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L1[00:00:27] ***
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L2[00:04:21] ⇦
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L3[00:04:34] <Cypher121> is event.getSide()
a physical or logical side?
L4[00:04:45] <williewillus> what kind of
event?
L5[00:05:01] <Cypher121> lifecycle
L6[00:05:05] <williewillus> physical
L7[00:05:07] <Cypher121> particularly
preInit
L8[00:05:09] <Cypher121> oh
L9[00:05:25] <williewillus> and glad to see
people adopting my terms ;p
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L12[00:15:51] <Cypher121> alright,
integrated server seems to work \o/
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L19[00:30:11] <williewillus> Cypher121:
what are you making?
L20[00:32:43] <killjoy> It's my cake day. I
need something to post
L21[00:36:10] ⇦
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L22[00:36:15] <kashike> assuming cake day
means birthday, happy birthday killjoy
L23[00:36:22] <killjoy> no.
L24[00:36:23] <williewillus> reddit
L25[00:36:27] <killjoy> ^
L26[00:36:30] <williewillus> reddit
birthday
L27[00:36:39] <killjoy> my bday was 2
months ago
L28[00:36:57] <killjoy> reddit is known to
be generous with upvotes on cakeday
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L33[00:38:35] <Cypher121> williewillus:
github.com/Cypher121/Skills
L34[00:38:58] <williewillus> if you need to
special case the integrated server you are doing something VERY
VERY VERY wrong
L35[00:39:00] <williewillus> just fyi
L36[00:39:49] <Cypher121> I store known
research maps in a static list
L37[00:40:11] <Cypher121> if I try to load
them from server to client while both are in fact the same thing,
it explodes
L38[00:40:17] <williewillus> so don't use
something static
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L40[00:40:40] <Cypher121>
ThreadLocal?
L41[00:40:49] <killjoy> One of those jokes
are wrong
L42[00:40:49] <williewillus> maybe, I
haven't tried
L43[00:40:53] <killjoy> A Java programmer
walks into a bar and shouts, "STOP EVERYTHING! I'm here to
collect the garbage!"
L44[00:41:03] <killjoy> Who knows what's
wrong with that?
L45[00:41:03] <williewillus> stop the world
gc used to be a thing you know
L46[00:41:47] <williewillus> also why the
heck are checking hash collisions manually
L47[00:41:54] <Cypher121> just in
case
L48[00:42:03] <williewillus> String's
hashCOde is more than good enough
L49[00:42:03] <Cypher121> default string
hash is quite weak
L50[00:42:11] <williewillus> for your
purposes at least
L51[00:42:31] <williewillus> idk, just
seems like premature optimization to me :P
L52[00:42:41] <Cypher121> just in
case
L53[00:43:17] <williewillus> 0.o
L54[00:43:32] <Cypher121> wat?
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L56[00:44:08] <williewillus> usually,
people trust the libraries they're working on to work, not manually
code premature optimization checks everywhere :P killjoy: did you
see the haskell one in the comments? :P
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L59[00:44:24] <killjoy> haven't read the
comments yet
L60[00:44:35] <killjoy> just finished
reading the bash joke
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L62[00:45:29] <killjoy> The lua programmer
must be lying on the floor
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L65[00:48:52] <Cypher121> williewillus: did
you know "FB".hashcode() == "Ea".hashcode()
?
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L67[00:49:27] <williewillus> tell me just
how much of a performance impact at runtime that will have
L68[00:49:39] <Cypher121> it's not
performance
L69[00:49:52] <Cypher121> did you notice I
map researches to hashcodes of their names?
L70[00:49:52] <williewillus> then what is
it? collisions are resovled automatically for you
L71[00:50:07] <Cypher121> are they?
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L73[00:50:20] <williewillus> any map
interface worth their shit from the last 10 years resolve
collisions...
L74[00:50:25] <williewillus> especially
guava
L75[00:50:35] <williewillus> not sure about
bimaps but forward maps definitely do
L76[00:50:44] <Cypher121> is it
stable?
L77[00:51:09] <Cypher121> actually no,
that's not the problem here
L78[00:51:15] <Cypher121> take a look at
StateSyncMessage
L79[00:52:16] <williewillus> why the hell
are you using hashcodes as some sort of ID registry system
L80[00:52:23] <williewillus> that sounds
liek a terrible idea :P
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L82[00:53:31] <williewillus> unrelated, but
your stuff sounds like it'd be easily expressed in json :P that
uses more bandwidth though
L83[00:53:31] <Cypher121> that's the 2nd
best I had
L84[00:53:38] <Cypher121> EXACTLY
L85[00:53:50] <williewillus> how often will
this sync?
L86[00:53:59] <Cypher121> depends on
mod
L87[00:54:10] <williewillus> if it's any
less often than say every 10-20 seconds i'd just use json :P
L88[00:54:38] <Cypher121> for example, if
it has some research book ala thomnomnom, it syncs whole map on
each gui open
L89[00:55:25] <Cypher121> and that may be
10 or 50 or more nodes, especially since I intend to provide
interface for pack makers and server owners to make their own
L90[00:55:48] <Cypher121> so I want to
reduce everything to integers
L91[00:56:43] <williewillus> but hashes are
not good integers for this, they are definitely not one to one
functions. if you could turn hashes back to identities, man...
:P
L92[00:56:53] <williewillus> or surjective,
whichever it was
L93[00:57:13] <Cypher121> if you could turn
hashes back to identities, there would be no point in hashes
L94[00:57:22] <williewillus> but using them
as an id system is terrible
L95[00:57:27] <williewillus> as your case
has indicated
L96[00:57:46] <Cypher121> I have one other
idea, but I needed something to test with
L97[00:57:50] <williewillus> sync some
idmap up front when the player joins then send those ints in
subsequent packets
L98[00:57:53] <williewillus> problem solved
:P
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L100[00:58:04] <Cypher121> yeah, that's
what I may end up doing
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L105[01:05:57] <Cypher121> williewillus:
do you by any chance have a mod in development that is in dire need
or research/unlock framework?
L106[01:06:08] <williewillus> not now
:P
L107[01:06:18] <Cypher121> :(
L108[01:06:30] <williewillus> PE doesn't
have research/unlocks and Botania 1.8 doesn't either :P
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L111[01:10:01] <Cypher121> williewillus:
as for the static that needed special handling with integrated
server
L112[01:10:13] <Cypher121> special
handling = don't sync the map
L113[01:10:14] <Cypher121> that's it
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L116[01:11:50] <Cypher121> omg, I'm an
idiot
L117[01:12:10] <riderj> Yep
L118[01:12:29] <Cypher121> I was
cancelling rendering events of health and food bar to detect if
nodes are properly sent to client
L119[01:12:43] <Cypher121> food didn't
stop rendering for some reason
L120[01:13:06] <Cypher121> apparently it
has something to do with event.setCanceled(false);
L121[01:17:07] <tterrag> Cypher121: if you
need special handling for the integrated server your code is
WRONG
L122[01:18:38] <riderj> Is your research
api equivalent to Thaumcrafts research? How does yours work?
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L124[01:26:26] <Cypher121> tterrag: if I
sync maps with a local client, all nodes in them are deleted and
reconstructed from NBTTag of the message. This immediately
invalidates all references on the server's side
L125[01:26:56] <tterrag> why is what
happens on the client affecting the server at all??
L126[01:27:08] <Cypher121> because
static
L127[01:27:45] <tterrag> ok
L128[01:27:50] <tterrag> so I repeat my
initial statement
L130[01:28:10] <williewillus> don't use
static fields :P
L131[01:28:16] <Cypher121> then what to
use?
L132[01:28:18] <williewillus> ay i wrote
that haha
L133[01:28:33] <williewillus> the
formatting looks better
L134[01:28:57] <tterrag> um...NOT
static?
L135[01:29:05] <Cypher121> okaaay
L136[01:29:26] <Cypher121> and where
should that NOT static be stored?
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L138[01:29:43] <Cypher121> it's
automatically not a singleton, those are same as static
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L140[01:29:56] <Cypher121> in world data?
it's not dependant on world
L141[01:30:08] <tterrag> it's what, per
save?
L142[01:30:25] <Cypher121> per game
instance
L143[01:30:32] <williewillus> not world
dependent
L144[01:30:34] <Cypher121> think HQM
quests
L145[01:30:43] <Cypher121> or
configs
L146[01:30:45] <tterrag> HQM quests are
per-world
L147[01:30:49] <tterrag> but ok :P
L148[01:30:54] <Cypher121> their STATE
yes
L149[01:31:02] <Cypher121> quests
themselves? no
L150[01:31:39] <williewillus> currently PE
does a kinda cheaty hack to get around this, it probably has more
than a few bugs
L151[01:31:48] <williewillus> but anyways
would using threadlocal break shit
L152[01:31:56] <Cypher121> basically, what
I do, continuing parallel with HQM, is send quest lists from server
to client
L153[01:31:57] <tterrag> probably
not
L154[01:32:08] <williewillus> then
threadlocal would be your "easiest" solution
L155[01:32:10] <tterrag> bit hacky
though
L156[01:32:50] <williewillus> PE makes an
immutable copy of the map before reading it in clientside - so no
CME but still overwrites. definitely possible bugs in there
L157[01:33:13] <williewillus> anyways
bedtime
L158[01:33:16] <Cypher121> so
threadlocal
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L160[01:34:11] <Cypher121> my solution
won't work for people remotely connecting to someone's integrated
server, though
L161[01:34:50] <thecodewarrior> Anybody
got a triangle-ray intersection method written in java? After
fixing it several times mine doesn't seem to be able to tell if the
intersection is inside or outside the triangle.
L163[01:35:48] <McJty> thecodewarrior,
what about the vanilla code?
L164[01:35:58] <thecodewarrior> It doesn't
do angles.
L165[01:36:08] <McJty> Angles?
L166[01:36:16] <McJty> What do you mean
exactly? What kind of input do you have
L167[01:36:43] <thecodewarrior> The sides
of catwalk stairs will be sloped, so I need a tweaked square, so I
need triangles.
L168[01:36:53] <McJty> ah
L169[01:37:09] <thecodewarrior> But right
now it's still squares. Just preparing.
L170[01:38:19] <thecodewarrior> Ok, just
realized it seems to just have a really large margin of error...
weird.
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L182[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160211 mappings to Forge Maven.
L183[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160211-1.8.9.zip
(mappings = "snapshot_20160211" in build.gradle).
L184[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L190[02:11:06] <RANKSHANK> That's not
cubic ;)
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L194[02:19:55] <Lordmau5> o/
L195[02:21:11] ***
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L196[02:21:11] <panda_2134> A silly
question:
L197[02:21:21] <panda_2134> is MMPL
compatible with GPLv3?
L198[02:21:36] <panda_2134>
MMPL->Minecraft Mod Permission Licence
L199[02:22:38] <panda_2134> ;)
L201[02:26:31] <panda_2134> thx
L202[02:29:44] <Lordmau5> hey, fry, small
question... are you perhaps available in around, urgh...
7:30h?
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L204[02:30:23] <fry> no idea
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L206[02:31:14] <Lordmau5> ok
L207[02:32:14] <Lordmau5> I've got some
issues with fake-fluid rendering and lightmapping it properly...
but I can't really figure out how to do it... tterrag recommended
me to ask you since you might be more familiar with that
L208[02:32:24] <Lordmau5> but ye, I'm not
home until in 7:30-ish h :p
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L217[02:52:47] <thecodewarrior> \o/ I got
almost all of block code abstracted away into a superclass! So
DRY!
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L219[02:57:40] <Lordmau5> nice
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L226[03:05:54] <Wuppy> good morning
:)
L227[03:06:02] <Lordmau5> o/
L228[03:09:57] <RANKSHANK> Hola
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L230[03:11:20] <Wuppy> how's peeps
today
L232[03:12:53] <Wuppy> smart technique as
well, this way you instantly create a lot of developers for your
platform
L233[03:14:07] <RANKSHANK> Yeah that's
definitely investing your money well haha
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L235[03:19:56] <Lordmau5> Can we all
down-hype the oculus and hype up the HTC Vive?
L236[03:20:32] <Lordmau5> so much more
potential, and it's gonna be available for LESS than 600€ :D
L237[03:20:38] <Lordmau5> $600, w/e, still
expensive
L238[03:20:38] <Wuppy> our school has both
which we can easily work with so I'm fine either way \o/
L239[03:24:25] <Wuppy> hmm I'm now wearing
a fallout shirt even though I've never played any fallout games...
I should change that :P
L240[03:26:02] <Saturn812> valve missed
the chance to attract developers for the platform long time
ago...
L241[03:26:15] <Wuppy> why's that
Saturn812 ?
L242[03:26:57] <Saturn812> their dev tools
are covered in dust and very difficult to use. In compare with
other engines like Unreal for example.
L243[03:27:36] <Wuppy> wihch dev tools are
you talking about?
L244[03:27:55] <Saturn812> Also with
orangebox version of the engine they started to move from their own
concepts more and more and in later game half of the stuff is hard
coded or scripted instead of using engine powers
L245[03:28:40] <Wuppy> what does their
engine have to do with the vive?
L246[03:28:46] <Saturn812> any tools you
might need actually. Most of the assets tools don't have any gui
and almost all of them never were updated since hl2 version of the
engine came out
L247[03:29:05] <Lordmau5> speaking of
valve
L249[03:29:23]
⇨ Joins: fuj1n (~fuj1n@101.190.36.69)
L250[03:29:29] <Saturn812> a lot of people
will think twice about using any valve's technology for development
now
L251[03:29:39] <Wuppy> again Saturn812,
what do their engine tools have to do with the vive?
L252[03:29:55] <Lordmau5> ^
L253[03:30:57] <Saturn812> same company,
same approach i guess? I know i would first consider the
alternative and only then something from valve. Even tho i've been
doing source engine dev for the past 8 years or so, more or
less
L254[03:31:34] <Wuppy> Saturn812, so if a
company screws up once, nobody will ever work with/for it
anymore?
L255[03:31:41] <Wuppy> Lordmau5, what's
bad robot again?
L256[03:31:42] <Lordmau5> if I would have
to choose between the vr headsets, Oculus is still at the
bottom
L257[03:31:53] <Wuppy> even below google
cardboard?
L258[03:32:11] <Lordmau5> talking about
the actual headsets
L259[03:32:15] ⇦
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seconds)
L260[03:32:16] <Lordmau5> not just
something you put your phone into
L261[03:32:16] <Saturn812> it's not once.
It's been in that stage for ages and it doesn't really change (map
editor for Dota 2 is the only exception pretty much)
L262[03:32:35] <Lordmau5> HTC Vive | Razer
OSVR | ?some other product? | Oculus
L263[03:33:17] <Saturn812> why on the
bottom? Oculus has Carmac :D
L264[03:33:52] <Lordmau5> Oculus lied to
us
L265[03:34:06] <Lordmau5> they even try to
go for a "exlusive" approach - as in, some games will
only be available on the Oculus
L266[03:34:10] <Lordmau5> and not other
headsets
L267[03:34:43] <Saturn812> well, consoles
still do it even tho there is no much of the logic in it
L268[03:35:18] <Saturn812> although,
supporting single platform is a dick move
L269[03:35:21] <Lordmau5> consoles do
console exclusive?
L271[03:35:25] <Lordmau5> I think it's
rather the developers*
L272[03:35:42] <Lordmau5> but then again,
we have bullshit like The Division that get's fucking downgraded on
PC because it would be "unfair for consoles"
L273[03:36:08] <Saturn812> right. I think
it's just an excuse for their incompitance
L274[03:36:21] <Saturn812>
*incompetence
L275[03:36:22] <Lordmau5> isn't it
developed by Ubisoft?
L276[03:36:26] <Saturn812> yes
L277[03:36:33] ***
Darkevilmac is now known as DarkevilAway
L278[03:36:36] <Lordmau5> CAN'T EVEN MAKE
A PROPER ENGINE FOR ASSASSIN'S CREED
L279[03:36:45] <Lordmau5> :P
L280[03:37:00] <Saturn812> aren't they
using unreal engine for creed?
L281[03:37:01] ***
AEnterprise is now known as AEnterpriseAFK
L282[03:37:10] <Lordmau5> no?
L283[03:37:16] <Lordmau5> they use their
own one, uh... what was it called
L284[03:37:18] <Lordmau5> Anvil
Engine
L285[03:37:27] <Lordmau5> and I think AC
Syndicate uses Anvil Next
L286[03:37:40] <Lordmau5> it would be a
godsend if they'd just go with UE4
L287[03:38:03] <Saturn812> oh right, it's
only Chronicles that use unreal
L288[03:38:46] <Lordmau5> does it at least
run well?
L289[03:39:01] <Lordmau5> because if it
does not, I don't know why they always manage to fuck up the AC
games :D
L290[03:39:15] <Lordmau5> any game* they
develop
L291[03:39:25] <Lordmau5> AC 1 and 2 were
good, but everything above that went downhill
L292[03:39:30] <Lordmau5> that series is
purely shovelware
L293[03:41:26] <Lordmau5> I wonder when
they'll figure out that they can get extra money by adding
character-modification-DLC
L294[03:41:37] <Lordmau5> as in, new hats,
new outfits, that kinda bullshit - but ONLY buyable with real
money!
L295[03:43:14] ***
DarkevilAway is now known as Darkevilmac
L296[03:44:12]
⇨ Joins: Noppes
(~Noppes@82-168-99-26.ip.telfort.nl)
L297[03:45:05] <Saturn812> can't tell, i
only played in AC 1 and that's it
L298[03:45:25] <Cypher121> I didn't even
finish 1, lol
L299[03:45:35] <Lordmau5> AC 1 is like
Prototype 1
L300[03:45:42] <Lordmau5> effing hard at
certain parts
L301[03:45:56]
⇨ Joins: Naiten (Naiten@5.143.34.188)
L302[03:46:22] <Wuppy> oh fuck this...
they started drilling again
L303[03:47:09] <Cypher121> it's not ac1
that was hard for me
L304[03:47:18] <Cypher121> it was playing
it on xbox
L305[03:48:27] <Lordmau5> I fear to say
it, but it's as it is
L306[03:48:27] <Lordmau5> PCMR
L307[03:49:30] ***
K-4U|Off is now known as K-4U
L308[03:49:32] <Cypher121> yup
L309[03:49:57] <Cypher121> which doesn't
cancel out the fact that kinect was promising at first
L310[03:50:02] <Cypher121> but yeah,
PCMR
L311[03:50:17] <Wuppy> time to do art
:<
L312[03:52:52] <Cypher121> yeah, I
definitely need to add some more hooks for getting things
L313[03:53:25] <Cypher121>
state.getStateOfNode(map.getNode("name")) gets old faster
than I thought
L314[03:53:40] <Lordmau5> I just wish
developers would see the full potential of PCs properly...
L315[03:53:58] <Lordmau5> and that if you
want to play with super-high-end-graphics you gotta spend a shitton
of money
L316[03:54:10] <Lordmau5> If I spend $5000
for my PC, I don't want it to be locked to console graphics
L317[03:54:15] <Lordmau5> OR 30fps
L318[03:54:32] <Wuppy> Lordmau5, you must
love The Division then
L319[03:54:43] <Lordmau5> if I were to say
"ok, I'm not having enough money" or "I don't want
to spend enough money" and am fine with a console, that's
cool
L320[03:54:52] <Lordmau5> not saying I
have a $5k Pc, but that's my PoV
L321[03:55:06] <Wuppy> no I understand and
100% agree
L322[03:55:13] ***
Kolatra is now known as Kolatra[away]
L323[03:55:19] <Lordmau5> but devs are
like "ye, 30fps lock, ez, we have to do less work to optimize
things"
L324[03:55:29] <Wuppy> just wondering if
you were aware of the The Division situation
L325[03:55:42] <Lordmau5> even Ubisoft
could do a proper AC title again, if they'd just put another year
of development into them
L326[03:55:49] <Lordmau5> and ye, I
mentioned The Division before already
L327[03:55:54] ⇦
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L328[03:55:59] <Lordmau5> > but then
again, we have bullshit like The Division that get's fucking
downgraded on PC because it would be "unfair for
consoles"
L329[03:56:17] <Wuppy> oh, I wasn't paying
great attention
L330[03:56:23] <Lordmau5> compare a
$300-600 console with a $1500 PC
L331[03:56:26] <Lordmau5> it's ok :p
L332[03:56:26] <Wuppy> I need a lot of
attention to make sprites look even half decent
L333[03:56:27] <Cypher121> Lordmau5: ever
seen FFXIII PC port
L334[03:56:32] <Lordmau5> no,
haven't
L335[03:56:41] <Cypher121> it was locked
at 720p
L336[03:56:45] <Lordmau5> dude nice
L337[03:56:46] <Cypher121> had awful
controls
L338[03:57:00] <Cypher121> and pressing
Esc closed it immediately
L339[03:57:03] <Lordmau5> that's the
problem with porting games that are optimized for consoles
L340[03:57:09] <Lordmau5> consoles /
controllers
L341[03:57:22] <Cypher121> oh right, saves
are on checkpoints only, so there goes your progress
L342[03:57:32]
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L343[03:57:42] <Lordmau5> nice...
L344[03:58:01] <Cypher121> fortunately,
Square Enix aren't stupid enough to leave it like that, so they
changed it significantly
L345[03:58:02] <Lordmau5> Then again, just
go with the resurrection of Hourglass and do savestates
L346[03:58:19] <Lordmau5> (Tool Assisted
Speedrun... tool)
L347[03:58:26] <Lordmau5> for windows
games
L348[03:58:48]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-78-144-207-166.as13285.net)
L349[03:59:09] <madcrazydrumma> Im getting
this error when trying to export my mod: (use -source 8 or higher
to enable lambda expressions)
L350[03:59:29] <Cypher121>
sourceCompatibility = targetCompatibility = "1.8"
L351[03:59:42] <madcrazydrumma> Where do i
find that?
L352[03:59:51] <Lordmau5>
build.gradle
L353[03:59:52] <Cypher121> you place it in
build.gradle
L354[04:00:01] <Lordmau5> it should state
1.7 - change it to 1.8
L355[04:00:29] <Cypher121> it's not
present at all, iirc
L356[04:00:30] <fry> actually, it should
state 1.6
L357[04:00:36] <madcrazydrumma> I dont see
it anywhere
L359[04:00:46] <Cypher121> madcrazydrumma:
^
L360[04:01:06] <Wuppy> does this somewhat
look like a space ship?
L361[04:01:10] <Cypher121> by default it's
set to 1.6 and these lines aren't present at all
L362[04:01:16] <Lordmau5> ah
L363[04:01:18] <madcrazydrumma> Ahh
right
L364[04:01:25] <madcrazydrumma> They
should be tbf
L365[04:01:53] <madcrazydrumma> If my mod
is a server mod, when i build using 'gradlew build' it should be
one hey?
L366[04:02:06] <Cypher121> what?
L367[04:02:22] <madcrazydrumma> My mod is
meant to be run on a server
L368[04:02:45] <Cypher121> then you should
place something in your @Mod annotation, but I don't remember what
exactly
L369[04:03:37] <Cypher121>
acceptableRemoteVersions = "*"
L370[04:04:13] <Lordmau5> that, and
"serverSideOnly" = true
L371[04:04:29] <Lordmau5> if you want to
prevent it from loading on the client, if someone puts it into the
client by accident
L372[04:04:46]
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L373[04:04:57] <madcrazydrumma> My server
mod uses the clients for IEEP, its still alright to just use it on
the server hey
L374[04:04:58] <madcrazydrumma> ?
L375[04:05:25]
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L376[04:06:59] <Cypher121> Lordmau5:
client is always a server too, so not loading server-only mods
rarely makes sense
L377[04:07:45] <Cypher121> madcrazydrumma:
basically clients shouldn't even know there's ANY modding going on.
what do you mean by "uses clients for IEEP?"
L378[04:08:45] <madcrazydrumma> Like i
have gold stored for each player
L379[04:08:59] <madcrazydrumma> But
commands used for it are only available for the server
L380[04:09:45] ⇦
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L381[04:09:57]
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L382[04:10:12] <Cypher121> so you're using
players, not clients
L383[04:10:15] <Cypher121> that's ok
L384[04:10:19] <madcrazydrumma> ok
L385[04:12:39] <Cypher121> damn, I love
how fast this SSD works
L386[04:12:54] <Cypher121> rebooted in
about 20 seconds
L387[04:13:05] <madcrazydrumma> :o
L388[04:13:09] <madcrazydrumma> what ssd
is it?
L389[04:13:29] <Cypher121> Crucial
MX200
L390[04:13:31] <Cypher121> 1 TB
L391[04:13:54] <madcrazydrumma> See i only
like SSD's for bios
L392[04:14:04] <madcrazydrumma> I dont
like storing stuff on them
L393[04:16:21] <killjoy> HDDs are cheap
anyway
L394[04:16:31] <killjoy> $80 gets you a
decent 1TB HDD
L395[04:16:45] <Cypher121> I put both OS
on them
L396[04:16:50] <madcrazydrumma> ^^
L397[04:16:52] <madcrazydrumma> Hm
L398[04:17:19] <Cypher121> I still have 2
HDDs (2 + 0.5 TB), so I store most of stuff on them
L399[04:17:34] <madcrazydrumma> Yeah i
just prefer to store on HDD and keep a small SSD for OS and
bios
L400[04:17:36]
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L401[04:18:22] ⇦
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L402[04:18:30]
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L403[04:23:16] <killjoy> I have a 256GB
SSD and a 1TB HDD
L404[04:23:45] ⇦
Quits: madcrazydrumma (~madcrazyd@host-78-144-207-166.as13285.net)
(Quit: Leaving)
L405[04:24:12] *
Lordmau5 flexes knuckles
L406[04:24:33] *
killjoy cracks Lordmau5's knuckles
L407[04:24:35] <Lordmau5> 256GB SSD, 1TB
HDD, 3TB HDD, 6TB HDD, 8TB Ext HDD solely for backup purposes
L408[04:24:41] <Lordmau5> and 2x1TB HDD in
hot-swap
L409[04:24:53] <Lordmau5> 8TB is cheap as
duck as well. ~220€
L410[04:24:53] <killjoy> why don't you
just use a raid configuration?
L411[04:24:57] <Wuppy> finally finished a
single damn sprite :<
L412[04:24:57] <Lordmau5> no?
L413[04:25:17] <killjoy> raid 5 is pretty
good
L414[04:25:44] ⇦
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L415[04:25:55]
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L416[04:27:57] <killjoy> better make it a
NAT
L417[04:28:01] <killjoy> *NAS
L418[04:28:22] <Lordmau5> my PC?! no
L419[04:28:33] <Lordmau5> the 1TB is for
PS3 isos, Movies and Anime.
L420[04:28:49] <killjoy> trust me, I'm a
CTI major
L421[04:28:52] <Cypher121> 1tb for
anime?
L422[04:28:54] <Cypher121> pleb
L423[04:28:55] <Lordmau5> 3TB mostly for
games (Steam & non-steam), downloads and whatnot, e.g. local
recordings from OBS
L424[04:29:04] <Lordmau5> not really,
~500GB though
L425[04:29:11] <Lordmau5> I'm not the
streamer kind-of person :)
L426[04:29:20] <Lordmau5> streaming*,
whatever
L427[04:29:41] <Lordmau5> my 6TB is
currently not having much stuff on it. but that'll change
L428[04:29:43] <killjoy> My steam folder
is clocking at 250 GB
L429[04:29:53] <killjoy> so about the size
of my C: drive
L430[04:29:57] <Lordmau5> oh! and my whole
music collection is on my 3TB
L431[04:30:02] <Lordmau5> which is another
1.XTB
L432[04:30:13] <killjoy> Your music is
old?
L433[04:30:18] <Lordmau5> I can show pics
of the specific folders / drives later
L434[04:30:21] <Lordmau5> huh?
L435[04:30:36] <Cypher121> I honestly
don't even need 5TB total
L436[04:30:37] <Lordmau5> I mainly go for
FLAC when I can, so one album with 10 songs easily reaches
~400mb
L437[04:30:43] <Lordmau5> I'm a hoarder
^^
L438[04:30:58] <killjoy> I'm using .3 of
my 1tb hdd
L439[04:31:24] <Cypher121> the only things
I still store on my PC are games and some anime that is hard to
find with good subs
L440[04:31:34] <Cypher121> everything else
is easier to access online
L441[04:31:45] <killjoy> speaking of
anime, I'm finishing up the last episode of SAOII
L442[04:31:54] <Lordmau5> oh god, you
actually watched the 2nd season?
L443[04:31:57] <Lordmau5> or rather, SAO
2?
L444[04:32:01] <killjoy> yeah
L445[04:32:03] <Lordmau5> I dropped it
after ep. 6, it was horrible
L446[04:32:06] <Lordmau5> compared to the
first one >_>
L447[04:32:12] <killjoy> opm got me into
subtitles
L448[04:32:13] <Lordmau5> and I'm not
talking Alfheim, even though that was okay as well
L449[04:32:24] <Lordmau5> opm as in One
Punch Man?
L450[04:32:24] <Wuppy> why does unity
require like 30 GB to build to android and windows :V
L451[04:32:29] <killjoy> yes
L452[04:32:34] <Lordmau5> that anime is SO
AMAZING
L453[04:32:38] <Lordmau5> I had so many
laughs during it :D
L454[04:32:47] <killjoy> I hear it's a
comedy
L455[04:33:05] <killjoy> the funny part is
the anti-climax
L456[04:33:06] <Lordmau5> it's great
L457[04:33:16] <Lordmau5> if you haven't
watched it yet then do it
L458[04:33:31] <killjoy> I have
L459[04:33:39] <killjoy> waiting for
s2
L460[04:33:44] <Lordmau5> just wanted to
say the same
L461[04:33:48] <Lordmau5> I doubt they'll
miss out on that
L462[04:34:06] <killjoy> someome make a
onepunchman mod
L463[04:34:28]
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L464[04:35:13] <Cypher121> you mean
Draconic Evolution?
L465[04:35:34] <killjoy> maybe
L466[04:35:47] <killjoy> Can I become a
cyborg that can shoot fire from my hands?
L467[04:35:56] <Lordmau5> could be
implemented into my old super powers mod that I did with jk-5
^^
L468[04:35:59] <Lordmau5> or rather,
"started" on
L469[04:36:09] <Lordmau5> literally had no
functionality, but the idea was there and all
L470[04:36:20] <killjoy> I want to be
momen rider
L471[04:36:26] <killjoy> *mumen
L472[04:36:29] <Lordmau5> Licenseless*
Rider
L473[04:36:48] <killjoy> ah, can't
drive
L474[04:37:47]
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L476[04:38:28] <killjoy> have you seen the
one punch man parody that was uploaded a week ago?
L477[04:38:33] <Lordmau5> ?
L479[04:38:56] <Lordmau5> oh god
L480[04:40:21] <Lordmau5> ye, no, not that
good
L481[04:40:46] ⇦
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L482[04:41:15] <killjoy> Yeah, animation
isn't his strong point
L483[04:41:22] <killjoy> VA's pretty
good
L484[04:41:54]
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L485[04:45:10] <Cypher121> yay, research
syncing works
L486[04:49:23]
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L489[04:54:49] ***
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L490[04:55:18] ⇦
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L494[05:12:10] ***
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L504[05:53:45] <Pennyw95> what's the point
of a tile entity without ITickable?
L505[05:54:04] <Lordmau5> well, exactly
what it is
L506[05:54:07] <Lordmau5> a tile entity
that doesn't tick
L507[05:54:17] <Lordmau5> Which would
be... a... chest, for example?
L508[05:54:42] <Lordmau5> afaik, chests
don't tick
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L510[05:55:14] <Pennyw95> so, it would be
the natural extension of a block, only with more space
L511[05:55:16] <McJty> Pennyw95, there are
many uses
L512[05:55:26] <Lordmau5> it's not just a
chest that would be applicable here
L513[05:55:26] <McJty> Tile entities are
useful for storing information
L514[05:55:31] <Lordmau5> ^
L515[05:56:01] <Lordmau5> I'm trying to
think of more potential usages of non-ticking tiles
L516[05:56:08] <Lordmau5> Chest was the
only one that came into my mind now...
L517[05:56:10] <Lordmau5> oh
L518[05:56:12] <McJty> Chests and other
containers are obvious
L519[05:56:18] <Lordmau5> ye, true
L520[05:56:29] <Lordmau5> a Crafting Table
that stores it's inventory
L521[05:56:32] <McJty> Also things that
perform an immediate action when you activate them
L522[05:56:35] <Lordmau5> would count
towards Chest though, but either way! :D
L523[05:56:50] <Pennyw95> even a fluid
tank wouldn't need itickable, then
L524[05:57:06] <Pennyw95> cool
L525[05:57:16] <Lordmau5> technically,
ye
L526[05:57:42] <Lordmau5> are buildcraft
tanks ticking?
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L529[05:58:07] <PaleoCrafter> I suppose it
depends on the tank
L530[05:58:07] <McJty> No idea. I would
hope not
L531[05:58:19] <PaleoCrafter> if you have
something like TE's portable tanks, they'd kinda need to be
ticking
L532[05:58:20] <Lordmau5> it does
L533[05:58:34] <McJty> PaleoCrafter, why
does that need ticking?
L534[05:58:48] <Lordmau5> thinking of the
portable tanks that allow auto output
L535[05:58:51] <Lordmau5> I assume*
L536[05:58:52] <PaleoCrafter> ^
L537[05:59:02] <Lordmau5> portable tanks
without that feature wouldn't need it
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L540[06:00:15] <Pennyw95> very nice, off
to remove the itickable from the abstract clsss then
L541[06:00:43] <McJty> oh yes. Certainly
don't make everything tickable by default
L542[06:00:52] <McJty> I'm very happy that
interface was introduced
L543[06:00:59] <Lordmau5> OpenBlocks tanks
don't implement ITickable it seems
L544[06:01:01] <McJty> Before that
tickable was default because vanilla had canupdate() return
true
L545[06:01:46] <Lordmau5> USB floppy
drive, urgh
L546[06:02:01] <Pennyw95> openblocks is
1.8?
L547[06:02:03] <Lordmau5> damn, let me
tell you, it's not easy to install windows XP on a skylake
motherboard
L548[06:02:08] <Lordmau5> seems like it to
me?
L549[06:02:15] <Pennyw95> oh, didn't know
that
L550[06:02:29] <McJty> Seems it is being
ported
L551[06:02:37] <Lordmau5> ah no it
isn't
L552[06:02:40] <Lordmau5> hmm
L554[06:03:09] <Lordmau5> searching
ITickable doesn't show jackshit
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L556[06:06:47] <Lordmau5> gotta love that
everyone pretty much has to rely on this
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L595[08:27:13] <simon816> Is there
supposed to be a difference between the forge jar in the downloads
page to the one the installer downloads?
L596[08:27:32] <gigaherz|bday> ?
L597[08:28:00] <gigaherz|bday> the
"universal" jar is designed for custom usage such as
uploading to a server hosting service
L599[08:28:36] <gigaherz|bday> the
"installer" jar configures a client "version"
in the official launcher, or can set up a server folder for
you
L600[08:28:47] <simon816> I just use
universal to update existing setup
L601[08:28:50] <gigaherz|bday> yo uare
missing the actual server jar
L602[08:29:05] <gigaherz|bday> you need
the "minecraft_server.1.8.9.jar" or whatever the exact
name is
L603[08:29:07] <simon816> no it's all
there, i'm just doing an in-place updade
L604[08:30:25] <simon816> If I compare the
jars, one has META-INF/FORGE.DSA the other doesn't
L605[08:30:33] <gigaherz|bday> wait
L606[08:30:39] <gigaherz|bday> are you on
a hosting service?
L607[08:30:43] <gigaherz|bday> you need
-nogui
L608[08:30:48] <simon816> no,
locally
L609[08:31:03] <unascribed> send an ls -l
of your server directory
L610[08:31:07] <Quetzi> which forge?
L611[08:31:19] <simon816> 1732
L612[08:31:27] <Quetzi> try 1738
L613[08:31:39] <unascribed> or send an `ls
-l` of the directory >.>
L614[08:31:46] <Lordmau5> OR:
L615[08:31:47] <Lordmau5> Do both :p
L616[08:31:51] <unascribed>
¯\_(ツ)_/¯
L617[08:31:59] <Quetzi> well, that issue
was fixed in 1738
L618[08:32:00] <Lordmau5> so both of these
nerds can live happily ever after
L619[08:32:05] <Lordmau5> :>
L620[08:32:18] <simon816> oh it works in
1738
L621[08:32:26] <Lordmau5> get rekt,
unascribed!
L622[08:32:31] <Lordmau5> :p
L623[08:32:35] <unascribed> >trying to
help
L624[08:32:41] <unascribed> >"get
rekt" for being 'wrong'
L625[08:32:41] <unascribed> >k
L626[08:32:42] <Lordmau5> btw your
StateManager didn't help with my issue on the fluid rendering
L627[08:32:50] <gigaherz|bday> competitive
user support
L628[08:32:51] <gigaherz|bday> XD
L629[08:32:51] <Lordmau5> I know what the
issue is though
L630[08:32:57] <Lordmau5> giga, no
way
L631[08:33:03] <Quetzi> you weren't wrong
though
L632[08:33:04] <Lordmau5> it's your
birthday?
L633[08:33:08] <gigaherz|bday> yep
L634[08:33:15] <Lordmau5> dude nice, happy
cakeday!
L635[08:33:19] <gigaherz|bday> thx
L636[08:33:29] <unascribed>
>cakeday
L638[08:34:18] <Lordmau5>
interesting
L639[08:34:34] <unascribed> which helmet
is better?
L642[08:34:49] <Pennyw95> gigaherz: hey,
happy birthday!
L643[08:34:52] <gigaherz|bday> thx
L644[08:35:22]
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L645[08:35:24] <gigaherz|bday> unascribed:
havea key that puts the face thing up and down
L646[08:35:29] <gigaherz|bday> adding an
extra bit of armor ;P
L647[08:35:37] <gigaherz|bday> at the
exchange of a fullscreen overlay
L648[08:35:39] <gigaherz|bday> ;p
L649[08:35:41] <unascribed> I'd prefer not
to add keybinds
L650[08:36:04] <Pennyw95> Lordmau5: what
was your issue with fluid rendering?
L651[08:36:09] <Lordmau5> lighting
L652[08:36:18] <Pennyw95> ah right
L653[08:36:28] <Pennyw95> so what was
it?
L654[08:36:30] <Lordmau5> I talked with
boni about this already (sorry for the ping) and he told me I
should do combined-light for it
L656[08:36:45] <unascribed> currently the
helmets are actually two separate items, hence only 3 seconds
between the screenshots :P
L657[08:37:04] <Pennyw95> instead of
getLuminosity?
L658[08:37:16] <Lordmau5> you didn't read
that line yet did you?
L659[08:37:18] <Pennyw95> I mean ,just
that
L660[08:37:21] <Pennyw95> no xD
L661[08:37:32] <Pennyw95> ah, I see
L662[08:37:34] <Lordmau5> apparently
L663[08:37:39] <Pennyw95> nice
L664[08:37:40] <Lordmau5> well, before I
only took the getLuminosity
L665[08:37:44] <Lordmau5> which,
obviously, is 0 at water
L666[08:37:45] <Lordmau5> for
example
L667[08:37:54] <Lordmau5> but when you
place water in the world, it's not rendering with 0
luminosity
L668[08:37:59] <Lordmau5> but with the
combined light which is around it
L669[08:38:16] <Lordmau5> I didn't notice
it since I tested most of the tanks with lava in 1.8
L670[08:39:35] <Pennyw95> makes
sense
L671[08:39:38] <Pennyw95> (me too)
L672[08:39:47] <Lordmau5> :P
L673[08:39:58] <sham1> Good cakeday
giga
L674[08:40:20] <Pennyw95>
Minecraft.getMinecraft.theWorld.getCombinedLight(new
BlockPos(x,y,z), fluid.getLuminosity)
L675[08:40:23] <gigaherz|bday> thx
L676[08:40:52] <sham1> All the parens that
could be there
L677[08:41:00] <Pennyw95> new BlockPos
though...not pretty
L678[08:41:15] <Pennyw95> silly me
L679[08:41:21] <sham1> Yeah, lets make it
tuple /s
L680[08:41:28] <Lordmau5> huh?
L681[08:41:32] <Lordmau5> why not go with
the tilePos?
L682[08:41:35] <Pennyw95> te.getPos
L683[08:41:37] <Lordmau5> ye
L684[08:41:41] <Pennyw95> because I'm an
idiot ahah
L685[08:41:45] <Lordmau5> :P
L686[08:42:07] <sham1> Noted
L687[08:44:01] <Pennyw95> that's an
awesome render class
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L691[08:47:42] <Pennyw95> Maybe I'm just
missing something obvious, but is there something wrong with making
a TE search for its master TE at construction time instead of
inside update?
L692[08:48:15] <McJty> Pennyw95, at
construction time the master TE may not be there yet.
L693[08:48:34] <McJty> Pennyw95, order at
which TE's are created is not defined
L694[08:48:52] <Pennyw95> it always will
because my multiblock creator puts the master as the first block.
And I've added null checks anyway
L695[08:49:03] <unascribed> but what if
the world is loading?
L696[08:49:09] <unascribed> nevermind when
you make your multiblock
L697[08:49:25] <Pennyw95> if I save to
nbt?
L698[08:49:38] <McJty> Pennyw95, at load
time the te's can be reloaded in any order
L699[08:49:44] <McJty> Pennyw95, so your
master te can be loaded last
L700[08:49:51] <gigaherz|bday> yay works!
first time I make an item that opens a gui
L701[08:49:51] <gigaherz|bday> XD
L702[08:50:03] <Pennyw95> So...i'm forced
to put the calculation inside update()?
L703[08:50:10] <McJty> Pennyw95, no
L704[08:50:21] <McJty> What I usually do
in such cases is 'lazy evaluation'
L705[08:50:28] <gigaherz|bday> there's a
method in the TE
L706[08:50:42] <gigaherz|bday> that is run
after the world has been initialized?
L707[08:50:44] <McJty> Only get it when
you first need it and cache the location
L708[08:50:45] <gigaherz|bday> IIRC
L709[08:50:52] <McJty> (don't cache the TE
itself!)
L710[08:50:54] <gigaherz|bday> but yeah,
best approach for multiblocks is
L711[08:50:58] <Pennyw95> java has lazy
evaluation?
L712[08:51:00] <gigaherz|bday> keep only
the relative location
L713[08:51:03] <Pennyw95> but yes, great
idea
L714[08:51:09] <gigaherz|bday> Pennyw95:
you do it yourself
L715[08:51:10] <McJty> If you do it
yourselves yes
L716[08:51:32] <gigaherz|bday>
if(posMaster == null) {posMaster = getPos().offset(xOffset,
yOffset, zOffset); }
L717[08:52:02] ⇦
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L718[08:52:22] <McJty> Do not make the
mistake of storing a reference to the actual TE there though. Just
remember the position
L719[08:52:50] <Pennyw95> so, the world
reloads, a new TE with the old data is made?
L720[08:52:58] <Pennyw95> and poiting to
the old one => npe?
L721[08:53:02] <unascribed> if I wanted to
render extra stuff on top of the vanilla armor, which event should
I use?
L722[08:53:04] <unascribed>
Specials.Post?
L723[08:53:05] <McJty> Not a npe but it
will not work
L724[08:53:13] <McJty> As the old one
cannot get garbage collected
L725[08:53:14] <williewillus> unascribed:
1.7 or 8?
L726[08:53:17] <unascribed> 7
L727[08:53:20] <McJty> So you get a
pointer to something that is no longer in the world
L728[08:53:22] <williewillus> yes specials
event
L729[08:53:32] <unascribed> for future
reference, what would it be in 8
L730[08:53:38] <williewillus>
LayerRenderers
L731[08:53:44] <McJty> On the client it is
even worse. Tile entities at client side are constantly
recreated
L732[08:53:50] <unascribed> that sounds
extremely useful and I am now even more annoyed to be stuck on
1.7
L733[08:54:02] <McJty> unascribed, why are
you stuck there?
L734[08:54:03] <williewillus> how so stuck
:P
L735[08:54:10] <unascribed> this mod only
exists for a private modpack
L736[08:54:18] <gigaherz|bday> [15:52]
(Pennyw95): and poiting to the old one => npe?
L737[08:54:22] <gigaherz|bday> an NPE
would be "nice"
L738[08:54:25] <unascribed> until such a
time as the ~20 mods that are still 1.7-only update, I have to
develop it for 1.7
L739[08:54:27] <gigaherz|bday> problem is
you wouldn't even get an npe
L740[08:54:39] <gigaherz|bday> just an
horrible mess where you don't know what's partof the new world, and
what's part of the old one
L741[08:55:01] <gigaherz|bday> and that
includes chunk unloading/reloading
L742[08:55:09] <gigaherz|bday> imagine
your multiblock is in a chunk edge
L743[08:55:16] <gigaherz|bday> and the
master is in one chunk
L744[08:55:20] <gigaherz|bday> while a
slave is in another chunk
L745[08:55:24] <gigaherz|bday> and the
master unloads
L746[08:55:41] <gigaherz|bday> if oyu keep
the TE reference, then you'd be keeping data from the unloaded
chunk
L747[08:55:44] <gigaherz|bday> and once
the chunk reloads
L748[08:55:50] <gigaherz|bday> there would
be a NEW te instance created
L749[08:55:57] <gigaherz|bday> but oyu'd
still refer to the old one
L750[08:56:12] <McJty> BTW, it might also
be a good idea to store relative coordinates and not absolute
ones
L751[08:56:16] <Pennyw95> oh ok..
L752[08:56:24] <McJty> That way your
structure can be more easily moved with various frame mods
L753[08:56:33] <Pennyw95> relative? like
this.getPos.add(distance)?
L754[08:56:40] <McJty> Well not a
distance
L755[08:56:42] <McJty> A dx,dy,dz
L756[08:56:47] <gigaherz|bday> yeah
L757[08:56:50] <Pennyw95> didn't want to
type pos.getX etc XD
L758[08:56:59] <gigaherz|bday> if oyu are
"2 up" "3 west"
L759[08:57:15] <gigaherz|bday> then store
xOffset=3, yOffset=-2
L760[08:57:31] <williewillus> or just
store that in a pos :P
L761[08:57:37] <gigaherz|bday> so that you
can later do getPos().offset(xOff,yOff,zOff)
L762[08:57:38] <Pennyw95> well, I'm
actually searching in a 5x5 for the master, that's why I want to te
to do it just once
L763[08:57:50] <williewillus> botania
multiblocks do that so I can just do getPos().add(offsetPos)
L764[08:57:55] <McJty> Pennyw95, yes
that's fine. You can combine that with the tips we gave you
here
L765[08:58:10] <gigaherz|bday> well if you
don't actually SAVE the relative coords to NBT
L766[08:58:13] <gigaherz|bday> that's a
different matter
L767[08:58:35] <McJty> Still makes sense
to keep it relative
L768[08:58:41] <McJty> As then the cache
will keep working
L769[08:58:48] <Lordmau5> might as well
just offer my code o/
L770[08:58:49] <McJty> Otherwise you risk
accessing a different block if your structure is moved
L771[08:59:01] <Lordmau5> since I do a
master/slave logic as well
L772[08:59:39] <McJty> There are many ways
to do multiblocks. In RFTools I now have a multiblock that can span
different distant locations and even different dimensions
L773[08:59:43] <Pennyw95> well my master
slave stuff wroks just fine, I'm just trying to improve
performance
L774[08:59:48] <McJty> And the entire
thing stays operational even if those dimensions are not loaded
;-)
L775[08:59:52] <Lordmau5> ah
L776[09:00:07] <Pennyw95> but thanks
anyway :)
L777[09:01:10] <Pennyw95> so, I should
have the te calculate the master when the multiblock is created,
and it will find it. Then, it will save the master's blockpos to
nbt, then retrieve the master from them
L778[09:01:34] <McJty> Pennyw95, relative
blockpos
L779[09:01:36] <gigaherz|bday> don't save
the master blockpos, save the relative position instead
L780[09:01:57] <Pennyw95> so getPos -
master.getPos?
L781[09:02:05] <Pennyw95> I mean, the
distance for every coord?
L782[09:02:13] <McJty> yes
L783[09:02:14] <gigaherz|bday> yep
L784[09:02:26] <Pennyw95> and that for
eventual mods that move stuff?
L785[09:02:41]
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L786[09:02:43] <Pennyw95> ok then :) thank
you
L787[09:02:45] <McJty> Not eventual
L788[09:02:49] <McJty> RFTools can move
stuff already
L789[09:02:50]
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L790[09:03:05] <McJty> And players like it
when moved things keep working ;-)
L791[09:03:05] <gigaherz|bday> my
packingtape mod can move random TileEntities
L792[09:03:09] <gigaherz|bday> unless they
are blacklisted ;P
L793[09:03:15] <Pennyw95> BlockPos could
benefit from its own writeToNBT method
L794[09:03:18] <unascribed> don't get
blacklisted, write your TE correctly :P
L795[09:03:39] <gigaherz|bday> well I had
to blacklist command blocks
L796[09:03:41] <gigaherz|bday> for safety
;P
L797[09:04:11] <McJty> My first version of
the rftools mover could move bedrock
L799[09:04:28] <gigaherz|bday> heh
L800[09:04:34] <gigaherz|bday> mine only
moves tileentities
L801[09:06:34] <Pennyw95> so I have a
variable calculated on creation, can I prevent the game to re
compute also on new TE instances? and just on multiblock
creation?
L802[09:07:04] <McJty> Pennyw95, well if
you do it in a lazy way it will only get recomputed when you need
it
L803[09:07:10] <McJty> Pennyw95, so that
should work in all cases
L804[09:07:48] ⇦
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L805[09:08:12] <McJty> If you never
use/need it it will never get calculated
L806[09:08:31] <Pennyw95> so this is good:
nbt.setInteger("x", this.getPos.getX -
master.getPos.getX)
L807[09:10:02] <gigaherz|bday> it's not
specifically bad
L808[09:10:11] <gigaherz|bday> but I'd
suggest keeping the offset in the TE as a field
L809[09:10:33] <gigaherz|bday> because
that way readFromNBT won't be expected to produce a final
number
L810[09:10:42] <gigaherz|bday> and you
will be ableto lazily evaluate the blockpos when you need it
L811[09:10:53] <unascribed> yeah, and
keeping a handle to the master in a field could cause "things
to happen that shouldn't happen"
L812[09:11:23] <Pennyw95> I'm getting
confused
L813[09:11:41] <Pennyw95> I need to lazily
evaluate the master TE object, right?
L814[09:11:56] <gigaherz|bday> no
L815[09:12:00] <gigaherz|bday> the
suggestion is
L816[09:12:05] <gigaherz|bday> 1. lazily
evaluate the blockpos
L817[09:12:14] <gigaherz|bday> 2. do NOT
cache the master TE, get it from the worldObj every time you need
it
L818[09:12:40] <Lordmau5> this is how I do
it
L820[09:12:49] <McJty> You can have a
convenience method that does getMasterTE() and let it see if there
is cached relative position present already
L821[09:12:52] <McJty> If yes then use
that
L822[09:13:03] <McJty> If not then
calculate it and use that. Using means get the TE at the getPos +
relpos
L823[09:13:24] <unascribed> when using
RenderPlayerEvent.Specials.Post, is there an easy way to translate
to the position of a specific armor piece, or no?
L824[09:15:12] <gigaherz|bday> no idea
never used it
L825[09:15:16] ***
williewillus is now known as willieaway
L826[09:17:21] <Pennyw95> ah, gigaherz?
was onLoad the method you were talking about?
L827[09:17:27] <gigaherz|bday>
possibly
L828[09:17:37] <gigaherz|bday> I came
across it helping someone else
L829[09:17:41] <gigaherz|bday> but I
didn't actually use it myself
L830[09:18:27]
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L832[09:24:15] <Pennyw95> what if
L833[09:24:18] <gigaherz|bday> does
minecraft's drawString support line breaks at all?
L834[09:24:52] <Pennyw95> can a chunk get
reloaded while the player is still playing?
L835[09:25:05] <unascribed> gigaherz|bday,
no, it'll show an "LF" box
L836[09:25:14] <unascribed> you need to
interpret newlines yourself
L837[09:25:29] <gigaherz|bday> found a
solution
L838[09:25:33] ***
Ashway is now known as Ashlee
L839[09:25:40] <gigaherz|bday>
drawSplitString has a width arg
L840[09:26:47] <Pennyw95> Ok guys,
question time: lazy eval helps me, but since my slave TE's purpose
is to interact with other TEs that look for IInventory or
IFluidHandler (pipes), they redirect every request to the
master
L841[09:27:21] <Pennyw95> what happens if
the world is loading, and one of those connected TEs make a request
before the master is loaded, nullifying the lazy eval?
L842[09:27:45] <Pennyw95> the slave
redirects*
L843[09:27:52] <McJty> Pennyw95, well if
the TE is not present simply do nothing. So check if the TE you get
is null
L844[09:28:01] <McJty> Next time the
request happens again it will try to find the TE again
L845[09:28:07] <McJty> As soon as it is
ready it will start working
L846[09:28:14] <Pennyw95> I already have
null checks in the IFluidHandler method...so that it?
L847[09:28:43] <McJty> Can't tell from
here but probably
L848[09:28:46] <Pennyw95> but then, if it
evals immediately due a request and returns null, it will not eval
again and master will stay null
L849[09:29:02] <McJty> Pennyw95, why will
it not eval again?
L850[09:29:06] <McJty> Pennyw95, if it is
null it will try again next time
L851[09:29:20] <Pennyw95> next time is
"next construction time"
L852[09:29:25] <Pennyw95> since it's not
inside update
L854[09:30:13] <Pennyw95> it's in the
constructor
L855[09:30:52] <McJty> So?
L856[09:31:46] <Pennyw95> public TE()
{master == null; is(master == null) master = getMaster()}
L857[09:32:15] <Pennyw95> this is done
once when the world loads
L858[09:32:15] <McJty> Don't put that in
the constructor
L859[09:32:16] <Lordmau5> short
question:
L860[09:32:17] <McJty> Use a getter
L861[09:32:22] <Lordmau5> ye that
L862[09:32:26] <McJty> Pennyw95, the
constructor should be empty
L863[09:32:33] <gigaherz|bday> we already
told you notto keep the master in a field
L864[09:32:34] <Lordmau5> as I said
before, check my implementation
L865[09:32:35] <McJty> getMaster() should
do all the work
L866[09:32:41] <Lordmau5> never reference
the "master" field
L867[09:32:45] <Lordmau5> use getMaster()
all thetime
L868[09:32:47] <McJty> And keep the master
as a relative coordinate (not the TE)
L869[09:33:09] <McJty> Let getMaster() do
the work of seeing if the relative coordinate is set, if not scan
for it, and return the TE at that location
L871[09:33:34] <Lordmau5> saying that I
should not cache the actual TE, but *only* the position of it
L872[09:33:38] <McJty> I would not keep a
reference to the actual valve
L873[09:33:43] <McJty> That can cause
problems
L874[09:34:08] <Lordmau5> that's why it's
set to null when I update the master-pos
L875[09:34:21] <Lordmau5> so upon the next
getMasterValve() call it's getting it fresh
L876[09:34:26] <McJty> What if the chunk
containing the master gets reloaded?
L877[09:34:34] <McJty> But your block
isn't
L878[09:34:36] <McJty> So you get a new
TE
L879[09:34:41] <McJty> But you will never
know
L880[09:34:45] <McJty> And still refer to
the old valve
L881[09:34:51] <Lordmau5> hmm...
L882[09:35:13] <Lordmau5> Then again, I
went for this because I thought that always calling
getTileEntity(blockpos) would drain performance
L883[09:35:27] <McJty> That's pretty
efficient. I wouldn't worry about that
L884[09:35:31] <McJty> But I have to
go
L885[09:35:35] <McJty> Later!
L886[09:35:39] <Lordmau5> ok o/
L887[09:35:40] <unascribed> yeah, it's a
map lookup
L888[09:35:40] <Pennyw95> bye
L889[09:35:41] <unascribed> cya
L890[09:35:42] ⇦
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L891[09:35:46] <Lordmau5> ah ok, map
lookup
L892[09:35:58] <Lordmau5> I'll make sure
to change that method later on then to prevent potential future
crashes
L893[09:36:49]
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L894[09:39:03] ***
PaleOff is now known as PaleoCrafter
L895[09:39:25] <Pennyw95> I'd do to do
without implementing ITickable though
L896[09:39:31] <Pennyw95> I'd like
to*
L897[09:40:12] ⇦
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L898[09:40:28] <Lordmau5> back to my
question:
L899[09:40:36] <Lordmau5> when is
"validate" being called? I think I asked this already in
the past
L900[09:40:42] <Lordmau5> before the world
is initiated, or after?
L901[09:40:47] <Lordmau5> as in, is it
called when the worldObj is null?
L902[09:42:13] <Pennyw95> man, what re
computing the master only when requested by pipes? and lazy eval at
construction time?
L903[09:42:37] <gigaherz|bday> gah crap, I
discovered a flaw with my idea
L904[09:42:41] <Pennyw95> what
about*
L905[09:42:43] <gigaherz|bday> now that I
finished implementing it
L906[09:42:57] <gigaherz|bday>
Pennyw95:
L907[09:43:03] <gigaherz|bday> don't do
anything at construction, at all
L908[09:43:04] <gigaherz|bday> then
L909[09:43:13] <gigaherz|bday> when a pipe
or something wants to interact
L910[09:43:14] <gigaherz|bday> only
then
L911[09:43:17] <gigaherz|bday> you use
getMaster()
L912[09:43:25] <gigaherz|bday> and relay
the call to the master
L913[09:43:30] <gigaherz|bday> no
tickables or anything
L914[09:43:33] <Lordmau5>
canExtractEnergy, for example
L915[09:43:35] <Lordmau5> canFill
L916[09:43:36] <Lordmau5> that kinda
stuff
L917[09:43:52] <gigaherz|bday> all you
need is to know when the TE has been "assembled"
L918[09:43:59] <gigaherz|bday> and you
keep that info until it's unassembled
L919[09:44:31] <gigaherz|bday> but ALL you
save, is the relative coords.
L920[09:44:52] <PaleoCrafter> Geez,
Dampfnudeln are the best :3
L921[09:45:08] <Pennyw95> my slave doesn't
need to eep track of the master except when another requests
it
L922[09:45:18] <PaleoCrafter> So good,
there's not a even a proper English translation
L923[09:45:19] <Pennyw95> so why not have
the look for it at every request, without saving?
L924[09:45:24] <Pennyw95> thme*
L925[09:45:27] <Pennyw95> them**
L926[09:45:30] <gigaherz|bday> you mean
scan tyhe whole 5x5x5 area?
L927[09:45:37] <gigaherz|bday> that seems
inefficient
L928[09:45:41] <Pennyw95> you're right,
maybe it's not great
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L930[09:46:02] <Pennyw95> so, I need a
lazy eval to scan, then save the coords, the have getMaster use the
coords
L931[09:46:14] <Pennyw95> lazy eval inside
onLoad()
L932[09:46:18] <Pennyw95> ho about
this?
L933[09:46:24] <gigaherz|bday> that's not
lazyeval
L934[09:46:31] <gigaherz|bday> ifyou do it
always, then it's not lazy
L935[09:46:43] <Pennyw95> onLoad it's not
called alway
L936[09:46:44] <gigaherz|bday> lazy means
you only do it when you can't delay any longer
L937[09:46:50] <Pennyw95> i know
L938[09:46:57] <gigaherz|bday> onLoad is
called always, when the TE is initialized
L939[09:47:16] <Pennyw95> ok, so I get the
master via the 5x5 scan within onLoad
L940[09:47:24] <gigaherz|bday> ...no
L941[09:47:48] <gigaherz|bday> scan for
the master in getMaster
L942[09:47:50] <Pennyw95> why not? then I
can just save to nbt the coords, and throw that var away
L943[09:47:52] <gigaherz|bday> but only if
you haven't found it before
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L945[09:48:03] <gigaherz|bday> ifyou save
the nbt coords, then you don't needto scan, do you?
L946[09:48:07] <Pennyw95> oh, that's good
too
L948[09:48:22] <Lordmau5> nice ad, not
gonna lie
L949[09:48:40] <PaleoCrafter> Store the
coords relative to the block though
L950[09:48:43]
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L951[09:48:44] <Pennyw95> gigaherz: you're
right: if the master hasn't loaded before the slave, I'm
screwed
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L957[09:49:44] <gigaherz|bday> hmmm
L958[09:49:59] <gigaherz|bday> was there a
way to make an item stackable somtimes?
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L1072[09:57:18] <gigaherz|bday> ugh I
just realized
L1073[09:57:22] <Pennyw95> crash?
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L1076[09:57:35] <gigaherz|bday> having
Slot#getSlotStackLimit return 1 doesn't work for
shift-clicking
L1077[09:57:51] <gigaherz|bday> it still
still happily place a full stack onto the slot like it or not
XD
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L1105[09:58:50] *** nova.esper.net sets mode:
+o LexMobile
L1106[09:59:15] <gigaherz|bday> andn ow
it eats items
L1107[09:59:17] <gigaherz|bday> XD
L1108[09:59:30] <gigaherz|bday> made the
inventory class return stack limit 1 also
L1109[09:59:48] <gigaherz|bday> cou can
now shift-click a fill stack of diamonds, and it will only keep 1,
discard the other 63
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L1121[10:01:38] <PitchBright> Wuppy: did
you ever happen to do a tut on metadata blocks for 1.7.10?
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L1123[10:02:04] ***
bilde2910|away is now known as bilde2910
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L1161[10:02:13] *** nova.esper.net sets mode:
+ov cpw PaleoCrafter
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L1164[10:03:14] <Wuppy> PitchBright, I
haven't had much time for modding tutorials anymore :<
L1165[10:03:19] <Wuppy> but I did write a
book about it \o/
L1166[10:03:49] <PitchBright> i was
hopin' you did one for it in 1710 but couldn't find anything
L1167[10:03:59] <PitchBright> where do i
get the book?
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L1171[10:05:10] <PitchBright> so YOU are
Sam!?
L1172[10:05:23] <Wuppy> no, Sams is a
series by the publisher
L1173[10:05:38] <PitchBright> I'm jk
mang
L1174[10:05:39] <PaleoCrafter> not the
missing apostrophe, it's not a genitive :P
L1175[10:05:43] <PaleoCrafter>
*note
L1176[10:06:08] <PitchBright> :D
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L1182[10:13:58] <Pennyw95> well that was
more complex than I thought...hope it works now
L1183[10:17:14] <Pennyw95> nah it
doesn't
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L1187[10:22:30] <gigaherz|bday> gah
limiting transferStackInSlot to only put one single item on the
slot is HARD >_>
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L1189[10:30:25] <gigaherz|bday> ended up
overriding mergeItemStacks with a slightly customized versio nthat
DOES consider the slot's stack limit
L1190[10:30:29] <gigaherz|bday> I should
PR that to forge ¬¬
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L1194[10:33:29] <fry> oh my god
L1195[10:33:36] <fry> we detected
gravitational waves
L1196[10:33:52] <gigaherz|bday> did we?
:D
L1198[10:34:25] <gigaherz|bday> (I assume
"we" you mean humanity, if you were part of that team,
grats ;P)
L1199[10:34:37] <fry> heh, I'm not that
good :P
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L1201[10:35:08] <unascribed> is there a
way to decouple the camera from the player?
L1202[10:35:16] <unascribed> trying to
write an armor renderer
L1203[10:35:20] <unascribed> and need to
look at the player in profile
L1204[10:35:24] <gigaherz|bday>
nope
L1205[10:35:29] <unascribed> :/
L1206[10:35:40] <gigaherz|bday> open to
lan
L1207[10:35:41] <unascribed> I guess I
could use MP
L1208[10:35:42] <unascribed> yeah
L1209[10:35:42] <gigaherz|bday> connect
another player
L1210[10:36:19] <unascribed> now with
double the lag!
L1211[10:37:12] <gigaherz|bday> the only
way to decouple thecamera from the player
L1212[10:37:16] <gigaherz|bday> would be
to render the world twice
L1213[10:37:33] <gigaherz|bday>
IIRC
L1214[10:37:39] <gigaherz|bday> so you
endu p in the same situation
L1215[10:37:40] <gigaherz|bday> ;P
L1216[10:37:47] <unascribed> or a
renderViewEntity
L1217[10:37:52] <unascribed> sounds like
a useful utility mod
L1218[10:37:58] *
fry have that
L1219[10:38:02] <fry> *has
L1220[10:38:06] <unascribed> oh?
L1221[10:38:11] <unascribed> is it
available?
L1222[10:38:18] <fry> lemme find the
link
L1224[10:38:48] <unascribed> mc
version?
L1225[10:39:09] <unascribed> I guess I
could just check the mcmod.info
L1226[10:39:26] <fry> 1.8.9
L1227[10:39:28] <unascribed> :/
L1229[10:40:23] <unascribed> I guess I'm
just stuck with using MP
L1230[10:40:46] *
unascribed adds "find a way to decouple the third person
camera from the player" to his endless todo list
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L1232[10:40:57] <gigaherz|bday> fry:
nice, I didn't think that was possible without heavy asming
L1233[10:41:18] <fry> all events are in
forge
L1234[10:41:38] <fry> mod is basically
CommandBase + a couple of event handlers
L1235[10:43:08] <gigaherz|bday> heh
L1236[10:43:22] <gigaherz|bday> then I'll
have to update my answer to unascribed's original question ;P
L1237[10:43:34] <unascribed> yeah, it's
just renderViewEntity
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L1242[10:50:06] <MattDahEpic> is there
any program where you can paste in mcp named code and itll rename
all the names to their nice ones?
L1243[10:50:14] <unascribed> BON2
L1245[10:50:32] <MattDahEpic> its already
deobf'd
L1246[10:50:41] <unascribed> then what
are you trying to do?
L1247[10:51:14] <gigaherz|bday> he wants
to do what runtime deobf does already in forge
L1248[10:51:21] <gigaherz|bday> rename
srg->nice
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L1250[10:51:48] <gigaherz|bday> but
L1251[10:51:49] <unascribed> which it
what BON2 does??
L1252[10:51:52] <Pennyw95> gigaherz what
about a if(master == null) findMaster() inside update()?
L1253[10:51:53] <unascribed>
s/it/is/
L1254[10:51:56] <gigaherz|bday> yeah I
was about to say
L1255[10:52:05] <gigaherz|bday> Pennyw95:
what would that achieve?
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L1257[10:52:28] <Pennyw95> well it could
be an alternative to a non ticking one computing the master?
L1258[10:52:28] <gigaherz|bday> think
about it
L1259[10:52:46] <gigaherz|bday> it would
run at most one tick later than onLoad
L1260[10:52:50] <gigaherz|bday> but
requires ticking
L1261[10:53:07] <Pennyw95> does it still
reduce performance, even when the condition is false?
L1262[10:53:09] <gigaherz|bday> for all
practical purposes, it's exactly as non-lazy as just doing it in
onLoad
L1263[10:53:37] <gigaherz|bday> the
slowdown doesn'tm atter
L1264[10:53:38] <gigaherz|bday>
matteR*
L1265[10:53:42] <gigaherz|bday>
matter**
L1266[10:53:49] <gigaherz|bday> the point
is it gives no advantage over onLoad
L1267[10:54:01] <Pennyw95> ehm but I've
been getting some weird crashes while trying to do as you
suggested, so..
L1268[10:54:47] <gigaherz|bday> here is
what you should be doing:
L1269[10:55:14] <gigaherz|bday> 1. in a
field, keep the xyz/blockpos with the RELATIVE coords of the
master
L1270[10:56:02]
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L1271[10:56:05] <gigaherz|bday> 2. in a
getMaster() method, if xyz is not assigned yet, find the master
coords, then finally return
worldObj.getTileEntityAt(getPos().offset(xyz))
L1272[10:56:22] <gigaherz|bday> 3. from
any method that needs the master, call getMaster()
L1273[10:56:45] <gigaherz|bday> and NEVER
store the master in a field "for later".
L1275[10:57:40] <gigaherz|bday> fancy
indeed
L1276[10:58:15] <Pennyw95> what's the
difference between pos.add and pos.offset?
L1277[10:58:31] <gigaherz|bday> pos.add
works with a BlockPos, pos.offset works with separate x,y,z
L1278[10:58:45] <gigaherz|bday> if you
store the relative coords using a BlockPos object, you'd use
add
L1279[10:58:52] <gigaherz|bday> if you
store them in 3 separate ints, you'd use offset
L1280[10:59:01] <gigaherz|bday>
(IIRC)
L1281[10:59:02] <gigaherz|bday> XD
L1283[10:59:42] <Pennyw95> add takes 3
ints too
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L1285[11:02:06] <PaleoCrafter> there's no
version of offset that takes 3 ints :P only facing + an optional
int
L1286[11:02:27] <Pennyw95> can't I just
store the master.getPos, save the xyz to nbt and then make a new
one with the xyz from nbt?
L1287[11:03:01] <gigaherz|bday> ah then I
brainfarted
L1288[11:03:03] <gigaherz|bday> XD
L1289[11:03:07] <gigaherz|bday> must be
add for both cases
L1290[11:03:08] <gigaherz|bday> XD
L1291[11:03:25] <Pennyw95> eheh :P
L1292[11:03:27] <gigaherz|bday> Pennyw95:
that would stop working if someone moves your slave around
L1293[11:03:37] <gigaherz|bday> that's
why we strongly suggest you use relative coords
L1294[11:03:46] <PaleoCrafter> if
somebody even touches your slave, they deserve to die?
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L1296[11:03:59] <Pennyw95> I'll answer
that another time :P
L1297[11:04:20] <Pennyw95> but if I
create a new BlockPos in readFromNBT made with the relative coords,
isn't it ok?
L1298[11:04:54] <Pennyw95> well, there
probably ins't much difference...I'll be better off with 3
ints
L1299[11:05:32] <gigaherz|bday> so
L1301[11:05:40] <gigaherz|bday> what do
you ppl think of my pocket gem analyzing kit?
L1302[11:05:58] <Pennyw95> So, the
procedure is this: I have 4 uninstantiated variables: master, x, y,
z
L1303[11:06:06] <Pennyw95> very cool
:D
L1304[11:06:06] <gigaherz|bday> DO NOT
SAVE MASTER
L1305[11:06:12] <gigaherz|bday> DO NOT
keep it in a field
L1306[11:06:15] <Pennyw95> 3
L1307[11:06:17] <gigaherz|bday> it
defeats the whole purpose
L1308[11:06:27] <MattDahEpic> has anyone
made a tree of Entity hierarchy like EntityLiving-->EntityPlayer
& EntityLivingBase?
L1309[11:06:46] <gigaherz|bday>
MattDahEpic: ask your IDE to do that for you ;P
L1310[11:07:07] <Pennyw95> then, i only
want my TE to evaluate the master's position when requested by
IFluidhandler's methods, right? so no onLoad() / inside constructor
/ inside update()
L1311[11:07:31] <gigaherz|bday>
MattDahEpic: in IDEA yo ucan use Navigate -> Type
hierarchy
L1312[11:07:38] <gigaherz|bday> start
from Entity
L1313[11:07:41] <gigaherz|bday> and
you'll see the tree
L1314[11:08:11] <gigaherz|bday> Pennyw95:
exactly
L1315[11:08:13] <Pennyw95> so, I need a
getMaster that will: get the master from the saved xyz or, if they
are still uninstantiated, scan the 5x5 area. then save xyz
L1316[11:08:15] <gigaherz|bday> youd
method may look a bit like
L1317[11:08:32] <gigaherz|bday> public
void setFluidWhatever() { getMaster().setFluidWhatever(); }
L1318[11:08:52] <Pennyw95> already
done
L1319[11:09:31] <gigaherz|bday> ugh
youtube/firefox works like crap today
L1320[11:09:36] <gigaherz|bday> videos
just stop loading randomly
L1321[11:09:54] <gigaherz|bday> haveto
"poke" the progress slider to get it to continue
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L1325[11:13:19] <Pennyw95> uninstantiaed
ints are 0, right?
L1326[11:14:16] <gigaherz|bday> ints are
not "instantiated"
L1327[11:14:18] <gigaherz|bday> but
yes
L1328[11:14:24] <gigaherz|bday>
uninitialized int fields are set to 0
L1329[11:14:43] <gigaherz|bday> and yes,
checking if "x==0 && y==0 && z==0" would
tell you if you have found the master or not
L1330[11:15:25] <Pennyw95> ok
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L1332[11:16:11] <PaleoCrafter> y u no
optional
L1333[11:16:35] <Pennyw95> (yes that's
what I'll do :P)
L1334[11:18:02] <gigaherz|bday> you could
just store it as a BlockPos
L1335[11:18:06] <gigaherz|bday> and use
null as uninitialized
L1336[11:18:06] <gigaherz|bday> XD
L1337[11:18:14] *
PaleoCrafter slaps gigaherz|bday
L1338[11:18:49] <gigaherz|bday> remember,
I'm a C# developer
L1339[11:19:04] <gigaherz|bday> in C#, we
have a thing called Nullable<T>
L1340[11:19:14] <gigaherz|bday> which can
be applied to structs and primitive types
L1341[11:19:36] <gigaherz|bday> which is
close to java's Optional, but in a funny way
L1342[11:20:09] <gigaherz|bday> you have
two ways to use it, you can compareto null
L1343[11:20:25] <gigaherz|bday> or you
can use "nullable.HasValue" and
"nullable.Value" for explicit testing
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L1345[11:21:10] <gigaherz|bday> (and no,
it's not a reference type, it can't actually be "null",
it just compares to null ;P)
L1346[11:22:15] <PaleoCrafter> what does
comparing mean in this context? :P
L1347[11:22:35] <gigaherz|bday> int? a;
(shorthand for "Nullable<int> a;"
L1349[11:22:45] <gigaherz|bday> if (a ==
null) { ... }
L1350[11:22:58] <gigaherz|bday> in C#,
"==" is a value comparison
L1351[11:23:08] <gigaherz|bday> you have
to use Object.ReferenceEquals for reference comparison
L1352[11:23:27] <PaleoCrafter> use
BlockPos, Pennyw95
L1353[11:23:45] <Pennyw95> oh,
blimey
L1354[11:23:48] <Pennyw95> forgot about
that
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L1359[11:26:02] <PaleoCrafter> did you
change anything at all? :P
L1360[11:26:28] <gigaherz|bday>
hmmm
L1361[11:26:45] <gigaherz|bday> I may
have to change the way I do the analyzer identification
L1362[11:26:51] <Pennyw95> the
readFromNBT
L1363[11:26:58] <Pennyw95> it saves the
relative positions
L1364[11:27:07] <Pennyw95> I thought
that's what you meant
L1365[11:27:16] <PaleoCrafter> use
BlockPos for storing the position, too :P
L1366[11:27:26] <Pennyw95> Oki
L1367[11:27:28] <gigaherz|bday> here's my
issue: I'm currently using an item-based gui, which uses its own
internal IInventory and such
L1368[11:27:32] <Pennyw95> brb in 15
minutes
L1369[11:27:41] <gigaherz|bday> when I
place an item in a slot
L1370[11:27:59] <gigaherz|bday> I used
the setStackInSlot method to do the conversion
L1371[11:28:19] <gigaherz|bday> but that
means the client and the server get different random items
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L1381[11:39:36] <MattDahEpic> so im
making a golden lasso-esque mobderpearl and it ideally is able to
pick up aggressive mobs. what should i check for to make sure i
dont pick up the wrong mobs?
L1382[11:39:58] <MattDahEpic> atm im
checking for no targets, not a boss, and less health then the
player
L1383[11:44:07] <gigaherz|bday> you are
making pokeballs?
L1384[11:44:08] <gigaherz|bday> XD
L1385[11:44:59] <gigaherz|bday> well
"Entity extends EntityLivingBase" seems like the #1 thing
to test for
L1386[11:46:40] <MattDahEpic> i just want
to make sure i dont pick up like aura nodes or something
L1387[11:46:56] <MattDahEpic> and im
already testing for entityliving
L1388[11:48:39] <unascribed> aura nodes
are blocks
L1389[11:48:45] <MattDahEpic> not in
1.8.9
L1390[11:48:49] <unascribed> oh
L1391[11:48:56] <unascribed> he can't
make up his mind of what aura nodes should be >.>
L1392[11:49:06] <unascribed> first
they're metadata
L1393[11:49:08] <unascribed> then they're
blocks
L1394[11:49:10] <unascribed> now they're
entities
L1395[11:49:19] <MattDahEpic> i think he
needed the onUpdate to get his aura system working
L1396[11:51:25] <gigaherz|bday>
MattDahEpic: I highly doubt aura nodes are living entities
L1397[11:51:26] <gigaherz|bday> XD
L1398[11:51:57] <unascribed> this also
means the usual "/kill @e[type=!Player]" to clean up a
creative world is harmful
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L1400[11:53:00] <MattDahEpic> i got rid
of a tainted node that showed up otside my base by /kill
@e[type=Thaumcraft.AuraNode,r=50]
L1401[11:53:38] <gigaherz|bday> lol
L1402[11:54:14] <gigaherz|bday> I did a
short playthrough with T5 in the 1.8 version
L1403[11:54:35] <PaleoCrafter> I guess
the node moving stuff is easier if they are entities
L1404[11:54:42] <gigaherz|bday> at some
point I made the mistake of having just a little bit too much bad
aura around my base
L1405[11:54:55] <gigaherz|bday> it
started having the "flux events"
L1406[11:55:07] <MattDahEpic> the flux
rainstorm is cool
L1407[11:55:08] <gigaherz|bday> which at
that point were almost exclusively "spawn taint in random
places"
L1408[11:55:14] <MattDahEpic> looks
cool*
L1409[11:55:21] <gigaherz|bday> basically
broke my base
L1410[11:55:42] <gigaherz|bday> my
options were give up the base ( and probably the playthrough, since
I didn't want to start over)
L1411[11:55:50] <gigaherz|bday> or
creative mode fix the problem
L1412[11:55:56] <gigaherz|bday> I chose
the later
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L1414[11:56:18] <gigaherz|bday> spawned a
whole bunch of trees and plants all over the base area
L1415[11:56:26] <PaleoCrafter> aw, why
did Pennyw leave :/
L1416[11:56:34] <PaleoCrafter> I wanted
to teach him some idiomatic Scala, lol
L1417[11:56:46] <gigaherz|bday> he said
"brb in 15 minutes", been 30
L1418[11:56:46] <gigaherz|bday> ;P
L1419[11:59:04] <PaleoCrafter> hm...
should I send the more accurate client-side look vec with my
'select target' packet and risk exploits or should I use the
server-side one?
L1420[11:59:25] <MattDahEpic> go
serverside
L1421[11:59:43] <MattDahEpic> unless the
only thing you're targeting is silverfish you should be fine
L1422[11:59:54] <diesieben07> just do the
targetting clientside
L1423[12:00:01] <diesieben07> and make
sure it is somewhat reasonable on the server
L1424[12:00:12] <PaleoCrafter> yeah, that
was my other thought, diesieben07
L1425[12:00:23] <diesieben07> that's what
vanilla does
L1426[12:01:09]
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L1427[12:02:08] <PaleoCrafter> I guess
I'll just send the MOP
L1428[12:02:40]
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L1429[12:02:46] <MattDahEpic> does
EntityLivingBase.serailizeNBT return the entire mob nbt tag?
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L1432[12:06:05] <Pennyw95> back
L1433[12:08:11] <Pennyw95> PaleoCrafter:
but to save the relative positions via NBT, I still need the 3 xyz
ints, don't I?
L1435[12:08:36] *
unascribed 's eyes light on fire
L1436[12:08:42] <Pennyw95> that's
hardcore
L1437[12:08:52] <diesieben07> god why do
scala people dislike "." to call methods -.-
L1438[12:08:57] <Pennyw95> I'm happy when
I use getOrElse xD
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L1441[12:09:09] <PaleoCrafter> sometimes
I like dots, diesieben07 :P
L1442[12:09:15] <unascribed>
>backwards parameter typing
L1443[12:09:19] <diesieben07> thats just
... ugly
L1444[12:09:26] <Pennyw95> it's
prettier
L1446[12:09:53] <unascribed> seriously
this code makes me want to stab someone
L1447[12:09:56] <diesieben07> /rant
over
L1448[12:10:00] <LatvianModder> doFill:
Boolean
L1449[12:10:09] <LatvianModder> there is
no boolean vs Boolean in scala?
L1450[12:10:13] <PaleoCrafter>
diesieben07, even Kotlin can't do *that*, I think? :P
L1451[12:10:16] <LatvianModder> or Int vs
int?
L1452[12:10:20] <PaleoCrafter> there is
not, no, LatvianModder :P
L1453[12:10:31] <PaleoCrafter> well,
there sort of is
L1454[12:10:33] <diesieben07>
PaleoCrafter, implements SomeInterface by <expression>
L1455[12:10:37] <LatvianModder> can you
set that boolean to null though?
L1456[12:10:47] <fry> diesieben07: small
number of orthogonal features > a grab bag of useful on the
surface but arbitrary features
L1458[12:10:57] <diesieben07> again /rant
over :D
L1459[12:11:00] <PaleoCrafter>
LatvianModder, no
L1460[12:11:06] <diesieben07> i am not
doing a scala vs X discussion again
L1461[12:11:11] <fry> if you rant, expect
a reply :P
L1462[12:11:15] <PaleoCrafter> how would
I refer to the appropriate default value though, diesieben07?
:P
L1463[12:11:18] <diesieben07> sure
L1464[12:11:50] <fry> PaleoCrafter: also,
(pos add) was deprecated, I think
L1465[12:11:57] <diesieben07> idk paleo,
i was just ranting
L1466[12:12:15] <PaleoCrafter> fry, it's
behind a lang flag :D
L1467[12:12:16] <PaleoCrafter>
scala.language.postfixOps
L1468[12:12:23] <PaleoCrafter> can write
pos add _ of course
L1469[12:12:35] *
unascribed lights on fire and falls out the window
L1470[12:12:36] <fry> and I don't see you
importing that flag :P
L1472[12:13:04] <unascribed> >burying
a language-changing flag in the imports
L1473[12:13:18] <PaleoCrafter> it's quick
and dirty code :P
L1474[12:13:33] <PaleoCrafter> you can
set the flag via compiler options or a local import
L1475[12:13:33] <fry> heh
L1476[12:13:48] <fry> unascribed: it's a
warning
L1477[12:13:53] <Pennyw95> PaleoCrafter:
I don't get the NBT part
L1478[12:14:05] <PaleoCrafter> how so?
:P
L1479[12:14:50] <Pennyw95> you are saving
a long array with foreach, right?
L1480[12:15:19] <PaleoCrafter> foreach on
an Option is a little special
L1481[12:15:32] <PaleoCrafter> if the
option is defined, run the code, otherwise don't
L1482[12:15:36] <diesieben07> its like
isPresent
L1483[12:15:42] <diesieben07> which would
be a proper name for it :D
L1484[12:15:43] <PaleoCrafter> *ifPresent
:P
L1485[12:15:48] <Pennyw95> ah...
L1486[12:16:10] <PaleoCrafter> they could
have added another function to Option, yeah, but why if you have
Traversable? :P
L1487[12:16:29] <Pennyw95> clarity?
lol
L1488[12:16:46] <diesieben07> it's scala
hue hue hue
L1489[12:18:08] <Pennyw95> I like it
tho
L1490[12:18:25]
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L1491[12:18:50] <unascribed>
>scala
L1492[12:18:52] <unascribed>
>clarity
L1493[12:19:09]
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L1494[12:19:29] <fry> > something
unfamilliar
L1495[12:19:31] <fry> > people
L1496[12:19:38] <diesieben07>
>>>
L1497[12:19:47] <unascribed> >putting
spaces after meme arrows
L1498[12:20:00] <fry> "meme
arrows"
L1499[12:20:12] <unascribed> yes, that's
what they call greentext now
L1500[12:20:14] <unascribed> keep with
the times :P
L1501[12:20:46] ***
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L1503[12:22:03] <unascribed> I am
aware
L1504[12:22:35] <unascribed> I used to
always yell at people for calling arrow quotes
"greentext" or "meme arrows" but I realized
it's futile rather quickly
L1505[12:23:23] <fry> and yet you're
doing it in the other direction now :P
L1506[12:23:28]
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L1507[12:23:34] <unascribed> there's a
word for this phenomenon
L1508[12:23:37] <unascribed> I forget
what it's called
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L1512[12:31:12] <Mowmaster> Tis a
lex...
L1513[12:34:00] <[NK]Ghost> shhh
L1514[12:34:12] <Mowmaster> Oh...
L1515[12:34:16] *
Mowmaster hides
L1516[12:34:34] *
Mowmaster eats a smoked egg while hiding
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L1519[12:44:44] ***
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L1520[12:45:11] <MattDahEpic> so i have
the output of an EntityLivingBase.serializeNBT and i cant figure
out how to get back into EntityLivngBase form
L1521[12:46:10] <diesieben07>
EntityList.createEntityFromNBT
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L1524[12:50:19] <gigaherz|bday> hmm where
does mc/forge create the Block instances thesedays?
L1525[12:50:30] <gigaherz|bday> I wanted
to see waht properties an iron block has
L1526[12:50:39] <gigaherz|bday> (or a
diamond block)
L1527[12:50:48] <diesieben07> Item
class
L1528[12:50:52] <gigaherz|bday>
(properties I mean like hardness)
L1529[12:51:04] <gigaherz|bday> o_O
L1530[12:51:55] <gigaherz|bday> ah
foundit
L1531[12:52:00] <gigaherz|bday> at the
bottom of Block
L1532[12:52:23] <diesieben07> god why did
i say Item -.- :D
L1533[12:53:01] <PaleoCrafter> you're
getting old
L1534[12:53:57] <diesieben07> shuu
L1535[12:54:03] <diesieben07> just
hungry
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L1541[13:09:36] <gigaherz|bday> hmmm is
there anything in mc/forge for declaring the recipes and such for a
new ore?
L1542[13:10:42]
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L1546[13:12:25] <riderj> For putting into
a furnace?
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L1548[13:16:02] <gigaherz|bday> riderj:
well these are gemstone ores, so the furnace is the least of my
concerns ;P
L1549[13:17:44] <riderj> Oh
L1550[13:22:27]
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L1553[13:24:49] <AquaXV> That took more
effort than it could have xD
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())
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L1556[13:25:38] <AquaXV> *sigh*
L1557[13:25:42] <AquaXV> Ok,
finaly.
L1558[13:26:31] <AquaXV> So, I had a
question about Gui´s; When I try to open a Gui the cursor remains
invisible.
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L1560[13:28:09] <AquaXV> What can I do to
fix that? I tried to this.mc.setIngameNotInFocus(),
this.mc.mouseHelper.ungrabMouseCursor().
L1561[13:28:41] <AquaXV> I even looked at
the source of GuiIngameMenu, but I just can´t figure it out.
L1562[13:30:51] <unascribed> you're
displaying the GUI using Minecraft.displayScreen, right?
L1564[13:31:26] <AquaXV>
Minecraft.getMinecraft().displayerGuiScreen(new instance());
L1565[13:31:34] <unascribed> yeah, that
sounds right then
L1566[13:31:38] <AquaXV> instance being
the class extending GuiScreen
L1567[13:31:46] <unascribed> gist your
guiscreen?
L1568[13:32:06] <AquaXV> The one
extending GuiScreen I assume?
L1569[13:32:09] <unascribed> yes
L1570[13:32:18]
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L1573[13:33:47] <unascribed> this looks
right for the most part
L1574[13:33:56] <unascribed> gist the
code that displays it
L1575[13:34:02] ***
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L1577[13:34:39] <AquaXV> The GUI displays
fine
L1578[13:34:42] <AquaXV> and it functions
correctly
L1579[13:34:47] <AquaXV> only the cursor
remains invisible
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L1581[13:35:09] <AquaXV> When I move the
mouse out of the minecraft window, the cursor returns, and works in
the minecraft window again
L1582[13:35:22] <diesieben07> that
GlobalVars class looks horrible
L1583[13:35:23] <unascribed> so it's not
grabbed, it's just invisible?
L1584[13:35:25] <unascribed> OS?
L1585[13:35:28] <AquaXV> Win
L1586[13:35:29] <AquaXV> 7
L1587[13:35:36] <AquaXV> It is dies
L1588[13:35:46] <AquaXV> But the west way
to handle my needs.
L1589[13:35:47] <unascribed> so obscure
glitchy OSes aren't the problem then
L1590[13:35:48] <unascribed> weird.
L1591[13:35:51] <diesieben07> nope its
not
L1592[13:35:52] <diesieben07> :D
L1593[13:35:59] <unascribed> yeah, global
vars are never the way you should do anything
L1594[13:36:11] <unascribed> but the
point here is why your GUI is broken, not why your programming
style is awful
L1595[13:36:21] <AquaXV> sshhh
L1596[13:36:30] <diesieben07> sorry i
cant resist :p
L1597[13:36:35] <AquaXV> Its not for
public release, and first mod ever.
L1598[13:36:43] <AquaXV> So I dont bother
for now.
L1599[13:37:04] <unascribed> but yeah I
honestly have no idea, and I've spent a lot of time in the GUI
code
L1600[13:37:35] <unascribed> never seen
an invisible cursor bug before.
L1601[13:37:51] <diesieben07> show your
GUI class
L1602[13:38:13] <unascribed> misc stuff
in your gui class though
L1603[13:38:21] <unascribed> 1. calling
setIngameFocus when doing displayScreen(null) is redundant
L1604[13:38:27] <unascribed> 2.
buttonList.clear in initGui is redundant
L1605[13:38:30] <AquaXV> Was
testing
L1606[13:38:42] <AquaXV> Like I said,
first mod ever, not for public release
L1607[13:38:46] <diesieben07> oh its
already there
L1608[13:38:51] <unascribed> initGui is
called by setWorldAndResolution, and it clears the buttonList for
you
L1609[13:39:00] <diesieben07> no tis
not...
L1610[13:39:07] <diesieben07> god i am
blind
L1611[13:39:08] <unascribed> from
memory
L1612[13:39:10] <unascribed> probably
slightly wrong
L1613[13:39:37] <AquaXV> probably,
followed some youtube vid on Gui to get started with them
L1615[13:39:44] <unascribed> ^ the gui,
diesieben07
L1616[13:39:51] <diesieben07> yeah i
found it... :D
L1617[13:39:57]
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L1621[13:42:25] <AquaXV> I suppose I am
out of luck then?
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L1629[13:54:59] <yurikoster1> hey guys
sorry if this is a stupid question but how do i find the forge
documentation for the 1.8.9 version? the wiki says i need to click
the JavaDoc link, but i can�t seem to find it. Am i being
blind?
L1630[13:55:24] <MattDahEpic>
mcforge.readthedocs.org
L1631[13:55:45] <PaleoCrafter> and
javadocs you can read in code
L1632[13:56:29] <yurikoster1>
MattDahEpic: thanks
L1633[13:58:32] <diesieben07>
MattDahEpic, it doesnt spawn the entity again or the nbt data is
gone?
L1634[13:59:15] <MattDahEpic>
diesieben07, the nbt data just doesnt show up
L1635[13:59:27] <AquaXV> Did you try to
spawn the mob back in?
L1636[13:59:36] <MattDahEpic> AquaXV,
yes
L1637[14:00:04] <shadekiller666> fry,
someone commented on my PR for the OBJ Loader updates about the OBJ
Loader disregarding any other translations/rotations (ie.
EnumFacing rotations, etc.) that may be contained in the IBS passed
into handleBlockState() if OBJProperty is present, and this is
something i've noticed but hadn't confirmed. I've had times when I
would have to pass the TRSRTransformation for an EnumFacing to the
constructor of
L1638[14:00:04] <shadekiller666> OBJState
in order for it to be applied, and I'm wondering if you know how I
can fix it
L1639[14:00:21] <shadekiller666> the
B3DLoader doesn't seem to have this problem, but I can't confirm
that
L1640[14:00:23] <PaleoCrafter> how bad of
an idea is it to allow locally in- or decreasing the tick rate?
xD
L1641[14:00:39] <AquaXV> End of the
universe bad, Paleo :p
L1642[14:00:53] <diesieben07> yeah no
idea matt
L1643[14:01:08] <williewillus>
PaleoCrafter: tickrate as in game ticks? :P
L1644[14:01:12] <PaleoCrafter> yes
L1645[14:01:19] <AquaXV> Does the client
(like vanilla server) require an inventory update to show the
changes?
L1646[14:01:35] <williewillus> AquaXV:
theoretically...no but I've always had to do
player.openContainer.detecthAndSendChanges
L1647[14:01:39] <williewillus> which
drives diesieben07 nuts
L1648[14:01:39] <MattDahEpic> i set it to
dirty
L1649[14:01:41] <williewillus> :D
L1650[14:01:56] <williewillus>
PaleoCrafter: i don't see why not tbh :P
L1651[14:02:03] <williewillus> its only
limited by hardware
L1652[14:02:05] <AquaXV> Dirty only marks
the chunk you are in to be saved to disk
L1653[14:02:09] <AquaXV> according to
javadocs
L1654[14:02:14] <diesieben07> for
TEs
L1655[14:02:15] <williewillus> no
inventories can be markDirtied as well
L1656[14:02:16] <williewillus> same
name
L1657[14:02:49] <AquaXV> ah yes
L1658[14:02:50] <diesieben07>
InventoryPlayer.markDirty does jack shit btw
L1659[14:02:51] <AquaXV> I see.
L1660[14:02:56] <PaleoCrafter>
williewillus, yeah, but maybe there are some weird quirks that
would render it infeasible :P
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L1662[14:04:38] <AquaXV> Matt, you could
try to do some debugging as in output stack data before and after
the NBT modifications, to see where the issue is.
L1663[14:05:03] <AquaXV> If that remains
the same, its the NBT acting up, otherwise might be inventory
update (?)
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L1665[14:06:47] <PaleoCrafter> now I have
to think about implementing this, lol
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L1668[14:08:44] <williewillus>
PaleoCrafter: grab the world object and just call runTick() on it
right ;p
L1669[14:09:00] <williewillus> then watch
as recursion burns everything
L1670[14:09:05] <PaleoCrafter> lol
L1671[14:09:36] <PaleoCrafter> I also
need to be able to slow down the tick rate, you know :P
L1672[14:10:09] <PaleoCrafter> and it has
to be local (i.e. only within X blocks of a player)
L1673[14:10:48] <diesieben07> yeah that
screams mayhem
L1674[14:11:09] ***
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L1675[14:11:13] ***
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L1676[14:11:34] <PaleoCrafter> that's
what I get for writing a mod based on novels xD
L1677[14:11:49]
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L1683[14:17:30] <Ivorius> PaleoCrafter,
why don't you write a mod with / about novels
L1684[14:17:35] <Ivorius> I could use
that functionality :P
L1685[14:17:48] <PaleoCrafter> wat
L1686[14:18:19] <Ivorius> Randomly
generated lore, man
L1687[14:18:21] <Ivorius> That's the
shit
L1688[14:20:14]
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L1691[14:29:24] <riderj> If I were to use
LivingDeathEvent to increase an NBTTag on an item in the users
inventory, how would I access the player in the event?
L1692[14:30:06] <diesieben07>
event.entity
L1693[14:31:55] <riderj> Wouldn't that
get the entity that died? I plan to increase a charge on an item
when they kill a living entity.
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L1696[14:33:20] <PaleoCrafter> riderj,
check if(event.source instanceof EntityDamageSource) and then get
the entity from that
L1697[14:33:40] <riderj> Ah, ok.
Thanks
L1698[14:33:43] <VapourDrive> has anyone
actually had luck with the semi-new "no need for deobf
jars" feature in dev environments?
L1699[14:33:43] <VapourDrive> over half
of the mods I've tried don't load
L1701[14:35:53] <diesieben07> well,
shoulda said you want the player who killed, not the one who diesd
:P
L1702[14:38:40] <riderj> :p
L1703[14:40:40] <smbarbour> Pennyw95:
That crash seems to indicate that there's a block with a metadata
value of -1
L1704[14:41:04] <Pennyw95> hmm
L1705[14:42:44]
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L1706[14:43:13] <smbarbour> Since it
seems to be on server startup, my guess is that it's somewhere
around spawn
L1707[14:43:54] <smbarbour> Might need to
check the NBT data for the world to find it. (Good luck with
finding that needle...)
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L1714[14:52:24] <gigaherz|bday> and...
the time has come
L1715[14:52:28] <gigaherz|bday> I need to
learn oregen
L1716[14:52:28] <gigaherz|bday> XD
L1717[14:52:40] <diesieben07> its not
hard :P
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L1719[14:54:16] <gigaherz|bday> hmm
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L1722[14:54:45] <TehNut> i suggest not
using that
L1723[14:54:58] <gigaherz|bday> heh
L1724[14:55:02] <TehNut> it works.
somehow.
L1725[14:55:08] <gigaherz|bday> lol
L1726[14:55:09] <TehNut> But
yeah...
L1728[14:55:48] <gigaherz|bday> doesn't
look different from this one
L1729[14:55:54]
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L1736[15:00:53] <Thutmose> cpw: any word
on the villager registry?
L1737[15:02:21] <riderj> Should I
register my LivingDeathEvent on the server and client or just
server/client? To me it sounds mostly like a server event.
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L1741[15:05:12] <gigaherz|bday> riderj:
the question is where you want to detect those
L1742[15:05:24] <gigaherz|bday> chances
are you want the logic to run on the server
L1743[15:05:31] <gigaherz|bday> but
L1744[15:05:43] <gigaherz|bday> for that
you just do "if (world.isRemote) return;"
L1745[15:05:52] <riderj> It returns two
results, and the other is null. The first is EntityPlayerMP so I'm
guessing server.
L1746[15:05:54] <gigaherz|bday> you
probably want the event handling tohappen also in
singleplayer
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L1749[15:06:41] <riderj> I am, and thank
you.
L1750[15:06:52] <gigaherz|bday> (it took
me like a year of modding before I realized what the
"sides" really mean)
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L1755[15:10:21] <diesieben07>
uhhmmm
L1756[15:10:27] <diesieben07>
Minecraft#theWorld is ALWAYS client
L1757[15:10:34] <diesieben07> since that
is, well, the client's world
L1758[15:10:59] <riderj> I see, how can I
check sides without a world?
L1759[15:11:23] <diesieben07> you
don't.
L1760[15:11:30] <diesieben07> the event
gives you the entity, which has a world
L1761[15:11:46] <gigaherz|bday>
everything is tied to a word, unless it's client-side processing
stuff
L1762[15:11:57] <riderj> I see
L1763[15:12:49]
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L1765[15:13:27] <gigaherz|bday> \o/
worked
L1766[15:13:41] <gigaherz|bday> now I
have no idea how MUCH of it is being generated
L1767[15:13:41] <gigaherz|bday> XD
L1768[15:15:51] <Wuppy> it's your
birthday gigaherz|bday?
L1769[15:15:55] <gigaherz|bday> yep
L1770[15:16:02] <Wuppy> congrats
man!
L1771[15:16:06] <Wuppy> happy bday
:)
L1772[15:16:07] <gigaherz|bday> thx
L1773[15:16:10] <gigaherz|bday> s^5
;P
L1774[15:16:13] <gigaherz|bday> 2^5
;P
L1775[15:16:15]
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L1777[15:16:39] <Wuppy> 2^5?
L1778[15:16:43] <gigaherz|bday> my age
;P
L1779[15:16:58] <PaleoCrafter> tsk, it's
like you're crying for attention :P
L1780[15:17:17] <fry|sleep> so, 7 years
old? :P
L1781[15:17:20] <gigaherz|bday> hey it's
not every day that one gets to be a power of two years old
L1782[15:17:23] *
fry|sleep runs away
L1783[15:17:26] <gigaherz|bday>
fry|sleep: lol
L1784[15:17:47] <gigaherz|bday>
1<<5 for you ;P
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L1786[15:27:15] <thecodewarrior> What I
think would be awesome is if you could set up an IDE to set a
boolean field to true whenever a class is hot-swapped, that way you
could re-run the function once and set it to false.
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L1790[15:28:53] <gigaherz|bday> hmf
L1791[15:29:04] <gigaherz|bday> what is
the best way to make a recipe output depend on one of the input
items?
L1792[15:29:16] <gigaherz|bday> for stuff
like compatibility with JEI/NEI/TMI recipe browsers
L1793[15:29:25] <riderj> Well figured out
the second half, getSourceOfDamage is just a reference to
getEntity
L1794[15:29:34] <gigaherz|bday> I'd do a
custom IRecipe, but I believe there's a better method XD
L1795[15:30:13] <diesieben07> riderj,
getEntity is the actual entity (e.g. arrow). getSourceOfDamage is
the one who caused the damage (e.g. the arrow shooter)
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L1797[15:30:26] <diesieben07> and what
the heck is that entity ID stuff?
L1798[15:30:40] <riderj> I was just
fooling around trying to see if it made a difference
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L1803[15:39:40] <riderj> Why does
DamageSource return null when trying to get the source?
L1804[15:40:15] <diesieben07> by
"the source" you mean the enitty that caused it?
L1806[15:40:54] <diesieben07> looks like
a corrupt TileEntity data in the world save
L1807[15:41:15] <Pennyw95> oh
L1808[15:41:40] <riderj> Yeah, when I
call entity.source.getDamageSource() it returns two, one
EntityPlayerMP and null.
L1809[15:41:43] <Pennyw95> the kind of
stuff you should delete your world to solve?
L1810[15:41:57] <diesieben07> yes
penny
L1811[15:42:02] <diesieben07> riderj, it
returns two?!
L1812[15:42:04] <Pennyw95> ok
L1813[15:42:07] <diesieben07> a method
cannot return two things
L1814[15:42:23] <riderj> I assume it's
returning one from the server and one from the client.j
L1815[15:42:31] <diesieben07> ah
L1816[15:42:38] <diesieben07> yes the
cleint doesn't know abotu the source entity
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L1818[15:43:07] <riderj> I check to see
if it's server by checking if the source != null, but I still can't
get the players inventory :/
L1819[15:43:24] <diesieben07> thats not
how you check for serverside
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L1821[15:43:34] <diesieben07> check using
world.isRemote, that is false on the server.
L1822[15:44:18] <riderj> I would, but I
can't get the worldObj from the entity because it tries to get the
worldObj from the client as well so it errors
L1823[15:44:38] <diesieben07> whut.
L1824[15:44:41] <diesieben07>
event.entity.worldObj
L1825[15:45:16] <riderj> Jeez, didn't see
that when I was looking through it. I was getting the world from
the entity that is returned from getDamageSource()
L1826[15:45:45] <Pennyw95> diesieben07:
those corrupt data, is there a common cause for them?
L1827[15:45:52] <diesieben07> not that i
know of
L1828[15:47:01] <Pennyw95> so I was just
unlucky? or is my code falwed?
L1829[15:47:01] <riderj> Cool, that's all
fixed up. Still saying the inventory ItemStack's are null.
L1830[15:47:32] <diesieben07> unless you
are screwing with the chunk data i wouldn't say it's your
fault
L1831[15:47:38] <diesieben07> unless you
don't shut the server down properly
L1832[15:47:46] <diesieben07> show your
code rider
L1833[15:48:08] <Pennyw95> ok :)
L1834[15:48:17] <Pennyw95> and no I'm
not
L1835[15:48:34] <shadekiller666> happy
bday gigaherz|bday
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L1838[15:49:26] <gigaherz|bday> thx
L1839[15:49:31] <diesieben07>
getInventory() is pretty useless, since it's return value depends
on the type of entity
L1840[15:49:41] <diesieben07> for players
it's just the armor inventory slots
L1841[15:49:48] <diesieben07> you want
EntityPlayer#inventory
L1842[15:51:09]
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L1843[15:51:26] <riderj> Should I just
cast EntityPlayer to entity?
L1844[15:51:38] <diesieben07> the other
way arund
L1845[15:51:44] <diesieben07> but you
need to check fi its actually a player
L1846[15:52:57] <riderj> How would I do
that? Check if they are in the player list?
L1847[15:53:05] <diesieben07> instanceof
operatr
L1848[15:53:14] <riderj> Alright
L1849[15:53:52] <riderj> EntityPlayer p =
(EntityPlayer)event.source.getSourceOfDamage that's correct,
yes?
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L1851[15:55:11] <diesieben07> after an
instanceof check, yes.
L1852[15:55:49] <riderj> Cool, thanks for
the help.
L1854[15:58:25] <riderj> Nevermind
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L1857[16:09:47] <PaleoCrafter> meh, why
must EntityVillager.villagerObj be package-local while
EntityIronGolem.villageObj is not ._.
L1858[16:10:37] <diesieben07> its also
package local in EntityIronGolem for me
L1859[16:10:53] <PaleoCrafter> oh, yeah,
but it has a getter xD
L1860[16:11:18] <diesieben07> ah
L1861[16:11:31] <diesieben07> probably
just optimized away by their obfuscator/optimizer
L1862[16:12:04] <PaleoCrafter> probably,
still meh :P
L1863[16:12:32] <diesieben07>
inaccessible fields are the smallest problems in modding really
:D
L1864[16:12:55] <PaleoCrafter> they're
still annoying :P
L1865[16:13:59] *
diesieben07 hits head against desk
L1867[16:16:00]
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L1868[16:17:31] <PaleoCrafter> not sure
if he's from Turkey or he's actually a humanoid turkey xD
L1869[16:17:55] <Thutmose> seems more
like the latter to me, and a domestic one at that.
L1870[16:18:02] <diesieben07> lol
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L1877[16:44:31] <Cypher121> are sided
proxies only injected in @Mod classes or in other classes
too?
L1878[16:45:01] <PaleoCrafter> other
classes as well
L1879[16:45:57] <diesieben07> uhm
what?
L1880[16:45:59] <diesieben07> not they
are not
L1881[16:46:04] <PaleoCrafter> works for
me :P
L1882[16:46:08] <diesieben07>
really??
L1883[16:46:08]
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L1885[16:46:41] <PaleoCrafter> have I
ever lied to you? :P
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L1887[16:47:13] <diesieben07> no :P
L1888[16:47:21] <diesieben07> i am just
expressing my surprise
L1889[16:47:43] <Cypher121> anyway, this
code is getting shittier every minute
L1890[16:47:44] <PaleoCrafter> what if I
told you that I just lied to you?
L1891[16:48:00] <diesieben07> go away
with your paradoxes
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L1895[16:53:06] <MalkContent> that's no
paradox, that's a question :|
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L1897[16:54:15] *
diesieben07 flails arms
L1898[16:54:16] <diesieben07> shuuu
L1899[16:54:36]
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L1900[16:55:15] <MalkContent> also a
totally valid one :D like movie villian stuff
L1901[16:55:39] <MalkContent> blablabla
mysterious statement. ... what if i told you i just lied to
you?
L1902[16:56:51] <Cypher121> I think I'm
going to pretend integrated servers with remote players don't
exist
L1903[16:56:58] <diesieben07> please
dont
L1904[16:57:07] <Cypher121> this is just
awful
L1905[16:58:10] <diesieben07> why?
L1906[16:58:12] <Cypher121> if I have 2
sets of mappings for client and server, I have to somehow guess if
user wants to access the ones for integrated server or for
client
L1907[16:58:19] <diesieben07> what do you
mean by mappings?
L1908[16:58:27] <Cypher121> research
maps
L1909[16:58:42] <diesieben07> are they
per player?
L1910[16:58:45] <Cypher121> no
L1911[16:58:56] <diesieben07> per
world?
L1912[16:59:03] <Cypher121> per
server
L1913[16:59:13] <diesieben07> so even if
you change worlds they persist?
L1914[16:59:14] <Cypher121> like
config
L1915[16:59:17] <Cypher121> yes
L1916[16:59:33] <Cypher121> but when you
join server, server sends you its maps
L1917[16:59:42] <Cypher121> and you use
them until you leave
L1918[16:59:44] <diesieben07> have two
sets, one for client one for server
L1919[16:59:46] <diesieben07> even in
SP
L1920[16:59:49] <Cypher121> yes
L1921[16:59:55] <diesieben07> i dont see
your problem
L1922[16:59:57] <Cypher121> now here's
the question
L1923[17:00:34] <Cypher121> actually no,
I can't formulate it properly
L1924[17:00:41] <williewillus> :P
L1925[17:01:13] <Cypher121> but problem
is that I always have to choose one of 2 maps, and I'm not exactly
sure what to use
L1926[17:01:20] <gigaherz|bday> uh
L1927[17:01:26] <diesieben07> on the
cleint, use the cleint one
L1928[17:01:29] <diesieben07> on the
server, use the server one
L1929[17:01:35] <Cypher121> but client is
also a server
L1930[17:01:38] <gigaherz|bday> yes
L1931[17:01:39] <diesieben07> no its
not.
L1932[17:01:39] <Cypher121> and is also a
squid
L1933[17:01:43] <diesieben07> (i need to
put in an autocorrect for cleint)
L1934[17:01:51] <gigaherz|bday>
Cypher121: when you are in LAN mode
L1935[17:02:13] <gigaherz|bday> whoever
started the game IS the server, but the remote players are exactly
as if they were on a server
L1936[17:02:16]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
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L1937[17:02:17] <diesieben07> you still
have server & client in LAN
L1938[17:02:22] <diesieben07> even in
SP
L1939[17:02:22] <gigaherz|bday> so if oyu
have a "map" per save
L1940[17:02:25] <Cypher121> yes, of
course
L1941[17:02:33] <gigaherz|bday> then it
wouldn't be different
L1942[17:02:37] <Cypher121> I had other
solution, but it was broken for remote LAN players
L1943[17:02:41] <gigaherz|bday> the map
would be directly linked to the server world
L1944[17:02:45] <Cypher121> now I use 2
maps
L1945[17:02:46] <gigaherz|bday> even for
clients
L1946[17:03:06] <Cypher121> alright, let
me give an example
L1947[17:03:09] <gigaherz|bday> just load
the map from the server thread(wherever it may be)
L1948[17:03:15] <Cypher121> single-player
(integrated):
L1949[17:03:15] <gigaherz|bday> and
transfer it to all the clients (including singleplayer)
L1950[17:03:27] <Cypher121> ffs,
stop
L1951[17:03:38] <Cypher121> so here's the
problem
L1952[17:04:07] <Cypher121> if there's an
integrated server and user wants to add a map, which side should it
be added on?
L1953[17:04:21] <gigaherz|bday> what is
"a map"?
L1954[17:04:47] <gigaherz|bday> if it's
something that's managed server-side and the client just draws
it
L1955[17:05:13] <gigaherz|bday> then it
would make sense for it to always be done on the server
thread
L1956[17:05:16] <gigaherz|bday> be it
remote or local
L1957[17:06:36]
⇦ Parts: VapourDrive
(~vapourdri@london142cw-lp130-04-845430279.dsl.bell.ca)
())
L1958[17:07:01] <gigaherz|bday> in that
case, you could make no difference between SP or MP, you'd simply
use packets to send the data to the clients, even in
singleplayer
L1959[17:07:04] <Cypher121> yeah, it can
be solved apparently
L1960[17:07:37] ***
Mine|away is now known as minecreatr
L1961[17:08:27] <Cypher121> basically a
map is a graph of unlock nodes
L1962[17:08:33]
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(~Katrix@2a02:fe0:cb10:2650:3dee:7372:aa77:73b) (Read error:
Connection reset by peer)
L1963[17:08:37] <gigaherz|bday> so it's
not actually a map
L1964[17:08:48] <gigaherz|bday> I mean, a
piece of paper with stuff drawn on it
L1965[17:08:48] <gigaherz|bday> XD
L1966[17:08:53] <Cypher121> no, lol
L1967[17:08:55]
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L1968[17:08:59] <gigaherz|bday> ok
so
L1969[17:09:15] <Cypher121> they should
only be managed by servers, I guess
L1970[17:09:18]
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error: Connection reset by peer)
L1971[17:09:19] <gigaherz|bday> but
wait
L1972[17:09:20] <gigaherz|bday>
unlock?
L1973[17:09:25] <Cypher121>
research
L1974[17:09:26] <PaleoCrafter> that'd be
a drawing, gigaherz|bday :P
L1975[17:09:27] <Cypher121> unlock
L1976[17:09:35] <gigaherz|bday> is this
something that would be player-bound?
L1977[17:09:36] <Cypher121> whatever you
want to call it
L1978[17:09:56] <Cypher121> definition
vs. state
L1979[17:10:05] <gigaherz|bday> I
mean
L1980[17:10:06] <Cypher121> definition is
same for all players on server
L1981[17:10:09] <Cypher121> states
vary
L1982[17:10:12] <gigaherz|bday> aha
L1983[17:10:25] <gigaherz|bday> so the
actual "unlock trees" are managed server-wide
L1984[17:10:30] <Cypher121> yes
L1985[17:10:35] <gigaherz|bday> like the
HQM book would
L1986[17:10:40] <Cypher121> exactly
L1987[17:10:58] <Cypher121> but then I
send them to all clients in form of a giant pile of NBT
L1988[17:11:04] <gigaherz|bday> yeah
that'd bebest as a server-side feature
L1989[17:11:11] <Cypher121> yes
L1990[17:11:17] <gigaherz|bday> yeh dump
it into the clients on login and problem solved
L1991[17:11:17] <gigaherz|bday> ;p
L1992[17:11:45] <Cypher121> the problem I
have is that on integrated servers I have to choose if I want to
access server or client maps
L1993[17:11:55] <gigaherz|bday> there
should be no "client map"
L1994[17:12:02] <gigaherz|bday> the
server thread would still manage it
L1995[17:12:06] <diesieben07> sure there
should...
L1996[17:12:07] <gigaherz|bday> and it
would still send a packet to the client
L1997[17:12:11]
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(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L1998[17:12:19] <diesieben07> on
integrated servers its the same as eveywhere else
L1999[17:12:23] <diesieben07> serverside:
use server map
L2000[17:12:26] <diesieben07> cleintsie:
use client map
L2001[17:12:32] <diesieben07> its not
hard...
L2002[17:12:46] <gigaherz|bday> basically
IMO, the server shoudl be the one to manage saving the data
L2003[17:12:52] <unascribed> yeah, the
best way to deal with the integrated server is to not deal with the
integrated server
L2004[17:12:54] <gigaherz|bday> the
client should just simply keep it in memory for the duration of the
session
L2005[17:12:56] <diesieben07> yes but the
client still ahs to hold onto it somehow
L2006[17:12:58]
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L2007[17:13:00] <gigaherz|bday>
sure
L2008[17:13:04] <gigaherz|bday> but
that's like
L2009[17:13:05] <unascribed> treat a
singleplayer session exactly like a multiplayer session
L2010[17:13:06] <diesieben07> thats what
he means i assume
L2011[17:13:14] <diesieben07> yes what
unascribed said.
L2012[17:13:20] <gigaherz|bday> in the
integrated server
L2013[17:13:25] <gigaherz|bday> there
would simply be two instances of it
L2014[17:13:28] <gigaherz|bday> I'd have
something like
L2015[17:13:34] <gigaherz|bday> a
WorldSavedData instance for the server
L2016[17:13:40] <Cypher121> alright,
alright
L2017[17:13:40] <diesieben07> well, he
said its not tied to the world
L2018[17:13:46] <gigaherz|bday> and a
"temporary" ClientData for keeping the data
in-memory
L2019[17:13:49] <diesieben07> more like
config
L2020[17:13:50] <Cypher121> now let me
explain the fucking problem
L2021[17:14:13] <Cypher121> let's imagine
that there are several maps defined
L2022[17:14:28] <gigaherz|bday>
sure
L2023[17:14:34] <Cypher121> and someone
tries to access one of them on client/integrated server
L2024[17:14:42] <diesieben07> stop right
there
L2025[17:14:47] <diesieben07> client and
integrated server are NOT the same.
L2026[17:14:58] <Cypher121> they are same
process
L2027[17:15:01] <diesieben07> yes
L2028[17:15:03] <unascribed>
meaningless
L2029[17:15:07] <diesieben07> ^
L2030[17:15:10] <unascribed> the client
and server are separate entities
L2031[17:15:14] <diesieben07> you are
throwing logical side and physical side into the same bin
L2032[17:15:14] <unascribed> even if they
share a process space
L2033[17:15:19] <unascribed> if you are
throwing objects over that boundary
L2034[17:15:20] <Cypher121> omg
L2035[17:15:21] <unascribed> your code is
broken.
L2036[17:15:41] <Cypher121> I'M FUCKING
TRYING NOT TO CAN YOU JUST ALL FUCKING LISTEN?
L2037[17:15:43] <unascribed> you are not
describing a problem, you are describing an error in your
design
L2038[17:15:51] <diesieben07> we are
listening
L2039[17:15:57] <diesieben07> no need to
scream
L2040[17:16:06] <Cypher121> alright
L2041[17:16:33] <Cypher121> maps aren't
bound to world or to player
L2042[17:16:36] <VikeStep> man, looking
up stuff for ASP.NET 5 is so frustrating :/ because all that comes
up is MVC 5 which is actually ASP.NET 4
L2043[17:16:42] <Cypher121> so they are
just static
L2044[17:16:46] <gigaherz|bday>
okay
L2045[17:16:51] <diesieben07> you need
two fields then
L2046[17:16:53] <VikeStep> happy birthday
gigaherz|bday
L2047[17:16:55] <diesieben07> client
& server.
L2048[17:17:00] <Cypher121> yeah, that's
what I have
L2049[17:17:03] <gigaherz|bday> it still
applies though: whoever runs the server thread controls the
maps
L2050[17:17:10] <Cypher121> of
course
L2051[17:17:13]
⇨ Joins: Dark
(~MrDark@cpe-76-181-157-113.columbus.res.rr.com)
L2052[17:17:14] <diesieben07> ok now
describe your issue.
L2053[17:17:14] <gigaherz|bday> the
client still asks the server for them, and then there's no problem
tobe had
L2054[17:17:17] <Cypher121> but now I
want to access them
L2055[17:17:27] <Cypher121> and I'm
physically on a client
L2056[17:17:31] <unascribed> so, if you
have a map, let's say map 0
L2057[17:17:35] <unascribed> and your
client wants to look at map 0
L2058[17:17:38] <unascribed> it sends a
packet asking for map 0
L2059[17:17:39] <Cypher121> yes
L2060[17:17:40] <gigaherz|bday> doesn't
matter, you can still send a packet to the server thread
L2061[17:17:41] <diesieben07> where you
are PHYSCIALLY is irellevant
L2062[17:17:42] <gigaherz|bday> and wait
for a reply
L2063[17:17:44] <unascribed> server sends
back a packet with the contents of map 0
L2064[17:17:46] <diesieben07> it matters
where you are LOGICALLY
L2065[17:17:50] <unascribed> the client
loads from the packet
L2066[17:17:54] <diesieben07> server
-> ResearchMaps.server
L2067[17:17:58] <diesieben07> client
-> researchmaps.client
L2068[17:18:00] <unascribed> there is no
magic object passing over the boundary
L2069[17:18:20] <diesieben07> (and client
means NOT integrated server, integrated server = server)
L2070[17:18:40] <unascribed> yes, client
is effectively the render thread
L2071[17:18:42] <PaleoCrafter>
unascribed, afaik, sending a packet to the integrated server is
just that :P
L2072[17:18:47] <unascribed> and server
is the (potentially remote) server thread
L2073[17:18:56] <Cypher121> alright,
there will be 4 points, please let me state all 4
L2074[17:18:57] <PaleoCrafter> (magically
passing the object over the border)
L2075[17:18:58] <unascribed>
PaleoCrafter, in that case the magic object passing is abstracted
and simply an optimization
L2076[17:19:03] <PaleoCrafter> yeah
:D
L2077[17:19:10] <gigaherz|bday> we really
shoudl rename those to "UI" side and "Logic"
side
L2078[17:19:11] <gigaherz|bday> ;P
L2079[17:19:13] <Cypher121> 1) I have
clientMaps and serverMaps as static lists
L2080[17:19:45] <gigaherz|bday> yep
L2081[17:19:57] <Cypher121> 2) accessor
for them should be same, API user should NOT specify which ones he
wants.
L2082[17:20:14] <gigaherz|bday> wat
L2083[17:20:21] <diesieben07> that is
wrong
L2084[17:20:25] <diesieben07> they need
to
L2085[17:20:25] <gigaherz|bday> that is
broken
L2086[17:20:30] <gigaherz|bday> there's
TWO kinds of api users
L2087[17:20:32] <gigaherz|bday> the
"client" users
L2088[17:20:35] <gigaherz|bday> and the
"server" users
L2089[17:20:38] <gigaherz|bday> they
should be separate APIs
L2090[17:20:47] <diesieben07> not
necessarily that
L2091[17:20:48] <Cypher121> so dump
deciding which side is checked on user?
L2092[17:20:49] <gigaherz|bday>
regardless on if they run dedicated or integrated
L2093[17:20:56] <diesieben07> but at
least a method that takes a Side argument
L2094[17:21:06] <gigaherz|bday>
Cypher121: depends on context, not user
L2095[17:21:09] <diesieben07> yes the api
user must know what he is doing
L2096[17:21:15] <gigaherz|bday> if you
want the data for rendering purposes, you do it from the client
thread
L2097[17:21:19] <gigaherz|bday> and you
use the ClientMaps
L2098[17:21:36] <gigaherz|bday> ifyou
want the data for unlocking things, then you do it from the server
thread, and you use the ServerMaps
L2099[17:21:38] <diesieben07> there is no
way to magically knwo the side without context
L2100[17:21:45] <diesieben07> there is
getEffectiveSide but do not use it
L2101[17:22:04] <diesieben07> you at
least need a World object so you can check isRemote
L2102[17:22:10] <PaleoCrafter> this would
be a lot easier if you used WorldSavedData (which can work per
save, not actual dimensions) :P
L2103[17:22:20] <gigaherz|bday> the whole
point of Mojang isolating the gameplay logic into an integrated
server
L2104[17:22:24] <gigaherz|bday> was that
the code was clearly separate
L2105[17:22:40] <gigaherz|bday> the
situation where "client code runs gameplay logic" was
removed from the equation
L2106[17:23:09] <gigaherz|bday> you are
trying to blur a line Mojang took a lot of effort to draw ;P
L2107[17:23:45] <gigaherz|bday> so yes,
you should have separate "access paths" for User
Interface data access
L2108[17:23:50] <gigaherz|bday> and
Gameplay data access
L2109[17:23:55] <Cypher121> what I
basically want is to allow user to call
Skills.mapExists("name") and get correct result for
current maps
L2110[17:24:12] <diesieben07> that is
impossible
L2111[17:24:15] <unascribed> ultimately
you should have some class, say SkillsCollection
L2112[17:24:17] <diesieben07> the user
needs to tell you the side
L2113[17:24:18] <Cypher121> no matter if
he's on server and working with his own maps, be it dedicated or
integrated
L2114[17:24:21] <unascribed> which
provides a common API for this
L2115[17:24:28] <unascribed> then have
SkillsClient.getMap().contains("name")
L2116[17:24:32] <unascribed> and one for
SkillsServer
L2117[17:24:38] <diesieben07> yeah or
that
L2118[17:24:46] <unascribed> then you
still have a common API handle you can pass to common code
L2119[17:24:47] <gigaherz|bday> yep our
strongest suggestion is that you have two access points for
it
L2120[17:24:50] <Cypher121> fuck
L2121[17:24:52] <gigaherz|bday> depending
on which side you call it from
L2122[17:25:10] <gigaherz|bday> in fact,
it may be good to have an assertion in your code, if it gets called
from the wrong thread
L2123[17:25:15] <Cypher121> I spent a
week simplifying it as much as possible for users
L2124[17:25:17] <diesieben07> how you
thought this was only a problem in LAN i do not know :P
L2125[17:25:30] <diesieben07> this is a
problem everywhere
L2126[17:25:42] <gigaherz|bday>
diesieben07: it's the problem if having a shared instance of the
@Mod and static fields
L2127[17:25:53] <diesieben07> but he
already said he as TWO fields
L2128[17:25:54] <gigaherz|bday> people
are allowed to forget there's separate threads running separate
logic
L2129[17:25:59] <diesieben07> no they are
not :P
L2130[17:26:20] <Cypher121> I didn't
think it was a LAN problem. original solution involved disabling
sync for LAN server and just using 1 field
L2131[17:26:27] <diesieben07> oh
L2132[17:26:30] <diesieben07> yeah dont
do that
L2133[17:26:32] <gigaherz|bday> they
shouldn't, but if they do forget, thigns just act funny
L2134[17:26:40] <Cypher121> THAT was LAN
problem, but also a pretty easy solution
L2135[17:26:40] <gigaherz|bday> they
don't crash in a clear way
L2136[17:26:57] <diesieben07> i mean you
CAN use one field and just sync everywhere if you REALLY wnat
to
L2137[17:27:07] <diesieben07> BUT: you
have t make your data structure threadsafe
L2138[17:27:15] <diesieben07> and REALLY
knwo what you are doing in that regard
L2139[17:28:02] <Cypher121> I think what
I want is a way to check if player that connected to a server is a
player from same process
L2140[17:28:14] <diesieben07> no
L2141[17:28:20] <diesieben07> you really
do not wnat to go this route :P
L2143[17:28:21]
⇨ Joins: EyeOfKoishi
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L2144[17:28:21] <gigaherz|bday> you can
check if the server is ... no it's just ugly don't do that
L2145[17:28:30] <diesieben07> because
this than drips through to the users of your API
L2146[17:28:45] <diesieben07> because
they need to then deal with a threadsafe data struture as
well
L2147[17:28:47] <gigaherz|bday> just...
keep separate maps, have a ServerMapStorage, and a
ClientMapCache
L2148[17:28:52] <gigaherz|bday> and send
any data on-demand
L2149[17:29:00] <diesieben07> overall
just dont
L2150[17:29:06] <unascribed> it's a lot
better to split the API for client/server than to have weird
behaviors when on LAN or remote
L2151[17:29:24] <unascribed> that's how
the game works, that's how Forge works
L2152[17:29:37] <unascribed>
FMLServerHandler, FMLClientHandler, MinecraftForgeClient,
Minecraft, MinecraftServer...
L2153[17:29:55] <diesieben07>
FMLXXXHandler is actually physical side though
L2154[17:29:56] <unascribed> attempting
to abstract something that is not abstracted anywhere else is just
Wrong™
L2155[17:30:24] <gigaherz|bday> if you
want to give a "dump" access place, make those two
classes implement an interface
L2156[17:30:27] <gigaherz|bday> and then
have a method somewhere
L2157[17:30:33]
⇦ Quits: SubconsciousEye
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seconds)
L2158[17:30:35] <Cypher121> unascribed:
then you must hate java that runs on virtual machine, which
abstraction from OS and architecture
L2159[17:30:44] <unascribed> that's not a
split
L2160[17:30:49] <unascribed> that is what
abstraction is intended for
L2161[17:30:54] <gigaherz|bday>
MapManager.getMapAccess(world.isRemote)
L2162[17:30:56] <unascribed> abstracting
(non-split!) underlying details
L2163[17:31:00] <unascribed> you cannot
abstract a split
L2164[17:31:15] <gigaherz|bday> if
isRemote is true, you return ClientMapCache.instance, if it's
false, you return ServerMapStorage.instance
L2165[17:31:21] <PaleoCrafter> just
accept the world :P
L2166[17:31:21] ***
Abrar|gone is now known as AbrarSyed
L2167[17:31:33] <gigaherz|bday> that's
the best we can offer
L2168[17:31:33] <PaleoCrafter> then
there's zero room for confusion on the user side
L2169[17:32:23] <diesieben07> there will
always be the guy who just passes in
Minecraft.getMinecraft().theWorld
L2170[17:32:28]
⇨ Joins: mrburgerUS
(webchat@cpe-184-59-92-41.cinci.res.rr.com)
L2171[17:32:30] <diesieben07> so i would
not say zero :P
L2172[17:32:37] <gigaherz|bday>
yeah
L2173[17:32:39] <PaleoCrafter> that's not
confusion, that is stupidity :P
L2174[17:32:45] <unascribed> but at least
that will just crash on the server side
L2175[17:32:52] <unascribed> instead of
having confusing subtle behavior
L2176[17:32:54] <gigaherz|bday> but then
again, the same guy probably would use ServerMapStorage.instance in
the client
L2177[17:32:56] <gigaherz|bday> so
/shrug
L2178[17:33:29] <gigaherz|bday> at least
that way
L2179[17:33:37] <gigaherz|bday> you can
have an assertion testing if it's the right thread
L2180[17:33:41] <gigaherz|bday> and slap
the user
L2181[17:34:15] <diesieben07> merp
L2183[17:34:30] <diesieben07> haha
L2184[17:35:07] <Cypher121> I just hate
this
L2185[17:35:16] <unascribed> you're
making this more complicated than it is.
L2186[17:35:38] <Cypher121> from the
start I made everything to keep everything inside
L2187[17:35:55]
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L2189[17:36:36] <Cypher121> just let user
register a map with some nodes, then access it and set states for
players
L2190[17:36:49] <PaleoCrafter> burger, if
you want to talk, don't use webchat :P
L2191[17:37:08] <diesieben07> thats all
fine cypher. you just need a world argument to the access
methods.
L2192[17:37:13] <Cypher121> no need or
even a way to access underlying IEEP, messages, anything
L2193[17:37:15] <gigaherz|bday>
Cypher121: interface IMapAccess{} /// class MapManager{ public
static IMapAccess getMapAccess(boolean worldIsRemote); } /// user
of the class doesn't needto know if it's server or client map
returned
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L2195[17:37:33] <Cypher121> but client
needs a world then
L2196[17:37:42] <Cypher121>
example:
L2197[17:37:43] <diesieben07> tehre is
always a world
L2198[17:37:44] <unascribed> yes, and 99%
of the time they will have a world handle anyway
L2199[17:37:46] <gigaherz|bday> of
course?
L2200[17:37:55] <unascribed> and if they
don't, they know which side they're on and how to get a world
handle
L2201[17:37:56] <Cypher121> there's a mod
called mod1 that adds a research map
L2202[17:38:00] <gigaherz|bday> if you
want to write a special UI that is accessed from the main
menu
L2203[17:38:06] <gigaherz|bday> then you
use ClientMap.instance directly
L2204[17:38:15] <gigaherz|bday> instead
of going through the World object
L2205[17:38:34] <gigaherz|bday> since a
Gui class knows it must be on the client
L2206[17:38:37] <gigaherz|bday> that's
perfectly fine
L2207[17:38:53] <gigaherz|bday> and the
IEEP code still doesn't need to care
L2208[17:39:10] <gigaherz|bday> IEEPs can
just do MapManager.getMapAccess(entity.worldObj);
L2209[17:39:12] <Cypher121> then a mod2
wants to get that map during postInit and replace it with its
own
L2210[17:39:35] <gigaherz|bday>
ideally
L2211[17:39:39] <gigaherz|bday> those
maps would be server maps
L2212[17:39:44] <diesieben07> no
L2213[17:39:48] <diesieben07>
actually
L2214[17:39:50] <gigaherz|bday> the
client maps would only exist while the user is logged in
L2215[17:39:50] <diesieben07> yeah
L2217[17:39:53] <diesieben07> yeah
that.
L2218[17:40:00] <gigaherz|bday> into a
world
L2219[17:40:00] <tterrag> two different
texture types layered :)
L2220[17:40:04] <gigaherz|bday> and
they'd get wiped on disconnect
L2221[17:40:05] <tterrag> also, happy
birthday :D
L2222[17:40:11] <gigaherz|bday> (or
lazily)
L2223[17:40:17] <gigaherz|bday> tterrag:
thx
L2224[17:40:18] <diesieben07> i'll just
shut up and let the birthday man talk
L2225[17:40:29] <PaleoCrafter> actually,
Cypher121, are those maps only the "definitions" as you
called them earlier?
L2226[17:40:30] <tterrag> O_O
L2227[17:40:30] <gigaherz|bday> tterrag:
and nice ;P
L2228[17:40:34] <unascribed>
:confetti_ball:
L2229[17:40:36] <Cypher121> yes
L2230[17:40:45] <Cypher121> states of
these maps are obvious as fuck
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L2232[17:40:57] <PaleoCrafter> those
states are stored in IEEP?
L2233[17:40:59] <mrburgerUS> Hello
everyone!
L2234[17:41:08] <Cypher121> they're bound
to a player, so there are at least 2 ways to check if it's a server
or client side
L2235[17:41:24] *
thecodewarrior welcomes the new guy
L2236[17:41:38] <PaleoCrafter> then I
don't see a reason to sync the definitions whatsoever, if it's a
simple API registry sort of thing
L2237[17:41:46] <mrburgerUS> Yeah Im
new
L2238[17:41:56] <gigaherz|bday> hello
mrburgerUS
L2239[17:42:09] <Cypher121> it's a
registry and interface for that registry
L2240[17:42:12] <PaleoCrafter> as mods
would ideally register their own stuff in the lifecycle events on
both physical sides
L2241[17:42:16] <gigaherz|bday> sorry, we
have a restriction that people who don't bother to change their
ident string, can't speak
L2242[17:42:17] <gigaherz|bday> ;P
L2243[17:42:27] <Cypher121> are
lifecycles fired in both threads?
L2244[17:42:33] <gigaherz|bday> no
L2245[17:42:37] <gigaherz|bday> @Mod only
exists once
L2246[17:42:59] <PaleoCrafter> you're
having a situation similar to blocks or items though
L2247[17:43:05] <gigaherz|bday> but that
doesn't mean you can't initialize two separate classes from
them
L2248[17:43:23] <PaleoCrafter> the game
doesn't sync anything regarding those either (apart from the IDs
maybe)
L2249[17:43:41] <diesieben07> the
lifecycel events fire before there even are two threads
L2250[17:44:31] <Cypher121> so I guess
I'll limit all writing/re-writing to init events
L2251[17:44:54] <Cypher121> and that
makes everyone's life easier
L2252[17:45:17] <Cypher121> btw, how
would I check for that? :D
L2253[17:45:45] <PaleoCrafter>
Loader.instance().isInState(LoaderState.XYZ)
L2254[17:45:52] <gigaherz|bday> iirc
there's a way to ask fml for the current phase
L2255[17:46:07] <Cypher121> thx
L2256[17:46:10] <diesieben07> in this
case LoaderState.AVAILABLE
L2257[17:46:27] <Cypher121> I'll get back
to it later, can't think straight now
L2258[17:46:56] <tterrag> gigaherz|bday:
now I need to figure out how to rotate UVs with this system
.-.
L2259[17:47:00] <tterrag> before I was
letting vanilla handle it
L2260[17:47:11] <gigaherz|bday> heh
L2261[17:47:44] <gigaherz|bday> I never
felt the need to rotate uvs
L2262[17:47:45] <gigaherz|bday> XD
L2263[17:47:49] <tterrag> new
BlockFaceUV(uvs, rotation)
L2264[17:47:52] <tterrag> that's all it
took .-.
L2265[17:48:01] <tterrag> gigaherz|bday:
tell that to pillars
L2266[17:48:03] <PaleoCrafter> fry dun
gud job
L2267[17:48:15] <gigaherz|bday> and
logs?
L2268[17:48:16] <tterrag> (that's a
vanilla class)
L2269[17:48:22] <gigaherz|bday> I guess I
never made pillars nor logs
L2270[17:48:23] <gigaherz|bday> XD
L2271[17:48:39] <gigaherz|bday> hmm oh I
see
L2272[17:48:43] <gigaherz|bday> I just
don't rotate UVs
L2273[17:48:50] <gigaherz|bday> I rotate
the actual models in the blockstate file
L2274[17:49:03] <tterrag> yeah...I
suppose we could actually do that now huh
L2275[17:49:04] ***
manmaed is now known as manmaed|AFK
L2276[17:49:07] <gigaherz|bday> {
"model": "blah", "y":90 }
L2277[17:49:09] <tterrag> actually...not
sure this system will like rotated UVs
L2278[17:49:19] *
tterrag goes to try
L2279[17:49:48] <RANKSHANK> Murphy's
gonna get you tterrag
L2280[17:50:17] <tterrag> gigaherz|bday:
the problem with that is pillars don't use a state for their
rotation
L2281[17:50:20] <tterrag> it's
contextual
L2282[17:50:28] <tterrag> it could be
done in getActualState I suppose
L2283[17:50:48] <gigaherz|bday> ah
L2284[17:50:49] <gigaherz|bday>
yeah
L2285[17:51:00]
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L2286[17:51:02] <gigaherz|bday> anything
contextual fits in getActualState
L2287[17:51:12] <gigaherz|bday> including
stairs
L2288[17:51:13] <gigaherz|bday> ;P
L2289[17:51:22] <gigaherz|bday> (and
fences)
L2290[17:52:22] <tterrag> mhm...that
might be the better option
L2291[17:52:28] <tterrag> but I Need to
see if rotated UVs actually works in our system
L2292[17:53:40] <gigaherz|bday>
hmmm
L2293[17:53:41] <shadekiller666> darn fry
is gone :(
L2294[17:53:50] <gigaherz|bday> depending
on how you did it, it will look funny
L2295[17:53:51] <gigaherz|bday> ;p
L2296[17:53:55] <shadekiller666> got an
issue with the obj loader i'm not sure how to fix
L2297[17:54:08] <tterrag> I'm not sure
how to test this though...since I just load the model manually
there are no blockstate TRSRs applied
L2298[17:54:19] <tterrag> I guess I could
just create my own TRSR and apply it
L2299[17:54:37] <shadekiller666> tterrag,
ya, TRSRs are pretty easy to make now
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L2301[17:54:55] <tterrag> how do I apply
it to a model though?
L2302[17:54:55] <shadekiller666> the
constructors should take any input you want to make a TRSR
for
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L2304[17:55:15] <shadekiller666>
TRSRTransformation.apply(IModelPart) i think
L2305[17:56:07] <tterrag> the heck is an
IModelPart
L2306[17:56:09] <shadekiller666>
basically you use the TRSR to do matrix math with the vertex
position vectors
L2307[17:57:23] <riderj> Best part is
when he says "here it is [/img]" and what you said
XD
L2308[17:57:42] <riderj> Oops, my chat
wasn't scrolled all the way haha.
L2309[17:57:42] <tterrag> shadekiller666:
how do I get an IModelPart
L2311[17:58:02] <diesieben07> still got
it riderj :P
L2312[17:58:17] <shadekiller666> prob
don't need an IModelPart
L2313[17:58:17] <riderj> Cool cool, lost
my shit when I read that.
L2314[17:58:36] <tterrag> but that's how
you .apply
L2315[17:58:38] <diesieben07> genious
like him always show up, cant do aythig about it
L2316[17:58:42] <tterrag> ...
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L2318[18:00:33] <shadekiller666> tterrag,
m = transform.getMatrix(); for (each vertex) {Vector4f pos =
vertex.pos; m.transform(pos, newPos);}
L2319[18:00:46] <tterrag> and I get
vertices how? working with an IModel here...
L2320[18:01:08] <shadekiller666> do you
not have vertex position vectors
L2321[18:01:57] <tterrag> IModel model =
event.modelLoader.getModel(BASE_MODEL_LOC);
L2322[18:02:01] <tterrag> that's all I
have.
L2323[18:02:14] <shadekiller666>
ahh
L2324[18:02:17] <shadekiller666> :/
L2325[18:02:24] <shadekiller666>
hmmm
L2326[18:03:01] <diesieben07> cant you
wrap that in a new IModel that just inserts your TRSR when bake is
called?
L2327[18:03:10] <diesieben07> as in
calling bake on the original model with your TRSR
L2328[18:03:24] <shadekiller666> the only
other place you can "give" the IModel a TRSR is via
IModel.bake()
L2329[18:03:38] <shadekiller666> without
having direct access to the vertex position vectors
L2330[18:03:58] <shadekiller666> what
diesieben07 said might work
L2331[18:04:08] <shadekiller666> but
could potentially break things
L2332[18:04:08] <tterrag> diesieben07: no
easy way to do that?
L2333[18:04:18] <diesieben07> ?
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L2335[18:05:28] <tterrag> ohh
L2336[18:05:33] <tterrag>
model.getDefaultState().apply()
L2338[18:05:59] <thecodewarrior> what
method dictates suffocation? I can't remember and there are like a
dozen different ones with almost synonymous names.
L2339[18:05:59] <diesieben07> not sure
what that would achieve
L2340[18:06:03] <tterrag> no
L2341[18:06:05] <tterrag> I read it
wrong
L2342[18:06:07] <tterrag> I'm lost
L2343[18:06:11] <diesieben07> make new
IModel
L2344[18:06:11] <tterrag> why is this
system just a series of dead ends
L2345[18:06:14] <diesieben07> forwrd
everything
L2346[18:06:22] <diesieben07> except in
bake use your TRSR as the state
L2347[18:06:28] <tterrag> why do I have
to create a freaking wrapper to apply a transformation
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L2350[18:06:48] <tterrag> wait
L2351[18:06:54] <tterrag> why didn't you
just say TRSR implements IModelState
L2352[18:06:56] <tterrag> ._.
L2353[18:06:57] <diesieben07> because
models are immutable
L2354[18:06:59] <diesieben07> oh
L2355[18:07:00] <diesieben07> lol
L2356[18:07:07] <diesieben07>
thecodewarrior, isVisuallyOpaque
L2357[18:07:23] <thecodewarrior> Ok.
that's strange. :P
L2358[18:07:27] <thecodewarrior>
Thanks.
L2359[18:07:43] <diesieben07> i thought
you knew tterrag :P
L2361[18:07:48] <tterrag> as I
figured
L2362[18:07:50] <tterrag> doesn't
work
L2363[18:08:17] <diesieben07> ok what
excatly do you want?
L2364[18:08:26] <tterrag> dunno
L2365[18:08:29] <diesieben07> lol
L2366[18:08:34] <tterrag> to fix that I
guess
L2367[18:08:37] <tterrag> but I have no
idea how I would
L2368[18:08:40] <diesieben07> search your
feelings
L2369[18:08:54] <diesieben07> what is
"that"? :D
L2370[18:08:56] <diesieben07> that
screenshot?
L2371[18:08:58] <tterrag> yes
L2372[18:09:00] <tterrag> they should
connect
L2373[18:09:24] <diesieben07> are those
stairs?
L2375[18:09:24] <Ivorius> They already
do
L2376[18:09:30] <Ivorius> On an emotional
level
L2377[18:09:34] <Ivorius> You just don't
get it
L2378[18:09:38] <tterrag> diesieben07: in
this case yet, but it can be any model
L2379[18:09:44] <tterrag> stairs are just
a test
L2380[18:09:49] <diesieben07> hrmmm
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L2383[18:09:59] <Ivorius> Man, when was
the last time I was helpful in here
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L2385[18:10:04] <diesieben07> that sounds
like a bug if the texture are not rotated properly
L2386[18:10:05] <Ivorius> Must have been
a few months
L2387[18:10:08] <Ivorius> That's so
freeing
L2388[18:10:12] <diesieben07> but i dont
knwo the model system well enoguh
L2389[18:10:35] <shadekiller666> tterrag,
are those custom stairs?
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L2391[18:10:47] <tterrag> no
L2392[18:10:51] <shadekiller666> ok
L2393[18:10:53] <tterrag> it's just my
ctm code applied to the stairs model
L2394[18:11:00] <shadekiller666>
ahh
L2395[18:11:19] <PaleoCrafter> Ivorius,
all your contributions are invaluable :P
L2396[18:11:20] <shadekiller666> and
you're trying to rotate the uvs with the rest of the model?
L2397[18:11:28] <tterrag> the UVs are
rotated
L2398[18:11:33] <gigaherz|bday> hmm
wait
L2399[18:11:38] <Ivorius> Quit projecting
your problems on me PaleoCrafter
L2400[18:11:38] <gigaherz|bday> if the
model is physically rotated
L2401[18:11:56] <gigaherz|bday> (so the
UVs are not in the "default" orientation
L2402[18:11:58] <tterrag> but the CTM
system doesn't know that so it says "hey you're connected left
and right", then because the UVs are rotated 90 degrees it's
wrong
L2403[18:12:08] <PaleoCrafter> I just
complimented you D:
L2404[18:12:15] <gigaherz|bday> hmm then
either it wouldn't make sense to connect them
L2405[18:12:24] <gigaherz|bday> or it
would only make sense to connect with other blocks with the same
orientation
L2406[18:12:27] <tterrag> why not
:/
L2407[18:12:43] <gigaherz|bday> I mean if
they woudl be actually rotated in the world
L2408[18:12:46] <tterrag> think about 3
stairs, in an L shape
L2409[18:12:50] <tterrag> the bottom
sshould connect
L2410[18:13:02] <tterrag> but if the
model is rotated, they won't
L2411[18:13:05] <Ivorius> Eh
L2412[18:13:16] <Ivorius> That was
totally a higher matter statement
L2413[18:13:21] <Ivorius> I didn't just
misread
L2414[18:13:40] <shadekiller666> ahh so
the problem is the CTM system assumes that the uvs will be in X
order, but when the game performs the rotation for EnumFacing, that
assumption ends up rotating
L2415[18:13:41] <shadekiller666>
hmm
L2416[18:14:03] <shadekiller666>
question: does the game's EnumFacing rotation happen before or
after your ctm code takes over?
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L2419[18:17:13] <tterrag> it's done on
baked models
L2420[18:17:15] <tterrag> so I assume
before
L2421[18:17:31] <tterrag> unless it's
rotated after handleBlockState
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L2423[18:24:17] <shadekiller666>
EnumFacing is applied in handleBlockState, but thats because it
either returns a new instance of IBakedModel, or pulls one out of a
cache
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L2425[18:25:05] <tterrag> shadekiller666:
what?
L2426[18:25:19] <tterrag> I'm not
applying any rotations in my code
L2427[18:26:34] <shadekiller666> the game
*should* rotate the model in handleBlockState
L2428[18:27:24] <tterrag> sure
L2429[18:27:25] <tterrag> but
where?
L2430[18:28:16] <shadekiller666> going
off that assumption, and the fact that your ctm code works on IBMs,
the rotation from an EnumFacing should have been applied before
your ctm code operates on it
L2432[18:28:23] <tterrag> tell me where
you see any rotations
L2433[18:29:58] <shadekiller666> i'm not
saying YOU are rotating it
L2434[18:30:32] <tterrag> seems to me
that the TRSR is applied at baking
L2435[18:30:33] <tterrag> no?
L2436[18:30:38] <shadekiller666> it
is
L2437[18:30:44] <tterrag> ok
L2438[18:30:48] <tterrag> so that'd
definitely BEFORE my code
L2439[18:30:53] <tterrag> so there is a
bug
L2441[18:32:07] <shadekiller666> the
standard way that the game does it is by passing an EnumFacing into
handleBlockState(), which then checks a cache for a model with the
passed in state, if one exists, it passes it back, if one doesn't
exist, it instantiates a new one and passes the IBS into the IBM
constructor
L2442[18:32:32] <shadekiller666> which
would store the state and apply the rotation later
L2443[18:36:56] <shadekiller666>
IModel.bake() is only called once i believe, but that usually just
returns a new instance of IBM
L2444[18:37:42] <shadekiller666> so if
the rotation happens before your ctm code gets a hold of it, you
might be able to figure out how much things have rotated
L2445[18:38:09] <shadekiller666> that
would require an un-rotated version to compare to though
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L2447[18:41:46] <shadekiller666> tterrag,
does your ctm code "reset" the uv shell? ie. does it
always start from the same base uv layout/order?
L2448[18:42:01] <tterrag> not sure what
you mean
L2449[18:43:46] <shadekiller666> does
your ctm code modify the uvs of the model that it recieves, or does
it apply its own set of uvs that don't have anything to do with the
uvs that the model already contained
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L2451[18:50:44] <tterrag> shadekiller666:
it should modify
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L2453[18:51:57] <shadekiller666> then i
would think that, if it modifies correctly, this problem wouldn't
happen
L2454[18:52:08] <shadekiller666> do the
textures on those stairs rotate at all?
L2455[18:52:22] <shadekiller666> or do
they always get applied in that configuration?
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L2461[19:06:07] <tterrag> shadekiller666:
again, not sure what you're asking
L2462[19:06:10] <tterrag> CTM doesn't
rotate anything, no
L2463[19:06:20] <tterrag> it applies from
a map of subtextures
L2465[19:06:58] <shadekiller666> if the
stairs are placed facing a different direction than in that
screenshot you posted, do the textures on the bottom rotate with
them?
L2466[19:07:09] <shadekiller666> i'm not
asking about whats rotating them
L2467[19:07:54] <shadekiller666> i'm
asking if they rotate with the block, and just happen to not be
oriented correctly relative to the block, or if they stay in the
same orientation regardless of the facing direction of the
block
L2468[19:11:18] <tterrag> there is no
block rotation yet
L2469[19:11:21] <tterrag> it's JUST a
model
L2470[19:12:59] <tterrag> to rotate it I
just do this
L2471[19:13:12] <tterrag> baseModel =
model.bake(new TRSRTransformation(ModelRotation.X0_Y90),
Attributes.DEFAULT_BAKED_FORMAT, r ->
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(r.toString()));
L2472[19:13:43] <tterrag> shadekiller666:
and then it's broken
L2473[19:13:48] <shadekiller666>
hmm
L2474[19:14:07] <shadekiller666> i think
ModelRotation.X0_Y90 is the problem
L2475[19:14:17] <shadekiller666> or
rather, always using that, would be the problem
L2476[19:21:40] <tterrag> ...
L2477[19:21:44] <tterrag> but that's the
whole point
L2478[19:21:48] <tterrag> I'm trying to
test rotated models
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L2481[19:32:12] <tterrag> shadekiller666:
?
L2482[19:33:22] <shadekiller666> :/
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L2485[19:33:38] <shadekiller666> in the
screenshot you posted
L2486[19:33:43] <shadekiller666> with the
purple stairs
L2487[19:33:50] <shadekiller666> what
direction are the stairs facing
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L2489[19:37:07] <tterrag> shadekiller666:
no idea
L2490[19:37:19] <tterrag> 90 degrees
rotated from the original model
L2491[19:37:23] <shadekiller666> ok
L2492[19:38:16] <shadekiller666> if they
face 180 degrees from the original, do the textures on the bottom
still "point" in the same direction as they do when the
stairs are at 90 degrees
L2493[19:38:37] <tterrag> probably
not
L2494[19:38:39] <tterrag> let me
test
L2495[19:38:40] <tterrag> in a few
mins
L2496[19:39:30]
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L2501[19:52:26] <tterrag> everything is
backwards
L2502[19:52:50] <shadekiller666> so the
textures do rotate with the stairs
L2503[19:52:51] <shadekiller666> ok
L2504[19:52:58] <shadekiller666> thats
what i've been trying to get at :P
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enough.)
L2506[19:53:09] <tterrag> yeah
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L2508[19:53:16] <tterrag> CTM can't
really allow that....for obvious reasons
L2509[19:53:17] <shadekiller666> also,
stairs don't cull face
L2510[19:53:22] <tterrag> I know
L2511[19:53:24] <tterrag> it's a bug that
I know how to fix
L2512[19:53:26] <tterrag> just
haven't
L2513[19:54:55] <shadekiller666> so you
need to figure out what uv index order to use depending on the way
that the texture needs to "point"
L2514[19:55:22] <tterrag> I guess
L2515[19:55:25] <tterrag> not sure what
that means exactly:P
L2516[19:55:25] <shadekiller666> (you can
rotate a texture by shifting the uv indices up or down, so long as
they remain in the same order)
L2517[19:56:27] <shadekiller666> so if
uv[0], uv[1], uv[2], uv[3] is the order, and you want to rotate the
texture 90 degrees, you'd do uv[1], uv[2], uv[3], uv[0]
L2518[19:57:20] <tterrag> yeah
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L2523[20:07:47] <gigaherz|bday> what do
you ppl think would be the best way to allow my items to have
replaceable gemstones?
L2524[20:07:56] <gigaherz|bday> my top
choices are
L2525[20:08:18] <gigaherz|bday> either a
recipe, or some random key that opens a gui
L2526[20:08:55] <gigaherz|bday> the third
choice would be a "workshop" block that's required to
modify the parts
L2527[20:08:57] <gigaherz|bday> but
meh
L2528[20:08:59]
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L2531[20:11:51] <Broad-mobile> Is there
still a "src" version of mc forge to download to start a
mod?
L2532[20:12:16]
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L2533[20:12:50] <hasunwoo> How to
retrieve world path from serverstartedevent?
L2534[20:13:06] <unascribed>
Broad-mobile, it got renamed to the MDK
L2535[20:13:16] <Broad-mobile>
Ahh...thanks
L2536[20:16:11]
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L2543[20:19:59] <HassanS6000> Is there
any documentation on using the Forge OBJ Animation (Support)?
L2544[20:20:36] <hasunwoo> Anyone knows
how to retrieve savepath from serverstartedevent?
L2545[20:24:05] <gigaherz|bday>
HassanS6000: there's no such thing as "obj
animation"
L2546[20:24:10] <gigaherz|bday>
animations are for .b3d files
L2547[20:24:33] <HassanS6000>
gigaherz|bday, is there no way to animate an OBJ model? Especially
for an Entity?
L2548[20:24:39] <HassanS6000>
gigaherz|bday, happy birthday
L2549[20:24:45] <gigaherz|bday> you'd
have to do it manually
L2550[20:24:50] <gigaherz|bday> split the
model into the separate pieces
L2551[20:24:55] <gigaherz|bday> and draw
each one in its own way
L2552[20:25:08] <gigaherz|bday> ... or
you can use the b3d format, and setup the skeleton animations from
within blender
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L2554[20:26:25] <HassanS6000>
gigaherz|bday, if I use B3D format, I can still bind a texture as I
would for an OBJ?
L2555[20:26:46] <gigaherz|bday> I
suppose
L2556[20:26:49] <HassanS6000> I guess
what I'm really asking is if it's easy to transfer an OBJ to a B3D
WITH textures?
L2557[20:27:00] <gigaherz|bday> oh not
sure about that
L2558[20:27:04] <gigaherz|bday> never
actually used b3d myself
L2559[20:27:09]
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L2560[20:27:11] <gigaherz|bday> so I
don't know the quirks of exporting them
L2561[20:27:20] <HassanS6000> I used it
once - but only with a very generic texture.
L2562[20:27:35] <HassanS6000>
gigaherz|bday, anyway, if I choose to use B3D, how to animate via
Forge
L2563[20:27:42] <gigaherz|bday> no idea
;P
L2564[20:27:58] <HassanS6000> haha, guess
I gatta wait for fry to wake up ;_;
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L2566[20:28:03] <williewillus> ask fry
and check out the examples
L2567[20:28:07]
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L2568[20:28:10] <HassanS6000>
williewillus, examples? link?
L2569[20:28:22] <williewillus> I'm like
the only one who's touched it so far lol and even I don't have a
full grasp of how to do it yet
L2570[20:28:26] <williewillus> forge
github
L2572[20:28:44] <hasunwoo> Is this
possible to retrieve save path from serverstartedevent?
L2573[20:28:50] <williewillus> yeah
L2574[20:29:00] <hasunwoo> How?
L2575[20:29:18] <williewillus> iirc if
you have a server object you can get the overworld then get its
save path
L2576[20:29:27] <williewillus> look
around in server/world/savehandler
L2577[20:30:06] <HassanS6000>
williewillus, this example is for blockss
L2578[20:30:18] <williewillus> what do
you need it for?
L2579[20:30:57]
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L2580[20:31:44] <HassanS6000>
williewillus, entities, and for SPECIFIC times. Technically I need
it when the entity is moving veritcally
L2581[20:31:47] <HassanS6000>
*vertically
L2582[20:31:53] <williewillus>
AnimationModelBase
L2583[20:32:01] <williewillus> in the
example mod
L2584[20:32:06] <HassanS6000> So while
not moving it's still, when moving animate it
L2585[20:32:10] <HassanS6000> kk
L2586[20:32:22] <gigaherz|bday>
williewillus: there was a method to allow items with different NBT
to use different models right?
L2587[20:32:40] <williewillus> custom
mesh definitions, yeah
L2588[20:32:43] <williewillus> happy bday
by the way
L2589[20:32:46] <williewillus> how was
your interview
L2590[20:32:56] <gigaherz|bday>
disappointing within expectation
L2591[20:33:04] <williewillus> who
with?
L2592[20:33:10] <gigaherz|bday> it was a
uni department
L2593[20:33:18] <williewillus> ah
L2594[20:33:22] <gigaherz|bday> but
spanish research grants are shitty and sparse
L2596[20:33:46] <gigaherz|bday> basically
the best I could hope for, would have been a crappy part-time job
starting 3 months from now
L2597[20:34:01] <gigaherz|bday> or a phd
scholarship starting around september
L2598[20:34:10] <gigaherz|bday> so yeah,
still looking for jobs
L2599[20:34:18] <gigaherz|bday> and it's
3am
L2600[20:34:20] <HassanS6000> How the
fuck does this work O.o
L2601[20:34:23] <gigaherz|bday> it's not
technically my bday anymore
L2602[20:34:27] ***
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L2603[20:34:42] <HassanS6000>
gigaherz|bday, Nuuu, it's your birthday in spirit. Until you've
slept is still your b-day
L2604[20:34:49] <gigaherz> although if I
were to count 24h starting from when I was born, there are still
some hours left
L2605[20:34:49] <gigaherz> XD
L2606[20:34:50] <williewillus>
HassanS6000: models are animated by dynamically rebaking them with
TRSRs applied
L2607[20:34:58] <gigaherz> cos I was born
around 10:45am
L2608[20:35:02]
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L2609[20:35:12] <HassanS6000> xD
L2610[20:35:14] <williewillus> you
specify the animation in a json in asms/ folder
L2611[20:35:17] <HassanS6000>
williewillus, alright
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L2613[20:35:30] <williewillus> whose
grammar gist I also linked above
L2614[20:35:43] <gigaherz> okay so custom
mesh definitions... I'll take a look
L2615[20:35:52] <williewillus> i think
it's easier to understand if you look at the TE version of the
animations first
L2617[20:36:07] <williewillus> yes
L2618[20:36:14] <gigaherz> HassanS6000:
areyou doing a mob-like entity?
L2619[20:36:24] <HassanS6000> gigaherz,
nuu, it's much more complicated
L2620[20:36:39] <gigaherz> complicated
enough to have different parts animating independently?
L2621[20:36:44] <HassanS6000> gigaherz,
yus
L2622[20:36:52] <gigaherz> ah then the
animation systme may not be fit for you
L2623[20:36:56] <HassanS6000> :/
L2624[20:36:57] <gigaherz> system*
L2625[20:36:57] <williewillus> I'd use
layers then
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L2627[20:37:00] <HassanS6000> rip
L2628[20:37:09] <HassanS6000> I need to
move four different parts of my model
L2629[20:37:11] <HassanS6000> this
vehicle has legs
L2630[20:37:13] <gigaherz> you will
probably need to split the IModel into parts
L2631[20:37:14] <HassanS6000> hehe
L2632[20:37:25] <gigaherz> (there's
something in forge for it)
L2633[20:37:30] <HassanS6000> that sounds
complicated
L2634[20:37:36] <gigaherz> HassanS6000:
but they move at unison?
L2635[20:37:38] <williewillus> but the
animation api operates on submodels/split imodels
L2636[20:37:42] <williewillus> but idk
how exactly it works
L2637[20:37:47] <williewillus> ask fry
:P
L2638[20:37:49] <HassanS6000> gigaherz,
it's an AT-AT
L2639[20:37:51] <HassanS6000> from Star
WARS
L2640[20:37:52] <gigaherz> yeah better
ask fry
L2641[20:37:53] <gigaherz> XD
L2642[20:37:55] <HassanS6000> yep
L2643[20:37:56] <williewillus> the
botania lexicon is gonna take a while to do
L2644[20:38:05] <gigaherz> well waht I
meant was
L2645[20:38:09] <williewillus> I'm gonna
wet my feet with the corporea crystal cube first (which is just a
cube bobbing up and down)
L2646[20:38:12] <gigaherz> if there's
different parts that move independently
L2647[20:38:12] <gigaherz> like
L2648[20:38:16] <gigaherz> the head
looking in one direction
L2649[20:38:21] <gigaherz> while the legs
do the walking
L2650[20:38:21] <HassanS6000> gigaherz,
there's like 25 parts
L2651[20:38:25] <gigaherz> while the arms
do something else
L2652[20:38:25] <HassanS6000> legs
walking
L2653[20:38:27] <HassanS6000> head
moving
L2654[20:38:30] <HassanS6000> turrets
moving
L2655[20:38:32] <gigaherz> and they are
separate states
L2656[20:38:37] <gigaherz> that can
change independently without relation?
L2657[20:38:39] <williewillus> yeah not
sure if this is fit for a single model
L2658[20:38:39] <HassanS6000> oh
god
L2659[20:38:52] <HassanS6000> well is OBJ
so it's technically separated into parts
L2660[20:38:55] <gigaherz> you probably
want to have separate actual models
L2661[20:39:02] <HassanS6000> but it's a
pain to do it via Java and literally rotate them
L2662[20:39:02] <williewillus> Ask Fry
(tm)
L2663[20:39:03] <gigaherz> and draw them
manually
L2664[20:39:08] <gigaherz> with rotations
and such
L2665[20:39:14] <gigaherz> you can still
have an animation loop for the legs
L2666[20:39:20] <HassanS6000> gigaherz,
how
L2667[20:39:20] <gigaherz> unless you
want the legs to use inverse kinematics
L2668[20:39:26]
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L2669[20:39:29] <gigaherz> so th at they
detect hwere the ground is
L2670[20:39:30] <HassanS6000> gigaherz, I
just need legs to look normal xD
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L2672[20:39:51] <gigaherz> but yeah,
speka with fry about HOW to do it
L2673[20:39:52] <gigaherz> XD
L2674[20:40:06] <HassanS6000> Alright,
will do
L2675[20:40:16] *
HassanS6000 goes into his cave to wait for fry to
appear
L2676[20:40:35] <williewillus> hopefully
we can get to a point where fry isnt our single point of reliance
lol
L2677[20:40:47] <williewillus> I'm kinda
getting there for the static model system, but not the animation
API :P
L2679[20:43:43] <mrburgerUS> hey
everyone
L2680[20:43:55] <HassanS6000> heya
L2681[20:44:38] <mrburgerUS> Is this a
good place to ask a forge question? I know Java and all but Forge
is just a doozy
L2682[20:44:44] <gigaherz> HassanS6000:
you'd need to do that one leg at a time
L2683[20:44:46] <gigaherz> and in a way
that
L2684[20:44:51] <gigaherz> 3 legs are
moving backward
L2685[20:44:58] <gigaherz> while one is
raised moving forward
L2686[20:45:10] <HassanS6000> gigaherz, I
know it's completely wrong, that's why I need to talk to fry, cuz
doing it how I am is very complicated
L2687[20:45:17] <gigaherz> so like your
cycle would have 75% of the time moving backward
L2688[20:45:23] <HassanS6000> yea
L2689[20:45:26] <gigaherz> then 25% of
the time the raise move forward and drop
L2690[20:45:54] <gigaherz> and eahc leg
would be 25% of the animation offset from the previous
L2691[20:46:06] <gigaherz> FL, FR, BL,
BR
L2692[20:46:15] <williewillus>
mrburgerUS: just ask
L2693[20:46:18] <mrburgerUS>
alright
L2694[20:46:47] <mrburgerUS> so Im making
an addon to Immersive Engineering but Im redoing a huge portion of
the weapon items
L2695[20:46:59] <mrburgerUS> But Ive
reached a roadblock
L2696[20:47:07] <williewillus> I hope
this is 1.8 since IE is on 1.8 now, but anyways what's the
block?
L2697[20:47:18] <mrburgerUS> Im still on
1.7
L2698[20:47:23] <mrburgerUS> I need to
update
L2699[20:48:05] <mrburgerUS> Okay so is
there a way to make onItemRightClick only fire once / make using an
item not slow the player down
L2700[20:48:09]
⇦ Quits: Fendirain
(~Fendirain@172-14-113-26.lightspeed.irvnca.sbcglobal.net) (Ping
timeout: 198 seconds)
L2701[20:49:07] <riderj> Why do
professors like to think they are the best? I mean, yeah you know
what you are doing in your field, but that doesn't give them the
right to disrespect their students -.-
L2702[20:49:26] <mrburgerUS> my AP Comp
Sci Teacher was like that rider
L2703[20:49:47]
⇦ Quits: burger (webchat@cpe-184-59-92-41.cinci.res.rr.com)
(Ping timeout: 204 seconds)
L2704[20:50:14] <riderj> My English Comp
professor acts like a child, I didn't watch a video and I needed
help so I posted on the forum. He comes in saying "If you
actually watched my lecture you would understand".
L2705[20:50:24] <riderj> Like be less
childish, and email me your complaints
L2706[20:51:53] <williewillus> ?shrug
they're kinda justified to say that, but yeah being less dickish is
always nice
L2707[20:52:16] <riderj> I just don't
agree that he chewed me out in public, that's all.
L2708[20:54:40] <riderj> On the bright
side, finally got my blood crystal to add life essence to it's
charge when an animal is killed by the player :D
L2709[20:57:39] <gigaherz> williewillus:
hmm the ItemMeshDefinition doesn't know anything about textures
right? so I'd have to ensure they are loaded using the stitch
event?
L2710[20:58:27] <williewillus> you return
a MRL from itemmeshdef, you tell the game you need those MRL's
loaded and baked using registerItemVariants
L2711[20:58:47] <williewillus> and the
models will stitch the textures as normal
L2712[21:00:18] <gigaherz> ah
registerItemVariants
L2713[21:00:19] <gigaherz> gotcha
L2714[21:00:32] <gigaherz> ugh.
L2715[21:00:33] <gigaherz> XD
L2716[21:01:04] <williewillus> the game
has no idea what you need baked otherwise :P
L2717[21:01:27] <mrburgerUS> so is there
a method to fix player speed when an item is "in
use"
L2718[21:01:48] <mrburgerUS> Ive combed
the EntityPlayer class and the Item class and couldnt find
anything
L2719[21:02:08] <williewillus> what do
you mean in use?
L2720[21:02:11] <williewillus> like
eating/bow?
L2721[21:02:26] <mrburgerUS> yes thats
what I mean
L2722[21:02:57] <williewillus> so you
want it to still pull back but not affect the player's speed?
L2723[21:03:16] <williewillus> perhaps
you could modify the speed attribute
L2724[21:03:16] <mrburgerUS> its a rifle
but I want to make it semi automatic
L2725[21:03:24] <williewillus> but that
messes with the fov, so idk
L2726[21:04:02] <mrburgerUS> Mainly Im
just trying to get onItemRightClick to fire once
L2727[21:06:04] <gigaherz> in my magic
mod, I make use of some reflection-based magic to prevent the item
from cancelling the "use" animation when the wands are
being charged while casting spells
L2728[21:06:16] <gigaherz> in theory you
could use the same to customize it
L2729[21:06:23] <gigaherz> it's not very
nice though
L2730[21:06:58] <gigaherz> it worked
\o/
L2731[21:07:07] <gigaherz> I'm getting
the placeholder texture
L2732[21:07:10] <gigaherz> but the right
model
L2733[21:07:11] <gigaherz> XD
L2734[21:07:51] <mrburgerUS> so what if I
intercepted the slowdown method and cancelled it? would that be
possible
L2735[21:08:44] <SomeGuyInATree> Is there
anyway to profile your servers jvm without a desktop
enviroment?
L2736[21:09:16] <williewillus>
mrburgerUS: uh it already should
L2737[21:09:26] <williewillus> only
onItemUseTick should fire more tha once
L2738[21:09:30] <williewillus> make sure
you're checking serverside
L2739[21:10:06] <mrburgerUS>
alright
L2740[21:10:25] <mrburgerUS> yeah Im
checking !world.isRemote
L2741[21:10:30] <williewillus> post
code?
L2742[21:10:39] <mrburgerUS> Github
acceptable?
L2743[21:10:46] <williewillus> idc
:P
L2745[21:13:00] <williewillus> hm
L2746[21:13:14] <williewillus> oh do you
override EnumAction anywhere?
L2747[21:13:23] <mrburgerUS> nope
L2748[21:13:27] <williewillus> make sure
it hasn't been overriden to EnumAction.BOW or EnumAction.EAT
L2749[21:13:28] <mrburgerUS> should
I?
L2750[21:13:34] <williewillus> then
that's strange
L2751[21:13:39] <mrburgerUS> My problem
right now
L2752[21:13:43] <williewillus> it should
only ever play thos eanimations if it's been overriden
L2753[21:13:53] <mrburgerUS> is that you
can hold right click it just spsam fires
L2754[21:14:07] <mrburgerUS> I changed
the code off the eating animation
L2755[21:17:28] <mrburgerUS> what if I
changed it back but made the EnumAction NONE?
L2756[21:18:46] <riderj> What's the
easiest way to use github with the mod? I don't really want to
copy/paste everything over to a new folder, but it's not allowing
me to create a repository in my mods folder :/
L2757[21:19:10] <riderj> (Desktop for
windows)
L2758[21:20:01] <williewillus> use the
command line version or soething like sourcetree
L2759[21:20:05] <williewillus> github for
windows is terrible .-.
L2760[21:20:16] <Kolatra> SourceTree
>
L2761[21:20:37] <riderj> I would use the
command line, but i've been too lazy to read up on it haha.
L2762[21:22:29] <riderj> Where would the
best place to learn git be located? Any suggestions?
L2763[21:22:38] <williewillus>
git-scm.org/book
L2764[21:23:08] <riderj> Aight, so I
googled and chose the right place haha.
L2765[21:23:35] <williewillus> you really
need the first three chapters of that book
L2766[21:23:36] <Thutmose> I use the git
thing in eclipse
L2767[21:24:03] <williewillus> yeah but
its good to know the command line and how the BTS works
L2768[21:24:16] <Thutmose> ya, that would
probably be a good idea
L2769[21:24:16] <riderj> I would like to,
but my eclipse decides when it wants to work :/
L2770[21:24:32] <riderj> Lately it's been
throwing me into the resource perspective even though it's set to
Java by default
L2771[21:24:50] <williewillus> i use gitg
on linux or sourcetree on windows
L2772[21:24:56] <williewillus> whe I need
a gui/tree
L2773[21:24:59] <williewillus> but
otherwise its command line
L2774[21:25:33] <riderj> I've always
wanted to learn command line, but it's very intimidating just
looking at it. Probably simpler than it looks.
L2776[21:29:16] ***
AbrarSyed is now known as Abrar|gone
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L2780[21:41:30] <Kolatra> Why does
onBlockBreakEvent not return the event anymore?
L2781[21:42:34] <williewillus> in what
class?
L2782[21:42:39] <Kolatra>
ForgeHooks
L2783[21:43:02]
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L2785[21:44:35] <williewillus> no
idea
L2786[21:44:42] <williewillus> those are
kinda semi-internal use though
L2787[21:45:45]
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L2789[21:53:37] <gigaherz> crafting-grid
based gem replacing works :3
L2790[21:53:58] <gigaherz> that took a
while to get working XD
L2791[21:54:27] <gigaherz> but now you
can craft a basic "wand" item, then craft it together
with a "Flawless Agate", to get a "Flawless Agate
Wand"
L2792[21:54:48] <gigaherz> I'm thinking
of changing the quality names for crafted items
L2793[21:54:59]
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L2794[21:55:02] <gigaherz> so Flawless
<x> becomes "Exceptional <x> Wand"
L2795[21:56:14] ***
williewillus is now known as willieaway
L2796[21:57:13] <riderj> I praise the
people that first came up with checksum algorithms, or data
authentication in general.
L2797[21:57:16] ***
Vigaro is now known as V
L2798[21:58:49] <gigaherz> there we go,
"Superb Amethyst Ring" :3
L2799[21:59:13] <gigaherz> Exceptional
Agate Wand
L2800[21:59:23] <gigaherz> Rudimentary
Quartz Staff
L2801[22:00:08] <Cypher121> alright, I
think I found my solution for server/client maps. since server maps
can't be modified after postInit and maps are synchronized between
server and client on join, I can read from client maps on physical
client whenever they exist and from server otherwise (that's only
load and main menu).
L2803[22:04:38] <gigaherz> Cypher121: I
know enough about the ff14 relic
L2804[22:04:42] <gigaherz> my flatmate
plays ff14
L2805[22:04:51] <gigaherz> he's been
mentioning/complaining about every single step of the chain
L2806[22:04:57] <gigaherz> XD
L2807[22:05:17] <Cypher121> fucking
casual
L2808[22:05:26]
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L2809[22:06:05] <gigaherz> he's a guild
leader, he just doesn't enjoy when things are done through purely
random luck
L2810[22:07:54]
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L2814[22:10:34] <Cypher121> ah, yeah
there are 3 stages where you just have to be lucky, I hate
those
L2815[22:10:57]
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L2816[22:11:09] <Cypher121> namely atma,
novus and 1st stage of new relic
L2817[22:12:56]
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(~jorrit@94-225-203-206.access.telenet.be)
L2819[22:15:21] <SomeGuyInATree> McJty:
What version was that hotfix in? I'll update to it today
L2820[22:15:55]
⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote
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L2821[22:15:56] <McJty> The latest
version 4.22
L2822[22:17:03]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L2823[22:26:34] <gigaherz> okay I like
how this behaves :3
L2824[22:26:59] <gigaherz> release
time!
L2825[22:31:52]
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L2826[22:35:17] <gigaherz> hmm recipe
adding time first...
L2827[22:37:34]
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L2831[22:49:58] <killjoy> Is there a way
to hide a mod from the mod list?
L2832[22:51:53]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Quit: I am the
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L2833[22:51:59] <Broad-mobile> Why is the
mod annotation saying it's not applicable to type in IDEA
L2834[22:52:26] <killjoy> post code
L2836[22:52:44] <gigaherz> if anyone
wants to play a bit with it
L2837[22:52:47] <gigaherz> I'm jumping
into bed ;P
L2838[22:52:49] <gigaherz> night
L2839[22:52:52] ***
gigaherz is now known as ghz|afk
L2840[22:53:21] <ghz|afk> (comments and
issues welcome -- will read tomorrow ;P)
L2842[22:54:43] <Broad-mobile>
Https://goo.gl/f8CghD
L2843[23:01:50] <Broad-mobile> I just ran
the setup and idea gradle scripts...did something majorish change
in the last few months?
L2844[23:02:18] <killjoy> no
L2845[23:02:20] <killjoy> should still
work
L2846[23:02:31] <killjoy> run
cleanCache
L2847[23:03:01]
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L2848[23:04:38] <Broad-mobile> Now rerun
the other two?
L2849[23:04:47] <killjoy> yes, but don't
run idea
L2850[23:04:52] <killjoy> idea takes care
of that for you
L2851[23:05:05] <Broad-mobile>
Alright
L2852[23:05:46] <Broad-mobile> Thanks for
the help
L2853[23:10:32]
⇨ Joins: npe|office
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L2854[23:12:16] <Broad-mobile> Out of
curiosity, does it matter if the gradle scripts are run from a
command line or the ide?
L2855[23:22:04]
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L2856[23:22:29] <Sollux-Captor> would it
be bad to nest all item classes in one item initialization
class?
L2857[23:22:54] <killjoy> Is there a way
to hide a mod from the mod list?
L2858[23:23:08] <Sollux-Captor> or should
item classes be seperate individual files?
L2859[23:24:29] <killjoy> I would do it
1-1
L2860[23:24:33] <killjoy> one class per
file
L2861[23:25:25] <Sollux-Captor> ok, i
just thought it might have been more convienient to nest all items
in one class
L2862[23:26:55] <Sollux-Captor> like is
there an up to having it 1-1?
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L2864[23:27:34] <Sollux-Captor> well, i
should rephrase that, is it better to have it 1-1 and why?
L2865[23:30:04] <Sollux-Captor> and i
guess a better question is is there a reason as to why not to nest
classes?
L2866[23:32:06]
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L2867[23:33:48] <killjoy> Sollux-Captor,
organization
L2868[23:34:07] <Sollux-Captor> for wich
method? 1-1 or nested?
L2869[23:34:17] <killjoy> 1-1
L2870[23:34:38] <Cypher121> Broad-mobile:
I don't know about eclipse, but IDEA seems to be extremely slow
when running gradle tasks. and by default it runs out of
memory
L2871[23:35:06] <Sollux-Captor> well is
that the only reason?
L2872[23:35:52] <killjoy> Program like
the person who takes over the project is angry and knows your home
address
L2873[23:35:56] <Cypher121>
Sollux-Captor: you can put your whole mod in 1 file, so
organization is always the only reason
L2874[23:36:14] <Sollux-Captor> well duh
but this is only for items
L2875[23:36:15] <killjoy> also 1
line
L2876[23:36:23] <killjoy> or without
indentation
L2877[23:36:31] <Cypher121> killjoy: that
person would be myself
L2878[23:36:37] <killjoy> are you
angry?
L2879[23:36:43] <Cypher121> always
L2881[23:37:27] <killjoy> Maintain?
What's that?
L2882[23:37:45] <Sollux-Captor> well i
may go with the nesting reasoning being logical organization but it
doesnt sound like there is any downfall other than visual
organization
L2883[23:37:45] <killjoy> build, release,
forget
L2884[23:38:06] <killjoy> You could also
just put all the item classes in an item packege
L2885[23:38:17] <Sollux-Captor> well
ye
L2886[23:38:17] <killjoy> You'll have the
same effect
L2887[23:39:21] <Sollux-Captor> isnt it
easier to share variables between classes though if the classes are
nested? like instead of always sending values through
constructors?
L2888[23:39:24] <Cypher121> one outer
class per file, even if some are not public
L2889[23:39:33] <killjoy> just make them
protected
L2890[23:39:55] <Cypher121> only use
inner classes if there's an absolutely 100% "part of"
relationship
L2891[23:40:06] <killjoy> like with
Map.Entry
L2892[23:40:14] <Sollux-Captor> hmm
ok
L2893[23:40:14] <Cypher121> yes
L2894[23:40:15] <Techcable> Cypher121:
Agreed
L2895[23:40:38] <killjoy> It's crazy that
Map.forEach doesn't take an Entry
L2896[23:40:42] <Techcable> Or for
encapsulation
L2897[23:40:44] <killjoy> instead, it
takes a BiConsumer
L2898[23:41:01] <Sollux-Captor> aight i
guess i will go with the seperate class files
L2899[23:41:02] <Cypher121>
map.entrySet().forEach()
L2900[23:41:04] <killjoy> BiConsumer
isn't used anywhere else
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L2908[23:53:55] <Cypher121> wat. there's
a method in BinaryOperator that takes a Comparator and returns a
BinaryOperator that is basically max(a, b)
L2909[23:55:30] <xaero> ignoring the
Comparator and substituting max?
L2910[23:55:56] ***
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L2913[23:59:18] <Cypher121> xaero: no, it
takes 2 arguments and returns the one that is greater according to
comparator
L2914[23:59:28] ***
DarkevilAway is now known as Darkevilmac