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L41[01:59:56] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160622 mappings to Forge Maven.
L42[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160622-1.9.4.zip
(mappings = "snapshot_20160622" in build.gradle).
L43[02:00:10] <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/
L44[02:00:29] <lbpfan950> test
L45[02:01:07] <gigaherz> test
received
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L51[02:37:47] <Ordinastie_> what should I
call the combination of both ? SlopedCorner or CorneredSlope
?
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L53[02:44:05] <kashike> SlopedCorner
maybe
L54[02:44:26] <Ordinastie_> CorneredSlope
sounds wrong yeah :/
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L56[02:44:45] <Ordinastie_> CornerSlope
sounds a bit better
L57[02:45:11] <Ordinastie_> SlopedCorner
still feels to fit better though
L58[02:45:20] <Ordinastie_> I'll go with
that then
L59[02:46:03] <Ordinastie_> I'll have an
InvSlopedCorner too
L60[02:46:08] <kashike> Inv?
L61[02:48:18] <Ordinastie_> slope facing
down
L63[02:49:02] <kashike> I'd call is
InvertedSlopedCorner then, using short names like that in classes
is confusing :P
L64[02:50:14] <Ordinastie_> fair
enough
L65[02:50:26] <Ordinastie_> even though
it's not really intended to be used directly
L66[02:51:04] <Ordinastie_> you just add a
SlopeComponent to your block and everything is handled for you
:)
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L68[02:54:30] <LatvianModder> And I wanted
t make slopes.. At least I hope those arent TESRs :P
L69[02:54:58] <Ordinastie_> nah
L70[02:55:05] <tterrag> no reason they need
to be
L71[02:55:14] <tterrag> if done right, they
could technically have less impact than normal blocks :P
L72[02:55:48] <Ordinastie_> they have one
face less
L73[02:56:00] <tterrag> exactly
L74[02:56:01] <Ordinastie_> and 2 for slope
corners
L75[02:56:03] <tterrag> 5 quads instead of
6 :D
L76[02:56:07] <fry> but it'll never be
culled :P
L77[02:56:14] <tterrag> eh why not
L78[02:56:22] <tterrag> oh you mean the
slanted face
L79[02:56:23] <tterrag> I guess not
L80[02:56:26] <Ordinastie_> not angled
face, but the other ones are
L82[02:57:16] <tterrag> how would you
propose I do that in 1.9, considering handleBlockState is
gone
L83[02:57:23] <tterrag> I don't really want
to be doing it X times per render
L84[02:57:37] <fry> literally nothing
changed
L85[02:58:09] <tterrag> ??
L86[02:58:20] <tterrag> currently I
calculate the model state in getExtendedState
L87[02:58:29] <tterrag> moving it into
getQuads would mean it gets called way more times
L88[02:58:39] <tterrag> how is that the
same?
L89[02:58:57] <fry> getExtendedState is
still there
L90[02:59:32] <tterrag> that it is
L91[02:59:38] <tterrag> but you advised
against me hooking into it, remember?
L93[03:00:03] <fry> yes, and I advise
against any attempt at accessing world from the model
L94[03:00:12] <tterrag> not world,
IBlockAccess
L95[03:00:13] <tterrag> wrong wording
L96[03:00:22] <fry> still against :P
L97[03:00:31] <tterrag> yeah that's not
what you told me then
L98[03:00:47] <tterrag> you said
getExtendedState is already called in the same thread
handleBlockState is, so it shouldn't matter
L99[03:02:16] <fry> yes, it is
L100[03:04:54] <fry> bypassing it was only
an option worth considering when you needed the world but didn't
have control over getExtendedState implementation - when you wanted
to provide ctm models for arbitrary blocks without explicit support
from them
L101[03:05:36] <tterrag> exactly
L102[03:05:39] <tterrag> and that's still
what I want to do
L103[03:05:54] <fry> 10:58 forge tterrag |
currently I calculate the model state in getExtendedState
L104[03:05:59] <tterrag> but the /problem/
now is that I will incur a serious performance hit by moving the
logic I have in getExtendedState to getQuads
L105[03:06:01] <fry> then how is this
relevant to the question?
L106[03:06:40] <fry> why is logic in
getExtendedState faster?
L107[03:07:10] <tterrag> because it's
called *once* per block render
L108[03:07:20] <tterrag> getQuads is
called, what, 7 times? per layer?
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L110[03:08:05] <fry> cache then
L111[03:09:45] <tterrag> cache
*what*
L112[03:10:03] <tterrag> I already have a
cache
L113[03:10:13] <tterrag> the most
expensive part currently is calculating the KEY for that
cache
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L115[03:10:19] <tterrag> and doing it 20
more times per block isn't going to help
L116[03:12:01] <fry> world + pos should be
a valid key for current render frame
L117[03:12:56] <tterrag> "current
render frame" ?
L118[03:13:03] <tterrag> meaning, do a
lookup based on the ChunkCache instance?
L119[03:13:07] <tterrag> and have a cache
for my cache keys?
L121[03:13:33] <fry> use IBlockAccess +
pos as the only key
L122[03:13:47] <tterrag> what does
position have to do with anything?
L123[03:13:49] <fry> invalidate the cache
on render tick
L124[03:14:11] <tterrag> O_o
L125[03:14:17] <tterrag> doesn't that
defeat the entire purpose of a cache
L126[03:14:43] <fry> sigh
L127[03:14:44] <gigaherz> not if you use
the same data mroe than once within a frame
L128[03:14:57] <fry> anyway, do profiling,
find hotspots, put cache there
L129[03:15:08] <tterrag> I've found the
hotspot
L130[03:15:13] <tterrag> it's vanilla's
getBlockState impl
L131[03:15:16] <tterrag> not much I can do
there
L132[03:15:48] <gigaherz> getBlockState,
or the constant calls to getStateFromMeta?
L133[03:15:49] <gigaherz> ;P
L134[03:16:00] <fry> are you getting
satisfactory performance then?
L135[03:16:13] <gigaherz> I have no idea
why the in-memory chunks are not IBlockState[]
L136[03:16:20] <tterrag> not really. still
get a stutter on chunk update with large amounts of chisel
blocks
L137[03:16:22] <tterrag> minor, but
noticeable
L138[03:16:30] <fry> then you're not
profiling right
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L140[03:18:04] <tterrag> sure
L141[03:18:10]
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L142[03:18:38] <tterrag> I only have
multiple profiler snapshots confirming this from multiple
people
L144[03:19:12] <tterrag> vanilla stuff
tops the list, every time
L145[03:20:24] <tterrag> fry: I just want
you to explain how you think caching by position is going to help
anything
L146[03:20:44] <tterrag> say I have a full
chunk filled with identical blocks. with your way I'd still create
a fresh model for every single one of those
L147[03:20:46] <tterrag> no?
L148[03:20:55] <tterrag> and then I'd wipe
the cache next time around and start all over
L149[03:20:58] <tterrag> how does that
help?
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L151[03:22:53] <gigaherz> Every time I
think about connected textures, I keep going back to the same
thing: it makes no sense if you work with arbitrary model
rendering. The proper way would be to have "tiled planes"
that you fill in with info from the world, and thne are rendered in
batch, completely separate from the standard model rendering
L152[03:23:01] <gigaherz> I know it's not
useful for you right now, but I wanted to say
L153[03:23:01] <gigaherz> XD
L154[03:23:43] <fry> tterrag: position
cache helps with getQuads being called 7 times
L155[03:23:51] <tterrag> perhaps
L156[03:23:57] <fry> it's independent of
anything else you might have
L157[03:24:01] <tterrag> but then I have
two caches which are useful only in mutually exclusive cases
L158[03:24:08] <fry> and indeed 2-layer
cache might be worth it
L159[03:24:40] <fry> 9 invocations of
getBlockState taking 100ms is silly slow
L160[03:24:57] <fry> I highly doubt those
numbers are accurate
L161[03:25:13] <tterrag> sadly they are. I
mean you can test yourself
L162[03:26:20] <fry> how and what are you
profiling?
L163[03:26:51] <tterrag> I have one sample
which was done manually, and a few which were done with player's
profiler tool
L164[03:26:57] <tterrag> all have
getBlockState topping the list
L165[03:27:24] <fry> of course player has
a profile tool
L166[03:27:51] <tterrag> from what I
heard, it takes a snapshot every time a fram takes over X ms
L167[03:28:14] <tterrag> but like I said,
I also have a few manual ones
L168[03:28:18] <tterrag> and they show
similar results
L169[03:28:21] <fry> how are you starting
and ending the sampling? are you instrumenting all methods or are
you limiting it to some set? are you sampling or profiling?
L170[03:28:46] <tterrag> sampling
L171[03:28:50] <tterrag> starting/ending
it manually
L172[03:28:54] <tterrag> all methods
L173[03:28:56] <fry> then it's not
accurate
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L175[03:29:32] <fry> "Sampling means
taking lots of thread dumps and analyzing stack traces. This is
usually faster, does not require runtime changes in your bytecode
(which may break it), but is also less accurate."
L176[03:29:50] <tterrag> you try running
the profiler against MC
L177[03:29:52] <tterrag> it is
impossible
L178[03:29:57] <fry> no it's not
L179[03:29:58] <tterrag> anyways, player's
thing DOES do actual profiling
L180[03:30:08] <tterrag> (which is why you
can see the invocation count)
L181[03:30:18] <fry> you just need to put
sane class filters
L182[03:30:44] <fry> and I trust visualvm
more than I trust something I've never seen
L184[03:32:06] <fry> don't start from
GradleStart
L185[03:32:43] <fry> start from, for
example, your model class
L186[03:34:50] <tterrag> it still just
locks up
L187[03:34:57] <tterrag> and now it's
completely frozen
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L189[03:37:25] <fry> how much memory does
visualvm have?
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L191[03:38:32] <tterrag> LOL
L192[03:38:44] <tterrag> it finally
started running then crashed on a NoClassDefFoundERror on a
lambda
L193[03:38:49] <tterrag> .-.
L194[03:42:13] <tterrag> yeah it just
borks my code
L195[03:42:16] <tterrag> can't do anything
with this
L196[03:42:40] <fry> add more restrictive
filters
L197[03:42:52] <tterrag> the error is
coming from my model class
L198[03:43:03] <tterrag> so I can restrict
it all I want, but if that's the class causing the issue...
L199[03:43:11] <fry> if you can't profile,
you can't optimize
L200[03:43:52] <fry> all you can say
there's stutter, and try different things blindly to try to
eliminate it
L201[03:44:17] <fry> sampling can serve as
a guide, but not as a 100% pointer to the cause
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L203[03:45:47] <tterrag> fry: I cache
models agressively. the only remaining bottleneck is the cache key
calculation, which involves a lot of block access, go figure
L204[03:46:00] <tterrag> I am not using
the sampling as gospel but more just as a pointer to a cause that
was already obvious
L205[03:46:22] <fry> cache the cache key
calculation then
L206[03:46:26] <fry> using world +
pos
L207[03:46:30] <gigaherz> sampling works
on the idea that hot spots will be hit more often, it's just a
poll, reather thgan a complete analysis.
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L211[03:49:29] <tterrag> fry: and what is
the best way to detect that the "render tick" hsa
changed?
L212[03:49:47] <fry> there's an
event
L213[03:50:09] <gigaherz> mark the tick as
started on RenderWorldFirst, and mark it as ended in
renderworldlast? or something like that
L214[03:50:20] <tterrag> RenderTickEvent ?
that's per-frame isn't it?
L216[03:50:50] <tterrag> that seems like a
lot of overhead
L217[03:50:58] <fry> what seems?
L218[03:51:10] <fry> an event
handler?
L219[03:51:11] <tterrag> responding to an
event and invalidating my cache every frame
L220[03:51:17] <tterrag> yes, an event
handler
L221[03:51:44] <fry> hundreds of events
are fired each frame, if not thousands
L222[03:51:54] <fry> event bus is very
fast
L223[03:52:27] <fry> invalidating the
cache might also work during the world updated (20/s) too, didn't
think too much about it
L224[03:52:35] <tterrag> ClientTickEvent
?
L225[03:52:45] <tterrag> probably
sufficient, yeah. that might be best. I just don't know the
overhead of a full invalidation
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L230[04:04:28] <kashike> may want to check
a newer version (I think we're at 17.0 in MC) of Guava fry
L231[04:04:32] <kashike> cache had changes
done
L232[04:07:00] <fry> looks like there's 1
less indirection now
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L251[04:41:14] <Ordinastie_> hum, I'll be
short by a name :x
L253[04:42:36] <Ordinastie_> how do I call
the ones where the face looks down ?
L254[04:44:27] <Ordinastie_> or rather,
the face looking down should be named inverted, and I need a name
for the type on the left
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L265[05:42:44] <Ordinastie_> wait,
advanced tooltip option doesn't show the metadata ? ôO
L266[05:42:52] <Ordinastie_> wait, it
does
L267[05:43:44] <Ordinastie_> but not for
my items
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L272[06:04:53] <masa> it shows it for
items that have subtypes I htink?
L273[06:06:00] <Ordinastie_> where is that
defined again ?
L274[06:06:34] <Ordinastie_> ah, the item
:/
L275[06:08:02] <Ordinastie_> oh, yeah,
that means my items have a bug :x
L276[06:08:08] <Ordinastie_> they get
combined when dropped
L277[06:08:56] <Ordinastie_> but I still
get both when picked up, that's weird
L278[06:09:24] <Ordinastie_> I'll look
into it later
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L282[06:18:28] <gigaherz> wat
L283[06:18:35] <gigaherz> items shouldn't
combine if they have different metadat/nbt?
L284[06:18:42] <gigaherz> even if they
aren't subitems
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L286[06:21:27] <Ordinastie_> else if
(itemstack1.getItem().getHasSubtypes() &&
itemstack1.getMetadata() != itemstack.getMetadata())
L287[06:21:41] <Ordinastie_> so if subType
is not set, it doesn't check for meta and combine them
L288[06:22:07] <Ordinastie_> it retains
the correct stacks infos when combined though, I don't know
how
L289[06:22:30] <Ordinastie_> ho, error 500
from youtube...
L290[06:23:37] <Ordinastie_> "A team
of highly trained monkeys has been dispatched to deal with this
situation."
L291[06:23:56] <Wuppy> damn, youtube is
down indeed :o
L292[06:24:13] <Ordinastie_> I didn't even
think that was possible
L293[06:24:19] <Wuppy> exactly
L294[06:24:48] <barteks2x> uh... it
crashed without actually stopping again
L295[06:24:52] <barteks2x> nothing in
log
L296[06:25:02] <barteks2x> and I'm not in
debug mode as always when it happens
L297[06:25:15] <Wuppy> hmm, videos you
already have open do still load :o
L298[06:25:38] <barteks2x> Any way to
figure out what is wrong?
L300[06:32:04] <Hunterz> hmm looks like
carpenters blocks mod
L301[06:32:24] <barteks2x> it's stuck in
Ithe first line of IntegratedServer.initiateShutdown
L302[06:35:03] <barteks2x> apparently the
server stopped before it ran that scheduled task
L303[06:36:09] <Ordinastie_> I don't make
it so you can use any vanilla block as camo
L304[06:36:29] <Ordinastie_> I just used
lapis for testing as deving
L305[06:37:06] <Ordinastie_> as a matter
of fact, I just provide the template for modders so they can use
the textures they want
L306[06:37:38] <Hunterz> or make it
similar like carpenters block
L307[06:37:48] <Hunterz> it will be
awesome
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L310[06:42:21] <OrionOnline> Hey Guys,
what is the appropriate way to catch the FMLLoadingCompleteEvent
from FML?
L311[06:42:56] <Ordinastie_> probably like
any other FML event?
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L315[06:58:13] <barteks2x> It's pretty
much "guess the progress based on what is done without knowing
what needs to be done"
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L326[07:29:18] <masa> "I've been told
that we'll have 1.10.2 later today as well, because there is a
crash happening in 1.10.1 that we didn't get in
testing."
L327[07:29:33] <masa> wait, are they
telling us that they actually do some testing? :o
L328[07:29:46] <gigaherz> ofc
L329[07:29:49] <gigaherz> they play a
bit
L330[07:29:51] <gigaherz> ;P
L331[07:30:10] <Ordinastie_> masa, same
way I always test my stuff
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L343[08:18:02] <Unh0ly_Tigg> Is there a
reliable way to convert from a json object to a IBlockState
(provided you have an instance of the Block and the default
state)?
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L345[08:18:45] <Unh0ly_Tigg> I can deal
with integer and boolean properties easily, but enum properties are
tripping me up because of generics.
L346[08:19:51] <gigaherz> hmmm look at the
structure block deserializer
L347[08:20:47] <Unh0ly_Tigg> what package
is that in? I can't find it in
net.minecraft.world.gen.structure.*
L348[08:22:31] <gigaherz>
TileEntityStructure#load may be a good start
L349[08:22:52] <gigaherz> it appears to be
a Template class or the TemplateManager
L350[08:23:07] <Unh0ly_Tigg> yeah, found
that
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L352[08:23:34] <Unh0ly_Tigg> apparently it
reads nbt data, and calls Block.getStateById
L353[08:23:45] <Unh0ly_Tigg> which is not
what I want to do.
L354[08:24:23] <gigaherz> hmmm
L355[08:24:29] <gigaherz> I was certain it
used properties on the nbt
L356[08:25:02] <Unh0ly_Tigg> nope, it
saves the unique state id...
L357[08:25:11] <gigaherz> yep I see
that
L358[08:25:12] <Unh0ly_Tigg> which is
bs
L359[08:25:13] <gigaherz> meh sorry
;P
L360[08:25:30] <gigaherz> well you can
still do it, but meh
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L362[08:26:25] <gigaherz> you jsut have to
get the Enum class from reflection, get the enum instances (static
values() method?) then iterate through each, looking for the right
.name()
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L364[08:27:22] <Unh0ly_Tigg> the main
issue with that for me, is dealing with setting the property value
in the IBlockState object, since it wants certain generic type info
for the parameters...
L365[08:28:07] <gigaherz> ?
L366[08:28:11] <gigaherz> generics are
dropped after compilnig
L367[08:28:19] <gigaherz> just
@SuppressWarnings("unchecked")
L368[08:28:47] <Unh0ly_Tigg> yeah, eclipse
is complaining about it, even with that warning suppressed...
L369[08:28:54] <gigaherz> well fuck
eclipse ;P
L370[08:29:07] <Unh0ly_Tigg> no, I like
it.
L371[08:31:02] <Coolway99> if it's
complaining about it after suppressing the unchecked warning then
there may be more of an issue going on
L372[08:31:37] <Unh0ly_Tigg> It was mainly
in how I was trying to get the enum instance.
L374[08:34:36] <gigaherz> well
L375[08:34:40] <gigaherz> each property
has valid values
L376[08:34:48] <gigaherz> you should be
able to get all the valid enum values from the property info
L377[08:34:49] <Unh0ly_Tigg>
right...
L378[08:34:59] <gigaherz> so you don't
need to "get the instance" at all
L379[08:35:02] <gigaherz> now that I think
of it XD
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L381[08:40:49] <Unh0ly_Tigg> now I'm
getting "The method withProperty(IProperty<T>, V) in the
type IBlockState is not applicable for the arguments
(IProperty<capture#12-of ? extends Enum>, Enum)"
L382[08:42:00] <Unh0ly_Tigg> and removing
the wildcard bound of the IProperty cast that I'm doing to get Enum
values, gets me "The method withProperty(IProperty<T>,
V) in the type IBlockState is not applicable for the arguments
(IProperty<capture#12-of ? extends Enum>, Enum)"
L383[08:42:09] <Unh0ly_Tigg> wait
L384[08:42:18] <Unh0ly_Tigg> "Bound
mismatch: The type Enum is not a valid substitute for the bounded
parameter <T extends Comparable<T>> of the type
IProperty<T>" there
L385[08:42:31] <Unh0ly_Tigg> forgot to
copy the new error text >.>
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L397[09:16:53] <Coolway99> cause you need
to cast to a Comparable<T> type or above
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L401[09:25:17] <Coolway99> idk then
L402[09:26:06] <TechnicianLP> are there
mods (or something else) loading every class in forge?
L403[09:26:19] <Unh0ly_Tigg> why?
L404[09:26:44] <TechnicianLP> relates to
classes that crash if having the wrong classloader
L405[09:27:15] <Unh0ly_Tigg> can you
upload the crash and paste a link here?
L406[09:27:55] <TechnicianLP> i have no
crash yet .. im only plainning on it and have to move some stuff
into the classloader
L407[09:28:16] <Unh0ly_Tigg> I'll be right
back, I need to restart my ethernet device, it's acting up.
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L420[09:45:53] <fry> never use raw
types
L421[09:46:10] <Unh0ly_Tigg> fry, then how
would you suggest I do this?
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L423[09:46:33] <Unh0ly_Tigg> I am
seriously open to alternatives, since I do find this hacky
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L427[09:50:48] <Unh0ly_Tigg> I was
thinking of moving the enum part of my card to a generic aware
method, but I couldn't figure out how to declare the generics
information, so I went with the raw type way.
L428[09:53:47] <diesieben07> Unh0ly_Tigg,
make a new method with a type parameter <E extends Enum<E>
& IStringSerializable> and a parameter of type E
L429[09:53:58] <diesieben07> or rather
IProperty<E>
L430[09:54:09] <fry> <E extends
Enum<E>> void addProperty(IProperty<?> prop, String
value) { IProperty<E> realProp = (IProperty<E>) prop;
... }
L431[10:03:04] <Unh0ly_Tigg> ok, I was
able to write the method properly, but now I'm dealing with the
different wild card captures with prop and valClass (both in the
gist linked earlier)
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L433[10:04:25] <fry> only capture
one
L434[10:04:28] <fry> and cast the
other
L435[10:04:39] <Unh0ly_Tigg> umm
L436[10:04:41] <Unh0ly_Tigg> how?
L437[10:04:52] <fry> how what?
L438[10:04:55] <Unh0ly_Tigg> these are
wildcard captures in the middle of a method
L439[10:05:04] <fry> make another
method
L440[10:05:19] <fry> if you really need to
capture another wildcard
L441[10:07:41] <Unh0ly_Tigg> "The
method enumProp(IBlockState, IProperty<?>, String,
Class<E>) in the type WorldGenConfigObject is not applicable
for the arguments (IBlockState, IProperty<capture#11-of ?>,
String, Class<E>)"
L442[10:07:52] <Unh0ly_Tigg> umm
L443[10:09:46] <fry> show the code
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L446[10:10:42] <Unh0ly_Tigg> on line
49
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L448[10:11:32] <fry> you don't need
getClassOf
L449[10:11:56] <fry> call .getValueClass
inside enumProp
L450[10:12:50] <Unh0ly_Tigg> I removed the
Class parameter, and the getClassOf method, and there are no
errors...
L451[10:12:56] <gigaherz> sorry
Unh0ly_Tigg, I had guests ;P
L452[10:13:02] <fry> there you go :P
L453[10:13:14] <Unh0ly_Tigg> java is
really picky...
L454[10:13:28] <Unh0ly_Tigg> and really
pissy when it doesn't get its way...
L455[10:13:37] <gigaherz> don't complain
so much, if this was C#, you'd have to use reflection to find the
specialized methods and such
L456[10:13:37] <gigaherz> ;P
L457[10:14:05] <Unh0ly_Tigg> fuck C# (not
really though)
L458[10:14:08] <thor12022> and if it was
c++ you'd be crying in a corner buried under void pointers
L459[10:14:17] <LatvianModder> Why do
people use C# if Java exists then?
L460[10:14:31] <gigaherz> LatvianModder:
because for many people, me included
L461[10:14:36] <gigaherz> when you add all
the pros and cons, it comes out on top
L462[10:14:41] <Unh0ly_Tigg> I've dealt
with C# in a vm on microcontroller before... shit is
insane...
L463[10:14:50] <Unh0ly_Tigg> on a*
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L465[10:15:16] <LatvianModder> Was Java
the best language for MC to be written in?
L466[10:15:26] <fry> probably yes
L467[10:15:31] <gigaherz> depends
L468[10:15:31] <Unh0ly_Tigg> no, it's what
notch was using at the time.
L469[10:15:41] <Unh0ly_Tigg> it just
stuck
L470[10:15:42] <gigaherz> if notch had
tried to use something else
L471[10:15:52] <gigaherz> chances are it
wouldn't have been done so quickly
L472[10:15:58] <gigaherz> so it may never
had exploded the way it has
L473[10:16:01] <LatvianModder> we wouldnt
probably have mods either
L474[10:16:03] <Unh0ly_Tigg> pros and
cons.
L475[10:16:04] <fry> fast dev feedback
cycle, relative simplicity, relative performance and gl library
available
L476[10:16:06] <gigaherz> if it had been
C++
L477[10:16:12] <gigaherz> it wouldn't have
had this modding support that we have now
L478[10:16:18] <gigaherz> maybe the
alternative would be better, maybe it wouldn't exist
L479[10:16:35] <gigaherz> but one thing is
certain: crossplatform support would have been much much
harder
L480[10:16:36] <Unh0ly_Tigg> just imagine
if it was a c# core with lua for the main code...
L481[10:16:42] <gigaherz> it would
probably be windows-only or maybe mac-only
L482[10:16:53] <gigaherz> whatever notch
used at the time
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L484[10:16:58] <LatvianModder> "
There is insufficient memory for the Java Runtime Environment to
continue".. but I have 48 gb of ram.. what
L485[10:17:05]
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L486[10:17:09] <gigaherz> so better or
worse, it would most definitely not have been the same.
L487[10:17:11] <Unh0ly_Tigg> c# can be
crossplatform, if you use mono.
L488[10:17:26] <gigaherz> Unh0ly_Tigg:
yes, but in C++, you have to compile for it
L489[10:17:41] <gigaherz> I'm including
all alternatives, not just C#
L490[10:17:42] <gigaherz> ;P
L491[10:17:47] <Unh0ly_Tigg>
LatvianModder, give the jvm more memory, it can't just go out and
grab more when it runs out of what you tell it to use.
L492[10:17:59] <diesieben07> plus i don't
think there are many other languages which allow such easy code
hotloading
L493[10:18:01] <gigaherz> yeah that's one
of the advantages of the .net "vm"
L494[10:18:03] <LatvianModder> but I just
ran "java -version"
L495[10:18:05] <gigaherz> or
disadvantages
L496[10:18:08] <gigaherz> depending on how
you see it
L497[10:18:08] <Unh0ly_Tigg> oh
L498[10:18:10] <LatvianModder> and it
didndt even run that
L499[10:18:13] <gigaherz> the .net vm can
expand the heap freely
L500[10:18:16] <gigaherz> no max
size
L501[10:18:34] <gigaherz> diesieben07: C#
can do edit&continue, it's not quite the same
L502[10:18:36] <gigaherz> but it
works
L503[10:18:44] <LatvianModder> run that
with anything else in background*
L504[10:18:50] <gigaherz> and vs can do it
with C++ too
L506[10:18:58] <diesieben07> not sure how
it is in .net, but i doubt you can just say "hey, yeah, start
loading classes from this zip file now, too pls, kthx"
L507[10:19:16] <gigaherz> well C# doesn't
work on jars
L508[10:19:17] <gigaherz> so no
L509[10:19:17] <LatvianModder> Thats.. an
arduino board
L510[10:19:23] <Unh0ly_Tigg>
LatvianModder, sort of
L511[10:19:26] <gigaherz> but you can load
assemblies on demand
L512[10:19:41] <gigaherz> or in C++, you
can use the equivalent of windows' LoadLibrary/GetProcAddress
L513[10:19:42] <Unh0ly_Tigg> it's a 32bit
.net microframework chip in an arduino form factor.
L514[10:19:43] <diesieben07> well, yes,
but mods would supposedly still come in zip files
L515[10:19:53] <diesieben07> plus mods
would have to have a win/mac/linux version
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L517[10:20:02] <diesieben07> overall
pretty ugly
L518[10:20:05] <gigaherz> nah
L519[10:20:12] <Unh0ly_Tigg> well, if the
mod loader loaded lua...
L520[10:20:13] <gigaherz> if it was done
in C# with MonoGame or similar
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L522[10:20:22] <gigaherz> you could easily
load assemblies in a crossplatform way
L523[10:20:32] <gigaherz> and P/Invoke
works better on crossplatform settings than JNI
L524[10:20:38] <gigaherz> (dynamic
binding)
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L526[10:21:04] <gigaherz> it's just worse
when you rely on certain ms libraries, such as WPF not having a
mono equivalent
L527[10:21:16] <gigaherz> or if it was
XNA
L528[10:21:17] <LatvianModder> how about
lua?
L529[10:21:22] <gigaherz> you can't just
go and use the XNA runtime in linux
L530[10:21:31] <gigaherz> since it relies
on directx
L531[10:21:40] <gigaherz> but if you
compile for monogame from scratch, it may work
L532[10:21:49] <gigaherz> LatvianModder:
never looked at lua parsers on .net
L533[10:21:54] <gigaherz> but I don't see
the need
L534[10:22:06] <gigaherz> given that you
can load and even COMPILE C# code at runtime
L535[10:22:14] <LatvianModder> so.. anyone
knows how to solve my weird ram problem? :P
L536[10:22:22] <gigaherz> one of the libs
in the .net framework is the compiler services XD
L537[10:22:40] <gigaherz> you cna
literally build an AST in code, and then tell it to spit out a
valid .dll
L538[10:22:53] <diesieben07> wow, that is
nice
L539[10:23:05] <diesieben07> Java has that
too, but... it's not included in the normal JDK -_-
L540[10:23:10] <diesieben07> not jdk,
jre
L542[10:23:57] <gigaherz> yeah
L543[10:24:07] <gigaherz> but it's
necessary
L544[10:24:11] <gigaherz> due to the whole
"dynamic binding" thing
L545[10:24:16] <gigaherz> it generates
.net classes at runtime
L546[10:24:27] <gigaherz> in order to
crate native wrappers
L547[10:24:42] <diesieben07> well, in that
sense java does it too... you just cant feed it .java files
L548[10:24:49] <gigaherz> heh
L549[10:25:08] <diesieben07> i.e.
ASM
L550[10:25:17] <Unh0ly_Tigg> well, if you
have the jdk installed, you can use java to call javac...
L552[10:25:43] <gigaherz> shows how to
take a code snippet, and generate an in-memory assembly, then call
it
L553[10:26:11] <gigaherz> anyhow
L554[10:26:18] <gigaherz> [17:22]
(+LatvianModder): so.. anyone knows how to solve my weird ram
problem? :P
L555[10:26:20] <gigaherz> what problem?=
;P
L556[10:26:48] <gigaherz> oh
L557[10:26:49] <gigaherz> [17:17]
(+LatvianModder): " There is insufficient memory for the Java
Runtime Environment to continue".. but I have 48 gb of ram..
what
L558[10:26:50] <gigaherz> this?
L559[10:27:36] <kashike> architecture
issue? 32bit vs 64?
L561[10:28:00] <gigaherz> this user said
his actual issue was an ulimit preventing the process from
working
L562[10:28:05] <gigaherz> rather than
actually a ram issue
L563[10:28:57] <gigaherz> LatvianModder:
just to get it out of the way
L564[10:29:02] <gigaherz> is it a 64bit OS
with 64bit java?
L565[10:29:12] <LatvianModder> should
be
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L579[10:40:25] <LatvianModder> my ulimit
-u prints 4096
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L581[10:40:31] <LatvianModder> gigaherz:
^
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L587[10:43:08] <gigaherz> LatvianModder:
that's just what google said, I have no idea what it means ;P
L588[10:43:20] <LatvianModder> max files
open I guess
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L590[10:43:32] <LatvianModder> 4K should
be plenty.. hmm
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L612[11:48:08] <Tahg> diesieben07, are you
around by chance? looking into an issue with OOM, and your name
came up
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L620[12:09:44] <diesieben07> Tahg, i am
now.
L621[12:10:24] <Tahg> so, we're trying to
track down a possible memory leak, and mobiuscore came up in the
profile
L622[12:10:31] <Tahg> apparently you had
looked into that some?
L623[12:11:02] <diesieben07> i did? must
have been a long time ago if i did
L625[12:13:06] <Tahg> a few months I
guess
L626[12:13:24] <diesieben07> oh, that
thing
L627[12:13:34] <diesieben07> didn't
remember the connection to mobiuscore
L629[12:13:49] <Tahg> not sure how much of
an issue it is/was
L630[12:14:13] <diesieben07> well, i've
had people reporting this issue with this stupid modjam mod i
made
L631[12:14:13] <Tahg> still considering
the main reason for OOM too many mods for the amount of mem
available
L632[12:14:32] <diesieben07> it was never
intended as a serious mod, it was a joke and is not that well
coded
L633[12:14:33] <Tahg> but this is an issue
that started suddenly, which is confusing everyone
L634[12:14:43] <diesieben07> it is using
TEs on ores, which i know is bad
L636[12:15:00] <diesieben07> but the guy
who reported it sent me a mem dump
L637[12:15:09] <diesieben07> and something
that was not vanilla was holding onto the TEs
L638[12:15:16] <diesieben07> i dont
remember 100% what exactly it was
L639[12:15:22] <Tahg> ya, in our case it's
something like 17k entries
L640[12:15:43] <Tahg>
mcp.mobius.mobiuscore.monitors.MonitoredTileList
L641[12:16:07] <diesieben07> yeah
L642[12:16:16] <diesieben07> but that's as
far as i got, too
L643[12:17:12] <Tahg> alright
L644[12:17:38] <Tahg> ya, I haven't been
able to figure out anything more than "a little mem here, a
little mem there"
L645[12:17:46] <Tahg> all adds up to an
OOM
L646[12:20:37] <diesieben07> so just to be
clear, you are getting this issue as well, without my mod? :D
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L651[12:28:34] <Tahg> yes
L652[12:29:02] <Tahg> this is a problem in
particular with mobiuscore holding on to stuff it shouldn't
L653[12:29:11] <Tahg> I'd wager nothing to
do with your mod
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L657[12:35:05] <gigaherz> Tahg: doesj ava
have a memory profiler?
L658[12:35:14] <gigaherz> something that
can visualize the heap, and who's holding the references?
L659[12:35:23] <sham1> oulödn't that be
the mission control
L660[12:35:39] <gigaherz> no idea
L661[12:35:50] <Tahg> yes, looking at
it
L662[12:35:56] <Tahg> it's mostly
benign
L664[12:36:08] <gigaherz> Iwas referring
to somethingl ike this
L665[12:36:11] <Tahg> memory that just
needs loaded, not leaked
L666[12:38:26] <barteks2x> I'm getting a
weird issue - sometimes generating a single cube takes 200+
milliseconds for no reason
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L668[12:39:40] <barteks2x> and it's
literally flat terrain generator + 27x setBlock to simulate some
populator
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L671[12:40:52] <barteks2x> it doesn't even
calculate lighting
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L675[12:43:42] <barteks2x> normally
generating a cube takes less than a millisecond
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L681[12:49:03] <AKTheKnight> Best way to
detect when a player joins the server on serverside?
(PlayerLoggedInEvent doesn't seem to be firing)
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L683[12:51:49] <AKTheKnight> Nevermind.
Gonna use FMLNetworkEvent.ServerConnectionFromClientEvent
L684[12:54:36] <barteks2x> Now I hate java
GC
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L686[13:04:21] <sham1> Hy
L687[13:04:23] <sham1> Why*
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L689[13:06:36] <barteks2x> 600ms
pauses?
L691[13:09:49] <barteks2x> Multithreading
is evil...
L692[13:12:02] <abab9579> Java GC is
optimized more than enough for Eden spaces, which allows 1GB/s
short-lived object creation done in few ms.
L693[13:12:46] <abab9579> Sorry, it seems
it's not the case.
L694[13:14:09] <barteks2x> looks loke I
need to rewrite ChunkCache for cubicchunks too, because it's used
from more than one thread
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L699[13:26:37] <MinecraftWero> sup
L700[13:36:22] <Cypher121> lol, russian
government blocked amazon s3
L701[13:36:36] <Cypher121> like, all of
it
L702[13:37:54] <sham1> hmm
L703[13:41:18] <barteks2x> In javadoc of
RenderChunk.createRegionRenderCache: "Extending classes can
change the behavior of the cache, allowing to visually change
blocks (schematics etc)." so does it mean that mods can
provide their own RenderChunk objects or something?
L704[13:44:06] <barteks2x> it doesn't seem
to be possible, so why it's there?
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L715[14:08:26] <Tahg> anyone happen to
know if CB is still around, or who maintains his mods if he
isn't?
L716[14:08:51] <Tahg> really don't feel
like posting to an 1100+ page thread
L717[14:10:23] <sham1> wasd
L719[14:11:21] ⇦
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L720[14:11:36] <gigaherz> Tahg: someone is
maintaining the mods I think
L721[14:12:22] <Tahg> gonna see if I can
build it myself first
L722[14:12:29] <Tahg> have an issue with
lib I want to test
L723[14:12:37] <Tahg> but for
1.7.10...which is kinda old
L725[14:13:05] <gigaherz> so I guess
L728[14:13:11] <gigaherz> whoever
maintains that
L730[14:13:40] <Tahg> I've heard of
covers
L731[14:13:45] <gigaherz> oh wait
L732[14:13:48] <gigaherz> he's back?
L733[14:13:50] <Tahg> can't think of
where
L735[14:13:58] <gigaherz> seems he has
newer stuff
L736[14:14:31] <Tahg> that's off
L737[14:14:31] <gigaherz> nevermind
L738[14:14:41] <Tahg> says Wireless
redstone 15 days ago
L739[14:14:45] <Tahg> but was like, 2
yeasrs
L740[14:14:52] <gigaherz> yup
L741[14:14:54] <gigaherz> nevermind that
;p
L743[14:15:35] <gigaherz> but but
L745[14:15:39] <gigaherz> his page shows
1.9.4
L746[14:15:50] <gigaherz> I guess they
just aren't opensource :/
L747[14:16:14] ⇦
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L748[14:16:29] <gigaherz> well xcept for
the sources link in there
L749[14:16:30] <gigaherz> ;P
L750[14:18:48] <Tahg> probably covers has
access to that page
L751[14:19:29] <gigaherz> but covers
hasn't released anything 1.9.4 on curseforge
L752[14:19:30] <gigaherz> only 1.9
L753[14:21:34] <Tahg> hmm, idk then
L754[14:23:06] <Tahg> but the github repo
is for 1.9.4
L755[14:23:25] <Tahg> probably just that's
the main place to get it over CF
L756[14:26:04]
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L759[14:37:14] <MinecraftWero> did the
particles class change in 1.9.4?
L760[14:37:43] <diesieben07> compared
to...?
L761[14:37:49] <MinecraftWero> i mean the
name
L762[14:37:58] <MinecraftWero> i thought
it was EntityFx
L763[14:38:00] <diesieben07> compared
to...?
L764[14:38:13] <MinecraftWero> but i can't
seem to find it
L765[14:38:28] <diesieben07> The name is
Particle in 1.9.4
L766[14:38:30] <gigaherz> yes it
changed
L767[14:38:37] <gigaherz> because it's not
inheriting from Entity anymore
L768[14:38:43] <MinecraftWero> ahh i
see
L769[14:42:52] <MinecraftWero> if i want a
different color particle but using the vanilla rendering i can make
a class that extends it right?
L770[14:43:21] <gigaherz> yes but you'll
have to register as a whole new particle
L774[14:44:43] <MinecraftWero> awesome
thanks for your git!
L775[14:44:47] <gigaherz> this is a
particle I use which is a small version of the normal cloud
particle
L776[14:44:47] <MinecraftWero> src i mean
hehe
L777[14:45:16] <gigaherz> I don't change
the color
L778[14:45:20] <gigaherz> but it should be
a good reference ;p
L779[14:45:41] <gigaherz> although I
haven't tested it in 1.9.4 XD
L780[14:47:11] <gigaherz> yes it works
XD
L781[14:47:24] <barteks2x> are the latest
mappings for 1.9.4 or 1.10?
L782[14:47:31] <gigaherz> !latest
L783[14:47:36] <gigaherz> 1.9.4
L784[14:47:54] <barteks2x> so how the hell
sponge exists for 1.10?
L785[14:47:58] ⇦
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L786[14:48:01] <gigaherz> they don't use
mcp mappings
L787[14:48:13] <gigaherz> or maybe they
are using 1.9.4 mappings on 1.10
L788[14:48:31] <gigaherz> also, it could
be that the "master" mappings exist on 1.10
L789[14:48:40] <gigaherz> but not the
methods, fields, etc
L790[14:49:24] <barteks2x> I just saw on
#mcp that lex said something about mappings for 1.10, but I also
see that everywhere I see latest version is for 1.9.4
L791[14:49:38] <kenzierocks> nope
L792[14:49:43] <kenzierocks> the mappings
for 1.10 are out
L793[14:49:45] <diesieben07> how many damn
mcp channels are there lol
L794[14:49:47] <gigaherz> just because mcp
1.10 exists doesn't mean bspkrs has released builds for the
mappings
L795[14:49:55] <kenzierocks> but theres no
mcpbot update yet
L796[14:49:59] <gigaherz> maybe they will
be up on the next nightly update
L797[14:50:07] <gigaherz> which shoudl be
somewhere around 9am tomorrow (europe time)
L798[14:50:34] <minecrell> Yep, Sponge for
1.10 is still using 1.9.4 MCP mappings (but 1.10 SRG
mappings)
L799[14:50:48] <gigaherz> but IIRC
L800[14:50:53] <gigaherz> he does it
manually on version changes
L801[14:50:59] <gigaherz> so I guess we'll
see it here
L802[14:51:06] <gigaherz> he'll do a final
mappings update for 1.9.4
L803[14:51:09] <gigaherz> release that as
stable
L804[14:51:21] <gigaherz> and bump the
version to 1.10
L805[14:51:37] <gigaherz> at least that is
how it has worked all the previous updates I have seen
L806[14:52:25] <barteks2x> I still have no
idea how spongevanilla got srg mappings for 1.10, but whetever.
Latest mappings are for 1.9.4 and that's all I wanted to know
L807[14:52:34] ***
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L808[14:52:37] <minecrell> SRG mappings
for 1.10 are on the forge repo
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L811[14:53:26] <minecrell> you can just
tell ForgeGradle to setup 1.10, but keep using old 1.9.4
mappings
L812[14:53:27] <minecrell> that's
all
L813[14:54:15] <minecrell> on Vanilla that
is
L814[14:54:21] <barteks2x> I was just
really confused with all of that because I didn't know about these
srg mappings.
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L819[14:58:12] <barteks2x> for some reason
gradle can't find ForgeGradle
L820[14:58:52] <kenzierocks> build.gradle
or gtfo
L821[14:58:53] <kenzierocks> :P
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L827[15:06:53] <OrionOnline> barteks2x,
you are not the only one
L828[15:07:02] <OrionOnline> I think the
server might be under a lot of stress
L829[15:07:22] <barteks2x> after runnign
it several times it worked
L830[15:07:32] <barteks2x> almost...
L831[15:09:49] <MinecraftWero> hey
gigherz
L832[15:15:39] <gigaherz> ?
L833[15:17:10] <MinecraftWero> to set the
custom particle what are you using?
L834[15:17:20] <MinecraftWero> like to set
it when i right click and item
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L836[15:18:24] <gigaherz> you can spawn
particles with like
L838[15:19:10] <MinecraftWero> yeah i
tried that but it's crashing i might missed some registry
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L841[15:23:16] <diesieben07> "it's
crashing" - "doctor, it hurts, please fix"
L842[15:24:03] <MinecraftWero> haha forgot
to send the crash log
L843[15:24:12] <gigaherz> MinecraftWero
maybe if you show us the crash log, we'd be able to point you in
the right direction ;P
L844[15:24:18] <sham1> More like you call
a doctor and then call "I think I am sick"
L845[15:24:26] <sham1> And the doctor asks
for symptomes
L846[15:24:32] <sham1> And you just won't
provide
L847[15:24:49] <sham1> "you call a
doctor and then call"
L848[15:24:53] <sham1> I meant say
L849[15:25:01] <sham1> you call a doctor
and say that
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L855[15:34:41] <diesieben07> show
EntityBullet
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L862[15:59:19] <MinecraftWero> its
literally the snowball class
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L866[16:00:19] <diesieben07>
Bacon.TEST_PARTICLE is probably null
L867[16:01:21] <MinecraftWero> it
shouldn't be :/
L868[16:01:50] <diesieben07> show where
you initialize it
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L875[16:09:22] <MinecraftWero> main
file
L876[16:09:24] <MinecraftWero> here
L877[16:09:29] <gigaherz> back from eating
dinner
L879[16:10:06] <gigaherz> you don't
actually call registerParticle
L881[16:10:10] <diesieben07> ^
L882[16:10:38] <gigaherz> try calling it
from your preinit ;p
L883[16:10:48] <MinecraftWero> oh
haha
L884[16:10:50] <MinecraftWero> will
try
L885[16:10:53] <diesieben07> actually just
doing that is a bad idea...
L886[16:11:00] <diesieben07> we really
need to move particles to a forge registry of some kind
L887[16:11:02] <diesieben07> because
IDs...
L888[16:11:37] <gigaherz> yeah but for
that we need to remove the particle type enum
L889[16:11:47] <gigaherz> turn it into a
class with static fields or whatever
L890[16:12:29] <gigaherz> hmm unless
L891[16:12:36] <gigaherz> it could be
internalized by forge
L892[16:13:09] <gigaherz> not pretty
though
L893[16:13:24] <diesieben07> we could just
make those implement the interface
L894[16:13:30] <diesieben07> and make a
2nd type for mod-added ones
L895[16:14:24] <MinecraftWero> hopefully
it works now
L896[16:14:27] <MinecraftWero> let's
see
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L898[16:15:19] <MinecraftWero> yay! it
works hehe
L899[16:15:28] <MinecraftWero> now i will
have to mess around with the colors
L900[16:16:36] <MinecraftWero> i just
wanted to make a rainbow colored particles
L901[16:19:35] <MinecraftWero> gigaherz i
saw on your code that you called registerParticle in your client
proxy so i did now that i am calling from the preinit on my main
file do i delete it from my client?
L902[16:21:43] <gigaherz> there's two
separate functions
L903[16:21:53] <gigaherz> the one on
client proxy registers the particle *renderer*
L904[16:22:01] <gigaherz> the one on the
main mod file registers the particle type
L905[16:22:07] <gigaherz> they call
different things
L906[16:25:34] <MinecraftWero> oh thanks i
get it now!
L907[16:26:00] <MinecraftWero> btw your
mod sounds pretty cool
L908[16:36:46] ⇦
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L909[16:37:07] <gigaherz> thx :)
L910[16:38:07] <gigaherz> yay finally,
completed the last raid of wow draenor
L911[16:38:19] <gigaherz> (got a month of
subscription after watching the movie ;P)
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L918[16:50:01] <Twisted_Code> Forge keeps
warning that the backup level.dat is being used... even on
completely new worlds... should I be concerned?
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L921[16:53:52] <gigaherz> Twisted_Code:
probably?
L922[16:54:05] <gigaherz> can you paste
the full log?
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L924[16:55:51] <Twisted_Code> Errr... I'm
using FTB so the full log would include several multiple Minecraft
sessions. How about just a log from this session XD?
L925[16:56:50] <gigaherz> yeah that's what
I meant by "full log"
L926[16:56:58] <gigaherz> from loading mc,
to the error
L927[16:57:14] <gigaherz> just so that it
includes all the nice diagnostic information
L928[16:57:17] <gigaherz> that may or may
not be of use
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L938[17:07:44] <gigaherz> so, lol.
L940[17:08:27] <gigaherz> 2.50eur, for a
23min youtube video
L941[17:08:29] <gigaherz> yeah...
nope.
L942[17:08:36] <diesieben07> heh
L943[17:08:42] <diesieben07> really
wondering if thats gonna take off
L944[17:08:56] <gigaherz> not thanks to
me.
L945[17:09:10] <gigaherz> fuck paying 1eur
for a youtube video, let alone 2.50
L946[17:09:10] <diesieben07> i don't even
see an option to buy it
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L948[17:09:44] <gigaherz> I see the option
to buy that one episode
L949[17:09:45] <gigaherz> but
L951[17:09:48] <gigaherz> this says
"not available yet"
L952[17:09:59] <diesieben07> Yeah
same
L953[17:10:03] <gigaherz> I wonder if it
would complain
L954[17:10:07] <diesieben07> but i cannot
buy that one episode
L955[17:10:09] <gigaherz> if I click on
the buy thing on the video
L956[17:10:19] <gigaherz> or if they
somehow allow buying individual episodes, but not
subscription
L957[17:10:20] ⇦
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L958[17:10:27] <gigaherz> either way,
nothx.
L959[17:10:31] <diesieben07> it just says
"[$] Not available" under the video
L960[17:10:39] <diesieben07> and if i
click it, i get the preview
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L962[17:10:54] <SkySom> I was like what
are you talking about.
L963[17:10:58] <SkySom> Then remember I
have Youtube red
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L967[17:11:46] <gigaherz> this is what I
see
L968[17:12:31] <SkySom> I mainly got it
for the continued playing on mobile
L969[17:12:47] <gigaherz> I don't watch
much on mobile
L970[17:12:58] <gigaherz> I generally use
"Watch Later" on pc
L971[17:13:26] <gigaherz> the only reason
I'd get a Red subscription would be to contribute to the youtubers
I watch
L972[17:13:55] <gigaherz> (and to avoid
ads on mobile, since adblock doesn't work there)
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L974[17:17:30] <SkySom> Yeah i use it for
some music some times
L975[17:17:39] <SkySom> Since Spotify
lacks some music at times
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L992[17:52:55] <ecx> it's out!! hype
L993[17:53:08] <kashike> it has been for
days now
L994[17:53:11] <kashike> lol
L995[17:53:18] <ecx> yeah it was out since
yesterday
L996[17:53:22] ⇦
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L997[17:53:30] <kashike> no, since before
yesterday
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L1004[18:08:23] *
gigaherz notices the version discrepancy ;P
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L1009[18:10:21] <LexManos> Suck it
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L1031[18:54:01] <tterrag|ZZZzzz> what
method controls light opacity?
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L1034[18:54:27] <tterrag|ZZZzzz> but
apparently all our blocks still let light through
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L1037[18:55:39] <Tazz> i think i
seriously screwed eschelle haha
L1038[18:56:09] <MinecraftWero> terrarg i
thouth it was setLightOpacity
L1039[18:56:42] <MinecraftWero> or
setLightLevel i don't know
L1040[18:56:45] <tterrag> that is never
called
L1041[18:57:26] <tterrag> hahaha
L1042[18:57:30] <tterrag> screw vanilla
so hard
L1043[18:57:30] <tterrag> this.fullBlock
= this.getDefaultState().isOpaqueCube();
L1044[18:57:31] <tterrag>
this.lightOpacity = this.fullBlock ? 255 : 0;
L1045[18:57:37] <tterrag> IN THE
CONSTRUCTOR
L1046[18:57:38] <MinecraftWero>
hahah
L1047[18:58:07] <TehNut> Well I assume it
fits the majority of their usecases :p
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L1049[18:58:17] <TehNut> but yeah, pls
no
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L1051[18:58:53] <bob_twinkles> probably
(part of) the reason why slab/stair lighting has been broken since
forever
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L1053[18:59:41] <mikebald> So; you can
set the light opacity in your default constructor; simple =)
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L1055[19:00:34] <MinecraftWero> whats the
method called so when i use the gun i made it uses the ammo
L1056[19:00:36] <mikebald> well, not
"default" but; you get it.
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L1059[19:06:49] <gigaherz> [01:59]
(bob_twinkles): probably (part of) the reason why slab/stair
lighting has been broken since forever
L1060[19:07:01] <gigaherz> not that's
because so far as they are concerned, the whole block either lets
light through, or doesn't
L1061[19:07:16] <gigaherz> if they
allowed to have a function that gives the opacity from two
EnumFacing
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L1064[19:07:30] <gigaherz> they could
make it so that light can't move from a partial side, to the opaque
side
L1065[19:07:33] <gigaherz> as in:
L1066[19:08:04] <bob_twinkles> I mean,
MC's whole lighting model is pretty borken in general
L1067[19:08:12] <bob_twinkles> just doing
it "right" is pretty difficult
L1068[19:08:14] <gigaherz>
getBetterLightOpacity(EnumFacing from, EnumFacing to) {return
(isSideSolid(from) || isSideSolid(to))? opaque : transparent)
L1069[19:08:34] <gigaherz> and boom, you
have non-broken slabs and stairs
L1070[19:08:45] <gigaherz> that can let
light through in some directions, but not others
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L1073[19:09:27] <gigaherz> anyhow
L1074[19:09:28] <gigaherz> night
ppl
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L1079[19:17:33] <bob_twinkles> has anyone
seen "jinput-2.0.5.jar has a security seal for path
net.java.games.input, but that path is defined and not
secure"
L1080[19:17:46] <bob_twinkles> all google
is giving me is a bunch of threads that say "uninstall
LiteLoader"
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L1086[19:38:36] <williewillus> $ close
3009
L1087[19:38:38] <Actuarius> Issue 3009
closed.
L1088[19:39:01] <williewillus> $ labels
add 3003 "Vanilla Bug"
L1089[19:39:02] <Actuarius> Added labels
[Vanilla Bug] for issue 3003; new labels: [Vanilla Bug].
L1090[19:39:07] <williewillus> $ labels
add 3004 Feature
L1091[19:39:07] <Actuarius> Added labels
[Feature] for issue 3004; new labels: [Feature].
L1092[19:39:11] <williewillus> $ labels
add 3005 Bug
L1093[19:39:11] <Actuarius> Added labels
[Bug] for issue 3005; new labels: [Bug].
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L1095[19:40:27] <mezz> thanks
willie
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L1099[20:03:35] <Coolway99> hey, honest
question
L1100[20:03:47] <Coolway99> is it
actually possible to replace one of the systems in minecraft?
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L1102[20:04:06] <Disconsented> Yes, but
everyone will tell you not to
L1103[20:04:50] <Coolway99> why?
L1104[20:05:02] <Disconsented> Because
you will break a lot of stuff
L1105[20:05:13] <LexManos>
"systems"
L1106[20:05:15] <Coolway99> is there a
way to do it without breaking everything?
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L1108[20:07:01] <bob_twinkles> what are
you trying to do specifically?
L1109[20:07:59] <Coolway99> well, I'm not
trying to do it yet and personally don't, but my friend suggested
why not "revamp the current EXP system"
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L1111[20:09:18] <bob_twinkles> there
isn't really an "XP System" as such
L1112[20:09:45] <LexManos> entities drop
exp, you pickup exp, enchanting uses it.
L1113[20:09:48] <bob_twinkles> there's a
bunch of stuff that, when brought together, create what the player
percieves as a leveling/XP system
L1114[20:09:51] <LexManos> there really
isnt much to it...
L1115[20:10:05] <bob_twinkles> but
basically ^
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L1117[20:11:24] <Coolway99> my question
still kinda stands, would there be a "valid" way to
replace the EXP/Enchanting/Leveling system?
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L1119[20:11:35] <Coolway99> without
making the world implode
L1120[20:11:40] <LexManos> use the exp
drop events
L1121[20:12:00] <LexManos> use the
enchantment hooks to use something other then exp
L1122[20:12:17] <LexManos> there are
hooks for everything you want just need to be more specific then
'revamp'
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L1125[20:14:32] <Coolway99> meh, those
were his words, not mine
L1126[20:14:39] <Coolway99> But thanks
for the info
L1127[20:14:50] <LexManos> "How can
I cook food"
L1128[20:14:54] <LexManos> "What
food?"
L1129[20:14:56] <LexManos>
"Food"
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L1131[20:15:05] <LexManos> Summery of the
above conversation ---^
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L1142[20:21:35] <bob_twinkles> so
apparently you can't import things from net.java.games.input
because it tries to go through Mojang's "secure" class
loader
L1143[20:22:23] <bob_twinkles> at least,
you can't do it during mod initialization
L1144[20:22:46] <bob_twinkles> I assume
there isn't a "after main menu initialized" event
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L1148[20:34:43] <bob_twinkles> whelp, I
probably needed a core mod anyway...
L1149[20:35:24] <LexManos> ... no
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L1151[20:37:26] <LexManos> I should make
coremod a auto-banned word
L1152[20:38:03] <bob_twinkles> assuming
I'm understanding how things work correctly, I need to add
net.java.games to the LCL ignore list
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L1154[20:38:21] <LexManos> no thats the
opposite of what you want
L1155[20:38:34] <MinecraftWero> whats the
use for a core mod
L1156[20:38:41] <bob_twinkles> so I'm not
understanding things correctly
L1157[20:39:08] <bob_twinkles> it /looks/
like what's happening is the LCL is trying to verify everything I
import from net.java.games
L1158[20:39:19] <LexManos> There is no
use for coremods in moddern minecraft.
L1159[20:39:22] <bob_twinkles>
MinecraftWero: there are no uses for a core mod
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L1161[20:39:40] <LexManos> Java verifies
all imports yes
L1162[20:40:25] <LexManos> or more
precisely, they verify all classes that are loaded
L1163[20:41:05] <bob_twinkles> it's not
the Java classloader that's erroring out on me though, it's the
LCL
L1164[20:41:14] <LexManos> Same
thing
L1165[20:41:17] <bob_twinkles>
specifically, line 167
L1166[20:41:24] <LexManos> You have YET
to fucking say any error
L1167[20:41:28] <LexManos> or provide a
stack trace
L1168[20:41:37] <LexManos> just some
vague shit about verifying and coremodding
L1169[20:41:41] <MinecraftWero>
hahah
L1171[20:41:52] <kashike> ..
L1172[20:42:07] <bob_twinkles> kashike:
version mismatch
L1173[20:42:10] <LexManos> that line
literally can not error
L1174[20:42:11] <bob_twinkles> 1 sec,
leme write this up
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L1179[20:45:08] <MinecraftWero> is it
possible to make an item on player hands to emit light?
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L1183[20:51:52] <Tazz> well thats no
bueno >.>
L1185[20:51:59] <Tazz> my constant
propagator breaks math XD
L1186[20:52:43] <LexManos> That is
nothing to do with the LCL
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L1188[20:53:17] <LexManos> That is
something fucked up in your setup saying that the net.java.[jinput]
package has a secuirty hash
L1190[20:53:30] <kashike> that line can't
error
L1191[20:53:33] <LexManos> but something
ELSE you have loaded already has defined classes int he same
package as NOT secure
L1192[20:54:53] <bob_twinkles> I'm not
sure what would be causing that, but let me nuke all the gradle
caches from orbit and see if it's still being weird
L1195[20:58:50] <LexManos> yes its most
likely that he has two things on his classpath both holding jinput
one sealed one not
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L1197[21:04:42] <covers1624> Tahg, Yeah i
took over all cb's mods, i have access to his jenkins thats why
there are builds.
L1198[21:06:35] <bob_twinkles> Sounds
like a reasonable explination
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L1200[21:07:16] <bob_twinkles> the
question then becomes how I've ended up with two different copies
of jinput.jar on the classpath, given that I'm using the default
build.gradle that ships with forge
L1201[21:08:25] <LexManos> no idea
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L1203[21:12:26] <Tahg> covers1624,
testing a change to chickenlib, we'll see if it helps
anything
L1204[21:13:45] <covers1624>
change?
L1205[21:14:40] <Tahg> ya, seems it
potentially leaks chunks
L1206[21:14:56] <covers1624> -_-
L1207[21:14:59] <covers1624> fuk
L1209[21:15:16] <Tahg> removed that line,
it shouldn't *hurt* to remove it on the server there afaict
L1210[21:15:38] <unascribed> does anyone
know of a mod that keeps chunks loaded on the *client* side?
L1211[21:15:51] <Tahg> why would you want
to do that?
L1212[21:16:08] <unascribed> because I
have a modpack specific to a server and map, and the map is only
slightly bigger than the load distance
L1213[21:16:09] <Tahg> waiting on a new
hprof to see for sure
L1214[21:16:17] <Coolway99> what are
spawn eggs called in code?
L1215[21:16:20] <Tahg> increase the load
distance?
L1216[21:16:25] <unascribed> 15 is the
max
L1217[21:16:29] <unascribed> you can't
make it any bigger
L1218[21:17:02] <Tahg> at any rate,
loading and unloading chunks on the client shouldn't hurt
L1219[21:17:12] <unascribed> it requires
receiving them over the network again
L1220[21:17:17] <Tahg> tho ofc, some mod
might be doing something stupid
L1221[21:17:26] <covers1624> what about
onChunkDataSave Tahg?
L1222[21:17:33] <Tahg> well, it's gonna
be stale otherwise
L1223[21:17:55] <Tahg> if the client
keeps them but the server doesn't think the client keeps them
you'll have issues
L1224[21:18:00] <unascribed> I wonder if
I could just force everyone on the server to watch all chunks in an
area
L1225[21:18:01] <Tahg> not sure
covers
L1226[21:18:14] <unascribed> I have
control over the client and server, so I can make them
cooperate
L1227[21:18:23] <Tahg> but chunks
certainly weren't being removed there, for whatever reason
L1228[21:18:24] <unascribed> I'm willing
to write this myself but wanted to make sure there wasn't already
something like this
L1229[21:18:42] ***
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L1230[21:19:09] <covers1624> hmm, anyway,
changed, will be a 1.9 change though
L1231[21:19:15] <Tahg> this apparently
only started in the last week, so still not really sure the cause,
but this seemed broken regardless
L1232[21:19:44] <covers1624> where is
this issue happening?
L1233[21:19:46] <Tahg> ya,
understandable
L1234[21:19:51]
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L1235[21:19:56] <Tahg> where as in whose
server? or what
L1236[21:20:09] <covers1624> that and mc
version
L1237[21:20:36] <Tahg> on Vaygrim's
private server, MC 1.7.10 (the version I linked)
L1238[21:20:46] <Tahg> but afaict that
code hasn't changed since
L1239[21:21:34] <Tahg> this was mostly a
one off thing for him, no idea if it'll work for anyone else with
the issue
L1240[21:21:51] <Tahg> and still waiting
to see if it's worked for him
L1241[21:22:30] <covers1624> pm me the
results, i am planing a big 1.7 final release for all the
things
L1242[21:22:31] ***
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L1243[21:23:00] <covers1624> im off now,
bia
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L1251[21:47:13] <Twisted_Code> 'Forge
keeps warning that the backup level.dat is being used... even on
completely new worlds... should I be concerned?'
L1253[21:49:46] <Twisted_Code> It seems
to only corrupt (if it even is corrupting) if the world is run
after I have been on my server
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L1257[22:05:09] <bob_twinkles> OK so this
is just weird
L1258[22:05:53] <bob_twinkles> if I try
to do anything with jinput directly it tries to use Mojang's LCL
and everything blows up and is sad
L1259[22:06:38] <bob_twinkles> however,
if I import the LWLJGL controller libraries first, thereby
indirectly loading jinput classes, and then use jinput stuff
myself, everything is fine
L1260[22:07:19] <bob_twinkles> and in the
second case, the LCL is never asked to load jinput classes
L1261[22:09:22]
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next hill, wonders unfold before us; all we have to do is want it
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L1263[22:11:38] <bob_twinkles> or
something in the classpath resolution is unstable and I'm just
insane
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L1277[23:10:18] <Ferdz_TheWeeb> Is there
some way I can capture an event from when a player signs a
book?
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L1294[23:57:22] <electrolitic> Is the
limit for item textures 16x16? I.E. a pickaxe?
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L1296[23:59:23] <TehNut> no