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L1[00:00:03] <williewillus> it's just a
begin and draw though
L2[00:00:45] ⇦
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L8[00:37:07] <williewillus> !gm
func_150897_b
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L13[00:54:14] <RANKSHANK> I'm surprised
loot tables don't have a parent/child structure
L14[01:00:50] <RANKSHANK> ahh
nevermind
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L21[01:59:35] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160709 mappings to Forge Maven.
L22[01:59:38] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160709-1.10.2.zip
(mappings = "snapshot_20160709" in build.gradle).
L23[01:59:49] <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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L50[03:53:15] <Disconsented> I want to get
the cords of the container the player has open (using
PlayerOpenContainerEvent) what is the best way to do this?
L51[03:55:03] <tterrag> a container doesn't
have coords
L52[03:55:06] <tterrag> that question
doesn't make sense :P
L53[03:55:45] <Disconsented> Well the block
the container belongs to
L54[03:55:53] <tterrag> what if it belongs
to an item?
L55[03:56:04] <tterrag> or nothing at
all?
L56[03:56:09] <tterrag> a container is not
tied to a position, period
L57[03:57:31] <Disconsented> So thats not
possible then is what you're saying?
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L59[04:00:12] <tterrag> yes
L60[04:00:19] <tterrag> maybe explain what
you are trying to do?
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L62[04:00:45] <Disconsented> Make an item
appear above a block that contains an inventory
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L64[04:02:02] <Disconsented> Make
sense?
L65[04:02:30] <tterrag> what does that have
to do with containers?
L66[04:04:44] <Disconsented> How else do
you get the inventory from the PlayerOpenContainerEvent?
L67[04:05:07] <tterrag> why are you using
that event for this?
L68[04:05:57] <Disconsented> Don't know of
any other method to capture crafting before the craft has gone
though
L69[04:06:32] <tterrag> ...
L70[04:07:11] <tterrag> you keep saying
random things
L71[04:07:15] <tterrag> I have no idea how
that is related
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L73[04:10:04] <Disconsented> Well I want to
stop crafting under specific circumstances
L74[04:10:42] <tterrag> so, remove/replace
the recipe?
L75[04:11:13] <Disconsented> This is
specific to each player
L76[04:12:03] <tterrag> so? :P
L77[04:12:13] <Disconsented> Would that not
mess with other players?
L78[04:12:15] <tterrag> take a look at
IRecipe
L79[04:12:18] <tterrag> you get player
context
L80[04:12:42] <tterrag> erm, well
L81[04:12:46] <tterrag> world context
L82[04:13:21] <tterrag> are you doing this
clientside?
L83[04:13:25] <tterrag> if so, it doesn't
really matter :D
L84[04:13:27] <Disconsented> Server
side
L85[04:13:58] <tterrag> ok, what I'd do is
replace the container or the InventoryCrafting in the open
container event
L86[04:14:07] <tterrag> with a subclass
that controls output
L87[04:14:47] <Disconsented> Wouldn't that
screw with other mods?
L88[04:15:55] <tterrag> probably not? but
the problem then is mods with their own crafting system
L89[04:16:07] <Disconsented> Yeah that
doesn't work here
L90[04:16:09] <tterrag> and their own
containers
L91[04:16:25] <Disconsented> I have a
version of this that works fine in vanilla
L92[04:16:39] <Disconsented> I just close
the GUI to prevent crafting
L93[04:16:52] <Disconsented> Which doesn't
work with all mods (I.E. Tinkers Construct Tool Forge)
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L95[04:17:57] <tterrag> you want to block
ALL crafting?
L96[04:18:13] <Disconsented> Nope
L97[04:19:08] <tterrag> then what
L98[04:20:33] <Disconsented> When I want
to(Arbitary), so when a player has a string accociated with them I
want them to be able to craft X, when they don't they can't.
L99[04:21:21] <tterrag> and...what stops
that player from setting up an auto crafter?
L100[04:22:00] <Disconsented> I have a
config to allow or block fake player interactions
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L102[04:22:48] <Disconsented> But thats a
design issue >_>
L103[04:24:16] <tterrag> it's not easy.
crafting is able to be done without a fake player
L104[04:24:30] <tterrag> player context is
not guaranteed. so using player data to determine recipe output is
a flaky concept
L105[04:24:39] <Disconsented> Welp sucks
to be me then, Ill figure that out when I run into it
L106[04:24:59] <tterrag> it would be
possible clientside
L107[04:25:08] <tterrag> but other than
that, not really
L108[04:26:19] <Disconsented> This is all
set arbitrarily from json files, I don't really want to send that
over the network or require the configs on both the client and the
server
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L110[04:26:49] <Disconsented> This can
almost be server side only except for a couple of GUI
elements
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L112[04:28:34] <tterrag> you have to send
it over the network anyways
L113[04:28:41] <tterrag> closing the GUI
is a lazy solution (and as you've found, not really
effective)
L114[04:28:46] <tterrag> you need to make
the item not even show up
L115[04:28:55] <tterrag> and if you do it
serverside only it's going to be really desynced
L116[04:29:16] <Disconsented> I only send
bits of it over atm
L117[04:32:57] <Disconsented> I havn't
actually had much in the way of sync issues so far
L118[04:33:19] <Disconsented> The data I
send doesn't change very often, some times never
L119[04:33:49] <Disconsented> If I were to
do this client side, you would recommend interacting with the
recipes?
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L121[04:37:11] <tterrag> that seems the
easiest way
L122[04:37:28] <Disconsented> Any
others?
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L124[04:52:28] <Disconsented> Anyways
thanks for the help tterrag, saved me a couple of hours at least
:)
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L136[05:34:12] <workshopcraft> anyone have
ideas on how to improve the rendering speed of a tile entity with a
json mode, rendered text and item >.<
L137[05:34:21] <workshopcraft>
*model
L138[05:35:33] <gigaherz> is the model
static?
L139[05:35:44] <workshopcraft> its not
animated no
L140[05:35:54] <workshopcraft> the only
thing that will change is the rendered text and item
L141[05:36:34] <tterrag> then why is the
model even part of the TESR?
L142[05:36:56] <tterrag> the text and item
are unavoidable. text rendering is slow
L143[05:37:03] <tterrag> anyways, bed time
for me
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L145[05:37:11] <workshopcraft> the model
is a json
L146[05:37:15] <workshopcraft> its not
part of the TESR
L147[05:37:47] *
LatvianModder starts internally screaming "I can't do
it!"
L148[05:37:57] *
LatvianModder switches back to light themes
L149[05:38:20] <gigaherz> okay
L150[05:38:38] <gigaherz> workshopcraft:
how dynamic is the text?
L151[05:38:44] <workshopcraft> its a
barrel
L152[05:38:57] <workshopcraft> as items
are added/removed, they go up and down
L153[05:39:19] <gigaherz> so it's just
numbers
L154[05:39:22] <gigaherz> you COULD make
that static
L155[05:39:28] <workshopcraft> i mean if i
REALLY wanted to optimise i could pre-render the numbers
>.<
L156[05:39:35] <workshopcraft> yeah
L157[05:39:47] <gigaherz> have a texture
with the numbers stitched into the block atlas
L158[05:39:53] <gigaherz> and then
generate quads for it
L159[05:39:54] <workshopcraft> i might
also be able to pre-render that number and only change it when it
updates
L160[05:39:57] <gigaherz> using extended
blockstates
L161[05:40:03] <gigaherz> to transfer the
number over from the tileentity
L162[05:40:15] <gigaherz> then it will
only get re-computed when it changes
L163[05:40:30] <gigaherz> and will remain
in the rendering cache of the terrain
L164[05:40:50] <workshopcraft> need to
make next update an awesome one :P
L165[05:41:00] <workshopcraft> i already
have the new capabilities working on them
L166[05:41:13] <workshopcraft> so they can
interact with everything (Except hopper ducts >.< )
L167[05:41:27] <gigaherz> yeah so, get
yourself an ExtendedBlockState container, with an IUnlistedProperty
that holds your number
L168[05:41:39] <gigaherz> then assign this
number on your getExtendedState
L169[05:42:08] <gigaherz> and then get
yourself a custom IBakedModel
L170[05:42:13] <gigaherz> and in your
.getQuads
L171[05:42:19] <gigaherz> obtain this
unlisted property
L172[05:42:27] <gigaherz> and compute the
quads that form the number
L173[05:42:43] <gigaherz> it's some
work
L174[05:42:51] <gigaherz> but not
unreasonable
L175[05:43:38] <workshopcraft> yup. i will
try a few options and see which ones give me the best performance
increase
L176[05:44:06] <workshopcraft> right now
players are reporting a 60% drop in frame rate when looking at
barrels. these options should help somewhat
L177[05:44:31] <gigaherz> yeah
L178[05:44:41] <gigaherz> it's unavoidable
though
L179[05:45:19] <gigaherz> I'm not sure
that you can manage to render the contained item's model in a
static way
L180[05:45:39] <gigaherz> hmmm
although
L181[05:45:52] <workshopcraft> unlikely as
its an entity
L182[05:46:03] <gigaherz> an entity?
L183[05:46:13] <workshopcraft> yeah i'm
not just rendering an image of the item
L184[05:46:17] <PaleoCrafter> you can bake
items into your model
L185[05:46:18] <workshopcraft> i'm
rendering the actual entity
L186[05:46:29] <workshopcraft> so if its a
block it sticks out
L187[05:46:29] <gigaherz> PaleoCrafter:
yeah
L188[05:46:30] <PaleoCrafter> TiC does
it
L189[05:46:37] <gigaherz> but you can't
bake the TileEntityItemStackRenderers
L190[05:46:54] <PaleoCrafter> of course
not
L191[05:46:57] <PaleoCrafter> fuck them
though :P
L192[05:47:03] <gigaherz> so I guess
L193[05:47:11] <gigaherz> if the item is
not a tesritemstack
L194[05:47:14] <gigaherz> bake it
L195[05:47:21] <gigaherz> if it is, then
fall back to TESR drawing
L196[05:47:33] <gigaherz> that would be
the best option
L197[05:47:49] <PaleoCrafter> yeah, I
guess an adaptive approach is best
L198[05:48:01] <workshopcraft> i'm using
RenderItem
L199[05:48:56] <workshopcraft> i have some
ideas on futuristic barrels thanks to playing with RenderItem
:P
L200[05:49:01] <gigaherz> you can do it
manually, obtain the model and such ;P
L201[05:49:08] <gigaherz> it's up to
you
L202[05:49:17] <gigaherz> the more you
bake, the less frame slowdown people will notice
L203[05:49:20] <gigaherz> it will still
happen
L204[05:49:34] <gigaherz> jsut much
less
L205[05:49:52] <workshopcraft> yeah i
figured there would be some
L206[05:49:56] <gigaherz> one of the
things that makes a gpu slow, are draw calls
L207[05:49:57] <workshopcraft> just not a
40 fps drop
L208[05:50:02] <PaleoCrafter> how many
barrels do people usually have for a noticeable drop?
L209[05:50:10] <gigaherz> a whole wall of
them?
L210[05:50:11] <gigaherz> ;P
L211[05:50:19] <workshopcraft> well i hope
not
L212[05:50:24] <workshopcraft> i was evil
with the recipe
L213[05:50:27] <PaleoCrafter> if it less,
something is wrong with your code :P
L214[05:50:30] <workshopcraft> mmm
L215[05:50:30] <gigaherz> have you not
seen the JABBA+AE2 setups people would have on 1.7.10
modpacks?
L216[05:50:31] <gigaherz> XD
L217[05:50:32] <workshopcraft>
probably
L218[05:50:40] <workshopcraft> yes i've
had those setups >.<
L219[05:50:42] <gigaherz> I myself
L220[05:50:46] <gigaherz> in FTB
Infinity
L221[05:50:50] <gigaherz> (before
Evolved)
L222[05:50:53] <gigaherz> I had a
wall
L223[05:50:59] <gigaherz> groups of 6
barrels
L224[05:51:04] <gigaherz> or 6 DSUs
L225[05:51:15] <gigaherz> as a
daisy-chained AE2 storage network
L226[05:51:21] <gigaherz> there were like
12-15 groups
L227[05:51:24] <gigaherz> and my storage
was small
L228[05:51:26] <workshopcraft> i have a
fun "feature" at moment where you cant break the barrel
without emptying it lol
L230[05:53:43] <Intektor> some phisics
question: when do you throw a object with the longest distance? in
45° angle?
L231[05:54:11] <workshopcraft> 45 degrees
should be the furthest
L232[05:54:24] <gigaherz> Intektor: in
minecraft, the optimal is around 40º
L233[05:54:33] <gigaherz> someone tested
it
L234[05:54:43] <Intektor> ah ok
L235[05:54:54] <Intektor> even with a
bow?
L236[05:55:06] <gigaherz> hmm I can't
remember
L237[05:55:54] <gigaherz> it would be 45
degrees, but mc simulates air resistance
L238[05:56:02] <gigaherz> by multiplying
the pseed by 0.99 each tick
L239[05:56:04] <gigaherz> speed*
L240[05:56:07] <workshopcraft> irony :
just spotted your name @gigaherz on github >.<
L241[05:56:15] <gigaherz> heh
L243[05:57:18] <gigaherz> the conclusion
in here
L244[05:57:23] <gigaherz> is that anywhere
30 to 50 degrees
L245[05:57:27] <gigaherz> or in other
words
L246[05:57:29] <gigaherz> 40+-10
L247[05:58:57] <gigaherz> workshopcraft:
where?
L248[05:59:30] <workshopcraft> rendering
tutorial by williewillus
L249[05:59:41] <gigaherz> ah :)
L250[06:01:17] <Intektor> seems like you
can shoot an arrow in minecraft 180 m far
L251[06:01:52] <sham1> 180 blocks
L252[06:01:53] <sham1> Yees
L253[06:02:00] <sham1> Sounds broken
L254[06:02:22] <Intektor> ?
L255[06:02:27] ***
amadornes[OFF] is now known as amadornes
L256[06:02:37] <workshopcraft> well it
needs to be at least 100 blocks to get the dueling
achievement
L257[06:02:58] <gigaherz> wasn't it
50?
L258[06:03:15] <workshopcraft> ?
L259[06:03:42] <workshopcraft> now you've
got me wondering if i miss-remembered >.<
L260[06:03:44] <gigaherz> dunno Icould
remember wrongly
L262[06:08:44] <Inari> Intektor: wheres
that from
L264[06:09:22] <VikeStep> so did you guys
see that the new Microsoft AI project uses Minecraft Forge?
L265[06:09:29] <VikeStep> pretty
cool
L266[06:09:44] <gigaherz> hm?
L267[06:09:48] <gigaherz> link?
L269[06:10:00] <VikeStep> look in the
Minecraft directory for the mod
L270[06:10:53] <gigaherz> heh mc 1.8
L271[06:10:58] <Inari> Intektor: guess
depends on what you're trying to do too, but yeah uusally gamecode
has more hacky ways to get stuff done quicker
L272[06:11:06] <VikeStep> I think it's
been developed for a while
L274[06:13:59] <Intektor> because the
arrows aren't hiting their targets on distance
L275[06:14:47] <gigaherz> what are you
doing?
L276[06:15:17] <Intektor> autoaim, when
you have the item in your inventory
L277[06:17:43] <workshopcraft> autocarrot
:>
L278[06:21:05] <VikeStep> it seems that
they use ASM in their mod too
L279[06:22:37] <VikeStep> ah, they do it
to change the tick length
L280[06:22:42] <VikeStep> from 50ms to
something else
L281[06:23:47] <Abastro> Maybe
L282[06:23:58] <Abastro> You could solve
differential equation
L284[06:30:19] <Intektor> any ideas?
L285[06:31:22] <LexManos>
System.out.println bad microsoft, bad...
L286[06:32:59] <Intektor> hm?
L287[06:33:25] <VikeStep> how do you know
it's that bit of code that is crashing?
L288[06:33:29] <LexManos> just looking at
their transformer
L289[06:33:29] <VikeStep> if there is no
crash report
L290[06:35:02] <VikeStep> Intektor, Does
it print out the t + \t + y line?
L291[06:35:14] <Intektor> yes
L292[06:35:19] <Intektor> but then it
crashes
L293[06:35:23] <VikeStep> so then the
crash is else where probably
L294[06:35:39] <VikeStep> put a print
statement after the try catch blocks final curly bracket
L295[06:35:42] <VikeStep> and see if it
gets there
L296[06:36:48] <LexManos> wow... Microsfot
doesn't udnerstand how obfusication works, awesome...
L297[06:37:17] <LexManos> Whatever, dont
care enough, their mod doesnt work correctly in release its on them
for coremodding ;)
L298[06:37:49] <VikeStep> where doesn't
the obfuscation work correctly?
L299[06:37:59] <VikeStep> or rather their
lack of knowing it show
L301[06:39:04] <LexManos> Will never be
true at runtime
L303[06:39:22] <LexManos> There is no such
method ever named 'minecraft'
L304[06:39:57] <sham1> Wait, is that a
microsoft made mod running with Forge or what
L305[06:40:09] <VikeStep> yes
L306[06:40:09] <LexManos> ywa...
L307[06:40:12] <LexManos> yes**
L308[06:40:17] <sham1> They could be
internal names
L309[06:40:25] <LexManos> They arnt
L310[06:40:45] <heldplayer> They called
their mcmod.info malmomod.info
L311[06:40:54] <LexManos> oh god...
L312[06:40:58] <heldplayer> That's not how
any of this works!
L313[06:41:05] <VikeStep> they aren't
using it
L314[06:41:05] <LexManos> You know, this
all could of been done better
L315[06:41:07] <sham1> It's
microsoft
L316[06:41:11] <VikeStep> they create it
dynamically in the Mod file
L317[06:41:12] <LexManos> by them just you
know FUCKING ASKING
L318[06:41:15] <VikeStep> mod class*
L319[06:41:29] <VikeStep> I too saw that
and was curious
L320[06:41:58] <VikeStep> however I think
there still needs to be a file called mcmod.info for it to work
right?
L321[06:42:54] <LexManos> you can manually
fill in the metadata
L322[06:43:00] <heldplayer> But why
L323[06:43:03] <LexManos> the .info file
is mainly for external programs
L324[06:43:12] <LexManos> who don't want
to run/parse the class files
L325[06:44:03] <VikeStep> I tried manually
filling in the data once in code and it would only allow it if
there existed a mcmod.info file in addition to the manual method
though
L326[06:44:04] <VikeStep> but yeah
L327[06:44:29]
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L328[06:44:31] <VikeStep> I haven't
actually modded in 6 months though, so might have changed
L329[06:44:32] <LexManos> The thing is,
we'd like to make FG auto-gen the .info file during build.
L330[06:44:37] <LexManos> But we've never
gotten around to it
L331[06:44:39] <Lordmau5> oh hay there
o/
L332[06:45:17] <VikeStep> but yeah, when
they first announched this project (last year I think), I sent the
devs a tweet asking if they used forge but they didn't answer
L333[06:45:21] <VikeStep> it only went
open source today
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L335[06:46:20] <Lordmau5> wait
L336[06:46:22] <Lordmau5> MS Forge
mod?
L337[06:46:25] <VikeStep> yes
L338[06:46:32] <Lordmau5> Yea, I've missed
out on shit :D
L340[06:46:48] <VikeStep> check the
Minecraft director
L341[06:47:12]
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L342[06:47:12] <Lordmau5> hmm
L343[06:47:13] <VikeStep> also, it seems
that they mix up tabs and spaces a lot
L345[06:47:36] <Lordmau5> it has a bunch
of references to net.minecraftforge.fml stuff, lol
L346[06:48:11] <LatvianModder> I expected
more from Microsoft..
L347[06:48:35] <heldplayer> Oh god
L348[06:48:38] <LatvianModder> Wait, is
that a forge mod?
L349[06:48:41] <VikeStep> yes
L350[06:48:53] <heldplayer> They register
to the Forge bus in that class, but they don't handle any
events
L351[06:49:05] <LatvianModder> Why? They
are Microsoft.. They frikin own Minecraft. Why didnt they just make
a subversion of minecraft? |:I
L352[06:49:11] <Lordmau5> lmao
L353[06:49:31] <LexManos> honestly?
L354[06:49:33] <luacs1998> LatvianModder,
it seems to be
L355[06:49:37] <luacs1998> check out the
release page lol
L356[06:49:42] <luacs1998> unless i'm
missing something?
L357[06:49:46] <LexManos> i could go into
a long rant about the real reasons some of their decisions are
made
L358[06:50:00] <LexManos> because its
pretty common sense to anyone who has worked in any professional
environment
L359[06:50:09] <LexManos> however, as im
tired and gunna go to bed ill leave you with this
L360[06:50:21] <LatvianModder> Noooo
L361[06:50:24] <heldplayer> Good night
Lex
L362[06:50:27] <Lordmau5> bye, have a good
night o/
L363[06:50:28] <LatvianModder> Gn
L365[06:50:32] <luacs1998> lol
L366[06:50:33] <VikeStep> gn
L367[06:50:41] <luacs1998> they even left
the default readme in there
L368[06:50:43] <luacs1998> cmon lol
L369[06:50:46] <luacs1998> LatvianModder,
yep
L370[06:50:46] <LexManos> I like that they
made a Forge mod it helpes to Legitimize Forge. They did a bad job
of a lot of the mod side of things because they have no idea what
theya re doing, but beyyond that they are fine and the concept is
cool/fun
L371[06:50:48] <LexManos> So, night
L372[06:51:01] <luacs1998> forge + mc + a
whole lot of other shit
L373[06:51:05] <TechnicianLP> bb
L374[06:51:06] <VikeStep> I'm considering
using it for something
L375[06:51:12] <VikeStep> lots of
potential for cool stuff
L376[06:51:14] <LatvianModder> They are
showing bad example imo
L377[06:51:15] <luacs1998> it seems to be
terrafirmacraft level of total conversion
L378[06:51:19] <VikeStep> plus AI is
fun
L379[06:51:29] <luacs1998> eh, probably
they don't know how to use forge
L380[06:51:34] <VikeStep> luacs1998, it's
for AI researchers
L381[06:51:38] <LatvianModder> I mean.
There are plenty of our mods, but if Microsoft makes one, people
will probably see that as a "better" example
L382[06:51:39] <luacs1998> wouldn't put it
past them :D
L383[06:51:48] <VikeStep> to create tests
and execute them programatically
L384[06:51:53] <Cazzar> in their run
script they write the default config files
L385[06:51:56] <Cazzar> not needed..
L386[06:51:57] <LatvianModder> Code wise I
mean. Idea sounds awesome
L387[06:51:59] <luacs1998> anyone
remembers the minecraft extension for visual studio? :D
L388[06:51:59] <LexManos> Its a bad
example from a modding point of view but the design concepts are
sound
L389[06:52:06] <LatvianModder> Yeah
L390[06:52:16] <LexManos> also from waht i
understand of the mod, its not designed for end users to use, its
just a bot basically
L391[06:52:20] <abab9579> Microsoft using
forge? wow
L392[06:52:32] <LatvianModder> None of
them have contacted with you about this?
L393[06:52:41] <LexManos> not about
this
L394[06:53:13] <luacs1998> why would they
lol
L395[06:53:14] <VikeStep> it seems that
they generate the worlds for training using XML
L397[06:53:51] <VikeStep> the URL in the
XML file is invalid too
L398[06:54:09]
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L401[06:55:37] <luacs1998> it's a MSR
thing
L402[06:56:06] <VikeStep> oh, they have a
Gitter community
L403[06:56:34] <luacs1998> ms is a
ridiculously big org, you can't expect research to go yell as MS
Studios/Mojang for the source so they can jerry rig their stuff
in
L404[06:56:48] <luacs1998> that leaves you
with forge unless you write your own loader
L405[06:56:58] <luacs1998> and no one in
MSR's got time for that
L406[07:02:00] <Intektor>
http://i.imgur.com/7SzKdhd.png has anyone an idea,
how to take carte of the air resistance, because this right here
makes the arrows shoot too far
L407[07:03:25] <Intektor> *care
L408[07:05:18]
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L409[07:05:53] <abab9579> Solve
differential equation for that :P
L410[07:06:26] <VikeStep> you could also
set a maximum velocity I guess
L411[07:06:43] <VikeStep> unless you want
to go full in-depth calculations
L413[07:07:33]
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L414[07:08:59] <Intektor> I am using
exactly this wikipedia site
L415[07:13:33]
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L418[07:15:51] <abab9579> So did you look
at 'Trajectory of a projectile with air resistance' section?
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L428[08:02:37] <Wuppy> hehe, pokemon go
convinced me to switch mobile proivder xD
L429[08:03:14]
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L431[08:05:18] <kashike> Wuppy: oh?
L432[08:05:45] <Wuppy> yep, I'm going to
switch to one where I do actually have 4G data :P
L433[08:05:56] <Wuppy> instead of 3G with
1 euro/MB
L434[08:06:19] <kashike> wow
L435[08:06:51] <Wuppy> I never used it
(only in absolute emergencies) and this is the cheapest
option
L436[08:07:11] <Wuppy> if you buy a
package it's way cheaper, but this was like a 1 time use "oh
shit" price
L437[08:07:19] <Wuppy> but I just want to
catch them all now :P
L438[08:07:26] <kashike> hehe
L439[08:07:49] <gigaherz> my flatmate has
actually gone out to walk a couple times since he got the
game
L440[08:07:50] <gigaherz> XD
L441[08:08:00] <gigaherz> and it's not
even officially out in spain
L442[08:08:11] <Wuppy> gigaherz, it's not
out here either but everybody I know is playing it
L443[08:08:27] <Wuppy> at some point, an
Elektabuzz appeared in a bar, everybody was going crazy to catch
it
L444[08:08:37]
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L445[08:08:40] <kashike> it's not out here
either, people download the Android APK to play all over :P
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L448[08:15:57] <Inari> !gm
func_153171_g
L449[08:17:03] <Inari> !gm
field_153198_e
L450[08:17:11] <Inari> oh rihgt, fiedl
<.<
L451[08:17:12] <Inari> !gf
field_153198_e
L452[08:17:44]
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L459[08:24:21] <Inari> hm
L460[08:24:39] <Inari> what to use instead
of RenderPlayerEvent.Specials.Post?
L461[08:27:32]
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L462[08:28:45] <PaleoCrafter> Inari, I
think just Post
L463[08:32:23]
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L464[08:33:09] <Inari> ah, yeah ^^
thanks
L465[08:34:27] ***
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L466[08:36:34] <gigaherz> youtube
recommendations are sometimes dumb
L467[08:36:37] <gigaherz> I mean
L468[08:36:49] <gigaherz> my account is in
english
L469[08:36:53] <gigaherz> all my
subscriptions are english channels
L470[08:36:57] <gigaherz> and yet
L471[08:37:06] <gigaherz> I see
"Latest in Gaming" -- all spanish channels
L472[08:37:18] <gigaherz> yes, my IP is in
spain
L473[08:37:23] <gigaherz> yes, my
account's country is set to spain
L474[08:37:31] <gigaherz> but I CLEARLY
don't want to see spanish content
L475[08:38:02] <sham1> I get similar
stuff
L476[08:38:12] <sham1> But with finnish
stuff instead of english
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L478[08:38:51] <gigaherz> there's also the
issue that there's just so much watch history
L479[08:38:54]
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L480[08:38:58] <gigaherz> and I see a lot
of videos I have already watched before
L481[08:39:12] <gigaherz> everything from
the "MAN AT ARMS" series
L482[08:39:22] <gigaherz> I have seen them
all, so it makes no sense to recommend them
L483[08:39:24] <gigaherz> but they don't
know
L484[08:42:28] ***
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L485[08:42:58]
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L486[08:43:53] <williewillus> if I patch a
new hook into ENtityMinecart(e.g. getComparatorLevel) do I move the
old logic from BlockDetectorRail to it or leave the vanilla where
it is?
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L488[08:48:42] <sham1> Now to work out why
my lexer does not recognize my ;
L489[08:52:42] <PaleoCrafter> what's it
for, sham1?
L490[08:53:53] <sham1> My own little
language
L491[08:54:27] <gigaherz> williewillus:
hmm hooks that replace vanilla behaviour
L492[08:54:33] <gigaherz> usually avoid
touching the vanilla code
L493[08:54:35] <gigaherz> just do
like
L494[08:54:40] <williewillus> thats what i
went with
L496[08:54:46] <gigaherz> if(hook)
return;
L497[08:54:51] <gigaherz> and if they have
to duplicate the code, they duplicate it
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L501[09:09:35] <williewillus> :D
L502[09:13:14] <Ordinastie_> you can't
nitpick just one line of code, for all we know, the method could be
"doesUnlocalizedNameContainsOre()" then it's peferctly
legit :p
L503[09:14:06] <heldplayer> Which
TF?
L504[09:15:38] <gigaherz> TwFo
L505[09:16:11] <heldplayer> ah
L506[09:16:14] <heldplayer> heh
L507[09:18:18] <gigaherz> so I started
implementing progressive generation
L508[09:18:23] <gigaherz> on my
thingy
L509[09:18:59] <gigaherz> I still
pre-create all the chunk objects, but I queue them so that there's
at most 10 in progress (which can raise the number to likse 20-30
due to dependencies)
L510[09:19:03] <gigaherz> like*
L511[09:19:04] <williewillus> Ordinastie_:
okay fine it's `isOre` :P
L512[09:19:12] <Ordinastie_> hehe
L513[09:20:28]
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L514[09:20:39] <gigaherz> generation is
still stupidly slow, though
L515[09:20:40] <gigaherz> XD
L516[09:20:55] <gigaherz> there's still
22k chunks pending
L517[09:21:09] <gigaherz> each chunk being
a 32x32x32 area
L518[09:21:26] ***
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L519[09:25:02] <williewillus> wow found
some falling through switches :P
L520[09:25:09] <williewillus> all the
cases fall
L521[09:28:28] <PaleoCrafter> proper use
of the language, I'd say :P
L522[09:29:02] <Ordinastie_> so, in my
mod, you can make blocks from a JSON, where you choose the texture,
basic properties, and the recipe etc
L524[09:29:23] <Ordinastie_> where it's
one block, but two subblocks
L525[09:29:55] <Ordinastie_> but you need
2 recipes for it, I'm not sure how to handle that in the JSON
L527[09:33:14] <Ordinastie_> but the block
is registered twice, and the subblocks appear twice in the creative
menu
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L530[09:39:11] <gigaherz> [16:25]
(williewillus): wow found some falling through switches :P
L531[09:39:11] <gigaherz> [16:25]
(williewillus): all the cases fall
L532[09:39:15] <gigaherz> I like that C#
doesn't even allow that
L533[09:39:17] <gigaherz> ;P
L534[09:39:26] <williewillus> what do you
mean?
L535[09:39:27] <gigaherz> although I'd
like it more if there was an explciit
L536[09:39:29] <gigaherz>
fallthrough;
L537[09:39:32] <gigaherz> in C#
L538[09:39:34] <gigaherz> switch(x)
L539[09:39:35] <gigaherz> {
L540[09:39:37] <gigaherz> case 1: a;
L541[09:39:39] <gigaherz> case 2: b;
L542[09:39:41] <gigaherz> }
L543[09:39:44] <gigaherz> is a
compile-time error
L544[09:40:02] <Ordinastie_> really
?
L545[09:40:06] <Cazzar> gigaherz: you can
explicitly fallthrough in C#
L546[09:40:06] <williewillus> yeah I
remember now
L547[09:40:08] <gigaherz> all the code
paths in a case *must* break;
L548[09:40:08] <williewillus> has to be
blank
L549[09:40:08]
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L550[09:40:14] <gigaherz> Cazzar: yo
ucan?
L551[09:40:19] <gigaherz> I have never
seen such a keyword
L552[09:40:28] <Cazzar> goto case
L553[09:40:33] <gigaherz> eh
L554[09:40:35] <sham1> Eww
L555[09:40:36] <sham1> Got
L557[09:40:37] <williewillus> lol
L558[09:40:38] <sham1> goto*
L559[09:40:39] <gigaherz> that's a
thing?
L560[09:40:51] <gigaherz> I suppose it's
nice enough
L561[09:40:55] <gigaherz> since it lets
you choose which case
L562[09:41:05] <gigaherz> and would allow
multiple cases to fall through into the same one
L563[09:41:11] <gigaherz> which isn't
possible with C/Java syntax
L564[09:43:03] <williewillus> i wish
blockpos had immutable setters
L565[09:43:10] <williewillus>
pos.withY(126)
L566[09:43:17] <Cazzar> immutable
L567[09:43:19] <Cazzar> setters
L568[09:43:23] <Cazzar> pick one
L569[09:43:23] <williewillus>
whatever
L570[09:43:26] <williewillus> you get the
point
L571[09:43:30] <PaleoCrafter> lenses
xD
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L575[09:44:29] <williewillus> til its a
"Lens"
L576[09:45:10] <gigaherz> apparently a
concept from functional programming
L577[09:45:14] <kashike> setPos on
mutableblockpos, then toImmutable is an ugly way :P
L578[09:45:29] <kashike> it even has a
setY
L579[09:45:31] <kashike> :P
L580[09:45:39] <williewillus> yeah i found
that yesterday
L581[09:45:41] <williewillus> probably for
owrldgen
L582[09:45:47] <williewillus> which does a
lot of y iterating :P
L583[09:45:55] <PaleoCrafter> gigaherz,
where else would a concept for "modifying" immutable
stuff come from? :P
L584[09:47:46] <Ordinastie_> I'm stuck
with my recipe problem :(
L585[09:48:16] <gigaherz> PaleoCrafter:
true
L586[09:48:24] <gigaherz> the whole
concept of immutable things is functional
L587[09:48:34] <sham1> Mathematical*
L588[09:48:45] <gigaherz> no in maths you
can easily say
L589[09:48:47] <gigaherz> let x be 1
L591[09:48:57] <williewillus> I might just
make these into structure templates
L592[09:49:01] <PaleoCrafter> but you
usually only do that once :P
L593[09:49:58] <Ordinastie_> williewillus,
what does that look like ?
L594[09:50:15] <kashike> willie:
TABS
L595[09:50:17] <williewillus> thats like
1/8 of the whole thing and it's TF's witch huts
L596[09:50:19] <kashike> kill it with
fire
L597[09:50:34] <williewillus> NOT MY CODE
HAVE MERCY
L598[09:50:38] ⇦
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L599[09:50:41] <williewillus> i hate
tabs
L600[09:50:48]
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L601[09:50:55] <kashike> replace them with
spaces? :p
L602[09:51:06] <Ordinastie_> you probably
hate puppies and kittens too
L603[09:51:10] <williewillus> im not
reformatting an enormous project to change the whitespace
L604[09:51:12] <williewillus> :P
L605[09:51:23] <sham1> Yes you are
L606[09:51:51] <kashike> find . -name
'*.java' -exec sed -i "" 's/ /c/g' {} \;
L607[09:52:27] <Ordinastie_> Ctrl+Shift+S
on the project ? :p
L608[09:52:29] <Ordinastie_> *F
L609[09:52:32] <Ordinastie_> not S
L610[09:55:05] <Ordinastie_> is it
possible with GSON (and custom deserializer) to have an element be
either a single object or an array of objects ?
L611[09:55:20] <kashike> probably
L612[09:56:04] <Ordinastie_> not sure
that's the best way to go, but I don't really see good
alternatives
L613[09:56:19] <Ordinastie_> beside
allowing both "recipe" and "recipes" elements
:/
L614[09:56:49] <Ordinastie_> which will
possibly the solution I'll use, because lazyness ><
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L618[09:58:01] <williewillus> its useless
diff churn :P
L619[09:58:28] <williewillus> i
"hate" tabs but not enough to torch them when I see them
in a huge project lol
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L622[10:08:49] <williewillus> how
sophisticated is java's esc analysis?
L623[10:08:55] <williewillus> i read
somewhere its still pretty dumb
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L626[10:13:30] <LatvianModder>
Ordinastie_: you want one "key" to be either {} or [{},
{}, {}] ?
L627[10:13:37] <Ordinastie_> yeah
L628[10:13:42] <LatvianModder> thats
easy
L629[10:13:54] <LatvianModder> Easy
L630[10:14:37] <Ordinastie_> a bit too
late, lazy caught me
L631[10:14:54] <LatvianModder> if
element.isJsonObject(), array = new JsontElement[] { element };
else array = element.getAsJsonArray();
L632[10:14:56] <Ordinastie_> I changed to
"recipes" and force [] even for 1 recipe :p
L633[10:15:10] <LatvianModder> well..
yeah
L634[10:15:14] <LatvianModder> thats how
it always should be
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L637[10:15:33] <LatvianModder> except you
can just add an object check, and transform it into an array
L638[10:16:02] <Ordinastie_> but I need to
make a custome deserializer, which I currently don't have
L639[10:16:49] <LatvianModder> You use
reflection Gson?
L640[10:17:11] <LatvianModder> That is,
just an object with fields
L641[10:17:20] <LatvianModder> instead of
using JsonElement
L642[10:17:44] <Ordinastie_> I have a
deserializer because the top level element is not a field,
L643[10:18:17] <Ordinastie_> but it's jsut
for that, the rest maps to an object
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L648[10:33:13] <williewillus> related, how
much vectorization does the vm do?
L649[10:36:41] <gigaherz> heh so I started
implementing the load-unload logic
L651[10:36:58] <gigaherz> there's no
persistance yet, so if you revisit an anrea, it will generate again
from scratch
L652[10:36:59] <gigaherz> but yeah
L653[10:37:08] <gigaherz> I set the unload
radius to be muc much bigger than the load radius
L654[10:39:39] <gigaherz> I should add
somre sort of "void fog", that draws on unvisited chunks,
so that you can see the terrain that you visited, and the rest is
all foggy
L655[10:39:44] <gigaherz> maybe in the
future ;P
L657[10:40:23] <gigaherz> because this is
awesome ;P
L658[10:40:48] <PaleoCrafter> dem Moiré
patterns
L659[10:41:07] <gigaherz> imagine if there
was no pseudo-AO
L660[10:41:50] <gigaherz> (as in, right
now you only really see it on the vertical chunk walls)
L661[10:42:22] <williewillus> ooh java 9
big string optimization for ASCII-only strings :P
L662[10:43:04] <PaleoCrafter> the terrain
doesn't lend itself to the patterns, they only really become
apparent on flat surfaces
L663[10:43:51] <Ordinastie_> gigaherz, you
really need mipmapping :p
L664[10:44:00] <williewillus> i dont know
how I haven't notcied it
L665[10:44:08] <williewillus> but in 1.8+
the block break particles sink halfway into the ground
L666[10:44:10] <sham1> Wait
L667[10:44:11] <williewillus> it looks
awful D:
L668[10:44:19] <sham1> optimizing for
ASCII strings!?
L669[10:44:20] <sham1> Hmm
L670[10:44:28] <sham1> Gladly
L671[10:44:33] <williewillus> sham1: the
internal char[] is now byte[] + encoding
L672[10:44:48] <sham1> All hail our UTF-8
masters
L673[10:44:56] <gigaherz> so it woudl also
help with mostly-ascii utf-8?
L674[10:45:02] <williewillus> no
L675[10:45:21] <williewillus> for now its
just ascii + the old way (chars split in half)
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L678[10:45:31] <williewillus> afaik
L679[10:45:41] <sham1> Never understood
why java went UTF-16
L680[10:45:43] <williewillus>
openjdk.java.net/jeps/254
L681[10:45:49] <williewillus>
itnernationalization :P
L682[10:46:02] <gigaherz> he means as
opposite of utf-8
L683[10:46:04] <gigaherz> or utf-32
L684[10:46:09] <sham1> You can do
internationali[s|z]ation with UTF-8
L685[10:46:17] <gigaherz> utf-32 is easy:
it wastes a lot of ram
L686[10:46:25] <williewillus> 32 is
overkill
L687[10:46:28] <gigaherz> and windows'
choice of utf-16 has an history:
L688[10:46:34] <sham1> But not Java
L689[10:46:36] <williewillus> but I'm
pretty sure if you want to represent all languages utf-8 isnt
enough
L690[10:46:39] <williewillus> but I'm not
sure on that
L691[10:46:40] <gigaherz> Microsoft
implemented unicode befort UTF was a thing
L692[10:46:49] <gigaherz> using
UCS-2
L693[10:46:50] <williewillus> *I think if
you want
L694[10:46:53] <gigaherz> and then the UTF
standarized
L695[10:47:02] <gigaherz> and linux, which
hadn't got unicode support yet
L696[10:47:03] <sham1> UTF-8 can represent
all things Unicode AFAIK
L697[10:47:10] <gigaherz> went "oh
hey if we use utf-8 we don't have to rewrite all the
things!"
L698[10:47:12] <sham1> Well, unices in
general
L699[10:47:13] <gigaherz> so linux is
utf-8
L700[10:47:15] <gigaherz> and windows is
utf-16
L701[10:47:18] <sham1> BSD is a
thing
L702[10:47:20] <gigaherz> williewillus:
ofc it can
L703[10:47:24] <gigaherz> UTF are encoding
schemes
L704[10:47:30] <gigaherz> UTF-8 can be 1
to 6 bytes long
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L706[10:47:39] <sham1> But, why did Java
specifically go UTF-16
L707[10:47:44] <gigaherz> UTF-16 can be 2
or 4 bytes (surrogate pairs)
L708[10:47:45] <williewillus> til
L709[10:47:51] <williewillus> ask gosling
lol
L710[10:47:59] <sham1> Did you think that
UTF-8 was only 1 byte wide
L711[10:47:59] <gigaherz> and UTF-32 is
wide enough to fit any codepoint
L712[10:48:23] <gigaherz> sham1: maybe
java did like windows, and implemented UCS-2 before realizing
everyone else would use UTF-8
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L714[10:48:42] <sham1> Let me look it
up
L715[10:48:51] <sham1> Yep
L716[10:48:53] <sham1> UCS-2
L717[10:49:10] <torey0> newbie here, what
may i have done wrong if the output says i'm missing a texture but
the file is definitely in the folder it says it should be in,
deving in eclipse
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L719[10:49:13] <gigaherz> UCS-2 was a
precursor of UTF-16
L720[10:49:17] <sham1> Yes
L721[10:49:23] <gigaherz> before they
realized 16bit was NOT enoug hto fit all the languages
L722[10:49:32] <gigaherz> torey0: paste
the actual log
L723[10:49:48] <sham1> I like UTF-8
because I can use UTF-8 strings just like any other char*
L724[10:49:51] <gigaherz> and your
ModelLoader.setCustomModelResourceLocation
L725[10:50:05] <sham1> While with UTF-16
or something I would have to use wchar_t
L726[10:50:07] <gigaherz> and your
blockstates json, and/or your model json
L727[10:50:44] <gigaherz> and by
paste
L728[10:50:46] <gigaherz> I mean
pastebin
L729[10:50:47] <gigaherz> ;p
L730[10:50:59] <sham1> Don't paste
directly here
L731[10:51:00] <gigaherz> or link if you
have it on a repository
L733[10:52:22] <gigaherz> is anything
uppercase in your folder structure?
L734[10:52:51] <gigaherz> I mean
L735[10:52:53] <gigaherz> if you have
like
L736[10:52:58] <gigaherz>
assets/LunarExpansion/
L737[10:52:59] <gigaherz> it won't
work
L738[10:53:06] <gigaherz> the domain
folder has to be lowercase
L739[10:53:09] <torey0> no that is
lowercase
L740[10:53:52] <gigaherz> what's the path
to the texture, on disk?
L741[10:54:04] <gigaherz> it should be
in
L743[10:54:17] <torey0> at
D:\eclipse\projects\LunarExpansion\bin\assets\lunarexpansion\textures\blocks\blockMoonstone.png
L744[10:54:30] <gigaherz> why bin?
L745[10:54:41] <gigaherz> the resources
are ment to go to
L746[10:54:41] <torey0> why not?
L747[10:54:43] <PaleoCrafter> that's where
eclipse puts stuff
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L749[10:56:58] <sham1> Why does that path
have bin in it
L750[10:57:08] <sham1> The resources go to
src/resources
L751[10:57:12] <sham1> This includes
assets
L752[10:57:16] <PaleoCrafter>
src/main/resources :P
L754[10:57:31] <sham1> Well, I was
close
L755[10:57:46] <sham1> One thing I don't
understand with jetbrains
L756[10:58:02] <torey0> well the output
says it is looking in bin
L757[10:58:07] <gigaherz> yes
L758[10:58:12] <gigaherz> because after
compiling, when you hit debug
L759[10:58:14] <gigaherz> it looks
there
L760[10:58:16] <torey0> but the resources
exist in src too
L761[10:58:21] <gigaherz> but the assets
should be in src
L762[11:01:44] <PaleoCrafter> is what,
sham1? :P
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L764[11:07:48] <PaleoCrafter> gosh, I
really like the interpolation feature for animated textures
:D
L765[11:10:00] <Ordinastie_> do you have
an example ? when I tried it I didn't really see anything
L767[11:13:07] <PaleoCrafter> the texture
just is two frames, the dark and the bright one
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L769[11:13:20] <Ordinastie_> ah
L770[11:17:28] <PaleoCrafter> it's pretty
straightforward, you must have done something very stupid for it
not to work :P
L771[11:18:17] <Ordinastie_> I was using
prismarine textures, the changes were proabably to subtle to
notice
L772[11:19:01] <Ordinastie_> (TIL subtile
is also an english word)
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L781[12:05:07] <LatvianModder> Is there a
way to install forge server on dedi server?
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L786[12:09:42] <raoulvdberge> Is it
possible to define a position at which a submodel should be
rendered?
L788[12:09:50] <raoulvdberge> From the
blockstate
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L794[12:15:57] <Xilef11> does
serverSideOnly in @mod mean *dedicated* server only?
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L797[12:20:45] <TehNut> Xilef11: yes
L798[12:21:33] <Xilef11> :( not that
useful IMO then
L799[12:22:11] <TehNut> It has it's uses,
albeit not many
L800[12:22:58] <TehNut> Are you trying to
allow the client to connect without the mod?
L801[12:24:04] <Xilef11> no, it's just
that my mod won't do anything on the client thread
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L804[12:28:46] <electrolitic> What's the
size limit for an mcmod.info logo image?
L805[12:31:50] <PaleoCrafter> there isn't
any, really
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L808[12:34:17] <gigaherz> it's not about a
size limit, it's about what looks good on the UI ;P
L809[12:34:39] <gigaherz> let me reword
that
L810[12:34:44] <gigaherz> you shouldn't
need to worry about size limit
L811[12:34:49] <gigaherz> you should look
at what looks right on the UI
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L813[12:37:25] <PaleoCrafter> the fact
that it gets scaled weirdly doesn't help with that, btw :D
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L838[14:28:59] <theFlaxbeard> I'm trying
to render an item in a GUI as partially transparent. Is there any
way in openGL to make something partially transparent that would
bypass a color4(1, 1, 1, 1) call? The item renderer makes that
color4 call several times before drawing the item.
L839[14:30:37] <theFlaxbeard> Can I mask
the color index or something?
L841[14:36:07] <theFlaxbeard> According to
the documentation for glColorMask, this should disable writing to
the frame buffer - but the transparency isn't maintained
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L843[14:38:47] <PaleoCrafter> shaders,
theFlaxbeard :P
L844[14:38:59] <theFlaxbeard> I have no
knowledge of shaders :P
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L848[14:42:08] <electrolitic> It's ok to
GameRegistry.register() a Block, right? I can't get my Block to
come into the world :/
L849[14:44:05] <diesieben07> of
course
L850[14:44:09] <PaleoCrafter> that's what
you're supposed to do :P
L851[14:44:28] <electrolitic> I don't
understand why I don't get the block in the game :/
L852[14:44:43] <electrolitic> I register
it. I give it a registryName, I give it an unlocalized name, and I
render it.
L853[14:44:43] <diesieben07> what do you
mean exactly?
L854[14:44:54] <electrolitic> It's not in
the game.
L855[14:45:08] <diesieben07> how do you
determine that?
L856[14:45:16] <diesieben07> what do you
do? what happens? what did you expect instead?
L857[14:45:39] <electrolitic> I set its
creativetab to misc. It's not in there.
L858[14:45:45] <electrolitic> the code
gets run though
L859[14:45:50] <diesieben07> did you
register an ItemBlock?
L860[14:46:12] <electrolitic> No, I
registered it as a Block.
L861[14:46:33] <diesieben07> if you dont
have an ItemBlock, your block can ONLY exist placed down
L862[14:46:39] <diesieben07> not in any
inventories
L863[14:46:52] <electrolitic> oh. Do I
need to register it as both a Block AND an ItemBlock?
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L865[14:47:09] <electrolitic> Or just an
ItemBlock?
L866[14:47:30] <diesieben07> both
L867[14:48:00] <diesieben07> block = in
world, item = dropped, in inv, etc.
L868[14:49:30] <electrolitic> Do both get
their own registryName as well? Or only apply that to one of
them?
L869[14:50:04] <electrolitic> I'll just do
some testing/poking around actually
L870[14:50:05] <electrolitic> ignore
that
L871[14:50:30] <diesieben07> set both to
the same
L872[14:50:38] <diesieben07> it does nopt
HAVE to be but its good practice
L873[14:59:37] <electrolitic> I've seen
people have the ability to change code and see it changed in game
without relaunching the game. Is it difficult to do this?
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L875[15:02:17] <diesieben07> google
"java hotswap":P
L876[15:02:20] <diesieben07> no, it is not
difficult.
L877[15:04:51] <masa> electrolitic:
basically you just launch the game from you IDE in
"debug" mode
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L883[15:24:32] <gigaherz> electrolitic: if
you run in IDEA in debug mode, just hit "make project"
and it will ask to hotswap
L884[15:24:54] <gigaherz> note however,
you can't change class signatures for a class that has already been
loaded
L885[15:25:24] <gigaherz> that means no
adding methods or fields, no refactoring method or field names, no
adding new parameters to methods, etc
L886[15:25:36] <gigaherz> adding a whole
new class, or modifying a class that is NOT loaded, is
possible.
L887[15:26:14] <electrolitic>
Thanks!
L888[15:26:36] <TehNut> Or Run ->
Reload Class Changes
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L907[16:08:27] <PaleoCrafter> not quite
sure why you're wrapping shit, Inari
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L909[16:09:28] <Inari> actually... thats a
good question... i thinkt here was a reason for that
<.<
L910[16:10:34] <Inari> PaleoCrafter: guess
i can just mov ethe datainput/dataouput management into the
SerializerBuffer class :P
L911[16:10:41] <Inari> which is a bad
name
L912[16:10:42] <Inari> but yeah
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L914[16:12:40] <PaleoCrafter> wait, where
are you even getting that PacketBuffer from
L915[16:12:47] <Inari> PaleoCrafter: from
the packet
L916[16:12:58] <PaleoCrafter> where does
the packet get it from? :Pw
L917[16:14:24] <Inari> thats a good
question :D
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L919[16:15:58] <Inari> SimpleIndexedCodec
extends FMLIndexedMessageToMessageCodec<IMessage>, and in
decodeInto calls fromBytes on AbstractPacket with ByteBuf
L920[16:16:04] <Inari> which creates the
PacketBuffer
L921[16:17:18] <PaleoCrafter> jesus
chrsit
L922[16:17:25] <PaleoCrafter> use fucking
SimpleNetworkWrapper
L923[16:17:28] <Inari> haha
L924[16:18:03] <Inari> well, will have to
go and find an example of how to use that :3
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L926[16:19:08] <Inari> oh neat theres a
forum post on it
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L928[16:20:18] <tterrag|ZZZzzz>
PaleoCrafter: you realise simpleimpl is just another layer on top
of what he's talking about right? :P
L929[16:20:23] <tterrag|ZZZzzz> private
SimpleIndexedCodec packetCodec;
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L932[16:20:51] <Inari> *she ;D *not sure
if mcforge channel dislikes these kinda of things*... im confused
by "AbstractPacket<T extends AbstractPacket<T>>
" :s
L933[16:21:06] <PaleoCrafter> well,
tterrag, but it's standardised xD
L934[16:21:09] <tterrag> I'll call you
whatever you want
L935[16:21:11] <tterrag> doesn't bother
me
L936[16:21:22] <tterrag> oh I'm not
arguing that. simpleimpl is the best networking interface we
have
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L939[16:23:51] <Inari> hm
L940[16:24:09] <Inari> any upside to
turning the ByteBuf into a PacketBuffer?
L941[16:24:39] <tterrag> not really?
L942[16:25:38] <diesieben07> there are
girls in here? LIES!
L943[16:25:50] <PaleoCrafter> only FBI
agents
L944[16:26:03] <Mraof> Why wouldn't there
be girls in here?
L945[16:26:35] <Ordinastie_> diesieben07,
haven't you heard ? everything and anything can use any pronoum
they want nowadays
L946[16:26:56] <diesieben07> of course. i
was making a bad joke... sorry :(
L947[16:26:59] <Ordinastie_> for all we
know she's just a toaster identifying as a girl
L948[16:27:03] <diesieben07> I'll show
myself out.
L949[16:27:19] <Mraof> Pronouns are weird,
I'd prefer numerical pronouns instead of gendered ones
L950[16:27:22] <Mraof> Or something like
that
L952[16:28:06] <Mraof> Like with each
person you mention being assigned a number for pronouns
L953[16:28:13] <tterrag> Inari: looks like
you didn't read what I sent you :P
L954[16:28:18] <Mraof> Feels like it would
make conversations a lot less confusing
L955[16:28:20] <Inari> tterrag: ?
L957[16:28:58] <diesieben07> Inari, this
mushing of reading and writing into one method looks horribly
confusing and bug-prone
L958[16:29:13] <Inari> diesieben07: its
actually supposed to be less bug-prone haha
L959[16:29:32] <diesieben07> well, it
won't crash if someone tries to read while writing or anything like
that...
L960[16:29:40] <diesieben07> granted
ByteBuf kinda has the same problem
L961[16:29:53] <Inari> my serializer could
do that though :D
L962[16:29:57] <diesieben07> although less
bad since it's not using the same method
L963[16:32:16] <Inari> tterrag: i dont get
what you mean ^^" because it doesnt extend IMessage?
L964[16:32:24] <tterrag> yes
L965[16:32:39] <Inari> well it does that
down the line
L966[16:32:58] <PaleoCrafter> I'm only now
properly looking at the code
L967[16:33:00] <PaleoCrafter> that is
horrifiying
L968[16:33:02] <Inari> or should the end
do it
L969[16:33:40] <Inari> PaleoCrafter: how
so D:
L970[16:33:42] <PaleoCrafter> why would
you ever do serialisation like that?
L971[16:33:59] <Inari> less prone to
programmer issues, doesnt get out of sync, doesnt forget to read
values back you wrote
L972[16:34:06] <PaleoCrafter> you
basically end up writing more code than just reading and writing
the fields directly in the respective methods
L973[16:34:23] <PaleoCrafter> then write a
proper framework rather than this half assed thing :P
L974[16:34:57] <Inari> :P I would, if i
had a better idea on how to do it. java doesnt have macros,
reflection is slow
L975[16:35:35] <Inari> the only thing that
would change from a framework would be that you don thave to put
the variableName = infront I think
L976[16:36:15] <PaleoCrafter> optimally,
you'd just pass it an instance and it'd do everything for you
:P
L977[16:36:31] <PaleoCrafter> and
reflection isn't *that* slow, if done properly
L978[16:36:32] <Inari> sounds like you'd
then have to tag everything and such though
L979[16:36:34] <PaleoCrafter> i.e. only
look up once
L980[16:36:51] <diesieben07> and if
reflection is really too slow for you, spit out a new class using
ASM
L981[16:36:54] <diesieben07> hint: don#t
do that, not fun
L982[16:36:59] <Inari> haha
L983[16:37:12] <Inari> no clue, I just
know everyone says to stay away from reflection
L984[16:37:24] <PaleoCrafter> everyone
appears to be stupid then :P
L985[16:37:53] <tterrag> right, assuming
the class won't change at runtime you can just do the field lookups
the first time it's used
L986[16:38:13] <Inari> so i'd tag the
fields, and just do serialize(this)?
L987[16:38:22] <Inari> or this, byteBuf
maybe
L988[16:38:37] <RANKSHANK> asm is fun if
you're a little masochistic :D
L989[16:38:53] <Inari> hm, never thougth
about this before
L990[16:38:55] <PaleoCrafter> well, in my
implementation, you don't have to call anything (apart from the
message registration) :P
L991[16:39:07] <Inari> but what asm is
even used for this? does java have some special variant
L992[16:39:16] <Inari> PaleoCrafter: thats
nice :p
L993[16:39:18] <PaleoCrafter> because
there's no reason the top level class can't implement this
behaviour :P
L994[16:39:24] <Inari> true
L995[16:39:31] <PaleoCrafter> ObjectWeb
ASM, not assembler :P
L996[16:39:44] <Inari> will look into
that
L997[16:39:47] <PaleoCrafter> don't
L998[16:39:50] <Inari> as in, into doing
it that way
L999[16:40:00] <Inari> (not with ASM, but
with a serializer thats neater)
L1000[16:40:23] <PaleoCrafter> think
about its value first, though :P
L1001[16:40:33] <PaleoCrafter> do you
really write that many packets that it's justified right now?
xD
L1002[16:40:39] <Inari> maybe not
L1003[16:40:46] <Inari> I just like stuff
being neat :D
L1004[16:41:02] <Inari> actually wrote
this to replace CCLs read/write stuff
L1005[16:44:07] <Inari> hm
L1006[16:44:16] <Inari> seems
PacketBuffer has some benefits though, like
.readItemStackFromBuffer
L1007[16:45:44] <PaleoCrafter>
ByteBufUtils
L1008[16:47:40] <Inari> ah, thanks
^^
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L1012[17:07:36] <Inari> Hm.. how do I get
the power level of a redstone wire? the old wayt was to get its
metadata value... do I just call getStrongPower on it or something?
or should i got blockState.getBlock().getMetaFromState(blockState)
(which seems weird to do)
L1013[17:07:59] <gigaherz> what do you
need that for?
L1014[17:09:10] <gigaherz> you may want
to check the comparator
L1015[17:09:12] <Inari> to get the power
of hte redstone wire next to my block to read its input
apparently...
L1016[17:09:17] <gigaherz> it has a
"calculateInputStrength" method
L1017[17:09:48] <gigaherz> but
L1018[17:09:54] <gigaherz> if you just
need to know if you are powered
L1019[17:10:03] <gigaherz> you can use
world.isBlockPowered(pos) like the redstone light
L1020[17:10:26] <Inari> but i need to get
the power level too
L1021[17:11:26] <Inari> i have no clue
what this is even good for exactly... as it already gets the power
with getIndirectPowerLevel earlier :/
L1022[17:11:30] <gigaherz> yeah then
check the comparator and/or repeater
L1023[17:11:54] <diesieben07>
IBlockstate#getValue(BlockRedstoneWire.POWER)
L1024[17:11:56] <diesieben07> gives you
the int value
L1025[17:12:22] <Inari> gigaherz: it
already does that too
L1026[17:12:35] <gigaherz> wat?
L1027[17:12:54] <gigaherz> I mean look at
one of those blocks to see how they read the power level
L1028[17:13:16] <Inari> i'm not sure that
would help me figure this out :D but may do
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L1038[17:30:06] <RANKSHANK> that moment
when you've been staring out an erroring string for a long time and
finally see you put an 'N' instead of an 'M' :(
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L1040[17:31:07] <mei2> test?
L1041[17:31:33] <gigaherz> test?
L1042[17:31:33] <TehNut> post please
ignore
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L1045[17:33:22] <mei2> hey folks. I'm
having a problem with the map id of my world. I've basically
installed tons of mods over time which I've removed again and so
on.. Currently I have 2.4k registered blocks (w/o meta blocks). But
my last used id is 4060 - when I now try to add a mod forge is
going crazy and tries to remap my world but it fails. So I'm
fiddling around with this for quite a while now but I'm
L1046[17:33:22] <mei2> running out of
ideas.
L1047[17:34:12] <electrolitic> Didn't
someone say something about there being a block limit?
L1048[17:35:24] <Inari> 4096 states,
no?
L1049[17:35:39] <mei2> 4096blocks with 16
possible meta blocks each, no?
L1050[17:35:42] <TehNut> 4096
*blocks*
L1051[17:35:51] <TehNut> 16 meta saved to
disk
L1052[17:35:57] <Inari> hm maybe
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L1054[17:36:52] <RANKSHANK> tldr; more
than enough
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L1057[17:40:46] <Cypher121> I render an
entity as a flat horizontal rectangle, but it's only visible from
above. is there a fix for it?
L1058[17:41:41] <Cypher121> I mean, there
most definitely is, but what should I do. using tesselator +
vertexbuffer
L1059[17:41:59] <Inari> well.. as far as
i know on the low level that would be how things work, stuff is
only visible from one side. so just add an inverted one for the
other side?
L1060[17:42:33] <gigaherz> Cypher121:
either disable culling while drawing
L1061[17:42:43] <gigaherz> or just draw
two quads with different windings
L1062[17:43:34] <Cypher121> yeah, disable
cull seems to be what I need. different winding is just rendering
them in reversed order, right?
L1063[17:43:58] <gigaherz> yep
L1064[17:44:33] <tterrag> default it only
renders the CCW face
L1065[17:44:41] <tterrag> you can switch
that, or disable it completely :P
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L1071[18:02:55] <LatvianModder> ha..
turns out ~ is useful in Java...
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L1074[18:06:59] <Shambling> so was there
a major bug with forge 2009? I downloaded this morning before the
farmers market, and got home to test out my pack changes
L1075[18:07:19] <Shambling> and kept
getting objmodel loading errors about colors already existing.
Could be unidict mod, but it crashed even when I removed that
L1076[18:07:48] <Shambling> baring an
outright answer, does anyone have the link to forge change logs
since google is useless? lol
L1077[18:08:24] <Shambling> well update
2010 seems to work, so going to try reinstalling. Sorry for
spam
L1079[18:11:58] <gigaherz> it's right
there
L1080[18:12:00] <gigaherz>
"changelog"
L1081[18:12:13] <gigaherz> if you open
the "all downloads" part
L1082[18:12:16] <gigaherz> you can choose
other versions
L1083[18:12:25] <gigaherz> but it's
pointless since the latest one already includes all changes up to
that one
L1084[18:12:26] <gigaherz> ;P
L1085[18:12:53] <gigaherz> or not?
L1086[18:13:01] <gigaherz> the 2010 build
only has changelogs for the 2010 build XD
L1087[18:13:13] <gigaherz> but 2009 does
have all before 2010
L1088[18:16:18] <Shambling> derp, sorry I
depred hard there
L1089[18:16:20] <Shambling> forgot about
that link
L1090[18:16:49] <Shambling> in other
words, simplyupgrades reverse crafting (or is that actually
additions) really messes with tinkers construct crafting bench
:)
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L1092[18:17:53] <Shambling> alright well
this is why I spend more time messign with configs than playing
minecraft
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L1094[18:20:48] <Shambling> *slaps
forehead* yeah ok the configs say as much, not to use that config
option while using tinkers.
L1095[18:20:53] <RANKSHANK> try modding
:P Your playtime hits nill pretty fast
L1096[18:21:22] <Shambling> I'm trying
out these mods for some ideas. Thinking of messing with the new
crafttweaker for an ender themed pack
L1097[18:21:46] <Shambling> doh, java
just crashed randomly again
L1098[18:23:03] <Shambling> java 8 99
should be enough for forge to work properly, yes?
L1099[18:23:56] <Shambling> I seem to be
getting the crashes mainly when its baking the models
L1100[18:26:37] <Shambling> I wonder if
its because I'm using unity for 1.9.4
L1101[18:26:58] <TehNut> You may not have
enough memory allocated
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L1103[18:27:47] <Shambling> 6 gigs, that
too much?
L1104[18:28:04] <TehNut> Generally you'll
want 4
L1105[18:28:13] <Shambling> I'll try it
at 4096, thanks
L1106[18:28:27] <Shambling> figured if 4
was good, 6 was better, but windows memory allocation might be
screwing it up
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L1109[18:30:15] <TehNut> Java doesn't do
well with lots of memory
L1110[18:31:10] <Shambling> heh ok, well
hadn't been a problem before, but then again I'm trying out all the
mods so it makes sense
L1111[18:32:47] <Shambling> hrmmmm still
crapping out
L1112[18:32:58] <Shambling> you know what
it probably is, I have windows 10 and it probably updated java
today
L1113[18:34:50] <Shambling> not how I
hoped to spend the like 2 free hours I have for the entire
week
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L1116[18:40:35] <Shambling> ok well never
got crashes from 1.9.4 texturepacks in 1.10.2 before today, but
maybe thats the root. seems to be when it bakes models that use
textures that aren't part of the pack
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L1119[18:46:04] <RANKSHANK> Shambling
/Rambling we get that you have an issue, but you've yet to post a
log or anything substantial man
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L1131[19:57:57] <tterrag> I'm just using
a standard WorldGenMineable
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L1135[20:00:51] <jackmcbarn> in most
coremods, the obfuscated and unobfuscated class/method/etc names
are hardcoded into the class transformer. is this the right way to
do it, or is there some programmatic way of getting them?
L1136[20:01:19] <Shambling> so a thanks
to rankshank I found my crash, and it was indeed ATI/AMD related.
Good ol embedded streaming crud
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L1140[20:10:06] <Zorn_Taov> how do I give
gradle more memory? I keep getting Execution failed for task
':decompileMc'. > Java heap space
L1142[20:13:06] <gigaherz> Zorn_Taov: in
your user profile ( ~ in linux, or %userprofilde% in windows),
there should be a .gradle folder
L1143[20:13:17] <gigaherz> you can edit
or create a gradle.properties
L1144[20:13:46] <gigaherz> just
have
L1145[20:13:46] <gigaherz>
org.gradle.jvmargs=-Xmx3G
L1146[20:13:47] <gigaherz> in it
L1147[20:13:53] <gigaherz> and it should
work fine
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L1149[20:19:31] <Zorn_Taov> Could not
reserve enough space for 2097152KB object heap
L1150[20:19:34] <Zorn_Taov> -.-
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L1152[20:27:01] <Shambling> wait a
moment... is that 32bit?
L1153[20:27:40] <Shambling> hrmmm no wait
thats only 2048 meg... I think even 32bit could handle that
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L1155[20:30:43] <Zorn_Taov> my PATH was
pointing to 32bit java and changing it and re-opening the command
prompt didn't update the path, restarting
L1156[20:31:13] <Zorn_Taov> ...which I
can't do because I still have a file transfer going, fek
>_<
L1157[20:31:33] <kenzierocks> nope
Shambling
L1158[20:31:40] <kenzierocks> limit for
32 is 1.5gb
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L1160[20:50:58] <unascribed> just wired
up the IBXM codec and added XM records to my mod :P
L1161[20:51:36] <unascribed> I want to
add a couple MOD ones as well, but I can't find the MOD of the song
I want to add :/
L1162[20:51:48] <unascribed> would anyone
happen to have the mod of ombres by xyce?
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L1168[20:55:31] <theFlaxbeard> If I have
a capability attached to players, I don't need to do anything on a
non-respawn case of PlayerEvent.Clone, right?
L1169[20:55:37] <theFlaxbeard> (Like
returning from the End?)
L1170[20:58:04] <Horfius> When working
with the MinecraftForge project, how do you make run configurations
for intellij? What start class should I point it to?
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L1172[21:00:15] <Mraof> I'm currently
updating a mod from 1.7.10 to 1.10.2
L1173[21:00:27] <Horfius> Nevermind, it's
still gradlestart
L1174[21:00:44] <Horfius> Which makes
sense since that does all the arg and lib injections
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L1185[21:30:04] <tterrag> no one knows
what's causing my worldgen crash?
L1186[21:39:52] <KnightMiner> Do furnace
recipes support a custom input stack size? I want to know if I
should add a case for non-1 stack sizes on input
L1187[21:40:28] <tterrag> no
L1188[21:40:37] <KnightMiner> Thats
good
L1189[21:40:48] <KnightMiner> I did
notice they support non-1 output sizes though
L1190[21:40:57] <tterrag> yes
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L1192[21:43:10] <KnightMiner> What about
NBT? I assume they ignore it
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L1194[21:43:47] <tterrag> see
FurnaceRecipes#compareItemStacks
L1195[21:44:55] <KnightMiner> Okay,
thanks
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L1197[21:47:46] <williewillus>
theFlaxbeard: i used to have an if branch to handle that but
somewhere along the line (1.9?) it changed. Now my CLone event
handler just recopies the cap always and it works
L1198[21:48:01] <theFlaxbeard> Sounds
good
L1199[21:52:55] <tterrag> why is worldgen
so ridiculously annoying to do the simplest things
L1200[21:54:48] <williewillus>
notchcode
L1201[21:54:50] <williewillus> :P
L1202[21:56:01] <tterrag> I am getting a
stack overflow using a WorldGenMineable
L1203[22:09:46] <Delenas> So.
L1204[22:10:16] <Delenas> Folks that have
guis on Itemstacks - how do you pass which item to open the gui for
with IGuiHandler as it stands right now?
L1205[22:10:32] <williewillus> like which
hand?
L1206[22:10:40] <Delenas> How do you get
the stack.
L1207[22:10:50] <tterrag> just pass it as
one of the x/y/z
L1208[22:10:51] <williewillus> i pass the
hand through the "x" param of the guihandler. 0 for main
1 for off
L1209[22:10:57] <tterrag> ^
L1210[22:11:01] <Delenas> Okay.
L1211[22:11:07] <williewillus> those can
be arbitarary data it just comes back to you
L1212[22:11:10] <williewillus> doesnt
have to be coords
L1213[22:11:16] <Delenas> I'm making a
capability-based gui system >.>
L1214[22:15:18] <Delenas> You extend one
of the implementations (ProviderBlank, Entity, Tile, or Item) and
add in the details for opening your client and server guis. You're
passed an object holding whatever gui type it is.
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L1216[22:16:27] <Delenas> So you'd grab
your instance from your tile (fe) and pass it to player.openGui,
then magic happens and it's back in your handling class (probably
in your tile, in a subclass) with all the information on the
client/server.
L1217[22:17:56] <Delenas> Downside, you
have to make a class for all your gui handlers. Upside, no more
registration of IGuiHandler. Upside, if you delete that
tile/item/whatever, the gui stuff is probably removed easily too.
Upside, you can extend the serialize/deserialize to add more
information to be synced.
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L1219[22:18:48] <Delenas> No packet
handling unless you need custom stuff, no more huge switch
statements in IGuiHandler.
L1220[22:20:44] <Delenas> Oh. Also,
others can get your gui handler whatever by calling getOwner too.
So things like the EnderIO watch block could easily open up guis
for your mod.
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L1224[22:27:11] <RANKSHANK> As a PR or
for personal use? It sounds tantalizing
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L1226[22:28:07] <williewillus> pr where?
:P
L1227[22:28:19] <Delenas> PR
L1228[22:28:26] <Delenas> I'm working on
the testing code now.
L1229[22:28:32] <williewillus> pr to
where?
L1230[22:28:39] <Delenas> Forge.
L1231[22:28:49] <williewillus> don't
think something like that would be taken
L1232[22:29:00] <williewillus> seems too
big to belong in forge
L1233[22:29:09] <williewillus> but
?sjrig
L1234[22:29:11] <williewillus>
*shrug
L1235[22:29:33] <Delenas> It's not even
bigger than the Item or Fluid caps.
L1236[22:29:41]
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L1237[22:29:44] <Delenas> It just expands
on the original gui code a little.
L1238[22:31:12] <RANKSHANK> Does it allow
for modules to be added?
L1239[22:31:32] <RANKSHANK> That'd
definitely add some market appeal
L1240[22:31:58] <williewillus> wat is a
module
L1241[22:32:36] <RANKSHANK> I dunno how
to explain what I'm thinking of... modular external parts... kinda
like a widget :P
L1242[22:33:01] <williewillus> yeah
definitely too far for forge thats mod domain :P
L1243[22:33:12] <williewillus> at least
going off how things have traditionally been
L1244[22:33:18]
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L1246[22:34:14] <RANKSHANK> Yeah
definitely true haha
L1247[22:34:30] <Delenas> 9 files.
L1248[22:34:46] <Delenas> That's all. If
I didn't provide any implementations, it'd be 5.
L1249[22:35:24]
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L1250[22:35:34] <Delenas> RANKSHANK-
Users can override serialize and deserialize and directly work on
the buffer that's being synced, if you need more data sent.
L1251[22:35:38]
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L1252[22:36:22] <Delenas> This is NOT a
gui library. It does not make your guis for you. This is to open
guis.
L1253[22:36:39] <Delenas> To make syncing
the gui opening easier, and more precise.
L1254[22:36:50] <williewillus> im not
quite understanding what's happening then
L1255[22:36:56] <williewillus> my cap
guis are pretty easy and precise
L1256[22:37:01] <williewillus> right now
I mean
L1257[22:37:32] <electrolitic> Does the
ResourceLocation's resourcePath points to the json file and NOT the
texture, is this true?
L1258[22:37:35] <RANKSHANK> I wasn't
talking about a library sense :P more along the lines of adding
bits and bobs to existing guis
L1259[22:37:46] <electrolitic> That was
phrased weird. sorry
L1260[22:37:52] <RANKSHANK> Json points
to the textures
L1261[22:38:03] <electrolitic> But the
resourcePath points to the json?
L1262[22:38:22] <RANKSHANK> typically,
unless you're using a purely texture based path
L1263[22:38:30] <williewillus> uhh
depends on context
L1264[22:38:35] <RANKSHANK> think of it
as the JSON holds the texture resource path
L1265[22:38:41] <williewillus> resource
locations are used for many different purposes
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L1267[22:38:53] <williewillus> so the
most correct answer is: depends :P
L1268[22:39:23] <electrolitic> I have the
resourcePath named as blockCharcoalBlock and the json is
blockCharcoalBlock. The json points to the texture's name,
charcoalBlock. Will this work?
L1269[22:39:42] <electrolitic> I don't
get a texture :/
L1270[22:39:46] <williewillus> no
L1271[22:39:52] <williewillus> the RL's
are different in different contexts
L1272[22:39:56] <Delenas> willie, this
breaks apart IGuiHandler to put the guis inside capabilities
instead. You grab an instance of the capability and use THAT to
open a gui, instead of the existing internal forge stuff.
L1273[22:40:15] <williewillus> Delenas:
what does it offer over internal forge stuff which is not that
internal?
L1274[22:40:25] <williewillus> I'm just
imagining what others would say to such an effort :P
L1275[22:40:31] <williewillus>
electrolitic: show code + and jsons as relevant
L1276[22:40:50] <Delenas> Extra data
sync, ability to grab the gui instance from other mods, no lookups
internally for mod stuff.
L1277[22:40:56] <electrolitic> Uh, let me
throw it onto git hub real quick. I don't have them synced :(
L1278[22:41:35] <Delenas> Oh. No more
gigantic switch statements and "gui ids".
L1279[22:42:06]
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L1280[22:42:09] <RANKSHANK> ^That's the
part that tickled my fancy
L1281[22:42:29] <Delenas> A block has a
gui, you GET that gui and open it.
L1282[22:42:44] <Delenas> No more
"which ID is this.. ah, 5" and crap.
L1283[22:43:30] <Delenas> Entities don't
pass two unused integers. Itemstacks, you don't guess what that int
means. You get a hand instead.
L1284[22:44:03] <Delenas> Tiles, you get
the tile in your handler directly. You don't need to look it back
up from the world (but you have a world and player, if you
want?)
L1285[22:44:48] <williewillus> okay that
sounds more interesting :P
L1286[22:44:58] <williewillus> so
something like CapabilityGuiProvider?
L1287[22:45:09] <williewillus> and this
just wraps the old FML stuff?
L1288[22:45:12] <williewillus> or
what
L1290[22:45:35] <electrolitic> Model
loading is in ClientProxy
L1291[22:45:48] <williewillus> which
block
L1292[22:45:53] <electrolitic>
charcoalBlock
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L1294[22:46:30] <williewillus> and it
shows up fine in world?
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L1296[22:46:45] <electrolitic>
Untextured, but yes.
L1297[22:46:56] <williewillus> so they
don;t show up fine in world :P
L1298[22:46:57] <Delenas> Exactly the
name, willie
L1299[22:47:07] <williewillus> anyways
for your items
L1300[22:47:10] <williewillus> you don't
have jsons for them
L1301[22:47:29] <electrolitic> My items?
They have textures and all. They have jsons
L1302[22:47:34] <Delenas> And it's not a
wrapper. It's about the same, but sliiiightly different int hat the
interface handles the network buffers.
L1303[22:47:35] <williewillus> your
blocks have an item form
L1304[22:47:40] <williewillus> and those
item forms don't have jsons
L1305[22:47:49] <williewillus> blocks and
their respective items are pretty loosely coupled
L1306[22:47:50] <Delenas> The
implementations do the work, not the forge messages.
L1307[22:48:06] <electrolitic> I have to
make 2 jsons for a block to work?
L1308[22:48:12] <electrolitic> one as an
item, one as a block?
L1309[22:48:15] <williewillus> because
you don't have a block
L1310[22:48:18] <williewillus> you have a
block and its item
L1311[22:48:30] <williewillus> you can
make the item json inherit from the block json
L1312[22:48:34] <Delenas> Oh, also
L1313[22:48:34] <williewillus> using
parent
L1314[22:48:37] <electrolitic> Ah
L1315[22:48:53] <Delenas> The test gui
handler has the gui defined right in the handler. No extra class
needed. :3
L1316[22:49:31] <RANKSHANK> nest all the
things?
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L1318[22:53:04] <Delenas> I'll give you
an idea- to open this gui for this test, it's three lines. Get
tile, get instance of guiProvider, pass to player.
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L1320[22:59:10] <tterrag> and before it
was 1 line :P
L1321[22:59:46] <Delenas> But you're
scraping code off IGuiHandler.
L1322[23:00:29] <Delenas> In a typical
handler, you'd have a final int somewhere for the switch, the
switch opening and closing, and a case statement line.
L1323[23:00:49] <electrolitic> Is there a
reason for using Item.getItemFromBlock() to get an Item out of a
block over making a new ItemBlock?
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L1325[23:08:58] <Delenas> Brilliant move:
Spending ten minutes trying to figure out why test mod's stuff
isn't initializing. Forgot @Mod.EventHandler on preInit.
L1326[23:12:05] <McJty> electrolitic,
because some blocks have custom itemblocks
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L1332[23:17:18] <electrolitic>
Annotations seem really weird, some even unneeded. I mean, can't
you override without @override?
L1333[23:18:14] <FusionLord> Just curious
has anyone here ever flashed an andriod device?
L1334[23:18:36] <McJty> electrolitic,
@Override is very handy
L1335[23:18:42] <McJty> It saves you from
making mistakes
L1336[23:18:48] <electrolitic> Oh
L1337[23:19:12] <tterrag> FusionLord:
multiple times
L1338[23:19:14] <tterrag> why?
L1339[23:19:48] <RANKSHANK> And when MC
updates it'll highlight the out of date methods for you
L1340[23:20:09] <electrolitic> Huh, I
never thought about that stuff. Kinda cool.
L1341[23:20:10] <FusionLord> trying to
cm12.1 on my Asus Zenfone 2e and i'm at the point of flashing but
not sure what partition to flash to
L1342[23:20:36] <tterrag> problem is
every phone is different
L1343[23:21:36] <FusionLord> and the
thread for the cm12.1 isn't really helpful it just says flash
cm
L1344[23:21:40] <FusionLord> no
instruction
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L1347[23:24:28] <tterrag> never done CM
personally
L1348[23:26:11] <RANKSHANK> CM eats my
s5's battery like no other.
L1349[23:27:12] <FusionLord> the only
options for this phone is RussiaNBeaR and CM and I've at least
heard of CM before
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L1351[23:29:31] <RANKSHANK> my s5 is
korean since the korean release had far better specs at the time.
very similar rom market to that
L1352[23:29:49] <RANKSHANK> thank god
they've more or less idiot proofed these things, haven't bricked
mine yet
L1353[23:30:31] <FusionLord> well, I
think I may have just bricked mine >.>
L1354[23:30:58] <Delenas> Tile test works
flawlessly.
L1355[23:31:11] <RANKSHANK> D:
L1356[23:31:23] <RANKSHANK> Up on git yet
del? :P
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L1358[23:32:02] <FusionLord> well... I
can still get into the boot menu so thats good?
L1359[23:32:05] <Delenas> Be patient. I
need a lot of documentation on it first.
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L1361[23:32:24] <Delenas> But if I can
run the tests on the item version, yeah.
L1362[23:32:28] <Delenas> Soon.
L1363[23:32:31] <RANKSHANK> lol alrighty
;D
L1364[23:32:34] <FusionLord> well... I
can still get into the bootloader so thats good?
L1365[23:32:45] <Delenas> Also- can
someone help me with the entity code? As in, creating an
entity?
L1366[23:32:47] <FusionLord> why did it
just send that message again?
L1367[23:32:47] <RANKSHANK> boot menu
doesn't mean bricked :P
L1368[23:33:23] <RANKSHANK> do you need
an entity or can you use the interact event?
L1369[23:34:33] <Delenas> I need to
create an entity in the game to test the entity cap on.
L1370[23:35:11] <Delenas> In theory the
code should just work (all that's different is you pass an entity
in, and the handler adds the entity id to the packet) but
thoroughness.
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L1372[23:52:29] <Delenas> ..okay, items
work differently than what I expected.
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