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L10[00:15:39] <elan_oots> why the hell is
writeToNBT not getting called on my tile entity?
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L17[00:30:10] <Ferdz_TheWeeb> !gm
getModelResourceLocation
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L19[00:30:53] <Ferdz_TheWeeb> Hmm... anyone
care to explain what getModelResourceLocation is used for exactly?
Does it return the actual model or the blockstate location?
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L33[00:56:16] <McJty> When and where do you
call that?
L34[00:57:11] <Ferdz_TheWeeb> I call that
on my proxy, after the block is registered
L35[00:57:46] <Ferdz_TheWeeb> Client proxy
that is
L36[00:58:03] <McJty> preInit?
L37[00:58:22] <Ferdz_TheWeeb> No, just
init
L38[00:58:25] <Ferdz_TheWeeb> Should it be
preInit?
L39[00:58:27] <McJty> yes
L40[00:58:34] <Ferdz_TheWeeb> Alright will
try
L41[00:58:36] <McJty> Almost everything
should be in preInit. Including block registration
L42[00:59:12] <Ferdz_TheWeeb> Will move
that back up then
L43[00:59:27] <Ferdz_TheWeeb> Event
listeners as well?
L44[01:00:00] <Ferdz_TheWeeb> Btw it
worked, thanks a lot!
L45[01:00:27] <McJty> Event listeners is
not that important where they go. For most of them at least
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L47[01:03:16] <Ferdz_TheWeeb> Does the
state provided by getModelResourceLocation in StateMapper includes
the actualState?
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L88[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160703 mappings to Forge Maven.
L89[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160703-1.10.2.zip
(mappings = "snapshot_20160703" in build.gradle).
L90[02:00:16] <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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L158[03:22:29] <Wuppy> that was
surprisingly nice summer weather yesterday :D
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L168[03:38:52] <Saucier> Is there any good
mod for 1.9.4 to dump item/block data like NEI used to ?
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L202[05:28:53] <FusionLord> !latest
1.8.9
L203[05:29:03] <gigaherz> use the
stable
L204[05:29:10] <FusionLord> yup
L205[05:29:32] <FusionLord> backports
WHOO! \o/
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L207[05:35:45] <FusionLord> !gm
getItemModelWithOverrides 1.8.9
L208[05:35:49] <FusionLord> :/
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L210[05:36:24] <FusionLord> no
results
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L212[05:45:49] <FusionLord> nvm not back
porting...
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L219[05:54:21] <SparkVGX> Sorry about
that. I am a special cupcake apparently.
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L224[06:09:38] <SparkVGX> Has anyone done
tutorials on multi block structures? or is there an open source
example I could take a look at?
L225[06:10:22] <gigaherz> there's many
ways to implkement multiblock structures
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L227[06:10:31] <gigaherz> it's just a
bunch of separate blocks cooperating as one
L228[06:10:33] <gigaherz> generally
L229[06:10:38] <gigaherz> you'll want a
master TE
L230[06:10:42] <gigaherz> either an
explicit controller
L231[06:10:53] <gigaherz> or chosen
automatically such as "the bottom center block"
L232[06:11:05] <gigaherz> then the other
blocks become slaves
L233[06:11:13] <gigaherz> they should know
their relative position to the master
L234[06:11:18] <gigaherz> so they can
forward any calls they need
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L236[06:11:43] <gigaherz> (such as a block
that accepts a redstone signal would have to notify the master of
the redstone state changes)
L237[06:12:03] <raoulvdberge> small Q: if
i compile my mod for 1.10.2, will it still work on 1.10?
L238[06:12:04] <gigaherz> (or a block that
provides power input woudl have to transfer the power to the master
-- or return the master's power capability through itself)
L239[06:12:15] <raoulvdberge> i know 1.10
works on 1.10.2, but don't know about the opposite
L240[06:12:28] <gigaherz> raoulvdberge: if
you have 1.10 on the versio nrange, yes
L241[06:12:32] <gigaherz> if not, no
L242[06:12:36] <raoulvdberge> Okay
thanks
L243[06:13:57] <SparkVGX> @gigaherz - That
makes sense. Which would you suggest trying first?
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L245[06:17:08] <gigaherz> SparkVGX:
depends on hwo you design your multiblock?
L246[06:17:30] <gigaherz> do you want to
ahve a controller like Tinker's smeltery, or Big Reactor
L247[06:17:48] <gigaherz> or do you prefer
something implicit like some iron tank?
L248[06:17:57] <SparkVGX> Controller would
be pref
L249[06:18:04] <gigaherz> then, there you
go
L250[06:18:05] <gigaherz> ;p
L251[06:18:31] <SparkVGX> :P fair
enough
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L256[06:53:38] <Cazzar> well I might need
a new MIC
L257[06:53:51] <tterrag> so TIL that if
you use a stereo sound then MC will not make it directional
L259[06:54:19] <tterrag> yeah you should
see my LAN pings on this stupid wifi connection
L260[06:54:53] <Cazzar> This is only on a
half-duplex gigabit nic
L261[06:55:13] <Cazzar> only utilizing
360/5 right now
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L273[07:34:08] <r3becca> my first block
:D
L274[07:35:14] <LatvianModder> Redstone..
Piston.. Pisten? Redon?
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L276[07:36:22] <r3becca> the plan is to
make a block behaves in a manner inspired by Brownian motion
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L278[07:36:47] <r3becca> piston+redstone
seemed appropriate for a twitchy moving block :)
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L280[07:37:33] <olafski> does seem
appropriate.. what's the function of it? or just for
decoration?
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L282[07:39:04] <r3becca> olafski: to
simulate molecular diffusion
L283[07:39:17] <olafski> oh cool
L284[07:39:36] <r3becca> hopefully
:D
L285[07:40:12] <r3becca> but that block is
basically my helloworld so plenty of work to go. right now it does
nothing.
L286[07:40:57] <olafski> that was my first
mod too.. a blue version of stone bricks
L287[07:41:06] <olafski> haven't gotten
far from that though :)
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L293[07:47:24] <r3becca> olafski: well,
get moving ;P
L294[07:48:53] <olafski> working on it; I
have a core mod which I'm trying to "fix" (since I heard
people on DW20's channel talk about how core mods are bad and need
to go)
L295[07:50:17] <r3becca> i'm afraid i'm
not familiar with the context here
L296[07:50:45] <olafski> that's ok I
guess, basically I'm using functionality which shouldn't be used
anymore
L297[07:51:45] <olafski> I don't do this
often enough so every time I want to develop something I have to
figure out what commands to use to get started.. should start
writing things down
L298[07:52:55] <r3becca> hehe, okay
:)
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L309[08:24:38] <tterrag> if it is, it's a
bug for sure
L310[08:24:49] <tterrag> if you can pin it
down to what's missing in SLotItemHandler a forge bug report would
be good
L311[08:29:04] *
gigaherz checks in his Generator
L312[08:29:18] <raoulvdberge> i removed
all my wrapper classes around ItemStackHandler to see if it's my
fault .. but no, just passing a vanilla Forge ItemStackHandler to
the slot doesn't make it work either
L313[08:30:15] <gigaherz> yep, can
reproduce
L314[08:30:49] <raoulvdberge> do I file a
bug report? I'm not in the position to find the cause at the
moment
L315[08:30:56] <gigaherz> sure
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L318[08:34:03] <raoulvdberge> it's weird
that it hasn't been reported before, aren't that many people using
SlotItemHandler?
L319[08:34:10] <tterrag> I can't find
exactly where that would happen
L320[08:34:12] <tterrag> and I don't have
a test case
L321[08:34:18] <gigaherz> I'm looking at
it
L322[08:34:32] <gigaherz> raoulvdberge:
there aren't that many people using the stack-swap mechanic, I
think
L323[08:34:33] <raoulvdberge> nice
L324[08:34:46] <tterrag> gigaherz: it
seems to just call putStack
L325[08:34:48] <tterrag> which should work
fine .-.
L326[08:34:54] <gigaherz> I'm testing
something
L327[08:34:57] <gigaherz> give me a few
minutes ;P
L328[08:35:51] <tterrag> yeah Container
line 376
L329[08:40:24] <gigaherz> yep the only
thing SlotItemHandler does NOT do
L330[08:40:29] ***
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L331[08:40:30] <gigaherz> iscall
markDirty() on the TE
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L333[08:40:37] <gigaherz> when something
changes
L334[08:40:52] <gigaherz> but the TE is
responsible for detecting slot changes anyhow
L335[08:40:55] <gigaherz> so it's not a
bug
L336[08:41:38] <gigaherz> tterrag: hmm it
hits line 351 for me (slot7.isItemValid)
L337[08:41:40] <gigaherz> when I do it on
a furnace
L338[08:41:47] <gigaherz> (1.9.4)(
L339[08:42:14] <gigaherz> on IItemHandler,
it doesn't pass
L340[08:42:26] <tterrag> else if
(slot7.isItemValid(itemstack12))
L341[08:42:28] <gigaherz> isItemValid is
false
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L343[08:42:32] <tterrag> that's 349 for me
:P
L344[08:42:34] <gigaherz> since the slot
is full
L345[08:42:35] <gigaherz> !
L346[08:42:42] <gigaherz> that's different
semantics
L347[08:42:53] <gigaherz>
SlotItemHandler's isItemValid breaks the semantics
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L349[08:43:15] <gigaherz> it tries to
insert with simulate=true
L350[08:43:20] <tterrag> yep
L351[08:43:22] <gigaherz> while the normal
inventory doesn't care
L352[08:43:32] <raoulvdberge> aha
L353[08:43:33] <tterrag> if (existing !=
null) {
L354[08:43:33] <tterrag> if
(!ItemHandlerHelper.canItemStacksStack(stack, existing))
L355[08:43:33] <tterrag> return
stack;
L356[08:43:35] <gigaherz> so on an
inventory that can only accept that item in one slot
L357[08:43:39] <gigaherz> if that slot is
full
L358[08:43:39] <tterrag> that's not
right
L359[08:43:41] <gigaherz> it will return
false.
L360[08:44:17] <tterrag> there is just no
code for stack swapping in ItemStackHandler
L361[08:44:21] <tterrag> at all
L362[08:44:21] <gigaherz> IItemHandler
needs a "isStackAcceptable" method that doesn't care
about stacks being full
L363[08:44:29] <gigaherz> slots*
L364[08:44:40] <tterrag> no I don't think
that's it
L365[08:44:45] <olafski> I made a new
version of my mod, and when I load the .jar in my test instance, it
tells me my Forge version is too old. No problem, I can update it,
but is it possible to tell my mod not to check for the Forge
version (or at least accept some older versions)?
L366[08:44:45] <tterrag> the isItemValid
is fine
L367[08:44:50] <gigaherz> ?
L368[08:44:53] <gigaherz> no it's
not?
L369[08:45:03] <tterrag> it hands off to
insertItem which imo is where the problem is
L370[08:45:07] <tterrag> insertItem has no
handling for swapping stacks
L371[08:45:11] <gigaherz> what
L372[08:45:21] <gigaherz> swapping stacks
shouldn't go through insertItem at all
L373[08:45:27] <tterrag> maybe I'm
misunderstanding how it's meant to work
L374[08:45:33] <tterrag> hm I see
L375[08:45:33] <gigaherz>
insertItem/extractItem are meant for automation
L376[08:45:35] <gigaherz> hoppers and
such
L377[08:45:37] <tterrag> right
L378[08:45:42] <tterrag> I haven't used
this stuff at all
L379[08:45:49] <gigaherz> it needs a new
method to test if a stack is ok to put through setStackInSlot
L380[08:45:55] <gigaherz> or whatever the
name is
L381[08:45:56] <tterrag> yes this is why
the old isItemValidForSlot existed
L382[08:46:06] <gigaherz> so the method
should be in IItemHandlerModifiable
L383[08:46:07] <tterrag> which didn't care
about the current inv's contents
L384[08:46:14] <gigaherz> a
isItemAcceptable or some such
L385[08:46:22] <tterrag> that would be an
API breaking change though
L387[08:46:29] <gigaherz> or yeah,
isItemValidForSlot, to follow the old names
L388[08:46:34] <raoulvdberge> it's a
necessary one thoug
L389[08:46:43] <tterrag> I mean, it's
reasonable to assume everyone is inheriting from ItemStackHandler,
but it's not guaranteed
L390[08:46:50] <gigaherz> raoulvdberge:
you can fix it for yourself
L391[08:46:55] <gigaherz> add a method to
your own inventory
L392[08:47:00] <gigaherz>
isItemValidForSlot
L393[08:47:08] <gigaherz> and create a new
slot class tha overrides SlotItemHandler
L394[08:47:13] <gigaherz> and customizes
isitemValid
L395[08:47:16] <gigaherz> to call that
method
L396[08:47:21] <raoulvdberge> yeah that
seems like a good idea thanks
L397[08:47:21] <tterrag> it's almost like
mojang had been designing up IInventory for years :P
L398[08:47:32] <gigaherz> tterrag: not
ItemStackHandler -- SlotItemHandler assumes
IItemHandlerModifiable
L399[08:47:36] <tterrag> and it was a
decent interface before the cluttered it with unrelated junk
L400[08:47:38] <gigaherz> so that
interface is where the method belongs
L401[08:47:41] <raoulvdberge> mojang just
kept dumping methods in IInventory
L402[08:47:48] <tterrag> yes
L403[08:48:08] <tterrag> gigaherz:
ItemStackHandler is IItemHandlerModifiable
L404[08:48:20] <gigaherz> yes
L405[08:48:26] <gigaherz> but the contract
for the capability
L406[08:48:28] <tterrag> I'm saying one
could add a default impl of this new method to ItemSTackHandler,
but it would still break API
L407[08:48:36] <gigaherz> is that things
that use IStorage and SlotItemHandler have to implement
IItemHandlerModifiable
L408[08:48:42] <gigaherz> they don't have
to use ItemStackHandler per se
L409[08:49:18] <tterrag> you are saying
the same thing as me
L410[08:50:02] <gigaherz> well there's
always the possibility of a new interface: IItemHandlerGui or
whatever, that adds methods needed only for gui purposes
L411[08:50:19] <gigaherz> and fallback to
the insertItem check if not present
L413[08:54:08] <gigaherz> (I have a
working implementation locally -- may make a PR later)
L414[08:55:20] ⇦
Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi) (Read
error: Connection reset by peer)
L415[08:55:32] <raoulvdberge> Do it!
L416[08:55:54] <raoulvdberge> as much as I
like fixing it myself in my codebase -- a real Forge fix is always
better
L417[08:56:32] <gigaherz> uhhh
L418[08:56:34] <gigaherz> it only works
one way
L419[08:56:43] <gigaherz> placing blocks
of coal and swapping with coal works
L420[08:56:46] <gigaherz> but coal to
blocks does not?
L421[08:57:03] <gigaherz> only works when
swapping to SMALLER stack sizes?!
L422[08:57:15] <gigaherz> <= stack
sizes
L423[08:57:23] <gigaherz> if the other
stack is larger, it fails -- lol.
L424[08:57:51] <gigaherz> WHAT
L425[08:58:03] <gigaherz> why does
SlotItemHandler return the STACK SIZE in getItemStackLimit?!
L426[08:58:10] <gigaherz> what's this
logic?
L427[08:58:34] *
gigaherz facepalms
L428[08:58:45] <gigaherz> because
IItemHandler lacks a .getInventoryStackLimit(slot)
L429[08:58:49] <gigaherz> it tries to
insert
L430[08:58:55] <gigaherz> and sees how
much of the insertion is allowed
L431[09:02:14] <tterrag> it's almost like
super minimalistic APIs don't always work as well :P
L432[09:02:51] <gigaherz> there, it works
now ¬¬
L433[09:03:06] <gigaherz> well the
automation api for IItemHandler is nice and all
L434[09:03:15] <gigaherz> it should really
be two apis though
L435[09:03:22] <gigaherz> an automation
api without slots
L436[09:03:26] <manmaed> is this how i get
a bolean form a config file? caniaddrecipes =
config.get(config.CATEGORY_GENERAL, "caniaddrecipes",
false).getBoolean(false);
L437[09:03:30] <gigaherz> just
insertItem(stack)
L438[09:03:36] <gigaherz> and a Gui
api
L439[09:03:41] <gigaherz> with just slots
and no automation
L440[09:03:46] <gigaherz> they belong
separately.
L441[09:03:55] <tterrag> manmaed: or just
.getBoolean
L442[09:03:59] <tterrag> but what you have
there works fine
L443[09:04:11] <gigaherz> manmaed: you can
cache the Property instance for later
L444[09:04:14] <gigaherz> if you call
get/set often
L445[09:04:55]
⇨ Joins: Coolway99 (~cway@66.212.212.2)
L446[09:07:09] <manmaed> it dosnt seem to
be working for me as i get a mssage in console saying that its
true
L447[09:07:44] <gigaherz> for reference,
raoulvdberge
L449[09:07:50] <gigaherz> this is what I
had to do to get it fully working
L450[09:08:26] <manmaed> ok that is
working now my if isnt
L451[09:08:43] <raoulvdberge> Very nice
gigaherz
L452[09:09:10] <manmaed> so i have
if(caniaddrecipes = true) { things here }
L453[09:09:16] <raoulvdberge> Small thing:
maybe use the term "container" instead of
"gui", as the stacks are technically in a
container?
L454[09:09:35] <tterrag> manmaed: well
there's your problem
L455[09:09:38] <tterrag> you need to learn
java
L456[09:09:43] <manmaed> :3
L457[09:09:46] <manmaed> i do
L458[09:09:51] <tterrag> go do that
L459[09:09:59] <gigaherz> raoulvdberge:
true
L460[09:11:18] <gigaherz> there, updated
names
L461[09:12:01] <raoulvdberge> Nice
L462[09:12:11] <gigaherz> now updated the
package also
L463[09:12:11] <gigaherz> XD
L464[09:12:27] <gigaherz> so yeah feel
free to steal that
L465[09:12:28] <Coolway99> which is
worse
L466[09:12:33] <Coolway99> to know java
then start modding
L467[09:12:38] <Coolway99> or to learn
java while modding
L468[09:12:40] <raoulvdberge> you are
still going to PR it right?
L469[09:12:47] <gigaherz> it's best to
learn some java first
L470[09:12:54] <gigaherz> becuase modding
is complex even to people who know java
L471[09:12:59] <Coolway99> agreed
L472[09:13:01] <Coolway99> O.o
L473[09:13:04] <gigaherz> so if oyu learn
both
L474[09:13:09] <gigaherz> you'll have
double the trouble
L475[09:13:25] <gigaherz> your resulting
Java will be worsened by bad habits
L476[09:13:28] <gigaherz> and your mods
will suck
L477[09:13:31] <gigaherz> dueto bad
coding
L478[09:13:52] <gigaherz> raoulvdberge:
yep, later, but I expect complaints ;P
L479[09:14:01] <Coolway99> I guess it
makes sense, because if you learn java via MC, your basically
repeating what mojang did
L480[09:14:09] <gigaherz> not just
that
L481[09:14:15] <gigaherz> you are learning
from DECOMPILED code
L482[09:14:20] <gigaherz> which is way way
worse
L483[09:14:40] <Coolway99> anyways,
question
L484[09:15:04] <Coolway99> if my mod is
compiled for java 7, and people try to run it on a lower version,
does forge automatically say something?
L485[09:15:17] <tterrag> why would forge
care
L486[09:15:30] <tterrag> java is backwards
binary compatible anyways
L487[09:15:38] <Coolway99> because
L488[09:15:43] <Coolway99> if you run java
7 code on java 6
L489[09:15:45] <Coolway99> it won't
work
L490[09:15:51] <Coolway99> forge is by
default java 6 compatible
L491[09:15:53] <tterrag> ehh it
depends
L492[09:15:59] <gigaherz> only if oyu use
new things
L493[09:16:03] <Coolway99> I know already
my code won't work
L494[09:16:04] <gigaherz> but
L495[09:16:14] <tterrag> but still no.
forge won't say anything.
L496[09:16:17] <tterrag> because forge has
nothing to do with it
L497[09:16:25] <tterrag> the jvm will
crash with a class version error
L498[09:16:38] <gigaherz> hmm wasn't
something like that added?
L499[09:16:41] <gigaherz> or was th at
someone's mod?
L500[09:16:47] <gigaherz> or only a PR
that didn't get accepted?
L501[09:16:52] <gigaherz> anyhow
L502[09:16:59] <gigaherz> best case: it
may complain in newer versions
L503[09:17:01] <Coolway99> someone tried
adding @Java7 and @Java8 tags
L504[09:17:02] <tterrag> a mod, but it's
not automatic
L505[09:17:04] <gigaherz> worst case: it
will fail with version error
L506[09:17:37] <Coolway99> IMO, I think
the @Mod tag should have an optional "javaVersion"
field
L507[09:18:01] <Coolway99> so instead of a
crash, forge goes "hey, you need to update or you can't use
this mod"
L508[09:18:57] <tterrag> that would mean
that forge implicitly supports mods requiring j7+
L509[09:18:58] <tterrag> which it
doesn't
L510[09:19:01] <raoulvdberge> gigaherz: i
can imagine, but tbh, if forge offers a SlotItemHandler it should
at least have the correct behavior :p
L511[09:19:35] <Coolway99> why would forge
not support mods requiting j7+ ?
L512[09:20:03] <tterrag> MC is j6, forge
is j6, mods should be as well
L513[09:20:06] <raoulvdberge> gigaherz:
Also, why can't you modify SlotItemHandler directly? Every slot is
in a container, so, there shouldn't be a separate
SlotItemHandlerContainer for it
L514[09:20:14] ***
big_Xplosion is now known as big_Xplo|AFK
L515[09:20:16] <gigaherz> raoulvdberge:
this is in my mod
L516[09:20:24] <gigaherz> I have to setup
forge
L517[09:20:27] <gigaherz> and port the
code over
L518[09:20:28] <raoulvdberge> Yeah but if
you're gonna PR it I mean :p
L519[09:20:35] <gigaherz> if I pr
L520[09:20:37] <Coolway99> there's no
reason to be on a old version of java, since it's all backwards
compatible
L521[09:20:39] <gigaherz> I will modify
the classes, yes
L522[09:20:45] <raoulvdberge> Great,
thanks for your work
L523[09:20:49] <tterrag> that's not what
backwards compatible means :P
L524[09:20:53] <Coolway99> you should have
j8 by now, there's no reason to go to j6 anymore
L525[09:20:57] <tterrag> if someone has
only j6 installed on their PC they cannot run j7 mods
L526[09:21:17] <Coolway99> no, but if they
have j7 on their machine they can run j6 mods
L527[09:21:21] <tterrag> of course
L528[09:21:24] <gigaherz> yes
L529[09:21:26] <gigaherz> but the point
is
L530[09:21:29] <gigaherz> since mc uses
java6
L531[09:21:35] <Coolway99> what I'm saying
is, why have j6 instead of j8?
L532[09:21:36] <gigaherz> someone who only
has java6 can run mc
L533[09:21:41] <gigaherz> and since forge
also uses java6
L534[09:21:45] <gigaherz> someone using
java6 can also run forge
L535[09:21:54] <gigaherz> that is not for
us to decide
L536[09:21:55] <gigaherz> ;p
L537[09:22:04] <gigaherz> no one should be
stuck on j6
L538[09:22:15] <gigaherz> in fac
L539[09:22:17] <gigaherz> t
L540[09:22:22] <gigaherz> most of my mods
are compiled for java8
L541[09:22:43] <gigaherz> why? because
there's no reason to use an old java and I believe people who are
too lazy to update don't deserve to use my mods
L542[09:22:59] <gigaherz> but the official
stance of forge is that so long as MC is j6, forge will remain
j6
L543[09:23:02] <Coolway99> actually
L544[09:23:11] <Coolway99> even IF they
can't update to j8
L545[09:23:19] <Coolway99> minecraft has
it's own runtime
L546[09:23:26] <Coolway99> which I assume
is the latest version of java
L547[09:23:36] <Coolway99> if not, it sure
isn't j6
L548[09:23:43] <tterrag> wrong.
L549[09:23:50] <tterrag> the newest MC
launcher has its own runtime
L550[09:23:53]
⇨ Joins: Naiten (Naiten@77.35.161.78)
L551[09:23:54] <gigaherz> it's a random
version of j8
L552[09:23:59] <tterrag> and I don't even
think most people are using that version of the launcher
L553[09:24:03] <gigaherz> but it's
possible to run with a different lauincher that doens't have
it
L554[09:24:07] <tterrag> surely not those
on linux/mac
L555[09:24:24] <Coolway99> if you're
running minecraft with a different launcher, then that's your
problem >.>
L556[09:24:36] <tterrag> I didn't say
different
L557[09:24:40] <tterrag> I said different
VERSION
L558[09:24:54] <tterrag> people who
haven't updated to the new launcher. I don't even think it's out
for mac/linux yet
L559[09:24:59] <Coolway99> really?
L560[09:25:08] <Coolway99> :/
L561[09:25:49] <gigaherz> the mac version
of the launcher is still a jar
L562[09:25:58] <tterrag> believe me, if
that new launcher was anywhere near total user adaption, forge
would be on j8 now
L563[09:26:01] <gigaherz> the windows
launcher is a .exe that downloads the runtime and then launches the
embedded jar
L564[09:26:47] <Coolway99> I hate it when
companies neglect linux and mac
L565[09:26:55] <gigaherz> it's not
neglect
L566[09:27:05] <gigaherz> the windows
launcher has the runtime BECAUSE people neglect their
computers
L567[09:27:17] <gigaherz> people on mac
generally use the java that comes integrated into OSX
L568[09:27:20] <gigaherz> which is good
enough for mc
L569[09:27:24] <Coolway99> well, with mac,
what I heard are that some people are stuck on the version of java
apple gives them
L570[09:27:30] <gigaherz> and people on
linux generally use the jvm that comes with their respective
distros
L571[09:27:37] <gigaherz> and don't like
when apps try to use their own "something"
L572[09:27:38] <gigaherz> so
L573[09:27:46] <gigaherz> the only people
who really "need" the embedded runtime, are windows
users
L574[09:28:02] <gigaherz> since windows
won't manage Java for you
L575[09:28:17] <Coolway99> bleh, I'm not
someone who knows business strategy all that well anyways
L576[09:28:29] <Coolway99> or other
people
L577[09:28:47] <Coolway99> if I could be
on linux full time, I would
L578[09:29:04] ***
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L580[09:30:31] ⇦
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by peer)
L582[09:38:20] ***
willieaway is now known as williewillus
L583[09:40:01] <olafski> just updated my
core mod to use events and also included the forge update checking
mechanism. I don't know how long that's been in, but I'd just like
to say thanks for making that, it was super easy to use :)
L585[09:40:46] <williewillus> still a
pretty accurate answer though imo :P
L586[09:41:59]
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L587[09:42:27] ⇦
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seconds)
L588[09:42:31] <Abastro> How has block
footstep sound system changed?
L589[09:44:21]
⇨ Joins: IceDragon (~ThatGuy@63.143.99.238)
L590[09:47:19] ***
AEnterpriseAFK is now known as AEnterprise
L591[09:53:41] <Coolway99> is it safe to
ignore the "simulate" boolean in insert and extract item
stacks?
L592[09:53:47] <Coolway99> for basic
containers
L593[09:54:02] <diesieben07> No?!
L594[09:54:23] <diesieben07> use
ItemStackHandler for basic IItemHandlers
L595[09:54:28] <diesieben07> don't
implement it yourself.
L596[09:59:15] <sham1> Only implement if
you need some special behaviouws
L597[10:00:15]
⇨ Joins: CoolSquid
(~CoolSquid@ti0011a400-4123.bb.online.no)
L598[10:03:53] <williewillus> Abastro: not
directly, only as a result of the 1.9 sound changes
L599[10:04:10] ⇦
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L600[10:04:11]
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L601[10:06:45] <masa> raoulvdberge and
gigaherz heh yep I had to add lots of additional SPI stuff and
overrie methods to get my inventory stuff working in ender
utilities
L602[10:06:51] <masa> *API
L603[10:07:20] <masa> and I'm not using
ItemStackHandler at all in my mod
L604[10:07:44] <masa> I have a fully
custom implementation of IItemHandler with some of these missing
bits added
L605[10:07:59] <Abastro> williwillu.s, I
remember that footstep sounds are bound to block on 1.7.10, now it
seems that it migrated to somewhere else.
L607[10:09:00] <williewillus> Abastro: see
SoundType class
L610[10:11:06] ⇦
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L612[10:13:10] <PaleoCrafter> Flamegoat,
you around?
L613[10:15:24] ***
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L615[10:17:04] <williewillus> !gm
func_145771_j
L616[10:17:30] <williewillus> !gm
func_145772_a
L617[10:17:35] <williewillus> !gm
func_145772_a 1.7.10
L618[10:19:05] <williewillus> !gm
func_70182_d
L619[10:19:07] <williewillus> !gm
func_70182_d 1.7.10
L620[10:23:08] <Coolway99> diesieben07, I
can't use ItemStackHandler because I'm already extending
Container
L622[10:24:13] <williewillus> who said you
can't use the two together?
L623[10:24:23] <williewillus> see
SlotItemHandler
L624[10:25:24] <sham1> Diesieb, the thing
that deserves more of a WAT in that case is your failure to
seperate the link from the "WAT."
L625[10:25:41] <sham1> Now the link does
not work
L626[10:25:46] <sham1> 1st world problems
I know
L627[10:25:51] <diesieben07> it works fine
for me
L628[10:26:03] <diesieben07> fix yo irc
software
L629[10:26:15] <sham1> I would need to fix
xterm
L630[10:26:22] <sham1> That would probably
be the more feasable thing
L631[10:26:31] <diesieben07> eww command
line chat
L632[10:26:46] *
diesieben07 leaves to make tea
L633[10:27:08] <Coolway99> also, I was
already using SlotItemHandler
L634[10:27:20] <Coolway99> the container
is not physically bound to a tile entity
L635[10:27:35] <williewillus> so what is
your problem? :P
L636[10:27:41] <williewillus> I use
containers with itemstackhandlers fine
L637[10:27:45] <sham1> Woot
L638[10:27:49] <sham1> I can make xterm
open links
L639[10:27:52] <Coolway99> I asked the
simple question if I should ignore the "simulate"
boolean
L640[10:27:54] <sham1> Well, this is a
game changer
L641[10:28:01] <williewillus> what do you
mean "ignore"?
L642[10:28:11] <sham1> Not use the
parametre in any way I imagine
L643[10:28:12] <Coolway99> I don't know
what to do with the booleans in the slightest
L644[10:28:18] <williewillus> as the
consumer of an ItemStackHandler, or an implementor of IItemHandler
or what?
L645[10:28:25] <sham1> If it is set, you
don't actually consume the stack
L646[10:28:29] <williewillus> ^
L647[10:28:37] <williewillus> the question
is why you are implementing this logic again
L648[10:28:37] <sham1> You only stimulate
consuming
L650[10:28:42] <Coolway99> as an
implementor of IItemHandlerModifiable
L651[10:28:49] <williewillus> why are you
reimplementing it? :P
L652[10:28:58] <Coolway99> what do you
mean?
L653[10:29:09] <Coolway99> I kind of have
to implement it
L654[10:29:12] <Coolway99> it's an
interface
L655[10:29:16] <williewillus> there is
already an impl provided by forge that does 90% of the normal use
case
L656[10:29:19] <williewillus>
ItemStackHandler
L657[10:29:24] <Coolway99> I already
said
L658[10:29:27] <Coolway99> I'm a
container
L659[10:29:36] <williewillus> that doesn't
mean anything!
L660[10:29:40] <williewillus> I use
ItemStackHandler with my containers...
L661[10:29:55] <Coolway99> it does,
because I need to extend the Container class in order to be able to
use a container
L662[10:29:59] <Coolway99> >.>
L663[10:30:05] <williewillus> wat
L664[10:30:19] <sham1> Wat
L666[10:30:39] <williewillus> the
container doesn't give a crap about what inv system you use, nor
does SlotItemHandler
L667[10:30:42] <williewillus> it just
wants an IItemHandler
L668[10:30:48] <williewillus> of which an
implementation already exists
L669[10:31:07] <williewillus> and is
probably less buggy than what you're about to reimplement :P
L670[10:31:32] <Coolway99> I know a
container doesn't give a crap
L671[10:31:40] <Coolway99> but I EXTEND
the container
L672[10:31:41] <williewillus> i fail to
see the problem :/
L673[10:31:43] <williewillus> yes
and?
L674[10:31:47] <Coolway99> therefore
L675[10:31:48] <williewillus> I extend
Container too :P
L676[10:32:01] <Coolway99> I can't EXTEND
ItemStackHandler
L677[10:32:06] <williewillus> yuo don't
need to
L678[10:32:15] ***
Mine|dreamland is now known as minecreatr
L679[10:32:21] <williewillus> and even if
you needed to yes you can
L680[10:32:23] <williewillus> :P
L681[10:32:29] <sham1> Your container is
not the one implementing IItemHandler
L682[10:32:32] <williewillus> ^^
L683[10:32:34] <williewillus> your slots
are
L684[10:32:39] <sham1> Well, not even
that
L685[10:32:41] <williewillus> *your slots
take IItemHandlers
L686[10:32:47] <williewillus> the
uppermost interface too
L687[10:33:03] <sham1> Your container is
just a representation of your inventory
L688[10:33:13] <sham1> That you can
present to the player
L689[10:33:23] <Coolway99> hmmm...
L691[10:33:32] <Coolway99> ok, makes a bit
more sense then
L692[10:33:38] <williewillus> that inv
that comes back from getCapability is an ItemStackHandler
L693[10:34:59] <Coolway99> bleh, so
ItemStackHandler is already an inventory raring to go
L694[10:35:12] <Coolway99> right?
L695[10:35:12] <williewillus> thats what
we've been saying xD
L696[10:35:14] <williewillus> yeah
L697[10:35:25] <williewillus> it's a
convenience impl of IItemHandlerModifiable suitable for almost all
needs
L698[10:36:54] ⇦
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L699[10:37:32] <Coolway99> which side
should the inventory be on
L700[10:37:37] <Coolway99> logical client
or logical server?
L701[10:37:43] <williewillus> both
L702[10:37:55] <williewillus> or I guess
server only if you don't need it clientside
L703[10:38:19] <Coolway99> nah, I would
need it client-side
L704[10:38:26] <williewillus> but i
usually find it safer to ahve it on both
L705[10:38:41] <Coolway99> well, I
wouldn't "need" it client-side
L706[10:38:59] <Coolway99> but it should
exist
L707[10:39:02] <Coolway99> IIRC
L708[10:39:18] <williewillus> wouldn't
hurt
L709[10:40:21]
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L711[10:44:24] <Coolway99> bleh, so that
cleaned up a lot of my code
L712[10:44:39] <Coolway99> I forgot,
Containers are super-simple
L713[10:45:37] <Coolway99> now the only
issue I have is the changes made to the inventory aren't
saving
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L716[10:47:22] <williewillus> you have to
call markdirty on the tile, some way or another. I do it by making
a tiny subclass to ItemStackHandler that does it for me
L718[10:47:51] <Coolway99> so in my case,
I have to look at what markDirty does >.>
L719[10:47:52] <sham1> Wait, you work on
ProjectE
L720[10:47:54]
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L721[10:48:09] <williewillus> Coolway99:
simply tells mc that the TE hasd changed and it should resave the
chunk
L722[10:48:14] <williewillus> sham1: you
didn't know that? :P
L723[10:48:21] <sham1> I think you have
mentioned it
L724[10:48:27] <Coolway99> well, there's a
/slight/ issue here, then
L725[10:48:32] <sham1> I just did not
remember if you have
L726[10:48:33] <Coolway99> I dun have a
tile entity
L727[10:48:42] <williewillus> then where
are you saving your inv?
L728[10:48:43] <williewillus> :P
L729[10:48:43] <gigaherz> what do you have
then?
L730[10:48:47] <Coolway99> inside the
player
L731[10:48:50] <Coolway99> o3o
L732[10:48:56] <williewillus> what does
that mean :P
L733[10:49:00] <sham1> Wait
L734[10:49:00] <williewillus> is it a bag
inv?
L735[10:49:01] <Coolway99> it's part of a
capability
L736[10:49:06] <williewillus> ah
okay
L737[10:49:09] <sham1> Do entities not
have markDirty?
L738[10:49:13] <gigaherz> isyour
capability provider ICapabilitySerializable?
L739[10:49:14] <Coolway99> a block will
open a GUI on the inventory inside the cap
L740[10:49:16] <sham1> I think they
should
L741[10:49:19] <Coolway99> yes
L742[10:49:24] <gigaherz> does it get
called?
L743[10:49:26] <Coolway99> yes
L744[10:49:31] <gigaherz> does it have the
updated data?
L745[10:49:32] <Coolway99> what I mean
is
L746[10:49:37] <Coolway99> the
instant-changes don't save
L747[10:49:41] <Coolway99> not even to the
player's own inventory
L748[10:49:50] <Coolway99> if I rearange
things in the inventory
L749[10:49:54] <Coolway99> then exit
it
L750[10:49:57] <diesieben07> how are you
openiong the GUI?
L751[10:50:09] <Coolway99>
onBlockActivated, using a IGuiHandler
L752[10:50:16] <diesieben07> show
it.
L753[10:50:17] <gigaherz> is the inventory
object storeddirectly in the capability's object?
L754[10:50:33] <Coolway99> yes
L755[10:50:37] <gigaherz> yeah show
code
L756[10:50:43] <Coolway99> I don't think
it's the saving/loading
L757[10:51:18] <gigaherz> show your block,
guihandler, container, and guicontainer
L758[10:51:32] <williewillus> !gm
attackEntityAsMob
L759[10:51:47] <williewillus> !gm
attackEntity
L761[10:52:26]
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L767[10:55:18] <Coolway99> don't yell at
me for naming, I made XpGUI before the containers and I need to
move it anyways
L768[10:55:47] *
sham1 yells
L769[10:55:50] <williewillus> !gm
func_150309_d
L770[10:55:50] <gigaherz> I'm not even
looking at names
L771[10:55:56] <sham1> Yelling yelling
yelling yelling
L772[10:56:36] <gigaherz> I odn't see
anything specifically wrong
L773[10:56:52] <Coolway99> you right click
Dummyblock, it opens a rather disappointing GUI (that's really just
for testing atm)
L774[10:58:09] <Coolway99> however, the
changes made in the GUI are not saved
L775[10:58:17] <Coolway99> not even to the
player's inventory
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L784[11:13:11] <williewillus> !gm
func_130225_q
L785[11:13:15] <williewillus> !gm
func_130225_q 1.7.10
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L788[11:21:27] <williewillus> !gm
func_110174_bM
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L790[11:29:36] <williewillus> !gm
func_82194_d
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())
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L795[11:52:03] ***
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L796[11:53:17] <williewillus> !gf
field_78145_g
L797[11:56:24] ***
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L805[12:22:42] <vidaj> Hi folks. I'm
having a bit of a trouble getting blocks with metadata to work
properly. The blocks themselves work perfectly, except I don't get
the item texture to work. After 5 hours and banging my head against
several tutorials, I don't know what I've done wrong. (Source at
https://github.com/vidaj/ExtraBlocks). Anyone
have any tips for how I can get it working?
L806[12:23:16] <williewillus> you need to
describe your issue more specifically - what did you try and how's
it not working?
L808[12:25:39] <williewillus> did you
register your item models in code?
L809[12:25:54] <vidaj> I do believe
so
L810[12:26:02] <williewillus>
ModelLoader.setCustomModelResourceLocation
L813[12:27:35] <vidaj> The thing is, I'm
not all clear on _what_ to register as the
ModelResourceLocation
L814[12:27:41] <williewillus> yeah
so
L815[12:27:47] <williewillus> a MRL is a
variant within a blockstate json
L816[12:27:54] <williewillus> you want the
item to look the same as the block
L817[12:28:04] <williewillus> so give it a
MRL with the path to the blockstate json + the appropriate
variant
L818[12:28:47] <williewillus> in your case
something like new MRL("extrablocks:tfcbricks",
"type=andesite");
L819[12:29:08] <williewillus> i believe
what you have there is missing the "type=" at the
beginning of the variant
L820[12:29:38] <williewillus>
"type=" + type.getName()
L821[12:29:51] <vidaj> oh lord. that was
it..
L822[12:29:57] <vidaj> Thank you so
much
L823[12:30:00] <williewillus> no
prob
L824[12:30:04] <vidaj> I wouldn't have
figured that out on my own :P
L825[12:30:16] <Coolway99> can a cap be of
"itself"?
L826[12:30:18] <Coolway99> as in
L827[12:30:21] <williewillus> wat
L828[12:30:32] <williewillus> vidaj: yeah
just unfortunate result of unclear terminology
L829[12:31:03] <Coolway99> class CapClass{
@CapabilityInject<CapClass.class> public final
Capability<CapClass> INSTANCE = null; }
L830[12:31:05] <Coolway99> for
example
L831[12:31:19] <williewillus> sure
L832[12:31:21] <sham1> SUre
L833[12:31:26] <williewillus> you might
wanna make that static though
L834[12:31:27] <williewillus> lol
L835[12:31:37] <sham1> Yeah
L836[12:31:41] <diesieben07> and that
".class" is too muc
L837[12:31:44] <Coolway99> it is
static
L838[12:31:49] <diesieben07> and i cringe
every time i see @CapabilityInject
L839[12:31:52] <Coolway99> shhh, I typed
that in IRC
L840[12:31:52] <diesieben07> but thats not
your fault.
L841[12:32:03] <williewillus> what would
you name it? :P
L842[12:32:11] <diesieben07> its not about
the name.
L843[12:32:16] <sham1> CapabilityInstance
:3
L844[12:32:20] <sham1> Wait no
L845[12:32:22] <diesieben07> its about the
fact that the whole concept is based around setting static final
fields.
L846[12:32:28] <diesieben07> but i have
bitched about that enough in the pat.
L847[12:32:29] <diesieben07> past
L848[12:32:47] <williewillus> how would
you serve the same purpose CapInject does without doing that
:P
L849[12:32:48] <sham1> Couldn't one apply
@CapabilityInject to a method
L850[12:32:53] <williewillus> yeah
L851[12:32:57] <sham1> Factory
pattern
L852[12:33:02] <sham1> Or something
L853[12:33:07] <diesieben07> yes one could
but that does not solve the problem of the field being final
L854[12:33:16] <sham1> Yeh
L855[12:33:19]
⇨ Joins: Ipsis
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L856[12:33:28] <diesieben07> static final
Cap<T> MY_CAP = CapabilityManager.getCap(T.class);
L857[12:33:46] <williewillus> doesn't that
cause a hard dep on T
L858[12:34:01] <williewillus> and the
annotation doesn't? idk the details
L859[12:34:03] <sham1> Well, it could
return null if T is not found
L860[12:34:06] <diesieben07> yes, but so
does @CapabilityInject(T.class) ?!
L861[12:34:09] ***
kirby|gone is now known as mrkirby153
L862[12:34:12] <sham1> But yeah
L863[12:34:17] <williewillus> I thought
classes in annotations aren't hard-deps
L864[12:34:27] <sham1> It would probably
create a hard dpnd
L865[12:34:43] <williewillus> T.class
could be missing and @CapabilityInject(T.class) wouldn't bomb. I
remember seeing a SO post about it but no clear details came
out
L866[12:34:48] <diesieben07> yes but
relying on that just adds to the already horrible brittleness of
the whole thing
L867[12:35:16] <williewillus> I mean it
was purposefully designed that way by the annotations group so
?shrug I personally don't have a prblem with it
L868[12:35:31] <diesieben07> I do, because
my IDE yells at me every time i use a capability
L869[12:35:50] <sham1> You could turn that
off
L870[12:35:51] <diesieben07> because the
field is a constant (not really because forge hacks the JDK itself
to override it -_-)
L871[12:35:54] <diesieben07> and its
constant null
L872[12:35:56] <diesieben07> yes but i
WANT that on
L873[12:35:59] <williewillus> not the
point :P
L874[12:36:22] <williewillus> well you
could just make the field not final :P
L875[12:36:31] <diesieben07> i give up
:D
L876[12:36:34] <diesieben07> /rant
L877[12:36:51] <sham1> private static
Map<Class<?>, Capability<?>> =
/*something*/
L878[12:36:57] <diesieben07> wat
L879[12:37:02] <sham1> Although, that
would be kind of annoying to query the capability from
L880[12:37:10] <williewillus> that would
be internal to the Cap Manager
L881[12:37:12] <diesieben07> also the
point is to have a static final field for speed
L882[12:37:20] <sham1> williewillus:
exactly
L883[12:37:36] <sham1> Well, if it was
queried, you could just cache the result
L884[12:37:44] <williewillus> they seem to
avoid holding on to class objects
L885[12:38:00] <williewillus> because caps
don't even know their class concretely
L886[12:38:09] <williewillus> which I
think is dumb but whatever :D
L887[12:38:11] <diesieben07> which is
pointless.
L888[12:39:08] <sham1> Does a capability
even know about its class
L889[12:39:13] <williewillus> no
L890[12:39:23] <sham1> Like, what would
that add
L891[12:39:37] <williewillus> strong casts
without hacks
L892[12:39:51] <diesieben07>
Capability.cast could actually trhow
L893[12:40:01] <sham1> Hmrm
L894[12:40:09] <diesieben07> but according
to lex that is too much of a runtime cost, which i still
doubt.
L895[12:40:18] <williewillus> to storing
the class?
L896[12:40:25] <Coolway99> Bleh
L898[12:40:31] ⇦
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L899[12:40:44] <Coolway99> is it just me,
or does it seem really confusing that IGuiHandlers are registered
in the NetworkHandler.INSTANCE ?
L900[12:40:49] <Coolway99> I understand
WHY
L901[12:41:02] <williewillus>
history
L902[12:41:06] <sham1> Legacy
L903[12:41:09] <diesieben07> no, to
calling Class.cast instead of just not casting
L904[12:41:10] <Coolway99> but IMO it
should have it's own GuiRegistry.register
L905[12:41:26] <Coolway99> even if it's
just a helper method
L906[12:41:32] <diesieben07> it does make
sense since gui handlers are just a frontend to a special FML
packet.
L907[12:41:51] <williewillus> diesieben07:
lex still avoids instanceof/casts a lot which I understand for
tight loops but modern JITs should just blow those out in normal
usage
L908[12:41:56] <williewillus> ?shrug
L909[12:42:00] <diesieben07> yep
L910[12:42:13] <diesieben07> and for caps
it would just go away completely if the darn JIT could trust final
fields :(
L911[12:42:28] <Coolway99> yeah, but I had
a hard time figuring out where to register it until after jumping
through enough method calls I ended up in the NetworkRegistry
L912[12:42:28] <sham1> But how modern JITs
would be used for stuff
L913[12:42:45] <williewillus> diesieben07:
does it do any speculation at all based on final flag
currenlty?
L914[12:42:48] <williewillus> or nothing
:P
L915[12:42:54] <sham1> Like, this stuff
has to be compatible all the way back to java6, and if the JITs at
that point is not as great as now...
L916[12:42:59] <diesieben07> static finals
it trusts, because you cannot (legally) set them with
reflection
L917[12:43:09] <diesieben07> non static
finals it just ignores the final completely
L918[12:43:32] <diesieben07> there is a
command line flag that turns that on and it breaks ALL the
libraries
L919[12:43:35] <diesieben07> becuase they
all set final fields
L920[12:43:55] <Coolway99> is there any
point for setting final non-static fields?
L921[12:44:08] <williewillus>
serialization is the first thing that coems to mind
L922[12:44:11] <sham1> For internal
constants
L923[12:44:11] <diesieben07> yeah
L924[12:44:21] <diesieben07> but java's
serialization would be fine
L925[12:44:31] <diesieben07> since thats
all kinds of special cased anyhow
L927[12:45:31] <Coolway99> is there any
point in using "volatile"?
L928[12:45:46] <diesieben07> yes of
course? it has a specific meaning.
L929[12:46:13] <Coolway99> yeah, never
cache the variable
L930[12:46:15] <diesieben07> and no, i am
not explaining it. explaining happens-before over IRC? yeah
no.
L931[12:46:20] <diesieben07> that is NOT
what it does.
L932[12:46:27] <Coolway99> ?
L933[12:46:40] <diesieben07> volatile
establishes a happens-before relationship
L934[12:46:45] <sham1> It has to do with
atomic access according to oracle
L935[12:47:08] <Coolway99> according to
this random article I just pulled up
L936[12:47:09] <diesieben07> > A write
to a volatile field (§8.3.1.4) happens-before every subsequent read
of that field.
L937[12:47:16] <diesieben07> THAT is what
volatile does
L938[12:47:18] <diesieben07> and ONLY
that.
L939[12:47:26] <diesieben07> everything
else is oversimplification.
L940[12:47:49] <williewillus> yeah the not
goign to cache/registers is a impl detail of the above
L941[12:48:07] <diesieben07> as far as
java is concerned there is no such thing as a "cache" or
a "register"
L942[12:49:22] <sham1> Well, one thing
that a volatile would do in C land if paired with asm, is that the
volatile asm will not be optimized away if the result is not
used
L943[12:49:35] <diesieben07> volatile in C
is hugely different from volatile in java :D
L944[12:50:12] <sham1> Well, it's still an
interesting factoid about one of the languages that influenced
java
L945[12:50:21] <diesieben07> :D
L946[12:50:33] <diesieben07> hate me, but
i don't care much about C
L947[12:50:47] <diesieben07> that is stuff
i will happily leave to others to deal with.
L948[12:50:47] <williewillus> it's fun
sometimes
L949[12:50:54] <diesieben07> I am
sure.
L950[12:51:03] <williewillus> low level
programming is fun if you don't overdo it lol I wouldn't want to do
it all day every day
L951[12:51:11] <sham1> C brings you the
portability of assembly with the readability of assembly
L952[12:51:22] <williewillus> lol
L953[12:51:22] <diesieben07> lol
L954[12:51:27] <diesieben07> took me a
while haha
L955[12:51:37] <diesieben07> "wait,
how is that goo... oh."
L956[12:51:47] ***
Jezza|AFK is now known as Jezza
L957[12:51:57] <Coolway99> I remember, I
once converted a java class over to C
L958[12:52:04] <Coolway99> or rather,
entire java program over to C
L959[12:52:07] <Coolway99> never
again.
L960[12:52:09] <sham1> When I usually do
something in more C style, it usually is C++, because for me not
having classes is pita
L961[12:53:06] <sham1> Because while I
could represent classes with structs, I'd rather not
L962[12:53:44] <williewillus> Coolway99: I
once did the other way
L963[12:53:54] <williewillus> so much
stuff eliminated lol
L964[12:54:04] <sham1> A lot of
boilerplate I imagine
L965[12:54:05] ⇦
Quits: keybounce
(~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net) (Quit:
Sleep? Did I say sleep?)
L966[12:54:35] <williewillus> !gm
func_145904_a
L967[12:54:49] <Coolway99> is C a
OOP?
L968[12:54:55] <williewillus> no
L969[12:54:57] <sham1> No
L970[12:54:59] <Coolway99> Thought
not
L971[12:55:03] <williewillus> C++ is
L972[12:55:05] <sham1> But you can
represent OOP consepts in C
L973[12:55:10] <Coolway99> you can
L974[12:55:12] <williewillus> and that
would be C++
L975[12:55:12] <LatvianModder> I dont get
how non-oop languages work..
L976[12:55:14] <sham1> Like classes can be
done with structs
L977[12:55:29] <LatvianModder> OOP is
like.. with classes and objects, right?
L978[12:55:30] <Coolway99> simple, non-oop
languages work like this
L979[12:55:31] <williewillus> yes
L980[12:55:37] <Coolway99> first you get a
desk
L981[12:55:41] <Coolway99> next you shove
your head through it
L982[12:55:42] <sham1> And methods can be
done with passing the "object pointer" explicitly from
method to method
L983[12:55:56] <Coolway99> yeah, that's
what my C program did
L984[12:56:01] <Coolway99> and it was
awful
L985[12:56:04] <williewillus>
LatvianModder: youve probably used other paradigms in OOP
languages
L986[12:56:15] <sham1> Like, a method in
C++ could be something like: void MyClass::method()
L987[12:56:26] <sham1> While in C that
would be void method(MyClass* this)
L988[12:56:27] <williewillus> java isn't
even pure oop :P
L989[12:56:41] <sham1> Java is more Class
oriented than anything
L990[12:56:48] <sham1> And primitive
types
L991[12:56:58] <Coolway99> I really like
java
L992[12:57:09] <sham1> Java has its ups
and downs
L993[12:57:16] <Coolway99> the biggest up
for me
L994[12:57:18] <Coolway99> is the
API
L995[12:57:37] <williewillus> you mean the
standard libraries?
L996[12:57:51] <sham1> The Java standard
library is pretty nice
L997[12:58:00] <diesieben07> Mostly
;)
L998[12:58:03] <Coolway99> "oh, you
want to make a GUI, manage the file system, or handle networking?
Here you go!"
L999[12:58:07] <sham1> Well, mostly
L1000[12:58:09] <williewillus> you
appreciate it after you use C and there's NOTHING in the
standard
L1001[12:58:11] <Coolway99> C++:
"you want to do WHAT now?"
L1002[12:58:25] <sham1> In C/C++ land you
have to choose the right libraries
L1003[12:58:36] <electrolitic> Every time
I put my fuel in a furnace, the game crashes. Really
irritating
L1004[12:58:45] <williewillus> read the
stacktrace :P
L1005[12:58:54] <sham1> With java, you
trade some speed for better stdlib among other things
L1006[12:59:02] <Coolway99> C/C++ land is
rather irritating coming from java
L1007[12:59:19] <sham1> It's a different
paradigmn
L1008[12:59:30] <electrolitic> It goes to
the GameRegistry.getFuelValue and crashes. No idea why.
L1009[12:59:40] <diesieben07> post the
crash.
L1010[12:59:49] <sham1> I like to do
stuff like OpenGL more in C++ than in java
L1011[12:59:50] <diesieben07> (on
pastebin,etc.)
L1012[12:59:53] <Coolway99> it seems
stupid, to me as a java programmer, of why I need a library to
manage the file system
L1013[12:59:55] <electrolitic>
alright
L1014[13:00:07] <sham1> Because pointers
can be a lot of fun
L1015[13:00:16] <sham1> Also, I get
operator overriding
L1016[13:00:26] <diesieben07> Coolway99,
you need that in java, too. just the library is included with the
language ;)
L1017[13:00:31] <Coolway99> I know
L1018[13:00:35] <Coolway99> but it's
rather simple
L1019[13:00:51] <Coolway99> I tried
fixing an issue in a open source program
L1020[13:01:22] <Coolway99> I couldn't
even understand what it was doing most of the time
L1021[13:01:31] <sham1> pointer
maths
L1022[13:01:34] <sham1> Pointer maths
everywhere
L1023[13:01:34] <Coolway99> all I can say
is that it was using a library called "boosty"
L1024[13:01:39] <sham1> Oh Boost
L1025[13:01:53] <sham1> The answer to all
C++ questions in StackOverflow
L1026[13:01:53] <Coolway99> and that the
version it was using did not like my symlinks
L1027[13:01:59] <sham1> According to
StackOverflow
L1030[13:02:49] <TehNut> yay another base
resources mod
L1031[13:02:51] <TehNut> >.>
L1032[13:02:55] <LatvianModder>
Jup!
L1033[13:03:06] <LatvianModder> Is there
another one right now?
L1034[13:03:17] <sham1> Another paradigm
I enjoy alongside OOP and the more C-like stuff is functional
L1036[13:04:55] <sham1> Because with
certain functional languages, I can express calculations in a way
that have a sense to them according to mathematics
L1037[13:05:08] <sham1> And I love
mathemathics
L1038[13:05:48] <diesieben07>
electrolitic, that is not the full log.
L1039[13:05:56] <electrolitic> Arg
L1040[13:06:06] <sham1> args[0] would be
an arg
L1041[13:06:10] <diesieben07>
logs/fml-client-latest.log
L1043[13:07:06] <electrolitic> I thought
everything else was useless
L1044[13:07:21] <sham1> NPE
L1045[13:07:39] <sham1> In vanilla code
it seems like
L1046[13:07:44] <diesieben07> yeah,
someone is registering null as a fuel handler
L1047[13:07:55] <electrolitic> Oh. I
don't think I am?
L1048[13:08:01] <diesieben07> you are
making a mod?
L1049[13:08:04] <electrolitic> yeah
L1050[13:08:09] <diesieben07> well, then
yes you are :P
L1051[13:08:19] <sham1> Do you have a
fuel handler
L1052[13:08:22] <sham1> If so, code
L1053[13:08:32] <electrolitic> Uh, one
sec
L1054[13:09:00] <sham1> Yay for khan
academo
L1055[13:09:12] <sham1> Explaining
transformations in a way that I can understand
L1056[13:09:52] <Coolway99> I completely
forgot about that site XD
L1057[13:09:57] <PaleoCrafter> what
exactly are you doing anyways, sham1? you've been talking about
matrices a lot lately :P
L1058[13:10:07] <sham1> 3d
rendering
L1059[13:10:13] <sham1> From
scratch
L1060[13:10:22] <sham1> Because I
apparently hate myself and like torture
L1061[13:10:43] <PaleoCrafter> I'll leave
you to your self-imposed pain then
L1063[13:10:53] <sham1> Thanks :P
L1065[13:11:34] <PaleoCrafter> why does
GitHub point out that a commit was made via its interface? xD
L1066[13:11:57] <sham1> Maybe because it
was made via its interface
L1067[13:12:02] <electrolitic> I do it in
the main Mod class.
L1068[13:12:04] <PaleoCrafter> yeah,
but...
L1069[13:12:20] <diesieben07> that is
impossible.
L1070[13:12:21] <PaleoCrafter> another
reason could be "look, we even display metadata for your
commits!" or something liek that
L1071[13:12:25] <diesieben07> the field
is private, the main class cannot access it.
L1072[13:12:32] <electrolitic> I have an
accessor method
L1073[13:12:48] <diesieben07> you have a
getter, yes
L1074[13:12:52] <diesieben07> but you
never put anything into the field.
L1075[13:12:58] <sham1> So it is
null
L1076[13:13:01] <diesieben07> ^
L1077[13:13:02] <sham1> Ergo
L1078[13:13:09] <Coolway99> tis a null
pointer
L1079[13:13:12] <electrolitic> Oh,
crap.
L1080[13:13:17] <sham1> You are causing
the nullpointerexception with the furnace
L1081[13:13:24] <Coolway99> 0x0000000000
is not a valid location to read from
L1082[13:13:27] <Coolway99> o3o
L1083[13:13:29] <electrolitic> I was
supposed to put something in there? xD
L1084[13:13:33] <sham1> yes
L1085[13:13:41] <Coolway99> because C,
where null == 0
L1086[13:13:45] <diesieben07> FML should
really checkNotNull in registerFuelHandler
L1087[13:14:00] <sham1> Yes, null is a
pointer to 0x00
L1088[13:14:18] <electrolitic> But I
can't instantiate an interface?
L1089[13:14:21] <sham1> It also is a
billionn dollar mistake
L1090[13:14:35] <diesieben07> ...
L1091[13:14:41] <electrolitic> I guess I
make my own. :P
L1092[13:14:48] <diesieben07> you already
have?!
L1093[13:14:51] <sham1> electrolitic: you
can do this in FuelHandler#getFuelHandler
L1094[13:14:56] <electrolitic> I don't
have a constructor
L1095[13:15:28] <sham1> return
fuelHandler == null ? fuelHandler = new FuelHandler() :
fuelHandler;
L1096[13:15:53] <diesieben07> a class
cannot NOT have a constructor.
L1097[13:15:58] <sham1> ^
L1098[13:16:01] <sham1> There is
one
L1099[13:16:02] <diesieben07> if you dont
specify one, you get a default one
L1100[13:16:04] <sham1> Explicitly
L1101[13:17:01] <electrolitic> Sorry, I
kinda suck at this stuff :(
L1102[13:17:43] <sham1> You'll get
better
L1103[13:19:12]
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L1104[13:19:27] <PaleoCrafter> so, fry's
gone, but so is Actuarius? :D
L1105[13:19:45]
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L1106[13:19:59] <diesieben07> i assume he
hosted it himself or something
L1107[13:20:03] <sham1> I think he hosts
Actuarius on his computer
L1108[13:20:08] <PaleoCrafter> yeah
L1109[13:20:26] <PaleoCrafter> but I just
wanted to try whether $xy is actually a thing :P
L1110[13:22:03] <sham1> I like how in C++
we don't have map
L1111[13:22:07] <sham1> We have
transform
L1112[13:22:11] <sham1> And it works with
iterators
L1113[13:22:17] <sham1> Like everything
else in the bloody language
L1114[13:22:30] <Coolway99> the language
is indeed bloody
L1115[13:22:38] <Coolway99> blood, sweat,
tears, more blood
L1116[13:23:54] <sham1> fmap (uncurry
(+)) [(1,2),(3,4)]
L1117[13:24:27]
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L1118[13:24:39] <sham1> Or more neatly:
(uncurry (+)) <$> [(1,2),(3,4)]
L1119[13:24:47] <diesieben07>
neat?!
L1120[13:24:53] <diesieben07> please kill
it!
L1121[13:25:31] <sham1> I think the
neater version is one letter shorter
L1122[13:26:19] <sham1> Ya, one letter
delta
L1123[13:26:21] <diesieben07> good for
you, i cant read either one :P
L1124[13:26:59] <sham1> It just sums the
elements in the tupples
L1125[13:28:13] <diesieben07> so
1+2+3+4?
L1126[13:28:31] <sham1> more like 1+2 and
then 3+4
L1127[13:28:39] <diesieben07> but the
result is 10?
L1128[13:28:51] <sham1> For 1 + 2 + 3 + 4
it would be sum $ fmap (uncurry (+)) [(1,2),(3,4)]
L1129[13:29:12] <diesieben07> what does
yours give me?
L1130[13:29:27] <sham1> A list containing
3 and 7
L1131[13:30:16] <diesieben07> and you
seriously want to tell me [(1,2),(3,4)].map(Integer::sum) is not
neater??
L1132[13:30:26] <diesieben07> (fictional
language, somewhat)
L1133[13:30:38] <sham1> That looks like
Scala with some java thrown in
L1134[13:30:42] <diesieben07> yea
L1135[13:30:53] <diesieben07> java with
tuple and list expressions
L1136[13:31:12] <sham1> But that is
generalizable
L1137[13:31:17]
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L1139[13:31:44] <sham1> It can be
generalized for any Functor a where a is (Int, Int)
L1140[13:31:48]
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L1141[13:31:52] <sham1> Like for instance
Maybe
L1142[13:32:34] <diesieben07> how is that
special to haskell (assuming what you have is haskeel)
L1143[13:32:49] <diesieben07> there can
be a Functor<Int, Int> in java?
L1144[13:33:16] <sham1> I'd imagine that
being more like Functor<Pair<Integer, Integer>>
L1145[13:33:19] <sham1> But yeah
L1146[13:33:20] <diesieben07> but i dont
really know what functors are :D
L1147[13:33:27] <sham1> It would not be
anything special
L1148[13:33:36] <sham1> They are things
you can map things over
L1149[13:33:39] <sham1> Stuff like
lists
L1150[13:33:48] <sham1> And for instance
Stream<?>
L1151[13:33:54] <diesieben07> god that is
a horrible name
L1152[13:34:14] <sham1> It could be named
"IMappable" or something
L1153[13:34:14] <PaleoCrafter> it's a
category theory term :P
L1154[13:34:18] <sham1> ^
L1155[13:34:22] <gigaherz> UGH no wonder
mc has ambient occlusion XD
L1156[13:34:29] <diesieben07> i dont care
where it comes form, the name is horrible
L1157[13:34:31] <diesieben07> :D
L1158[13:35:33] <PaleoCrafter> but you
wouldn't be able to immediately make the connection to the
mathematical basis then :P
L1159[13:35:47] <diesieben07> it's a
stupdi name in mathematics, too
L1160[13:35:50] <sham1> A functor is a
mapping between 2 cathegories
L1161[13:35:54] <sham1> Yeah
L1162[13:35:57] <sham1> It kind of
is
L1163[13:36:09] <sham1> Sounds a lot like
function
L1164[13:36:18] <sham1> But that makes
sense
L1165[13:36:19] <PaleoCrafter> funny
enough, Functor was stolen from Linguistics xD
L1166[13:36:31] <sham1> Damn it maths
people
L1167[13:36:39] <sham1> Could not even
come up with original names
L1168[13:37:13] <PaleoCrafter> as long as
it sounds cool, nothing wrong with stealing it :P
L1169[13:37:18] <sham1> Yeah
L1170[13:37:27] <sham1> Something about
Monad being a philosophy therm
L1171[13:37:30] <sham1> term*
L1172[13:37:45] <PaleoCrafter>
exactly
L1173[13:38:45] <sham1> But yeah, a
functor basically can map a content of a thing to another
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L1175[13:39:53] <sham1> Can be thought of
iterating over an array and creating a new array by having an
element be an element from the old array with a function f applied
to it
L1176[13:40:04] <sham1> And this brings
us back to std::transform
L1177[13:40:16] <sham1> Because pointers
can be valid iterators
L1178[13:40:26] <sham1> You can use
std::transform with arrays
L1179[13:41:49] <gigaherz> so I have been
improving some things on my proof of concept "voxel
game"
L1180[13:41:59] <sham1> Show it
L1181[13:42:04] <sham1> I want to
see
L1182[13:42:05] <gigaherz> waiting for it
to upload
L1183[13:42:11] <gigaherz> dunno why it's
extremely slow
L1184[13:42:20] <OrionOnline> I have a
little problem, regarding synchronisation of data
L1186[13:42:40] <gigaherz> will 404
L1187[13:42:45] <gigaherz> noy
anymore.
L1188[13:42:50] <gigaherz> yeah gotta
restart
L1189[13:42:51] <OrionOnline> I have a
registry that holds a list of all the Structures in every dimension
of the currently loaded game
L1190[13:42:58] <sham1> Okay
L1191[13:43:13] <gigaherz> killing the
process halfway seemsto have been leaking stuff
L1192[13:43:47] <sham1> Those glorious
grass textures
L1193[13:43:55] <gigaherz> random
textures from google
L1194[13:44:00] <gigaherz> downscaled to
64x64
L1195[13:44:07] <gigaherz> as I said:
proof of concept.
L1196[13:44:19] <sham1> Looks good
L1197[13:44:25] <gigaherz> but it shows
why you need ambient occlusion
L1198[13:44:34] <sham1> Now you just have
to add random RPG elements and you will have a minecraft
clone
L1199[13:44:49] <gigaherz> it also needs
to not be slow
L1200[13:45:00] <gigaherz> it takes a
couple minutes to have that terrain fully generated
L1201[13:45:00] <gigaherz> XD
L1202[13:45:30] <gigaherz> I think I
suspect why
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L1204[13:45:42] <gigaherz> but before
that, I gotta restart
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L1207[13:47:05] <sham1> That man really
needs a bouncer
L1208[13:47:20] <williewillus> !mh
getLightBrightnessForSkyBlocks
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L1210[13:48:56] <sham1> I cannot
understand how there are people who post mod crashes into Modder
Support
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L1212[13:49:19] <sham1> The little text
beneath it in the index clearly says that it is for those
modding
L1213[13:49:50] <diesieben07> you assume
lusers read.
L1214[13:50:43] <sham1> Indeed I do
L1215[13:50:53] <williewillus> -.-
L1216[13:51:05] <williewillus>
immutablemap.of only goes up to arity 5 and there are 6 enumfacings
dammit
L1217[13:51:18] <diesieben07> builder
;)
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L1221[13:59:46] <sham1> TIL size_t is
unsigned
L1222[13:59:52] <sham1> I actually just
discovered that
L1223[14:02:22] <Coolway99> if you give
people a proper place to put things
L1224[14:02:26] <Coolway99> they will
never use it
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L1226[14:03:35] <sham1> probably
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L1237[14:16:03] <gigaherz> hmf, no idea
why it's SO slow :/
L1238[14:16:11] <gigaherz> takes 1.5s to
generate the meshes for a chunk
L1239[14:16:17] <gigaherz> (on the best
case)
L1240[14:16:31] <gigaherz> when I started
messing with it a couple days ago, it was like .1s
L1241[14:16:31] <gigaherz> XD
L1242[14:17:17] <gigaherz> I think it
used to be fast because I did a pre-pass and only bothered to
consider air blocks with a non-air block next to them
L1243[14:21:51] <gigaherz> I'm starting
to appreciate minecraft's speed more XD
L1244[14:22:02] <gigaherz> as much as the
code sucks, it manages to actually have decent speeds XD
L1245[14:22:07] <kashike> :P
L1246[14:22:19] <sham1> If it's stupid
and it works, it ain't stupid
L1247[14:23:29] <gigaherz> I disagree
;p
L1248[14:24:01] <Coolway99> I forgot how
one saves the changes to an inventory
L1249[14:24:07] <Coolway99> :/
L1250[14:24:08] <sham1> makeDirty
L1251[14:24:22] <gigaherz> mark*
L1252[14:24:29] <sham1> Yeh
L1253[14:24:38] <Coolway99> when do I
call markDirty?
L1254[14:25:33] <Coolway99> actually, now
that I think about it, I think I know a good example I should look
at XD
L1255[14:26:54] ***
Mata is now known as MattOfflineMc
L1256[14:27:05] <Coolway99> which of
course doesn't exist
L1257[14:28:58]
⇨ Joins: minot
(~minot@pool-100-1-168-123.nwrknj.fios.verizon.net)
L1258[14:29:29] <gigaherz> hmmmm
L1259[14:29:38] <gigaherz> I think this
may be relatedto WHY it's so slow: i'm allocating over 8gb
L1260[14:29:39] <gigaherz> XD
L1261[14:30:00] <diesieben07> fun
times
L1262[14:30:12] <Coolway99> the max I
give MC now is 5GB
L1263[14:30:18] <gigaherz> not mc
L1264[14:30:23] <gigaherz> my own proof
of concept "mc clone"
L1265[14:30:41] <gigaherz> i wanted to
try making something mc-like that was very simply, but very
fast
L1266[14:30:44] <gigaherz> I'm
failing.
L1267[14:31:14] <Coolway99> It turns out
MC isn't awful, it's just really bad
L1268[14:31:21] <Coolway99> in terms of
code
L1269[14:31:23] <Coolway99> XD
L1270[14:31:58] <gigaherz> well with just
one chunk it's not too bad
L1271[14:32:09] <gigaherz> Generating
terrain: 1021ms
L1272[14:32:13] <gigaherz> Generating
meshes: 521ms
L1273[14:32:53] <gigaherz> 240k
indices
L1274[14:32:56] <gigaherz> 160k
vertices
L1275[14:32:57] <gigaherz> wtf :/
L1276[14:33:22] <gigaherz> okay the worst
case would be a checkerboard
L1277[14:33:34] <gigaherz> with each
column being alternating heights
L1278[14:33:39] <gigaherz> that's
L1279[14:33:46] <gigaherz> !!calc
64*64
L1280[14:33:46] <gigaherz> gigaherz:
Result(s): 4096
L1281[14:33:49] <Coolway99> actually,
even if I had a spot to call "markDirt" I can't call
it
L1282[14:34:11] <gigaherz> 4096 tiles,
with each tile having 5 (top,west,east,north,south -- ignoring
bottom)
L1283[14:34:11] <Coolway99>
*markDirty
L1284[14:34:30] <gigaherz> !!calc 4096 *
5
L1285[14:34:30] <gigaherz> gigaherz:
Result(s): 20480
L1286[14:34:56] <gigaherz> 20k faces, so
40k, so 120 indices, not 240!!
L1287[14:35:01] <sham1> For some nice
stuff, could you not cull
L1288[14:35:15] <gigaherz> but yeah the
number is less WTF than I thought
L1289[14:35:19] <sham1> Polies that you
don't see
L1290[14:35:46] <gigaherz> oh I cull -- I
have a "creative mode" compile flag
L1291[14:35:50] <gigaherz> that switches
the terrain walk
L1292[14:35:54] <gigaherz> for a
flythrough
L1293[14:35:59] <sham1> noclip :P
L1294[14:36:02] <gigaherz> so i can see
what's below
L1295[14:36:13] <gigaherz> yeah
ghost/noclip
L1296[14:36:23] <gigaherz> and it's not
generating any unnecessary vertices right now
L1297[14:36:32] <gigaherz> but maybe it's
generating twice....
L1298[14:36:37] <gigaherz> hmmm
L1299[14:36:39] <gigaherz> this would
make sense
L1300[14:36:45] <gigaherz> it may be
generating quads for the Air blocks
L1301[14:36:45] <gigaherz> XD
L1302[14:37:00] <sham1> The one block
that does not need vertices
L1303[14:37:28] <gigaherz> hmm no it
can't be
L1304[14:37:52] <sham1> Although, one
could make it so that air has vertices
L1305[14:37:59] <BlueMonster> is there an
rf api for 1.10 yet?
L1306[14:38:06] <sham1> You don't need RF
api
L1307[14:38:10] <gigaherz> oh oops, I see
a bug Xd
L1308[14:38:23] <gigaherz> my equivalent
of "shouldSideBeRendered"
L1309[14:38:33] <gigaherz> has a bug
;P
L1310[14:38:35] <BlueMonster> how do i
make my powered machines work with other mods' power?
L1311[14:38:37]
⇦ Quits: RANKSHANK
(~Michael@ppp121-44-11-113.lns20.syd4.internode.on.net) (Quit:
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L1312[14:38:48] <sham1> gigaherz: does it
always return true :P
L1313[14:38:56] <Coolway99> so uh
L1314[14:39:01] <Coolway99> I just
realised
L1315[14:39:07] <Coolway99> I have a bug
that I cannot figure out
L1316[14:39:11] <sham1> Show it
L1317[14:39:21] <gigaherz> no, but it
returned true if the block wasn't full-height, and I had water set
to 7/8ths
L1318[14:39:22] <Coolway99> the GUI
doesn't "do" anything
L1319[14:39:29] <gigaherz> so I disabled
that part temporarily
L1320[14:39:45] <Coolway99> as in, if I
rearange things in the GUI
L1321[14:39:51] <Coolway99> even if it's
part of the player's own inventory
L1322[14:39:54] <gigaherz> 145k vertices,
213k indices -- that's not what I hoped for XD
L1323[14:39:59] <Coolway99> it's never
saved, it desyncs
L1324[14:40:25] <Coolway99> and the
moment you update the player's inventory everything snaps back like
nothing ever happened
L1325[14:42:08] <gigaherz> oh wait it
DOEs make sense -- I'm generating all the "outside"
area
L1326[14:42:46] <williewillus> why are
allthe vanilla AABB's so weird?
L1327[14:42:55] <sham1> Because
vanilla
L1328[14:42:59] <williewillus> protected
static final AxisAlignedBB SAPLING_AABB = new
AxisAlignedBB(0.09999999403953552D, 0.0D, 0.09999999403953552D,
0.8999999761581421D, 0.800000011920929D,
0.8999999761581421D);
L1329[14:43:10] <gigaherz> that'd be due
to rounding
L1330[14:43:22] <gigaherz> as in:
L1331[14:43:23] <williewillus> oh yeah
duh decompilation
L1332[14:43:27] <PaleoCrafter> yeah
L1333[14:43:32] <gigaherz> a double can't
hold a 0.9
L1334[14:43:33] <PaleoCrafter> decimal
fractions aren't that nice to represent in binary :P
L1335[14:43:44] <gigaherz> the closest
value is "0.8999999761581421D"
L1336[14:43:45] <PaleoCrafter> some of
them, anyways
L1338[14:43:58] <sham1> 1/3 comes to
mind
L1339[14:44:12] <gigaherz> normally the
printing code would round to like 10 decimal places
L1340[14:44:15] <sham1> 0.1 + 0.2 =/= 0.3
according to my computer
L1341[14:44:16] <gigaherz> and round up
to 0.9
L1342[14:44:32] <gigaherz> because 0.3
isn't really 0.3
L1343[14:44:38] <gigaherz> and the 0.3
that comes out of the sum
L1344[14:44:41] <gigaherz> has at least
one bit different
L1345[14:44:44] <gigaherz> than the one
you type in
L1346[14:44:51] <sham1> That'
L1347[14:44:54]
⇨ Joins: Abastro (~Abastro@112.166.128.227)
L1348[14:45:02] <sham1> is why you should
not use == with decimals
L1349[14:45:04] <gigaherz> that's
why
L1350[14:45:06] <sham1> You use the sigma
thing
L1351[14:45:11] <gigaherz>
Math.abs(a-b)<THRESHOLD
L1352[14:45:16] <sham1> Yeah, that
L1353[14:45:34] <PaleoCrafter> epsilon
:P
L1354[14:45:49] <Coolway99> anyways
L1355[14:45:58] <Coolway99> I would
understand if it didn't save any changes to my inventory
L1356[14:45:59] <sham1> Some greek
letter
L1357[14:46:08] <Coolway99> but it's like
the player's inventory isn't opened server-side at all
L1358[14:46:12] <PaleoCrafter> it'd never
be a Sigma, duh :P
L1359[14:46:22] <Coolway99> though, I'm
pretty sure it is
L1360[14:47:27] <sham1> Has anyone here
used khan academy
L1361[14:47:33] <sham1> The hell are the
energy points
L1362[14:48:17] <williewillus> nothing
really
L1363[14:48:23] <williewillus> it's just
for people who like point driven learning systems :P
L1364[14:48:33] <sham1> Damn it
L1365[14:48:37] <sham1> First Duolingo
and now this
L1366[14:48:41] <sham1> DR. SKINNER
L1367[14:49:01] <Coolway99> I like point
driven learning systems
L1368[14:49:04] <Coolway99> it encourages
competition
L1369[14:49:15] <sham1> But they are
skinner boxes
L1370[14:49:18] <sham1> They exploit our
minds
L1371[14:49:29] <Coolway99> is that a bad
thing?
L1372[14:49:59] <sham1> Well, does cause
justify the means
L1373[14:50:49] <sham1> The cause being
teaching people and the means in this case being a skinner box to
keep us coming back for more
L1374[14:51:32] ***
williewillus is now known as willieaway
L1375[14:51:47] <Coolway99> well, you
should always want to learn more
L1376[14:51:56] <sham1> True
L1377[14:52:24] <Coolway99> if you argue
that people will just "ignore it and try and get as many
points anyways"
L1378[14:52:31] <Coolway99> A. welcome to
the american educational system
L1379[14:52:52] <Coolway99> B. a well
designed system will prevent exploitation like that
L1380[14:53:08] <sham1> The US education
system done right
L1381[14:53:34] <sham1> Although, I don't
know shit about the US edu stuff as wrong continent
L1382[14:54:13] <Coolway99> people think
standardized testing is our savior
L1383[14:54:23] <Coolway99> that's the US
Educational System in a nutshell
L1384[14:54:56] <sham1> Here where I
live, we have at the very least 2 standardized tests
L1385[14:55:07]
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L1386[14:55:12] <sham1> And one of them
is mandetory unless you go to upper secondary
L1387[14:55:25] <sham1> In which case you
get two standardized tests
L1388[14:55:43] <sham1> One of them being
matriculation
L1389[14:55:58] <Coolway99> here we throw
them around like they actually do anything
L1390[14:56:49] <sham1> I'd imagine them
working if they were done right
L1391[14:56:59] <Coolway99> keyword
L1392[14:57:03] <Coolway99> done
right
L1393[14:57:05] <Coolway99> it's the
US
L1394[14:57:15] <Coolway99> US and
"done right" don't go together
L1395[14:57:21] <sham1> Unless it is
about BBQ
L1397[14:59:16] <Coolway99> how europe
views the us
L1398[14:59:31] <sham1> Hey, not all of
us view the US like that
L1399[14:59:46] <sham1> Some of us think
that NYC is the only place there
L1400[15:00:48]
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L1401[15:01:23] <Coolway99> Welcome to
the US, where we have people protesting at funerals
L1402[15:02:11] <sham1> Rather read about
what Florida man is doing, but meh
L1404[15:03:30] <Coolway99> you might
want to rethink your super heros
L1405[15:03:53] <Dries007> Does anyone
know of a no-hack way of programatically adding language entries in
1.9?
L1406[15:04:02] <sham1> Umn no
L1407[15:04:07] <sham1> USe the language
files
L1408[15:04:20] <Dries007> There is a
good reason I don't want to
L1409[15:04:28] <sham1> I doubt it
L1410[15:04:31] <Coolway99> there's never
a good reason
L1411[15:04:45] <Dries007>
enchantment.level.1
L1412[15:04:50] <Dries007>
enchantment.level.1 -> 255
L1413[15:04:56] <Dries007> That is my
good reason
L1414[15:05:09] <Coolway99> here's an
idea
L1415[15:05:15] <Coolway99> make it a
"compound name"
L1416[15:05:26] <Coolway99>
enchantment.name enchantment.level
L1417[15:05:45] <Dries007> that is what
it does now, the issue is, vanilla only has untill 10
L1418[15:05:57] <Coolway99> add custom
entries in a lang file
L1419[15:06:16] <Coolway99> lang files
are not directly bound to mods
L1420[15:06:33] <sham1> would not even
need the enchantment.level as a thing
L1421[15:06:52] <sham1> It could be just
concatted to the string
L1422[15:07:31] <Dries007> I know that
Coolway99, hence why I want to add the next bunch
L1423[15:08:11]
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L1424[15:08:33] <Dries007> I'd prefere to
do it with a little algorithm, (and make it optional / detect if
the key is there already)
L1425[15:08:58] <Coolway99> if a key for
it exists already, assuming they follow proper roman numerals, then
it shouldn't matter
L1426[15:09:12] <Coolway99> if one
overrides the other then it's just the same thing
L1427[15:09:16] <Dries007> so, if someone
makes them manuall (lets say up to 25 in roman, then in decimal) it
doesn't override them
L1428[15:10:16] <Dries007> (I's meant to
be a fallback, instead of the ugly enchantment.level.11 that
happends now)
L1429[15:11:15]
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ya)
L1430[15:12:21] <masa> hm, can I not have
the same keybind in the same conflict context with and without a
modifier? it appears as red in the control menu
L1431[15:12:50] <masa> although it does
work
L1432[15:13:06] <masa> if I check the
ones with a modifier first
L1433[15:13:50] <masa> hm, but why does
the keybind without a modifier still match when I press it with a
modifier held down?
L1434[15:14:02] <masa> this seems
strange...
L1435[15:15:03]
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L1436[15:17:49] <diesieben07> not
really
L1437[15:18:12] <diesieben07> if you are
running (holding shift?) you want to be able to attack (click
without modifier) right?
L1438[15:19:13] <gigaherz> so I swapped
the coords
L1439[15:19:24] <gigaherz> in the array,
from y,x,z to z,x,y which is the roder in the loops
L1440[15:19:42] <gigaherz> total time is
now 1/3rd
L1441[15:19:43] <gigaherz> XD
L1442[15:20:01] <PaleoCrafter>
diesieben07, but you want the shift-click action to take priority
:P
L1443[15:20:13] <diesieben07> do you
though? :D
L1444[15:20:17] <PaleoCrafter> I do
L1445[15:20:41] <PaleoCrafter> prioritise
from most to least specific
L1446[15:20:56] <gigaherz> and I allowed
it to discard the vertex/index arrays after creating buffers which
brought down the memory from 5gb down to 1.5
L1447[15:21:02] <gigaherz> from 8*
L1448[15:21:05] <sham1> Nice
L1449[15:22:47]
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())
L1450[15:23:55]
⇨ Joins: sokratis12GR (kiwiirc@62.221.158.165)
L1451[15:25:13] <gigaherz> the wate is
still somehow bugged
L1452[15:25:18] <gigaherz> generates
faces it's not supposed to
L1453[15:25:21] <gigaherz> water*
L1454[15:26:21] ***
PaleoCrafter is now known as PaleOff
L1456[15:30:22] <masa> is it just out of
memory or something during loading?
L1457[15:30:34] <gigaherz> hmmm what was
minecraft's default view range?
L1458[15:30:41] <gigaherz> 12
chunks?
L1459[15:31:06] <gigaherz> that's radius
right? so 12*16 = 192 blocks away
L1460[15:31:12] <gigaherz> or well more
accurately
L1461[15:31:13] <masa> maybe
L1462[15:31:21] <gigaherz> 12 and half,
since you'd have the chunk you stand on
L1463[15:31:22] <masa> and yeah
radius
L1464[15:31:33] <LatvianModder> So ~200
blocks
L1465[15:31:55] <gigaherz> so around 400
blocks from one side to another
L1466[15:32:06] <LatvianModder> not
exatcly
L1467[15:32:14] <gigaherz> I know, it's
on a circle-ish
L1468[15:32:18]
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L1469[15:32:20] <LatvianModder> doesnt it
load only chunks you are looking at?
L1470[15:32:28] <LatvianModder> and
chunks behind you are loaded slower
L1471[15:32:35] <gigaherz> that's not the
point
L1472[15:32:44] <gigaherz> I'm thinking
of how much is loaded in memory at one point
L1473[15:32:52] <gigaherz> if you stay on
one place but keep looking around
L1474[15:33:02] <gigaherz> to compare how
large my generation radius would be
L1475[15:33:25] <gigaherz> which, since
my chunks are 64x64, would be 6.25
L1476[15:33:42] <gigaherz> so 7 chunks (3
radius + the center) woudl be equivalent of MC's default
L1477[15:33:54] <gigaherz> and a bit
extra
L1478[15:34:56] <gigaherz> which comes
out at 777mb
L1479[15:35:26] <gigaherz> I think I'm
now below MC's
L1480[15:35:32] <gigaherz> but with much
less resources to manage
L1481[15:37:45] <gigaherz> uhm yep
L1482[15:37:47] <gigaherz> mc is
2.5gb
L1483[15:37:48] <gigaherz> XD
L1484[15:38:43] <gigaherz> (although
aftrer GC it goes down to 350mb in the ingame meter)
L1485[15:45:29] <masa> ugh... gettin
greally close to being done with this placement preview mod
L1486[15:45:38] <masa> but of course
there is that one super weird bug
L1487[15:46:32] <masa> the preview
doesn't work for a chest that makes a double chest, but only when
the preview location is on the positive x or z side of the existing
chest, and only when placing it from the existing chest's front
side
L1488[15:46:38] <masa> like.... okay,
wat
L1489[15:47:31] <masa> okay wait, it's
not only fron the front side, also the sides, but it works from the
back side
L1490[15:47:53]
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L1492[15:51:08] ***
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L1495[15:57:15] <diesieben07> is that the
bounding box?
L1496[15:57:37] <Ordinastie_> it's the
quads
L1497[15:58:02] <masa> yep quads
L1498[15:59:15] <diesieben07> o.O
L1499[15:59:17] <diesieben07> wat.
L1500[16:01:28] <masa> yep...
L1501[16:01:55] <gigaherz> that's the
model
L1502[16:02:01] <gigaherz> just the
textures are mostly transparent XD
L1503[16:02:10]
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L1505[16:02:50] <masa> all the other
stuff I have tested so far actually makes sense :p
L1506[16:03:05] <sham1> Phew
L1508[16:03:46] <gigaherz> heh 3
cubes
L1509[16:03:51] <gigaherz> cuboids*
L1511[16:05:20] <masa> in those cases
there are two blocks that change when placing it
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L1513[16:05:41] <masa> so it shows all
the blocks that change their blockstate in a radius around the
center
L1514[16:06:04] <gigaherz>
interesting
L1515[16:06:11] <masa> there is still
some issue with the wire frame for some models, it isn't white for
all blocks
L1516[16:06:20] <gigaherz> how do you
check it?
L1518[16:08:00] <gigaherz> check
LightUtil.renderQuadColor
L1519[16:08:05] <gigaherz> it will get
the location of the color bytes
L1520[16:08:14] <gigaherz> and multiply
the values by the given color
L1521[16:08:16] <gigaherz> you could do
similarly
L1522[16:08:18] <masa> I have a FakeWorld
(and a FakeChunk) where I copy the surroundings, o the onItemUse
there, and compare the blockstates of the surroundings, add those
positions that change to a list and render based on that from the
fake world
L1523[16:08:19] <gigaherz> just isntead
of multiplying
L1524[16:08:20] <gigaherz> replace.
L1525[16:08:33] <masa> hmm, okay
L1526[16:13:39]
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L1527[16:15:08] <masa> hm, adding the
call to ForgeHooksClient.putQuadColor(wr, quad, auxColor); doesn't
change anything....
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L1531[16:25:07] <masa> okay I think I
fixed it, I was derping and using VertexFormats.BLOCK for
everything instead of BakedQuad#getFormat()
L1532[16:27:56] <gigaherz> VS2015 update
3 is broken :/
L1533[16:28:08] <gigaherz> I tell it to
unload projects, and they still get included in the build and
such
L1534[16:28:08] <gigaherz> XD
L1535[16:28:19] <gigaherz> and thne try
to reload them and it fails -- because it really is still
loaded
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L1539[16:35:24] <masa> what, you can't
place doors when pointing against a wall?
L1540[16:35:31] <gigaherz> nope
L1541[16:35:35] <gigaherz> only on a top
face
L1542[16:35:59] <masa> lots of strange
quirks I never knew about are coming up while testing this stuff
:p
L1543[16:36:07] <gigaherz> XD
L1544[16:36:10] <masa> related to placing
blocks
L1545[16:36:43] <gigaherz> hmf so I made
a simplification to my code, and it made it worse XD
L1546[16:36:56] <SatanicSanta> What
should I be using instead of getItemDamageForDisplay now?
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L1548[16:39:29] <diesieben07>
SatanicSanta, what do you want to achieve? :)
L1549[16:39:58] <masa> whoops :D found a
nasty bug in my new FakeChunk code, that I didn't hit because I'm
testing on a flat world and below y = 16 thus far :D
L1550[16:41:17] <FusionLord> I think you
just use getDamage(ItemStack stack) and getMaxDamage(ItemStack
stack, and it just uses that right diesieben07? and you just use
the NBT of the provided stack if that is how you store the
damage
L1551[16:41:20] <FusionLord> in NBT
L1552[16:41:24] <SatanicSanta>
diesieben07: Hm. The thing I'm currently working on is basically an
anvil. Looks like the Anvil container itself uses getItemDamage
where this code used getItemDamageForDisplay. I suppose I'll just
do that and hope for the best :)
L1553[16:41:45] <diesieben07> you
provided no answer. yay.
L1554[16:42:07] <SatanicSanta> I honestly
don't really know what this is achieving.
L1555[16:42:30] <SatanicSanta> the fact
that the majority of the variables are named single letters doesn't
really help lmao
L1556[16:42:41] <diesieben07> ....
L1557[16:42:44] <FusionLord> update your
mappings
L1558[16:42:45] <diesieben07> this is why
you dont copypasta
L1559[16:43:08] <SatanicSanta> I didn't
write the code, I'm simply the current maintainer
L1560[16:44:34] <diesieben07> that is not
a valid reason.
L1561[16:45:05] <masa> the chorus plant
growing sound is somehow extremely satisfying
L1562[16:46:00] <gigaherz> SatanicSanta:
step 1: reformat code
L1563[16:46:04] <gigaherz> step 2: rename
shit
L1564[16:46:08] <gigaherz> step 3:
code
L1565[16:46:09] <gigaherz> ;P
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L1568[16:46:39] <SatanicSanta> it's
moderately difficult to rename shit when you don't understand what
the code is supposed to do
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L1570[16:47:52] <masa> okay last
remaining thing... how do I tell the OpenGL black magic box that I
want the models to be partially translucent?
L1571[16:48:21] <gigaherz> well
L1572[16:48:29] <gigaherz> the color you
set to white?
L1573[16:48:34] <gigaherz> set the alpha
to like 0.5
L1574[16:48:41] <gigaherz> and call
GlStateManger.enableBlend
L1575[16:48:49] <gigaherz> and
disableAlpha
L1576[16:49:26] <gigaherz> (whit with 0.5
alpha would be 0x7fffffff)
L1577[16:51:02] <masa> hmm, do I not give
the alpha to GlStateManager.color() then?
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L1579[16:57:09] <gigaherz> I never use
that xcept to make sure it's set to white
L1580[16:57:09] <gigaherz> ;p
L1581[16:57:38] <masa> yep but those
won't work...
L1582[16:57:46] <masa> unless the vanilla
rendering method overrides them
L1583[16:58:10] <masa> aand it does
L1584[16:58:48] <gigaherz> hmf
L1585[17:00:09] <masa> wait no
L1586[17:00:13] <masa> bleh I'm too
tired
L1587[17:00:17] <masa> false != true
;_;
L1588[17:00:42] <gigaherz> makes
sense
L1589[17:00:43] <gigaherz> ;P
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L1593[17:06:52] <masa> hmm something is
happening...
L1594[17:07:07] <masa> but I have no idea
what is the right blend mode and whatnot
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L1619[17:58:26] <minecreatr> why is
getStateFromMeta deprecated?
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L1629[18:15:11] <LatvianModder>
minecreatr: because Mojang
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L1634[18:19:35] <gigaherz> minecreatr:
it's NOT deprecated
L1635[18:19:47] <gigaherz> those methods
are marked as deprecated because
L1636[18:19:59] <gigaherz> Mojang decided
it's a good way to say "shouldn't be called from outside
L1637[18:20:04] <gigaherz> the idea
is
L1638[18:20:18] <gigaherz> code outside
Block should use the blockstate methods
L1639[18:20:26] <gigaherz> and never call
the block methods directly
L1640[18:20:37] <gigaherz>
getStateFromMeta/getMetaFromState are "internal" and
shouldn't be called
L1641[18:20:47] <gigaherz> there's cases
in mods where you just have to
L1642[18:20:59] <gigaherz> and if you are
just overriding it in your block
L1643[18:21:06] <gigaherz> just add
@Deprecated in your overrides too
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L1645[18:23:33] <LatvianModder> Why does
PlayerList.getPlayerStatsFile use EntityPlayer as param, when
GameProfile could have been used instead? >.<
#RhetoricalQuestion
L1646[18:25:50] <Coolway99> what's a
WeakReference?
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L1648[18:27:18] <gigaherz> CoolSquid: a
reference to an object
L1649[18:27:26] <gigaherz> that doesn't
keep the object from being garbege-collected
L1650[18:27:32] <CoolSquid> What?
L1651[18:27:37] <gigaherz> oops
L1652[18:27:39] <gigaherz>
Coolway99*
L1653[18:27:41] <gigaherz> sorry wrong
tab
L1654[18:27:56] <Coolway99> ah...
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L1656[18:30:37] <Coolway99> what's the
equivalent of a "markDirty" for the IItemHandler?
L1657[18:31:49] <Coolway99>
nevermind
L1658[18:32:05] <Coolway99> ugh, I'm
trying to figure out why this inventory isn't working
L1659[18:32:30] <LatvianModder> you dont
mark inventory dirty, only tile entity
L1660[18:32:39] <Coolway99> well, I don't
have a tile entity
L1661[18:32:41] <LatvianModder> if you
want to update inventory, you must call Container's method
L1662[18:32:44] <gigaherz> IInventory had
markDirty because it was tied to a tileentity
L1663[18:32:50] <gigaherz> you don't need
markDirty on an inventory otherwise
L1664[18:33:01] <Coolway99> what's the
container's method for updating the inventory?
L1665[18:33:04] <gigaherz> nah he has a
capability that attaches data to the player
L1666[18:33:08] <electrolitic> Do recipes
go in pre init or init?
L1667[18:33:08] <gigaherz> there isn't
one
L1668[18:33:11] <gigaherz> the inventory
updates itself
L1669[18:33:18] <gigaherz> electrolitic:
best in init
L1670[18:33:18] <LatvianModder> There is
Container.detectAndSendChanges()
L1671[18:33:22] <electrolitic>
Thanks
L1672[18:33:26] <LatvianModder> If a
container is open
L1673[18:33:38] <Coolway99> well, the
issue I have, in detail
L1674[18:33:44] <Coolway99> is if you
open the container
L1675[18:33:58] <Coolway99> anything you
put into the other inventory, or even any changes you make to the
player's inventory
L1676[18:34:01] <Coolway99> they don't
save
L1677[18:34:11] <gigaherz> then it's not
really bein applied on the server
L1678[18:34:24] <Coolway99> which doesn't
make sense
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L1680[18:37:44] <Coolway99> because I can
confirm both the server and client side opens up
L1681[18:42:33] <gigaherz> does the
server's setStackInSlot or whatever it's called, get called?
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L1683[18:43:18] <Coolway99> I don't even
override it
L1684[18:43:33] <Coolway99> I'm using the
players inventory and a ItemStackHandler
L1685[18:43:54] <Coolway99> the container
is a basic one, and the GUI doesn't do anything
L1686[18:44:31] <gigaherz> I know, but as
a way to figure out where the chain stops
L1687[18:44:38] <gigaherz> if the slot
changes don't call the code to change slots...
L1688[18:46:03] <Coolway99> well, I can
see what happens with "putStackInSlot"
L1689[18:47:13] <Coolway99> actually, it
isn't being called O.o
L1690[18:47:20] <Coolway99> it's called
once when the GUI is opened
L1691[18:47:27] <Coolway99> then neither
the server nor the client calls it
L1692[18:47:34] <Coolway99> so, I assume
it's a dead end there
L1693[18:49:04] <gigaherz> no it's
not
L1694[18:50:32] <gigaherz> can you
breakpoint on SlotItemHandler's putStack?
L1695[18:51:26] <Coolway99> yerp
L1696[18:52:08] <Coolway99> yeah.. only
the client thread calls putStack
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L1701[19:04:15] *
gigaherz sighs
L1702[19:04:25] <gigaherz> I have to go
to sleep
L1703[19:04:28] <gigaherz> I can't delay
ita nymore
L1704[19:04:30] <gigaherz> my vacation is
over
L1705[19:04:32] <gigaherz> XD
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L1715[19:32:20] <KnightMiner> So, how
efficient is grabbing data from a tile entity generally compared to
grabbing a blockstate? Basically, would it cause noticible lag if I
have a lot of them in the world
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L1717[19:34:30] <KnightMiner> (I am using
the data in the block's collision method)
L1718[19:35:12] <tterrag> both boil down
to hashed lookups, more or less
L1719[19:35:20] <tterrag> it's probably a
negligible difference
L1720[19:35:39] <tterrag> don't
prematurely optimize. implement what you think is the best way and
then test it
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L1723[19:44:26] <KnightMiner> Well, I
thought using the blockstate for everything would be better, but
since I don't actually store it in the metadata it is having a few
issues when loading on a server, so at this point using the TE
directly would be easier, I just don't want any bad impact on
performance due to that (which I am guessing would be small, but I
expect hundreds of these at a time, they are conveyor belt
like)
L1724[19:47:25] <tterrag> what exactly
are you storing?
L1725[19:47:54] <KnightMiner> The block
has four properties: direction, side of the block its connected to,
color, and powered
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L1728[19:48:25] <KnightMiner> There are 8
directions, 6 sides, 5 colors, and a boolean powered
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L1732[19:55:11] <tterrag> that doesn't
sound possible to store in a blockstate
L1733[19:55:24] <KnightMiner_> Exactly
why some of it is in the TE
L1734[19:55:38] <tterrag> I don't get why
you are asking. it doesn't sound like you have a choice
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L1736[19:56:29] <KnightMiner> Well, I may
have come up with a method to force the data into the blockstate
from the TE, and I just wanted to make sure my cheaty stuff that
may not work was not any real benefit over doing it properly
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L1738[19:57:44] <KnightMiner> Which it
sounds like it wouldn't be
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L1740[19:58:45] <FusionLord> using
getActualState you can set the blockstate based on info of the
TileEntity
L1741[19:59:19] <KnightMiner> Yeah, that
is the proper way I am going to use :)
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L1743[20:08:46] <tterrag> right
L1744[20:08:49] <tterrag> but it's still
a TE access
L1745[20:08:56] <tterrag> you just bake
it into IPropertys
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L1762[20:59:02] <williewillus> !gm
copyDataFromOld
L1763[20:59:10] <williewillus> !gm
copyDataFromOld 1.9.4
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L1765[20:59:33] <williewillus> lol it's
always funny to come across method names you mapped yourself but
forgot you did
L1766[20:59:35] <williewillus> thanks
self
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またね)
L1778[22:00:37] <Digitalsabre> Is this
channel a good place to ask a question if you're looking for a
particular mod? I have some specific requirements and when I search
for them it gives me other stuff that's related but not
useful.
L1779[22:01:18] <iPixeli> If you're
wanting to ask a question about a certain mod, it would generally
be best to ask the author
L1780[22:01:43] <iPixeli> This channel is
more about programming mods.
L1781[22:01:56] <Digitalsabre> Oh, since
you're here, iPixeli... I love your work. :D
L1782[22:02:11] <iPixeli> Thank you
:P
L1783[22:02:24] <Digitalsabre> But no,
I'm searching for a mod. There isn't a specific one I'm needing to
ask about.
L1784[22:02:39] <Digitalsabre> I'm trying
to find a mod that fits certain criteria.
L1785[22:02:56] <SparkVGX> Maybe ask the
minecraft forums?
L1786[22:03:17] <iPixeli> I was about to
say that :P
L1787[22:04:05] <Ordinastie_> you can ask
here too
L1788[22:05:09]
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L1789[22:11:35] <Digitalsabre> So, I'm
hoping to find alternate uses for experience in a 1.7.10 pack. I'm
using IguanasTinkerTweaks, and have disabled just about all the
Vanilla-style tools and weapons from all the mods in my pack (with
exceptions for tools and weapons like those available through
Draconic Evolution and Botania). This leaves enchanting armor and
doing experience-light things like EnderIO calls for. But that
leaves a lot of room. The
L1790[22:11:35] <Digitalsabre> mod (or
mods) I'm looking for would allow players to use experience in ways
that don't revolve around enchanting tools.
L1791[22:12:09] <iPixeli> Theres a bukkit
plugin that does something that like.... wish I could remember the
name
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L1793[22:12:33] <iPixeli> there may be a
forge port of it someplace by now.
L1794[22:12:44] <caseif> anyone know
what's up with the Maven repo?
L1795[22:13:00] *
iPixeli backs away slowly with her useless answers
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L1797[22:14:17] <caseif> anyone?
L1798[22:14:18] <caseif> ᵖᶫˢ
L1799[22:14:57] <SparkVGX> I don't seem
to be having the problem, sorry.
L1800[22:15:25] <caseif> with the
repo?
L1801[22:17:52] <caseif> oh, it's decided
to acknowledge my requests now
L1802[22:17:53] <caseif> weird
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L1805[22:31:36] <abab9579> !find
field_190014_F
L1806[22:32:22] <Digitalsabre> iPixeli:
if you think of the name of that Bukkit plugin/mod, will you let me
know? :) If you haven't stopped thinking about it already...
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L1827[23:45:05] <FireBall1725> anyone in
here know if there is a flag to not have FML suppress the
additional model loading errors?
L1828[23:45:15] <FireBall1725> i have
like 258 model errors i would love to see
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L1831[23:56:03] <HassanS6000> !gm
S2APacketParticles 1.7.10
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