:39:43] <williewillus>
DrDisconsented: wait where is your TE creation method :p
L2906[21:40:02] <williewillus> i was
wondering maybe it was only being created clientside, put a println
in the ctor and check serverside maybe
L2907[21:40:03] *
gigaherz facepalms
L2908[21:40:19] <gigaherz> why the heck
is ISidedInventory that weird
L2910[21:40:33] <gigaherz> when all it
would need is "IInventory getInventoryForSide(EnumFacing
side)"
L2911[21:40:34] <williewillus> what's
weird about ISided?
L2912[21:40:37] <shadekiller666> what
giga?
L2913[21:40:49] <williewillus> because
it's designed for vanilla use case and nothing more :p
L2914[21:40:52] <gigaherz> williewillus:
my rift storage
L2915[21:40:55] <gigaherz> can have
millions of slots
L2916[21:41:00] <williewillus> and
vanilla has no need for different objects for different sides
L2917[21:41:05] <gigaherz> that means
getSlotsforSide has to create a new array of size
"millions"
L2918[21:41:10] <gigaherz> in order to
return the slots
L2919[21:41:10] <gigaherz> XD
L2920[21:41:23] <ZaggyMobile2> That would
require a bunch of inventory instances
L2921[21:41:30] <gigaherz> Zaggy1024: up
to 6.
L2922[21:41:33] <gigaherz> ;P
L2923[21:41:43] <ZaggyMobile2> That's
still ugly
L2924[21:41:51] <williewillus> as i said,
vanilla use case. and I bet vanilla nd other mods make assumptions
that one block has one inventory
L2925[21:41:52] <gigaherz> it would still
not fix my biggest issue though
L2926[21:41:58] <ZaggyMobile2> Making 6
anonymous classes?
L2927[21:42:07] <gigaherz> nah
L2928[21:42:21] <gigaherz> left =
InventoryFromSlots.create(1,2,5,6);
L2929[21:42:30] <ZaggyMobile2> Hm.
L2930[21:42:33] <gigaherz> well
L2931[21:42:37] <gigaherz> left =
InventoryFromSlots.create(this, 1,2,5,6);
L2932[21:42:37] <williewillus> why is it
always raining in my test world >.<
L2933[21:42:38] <gigaherz> ;P
L2934[21:42:46] <gigaherz> williewillus:
you don't sleep?
L2935[21:42:53] <gigaherz> do a /weather
clear 9999
L2936[21:42:56] <ZaggyMobile2> Guess that
would work
L2937[21:42:58] <williewillus> I just
weather clear 30000
L2938[21:43:07] <Halonium> If you
override the .equals method for an object, then call .contains on a
ListArray of those objects, it should use your overridden method...
right?
L2939[21:43:08] <williewillus> and it's
back after a dev session or two :p
L2940[21:43:19] <williewillus> yes
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L2943[21:43:28] <gigaherz> 30000 ticks ==
1500 seconds = 40 minutes?
L2944[21:43:33] <Halonium> I...
weird.
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L2947[21:43:51] <gigaherz> Halonium: only
if getHashCode was equal
L2948[21:43:58] <gigaherz> if getHashCode
returned different numbers
L2949[21:44:00] <gigaherz> it won't get
called
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L2952[21:44:04] <gigaherz> because they
are assumed to be different
L2953[21:44:13] <gigaherz> eh whatever
the method is in java
L2954[21:44:18] <gigaherz> .hashCode()
?
L2955[21:44:23] <williewillus> yeah
L2956[21:44:48] <tterrag> on an ArrayList
hashCode is probably never called
L2957[21:44:52] <Halonium> But the
javadoc for .contains says it only checks if the object, listarray
aren't null, and if .equals returns true
L2958[21:44:58] <tterrag> so you could
technically break the equals contract and it wouldn't care
L2959[21:45:05] <tterrag> but yes, if you
implement equals you should definitely also implement hashcode
:P
L2960[21:45:28] <gigaherz> hmm I assumed
all comparisons would first do hashCode
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L2962[21:45:31] <gigaherz> as a
quick-exit
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L2964[21:45:47] <tterrag> I don't think
it does
L2965[21:45:50] <tterrag> but I'd have to
check
L2966[21:46:30] <Halonium> I'll, uh, just
make a loop
L2967[21:47:18] <Halonium> But it really
doesn't make sense that this isn't working. Weird.
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L2970[21:49:06] <DrDisconsented>
ITickable should only be server side correct?
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L2973[21:52:06] <ZaggyMobile2> What are
you doing Halonium?
L2974[21:52:46] <Halonium> Checking a
list of objects to see if I need to create a new one, based only on
two instance variables, not a third.
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L2977[21:53:14] <Halonium> Because the
third is generated dynamically, it'll always fail .equals, so I
overrided it
L2978[21:53:31] <Halonium> But it's still
not working, oddly
L2979[21:53:47] <ZaggyMobile2> Using
contains?
L2980[21:53:54] <Halonium> Yeah
L2981[21:54:24] <Halonium> Should I just
use a loop or something instead?
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L2985[21:55:15] <ZaggyMobile2> Contains
should work if you're found equals properly
L2986[21:55:34] <ZaggyMobile2> Doing.
Dang phone
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L2989[21:57:10] <ZaggyMobile2> Wait, are
those just coordinates of a chunk?
L2990[21:57:17] <Halonium> Yeah
L2991[21:57:21] <ZaggyMobile2> Vanilla
has a class for that if so
L2992[21:57:44] <tterrag>
ChunkCoordIntPair
L2993[21:57:46] <ZaggyMobile2>
ChunkIntCoordPair it some such terrible name
L2994[21:57:50] <ZaggyMobile2> Ah
yes
L2995[21:58:07] <Halonium> I could extend
the vanilla class... but yeah I'm storing more data than just a
pair of coordinates
L2996[21:58:16] <Halonium> It has a
ListArray with objects
L2997[21:58:33] <ZaggyMobile2> If you use
contains, though, you could consider a HashSet
L2998[21:59:02] <Halonium> Hmm.
L2999[21:59:16] <ZaggyMobile2> If you
have other data, you should probably compare that too, shouldn't
you?
L3000[21:59:17] <shadekiller666>
gigaherz, you were saying that i need a tile entity and that i
should construct the IEBS from the data stored in it, more like i
have to get the baked model for the block from within the TE so
that i can change the data without having to go through an
IBlockState
L3001[21:59:41] <gigaherz> uh?
L3002[22:00:16] <gigaherz> what I meant
is that, any values you need to pass through to the extended
state
L3003[22:00:20] <gigaherz> probably
should come from the TE
L3004[22:00:29] <Halonium> ZaggyMobile2,
no, the other data is unique, it contains a list of radioactive
blocks in an array, which is expensive to compute. I just want to
see if the chunk already exists in my list, so I don't need to
rescan it
L3005[22:00:31] <gigaherz> or the
neighbouring blocks
L3006[22:00:48] <shadekiller666> thats
not what i was complaining about :P
L3007[22:01:23] <gigaherz> you
werecomplaining about things like onBlockActivated and
getActualState
L3008[22:01:31] <gigaherz> those
shouldn't care about the unlisted properties at all
L3009[22:01:56] <ZaggyMobile2> If you're
storing data per chunk, why not HashMap<ChunkCoord, RadData>
or whatever?
L3010[22:02:00] <shadekiller666> i was
complaining that its almost impossible to send an IModelState into
the custom loaders for a block unless you're executing within those
2 methods that allow IEBS to be returned
L3011[22:02:30] <gigaherz> but the thing
is
L3012[22:02:34] <Halonium> I'm... I'm not
really sure on how to work HashMaps
L3013[22:02:37] <gigaherz> every time the
custom loader *needs* data
L3014[22:02:39] <Halonium> I suppose I
could look into it
L3015[22:02:47] <gigaherz> mc has first
called getExtendedState
L3016[22:02:58] <ZaggyMobile2> You should
learn, they're an important tool
L3017[22:03:00] <gigaherz> every time the
block needs to be updated from the rendering side
L3018[22:03:06] <gigaherz> the extended
state is rebuilt
L3019[22:03:19] <gigaherz> so you don't
need to *send* data
L3020[22:03:26] <gigaherz> it's
requested: by getExtendedState
L3021[22:03:37] <shadekiller666>
true
L3022[22:03:53] <ZaggyMobile2> It's
basically a List with object keys rather than int indexes
L3023[22:03:53] <shadekiller666> and
getActualState() does seem to care about IUnlistedProperties
L3024[22:04:07] <gigaherz>
getExtendedState calls getActualState by default
L3025[22:04:12] <gigaherz> but other
things call getActualstate
L3026[22:04:16] <shadekiller666>
mhmm
L3027[22:04:22] <gigaherz> such as
isSideSolid
L3028[22:04:31] <gigaherz> and
thosethings shouldn't need to receive an extended state
L3029[22:05:01] <Halonium> ZaggyMobile2,
so it's like a json object, sorta thing. Quickly searchable?
L3030[22:05:09] <Halonium> That was a
shitty comparison
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L3035[22:05:48] <gigaherz> the chain of
priorities is a bit like
L3036[22:05:56] <gigaherz>
getStateFromMeta: gets the saved state information
L3037[22:06:03] <Halonium> Wow this is
actually brilliant. Thanks!
L3038[22:06:09] <gigaherz>
getActualState: grows the saved state with information about
neighbouring blocks and tileEntities
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L3041[22:06:36] <gigaherz>
getExtendedState grows the actual state with information about
rendering details that don't concern the block logic
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L3044[22:07:29] <gigaherz> so as far as I
know, the only place where returning an extended state makes sense,
is getExtendedState
L3045[22:07:57]
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L3046[22:08:33] <shadekiller666> and
createBlockState() i think
L3047[22:08:33] ***
fry|sleep is now known as fry
L3048[22:08:41] <gigaherz> no
L3049[22:08:45] <shadekiller666> theres 1
other place besides getExtendedState
L3050[22:08:53] <gigaherz>
createBlockState creates the actual low-level BlockState
instance
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L3052[22:09:08] <gigaherz> hmm
L3053[22:09:09] <browndunce> hey
guys
L3054[22:09:20] <browndunce> i have a
problem
L3055[22:09:39] <browndunce> let me
preface this by saying this is my first time modding
minecraft
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L3057[22:09:58] <browndunce> i have basic
knowledge of java, not much
L3058[22:10:09] <gigaherz> welcome to the
club, then ;P
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L3060[22:10:15] <Halonium> Sure, what's
the problem? Haha :)
L3061[22:10:20] <gigaherz> feel free to
ask
L3062[22:10:35] <browndunce> aight so i
did something that fucked up the whole thing
L3063[22:10:51] <gigaherz> we reserve the
right to direct you to java books and tutorials if we deem your
knowledge insufficient, but don't take that badly ;P
L3064[22:11:00] <browndunce> i tried
rebuilding the workspace, rezipping the file and everything
L3065[22:11:02] <williewillus> in 1.8
where did the static final ResourceLocation pointing to the steve
skin go?
L3066[22:11:32] <williewillus> nvm found
it :p
L3067[22:11:44] <Halonium> Is your code
not working, or is it your workspace? :p
L3068[22:11:51] <browndunce> but
everytime i press debug, a bunch of error messages will appear and
minecraft wont even start
L3069[22:12:02] <gigaherz> pastebin your
debug log
L3070[22:12:11] <browndunce>
alright
L3071[22:12:20] <gigaherz> always
pastebin logs while explaining your issues ;P
L3072[22:12:26] <gigaherz> and if
it'scode-related, pastebin the code too
L3073[22:12:33] <gigaherz> (or gist, or
link to the source repository)
L3074[22:12:42] <Halonium> I like gist,
it
L3075[22:12:47] <Halonium> it's
pretty*
L3076[22:12:58] <gigaherz> asnd it
supports multiple files
L3077[22:13:02] <gigaherz> and it
supports editing
L3078[22:13:06] <gigaherz> and viewing
the change diffs
L3079[22:13:14] <Halonium> You can't fork
a paste ;p
L3080[22:13:38] <gigaherz> no but at that
point, you may as well just use github directly
L3081[22:13:39] <gigaherz> ;p
L3082[22:13:50] <gigaherz> you CAN edit
from the site ;P
L3083[22:13:50] <Halonium> Fair enough
:p
L3085[22:14:26] <browndunce> this is
literally it
L3086[22:14:31] <browndunce> nothing
else
L3087[22:14:50] <Halonium> Looks like
your run configuration is messed up
L3088[22:14:59] <gigaherz> did you run
the steps?
L3089[22:15:07] <gigaherz> "gradle
setupDecompWorkspace"?
L3090[22:15:10] <williewillus> no, the
eclipse workspace just wants the var, which means no
setupDecompWorkspace happened
L3091[22:15:11] <williewillus>
usually
L3092[22:15:33] <browndunce> i did
setupDevWorkspace
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L3095[22:15:40] <gigaherz> ah Dev
L3096[22:15:51]
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L3098[22:15:56] <browndunce> see i dont
konw what im doing, i just blindly followed lex's youtube
video
L3099[22:16:11] <gigaherz> IIRC Dev is
the same as Decomp, but it doesn't prepare browsable decompiled
sources
L3100[22:16:15] <browndunce> i thought
that since i learned a bit of java i could learn to mod
L3101[22:16:32] <browndunce> aight ill
rebuild it then
L3102[22:16:45] <Halonium> browndunce, I
don't know very much about Java and I'm doing alright, no worries
:p
L3103[22:16:47] <browndunce> using
setupDecompWorkspace instead
L3104[22:16:55] <gigaherz> wait
L3106[22:16:58] <gigaherz> read through
this
L3107[22:17:08] <gigaherz> make sure you
didn't miss anything first
L3108[22:17:33] <browndunce> no the thing
is it used to work until today
L3109[22:17:41] <gigaherz> aslo
browndunce, which version of Forge are you trying to setup?
L3110[22:17:46] <browndunce> like it
would boot minecraft after i press debug
L3111[22:17:51] <gigaherz> oh
L3112[22:17:53] <browndunce>
1.8-something
L3113[22:18:11] <gigaherz> and did you
update something when it broke?
L3114[22:18:14] <browndunce> i was
tinkering with mcmod.info (i wanted an info file for my own
mod)
L3115[22:18:22] <browndunce> and then
everything went to hell
L3116[22:18:48] <Halonium> Did you
accidentally re-arrange files in your package explorer?
L3117[22:18:56] <browndunce> i might
have
L3118[22:19:07] <browndunce> i have no
idea how to check though
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L3121[22:19:59] <Halonium> Well, you
could save your package files so far and re-setup your
workspace
L3122[22:20:03] <gigaherz> browndunce: if
you run "gradlew build" without touching eclipse, does
that also fail?
L3123[22:20:14] <browndunce> yea i tried
that already
L3124[22:20:28] <williewillus>
shadekiller666: when are you projecting your group visibility
redo/fix for OBJ is gonna be done?
L3125[22:20:39] <browndunce> i tried
googling all over for this problem that's why i ask now
L3126[22:21:04] <browndunce> so ill try
again with decom instead of dev
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L3129[22:22:49] <browndunce> this irc is
a bit weird you have to dload an app to access it
L3130[22:23:06] <williewillus> it keeps
out all the people who don't put in effor t;p
L3131[22:23:12] <williewillus> and a fair
amount of trolls
L3132[22:23:13] <gigaherz> it's not
exactly true
L3133[22:23:20] <Halonium> I think it's a
good idea personally
L3134[22:23:26]
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L3135[22:23:33] <gigaherz> this channel
doesn't allow people who join without even bothering to change
their ident string
L3136[22:23:51] <Halonium> What was that
class for chunk coordinates?
L3137[22:24:02] <browndunce> oh yea that
makes sense
L3138[22:24:06] <gigaherz> it simply
blocks users with *webchat* in the ident string
L3139[22:24:20] <gigaherz> if you use a
web IRC client but you change your string to something else, then
it works fine
L3140[22:24:42] <Halonium> Either way,
keeps out people that don't put in effort
L3141[22:25:15] <browndunce> where i
learn java, i use dr java not eclipse
L3142[22:25:31] <williewillus> wats dr
java? 0.o
L3143[22:25:34] <browndunce> dr java is
so simple, i was taken aback by eclipse
L3144[22:25:53] <browndunce> it's another
ide
L3145[22:25:57] <browndunce> mainly for
students
L3146[22:26:00] <gigaherz> williewillus:
an educational Java IDE
L3147[22:26:04] <williewillus> ah I see,
education oriented IDE, makes sense
L3148[22:26:14] <williewillus> good to
strip out unneeded stuff if it's just for teaching
L3149[22:26:23] <williewillus> though
when I was learning I downloaded Eclipse as fast as I could
L3150[22:26:43] <williewillus> (since
IDEA wouldn't fit on my user/ drive and ran to slowly on a
flashdrive ;p
L3151[22:26:44] <gigaherz> at my uni, the
beginners' programming classes were in a custom language
L3152[22:26:49] <Halonium> (if you're a
student you can get IDEA for free, just putting that out
there)
L3153[22:26:54] <williewillus> ^
L3154[22:26:56] <gigaherz> a bit inspired
by pascal
L3155[22:27:00] <Giraffe_> took me
forever to setup vim for java
L3156[22:27:02] <browndunce> in dr java
you type up and extremely basic class and hit the compile button
and it does everthing for you
L3157[22:27:04] <Halonium> gigaherz,
that's odd
L3158[22:27:06] <browndunce> an*
L3159[22:27:41] <gigaherz> when Iwas in
it, the practice lab exercises woudl be in Java
L3160[22:27:42] <gigaherz> BUT
L3161[22:27:50] <shadekiller666>
williewillus, group visibility fix should be done soon, testing it
now actually
L3162[22:27:51] <gigaherz> they'd give us
a special library to simplify I/O
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L3164[22:28:01] <fry> browndunce: rerun
"gradle eclipse" and yell at AbrarSyed
L3165[22:28:07] <williewillus>
shadekiller666: thx
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L3167[22:28:26] <browndunce> aight so i
didnt make my own class, but debugging examplemod works fine
L3168[22:28:33] <browndunce> no crash no
nothing
L3169[22:28:55] <Halonium> Just remake
your package and throw your code back in :p
L3170[22:28:58] <browndunce> also i know
it's against the rules, but where can i find lex's real name
L3171[22:29:04] <williewillus> wat?
L3172[22:29:09] <gigaherz> not the real
name
L3173[22:29:11] <gigaherz> the full
nickname
L3174[22:29:22] <williewillus> fifth nick
in the ops list
L3175[22:29:23] <browndunce> oh
L3176[22:29:26] <gigaherz> if you look in
the nick list, you'll notice it's longer than just
"lex"
L3177[22:29:30] <Halonium> Like, Lex
*ahem* Manos
L3178[22:29:31] <Giraffe_> and afaik you
can ping him if its super important
L3179[22:29:34] <gigaherz> if you say the
full nickname
L3180[22:29:41] <gigaherz> you'll ping
him
L3181[22:29:56] <gigaherz> which means
he'll be alerted and he'll have to stop what he's doing to read the
chat
L3182[22:30:13] <williewillus> some
people find it disorienting since it breaks their workflow, so
that's why that rules in place
L3183[22:30:17] <gigaherz> if he's in the
middle of something important and you alerted him for nothing,
he'll get annoying
L3184[22:30:18] <williewillus> but
honestly I'm distracted enough without
L3185[22:30:19] <gigaherz> annoyed*
L3186[22:30:23] <williewillus> so I don't
care personally :p
L3187[22:30:33] <gigaherz> but
ofcourse
L3188[22:30:57] <gigaherz> there can be a
situation where pinging him is positive
L3189[22:31:05] <gigaherz> just chances
are that's not your case ;P
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L3194[22:31:35] <williewillus> lol
L3195[22:31:49] <gigaherz> XD
L3196[22:32:03] <browndunce> lmao
L3197[22:32:42] <browndunce> oh i think i
know where the problem came from
L3198[22:32:56] <gigaherz> "This
comic saved my marriage."
L3199[22:32:57] <Halonium> What's
that?
L3200[22:32:57] <gigaherz> XD
L3201[22:33:06] <browndunce> i copied and
pasted the examplemod thing
L3202[22:33:24] <browndunce> but i forgot
to change the "examplemods" things in there
L3203[22:33:42] <Halonium> Yeah I noticed
your forgot to change the package name in your code
L3204[22:33:50] <Halonium> But I don't
think that would have caused that error
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L3207[22:34:24] <browndunce> hell yea it
works now
L3208[22:34:40] <Halonium> Sweet. Good
luck with your mod mate :)
L3209[22:34:43] <browndunce> thanks guys
ima go to bed now
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L3211[22:34:46] <Halonium> Cheers
L3212[22:34:59] <williewillus>
shadekiller666: also, is there a way to set group vis from the
json? I forgot :p
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L3216[22:35:38] <Halonium> Has anyone
seen Eloraam's progress on RP3? Looks pretty sick
L3217[22:35:47] <shadekiller666>
williewillus, not currently
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L3220[22:35:53] <shadekiller666> and i'm
not sure there will be
L3221[22:36:12] <shadekiller666> i want
there to be but i don't know exactly how to do it
L3222[22:36:17] <williewillus> aw okay,
just wondering since the pylon item models need specific groups,
but nothing a smartmodel can't do
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L3225[22:36:52] <shadekiller666> the
changes i'm making to the group visibility stuff in OBJState should
make it easier
L3226[22:37:49] <Halonium> f chunk
L3227[22:37:54] <Halonium> oops
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L3231[22:38:49] <williewillus> I call
enableStandardItemLighting before rendering
L3232[22:39:07] <williewillus> near
"Intel"
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L3234[22:41:24] <shadekiller666>
williewillus, the new system will have 1 list of strings, 2
Operations, and a boolean in OBJState to change group
visibilities
L3235[22:41:32] <fry> williewillus: do
you set the correct lightmap coords?
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L3238[22:43:01] <shadekiller666> by
default, the groups whos names are on the list will get the
specified Operation applied, (set true, set false, or toggle), and
the boolean will dictate if the other Operation gets applied to
groups that aren't on the list
L3239[22:43:34] <shadekiller666> and that
boolean is false by default meaning it will only change the groups
that are on the list
L3240[22:43:58] <fry> too complex,
shade
L3241[22:44:05] <fry> always try to
simplify things
L3242[22:44:50] <gigaherz> can't we just
have "custom": { "visibility": {
"partname": "hidden" } }
L3243[22:44:55] <gigaherz> that would be
enough for most needs ;P
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L3251[22:48:33] <Halonium> Crossing my
fingers that I understand HashMaps, because the're pretty
awesome
L3252[22:48:41] <killjoy> yes they
are
L3253[22:48:51] <killjoy> /TODO: Learn
hashtable
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L3258[22:49:44] <McJty> fry, no progress
on the rotation for multi-layer models?
L3259[22:51:30] <Halonium> omg this is
running so much faster. Thank you ZaggyMobile2 if you're still
around.
L3260[22:53:19] <fry> McJty: nope
L3261[22:53:43] <McJty> ok
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L3264[22:54:44] <Halonium> Okay, what was
that method that's called when the world was interacted with?
L3265[22:54:47] <Halonium> Or a
chunk
L3266[22:55:50] <williewillus> fry: what
do you mean set lightmap coords? :p all I do is
enableStandardItemLighting then renderItem.renderItemIntoGui
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L3268[22:58:55] <shadekiller666> fry, i
tried simplifying things, thats where the broken version that is in
forge now came from :P
L3269[22:59:07] <shadekiller666> and i
think its pretty nice in practice
L3270[22:59:27] <shadekiller666> don't
really know of a nicer way to do it
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L3273[22:59:41] <shadekiller666> unless
you want to suggest an idea fry
L3274[23:01:27] <fry> just a simple list
of enabled groups
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L3279[23:04:19] <shadekiller666> i really
feel like that would get tedious to manage on the mod's part
L3280[23:04:59] *
McJty is happy that porting from 1.8.8 to 1.8.9 isn't as much work
as porting from 1.7.10 to 1.8.8 :-)
L3281[23:05:24] <gigaherz> McJty: porting
to 1.8.9 is basically not doing anything special, xcept for
tesellator access ;P
L3282[23:05:39] <shadekiller666> i mean i
can make it act that way by default, where it only shows whats on
the list in OBJState and hides the rest
L3283[23:05:40] <gigaherz> wait 1.8.8 to
1.8.9
L3284[23:05:44] <gigaherz> there's no
porting involved
L3285[23:05:51] <McJty> gigaherz, my
point exactly
L3286[23:05:58] <gigaherz> I thought you
said 1.8.0 ;P
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L3289[23:08:00] <gigaherz>
shadekiller666: you could have two lists, a whitelist, and a
blacklist. if the whitelist is not null, you only draw things that
are in the whitelist. if the blacklist is not null, you skip things
that are in the blacklist
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L3292[23:08:32] <shadekiller666> then you
have to manage two lists...
L3293[23:08:37] <gigaherz> at most
L3294[23:08:41] <gigaherz> both would be
optional
L3295[23:08:50] <shadekiller666> which is
more than managing one list
L3296[23:09:07] <gigaherz> yes but then
you wouldn't have to add everything to a list to say "show
all" ;P
L3297[23:09:16] <shadekiller666> you
don't
L3298[23:09:28] <gigaherz> then you have
to add everything to say "hide all"? ;P
L3299[23:09:31] <shadekiller666> thats
why there are two special case strings
L3300[23:10:22] <shadekiller666>
Group.ALL and Group.ALL_EXCEPT when found in the List<String>
in OBJState will tell OBJBakedModel to loop through its map of
groups
L3301[23:10:30] <shadekiller666> each is
a single string :P
L3302[23:10:47] <shadekiller666> though,
ALL_EXCEPT expects more things in the list so it knows what to
exclude
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L3305[23:10:59] <McJty> Oh this is
annoying... Waila hasn't been updated to 1.8.9
L3306[23:11:01] <McJty> So my mod doesn't
run
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L3309[23:11:25] <gigaherz> you ahve waila
as a hard dependency?
L3310[23:11:44] <tterrag> McJty: yes it
has?
L3311[23:11:46] <McJty> Not really a hard
dependency but my mod does depend on it a lot and is not really
nice without it
L3312[23:11:53] <McJty> tterrag, I can't
find it in the maven?
L3313[23:11:55] <tterrag> there was a
1.8.8 release a week ago
L3314[23:11:56] <tterrag> or so
L3315[23:12:02] <tterrag> that should
work fine
L3316[23:12:11] <gigaherz> ah in my case
it's just FMLInterModComms.sendMessage("Waila",
"register",
"gigaherz.enderRift.WailaProvider.callbackRegister");
L3317[23:12:17] <gigaherz> if WAILA isn't
present, it never gets called ;P
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L3319[23:12:28] <gigaherz> I haven't
updated the WAILA api to 1.8 though
L3320[23:12:38] <gigaherz> that's TODO
for tomorrow
L3321[23:12:53] <McJty> tterrag, I'm
using the latest as far as I can see and it breaks on MC
1.8.9
L3322[23:12:59] <McJty> It says MC has to
be between 1.8.8 and 1.8.8
L3323[23:13:04] <tterrag> stupid FG
L3324[23:13:10] <tterrag> why does it
assign specific MC versions -_-
L3325[23:13:14] <tterrag> AbrarSyed:
please remove that feature
L3326[23:13:14]
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L3327[23:13:24] <AbrarSyed> tterrag, was
on lex's request.
L3328[23:13:24] *
gigaherz is glad he has the api as source code dumped into his
repository
L3329[23:13:26] <tterrag> it completely
defeats the purpose of srg
L3330[23:13:27] <AbrarSyed> go yell at
him.
L3331[23:13:35] <tterrag> WHY DO WE HAVE
SRG NAMES
L3332[23:14:01] <Halonium> Would it be
unreasonable to keep a HashMap of every chunk that has been loaded
in a play-session?
L3333[23:14:08] <AbrarSyed> th eproblem
was ebcause too many people were idiots and trying to install MC
1.7.10 mods on 1.8
L3334[23:14:09] <williewillus>
probably
L3335[23:14:11] <fry> tterrag: so that
people who explicitly want multiple version support could have
it
L3336[23:14:14] <Halonium> By chunk, I
mean the coordinates of a chunk
L3337[23:14:18] <tterrag> fry:
what??
L3338[23:14:26] <tterrag> if I leave the
field blank, it's because I want it blank
L3339[23:14:32] <AbrarSyed> Halonium, its
alreadyu in MC somewhere.. the chunkmap... why do you nede to store
it yourself?
L3340[23:14:32] <tterrag> I don't want FG
editing my source where I didn't tell it to
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L3342[23:15:01] <fry> 99% of people leave
a field blank because they don't know what it's for
L3343[23:15:04] <AbrarSyed> whats the
point of the field if everyone elaves it blank?
L3344[23:15:06] <Halonium> AbrarSyed, I'm
storing the locations of certain blocks in an arraylist
L3345[23:15:28] <tterrag> sucks for
them
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L3348[23:15:51] <AbrarSyed> tterrag, is
it really that big of an issue to recompile with the
acceptedMinecraftVersions = [1.8.8, 1.8.9] ?
L3349[23:15:58] <McJty> AbrarSyed, but
that basically means that none of the current 1.8.8 mods will work
on 1.8.9?
L3350[23:16:02] <tterrag> I personally
don't use it because it's not that useful. my mods are clearly
labeled with what version they support
L3351[23:16:14] <tterrag> AbrarSyed:
yeah, it is, when the author is busy and won't get around to it for
a few weeks
L3352[23:16:25] <tterrag> I wish I had
edit perms on every mod, but I don't
L3353[23:16:31] <McJty> AbrarSyed, in my
case I'm not the author of waila so I can't even fix it
L3354[23:16:48] <gigaherz> it is, when
you have to ask others to do so ;P
L3355[23:16:51] <AbrarSyed> you actually
can with some bytecode manipulations.. but anyways
L3356[23:16:58] <tterrag> I just don't
get it. why is it FG's place to say "no one is using this
feature? guess I can just force everyone to use it"
L3357[23:17:02] <tterrag> maybe no one is
using it because it's not that useful...
L3358[23:17:05] <AbrarSyed> because elx
said so.. basically...
L3359[23:17:10] <fry> AbrarSyed: you, of
all people, should know better
L3360[23:17:18] *
AbrarSyed shrugs
L3361[23:17:30] <AbrarSyed> when the lex
says jump, I ask how high
L3362[23:17:32] <killjoy> the way you
force everyone to use it is to have fml not load it if it isn't
there
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L3365[23:18:05] <gigaherz> wait shouldn't
it be forge's job to know that the current mc is compatible with
mods in that range
L3366[23:18:08] <gigaherz> not the
mod?
L3367[23:18:13] <fry> nope
L3368[23:18:21] <fry> no way to
know
L3369[23:18:24]
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L3370[23:18:29] <Halonium> gigaherz, what
was that worldchange event that I need for re-evaluating
chunks?
L3371[23:18:37] <gigaherz> no idea
L3372[23:18:50] <gigaherz> must have been
someone else who told you ;P
L3373[23:18:51] <tterrag> killjoy: which
would also be a horrible design choice
L3374[23:18:56] <Halonium> Oh,
sorry!
L3375[23:19:04] <Halonium> I think it was
like, I World Accessed or something?
L3376[23:19:10] <tterrag>
IWorldAccess
L3377[23:19:16] <Halonium> Aha
L3378[23:19:17] <Halonium> Thanks!
L3379[23:20:11] <fry> gigaherz: for
example, if 1.8.8 mod called GuiScreenRealmsProxy.func_154322_b,
for whatever reason, it wouldn't work on 1.8.9
L3380[23:20:13] <shadekiller666> do TEs
not always readFromNBT on world load?
L3381[23:20:30] <McJty> I'll just go back
to 1.8.8 for now
L3382[23:20:34] <fry> and tracking that
is definitely out of the forge's reach
L3383[23:20:36] <tterrag> fry: and then
it's the mod's fault they didn't use
acceptableMinecraftVersions
L3384[23:20:57] <fry> tterrag: how would
they know that 1.8.9 adds, before it's released?
L3385[23:21:02] <tterrag> they should
have. or they could just label their mod jars with a version and
the user could assume that the mod just doesn't work on 1.8.9
L3386[23:21:09] <gigaherz> yeah the issue
is that all I know as a dev
L3387[23:21:13] <gigaherz> is that my mod
workso n 1.8.8+
L3388[23:21:23] <fry> no, all you know is
that it works on 1.8.8
L3389[23:21:29] <fry> until 1.8.9 is
out
L3390[23:21:32] <gigaherz> 1.8.8*
L3391[23:21:36] <tterrag> personally I
would assume that my mod works on any 1.8.X version
L3392[23:21:39] <gigaherz> I didn't
actually mean to write the +
L3393[23:21:43] <gigaherz> it's just next
to the enter key ;P
L3394[23:21:44] <McJty> But to answer my
question. Will all the mods that I have released on 1.8.8 work on
1.8.9 or not?
L3395[23:21:55] <tterrag> if that turns
out not to be the case, I'd rather make an update that fixes it
than have it immediatly break in the (more likely) case that it is
compatible
L3396[23:22:02] <fry> tterrag: I would
prefer a config option for FML to soften the version check
L3397[23:22:08] <tterrag> McJty:
99.99999% of mods will :P
L3398[23:22:12] <tterrag> unless you do
some freaky stuff with realms
L3399[23:22:13] <shadekiller666> mcjty,
unless you touch anything related to the Realms GUI, you should be
fine
L3400[23:22:17] <fry> or even a console
option, for devs only
L3401[23:22:17] <gigaherz> tterrag: he
means
L3402[23:22:19] <gigaherz> the current
jars
L3403[23:22:20] <McJty> Well
L3404[23:22:24] <McJty> Given that waila
doesn't work
L3405[23:22:24] <gigaherz> without adding
1.8.9 to the acceptable
L3406[23:22:25] <tterrag> gigaherz: I
know
L3407[23:22:31] <McJty> So I'm wondering
about all the others
L3408[23:22:37] <tterrag> I'm saying I'd
rather have to release an update to fix 1.8.9 compat
L3409[23:22:43] <tterrag> than have it
break when 1.8.9 comes out and it SHOULD work
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L3411[23:22:55] <shadekiller666> Waila
doesn't work because FG is being picky
L3412[23:23:13] <fry> tterrag: well,
you're not the one handing the support load for those issues
L3413[23:23:15] <tterrag> McJty: waila is
open source, you could probably build a fork and use that
L3414[23:23:19] <gigaherz> so wait, Forge
on 1.8.9 accepts the mods,
L3415[23:23:21] <gigaherz> but FG does
not?
L3416[23:23:26] <gigaherz> i'm confused
now
L3417[23:23:33] <shadekiller666> 1.8.9 is
not listed in Waila's supported versions list so FML
complains
L3418[23:23:34] <tterrag> fry:
what?
L3419[23:23:36]
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L3420[23:23:50] <fry> gigaherz: FG by
default sets only the current MC version as accepted version, from
my understanding
L3421[23:23:51] <tterrag> how many issue
reports does forge honestly get like that
L3422[23:23:55] <tterrag> I haven't seen
any
L3423[23:24:00] <gigaherz> fry: so, the
current jars compiled for 1.8.8
L3424[23:24:03] <fry> tterrag: go look at
the forums someday
L3425[23:24:04] <gigaherz> will FAIL to
load in 1.8.9
L3426[23:24:08] <gigaherz> even if they
would work otherwise?
L3427[23:24:11] <fry> gigaherz: yup
L3428[23:24:14] <gigaherz> okay so
L3429[23:24:17] <gigaherz> McJty: the
answer is no.
L3430[23:24:17] <tterrag> you can't
prevent idiots being idiots
L3431[23:24:20] <Thutmose> so the 1.8.8
baubles deobfuscated version in my dev environment runs fine, and
let me recompile for 1.8.9 fine, but the non-dev version didn't
load out of development
L3432[23:24:22] <gigaherz> people won't
be able to use your mods in 1.8.9
L3433[23:24:25] <tterrag> they'll come to
the forums to complain about McJty's problem
L3434[23:24:25] <tterrag> instead
L3435[23:24:31] <tterrag> you've just
changed the crash
L3436[23:24:33] <gigaherz> unless you
recompile them with acceptable max 1.8.9
L3437[23:24:37] <gigaherz> and re-release
the jars
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L3439[23:25:05] <fry> tterrag: you can
tell them to GTFO easier with a new crash
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L3441[23:25:13] <shadekiller666>
thutmose, thats cuz your ide recompiles them every time the game
builds
L3442[23:25:20] <tterrag> easier than
"go talk to X mod" ?
L3443[23:25:24] <fry> yes
L3444[23:25:28] <Thutmose> it was already
compiled
L3445[23:25:33] <Thutmose> as in a jar in
the libs folder
L3446[23:25:47] <shadekiller666> in the
libs folder
L3447[23:25:55] <shadekiller666> not the
mods folder :P
L3448[23:25:57] <tterrag> how
L3449[23:25:58] <fry> there's a sizable
chunk of users who can understand "1.8.8 mod can't run on
1.8.9" and can't understand
"AbstractMethodError"
L3450[23:25:59] <tterrag> how is it
easier now
L3451[23:26:13] ***
kroeser|away is now known as kroeser
L3452[23:26:18] <Thutmose> ya, seems it
ignores versions if they are in libs folder lol
L3453[23:26:23] <fry> yes, there are
idiots who complain about both
L3454[23:26:27] <tterrag> so you've just
shifted the pain to the modders for no reason
L3455[23:26:32] <fry> but it's still a
reduction
L3456[23:26:36] <fry> no reason?
L3457[23:26:48] <shadekiller666> does one
have to do something magical to get a TileEntity to
readFromNBT()?
L3458[23:26:51] <tterrag> at least update
the javadocs to reflect this change
L3459[23:26:59] <tterrag> so that we
don't keep getting this question every day
L3460[23:27:00]
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L3462[23:27:03] <killjoy> seriously.
1.8.8 came out very recently. How many mods could have updated
already?
L3463[23:27:03] <fry> don't tell this to
me
L3464[23:27:09] <gigaherz>
shadekiller666: it happens on load, why?
L3465[23:27:10] <fry> tell it to
Lex/Abrar
L3466[23:27:10] <shadekiller666> seems to
be writing to NBT fine, but doesn't seem to want to read from
L3467[23:27:19] <gigaherz> did you
register the TileEntity?
L3468[23:27:21]
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L3469[23:27:32] <gigaherz> in your
preInit, next to the block registrations
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L3471[23:27:56] <shadekiller666>
hmm
L3472[23:27:59] <fry> tterrag: or even
make an issue on github, this behaviour should indeed be
documented, if it isn't right now
L3473[23:27:59] <shadekiller666>
mhmm*
L3474[23:28:05] <gigaherz>
GameRegistry.registerTileEntity(TileEnderRift.class,
"tileEnderRift"); kind line
L3475[23:28:05] <gigaherz> ;p
L3476[23:28:18] <shadekiller666> its
registered
L3477[23:28:37] <shadekiller666>
(actually forgot that the first time, and the game complained about
it)
L3478[23:28:40] <gigaherz> do you call
super. ?
L3479[23:28:44] <shadekiller666> so its
registered
L3480[23:28:55] <gigaherz> if you don't
call super.writeToNBT
L3481[23:29:01] <gigaherz> it won't have
the necessary info to reload
L3482[23:29:10] <shadekiller666> oh
L3483[23:29:11] <gigaherz> (xyz coords
and such)
L3484[23:29:13] <shadekiller666>
right
L3485[23:29:19] <gigaherz> always
super.write andsuper.load
L3486[23:29:19] <gigaherz> ;P
L3487[23:29:24] <gigaherz> read*
L3489[23:29:59] <gigaherz> ported my
multiblock to 1.8.8, using your loader now ;P
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L3491[23:31:12] <gigaherz> gotta
sleep
L3492[23:31:13] <gigaherz> night
ppl
L3493[23:31:17] ***
gigaherz is now known as ghz|afk
L3494[23:31:58] <shadekiller666>
sweet
L3495[23:32:07] <shadekiller666> (still
waiting for it to buffer)...
L3496[23:32:25] <ghz|afk> the actual
model shows up near the end
L3497[23:32:26] <ghz|afk> ;P
L3498[23:32:27] <shadekiller666>
nice
L3499[23:32:38] <shadekiller666> any
difficulties?
L3500[23:32:44] <ghz|afk> yeah but not
your fault
L3501[23:32:50] <shadekiller666>
lol
L3502[23:33:00] <ghz|afk> I was
overriding getRenderType with -1
L3503[23:33:06] <ghz|afk> and wondering
why it wasn't drawing
L3504[23:33:07] <ghz|afk> ;P
L3505[23:33:41] <williewillus> don't tell
me you were using blockcontainer ;p
L3506[23:33:46] <ghz|afk> no
L3507[23:33:49] <ghz|afk> I never used
that ;p
L3508[23:34:03] <ghz|afk> but in the
1.7.10 version
L3509[23:34:11] <ghz|afk> the ISBRH was
drawing a 3x3x3 model
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L3511[23:34:13] <ghz|afk> in this
one
L3512[23:34:16]
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L3513[23:34:19] <ghz|afk> it's actually
each model drawing its own piece
L3514[23:34:22] <ghz|afk> less lighting
glitches that way
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())
L3516[23:34:36] <ghz|afk> so the old
models were set to not draw at all
L3517[23:34:42] <ghz|afk> which I forgot
to remove ;P
L3518[23:35:07]
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L3519[23:35:46] <ghz|afk> there we go,
code pushed, sleeptime
L3520[23:35:49] ***
kroeser is now known as kroeser|away
L3521[23:35:50] *
ghz|afk afks for real
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L3526[23:36:24] <shadekiller666> O.o why
do the first calls to getExtendedState get called before the world
is loaded... :/
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L3529[23:36:27] <shadekiller666> stupid
game
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L3535[23:40:36] <shadekiller666> fry, is
there a way to either have an IProperty that doesn't have to be
defined in the blockstate json or have the IBlockState passed into
onBlockActivated be an IExtendedBlockState?
L3536[23:41:49] <williewillus> isn't
extendedblockstate for rendering? onblockactivated is logic stuff,
the two shouldn't mix?
L3537[23:42:39] <shadekiller666> :/
L3538[23:43:09] <shadekiller666> that
separation makes it a pain to change the block model from within
the block methods :/
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L3540[23:46:14] <williewillus> shouldn't
the model simply derive itself from the information available from
the block? if you want to change the model, change the information,
and the model will folow it
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L3543[23:46:27] <williewillus> whether
the info be from meta, TE, etc.)
L3544[23:47:30] <Ri5ux> I'm sick of there
being no ItemRenderers in 1.8. Seriously, why the hell were they
removed? If I re-implement them, is there any possibility that the
PR would be accepted?
L3545[23:47:40] <williewillus> no
L3546[23:47:53] <williewillus> do it the
new way :p
L3547[23:48:06] <fry> Ri5ux: you don't
need them
L3548[23:48:27] <Ri5ux> Explain why I
dont... Please.
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L3551[23:48:31] <williewillus> everything
can be done the new way and the things that can't are being worked
on
L3552[23:48:33] <Ri5ux> I cant find any
way that I dont
L3553[23:48:45] <fry> explain what you
want to do.
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L3556[23:49:08] <Ri5ux> Create a gun that
renders in first person with the model I choose, that has a
functional ammo counter rendered on top of it
L3557[23:49:28] <shadekiller666> willie,
how do you get around getExtendedState, the only method you can
return an IEBS from, being called before TileEntities get
initialized?
L3558[23:49:29] <fry> all that is
doable
L3559[23:49:50] <Ri5ux> Alright, then how
do I go about accomplishing it?
L3560[23:49:52] <williewillus>
shadekiller666: I've never had a problem with that 0.o just null
checks on the TE
L3561[23:50:04] <fry> start with doing
simple 1.8 models
L3562[23:50:10] <shadekiller666> it is
null before the world finishes loading
L3563[23:50:11] <fry> get something to
render
L3564[23:50:13] <shadekiller666> thats
the problem
L3565[23:50:22] <fry> then, load the
model of your gun using the same system
L3566[23:50:39] <fry> for the ammo
counter you have 2 options
L3567[23:50:43] <Ri5ux> For the record, I
don't want to have to change the entire texture.
L3568[23:50:46] <shadekiller666> the null
check fails, so the data resets
L3569[23:50:50] <fry> what texture?
L3570[23:50:54] <Ri5ux> Of the
model.
L3571[23:51:03] <fry> how is that
relevant?
L3572[23:51:17] <Ri5ux> Thought for some
reason it would be brought up as a way to do it
L3574[23:51:39] <fry> do you have a
screenshot of the gun you have right now?
L3575[23:51:46] <fry> or are you not
porting?
L3576[23:51:52] <Ri5ux> I'm porting. Got
the gun
L3577[23:51:52] <fry> and doint it from
scratch?
L3578[23:51:55] <Ri5ux> I'll get a
screenshot
L3579[23:52:33] <williewillus> what were
the options for the ammo counter? I'm interested in listening since
the lexica botania is probably one of the harder parts that I
haven't figured out how to do yet and it has text on it :p
L3580[23:52:43] <williewillus> and a
fancy opening animation
L3581[23:53:01] <fry> williewillus:
easyish animation api is coming
L3582[23:53:17] <fry> gist is using
handleItemStack to change the model
L3584[23:53:28] <Ri5ux> There it is
L3585[23:53:34] <Ri5ux> Fontrenderer is
used there.
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L3589[23:55:47] <fry> well, this should
be straightforward
L3590[23:56:11] <williewillus> I'm
thinking maybe submodels for each of the decimal digits, combining
them with a perspective smart model that translates them to the
appropriate place? :P
L3591[23:56:25] <fry> that could work,
yes
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L3593[23:56:30] <Ri5ux> Thats way to
complicated
L3594[23:56:35] <Ri5ux> It should be as
easy as it was in 1.7
L3595[23:56:36] <williewillus> -.-
L3596[23:56:38] <fry> no, it's not
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L3598[23:56:47] <williewillus> you think
it's "complicated" because it's new
L3599[23:56:51] <fry> Ri5ux: you can't
replace the gun in a resource pack in 1.7
L3600[23:56:58] <Ri5ux> I dont want the
gun replaced.
L3601[23:57:06] <williewillus> I just sat
here and thought for about 6 seconds before coming up with
that
L3602[23:57:08] <williewillus> it's not
complicated
L3603[23:57:17] <williewillus> you're
just not familiar with what's available
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L3605[23:57:26] <Ri5ux> You're probably
right.
L3606[23:57:33] <Ri5ux> And I cant find a
whole lot about it on the internet.
L3607[23:57:37] <fry> and I'm finally not
the only one who understands the basics of how to do stuff in the
new system P
L3608[23:57:42] <williewillus> :D
L3609[23:57:44] <fry> *:P
L3610[23:57:52] <williewillus> still
learning ;p
L3611[23:58:18] <fry> also, I
half-converted the font renderer to the model system half a year
ago
L3612[23:58:22] <fry> but never
finished
L3613[23:58:35] <fry> because all the
people who needed it rage quit
L3614[23:58:44] <fry> and I focused on
more important things :P
L3615[23:59:05] <Ri5ux> My real question
is; What's more efficient on the hardware, the old system or new
system?
L3616[23:59:07] <fry> but all the patches
for that are merged
L3617[23:59:10] <williewillus> new
L3618[23:59:16] <Ri5ux> What about on the
coder?
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L3620[23:59:18] <fry> definitely new
system
L3621[23:59:25] <fry> same for the
coder
L3622[23:59:39] <Ri5ux> Then I need some
examples, because I'm not seeing it
L3623[23:59:46] <williewillus> (see that
new shiny micropart api they're writing for 1.8 models ;p)
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L3626[23:59:50] <fry> you can now
separate the modelling and coding