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L1[00:01:14] ⇨
Joins: agowa338
(~Thunderbi@p5491849f.dip0.t-ipconnect.de)
L2[00:02:38] <Ordinastie_> and still, nobody
banned that guy ^ :x
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L6[00:07:39] ***
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L9[00:50:33] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
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L13[00:52:38] <Kodos> Tempted to head over
to dragonweyr and poke the opers about him
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L60[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160810 mappings to Forge Maven.
L61[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160810-1.10.2.zip
(mappings = "snapshot_20160810" in build.gradle).
L62[02:00:17] <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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L157[04:08:37] <sham1> o/
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L159[04:11:33] <sham1> How is
everyone
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L183[04:37:47] <SirSpence> Is
ChunkCoordIntPair a multiple of 16 on both numbers?
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L187[04:40:55] <sham1> Well seeing as it
is a chunk co-ordinate
L188[04:41:32] <sham1> And chunk
co-ordinates can be get by (blockX >> 4) and (blockZ >>
4) AFAIK
L189[04:41:34] <sham1> So
L190[04:43:05]
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L192[04:45:04] <sham1> So yeah, I'd say
that it would usually be that to get the block co-ordinates from
the ChunkCoordIntPair would be to bitshift both elements of the
pair by 4 to the left
L193[04:45:20] <sham1> If they are used
like the name implies
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L195[04:46:08] <SirSpence> Will give that
a go as soon as I figure out why my arraylist is giving me an out
of index error
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L198[04:47:05] <sham1> show code and
stacktrace
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L200[04:49:08] <gigaherz|work> or use
logic (with the help of debug prints and breakpoints) to backtrace
the issue into the source
L201[04:49:10] <gigaherz|work> ;P
L202[04:49:31] <SirSpence> I know the
issue I just have to set the minimum size of the arraylist
L203[04:50:02] <SirSpence> odd
L204[04:50:06] <Ordinastie_> hum no
L205[04:50:22] <Ordinastie_> arraylist
expand as needed
L206[04:50:22] <gigaherz|work> what
no
L207[04:50:24] <SirSpence> it seems to not
want to recognise ensureCapacity()
L208[04:50:28] <gigaherz|work> that makes
no sense
L209[04:50:37] <gigaherz|work> unless you
actually want the arraylist to have N entries
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L211[04:50:43] <gigaherz|work> without
actually having added N items into it
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L213[04:50:50] <gigaherz|work> in which
case you may be using the wrong data structure
L214[04:51:00] <SirSpence> I do actually
want that.
L215[04:51:02] <gigaherz|work> SirSpence:
what ARE you trying to do in there?
L216[04:51:07] <sham1> In that case I'd
use an array
L217[04:51:10] <Ordinastie_> SirSpence,
then use an array
L218[04:51:13] <SirSpence> I'm using it to
store chunk positions plus data
L219[04:51:17] <gigaherz|work> requiring
an arraylist to have at least N elements sounds like an XY
problem
L220[04:51:26] <Ordinastie_> that too
^
L221[04:51:40] <Ordinastie_> SirSpence,
concretly what are you doing ?
L222[04:51:41] <SirSpence> so I need it to
be able to store the values dynamically
L223[04:51:51] <sham1> Which an array can
do...
L224[04:51:53] <gigaherz|work> are you the
one who was trying to do per-chunk storage?
L225[04:52:02] <SirSpence> Yeah
L226[04:52:03] <Ordinastie_> oh
right
L227[04:52:05] <SirSpence> I got it
working.
L228[04:52:06] <SirSpence>
loadedChunks.get(x).get(z)
L229[04:52:28] <SirSpence> I'm just
creating a way to handle it between loads and saves
L230[04:52:52] ⇦
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L231[04:53:05] <Ordinastie_> didn't I tell
you yesterday to use a Map ?
L232[04:53:08] <sham1> I thought that all
data is saved per chunks
L233[04:53:31] <SirSpence> And I figured
out a better way to do it.
L234[04:53:37] <Ordinastie_> lol
L235[04:53:53] <SirSpence> So that the
data is actually saved using the normal chunk saving code.
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L237[04:54:25] <Ordinastie_> yeah, that I
told you to do too
L238[04:54:46] <Ordinastie_> still doesn't
rule out the Map usage once the data is loaded
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L242[04:58:00] <Ordinastie_> on the other
I need some WeakHashTable<T, U, V> data :x
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L245[05:00:09] <Ordinastie_> I gues, Map
of a Map it is then
L246[05:00:46] <sham1> Can't find anything
but ApacheCommons Logging with WeakHashTable
L247[05:00:52] <sham1> When I google
tĂt
L248[05:00:58] <Ordinastie_> yeah I know,
but not what I need
L249[05:01:08] <Ordinastie_> by Table I
meant the guava one
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L251[05:03:03] <sham1> Well, java7 has
weakhashmap
L252[05:03:37] <Ordinastie_> private
WeakHashMap<T, Map<String, Timer>> timers = new
WeakHashMap<>();
L253[05:03:43] <Ordinastie_> that's still
annoying
L254[05:04:18] <sham1> Wait
L255[05:04:20] <Ordinastie_> my animation
stuff is actually way more complicated than anticipated
L256[05:04:21] <sham1> A map to a
map?
L257[05:04:31] <sham1> That sounds
annoying
L258[05:04:33] <Ordinastie_> and T extends
TileEntity too
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L260[05:07:36] <Ordinastie_> my goal is to
have a JSON associated to an OBJ that will have animation
infos
L261[05:07:53] <Ordinastie_> and being
able via code to easily start an animation
L262[05:08:40] <Ivorius> Ordinastie_, why
not Map<Pair<T, String>, Timer>
L263[05:08:50] <Ivorius> Or do you
actually need the map
L264[05:09:24] <Ordinastie_> I need the
weak ref
L265[05:09:36] <Ivorius> ... WeakHashMap
then
L266[05:09:39] <Ivorius> Doesn't defeat
the point
L267[05:10:06] <Ordinastie_> well, the
pair will stay if T is removed
L268[05:10:30] <Ordinastie_> T is a
TE
L269[05:11:52] <Ivorius> Hrm
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L271[05:12:19] <Ivorius> Especially with
tile entities I wouldn't bet on references normally
L272[05:12:34] <Ivorius> I'd just map to
position and TE type and garbage collect manually
L273[05:12:56] <Ivorius> TEs are prone to
be destructed and reassembled, since they're NBT
L274[05:13:27] <Ordinastie_> but then I
would need to manually check when the TE is gone
L275[05:14:09] <Ivorius> You can lazily
garbage collect
L276[05:14:17] <Ivorius> On access
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L278[05:15:08] <Ordinastie_> do you mean
access on any TE or the one I would need to garbage ?
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L280[05:15:49] <Ivorius> get(TE, String) {
if (te.dead) remove(); return null; [...] }
L281[05:16:18] <Ordinastie_> yeah, except
if the TE was removed, then get() would never be called with that
TE
L282[05:17:03] <Ivorius> True :D
L283[05:17:23] <Ordinastie_> that whole
animation stuff is hard to automate :/
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L285[05:18:07] <Ordinastie_> for the
single reason I need to keep track of the startTime of the
animation for eventually multiple animations for each
blockpos
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L287[05:18:36] <Ordinastie_> and if I
could not use TE+TESR, that would be even better :x
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L289[05:21:08] <Ordinastie_> (currently
seriously considering getting rid of those entirely :p)
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L374[07:26:37] <hch12907> is there a way
to change the vanilla code? (for myself only, just for some
lulz)
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L376[07:27:15] <MrVoltz> Hi, is there
method to get current sun light level?
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L378[07:27:39] <MrVoltz>
World.getSkylightSubtracted returns 11, but in F3 i see that sky
light is 15
L379[07:27:48] <gigaherz|work> MrVoltz:
yes but I ahve no idea where ;P
L380[07:28:28] <gigaherz|work> hch12907:
you mean just vanilla
L381[07:28:31] <gigaherz|work> or with a
forge mod?
L382[07:28:38] <MrVoltz> bukkit
L383[07:28:59] <MrVoltz> but if that is
curse word there, think vanilla
L384[07:29:27] <MalkContent> just look
around in world
L385[07:29:31] <MalkContent> gotta be
there somewhere
L386[07:30:07] <hch12907> gigaherz: just
changing the vanilla codes, like directly change the GUI or
somethin
L387[07:30:28] <gigaherz|work> hch12907:
yes but in which context?
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L390[07:30:57] <gigaherz|work> do you want
to do those edits from a forge mod
L391[07:31:00]
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L392[07:31:13] <gigaherz|work> or directly
into a vanilla jar?
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L394[07:32:14] <hch12907> either
L395[07:33:04] <gigaherz|work> well
editing code from a mod can be done by coremodding, but the
overlords don't like us teaching people how to do that -- if you
cna't figure it out on your own, you aren't ready ;P
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L398[07:36:20] <MrVoltz> oh I see, the
value in f3 isn't affected by time
L399[07:36:54] <MalkContent> I'm pretty
sure f3 also got a value affected by time
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L401[07:37:24] <BordListian> BL updates
but SL doesn't iirc
L402[07:37:24] <MalkContent> but yea,
there's a value that basically tells you how much skylight reaches
there at max
L403[07:37:40] <MrVoltz> but bl is 0 even
on day
L404[07:38:08] <BordListian> yes
L405[07:38:12] <BordListian> bl is
seperate from sl
L406[07:38:32] <BordListian> sorry if i
said that weirdly
L407[07:38:56] <BordListian> you can lift
the code to calculate how much sunlight there is from daylight
detectors
L408[07:39:18] <BordListian>
world.getLightFor(EnumSkyBlock.SKY,...)
L409[07:39:40] <BordListian>
world.getCelestialAngleRadians
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L411[07:41:20] <MrVoltz> i have method to
set blocks really fast
L412[07:41:27] <MrVoltz> and it doesn't
relight
L413[07:41:36] <MrVoltz> so i set the
light level manually
L414[07:42:00] <MrVoltz> it seems that if
block is directly under the sky, it has 15, ok?
L415[07:43:05] <BordListian> yes
L416[07:44:20] <gigaherz|work> yes but the
sky color is then spread outward
L417[07:44:26] <gigaherz|work> based on
how far away it is from the sky
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L423[07:51:21] <MalkContent> so i'm doing
this class with helper methods
L424[07:51:47] <MalkContent> would i make
all the methods static or would i give the class an instance static
of itself?
L425[07:51:58] <MalkContent> or is it
pretty much irrelevant
L426[07:52:02] <gigaherz|work> do those
methods keep state?
L427[07:52:25] <gigaherz|work> or they are
just stateless helpers?
L428[07:52:30] <MalkContent>
stateless
L429[07:52:37] <gigaherz|work> then static
should work
L430[07:52:52] <gigaherz|work> I generally
choose a singleton if there's a state
L431[07:52:56] <MalkContent> if they kept
state, wouldn't i just add static variables?
L432[07:52:58] <gigaherz|work> you
could
L433[07:53:13] <gigaherz|work> but I was
taught strongly against having static variables in oop code
;P
L434[07:53:18] <gigaherz|work> constants,
sure
L435[07:53:41] <MalkContent> okay. what's
the reasoning for that?
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L437[07:53:51] <gigaherz|work> it's easier
to augment or substitute that instance
L438[07:53:56] <gigaherz|work> if you ever
need to improve it
L439[07:54:01] <gigaherz|work> while using
statics
L440[07:54:23] <gigaherz|work> you will
never be able to implement a replacement class using like,
wrap-and-extend type things
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L442[07:55:02] <gigaherz|work> it's also
why in C#, "static readonly" is favored over
"const" when doing libraries
L443[07:55:06] <gigaherz|work> because
const is inlined
L444[07:55:08] <gigaherz|work> but static
readonly isn't
L445[07:56:40] <MalkContent> okay
then
L446[07:56:44] <gigaherz|work> so I gave
myself that rule (sortof)
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L449[07:57:02] <gigaherz|work> if the
helper maintains a state, use a singleton
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L452[07:57:25] <gigaherz|work> if the
helper is a basic code that is very unlikely to change, use
statics
L453[07:57:31] <gigaherz|work> and
anywhere in between is up to you
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L455[07:58:16] <MalkContent> gonna take
that to heart. probably still would keep static variables in that
kind of helper class :x
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L477[08:25:18] <Ordinastie_> I need to
loops through elements of a set to check if they should be removed
from that set, what's the best way to do that ?
L478[08:25:38] <gigaherz|work> hmmm list
iterator has .remove(), dunno about sets
L479[08:26:03] <gigaherz|work> in C#
there's a collection.RemoveAll(predicate), does Java have anything
like that?
L480[08:26:29] <Ordinastie_> ah, duh, use
the iterator :x
L481[08:26:48] <Ordinastie_> I was doing
forEach()
L482[08:26:51] <gigaherz|work> heh
L483[08:27:45] <Ordinastie_> although that
means I have to use the iterator :/
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L485[08:28:57] <gigaherz|work> it's not
THAT bad ;P
L486[08:29:20] <gigaherz|work> for
(Iterator<X> it = collection.iterator(); it.hasNext(); ) { if
(predicate) it.remove(); }
L487[08:29:39] <gigaherz|work> eh
L488[08:29:50] <gigaherz|work> for
(Iterator<X> it = collection.iterator(); it.hasNext(); ) { if
(predicate(it.next())) it.remove(); }
L489[08:30:01] <gigaherz|work> if you
don't do next then it's not going to work XD
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L491[08:31:04] <gigaherz|work> oops
.get()
L492[08:31:12] <gigaherz|work> but
yeah
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L495[08:34:52] <gigaherz|work> public
<T> void removeAll(Collection<T> collection,
Predicate<T> predicate) { for (Iterator<T> it =
collection.iterator(); it.hasNext(); ) { if
(predicate.test(it.next())) it.remove(); } }
L496[08:35:22] <gigaherz|work> then you
can call it as removeAll(collection, x -> x.value == 1);
L497[08:35:38] <gigaherz|work> while you
winder why it's not already a thing ;P
L498[08:35:50] <gigaherz|work>
wonder*
L499[08:36:18] <sham1> Well
L500[08:36:40] <sham1> If RemoveAll
removes everything that fits the predicate
L501[08:36:52] <sham1> You could use
filter(!predicate)
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L503[08:37:12] <gigaherz|work> nono, it's
not a filter
L504[08:37:18] <gigaherz|work> it REMOVES
them fro mthe collection
L505[08:37:27] <gigaherz|work> it's like
removeAt(2) or remove(obj)
L506[08:37:28] <sham1> Oh
L507[08:37:30] <gigaherz|work> but with a
predicate
L508[08:37:37] <sham1> a destructive
operation
L509[08:37:37] <gigaherz|work> the
equivalent of filter is Where
L510[08:37:48] <sham1> Well
L512[08:38:06] <gigaherz|work> returns the
number of elements removed, heh
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L514[08:38:30] <thor12022> Java has
RemoveIf(Predicate) for collections
L515[08:39:00] <sham1> The fact that a
destructive operation like that also exists in F# kind of triggers
me
L516[08:39:34] <Ordinastie_> well, I know
have TESR emulation without TEs :)
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L521[08:42:25] <sham1> sounds
dangerous
L522[08:42:32] <gigaherz|work> thor12022:
where? I tried to look for "remove items with predicate"
and the best I found was loops and weird things
L523[08:42:49] <gigaherz|work> oh I
see
L525[08:42:51] <gigaherz|work> Java8
L527[08:43:01] <gigaherz|work> yeah didn't
find it until I looked for removeIf
L528[08:43:34] <gigaherz|work> so I guess
other people DID wonder why it wasn't a thing yet
L529[08:43:35] <gigaherz|work> ;P
L530[08:44:07] <Unh0ly_Tigg> now to time
how long it takes for mods to be able to target the new version
/s
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L532[08:44:36] <MalkContent> great. now i
have an earworm thanks to you sham1
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L535[08:49:05] <sham1> I still don't
understand why removeif is a destructive operation
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L543[08:57:27] <Unh0ly_Tigg> First
personally discovery from the new snapshot jar, there is now
another subclass of ResourceLocation, there's the
ModelResourceLocation one, but now there is one dealing with
languages.
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L545[08:58:20] <MalkContent> hmmm
L546[08:58:37] <MalkContent> can nbttags
get deleted when they got a value of 0?
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L548[08:59:13] <Unh0ly_Tigg> no
L549[08:59:15] <MalkContent> o wait
nvm
L550[08:59:30] <MalkContent> stupid nbt
juggling is not good for the brain
L551[08:59:41] <Unh0ly_Tigg> because then
nbt wouldn't work at x=0, y=0 or z=0...
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L554[09:02:13] <MalkContent> yea. i
"knew" that that shouldn't happen, i just reached the
point where i wasn't sure anymore
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L558[09:03:58] <gigaherz|work> [15:49]
(sham1): I still don't understand why removeif is a destructive
operation
L559[09:04:02] <gigaherz|work> how would
it NOT be?
L560[09:04:11] <gigaherz|work> it has to
remove the items
L561[09:04:13] <sham1> Because
L562[09:04:14] <gigaherz|work> that's what
the name does
L563[09:04:21] <gigaherz|work> says*
L564[09:04:30] <gigaherz|work> if you just
want filter, then use filter
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L566[09:04:55] <sham1> Mutable data
structures trigger me
L567[09:05:09] <Unh0ly_Tigg> if it
returned a list, it could make a new list and only copy entries
based on the predicate.
L568[09:05:15] <Unh0ly_Tigg>
collection*
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L571[09:08:50] <Unh0ly_Tigg> brb, gotta
update hexchat
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L574[09:10:37] <hch12907> are there forge
hooks to change how the village spawns? (the distance between two
villages and the size of a village)
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L586[09:20:29] <Unh0ly_Tigg> I'd really
like to know how the obfuscater that mojang uses for minecraft
works, because even in this snapshot, the TextFormatting enum class
is still obfuscated to a.
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L591[09:24:33] <BordListian>
goddamnit
L592[09:24:53] <BordListian> i made a
bunch of food sprites and my sprite editor crashed because it has
shitty memory allocation
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L594[09:25:05] <gigaherz|work> save early,
save often
L595[09:25:05] <BordListian> guess i'm not
gonna add foods
L596[09:25:12] <BordListian> i was sure i
saved
L597[09:25:17] <BordListian> but
apparently i didn't
L598[09:25:41] <MalkContent> how do you
not save after every sprite
L599[09:25:57] <MalkContent> that's just
inviting catastrophe :D
L600[09:26:22] <gigaherz|work> also
consider using an app that doesn't have t hat problem
L601[09:26:23] <gigaherz|work> ;p
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L603[09:26:33] <BordListian> no app
provides me the same benefits
L604[09:26:46] <BordListian> also it's
program, not app thankyouverymuch
L605[09:26:52] <gigaherz|work> what does
your editor do that photoshop can't? ;P
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L607[09:27:31] <BordListian> i've used
that editor for 14 years?
L608[09:28:04] <MalkContent> ...paint
95=
L609[09:28:05] <MalkContent> ?
L610[09:28:09] <Unh0ly_Tigg> I used to use
paint... I now use Paint.NET, so much better. Plus, it's
free.
L611[09:28:19] <gigaherz|work> yeh
paint.net is nice
L612[09:28:20] <MalkContent> I'm just
using gimp
L613[09:28:39] <gigaherz|work> it just
lacks proper blending effects
L614[09:28:40] <BordListian> dude 14 years
ago was 2002
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L616[09:28:47] <BordListian> not
1995
L617[09:28:49] <Unh0ly_Tigg> I could never
get used to gimp when I messed around with linux.
L618[09:29:06] <gigaherz|work> I was able
to tolerate gimp when they added the single-window mode
L619[09:29:09] <Ordinastie_> well, first
draft for my animation JSON
L620[09:29:09] <BordListian> gimp is so
good for singular operations
L622[09:29:11] <gigaherz|work> but even
then, it still feelswrong
L623[09:29:20] <Ordinastie_> now to make
the data structure and actual deserializers
L624[09:29:25] <BordListian> but if you're
trying to seriously use it you might aswell kill yourself
soon
L625[09:29:50] <MalkContent> how does
paint.net compare to gimp?
L626[09:29:58] <BordListian> better
L627[09:30:08] <MalkContent> how
insightful
L628[09:30:16] <Unh0ly_Tigg> I just wish I
could figure out how to mimic minecrafts 'default' blending
settings in paint.net.
L629[09:30:19] <BordListian> what did you
expect?
L630[09:30:33] <MalkContent> small list of
noticable differences?
L631[09:30:45] <BordListian> one is shit
and the other isn't
L632[09:31:13] <Unh0ly_Tigg> I just really
don't want to have to write a program that can read in images, and
blend them using minecrafts' settings.
L633[09:31:29] <MalkContent> that still
doesn't help man :P
L634[09:31:34] <MalkContent> i happen to
like gimp
L635[09:31:46] <BordListian> Unh0ly_Tigg,
you could just grab the blendmodes from the gl code
L636[09:31:53] <MalkContent> so one is
shit and the other isn't doesn't help me much
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L638[09:31:58] <BordListian> they all have
image editing equivalents i'm pretty sure
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L641[09:32:29] <Unh0ly_Tigg> BordListian,
but I can't seem to figure out how to mimic what gl does in
paint.net.
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L643[09:33:06] <BordListian> does
paint.net let you set custom blendmodes?
L644[09:33:37] <BordListian> or is it just
a bunch of premade ones
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L647[09:34:56] <BordListian> that's
probably not gonna do
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L651[09:38:05] <BordListian> you'd need an
image editor that lets you set your own equations for src* and
dest*
L652[09:38:17] <BordListian> i'd think,
anyway
L653[09:39:40] <MalkContent> can an object
null itself?
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L655[09:40:18] <BordListian> wat
L656[09:40:27] <BordListian> what do you
mean null itself
L657[09:40:31] <Unh0ly_Tigg> it can
dispose of it's fields values.
L658[09:40:47] <MalkContent> i.e. the
nbtcompound on items
L659[09:41:00] <MalkContent> when you add
nbt info it gets created
L660[09:41:08] <Unh0ly_Tigg> but it has no
way of knowing where it's stored, unless it's specifically coded to
do so.
L661[09:41:09] <MalkContent> you can
remove entries from it
L662[09:41:19] <MalkContent> but it does
not delete itself when there are no entries left
L663[09:41:28] <MalkContent> and i was
wondering if that would even be possible
L664[09:41:31] <Unh0ly_Tigg> no
L665[09:41:39] <Unh0ly_Tigg> then you just
have an empty tag.
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L667[09:41:50] <MalkContent> so basically
make all references to it be null
L668[09:42:56] <Unh0ly_Tigg> when you set
the value of an object to null (not the object making itself null,
which is impossible without 2 way coding communication), it
effectively marks the old value as able to be collected by the
gc.
L669[09:43:16] <Unh0ly_Tigg> but only if
the object isn't holding a reference to something else that can't
be collected too.
L670[09:43:56] <Unh0ly_Tigg> well,
actually
L671[09:44:13] <Unh0ly_Tigg> it will only
mark it for collection when there are *no* references to it.
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L673[09:44:40] <Unh0ly_Tigg> if there's
still something in memory referencing it, it can't be collected.
this is how memory leaks can occur.
L674[09:45:31] <MalkContent> yes...
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L677[09:47:31] <Unh0ly_Tigg> the only way
for an object to null itself, is to code a way for it to
communicate to whatever is designed to hold it, to get rid of it.
even if the object's class had that, whatever is holding doesn't
*need* to adhere to that.
L678[09:48:29] <Unh0ly_Tigg> the only
'object's that can null themselves without container objects
nulling them, is threads, and they only do that by stopping
themselves.
L679[09:49:30] <Unh0ly_Tigg> but that only
occurs when a thread is created and started, and then all coded
references to it (outside the jvm and jre) are gone before it
stops.
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L686[09:54:46] <MalkContent> welp. went
way beyond what i asked, but the more you know :D
L687[09:56:29] <howtonotwin> The way java
works is as follows: You have the heap, where objects are stored.
And you have the stack, which is all the stuff local to methods.
The stack cannot hold objects. It only holds REFERENCES to objects.
(C pointers.) `null` just means the pointer has a special value
understood to mean `null`. An object cannot know what has
references to it, much less can it violate the security of its
users
L688[09:56:29] <howtonotwin> and set every
reference to itself to null.
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L690[09:57:13] <MalkContent> a containers
transferStackInSlot should work for moving things with the mouse,
no?
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L692[09:58:02] <MalkContent> yea, i
figured as much howtonotwin. i was just wondering if i figured
wrong ^^
L693[09:58:23] <Unh0ly_Tigg> which ide do
you use, MalkContent?
L694[09:58:24]
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L695[09:58:36] <MalkContent> eclipse
L696[10:00:25] <Unh0ly_Tigg> if you put
the text cursor on the name of the method, and press Ctrl+Alt+H
(default keybinding atleast), it should open a view called Call
Hierarchy, that will tell where the method is called, you can use
that to see where transferStackInSlot is used.
L697[10:01:43] <Unh0ly_Tigg> or any other
method or field for that matter.
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L699[10:02:00] <gigaherz> MalkContent:
transferStackInSlot is the shift-clicking code
L700[10:02:09] <MalkContent> mhm. that's a
long rabbit whole down thataway though, which is why i asked :D
then had the brilliant idea to add a println to check
L701[10:02:14] <MalkContent> yea :/
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L703[10:03:39] <Unh0ly_Tigg> with forges
codebases though, the only real issue with the call hierarchy tool
comes with annotation methods/properties, because of how those
values are stored/retrieved at class load by forge.
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L705[10:04:12] <MalkContent> mhm
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L708[10:07:18] <MalkContent> *looks at
slotClick* a shit -.-
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L743[11:25:35] <MalkContent> o thank god
somebody made the effort to extensively comment slotClick
L744[11:27:25] <sham1> Thank the
documenter instead :P
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L748[11:29:16] <MalkContent> well he is
the Greatest Of Dudes ofc
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L752[11:40:54] <MalkContent> there doesn't
happen to be an event for a container slot gaining or losing an
item, does it?
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L762[12:09:48] <BordListian> so how do you
properly register eventhandlers in newest forge?
L763[12:09:54] <BordListian> wait
L764[12:09:59] <BordListian> lemme read it
up
L765[12:10:04] <Ordinastie_> hasn't
changed
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L770[12:20:53] <MalkContent> hmm. is it
easier on the computation if you simply reassign the same value to
a boolean every loop or if you gate the assigning with a simple
if(myBoolean)?
L771[12:21:57] <kenzierocks> doesn't
matter right now, optimize only if it's slow
L772[12:21:59] <howtonotwin> The JIT would
very likely do it anyway
L773[12:22:01] <kenzierocks> write good
code first
L774[12:22:06] <howtonotwin> Also
premature optimization anyone?
L775[12:22:06] <BordListian> xyproblem in
effect?
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L777[12:24:25] <MalkContent> i don't have
performance issues
L778[12:24:36] <MalkContent> i'm more
interested in what would be good practice
L779[12:25:04] <kenzierocks> so your
question is "what's the best practice" not "what's
the fastest"
L780[12:25:06] <MalkContent> i gotta
iterate over a whole array anyways and set a boolean to true if i
find at least one of the things i am looking for
L781[12:25:11] <MalkContent> fair
enough
L782[12:25:28] <MalkContent> they are
identical in my mind
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L784[12:27:35] <MalkContent> and i think i
actually care more about which one performs better, cause i am
interested ^^
L785[12:27:52] <kenzierocks> which one
performs better is a hard question
L786[12:28:04] <kenzierocks> considering
the JVM does optimizations on the fly
L787[12:28:09] <kenzierocks> and how fast
it is
L788[12:28:13] <kenzierocks> it'd be
pretty hard to time
L789[12:28:19]
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L790[12:29:41] <MalkContent> well, it
condenses down to "how quick is evaluating a condition
statement for a known boolean" compared to "how quick can
a boolean be assigned a new value"
L791[12:30:51] <kenzierocks> unless the
JVM decides to remove the condition if it can tell the boolean will
always be set inside it -- but the condition can't be
fulfilled
L792[12:31:09] <kenzierocks> or maybe
remove the assignment if it's no longer reachable for the same
reasons, or won't do anything
L793[12:31:10] <Subaraki> how does one
alter a json model on runtime? looking at complex(er) models that
have like particles floating around, like a moon orbits a
planet
L794[12:31:49] <MalkContent> damn. it can
do that on the fly?
L795[12:31:58] <kenzierocks> who
knows?
L796[12:32:01] <howtonotwin> That's a
TESR+Model, not plain JSON
L797[12:32:23] <MalkContent> i'd be
actually baffled by that but i don't know that kind of stuff
L798[12:33:26] <Subaraki> tesr model
?
L799[12:33:27] <howtonotwin> You can have
custom baked, static models with a custom IBakedModel
L800[12:33:46] <howtonotwin> You can
render a model in a TESR
L801[12:33:49] ⇦
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(webchat@host86-175-44-51.range86-175.btcentralplus.com)
())
L802[12:33:59] <Subaraki> i thought those
where for blocks only
L803[12:34:22] <howtonotwin> What is for
blocks only?
L804[12:34:30] <Subaraki> tile entity
special renderer's
L805[12:34:32] <Subaraki> tesr's
L806[12:34:36]
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L807[12:34:37]
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L809[12:42:37] ***
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L810[12:43:56] <BordListian> oh hey
L811[12:44:01] <BordListian> mod breaking
update announced
L812[12:46:37] <kenzierocks> what now
BordListian
L813[12:46:52] ***
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L814[12:47:39] <BordListian> this was 5
hours ago so you probably already know
L815[12:49:25] <Jolteffect> would this be
an appropriaye channel to ask for some basic help guys?
L816[12:49:36] <Jolteffect>
appropriate*
L817[12:49:54] <Ordinastie_> basic forge
help yes
L818[12:50:01] <Ordinastie_> java help,
not really
L819[12:51:06] <Jolteffect> ok, ill ask
and you can point me in the right direction
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L822[12:55:05] <Jolteffect> I would like
instaniate X number of the same block each with a tileEntity,
however I dont think I am registering blocks effiencently. I am
creating 10 blocks, 10 itemblocks, 10 models, 10 of each json files
and 10 textures. I am doing this all manually, which all works, but
im sure a much simplair way could be achieved that registering all
10 blocks individually. Any pointers.?
L823[12:55:35] <Jolteffect> hope that
makes sense.
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L825[12:56:49] <Ordinastie_> I'd say you
need to parameterize what differs
L826[12:57:52] <Jolteffect> the only
parametre that differs is a single variable within the TE, created
on instantation.
L827[12:58:11] <Ordinastie_> then why do
you need 10 blocks ?
L828[12:59:31] <Ordinastie_> actually,
scratch that, what are you actually trying to do ?
L829[13:00:29] <Jolteffect> haha no
worries pal, ill try to be a little more direct, its a difficult
one to explain.
L830[13:01:07] <Jolteffect> i want to
create a Block with different tiers. T1/2/3/4/5
L831[13:01:19] <mezz> tterrag|ZZZzzz, is
there an updated Bon2 download somewhere?
L832[13:02:08] <Ordinastie_> Jolteffect,
any reason not to use blockStates for those tiers ?
L833[13:02:43] <Jolteffect> nope
L834[13:03:41] <Jolteffect> im getting
confused withhow to register multiple versions on the same block
with differnet states
L835[13:03:55] <Ordinastie_> you
don't
L836[13:04:06] <Ordinastie_> you have 1
block
L837[13:04:27] <Ordinastie_> you can have
properties for that block with each different values
L838[13:04:41] <Ordinastie_> in your case,
probably 1 property with 5 tiers as vlues
L840[13:06:06] <Jolteffect> read that
pal
L842[13:06:47] <Jolteffect> I can
succsessfuly change the state of a block, however i would like to
create 10 of the same block
L843[13:07:12] <Jolteffect> each blovk
wuold have its own recipe.
L844[13:07:28] <Ordinastie_> no, you don't
need 10 blocks
L845[13:07:33] <Ordinastie_> 1 block
instance is enough
L846[13:07:42] <Ordinastie_> 1 itemBlock
too
L847[13:07:54] <Ordinastie_> but with
different recipes for different metadata for the item
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L849[13:11:24] <Jolteffect> sorry buddy,
was just reading that second link.
L850[13:12:37] <Jolteffect> how would i
get the single block to appear multiple times within the MC
registry?
L851[13:13:07] <Jolteffect> each with it
own recipe?
L852[13:15:50] <Ordinastie_> same item,
different metadata
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L854[13:15:57] <Ordinastie_> like
wool
L855[13:16:21] <Jolteffect> yeah just like
wool would be awsome
L856[13:16:50] <Jolteffect> it's the
registering element within forge im confused with
L857[13:17:22] <theFlaxbeard> Anyone know
how to enable the use of movement keys while in my GUI? Can't seem
to find where MC disables them when a GUI is accessed
L858[13:18:34] <Ordinastie_> like I said,
you have 1 block and 1 item, you only register those
L859[13:18:42] <Jolteffect> i have 10
"x" number of lines in my ModBlock file for instanation,
registry, model, itemblock and each instanation has it's own unique
registry name, unlocalised name and corasponding json files.
L860[13:19:07] <Ordinastie_> well, you
need only one
L861[13:19:21] <Jolteffect> ill go looking
through how wool is registered.
L862[13:19:34] <Jolteffect> thank you
buddy, appreciate the help.
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L867[13:42:19] <MalkContent> theFlaxbeard:
what kind of gui are you doing where you can still move
around?
L868[13:42:27] <theFlaxbeard> Radial
menu
L869[13:42:27] <MalkContent> just screen
overlay?
L870[13:42:35] <theFlaxbeard> I need the
mouse free though
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L872[13:42:50] <theFlaxbeard> I ended up
adjusting the "context" for the hotkeys when my GUI is
open
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L875[13:43:06] <theFlaxbeard> since the
movement keys normally only register if their context (ingame,
not-gui) is active
L876[13:43:15] <MalkContent> so thaumcraft
like?
L877[13:43:20] <theFlaxbeard> Yeah
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L879[13:44:05] <MalkContent> tc doesn't
use the gui classes for that
L880[13:44:28] <MalkContent> if that's of
any help
L881[13:44:35] <theFlaxbeard> Using a GUI
works
L882[13:44:41] <theFlaxbeard> just a bit
hacky
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L886[13:49:11] <Pieterv24> Do I need to
register the texture for the item in my inventory seperateley from
the one in the world? Because texture is applied to the block in
the world but it still shows the texture not found texture in my
inventory.
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L896[13:55:58] <tterrag|ZZZzzz> mezz: my
jenkins
L897[13:56:52] <mezz> thanks
L898[13:57:14] <tterrag|ZZZzzz> np
L899[13:59:53] <BordListian> Pieterv24,
you need an item model
L900[14:00:09] <BordListian> you can just
have the parent be the block model and it'll work
L901[14:01:52] <Pieterv24> I just found my
error
L902[14:02:10] <Pieterv24> I had a typo in
my registry name
L903[14:02:20] <Pieterv24> in opposed to
the on i was calling uppon
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L905[14:05:06] <Pieterv24> Thank you for
your help though.
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L907[14:14:03] <sham1> leroy
jenkins?
L908[14:15:55] <Subaraki> is it possible
to make spheres in the json files ?
L909[14:16:42] <sham1> Not really
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L931[14:48:28] <Ferdz_TheWeeb> Is there a
way I can scale up the size of a model when rendering as a block
inside my blockstates file?
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L956[15:53:57] <Ferdz_TheWeeb> Please
someone give me a hand, I have no idea why I'm unable to apply a
transform to a B3D model BlockState :/
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L961[15:58:01] <Ferdz_TheWeeb> Ty
sham1
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L963[16:02:28] <diesieben07> goddamnit
microsoft... why do you always reset every fucking setting when i
update...
L964[16:02:47]
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L965[16:03:02] <sham1> Because
Microsoft
L966[16:04:23] <diesieben07> i do really
like the new start menu though
L967[16:04:37] <diesieben07> but they
reset my wallpaper even... like... common
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L969[16:05:06] <diesieben07> i need my fox
background damnit
L970[16:06:52] <gigaherz> diesieben07:
they aren't "resetting", the big updates are actually
upgrade installs
L971[16:07:00] <gigaherz> they install a
new OS, and migrate stuff to it
L972[16:07:03] <diesieben07> i don't
fucking care
L973[16:07:06] <gigaherz> they chose NOT
to migrate certain settings
L974[16:07:13] <diesieben07> they are
marketing it as an update.
L975[16:07:18] <gigaherz> doens't change
the fact it's annoying and sutpid
L976[16:07:30] <diesieben07> like
seriously they canot migrate my desktop background setting?!
L977[16:07:31] <sham1> Install Gentoo
:P
L978[16:07:32] <gigaherz> also reinstalls
all the stock store apps and such
L979[16:07:52] <diesieben07> shaddap sham,
linux GPU support sucks balls.
L980[16:08:01] <diesieben07> if it would
work, i woudl use it.
L981[16:08:22] <sham1> for me it works
fine, I dunno what you are talking about
L982[16:08:26] <sham1> And yes
L983[16:08:32] <sham1> I am using
nVidia
L984[16:08:44] <gigaherz> "works for
me" doesn't mean it doesn't suck ;P
L985[16:08:52] <diesieben07> I have a
laptop with 2 GPUs
L986[16:08:59] <diesieben07> intel
integrated and a gtx840m
L987[16:09:10] <diesieben07> had horrible
screen tearing with all kinds of drivers
L988[16:09:17] <diesieben07> and i have to
relog to switch GPUs
L989[16:09:20] <sham1> I have similar
setup for my laptop
L990[16:09:22] <diesieben07> thats
horrible, i am not using that shit.
L991[16:09:30] <gigaherz> linxu doiesn't
support nv optimus?
L992[16:09:36] <diesieben07> it does, but
not really.
L993[16:09:36] <gigaherz> doesn't*
L994[16:09:38] <Ferdz_TheWeeb>
diesieben07, I have the exact same gpus
L996[16:09:53] <sham1> Yes it does
L997[16:09:58] <gigaherz> my laptop's a
gen-2 i7 with a gt520m
L999[16:10:21] <diesieben07> sham i really
don't care. if i have to google 2 hours to find the solution, then
no.
L1000[16:10:30] <sham1> More like 2
secs
L1001[16:10:40] <diesieben07> i want the
drivers for my devices to come from the manufacturer.
L1002[16:11:01] <diesieben07> like...
that thing you linked had its last release 3 years ago
L1003[16:11:03] <gigaherz> yeah that's
anti-linux ;P
L1004[16:11:14] <diesieben07> i am not
using that...
L1005[16:11:24] <diesieben07> i really
*want* to like linux
L1006[16:11:27] <diesieben07> but it just
does not work for me.
L1007[16:11:34] <sham1> Well that's just
for optimus
L1008[16:11:47] <sham1> You can have it
just use your nvidia card
L1009[16:11:57] <sham1> instead of the
integrated intel one
L1010[16:12:01] <gigaherz> and then it
will use extra battery for no reason
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L1012[16:12:09] <diesieben07> ^
L1013[16:12:17] <gigaherz> the whole
point of optimus is that it electrically disconnects the dedicated
hardware when not in use
L1014[16:12:27] <diesieben07> on windows,
i can configure it based on APPLICATION
L1015[16:12:35] <diesieben07> so when i
am not running games, the nvidia GPU is just OFF
L1016[16:12:45] <diesieben07> and when i
start up a game, it starts up
L1017[16:13:01] <diesieben07> and this is
just ONE thing about linux that does not work properly :D
L1018[16:13:17] <diesieben07> another
thing i had was my wifi card not surviving standby or
hibernate
L1019[16:13:23] <diesieben07> it would
just not connect after the wakeup
L1020[16:13:38] <diesieben07> thats just
things that annoy the crap out of me and that i dont wnat to spent
my time fixing.
L1021[16:13:44] <diesieben07>
anyways...
L1022[16:14:26] <Ferdz_TheWeeb>
Inspirion?
L1023[16:14:28]
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L1024[16:14:37] <diesieben07> whut?
L1025[16:14:52] <Ferdz_TheWeeb> What's
your laptop? Inspiron?
L1026[16:14:56] <diesieben07>
lenovo
L1027[16:15:06] <Ferdz_TheWeeb> Hmm
L1028[16:15:24] <Ferdz_TheWeeb> Funny
because we have the same issues and the same graphics card
settings, was kind of curious
L1029[16:17:45] <diesieben07> linux even
physically broke my screen once, but that something else...
L1030[16:18:28] <thor12022> it's prettty
much the same for any laptop with the Intel-nVidia setup, XOrg just
wasn't designed for switching graphics cards
L1031[16:20:37] <Ferdz_TheWeeb> Would
anyone be kind enough to confirm on their own setup that, when
rendering a B3D model, transforms from the blockstate aren't
applied?
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L1038[16:34:33] <gudenau> .part
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L1058[17:27:13] <diesieben07> ok i've had
enough, from now on responses to 1.7.10 questions on the forums
will be met with "1.7.10 is no longer supported, update."
and thats it.
L1059[17:34:57] <shadowfacts> yay!
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L1061[17:36:31] <gigaherz> lol
L1062[17:36:37] <diesieben07>
"But..." - "No. <thread locked>"
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L1068[17:41:05] <Necr0> diesieben07:
about time
L1069[17:41:37] <diesieben07> ikr
L1071[17:47:38] <LatvianModder> finally
lol. that attitude should be received from everyone tbh. 1.7.10 is
soon to be *4* major versions behind
L1072[17:47:59] <LatvianModder> actually,
minor, but sine 1. never changes, its more major than minor
L1073[17:48:51] <diesieben07> i've been
doing it for a while, just not this strictly :D
L1074[17:50:01] <RANKSHANK_mob1> ^what do
diesie?
L1075[17:50:30] <diesieben07> hrm?
L1076[17:50:44] <RANKSHANK_mob1> ?
L1077[17:50:51] <TehNut> He wasn't here
for your first message
L1078[17:50:51] <diesieben07> !
L1079[17:51:01] <gigaherz>
RANKSHANK_mob1:
L1080[17:51:02] <gigaherz> 00:27]
(diesieben07): ok i've had enough, from now on responses to 1.7.10
questions on the forums will be met with "1.7.10 is no longer
supported, update." and thats it.
L1081[17:51:02] <gigaherz> [00:34]
(shadowfacts): yay!
L1082[17:51:59] <gigaherz> LatvianModder:
1.8, 1.8.8/1.8.9, 1.9, 1.9.4/1.10/1.10.2 -- it is ALREADY 4
versions behind, so far as modding is concerned ;P
L1083[17:52:14] <LatvianModder>
yeah
L1084[17:52:31] <RANKSHANK_mob1> That is
something to celebrate :D
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L1086[17:52:44] <RANKSHANK_mob1> Thanks
gigz
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L1111[19:08:18] ***
willieaway is now known as williewillus
L1112[19:09:00] <williewillus> anyone
taken a look at the new snapshot (internally)?
L1113[19:09:03] <gudenau> I am attempting
to add a texture in a TextureStitchEvent.Pre handler, but MC does
not seem to pick up that I used setTextureEntry. When I iterate
over the keys it shows my entry.
L1114[19:09:06] <williewillus> if not I'm
gonna dig around a bit for fun :P
L1115[19:09:16] <williewillus> gudenau:
show code
L1116[19:09:31] <gudenau> Sounds like it
will be a pain for updates from Mojangsers.
L1117[19:09:34] <williewillus> i dont
think you're supposed to use setTextureEntry iirc
L1118[19:10:15] <williewillus> i use
textureMap.registerSprite
L1119[19:10:22] <williewillus> to stitch
icons in TextureStitchEvent
L1120[19:10:29] <gudenau>
williewillus>
L1121[19:11:14] <gudenau> Why did it say
that?
L1122[19:11:21] <williewillus> ?
L1123[19:11:33] <gudenau> My client
decided to ping you for no apperent reason.
L1124[19:11:45] <williewillus> did you
click my name or what
L1125[19:11:57] <gudenau> Doing that does
not triger that, strange.
L1126[19:13:26] <gudenau> I wonder if I
am missing somthing in my TextureAtlasSprite...
L1127[19:13:32] <williewillus> i said
show code :P
L1128[19:13:36] <williewillus> are you
using registerSprite?
L1129[19:14:05] <gudenau> No, that does
not allow a custom TexutreAtlasSprite, I need to generate the
texture during runtime.
L1132[19:15:32] <williewillus> okay so
what is happening that tells you it is not working
L1133[19:16:09] <gudenau> The missingno
texture and the missing texture error in the logs with the
"TEXTURE ERRORS" tag.
L1134[19:17:13] <williewillus> dump the
atlas and see if your image info is even there
L1135[19:17:37] <gudenau> Need to figure
out how to do that.
L1137[19:19:27] <gudenau> It will take a
while to load....
L1138[19:19:30] <williewillus> wow they
actually fixed mc-4 for real this time
L1139[19:19:32] <williewillus> this is
amazing
L1140[19:19:39] <gudenau> mc-4?
L1141[19:19:55] <williewillus> the one
where items desync between the client and server
L1142[19:19:58] <williewillus>
noticeably
L1143[19:20:00] <williewillus> all the
time
L1144[19:20:01] <gudenau> Oh?
L1145[19:20:07] <williewillus> item
entities
L1146[19:20:07] <howtonotwin> The thing
that makes them jump up and down?
L1147[19:20:09] <RANKSHANK> O.o
L1148[19:20:14] <gudenau> Thanks!
L1149[19:20:20] <gudenau> Mojang did a
thing!
L1150[19:20:20] <williewillus> well the
thing that makes them stutter every few seconds was a bug fixed in
1.8
L1151[19:20:31] <williewillus> this one
is just them jumping around in general
L1152[19:20:49] <gudenau> Heh, nice that
it is triggered with arrows.
L1153[19:20:53] <RANKSHANK> I wonder how
many bugs they added fixing this one :P
L1154[19:21:07] <howtonotwin> ^
Integer.MAX_VALUE
L1155[19:21:15] <williewillus> i can't
get them to desync no matter what I try so seems to be a good
one
L1156[19:22:04] <howtonotwin> Tree
felling has never been so clean :P
L1157[19:22:08] <gudenau> I wonder if you
can spawn client side only items now?
L1158[19:22:25] <williewillus> uhh you
always have been able to spawn clientside entities
L1159[19:22:30] <williewillus> they just
are ghosted
L1160[19:22:41] <howtonotwin> How does
one decompile a snapshot however? Newb here
L1161[19:22:42] <gudenau> I know, but in
the latest snapshot?
L1162[19:22:53] <gudenau> How do you
decompile Minecraft?
L1163[19:22:56] <williewillus> why would
that change?
L1164[19:23:07] <williewillus>
howtonotwin: get a nice decompiler. get the jar. run it. :P
L1165[19:23:09] <gudenau> Extra sync code
could kill them.
L1166[19:23:12] <williewillus> I use
Bytecovdeviewer
L1167[19:23:29] <williewillus> why would
extra sync code kill it
L1168[19:23:41] <williewillus> the server
says "move entity ID 2043 west a bit and north a
bit"
L1169[19:23:48] <gudenau> Ah.
L1170[19:23:49] <williewillus> it isn't
aware of anything the client only has
L1171[19:24:16] <RANKSHANK> is the
falling for items smoothed out now?
L1172[19:24:18] <howtonotwin> crap:
summon Item ~ ~1 ~-0.6249
{Item:{id:"stone",Count:1b}}
L1173[19:24:29] <howtonotwin> from the
bug tracker, that still breaks it :(
L1174[19:24:47] <williewillus> what is
broken about it?
L1175[19:24:53] <williewillus> it's
spawned close enough to me I just pick it up :P
L1176[19:25:04] <williewillus> RANKSHANK:
syncing code is just fixed. jeb had a technical explanation on
reddit
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L1178[19:25:18] <gudenau> Link?
L1181[19:25:36] <RANKSHANK> uuu thanks
willie!
L1182[19:25:41] <howtonotwin> It's been
reopened D:
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L1184[19:26:10] <williewillus> for what
lol
L1185[19:26:17] <howtonotwin> the
MC-4
L1186[19:27:08] <RANKSHANK> the link for
the lazy ;) interesting fix though
L1187[19:27:14] <williewillus> uh
L1188[19:27:17] <williewillus> it's fine
for me
L1189[19:27:19] <gudenau> Ok, not in the
atlas.
L1190[19:27:59] <williewillus> oh wait it
happened
L1191[19:28:04] <gudenau> Must be missing
an event.
L1192[19:28:05] <williewillus> but I'm
fine with it as it is now
L1193[19:28:07] <williewillus> it's
already a lot better
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L1195[19:30:11] <gudenau> Maybe I should
try a smaller texture size at the moment... HMMM
L1196[19:31:24] <gudenau> Maybe 16x16
will show up when 2048x2048 will not?
L1197[19:32:06] <TehNut> ...you're trying
to add a 2048x2048 texture to the atlas?
L1198[19:32:31] <RANKSHANK> ^
L1199[19:32:48] <gudenau> Uhm,
yeah.
L1200[19:33:02] <RANKSHANK> ... but
why?
L1202[19:33:21] <gudenau> Because I came
up with a stupid idea for a mod.
L1203[19:33:52] <gudenau> 16x16 is still
not on it.
L1204[19:36:29] <gudenau> WAIT A
MOMENT
L1205[19:36:35] <gudenau> I think these
docs are wrong.
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L1208[19:38:59] <gudenau> Welp, still
nothing. Time to step though this code...
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L1211[19:51:39] <williewillus> i would
recommend not blowing out the atlas with such a large texture
L1212[19:51:52] <williewillus> just make
its own texture....
L1213[19:51:59] <gudenau> *note* Not
meant for production use
L1214[19:53:28] <gudenau> How else will I
get my block model to render this without reinventing the
wheel?
L1215[19:54:16] <williewillus> bring it
to fry when he comes back
L1216[19:54:24] <williewillus> either way
i don't think it's a good idea
L1217[19:54:47] <gudenau> Never said it
was.
L1218[19:54:53] <gudenau> This mod was a
bad idea since the start.
L1219[19:55:09] <williewillus> i'm
confused, then why do it :P
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L1221[19:55:20] <gudenau> Because of why
it is a bad idea.
L1222[19:55:26] <gudenau> You will see, I
hope.
L1223[19:55:33] <williewillus> what is it
just ><
L1224[19:56:00] <williewillus> if it's
"bad" consciously doing it is a silly waste of your
time
L1225[19:56:16] <gudenau> Pfft, go away
with your logic.
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L1227[20:15:29] <Naiten> hi everybody
o/
L1228[20:16:10] <RANKSHANK> o/
L1230[20:17:44] <gudenau> Ok, how do I
get the sprite given the resource location?
L1231[20:18:47] <williewillus> using the
texturemap
L1232[20:18:50] <Naiten> gudenau, what
are you trying to render?
L1233[20:18:58] <gudenau> A block.
L1234[20:19:00] <williewillus> he is
throwing a 2048x texture on the atlas
L1235[20:19:05] <gudenau> But I am
hacking things.
L1236[20:19:06] <williewillus> because
screw everything :P
L1237[20:19:13] <gudenau> Because stupid
things.
L1238[20:19:19] <williewillus> what is
this? :P
L1239[20:19:26] <gudenau> A block.
L1240[20:19:34] <gudenau> With a giant
texture.
L1241[20:19:37] <gudenau> That
changes.
L1242[20:19:49] <Naiten> welp, is that
block containing a model for whole town?
L1243[20:20:02] <Naiten> why is it that
large?
L1244[20:20:05] <gudenau> Not
quite.
L1245[20:20:16] <gudenau> Because 2^n for
textures.
L1246[20:23:37] <RANKSHANK> man I swear
gradle docs has had marketing spruce up its submissions. So many
buzzwords :P
L1247[20:24:10] <Naiten> i mean, how big
is the model? like a cube with the edge of 52m + 4tx?
L1248[20:24:27] <gudenau> It is a little
less than 1x1.
L1249[20:24:31] <gudenau> 1x1x1
L1250[20:24:41] <Naiten> 1*1*1m?
L1251[20:24:45] <Naiten> man
L1252[20:24:52] <williewillus> just ask
fry when he gets back
L1253[20:24:56] <gudenau> Yep.
L1254[20:24:58] <williewillus> instead of
doing something ridiculously dumb
L1255[20:25:42] <Naiten> why would you
need such detalization?
L1256[20:25:48] <howtonotwin> That's a
12MiB texture (up to 16MiB) for something so small?
L1257[20:25:56] <gudenau> Because this is
a stupid hacky mod idea.
L1258[20:26:09] <williewillus> if it's
stupid don't do it I don't understand
L1259[20:26:31] <Naiten> stupid idea is
great when find an elegant solution for it
L1260[20:27:19] <howtonotwin> "You
were so preoccupied with whether or not you could, you didn’t stop
to think if you should." :D
L1261[20:27:20] <gudenau> Hey, this might
just cause a PR for this type a thing. Who knows. *shrug*
L1262[20:27:29] <gudenau> howtonotwin
wins a cookie
L1263[20:27:36] <williewillus> things
don't "cause" PR's
L1264[20:27:50] <williewillus> if you
need something ask fry for it and he'll tell you how or add it
:P
L1265[20:27:57] <Naiten> is the idea
itself a secret though?
L1266[20:28:01] <gudenau> I can not add
stuff.
L1267[20:28:05] <gudenau> Naiten, yes it
is.
L1268[20:28:08] <williewillus> no
L1269[20:28:11] <williewillus> he will
tell you
L1270[20:28:13] <williewillus> or he will
add it
L1271[20:28:16] <williewillus> lol
L1272[20:28:19] <gudenau> Oh.
L1273[20:28:31] <gudenau> I still want
someone to do that stupid beacon thing. .-.
L1274[20:28:39] <williewillus> so just
stop doing something ridiculously impractical and just wait a
couple days for him to get back
L1275[20:28:40] <williewillus> :P
L1276[20:28:58] <gudenau> TBH, that part
is implemented now. :-P
L1277[20:29:06] <williewillus> still ask
him later
L1278[20:29:10] <williewillus> because
that;'s not a pretty solution
L1279[20:29:40] <gudenau> Heh, I am
calling uploadTextureMipmap every tick in a handler. :-P
L1280[20:29:49] <williewillus> you are
murdering performance
L1281[20:29:54] <gudenau> I know.
L1282[20:29:55]
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L1283[20:29:58] <williewillus> then Why
do it?!
L1284[20:30:09] <gudenau> Because I want
to.
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L1286[20:30:56] <gudenau> Huh, I am
getting 30FPS. How console of me.
L1287[20:31:30] <Naiten> gudenau, I had
30FPS for several years and that was normal
L1288[20:31:45] <Naiten> why? because
TESR the railway
L1289[20:31:55] <RANKSHANK> Ehh I may
take a bash at that beacon thing after I figure out how to get a
functioning gradle workspace ;P
L1290[20:31:56] <gudenau> Superflat
world, no entities.
L1291[20:32:06] <williewillus> your cpu
to gpu bus is crying. a lot.
L1292[20:32:28] <gudenau> This has to do
with that texture upload question from the other day.
L1293[20:32:39] <howtonotwin> At this
point you really should just go down to LWJGL and use
render-to-texture
L1294[20:32:52] <Naiten> gudenau,
superflat clear preset with only flat surface (not the owerworld or
something)
L1295[20:33:00] <williewillus> well he
needs it on a bakedmodel. which is why I said wait for fry
L1296[20:33:09] <gudenau> Problem with
that, I am not using anything from inside the game to render.
L1297[20:33:19] <gudenau> Naiten,
yep.
L1298[20:34:15] <gudenau> Now to get into
Windows COM.
L1299[20:34:26] <howtonotwin> O-)
L1300[20:34:44] <howtonotwin> CAN you
even do that?
L1301[20:34:48] <gudenau> JNA
L1302[20:35:49] *
howtonotwin explodes from sheer flabbergastiness
L1303[20:36:04] <gudenau> All will be
clear, when I upload a video.
L1304[20:36:26] <Naiten> gudenau, welp. I
still don't get why you need THAT detalization. Like my biggest
loco (big one in the centre
http://i.imgur.com/Wcxstji.png) is ~10*3*4m and
utilizes just 256*256px texture
L1305[20:37:22] <Naiten> %obvious
self-advertisement%
L1306[20:37:41] <howtonotwin> what kind
of unholy markup syntax is that?
L1307[20:41:09] <howtonotwin> When I'm
writing docs in blocks/interaction (readthedocs.io), should I doc
EVERYTHING, or just the stuff without Javadocs
L1308[20:41:16] <gudenau> That feeling
when a function is removed from an API.
L1309[20:41:21] <Naiten> howtonotwin, i'm
a total heretic, you know. Introducing dioctahedronal surfaces into
MC and using rogue markup
L1310[20:41:51] <gudenau> I would show
you the texture, but it is pure white. :-P
L1311[20:42:48] <howtonotwin> I feel the
urge to one-up willie by writing the worst possible markup
language, and then parsing it with Scala's parser combinator
library :P
L1312[20:42:56] <howtonotwin> But first
I'd have to learn the library
L1313[20:43:11] <gudenau> Oooh, make the
parser with reflection!
L1314[20:43:45] <Naiten> gudenau, is it
not even visual-debug-HSV_noise-white?
L1315[20:43:53] <gudenau> What?
L1316[20:44:04] <Naiten> the
texture
L1317[20:44:13] <gudenau> The entire
thing is FFFFFF
L1318[20:45:09] <Naiten> i guess i gonna
pass my Mad Modder golden medal to you
L1319[20:46:01]
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L1322[20:47:19] <howtonotwin> So should I
doc everything or no?
L1323[20:48:41] <williewillus> for
what
L1324[20:48:53] <williewillus> oh
that
L1325[20:49:07] <williewillus> I actually
am super meh on concrete code of any kind in rtd
L1326[20:49:19] <williewillus> the
mappings are gonna shift, mojang is gonna change the
signatures/usages, etc.
L1327[20:49:23] <williewillus> and the
docs are gonna fall out of date
L1328[20:49:33] <williewillus> it should
be mostly concepts
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L1332[20:50:47] <howtonotwin> Any
suggestions on what I should work on doccing instead?
L1333[20:51:13] <williewillus> anything
that you figured out on your own and understand super well :P
L1334[20:51:33] <williewillus> hoepfully
my loot tables + rendering ones will be done soon
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L1343[21:30:59] <Zidane> So question for
the chat. I've got a friend starting to dab in making obj models in
3dmax. Her program says its in quads and the obj's verts definitely
seem that way but its faces have more than 4 verts. Anyone have any
experience with what you need to set?
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L1357[22:01:32] <blood_> keepLoaded is
where now in 1.9+?
L1358[22:01:52] <blood_> i know
DimensionType is used for registration but i dont see how
keepLoaded is handled
L1359[22:02:07] <blood_> public static
boolean registerProviderType(int id, Class<? extends
WorldProvider> provider, boolean keepLoaded)
L1360[22:02:45] <blood_> ah nm i see
it
L1361[22:02:51] <blood_> added methods in
DimensionType =)
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L1376[23:07:21] <Redrield> What does the
Side enum in SimpleNetworkManager#registerMessage() represent? The
source, or the destination?
L1377[23:08:53] <TehNut> The side to run
the code on
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L1379[23:10:12] <Redrield> So if I'm
sending the packet from the server, I should set that to
Side.CLIENT, yes?
L1380[23:13:44] <masa> receiving side,
yes
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L1386[23:34:33] <TehNut> If you're
handling on the client, use
Minecraft.getMinecraft().addScheduledTask(...)
L1387[23:35:35] <TehNut> If on server,
use
FMLCommonHandler.instance().getMinecraftServerInstance().addScheduledTask(...)
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L1390[23:41:37] <Redrield> TehNut: I
still get the same error, after changing that
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L1393[23:55:27] <kenzierocks> Redrield:
you're handling on the client
L1394[23:55:30] <kenzierocks> you can't
do EntityPlayerMP player =
ctx.getServerHandler().playerEntity;
L1395[23:55:39] <kenzierocks> it's
ctx.getClientHandler() --> player
L1396[23:55:50] <kenzierocks> or
Minecraft.getMinecraft().thePlayer or whatever