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L2[00:00:10] ⇦
Quits: BaronNox
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L3[00:00:42] <williewillus> ...is it
actually being used?
L4[00:00:45] <Tazz> yeah XD
L5[00:00:46] <williewillus> if not its just
bloat :P
L6[00:00:52] <Tazz> its being used
L7[00:00:57] <williewillus> seems overkill
for a mod but k xD
L8[00:01:17] <Tazz> williewillus, eh it may
be but I have some uses for it coming soon in another thing
L9[00:01:31] <Tazz> and I wanted to redo the
code since its not being used on the ATLauncher yet
L10[00:01:59] <Cypher121> alright, whoever
said that adding particles in 1.9 is same as 1.7, that is as far
from truth as possible
L11[00:02:27] <Tazz> williewillus, you
wouldnt happen to have a fix for why my entities are clipping the
ground heh? XD
L12[00:02:40] <williewillus> ?shrug
L13[00:02:47] <williewillus> Cypher121:
uhhhh that would be me and that is true
L14[00:03:02] <williewillus> oh wait you're
takling about adding NEW particles not spawning them
L15[00:03:02] <williewillus> xD
L16[00:03:04] <williewillus> woooops
L17[00:03:12] <williewillus> and it's still
not very different
L18[00:04:00] <Cypher121> then what would
be a replacement for EntityBlockDustFX, for example?
L19[00:04:08] <williewillus> it just got
renamed...
L20[00:04:24] <williewillus> it's
ParticleSeomthing
L21[00:04:26] <williewillus> I forget
L22[00:04:34] <Cypher121>
ParticleBreaking?
L23[00:04:40] <williewillus> probably
L24[00:04:51] <williewillus> renamed
because they aren't entities anymore and the FX was just extra
smurf
L25[00:05:05] <Cypher121>
ParticleDigging
L26[00:05:07] <Cypher121> I guess
L27[00:05:25] <Cypher121> but now you can't
construct them directly, they have some factory classes
L28[00:05:33] <williewillus> big deal
:P
L29[00:06:11] <Tazz> williewillus, actually
it might be my own doing with the clipping thing XD
L30[00:06:30] <Tazz> also pm quick?
XD
L31[00:06:37] <Cypher121> um, actually
yeah, it's a big deal
L32[00:06:43] <williewillus> Cypher121: i
don't see why
L33[00:07:09] <Cypher121> !!gm
ParticleDigging.Factory.getEntityFX
L34[00:07:10] <MCPBot_Reborn> No results
found.
L35[00:07:12] <williewillus> what is the
big problem?
L36[00:07:22] <Cypher121> it no longer has
a block in signature
L37[00:07:48] <Cypher121> instead it ends
with int... and then somehow procures blockstate from the first int
in there
L38[00:08:06] <williewillus> that is how
the digging particle has worked for years....
L39[00:08:12] <williewillus> where have you
been
L40[00:08:20] <williewillus> even in 1.7
that was how it worked
L41[00:08:30] <williewillus> you put the
block id as one of the int params except now it's the state
id
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L44[00:09:01] <Cypher121> it's not how it
worked. in 1.7.10 it took Block object as an argument
L45[00:09:15] <williewillus> BIG DEAL just
get the state id -.-
L46[00:09:22] <williewillus>
Block.getStateId(IBlockState)
L47[00:09:23] <williewillus> done
L48[00:09:38] <Relkofizz> Finally got it
working, thanks for the help
L49[00:11:06] <williewillus> Tazz: i'm
sleeping so tomorrow if you cancatch me :P
L50[00:11:16] <Tazz> williewillus, okay
XD
L51[00:11:19] <Tazz> night
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L54[00:16:28] <Cypher121> so all particles
take their arguments as IDs now
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L56[00:19:09] <Cypher121> what a mess
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L59[00:22:52] <insaneau> My inventory
render is rendering not the entire block, but rather just one face
of it. models/item/blockEndCake:
http://pastebin.com/Jpb0DFxH
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L62[00:23:17] <insaneau> it renders fine in
the hand and when dropped in the world, but not in the
inventory.
L63[00:25:02] <masa> mc version?
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L69[00:29:07] <masa> and how are you
registering the item model?
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L71[00:33:18] <insaneau> 1.9.5
L72[00:33:20] <insaneau> *4
L74[00:43:09] <masa> hmm, well you don't
seem to have an "inventory" variant in the blockstate
file, but you could also register the item model with setCMRL(...,
"bites=0");
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L76[00:43:17] <masa> and your transforms
are 1.8 not 1.9
L77[00:43:35] <masa> plus the variant naems
in 1.9 need to be quoted I think
L78[00:43:45] <masa> in the blockstate
json
L79[00:43:58] <masa> *property names
L80[00:44:08] <masa> *values dammit
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L84[00:46:10] <masa> that's what the
transform names are in 1.9
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L87[00:48:10] <masa> and put the bites
values inside quotes
L88[00:48:30] <insaneau> masa: It renders
fine in the world with the bites values not in quotes though?
L89[00:49:00] <masa> hm ok... well even
github hilights that as errors though, it's not allowed in standard
json I believe
L90[00:49:12] <masa> to have non-quoted
things
L91[00:49:29] <masa> well, names
L92[00:49:36] <Zorn_Taov> yeh
L94[00:50:33] <masa> so try it with the
setCMRL call with the variant string "bites=0" to get the
item model rendering, or alternatively, add a "inventory"
variant to the blockstate file
L95[00:51:08] <insaneau> ok i'll give it a
go
L96[00:52:32] <Zorn_Taov> what no
L97[00:52:43] <Zorn_Taov> for bites maybe
if he can pick them u
L98[00:52:44] <Zorn_Taov> p
L99[00:52:53] <Zorn_Taov> but he needs to
update the json I posted
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L101[00:53:32] <masa> well yes but the
transforms being wrong doesn't break the rendering completely so
that it is without textures
L102[00:53:48] <masa> and isn't bites=0
the "full cake" state?
L103[00:54:06] <masa> I'm assuming the
full cake is what you want to see in the inventory
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L122[02:00:00] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160605 mappings to Forge Maven.
L123[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160605-1.9.4.zip
(mappings = "snapshot_20160605" in build.gradle).
L124[02:00:14] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L127[02:02:35] <robedpixel> can event
handlers be enabled/ disabled in game?
L128[02:02:53] <robedpixel> as in a
certain event handler is only active when a condition is met
L129[02:03:21] <xaero> you can always fire
the event and maintain a private conditional flag
L130[02:04:35] <xaero> I believe the event
map is cached on startup for efficiency reasons though
L131[02:04:52] <Cypher121> does AT work on
constructors?
L132[02:05:18] <Tazz> Cypher121,
theoretically
L133[02:06:44] <Cypher121> ah, forget it,
it's protected
L134[02:06:48] <Cypher121> can't at
that
L135[02:07:06] <McJty> Why not? You can AT
protected too
L136[02:08:29] <Cypher121> alright, I'll
reword it: you CAN, but you SHOULDN'T
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L138[02:08:59] <McJty> Well AT for private
is just as bad as AT for protected
L139[02:09:06] <McJty> In both cases you
should first try all alternatives
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L141[02:09:16] <Cypher121> overriding
protected with protected is legal. if you change parent to public,
it's now a visibility decrease for every subclass
L142[02:09:46] <McJty> hmm that's
true
L143[02:10:04] <Cypher121> therefore, only
"good" AT is private -> public
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L145[02:10:37] <McJty> For fields it is ok
though
L146[02:10:43] <McJty> Well as ok as an AT
can ever be of course
L147[02:11:09] <Tazz> uggh robits are
desynched now :/
L148[02:11:55] <Tazz> also rofl left a
debug line in my scheme interpreter XD
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L151[02:16:02] <Tazz> nope my cause on the
desync xD
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L173[03:43:25] <Necr0> are there any plans
to add slots that natively use item handlers instead of
inventories? it's kinda awkward the way it is now.
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L176[03:47:16] <McJty> Necr0, you mean
like SlotItemHandler?
L177[03:47:20] <McJty> Hint: it is there
already
L178[03:47:22] <gigaherz> Necr0:
SlotItemHandler has always existed
L179[03:47:30] <gigaherz> funny thing: no
one noticed initially
L180[03:47:36] <gigaherz> Iwas even ready
to create one
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L182[03:47:50] <gigaherz> so I went to
eclipse did "crete class" ... "SlotItemHandler"
... "already exists?!"
L183[03:47:57] <Necr0> ok my bad
>.<
L184[03:48:35] <Necr0> Well then I can
also delete my version ^^
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L187[04:10:01] <TechnicianLP> there really
no can ItemStack.canItemStack(ItemStack other)?
L188[04:10:17] <TechnicianLP> grammar
failed again
L189[04:13:09] <gigaherz> I think there
was some method somewhere for that
L190[04:13:27] <gigaherz> but no idea what
the name is XD
L191[04:13:54] <Tazz> gigaherz, they work
now :D
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L193[04:14:23] <gigaherz> ?
L194[04:15:02] <TechnicianLP> theres one
that ignores nbt and theres one matching nbt + stacksize
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L196[04:15:24] <gigaherz> I don't mean
those
L197[04:15:31] <gigaherz> I meant like
InventoryHelper.* or something like that
L198[04:15:35] <gigaherz> or maybe it was
private in Container
L199[04:15:40] <gigaherz> but
regardless
L200[04:16:08] <Tazz> gigaherz, the robits
:D
L201[04:16:22] <gigaherz>
areStackable(stack1, stack2) { return
ItemStack.areItemsEqual(stack1, stack2) &&
ItemStack.areItemStackTagsEqual(stack1, stack2); }
L202[04:16:24] <Tazz> got them to move and
everything :d
L203[04:16:40] <gigaherz> \o/
L204[04:17:42] <Lordmau5> so a mod I'm
trying to update relies on gson and it works fine in the
dev-environment (obviously, because it's there)
L205[04:17:54] <Lordmau5> but as soon as
I'm building it and trying it in a normal env, the gson files are
not in the jar :<
L206[04:18:41] <gigaherz> wat
L207[04:18:48] <gigaherz> gson is a
library
L208[04:18:52] <gigaherz> it should be
there in mc
L209[04:18:55] <gigaherz> mc uses it
L210[04:18:55] <Tazz> wut
L211[04:19:05] <Tazz> also wut
L212[04:19:12] <Lordmau5> *shrugs* idk
then xD
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L214[04:19:16] <Tazz> someone just tried
telling me C++ and Java are the same...
L215[04:19:17] <Tazz> wut
L216[04:19:36] <PaleoCrafter> hm, wasn't
there someone who worked on a nicer config system for Forge?
xD
L217[04:20:01] <gigaherz> Tazz:only if you
consider trucks and trains to be the same
L218[04:20:01] <gigaherz> ;P
L219[04:20:05] <PaleoCrafter> Tazz, they
are more same-y than some other languages :P
L220[04:20:06] <Tazz> ikr
L221[04:20:20] <Tazz> PaleoCrafter, my 1
argument is memory management
L222[04:20:26] <gigaherz> the two
languages overlap
L223[04:20:34] <Tazz> and someone asks
what about "object = null"
L224[04:20:36] <Tazz> wut
L225[04:20:40] <PaleoCrafter> wat
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L227[04:20:44] <gigaherz> C++11 has
nullptr ;P
L228[04:20:46] <Tazz> your not freeing the
object, your just setting the holding reference to null XD
L229[04:20:51] <Tazz> gigaherz, C++ has
nullptr
L230[04:21:02] <Lordmau5> yup, lmao
L231[04:21:03] <Tazz> C++11 has no
correlation to nullptr
L232[04:21:07] <gigaherz> ?
L233[04:21:13] <Tazz> its a thing thats
been in C++ for a long time
L234[04:21:18] <gigaherz> not in standard
C++
L235[04:21:19] <Lordmau5> when I added the
com.google.* gson folder, the mod works in a non-IDE
L236[04:21:27] <gigaherz> NULL was just
(void*)0
L237[04:21:34] <Lordmau5> *shrugs*
whatever, I can add that manually, it's no biggie
L238[04:21:34] <Tazz> gigaherz, but C++
doesnt use NULL because its bad
L239[04:21:35] <gigaherz> nullptr as a
compiler keyword is new
L240[04:23:03] <gigaherz> bnut
anyhow
L241[04:23:06] <gigaherz> that wasn't the
point XD
L242[04:23:37] <gigaherz> as you said, var
= null in java and var= nullptr in C++ mean the same
L243[04:23:41] <gigaherz> but have very
different results
L244[04:23:51] <Tazz> yeah
L245[04:24:05] <gigaherz> unless you give
C++ a garbage collector
L246[04:24:11] <gigaherz> (which is
possible)
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L249[04:24:42] <gigaherz> lol
L250[04:25:31] <Tazz> gigaherz, yes either
write your own or use boehm
L251[04:26:02] <gigaherz> yeah but no one
does it so it's meaningless ofr the purpose of this WTF
L252[04:26:22] <gigaherz> thing is, not
even the primitive types match
L253[04:26:32] <gigaherz> C++ long doesn't
mean the same as Java long
L254[04:26:40] <Tazz> ikr
L255[04:26:43] <gigaherz> in JAva it's
always a 64bit integer
L256[04:26:48] <Tazz> int64_t
L257[04:26:52] <gigaherz> in C++, it's an
integer -- the size depends on the target
L258[04:26:55] <Tazz> afaik
L259[04:27:08] <gigaherz> for x86, long is
32bit
L260[04:27:15] <gigaherz> for x64, long
was kept 32bit for source compatibility
L261[04:27:23] <gigaherz> but on other
64bit platforms, long is 64bit
L262[04:27:37] <Tazz> rofl apparnetly Im
not an excellent programmer
L263[04:27:42] <gigaherz> and int is
defined as "an integer of the size that is most effective on
the platform" or similar
L264[04:27:47] <Tazz> and this person
doesnt even have a reason wtf
L265[04:27:58] <Tazz> oh other than the
apparently shit that my assembler is
L266[04:28:07] <gigaherz> which for x86/32
and x86/64, means 32bit
L267[04:28:07] <Tazz> but yet that was
derived from Darts source
L268[04:28:11] <gigaherz> but on 16bit
x86, it was 16bit
L269[04:28:19] <gigaherz>
(sometimes)
L270[04:28:34] <gigaherz> heck that mess
is why stdint.h exists
L271[04:29:06] <gigaherz> "wait was
it long long, or long it, or __int64? or does this platform have a
64bit signed at all?!"
L272[04:29:19] <gigaherz> -->
"#include <stdint.h> -- use int64_t"
L274[04:30:11] <gigaherz> the arithmetic
semantics are similar
L275[04:30:29] <gigaherz> although I don't
know how different they are in terms of implicit type
conversions
L276[04:30:41] <gigaherz> function
semantics... partially match
L277[04:30:50] <gigaherz> with primitives,
it's mostly the same
L278[04:30:56] <Tazz> hmmm now I need to
find some scheme coders XD
L279[04:30:59] <gigaherz> but with
non-primitives, it's completely different
L280[04:31:08] <gigaherz> Class
function(Class arg)
L281[04:31:13] <gigaherz> means references
in Java
L282[04:31:22] <gigaherz> but it's using
by-value semantics on C/C++
L283[04:31:33] <Tazz> oh gigaherz you know
what I wish Java had that C++ has (besides the obvious) XD
L284[04:31:39] <gigaherz> ?
L285[04:31:43] <Tazz> friend
L286[04:31:44] <gigaherz> I know what many
people want
L287[04:31:48] <gigaherz> ewh.
L288[04:31:52] <Tazz> friend is
beautiful
L289[04:32:24] <gigaherz> it shoudl be
called friend-with-benefits
L291[04:32:30] <gigaherz> because it lets
the other class fuck with it
L292[04:32:32] <Tazz> yes
L293[04:34:19] ⇦
Quits: mister_person
(~mister_pe@c-76-115-147-191.hsd1.or.comcast.net) (Quit:
mister_person)
L295[04:36:19] <Tazz> got the UI working
properly now I just need to write some logic into it to eval the
commands
L296[04:37:29] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 192
seconds)
L297[04:37:30] <AKTheKnight> Ooh. Looks
nice
L298[04:38:48] <Tazz> AKTheKnight, alot of
the beautiful-ness is because of Tris
L299[04:38:59] <Tazz> but I did some stuff
with some shaders to put that glowy colour on it
L300[04:39:04] <Tazz> its
configurable
L301[04:39:07] <Tazz> which Ill show in a
sec
L302[04:39:19] <Tazz> smoke break
first
L303[04:39:20] <Tazz> haha
L304[04:40:50] <gigaherz> smoking... such
a pointless habit
L305[04:40:58]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L306[04:41:30] <gigaherz> may as well just
chew gum and take some poison pills, at least you'd avoid the bad
breath and burned lungs
L307[04:42:59]
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L308[05:09:06] ***
DRedhorse is now known as DonAway
L309[05:14:26] ⇦
Quits: BlayTheNinth (~blay09@eiradir.org) (Ping timeout: 190
seconds)
L310[05:23:28] ***
MrKickkiller is now known as MrKick|Away
L311[05:25:41]
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(~Korhaka2@5751a8e0.skybroadband.com)
L312[05:25:51] <Korhaka> is there some odd
way you have to install NEI on 1.8
L313[05:25:56] <Korhaka> it just crashes
before MC even starts
L314[05:26:06] <illy> JEI
L316[05:26:55] <Korhaka> found it already,
thanks
L317[05:27:02] <Korhaka> at last,
something that doesnt need multiple files just to work
L318[05:33:01]
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(~Kodos@2602:306:ce20:6c30:ece5:7a07:1181:3479)
L319[05:38:41]
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(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L320[05:38:46] ⇦
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L321[05:40:39]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L322[05:42:03] <Zorn_Taov> for making a
custom launcher that will use forge, where do I get things in
"libraries" that doesn't have a "url"
L323[05:42:06] ⇦
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L325[05:45:38] <Zorn_Taov> neet
L326[05:46:05] <Tazz> Im like moments away
from releasing this mod XD
L327[05:46:08] <Tazz> just needs the final
touches XD
L328[05:46:25] <Zorn_Taov> I'm murdering
myself figuring out how to parse json :D
L329[05:46:44] <Cazzar> GSON
L330[05:46:49] <Tazz> yeah use GSOn
L331[05:47:03] <Zorn_Taov> with C#
L332[05:47:05] <Zorn_Taov> :D
L333[05:47:06] <Tazz> if your looking to
use something outside of minecraft and need something a little more
lightweight than Gson use my lib :D
L334[05:47:15] <Tazz> it works just like
Gson but is a lot less bulky XD
L335[05:47:17] <Zorn_Taov> using
datacontracts
L336[05:47:22] <Cazzar> Zorn_Taov: website
or not?
L337[05:47:30] <Zorn_Taov> custom
launcher
L341[05:52:11] <Zorn_Taov> unfortunately
it seems that most linux distros with mono won't have 4.5
-3-;
L342[05:52:12]
⇨ Joins: founderio
(~Thunderbi@p200300C4E3C727004002F8B216E006AF.dip0.t-ipconnect.de)
L343[05:52:26] <fry> why though? why
custom launcher, why 1.7.10, why C#?
L344[05:52:32] <Tahg> anyone here good
with 1.7.10 TESR rendering? (on the calling side)
L345[05:53:54] <Tahg> trying to draw a
fake EntityItem into the world, and standard blocks seem to work,
but others are just invisible
L346[05:54:01] <Zorn_Taov> fr.y: friend
wanted to make a custom launcher and I'm working with him on it,
the pack we started work with was for 1.7.10 and we also have a
pack for 1.8.9 now, and he wanted to use C# because REASONS! (aka
no idea why -3-;)
L347[05:54:27] <AKTheKnight> Persuade him
to go for java :P
L348[05:54:38] <gigaherz> I love C# and
all
L349[05:54:40] <fry> why did the friend
want a custom launcher?
L351[05:54:46] <gigaherz> but making a
custom launcher in C# just makes no sense.
L352[05:55:01] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 384
seconds)
L353[05:55:03] <gigaherz> just put the
pack up on curseforge
L354[05:55:07] <gigaherz> and get it from
the curse launcher
L355[05:55:10] <gigaherz> does all the job
for you
L356[05:55:12] <gigaherz> ;P
L358[05:55:22] <Prospector> Somehow my
item override broke when some particle spawned?
L359[05:55:24] <Prospector> that's
odd
L360[05:55:31]
⇨ Joins: Naiten (~Naiten@82.162.0.55)
L361[05:55:55] <Prospector> Exception
while adding particle happened at my item override
L362[05:55:58] <Prospector> how does that
even happen
L363[05:56:03] <Zorn_Taov> fr.y: he wanted
a way to distribute our private pack between our small group of
friends because A: curseforge was confusing, and B: BOTH of us are
tired of manually updating the pack on everyones computers
L364[05:56:10]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L365[05:56:15] <Tahg> Zorn_Taov, ok, I'm
basically doing that, but for some reason it doesn't seem to work
for everything
L368[05:56:54] <AKTheKnight> Instead of
having to write your own
L369[05:57:13] <Zorn_Taov> HE'S the one
that wanted to write it from scratch, too x3x
L370[05:57:14] <fry> dropbox folder?
L371[05:57:23] <Zorn_Taov> used to be,
yes
L372[05:57:30] <fry> why not
anymore?
L373[05:58:21] <Zorn_Taov> because either
A: people kept complaining that minecraft crashed when adding the
mods folder ON TOP of the old, or B: files disappearing because
people MOVE instead of COPY
L374[05:59:02] <Zorn_Taov> we used BTSync
later on to prevent B, but A still happened because people only
know how to play and not how to fix their problems
L375[05:59:08] <Tahg> this is why FC is no
longer on DB
L376[05:59:23] <Zorn_Taov> I am the
resident IT guy for the entire group -3-;
L377[05:59:45] <Zorn_Taov> and if pestered
into fixing their shit I'll just teamviewer in and do it
myself
L378[05:59:55] *
Zorn_Taov has little patience nowadays
L379[06:00:30] <Tahg> people really need
to learn A if they want to play
L380[06:00:52] <Zorn_Taov> yup
L381[06:00:52] <illy> welcome to the world
of IT getting pissed at the users who don't want to learn :D
L382[06:01:14] <Zorn_Taov> "zooorn
the game cra-" "give me the logs already"
L383[06:01:37]
⇨ Joins: Seppon
(~Noppes@82-168-99-26.ip.telfort.nl)
L384[06:01:40] ⇦
Quits: MikrySoft|2 (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Read
error: Connection reset by peer)
L386[06:02:51] <Zorn_Taov> you got a huge
-scale somewhere
L387[06:03:06] <Tahg> ya, RenderItem does
x10 for the GUI
L388[06:03:18] <Tahg> apparently to combat
some other scale issue
L389[06:03:45] <Tahg> TESRs are still
steadfastly refusing to render for me tho
L390[06:03:58] <Zorn_Taov> right NOW with
the launcher we've got the command line to start minecraft pretty
much hardcoded, to the point where the entire libraries folder is
downloaded as a zip from the server the pack is hosted on -3-;
which is why I'm working on parsing the version.json files from
vanilla and forge
L391[06:04:06] <Tahg> or they are, but in
a place in the world I'm not seeing
L392[06:04:11] ⇦
Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout:
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L393[06:04:43]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L394[06:04:52] *
Tahg goes back to ri.doRender(ei, 0, 0, 0, 0, 0);
L395[06:05:55] <Tahg> ok, so it's not
TESRs per se
L396[06:06:02] <Tahg> chests render
fine
L397[06:06:31] <Zorn_Taov> so fr.y, where
do I get something in the libraries list if there's no url? like
net.minecraft:launchwrapper:1.12
L398[06:06:31] <Tahg> in fact, everything
from vanilla and chisel seem to render fine, CC Open Peripherals
and TEs from my own mod don't
L400[06:08:08] <Zorn_Taov> x3
L401[06:08:12] <Tazz> Zorn_Taov, from
their maven server XD
L402[06:08:24] <Zorn_Taov> maven it,
gotcha -3-;
L403[06:11:02]
⇨ Joins: Emris (~Miranda@62.178.245.147)
L404[06:16:48]
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L406[06:25:41] <Tazz> can control the
colour of the robit through scheme properly now :D
L408[06:26:53] <illy> ima stealz your
codez
L409[06:27:01] <Tazz> illy, haha
L410[06:27:34] <illy> all your codez are
belong to us
L413[06:31:55] <Tahg> lol
L414[06:32:26] <Tahg> hmm, if you steal my
codez, can you fix them and send them back? kthxbye
L415[06:32:31] <Zorn_Taov> that thing is
going to be a bitch to refactor -3-
L416[06:32:38] <Tahg> *grumble*
L417[06:33:14] <Tahg> does the fact that
spawners render the frame, but not the mob give any hints to anyone
what I'm screwing up?
L418[06:33:46] <Tahg> seriously think I'm
still calling the wrong thing
L419[06:36:28] <Tahg> ooh, I might've
figured it out
L420[06:37:12] <Tahg> yep, I is dumb
L421[06:37:31] <Tahg> ResourceLocation
goes and does something stupid...like lowercase
resourceDomains
L422[06:37:35]
⇨ Joins: minot
(~minot@pool-100-1-168-123.nwrknj.fios.verizon.net)
L423[06:37:38] <Aroma1997> !mh
chunkExists
L424[06:38:11] <Tahg> why does it do that
anyway, so only mods with only lowercase letters in their names are
currently working for me
L425[06:38:55] <Aroma1997> what is the
best way to check, if a chunk is loaded in 1.9.4?
L426[06:39:24] <Tahg> is there no isLoaded
or similar function in world?
L427[06:39:30] <Aroma1997> no
L428[06:39:46] <Aroma1997> you used to be
able to use getChunkProvider.chunkExists()
L429[06:39:54] <Aroma1997> but that
doesn't exist anymore
L430[06:40:06] <Tahg> is there no map of
loaded chunks anymore?
L431[06:40:07]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L432[06:40:15] <Aroma1997> where?
L433[06:40:17] <Tahg> if there is, I'd say
trace back from that and try to find something public
L434[06:40:33] <Tahg> uh, not sure,
something's gotta hold on to loaded chunks
L435[06:40:46] <Tahg> didn't realize it
had changed that much
L436[06:40:56] <Aroma1997> ok thanks
L437[06:41:03] <Aroma1997> I'll see what I
can do.
L438[06:41:39] <Tahg> currently have a 1.7
workspace open, else I'd help look
L439[06:42:05] <Aroma1997> hmm
L440[06:42:37]
⇨ Joins: Drullkus
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L441[06:42:41] <gigaherz> wasn't there
some isBlockLoaded?
L442[06:42:49] <Tahg> ya, there was
L443[06:42:52] ***
DonAway is now known as DRedhorse
L444[06:42:55] <Tahg> but apparently not
anymore?
L445[06:43:12] <gigaherz>
World.isBlockLoaded exists on 1.9.4
L446[06:43:29] <gigaherz> which calls
World.isChunkLoaded
L447[06:43:38] <gigaherz> which is
protected
L448[06:43:47] <Aroma1997> hmm
L449[06:43:48] <Aroma1997> ok
L450[06:43:49] <gigaherz> but passing any
blockpos of that chunk should work
L451[06:43:54] <Aroma1997> that didn't
exist before
L452[06:43:59] <gigaherz> since it just
does x>>4,z>>4
L453[06:44:27] <Tahg> what does
World.isChunkLoaded do?
L454[06:44:38] <Tahg> and I thought it
did?
L455[06:44:54] <Tahg> maybe it's just a
renamed something?
L456[06:45:00] <Aroma1997> thanks
L457[06:45:10] <gigaherz> IIRC it existed
on 1.9(.0), maybe also on 1.8.x
L458[06:47:11] <Tahg> looking at 1.7.10
now, since that's what I have, and I indeed don't see anything like
that on world
L459[06:47:15] <Tahg> which is really
confusing me
L460[06:47:41] ⇦
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(Ping timeout: 198 seconds)
L461[06:47:46] <Tahg> oh, nm I found
it
L462[06:47:58]
⇨ Joins: Temportalist
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L463[06:48:50] <Tahg> ya,
World.blockExists, and World.chunkExists
L464[06:49:10] <Tahg> best I can tell from
what you're say is those are the same functions
L465[06:49:36] <Tahg> chunk version is
protected, block version has bounds checking
L466[06:49:49] <Aroma1997> isBlockLoaded
is broken
L467[06:49:55] <Aroma1997> it returns
false on loaded chunks
L468[06:50:20] <Tahg> how so?
L469[06:50:26] <Tahg> in all cases or just
sometimes?
L470[06:50:39] <Aroma1997> always?
L471[06:50:51] <gigaherz> o_O
L472[06:51:15] <Tahg> like, it just has a
return false;?
L473[06:51:21] <Aroma1997> no
L474[06:51:28] <gigaherz> well
L475[06:51:42] <gigaherz> on WorldServer,
isChunkLoaded does getChunkProvider().chunkExists
L476[06:51:52] <Aroma1997> yes
L477[06:51:54] <Tahg> if you're testing
during the chunk load, then no it won't work probably ever
L478[06:52:10] <Tahg> it only adds the
chunk to the map after it's loaded
L479[06:52:14] <gigaherz> on WorldClient,
it does provideChunk().isEmpty, but always returns true if
"allowEmpty" is set to true (default)
L480[06:52:17] <gigaherz> you may
want
L481[06:52:20] <Aroma1997> let me restart
minecraft, maybe my loaded world is a bit broken
L482[06:52:26] <gigaherz>
isBlockLoaded(pos, false)?
L483[06:55:17] <Aroma1997> nope
L484[06:55:22] <Aroma1997> also doesn't
work then...
L485[06:55:41] <gigaherz> no idea
then
L486[06:55:51] <Tahg> your not trying a y
out of bounds are you?
L487[06:56:03] <gigaherz> the function
doesn't use Y at all
L488[06:56:17] <gigaherz> isChunkLoaded
takes only x,z
L489[06:56:21] <Tahg> no, but it's not
public either?
L490[06:56:27] <Tahg> I assume he's using
the block version?
L491[06:56:32] <gigaherz> and
isBlockLoaded calls isChunkLoaded directly
L492[06:56:43] <PaleoCrafter> q.q Kotlin
doesn't support @PolymorphicSignature
L493[06:56:52] <Aroma1997> I'm placing
down a block in the world
L494[06:56:52] <Tahg> ya, but doesn't it
check y before calling isChunkLoaded?
L495[06:57:02] <gigaherz> nope
L496[06:57:07] <gigaherz> public boolean
isBlockLoaded(BlockPos pos, boolean allowEmpty)
L497[06:57:07] <gigaherz> {
L498[06:57:07] <gigaherz> return
this.isChunkLoaded(pos.getX() >> 4, pos.getZ() >> 4,
allowEmpty);
L499[06:57:07] <gigaherz> }
L500[06:57:09] <Aroma1997> calling
isBlockLoaded for the position of that block returns faalse
L501[06:57:13] <Tahg> they must've removed
that then
L502[06:57:48] <Tahg> hmm
L503[06:58:18] <Tahg> your not using
coordinates local to the chunk by mistake or something?
L504[06:58:37] <Tahg> *grasping at straws
here*
L505[06:59:39] <Aroma1997> no
L506[07:00:06] <Tahg> alright, if the pos
is accurate...I'm out of ideas
L507[07:01:43] <masa> insaneau: well seems
that you got textures for the inventory model, wasn't that what was
broken?
L508[07:02:18] <insaneau> masa: i got it
eventually. There's a "gui" variant that i needed to add
for the rotation.
L509[07:02:22] ⇦
Quits: Forecaster (~Forecaste@83.223.24.177) (Read error:
Connection reset by peer)
L510[07:02:24] <masa> yeah..
L512[07:02:30] <Tahg> you could try
looking at world.getChunkProvider().loadedChunkHashMap and see what
it contains
L513[07:02:45] <Tahg> (assuming you got a
ChunkProviderServer)
L514[07:03:50]
⇨ Joins: Forecaster (~Forecaste@83.223.24.177)
L515[07:04:07] <Tahg> really going from
"this should work" to "try anything" at this
point tho
L516[07:07:35] <Aroma1997> hmm
L517[07:10:47] ***
Darkhax is now known as Darkhax_AFK
L519[07:11:14] <Cazzar> Zorn_Taov: did you
find out a way to parse json in C# yet? :P
L520[07:12:12] <gigaherz> hopefully he
did, because it's really easy XD
L521[07:12:26] <gigaherz> you juse install
FastJSON and give it the filename/stream ;P
L522[07:12:38] <gigaherz> just*
L524[07:13:03] <gigaherz> I prefer
non-serializing parsers
L525[07:13:09] <gigaherz> that output a
standard structure
L526[07:13:21] <gigaherz> unless my
purpose is specifically to serialize/deserialize
L528[07:14:04] <gigaherz> heh nice
then
L529[07:14:21] <Cazzar> There is
also
L531[07:14:40] <gigaherz> incidently,
FastJSON is also a serializing parser
L532[07:14:41] <gigaherz> ;P
L533[07:21:53] <Tahg> that seems like an
oxymoron...or something
L534[07:22:09] <Tahg> since parser's
generally deserialize, don't they?
L535[07:23:25] <gigaherz> Tahg: I mean
like
L536[07:24:14] <gigaherz> the difference
between XMLDOM parsers, and XML parsers that automatically output
an arbitrary object instance
L537[07:25:29] <Tahg> ya, I know
L538[07:25:48] <Tahg> the thing with JSON
is tho that it has to know about the objects right?
L539[07:26:00] <gigaherz> no?
L540[07:26:10] <gigaherz> json has 3
things in it, sorta
L541[07:26:16] <Tahg> how then does it
turn the file into objects?
L542[07:26:19] <gigaherz> Object (map
string->value)
L543[07:26:26] <gigaherz> Array (list of
values)
L544[07:26:32] <gigaherz> and Primitives
(strings and other literals)
L545[07:26:45] <gigaherz> where
"value" can be any of the 3
L546[07:26:54] <gigaherz> GSON can parse
into those
L548[07:27:16] <gigaherz> you have
JsonObject, JsonArray, JsonPrimitive, and JsonElement which is a
base class of the rest
L549[07:27:34] <gigaherz> but it can also
parse directly into custom objects
L550[07:27:39] <gigaherz>
(deserializing)
L551[07:28:48] <Abastro> Anyone knows why
private access error occurs on build/tmp on downgrading?
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L565[08:30:38] <dmf444> Hello, is fry
around?
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L569[08:44:04] <AKTheKnight> dmf444: He is
listed as being here. But he might be busy, best bet is to wait
:)
L571[08:44:38] <dmf444> yep, that's what
i'm going to do
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L581[08:59:29] <rube_goldberg> Can anyone
point me to a current link?
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L583[08:59:43] <sham1> Something something
1.7.10 project
L584[08:59:48] <Zorn_Taov> you using the
latest version for 1.7.10
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L586[09:03:20] <rube_goldberg> I have
"version = ref.mcf_version + '-1.7.10'" in my
build.gradle
L587[09:03:44] <rube_goldberg> shouldn't
that by definition be 1.7.10?
L588[09:04:49] <sham1> May I just
ask
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L590[09:05:04] <rube_goldberg> @sham1 I
don't get your comment. Are you mocking me for asking a question
about an outdated mod, or did you not understand my question?
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L592[09:05:19] <sham1> Indeed I am
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L595[09:06:32] <TehNut> Could just use
"1.7.10-recommended" or "1.7.10-latest"
L596[09:06:43] <rube_goldberg> It's not my
plugin, but it looked like a good example of how to write a new
WorldType
L597[09:07:40] <sham1> And you look from a
m8d in 1.7.10 why exactly
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L599[09:13:37] <rube_goldberg> @TehNut Do
you know the exact version string for those?
"1.7.10-recommended" is an "invalid version"
according to gradle
L600[09:13:54] <TehNut> It is 100% a valid
version as I have used them in the past
L601[09:13:59] <TehNut> What is your full
buildscript
L602[09:14:30] <BaronNox> o7
L604[09:14:53] <TehNut> sponge wat r u
doin
L606[09:16:38] <TehNut> version =
"1.7.10-recommended"
L607[09:16:59] <TehNut> Should definitely
work
L608[09:18:31] <rube_goldberg> @TehNut
works ("Selected version 1.7.10-10.13.4.1558-1.7.10"),
but still needs fernflower-fix-1.0.zip
L609[09:18:57] <TehNut> Dunno then
L610[09:19:03] <TehNut> You're trying to
use an almost 3 year old version
L611[09:19:11] <TehNut> I'd suggest
updating to something not ancient
L612[09:20:19] <rube_goldberg> Bummer,
this mod looked good, and it's going to be a lot of work to upgrade
it
L613[09:20:29] <TehNut> ... or just use
their 1.9 version?
L614[09:21:01] <rube_goldberg> they
mention 1.9 work, but even the dev branch seems to be on
1.7.10
L615[09:21:11] <TehNut> They're idiots and
use a different repo
L617[09:21:34] <TehNut> git is 2 hrd
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L619[09:22:26] <rube_goldberg> oh, thanks!
They really need a link or something
L620[09:22:48] <TehNut> They really just
need to learn how branches work
L621[09:22:58] <TehNut> *shrug*
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L623[09:25:31] <rube_goldberg> Thanks for
the help
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L627[09:28:02] <raoulvdberge> can we get a
getter for capNBT in itemstack
L628[09:28:07] <raoulvdberge> for custom
itemstack serialization
L629[09:29:12] <LatvianModder> probably
not. Use writeToNBT
L630[09:30:13] <raoulvdberge> then its not
custom serialization anymore
L631[09:31:03] <LatvianModder> Lumien:
tried running ChunkAnimator your mod in Dev, got crash :( Shouldn't
ASMs work in dev?
net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException:
Exception in class transformer
lumien.chunkanimator.asm.ClassTransformer@55e26df0 from coremod
LoadingPlugin
L632[09:31:59] <Lumien> What's the rest of
the error?
L633[09:32:33] <LatvianModder>
lumien.chunkanimator.asm.ClassTransformer.patchChunkRenderContainer(ClassTransformer.java:135)
L634[09:32:39] <LatvianModder> ill get the
crash report, sec
L635[09:32:45] <LatvianModder> just
pasting the interesting parts :P
L637[09:33:25] <LatvianModder>
"Couldn't find MCP mappings" weird
L638[09:33:32] <Lumien> Yeah
L639[09:33:47] <LatvianModder> maybe you
have a deobf version?
L640[09:33:58] <Lumien> Wouldn't make a
difference
L641[09:34:24] <LatvianModder> Eh. I'll
add it in my modpack instance instead :D
L642[09:34:54] <LatvianModder> Can you add
another animation where chunks fall from sky instead? :P
L643[09:35:00] <Lumien> There is one
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L645[09:35:14] <Lumien> If you want to use
it in dev (Why btw?^^) you have to create a folder called mcp in
your "main" folder and download mcp mappings and put them
in there
L646[09:35:35] <Lumien> Mode 1 does
that
L647[09:35:47] <LatvianModder> Why?
Because I want to test my mods with style! :P
L648[09:37:16] <rube_goldberg> @TehNut 1.9
version builds perfectly, thanks!
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L658[10:06:51] <LatvianModder> !gf
TextFormatting.formattingCode
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L697[11:56:19] <BaronNox> mmh when I want
to open a GUI when right-clicking with an item what
EnumActionResult should I return? PASS or SUCCESS?
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L699[11:57:43] <gigaherz> SUCCESS means yo
udid the action so it shouldn't try again with the offhand or
block
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L701[11:57:57] <gigaherz> PASS means
"I don't have any use for this click, pass it on to the
next"
L702[11:58:07] <gigaherz> FAIL means
"I did try to use it, but it couldn't be done, cancel the
click"
L703[11:58:36] <gigaherz> so unless you
want to allow the offhand/block to also get their code called, use
SUCCESS
L704[11:59:03] <BaronNox> Ah ok, so I
could check in onItemRightClick for sneaking and when sneaking is
true return SUCCESS otherwise PASS?
L705[11:59:13] <gigaherz> yep
L706[11:59:17] <BaronNox> nice, thank you
:)
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L713[12:15:29] <Tahg> is there any
standard people use for an item string with meta?
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L715[12:16:15] <wiresegal>
stack.toString()?
L716[12:16:40] <Tahg> oh, hmm ya I could
look at that I guess
L717[12:16:47] <diesieben07> i think
people use minecraft:stone@3
L718[12:16:49] <diesieben07> for metadata
3
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L721[12:17:27] <Tahg> ok, @ was what I
randomly used as well, so that's cool
L722[12:17:41] <TechnicianLP> it gets hard
when you have stacksize and nbt added ...
L723[12:17:56] <Tahg> ya, I don't
L724[12:18:01] <diesieben07> stacksize is
easy
L725[12:18:02] <PaleoCrafter>
<count>x<id>@<meta> { <nbt> } :P
L726[12:18:10] <diesieben07> yep :D
L727[12:18:19] <Tahg> eh, that's harder to
parse
L728[12:18:32] <PaleoCrafter> it is
indeed
L729[12:18:33] <diesieben07> nah, regex
can do that just fine
L730[12:18:42] <Tahg> well, eh
L731[12:18:54] <tterrag> there is no
standard for parseable itemstack strings
L732[12:18:55] <Tahg> I'll stick with
domain:resource@meta for now
L733[12:19:00] <tterrag> just make up
something easy to use :P
L734[12:19:11] <williewillus> you can use
the nbt format in json/string form ;P
L735[12:19:38] <Tahg> I'm kinda going from
ItemStack->CC->ItemStack
L736[12:19:40] <tterrag> that's what I
did
L737[12:20:20] <Tahg>
stack.id.."@"..stack.dmg is easy enough to use
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L739[12:20:43] <TechnicianLP> lua?
L740[12:20:44] <tterrag> what about count?
or NBT? :P
L741[12:20:58] <Tahg> well, this is for
projecting single items
L742[12:21:08] <wiresegal> CC?
L743[12:21:17] <Tahg> if NBT becomes an
issue for distinguishing items, I can consider it
L744[12:21:36] <Tahg> CC is computer
craft
L745[12:21:41] <Tahg> is that what you
were asking about?
L746[12:22:06] <TechnicianLP> spawners
dont work without nbt
L747[12:22:08] <Tahg> I support CC for my
Hybrid Projector
L748[12:22:15] <Tahg> they don't?
L749[12:22:23] <diesieben07> well, they
spawn pigs then
L750[12:22:24] <Tahg> I swear they use
damage for mob id
L751[12:22:32] <Tahg> at least in Item
form
L752[12:22:34] <diesieben07> how woudl
they work with mod entities?
L753[12:22:43] <Tahg> don't mod entities
have ids?
L754[12:22:44] <diesieben07> oh you mean
spawn eggs?
L755[12:22:49] <TechnicianLP> as far as i
knowthey have a pretty comlicated nbt structure
L756[12:22:50] <diesieben07> yeah but
internal to the mod
L757[12:22:54] <Tahg> no, spawners in the
inventory and such
L758[12:23:03] <williewillus> spawners
have used nbt since like 1.4 I think
L759[12:23:03] <Tahg> ya, they do I
know
L760[12:23:07] <williewillus> when they
added custom spawners
L761[12:23:14] <Tahg> they use it for all
sorts of custom spawn info
L762[12:23:17] <diesieben07> spawner ITEMS
only work recently though
L763[12:23:25] <diesieben07> since they
added the tile entity NBT on itemstacks
L764[12:23:29] <williewillus> thats
because of the ctrl+pick block
L765[12:23:30] <williewillus> yeah
L766[12:23:44] <Tahg> but like, the
spawners in NEI work
L767[12:23:47] <Tahg> and in the
inventory
L768[12:23:50] <diesieben07> NEI had it's
own itmeBlock
L769[12:23:52] <diesieben07> for
theem
L770[12:23:53] <Tahg> I think that's just
id + meta
L771[12:24:00] <diesieben07>
doubtful
L772[12:24:34] <diesieben07> there is no
way to express mod entities with metad
L773[12:24:45] <Tahg> well, idk about
now
L774[12:24:52] <diesieben07> always
been
L775[12:24:54] <Tahg> it used to be they
had a entity id
L776[12:25:00] <diesieben07> nope
L777[12:25:03] <diesieben07> thats
modLoader relics
L778[12:25:06] <Tahg> and it was the same
pool as MC entity ids
L779[12:25:15] <diesieben07> yes, thse are
only 256
L780[12:25:22] <diesieben07> and FML only
had it for modloader compat
L781[12:25:25] <Tahg> hmm
L782[12:25:34] <diesieben07> but people
used it because stupid
L783[12:25:38] <Tahg> well, I know I used
to get conflicts sometimes well into forge days
L784[12:25:43] <diesieben07> oh yeah
L785[12:25:49] <diesieben07> everyone used
it becuase people are stupid :D
L786[12:25:58] <diesieben07> and it wasnt
marked deprecataed until recently
L787[12:26:21] <Tahg> well, 256 entities
is probably enough for most people/packs
L788[12:26:30] <diesieben07> eh no
L789[12:26:39] <Tahg> unless you add a
couple heavy mods like Mo's Creatures or something
L790[12:26:56] <diesieben07> plus global
ids suck for some other reasons as well
L791[12:27:09] <diesieben07> for example
they must remain constnat or your world breaks
L792[12:27:10] <Tahg> indeed
L793[12:27:26] <diesieben07> config file
gets lost? world done
L794[12:27:28] <Tahg> tbh, I think Forge
probably adds NBT compat for spawners then?
L795[12:27:43] <Tahg> cause I can't
imagine vanilla having any need to change that
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L797[12:27:51] <diesieben07> you mean in
item form?
L799[12:28:02] <diesieben07> that's
entirely vanilla and not limited to spawners
L800[12:28:08] <Tahg> obviously as a block
they have to be on the TE
L801[12:28:15] <diesieben07> itemstacks
can have a special NBT tag that stoees the TE nbt
L802[12:28:19] <Tahg> ya, I know
L803[12:28:22] <diesieben07> that's all
there is
L804[12:28:28] <diesieben07> nothing forge
does there
L805[12:28:44] <Tahg> I'm just saying if
you just give yourself a spawner with dmg, it should be all it
needs in item form
L806[12:28:58] <diesieben07> except there
is no support for that.
L807[12:29:00] <Tahg> at least for
vanilla, but ya no idea on Mod mobs
L808[12:29:01] <diesieben07> neitehr in
vanilla nor in forge.
L809[12:29:12] <Tahg> idk, lemme try
L810[12:29:30] <Tahg> let's see, pigs are
90
L811[12:29:43] <Tahg> actually, that's
probably bad since that's the default
L812[12:29:48] <Tahg> I'll try 91
sheep
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L814[12:30:57] <Tahg> ya, works just fine,
so there must be support still
L815[12:30:57] <diesieben07> just checked,
mobspawners have the default itemBlock
L816[12:31:01] <diesieben07> nothing for
metadata...
L817[12:31:07] <diesieben07> so no idea
how it works for you
L818[12:31:19] <wiresegal>
BlockEntityTag?
L819[12:31:27] <Tahg> I'm talking about
the items
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L821[12:32:05] <wiresegal> BlockEntityTag
is an item tag
L822[12:32:05] <Tahg> /give vaht
mob_spawner 1 91, gives me a sheep spawner
L823[12:32:13] <masa> yay I added proper
support for the individual button bounds for my Portal Panel
:p
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L826[12:32:26] <diesieben07> do you have
NEI installed?
L827[12:32:31] <Tahg> ya, why
L828[12:32:42] <diesieben07> well,NEI
completely changes the vanilla mob spawner items
L829[12:32:53] <Tahg> oh, if relevant I'm
still on 1.7.10, if that made a difference
L830[12:33:00] <diesieben07> yes it does
actually
L831[12:33:08] ***
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L832[12:33:12] <diesieben07> in 1.7.10 i
think you must use NEi if you want non-pig item spawners at
all
L833[12:33:16] <diesieben07> or some other
mod that chagnes it
L834[12:34:02] <Tahg> hmm, lemme look at
the forge source
L835[12:34:15] <masa> yep in 1.9.4 /give
masa_ mob_spawner 1 91 gives me a missing textures block, and when
placed it spawns pigs
L837[12:34:28] <diesieben07> nobody trusts
me :(
L838[12:34:53] <Tahg> well, I just know
how it used to work
L839[12:35:04] <diesieben07> with
NEI.
L840[12:35:05] <Necr0> Are there any
reliable open source ghost item filtering type slots I could use? I
don't really remember what mods use it.
L841[12:35:30] <tterrag> EnderCore
L842[12:35:53] <Necr0> i'll look into it,
thanks
L844[12:36:03] <TechnicianLP> nei had huge
asm parts
L845[12:36:06] <Tahg> it's a
ItemMonsterPlacer (kinda weird name IMO) but anyway
L846[12:36:17] <williewillus>
itemmonsterplacer are the eggs i thought
L847[12:36:23] <diesieben07> yes, NEI
breaks all kinds of shit
L848[12:36:34] <diesieben07> it completely
removes a forge event for example...
L849[12:36:48] <diesieben07> yes
ItemMonsterPlacer are spawn eggs
L850[12:37:27]
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L851[12:37:41] <wiresegal> which event,
diesie?
L852[12:37:47] <williewillus> what's a
good memory profiler that shows where things are being
allocated?
L853[12:37:56] <diesieben07>
ItemTooltipEvent
L854[12:37:59] <wiresegal> I mean, there's
the f3+shift :P
L855[12:38:02] <wiresegal> whoa, it did
what? o.o
L856[12:38:11] <diesieben07> yep.
L857[12:38:15] <diesieben07> that doesn't
fire with NEi
L858[12:38:22] <tterrag> untrue...I know
that for a fact
L859[12:38:28] <tterrag> we abuse the hell
out of that event in EnderIO
L860[12:38:30] <diesieben07> well, he
fixed it then
L861[12:38:34] <diesieben07> it also
completely replaces the GUiContainer class
L862[12:38:35] <tterrag> ages ago
L863[12:38:48] <tterrag> also untrue. it
just severely patches many of its methods
L864[12:38:59] <tterrag> don't get me
wrong, I hate all the hacks NEI does for pretty much no
reason
L865[12:39:15] <diesieben07> it has been a
long time since i looked at the abyss that is the NEI repo
L866[12:39:20] <tterrag> it's annoying to
get crashes in code that doesn't exist because he insists on adding
in all his hooks with pure ASM instead of call-outs
L867[12:40:00] <masa> tterrag: huh, why a
custom packet for the ghost slot? how does your container then know
if the items were actually placed in the slot?
L868[12:40:12] <masa> I just use a method
in container for setting ghost slots
L869[12:40:36] <tterrag> masa, I didn't
write that bit, and I was questioning it myself
L870[12:40:38] <Necr0> oh! i see how you
did the ghost slot in ender core. it's probably smarter that way
then having in actual slot.
L871[12:40:47] <Necr0> *an
L873[12:40:58] <tterrag> it probably
should go straight to the container instead of the TE (since...what
about item GUIs?)
L875[12:43:53] <tterrag> masa, it'll be
fixed
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L879[12:59:34] <williewillus> !gm
func_189508_F
L881[13:00:37] <williewillus> that error
message is wat
L882[13:02:19] <diesieben07> uhhh
L883[13:02:23] <diesieben07> sounds like a
threading issue to me
L884[13:02:26] <diesieben07> index 2 size
3 is fine
L885[13:02:33] <williewillus> yeah
L886[13:02:37] <diesieben07> can you show
that TE
L887[13:02:49] ***
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L888[13:02:52] <williewillus> might it be
related to the TE PR's/changes happening lately?
L889[13:03:10] <diesieben07> not
sure
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L892[13:03:49] <diesieben07> ok can you
breakpoint there and make sure the world is correct?
L893[13:04:00] <diesieben07> might be that
TE world PR
L894[13:05:19] <williewillus> i can't
reproduce it :P
L895[13:05:31] <diesieben07> fun. :D
L896[13:05:34] <diesieben07> threading is
nice
L897[13:09:47] <williewillus> i wish
azanor would fix baubles' threading .-.
L898[13:09:59] <mezz> baubles is open
source
L900[13:10:16] <williewillus> I can't be
bothered, if I were to fix it I would rewrite it to use caps
:D
L901[13:10:31] <williewillus> which would
break compat
L902[13:10:36] <mezz> I wish williewillus
would fix baubles' threading .-.
L903[13:11:08] <williewillus> -.-
L904[13:11:10] <williewillus> .-.
L905[13:11:29] <mezz> for real though you
coulda PRed in the time it took to write the issue
L907[13:11:55] <williewillus> how so?
:P
L908[13:13:35] <williewillus> oh i guess
make it a player keyed map or something :P
L909[13:17:11]
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L912[13:21:26] <Tahg> hrm, 1.7.10 any way
to check if a resource is valid nicely?
L913[13:22:49] <LatvianModder>
Minecraft.class.getResourceAsStream(figureoutpathfrom
ResourceLocation) != null :D Possibly the worst way to do it
L914[13:23:10] <williewillus> lol couldn't
think of anything worse ;p
L915[13:23:22] <williewillus> also that's
not really considering the resource system
L916[13:23:23] <LatvianModder> Can you
think of anything better though?
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L919[13:24:36] <williewillus> that's
better than what latvian posted
L920[13:24:40] <Tahg> getResource spits
out (IMO) a useless file not found exception
L921[13:25:10] <Tahg> well, it's useless
cause it's just printed, not actually *thrown*
L922[13:25:15] <Tahg> so I can't catch it
and eat it
L923[13:25:29] <williewillus> ?
L924[13:25:36] <williewillus> > throws
IOException
L925[13:26:03] <williewillus> i think
thats the best way with whats available, what you have there
L926[13:26:10] <LatvianModder>
williewillus: I havent used that code ever, just made it up, if
that makes you feel better :P
L927[13:26:17] <williewillus> :P
L928[13:26:23] <Tahg> oh well, something
eats it anyway
L929[13:27:13] <LatvianModder> So, how do
Resources work on server side?
L930[13:27:20] <diesieben07>
IresourceManger#getResource definitely throws
L931[13:27:24] <diesieben07> they don't
latvian
L932[13:27:31] <diesieben07> well, except
the getResouceAsStream stuff
L933[13:27:31] <LatvianModder> Hmmp
L934[13:27:54] <Tahg> trying to
reproduce
L935[13:27:57] <williewillus>
LatvianModder: the entire sytem is sideonly client.. :P
L936[13:28:19] <LatvianModder> Suprised
that ResourceLocation doesnt have @SideOnly(Side.CLIENT) then
L937[13:28:29] <williewillus> because its
not only used for resources...
L938[13:28:34] <Tahg> hmm?
L939[13:28:35] <totokaka> From a client
side mod I want to listen to when the player joins a world. Would
PlayerEvent.PlayerLoggedInEvent be the appropriate event? Do I need
to check that event.player == minecraft.thePlayer?
L940[13:28:37] <LatvianModder> Then it
should be renamed :P
L941[13:28:40] <Tahg> ResourceLocation
isn't client only
L942[13:28:47] <williewillus> -.-
L943[13:28:51] <Tahg> there are some
server resources I think
L944[13:28:55] <williewillus>
LatvianModder: what would you rename it?
L945[13:28:55] <LatvianModder> I know it
isnt, just complaining abou the name :P
L946[13:29:01] <LatvianModder> Hmm, good
question
L947[13:29:04] <diesieben07> totokaka,
login event is server only. why do you need to know? what are you
trying to achieve?
L948[13:29:05] <williewillus> lol
L949[13:29:06] <LatvianModder>
MinecraftID? hmm
L950[13:29:14] <williewillus> ew
L951[13:29:21] <TehNut> Identifier,
Domain, etc
L952[13:29:21] <LatvianModder> Ok ok
L953[13:29:26] <Tahg> ok...now it's not
spitting out errors, wtf
L954[13:29:27] <williewillus> why the hell
would you stick "Minecraft" in front if it :D
L955[13:29:31] <LatvianModder> Identifier
sounds a lot better
L956[13:29:34] <totokaka> I want to do
stuff when the local player joins a server/game, either remotely or
locally.
L957[13:29:36] <TehNut> Anything but
ResourceLocation
L958[13:29:42] <TehNut> Or hell, just
Location
L959[13:29:49] <Tahg> why? it's the
location of a resource
L960[13:29:53] <LatvianModder> Also isnt
true, since used in Block IDs
L961[13:29:57] <williewillus> it's not
only used for resources
L962[13:30:00] <TehNut> Because it's not
only for resources
L963[13:30:02] <LatvianModder> What's the
Mojang's name for it?
L964[13:30:07] <Tahg> what else is it used
for?
L965[13:30:08] <williewillus>
LatvianModder: good question
L966[13:30:09] <totokaka> What I want to
do is to start a scheduled task that will fetch some info every
couple of seconds.
L967[13:30:10] <williewillus> you can go
ask them :D
L968[13:30:11] <TehNut> Item ID's, Block
ID's, Potion ID's, etc
L969[13:30:21] <TehNut> Almost everything
you register with the game uses it
L970[13:30:23] <Tahg> those are resources,
IMO
L971[13:30:34] <Tahg> maybe not in the
same way as texture resources
L972[13:30:38] <williewillus> we meant
resources as in THE resource system
L973[13:30:43] <williewillus> as in
resource packs 'resources'
L974[13:30:48] <LatvianModder> So, is
every name, class, field, method made up in MCP or do you get some
name lists or smth from Mojang?
L975[13:30:56] <Tahg> can't you define
items/blocks/etc in a resource pack?
L976[13:30:58] <TehNut> MCP
L977[13:30:59] <williewillus>
LatvianModder: all made up
L978[13:31:01] <gigaherz> although in the
game it's assets/
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L980[13:31:05] <williewillus> though some
of them have exception messages
L981[13:31:08] <williewillus> that reveal
the true name
L982[13:31:11] <gigaherz> so they could be
AssetRef or something like that
L983[13:31:18] <gigaherz> ;P
L984[13:31:26] <LatvianModder> Then how do
you know what is what when you get a fresh minecraft version?
L985[13:31:32] <williewillus> MCP
magic
L986[13:31:35] <Tahg> we have ways
L987[13:31:40] <Tahg> and tools, mostly
tools
L988[13:31:42] <gigaherz> MCP uses some
"pattern matching" stuff
L989[13:31:45] <williewillus> ^
L990[13:31:46] <diesieben07> Identifier
would be a nice name :D
L991[13:31:54] <gigaherz> to try to match
fields methods and classes
L992[13:32:00] <Tahg> it's been resource
location as long as I know tho
L993[13:32:02] <williewillus> this field
was used here here and here in <old version>, its used in the
exact same place
L994[13:32:06] <LatvianModder> also
world.isRemote... why isRemote was chosen as name? :D
L995[13:32:07] <williewillus> so guess
that it's the same field
L996[13:32:08] <gigaherz> and then the
param names are applied manually
L997[13:32:14] <Tahg> I mean, could look
up what it was called back when I worked for Mojang, but meh
L998[13:32:14] <williewillus>
LatvianModder: that decision was made a long long time ago
L999[13:32:29] <LatvianModder> why it
wasnt renamed? A Lot of stuff have been renamed since
L1000[13:32:34] <williewillus> and people
got mad when someone changed it
L1001[13:32:36] <LatvianModder> I think
command methods change every version :D
L1002[13:32:37] <williewillus> so it got
reverted
L1003[13:32:38] <Tahg> I think they
called that isClient or something
L1004[13:32:47] <LatvianModder> isClient
makes so much more sense
L1005[13:32:48] <gigaherz> LatvianModder:
did anyone make an issue on the mcp repository?
L1006[13:32:51] <Tahg> ya, isRemote is so
widely used by everyone taht it's now locked
L1007[13:33:04] <gigaherz> wait
isRemote?
L1008[13:33:11] <gigaherz> yeah plenty of
people haverequested a rename to isClient
L1009[13:33:16] <gigaherz> they all were
shut down immediately
L1010[13:33:16] <gigaherz> ;P
L1011[13:33:18] <williewillus> gigaherz:
it was changed to isClient
L1012[13:33:20] <williewillus> very
briefly
L1013[13:33:26] <LatvianModder> I
remember that
L1014[13:33:28] <williewillus> before
people clamored to have it changed back :P
L1015[13:33:33] <williewillus> sometime
in 1.6 i think
L1016[13:33:34] <Tahg> yes, the powers
that be have deemed that permanent now
L1017[13:33:45] <Tahg> oh, we didn't need
anyone clamoring really
L1018[13:33:45] <LatvianModder> And I
heard of the change, and next time I installed forge I wondered
where is it :P
L1019[13:34:20] <Tahg> some people to be
left unnamed were somewhat pissed it was changed at all
L1020[13:34:43] <Tahg> like I say, pretty
much *every* modder uses that field for something or other
L1021[13:34:54] <Tahg> but meh, you can
use your own mapping files now
L1022[13:35:13] <PaleoCrafter> I remember
the argument that it technically is not isClient xD
L1023[13:35:48] <LatvianModder> It is
now
L1024[13:36:02] <Tahg> hmm?
L1025[13:36:02] <LatvianModder> Where
else isRemote is true on server side?
L1026[13:36:03] <totokaka> From the
client side, I want to get all players that are closer than x
blocks to the local player and within the local player's view. Is
`minecraft.thePlayer.getEntityWorld().getPlayers(EntityOtherPlayerMP.class,
Predicate...)` the right way to go?
L1027[13:36:18] <Tahg> isRemote is true
on the client, false on the server
L1028[13:36:52] <Tahg> it would be
synonmous with isClient, but it's just too much trouble, and not
technically wrong
L1029[13:36:52] <LatvianModder> Yes,
that's why "<PaleoCrafter> I remember the argument that
it technically is not isClient" is false
L1030[13:37:13] <PaleoCrafter> I think it
even was Lex who claimed that :P
L1031[13:37:27] <Tahg> there are however
still a lot of names that are wrong, and changes are welcome
L1032[13:37:41] <LatvianModder> Mojang,
pls, send mappings
L1033[13:37:45] <Tahg> just you know, not
ones that affect 99.9% of modders, for better or worse
L1034[13:37:51] <LatvianModder> I thought
you were cool, Mojang.
L1035[13:38:05] <Tahg> trust me, you
don't want to see Mojang's mappings
L1036[13:38:11] <LatvianModder>
Probably
L1037[13:38:19] <Tahg> granted, it's
probably better now than 2012
L1038[13:38:30] <LatvianModder> I know
World is probably Level
L1039[13:38:37] <Tahg> yes, or was
L1040[13:38:38] <LatvianModder> Because
thats what it was in Notch's cave tech game
L1041[13:38:40] <Tahg> maybe still
is
L1042[13:39:03] <Tahg> Blocks were Tile
(but I'm pretty sure G.m changed that)
L1043[13:39:15] <LatvianModder>
yeah
L1044[13:39:29] <Tahg> hence:
TileEntity
L1045[13:39:35] <TehNut> I prefer Tile
tbh
L1046[13:39:40] <Tahg> tbh, that should
really be changed to BlockEntity, but meh
L1047[13:39:43] <LatvianModder> String
originally was Silk
L1048[13:39:46] <Tahg> it's stuck
L1049[13:40:08] <LatvianModder> Tile..
not sure. Tiles are 2D, Blocks are 3D
L1050[13:40:21] <Tahg> Sugarcane was
Reeds, and I *still* attempt to search for that, like every
time
L1051[13:40:35] <LatvianModder> hah,
yeah, me too
L1052[13:40:38] <Tahg> I'm like, why are
they not showing up?...oh
L1053[13:41:00] <PaleoCrafter> they are
still called Reeds in-code :P
L1054[13:41:11] <Tahg> are they?
L1055[13:41:17] <Tahg> didn't think they
were
L1056[13:41:18] <LatvianModder> I can't
find ItemReed
L1057[13:41:21] <PaleoCrafter> BlockReed
and Blocks.REEDS
L1058[13:41:24] <LatvianModder> nor can I
find ItemSugarcane
L1059[13:41:39] <PaleoCrafter> probably
because it doesn't use anything special :P
L1060[13:41:43]
⇨ Joins: alex_6611
(~alex_6611@p5DC165C4.dip0.t-ipconnect.de)
L1061[13:41:44] <TehNut> It doesn't have
an item class
L1062[13:41:53] <LatvianModder> oh,
right. BlockModels.
L1063[13:41:57] <TehNut>
Items.REEDS
L1064[13:42:00] <PaleoCrafter> it uses
ItemBlockSpecial
L1065[13:42:04] <LatvianModder> I forgot
that blocks can have item textures :P
L1066[13:42:05] <Tahg> It was ItemReed as
of 1.7
L1067[13:42:20] <PaleoCrafter> which,
funny enough, does not inherit from ItemBlock ._.
L1068[13:42:36] <LatvianModder> its
better to not think about it
L1069[13:42:37] <Tahg> what does it
inherit from?
L1070[13:42:41] <PaleoCrafter> just
Item
L1071[13:42:56] <Tahg> er, that's cause
they aren't blocks?
L1072[13:43:06] <Tahg> your talking about
things like redstone, reeds, etc right?
L1073[13:43:27] <Tahg> they have a
custome "placer" item, but aren't blocks in
inventory
L1074[13:43:29] <PaleoCrafter> the
brewing stand and a few others use ItemBlockSpecial as well
L1075[13:43:30] <LatvianModder> Where did
their itemblocks go? they were there in 1.7.10...
L1076[13:43:50] <Tahg> ya, it was for any
block that wasn't a "block" as an item
L1077[13:43:56] <PaleoCrafter> it's just
overriding the placing method, in every other aspect they are just
like any other ItemBlock
L1078[13:44:01] <LatvianModder> Oh
L1079[13:44:03] <Tahg> so not extending
ItemBlock makes sense
L1080[13:44:07] <LatvianModder> But what
about BlockPlanks?
L1081[13:44:11] <Tahg> hmm?
L1082[13:44:19] <LatvianModder> It has to
have different unlocalized names per-metadata
L1083[13:44:23] <Tahg> what about them,
they look like a block in inventory
L1084[13:44:24] <LatvianModder> so it
must have an ItemBlock
L1085[13:44:25]
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L1086[13:44:27] <PaleoCrafter> well, the
hopper does use a standard ItemBlock :P
L1087[13:44:33] <Tahg> so does that
L1088[13:44:50] <Tahg> like I say, items
that *aren't* inventory blocks, they have a custom in inventory
look
L1089[13:45:01] <PaleoCrafter> the looks
don't matter :P
L1090[13:45:08] <TehNut> Apparently they
do to Mojang
L1091[13:45:08] <Tahg> well, maybe not
now, lol
L1092[13:45:15] <Tahg> but this is really
really old code
L1093[13:45:35] <PaleoCrafter> and as I
said, the hopper is just a normal ItemBlock and it isn't a 3D block
in inventory :P
L1094[13:45:45] <Tahg> instances of
ItemBlock would use the block form (technically a technical
block)
L1095[13:45:52] <Tahg> oh, it
isn't?
L1096[13:45:55]
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L1097[13:46:04] <LexManos> mcp magic...
right...
L1098[13:46:06] <Tahg> what's it look
like? just flat?
L1099[13:46:12] <TehNut> It's a 2d
texture
L1100[13:46:13] <PaleoCrafter> yeah, just
an icon
L1101[13:46:17] <PaleoCrafter> like the
brewing stand
L1102[13:46:31] <Tahg> ah, weird
L1103[13:46:33] <LatvianModder> found
where it registers itemblock for planks, ands its helluva
weird
L1104[13:46:37] <Tahg> well, there's much
more magics now
L1105[13:46:45] <LatvianModder> Just like
99.9% of mojangs code, but whatever
L1106[13:46:50] <Tahg> it's still the
same render tho right? just flat?
L1107[13:47:29] <PaleoCrafter> well,
yeah
L1109[13:48:01] <Tahg> nowadays it's
probably possible to specify a totally different inventory icon,
but like I say, this is super old code
L1110[13:48:19] <Tahg> we're talking, idk
what
L1111[13:48:26] <PaleoCrafter> I think
ItemBlockSpecial itself is fairly new :P
L1112[13:48:26] <Tahg> redstone was
around beta 1.7?
L1113[13:48:35] <Tahg> nah, that was
um...
L1114[13:48:44] <Tahg> lemme see what
that was in 1.6
L1115[13:48:47] <Tahg> er, 7
L1116[13:48:52] <LatvianModder> Redstone
was added in one of secret friday updates.. in alpha... super early
alpha :D
L1117[13:49:31] <PaleoCrafter> redstone
actually still is a completely separate item
L1118[13:49:42] <Tahg> oh, ya looking at
it now
L1119[13:49:49] <Tahg> it was actually
ItemReed, believe it or not
L1120[13:49:53] <Tahg> cause I think that
was the first item
L1121[13:50:04] <PaleoCrafter> and that
was also used for the brewing stand etc?
L1122[13:50:07] <LatvianModder> First
item was pickaxe :P
L1123[13:50:16] <Tahg> first item of that
kind
L1124[13:50:24] <LatvianModder> Maybe
redstone? Not even sure
L1125[13:50:36] <LatvianModder> lets
check their IDs!
L1126[13:50:59] <Tahg> string, reeds,
cake, repeater, brewing stand, cauldron, flower_pot,
comparator
L1127[13:51:10] <Tahg> that's the full
list of 1.7 items that used class ItemReed
L1128[13:51:16] <PaleoCrafter> ah,
welp
L1129[13:51:22] <PaleoCrafter> still
stupid xD
L1130[13:51:32] <Tahg> trust me,
ItemBlockSpecial is better =P
L1131[13:51:35] <PaleoCrafter> can't get
an item from the block and vice-versa
L1132[13:51:37] <Tahg> still maybe not
great, but better
L1133[13:51:41] <LatvianModder> Redstone
ore: 73, reeds: 83
L1134[13:51:47] <LatvianModder> so
redstone seems to be older :P
L1135[13:51:56] <Tahg> oh, ya they were
generally in order
L1136[13:52:00] <Tahg> except...not
L1137[13:52:53] <Tahg> wool used to take
16 ids
L1138[13:53:44] <Tahg> I forget the exact
range, but it's where rails, pistons, grass in part are now I
think
L1139[13:54:08] <LatvianModder>
geez
L1140[13:54:59] <LatvianModder> Also one
of the biggest mistakes that they cant fix now, imo - dyes. It
should have been 16 dyes, same texture, different colors. Not
include ink sac, bone meal and especially lapis lazuli
L1141[13:55:10] <Tahg> ikr?
L1142[13:55:20] <LatvianModder> instead,
those should be sperate items and be created from those items
L1143[13:55:44] <Tahg> well, lapis is a
blue mineral, and inksacs are generally for black ink
L1144[13:55:45] <LatvianModder> Also, 2nd
biggest mistake - TileEntity registry
L1145[13:55:45] <Tahg> but ya
L1146[13:56:02] <PaleoCrafter> uhm...
why, LatvianModder?
L1147[13:56:08] <LatvianModder> theres no
need for registry or IDs at all. Just createNewTileEntity() on
block creation
L1148[13:56:10] <m4> why is that such a
big deal and why can't it be fixed?
L1149[13:56:16] <LatvianModder> Like I do
in one of my 2D games
L1150[13:56:29] <LatvianModder> because
backwards compability, m4
L1151[13:56:37] <LatvianModder>
compatibility*
L1152[13:56:39] <LatvianModder> I hate
that word
L1153[13:57:00] <Tahg> uhg, getting
distracted, and have deadlines to meet
L1154[13:57:01] <m4> so more that people
don't want them to fix it, rather than it can't be fixed
L1155[13:57:09] <LatvianModder> yes
L1156[13:57:21] <m4> and why's it such a
big deal?
L1157[13:57:40] <LatvianModder> if they
changed the dyes like I said, all bonemeal, lapis items would
disappear (change into dyes)
L1158[13:57:57] <LatvianModder>
previously lapis was meh, now people actually gather it because its
important in enchanting
L1159[13:58:17] <LatvianModder> so if you
lost 20 stacks of lapis you had mined, you'd probably be
disappointed :P
L1160[13:58:19]
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L1161[13:58:22] <Tahg> you could probably
make a custom pack that seperates them
L1162[13:59:09] <Tahg> ok, I need a name
for "seconds to complete one full rotation", any
ideas?
L1163[13:59:21] <LatvianModder> At LEAST
they have modders working at Minecraft, so that's good
L1164[13:59:25]
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L1165[13:59:31] <LatvianModder>
period?
L1166[13:59:37] <TehNut>
secondsToCompleteOneFullRotation
L1167[13:59:40] <LatvianModder> lol
L1168[13:59:44] <Tahg> ya...no
L1169[13:59:46] <LatvianModder> I'd do
that
L1170[14:00:02] <Tahg> setRotationPeriod
is probaably good
L1171[14:00:05] <LatvianModder> just make
up something. asdetitionalite.
L1172[14:00:07] <TehNut>
howManySecondsItTakesToCompleteOneFullRevolutionAroundAnObject
L1173[14:00:09] <LatvianModder> Thats a
new word now
L1174[14:00:22]
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L1175[14:00:31] <Tahg> lol
L1176[14:01:05] <Tahg> CC sort of has
name completion, but only really works on peripherals in the lua
program
L1177[14:01:25] <Tahg> maybe I should
just go with setSpeed
L1178[14:01:47] <m4> what's wrong with
period?
L1179[14:02:06] <Tahg> actually, probably
nothing
L1180[14:02:07] <LatvianModder> double
meaning in english :D
L1181[14:02:14] <Tahg> hmm?
L1182[14:02:18] <Tahg> howso
L1183[14:02:41] <LatvianModder> Google
"period" and find out
L1184[14:02:54] <Tahg> well, yes
actually, it's the dot at end of sentences
L1185[14:02:55] <TehNut> How do you use
the dynamic bucket thingy?
L1186[14:02:56] <m4> there's two meanings
to period, one is a grammatical mark and the other is to do with
the time for a repeating system to repeat
L1187[14:03:10] <totokaka> From the
client side, I want to get all players that are closer than x
blocks to the local player and within the local player's view. Is
`minecraft.thePlayer.getEntityWorld().getPlayers(EntityOtherPlayerMP.class,
Predicate...)` the right way to go?
L1188[14:03:40] <m4> one of those
repeating cycles is the menstrual cycle; however it's also the
correct word for rotations of objects and orbits and such
L1189[14:04:10] <LatvianModder> TehNut: I
think there's an example somewhere
L1190[14:05:17] <williewillus> TehNut:
see botania's water bowl
L1191[14:05:23] <williewillus> simple
impl of it
L1193[14:06:15] <williewillus> the item
itself has to contain the fluid though
L1194[14:06:33] <TehNut> So you do have
to provide a blockstate?
L1195[14:06:40] <williewillus> yeah bc
it's a custom model loader
L1196[14:06:46] <TehNut> Riight
L1197[14:07:32] <LatvianModder> Also, why
would you not use blockstates? I dont even have model/item anymore
:P
L1198[14:07:32]
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L1199[14:07:32]
MineBot sets mode: +v on PaleoCrafter
L1200[14:07:57] <PaleoCrafter> huh, my
bouncer just got disconnected for a whole five minutes xD
L1201[14:08:07] <LatvianModder> bad
bouncer
L1202[14:08:25] <LatvianModder> I have
premium IRCCloud so I dont ever disconnect \o/
L1203[14:08:51] <LatvianModder> except
when IRCCloud is down.. which hasnt happened yet since I bought
it..
L1204[14:09:40] <PaleoCrafter> I'm
self-hosted and it's been stable for the last couple of months, so
:P
L1205[14:10:07] <TehNut> Hrm
L1206[14:10:52] <LatvianModder> Do you
get infinite history of IRC chat? :P
L1207[14:11:21] <Tahg> I just leave my
computer running 24/7...
L1208[14:11:32]
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L1209[14:12:15] <PaleoCrafter> if I
wanted to, sure
L1210[14:12:33] <m4> eventually you'd not
need to come here; if you had a question you could just search the
logs
L1211[14:13:49] <Spacebuilder> lol....
True
L1212[14:13:54]
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L1214[14:18:48] <Tahg> ok, what's the
difference betwee getWorldTime() and getTotalWorldTime()?
L1215[14:19:06] <Tahg> which one is
"total ticks the world has existed"?
L1216[14:19:13] <TehNut> total
L1217[14:19:26] <Tahg> ok
L1218[14:20:03] <Tahg> I assume they're
mostly the same, except getWorldTime might jump if you % by
something that doesn't go into 24000, or the time is changed?
L1219[14:20:23] <Tahg> er, for the
purposes of a client side animation that is
L1220[14:21:18] <Tahg> right, so I think
I want that + f, and then er, something or other
L1221[14:22:09] <TehNut> Okay there,
that's what I wanted...
L1222[14:22:31] <TehNut> Just needed to
call FluidRegistry.addBucketForFluid(fluid)
L1223[14:23:11]
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L1225[14:23:39] <Tahg> does this look
sane?: (entity.getWorldObj().getTotalWorldTime() + f) /
entity.getPeriod() / 20 * 360;
L1226[14:24:12] <PaleoCrafter> if you
rename f to partialTicks, sure :P
L1227[14:24:13] <williewillus> sane for
what
L1228[14:24:50] <Tahg> meh, default param
names
L1229[14:25:06] <Tahg> I want an object
to spin 360 (degrees) in period seconds
L1230[14:26:29] <Tahg> I do have a != 0
check on period as well, in case you were wondering
L1231[14:29:50] <williewillus> bleh i
wish they'd fix substitutions already .-.
L1232[14:29:58] <PaleoCrafter> I feel
with you, buddy
L1233[14:30:11] <Tahg> great, I broke
shit
L1234[14:30:13] <williewillus> lots of
redundant blocks in botania that I can just zap away if they were
fixed
L1235[14:33:53] <PaleoCrafter> and I
could actually make my mod work as intended :P
L1236[14:35:07] <Tahg> hrm
L1237[14:35:15] <Tahg> does a negative
period make sense?
L1238[14:35:17] <williewillus> fry:
so...how am I supposed to use the new model vis stuff? I see
OBJState is deprec but in your normal fashion no docs on what I
should pass into OBJModel.bake instead ;)
L1240[14:35:42] <Tahg> I mean, for me, it
rotates the thing in the opposite direction, but it hurts my brain
to think about it
L1241[14:35:47] <fry> if you're using
OBJModel you're already doing it wrong
L1242[14:35:58] <williewillus> then what
do i do?
L1243[14:36:02] <williewillus> document
your stuff :/
L1244[14:36:06] <fry> nothing in your
code should rely on OBJ
L1245[14:36:19] <fry> IModel has
javadocs
L1246[14:36:57] <fry> HiddenModelPart
doesn't because it may change soon
L1247[14:37:21] <williewillus> it doesn't
tell me how to hide a group though ?
L1248[14:37:45] <masa> oh no my mod hit
the 1.00 MB mark!
L1249[14:37:51] <williewillus> lol
L1250[14:38:07] <williewillus> botania is
15M :v probably from the music files
L1251[14:38:13] <fry> look at the bloody
example then
L1252[14:38:19]
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L1253[14:38:21] <fry> how did you learn
how to use the OBJState?
L1254[14:38:41]
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L1255[14:39:03] <Tahg> my mod might've
hit the 1 KB mark? lol
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L1257[14:39:36] <Tahg> ok, 30249
bytes
L1258[14:40:31]
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L1260[14:41:42] <m4> Tahg, if you define
period as the time it takes to complete a rotation (ie, properly)
then it's weird; you can define it as a vector if you really want
but it'll still be weird but at least it'll be consistent
L1261[14:42:04] <m4> I suspect a better
way might be to give it a reverserotation flag?
L1262[14:42:23] <Tahg> better?
maybe
L1263[14:42:26] <dmf444> fry, does
forge's default obj loader work for items?
L1264[14:42:27] <Tahg> easier? not a
chance
L1265[14:42:31] <williewillus> dmf444:
yes
L1266[14:42:33] <m4> well, a more
sensible way; better code-wise not necessarily
L1267[14:43:12] <Tahg> the code I have
above just gets +='d to a constant rotation, so from that it kind
of makes sense
L1268[14:43:25] <williewillus> oh the
modelstate is overloaded onto the Animation Property? :P
that's..weird but okay
L1269[14:43:49] <Tahg> tbh, it does make
sense in a way
L1270[14:44:12] <Tahg> x seconds ago the
rotation was some prior thing
L1271[14:44:45] <m4> how often do your
things rotate anyway?
L1272[14:45:21] <Tahg> uh, every TESR
call?
L1273[14:46:04] <m4> I mean how fast;
what sort of values do you have your period take?
L1274[14:46:10] <totokaka> As I have
mentioned, I'm trying to find all players in the view of the local
player (client side). So far I have this:
https://dpaste.de/Jh1t#L, however the sightline
vector doesn't seem to be correct. Any ideas?
L1275[14:46:20] <Tahg> oh, well it's
controlled from computer craft
L1276[14:46:33] <Tahg> but eh, 10 seconds
is a decent speed?
L1277[14:48:23] <m4> what you could do to
make the code make sense to both human and machine, is use
rotations per second (or per minute); if it'll fit your code
L1278[14:48:58] <m4> but I've little idea
of what you're actually trying to accomplish or what constraints
you're working under; so ultimately you do know better what will
and won't work
L1279[14:49:16] *
m4 is actually a bit of a noob... perhaps a lot of a
noob
L1280[14:55:28] <LatvianModder> smeltry's
size must be an odd number?
L1281[14:55:39] <LatvianModder> like, can
inside be 4x4?
L1282[14:56:54] <tterrag> totokaka, are
you running that in a thread? that's not going to work
L1283[14:58:43]
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L1286[15:01:18] <Tazz> rofl playing with
shaders is fun XD
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L1289[15:06:22] <totokaka> tterrag,
Running in a thread for now. Will fix multi-thread problems later,
that is not the problem here.
L1290[15:06:54] <tterrag> no
L1291[15:07:00] <tterrag> you are
accessing the world from a thread
L1292[15:07:03] <tterrag> that is NOT
going to work out for you
L1293[15:07:05] <totokaka> it worked just
fine
L1294[15:07:12] <barteks2x> How the hell
I ended up with ^M (CR) in my build.gradle? O.o
L1295[15:07:13] <diesieben07> it will
work sometimes
L1296[15:07:15] <diesieben07> and
rnadomly fail
L1297[15:07:17] <diesieben07>
unreproducably
L1298[15:07:19] <totokaka> Yeah
L1299[15:07:27]
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L1300[15:07:28] <diesieben07> the only
fix is: do it form the main thread
L1301[15:07:31] <totokaka> I know that.
This is for testing. I'm trying to work out the logic first
L1302[15:07:32] <diesieben07> there is NO
other fix.
L1303[15:08:14] <totokaka> Yes, I know
how to fix it. However, that thread is going to do other stuff too,
from the same task. I will call that logic on the main
thread.
L1304[15:08:55] <totokaka> I found out
the rotationPitch and rotationYaw values were degrees for some
reason. Converting them to radians fixed it half-way. The pitch is
now right, but the yaw doesn't seem to work.
L1305[15:09:26] <totokaka> The Y
coordinate is always 0: "Sight: (0.3826834261417389, 0.0,
0.9238795042037964)"
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L1324[15:51:57] <Creysys> If i were to
make a minecraft clone with plugin support how should i implement
terrain generation?
L1325[15:52:30] <gigaherz> depends on
what you mean
L1326[15:52:38] <gigaherz> terrain
generation is a perlin noise function
L1327[15:52:43] <gigaherz> with
adjustable settings
L1328[15:53:01] <gigaherz> (each biome
has some slightly different settings)
L1329[15:53:13] <gigaherz> but then
there's ore generation, structure generation, cave generation,
etc
L1330[15:53:34] <Creysys> Im not that
worried about the decoration (caves structures)
L1331[15:53:40] <Creysys> Im more worried
about the biomes
L1332[15:53:52] <gigaherz> biome
generation is separate from terrain
L1333[15:54:37] <Lordmau5> funky
L1334[15:54:40] <gigaherz> the final
terrain is a combination of the biome values for that one column,
and the noise function at each block of that column
L1335[15:54:51] <Lordmau5> getting some
errors with ArrayIndexOutOfBounds in the ShapedOreRecipe class
/o/...
L1336[15:54:56] <diesieben07> afaik biome
generation is basically: generate different sized dots, zoom in,
fuzzy out edges
L1337[15:55:07] <diesieben07> if you
think of it like an image
L1338[15:55:11] <gigaherz> yeah
L1339[15:55:14] <gigaherz> it used to be
hard edges
L1340[15:55:23] <gigaherz> then they
smoothed it out
L1341[15:56:09] <gigaherz> but Creysys, I
warn you already
L1342[15:56:13] <Creysys> Hmm
L1343[15:56:16] <Creysys> ?
L1344[15:56:25] <gigaherz> there's
already hundreds of mc clones
L1345[15:56:33] <gigaherz> they all got
basically ignored
L1346[15:56:34] <m4> and almost all of
them are awful
L1347[15:56:48] <gigaherz> you'll have to
do something specially outstanding to even get some attention
L1348[15:57:15] <Creysys> I use the same
textures and dont plan on releasing it i just want to play with
some friends.
L1349[15:57:25] <gigaherz> it's not just
the textures
L1350[15:57:29] <gigaherz> it's how it
feels when you move
L1351[15:57:35] <gigaherz> how it feels
when you break and place blocks
L1352[15:57:35] <gigaherz> etc
L1353[15:57:36] <m4> what's wrong with
minecraft itself?
L1354[15:57:46] <gigaherz> the more you
have played mc, the more "wrong" the clones feel
L1355[15:57:58] <Creysys> I know what you
mean
L1356[15:58:05] <gigaherz> as an example:
Minetest ;P
L1357[15:58:09] <Creysys> It took me 1
week to clone the menu panorama
L1358[15:58:13] <Creysys> And it still
isnt perfect
L1359[15:58:26] <gigaherz> isn't the menu
just a cube?
L1360[15:58:43] <Creysys> It is but the
blur is for some reason hard to implement for me
L1361[15:59:15] <gigaherz> oh that'd be
easy to do by rendering at a somewhat low res
L1362[15:59:18] <gigaherz> then blurring
a bit
L1363[15:59:26] <Creysys> If you
knew
L1364[15:59:27] <gigaherz> then scaling
up using bilinear filtering
L1365[15:59:45] <tterrag> linear blurring
wouldn't be the same though
L1366[15:59:48] <Creysys> bilinear
filtering?
L1367[15:59:52] <gigaherz> no it's not
the same
L1368[15:59:58] <gigaherz> that's why you
pre-process with a gaussian blur first
L1369[16:00:06] <tterrag> They probably
use a gaussian blur
L1370[16:00:12] <tterrag> mhm
L1371[16:00:20] <gigaherz> yes but you
can't use a BIG gaussian blur, it's slow
L1372[16:00:34] <gigaherz> so you do some
pre-blur, then scale up
L1373[16:00:42] <Creysys> Ive got a 15x15
kernel
L1374[16:00:42] <gigaherz> at least
that's how I did it on my game ;P
L1375[16:00:49] <gigaherz> bnefore I
removed the blur altogether
L1376[16:00:50] <gigaherz> ;P
L1377[16:01:01] <Creysys> =D
L1378[16:02:32] <Creysys> with bilinear
you mean linear right?
L1379[16:02:55] <Creysys> GL_LINEAR
L1380[16:05:29] <gigaherz> yes, linear in
2D is called "bilinear"
L1381[16:06:27] <Creysys> alright, it
doesnt make any difference though for me
L1382[16:06:51] <gigaherz> are you
rendering at a lower res than the screen?
L1383[16:06:52] <Creysys> GL_NEAREST and
GL_LINEAR produce the same image
L1384[16:07:00] <Creysys> yes 1/4 of the
res
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L1386[16:07:22] <gigaherz> well they
shouldn't look the same ;P
L1387[16:07:34] <gigaherz> if you look at
them zoomed in on some drawing program
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L1389[16:11:11] <tterrag> nearest will be
much more jagged
L1390[16:11:17] <tterrag> especially when
downscaling
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L1393[16:13:00] <Wuppy> I'm still
alive
L1394[16:13:02] <Wuppy> I don't know
how
L1395[16:13:04] <Wuppy> but I am
L1396[16:13:18] <tterrag> well with the
blur it's going to look similar
L1397[16:13:26] <tterrag> there is
probably a minor difference but hard to tell
L1398[16:15:27] <williewillus> $ labels
add 2956 Performance
L1399[16:15:27] <Actuarius> Added labels
[Performance] for issue 2956; new labels: [Feature,
Performance].
L1400[16:16:23] <gigaherz> Creysys: the
image being jpg doesn't help
L1401[16:16:23] <gigaherz> ;P
L1402[16:16:45] <Creysys> Its png isnt
it?
L1403[16:16:54] <Creysys> Anyways without
the blur its still the same
L1404[16:16:54] <gigaherz> not the image
imgur gives
L1405[16:16:55] <gigaherz> ;P
L1406[16:17:07] <Creysys> Scams
L1407[16:17:17] <Creysys> I want my
pixels back
L1408[16:17:24] <PaleoCrafter> there
definitely is a visible difference
L1409[16:17:46] <Creysys> There should be
or there is?
L1410[16:17:52] <PaleoCrafter> there is
:P
L1411[16:18:03] <TechnicianLP> why are
you recreating the main menu?
L1412[16:18:06] <Velken> It hurts my eyes
if I try too much to read the blurry one
L1413[16:18:09] <gigaherz> there's more
differences due to jpeg artifacts than anything the texture drawing
mode wouldcause
L1414[16:18:16] <gigaherz> TechnicianLP:
he's cloning mc
L1415[16:18:31] <gigaherz> and the diff
isn't meant to be on the buttons
L1416[16:18:32] <PaleoCrafter> but yeah,
why are you blurring the whole thing? :P
L1417[16:18:35] <gigaherz> it's about the
blur
L1418[16:18:47] <gigaherz> he's just
setting it all to linear
L1419[16:18:50] <PaleoCrafter> meh
L1420[16:18:51] <gigaherz> instead of
just the background
L1421[16:19:37] <Creysys> Im too lazy to
make a seperate sampler if im not even sure if it will work
L1422[16:20:44] <gigaherz> well let's say
it in a different way: if it truly makes no difference, then
something is wrong
L1423[16:20:44] <gigaherz> ;P
L1424[16:21:02] <Creysys> There is
definetly
L1425[16:21:14] <gigaherz> also 1/4 the
size, did you mean half on each direction
L1426[16:21:18] <gigaherz> or 1/4 on each
direction?
L1427[16:21:39] <gigaherz> if you draw on
GL_NEAREST at 1/4 on each direction
L1428[16:21:42] <Creysys> The fbo is
width/4 and height/4
L1429[16:21:55] <gigaherz> then you
should see each 4x4 group of pixels of a solid color
L1430[16:23:00] <Creysys> Pixels are
indeed 4x4 chunks
L1431[16:23:38] <Creysys> Even though i
activate linear filtering
L1432[16:24:40] <gigaherz> uhh, if you
use linear filtering, they shouldn't be XD
L1433[16:25:04] <Creysys> This is as
strange as always
L1434[16:25:23] <Creysys> Even the
buttons and the whole gui use linear filtering
L1435[16:25:59] <williewillus>
diesieben07: are you gonna update your datafixer PR soon? :D
L1436[16:26:02] <PaleoCrafter> are you
sure you didn't enable linear filtering for the buttons etc. only
but left the background as nearest? :P
L1437[16:26:14] <Creysys> I use a
sampler
L1438[16:26:22] <Creysys> It overrides
texture parameters
L1439[16:27:07] <diesieben07>
williewillus, uh, yah i think i can do some work on that now... i
remember it was more than just updating it though
L1440[16:27:21] <williewillus> did it
expose the walkers as well?
L1441[16:27:30] <williewillus> and that
would be great :D
L1442[16:28:15] <diesieben07> yes.
L1443[16:28:16] <williewillus> PE 1.9
currently breaks backward compat because of caps but if I can get a
datafixer in there to re-graft some of the NBT tags else where it
would be high reward for little time expended deal
L1444[16:28:33] <diesieben07> i had
GameRegistry.registerDataFixer and registerDataWalker
L1445[16:29:05] <williewillus> something
I'm concerned about though
L1446[16:29:14] <williewillus> those
arbitrary version numbers, how do those work 0.o
L1447[16:29:20] <williewillus> in a
modder's context
L1448[16:29:26] <diesieben07> yeah i am
not sure
L1449[16:29:30] <diesieben07> thats what
i need to figure out
L1451[16:30:07] <diesieben07> *said
this
L1452[16:31:19] <williewillus> that might
work
L1453[16:31:34] <williewillus> though how
would you save it, piggy back on the fixed tag?
L1454[16:31:44] <williewillus> esp
walkers since those don't have a target tag
L1455[16:31:53] <diesieben07> i don't
think walkers need to be saved
L1456[16:32:00] <diesieben07> fixers...
not sure
L1457[16:32:01] <williewillus> oh yeah
derp
L1458[16:32:28] <williewillus> yeah so
you could keep an nbt array of strings with the ids of fixers that
have run? idk that might inflate save size a lot
L1459[16:32:36]
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L1460[16:32:56] <diesieben07> well, right
now fixers don't even have an ID
L1461[16:33:08] <diesieben07> would have
to make them a forge registry
L1462[16:33:11] <diesieben07> or...
something
L1463[16:33:20] <diesieben07> probably
not a forge registry actually
L1464[16:33:46] <williewillus> i mean
thats only part of the issue the bigger issue is how to track whats
run on what
L1465[16:34:20] <diesieben07> just save a
list of IDs to NBT
L1466[16:34:57] <williewillus> string
ids?
L1467[16:35:03] <williewillus> i
guess
L1468[16:35:15] <williewillus> but thats
an extra string list per chunk/entity/te/whatever right?
L1469[16:38:37] <diesieben07> hrmmm
yeah
L1470[16:40:03] <diesieben07> could make
a registry "list of fixers" => ID but this is just
grasping at straws...
L1471[16:41:03] <diesieben07> or every
fixer has their own version number
L1472[16:41:11]
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L1473[16:41:27] <diesieben07> and you
could like "mymod.dataVersion"=>1
L1474[16:41:32] <diesieben07> and default
to 0 if its not there
L1475[16:41:50] <diesieben07> and only if
the fixer is actually there we put it there
L1476[16:41:54] <diesieben07> actualyl
thats the same as a list isnt it
L1477[16:42:25] <diesieben07> but it
shouldn't be too bad since only fixers that have run actually
run
L1478[16:42:31] <diesieben07> actually
get saved*
L1479[16:42:43] <diesieben07>
williewillus, thoughts? :D
L1480[16:42:53] <williewillus> i don't
see a better way to do it :P
L1481[16:43:03] <williewillus> perhaps
comment on the thread and get lex's opinion on it?
L1482[16:44:16] <diesieben07> i think i'm
gonna code some first and then do it
L1483[16:44:25] <diesieben07> i need a
new PR anyways, since the current one is against the 1.9
branch
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L1485[16:44:36] <diesieben07> (seriously
why can't we change target branches yet github -_-)
L1486[16:45:54] <williewillus> mc already
stores the arbitarry version number in int tag
"DataVersion"
L1487[16:46:04] <diesieben07> yes
L1488[16:46:12] <williewillus> where is
that written though
L1489[16:46:22] <diesieben07>
DataFixer#process
L1490[16:47:41] <diesieben07> oh and then
scattered througout the code for setting...
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L1492[16:48:05] <williewillus>
>.<
L1493[16:48:16] <diesieben07> god damnit
this is going to be harder than i thought
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L1495[16:50:18] <diesieben07> i think i
might have to do this somewhat outside the vanilla system
L1496[16:50:34] <diesieben07> and instead
of just registering a fixer, you register a
Predicate<NBTTagCompound> and then a fixer
L1497[16:52:44] <diesieben07> problem
with that is that vanilla can just skip the *whole* fix thing if
version == current game version, we'd have to always iterate
L1498[16:52:55] <williewillus> set it to
maxvalue ;)
L1499[16:53:13] <diesieben07> my issue is
making it do it :P
L1500[16:53:21] <diesieben07> my issue is
that that will probably make save-loading a lot slower
L1501[16:53:38] <diesieben07> god i
cannot type today...
L1502[16:53:46] <diesieben07> my issue is
*not* making it do it
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L1504[16:54:39] <diesieben07> what we
could do is serialized all known fixers into level.dat and
increment the "game version" number every time we get a
new one
L1505[16:54:43] <diesieben07> a new fixer
that is
L1506[16:55:29] <williewillus> meh i dont
want to do anything that could possibly interfere with
vanilla
L1507[16:55:38] <williewillus> what if
they add a new fixer and we've incremented beyondthat
L1508[16:56:03] <diesieben07> i was
talking about a 2nd forge version number
L1509[16:56:21] <diesieben07> can't
increment the game versino anyways since it's hardcoded everywhere
(inlined constant)
L1510[16:56:36] <williewillus> wheres the
actual constant?
L1511[16:56:39] <williewillus> or is it
replaced at build
L1512[16:56:40] <diesieben07> gone
:D
L1513[16:56:47] <diesieben07> yeah the
obfuscator strips it
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L1515[16:59:01] <diesieben07> so yeah, we
could have a "forge game version" number that is stored
in level.dat together with the registered fixers and at which
version they were registered. then when we get a different set of
fixers incremenet it and each chunk/entity/whatever also has this
number so we know which fixers have been run where... right?
L1516[16:59:06] <diesieben07> that would
work?
L1517[16:59:34] <diesieben07> is a pain
in the ass to implement though
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L1519[16:59:43] <williewillus> yeah
idk
L1520[17:00:53] <diesieben07> also with
non-vanilla IFixTypes we would have to make sure our version number
gets in there
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L1522[17:03:28] <diesieben07> we could
also abstract it into the mod version so that mod fixers specify
the mod version they apply for
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L1524[17:06:05] <diesieben07> also ...
fixers for Item NBT... they need to run for specific items
only
L1525[17:06:08] <diesieben07> god this is
awful
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L1527[17:07:41] <diesieben07> i don't
think there is a way except storing an int[] of fixer-IDs per
"thing"
L1528[17:07:55] <williewillus> post on
the ticket I guess :P
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L1531[17:13:06] <Creysys> @gigaherz i got
it... it was the wrong internal format for the fbo texture rgba32ui
is wrong rgba8 is right
L1532[17:13:30] <Creysys> thanks for your
help =)
L1533[17:14:05]
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L1534[17:17:07] <gigaherz> heh
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L1536[17:17:08] <gigaherz> np
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L1540[17:28:50] <BaronNox> trying to
render an item into a gui. Using RenderItem for that. Problem is my
item is a 3D model. And it seems like when your using a 3D model
for an item it will get rendered darkened. I followed the chain
RenderItem#renderItemIntoGui -> renderItemModelIntoGui ->
renderItem -> renderModel -> renderModel (with color == -1).
Is the problem that the color is set to -1 in the last call?
L1541[17:29:07] <williewillus> no
L1542[17:29:20] <williewillus> opengl
state is wrong probably
L1543[17:29:38] <BaronNox> i know not
much of opengl :C
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L1546[17:30:23] <BaronNox> but there’s no
opengl call with „state“ in that chain
L1547[17:30:59] <gigaherz> not
"state"
L1548[17:31:02] <gigaherz> state is
everything
L1549[17:31:14] <gigaherz> and it doesn't
have to be THAT sequence
L1550[17:31:21] <gigaherz> it may have
been wrong when you entered the function
L1551[17:31:54] <BaronNox> I use
GuiBeacon as a reference
L1552[17:32:03] <BaronNox> but it doesnt
have modeled items
L1553[17:32:19] <diesieben07>
williewillus, of course, I would do that (let's not turn gh into
irc :D)
L1554[17:32:20] <williewillus> what mc
version are you in?
L1555[17:32:37]
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L1556[17:32:49] <BaronNox> 1.9.4
L1558[17:34:03]
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it!)
L1559[17:34:04] <gigaherz> a stack*
L1560[17:34:15] <williewillus> the beacon
is not a good example
L1561[17:34:23] <gigaherz> although I
have to fix that for 1.9.4 ;p
L1562[17:34:24] <williewillus> it draws
potion effect icons :P
L1563[17:35:34] <williewillus> !gm
PotionType.getNamePrefixed
L1564[17:35:50] <BaronNox> thank you,
I’ll check it out, maybe it’s just me missing an important GL
call
L1565[17:36:50] <williewillus> !sm
func_185174_b getNamePrefixed Gets the name of this PotionType with
a prefix (such as "Splash" or "Lingering")
prepended
L1566[17:37:21] <BaronNox> OMG
L1567[17:37:23] <BaronNox> found it
L1568[17:37:42] <williewillus> !gf
PotionType.baseName
L1569[17:37:58] <williewillus> when your
mcp comments turned out to be completely wrong .-.
L1570[17:38:57] <williewillus> !sf
field_185179_d unlocalizedName The unlocalized name of this
PotionType. If null, the registry name is used.
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L1572[17:39:09] <williewillus> bleh I
can't change it anymore >.<
L1573[17:39:14] <williewillus> !sf
field_185179_d baseName The unlocalized name of this PotionType. If
null, the registry name is used.
L1574[17:40:45] <BaronNox> I tried
RenderHelper#enableGUIStandardItemLighting() before and it didnt
work. Now it’s working. ¯\_(ツ)_/¯ #whatisthiswitchcraft
L1575[17:41:05]
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L1576[17:41:41] <BaronNox> one more noob
question: what is !gf !gm !sf?
L1577[17:41:55] <williewillus> querying
MCP names
L1578[17:41:56]
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L1579[17:42:00] <BaronNox> ah nice
:)
L1580[17:42:04] <williewillus> the names
you see in the source are all community-made
L1581[17:42:25] <williewillus> the actual
names we get from reversing the game are all like field_1234_a or
func_19293_d etc.
L1582[17:42:44] <BaronNox> decompiler too
stronk
L1583[17:42:52] <BaronNox> :D
L1584[17:42:56] <williewillus> so those
commands let you get and set the mapping between the human (MCP)
names and tool-generated (srg) names
L1585[17:43:30] <BaronNox> Oh is there a
documentation for those commands somewhere?
L1586[17:44:06] <williewillus>
!help
L1587[17:44:14] <BaronNox> !help
L1588[17:44:20] <williewillus> uh wrong
one
L1589[17:44:29] <BaronNox> :)
L1590[17:44:30] <williewillus> i usually
just pm the bot
L1591[17:45:03] <BaronNox> ok, doing that
now. thx
L1592[17:45:21] <williewillus> if you
ever start naming stuff though choose good names or else people are
gonna yell at you ;)
L1593[17:45:48] <BaronNox> :D Won’t
happen I promise
L1595[17:47:53] <diesieben07> but
willie... the explot!!
L1597[17:48:23] <TehNut> damn authors
marking explots off as "not my problem"
L1598[17:48:45] <BaronNox> like the other
guy asking mekanism author to remove 666 from his mod as a
number
L1599[17:49:03] <TehNut> Rotarycraft
author*
L1600[17:49:21] <BaronNox> oh sorry
L1601[17:49:36] <williewillus> well that
was an obvious troll (i hope)
L1602[17:49:41] <williewillus> this one
is just clueless people
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L1606[18:01:08] <Spacebuilder> Actually,
in some cases it might be an exploit
L1607[18:01:24] <Spacebuilder> If the emc
of the 15 chicken was greater than the cost of the emerald for
example
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L1609[18:01:38] <TehNut> But the issue is
about vanilla villager trades
L1610[18:01:48] <Spacebuilder> yea,
true
L1611[18:02:05] <Spacebuilder> Not much
to do about them without rewriting the trade system
L1612[18:02:19] <m4> or disabling
it
L1613[18:02:24] <williewillus> we could
have the calculation's shortest-path-algorithm take into account
trades
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L1615[18:02:30] <williewillus> but
walking the whole trade list no thanks
L1616[18:03:25] <Spacebuilder> Well,
there has always been exploits, in ee2
L1617[18:03:43] <Spacebuilder> Really in
some cases using said exploits is the point of a mod like ee2
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L1625[18:36:49] <theFlaxbeard> Is there
any way to stop z-fighting on models without causing this effect on
the border between two parts of the model?
http://i.imgur.com/VC7RByX.png
L1626[18:37:02] <theFlaxbeard> That's
with a .001 offset, as far as I remember
L1627[18:47:08] <williewillus> hm i
thought fry fixed that
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L1632[18:55:45] <tterrag> Don't make
parts that collide :p
L1633[18:56:05] <tterrag> In a tesr you
could use polygon offset
L1634[18:56:10] <tterrag> But that's a
bit meh
L1635[18:56:20] <tterrag> The general
solution is stop colliding faces
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L1642[19:14:43] <m4> Hey guys, I'm
following pahimar's Let's Mod Reboot Tutorial, and aiming to mod
for forge-1.7.10-10.13.4.1558; but I'm a noob and don't know what
JDK to download... which one am I after?
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L1644[19:17:33] <capitalthree> m4:
1.8
L1645[19:17:39] <williewillus> jdk 8
latest update
L1646[19:17:48] <williewillus> for your
os, 64 bit
L1647[19:18:48] <m4> so er,
jdk-8u92-windows-x64.exe I guess; 8u91 being a previous
version?
L1648[19:18:53] <m4> thanks :)
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L1652[19:27:32] <Prospector> hey
williewillus, something odd happened
L1653[19:27:38] <williewillus> ?
L1654[19:27:57] <Prospector> I got a NPE
"Exception while adding particle", but it errored on my
item override
L1655[19:28:37] <Prospector> I have no
idea what that has to do with particles
L1656[19:28:49] <Prospector> It happened
when I broke a block with the item in my hand
L1657[19:29:14] <Prospector> specifically
on this line "if (stack != null &&
stack.getTagCompound().getBoolean("isActive"))"
L1658[19:30:00] <TehNut> I gave up trying
to find the correct fix for that and just nullchecked *everything*
before doing anything
L1659[19:30:17] <williewillus> 0.o
L1660[19:30:23] <williewillus> I've never
had problemsd with my overrides
L1661[19:30:29] <Prospector> hmm
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L1663[19:30:48] <Prospector> would you
like to see the entire class?
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L1665[19:30:54] <Prospector> I think it's
all normal stuff
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L1667[19:32:14] <tterrag> getTagCompound
can be null. ..
L1668[19:32:29] <Prospector> hmm good
point
L1669[19:32:55] <tterrag> Very often in
fact
L1671[19:33:26] <Prospector> oh god
L1672[19:33:35] <tterrag> o.o
L1673[19:33:42] <m4> that's
impressive
L1674[19:33:43] <tterrag> How is the
grass even like that
L1675[19:33:46] <williewillus>
tinting
L1676[19:34:07] <williewillus> i was
screwing around with trying to skip the first model load/bake
:P
L1677[19:34:15] <Prospector> at that
point, you better hope you can undo lol
L1678[19:34:19] <williewillus> the models
are loaded (see the fences) but the textures aren't
L1679[19:34:28] <williewillus>
Prospector: one line edit so far :P
L1680[19:34:36] <Prospector> :o
L1681[19:34:41] <Prospector> one line
fucked it up that bad
L1682[19:34:42] <Prospector> wow
L1683[19:34:54] <Prospector> Make that
line activate on april fools! /s
L1684[19:35:17] <williewillus> well I
basically patched out the method that initializes ModelLoader but
that seems to be too effective on the textures :P
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L1688[19:45:48] <tterrag> Oh right
because 90 degree rotation
L1689[19:47:22] <williewillus> oh you
meant the randomness :P
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L1691[19:58:50] <m4> sorry to be asking
painfully basic questions, but does anyone know what Idea wants
from me when it gives me this: 01:55:09 Error running Minecraft
Client: No jdk for module 'LMRBmod'
L1692[19:59:43] <barteks2x> is there
really no way to write to log from shutdown hook?
L1693[20:00:36] <williewillus> m4: it
doesn't know where java is
L1694[20:00:57] <m4> do you know where I
can tell it? can't seem to find anything in settings?
L1695[20:01:49] <barteks2x> It
essentially means that any error that occurs when saving chunks
right before quitting MC itsn't going to leave anything in
logs
L1696[20:02:13] <barteks2x> even in
console
L1697[20:02:26] <barteks2x> as of some
recent changes
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L1700[20:05:45] <williewillus> whoaah I
got another nightmare scene to happen
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L1704[20:06:41] <williewillus> this ones
worse though since no models got loaded
L1705[20:07:02] <williewillus> done
screwing with that lol
L1706[20:07:33] <TehNut> looks like what
happens if you run a high res RP without enough RAM :D
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L1708[20:08:05] <m4> williewillus, that
looks pretty cool actually; like you've died or something
L1709[20:10:34] <m4> IT LIIIIIIVES!
L1710[20:11:01] <m4> Success, I can now
start failing at modding for real xD
L1711[20:11:40] <Anarchy> Hmm so tired of
100 different ingots in modpacks, what is wrong with this, it works
to get back "ingotTin" from a block, but i want to make
it so, you use any "ingotTin"s with my item,
oredictionarybook, and get back the first in the dictionary
L1713[20:12:21] <williewillus> how does
it "not work"
L1714[20:12:29] <williewillus> also don't
call the OD twice cache the first call
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L1716[20:14:02] <Anarchy> it is not
wanting to take the constructor, as in something isnt right, i dont
know how it worked completely, freind helped me back in the
day
L1717[20:14:56] <williewillus> this is
why it's good to figure things out yourself :P
L1718[20:15:00] <williewillus> look at
your registration line again
L1719[20:15:08] <williewillus> notice
anything wrong with your ingredients and the output?
L1720[20:15:38] <williewillus> you're
registering a recipe from an itemstack to itself
L1721[20:15:57] <Anarchy> eh
L1722[20:24:16] <Anarchy> yeah either
tired of stupid, i cant figure out whats wrong or how to fix it
XD
L1723[20:24:46] <williewillus> you need
an oredict recipe
L1724[20:24:50] <williewillus> not a
normal recipe
L1725[20:25:07] <Anarchy> Ah ok, thanks,
that may help
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L1728[20:37:38] <m4> anyone using IDEA
with Github and not Git? Mine keeps throwing an error and Github
isn't an option as a VCS
L1729[20:38:02] <williewillus> github
uses git...
L1730[20:38:29] <m4> Github has,
apparently, a Github thing which is not Git, or at the very least
has hidden git.exe very effectively
L1731[20:39:37] <wiresegal> williewillus:
i'm going down the Botania issues, for #311 what was the water
reappearing like?
L1732[20:39:50] <williewillus> its how
they're updated
L1733[20:40:09] <wiresegal> I mean what
did it look like :P
L1734[20:40:17] <williewillus> water
everywhere
L1735[20:40:19] <williewillus>
literally
L1736[20:40:19] <Anarchy> About to give
up, cant seem to make it work XD
L1737[20:40:20] <wiresegal> because isn't
it supposed to come back fast?
L1738[20:40:27] <williewillus> not that
fast
L1739[20:40:30] <williewillus> and not
that much
L1740[20:40:32] <wiresegal> wait, more
water than the bubbell sealed?
L1741[20:40:36] <williewillus> yes
L1742[20:40:40] <wiresegal> ... o.o
L1743[20:41:17] <williewillus> because
the way it is now the water that does come back wipes out some of
the other fake air blocks
L1744[20:41:23] <williewillus> if you
change the fake air to refuse the water
L1745[20:41:26] <williewillus> ALL of
them revert to water
L1746[20:41:28] <wiresegal> ah
L1747[20:41:47] <wiresegal> maybe have it
somehow... block it when it's in one state, but not in another? And
the bubell being removed updates it?
L1748[20:41:54] <wiresegal> idk if that'd
work
L1749[20:42:59] <wiresegal> also what's
happening with #256?
L1750[20:45:56] <williewillus> i'll close
it when i finish rebalancing the other weapons and armor
L1751[20:46:19] <wiresegal> what are you
planning to be the behavior for the blade?
L1752[20:46:19] <m4> williewillus, IDEA
wants a git.exe, all I have is a GitHub.appref-ms o.O
L1753[20:46:33] <williewillus> wiresegal:
largely the same
L1754[20:46:39] <williewillus> i'll
probably counter with a shield
L1755[20:46:41] <wiresegal> namely, only
fire at full power, or have a cooldown, or other?
L1756[20:46:42] <williewillus> but
vanilla is so hardcoded
L1757[20:46:45] <williewillus> that's
going to be difficult
L1758[20:47:00] <wiresegal>
EntityLivingBase.isActiveItemStackBlocking
L1759[20:47:15] <williewillus> yes but I
need a hook when something is blocked
L1760[20:47:29] <williewillus> and no the
attack event doesnt work
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L1762[20:47:42] <wiresegal> what do you
mean, why would you need to catch blocking?
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L1764[20:48:01] <williewillus> to do
other things than just modify the damage or reflect arrows
L1765[20:48:21] <wiresegal> but can't you
check in the damaging lens behavior?
L1766[20:48:42] <wiresegal> also, it's
still too powerful then
L1767[20:48:47] <williewillus> I'm not
talking about the balde
L1768[20:48:50] <williewillus>
specifically
L1769[20:49:02] <williewillus> I'm saying
shields don't have hooks I need yet
L1770[20:49:05] <wiresegal> ah
L1771[20:49:57] <williewillus> also I
don't think it's that powerful
L1772[20:50:09] <wiresegal> spam-clicking
can kill super easily from a distance
L1773[20:50:34] <wiresegal> it was fine
in 1.7, because at close range you could do the same (and you can
dodge it pretty easily while fighting)
L1774[20:50:43] <wiresegal> but it works
at close range too the same
L1775[20:50:54] <wiresegal> meaning it's
the best weapon for both close and long range
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L1777[20:51:26] <wiresegal> also similar
problem with the Thundercaller, its hit strength is nondependant on
your damage percentage
L1778[21:01:44] <m4> screw it, I'll see
if it still does it in the morning ><
L1779[21:01:54] <williewillus> its not
going to magically fix itself
L1780[21:02:00] <williewillus> it wants a
program,you don't have it
L1781[21:02:43] <sfxplayer> install git
on your pc
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L1783[21:05:44] <m4> so github desktop
will not in fact work correctly with it?
L1784[21:06:53] <sfxplayer> If i remember
correctly github desktop doesn't come with git.exe
L1785[21:07:17] <sfxplayer> you would
have to get it separately
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L1799[21:12:43] <tterrag> williewillus:
what exactly is the double load for?
L1800[21:12:58] <williewillus> anyone who
has persisted player caps: can you test something for me?
L1801[21:13:00] <williewillus> tterrag:
no idea :P
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L1811[21:16:06] <m4> ok; thanks
sfxplayer, that fixes that
L1812[21:16:53] <m4> orrr not
L1813[21:17:09] <tterrag> williewillus:
but you couldn't get it down to one load?
L1814[21:17:16] <tterrag> did you at
least figure out what triggers the double load?
L1815[21:17:24] <m4> ok, there we
go
L1816[21:17:40] <williewillus> tterrag:
whenever you register a resource manager reload listener it invokes
it immediately
L1817[21:17:53] <tterrag> well that's
dumb
L1818[21:18:03] <williewillus> and
ModelManager's impl of that method loads and bakes everything
L1819[21:18:05] <tterrag> invokes what, a
full reload?
L1820[21:18:21] <tterrag> oh oh I
see
L1821[21:18:25] <tterrag> but...then what
is the first load?
L1822[21:18:30] <tterrag> if ModelManager
isn't even registered yet
L1823[21:19:25] <williewillus> it happens
sometime near init phase 1 or 2 (after preinit definitely)
L1824[21:19:47] <tterrag> I see it load
twice after post-init
L1825[21:20:02] <williewillus> oh well I
didnt see that
L1826[21:20:14] <williewillus> I always
see one after preinit about and one after everything is done
L1827[21:20:39] <tterrag> the one after
pre-init is for the loading screen no?
L1828[21:21:22] <williewillus> the one
after preinit is caused by ModelManager being instantiated and
registering itself as a reload listener, thus getting its it
happens when ModelManager is constructed in Minecraft - it register
itself as a reload listener and thus gets its
onResourceManagerReload called
L1829[21:21:29] <williewillus> the one
after everything is done is triggered explicitly
L1830[21:21:59] <williewillus> whoah
copypaste fail there
L1831[21:22:08] <tterrag> I think that
early one is necessary though
L1832[21:22:12] <tterrag> to show the
mojang logo
L1833[21:22:15] <tterrag> sounds dumb,
but yeah
L1834[21:22:26] <williewillus> i don't
think thats it though
L1835[21:22:34] <williewillus> or is
it?
L1836[21:22:46] <williewillus> idk when
the splash screen is initialized
L1837[21:23:51] <tterrag> hm nvm
L1838[21:23:55] <tterrag> I remember it
differently
L1840[21:24:33] <wiresegal> just
wondering, is there a situation in which an AT is better than a
MethodHandle? (Assume none of the fields in question are
final)
L1841[21:24:41] <tterrag> so one in init,
one in post-init
L1842[21:24:55] <tterrag> wiresegal: when
you need to override?
L1843[21:24:58] <williewillus> the one in
post actually happens after postinit when the state has changed to
available
L1844[21:25:03] <tterrag> (in which case,
a methodhandle won't do much for you)
L1845[21:25:11] <wiresegal> ah,
true
L1846[21:25:15] <tterrag> but also,
methodhandles are j7, which some people aren't ready to
support
L1847[21:25:22] <tterrag> reflection is
fast enough for 99% of cases
L1848[21:25:26] <tterrag> unless it's a
SUPER intensive location
L1849[21:25:31] <wiresegal> like
rendering
L1850[21:25:37] <williewillus> what mod
isnt on j7 :P
L1851[21:25:44] <tterrag> some of
mine
L1852[21:25:47] <tterrag> I just have no
need, so why bother
L1853[21:25:49] <wiresegal> i mean, most
of us are on j8 now, right?
L1854[21:26:10] <tterrag> now that I
learned how lambdas work it gets harder to stick to that though
>_>
L1855[21:26:12] <wiresegal> even if the
only j8 thing we're actually using is the <> operator
xD
L1856[21:26:18] <williewillus> that's
j7
L1857[21:26:23] <wiresegal>
...really?
L1858[21:26:25] <tterrag> ^^
L1859[21:26:27] <williewillus> yeah
:P
L1860[21:26:27] <tterrag> yes
L1861[21:26:29] <wiresegal> oh
L1862[21:26:30] <tterrag> and it's not
even j7 bytecode
L1863[21:26:34] <wiresegal>
¯\_(ツ)_/¯
L1864[21:26:36] <tterrag> you can compile
diamond operators to j6 bytecode
L1865[21:26:42] <tterrag> so...bad excuse
all around :D
L1866[21:26:46] <williewillus> i find it
dumb they're called operators
L1867[21:26:49] <williewillus> its
syntactic sugar
L1868[21:26:57] <tterrag> as do I. it's
just type inference
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L1870[21:27:04] <tterrag> anyways
L1871[21:27:13] <tterrag> williewillus:
the init-time load is only vanilla stuff right? it doesn't take too
long
L1872[21:27:17] <wiresegal> i use kotlin,
we don't need <> and lambdas have existed since the beginning
even in j6 ¯\_(ツ)_/¯
L1873[21:27:32] ***
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L1874[21:27:34] <tterrag> in j6? without
invokespecial? can't have been pretty
L1875[21:27:56] <williewillus> probably
generated anons when capture needed
L1876[21:28:20] <williewillus> tterrag:
i'm pretty sure it's everything. its after preinit so it has all
mods' setCustomMRL's, statemapping, and all that jazz.
L1877[21:28:22] <williewillus> let me
check on
L1878[21:28:35] <thecodewarrior> Why in
the world aren't Vec3d's fields x, y, and z? Why xCoord, yCoord,
and zCoord?!?!?
L1879[21:28:42] <tterrag> chisel textures
aren't loaded in that go
L1880[21:28:47] <tterrag> and chisel is
VERY noticeable...hundreds of textures
L1881[21:28:53] <williewillus> yeah it's
everything
L1882[21:28:56] <williewillus> in this
pack at least
L1883[21:29:15] <williewillus> LOL mmap()
segfaulted
L1884[21:29:25] <tterrag> I see all
*blocks* load
L1885[21:29:27] <williewillus> woops
vm
L1886[21:29:32] <tterrag> but not all
*textures*
L1887[21:29:39] <tterrag> blocks ==
models i guess
L1888[21:29:43] <williewillus> oh the
first texture stitch got eliminated
L1889[21:29:48] <tterrag> right
L1890[21:29:49] <williewillus> my ticket
for forge is asking the same of models
L1891[21:29:50] <tterrag> and that's the
time-killer
L1892[21:30:00] <williewillus> models are
just as bad
L1893[21:30:02] <tterrag> I see
L1894[21:30:11] <tterrag> eh not really.
my second load takes probably 4x longer
L1895[21:30:15] <williewillus> billions
of small jsons and you hit the disk thousands of times and then
throw it all away
L1896[21:30:21] <tterrag> then again
chisel does absolutely 0 load-time baking so...nvm :P
L1897[21:30:37] <tterrag>
well...hm...actually it does a bit
L1898[21:30:44] <tterrag> but not as much
as vanilla with all its variants and such
L1899[21:32:19] <tterrag> williewillus:
wouldn't it be as simple as a hasEnteredState() check in
ModelManager ?
L1900[21:32:36] <tterrag> hacky yes
L1901[21:32:38] <tterrag> but effective
:P
L1902[21:32:58] <williewillus> that gives
you the first screenshot i posted (it kills the textures)
L1903[21:33:03] <tterrag> what
L1904[21:33:03] <tterrag> how
L1905[21:33:05] <tterrag> .-.
L1906[21:33:20] <williewillus> pretty
sure i was close with that one but i didn't want to keep trying
:P
L1907[21:34:02] <williewillus> yeah the
first load/bake takes an extra 15-20 secs for me
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L1909[21:36:26] <sfxplayer> is there a
list of forge events
L1910[21:36:32] <williewillus> in your
IDE
L1911[21:36:41] <williewillus> open
`Event` and do show subclasses
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L1920[21:59:59] <Zorn_Taov> QUESTION: for
the --userProperties flag when starting minecraft, is there
anything other than "twitch_access_token" that can appear
in there?
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L1924[22:15:17] <killjoy> the launcher
only uses that.
L1925[22:15:25] <killjoy> but I suppose
you could also add some texture data
L1926[22:15:35] <killjoy> I don't know if
that will work, though
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L1929[22:23:04] <Zorn_Taov> right then,
only giving it the twitch access token
L1930[22:23:10] <Zorn_Taov> and now to
pass the fuck out
L1931[22:23:12] <Zorn_Taov> night
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L1933[22:24:25] <killjoy> My friend just
noticed that chests stop rendering as you go farther away, but
other TEs don't do that.
L1934[22:24:30] <killjoy> Was the chest
changed to an entity?
L1935[22:25:53] <tterrag> all TESRs are
distance culled
L1936[22:26:01] <tterrag> it is
controlled by the TE at what distance
L1937[22:26:26] <tterrag> what
"other TEs" don't do that? beacons?
L1938[22:27:27] <killjoy> hoppers
L1939[22:29:18] <tterrag> hoppers are not
TESRs
L1940[22:29:29] <killjoy> yup
L1941[22:29:32] <killjoy> that is
correct
L1942[22:29:42] <killjoy> tnx
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L1944[22:43:38] <Tazz> totally going to
rewrite Eschelle in C tonight all 3k lines of code :D
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L1951[22:56:48] ***
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L1952[23:05:04] <Unh0ly_Tigg> So, I'm
working on a fairly large mod for 1.9.4, which will have computers
in it. I'm planing to support lua, javascript, a computercraft
compatible version of lua, and I'm wondering if anyone has any
other suggestions for languages that I should look into
supporting.
L1953[23:07:06] <tterrag> I gotta ask
why
L1954[23:07:10] <tterrag> OC isn't good
enough? :P
L1955[23:07:29] <rakosmanjr> And you can
write plugins for OC for different language support
L1956[23:08:12] <Unh0ly_Tigg> This is
going to be essentially a RedPower clone for 1.9.4. I may add
fortan support, but I'd rather not that.
L1957[23:08:45] <TehNut> oh boy another
RP clone
L1958[23:08:46] <TehNut> wonderful
L1959[23:09:45] <Unh0ly_Tigg> I want to
make this as close to the original as possible.
L1960[23:09:52] <rakosmanjr> Your time
might would be better spent helping out one of the existing ones
TBH
L1961[23:10:03] <Unh0ly_Tigg> "for
1.9.4"
L1962[23:10:20] <Unh0ly_Tigg> and pure
java in my codebase.
L1963[23:10:44] <Unh0ly_Tigg> I'm going
to wait for MCMP to be merged before I add multiblock/part stuff in
though.
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L1965[23:11:12] <robedpixel> hello
L1966[23:12:57] <Cypher121> oh boy, more
computer mods
L1967[23:13:41] <Cypher121> TehNut, to be
fair specifically RP clones seem to pretend computers never existed
in it
L1968[23:13:50] <killjoy> I'm surprised I
haven't seen any plugins that allow you to program using
books
L1969[23:14:04] <Unh0ly_Tigg> heh.
L1970[23:14:07] <Unh0ly_Tigg>
BookLang
L1971[23:14:14] <killjoy> as in writable
books
L1972[23:14:29] <Cypher121> I'm pretty
sure there are blocks that read books into CC and OC text
variables
L1973[23:14:36] <Cypher121> so that +
eval
L1974[23:14:45] <killjoy> but a
bukkit/sponge plugin
L1975[23:14:59] <Unh0ly_Tigg> heh, I
should support COBOL... /s
L1976[23:15:08] <killjoy> Support
Mathlab
L1977[23:15:15] <Cypher121>
malbolge?
L1978[23:15:24] <killjoy> Xtend
L1979[23:15:33] <Cypher121> java
L1980[23:15:37] <Cypher121> and we're
going full meta
L1981[23:15:51] <killjoy> Heh, and Xtend
is java based
L1982[23:15:53]
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L1983[23:15:58] <killjoy> terrible,t
hough
L1984[23:16:09] <Unh0ly_Tigg> I need
something that can run "in a vm within the jvm", java
itself (and derivitives like scala, groovy, kotlin, etc) are out
for this.
L1985[23:16:15] <Cypher121> some people
say it's good for making DSLs
L1986[23:16:23] <killjoy> why won't
groovy work?
L1987[23:16:24] <Cypher121> never
bothered to try tbh
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L1989[23:16:26] <killjoy> javascript
works
L1990[23:16:29] <rakosmanjr> Lets get
Minecraft running on a computer
L1991[23:16:30] <killjoy> just use
rhino
L1992[23:16:35] <rakosmanjr> In
gmae*
L1993[23:16:37] <Cypher121> groovy is
dynamic
L1994[23:16:37] <rakosmanjr> ame*
L1995[23:16:38] <Unh0ly_Tigg> lua and
javascript are planned, since computercraft and oc run lua via a vm
inside the jvm, and javascript inherently runs in a vm with java
8...
L1996[23:16:41] ***
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L1997[23:16:44] <Tazz> Unh0ly_Tigg,
scheme XD
L1998[23:16:48] <Tazz> add scheme support
XD
L1999[23:16:54] <Unh0ly_Tigg> I might do
that.
L2000[23:17:06] <Tazz> no dont XD Im
contemplating adding scheme computers to my robit mod XD
L2001[23:17:06] <Unh0ly_Tigg> since I
know somewhat how to program in that
L2002[23:17:13] <killjoy> jpy
L2003[23:17:27] <Unh0ly_Tigg> though, I'm
not sure how I can run scheme within a vm on the jvm...
L2004[23:17:34] <rakosmanjr> Could merge
Mono into it for full .Net support
L2005[23:17:36] <Tazz> Unh0ly_Tigg, if
your really serious I have a scheme lib
L2007[23:17:56] <Cypher121> I know a guy,
who's trying to make a C-based computer mod
L2009[23:17:58] <killjoy> I once went
looking for a java version of this python library I found.
L2010[23:18:09] <Unh0ly_Tigg> ohhh
L2011[23:18:09] <killjoy> the version I
found was the python version wrapped in jPy
L2012[23:18:09] <Tazz> Unh0ly_Tigg, dont
use that its unsandboxed XD
L2013[23:18:21] <Unh0ly_Tigg> I could
make it sandboxed.
L2014[23:18:25] <Tazz> Unh0ly_Tigg, not
really :/
L2015[23:18:34] <Tazz> its hardcoded to
support instantiaton for java types
L2016[23:18:54] <Tazz> Unh0ly_Tigg, I
already had a mod in the works with it before I realized that
making it sandboxed is almost near impossible XD
L2017[23:19:05] <killjoy>
Program.jar!/py/program.py
L2018[23:19:05] <Tazz> you could check
out my scheme interpreter its pretty good :P
L2019[23:19:06] <Unh0ly_Tigg> if I can
get it support java.nio.file based file access, I can sandbox file
access.
L2020[23:19:21] <Unh0ly_Tigg> I could add
python via jpython or something similar
L2021[23:19:31] <killjoy> try
com.google.common.io.Files
L2022[23:19:47] <killjoy> I think that's
the package
L2023[23:19:54] <Unh0ly_Tigg> yeah, it
is
L2024[23:20:11] <killjoy> It's mostly the
same, but it doesn't use Path
L2025[23:20:11] <Tazz> anyone got any
suggestions for GC type in Eschelle? XD
L2026[23:20:24] <killjoy> I understood a
few of those words
L2027[23:20:30] <Tazz> I was thinking of
using my functional generational copy collector but Im
contemplating rewriting it
L2028[23:20:52] <Tazz> and was wondering
what suggestions people have for GC type
L2029[23:21:02] <killjoy> What does that
even mean?
L2030[23:21:10] <Tazz> killjoy, wut
L2031[23:21:14] <Tazz> what does
what
L2032[23:21:26] <killjoy> Something fancy
in the JVM?
L2033[23:21:39] <Tazz> what does what
mean Xd
L2034[23:21:48] <killjoy> GC type
L2035[23:21:51] <killjoy> I understand
GC
L2036[23:21:53] <killjoy> but type?
L2037[23:22:03] <Tazz> well garbage
collectors have manyy flfavours XD
L2038[23:22:17] <killjoy> each switchable
via commandline argument
L2039[23:22:25] <Tazz> well javawise
yes
L2040[23:22:28] <Tazz> but this is
outside of Java
L2041[23:22:36] <Tazz> Im rewriting my
language Eschelle in C
L2042[23:22:39] <Tazz> instead of
C++
L2043[23:22:44]
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L2044[23:22:46] <Tazz> and Im finally
going to work a GC in
L2045[23:23:07]
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L2046[23:23:12] <killjoy> Why would you
NOT write a language in C?
L2047[23:23:17] <killjoy> or asm
L2048[23:23:28] <Tazz> killjoy, C++ is
more flexible and alot of languages are written in it now
L2049[23:23:36]
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L2050[23:23:40] <killjoy> Oh, it's C++ to
C?
L2051[23:23:47] <killjoy> ok
L2052[23:23:55] <Tazz> Im porting whats
already there in C++ -> C
L2053[23:23:59] <Tazz> and optimizing the
shit out of it
L2054[23:24:08] <killjoy> Using many
objects?
L2055[23:24:11] <Tazz> XD
L2056[23:24:20] <Tazz> nah Eschelle
doesnt really use alot of objects
L2057[23:24:29] <killjoy> so it's not
oop
L2058[23:24:32] <Tazz> its quite
efficient imo besides not using bytes XD
L2059[23:24:48] <Tazz> but Im reworking
it to support multiple integral types
L2060[23:25:02] <Tazz> its prolly the
best idea in the long run XD
L2061[23:26:18] ***
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L2062[23:26:29] <Tazz> I need to rewrite
it anyways because it doesnt support my assembler very well
XD
L2063[23:26:46] <Tazz> the heap isnt
necessarily accessible in compiled code its more needing of a
function call XD
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L2069[23:33:24] <Tazz> hahah that PHP
one
L2070[23:33:24] <Tazz> XD
L2071[23:33:31] <Tazz> and perlXD
L2072[23:33:49] <killjoy> Freind likes
the last one
L2073[23:33:51] <Tazz> killjoy, thats
gold XD
L2074[23:34:07]
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L2076[23:37:04] <Tazz> Im contemplating
like for a side project tonight write a brainfuck jit XD
L2077[23:37:12] <killjoy> use
brainfuck
L2078[23:37:15]
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L2080[23:37:48] <Tazz> honestly Ive never
programmed in brainfuck
L2081[23:38:23] ***
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L2082[23:43:11] <killjoy> lucky
L2083[23:43:18] <killjoy> I haven't
either
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L2087[23:56:21] <killjoy> !gc cl$a