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L7[00:25:45] <Cypher121> !gf
GuiScreen.mc
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L9[00:26:51] <Tazz> killjoy, most likely a
reflection issue or ObfuscationReflection stuff
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L11[00:28:23] <Cypher121> the field looks
public
L12[00:29:39] <Cypher121> and the call is
made from mc to mc code, it seems
L13[00:30:12] <Cypher121> killjoy: any way
to reproduce?
L14[00:30:23] <killjoy> I'm asking for
someone
L15[00:30:35] <killjoy> He said it was
whenever he tried to join a server
L16[00:30:41] <killjoy> works in obf, not
dev
L17[00:30:51] <Cypher121> wat
L18[00:31:15] <Cypher121> if obf it
shouldn't have a proper name, should it?
L19[00:31:21] <Cypher121> s/if/in
L20[00:31:22] <Tazz> anyone know of a way
in 1.8.9 to add a custom renderer to an item similar to the
map?
L21[00:31:29] <Tazz> or is that done
through json stuff now?
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L23[00:33:03] <killjoy> I gave you the
error he got in dev
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L26[00:35:44] <Cypher121> oh, got it
backwards, thought it only crashes in obf
L27[00:36:13] <killjoy> Also, forge isn't
installed
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L52[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160504 mappings to Forge Maven.
L53[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160504-1.9.zip (mappings
= "snapshot_20160504" in build.gradle).
L54[02:00:11] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L63[02:22:48] <Zolingoto> changelog is a
bit less than readable..
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L65[02:24:00] <LexManos> Thats why I take
the time to make the post
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L68[02:24:11] <LexManos> changelogs are
auto-generated from commit logs
L69[02:24:37] <Zolingoto> fair
enough.
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L71[02:26:48] <LexManos> The 1886 log is
kinda wonkey because we swapped 1.9 to the master branch so it
looks like we did all the work on the 1.9 branch in one
commit.
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L111[05:08:25] <AndersBillLind> Do people
here use the model creator by MrCrayFish?
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L120[05:57:35] <barteks2x> I have one and
exactly the same issue with cubic chunks since I started writing it
for mc 1.6.2: When gravel generates below y=0 world saving becomes
very slow. And I still have no idea why...
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L123[05:58:04] <madcrazydrumma> What has
ChestGenHooks changed to?
L124[05:59:53] <ghz|lappy> 1.9 has the
whole loot tables thing
L125[06:00:04] <ghz|lappy> and I don't
believe it's possible to inject new loot into loot tables yet
L126[06:00:28] <madcrazydrumma> Ahh
alright fair enough then ^
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L129[06:01:22] <madcrazydrumma> Has world
generation for ores changed at all?
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L131[06:01:34] <ghz|lappy> nope
L132[06:01:44] <ghz|lappy> my 1.8.9 ported
to 1.9 as is
L133[06:02:17] <madcrazydrumma>
example?
L134[06:02:40] <barteks2x> There is
something I don't really understand abour most mods that add new
ores: why a lot of them don't use vanilla WorldGenMinable?
L136[06:03:10] <ghz|lappy> barteks2x:
presumably because they want a different shape for the ore
veins?
L137[06:03:20] <madcrazydrumma> ^
L138[06:03:24] <ghz|lappy> I do use
it.
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L140[06:04:27] <barteks2x> As if most
players cared what shape ore veins are...
L141[06:04:39] <madcrazydrumma> But some
do
L142[06:04:44] *
ghz|lappy shrugs
L143[06:04:53] <ghz|lappy> I have no idea,
I just said the one thing I can think of
L144[06:05:33] <madcrazydrumma> In my gui,
i have a list that is "scrollable" through the arrow
keys. But I want the list to move up and hide others (and start in
the middle), when i scroll through it.
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L148[06:18:01] <madcrazydrumma> anyone
have an idea?
L149[06:18:23] <Ordinastie_> that's like
basic programming
L150[06:28:00] <diesieben07>
madcrazydrumma, not sure if i even understand your question.
L151[06:28:19] <ghz|lappy> he wants the
arrow keys to change the "selected" element
L152[06:28:31] <ghz|lappy> and the rest of
the gui to move along so that the selected one is at the middle (or
a specified height
L153[06:29:36] <diesieben07> Oh.
L154[06:33:32] <diesieben07> just saw the
screenshot of the java nagging thing on the main menu
L155[06:33:36] <diesieben07> that is
fucking brilliant :D
L156[06:33:45] <ghz|lappy> hm?
L158[06:34:24] <diesieben07> "HEY!
*poke with iron rod* UPDATE!"
L159[06:34:53] <ghz|lappy> oooh nice
L160[06:35:36] <ghz|lappy> "If any
mods are detected to require Java 8, the game will display a
graceful screen before exiting."
L161[06:35:41] <ghz|lappy> :3
L162[06:35:45] <ghz|lappy> that's
awesome
L163[06:36:13] <Ordinastie_> even with
coremods ?
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L166[06:43:52] <diesieben07> Ordinastie_,
no, unless your base framework (loading plugin + mod container) is
java 6 and then returns 52 for getClassVersion in the mod
container
L167[06:44:10] <diesieben07> also wow, it
changes the splash text to alternate between UPDATE and
JAVA.:D
L168[06:44:35] <Ordinastie_> pretty much
what I figured
L169[06:46:06] <barteks2x> And right now I
started mc and splash screen is "Now java 6!" :D
L170[06:46:18] <diesieben07> hahaha
L171[06:46:24] <diesieben07> that time
when they ditched java 5 o.O
L172[06:47:07] <barteks2x> Do people
really still use java 6?
L173[06:47:11] <ghz|lappy> sadly.
L174[06:47:19] <madcrazydrumma> thats a
shame
L175[06:47:26] <barteks2x> where do they
even download it?
L176[06:47:26] <ghz|lappy> you know that
"if it works, don't fix it" shit?
L177[06:47:29] <ghz|lappy> some people
take it to heart
L178[06:47:40] <ghz|lappy> problem is:
it's broken
L179[06:47:42] <ghz|lappy> but they don't
realize
L180[06:48:02] <diesieben07> well
hopefully this will help :D
L181[06:48:20] <ghz|lappy> well they'll
see the invalid java version if they try to load any of my 1.9 mods
;P
L182[06:48:30] <diesieben07> :)
L183[06:48:37] <barteks2x> last time I
needed to download java 6 I had to download it from some
questionable website with software for win 98
L184[06:49:02] <ghz|lappy> nah
L186[06:49:14] <ghz|lappy> oracle has a
version archive
L187[06:49:18] <diesieben07> you have to
log in for that
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L189[06:49:32] <diesieben07> and they want
your firstborn child as a token when you make an account
L190[06:49:38] <ghz|lappy> XD
L192[06:49:52] <ghz|lappy> ofc
L193[06:49:59] <ghz|lappy> there's ENOUGH
people with java6 as it is
L194[06:50:07] <diesieben07> i really just
don't care :D
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L197[06:50:27] <diesieben07> i did make a
"you be outedated" screen but i only tested it with java
7
L198[06:50:32] <Ordinastie_> the main
issue was with mac, when it was shipped with java 6 and the path
was hardcoded in the profile
L199[06:51:09] <diesieben07> yeah.
"we're just gonna ship this and never update, it's gonna be
fiiiiine."
L200[06:51:14] <diesieben07> f u
apple.
L201[06:51:27] <Ordinastie_> no, I mean it
was MC
L202[06:51:31] <diesieben07> wat
L203[06:51:51] <ghz|lappy> I thoguht mc
used apple's provided java, and apple was simply "late"
with the official support
L204[06:51:59] <ghz|lappy> like they do
with opengl
L205[06:52:05] <Ordinastie_> did they
?
L206[06:52:06] <diesieben07> eh
L207[06:52:08] <Ordinastie_> maybe I don't
know
L208[06:52:13] <ghz|lappy> dunno idon't
have a mac
L209[06:52:16] <diesieben07> the fact taht
apple has their own java is stupid enough
L210[06:52:29] <Ordinastie_> all I know is
that it's was set in the profile, so even when the user updated
they java, it was still using J6
L211[06:52:41] <diesieben07> because you
could not REALLY update it
L212[06:52:50] <diesieben07> because the
j6 was engraved in the system
L213[06:53:01] <diesieben07> you cannot
remove it
L214[06:53:11] <Ordinastie_> you could
still install J8
L215[06:53:23] <Ordinastie_> but unless
you tell MC to use that one...
L216[06:53:24] <diesieben07> yes of
course
L217[06:53:29] <diesieben07> but its like
IE on windows
L218[06:53:43] <diesieben07> no matter how
fancy your chrome installation is, every web-view in programs will
still use IE.
L219[06:53:49] <ghz|lappy> ah I see
L220[06:53:56] <ghz|lappy> apparently
there's a "java_hope" app
L221[06:53:59] <ghz|lappy> that returns
the path to java
L222[06:54:09] <ghz|lappy> and unless you
manually specify a custom JAVA_HOME path
L223[06:54:13] <ghz|lappy> it will always
return the stock one
L224[06:54:18] <ghz|lappy>
java_home*
L225[06:54:47] <ghz|lappy> hmmm
L226[06:55:00] <ghz|lappy> wait it's
worse
L227[06:55:12] <ghz|lappy> "export
JAVA_HOME=`/usr/libexec/java_home -v 1.6.0_65-b14-462`"
L228[06:55:46] <ghz|lappy> so any program
that doesn't read JAVA_HOME manually, would still get the stock
one?
L229[06:55:51]
⇨ Joins: boni (~boni@devsub.net)
L230[06:56:04] *
ghz|lappy shrugs
L231[06:56:08] <ghz|lappy> I don't even
have a mac.
L232[06:56:31] <diesieben07> neither
should any serious person :D
L233[06:56:33] *
diesieben07 hides
L234[06:57:03] ⇦
Quits: RichardG (richardg86@201.17.107.165) (Ping timeout: 190
seconds)
L236[07:03:41] <ghz|lappy> did things not
generate, or just not load?
L237[07:03:51] <Cypher121> don't worry,
soon all macs will be forced to update to win10, because
win10
L238[07:04:06] <diesieben07> hah
L239[07:04:15] <barteks2x> it did
generate. It slowly decays this way
L240[07:04:30] <barteks2x> Resending the
whole cube seems to be broken
L241[07:04:54] <ghz|lappy> heh
L242[07:05:25] <barteks2x> And populator
causes a lot of block updates, so it frequently resends the whole
cube. Which makes them disappear
L243[07:05:25] <ghz|lappy> not sending?
not reciving? or not decoding?
L244[07:05:46] <ghz|lappy> hmm shouldn't
those updates be done with the "don't update client"
part
L245[07:05:47] <barteks2x> I have no idea.
It sends them, client receives them, they disappear
L246[07:06:00] <ghz|lappy> and then send
them all AFTER generation is done?
L247[07:06:18] <barteks2x> In ideal world
- yes. But minecraft worldgen is weird
L248[07:06:22] <ghz|lappy> I thought that
was the purpose of the setblockstate(..., 2)
L249[07:07:14] <ghz|lappy> ah no flag2
means "do send to client, but don't notify
neighbours"
L250[07:07:37] ⇦
Quits: madcrazydrumma (~madcrazyd@host-2-97-20-54.as13285.net)
(Quit: Leaving)
L251[07:08:13] <Cypher121> fuck
canonical
L252[07:08:18] <barteks2x> technically if
I did things right it wouldn't need to send them to client. But
because population is shifted by 8 blocks - it needs to send
them
L253[07:08:51] <ghz|lappy> shifted?
o_O
L254[07:09:28] <barteks2x> when populating
chunk at [x, z] this block range is populated: [x*16+8, z*16+8] to
[(x+1)*16+8, (z+1)*16+8]
L255[07:10:07] <ghz|lappy> o_O
L256[07:10:18] <ghz|lappy> ....why?
L257[07:10:19] <ghz|lappy> XD
L258[07:10:35] <barteks2x> so that you
don't need all 8 neighbor chunks to exist but only 3
L259[07:10:59] <ghz|lappy> OH
L260[07:12:17] <barteks2x> and if you use
WorldGenMinable you don't need to care about it because it shifts
by 8 automatically
L261[07:13:37] ***
kroeser|away is now known as kroeser
L262[07:14:44] <Cypher121> spent half an
hour trying to find what is wrong with my maven, only to find out
that there was a cyclic dependency in gradle's 'maven-publish',
which was fixed, but since I installed gradle from standard ubuntu
repositories, it's 15 months outdated.
L263[07:17:06] <ghz|lappy> XD
L265[07:18:04] <Cypher121> woo
L266[07:18:18]
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(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L267[07:18:32]
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(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L268[07:20:04] <p455w0rd> getting 503s
from the site..
L269[07:22:36] <ghz|lappy> what part of
the site?
L270[07:23:12] <p455w0rd> just
forums..files is good
L271[07:23:38] <p455w0rd> i would have to
assume they're on separate servers
L272[07:28:57] ⇦
Quits: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com) (Ping
timeout: 201 seconds)
L273[07:30:22] <ghz|lappy> LexManos /
LexMobile: sorry to bother, forums are dead (server error 503s),
disregard if you are already aware
L274[07:30:33]
⇨ Joins: Turkey
(~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
L275[07:32:35] ***
cpw|out is now known as cpw
L276[07:34:52] <AndersBillLind>
fanli
L277[07:34:55] <AndersBillLind> oops
:)
L278[07:35:01] <p455w0rd> cpw to the
rescue?
L279[07:35:22] <barteks2x> it works for
me, just takes forever to load
L280[07:35:26] <AndersBillLind> Which
model creator is the best to use?
L281[07:35:41] <p455w0rd> depends on
version
L282[07:35:57] <AndersBillLind> Aha?
L283[07:36:01] <p455w0rd> for 1.8/1.9 i
would guess crayfish
L284[07:36:07] <AndersBillLind> ok
L285[07:36:14] <p455w0rd> for 1.7..you
have the world at yourfingertips
L286[07:36:17] <AndersBillLind> ok
L287[07:37:11] <p455w0rd> but good 1.7
ones are cubic pro and techne if you'r looking to do just block
models
L288[07:38:37] <ghz|lappy> for 1.8+ use
any model creator
L289[07:38:39] <ghz|lappy> and export as
.obj
L290[07:38:52] <ghz|lappy> or if you want
skeleton-based animations, use blender and export as .b3d
L291[07:39:48] <ghz|lappy> and by
"any model creator", I mean like, blender, 3d studio,
maya, ...
L292[07:42:21] <p455w0rd> i would that if
you're just looking for basic .json models, crayfish's is good for
this..takes care of UVs and all and is an easy learning curve (he
has tutorial vids)
L294[07:43:47] <cpw> working for me
p455w0rd
L295[07:43:50] <p455w0rd> nvm =]..they're
back
L296[07:45:00] <ghz|lappy> yeah they 503d
for me too, earlier
L297[07:45:33] <p455w0rd> they were only
down for maybe 20mins..seemed like as soon as giga mentions lex
they came back up..coincidence?
L299[07:46:52]
⇨ Joins: baegmon
(~baegmon@cpe-60-225-55-120.nsw.bigpond.net.au)
L300[07:46:53] <cpw> probably the docker
container was rebooting or something stupid like that
L301[07:47:00] <ghz|lappy> maybe lex hit
the reset button and went back to sleep ;P
L302[07:49:11] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L303[07:50:18] <masa> huh what... the
forge changelog mentions "Fixed Chests not opening correctly
with semi-solid blocks on top."
L304[07:50:21]
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L305[07:50:23]
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L306[07:50:30] <masa> but you still can't
open a chest if there is a bottom slab on top of it
L307[07:51:17] <Intektor> do you guys know
a libary for 1.9 that can render the world from different
perspectives, e.g. from anther player or the spawn
L308[07:53:45] <baegmon> hi fam, to create
multi-textured blocks, do I still extend block? Texture seems to
work in the hand but no luck when I try place it down
L309[07:59:30] ***
AEnterprise is now known as AEnterpriseAFK
L310[08:00:05] <p455w0rd> I recommend
check FireBall's archived vids on Twitch or NealeGaming on YT for
1.9/1.9 block tuts
L311[08:00:38] <p455w0rd>
s/1.9\/1.9/1.8\/1.9/
L312[08:01:42] ⇦
Quits: turmfalke
(~turmfalke@p20030056CF06BA8FCAA62FDFABF5BC7B.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L313[08:02:48] <baegmon> oh I did not
realise neal made more tutorial videos, gonna go check it out
:^)
L314[08:03:50] <p455w0rd> been a month or
so since last one
L315[08:06:59]
⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L316[08:09:11] ***
willieaway is now known as williewillus
L317[08:09:44] <LatvianModder> To attach
capability to my own items, I still need to use Forge event,
right?
L318[08:09:58] <barteks2x> I got worlgen
to finish spawn generation in <1minute by simply not updating
skylight of block opacity didn't change.
L319[08:10:04] <williewillus>
LatvianModder: no
L320[08:10:10] <williewillus> override
initCapabilities
L321[08:10:12] <ghz|lappy> no,
initCapabilities on item
L322[08:10:14] <williewillus> have i shown
you my capability primer yet haha
L323[08:10:29] <ghz|lappy> itworks the
same as the event, though
L324[08:10:41] <ghz|lappy> barteks2x:
heh
L325[08:10:43] <ghz|lappy> that's
nice
L326[08:11:15] <williewillus> is the
vertical view distance just the same as the horizontal one?
L327[08:11:42] <barteks2x> it's supposed
to be now, but I have a bug somewhere and it's half of it. And I
want to eventually make separate slider for that
L328[08:12:17] <ghz|lappy> wouldn't be
much point in making it different
L329[08:12:26] <ghz|lappy> since the
camera's far plane is set to the same distance as the view
range
L330[08:12:42] <barteks2x> I think it
would make sense to make the different
L331[08:13:20] <ghz|lappy> yes, but since
the client sets the far plane to the view range you specify on the
options
L332[08:13:25] <barteks2x> With Y render
distance being the same as horizontal distance, number of rendered
cubes grows as n^3 with render distance. In vanilla it grows like
n^2. For big render distance it makes huge difference
L333[08:13:26] <ghz|lappy> you just simply
can't see any further
L334[08:13:48] <ghz|lappy> setting it to a
SMALLER size woudl work
L335[08:13:59] <ghz|lappy> but in order to
make it bigger, you'd have to make the client aware of that
L336[08:14:04] <ghz|lappy> so that you can
compute a different far plane
L337[08:14:16] <ghz|lappy> and possibly
change the way the fog works, too
L338[08:14:47] <barteks2x> For now I have
different issues with fog than this
L339[08:15:06]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L340[08:15:26]
⇨ Joins: turmfalke
(~turmfalke@p20030056CF06BA436392BC1E442D7656.dip0.t-ipconnect.de)
L341[08:15:27] <barteks2x> There is a
vanilla bug that if you have night vision potion and go below y=0,
you can't see anything
L342[08:16:26] ⇦
Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Ping
timeout: 198 seconds)
L343[08:17:13] <barteks2x> I tested what
happens if you are very close to y=0 (like y=1e-10) and at one
point everything becomes blue
L344[08:18:26]
⇨ Joins: RichardG (richardg86@201.17.107.165)
L345[08:18:26]
MineBot sets mode: +v on RichardG
L346[08:18:48]
⇨ Joins: gravityfox
(~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L347[08:19:48] <Wuppy> how would I check
if the forward vector of the player is poiting towards a certain
object?
L348[08:20:08] <Ivorius> 'toward'?
L349[08:20:11] <Ivorius> As in,
hittong?
L350[08:20:14] <Ivorius> *hitting
L351[08:20:17] <Wuppy> yea
L352[08:20:27] <Ivorius> Look at enderman
being looked at code
L353[08:20:40] <Ivorius> There's
raytracing functionality for blocks and entities
L354[08:21:39] <Wuppy> I can't use
raytracing due to performance :V
L355[08:22:19] <ghz|lappy> why not
L356[08:22:37] <Wuppy> this isn't in
Minecraft, this is for a virtual reality game I'm working on in
Unity
L357[08:22:41] <Wuppy> and we can't have
physics enabled
L358[08:22:48] <ghz|lappy> uhh
L359[08:22:52] <Wuppy> and considering
raycast is physics, I can't raycast
L360[08:22:52] <ghz|lappy> then start by
saying that
L361[08:22:55] <Wuppy> but I've figured it
out
L362[08:22:56] <Wuppy> :P
L363[08:23:09] <ghz|lappy> well
L364[08:23:29] <ghz|lappy> whateve you do,
will start by figuring out if the look "ray" intersects
the bounding box of the object
L365[08:23:50] <Wuppy> there is no bouding
box :)
L366[08:23:56] <ghz|lappy> ofc there
is
L367[08:24:14] ⇦
Quits: Fye (~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
(Ping timeout: 198 seconds)
L368[08:24:26] <Wastl2> If you only want
to know if you're pointing in the right direction, simply checking
the dot product of the direction and difference of positions should
suffice, shouldn't it?
L369[08:24:29] <Wuppy> I remove the
collider on it
L370[08:24:45] <ghz|lappy> yes, but you'd
need to set a threshold
L372[08:24:58] <Wuppy> only problem is, if
I look at exactly the opposite direction, it'll also work
L373[08:25:04] <ghz|lappy> in which case,
it's a cone test
L374[08:25:11] <ghz|lappy> uh no
L375[08:25:19] <ghz|lappy> dot product
shoudl be 1 if you are looking at the right direction
L376[08:25:27] <ghz|lappy> 0 if it's
completely orthogonal
L377[08:25:30] <ghz|lappy> and -1 if it's
completely opposite
L378[08:25:49] <ghz|lappy> so just
something like
L379[08:25:52] <Wuppy> this code gives me
the angle between the VR direction of the player and the direction
it has to move to
L380[08:25:54] <Wastl2> Don't compute the
angle, just take the dot product. :)
L381[08:26:06] <ghz|lappy>
Vector3.Dot(look, object.position - player.position) >
0.95
L382[08:26:20] <Wastl2> Need to normalize
the difference, though.
L383[08:26:25] <ghz|lappy> true
L384[08:26:35] <ghz|lappy>
Vector3.Dot(look.Normalized, (object.position -
player.position).Normalized) > 0.95
L385[08:27:09] <ghz|lappy> notethat the
test will be less accurate the smaller/further away the object
gets
L386[08:27:19] <Wuppy> yep but that's not
a problem
L387[08:27:20] <ghz|lappy> hence why you'd
want a bounding box/sphere
L388[08:27:25] <Wuppy> the look is already
normalized
L389[08:30:08]
⇨ Joins: Shuetox
(~Shuetox@90-227-76-41-no63.tbcn.telia.com)
L390[08:30:58] <Wuppy> ghz|lappy, when
using that, I still get 1 when looking in exactly the opposite
direction
L391[08:31:02] <Wuppy> how would I check
for htat?
L392[08:31:05] <ghz|lappy> wat
L393[08:31:09] <ghz|lappy> it shoudl be
-1
L394[08:31:54] <Wuppy> it's -1 when at 90
degrees
L395[08:32:11] <Wastl2> You're doing
something wrong, then.
L396[08:32:15] <ghz|lappy> yep
L398[08:32:33] <ghz|lappy> dot product is
1 when same direction, 0 when orthogonal, -.1 when opposite
direction
L399[08:32:33] <Wuppy> because I dont see
it
L400[08:32:57] <ghz|lappy> why do you
multiply the rotations
L401[08:33:03] <ghz|lappy> instead of
adding them?
L402[08:33:12] <ghz|lappy> wait nm
L403[08:33:17] <ghz|lappy> you are
applying quaternions?
L404[08:33:35] <Wuppy> the camera rotation
and local rotation are quaternions, yes
L405[08:33:49] <ghz|lappy> hmm do they
work that way?
L406[08:34:07] <Wuppy> hmm?
L407[08:34:07] <ghz|lappy> I don't think I
have ever used quaternions that way ;P
L408[08:34:15] <ghz|lappy> or used them
directly, eitherway
L409[08:34:23] <ghz|lappy> I just use
transform.TransformVector(x)
L410[08:35:52] <Wuppy> this is new to me
as well
L411[08:36:33] <Intektor> do you guys know
a libary for 1.9 that can render the world from different
perspectives, e.g. from anther player or the spawn
L412[08:37:12] <ghz|lappy> smeone here was
working on something like that, but I think it wasn't 1.9
L413[08:37:23] <Intektor> it was
diesieben07 i guess
L414[08:37:32] <Ordinastie_> diesieben07,
^
L415[08:37:55] <Intektor> yeah, I asked
him, but his stuff is programmed in 1.7.10, I can't really use
that
L416[08:38:16] <williewillus> well its the
same principles
L417[08:39:25] ⇦
Quits: IceDragon (~ThatGuy@184.170.60.59) (Quit: WeeChat
1.4)
L418[08:39:41]
⇨ Joins: IceDragon (~ThatGuy@184.170.60.59)
L420[08:41:00] <Intektor> thats true, but
I don't quite know, he was talking about asm code, I have no idea
what this is, but I am afraid
L421[08:42:22] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Quit: Code reviews
later....)
L422[08:42:36] <williewillus> he's doing
cubic chunks
L423[08:44:27] <Intektor> do I have to
change any of this code when updating to 1.9?
L424[08:44:44] <williewillus> what
code?
L425[08:45:09] <Intektor> asm
L426[08:45:48] <ghz|lappy> 99.9% changes
that you have to
L427[08:45:55] <ghz|lappy> asm code is
extremely version-specific
L428[08:45:59] <ghz|lappy> that's why it's
discouraged
L429[08:46:33] <Intektor> oh damn
L430[08:46:44] <barteks2x> So apparently I
was really lucky with 1.9 update, most of it just worked (at least
in dev environment) after 1.9 update
L431[08:48:40] ***
amadornes[OFF] is now known as amadornes
L432[08:49:05] <baegmon> yo just wondering
when you tame a horse, is there any event thats fired?
L433[08:49:31] <williewillus> not in that
specific case
L434[08:50:46] <ghz|lappy> nope just
assigns the value into the datawatcher/datamanager
L435[08:50:51] ***
PaleOff is now known as PaleoCrafter
L436[08:52:06] ***
kroeser is now known as kroeser|away
L437[08:52:48] <williewillus> 2791
-.-
L438[08:53:01] <baegmon> oh I see just
found the class lol
L439[08:53:09] <williewillus> $ close
2818
L440[08:53:11] <Actuarius> Issue 2818
closed.
L441[08:53:17] <ghz|lappy> but the class
would be the first thing to look for
L442[08:54:02] <ghz|lappy> double-shift
-> "horse.java" -> "EntityHorse.java"
-> ctrl-f "tame", enter, enter, ...
L443[08:54:17] <ghz|lappy> (assuming IDEA
;P)
L444[08:54:20] <williewillus> Hmm
L445[08:54:33] <williewillus> i might roll
up all the various "typo" and "javadoc" pr's
over the years into one
L446[08:54:40] ⇦
Quits: IceDragon (~ThatGuy@184.170.60.59) (Read error: Connection
reset by peer)
L447[08:54:56] <baegmon> yea for some
reason I could only find the horse textures from the source. had to
refresh the project o.o
L448[08:55:04] <ghz|lappy> lol
L449[08:55:16] <baegmon> eclipse is
straaaaange lol
L450[08:56:23] <ghz|lappy> switch to IDEA
then ;P
L451[08:56:34] <ghz|lappy> it feels more
predictable to me ;P
L452[08:57:02] ⇦
Quits: alex_6611 (~alex_6611@p5493687B.dip0.t-ipconnect.de) (Ping
timeout: 190 seconds)
L453[08:57:49] <baegmon> yea I use IDEA
for android dev, I started from NEAL's tutorials and he used
eclipse so I kinda stuck with it lol
L454[08:57:53] ***
big_Xplosion is now known as big_Xplo|AFK
L455[08:59:35]
⇨ Joins: sokratis12GR
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L456[09:02:02] ⇦
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L457[09:02:02] ⇦
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seconds)
L458[09:02:32] <barteks2x> Worldgen ETA:
78 hours. eta preditcion is really broken.
L459[09:02:54] <ghz|lappy> XD
L460[09:03:18] <luacs1998> oh wtf
wolverness really has nothing better to do
L461[09:04:30] <barteks2x> Why it's
impossible to increase java heap size without restart...
L462[09:04:57] <luacs1998> something to do
with the vm i guess
L463[09:04:59] <ghz|lappy> hm?
L464[09:05:05] <PaleoCrafter> barteks2x,
don't tell me all the mod code looks like that Progress class
(naming wise)
L465[09:05:16] <ghz|lappy> the heap limit
is in the -Xmx arg
L466[09:05:23] <ghz|lappy> if you raise
that, it should allow a bigger limit
L467[09:05:28] <barteks2x> no, it doesn't.
Only Cuchaz's cod ethat I didn't touch yet does
L468[09:06:37] <sokratis12GR> Guys is it
possible to change the item name in the json files ?
L469[09:07:03] <barteks2x> I realized I
set too low -Xmx when it's already running :(
L470[09:07:32] <sokratis12GR> I mean to
change the name using Strings
L471[09:07:42] <ghz|lappy> barteks2x:
imagine it the other way around
L472[09:07:45] <ghz|lappy> you start a
jvm
L473[09:07:49] <ghz|lappy> tell it to NOT
go over 1gb
L474[09:07:51] <ghz|lappy> and then the
app say
L475[09:07:52] <ghz|lappy> s
L476[09:07:53]
⇨ Joins: Brokkoli
(~Brokkoli@p5B23C982.dip0.t-ipconnect.de)
L477[09:07:56] <ghz|lappy> "nope I
need 2gb, fuck you!"
L478[09:08:05] <ghz|lappy> and grows the
limit without asking
L479[09:08:10] <ghz|lappy> that's why it
isn't allowed.
L480[09:08:30] <ghz|lappy> sokratis12GR:
what?
L481[09:08:34] <barteks2x> that would be
bad too. But as far as I know all C++ programs do essentiially
this
L482[09:08:47] <ghz|lappy> yes, but C++
programs don't run in a "sandbox"
L483[09:08:50] <sokratis12GR> My bad .lang
files
L484[09:09:11] <barteks2x> and increasing
heap size is useful for debugging
L485[09:09:14] <ghz|lappy> sokratis12GR:
but, the lang files DO change the item name
L486[09:09:14] <ghz|lappy> sortof
L487[09:09:16] <Intektor> you set all the
names in the .lang files
L488[09:09:22] <ghz|lappy> you specify the
unlocalized name in the code
L489[09:09:34] <ghz|lappy> and mc looks
for the string in the lang file
L490[09:09:35] <sokratis12GR> For example
item.CustomLeggings.name=Custom Leggings to be changed to an other
name using Strings and Custom Configurations
L491[09:10:05] <sokratis12GR>
item.CustomLeggings.name=Custom Leggings to like
item.CustomLeggings.name= Ruby Leggings
L492[09:10:06] <Intektor> Oh I think I
know what you
L493[09:10:07] <Intektor> mean
L494[09:10:13] <Intektor> I did the same
with my lucky cases mod
L495[09:10:29] <ghz|lappy> if you mean
have predicates for item names in lang files, no
L496[09:10:43] <ghz|lappy> you can replace
lang strings using resource packs
L497[09:11:04] <sokratis12GR>
config.getString(String name, String category, String defaultValue,
String comment, String[] validValues, String langKey);
L498[09:11:10] <sokratis12GR> String
langKey
L499[09:11:12] <ghz|lappy> or you can use
custom unlocalized names in the config
L500[09:11:22] <ghz|lappy> that are then
loaded from lang files by mc
L501[09:11:29] <Intektor> what exactly are
you trying to do?
L502[09:12:07] <ghz|lappy> gotta go
L503[09:12:13] ⇦
Quits: ghz|lappy (~gigaherz@84.89.63.25) (Remote host closed the
connection)
L504[09:12:19] <Intektor> giga
L505[09:12:25] <Intektor> no :((((((
L506[09:12:33] <sokratis12GR> to make
people to be able to change the name of an item ingame and change
the .lang file like people type "Ruby Leggings" ingame
instead of "Custom Leggings"
L507[09:13:18] <PaleoCrafter> well, you
can't really modify the actual lang files
L508[09:13:28] <sokratis12GR> well,
L509[09:13:37] <Intektor> Wait, are you
trying to let the user add custom armor by the config?
L510[09:13:39] <PaleoCrafter> either just
let them do it with an anvil or override getLocalizedName and
return something from NBT or something there
L511[09:13:52] <sokratis12GR> yes
L512[09:13:56] <Intektor>
getDisplayName
L513[09:14:06] <Intektor> works too i
guess
L514[09:14:08] <PaleoCrafter> that's the
one
L515[09:14:13] <PaleoCrafter> I think it's
that, actually
L516[09:14:19] <sokratis12GR> well I will
try
L517[09:14:34] <PaleoCrafter> haven't
touched those methods in a while xD
L518[09:14:49] <sokratis12GR>
PaleoCrafter: creating the en+US.lang file using Java and replacing
some values will work ?
L519[09:15:01] <sokratis12GR> _*
L520[09:15:12] <PaleoCrafter> where would
you save it? :P
L521[09:15:20] <sokratis12GR>
true...
L522[09:15:39] <Intektor> paleo how do I
make my entity move? I mean moveFlying and this tuff is not
working, and just setting motion does only work on server, the
client thinks the entity is stil therte
L523[09:15:44] <Intektor> it could work,
yes
L524[09:15:55] <PaleoCrafter> uhm... like,
any entity?
L525[09:15:57] <LatvianModder> gigaherz:
you owned that capability energy api, right?
L526[09:16:05] <Intektor> no my own
L527[09:16:13] <PaleoCrafter> addVelocity?
I dunno
L528[09:16:21] <Intektor> gigaherz left
:(
L529[09:16:21] <sokratis12GR> is it
possible to make the mod to check for the .lang files outside the
mod file ?
L530[09:16:47] <Intektor> changing the
.lang, would make every armor of that type be renamed
L531[09:16:51] <LatvianModder> yeah, but
his 2nd user is still here, so he'll probably get that ping
:P
L532[09:17:18] <Intektor> Why would anyone
want to rename ruby armor to diamond armor, that makes no
sense
L533[09:17:20] <PaleoCrafter> you haven't
really explained the whole reason why that'd be necessary,
sokratis12GR :P if it's done ingame, just store the stuff in NBT
and return that from the appropriate method
L534[09:17:23] <sokratis12GR> Well I can
make it so they can change only the custom armors name
L535[09:17:44] <Intektor> Just writer it
into nbt, and catch it in getDisplayName
L536[09:17:55] <Intektor> Thats everything
you need to know
L537[09:18:05] <sokratis12GR> nbt ? I have
to look into that
L538[09:18:08] <sokratis12GR> ok
thanks
L539[09:18:45] <Intektor> How can you get
over 60k downloads without any knowledge of minecraft. I don't
understand
L540[09:19:02] <sokratis12GR> No no
L541[09:19:21] <PaleoCrafter> you could of
course look at what the anvil does
L542[09:19:29] <sokratis12GR> I haven't
worked with nbt in a while :P
L543[09:19:30] <PaleoCrafter> but then the
name will be in italics
L544[09:19:41] <Intektor> I don't want to
be offensive, but you can write your mod with looking at armor
youtube tutorials
L545[09:19:44] <sokratis12GR>
PaleoCrafter: I can use my text formater ?
L546[09:19:53] <PaleoCrafter> wat
L547[09:20:08] <sokratis12GR> You can
reset the italics ?
L548[09:20:35] <PaleoCrafter> you can, but
then you'd just roll the whole thing as if you didn't imitate the
anvil :P
L549[09:20:39] <PaleoCrafter> the anvil
just sets an NBT tag
L550[09:21:07] <sokratis12GR> well
yeah..
L551[09:21:11] <Intektor> Why can't you
just do it the way I told you
L552[09:21:18] <sokratis12GR> I'm going
to
L553[09:21:21] <Intektor> its really not
that hard
L554[09:22:31] <Intektor> It can be so
easy
L556[09:22:33] <Lymia> NBT: A broken
implementation of half of <insert dynamic language of
choice>. :D
L557[09:23:03] *
sokratis12GR is using NBT Tags all the time when he is command
blocking
L558[09:23:40] <Intektor> You have really
no idea what programing is :P
L559[09:24:07] <sokratis12GR> I do
-.-
L560[09:27:07] <williewillus> !mh
addLoadedEntities
L561[09:27:19] <PaleoCrafter> Lymia, not
really?
L562[09:28:36] <Lymia> Yes really.
L563[09:30:42] <PaleoCrafter> I'd say it's
just like a binary version of JSON :P
L564[09:30:49]
⇨ Joins: theFlaxbeard
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L565[09:30:52] <Lymia> The way it's used
in Minecraft, it seems like someone decided to stick
Python/whatever style data structures into otherwise static code
for no good reason.
L566[09:30:53] <Lymia> ;9
L567[09:30:55] <Lymia> :(*
L568[09:30:59] <Lymia> It's fine as a
serialization format
L569[09:31:14] <PaleoCrafter> and it's
used like that?
L570[09:31:43] <PaleoCrafter> except for
ItemStacks maybe
L571[09:31:53] <Lymia> Last I wrote code
for Minecraft, it's also used for any kind of additional data
attached to block entities or items.
L572[09:32:11] <Lymia> And entities, I
think, if the NBT-based hooks on mobs are any indication.
L573[09:32:20] <PaleoCrafter> well, that's
for serialising them to NBT :P
L574[09:32:23] <PaleoCrafter> it's just
manual :P
L575[09:32:36] ***
gravityfox is now known as foxy
L576[09:32:43] <PaleoCrafter> ItemStacks
are the only thing where you really deal with NBT at runtime
L577[09:33:10] <Lymia> There's a
difference between serializing something to NBT (for disk storage)
and using it as the in-memory representation. I remember having to
work with NBT directly in inventory code before, anyway.
L578[09:33:25] <Lymia> But that might have
been an inventory in an item. Didn't impress me much either
way.
L579[09:34:20] <PaleoCrafter> it most
definitely must have been an inventory in an item
L580[09:34:29] <Lymia> Better if block
entities and entities don't do it, anyway.
L581[09:34:30] <Lymia> Though...
L582[09:34:45] <Lymia> I remember block
entities not having their own instances for each block?
L583[09:34:57] <williewillus> wat
L584[09:35:02] <williewillus> that's the
whole point of a TE
L585[09:35:08] <PaleoCrafter> 1) it's tile
entity 2) yes they do ^
L586[09:35:26] <williewillus> Paleo: it's
actually blockentity in notchcode iirc :P
L587[09:35:29] <PaleoCrafter> idc
L588[09:35:56] <PaleoCrafter> as if we're
ever going to have access to that :P
L589[09:36:17] <PaleoCrafter> even if the
wiki calls it block entity, it's a TE for me :P
L590[09:36:20] <barteks2x> I know Block is
named Tile in their code, so it may be TileEntity
L591[09:36:24] ***
kroeser|away is now known as kroeser
L592[09:36:43] <PaleoCrafter> how do you
know? :P
L593[09:37:17] <williewillus> string
constant somewhere? :P
L594[09:37:44] <Lymia> I last tried in
2013. I seem to have remembered wrong. It's just casting,
opps.
L595[09:38:15] <barteks2x> wait, no, I
remembered it incorrectly I thing. jeb poseted But link to pastebin
with tree generation code on reddit somewhere
L596[09:38:51] <Lymia> I must be a bit
mistaken then. :P
L597[09:39:01]
⇨ Joins: AlexIIL|Away
(~AlexIIL@host86-153-240-56.range86-153.btcentralplus.com)
L598[09:39:08] ***
AlexIIL|Away is now known as AlexIIL
L600[09:41:08] <barteks2x> Block is named
Tile here
L601[09:41:17]
⇨ Joins: kimfy
(~kimfy___@236.5.200.37.customer.cdi.no)
L602[09:41:58] <Lymia> Naming things is
always the hardest
L603[09:43:04] ⇦
Parts: AlexIIL
(~AlexIIL@host86-153-240-56.range86-153.btcentralplus.com)
(Leaving))
L604[09:43:11] *
gigaherz is home
L605[09:43:25] <gigaherz> LatvianModder:
assuming you mean CapabilityCore, yes
L606[09:43:44] <LatvianModder> Yeah. How
many people are already using it?
L607[09:44:01] <gigaherz> not many, a
handful tops
L608[09:44:16] <gigaherz> I know three
people did try to use it
L609[09:44:19] <gigaherz> dunno if they
still do
L610[09:44:22] <gigaherz> why?
L611[09:44:22] <LatvianModder> I think ill
use that instead of RF
L612[09:44:27] <gigaherz> heh :)
L613[09:44:49] <LatvianModder> Is there a
converter mod?
L614[09:44:59] <gigaherz> there's a
compatibility layer
L615[09:45:02] <gigaherz> but it only
works one way
L616[09:45:04]
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L617[09:45:06] ⇦
Quits: DebugsPeople-
(~DebugsPeo@2a02:810d:95c0:880:bd19:f72b:8eb3:7083) (Client
Quit)
L618[09:45:31] <gigaherz> I can easily
allow CapabilityCore blocks push power into RF machines
L619[09:45:44] <gigaherz> I have a WIP mod
for that
L620[09:46:02] <gigaherz> I can also allow
CapabilityCore machines to "pull" from RF
containers
L621[09:46:08] <gigaherz> although that's
much less common
L622[09:46:10] *** V
is now known as Vigaro
L623[09:46:11] <gigaherz> but what Ican't
do
L624[09:46:11]
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L625[09:46:25]
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L626[09:46:26] <gigaherz> is give
CapabilityCore machines the IEnergy* interfaces in their
TileEntities
L627[09:46:27] <LatvianModder> right, ok.
Im not sure whether I should use my own energy system and add a
converter from your mod or just use your mod only
L628[09:47:12] <gigaherz> it would be
easiest to implement RF's IEnergyReceiver in your machines,and use
the compatibility wrappers when you query other machines
L629[09:47:22]
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(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L630[09:47:45] <LatvianModder> Nah, I only
need one machine that uses power anyway :P
L631[09:48:05] <AndersBillLind> Crayfish's
model editor sets UV from 0 to 1 by default, would it be better if
it was 0 to 16?
L632[09:48:17] ⇦
Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Read
error: Connection reset by peer)
L633[09:48:18] <LatvianModder> its
supposed to be 0-16
L634[09:48:29] <AndersBillLind> Normally,
you want that, yeah
L635[09:48:30] <gigaherz> AndersBillLind:
for .obj models, it should be 0..1
L636[09:48:40] <gigaherz> for json models,
0..16
L637[09:48:49] <gigaherz> what does that
app output?
L638[09:48:50] <AndersBillLind> But when
you have imported a texture, you want 0..16, right?
L639[09:48:56] <LatvianModder> Oh yeah,
btw I made my own model file generator :D
L640[09:48:56] <AndersBillLind> json
L641[09:49:09] <LatvianModder> its
suuuuper WIP though and doesnt even have an interface
L642[09:49:12] <gigaherz> but the
generated json file is wrong?
L643[09:49:43] <AndersBillLind> Well,
thats another matter, what I think about now is the default value
of UV in the gui, you always have to set it to end with 16
manually
L644[09:49:53]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L645[09:50:13] <gigaherz> ohyou mean
within the editor itself? no idea about that
L646[09:50:17] <AndersBillLind> ok
L647[09:50:29] <AndersBillLind> I consider
changing the default to 16 and send a PR
L648[09:53:08]
⇨ Joins: gravityfox
(~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L649[09:53:16] <williewillus> is slotClick
called when you have something in hand?
L650[09:53:18] ***
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L651[09:54:28] ⇦
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seconds)
L652[09:54:51] <williewillus>
LatvianModder: you said you have an nbt editor in game for 1.9? can
i haz? :P
L653[09:55:17]
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L654[09:55:59]
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L655[09:56:17] <gigaherz> williewillus:
yes
L656[09:56:37]
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L657[09:56:41] <gigaherz> mode value 0
(whatever the enum was) when you click normally
L658[09:56:41] <LatvianModder>
williewillus: partially. I have nbt viewer for sure :P
L659[09:56:45] <gigaherz> and 1 when you
shift-click
L660[09:57:05] <LatvianModder> I need to
write a gui for that editor
L661[09:57:15] <barteks2x> I'm waiting for
almost half hour already for world saving to finish...
L662[09:58:05] <LatvianModder> What?
L663[09:58:17] <LatvianModder> Like.
Backup or what?
L664[09:58:41] <barteks2x> Spawn
generation radius set to 30 cubes.
L665[09:58:41] <LatvianModder> Because it
takes like 10 seconds max ;P
L666[09:59:16] <barteks2x> most of the
time goes into copyScheduledTicks method
L668[10:01:56]
⇨ Joins: Samario
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L669[10:02:16] <barteks2x> Last time I was
trying to figure out why it happens - I thought I understand that.
But then I didn't understand why it worked fine in vanilla
L670[10:02:51] <gigaherz> LatvianModder:
remember, barteks2x is coding the cubic chunks system
L671[10:02:58] <gigaherz> nothign you know
about vanilla applies here ;P
L672[10:03:15] <LatvianModder> a what?
:D
L673[10:03:25] <gigaherz> cubic
chunks
L674[10:03:33] <gigaherz> where theworld
isn't just horizontally infinite
L675[10:03:35] <gigaherz> but also
vertically
L676[10:03:37] <LatvianModder> arent they
already cubic?
L677[10:03:40] <gigaherz> no
L678[10:03:42] <LatvianModder> oh
L679[10:03:42] <barteks2x> almost
L680[10:03:45] <gigaherz> they are
16x16x256
L681[10:03:52] <gigaherz> with no way to
exctend up nor down
L682[10:04:01] <LatvianModder> well.. not
really.. at least rendering is split into 16x16x16
L683[10:04:01] <barteks2x> vanilla uses
quasi-cubicchunks syystem
L684[10:04:16] <barteks2x> which was
inspired by Robinton's cubic chunks mod
L685[10:04:24] <gigaherz> well maybe -- no
idea about rendering
L686[10:04:32] <barteks2x> rendering
already uses cubic chunks
L687[10:04:34] <gigaherz> what I meant is
simply that it has no way to extend above 256 or below 0
L688[10:05:01] <LatvianModder> ok, and why
would you want to do that anyway? :P
L689[10:05:14] <barteks2x> infinite world
height?
L690[10:05:34] <gigaherz> LatvianModder:
truly realistic terrain with mountains that grow to 3000 blocks
tall
L691[10:05:37] <gigaherz> and oceans to
-2000?
L692[10:05:44]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L693[10:05:44] <LatvianModder> oh
god
L694[10:05:50] <LatvianModder> RIP in
peace, server folder
L695[10:06:05] <gigaherz> being able to
find nether-like terrain ifyou dig to -2000
L696[10:06:14] <gigaherz> or being able to
find the aether at +5000
L697[10:06:16] <LatvianModder> that would
be interesting
L698[10:06:20] <LatvianModder> AKA,
Terraria
L699[10:06:25] <gigaherz> exactly
L700[10:06:38] <LatvianModder> but how'd
you save it?
L701[10:06:39] <barteks2x> skylands are
not really feasable because of the way skylight works
L702[10:06:40] <Temportalist>
williewillus: gigaherz: so apparently none of my resources folder
is being loaded...
L703[10:06:41] <gigaherz> it opens up a
whole other dimension -- literally
L705[10:06:51] <gigaherz> LatvianModder:
he's using a special save format
L706[10:06:59] <gigaherz> but it would be
just as easy to simply extend the current region data
vertically
L707[10:07:00] <LatvianModder> is it
fast?
L708[10:07:08] <gigaherz> instead of
L709[10:07:19] <gigaherz>
region.x.z.whatever
L710[10:07:23] <gigaherz>
region.x.y.z.whatever
L711[10:07:27] ⇦
Quits: AndersBillLind (~anli@gn62-116-231-34.business.gavlenet.com)
(Quit: Leaving)
L712[10:07:39] <gigaherz> and you could
simply store the data from 256..512 in the file wiht y=1
L713[10:07:44] <barteks2x> actually, I
currenly use the mapdb format which doesn't have regions
L714[10:07:52] <gigaherz> and the data for
-256..-1 in the file for -1
L715[10:07:58] <gigaherz> so really
L716[10:08:09] <gigaherz> there's no
reason why it should be unreasonably slot
L717[10:08:15] <gigaherz> slow*
L718[10:08:20] <barteks2x> the reason is
gravel generationn
L719[10:08:21] <gigaherz> in the WORST
case
L720[10:08:26] <gigaherz> you'd generate
two regions vertically
L721[10:08:31] <LatvianModder> I would
actually much rather have a huge vertical world than huge
horizontal world
L722[10:08:48] <gigaherz> which means
worst case, storage-wise, with vanilla worldgen
L723[10:08:59] <gigaherz> you'd get an
extra region file with no data in it (all air)
L724[10:09:34]
⇨ Joins: whitephoenix
(~whitephoe@216-160-104-15.tukw.qwest.net)
L725[10:09:35] <gigaherz> barteks2x:
gravel?
L726[10:09:37] <barteks2x> saving blocks
isn't a problem. But for some reason I end up with millions of
scheduled block ticks after worldgen
L727[10:09:43] <LatvianModder> I love
capabilities. In fact, I, again went trough the regular states of
my interest in things - 1) Wtf is that, I dont understand it 2) Ok,
I can work with that 3) I fucking love it
L728[10:09:55] <gigaherz> bartman: ignore
them?
L729[10:10:09] <barteks2x> all of them are
for gravel update
L730[10:10:13] <LatvianModder> bort
L731[10:10:27] <gigaherz> hwodoes vanilla
do it?
L732[10:10:36] <barteks2x> I have no idea
why it works in vanilla
L733[10:10:44] <barteks2x> Vanilla saves
then and it just works
L734[10:10:56] <barteks2x> and for cubic
chunks - saving them takes forever
L735[10:11:36] ***
DRedhorse is now known as DonAway
L736[10:11:52] <barteks2x> for each cube I
need to iterate over all of them and save only these for a specific
cube. And this is what takes a lot of time - tens of thousands
cubes, millions of scheduled ticks
L737[10:11:54] <Temportalist> gigaherz: do
you have any ideas why the src/main/resources would not be loaded?
cc diesieben07 ?
L738[10:12:17] <barteks2x> btw. it's still
saving
L739[10:13:36] <gigaherz> Temportalist:
not really
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L742[10:14:49] <barteks2x> for now I'm
just going to workaround it by disabling gravel generation. And
possibly sand generation
L743[10:15:19] <barteks2x> at least until
I fix more important issues
L744[10:17:25] <masa> wait what?
L745[10:17:37] <masa> doesn't vanilal
disable the block physics during generation?
L746[10:17:52] <masa> so you get floating
gravel/sand/water
L747[10:18:05] <barteks2x> it does. My mod
just calls vannilla worlgen directly now. So it should be the
same
L748[10:18:24] <gigaherz> maybe you forgot
to disable it from your side?
L749[10:18:30] <gigaherz> who calls
vanilla worldgen? ;P
L750[10:18:50] <barteks2x> Vanilla should
disable it, I literally call the whole vanilla worldgen
L751[10:18:57] <barteks2x> including the
part that disables physics
L752[10:19:30] <barteks2x> specifically,
ChunkProviderOverworld.populate
L753[10:21:12] <barteks2x> The most magic
part is that Nether and The End will still use vanilla Chunks
L754[10:22:08] <barteks2x> until I start
working on doing anything with other dimensions
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L756[10:27:30] <masa> do you do some
custom generation? are you sure you don't call setBlockState() with
bit 1 set anywhere?
L757[10:27:49] <masa> that would then
start updating al lthe falling blocks etc
L758[10:29:15] <barteks2x> I just directly
use vanilla worldgen code without touching it at all
L759[10:29:46] <barteks2x> I probably
don't even use world.setBlockState in any code that actually
runs
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L768[10:50:32] <barteks2x> I just don't
understand why it works in vanilla.
L769[10:51:19] <barteks2x> vanilla after
worldgen: <100 scheduled ticks. cubic chunks after worldgen:
>100000 scheduled ticks
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L772[10:53:33] <Intektor> how do I move an
entity? calling motionX = 1 in onEntityUpdate doesn't work
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L780[11:00:54] <Xilef11> what about
that?
L781[11:01:03] <Temportalist> what if the
pouch is empty?
L782[11:01:07] <Temportalist> then the
contents will be null
L783[11:01:13] <Temportalist> and
*anything* should match
L784[11:01:25] <Temportalist> if the
contents are non-null, then check the itemstack match
L785[11:01:31] <gigaherz> hmm wouldn't it
be
L786[11:01:40] <gigaherz> a || (b
&& c)
L787[11:01:43] <Temportalist>
therefore
L788[11:01:44] <Temportalist>
if(contents==null || ItemStack.areItemsEqual(dust,
contents)&&ItemStack.areItemStackTagsEqual(dust,
contents)){
L789[11:01:44] <gigaherz> Imean with
parens
L790[11:01:50] <gigaherz> I enver remember
the precedence levels
L791[11:02:05] <Temportalist> gigaherz:
you dont need the extra &&
L792[11:02:10] <gigaherz> but I believe
||and && are on the same level, so it would evaluate as
"(a || b) && c"
L793[11:02:16] <Xilef11> I don't want to
insert in the pouch if its empty
L794[11:02:19] <Temportalist> oh wait,
didnty see the second &&
L795[11:02:35] <Temportalist> my bad
L796[11:02:39] <PaleoCrafter> and should
have higher precedence
L797[11:02:50] <Xilef11> but I guess that
!=null isn't necessary
L799[11:03:01] <PaleoCrafter> (at least in
Java xD)
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L801[11:03:09] <PaleoCrafter> kinda makes
sense since it's like multiplication
L802[11:03:54] <Temportalist> ugh, still
having issues getting the resources folder to load -_-
L803[11:03:57] <gigaherz> hmmm
L804[11:04:04] <gigaherz> I assumed they
were like "+" and "-"
L805[11:04:10] <gigaherz> or "*"
and "/"
L806[11:04:18] <PaleoCrafter> nah, || is +
and && is *
L807[11:04:25] <PaleoCrafter> so to
speak
L808[11:04:29] <gigaherz> meh
L809[11:04:39] <gigaherz> yeah I know the
logic
L810[11:05:03] <gigaherz> AND is like *:
1*0 = 0
L811[11:05:11] <gigaherz> while OR is like
+: 1+1 > 0
L812[11:05:16] <PaleoCrafter>
exactly
L813[11:05:33] <gigaherz> and XOR is
(1+1)%2 == 0
L814[11:06:00] <gigaherz> I jsut didn't
think they'd apply that comparison to the bitwise operators
themselves
L815[11:06:00] <gigaherz> ;P
L816[11:06:15] <gigaherz> boolean*
L817[11:06:31] <PaleoCrafter> well, it
still applies to & and | so :P
L818[11:07:37] <PaleoCrafter> in compsci
class, we were actually were taught that the boolean operators are
interchangeable with the bitwise ones... (they weren't introduced
as bitwise at all)
L819[11:07:44] <gigaherz> hmmm
L820[11:07:49] <gigaherz> is there any
langauge that has boolean xor?
L821[11:08:21] <PaleoCrafter> Java does,
in a way :P
L822[11:08:45] <PaleoCrafter> since you
*can* use the bitwise operators &, | and ^ with booleans just
fine
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L827[11:16:32] <barteks2x> I
"fixed" it by doing what vanilla does: not saving the
world right after initial worldgen
L828[11:17:08] <barteks2x> if MInecraft
saved world right after worldgen it would be that slow too
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L832[11:20:07] <sokratis12GR> Guys now in
1.9 there is a way to add custom sounds right ?
L833[11:20:24] <gigaherz> yes
L834[11:20:44] <sokratis12GR> hmm
nice
L835[11:21:09] <Xilef11> ok, got it
working... why is there an ItemPickupEvent and an
EntityItemPickupEvent?
L836[11:21:37] <Kodos> Presumably one for
player, and one for things like zombies respectively
L837[11:22:15] <Kodos> Just a complete
guess though, so don't take my word for it
L838[11:23:18] <Xilef11> maybe
(EntityItem... has player in its package name), and ItemPickupEvent
appears to always have a stacksize of 0
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L846[11:30:33] <Intektor> if the UUID is
not null
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L848[11:34:35] <Intektor> Ah, I know
it
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L853[11:39:05] <Temportalist> Intektor:
set the tag of the stack to that edited tag
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L856[11:40:08] <Temportalist> Ah
L857[11:40:45] <Intektor> This is so
weird
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L859[11:42:40] <Intektor> I don't
understand it
L860[11:42:56] <Intektor> Willie do you
have any idea why this is happening? :/
L861[11:43:10] <masa> are you testing in
creative mode?
L862[11:43:15] <Intektor> yes
L863[11:43:23] <masa> it will revert the
item after you use it...
L864[11:43:39] <masa> I was head desking
with a similar thing a while back
L865[11:43:40] <Intektor> lol
L866[11:43:52] <masa> you need to use an
event is you want it to work in creative mode too
L867[11:44:20] <williewillus> wat
L868[11:44:25] <williewillus> what's
happening?
L869[11:44:53] <masa> magic
L870[11:45:00] <williewillus> oh yea
L871[11:45:07] <williewillus> creative
mode takes a completely different code path
L872[11:45:15] <williewillus> for some
reason
L873[11:45:25] <Intektor> I will take a
look at that
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L876[11:45:54] <masa> Xilef11: if I
remember correctly, ItemPickupEvent fires after the player has
picked up the items, and it can't be canceled, whereas
EntityItemPickupEvent fires when EntityItem collides with a player
and it CAN be canceled to prevent picking up the item
L877[11:46:53] <Temportalist> Why are
there so many events, and in separate places too? Why not just have
one space and do pre post stuff?
L878[11:47:01] <williewillus>
history
L879[11:47:10] <williewillus> one's in
FML
L880[11:47:17] <williewillus> which used
to be separate from Forge
L882[11:47:29] <Temportalist>
williewillus: i think we should think about merging them at some
point
L883[11:47:43] <williewillus>
probably
L884[11:48:21] <masa> Intektor: and also
if you don't also update on the client then it will always be
choppy... not sure what you are doing though
L885[11:48:46] <Intektor> I am trying to
control an entity with a remote
L886[11:48:53] <masa> but for example
things like arrows and ender pearls also need to run the update
method on the client side so they will move smoothly
L887[11:49:32] <masa> well pretty much any
entity that moves
L888[11:49:54] <Intektor> Why do you have
so many event handlers?
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L892[11:55:18] <masa> well funny thing the
same event handler won't work for different things :p
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L895[11:57:23] <masa> *the same
event
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L905[12:28:36] <barteks2x> Should I try to
make my mod work in situation when someone killed minecraft process
when it was saving the world?
L906[12:30:40] <williewillus> how would
you handle that
L907[12:30:42] <williewillus> and probably
not :P
L908[12:31:15] <barteks2x> most of the
time it will work, but with vanilla worldgen it may crash after
reloading the world if that happens
L909[12:32:40] <barteks2x> And by trying
to make that work I mean never making save file inconsistent
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L911[12:33:40] <barteks2x> Mods of the
work for it is done by MapDB, but with vanilla wordgen if, for
example, cube at [x, 0, z] exists and cube at [x, 1, z] doesn't -
it's invalid state
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L915[12:42:55] <barteks2x> I got that
"impossible" NPE in FirstLightProcessor again...
L916[12:43:32] <barteks2x> As always, when
breakpoint wasn't set
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L920[12:50:58] <barteks2x> And how can I
possibly debug something I can't reproduce? Last time I saw this
error a week ago
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L943[13:26:21] <SkySom> You are
initializing those datawatchers, right?
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L945[13:27:42] <baegmon> is there anyway
to remove a player from a horse? I've checked that the horse UUID
and player UUID is different and tried to to
EntityHorse.disMountEntity(player),
EntityHorse.dismountRidingEntity(), EntityHorse.removePassengers()
but does not seem to work
L946[13:30:26] <masa> are you doing it
both on client and server?
L947[13:30:48] <baegmon> yep, should it be
just client-side?
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L950[13:33:00] <masa> no, both afaik
L951[13:33:27] <masa> at least I've gotten
weird glitches when you only mount an entity on one side
L952[13:36:34] <Intektor> I got it
working
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L958[13:41:10] <Xilef11> What's the
correct way to spawn particles from the server in 1.8.9?
L959[13:41:41] <Temportalist> diesieben07:
gigaherz: what is the appropriate way to use custom OBJs for blocks
in 1.9?
L960[13:42:11] <gigaherz>
OBJLoader.INSTANCE.addDomain("yourmodid"); in client
proxy preinit
L961[13:42:22] <gigaherz> then in your
blockstates json file, ensure it's forge blockstates
L962[13:42:35] <gigaherz> and simply use
"model":"whatever/model.obj"
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L965[13:44:33] <Temportalist> That
worked
L966[13:44:42] <Temportalist> gigaherz:
how is it implemented for items?
L967[13:44:43] <gigaherz> :)
L968[13:44:48] <gigaherz> exactly the
same
L969[13:44:55] <gigaherz> you use a
blockstates file, for the item
L970[13:45:24] <Temportalist> so what
would the setCMRL look like?
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L973[13:46:01] <gigaherz> just use the
resourcelocation of the blockstates file
L974[13:46:13] <gigaherz> unlike for
blocks, items don't care what the blockstates filename is
L975[13:46:20] <gigaherz> and you can
reuse the same file for multiple items
L976[13:46:26] <gigaherz> using variant
strings to distinguish them
L978[13:48:12] ⇦
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L981[13:49:39] <Nitrodev> hi all
L982[13:50:07] <gigaherz> o/
L983[13:51:05] <Nitrodev> and no i still
haven't gotten around fixing the inv bug
L984[13:51:11] <Nitrodev> too lazy
L985[13:51:44] <Intektor> how is
moveStrafing and moveForward calculated?
L986[13:51:57] <Nitrodev> strafing?
L987[13:52:04] <Nitrodev> is that sneak
walking?
L988[13:52:26] ⇦
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L989[13:52:32] <Intektor> no
L990[13:53:01] <Nitrodev> then what is
it?
L991[13:53:17]
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L993[13:54:25] <Intektor> I am asking
you
L994[13:55:12] <SkySom> "Strafing is
the technique of moving the player's character from side to side,
rather than Forward"
L995[13:55:43] ⇦
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connection)
L996[13:56:06] ***
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L997[13:56:13] ⇦
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L999[13:56:29] <Nitrodev> huh
L1000[13:57:12] <Xilef11> so
World.isDayTime() seems to be always true on the client. any way to
get around that?
L1001[13:58:03]
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L1003[13:58:45] <Zaggy2048> check the
code that renders the sun to find out how the client keeps track
:)
L1004[13:58:50] ***
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L1011[14:00:46] <Xilef11> and where is
the code that renders the sun?
L1012[14:02:22] ***
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L1014[14:02:49] <Nitrodev> hi
williewillus
L1016[14:02:55]
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L1017[14:03:06] <Nitrodev> wuppy nah i'm
good
L1018[14:03:10] <gigaherz> Xilef11: ifyou
search for "environment/sun" in the sources, you'll find
that it's used in RenderGlobal
L1019[14:03:15] <LexManos> I love that
song
L1020[14:03:19] <Wuppy> Nitrodev, I'll
never spoiler GoT
L1021[14:03:22]
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L1022[14:03:26] <gigaherz> which in turn
is used in renderSky
L1023[14:03:28] <Nitrodev> it's rick
rolling
L1024[14:03:35]
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L1026[14:03:48] <Nitrodev> justa
guess
L1027[14:03:50] <Wuppy> especially
considering I haven't even watched the latest episode so I can;'t
evne spoil it
L1028[14:03:51] <williewillus> hey
L1029[14:04:01] <Wuppy> hehe Lex, it's
actually a good song, yeah :P
L1030[14:04:37] <barteks2x> Eighter my
world.isAreaLoaded method is wrong, or some threading magic happens
again
L1031[14:04:42]
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190 seconds)
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L1033[14:09:12] <vox> Wuppy, nice
;P
L1034[14:10:03] <vox> I'm siiiiiiick and
it sucks
L1035[14:10:19] ***
manmaed|AFK is now known as manmaed
L1036[14:10:24] <vox> At least now that
I'm feeling good enough to use my PC I can work on modding
stuff
L1038[14:11:04] <Nitrodev> lucky
L1039[14:11:16] <Nitrodev> i ahev abug
that's both weird and seems non fixable
L1040[14:11:28] <Nitrodev> atleast as far
as my coding skills go
L1041[14:14:14]
⇨ Joins: synthetica
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L1042[14:14:36] <Wuppy> heh, I just
opened Unity when I wanted to game instead
L1043[14:14:39] <Wuppy> I'm not
awake....
L1044[14:15:24] <Nitrodev> lo
L1045[14:15:26] <Nitrodev> l
L1046[14:15:39] <Nitrodev> also i'm
starting to make games with unity too
L1047[14:15:58] <Nitrodev> been slow
since i chose to do the scripts with C# for ome weird reason
L1048[14:16:02] <Wuppy> cool, Unity is
awesome :)
L1049[14:16:02] <barteks2x> I thougt my
impossible exception just became reproducible. Unfortunately, it
was me adding early detection in wrong place :(
L1050[14:16:17] <Wuppy> Nitrodev, what
other thing would you use than C#?
L1051[14:16:28] <Nitrodev>
unity/javascript
L1052[14:16:31] <Wuppy> no
L1053[14:16:36] <Wuppy> please
L1054[14:16:37] <gigaherz> ewh no
L1055[14:16:39] <Nitrodev> ?
L1056[14:16:41] <vox> Man JS sucks in
Unity
L1057[14:16:48] <Nitrodev> why?
L1058[14:16:50] <vox> esp for big
projects, compile times just get too long
L1059[14:16:50] <Wuppy> javascript is
disgusting
L1060[14:16:52] <gigaherz> although some
stuff is shorter
L1061[14:16:53] <vox> Also that
L1062[14:17:01] <gigaherz> but
Unityscript is just meh
L1063[14:17:05] <Nitrodev> it's harder
for em to learn a new language than code with JS
L1064[14:17:10] <Nitrodev> me*
L1065[14:17:15] <gigaherz> it's not just
js, though
L1066[14:17:21] <gigaherz> it's
js-with-types, but not typescript
L1067[14:17:26] ***
fry is now known as fry|sleep
L1068[14:17:29] <vox> You'll regret it if
your project gets big enough
L1069[14:17:31] <Wuppy> C# is basically
identical to Java
L1070[14:17:37] <Nitrodev> i've heard
that
L1071[14:17:49] <gigaherz> not identical,
it has some really big differences
L1072[14:17:49] <Ordinastie_> that's
assuming he knows java
L1073[14:17:52] <vox> Except with more
cool language features like LINQ and operator overloading
L1074[14:17:54] <gigaherz> but once you
get to know it...
L1075[14:17:54] <Nitrodev> but it's the
'basically' i'm worried about
L1076[14:17:59] <Nitrodev> Ordinastie_,
shut up already
L1077[14:18:07] <Wuppy> gigaherz, for
normal programming, it's very similar
L1078[14:18:25] <gigaherz> it is
L1079[14:18:26] <gigaherz> but so is
C
L1080[14:18:35] <gigaherz> ;P
L1081[14:18:36] <Nitrodev> the variable
types are different
L1082[14:18:42] <gigaherz> nah
L1083[14:18:44] <gigaherz> it just has
extra
L1084[14:18:47] <gigaherz> int ===
int
L1085[14:18:48] <Nitrodev> well that's
not a big change but still
L1086[14:18:49] <gigaherz> long ===
long
L1087[14:18:52] <gigaherz> short ===
short
L1088[14:18:54] <Nitrodev> bool ==
boolean
L1089[14:19:00] <Nitrodev> bool is in
C#
L1090[14:19:00] <Wuppy> of course there's
subtle diferences, but I found the switch extremely easy
L1091[14:19:03] <gigaherz> but then it
has uint, ushort, etc
L1092[14:19:10] <Nitrodev> what are
thsoe?
L1093[14:19:15] <gigaherz> unsigned
L1094[14:19:17] <vox> Unsigned
integers!
L1095[14:19:20] <gigaherz> you cna't go
-1
L1096[14:19:20] <Wuppy> I recall that
lists/arrays work differently as well
L1097[14:19:32] <Nitrodev> oh
L1098[14:19:33] <gigaherz> it will wrap
up to uint.MaxValue-1
L1099[14:19:40] <gigaherz> eh
L1100[14:19:41] <gigaherz> it will wrap
up to uint.MaxValue*
L1101[14:19:45] <Ordinastie_> I find the
most difficult in coding in C#, is the editor ><
L1102[14:19:49] <Ordinastie_> too used to
eclipse
L1103[14:19:54] <gigaherz> that'sthe best
part for me
L1104[14:20:00] <gigaherz> I even set the
keybinds in IDEa to be VS-style
L1105[14:20:00] <gigaherz> ;P
L1106[14:20:02] <vox> VS is amazing
L1107[14:20:22] <gigaherz> at least unity
now supports VS properly
L1108[14:20:22] <gigaherz> coding with
MonoDevelop was horrible.
L1109[14:20:24] <Nitrodev> oh so uint is
basically JUST non negative
L1110[14:20:30] <gigaherz> yes
L1111[14:20:32] <vox> Yep
L1112[14:20:39] <gigaherz> the top bit is
still part of the number
L1113[14:20:43] <gigaherz> instead of
turning numbers negative
L1114[14:21:03] <vox> They're pretty
useful for a lot of things
L1115[14:21:15] <williewillus> 2's
complement is great
L1116[14:21:37] <gigaherz> it is, but
then you do certain things
L1117[14:21:43] <gigaherz> and you have
to use a long where an uint would fit
L1118[14:21:55] <gigaherz> and you
doubled the data size for no reason other than the java designers
being in denial
L1119[14:22:29] <gigaherz> worst case of
that are bytes
L1120[14:22:38] <Nitrodev> then there's
stack
L1121[14:22:39] <gigaherz> bytes being
signed is so bad.
L1122[14:22:40]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1123[14:22:44] <Nitrodev> which i don't
think is in Java
L1124[14:22:48] <gigaherz> wat?
L1125[14:22:54] <Nitrodev> the stack
var
L1126[14:22:57] <Nitrodev> in C#
L1127[14:22:58] <gigaherz> of course java
has a stack
L1128[14:23:12] <Nitrodev> oh
L1129[14:23:13] <gigaherz> all local vars
and function parameters go on the stack
L1130[14:23:16] <gigaherz> heck
L1131[14:23:25] <gigaherz> the JVM is a
stack-based machine
L1132[14:23:31] <gigaherz> the .NET one
too
L1133[14:23:32]
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L1134[14:23:34] <Nitrodev> oh
L1135[14:23:35] <Nitrodev> eh
L1136[14:23:47] <gigaherz> ILOAD x
L1137[14:23:47] <vox> Oh man signed bytes
are the worst imo
L1138[14:23:49] <gigaherz> ALOAD y
L1139[14:24:02] <gigaherz> MULT (whatever
it was) -> takes the top two from stack, and leaves the
result
L1140[14:24:02] <barteks2x> and chars are
unsigned in java. Which is even more weird
L1141[14:24:39] <gigaherz> the .net VM is
different, but it amounts to the same: you have load ops that put
things on a virtual stack
L1142[14:24:46] <vox> Yep
L1143[14:24:47] <gigaherz> and operators
that take things from the stack, and leave others
L1144[14:24:57] <Nitrodev> barteks2x, how
does that work? negative characters?
L1145[14:25:07] <williewillus> lol giga I
thought you said "bytes being aligned is so bad"
L1146[14:25:11] <williewillus> and I went
wat
L1147[14:25:15] <barteks2x> the fact that
they are numbers is weird by itself
L1148[14:25:50] <barteks2x> and char is
essentually unsigned short in java
L1149[14:27:10] <williewillus> well the
fact that many programmers don't know 2's complement and the
caveats of un/signed tells me the java devs made a marginally good
choice for beginners. still would be nice to have them though
L1150[14:30:02]
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L1151[14:30:45] <barteks2x> For me the
only place where I need unsigned values is also where I do bitwise
operations, and java has unsigned bit shift.
L1152[14:32:56] ***
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L1153[14:38:57]
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L1154[14:39:31] <vox> Is there a way to
detect if another mod is installed, and only add specific items if
it is?
L1155[14:40:26] <vox> So I can add TiCon
integration only if the mod is there?
L1156[14:41:01] <sokratis12GR> Wiki Pack
2 (for 1.9) Hmm Interesting
L1157[14:41:09] <sokratis12GR> wrong chat
sorry :P
L1158[14:41:20] <Xilef11> What's the
correct way to spawn particles from the server in 1.8.9?
L1159[14:41:49] <Cypher121> vox:
Loader.isModLoaded
L1160[14:41:54] <vox> Thanks
L1161[14:41:57] <Cypher121> I think
that's still the way
L1162[14:42:46]
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L1163[14:42:50] <Cypher121> also
@Optional
L1164[14:43:27] <SkySom> @Optional only
works for api interfaces
L1165[14:43:40] <SkySom> So yeah
Loader.isModLoaded is more what they want.
L1166[14:43:45] <vox> boni: when you're
around I'd like to talk to you
L1167[14:45:59] <tterrag> SkySom: what
does that mean
L1168[14:46:05] <tterrag> @Optional can
remove any method
L1169[14:46:11] <SkySom> Wait
really?
L1170[14:46:37] <SkySom> Damn okay. For
some reason I was told it went hand in hand with @API stuff.
L1171[14:47:04] <SkySom> That's better
though guess it could cause more issues
L1172[14:48:06] <barteks2x> WTF? I can't
pause execution in debug mode. It just does nothing, no
reaction
L1173[14:50:16]
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L1174[14:51:18] <Zaggy1024> Xilef11,
custom particles?
L1175[14:51:23] <Xilef11> no
L1176[14:52:09] <Zaggy1024> then
World.spawnParticle should work
L1177[14:52:46] <Xilef11> it
doesn't
L1178[14:52:57] <Xilef11> do I need to
cast to WorldServer or something?
L1179[14:53:02] <barteks2x> Minecraft
uses 100% of 4 cores. How?
L1180[14:54:21] <killjoy> dynamic
generation takes a lot of cpu
L1181[14:54:42] <barteks2x> but it's not
multithreaded
L1182[14:55:02] <barteks2x> and the game
is paused. And it froze
L1183[14:55:26]
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L1184[14:55:36] *
Temportalist shrugs
L1185[14:55:57] <Zaggy1024> Xilef11, no
you shouldn't need to
L1186[14:55:58] <Zaggy1024> what are you
calling exactly?
L1187[14:56:20] <Xilef11>
world.spawnParticle(EnumParticleTypes.PORTAL, getPos().getX(),
getPos().getY(), getPos().getZ(), 0.5F, 0.5, 0.5);
L1188[14:56:59] <barteks2x> the JVM
itself froze...
L1189[14:57:30] <Temportalist> haha
L1190[14:58:20] <vox> Is there an easy
way to upgrade forge in a MDK project?
L1191[14:58:40] <killjoy> change the
minecraft version
L1192[14:58:50] <killjoy> so
1.9-<forgeversion>
L1193[14:58:57] <vox> Ah okay
L1194[14:59:03] <vox> So it'll
autodownload the new one?
L1195[14:59:05]
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L1196[14:59:23] <gigaherz> vox: when you
rerun setupDecompWorkspace, yes
L1197[14:59:29] <vox> Awesome,
thanks
L1198[14:59:31] <gigaherz> in IDEA,
youcan do that directly from the gradle panel
L1199[14:59:42] <vox> Yep
L1200[14:59:53] ***
williewillus is now known as willieaway
L1201[15:00:03] <killjoy> in eclipse,
too
L1202[15:00:05] <gigaherz> you'll need to
click the "refresh" icon in the gradle panel afterward,
specially if you have changed the mappings too
L1203[15:00:12] <gigaherz> never seen a
gradle panel in eclipse XD
L1204[15:00:18] <killjoy> yup
L1205[15:00:23] <killjoy> added in
Mars
L1206[15:00:27] <killjoy> improved in
Mars.2
L1207[15:04:04] <barteks2x> Apparently I
have a world that makes JVM debugger stop responding
L1208[15:05:51] <vox> Huh
L1209[15:06:01] <gigaherz> \o/ ark update
240 is up
L1210[15:06:23] <vox> pfft who has time
for games
L1211[15:06:51] <vox> Man
setupDecompWorkspace is taking a *lot* longer than it has
previously
L1212[15:06:59] <vox> Up to almost 5 mins
now
L1213[15:07:04] <gigaherz> used to
pre-1.8.9 speeds?
L1214[15:07:21] <vox> It only took like 3
total last time I did it for 1.9
L1215[15:07:25] <gigaherz> hmm
L1216[15:07:33] <vox> I've never done
anything modding-related before 1.9
L1217[15:07:34] <gigaherz> it always
takes roughly the same here
L1218[15:07:50] <killjoy> I've never done
pre-1.7
L1219[15:07:52] <gigaherz> but then
again, I don't "wait" for it
L1220[15:08:00] <killjoy> I also haven't
done 1.7-pre
L1221[15:08:05] <vox> Yeah I'm watching a
youtube video atm
L1222[15:08:11] <vox> That could be a
contributing factor I guess
L1223[15:08:12] <gigaherz> it changed in
1.8.9, with the introduction of generics and such
L1224[15:08:18] <gigaherz> it just uses a
lot more resources
L1225[15:09:04] <barteks2x> how the hell
I ended up with 800 EntityWolf entities in one chunk?
L1226[15:09:19] <Gil> is there a way to
have a soft dependency on a mod?
L1227[15:09:34] <Gil> the mod is
optional, but if it's there, needs to be at least version X
L1228[15:09:38] ***
amadornes[AFK] is now known as amadornes
L1229[15:09:45] <barteks2x> I think my
world loading/saving code may be duplicating entities...
L1230[15:09:46] <gigaherz> hmmm
L1231[15:09:52] <gigaherz> I don't think
there's a
L1232[15:10:03] <gigaherz> hmm
L1233[15:10:04] <gigaherz> wait
L1234[15:10:04] <vox> Yo amadornes
L1235[15:10:06] <gigaherz> if you
do
L1236[15:10:07] <Gil> barteks2x: I've
seen that bug before
L1237[15:10:08] <vox> How're you
L1238[15:10:15] <amadornes> hey vox
o/
L1239[15:10:19] <Gil> it's more prevalent
in 1.5.2 IIRC
L1240[15:10:20] <gigaherz>
"after:mod@[1.2,)"
L1241[15:10:28] <amadornes> I'm doing
fine, what about you? :P
L1242[15:10:30] <gigaherz> no idea if
that works
L1243[15:10:45] <vox> I'm sick, but at
least I've got modding time now :P
L1244[15:10:50] <Gil> gigaherz: can you
explain what you're trying to do with that?
L1245[15:10:55] <gigaherz> in your
@Mod
L1246[15:10:58] <gigaherz> dependencies =
"..."
L1247[15:11:05] <Gil> yeah, I know
L1248[15:11:06] <barteks2x> Gil, wait,
was sthere simillar but in vanilla at some point?
L1249[15:11:09] <gigaherz> there's
L1250[15:11:12] <gigaherz>
"before:x"
L1251[15:11:14] <gigaherz>
"after:x"
L1252[15:11:17] <Gil> ah yes
L1253[15:11:20] <vox> amadornes: I
decided the next step for my shield mod would be TiCon integration
if it turns out to be feasible
L1254[15:11:21] <gigaherz> which let you
specify order
L1255[15:11:23] <Gil> and those are
soft
L1256[15:11:27] <gigaherz> then
"required-before" "required-after"
L1257[15:11:30] <Gil> maybe they can be
versioned
L1258[15:11:30] <gigaherz> which are
strict requirements
L1259[15:11:33] <amadornes> oooh, nice
vox
L1260[15:11:36] <Gil> thanks
L1261[15:11:39] <gigaherz> and I know
required-x can be versioned
L1262[15:11:45] <gigaherz> but no idea
about the non-strict ones
L1263[15:12:03] <amadornes> I'm currently
focusing on merging MCMP into Forge and studying
L1264[15:12:04] <vox> Just waiting on
boni to get online so I can talk to him about it, since I don't
think there's an API
L1265[15:12:04] <gigaherz> if that
doesn't work, you'll have to check if it's loaded
L1266[15:12:08] <gigaherz> and query the
metadata manually
L1267[15:12:11] <vox> Nice :D
L1268[15:12:13] <amadornes> so I don't
have that much time to work on other stuff
L1269[15:12:18] <vox> What're you
studying for?>
L1270[15:12:33] <amadornes> Literature
(Spanish)
L1271[15:12:52] <vox> fuuun :P
L1272[15:13:05] <amadornes> I hate having
to memorize the names of authors and what they each made
L1273[15:13:12] <amadornes> but I guess I
just have to do it...
L1274[15:13:15] <vox> I struggle with
holding a conversation in Spanish, so I'm sure I'd suck at
that
L1275[15:13:17] <Gil> thanks giga, big
help
L1276[15:13:24] <amadornes> I'm soooo
looking forward to going to university
L1277[15:13:31] <amadornes> no more
subjects I don't care about :D
L1278[15:13:38] <amadornes> oh, spanish
isn't a problem for me
L1279[15:13:42] <vox> Oh man you're
taking AP Spanish Lit aren't you
L1280[15:13:45] <amadornes> mostly
because I'm spanish :D
L1281[15:13:48] <vox> When's the
test?
L1282[15:13:54] <vox> lol there you
go
L1283[15:13:56] <amadornes> tomorrow
:P
L1284[15:14:11] <vox> The only AP test
I'm taking is World this year
L1285[15:14:16] <vox> I took AP CompSci
last year
L1286[15:14:21] <amadornes> AP?
L1287[15:14:41] <killjoy> college level
course in high school
L1288[15:14:48] <amadornes> oooh
L1289[15:14:49] <vox> Yep
L1290[15:14:51] <amadornes> I'd love to
do those
L1291[15:15:01] <amadornes> but sadly
that's not a thing here...
L1292[15:15:12] <vox> Ah, not a thing
around you?
L1294[15:15:15] <boni> there you go
L1295[15:15:16] <boni> *off to bed*
L1296[15:15:22] <amadornes> ohai
boni
L1297[15:15:23] <vox> One sec if you
don't mind
L1298[15:15:34] <vox> Any good way to add
new parts to the part builder?
L1299[15:15:39] <vox> Or is that in
there?
L1300[15:16:18]
⇨ Joins: thecodewarrior
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L1301[15:16:58] <vox> Oh nice, I see it.
Thanks!
L1302[15:17:09] <Gil> I made an extension
to ore recipes that accepts FluidStack arguments :D
L1303[15:17:34] <Gil> so you can say:
this shapeless recipe needs 1000mB of water
L1304[15:17:36] <gigaherz> o_O
L1305[15:17:43] <gigaherz> wat
L1306[15:17:49] <gigaherz> how do you get
that fluid in it?
L1307[15:17:50] <Gil> or this shaped
recipe requires at least 300mB of honey in this slot
L1308[15:17:54] <gigaherz> does it check
for item tanks?
L1309[15:18:00] <Gil> item
containers
L1310[15:18:05] <gigaherz>
interesting
L1311[15:18:09] <gigaherz> and nice
idea
L1312[15:18:14] <Gil> so it automatically
works with any mod added fluid containers of any size
L1313[15:18:28] <gigaherz> how does it
handle non-partial containers?
L1314[15:18:31] <gigaherz> such as a
bucket?
L1315[15:19:00] <Gil> well, if there's
more liquid in the recipe than needed, it consumes that
L1316[15:19:12] <gigaherz> ewh
L1317[15:19:17] <vox> Go submit a PR to
Forge that makes buckets partial
L1319[15:19:27] <Gil> but if you put in
too many buckets, it doesn't accept it
L1320[15:19:27] <Gil> so a 300mB recipe
will consume a full bucket
L1321[15:19:29] <Gil> but it won't
consume two
L1322[15:19:42] <Gil> lol vox
L1324[15:19:46] <Gil> that'd be
epic
L1325[15:19:51] <killjoy> Who decided
that 100mB = 1B?
L1326[15:19:52] <Gil> and break all mods
ever
L1327[15:19:57] <gigaherz> killjoy:
1000
L1328[15:19:58] <vox> killjoy: it's
1000
L1329[15:19:58] <killjoy> Shouldn't it be
1000mB?
L1330[15:20:01] <gigaherz>
milliBuckets
L1331[15:20:08] <killjoy> k
L1332[15:20:09] <vox> It is :P
L1333[15:20:12] <Gil> killjoy: it IS
1000
L1334[15:20:18] <killjoy> I got it
L1335[15:20:24] <killjoy> 3 times is
enough
L1336[15:20:26] <gigaherz> ;P
L1337[15:20:29] <vox> lol
L1338[15:21:20] <Gil> in any case, I like
it
L1339[15:21:30] <Gil> 99% of fluid
containers is 1000mB anyway
L1340[15:21:39] <gigaherz> portable tanks
;P
L1341[15:21:47] <Gil> ah yes
L1342[15:21:55] <Gil> you might want to
be careful with those XD
L1343[15:21:56] <gigaherz> there's some
with like 64B capacity
L1344[15:22:09] <Gil> oh wait
L1345[15:22:11] ***
manmaed is now known as manmaed|AFK
L1346[15:22:12] <gigaherz> so I'd be
really annoyed if it doesn't support taking aprtial amounts from
containers that CAN take partialamounts
L1347[15:22:25] <Gil> is there a way to
detect partial containers like that?
L1348[15:22:35] <Gil> do they use an
interface?
L1349[15:22:37] <Gil> I could add
that
L1350[15:23:00] <Gil> not sure how, but
I'll at least put it on the todo
L1351[15:23:16]
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timeout: 186 seconds)
L1352[15:23:16] <gigaherz> I have no idea
if itemstacks can be partially processed
L1353[15:23:30] <gigaherz> hmm yes
L1354[15:23:31] <gigaherz>
IFluidContainerItem
L1355[15:23:35] <gigaherz> fill and
drain
L1356[15:24:19]
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(~Dustine@2001:8a0:7b61:1701:2958:a100:3d0a:160b)
L1358[15:25:00] <Gil> I'm not quite sure
where in an IRecipe I need to drain it though
L1359[15:25:08] <Gil> I always get fuzzy
about that
L1360[15:25:46] <Gil> like what the
actual point of crafting is
L1361[15:26:32]
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L1362[15:27:28] <gigaherz> hmm if this is
1.8+
L1363[15:27:38] <Gil> it's not
L1364[15:27:39] <gigaherz> there's a
getRemainingItems
L1365[15:27:41] <gigaherz> if not
L1366[15:27:44] <gigaherz> then you
should be using 1.8+
L1367[15:27:47] <Gil> lol
L1368[15:28:08] <gigaherz> 1.9 RB was
released today
L1369[15:28:10] <Gil> actually, that's
fine, I'll add partial containers in 1.8+ then :)
L1370[15:28:15] <gigaherz> you
areofficially 3 versions behind.
L1371[15:28:46] <Gil> I don't see many
people trying to craft with tanks anyway
L1372[15:28:50] <gigaherz> and forge
plans to go 1.9.3 as soon as 1.9.3 releases, with an RB for 1.9.3 a
week after that
L1373[15:28:51] <Gil> it sounds cool
though :D
L1374[15:28:53] <Gil> really cool
L1375[15:29:12] <Gil> not my mod
gigaherz
L1376[15:29:16] <gigaherz> so within a
couple weeks, you could be 4 versions behind ;P
L1377[15:29:20] <Gil> so not sure how the
1.8 goes
L1378[15:29:24] <gigaherz> heh
L1379[15:29:31] <Gil> I'm just helping
out
L1380[15:29:38] <Gil> it had some
horrible integration
L1381[15:29:51] <Gil> agnostic fluid
recipes goes a long way to fix that
L1382[15:30:29] <Gil> but I'm not going
to step up and update a full mod just because it'd be a good thing
:p
L1383[15:30:38] <gigaherz> pff too bad
;P
L1384[15:31:01] <gigaherz> williewillus
did: he updated botania and projectE to 1.8, then 1.8.9 then
1.9
L1385[15:31:15] <gigaherz> or at least
1.8.9
L1386[15:31:21] <gigaherz> can't remember
if he did 1.8 before that
L1387[15:31:44] <Gil> so one of our users
asked if a recipe could not consume water bottles
L1388[15:32:11] <Gil> it seems like empty
water bottles are registered as containers, but water bottles don't
have empty water bottles as a container item
L1389[15:33:05]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1390[15:33:35] <gigaherz> then the
conversion would be to "null"?
L1391[15:34:02] <gigaherz> they arep
robably designed to be spent on use, like the cans in other
mods
L1392[15:35:19] <Gil> hmmm
L1393[15:35:22] <Gil> yeah,
probably
L1394[15:35:59] <Gil> we're going to make
an optional config probably, that lets you make vanilla water
bottles to return the bottle
L1395[15:36:05] <Gil> for users that want
that behavior
L1396[15:36:47] <masa> how much use will
there be at this point for new content in 1.7.10?
L1397[15:37:02] <masa> I mean how many
people are going t ostill be making new packs and configs and
stuff
L1398[15:37:29] <Gil> tons and tons
L1399[15:37:36] <gigaherz> sadly, quite a
lot
L1400[15:37:48] <gigaherz> just like how
there's still people messing with 1.6.4 and such
L1401[15:38:08] <Gil> there was a pack
that only switched to 1.7.10 a few months ago on FTB IIRC
L1402[15:38:23] <Gil> so they won't be
going 1.8+ any time soon
L1403[15:38:35] <Gil> why sadly
gigaherz?
L1404[15:38:37] ***
Gil was kicked by LexManos (Stop updating old shit))
L1405[15:38:49]
⇨ Joins: Gil
(uid147942@id-147942.brockwell.irccloud.com)
L1406[15:39:09] <gigaherz> Gil: because
of all the awesome new features being developed
L1407[15:39:13] <gigaherz> i'm not
against the retro feel
L1408[15:39:32] <Gil> as an end user, I
don't mind making packs of old stuff
L1409[15:39:41] <Gil> as a programmer, I
like my mods up to date
L1410[15:39:59] <Gil> here's the thing
though, as a contributor to a mod, I'm not sure :p
L1411[15:40:04] <LexManos> Making old
packs is fine, making old mods is not.
L1412[15:40:27] <Gil> so you wouldn't
contribute code to a mod, because it's not updated yet?
L1413[15:40:43]
⇨ Joins: Javaschreiber
(~Thunderbi@p57A463A8.dip0.t-ipconnect.de)
L1414[15:40:44] <LexManos> yes
L1415[15:40:50] <Gil> I get that
L1416[15:40:56] ***
willieaway is now known as williewillus
L1417[15:41:06] <LexManos> Updating old
mods and pushing new features to them just legitimizes people using
those old versions.
L1418[15:41:17] <LexManos> "Want
this cool new feature? To bad, you have to update"
L1419[15:41:34] <Gil> btw, LexManos, I
found an old IRC log a while back which had our first conversation
where I told you about Forge :D
L1420[15:41:48] <Gil> nostalgia
L1421[15:41:50] <gigaherz> up until
today, I was maintaining both 1.8.9 and 1.9 versions of my mods in
parallel
L1422[15:41:54] <gigaherz> literally
programming in one version
L1423[15:42:00] <gigaherz> and
cherry-picking from the other branch
L1424[15:42:03] ***
Gil was kicked by LexManos (dont ping me. Also I have no idea who
you are so meh.))
L1425[15:42:29]
⇨ Joins: Gil
(uid147942@id-147942.brockwell.irccloud.com)
L1426[15:42:35] <gigaherz> but since 1.9
is RB now, i'll probably "deprecate" the 1.8.9
branch
L1427[15:42:42] <gigaherz> keep it
bugfix-only
L1428[15:42:50] <LexManos> That's
acceptible, if you want to do more work for yourself and work on
the latest versionS then fine.
L1429[15:43:05] <Gil> you don't remember
me? awwww
L1430[15:43:10] <Gil> ah well, such is
life :p
L1431[15:43:10] <Javaschreiber> I'm
currently working on the VillagerRegistry, trying to make the
trades a little easier to work with. Is it considered save to
return an entire trade list for the modders to modify, or should it
be kept away from them?
L1432[15:43:13] <williewillus> for PE
since "Main dev" is tecchnically still on 1.7 (but no one
does anything)
L1433[15:43:14] <LexManos> But holding
back the new version in favor of the old version is, no questions
about it, add retarded.
L1434[15:43:17] <williewillus> I just
merge 1.7 into 1.8/9
L1435[15:43:32] <williewillus> but it's
essentially on 1.9 no one else does anything on master anymore
:P
L1436[15:43:40] <gigaherz> lol
L1437[15:43:42] <Gil> I was the one that
introduced you to Eloraam, ages ago
L1438[15:43:46] <Gil> and I found that
convo
L1439[15:43:50] <Gil> made me nostalgic
:)
L1440[15:43:50] <LexManos> The modders
shouldnt have the entire trade list.
L1441[15:43:56] <LexManos> they need to
go through the add functions
L1442[15:44:02] <LexManos> ah, well
hi.
L1443[15:44:17] <Javaschreiber> Lex, but
what if they want to remove certain recipes?
L1444[15:44:19]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1445[15:44:27] <Gil> anyway, back to my
fluid recipes
L1446[15:44:35] <Javaschreiber>
*trades
L1447[15:44:43] <LexManos> removal is
trickey as there isnt a unique system.
L1448[15:45:00] <LexManos> But meh they
can have remove functions
L1449[15:45:10] <Javaschreiber>
Thanks
L1450[15:45:55] <williewillus> oh yeah
that reminds me
L1451[15:45:59] <williewillus> any
progress on fluid caps?
L1452[15:46:15] <williewillus> that
really should be in asap imo
L1453[15:47:05] <LexManos> But ya, Forge
before I came along... literally nothing like what it is today
;)
L1454[15:47:29] <williewillus> lol
L1455[15:47:33] <gigaherz> I wasn't
around back then
L1456[15:47:33] <Gil> true
L1457[15:47:45] <gigaherz> did a little
bit of modding on 1.4.7
L1458[15:47:48] <Gil> Lex: you replaced
me actually :p
L1459[15:47:54] <gigaherz> and just 1.4.7
compared to now...
L1460[15:47:54] <Gil> which is most
probably a good thing
L1461[15:48:10] <LexManos> ? I dont
remember your name being associated with the project.
L1462[15:48:11] <LexManos> but meh
L1463[15:48:20] <Gil> I was just doing
stuff for Elo
L1464[15:48:34] <LexManos> Literally the
only thing remaining from the old crew are comments and empty
lines.
L1465[15:48:38] <williewillus> lol
L1466[15:48:39] <Gil> but I was working
on it for only a day or so when you took over from me
L1467[15:49:09] <williewillus> there's
traces of modloader stuff in FML still :P
L1468[15:49:11] <Gil> I think the first
installer for Forge was mine and that was used for exactly one
version
L1469[15:49:29] <Gil> so aside from a
single .bat file for one version, nothing I did was ever in Forge
:)
L1470[15:49:30] <williewillus> one of the
FML classes still tests for classes extending BaseMod :P
L1471[15:49:39] <LexManos>
<williewillus> there's traces of modloader stuff in FML
still
L1472[15:49:42] <LexManos> No.. no there
isn't.
L1473[15:49:57] <LexManos> There was
never any ModLoader code in FML, that's the entire point.
L1474[15:50:04] <williewillus> I mean
modloader compat stuff
L1475[15:50:20] <williewillus>
implementation/compat/whatever you call it :P
L1476[15:50:24] <LexManos> ah well ya..
theres some dead code around
L1477[15:50:25] <Gil> lol, is there any
mods still developing for ML?
L1478[15:50:27] <williewillus> no
L1479[15:50:35] <williewillus> it died
after 1.6 and shouldve died a lot earlier
L1480[15:50:49] <Gil> risu is too
stubborn
L1481[15:51:09] <Gil> I liked risu
though, been years since I saw him
L1482[15:51:16] <gigaherz> not ml,
thankfully, but there's other loaders, mostly LiteLoader, that are
used by people
L1483[15:51:50] <williewillus> oh the
class i was talking about is ASMModParser
L1484[15:52:04] <vox> How do I actually
use APIs from other mods? I have this TiCon library code but I
don't want to include it in my mod code
L1485[15:52:06] <williewillus> still has
checks for "net.minecraft.src.BaseMod" haha
L1486[15:52:14] <vox> Also I need to make
sure not to load it if TiCon isn't installed
L1487[15:52:19] <williewillus> vox: what
kind of library code is this?
L1488[15:52:20] <Gil> vox: put it in the
API folder
L1491[15:53:07] <gigaherz> vox: put all
the code in a separate class
L1492[15:53:08] <vox> Also if I add TiCon
integration I'm going to have to depend on Mantle, aren't I....
ugh
L1493[15:53:10] <gigaherz> that
references it
L1494[15:53:13] <vox> Okay
L1495[15:53:24] <gigaherz> using Ticon as
a library
L1496[15:53:27] <LexManos> anyways out,
gunna start dinner I think...
L1497[15:53:29] <gigaherz> preferably
maven if they have it
L1498[15:53:34] <gigaherz> then
L1499[15:53:34] <vox> Okay
L1500[15:53:46] <gigaherz> using
Loader.isModloaded
L1501[15:53:51] <gigaherz> you use
reflection to instantiate that class
L1502[15:53:58] <williewillus> Zaggy1024:
why does the lava look extra cheesy
L1503[15:53:59] <gigaherz> which would
expose a mod-agnostic interface
L1504[15:54:09] <gigaherz> so that you
can reference it
L1505[15:54:10] <Zaggy1024> it's a
different type of lava
L1506[15:54:15] <gigaherz> similar to
like, the proxies
L1507[15:54:18] <williewillus>
cheeselava
L1508[15:54:22] <vox> Aah cool
L1509[15:54:25] <vox> Okay, cool. I've
never used Java's reflection before but I'll look into it
more
L1510[15:54:36] <Zaggy1024> I don't think
it's safe to eat though
L1511[15:54:36] <Gil> williewillus: maybe
I should add a cheese liquid
L1512[15:54:39] <gigaherz>
Class.fromName("full class name including
package").newInstance()
L1513[15:54:43] <Gil> with a block
representation
L1514[15:54:52] <Gil> so we can have
lakes of molten cheese
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⇨ Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L1516[15:56:53] <vox> Where would I do
these Loader.iML checks?
L1517[15:57:51] <sokratis12GR> why this
array doesn't work properly ?
https://paste.ee/p/fGqYG I mean
it loads the other stuffs but regrets to load the int[]
L1518[15:57:53] <gigaherz> well, wherever
you need these bindings to be initialized
L1519[15:58:02]
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 190
seconds)
L1520[15:58:05] <gigaherz> maybe
instantiate in preInit
L1521[15:58:36] <williewillus>
sokratis12GR: how does it not work?
L1522[15:58:37] <gigaherz> and leave your
"ITiConBindings" instance stored in a field somewhere, so
that you can call it
L1523[15:59:19] <vox> Thanks, not a bad
idea
L1524[15:59:32] <sokratis12GR>
williewillus: whenever the player types an integer ingame or just
left it as it was it doesn't show to have armor protection, no
armor points are shown
L1525[16:00:10]
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L1526[16:03:17]
⇨ Joins: armctec (~Thunderbi@201.6.197.116)
L1527[16:03:27] <tterrag> the real
question is why you have a size 5 array and then start at index
1
L1528[16:03:53] <williewillus> lol
L1529[16:04:03] <williewillus> or just
have five fields
L1530[16:04:28]
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L1531[16:05:13] <vox> Does Loader.iML
take the mod ID or the full name?
L1532[16:05:44] <sokratis12GR> tterrag:
because whenever i set it to 4 crashes for some reason
L1533[16:05:54] <tterrag> -_______-
L1534[16:06:05] <sokratis12GR> wtf i'm so
noob
L1535[16:06:06] <tterrag> stop making
mods and go learn java, now
L1536[16:06:11] <sokratis12GR>
sorry
L1537[16:06:11]
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L1538[16:06:15] <sokratis12GR> it has to
start with 0
L1539[16:06:15] <sokratis12GR> ...
L1540[16:06:33] <tterrag> yes, arrays are
0 indexed
L1541[16:06:40] <gigaherz> even VB6,
which defaulted to 1
L1542[16:06:43] <tterrag> I don't say it
to be mean, I say it to help you
L1543[16:06:45] <tterrag> go learn
java.
L1544[16:06:49] <gigaherz> was often used
with "Option Base 0" to make it 0 instead
L1545[16:07:20]
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L1546[16:08:06]
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L1547[16:09:00] ***
V is now known as Vigaro
L1548[16:09:25]
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L1549[16:09:25] ***
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L1550[16:10:03] <gigaherz> we aren't
joking when we keep telling people who try to mod without having
proper knowledge of the basic concepts of programming
L1551[16:10:13] <gigaherz> would try to
read a programming book
L1552[16:10:28] <gigaherz> and be like
"ooooh, so THAT's why!" over and over
L1553[16:10:44] <unascribed> this is like
the fifth time sokratis12GR has asked a really dumb question that
would be solved by learning the language
L1554[16:10:52] <unascribed> and he's
been told every single time to GO LEARN JAVA GOD DAMN IT
L1555[16:11:13] <williewillus> your
comments arent helping
L1556[16:11:13] <williewillus> :P
L1557[16:11:16] <unascribed> It's a waste
of your time, it's a waste of our time, and it makes everyone
facepalm simultaneously
L1558[16:11:16] <gigaherz> and no,
"I don't learn this way" isn't an excuse -- you are
avoiding the whole "learning" part, and just memorizing
some patterns
L1559[16:11:26] <Intektor> the worst
thing is, he getting really many downloads without knowing
anything
L1560[16:11:28] <b0bst3r> Anyone know of
any server tools - things like tps/timings etc for 1.9?
L1561[16:11:30]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1562[16:11:38] <gigaherz> b0bst3r:
/forgetps
L1563[16:11:40] <williewillus> the
builtin vanilla profiler
L1564[16:11:41] <gigaherz> b0bst3r:
/forge tps
L1565[16:11:43] <gigaherz> it's
builtin
L1566[16:11:49] <williewillus> /debug
start|stop
L1567[16:11:51] <sokratis12GR> gigaherz:
I did what you told me i bought a java book
L1568[16:11:52] <williewillus> for the
vanilla one
L1569[16:11:56] <b0bst3r> oh nice
thanks
L1570[16:11:57] <Gil> Intektor: he's got
a mod?
L1571[16:11:58] <Gil> lol
L1572[16:12:01] <Intektor> yes
L1573[16:12:06] <Intektor> and it has 90k
downloads
L1574[16:12:11] <Gil> link me
L1575[16:12:16] <Gil> is it dirt to
diamonds?
L1576[16:12:18] <Intektor> a mod he
probably created by using youtuibe tutorials
L1577[16:12:18] <williewillus> who
does?
L1578[16:12:22] <Gil> or obsidian
tools?
L1580[16:12:36] <Intektor> no he created
many classes extending ItemArmor
L1581[16:12:44] <LexManos> you know, the
index isnt even the issue
L1582[16:12:46]
⇨ Joins: Drullkus
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L1583[16:12:46] <Intektor> and gave them
onArmortick potion effects
L1584[16:12:51] <LexManos> hes allocating
one to many and thus is working fine.
L1585[16:12:51] <sokratis12GR> I didn't
used any tutorials for the armors
L1586[16:12:53] <LexManos> But
whatever
L1588[16:12:59] <Intektor> yes
L1589[16:13:13] <gigaherz> the idea is
nice
L1590[16:13:16] <gigaherz> TiCon-like
armor
L1591[16:13:27] <gigaherz> no wait
L1592[16:13:31] <gigaherz> that was
Armoury?
L1593[16:13:34] <Gil> ArmorsPlus XD
L1594[16:13:35] <gigaherz> Armory?
L1595[16:13:35] <Intektor> So when I am
working really hard on my mods, for many many days, and I am happy
with 5k downloads, he has done nothing and gets 90k, I hate that
fact
L1596[16:13:37] <Gil> too funny
L1597[16:13:49] <Gil> so obsidian tools
mod basically
L1598[16:13:51] <gigaherz> yeah those
aren't the flexible ones I was thinking of
L1599[16:13:51] <williewillus> Intektor:
that's life
L1600[16:13:58] <williewillus> putting
him down does no good
L1601[16:13:58] <Gil> take vanilla
classes, copy paste them
L1602[16:13:59] <heldplayer> Lex: the
problem he was having was it crashing when he set the size to 4,
which is uh... pretty stupid
L1604[16:14:14] <LexManos> oh ya
noob
L1605[16:14:29] <vox> Yep, literally just
vanilla code and some textures
L1607[16:14:36] <LexManos> Dinner
topnight --^
L1608[16:14:40] <Intektor> even lex sais
that :D
L1609[16:14:52] *
heldplayer drools
L1610[16:14:53] *
gigaherz drools
L1611[16:14:58] *
unascribed ignites
L1613[16:15:08] <heldplayer> Not sure who
was first
L1614[16:15:09] *
williewillus drools on unascribed
L1615[16:15:10] *
sham1 drools
L1616[16:15:17] *
unascribed emits steam
L1617[16:15:17] <vox> That looks
awesome
L1618[16:15:22] <sham1> I'm back
btw
L1619[16:15:23] <Gil> most noob mods fall
into 3 categories
L1620[16:15:24] <b0bst3r> Anyone else get
stuck in their bed whilst sleeping?? pressing Leave Bed does
nothing (forge 1887, MC 1.9)
L1621[16:15:27] <gigaherz> I cooked some
pork yesterday, not smoked though
L1622[16:15:31]
⇦ Quits: Xilef11 (~xilef11@209.195.101.19) (Quit:
Leaving)
L1623[16:15:36] <Gil> 1) dirt to
diamonds: recipe mods that make the game easier
L1624[16:15:36] <williewillus> sham1:
from?
L1625[16:15:40] <Trent> i had a tough
time getting out of bed today.
L1626[16:15:55] <Gil> 2) obsidian tools:
copy paste vanilla classes, retexture them
L1627[16:15:56] <b0bst3r> Only way to get
out is to X Minecraft and reload
L1628[16:15:57] <sham1> From
hibernation
L1629[16:16:06] <Gil> 3) a slightly
altered tutorial mod
L1630[16:16:11] <williewillus> b0bst3r:
does esc not work?
L1631[16:16:12] <Intektor> its 11pm, I
really dont want to eat right now :D
L1632[16:16:21] <b0bst3r> nope
L1633[16:16:32] <williewillus> Gil: i
don't see a problem with making small mods like that to start
L1634[16:16:36] <williewillus> the
problem is copy pasting
L1636[16:16:47] <Intektor> his mod is
completly copy and pasting
L1637[16:16:48] <unascribed> I should
make TheUltimateToolsCraftPlus Reloaded
L1638[16:16:50] <heldplayer> I
just...
L1639[16:16:52] <heldplayer> Why
L1640[16:16:55] <Gil> williewillus: it's
not a problem
L1641[16:16:56] <sham1> Copypasta can be
pretty stronk at times
L1642[16:16:58] <Gil> I encourage
it
L1643[16:17:05] <Gil> it's just funny as
hell
L1644[16:17:34] <Intektor> If I knew, you
can generate so many downloads with retexturing armors, Id be rich
now :P
L1645[16:17:38] <gigaherz> Intektor: I
wrote a mod with ender chests for 1.8.9/1.9 a week ago
L1646[16:17:41] <gigaherz> because
someone suggested it here
L1647[16:17:46] <Intektor> I know
L1648[16:17:49] <Gil> of course, I
reserve the right to laugh when he asks questions about basic
programming stuff :p
L1649[16:17:49] <Intektor> Ive seen
it
L1650[16:17:50]
⇨ Joins: Fye
(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L1651[16:17:51] <Intektor> prettzy
nice
L1652[16:17:58] <gigaherz> it got more
downloads in one week than half my mods together
L1653[16:18:05]
⇦ Quits: Fye
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Quit)
L1654[16:18:11] <Intektor> how many has
it?
L1655[16:18:19] <heldplayer> About tree
fiddy
L1656[16:18:22] <gigaherz> 2180 right
now
L1657[16:18:27] <Intektor> well
L1658[16:18:31] <Gil> gigaherz:
linky
L1659[16:18:32] <Intektor> sometimes you
have to be lucky
L1661[16:18:44] <Intektor> Lucky Cases
got in 5 days 6k
L1662[16:18:48] <gigaherz> in comparison,
Survivalist has 1300
L1663[16:18:56] <Gil> I had a mod that
had 70k downloads in a week once, that was funny
L1664[16:19:15] <gigaherz> and Elements
of Power has 1300
L1665[16:19:15] <Intektor> look at
sokrates, he has got 90k with copy and pasting
L1667[16:19:39] <gigaherz> and it barely
has 30k
L1668[16:20:02] <Gil> my biggest mod was
Better Then Buildcraft, which I only maintained
L1669[16:20:06] <gigaherz> the
difference? the other 4 mods were things I wanted
L1671[16:20:16] <gigaherz> Enderthing
filled a hole
L1672[16:20:21] <Intektor> thats
true
L1673[16:20:39] <Intektor> it really
helps, but wasn't there a mod which has done exactly the same
before?
L1674[16:20:49] <unascribed> that's what
he means by "filled a hole"
L1675[16:20:59] <unascribed> it replaced
CB's EnderStorage which never got updated to 1.8+
L1676[16:21:16] <Intektor> so you can
like color dye code your ender chests?
L1677[16:21:19] <gigaherz> yup
L1678[16:21:28] <Intektor> ah nice
L1679[16:21:46] <gigaherz> you can craft
"keys" which let you access the color-coded contents from
ANY ender chest
L1680[16:21:47] <Intektor> I am currently
working on the dumbest mod ever :D
L1681[16:21:50] <Gil> I don't give a
rat's ass about downloads though
L1682[16:21:55] <gigaherz>
"locks" which fix a color codei nto a chest
L1683[16:21:59] <Gil> I make mods because
I like making mods
L1684[16:22:10] <Gil> most of my mods
aren't released in public
L1685[16:22:16] <Intektor> I am creating
a drone mod, so you can shoot players with a remote controlled
drone :D
L1686[16:22:24] <gigaherz> "security
cards" which let you bind a private network inventory so it's
automatable
L1687[16:22:39] <gigaherz> and packs
(backpacks) for on-the-go access
L1688[16:22:51] <Intektor> I think this
one has great potential to be very popular for modpack
creators
L1689[16:23:05] <gigaherz> lol
L1690[16:23:14]
⇦ Quits: sokratis12GR (sokratis12@62.221.158.165) (Quit:
Night all (2am, 7am school))
L1691[16:23:15] <Intektor> I mean yours,
not mine :D
L1692[16:23:24] <gigaherz> heh
L1693[16:23:28] <Intektor> mine is
bullshit
L1694[16:23:51] <Gil> I just wrote a
couple thousands line of code for a pack
L1695[16:23:52] <gigaherz> also:
SEO
L1696[16:23:55] <Dustine> beats my noob
mod .u.
L1697[16:23:57] <Gil> a pack that I will
play myself
L1698[16:23:58] <gigaherz> if you search
for "ender chest" in curseforge
L1699[16:23:59] <Gil> for a week
L1700[16:23:59] <Intektor> I think
sokrates will never join again now :(
L1701[16:24:00] <gigaherz> mine is #1
;P
L1702[16:24:33] <Intektor> if you search
for jetpack, mine is first too :)
L1703[16:25:05] <Intektor> a pretty easy
mod, but at least it's not copy and paste
L1704[16:25:09] <gigaherz> is that the
one where the wooden one explodes?
L1705[16:25:11] <Intektor> and people
seem to be liking it
L1706[16:25:13] <Intektor> yes :D
L1707[16:25:21] <Gil> do you guys write
mods just for yourself?
L1708[16:25:27] <gigaherz> sortof
L1709[16:25:27] <Gil> or am I the only
one that does that?
L1710[16:25:32] <gigaherz> but not
reallyu
L1711[16:25:34] <gigaherz> -u
L1712[16:25:35] <Dustine> i do, but i've
only ever written one so
L1713[16:25:37] <Gil> like I'll make a
small pack and write a few things for it
L1714[16:25:38] <gigaherz> I write
ideas
L1716[16:25:41] <Intektor> I sometimes
play with my schoolfriend
L1717[16:25:47] <Dustine> like, i don't
see anyone ever using mine so i just keep them for myself
L1718[16:25:51] <gigaherz> some of them
DO come from playing a pack and missing X
L1719[16:26:07] <MrSlick> Oh man, I
really like these oracle java docs. They are so helpful for
brushing up on java again.
L1720[16:26:08] <gigaherz> but others are
things I think would be interesting
L1721[16:26:08] <Intektor> but I want to
see people getting exploded by my wooden jetpack
L1722[16:26:11] <unascribed> all of my
mods come from playing a pack and going "X would be
cool"
L1723[16:26:12] <unascribed> :P
L1724[16:26:13] <Gil> it's just that when
it comes to finishing and releasing a mod, that's boring
L1725[16:26:26] ***
williewillus is now known as willieaway
L1726[16:26:27] <gigaherz> like my magic
mod
L1727[16:26:28] <thor12022> most of the
mods I've done I started for some modpack or other I was working
on
L1728[16:26:36] <gigaherz> the original
idea DID come to me while playing a pack
L1729[16:26:39] <Gil> also, say I do
release a mod
L1730[16:26:45] <Gil> I don't care if you
play it
L1731[16:26:48] <gigaherz> I was doing
thaumcraft and ars magica
L1732[16:26:57] <Gil> so if you file a
bug request, I'm going to be like "eh"
L1733[16:27:08] <gigaherz> and I thought
"geh, too complicated, I want something where I can just
simply take a staff ,and make things go boom"
L1734[16:27:13] <Intektor> gigaherz,
what's your most downloaded mod right now?
L1735[16:27:16] <gigaherz> and Elements
of Power was born
L1736[16:27:26] <gigaherz> Intektor:
Ender-Rift, by far, double as much as Packing Tape
L1737[16:27:33] <Gil> I wrote a huge
magic mod because Ars Magicka is so buggy and I wanted spells
XD
L1738[16:28:00] <unascribed> I wrote a
tiny magic mod because my modpack didn't have flight
L1739[16:28:12] <unascribed> and
SimplyJetpacks is a massively imbalanced ridiculous thing
L1740[16:28:23] <Gil> I deliberately
remove flight from my packs
L1741[16:28:27] <gigaherz> IMO the future
of flight is powered elytra
L1742[16:28:31] <Intektor> you seem thats
why I wrote Just Jetpacks
L1743[16:28:34] <Gil> flight is creative
mod imo
L1744[16:28:35] <Intektor> mine is way
better
L1745[16:28:41] <sham1> Is Powered
Elytras a thing yet?
L1746[16:28:51] <gigaherz> sham1: not
powered by themselves
L1747[16:28:52] <gigaherz> like
L1749[16:29:08] <Gil> I want to play with
Psi, but the mods I use aren't updated to 1.8+ yet
L1750[16:29:10] <gigaherz> or Blood
Magic's Air Sigils
L1752[16:29:20] <unascribed> or Psi's Add
Motion trick
L1753[16:29:41]
⇦ Quits: bochen415 (~bochen415@46.101.38.101) (Quit:
quit)
L1754[16:29:47] <gigaherz> or some mod
that adds Jet Boots
L1755[16:29:47] <Gil> I love Witchery's
broom
L1756[16:29:47] <gigaherz> ;P
L1757[16:29:51] <gigaherz> if anyone
writes it
L1758[16:29:53] <Gil> because it's so
fucking useless
L1759[16:29:55] <sham1> I'd just put jet
engines to my Elytra and be done with it
L1760[16:29:59]
⇨ Joins: bochen415 (~bochen415@46.101.38.101)
L1761[16:30:03] <Intektor>
JetBoots?
L1762[16:30:05] <gigaherz> but then
that's just a jetpack ;P
L1763[16:30:06] <unascribed> I've been
thinking of making a Jet Boots mod specifically designed for use
with Backlytra / 1.9 Elytra
L1764[16:30:10] <Intektor> Ive done
that
L1765[16:30:12] <Gil> like, learning to
use the broom properly in Witchery is an achievement
L1766[16:30:15] <sham1> A glider
jetpack
L1767[16:30:17] <Intektor> I've done
double jump shoes
L1768[16:30:19] <Gil> mostly you just
bump into things
L1769[16:30:20] <gigaherz> yeah so
L1770[16:30:24] <gigaherz> make it an
actual glider jetpack
L1771[16:30:31] <gigaherz> that reuses
the gliding capability of the elytra
L1772[16:30:46] *
gigaherz looks at Intektor with putty eyes
L1773[16:30:50] <unascribed> putty?
L1774[16:30:58] <gigaherz> puppy*
L1775[16:31:05] <sham1> Putty is a nice
thing
L1776[16:31:24] *
Intektor asks himself, why gigaherz does that
L1777[16:31:41] <unascribed> jeeeet
boots
L1779[16:32:11] <unascribed> a helmet
with a turbine in it that measures your speed would also be
cool
L1780[16:32:44] <sham1> The airspeed
velocity of an Elytra
L1781[16:33:01] <Intektor> gigaherz
L1782[16:33:05] <Intektor> I need your
help
L1783[16:33:25] <gigaherz> hm?
L1784[16:34:08] <Intektor> wait a
min
L1786[16:34:58] <Intektor> I tried at
least 200 times
L1787[16:35:32]
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L1788[16:35:40] <gigaherz> 1.9?
L1789[16:35:44] <Intektor> yes
L1791[16:35:52] <gigaherz> I just do
this
L1792[16:36:22]
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L1793[16:37:28] <gigaherz> I don't see
anything intrinsically different
L1794[16:37:36] <gigaherz> WAIT WAIT
WAIT
L1795[16:37:42] <gigaherz>
ARMOR_FEET
L1796[16:37:44] <gigaherz>
slot.LEGS
L1797[16:38:06] <gigaherz> there's
nothing that is feet armor, but goes on the legs
L1798[16:38:10] <gigaherz> XD
L1799[16:39:28] <gigaherz> hmm
although
L1800[16:39:34] <gigaherz> that value is
only checked in the creative tabs
L1801[16:39:43]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L1802[16:39:49] <gigaherz> ah no nm
L1803[16:39:54] <gigaherz> canEnchantItem
also checks it
L1804[16:40:07] <gigaherz> yeah,
Intektor, that's probably it.
L1805[16:40:11] <Intektor> what?
L1806[16:40:13] <Intektor> tell me
L1807[16:40:15] <Intektor>
plsplsplsplspsl
L1808[16:40:16]
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(uid95673@id-95673.richmond.irccloud.com) (Quit: Connection closed
for inactivity)
L1809[16:40:21] <gigaherz> [23:37]
(gigaherz): ARMOR_FEET
L1810[16:40:21] <gigaherz> [23:37]
(gigaherz): slot.LEGS
L1811[16:40:33] <Intektor> I completly
copied what you died, just to check
L1812[16:41:15] <Intektor> did, not died
:D
L1813[16:41:25] <gigaherz>
EnumEnchantmentType#canEnchantItem checks the armor slot
L1814[16:42:20] <gigaherz>
EntityEquipmentSlot.LEGS only works for ARMOR_LEGS or ALL or
BRAKABLE
L1815[16:42:27] <gigaherz> or ARMOR
L1816[16:42:34] <gigaherz> but not
ARMOR_FEET
L1817[16:42:37] <gigaherz> ;P
L1818[16:42:47] <Intektor> ah
L1819[16:42:55] <Intektor> but it is
still not working :(
L1820[16:43:04] <gigaherz> then it may be
a different issue
L1822[16:43:24] <gigaherz> how many books
are there in the enchanting table?
L1823[16:43:49] <Intektor> I can enchant
at 30 lvl
L1824[16:44:16] <gigaherz> hmm
L1825[16:44:22] <gigaherz> you'll have to
override getMaxEnchantability
L1826[16:44:33] <gigaherz> the default is
min+5
L1827[16:44:38] <gigaherz> and min for
lvl1 default is 1
L1828[16:44:44] <gigaherz> so it owuld
only appear for level 1..6
L1829[16:44:56] <gigaherz> any enchant
> lvl6 will never have yours
L1830[16:45:07] <Intektor> so I can set
it to 0?
L1831[16:45:10] ***
amadornes is now known as amadornes[OFF]
L1832[16:45:15] <gigaherz> if you want it
appearing all the time, override getMaxEnchantability
L1833[16:45:33] <gigaherz> no, make it
30
L1834[16:45:37] <gigaherz> or 3000
L1835[16:45:42] <Intektor> ok
L1836[16:45:50] <Intektor> or
Integer.MAX_VALUE
L1837[16:45:54] <gigaherz> yeh
L1838[16:46:08] <Intektor> 2^31-1
L1839[16:46:21] <gigaherz> anything that
causes
L1840[16:46:22]
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L1842[16:46:28] <gigaherz> p_185291_0_
<= enchantment.getMaxEnchantability(i)
L1843[16:46:30] <gigaherz> to pass
;P
L1844[16:46:39] <Intektor> now its
working :D
L1845[16:46:45] <Intektor> you're my
hero
L1846[16:47:07] <gigaherz> heh
L1847[16:47:13] <Intektor> No I can
release the bost mod ever
L1848[16:47:17] <Intektor> double
jump
L1849[16:47:28] <gigaherz> you just
caught me with a clear mind ;P
L1850[16:48:00] <Intektor> but why is
yours working without overriding it?
L1851[16:48:10] <gigaherz> mine is max
level 3
L1852[16:48:19] <gigaherz> like
unbreaking
L1853[16:48:24] <Intektor> ah ok
L1854[16:48:29] <gigaherz> level 1 will
appear 1..6
L1855[16:48:32] <gigaherz> level 2
10..15
L1856[16:48:42] <gigaherz> level 3
20..25
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L1858[16:48:51] <gigaherz> eh
L1859[16:48:58] <gigaherz> 11..26* and
21..26*
L1860[16:49:16] <Intektor> ah ok
L1861[16:50:30]
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L1863[16:51:19] <gigaherz> hmm I just
looked
L1864[16:51:28] <gigaherz>
EnchantmentDurability DOES override those methods
L1865[16:51:29] <gigaherz> XD
L1866[16:52:05] <Intektor> I think 40 is
a pretty good number
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L1870[16:55:09] <gigaherz> XD
L1871[16:56:53]
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L1874[17:01:28] <Temportalist> gigaherz:
you around?
L1875[17:01:38] <Temportalist> I might
need some blockstate assistance
L1876[17:01:44] <MrSlick> It's been a
while since I played modded minecraft, is JEI the new NEI?
L1877[17:01:52] <Temportalist> MrSlick:
for 1.9, yes
L1878[17:01:58] <Temportalist> 1.8
probably as well
L1879[17:02:04] <MrSlick> okie
L1880[17:03:05]
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L1882[17:04:19] <Intektor> the next one
will be named CloselyEnoughItems
L1883[17:05:04] <[NK]Ghost>
BarelyEnoughItems ?
L1884[17:05:26] <Intektor>
WayTooManyItems?
L1885[17:05:32] <[NK]Ghost>
DearGodTooManyItems
L1886[17:05:51] <Intektor>
WeNeedMoreItems
L1887[17:05:59] <[NK]Ghost>
StopGivingMeItems
L1888[17:06:03] <Drullkus>
StopItWithTheItems
L1889[17:06:08] <tterrag>
SomewhatLessThanEnoughItems
L1890[17:06:10]
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L1891[17:06:25] <Drullkus>
EveryDamnItem
L1892[17:06:28]
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L1893[17:06:31] <Intektor>
CloselyMoreThanJustEnoughItems
L1894[17:06:37] <madcrazydrumma> Hey
guys, I've made a model in MrCrayfish's model thing. Now, I've got
a "lava" texture inside the middle of it, how do I make
that animated
L1895[17:06:38] <Temportalist>
CMTJEI
L1896[17:06:57] <Drullkus>
madcrazydrumma: Just use an animated texture as normal
L1897[17:07:11] ***
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L1898[17:07:11] <Intektor> Please let me
be the won hwo creates CMTJEI for 1.10
L1899[17:07:11] <madcrazydrumma> Another
question; how do I use it as normal?
L1900[17:07:30] <madcrazydrumma>
"won hwo"
L1901[17:07:39] <Intektor>
WhyYouAddSoManyItemsToMinecraft
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L1903[17:08:32] <Temportalist>
WYASMITM
L1904[17:09:12] <Biochemic>
<Prefix>Items<Suffix> :D
L1905[17:09:20] <thecodewarrior> I
wonder, could you symlink your assets folder into a folder-based
texture pack and not have to refresh in eclipse each time you
change a texture? I don't see any reason why not.
L1906[17:09:33] <Temportalist> 0_0
L1907[17:09:48] <Temportalist> Just use
IDEA :P
L1908[17:09:52] <Intektor> use
intelliJ
L1909[17:09:54] <Intektor>
:D:D:D:D:
L1910[17:09:58] <madcrazydrumma>
Drullkus*
L1911[17:10:01] <thecodewarrior> But...
I... Learning curve...
L1912[17:10:09] <gigaherz> [00:04]
(Intektor): the next one will be named CloselyEnoughItems
L1913[17:10:10] <gigaherz> nonono
L1914[17:10:12] <Biochemic> symlinks
should work
L1915[17:10:12] <gigaherz> you are all
wrong
L1916[17:10:12] <Drullkus> ?
L1917[17:10:19] <gigaherz> the next one
will be simply "Items."
L1918[17:10:29] <madcrazydrumma> How do I
use an animated texture "as normal"
L1919[17:10:30] <Intektor> or
Items-.-
L1920[17:10:39] <Intektor>
(Items-.-)
L1921[17:10:40] <Drullkus>
madcrazydrumma: There is nothing special you need to do
L1922[17:10:43] <gigaherz>
madcrazydrumma: you do nothing special
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L1924[17:10:49] <gigaherz> just make the
animated texture as you would for a resourcepack
L1925[17:10:50] <Biochemic> no. i am
right: <Suffix> and <Prefix> are just null :P
L1926[17:10:51] <gigaherz> and poof, it
works
L1927[17:10:59] <Drullkus> yep
L1928[17:11:12] <madcrazydrumma> Yeah,
how would you do it for a resource pack? I'venever worked with
one
L1929[17:11:22] <gigaherz> check the
minecraft wiki
L1930[17:11:55] <williewillus>
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
L1931[17:11:55] <williewillus> %
University/School Laboratory Report
L1932[17:11:55] <williewillus> % LaTeX
Template
L1933[17:11:55] <williewillus> % Version
3.1 (25/3/14)
L1934[17:11:55] <williewillus> %
L1935[17:11:56] <williewillus> % This
template has been downloaded from:
L1937[17:11:59] <williewillus> %
L1938[17:12:01] <williewillus> % Original
author:
L1939[17:12:01] <gigaherz> NOOOOO
L1940[17:12:03] <williewillus> % Linux
and Unix Users Group at Virginia Tech Wiki
L1941[17:12:10] <madcrazydrumma>
gigaherz, so i just add animated {} to the block file?
L1943[17:12:12] <Temportalist>
williewillus: NNNNNNNNNNNNNIOOOOOOOOOOOOOOOOO
L1944[17:12:20] <Biochemic> just replace
the assets folder with a symlink of your texture Pack?
L1945[17:12:27] <williewillus> why didn't
the clipboard copy -.-
L1946[17:12:35] ***
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L1948[17:13:07] <madcrazydrumma> or is
all i have to do is put the .mcmeta with the icon image?
L1949[17:13:11] <madcrazydrumma> texture
image*
L1950[17:13:19] <williewillus> check the
page I just linked
L1951[17:13:25] <madcrazydrumma> I'm
there
L1952[17:13:25] <williewillus>
specifically 3.4.1 Animation
L1953[17:13:37] <gigaherz>
madcrazydrumma: what kind of anti-logicm ade you even consider
adding "animation{}" in your block file?
L1954[17:13:46] <gigaherz> made*
L1956[17:14:12] <madcrazydrumma>
programming + revision == brain dysfunction
L1957[17:14:16]
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L1959[17:14:44] ***
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L1960[17:14:52] <Drullkus> lol
L1961[17:14:53]
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L1963[17:15:08] <thecodewarrior>
Biochemic: Replace the texture pack's assets folder with a symlink
to the mod's resources assets folder. That way it'll reload the
texture pack each time without any trouble refreshing in
eclipse.
L1964[17:15:21] <Temportalist> Drullkus:
I am working on EsoTeriCraft
L1965[17:15:30] <Drullkus> Ah
L1966[17:15:49] <Biochemic> yes i meant
that ^^
L1967[17:15:56] <Temportalist> We have
spindles which put you to sleeps
L1968[17:16:13]
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L1969[17:16:17] <Drullkus> lol
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L1973[17:17:34] <Temportalist> gigaherz:
how do mark block for render update?
L1974[17:17:52] <williewillus>
notifyblockupdate
L1975[17:17:55] <williewillus> with the
proper flag
L1976[17:17:59] <thecodewarrior> 8
L1977[17:18:22] <thecodewarrior> the
fourth bit signals a block render update, no idea what the others
do
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L1979[17:18:35] <williewillus> i'm
assuming same as setblockstate
L1980[17:18:39] <gigaherz> nothing.
L1981[17:18:41] <gigaherz> at all.
L1982[17:18:47] <gigaherz> they used the
same flags as setBlockState
L1983[17:18:48] <williewillus> only 8 is
checked
L1984[17:18:50] <gigaherz> but they
aren't taken into account
L1985[17:18:52] <TehPotato> can someone
help me with a constant modding crash report
L1986[17:18:57] <williewillus> post the
log
L1987[17:18:59] <gigaherz> only 8 or no 8
matters
L1988[17:19:09] <gigaherz> and only in
the client
L1990[17:19:37] <willies952002> I'm
guessing wrong person?
L1991[17:19:41] <williewillus> lol
L1992[17:19:54] <williewillus> TehPotato:
did you accidentally download a dev build maybe?
L1993[17:20:00] <TehPotato> no
L1994[17:20:06] <gigaherz> you two have
an annoyingly long common prefix
L1995[17:20:06] <gigaherz> XD
L1996[17:20:12] <TehPotato> im trying to
mod with computercraft
L1997[17:20:24] <Temportalist> ohp, i was
derping. wrong pos in setblockstate
L1998[17:20:56] <williewillus> ?shrug I
never knew of another willie in the modding community haha
L1999[17:21:12] <Temportalist> TehPotato:
wrong @SubscribeEvent?
L2000[17:21:30] <TehPotato> i think that
maybe my computercraft is the wrong version
L2001[17:21:35] <gigaherz> TehPotato:
1.7.10 never deobfuscated mods for you
L2002[17:21:42] <gigaherz> either get a
dev version, or deobfuscate manually
L2003[17:22:05] <williewillus>
Temportalist: whatever made you thing of that :P
L2004[17:22:20] <Temportalist> scrolled
down too far
L2005[17:22:31] <Temportalist>
com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
L2006[17:22:42] <Temportalist> ignore me
haha
L2007[17:23:36] <TehPotato> thanks
L2008[17:23:38]
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L2009[17:27:59] ***
MrKickkiller is now known as MrKick|Away
L2011[17:31:20] <vox> Where the heck does
TinkerIntegration come from?
L2012[17:31:50] <vox> I don't even see
any reflection going on or anything, it just appears out of
nowhere
L2013[17:31:53] <barteks2x> "[FML]:
The world 295ae9d8 (New World) may have leaked: seen 15
times." What does that actually mean?
L2015[17:32:19] <Temportalist> classes in
the same package dont need import statements
L2016[17:32:26] <williewillus> barteks2x:
that message is usually over paranoid in 1.7
L2017[17:32:27] <vox> Ooh I didn't notice
that
L2018[17:32:29] <vox> Thanks
L2019[17:32:31] <williewillus> but I've
rarely seen it in 1.8+
L2020[17:32:33] <Temportalist> :D
L2021[17:32:35] <williewillus> so you
might have a memory leak
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L2023[17:32:38] <barteks2x> I have that
in 1.9
L2024[17:32:48] <barteks2x> but how does
it even detect it?
L2025[17:32:51] <capitalthree> I wish
forge would just move to operating on a non-obfuscated codebase at
runtime :P
L2026[17:33:09] <Drullkus> Why?
L2027[17:33:16] <capitalthree> because
obfuscation is stupid
L2028[17:33:16] <Drullkus> It's not hard
to compile
L2029[17:33:29] <Drullkus> What prevents
you from doing it?
L2030[17:33:41] <capitalthree> from doing
what?
L2031[17:33:45] <Drullkus> No, er
L2032[17:33:54] <Drullkus> What is
obfusication stopping you from doing
L2033[17:34:15] <capitalthree> usually
the headache is testing a mod alongside other mods
L2034[17:34:27] <capitalthree> since the
gradle runClient task runs unobfuscated
L2035[17:34:45] <Drullkus> What you can
do is to put an obfuscated mod into the mods folder for
runtime
L2036[17:34:46] <williewillus> barteks2x:
dimensionmanager has a weak map of all worlds it has seen
L2037[17:34:56] <williewillus> it then
takes the key set and subtracts the active worlds
L2038[17:35:03] <williewillus> and
anything left over it counts as "leaked"
L2039[17:35:08] <capitalthree> Drullkus:
not in 1.7.10 apparently. it works for newer ones?
L2040[17:35:10] <Drullkus> NEI does it
for 1.7, and it works in 1.9 with JEI iirc
L2042[17:35:22] <Drullkus> Or forge
natively does it, no idea
L2043[17:35:33] <barteks2x> williewillus,
what does it mean that it has "seen" a world?
L2044[17:35:48] <capitalthree> from
personal experience I can tell you that forge doesn't do it for
1.7.10
L2045[17:35:53] <Drullkus> I know
L2046[17:35:56] <williewillus> there is a
world in the dimension manager's weak map that is not part of the
set of active worlds
L2047[17:35:58] <Drullkus> NEI does it in
1.7.10
L2048[17:36:13] <williewillus> seen is
just the number of times dimensionmanager has checked and seen this
world leaking
L2049[17:36:20] <capitalthree> ...that's
irrelevant, since if the individual modder wants to support it,
they can just release a dev jar
L2050[17:36:28] <capitalthree> the
problem is mods that *don't* magically do what you're talking
about
L2051[17:36:48] <barteks2x> For me it's
still going to be magic
L2052[17:36:50] <MrSlick> how do I update
forge in Idea?
L2053[17:36:52] <Drullkus> mezz: is it
JEI that does the deobfusication on runtime for 1.9 or was it Forge
itself?
L2054[17:36:58] <williewillus> forge
itself
L2055[17:37:01] <Drullkus> Ah
L2056[17:37:04] <capitalthree> MrSlick:
you update forge in build.gradle
L2057[17:37:08] <Drullkus> ty
williewillus
L2058[17:37:23] <Drullkus> capitalthree:
There's your answer
L2059[17:37:26]
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L2060[17:37:40] <capitalthree> Drullkus:
ok but if you're telling me nei does it for 1.7, obviously other
mods don't
L2061[17:37:44] <barteks2x> all I want to
know is if it's actual issue in my mod or it's false positive
L2062[17:37:52] <Drullkus> Just drop
obfusicated mods into the mods folder for the unobfusicated client
and you're good
L2063[17:37:56] <capitalthree> is there
any *benefit* to forge environments being obfuscated?
L2064[17:37:57] <LexManos> TIL pork loins
come in packs of 2, looks like we're having lots of meat for
dinner...
L2065[17:38:00]
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L2066[17:38:07] <capitalthree> yum
L2067[17:38:12] <Drullkus> Lex: Sounds
fun
L2068[17:38:19] <LexManos> What are you
guys trying to do?
L2069[17:38:23] <Drullkus> Celebrating
the Forge Recommended Release?
L2070[17:38:37] <Drullkus> We're
discussing the obfusicated mods in unobf enviro
L2071[17:38:46] <Drullkus> Namely, on
runtime
L2072[17:38:50] <LexManos> just stick
them in the mods folder and they will be loaded.
L2073[17:38:54] <Drullkus> Yep
L2074[17:38:58] <capitalthree> I'm
wondering why there's support for an obfuscated runtime environment
at all :P
L2075[17:39:06] <capitalthree> instead of
forge mods just always being unobf
L2076[17:39:11] <LexManos> And no, just
dinner. Playing with my smoker.
L2077[17:39:12] <gigaherz> mappings
L2078[17:39:24] <gigaherz> the names of
methods change between mappigns versions
L2079[17:39:27] <gigaherz> and mappings
versions are daily
L2080[17:39:35] <gigaherz> so mods are
translated to srg names
L2081[17:39:40] <Drullkus> Yep
L2082[17:39:40] <pig> occasionally.
L2083[17:39:46] <gigaherz>
"func_XXXX_a"
L2084[17:39:51] <gigaherz> this way
everyone's happy
L2085[17:40:30] <gigaherz> indirectly,
that's why it's so awesome that forge will deobf mods
L2086[17:40:33] <pig> what do you mean by
obfuscated environment capitalthree
L2087[17:40:33] <capitalthree>
func_XXXX_a does not make anyone happy
L2088[17:40:42] <gigaherz> (maven deps,
or in the mods folder)
L2089[17:40:51] <gigaherz> because the
old dev jars
L2090[17:40:53] <pig> i believe
func_XXXXX_a makes a lot of people happy
L2091[17:40:56] <capitalthree> pig: I
mean if forge can run minecraft in unobfuscated form for testing
mods, why not just play the actual game like that
L2092[17:40:59] <capitalthree> and have
all mods be unobfuscated
L2093[17:41:02] <gigaherz> would still
contain names
L2094[17:41:06] <gigaherz> that my
mappings may not have anymore
L2095[17:41:07] <gigaherz> or not
yet
L2096[17:41:10] <pig> capitalthree:
because mapping can be changed
L2097[17:41:17] <pig> func_XXXXX_a names
do not change
L2098[17:41:24] <gigaherz> so it was
sometimes impossible to debug certain combinations of dev
jars
L2099[17:41:25] <theFlaxbeard> It's
easier to put the burden of changing mappings on the devs than the
end users
L2100[17:41:26] <capitalthree> so if the
mappings change do people keep having to rewrite their mods?
L2101[17:41:31] <LexManos> oh was
wondering who you guys were talking to, got him on ignore aparently
cuz retard.
L2102[17:41:35] <gigaherz> no,
capitalthree
L2103[17:41:39]
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L2104[17:41:41] <theFlaxbeard> No,
because the obfuscation process changes the mappings back to the
func names
L2105[17:41:43] <Temportalist> Drullkus:
I may need you to fix your textyre
L2106[17:41:53] <gigaherz> you just have
to fixup a couple names every now and then, in your source
code
L2107[17:41:57] <Drullkus> Lex: Ah,
capitalthree has a streak? ok
L2108[17:41:59] <gigaherz> the compiled
jars contain srg names only
L2109[17:42:21] <pig> func_78923_B could
be getBoundingBox() in 1.6 or getEntityBoundingBox() in 1.8 in
"unobf" form but in obf runtime it's always just
func_78923_B
L2110[17:42:24] <capitalthree> lol. I'm a
retard because I happened to mention once that partnering with
malvertising isn't great
L2111[17:42:52] <LexManos> He being a
retard again?
L2112[17:43:09] <pig> i don't think I
should be biting my fist
L2113[17:43:12] <williewillus> i was
wondering who you guys were talking to lol
L2114[17:43:16] <pig> oh wells back to
studying
L2115[17:43:33] <Drullkus> Lex: Just
being dense
L2116[17:43:46] <gigaherz> depends on
what your opinion is on
L2117[17:43:46] <gigaherz> [00:38]
(capitalthree): I'm wondering why there's support for an obfuscated
runtime environment at all :P
L2118[17:43:46] <gigaherz> [00:39]
(capitalthree): instead of forge mods just always being unobf
L2119[17:43:48] <pig> i'm curious if lex
has me blocked
L2120[17:43:49] <gigaherz> we just
answered ;P
L2121[17:44:07] <capitalthree> yeah
gigaherz did give me a good reason at least :P
L2122[17:44:09] <capitalthree> thanks
gigaherz
L2123[17:44:11] <theFlaxbeard> I remember
like four years ago I got banned from #mcforge when I was just
learning java and asked a stupid java question :P
L2124[17:44:12] <gigaherz> np
L2125[17:44:13] <LexManos> Forge mods ARE
always unobfusicated
L2126[17:44:17] <LexManos> they are in
SRG names
L2127[17:44:18] <theFlaxbeard> I deserved
that ban
L2128[17:44:21] <pig> it's been that was
since 1.4.5 right?
L2129[17:44:23] <pig> or was it
beta
L2130[17:44:25] <LexManos> there are
three versions of the code:
L2131[17:44:37] <pig> or was it
1.2?
L2132[17:44:44] <williewillus> 1.5
L2133[17:44:48] <williewillus> runtime
deobf was a 1.5 thing
L2135[17:44:54] <LexManos> Notch (a.a),
SRG (Block.func_1234_a), and Mapped (Block.onChange)
L2136[17:44:57] <pig> so thaaaat's what
1.5 is known for
L2137[17:45:02] <capitalthree> ohhh
ok
L2138[17:45:02] <LexManos> Notch changes
every MC release
L2139[17:45:05] <capitalthree> thanks
Lex, I didn't realize that
L2140[17:45:07] <LexManos> SRG changes
NEVER
L2141[17:45:14] <LexManos> Mapped changes
when people change them
L2142[17:45:17] <capitalthree> suddenly
it makes sense
L2143[17:45:25] <capitalthree> I didn't
realize notch and srg were different
L2144[17:45:45] <LexManos> You REALLY
think mojang sends out 'func_1234_a' names?
L2145[17:45:48] <capitalthree> I guess he
still can't hear me xD but someone can tell him thanks for me
L2146[17:46:00] <williewillus> pig: lol
basically, on the modding side of things
L2147[17:46:02] <pig> lex how often do
mcp stable mappings get updated?
L2148[17:46:15] <LexManos> whenever
bspkrs wants it to
L2149[17:46:19] <gigaherz> pig: when
bspkrs feels like it
L2150[17:46:23] <gigaherz> ;P
L2151[17:46:25] <pig> williewillus: well,
I remember 1.4.7, 1.6.4 and 1.7.10 but I always forget waht 1.5
did
L2152[17:46:26] <Drullkus> heh
L2153[17:46:36] <pig> 1.3.5 was it and
1.2.7?
L2154[17:46:41] <williewillus> lol
L2155[17:46:45] <williewillus> 1.3.2 and
1.2.5
L2156[17:46:50] <pig> derp.
L2157[17:46:52] <pig> I'm old.
L2158[17:46:54] <pig> i forget
things
L2159[17:46:56]
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L2161[17:47:07] <pig> hmm okay I'll go
bug him when I feel like stable needs an update. I use snapshot all
the time anyways
L2162[17:47:08] <Drullkus> 1.3.2 isn't a
version name I haven't heard in a long time
L2163[17:47:19] <barteks2x> Maybe I'm
just stupid but even after explanation I still don't understand
what does the "leaked world" message actually means and
how Forge knows it
L2164[17:47:19] <Drullkus> That version
was left in the dust completely lol
L2165[17:47:38] <pig> i have not seen a
"leaked world" message for like... forever
L2166[17:47:58] <williewillus> 1.2 is
double worlds, 1.3 SPMP merge (Apocalypse #1), 1.4 ?? 1.5 HD
textures an animations, runtime deobf 1.6 resource system 1.7 ID
zap, worldgen change 1.8 APOCALYPSE #2
L2167[17:47:59] <pig> Drullkus: it's the
first MC that split server and client. many modders were reluctant
to move to it cause major refactor
L2168[17:48:13] <williewillus> the first
time the world ended for modders ;p
L2169[17:48:14] <pig> barteks2x:
basically a mod is storing a world in the memory that shouldn't
still be in memory
L2170[17:48:21] <Drullkus> Yes, I
remember that... Thank god for that
L2171[17:48:29] <pig> williewillus: not
for me, I did SMP already in 1.7.3 beta so I knew the ropes
L2172[17:48:35] <williewillus> hehe
L2173[17:48:35] <LexManos> barteks2x, It
means that somewhere in your code has a hard reference to the
world. And isn't nletting the JVM's garabage collector clean it up.
We detect it by having a WEAR refernce to the world and checking
after the GC run if it's still valid.
L2174[17:48:50] <LexManos> WEAK**
L2175[17:49:07] <pig> ^ programmer
terms
L2176[17:49:08] <barteks2x> I just don't
get how it works for world that it still loaded
L2177[17:49:11] <pig> my term was ELI5
terms
L2178[17:49:11] <gigaherz> note that this
ref may be indirect
L2179[17:49:18] <gigaherz> someone may be
keeping a reference to a TE
L2180[17:49:19] <LexManos> the world isnt
still loaded
L2181[17:49:20] <LexManos> thats the
thing
L2182[17:49:20] <gigaherz> which has a
worldObj
L2183[17:49:23] <gigaherz> or stuff like
that
L2184[17:49:44] <LexManos> Well, more
specifically it's still loaded when it SHOULDNT be
L2185[17:49:48] <gigaherz> so you may not
always easily realize HOW you are leaking it
L2186[17:49:51] <barteks2x> it can't be
unloaded, because it's singleplayer with only one world
L2187[17:49:54] <pig> barteks2x: it
happens if you're in SMP and you're the only player in say the
overworld, and another dimension gets unloaded. like say a
mystcraft world that has no one in it or somehting
L2188[17:49:59] <pig> singleplayer has 3
worlds
L2189[17:50:06] <gigaherz> each dimension
is a World object
L2190[17:50:07] <pig> (without mods
anyways)
L2191[17:50:07] <LexManos> Single player
can load as many worlds as it wants...
L2192[17:50:18] <williewillus> well the
nether and end unload in SP if youre not in them
L2193[17:50:21] <barteks2x> I didn't
load/unload any dimennsions, I loaded only one world and didn't
quit yet
L2194[17:50:23] <williewillus> and no
chunkloaders ofc
L2195[17:50:25] <gigaherz> and oyu can
have more than one dimension loaded at once
L2196[17:50:28] <barteks2x> and it still
occasionaly shows up
L2197[17:50:31] <gigaherz> such as you
being in the nether
L2198[17:50:35] <gigaherz> but having the
spawn chunks active
L2199[17:50:37] <capitalthree> and if
you, say, toss a piece of string into a nether portal, it rapidly
loads and unloads the nether even if wasn't loaded
L2200[17:50:43] <LexManos> you're doing
something that's causing the world to think it should be
unloaded
L2201[17:50:44] <capitalthree> *if it
wasn't loaded
L2202[17:50:46] <LexManos> nothing we can
do there
L2203[17:50:46] <Drullkus> iirc the
nether portals chunkload
L2204[17:50:49] <pig> barteks2x: a mod
might be loading a world that's unloaded then storing a reference
to it and never letting it unload
L2205[17:50:53] <capitalthree> Drullkus:
whoah. really?
L2207[17:50:58] <williewillus> portals
are weird
L2208[17:51:05] <Drullkus> I need to
check
L2209[17:51:09] <gigaherz> that's how the
iron farms work
L2210[17:51:10] <MrSlick> I changed the
forge version in build.gradle and did ./gradlew
setupDecompWorkspace but forge didn't upgrade. What did I do
wrong?
L2211[17:51:11] <pig> capitalthree: how
do you think pigmen go through the portal sometime?
L2212[17:51:18] <gigaherz> the other side
of a portal lets entities tick
L2213[17:51:23] <williewillus> Dark:
interesting
L2214[17:51:23] <barteks2x> my mod is the
only mod there, I don't have any portals, and I n't touch any
dimensions ogther than overworld
L2215[17:51:24] <capitalthree> pig: by
going through while players are visiting the nether
L2216[17:51:25] <minecreatr> Dark,
interesting
L2217[17:51:26] <gigaherz> for a few
seconds after an entity goesthrough
L2218[17:51:33] <pig> capitalthree: lol
no
L2219[17:51:35] <gigaherz> so the Iron
Titan farm
L2220[17:51:42] <gigaherz> sends an item
every few seconds to keep it active
L2221[17:51:42] <capitalthree> pig: I've
never seen it happen when the portal was undisturbed but I'll take
your word for it
L2222[17:52:07] <MoxieGrrl> capitalthree:
I've seen it SO MANY TIMES.
L2223[17:52:10] <pig> well you do have to
visit the nether at least once yeah
L2224[17:52:10] <gigaherz> to keep the
overworld active, that is
L2225[17:52:19] <pig> hey MoxieGrrl
L2226[17:52:25] <MoxieGrrl> Hiya.
L2227[17:52:32] <williewillus> i used to
see it in 1.7 a lot
L2228[17:52:42] <williewillus> but i dont
think ive seen it once in 1.8+
L2229[17:53:11] <gigaherz> actually
L2230[17:53:18] <barteks2x> I probably do
have some leaked chunks somewhere, but I don't see how it could
possibly cause this message to appear without the world being
unloaded
L2231[17:53:19] <gigaherz> don't nether
portals spawn pigmen spontaneously?
L2232[17:53:35] <williewillus> only when
theyre loaded
L2233[17:53:38] <gigaherz> without
anything crossing over?
L2234[17:53:43] <williewillus> no
L2235[17:53:47] <pig> *shrug* have to
look at the code
L2236[17:53:59] <williewillus> it's just
a random possibility when the portal block receives a random
tick
L2237[17:54:00] <williewillus> iirc
L2238[17:54:08] <Drullkus> What bothers
me is that no one actually knows
L2239[17:54:10] <Drullkus> Not even
google
L2240[17:54:16] <pig> Drullkus: we can
find out
L2241[17:54:19] <Drullkus> Yeah
L2242[17:54:20] <gigaherz> When a Nether
portal block in the Overworld receives a block tick, there is a
small chance (1/2000 on Easy, 2/2000 on Normal, and 3/2000 on Hard)
it will spawn a zombie pigman on the portal frame beneath it. If a
zombie pigman spawned in this way does not leave the portal it
spawns on, it will never be teleported to the Nether.
L2243[17:54:21] <pig> we're just too lazy
to right now
L2244[17:54:24] <Drullkus> For once and
for all-
L2245[17:54:31] <MrSlick> I changed the
forge version in build.gradle and did ./gradlew
setupDecompWorkspace but forge didn't upgrade. What did I do
wrong?
L2246[17:54:32] <MoxieGrrl> The lazy is
strong with this group.
L2247[17:54:35] <gigaherz> yeah
L2248[17:54:35] <Drullkus> heh
L2249[17:54:36] <williewillus> well it
could walk out of the portal
L2250[17:54:38] <williewillus> and then
back in
L2251[17:54:42] <gigaherz> the portal
block spawns pigmen spontaneously
L2252[17:54:45] <pig> MrSlick: did you
remember to save build.gradle?
L2253[17:54:50] <MrSlick> yes
L2254[17:54:54] <gigaherz> I recall some
farms built on that effect
L2255[17:54:55] <williewillus> did you
refresh the idea project?
L2257[17:55:01] <MrSlick> yes
L2258[17:55:11] <pig> try starting
over
L2259[17:55:15] <MrSlick> k
L2260[17:55:18] <pig> from opening
build.gradle again
L2261[17:55:39] <williewillus> yeah those
gold farms have been obsolated completely by the broken 1.8 zompig
mechanics though :D
L2262[17:55:42] <gigaherz> MrSlick: the
refresh icon on the GRADLE panel, not the one on the main
toolbar?
L2263[17:55:43] <capitalthree> so what
minecraft version is that? maybe I didn't see it because I still
play 1.7.10
L2264[17:55:49] <barteks2x> the world
leaked count is going up, now it's 105 and I'm literally just
standing in one place
L2265[17:55:52] <williewillus> (always
drop xp and raredrops when aggroed even if you don't even touch
them)
L2266[17:56:09] <pig> barteks2x: you dun
fucked up now
L2267[17:56:11] <MrSlick> gigaherz: Oh,
no I did not press that.
L2268[17:56:20] <gigaherz> you always
want the one from the gradle panel
L2269[17:56:21] <gigaherz> in facty
L2270[17:56:22] <MrSlick> Kinda didn't
even know gradle had a panel tbh
L2271[17:56:23] <gigaherz> -y
L2272[17:56:29] <Drullkus> lol
L2273[17:56:29] <pig> gigaherz: hi
L2274[17:56:30] <gigaherz> you can run
setupDecompWorkspace from there, too
L2275[17:56:34] <MrSlick> neat
L2276[17:56:55] <gigaherz> and if it
crashes from out of memory, edit the gradle.proeprties and give it
extra ram ;P
L2277[17:57:31] <MrSlick> thanks guys
<3
L2278[17:57:40] <williewillus> i usually
sDW from console lol
L2279[17:57:49] <gigaherz> I do
everything from IDEA now
L2280[17:57:53] <gigaherz> I changed my
process
L2281[17:57:57] <gigaherz> I usedto
do
L2282[17:58:09] <gigaherz> sDecW from
console, import into idea, genIntellijRuns from idea
L2283[17:58:12] <gigaherz> now I just
simply do
L2284[17:58:23] <gigaherz> import into
idea, sDecW, then genIntellijRuns all within idea
L2285[17:58:27] <pig> that sounds
tedius
L2286[17:59:03] <Drullkus> pig: When
you're using to making animation files, it sounds like a piece of
cake
L2287[17:59:12] <Drullkus> you're used to
making*
L2288[18:00:24] <barteks2x> the leaked
count seems to increase only after saving world (Gathering id map
for writing to world save...)
L2289[18:01:08]
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L2293[18:06:09] <LexManos> The leaked
count is how many times our detector has run and saw that the world
leaked
L2294[18:06:13] <LexManos> not how many
worlds are leaking
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L2296[18:08:10] <Temportalist> is there a
block function fired whenever it is removed from the world?
L2297[18:08:36]
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L2299[18:08:57] <Temportalist>
breakBlock, right?
L2300[18:09:10] <pig> i miss the old
onBlockRemoved
L2301[18:09:49] <barteks2x> I will just
create heap dumo and see what is there...
L2302[18:09:55] <barteks2x> *heap
dump
L2303[18:13:14]
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L2306[18:29:14] <MrSlick> How am I
suppose to properly handle making and registering items? I heard
before that people don't like (modname)Items.java, is it true that
is a bad thing?
L2307[18:29:27] <williewillus> not
really
L2308[18:29:37] <williewillus> most
people just have a ModItems.java
L2309[18:29:39] <williewillus> or
similar
L2310[18:29:42] <barteks2x> VisualVM
tells me that there is "JNI Global" reference to World
class in EntityPig O_o
L2311[18:29:54] <MrSlick> I see
L2312[18:29:56] <williewillus> lol
L2313[18:30:18] <barteks2x> and this is
the only GC root
L2314[18:30:51] ***
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L2317[18:32:31] <gigaherz> the modpack
search in the curse app is so useless
L2318[18:32:36] <gigaherz> no way to
filter by mc version
L2319[18:32:38] <vox> So I see TiCon
somehow is reflecting JEI stuff into it's code, including the
annotation. Any ideas how this is working?
L2321[18:32:43] <barteks2x> so... I have
memory leak caused by a breakpoint
L2322[18:32:58] <Temportalist> barteks2x:
RIP :P
L2324[18:33:32] <Drullkus> ?
L2325[18:33:38] <Temportalist> ?
L2326[18:33:40] <Drullkus> Oh, you told
me you needed a texture redone
L2327[18:33:42] <gigaherz> vox:
wat?
L2328[18:33:43] <Drullkus> What was
that
L2329[18:33:59] <gigaherz> what do you
mean "reflecting"?
L2330[18:34:01] <Temportalist> I fixed
the texture, just needed to be flipped in the block state
L2331[18:34:07] <vox> I'm not sure what
the right word is here
L2332[18:34:09] <Temportalist> Drullkus:
that is the nexus thing
L2333[18:34:18] <vox> gigaherz: TiCon
isn't including a jar of JEI or the API source at all,
anywhere
L2334[18:34:19] <Drullkus> Ah nicr
L2335[18:34:23] <gigaherz> yes it
is
L2336[18:34:23] <Drullkus> nice*
L2338[18:34:27] <gigaherz> through maven
dependencies
L2339[18:34:28] <vox> OOOH
L2340[18:34:33] <vox> I'm dumb,
thanks
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L2342[18:36:43] <Temportalist> Drullkus:
can you make another model for me?
L2343[18:36:49] <gigaherz> meh
L2344[18:36:55]
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L2345[18:37:00] <gigaherz> I'd love to
stay around longer, but I gotta sleep
L2346[18:37:05] ***
gigaherz is now known as ghz|afk
L2347[18:37:06] <Drullkus> Temportalist:
Oh? sure
L2348[18:37:11] <Drullkus> Not at this
minute
L2350[18:38:53] <barteks2x> After
restarting without debug mode and loading world, exitting, loading
other world - memory leak is gone
L2351[18:39:00] <Temportalist> So still
arcane in look and feel, but also tesla coil-y
L2352[18:40:01]
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L2353[18:44:31] <Drullkus> Temportalist:
Can do :P
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L2360[18:55:53] <vox> Any idea why this
wouldn't work in IDEA?
L2362[18:56:38] <williewillus> what's
"wouldn't work"?
L2363[18:56:46] <TehNut> Where's your
dependencies block?
L2364[18:56:49] <williewillus> you need
to include the actual library
L2365[18:56:49] <williewillus> ^
L2366[18:57:07] <williewillus> that's
just saying "Gradle, there exists a web server at xx that is a
maven"
L2368[18:57:49] <gr8pefish> For 1.9, does
the offhand add a slot I would need to iterate over when checking
(for {everySlot in player's inventory} ) or is it separate?
L2369[18:58:26] <williewillus> how are
you doing the for everyslot in player's inventory
L2370[18:58:58] <gr8pefish> for (int i =
0; i < player.inventory.getSizeInventory(); i++)
L2371[18:59:08] <williewillus> that gets
everything
L2372[18:59:15] <williewillus> though you
should be using the cap version ;)
L2373[18:59:41] <gr8pefish> yeah true,
could you tell me how to do so though?
L2374[18:59:50] <williewillus> see
EntityPlayer.getCapability
L2375[18:59:58] <gr8pefish> will do
L2376[19:00:03] <williewillus> i think
null side gets you a wrapper that gives everything
L2377[19:02:37] <vox> Thanks TehNut
L2378[19:02:43] <vox> I do have the
dependency block too, one sec
L2379[19:03:05] <vox> deobfCompile
"mezz.jei:jei_1.9:3.1.+"
L2380[19:03:16] <vox> It seemed to have
picked it up now
L2381[19:03:22] <tterrag> don't use
+
L2382[19:03:23] <vox> I... have no idea
what I did
L2383[19:03:26] <vox> Okay
L2384[19:03:26] <tterrag> it's
deprecated
L2385[19:03:30] <vox> Good to know,
thanks
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L2389[19:05:10] <gr8pefish> williewillus,
this look right? IItemHandler handler =
player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
null); And then just use the handler to get items in the
slots
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L2391[19:05:24] <williewillus> yeah
L2392[19:05:30] <williewillus>
IItemHandler really should be iterable
L2393[19:05:32] <williewillus> but oh
well
L2394[19:05:42] <gr8pefish> sweet,
ty
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L2396[19:05:45] <LordSkittles_> so, I am
updating to 1.9, what is the equivalent for getClosestPlayer for
tileEntities?
L2397[19:06:41] <vox> Okay, here's the
error I'm getting:
L2399[19:07:00] <vox> For some reason
it's not picking up the repositories block?
L2401[19:07:07] <gr8pefish> williewillus,
was it you that made a google doc for updating to 1.8 that included
a section on capabilities?
L2402[19:07:09] <tterrag> vox: post your
whole script?
L2403[19:07:13] <vox> Okay
L2404[19:07:29] <williewillus> i made a
gist
L2405[19:07:36] <williewillus> but the
cap one was separate from the 1.8 one
L2406[19:07:48] <mezz> vox, 3.3.3 is not
a valid version
L2407[19:07:52] <gr8pefish> do you have a
link to that cap one?
L2408[19:08:14] <gr8pefish> just trying
to fully understand it still is all
L2410[19:08:23] <vox> Ah I see
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L2412[19:08:31] <masa> why is that
searching for it from libraries.minecraft.net?
L2413[19:08:36] <mezz> personally I use
3.3.3.+ but tterrag yells at me
L2414[19:08:45] <vox> Lol
L2416[19:08:47] <tterrag> mezz: read the
page I posted :P
L2417[19:08:58] <mezz> masa gradle checks
ibraries.minecraft.net when it can't find it from the other
mavens
L2418[19:09:08] <tterrag> actually it
checks *all* mavens
L2419[19:09:10] <vox> Oh, because it's
ForgeGradle
L2420[19:09:11] <vox> right
L2421[19:09:12] <tterrag> MC just happens
to be last on the list
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L2423[19:09:18] <vox> Mezz, thanks that
worked
L2424[19:09:24] <tterrag> and no, that's
nothign to do with FG
L2425[19:09:25] <mezz> tterrag, the last
number is the jei build number, it's not really significant
L2426[19:09:37] <vox> Oh really?
L2427[19:09:39] <mezz> but I
understand
L2428[19:09:47] <tterrag> "Bugfix
updates should be safe and absorbed as quickly as possible. In
other words, if you're using 23.0.+, it should never break because
the patch version should only update for bug fixes. There are two
problems with this idea. First, you have to trust that the library
is using versions to denote patches correctly. And second, you have
to trust that the developer never writes a bug into a patch
version. Two big ifs; not worth the risk."
L2429[19:10:07] <tterrag> I'm sure you've
never accidentally done a build with a bug, right?
L2430[19:10:07] <mezz> I trust the
library because I AM the library though
L2431[19:10:16] <vox> Man, I somehow
killed Forge
L2432[19:10:17] <mezz> haha
L2433[19:10:22] <tterrag> rule 1: trust
no one
L2434[19:10:24] <tterrag> :D
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L2438[19:10:56] <tterrag> what even
L2439[19:11:10] <mezz> up your meme game
tterrag , that's a classic
L2441[19:11:23] <vox> How did I even do
this
L2442[19:11:32] <masa> oh btw, how much
work will forestry need before a public release for 1.9? does it
need some major refactoring or is there incomplete stuff or
similar?
L2443[19:12:14] <mezz> I'm elbows deep
into the rotting guts of forestry 1.9. been working on it like 6
hours a day for 2 days so far >_>. just tons of small changes
add up
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L2445[19:12:26] <mezz> it's not compiling
yet
L2446[19:12:38] <masa> how complete was
the 1.8.9 version?
L2447[19:12:42] <vox> Uugh I have to run
setupDecompWorkspace again, don't I. That's annoying
L2448[19:13:07] <mezz> 1.8.9 is working
and mostly bug free but I want to add a lot more documentation and
some other stuff before a public release
L2449[19:13:16] <masa> alright
L2450[19:13:18] <mezz> by that time, it
should be 1.9 o'clock
L2451[19:13:26] <mezz> so I figure might
as well just skip to 1.9
L2452[19:13:29] <tterrag> vox: only if
you update forge
L2453[19:13:37] <masa> I'd love to help
with the porting, but I'm not at all familiar with the codebase so
it might not go well... :p
L2454[19:13:37] <tterrag> or clear the
cache for some reason
L2455[19:13:57] <mezz> I appreciate it,
thanks :)
L2456[19:14:06] <vox> I don't think I did
either, but all of my libraries except for JEI disappeared :P
L2457[19:14:13] <LordSkittles_> Anyone
know of a good way to get the closest player to a te from inside
the te class?
L2458[19:14:26] <vox> mezz: any tips on
how to reflect JEI in?
L2459[19:14:45] <mezz> how to..
what?
L2460[19:15:23] <mezz> LordSkittles_,
World.getClosestPlayer
L2461[19:15:25] <masa> I also have metric
shit tons of other stuff I _should_ be doing instead of modding
but... in case I take a look at forestry at some point, is there
something in particular I should know about the code/state of the
code?
L2462[19:15:42] <LordSkittles_> mezz.
doesn't exist anymore
L2463[19:15:42] <mezz> it's not working,
don't look yet. do well on your finals :p
L2464[19:15:50] <mezz> LordSkittles_, oh,
1.9?
L2465[19:15:55] <LordSkittles_>
Yeah
L2466[19:15:56] <masa> butbut... :p
L2467[19:15:58] <williewillus> did you
really have that many compiles going from 1.8.9 to 1.9?
L2468[19:16:04] <williewillus> that's
surprising
L2469[19:16:12] <williewillus> excluding
dumb things like find replace
L2470[19:16:13]
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L2472[19:16:19] <williewillus> that we
can use migration mappings for :P
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L2474[19:16:34] <mezz> willie, lots of
nonstandard rendering and item overlay colors and handedness etc
etc
L2475[19:16:59] <mezz> LordSkittles_,
maybe World.findNearestEntityWithinAABB
L2476[19:16:59] <tterrag> LordSkittles_:
probably isn't a way that isn't O(n)
L2477[19:17:13] <tterrag> mezz: but what
is the minimum range? he asked for *the* closest one :P
L2478[19:17:14] <williewillus> it has to
scan the whole list
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L2481[19:17:53] <mezz> minecraft doesn't
keep lists of entities by their classes? fuck me
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L2483[19:18:05] <tterrag> it keeps a list
of players
L2484[19:18:11] <williewillus> well
chunks do
L2485[19:18:12] <tterrag> iterate over
that and find the closest by distSq
L2486[19:18:14] <tterrag> that's pretty
cheap
L2487[19:18:17] <mezz> ah okay. probably
good to write your own findPlayer thing then
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L2489[19:18:33] <tterrag> O(n) where n is
player count in the world
L2490[19:18:37] <tterrag> should have
specified :P
L2491[19:18:42] <tterrag> not ALL
entities
L2492[19:18:43] <tterrag> that would be
awful
L2493[19:19:00] <mezz> when n is < 128
please ignore people talking about O() notation lol
L2494[19:19:00] <williewillus> you could
be clever and do some spiraling outward search by querying the
Chunk obejcts directly
L2495[19:19:06] <williewillus> but yeah
just scan the list
L2496[19:19:30] <masa> oh what happaned
with that ClassInheritanceWhateverMap and the performance issues
willie was profiling a little while ago?
L2497[19:19:47] <williewillus> still
bad
L2498[19:19:55] <williewillus> don't call
getENtitiesInAABB with big AABB's
L2499[19:20:02] <williewillus> often at
least
L2500[19:20:12] <LordSkittles_> I can't
work it out >.<
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L2502[19:20:29] <williewillus> which is
amusing since CIMultimap should have increased performance
L2503[19:21:02] <masa> was the CIMap new
in 1.9? how were they stored in 1.8, just a simple list?
L2504[19:21:03] <mezz> LordSkittles_, 1.9
totally has World.getClosestPlayer unless I lost my mind I'm
looking at it
L2505[19:21:03] <tterrag> mezz: size of n
is irrelevant. I was just saying there is no direct way to lookup
"closest" anything :P
L2506[19:21:09] <williewillus> it was new
in 1.8.9
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L2508[19:21:13] <williewillus> 1.8.0 did
it the old way
L2509[19:21:17] <tterrag> if that method
does it, it's still just an iteration
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L2511[19:21:24] <mezz> yep
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L2513[19:22:26] <LordSkittles_> mezz it
has getClosestPlayerToEntity but doesn't allow tileEntities
L2514[19:22:53] <mezz> there's one that
takes x, y, z
L2515[19:23:01] <Geforce> Hey, whenever I
try to run gradlew setupDecompWorkspace with the new RB of Forge
1.9, I get this weird error, any tips? :
http://pastebin.com/Qj8Gx1tC
L2516[19:23:24] <Zaggy1024> apparently
1.9 won't launch with JRE7 on my machine
L2517[19:23:28] <williewillus> well like
i said you could try to be clever and take advantage of hwo things
are stored in chunks and search outwards, but it probably isn't
worth the effort
L2518[19:23:41] <Zaggy1024> I realized I
had it set as the executable and when I launch 1.9 it doesn't run,
but it works fine with the default executable
L2519[19:23:43] <Zaggy1024> kind
weird
L2520[19:23:47] <LordSkittles_> mezz
where? I'm going crazy looking for ti
L2521[19:24:05] <mezz>
getClosestPlayerToEntity calls it
L2522[19:24:23] <tterrag> use your IDE
pls
L2523[19:24:33] <LordSkittles_> LOL it's
func_184137_a
L2524[19:24:39] <LordSkittles_> That's
why I couldn't see it
L2525[19:24:41] <tterrag> !gm
184137
L2526[19:24:43] <mezz> update ur mappings
nub :p
L2527[19:24:52] <tterrag> [MCPBot_Reborn]
Last Change: 2016-03-19 05:16:29.593750-04:00 (bdew)
L2528[19:24:58] <tterrag> that's 2 months
old
L2529[19:25:00] <tterrag> your fault
:P
L2530[19:25:30] <LordSkittles_> mezz how
does one update mappings
L2531[19:25:45] <masa> Geforce: did you
try with --info to see more details? or maybe with
--refresh-dependencies
L2532[19:25:47] <tterrag> it's one line
in your buildscript
L2533[19:26:01] <tterrag> mappings =
...
L2534[19:26:04] <tterrag> !!latest
1.9
L2535[19:26:04] <MCPBot_Reborn> ===
Latest Mappings ===
L2536[19:26:05] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2537[19:26:06] <MCPBot_Reborn> 1.9
snapshot_20160504
L2538[19:26:40] <mezz> where can I find
the magical 1.8.9 to 1.9 intellij migration mappings for the mcp
UPPERCASE stuff?
L2539[19:26:50] <mezz> I saw it before
but didn't bookmark it
L2540[19:26:52] <Zaggy1024> huh, version
check settings uses mods' IDs rather than their friendly
names
L2541[19:27:22] <vox> mezz: they're
linked in Willie's 1.9 migration thing
L2542[19:27:25] <mezz> thanks
L2543[19:27:26] <vox> one sec and I'll
link it
L2544[19:27:38] <gr8pefish> I'm assuming
the reason IExtendedEntityProperties doesn't exist in 1.9 is that
it was scrapped for the capability system?
L2545[19:27:48] <williewillus> yes
L2547[19:28:01] <mezz> thanks
L2548[19:28:04] <vox> no problem
L2549[19:28:09] <williewillus> mezz: i
think boni made those migration mappings before all the case
changes
L2550[19:28:12] <williewillus> so
:P
L2551[19:28:16] <williewillus>
find-replace it is
L2552[19:28:19] <vox> lol that's
annoying
L2553[19:28:25] <mezz> boo, that's the
only ones I have issues with
L2554[19:28:30] <Geforce> masa, let me
try running it with refresh-dependencies and see what
happens...
L2555[19:28:41] <williewillus> plus the
MM is only classes
L2556[19:28:43] <mezz> I just regexed the
others in like 10 minutes, but all these items and blocks are
getting to moe
L2557[19:28:44] <williewillus> not fields
or methods
L2558[19:28:54] <mezz> getting to
me*
L2559[19:28:59] <mezz> okay
L2560[19:29:47] <masa> can't you regex
the items and blocks somewhat easily?
L2561[19:30:18] <williewillus> not if the
specific modder you got the mod from didn't name their parameters
properly and left them in mcp/srg form coughdammitvaz
L2562[19:30:25] <Matthew> tterrag ╡ MC
just happens to be last on the list <-- not the reason why it is
part of the stacktrace/error
L2563[19:30:30] <Matthew> minecrafts
maven repo is shite
L2564[19:30:33] <williewillus> (speaking
mostly about signature changes)
L2565[19:30:34] <tterrag> yes I
know
L2566[19:30:34] <masa> since you know it
will be \sItem.[a-z_]+ etc
L2567[19:30:35] <Matthew> and returns 403
instead of 44
L2568[19:30:37] <tterrag> it returns
403
L2569[19:30:40] <Matthew> *404
L2570[19:30:41] <mezz> regex isn't so
great at making stuff uppercase... I should google it, maybe
there's a super secret character to do it
L2571[19:31:07] <tterrag> regex isn't
really good at "modifying" anything
L2572[19:31:12] <tterrag> it's for
matching :P
L2573[19:31:15] <mezz> \U looks
promising
L2574[19:31:33] <mezz> well sure, but
most things with find-replace that support regex also have some
kind of modifiers
L2575[19:32:07] <LordSkittles_> LOL mezz
I updated my mappings and it still wasn't there
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L2578[19:32:33] <LordSkittles_> I'ma just
write a wrapper function
L2579[19:32:37] <tterrag> then you did it
wrong
L2580[19:32:42] <tterrag> I HOPE you
reran setup
L2581[19:32:48] <mezz> LordSkittles_,
./gradlew setupdecompworkspace
L2582[19:33:08] <tterrag> sDecW
L2583[19:33:21] <masa> and then
re-import/refresh whatever depending on your IDE
L2584[19:33:47] <masa> also good time to
update forge itself t olatest version
L2585[19:33:55] <LordSkittles_> That's
what I did mezz
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L2588[19:35:21] <mezz> ./gradlew
idea
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L2590[19:35:42] <masa> uh afaik you
shouldn't be doing that
L2591[19:35:50] <masa> only for
eclipse
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L2593[19:36:06] <masa> but for idea just
import the build script
L2594[19:38:25] <Zaggy1024> do lambdas
not work with reobfuscation?
L2596[19:39:03] <williewillus> Zaggy1024:
no
L2597[19:39:06] <Zaggy1024> I got an
AbstractMethodError on an IBlockColors lambda
L2598[19:39:11] <Geforce> masa, tryed it
with --info, it's saying "system is out of resources",
even though I'm giving gradle 3GB..
L2599[19:39:12] <Zaggy1024> no they
don't?
L2601[19:39:16] <williewillus> there's a
ticket open in SpecialSource for it
L2602[19:39:18] <williewillus> they
don't
L2603[19:39:19] <Zaggy1024> ah
L2604[19:39:27] <Zaggy1024> okay, I'll
just keep using retrolambda then
L2605[19:39:32] <williewillus> you have
to wrap it in another functional interface that extends the obf
one
L2606[19:39:44] <Zaggy1024> meh
L2607[19:39:56] <Zaggy1024> retrolambda
works so I'll just keep it
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(~Delenas@mobile-166-171-056-138.mycingular.net)
L2610[19:43:20] <williewillus> $ labels
add 2820 Bug
L2611[19:43:21] <Actuarius> Added labels
[Bug] for issue 2820; new labels: [Bug].
L2612[19:43:58] <williewillus> $ labels
add 2810 Feature
L2613[19:44:00] <Actuarius> Added labels
[Feature] for issue 2810; new labels: [Feature].
L2614[19:44:19] <mezz> is github so dumb
that the only way to let people add labels to their own issues is
with an IRC bot? cmon github...
L2615[19:44:27] <tterrag> eh
L2616[19:44:35] <tterrag> letting anyone
add labels to their issue would be very abusable
L2617[19:44:43] <mezz> actually now that
I think about it yeah
L2618[19:44:46] <williewillus> what it
needs is a "issue manager" permission rank
L2619[19:44:47] <williewillus> :P
L2620[19:44:48] <mezz> ever seen binnie's
mods repo?
L2621[19:45:03] <williewillus> no, what
about it?
L2622[19:45:06] <tterrag> yeah, the
problem is that GH's permission levels are awful
L2623[19:45:08] <mezz> it's all people
tagging their own issues as very important and assigning
binnie
L2625[19:45:22] <williewillus> you can
let public assign people?
L2626[19:45:25] <williewillus> 0.o
L2627[19:45:29] <williewillus> oh
L2628[19:45:49] <mezz> it made people
think he was working on the code for a long time lol
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L2631[19:50:09] <Zaggy1024> from the
comments on there it doesn't look hopeful :\
L2632[19:50:38] <Zaggy1024> if only
because of lack of visible progress
L2633[19:51:24] <mezz> just ask for
progress, they're some really smart guys
L2634[19:51:44] <Zaggy1024> heh, I'm not
gonna be that guy, not unless they want me to :P
L2635[19:51:52] <Zaggy1024> they know of
the issue already
L2636[19:51:54] <williewillus> yes that
issue
L2637[19:52:17] <tterrag> ask Matthew,
he's here :P
L2638[19:52:24] <Matthew> wat
L2639[19:52:26] <tterrag> md5 is as
well
L2640[19:52:30] <tterrag> (not pinging
though)
L2641[19:52:31] <mezz> most likely fell
from their focus, there's lots of other stuff to work on and the
issue was made months ago
L2642[19:52:36] <Matthew> ahh yeah that
issue.
L2643[19:52:43] <williewillus> you can
just wrap it in another functional interface
L2644[19:52:47] <williewillus> it's a bit
dirty but it works
L2645[19:53:10] <Zaggy1024> tbh I'd
rather just keep using retrolambda, I doubt there's much
performance difference for my usage
L2647[19:53:14] <Matthew> I don't know
all the posibly desc formats for invokeDynamic
L2648[19:53:55] <tterrag> formats?
L2649[19:54:19] <mezz> the workaround
(don't use lamba) is easy, but this will keep catching people
off-guard as more people use java 8
L2650[19:54:22] <Matthew> like the
example on that issue, the desc is '()LTest$Foo;'
L2651[19:54:56] <tterrag> can it be
anything different?
L2652[19:55:11] <Matthew> *shrug* md5
seems to think so
L2653[19:55:17] <Matthew> maybe Lex
knows?
L2654[19:55:21] <Zaggy1024> mezz, that's
a bad solution :P
L2655[19:55:35] <williewillus> the
solution is to wrap it
L2656[19:55:36] <williewillus> like i
linked
L2657[19:55:50] <williewillus> it forces
your lambda to be bound to your interface
L2658[19:55:57] <williewillus> instead of
the obf one
L2659[19:56:04] <Zaggy1024> I know
L2660[19:56:28] <Zaggy1024> I saw your
solution, I don't really like it since it probably results in the
same performance that retrolambda does
L2661[19:56:31] <Matthew> thats not a
solution :P it's a workaround
L2662[19:57:02] <Zaggy1024> and
retrolambda generates the anonymous classes directly from lambdas
so there's no hackyness visible in my code :)
L2663[19:57:28] <Matthew> you do have the
overhead of another class though.. but not a huge deal
L2664[19:57:36] <Zaggy1024> indeed
L2665[19:57:40] <williewillus> ?shrug
works for now :P
L2666[19:57:49] <Matthew> most of the
time lambdas get compiled to synthetic methods
L2667[19:57:50] <tterrag> Matthew: why
would it ever be anything different from ()Lpath/to/Interface
?
L2668[19:57:56] <Zaggy1024> but either
workaround probably uses about the same amount of memory no?
L2669[19:58:03] <Matthew> once again
tterrag. *shrug*
L2670[19:58:11] <Matthew> I defer to
people who know what they are talking about :P
L2671[19:58:14] <tterrag> is there any
good example of when it's not?
L2672[19:58:30] <tterrag> I don't. I'd
rather know why myself than just trust it's true
L2673[19:59:11] <Matthew> is there a
lib/set of classes/anything that uses every language feature of
java?
L2674[19:59:19] <Matthew> like a test one
for stuff like this
L2675[20:01:56]
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L2677[20:03:19] <williewillus> jtreg is
super ugly compared to junit, wish they'd just switch to that
hah
L2678[20:03:26] <Zaggy1024> wait, the
description is what determines what is put on the stack doesn't
it?
L2679[20:03:31] <Zaggy1024> so it always
has to be the interface?
L2680[20:03:55] <Zaggy1024> can't you
just pull the interface from that as simple as everything after
()L?
L2681[20:04:07] <Zaggy1024> (ignoring
parameters of course)
L2682[20:04:08] <tterrag> that's what I'm
saying
L2683[20:04:13] <mezz> well when you have
10,000 regression tests going back to 1997 you tend not to switch
your testing suite lol
L2684[20:04:24] <Zaggy1024> I don't see
any case where it wouldn't be a fully qualified path
L2685[20:04:39] <Zaggy1024> it's always
gonna be a class path
L2686[20:04:44] <tterrag> perhaps md_5
can shed some light
L2687[20:05:07] <LexManos> fuck ayll
bitching about?
L2688[20:05:20] <tterrag> lambdas
L2689[20:05:28]
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L2690[20:05:30] <tterrag> btw, is that
just your general "hello"? :P
L2691[20:05:35] <mezz> lambdas and
obfuscation processing
L2693[20:05:39] <tterrag> I've seen you
enter the conversation with that about...10 times now
L2694[20:06:21] <LexManos> what does the
resulting bytecode look like?
L2695[20:06:40] <md_5> horrible
L2696[20:07:14] <Zaggy1024> heh
L2698[20:07:33] <Zaggy1024> but you only
need to look at the return value of the description, don't
you?
L2699[20:07:45] <tterrag> line 27
L2700[20:07:51] <tterrag> INVOKEDYNAMIC
getName()LTest$Foo; [
L2701[20:08:06] <Matthew> but really the
question is. what are the possibilities for the desc of
invokedynanmic?
L2702[20:08:14] <Matthew> because the asm
remapper can remap it correctly
L2703[20:08:53] <Zaggy1024> I'll try
finding some random lambdas in my project and see if it has
anything screwy
L2704[20:09:00] <Zaggy1024> the couple
I've looked at so far have been as expected
L2705[20:09:35] <LexManos> That's not a
valid invoke... it doesn't have a owner....
L2706[20:09:52]
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L2708[20:10:19] <tterrag> is the owner
not what's in the brackets?
L2709[20:10:34] <LexManos> it got cut off
at the first bracket
L2710[20:11:27] <tterrag> I pasted the
whole thing
L2712[20:11:35] <williewillus> bad
plugin?
L2713[20:11:45] <tterrag> no
L2714[20:11:47] <tterrag> it's
multi-line
L2716[20:13:16] <tterrag> same as mine
:P
L2717[20:13:20] <tterrag> mine's just
easier to read
L2718[20:14:24] <Zaggy1024> looks like
the owner class is a parameter for the description if the lambda
uses 'this'
L2719[20:14:43] <LexManos> wow.. that
looks ugly as shit
L2720[20:14:56] <Zaggy1024> yup lol
L2721[20:15:13] <LexManos>
Test.lambda$0()Ljava/lang/String;
L2722[20:15:18] <LexManos> whats class
$0?
L2723[20:15:27] <williewillus> its a
method I think
L2724[20:15:31] <tterrag> yeah
L2725[20:15:32] <LexManos> err no its a
method
L2726[20:15:33] <williewillus> method is
called lambda$0
L2727[20:15:34] <Matthew> yeah its a
synthetic method
L2728[20:15:56] <tterrag> yeah just
tested
L2729[20:16:03] <tterrag> defined f2 and
it was lambda$1
L2730[20:16:49] <LexManos> ok so it's not
actually called f2, its moved to a synthetic method.
L2731[20:17:02] <LexManos> what does it
need to obf to?
L2732[20:17:18] <LexManos> Trying to
figure out what the actual issue is...
L2733[20:17:29] <Matthew> MD:
Test$Foo/getName ()Ljava/lang/String; Test$Foo/getFoo
()Ljava/lang/String;
L2734[20:17:47] <Matthew> ^ that srg line
doesn't work. it partially remaps it
L2735[20:18:07] <tterrag> I'm assuming it
remaps INVOKEDYNAMIC getName()LTest$Foo; to INVOKEDYNAMIC
getFoo()LTest$Foo;
L2736[20:18:08] <tterrag> at least?
L2737[20:19:16] <Zaggy1024> isn't that
all that needs to be remapped?
L2738[20:19:30] <LexManos> fuck it im
bored
L2739[20:19:36] <LexManos> gunna compile
it and look at it
L2740[20:19:44] <Zaggy1024> lol
okay
L2741[20:19:52] <williewillus> how was
your dinner? :P
L2743[20:22:36] <LexManos> and it was
fine.
L2745[20:22:46] <Matthew> thats the class
after remapping with SS
L2746[20:22:51] <Zaggy1024> the
description being implemented by the lambda looks like it needs to
be pulled from the third parameter (Handle) in the Object[]
L2747[20:22:52] <Matthew> you can see
traces of getFoo and getName
L2748[20:23:58] <theFlaxbeard> What do I
need to change to fix the weird item rendering going from
1.8.9->1.9?
L2749[20:24:05]
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L2750[20:24:05] <tterrag> Matthew: that's
strange
L2751[20:24:08] <tterrag> it's failing to
remap the sysout??
L2752[20:24:34] <theFlaxbeard> Ah
nevermind, item/generated
L2753[20:24:41] <Matthew> tterrag,
invokeinterface #45, 1 // InterfaceMethod
Test$Foo.getFoo:()Ljava/lang/String;
L2754[20:24:43] <Matthew> is fine
L2755[20:24:51] <Matthew> invokedynamic
#36, 0 // InvokeDynamic #0:getName:()LTest$Foo;
L2756[20:24:55] <Matthew> is not because
invokedynamic
L2757[20:25:28] <tterrag> ah
L2758[20:25:29] <tterrag> weird
L2759[20:25:46] <tterrag> I was
misreading
L2760[20:25:51] <tterrag> because javap
is strange :P
L2761[20:26:00] <LexManos> interesting
interesting
L2762[20:26:38]
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L2765[20:34:18] <LexManos> Damn JBE
doesnt support J8 :/
L2766[20:34:43] <Zaggy1024> is it even
possible for the lambda's desc to not match the type passed to
invokedynamic?
L2767[20:34:51] <LexManos> const [r36] =
InvokeDynamic invokeStatic Method
java/lang/invoke/LambdaMetafactory metafactory
(Ljava/lang/invoke/MethodHandles$Lookup;Ljava/lang/String;Ljava/lang/invoke/MethodType;Ljava/lang/invoke/MethodType;Ljava/lang/invoke/MethodHandle;Ljava/lang/invoke/MethodType;)Ljava/lang/invoke/CallSite;
MethodType ()Ljava/lang/String; MethodHandle invokeStatic Method
Test lambda$main$0 ()Ljava/lang/String; MethodType
()Ljava/lang/String; : getName
L2768[20:34:51] <LexManos>
()LTest$Foo;
L2769[20:34:51] <LexManos> .
L2770[20:34:58] <LexManos> SoMEWHERE
there is that function call
L2771[20:35:07] <Zaggy1024> yikes.
L2772[20:35:07] <LexManos> and it passes
in the name of the function as a string
L2773[20:35:14] <LexManos> which is what
would need to be remapped
L2774[20:35:34] <LexManos> Its not the
invoke dynamic thats the issue I dont think
L2775[20:35:54] <Zaggy1024> from what I
can see in ASM the name of the function in the interface, and then
a Type instance at the end of the parameter array
L2776[20:36:06] <LexManos> that should be
remapped just fine, it's the "getName" ->
"lambda$main$0" that needs remapping
L2777[20:36:10] <Zaggy1024> and those
together would be the function's description
L2778[20:36:44] <LexManos> gunna hit the
head and then see about cloning SS and setting up a test.
L2780[20:37:01] <LexManos> Side note: I
have S2S updated for support on all this just need it
tested...
L2781[20:37:39] <Matthew> md5 just wasn't
sure how many ways you can parse the desc of
mapInvokeDynamicMethodName
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L2784[20:39:57] <tterrag> Matthew: surely
a partial fix is better than nothing
L2785[20:40:05] <tterrag> so far we have
yet to find a case where the desc is different
L2786[20:40:08]
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L2787[20:40:46] <LexManos> Side note:
Anyone here good with python, sql, and web graphs and wants to make
some money by helping forge?
L2788[20:41:00] <LexManos> no a partial
fix is often WAY worse then nothing
L2789[20:41:20] <LexManos> Making things
break in unknown ways is worse then having them break in
predictable ways.
L2790[20:41:27] <Matthew> ohh interesting
things comming to forge?
L2791[20:41:33] *
Matthew knows nothing abuot python
L2792[20:41:34] <LexManos>
Statistics
L2793[20:41:48] <LexManos> Need someone
to write a pretty web page and aggrigate stats
L2794[20:42:03] <Matthew> stats of?
launches, downloads, something else?
L2795[20:42:10] <illy> time to for me
learn python :P
L2796[20:42:13] <LexManos> Java versions,
MC versions, Number of mods, things like that.
L2797[20:42:27] <Matthew> ahh
L2798[20:42:32] <LexManos> It's a
straight bounty work. $1K to whoever makes it functional.
L2799[20:42:32] <tterrag> lex yeah but
we'd *know* it's incomplete, and in the mean time it would fix MOST
lambdas
L2800[20:42:33] <kashike> so similar to
mcstats
L2801[20:42:41] <LexManos> Ya
L2802[20:42:49] <Zaggy1024> sounds handy
for watching the Java 8 users go up after the nag :)
L2803[20:43:20] <LexManos> We have a test
mod on some FTB packs right now but before it gets official and
starts collecting stats we NEED a 'here is the exact stats were
getting and how we're using them'
L2804[20:43:31] <mezz> that sounds pretty
cool
L2805[20:43:43] <LexManos> And i've been
to busy to write it myself so im looking for someone who is willing
to do it.
L2806[20:43:53] <LexManos> The bounty is
just a incentive.
L2807[20:44:06] <kashike> why does it
need to be python? :P
L2808[20:44:53] <LexManos> because I like
python and that's what we have setup right now.
L2809[20:45:12] <LexManos> Really it
could be any language as long as I know it, it's light weight, and
can be run on linux
L2810[20:45:29] <illy> I think I could do
it with java + play
L2811[20:45:38] <LexManos> java is really
heavy for this
L2812[20:45:55] <LexManos> python gets
compiled down to near native
L2813[20:46:12] <LexManos> {As near as a
scripting language can be}
L2814[20:46:23] <mezz> I'm guessing
you're going to be caching it often though...
L2815[20:46:41] <LexManos> It'll be a
cron job run every 5 mins to process the last 5 mins of data.
L2816[20:46:58] <LexManos> and regenerate
the html/web data
L2817[20:49:58] <LexManos> OHH RIGHT
thats why I never worked on SS, it uses lambda and breaks
eclipse.
L2818[20:50:04] <LexManos> err
lombok
L2819[20:50:18] <tterrag> lombok works
great for me in eclipse
L2820[20:50:19] <Matthew> hah. eclipse
has a plugin doesn't it?
L2821[20:50:20] <tterrag> are you on
mars?
L2822[20:50:26] <tterrag> also yes, the
plugin is necessary
L2823[20:50:31] <Matthew> but eyah I
dislike lombok
L2824[20:50:40] <kashike> lombok is
horrible
L2825[20:50:49] <LexManos> lombok +
gradle plugin == horrible firey death of eclipse
L2826[20:50:49]
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L2827[20:51:02] <LexManos> and I use
gradle far more then lombok because I dont like magic code
generation
L2828[20:51:03] <tterrag> not with the
actual gradle lombok plugin :P
L2830[20:51:21] <LexManos> for
eclipse
L2831[20:51:23] <tterrag> you can use it
to pop the install window etc
L2832[20:51:24] <LexManos> this isnt
gradle
L2833[20:51:35] <tterrag> oh yeah, you
use the gradle eclipse plugin?
L2834[20:51:36] <LexManos> his is a maven
setup
L2835[20:51:40] <tterrag> right, I've
heard of problems with that
L2836[20:51:46] <tterrag> tbh I didn't
find it that useful anyways
L2837[20:52:03] <tterrag> I don't mind
dropping to cmdline every once in a while
L2838[20:52:28] <LexManos> i use cmdline
quite often but some of the intergrations like being able to
refresh seps and shit is what I like
L2839[20:52:34] <tterrag> luna is a bit
better for it though
L2840[20:52:39] <LexManos> point is,
lombok + gradle == explosion, == I cant work on SS
L2841[20:52:41] <tterrag> lombok, that
is
L2842[20:52:55] <tterrag> uninstall the
plugin temporarily?
L2843[20:53:06] <tterrag> not ideal,
but...
L2844[20:53:17] <LexManos> no, i'll just
work with ASM myself and see what the class looks like
L2845[20:53:28] <tterrag> seems like more
effort, but *shrug*
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L2850[21:04:19] <b0bst3r> this new Forge
stuff or java going on a bender?
L2851[21:05:55] <b0bst3r> and this
DestroyJavaVM" Id=17 RUNNABLE scares me
L2852[21:11:20]
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L2854[21:14:54] <LexManos> interesting,
its just ERROR no context...
L2855[21:15:00] <LexManos> and it's
coming from native code...
L2856[21:15:09] <LexManos> is it
reproducable?
L2857[21:15:43] <b0bst3r> well not sure
what caused it in the first place, looks like evilcraft world gen
at a guess
L2858[21:18:09] <b0bst3r> trying to find
the forge log where the crash was registered as there was a crash
at that point which froze the whole server
L2859[21:20:23] <p455w0rd> what format
are the fontrenderer colors? hex?
L2860[21:20:32] <b0bst3r> crap it didn't
log it
L2861[21:20:39]
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L2863[21:23:16] <LexManos> y u ping
me?
L2864[21:24:42] <b0bst3r> sorry I thought
you wanted to know about my crash
L2865[21:24:46] <LexManos> also thats
odd, what did you censor, and those are explicitly allowed in the
exit trapper so that wouldnt have anyhting to do with it
L2866[21:25:08] <b0bst3r> that's putty
that's censored I grabbed the log so I can see what that says
L2867[21:25:25] <Matthew> yeah I get exit
trapped exceptions somewhat often. I think the class list needs
updating
L2868[21:25:49] <LexManos> it may, if
things have changed
L2869[21:25:54] <LexManos> but the
watchdog is on it
L2870[21:26:06] <Matthew> you could just
whitelist net.minecraft no?
L2871[21:26:47] <LexManos> no
L2872[21:28:39] <Matthew> anyway. back to
reading the jvm spec
L2873[21:29:14] <LexManos> does SS have
tests like a gradle project?
L2874[21:29:40] <Matthew> doesn't look
like it
L2875[21:29:46] <Matthew> and it uses
maven bleh
L2876[21:30:10] <kashike> Matthew: the
Bukkit community is anti-Gradle for some reason
L2877[21:30:50] <Matthew> when you pull
out ForgeGradle, gradle is actually really fast (especially in
recent buidlds)
L2878[21:31:09] <kashike> yup, but it's
gradle
L2879[21:31:20] <kashike> some people's
reason is "ewww groovy i love my xml"
L2880[21:34:05] <illy> I thought it was
the I hate change crowed :P
L2881[21:35:20] <LexManos> FG is a
cliusterfuck of black magic.
L2882[21:35:27] <LexManos> But thus is
what we have to do in the MC world
L2883[21:35:41] <LexManos> xml is
horrid
L2884[21:35:53] <LexManos> anyways need
to figure out how to setup a test for SS then...
L2885[21:36:16] <Matthew> I can open
someones build.gradle and gauge what is going on pretty quickly.
reading a pom... not so much
L2886[21:36:27] <kashike> iirc, add
junit/etc to dependencies, make src/test/java, etc
L2887[21:38:12] <LexManos> 6 lines of xml
to add a dep ....
L2888[21:38:24] <killjoy>
dependencies.compile "something"
L2889[21:39:07] <Matthew> 'gradle init'
will convert it to a gradle project :P
L2890[21:39:13] <Matthew> even converts
dependencies
L2891[21:40:23] <Matthew> hah! cd
SpecialSource && gradle init && gradle build
L2892[21:40:28] <Matthew> successfutlly
builds the jar
L2893[21:42:11] <LexManos> wait...
L2894[21:42:13] <LexManos> that
works...
L2895[21:42:16] <LexManos> nice!
L2896[21:42:32] <LexManos> humm
L2897[21:42:55] <LexManos> I need to make
some macros to alias javac7 to my j7 jdk and javac8 to my j8
sdk...
L2898[21:45:50]
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L2900[21:50:57] <LexManos> Oh, found how
to do it i now have java{version}
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L2910[22:28:41] <LexManos> Alright got SS
debugging and unit testing setup. actually the remapper should be
working just fine...
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L2912[22:31:43] <killjoy> Would fml
complain if a @Mod class isn't public?
L2913[22:35:30] <LexManos> probably as
it'd be a pain to init it
L2914[22:37:08] <killjoy> ok, just
wondering for something I wanted to do
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L2919[22:45:47] <Delenas> Okay, so. Int
ids still exist per world, and are changed on mod list changes,
yes?
L2920[22:46:01] <killjoy> yes they still
exist
L2921[22:46:04] <killjoy> no, you don't
mess with them
L2922[22:46:22] <killjoy> forget they
exist. Forge takes care of everything for you.
L2923[22:46:51] <Delenas> But caching a
list of blocks :<
L2924[22:47:01] <killjoy> what?
L2925[22:47:59] <Delenas> Would it not be
memory efficient to save a list of ints, and update it on mod
changes, for crafting materials? This file would only be for a file
cache of a block list.
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L2929[22:51:04] <Delenas> I'd rather not
load a massive file full of resource names every time I boot this
mod. X.x
L2930[22:51:17] <LexManos> if you
serialize things
L2931[22:51:21] <LexManos> save registry
names
L2932[22:52:05] <Delenas> How does that
affect performance on load, though?
L2933[22:52:07] <LexManos> you can keep
your own interal lookupo table if you're worries about file size,
but it's not recomended
L2934[22:52:16] <LexManos> depends on
what you're doing, you're being very vague
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L2936[22:52:44] <bspkrs> think of it this
way... object references are basically a list of longs
L2937[22:53:05] <bspkrs> longs as memory
addresses, but still longs
L2938[22:53:32] <bspkrs> and I'm too
drunk to continue
L2939[22:54:14] <Delenas> I have a bed
frame that can be created from a set of materials (wood), and that
list is created from oredict. But to load the allowed materials,
jsons in a config specify the registry names. I wanted to know the
performance of loading string names.
L2940[22:54:44] <Delenas> How fast would,
say, 300 material registry names load from a few files?
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L2942[22:56:47] <Delenas> If all I do is
open a file, loop through the entries, and assign an oredict value
if the entry is valid?
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L2947[23:01:28] <bspkrs> milliseconds,
most likely
L2948[23:01:47] <bspkrs> unless you have
a really fragmented drive that is also very full
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L2953[23:13:32] <Delenas> o/ McJty
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L2956[23:20:23] <McJty> Hi
L2957[23:22:28] <mezz> yeah Delenas don't
worry about the performance impact of that unless you actually
notice a slowdown. Forestry does much slower things on startup with
no real lag time
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L2960[23:25:37] <Delenas> Also. I am
pleased that forge nags people for java 8. 6 needs to die in a fire
by now.
L2961[23:27:04] <Firedingo> Agreed
Delenas. I think that because Macs that are pre-setup come with
Java 6 is why it hangs around although lack of updating is probably
a factor too.
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L2963[23:33:40] <Delenas> Mojang needs to
realize that their changes need to leave the older systems too.
Some of this crap they use is ancient.
L2964[23:34:08] <Delenas> For security
and optimization.
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L2968[23:35:13] <LexManos> ...
L2969[23:35:32] <mezz> Their userbase is
young, they need to support laptops from the 1990s handed down to
younger baby brothers
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L2973[23:39:52] <Delenas> Opengl 2.1 was
released a decade ago. And they still cling to a ton of stuff from
1.
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L2976[23:40:47] <Delenas> But true. I
suppose systems older than that still function half decently.
L2977[23:41:05] <bspkrs> I think you're
all insane
L2978[23:43:38] <mezz> no argument
there
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L2981[23:46:21] <tterrag> Delenas: using
GL1 methods is not the problem. MC will never move away from legacy
so those are not deprecated
L2982[23:46:32] <tterrag> lex: tested on
openjdk compiled code?
L2983[23:46:38] <tterrag> my server uses
openjdk, I can build something if you need
L2984[23:46:51] <Matthew> I just tested
and I have openjdk
L2985[23:46:55] <tterrag> ah good
L2986[23:47:28] <Matthew> only oracle one
I have installed is 6 and 9
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L2988[23:48:10] <tterrag> 9?
L2989[23:48:21] <tterrag> are there
previews for 9 already?
L2990[23:48:25] <Matthew> yup
L2991[23:48:37] <Delenas> Matt is
secretly from the future.
L2992[23:48:39] <Matthew> build 116
currently
L2993[23:49:04] <Matthew> the vanilla
server can actually run on 9 if you turn off native-transport
L2994[23:49:35] <tterrag> native what
now
L2995[23:49:39] <LexManos> in theory it
shouldnt matter what the compiler is
L2996[23:49:47] <LexManos> as they should
both target the same class
L2997[23:49:49] <LexManos> test as you
will
L2998[23:50:12] <Matthew>
server.properties use-native-transport
L2999[23:50:33] <Matthew> its a linux
only thing that uses epoll (native something)
L3000[23:51:04] <Delenas> J6 should be
gone. J7 is okayish, but is there any reason J8 can't be
widespread?
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L3002[23:51:23] <tterrag> kiddies
L3004[23:51:26] <Matthew> heh MC doesn't
even compile on 6 anymore
L3005[23:51:37] <Matthew> it targets 6,
but has to use the 7+ compiler
L3006[23:52:14] <mezz> interesting, how
does that work?
L3007[23:53:02] <Matthew> something with
generics is screwed up on 6
L3008[23:54:49] <LexManos> !gf
activeItemStack
L3009[23:55:31] <tterrag> mezz: quite a
few features are just added syntax sugar
L3010[23:55:35] <tterrag> string
switches, for example
L3011[23:55:44] <tterrag> compile just
fine to j6. they are just not present in j6 compilers
L3012[23:56:46] <LexManos> a lot of java
is syntax sugar
L3013[23:57:06] <tterrag> like, most of
it :P
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