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L22[01:35:26] <DovahOfKiin> okay
L23[01:35:38] <DovahOfKiin> so my world
crashes everytime I try to save and quit
L25[01:36:07] <DovahOfKiin> not exactly
"crash" per se but it gets stuck on that "Shutting
down" screen
L26[01:36:58] <DovahOfKiin> the crash
involves an inventory. I put an item in the inventory, and wanted
to relog to see if the item would still be there
L27[01:37:23] <DovahOfKiin> but that weird
crash happens, and when I force close MC and get back to the world,
the item is gone
L28[01:37:35] <DovahOfKiin> in addition,
this is printed quite a few times in the console
L29[01:37:45] <DovahOfKiin> [File IO
Thread/INFO] [STDERR]:
[java.lang.ThreadGroup:uncaughtException:-1]: at
net.minecraft.nbt.NBTTagList.write(NBTTagList.java:37)
L30[01:39:11] <DovahOfKiin> Here are my
read and write to NBT methods
L32[01:39:18] <DovahOfKiin> can someone
please help?
L33[01:39:43] ***
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L34[01:39:55] <DovahOfKiin> the methods are
present inside the TE implementing IInventory
L35[01:46:10] <Wuppy> question, does
anybdoy know a happy tv show to watch?
L36[01:46:19] <Wuppy> I've been watching
House and it's been fun but it's damn depressing :V
L37[01:46:38] <Ordinastie_> you already
done with those I told you ? :p
L38[01:46:43] <Tazz> hey Wuppy
L39[01:48:48] <DovahOfKiin> Wuppy, game of
thrones :P
L40[01:49:09] <sham1> Pfft, no
L41[01:49:20] <sham1> Everyone dies in The
Song of Ice and Fire
L42[01:49:23] <DovahOfKiin> I know I was
only joking
L43[01:49:29] <DovahOfKiin> A* not the
:P
L44[01:49:38] <sham1> Thank you
L45[01:49:58] <DovahOfKiin> You read the
books/watched the show?
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L47[01:50:11] <Wuppy> yo Tazz :)
L48[01:50:17] <sham1> Neither
L49[01:50:19] <sham1> Yet
L50[01:50:25] <Wuppy> DovahOfKiin, I am
actually really enjoying GoT
L51[01:50:34] <sham1> I have no time
L52[01:50:39] <Wuppy> but that might have
somehting to do with the fact that we watch it in a bar with 40+
people
L53[01:50:42] <DovahOfKiin> Which
season?
L54[01:50:51] <Wuppy> the latest
episodes
L55[01:50:54] <DovahOfKiin> aww
L56[01:51:05] <DovahOfKiin> man I was
getting ready with spoilers ;_;
L57[01:51:17] <Wuppy> Ordinastie_, I didn't
like the office, but I forgot about the other one
L58[01:51:20] <Wuppy> will watch it now
:)
L59[01:51:25] <Ordinastie_> really?
:x
L60[01:51:28] <Wuppy> DovahOfKiin, pls no
:P:
L61[01:51:35] <Ordinastie_> why not ?
L62[01:51:41] <DovahOfKiin> So can somebody
help with my code problem? pl0x
L63[01:51:45] <Wuppy> just didn't, not sure
why
L64[01:51:52] <sham1> Show your code
L65[01:52:02] <DovahOfKiin>
<DovahOfKiin> okay
L66[01:52:02] <DovahOfKiin>
<DovahOfKiin> so my world crashes everytime I try to save and
quit
L68[01:52:02] <DovahOfKiin>
<DovahOfKiin> not exactly "crash" per se but it
gets stuck on that "Shutting down" screen
L69[01:52:02] <DovahOfKiin>
<DovahOfKiin> the crash involves an inventory. I put an item
in the inventory, and wanted to relog to see if the item would
still be there
L70[01:52:06] <DovahOfKiin>
<DovahOfKiin> but that weird crash happens, and when I force
close MC and get back to the world, the item is gone
L71[01:52:09] <DovahOfKiin>
<DovahOfKiin> in addition, this is printed quite a few times
in the console
L72[01:52:10] <Ordinastie_> dude
L73[01:52:11] <DovahOfKiin>
<DovahOfKiin> [File IO Thread/INFO] [STDERR]:
[java.lang.ThreadGroup:uncaughtException:-1]: at
net.minecraft.nbt.NBTTagList.write(NBTTagList.java:37)
L74[01:52:14] <DovahOfKiin>
<DovahOfKiin> Here are my read and write to NBT methods
L76[01:52:18] <DovahOfKiin> sorry
L77[01:52:30] <sham1> My god
L78[01:52:39] <Ordinastie_> Wuppy, the
other one was Parks And Recreation
L79[01:52:48] <Wuppy> yep, watching it now
:)
L80[01:52:55] <Wuppy> it's not on netflix
though :(
L81[01:52:58] <Ordinastie_> and you like it
?
L82[01:53:11] <Wuppy> I'm 1 minute in, no
clue yet
L83[01:53:12] <DovahOfKiin> sham1, any
help?
L84[01:53:12] <Tazz> hows you?
L85[01:53:20] <Ordinastie_> ah
L86[01:53:27] <sham1> Don't be so
worrying
L87[01:53:31] <sham1> I am still looking at
it
L88[01:53:41] <Wuppy> that's some good
actors :o
L89[01:54:03] <Ordinastie_> can't beleive
you don't like the office :x
L90[01:54:14] <Wuppy> hehe
L91[01:54:18] <sham1> NO GOD
L92[01:54:22] <sham1> NO GOD PLEASE
NO
L93[01:54:30] <DovahOfKiin> ?
L94[01:54:32] <sham1> How can you not like
The Office
L95[01:54:32] <Wuppy> o___0
L96[01:54:39] <Wuppy> lol
L98[01:55:47] <Wuppy> wow.... in Enter the
Gungeon there's an iron coin called "Valar Mogunis"
L99[01:56:22] <sham1> This should
work
L100[01:56:42] <sham1> Is there any kind
of stacktrace
L101[01:57:03] <DovahOfKiin> All I can
give you is this:
L103[01:58:19] <DovahOfKiin> that's
literally all in my console
L104[01:58:31] <Ordinastie_> do you know
how to use a debugger ?
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L224[01:59:39] <DovahOfKiin> why did
everyone quit
L225[01:59:54] <sham1> it says
L226[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160515 mappings to Forge Maven.
L227[01:59:56] <sham1> Net split
L228[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160515-1.9.zip (mappings
= "snapshot_20160515" in build.gradle).
L229[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/
L230[02:00:15] <DovahOfKiin> Ordinastie_,
no I don't know how to
L231[02:00:29] *
Ordinastie_ sighs
L232[02:01:33] <Ordinastie_> debugging is
an inherent part of programming
L233[02:01:48] <Ordinastie_> I don't
understand how people can code without knowing how to debug
:x
L234[02:02:25] <sham1> If all they have
done before trying to mod is really simple programs, I think then
they think they don't need to debug
L235[02:02:33] <sham1> Although if it is
so, then why
L236[02:03:18] <DovahOfKiin> So any help
guys?
L237[02:03:26] <sham1> Luckily with Java
you get really nice debuggers
L238[02:03:40] <sham1> You need to debug
your code and see what goes wrong in the File IO thread
L239[02:04:02] <Ordinastie_> you need to
learn how to use a debugger
L240[02:15:19] ***
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L366[02:23:10] <Ordinastie_> anybody here
uses JDownloader 2 ?
L367[02:23:36] ⇦
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L374[02:49:20] <PaleoCrafter> I have used
it, Ordinastie_, yes
L375[02:50:07] <Ordinastie_> meh, I wanted
back the default value for the filename for youtube videos
L376[02:50:30] <Ordinastie_> but
apparently, with the latest version of the plugin, *videonumber*
doesn't work anymore :x
L377[02:50:32] <Ordinastie_> that
sucks
L379[02:52:03] <sham1> Because
L380[02:52:28] <tterrag> what
L381[02:53:19] <sham1> IItemHandler has
methods that could be used like any other listr
L382[02:54:15] <tterrag> IItemHandler
should be iterable without remove support
L383[02:54:22] <tterrag> that's all
:P
L384[02:54:23] <Cypher121>
ItemStackHandler actually, not the interface
L385[02:55:21] <sham1> for (ItemStack
stack : capability)
L386[02:55:27] <sham1> That could work as
well
L387[02:55:31] <sham1> TO iterate over
everything
L388[02:55:36] <tterrag> exactly
L389[02:55:42] <Ordinastie_> itemStack ?
not slots ?
L390[02:55:42] <Cypher121> yeah, it would
need to be Iterable for that
L391[02:55:48] <tterrag> obviously
L392[02:55:52] <Cypher121> it's a list of
ItemStack
L393[02:55:52] <tterrag> that's what I
suggested :P
L394[02:56:04] <tterrag> Ordinastie_: the
hell does slot have to do with this O.o
L396[02:56:31] <Cypher121> in any
case
L397[02:56:32] <Cypher121> shit
L398[02:56:33] <Ordinastie_> it doesn't
have slots ? I dunno, never looked at them :p
L399[02:57:06] <Cypher121> it has slots as
in integers from 0 to size - 1
L400[02:57:40] <Ordinastie_> I meant
actual slot object
L401[02:57:45] <Cypher121> that's
Container
L402[03:00:28] <Cypher121> yeah,
Iterable<ItemStack?> would be more than enough
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L404[03:00:38] <Cypher121> it's already a
shitton of utility
L405[03:01:31] <sham1>
>ItemStack?
L406[03:01:41] <sham1> Wouldn't that be
Optional<ItemStack>
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L410[03:02:55] <Cypher121> sham1:
kotlin
L411[03:03:22] <sham1> Well, we want to be
fully Java compatible so it has to be Optional
L412[03:03:23] <Cypher121> in java it
would be just Iterable<ItemStack> because what's the last
time you saw someone use Optional in java
L413[03:04:01] <Cypher121> kotlin would
translate Iterable<ItemStack> into Iterable<ItemStack!>
which let's you choose exactly how many fucks you give about
nullability
L414[03:04:10] <Cypher121>
s/let's/lets/
L415[03:04:25] ⇦
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L424[03:11:43] ⇦
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L427[03:13:25] <tterrag> Cypher121: forge
uses optional in many places
L428[03:13:31] ⇦
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L430[03:19:27] <Cypher121> tterrag:
guava's optional?
L431[03:19:33] <tterrag> well, yeah
L432[03:19:36] <tterrag> no java 8
L433[03:19:49]
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L434[03:20:02] <Cypher121> yeah, I doubt
there will ever be any interop between kotlin and that
L435[03:20:55] ***
kroeser|away is now known as kroeser
L436[03:22:24] <modmuss50> I have moved to
linux for dev, only issue I have is when I place a breakpoint my
mouse gets stuck in minecraft
L437[03:22:40]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L438[03:22:41] <modmuss50> How would I get
my mouse of the window, Alt-Tab worked on windows
L439[03:23:11] <sham1> Alt-tab
L440[03:23:20] <Cypher121> sham1:
nope
L441[03:23:26] <sham1> But depends on your
display manager
L442[03:23:33] <Cypher121> at least nope
for compiz
L443[03:23:39] <Cypher121> because fuck
compiz
L444[03:23:41] <sham1>
"Compiz"
L445[03:23:48] <modmuss50> I just had to
reset my pc to get out of it
L446[03:24:06] <Flynn1179> what's the
command that unbinds the mouse from minecraft? Call it in immediate
mode
L447[03:24:26] <Ordinastie_>
Mouse.ungrab() or something
L448[03:24:39] <modmuss50> yeah its
something like that
L449[03:24:44] <modmuss50> where do I put
that in idea?
L450[03:24:44] <barteks2x>
Mouse.setGrabbed(false)
L451[03:25:17] <Cypher121> add a watch for
it
L452[03:25:21] <Flynn1179> I assume you
mean IDE.. which IDE?
L453[03:25:25] <Cypher121> idea
L454[03:25:29] <Cypher121> intellij
idea
L455[03:25:35] <modmuss50> yeah
L456[03:25:48] <Flynn1179> Oh, it's an IDE
that's called 'idea'. Forgot about that.. not confusing at
all.
L457[03:26:04] <barteks2x> or if mouse is
already stuck you can use alt+tab and alt+f8 to evaluate
expression
L458[03:26:12] ***
AEnterprise is now known as AEnterpriseAFK
L459[03:26:18] <modmuss50> ok I will give
that a go
L460[03:26:19] ⇦
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L461[03:26:51] <Cypher121> modmuss50: try
putting it under Watches
L462[03:27:14] <modmuss50> Ok let me
reboot my PC again :/
L463[03:27:14] <Cypher121> iirc,
everything there gets evaluated on pause
L464[03:27:18] <Flynn1179> Or of course
just put an ungrab call right before your breakpoint
L465[03:27:31] <Cypher121> or learn
hotkeys
L466[03:27:34] <Cypher121> casuals
L467[03:27:45] <barteks2x> alt+f8 is to
evaluate expression
L468[03:28:43] ***
big_Xplo|AFK is now known as big_Xplosion
L469[03:28:45] <sham1> Statement
L470[03:29:12] <modmuss50> I could stop it
from suspending that would work
L471[03:31:50]
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L472[03:32:13] ⇦
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L474[03:39:03] <barteks2x> fail: I wanted
to see if "quick evaluate expression" keyboard shortcut
works. And I misread ctrl+alt+8 as ctrl+alt+f8. And I was suprices
that my screen turned black when I used it...
L475[03:39:49] <Cypher121> sham1: what do
you think?
L476[03:40:36] <Cazzar> Cypher121: it
would depend on your code style
L477[03:40:59] <Cazzar> Do you prefer null
coalescing or try-catch?
L478[03:41:24] <Cypher121> I prefer null,
but that's not the real question here
L479[03:41:44] <Cypher121> do I want this
function to be used if user is not sure what block is inside this
state?
L480[03:42:40] <Cypher121> and I have no
idea here
L481[03:43:00] ***
MrKick|Away is now known as MrKickkiller
L482[03:44:40] <Ordinastie_> Cypher121, go
for null, because you never know what shit you can get passed by
vanilla
L483[03:45:21] <Cypher121> yeah, I
probably will do that
L484[03:46:18] <Ordinastie_> however, I
wouldn't add it to IBS
L485[03:47:07] <Cypher121> it's supposed
to mirror getBlock()
L486[03:47:37] <Cypher121> so that instead
of state.getBlock() as SomeBlock, you can do
state.get<SomeBlock>()
L487[03:47:44] <Ordinastie_> yes, if you
have a IBS, you shouldn't be able to get null block from it
L488[03:47:45]
⇨ Joins: An_Sar (~srw@104.225.8.128)
L489[03:48:13] <Ordinastie_> what would
make more sense is to have that getter from world
L490[03:48:21] <Cypher121> that's the
thing, if you use wrong type here, you either crash or get
null
L491[03:48:22] <Ordinastie_>
getBlockState<ExpectedBlock>
L492[03:49:06] <Cypher121> that makes
little sense, because ExpectedBlock will be lost. you have to get
block directly from world then and I think I'll add function for
that too
L493[03:49:58] <Cypher121> so
world.getBlock<SomeBlock>(pos) and
world.getTile<SomeTE>(pos)
L494[03:50:20] ***
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L500[04:05:00] <sham1> You WILL die
L501[04:05:08] <Cazzar> Wuppy: I wish you
best in recovering from your hangover at the minimum
L502[04:05:31] <Cypher121> at least start
at the middle of the episode
L503[04:05:34] <Cazzar> Also, RIP Wuppy's
wallet
L504[04:05:40] <Wuppy> haha
L505[04:06:29] <Cypher121> or you'll get
to ER before you learn how it ends
L506[04:06:41] ***
DRedhorse is now known as DonAway
L507[04:07:33] <Wuppy> you cant possibly
drink that much in an hour
L508[04:07:56] <Cazzar> You can... I was
close to it
L509[04:08:03] <Wuppy> really? how?
L510[04:08:12] <Wuppy> did you drink a
bottle of wodka or something?
L511[04:08:48] ⇦
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L512[04:09:26] ⇦
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L513[04:10:12] <Cazzar> only
half....
L514[04:11:33]
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L515[04:12:02] <boni> to actually drink
yourself into a state where it's life threatening you need energy
drinks and the like, because otherwise you get too tired and your
system shuts down before you can drink enough
L516[04:12:07] <boni> at least with normal
consumption
L517[04:13:19] <Wuppy> I never even get
remotely close
L518[04:13:28] <boni> ....you
shouldn't
L519[04:13:30] <boni> obviously
L521[04:14:23] ***
amadornes[OFF] is now known as amadornes
L522[04:18:56] <Wuppy> what the fuck
L523[04:19:03] <Wuppy> you can buy a
laptop with a GTX 980
L524[04:19:07] <Wuppy> not a GTX 980M, a
980
L525[04:19:41] <ghz|afk> uhhh, I highly
doubt that
L526[04:19:58] <Ordinastie_> you sure
that's not a typo ?
L527[04:20:00] <Wuppy> BTO 17CL79 X
book
L529[04:20:09] <ghz|afk> nope it
isn't
L530[04:20:10] <ghz|afk> WTF
L532[04:21:10] <ghz|afk> it's the same
core configuration
L533[04:21:17] <ghz|afk> 2048 thingies,
256bit memory bus
L534[04:21:55] <Wuppy> they're about 3000
dollars, but who cares :P
L535[04:21:56] <ghz|afk> or in other
words: the gpu in that laptop consumes more than the rest of the
laptop added together -- including the screen
L537[04:23:37] <Ordinastie_> depends on
your usage
L538[04:23:41] ⇦
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L539[04:24:01] <Ordinastie_> you might
never not be not connecter to power
L540[04:24:02]
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L541[04:24:24] <Cypher121> it's probably
"I'm rich enough for a laptop with 980, but not rich enough
for a bigger table" kind of laptop
L542[04:24:27] <ghz|afk> Wuppy: that
laptop isn't actually a laptop
L543[04:24:32] <ghz|afk> it's a foldable
computer
L544[04:24:36] <Wuppy> yep
L545[04:24:41] <ghz|afk> so the battery is
just an UPS
L546[04:24:49] <Ordinastie_> Cypher121, or
you know, I stay at different places
L547[04:24:50] <Wuppy> I cant imagine how
hot that gets though
L548[04:25:00] <Cypher121> Ordinastie_:
or, you know, it's a joke
L549[04:25:27] <ghz|afk> Cypher121: well
generally speaking, a 3000eur laptop costs less than a bigger house
;P
L550[04:25:48] ⇦
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seconds)
L551[04:26:49] <Wuppy> 5710 euros for a
laptop with a 980, 64GB of DDR4 ram 5TB or SSD space (int
RAID0)
L552[04:26:52] <Cypher121> fair
enough
L553[04:27:11] <Wuppy> and the cpu is an
i7 4.2GHz
L554[04:29:58]
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L555[04:35:29]
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(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L556[04:38:17] ***
blood|away is now known as blood|sleep
L557[04:38:34] ⇦
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L558[04:43:29] <barteks2x> bash: fork:
Cannot allocate memory - I really shouldn't try to run weird
commands "to see what happens"
L559[04:44:40] <Cypher121> lol
forkbomb
L560[04:45:08] <Cypher121> here's a good
one
L561[04:45:10] <Cypher121> echo
"test... test... test..." | perl -e
'$??s:;s:s;;$?::s;;=]=>%-{<-|}<&|`{;;y;
-/:-@[-`{-};`-{/" -;;s;;$_;see'
L562[04:45:33] <barteks2x> no, I limited
PIDs to 300
L563[04:45:34] <Cypher121> stopped working
some time ago though
L564[04:47:29] <barteks2x> right now I can
still use kill, but anything that would show me list of processes
refuses to work
L565[04:48:15] <Cypher121> killall ?
L566[04:48:35] <barteks2x> killall -
nope
L567[04:48:37] <barteks2x> only kill
works
L568[04:48:58] <unascribed> yeah, since
kill is a shell builtin and killall is an executable :P
L569[04:49:55] <sham1> Nah
L570[04:50:03] <sham1> /bin/kill
L571[04:50:04] <unascribed> /proc may be
useful to you
L572[04:50:13] <unascribed> sham1, most
shells provide it as a builtin as well
L573[04:50:18] <unascribed> most builtins
are also available as executables
L574[04:50:31] <unascribed> if it shows up
in help, it's a builtin
L575[04:50:55] <barteks2x> and how can I
use it in any way if cat/ls don't work?
L576[04:51:05] <Cypher121> lol
L577[04:51:08] <unascribed> tab completion
should work
L578[04:51:22] <barteks2x> that
worked
L580[04:51:52] <sham1> which kill just
says /bin/kill
L581[04:52:00] <unascribed> apparently you
can also do "read derp < file" "echo
$derp"
L583[04:54:02] <unascribed> which isn't a
shell builtin
L584[04:54:04] <unascribed> type is
L585[04:54:12] <unascribed> I'd imagine
Cazzar is using zsh and which is a builtin there
L586[04:55:12] <barteks2x> after killing a
few random processes it still doesn't seem to work
L587[04:55:15] <Cypher121> anyone tried
uploading their mods/libs to jcenter?
L588[04:55:36] <unascribed> barteks2x,
just reboot
L589[04:55:38] <unascribed> it's not worth
it
L590[04:55:59] <sham1> It's dead jim
L591[04:56:38] <ghz|afk> yeh save any
unsaved files
L592[04:56:42] <ghz|afk> and just press
the reset button
L593[04:56:49] ***
ghz|afk is now known as gigaherz
L594[04:57:18] <Cypher121> I'm actually
amazed you can still press anything while forkbombed
L595[04:57:27] <unascribed> he set a
ulimit
L596[04:57:43] <Cypher121> ah
L597[04:58:30]
⇨ Joins: SanAndreasP (~SanAndrea@2.201.3.177)
L598[05:01:33] <barteks2x> so I'm back
(and never trying to do something weird again)
L599[05:01:47] <unascribed> don't run
untrusted shell commands :P
L600[05:02:04] <unascribed> which also
means do not do "curl <blah> | sh"
L601[05:02:06] <barteks2x> it was just
something like "let's see what will happen if I do
that"
L602[05:02:11] <unascribed> Bad
Things
L603[05:02:36] <barteks2x> I should have a
vm for these things
L604[05:03:11]
⇨ Joins: kimfy_ (~kimfy___@37.200.5.236)
L605[05:03:37] <Cazzar> barteks2x: for
example
L606[05:04:01] <Cazzar> sudo dd
if=/dev/urandom of=/dev/sd{a,b,c} bs=4m
L607[05:04:21] <unascribed> dd works with
shell globs?
L608[05:04:27] <Cazzar> Not sure
L609[05:04:28] <barteks2x> that would be
even more stupid than what I did
L610[05:04:30] <Cazzar> if it doesn't
good.
L611[05:04:41] <Cazzar> I did it once on
an ubuntu VM
L612[05:04:50] <Cypher121> won't it be
unwrapped before it even reaches dd?
L613[05:04:52] <Cazzar> Fun times when the
disk is running out of space, and it loads the loc for that
L614[05:05:11] <Wuppy> ugh what a pity,
huge free festival in my backyard, but awful weather :<
L615[05:05:17] <unascribed> it looks like
it sort of does but only slightly
L616[05:05:32] <sham1> >The
Netherlands
L617[05:05:36] <Wuppy> it's halfway
through May and I've got my damn heating on
L618[05:05:36] <sham1> >Awful
weather
L620[05:05:43] <sham1> Are you
surprised
L621[05:05:57] ***
kimfy_ is now known as kimfy
L622[05:05:58] <unascribed> and yes I
could have done "test{1,2,3}"
L623[05:05:59] <unascribed> but I
didn't
L624[05:06:00] <unascribed> deal with
it
L625[05:06:03] <Wuppy> nope, last festival
I went to also had awful weather
L627[05:06:23] <sham1> I on the other hand
welcome the rain
L628[05:06:36] <sham1> It has been
agonizingly hot this week
L629[05:07:00] <sham1> What shell is that
Cazzar
L630[05:07:03] <unascribed> dd's syntax is
all sorts of weird so I don't know what to think of that
result
L632[05:07:45] <Cazzar> damnit
L633[05:07:47] <barteks2x> I always add -
before if and of, and then remove it after I run it and it doesn't
ork
L635[05:08:17] <unascribed> -zsh?
L636[05:08:37] <Cazzar> That's what seems
to happen when zsh is your login shell
L637[05:08:42] <unascribed> ah
L638[05:09:00] <sham1> Yeah
L639[05:09:06] <sham1> The dash tells that
it is a logging shell
L640[05:09:09] <sham1> login shell
even
L641[05:09:18] <unascribed> meanwhile I'm
using bash :P
L642[05:09:43] <sham1> Same
L643[05:09:44] <barteks2x> I used zsh for
some time, but after swithcing OS 4 times I no longer care
L644[05:10:00] <sham1> Although I should
probably get myself tcsh
L645[05:10:49] ⇦
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L654[05:14:23] <sham1> Bash-completion is
also nice
L655[05:14:34] <Cazzar> I like ZSH's a
lot
L656[05:14:42] <Cazzar> Plus, I have my
dotfiles
L657[05:14:44] <gigaherz> I startedwriting
a shell once
L658[05:14:52] <gigaherz> it was using
mirc's scripting syntax
L659[05:15:24] <sham1> Although,
installing ZSH would be nice
L660[05:15:37] <sham1> I just don't know
how long it would take to compile it
L661[05:15:54] <Cazzar> pacman -S zsh
&& chsh /usr/bin/zsh
L662[05:15:57] ⇦
Quits: PrinceCat (~PrinceCat@58.7.197.249) (Quit: My Mac has gone
to sleep. ZZZzzz…)
L663[05:16:20] <sham1> emerge --ask
app-shells/zsh && chsh /usr/bin/zsh
L664[05:16:21] <sham1> m8
L665[05:16:29] <unascribed> ...
L666[05:16:34] <unascribed> I've never
seen anyone who actually runs gentoo
L667[05:16:36] <Cazzar> I don't have the
time to wait for everything to compile
L668[05:16:41] <Cazzar> unascribed: I used
to
L669[05:16:47] <sham1> unascribed, well
now you have
L670[05:16:49] <Cazzar> Then found arch
was a little... less in install time
L671[05:17:01] <sham1> I like the ability
to customize everything
L672[05:17:19] <Cazzar> as you can with
most distros
L673[05:17:20] <gigaherz> ugh I hate when
I abandon a project in an uncompilable form
L674[05:17:21] <gigaherz> XD
L675[05:17:39] <Cazzar> sham1: arch; just
use ABS
L676[05:17:44] <sham1> Meh
L677[05:17:58] <sham1> I would have to
compile it anyway
L678[05:18:07] <sham1> So might as well
just use this
L679[05:18:21] <Cazzar> Eh, I won't force
you, though the comment is fairly void
L680[05:18:31] <sham1> How so
L681[05:18:50] <Cazzar> You can customise
any distro.
L682[05:19:38] <sham1> But in some distros
it takes more effort to do than in others
L683[05:19:53] <sham1> Hmm
L684[05:20:00] <sham1> I should sync my
portage tree
L685[05:20:04] <Cazzar> True.
L686[05:20:32] <unascribed> I have 214
updates pending :L
L687[05:20:50] <sham1> I think I just
found out why I cannot update any packages
L688[05:20:50] <Cazzar> I dunno if I
eventually want to rebuild this OS to be gentoo or not
L689[05:20:56] <sham1> Because my ebuilds
are out of date
L690[05:21:49]
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L700[06:00:30] <DovahOfKiin> how do I
enable hot code replace?
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L709[06:39:57] <sham1> The what now
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L714[06:52:38] <TobyO> Hey, can anyone
tell me how to color text I am printing to chat?
L715[06:55:36] <baegmon>
sender.addChatMessage(new TextComponentString(TextFormatting.RED +
"Invalid Arguments!"));
L716[06:55:43] <baegmon> where sender is
the EntityPlayer
L717[06:56:38] <heldplayer> That's
actually a bad way of doing it :P
L718[06:57:03] <heldplayer> You have to
use an attribute to set the color, I don't have code with me
though
L719[06:57:19] <iTitus> you can do
something along the lines of:
L720[06:57:20] <heldplayer> I think it's a
method of TextComponentString?
L721[06:57:31] <iTitus>
ITexComponent.getStyle().setColor(...)
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L723[06:58:08] <baegmon> oh why is it bad?
I've only seen this example so I've been using that one lol
L724[06:58:40] <TobyO> That actually looks
a lot more simple than how I am doing ti
L725[06:59:01] <TobyO> (well, how I am
about to try doing it)
L726[07:00:09] <heldplayer> Because if
your message wraps around in the chat box, only the first line will
be coloured, the rest will be white
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L728[07:01:18] <TobyO> ah okay
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L731[07:07:40] <tterrag> gigaherz: how
much do you know about templates >.>
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L738[07:24:32] <baegmon> Anyone have an
example of a custom biome code for 1.9 ?
L739[07:30:53] <gigaherz> tterrag:
back
L740[07:30:57] <gigaherz> a bit,
L741[07:31:00] <tterrag> too late
L742[07:31:05] <gigaherz> I knwo C++11
added some extra stuff
L743[07:31:09] <gigaherz> but I'm not
really an expert ;P
L744[07:31:17] <tterrag> I gave C++ too
much credit as per usual and assume it could infer the template on
the constructor invocation
L745[07:31:35] <tterrag> i.e.
Foo<Bar> *f = new Foo(); <- does not compile
L746[07:31:47] <tterrag> Foo<Bar> *f
= new Foo<Bar>(); <- compiles
L747[07:32:20] <gigaherz> C++ works the
other way
L748[07:32:28] <gigaherz> auto f = new
Foo<Bar>();
L749[07:32:35] <tterrag> I suppose I could
have used auto
L750[07:32:42] <tterrag> I just generally
don't. suppose I'm not used to it
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L756[07:36:15] <Cazzar> I would never
expect C++/C to infer
L757[07:37:41] <gigaherz> it can
L758[07:37:46] <gigaherz> but it works the
other way around
L759[07:37:50] <gigaherz> from what java
does
L760[07:38:18] <gigaherz> something
like
L761[07:38:39] <gigaherz>
template<typename T> T doSomething(T input) { ... }
L762[07:38:50] <gigaherz> if you the
ncall
L763[07:38:52] <gigaherz>
doSomething(1.0)
L764[07:38:55] <gigaherz> the output will
be double
L765[07:39:13] <gigaherz> but it will
never try to cast the input to float just because you assign the
result to a variable of type float
L766[07:39:20] <AndersBillLind> Do I have
to setup a decomp workspace once per mod I am coding in
parallel?
L767[07:39:27] <gigaherz> yes
L768[07:40:02] <gigaherz> which is why
it's more efficient to have all your mods use the same version of
forge AND mappings
L769[07:40:14] <gigaherz> since the slow
stuff only has to be done once
L770[07:40:16] <gigaherz> and it can reuse
the result
L771[07:40:36] <AndersBillLind> Ah
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L773[07:40:45] <AndersBillLind> You mean
that the different jvms will share objects?
L774[07:40:47] <tterrag> gigaherz: that's
one of the more confusing things I've found. C++ only seems to
widen parameter precision *sometimes*
L775[07:41:15] <gigaherz> hm?
L776[07:41:32] <gigaherz> C++ should
always accept a float into a function that takes double
L777[07:41:38] <gigaherz> or int in a
function that takes "long long"
L778[07:41:56] <gigaherz> I think
int->double is also implicit
L779[07:41:59] <tterrag> not in my
experience
L780[07:42:16] <gigaherz> int->float
.... may be just a warning
L781[07:42:47] <tterrag> ok so...now I
have a struct in a header, where I have some default instances
declared after it. and I'm getting multiple definition errors
L782[07:42:57] <AndersBillLind> Seems I do
not understand the project mapping fully, eclipse uses mdk/ecplipse
as workspace, but where is the list of projects stored?
L783[07:42:58] <tterrag> why does the
include guard not prevent that
L784[07:43:11] <tterrag> AndersBillLind:
.metadata in workspace directory
L785[07:43:13] <gigaherz> include guard is
only applied per file
L786[07:43:15] <gigaherz> as in
L787[07:43:18] <gigaherz> each file in
your code
L788[07:43:20] <gigaherz> starts from
0
L789[07:43:31] <AndersBillLind> tterrag:
thx
L790[07:43:35] <gigaherz> the compiler has
no knowledge of other files
L791[07:43:47] <gigaherz> there's two ways
to approach the issue:
L792[07:43:54] <gigaherz> 1. you use
"static" to make the declarations file-local
L793[07:44:02] <gigaherz> in which
caseeach file will have its own copy of the values
L794[07:44:08] <gigaherz> or 2. you use
extern
L795[07:44:23] <gigaherz> in which case
you will need to implement the non-extern in ONE of the files
L796[07:44:24] ***
DRedhorse is now known as DonAway
L797[07:44:29] <AndersBillLind> Having
multiple projects in your workspace is how you create many mods at
the same time then?
L798[07:44:37] <AndersBillLind> But then
you need multiple source dirs
L799[07:44:58] <gigaherz> AndersBillLind:
it's unrelated
L800[07:45:03] <gigaherz> the workspace is
an eclipse concept
L801[07:45:04] <AndersBillLind> ok
L802[07:45:08] <AndersBillLind> yes
L803[07:45:09] <tterrag> gigaherz:
uhh...I'm not sure you are getting what I mean by default
instances
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L805[07:45:25] <gigaherz> tterrag: ?
L806[07:46:01] <gigaherz> I assumed you
mean "class X { data ... } AnInstance;" ?
L807[07:46:19] <tterrag> yes
L809[07:46:31] <tterrag> like that
L810[07:46:43] <gigaherz> yeah
L811[07:46:50] <gigaherz> those are just
like any other variable declaration
L812[07:46:54] <gigaherz> just mashed up
together with the class
L813[07:47:14] <gigaherz> let me try to
explain differently
L814[07:47:22] <gigaherz> the way C++
compilation works
L815[07:47:22] <AndersBillLind> Just
copying the whole mdk dir to another place should make it possible
to create another mod right?
L816[07:47:26] <gigaherz> is that the
compiler takes a file
L817[07:47:36] <gigaherz> and as it
reads
L818[07:47:46] <gigaherz> it expands the
#includes into the contents of the include file (recursively)
L819[07:48:02] <gigaherz> it expands
#define macros into their content, etc
L820[07:48:08] <gigaherz> and the
resulting data stream
L821[07:48:18] <gigaherz> is what ends up
being parsed and compiled into object files
L822[07:48:24] <tterrag> hm I see the
issue
L823[07:48:33] <gigaherz> each file ends
as one object
L824[07:48:41] <tterrag> you said "or
use extern" how would I do that?
L825[07:48:41] <gigaherz> which contains a
number of symbol exports
L826[07:48:44] <Cazzar> I really need to
get the hang of C++ coding..
L827[07:48:57] <gigaherz> so if you have
two files with matching symbols
L828[07:49:00] <gigaherz> you get
duplicate errors
L829[07:49:06] <gigaherz> so what you can
do is
L830[07:49:08] <gigaherz> in the .h:
L831[07:49:13] <gigaherz> class X { ---
};
L832[07:49:19] <gigaherz> extern X
Intance1;
L833[07:49:21] <gigaherz> extern X
Intance2;
L834[07:49:26] <gigaherz> and in a
.cpp
L835[07:49:31] <gigaherz> X
Instance1;
L836[07:49:32] <gigaherz> X
Instance2;
L837[07:49:41] <gigaherz> (can be merged
into one line, as usual)
L838[07:50:04] <gigaherz> the extern
keyword tells the compiler "trust that this will
exist"
L839[07:50:14] <gigaherz> function
prototypes are extern by default
L840[07:51:44] <Cazzar> What about class
definitions at the linker level?
L841[07:52:21] <gigaherz> class
definitions aren't exports
L842[07:52:34] <gigaherz> they are just
metadata
L843[07:53:15] <gigaherz> type symbols
have no meaning after compilation
L844[07:53:29] <gigaherz> that's why C++
compilers
L845[07:53:31] <gigaherz> use name
mangling
L846[07:53:32] <AndersBillLind> Hm, seems
like if i copied mdk to another location and was doing gradlew
eclipse, it starts to download the whole world
L848[07:54:18] <gigaherz> the decorated
name has the types included in it
L849[07:54:23] <gigaherz> so that the
resulting exported symbol
L850[07:54:28] <gigaherz> will not match
if the types are different
L851[07:54:36] <gigaherz> the linker won't
know "you have wrong types"
L852[07:54:50] <gigaherz> it will only
know that there's no symbol anywhere, that has that specific
name
L853[07:55:01] <AndersBillLind> Is copying
the mdk directory a supported way of creating another mod
project?
L854[07:55:10] <gigaherz> AndersBillLind:
sortof
L855[07:55:12] <gigaherz> you can copy
it
L856[07:55:20] <gigaherz> but you'll still
have to rerun setupDecompWorkspace and such
L857[07:55:24] <gigaherz> because the
folder name has changed
L858[07:55:24] <AndersBillLind> way?
L859[07:55:35] <AndersBillLind> Are there
absolute paths somewhere?
L860[07:55:38] <gigaherz> so the location
of the source files etc will be different
L861[07:55:38] <gigaherz> yes
L862[07:56:06] <AndersBillLind> Maybe I
should just remove that project and readd it
L863[07:56:08] <gigaherz> so you don't
save much by copying the folder
L864[07:56:13] <gigaherz> vs starting over
from a new MDK zip
L865[07:56:28] <gigaherz> unless you have
custom build.gradle stuff
L866[07:56:30] <AndersBillLind> But an mdk
zip needs extra downloads to be operable
L867[07:56:35] <gigaherz> ?
L868[07:56:45] <AndersBillLind> gradlew
setupDeompWorkspace etc
L869[07:56:48] <gigaherz> yes
L870[07:56:54] <gigaherz> that's cached in
the user .gradle folder
L871[07:56:59] <AndersBillLind> Oh
L872[07:57:04] <AndersBillLind> I didnt
know
L873[07:57:06] <gigaherz> that data can be
reused by other projects
L874[07:57:18] <gigaherz> so if you use
the same forge version and mappings version
L875[07:57:24] <gigaherz> it won't have to
rerun the decompile and such
L876[07:57:36] <gigaherz> it can just
apply the samedata to your folder
L877[07:57:44] <gigaherz> that's why I
said
L878[07:57:49] <AndersBillLind> cool
L879[07:57:53] <gigaherz> it's best to
make all your mods use the same version of forge+mappings
L880[07:57:58] <AndersBillLind> yes
L881[07:58:02] <gigaherz> because it will
avoid extra work
L882[07:58:05] <gigaherz> for gradle
L883[07:58:12] <AndersBillLind> But I will
go for 1.9 sooner or later
L884[07:59:04] <AndersBillLind> Will
caches for the different versions overwrite each other?
L885[07:59:42] <gigaherz> no
L886[07:59:44] <gigaherz> separate
folders
L887[07:59:54] <gigaherz> gradle has one
cache for each version of forge, AND each version of mappings
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L889[08:00:02] <gigaherz>
forgegradle*
L890[08:00:11] <tterrag> gigaherz: one of
the most specific instances I can think of for lack of widening
precision is operator overloads
L891[08:00:21] <tterrag> if there is
operator+(float) and you do foo + 1
L892[08:00:23] <tterrag> not gonna
work
L893[08:00:29] <gigaherz> hmmm
L894[08:00:53] <gigaherz> how about
"operator+(double)" and foo+1 or 1.0f?
L895[08:02:27] <tterrag> I think actually
in this case it's due to templates
L896[08:02:41] ⇦
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L897[08:03:13] <tterrag> glm::tvec2<T,
P> defines operator+(const T&)
L898[08:03:28] <tterrag> but still, that
should generate operator+(double) for a dvec2
L899[08:04:45] <tterrag> note: deduced
conflicting types for parameter 'const T' ('double' and
'int')
L900[08:08:10] <AndersBillLind>
C:\Users\anders\.gradle\caches\minecraft\net\minecraftforge\forge\1.8.8-11.14.4.1576-1.8.8\userdev\dev.json
could not be parsed
L901[08:08:25] <AndersBillLind> Seems like
gradlew setupDecompWorkspace was not supported in my clone :)
L902[08:08:38] <AndersBillLind> It is just
to wipe the gradle-cache and retry?
L903[08:09:01] <AndersBillLind> It that
cache in use when I run a mod from eclipse?
L904[08:11:48] ***
DonAway is now known as DRedhorse
L905[08:12:35] <Cazzar> Well, RVM is
surprisingly easy to uninstall
L906[08:13:39] <AndersBillLind> I have had
problems installing forge on some 32-bit machines
L907[08:13:51] <AndersBillLind> Even if I
give the jvm more memory, I am out of luck
L908[08:13:55] <AndersBillLind> At
56%
L909[08:14:11] <AndersBillLind> If that
number rings a bell
L910[08:16:07]
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L911[08:17:08] <Cazzar> AndersBillLind:
what's the error that it throws?
L912[08:17:49] <Flenix> Is there any major
obsticales I'm likely to hit if I use NBT to define different items
as opposed to ID or damage? I'm systematically generated a LOT of
items so using IDs would be silly, and they can be individually
damaged so can't use that either.
L913[08:18:40] <gigaherz> Flenix:
1.8+?
L914[08:18:53] <Flenix> No, 1.7 currently
but may eventually go to 1.8
L915[08:19:01] <gigaherz> well then no
idea ;P
L916[08:19:34] <gigaherz> I know that in
1.8+, having subitems based on NBT means the way you tell MC about
which model files to load is different
L917[08:19:48] <gigaherz> the logic is
mostly the same still
L918[08:20:03] <gigaherz> you'll just
probably want to ahve some helper methods for getting the
"subitem type" from NBT
L919[08:20:15] <gigaherz> which you'll
have to use in all the Item methods taking an ItemStack
L920[08:20:21] <gigaherz> and anywhere
else you need to check for your items
L921[08:20:33] <gigaherz> if those items
are used in recipes, it will also be a bit more annoying
L922[08:20:38] <AndersBillLind> Cazzar: I
wiped the cache, too late, as you see the json file was
unparseable
L923[08:20:39] <gigaherz> since the normal
recipe system only matches metadata values
L924[08:20:55] <Flenix> Ah, that should be
fine because they'll be using the same model file (and even
texture; it's just recoloured like Grass is). They're never used in
vanilla-style recipes, only my own custom stuff
L925[08:21:28] <Flenix> (When I say same
model/texture, there'll be about 50 different ones, but I'll be
using one ID for each so the NBTs will all share a common
one)
L926[08:22:32] <AndersBillLind> Hm, when I
open eclipse, having mdk/eclipse as workspace, I should be able to
set the ExempleMod project, right?
L927[08:23:23] <AndersBillLind> Its empty
for some reason
L928[08:23:45] <gigaherz> did you run
"gralew eclipse"?
L929[08:23:51] <AndersBillLind> yes
L930[08:23:53] <gigaherz> gradlew*
L931[08:24:05] <AndersBillLind> gradlew
setupDecompWorkspace and gradlew eclipse
L932[08:24:08] <gigaherz> hmm then I have
no idea what you are doing wrong
L933[08:24:15] *
gigaherz doesn't use eclipse
L934[08:24:17] <AndersBillLind> ok
L935[08:24:22] <Flenix> Did you rename the
folder after running those?
L936[08:24:22] <AndersBillLind> What do
you use then?
L937[08:24:27] <AndersBillLind> no
L938[08:24:33] <gigaherz> I use IntelliJ
IDEA
L939[08:24:39] <AndersBillLind> ok
L940[08:25:17] <Flenix> All I can think to
try is try again. Download forge again, unzip to a different
folder, run the two commands and point eclipse to
./yourFolderName/eclipse and see what happens
L941[08:26:34] <AndersBillLind> eclipse
had problem with me adding the mdk directory as java project,
because it has a workspace inside
L942[08:26:44] <AndersBillLind> nested
workspaces
L943[08:27:04] <sham1> Why nested
workspaces
L944[08:27:16] <AndersBillLind> the
eclipse directory inside mdk
L945[08:27:24] <AndersBillLind> ...is the
actual workspace
L946[08:27:28] <sham1> Nah
L947[08:27:30] <AndersBillLind> But the
mdk directory is the java project
L948[08:27:31] <gigaherz> no ti's a
project
L949[08:27:34] <gigaherz> the workspace is
wherever you put it
L950[08:27:48] ⇦
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L951[08:27:57] <AndersBillLind> hm
L952[08:28:05] <sham1> All 8 cores are
doing so much work
L953[08:28:10] <sham1> Damn it Qt
L954[08:29:26] <AndersBillLind> In an
already working setup, the mdk directory itself is the project
directory and mdk/eclipse workspace
L955[08:30:08] <AndersBillLind> Therefore,
the changelog, gradlew etc shows up in eclipse when I expand the
MDKExample node
L956[08:30:51] <tterrag> you keep talking
about the mdk, why?
L957[08:31:00] <tterrag> it's not
necessary, other than being useful to get the default buildscript
from
L958[08:31:13] <gigaherz> and gradle
wrapper ;p
L959[08:31:18] <tterrag> yeah, etc
L960[08:31:20] <AndersBillLind> Will it
not let me run the project?
L961[08:31:24] <tterrag> but in the end
it's not necessary at all
L962[08:31:31] <AndersBillLind> I have two
launch configs in there for instance
L963[08:31:31] <gigaherz> AndersBillLind:
the mdk is just a couple tools
L964[08:31:36] <AndersBillLind> ok?
L966[08:31:40] <gigaherz> you can do
everything from scratch without ever using the mdk
L967[08:31:43] <gigaherz> and it would
work just as well
L968[08:31:44] <diesieben07> mdk = example
setup
L969[08:31:48] <AndersBillLind> oh
L970[08:31:51] <diesieben07> you can use
it as a groundwork for your setup
L971[08:31:53] <diesieben07> or NOT use
it.
L972[08:32:00] <gigaherz> you could use
another gradle wrapper, or even just plain gradle
L973[08:32:03] <diesieben07> but dont do
your own setup AND the mdk that makes no sense
L974[08:32:09] <gigaherz> you could write
your build.gradle yourself instead of using the example one
L975[08:32:12] <gigaherz> and it would
still work
L976[08:32:22] <AndersBillLind> I will try
that
L977[08:32:36] <sham1> Hmm, I have to
check what kind of USE flags are associated with systemd coz I
really want GNOME3
L978[08:32:48] <tterrag> really, read the
link I just posted
L979[08:32:58] <gigaherz> in fact, you
only "need" 3 things from the mdk zip to get started: the
"gradle" folder, the "build.gradle" file (which
you will customize), and the"gradlew.bat" file (gradlew
script in linux)
L980[08:33:09] <gigaherz> all the readmes
and such are unnecessary
L981[08:33:38] <gigaherz> sham1: USE
flags? you use gentoo? ;P
L982[08:33:46] <sham1> Yes
L983[08:33:46] <AndersBillLind> That page
could be more clear what a "source distribution" from
forges file site means
L984[08:34:24] <AndersBillLind> I have
read the page numerous times, but accepted unclear things
L985[08:34:26] <sham1> I quite like Gentoo
as a distro nowadays
L986[08:34:34] <gigaherz> AndersBillLind:
it does
L987[08:34:37] <gigaherz> right after the
period
L988[08:34:43] <gigaherz> Obtain a source
distribution from forge’s files site. (Look for the Mdk file type,
or Src in older 1.8/1.7 versions).
L989[08:34:53] <gigaherz> you should try
to read to the end ;P
L990[08:35:13] <AndersBillLind> :)
L991[08:35:28] <AndersBillLind> What is
"mdk file type"?
L992[08:35:42] *
gigaherz facepalms
L993[08:35:56] <gigaherz> they mean the
link that says "mdk" in the files page
L994[08:36:07] <AndersBillLind> Why did
they have to write "file type"?
L995[08:36:15] <LatvianModder> you cant
make a project without using gradle though, right?
L996[08:36:58] <gigaherz> no, but you can
avoid all the mdk files
L997[08:37:09] <gigaherz> you can use a
custom gradle installation
L998[08:37:16] <gigaherz> instead of the
automatic one from the gradle wrapper
L999[08:37:26] <sham1> And make your own
gradle script
L1000[08:37:27] <gigaherz> and you can
write your own build.gradle file from scratch
L1001[08:37:35] <gigaherz> you'll still
have to reference the forgegradle stuff
L1002[08:37:37] <gigaherz> if you want it
to work
L1003[08:37:47] <gigaherz> so the
build.gradle from the MDK is a good starting point
L1004[08:38:04] <gigaherz> and the gradle
wrapper from the mdk is a good way to ensure that your gradle isn't
too old
L1005[08:38:51]
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L1006[08:40:29] <AndersBillLind> But only
providing gradle without mdk would be a possibility then
L1007[08:40:52] <gigaherz> ofc
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L1009[08:41:01] <gigaherz> look at it
this way
L1010[08:41:04] <AndersBillLind> Wonder
why they had me downloading mdk
L1011[08:41:07] <gigaherz> you could call
it a "getting-started.zip"
L1012[08:41:31] <gigaherz> it's there
forconvenience, AndersBillLind
L1013[08:41:39] <gigaherz> so that you
don't HAVE to download your own gradle
L1014[08:41:39] <AndersBillLind> ok
L1015[08:42:00] <AndersBillLind> That
would be a complicated thing to do?
L1016[08:42:57] <AndersBillLind> Well, I
have to leave, you can stop facepalming now :)
L1017[08:44:59] *
sham1 facepalms
L1018[08:45:01] <AndersBillLind>
Finishing by saying that I would prefer that smaller downloads and
less resource consuming setup would make my 10 year old students
happier
L1019[08:45:20] <AndersBillLind> Almost
an english sentence, sorry :)
L1020[08:45:28] <AndersBillLind>
-c+s
L1021[08:45:36] <gigaherz> yeah but it
can't be avoided
L1022[08:45:45] <gigaherz> remember that
the setup process HAS to download minecraft
L1023[08:45:46] <gigaherz> decompile
it
L1024[08:45:48] <gigaherz> rename
it
L1025[08:46:05] <gigaherz> and then
configure everything so the IDE can reference the result as a
library
L1026[08:47:03] <sham1> That's fun
L1027[08:47:14] <AndersBillLind> yeah,
would be cool if I could copy the dcompiled result to them
L1028[08:47:26] <AndersBillLind> they
have 32-bit machines that they got from school
L1029[08:47:51] <sham1> I think you
can
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L1031[08:48:51] <Darkhax> You probably
could find a wake to package the workspace, however there may be
some issues with references to the downloaded libraries. They are
stored in the user's .gradle directory. No easy way to do that
without a custom installer.
L1032[08:49:07] <AndersBillLind> well,
true
L1033[08:49:19] <diesieben07> you can
change the .gradle location
L1034[08:49:22] <AndersBillLind> But when
they have a working project, .gradle is not in use any longer, is
it?
L1035[08:49:22] <diesieben07> and copy it
over
L1036[08:49:29] <diesieben07> of course
it is.
L1037[08:49:34] <AndersBillLind> Oh,
true
L1038[08:49:36] <diesieben07> it holds
all the libraries, including forge and minecraft
L1039[08:49:38] <AndersBillLind> Thats
where minecraft is :)
L1040[08:49:45] <AndersBillLind>
Sorry
L1041[08:49:48] <AndersBillLind>
lol
L1042[08:51:07] <Darkhax> Well, if what
diesieben07 said is true, then you could probably write a gradle
build script that sets everything up in one location, and then just
zip that file.
L1043[08:51:42] <AndersBillLind> I assume
you decompile minecraft locally because of copyright reasons?
L1044[08:51:47] <gigaherz> yep
L1045[08:52:30] <AndersBillLind> It is so
strange, because the information is the same
L1046[08:52:48] <diesieben07> well
L1047[08:52:58] <diesieben07> decompile
means "download it from mojangs server, then do stuff to
it"
L1048[08:53:09] <diesieben07> if forge
were to host the source code that would be distribution of their
property
L1049[08:53:34] <AndersBillLind> ok,
laters, thanks for the help
L1050[08:59:18]
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L1051[09:04:50] <tterrag> it's actually
rather tricky to download a gradle wrapper. the way gradle says to
get one is to just install gradle and then run the wrapper
task
L1052[09:04:55] <tterrag> so the mdk is
useful in taht respect
L1053[09:06:28] <LatvianModder>
modmuss50: TechReborn crash -
net.minecraftforge.fml.common.LoaderException:
java.lang.NoClassDefFoundError:
techreborn/tiles/generator/TileThermalGenerator
L1054[09:06:38] <LatvianModder> Should I
put this in issues somewhere?
L1055[09:06:43] <modmuss50> Update reborn
core and/or TechReborn
L1056[09:07:04] <modmuss50> are you on
1.9?
L1057[09:07:21] <LatvianModder> I
installed recommended versions, 1.9
L1059[09:08:18] <modmuss50> oh ok
L1060[09:08:21] <modmuss50> humm
L1061[09:08:46] <modmuss50> Exception in
class transformer cubex2.cxlibrary.CoreModTransformer@5a6195b8 from
coremod CXLibraryCore
L1062[09:08:51] <modmuss50> could be
that
L1063[09:09:10] <diesieben07> that just
looks like they are not guarding against null
L1064[09:09:20] <diesieben07> which is
stupid, but its not their fault that the class is not there
L1065[09:09:39] <LatvianModder> ok, what
the heck.. those mods just disappeared from my instance :D
L1066[09:10:49] <modmuss50> im not sure
why it would cause that though
L1067[09:11:03] <LatvianModder> JVM
Flags: 4 total;
-XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
-Xmx2964m -Xms256m -XX:PermSize=256m
L1068[09:11:03] <LatvianModder> What.
What. MojangTricksIntelDriversForPerformance
L1069[09:11:56] <LatvianModder> Anway,
works perfectly fine without TechReborn.. Lemme install those
again, and see if that works
L1070[09:11:59] <diesieben07> yeah no
idea what that is about
L1071[09:13:02]
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L1073[09:13:48] <modmuss50> I can test it
later
L1074[09:13:52] <modmuss50> I am busy
atm
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L1081[09:28:12] <sham1> \o
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L1087[09:39:06] <Nitrodev> \o/
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L1100[10:05:26] <modmuss50> LatvianModder
did you fix it or shall I take a look?
L1101[10:05:39] <LatvianModder> Nope,
still didnt work
L1102[10:05:52] <modmuss50> ok I will
take a look now
L1103[10:05:54] <LatvianModder> Also,
your github doesnt have TechReborn repo, where is it?
L1104[10:06:53] <Prospector> hm?
L1106[10:06:58] <LatvianModder> oh
L1107[10:07:10] <LatvianModder> i looked
in modmuss :P
L1108[10:07:28] <modmuss50> Im going to
try it out side of dev now
L1109[10:08:29] <LatvianModder> yeah, I
always check in non-DevEnv before I upload to curse
L1110[10:09:06] <Prospector> nobody else
seems to have that issue
L1111[10:09:18] <LatvianModder>
weird
L1112[10:09:19] <modmuss50> someone did I
think
L1113[10:09:44] <modmuss50> but its ok on
btm
L1114[10:10:04] <modmuss50> it working
fine with just TechReborn and RebornCore
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L1116[10:10:38] <LatvianModder> maybe
something else from my modlist is causing problems
L1117[10:10:48] <Prospector> modmuss50 do
you know if any mods use our api?
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L1119[10:11:05] <Prospector> they might
be using an old version or something
L1120[10:12:08] <modmuss50>
RebornCore-1.9-2.1 we have a 2.2
L1121[10:12:11] <modmuss50> update reborn
core
L1122[10:12:42] <modmuss50> that would
explain why it cannot find the class
L1123[10:12:58] <LatvianModder> Curse
auto-installed that for me
L1124[10:13:05] <LatvianModder> lets
see
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L1132[10:33:20] <diesieben07>
wow...
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L1134[10:38:43] <DovahOfKiin> Anybody got
a good custom fluid tutorial?
L1135[10:39:01] <DovahOfKiin> or a custom
potion tutorial
L1136[10:41:09] <jamierocks> iirc there
is a fluid tutorial on the wiki
L1137[10:41:17] <jamierocks> might be
wrong and it may also well be out of date
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L1140[10:49:59] <DovahOfKiin> there is;
but out of date
L1141[10:50:03] <DovahOfKiin> @
jamierocks
L1142[10:50:08] <DovahOfKiin> Jamie
Lannister?
L1143[10:50:25] <jamierocks> I ain't
'Jamie Lannister' :P
L1144[10:50:57] <DovahOfKiin> Is your
username related to him?
L1145[10:50:58] <DovahOfKiin> :p
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L1154[11:16:08] <zenith|away> So I have a
block which doesn't want other blocks placed directly above it. Is
there a simple way to do that?
L1155[11:16:12] ***
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L1156[11:16:34] <iTitus> You can look at
the cactus block
L1157[11:17:00] <gigaherz> zenith: handle
onneighborblockchange
L1158[11:17:24] <gigaherz> in it you can
just look on the block above, and destroy yourself
L1159[11:17:45] <zenith> Let me rephrase.
my block's render extends into the block above it, but that part
isn't 'solid' for purposes of the player/entities moving through,
it just needs to not be placeable
L1160[11:17:48] <zenith> for other
blocks
L1161[11:17:57] <fry> then do what door
does
L1162[11:18:05] <fry> and actually
consume 2 block spaces
L1163[11:18:06] <zenith> Door creates a
second block
L1164[11:18:08] <unascribed> yeah... I
keep saying this
L1165[11:18:13] <unascribed> the proper
way to make a block that takes up multiple blocks
L1166[11:18:14] <gigaherz> place a second
block
L1167[11:18:16] <unascribed> is to TAKE
UP MULTIPLE BLOCKS
L1168[11:18:18] <unascribed> (wow, what a
concept)
L1169[11:18:25] <gigaherz> even if you
don't have a model in it
L1170[11:18:29] <gigaherz> but fill in
the slot
L1171[11:18:50] <fry> blocks can allow
entities to move through them completely unaffected
L1172[11:19:01] <fry> they don't have to
be solid
L1173[11:19:06] <gigaherz> although for
lighting purposes, it IS best to have the model split into a lower
half and an upper half
L1174[11:19:14] <iTitus> you can for
example return an empty bounding box for selection and
collision
L1175[11:19:14] <fry> but if you want to
prevent other blocks placed there - consume the space
L1176[11:19:46] <capitalthree> nah do
what gigaherz said with onNeighborBlockChange, but instead of
destroying itself, it should destroy the .mcr file it's in
L1177[11:20:02] <fry> and yes, lighting +
culling won't work 100% correctly if you don't actually split the
model
L1178[11:20:02] <heldplayer> lol
L1179[11:20:12] <zenith> I've started
making a dummy block, I just wanted to make sure there wasn't a
simpler way to do it.
L1181[11:20:41] <unascribed> oh, you're
the magical stick man
L1182[11:20:46] <zenith> Haha yep. That's
me
L1183[11:20:47] <unascribed> nice you
added particles
L1184[11:20:56] <gigaherz> eh I wouldn't
worry about trying to not allow placing on top
L1186[11:21:07] <gigaherz> if someone
does
L1187[11:21:07] <unascribed> yeah, I'd
suggest just cancelling operation and dropping the items if you do
that
L1188[11:21:11] <gigaherz> it will be too
awkward to use the machine
L1189[11:21:16] <gigaherz> so no one will
place anything there
L1190[11:21:20] <capitalthree> any reason
not to just be like a chest, and stop *functioning* if something's
on top?
L1192[11:21:34] <zenith> You can place on
top from the side
L1193[11:21:43] <zenith> Which I suppose
isn't the end of the world
L1194[11:22:18] <gigaherz> unascribed's
idea is the best, IMO
L1195[11:22:31] <zenith> Actually, that's
a creative way of turning it off'
L1196[11:22:36] <zenith> I dig it.
L1197[11:22:42] <gigaherz> if a solid
block is placed on top
L1198[11:22:46] <gigaherz> spit the items
all over the place
L1199[11:22:47] <zenith> I nearly XY'd
myself
L1200[11:22:50] <unascribed> see, now you
get cool piston reactions in return!
L1201[11:22:52] <unascribed> you didn't
nearly
L1202[11:22:54] <unascribed> you
*did*
L1203[11:22:58] ***
AEnterpriseAFK is now known as AEnterprise
L1204[11:22:58] <unascribed> you sent a
gfy for an unrelated reason
L1205[11:23:20] <unascribed> and I
realized you were The All Powerful Stick Man, and everyone else
realized your block didn't extend into the block above, its
animated items did :P
L1206[11:23:21] <zenith> Well, I asked
about a proposed solution, then filled in the reason later. Thus
nearly
L1207[11:23:29] <fry> easiest way to
solve the technical problem is to solve it at the design stage
:P
L1208[11:23:53] <gigaherz> if the
solution is ugly, try to find a different problem to solve
L1209[11:23:53] <gigaherz> ;P
L1210[11:23:56] <zenith> Haha
L1211[11:24:07] <sham1> ;P indeed
L1212[11:24:31] <sham1> 83/129 packages
emerged
L1213[11:24:42] <sham1> Wow, migrating to
GNOME is quite a task
L1214[11:24:57] <gigaherz> it's certainly
entertaining
L1215[11:25:11] <gigaherz> specially
ifyou start from source or even stage1/2
L1216[11:25:28]
⇨ Joins: SanAndreasP
(~SanAndrea@ip-2-201-3-177.web.vodafone.de)
L1217[11:25:33] <gigaherz> I wonder how
long it takes now to setup a stage1 gentoo
L1218[11:25:37] <sham1> Well, this is
already a usable installation that I just reconfigure into a
systemd GNOME distro
L1219[11:25:42] <gigaherz> it was a few
hours on my Pentium 3
L1220[11:25:57] <gigaherz> and by setup I
mean
L1221[11:25:57]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1222[11:26:00]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 198 seconds)
L1223[11:26:10] <gigaherz> install the
base system + X11 + kde
L1224[11:26:14] <sham1> From the openrc
xfce installation
L1225[11:26:19] <gigaherz> although these
days I'd probably go for xfce
L1226[11:26:34] <sham1> xfce is nice, but
I also like some new scenery
L1227[11:26:38] <fry> awesome <3
L1228[11:26:51] <fry> big de </3
L1229[11:27:02] <sham1> Also I have to
migrate into systemd one day so it might as well be today
L1230[11:27:20] <gigaherz> so you are not
a systemd hater? ;P
L1231[11:27:33] <sham1> I don't like
it
L1232[11:27:35]
⇨ Joins: imidazole
(imidazole@c-65-50-122-205.hs.gigamonster.net)
L1233[11:27:38] <sham1> But it cannot be
avoided
L1234[11:27:48] <gigaherz> what's your
feeling on the drama around systemd allowing you to irrecoverably
write to cmos and brick your motherboard?
L1235[11:28:00] <sham1> Wat
L1236[11:28:06] <sham1> I need to look
this up
L1237[11:28:13] <gigaherz> systemd
exposes the firmware as a device node
L1238[11:28:17] <gigaherz> in a writable
way
L1239[11:28:25] <fry> systemd actually
works, and has documentation, unlike pssshtaudio
L1240[11:28:25] <unascribed> and you can
rm it, which breaks some faulty firmware
L1241[11:28:27] <sham1> That... is
stupid
L1242[11:28:30] <unascribed> note
*faulty*
L1243[11:28:39] <unascribed> EFI firmware
that doesn't suck won't break
L1244[11:28:44]
⇦ Quits: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net) (Read error:
Connection reset by peer)
L1245[11:28:45] <unascribed> but it will
reset to defaults
L1246[11:28:46] <sham1> And yeah, systemd
is much better than pulseaudio
L1247[11:28:49] <fry> protip: don't write
to /dev/sda
L1248[11:28:56] <sham1> Yeah
L1249[11:28:58] <fry> another protip:
don't do rm -rf
L1250[11:29:11] <sham1> I think it need
--no-preserve-root
L1251[11:29:14] <fry> news flash: you can
destroy your system if you do stupid stuff
L1252[11:29:15] <unascribed> nope
L1253[11:29:17] <unascribed> rm -rf
/*
L1254[11:29:24] <sham1> Well
L1255[11:29:29] <gigaherz> I did a
"sudo umount /" once
L1256[11:29:30] <gigaherz> it
worked.
L1257[11:29:40] <gigaherz> it completely
destroyed my HDD's contents
L1258[11:29:44] <unascribed> wat
L1259[11:29:48] <Nosirrom> I use rm -rf
./* because I'm a risk taker
L1260[11:29:51] <sham1> UNIX is not going
to stop you from doing stupid stuff as it would limit the brilliant
stuff
L1261[11:29:54] <gigaherz> this was
2002-2003 though
L1262[11:30:05] <unascribed> how does
unmounting the root partition corrupt the disk
L1263[11:30:14] <gigaherz> no f*ing
idea
L1264[11:30:26] <gigaherz> but right
after I entered that command
L1265[11:30:38] <sham1> I actually use an
compatibility layer so that any software that would need pulseaudio
thinks I use that piece of shit
L1266[11:30:38] <gigaherz> the system log
started filling with "inode error"
L1267[11:30:50] <sham1> Thank you
shims
L1268[11:30:54] <unascribed> wtf
filesystem were you running
L1269[11:31:01] <gigaherz> ext3,
iirc
L1270[11:31:05] <gigaherz> with an ext2
/boot
L1271[11:31:12] <gigaherz> ext4 wasn't a
thing
L1272[11:31:15] <unascribed> yeah
L1273[11:31:18] <unascribed> so then what
the hell
L1274[11:31:21] <sham1> You just didn't
fsck it hard enough
L1275[11:31:23] <gigaherz> and reiserfs
was still in beta
L1276[11:31:26] <unascribed> you weren't
running the experimental filesystem of the week
L1277[11:31:48] <gigaherz> but yeah,
learned not to sudo things that sounds bad
L1278[11:31:49] <gigaherz> -s
L1279[11:32:21] <sham1> I hope you never
do any curl ... | sudo sh
L1280[11:32:34] <unascribed> I have
before
L1281[11:32:35] <unascribed> BUT
L1282[11:32:36] <sham1> One can do some
malicious stuff with that
L1283[11:32:39] <unascribed> I read the
script beforehand :D
L1284[11:32:42] <gigaherz> I did that
recently
L1285[11:32:48] <gigaherz> in osx
L1286[11:32:51] <gigaherz> or more
accurately
L1287[11:32:57] <gigaherz> curl |
ruby
L1288[11:33:03] <sham1> You can change
what kind of stuff comes out of your server depending on the
user-agent
L1289[11:33:12] <gigaherz> to install
that package manager thing
L1290[11:33:13] <sham1> So that is
scary
L1291[11:33:23] <imidazole> hey guys. me
and a few friends are launching a quadcopter with a raspberry pi
running minecraft in a few hours. we will stream it and such. for
now looking for people to join (creative mode) and add more
content. we have some big sprawling cities and would love another
building or two... room for community admins too, stream and link
to follow! join the server: newest bldgs are @ 1500
L1292[11:33:23] <imidazole> / 100 / -100
- build what you want, make a home 65.50.122.253
L1293[11:33:40] <gigaherz> worst of
all:
L1295[11:33:55] <gigaherz> Install
Homebrew
L1296[11:33:55] <gigaherz> Paste that at
a Terminal prompt.
L1297[11:33:58] <gigaherz> oops
L1299[11:34:31] <gigaherz> at least it's
not sudo'd
L1300[11:34:53] <sham1> TLDL do not run
scripts you do not trust
L1301[11:34:54] <sham1> And even those
that you do trust unless you check them
L1302[11:36:12] <sham1> You need to
install a package manager to install a package manager
L1303[11:36:24] <sham1> As if having to
use nmp was not horrible enough
L1304[11:36:31] <sham1> npm*
L1305[11:36:48] <gigaherz> well their
instructions at work were
L1306[11:36:50] <gigaherz> 1. isntall
homebrew
L1307[11:37:00] <sham1> And even then the
code probably requires left-pad
L1308[11:37:00] <gigaherz> 2. run
"brew install <long chain of app names>"
L1309[11:37:11] <DovahOfKiin> Anybody got
a good custom fluid tutorial? or a custom potion tutorial?
L1310[11:37:19] <sham1> The wiki has
one
L1311[11:37:24] <sham1> For a fluid
L1312[11:37:27] <gigaherz> it installed
even idea and virtualbox for me
L1313[11:37:33] <sham1> And you can also
look at the code
L1314[11:37:35] <sham1> That works
too
L1315[11:37:39] <gigaherz> and it didn't
install oracle sdk because it's not available as a direct
link
L1316[11:37:42] <gigaherz> (requires
accepting license)
L1317[11:37:46] <sham1> Yeah
L1319[11:37:50]
⇦ Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
(Read error: Connection reset by peer)
L1320[11:37:53] <sham1> Yes
L1321[11:38:09] <DovahOfKiin> how
up-to-date is it for 1.9?
L1322[11:38:23] <imidazole> hey guys. me
and a few friends are launching a quadcopter with a raspberry pi
running minecraft in a few hours. we will stream it and such. for
now looking for people to join (creative mode) and add more
content. we have some big sprawling cities and would love another
building or two... room for community admins too, stream and link
to follow! join the server: newest bldgs are @ 1500
L1323[11:38:23] <imidazole> / 100 / -100
- build what you want, make a home 65.50.122.253
L1324[11:38:35] <gigaherz> DovahOfKiin:
you should find a tutorial for 1.8+
L1325[11:38:36] <sham1> You cannot have
your block textured with the instructions given in the wiki
tutorial
L1326[11:38:40] <sham1> Let me see
L1327[11:38:53] <gigaherz> you need new
stuff in order to setup the model and such
L1328[11:39:48] <DovahOfKiin> gigaherz, I
looked, couldn't find any :/
L1329[11:39:53] <DovahOfKiin> as in
specific tuts
L1331[11:39:59] ***
cpw is now known as cpw|out
L1333[11:40:09] <sham1> Therfe
L1334[11:40:30] <gigaherz> there's a
couple vids in the google results
L1335[11:40:31]
⇨ Joins: kmecpp
(~kmecpp@pool-108-29-72-13.nycmny.fios.verizon.net)
L1336[11:40:43] <gigaherz> they seem to
be in like, .nl or .se or .de
L1338[11:40:56] <gigaherz> whatever this
is
L1339[11:41:07] <diesieben07> .de
L1340[11:41:08]
⇨ Joins: psxlover
(psxlover@athedsl-4413640.home.otenet.gr)
L1341[11:41:16] <sham1> Yeah
L1342[11:41:35] <sham1> That does indeed
sound Deutsch
L1343[11:42:43] <DovahOfKiin> ;_;
L1344[11:42:50] <Hunterz> does tabula mod
export into json? or what editor for 1.8+ blocks are
recommended?
L1345[11:42:58] <sham1> Did you look at
the links I sent you DovahOfKiin
L1346[11:43:09] <DovahOfKiin> sham1, yeah
taking a look at them
L1347[11:43:12] <gigaherz> Hunterz: yes,
tabula exports to 1.8 jsons
L1348[11:43:18] <gigaherz> so does
MrCrayfish's
L1349[11:43:23] <imidazole> hey guys. me
and a few friends are launching a quadcopter with a raspberry pi
running minecraft in a few hours. we will stream it and such. for
now looking for people to join (creative mode) and add more
content. we have some big sprawling cities and would love another
building or two... room for community admins too, stream and link
to follow! join the server: newest bldgs are @ 1500
L1350[11:43:23] <imidazole> / 100 / -100
- build what you want, make a home 65.50.122.253
L1351[11:43:29] <sham1> imidazole, please
do not spam
L1352[11:43:34] <Hunterz> great,
thanks
L1353[11:44:25] <fry> sham1: why do you
link some random old branch instead of the master? :P
L1354[11:44:38] <sham1> Because
L1355[11:44:55] <sham1> And that is my
reasoning
L1356[11:45:53] <sham1> That old branch
is relatively not full of stuff
L1357[11:45:54] <DovahOfKiin> I can't
wait, there aren't any got eps to watch
L1358[11:45:58] <DovahOfKiin> ;-;
L1359[11:46:02] <sham1> What eps
L1360[11:46:33] <DovahOfKiin>
episodes
L1361[11:47:03] <DovahOfKiin> I wish HBO
followed the Netflix binge format
L1363[11:47:16] <DovahOfKiin> all
episodes uploaded at once
L1364[11:48:23] <imidazole> hey guys. me
and a few friends are launching a quadcopter with a raspberry pi
running minecraft in a few hours. we will stream it and such. for
now looking for people to join (creative mode) and add more
content. we have some big sprawling cities and would love another
building or two... room for community admins too, stream and link
to follow! join the server: newest bldgs are @ 1500
L1365[11:48:23] <imidazole> / 100 / -100
- build what you want, make a home 65.50.122.253
L1366[11:48:29] <unascribed> imidazole,
two things:
L1367[11:48:34] <unascribed> 1. you are
spamming, we do not appreciate that
L1368[11:48:37] <unascribed> 2. we are
modders, not builders
L1369[11:48:46] <unascribed> we saw it
the first time
L1370[11:48:58] <sham1> Those are not
mutually exclusive attributes though
L1371[11:49:04] <sham1> But yeah, no need
to spam
L1372[11:49:05] <unascribed> I didn't say
they were
L1373[11:49:08] <unascribed> but this
isn't #minecraftbuilders
L1374[11:49:12] <unascribed> this is
#minecraftforge
L1375[11:49:21] <sham1> But you use
forges to build stuff /s
L1376[11:49:52] <DovahOfKiin> You want me
to walk you out of the door, or you gonna do it yourself? :P
L1377[11:50:05] <DovahOfKiin>
Wuppy,
L1378[11:50:08] <unascribed> so does
nobody care about my curl|sh demonstration? :(
L1379[11:50:19] <sham1> I did look at
it
L1380[11:50:21] <DovahOfKiin> are you up
to date with S06E03 of GoT
L1381[11:50:28] <DovahOfKiin> Idk what
curl even is
L1382[11:50:38] <sham1> You probably
would want for the instructions to be curl -s
unascribed.com/somecoolproject.sh | sudo bash
L1383[11:50:38] <unascribed> try actually
'curl'ing it
L1384[11:50:44] <sham1> Yeah
L1385[11:50:45] <sham1> I did
L1386[11:50:55] <unascribed> without -s
the progress goes to stderr
L1387[11:50:59] <unascribed> so it
doesn't matter that much
L1388[11:51:06] <sham1> yeah
L1389[11:51:57] <sham1> Also, usually
people say to use sh because it symlinks to your default
shell
L1390[11:52:14] <sham1> Which is usually
either BASH, ZSH or CSH/TCSH
L1391[11:52:24] <unascribed> yeah, I
already fixed that
L1392[11:53:20] <sham1> My file manager
has already been replaced by the GNOME Files
L1393[11:53:23] <imidazole> hey guys. me
and a few friends are launching a quadcopter with a raspberry pi
running minecraft in a few hours. we will stream it and such. for
now looking for people to join (creative mode) and add more
content. we have some big sprawling cities and would love another
building or two... room for community admins too, stream and link
to follow! join the server: newest bldgs are @ 1500
L1394[11:53:23] <imidazole> / 100 / -100
- build what you want, make a home 65.50.122.253
L1395[11:53:28] <sham1> Oh ffs
L1396[11:53:31] <sham1> Fry pls
L1397[11:53:35] <DovahOfKiin> He won't
stop will he
L1398[11:53:43] ***
imidazole was kicked by fry (imidazole))
L1399[11:53:48] <DovahOfKiin> ty
L1400[11:53:56] <sham1> Justice has been
served
L1401[11:53:56] <Nosirrom> \o/
L1402[11:54:33] ***
iPixeli is now known as Pix
L1403[11:55:29] <unascribed> I'm going to
link that from now on whenever people talk about curl|sh :P
L1404[11:56:02] <sham1> :P
L1406[11:56:39] <unascribed> 10/10
L1407[11:56:39] ***
Pix is now known as iPixeli
L1408[11:56:40] <sham1> That looks really
cool
L1409[11:56:48] ***
V is now known as Vigaro
L1410[11:56:49] <unascribed> congrats,
your stick machine is now automatable
L1411[11:56:56] <unascribed> but in a
roundabout way, none of those damn hoppers
L1412[11:57:14] <diesieben07> pipe
automation is boring
L1413[11:57:22] <fry> heh, can place
hoppers all around to catch the stuff :P
L1414[11:57:34] <diesieben07> 20 CC
turtles moving around, thats nice
L1415[11:57:37] <unascribed> yeah, but
you don't just pull the saplings out of it with a hopper
L1416[11:57:40] <zenith> I need to get my
normals right :/
L1417[11:57:44] ***
kirby|gone is now known as mrkirby153
L1418[11:57:46] <unascribed> pfft,
normals
L1419[11:57:56] <sham1> But I were to use
CC turtles, that would mean I would have to use LUA
L1420[11:58:01] <unascribed> Lua*
L1421[11:58:09] <diesieben07> what
language do you prefer? :D
L1422[11:58:16] <unascribed> someone
should make a turtle addon for TIS-3D
L1423[11:58:43] <sham1> I would really
like if someone made a Scheme interpreter for CC
L1424[11:59:18] <unascribed> I wonder
what the response to a JS computer mod would be
L1425[11:59:23] <sham1> Hell, I'd like to
see an attempt at an ECMAScript interpreter
L1426[11:59:35] <gigaherz> make some
"drone" machine that gets programmed in fuzzy
prolog
L1427[11:59:35] <capitalthree>
hopperducts :D
L1428[11:59:46] <unascribed> or
L1429[11:59:47] <sham1> PROLOG
L1430[11:59:48] <sham1> :P
L1431[11:59:52] <diesieben07> lol
prolog
L1432[11:59:55] <unascribed> make a
computer mod that's so OP that it can do anything, including summon
items
L1433[11:59:55] <unascribed> but
L1434[11:59:57] <sham1> Gib FORTRAN
L1435[11:59:58] <unascribed> it has to be
coded in Haskell
L1436[12:00:02] <zenith> unascribed: I
would love a JS computer
L1437[12:00:09] <sham1> unascribed, that
would be fun
L1438[12:00:10] <gigaherz> well it's
AI
L1439[12:00:11] <unascribed> zenith, too
bad, you get a TypeScript computer
L1440[12:00:15] <gigaherz> what best for
AI than a logic language? ;P
L1441[12:00:16] <zenith> I write JS for a
living.
L1442[12:00:23] <zenith> I mean,
TypeScript is cool too
L1443[12:00:27] <unascribed> if I do make
a JS computer mod
L1444[12:00:30] <unascribed> it's going
to be TS.
L1445[12:00:38] <sham1> A computer mod
that uses Haskell would be pretty cool
L1446[12:00:40] <unascribed> most JS is
valid TS either way
L1447[12:00:43] <zenith> But I think that
would be more difficult to implement. Because you'd have to
preprocess the TS
L1448[12:00:54] <unascribed> well
L1449[12:00:58] <DovahOfKiin> you guys
sound really cool.. I'm a 15 year old who wants to grow up and be a
programmer
L1450[12:01:00] <unascribed> the
typescript compiler is written in JS
L1451[12:01:05] <unascribed> I can run
that on Nashorn
L1452[12:01:12] <zenith> Whereas you
could just use something like rhino and run it straight away
L1453[12:01:13] <unascribed> and then I
can run the compiler output on... Nashorn
L1454[12:01:30] <zenith> true
L1455[12:01:47] <sham1> DovahOfKiin,
you'll get there eventually if you are determined enough
L1456[12:01:56] ***
willieaway is now known as williewillus
L1457[12:01:57] <DovahOfKiin>
hopefully
L1458[12:02:17] <zenith> DovahOfKiin: I
started out as a 12 year old who wanted to grow up and be a
programmer.
L1459[12:02:23] <DovahOfKiin> :D
L1460[12:02:25] <sham1> I started out
when I was 9
L1461[12:02:27] <zenith> Now I'm a 31
year old who grew up and became a programmer
L1462[12:02:38] <zenith> Dreams really
can come true :D
L1463[12:02:42] <sham1> Ye
L1464[12:02:49] <sham1> As certain person
said
L1465[12:02:52] <sham1> "NOTHING IS
IMPOSSIBLE"
L1466[12:03:12] <DovahOfKiin> "JUST
DO IT"
L1467[12:03:22] <sham1> Indeed
L1469[12:04:12] <Nosirrom> "things
are made out of shapes"
L1470[12:04:14]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.204.230) (Ping
timeout: 384 seconds)
L1471[12:04:24] <sham1> Trying to get
into programming is just like trying to learn an instrument or
getting into sports
L1472[12:04:34] <sham1> You just need to
be dedicated enough
L1473[12:04:36] <iTitus> "And a
happy little tree over here"
L1474[12:04:58] <diesieben07> haha bob
ross
L1475[12:05:15]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.204.230)
L1476[12:05:21] <sham1> Bob Ross is one
of the most pleasant people I have ever seen
L1477[12:05:26] <sham1> person even
L1478[12:05:57] <diesieben07> wow...
opened a random video of his, skip to random time
L1479[12:06:02]
⇨ Joins: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L1480[12:06:05] <diesieben07> first thing
he says "happy little cloud"
L1481[12:06:05]
⇦ Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi)
(Read error: Connection reset by peer)
L1482[12:06:19] <sham1> :P
L1483[12:07:42] <PaleoCrafter> aw crap,
his twitch channel is offline xD
L1485[12:08:31] <sham1> Well nature is
one of the most beautiful things to paint
L1486[12:08:52] <fry> everything is
beautiful if you look hard enough :P
L1487[12:09:00] <sham1> Yeah
L1488[12:09:13] <sham1> To me, the MOST
beautiful piece of nature is space
L1489[12:09:20] <sham1> Especially
nebulae
L1490[12:09:53] <gigaherz> yo ucan't
really "paint" nebulae, though
L1491[12:10:01] <gigaherz> well i suppose
someone could, if they really want to
L1492[12:10:10] <gigaherz> but those are
most awesome when computer-generated
L1493[12:10:32] <PaleoCrafter> or just
looked at through some telescope? :P
L1494[12:10:36] <sham1> Yeh
L1495[12:10:36] <fry> you can paint
anything :P
L1496[12:10:47] <sham1> The Hubble Space
Telescope
L1497[12:11:02] <unascribed> the ross
space paintbrush
L1498[12:11:29] <gigaherz> not bad
L1500[12:12:43] <sham1> I find it very
novel that so beautiful structures as nebulae can be born out of so
violent things as supernovae
L1501[12:13:00] <gigaherz> well this
isn't what I was expecting...
L1503[12:13:21] <heldplayer> omg you can
see a nipple ban!
L1504[12:13:21] <Nosirrom> I feel like
that's not a natural nebula
L1505[12:13:31] <unascribed> ban
L1506[12:13:32] <unascribed> ban
L1507[12:13:33] <unascribed> ban
L1508[12:13:43] <fry> alright
L1509[12:13:44] <unascribed> it is
natural, just in a different way :P
L1510[12:13:47] *
fry bans unascribed
L1511[12:13:48] <heldplayer> *unascribed
gets banned for spamming*
L1512[12:13:52] <sham1> :P
L1514[12:13:57] <heldplayer> :P
L1515[12:14:00] <sham1> ;P
L1516[12:14:08] <gigaherz> ban
bans!
L1517[12:14:12] <unascribed> I'm so used
to saying "ban" multiple times from an inside joke on my
server network
L1518[12:14:16] <unascribed> I forget
it's not a thing elsewhere :P
L1519[12:14:20] <fry> /ban
#minecraftforge
L1520[12:14:51] <heldplayer> Perfect
solution
L1521[12:14:53] <zenith> unascribed:
that's a great link
L1522[12:15:03] <unascribed> everything
eevee posts is great
L1523[12:15:09] <unascribed> go read like
all of it when you have time :P
L1524[12:15:37]
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L1528[12:20:25] <sham1> 127/129 packages
emerged
L1529[12:20:34] <sham1> And now it is
updating libreoffice
L1530[12:20:35] <sham1> Oh joy
L1532[12:23:32] <PaleoCrafter> no PDF?
:P
L1533[12:23:36]
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L1534[12:23:50] <fry> no legally
available one
L1535[12:24:56]
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L1537[12:25:10] <gigaherz> does it not
bother anyone else that the eyes in the cover are pointing in
different directions?
L1538[12:25:10] ***
Unh0lyTigg is now known as Unh0ly_Tigg
L1539[12:25:43] <fry> Leonardo da Vinci,
"Study for the Head of a Girl"
L1540[12:25:52] <fry> nobody's perfect
:P
L1541[12:26:18] <sham1> Darn it da
Vinci
L1542[12:26:27] <fry> and everyone went
through the learning process :P
L1543[12:27:23] <zenith> Nobody was ever
born being awesome at everything
L1544[12:27:41]
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L1545[12:27:41] <sham1> ya
L1546[12:28:34]
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L1548[12:30:02] <Nosirrom> so I didn't
know that rotating around the Y axis changes where the X axis
rotation takes place.
L1549[12:31:05] <Nosirrom> I can do both
rotations independently but when doing both of them the model is at
a weird angle
L1550[12:31:43] <fry> you may want to
look up euler angles :P
L1551[12:32:36]
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L1552[12:32:49] <Nosirrom> oh god more
math
L1553[12:32:58] <AndersBillLind> A bit
impressed by furnituremod
L1554[12:33:06] <fry> surprize, the world
is made of math :P
L1555[12:33:33] <heldplayer> Psst fry,
help me with a school assignment
L1556[12:34:02] <fry> lrn btter
L1557[12:34:25] <heldplayer> It's
literally "do these transformations" and I'm doing them,
and it ain't working
L1559[12:34:50]
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L1560[12:35:10] <heldplayer> Don't think
WA can help me as it's graphics related :p
L1561[12:35:21] <unascribed> WA does
graphics
L1562[12:35:26] <unascribed> sort
of
L1563[12:35:31] <fry> then it's not
literally "do these transformations" :P
L1564[12:35:42] <heldplayer> The
rendering works fine!
L1565[12:35:48] <fry> does it?
L1566[12:35:53] <fry> how do you know?
:D
L1567[12:36:09]
⇨ Joins: theFlaxbeard
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L1568[12:36:21] <heldplayer> Because it
worked fine before this assignment, and I didn't change rendering
for it :p
L1569[12:36:36] <heldplayer> It basically
is maths
L1570[12:36:52] <heldplayer> Only thing
that doesn't work quite as nicely is shadows
L1571[12:36:56] <AndersBillLind> hehe, I
could destroy the stereo in furniture mod and still hear it
playing
L1572[12:37:48] <heldplayer> Oh
wait
L1573[12:37:49] <heldplayer> I see
L1574[12:37:55] <heldplayer> I'm doing my
rotations in the wrong order
L1575[12:38:00] <sham1> :P
L1576[12:39:46] <heldplayer> Well now it
looks.. better
L1578[12:41:14] <heldplayer> Somehow I
feel like the connections are connecting to the wrong sphere
L1579[12:41:52] <heldplayer> Or rotation
is still wrong
L1580[12:42:01]
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L1591[13:05:55] <Zaggy1024> I wonder how
hard it would be to put vertices in two buffers at once...
L1592[13:06:15] <gigaherz> ?
L1593[13:06:19] <gigaherz> wat for?
L1594[13:06:31] <Zaggy1024> so I don't
have to loop multiple times :P
L1595[13:06:43] <Zaggy1024> it's probably
not really worth it to do that, but hey, it's a fun thought
L1596[13:06:53] <Zaggy1024> and certainly
more convenient if it's easily possible
L1597[13:09:03] <fry> "put vertices
in two buffers at once" - wat
L1598[13:11:30]
⇨ Joins: imidazole
(imidazole@c-65-50-122-205.hs.gigamonster.net)
L1599[13:11:59] <LatvianModder> only if
Block had getUnlocalizedName(IBlockState state) or at least
getUnlocalizedName(int metadata) :/
L1600[13:12:54] ***
mDiyo|zzz is now known as mDiyo
L1601[13:13:21]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.204.230) (Ping
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L1602[13:13:23] <imidazole> hey guys. me
and a few friends are launching a quadcopter with a raspberry pi
running minecraft in a few hours. we will stream it and such. for
now looking for people to join (creative mode) and add more
content. we have some big sprawling cities and would love another
building or two... room for community admins too, stream and link
to follow! join the server: newest bldgs are @ 1500
L1603[13:13:23] <imidazole> / 100 / -100
- build what you want, make a home 65.50.122.253
L1604[13:13:43] ***
imidazole was kicked by fry (imidazole))
L1605[13:13:47] <LatvianModder> lol
L1606[13:13:49]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.204.230)
L1607[13:13:54]
⇨ Joins: Gil
(uid147942@2604:8300:100:200b:6667:5:2:41e6)
L1608[13:14:58] <Gil> diesieben07: you
don't happen to be online? I'm trying to get into asm and I know
you have some experience there
L1609[13:16:06] <unascribed> why are you
trying to ASM something
L1610[13:16:12] <unascribed> it's almost
guaranteed there's a better way
L1611[13:16:49] <Gil> I'm trying to write
a MineTweaker or ModTweaker addon for a mod that's not mine
L1612[13:17:05] <Gil> and it uses strong
typing with interfaces instead of a registry
L1613[13:17:29] <unascribed> "strong
typing with interfaces" ?
L1614[13:17:35] <Gil> so if I want to add
other mod's items to its system, I need to inject an interface and
implementation into that class
L1615[13:17:52] <unascribed> oh, so
you're using ASM for code gen, not modifying existing code?
L1616[13:17:57] <Gil> nope
L1617[13:18:09] <Gil> I'm using ASM to
add an interface to a class that doesn't have it
L1618[13:18:37] <unascribed> is there any
reason you can't share a single interface and impl between
everything
L1619[13:18:44] <unascribed> and just
delegate methods
L1620[13:18:56] <Gil> yes, neither the
mods are mine and a PR being accepted is doubtful
L1621[13:19:08] <unascribed> ...
L1622[13:19:12] <Gil> I do have a system
ready where I'd be able to do the project using elaborate forks and
git techniques
L1623[13:19:13] <unascribed> I mean in
your ModTweaker addon
L1624[13:19:17] <LatvianModder> Maybe
Jared|Away can help when he gets back
L1625[13:19:30] <Gil> no, that won't
work
L1626[13:20:24] <Gil> unascribed: let me
quickly lay out the situation
L1627[13:20:26] <gigaherz> Gil: and the
mod isn't opensource I suppose?
L1628[13:20:41] <Gil> it is gigaherz, so
a git solution with rebasing is an option
L1629[13:20:48] <gigaherz> wait you
mentioned Pr
L1630[13:20:49] <Gil> a PR being accepted
is highly unlikely though
L1631[13:20:51] <gigaherz> yeah
L1632[13:20:55] <gigaherz> so I'd just
fork the heck out of it ;P
L1633[13:21:07] <gigaherz> usethe
tweakable version in your packs
L1634[13:21:10] <Gil> yeah, and keep the
commits surgical and rebase every time the mod updates
L1635[13:21:14] <gigaherz> proper credit,
ofc
L1636[13:21:19] <Gil> should be possible
yeah
L1637[13:21:27]
⇨ Joins: Rasmusolle
(~Rasmusoll@78-67-125-136-no247.tbcn.telia.com)
L1639[13:21:36] <Gil> but an asm solution
would be infinitely more useful, so it's worth looking into
L1640[13:22:59] <Gil> the "mother
mod" does "if (item instanceof ISizeable)"
L1641[13:23:34] <Gil> and for every mod
that I want to integrate with that, every item in that mod needs to
have that interface
L1642[13:24:42] <diesieben07> I am here
now.
L1643[13:25:01] *
heldplayer moves diesieben07 over there
L1644[13:25:03] <heldplayer> Now you're
there
L1645[13:25:15] <LatvianModder> fry: you
should probably ban Rasmusolle, spammer
L1646[13:25:17] <Gil> diesieben07: first
off, core mods in 1.9, still a thing?
L1647[13:25:19] *
diesieben07 dances back to here to the sound of parov
stelar
L1648[13:25:23] <diesieben07> of
course.
L1649[13:25:30] <Gil> major
changes?
L1650[13:25:34] <diesieben07> no.
L1651[13:25:40] <unascribed> I don't
think ASM has changed for a *long* time.
L1652[13:25:43] <diesieben07> so you want
to add an interface to a class, yes?
L1653[13:25:47] <Gil> yup
L1654[13:25:59]
⇦ Parts: Rasmusolle
(~Rasmusoll@78-67-125-136-no247.tbcn.telia.com)
(Leaving))
L1655[13:26:00] <diesieben07> write a
ClassVisitor
L1656[13:26:00] <Gil> and an
implementation of that interface that's pretty rigid
L1657[13:26:13] <diesieben07> override
visit
L1658[13:26:14] <Gil> like, not too many
moving parts
L1659[13:26:19] <diesieben07> add your
interface to the interface list
L1660[13:26:20] <diesieben07> done.
L1661[13:26:32] <diesieben07> then use
default methods in the interface to provide the
implementation
L1662[13:26:44] <Gil> k, so sounds
plausible
L1663[13:26:53] <Gil> I can copy a method
from another class I take it?
L1664[13:27:00]
⇨ Joins: Zyferus
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L1665[13:27:06] <Gil> so I make a class
which has all of the implementations and copy that in?
L1666[13:27:13] <diesieben07> do that in
the interface
L1667[13:27:19] <diesieben07> you do not
modify the target class AT ALL
L1668[13:27:23] <diesieben07> except for
adding the interface entry
L1669[13:27:32] <Gil> oh you can do it in
the interface?
L1671[13:27:51] <Gil> cool, thanks
L1672[13:28:25] <Gil> interesting, very
interesting
L1673[13:28:54] <Gil> I'd be core modding
other mods, load order issues or not?
L1674[13:29:09] <Gil> not sure how
classpath loading works entirely
L1675[13:29:22]
⇨ Joins: TheClaus
(~TheClaus@72-24-147-212.cpe.cableone.net)
L1676[13:29:24] <diesieben07> coremods
load before any other mods
L1677[13:29:37] <Gil> are the classes of
those mods already in the path though?
L1678[13:29:42] <diesieben07> No
L1679[13:29:46] <DovahOfKiin> Can someone
explain to me what ModelBakery and ModelLoader are?
L1680[13:29:46] <diesieben07> and you do
not have to care.
L1681[13:29:59] <Gil> so coremod altering
a mod class is impossible?
L1682[13:30:00] <diesieben07> your
transformer will be called when the mod classes are to be
loaded
L1683[13:30:04] <Gil> ah, k
L1684[13:30:09] <Gil> that makes
sense
L1685[13:30:32] <Gil> I think that covers
it, thanks
L1686[13:31:08] <DovahOfKiin> apparently
I am to use them in fluids..?
L1687[13:31:30] <Gil> is there a sample
project somewhere that has good coding standards, so I do things
sanely in terms of basic setup?
L1688[13:32:10] <DovahOfKiin> MBE?
L1690[13:32:30] <DovahOfKiin> I'd say MBE
is pretty good, I've been using it pretty often
L1692[13:32:37] ***
DonAway is now known as DRedhorse
L1693[13:32:48] <Gil> you're the champ,
thanks
L1694[13:32:55] <Gil> off to test the
hypothesis
L1695[13:32:57] <DovahOfKiin> actually I
don't remember if MBE has a sample proj
L1696[13:33:12] <DovahOfKiin>
diesieben07, any idea about my question?
L1697[13:33:45] <TheClaus> I am trying to
make an item that when it loses all its durability instead of
breaking it just shows the item with 0 durability. I created a 2nd
item that is the broken version of the item but confused with how
to use the PlayerDestroyItemEvent. Using 1.9. I looked for some
examples and couldn't find any.
L1698[13:33:46] <diesieben07> ModelBakery
is vanilla's model loader
L1699[13:33:53] <diesieben07> ModelLoader
is... well a ModelLoader
L1700[13:33:55] <diesieben07> it loads
models.
L1701[13:34:12]
⇦ Quits: Temportalist
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closed for inactivity)
L1702[13:35:21] <DovahOfKiin> why is it
called bakery :P
L1703[13:35:50] <diesieben07> because it
bakes (=optimizes, makes immutable, etc.) models
L1704[13:36:04] <DovahOfKiin> i see
L1705[13:36:07] <diesieben07> there are
two stages an abstract defintion of the model (=IModel) and its
baked form (IBakedModel)
L1706[13:36:18] <diesieben07> IBakedModel
is a compact representation of the model that can be rendered
L1707[13:36:46]
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201 seconds)
L1708[13:37:19] <gigaherz> you know
what's missing?
L1709[13:37:29] <gigaherz> an IGpuModel,
that holds VBOs and such, for item rendering
L1710[13:40:35] <masa> what would be the
best way of knowing if the left mouse button is down, inside a
MouseInputEvent? the keyBidnAttack.isKeyDown() method always
returns false, I guess the mouse buttons won't get ticked while
there is a GuiSCreen open...?
L1711[13:41:10] <PaleoCrafter> do you
only want the left mouse button or whatever that binding is bound
to?
L1712[13:42:46] <DovahOfKiin> Are there
really no tutorials on fluids/custom potions? I find github
examples tough to comprehend because different people do it in
different ways, but a (good) tutorial shows the basics and then
leaves the rest to you
L1713[13:43:27] <gigaherz> DovahOfKiin:
never did fluids nor potions but
L1714[13:43:28] <masa> hmm, well does
changing that keybind change what is used to move items, that is
what I'm interested in
L1715[13:43:36] <gigaherz> for potions,
1.9 has the potion registry stuff
L1716[13:44:15] <gigaherz> thePotion =
new PotionX().setRegistryName("X");
GameRegistry.register(thePotion);
L1717[13:44:34] <masa> nope doesn't seem
to change the inventory clicking
L1718[13:44:54] <masa> so I guess I'm
only interested in the left mouse button then
L1719[13:45:13] <DovahOfKiin> gigaherz,
but how do I set up what exactly what happens when the potion is
drunk?
L1720[13:45:46] <gigaherz> override
performEffect on the potion?
L1721[13:46:26] <DovahOfKiin> ahh
kk
L1722[13:46:54] <masa> basically the
issue is that I'm tracking the left mouse button's state inside the
MouseInputEvent, but if the player closes the inventory while
holding the left mouse button down, then the state will get stuck
to "true" and that will persist until they left click
inside a GUI the next time
L1723[13:47:07] <diesieben07> masa, make
a static field, keep it updated using MouseInputEvent: if
(Mouse.getEventButton() == 0) { leftBtnState =
Mouse.getEventButtonState(); }
L1724[13:47:21] <masa> I fixed it by
reseting the state in a GuiOpenEvent, but that seems rather
ugly
L1725[13:47:29] <diesieben07> and do that
in both MouseInputEvents and
L1726[13:47:36] <diesieben07> -and
L1727[13:47:58] <diesieben07> actually
for one of those you need MouseInputEvent.Pre
L1728[13:48:02] <PaleoCrafter> what aobut
Mouse.isButtonDown(0)? :P
L1729[13:48:03] <DovahOfKiin> gigaherz,
anything on fluids?
L1730[13:48:23] <diesieben07> ew :P
L1731[13:48:25] <gigaherz> nope
L1732[13:48:29] <gigaherz> there's an
example fluid
L1733[13:48:30] <diesieben07> although
actually that might work
L1734[13:48:35] <gigaherz> in the forge
debug/test files
L1735[13:48:37] <diesieben07> or might be
fine in this case
L1736[13:48:42] <PaleoCrafter> if you
just need to query the current status, nothing wrong with it
:P
L1737[13:48:52] <PaleoCrafter> the events
are more for actual up/down
L1739[13:48:55] <diesieben07> yeah
L1740[13:48:59] <masa> that's what I have
atm
L1741[13:49:12] <diesieben07> where is
that called?
L1742[13:49:14] <masa> and that gets
stuck if the gui is closed while the button is held down
L1743[13:49:25] <masa>
MouseInputEvent.Pre
L1744[13:49:34] <diesieben07> ah
L1745[13:50:38] <diesieben07> yeah just
use isButtonDown
L1746[13:52:32] <masa> okay that seems to
work, thanks
L1747[13:53:11] <diesieben07> like paleo
said, unless you are using it for continous polling and need to
grab every event those methods are fine
L1748[13:54:56] <masa> I just need to see
if the left button is down to know if I should do stuff
L1749[13:55:34] <masa> so that works just
fine
L1750[13:56:02] <diesieben07> yep
L1751[13:57:56]
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L1752[13:59:32] <masa> I now though of
another nifty feature I can add to this at the same time :p
L1753[13:59:41] ***
mDiyo is now known as mDiyo|streaming
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L1755[14:08:11] <masa> although
implementing that will be a bit painful, ugh
L1756[14:11:16]
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L1762[14:28:08] <masa> ooh it is
beautiful... :p
L1763[14:36:43]
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L1764[14:38:55] <ThomasRules> i'm having
a problem where the game is giving me a null block for my mod
L1765[14:39:10] <LexDesktop> !gf
func_186355_l
L1766[14:39:13] <LexDesktop> !gm
func_186355_l
L1767[14:39:15] <TehNut> A null
block?
L1768[14:39:31] <LexDesktop> !gf
field_186360_k
L1769[14:39:35] <ThomasRules> i think im
registering them right
L1770[14:39:43] <ThomasRules> lex,
what?
L1771[14:40:04]
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L1772[14:40:09] <TehNut> What he's doing
has nothing to do with you
L1773[14:40:14] <ThomasRules> kk
L1774[14:40:35]
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L1775[14:41:06] <tterrag> post code
L1776[14:41:10] <diesieben07> please
clarify what you mean by "giving me null block" and that
^
L1777[14:41:14] <tterrag> 10 bucks says
you forgot to register your itemblock
L1778[14:41:54] ***
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L1780[14:43:28] <ThomasRules> pretty sure
i have
L1781[14:43:41]
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L1783[14:44:00] <iTitus> So you did
GameRegistry.register() with the block
L1784[14:44:12] <iTitus> And
GameRegistry.register() for your itemblock
L1785[14:44:18] <iTitus> both set with
regisrty names?
L1786[14:44:20] <ThomasRules>
GameRegistry.registerBlock()
L1787[14:44:23] <ThomasRules> im on
1.7
L1788[14:44:26] <iTitus> Ah
L1789[14:45:02] <iTitus> Disclaimer: 1.7
is an old version, please develop on 1.9 instead :P
L1790[14:45:21] <ThomasRules> im trying
to make a thing for dire's wrenched map
L1791[14:45:26] <ThomasRules> auto item
generator
L1792[14:45:31] <ThomasRules> thats on
1.7
L1793[14:45:34]
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L1795[14:45:56] <MoxieGrrl_> Er. Were you
told to?
L1796[14:46:02] <ThomasRules> no
L1797[14:46:12] <ThomasRules> just want
to do it for a series of my own
L1798[14:46:20] <iTitus> Well all i can
say now is post code )
L1800[14:46:39] <ThomasRules> thats the
repo
L1801[14:46:42] <ThomasRules> gits being
slow
L1802[14:47:00] <ThomasRules>
15KiB/s
L1803[14:47:21] <ThomasRules> its at
61%
L1804[14:47:25] <ThomasRules> 67
now
L1805[14:47:30] <ThomasRules> donw
L1806[14:47:40]
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L1807[14:48:52] <sham1> hmm
L1808[14:49:11] <sham1> Now installing
GNOME for reals and it is going more swiftly than I thought it
would
L1809[14:49:35] <diesieben07>
ThomasRules, again, what do you mean by "giving me
null"?
L1811[14:50:24] <ThomasRules> i borrowed
it of pahimar
L1812[14:50:29] <diesieben07> i
know
L1813[14:50:29] <ThomasRules>
letsmodreboot
L1814[14:50:30] <iTitus> That's from
Pahimars tutorial, isn't it
L1815[14:50:32] <iTitus> yeah
L1816[14:50:35] <diesieben07> does not
make it any less crap
L1817[14:50:42] <MoxieGrrl_> I'm just
trying to figure out why he's doing this when it's likely to be
done before the map is released anyway. xD
L1818[14:51:38] <sham1> someone has to
yell at pahi for encouraging substring naming
L1820[14:51:58] <diesieben07> we
did
L1821[14:51:58] <ThomasRules> im doing
that
L1822[14:52:00] <diesieben07> he did not
care.
L1823[14:52:19] <diesieben07> well you
are not setting the unlocalized name anywhere.
L1824[14:52:25] <iTitus> ^
L1825[14:52:59] <ThomasRules> isnt
this.setBlockName() that
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L1827[14:53:12] <diesieben07> you never
call that.
L1828[14:53:20] <diesieben07> except in
an unused class.
L1829[14:53:52] <iTitus> yeah
L1830[14:53:58] <ThomasRules> where do i
implement that
L1832[14:54:22] <iTitus> I guess you want
a "new BlockSelector()" there
L1833[14:54:22] <diesieben07> what even
is that question...
L1834[14:54:29] <masa> I recorded a short
demo of the features in Item Scroller 0.4.3
L1835[14:54:42] <masa> (which is yet to
be built and uploaded...)
L1837[14:55:04] <ThomasRules> THERE WE
GO
L1838[14:55:05] <ThomasRules>
thanks
L1839[14:55:10] <masa> the right click
shift dragging is the new feature in 0.4.3
L1840[14:55:28] <ThomasRules> knew it was
something ridiculously small
L1841[14:55:29] <iTitus> But still we
recommend taking out that unlocalized name stuff
L1842[14:56:05] <sham1> I am starting to
get worried by the amount of people who want to mod yet do not
understand basic programming things
L1843[14:57:23] <Ordinastie_> I feel like
it's getting worse and worse
L1844[14:59:33] <Pennyw95> shouldn't
te.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
side).insertItem(0, item, false) save the item in the TE's memory
by itself?
L1845[15:00:33] <Ordinastie_> wow, you're
still on that ? :s
L1846[15:02:03] <Pennyw95> well in my
defense I don't have so much time due to exams..but still,
yeah
L1847[15:02:26] <Ordinastie_> do you know
how to use a debugger ?
L1848[15:04:15] <Pennyw95> not with
breakpoints
L1850[15:05:01]
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L1851[15:05:01] <Ordinastie_> wait, there
is a way to use a debugger without breakpoints? ôO
L1852[15:05:35] <gigaherz> yeh, waiting
for it to crash ... wait no
L1853[15:05:40] <gigaherz> java needs
exception breakpints for that
L1854[15:05:56] <Pennyw95> just no then
xD
L1855[15:06:09] <gigaherz> you move to
the left edge of the line
L1856[15:06:19] <gigaherz> to the left of
the vertical thingy with the [+][-]
L1857[15:06:22] <gigaherz> and click
there
L1858[15:06:30] ***
V is now known as Vigaro
L1859[15:06:33] <gigaherz> that red dot
with the line, that's a breakpoint
L1860[15:06:39] <gigaherz> when the code
is about to run that line
L1861[15:06:40] <gigaherz> it will
stop
L1862[15:06:44] <gigaherz> and let you
choose how to continue
L1863[15:06:57] <gigaherz> and let you
browse the values of variables and contents of "this",
and the call stack
L1864[15:07:31] <Pennyw95> cool, I'll
look into that :) but still, is that code a proper way of using the
capability?
L1865[15:08:25] <gigaherz> sortof but
no
L1866[15:08:52] <gigaherz> not because
it's wrong per se
L1867[15:09:09] <gigaherz> at least if
you have that inside a check if te.hasCapability
L1868[15:09:19] <gigaherz> but simply on
the principle that chaining calls that area already long, is ugly
;P
L1869[15:09:26] <gigaherz> are
already*
L1870[15:10:15]
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L1872[15:12:07] <Ordinastie_> if it's
your TE, what's the point of checking hasCapability and using
getCapability ? wouldn't a getInventory() in your TE just be easier
?
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L1877[15:12:40] <Pennyw95> yeah checking
for the capability can be skipped
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L1882[15:12:59] <Pennyw95> but I was
hoping to write a more abstract method later
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L1884[15:14:05] <Pennyw95> I don't
understand why clicking with an empty hand doesn't retrieve
items...like they are never saved...the number decreases when I put
them in but that's not related to the capability
L1885[15:15:32] <zenith> Does
onBlockClicked fire for left clicks?
L1886[15:15:41] <zenith> And also, does
it fire for right clicks?
L1887[15:15:42] <Pennyw95> in my TE I
have a val inventory = new ItemStackHandler(4) so getCapability
should just return that
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L1889[15:16:01] <gigaherz> Pennyw95:
that's why you use the debugger
L1890[15:16:03] <gigaherz> first
L1891[15:16:06] <gigaherz> split the
line
L1892[15:16:07] <Pennyw95> (of course i
have overridden get/has cap)
L1893[15:16:16] <gigaherz> so that you
store the resulting capability on a variable
L1894[15:16:17] <zenith> Related (so as
to avoid XY), if a player is holding an item and is sneaking, and
right clicks my block, I want to capture that interaction
L1895[15:16:17] <gigaherz> then
L1896[15:16:21] <gigaherz> from that
variable in the debugger
L1897[15:16:26] <gigaherz> you can check
if it actually contains anything
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L1899[15:16:44] <zenith> onBlockActivated
does not seem to be firing on shift+right click unless the player
isn't holding an item
L1900[15:17:00] <gigaherz> zenith: by
design, shift-rightclick bypasses block activation
L1901[15:17:11] <gigaherz> unless, as you
say, the player isn't holding an item
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L1903[15:17:38] <zenith> Right. And under
normal circumstances I will preserve that. But if the player is
holding the same kind of item as what's in the inventory, I want to
remove the item from the inventory
L1904[15:17:47] <zenith> *what's in the
block's inventory
L1905[15:18:00] <gigaherz> then you have
to work at the level of Playerinteractevent
L1906[15:18:26] <zenith> Does
onBlockClicked capture left clicks?
L1907[15:18:28] <gigaherz> so that you
can also intercept the item activation
L1908[15:18:44] <gigaherz> I think so,
but I can't really remember
L1909[15:18:46] <gigaherz> did you
try?
L1910[15:18:47] <zenith> Because if so, I
might just make it behave similar to barrels/storage drawers
L1911[15:18:58] <zenith> I will do so
now.
L1912[15:19:05] <zenith> I'll let you
know my findings. :)
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L1914[15:23:37] <Pennyw95> if I try to
insert an item and the slot is taken by an item my item can't stack
with, insertItem will just return the same initial item I tried to
insert, correct?
L1915[15:24:36] <masa> yes
L1916[15:24:54] <Pennyw95> if so, I
should do if (insertItem != item) item.stackSize -= 1, instead of
doing it a priori
L1917[15:26:26] <masa> oh btw you
shouldn't modify the stack that you insert
L1918[15:27:10] <masa> at least the forge
InvWrapper directly sets the stack in acse the whole stack can fit
into an empty slot in the target inventory
L1919[15:27:12] <Pennyw95> yeah sorry I
mean player.getCurrentEquippedItem.stackSize -= 1
L1920[15:27:40] <masa> so if you then
were to modify the stack size of the original outside that insert
call, it would also change it in the inventory
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L1922[15:29:11] <Pennyw95> I'm copying
the player.currentItem, setting its stacksize to 1 and trying to
insert it. after that, i decrease the stacksize of the
player.currentItem, not the copied one
L1923[15:29:22] <Pennyw95> so that should
be ok?
L1924[15:29:23] <masa> ok
L1925[15:29:26] <masa> yep
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L1927[15:32:26] <zenith> gigaherz that
does fire when you left click
L1928[15:32:35] <zenith> And only left
click so far as I can tell
L1929[15:33:12] <Pennyw95> ok, the server
now knows an item it's in the inventory finally!
L1930[15:33:36] <zenith> Pennyw95 I would
make the server solely responsible for any updates involving when
items are where.
L1931[15:33:43] <zenith> And just notify
the client when things change
L1932[15:33:47] <Pennyw95> sure
L1933[15:34:03] <Pennyw95> the client
doesn't know...I assumed insertItem would call markDirty
L1934[15:34:58] <zenith> You using
capabilities?
L1935[15:35:22] <Pennyw95> yes
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L1937[15:36:00] <Pennyw95> oh, so
extractItem doesn't give the player the extracted items as
well
L1939[15:36:30] <zenith> I had to
override it to mark dirty when contents change
L1940[15:36:42] <zenith> Which is code I
borrowed from a tutorial I think.
L1941[15:36:49] <Ordinastie_> Pennyw95,
extract is not necessarily done by the player
L1942[15:36:55] <zenith> Or either stole
from McJty (with permission from McJty)
L1943[15:37:25] <zenith> So I guess it's
less 'stole' and more 'used with permission'
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L1945[15:38:09] <Pennyw95> I see
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L1947[15:38:50] <gigaherz> hmf
L1948[15:39:19] <Pennyw95> why doesn't it
have markDirty by itself...doesn't make sense
L1949[15:39:35] <gigaherz> is there
something in java that would "sort" a list, but instead
of changing the original list, give me an array of indices that
maps the old list to the new one?
L1950[15:39:36] <gigaherz> XD
L1951[15:40:14] <Ordinastie_> what's
would be the point ?
L1952[15:40:25] <fry> make a clist of
indices, sort with a custom comparator
L1953[15:40:26] <Ordinastie_> just sort a
copy of the list
L1954[15:40:29] <gigaherz> I'm
reimplemdenting my inventory browser
L1955[15:40:34]
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L1957[15:40:42] <fry> that'll look up the
original list and compare referenced objects
L1958[15:40:44] <gigaherz> which didn't
work in dedicated servers
L1959[15:40:49] <gigaherz> fry: that's a
nice idea :D
L1960[15:40:57] <gigaherz> in fact,
that's an awesome idea
L1961[15:41:21]
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L1962[15:41:54] <gigaherz> Ordinastie_:
the reason is that i need to be able to know the original slot
number
L1963[15:42:01] <gigaherz> when the
client does something on the sorted list
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L1965[15:45:11] <Ordinastie_> meh, I
would just reorder the slots I render, but that's just me :p
L1966[15:45:27] <unascribed> you'd still
need a mapping for that
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L1968[15:45:45] <Ordinastie_> no, just
the order I render the slots
L1969[15:45:55] <unascribed> okay, but
how do you remap the clicking?
L1970[15:46:09] <gigaherz> well
L1971[15:46:25] <unascribed> no matter
how you end up doing this there needs to be a mapping from client
sorted slots to server slots :P
L1972[15:46:26] <Ordinastie_> I don't, my
UISlots know what actual slots they render :)
L1973[15:46:29] <gigaherz> the thing is,
my inventory aggregator could handle millions of stacks
L1974[15:46:41] <Ordinastie_> the sorting
would just be visual
L1975[15:46:44] <gigaherz> I'm not going
to declare millions of slots, but "hide" some of
them
L1976[15:46:45] <gigaherz> ;P
L1977[15:46:58] <unascribed> my personal
(but poor) solution was to do the sorting on the server side for a
"bottomless" storage system
L1978[15:47:06] <Ordinastie_> yeah, you
probably can't do that with vanilla directly
L1979[15:47:08] <gigaherz> unascribed: I
was doing that
L1980[15:47:13] <unascribed> the
advantage is not syncing the contents of the entire storage system
when you open the GUI
L1981[15:47:15] <gigaherz> then I
realized the server doesn't even know the name of the item
L1982[15:47:18] <gigaherz> let alone the
tooltip data
L1983[15:47:21]
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L1984[15:47:23] <unascribed> the
disadvantage is lots of things
L1985[15:47:26] <unascribed> including
what you said
L1986[15:47:33] <gigaherz> it worked
nicely otherwise
L1987[15:47:34] <gigaherz> ;P
L1988[15:48:17] <gigaherz> but in order
for it to work on dedicated servers, I need to track the complete
list of items on the client
L1989[15:48:26] <gigaherz> and do the
sorting and scrolling on the client
L1990[15:49:30] <gigaherz> what's
surprising is the no one reported the endless exception spam on the
server log
L1991[15:49:32] <gigaherz> ;P
L1992[15:50:31]
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L1994[15:50:45] <Pennyw95> wtf...I'm
calling te.markDirty() right after insertItem and the client still
doesn't know?
L1995[15:50:47] <unascribed> if it
doesn't crash, the user will pass it off as normal :P
L1996[15:50:55] <unascribed> Pennyw95,
TEs don't sync automatically
L1997[15:50:59] <unascribed> markDirty is
for saving the map
L1998[15:51:14] <Pennyw95> oh, right...I
need to save to nbt right?
L1999[15:51:27] <unascribed> preferably,
you'd use a custom packet that only syncs what changed
L2000[15:51:37] <unascribed> if you're
lazy as hell, you can just use the description packet stuff and
resend everything all the time
L2001[15:51:54] <unascribed> we all know
you're going the second route
L2002[15:51:58] <unascribed> :P
L2003[15:52:00] <Pennyw95> well, since
the TE won't ahve anything else... :3
L2004[15:52:34] <Pennyw95> serializeNBT?
nice
L2005[15:52:48] <unascribed> this is sort
of a hybrid of the two, it does incremental packets but it uses
description packet hooks
L2007[15:52:53] <unascribed> and it does
basically the same thing you're doing
L2008[15:53:07] <unascribed> (it's only
slightly completely hardcoded, but it could be a good
example)
L2009[15:53:48]
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L2010[15:53:52] <Pennyw95> I see...thanks
:)
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L2015[16:01:52] ***
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L2016[16:04:44] <Pennyw95> wait...why
doesn't ItemStackHandler.serializeNBT() take the TE's nbt instead
of creating its own?
L2017[16:04:56]
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L2018[16:05:12] <Ordinastie_> what if you
have multiple inventories ?
L2019[16:06:00] <gigaherz> I do also
prefer the writeToNBT way
L2020[16:06:21] <Pennyw95> so I should do
nbt = inventory.serializeNBT()?
L2021[16:06:26] <gigaherz> no...
L2022[16:06:26] <Ordinastie_> oh, you
meant passed to the method
L2023[16:06:29] <gigaherz> you do
L2024[16:06:31] <Ordinastie_> yeah
L2025[16:06:33] <gigaherz> someTag =
serializeNBT
L2026[16:06:40] <gigaherz>
nbt.setTag("Inventory", someTag)
L2027[16:07:40] <Pennyw95>
oh..right
L2028[16:08:20] <Pennyw95> and just
nbt.getTag("inv") inside readFromNBT?
L2029[16:08:30] <gigaherz>
getCompoundTag
L2030[16:09:00] <gigaherz> and the same
key, ofc
L2031[16:09:59] <Pennyw95> writeToNbt =
nbt.setTag("inv"), readFromNBT =
nbt.getCompoundTag("inv")
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L2035[16:19:44] <unascribed> writeToNBT
and readFromNBT are for saves
L2036[16:19:46] <unascribed> not
network
L2037[16:19:46] <Pennyw95> calling
markDirty right after insertItem
L2038[16:20:27] <gigaherz> markDirty
doesn't sync to client
L2039[16:21:04] <gigaherz> you haveto use
either markBlockForUpdate(1.8)/notifyBlockUpdate(1.9 +
getDescriptionPacket+onDataPacket
L2040[16:21:06] <gigaherz> or custom
packets
L2041[16:21:12] <gigaherz> if you want to
keep TEs in sync with the client
L2042[16:21:17] <gigaherz> outside of the
GUI
L2043[16:21:45] <gigaherz> the container
should sync the slots -- note, SLOTS (not the rest of the TE, or
even the inventory slots that don't have a Slot class
associated)
L2044[16:21:46] <Pennyw95> so if I don't
actually render when the inventory is occupied, I don't have to
sync?
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L2046[16:22:16] <Pennyw95> I mean, just
markDirty to save them, and sync only if I need to draw them?
L2047[16:22:18] <gigaherz> no if you
don't use the item on the client for anything
L2048[16:22:25] <gigaherz> thne you don't
need to sync
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L2050[16:24:03] <Elucent> what's a good
way to spawn in temporary water
L2051[16:24:19] <Elucent> i want to place
a block of water that will spread but naturally dissipate
L2052[16:25:07] <Elucent> using
setBlockState(Blocks.flowing_water.getStateFromMeta(15)) spawns the
correct height of water, but it disappears immediately after being
placed
L2053[16:25:28] <diesieben07> depends on
what you mean by "temporary water".
L2054[16:25:55] <diesieben07> use
Blocks.flowing_water.getDefaultState()
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L2056[16:26:17] <gigaherz> isn't 0 a
source block?
L2057[16:26:30] <gigaherz> you haveto use
15 for a max-height non-source block
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L2060[16:26:53] <diesieben07> uhhh
L2061[16:26:57] <diesieben07>
wat...
L2062[16:27:07] <gigaherz> IIRC
L2063[16:27:14] <Pennyw95> gigaherz: I
have no idea why, but the client still isn't in sync even after I
call both markDirty and markBlockForUpdate after insertItem..
L2064[16:27:14] <gigaherz> water 1..15
are the non-source, and 0 is the source
L2065[16:27:27] <Elucent> yeah, using
getDefaultState() creates a source block, just checked
L2066[16:27:30] <gigaherz> flowing_water
is water that has been recently updated by neighbour changes
L2067[16:27:35] <diesieben07> what do you
want if not a source block?
L2068[16:27:37]
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L2069[16:27:37] <gigaherz> while water is
water that hasn't been recently updated
L2070[16:27:48] <gigaherz> he wants a
non-source block
L2071[16:27:51] <Elucent> i was hoping
for water that would spread but dissipate
L2072[16:27:51] <gigaherz> that will flow
a bit then disappear
L2073[16:27:55] <Elucent> like lava after
you destroy the source
L2074[16:28:00] <diesieben07> that's not
how vanilla water works.
L2075[16:28:05] <gigaherz>
Blocks.flowing_water.getDefaultState().withProperty(BlockLiquid.LEVEL,
15)
L2076[16:28:13] <gigaherz> that's what
you want.
L2077[16:28:49] <Elucent> ok, i'll
check
L2078[16:29:52] <Elucent> it spawns with
the right height, but doesnt flow, it just instantly
disappears
L2079[16:30:05] <gigaherz> hmmm
L2080[16:30:17] <gigaherz> how about
7?
L2081[16:30:46] <Elucent> 7 is the same
thing, just shorter
L2082[16:30:57] <gigaherz> hmf
L2084[16:32:22] <gigaherz> this works for
me
L2085[16:32:25] <gigaherz> but now that
you said that
L2086[16:32:34] <gigaherz> I faintly
recall having issues placing a single non-source block
L2087[16:32:46] <diesieben07> yes, just
checked the code
L2088[16:32:48] <gigaherz> so I made the
samllest water ball be 3 in diameter instead of 1
L2089[16:32:56] <diesieben07> if you
place a non source block it will immediately update
L2090[16:33:01] <Elucent> well, i got it
to work
L2091[16:33:02] <diesieben07> and on
update it checks for nearby blocks
L2092[16:33:07] <diesieben07> if there
are none, it dies.
L2093[16:33:23] <Elucent> yeah, when i
set a neighboring block to flowing water as well, they spread as
intended
L2094[16:33:50] <Elucent> thanks for the
help
L2095[16:35:00] <Pennyw95> wtf is going
on markBlockForUpdate still doesn't sync the client
L2097[16:38:21] <gigaherz> Pennyw95: did
you implement getDescriptionPacket and onDataPacket?=
L2098[16:39:00]
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L2100[16:39:38] <Intektor> backporting my
mod from 1.9 to 1.7.10 for money, what is
ItemStack#addAttributeModifier?
L2101[16:39:46] <Intektor> it doesn't
seem to be existing
L2102[16:40:25]
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L2103[16:41:01] <diesieben07> It just
does not exist.
L2104[16:41:57] <Intektor> Can I somehow
achieve the same effect?
L2105[16:42:03] <diesieben07> sure.
L2106[16:42:06] <diesieben07> replicate
the functionality
L2107[16:42:21] <Intektor> ok, ill try
that
L2108[16:43:48] <Pennyw95> gigaherz:
yeah, I do in my abstract TE class and that works in my other TE,
but maybe I forgot something somewhere
L2109[16:44:22] ***
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L2112[16:50:33] <diesieben07>
createBlockState is called from the Block constructor (your
superclass)
L2113[16:50:43] <diesieben07> at that
stage fields in your class are not initialized yet
L2114[16:50:56] <diesieben07> instance
fields that is
L2115[16:51:02] <diesieben07> meaning:
CHARGE_PERCENT is null.
L2116[16:53:38] <BlackSpark> Alright,
that makes sense.
L2117[16:54:20] <alekso56> i like how
forge wants java 1.8 but needs 1.7 for decompworkspace :v
L2118[16:54:40] <Ordinastie_> it
doesn't
L2119[16:55:08] <diesieben07> neither of
those is true.
L2120[16:57:09]
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ya.)
L2122[16:58:19] <alekso56> well, talking
about the "[FML]: The game is not running with Java 8. Forge
recommends Java 8 ..."
L2123[16:58:30] <Intektor> what is the
second event handler in 1.7.10?
L2124[16:58:34] <diesieben07> recommend
!= require
L2125[16:58:36] ***
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L2126[16:58:37] <Intektor> MinecraftForge
and?
L2127[16:58:43] <diesieben07> wat?
L2128[16:58:45] <unascribed>
FMLCommonHandler
L2129[16:58:48] <Intektor> ah ok
L2130[16:59:04] <unascribed> I wish I got
paid to backport mods :<
L2131[16:59:24] <TehNut> I wish people
would stop backporting mods
L2132[16:59:33] <Intektor> thats why I
take money
L2133[16:59:33] <alekso56> damn
backporters.
L2134[16:59:58]
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L2135[17:00:04] <gigaherz> ohshit
L2136[17:00:06] <gigaherz> it
worked
L2137[17:00:09] <gigaherz> that was too
easy
L2138[17:00:14] <gigaherz> I won't belive
it just works.
L2139[17:00:45] <Intektor> I know that
feeling :D
L2140[17:01:12] <Pennyw95> gigaherz:
readFromNBT(nbt) { nbt.getCompoundTag("inv") } isn't
doing anything, is it?
L2141[17:01:53] <Pennyw95> I mena, it
returns the nbt data but then the values aren't updated?
L2142[17:01:57] <gigaherz> Pennyw95: ofc
not?
L2143[17:02:01] <gigaherz> you ahveto
then call
L2144[17:02:09] <gigaherz>
inventory.deserializeNBT(theTag)
L2145[17:02:22] <gigaherz> with the
return value from the getcompoundTag
L2146[17:02:51] <Pennyw95> of course...I
am so slow tonight
L2147[17:03:09] <gigaherz> I really
seriaously can't find any issue with it...?!
L2148[17:03:18] <gigaherz> I'll check in
a dedicated server now
L2149[17:03:39] <gigaherz> if it doesn't
crash, i'll feel weird all night
L2150[17:04:10] <unascribed> I had that
recently with security-related code
L2151[17:04:24] <unascribed> so take your
feeling of uneasiness and multiply it by 100
L2152[17:04:28] <gigaherz> AHA!
L2153[17:04:30] <gigaherz> found a
bug
L2154[17:04:33] <gigaherz> if you search
for stuff
L2155[17:04:35] <gigaherz> it fails
:D
L2156[17:04:54] <gigaherz> not
crash
L2157[17:05:00] <gigaherz> just the
client and server disagree ;P
L2158[17:05:10] <gigaherz> but I know why
;P
L2159[17:08:54] ***
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L2168[17:25:50] <diesieben07> you have to
draw some kind of background i think
L2169[17:26:05] <unascribed> calling
super should do that
L2170[17:26:12] <diesieben07> super draws
buttons
L2171[17:27:33] <shadowfacts> it's still
completely white if I call drawDefaultBackground
L2172[17:27:44] <gigaherz> it works
\o/
L2173[17:27:55] <gigaherz> search
filters, sorting, and in a server
L2175[17:28:49] <tterrag> that's
necessary because someone is breaking the GL state
L2176[17:29:22] <diesieben07> someone is
disabling textures
L2177[17:29:23] <shadowfacts> o_O
L2178[17:29:25] <shadowfacts> ok
L2179[17:29:27] <diesieben07> and not
re-enabling them
L2180[17:29:40] <tterrag> no, it's worse
than that
L2181[17:29:53] <tterrag> someone is
disabling GL_TEXTURE_2D but not using GLStateManager
L2182[17:29:59] <tterrag> so the manager
still thinks its own
L2183[17:30:01] <tterrag> so enabling it
does nothing
L2184[17:30:07] <tterrag> s/own/on/
L2185[17:30:42] <gigaherz> that's the
worst part of the gl state manager: the way you are supposed to use
those things
L2186[17:30:46] <gigaherz> is to ALWAYS
set ALL the states
L2187[17:30:47] <diesieben07> yes thats
what i mean.
L2188[17:30:53] <gigaherz> and let it
skip the ones that don't matter
L2189[17:30:57] <gigaherz> but not even
mojang does that
L2190[17:31:07] ***
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L2191[17:31:15] <diesieben07> yeah
GLStateManager is a flawed concept
L2192[17:31:18] <gigaherz> skip the ones
that haven't changed***
L2193[17:31:43] <TehNut> It's somewhere
in Vanilla or Forge. It happens with just LGUI and the only GL
calls I make are those
L2194[17:32:10] <TehNut> Also happened to
EiraIRC (which is where I nabbed that solution from)
L2195[17:32:18] <diesieben07> there is no
glDisable in forge 1.8.9 anywhere
L2196[17:32:26] <diesieben07> except in
GlStateManager
L2197[17:32:34] <diesieben07>
glDisable(GL_TEXTURE_2D) that is
L2198[17:32:44] <diesieben07> and in the
splash screen
L2199[17:32:47] <diesieben07> but if that
was broken...
L2200[17:32:48] <gigaherz> how about by
number?
L2201[17:33:03] <diesieben07> i searched
all glDisable
L2202[17:33:08] <gigaherz> ah
L2203[17:33:12]
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L2204[17:33:21] <diesieben07>
GuiScrollingList has one wehere it disables GL_SCISSOR_TEST but
thats all
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L2212[18:07:13] <LexDesktop> -.-
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L2220[18:16:01] <TheClaus> I am trying to
make an item that when it loses all its durability instead of
breaking it just shows the item with 0 durability. I created a 2nd
item that is the broken version of the item but confused with how
to use the PlayerDestroyItemEvent. Using 1.9. I looked for some
examples and couldn't find any.
L2221[18:17:18] <TehNut> Is this a custom
item?
L2222[18:17:27] <TheClaus> yes
L2223[18:17:42] <TehNut> You could use
NBT instead of "standard" damage then
L2224[18:18:57] <diesieben07> or override
setDamage in your item and make it cap out one below
getMaxDamage
L2225[18:19:18] <LexDesktop> Matthew,
Thats actually perfectly valid names
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L2227[18:20:09] <Matthew> I mean
BlockPistonExtension is mapped to piston_head
L2228[18:20:20] <Matthew> while
BlockPistonMoving is to piston_extension
L2229[18:20:33] <Matthew> shouldn't
BlockPistonExtension == piston_extension
L2230[18:20:53] <LexDesktop> Extension ==
Extended part
L2231[18:21:02] <LexDesktop> So, the
head
L2232[18:21:10] <LexDesktop> Moving is
the part WHILE ITS MOVING
L2233[18:21:26] <TheClaus> thanks TehNut
and diesieben07
L2234[18:21:46] <LexDesktop> the internal
registry names are just dumb
L2235[18:21:49] <Matthew> humm ok
L2236[18:22:10] <LexDesktop> but thats
mojang, and I refuse to call _exstension 'magic'
L2237[18:22:30] <Matthew> heh is that
what they call it?
L2238[18:22:33] <LexDesktop> Yup
L2239[18:22:48] <LexDesktop> So We COULD
rename Extension to Moving but whatever
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L2243[18:25:24] <LexDesktop> Not gunna
happen in 1.9
L2245[18:25:38] <LexDesktop> Not gunna
happen in 1.9
L2246[18:25:53] <Matthew> k. added to the
1.10? milestone
L2247[18:25:57] <LexDesktop> All issues
are closed for now and renames are final for 1.9.4
L2248[18:28:34] <LexDesktop> humm
L2249[18:28:37] <LexDesktop> so
interesting thing
L2250[18:28:46] <LexDesktop>
PlayerInstance isnt actually an inner class
L2251[18:28:54] <LexDesktop> they must of
refactored it out sometime in the past.
L2252[18:28:59] <LexDesktop> I should
move it out...
L2253[18:30:06] <diesieben07> i always
wondered how the heck you actually know... do they tell you?
:D
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L2255[18:31:43] <illy> he's the javatar
he just knows :P
L2256[18:31:47] <Matthew> well inner
class attributes are kept by proguard now arent they? could just
write a script to tell you which ones changed
L2257[18:32:26] <diesieben07> ah they
are, i didnt know that
L2258[18:32:38] <diesieben07> still seems
to be somewhat manual though from his comment
L2259[18:33:32] <Zaggy1024> what's a name
that could be appled to a display list and a VBO? :P
L2260[18:33:50] <Zaggy1024> I'm having
trouble coming up with a class name for something that handles
them
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L2262[18:35:19] <Zaggy1024> ah, maybe
VertexUploader?
L2263[18:35:36] <fry|sleep> why are you
not using vanilla classes?
L2264[18:36:04] <Zaggy1024> do they have
one that contains a display list or a VBO depending on the
setting?
L2265[18:36:08] <fry|sleep> like, you
know, good old tessellator
L2266[18:36:18] <Zaggy1024> wat
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L2268[18:36:25] <Zaggy1024> I do use the
tessellator
L2269[18:36:52] <Zaggy1024> I'm trying to
make it so I'm not duplicating the setup and calling code from the
display lists/VBOs
L2270[18:37:06] <fry|sleep> then look at
the code that uploads the tessellator data
L2271[18:37:23] <Zaggy1024> I know how to
use them, jeez
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L2273[18:37:56] <fry|sleep> protip: the
class name indeed contains words Vertex and Uploader
L2274[18:38:31] <Zaggy1024> gah
L2275[18:38:39] <Zaggy1024> that thing is
for display lists??
L2276[18:38:53] <Zaggy1024> I thought it
was for VBOs because it happens to have VertexBuffer in its
name
L2277[18:39:33] <diesieben07> a
displaylist is not a buffer for vertices? :D
L2278[18:39:51] <Zaggy1024> uh..
L2279[18:39:55] <Zaggy1024> is that a
question? :P
L2280[18:40:16] <diesieben07> a
rhetorical one.
L2281[18:40:18] <Zaggy1024> I know what a
display list is, but the way I use it is equivalent to a VBO
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L2283[18:40:48] <diesieben07> both vbo
and display list can be used as a buffer for vertices
L2284[18:41:02] <diesieben07> so the
assumption "VertexBuffer in the name => must be for
VBOs" is not quite right
L2285[18:41:23] <Zaggy1024> well
L2286[18:41:35] <Zaggy1024> that's the
assumption I drew from it :P
L2287[18:43:24] <Zaggy1024> wait
L2288[18:43:37] <Zaggy1024>
WorldVertexBufferUploader doesn't do what I thought it did just now
either
L2289[18:43:53] <Zaggy1024> what does
this have to do with display lists?
L2290[18:44:02] <diesieben07> i
dunno
L2291[18:44:09] <diesieben07> the fry
said it
L2292[18:44:35] <Zaggy1024> fry|sleep, is
storing a ByteBuffer or byte[] faster than using a display list
somehow? is that why you pointed me to
WorldVertexBufferUploader?
L2293[18:45:03] <Zaggy1024> aren't
display lists already put on the GPU for fast calls?
L2294[18:46:09] <Zaggy1024> gah
L2295[18:46:21] <Zaggy1024> whatever, I'm
gonna make my class anyway :p
L2296[18:48:42] <alekso56> how do i uhh,
texture the item for the block in 1.9 >_>
L2297[18:49:21] <Zaggy1024> depends on
what features you're using
L2298[18:49:33] <Zaggy1024> well
L2299[18:49:43] <diesieben07>
ModelLoader.setModelResourceLocation to set the model for any
item
L2300[18:49:49] <diesieben07> ItemBlock
or not
L2301[18:50:11] <Zaggy1024> and you can
use a forge blockstates json with retexturing if you want
L2302[18:50:14] <Zaggy1024> that way you
only have one file
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L2304[18:50:48] <alekso56> im trying the
json way, but
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L2306[18:51:28] <diesieben07> butt
L2307[18:53:21] <alekso56> the block
works fine, but the item doesn't.
L2308[18:53:34] <diesieben07> show your
code and whatever jsons you have and their exact path
L2309[18:54:35] <alekso56> kvirc has
stopped working >_<, give me a sec githubing it.
L2311[18:56:39] <diesieben07> as i said,
you need to call ModelLoader.setCustomModelResourceLocation to set
the model for an Item
L2312[18:56:41] <diesieben07> ItemBlock
or not
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L2314[18:57:21] <diesieben07> so in your
case sCMRL(myBlock.getRegistryName(), "normal");
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L2320[19:00:43] <alekso56> diesieben07:
you mean ModelLoader.setCustomModelResourceLocation(item, metadata,
model); ?
L2321[19:00:57] <diesieben07> yes.
L2322[19:01:11] <diesieben07> yeah my
last message was stupoid
L2323[19:01:28] <diesieben07> that was
supposed to be new ModelResourceLocation(myBlock.getRegistryName(),
"normal")
L2324[19:01:44] <alekso56> ah, that makes
more sense xd
L2325[19:02:05] <Zaggy1024>
"normal"??
L2326[19:02:09] <FusionLord> does anyone
know how to tell if bounding boxes are enabled?
L2327[19:02:15] <diesieben07> yes,
normal
L2328[19:02:20] <Zaggy1024> that's for
the default block model, not for items
L2329[19:02:21] <diesieben07> since he is
using the blockstate json
L2330[19:02:21] <Zaggy1024> :P
L2331[19:02:37] <diesieben07> its just
the default for items when you are using a dedicated item model
json
L2332[19:02:45] <diesieben07> but he is
using the blockstate file, which has a normal variant
L2333[19:02:51] <Zaggy1024> don't force
resource pack artists to use the same model for the block and the
item
L2334[19:03:05] <diesieben07> uh why
not?
L2335[19:03:24] <Zaggy1024> because
that's pointless when it literally takes one extra line to make it
possible to have different models
L2336[19:03:25] <diesieben07> i am not
writing more json just so some RP can mess with my mod
L2337[19:03:42] <Zaggy1024> it doesn't
take one more json...just declare "inventory" in the
blockstates json...
L2338[19:03:59] <diesieben07> or ...
don't because nobody cares.
L2339[19:04:07] <Zaggy1024> and resource
packs aren't "messing with" your mod, they're changing
the art style
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L2341[19:04:34] <diesieben07> and if i
dont want the world and inv model to be different?
L2342[19:04:36] <Zaggy1024> I care, so
obviously that generalization is incorrect :P
L2343[19:04:45] <Zaggy1024> why would you
want that to be the case?
L2344[19:04:57] <Zaggy1024> if resource
packs find it necessary to change the item model, they will
L2345[19:05:00] <Zaggy1024> if they
don't, they won't
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L2347[19:05:10] <Zaggy1024> most likely
it will be the latter, but why force them to do something?
L2348[19:05:21] <diesieben07> i don't
actively force them.
L2349[19:05:22] <alekso56> yay,
success.
L2350[19:05:26] <diesieben07> i just do
what is necessary
L2351[19:05:35] <diesieben07> i don't
actively encourage them to do X either.
L2352[19:05:44] <Zaggy1024> that's a bad
reason to save one line of JSON :P
L2353[19:06:00] <diesieben07> i don't
have a reason :D
L2354[19:06:05] <diesieben07> i don't
care about RPs
L2355[19:06:09] <Zaggy1024> then you're
arguing for no reason
L2356[19:06:10] <diesieben07> if someone
complains... i might add it
L2357[19:06:16] <diesieben07> i am not
argueing
L2358[19:06:27] <Zaggy1024> okay
then
L2359[19:06:35] <Zaggy1024> we're arguing
with each other :P
L2360[19:06:39] <alekso56> one complaint
from Zaggy1024 received. :o
L2361[19:06:45] <diesieben07> that
complaint is invalid
L2362[19:06:55] <diesieben07> he does not
own a RP that is makign models for any of my mods
L2363[19:07:03] <diesieben07> because my
only real mod has not been updated in 3 years.
L2364[19:07:04] <Zaggy1024>
*facepalm*
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L2366[19:07:18] <alekso56> barely safe
TM
L2367[19:07:18] <Zaggy1024> Just because
I'm not a resource pack artist doesn't mean I should just not
care
L2368[19:07:35] <Zaggy1024> I'm not
complaining about your mods
L2369[19:07:40] <diesieben07> there is no
point in caring if its never gonna be used.
L2370[19:07:47] <Zaggy1024> I'm
complaining about you encouraging someone else to limit something
pointlessly
L2371[19:08:04] <diesieben07> i have not
encouraged anything
L2372[19:08:09] <diesieben07> i said what
he needs to do
L2373[19:08:14] <diesieben07> wihtout
even thinking about RPS
L2374[19:08:47] <FusionLord> anyone know
if there is an easy method to render a
AxisAlignedBoundingBox?
L2375[19:08:49] <Zaggy1024> meh
L2376[19:09:28] <Zaggy1024> well if
you're so indifferent about it then why argue with me saying that
separate "normal" and "inventory" is
good?
L2377[19:09:55] <diesieben07> it's effort
that doesn't serve anyone :P
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L2379[19:10:22] <Zaggy1024> well I say,
why make it harder if someone *does* complain? :P
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L2381[19:10:35] <Zaggy1024> if you
literally just have to copy paste one line and change one
words...
L2382[19:10:38] <Zaggy1024> *word
L2383[19:11:08] <alekso56> that sounds
like way more effort than i'd put in.
L2384[19:11:24] <alekso56> put if you
want to do a pullrequest :v
L2385[19:11:29] <Zaggy1024> heh
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L2387[19:12:29] <diesieben07> i am just
saying i really don't care. if someone comes along and says
"here i made this RP it is all done but i need separate models
plz"
L2388[19:12:30] <diesieben07> sure.
L2389[19:12:45] <diesieben07> because i
really cannot imagine me thinking about this every single
time
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L2395[19:23:18] <diesieben07> Zaggy1024,
also, what are you saying is not true
L2396[19:23:25] <diesieben07> you can
totally do this with item overrides
L2397[19:23:32] <Zaggy1024> do
what?
L2398[19:23:35] <FusionLord> is there any
reason that Entities don't have multiple collision boxes?
L2399[19:23:51] <diesieben07> different
model for inventory if there is just the "normal"
variant
L2400[19:24:12] <Zaggy1024> uh
L2401[19:24:27] <Zaggy1024> how?
L2402[19:24:39] <Zaggy1024> FusionLord,
probably because the boxes are axis aligned
L2403[19:25:00] <Zaggy1024> it doesn't
really make sense to rotate an AABB
L2404[19:25:12] <FusionLord> who said
anything about rotation?
L2405[19:25:15] <diesieben07>
"overrides": [ { "predicate": {
"damage": -1 }, "model": "inv model
location" } ]
L2406[19:25:17] <diesieben07> in the
model
L2407[19:25:41] <diesieben07> actually
dont use damage
L2408[19:25:47] <diesieben07> use
"lefthanded"
L2409[19:25:47] <Zaggy1024> in the
blockstates json?
L2410[19:25:54] <diesieben07> no in the
model.
L2411[19:26:05] <diesieben07> specify a
model in the blockstate, in that model json do that
L2412[19:26:25] <Zaggy1024> oh,
uh...
L2413[19:26:36] <Zaggy1024> I don't think
you can reference item models in blockstates jsons
L2414[19:26:47] <diesieben07> i did not
say anything about blocstate jsons
L2415[19:26:48] <Zaggy1024> if I remember
correctly
L2416[19:26:59] <diesieben07> and item
and block models are no different
L2417[19:27:05] <diesieben07> they both
get loaded into an IBakedModel
L2418[19:27:24] <Zaggy1024> mmh
L2419[19:27:42] <Zaggy1024> that's still
a hacky workaround :P
L2420[19:27:58] <diesieben07> not hacky
at all.
L2421[19:28:01] <diesieben07> well, maybe
a bit
L2422[19:28:18] <diesieben07> but i view
it as a legitimate solution
L2423[19:28:56] <Zaggy1024> whatever you
say :P
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L2425[19:29:42] <diesieben07> the
override predicates are "minimum this value"
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L2427[19:29:53] <diesieben07> and
"lefthanded" is always there and 0 or 1
L2428[19:30:01] <diesieben07> so its
always bigger than -1 so it always matches
L2429[19:30:04] <diesieben07> nothing
hacky about that
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L2431[19:31:35] <Zaggy1024> wasn't
talking about that
L2432[19:31:42] <Zaggy1024> although I
disagree that that isn't a hack
L2433[19:31:56] <diesieben07> why is it a
hack?
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L2435[19:32:19] <Zaggy1024> I'm talking
about putting an item override list in a block mode.
L2436[19:32:41] <Zaggy1024> but I don't
really want to keep discussing this, it's quite pointless :P
L2437[19:32:56] <diesieben07> there is no
difference between block and item models ;)
L2438[19:33:09] <Zaggy1024> in code,
sure
L2439[19:33:17] <Zaggy1024> but there's
the obvious separation by directories
L2440[19:33:31] <diesieben07> which is
completely disregarded by forge
L2441[19:33:50] <diesieben07> many mods
use variants and thereby a blockstate json for completely non-block
items
L2442[19:33:59] <diesieben07> which means
that their models will be in blocks/
L2443[19:35:07] <Zaggy1024> meh
L2444[19:35:09] <Zaggy1024> that's
true
L2445[19:35:24] <diesieben07> i know it's
hard to be wrong :P
L2446[19:36:20] <Zaggy1024> I'm not
wrong, it's just that Mojang's system was so badly executed that
half the things modders have to do are hacks to get around it
L2447[19:36:46] <Zaggy1024> in my opinion
anyway :P
L2448[19:36:50] <diesieben07> So there
should be a blockstate json equivalent for item models?
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L2450[19:37:07] <diesieben07> and there
should be no way for an Itemblock to just point to it's block's
model?
L2451[19:37:18] <Zaggy1024> there should
either be that or there shouldn't be separate folders for blocks
and items
L2452[19:37:30] <diesieben07> the latter
would be better imho
L2453[19:37:31] <Zaggy1024> also
organization of directories in the assets folder is a pain
L2454[19:37:45] <diesieben07> but what
can you do, mojang always does thnigs half-assed
L2455[19:37:47] <diesieben07> whats
new?
L2456[19:38:07] <Zaggy1024> but
blockstates jsons aren't exactly ideal for items given that item
metadata has a huge number more bits than blocks
L2457[19:38:30] <diesieben07> what does
that have to do with blockstate jsons?
L2458[19:38:37] <Zaggy1024> they almost
did the item overrides right, I think, but using only floats
(thereby precluding variants) is stupid
L2459[19:39:24] <diesieben07> if you
think your item has too many variants for one file, just do
multiple.
L2460[19:39:29] <Zaggy1024> ugh, I can't
really think anymore
L2461[19:39:53] <Zaggy1024> I might be
getting a headache actually, I'm not sure :P
L2462[19:39:54] *
diesieben07 pats Zaggy1024 on the head
L2463[19:40:03] <Zaggy1024> lol thanks, I
guess
L2464[19:40:08] <Zaggy1024> assuming you
didn't make it worse
L2465[19:40:20] *
diesieben07 is gentle
L2466[19:40:26] <diesieben07> this is
getting creepy
L2467[19:40:33] <Zaggy1024> *slap*
L2468[19:40:36] <Zaggy1024> :]
L2469[19:40:52] <diesieben07> uhhh
L2471[19:44:51] <Zaggy1024> does that
have a shadow on?
L2472[19:45:09] <Zaggy1024> could be the
shadow is removing the specular as well as diffuse
L2473[19:45:14] <tterrag> no
shadows
L2474[19:45:20] <Zaggy1024> ah
L2475[19:45:28] <tterrag> other than the
mere fact that the left side of the sphere is on the opposite side
of the light
L2476[19:45:41] <Zaggy1024> how is it
being shaded?
L2477[19:45:45] <Zaggy1024> do you have a
fragment shader?
L2478[19:45:47] <tterrag> yep
L2479[19:45:52] <tterrag> this is modern,
so I kinda have to :P
L2480[19:46:20] <tterrag> vec4
specularPortion = texture(Mat.specular, tex_coord) * Lt[i].specular
* pow(specang, Mat.shininess) * attenuation * spotFactor;
L2481[19:46:27] <tterrag> hm I wonder if
the spotlighting stuff is screwing with it
L2482[19:46:35] <tterrag> it
shouldn't
L2483[19:46:36] <Zaggy1024> does it skip
lighting the side with normal dot sun being negative?
L2484[19:46:36] <tterrag> but I"ll
check
L2485[19:46:45] <LordFokas> Mojang's
ITickable on TileEntities just ruined a good bit of work I've had
in the past. Way to go Mojang!! FML
L2486[19:46:48] <tterrag> yeah no
L2487[19:46:58] <Zaggy1024> what
Lord?
L2488[19:47:00]
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L2489[19:47:15] <tterrag> float dfang =
max(0.0, dot(l, n)); if (dfang == 0) specang = 0;
L2490[19:47:19] <tterrag> Zaggy1024: ^^
yes :P
L2491[19:47:34] <Zaggy1024> lol
L2492[19:48:41] <LordFokas> I've always
been concerned about TEs that only tick on one side, and thus
developed a good bit of code around canUpdate() and other related
methods
L2493[19:48:54] <LordFokas> with
ITickable, I can no longer do that
L2494[19:49:08] <diesieben07> sure you
can
L2495[19:49:14]
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L2496[19:49:21] <diesieben07>
createTileEntity in your block can return two different
classes
L2497[19:49:31] <LordFokas> yeah I just
have to create 2 fkin classes for every TE I have
L2498[19:49:57] <Zaggy1024> I'm confused,
why is canUpdate so important?
L2499[19:50:06] <diesieben07> just have a
non-ticking main class and then an inner class that does tick and
adds the ticking stuff
L2500[19:50:06] <Zaggy1024> does it lag
even if you just return if you shouldn't update?
L2501[19:50:13] <diesieben07> not much
code overhead
L2502[19:50:32] <diesieben07> Zaggy1024,
non-tikcing means its not consuming ANY cpu time. as opposed to
your onTick just doing nothing
L2503[19:50:44] <LordFokas> the way I
have it it is a lot of work!
L2504[19:50:46] <diesieben07> its checked
once when the TE spawns
L2505[19:50:48] <Zaggy1024> well sure,
but how much time does that actually take?
L2506[19:51:00] <diesieben07> it makes a
difference in the whole
L2507[19:51:04] <LordFokas> ^
L2508[19:51:18] <Zaggy1024> how many of
these TEs do you have in the world for that to matter?
L2509[19:51:20] <diesieben07> if you have
to tick 2000 TEs taht do nothing... thats much more work than...
not doing anything because they all are nonticking
L2510[19:51:35] <diesieben07> 2000 is an
arbitrary number
L2511[19:51:41] <diesieben07> you'd have
to profile it
L2512[19:51:57] <Zaggy1024> sure, it's
more work
L2513[19:52:03] <diesieben07> remember
those onUpdate calls are all true virual calls, no inlining no
nothing
L2514[19:52:21] <Zaggy1024> hm
L2515[19:52:40] <Zaggy1024> well
L2516[19:52:51] <diesieben07> imagine
carpenters blocks
L2517[19:52:54] <diesieben07> they dont
need to tick
L2518[19:52:54] <Zaggy1024> I still say
the question is how many of these TEs are normally going to be in
the world?
L2519[19:52:58] <LordFokas> that's a lot
of unnecessary stack frames being pushed and popped
L2520[19:53:12] <diesieben07> if you
build wiith lots of them it will just takes some ram
L2521[19:53:28] <diesieben07> instead of
the server thread having to iterate a BIG list of TEs every single
tick
L2522[19:53:59] <Zaggy1024> sure, but
those don't ever have to tick, do they?
L2523[19:54:05] <diesieben07>
exactly!
L2524[19:54:15] <LordFokas> Zaggy1024,
consider a large mutiplayer server, where there are probably a few
hundred thousand TEs loaded at any time. Every nano-second
counts
L2525[19:54:17] <diesieben07> this is a
black and white kinda deal
L2526[19:54:23] <diesieben07> canTick is
checked ONCE when the TE spawns
L2527[19:54:23] <Zaggy1024> in other
words, the case of having two TE classes doesn't really matter tot
hem
L2528[19:54:29] <diesieben07> otherwise
it would be pointless
L2529[19:54:59] <diesieben07> or now
instanceof ITickable
L2530[19:55:01] <Zaggy1024> what would
the block be that would be placed a hundred thousand times?
L2531[19:55:04] <Zaggy1024> that's what
I'm asking
L2532[19:55:22] <Zaggy1024> if it's not
worth doing, it's not worth doing :P
L2533[19:55:29] <diesieben07> well,
mojang did it
L2534[19:55:30] <Zaggy1024> if it is,
then...cool
L2535[19:55:30] <LordFokas> cables,
machines...
L2536[19:55:34] <diesieben07> so it must
have some benefit even for vanilla
L2537[19:55:42] <LordFokas> this is my
base code
L2538[19:55:55] <Zaggy1024> diesieben,
I'm not saying all TEs should be non-optionally tickable....
L2539[19:55:57] <LordFokas> everything
extends that
L2540[19:56:11] <diesieben07> what?
L2541[19:56:35] <Zaggy1024> it sounds as
though you think I'm saying that all TEs should tick on matter
what
L2542[19:56:54] <LordFokas> TileEntity
should just have a boolean canUpdate()
L2543[19:57:08] <LordFokas> with return
this instanceof ITickable as default
L2544[19:59:12] <diesieben07> and...
why?
L2545[19:59:30] <diesieben07> the calls
to ITickable.update would have to be patched as well
L2546[20:01:26]
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L2547[20:02:28] <LordFokas> they
wouldn't. That'd just be delegating the ticking check to the TE
before putting it on the tickable list
L2548[20:04:31] <diesieben07> the update
call is ITickable.update though
L2549[20:04:44] <diesieben07> oh i get
you
L2550[20:04:51] <diesieben07> still why
:D
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L2554[20:09:55] <LexDesktop> -.-
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L2560[20:25:01] <LordFokas> diesieben07,
because I'm terribly tired of all the backwards compatibility
breaks every single freaking update ever
L2561[20:25:19] <LordFokas> also being
away from the modding world for over a year didn't help
L2562[20:25:55] <LordFokas> and because I
made this one cool optimization that no longer works and needs to
be completely redone.
L2563[20:25:55] <diesieben07> well
complain to mojang:D
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L2565[20:27:04] ***
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L2566[20:27:15] <LordFokas> It's not like
that it'll take me anywhere lol
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L2568[20:32:42] <TehNut> I'm personally
fine with the breaking changes. It's a *major* vesrion increase. Of
course lots of things are going to change
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L2572[20:36:26] <Zaggy1024> if Mojang was
scared of making breaking changes then nothing would ever be
improved
L2573[20:38:11] <Zaggy1024> not saying
that having the possibility of that kind of optimization was
something to remove
L2574[20:38:25] <Zaggy1024> but
generalizing that breaking backwards compatibility is a little
silly
L2575[20:38:36] <Zaggy1024> *breaking
backwards compatibility is always bad
L2576[20:39:59] <williewillus> the whole
point is moot anyways for mojang
L2577[20:40:04] <williewillus> they just
have to care about world backward compat
L2578[20:40:15] <williewillus> they can
change the code all they want :P
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L2580[20:42:29] <Zaggy1024> thing is, I
feel like I see a lot of people complain about Mojang breaking
backwards compatibility, but modding was never meant to be
supported
L2581[20:42:38] <williewillus> *is
L2582[20:42:40] <williewillus> :P
L2583[20:42:57] <Zaggy1024> hmph, I don't
think they intend it to stay that way forever
L2584[20:43:14] <TehNut> The only modding
they'll officially support is their plugin api
L2585[20:43:21] <Zaggy1024> I know
L2586[20:43:55] <Zaggy1024> all I'm
saying is that Mojang now has modding in mind, they're not just
making changes for their own sake
L2587[20:44:11] <Zaggy1024> Notch didn't
when he wrote a lot of the code we have now
L2588[20:44:39]
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L2589[20:44:50] <Zaggy1024> so when
people modify code based on a private codebase, and then complain
when that private codebase changes to break their code, it's a bit
stupid
L2590[20:45:10] <LordFokas> TehNut, and
I'm betting all my monies that API will be shit
L2591[20:45:31] <TehNut> Well we already
have a good majority of it
L2592[20:45:33] <williewillus> you do
know it's not going to be for a long time
L2593[20:45:37] <williewillus> and it's
not going to be here
L2594[20:45:42] <williewillus> (on
java)
L2595[20:46:41] <LordFokas> Zaggy1024, I
don't mean that breaking that compat is always bad, but a lot of
things are unnecessarily broken...
L2596[20:46:49] <Zaggy1024> yeah
L2597[20:46:55] <Zaggy1024> I figured
that's what you meant
L2598[20:47:06] <LordFokas> and that gets
met on my nerves really quick
L2599[20:47:12] <LordFokas> gets
me*
L2600[20:47:53] <LordFokas> and then
there's that thing where they seem unable to improve any given
subsystem at once
L2601[20:48:38] <LordFokas> for example,
block rendering. We had spritesheets (oh god), then IIcons, and now
several terabytes on JSON files :p
L2602[20:48:43] <williewillus> idk they
seemed to do a pretty good job with the resource system. model sys
isnt perfect but much better than before
L2603[20:48:51] <williewillus> oh god are
we really back to this retarded point
L2604[20:48:55] <TehNut> ^
L2605[20:49:09] <williewillus> have you
*looked* inside RenderBlocks in 1.7?
L2606[20:49:21] <williewillus> 30(or more
i don't remember) case switch statement?
L2607[20:49:35] <LordFokas> I have looked
at RenderBlocks in MANY versions
L2608[20:49:43] <LordFokas> it was
fucking awful
L2609[20:49:57] <williewillus> then you
should know why the model sys change was coming from a mile
away
L2610[20:50:01] <Zaggy1024> several
terabytes of json is a myth
L2611[20:50:04] <williewillus> ^
L2612[20:50:28] <LordFokas> I know, but
it was an estimated value for a real situation
L2613[20:50:30] <Zaggy1024> it may have
been somewhat true of the initially released vanilla format, but
not of Forge blockstates and predicate blockstates in 1.9
L2614[20:50:51] <LordFokas> you must be
fun at parties
L2615[20:51:07] <Zaggy1024> I don't like
fear, uncertainty and doubt crap unless it's true :P
L2616[20:51:18] <williewillus> that
"real situation" was resolved by the forge format 1 year
ago
L2617[20:51:19] <williewillus> +
L2618[20:51:33] <williewillus> and then
mostly again by the 1.9 format
L2619[20:51:36] <LordFokas> I know
that
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L2621[20:52:05] <LordFokas> what I meant
is that they could have improved to that system at once
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L2623[20:52:15] <williewillus> and
delayed the update even more?
L2624[20:52:23] <williewillus> people
were already about to tear them apart for the lack of content
L2625[20:52:55] <LordFokas>
s/content/copying mod ideas :p
L2626[20:53:28] <LordFokas> bad idea. I
shouldn't be touching that point :o
L2627[20:53:32] <Zaggy1024> lol you
really seem to hate Mojang :P
L2628[20:53:43] <williewillus> yeah why
do you even play the game if you hate it so much
L2629[20:53:58] <LordFokas> let's say I
have a low tolerance :p
L2630[20:53:59] <williewillus> and they
have every right to do that :P
L2631[20:54:12] <LordFokas> oh no, I love
the game, it's amazing
L2632[20:54:27] <LordFokas> of course I
find vanilla mostly unplayable
L2633[20:54:37] <Zaggy1024> there are so
many mods that I'd guess it's difficult *not* to copy one mod or
another with anything in the Overworld :P
L2634[20:54:43] <williewillus>
yeah...
L2635[20:54:55] <camelron> hello
L2636[20:55:00] <Zaggy1024> uh,
hello
L2637[20:55:14] <williewillus> also a big
proportion of mods are even worse than vanilla content and
stability wise
L2638[20:55:45] <Zaggy1024> especially
when they add features rather than blocks and items..
L2639[20:55:52] <Zaggy1024> like dual
wielding
L2640[20:55:54] ***
blood_ is now known as blood|away
L2641[20:56:08] <Zaggy1024> there's
probably no way a mod could do that properly :P
L2642[20:56:17] <camelron> do you guys
have any recommendations for sources to learn modding?
L2643[20:56:21] <Zaggy1024> (IIRC there
was a mod for it, but I'd guess it was a massive hack)
L2644[20:56:25] <TehNut> source code of
other mods
L2645[20:56:36] <camelron> I have tried
interpreting thaumcraft and tinkers construct source
L2646[20:56:40] <Zaggy1024> but if you
don't know Java then first you should learn Java :P
L2647[20:56:44] <LordFokas> pistons was a
mod before it was vanilla, in a time when mods weren't really
abundant (1.7 beta)
L2648[20:56:58] <TehNut> TC is closed
source, so looking at decompiled code probably isn't the best way
to learn
L2649[20:57:00] <camelron> but I dont
understand how the game differentiates between proxies on the
@Sidedproxy thing
L2650[20:57:07] <TehNut> Thaumic Tinkerer
is kinda all over the place
L2651[20:57:09] <williewillus> hold on
link coming
L2652[20:57:19] <williewillus>
mcforge.readthedocs.io/en/latest/concepts/sides/
L2653[20:57:20] <williewillus> read
L2654[20:57:21] <Zaggy1024> well pistons
were one of the best ideas anyone came up with for Minecraft, you
can't blame them for adding them :P
L2655[20:57:24] <williewillus> also yes
learn java
L2656[20:57:45] <LordFokas> and then
villagers
L2657[20:57:47] <LordFokas> and
potions
L2658[20:57:51] <LordFokas> and
enchantments
L2659[20:58:27] <capitalthree> and then
learn kotlin!
L2660[20:58:43] <williewillus> uhhh
what
L2661[20:58:43] <LordFokas> since pistons
the rest of the beta was pretty much "oh, nice mod idea! We'll
take it!"
L2662[20:58:51] <Nosirrom> wow I finally
learned how to do quaternions and rotate parts of a model
independently of the other parts
L2663[20:59:16] <BlackSpark> Is Kotlin
supported by MC Forge? I didn't think it was
L2664[20:59:20] <williewillus> yes
L2665[20:59:20]
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L2666[20:59:23] <LordFokas> but I don't
find that to be a problem
L2667[20:59:35] <Zaggy1024>
Awards.award(capitalthree, Awards.RANDOM_INTERJECTION,
AwardLevels.PLATINUM);
L2668[20:59:41] <capitalthree> well it's
not "supported" in any direct way but kotlin works great
for minecraft modding
L2669[20:59:54] <capitalthree> scala is
supported! but that's more of a learning curve
L2670[21:00:06] <capitalthree> whereas
kotlin actually makes java easier in several ways :P
L2671[21:00:28] <capitalthree> Zaggy1024:
thanks :D
L2672[21:00:38] <LordFokas> capitalthree,
doesn't kotlin have the same kind of horrible syntax as
scala?
L2673[21:00:57] <capitalthree> LordFokas:
I would say kotlin is much closer to java
L2674[21:01:15] <capitalthree> but if you
want the closest good jvm language to java syntax, you might like
ceylon even more
L2675[21:01:27] <capitalthree> especially
the "Type identifier" declaration syntax
L2676[21:01:35] <LordFokas> not that java
has a great syntax
L2677[21:01:49] <LordFokas> but you know
:p
L2678[21:02:05] *
LordFokas complains a lot
L2679[21:02:29] <BlackSpark> LordFokas:
What would you say is horrible about Scala syntax?
L2680[21:02:55] <LordFokas> I find it
hard to read
L2681[21:03:23] <BlackSpark> Fair
enough
L2682[21:03:32] <Zaggy1024> ugh, I don't
like it when semicolons are optional
L2683[21:03:40] <LordFokas> ^
L2684[21:03:49] <Zaggy1024> I'd rather
have them mandatorily removed or forced
L2685[21:03:58] <Zaggy1024> because
otherwise it becomes another style choice
L2686[21:04:35] <LordFokas> the first
time I saw Kotlin I was about to give an Android workshop with one
of my teachers
L2687[21:04:40] <LordFokas> a few weeks
ago
L2688[21:05:15] <Zaggy1024> what the hell
does a "package level function" compile to?
L2689[21:05:25] <LordFokas> and when he
didn't put semicolons on his code I told him "your lack of
semicolons disturbs me"
L2690[21:05:29] <Zaggy1024> a generated
class with a static function?
L2691[21:05:33] ***
Kolatra is now known as Kolatra|away
L2692[21:05:43] <Zaggy1024> lol
L2693[21:05:46] <LordFokas> to which he
replied "yeah, they're optional"
L2694[21:06:28] <LordFokas> and I
instinctively put on my worst disgust face and said "OH GOD
NO!" louder than even I expected
L2695[21:07:38] <LordFokas> Zaggy1024,
dafuq are package level functions? O.o
L2696[21:07:59] <Zaggy1024> I'm curious,
would you be all right with a language that won't compile with
line-ending semicolons?
L2697[21:08:39] <Zaggy1024> apparently
Kotlin allows functions outside the class declaration...
L2698[21:08:49] <Zaggy1024> I just don't
know how that would compile
L2699[21:09:12]
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L2700[21:09:31] <Zaggy1024> I guess files
don't directly correspond to classes?
L2701[21:10:52] <LordFokas> I'm alright
with many things, but I prefer to work with sane languages
L2702[21:11:03] <capitalthree> LordFokas:
I have noticed that 99% of the time, "foo has awful
syntax" is code for "foo differs from what I'm used
to" :P
L2703[21:11:37] <capitalthree> Zaggy1024:
semicolons are not a style choice in scala. if you use semicolons
when you don't need them, you will get made fun of
L2704[21:11:47] <Zaggy1024> but in
kotlin?
L2705[21:11:56] <capitalthree> semicolons
are allowed for when you need them *within* a line
L2706[21:12:00] <capitalthree> same in
kotlin
L2707[21:12:10] <Zaggy1024> then it's not
"optional" :P
L2708[21:12:15] <Zaggy1024> it's
"discouraged"
L2709[21:12:29] <capitalthree> it's
both
L2710[21:12:39] <capitalthree> but most
importantly, semicolons still exist for a reason
L2711[21:12:45] <capitalthree> just not
to go at the ends of lines
L2712[21:12:53] <LordFokas> to me the
lack of a semicolon means "but wait, there's more" and a
semicolon means "end of instruction"
L2713[21:12:57] <Zaggy1024> discouraged
implies optional :P
L2714[21:13:24] <LordFokas> for example,
I run a lot of control structures with no braces
L2715[21:13:30] <capitalthree> Zaggy1024:
the compiler generates classes that aren't explicitly written in
your code
L2716[21:13:36] <capitalthree> to answer
your other question
L2717[21:14:04] <Zaggy1024> mmh
L2718[21:14:15] <LordFokas> and sometimes
shove more than one thing on the same line, depending on what is
nicely readable
L2719[21:14:24] <Zaggy1024> I don't
really like when it does that :P
L2720[21:14:36] <capitalthree> LordFokas:
"to me" should be "to me, as someone who's used to
java syntax"
L2721[21:14:40] <Zaggy1024> how does Java
interact with package-level functions then?
L2722[21:15:02]
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L2723[21:15:03] <LordFokas> capitalthree,
Java, C, PHP, JS
L2724[21:15:23] <capitalthree> Zaggy1024:
java does not call your package-level functions
L2725[21:15:27] <LordFokas> ewww, PHP.
:c
L2726[21:15:28] <capitalthree> LordFokas:
js has mandatory semicolons?
L2727[21:15:39] <LordFokas> I don't think
so
L2728[21:15:42] <Zaggy1024> not by
default
L2729[21:15:48] <Zaggy1024> strict mode?
not sure, actually
L2730[21:15:52] <capitalthree> :P
L2731[21:16:04] <LordFokas> I think
strict mode enforces semicolons at line endings
L2732[21:16:26] <LordFokas> line as in
instruction
L2733[21:16:29] <Cypher121> Zaggy1024:
package-level compiles to class <filename>Kt.class with
statics
L2734[21:16:44]
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L2735[21:17:04] <Zaggy1024> lol and what
if you try to declare Kt? :P
L2736[21:17:10] <Cypher121> you can
change that with @file:JvmName and @file:JvmMultifileClass,
iirc
L2737[21:17:11] <capitalthree> that would
be pretty laughable, if javascript strict mode just means you need
semicolons :D
L2738[21:17:21] <capitalthree> type
annotations? nah. semicolons
L2739[21:17:21] <Cypher121> they get
merged?
L2740[21:17:21] <Zaggy1024> that's of
course not all it does...
L2741[21:17:25] <williewillus> kotlin
just doesnt impress me that much as a language :P
L2742[21:17:47] <Zaggy1024> strict mode
makes re-declaring variables illegal among other bad things
L2743[21:17:49] <LordFokas> capitalthree,
strict mode in JS just means you have to use some decent
practices
L2744[21:18:03] <capitalthree> LordFokas:
like not writing javascript?
L2745[21:18:04] <williewillus> if i
wanted the java + a billion other bells and whistles i would use
scala
L2746[21:18:20] <capitalthree>
williewillus: kotlin's job is to be a s
L2747[21:18:24] <capitalthree>
williewillus: kotlin's job is to be a short step from java
L2748[21:18:26] <Zaggy1024> why does
everyone hate JavaScript? :P
L2749[21:18:32] <LordFokas> apart from JS
not knowing what "this" means, I find it a rather nice
language!!
L2750[21:18:32] <williewillus> it's a bad
language ;p
L2751[21:18:35] <capitalthree> not a
learning curve like scala
L2752[21:18:41] <capitalthree> it's bad
how?
L2753[21:18:48] <capitalthree> give mde
one way it's worse than java
L2754[21:18:51] <Cypher121> that's the
thing, you don't get a billion of stuff. it's not an overhaul, more
of an addition to java
L2755[21:18:58] <Ordinastie_> will you
fucking stop with your language arguments?
L2756[21:19:03] <Ordinastie_> noone
fucking care
L2757[21:19:08] <Cypher121> wat
L2758[21:19:12] <williewillus> apparently
we care enough to banter about it
L2759[21:19:14] <capitalthree>
Ordinastie_: except all the people arguing :P
L2760[21:19:15] <williewillus> so just
chill out
L2761[21:19:16] <williewillus> :P
L2762[21:19:17] <Cypher121> if no one
cared, we wouldn't argue
L2763[21:19:23] <LordFokas> ^
L2764[21:19:31] <Zaggy1024> I'm not
arguing :)
L2765[21:19:35] <Ordinastie_> every
fucking day
L2766[21:19:36] <williewillus> me
neither
L2767[21:19:38] <Ordinastie_>
seriously
L2768[21:19:40] <Tazz> capitalthree,
undefined != undefined
L2769[21:19:52] <williewillus> because
everyone in the chan has to cater to what kind of conversations you
want to see
L2770[21:20:03] <capitalthree> Tazz: do
you mean null?
L2771[21:20:19] <Zaggy1024> I think he's
thinking of JavaScript
L2772[21:20:23] <Zaggy1024>
probably
L2773[21:20:29] <Cypher121> can't you
also define undefined?
L2774[21:21:00] <LordFokas> in js,
([]+{}) != ({}+[])
L2775[21:21:02] <Tazz> capitalthree, you
asked a way js is wose than java jah?
L2776[21:21:19] <capitalthree> Tazz: no,
why kotlin is worse than java
L2777[21:21:28] <capitalthree> Tazz: I'm
not questioning that js is a trainwreck :D
L2778[21:21:33] <Cypher121> LordFokas:
that's because {} is ambiguous between being an object or a block
of code
L2779[21:21:39] <LordFokas> one is an
object, the other is something I no longer remember
L2780[21:21:46] <Tazz> capitalthree, haha
okasy but js is like shit
L2781[21:21:55] <Zaggy1024> I didn't ask
why JS was worse than Java... Java and JavaScript are entirely
different
L2782[21:22:07] <williewillus> thats why
we use lisps where syntactical forms are just data ;)
L2783[21:22:08] <capitalthree> Tazz:
agreed. better than php but worse than python
L2784[21:22:17] <capitalthree> and i'm
not a python fan either xD
L2785[21:22:22] <Tazz> haha
L2786[21:22:26] <LordFokas> Cypher121,
no, it's an object in both situations, but order matters when
adding
L2787[21:22:39] <Tazz> capitalthree, i
100% agree haha
L2788[21:23:00] <Tazz> they are all
shit
L2789[21:23:15] <Tazz> but php < js
< python all day
L2790[21:23:17] ***
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L2791[21:23:18] <LordFokas> capitalthree,
everything is better than PHP
L2792[21:23:57] <LordFokas> JS is pretty
tame compared to the sheer horror PHP is.
L2793[21:24:48] <capitalthree> Tazz: and
python < java < kotlin < scala
L2794[21:25:13] <capitalthree> but scala
is a bigger divergence. it's easier to suggest java programmers
should all switch to kotlin, than scala
L2795[21:25:14] <Tazz> capitalthree, lol
idk much about kotlin but i can concyr with that
L2796[21:25:40] <capitalthree> actually
ceylon is super cool and I wish it were more popular
L2797[21:25:51] <capitalthree> has a
similar design goal to kotlin as far as what it offers
L2798[21:26:01] <capitalthree> but keeps
the syntax more java-lover-friendly
L2799[21:26:07] <Tazz> redhat did a nice
job with ceylon
L2800[21:26:17] <LordFokas> what I find
even worse is that apparently if you want to be a backend web dev
in my country, you must master PHP and some framework... commonly
Laravel
L2801[21:26:18] <Cypher121> also scala
doesn't mix nearly as well with java
L2802[21:26:43] <Cypher121> LordFokas:
run from that country
L2803[21:27:03] <Tazz> hmmm maybe I
should add dynamic typing to Eschelle >:
L2804[21:27:05] <LordFokas> oh and also
my teachers at uni actually PRAISE php and laravel
L2805[21:27:16] <Tazz> :>(
L2806[21:27:29] <Tazz> god I cant type
tonight haha
L2807[21:27:37] <capitalthree> Cypher121:
yeah that, very good point
L2808[21:27:42] <capitalthree> scala is
great for new projects
L2809[21:27:52] <capitalthree> kotlin is
great for interoperating in a java ecosystem
L2810[21:27:59] <LordFokas> and I'm all
like "how the fuck did you even graduate and get a master's
degree and a PhD you <insert large array of insults
here>" inside my head
L2811[21:28:21] <capitalthree> inb4
"well java's great for interoperating in a java ecosystem
too"
L2812[21:28:49] <Tazz> capitalthree,
clojure is another that is interesting since we are talking JVM
languages
L2813[21:28:51]
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L2815[21:29:04] <capitalthree> Tazz: boo
:P static typing or bust
L2816[21:29:06] <Cypher121> clojure is
dynamically typed
L2817[21:29:10] <Cypher121> end of the
line
L2818[21:29:16] <Tazz> capitalthree, I
love clojure haha
L2819[21:29:23] <Tazz> kawa-scheme is
better
L2820[21:29:33] <Tazz> tis why I wanted
to write my computer mod in Kawa
L2821[21:29:34] <capitalthree> Tazz: you
lisp nostalgiaphiles
L2822[21:30:05] <Tazz> capitalthree, cant
be nostalgic when your like 40 years over when the language came
out XD
L2823[21:30:07] <williewillus> i haven't
actually learned it yet but I really like how clojure looks
:P
L2824[21:30:18] <williewillus> not
literally looks
L2825[21:30:21] <williewillus> but like
how thelanguage works
L2826[21:30:36] <Tazz> williewillus, it
will change your world
L2827[21:30:45] <Tazz> any varitation of
lisp would
L2828[21:30:53] <BlackSpark> I've taken a
look at Clojure and it's pretty incomprehensible to me.
L2829[21:31:00] <williewillus> why's
that? :P
L2830[21:31:02] <Tazz> (+ 10 10 10) vs 10
+ 10 + 10 is beautiful
L2831[21:31:06] <williewillus> i find it
pretty understandable
L2832[21:31:16] <williewillus> prefix
notation takes about 5 minutes to get used to to be honest
L2833[21:31:28]
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L2834[21:31:30] <BlackSpark> I guess I
haven't taken those 5 minutes =P
L2835[21:31:35]
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L2836[21:31:42] <Cypher121> different
glyphs for different types are bad
L2837[21:31:53] <Cypher121> like (...) is
a function call
L2838[21:31:57] <Cypher121> '(...) is a
list
L2839[21:32:10] <Cypher121> #(...) is a
lambda
L2840[21:32:12] <Tazz> Cypher121,
and?
L2841[21:32:12] <Cypher121> and so
on
L2842[21:32:19] <Tazz> how is that
bad?
L2843[21:32:37] <BlackSpark>
williewillus: Its syntax just seems very different from other
languages I've seen -- Python, Lua, Scala, Java, Kotlin, etc
L2844[21:32:42] <BlackSpark> Maybe I'll
take some time to learn it in the future.
L2845[21:32:45] <williewillus> thats with
any lisp :P
L2846[21:32:52] <Tazz> BlackSpark,
probably because its lisp and not a C-family language XD
L2847[21:33:14] <BlackSpark> That would
make sense haha
L2848[21:33:28] <capitalthree> Tazz: I'll
accept lisp syntax, I'm the last person to fuss with syntax.
s-expressions are a neat format. but we need a statically typed
lisp
L2849[21:33:32] <williewillus> do those
first two count as "C-family"? :P
L2850[21:33:42] <Tazz> williewillus,
no
L2851[21:33:55] <Tazz> they are
relatively different from C-family languages
L2852[21:34:03] <capitalthree> sounds
like Cypher121 doesn't love perl :P
L2853[21:34:04] <Tazz> Python would be
the closest though
L2854[21:34:12] <Cypher121> I FUCKING
HATE PERL
L2855[21:34:16] <capitalthree> xD
L2856[21:34:23] <williewillus> ive never
used perl
L2857[21:34:26] <capitalthree> I don't
hate it that much but perl is a bit of a mess
L2858[21:34:33] <williewillus> what is it
used for?
L2859[21:34:35] <Tazz> I read in a book
experpt once that perl is just snooping swearing
L2860[21:34:38] <Cypher121> my @a =
...
L2861[21:34:40] <Tazz> williewillus, text
processing
L2862[21:34:41] <Cypher121> a is a
list
L2863[21:34:54] <Tazz> general purpose
was intended but it got good at text processing
L2864[21:34:55] <capitalthree> perl is a
language with some neat features for text and stream type
stuff
L2865[21:34:56] <Cypher121> if you want
an element of list @a, it's now $a[1]
L2866[21:34:59] <capitalthree> but a
messy syntax
L2867[21:35:16] <capitalthree> and of
course dynamically typed
L2868[21:35:22]
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L2869[21:35:33] <Tazz> Cypher121, at
least its not C/C++ with Any** array = malloc(sizeof(Any*) *
10);
L2870[21:35:47] <Tazz> then access it
through either array[0] or *array
L2871[21:35:47] <Cypher121> any?
L2872[21:36:03] <Tazz> Cypher121,
assuming Any is a type
L2873[21:36:18] <Tazz> I just used any
because thats the root type in Eschelle and Im used to typing it
XD
L2874[21:36:20] <capitalthree> Tazz: you
don't use malloc in proper c++
L2875[21:36:26] <Tazz> capitalthree,
ik
L2876[21:36:31] <capitalthree> :P
L2877[21:36:34] <Tazz> but you can
L2878[21:36:41] <capitalthree> you can do
lots of things
L2879[21:36:41] <Tazz> and you can do
some fancy stuff with it
L2880[21:36:55] <capitalthree> but it's
very unfair to use it as an example of c++
L2881[21:36:58] <capitalthree> when c++
has new
L2882[21:37:50] <Tazz> capitalthree,
extremely useful feature of using malloc of new in C++: v
L2885[21:38:37] <williewillus>
www.cdecl.org :D
L2887[21:38:46] <williewillus> i wish
there was a c++ version of taht site
L2888[21:38:54] <williewillus> with
support for method declarations too because whew
L2889[21:39:08]
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L2891[21:40:18] ***
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L2893[21:41:37] <Ordinastie_> cache the
state into a variable
L2894[21:41:45] <Ordinastie_> don't call
getActualState
L2895[21:42:09] <capitalthree> yeah what
Ordinastie_ said
L2896[21:42:16] <capitalthree> I was
gonna give the same advice
L2898[21:42:32] <capitalthree> well the
caching part
L2899[21:42:56] <BlackSpark>
Thanks!
L2900[21:43:26] <LordFokas> williewillus,
cdecl just warped my mind
L2901[21:43:38] <williewillus> lol
L2902[21:44:14] <williewillus> wtf is
this one
L2903[21:44:15] <Tazz> lol
L2904[21:44:18] <williewillus> put
"cast foo into block(int, long long) returning double"
into the box
L2905[21:44:24] <williewillus> i've never
seen that before 0.o
L2906[21:45:00] <williewillus> oh its a
fp derp
L2907[21:45:15] <williewillus> but idk
the correspondence between block and ^
L2908[21:45:22] <Tazz> williewillus,
nothing
L2909[21:45:39] <Tazz> my favourite cast
ever (void*)
L2910[21:46:08]
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L2911[21:46:22] <LordFokas> never seen
that either
L2912[21:46:52] <Tazz> Im a heathen...my
favourite C++ cast is reinterpret_cast
L2913[21:46:53] <Tazz> haha
L2914[21:47:01] <williewillus> same
:P
L2915[21:47:24] <Tazz> I use it
constantly in eschelle because Im constantly converting types into
uintptr_t's
L2916[21:47:33] <Tazz> so I can load them
into the JIT
L2917[21:49:30] <williewillus> i'm sad I
didn't get into my uni's PL class next semester
L2918[21:49:34] <williewillus> literally
filled up within minutes
L2919[21:49:46] <Tazz> PL class?
L2920[21:50:17] <Tazz> also another
useful cast: reinterpret_cast<void (*)(int, int)>();
L2921[21:50:26] <williewillus>
programming languages
L2922[21:50:28] <Tazz> or ofc whatever
the params may be XD
L2923[21:50:59] <Tazz> williewillus, oh
lol
L2924[21:51:04] <Tazz> whats that?
L2925[21:51:13] <Tazz> like compiler
design or something?
L2926[21:51:36] <Tazz> <-- would
totally take that if he could
L2927[21:53:17]
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L2929[21:54:39] <Zaggy1024> wow, I've
been trying to fix visual weirdness with the VBO clouds when
vanilla is even worse off
L2930[21:55:34] <Zaggy1024> if you stand
with the camera near plane between two clouds one face on the
inside of one of the cloud disappears
L2931[21:55:49] <williewillus> yeah thats
been known for like years I think, last time they tried to fix
it
L2932[21:55:52] <williewillus> it
murdered performance
L2933[21:55:55] <williewillus> so they
reverted it :P
L2934[21:55:57] <Zaggy1024> haha
L2935[21:55:58] <williewillus> 1.5 i
think
L2936[21:56:04] <Zaggy1024> I wonder what
they did
L2937[21:56:09] <williewillus> its within
top 5 on the tracker
L2938[21:56:32] <williewillus> people get
annoyed by clouds I guess :P
L2939[21:56:37] <williewillus> first
think i turn off when I start a new instance
L2940[21:57:34] <williewillus> oh nvm its
not in the top 5, it's #28
L2941[21:58:12] ***
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L2942[22:00:00] <Zaggy1024> er
L2943[22:00:01] <Zaggy1024> link?
L2945[22:00:14] <Zaggy1024> that's a
different bug
L2946[22:01:58]
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L2947[22:03:42] <BlackSpark> My block's
texture is only updating when I place (or remove) an adjacent
block. worldObj.notifyBlockUpdate(...) doesn't seem to be doing
it.
L2948[22:03:55] <williewillus> what are
you passing to the flag
L2949[22:04:07] <BlackSpark> 0
L2950[22:04:09] <williewillus> it needs
to be 8 (or anything with the fourth bit set)
L2951[22:04:31] <BlackSpark> Alright,
thank you!
L2952[22:06:56] ***
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L2959[22:39:55] <Nosirrom> I thought I
understood quaternions but I clearly don't
L2960[22:40:27] <Nosirrom> matrices will
probably be easier
L2961[22:45:46] <BlackSpark> That didn't
work... Neither did markAndNotifyBlock. I tried both methods with
the flags 3, 8, and 16. Still needs a block change near it.
L2962[22:45:48]
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L2963[22:46:46] <williewillus> is this
1.9?
L2964[22:46:58] <williewillus> are you
syncing whatever data changes the rendering to the client?
idk
L2965[22:47:11] <BlackSpark> Yes, it is
1.9
L2966[22:47:12] <williewillus> where are
you trying to trigger this update
L2967[22:48:00] <BlackSpark> In a method
called addPower. Let me get you the file...
L2968[22:48:27]
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L2969[22:48:41]
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L2971[22:50:27] <williewillus> i hope you
are not trying to trigger a rerender every time your block receives
power that will lag like ass :D
L2972[22:50:28] <williewillus> oh
L2973[22:50:33] <williewillus> you are
:P
L2974[22:50:38] <williewillus> but yeah
idk that should work
L2975[22:51:28] <BlackSpark> Yup, I'm
very much a modding newbie. I'm going for "working"
first, then optimization haha
L2976[22:51:29] <Ordinastie_> also, why
are you passing the actual state ?
L2977[22:52:11] <BlackSpark> I tried
passing the same state for both, but that didn't seem to
work.
L2978[22:52:13] <williewillus> every time
a block state changes in a way that needs to rerender and you
aren't using a tesr the entire 16^3 chunk section has to be
rerendered
L2979[22:52:24]
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L2980[22:52:39] <williewillus> thats why
pistons/vanilla redstone lag like there's no tomorrow :P
L2981[22:53:27] <BlackSpark> Duly
noted
L2982[22:53:58] <BlackSpark> Is there any
documentation for those flags? Or is it just trial and error until
something works?
L2983[22:54:08] <williewillus> its a
bitfield, but 8 shouldve worked
L2984[22:54:22] <Ordinastie_> I use 3 and
it works
L2985[22:54:33] <williewillus> for
notfiyBlockUpdate? 0.o
L2986[22:54:44] <williewillus> vanilla
code only ever checks the fourth bit for this call
L2987[22:54:49] <Ordinastie_> yup
L2988[22:54:52] <williewillus> 3 is the
same thing as 0
L2989[22:54:54] <williewillus> in this
case
L2990[22:55:06] <Ordinastie_> still
triggers a rerender
L2991[22:55:13] <williewillus>
interesting
L2992[22:55:17] <Ordinastie_> I
think
L2993[22:55:26] <williewillus> i doubt it
but i dont want to test it right now :P
L2994[22:55:48] <Ordinastie_> maybe I'm
wrong, I don't know, and I don't want to check either :p
L2995[22:56:39] <williewillus> nighty
night lol
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williewillus is now known as willieaway
L2997[22:58:14] <Nosirrom> haha! with
enough fuckery my model is rendering exactly how I want it
L2998[23:02:07] <BlackSpark> I just tried
calling notifyBlockUpdate with 3, 8, and 16 at once, and none of
them had the desired effect. The server and client were definitely
exchanging information. I dunno what to think... even so, thank you
all so much for your help!
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L3003[23:09:35] <McJty> Can IMCEvent and
FMLInterModComms.sendFunctionMessage both client and server
side?
L3004[23:09:48] <McJty> 'be used'
L3005[23:12:12] <Cypher121> is
getExtendedState necessary for blocks with obj models?
L3006[23:12:33] <McJty> No
L3007[23:12:45] <McJty> Only if you need
extended state in your bakedmodel
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L3009[23:13:06] <Cypher121> I don't, I
just need to display one textured object
L3010[23:15:08] <Cypher121> is
"material_name": "texture_path" enough to bind
a texture map?
L3011[23:15:31] <McJty> I think so
L3012[23:16:19] <Cypher121> then I guess
my obj didn't have uv mapping
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L3017[23:40:00] <Nosirrom> dodge and burn
are my new friends in gimp, an easy way to not have your texture
colours all lookalike
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L3020[23:49:48] <Tazz> Nosirrom,
lol
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