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L12[00:35:35] <Zaggy1024> time to profile
the options for the cloud rendering
L13[00:36:12] <Zaggy1024> well, not
quite
L14[00:36:23] <Zaggy1024> I want to try
less faces with the shaders first
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L19[00:42:22] ***
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L20[00:42:24] <tterrag> 1. STOP using
GL11
L21[00:42:31] <tterrag> use GLStateManager
it exists for a good reason
L22[00:42:33] <Tazz> tterrag, it doesnt
work with GlStateManager
L23[00:42:39] <tterrag> um
L24[00:42:39] <Tazz> well it does the same
thing
L25[00:42:55] <tterrag> try
GLStateManager.disableLighting
L26[00:43:19] <Tazz> tterrag, pre or post
rendering it?
L27[00:43:24] <tterrag> pre...
L29[00:49:04] <Tazz> tterrag, that caused
more issues haha
L30[00:49:43] <Wuppy> great... waking up at
7AM on a Saturday
L31[00:49:56] <Wuppy> and the first thing
you've got to do is turn off the power and disconnect the washing
machine :<
L32[00:50:06] <tterrag> probably because
you are thrashing the GL state. switch everything to GlStateManager
then debug
L33[00:50:21] <Tazz> everything is switched
to GlStateManager
L34[00:50:50] <tterrag> and what does it
look like
L35[00:51:03] <Tazz> same thing
L36[00:52:50] <capitalthree> can I use a
weakreference to reliably know if an object has no more strong
references?
L37[00:52:56] <capitalthree> or is it just,
whenever it gets GC'd
L38[00:53:06] <Tazz> capitalthree, when it
gets GCd
L39[00:53:12] <capitalthree> oh well,
thanks
L40[00:53:23] <Tazz> I believe dont quote
me on that
L41[00:53:35] <tterrag> right. but GC is
not guaranteed
L42[00:53:50] <tterrag> an object being
dereferenced doesn't mean it will be deleted right away
L43[00:53:52] <fry> question is, what
for?
L44[00:53:55] <tterrag> ^
L45[00:54:09] <capitalthree> weak
references to entity items, and checking if those entities are
still around
L46[00:54:15] <capitalthree> I guess I can
just ask them
L47[00:54:17] <fry> what for? :P
L48[00:54:23] <capitalthree> like,
big-picture?
L49[00:54:27] <Tazz> tterrag, if its a
reference counting GC then it will be GCd automatically when its
out of references
L50[00:54:35] <fry> just an approximate
counting?
L51[00:54:35] <capitalthree> for a feature
to my mod to make items start flickering when they're about to
despawn!
L52[00:54:58] <capitalthree> and I don't
want to do per-tick polling of every entityitem ever
L53[00:55:16] <tterrag> uh
L54[00:55:23] <capitalthree> so what I do
want to do is throw them all into a priorityqueue by expected time
to almost despawn
L55[00:55:23] <tterrag> you already have to
override their rendering right?
L56[00:55:26] <fry> for that I'd probably
hook directly inside the rendering of it
L57[00:55:28] <capitalthree> using weak
references
L58[00:55:31] <capitalthree> in case they
go away before that
L59[00:55:44] <capitalthree> ok well so my
issue is this has to happen clientside
L60[00:55:53] <capitalthree> and the client
doesn't necessarily know the lifespan and age on the
serverside
L61[00:55:57] <capitalthree> (if I'm not
mistaken?)
L62[00:56:05] <fry> send it over :P
L63[00:56:05] <tterrag> did you actually
check?
L64[00:56:12] <capitalthree> unascribed
told me he checked
L65[00:56:14] <fry> (after you actually
check, yes :P)
L66[00:56:20] <capitalthree> I don't even
know how he checked, it's all voodoo to me
L67[00:56:22] <unascribed> ?
L68[00:56:25] <capitalthree> I'm very new
at this minecraft modding thing
L69[00:56:30] <capitalthree> unascribed:
that age and lifespan aren't synced
L70[00:56:34] <unascribed> yes
L71[00:56:41] <unascribed> only the item
slots are
L72[00:56:45] <unascribed> I checked
wiki.vg and EntityItem
L73[00:56:57] <unascribed> unless it's some
magical hidden Forge packet
L74[00:57:02] <tterrag> I just checked yes,
it is not synced
L75[00:57:06] <capitalthree> fry:
"send it over" is what I'm trying to do. the server will
send a packet for each item when it should start flickering
L76[00:57:13] <tterrag> however, it should
nto be hard to add it to the datawatcher (or whatever 1.9 uses)
yourself
L77[00:57:14] <capitalthree> fry: the
question is how to keep track of when to send those packets
L78[00:57:19] <capitalthree> without
polling every item per tick :P
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L80[00:57:30] <capitalthree> and I have an
answer, I should be good to go
L81[00:57:45] <capitalthree> tterrag: can I
do that in 1.8?
L82[00:57:49] <tterrag>
entity.getDataManager().register(...)
L83[00:57:51] <tterrag> sure why not
L84[00:57:54] <tterrag> it's public,
right?
L85[00:58:02] <unascribed> in 1.8 it's
getDataWatcher
L86[00:58:03] <capitalthree> ah ok
cool
L87[00:58:08] <capitalthree> is the data
watcher cheap?
L88[00:58:18] <tterrag> it only syncs when
necessary
L89[00:58:22] <tterrag> so it's as good as
you'll get
L90[00:58:36] <capitalthree> cool
L91[00:58:49] <capitalthree> if I can just
have lifespan and age synced I can throw away LambdaNetwork
L92[00:58:53] <tterrag> just update the
object in some kind of update event
L93[00:58:54] <capitalthree> sorry
unascribed but I won't use packets if I don't have to :P
L94[00:59:12] <unascribed> datawatcher is
basically an abstraction for packets
L95[00:59:14] <unascribed> so meh
L96[00:59:15] <capitalthree> tterrag: I
don't know what that means either >_>
L97[00:59:30] <unascribed> I was going to
suggest using it, but the problem is it uses IDs in 1.8
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L99[00:59:37] <unascribed> so if another
mod adds something to the datawatcher it could conflict
L100[01:00:03] <Tazz> lol capitalthree how
do you know about WeakReference and not a simple update event
mechanism...
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L102[01:00:15] <capitalthree> well
WeakReference is a java feature
L103[01:00:40] <fry> try replacing the
renderer for EntityItem.class
L104[01:00:51] <Tazz> capitalthree, an
obscure one at that
L105[01:00:58] <capitalthree> hehe yeah
that's what I was planning on fry
L106[01:01:12] <capitalthree> right now
the goal is to make sure the client actually reliably knows when
items are about to despawn
L107[01:01:13] <unascribed> Tazz, unlike a
lot of modders, capitalthree has previous JVM knowledge
L108[01:01:22] <fry> wha for? :P
L109[01:01:23] <unascribed> so it's to be
expected he knows about WeakReference and not DataWatcher
L110[01:01:24] <Tazz> unascribed, I
realize this haha
L111[01:01:25] <fry> *what for
L112[01:01:39] <fry> if your renderer is
called for entity e, then that entity is alive
L113[01:01:39] <capitalthree> fry: because
if the client doesn't know when the item's about to despawn, it
can't start flickering at the right time :P
L114[01:01:49] *
Tazz started modding before he had any knowledge of
Java
L115[01:01:54] <fry> nothing needs to
"start flickering"
L116[01:01:55] <capitalthree> I want it to
start flickering for like 20 seconds *before* it despawns
L117[01:02:00] <fry> you'll get polled in
the renderer :P
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L119[01:02:07] <fry> access your map
there
L120[01:02:12] <capitalthree> yes, and how
does the render know if it's flicker time or not?
L121[01:02:24] <Tazz> capitalthree, keep
track of ticks that pass
L122[01:02:30] *
capitalthree facepalms
L123[01:02:41] <capitalthree> counting the
ticks on an EntityItem is built in
L124[01:02:49] <capitalthree> I just need
to make sure lifespan and age are actually synced
L125[01:02:50] <capitalthree> :P
L126[01:02:59] <Tazz> each poll check the
delta between last sys time and current sys time
L127[01:03:06] <unascribed> wat
L128[01:03:10] <capitalthree> first you
say ticks, now you say sys time?
L129[01:03:15] <unascribed> minecraft uses
a timestep not deltas
L130[01:03:16] <unascribed> use
timestep
L131[01:03:30] <Tazz> capitalthree, you
can do either one
L132[01:03:35] <fry> store the entity
despawn time in your map
L133[01:03:36] <Tazz> they get the general
effect
L134[01:03:38] <capitalthree> maybe I
should time things based on the bitcoin blockchain
L135[01:03:49] <Wuppy> heh, I love how I
can track the position of the car which will deliver my washing
machine on google maps :P
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L137[01:03:55] <Wuppy> I can see it being
pretty close already :P
L138[01:04:04] <capitalthree> fry: ok that
works too then. so I'm back to what I was already talking about
before someone brought up the data watcher xD
L139[01:04:08] <capitalthree> I shall do
it
L140[01:04:17] <Wuppy> is that normal?
because I've never seen it before
L141[01:04:37] <fry> do you see that you
don't need to check anything explicitly? :P
L142[01:05:01] <fry> you can probably even
get away with not using the map at all, if the datawatcher stores
received values
L143[01:05:16] <fry> (since you can access
it in the render method)
L144[01:07:36] <capitalthree> I just don't
understand this whole datawatcher thing
L145[01:07:44] <capitalthree> are there
examples?
L146[01:07:58] <fry> look at how it's used
in vanilla :P
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L149[01:08:12] <capitalthree> is it as
simple as a line of code that says "dear minecraft, sync this
object to all clients that can see it, with age and
lifespan"?
L150[01:09:37] *
fry opens up IDE
L151[01:09:46] *
fry looks at the Entity.class
L152[01:10:01] *
fry chooses a random data thingy related to the data
watcher
L153[01:10:06] <fry> private static final
DataParameter<String> CUSTOM_NAME =
EntityDataManager.<String>createKey(Entity.class,
DataSerializers.STRING);
L154[01:10:16] *
fry hits "show usages"
L155[01:10:30] <fry>
this.dataManager.register(CUSTOM_NAME, ""); in the
constructor
L156[01:10:40] <fry> + getter/setter
L157[01:10:52] <fry> delegating to
this.dataManager.get/set
L158[01:10:57] <fry> looks simple
enough
L159[01:13:56] <Zaggy1024> with the
simpler cloud model I go from 25350 quads down to 262 :]
L160[01:14:36]
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L161[01:14:38] <capitalthree> fry: I'm
confused. are you implying I can change the EntityItem class?
L162[01:14:53] <capitalthree> or just
copypaste those bits
L163[01:15:02] <capitalthree> also it
seems to be different from what you quoted in 1.8.9
L164[01:15:58] <fry> why are you on 1.8.9?
:P
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L166[01:16:57] <fry> you need to find a
place where you'll call .register
L167[01:17:18] <capitalthree> the word
register is not in EntityItem.class :P
L168[01:17:34] <capitalthree> I'm on 1.8.9
because of BBoldt's modpack
L169[01:17:47] <fry> look for dataManager
then :P
L170[01:17:49] <capitalthree> people seem
to use it, and he said he'd include my mod :P
L171[01:17:57] <capitalthree> it's
dataWatcher here
L172[01:18:02] <capitalthree> but I'm a
bit confused about how it's working
L173[01:18:24] <capitalthree> protected
void entityInit() {
L174[01:18:24] <capitalthree>
this.getDataWatcher().addObjectByDataType(10, 5);
L175[01:18:24] <capitalthree> }
L176[01:18:31] <capitalthree> oops
sorry
L177[01:18:35] <capitalthree> didn't
eralize it was multiple lines
L178[01:18:43] <Zaggy1024> 10 is the
key
L179[01:18:46] <Zaggy1024> probably
L180[01:18:49] <Zaggy1024> or 5
L181[01:18:52] <Zaggy1024> look at the
parameters :P
L182[01:18:53] <fry> you should really
update
L183[01:19:01] <fry> it's less silly
constants in 1.9
L184[01:19:21] <Zaggy1024> that's true,
but we don't need to start an argument about versions :P
L185[01:19:41] <fry> sure we do :P
L187[01:20:22] <capitalthree> if I go with
my other idea I don't need the data watcher xD
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L189[01:22:35] ***
tterrag is now known as tterrag|ZZZzzz
L190[01:25:09] <capitalthree> fry: I keep
reading up and down this page, I just don't see where the ids are
coming from
L191[01:25:18] <capitalthree>
dw.addObject(20, 1);//add a new int with id 20, when initializing
you can put anything even if it's irrelevant
L192[01:25:21] <capitalthree> where does
20 come from?
L193[01:25:55] <fry> welcome to the
wonderful world of "it's hardcoded"
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L195[01:27:11] <capitalthree> but how do I
know what numbers to use >_>
L196[01:27:25] <capitalthree> EntityItem
just adds 1 thing to the data watcher and it's 10
L197[01:27:27] <capitalthree> I dunno wtf
10 is!
L198[01:27:35] <fry> there's a table on
that page
L199[01:27:50] <fry> you could always
update to 1.9 and use a sensible constructor
L200[01:27:56] <capitalthree> a table of
everything ever except entityitem
L201[01:27:56] <fry> that doens't have
those ids :P
L202[01:28:31] <capitalthree> well,
sensible things are nice
L203[01:28:51] <Delenas> Welcome to deobf.
Obf makes the constants disappear in sensible locations, and
removes function calls.
L204[01:29:04] <capitalthree> obfuscation
is the devil
L205[01:29:08] <capitalthree> why does it
still happen >_<
L207[01:29:37] <Delenas> And yet, here
they are confusing you. This is how they protect their code from
direct copying
L208[01:30:39]
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L209[01:32:24] <capitalthree> fry:
EntityItem is missing from there too :P
L210[01:32:33] <capitalthree> the problem
is I'm using EntityItem in my google queries and you're not
L211[01:32:58] <fry> there's Item in there
:P
L213[01:33:13] <capitalthree> fry: Item
doesn't have lifespan and age
L214[01:33:28] <fry> which means you need
to add them
L215[01:33:29] <capitalthree> wait
L216[01:33:30] <capitalthree> no
L217[01:33:31] <capitalthree> er
L218[01:33:34] <capitalthree> I'm
confused
L219[01:33:47] *
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L220[01:33:59] <capitalthree> ok so do I
just give them index 6 and 7?
L221[01:34:01] ***
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L222[01:34:14] <fry> you can, assuming no
other mod does the same
L223[01:34:41] <capitalthree>
glorious
L224[01:35:12] <capitalthree> and do I
have to write a bunch of support code to make it so the client
actually updates those values when it gets the data watcher
packets?
L225[01:35:17] <capitalthree> or how do I
tell the data watcher what field to update?
L226[01:35:43] <fry> datawatcher will
store the value inside itself
L227[01:35:53] <fry> (assuming it's the
same in 1.8 as in 1.9)
L228[01:36:05] <fry> so, you can query it
directly, when you need it
L229[01:36:09] *** V
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L230[01:36:29] <capitalthree> it's not the
same
L231[01:36:48] <capitalthree> I should
just do it with a packet with unascribed's library
L232[01:36:54] <unascribed> the
datawatcher is essentially an automatically synced map
L233[01:36:57] <capitalthree> because as
far as I can tell it will do the same thing anyways :P
L234[01:37:05] <unascribed> where the key
is a byte and the value is one of a few types
L235[01:37:10] <unascribed> but
L236[01:37:20] <unascribed> vanilla code
doesn't sent lifespan and age updates through the datawatcher
L237[01:37:27] <unascribed> so it won't
update
L238[01:37:30] <unascribed> send*
L239[01:37:31] <capitalthree> but I can
add them to the data watcher?
L240[01:37:36] <capitalthree> in 1.9 I
guess
L241[01:37:43] <capitalthree> doesn't seem
like 1.8 does that
L242[01:37:50] <fry> does what?
L243[01:38:04] <capitalthree> lets me add
values for it to automatically sync
L244[01:38:09] <capitalthree> er
members
L245[01:38:41] <fry>
this.dataWatcher.addObject(3, Byte.valueOf((byte)0));
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L247[01:38:58] <fry> public boolean
isSilent() { return this.dataWatcher.getWatchableObjectByte(4) ==
1; }
L248[01:39:08] <fry> public void
setSilent(boolean isSilent) { this.dataWatcher.updateObject(4,
Byte.valueOf((byte)(isSilent ? 1 : 0))); }
L249[01:39:15] <fry> looks exactly the
same
L250[01:39:27] <fry> except for explicit
int id
L251[01:40:29] <capitalthree> OH
L252[01:40:35] <capitalthree> so the data
watcher is creating additional fields
L253[01:40:44] <fry> ..no, it's not
L254[01:40:46] <capitalthree> not just
making the existing fields on the EntityItem class be synced?
L255[01:40:47] <capitalthree> oh
L256[01:40:52] <capitalthree> ok I'm still
dumb then, I'm sorry :P
L257[01:41:00] <fry> fields don't come
into the picture :P
L258[01:41:08] <capitalthree> but age and
lifespan are fields!
L259[01:41:18] <fry> who cares? :P
L260[01:41:31] <fry> you need to be able
to look up and update the value of a "property"
L261[01:41:43] <capitalthree> I don't
understand what benefit the data watcher has then
L262[01:41:44] <fry> you identify that
"property" by the int id in 1.8
L263[01:41:54] <capitalthree> over sending
a packet, and having the client update the fields on the EntityItem
when it gets that packet
L264[01:41:58] <fry> it'll do the network
syncing for you
L265[01:42:12] <fry> and you don't need to
use any external map
L266[01:42:20] <capitalthree> ok
L267[01:42:24] <capitalthree> fair
enough
L268[01:42:29] <capitalthree> ok I can do
this
L269[01:42:31] <capitalthree> I had it all
wrong
L270[01:42:37] <capitalthree> I thought it
was gonna sync the fields on the item :P
L271[01:42:50] <capitalthree> how will
this work in SMP?
L272[01:42:57] <unascribed> the
datawatcher does not mirror fields
L273[01:42:58] <capitalthree> do I need to
check for SMP and handle things differently?
L274[01:42:59] <unascribed> it's a
map
L275[01:43:00] <unascribed> plain and
simple
L276[01:43:04] <fry> it's always SMP
L277[01:43:06] <unascribed> all sets and
gets need to go through it for it to work
L278[01:43:11] <unascribed> and yeah,
everything is SMP
L279[01:43:15] <capitalthree> oh I meant
SSP
L280[01:43:16] <capitalthree> but ok
L281[01:43:22] <fry> SSP is SMP :P
L282[01:43:23] <unascribed> SSP is
SMP
L283[01:43:38] <capitalthree> oh :D
L284[01:43:48] <capitalthree> so does a
mod init twice in SSP? :P
L285[01:43:49] <killjoy> Also nothing is
SMP
L286[01:43:58] <unascribed> mods init
once
L287[01:44:08] <unascribed> this is why I
told you to use ServerAboutToStart and ServerStopping for your
server-side mod
L288[01:44:10] <killjoy> serverstarted
happens once as well
L289[01:44:18] <killjoy> but not on the
client
L290[01:44:19] <unascribed> happens
possibly multiple times
L291[01:44:26] <unascribed> on the
dedicated server it only happens once, yes
L292[01:44:28] <capitalthree> unascribed:
but I can't register event handlers except in preInit
L293[01:44:33] <unascribed> but on the
client it can happen multiple times
L294[01:44:35] <killjoy> Use a Network
event
L295[01:44:37] <killjoy> for client
L296[01:44:38] <unascribed> capitalthree,
wat?
L297[01:44:43] <capitalthree> wait can
I?
L298[01:44:44] <unascribed> event handlers
can be registered whenever
L299[01:44:51] <unascribed> and
deregistered whenever
L300[01:44:55] <capitalthree>
MinecraftForge.EVENT_BUS.register(EventHandler(c.despawns,
c.shitTier, c.shitTierMods))
L301[01:44:58] <capitalthree> I can do
this whenever?
L302[01:45:01] <unascribed> yes
L303[01:45:06] <capitalthree> holy crap
I've been lied to
L304[01:45:07] <killjoy> I once registered
an event handler in an entity constructor
L305[01:45:09] <capitalthree> can I
deregister it too?
L306[01:45:13] <unascribed> yes
L307[01:45:13] <killjoy> yes
L308[01:45:20] <capitalthree> wow
L309[01:45:22] <unascribed> it's just a
normal event bus
L310[01:45:24] <capitalthree> how have I
been so misled
L311[01:45:34] <capitalthree> I have asked
people this several times because I couldn't believe it
L312[01:45:36] <unascribed> there's
nothing special tying it to the game lifecycle
L313[01:45:37] <killjoy> well a normal
eventbus does post(Object)
L314[01:45:40] <capitalthree> I suppose
somehow I miscommunicated every single time
L315[01:45:43] <killjoy> forge's uses
post(Event)
L316[01:45:54] <unascribed> it's still a
normal event bus
L317[01:45:57] <killjoy> mostly
L318[01:46:07] <killjoy> similar
features
L319[01:46:11] <killjoy> plus some
L320[01:46:13] <unascribed> I mean event
bus as a concept, not the Guava Eventbus
L321[01:46:15] <unascribed>
EventBus*
L322[01:46:18] <capitalthree> in that case
I am gonna make my mod so much more only registering events on the
server!
L323[01:46:30] <capitalthree> does
ServerAboutToStart happen on SSP?
L324[01:46:38] <unascribed> yes...
L325[01:46:40] <unascribed> that's my
entire point
L326[01:46:40] <capitalthree> sweet
L327[01:46:48] <unascribed> SSP is just a
local server
L328[01:46:52] <unascribed> it's run with
a "memory" connection
L329[01:47:04] <unascribed> which
basically just passes messages between threads rather than using a
socket
L330[01:47:34] <capitalthree> makes
sense
L331[01:47:39] <capitalthree> I
approve!
L332[01:47:51] <capitalthree> in case
forge needed my approval
L333[01:47:52] <unascribed> the important
part though is it still uses packets
L334[01:47:58] <unascribed> it just
doesn't (de)serialize
L335[01:48:21] <capitalthree> though in
SSP, I *can* rely on EntityItems on the clientside code to already
have the correct fields, right?
L336[01:48:27] <capitalthree> or are there
two copies of everything
L337[01:48:35] <unascribed> there's two
copies of everything
L338[01:48:39] <capitalthree> oh
jesus
L339[01:48:47] <capitalthree> well
ok
L340[01:48:47] <unascribed> the easy
solution
L341[01:48:49] <capitalthree> that's
weird
L342[01:48:49] <unascribed> is forget SSP
exists
L343[01:48:52] <unascribed> code
everything for SMP
L344[01:48:53] <unascribed> it's
identical.
L345[01:48:53] <capitalthree>
clearly
L346[01:48:57] <capitalthree> I guess that
was the intent
L347[01:49:02] <unascribed> yep
L348[01:49:03] <capitalthree> to stop
people from making mods that screw up in smp
L349[01:49:05] <capitalthree> xD
L350[01:49:21] <unascribed> you should
have seen modding before the client/server merge
L351[01:49:26] <capitalthree> I did
L352[01:49:32] <unascribed> as a user or a
dev?
L353[01:49:37] <capitalthree> as a
user.
L354[01:49:43] <capitalthree> I was
actually wondering why I don't see mods anymore that are ssp
only
L355[01:49:45] <capitalthree> now I know
:D
L356[01:50:13] <unascribed> 1.2: The
update where the players went on a murderous rampage, and all the
modders rejoiced
L357[01:50:21] <capitalthree> :3
L358[01:50:43] <fry> 1.3 :P
L359[01:51:18] <fry> also, not all modders
rejoices, half of the mods never updated
L360[01:51:26] <unascribed> right, 1.2 was
the one with Anvil
L361[01:54:34] <Delenas> And don't forget
1.5,the update to destroy anything circuit related. Then, of
course, 1.8.
L362[01:54:48] <capitalthree> the anvil's
gone? how are we going to fix our non-tinker tools :O
L363[01:54:56] <unascribed> ?
L364[01:55:03] <capitalthree> bad joke
>_>
L365[01:55:03] <Delenas> Booo
L366[01:56:11] <capitalthree> so am I
guaranteed preInit will be called exactly once per jvm load
ever?
L367[01:56:23] <killjoy> yes
L368[01:56:25] <unascribed> per minecraft
init, yes
L369[01:56:30] <unascribed> if it doesn't
get called, something is horribly broken
L370[01:56:36] <unascribed> if it gets
called multiple times
L371[01:56:39] <unascribed> someone did
something really bad
L372[01:56:56] <unascribed> and both
physical sides initialize exactly once
L373[01:56:56] <unascribed> so
L374[01:57:01] <killjoy> Anything with
@EventHandler should only be called once
L375[01:57:12] <killjoy> Except the server
events
L376[01:57:21] <unascribed> and a few
others
L377[01:57:22] <unascribed> :P
L378[01:57:22] <killjoy> those are called
whenever a single player world is loaded (or closed)
L379[01:57:42] <killjoy> except on the
server
L380[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160514 mappings to Forge Maven.
L381[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160514-1.9.zip (mappings
= "snapshot_20160514" in build.gradle).
L382[02:00:02] <capitalthree> cool. my mod
is gonna try to register null as an event handler, if preInit
wasn't called
L383[02:00:05] <capitalthree> so take
that
L384[02:00:06] ***
Kolatra is now known as Kolatra|away
L385[02:00:09] <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/
L386[02:04:05] <capitalthree> fry: am I
going to have to update age every tick?
L387[02:04:14] <capitalthree> in this data
watcher thingy?
L388[02:04:21] <capitalthree> I'm not
seeing how exactly this works
L389[02:04:47] <capitalthree> is there a
frame of reference for ticks? so I can set the value for expected
despawn time?
L390[02:04:47] <fry> you get time passed
into the render method, is it correct?
L391[02:05:06] <killjoy> are there any
constants for the datawatcher so we don't have to use magic
numbers?
L392[02:05:08] <capitalthree> time in
ticks?
L393[02:05:19] <fry> killjoy: 1.9 :P
L394[02:05:44] <killjoy> cool
L395[02:06:59] <Wuppy> I wonder how
expensive it is to organise a BBQ for 150 people....
L396[02:07:12]
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L397[02:07:28] <fry> about 30 times more
expensive than bbq for 5 people
L398[02:07:30] <fry> probably :P
L399[02:08:04] <capitalthree> so is
EntityViewRenderEvent what I want?
L400[02:13:43] <killjoy> Wuppy, make it a
potluck
L401[02:13:52] <killjoy> just buy the
pig
L402[02:13:57] <killjoy> and call it a
pigpicken
L403[02:13:58] <Wuppy> fry it's generally
cheaper if you buy more though :)
L404[02:14:24] <Wuppy> killjoy, too much
work, on the day of the bbq I'll be busy trying to get contacts in
the games industry
L405[02:14:29] <killjoy> Make some good
ol' fashion north carolina bbq
L406[02:14:51] <Wuppy> last year there
were people from nintendo, sony, microsoft, Utomik, Guerilla etc.
et.c
L407[02:15:58] <capitalthree> is there an
event on the server for when an entity is loaded to a client?
L408[02:16:07] <capitalthree> and if not,
is there an event on the client for it?
L409[02:16:30]
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L410[02:17:02] <unascribed>
EntityStartTrackingEvent or something like that
L411[02:17:10] <unascribed> on the client
it's EntityJoinWorldEvent, but be sure to check isRemote
L412[02:17:23] ⇦
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L413[02:17:34] <capitalthree> ok!
thanks!
L414[02:17:41] <capitalthree>
waiiiit
L415[02:17:45] <capitalthree> since ssp is
fake
L416[02:17:50] <capitalthree> do I really
have to check isRemote?
L417[02:17:54] <unascribed> yes
L418[02:18:01] <unascribed>
EntityJoinWorld is called on the client and the server
L419[02:18:16] <capitalthree> but I will
only register the client handler on the client and the server
handler on the server
L420[02:18:42] <capitalthree> or are you
going to tell me in smp they share an event bus :P
L421[02:18:46] <capitalthree> because if
so my head will explode
L422[02:18:49] <capitalthree> er ssp
L423[02:18:52] <unascribed> they're both
the same event busd.
L424[02:18:53] <unascribed> bus*
L425[02:18:56] <capitalthree> oh my god
what
L426[02:19:55] <capitalthree> fry: can you
confuse this terrifying fact?
L427[02:19:58] <capitalthree> er
L428[02:19:59] <capitalthree>
confirm
L429[02:20:02] <capitalthree> why am I
awake
L430[02:20:10] <kashike> how is that
terrifying?
L431[02:20:11] <fry> yes, 1 bus
L432[02:20:35] <capitalthree> kashike:
because people were trying to convince me that I can just pretend
SSP doesn't exist!
L433[02:20:47] <fry> you can :P
L434[02:20:50] <capitalthree> except, oh
wait, I can't, because I have to guard the server code against
client events and vice versa!
L435[02:21:13] ⇦
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L436[02:21:31] <capitalthree> fry: I have
an event handler for the server and one for the client
L437[02:21:38] ***
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L438[02:21:42] <capitalthree> but if
they're both on the same event bus and both use
EntityJoinsWorldEvent for stuff
L439[02:21:49] <capitalthree> then I have
to check world.isRemote I guess
L440[02:21:55] <fry> what's the difference
in their code?
L441[02:22:12] <fry> meaning, do you even
need 2 event handlers?
L442[02:22:17] <capitalthree> client
EntityJoinsWorldEvent doesn't actually mean the entity is joining
the world, it just means it's being loaded right?
L443[02:22:23]
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L444[02:22:25] <capitalthree> because the
server doesn't need a rendering event
L445[02:22:35] <capitalthree> and the
client doesn't need to run the code to alter the item
despawns
L446[02:22:40] <capitalthree> it just
needs to receive that from the server
L447[02:23:17] <fry> in most cases, you do
1 handler, and use world.isRemote to alter the logic, if you need
to
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L451[02:27:02] ***
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L454[02:28:24] <capitalthree> fry: so I'm
guessing you don't like that I have a handler I'm registering and
unregistering in FMLServerAboutToStartEvent and
FMLServerStoppingEvent events? xD
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L456[02:30:22] <fry> tis not that bad, but
why? :P
L457[02:30:31] <fry> why not register it
once and keep it there? :P
L458[02:30:55] *
capitalthree shrugs
L459[02:30:57] <fry> it's not like
something will fire outside the running server :P
L460[02:31:07] <capitalthree> well some of
those events will fire on a client
L461[02:31:10] <capitalthree> and I don't
want them to :P
L462[02:31:36] <fry> check world.isRemote
:P
L463[02:31:42] <capitalthree> that seems
to be the only way
L464[02:31:44] <capitalthree> xD
L465[02:32:05] <capitalthree> I don't
really understand why SSP shares the event bus between client and
server! if it's supposed to be decoupled!
L466[02:33:19] <fry> you quite often want
the same thing to happen on both the client and the server
L467[02:33:42] <capitalthree> that's true
but that can still happen with separate event buses
L468[02:33:46] <capitalthree> for events
that fire on both client and server
L469[02:34:08] <fry> well, that's a
decision that was made like 5 years ago :P
L470[02:34:19] <capitalthree> I guess I'm
late to the party, oh well!
L471[02:34:21] <fry> it can probably work
with 2 busses
L472[02:34:22] <kashike> The forge event
bus is the "game" event bus, not a "client" or
"server" event bus
L473[02:34:22] <capitalthree> it's still a
rather nice party
L474[02:34:37] <fry> it may even be
beneficial to ahve a per-world bus
L475[02:34:40] <fry> *have
L476[02:34:46] <fry> maybe in the future
:P
L477[02:34:47] <capitalthree> I definitely
agree on that one
L478[02:35:10] <kashike> is the world gen
event bus still a thing? haven't looked into that with 1.9
yet
L479[02:35:17] <fry> it is
L480[02:35:32]
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L481[02:35:36] <capitalthree> but ok fry,
sold
L482[02:35:46] <capitalthree> I'm here,
I'll do it the forge way and just have one event handler that's
properly guarded :P
L483[02:37:31]
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L484[02:38:17] <Zaggy1024> for some reason
the shader clouds are ever so slightly brighter than vanilla clouds
and texture upload clouds
L485[02:38:52] ⇦
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L488[02:39:57] <capitalthree> so when
dealing with minecraft data structures, how do I know what won't
ever be null xD
L490[02:40:12] <fry> wait for 1.9.4
:P
L491[02:40:23] <capitalthree> will there
be full annotations? :D
L493[02:40:39] <capitalthree> awe that's
so nice of you <3
L494[02:40:49] <capitalthree> the general
you
L495[02:40:56] <capitalthree> whoever's
doing that thankless task
L496[02:40:58] <fry> yup, I'm not the one
responsible :P
L497[02:41:54] <capitalthree> btw fry did
you see what my mod does already?
L499[02:42:27] <unascribed> capitalthree,
Mojang is doing that thankless task
L500[02:42:28] <sham1> "shit
tier"
L501[02:42:39] <unascribed> they stopped
stripping some annotations when optimizing
L502[02:43:01] <capitalthree> unascribed:
oh! that's nice of them
L503[02:43:10] <capitalthree> when will
they stop obfuscating? xD
L504[02:43:10] <kashike> dont't think
they're stripping any, unascribed
L505[02:43:15] ⇦
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L506[02:43:21] <unascribed> well, all I've
heard is NonNull and Nullable
L507[02:43:25] <kashike> @Deprecated,
@Nullable, @VisibleForTesting, @Sharable
L508[02:43:27] <unascribed> oh
L509[02:43:30] <unascribed> huh
L510[02:43:38] <capitalthree> sham1:
:D
L511[02:43:40] <kashike> Nonnull isn't
used, actually
L512[02:43:41] <unascribed> how long until
they stop obfuscating the game or at least make SRGs official?
:P
L513[02:43:44] <kashike> everything in
Nonnull-by-default
L514[02:43:49] <unascribed> that
works
L515[02:44:12] <killjoy> srg IS named
after a mojang employee
L516[02:44:28] <unascribed> they weren't a
mojang employee at the time though
L517[02:44:52] <unascribed> and I don't
think he has the power to make such a major change to the build
process
L518[02:44:53] <killjoy> Why was he hired
again?
L519[02:45:04] <unascribed> for basically
being the creator of modding?
L520[02:45:22]
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L521[02:45:27] <capitalthree> oh well I'm
just gonna use ?. for everything ever from minecraft
L522[02:45:30] <killjoy> I think the last
thing he did was armor stands
L523[02:45:52] <unascribed> I still want
to make a really simple Java preprocessor
L524[02:46:03] <killjoy> using apt?
L525[02:46:15] <unascribed> can you do
syntax modifications with apt?
L526[02:46:20] <killjoy> no
L527[02:46:24] <unascribed> then no
L528[02:46:44] <killjoy> I think what you
want is scala
L529[02:47:03] <unascribed> um
L530[02:47:03] <unascribed> no
L531[02:47:07] <capitalthree> unascribed:
you might like ceylon more than you like kotlin
L532[02:47:11] <unascribed> I said
small
L533[02:47:16] <unascribed> and I've
looked at ceylon
L534[02:47:18] <capitalthree> it has
Typeascription identifier syntax for declarations
L535[02:47:20] <fry> scala is small
:P
L536[02:47:26] <capitalthree> oh, you
still hate it?
L537[02:47:26] <unascribed> scala has a
runtime library
L538[02:47:30] <fry> it's much smaller
than java :P
L539[02:47:31] <unascribed> ceylon is
okay
L540[02:47:45] <sham1> Well, scala has the
advantage of being able to build off of java
L541[02:47:52] <unascribed> whoa
L542[02:47:56] <unascribed> I clicked onto
ceylon's homepage
L543[02:48:02] <unascribed> and for once,
I find their example code snippet *inviting*
L544[02:48:03] <killjoy> Well I just
started something.. I think I'll be going now
L545[02:48:07] <unascribed> instead of
repulsive like Kotlin and Scala
L546[02:48:10] ⇦
Quits: killjoy (~killjoy@71.65.255.183) (Quit:
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L547[02:48:12] <capitalthree> to me,
scala, ceylon, and kotlin, just form a triad of things that are
unapologetically better than java
L548[02:48:13] <unascribed> rip
L549[02:48:28] <capitalthree> unascribed:
sweet, you found your thingy, start a mod in ceylon :D
L550[02:48:40] <unascribed> I like their
codenames
L551[02:48:51] <unascribed> I think I
forgot about Ceylon since I didn't find it offensive
L552[02:48:53] <capitalthree> I like
ceylon
L553[02:48:59] <capitalthree> in theory I
mean
L554[02:49:04] <capitalthree> the reason I
didn't use it early on was it didn't have intellij tooling
L555[02:49:05] <unascribed> no primitives,
nice
L556[02:49:06] <unascribed> I hate
primitives
L557[02:49:07] <capitalthree> now it does,
in beta
L558[02:49:10]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L559[02:49:14] <capitalthree> unascribed:
dude kotlin and scala both do that :P
L560[02:49:17] <unascribed> I know
L561[02:49:22] <unascribed> but Scala and
Kotlin are repulsive
L562[02:49:23] <unascribed> :P
L563[02:49:23] <capitalthree> hehe ok fair
nuff
L564[02:49:31] <unascribed> everything is
final by default
L565[02:49:45] <unascribed> kinda strange
syntax for string templates, but it works
L566[02:49:46] <capitalthree> look, I
won't look a gift horse in the mouth. if you find ceylon tolerable
then I consider that excellent
L567[02:49:52] <fry> if you base your
choice on the initial impression of the syntax, you are and idiot
:P
L568[02:50:04] <capitalthree> fry: shhhh
we have a good thing going here
L569[02:50:07] <capitalthree> don't tell
him!
L570[02:50:18] <unascribed> capitalthree,
I already ignore everything fry says related to languages, so it's
fine
L571[02:50:27] <capitalthree> it's like
when a picky eater finally finds a color of pasta they like and
then you inform them that it's all the same
L572[02:50:27] <fry> why is that?
L573[02:50:31] <unascribed> anyone who
links the article for stockholm syndrome in response to an opinion
isn't worth listening to :P
L574[02:50:34] ***
kroeser|away is now known as kroeser
L575[02:50:57] <fry> so it's literally
never relevant? :P
L576[02:51:19] <unascribed> it's more that
I tend to fundamentally disagree with basically anyone who likes
Scala
L577[02:51:27] <capitalthree> I do
actually agree that kotlin's "fun" is dumb looking
L578[02:51:30] <unascribed> and it's not
worth getting into an argument over something like that
L579[02:51:38] <capitalthree> but the
silver lining is that when other people whine about it I can be
like "what, you hate fun?"
L580[02:52:00] <capitalthree> unascribed:
hey come on, I love scala and we agree about lots of stuff
<3
L581[02:52:15] <fry> and why is that?
what's that magical common thing that unites all people who use
scala?
L582[02:52:28] <fry> tell me about it so
I'll finally know :P
L583[02:52:31] <unascribed> we're reaching
"pointless argument" territory :P
L584[02:52:40] <capitalthree> fry: that
they masturbate with implicits and make huge messes
L585[02:52:45] <capitalthree> all of them
except me
L586[02:52:55] <unascribed> there's a
reason I call "idiomatic" scala "idiotic"
L587[02:53:00] <capitalthree> that's my #1
grief with the scala community :P
L588[02:53:17] <capitalthree> yeah I don't
write idiomatic scala
L589[02:53:20] <unascribed> like, let's
take our perfectly okay code with only a little bit of redundancy,
and make the compiler infer EVERYTHING
L590[02:53:30] <unascribed> that way
nobody can read it unless they've read the entire compiler
manual
L591[02:53:33] <unascribed> great job
guys, 10/10
L592[02:53:34] <fry> all you keep saying
is "I don't like scala and everyone who uses it", give
solid examples :P
L593[02:53:36] <capitalthree> unascribed:
or better
L594[02:53:39] <capitalthree> they use a
goddamned ide
L595[02:53:47] <capitalthree> like it's
2016 or something
L596[02:53:53] <sham1> Scala has too many
curly braces
L597[02:53:59] <capitalthree> :D
L598[02:54:05] <fry> pffft, real
programmers don't use and IDE
L599[02:54:11] <sham1> Indeed
L600[02:54:13] <sham1> They use vim
L601[02:54:28] <sham1> (Which you can use
as an IDE with the correct plugins but I will not go into
that"
L602[02:54:30] <fry> they write out all
the java boierplate manually, and they always get .equals and
.hashcode right the first time
L604[02:54:40] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 384
seconds)
L605[02:55:23] <unascribed> it sort of
comes down to I don't have a "concrete" reason I don't
like Kotlin or Scala
L606[02:55:30] <capitalthree> fry: I don't
remember the last time I wrote a standard .hashcode myself xD
L607[02:55:32] <fry> of course you
don't
L608[02:55:37] <capitalthree> intellij
generates them fine
L609[02:55:38] <unascribed> I hate reading
Scala and Kotlin code, but I don't have the same with Java, Rust,
C, JavaScript, or basically any language that isn't scala
L610[02:55:45] <unascribed> (and Rust is
*weird*.)
L611[02:56:03] <fry> you know what unites
all the people who hate Scala? they never actually used it
seriously :P
L612[02:56:04] <capitalthree> rust *is*
weird
L613[02:56:15] <PaleoCrafter> those
languages all have C-syntax, more or less :P
L614[02:56:22] <capitalthree> fry: or,
they used it seriously enough to see idiomatic scala code :P
L615[02:56:38] <sham1> Or they have not
seen the light that is Haskell
L616[02:56:50] <capitalthree> nah but
people do a lot of really cool things in scala
L617[02:57:04] <capitalthree> if you learn
slick's ast, even writing sql again feels like pulling teeth
L618[02:57:09] <capitalthree> you can get
so spoiled
L619[02:57:13] <unascribed> so tl;dr scala
made a scary face at me as a child and now I don't want to use
it
L620[02:57:15] <Nitrodev> hi
L621[02:57:16] <capitalthree> <3
slick
L622[02:57:48] <capitalthree> unascribed:
it's ok because we already discovered that you and ceylon are gonna
be best friends
L623[02:57:48] <fry> java, C and JS are
all based heavily on C, rust is close enough too
L624[02:57:52] ***
amadornes[OFF] is now known as amadornes
L625[02:57:57] <capitalthree> but promise
me you'll use an ICE
L626[02:58:01] <capitalthree> IDE
L627[02:58:04] <unascribed> nah
L628[02:58:07] <unascribed> I'll use
Atom
L629[02:58:09] <unascribed> just to piss
you off
L630[02:58:10] <fry> scala's syntax is
based on ML mostly, I think
L631[02:58:14] <sham1> Eww, atom
L632[02:58:18] <sham1> Get a real
editor
L633[02:58:34] <sham1> Not one of those
Starbucks Mac hisper editors
L634[02:58:45] <fry> you should learn more
languages that are not in the C family, it'll make you more
open-minded :P
L635[02:59:01] <capitalthree> unascribed:
ceylon is the closest thing you'll find to your imaginary java++
that isn't a pile of dirty hacks missed with pretending the pain
away
L636[02:59:09] <sham1> Who think they are
cool because they are into full-stack JavaScript
L637[02:59:13] <capitalthree> unascribed:
stop pretending you don't yearn for a better language!
L638[02:59:19] <capitalthree> that has
betterness designed in!
L639[02:59:24] <unascribed> I never said
Java is good
L640[02:59:27] <capitalthree> ceylon is
awesome
L641[02:59:32] <sham1> But what is this
"better language"
L642[02:59:40] <capitalthree> also fry is
right
L643[02:59:44] <unascribed> but I have no
issues with Java and I have never seen a reason to go out of my way
to learn a language that is fundamentally different
L644[02:59:50] <capitalthree> you *should*
learn to be less picky about syntaxes
L645[02:59:57] <capitalthree> syntax
doesn't friggin matter
L647[03:00:04] <sham1> It kind of
does
L648[03:00:07] <capitalthree> unascribed:
learning, believe it or not, is good for your brain
L649[03:00:08] <unascribed> it does matter
when it dictates literally everything you do
L650[03:00:12] <fry> it really doesn't
:P
L651[03:00:23] <fry> at some point you
just don't notice it anymore
L652[03:00:25] <capitalthree> and learning
more languages will make you better at the ones you already know,
by giving you perspective
L653[03:00:25] <fry> at all :P
L654[03:00:36] <sham1> Certain syntaxes
can turn you off because they are not readable
L655[03:00:39] <sham1> See me and
LISPs
L656[03:00:41] <PaleoCrafter> well, we can
all agree that whitespace sensitivity is crap :P
L657[03:00:44] <capitalthree> sham1: perl
:D
L658[03:00:48] <sham1> Or Perl
L659[03:00:49] <capitalthree>
PaleoCrafter: yes
L660[03:00:51] <fry> sham1: lisp is
perfectly readable :P
L661[03:00:57] <fry> and so is perl
:P
L662[03:00:59] <fry> (sane perl)
L663[03:01:02] <sham1> I cannot see the
code from all the parenthesis
L664[03:01:10] <fry> read more
L665[03:01:11] <capitalthree>
PaleoCrafter: also hi! I had a hell of a time figuring out the
proper kotlin shading for 1.7.10 xD
L666[03:01:12] <sham1> Sane Perl is an
unicorn
L667[03:01:17] <fry> your parser will
level up :P
L668[03:01:19] <PaleoCrafter> heh
L669[03:01:23] <PaleoCrafter> y u do
dis
L670[03:01:26] <PaleoCrafter> nobody wants
1.7.10
L671[03:01:38] <unascribed> s/nobody/quite
a few people
L672[03:01:40] <capitalthree> lol yeah
perl is fine once I remember what each symbol means
L673[03:01:49] <capitalthree> I'm just
bagging on it cuz I'm rusty
L674[03:01:53] <unascribed> it's easy to
forget when you hang out in here with all the 1.8/1.9 pushing that
quite a few people still play 1.7
L675[03:01:54] <fry> also, whitespace
sensitivity is amazing, if your text editor is not a big pile of
garbage
L676[03:01:57] <capitalthree> but dynamic
typing is stupid
L677[03:02:10] <sham1> Haskell can be both
whitespace sensitive and not
L678[03:02:18] <unascribed> I find
whitespace sensitivity is good for markup
L679[03:02:21] <sham1> You either use
layout or curlies
L680[03:02:26] <unascribed> but it's
simply painful for code
L681[03:02:28] <capitalthree> fry: no it's
not, because I like being able to use my subjective powers of being
a human to decide the most readable way to format my code
L682[03:02:36] <fry> hehehe
L683[03:02:37] <unascribed> ^
L684[03:02:49] <unascribed> :P
L685[03:02:56] <capitalthree> in a
quasi-functional language, I can make beautiful things out of what
would be a 12-level nested gross mess if I autoformat
L686[03:02:56] <sham1> Being a human is
subjective
L687[03:03:13] <unascribed> can someone
find me a real-world example of Ceylon
L688[03:03:22] <unascribed> contrived
examples are great and all but seriously
L689[03:03:27] <fry> I don't mind
whitespace sensitivity in python, it fits nice with the rest of the
language
L690[03:03:30] <capitalthree> unascribed:
that implies people actually use it
L692[03:04:14] ***
MrKick|Away is now known as MrKickkiller
L693[03:04:36] <capitalthree> I also can't
find *any* existing ceylon minecraft mods
L694[03:04:37] <sham1> What are those
strings doing above the functions
L695[03:04:44] <capitalthree> unascribed:
you could be super cool and make the first one
L696[03:05:28] <sham1> I really have to
figure out how to get Frege working with MC modding
L697[03:05:45] <unascribed> "haskell
for the JVM"
L698[03:05:47] <unascribed> nope
L699[03:05:48] <unascribed> nope
L700[03:05:49] <unascribed> nope
L701[03:05:51] <sham1> Yes
L702[03:06:12] <fry> haskell syntax is
even more scary, makes sense you don't like it :P
L703[03:06:29] <sham1> But haskell is so
clear though
L704[03:06:36] <capitalthree> haskell
syntax is beautiful, as long as you want your program to just
compute a value and not actually do things
L705[03:06:38] *
fry still can't read haskell comfortably
L706[03:06:48] <sham1> capitalthree, you
could just stay in the IO monad
L707[03:06:57] <sham1> But you
shouldn't
L708[03:07:00] <fry> but that doesn't mean
I don't like the language a lot :P
L709[03:07:05] <capitalthree> nobody ever
satisfactorily told me wtf a monad is
L710[03:07:09] <capitalthree> and don't
try now, I'm semi drunk
L711[03:07:18] <fry> tis a burritto
L712[03:07:31] <sham1> It is an
applicative functor with specific rules associated with it
L713[03:07:34] <fry> do you suddenly
understand now? :D
L714[03:08:00] <capitalthree> fry: well I
do like putting things in my mouth
L715[03:08:08] <capitalthree> man I'm
going to bed
L716[03:08:13] <fry> in all seriosness, if
you understand what do exception handlers, Optional and lists have
in common, you know what a monad is :D
L717[03:08:13] <capitalthree> fry: thanks
for all the help
L718[03:08:23] <fry> heh, take care
:P
L719[03:08:45] <capitalthree> well
Optional is a list of 0 or 1
L720[03:09:05] <fry> don't think in terms
you already know
L721[03:09:08] <capitalthree> and
exceptions can be thought of as an Either type
L722[03:09:09] <fry> it's a new thing
:P
L723[03:09:15] <capitalthree> whatever
nevermind
L724[03:09:21] <fry> maybe tomorrow
:P
L725[03:09:37] <capitalthree> no, let me
try to make my kotlin mod in peace!
L726[03:09:44] <fry> heh, never :P
L727[03:10:05] <capitalthree> sham1 can
blaze the frege minecraft modding trail
L728[03:10:09] <capitalthree> and I'll
follow later
L729[03:10:34] *
unascribed adds a java preprocessor to his endless todo
list
L730[03:10:47] <unascribed> less to have
the language
L731[03:10:54] <unascribed> more to learn
how Spoon works and how to write Gradle plugins
L732[03:10:54] <Zaggy1024> I imagine a mod
in frege would make my eyes bleed
L733[03:11:12] <sham1> (+2) <$>
list
L734[03:11:24] <Zaggy1024> uh
L735[03:11:30] <Zaggy1024> ok then
L736[03:11:32] *
fry thinks he can read that
L737[03:11:33] <sham1> Map function (+2)
over all elements in a list
L738[03:11:44] <fry> not map, apply,
surely? :D
L739[03:11:46] <sham1> list map _+2
L740[03:11:54] <sham1> I could say: map
(+2) list
L741[03:12:12] <sham1> But I like the
infix sytax
L742[03:12:22] *
capitalthree writes a preprocessor for unascribed's preprocessor
that just makes semicolons, empty parentheses, and periods
optional
L743[03:12:22] <sham1> Was my scala map
correct
L744[03:12:39] <sham1> Let me see
L745[03:12:48] <unascribed> I should make
a Stylus analogue for Java
L746[03:12:48] <fry> yup, it was
L748[03:13:08] <fry> (you need parent
around the (_+2) though :P)
L749[03:13:09] <Zaggy1024> I wonder if the
problem with such a language is just having too many shortcuts to
do things
L750[03:13:14] <sham1> Ah
L751[03:13:24] <unascribed> mix and match
pieces from pure CSS and whitespace-significant no-colons CSS
L752[03:13:27] <sham1> My scala is quite
rusty
L753[03:13:40] <sham1> (Pun not
intended)
L754[03:13:49] <unascribed> I personally
go all the way to the "whitespace significant" side for
Stylus :P
L755[03:14:42] <sham1> But yeah,
functional programming is fun
L756[03:14:44] <Zaggy1024> yeesh
L757[03:15:01] <Zaggy1024> mixing
different styles of languages...ugh
L758[03:15:03] <capitalthree> unascribed:
wow I can't think of anything i've ever needed less than
stylus-lang.com
L759[03:15:13] <capitalthree> maybe
President Trump
L760[03:15:15] <unascribed> k
L761[03:15:25] <Zaggy1024> the mixins look
useful
L762[03:15:34] <sham1> Mixins are
usefulk
L763[03:15:35] <unascribed> that's the
main reason I use it
L764[03:15:40] <unascribed> the less
painful syntax is just a bonus
L765[03:15:47] <PaleoCrafter> what about
the other million css preprocessors?
L766[03:15:57] <Zaggy1024> but skipping
braces and semicolons
L767[03:15:58] <Zaggy1024> I don't like
that
L768[03:16:00] <unascribed> Sass, Less,
and Stylus are basically the top three
L769[03:16:02] <unascribed> so
L770[03:16:03] <unascribed> what about
them
L771[03:16:05] <fry> you can't spell
"functional" without some "fun" :D
L772[03:16:08] *
fry runs away
L773[03:16:08] <unascribed> at least for
Node-compatible ones
L774[03:16:13] <PaleoCrafter> yeah, why
not less and sass, they have more? :P
L775[03:16:13] <Zaggy1024> facepalm
L776[03:16:17] <PaleoCrafter> from the
looks of it
L777[03:16:22] <sham1> Punny
L778[03:16:35] <PaleoCrafter> oh, nvm,
didn't see the variables
L779[03:16:44] <PaleoCrafter> I'll go back
to conquering the world :P
L780[03:16:51] <unascribed> didn't Sass
drop their whitespace-significant syntax in favor of
"SCSS"?
L781[03:16:57] <unascribed> or is
"old-style" Sass still an option?
L782[03:16:59] <capitalthree>
PaleoCrafter: you know any ceylon?
L783[03:17:10] <PaleoCrafter> nope
L784[03:17:22] <PaleoCrafter> I might
conquer Ceylon though :P
L785[03:17:37] <capitalthree> let's race
to make the first ceylon minecraft mod
L786[03:17:46] <capitalthree> maybe I'll
go do that server backups mod in ceylon xD
L787[03:19:43] <PaleoCrafter> ugh, accents
for fucking string interpolation, guess I'll never use Ceylon
:P
L789[03:19:59] ⇦
Quits: PrinceCat (~PrinceCat@124.170.161.139) (Quit: My Mac has
gone to sleep. ZZZzzz…)
L790[03:20:05] <unascribed> and you called
me petty for not liking Kotlin's "fun" syntax?
L791[03:20:38] <PaleoCrafter> it's not the
thing itself, it's that typing accents without actually putting it
on a letter is a nuisance on German keyboards :P
L792[03:20:43] <capitalthree> I was just
about to call PaleoCrafter petty too
L793[03:20:44] <unascribed> ah
L794[03:20:46] <fry> nobody tell Paleo
that ` is used in Scala too :P
L795[03:20:52] <PaleoCrafter> I know it
is
L796[03:21:00] <PaleoCrafter> but not for
string interpolation :P
L797[03:21:24] <sham1> Hmm, if I add a
java glue, I could be able to make a Frege mod
L798[03:21:27] <fry> why are you not using
the us english layout for coding anyway? :P
L799[03:21:46] <capitalthree>
PaleoCrafter: maybe you should program in American
L800[03:21:49] <PaleoCrafter> because I'd
have to get used to it? :P
L801[03:21:49] <fry> sham1: you can
replace Frege with "literally any language" in that
sentence :P
L802[03:21:51] <capitalthree> oh fry said
it first
L803[03:21:58] <sham1> Ya
L804[03:22:00] <sham1> I know
L805[03:22:17] <fry> everything in
programming is US english, deal with it :P
L806[03:22:28] <fry> (everything on the
internet too :P)
L807[03:22:30] <sham1> Not even Queen's
English
L808[03:22:32] <sham1> Booo
L809[03:22:42] <capitalthree> I should
make a minecraft mod in python
L810[03:22:48] <capitalthree> and host it
on jython
L811[03:22:50] <sham1> Jython can do
it
L812[03:22:53] <capitalthree> I'll shade
jython
L813[03:22:55] <fry> I'm fairly sure
that's been done :P
L814[03:23:04] <capitalthree> oh god why
did I ask
L815[03:23:09] <capitalthree> I did not
want to know that
L816[03:23:16] <PaleoCrafter> I get along
fairly well with the German layout
L817[03:23:18]
⇨ Joins: raoulvdberge
(uid95673@2001:67c:2f08:6::1:75b9)
L818[03:23:22] <PaleoCrafter> as long as I
don't need accents on their own :P
L819[03:23:32] <capitalthree> fry: how
about jruby?
L820[03:23:37] <fry> I did a fun thing
one, I put scala interpreter in the MC :D
L821[03:23:38] <capitalthree> maybe
millenaire is using jruby
L822[03:23:42] <capitalthree> that would
explain a lot
L823[03:23:52] <fry> so, you could type
code in the chat, and it'll affect the world :P
L824[03:23:58] <unascribed> oh god
L825[03:24:00] <capitalthree> fry: that's
terrifying
L826[03:24:09] <capitalthree> fry: I mean
can I play on your server
L827[03:24:15] <capitalthree> *whistles
innocently*
L828[03:24:24] <fry> not ment for any
serious gameplay of course
L829[03:24:32] <unascribed> I keep
mentioning to people I want to make a mod with a glitch theme
L830[03:24:33] <raoulvdberge> If I change
a blockstate from a TE, and the texture of that block is dependant
on the blockstate, how can I make the block refresh its texture on
a blockstate change?
L831[03:24:33] <unascribed> and everyone's
like
L832[03:24:34] <PaleoCrafter> well, Scala
is usable through that scripting engine API, just like JavaScript,
iirc
L833[03:24:39] <unascribed> "make the
endgame arbitrary code execution"
L834[03:24:41] <fry> but it's a great way
to prorotype stuff fast :P
L835[03:25:03] <capitalthree> unascribed:
make your entire mod not be a remote code execution vuln :D
L836[03:25:11] <fry> project stalled when
I needed to implement 2 remapping clasloaders to make it work in
obf >.>
L837[03:25:12] <capitalthree> and don't
even make it a bedrock breaking vuln
L838[03:25:18] <capitalthree> I'm looking
at you, rotarycraft
L839[03:25:26] <fry> but at least I
reduced it to that :P
L841[03:27:16] <capitalthree> fry: we
should get that python c interpreter in there
L842[03:27:22] <fry> due to the exposure
MC has, most of things were at least tried by someone before, and
the probablility of your idea being unique is quite low :P
L843[03:27:22] <capitalthree> and see if
we can run the jvm on it
L844[03:27:38] <capitalthree> fry: afaik
nobody's made a ceylon mod though!
L845[03:27:44] <capitalthree> and that's
*actually* worth doing
L846[03:27:58] <fry> that speaks
negatively about the amount of people using ceylon :P
L847[03:28:31] <capitalthree> well let me
point out that lots of people use java
L848[03:28:42] <capitalthree> maybe ceylon
is so rare because it's just way awesome
L849[03:28:50] <fry> oh, I'm not saying
ceylon is bad, I have no idea :P
L850[03:29:02] <fry> just that it's not
that popular :P
L851[03:29:14] <capitalthree> it's not
that popular
L852[03:29:30] <capitalthree> because it
had bad tooling when scala and kotlin were grabbing all the
thunder
L853[03:29:42] <capitalthree> kotlin is
made by a tools company, and scala is older
L854[03:29:53] <capitalthree> but ceylon
is very cool in its own right if you ask me
L855[03:30:00] <fry> kotlin wasn't
grabbing anything until a few months ago
L856[03:30:14] <fry> then intellij did a
shit ton of marketing, and now it's the new hot thing :P
L857[03:30:16] <capitalthree> and I'd
rather convince unascribed to use an obscure language, than have
him stick to java
L858[03:30:30] <fry> I'm not saying you
should stop :D
L859[03:30:37] <capitalthree> I was
following kotlin for a lot longer than that but I'm glad it's being
marketed
L860[03:30:38] <sham1> WHy can't you let
him stay in java if he so pleases
L861[03:30:43] <unascribed> ^ :/
L862[03:30:51] <capitalthree> sham1: I can
let him, and I will
L863[03:31:00] <capitalthree> I will also
try to cajole him to branch out
L864[03:31:02] <unascribed> you seem
strangely obsessed with which language I use
L865[03:31:05] <capitalthree> there is no
controdiction
L866[03:31:17] <fry> he doesn't please, he
wants to write a preprocessor :P
L867[03:31:17] <capitalthree> unascribed:
it's nothing personal
L868[03:31:29] <unascribed> I don't like
Java
L869[03:31:33] <capitalthree> unascribed:
but it kind of is. I see you yearning for a good language
L870[03:31:33] <unascribed> I like Scala
and Kotlin even less
L871[03:31:41] <unascribed> Ceylon is
interesting but doesn't seem that much better than Java
L872[03:31:44] <capitalthree> I want you
to be satisfied
L873[03:31:53] <sham1> What about
Groovy
L874[03:31:57]
⇨ Joins: PitchBright
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L875[03:32:01] <unascribed> I actually
quite like Groovy
L876[03:32:05] <unascribed> but its
runtime weight makes it not useful
L877[03:32:11] <capitalthree> unascribed:
ceylon is better than java in mostly all the same ways kotlin is
:P
L878[03:32:14] <fry> hah, everyone forgot
about grovy and jumped on the kotlin train :P
L879[03:32:18] <fry> *groovy
L880[03:32:31] <capitalthree> I didn't
forget groovy, dynamic typing is just stupid!
L881[03:32:33] <sham1> Everyone forgot
about groovy unless they used gradle a lot
L882[03:32:37] <sham1> Yes
L883[03:32:41] <sham1> Dynamic
typing
L884[03:32:45] <sham1> Annoys me
L885[03:32:59] <unascribed> I also much
prefer the J8 Lambda syntax to Groovy's closures
L887[03:34:55] <sham1> That small sliver
of dynamic typing advocates familiar with type theory
L888[03:34:56] <sham1> I love it
L889[03:35:21] <fry> nothing is absolute
:P
L890[03:35:43] <sham1> I like dynamic
typing if it also is strong
L891[03:35:59] <sham1> Dynamic strong
typing is better than what some dynamic typing languages have
done
L892[03:36:13] <sham1> Python is a good
example of a dynamic language done right
L893[03:36:20]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L894[03:37:10] <fry> when people say they
like dynamic typing they often mean they like the lack of explicit
type annotations and the type inference :P
L895[03:37:12] <capitalthree> I like to
call dynamic typing, hashmap-oriented programming
L896[03:37:33] <fry> that's more untyped
than dynamic :P
L897[03:37:34] <sham1> And because of
that, the fact that JavaScript is the most popular dynamic language
makes me sad
L898[03:37:51] <capitalthree> what's
"dynamic strong typing"?
L899[03:38:10] <ghz|afk> "dynamic
strong typing" sounds like just type inference
L900[03:38:32] <capitalthree> type
inference is not dynamic typing
L901[03:38:39] <ghz|afk> var x = 1; x =
"r";
L902[03:38:41] <capitalthree> scala,
kotlin, and ceylon are statically typed
L903[03:38:51] <ghz|afk> if this is
allowed, it's dynamic typing and the langauge is, IMO, broken
L904[03:38:57] <ghz|afk> if not, then it's
just inference
L905[03:38:59] <sham1> JS
L906[03:39:01] <fry> "dynamic"
means you only know the type at the runtime :P
L907[03:39:16] <fry> (like exclusively
using Object in java)
L908[03:39:32] <ghz|afk> it's different in
functions and return values, though
L909[03:39:35] <capitalthree> ghz|afk: in
the 3 languages I mentioned, it's not. and I agree
L910[03:39:58] <ghz|afk> since those can
be curryfied at runtime, in which case it would still be dynamic,
but strongly typed hmm
L911[03:40:03] <sham1> I think that
javascript allows you to do that whole "I have assigned a int
there, let me assign a string there"
L912[03:40:22] <fry> meaning everything is
an Object :P
L913[03:40:25] <ghz|afk> sham1: "use
strict"; and you can't do that
L914[03:40:26] <ghz|afk> ;P
L915[03:40:42] <sham1> What is use
strict
L916[03:40:49] <Tazz> I would love to have
Eschelle be like scala where typing is practically optional
L917[03:41:05] <ghz|afk> ecma5 introduced
a strict mode
L918[03:41:10] <sham1> Ah
L919[03:41:10] <Tazz> tbh typing isnt a
thing in Eschelle yet since theres no type checks
L920[03:41:12] <sham1> TIl
L921[03:41:12] <ghz|afk> in which some
semantics are changed
L922[03:41:23] <capitalthree> so does
strict mode make it statically typed? o_o
L923[03:41:29] <ghz|afk> no
L924[03:41:34] <ghz|afk> it's still very
much dynamic
L925[03:41:35] <sham1> No, it makes is
dynamic strong
L926[03:41:50] <capitalthree> wtf does
dynamic strong mean :P
L928[03:42:12] <sham1> A type system where
you know the types at runtime, but once you know them, you cannot
put any other kind of type there
L929[03:42:12] <ghz|afk> for one, it
detects typos and ERRORS
L930[03:42:16] <sham1> Woot
L931[03:42:22] <fry> "Languages are
often colloquially referred to as "strongly typed" or
"weakly typed". In fact, there is no universally accepted
definition of what these terms mean. In general, there are more
precise terms to represent the differences between type systems
that lead people to call them "strong" or
"weak""
L932[03:43:06] <sham1> Without use strict
Javascript can be said to be dynamic weak
L933[03:43:15] <ghz|afk> well
L934[03:43:30] <ghz|afk> static typing
would require that the type is known at runtime
L935[03:43:31] <ghz|afk> and if you
do
L936[03:43:36] <ghz|afk> var num =
func(x)
L937[03:43:40] <ghz|afk> but func(x)
returns a string
L938[03:43:45] <ghz|afk> you'd still get a
string
L939[03:43:59] <ghz|afk> so you can't
really do static typing in JS, without using something like
typescript
L940[03:44:15] <sham1> This is the kind of
dynamic typing I really can
L942[03:44:21] <sham1> Completely
typesafe
L943[03:44:41] <capitalthree> "eval
of strict mode code does not introduce new variables into the
surrounding scope"
L944[03:44:44] <capitalthree> ...
L945[03:44:52] <capitalthree> the fact
that this has to be said, means javascript is so far off the deep
end already
L946[03:44:58] <ghz|afk> it is
L947[03:45:11] <sham1> Javascript was
designed in 10 days
L948[03:45:14] <ghz|afk> when js was
designed they were like "scope? ain't nobody has time fo
dat!"
L949[03:45:41] <capitalthree> fry: I think
for some people, they'll more or less call anything strongly typed
as long as your screwups won't cause actual memory corruption
L950[03:45:49] <ghz|afk> nah
L951[03:45:51] <Tazz> sham1,
hahahaha
L953[03:45:58] <sham1> What
L954[03:45:58] <ghz|afk> there's plenty of
weak, dynamic typed languages
L955[03:46:02] <ghz|afk> that are very
much memory-safe
L956[03:46:04] <fry> C is often considered
weakly typed :P
L957[03:46:11] <capitalthree> ghz|afk:
yeah, like all dynamically typed languages
L958[03:46:12] <Tazz> C is terribly typed
haha
L959[03:46:14] <sham1> Well, you can cast
everything to everything
L960[03:46:22] <Tazz> like you can cast
anything to anything haha
L961[03:47:03] <capitalthree> saying your
programming language is strongly typed and dynamic is like saying
your pony is pink and invisible
L962[03:47:12] <sham1> No
L963[03:47:12] <ghz|afk> no
L964[03:47:29] <sham1> First of all,
invisible pink unicorns exist
L965[03:47:36] <sham1> ponies
L966[03:47:37] <ghz|afk> strong vs weak
means that one is mindful of type compatibilities
L967[03:47:37] <sham1> Even
L968[03:47:40] <capitalthree> sham1: are
they reeeeally pink though?
L969[03:47:46] <sham1> It ids
L970[03:47:46] <capitalthree> what makes
them pink? they're vacuously pink
L971[03:47:56] <sham1> I believe they are
pink
L972[03:48:08] <ghz|afk> static vs dynamic
refers simply to the ability of the compiler to know all the types
before runtime
L973[03:48:14] <ghz|afk> java is
statically typed
L974[03:48:20] <ghz|afk> while C# has some
level of dynamic typing
L975[03:48:24]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L976[03:48:28] <ghz|afk> (currying of
generics)
L977[03:48:35] <sham1> Java is kind of
staticly weak language
L978[03:48:42] <fry> Java can be dynamic
too, again, use Object :P
L979[03:48:45] <capitalthree> btw I love
how javascript "strict mode" still doesn't have variable
DECLARATIONS
L980[03:48:57] <ghz|afk> capitalthree:
those were added elsewhere
L981[03:48:58] <ghz|afk> ;P
L982[03:49:10] <fry> (most
"static" oop languages have facilities for dynamic
typing)
L983[03:49:15] <unascribed> doesn't strict
mode warn when assigning a variable that wasn't declared?
L984[03:49:42] <sham1> But yeah, for one
am quite scared to see what kind of usages people will get out of
Data.Dynamic
L985[03:49:43] <unascribed> TypeScript
seems to at least :P
L986[03:49:51] <capitalthree> fry: yeah.
having facilities for static typing is what makes them static
languages
L987[03:49:57] <fry> indeed
L988[03:50:03] <capitalthree> *not* having
facilities for static typing makes a dumb language :P
L989[03:50:04] <fry> which is why dynamic
languages are stupid :P
L990[03:50:07] <capitalthree> :D
L992[03:50:09] <capitalthree> agreed
L993[03:50:19] <capitalthree> except for
like... build scripts
L994[03:50:20] <capitalthree> cuz then who
cares
L995[03:50:27] <sham1> I cares
L996[03:50:31] <sham1> Also, put down that
XML
L997[03:50:33] <capitalthree> though
scala's sbt people use statically typed build scripts too :P
L998[03:50:45] <sham1> Cabal scripts are
static
L999[03:50:47] *
fry hugs lisp and tells him "you're not stupid! I still love
you"
L1000[03:50:49] <sham1> I think
L1001[03:50:59] <unascribed> "hey
guys, let's make an XML-based scripting language" -- whoever
made Ant
L1002[03:51:05] <unascribed> worst idea
ever
L1003[03:51:14] <sham1> Microsoft loves
their XML
L1004[03:51:25] <unascribed> XML is great
for things that need markup
L1005[03:51:31] <sham1> And whoever made
Ant was Apache
L1006[03:51:33] <unascribed> because, you
know, it's a markup language
L1007[03:51:34] <fry> s/things/text
L1008[03:51:44] <unascribed> I know Ant
is Apache
L1009[03:51:58] <capitalthree> json is
great for things that need markup
L1010[03:51:59] <unascribed> but
"Apache" doesn't make things, people make things under
the Apache name
L1011[03:52:01] <capitalthree> xml is
overengineered bullshit
L1012[03:52:05] <fry> s/things/text
without too much of special characters/
L1013[03:52:06] <unascribed>
capitalthree, JSON is horrible for things that need markup
L1014[03:52:13] <unascribed> it's an
object notation not a markup language
L1015[03:52:21] <unascribed> "this
is <b>bold</b>"
L1016[03:52:37] <unascribed> doesn't get
much better than that, other than "this is **bold**" for
Markdown, but that has it's own issues
L1017[03:52:45] <fry> if you have 95%
plain text and 5% markup, XML is great
L1018[03:52:51] <unascribed> ^ what I
mean
L1019[03:52:56] <capitalthree> yeah I
guess
L1020[03:53:00] <fry> for literally
everything else there are better alternatives :P
L1022[03:53:18] <capitalthree> I learned
a lot from that video :D
L1023[03:53:26] <capitalthree> (a lot of
bullshit
L1024[03:53:27] <sham1> I know the bad
grammar in that video is for purpose
L1025[03:53:27] <capitalthree> )
L1026[03:53:30] <sham1> It still hurts
me
L1027[03:53:39] <sham1> on purpose*
L1028[03:53:41] <sham1> Gah
L1029[03:53:44] <fry> great presentation
:P
L1030[03:54:41] <capitalthree> sham1: the
word useing is fine though right?
L1031[03:54:53] <sham1> Using
L1032[03:54:56] <capitalthree> :P
L1033[03:55:16] <sham1> Using
"useing" is useless
L1034[03:55:39] <fry> using namespace
std;
L1035[03:55:46] <fry> sorry,
flashbacks
L1036[03:56:56] <illy> #include
<stdio.h>
L1037[03:57:16] <sham1> #include
<iostream>
L1038[03:57:24] <Tazz> #include
<sys/mman.h>
L1039[03:57:26] <fry> illy: cstdio
L1040[03:57:33] <fry> shame on you
:P
L1041[03:57:52] <illy> meh Cmasterrace
:P
L1042[03:58:07] <fry> I mean #include
<cstdio> :D
L1043[03:58:21] <Tazz> XD
L1044[03:58:38] <unascribed> #include
<*>
L1045[03:58:44]
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seconds)
L1046[03:58:49] <unascribed> I hope
that's not actually valid
L1047[03:59:00] <capitalthree> the c vs
c++ debate is just an ancient version of unacribed vs scala
L1048[03:59:01] <sham1> And now my
eexecutable is about 16 GiB
L1049[03:59:09] <sham1> But C++ is
better
L1050[03:59:13] <sham1> Look at it
L1051[03:59:15] <Tazz> I have to figure
out how to generate executable mapped memory on windows....
L1052[03:59:15] <sham1> It is an
increment
L1053[03:59:17] <unascribed>
>unacribed
L1054[03:59:21] <capitalthree> c++ is
objectively better, but also people objectively do a lot of stupid
crap with all that power
L1055[03:59:28] <capitalthree>
unascribed: I'm sleepy
L1056[03:59:29] <capitalthree> meow
L1057[03:59:38] <illy> bah who needs
either whe we have assembly :P
L1058[03:59:47] <sham1> I have
butterflies
L1059[04:00:09] <illy> I have emacs
L1060[04:00:13] <fry> on the internet,
nobody knows you're a cat
L1061[04:00:20] <unascribed> M-x
butterfly?
L1062[04:00:24] <sham1> Indeed
L1063[04:00:35] <Tazz> illy, lol
L1064[04:00:36] <unascribed> C-x M-c
M-butterfly*
L1065[04:00:44] <capitalthree> fry: now
everyone knows...
L1066[04:01:01] <Tazz> whats everyones
choice for C++ file extension?
L1067[04:01:08] <sham1> cpp
L1068[04:01:09] <capitalthree> .cp+
L1069[04:01:14] <sham1> EWW
L1070[04:01:15] *
capitalthree hides
L1071[04:01:16] <McJty> cpp is pretty
standard
L1072[04:01:17] <unascribed> isn't .cpp
the only extension anyone uses?
L1073[04:01:24] <sham1> Some people use
c++
L1074[04:01:30] <sham1> Like
main.c++
L1075[04:01:39] <illy> ive seen .cc
L1076[04:01:42] <sham1> Or cxx
L1077[04:01:46] <Tazz> I like .cc
L1078[04:01:51] <unascribed> ._.
L1079[04:01:52] <capitalthree> cc isn't
c?
L1080[04:01:53] <Tazz> I use it
preferentially
L1081[04:02:00] <sham1> Get it away from
my children
L1082[04:02:05] <McJty> capitalthree, c
just use .c
L1083[04:02:11] <Tazz> yeah
L1084[04:02:32] <capitalthree> if only
c++ had the good sense to mandate a filename extension
L1085[04:02:58] <illy> well the
compiler's old as hell
L1086[04:03:00] <capitalthree> I think it
should just be any file starting with #! /usr/bin/gcc
L1087[04:03:04] *
capitalthree hides
L1088[04:03:04] <McJty> Well not all
operating systems *have* extensions really
L1089[04:03:38] <McJty> In Unix you can
call a file myconfusingfile.obj.cpp.exe.tar.zip.gif and still have
it compile as C++ :-)
L1090[04:04:01] <unascribed> extensions
are really only useful for humans at this point
L1091[04:04:06] <unascribed> and Windows,
but Windows is crap anyway
L1092[04:04:13] <Cazzar> There's cxx
too
L1093[04:04:19] <capitalthree> humans are
crap too, to be fair
L1094[04:04:28] <sham1> Why do people not
use mime types
L1095[04:04:46] <illy> McJty: that could
also be an executable :P
L1096[04:04:47] <capitalthree> mime? like
the pokemon?
L1097[04:05:22] <sham1> Well, MIME
type
L1098[04:05:28] <capitalthree> I'm just
trollin :P
L1099[04:06:31] <capitalthree> but mime
types aren't in the file in any way
L1100[04:06:40] <capitalthree> it's not
something that replaces extensions
L1101[04:06:56] <sham1> [] + []
L1102[04:06:59] <sham1>
""
L1103[04:07:09] <capitalthree> however
"magic numbers" replace most uses of filename extensions
on linux
L1104[04:07:31]
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(Read error: Connection reset by peer)
L1105[04:07:42]
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(~Thunderbi@p5491842B.dip0.t-ipconnect.de)
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L1107[04:09:18] <fry> capitalthree:
#!/bin/csh :D
L1108[04:09:30] <sham1> tsk tsk
L1109[04:09:35] <sham1> Why are you not
using tcsh
L1110[04:09:41] <fry> tis a symlink
:P
L1111[04:09:44] <unascribed> obviously
you should be using ash
L1112[04:09:58] <fry> ash isn't C
:P
L1113[04:10:22] ***
amadornes is now known as amadornes[AFK]
L1114[04:12:52] <capitalthree> instead of
.txt files, we should just start with #! /bin/cat
L1115[04:13:20]
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L1116[04:14:00] <fry> ...
L1117[04:14:04] *
fry tries that
L1118[04:14:09] <capitalthree> :3
L1119[04:14:16] <capitalthree> ok going
to bed for real, nini
L1120[04:14:37] <fry> well, it works,
unsurprizingly :D
L1122[04:16:48]
⇨ Joins: kimfy
(~kimfy___@236.5.200.37.customer.cdi.no)
L1123[04:18:09] <capitalthree> fry: try
#! /usr/bin/tee -a
L1124[04:18:23] <fry> ehm
L1125[04:18:31] <fry> not today :p
L1126[04:19:09]
⇨ Joins: Drullkus
(~Dru11kus@2601:646:8301:8947:15c5:8985:a8cf:8a6e)
L1127[04:19:11] <unascribed> #!/bin/sudo
/bin/bash
L1128[04:19:21] <unascribed>
#!/usr/bin/sudo /bin/bash
L1129[04:19:23] <unascribed> rather
L1130[04:20:57] <Cazzar> #!/usr/bin/env
sudo /bin/bash
L1131[04:22:27]
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L1132[04:23:36]
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L1133[04:26:23] <Daomephsta> Hello, can I
get some help with something?
L1134[04:26:35] <diesieben07> Just
ask.
L1135[04:30:17] <Daomephsta> I'm trying
to rework the horse armour system so it functions like the player
armour system. Ideally it would use the existing armor texture,
model and armor tick functions; but some of the parameters and
return types make this impossible. Would it be better to change the
methods and possibly break things, or should I create new methods
specifically for horse armor.
L1136[04:30:50]
⇨ Joins: Emris (~Miranda@62.178.245.147)
L1137[04:31:45] <diesieben07> so you are
working on a forge PR?
L1138[04:32:10] <Daomephsta> Yes, and I
have read the docs on contributing.
L1139[04:32:47] <diesieben07> "it
would use the existing armor texture": this is changing
vanilla mechanics
L1140[04:32:54] <diesieben07> thats
outside of forge's scope
L1141[04:33:57] <Daomephsta>
Item#getArmorTexture() is Forge added
L1142[04:34:05] <ghz|afk> Daomephsta: I
don't understand what you mean with "existing armor
texture", yo mean the PLAYER armor?
L1143[04:34:53]
⇨ Joins: TobyO
(~TobyO@host86-131-91-248.range86-131.btcentralplus.com)
L1144[04:34:58] <TobyO> hry
L1145[04:35:00] <TobyO> hey
L1146[04:36:08] <ghz|afk> o/
L1147[04:36:38] <TobyO> Not sure if
anyone can help, but I'm having a problem with an inventory in a
machine I am making
L1148[04:37:06] <TobyO> I am setting an
itemstack to null but it is re-appearing new time in the update()
as an itemstack of size 0
L1149[04:37:49] <Daomephsta> ghz|afk: I
want to to call Item#getArmorTexture(), Item#getArmorModel() and
Item#onArmorTick(). The goal is that everything possible with
player armor is possible with horse armor.
L1150[04:37:55] <ghz|afk> TobyO: can you
show the code?
L1151[04:38:14] <ghz|afk> (githug if you
have it published, or pastebin or something)
L1152[04:38:20] <diesieben07> uh yeah
that won't work Daomephsta
L1153[04:38:32] <diesieben07> those
things are designed for player armor, you can't just render them on
horses
L1154[04:39:00] ***
ghz|afk is now known as gigaherz
L1155[04:39:03] <TobyO> yeah sure, will
send the link in a sec
L1156[04:39:12] <TobyO> thanks
L1157[04:41:00] ***
kroeser is now known as kroeser|away
L1158[04:42:31] <gigaherz> gave it a
quick glance, the horse armor stuff seems way too
"hardcoded" to generalize it
L1160[04:43:44]
⇨ Joins: Larry1123 (Larry1123@66.172.27.124)
L1161[04:44:20] <Daomephsta> gigaherz: So
I shouldn't bother?
L1162[04:44:27] <gigaherz> Daomephsta:
there's multiple issues with the idea
L1163[04:44:28] <gigaherz> first of
all
L1164[04:44:30] <TobyO> ignore the actual
gui as its all a mess
L1165[04:44:32] <gigaherz> is that there
isn't a ItemHorseArmor
L1166[04:44:36] <gigaherz> that you can
require as a base class
L1167[04:44:46] <gigaherz> so you can't
have a custom getHorseArmorModel
L1168[04:44:49] <gigaherz> and the player
one won't do
L1169[04:45:19] <gigaherz> then there's
all the HorseTypes and stuff that are used and have hardcoded stuff
all over the place
L1170[04:45:45] <gigaherz> do a search
for "iron_horse_armor", it's referenced 21 times ON
STRINGS
L1171[04:46:06] <gigaherz> there's just
way too much hardcoding
L1172[04:46:14] <gigaherz> you'd have to
change an unreasonable amount of things
L1173[04:46:29] <gigaherz> it would
probably not get accepted to forge
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L1175[04:46:48] <gigaherz> or more
accurately
L1176[04:46:56] <gigaherz> the chances of
it getting accepted for 1.9 are 0
L1177[04:46:59] <gigaherz> and low for
1.10
L1178[04:47:28]
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L1179[04:47:34] <gigaherz> The first
step, IMO, would be to add an issue in the forge tracker
L1180[04:47:40] <gigaherz> and make it a
feature request
L1181[04:47:50] <gigaherz> and explain as
best as you can WHY you want this to exist
L1182[04:47:56] <gigaherz> and HOW you'd
implement it
L1183[04:48:02] <gigaherz> and see how
the people react to it
L1184[04:48:55] <Daomephsta> gigaherz:
Okay, thanks for your time
L1185[04:49:03] <TobyO> I actually think
I have found out the cause of my problem
L1186[04:49:21] <TobyO> I was modifying
the returned itemStack from the inventory
L1187[04:49:28] <gigaherz> heh
L1188[04:49:34] <gigaherz> always .copy()
the itemstacks you modify
L1189[04:49:45] <gigaherz> unless you
really need to modify the original
L1190[04:50:00]
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L1191[04:50:27] <TobyO> Well, I want to
modify it but I need to do setItemInSlot or something
L1192[04:50:31]
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(~Leviathan@121-79-236-198.sta.inspire.net.nz)
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L1194[04:53:31] <gigaherz> TobyO: are you
doing it on the client thread or server thread?
L1195[04:54:01] <gigaherz> that's why I
asked for code, to see how you are handling the
"sides"
L1196[04:54:11]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L1197[04:54:12] <TobyO> yeah
L1198[04:54:32] <TobyO> on the remote
side
L1199[04:54:36] <TobyO> so server
right?
L1200[04:54:42] <sham1> Remote is
client
L1201[04:54:49] <TobyO> client then
L1202[04:54:57] <gigaherz> mc(forge) is
server-centric
L1203[04:55:02] <gigaherz> so local is
server, remote is client
L1204[04:55:06] <gigaherz> well
L1205[04:55:11] <gigaherz> if you are
editing stuff on the client
L1206[04:55:12] <TobyO> wait, I am
returning if the world is remote
L1207[04:55:17] <gigaherz> then the
server won't know about it ;P
L1208[04:55:19] <TobyO> so it is done
server side
L1209[04:55:23] <gigaherz> aha
L1210[04:55:23] <gigaherz> good
L1211[04:55:32] <TobyO> then I am doing
markDirty
L1212[04:55:34] <gigaherz> if you do it
on the server, and it's reflected on the client
L1213[04:55:38] <gigaherz> then you are
doing it right ;P
L1214[04:55:43] <TobyO> yeah
L1215[04:55:55] <TobyO> it's just that I
was directly setting the itemstack to null
L1216[04:56:19] <TobyO> just read
this
L1217[04:56:20] <TobyO> *
<p/>
L1218[04:56:20] <TobyO> * IMPORTANT: This
ItemStack MUST NOT be modified. This method is not for
L1219[04:56:20] <TobyO> * altering an
inventories contents. Any implementers who are able to detect
L1220[04:56:20] <TobyO> * modification
through this method should throw an exception.
L1221[04:56:20] <TobyO> *
<p/>
L1222[04:56:22] <TobyO> * SERIOUSLY: DO
NOT MODIFY THE RETURNED ITEMSTACK
L1223[04:57:21] <gigaherz> heh
L1224[04:57:24] <gigaherz> always read
javadocs ;P
L1225[04:58:40] <TobyO> yeah, I just
glossed over it
L1226[05:00:10] <TobyO> I've been
following another mod to get the basics
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L1230[05:11:41] <TobyO> using .copy on
them seems to be giving me a ticking block entity though
L1231[05:12:53] <gigaherz> the slot may
be empty
L1232[05:12:56] <gigaherz> in which case
it would be null
L1233[05:13:01] <TobyO> ahh okay
L1234[05:13:01] <gigaherz> and
null.copy() will obviously NPE
L1235[05:13:15] <TobyO> I assumed it
would just return null
L1236[05:13:26] <gigaherz> nay you try to
call "copy" on nothing
L1237[05:13:34] <gigaherz> that's not
allowed ;P
L1238[05:13:40] <gigaherz> some langauges
have stuff like
L1239[05:13:44] <TobyO> just more of
nothing surely
L1240[05:13:45] <gigaherz>
x?.method()
L1241[05:13:56] <gigaherz> which would
return null if the x is null
L1242[05:14:01] <TobyO> been using swift
a fair bit
L1243[05:14:05] <gigaherz> but that's not
the case for java (yet, at least)
L1244[05:14:32] <TobyO> use lots of ? and
! for handling null
L1245[05:14:57] <gigaherz> heh
L1246[05:16:57] <TobyO> and when I do
setStackInSlot, it's not going to register the change until the
next pass right?
L1247[05:17:21] <TobyO> which is what
markDirty is for?
L1248[05:18:32] <gigaherz> markDirty is
for notifying neighbours that the inventory changed
L1249[05:18:39] <TobyO> oh okay
L1250[05:18:40] <gigaherz> such as pipes
or comparators
L1251[05:19:12] <TobyO> so setStackInSlot
should be immediate?
L1252[05:19:34] <gigaherz> well, on the
same side, yes
L1253[05:19:36] <gigaherz> as in
L1254[05:19:50] <gigaherz>
setStackInSlot, then if you gell getStack on the same
inventory
L1255[05:19:57] <gigaherz> it shoudl
return the object you just assigned
L1256[05:20:09] <gigaherz> but in order
for the change to reach the client and render
L1257[05:20:14] <gigaherz> it needs to
send a packet
L1258[05:20:32] <gigaherz> which can take
a while if you were on a server
L1259[05:20:38] <TobyO> ah
L1260[05:21:16] <TobyO> What's the best
way to handle multiple modifications then?
L1261[05:21:21]
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L1262[05:21:27] <TobyO> Shall I just copy
if !null and then re-set at the end?
L1263[05:21:46] <gigaherz> you mean
multiple modificatiosn to the same slot?
L1264[05:21:48]
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L1265[05:21:53] <TobyO> correct
L1266[05:22:00] <gigaherz> well within
the same function
L1267[05:22:05] <gigaherz> you can just
get the stack at the beginning
L1268[05:22:08] <gigaherz> and then set
it at the end
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L1270[05:22:15] <gigaherz> but you
shouldn't keep the stack across "ticks"
L1271[05:22:21] <TobyO> that's what I had
summised
L1272[05:22:32] <TobyO> thanks for the
help, that clears up a lot
L1273[05:26:29] <raoulvdberge> hmm,
calling setBlockState on the serverside doesn't re-render the block
clientside
L1274[05:26:32] <raoulvdberge> anyone
have an idea why?
L1275[05:28:01] <gigaherz> do you ahve a
number at the end?
L1276[05:28:10] <raoulvdberge> no
L1277[05:28:16] <gigaherz> hmm then it
should
L1278[05:28:20] <gigaherz> defaults to
3
L1279[05:28:24] <raoulvdberge> i'm using
getActualState
L1280[05:28:35] <raoulvdberge> in the
block
L1281[05:28:36] <gigaherz> uh that won't
do anything
L1282[05:28:55] <gigaherz> getActualState
should get called by the client side
L1283[05:29:03] <gigaherz>
automatically
L1284[05:29:09] <gigaherz> what matters
in setBlockState
L1285[05:29:16] <gigaherz> is the values
that you have as metadata
L1286[05:29:25] <gigaherz> since that's
what gets stored in memory, and sent over the network, to the
client
L1287[05:30:15] <Tazz> hahahahahahahahaha
this is the first time I caused an out of memory error in
Java
L1288[05:30:19] <gigaherz> so if your
block depends on data from a TileEntity, you'll have to manually
send the data to the client, and from the client, mark the block
for render update
L1289[05:30:35] <raoulvdberge>
markBlockRangeForRenderUpdate right?
L1290[05:30:38] <raoulvdberge> but that
takes a range
L1291[05:30:41] <raoulvdberge> do I just
pass the same coords twice
L1292[05:31:25] <gigaherz> yo ucan
use
L1293[05:31:35] <gigaherz>
notifyBlockUpdate(pos, bs, bs, 8) on the client
L1294[05:31:53] <gigaherz> (1.9)
L1295[05:35:04] <raoulvdberge>
thanks!
L1296[05:35:22] <TobyO> Sorry, another
questions
L1297[05:35:41] <TobyO> Is it best
practice to have the progress bar in with the gui assets or
separate?
L1298[05:37:55] <Tazz> nm Im an idiot
haha
L1299[05:38:07] <gigaherz> TobyO: don't
be sorry
L1300[05:38:13] <gigaherz> asking
question is better than not asking them ;P
L1301[05:38:22] <TobyO> :)
L1302[05:38:24] <gigaherz> vanilla does
that a lot
L1303[05:38:30] <gigaherz> look at their
furnace gui
L1304[05:38:32] <TobyO> Yeah, I noticed
that
L1305[05:38:41] <gigaherz> ith as the
main gui area, and then the bit with the progress arrow
L1306[05:39:00] <TobyO> wasn't sure if
that was reccomended when modding
L1307[05:39:01] <gigaherz> it's good
because it lets you avoid switching textures
L1308[05:39:09] <gigaherz> so yeah do it
;P
L1309[05:39:17] <TobyO> ta
L1310[05:49:40]
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L1311[05:50:25] <Cazzar> What isn't
reccomended is copy-pasting code you don't understand
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L1315[05:58:12] <TobyO> is there a good
way to get the registered name of an entity?
L1316[05:58:23] <TobyO> And how would I
set it's name in lang?
L1317[06:00:56]
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(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
L1318[06:07:50] <Necr0>
entity.<entityname>.name is what you need in the lang
file.
L1319[06:08:25] <Necr0>
EntityList.getEntityString(<Entity instance>); get's you the
entity name
L1320[06:09:48] <Necr0>
StatCollector.translateToLocal("entity." +
<entityname> + ".name"); get's you the localized
entity name.
L1321[06:11:01] <Necr0> <Entity
instance>.getName(); gets you the localized name or the custom
name if it has a custom name(name tags);
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L1324[06:21:12] <TobyO> thats great
thanks
L1325[06:21:19] <Necr0> no problem
L1326[06:22:43]
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L1328[06:27:13] <masa> why does forge add
the chat color codes to the logger output, at least for player
names?
L1329[06:27:29] <masa> looking at player
logot message atm
L1330[06:27:32] <masa> +u
L1331[06:33:34]
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L1332[06:34:23] <Wuppy> ugh fuck the
company I get my room from so much
L1333[06:34:31] <Wuppy> my electricyt
connection in the bathroom is broken
L1334[06:34:39] <Wuppy> and they don't
want to send someone over to fix it
L1335[06:34:50] <Wuppy> at least not
until Tuesday
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L1337[06:44:39] <gigaherz> this reminds
me monday is a holiday and I have to get groceries this afternoon
if I want to have enough food
L1338[06:44:54] <TobyO> ooh, same
L1339[06:45:22] <Wuppy> monday is indeed
a holiday
L1340[06:45:33] <Wuppy> first time I'm
annoyed by a holiday :P
L1341[06:45:42] <gigaherz> XD
L1342[06:45:55] <Wuppy> well, mostly
about this stupid shit :V
L1343[06:46:08] <sham1> No it isnt
L1344[06:46:20] <Wuppy> we haven't had a
working washing machine for weeks
L1345[06:46:32] <Wuppy> I buy a new one,
can't connect it because the electricity thing is fucked
:<
L1347[06:47:32] <sham1> Huh
L1348[06:47:34] <sham1> TIL
L1349[06:47:46] <gigaherz> may not be an
official holiday in your country
L1350[06:47:48] <gigaherz> but it is for
many
L1351[06:47:48] <gigaherz> ;p
L1352[06:48:17] <sham1> Here it is
tomorrow
L1353[06:48:23] <Wuppy> it's sunday and
monday
L1354[06:48:55] <sham1> Monday is nothing
special
L1355[06:48:57] <sham1> But sunday
is
L1356[06:49:12] <Wuppy> sunday there is a
massive festival in my backyard with like 20.000 people
L1357[06:49:17] <Wuppy> and its
free
L1358[06:49:49] <sham1> Sunday's a flag
day because of that
L1359[06:49:56] <sham1> But there
literally is nothing marked for monday
L1360[06:50:11] <Wuppy> a lot of coutries
celebrate it 2 days, not just 1
L1361[06:50:46] <sham1> Well, I guess
Nordic is just weird
L1362[06:50:56] <sham1> Because here it
is just for one day
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L1367[07:08:47] <Zaggy1024> lol.
L1368[07:09:28] <Zaggy1024> the
difference between the color with the shader and without was just
because of truncating the float color channels down to 0-255
ints
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L1370[07:10:58] <Zaggy1024> the shader of
course receives much more precise floats, so it's able to multiply
the colors accurately
L1371[07:12:14] <TobyO> I am trying to
use drawModalRectWithCustomSizedTexture but I can't work out the
arguments
L1372[07:13:30] <Zaggy1024> it's funny
that that function is static and hte others in Gui aren't...
>.>
L1373[07:14:01] <Zaggy1024> the args are
"int x, int y, float u, float v, int width, int height, float
textureWidth, float textureHeight"
L1374[07:14:05] <Zaggy1024> that should
be pretty clear
L1375[07:14:25] <Zaggy1024> well
L1376[07:14:46] <Zaggy1024> except
textureWidth is to calculate the pixel size, not to determine the
maxU and maxV values
L1377[07:14:58] <TobyO> what are u and v
supposed to be?
L1378[07:15:05] <Zaggy1024> texture x and
y
L1379[07:15:07] <TobyO> it just says
position
L1380[07:15:17] <TobyO> and they're in
pixels?
L1381[07:15:30] <Zaggy1024> in that
function, yes
L1382[07:15:41] <Zaggy1024> using u * (1
/ width)
L1383[07:16:07] <Zaggy1024>
*textureWidth
L1384[07:25:08] <Zaggy1024> it's always
something stupid when it takes all day to debug...
L1385[07:25:46] <Zaggy1024> and in this
case it turned out to be something completely pointless to fix
(colors change by .0039 :P)
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L1395[07:54:06] <Zaggy1024> it's
interesting, when Eclipse hot swaps code the profiler gets
inconsistent results for a while
L1396[07:54:39] <Zaggy1024> does the
optimizing not take place immediately when the code is compiled
from bytecode?
L1397[07:55:18] <gigaherz> optimization
is complex
L1398[07:55:28] <gigaherz> there's
multiple waysto optimize code
L1399[07:55:39] <Zaggy1024> um
L1400[07:55:42] <gigaherz> and JITs can
perform different "levels" of optimization based on past
information
L1401[07:55:50] <gigaherz> such as doing
a quick pass to avoid delays on first run
L1402[07:55:57] <Zaggy1024> ah,
yeah
L1403[07:56:02] <Zaggy1024> that's kind
of what I thought it was
L1404[07:56:06] <gigaherz> but then do a
better pass when the same code is run a second time
L1405[07:56:11] <gigaherz> I don't know
that JVM does these things
L1406[07:56:13] <gigaherz> but they can
be done
L1407[07:56:15] <gigaherz> so it
may
L1408[07:56:50] <Zaggy1024> I'd guess it
does given how the profiler shifts the percentages for a few
seconds before it settles again
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L1411[08:04:45] <gigaherz> meh
L1412[08:04:50] <gigaherz> I can't find
any interesting game to play
L1413[08:05:12]
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L1414[08:05:19] <gigaherz> everything
steam considers "popular", new or that may interest me,
is either zombies or VR
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L1419[08:16:14] <raoulvdberge> I'm having
a BC issue with my mod. I added a tile entity to an existing block.
The problem is, old worlds using that block that don't have the TE
yet makes MC crash. How can I fix this?
L1420[08:16:44] <diesieben07> "I
added a tile entity to an existing block." - Don't.
L1421[08:19:54] <TobyO> yay! my machine
almost works sort of
L1422[08:20:27] <TobyO> does anyone know
how to make the output slot uninteractable?
L1423[08:21:16] <raoulvdberge>
diesieben07: What are my options?
L1424[08:21:31] <raoulvdberge> Add a new
block and make the old one "legacy"
L1425[08:21:49] <raoulvdberge> Or can it
be done better?
L1426[08:22:08] <diesieben07> depends on
your goal.
L1427[08:22:13] <diesieben07> what effect
are you trying to achieve?
L1428[08:22:19] <diesieben07> actually,
is that YOUR block?
L1429[08:22:38] <raoulvdberge> yes
L1430[08:22:52] <diesieben07> oh well
then you are fine
L1431[08:23:02] <diesieben07> just
override hasTileEntity and createTileEntity and you'll be
fine.
L1432[08:23:15] <raoulvdberge> and that
*will* work on existing blocks that don't have the TE yet?
L1433[08:23:22] <Zaggy1024> wow, the
chunk loader just got a concurrent modification
L1434[08:23:33] <diesieben07> sure it
will.
L1435[08:23:47] <diesieben07> I am not
100% on if it will tick immediately
L1436[08:23:54] <diesieben07> but if
someone calls getTileEntity it will be there.
L1437[08:26:41] <gigaherz> I may be
wrong
L1438[08:26:47] <gigaherz> but I think
the loading itself is the one that creates the TE
L1439[08:26:52] <gigaherz> and then if
there's saved data for it
L1440[08:26:57] <gigaherz> readFromNBT is
called afterward?
L1441[08:27:16] <diesieben07> yes, TE
loading is independent of the block
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L1450[09:00:51] <Zaggy1024> I wish there
was a way to use DUP in Java code in some way
L1451[09:01:04] <Zaggy1024> instead of
having to declare variables to share calculations
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L1453[09:06:03] <Zaggy1024> of course if
that were exposed in some useful way it may be abused in such a way
that some code becomes slower :P
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L1456[09:10:58] <gigaherz> heh I just got
a necrotic bone dropped in 1.8.9, but they don't even have a
translation for it
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L1463[09:28:53] <Wuppy> time to program
for the oculus again :D
L1464[09:31:44] <Zaggy1024> I just had a
cool idea for how the clouds could look better
L1465[09:32:11] <Zaggy1024> the clouds
texture could act as a bump map and the clouds could be rendered in
layers with different alpha clipping thresholds
L1466[09:33:19] <Zaggy1024> or, if
shaders are used, it could have r as layer 0, g as layer 1, b as
layer 2, a as layer 3
L1467[09:34:36] <Zaggy1024> or of course
the texture layers could just be generated by code
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L1477[10:01:28] <Necr0> i just began
updating a 1.7.10 mod of mine. can someone explain to me or link me
to an explanation of block states?
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L1484[10:04:22] <Flynn1179> It's on the
docs. Link to docs in the motd.
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L1487[10:13:43] <TobyO> If I want to
prevent a player putting into the output slot of an inventoy do I
handle it in the ItemStackHandlers insertItem
L1488[10:14:52] <TobyO> ?
L1489[10:17:44] <masa> if you want to
prevent stuff from being inserted to that slot entirely, then just
return the stack that is given in and do nothing else
L1490[10:20:06] <TobyO> thanks
L1491[10:20:14] <TobyO> I was returning
null which wasnt working
L1492[10:21:30] <Necr0> @Flynn1179 great
thanks
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L1494[10:22:27] <masa> if you return null
then that indicates to the one inserting them that you presumably
took and stored all of the items (ie. nothing remains after
insertion)
L1495[10:24:29] <TobyO> I see, so you
return what remains after insertion
L1496[10:25:09] <TobyO> Can I ask also,
how do you handle the recipes for your custom machines?
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L1501[10:32:14] <Necr0> by writing your
own recipe handler
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L1503[10:35:29] <masa> TobyO: yes. I
recommend you read the javadocs in the IItemHandler interface, it
has all the important information on how the interface should be
used
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L1506[10:39:35] <masa> and understanding
that is crucial if you are working with inventories
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L1515[10:52:19] <Wuppy> ugh stoopid
artists disabled the player
L1516[10:52:27] <Wuppy> they VR headset
does not like that :P
L1517[10:53:23] <Wuppy> to be fair, using
their testing scene isn't the smartest on my part either :P
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L1522[10:59:46] <Flynn1179> any RF api in
1.9 yet? Only ones I can find are 1.7/1.8
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L1525[11:04:17] <iTitus> Flynn1179, the
one form 1.8.9 can be used with nearly no changes in 1.9
L1526[11:06:49] <gigaherz> Flynn1179: you
can "fixup" the 1.8 version to work on 1.9
L1527[11:06:55] <gigaherz> or you can use
some alternative energy api ;p
L1530[11:07:34] <Flynn1179> Yeah, I
suppose.. not really comfortable using it until it's 'officially'
1.9 tho, just in case
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L1532[11:08:18] <Darkhax> I did some
digging into the 1.8->1.9 myth for the RF API. You can use it
with absolutely no changes to the original.
L1533[11:08:47] <gigaherz> yeh,
well
L1534[11:08:53] <gigaherz> xcept a couple
package renames
L1535[11:08:58] <gigaherz> but nothing in
the interfaces themselves
L1536[11:09:12] <Darkhax> Which
packages?
L1537[11:09:19] <gigaherz> BlockPos
L1538[11:09:22] <gigaherz> and one
other
L1539[11:09:30] <gigaherz> they are in a
different package now
L1540[11:09:46] <Darkhax> Maybe my IDE
took care of it automatically, but that doesn't sound right.
L1541[11:10:14] <gigaherz> wel lthe
BlockPos class itself was moved between 1.8.9 and 1.9
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L1548[11:18:28] <vox|sleep> idk it works
fine for me with no changes
L1549[11:19:00] <vox|sleep> oh lol I'm
not sleeping xd
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L1553[11:40:36] <Wuppy> aw shit, 25.000
people in my back yard tomorrow
L1554[11:42:06] <Zaggy1024> don't know
why you had to specify that to such precision
L1555[11:42:07] <Zaggy1024> :P
L1556[11:42:45] <Wuppy> hmm?
L1557[11:44:04] <Nosirrom> 25 people or
25 thousand people?
L1558[11:44:12] <Wuppy> thousand
L1559[11:45:16] <sham1> 2.5*10^4
L1560[11:45:20] <Wuppy> ^
L1561[11:45:31] <Wuppy> or, in simple
terms: a shit ton
L1562[11:47:16] <Nosirrom> yeah, 25.000
is just 25 where I am. 25,000 is 25 thousand.
L1563[11:47:39] <Wuppy> in a programming
channel, I understand xD
L1564[11:47:53] <iTitus> Hello everyone.
I have a question regarding rendering items ;)
L1565[11:48:19] <iTitus> I have a block
and I want to render items that are saved in its TE into the world.
I remember someone stating that item models should now be able to
be rendered statically.
L1566[11:48:34] <iTitus> Is that true? Or
do I need a regular TESR?
L1567[11:49:44] <sham1> I myself do not
understand having to seperate thousands
L1568[11:50:17] <diesieben07> iTitus,
that is true.
L1569[11:50:30] <iTitus> Nice ;)
L1570[11:50:49] <iTitus> How do I do that
then?
L1571[11:50:54] <iTitus> I never did
something like that
L1572[11:50:56] <diesieben07> 1.9?
L1573[11:50:58] <iTitus> yeah
L1574[11:51:28] <diesieben07> Ok, you
need a ICustomModelLoader that will combine two models
L1575[11:51:47] <diesieben07> or
actually
L1576[11:51:55] <diesieben07> you need an
ICustomModelLoader that will produce a special model
L1577[11:52:02] <diesieben07> that checks
which item is in your blokc
L1578[11:52:06] <diesieben07> gets that
item's model
L1579[11:52:12] <diesieben07> and
combines it with your block's model
L1580[11:53:09] <iTitus> thanks ;)
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L1588[12:10:28] <Zaggy1024> diesieben07,
with that approach, can you use MRLs to reference separate
blockstates jsons to make up the models in the custom model?
L1589[12:10:52] <Zaggy1024> if I could do
that then my codebase would become significantly simpler
L1590[12:11:00] <diesieben07> yes but
that would not allow you to support ISmartItemModel or rather
ItemOverrideLists in 1.9
L1591[12:11:31] <Zaggy1024> hm? I'm
talking about block models
L1592[12:11:55] <diesieben07> uh
L1593[12:11:59] <diesieben07> not sure
what you mean then
L1594[12:12:24] <gigaherz> Zaggy1024:
diesieben07 was talking about combining an item into the block's
model
L1595[12:12:27] <gigaherz> so if this
item changes
L1596[12:12:34] <gigaherz> it may have
overrides which point to other models
L1597[12:12:37] <gigaherz> than a
hardcoded one
L1598[12:12:41] <Zaggy1024> ah yeah
L1599[12:12:47] <gigaherz> it's different
from what you asked
L1600[12:13:02]
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L1602[12:13:32] *
diesieben07 is afk for a bit
L1603[12:14:05] <gigaherz> and Zaggy1024:
ICustomModelLoader produces IModels, which can have dependant
models
L1604[12:14:21] <gigaherz> when an IModel
has a dependency
L1605[12:14:36] <gigaherz> the model
loading code will also add those dependencies to the "things
to load" list
L1606[12:14:43] <gigaherz> so
afterward
L1607[12:14:47]
⇦ Parts: _44trent3
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L1608[12:14:49] <gigaherz> when someone
calls .bake on this IModel
L1609[12:15:00] <gigaherz> you can use
ModelLoader.getModel
L1610[12:15:23] <gigaherz> to obtain this
pre-loaded model, and then you can obtain the results from that
model and merge them into another model
L1611[12:15:25] <gigaherz> or return them
as-is
L1612[12:15:39] <Zaggy1024> you mean
ModelLoaderRegistry?
L1613[12:15:46] <gigaherz> hmm there's
two ways
L1614[12:15:53]
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L1615[12:15:58] <gigaherz> one has
cache
L1616[12:15:59] <gigaherz> the other does
not
L1617[12:16:16] <Zaggy1024>
ModelLoaderRegistry has the cache
L1618[12:16:27] <_44trent3> don't know if
this is the right place to ask, but how do I disable the loading
screen in the latest version of forge 1.7.10?
L1619[12:16:31] ***
minecreatr is now known as Mine|away
L1620[12:16:41] <gigaherz> nope I mean
ModelLoader#getModel
L1621[12:16:45] <gigaherz> which
does
L1622[12:16:50] <gigaherz>
if(!ModelLoaderRegistry.loaded(location))
loadAnyModel(location);
L1623[12:16:50] <gigaherz> return
ModelLoaderRegistry.getModel(location);
L1624[12:16:57] <_44trent3> i'm on linux
and it crashes before i even get into the game
L1625[12:17:05] <iTitus> _44trent3, you
can disable it in config/splash.properties
L1626[12:17:19] <Zaggy1024> gigaherz, I
don't have that in 1.9
L1627[12:17:23] <Zaggy1024> you talking
about 1.8?
L1628[12:17:33] <gigaherz> wait, I
am
L1629[12:17:48] <gigaherz> ahh
L1630[12:17:50] <_44trent3> hmm...it's
not in that directory. i only have forge.cfg and
forgechunkloading.cfg
L1631[12:17:55] <gigaherz> yes it was
moved into ModelLoaderRegistry
L1632[12:18:09] <Zaggy1024> anyway, the
change to make IBakedModel smarter should make things easier for
this
L1633[12:18:20] <gigaherz> _44trent3:
create the file
L1634[12:18:24] <gigaherz> and write
enabled=false in it
L1635[12:18:25] <gigaherz> so like
L1636[12:18:32] <gigaherz> echo
enabled=false > splash.properties
L1637[12:18:32] <gigaherz> ;P
L1638[12:18:42] <_44trent3> makes sense i
guess
L1639[12:19:05] <Zaggy1024> fry, is there
a way to accept a model location for a custom model while allowing
the blockstates json for that to load normally?
L1640[12:19:43] <Zaggy1024> it'd be nice
to be able to do that so I could have the main model behave like a
normal blockstates json and then have the custom model add on other
bits as necessary
L1641[12:19:56] ***
kirby|gone is now known as mrkirby153
L1642[12:20:03] <Zaggy1024> hopefully
that confusing thought makes sense. :P
L1643[12:20:04] <gigaherz> LOL!
L1644[12:20:09] <gigaherz> "forgive
and... something else I can't remember"
L1645[12:21:06] <_44trent3> now it works,
thanks
L1646[12:21:25] <_44trent3> now hopefully
my open source video driver isn't gonna kill my performance
lol
L1647[12:22:19] <gigaherz> :)
L1648[12:22:22] <gigaherz> hope so
L1649[12:22:55] <gigaherz> if not, you
can always try 1.8+ instead, which supports VBOs and other
featuresdesigned to make graphics more efficient
L1650[12:23:46] <_44trent3> seems pretty
good, only thing is vsync is forced on the driver level
L1651[12:24:01] <gigaherz> I always have
vsync on, so meh
L1652[12:24:02] <gigaherz> ;p
L1653[12:24:07]
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L1654[12:24:19] <_44trent3> eh it's
staying at 60, so i'm not complaining
L1655[12:24:41] <Zaggy1024> ew
vsync
L1656[12:24:55] <Zaggy1024> I like my
input lag free :P
L1657[12:25:26] <Zaggy1024> haha, I guess
you could read that sentence to mean either thing, now that I think
about it
L1658[12:25:27] <gigaherz> input lag is a
lie
L1659[12:25:38] <Zaggy1024> not :P
L1660[12:25:42] <gigaherz> it's more
placebo than actual feeling
L1661[12:25:59] <Zaggy1024> I'm pretty
sure I noticed it before I knew what caused it in some games
L1662[12:26:02] <_44trent3> i think input
lag is only a problem if you're playing a fast paced first person
shooter
L1663[12:26:06] <Zaggy1024> it's not
placebo
L1664[12:26:09] <gigaherz> that too
L1665[12:26:20] <gigaherz> the brain has
over 200ms latency between seeing something
L1666[12:26:22] <gigaherz> and acting on
it
L1667[12:26:23] <Zaggy1024> and indeed, I
play fast paced games so I notice probably more than you giga
:P
L1668[12:26:32] <gigaherz> some people
have a bit less
L1669[12:26:34] <gigaherz> others have a
bit more
L1670[12:26:50] <gigaherz> vsync adds on
average, 8ms
L1671[12:26:55] <Zaggy1024> is that 200ms
to *think* about something or 200ms to even react on
instinct?
L1672[12:27:02] <gigaherz> 0ms best cast,
16.6ms worst case
L1673[12:27:10] <gigaherz> case*
L1674[12:27:17] <gigaherz> 200ms from the
eye seeing movement
L1675[12:27:21] <gigaherz> to the fingers
moving
L1676[12:27:34] <Zaggy1024> well if
nothing else I can see the inconsistent framerate :P
L1677[12:27:42] <gigaherz> that's another
thing: I can't
L1678[12:27:44] <gigaherz> in fact
L1679[12:27:51] <gigaherz> i can see
tearing WAY MORE than inconsistent framerates
L1680[12:28:04] <Zaggy1024> that's not
too surprising, it really probably depends on what you play
L1681[12:28:41]
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L1684[12:32:25] <TobyO> Ooh
rotationy
L1685[12:32:42] <vox> Those are items
with a bad transform xd
L1686[12:32:45] <vox> not actually
blocks
L1687[12:32:48] <TobyO> What's the 1.9
way of dropping items from an inventory?
L1688[12:33:15] <TobyO> using
ItemStackhandler rather than IInventory
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L1690[12:41:30] <vox> > Exception
loading model for variant
minecraft:nullautomationmachineFluxGate#inventory for item
"nullautomation:machineFluxGate", normal location
exception
L1691[12:41:46] <vox> Not sure if forge
screwing with me *and* I'm being dumb, or if I'm just being
dumb
L1692[12:44:43]
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L1693[12:45:20] <vox> > [FML]:
Exception loading model for variant
minecraft:nullautomationnullautomation#machinefluxgate#inventory
for item "minecraft:nullautomation#machinefluxgate",
blockstate location exception:
L1694[12:45:20] <vox>
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException:
Exception loading model
minecraft:nullautomationnullautomation#machinefluxgate#inventory
with loader VariantLoader.INSTANCE, skipping
L1695[12:45:22] <vox> pfft
L1696[12:45:34] <vox> why is this being
dumb
L1697[12:46:22]
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L1701[12:48:18] <thecodewarrior> Can
opengl lines have shaders?
L1702[12:48:38]
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L1703[12:49:11] <thecodewarrior> I just
want a slowly moving dashed line to indicate direction.
L1704[12:49:58] <heldplayer> I think
so
L1705[12:50:11] <thecodewarrior>
Cool.
L1706[12:51:14] <heldplayer> Wait,
nop
L1707[12:51:32] <heldplayer> Can't use
lines :/
L1708[12:51:42] <thecodewarrior> :(
L1709[12:52:11] <thecodewarrior> And what
I want to know, is why in the world does entity.getLookVec() return
null. WHY!
L1710[12:55:32]
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L1712[12:57:58] <vox> yo gigaherz, you
around?
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L1714[13:03:16] <vox> Nvm I probably
figured it out
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L1719[13:09:02] <vox> Okay, no more
errors at least
L1720[13:09:03] <vox> That's good
L1721[13:09:15] ***
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L1727[13:22:31] <MattDahEpic> unity's
light editor theme is death
L1728[13:23:54] <sham1> Any editor's
light theme is death
L1729[13:25:01] ***
zenith|coding is now known as zenith|away
L1731[13:26:13] <Saucier> I need some
help understanding that code. Is it just there to rotate the block
if it's generated and not placed by a player ?
L1732[13:26:13] <Saucier> Since it's a
furnace, it can't look down, so the meta is 2 to 5.
L1733[13:26:18] <Saucier> And it check
for opacity to rotate the Block away from a wall, so the back is
placed against it ?
L1734[13:26:35] <sham1> This looks a lot
like 1.7.x
L1735[13:26:44] <diesieben07> it IS
1.7.
L1736[13:27:22] <Saucier> yes, it
is
L1737[13:27:54] <sham1> WHy
L1738[13:30:22] <Saucier> Because
reasons
L1739[13:30:48] <sham1> Like?
L1740[13:30:56] <heldplayer> 1.3.2 master
race
L1741[13:30:58] <sham1> Are they any good
reasons
L1742[13:31:27] <HassanS6000> !gm
func_151510_a 1.7.10
L1743[13:31:37] <Saucier> Because I play
on 1.7.10
L1744[13:31:50] <sham1> And why is
that
L1745[13:32:37] <PitchBright> I'll tell
you why I play on 1.7.10
L1746[13:32:47] <Saucier> I don't see any
reason to play another version
L1747[13:33:15] <fry> Zaggy1024:
ICustomModelLoader, and don't use the event
L1748[13:33:32] <PitchBright> I run a
server with a hundred mods… not all of them have been updated to
1.8… and some of the ones that haven't been updated… are critical
to the structure of the world...
L1749[13:34:39] <PitchBright> plus…
theres not enough of a difference in gameplay between 1.8 or 1.9 as
compared to 1.7… to warrant spending weeks updating.
L1750[13:34:56] <sham1> Just update
straight into 1.9
L1751[13:35:03] <PitchBright> from
1.7?
L1752[13:35:11] <vox> Huh, MC's copy of
OpenAL just crashed
L1753[13:35:17] <sham1> Why not
L1754[13:35:18]
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L1755[13:35:20] <vox> I wonder why that
happened :/
L1756[13:35:47] <vox> Yeah 1.9 is
good
L1757[13:35:59] <vox> Pretty much all new
mods are for 1.9.0
L1758[13:36:06] <vox> I would follow
suit
L1759[13:36:48] <PitchBright> but some of
the most important mods we use haven't been updated to 1.8 or 1.9
yet...
L1760[13:36:58] <sham1> What are so
important mods
L1761[13:36:59] <PitchBright> for
example… the entire geology of our world
L1762[13:37:03] <PitchBright> zoology
too
L1763[13:37:09] <LatvianModder>
map.values().parallelStream().forEach(ConfigFile::save);
L1764[13:37:10] <LatvianModder> Wouldnt
care about order, it would just do all of them the fastest way
possible, right?
L1765[13:37:28] <LatvianModder> Still
learnin' Java 8
L1766[13:37:30] <diesieben07> it would do
them in parallel
L1767[13:37:30] <sham1> Make the
modmakers update their mods or just stop using them if they are
stubborn
L1768[13:37:37] <diesieben07> in
different threads
L1769[13:37:53] <LatvianModder> so..
parallel is fater?
L1770[13:37:57] <diesieben07> Not
necessarily.
L1771[13:38:00] <PitchBright> i might not
be that they are "stubborn", it might be that it's time
consuming for them to update, and they need more time
L1772[13:38:02] <diesieben07> it can be
faster, it can be slower.
L1773[13:38:03] <sham1> I would not call
it fatter
L1774[13:38:11] <LatvianModder> :P
L1775[13:38:11] <PitchBright> also… is
not a major taboo to bug a mod author to update?
L1776[13:38:22] <diesieben07> also that
is a horrible way to save files in parallel
L1777[13:38:30] <sham1> When they are two
versions behind
L1778[13:38:45] <sham1> I would say
no
L1779[13:38:52] <Flynn1179> Yes, it
is.
L1780[13:39:04] <PitchBright> i prefer to
keep the features they have, over gaining the ones that mojang has
added
L1781[13:39:10] <vox> Any idea why a
block would be named tile.nullautomation.machineFluxGate.name but
not pick that up from an en_US.lang file? I had this working
earlier
L1782[13:39:11] <LatvianModder> that was
just an example. basically any list -> any action
L1783[13:39:31] <vox> Does the
setUnlocalizedName have to happen in the ctor for that to
work?
L1784[13:39:34] <PitchBright> not to
mention the weeeeeeks it would take to update the server and
affected configs
L1785[13:39:48] <sham1> Laziness is not
an excuse
L1786[13:39:58] <PitchBright> the world
we're running, dates back almost 5 years
L1787[13:40:11] <PitchBright> dude, it
ain't laziness… I'm at this almost 16 hrs a day
L1788[13:40:29] <PitchBright> light days…
8 hrs
L1789[13:40:53] <PitchBright> updating
from 1.4.7 to 1.7.10 took 3 months
L1790[13:41:06] <PitchBright> (worldgen
being the main issue there)
L1791[13:41:06] <LatvianModder> lol
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L1793[13:42:31] <PitchBright> has
worldgen changed at all in 1.8 or 1.9?
L1794[13:42:43] <PitchBright> any new
biomes or anything like that?
L1795[13:42:48] <vox> Why do you
necessarily need this map? Just transfer the parts that you want
and kill any blocks that aren't there?
L1796[13:42:58]
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L1797[13:43:09] ***
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L1798[13:43:32] <PitchBright> it's got
legacy xD
L1799[13:44:01] <vox> So why not just
copy over the parts you want?
L1800[13:44:42]
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L1801[13:44:52] <PitchBright> the map has
been a home to a social experiment of sorts… where players were
originally thrown into it, in survival mode, with nothing… and the
society has gradually evolved over the years to form
communities
L1802[13:45:20] <PitchBright> the
locations of resources are documented in game, and play a major
role in where the civilizations inhabit the world...
L1803[13:45:44] <Flynn1179> time for a
new experiment? 'An apolocalpse has happened (aka world upgrade)'
can you survive it?
L1804[13:46:03] <PitchBright> just so we
can have double-wielding swords?
L1805[13:46:04] <PitchBright> :P
L1806[13:46:06] <Flynn1179> I can't spell
apocolapse
L1807[13:46:15] <Flynn1179> and slime
blocks
L1808[13:46:37] <PitchBright> pass,
lol
L1809[13:46:48] <sham1> And better model
system
L1810[13:46:57] <Flynn1179> seriously
though, I'd agree. upgrading an established world is a serious
pita, it's not just about time
L1811[13:46:57] <diesieben07> Well no
features are not the reason
L1812[13:47:03] <diesieben07> the reason
is that you are holding everyone back :P
L1813[13:47:08] <PitchBright> plus, it's
got a guinness world record build on it
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L1815[13:47:11] <diesieben07> by making
support requests for an outdated version.
L1816[13:47:48] <PitchBright> THAT… I
understand ^
L1817[13:48:17] <_44trent3> what the
heck
L1818[13:48:20] <Flynn1179> how many mods
are you using anyway
L1819[13:48:28] <PitchBright> but not
just so I can have double-wielding swords
L1820[13:48:32] <PitchBright> that's not
reason enough
L1821[13:48:43] <_44trent3> irssi leaked
into my other terminal tab lol...i'll just move this to a separate
window
L1822[13:48:47] <PitchBright> my set up
has right around 100
L1823[13:48:52] <PitchBright> 104 i
think
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L1829[13:55:56] <PitchBright> if I could
wave a magic wand, and update to 1.9 without losing anything in the
world… or having to spend copious amounts of time reworking config
files… I'd totally do it.
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L1831[13:56:56] <PitchBright> I
understand diesieben07's point for sure. I don't ask for much help
if I can avoid it for that reason.
L1832[13:57:25] <raoulvdberge> is there a
way to resend the TE description packet?
L1833[13:57:35] <diesieben07> the problem
is really that mods don't seem to understand the concept of
backwards compatibility.
L1834[13:57:47] <diesieben07>
raoulvdberge, World#notifyBlockUpdate
L1835[13:57:54] <raoulvdberge>
diesieben07: thanks
L1836[13:57:56]
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L1837[13:58:10] <PitchBright> I do think
people should preface their request by stating that it's for
1.7.10… so people aren't wasting their time trying to figure out
why the stuff's not working (under the pretense that the code is
current). That would piss me off, if I was trying to help someone
and they didn't say "hey btw, this is an older
version".
L1838[13:59:52] <Ratys> Question: am I
correct in thinking that "capabilities" is something that
saner engines usually call "components"?
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L1840[14:00:25] <diesieben07> you might
call them that, yes
L1841[14:01:57] <sham1> Yeah, if you want
to get help for an earlier version, at least say it
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L1843[14:02:25] <sham1> "Saner
engines"
L1844[14:02:33] <sham1> But yeah
L1845[14:02:45]
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L1846[14:02:54] <sham1> capabilities are
an example of a component-based programming model
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L1848[14:03:27] <sham1> Where you can
attach components to things to tell about their capabilities
instead of having certain inheritance things or whatever'
L1849[14:04:44] <Ratys> Alright, thank
you both. Makes it easier to grasp for my Unity-spoiled wits
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L1865[14:28:40] <Pennyw95> if
ItemStackHandler.insertItem returns the remainder of the adding
operation, does it return null if there's no remainder AND if the
adding operation failed?
L1866[14:29:02] <gigaherz> wat
L1867[14:29:14] <gigaherz> if it failed,
the remainder SHOULD be the same you entered
L1868[14:30:01] <Pennyw95> oh...obviously
lol
L1869[14:30:44] <Pennyw95> I'm just
trying to understand why my item adding won't work...i guess it's
something else
L1870[14:31:02] <Pennyw95> so there's no
explicit warning of failure?
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L1872[14:35:08] <Pennyw95> I can see it
returns null if the player doesn't have an item and throws an
exception when the inventory slot is not correct...but other than
that
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L1874[14:37:00] <masa> why does forge add
the color codes to the console messages? it is all messy now
:/
L1875[14:37:23] <Girafi> What console
messages?
L1876[14:37:47] <masa> server consle,
pretty much all in-chat messages have the color codes
L1877[14:38:09] <Girafi> Ohh server
console. Yeah that got added a while back in 1.8 at some
point.
L1878[14:38:10] <masa> for example
"2016-05-14 22:29:46 [INFO] §e§r§emasa_§r§e left the
game§r"
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L1880[14:38:46] <masa> but why were they
added there?
L1881[14:39:04] <masa> it makes it
different from vanilla and break my stats parser...
L1882[14:39:12] <masa> and they won't
show up anyway
L1883[14:39:20] <vox> Whoa vanilla has
igloos
L1884[14:39:36] <vox> As 0f 1.9
L1886[14:40:07] <vox> They were
apparently a showcase of the loot table feature
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L1888[14:40:56] <vox> They have 100%
chance to get a golden apple, and chances to get coal, apples,
wheat, gold nuggets, rotten flesh, a stone axe, or emeralds
L1889[14:40:58] <vox> huh
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L1891[14:41:37] <vox> The chest is hidden
under some carpet
L1892[14:41:43] <vox> Reminds me of the
desert temples
L1893[14:42:01] <sham1> Igloos
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L1896[14:47:07] <Nitrodev> hi all
L1897[14:49:22] <gigaherz> vox: i haven't
seen any, yet
L1898[14:49:26] <gigaherz> I knwo they
are there
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L1900[14:49:38] <gigaherz> I just have
NEVER seen a snow plains biome
L1901[14:49:50] <gigaherz> ice
plains*
L1902[14:50:29] <Nitrodev> i have
L1903[14:50:37] <Necr0> me neither
L1904[14:50:37] <Nitrodev> probably
because you don't play MC
L1905[14:50:43] <Nitrodev> giga
L1906[14:50:48] <gigaherz> I play mc,
even vanilla
L1907[14:50:57] <Nitrodev> but you're a
modder
L1908[14:51:00] <gigaherz> yes
L1909[14:51:04] <gigaherz> but I also
play vanilla
L1910[14:51:08] <gigaherz>
sometimes
L1911[14:51:12] <Nitrodev> I'M NOT THE
ONLY ONE
L1912[14:51:16] <masa> I'm a modder, and
I currently ONLY play vanilla
L1913[14:51:17] <gigaherz> problem
is
L1914[14:51:21] <gigaherz> vanilla
doesn't last long
L1915[14:51:25] <gigaherz> I get
bored
L1916[14:51:25] <Nitrodev> yeah
L1917[14:51:26] <masa> huh?
L1918[14:51:28] <gigaherz> and then start
playing mods
L1919[14:51:32] <gigaherz> and then get
bored of the mods
L1920[14:51:36] <gigaherz> and then make
my own mods
L1921[14:51:39] <masa> vanilla is what
DOES last long, modded does not
L1922[14:51:41] <masa> for me
anyway
L1923[14:51:44] <gigaherz> and then I get
bored of coding mods, and go back to playing
L1924[14:51:46] <Nitrodev> dafuq
L1925[14:51:57] <Nitrodev> and the loop
goes on?
L1926[14:51:59] <gigaherz> and thne start
to miss vanilla nad try another playthrough
L1927[14:52:04] <gigaherz> and the loop
starts again
L1928[14:52:16] <Nitrodev> wow
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L1932[14:57:52] <sham1> Pure vanilla is
not only boring. It also is kind of BS
L1933[14:58:16] <Nitrodev> how so?
L1934[14:58:39] <sham1> Like for
instance: "Why do I need a mod to see recipes
in-game"
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L1936[14:58:53] <Nitrodev> ?
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L1939[14:59:21] <sham1> What about that
did you not understand
L1940[14:59:32] <sham1> What part
even
L1941[14:59:38] <Nitrodev> how is
"Why do I need a mod to see recipes in-game" BS
L1942[14:59:41] <Ordinastie_> maybe
you're supposed to discover them by yourself
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L1944[14:59:51] <Nitrodev> oh yeah
L1945[15:00:24] <Ordinastie_> which is
kinda BS, yeah
L1947[15:01:07] <Ordinastie_> I think
it's your indentation that breaks it
L1948[15:01:52] <sham1> I'm not sure if
Scala is whitespace sensitive
L1949[15:02:13] <Pennyw95> those methods
are chained
L1950[15:02:28] <Pennyw95> indentation
shouldn't matter
L1951[15:02:31] <sham1> But yeah
L1952[15:02:33] <Ordinastie_> ...
L1953[15:02:39] <sham1> That indentation
is still kind of ugly
L1954[15:02:47] <sham1> To put it
pluntly
L1955[15:02:48] <Ordinastie_> no
identation won't break code
L1956[15:03:01] <Ordinastie_> yes your
indentation is totally messed up
L1958[15:06:07] <infinitefoxes_>
Pennyw95: I have not the slightest clue what's going on in
that
L1959[15:06:43] <infinitefoxes_> your
formatting is so absolutely broken
L1960[15:06:57] <Pennyw95> shouldn't
ItemStackHandler.insertItem return null if the adding operation
fails?
L1961[15:07:13] <infinitefoxes_> iirc,
no
L1962[15:07:17] <infinitefoxes_> it
should just return the item passed to it
L1963[15:07:17] <Pennyw95>
infinitefoxes_: sorry, it was done hastily
L1964[15:07:50] <Pennyw95> so checking fo
success would be (input != remainder)
L1965[15:08:10] <Ordinastie_>
!equals
L1966[15:08:12] <williewillus> insertItem
returns the *reminader* of the operation
L1967[15:08:21] <williewillus> so if
nothing actually happened the same stack should be returned
L1968[15:08:38] <williewillus> insertItem
returning null means that all of what you gave it made it in (or
you gave it null)
L1969[15:10:10] <Pennyw95> ok, I'll do
some more checks
L1970[15:11:37] <williewillus> anyways
back to wondering why the hell my lightning bolts are all borked in
dev
L1971[15:11:39] <williewillus> but are
fine in obf
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L1973[15:16:20] <Pennyw95> does the
ItemStackHandler decrease the item count from the player's
inventory as well or do I have to do it?
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L1976[15:17:58] <Pennyw95> Because when I
click the TE with an item in survival, the method returns null but
the TE doesn't see it in its ivnentory
L1977[15:19:30] <williewillus> show
code
L1978[15:19:36] <williewillus> faster
than talking :P
L1979[15:21:37] <DRedhorse> hi, does
anybody have an idea why block textures change? No mods updated
etc. but when I start my client / server now cobblestone has a
weird texture... before that big reactor casings and tesseracts...
in between the unabridged menu screen was checkerboxed... could it
be corruption?
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L1982[15:23:50] <Pennyw95>
TKUtils.insertItem does get called and it returns null. that would
make sense since I am clicking with a stacksize of 1 but the item
doesn't get stored in the TE
L1983[15:25:53] <williewillus> how are
you telling if it gets stored or not ? (maybe you're not
resyncing)
L1984[15:26:36] <Pennyw95> well it acts
like it worked because until I click with an empty hand
onBlockActivated returns false and prevents me from clicking
again
L1985[15:27:15] <Pennyw95> but I'm using
the TE's update() to print if inventory.getStackInSlot(0) is null
or not
L1986[15:27:20] <Pennyw95> and it's
null
L1987[15:27:27] <Pennyw95> even on the
server
L1988[15:28:26] <Ordinastie_> post the TE
code
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L1996[15:51:36] <williewillus> hmm
multimc isnt loading jarmods
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L2006[16:21:19] <barteks2x> I'm trying to
decide if it's better to store "generation state" as
"what has been finished" or "what is the next thing
to do". Neighter of them makes sense in all parts of
code
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L2009[16:26:01] <gigaherz> barteks2x: why
not both? ;P
L2010[16:26:24] <barteks2x> that would be
even more evil
L2012[16:29:22] <barteks2x> this approach
seems to make more sense when trying to decide which CubeProcessor
I should use next
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L2015[16:34:20] *
williewillus twiddles thumbs for 1.9.4 for performance improvements
:P
L2017[16:37:07] <barteks2x> Why idea
can't find my JDK sources
L2018[16:37:31] <barteks2x> It only shows
decompiled classes, and doesn't have javadoc
L2019[16:37:54] <gigaherz> did you choose
the sources when instalilng the jdk?
L2020[16:39:29] <barteks2x> oh, right. It
didn't install them. Previously I used oracle jdk, but then after
reinstalling the OS I switched to openjdk
L2021[16:40:41] <barteks2x> It still
refuses to find jdk sources
L2022[16:42:10] <gigaherz> sorry no
experience with openjdk
L2023[16:43:03] <gigaherz> barteks2x: in
the idea settings
L2024[16:43:14] <gigaherz> (project
structure sorry)
L2025[16:43:26] <gigaherz> in SDKs
L2026[16:43:34] <gigaherz> there's
Classpath, which should contain the binaries
L2027[16:43:45] <gigaherz> and
sourcepath, which you should make sure contains the source
zips
L2028[16:44:14] <gigaherz> in windowswith
oracle sdk, I see
L2029[16:44:20] <gigaherz>
jdk...\src.zip
L2030[16:44:25] <gigaherz>
jdk...\javafx-src.zip
L2031[16:45:24] <barteks2x> I removed old
jdk and added it again, now it shows something in sourcepath
L2032[16:45:32] <barteks2x> (from idea
config)
L2033[16:45:35] <gigaherz> :)
L2034[16:48:23] <barteks2x> I would use
oracle jdk if it was possible to install it from some repositories
without possibiity of breaking my debian installation
L2035[16:50:30] <williewillus> what parts
of them are even different nowadays? 0.o
L2036[16:50:43] <gigaherz> would be nice
if you could just get a zip, unpack it in like /jdk
L2037[16:50:51] <gigaherz> and then
manually configure JAVA_HOME
L2038[16:50:51] <gigaherz> ;p
L2039[16:51:01] <gigaherz> why require
packages at all ;P
L2040[16:51:17] <barteks2x> it is
possible
L2041[16:51:50] <barteks2x> but I hate
installing things manually because then I can't just create list of
everything I installed manually
L2042[16:52:12] <barteks2x> (I should
really check what I write before I hit enter)
L2043[16:52:19] <gigaherz> from a quote
in some site:
L2044[16:52:21] <gigaherz> "our
build process for Oracle JDK releases builds on OpenJDK 7 by adding
just a couple of pieces, like the deployment code, which includes
Oracle's implementation of the Java Plugin and Java WebStart, as
well as some closed source third party components like a graphics
rasterizer, some open source third party components, like Rhino,
and a few bits and pieces here and there, like additional
L2045[16:52:22] <gigaherz> documentation
or third party fonts. "
L2046[16:52:54] <gigaherz> "Moving
forward, our intent is to open source all pieces of the Oracle JDK
except those that we consider commercial features such as JRockit
Mission Control (not yet available in Oracle JDK), and replace
encumbered third party components with open source alternatives to
achieve closer parity between the code bases."
L2047[16:53:02] <gigaherz> no idea how
much of that they achieved in jdk8
L2048[16:53:46] <gigaherz> everything
else I can find points to the font rasterizer being the most
notable difference
L2049[16:54:09] <barteks2x> After java 9
is released I will probably need to wait 1-2 years before I can
install it via package manager...
L2050[16:55:52] *
gigaherz shrugs
L2051[16:55:55] <gigaherz> I'm a windows
user
L2052[16:55:59] <gigaherz> i'm used to
not having a package manager
L2053[16:56:00] <gigaherz> ;P
L2054[16:56:48] <barteks2x> or I will
switch to debian testing/unstable
L2055[17:00:29] <barteks2x> Why
net.minecraft.util.math.Vec3i even exists if it doesn't have masic
math operations?
L2056[17:00:45] <Ordinastie_> because
mojang
L2057[17:01:27] <gigaherz> doens't the
obfuscator remove methods from private classes that aren't
used?
L2058[17:01:38] <gigaherz> iirc that's
why @ClientOnly was needed?
L2059[17:01:41] <gigaherz> (on
methods)ç
L2060[17:01:42] <gigaherz> -ç
L2061[17:01:47] <gigaherz> eh
L2062[17:01:50] <gigaherz>
@SideOnly(client)(
L2063[17:01:54] *
gigaherz can't type
L2064[17:02:00] <barteks2x> I wanted to
use Vec3i to store relative cube coordinates
L2065[17:02:12] <barteks2x> But I can't
easly add/subtract/negate them
L2066[17:02:40] <Ordinastie_>
blockpos
L2067[17:03:06] <barteks2x> because using
BlockPos to store cube coordinates is really good idea...
especially repative positions
L2068[17:03:19] <barteks2x>
*relative
L2069[17:03:21] <Ordinastie_> why not
?
L2070[17:03:29]
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L2071[17:03:36] <barteks2x> because it's
Block Position?
L2072[17:03:47] <barteks2x> And it's
going to be in API eventually
L2073[17:03:49] <Ordinastie_> it's a
Vec3i too
L2074[17:03:49] <williewillus> according
to the community
L2075[17:04:03] <williewillus> BlockPos
is an arbitrary name chosen by MCP I hope you remember
L2076[17:04:07]
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L2077[17:04:08] <williewillus> :P
L2078[17:04:18]
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L2079[17:05:01] <gigaherz> for all we
know, Vec3i could be an actual vector library that has been
embedded into the code ;P
L2080[17:05:41]
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L2081[17:07:38] <barteks2x> Still, I
think using BlockPos for it would be confising
L2082[17:08:11] <williewillus> public
class RelativePos extends BlockPos {} if it bothers you so much
xD
L2083[17:08:42] <Ordinastie_> barteks2x,
you know you are allowed to give your variable a relevant name
?
L2084[17:08:56] <barteks2x> it's return
type
L2085[17:08:59] <barteks2x> I can't name
return types
L2086[17:09:12] <Ordinastie_> no, thats
what the method name is for
L2087[17:09:16] <williewillus> i still
don't know what the big deal is :P
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L2089[17:11:10] <barteks2x> Maybe I'm
actually doing it the wrong way. I have onStateProcessed() method
that takes CubeProcessor as argument, and should return relative
positions of cubes that should be notified about the change, and at
the same time should update the internal state
L2090[17:11:21] <Tazz> anyone know how to
use ScaledResolution? particularly can I scale the size of my GUI
up using it?
L2091[17:11:48] <diesieben07>
ScaledResolution is just for determining how MC scales the
GUI
L2092[17:11:56] <diesieben07> if you want
to scale your GUI, glScale
L2093[17:12:17] <Tazz> diesieben07, I
know however it offsets the GUI
L2094[17:12:28] <diesieben07> show what
you've tried
L2095[17:12:33] <Tazz> and is impossible
to get properly set depending on the window height
L2096[17:12:43] <Ordinastie_> yes it
is
L2097[17:13:09] <barteks2x> For now I
will continue using Vec3i, because I will almost never need to do
any operations on them
L2098[17:13:19]
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L2102[17:14:27] <diesieben07> well, you
are not scaling width and height in the guiTop / guileft
calculation
L2103[17:14:30]
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L2104[17:14:35] <diesieben07> and also no
need to scale in the z direction
L2105[17:14:45] <Tazz> hmmm
L2106[17:14:47] <Tazz> 1 sec
L2107[17:17:21] <Tazz> hmmm thanks
diesieben07
L2108[17:17:50]
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L2110[17:20:25] <M4thG33k> Is there any
particular reason I would be getting the error "Block: ... has
property: variant with invalidly named value"?
L2111[17:20:40] <gigaherz> Hmm you know
what would be interesting?
L2112[17:20:54] <gigaherz> if Efficiency
# on Elytra was ableto let you fly longer
L2113[17:20:54] <gigaherz> ;P
L2114[17:21:06] <gigaherz> but it's a
tool enchant so meh
L2115[17:21:11] <Ordinastie_> M4thG33k,
if only the error was telling you the reason...
L2116[17:21:29] <M4thG33k> I mean, I
don't understand how the variant is invalidly named
L2117[17:21:47] <Ordinastie_> look at the
code that validates the name ?
L2118[17:23:01]
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L2119[17:23:36] <williewillus> M4thG33k:
alphanumeric lowercase only
L2120[17:23:41] <williewillus> +
underscores
L2121[17:23:44] <M4thG33k> That would do
it...
L2122[17:24:58] <M4thG33k> It's always
the little things...thanks!
L2123[17:26:05] <barteks2x> Will java
enum.values() return always the same array? (sorry if I asked it
twice, I lost connection)
L2124[17:26:25]
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L2125[17:26:26] <diesieben07> it will
give you a copy every tim
L2126[17:26:54] <barteks2x> I wanted to
use it to get enum by oridinal
L2127[17:26:55] <barteks2x>
*ordinal
L2128[17:27:06]
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L2129[17:27:06] <gigaherz> it is always
by ordinal
L2130[17:27:13] <diesieben07> it has to,
because arrays are inherently mutable
L2131[17:27:14] <gigaherz> but it's a new
array instance every time
L2132[17:27:26] <diesieben07> is it your
enum?
L2133[17:27:29] <barteks2x> yes
L2134[17:27:40] <diesieben07> you can
make a static final array if you really care
L2135[17:27:58] <diesieben07> but the JVM
should optimize something like MyEnum e = MyEnum.values()[id]
pretty well, too.
L2136[17:27:59] <barteks2x> not sure if
it's going to be a problem, in most cases probably not
L2137[17:28:05] <gigaherz> or in other
words: Enum.values()[Enum.A.ordinal()] == Enum.A
L2138[17:28:23] <barteks2x> I know, I
just wanted to know if it always copies the array
L2139[17:29:32] <barteks2x> other options
are nested ifs of big switch...case
L2140[17:29:36] <barteks2x> *or
L2141[17:29:50] <diesieben07> or dirty
hacks
L2144[17:31:05] <williewillus> how about
just a enumset of EnumFacing.Axis :P
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L2147[17:31:23] <barteks2x> This enum is
going to be used in EnumSet
L2148[17:31:32] <Ordinastie_>
diesieben07, somehow you learned that methodhandles were fast and
you felt obligated to abuse the shit out of them ><
L2149[17:31:40] <diesieben07>
abuse?
L2150[17:31:42] <williewillus> lol
L2151[17:31:57] <diesieben07> i just use
them instead of reflection
L2152[17:32:00] <williewillus> ^
L2153[17:32:10] <barteks2x> so I would
have Set<EnumSet<Axis>>
L2154[17:32:19] <williewillus> idk how
that's abuse since that's literally how they're meant to be used
:P
L2155[17:32:29] <diesieben07> barteks2x,
wat, why a set of a set?
L2156[17:32:45] <barteks2x> if I wanted
to use EnumSet<Axis> instead of that enum
L2157[17:32:55] <williewillus> it makes
no sense to have multiple of that enum though
L2158[17:33:07] <barteks2x> of my enum?
it does
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L2160[17:33:42] <williewillus> how does
having DONE_X0Y0Z0 and DONE_X1Y1Z1 together make sense
L2161[17:33:51] <barteks2x> It's to store
information which parts of a cube have been populated
L2162[17:34:02] <barteks2x> essentially,
something like 8 flags
L2163[17:34:08] <diesieben07> my questino
why you would have a Set of a Set
L2164[17:34:14] <diesieben07> you said
Set<EnumSet<Axis>>
L2165[17:34:17] <diesieben07> thats a set
of sets
L2166[17:34:24] <williewillus>
diesieben07: he's replacing enumset<axis> with another
enum
L2167[17:34:30] <barteks2x> now I have
EnumSet<PopulationState>
L2168[17:34:31] <williewillus> with all
the cases enumerated out
L2169[17:34:40] <diesieben07> oh oh
L2170[17:35:33] <barteks2x> And since
EnumSet internally uses flags, I can just use EnumSet+Enum instead
of flags
L2171[17:35:58] <Zaggy1024> I hate it
when I accidentally make the game crash so I have to wait for it to
start up again
L2172[17:36:43] <barteks2x> hm... is
there limit on filename in ext4 filesystem?
L2173[17:37:05] <diesieben07>
probably
L2174[17:37:08] <diesieben07> nothing is
unlimited
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L2176[17:37:17] <diesieben07> but if you
it those kinds of limits you have much bigger problems
L2177[17:37:20] <barteks2x> I already
have >200 worlds all names New World
L2178[17:37:32] <diesieben07> what in the
fuck!
L2179[17:37:49] <williewillus> people
make new worlds for everything when testing
L2180[17:37:55] <williewillus> I don't I
can't stand having too many
L2181[17:38:01] <barteks2x> Especially
when testing terrain generator
L2182[17:38:07] <williewillus> I have one
per feature/bugfix, not a new one every startup :P
L2183[17:38:12] <williewillus> though I
guess its needed for worldgen
L2184[17:38:25] <barteks2x> especially
when testing performance of worldgen
L2185[17:38:30] <diesieben07> i have ONE
testworld...
L2186[17:38:41] <Ordinastie_> I would
have a separate mod just for deleting and recreating the world on
startup
L2187[17:38:42] <barteks2x> the easiest
way is to measure performance of generating spawn
L2188[17:38:51] <diesieben07> lol
L2189[17:38:57] <diesieben07> Why a
mod?
L2190[17:39:10] <barteks2x> And at this
point in development I frequently add world format changes
(breaking changes)
L2191[17:39:11] <Ordinastie_> to not
pollute the main one I'm working on
L2192[17:39:26] <diesieben07> well, just
make a class, tell IntelliJ to run it before running Minecraft
Client
L2193[17:39:26] <Ordinastie_> I already
have one to automatically start the last loaded world when
launching
L2194[17:39:30]
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L2195[17:39:34] <Ordinastie_> (and
maximize the window too)
L2196[17:39:38] <diesieben07> lol
L2197[17:40:07] <barteks2x> I'm wondering
in what way things would break if I tried to load world from, say,
one year ago
L2198[17:40:08] <Ordinastie_> you can't
argue its usefulness :p
L2199[17:40:50] <barteks2x> at this point
probably crash because I updated mapdb
L2200[17:42:12] <barteks2x> What the... I
loaded the first world and it kills me everytime I respawn
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L2203[17:53:00] <Zaggy1024> I have two
test worlds, I delete any extras
L2204[17:53:12] <Zaggy1024> normally I'd
only have one but I had been using a superflat
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L2206[17:54:23] <Zaggy1024> 200 saves
must (have been/be?) a lot of consumed disk space 0.o
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L2209[17:55:02] <barteks2x> a few GB,
they are all mostly spawnpoint
L2210[17:55:41] <barteks2x> I should
probably do rm -rf saves
L2211[17:56:29] <barteks2x> and done, no
more 200+ saves
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L2214[18:01:14] <Intektor> I want to hide
all the stuff inside the ingame gui, the same like when you press
f1, but then I only want my stuff, what I render in
renderGuiOverlayEvent to be rendered, is that possible?
L2215[18:03:48]
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L2216[18:04:33] <diesieben07> Intektor,
cancel RGOE for whaever ElemtnType you wnat to hide
L2217[18:04:34] <williewillus> catch all
the other overlay events and cancel them
L2218[18:04:39] <williewillus>
dammit
L2219[18:04:54] <Intektor> thanks
L2220[18:06:24] <TobyO> How do I do about
registering recipes for custom blocks? Is there a way to do that
like with the vanilla furnace or no?
L2221[18:06:52] <diesieben07> you mean
you have a furnace like thingy and you want it to have
recipes?
L2222[18:07:22]
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L2224[18:08:45] <TobyO> indeed
L2225[18:09:09] <diesieben07> well, you
have to decide on a data structure for your recipes
L2226[18:09:14] <diesieben07> which one
to choose depends on the kind of recipe
L2227[18:09:27] <TobyO> it's input ->
output
L2228[18:09:44] <TobyO> very much like a
furnace. One input will make one output
L2229[18:10:10] <diesieben07> have a List
of ItemStack pairs then
L2230[18:10:20] <diesieben07> you can use
apache commons Pair class
L2231[18:10:36] <diesieben07> to find the
result iterate the list until you find a matching input
L2232[18:10:38] <TobyO> not a
hashmap?
L2233[18:10:54] <diesieben07> no, those
are useless with itemstacks
L2234[18:11:30] <TobyO> oh right, I just
though maybe because that's what the furnace does. Why is it
useless with itemstacks?
L2235[18:11:58] <diesieben07> because
they do not override equals and hashCode
L2236[18:12:01]
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L2237[18:13:05] <Intektor> hm, cancelling
the RGOE for one specific ElemtType, seems to cancel it for all
Elemtntypes
L2238[18:13:37] <diesieben07> which one
did you cancel?
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L2240[18:13:59] <Intektor> Well, I cancel
all except the Text
L2241[18:14:11] <Intektor> bcause thats
where I want to render
L2242[18:14:21] <diesieben07> if you
cancel ALL ... that cancels everything.
L2243[18:14:24] <Intektor> and I cancel
in RGOE.PRE
L2244[18:14:30] <TobyO> thanks
L2245[18:15:02] <gigaherz> Intektor:
there's an "ALL" that gets called pre-everything and
post-everything
L2246[18:15:07] <gigaherz> if you cancel
that one, you cancel the whole gui
L2247[18:15:14] <TobyO> How do I go about
registering them for other mods to use though?
L2248[18:15:24] <diesieben07> define
"other mods", define "to use".
L2249[18:15:48] <TobyO> I could just use
the ore dictionary couldnt i
L2250[18:15:56] <gigaherz> wait
wait
L2251[18:15:58] <Intektor> no, I dont
cancel the elemt type all, I cancel this way: if type != Text ->
cancel
L2252[18:16:11] <gigaherz> Intektor: so
when tpe==all
L2253[18:16:13] <gigaherz> you cancel
it
L2254[18:16:17] <gigaherz> hence, nothing
draws ever
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L2256[18:16:38] <gigaherz> you have to
allow both "all" and "text" for what you want
to work
L2257[18:16:39] <gigaherz> ;P
L2258[18:16:42] <diesieben07> TobyO,
depends on what you want.
L2259[18:16:48] <Intektor> ah makes
sense
L2260[18:16:59] <TobyO> I just want to
allow other mods to use my items on occasion
L2261[18:17:17] <diesieben07> use
how?
L2262[18:17:19] <gigaherz> TobyO: do you
want other mods to be able to add recipes foryour machine?
L2263[18:17:29] <gigaherz> or something
else?
L2264[18:17:36] <TobyO> yes perhaps that
also
L2265[18:17:44] <TobyO> I guess just
expose an API to do so
L2266[18:17:50] <diesieben07> yes.
L2267[18:18:50] <gigaherz> the most
flexible way would be to use IMC
L2268[18:19:08] <diesieben07> could do
that too
L2269[18:19:11] <diesieben07> would also
be an API
L2271[18:20:16]
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L2272[18:20:33] <diesieben07> why do you
use TEXT?
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L2274[18:21:09] <gigaherz> wait
L2275[18:21:13] <gigaherz> isn't TEXT the
chat one?
L2276[18:21:19] <gigaherz> or the F3
one?
L2277[18:21:22] <Intektor> In the older
minecraft version, rendering in other Element Types made the gui
look bad
L2278[18:21:23] <diesieben07> text is
debug i thought
L2279[18:21:25] <gigaherz> but either
way, one that isn't always visible?
L2280[18:21:26]
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L2281[18:21:28] <diesieben07> use
ALL
L2282[18:22:23] <Intektor> ah ok
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L2284[18:26:54] <gigaherz> ugh gotta
sleep
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L2288[18:36:36] <Nosirrom> is there a
limit to how far a block's model can reach from its blockpos?
L2289[18:37:24] <diesieben07> block
models should stay within 1x1x1 afaik
L2290[18:37:36] <williewillus> you can go
out of it :P
L2291[18:37:42] <williewillus> just don't
be ridiculous :P
L2292[18:38:07] <williewillus> like the
botania apothecaries are 1x1.3(?)x1
L2293[18:39:27] <diesieben07> up is
probably more fine than sideways
L2294[18:40:33] <Nosirrom> I might go
like, 2 block away at most
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L2297[18:49:33] <Zaggy1024> IIRC it
allows 1 block unit outside the horizontal range
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L2299[18:54:20] <LexDesktop> !gm
func_72939_s
L2300[19:00:03] <ghz|afk> Nosirrom:
please note that lighting will only get computedfor the block space
you are in
L2301[19:00:26] <ghz|afk> so the more the
block is outside its range, the more obvious the issue will
be
L2302[19:00:39] <TobyO> is mergeItemStack
inclusive with it's indexes?
L2303[19:01:05] <ghz|afk> my Ender-Rift
multiblock was originally a single ISBRH drawing 3x3x3, and when I
ported to 1.8, I split it into different models because lighting
was just annoying
L2304[19:01:22] *
ghz|afk got sidetracked
L2305[19:01:25] *
ghz|afk goes to sleep now
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L2307[19:02:31] <Nosirrom> well the model
is going to be stationary with parts moving, so I don't think I can
use multiblock.
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L2309[19:12:46] <TobyO> What's everyones
views on power apis? pros/cons?
L2310[19:12:54]
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L2311[19:13:06] <TobyO> Not sure whether
to roll my own or join the crowd
L2312[19:13:15] <williewillus> whatever
you want :P
L2313[19:13:20] <Flynn1179> you mean
creating one or using them?
L2314[19:13:36] <MoxieGrrl_> Does the
crowd have cookies? Like the dark side? Because that would be a
decent incentive.
L2315[19:14:39] <Flynn1179> sometimes
existing APIs just don't fit with what you're doing. There's no way
RF would work as a power system for rotarycraft for example, but if
you use your own, having a conversion mechanism's probably a good
idea
L2316[19:15:50] <williewillus> yeah its
whatever works best for you and you like the most
L2317[19:16:09] <williewillus> like
mekanism uses its own joules internaly, it just has seamless
conversions to everything else
L2318[19:16:20] <TobyO> yeah, that's the
big advantage really. Having that control would be nice as the
single point of alteration becomes the converter box
L2319[19:16:23] <williewillus> and you
can set the interfaces to display alternate units
L2320[19:16:33] <Flynn1179> not entirely
:) Practical logistics doesn't play nice with mekanism
L2321[19:17:35] <TobyO> It'd be nice to
have native support for power also though
L2322[19:17:50] <TobyO> It certainly
makes life easier
L2323[19:17:51] <williewillus> mek works
with all hte major powers at least :P
L2324[19:18:10] <TobyO> My main worry is
power creep
L2325[19:18:21] <Flynn1179> works with
power, yeah, but because it uses joules internally, if you ask
practical logistics to display power level of a laser focus for
example, it shows it in joules
L2326[19:19:37] <thecodewarrior> I'm
having a confusing error with generics, I have a method (Vec3d,
Vec3d, List<ITraceable<T, ?>>, T param) and it's
complaining about the parameters being incorrect when my list has a
concrete second generic type.
L2327[19:19:50] <thecodewarrior> If I
delete the second type it's fine.
L2328[19:20:11] <Flynn1179> what's the
error?
L2329[19:20:42]
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L2331[19:21:50] <thecodewarrior>
Nevermind, I made the second type R and it's working now.
Weird.
L2332[19:21:59]
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L2333[19:22:32] <Flynn1179> bug fixing by
trial & error's always worring. I'd still recommend trying to
understand why that made it worked
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L2351[19:50:38] <Zaggy1024> man, this is
annoying
L2352[19:50:54] <Zaggy1024> OpenGL
doesn't use normals to determine backface culling
L2353[19:50:58]
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L2357[19:51:56] <Ordinastie_> it uses
vertex order
L2358[19:52:01] <Zaggy1024> indeed
L2359[19:52:06]
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L2360[19:52:29] <Zaggy1024> but if I
change the vertex order it messes up the precision it seems
like
L2361[19:52:41] <Zaggy1024> so then I get
z-fighting on two faces with identical vertices
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L2363[19:52:51] <Ordinastie_> it
shouldn't
L2364[19:53:14]
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L2365[19:53:19] <Zaggy1024> I think it's
a problem with the way the vertices are stored and uploaded, but I
have yet to test that theory
L2366[19:54:26] <Zaggy1024> indeed, with
the winding order the same, it fixes the problem
L2367[19:54:40] <Zaggy1024> except that's
not quite what I need
L2368[19:54:43] <Zaggy1024> I'll fiddle
with it more
L2369[19:58:26] <Zaggy1024> ugh, all the
ideas I'm coming up with require multiple vertex buffers
L2370[19:58:41] <Zaggy1024> I mean, that
wouldn't be so bad, but I wish for a more elegant solution
L2371[19:59:25] <Zaggy1024> basically on
the insides of clouds two faces are rendering in the same spot, so
the alpha gets doubled
L2372[19:59:34] <Zaggy1024> would be nice
to fix it, but it's not absolutely necessary
L2373[19:59:44] <Ordinastie_> what
?
L2374[19:59:45] <Zaggy1024> most of the
stuff I've come up with for it is a bunch of hacks
L2375[20:00:16] <Ordinastie_> just
disable the culling
L2376[20:00:36]
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L2378[20:01:13] <AndroUser> That's what
clouds already do and that's the problem
L2379[20:01:31] <AndroUser> Crap i forgot
to set my username on here :P
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L2381[20:02:06] <TobyO> in
onBlockActivated is the x,y,z position the position in world?
L2382[20:02:14] <TobyO> Or relative to
the block?
L2383[20:02:26] <Ordinastie_> TobyO,
would there any wayt to check that by yourself ?
L2384[20:03:19] <TobyO> Yeah
probably
L2385[20:03:41] <williewillus> position
of the block being activated
L2386[20:03:47] <ZaggyMobile> Vanilla
manually culls the faces when inside a cloud but that's not
possible when I'm using a buffer
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L2388[20:03:54] <TobyO> it's a float
though?
L2389[20:04:19] <TobyO> sorry, I should
have said hitX etc
L2390[20:04:23] <Ordinastie_> or you can
wait long enough for someone to mouth feed the answers :x
L2391[20:05:20] <TobyO> I appreciate the
saved time
L2392[20:05:39] <TobyO> this channel is a
life saver
L2393[20:06:18] <williewillus> oh you
meant hitX/Y/Z, that is the relative position on the face
iirc
L2394[20:06:28] <williewillus> [0.0,
1.0], I might be wrong though
L2395[20:07:27] <TobyO> oh super, thanks
:) I'll check in a bit, need to do the setup first
L2396[20:08:35] <williewillus> man what
happened in 1.5/6
L2397[20:08:46] <williewillus> i was
curious and went back through some old versions
L2398[20:09:06] <Ordinastie_> don't touch
1.5 you heathen:
L2399[20:09:07] <Ordinastie_> !
L2400[20:09:09] <williewillus> idling in
a default superflat the memory usage is in the range 70M-150M
L2401[20:09:28] <williewillus> but in
1.5/6 (more so the latter) the idle mem usage is a lot higher
L2402[20:09:36] <TobyO> Yeah, it's [0.0,
1.0] thanks :)
L2403[20:10:14] <TobyO> Thought I might
make a small sampler keyboard block
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L2410[20:44:13] <DebugsPeople> What's the
equivalent to GL11.glBindTexture in GlStatemanager?
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L2412[20:45:31] <daddytothejs> newb
here....I'm experiencing problems loading textures for blocks, I
have the textures under assets/{modid}/textures/blocks/block.png
but for every block I load I get the error. working in 1.9, any
ideas?
L2413[20:46:26] <DebugsPeople> Well, how
do you load the block?
L2414[20:47:28] <daddytothejs> are you
referring to the instantiation through the clientproxy?
L2415[20:47:50] <Ordinastie_> ôO
L2416[20:48:18] <Ordinastie_> please tell
me you don't instanciate and register your blocks in your
proxy
L2417[20:48:31] <daddytothejs> No.
L2418[20:48:48] <daddytothejs> I call
another class to register and initialize the models.
L2419[20:49:29] <Ordinastie_> show
code
L2420[20:49:38] <daddytothejs> at
github
L2421[20:50:19] <DebugsPeople> The
link?...
L2422[20:50:27] <daddytothejs> didn't
know if I could post it.
L2423[20:50:40] <Ordinastie_> of course
you can
L2424[20:50:42] <daddytothejs>
github.com/daddytothejs/GodsAndMortals
L2425[20:50:43] <Ordinastie_> no need to
pm it
L2426[20:51:30] <daddytothejs> really
very basic.
L2427[20:51:35] <daddytothejs> just
trying to get started.
L2428[20:52:52] <Ordinastie_> what's the
error ?
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L2432[20:56:26] <Ordinastie_> are you
sure resources is on the classpath ?
L2433[20:56:55] <daddytothejs> yeah, item
works just fine.
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L2435[20:57:54] <Ordinastie_> don't know
then
L2436[20:58:08] <Ordinastie_> I don't see
anything obviously wrong
L2437[20:58:08] <daddytothejs> all good.
would it help if I said I used Idea?
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L2439[20:58:42] <Ordinastie_> IDEA does
have a habit of messing things up
L2440[20:59:03] <DebugsPeople> Never had
any problems :/
L2441[20:59:16] <Ordinastie_> you're one
of the few lucky ones then :p
L2442[20:59:32]
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L2443[20:59:45] <daddytothejs> I was
figuring Idea may be throwing a wrench in somewhere.
L2444[21:00:31] <Ordinastie_> it's
probably not idea if textures work for your items
L2445[21:01:07] <Ordinastie_> something
may be wrong is the models maybe, but I don't use them, so I'm not
sure
L2446[21:01:31] <daddytothejs> To be
honest, it's not even really models. I'm just trying to make a
basic block and texture it.
L2447[21:03:19] <Nosirrom> I've never
seen initModels() being used for a block
L2448[21:03:26] <williewillus> wat
L2450[21:04:11]
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L2451[21:04:50] <williewillus> idk whos
that is, but your MRL is wrong
L2452[21:05:07] <williewillus> unless you
wanted it to go to the normal variant
L2453[21:05:13] <williewillus> in that
case you need to use forge blokcstate json
L2454[21:05:33] <daddytothejs> which is
what I'm using.
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L2456[21:06:17] <williewillus> no you're
not :P
L2458[21:06:26] <williewillus> doesnt
look like a forge json
L2459[21:06:45] <daddytothejs> ok
L2460[21:07:01] <daddytothejs> will
change.
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L2462[21:11:50] <DebugsPeople> How do I
get an int from a texture lol
L2463[21:12:33] <DebugsPeople> And I'm
literally retarded
L2464[21:12:37] <williewillus> for
what?
L2465[21:12:43] <williewillus> describe
what youre trying to accomplish
L2466[21:12:48] <williewillus> not the
details
L2467[21:12:53] <DebugsPeople> It's just
getGlTextureId
L2468[21:13:08] <williewillus>
Minecraft.getMinecraft().renderEngine.bindTexture is the way to
bind things in MC
L2469[21:13:38] <DebugsPeople> So
GlStateManager is wrong?
L2470[21:13:53] <williewillus> no it's
just lower level
L2471[21:14:00] <williewillus>
renderEngine,.bindTexture uses GlStatemanager
L2472[21:14:24] <williewillus> but just
use renderEngine
L2473[21:14:26] <DebugsPeople> Oh
L2474[21:14:29] <williewillus> takes a
resource location
L2475[21:15:03] <DebugsPeople> Yeah, was
using renderEngine.getTexture(resourcelocation)
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L2477[21:15:54] <DebugsPeople> I also
don't think I should try to just upgrade a 1.4.7 mod
L2478[21:16:06] <williewillus> .-.
L2479[21:16:13] <williewillus> you're
almost certainly better off rewriting it
L2480[21:16:14] <williewillus> what
mod
L2481[21:16:38] <DebugsPeople>
TheRcMod
L2482[21:16:56] <williewillus> never
heard of it
L2483[21:17:19] <williewillus> also it
seems they have a 1.7 version?
L2484[21:17:50] <DebugsPeople> It's
completely different from the 1.4.7 version
L2485[21:19:00] <williewillus> 0.o just
contribute to the new one
L2486[21:19:03] <DebugsPeople> It's a
complete rewrite with models, which in my opinion don't even fit
with mine craft
L2487[21:19:29] <DebugsPeople> I've tried
many times, never get a response
L2488[21:19:45] <DebugsPeople> Not open
source
L2489[21:19:48] <williewillus> of course
not
L2490[21:20:00] <williewillus>
>_>
L2491[21:20:09]
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L2492[21:20:11] <DebugsPeople> Lol
L2493[21:21:21] <williewillus> i mean
it's always *those* mods, closed source, badly coded, skip 3-4
major versions, etc. :P
L2494[21:21:34] <DebugsPeople> Yea
L2495[21:21:41] <DebugsPeople> Can
confirm badly coded
L2496[21:21:59] <williewillus> just
remake it in open source non-bad form
L2497[21:22:01] <williewillus> :P
L2498[21:23:06] <DebugsPeople> If only I
knew how everything works ;)
L2500[21:23:19] <DebugsPeople> That's the
old decompiled version
L2501[21:23:33] <williewillus> uhh if its
closed source
L2502[21:23:38] <williewillus> probably
shouldnt be on a public repo
L2503[21:24:01] <DebugsPeople> :/
L2504[21:24:05] <DebugsPeople>
Probably
L2505[21:24:13] <williewillus> wtf it
replaces vanilla classes
L2506[21:24:36] <williewillus> did not
know that was possible still in 1.4, shouldve died in like
1.2-
L2507[21:25:44] <DebugsPeople> Yeah, idk
not the best mod
L2508[21:25:50] <DebugsPeople> Not stable
either
L2509[21:28:13] <DebugsPeople> I've taken
a lot from your botania update :P
L2510[21:30:10] <barteks2x> What would be
a good way to write EnumSet to NBT?
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L2512[21:30:35] <williewillus> it's a
bitfield internally so just get ahold of that
L2513[21:30:53] <williewillus> ugly and
you need to make sure your enum stays put but it should work
L2514[21:30:54] <barteks2x> internally.
I'm not going to use reflection on java classes
L2515[21:31:10] <williewillus> well you
don't have much of a choice then
L2516[21:31:11] <williewillus> :P
L2517[21:31:22] <barteks2x> I can also
build the same bitfield myself
L2518[21:32:12] <barteks2x> if I use the
reflection hack - deserialization may be harder
L2519[21:34:45] <DebugsPeople> Btw,
what's the easiest way to find out of you're currently on the
client or server?
L2520[21:35:22] <barteks2x> do you have
world object?
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L2523[21:36:03] <barteks2x> if you have
world - you can use world.isRemote
L2524[21:36:44] <barteks2x> Or do you
mean dedicated server vs client?
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L2526[21:38:40] <DebugsPeople> The second
option
L2527[21:40:12] <barteks2x> I normally
use proxy to do different thing when running on client and
dedicated server
L2529[21:41:33] <williewillus> read
L2530[21:41:47] <barteks2x> I was just
going to paste that link
L2531[21:42:17] <williewillus> i still
need to revise that, some of the statements about proxies in that
article are a bit sketch
L2532[21:42:22] <williewillus> but
overall it should be a good article
L2533[21:43:44] <DebugsPeople> i.e.
mc.objectMouseOver()
L2534[21:43:53] <DebugsPeople> Doesn't
work on the server
L2535[21:43:55] <vox> Night all!
L2537[21:44:30] <williewillus> yes
because it makes no sense to be on server
L2538[21:44:36] <williewillus> the
article talks about that :P
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L2540[21:46:14] <daddytothejs> Ok,
updated to using Forge Blockstate Json files, and read about them
from the docs site, and still getting the same errors regarding
textures unavailable.
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L2542[21:46:57] <williewillus> post your
repo again?
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L2545[21:48:41] <williewillus> post the
log
L2546[21:49:49] <barteks2x> I'm going to
use Minecraft BitArray to serialize EnumSet
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L2549[21:51:57] <williewillus> hm
L2550[21:52:04] <williewillus> everything
looks right
L2551[21:52:13] <williewillus> make sure
the resources are exported by ide? no idea
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L2553[21:55:53] <DebugsPeople> Torn rn on
whether I should just put the packet inside the class or do it the
proper way and make an external packet manager
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L2557[21:56:17] <williewillus> in what
class?
L2558[21:56:27] <DebugsPeople> An
item
L2559[21:56:44] <DebugsPeople> I have to
transfer the ray cast somehow
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L2561[21:58:05] <williewillus> external
:P
L2562[21:58:12] <williewillus> separation
of responsibilities
L2563[21:59:17] <barteks2x> Why nbt
doesn't have long arrays...
L2564[21:59:32] <williewillus> because
mojang doesnt need them :P
L2565[22:00:17] <DebugsPeople> Yeah
L2566[22:00:28] <DebugsPeople> And you
can't even make more
L2567[22:00:43] <barteks2x> And my plan
with using BitArray becomes much harder now
L2568[22:00:52] <barteks2x> because
BitArray gives me long[]
L2569[22:01:38] <DebugsPeople> You could
use nbtarrays
L2570[22:01:42] <DebugsPeople> Or what is
was
L2571[22:01:54] <williewillus> that's a
huge amount of overhead
L2572[22:02:02] <williewillus> you're
better off splitting each long into two ints :P
L2573[22:02:19] <barteks2x> that's what
I'm writing now
L2574[22:02:27] <williewillus> if you use
a NBT List of NBT longs you have massive overhead for every single
long tag
L2575[22:02:28] <DebugsPeople> I guess
there's no way of doing a ray cast on server side :P
L2576[22:02:33] <williewillus>
DebugsPeople: uhhhh yes?
L2577[22:02:45] <DebugsPeople> There
is?
L2578[22:02:57] <williewillus> how do you
think like everything works?
L2579[22:02:58] <williewillus> :P
L2580[22:03:11] <williewillus> also I
advise not to port old smelly terrible code just rewrite it
L2581[22:03:12] <DebugsPeople> Yeah..
You're right
L2582[22:03:19] <DebugsPeople> I
jnow
L2583[22:03:47] <DebugsPeople> But I
don't know if I should use objectMouseOver now or do a server side
raycast
L2584[22:03:48]
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L2585[22:04:12] <williewillus> what are
you trying to accomplish?
L2586[22:04:17] <williewillus> also did
you read the article i linked about sides?
L2587[22:04:45] <DebugsPeople> Well, not
really read
L2588[22:04:53] <DebugsPeople> More like
flying over
L2589[22:05:03] <williewillus> yeah
well
L2591[22:05:47] <williewillus> it's not a
matter of "hmm should i choose client or
serverside"
L2592[22:05:54] <williewillus> again
whatre you trying to accomplish?
L2593[22:06:13] <Cypher121>
value.ordinal()
L2594[22:06:20] <Cypher121> blergh
L2595[22:06:25]
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L2597[22:06:37] <DebugsPeople> The remote
control should bind the entity on sneak rightclick
L2598[22:06:56] <williewillus> uhhh that
should not even require a raytrace
L2599[22:06:58] <DebugsPeople> Works in
single player, but only because I used the common mistake
L2600[22:07:04] ***
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L2601[22:07:14] <williewillus> also
please read it in depth
L2602[22:07:14] <DebugsPeople> Well, the
entity the player is looking at
L2603[22:07:17] <williewillus> yes
L2604[22:07:22] <williewillus> that
doesnt even need a raycast
L2605[22:07:31] <williewillus> not one
that you have to do anyway
L2606[22:07:56] <barteks2x> Cypher121,
would you suggest something else that doesn't add a ton of
overhead?
L2607[22:08:13] <Cypher121> what are you
using it for
L2608[22:08:15] <Cypher121> ?
L2609[22:08:27] ***
big_Xplo|AFK is now known as big_Xplosion
L2610[22:08:30] <barteks2x> to serialize
CubeGenerationState to NBT
L2611[22:08:49] <Cypher121> are you
saving that NBT between game launches?
L2612[22:09:18] <barteks2x> it's going to
be saves with chunk/cube data, so if I understand your question
right - yes
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L2614[22:09:44] <Cypher121> then prepare
to have it fucked up next time you decide to change that enum
L2615[22:10:29] <Cypher121> also I don't
see how using names instead of ordinals can have a meaningful
impact on performance tbh
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L2617[22:10:51] <barteks2x> if I change
that enum - I would need to convert it no matter what way I
serialize it
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L2619[22:11:39] <barteks2x> but ok, I
will write it by listing all enum names
L2620[22:11:57] <barteks2x> and for that
particular enum - I will eighter remove it completely, it will
never change it.
L2621[22:12:16] <Cypher121> also why is
your method marked as "static final"?
L2622[22:12:26] <barteks2x> it's in util
class
L2623[22:12:34] <Cypher121> I don't think
static methods can be overridden at all
L2624[22:12:59] <barteks2x> I can remove
that final, it's not that it matters.
L2625[22:13:10] <Cypher121> yeah, it's
redundant
L2626[22:13:34] <DebugsPeople> It wasn't
even one of the "common mistakes" just using the client
method on both sides
L2627[22:13:36] <DovahOfKiin> Okay so I
have an inventory with a custom slot limiting the items that ca n
go through it. It works, I can put things in it. that works just
fine. But when I get a hopper and place it on the block (the
inventory) and place gold ingots (which are allowed in the custom
slot) I see the stack size decrease by one in the hopper, but it
doesn't actually show in the block. Like the item "was
inserted" into the inventory, but I can't see it.
L2628[22:13:45] <DovahOfKiin> Any idea
why this could be happening?
L2629[22:13:55] <DebugsPeople> And the
easiest way I see is still making a raycast on serverside
L2630[22:14:05] <williewillus> you don't
need a raycast -.-
L2631[22:14:08] <williewillus> items have
a method
L2632[22:14:12] <williewillus> for
interacting with entities
L2633[22:14:16] <williewillus> use it
:P
L2634[22:14:54]
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L2635[22:15:14] <DovahOfKiin> uhh are you
talking to me williewillus ?
L2636[22:15:14] <DebugsPeople> Well, what
method is is? :P
L2637[22:15:28] <DebugsPeople> To me
;)
L2638[22:15:32] <barteks2x> is there some
way to write a collection/list/set to NBT?
L2639[22:15:37] <DovahOfKiin> Alright
thanks
L2640[22:16:30] <williewillus>
DovahOfKiin: no; DebugsPeople: Item.itemInteractionForEntity
L2641[22:16:54] <DovahOfKiin>
Alright
L2642[22:17:16] <williewillus> do a
semantic rewrite, like don't look at the old code just reimplement
all the features
L2643[22:17:29] <williewillus> so you
don't have to deal with the smelly stuff like that :P I bet there's
more things in there
L2644[22:17:33] <williewillus> for which
better solutions exist
L2645[22:18:04] <DebugsPeople> Ffs, was
looking under use all the time
L2646[22:18:21] <barteks2x> what is NBT
type "LIST"?
L2647[22:19:04] <DebugsPeople>
NBTTagList
L2648[22:19:05] <DebugsPeople> ?
L2649[22:19:13] <williewillus> NBT
lists
L2650[22:19:20] <williewillus> similar
idea to json arrays
L2651[22:19:24] <DebugsPeople> Oh
L2652[22:19:25]
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L2653[22:20:29] <barteks2x> for some
reason idea didn't see any NBTTag classes other than
NBTTagCompund
L2654[22:21:32] <williewillus> NBT is
actually pretty close to json, it's just a binary format
instead
L2655[22:21:43] <DebugsPeople> You could
take a look into the gradle dependency
L2656[22:21:56] <Cypher121> iirc, it's
almost a complete mirror, except it has more detailed data
types
L2657[22:22:00] <williewillus> yeah
L2658[22:22:11] <williewillus>
primitives, and intarray
L2659[22:22:52] <Cypher121> json only has
int and float, right?
L2660[22:23:19] <Cypher121> no
precision/size particulars
L2661[22:23:21] <williewillus> afaik it
was just number
L2662[22:23:25] <williewillus> but dont
remmber
L2663[22:23:28] <DebugsPeople>
williewillus, that method doesn't work for non living
entities
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L2665[22:23:45] <williewillus>
DebugsPeople: use PlayerInteractEvent then
L2666[22:25:07]
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L2670[22:29:12] <DebugsPeople> Hmm
L2671[22:33:41] <DovahOfKiin> Okay so I
have an inventory with a custom slot limiting the items that ca n
go through it. It works, I can put things in it. that works just
fine. But when I get a hopper and place it on the block (the
inventory) and place gold ingots (which are allowed in the custom
slot) I see the stack size decrease by one in the hopper, but it
doesn't actually show in the block. Like the item "was
inserted" into the inventory, but I can't see it. Yes,
I'm
L2672[22:33:42] <DovahOfKiin> using the
iinventory system, I can't understand the capas system for the love
of my life
L2673[22:36:18] <DovahOfKiin> Feel free
to ask for any of the files
L2674[22:38:01]
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L2676[22:43:57] <DebugsPeople>
willieaway, interactionforentity only works with living entities,
the event only does blocks, so does the normal raytrace
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L2678[22:44:20] <DebugsPeople> The only
thing that can do it seems to be objectMouseOver
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L2681[22:51:06] ***
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L2682[22:51:19] <killjoy> I just bought
DOOM. Will I regret it?
L2683[22:51:43] <killjoy> Looks like
steam can't download it qq
L2684[22:52:02] <Tazz> XD
L2685[22:52:07] <Cypher121> it's
amazing
L2686[22:52:16] <Cypher121> didn't have
chance to play it much though
L2687[22:52:26]
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L2688[22:54:22] <DovahOfKiin> Any clue at
all guys?
L2689[22:55:25]
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L2690[23:07:25] <barteks2x> I'm
wondering, since I reimplement Chunks, would it be possible to
attach custom data to Chunks using capabilities? (I don't
understand them right now, so I have no idea if it even makes
sense)
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L2694[23:12:26] <DovahOfKiin> You're not
alone barteks2x I don
L2695[23:12:34] <DovahOfKiin> 't get them
at all either
L2696[23:12:56] <barteks2x> So far I
didn't even try to understand them because I didn't need them
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L2698[23:14:31] <barteks2x> looking at
javadoc, I think it would be possible
L2699[23:19:28] <barteks2x> It looks like
I would need to make Chunk implement ICapabilitySerializable
L2700[23:20:04] <barteks2x> but still, if
forge doesn't do that, it may not be that good idea for reasons I
don't know
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L2703[23:27:49] <LexDesktop> fuck are you
wanting to do ?
L2704[23:28:05] <LexDesktop> Chunk is not
a capability provider, not a serializer
L2705[23:29:43] <Tatsu> Your guess is as
good as mine...
L2706[23:33:36] <barteks2x> for me it's
not exactly a chunk that I want to add data to but Cube
(specifically generation state). And I thought it may be good idea
to add more general way to attach custom data to chunk/cube.
L2707[23:34:12] <barteks2x> I can't find
any reason why not other than that most mods wouldn't need
that
L2708[23:36:39] <barteks2x> and that the
name "capability" doesn't make much sense for
chunks
L2709[23:41:11] <barteks2x> After looking
at the capability api a bit more - I agree that it's not a good
idea.
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