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L1[00:00:06] <Tazz> https://github.com/s0cks/Shoes
L2[00:00:10] ⇦ Quits: BaronNox (~BaronNox@dslb-188-096-195-100.188.096.pools.vodafone-ip.de) (Quit: BaronNox)
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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L61[00:23:00] <insaneau> and the parent: http://pastebin.com/mTsReC7M
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
L73[00:33:55] <insaneau> https://github.com/MikeLydeamore/DimensionalCake/blob/1.9/src/main/java/com/insane/dimensionalcake/BlockEndCake.java#L131-L138
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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L83[00:46:02] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/models/item/standard_item.json#L14-L33
L84[00:46:10] <masa> that's what the transform names are in 1.9
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L86[00:47:27] <Zorn_Taov> yeah, insaneau you need to fix these to be like what masa posted https://github.com/MikeLydeamore/DimensionalCake/blob/1.9/src/main/resources/assets/dimensionalcake/models/item/blockEndCake.json#L4-L9
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
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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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L118[01:34:01] <insaneau> masa, Zorn_Taov still didn't fix it http://puu.sh/phjYU/12168e0d83.jpg
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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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L248[04:24:41] <gigaherz> https://twitter.com/TangoTekLP/status/739386492817051648
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"
L273[04:29:24] <Tazz> XD
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
L290[04:32:30] <Tazz> XD
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)
L294[04:36:02] <Tazz> https://www.youtube.com/watch?v=sfS8a0hDm0w gigaherz
L295[04:36:19] <Tazz> got the UI working properly now I just need to write some logic into it to eval the commands
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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
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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
L315[05:26:48] <illy> Korhaka: http://mods.curse.com/mc-mods/minecraft/238222-just-enough-items-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
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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"
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L324[05:44:49] <Tazz> https://www.youtube.com/watch?v=oKj5XAR7xic :D
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
L338[05:47:32] <Cazzar> https://msdn.microsoft.com/en-us/library/gg538324%28v=vs.111%29.aspx?f=255&MSPPError=-2147217396
L339[05:49:45] <Zorn_Taov> what I have so far, haven't added what forge does with libraries https://gist.github.com/ZornTaov/99ec0cf303d532bfce4079cadc44455c
L340[05:51:40] <Zorn_Taov> that will parse all of https://s3.amazonaws.com/Minecraft.Download/versions/1.7.10/1.7.10.json if you have .net 4.5 to use DataContractJsonSerializerSettings.UseSimpleDictionaryFormat
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?
L350[05:54:44] <Zorn_Taov> Tahg: https://github.com/ZornTaov/ReploidCraft/blob/master/src/main/java/zornco/reploidcraft/client/renderers/TileEntityItemHolderRenderer.java
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
L357[05:55:12] <AKTheKnight> With java you have existing libraries if needed: https://github.com/RX14/jMCLaunchLib
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
L366[05:56:39] <Zorn_Taov> Tahg: I also got this custom itemrenderer https://github.com/ZornTaov/ReploidCraft/blob/master/src/main/java/zornco/reploidcraft/client/renderers/ItemItemHolderRenderer.java
L367[05:56:48] <AKTheKnight> Zorn_Taov: This might help: https://github.com/skcraft/launcher
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)
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L385[06:02:27] <Tahg> yep, render for GUI definitely doesn't help: https://dl.dropboxusercontent.com/u/11334557/2016-06-05_07.01.42.png
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
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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
L399[06:07:30] <fry> why not https://github.com/Slowpoke101/FTBLaunch ?
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-;
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L405[06:25:14] <Tazz> https://www.youtube.com/watch?v=XbDo6TIPlfo :D
L406[06:25:41] <Tazz> can control the colour of the robit through scheme properly now :D
L407[06:26:01] <Tazz> https://gist.github.com/s0cks/f13ce7c528771c5618ccc1a2ddd24197 codez here :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
L411[06:27:36] <Tazz> XD
L412[06:31:02] <Zorn_Taov> Tazz: my robutt is bigger than your robutt https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/MegaX/2014-05-25_21.29.17.png
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 (~Dru11kus@2601:646:9680:6504:916d:3101:7adb:b4cd)
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
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L461[06:47:46] <Tahg> oh, nm I found it
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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.
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L510[07:02:24] <masa> yeah..
L511[07:02:28] <masa> or this: https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/blockstates/storage_0.json#L5
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)
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L515[07:04:07] <Tahg> really going from "this should work" to "try anything" at this point tho
L516[07:07:35] <Aroma1997> hmm
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L518[07:11:03] <masa> hm, isBlockLoaded() should work, but there is stil lalso this: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/teleport/TeleportEntity.java#L312
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*
L523[07:12:45] <Cazzar> gigaherz: I much prefer http://www.newtonsoft.com/json
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
L527[07:13:44] <Cazzar> http://www.newtonsoft.com/json/help/html/serializedictionary.htm
L528[07:14:04] <gigaherz> heh nice then
L529[07:14:21] <Cazzar> There is also
L530[07:14:37] <Cazzar> http://www.newtonsoft.com/json/help/html/LINQtoJSON.htm
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
L547[07:27:07] <Tahg> ok
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 :)
L570[08:44:31] <sham1> ^
L571[08:44:38] <dmf444> yep, that's what i'm going to do
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L579[08:59:07] <rube_goldberg> I'm trying to run setupDecompWorkspace on a 1.7.10 project, and it's trying to download the non-existent 'http://files.minecraftforge.net/fernflower-fix-1.0.zip'
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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
L603[09:14:50] <TehNut> ...wat http://pastebin.com/g96eaCPy
L604[09:14:53] <TehNut> sponge wat r u doin
L605[09:15:54] <rube_goldberg> https://github.com/Team-RTG/Realistic-Terrain-Generation/blob/master/build.gradle
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
L616[09:21:19] <TehNut> https://github.com/Team-RTG/1.9-Realistic-Terrain-Generation
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
L636[09:33:04] <LatvianModder> http://pastebin.com/UCUKKk19
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?
L798[12:27:53] <Tahg> ya
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
L824[12:32:16] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-06-05_20.26.55.png
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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
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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
L836[12:34:23] <TechnicianLP> https://minecraft.gamepedia.com/Chunk_format has it under spawner pretty far down
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
L843[12:35:59] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/client/gui/widget/GhostSlot.java
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
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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
L872[12:40:51] <masa> ?
L873[12:40:58] <tterrag> it probably should go straight to the container instead of the TE (since...what about item GUIs?)
L874[12:41:35] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/container/ContainerPickupManager.java#L186-L190
L875[12:43:53] <tterrag> masa, it'll be fixed
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L879[12:59:34] <williewillus> !gm func_189508_F
L880[13:00:31] <williewillus> anyone seen anything like this?.. http://pastebin.com/HWazmkSQ
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] *** DonAway is now known as DRedhorse
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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L891[13:03:20] <williewillus> offending line: https://github.com/williewillus/Botania/blob/e3e6f8996f6281fd7c8165c77dbce05228f7324a/src/main/java/vazkii/botania/common/block/tile/mana/TileSpreader.java#L195-L195
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
L899[13:10:10] <mezz> https://github.com/Azanor/Baubles
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
L906[13:11:30] <mezz> :p
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
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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?
L917[13:24:13] <Tahg> this is my current code: http://pastebin.com/G3nhyRvR
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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
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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
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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?
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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
L1108[13:47:36] <LatvianModder> 1.9.4, Item.java:1146 - http://pastebin.com/bMTRyueC
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
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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
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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
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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
L1192[14:06:04] <williewillus> TehNut: https://github.com/williewillus/Botania/blob/MC19/src/main/resources/assets/botania/blockstates/waterBowl.json#L6-L6
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
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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...
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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
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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)
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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 ;)
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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
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L1253[14:38:21] <fry> how did you learn how to use the OBJState?
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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
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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
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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
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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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L1392[16:12:30] <Creysys> =S http://imgur.com/7pSo1p0
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
L1450[16:29:52] <diesieben07> lex that this: https://github.com/MinecraftForge/MinecraftForge/pull/2597#issuecomment-199594394 and he has a point
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
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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
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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 =)
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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?
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L1556[17:32:49] <BaronNox> 1.9.4
L1557[17:34:00] <gigaherz> I do this to draw a tack on an inventory (without text on top): https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/StackRenderingHelper.java
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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
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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
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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
L1594[17:47:06] <williewillus> .-. https://github.com/sinkillerj/ProjectE/issues/1241
L1595[17:47:53] <diesieben07> but willie... the explot!!
L1596[17:48:09] <BaronNox> http://i.imgur.com/iWKad22.jpg
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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L1620[18:18:24] <tterrag> masa: https://github.com/SleepyTrousers/EnderCore/compare/814ba670c7dd...15e16813a71b
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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
L1670[19:33:14] <williewillus> lol this is what a modder sees in their nightmares: https://i.gyazo.com/d3642b2ce724516bb7b2a2005daa04e6.png
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
L1701[20:06:13] <williewillus> sahttps://i.gyazo.com/9b587aae573a690612e9bcfbc080f231.png
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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
L1712[20:11:43] <Anarchy> http://pastebin.com/BuhbhwPy
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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L1790[21:09:18] <sfxplayer> https://git-scm.com/
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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
L1839[21:24:10] <tterrag> this is what I see now (1.9.4) http://i.imgur.com/7qTUWzc.gifv
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)_/¯
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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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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
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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...
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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
L2006[23:17:55] <Tazz> https://github.com/s0cks/MicroScheme its a scheme interpreter
L2007[23:17:56] <Cypher121> I know a guy, who's trying to make a C-based computer mod
L2008[23:17:58] <Unh0ly_Tigg> https://en.wikipedia.org/wiki/Kawa_(Scheme_implementation)
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++
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L2044[23:22:46] <Tazz> and Im finally going to work a GC in
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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
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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
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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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L2068[23:32:11] <killjoy> https://i.imgur.com/Lpt32WU.png
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] ⇦ Quits: Abastro (~Abastro@112.166.128.227) (Ping timeout: 384 seconds)
L2075[23:36:41] <killjoy> This language... https://gist.github.com/killjoy1221/8b8cc9a4403558f02f3834d8ebfda052
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] ⇨ Joins: Abastro (~Abastro@112.166.128.227)
L2079[23:37:47] ⇨ Joins: xilni (~xilni@96.241.23.87)
L2080[23:37:48] <Tazz> honestly Ive never programmed in brainfuck
L2081[23:38:23] *** DarkevilAway is now known as Darkevilmac
L2082[23:43:11] <killjoy> lucky
L2083[23:43:18] <killjoy> I haven't either
L2084[23:47:48] ⇦ Quits: PieGuy128 (~PieGuy128@67.68.162.162) (Quit: Leaving)
L2085[23:49:35] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
L2086[23:54:37] *** minecreatr is now known as Mine|dreamland
L2087[23:56:21] <killjoy> !gc cl$a
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