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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
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 ;)
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L39[01:08:49] <RANKSHANK> that reminds me
of a mr.weeble song haha
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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
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"
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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L209[07:05:26] ***
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L210[07:11:42] ⇦
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(~Michael@ppp121-44-139-233.lns20.syd7.internode.on.net)
())
L211[07:16:06]
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L212[07:16:53] ***
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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
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
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?
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]
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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] ⇦
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(~Nitrodev@dcx0f0ygzrdwpylnzx1gt-3.rev.dnainternet.fi) (Read error:
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L271[07:45:34] ⇦
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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)
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?
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.
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
L427[08:15:27] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
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
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] ⇦
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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]
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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?
L499[08:29:31]
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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
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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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
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.
L565[08:48:46] ***
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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
L614[10:42:30] ***
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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
L625[10:46:34]
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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?
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L640[11:04:50] <MalkContent> fantastic
:D
L641[11:07:10] ***
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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*
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] ***
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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
L696[11:53:05] ***
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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
L725[12:13:06] ***
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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
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
L744[12:22:37] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Client
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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
L784[12:31:37]
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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
L789[12:32:02]
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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
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
L856[12:50:05]
⇨ Joins: Mitchellbrine
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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
L904[13:01:09]
⇨ Joins: BerciTheBeast
(BerciTheBe@77.111.11.55.ipv4.telemach.net)
L905[13:01:10] <ghz|afk> lol
L906[13:01:20] <PaleoCrafter> I blame
WorldRenderer.sortVertexData
L907[13:04:31] ⇦
Quits: Jezza (~Jezza@185.44.151.6) (Quit: Leaving)
L908[13:07:36]
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L909[13:08:25] ***
big_Xplosion is now known as big_Xplo|AFK
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?
L913[13:11:00] ⇦
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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?
L921[13:16:09] ⇦
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L922[13:16:17]
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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*
L936[13:21:32] ⇦
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timeout: 198 seconds)
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
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
L965[13:31:03] ⇦
Parts: sham1 (~sham1@weneg.de) (Leaving))
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
L1004[13:39:14]
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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
L1014[13:43:04]
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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
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.
L1041[13:50:57]
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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
L1049[13:53:42]
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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
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
L1069[13:58:09]
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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
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
L1079[14:02:50]
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L1080[14:03:25] <shadowfacts>
alright
L1081[14:04:00]
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L1090[14:19:46] <shadowfacts> :D <3
williewillus
L1091[14:19:50] <williewillus>
worked?
L1092[14:20:15]
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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
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?
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
L1253[15:50:49]
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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
L1260[15:52:17]
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L1267[15:55:31] <RANKSHANK> Are there any
guidelines for building forge capabilities?
L1268[15:55:56]
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L1269[15:56:07] <sham1> Not really any I
can see
L1270[15:58:33]
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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??
L1274[16:00:34]
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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
L1279[16:03:45]
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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
L1282[16:06:27]
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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
L1293[16:07:45]
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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
L1313[16:12:32]
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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
L1331[16:14:27]
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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
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
L1356[16:16:21]
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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
L1379[16:23:35]
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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)
L1428[16:31:53] ***
SnowShock35 is now known as zz_SnowShock35
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.
L1457[16:35:44]
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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
L1481[16:38:16]
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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`
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
L1497[16:40:25] ***
ghz|afk is now known as gigaherz
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
L1506[16:41:32]
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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.
L1510[16:43:33]
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L1511[16:45:47]
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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)
L1518[16:46:51]
⇦ Quits: BerciTheBeast
(BerciTheBe@77.111.11.55.ipv4.telemach.net) (Quit:
Ta-ta)
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?
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
L1576[16:57:24]
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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
L1622[17:04:08]
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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]
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L1626[17:04:52] <williewillus>
pro/ultimate editions, that is
L1627[17:05:26]
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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
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?
L1635[17:07:37]
⇨ Joins: EyeOfKoishi
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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
L1643[17:09:54]
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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]
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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]
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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
L1713[17:19:45]
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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]
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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
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]
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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...
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.
L1793[17:44:21]
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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
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?
L1810[17:49:40]
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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
L1839[17:56:21]
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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
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
L1856[18:00:33]
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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
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
L1869[18:01:41]
⇨ Joins: auenf
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L1870[18:01:42] <masa> MalkContent: did
you get your bag stuff figured out btw?
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!
L1904[18:06:22]
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MineBot sets mode: +v on CovertJaguar
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
L1909[18:15:02] ***
MrKickkiller is now known as MrKick|Away
L1910[18:17:26]
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L1911[18:19:09]
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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
L1917[18:24:25]
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L1918[18:24:37] <gigaherz> do you use
successive packet numbers?
L1919[18:24:50] <infinitefoxes_>
yes
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
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
L1948[18:30:18] <infinitefoxes_>
commenting out every packet except the one in question causes MC to
freak out
L1950[18:30:55]
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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
L1953[18:31:25]
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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] ***
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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
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.
L1967[18:41:47]
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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.
L1971[18:46:46]
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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
L1978[18:50:04]
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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
L1990[18:58:09]
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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!"
L1994[18:59:35]
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L1995[19:02:35] <Fendirain> How would I
setItemInUse for the player from the server?
L1996[19:02:53]
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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".
L2002[19:05:00]
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L2003[19:05:49] <diesieben07> again, what
does "work" mean?
L2004[19:06:14]
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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...
L2010[19:08:40] ***
Vigaro|AFK is now known as Vigaro
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.
L2018[19:11:20] <Fendirain> I was testing
to see if a Packet would solve the issue, It didn't.
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)
L2024[19:13:05]
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L2025[19:13:18]
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(~NETVirtua@179-199-128-29.user.veloxzone.com.br) (Client
Quit)
L2026[19:13:24] <Fendirain> Ya, I was
just testing.
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.
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
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?
L2075[19:29:36]
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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
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
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]
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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?
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.
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
L2143[19:58:58]
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L2145[20:00:03] <williewillus> ugh its
java 6 still
L2146[20:00:11] <VikeStep> yeah, because
android
L2148[20:01:11] <killjoy> MattDahEpic,
you know how to make a main class, correct?
L2149[20:05:48]
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L2150[20:08:46] <Fendirain> Is it
possible to have an axe use charging textures (Like a bow)?
L2151[20:08:46]
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L2152[20:08:56] <williewillus> yes
L2153[20:09:52]
⇨ Joins: Naiten (Naiten@5.143.5.50)
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
L2228[20:28:02]
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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
L2269[20:34:14] ***
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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?
L2277[20:35:53]
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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
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
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
L2324[20:47:45]
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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
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
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
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
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
L2404[21:09:45]
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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
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
L2438[21:52:17]
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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
L2451[22:00:09]
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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?
L2554[22:55:08] <BovineColonel> ty
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
L2562[23:00:27]
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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
L2567[23:03:23]
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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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