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L8[00:41:04] <panda_2134> It seems that someone was talking about vim yesterday
L9[00:41:17] <panda_2134> And i just want to say
L10[00:41:32] <panda_2134> Vim is awesome! Xd
L11[00:44:10] <Cazzar> :%!xxd
L12[00:44:47] <panda_2134> XD
L13[00:45:13] <Cazzar> It's a hexdump :P
L14[00:45:39] <panda_2134> Yep
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L16[00:48:03] <infinitefoxes_> small question, are you allowed to modify Minecraft's logo on the main menu?
L17[00:48:12] <infinitefoxes_> I know the Mojang logo isn't allowed ofc
L18[00:48:31] <Cazzar> I wonder how many people I could creep out by playing: https://www.youtube.com/watch?v=caAGyHayvaY
L19[00:48:49] <MattDahEpic> infinitefoxes_, some packs change it to the pack logo so yes?
L20[00:51:18] <panda_2134> Hi szszss!
L21[00:51:57] <panda_2134> Well,i start learning modding by reading your blog XD
L22[00:52:03] <szszss> :)
L23[00:52:27] <RANKSHANK> Cazzar if you turn the speed down it's all sorts of fucked up >.>
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L29[01:00:10] <killjoy> Didn't forge break that when it added the loading screen?
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L32[01:03:23] <Cazzar> RANKSHANK: is this where I say, I could find more like that? :P
L33[01:03:32] <Cazzar> Though the original is Korean.
L34[01:04:16] <RANKSHANK> Hahaha I wouldn't be surprised, I've dabbled more than a few times myself ;)
L35[01:06:15] <Cazzar> Ex: https://www.youtube.com/watch?v=ZJAGHfEZALE
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L39[01:08:49] <RANKSHANK> that reminds me of a mr.weeble song haha
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L41[01:09:51] <Cazzar> Though I have been listening to this a lot recently: https://www.youtube.com/watch?v=UbHY7vBAp4o
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L45[01:17:33] <RANKSHANK> haha nice man :) my current earworm is quite different stylisticly similarly high in the messed up themes https://www.youtube.com/watch?v=2dQ2-t_v25g angry andy samberg :P
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L52[01:32:22] <killjoy> mine has been a fnaf song
L53[01:32:28] <killjoy> regretably
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L55[01:32:39] <killjoy> the first one
L56[01:33:53] <killjoy> https://www.youtube.com/watch?v=HLIi0RYk7cY
L57[01:34:06] <RANKSHANK> lol game tracks are some of the hardest not to get caught on
L58[01:34:32] <killjoy> it's more of a fan song
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L60[01:34:43] <killjoy> but I never played the game so I'd never know
L61[01:35:10] <RANKSHANK> you ever play katamari? :P
L62[01:35:16] <killjoy> no, fnaf
L63[01:35:22] <killjoy> and yes
L64[01:36:34] <RANKSHANK> I was just saying haha the rhythm brought it to mind
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L66[01:36:44] <RANKSHANK> damn those songs do not leave you
L67[01:37:17] <killjoy> for the longest time, I wanted to sing still alive, but could never hit the note at "except the ones who are dead"
L68[01:37:35] <Cazzar> https://www.youtube.com/watch?v=mnFNMHM7-aw :P\
L69[01:37:39] <killjoy> I always ended up too high
L70[01:37:55] <RANKSHANK> haha puberty's biggest buzz kill. Them high notes
L71[01:38:07] <killjoy> it wasn't even that high
L72[01:38:17] <killjoy> it was more of a range of notes I couldn't hit
L73[01:38:28] <killjoy> it's like I just skipped an octive
L74[01:38:28] <killjoy> octave
L75[01:38:33] <Cazzar> I really need to finish the game I have been listening to it's OST for a while.
L76[01:38:45] <Cazzar> Funny thing, is I bought the OST before the actual game.
L77[01:41:35] <RANKSHANK> Ahh fair enough :P
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L88[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160221 mappings to Forge Maven.
L89[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160221-1.8.9.zip (mappings = "snapshot_20160221" in build.gradle).
L90[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/
L91[02:03:08] <Ratys> Hm. If I set a treenode's parent to null, will java's GC gobble that branch up? Assuming I'm only referring to nodes from tree's root.
L92[02:03:43] <Ratys> Right, will need to nuke node from parent's children list too.
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L130[04:41:07] <Wuppy> has anybody here ever worked with universal windows platform?
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L132[04:43:59] <sham1> No matter how crappy JSON is as a model format (because it was never meant as one) it is so easy to work with
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L145[05:33:49] <acidjazz> if i havent been using a mod say like minefactory reloaded
L146[05:33:56] <acidjazz> and i add the mod client/server to an existing world
L147[05:34:06] <acidjazz> am i screwed becuase there were no rubber trees in the begining?
L148[05:34:12] <acidjazz> or will it add rubber trees
L149[05:35:55] <PaleoCrafter> your already generated world won't get rubber trees
L150[05:36:47] <PaleoCrafter> but you can explore new chunks
L151[05:38:44] <acidjazz> watcha mean
L152[05:38:51] <acidjazz> so i cant make plasitc then :(
L153[05:38:54] <PaleoCrafter> you can
L154[05:38:58] <PaleoCrafter> you just have to travel for a bit :P
L155[05:39:21] <sham1> Or just be lazy and "make" some trees
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L159[05:40:16] <acidjazz> like make saplings maybe
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L161[05:40:25] <acidjazz> i guess thats not really chetaing
L162[05:40:25] <sham1> Indeed
L163[05:40:35] <acidjazz> what else can i find that my world is missing
L164[05:40:36] <sham1> If they are oredicted
L165[05:40:48] <sham1> Then you can probably use something like witchery
L166[05:40:55] <sham1> Assuming you use that
L167[05:42:32] <xaero> does witchery retrogen too? I thought it just changed the Biome tag or whatever marker is used
L168[05:42:53] <sham1> I meant like with using stuff like mutandis to get the sapling
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L171[05:44:13] <xaero> oh right
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L177[05:56:04] <sham1> I'd really love if Vanilla had glass stairs
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L186[06:13:14] <Delenas> o/
L187[06:15:13] <RANKSHANK> \o
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L189[06:16:08] <RANKSHANK> https://www.dropbox.com/s/7yw7uuv6bco9tij/Screenshot%202016-02-21%2023.14.58.png?dl=0 ... rainbows :D
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L213[07:17:56] <Wuppy> heh, double pc development
L214[07:18:06] <Wuppy> 1 pc building, 1 pc improving the game
L215[07:19:16] ⇨ Joins: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L216[07:19:26] <fade> I wish I'd gotten that far. I'm still trying to get everything set up with the "example" mod.
L217[07:19:29] <fade> It's crashing.
L218[07:19:57] <Wuppy> I'm not getting anywhere either, the windows store doesn't seem to accept my game :V
L219[07:20:33] <fade> Oh, and here I thought you were developing something for MC
L220[07:20:57] *** big_Xplo|AFK is now known as big_Xplosion
L221[07:21:20] <Wuppy> yeah, that happens in a MC modding channel doenst it :P
L222[07:21:41] <Cazzar> https://www.youtube.com/watch?v=caAGyHayvaY I probably shouldn't listen to this before bed and play Sound of Drop (https://vndb.org/v15940)
L223[07:23:21] <fade> I presume that if I've gotten far enough to get the Forge loading screen, then it's no longer a gradle problem?
L224[07:23:28] <Cazzar> yep
L225[07:23:33] <Wuppy> okay I'm completely fucking lost now....
L226[07:23:38] <Cazzar> Most likely
L227[07:23:46] <Wuppy> please tell me there's at least 1 person here who has worked with the Windows Store
L228[07:24:00] <Cazzar> Wuppy: I have contacts who have?
L229[07:24:09] *** Jared|Away is now known as Jared
L230[07:24:18] <Cazzar> They have actually won comps for Microsoft development
L231[07:24:41] <Wuppy> cool, I'm in a similar competition right now for studnets
L232[07:25:02] <Cazzar> What's happening right now?
L233[07:25:06] <Cazzar> Before i go sleep
L234[07:25:07] <Wuppy> :O
L235[07:25:18] <Wuppy> omg finally one worked
L236[07:25:23] <Wuppy> after 20 uploads 1 did it
L237[07:25:23] <fade> [xcb] Unknown request in queue while dequeuing
L238[07:26:12] <Wuppy> I still have a question though, (if they used Unity) how do you set the resolution for the pc build?
L239[07:26:21] <fry> don't move the window while it's loading, fade :P
L240[07:26:40] <fade> I didn't?
L241[07:26:46] <Cazzar> fry: what? that breaks it?
L242[07:27:01] <fry> then simply try again :P
L243[07:27:09] <fry> X and threaded GL are funky together
L244[07:27:20] <laci200270> who knows lwjgl 3 well?
L245[07:27:52] <fade> Huh. ok, this time it worked
L246[07:27:59] <fade> Ephemeral errors.
L247[07:28:05] <Cazzar> laci200270: just ask, there's a few people who know GL/AL/Whatever LWJGL has
L248[07:29:08] <fade> Now if you could point me at a good resource for starting to actually write the mod... :) The wiki appears to be rather out of date and/or disintegrating
L249[07:29:18] <laci200270> okay I have this code and I can'T get it to work: https://github.com/laci200270/SideBySide3DJumper/blob/master/src/java/hu/laci200270/games/sbs3djumper/obj/ObjModel.java#L112-L120
L250[07:29:46] <laci200270> I know its not releated to modding
L251[07:30:49] <fry> why are you using ARB vbos?
L252[07:31:10] <laci200270> I tried both type of them none of worked..
L253[07:31:17] <laci200270> Look at file history on github
L254[07:32:37] <fry> don't do cargo coding, try to understand what you're doing first
L255[07:32:44] <laci200270> yeah
L256[07:32:51] <laci200270> I looked on every forums
L257[07:33:02] <laci200270> First I'm tried from lwjgl wiki
L258[07:33:09] <fry> forums are not the only source of information
L259[07:33:09] <laci200270> but it didn'T worked
L260[07:33:46] <laci200270> any ideas why not working?
L261[07:33:55] <fry> try reading this: https://www.opengl.org/wiki/Vertex_Specification#Vertex_Buffer_Object
L262[07:34:37] <Cazzar> Hm, nowadays I can see a hs_error_pidx.log file and tell if it's a 64 bit java without looking for "64 bit"
L263[07:34:50] <Cazzar> Just looking at the registers.
L264[07:35:50] <laci200270> If I disable VBOs everything works fine..
L265[07:35:57] <laci200270> But I want to use shaders
L266[07:36:06] <laci200270> and for them I need VBOs
L267[07:36:33] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L268[07:37:06] <fry> first of all, no, you don't
L269[07:37:08] <Wuppy> heh, that's interesting, having resolution problems only on pc while small mobile screens always work fine :P
L270[07:40:54] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0ygzrdwpylnzx1gt-3.rev.dnainternet.fi) (Read error: Connection reset by peer)
L271[07:45:34] ⇦ Quits: Naiten (~Naiten@82.162.53.213) (Read error: Connection reset by peer)
L272[07:45:54] <laci200270> okayx cleaned up, but still not works(and switched back to GL15 instead of ARB)
L273[07:47:02] <Lumien> laci what exactly are you putting into the index buffer?
L274[07:47:17] ⇦ Quits: EmptyM (uid115453@id-115453.brockwell.irccloud.com) (Quit: Connection closed for inactivity)
L275[07:47:24] <laci200270> the indices buffer?
L276[07:47:45] <Lumien> Yeah, why are they vectors?
L277[07:48:11] <Lumien> Or is xyz from the vector 3 different indexes that form a triangle?
L278[07:48:24] <laci200270> yes
L279[07:48:28] <Lumien> oh ok
L280[07:49:30] ⇨ Joins: RANKSHANK (~RANKSHANK@pa49-195-27-42.pa.nsw.optusnet.com.au)
L281[07:49:36] <laci200270> I'm generating it here: https://github.com/laci200270/SideBySide3DJumper/blob/master/src/java/hu/laci200270/games/sbs3djumper/obj/ObjLoader.java#L155-L173
L282[07:50:19] <laci200270> I'm not uploading any colors that can be a problem?
L283[07:50:52] ⇦ Quits: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl) (Quit: Leaving)
L284[07:56:30] <Jezza> I dislike not having an EnumFacing.UNKNOWN
L285[07:56:45] <laci200270> Jezza you can use Optional
L286[07:57:04] <Jezza> Not if you want it to work with Java 6 and 7.
L287[07:57:14] <Jezza> And that's just silly wrapping it in Optional.
L288[07:57:15] <laci200270> use the guava or WTF one
L289[07:57:26] <Wuppy> Cazzar, are you still awake?
L290[07:57:51] <laci200270> Jezza, http://docs.guava-libraries.googlecode.com/git/javadoc/com/google/common/base/Optional.html
L291[07:58:02] <Jezza> Yes, I'm aware of it.
L292[07:58:12] <Jezza> Doesn't stop it being silly.
L293[07:58:42] <diesieben07> EnumFacing.UNKNOWN is retarded.
L294[07:58:50] <fry> so, what are you proposing, Jezza?
L295[07:58:52] <Jezza> Not really
L296[07:59:02] <diesieben07> yes it is.
L297[07:59:08] <diesieben07> if you don't know it, use null
L298[07:59:11] <Jezza> A enum specifing all directions should also have a non-direction
L299[07:59:14] <diesieben07> no.
L300[07:59:23] <diesieben07> or design the receiving API so that it has an option for unknown
L301[07:59:32] <diesieben07> dont force it on everyone to support "no idea what the side is"
L302[07:59:43] <Jezza> I've switched my UNKNOWN code to just check null, that's not an issue
L303[07:59:55] <fry> Jezza: do you want to patch EnumFacing? or are you just venting?
L304[08:00:10] <Jezza> The latter, but would gladly patch it, given a choice.
L305[08:00:12] <sham1> He could also make an Enum himself to add it in
L306[08:00:22] <Jezza> That's overkill.
L307[08:00:29] <sham1> Indeed
L308[08:00:35] <fry> patching is not an option
L309[08:00:39] <ghz|afk> patching EnumFacing would touch way too many assumptions from vanilla
L310[08:00:43] <laci200270> yeah
L311[08:00:52] <sham1> Vanilla would break
L312[08:00:54] <ghz|afk> including the model files which use PropertyEnum
L313[08:00:54] <sham1> So no
L314[08:01:00] <Jezza> Which is why I'm only venting, not actually patching it.
L315[08:01:08] *** kroeser is now known as kroeser|away
L316[08:01:26] <sham1> I myself never got the logic behind a non-direction
L317[08:01:29] <Jezza> I like ForgeDirection for having an UNKNOWN, for the same reason Optional is good
L318[08:01:35] <Jezza> You can operate on a non-null value
L319[08:01:56] <sham1> Where would you use UNKNOWN
L320[08:02:10] <Jezza> Directions within a blockstate
L321[08:02:18] <sham1> Umn
L322[08:02:20] <Jezza> Anything that can have an optional direction, really.
L323[08:02:22] <ghz|afk> I always find it funny that people dislike nulls so much, to the point of designing languages that have non-nullable as a default setting for types
L324[08:02:31] <Jezza> I don't dislike null
L325[08:02:36] <sham1> To be fair
L326[08:02:45] <sham1> Null is kinda annoying to deal with
L327[08:02:47] <Jezza> Kotlin does it right.
L328[08:02:52] <Jezza> Well, kinda right.
L329[08:02:53] <fry> ghz|afk: https://en.wikipedia.org/wiki/Tony_Hoare#Apologies_and_retractions
L330[08:03:03] ⇦ Quits: VikeStep (~VikeStep@120.156.54.17) (Read error: Connection reset by peer)
L331[08:03:05] <Jezza> Yeah, his billion dollar mistake, or something.
L332[08:03:13] <Jezza> It was a pretty bad design choice.
L333[08:03:18] <sham1> Bcause it is the leading cause of segfaults and exceptions
L334[08:03:38] <Jezza> This is where Rust shines through.
L335[08:03:54] <Jezza> But also falls in other areas, so it's not perfect.
L336[08:04:05] <Jezza> Either way, having an UNKNOWN is nice, but not a requirement to work.
L337[08:04:06] <sham1> No one uses it
L338[08:04:08] <sham1> I mean really
L339[08:04:14] <Jezza> I used it a lot.
L340[08:04:21] <sham1> When was the last time you have worked with Rust
L341[08:04:26] <Jezza> Yesterday.
L342[08:04:31] <ghz|afk> fry: yeah and I understand the uses of non-nullable types as a contract
L343[08:04:51] * sham1 mumbles something about a Maybe monad
L344[08:04:59] <Jezza> lol
L345[08:05:04] <ghz|afk> but to me, a pointer or reference, is a "plug", and it makes no sense to design thigns assuming that something will always be plugged there
L346[08:05:47] <Jezza> Something like collections, optional works really nicely
L347[08:05:53] <sham1> Yeah
L348[08:05:54] <Jezza> Which is why I never return a null collection
L349[08:06:02] <fry> ghz|afk: class Point { int x, y, z }
L350[08:06:07] <sham1> Collections.emptyList
L351[08:06:09] <ghz|afk> see collections are one of the cases where I'd never return null
L352[08:06:13] <fry> how in the world does it make sense for x, y, z be null?
L353[08:06:18] <ghz|afk> fry: I'm from the C#world, to me Point should be a valuetype
L354[08:06:23] <Jezza> Because if given the option to work on something without a risk NPEs, then I'll do it.
L355[08:06:28] <ghz|afk> andvaluetypes are non-nullable
L356[08:06:38] <Jezza> Collections.empty is amazing.
L357[08:06:42] <fry> hence the need for non-nullable types
L358[08:06:45] <ghz|afk> yeah
L359[08:06:52] <sham1> Again, Maybe
L360[08:06:57] <ghz|afk> I'm not ssaying there should not be non-nullables
L361[08:06:58] <fry> which java doesn't have yes
L362[08:07:06] <ghz|afk> I just findit funny that people chose to make them DEFAULT
L363[08:07:13] <Jezza> Kotlin does its best to clean it up.
L364[08:07:13] <sham1> what do you mean Java does not have
L365[08:07:19] <Jezza> And it does a fairly good job
L366[08:07:27] <Jezza> It doesn't have enforcable non-null types
L367[08:07:28] <ghz|afk> sham1: java does not have an option for a reference to NOT be null
L368[08:07:36] <ghz|afk> the compiler may warn you
L369[08:07:40] <ghz|afk> but it won't error
L370[08:07:48] <Jezza> It has annotations for the compiler to poke you, but other then that...
L371[08:07:54] <Jezza> than that*
L372[08:08:08] <ghz|afk> in that sense, neither does C#
L373[08:08:21] <ghz|afk> (only valuetypes require a value)
L374[08:08:25] <sham1> Neither does C++ nor C
L375[08:08:31] <Jezza> But Kotlin does have the ability to say "THIS THING CAN BE NULL
L376[08:08:38] <Jezza> Which is nice in some cases
L377[08:08:48] <Jezza> Such as intergrating with Java code.
L378[08:09:13] <Jezza> As a design choice, you can easily work around with only non-null references.
L379[08:09:35] <diesieben07> i haven't heard any reasons for UNKNOWN yet .D
L380[08:09:40] <sham1> Same
L381[08:09:52] <Jezza> That was this whole discussion
L382[08:09:57] ⇨ Joins: Dani485b (~Dani485b@131-164-219-200-dynamic.dk.customer.tdc.net)
L383[08:09:59] <Jezza> Not operating on a non-null value.
L384[08:10:06] <sham1> The only remotly useful I have heard is inter-dimentional interaction, yet you can still use an arbitraty direction
L385[08:10:19] *** Vigaro|AFK is now known as Vigaro
L386[08:10:22] <ghz|afk> there is one single "valid" reason for UNKNOWN
L387[08:10:32] <diesieben07> that inter dimensinoal shit is not valid at all
L388[08:10:36] <sham1> Ye
L389[08:10:39] <sham1> It aint
L390[08:10:39] <diesieben07> you still specify the side you want to nteract with.
L391[08:10:40] <ghz|afk> but it was trivial: to differentiate "unassigned" from "assigned but don't care"
L392[08:10:44] <Jezza> But it's not facing in an arbitrary direction, it's just not known.
L393[08:10:46] <diesieben07> if you dont know the side, you cannot fucking interact with it
L394[08:10:50] <ghz|afk> which is easily done wiht Optional
L395[08:10:50] <diesieben07> unless the API allows it
L396[08:11:06] <Jezza> Wrapping it in Optional is stupid.
L397[08:11:08] <diesieben07> it needs to happen on the API side (the method that takes an EnumFacing)
L398[08:11:17] <diesieben07> because just an arbitray UNKNOWN value is too menainless
L399[08:11:26] <diesieben07> and it has implications on EVERYONE not just the ones that need it.
L400[08:11:39] <Jezza> By that logic, Optional, and all the other null avoidance methods are pointless.
L401[08:11:49] <diesieben07> no they are not.
L402[08:11:49] <sham1> technically they are
L403[08:11:54] <Jezza> ...
L404[08:12:01] <sham1> The computer does not care
L405[08:12:17] <Jezza> Well, when you break it down to that level nothing matters.
L406[08:12:21] <sham1> As long as you don't try to do anything stupid, null should never be a problem
L407[08:12:22] <Jezza> So, that's a moot point.
L408[08:12:41] <diesieben07> the thing with null is the same problem with UNKNOWN
L409[08:12:52] <diesieben07> it is implicitly included in every data type
L410[08:12:55] <diesieben07> everythign can be null
L411[08:12:58] <ghz|afk> the thing is that even if there WAS unknown, null doesn't go away
L412[08:13:03] <diesieben07> so yu never know what it actually mean,s if it CAN be null or whatever
L413[08:13:11] <Jezza> No, it doesn't go away, it's avoided.
L414[08:13:12] <diesieben07> Optional on the other and makes it explicit: this thing can be null.
L415[08:13:15] <sham1> Not everything can be null
L416[08:13:16] <Jezza> Which is the desired effect.
L417[08:13:21] <sham1> At least in Java
L418[08:13:37] <diesieben07> well, referecnes
L419[08:14:00] <laci200270> fry if I don'T upload color data it is possible I see nothing?
L420[08:14:01] ⇨ Joins: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L421[08:14:03] <diesieben07> point is null and unknown are bad for the same reason.
L422[08:14:09] <sham1> Because in C and Assembly, every pointer can be put to point into adress 0x0
L423[08:14:47] <diesieben07> which then segfaults if you dont check
L424[08:14:53] <sham1> yes
L425[08:15:09] <sham1> Or does some other interesting exceptions
L426[08:15:15] <sham1> Like it could double fault
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L428[08:15:27] <diesieben07> i think java even relies on the segfault
L429[08:16:00] <diesieben07> anyways we are loosing the topic :D
L430[08:16:18] <sham1> We are talking about Null
L431[08:16:25] <sham1> I think we already lost the topic
L432[08:17:03] <sham1> Anyway, I should be working on my mos
L433[08:17:33] <sham1> giga, Ender-Rift had an RF generator, right?
L434[08:17:45] ⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45) (Ping timeout: 186 seconds)
L435[08:18:23] <Dani485b> Hi everyone o/ Is anyone able to help me with a problem (modpack wise)?
L436[08:18:43] <ghz|afk> yes ShadowChild
L437[08:18:45] <ghz|afk> oops
L438[08:18:46] <ghz|afk> sham1*
L439[08:18:57] <sham1> This isn't exactly a modpack channel but I guess it is fine for you to aslk
L440[08:19:02] <sham1> Ah, thanks
L441[08:19:07] <ghz|afk> Dani485b: maybe
L442[08:19:08] <ghz|afk> until you ask
L443[08:19:12] <ghz|afk> we won't know if we can help
L444[08:19:14] <Delenas> Boolean logic
L445[08:19:37] <Dani485b> http://pastebin.com/CSCj0ML9 this is the problem i'm having i really hope you guys can help :D
L446[08:20:19] <sham1> You probably should ask from the maintainers of InvTweaks
L447[08:20:30] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45)
L448[08:20:32] <Jezza> Don't ask to ask...
L449[08:20:48] <Jezza> Just ask the question, if someone can help, they might.
L450[08:21:01] <sham1> But asking to ask makes it more polite /s
L451[08:21:12] <Delenas> It's like Schrödinger
L452[08:21:18] <ghz|afk> yeah this may not be invtweaks fault
L453[08:21:29] <Jezza> I do like the new WorldRenderer.
L454[08:21:29] <ghz|afk> but only they can add a debug print in the right place ;P
L455[08:21:39] <Jezza> I like the functional naming scheme. :D
L456[08:21:42] <Delenas> I see a difference of 4 there. Baubles, perhaps another inventory tweak/addition mod?
L457[08:21:47] <ghz|afk> heh yeah
L458[08:21:51] <Dani485b> Yeah i can see it's a problem with inv tweaks just hoped there was an easy way to fix it. but okay i'll try to contact.
L459[08:21:52] <ghz|afk> although if you use it a lot
L460[08:21:57] <ghz|afk> it's best to give it packed data
L461[08:22:01] <sham1> Baubles may be at fault here
L462[08:22:26] <fade> So, if I need to have an object (say a coordinate triplet) in the mod, and manipulated by the commands, would I be adding that object as a property of the mod class, or the command class, or...?
L463[08:22:31] <ghz|afk> Dani485b: well the issue can be ANY inventory
L464[08:22:36] <ghz|afk> that's misreporting its size
L465[08:22:46] <ghz|afk> so you'd have to try removing other mods
L466[08:22:48] <Dani485b> Ohhh
L467[08:22:52] <Delenas> DO said inventories use the player inventory?
L468[08:23:21] <Delenas> I mean.. most do. But still.
L469[08:23:45] ⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45) (Ping timeout: 186 seconds)
L470[08:23:48] <sham1> There's kind of no point with an interactable inventory if you cannot see the player one
L471[08:24:30] <Delenas> True, true..
L472[08:24:35] <Delenas> Unless you're Vazkii.
L473[08:24:45] <sham1> What did they do
L474[08:24:53] <Vazkii> ¯\_(ツ)_/¯
L475[08:24:56] <Delenas> Who needs guis for inventories, right
L476[08:25:07] <Vazkii> Right?
L477[08:25:17] <sham1> What to use them
L478[08:25:20] <sham1> Hoppers!?
L479[08:25:23] <ghz|afk> [15:17] (sham1): giga, Ender-Rift had an RF generator, right?
L480[08:25:29] <ghz|afk> note that I'm currently fixing a "oops"
L481[08:25:32] <Delenas> No, figuring your junk out before doing things
L482[08:25:40] <Dani485b> I was using the player inv when the error happend
L483[08:25:44] <ghz|afk> where I used the getField/setField stuff to synchronize the RF level
L484[08:25:52] <Delenas> Speaking of inventories.
L485[08:25:54] <ghz|afk> and it turns out it only does 16bit values for packets
L486[08:25:58] <LatvianModder> However, im the quite opposide.. Lets add guis for all server-side things!
L487[08:26:02] <sham1> As long as it is able to generate
L488[08:26:11] <sham1> I'll be fine
L489[08:26:13] <ghz|afk> yeah that it does fine
L490[08:26:13] <Delenas> The new IItemHandler's getSlots- is there a particular way to change the output of that based on accessing side?
L491[08:26:14] <ghz|afk> ;P
L492[08:26:18] <sham1> Unless RFTools had one
L493[08:26:21] <sham1> Does it?
L494[08:26:28] <Delenas> Coal Generator
L495[08:26:39] <ghz|afk> I don't recall one, but possibly
L496[08:26:51] <sham1> I really need to get better at my knowledge of other mods
L497[08:26:54] ⇨ Joins: Oblivion (~hasaan668@cpc3-roch7-2-0-cust35.10-1.cable.virginm.net)
L498[08:28:28] <Delenas> Use case: Making a block that holds a container item, and said container item can have many more slots. I'd like to make it so you can only manipulate the container from one side, and the inventory from other sides. Or.. would I just be returning the total from both all the time?
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L500[08:29:53] <ghz|afk> Delenas: you'd return DIFFERENT IItemHandler instances based on side
L501[08:30:25] <ghz|afk> check the furnace TE
L502[08:30:27] <ghz|afk> for how to do that
L503[08:30:49] <ghz|afk> or well
L504[08:30:57] <ghz|afk> the furnace uses SidedInvWrapper to wrap ISidedInventory
L505[08:30:58] <ghz|afk> so meh
L506[08:31:15] <ghz|afk> but you get the idea
L507[08:31:23] <laci200270> any ideas why this still not working? https://github.com/laci200270/SideBySide3DJumper/blob/master/src/java/hu/laci200270/games/sbs3djumper/obj/ObjModel.java
L508[08:31:26] <sham1> https://github.com/sham1/SpatialCondenser/blob/master/src/main/java/sham1/spatialcondencer/machine/tileentity/SpatialScannerTileEntity.java
L509[08:31:30] <ghz|afk> yo ucan implement an IItemHandler wrapper that accesses a set of slots
L510[08:31:42] <sham1> Here's an example of an IItemHandler
L511[08:31:43] <Delenas> Oh. Derp.
L512[08:31:59] <Delenas> I was using IItemHandler instead of ISided.
L513[08:32:11] * Delenas just goes and sits in a corner.
L514[08:32:15] <ghz|afk> uh
L515[08:32:18] <ghz|afk> nono you got it wrong
L516[08:32:23] <ghz|afk> ISidedInventory is the OLD one
L517[08:32:31] <ghz|afk> the one provided by vanilla that no one likes
L518[08:33:53] <sham1> I have a question regarding rendering special effects
L519[08:34:50] <ghz|afk> and we may or may not have an answer
L520[08:34:51] <ghz|afk> ;P
L521[08:34:56] <sham1> Meh
L522[08:35:07] <sham1> How can I draw beacon things
L523[08:35:14] <sham1> And can I set their length
L524[08:35:36] <sham1> So basically, I want to draw them between two points in space
L525[08:35:53] <Jezza> Yay, mod is fully updated. :D
L526[08:36:03] <ghz|afk> so like, a beam?
L527[08:36:07] <sham1> yes
L528[08:36:07] <Delenas> Okay. Think I got it. Danke.
L529[08:36:10] <ghz|afk> or specifically THE beacon one?
L530[08:36:18] <sham1> Just some kind of beam
L531[08:36:25] <sham1> The beacon just came in mind first
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L533[08:36:54] <Ratys> Hm. Migrated to IntelliJ, things were working until integrated VCS did a durp and now http://i.imgur.com/w0wuCPt.png
L534[08:36:57] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/spellrender/RenderBeam.java
L535[08:37:02] <ghz|afk> this is what I do for my spell beams
L536[08:37:24] <sham1> So renderManager eh
L537[08:37:42] <sham1> I assume I get that from Minecraft
L538[08:37:53] <ghz|afk> yes
L539[08:38:09] <sham1> Well when is that code of your rendering stuff called
L540[08:38:27] <ghz|afk> this code specifically
L541[08:38:30] <ghz|afk> is on two places
L542[08:38:47] <ghz|afk> RenderWorldLastEvent -- for first person
L543[08:39:06] <ghz|afk> or RenderPlayerEvent.Post -- for third person players (and other players in the server)
L544[08:39:19] <ghz|afk> but if you have laser beams coming out of a block, that'd be a TESR
L545[08:39:29] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/SpellRenderOverlay.java
L546[08:39:49] <sham1> Hmm
L547[08:39:51] <sham1> TESR
L548[08:40:06] <sham1> That probably is the most appropriate for this effect
L549[08:40:36] <ghz|afk> note that you'll want to @Override
L550[08:40:41] <ghz|afk> public boolean forceTileEntityRender() { return true; }
L551[08:40:53] <sham1> Because what I am doing is making a sort of "marker" stuff that marks an area to be condenced
L552[08:40:58] <ghz|afk> to avoid fustrum culling
L553[08:41:09] <sham1> To see the boundaries
L554[08:41:13] <sham1> KK
L555[08:41:14] <sham1> Tnx
L556[08:41:17] <ghz|afk> on top of increasing the bounds size
L557[08:43:27] <Wuppy> _finally_ got the resolution and building working for the universal windows platform
L558[08:43:35] <Wuppy> avoid UWP at all cost
L559[08:44:30] <Ratys> Okay I fixed it, had to manually copypaste some lines from Forge's .iml to mine
L560[08:45:05] <Delenas> Wuppy: Having worked with it for a few weeks trying to get a series of reflection-based, runtime-loaded modules working.. yeah. Agreed.
L561[08:45:06] <Ratys> Now to figure out why it ignores mcmodinfo
L562[08:45:37] <Wuppy> Delenas, even when unity does most of the work for you, it's still impossibru
L563[08:45:50] <Wuppy> partially because you don't know exactly what it's doing
L564[08:46:02] <Delenas> UWP killed my changes of porting a project of mine. If MS doesn't fix that, there's gonna be issues.
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L568[09:06:17] <fade> I'm confused... why would the calling instance of the player entity be a null pointer?
L569[09:07:19] <fade> Using it to add text to the chat works fine, but trying to call player.playerLocation.getX() blows up with a null pointer exception
L570[09:08:34] <fade> Nvm, forums
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L579[10:27:31] <ghz|afk> hmm there's no way to have a "flatworld" nether, is there? ;P
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L581[10:27:42] <ghz|afk> I mean, in normal minecraft
L582[10:28:42] <PaleoCrafter> not for the actual nether, no :P
L583[10:28:49] <fade> You could probably make a flatlands *like* the nether
L584[10:28:51] <ghz|afk> thought so ;P
L585[10:28:55] <ghz|afk> yeah
L586[10:29:00] <ghz|afk> I was thinking more like
L587[10:30:00] <ghz|afk> a game type where overworld is flatworld, nether is 100% lavaworld or something like that
L588[10:30:35] <ghz|afk> (with structures, so you still get fortresses
L589[10:32:00] <ghz|afk> hmf, I should add some extra dimensions on my mod
L590[10:32:06] <ghz|afk> one for each element
L591[10:32:30] <ghz|afk> "Fire world", "Water world", "Air world", etc
L592[10:32:56] <ghz|afk> not they would work, no diea.
L593[10:32:58] <ghz|afk> how*
L594[10:33:02] <ghz|afk> idea*
L595[10:33:06] <ghz|afk> can't type today :/
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L599[10:39:00] <Nitrodev> fire world would be overworld hell, water would be an ocean and air world clouds, lots of clouds
L600[10:39:37] <ghz|afk> but clouds are water contained in air
L601[10:39:37] <ghz|afk> ;P
L602[10:39:53] <Nitrodev> ...shut up...
L603[10:39:57] <ghz|afk> well
L604[10:40:04] <ghz|afk> airworld would be a world dominated by air
L605[10:40:07] <ghz|afk> doesn't mean it's ONLY air
L606[10:40:14] <Josephur> Flat Earth!
L607[10:40:16] <Josephur> :P
L608[10:40:17] <ghz|afk> otherwise it would be a voidworld
L609[10:40:45] <ghz|afk> and it has to contain Light, otherwise it would be a Darkworld
L610[10:40:46] <ghz|afk> ;P
L611[10:41:29] <ghz|afk> (which is intended)
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L613[10:42:09] <MalkContent> mm. airworld
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L615[10:42:36] <MalkContent> i'd like a bastion kinda mod
L616[10:42:56] <Nitrodev> then make noe
L617[10:42:59] <Nitrodev> one
L618[10:43:01] <ghz|afk> voidworld with lots of little islands connected by bridges?
L619[10:43:27] <MalkContent> if i thought it was worth the effort ^^
L620[10:44:36] <Nitrodev> you just said youd like one
L621[10:44:38] <MalkContent> the different terrain generation would have to make it a standalone mod barely anyone would play
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L623[10:45:16] <MalkContent> and you'd have to spend lots of time thinking about how you'd turn it into a game and not a sightseeing simulator
L624[10:45:23] <MalkContent> no ty
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L626[10:46:43] * MalkContent returns to quietly brooding over 1.8 tutorials
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L634[10:59:17] <shadowfacts> given a BakedQuad, is there any way to get the texture U & V?
L635[11:00:46] <Wuppy> Game of Trumps: https://www.youtube.com/watch?v=I0tE6T-ecmg
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L640[11:04:50] <MalkContent> fantastic :D
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L642[11:09:28] <MalkContent> does it matter if i initialize items/register render in pre/post/init?
L643[11:10:38] <sham1> yes
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L645[11:12:10] <Nitrodev> i'm curious, whats the difference
L646[11:12:13] <Nitrodev> crashing?
L647[11:12:16] <MalkContent> guidelines for that anywhere?
L648[11:12:23] <Nitrodev> not being registered? sometthing else?
L649[11:12:48] <sham1> Register stuff like blocks and items and renderers in preinit
L650[11:12:52] <sham1> Crafting stuff in init
L651[11:13:06] <sham1> Stuff that needs to interract with other mods in postinit
L652[11:13:45] <fade> For a single-command mod that doesn't make blocks or anything, where would its data objects go?
L653[11:14:05] <sham1> what does this "single command" do
L654[11:14:40] <fade> Lets you select positions by standing on them and executing a command, then calculates the centroid of the selected area
L655[11:15:20] <sham1> IEEP
L656[11:15:28] <fade> Not very exciting but that's besides the point
L657[11:16:28] <MalkContent> throw it into a clientside static instance's variable
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L659[11:17:06] <sham1> This assumes the positions are not per-player
L660[11:17:22] <Nitrodev> ieep?
L661[11:17:41] <sham1> *sigh*
L662[11:17:49] <sham1> http://mcforge.readthedocs.org/en/latest/datastorage/extendedentityproperties/
L663[11:17:56] <fade> It's meant to be solely "clientside"
L664[11:18:05] <sham1> It still is per-player isn't it
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L666[11:18:09] <sham1> Wait
L667[11:18:21] <sham1> Yeah, you can have it be static instance variables
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L669[11:19:49] <MalkContent> doesn't matter what players. if he is just calculating something that only he needs the output from, throw it into a client side static and clear it when you're done
L670[11:20:13] <fade> MalkContent -- Ok. I assume I can google that?
L671[11:20:21] <sham1> Google what
L672[11:20:40] <fade> Forge client side static
L673[11:21:02] <MalkContent> its just a static object
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L676[11:21:41] <MalkContent> client side just means that you should see that you only manipulate it client side
L677[11:21:43] <fade> Ok, then I'm unsure what exactly you mean. RIght now I have it "working" by creating the Centroid object as part of the command object
L678[11:21:53] <fade> No statics, though
L679[11:22:39] <MalkContent> you can do it any way it works for you
L680[11:23:08] <fade> There's no "best practices" or anything?
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L682[11:23:35] * MalkContent shrugs
L683[11:24:35] <fade> Ok. Well, if it's fine as-is, then that's fine by me.
L684[11:24:35] <MalkContent> don't create unnecessary client/server communication is the only thing that comes to mind
L685[11:24:47] <fade> AFAIK there are none
L686[11:24:57] <fade> Nothing I've done explicitly, anyway
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L690[11:40:05] *** big_Xplo|AFK is now known as big_Xplosion
L691[11:46:01] <masa> could someone give me examples of when and how ArrowNockEvent and ArrowLooseEvent are being used?
L692[11:46:19] <masa> do those make any sense for a bow that isn't a weapon?
L693[11:47:20] <K-4U> Is there a way to set a brightness in the WorldRenderer like there was in the Tessellator?
L694[11:50:45] <shadowfacts> given a BakedQuad, is there any way to get the texture U & V?
L695[11:52:50] <PaleoCrafter> shadowfacts, you can pipe it I guess
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L697[11:53:09] <shadowfacts> how so? I don't do fancy rendering kajigers
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L699[11:54:56] <ghz|afk> shadowfacts: you'd haveto figure out where the UV coords are inside the vertex data
L700[11:55:03] <ghz|afk> (based on the vertex format)
L701[11:55:07] <ghz|afk> and then decode them
L702[11:55:24] <MalkContent> o sweet. items can render with partial alpha now?
L703[11:55:29] <MalkContent> or was that always possible
L704[11:55:35] <ghz|afk> it just looks weird
L705[11:55:45] <MalkContent> in any case, i gotta clean up this texture...
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L711[12:06:04] <williewillus> It was possible in 1.7 with iitemrenderer
L712[12:06:16] <williewillus> but now we just have direct layer baked item models and its natively supported :D
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L715[12:09:12] <PaleoCrafter> crap, I guess I'll need to figure out the proper translations for drawing something from the player's hand in RenderWorldLastEvent :/
L716[12:10:00] <williewillus> have you just tried the player's coordinates? :P
L717[12:10:41] <fry> main player or all players?
L718[12:10:58] <PaleoCrafter> main player
L719[12:11:08] <PaleoCrafter> williewillus, it's not that simple in first person :P
L720[12:11:21] <fry> renderHandEvent
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L723[12:12:02] <PaleoCrafter> there aren't any translations set up in there
L724[12:12:21] <PaleoCrafter> it's fired right after RenderWorldLastEvent is
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L726[12:14:36] <williewillus> just check how items are translated before they render? :P
L727[12:15:11] <PaleoCrafter> did that, it's a mess though :P
L728[12:15:35] <fry> why do you need it anyway? :P
L729[12:15:36] <PaleoCrafter> and I'd have to apply the transformations manually, I think, because I need to draw a line from the hand to a position in-world
L730[12:16:00] <PaleoCrafter> that ^ :P
L731[12:16:06] <fry> heh
L732[12:16:27] <williewillus> leads? :P
L733[12:16:42] <williewillus> no idea where that is rendered though
L734[12:18:18] <williewillus> RenderLiving.renderLeash
L735[12:18:38] <PaleoCrafter> ah, let me take a look
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L737[12:19:46] <PaleoCrafter> jesus christ, leads look shit in third person
L738[12:20:06] <williewillus> also the fishing line
L739[12:20:15] <williewillus> which is literally just a line
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L741[12:20:35] <LatvianModder> GL line looks bad in 3rd person? No way!!
L742[12:21:05] <PaleoCrafter> the fishing line looks somewhat decent :P
L743[12:21:11] <PaleoCrafter> the lead is totally off
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L745[12:22:52] <AtomicStryker> use nvidia harworks (TM)
L746[12:22:57] <AtomicStryker> hairworks
L747[12:23:08] <AtomicStryker> make a beautiful braided string with highlights
L748[12:24:05] <sham1> Patented by nVidia(TM)
L749[12:24:17] <sham1> Sorry people with ATI and Intel HD Graphics
L750[12:24:25] <AtomicStryker> who
L751[12:26:30] <sham1> people with ATI and Intel HD Graphics
L752[12:26:42] <sham1> People who do not appreciate shady business practices
L753[12:27:26] <AtomicStryker> i was joking, and intel is at least as shady as nvidia
L754[12:27:39] <Lordmau5> hmm?
L755[12:27:47] <williewillus> I don't care as long as it runs well in linux lol
L756[12:27:52] <Lordmau5> Hey! My R9 390X is good :3
L757[12:28:20] <AtomicStryker> yeah its a wonder amd is somehow keeping itself alive, but in a technical sense they are crippled and have been for a long time
L758[12:28:26] <Lordmau5> and if I may just quote one of the Payday 2 devs: "Shame on you if you thought otherwise"
L759[12:28:37] <Lordmau5> there's still hope for them
L760[12:28:45] <Lordmau5> I'm glad the devs behind Hitman cooperated with them again
L761[12:28:53] <AtomicStryker> they were ahead of intel/nv once
L762[12:29:01] <sham1> Also AMD64 standard O_O
L763[12:29:01] <AtomicStryker> then intel paid off manufacturers to not use amd
L764[12:29:07] <williewillus> what about AMD64?
L765[12:29:10] <Lordmau5> Good ol' Square Enix
L766[12:29:14] <williewillus> like hte x86-64 architecture?
L767[12:29:19] <sham1> Well what else
L768[12:29:26] <williewillus> what about it?
L769[12:29:27] <AtomicStryker> yes they pioneered that
L770[12:29:31] <AtomicStryker> its not making them money
L771[12:29:35] <AtomicStryker> by itself
L772[12:29:55] <williewillus> because intel was like lol jk don't use Itanium we'll just take this and make it x86-64
L773[12:30:19] <AtomicStryker> arent the current intel compilers still doing bullshit if they detect you have an amd cpu
L774[12:30:31] <AtomicStryker> like, they dont just use inferior implementations, but the very worst possible
L775[12:30:38] <Lordmau5> could be
L776[12:30:40] <williewillus> uhh no idea
L777[12:30:57] <williewillus> people use things other than gcc and msvc in general practice? ;p
L778[12:31:10] <AtomicStryker> im told the intel compilers are the best
L779[12:31:10] <MalkContent> i really hope amd stays along
L780[12:31:24] <AtomicStryker> they will, just because intel and nv need a competitor
L781[12:31:25] <MalkContent> duopoly is bad enough already
L782[12:31:31] <AtomicStryker> preferably as paper tiger
L783[12:31:33] <Lordmau5> AMD CPUs are like... ech... but the GPUs are still kicking ass :P
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L785[12:31:42] <AtomicStryker> no they are actually not
L786[12:31:55] <AtomicStryker> they somehow sometimes manage to equal power
L787[12:31:59] <MalkContent> they are on par
L788[12:32:01] <AtomicStryker> drawing twice as much power
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L790[12:32:08] <AtomicStryker> nope
L791[12:32:14] <AtomicStryker> amd aint got shit on the 980 gtx ti
L792[12:32:25] <MalkContent> nvidia has its tendrils in every bigger game though
L793[12:32:26] <Lordmau5> oh yea, we comparin' against a 1k GPU now
L794[12:32:27] <Lordmau5> dude nice
L795[12:32:40] <AtomicStryker> your point being
L796[12:32:42] <Lordmau5> Or whatever immense price is on the 980 ti :P
L797[12:33:03] <AtomicStryker> amd sells stuff at the same price, except its some internal crossfire thing
L798[12:33:08] <AtomicStryker> that needs a nuclear reactor to run it
L799[12:33:30] <williewillus> imo crossfire/sli is still not worth, so many things just don't support it
L800[12:33:41] <AtomicStryker> isnt. 980 is a single gpu monster
L801[12:34:01] <AtomicStryker> i was happy with my 290x
L802[12:34:13] <AtomicStryker> then i saw some diagrams that told me the 980 is more than twice as fast
L803[12:34:14] *** AEnterpriseAFK is now known as AEnterprise
L804[12:34:21] <AtomicStryker> made myself a promise to only update for 200%
L805[12:34:24] <AtomicStryker> welp so i upgrade
L806[12:34:27] *** Abrar|gone is now known as AbrarSyed
L807[12:35:23] *** Darkhax is now known as Darkhax_AFK
L808[12:35:47] <MalkContent> hmm
L809[12:36:16] <MalkContent> look at that, a variable without any prefixes
L810[12:36:33] <williewillus> the question is whether amd or nvidia has better linux support
L811[12:36:35] <MalkContent> is that private?
L812[12:36:38] <MalkContent> or public
L813[12:36:50] <AtomicStryker> williewillus: both are bad, but amd is way worse
L814[12:37:05] <williewillus> amd is making a new first party open source linux driver though
L815[12:37:24] <AtomicStryker> doesnt mean much
L816[12:37:44] <AtomicStryker> what we call a driver is a horrible ball of exceptions and special wrappers, often per-app
L817[12:38:08] <AtomicStryker> unless linux is optimized for, it will always be terrible
L818[12:39:06] <sham1> Well seeing as "Fuck you nVidia" is a thing...
L819[12:39:32] <AtomicStryker> 3dfx forever
L820[12:39:42] <ghz|afk> windows drivers are also a lot of app-specific hacks
L821[12:39:55] <AtomicStryker> i remember that formula f1 demo they had, showcasing 3d accelerated graphics
L822[12:40:00] <AtomicStryker> i was like whoooaaaaaaaaa
L823[12:42:32] <shadowfacts> I was being stupid before, and there was a much better way of doing it, but now I have a different problem: https://aww.moe/58mu40.png
L824[12:43:13] <ghz|afk> my first proper 3d-accelerating gpu was a Riva TNT2
L825[12:43:21] <ghz|afk> before that, I had an S3 Virge 325
L826[12:43:28] <AtomicStryker> somebody please recommend me a windows tool to resize an ... exfat? partition into something smaller, so i can create a second partition, on a sd card
L827[12:43:30] <ghz|afk> 2mb vram, expandable to 4mb!
L828[12:43:31] <AtomicStryker> without wiping the data
L829[12:43:49] <ghz|afk> removable storage doesn't actually get partitioned by default
L830[12:43:55] <ghz|afk> the partition is "raw"
L831[12:44:01] <AtomicStryker> le wat
L832[12:44:25] <ghz|afk> a normal HDD has the partition table at the beginning, and you create partitions on it
L833[12:44:40] <ghz|afk> removable discs by default don't have one, they start directly with the FS
L834[12:44:47] <ghz|afk> so it's not just resizing ;p
L835[12:45:02] <ghz|afk> anyhow that doesn't really answer your question
L836[12:45:18] <AtomicStryker> but that would mean booting from removable storage should not be possible
L837[12:45:19] <AtomicStryker> but it is
L838[12:45:30] <ghz|afk> http://alternativeto.net/software/paragon-partition-manager-free-edition/
L839[12:45:36] <ghz|afk> no that's not how it works
L840[12:45:45] <ghz|afk> the bios treats flash drives like it would treat a floppy
L841[12:46:00] <masa> hum, I'm pretty sure I've always seen SD cards list a sdX1 partition on them with fdisk
L842[12:46:14] <ghz|afk> although if you are talking about something like an rpi
L843[12:46:21] <ghz|afk> which uses the SD card as the primary boot device
L844[12:46:29] <ghz|afk> then that MAY be actually formatted with a partition table
L845[12:47:06] <ghz|afk> but regardless, check that alternativeto link
L846[12:47:12] <ghz|afk> one of them should do the trick
L847[12:47:29] <PaleoCrafter> well, doesn't look all that bad in the end, now I only need to negate that darn view bobbing
L848[12:47:43] <shadowfacts> anyone know how to make the grass model work with my custom block? I can tell the problem has something to do with the weird biome grass color thingy, but I've no clue how to fix it :V
L849[12:47:46] <ghz|afk> view bobbing?
L850[12:48:03] <PaleoCrafter> the camera "shakes" a bit when you move
L851[12:48:11] <ghz|afk> yes I knwo what view bobbing is
L852[12:48:13] <AtomicStryker> you mean, the hand does?
L853[12:48:19] <ghz|afk> I mean what are you doing that needs to compensate for it?
L854[12:48:32] <PaleoCrafter> I'm drawing something from the player's chest and it's very noticable there, apparently
L855[12:49:39] <PaleoCrafter> it's actually the whole camera, AtomicStryker
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L857[12:50:40] <AtomicStryker> huh. then it must translate in such a way that the cursor keeps pointing at the same infinite point
L858[12:51:14] <AtomicStryker> or be very subtle, cuz i dont recall mc having a notable view bob
L859[12:51:19] <ghz|afk> it does
L860[12:51:22] <PaleoCrafter> yeah, it's *very* subtle
L861[12:51:25] <ghz|afk> it's the first thing I disable whenever I start playing
L862[12:51:37] <ghz|afk> it annoys me as soon as I start walking
L863[12:52:51] <AtomicStryker> dont walk. move the universe around you
L864[12:52:52] <PaleoCrafter> it gets more noticeable the closer something is drawn to you, I'm currently tweaking values in the region of a hundredth xD
L865[12:53:31] <AtomicStryker> yeah i have fun moving the finder compass needles ontop of the compass every time, too
L866[12:53:42] <PaleoCrafter> heh
L867[12:53:46] <AtomicStryker> made it alter itself in increments once
L868[12:53:48] <AtomicStryker> and print the values
L869[12:53:51] <AtomicStryker> stop on keypress
L870[12:53:52] <AtomicStryker> fun
L871[12:53:53] <PaleoCrafter> and disabled view bobbing kinda annoys me when I play myself, it doesn't feel like walking
L872[12:54:14] *** Jared|Away is now known as Jared
L873[12:54:28] <williewillus> yeah i need my view bobbing as well :P
L874[12:55:06] <PaleoCrafter> but I don't really notice it in Dire's videos unless I pay extra attention, amazingly
L875[12:55:17] <williewillus> i always turn clouds to flat or off though, they're just a laggy distraction
L876[12:56:11] * ghz|afk shudders
L877[12:56:17] <ghz|afk> I just enabled view bobbing for a few seconds
L878[12:56:25] <PaleoCrafter> also, look at the horizon in a superflat world, AtomicStryker, you can see it slightly bobbing ;)
L879[12:56:34] <ghz|afk> everything bobs
L880[12:56:36] <ghz|afk> and that's the problem for me
L881[12:56:42] <ghz|afk> I don't *feel* the bobbing in real life
L882[12:56:46] <ghz|afk> the brain compensates for it
L883[12:56:52] <ghz|afk> so it looks artificial in games
L884[12:57:31] <PaleoCrafter> you don't feel like gliding across the floor in real life though, do you? :P
L885[12:57:38] <ghz|afk> basically: it feels like the world is bobbing rather than the player
L886[12:57:45] <ghz|afk> no
L887[12:57:52] <ghz|afk> but my head bobs along with the rest
L888[12:58:03] <ghz|afk> so the equilibrium things bob along with the eyes
L889[12:58:05] <ghz|afk> while in games
L890[12:58:11] <ghz|afk> my chair stays idle
L891[12:58:19] <ghz|afk> IF the chair were to bob along with the screen
L892[12:58:21] <ghz|afk> that'd be ok
L893[12:58:29] <ghz|afk> but as it is, I'd rather have it off
L894[12:58:35] <williewillus> lol
L895[12:59:10] <williewillus> i guess what bothers me more is less the gliding across the terrain but the fact that your hand stops waving around when you turn view bobbing off
L896[12:59:18] <williewillus> it looks so weird stationary when youre moving
L897[12:59:25] <ghz|afk> ah yeh hand bobbing would be nice
L898[12:59:28] <ghz|afk> it looks nice in ARK
L899[12:59:29] *** Darkhax_AFK is now known as Darkhax
L900[12:59:32] <ghz|afk> and I disable bobbing there too
L901[12:59:44] <PaleoCrafter> I guess that's my main problem as well
L902[13:00:02] <ghz|afk> quick! someome make a coremod that adds hand bobbing ;P
L903[13:00:57] <PaleoCrafter> apparently, creating a new tessellator every frame isn't the most performant-friendly :3
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L905[13:01:10] <ghz|afk> lol
L906[13:01:20] <PaleoCrafter> I blame WorldRenderer.sortVertexData
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L910[13:08:29] <MalkContent> hmmm
L911[13:08:48] <MalkContent> what's a good way to get access to another mods custom key binds?
L912[13:10:03] <MalkContent> keycode alone enough?
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L918[13:14:23] <Delenas> MalkContent, why
L919[13:15:01] <MalkContent> making a tc addon and want to capture the key that is used for changing foci
L920[13:15:53] <Delenas> Again- why? Specific code on the event or something?
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L923[13:16:57] <PaleoCrafter> MalkContent, you can search the GameSettings.keyBindings array
L924[13:18:45] <MalkContent> the description (first argument) in the KeyBindings would be the key then, yes?
L925[13:18:56] <MalkContent> not in the array itself ofc
L926[13:18:57] <PaleoCrafter> yah
L927[13:19:01] <MalkContent> k. ty :)
L928[13:19:09] <PaleoCrafter> eh, actually, wat xD
L929[13:19:13] <PaleoCrafter> the key as in what? :P
L930[13:19:21] <MalkContent> like a key of a map
L931[13:19:24] <MalkContent> identifier
L932[13:19:31] <PaleoCrafter> yeah
L933[13:19:37] *** williewillus is now known as willieaway
L934[13:19:51] <MalkContent> Delenas: yea, people like to do things when buttons are pressed ;P
L935[13:21:11] <Delenas> I still find it an odd scenario. Your foci is called automatically, no? Is it making you handle that? o.o *attempting to logic*
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L937[13:22:09] <MalkContent> well i'm not using it for wands
L938[13:22:22] <MalkContent> i.e. the thaumometer uses the key, too
L939[13:23:04] <Delenas> You'd have a key conflict though, wouldn't you?
L940[13:24:07] <MalkContent> ?
L941[13:24:29] <MalkContent> I'm not putting my own key in the config, I am using thaumcrafts
L942[13:25:11] <Wuppy> anyone want to playtest my game?
L943[13:25:19] <PaleoCrafter> sure
L944[13:25:52] * Delenas shrugs. Goes off to derp around with guis.
L945[13:26:11] ⇦ Quits: Wastl2 (~Wastl2@f052229166.adsl.alicedsl.de) (Quit: Hi, I'm a quit message virus. Please replace your old line with this one and help me take over the world of IRC.)
L946[13:27:03] <PaleoCrafter> link, Wuppy?
L947[13:27:08] <Wuppy> uploading as we speak
L948[13:27:20] <Wuppy> there: https://dl.dropboxusercontent.com/u/59067404/Temp/Guardian%20of%20the%20Exosphere.zip
L949[13:27:22] <MalkContent> me too :)
L950[13:27:30] <Wuppy> I wish I had a day or 2 more....
L951[13:28:19] ⇨ Joins: Pennyw95 (~Dr.Benway@host242-50-dynamic.0-87-r.retail.telecomitalia.it)
L952[13:28:28] <PaleoCrafter> that download may be harmful :P
L953[13:28:40] <Wuppy> yep, I'ma hack yo pc
L954[13:28:51] <PaleoCrafter> I knew you're not to be trusted
L955[13:29:17] ⇨ Joins: keybounce (~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net)
L956[13:29:21] <PaleoCrafter> that moment when the "Powered by Unity" has better graphics than the actual game
L957[13:29:30] <Wuppy> oi
L958[13:29:32] <Nitrodev> exactly
L959[13:29:46] <Wuppy> I'm the only guy working on this as a programmer and I only have 2 weeks
L960[13:29:55] <Wuppy> I think it looks amazing for programming art tbh :P
L961[13:29:56] <Nitrodev> how come?
L962[13:30:04] <Wuppy> but then again, programming art isn't a high standard
L963[13:30:16] <Wuppy> Nitrodev, Rising Star competition rules
L964[13:30:36] <Nitrodev> oh
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L966[13:31:08] <Wuppy> my programming skills are reasonable, design decent and art... well :P
L967[13:31:10] ⇨ Joins: sham1 (~sham1@weneg.de)
L968[13:31:12] <sham1> Hmm
L969[13:31:15] <sham1> That was weird
L970[13:31:25] <Nitrodev> any reason why windowed isn't working
L971[13:31:35] <sham1> On what
L972[13:31:38] <Wuppy> yeah I'm forcing it full screen because of UWP
L973[13:31:43] <sham1> ah
L974[13:31:50] <PaleoCrafter> would be kinda cool if you could go the menu without dying ;)
L975[13:31:58] <Wuppy> wat?
L976[13:32:09] <MalkContent> the alien shots are a bit hard to evade. looks like it's not hitting me, but it do :c
L977[13:32:25] <MalkContent> also it makes noise when the player is hit, but the aliens go in silence
L978[13:32:28] <PaleoCrafter> does the game provide means to exit it without having to die first? :P
L979[13:32:31] <Nitrodev> ah universal windows platform
L980[13:32:41] <Wuppy> PaleoCrafter, you can exit once you finish
L981[13:32:45] <Delenas> Rocks fall. Everyone dies.
L982[13:32:48] <PaleoCrafter> well, or that :P
L983[13:32:54] <MalkContent> and somehow i am missing a 70s neon-techno track in the background :D
L984[13:33:05] <Wuppy> MalkContent, more sound coming soon (tm)
L985[13:33:13] <Wuppy> but first, a little bit more content
L986[13:33:23] <PaleoCrafter> the asteroids and ship could be a little more spread out as well :P
L987[13:33:32] <PaleoCrafter> straight lines are lame
L988[13:33:49] <Wuppy> good point
L989[13:34:28] <PaleoCrafter> and yeah, enemy ships should get a more interesting death :P
L990[13:34:32] *** willieaway is now known as williewillus
L991[13:34:57] <MalkContent> also i feel like everything could get a wee bit smaller so there's more room for stuff
L992[13:35:11] <MalkContent> but i have no idea regarding the vision
L993[13:35:34] <williewillus> Wuppy: did you track down the performance problem on UWP mobile?
L994[13:35:42] <PaleoCrafter> also, either it's the scaling because the game is not made for 1080p or it's the actual texture, but the asteroids look kind of blurry :P
L995[13:36:07] <Wuppy> MalkContent, I agree with you there
L996[13:36:12] <williewillus> (I can test UWP x86 as well if no one's done it yet)
L997[13:36:27] <williewillus> same deal, appx to sideload
L998[13:36:27] <Wuppy> williewillus, I spend 5+ hours making builds that were accepted by the windows store
L999[13:36:44] <Wuppy> as well as trying to get resolutions to work on the pc en xbox versions
L1000[13:36:55] <Wuppy> and at this point... I'm running out of time
L1001[13:37:10] <MalkContent> ship controll felt smooth and not sluggish or jumpy, to say something positive :)
L1002[13:38:15] <Wuppy> \o/ I put a lot of effort into making that as smooth as possible
L1003[13:39:09] <Wuppy> PaleoCrafter, making them a bit smaller should help there
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L1006[13:41:36] <AtomicStryker> personally i think games should be designed in the MB pattern only
L1007[13:42:07] <PaleoCrafter> wat
L1008[13:42:13] <AtomicStryker> michael bay pattern. start with explosions, make the rest up from there
L1009[13:42:19] <Wuppy> haha
L1010[13:42:23] <Wuppy> I did that once, worked out well
L1011[13:42:34] <MalkContent> KeyBinding[] tk = GameSettings.keyBindings; -> Cannot make a static reference to the non-static field GameSettings.keyBindings
L1012[13:42:35] <MalkContent> wat
L1013[13:42:54] <PaleoCrafter> Minecraft.getMinecraft().gameSettings
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L1015[13:43:04] <PaleoCrafter> can't make a static reference if it ain't static :P
L1016[13:43:34] <AtomicStryker> loop all objects in the jvm, find the field
L1017[13:43:38] <MalkContent> i just don't see the static...
L1018[13:43:41] <AtomicStryker> AND MAKE A STATIC REFERENCE TO IT
L1019[13:43:48] <PaleoCrafter> you are making a stating reference
L1020[13:43:54] <PaleoCrafter> by doing GameSettings.keyBinding
L1021[13:44:52] <MalkContent> ... boy am i rusty
L1022[13:45:18] <MalkContent> I'll have to wear some headwear tomorrow to hide the red mark on my forehead
L1023[13:46:08] * PaleoCrafter slaps MalkContent
L1024[13:46:08] <ghz|afk> because of the facedesking? ;P
L1025[13:46:12] <PaleoCrafter> will have to be a Burka
L1026[13:46:13] <williewillus> can you actually get all object instances in a vm?
L1027[13:46:18] <williewillus> how do you do that?
L1028[13:46:22] <williewillus> ...for science..
L1029[13:46:37] <ghz|afk> no idea but it's either through something in the reflection lib
L1030[13:46:41] <ghz|afk> or something in the debugger interface
L1031[13:47:34] <MalkContent> skimask will do :P
L1032[13:47:40] <PaleoCrafter> https://blogs.oracle.com/sundararajan/entry/programmatically_dumping_heap_from_java
L1033[13:47:52] <PaleoCrafter> do a heap dump and analyse it ;)
L1034[13:49:29] <williewillus> but how would you get the live version of it?
L1035[13:49:40] <williewillus> a dump is just a copy
L1036[13:50:26] <diesieben07> heapdump every tick
L1037[13:50:33] <AtomicStryker> may not be possible, from my limited googling
L1038[13:50:52] <AtomicStryker> you can only use reflection on your big hairy object class and then kinda scroll all fields
L1039[13:50:53] <diesieben07> this is all obviously a joke.
L1040[13:50:55] <ghz|afk> williewillus: http://www.tedneward.com/files/Papers/FindingLoadedClasses/FindingLoadedClasses.pdf
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L1042[13:50:58] <PaleoCrafter> write your own JVM that exposes all this :3
L1043[13:51:02] <ghz|afk> best I found so far
L1044[13:51:04] <ghz|afk> is this pdf
L1045[13:51:13] <ghz|afk> that explains HOW to figure out which classes are loaded in the jvm
L1046[13:51:29] <AtomicStryker> does that include jre classes
L1047[13:53:25] <ghz|afk> n oidea
L1048[13:53:27] <ghz|afk> from waht I see
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L1050[13:53:45] <ghz|afk> it's about classes, not instances
L1051[13:54:17] <sham1> I'd really love to write my own JVM
L1052[13:54:19] <sham1> In java :P
L1053[13:54:43] <ghz|afk> JVMVM
L1054[13:54:52] <ghz|afk> just call it JSandbox ;P
L1055[13:54:58] <PaleoCrafter> wouldn't it be JJVM? :P
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L1059[13:55:31] <ghz|afk> no it's a vm that runs on top of the jvm so JVM,VM
L1060[13:55:35] <shadowfacts> Anyone know how to fix this brightness issue: https://aww.moe/c5cr2u.png?
L1061[13:55:52] <williewillus> how is that being rendered
L1062[13:55:56] <ghz|afk> that's related to ambient occlusion
L1063[13:56:13] <williewillus> i think its one of the billion is<X>Cube methods
L1064[13:56:21] <williewillus> that need to be changed, if this is a normal block model
L1065[13:56:34] <shadowfacts> williewillus: it uses a using ISBM which uses a custom IBakedModel that proxies to a different block model
L1066[13:56:45] <williewillus> what render layer
L1067[13:56:53] <williewillus> and fiddle around with the is<X>Cube methods
L1068[13:57:40] <shadowfacts> translucent
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L1071[13:58:46] <williewillus> that's probably why
L1072[13:59:05] <williewillus> translucent layer has different lighting
L1073[13:59:32] <williewillus> is this like some sort of camo block thing?
L1074[14:00:07] <shadowfacts> yeah, I'm porting Carpenters' Blocks to 1.8.9
L1075[14:00:47] <PaleoCrafter> you might be interested in tterrag's work for Chisel :P
L1076[14:01:01] <williewillus> you need to respect the proxied block's render layer, see this: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/PlatformModel.java#L52-L75
L1077[14:01:15] <williewillus> and in your camo block's class, return true for canRenderInLayer for all layers
L1078[14:02:11] <williewillus> that isn't exact what you probably want (esp the fake world access stuff) but the idea is there
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L1080[14:03:25] <shadowfacts> alright
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L1090[14:19:46] <shadowfacts> :D <3 williewillus
L1091[14:19:50] <williewillus> worked?
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L1093[14:20:16] <shadowfacts> yep
L1094[14:20:30] <williewillus> nice. i'm curious how you're porting the thing, cb sounds like a rendering nightmare :P
L1095[14:21:00] <williewillus> but then again, botania sounded like a nightmare too but there were 0 unsurmountable problems :P
L1096[14:21:05] <williewillus> as with most ports its just tedious
L1097[14:21:13] <LatvianModder> damnit. I was supposed to work on mods.. instead I watched 16 episodes of Adventure Times...
L1098[14:21:20] <shadowfacts> lol
L1099[14:21:31] <ghz|afk> all 16 at the same time?
L1100[14:21:51] <ghz|afk> wait nevermind I read "I'm watching" somehow
L1101[14:22:04] <shadowfacts> I can't think of anything that will be impossible
L1102[14:22:19] <shadowfacts> the collapsible block will be a PITA, but it should be possible
L1103[14:28:12] <williewillus> remind me what that block was again
L1104[14:34:24] <shadowfacts> you can move the corners and the center points of each face
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L1107[14:40:23] <PaleoCrafter> q.q why does this fucking buffer overflow
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L1112[14:50:52] <sham1> because
L1113[14:52:19] <PaleoCrafter> well, I sorta fixed it
L1114[14:52:42] <PaleoCrafter> just calling WorldRenderer.getVertexState() does it
L1115[14:52:50] <PaleoCrafter> cause side effects are awesome
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L1119[14:55:18] <fry> ...it copies the whole buffer
L1120[14:55:30] <fry> you couldn't find more wasteful method if you tried
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L1122[14:56:31] <PaleoCrafter> well, I dunno :P
L1123[14:56:34] <fry> endVertex should grow the buffer
L1124[14:56:37] <fry> are you calling that?
L1125[14:56:51] <PaleoCrafter> no, and growing the buffer actually causes this :P
L1126[14:56:58] <PaleoCrafter> in some twisted way
L1127[14:57:08] <infinitefoxes_> > you couldn't find a more wasteful method if you tried
L1128[14:57:11] <infinitefoxes_> Minecraft.run()?
L1129[14:57:13] <OrionOnline> good evening
L1130[14:57:13] <infinitefoxes_> ;)
L1131[14:57:22] <fry> PaleoCrafter: you're not calling .endVertex?
L1132[14:57:31] <PaleoCrafter> I'm only calling LightUtil.renderQuadColor for every quad in a model
L1133[14:57:36] <PaleoCrafter> and putPosition
L1134[14:58:19] <PaleoCrafter> it gets through about 4 frames and then it overflows
L1135[14:58:57] <fry> LightUtil.renderQuadColor calls addVertexData, which calls growBuffer
L1136[14:59:19] <PaleoCrafter> I know
L1137[14:59:34] <PaleoCrafter> but I don't get why it would need to grow the buffer at all
L1138[14:59:42] <OrionOnline> fry, i need your help, in version 1681 you fixed bug issue #2244, but that brakes my models. Could you help me once you are done helping PaleoCrafter
L1139[14:59:44] <OrionOnline> ?
L1140[15:00:34] <fry> what exactly is broken for you?
L1141[15:01:06] <OrionOnline> I basically use the retexture function to get a new model from a resource, which is now broken
L1142[15:01:07] <fry> PaleoCrafter: how are you starting and ending the drawing?
L1143[15:01:13] <OrionOnline> Is their a different way to do that
L1144[15:01:15] <OrionOnline> ?
L1145[15:01:20] <fry> show your code
L1146[15:01:30] <PaleoCrafter> WorldRenderer.begin(), Tessellator.draw()
L1147[15:02:04] <fry> is the format you're passing the same as the one of the vertex data you're passing in?
L1148[15:02:22] <PaleoCrafter> I assume it is? I'm passing model.getFormat()
L1149[15:02:43] <PaleoCrafter> and it renders just fine without the sortVertexData call
L1150[15:03:51] <OrionOnline> fry: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/client/model/item/unbaked/components/TemperatureBarComponentModel.java#L76
L1151[15:05:52] <fry> so, Orion, what's happening?
L1152[15:06:52] <fry> PaleoCrafter: yup, I think sortVertexData does nasty things to the buffers pointers
L1153[15:07:11] <PaleoCrafter> and why does it work just fine for you and the fast TESR stuff? xD
L1154[15:07:37] <fry> because I never tested it in pass > 0? :D
L1155[15:07:49] <PaleoCrafter> lol
L1156[15:08:03] <PaleoCrafter> so ya shit is essentially broken as well? :P
L1157[15:08:28] <fry> I wouldn't go as far as to say it's broken
L1158[15:08:31] <fry> but yes :P
L1159[15:08:48] <OrionOnline> As stated by issue #2244 the retexture method uses a diff to get the new quads
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L1161[15:09:22] <OrionOnline> So when i now load my variants for the second layer and call that line after each varian to get a new model for each of the png files
L1162[15:09:47] <OrionOnline> it treats them as if i would be adding those quads to the already existing model
L1163[15:09:57] <OrionOnline> overriding the once before that
L1164[15:10:13] <OrionOnline> making it so that each model looks like the last one baked
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L1166[15:10:26] <fry> so, you have layer1 for some models?
L1167[15:10:26] <OrionOnline> (as they are all in the same place, just a different color)
L1168[15:10:36] <OrionOnline> Yes that layer is correct
L1169[15:10:45] <OrionOnline> But layer2 is always the last one loaded
L1170[15:10:50] <OrionOnline> even if it should not be
L1171[15:10:52] <fry> makes sense, yes
L1172[15:11:26] <OrionOnline> Is their a possibility to get the old behaviour?
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L1174[15:11:44] <OrionOnline> Or do i have to implement a copy of that old method myself?
L1175[15:11:50] <OrionOnline> Somewhere in a helper class?
L1176[15:11:58] <shadowfacts> :D http://gfycat.com/AlertAdvancedFlyingfox
L1177[15:12:05] <fry> you can call retexture on the ItemLayerModel.instance
L1178[15:12:12] <fry> instead of "this"
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L1180[15:12:33] <fry> the "instance" won't have any textures set
L1181[15:12:39] <fry> so you'll get the old behaviour
L1182[15:12:48] <OrionOnline> ... let me try
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L1184[15:15:35] <acidjazz> so if i want to make an alumite pick axe for mining in the nether
L1185[15:15:42] <acidjazz> does the head just nee to be alumite?
L1186[15:15:50] <acidjazz> same with a hammer
L1187[15:16:36] <OrionOnline> acidjazz, yes
L1188[15:17:27] <acidjazz> what about the large plates OrionOnline
L1189[15:17:30] <acidjazz> can they be iron
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L1191[15:17:37] <acidjazz> only the head needs to be alumite?
L1192[15:17:45] <OrionOnline> Yes
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L1194[15:18:01] <acidjazz> sweet
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L1198[15:19:55] <MalkContent> MinecraftForge.EVENT_BUS.register is the thing i should use for registering any events, yes?
L1199[15:20:47] <PaleoCrafter> Event handlers, yes
L1200[15:20:51] <OrionOnline> register is for the Handlers
L1201[15:20:55] <OrionOnline> You can post any event
L1202[15:21:01] <OrionOnline> You donnot need to register it
L1203[15:21:19] <MalkContent> sorry, event handlers, yes
L1204[15:21:32] <PaleoCrafter> Apart from the handlers for some of the world gen events
L1205[15:21:55] <MalkContent> looking at some examples and they are using deprecated stuff and just wanted to make sure this was the right thing
L1206[15:22:20] <OrionOnline> fry, you are amazing Thanks for the help their i have been trying to fix that for days now
L1207[15:22:23] <MalkContent> I'll remember that, should it ever come to that :D
L1208[15:22:27] <fade> I feel dumb asking, but it seems like all the available sources are way out of my league (Worldedit, Botania, etc) - where exactly am I doing @PreInit so I can hook my keybinds?
L1209[15:22:33] <OrionOnline> And i could not figure out what i did wrong
L1210[15:23:09] <PaleoCrafter> @PreInit is like what? 1.4? xD
L1211[15:23:35] <fade> I have no idea. I've only just gotten into Forge mod dev today.
L1212[15:24:04] <fade> The tuts and refs I'm digging up are so all-over-the-place... makes it incredibly difficult to actually get anything done
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L1218[15:31:12] <acidjazz> do i mix hte alumite ingredients right in the smelter?
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L1225[15:46:23] <OrionOnline> fry, you know of a way to change the texture of a OBJ model during runtime (so no JSON def?)
L1226[15:46:56] <diesieben07> call retexture
L1227[15:47:00] <diesieben07> it will give you a new IModel
L1228[15:47:02] <fry> same way you do it for the ItemLayerModel, yes
L1229[15:47:20] <MalkContent> dependencies syntax stayed the same since 1.7?
L1230[15:47:23] <OrionOnline> .... what?
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L1232[15:47:34] <OrionOnline> I never have acces to the unbaked obj model
L1233[15:47:45] <diesieben07> yes you do
L1234[15:47:47] <LatvianModder> MalkContent: I think so
L1235[15:47:53] <OrionOnline> when?
L1236[15:48:02] <diesieben07> it depends on what you wanna do
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L1239[15:48:40] <OrionOnline> I basically have an Anvil that can made up out of Iron, Obsidian, Stone (basically what ever gets registered to the API)
L1240[15:48:50] <OrionOnline> And i or wnat different textures for it
L1241[15:49:10] <williewillus> MalkContent: it's been the same for years xD
L1242[15:49:24] <diesieben07> have a custom ICustomModelLoader. have a special resource domain that triggers that loader and encode the material into the ResourceLocation for hte model
L1243[15:49:25] <williewillus> we relaly should revamp that, I hate that modloader dep syntax thing
L1244[15:49:27] <MalkContent> just making sure :D
L1245[15:49:37] <diesieben07> then the loader can get the original OBJModel using ModelLoaderRegistry.getModel and retexture it
L1246[15:50:01] <OrionOnline> Okey, but how would that help me
L1247[15:50:06] <williewillus> why would you need a custom loader?
L1248[15:50:12] <OrionOnline> I would still have a bunch of OBJ Models
L1249[15:50:18] <diesieben07> yes you would
L1250[15:50:34] <OrionOnline> I need to make sure that it renders the right one on the right time
L1251[15:50:34] <williewillus> if you want unbaked models just do MLoaderRegistry.getModel
L1252[15:50:46] <OrionOnline> Is their something like the IFlexibleItemModel
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L1254[15:51:04] <OrionOnline> But for Blocks? (and or TE's)??
L1255[15:51:05] <diesieben07> jsut bind the corret block state to the right modle
L1256[15:51:11] <diesieben07> probably like a custom state mapper
L1257[15:51:29] <diesieben07> and then put the type of material into the IBLockState in getExtendendState
L1258[15:51:39] <OrionOnline> Ah okesy
L1259[15:51:50] <OrionOnline> That should indeed be doable but something for later
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L1267[15:55:31] <RANKSHANK> Are there any guidelines for building forge capabilities?
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L1269[15:56:07] <sham1> Not really any I can see
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L1271[15:58:56] <RANKSHANK> Hmm still in the fleshing out stages then :P excellent
L1272[15:59:31] <PaleoCrafter> Well, there's isn't that much to it
L1273[16:00:16] <OrionOnline> Is there a way to have a CustomStateMapper to return a BakedModel, instead of a model location??
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L1277[16:02:54] <OrionOnline> diesieben07, As far as i can detect i can only use CustomStateMappers to get a ModelResourceLocation
L1278[16:02:58] <OrionOnline> Not a BakedModel
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L1280[16:04:33] <diesieben07> yes, and?
L1281[16:05:17] <diesieben07> if the types of materials are known when the game starts up you should be fine
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L1283[16:06:32] <OrionOnline> yet they are not, the earliest would be init, the latest would be the last texturestitch
L1284[16:06:39] <diesieben07> ah
L1285[16:06:55] <OrionOnline> As stated the materials get generated by my mod and others calling the API
L1286[16:07:03] <diesieben07> you might wanna use an ISmartBlockModel then and do the whole model retexture there
L1287[16:07:10] <diesieben07> but then you need to cache the already baked models yyourself
L1288[16:07:17] <williewillus> that's not how statemappers work
L1289[16:07:26] <williewillus> statemappers always map states-> model paths
L1290[16:07:32] <williewillus> the modelpath->model process is completely separate
L1291[16:07:34] <OrionOnline> So basically have a wrapper model that holds all the models for each material
L1292[16:07:42] <diesieben07> yeah
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L1294[16:07:56] <diesieben07> williewillus, yes, but is that not what he wants?
L1295[16:08:07] <diesieben07> if the set of materials was fixed
L1296[16:08:23] <OrionOnline> If the set of materials was fixed that would indeed work
L1297[16:08:37] <OrionOnline> Or i could use an IProperty and list them all in the JSON
L1298[16:08:39] <williewillus> redirect all your states to a single modelpath and then substitute a smart model into that path. Now you have full dynamic access
L1299[16:09:16] <OrionOnline> I am already using the Wrapper model in my Item System for my HeatedItems with custom temperature bar
L1300[16:09:56] <williewillus> what kind ofblock model is this again? missed half the discussion
L1301[16:10:33] <Rogue_> Anyone have a quick insight to mcp's compile lifecycle? (Converting my build environment to maven), I have the compiled mod jarfile but I'm digging around the python files for mcp to automate the obfuscation of the jarfile
L1302[16:10:40] <Rogue_> didn't know if there was already a simpler solution or not
L1303[16:10:53] <Rogue_> (for unobf jarfile -> obf jarfile)
L1304[16:11:12] <PaleoCrafter> Uhm... What about gradle?
L1305[16:11:16] <diesieben07> uhm... use ForgeGradle? :D
L1306[16:11:18] <Rogue_> I'm an old fart and like my maven
L1307[16:11:31] <Rogue_> also it's in a deployment system so that's another part of it :p
L1308[16:11:50] <diesieben07> ehm, how did you even get forge to work with the old mcp stuff?
L1309[16:12:00] <diesieben07> if you wanna upgrade, upgrade properly, to ForgeGradle.
L1310[16:12:07] <diesieben07> it can deploy to maven if thats your issue ;D
L1311[16:12:10] <Rogue_> I'm using the newest mcp
L1312[16:12:28] <williewillus> if you're building forge projects use FG
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L1314[16:12:35] <LexMobile> Rogue use fg
L1315[16:12:38] <williewillus> end of story lol
L1316[16:13:04] <PaleoCrafter> And if you don't use forge, you should :P
L1317[16:13:13] <Rogue_> if you mean the `gradlew` script, that didn't work on my system (in part to OOM error, even with 6gig alloc)
L1318[16:13:24] <Rogue_> was fun times
L1319[16:13:27] <ghz|afk> gradlew is just a fancy downloaderfor the actual gradle
L1320[16:13:45] <williewillus> also there was that one line to fix the OOME
L1321[16:13:45] <LexMobile> Gradle will work fine if you have issues people can help
L1322[16:13:48] <ghz|afk> the OOM error is from the decompile/deobf step
L1323[16:13:55] <Rogue_> correct ghz
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L1325[16:13:55] <ghz|afk> it just needs extra memory with 1.8.9
L1326[16:14:02] <ghz|afk> there's no way around it
L1327[16:14:04] <Rogue_> I gave it 6 gigs lmao
L1328[16:14:09] <Rogue_> still OOM'd
L1329[16:14:18] <LexMobile> Then you didnt give it 6gb
L1330[16:14:24] <Rogue_> -Xmx:6G
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L1332[16:14:27] <LexMobile> Cuz it takes 2
L1333[16:14:29] <Rogue_> xms'd too
L1334[16:14:34] <Rogue_> but that's only the initial
L1335[16:14:39] <williewillus> https://mcforge.readthedocs.org/en/latest/gettingstarted/
L1336[16:14:39] <ghz|afk> 32bit jre or 64bit?
L1337[16:14:42] <Rogue_> 64
L1338[16:14:43] <williewillus> read the note
L1339[16:14:43] <SkySom> Does it need more heap? Are you using J7?
L1340[16:14:48] <Rogue_> java 8
L1341[16:14:52] <williewillus> read the note on the page
L1342[16:14:53] * ghz|afk shrugs
L1343[16:14:55] <williewillus> first blue box
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L1345[16:15:07] <Rogue_> I see
L1346[16:15:14] <Rogue_> so it's essentially a nested process and it isn't getting the first 6g
L1347[16:15:17] <ghz|afk> it's a strange situation because it has always worked for me even without adding extra ram
L1348[16:15:20] <diesieben07> -Xmx does nothing on gradle.
L1349[16:15:25] <diesieben07> you have to tell gradle to give the JVM more.
L1350[16:15:27] <Rogue_> yupyup
L1351[16:15:27] <Rogue_> sec
L1352[16:15:35] <williewillus> same giga
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L1354[16:15:39] <williewillus> Ive never needed to alloc more
L1355[16:16:01] <ghz|afk> the only time I got OOM was when running sDW from the IDE
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L1357[16:16:33] <Rogue_> well I have a full lifecycle build just with maven alone
L1358[16:16:39] <Rogue_> builds the modded jar and everything, just not obfuscated
L1359[16:16:44] <Rogue_> hence me digging around mcp's python
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L1361[16:18:34] <MalkContent> so... time to turn this thing into a bag item. ... :I diesieben07 you said something about a capability yesterday?
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L1364[16:20:44] <MalkContent> I want to at least try to use capabilities when appropiate :D
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L1368[16:21:47] <Rogue_> so gradle builds the classfiles, but from what I see it's still unobfuscated when compiled
L1369[16:22:04] <ghz|afk> forge leaves things in srg naming
L1370[16:22:05] <Rogue_> (looking at gradle tasks, not seeing anything related to obfuscation unless I'm literally throwing them in mcp again)
L1371[16:22:21] <ghz|afk> and the fml part deobfuscates mc into srg names before loading mods
L1372[16:22:32] <PaleoCrafter> What task are you executing?
L1373[16:22:38] <ghz|afk> it does however "unmap" the nice name into srg names
L1374[16:22:44] <Rogue_> just did a general `gradlew build`
L1375[16:22:55] <ghz|afk> that should leave you with a jar that works in any forge installation
L1376[16:23:05] <PaleoCrafter> That does in fact obfuscate
L1377[16:23:28] <Rogue_> does it obfuscate and place in build/classes?
L1378[16:23:29] <diesieben07> MalkContent, ok? what is your question? :D
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L1380[16:23:44] <Rogue_> if so, I opened the class file and still see a `net.minecraft.Blocks` import
L1381[16:23:53] <PaleoCrafter> The system is even clever enough to give you a jar ...
L1382[16:23:54] <diesieben07> no it makes a jar in build/libs
L1383[16:23:57] <Rogue_> sec
L1384[16:24:27] <Rogue_> `Blocks.field_150346_d.func_149739_a()`
L1385[16:24:30] <Rogue_> awesome, obfuscated
L1386[16:25:01] <MalkContent> uuum. i am not certain anymore. i am reading up on the capability page
L1387[16:25:28] <diesieben07> you want an ItemStack that has an inventory, yes?
L1388[16:26:33] <ghz|afk> okay ate
L1389[16:26:46] <ghz|afk> MalkContent: so, capabilities? ;P
L1390[16:26:52] <MalkContent> yea. with a gui of course, but that'll probably be a whole other pain again :D
L1391[16:26:55] <ghz|afk> are you trying to add a capability to an existing object?
L1392[16:27:05] <ghz|afk> or you want to expose it from your own?
L1393[16:27:29] <diesieben07> MalkContent, implement IInventory, ICapabilityProvider & INBTSerializable on the same onject, this will be your inventory
L1394[16:27:39] <diesieben07> actually not IInventory
L1395[16:27:41] <MalkContent> I was under the impression it was good practice to use capabilities
L1396[16:27:53] <ghz|afk> if you areworking with items
L1397[16:27:54] <ghz|afk> you use
L1398[16:27:58] <ghz|afk> Item#initCapabilities
L1399[16:28:02] <ghz|afk> I mean you override it
L1400[16:28:21] <ghz|afk> and from there, return an ICapabilityProvider instance that implements the hasCapability and getCapability methods
L1401[16:28:40] <diesieben07> in your case it would also implemnt INBTserializable so you get callbacks to serialize your inventory to the item nbt
L1402[16:28:49] <ghz|afk> and as diesieben07 said, if you also implement INBTSerializable, it will allow you to save the data
L1403[16:28:54] <williewillus> is there full interop betewen capas and IInventory?
L1404[16:28:57] <diesieben07> for the capability itself, use IItemHandler
L1405[16:29:13] <ghz|afk> williewillus: no, IItemHandler does not imply IInventory
L1406[16:29:27] <williewillus> so you still have to hvae wrapper crud for interfacing with vanilla?
L1407[16:29:33] <ghz|afk> but there was never a standard way to have items contain items
L1408[16:29:53] <diesieben07> the other way works though
L1409[16:30:02] <diesieben07> things that implement IInventory provide an IItemHandler capability
L1410[16:30:02] <ghz|afk> the IItemHandler implementation adds IItemHandler support to vanilla machines I think
L1411[16:30:07] <diesieben07> at least the vanilla stuff
L1412[16:30:11] <williewillus> oh ok
L1413[16:30:12] <ghz|afk> but if you need to interact with other mods
L1414[16:30:25] <williewillus> this will be a mess to migrate then :P
L1415[16:30:30] <ghz|afk> that either do not expose IItemHandler, or do not look for it
L1416[16:30:40] <diesieben07> yeah i have no idea why IInventory does not automatically imply IItemHandler
L1417[16:30:41] <ghz|afk> you are sortof stuck with also implementing IInventory/ISidedInventory
L1418[16:31:00] <ghz|afk> well
L1419[16:31:07] <ghz|afk> if you "consume" the IItemHandler capability
L1420[16:31:09] <MalkContent> :I
L1421[16:31:11] <ghz|afk> you can work with a wrapper
L1422[16:31:28] <diesieben07> yes but mods still ahevt o do it manually
L1423[16:31:29] <ghz|afk> if (obj instanceof IInventory ) handler = new InvWrapper(obj)
L1424[16:31:34] <diesieben07> oh that
L1425[16:31:39] * MalkContent adds all the stuff and keeps reading up on capabilities
L1426[16:31:40] <diesieben07> yeah bu you shouldnt have to :D
L1427[16:31:47] <ghz|afk> else if hasCapability(IItemHandler) handler = getCapability(obj)
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L1429[16:31:55] <ghz|afk> well
L1430[16:31:58] <ghz|afk> the other way around
L1431[16:32:05] <ghz|afk> you should PREFER the IItemHandler over IInventory
L1432[16:32:05] <ghz|afk> XD
L1433[16:32:08] <LexMobile> You shouldnt need iinentory anymore
L1434[16:32:25] <ghz|afk> we were talking about mods that don't make use of IItemHandler yet
L1435[16:32:31] <LexMobile> There isnsome gui code but someone needs to write a wrapper
L1436[16:32:37] <LexMobile> Fuck them?
L1437[16:32:51] <ghz|afk> that is a valid approach, yes
L1438[16:33:09] <sham1> A wrapper is not hard to do
L1439[16:33:11] <LexMobile> Thats the official forge stance.
L1440[16:33:16] <sham1> In fact, I have one made
L1441[16:33:20] <sham1> Which I could make into a PR
L1442[16:33:31] <sham1> If so wished
L1443[16:33:50] <diesieben07> sadly people will scream at you violently if your hopper thingy doesnt work with 50% of stuff
L1444[16:33:50] <LexMobile> There is a iinv->iitem wrapper already
L1445[16:34:01] <diesieben07> and they will blame you, not the actual idiot
L1446[16:34:07] <LexMobile> Its just the gui stuff needs to be edited to support iitem specifically
L1447[16:34:09] <sham1> but no iitem -> iinv that is needed for GUIs
L1448[16:34:33] <LexMobile> diesieben07: i know but fuck them
L1449[16:34:45] <diesieben07> you don't have a mod, you be quiet :P
L1450[16:34:51] <diesieben07> plot twist, i dont have a mod either
L1451[16:34:55] <williewillus> lol
L1452[16:34:58] <LexMobile> I dont have a mod? Thats hilarious
L1453[16:35:09] <ghz|afk> diesieben07: forge is a big mod ;P
L1454[16:35:10] <sham1> Aside from forge, lex does have mods
L1455[16:35:24] <sham1> Like the skyblock generator thingy
L1456[16:35:41] <LexMobile> But ya the gui stuff is just something i havent looked into yet, there needs to be a wrapper for it.
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L1458[16:35:45] <PaleoCrafter> YUNoMakeGoodMaps
L1459[16:35:52] <williewillus> the skyblock generator thing can be done with vanilla superflat presets :P
L1460[16:36:02] <williewillus> but yeah still a mod
L1461[16:36:03] <ghz|afk> I was thinking about the gui stuff
L1462[16:36:05] <ghz|afk> you don't need a wrapper
L1463[16:36:08] <ghz|afk> you need a new Slot class
L1464[16:36:21] <Rogue_> muahah
L1465[16:36:21] <ghz|afk> a SlotItemHandler
L1466[16:36:27] <sham1> Oh god
L1467[16:36:31] <ghz|afk> that takes an IItemHandler instead of an IInventory
L1468[16:36:31] <LexMobile> Is slot the only thing that yakes iinv? I legitimatly havent looked
L1469[16:36:36] <ghz|afk> I believe so
L1470[16:36:39] <sham1> Yesw
L1471[16:36:41] <Rogue_> got maven autodeployment working from grabbing some stuff out of gradle
L1472[16:36:42] <ghz|afk> if there's anything else, I'm not aware of it
L1473[16:36:55] <diesieben07> i was joking
L1474[16:36:56] <diesieben07> (internet died -.-)
L1475[16:37:07] <LexMobile> Rogue_: use gradle end of discussio
L1476[16:37:20] <diesieben07> my point was, lex you should be the one person to know how awful little kids demanding features are.
L1477[16:37:32] <sham1> We are programmers, we have no sense of humour
L1478[16:37:32] <ghz|afk> the detectAndSendChanges method iterates over the slots instances, and calls the getStack/putStack methods on them
L1479[16:37:44] <LexMobile> I do, and ive decided to say fuck them
L1480[16:38:14] <LexMobile> Ghz if you thinknyou can make a pr
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L1482[16:38:26] <LexMobile> Ill be home tonight sometime to look at it
L1483[16:38:43] <diesieben07> one thing about IInv / IItemHandler: comparators
L1484[16:38:51] <diesieben07> they currently only check IInv if i understnad correctly
L1485[16:38:52] <Rogue_> LexMobile, that linked page about using `org.gradle.jvmargs` in `.gradle/gradle.properties` still causes an OOM for `gradlew setupDecompWorkspace`
L1486[16:38:56] <MalkContent> https://www.youtube.com/watch?v=rSFZktZNySg&t=14s
L1487[16:39:00] <Rogue_> using -Xmx3G
L1488[16:39:04] <Rogue_> (as the value)
L1489[16:39:06] <diesieben07> so Container.calcRedstone(TE) must be patched
L1490[16:39:10] <MalkContent> is what i say to this
L1491[16:39:57] <ghz|afk> I guess I'll have to install Eclipse?
L1492[16:40:05] <ghz|afk> or was there some way to get Forge proper working with IDEA?
L1493[16:40:10] <LexMobile> Then you didnt do ot eight Rogue_
L1494[16:40:18] <LexMobile> Or you could edit gradlew.bat
L1495[16:40:19] <diesieben07> not sure if its fixed ghz.
L1496[16:40:24] <LexMobile> Or your env vars
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L1498[16:40:29] <PaleoCrafter> Rogue_ is .gradle in your user directory?
L1499[16:40:36] <diesieben07> it does load in idea but last time i checked it didnt show any forge classes
L1500[16:40:39] <LexMobile> There are plenty of options
L1501[16:40:54] <Rogue_> PaleoCrafter, two copies, in project and user
L1502[16:41:10] <Rogue_> lemme try something
L1503[16:41:15] <LexMobile> Thought we took comparators into account in temas pr
L1504[16:41:16] <Rogue_> (re-modding the .bat)
L1505[16:41:26] <LexMobile> Another thing for people to look into
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L1507[16:41:55] <diesieben07> actually i am wrong
L1508[16:42:05] <diesieben07> maybe
L1509[16:42:44] <diesieben07> yeah, people will just have to use getCOmparatorInputOverride like vanilla already does.
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L1513[16:46:12] <lahwran> hey folks
L1514[16:46:34] <gigaherz> :/ Cannot run program "git": CreateProcess error=2, The system cannot find the file specified
L1515[16:46:45] <sham1> Hoh
L1516[16:46:48] <sham1> You need your path
L1517[16:46:49] <gigaherz> (I did add the git folder to the path)
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L1519[16:47:12] <gigaherz> F:\MinecraftForge>git --version
L1520[16:47:12] <gigaherz> git version 2.5.0.windows.1
L1521[16:47:22] <MattDahEpic> has anyone writen code to stright up restart the whole server process with the same arguments?
L1522[16:47:44] <LatvianModder> Is there any way to get list of all Event classes? so far ive made this http://pastebin.com/te8xyh0R
L1523[16:47:57] <PaleoCrafter> You might need to restart whatever throws that error, gigaherz
L1524[16:48:27] <gigaherz> PaleoCrafter: I'm in a cmd window, inside the forge folder
L1525[16:48:30] <PaleoCrafter> LatvianModder, ctrl + h on Event in idea? :P
L1526[16:48:47] <LatvianModder> That.. might work
L1527[16:48:56] <LatvianModder> but I was thinking more of in-code way
L1528[16:49:06] <LatvianModder> some magical ASM or smth
L1529[16:49:35] <LatvianModder> right now what i did was @SubscribeEvent public void onEvent(Event e) {} :D
L1530[16:50:11] <PaleoCrafter> Well, you can analyse all classes getting loaded for inheritance from Event
L1531[16:50:26] <PaleoCrafter> But why do you need this anyway?
L1532[16:50:46] <williewillus> why might a class be crashing with NoClassDefFoundException
L1533[16:50:48] <LatvianModder> I dont even remember anymore..
L1534[16:50:51] <williewillus> when the class is right there in the classpath...
L1535[16:50:56] <williewillus> this is in a normal dev env
L1536[16:50:57] <williewillus> no trickery
L1537[16:51:11] <LatvianModder> Mods?
L1538[16:51:21] <LatvianModder> Something in your /mods could be
L1539[16:51:39] <williewillus> no this is within my mod
L1540[16:51:55] <williewillus> something inside botania can't find something else in botania wtf
L1541[16:52:15] <williewillus> ah, nvm
L1542[16:52:16] <LatvianModder> lol
L1543[16:52:23] <williewillus> static initializer was erroring
L1544[16:52:39] <LatvianModder> ..why do you even have that
L1545[16:52:49] <LatvianModder> mod integration?
L1546[16:53:01] <PaleoCrafter> Method handles for example :P
L1547[16:53:36] <LatvianModder> more liek Field
L1548[16:53:45] <LatvianModder> methods usually dont crash unless called
L1549[16:54:10] <LatvianModder> if you init field, even with = null; and its from somewhere else, it will crash
L1550[16:54:23] <PaleoCrafter> I'm talking about getting a MethodHandle...
L1551[16:54:40] <LatvianModder> oh. Well, ive only heard of those
L1552[16:55:08] <LatvianModder> why would you use that inside your own mod though? :P
L1553[16:55:12] <lahwran> So what's the current deal with 1.7 vs 1.8? there are some mentions in the intro docs of 1.8's api having changed dramatically in terms of how to write multiplayer mods, or something of the kind
L1554[16:55:31] <LatvianModder> what? not at all
L1555[16:55:34] *** amadornes is now known as amadornes[OFF]
L1556[16:55:42] <LatvianModder> The only change that really was, was block models
L1557[16:55:49] <LatvianModder> I think. Well, rendering.
L1558[16:55:52] <PaleoCrafter> Accessing private vanilla shit?
L1559[16:56:01] <lahwran> oh, there are docs in the topic
L1560[16:56:12] <gigaherz> lahwran: what changed is the way you declare the models of things
L1561[16:56:15] <lahwran> ...which say it's much simpler than the ones on the wiki do
L1562[16:56:18] <gigaherz> in 1.7 the models were hardcoded
L1563[16:56:21] <lahwran> gigaherz: ah
L1564[16:56:23] <gigaherz> and you could just customize textures
L1565[16:56:24] <LatvianModder> GL11 > GlStateManager etc
L1566[16:56:30] <lahwran> oh, models as in for rendering?
L1567[16:56:31] <gigaherz> in 1.8+, all the models are in json files
L1568[16:56:34] <gigaherz> yes
L1569[16:56:42] <hipsterpig> anyone here know how to make a block that nullifies other blocks' collision?
L1570[16:56:43] <lahwran> does 1.8 use an opengl3+ renderer?
L1571[16:56:49] <lahwran> hipsterpig: hey!
L1572[16:56:54] <tterrag> hipsterpig: wot
L1573[16:56:56] <hipsterpig> sup lah
L1574[16:56:57] <gigaherz> not really
L1575[16:57:12] <gigaherz> it DOEs make use of some gl3+ features but only if they are detected as present
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L1577[16:57:27] <gigaherz> otherwise keeps using GL1.1/1.4/2.0 features as usual
L1578[16:57:37] <lahwran> heh
L1579[16:57:41] <lahwran> someday minecraft will be fast
L1580[16:57:50] <LatvianModder> its lwjgl version is 2.9.1 iirc
L1581[16:57:52] <gigaherz> maybe
L1582[16:57:52] <lahwran> wait, just kidding
L1583[16:57:55] <gigaherz> ;P
L1584[16:58:19] <lahwran> hipsterpig: just finally getting around to wiring up the thing you made for me, lol
L1585[16:58:22] <LatvianModder> hipsterpig: in what way? so you can go trough other blocks?
L1586[16:58:32] <hipsterpig> LatvianModder: pretty much, yes.
L1587[16:58:55] <LatvianModder> maybe make a tile entity that stores and render those blocks, but with no collision box.. I dunno.. Make something crazy, like you usually do! :D
L1588[16:58:55] <PaleoCrafter> There's that Thaumcraft addon that does this
L1589[16:58:58] <hipsterpig> i'm about to delve into that myself so I'm asking to see if anyone already knows how to do it
L1590[16:59:14] <gigaherz> well that worked ¬¬
L1591[16:59:15] <hipsterpig> LatvianModder: that could cause so many potential issues that I don't want to deal with if they come up.
L1592[16:59:19] <lahwran> hipsterpig: I don't know the modern apis yet, but intuitively I'd expect the other blocks to need a hijack in the collision handler
L1593[16:59:21] <gigaherz> I literally copied git.exe to the forge folder
L1594[16:59:22] <PaleoCrafter> Can't remember its name though
L1595[16:59:24] <gigaherz> ¬¬
L1596[16:59:34] <gigaherz> kludge ftw
L1597[16:59:36] <lahwran> gigaherz: oh honey
L1598[16:59:38] <hipsterpig> before i do all this talk though it would help to actually decompile minecraft
L1599[16:59:59] <LatvianModder> setupDecompWorkspace, not Dev
L1600[17:00:12] <hipsterpig> the usual
L1601[17:00:17] <hipsterpig> i haven't even launched IDEA yet on this PC
L1602[17:00:32] <LatvianModder> Idea masterrace!
L1603[17:00:39] <lahwran> man I remember when I used to do mc stuff
L1604[17:00:58] <lahwran> idea actually manages to make java tolerable
L1605[17:01:04] <lahwran> that's a whole different world of crazy
L1606[17:01:07] * heldplayer mumbles something about people having IDEA licenses but not using it
L1607[17:01:16] <lahwran> huh?
L1608[17:01:21] <lahwran> you can use the community edition
L1609[17:01:23] <LatvianModder> ama has license iir!
L1610[17:01:36] <infinitefoxes_> hmm... for some reason my packets are being mapped incorrectly
L1611[17:01:43] <LatvianModder> and we point fingers at him and laugh
L1612[17:01:44] <lahwran> I still don't know what the restrictions on the community edition are, I haven't found any limitations
L1613[17:01:47] <infinitefoxes_> I'm sending my custom packet but the server tries reading it as an entirely different packet
L1614[17:01:49] <heldplayer> Latvian: That's basically who I'm referring to :P
L1615[17:01:57] <LatvianModder> because community edition ftw
L1616[17:02:18] <hipsterpig> i could get a license too, i'm still a student
L1617[17:02:19] <LatvianModder> how much does it cost? I almost want to buy it.. AND USE IT
L1618[17:02:35] <PaleoCrafter> infinitefoxes_, are the discriminators of all your packets distinct?
L1619[17:02:40] <LatvianModder> im a student in school.. does that count?
L1620[17:02:53] <infinitefoxes_> PaleoCrafter: yep, did it just like the forge docs said to
L1621[17:03:06] <infinitefoxes_> the packet is registered on both the client and server as well
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L1623[17:04:28] <williewillus> LatvianModder: if you have a .edu
L1624[17:04:32] <williewillus> you can get all jetbrains ides for free
L1625[17:04:42] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:8947:6d36:7c6b:7b12:441e)
L1626[17:04:52] <williewillus> pro/ultimate editions, that is
L1627[17:05:26] ⇨ Joins: Reika (~Reika@reika.kalseki.mods.abrarsyed.me)
L1628[17:05:32] <PaleoCrafter> You can also do it with the appropriate documents
L1629[17:05:39] <MalkContent> is (de)serializeNBT the same as read/write nbt?
L1630[17:05:55] <PaleoCrafter> Yes
L1631[17:06:04] <williewillus> LatvianModder: https://www.jetbrains.com/shop/eform/students
L1632[17:06:10] <PaleoCrafter> You can just use whatever tag type you want as your 'root'
L1633[17:07:00] <MalkContent> kay
L1634[17:07:31] <lahwran> anyone have suggestions for where to start with a mod that makes a custom version of a mob?
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L1636[17:07:57] <lahwran> I'm putting together a system for using bleeding-edge machine learning for controlling a mob
L1637[17:08:17] <lahwran> so if there's anything I can pull apart to get an idea of how to control a mob, that'd be pretty helpful
L1638[17:08:36] <lahwran> I was thinking a skeleton, since they have the most interesting behavior
L1639[17:08:56] <Mraoffle> The way AI works in Minecraft is with different tasks, I think
L1640[17:08:57] <lahwran> in the old world of minecraft modding, I'd have copied the skeleton class
L1641[17:09:01] *** Mraoffle is now known as Mraof
L1642[17:09:31] <Mraof> But you can also just do stuff when the entity updates
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L1644[17:10:01] <lahwran> wait, I'm a bit confused - how does the way AI normally works in mc come into it?
L1645[17:10:01] <LatvianModder> but williewillus im not in university :D
L1646[17:10:26] <gigaherz> hmm when working with Forge proper, you edit the stuff inthe Forge folder, right?
L1647[17:10:28] <williewillus> oh i misread
L1648[17:10:29] <williewillus> :P
L1649[17:10:32] <williewillus> yeah giga
L1650[17:10:41] <masa> well you can start by looking at the EntitySkeleton class, it adds the AI tasks somewhere in the constructor or the init AI taks methods, some of them might be in the super classes, I can't remember...
L1651[17:10:43] <Mraof> Well if you care about their normal behavior then their normal AI matters
L1652[17:11:19] <lahwran> uh, I don't
L1653[17:11:24] <lahwran> I'm going to be overriding their behavior entirely
L1654[17:11:40] <Mraof> So why use a skeleton?
L1655[17:11:42] ⇦ Quits: P3pp3rF1y (~P3pp3rF1y@188.75.174.100) (Ping timeout: 198 seconds)
L1656[17:11:44] <lahwran> uh
L1657[17:11:52] <lahwran> so by behavior, I'm talking about "the set of actions they take"
L1658[17:11:57] <masa> well the point was to get an idea of hpw the AI tasks framework in minecraft works, not specifically to look at WHAT they do those vanilla tasks
L1659[17:12:12] <masa> *in
L1660[17:12:15] <lahwran> so let's back up a bit
L1661[17:12:39] <lahwran> if I wanted to make a custom version of the skeleton that just jumps at every beat in a song
L1662[17:12:46] <lahwran> how would I do that?
L1663[17:12:58] <lahwran> imagine I have some api that tells me whether it's currently time to jump or not.
L1664[17:13:03] <lahwran> how do I implement the jumping?
L1665[17:13:05] <masa> you would create your custom entity, and add your custom AI tasks for it
L1666[17:13:45] <masa> well for stuff like movement or jumping, you could see how vanilla does it
L1667[17:14:00] <masa> it's probably somewhere in the pathfinding code
L1668[17:14:40] <PaleoCrafter> Jumping literally is entity.jump()
L1669[17:14:42] <masa> so find the attack AI task, find the pathfinding stuff inside it and go from there
L1670[17:15:20] <williewillus> you can just clear the entity's AI task list :P
L1671[17:15:21] <masa> s/attack task/attack and\/or wander tasks/
L1672[17:15:28] <williewillus> then boom you can do whatever you want
L1673[17:15:41] <lahwran> williewillus: ah!
L1674[17:15:42] <lahwran> cool, ok
L1675[17:15:50] <masa> yeah, or set the mutex bits so that the vanilla tasks can't execute..
L1676[17:15:55] <lahwran> yeah, because game ai is entirely the wrong thing here
L1677[17:16:03] <williewillus> no idea how the mutex bits work :P
L1678[17:16:06] <lahwran> gameai is generally based on search/gofai-planning
L1679[17:16:12] <lahwran> don't care about that crap, I want to use modern ML
L1680[17:16:32] <williewillus> as long as it isn't laggy lol
L1681[17:16:37] <williewillus> the AI is laggy enough as it is
L1682[17:16:41] <lahwran> I don't really care if it is to be honest lol
L1683[17:16:44] <lahwran> it's not meant to be played with
L1684[17:16:47] <Mraof> Isn't there just a function that returns a boolean to use the task system or not
L1685[17:16:56] ⇨ Joins: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1686[17:17:00] <lahwran> it's to research how to make modern ML work in minecraft
L1687[17:17:09] <VikeStep> lahwran, are you going to be training your ML algorithm live in the game?
L1688[17:17:18] <lahwran> it's going to be a Q learner with replay memory
L1689[17:17:23] <VikeStep> or pre-training and putting the final design in the code?
L1690[17:17:27] <williewillus> Mraof: removed in 1.8
L1691[17:17:31] <lahwran> which means that when the game runs, an agent will be running and accumulating experiences
L1692[17:17:38] <williewillus> ah cool
L1693[17:17:46] <Mraof> Huh, why?
L1694[17:17:48] <lahwran> and then on another computer or in another program, it will be learning new updates to the way the agent works
L1695[17:17:49] <williewillus> share your results to /r/feedthebeast when your research is over
L1696[17:17:58] <masa> removed? or does that mean that the new NoAI tag replaced it?
L1697[17:18:03] <fade> Are you going to improve the hitbox and combat as well, or is it going to be a slaughter?
L1698[17:18:07] <masa> I can't remember the details fro mthe top of my head
L1699[17:18:10] <williewillus> the old AI system got removed
L1700[17:18:16] <lahwran> fade: I'm not sure I follow
L1701[17:18:17] <williewillus> as in everything that wasnt the tasksystem is gone
L1702[17:18:24] <VikeStep> lahwran, sounds interesting, I know a bit of machine learning myself
L1703[17:18:31] <lahwran> it's been a *very* long time since I did mc, I stopped modding right before forge became a thing
L1704[17:18:36] <VikeStep> I did a course on it in uni
L1705[17:18:38] <williewillus> wow thats a long time haha
L1706[17:18:41] <lahwran> and I wasn't remotely as good of a programmer then
L1707[17:18:52] <lahwran> so I didn't learn as much as I liked to think I had at the time about how mc works
L1708[17:18:59] <fade> lahwran -- As it stands, the hit/miss mechanics seem terribly loose
L1709[17:19:03] <lahwran> I see
L1710[17:19:26] <masa> how so?
L1711[17:19:27] <lahwran> so ultimately, my goal is to make a mob that can perform long-range, complicated tasks
L1712[17:19:29] <fade> So if the AI gets leveld up, so to speak, it'll be pretty difficult
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L1715[17:19:52] <lahwran> such as "hunt the player down, without dying of sunlight on the way, and kill the player"
L1716[17:20:16] <masa> heh well, vanilla skeletons can pretty much already do that :p
L1717[17:20:17] <lahwran> maybe with things like the mob needing to eat, or whatever
L1718[17:20:34] <VikeStep> you aren't afraid of overfitting? for example, it expecting blocks to be in places that may be removed after a long period of training?
L1719[17:20:38] <fade> Maybe start by making the villagers not so much like lemmings...
L1720[17:20:43] <VikeStep> for the sunlight thing
L1721[17:20:52] <lahwran> VikeStep: I mean, sure I'm afraid of overfitting? but you can make new random worlds in minecraft
L1722[17:20:59] <lahwran> it's likely to overfit to how the worldgen works
L1723[17:21:14] <lahwran> but it's an unusually good situation in terms of data gen
L1724[17:21:20] <VikeStep> You are gonna need a lot of inputs haha
L1725[17:21:22] <fade> VikeStep -- Why not just on-the-spot analyze for light levels, instead of mapping what you expect them to be?
L1726[17:21:23] <lahwran> video
L1727[17:21:31] <lahwran> it gets a video feed of the screen
L1728[17:21:34] <lahwran> and outputs actions
L1729[17:21:49] ⇦ Quits: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L1730[17:22:04] <VikeStep> that might not work well with render distance
L1731[17:22:16] <lahwran> as a training step, I'm going to be training it to generate an internal opinion about how the world around it works, by training a supervised model to predict and maintain the voxelization of the world around it
L1732[17:22:16] <VikeStep> for example, chunks that mobs are in may not be rendered
L1733[17:22:26] <lahwran> yes, so it has to remember those in its own map of the world
L1734[17:23:10] <masa> own map of the world?
L1735[17:23:11] <VikeStep> hmm
L1736[17:23:18] <lahwran> yes. that's the main focus of what I'm interested in
L1737[17:23:35] <VikeStep> I think using a video is inappropriate as a feature, but I mean I guess it's worth a try
L1738[17:23:38] <lahwran> get a reinforcement learner to explore the world with the goal of getting an internal model of what's around it
L1739[17:23:46] <lahwran> what would you go for instead?
L1740[17:23:56] <lahwran> I mean, the ultimate purpose is to make something I can run outside of minecraft
L1741[17:24:01] <lahwran> on a quadcopter or something
L1742[17:24:17] <masa> oh, cool
L1743[17:24:46] <VikeStep> lahwran, if that is what you want, then I guess video is your best bet
L1744[17:24:57] <VikeStep> if it wasn't then I'd have said surrounding block data
L1745[17:25:01] <lahwran> right
L1746[17:25:08] <lahwran> it does need to know surrounding block data
L1747[17:25:12] <lahwran> but I want it to infer that
L1748[17:25:16] <lahwran> from video
L1749[17:25:28] <VikeStep> and maybe the elevations of the blocks in a direct line from the zombie to its target
L1750[17:26:37] <lahwran> so what ML are you familiar with? just a sanity check - you do mean nns, right
L1751[17:26:40] <VikeStep> My ML project I did for my uni course was a twitch bot
L1752[17:26:45] <VikeStep> which chose whether to remove or keep messages
L1753[17:26:47] *** PaleoCrafter is now known as PaleOff
L1754[17:26:52] <VikeStep> not Q-Learning
L1755[17:26:53] <lahwran> occasionally run into folks who are stuck in the random forest world
L1756[17:27:12] <VikeStep> NNs, SVMs, Logistic Regression, k-means
L1757[17:27:18] <lahwran> ok yeah
L1758[17:27:21] <lahwran> cool
L1759[17:27:39] <VikeStep> I'm thinking of researching genetic algorithms and stuff though
L1760[17:27:47] <lahwran> saw a thing on them recently
L1761[17:27:51] <lahwran> let me see if I can find it
L1762[17:27:52] <LexMobile> Rogue get his crap figured out?
L1763[17:27:54] <VikeStep> it's just we have no course at uni for it, so it'd be purely for myself
L1764[17:28:36] <gigaherz> oh hey, SlotItemHandler already exists, lol
L1765[17:28:52] <lahwran> http://blog.evorithmics.org/2016/01/31/when-will-evolution-outperform-local-search/
L1766[17:28:57] <gigaherz> ewh, it creates a single-slot InventoryBasic
L1767[17:29:05] <lahwran> I didn't read it all the way through
L1768[17:29:06] <gigaherz> ah no it's just a dummy
L1769[17:29:10] <lahwran> but it looks very interesting
L1770[17:29:16] <gigaherz> (static)
L1771[17:29:27] <lahwran> definitely didn't verify their assumptions or proofs or anything like that
L1772[17:29:29] <VikeStep> thanks lahwran
L1773[17:29:33] <gigaherz> yeah I have nothing to do there ;P
L1774[17:29:41] <gigaherz> anyone who implements IItemHandler in their container gui
L1775[17:29:45] ⇦ Quits: agowa338 (~Thunderbi@p54918D3F.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L1776[17:30:21] <gigaherz> just needs to use addSlotToContainer(new SlotItemHandler(itemHandlerInstance, slotNumber, ...)
L1777[17:30:35] <gigaherz> just like how they used new Slot(inventory, slotNumber...
L1778[17:36:45] <infinitefoxes_> https://gist.github.com/Collin1971/cf8075857777e879a352
L1779[17:36:47] <infinitefoxes_> alrighty I'm at a lost
L1780[17:37:05] <infinitefoxes_> for some reason my PacketJoinParty packet is received as a PacketOpenContainer
L1781[17:37:24] <infinitefoxes_> it's properly constructed and sent on the client, but the server just loses it
L1782[17:38:36] ⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1783[17:39:38] * diesieben07 cringes hard
L1784[17:41:08] <infinitefoxes_> should probably clarify in advance why I'm passing the same class for both the packet and handler
L1785[17:41:29] <infinitefoxes_> my packets implement both the message and handler :p
L1786[17:41:35] <infinitefoxes_> which... worked absolutely fine in 1.7
L1787[17:43:04] <diesieben07> don't do that...
L1788[17:43:54] <infinitefoxes_> I can't see why it'd change anything
L1789[17:43:59] <infinitefoxes_> but feel free to enlighten me
L1790[17:44:14] <VikeStep> why are you registering for both client and server?
L1791[17:44:18] <diesieben07> it just does not make any sense
L1792[17:44:19] <diesieben07> also that.
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L1794[17:44:31] <VikeStep> if you just return from your IMessageHandler thing
L1795[17:44:37] <VikeStep> it works without registering it on both sides
L1796[17:45:02] <infinitefoxes_> VikeStep: that one packet is sent both to and from the server
L1797[17:45:10] <diesieben07> why?
L1798[17:45:15] <infinitefoxes_> i'll gist it
L1799[17:45:20] <VikeStep> sounds like something that should be sent from the client only
L1800[17:46:02] <infinitefoxes_> https://gist.github.com/Collin1971/b1b8635089ab43928fe6
L1801[17:46:32] <diesieben07> dude
L1802[17:46:34] <diesieben07> player.openGui
L1803[17:46:46] <VikeStep> ^
L1804[17:47:04] <VikeStep> you are referencing a client lib, so this packet can't be received on the server
L1805[17:47:08] <VikeStep> client package rather
L1806[17:48:51] <infinitefoxes_> aren't import statements only used by the compiler though?
L1807[17:49:04] <infinitefoxes_> as long as handleClientSide is never called I don't see why the server would fail
L1808[17:49:30] <diesieben07> what even is that packet system anyways
L1809[17:49:39] <VikeStep> ^ where is the IMessageHandler?
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L1811[17:49:51] <diesieben07> and an OpenContainerMessage makes no sense anyways.
L1812[17:49:58] <diesieben07> IGuiHandler + player.openGui already exists.
L1813[17:51:00] <infinitefoxes_> openGui doesn't work
L1814[17:51:06] <infinitefoxes_> I'm opening a container from the client
L1815[17:51:16] <infinitefoxes_> openGui is a server-only thing
L1816[17:51:26] <diesieben07> send a packet to eh serrver which then calls openGui
L1817[17:51:46] <infinitefoxes_> yes.
L1818[17:51:52] <infinitefoxes_> hence why the packet exists.
L1819[17:51:57] <diesieben07> that is not what that packet does ...
L1820[17:51:58] <killjoy> so like a keybind?
L1821[17:52:01] <killjoy> like e?
L1822[17:52:02] <infinitefoxes_> yes, killjoy
L1823[17:52:34] <infinitefoxes_> diesieben07: it's what it _effectively_ does
L1824[17:52:34] <killjoy> Does the server know when your inventory is open?
L1825[17:52:44] <diesieben07> -____-
L1826[17:53:00] <killjoy> I know it can tell you when your inventory is open, but can you tell it?
L1827[17:53:42] <infinitefoxes_> yes... ?
L1828[17:53:53] <infinitefoxes_> at least if I understand what you're saying, yes
L1829[17:54:07] <diesieben07> also that does not explain why that packet is two way
L1830[17:54:39] <killjoy> from what I understand, the client opens the inventory, then sends inventory packets as it's messed with
L1831[17:55:20] <infinitefoxes_> diesieben07: the packet is two-sided because I have to transfer back the container ID
L1832[17:55:30] <diesieben07> openGui does that.
L1833[17:55:42] <infinitefoxes_> well, I can change my packet then
L1834[17:55:46] <infinitefoxes_> my point isn't about this one packet
L1835[17:55:47] <diesieben07> you call openGUi on the server. FML handles the rest.
L1836[17:55:49] <infinitefoxes_> it works absolutely fine
L1837[17:55:57] <killjoy> he's doing it from client.
L1838[17:56:18] <killjoy> he's sending a packet to request opening a gui
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L1840[17:56:22] <diesieben07> no he is not
L1841[17:56:26] <diesieben07> his packet is doing someting else
L1842[17:56:28] <diesieben07> it is NOT calling openGui
L1843[17:56:40] <diesieben07> anyways, show PacketJoinParty then, if htat is hte issue
L1844[17:56:44] <infinitefoxes_> one moment
L1845[17:56:51] <VikeStep> infinitefoxes_, try printing the discriminant value and the packet that it was assigned to for each packet type
L1846[17:56:57] <VikeStep> maybe the discriminant is not the same or something
L1847[17:57:04] <infinitefoxes_> isn't it supposed to be different?
L1848[17:57:19] <VikeStep> you have to realise that the client and the server both run preinit
L1849[17:57:30] <diesieben07> preInit is run once.
L1850[17:57:31] <VikeStep> so maybe the discriminant for the same packet type is different
L1851[17:57:45] <diesieben07> his init code is fine
L1852[17:58:11] <infinitefoxes_> https://gist.github.com/Collin1971/19de908f8a7793baa08b
L1853[17:58:24] <infinitefoxes_> let me actually add the serialize code to that
L1854[17:58:42] <diesieben07> and maybe even CustomPacket
L1855[17:59:17] <infinitefoxes_> alrighty
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L1857[18:00:39] <lahwran> can you use java 7 stuff from forge?
L1858[18:00:56] <lahwran> what constrains what java version stuff you can use in mc
L1859[18:00:58] <gigaherz> you can mke mods that require java8
L1860[18:01:01] <lahwran> awesome
L1861[18:01:08] <gigaherz> but Forge proper remains java6
L1862[18:01:17] <lahwran> right, so it's backwards compatible to 6
L1863[18:01:17] <MalkContent> took a break, now even more confused than before :D
L1864[18:01:20] <MalkContent> god dammit
L1865[18:01:26] <infinitefoxes_> CustomPacket: https://github.com/gildedgames/gilded-games-util/blob/296d6eb97387b9d93c960e82bf71f3a3a6f768e5/src/main/java/com/gildedgames/util/core/CustomPacket.java
L1866[18:01:28] <lahwran> but you can use things from 7/8, and then the user simply must have 7/8 to run them
L1867[18:01:29] <lahwran> sweet
L1868[18:01:34] <gigaherz> yup
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L1870[18:01:42] <masa> MalkContent: did you get your bag stuff figured out btw?
L1871[18:01:42] <infinitefoxes_> and my packet extending CustomPacket: https://gist.github.com/Collin1971/19de908f8a7793baa08b
L1872[18:02:03] <lahwran> gigaherz: I've developed tics about java version from doing so much android stuff
L1873[18:02:14] <gigaherz> heh
L1874[18:02:20] <lahwran> any time I see "java 7 api" I cringe and move to close the tab
L1875[18:02:25] <lahwran> and I was like "wait maybe I can use it!"
L1876[18:02:50] <diesieben07> infinitefoxes_, ok, which symptoms make you think that its received as a PacketOpenContainer?
L1877[18:02:50] <killjoy> java 7 api can easily be ported to guava
L1878[18:03:07] <killjoy> most of t hem
L1879[18:03:07] <infinitefoxes_> diesieben07: breakpoints
L1880[18:03:13] <diesieben07> ?
L1881[18:03:21] <lahwran> killjoy: not the one I want
L1882[18:03:23] <diesieben07> i know what breakpoints are
L1883[18:03:25] <tterrag> which is?
L1884[18:03:26] <tterrag> nio?
L1885[18:03:28] <diesieben07> but that alone doesn't tell me shit.
L1886[18:03:28] <lahwran> inotify
L1887[18:03:29] <lahwran> yes
L1888[18:03:33] <infinitefoxes_> sorry, hit enter too early
L1889[18:03:42] <tterrag> nio is nice but not necessary :P
L1890[18:03:47] <killjoy> isn't inotify a bukkit plugin?
L1891[18:03:50] <lahwran> lol
L1892[18:03:59] <lahwran> inotify is a linux api that tells you when a directory changes
L1893[18:04:14] <killjoy> oh, I'm thinking of pnotify
L1894[18:04:21] <infinitefoxes_> I setup breakpoints in PacketOpenContainer's toRead and fromRead, and then my PacketJoinParty
L1895[18:04:24] <diesieben07> doesnt java have that natively? :O
L1896[18:04:27] <infinitefoxes_> the ones in PacketJoinParty are never called
L1897[18:04:27] <lahwran> I'm dealing with non-embeddable lua code, and I do. not. want. to mess with networking
L1898[18:04:32] <lahwran> diesieben07: it does in java 7
L1899[18:04:34] <infinitefoxes_> and PacketOpenContainer freaks out because it's reading a string as an int
L1900[18:04:53] <lahwran> (torch 7 is stupid and insane, I have no idea why they thought it was a good idea to do it in lua)
L1901[18:05:08] <lahwran> but it's also the fastest and best designed ML api right now, sooooooo
L1902[18:05:16] <diesieben07> ok and making PacketopenContainer one-way does not fix it?
L1903[18:05:18] <lahwran> ramdisks and stupid inotify hacks it is!
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L1906[18:06:35] <infinitefoxes_> it does not
L1907[18:07:28] <diesieben07> that is reallly strange.
L1908[18:14:53] <infinitefoxes_> if I set a breakpoint in PacketOpenContainer to see what the contents of ByteBuf is, I can see the correct data just fine
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L1912[18:20:06] <MalkContent> diesieben, can i pm you for a second to get this capability stuff sorted out, i don't want to spam the channel again
L1913[18:20:38] <diesieben07> uh sure
L1914[18:23:52] <infinitefoxes_> okay, this is getting dumber
L1915[18:24:11] <infinitefoxes_> I commented out my PacketOpenContainer completely, and now it's just moved on to misereading it as the next available packet
L1916[18:24:21] <infinitefoxes_> I must be messing up the discriminators or something, but they look fine to me
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L1918[18:24:37] <gigaherz> do you use successive packet numbers?
L1919[18:24:50] <infinitefoxes_> yes
L1920[18:25:06] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L111,L115
L1921[18:25:10] <gigaherz> I do it like this
L1922[18:25:11] <gigaherz> ;P
L1923[18:25:35] <infinitefoxes_> that looks almost identical to how I do it
L1924[18:25:40] <infinitefoxes_> https://gist.github.com/Collin1971/cf8075857777e879a352
L1925[18:26:00] <infinitefoxes_> minus the obvious fact that I use one class for both the handler and packet
L1926[18:26:17] <gigaherz> wait you use the same class for handler AND message?
L1927[18:26:19] <gigaherz> isn't that bad?
L1928[18:26:26] <infinitefoxes_> not this again
L1929[18:26:29] <diesieben07> it is bad
L1930[18:26:32] <diesieben07> but it should not cause this
L1931[18:26:32] <gigaherz> sorry ;P
L1932[18:26:46] <infinitefoxes_> yes-- I get it's horrible and I'm a horrible person for doing it
L1933[18:26:52] <infinitefoxes_> but it has nothing to do with the issue
L1934[18:26:53] <gigaherz> no not an horrible person
L1935[18:27:02] <gigaherz> you'd be an horrible person if you tortured kittens for pleasure
L1936[18:27:13] <gigaherz> ;P
L1937[18:27:14] <infinitefoxes_> :
L1938[18:27:15] <infinitefoxes_> :p
L1939[18:27:45] <infinitefoxes_> going to see if disabling all packets but this one changes anything
L1940[18:28:30] <gigaherz> hmm is it safe to use the same packet in two separate directions?
L1941[18:29:06] <infinitefoxes_> gigaherz: even with the PacketOpenContainer completely commented out, it still happens
L1942[18:29:19] <infinitefoxes_> but from what I can tell, it's apparently not
L1943[18:29:37] <gigaherz> the only difference between what you do and what I do
L1944[18:29:47] <killjoy> as long as there's no id conflicts, I don't see an issue with it being sent
L1945[18:29:49] <gigaherz> is that I do the newSimpleChannel in my preinit, instead of an initializer
L1946[18:30:06] <killjoy> handling could be problematic
L1947[18:30:06] <infinitefoxes_> https://i.imgur.com/NeaeTwq.png
L1948[18:30:18] <infinitefoxes_> commenting out every packet except the one in question causes MC to freak out
L1949[18:30:50] <infinitefoxes_> errors printed in console: https://gist.github.com/Collin1971/f68de2d2ab39182c33d4
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L1951[18:31:04] <gigaherz> just as troubleshooting, can you try doing the newSimpleChannel bit inside preinit instead of the static initializer?
L1952[18:31:17] <infinitefoxes_> will do
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L1954[18:33:44] <infinitefoxes_> gigaherz: issue still happens
L1955[18:33:51] <gigaherz> thought so
L1956[18:34:17] <gigaherz> what version of forge are you using?
L1957[18:34:28] <infinitefoxes_> MC1.8.9 1722
L1958[18:37:19] <gigaherz> my knowledge of the network system isn't good enough to think of anything :/
L1959[18:37:28] *** williewillus is now known as willieaway
L1960[18:37:46] <gigaherz> I think if you send a message that's not registered, it will use the first available packet handler instead
L1961[18:37:55] <gigaherz> but you do register the packets, so far as I know
L1962[18:37:57] <Unh0ly_Tigg> So, I've got this glsl code: https://gist.github.com/Unh0lyTigg/bd14226946eab7177e67 but when ever I go to render anything using it, it just shows up as a white square. Does anyone know what's causing it?
L1963[18:38:44] <gigaherz> no idea, unlessit's being rejected
L1964[18:39:29] <Unh0ly_Tigg> well, gl doesn't give me any comile errors, so...
L1965[18:39:58] <gigaherz> hmm this piece of code I just found use "gl_FragColor" as output from the shader
L1966[18:41:39] <Unh0ly_Tigg> nope, no change.
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L1969[18:45:10] <MattDahEpic> will deleting a config while the game is loaded cause any problems?
L1970[18:45:31] <Unh0ly_Tigg> depends on what the mod is doing with the file.
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L1972[18:46:49] <killjoy> most mods load the config during init
L1973[18:46:55] <killjoy> then never touch them
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L1975[18:47:51] <Unh0ly_Tigg> but a mod *could* be watching the file for changes, or still have a lock on the file.
L1976[18:48:41] <MattDahEpic> im making a mod that dose basically what the forgcraft "incoming" folder does. it stages mod updates and moves all mods in the folder to the correct place and removes older versions on server restart
L1977[18:48:46] <killjoy> I said most
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L1984[18:55:27] <Unh0ly_Tigg> in terms of the mod jars, iirc, once the system has loaded the jar, you can modify it, and it won't affect runtime. not 100% sure though.
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L1986[18:57:43] <infinitefoxes_> holy fuck I'm dumb
L1987[18:57:48] <infinitefoxes_> I was actually never registering the correct packet
L1988[18:57:53] <infinitefoxes_> sorry about that
L1989[18:57:56] * gigaherz facepalms
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L1991[18:58:18] <infinitefoxes_> I was registering PacketJoinParty instead of PacketCreateParty
L1992[18:58:25] <infinitefoxes_> which was causing it to fallback to PacketOpenContainer
L1993[18:58:45] <infinitefoxes_> wish there was something that at least mentioned, "oh, hey! I don't know how to handle this packet!"
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L1995[19:02:35] <Fendirain> How would I setItemInUse for the player from the server?
L1996[19:02:53] ⇨ Joins: Fokson (webchat@S0106c8fb267d29ed.gv.shawcable.net)
L1997[19:02:58] <diesieben07> you... call setItemInUse? :D
L1998[19:03:44] <Fendirain> Doesn't seem to work from the server.
L1999[19:04:22] <diesieben07> what do you expect to happen, what happens instead?
L2000[19:04:23] <Fendirain> To clarify, I'm using (!world.isRemote), and would need to call it inside.
L2001[19:04:56] <Fendirain> If I put it outside, It "works".
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L2003[19:05:49] <diesieben07> again, what does "work" mean?
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L2005[19:06:25] <Fokson> Whew, that was an ordeal ._.
L2006[19:07:29] *** Vigaro is now known as Vigaro|AFK
L2007[19:07:30] <Fendirain> I have an Axe, When I right click, It would pull it back (EnumAction.BOW), and run the code, and when release, Chopdown the tree.
L2008[19:08:01] <diesieben07> ok. it does seem like you need to call it both sides
L2009[19:08:22] <Fendirain> Well, That might solve my issue...
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L2011[19:09:47] <Fendirain> Nope, Dang.
L2012[19:09:56] <diesieben07> ok, show your Item class
L2013[19:10:22] <Fokson> Hey everyone. I'm lookin' for a bit of help regarding a ConcurrentModification exception, if anyone's available to lend a hand.
L2014[19:10:34] <diesieben07> post the crash
L2015[19:10:39] <diesieben07> on pastebin, etc.
L2016[19:10:43] <Fokson> If I randomly disconnect, my apologies. My computer's giving me grief.
L2017[19:11:02] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/common/item/ItemFenderiumAxe.java#L32
L2018[19:11:20] <Fendirain> I was testing to see if a Packet would solve the issue, It didn't.
L2019[19:11:42] <Fokson> http://puu.sh/ngJNH/f9b0268c99.txt
L2020[19:12:01] <Fokson> This is the crash. I think I know why it's happening, I just don't know what to do to fix it.
L2021[19:12:09] <diesieben07> Fendirain, that is still inside an !isREmote check
L2022[19:12:22] <diesieben07> Fokson, full FML log please.
L2023[19:12:40] <diesieben07> but it does seem like some mod is being stupid and playing audio from something that is not the main thread (which is not correct)
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L2026[19:13:24] <Fendirain> Ya, I was just testing.
L2027[19:14:30] <Fokson> diesieben07, http://puu.sh/ngJXQ/8e749d30ea.log
L2028[19:14:33] *** willieaway is now known as williewillus
L2029[19:15:17] <Fokson> I think it's trying to play the sound server-side, but I've done everything I can think of to ensure it's only called from the client side.
L2030[19:15:19] <diesieben07> yeah looks liek whatever that lowhnh mod is, it's broken
L2031[19:15:26] <diesieben07> oh it is your code.
L2032[19:15:28] <Fokson> That would be what I'm writing at this time, lmao
L2033[19:15:35] <diesieben07> show where you are playing sounds.
L2034[19:16:35] <Fokson> http://puu.sh/ngK4V/06729b295f.png
L2035[19:17:08] <RANKSHANK> Eww
L2036[19:17:15] <RANKSHANK> Low health sound
L2037[19:17:22] <diesieben07> Timer is a new thread
L2038[19:17:23] <RANKSHANK> Zelda flashbacks
L2039[19:17:25] <diesieben07> you cannot play sounds from there
L2040[19:17:28] <Fokson> Don't judge me =P
L2041[19:17:34] <diesieben07> just cound ticks
L2042[19:17:34] <RANKSHANK> *shudders
L2043[19:17:37] <diesieben07> *count
L2044[19:18:46] <Fokson> RANKSHANK, it's there for testing at the moment, but I'm making something for myself to make a soft sound when my hunger is almost out, re: I am very unobservant, playing with hunger overhaul (which insta-kills you when hunger is 0), and am playing on hardcore this time around.
L2045[19:19:20] <williewillus> oh, yeah, don't use additional threads to touch the game world
L2046[19:19:21] <williewillus> bad idea
L2047[19:19:53] <RANKSHANK> Haha to each their own :P at least its a soft sound as opposed to a tonal drone
L2048[19:20:15] <Fokson> Okay, good to know. So to clarify, I should instead have it play the sound once, set a boolean, and then have the timer thread revert the boolean to allow the sound to play again?
L2049[19:20:21] <diesieben07> no
L2050[19:20:27] <diesieben07> you should count how many ticks pass
L2051[19:20:57] <gigaherz> Fokson: just create a counter, and run things when the counter reaches the wanted value
L2052[19:20:59] <diesieben07> also you need to check TickEvent#phase, otherwise your handler runs twice per tick
L2053[19:21:48] <williewillus> don't use threads at all
L2054[19:23:04] <Fokson> All right. I'm somewhat new to modding and java in general, so I sort of just read a mountain of programming literature and try to piece together what I can into something that works at this point XD
L2055[19:23:48] <RANKSHANK> Well willie you could use the system thread's timer ;)
L2056[19:24:03] <williewillus> to touch the game world?
L2057[19:24:04] <williewillus> no
L2058[19:24:18] <williewillus> if you touch the world from anywhere but the main thread you risk shit blowing up
L2059[19:24:35] <williewillus> :P
L2060[19:25:01] <RANKSHANK> Haha I was more getting at using the value from another thread :P
L2061[19:25:15] <RANKSHANK> 'Lag proof' beeping FTW
L2062[19:26:00] <Fokson> So out of curiosity then, does a ConcurrentModification exception usually/always point to someone using threads in a poor fashion?
L2063[19:26:08] <williewillus> not always
L2064[19:26:11] <Fokson> I recall getting this crash from some other mod way back when
L2065[19:26:36] <williewillus> if you use an iterator and modify the collection in another way while iterating the exception will be thrown
L2066[19:26:41] <williewillus> even if it wasnt from another thread
L2067[19:26:46] <Fokson> It was something to do with a block you placed to prevent Endermen from teleporting, but if I placed it in the end itself I'd get that exception within a minute or two
L2068[19:26:47] <fry> read the javadoc: https://docs.oracle.com/javase/7/docs/api/java/util/ConcurrentModificationException.html
L2069[19:27:07] <fry> "Note that this exception does not always indicate that an object has been concurrently modified by a different thread."
L2070[19:28:09] <Fokson> Ohhh, okay I see. It's essentially modifying an array that's in the process of being read.
L2071[19:29:01] <williewillus> in modding youll rarely need to use threads
L2072[19:29:04] <fry> ironically array is one of the things it won't happen for :P
L2073[19:29:25] <williewillus> yeah enhanced for loops on arrays just compile to the traditional indexedf access
L2074[19:29:29] <Fokson> Erm, I didn't mean array. Data structure?
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L2076[19:29:39] <williewillus> any iterable, really
L2077[19:30:11] <diesieben07> not necessarily
L2078[19:30:16] <gigaherz> i had a concurrent modificatio nexception without threading
L2079[19:30:25] <diesieben07> ConcurrentHashMap for example will allow concurrent iteration
L2080[19:30:25] <gigaherz> I removed items from an inventory
L2081[19:30:39] <gigaherz> which would cause the inventory to send a block change notification
L2082[19:30:44] <gigaherz> which made me rescan the neighbours
L2083[19:30:50] <gigaherz> which caused the list I was iterating to change
L2084[19:30:53] <gigaherz> and poof
L2085[19:31:06] <gigaherz> ConcurrentModificationException
L2086[19:31:43] <gigaherz> Java exceptions are... poorly named
L2087[19:31:50] <gigaherz> (sometimes)
L2088[19:31:51] <Unh0ly_Tigg> either use a concurrent collection, or make a local copy of the collection before you iterate.
L2089[19:32:00] <gigaherz> ConcurrentModificationException should really be
L2090[19:32:06] <gigaherz> CollectionModifiedWhileIterating
L2091[19:32:15] <gigaherz> or something like that
L2092[19:32:55] <fry> the name is perfectly valid
L2093[19:33:07] <Fendirain> Why does this work? https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/common/item/ItemFenderiumAxe.java#L40
L2094[19:33:18] <fry> the expectation of being able to infer full semantics from just the name isn't :P
L2095[19:33:25] <Fokson> Thanks all of you for your help. Seems to be working just fine now. =)
L2096[19:33:37] <Fendirain> I may be misunderstanding how the Server / Client interact.
L2097[19:33:50] <gigaherz> fry: the name is not really good since the exception has nothing to do with concurrency, it has to do with the iterator becoming invalid
L2098[19:33:53] <gigaherz> so yeah, it's a bad name.
L2099[19:33:55] <williewillus> Fendirain: have you read my article on sides?
L2100[19:34:00] <williewillus> mcforge.readthedocs.org/en/latest/concepts/sides/
L2101[19:34:02] <Fendirain> or the !world.isRemote command.
L2102[19:34:10] <williewillus> yeah read that article and it should be clearer
L2103[19:34:14] <williewillus> what "client" and "server" mean
L2104[19:34:15] <fry> it has everything to do with concurrency
L2105[19:34:18] <williewillus> and how isRemote is used
L2106[19:34:25] <fry> concurrency != threading :P
L2107[19:35:25] <fry> the exception is usually causes by concurrent modification and iteration, which is reflected almost perfectly in the name :P
L2108[19:35:40] <killjoy> you can get that if you edit a list while iterating it
L2109[19:35:59] <Unh0ly_Tigg> fry, I'm having some issue with using this glsl code: https://gist.github.com/Unh0lyTigg/bd14226946eab7177e67 when ever I go to draw something, regardless of the values used in the vertex shader, I only get white output.
L2110[19:36:05] <killjoy> cme that is
L2111[19:36:12] <Unh0ly_Tigg> fragment shader*
L2112[19:36:29] <gigaherz> fry: and that's my problem with the name "usually"
L2113[19:36:50] <williewillus> so we should have a billion exception subclasses for every possible kind of suberror
L2114[19:36:51] <williewillus> :P
L2115[19:36:58] <gigaherz> the exception is often caused by threaded access, yes, but in my case, I have hit it more often *without* concurrent access
L2116[19:37:23] ⇨ Joins: PrinceCat (~PrinceCat@58-7-206-151.dyn.iinet.net.au)
L2117[19:37:44] <gigaherz> unless you mean that editing the collection while inside the iteration loop is concurrency
L2118[19:37:45] <killjoy> Iterator i = list.iterator();list.add(thing);i.next();
L2119[19:37:52] <killjoy> that will cause a concurrentmodificationexception
L2120[19:37:52] <gigaherz> in which case I strongly disagree with that
L2121[19:38:58] <williewillus> what would it be called instead?
L2122[19:39:16] <fry> Unh0ly_Tigg: gl_FragCoord
L2123[19:39:31] <Unh0ly_Tigg> what's that?
L2124[19:39:41] <Unh0ly_Tigg> also, which shader?
L2125[19:39:46] <fry> it's something you'll need
L2126[19:40:01] <fry> and, if you don't know what it is, read something about shaders first :P
L2127[19:40:46] <fry> hmm
L2128[19:41:16] <Unh0ly_Tigg> well, I was running with a lwjgl3 tutorial to figure something else out, and it had this glsl code, which worked for the tutorial maker, but not for me...
L2129[19:42:14] <fry> actually it's not gl_FragCoord you want
L2130[19:42:18] <Unh0ly_Tigg> I have no issue with the location data, but the box that I try to render always appears white.
L2131[19:42:39] <Unh0ly_Tigg> even if I set the color in the fragment shader to output black...
L2132[19:45:43] <fry> do you call glBindFragDataLocation?
L2133[19:48:37] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/58383841e960bde381a5 this is what I do betwen glClear and glfwSwapBuffers
L2134[19:50:00] <fry> looks fine to me, but keep in mind that I have 0 experience with GL3 :P
L2135[19:51:16] <Unh0ly_Tigg> well, the only thing from gl3 that I'm actually using is glBindFragDataLocation, even using glsl 3 with compatibility on and using gl_FragColor doesn't change the output...
L2136[19:56:35] ⇨ Joins: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2137[19:57:01] <MattDahEpic> is there a good way to compile a mod so when run as its own jar i can run my main() code?
L2138[19:57:50] <Unh0ly_Tigg> Main-Class manifest attribute value.
L2139[19:57:58] <VikeStep> was looking at the Kotlin release http://blog.jetbrains.com/kotlin/2016/02/kotlin-1-0-released-pragmatic-language-for-jvm-and-android/
L2140[19:58:15] <VikeStep> "It works with all major tools and services such as GitHub, Slack and even Minecraft"
L2141[19:58:41] <williewillus> lol what
L2142[19:58:50] <williewillus> i guess that language bridge + shade hack counts
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L2145[20:00:03] <williewillus> ugh its java 6 still
L2146[20:00:11] <VikeStep> yeah, because android
L2147[20:00:29] <VikeStep> I believe this is what they are referring to btw: https://github.com/Emberwalker/Forgelin
L2148[20:01:11] <killjoy> MattDahEpic, you know how to make a main class, correct?
L2149[20:05:48] ⇨ Joins: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2150[20:08:46] <Fendirain> Is it possible to have an axe use charging textures (Like a bow)?
L2151[20:08:46] ⇦ Quits: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L2152[20:08:56] <williewillus> yes
L2153[20:09:52] ⇨ Joins: Naiten (Naiten@5.143.5.50)
L2154[20:09:57] <williewillus> override its use action and set the use action accordingly, and to determine the textures use something like this: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/common/item/equipment/tool/bow/ItemLivingwoodBow.java#L168-L187
L2155[20:10:23] <Fendirain> Ah, Yep, That is what I was looking for.
L2156[20:10:25] <Fendirain> Thanks.
L2157[20:18:29] <Unh0ly_Tigg> fry, I'm an idiot...
L2158[20:18:37] <fry> what was it?
L2159[20:18:49] <fry> did you not save the file? :D
L2160[20:18:55] <Unh0ly_Tigg> in my code to generate the shader program, I never called glLinkProgram...
L2161[20:19:00] <williewillus> lol
L2162[20:19:07] <fry> well there you go :P
L2163[20:19:12] <Unh0ly_Tigg> it works now...
L2164[20:19:22] <Unh0ly_Tigg> because I'm a freaking idiot...
L2165[20:20:19] *** TehNut is now known as TehNut|Gone
L2166[20:20:34] <Rogue_> been like 3 hours of digging through mappings but I've got auto-obfuscation through maven :D
L2167[20:20:36] ⇦ Quits: Naiten (Naiten@5.143.5.50) (Read error: Connection reset by peer)
L2168[20:20:39] * Rogue_ dances a little bit
L2169[20:20:53] <Rogue_> full-cycle now, can make a thread on it in a little bit
L2170[20:21:01] <diesieben07> please don't.
L2171[20:21:13] <Rogue_> ?
L2172[20:21:15] <Unh0ly_Tigg> #GradleOrBust.
L2173[20:21:25] <diesieben07> don't encourage people to do this (sorry) crap.
L2174[20:21:39] <diesieben07> if you want your way and run head first through the wall, so be it.
L2175[20:22:10] <Rogue_> it seems like you have the wall, if someone wants to set up their development environment in their own way, nothing wrong with that
L2176[20:23:39] <diesieben07> if that own way is shitty though, deal with being told it is.
L2177[20:23:50] <Rogue_> how is maven shitty?
L2178[20:23:54] <williewillus> it isn't
L2179[20:23:59] <williewillus> we just have a standardized way of doing it
L2180[20:24:02] <williewillus> called ForgeGradle
L2181[20:24:06] <diesieben07> using the old crappy python scripts is.
L2182[20:24:08] <williewillus> ^
L2183[20:24:09] <diesieben07> nothing against maven.
L2184[20:24:16] <Rogue_> it doesn't use python
L2185[20:24:20] <Rogue_> I gutted all of that
L2186[20:24:24] <diesieben07> so it uses FG?
L2187[20:24:26] <Rogue_> and did asm remappings
L2188[20:24:33] <diesieben07> so you wrote it ... yourself?
L2189[20:24:36] <williewillus> so, you did what FG already does...
L2190[20:24:36] <Rogue_> from source -> forge obf
L2191[20:24:42] <diesieben07> how do you get the source?
L2192[20:24:49] <Rogue_> compiled mcp
L2193[20:24:55] <diesieben07> <Rogue_> it doesn't use python
L2194[20:24:59] <diesieben07> it does if you use MCP.
L2195[20:25:10] <diesieben07> also MCP itself does not give you forge
L2196[20:25:12] <williewillus> I'm just wondering why you're basically redoing what FG does for you
L2197[20:25:15] <diesieben07> so you did SOMETHING to it.
L2198[20:25:24] <Rogue_> so that I can have autodeployment through maven
L2199[20:25:31] <williewillus> there's gradle plugins for that....
L2200[20:25:34] <Rogue_> diesieben07, I used the mappings
L2201[20:25:37] <Rogue_> the srg files
L2202[20:25:47] <diesieben07> so you rewrote the whole thing?
L2203[20:25:48] <diesieben07> lol
L2204[20:25:53] <Rogue_> only took a couple hours
L2205[20:25:55] <RANKSHANK> O.o
L2206[20:25:57] <williewillus> cant believe we're having the gradle talk 2 almost 3 releases after 1.6
L2207[20:26:08] <Rogue_> well, I've got my environment
L2208[20:26:10] <Rogue_> I'm happy :)
L2209[20:26:16] <diesieben07> it will blow up sooner or later
L2210[20:26:18] <diesieben07> but oh well
L2211[20:26:19] <williewillus> lol
L2212[20:26:20] <diesieben07> glhf.
L2213[20:26:26] <Rogue_> not at all, I have a converter
L2214[20:26:32] <Rogue_> rather, that two hours was writing the converter
L2215[20:26:37] <Rogue_> o/
L2216[20:26:41] <diesieben07> sure, you take your converter
L2217[20:26:42] <RANKSHANK> A few days before a major release to text it lol
L2218[20:26:46] <diesieben07> you convet allll the things
L2219[20:26:52] <RANKSHANK> *test
L2220[20:27:00] <RANKSHANK> Walooloo
L2221[20:27:24] <Rogue_> if forge has a new major release that'd be awesome. I'd love to test it
L2222[20:27:35] <williewillus> wat
L2223[20:27:36] <diesieben07> coming soon, 1.9 :D
L2224[20:27:36] <killjoy> 1522
L2225[20:27:44] <killjoy> that's latest recommened I believe
L2226[20:27:58] <Rogue_> is forge pushing for day-1 1.9?
L2227[20:27:59] <williewillus> anyhow, it makes no sense to bsaically reimplement forgegradle, but whatever
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L2229[20:28:02] <williewillus> nope
L2230[20:28:14] <williewillus> they're waiting until mojang gets its shit together (1.9.3-5)
L2231[20:28:25] <killjoy> we didn't do that for 1.8
L2232[20:28:27] <Rogue_> alrighty, cross-compatibilty is one thing I have on my todo list for the mod anyhow
L2233[20:28:28] <Rogue_> and lol
L2234[20:28:39] <RANKSHANK> ^ the 4 week bug fix spam
L2235[20:28:43] <williewillus> killjoy: forge devs said we'll wait
L2236[20:28:52] <Rogue_> the arrow update
L2237[20:29:04] <williewillus> 1.9 has several showstoppers rn
L2238[20:29:04] <killjoy> combat
L2239[20:29:12] <williewillus> i'd be horrified but not surprised if they released it as is
L2240[20:29:15] <Rogue_> yeah I'm aware, e.g. chunk loading
L2241[20:29:19] <Rogue_> (server-side)
L2242[20:29:22] <williewillus> the chunk loading got fixed
L2243[20:29:29] <williewillus> but the nether portals are stil janky
L2244[20:29:36] <killjoy> there's a mod for that
L2245[20:29:45] <Kolatra> What do I use rather than world.checkChunksExist now? :P
L2246[20:29:51] <Rogue_> I have plenty of opinions of 1.9 but I'll withhold em
L2247[20:29:56] <williewillus> Kolatra: world.isRegionLoaded
L2248[20:29:59] <williewillus> or something like that
L2249[20:30:04] <RANKSHANK> If we add enough minor bugs in they'll cover up the major ones ;)
L2250[20:30:08] <killjoy> people also had strong opinions on 1.8
L2251[20:30:16] <Kolatra> williewillus, oh it's isAreaLoaded. thank you
L2252[20:30:16] <williewillus> killjoy: not really
L2253[20:30:24] <williewillus> gameplay speaking
L2254[20:30:53] <Rogue_> killjoy, I've had a strong opinion since 1.6 regarding the stability of updates lol
L2255[20:30:58] <killjoy> well if you want to stay on 1.8, go ahead.
L2256[20:31:04] <williewillus> modding wise 1.8 is just your bi-versionly "zomg the world is ending"
L2257[20:31:07] <williewillus> see: 1.3
L2258[20:31:31] <killjoy> I can't play 1.2 anymore
L2259[20:31:48] <Mraof> I'm planning to update a mod I have that's for 1.7.10 to 1.8 once I've replaced the ModelBase item/block models
L2260[20:32:07] <williewillus> yeah thats really the most tedious part
L2261[20:32:16] <williewillus> if they're complex models use that tcn to obj converter
L2262[20:32:19] <williewillus> given that you still have the tcn
L2263[20:32:33] <Mraof> I don't have the tcn for most of them
L2264[20:32:50] <williewillus> there's also that perl script that takes the java file and tries to guess a json out of it
L2265[20:32:58] <williewillus> but its sketchy
L2266[20:33:13] <Mraof> I tried doing something with an obj exporter for tabula
L2267[20:33:28] <Mraof> But it only worked right for one model, the others weren't right
L2268[20:34:13] <Mraof> https://github.com/mraof/Scapecraft/blob/master/src/scapecraft/client/ClientProxy.java#L311-L340
L2269[20:34:14] *** Darkhax is now known as Darkhax_AFK
L2270[20:34:28] <williewillus> lol
L2271[20:34:33] <Mraof> Some of the models are pretty complex
L2272[20:34:53] <Mraof> I guess I'll have to learn how to have a custom item renderer in 1.8 too
L2273[20:34:59] <williewillus> you don't :P
L2274[20:35:03] <williewillus> you have to convert them
L2275[20:35:04] <Mraof> For the spawn eggs that look like the mobs they spawn
L2276[20:35:25] <williewillus> ? spawn egg colors are computed automatically by mc?
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L2278[20:35:58] <Mraof> No, that's not what I mean
L2279[20:36:08] <diesieben07> they are not willie
L2280[20:36:20] <diesieben07> they are specified in code
L2281[20:36:23] <Mraof> http://mraof.com/temp/mcScreenshots/2014-11-09_03.59.16.png
L2282[20:36:27] <williewillus> well I mean it's handled for you :P
L2283[20:36:41] <williewillus> lol yeah don't think that's possible
L2284[20:37:00] <williewillus> *waits for fry to tell me it actually is possible*
L2285[20:37:03] <Mraof> Why wouldn't it be?
L2286[20:37:30] <Mraof> NEI does something like that for spawner blocks, doesn't it?
L2287[20:37:39] <williewillus> no GL access in items
L2288[20:37:56] <tterrag> you could use a TESR item renderer and hax :P
L2289[20:38:01] <williewillus> unless its a tesr
L2290[20:38:11] <Mraof> Hmm
L2291[20:38:17] <williewillus> unfortunate case here because entities still use the old system
L2292[20:38:31] <williewillus> can't wait for those to get moved to something not terrible
L2293[20:38:58] <fry> it's possible, but only if you use the new system for the entities :P
L2294[20:39:10] <fry> (you can do that already btw)
L2295[20:39:24] <williewillus> oh yeah animationAPI
L2296[20:39:27] <williewillus> totally forgot about that
L2297[20:39:38] <williewillus> :P
L2298[20:39:48] <Mraof> Hmm
L2299[20:40:03] <williewillus> it would still require converting the java models to something sane
L2300[20:40:08] <williewillus> OBJ, most likely
L2301[20:40:12] <Mraof> I've probably got about 60 mob models right now
L2302[20:40:16] <fry> or json
L2303[20:40:39] <fry> (json models now support animation, and you probably want to animate your mobs :P)
L2304[20:41:09] <Mraof> Yeah
L2305[20:41:13] <williewillus> fry: random question why does the cache in the animation API expire so quickly? wouldn't it be better to just hold onto models and dump the cache on resource reload?
L2306[20:42:00] <Mraof> One of the mobs I added when I took over the mod I spent way too much effort trying to give a accurate plantigrade walking animation
L2307[20:42:36] <fry> the cache should expire the next frame, since usually you want to rotate stuff smoothly, and the probability of positions matching on consequtive frames is very little
L2308[20:43:58] <williewillus> ah
L2309[20:44:01] <killjoy> http://bjorn.tipling.com/if-programming-languages-were-weapons
L2310[20:44:29] <killjoy> java: has empty rounds. when they fire, you get a NPE, the gun explodes, and you die.
L2311[20:44:42] <killjoy> my fav is C#
L2312[20:44:46] <williewillus> lol rust
L2313[20:44:57] <williewillus> and python lol
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L2316[20:46:09] <Mraof> I started learning rust because a friend insisted on it
L2317[20:46:18] <killjoy> does it work?
L2318[20:46:20] <Mraof> It seems good enough but I'm busy with working on mods right now
L2319[20:46:22] <Mraof> Yeah, it works
L2320[20:46:56] <williewillus> is that the new language that aims to be the new low=leve C replacement or something
L2321[20:46:57] <williewillus> :P
L2322[20:47:29] <williewillus> no it isnt, just looked lol
L2323[20:47:42] <TheLightMC> Fairly sure that's the goal
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L2325[20:52:11] <Mraof> I'd learn it just because that friend is a good programmer and he said he'd work on anything with me as long as it was in rust
L2326[20:56:30] <killjoy> is RUST written in rust?
L2327[20:56:34] <killjoy> probably c++
L2328[20:56:38] <VikeStep> I think unity?
L2329[20:56:54] <VikeStep> yeah... unity
L2330[20:57:24] <gigaherz> so my experience with rust
L2331[20:57:30] <gigaherz> google "rust langauge"
L2332[20:57:33] <gigaherz> click on wikipedia link
L2333[20:57:36] <gigaherz> see "fn ..."
L2334[20:57:41] <gigaherz> close page
L2335[20:57:52] <VikeStep> I went through the tutorial for rust actually, I like all the concepts
L2336[20:57:52] * gigaherz has strong biases
L2337[20:58:04] <VikeStep> but I just don't have a usecase for it
L2338[20:58:57] <VikeStep> The whole ownership concept was really nice thouygh
L2339[20:58:57] <williewillus> rust is selfhosting i think
L2340[20:59:02] <gigaherz> lol
L2341[20:59:03] <gigaherz> The same year, work shifted from the initial compiler (written in OCaml) to the self-hosting compiler written in Rust.
L2342[20:59:12] <gigaherz> yeah rust is written in rust apparently
L2343[20:59:23] <gigaherz> Known as rustc, it successfully compiled itself in 2011.[18] rustc uses LLVM as its back end.
L2344[21:00:52] <VikeStep> does it compile to assembly?
L2345[21:00:58] <williewillus> yes
L2346[21:01:07] <gigaherz> it uses llvm
L2347[21:01:13] <VikeStep> ah, yep
L2348[21:01:18] <williewillus> lol :P http://chrisseaton.com/plas15/safec.pdf
L2349[21:01:24] <gigaherz> which means it can output llvm bytecode, or directly generate machine code executables
L2350[21:02:06] <williewillus> pretty cool, but no idea why you would ever need c in managed mode
L2351[21:02:20] <williewillus> esp with jni
L2352[21:02:37] <gigaherz> i can think of one use: detecting bad code ;p
L2353[21:02:46] <VikeStep> LLVM's logo always annoyed me because the head is not oriented correctly
L2354[21:03:39] <VikeStep> it's head is literally upside down
L2355[21:04:02] <gigaherz> no?
L2356[21:04:08] <gigaherz> it's just the neck that's messed up
L2357[21:04:14] <gigaherz> https://en.wikipedia.org/wiki/LLVM#/media/File:LLVM_Logo.svg
L2358[21:04:17] <VikeStep> if you straighten it out though
L2359[21:04:26] <williewillus> yeah it has a fucked neck :P
L2360[21:04:28] <gigaherz> it's not twisted backward
L2361[21:04:31] <gigaherz> it's twisted sideways
L2362[21:04:43] <VikeStep> the scales on the neck that extend to the chest are on the top of its head
L2363[21:04:52] <Mraof> I didn't even realize llvm had a logo, somehow
L2364[21:04:57] <gigaherz> me neither
L2365[21:05:02] <williewillus> java has an llvm frontend?
L2366[21:05:04] <gigaherz> first time I have seen it, on wikipedia
L2367[21:05:05] <williewillus> what is it? 0.o
L2368[21:05:34] <gigaherz> http://vmkit.llvm.org/
L2369[21:05:36] <VikeStep> they got their logo about 6 years ago
L2370[21:05:44] <gigaherz> VMKit relies on LLVM for compilation and MMTk to manage memory. Currently, a full Java virtual machine called J3 is distributed with VMKit.
L2371[21:05:52] <williewillus> welp its dead
L2372[21:06:09] <VikeStep> the number of dead projects it too damn high
L2373[21:06:25] <gigaherz> it's natural
L2374[21:06:38] <gigaherz> projects die sooner or later
L2375[21:06:40] <VikeStep> Jython claimed it's not dead. After using it for a day, I can confirm it is pretty much dead
L2376[21:06:48] <williewillus> jython is pretty dead
L2377[21:06:53] <williewillus> they don't even ahve python 3
L2378[21:07:03] <VikeStep> technically they are still releasing updates...
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L2380[21:07:18] <gigaherz> ironpython hasn't updated since 2014
L2381[21:07:21] <gigaherz> sop it's sortof dead either
L2382[21:07:22] <gigaherz> ;P
L2383[21:07:28] <gigaherz> (python for .net)
L2384[21:07:32] <williewillus> jython's been sluggish for longer than that :P
L2385[21:07:33] <VikeStep> but compiling to java doesn't work properly, you can only use it with their jython executable
L2386[21:07:52] <gigaherz> compile to java? ewh
L2387[21:07:52] <VikeStep> yet all the websites said it compiled to the JVM
L2388[21:08:09] <VikeStep> compile to .class files*
L2389[21:08:16] <gigaherz> ah
L2390[21:08:24] <gigaherz> for a moment I thoughtyou meant it generated actual java code
L2391[21:08:30] <williewillus> jruby is still very much alive and kicking tohugh
L2392[21:08:31] <VikeStep> haha
L2393[21:08:33] <gigaherz> we had a crappy educational language at uni
L2394[21:08:35] <VikeStep> Kotlin does that gigaherz
L2395[21:08:37] <gigaherz> that generated .java files
L2396[21:08:40] <williewillus> last release a month ago
L2397[21:08:40] <VikeStep> it has a kotlin2java thing
L2398[21:09:00] <gigaherz> http://ironruby.net/
L2399[21:09:03] <gigaherz> ironruby is even MORE dead
L2400[21:09:04] <gigaherz> XD
L2401[21:09:20] <williewillus> where did the iron- prefix come from lol
L2402[21:09:26] <gigaherz> a group of people did both iron*
L2403[21:09:35] <gigaherz> notice they even use the same website template
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L2405[21:09:56] <gigaherz> in fact, both were done by the Dynamic Language team at Microsoft
L2406[21:10:14] <gigaherz> but the DLRfeatures were merged into mainline .NET a while ago
L2407[21:10:22] <gigaherz> so I guess they probably disbanded that group or something
L2408[21:10:23] <gigaherz> xD
L2409[21:10:35] <williewillus> which vm is more dynamic language friendly? :P
L2410[21:11:30] <gigaherz> probably .net
L2411[21:11:43] <gigaherz> java8 brought it a bit closer with invokedynamic
L2412[21:12:00] <gigaherz> but .net has had dynamic method binding for a while
L2413[21:12:32] <gigaherz> https://en.wikipedia.org/wiki/Dynamic_Language_Runtime
L2414[21:13:06] <gigaherz> althohu based on what they say there
L2415[21:13:09] <gigaherz> the DLR is sortof dead
L2416[21:13:21] <gigaherz> and Microsoft doesn't seem to care much about adding support for dynamic languages
L2417[21:13:35] <gigaherz> so /shrug
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L2431[21:51:16] <gigaherz> lol
L2432[21:51:27] <gigaherz> i just received a PM on curse: "Recently downloaded your latest Packing Tape mod and am loving it! I'd love to help you get your mod noticed, just a friendly tip take a quick visit of the Votable Minecraft community. This site is newer but growing quickly, you may get more downloads by making a detailed page of your mod on Votable. I'm a moderator there too so feel free to say hi, my
L2433[21:51:28] <gigaherz> handle is enigma, happy to give you a boost. "
L2434[21:51:39] <gigaherz> now if they said that of Ender-Rift, or Elements of Power, i'd be flattered
L2435[21:51:54] <gigaherz> but Packing Tape is the mod i'd associate the least with someone "loving it"
L2436[21:51:59] <gigaherz> sure it's practical, but so much as love?
L2437[21:52:13] <killjoy> I got a pm like that once, but it was on mcf
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L2439[21:52:29] <killjoy> except they wanted me to use their service to upload my mods to
L2440[21:53:07] <gigaherz> yeah I'm no stranger to those mails
L2441[21:53:10] <gigaherz> I have an android game
L2442[21:53:38] <gigaherz> I have been aproached by a few "we'd like to help you" pages that advertise lots of views by just creating a profile there
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L2444[21:54:57] <killjoy> I think the name was creeperfile
L2445[21:56:50] <killjoy> good thing I didn't do it because they're gone
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L2448[21:57:44] <BovineColonel> is there a way to get a non-player entity by uuid that's faster than iterating through all entities in a world?
L2449[21:58:06] <killjoy> world.getEntityById
L2450[21:58:09] <killjoy> something like that
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L2452[22:00:13] <BovineColonel> getEntityById takes an int, will that be the same after unloading/reloading?
L2453[22:00:24] <whitephoenix> I watched Pahimar's tutorials and am working through minemaartens, are there any other videos on modding that I should watch?
L2454[22:00:33] <BovineColonel> or is there a way to convert from uuid or something
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L2456[22:01:21] <masa> the int won't be the same after reloading
L2457[22:02:52] <masa> well afaik the entities are not indexed in any way (stored in a map by some key), then I don't see how you could magically get a specific entity without looping through the loaded entities and checking for the one you want
L2458[22:03:36] <masa> what are you using it for in this case?
L2459[22:04:06] <williewillus> getEntityById is the network ID, it's not persisted
L2460[22:04:38] <williewillus> and it looks like vanilla does uuid lookup by looping
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L2470[22:28:43] <PrinceCat> @masa, could you possibly create your own mapping of entities by utilizing the entity joining world event?
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L2472[22:30:02] <williewillus> you'd need to be SUPER careful
L2473[22:30:11] <williewillus> so you don't leak entity objects all over the place
L2474[22:30:15] <PrinceCat> <dimID, POJO with entity persistent ID and a reference to the entity's class>
L2475[22:30:25] <PrinceCat> With the correct checking of course, yeah.
L2476[22:30:28] <williewillus> why would you need a dim id?
L2477[22:30:36] <williewillus> the UUIDs are fully unique across dims
L2478[22:30:47] <PrinceCat> Of course... silly me.
L2479[22:31:02] <PrinceCat> I'm just so in the habit of saving a dimension id for everything these days...
L2480[22:31:05] <williewillus> simply a uuid->weakreference would do (is weakhashmap weak keys or weak values? idk)
L2481[22:32:07] <PrinceCat> It's keys I believe.
L2482[22:32:09] <PrinceCat> I just googled it.
L2483[22:32:34] <PrinceCat> "the presence of a mapping for a given key will not prevent the key from being discarded by the garbage collector"
L2484[22:33:29] <PrinceCat> Nope that's not what I wanted.
L2485[22:33:37] <PrinceCat> "Each key object in a WeakHashMap is stored indirectly as the referent of a weak reference. Therefore a key will automatically be removed only after the weak references to it, both inside and outside of the map, have been cleared by the garbage collector."
L2486[22:36:05] <BovineColonel> so a static map<uuid, weakreference> would let me do the lookup in O(reasonable) and not cause memory leaks?
L2487[22:36:38] <tterrag> >O(reasonable)
L2488[22:36:40] <tterrag> that's a new one :P
L2489[22:36:44] <tterrag> it would be constant time yes :P
L2490[22:38:02] <BovineColonel> yeah I completely forgot everything after the algorithms exam
L2491[22:38:10] <BovineColonel> also thanks, helps a lot
L2492[22:39:02] <tterrag> O(1) is what you want :P
L2493[22:39:38] <gigaherz> O(1) means the time is constant with regards of the number of elements
L2494[22:39:53] <tterrag> (asymptotically)
L2495[22:40:03] <tterrag> technically the time *does* increase slightly with a hashmap, due to buckets
L2496[22:40:08] <tterrag> but not linearly
L2497[22:40:13] <gigaherz> O(n) means the time grows linearly with the number of elements
L2498[22:41:07] <gigaherz> then there's the whole other combinations such as O(log n)
L2499[22:41:28] <gigaherz> O(n*log n)
L2500[22:41:37] <BovineColonel> I remembered what they meant, I just didn't remember the time for reading from a hashmap and couldn't be bothered to google it
L2501[22:41:41] <BovineColonel> hence O(reasonable)
L2502[22:41:55] <gigaherz> hash tables are constant time for reasonably small sizes
L2503[22:42:07] <gigaherz> the worst case time is O(n)
L2504[22:42:54] <gigaherz> while trees are always O(log n)
L2505[22:43:00] <williewillus> be careful with static fields if you're doing things on both sides\
L2506[22:43:04] <gigaherz> so there's implementations that use an hybrid structure
L2507[22:43:08] <gigaherz> where there's a top-level hash table,
L2508[22:43:15] <gigaherz> but each bucket is a tree
L2509[22:44:01] <gigaherz> it all depends on use case
L2510[22:44:09] <williewillus> static fields are the #1 way of shooting yourself in the foot with threading, because of interated server
L2511[22:44:18] <BovineColonel> if I'm populating an extendentityproperties in order to change the entity's AI, would that be server side only?
L2512[22:44:29] <williewillus> yeah ieeps are never synced for you
L2513[22:44:53] <williewillus> but static fields will be shared between client and server threads in SP which could spell disaster in some cases
L2514[22:45:27] <gigaherz> or in other words: always test dedicated server
L2515[22:45:36] <gigaherz> and LAN
L2516[22:45:46] <gigaherz> i all 3 situations work as expected, you are good ;p
L2517[22:45:53] <BovineColonel> LAN is different from both of those?
L2518[22:46:02] <gigaherz> slightly
L2519[22:46:08] <gigaherz> on one side
L2520[22:46:18] <williewillus> how so?
L2521[22:46:19] <gigaherz> the same client that hosts the lan world, has the client in the same process
L2522[22:46:32] <gigaherz> but then there's other players that are remote
L2523[22:46:37] <williewillus> if your thing works fine on dediserver it should work fine everywhere else
L2524[22:46:45] <williewillus> it's the widest coverage case
L2525[22:46:47] <gigaherz> you can't assume that the data is shared, and you can't assume that all players are remote
L2526[22:47:05] <gigaherz> williewillus: no, it could be that you assume the statics to NOT be shared
L2527[22:47:19] <gigaherz> singleplayer+dedicated may be enough
L2528[22:47:20] <williewillus> you should always assume guard statics
L2529[22:47:25] <williewillus> *guard statics
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L2531[22:47:28] <BovineColonel> if I'm adding tasks to an entity AI based on the ieep it shouldn't affect anything on the client should it?
L2532[22:47:28] <williewillus> that assume snuck in there
L2533[22:47:39] <williewillus> are you using statics?
L2534[22:47:45] <BovineColonel> ah
L2535[22:47:45] <gigaherz> BovineColonel: in your case
L2536[22:47:54] <gigaherz> do you DO any work on the client at all?
L2537[22:48:05] <gigaherz> or is your stuff behind if (!world.isRemote)?
L2538[22:48:20] <gigaherz> if you don't add data on the client
L2539[22:48:34] <gigaherz> (and you could avoid the IEEPs on the client if you dont' actually use them)
L2540[22:48:41] <gigaherz> then you don't have anything to worry about
L2541[22:48:48] <gigaherz> but if you have both server-side and client-side IEEPs
L2542[22:48:53] <gigaherz> then you may need to think of what runs where
L2543[22:49:50] <BovineColonel> are IEEPs used for anything other than persistent storage?
L2544[22:50:14] <gigaherz> sure
L2545[22:50:19] <gigaherz> in my magic mod
L2546[22:50:24] <gigaherz> I use IEEPs attached to the player
L2547[22:50:30] <gigaherz> to synchronize the spellcasting state
L2548[22:50:39] <gigaherz> so if a player is in the middle of casting a beam-type spell
L2549[22:51:01] <gigaherz> my spellcast ieep will contain the data for the beam, such as which type of beam, which power level and such
L2550[22:51:06] <gigaherz> but I don't persist that data
L2551[22:51:24] <gigaherz> the spellcast is lost if the server is closed or the player disconnects
L2552[22:54:06] <BovineColonel> what's your mod called?
L2553[22:54:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/
L2554[22:55:08] <BovineColonel> ty
L2555[22:57:59] <gigaherz> i also have this one: https://github.com/gigaherz/Ender-Rift
L2556[22:58:03] <gigaherz> but that one doesn't use IEEPs ;P
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L2558[22:58:39] <whitephoenix> Woah, I made a git repo in my mod folder and it filled out the .gitignore automatically... what witchcraft is this?
L2559[22:59:34] <williewillus> with what, a gui tool? :P
L2560[22:59:37] <williewillus> or just plkain git init?
L2561[22:59:52] <whitephoenix> git init
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L2563[23:01:13] <whitephoenix> http://pastebin.com/9kYgTxf5 it made this automatically
L2564[23:01:22] <williewillus> huh
L2565[23:01:32] <williewillus> probably in your git config folder or something
L2566[23:01:52] <whitephoenix> I don't know, I haven't changed any git options except user.name and user.email
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L2568[23:03:26] <whitephoenix> Yay know my terrible code is on github for the world to laugh at :P
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