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L1[00:06:01] <McJty> How can one get the
name of a mod from a modid?
L2[00:06:41] <killjoy> Get it's instance's
ModContainer
L3[00:06:52] <McJty> And how do you do
that?
L4[00:06:52] <killjoy> I think using the
Loader class
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L8[00:12:19] <Cypher121> how the fuck
L9[00:12:34] <Cypher121> uvs are for some
reason flipped
L10[00:13:00] <killjoy> Is your texture
size correct?
L11[00:13:28] <Cypher121> where do I check
it?
L12[00:13:52] <Cypher121> because texture
itself is 64x64
L13[00:13:57] <killjoy> I'm only familiar
with entity texture sizes
L14[00:14:14] <Cypher121> also uvs should
be 0..1, iirc
L15[00:14:19] <Cypher121> at least for
obj
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L18[00:17:12] <McJty> yes, uv's are
flipped
L19[00:17:17] <McJty> There is a solution
for that. Hold on
L21[00:17:46] <McJty> Check the flip-v
flag
L22[00:17:58] <Tazz> could anyone here
finish a pipe model for me?
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L31[01:17:26] <DovahOfKiin> omg
L32[01:17:34] <DovahOfKiin> FFX/X2 released
on steam
L33[01:17:40] <DovahOfKiin> this is like
the happiest day of my life
L34[01:18:04] <Cypher121> X2
L35[01:18:04] <Cypher121> lel
L36[01:18:39] <DovahOfKiin> Yeah I hadn't
heard great things about X2
L37[01:18:46] <DovahOfKiin> but I remember
playing X on my ps2
L38[01:19:01] <DovahOfKiin> that was one of
the only two games on the PS2 that made me cry lol
L39[01:19:25] <DovahOfKiin> the other one
was MGS3:SE
L40[01:23:56] <Tazz> hey Lunatrius you
around?
L41[01:25:08] <Lunatrius> Maybe
L42[01:25:37] <killjoy> That always means
no
L43[01:25:47] <Tazz> haha
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L45[01:26:18] <Tazz> Lunatrius, can I pm
you for a sec? plznthnxu
L46[01:26:31] <Lunatrius> Technically
speaking I must be here since I replied
L47[01:26:43] <Lunatrius> Unless I'm just a
noise in the matrix
L48[01:26:45] <killjoy> "nobody's
home"
L49[01:26:49] <killjoy> "go
away"
L50[01:26:54] <Lunatrius>
BoooOOooooOO
L51[01:27:02] <Lunatrius> Sure?
L52[01:27:27] <capitalthree> nobody ever
wants to pm me :o
L53[01:27:28] <capitalthree> no fair
L54[01:27:32] ⇦
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L55[01:27:41] <Tazz> capitalthree, XD
L56[01:28:07] <Lunatrius> People usually PM
me but I miss their PMs because my ping sound is more annoying than
my PM sound
L57[01:28:09] <capitalthree> I'm joking
kinda, there are people who pm me xD but not people from here
L58[01:28:27] <Lunatrius> Would drive me
nuts otherwise during conversations...
L59[01:29:51] ⇦
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L60[01:58:44] <Cypher121> so I want to
render a block (obj model) with an itemstack on it. sort of like a
pedestal. everything is static, no animations or rotations.
L61[01:58:49] <Cypher121> any
pointers?
L62[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160516 mappings to Forge Maven.
L63[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160516-1.9.zip (mappings
= "snapshot_20160516" in build.gradle).
L64[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/
L65[02:00:10] <LatvianModder> With just one
itemstack or depending on tileentity?
L66[02:01:06] <LatvianModder> If its like a
display, i recommend to render block as normal model and render
item in TESR
L67[02:01:22] <DovahOfKiin> What does the
method setContainerItem do? What exactly is a container item?
L68[02:02:06] <LatvianModder> In which
class?
L69[02:02:42] <McJty> DovahOfKiin, a bucket
for example
L70[02:03:01] <McJty> DovahOfKiin, it is
usually used when crafting so that you use up a bucket of water you
get the bucket back
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L81[02:24:22] <Zaggy1024> \o
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L84[02:25:36] <Wuppy> how're y'all
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L86[02:25:52] <Cypher121> o/
L87[02:27:04] <Wuppy> what a party...
dayum
L88[02:27:13] <Cypher121> i'm totally lost
with all this stuff
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L91[02:28:05] <Wuppy> oh shit.... I
completely forgot, there was a great party I didn't go to after the
festival yesterday xD
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L94[02:29:11] <Tazz> o/ Wuppy
L95[02:29:21] <Wuppy> what's up Tazz
L96[02:29:26] <Tazz> nm you?
L97[02:29:33] <Wuppy> tired and hungover
:D
L98[02:29:40] <Tazz> haha the worst thing
ever :D
L99[02:30:21] <Wuppy> nah, yesterday there
was a free festval with thousands of people in my backyard and the
#1 dj of the world unexpectedly turned up for an hour or 2 :D
L100[02:30:32] <Tazz> nice
L101[02:31:03] <Wuppy> Hardwell isn't my
personal favorite, but still, damn
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L109[03:19:11] <Cypher121> !gm
func_175625_s
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L139[05:01:30] <Intektor> How do I send a
chat message from the server to all the players on the server?
Server#addChatMessage is not working, I mean it is, I can see the
output in the console, but only on the server
L140[05:01:38] <Intektor> I am on
1.7.10
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L148[05:44:24] <Wuppy> oh crap... I just
realised I have 3 events to organise this week :O
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L153[06:02:51] <ghz|afk> Intektor: no idea
but you can always iterate over all the logged in players ;P
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L155[06:06:23] <Cypher121> actually, if
you can get your hands on an instance of MinecraftServer, you can
do getPlayerList().sendChatMsg()
L156[06:06:40] <Cypher121> not like I know
where to find one
L157[06:07:26] <Intektor>
FMLCommonHandler
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L162[06:27:10] <barteks2x> Someone made an
issue on github that he compiled my mod and it didn't work when he
ran it. And log looked like this:
https://paste.ee/p/BUY3o# and then I saw
"Optifine".
L163[06:27:35] <ghz|afk> lol
L164[06:29:04] <barteks2x> I doubt it's
compatible with optifine in any way that doesn't result in
immediate crash
L165[06:29:15] <ghz|afk> yeh
L166[06:30:09] <PaleoCrafter> eh, why
would it? that just looks like your tweaker can't be found :P
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L168[06:30:57] <barteks2x> I know, he
foound a real issue. but even if it foud that tweaker - it would
crash later because of optifine
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L171[06:32:47] <barteks2x> it looks like
shadowjar doesn't work for me, but I need to get it to compile
again to test it
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L174[06:38:41] <Cypher121> wait, where did
the ISmartBlockModel go?
L175[06:39:00] <PaleoCrafter> IBakedModel
does it natively now
L176[06:39:15] <ghz|afk> Cypher121: look
at the new getQuads method
L177[06:39:16] <ghz|afk> ;P
L178[06:40:03] <Cypher121> why do I feel
less and less like doing anything outside of TESRs
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L181[06:40:18] <Cypher121> I want to
render a flat item on top of my block
L182[06:41:29] <barteks2x> Looking at
class renames in 1.9.4 there will be a lot of changes related to my
code
L183[06:43:38] <baegmon> any idea when
1.9.4 will be coming out? lol
L184[06:44:48] <ghz|afk> "in a
bit"
L185[06:45:08] <ghz|afk> or in other
words, no no idea ;P
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L187[06:45:29] <baegmon> xD
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L190[06:46:40] <barteks2x> I can't get
shadowjar working. I'm almost sure it worked a few days ago
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L195[06:49:42] <barteks2x> I didn't know I
need to do ahthing with reobf and build task
L196[06:50:48] <PaleoCrafter> well, you
don't need the last line if you don't want gradle(w) build to yield
the shadow jar
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L198[06:51:20] <PaleoCrafter> but the
reobf part definitely is required, otherwise your shadow jar will
not be reobfuscated :P
L199[06:52:35] <barteks2x> gradle(w) build
should give the final jar, so I probably need that last line
too
L200[06:53:58] <barteks2x> Is it possible
to make it write the shadow jar instead of the "normal"
jar?
L201[06:54:34] <PaleoCrafter> hm?
L202[06:54:41] <PaleoCrafter> what is
"it"? P
L203[06:55:22] <barteks2x> now I have
ModName-version-sources.jar, ModName-version.jar and
ModName-version-all.jar, previously I didn't jave the -all jar
file
L204[06:55:34] <PaleoCrafter> that's what
the classifier '' line is for :P
L205[06:56:25] <barteks2x> oh, and I don't
need to add "dependencies" part to shadowJar?
L206[06:57:00] <PaleoCrafter> depends
:P
L207[06:57:28] <barteks2x> My dependeicies
are specified in dependencies{}
L208[06:57:52] <barteks2x> do I need to
repeat them in shadowJar{dependencies{}}?
L209[06:58:33] <PaleoCrafter> no
L210[06:58:40] <PaleoCrafter> just read up
on the shadow plugin, you know :P
L211[06:59:24] <Necr0> being new to the
block json model stuff, what should i do if i want to have each
face to independently have 1 of 2 faces from 6 independent
properties? should i use multipart or something else?
L212[06:59:30] <barteks2x> when reading
about this plugin I feel like it has everything except what I
need
L213[07:04:00] <barteks2x> um... now my
jar contains some native libraries
L214[07:04:48] <barteks2x> and some kotlin
stuff
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L216[07:12:10] <raoulvdberge> is it
possible to use "layers" for blocks with the model
system?
L217[07:12:23] <raoulvdberge> like
rendering several png's over each other
L218[07:15:44] <Necr0> raoulvdberge should
be possible by using a slight offset that's not visible but will be
rendered in the proper order
L219[07:16:12] <raoulvdberge> what do you
mean with a slight offset?
L220[07:18:08] <ghz|afk> make each layer
just a tiny bit bigger
L221[07:18:10] <masa> ghz|afk: huh, does
your latest build of ender-right actually work on a dedicated
server? You refrence the Minecraft class in your container
L222[07:18:28] <ghz|afk> Eh...
L223[07:18:36] <masa> oh wait
L224[07:18:42] <ghz|afk> probably not
XD
L225[07:19:09] <ghz|afk> I caught a cold,
my brain's not in full working condition
L226[07:19:36] <ghz|afk> the class is only
used in the client side, but...
L227[07:19:55] <ghz|afk> we'll see in a
moment ;P
L228[07:20:28] <ghz|afk> hmm works in
dev
L229[07:20:59] <Necr0> models are a
collection of multiple elements (for your standard block the six
faces) when you define these you can give a relative position,
rotation etc. when you push one of the elements slightly
outward(away from the block itself) so it's not visible by the
human eye. but this shift in position will be respected by the
renderer so it appears as if the elements wich in really are
slightly offset just seem to be layered images on a
L230[07:20:59] <Necr0> plain.
L231[07:21:33] ***
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L232[07:23:46] <Zaggy1024> is there a way
to update specialsource? or does it update with ForgeGradle?
L233[07:23:59] <Necr0> *visible to;
*which
L234[07:24:52] <Zaggy1024> raoulvdberge,
look at the grass model :)
L235[07:25:27] <Zaggy1024> if there are
two elements with the exact same vertices (start and end positions
for json models) they will render on top of each other in
order
L236[07:26:11]
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L237[07:28:29] <sham1> I feel like an
idiot
L238[07:28:37] <Zaggy1024> don't we all
sometimes?
L239[07:28:47] <ghz|afk> masa: it doesn't
appear to crash ;P
L240[07:28:50] <sham1> I spent a long time
trying to get my networking to work
L241[07:28:56] <sham1> After I installed
SystemD
L242[07:28:57] <ghz|afk> just loaded it on
a 1.8.9 modpack
L243[07:29:08] <sham1> Turns out that my
ethernet cable was not properly in
L244[07:29:57] <ghz|afk> heh
L245[07:30:17] <sham1> I was all like
"'No-carrier', what does that mean"
L246[07:30:25] <sham1> Until I noticed
that "Oh"
L247[07:30:58] <sham1> ip link could have
said something like "Media not connected"
L248[07:30:59] <MCE626> hi
L249[07:31:02] <sham1> I would have gotten
that
L250[07:32:04] <raoulvdberge> Zaggy1024:
thanks :)
L251[07:32:26] <Zaggy1024> np
L252[07:32:27] <Necr0> @Zaggy how reliable
is the overlaying suff as seen in the grassblocks in terms of
rendering order? will it behave if let's say we go overboard and
use 20 layers on top one another.
L253[07:32:51] <ghz|afk> I crashed!
L254[07:33:09] <ghz|afk> OOPS!
L255[07:34:20] <baegmon> so uh just a
question, PlayerInteractEvent returns an object when I call
event.getEntityPlayer().getServer().getPlayerList().getOppedPlayerNames(),
but whenever I call it for PlayerInteractEvent.RightClickItem it
returns a null object lol is that a glitch?
L256[07:34:38]
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L257[07:35:09] <Zaggy1024> Necr0,
yes
L258[07:35:25] <Zaggy1024> if it works for
two elements it'll work for an infinite number :P
L259[07:36:03] <Zaggy1024> since the depth
buffer will stay the same through all the elemnts
L260[07:37:32] <Necr0> ok great.
L261[07:41:58] <Necr0> if i want to
selectivly overlay faces depending on multiple properties do i have
to use a model as an overlay for each individual face using
multipart or is there an easier way?
L262[07:43:23] <Zaggy1024> multipart or
forge blockstates
L263[07:43:40] <Zaggy1024> or you can
permutate the states yourself in an old vanilla blockstates json
lol
L264[07:44:04] <Zaggy1024> forge
blockstate would be the most convenient considering your overlay
will be on the same model multiple times
L265[07:44:10] <Zaggy1024> you can change
the texture and use only one base model
L266[07:46:00] ⇦
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L267[07:46:02] *** V
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L268[07:47:02] <Necr0> ahh i see. i just
looked up forge blockstates because i didn't realise they exist
because i looked at an explanation in the vanilla minecraft wiki.
thanks a lot.
L269[07:48:50] ***
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L274[08:00:19] <Wuppy> lol, someone send
me a picture of popcorn being sold out at the supermarket which we
really need tonight
L275[08:00:28] <Wuppy> the reason why it
was sold out is because we already pur
L276[08:00:34] <Wuppy> purchased all of it
xD
L277[08:00:40] <ghz|afk> lol
L278[08:02:20] ⇦
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L279[08:02:56] <Wuppy> tonight we get free
popcorn and free snacks
L280[08:03:18] <Wuppy> and if I guess
correctly who dies again this episode I'll get free beer :D
L281[08:03:55] <ghz|afk> lol
L282[08:05:12] <Wuppy> we're watching Game
of Thrones in a bar every week now, every time we ask people who
they think will die, if you get it correct you get a free beer. if
you get most correct over all episodes, you get a present
L283[08:06:05] <Wuppy> I honestly havent
the slightest idea who'll die this time though... even after the
recap, no clue
L284[08:08:53] <masa> baegmon: I don't
really understand what you are saying...
L285[08:09:19] <masa>
"PlayerInteractEvent returns an object when I call" what
does that even mean
L286[08:10:02] *
ghz|afk reads up
L287[08:10:09] <ghz|afk> [14:34]
(baegmon): so uh just a question, PlayerInteractEvent returns an
object when I call
event.getEntityPlayer().getServer().getPlayerList().getOppedPlayerNames(),
but whenever I call it for PlayerInteractEvent.RightClickItem it
returns a null object lol is that a glitch?
L288[08:10:10] <masa> or are you calling
the getOppedPlayerNames() on the client side?
L289[08:10:16] <ghz|afk> .getServer only
works on server
L290[08:10:23] <ghz|afk> I assume you
don't properly check which side you are on
L292[08:13:27] <Gil> the runClient task
picks up my dependencies, but my eclipse run configuration doesn't,
anyone know how to fix that?
L293[08:13:51] <Gil> I never quite get how
to set up run configurations in Eclipse
L294[08:14:11] <ghz|afk> "gradlew
eclipse" shoudl do them for you
L295[08:14:14] <masa> and how are you
including the deps?
L296[08:14:20] <masa> yep
L297[08:14:25] <Gil> gradlew eclipse
doesn't add run configurations?
L298[08:14:31] <Gil> it never has for
me
L299[08:14:38] <barteks2x> Why when I use
shadowjar my jar contains some weird libraries I didn't add and
even some native libraries?
L300[08:15:07] <Gil> I'm including the
deps within build.gradle and they load fine from the runClient
task
L301[08:16:00]
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L303[08:17:26] <Gil> oh I see, it adds the
run configurations to the workspace, not the project
L304[08:17:36] <Gil> but that means I can
only have one project open at a time?
L305[08:17:38] <Gil> that sucks
L306[08:18:28] <Gil> oh wait, that gave me
an idea, I might've a fix
L307[08:19:29] <Gil> jup, got it
L308[08:19:40]
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L309[08:21:43] <masa> well, I have a
custom eclipse work space setup, and I have all my mods as separate
java projects in it
L310[08:21:57] <Gil> yeah
L311[08:21:58] <Gil> same
L312[08:22:04] <Gil> so I have to add run
configs by hand
L313[08:22:12] <masa> and forge is
imported as one and set as dependency for the others
L314[08:22:31] <Gil> I have done stuff
like that in the past
L315[08:22:37] <Gil> but lately I don't
bother anymore
L316[08:23:14] <Gil> but I'm new to some
of the gradle stuff, so I'm trying to learn a few tricks
L317[08:29:55] <Gil> is there a way to add
a github dependency?
L318[08:31:25] <Zaggy1024> man, my JVM
running Minecraft keeps crashing
L319[08:33:33] <Zaggy1024> every time it
tries to hotswap code...
L320[08:33:35] <Zaggy1024> urgh
L321[08:33:40] <Zaggy1024> this is quite
annoying
L322[08:33:50] <Zaggy1024> time to restart
eclipse perhaps
L323[08:34:40] ⇦
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L324[08:35:04]
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L325[08:36:26] <barteks2x> is it possible
to make gradle not run tests when there are no changes in java
code?
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L327[08:38:39] <alekso56> barteks2x: you
can use assemble instead of build.
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L330[08:39:28] <barteks2x> do I really
need to specify all my dependencies twice? (dependencies and
shadowjar dependencies)
L331[08:39:44] <barteks2x> if I don't do
that it adds a few random libraries into my jar file
L332[08:39:58] <alekso56> or you can use
build -x test prob better.
L333[08:41:58]
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L334[08:43:33] <Zaggy1024> heh, display
lists apparently have precision problems
L335[08:43:37] <barteks2x> that works, I
just thought there is some way to not run them only when there is
no code changed (that probably happens too rarely to add this
feature)
L336[08:43:54] <DovahOfKiin> Can someone
tell me how exactly I need to make the textures and the animation
files on fluids?
L337[08:43:59] <barteks2x> what kind of
precision problems?
L338[08:43:59] <Zaggy1024> when I define a
vertex with normal 1, 0, 0, in the shader, gl_Normal.y != 0.0
L339[08:44:09] <Zaggy1024> VBOs don't have
the problem :P
L340[08:44:48] <barteks2x> I think you
shouln't reply on exact floating point comparaison anyway
L341[08:44:55] <Zaggy1024> well
L342[08:45:01] <Zaggy1024> I only was
before because it seemed quite reliable
L343[08:45:07] <Zaggy1024> but I hadn't
properly checked it with display lits
L344[08:45:09] <Zaggy1024> *lists
L345[08:45:10] <barteks2x> It may work on
one gpu but not on another
L346[08:45:13] <Zaggy1024> true
L347[08:45:17] <Zaggy1024> just thought of
that :P
L348[08:45:41] <Zaggy1024> but then the
question is, what level of error should I allow? :P
L349[08:45:58] <barteks2x> why do you even
need to check it?
L350[08:46:23] <Zaggy1024> uh..it's hard
to explain
L351[08:47:04] <Zaggy1024> but since the
normals are always along an axis, the level of precision doesn't
really matter as long as it's less than like .98 :P
L352[08:47:15] <DovahOfKiin> Any
idea?
L353[08:47:50] <barteks2x> oh, so it's to
find out which direction is actually used?
L354[08:47:53] <Zaggy1024> what Minecraft
version?
L355[08:48:13] <Zaggy1024> it's to find
out whether the side is horizontal
L356[08:48:49] <DovahOfKiin> Zaggy1024,
you asking me what version?
L357[08:48:49] <Zaggy1024> I'm outsetting
the sides to counteract insetting I do in the buffer to fix
z-fighting
L358[08:48:52] <Zaggy1024> yes
L359[08:48:55] <DovahOfKiin> 1.9
L360[08:49:15] <Zaggy1024> did you provide
your ResourceLocations to the Fluid?
L361[08:49:54] <DovahOfKiin> I will once I
know what I need to name the files, and what the files are supposed
to actually be
L362[08:50:03] <DovahOfKiin> never done
stuff with .mcmeta
L363[08:50:18] <Zaggy1024> it's just a
reference to textures/blocks
L364[08:50:27] <Zaggy1024> give it a
texture name with your mod as the resource domain
L365[08:50:43] <DovahOfKiin> okay
L367[08:52:00] <DovahOfKiin> okay I
understood the mcmeta now Zaggy1024
L368[08:52:22] <DovahOfKiin> what about
the images themselves? Any dimensions I need to stick to?
L369[08:52:50] <DovahOfKiin> also the wiki
talks about frames; how do I specify what a frame is in a single
image file?
L370[08:53:07] <Zaggy1024> just powers of
two for width
L371[08:53:14] <Zaggy1024> height is width
* frame count
L372[08:53:27]
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L374[08:53:51] <DovahOfKiin> And my second
question?
L375[08:54:52] <DovahOfKiin> @
Zaggy1024
L376[08:55:00] <Zaggy1024> oh
L377[08:55:07] <Zaggy1024> uh
L378[08:55:18] <Zaggy1024> the frames are
from the top of the texture to the bottom
L379[08:55:46] <DovahOfKiin> And one frame
= width x width? I'm guessing because height = width x frame
no.
L380[08:55:47] <Zaggy1024> increments the
width for each frame because the texture is square
L381[08:56:07] <DovahOfKiin> you mean
increments the HEIGHT? right?
L382[08:56:10] <Zaggy1024> yes, a frame is
(at least by default) width x width
L383[08:56:23] <Zaggy1024> no, the width,
because the texture is square :D
L384[08:56:30] <Zaggy1024> it moves down
by the width
L385[08:56:39] <Zaggy1024> it's split into
squares
L386[08:56:54] <Zaggy1024> each square has
the same height and width
L387[08:57:04] <DovahOfKiin> Okay, so say
I want the width to be 16, and a total of five frames
L388[08:57:15] <DovahOfKiin> so wxh =
16x80?
L389[08:57:27] <Zaggy1024> yup
L390[08:57:38] <DovahOfKiin> right, and
each frame is 16x16?
L391[08:57:40] <Zaggy1024> haha I
explained it rather badly
L392[08:57:41] <Zaggy1024> yes
L393[08:58:07] <DovahOfKiin> nah you did
great :D
L394[08:58:23] <DovahOfKiin> ty
L395[08:58:34] <Zaggy1024> hah you're just
trying to be nice :P
L396[08:59:55] <DovahOfKiin> nope :P
L397[09:00:08] <DovahOfKiin> you actually
did really well, better than the MCF wiki anyway
L398[09:01:10] <DovahOfKiin> ̿̿ ̿̿ ̿̿
̿'̿'\̵͇̿̿\з= ( ▀ ͜͞ʖ▀) =ε/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿
L399[09:01:19] <Zaggy1024> lol
L400[09:01:28] <DovahOfKiin> :P
L401[09:03:50] <Zaggy1024> there's a field
cloudFog that is always false but is still hooked up to some
setupFog code, it's weird :P
L402[09:04:23] <DovahOfKiin> btw
L403[09:04:52]
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L404[09:04:55] <DovahOfKiin> I would do,
new ResourceLocation(MODID, "textures/fluids")
right?
L405[09:05:02] <DovahOfKiin> or
textures/blocks/fluids?
L406[09:05:07] <DovahOfKiin> wait
L407[09:05:20] <Zaggy1024>
blocks/fluids
L408[09:05:20] <DovahOfKiin> it doesn't
matter with the new ResLoc system right?
L409[09:05:28] <DovahOfKiin> I thought it
didn't matter anymore
L410[09:05:32] <Zaggy1024> it does
L411[09:05:34] <DovahOfKiin> can't the
path be anything now?
L412[09:05:39] <Zaggy1024> the game isn't
going to fix the path for you :P
L413[09:06:03] <DovahOfKiin> alright
:P
L414[09:06:23] <Zaggy1024> no, it just
concatenates
"resources/assets/{domain}/textures/{path}.png"
L415[09:08:04] <DovahOfKiin> I see, that's
good to keep in mind from now on
L416[09:08:21] <DovahOfKiin> BTW it took
you exactly 30 seconds from my last message for you to type that
:P
L417[09:08:25] <DovahOfKiin> 20*
L418[09:08:57] <Zaggy1024> heh
L419[09:09:12] ⇦
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L420[09:10:18] <DovahOfKiin> and heh is a
palindrome
L421[09:11:28] <ghz|afk> hmmm has anyone
done anything that measures how long each mod takes during the
loading process?
L422[09:14:06] <PaleoCrafter> I think
there was someone who did that, ghz|afk :P
L423[09:14:07] ***
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L425[09:15:43] <ghz|afk> loading large
modpacks is SO SLOW, even in 1.8.9 ;p
L426[09:16:05] <Wuppy> ghz|afk, loading a
lot of files takes a lot of time
L427[09:16:13] <Wuppy> that's like saying
a washing machine is heavy
L428[09:17:32] <ghz|afk> yes that's the
part that annoys me of mc stitching everything at startup
L429[09:17:40] <ghz|afk> really useful for
modding, but slow.
L430[09:18:05] <ghz|afk> games usually
store data on linearized packages
L431[09:18:16] <ghz|afk> that are more
effieicnt to read and process
L432[09:18:51] <baegmon> @ghz: .getServer
only works on server
L433[09:18:56] <baegmon> yea i tried on
server
L434[09:19:51] ***
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L435[09:19:58] <baegmon> woops forgot
quotation marks, have the same two methods, one with
playerinteractevent and one with
playerinteractevent.rightclickitem. One returns a value, other
glitches out idk will have to try out more thing :P
L436[09:20:26] <Wuppy> ghz|afk, you know
what's annoying? not having any internet because the boiler is
short circuiting and turning off the electricity
L437[09:21:29] <Zaggy1024> they could
always cache it with a small json defining what resource packs are
loaded :)
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L439[09:22:01] <Zaggy1024> maybe even
cache the models into a binary format if they feel like doing the
work :P
L440[09:22:34] <Zaggy1024> "a binary
format" could of course just be a vertex buffer
L443[09:24:07] <PaleoCrafter> that is...
pretty clear
L444[09:24:18] <raoulvdberge> Why isn't it
able to register the packet?
L445[09:24:24] <raoulvdberge> This worked
on previous version of Forge..
L446[09:24:41] <PaleoCrafter> due to line
43 of thate pastebin :P
L447[09:24:57] <PaleoCrafter> Java class
loading is weird :P
L448[09:24:59] <raoulvdberge>
world.getTileEntity(pos)?
L449[09:25:06] <PaleoCrafter> eh, I mean
41 xD
L450[09:25:13] <PaleoCrafter> you're
accessing a client-only class
L451[09:25:22] <raoulvdberge> I see
L452[09:25:25] <raoulvdberge> How can I
fix this?
L453[09:25:34] <SkySom> Don't do
that?
L454[09:25:39] <raoulvdberge> I need the
world object, lol
L455[09:25:44] <PaleoCrafter> client-proxy
that shit up, I suppose
L456[09:25:58] <Zaggy1024> where do you
need the world where it's not provided? 0.o
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L458[09:26:23] <PaleoCrafter> the message
context doesn't directly contain a world :P
L459[09:26:24] <Zaggy1024> there's almost
always a better way than through the Minecraft class, unless you're
doing rendering
L460[09:26:24] <SkySom> Looks like a
network message
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L462[09:27:05] <PaleoCrafter> and looking
at MessageContext, I wonder how the heck that doesn't crash servers
Oo
L463[09:27:11]
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L464[09:27:45] <raoulvdberge> Hmm, how was
this even able to work on older versions?!
L465[09:27:57] <PaleoCrafter> as I said,
class loading is weird :P
L466[09:28:06] <PaleoCrafter> sometimes it
works, sometimes it doesn't
L467[09:28:23] <PaleoCrafter> btw, since
this probably is 1.8, you want to schedule your actual code
L468[09:28:43]
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L475[09:37:06] <ghz|afk> :/
L476[09:37:13] <ghz|afk> I have no idea
how the F the crash happens
L477[09:38:23] <ghz|afk> it seems to be
related to whatever mod does the thing where it puts stacks on your
hand when you scroll
L478[09:38:29] <ghz|afk> because I can't
reproduce it without that
L479[09:40:23] ⇦
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L480[09:40:46] ⇦
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L481[09:40:52] <Temportalist> Hey friends,
take a look at the new Controls UI that will go into the Multiple
Key Modifiers PR
http://imgur.com/a/fCRt1
L482[09:42:25] <PaleoCrafter>
Temportalist, why that "might"?
L483[09:42:54] <Temportalist> because we
dont know what the actual action of the key's is
L484[09:43:43] <Temportalist> say a key
had "CTRL+ALT+key" and another has "CTRL+key",
then the latter could still be triggered. Not sure how we have it
setup atm.
L485[09:43:58] <PaleoCrafter> it shouldn't
:P
L486[09:44:26] ⇦
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L487[09:44:31] <Temportalist> I think
right now it is configured to only trigger if ALL the modifiers
match exactly
L488[09:44:38] <Temportalist> So that case
should never happen
L489[09:47:00] ⇦
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L490[09:47:27]
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L491[09:47:38] <ghz|afk> Temportalist:
that's how it should be
L492[09:47:43] <ghz|afk> if i press
ctrl-alt-shit-X
L493[09:47:46]
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L494[09:47:50] <ghz|afk> I DO NOT want
"ctrl-x" to be activated
L495[09:47:51] <ghz|afk> or even
"x"
L496[09:47:52] <PaleoCrafter> what's the
shit key? :P
L497[09:47:58] <ghz|afk> shift*
L498[09:48:04] <ghz|afk> i have a
cold
L499[09:48:11] <ghz|afk> don't question my
brain's flaws ;p
L500[09:48:37] <PaleoCrafter> no need to
justify funny typos :P
L501[09:48:42] <Temportalist> I think it's
configured correctly then. I just typed might in the moment
:P
L502[09:48:56]
⇨ Joins: Matthew (~matthew@matthewprenger.com)
L503[09:49:31] <PaleoCrafter> also, I'd
expect it to be a fallthrough thing, from most to least modifiers,
like if I press ctrl+shift+x, I'd still want ctrl+x to
trigger
L504[09:49:40] <PaleoCrafter> question is
what to do you if there is ctrl+x and shift+x though
L505[09:49:41] <Temportalist>
Correct
L506[09:49:53] <Gil> Buildship doesn't
recognize the Forge projects, is there a way to fix that in
build.gradle?
L507[09:49:57] <Temportalist> It does the
one with the most matching modifiers
L508[09:50:04] <ghz|afk> I wouldn't do
fallthrough at all
L509[09:50:10] <Temportalist> But I see
your point PaleoCrafter
L510[09:50:35] <Temportalist> I think it
pulls the first off the list of most matching modifiers
L511[09:50:52] <PaleoCrafter> yeah, that'd
be one way of resolving those conflicts
L512[09:50:54] <ghz|afk> although
hmmm
L513[09:51:03] <ghz|afk> I see how someone
may want to be able to do "ctrl-x" while they are
sneaking
L514[09:51:26] <PaleoCrafter> also, when
did Gradle get that elephant logo? Oo
L515[09:53:43]
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L516[10:09:04] <Shalmezad> Don't suppose
someone would mind taking a peek and see if they can figure out
what I'm doing wrong?
L517[10:10:17] <kimfy> Code
Shalmezad?
L519[10:10:42] <Shalmezad> Trying to get
the witch wood logs to render in the player's inventory.
L520[10:10:58]
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L521[10:11:12] <Shalmezad> Originally
tried keeping the 1.7 code, but couldn't get that working, so I
stripped out everything and followed a similar pattern to other
mods, still no luck
L522[10:12:20] <ghz|afk> \o/ ars magica on
1.8+
L523[10:12:26] <kimfy>
ModelLoader.setCustomModelResourceLocation(item, meta,
modelresourcelocation);
L524[10:12:37] <kimfy> in uhh
L525[10:13:04] <kimfy>
ModBlocks#registerBlockModel
L526[10:13:38] <ghz|afk> Shalmezad: I see
"block.getUnlocalizedName().substring(5)" being used
there
L527[10:13:42] <ghz|afk> that has always
been an horrible way
L528[10:14:17] <ghz|afk> 1.8.9 introduced
a setRegistryname on blocks/items
L529[10:14:21] <ghz|afk> which can be used
to keep the proper name
L530[10:14:28] <ghz|afk> without using
such horrible hacks on localized names
L531[10:14:41] <Shalmezad> I know. Tried
following a blog post earlier today just in case the name I was
using was the issue.
L532[10:15:01] <ghz|afk> which btw:
localized names have NEVER been supposed to be a place to look up
the block "id"
L533[10:15:21] <ghz|afk> a side-effect of
using setRegistryName
L534[10:15:25] <ghz|afk> is that
afterward, you can use
L535[10:15:33] <ghz|afk>
GameRegistry.registerBlock(theBlock)
L536[10:15:35] <ghz|afk> without a
string
L537[10:17:36] ⇦
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L538[10:18:05] <ghz|afk> also you can
use
L539[10:18:15] <Shalmezad> kimfy: I'm
assuming for a log, I only have to call that for the default
blockstate/meta, right?
L540[10:18:25] <kimfy> Also shouldn't you
register item models or whatever in preinit?
L541[10:18:34] <kimfy> yeah
L542[10:18:40] <ghz|afk>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(item.getRegistryName(),
"inventory"))
L543[10:18:53] <ghz|afk> Shalmezad: that
stuff is exclusively for items
L544[10:19:00] <ghz|afk> you call it for
the itemblock, with its default item meta
L545[10:19:19] <ghz|afk> and/or any other
meta values that you may have
L546[10:20:32] ⇦
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L547[10:21:08] <Shalmezad> Alright, thanks
for the help guys. :)
L548[10:21:46] <Gil> how do I set a Java
version in Forge Gradle?
L549[10:21:51] <kimfy> :D
L550[10:21:56] <Gil> it keeps reverting to
Java 1.6
L551[10:21:57] <kimfy>
sourceCompatibility=1.8
L552[10:22:08] <kimfy>
targetCompatibilty=1.8
L553[10:22:12] <Gil> where do I put that?
gradle.properties?
L555[10:22:20] <ghz|afk> that's how I do
it
L556[10:22:26] <ghz|afk> supposedly works
without compileJAva
L557[10:22:29] <ghz|afk> but it didn't
work for me
L558[10:22:34] <ghz|afk> not that this
will NOT change the version on your IDE
L559[10:22:40] <ghz|afk> you have to
adjust the project settings yourself
L560[10:22:52] <Gil> sure
L561[10:23:02] <Gil> but that's what I
asked about :p
L562[10:23:10] <Gil> I need Eclipse to
pick it up
L563[10:23:16] ⇦
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L564[10:23:31] <ghz|afk> it won't
"pick it up"
L565[10:23:35] <ghz|afk> you have to go to
the project settings
L566[10:23:37] <ghz|afk> and change it
yourself
L567[10:23:41] <Gil> that can't be
right
L568[10:23:54] <Gil> if I do that, all my
contributors will be confused
L569[10:24:09] <ghz|afk> well at least for
IDEA, that's how it works
L570[10:24:12] <ghz|afk> idea will still
import java6
L571[10:24:21] <ghz|afk> even if you
choose java8 in the gradle file
L572[10:24:32] <ghz|afk> if your
contributors can't do that themselves
L573[10:24:36] <ghz|afk> do they deserve
contributing?
L574[10:24:36] <ghz|afk> ;P
L576[10:25:03] <kimfy> that's a pretty bad
argument tho ghz
L577[10:25:08] <Gil> yeah
L578[10:25:28] <Gil> kimfy: got any idea
how to make the eclipse project generate as 1.8?
L579[10:26:52] <kimfy> no sorry I don't
use eclipse
L581[10:27:55] <kimfy> might be what
you're looking for
L583[10:28:04] <capitalthree> some people
write in C just to keep less hardcore coders from contributing
:P
L584[10:28:43] <Gil> hmm, does Forge
Gradle have a folder like /libs/ to put the matching source
jars?
L585[10:28:48] <ghz|afk> Shalmezad: ah
that sounds nice
L586[10:29:01] <ghz|afk> Gil: no, you are
expected to use maven for dependencies
L587[10:29:07] <ghz|afk> then gradle can
resolve the source jars for you
L588[10:29:37] <ghz|afk> but many modders,
me included, don't have a maven ;P
L589[10:30:19] <Gil> yeah, I have a github
dependency
L590[10:30:41] <kimfy> if you're hosting
your mod on curseforge i believe you can use it as a
"maven" repo ghz, I saw someone talking about it a couple
weeks ago
L591[10:31:02] <kimfy> if that was
something you wanted :P
L592[10:31:07] <Gil> yeah, Hunger
Overhaul's build.gradle has an example of that
L593[10:31:26] <Gil> but no, I want the
deobf jar, not the release jar
L594[10:31:39] <Gil> still doesn't give
source attachment either :p
L595[10:32:22]
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L596[10:32:42] <kimfy> why do you need the
debof jar? doesn't gradle do that automatically now?
L597[10:33:19] <Gil> hmm, that might be
true
L598[10:33:23] <Gil> I'll look into
that
L599[10:34:00] <Gil> oh hey
L600[10:34:01] <kimfy> yeah in 1.8+ i
believe, deobfCompile
L601[10:34:11] <Gil> I fixed the eclipse
thing
L603[10:34:52] <Gil> ghz|afk: take a look
at that
L604[10:35:27] <ghz|afk> heh
L605[10:35:32] <Temportalist> ghz|afk: why
you afk?
L606[10:35:33] <ghz|afk> nice to
hear
L607[10:35:39] <ghz|afk> Temportalist: my
brain's afk
L608[10:35:41] <ghz|afk> I got a
cold
L609[10:35:53] <ghz|afk> I can barely keep
myself in sitting position
L610[10:36:00] <Temportalist> gotcha
L612[10:36:52] ***
linuxdemon is now known as linuxdemon|away
L613[10:37:01] <Shalmezad> ghz|afk, If
you're awake enough for it, grab a glass of water. Most people
forget to drink while they're sick.
L614[10:38:47] <ghz|afk> yeah that's a
decent idea
L615[10:38:53] <ghz|afk> I did drink
though
L616[10:39:05] <ghz|afk> I ahve a cup of
cocacola next to me
L617[10:39:11] <ghz|afk> since water
tastes horrible when i'm sick
L618[10:39:19] ⇦
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L619[10:39:40] <alekso56> can i add more
to my language file on runtime/ use a seperate language file
somehow?
L620[10:39:43] <ghz|afk> however, one cup
since I woke up is far less than my usual
L621[10:39:53] <DovahOfKiin> Is there a
way to see all subclasses/implementations of a given
class/interface in Eclipse?
L622[10:39:54] <ghz|afk> alekso56:
what?
L623[10:40:07] <ghz|afk> DovahOfKiin: yes
-- but no idea how
L624[10:40:07] <ghz|afk> Xd
L625[10:40:13] <DovahOfKiin> lol
L626[10:40:21] <alekso56> i have a config
that allows one to register achievements in a config, but eh, the
language is fekd.
L628[10:40:24] <ghz|afk> here
L629[10:40:28] <ghz|afk> google says this
is the answer
L630[10:40:45] <ghz|afk> alekso56: you can
add more language strings through resource packs
L631[10:41:03] <alekso56> not an option
atm. >_>
L632[10:41:39] <ghz|afk> there's ways to
inject language strings at runtime, but they are highly
deprecated
L633[10:42:00] <DovahOfKiin> ty
ghz|afk
L634[10:42:06] <ghz|afk> never used them
so I have no idea where that may be
L635[10:42:06] <ghz|afk> XD
L636[10:42:11] <alekso56> i don't actually
need to register it at runtime, i just want a seperate file for
transelation or whatever that people can edit.
L637[10:42:36] <alekso56> not resource
pack preferably, rather in a config.
L638[10:43:26] <ghz|afk> yeah that's a
resourcepack ;P
L639[10:43:50] <ghz|afk> mc loads language
strings from its own jar
L640[10:43:53] <ghz|afk> and from resource
packs
L641[10:44:02] <ghz|afk> and forge adds
mod jars as if they were resource packs
L642[10:44:06] <ghz|afk> for loading
purposes
L643[10:44:24] <ghz|afk> so the end result
is, if you want language strings, put them on the mod jar, or in a
resourcepack
L644[10:44:30]
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L645[10:44:42] <alekso56> so basicly i
have to ask people to edit the jar.
L646[10:44:44] <ghz|afk> you CAN make your
config folder appear as a resourcepack, sorta
L647[10:44:45] <ghz|afk> no
L648[10:44:47] <Gil> alekso56: I just
wrote my translation wrapper, such that it can read from both
resource files and configs
L649[10:44:50] <ghz|afk> you ahve to ask
people to install a resourcepack
L650[10:44:52] <ghz|afk> with the langauge
strings
L651[10:44:53] <ghz|afk> ...
L652[10:45:00] <ghz|afk> resourcepacks are
stacked
L653[10:45:00] <alekso56> i can't do that
:V
L654[10:45:08] <ghz|afk> having one
doesn't prevent you from loading other resourcepacks
L655[10:45:26] <DovahOfKiin> I like how
Littlefinger is being all badass and entering the mainstream war
now
L656[10:45:32] <ghz|afk> just "make
sure you have this zip file loaded as a resourcepack if you want
the names to appear"
L657[10:45:40] <ghz|afk> but really as I
said
L658[10:45:48] <ghz|afk> you can modify
the translation table at runtime
L659[10:45:54] <ghz|afk> from strings you
loaded from your config files
L660[10:46:07] <alekso56> yeah, that'd be
super prefered.
L661[10:46:08] <ghz|afk> it's just not
something I can guide you
L662[10:46:18] <Zaggy1024> ugh
L663[10:46:20] <ghz|afk> you'll have to
investigate how the trnslation stuff works
L664[10:46:28] <Zaggy1024> breakpoints are
crashing Minecraft repeatedly now
L665[10:46:39] <ghz|afk> then wipe the
breakpoint table
L666[10:46:41] <ghz|afk> and/or start
over
L667[10:46:59] <Zaggy1024> er
L668[10:47:10] <Zaggy1024> it's when it
hits a breakpoint
L669[10:47:24] <ghz|afk> the debugger can
sometimes become buggered
L670[10:47:25] <Zaggy1024> if I have no
breakpoints obviously it doesn't crash, but breakpoints are
useful
L671[10:47:34] <Zaggy1024> and I already
tried restarting Eclipse
L672[10:47:34] <ghz|afk> in which case
removing all the breakpoints
L673[10:47:36] <ghz|afk> canhelp fix the
issue
L674[10:47:48] <ghz|afk> that's all I'm
saying ;p
L675[10:48:20] <Zaggy1024> well I
obviously removed the breakpoints :P
L676[10:48:30] <Zaggy1024> it would be
nice to be able to still use them...
L677[10:48:43] <Shalmezad> Or ignore
breakpoints and use a *lot* of logging. :P
L678[10:49:19] ⇦
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L679[10:54:15] <Zaggy1024> that's what I'm
doing now to worka round it :P
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L688[11:34:21] <Temportalist> hey, im
getting an error with genPatches
L689[11:34:42] <ghz|afk> "an
error" doesn't help us understand what's wrong ;P
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L692[11:34:54] <Temportalist> ghz|afk: I
was copying it
L693[11:35:12] <ghz|afk> did yo ucensor
the mc version?
L694[11:35:18] <Temportalist> no?
L695[11:35:40] <ghz|afk> theres a rather
long "1 .9"
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L697[11:36:03] *
Temportalist shrugs
L698[11:36:12] ⇦
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L699[11:36:13] <ghz|afk> is that the real
folder name?
L700[11:36:26] <Temportalist> oh, thats a
split in the copy from GitBash
L701[11:36:52] <ghz|afk> aha
L702[11:37:36] <ghz|afk> you may want to
take this chance to backup your folder, in case you lose anything
;P
L703[11:37:48] <Temportalist> git has
it
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L707[11:51:48] <ghz|afk> Temportalist:
hm?
L708[11:51:54] <ghz|afk> but you said it
failed to genPatches
L709[11:51:59] <ghz|afk> the only data in
the git should be the patches?
L710[11:52:01] <Temportalist> I think it
worked now
L711[11:52:11] <ghz|afk> or did you just
edit forge files and not vanilla files?
L712[11:52:25] <Temportalist> no, it was
just corrupted somewhere
L713[11:52:34] <Temportalist> I cleaned
and pulled and reseetup and it worked
L714[11:52:48] <ghz|afk> and it didn't
overwrite your changes?
L715[11:53:03] <Temportalist> nope
L716[11:53:32] <ghz|afk> iwas under the
impression setupForge would overwrite any changes you may have had
on the vanilla code
L717[11:53:42] <Temportalist> nah
L718[11:53:58] <Temportalist> maybe
setupForge
L719[11:54:02] <Temportalist> but not just
"setup"
L720[11:54:19] <ghz|afk> ah I never used
just setup
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L737[12:44:06] <DovahOfKiin> For a
ResourceLocation, would it be: "blocks/fluids/abc.png" or
blocks/fluids/abc"?
L738[12:44:12] <DovahOfKiin> do I keep the
png or not?
L739[12:48:05] <ghz|afk> nope
L740[12:48:09] <ghz|afk> no png
L741[12:48:27] <Necr0> what happened to
<World>.canBlockSeeSky ?
L742[12:48:51] <ghz|afk> !gm
canBlockSeeSky
L743[12:48:57] <ghz|afk> it's still
there
L744[12:49:12] <ghz|afk> [19:48]
-MCPBot_Reborn- Name : i => func_175710_j =>
canBlockSeeSky
L745[12:49:12] <ghz|afk> [19:48]
-MCPBot_Reborn- Descriptor : (Lcj;)Z =>
(Lnet/minecraft/util/math/BlockPos;)Z
L746[12:50:54] <Necr0> my bad. was looking
in the wrong class.
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L754[13:14:45] <ghz|afk> UGH
L755[13:15:00] <ghz|afk> spent all this
time getting an RFTools setup working
L756[13:15:03] <ghz|afk> created the
dimension etc
L757[13:15:09] <ghz|afk> try to teleport
to it... server froze
L758[13:15:16] <ghz|afk> not even
responding to "stop"
L759[13:16:15] ***
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L760[13:17:54]
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L761[13:18:36] <McJty> What MC
version?
L762[13:19:10] <ghz|afk> 1.8.9
L763[13:19:15] <ghz|afk> The Pioneers
modpack
L764[13:19:18] <ghz|afk> I'm not blaming
you
L765[13:20:00] <McJty> There was a
relatively new update to the 1.8.9 version of RFTools dimensions
that would be better to download because it could have an
effect
L766[13:20:06] <McJty> i.e. few days
old
L767[13:20:10] <ghz|afk> aha
L768[13:20:12] <ghz|afk> will check
L769[13:20:24] <ghz|afk> it's either that
or give up on the dimension
L770[13:20:25] <ghz|afk> XD
L771[13:20:29] <ghz|afk> cos it happened
again
L772[13:20:30] <ghz|afk> XD
L773[13:21:09] <McJty> What kind of
dimension is it?
L774[13:22:15] <ghz|afk> random one I made
for mining
L775[13:22:23] <ghz|afk> it just has a
single biome plains dimlet
L776[13:22:39] <ghz|afk> I have been
rather unlucky with the loot
L777[13:22:40] <McJty> And nothing in the
logs?
L778[13:22:51] <ghz|afk> stuff about
thaumcraft creating aura nodes
L779[13:22:58] <ghz|afk> I killed it
L780[13:23:00] ⇦
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L781[13:23:04] <ghz|afk> let me check once
again wit hthe new version
L782[13:23:21] <ghz|afk> will take a bit
--- large modpack
L783[13:23:54] <McJty> Hmm question. What
could be the reason a level doesn't want to attach to my
block?
L784[13:24:10] <ghz|afk> level or
lever?
L785[13:24:26] <McJty> Lever sorry
L786[13:24:36] <ghz|afk> is the block
solid?
L787[13:24:40] <ghz|afk> opaque?
L788[13:24:47] <McJty> I didn't override
any of those methods
L789[13:25:13] <ghz|afk> hmmm
L790[13:25:39] <ghz|afk> return
worldIn.getBlockState(blockpos).isSideSolid(worldIn, blockpos,
direction.getOpposite());
L791[13:25:49] <ghz|afk> if isSideSolid
returns true, it should work
L792[13:27:31] <ghz|afk> and yeah --
mirc's toolbar looks ugly next to the white menu and titlebar
L793[13:27:42] <ghz|afk> oops wrong
chan
L794[13:29:29] <McJty> Ah
L795[13:29:38] <McJty> apparently
Material.GLASS doesn't accept levers...
L796[13:30:29] <ghz|afk> oh yeah nope,
that's counted as not opaque
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L798[13:32:26] ***
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L800[13:33:41] <ghz|afk> for all I know,
it's thaumcraft stalling the server
L801[13:34:58] <McJty> hmm weird
though
L802[13:35:09] <McJty> On FC1 we had aura
nodes generate just fine on RFTools dimensions
L803[13:35:15] ***
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L808[13:41:48] <Zaggy1024> one last check
to make sure the different combinations of features in the clouds'
code are working...
L809[13:42:02] <Zaggy1024> hmm I wonder if
I should just drop the shader code, as fun as it is
L810[13:42:20] <Zaggy1024> the texture
upload is somewhat more costly, but there's a lot of shader setup
code in the class :P
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L812[13:43:39] <TobyO> hey
L813[13:47:48] <Zaggy1024> heh, shaders
yield almost no FPS gain over texture upload
L814[13:47:57]
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L815[13:48:18] <Zaggy1024> guess I'll keep
a copy of the shader code for later and then remove the
shaders
L816[13:48:58] ***
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L817[13:50:02] <TobyO> Does anyone know
why my mod blocks would be named tile.<blockname>.name rather
than block.<blockname>.name
L818[13:50:22] <TobyO> even for blocks
without tileentities
L819[13:50:48] <Zaggy1024> named as in
unlocalized names?
L820[13:51:25] <TobyO> in game, when I
hover over
L821[13:51:27] <Zaggy1024> unlocalized
names are prefixed with tile because that's what notch decided to
use :P
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L823[13:52:02] <ThomasRules> well, not
notch, the mcp team
L824[13:52:17] <TobyO> I could have sworn
it was block.<blockname>.name before
L825[13:52:34] <ThomasRules> i have a
feeling mcp changed that fairly recently (1.9?)
L826[13:53:06] <TobyO> I am programming
for 1.9 so maybe thats why
L827[13:53:44] <Shalmezad> Appears to be
tile in 1.8 as well
L828[13:54:06] <ghz|afk> it was tile.* in
1.4.7
L829[13:54:08] <ghz|afk> so yeah ;P
L830[13:54:14] <ghz|afk> it has always
been tile
L831[13:54:18] <ghz|afk> so far as I
remember
L832[13:54:20] <ThomasRules> maybe not
then :D
L833[13:54:23] <TobyO> as long as that's
all fine and normal and I haven't done something silly :P
L834[13:54:29] <TobyO> thanks
everyone
L835[13:54:33] <ghz|afk> blocks:
tile.X.name
L836[13:54:37] <ghz|afk> items:
item.X.name
L837[13:54:54] <ghz|afk> you can change
that if you override getUnlocalizedName on your block
L838[13:54:55] <ghz|afk> but meh
L839[13:55:50] <TobyO> that sounds like
more hassle than it's worth
L840[13:56:30] <unascribed> ThomasRules,
the strings in the source are decided by Mojang not the MCP
team
L841[13:56:36] <unascribed> strings don't
get obfuscated
L842[13:56:39] <unascribed> it has been
Tile forever
L843[13:56:51] <ThomasRules> are
they
L844[13:56:59] <ThomasRules> the more you
know
L845[13:57:18] <Zaggy1024> I did kind of
forget the part about the number of faces
L846[13:57:25] <Zaggy1024> fry, you
around?
L847[13:57:28] ⇦
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L848[13:57:44] <Zaggy1024> I'm wondering
if there's any benefit to lowering the quad could on the clouds
other than performance
L849[13:58:14] <Zaggy1024> that's the only
real benefit using the shaders gives with my implementation,
because of the limitation with the fixed function fog
L850[13:58:15] ⇦
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L852[13:58:39] <Zaggy1024> it goes from
16768 to 140 quads :P
L853[14:01:45]
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L854[14:02:52] <Zaggy1024> ThomasRules,
unlocalized names aren't mapped by MCP
L855[14:02:54] <fry> if you can't see any
measurable difference in performance, then it doesn't matter
:P
L856[14:03:04] <Zaggy1024> k :)
L857[14:03:20] <ThomasRules> ik,
unascribed said about 5 mins ago
L858[14:04:17] <Zaggy1024> lol oops I'm a
bit out of it
L859[14:04:36] <Zaggy1024> I... may have
stayed up all night :P
L860[14:08:07] <LatvianModder> I thought
1.9.4 was going to come instantly after minecraft's release
:/
L861[14:08:26] <ThomasRules> what does
1.9.4 even add?
L862[14:08:41] <ghz|afk> stability and
performance
L863[14:08:59] <fry> and annotations
:P
L864[14:09:12] <ghz|afk> ah yeah
L865[14:09:18] <ghz|afk> they don't strip
all the annotations anymore :D
L866[14:09:59] <ThomasRules> if they're
annotating the code, why are they still obsfucating it?
L867[14:10:14] <ThomasRules>
*obfuscating
L868[14:10:30] <ghz|afk> annotations as
in, @Stuff
L869[14:10:33] <ghz|afk> on methods and
classes
L870[14:10:48] <ThomasRules> oh, not
literall comment annotations
L871[14:10:51] <ghz|afk> yeah
L872[14:11:04] <ghz|afk>
"attributes" as C# calls them
L873[14:15:10]
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L874[14:19:05] <TobyO> To setup which
sides are inputs and outputs do I do that in getCapability?
L875[14:19:23] ⇦
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L876[14:22:59] ***
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L877[14:23:02] <SkySom> I'm not sure what
you're asking.
L878[14:24:26] <TobyO> So, I have
getCapability method on my block and I am trying to make a hopper
only pull from particular slots (namely the output slot)
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L880[14:25:08] <TobyO> So the bottom side
would be linked to the output and the sides/top linked to the
input
L881[14:26:59] <williewillus> you return
different capability objects based on which side is queried
L882[14:27:11] <williewillus> look at
EntityPlayer.getCapability for an example
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L884[14:27:50] <TobyO> that's what I
presumed would be the case. It made sense from having the side enum
in there
L885[14:30:24] <TobyO> Is there anyway to
split up an ItemStackHandler for returning then? Or will I need 2
of them for input and output?
L886[14:30:25] ⇦
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L887[14:30:41] <williewillus> why can't
you return the same one?
L888[14:30:51] <williewillus> not sure
what you mena by "input and output"
L889[14:31:05] <williewillus> if it's the
same inventory return the same thing
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L892[14:31:41] <TobyO> Well, I have an
ItemStackHandler handling both the input and output slots
L893[14:32:38]
⇨ Joins: Matthew (~matthew@matthewprenger.com)
L894[14:32:43] <williewillus> oh I have
everything split off in my implementations usually
L895[14:33:05] <TobyO> ah okay
L896[14:33:17] <TobyO> so a single
ItemStackHandler per Slot?
L897[14:33:34] <williewillus> no
L898[14:33:38] <williewillus> that makes
no sense :P
L899[14:33:48] <williewillus> an
ItemStackHandler represents a logical inventory
L900[14:34:01] <williewillus> so if I have
an input "inventory" and an output "inventory"
i would have 2 of them
L901[14:34:29] ⇦
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L902[14:34:43] <TobyO> Yes, sorry I get
what you mean. I have only one input and one output so that's why I
phrased it that way
L903[14:35:00] <TobyO> Thanks for clearing
that up :)
L904[14:35:18] <williewillus> np
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L907[14:41:21] <DovahOfKiin> ghz|afk is a
nice guy
L908[14:42:38] ***
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L912[14:58:30] <williewillus> does the b3d
animated chest example not work?
L913[14:58:33] <williewillus> it's all
commented out :P
L914[15:01:06] <fry> it does work
L915[15:01:18] <fry> it's an engine
though
L916[15:01:28] <fry> that's why the chest
parts are commented out
L917[15:02:07] <fry> engine is pure json
all the way through, so it might be easier to start with
L918[15:03:19] ⇦
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L919[15:03:40] <ghz|afk> DovahOfKiin:
thx
L920[15:03:56] ***
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L922[15:08:13] <Shalmezad> gigaherz:
Feeling better?
L923[15:08:59] <gigaherz> meh
L924[15:09:09] <gigaherz> doesn't feel
like I weight a ton anymore
L925[15:09:19] <gigaherz> runny stuffed
nose is still a thing
L926[15:09:37] <gigaherz> and so is the
pressure between my eyes
L927[15:09:42] <gigaherz> but yeah
better
L928[15:13:17] <Shalmezad> Cinnamon or
peppermint discs. They work wonders.
L929[15:20:31]
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L930[15:21:28] ***
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L932[15:24:01] <jiraiyah> Guys i have a
problem on vanilla launcher + forge. When i am not connected to
internet and try to play offline it will try to download something
and game won't start
L933[15:24:28] <ThomasRules> have you ran
forge before on that machine with that version?
L934[15:24:41] <jiraiyah> Yah
L935[15:25:32] <gigaherz> any idea what it
tries to download?
L936[15:25:47] <jiraiyah> Right now i am
on phone. Just wanted to know if there is any config for forge to
make it lookup for update or not?
L937[15:26:06] <williewillus> new assets?
idk
L938[15:26:07] <jiraiyah> Netty and guava
i think or i may remember wrong
L939[15:26:08] ⇦
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L940[15:26:11] <ThomasRules> when you run
it, what does it stick on
L941[15:26:13] <williewillus> they did
update netty
L942[15:26:18] <williewillus> like a few
days ago
L943[15:26:58] <jiraiyah> It won't stick
on anything. Just the messsge for some downloads and then
nothing
L944[15:27:50] <jiraiyah> Can that netty
update be reason? How would forge know to look for it when the pc
is not connected to net from start?
L945[15:28:05] <ThomasRules> when was it
last connected
L946[15:28:31] <jiraiyah> About few weeks
ago on this lap top. Maybe 10 days or so
L947[15:28:41] ⇦
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(~Shalmezad@66-188-31-206.static.bycy.mi.charter.com) (Quit:
Sysadmin stuff. Have a good rest of your day)
L948[15:28:49] <gigaherz> nah one forge
version should stick to a specific set of dependencies
L949[15:28:57] <gigaherz> unless you
updated forge, it shouldn't need any new file
L950[15:29:00] <gigaherz> but there may be
a bug
L951[15:29:16] <jiraiyah> I didn't touch
forge version
L952[15:30:10] <jiraiyah> Let me turn on
the laptop and see whst i can give u guys
L953[15:31:36] <jiraiyah> These are places
it tries to connect to
L954[15:31:51] <jiraiyah>
S3.amazonaws.com
L955[15:31:59] <gigaherz> that's mojang's
maven
L956[15:32:20]
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L957[15:32:22] <jiraiyah> Then bumch of
attemp downloads
L958[15:32:25] <jiraiyah> Jna
L959[15:32:35] <jiraiyah> Jopt
simple
L960[15:32:47] <jiraiyah> Netty 1.6
L961[15:32:53] <jiraiyah> Oshi
L962[15:32:57] <jiraiyah> Lzma
L963[15:33:08] <jiraiyah> Lwjgl !
L964[15:33:17] <jiraiyah> Gson !
L965[15:33:36] <alekso56> jiraiyah: try in
online mode again then :v
L966[15:34:02] <jiraiyah> Ans some more.
This profile was working so why is it trying to download
these?
L967[15:34:22] <jiraiyah> Alekso problem
is i don't have net here
L968[15:34:31] <alekso56> you seem to be
online tho.
L969[15:34:55] <jiraiyah> From phone
L970[15:35:45] <alekso56> share network
with pc for a couple seconds?
L971[15:35:47] <jiraiyah> Can it be that
this profile is some how currapted?
L972[15:35:57] <alekso56> yes.
L973[15:36:02] <jiraiyah> Don't know
how
L974[15:36:26] <jiraiyah> Ok will sit and
find how to get phone net to pc. Thanks
L975[15:36:36] <alekso56> maybe some
cleanup program you have somehwere, don't know, it's your computer
:v
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L987[15:53:23] <Cypher121> !gf
Vec3d.ZERO
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L1005[16:33:54] ***
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L1006[16:36:37] <masa> hey amadornes
o/
L1007[16:36:44] <amadornes> o/
L1008[16:37:22] <masa> so I see you are
posting screenshots from Framez 3 I assume
L1009[16:37:53] <amadornes> yup
L1010[16:38:31] <masa> how usable is that
atm? I'm working on a project with someone, and we need a frames
mod for it eventually, would we be able to start initial testing
with Framez 3 some time soon?
L1011[16:39:01] <amadornes> uhh
L1012[16:39:24] <amadornes> right now it
moves blocks... but they aren't animated
L1013[16:39:29] <masa> basically: can it
move stuff, or does it crash and burn? :p
L1014[16:39:34] <amadornes> it can move
stuff
L1015[16:39:41] <masa> yeah we don't care
about rendering atm
L1016[16:39:54] <gigaherz> speaking about
moving blocks, this reminded me of an idea I had a while ago
L1017[16:39:59] <amadornes> I wouldn't
use it yet if I were you :P
L1018[16:40:01] <gigaherz> dunno if
anyone has done that yet
L1019[16:40:12] <masa> I'm also
developing a mod for that project, and the person I'm working with
is doing initial planning and prototyping
L1020[16:40:27] <amadornes> maybe wait a
few weeks and ask again, because atm it's getting major changes
every day
L1021[16:40:37] <masa> alright, that's
fine. Thanks :)
L1022[16:40:43] <amadornes> I'm hoping to
put it up for voting on FC in the next couple of weeks
L1023[16:40:52] <masa> ok, cool
L1024[16:40:59] <amadornes> by that time
I'll probably have jenkins setup
L1025[16:41:02] <gigaherz> basically it
woudl be some "very strong electromagnets", that would
attrack metal blocks (iron, gold, etc) along with anything in
between, with ranges similar to pistons
L1026[16:41:04] <amadornes> and builds
will be going on maven
L1027[16:41:23] <masa> where would that
be, is it public?
L1028[16:41:26] <amadornes> so you'll be
able to just grab it :P
L1029[16:41:28] <amadornes> it is
L1031[16:41:36]
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L1032[16:41:44] <masa> thanks, I'll keep
an eye on it :)
L1033[16:41:52] <amadornes> I should
setup maven.amadorn.es to also route to that, but the other one
works :P
L1034[16:41:52] <ThomasRules> only iron
nickel and cobalt are magnetic
L1035[16:42:05] <gigaherz> this is
minecraft ;p
L1036[16:42:14] <ThomasRules> but
realism
L1037[16:42:32] <gigaherz> fuck realism,
our primary way to do logic is "red dust"
L1038[16:42:39] <ThomasRules> good
point
L1039[16:42:59] <masa> well if it's a
fast moving magnetic fields, then it will create eddy currents and
also attract any conductive metals, right?
L1040[16:43:04] <gigaherz> if diamonds
are "stronger" armor than iron, then gold is pulled by
magnets.
L1041[16:43:07] <masa>
s/moving/changing/
L1042[16:43:59] <ThomasRules> diamonds
are technically stronger unless you hit them at the right
angle
L1043[16:44:14] <gigaherz> diamonds are
weak to blunt force
L1044[16:44:14] <masa> haven't you even
been shown dropping an aluminum ring along a magnetic rod? it falls
relatively slowly
L1045[16:44:23] <masa> *ever
L1046[16:44:24] <gigaherz> they shatter,
rather than absorb energy
L1048[16:44:43] <gigaherz> they make for
really really bad armor plating
L1049[16:45:00] <ThomasRules> ik, i
watched the game theory
L1050[16:45:27] <gigaherz> I didn't
L1051[16:45:46] <gigaherz> but I went to
technology class on secondary school
L1052[16:45:46] <gigaherz> ;P
L1053[16:46:03] <gigaherz> and among
other things, we did material properties
L1054[16:46:19] <gigaherz> and one of the
things we learned is "hard often means brittle"
L1056[16:47:35] <ThomasRules> round about
6:50
L1057[16:47:48] <Cypher121> how about
"you look fabulous, therefore it's harder to hit you" for
a totally physically correct explanation of diamond armor?
L1058[16:48:12] <thecodewarrior> Anybody
have any ideas on how to solve this? Type mismatch: cannot convert
from List<BlockTracable> to
List<ITraceable<BlockTraceParam,BlockTraceResult>> |||
public class BlockTracable implements
ITraceable<BlockTraceParam, BlockTraceResult>
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L1060[16:48:53] <Cypher121> you'd need to
convert it to List<? extends ITraceable<...>>
L1061[16:49:06] <diesieben07> thats not
the whole answer but yes that will probably fix it here
L1062[16:49:15] <diesieben07> you need to
understand that generics are invariant
L1063[16:49:37] <Cypher121> use-site
covariance sucks
L1064[16:49:49]
⇦ Parts: Tatzzzzzzzzzzzzuuuu
(~Tatsu@cpe-76-92-121-172.kc.res.rr.com) ())
L1065[16:49:57] <thecodewarrior> So if I
have A<B> I can't assign it with A<C> if C extends A.
Correct?
L1066[16:50:15] <williewillus> you mean C
extbends B right :p
L1067[16:50:19] <williewillus>
*extends
L1068[16:50:37] <thecodewarrior> Yeah.
:P
L1069[16:50:37] <diesieben07> ^ assuming
that that is correct
L1071[16:51:08] <Cypher121> yes, because
it would allow you to, for example, convert List<String> to
List<Object> while keeping a List<String>
reference
L1072[16:51:19] <gabizou> Input from
people would be well appreciated :_)
L1073[16:51:20] <Cypher121> and then
effectively put Object into that List<String>
L1074[16:51:20] <gabizou> :)*
L1075[16:51:26] <diesieben07> because
otherwise you could do List<String> a = new
ArrayList<>(); List<Object> b = a; b.add(3); a.get(1);
<-crash
L1076[16:51:44] <thecodewarrior> Ah, that
makes sense.
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L1078[16:51:57] <diesieben07> arrays have
this problem
L1079[16:52:02] <diesieben07> because
with arrays you CAN do this
L1080[16:52:08] <diesieben07> and you
then get ArrayStoreException
L1081[16:52:30] <Cypher121>
>$anyyear
L1082[16:52:36] <Cypher121> >using
arrays
L1083[16:52:51] <diesieben07> well, at
some level of the code you MUST use arrays
L1084[16:53:01] <Cypher121> yeah, but
very rarely
L1085[16:53:05] <diesieben07> since they
are the only way (except linked lists) to store a variable length
thingy
L1086[16:53:32] <masa> oh man... this
IItemHandlerWrapper I'm writing is getting nasty :D
L1087[16:53:36] <Cypher121> usually that
layer of code is already written for you in form of ArrayList
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L1089[16:53:47] <diesieben07> of
course.
L1090[16:53:50] <masa> s/IIT/IT/
L1091[16:54:05] <Cypher121> fail, regex
is case-sensitive
L1092[16:54:37] <masa> over 200 lines
long inventory wrapper
L1093[16:54:48] <Cypher121> why?
L1094[16:55:00] <masa> I'm doing...
stuff
L1095[16:55:45] <masa> I need to store
and match incoming item sequences and do stuff based on if they
match a stored sequence
L1096[16:55:45] <Cypher121> I can only
assume stuff means drugs here
L1097[16:56:25] <masa> basically this is
for a programmable item filter
L1098[16:56:43] <masa> which can be
programmed and reset using the incoming items
L1099[16:57:07] <masa> and it will then
filter items into two outputs based on the filters
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L1101[17:03:05] <williewillus> gabizou:
what am i looking at? :P
L1102[17:03:39] <gabizou> williewillus
there's some cases where (specifically liquid blocks) will be
ticked when they are at the edge of an edge chunk
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L1104[17:03:58] <gabizou> and when they
tick, usually they'll call for neighbor positions, which ends up
causing the world to load an unloaded chunk
L1105[17:04:09] <gabizou> (which has
various other implications depending)
L1106[17:04:12] <williewillus> how does
vanilla handle this?
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L1108[17:04:19] <gabizou> vanilla doesn't
really handle it well
L1109[17:04:32] <gabizou> it goes ahead
and loads the chunk for the sake of the few blocks to change
L1110[17:04:34] <gabizou> call
notifications
L1111[17:04:43] <gabizou> then of course,
the chunk is later marked for unloading
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L1113[17:05:08] <gabizou> it's just that
in many cases, this will cause edge chunks to be loaded/unloaded at
real random times, which has no real benefit
L1114[17:05:49] <diesieben07> well, what
do you want to do instead? not change the blocks? that will cause
weird things to happen
L1115[17:06:05] <diesieben07> store the
block changes for later? might as well load and modify the chunks
instead.
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L1117[17:07:05] <gabizou> diesieben07
what I'm considering instead is simply suppressing the edge chunks
from being ticked
L1118[17:07:28] <diesieben07> are you
talking about scheduled block ticks
L1119[17:07:29] <diesieben07> ?
L1120[17:07:31] <gabizou> because, let's
be honest, what is the use of a random block tick to occur at a
chunk 8 chunks away when a player is just zipping past
L1121[17:07:37] <gabizou> kinda
both
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L1123[17:07:57] <diesieben07> well, let's
think about water...
L1124[17:08:00] <diesieben07> it requires
updates to spread
L1125[17:08:04] <gabizou> right
L1126[17:08:07] <diesieben07> if you just
... kill those updates the water might never spread
L1127[17:08:49] <gabizou> But lets
consider this: a water block is already flowed and a random update
is scheduled for a lowest water block and it's the literal edge of
the edge loaded chunk
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L1129[17:09:11] <diesieben07> water
doesn't receive random updates :D
L1130[17:09:12] <gabizou> it's going to
now request the neighboring chunk to be loaded from disk (or
wherever) just to get notified
L1131[17:09:29] <diesieben07> yes, that
is true
L1132[17:09:48] <diesieben07> but what if
there is a block that checks for nearby water on block
updates
L1133[17:09:52] <gabizou> but mainly,
liquids are the biggest offenders
L1134[17:09:55] <diesieben07> if oyu just
ignore the notify... it will not work properly.
L1135[17:10:03] <gabizou> right, but it
may not be needed
L1136[17:10:09] <diesieben07> but there
is no way to know
L1137[17:10:12] <diesieben07> brb, making
tea.
L1138[17:10:14] <gabizou> I'm not talking
about suppressing notifications for chunks that are clearly
intended to be loaded
L1139[17:10:22] <diesieben07> of course
not
L1140[17:10:26] <gabizou> but for blocks
that end up ticking blocks that are at the literal edge
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L1142[17:10:32] <diesieben07> but
automation doesnt care about where it is
L1143[17:10:44] <diesieben07> if you have
a block at the edge of the world, the player still expects it to
work properly when they come back
L1144[17:12:19] <gabizou> but the block
would tick normally if the player is close enough to it
L1145[17:12:27] <gabizou> the edge chunks
are a funky state to be honest
L1146[17:12:56] <gabizou> since they
exist and may do things, but players don't usually care about what
is happening there unless they have specific chunk loaders for
those chunks
L1147[17:14:32] <masa> well if you remove
scheduled block ticks, then stuff WILL break
L1148[17:15:07] <masa> most of redstone
stuff will probably break
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L1150[17:18:08] <diesieben07> gabizou, no
it would not "tick" becuase the update happended when the
chunk was unloaded.
L1151[17:18:14] <williewillus> yeah i
dont think its a good idea
L1152[17:19:13] <gabizou> diesieben07 the
problem is when a block is being ticked in a loaded edge
chunk
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L1155[17:19:33] <gabizou> and that block
queries the world for neighboring blocks
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L1157[17:19:48] <gabizou> which as
everyone is aware, will call the chunk provider to load the chunk
or generate that chunks
L1158[17:20:08] <gabizou> so a liquid
block at chunk pos 15, y, 15
L1159[17:20:22] <gabizou> will call for
the cardinal neighbor blocks, causing 2 potential chunk loads
L1160[17:20:35] <gabizou> up to 3 if it
checks for diagonal neighbor blocks
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L1162[17:20:49] <gabizou> yes, redstone
has this capability as well, I'm well aware
L1163[17:21:49] ***
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L1164[17:22:03] <diesieben07> so, what do
you propose? :D
L1165[17:22:25] <gabizou> well, again,
suppress those blocks from being ticked because logically they'll
cause extraneous chunk loads/generations
L1166[17:22:38] <gabizou> when the player
may well be not caring enough to request those chunks
L1167[17:22:43] <gabizou> put it this
way
L1168[17:22:48] <gabizou> in a java stack
situation
L1169[17:22:57] <gabizou>
blockliquid.onUpdate(foo)
L1170[17:23:01] <gabizou> requests
neighbor blocks
L1171[17:23:25] <gabizou> in that request
for a neighboring block, a chunk is now loading
L1172[17:23:30] <gabizou> entities are
added to the world
L1173[17:23:32] <gabizou> ticked
L1174[17:23:35] <diesieben07> not being
ticked means no random ticks or scheduled ticks?
L1175[17:23:36] <gabizou> more blocks are
ticked
L1176[17:23:43] <gabizou> finally return
to the original block being ticked
L1177[17:23:45] <williewillus> yeah
you're going to break redstone
L1178[17:23:45] <williewillus> bad
L1179[17:23:47] <williewillus> :P
L1180[17:24:02] <masa> but what are the
"lazy chunks" then anyway? aren't the edge chunks already
minimally processed?
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L1182[17:24:14] <gabizou> the edge chunks
aren't minimally processed
L1183[17:24:31] <gabizou> it's that edge
blocks in those edge chunks have the potential to load more chunks
that will be re-added to the unload queue
L1184[17:24:43] <williewillus> yes but
there really is no clean sol
L1185[17:24:46] <williewillus> without
breaking a bunch of things
L1186[17:24:48] <williewillus> including
redstone :P
L1187[17:25:11] <diesieben07> now that i
thought about it some more... why would this break redstone?
L1188[17:25:15] <gabizou> so, then I
guess my next question: is it this sort of mechanic that people
rely on pseudo chunk loaders with redstone?
L1189[17:25:21] <gabizou> williewillus
^
L1190[17:25:33] <williewillus> for
vanilla players definitely
L1191[17:25:37] <williewillus> hopper
chunk loaders :P
L1192[17:25:41] <williewillus> well
no
L1193[17:25:44] <williewillus> that's not
block ticks
L1194[17:25:47] <diesieben07> those are a
stupid hack and need to die
L1195[17:26:00] <williewillus>
diesieben07: we're talking about removing all random/scheduled
ticks right?
L1196[17:26:05] <gabizou> so a hopper is
at the edge of a loaded chunk and it requests to notify neighboring
blocks of an unloaded chunk, causing that chunk to now load?
L1197[17:26:07] <gabizou> williewillus
no
L1198[17:26:10] <gabizou> hell no
L1199[17:26:19] <gabizou> i'm just saying
specifically to not tick chunks that are at the edge limit
L1200[17:26:25] <diesieben07> for chunks
that were loaded by a getBlock request
L1201[17:26:34] <diesieben07> wihtout
actually requested to be loaded by anything else
L1202[17:26:36] <williewillus> i meant at
the edges :P
L1203[17:26:42] <diesieben07> (anything
else = player, chunkloader block)
L1204[17:26:48] <gabizou> ^
L1205[17:27:16] <gigaherz> how long do
those "temporary" chunks remain loaded?
L1206[17:27:20] <gigaherz> just the
duration of the tick?
L1207[17:28:09] ***
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L1208[17:28:49] <gabizou> gigaherz I'm
assuming they're immediately marked for unload the next tick
L1209[17:28:50] <gabizou> so yes
L1210[17:28:52] <williewillus> and hopper
chunkloaders cannot "go die" because there is no other
way to load chunks in vanilla :P
L1211[17:29:01] <williewillus> *force
them loaded
L1212[17:29:03] <williewillus> without
spawn chunks
L1213[17:29:13] <diesieben07> well, that
does not make them any less horrible.
L1214[17:29:23] <diesieben07> loading
chunks is not something you can do in vanilla.
L1215[17:29:29] <williewillus> yes but
they shouldn't die without a replacement
L1216[17:29:38] <gabizou> williewillus
so, again, clearly answer my question that this silly mechanic of
calling getBlockState() is the real way these hopper chunkloaders
work?
L1217[17:29:44] <diesieben07> i am not
sure if there is a proper solution for chunkloaders in
vanilla
L1218[17:29:45] <gigaherz> my opinion was
always that it would be nice if redstone circuits would keep chunks
loaded ;p
L1219[17:29:50] <diesieben07> they break
the 3rd wall pretty hard
L1220[17:29:52] <gigaherz> horrible on
the memory, but nice ;P
L1221[17:29:54] <diesieben07> 4th
wall?
L1222[17:29:57] <diesieben07> id
L1223[17:30:01] <gigaherz> 4th
L1224[17:30:09] <williewillus>
probably
L1225[17:30:19] <gabizou> because even if
they're at an edge chunk they're keeping those chunks loaded or
loading those chunks initially and clocked to keep them loaded
every tick?
L1226[17:30:24] <diesieben07> i may be
extreme on this, but i absolutely despise abusing hacks...
L1227[17:30:33] <diesieben07> hopper
chunkloaders, piston buggyness..
L1228[17:30:40] <gabizou> diesieben07
likewise, but the point of sponge isn't to break vanilla
compatibility
L1229[17:30:41] <diesieben07> disgusting
:D
L1230[17:30:46] <gigaherz> think of a
sitcom: there's a room, with back wall, left wall, right wall,
floor and ceiling -- the 4th wall is open to the public
L1231[17:30:52] <gigaherz> "breaking
the 4th wall" means speaking to the public
L1232[17:30:57] <williewillus> ...and
also the whole modding platform since it's a hack too ;D
L1233[17:31:03] <gabizou> just was hoping
this wouldn't be the case where some really obscure abuse of a hack
is using this strategy
L1234[17:31:04] <williewillus> hehe
L1235[17:31:11] <williewillus> vanilla is
very limiting
L1236[17:31:13] <gabizou> williewillus
well, modding isn't so much of a hack
L1237[17:31:14] <williewillus> people get
creative
L1238[17:31:14] ***
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L1239[17:31:22] <gabizou> it's just
bending the rules
L1240[17:31:22] <gabizou> :P
L1241[17:31:28] <williewillus> and then
get reliant on it then bitch at mojang when they try to fix
bugs
L1242[17:31:32] <williewillus> is how you
end up with stuff like buds
L1243[17:31:45] <gigaherz> they said on
twitter
L1244[17:31:49] <diesieben07>
yes...
L1245[17:31:52] <diesieben07> which is
why i hate it
L1246[17:31:53] <gigaherz> they would
create a "bud block" for mcpe
L1247[17:31:58] <gabizou> or complain
when EmptyChunk is no longer available server side :V
L1248[17:32:01] <gigaherz> and maybe
later java
L1249[17:32:08] <diesieben07> piston buds
are horrible
L1250[17:32:21] <gigaherz> and people
were like "omfg I really hope they don't dare break the
existing buds! so many redstone machines would break!"
L1251[17:32:28] <Zidane> Well diesieben07
since we use Mixin we can still "fix" this but it'd be a
toggle
L1252[17:32:35] <Zidane> The question is
to make it core on by default
L1253[17:32:36] <gigaherz> while others
were like "I wouldn't mind. It would be an opportunity to
design new ones"
L1254[17:32:37] <Zidane> or opt-in
L1255[17:32:40] <diesieben07> i guess i
just have a trauma
L1256[17:32:41] <Zidane> It'll happen
either way
L1257[17:32:48] <diesieben07> because i
tried to build a nice piston machine a while back
L1258[17:32:54] <diesieben07> and it was
made impossible due to the bud buggyness
L1259[17:32:55] <williewillus> the
vanilla redstone people said the best solution is to just convert
all existing ones to "quasiconnected pistons" and a new
set of bugfree ones
L1260[17:33:00] <williewillus> *add
L1261[17:33:04] <diesieben07> oh
god
L1262[17:33:05] <gigaherz> I tried to
build a redstone machine once
L1263[17:33:12] <gigaherz> I was unable,
due to diagonal activation
L1264[17:33:37] <diesieben07> that
happend to me as well
L1265[17:33:41] <diesieben07> it made me
hate the game a lot :D
L1266[17:33:53] <gabizou> But eh, you
guys are presenting good reasoning, Zidane i'll just chalk it up as
a toggle.
L1267[17:33:58] <williewillus> vanilla
redstone people get really creative with their limitations :P
L1268[17:34:04] <williewillus> which
usually leads to bug exploitation
L1269[17:34:10] <williewillus> just
because there's no other option
L1270[17:34:10] <gigaherz> yeah
L1271[17:34:11] <gabizou> could be useful
for performance servers that don't care about htose sort of
mechanics
L1272[17:34:18] <diesieben07>
Yes...
L1273[17:34:24] <gigaherz> plenty of
"piston translocators" in 1.9 playthroughs
L1274[17:34:26] <gabizou> williewillus
yeah, I'm very well aware of vanilla redstone people taking
advantage of hacks :P
L1275[17:34:28] <diesieben07> BUT i hate
it when people then complain about bugs being fixed
L1276[17:34:36] <diesieben07> if there is
a bug and you are exploiting it, dont bitch if it's getting
fixed.
L1277[17:34:52] <diesieben07> and i
especially hate it even more if game devs then bend and leave in an
obvious bug.
L1278[17:35:02] <diesieben07> anyways,
rant over.
L1279[17:35:05] <williewillus> well
because it became so widespread that people have worlds full of
them, so partially notch's/mojang's fault
L1280[17:35:08] <williewillus> for not
stamping it out early
L1281[17:35:26] <diesieben07> timelyness
is irrellevant.
L1282[17:35:34] <diesieben07>
widespreadyness does not make it any less of a bug.
L1283[17:35:34] <gigaherz> no it
isn't
L1284[17:35:45] <gigaherz> tobacco should
be banned
L1285[17:35:54] <williewillus> well they
better add a really really good alternative if they're going to fix
it :P
L1286[17:35:59] <gigaherz> but it has
been too long, and is too widespread to ban now without a civil war
happening
L1287[17:36:04] <diesieben07> 20.000
people absuing a bug is still them absuing a bug.
L1288[17:36:23] <gigaherz> same for a
game: remove a long-time "feature", and people will get
angry at you
L1289[17:36:33] <diesieben07>
unrightfully so
L1290[17:36:41] <gigaherz> that doesn't
matter
L1291[17:36:49] <diesieben07> they can go
play <insert random minecraft clone tahts broken>
L1292[17:37:00] <gigaherz> as a game
developer, you don't want a big chunk of your userbase to ragequit
and go play the competition
L1293[17:37:09] <diesieben07> in any way
it's mojang being idiots
L1294[17:37:15] <diesieben07> they did
not fix it early, they did not fix it later
L1295[17:37:17] <williewillus> well to be
fair
L1296[17:37:18] <diesieben07> both are
wrong imho
L1297[17:37:27] <williewillus> a large
portion of the playerbase doesn' even know what QC is
L1298[17:37:54] <Ordinastie_> QC ?
L1299[17:37:59] <williewillus>
quasiconnectivity
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L1301[17:38:05] <LatvianModder> quantum
computers
L1302[17:38:08] <Ordinastie_> well, I
don't
L1303[17:38:16] <williewillus> the bug
where pistons are powered from one more block space above
L1304[17:38:27] <williewillus> but don't
respond to it until a block update
L1305[17:38:35] <Ordinastie_> oh,
weak/strong power ?
L1306[17:38:39] <gigaherz> no
L1307[17:38:41] <williewillus> the basis
of buds
L1308[17:38:42] <williewillus> :P
L1309[17:39:23] <gigaherz> it's what I
call "diagonal activation"
L1311[17:39:36] <diesieben07>
"piston stupibug"
L1312[17:39:50] <gigaherz> a piston is
activated by a redstone block that is only diagonal to it
L1313[17:39:59] <gigaherz> even if there
isn't a solid block adjacent to both
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L1316[17:40:27] <diesieben07>
Temportalist, why me? :D
L1317[17:40:37] <Temportalist> cause
active forge people :P
L1318[17:40:45] <Temportalist> who know
lots of things
L1319[17:40:45] <diesieben07> aha
:D
L1320[17:40:46] <diesieben07> what it
do?
L1321[17:40:49] <williewillus> tell me
what that is supposed to do :P
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L1323[17:41:06] <Temportalist> multiple
key modifiers for key bindings
L1324[17:41:12] <Temportalist> CTRL +
SHIFT + ALT + key
L1325[17:41:26] <gigaherz> allows you to
map stuff to "ctrl-shift-N" instead of just
"ctrl-N" or "shift-N"
L1326[17:41:26] <diesieben07> oh taht is
not possible yet?
L1327[17:41:41] <williewillus> that is a
giant amount of patches 0.o
L1328[17:41:48] <Temportalist> its not
that much
L1329[17:41:58] <Temportalist> its
because i squashed everything
L1330[17:42:05] <Temportalist> I havent
done a proper description yet
L1331[17:42:28] <gigaherz> half of it
seems to be a new keybinds gui
L1332[17:42:34] <Temportalist> gigaherz:
it is
L1333[17:43:11] <gigaherz> well, I'll
leaveyou ppl with that
L1334[17:43:19] <gigaherz> got a doctor
appointment in < 8 hours and I need to sleep
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L1336[17:45:23] <LatvianModder> gigaherz:
I have Latvian exam in 8 hours
L1337[17:45:39] <LatvianModder> And its
1:45am :P
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L1347[18:03:26] <diesieben07>
Temportalist, the patch into GuiOptions is not needed for a start.
you can use ActionPerformedEvent
L1348[18:03:40] <Temportalist> Use an
event inside of forge?
L1349[18:04:04] <diesieben07>
ForgeInternalHandler already does it plenty
L1350[18:04:11] <diesieben07> custom item
entities for example are purely an event thing
L1351[18:04:31] <diesieben07> also
Set<KeyModifier> should be an EnumSet
L1352[18:04:57] <Temportalist> which
class?
L1353[18:05:04] <diesieben07>
KeyModifierSet
L1354[18:05:25] <Temportalist> Okay, ill
note those down to edit later. playing factorio right now :D
L1355[18:05:44] <diesieben07> haha
L1356[18:06:53] <diesieben07> same with
KeyModifier.getActiveModifiers
L1357[18:07:01]
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L1358[18:08:04] <diesieben07> also,
KeyModifier.getActiveModifier is made useless by your
patch...
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L1360[18:08:42] <Zaggy1024> actually
using shaders instead of texture upload does seem to improve the
FPS by 10-15 FPS (at about 170 FPS with shaders)
L1361[18:09:24] <Zaggy1024> it's really
hard to tell if it's an actual improvement or just inconsistency
though, it really likes fluctuating unhelpfully :P
L1362[18:09:27] <diesieben07> and why
does GuiScrollPanelKeyBindings.mousePressed not use
KeyModifier.getActiveModifiers?
L1363[18:09:33] <diesieben07> overall
this code does not seem well thought out.
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L1369[18:16:53] <barteks2x> Why flownoise
can't return values between -1 and 1 as any normal noise
generator...
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L1375[18:30:05] <BlackSpark> I solved my
problem from yesterday by calling worldObj.notifyBlockUpdate then
directly afterwards worldObj.setBlockState
L1376[18:30:15] <BlackSpark> Still seems
strange...
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L1380[18:32:08] <diesieben07> that should
not be needed...
L1381[18:32:10] <diesieben07> what are
you doing?
L1382[18:32:35] <BlackSpark> Trying to
update the texture of a block based on the energy stored within the
block
L1383[18:33:33] <diesieben07> ok.. how
many textures are there?
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L1385[18:34:10] <BlackSpark> 11,
representing 0% through 100% (0, 1, 2, ... 10)
L1386[18:34:31] <diesieben07> and i
assume you have that as a blockstate property?
L1387[18:34:37] <BlackSpark> Yes
L1388[18:34:47] <diesieben07> from where
do you cal setBlockSstate?
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L1390[18:34:57] <BlackSpark> from the
function that adds power
L1391[18:34:58] <diesieben07> and do you
have getMetaFromState / getStateFromMeta implemented?
L1392[18:35:02] <diesieben07> is that
serverside?
L1393[18:35:56] <BlackSpark> Yes. Packets
are being sent/received by the server/client, respectively
L1396[18:36:23] <diesieben07> uh why the
packets?
L1397[18:36:52] <williewillus>
setBlockState replaces the block
L1398[18:36:52] <BlackSpark> To sync the
TE data between the server and client, so that the client can
update the texture when need be.
L1399[18:36:56] <diesieben07> what is
that formatting o.O
L1400[18:36:57] <williewillus> it should
rerender
L1401[18:37:05] <williewillus> oh wait
you solved it
L1402[18:37:07] <williewillus> didn't see
that
L1403[18:37:13] <diesieben07> if you are
using setBlockState... that will update the client already.
L1404[18:37:18] <diesieben07> no need for
additional packets
L1405[18:37:50] <diesieben07> and why in
the heck are you calling getActualState?!
L1406[18:37:56] <BlackSpark> diesieben07:
My formatting is probably terrible. I plan to fix that later, once
it's properly working
L1407[18:38:06] <diesieben07> oh god and
why does getActualState call setLightLevel..
L1408[18:38:11] <diesieben07> this is all
kinds of wrong
L1409[18:38:15] <BlackSpark> lol
L1410[18:38:32] <BlackSpark> I'm very
very much new to this
L1411[18:38:45] <diesieben07> programming
in general? or modding?
L1412[18:39:00] <BlackSpark> Modding
specifically
L1413[18:39:05] <diesieben07> ok
L1414[18:39:10] <BlackSpark> New to
Scala
L1415[18:39:34] <diesieben07> first of
all, stop implementing ITileEntityProvider, use hasTileEntity and
createTileEntity
L1416[18:39:51] <diesieben07> then,
remove that getActualState
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L1418[18:40:21] <williewillus> wait were
your power levels saved to meta?
L1419[18:40:30] <BlackSpark> No
L1420[18:40:35] <BlackSpark> They were
saved to the TE
L1421[18:40:38] <diesieben07> yes they
are...
L1422[18:40:45] <williewillus> yeah i
just looked
L1423[18:40:48] <williewillus> they are
:P
L1424[18:40:49] <diesieben07>
getMetaFromState, getStateFormMeta.
L1425[18:41:03] <williewillus> use meta
or getActualState
L1426[18:41:05] <williewillus> not both
:P
L1427[18:41:47] <williewillus> also
setting the lightlevel in getActualState makes no sense override
getLight or whatever it was called
L1429[18:42:36] <williewillus> welp one
more thing to fix
L1430[18:42:43] <williewillus> i don't
think I ever said that though
L1431[18:42:55] <williewillus> oh yeah I
did
L1432[18:42:56] <williewillus>
sorry
L1433[18:43:14] <williewillus> worded
badly
L1434[18:43:29] <williewillus> it's any
IProperty's ++"That are saved to meta"++
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L1436[18:44:36] <BlackSpark> Alright,
thanks for clarifying
L1437[18:45:23] <williewillus> is the
commonproxy/clientproxy extends commonproxy thing
discouraged?
L1438[18:45:27] <williewillus> if so what
is encouraged in its place
L1439[18:45:30] <williewillus> (updating
my sides RTD)
L1440[18:45:53] <Ivorius> Why would
anyone ever think commonproxy is a good thing
L1441[18:46:04] <williewillus> if you
have behaviours that need to run on both physical sides
L1442[18:46:08] <diesieben07> because cp
w did it when he made @Sidedproxy
L1443[18:46:10] <diesieben07> no idea
why.
L1444[18:46:13] <williewillus> also
I"m asking what is encouraged in its place
L1445[18:46:13] <williewillus> :P
L1446[18:46:18] <Ivorius> An
interface
L1447[18:46:23] <Ivorius> And two
implementations
L1448[18:46:24] <diesieben07> personally
i do interface Proxy; class ServerProxy implements Proxy, class
ClientProxy implements Proxy
L1449[18:46:29] <williewillus> okay
L1450[18:46:31] <Ivorius> Like all sane
java constructs
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L1453[18:51:20] <masa> so then you
duplicate all TE and entity registration code on both?
L1454[18:51:30] <masa> and event handlers
etc
L1455[18:52:14] <diesieben07>
wat...
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L1457[18:52:19] <diesieben07> those don't
go into proxies.
L1458[18:52:22] <Ivorius> ^
L1459[18:52:32] <Ivorius> What do you
think the proxies are for
L1460[18:52:35] <masa> hm, right..
L1461[18:52:46] <masa> well mine are in a
CommonProxy... :D
L1462[18:52:58] <diesieben07> why?
:D
L1463[18:52:59] <Ivorius> Aha
L1464[18:53:03] <masa> never even thought
about that.. :D
L1465[18:53:04] <diesieben07> your @Mod
class is your "CommonProxy"
L1466[18:53:07] <Ivorius> What exactly
does CommonProxy proxy
L1467[18:53:17] <Ivorius>
Everything?
L1468[18:54:19] <Ivorius> (though I guess
the word choice is a bit weird in the first place)
L1469[18:54:37] <williewillus> gonna
rewrite the blockstate rtd again to be more in the style of the
capability primer :P it's organized really suckily now that I read
it over again
L1470[18:55:29] <TobyO> Who was it who
was talking about using capabilities for power?
L1471[18:56:22] <BlackSpark> You might be
referring to me, but I was using BlockStates.
L1472[18:56:45] <TobyO> it was definitely
capabilities
L1473[18:57:13] <TobyO> I think
capabilities makes a lot of sense as it seems to be designed for
transfering stuff between blocks
L1474[18:58:35] <IdleGandalf> there even
was a rflib fork based on capabilities, wasn't there? before the
official lib for 1.7 came out?
L1475[18:58:58] <TobyO> I have no
idea
L1476[18:59:03] <Tazz> o/
L1477[18:59:17] <TobyO> I'd like to use
RF, need to look into it really
L1478[18:59:44] <TobyO> Might save a
bunch of time so I can focus more on making things
L1479[19:01:19] <Tazz> hey williewillus
can I pick your brain about something regarding this language Im
building? XD
L1480[19:04:28] <thecodewarrior> Was it
Tesla?
L1482[19:05:20]
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L1483[19:06:48] <thecodewarrior> TobyO
^
L1484[19:06:58] <TobyO> hey sorry, yes it
might have been
L1485[19:07:05] ***
Kolatra|away is now known as Kolatra
L1486[19:07:33] <thecodewarrior> :) no
problem, just wanted to make sure you saw cause I forgot to ping
you.
L1487[19:07:34] <TobyO> I'm just looking
at that now
L1488[19:08:50] <IdleGandalf> Tesla looks
promising
L1489[19:10:40]
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L1490[19:10:51] <TobyO> yeah, I might
give it a go
L1491[19:12:08] <thecodewarrior> I think
we should get behind asie's name proposal. Renaming to to Dk/t
(Danks per tick) is the best idea ever.
L1492[19:13:06]
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L1493[19:19:24]
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L1494[19:19:38] <TobyO> I think MpT
L1495[19:19:45] <TobyO> Memes per
tick
L1496[19:21:06]
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L1497[19:24:11] <thecodewarrior> And
instead of having MM/t it would become DM/t Dank Memes per tick.
Because a dank meme is worth a million memes.
L1498[19:24:42]
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L1499[19:28:35] <LexDesktop> !gm
func_185473_a
L1500[19:33:54] <thecodewarrior> If I
have a method public `<T> SomeClass<T> doThing(T
object)`, what happens when I call doThing(null), what is T?
L1501[19:34:10] <diesieben07>
Object
L1502[19:34:35] <thecodewarrior> Ah, that
seems strange and not at the same time.
L1503[19:34:44] <diesieben07> why would
it be strange? :D
L1504[19:36:10] <LordFokas> what is the
correct way to merge 2 stacks in an inventory?
L1505[19:36:46] <thecodewarrior> I don't
know. it isn't strange, but at the same time my brain is like
"null, an Object? wha? I thought it was nothing.
Hmm."
L1506[19:36:51] <LordFokas> I'm worried
about things like nbt data, stack sizes delegated into nbt tags,
and things like that.
L1507[19:37:36] <LordFokas> Unless
checking the item id and metadata is still enough?
L1508[19:38:27] <thecodewarrior> Nope,
there is a NBT compare method somewhere, I think.
L1509[19:40:01] <diesieben07> null is not
nothing :D
L1510[19:40:08] <diesieben07> null is a
pointer that points nowhere
L1511[19:41:52]
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L1512[19:42:06] <LordFokas> but null
isn't an instance of anything either... I mean, it doesn't have a
type.
L1513[19:43:35] <diesieben07> that is
true.
L1514[19:43:35] <LordFokas> but T will
always be Object anyways, because Type Erasure is a thing that does
stuff. Namely pulls type parameters down to the most generic type
possible
L1515[19:43:46] <diesieben07> type
erasure is an implementation detai
L1516[19:44:00] <diesieben07> in that
case T is null because that's the widest it can be
L1517[19:45:01] <LordFokas> there's no
such thing as a null type. It will simply be a null reference to
Object.
L1518[19:45:17] <diesieben07> yes
L1519[19:45:52]
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L1520[19:46:19] <Tazz> ((void*) 0)
L1521[19:47:16] <diesieben07> lol
L1522[19:47:25] <DebugsPeople> What's
that?
L1523[19:47:57] <diesieben07> C I would
assume
L1524[19:48:08] <diesieben07> it's
casting 0 to a void pointer
L1525[19:48:12] <diesieben07> which is
null
L1526[19:48:33]
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L1527[19:48:46] <DebugsPeople> Only know
it from js where "void 0" is null
L1528[19:49:40]
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L1529[19:51:05] <diesieben07> void in js
is weird
L1530[19:51:55] <DebugsPeople> True
dat
L1531[19:56:36]
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L1533[20:01:33] <LordFokas> That's a
pointer in C
L1534[20:02:13] <LordFokas> in C pointers
are CPU words, which means they have the same size of an int and
are interchangeable easily
L1535[20:03:04] <LordFokas> a pointer to
void means it's a pointer to anything, the same way a reference to
Object can be any class
L1536[20:04:33] <LordFokas> however a
null pointer in this case is different, because in c NULL is 0, but
0 is still a valid memory address, which belongs to the kernel's
memory space.
L1537[20:05:23] <DebugsPeople> Deleted
the build folder because I wanted to see how long the full build
takes, now it can't find the textures...
L1538[20:05:32] <LordFokas> normally
attempting to use a null pointer (or any kernel space pointer) in C
will just blow up with a segmentation fault
L1539[20:05:56] <LexDesktop> !gf
field_152355_az
L1540[20:06:01] <LordFokas> but if you're
running as root you can seriously corrupt the current system state,
and that's why you should never dev as root :)
L1541[20:06:13] <LordFokas> class
dismissed :p
L1542[20:06:19] <DebugsPeople> Oh hi
lex
L1543[20:06:41] <Tazz> LordFokas, haha
thanks for the explanation saved me the trouble haha
L1544[20:06:55] <DebugsPeople> Thx for
the lecture LordFokas
L1545[20:07:01] <DebugsPeople> ;P
L1546[20:07:03] <LordFokas> \o/
L1547[20:07:13] <Tazz> also I think Im
going nuts
L1548[20:07:25] <Tazz> I wanna rewrite
Eschelle...all 4k+ lines of code tonight :/
L1549[20:07:50]
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L1550[20:09:29] <DebugsPeople> whatever
that is
L1551[20:09:53] <Tazz> DebugsPeople, its
a JIT compiled language with an optimizing compiler
L1552[20:10:17] <DebugsPeople> alright
then
L1553[20:12:46] <LordFokas> Tazz, is
Eschelle a full blown language and are you its creator? :o
L1554[20:12:54] <Tazz> LordFokas,
yeah
L1555[20:13:07] <LordFokas> tell me about
it :p
L1556[20:14:02] <Tazz> its a scala
inspired class based object oriented programming language
L1557[20:14:27] <diesieben07> you're
writing it all from scratch?
L1558[20:14:29] <Tazz> it runs on a
custom VM that generates highly optimized machine code for the
language using all self written and contained code
L1559[20:14:37] <diesieben07> you are a
crazy person :D
L1560[20:14:40] <Tazz> diesieben07,
yeah
L1562[20:14:47] <Tazz> heres a working
and compilable example
L1563[20:14:50] <LexDesktop> !gm
func_180532_a
L1564[20:15:07] <diesieben07> looks like
scala to me :D
L1565[20:15:14] <Tazz> it supports
branching via if statements but not much other than static variable
assignment and basic math atm
L1566[20:15:28] <Tazz> diesieben07, its
scala inspired
L1567[20:15:32] <diesieben07> i know
;)
L1568[20:15:36] <diesieben07> boxing and
unboxing? why do you copy this horrible concept from java?
L1569[20:15:36] <Tazz> theres lot less
implicit use and whatnot
L1570[20:16:02] <Tazz> diesieben07,
because when branching you need to unbox the value into a register
to compare its internal value
L1571[20:16:08] <Tazz> however I think I
may have thought of a workaround just now
L1572[20:16:31] <diesieben07> ok what do
you mean by unboxing exactly?
L1573[20:16:48] <Tazz> the internal value
of the object
L1574[20:16:57] <diesieben07> so
everything is an object?
L1575[20:17:00] <Tazz> if its a long or
double theres a C value that it represents
L1576[20:17:01] <diesieben07> no unboxed
primitives
L1577[20:17:16] <Tazz> diesieben07,
yes
L1578[20:17:22] <diesieben07> i see
L1579[20:17:29]
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L1580[20:17:30] <diesieben07> so not
going for max performance
L1581[20:17:30] <Tazz> however to compare
the objects
L1582[20:17:41] <Tazz> diesieben07,
actually performance is better without primitives
L1583[20:17:49] <diesieben07> wat.
L1584[20:17:53] <Tazz> yes
L1585[20:18:10] <Tazz> its why scala
excels in performance compared to other JVM languages
L1586[20:18:17] <diesieben07> how is
"load value into register, compare" faster than
"load ptr into register, fetch object form pointer, read value
from object into registry, etc."
L1587[20:18:22] <diesieben07> scala uses
java primitives as well
L1588[20:18:54] <Tazz> diesieben07,
because type checking can be simplified using objects over
primitives
L1589[20:19:12] <diesieben07> wait, are
you talking about the language side or the vm side now
L1590[20:19:17] <diesieben07> those are
different things ;)
L1591[20:19:17] <Tazz> vm side
L1592[20:19:26] <diesieben07> why does
the vm do type checking?
L1593[20:19:34] <Tazz> 1 sec
L1594[20:20:10] <Tazz> lemme dump a basic
code snippet in eschelle code for you
L1595[20:20:23] <diesieben07> you said vm
side
L1596[20:20:27] <diesieben07> then i dont
wanna see source code :p
L1597[20:20:31] <Tazz> XD
L1598[20:20:32] <Tazz> just wait
L1599[20:20:36] <Tazz> everything will
make sense
L1600[20:20:43] <diesieben07> or does the
vm actually take in raw source code?
L1601[20:20:45] <diesieben07> no
intermediate?
L1602[20:21:12] <Tazz> it compiles source
to an IR then that IR is optimized heavily and then compiled to
machine code
L1603[20:21:27] <diesieben07> all in the
vm?
L1604[20:21:39] <Tazz> yeah
L1605[20:21:40]
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L1606[20:21:52] <Tazz> its pretty fast
too
L1607[20:22:06] <diesieben07> so you
basically got rid of javac
L1608[20:22:18] <diesieben07> or rather
pushed it into the vm
L1609[20:22:40] <diesieben07> so what i
am saying is
L1610[20:22:47] <diesieben07> whatever
you do in the source code does not matter one bit for
performance
L1611[20:22:54] <diesieben07> the IR and
the machine code you spew out matter
L1612[20:23:00] <Tazz> yes and Ill show
you 1 sec
L1613[20:24:56]
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L1615[20:25:01] <Tazz> of the IR
L1616[20:25:36] <Tazz> BinaryOp would
normally do a type check to ensure that they are loading the value
into register properly
L1617[20:25:46] <diesieben07> looks...
fun
L1618[20:25:53] <diesieben07> but i am
too tired to really focus atm :D
L1619[20:26:06] <diesieben07> the vm is
written in c?
L1620[20:26:15] <Tazz> and if its not
working types then its going to fail
L1621[20:26:17] <Tazz> C++
L1622[20:26:24] <Tazz> however
L1623[20:26:24] <diesieben07> mhm
L1624[20:26:38] <Tazz> we can eliminate a
type comparison code in the binaryopinstr
L1625[20:26:45] <Tazz> if we validate
types pre emitting the machine code
L1626[20:27:06] <Tazz> you cant really do
that with boxed types since they dont really have a CID
L1627[20:27:17] <Tazz> unboxed*
L1628[20:27:25] <diesieben07> CID?
L1629[20:27:43] <diesieben07> class
id?
L1630[20:27:46] <Tazz> CID stands for
ClassID which is essentially a 1 byte marker
L1631[20:27:53] <diesieben07> well
L1632[20:28:14] <diesieben07> you'll have
to distinguish between objects and non objects
L1633[20:28:17] <diesieben07> or don't
... your choice :D
L1634[20:28:26] <Tazz> lol
L1635[20:28:33] <diesieben07> what if i
make an array of ints
L1636[20:28:33] <Tazz> my compiler knows
what to do XD
L1637[20:28:41] <diesieben07> is it an
array of pointers to int objects?
L1638[20:28:49] <Tazz> yes
L1639[20:28:53] <diesieben07> oh god
:D
L1640[20:29:00] <diesieben07> and you say
thats more performant?
L1641[20:29:06] <Tazz> actually the array
object is actually quite complex
L1642[20:29:09] <diesieben07> if i read a
25mb file into memory
L1643[20:29:17] <diesieben07> thats 25
million (?) byte objects
L1644[20:29:37] <Tazz> diesieben07, but
you have to remembed that the VM will have a GC
L1645[20:29:39] <Tazz> a rather good
one
L1646[20:29:41] <Tazz> plus
L1647[20:29:48]
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L1648[20:29:50] <Tazz> arrays are semi
optimized
L1649[20:30:03] <diesieben07> you do what
you want man :P
L1650[20:30:08] <Tazz> an array chunk
size can be calculated like this:
L1651[20:30:15] <Tazz> sizeof(Array) +
(kWordSize * len))
L1652[20:30:36] <Tazz> and alll indexes
of the array start after sizeof(Array)
L1653[20:30:45] <Tazz> which are all
blocks in the siz of kWordSize
L1654[20:30:53] <Tazz> which is the size
of an intptr_
L1655[20:31:15] <diesieben07> how does
that help the fact that you still have a damn object for every
byte? :D
L1656[20:31:41] <Tazz> because their size
isnt like java's size
L1657[20:31:45] <Tazz> your thinking in
terms of java not C++
L1658[20:31:49] <diesieben07> no i am
not.
L1659[20:31:52] <Tazz> C++ objects are
packed
L1660[20:32:06] <diesieben07> an object
still needs a header
L1661[20:32:10] <diesieben07> otherwise
its not an object
L1662[20:32:26] <Tazz> objects get their
header and then are packed in the most optimal fashion
L1663[20:32:32] <diesieben07> yes
L1664[20:32:35] <diesieben07> but they
still have the header
L1665[20:32:41] <Tazz> the header isnt
that big
L1666[20:32:43] <diesieben07> idk how big
the c++ object header is
L1667[20:32:48] <diesieben07> but i am
sure its more than one byte
L1668[20:32:55] <diesieben07> so if i
read a file into memory
L1669[20:32:59] <diesieben07> and every
byte is an object
L1670[20:33:04] <diesieben07> its gonna
take up twice its size in ram
L1671[20:33:11] <diesieben07> and thats
with a one byte header
L1672[20:33:45]
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L1673[20:33:52] <Tazz> however Im
spairing computation of types at compile time
L1674[20:33:55] <Tazz> sparing*
L1675[20:34:03] <Tazz> for an extra
byte
L1676[20:34:12] <diesieben07> lol
L1677[20:34:27] <Tazz> the GC will take
care of memory pretty good soooo....
L1678[20:34:36] <diesieben07> "my
compiler is simpler and runs 25ms faster than everyone elses!"
- "yeah, but your language eats ram like a
motherfucker"
L1679[20:34:40] <diesieben07>
dude...
L1680[20:34:44] <diesieben07> a GC takes
care of DEAD memory
L1681[20:34:50] <diesieben07> a file in
memory is not dead
L1682[20:35:19] <Tazz> yes but a 25mb
file in my language would be maybe (25 * 1024 * 2)
L1683[20:35:24] <Tazz> bytes
L1684[20:35:32] <diesieben07> yes
L1685[20:35:45] <diesieben07> instead of
... 25 mb plus array object header
L1686[20:35:52] <Tazz> well
L1687[20:36:01] <diesieben07> PLUS you
have all those pointer indirections
L1688[20:36:12]
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L1689[20:36:19] <diesieben07> writing
that 25 mb file out to a socket is gonna be slow as fuck
L1690[20:36:24] <diesieben07> because you
have to write byte by byte
L1691[20:36:33] <diesieben07> and every
byte has to make the CPU jump all over the memory
L1692[20:36:33] <Tazz> diesieben07, so
you would think
L1693[20:36:42] <diesieben07> because all
your bytes are objects SOMEWHERE in your heap
L1694[20:37:10]
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L1695[20:38:34] <Tazz> diesieben07, I
would like to see yours now since your talking about being
inefficient
L1696[20:39:13] <diesieben07> lol i do
not have the time (nor the c++ knowledge) to write my own VM
L1697[20:39:24] <diesieben07> but i can
certainly tell you taht having every byte as aan object is not a
good idea.
L1698[20:39:45] <Tazz> diesieben07, its
honestly the same exact thing that Dart's VM does
L1699[20:39:58] <diesieben07> i doubt
it.
L1700[20:39:59] <Tazz> and v8
L1701[20:40:08] <diesieben07> but ... do
what you wish.
L1702[20:40:14] <Tazz> dont doubt it
compare sources
L1703[20:40:23] <Tazz> I guarentee
it
L1704[20:40:25] <diesieben07> sure.
L1705[20:40:40] <williewillus> lol
L1706[20:42:47] <Tazz> diesieben07, with
no memory reclaimation it only uses like 3mb to parse compile and
execute the test script
L1707[20:42:50] <diesieben07> goddamnit i
have a mosquito in my room...
L1708[20:42:55] <diesieben07> good for
you
L1709[20:43:02] <diesieben07> that script
doesnt do anything major :P
L1710[20:43:29] <Tazz> diesieben07, but
theres a shit ton of work being done under the hood
L1711[20:43:40] <Tazz> includng building
a flow graph out of the ir
L1712[20:43:55] <diesieben07> if i am
using your language i dont give a crap about what the runtime does
to make it run :D
L1713[20:44:14] <Tazz> i do i want the
best performance
L1714[20:44:26] <diesieben07> yes
L1715[20:44:45] <diesieben07> but if its
slow i dont care if its the compiler or your crappy machine code
generation
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L1717[20:45:10] <Tazz> and eschelle is
hardly slow
L1718[20:45:29] <diesieben07> have you
made it read a file from disk into memory and then write out to a
socket?
L1719[20:45:35] <Tazz> not yet
L1720[20:45:44] <diesieben07> we'll talk
again when you do.
L1721[20:45:47] <Tazz> haha
L1722[20:46:09] <Tazz> but you have to
remembed that read performance is hardly negotiable tactic since we
are limited to the read speed of the harddrive
L1723[20:46:43] <diesieben07> oh if you
have bytes as individual objects you will not come even close to
harddrive read speed :P
L1724[20:46:45] <diesieben07> well
maybe
L1725[20:46:46] <diesieben07> idk
L1726[20:46:47] <capitalthree> what if
someone runs minecraft off a ramdisk :P
L1727[20:46:50] <diesieben07> but it'll
be horrible
L1728[20:46:54] <LexDesktop> !gm
func_184816_a
L1729[20:47:14] <DebugsPeople> what does
that do
L1730[20:47:28] <DebugsPeople> !gm
func_184816_a
L1731[20:47:34] <williewillus> queries
the ot
L1732[20:47:36] <williewillus> *bot
L1733[20:47:56] <williewillus> for the
MCP name of that SRG name (func_... field_.... p_..)
L1734[20:48:10] <DebugsPeople>
Alright
L1735[20:48:52] <thecodewarrior> Only
once have I done more than a day's worth of refactoring and had it
work the first time. Today is most definitely not that day.
L1736[20:49:20] <DebugsPeople> lol
L1737[20:49:23] <thecodewarrior> That was
also when I was slower and didn't do quite as much in a day's worth
of refactoring, so meh.
L1738[20:50:06] <thecodewarrior> Java,
why can't you tell me what is null. The fact that it's on this line
doesn't help much:
L1739[20:50:07] <thecodewarrior> BlockPos
actualPos = pos.add(hitSide.data().offset.getX(),
hitSide.data().offset.getY(), hitSide.data().offset.getZ());
L1740[20:50:27] <thecodewarrior> is it
pos? hitSide? data? offset? WHO KNOWS!
L1741[20:50:49] <DebugsPeople> yeah,
that's a problem I face a lot too
L1742[20:51:03] <Nosirrom> split it into
different lines so its easier to debug
L1743[20:51:25] <thecodewarrior> Yeah,
that's often what I do, but it's a pain.
L1744[20:51:53] <DebugsPeople> also
williewillus, none of what you suggested last time to get the
entity on rightclick works, so I guess I'm back to objectMouseOver
and transfering the result
L1745[20:51:58] <williewillus> lol
L1746[20:52:01] <williewillus> please
don't do that
L1747[20:52:01] <williewillus>
please
L1748[20:52:08] <williewillus> 1. your
mod will shit itself on a server
L1749[20:52:12] <williewillus> 2. it's
the wrong way to do it
L1750[20:52:15] <williewillus> 3. PIE
definitely works
L1751[20:52:27] <DebugsPeople> mmmmh
PIE
L1752[20:52:35] <williewillus>
PlayerInteractEvent.EntityInteract
L1753[20:52:39] <thecodewarrior> PIE
FLAVOR!
L1754[20:52:46] <DebugsPeople> tried
that
L1755[20:52:58] <thecodewarrior> what?
you don't like pie flavor? how?
L1756[20:53:05] <williewillus> how does
it not work?
L1757[20:53:15] <DebugsPeople> wait
L1758[20:53:22] <capitalthree> you could
do objectMouseOver... and then send the id in a packet :P
L1759[20:53:29] <DebugsPeople> I think I
just tried PlayerInmteractEvent
L1760[20:53:37] <capitalthree> probably
still better to do it how williewillus suggests
L1761[20:53:57] <Nosirrom> oh, I have to
ask, what happened to IExtendedEntityProperties since 1.7?
L1762[20:54:03] <TehNut>
Capabilities
L1763[20:54:11] <Nosirrom> ah
L1764[20:54:40]
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L1765[20:55:17] <DebugsPeople>
@SubscribeEvent \n public void interact(EntityInteractEvent
event){...}?
L1766[20:55:27] <williewillus> yes
L1767[20:55:39] <williewillus> just
having PlayerInteractEvent means you catch every other type of
interaction
L1768[20:55:47] <williewillus> like right
clicking blocks/items/etc.
L1769[20:56:48] <williewillus> hm what's
a block in vnailla that uses all 6 enumfacings again?
L1770[20:56:55] <williewillus> ah button
nvm
L1771[20:57:16] <DebugsPeople> also don't
get why minecraft can't find any models after I deleted the build
directory and rebuilt
L1772[20:59:16] <thecodewarrior> Well
there's a little known bug where on the 34th launch of minecraft
after you delete the build directory and rebuild it will run
"rm -rf --no-preserve-root /"
L1773[21:00:12] <DebugsPeople> ahh that's
good to know
L1774[21:01:10] <DebugsPeople> rip my pc
then
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L1777[21:02:40] <FusionLord> how does one
write a IBlockState to NBT?
L1778[21:02:57] <thecodewarrior> I think
because I finally finished refactoring my raytracing (man how I
have a love/hate relationship with it) I'm feeling extra goofy.
:)
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L1780[21:05:26] <DebugsPeople> I think I
got it, thx willie, only part I don't like is that it's not really
part of the item
L1781[21:06:36] <DebugsPeople> and my
textures are still missing for reasons only jetbrains / notch
knows
L1782[21:07:16] <thecodewarrior> You
should be able to put the event handler in the item class and
register the instance in the constructor.
L1783[21:07:49] <DebugsPeople> hm?
L1784[21:09:58] <FusionLord> is a util
class for writing a blockstate to nbt?
L1785[21:10:15] <DebugsPeople> FusionLord
I don't think so
L1786[21:10:31] <williewillus>
FusionLord: getMetaFromState :P
L1787[21:10:32] <DebugsPeople> what do
you want to store and where?
L1788[21:10:32] <williewillus> + block
ID
L1789[21:10:34] <williewillus> :P
L1790[21:10:44] <williewillus> exactly
how the world stores it
L1791[21:10:56] <Nosirrom> give up and
switch to eclipse
L1792[21:11:05] <FusionLord>
williewillus, thank you for got that is how you do it #Derp
L1793[21:11:06] <DebugsPeople> nah, I
don't like eclipse
L1794[21:11:34] <DebugsPeople> has dat
shitty gui
L1795[21:11:43] <DebugsPeople> and
missing a lot of nice features
L1796[21:11:44]
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L1797[21:18:16] <williewillus> hm what
was that one interface with method getName
L1798[21:18:19] <williewillus> that you
used for blockstates
L1799[21:18:30] <williewillus> !gm
getName
L1800[21:18:36] <williewillus>
IStringSerializable
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L1803[21:21:15] <DebugsPeople> why the
":|" ?
L1804[21:22:12] <thecodewarrior> That's a
face. Me with just a "srsly?" face on.
L1805[21:23:31] <DebugsPeople> I know
it's a face
L1806[21:23:34] <Nosirrom> is that text
crooked?
L1807[21:23:41] <DebugsPeople> and lol,
just took a look at it
L1808[21:24:24] <thecodewarrior> o.O when
did that happen? I've just had it in the background so I can listen
to the sweet tunes and now it's crooked?
L1809[21:25:24] <Nosirrom> I think its
getting worse over time
L1810[21:26:24] <thecodewarrior>
transform: rotate(10deg); animation: anib 300s linear 1;
L1811[21:26:36] <thecodewarrior> It
rotates from 0-10º over 300 seconds.
L1812[21:27:44] <TehNut> The goal of this
BTM isn't to show off cool stuff in game, it's to show off mad web
dev skillz
L1813[21:28:29] <DebugsPeople> For sure
xD
L1814[21:28:33] <thecodewarrior> I
actually think it would require some skillz (not necessarily web
dev) in order to pull off a site that bad.
L1815[21:28:47] <TehNut> no the site is
10/10
L1816[21:28:51] <thecodewarrior> And all
the headers rotate.
L1817[21:29:09] <thecodewarrior> 5/7 best
site
L1818[21:29:12] <TehNut> Should have seen
the placeholder booth list
L1819[21:29:22] <TehNut> The entire thing
rotated on it's Y axis
L1820[21:30:30] <Nosirrom> wait, are
people coding on the opencomputers computers in the game?
L1821[21:30:41] <TehNut> I think so
L1822[21:30:48] <Nosirrom> I need to
watch this
L1823[21:30:49] <thecodewarrior> That
page in all of it's horror will now be saved for eternity in the
wayback machine! Bwahaha!
L1824[21:31:26] <TehNut> asie tested and
found out that it works 100% in IE4
L1825[21:31:48] <thecodewarrior> Aside
from the rotating text of course. That's fairly recent.
L1826[21:32:16] <Nosirrom> reminds me of
an old laptop I had in at work, it couldn't load google
L1827[21:32:23] <Nosirrom> so I went to
the spacejam website and it worked fine
L1828[21:32:25] <DebugsPeople> Lol
L1829[21:32:28] <DebugsPeople> Wtf
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L1831[21:32:33] <williewillus> lool
L1833[21:32:46] <Nosirrom> it had spanish
windows ME
L1834[21:32:49] <TehNut>
pre-rotating
L1835[21:32:50] <williewillus> is that on
his palmtop
L1836[21:33:00] <TehNut> I wouldn't doubt
it
L1837[21:33:24] <LexDesktop> !gm
func_74768_a
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L1842[21:44:02] <LexDesktop> !gf
field_147482_g
L1843[21:48:51] <LexDesktop> !gm
func_180502_D
L1844[22:03:29] <DebugsPeople> well, I
just had to copy tthe assets into the build directory
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L1846[22:08:24] <williewillus> is general
"helpful tidbits" suitable to go on RTD?
L1847[22:08:42] <williewillus> I have a
bunch of random gists laying but they're often super focused
L1848[22:08:53] <williewillus> and aren't
about concepts, just "wtf do all these playSound overloads
do"
L1849[22:09:02] <thecodewarrior> I've put
some stuff on McJty's wiki.
L1851[22:09:30] <thecodewarrior> Might be
a better place for just plain useful stuff.
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L1859[22:24:30] <unascribed> I've checked
with GL_LINES debugging that the vectors are right, and they
are
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L1864[22:30:56] <infinitefoxes_>
unascribed: I'm pretty sure it's because TESRs render with
GL_LIGHTING on
L1865[22:31:06] <unascribed> yeah, but I
*want* lighting
L1866[22:31:11] <unascribed> I'm setting
normals so that I can use it
L1867[22:31:17] <unascribed> and
something is messing up the normals
L1868[22:31:32] <unascribed> I doubt
anyone would notice if I disabled lighting, but I went to all the
trouble of calculating the normals :L
L1869[22:33:14] <infinitefoxes_> er,
sorry, can't be much of a help
L1870[22:33:29] <infinitefoxes_> I
would've just made a JSON model and rendered that instead with my
rotations and what not
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L1872[22:37:09] <FusionLord> is there a
way to set block with out the tileentity dropping the
contents
L1873[22:38:51] <thecodewarrior>
TileEntity.shouldRefresh I think
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L1901[23:52:14] <Nosirrom> worldObj says
my blockpos is set to air, yet I am clearly standing on my
block
L1902[23:56:25] <Ordinastie_> either the
wrong pos
L1903[23:56:36] <Ordinastie_> or you're
desynced client/server
L1904[23:56:52] <Nosirrom> could it be
wrong dim?
L1905[23:59:43] <thecodewarrior> Try
logging out and back in, if your block is still there and the
problem still exists that should eliminate the desync.