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L1[00:03:21] *** Vigaro
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L4[00:26:49] <masa> hm, nice bug report once
again... "Does not work with shaders and optifine"
"Title says it all"
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L14[00:42:52] <Kaiyouka> rip masa
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L21[01:35:10] <Wuppy> Kaiyouka speaks
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L23[01:59:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160823 mappings to Forge Maven.
L24[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160823-1.10.2.zip
(mappings = "snapshot_20160823" in build.gradle).
L25[02:00:13] <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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L60[05:56:06] <Tombenpotter> What is the
default implementation of IFluidHandler? FluidTank doesn't have any
methods to save/load to NBT
L61[05:56:51] <ghz|afk> use the storage
provider
L62[05:56:59] <ghz|afk> CAP.writeNBT and
CAP.readNBT
L63[05:57:29] <ghz|afk> It will work on
anything that implementa IFluidTank
L64[05:57:42] <Tombenpotter> Okay,
thanks
L65[05:58:42] <Tombenpotter> Why do I have
to give an EnumFacing?
L66[05:58:46] <Tombenpotter> Can it be
null?
L67[05:59:02] <ghz|afk> yes
L68[05:59:21] <ghz|afk> the side isn't used
in this case
L69[05:59:50] <ghz|afk> in most
capabilities the side parameter will be ignored
L70[06:00:02] <ghz|afk> however, there is
the possibility of a capability that is side-aware by itself
L71[06:00:12] <ghz|afk> in which case it
may be useful to store each sides' contents separately
L72[06:00:33] <Tombenpotter> Alrights,
tha,ls
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L78[06:41:47] <LatvianModder> TIL
"abc" == "abc" is true
L79[06:42:09] <LatvianModder> I thought
thats only true for "" == "". Turns out every
string can be compared with ==...
L80[06:42:59] <Ordinastie_> string
litterals are cached
L81[06:43:07] <Ordinastie_> that's
why
L82[06:43:11] <LatvianModder> I know that
now
L83[06:43:26] <Ordinastie_> someString ==
someIdenticalString will return false
L84[06:45:40] <ghz|afk> string pooling and
such
L85[06:46:11] <ghz|afk> you still can't
rely on it
L86[06:47:17] <LatvianModder> it would be
nice though if compiler replaced string==string with
string.equals(string)
L88[06:48:59] <ghz|afk> yes it would
L89[06:49:02] <ghz|afk> but then java would
be less java
L90[06:49:04] <ghz|afk> and more C#
L91[06:49:13] <ghz|afk> C#'s == operator
calls equals by default
L92[06:49:23] <Ordinastie_> which would not
necessarily be a bad thing :p
L93[06:49:24] <ghz|afk> you have to use
Object.ReferenceEquals
L94[06:49:26] <LatvianModder> imo it would
just make it prettier
L95[06:49:36] <ghz|afk> if you want a
strict reference comparison
L96[06:49:56] <LatvianModder> you probably
dont want to check string references anyway in 99.(9)% cases
L97[06:50:19] <ghz|afk> (the Object part
isn't needed explicitly sinceeverything extends Object, so every
context has ReferenceEquals as a static method in scope)
L98[06:50:38] <ghz|afk> it's rarely
needed
L99[06:50:39] <ghz|afk> but it's
there
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L101[06:53:32] <LatvianModder> I meant
ONLY for strings to compile to .equals()
L102[06:53:44] <ghz|afk> no that's be
weird
L103[06:53:48] <ghz|afk> it's either all
references, or none
L104[06:53:53] <ghz|afk> that'd*
L105[06:53:57] <ghz|afk> unless you
introduce valuetypes
L106[06:54:05] <ghz|afk> and then there is
no reference in valuetypes at all
L107[06:54:05] <LatvianModder> well int ==
int
L108[06:54:13] <ghz|afk> yes but String !=
int
L109[06:54:18] <ghz|afk> there's no
"string" in java, only String
L110[06:54:22] <LatvianModder> Integer ==
Integer
L111[06:54:26] <LatvianModder> is not true
always
L112[06:54:32] <LatvianModder> which is
even worse, imo
L113[06:54:39] <LatvianModder> Either all
Integer == Integer or none
L114[06:54:41] <ghz|afk> Integer(1) is not
necessarily ==Integer(1)
L115[06:54:55] <ghz|afk> it will be, since
the JVM caches Integer boxes and has special ones for 0 and 1 and
such
L116[06:54:59] <ghz|afk> but that's beside
the point
L117[06:55:03] <LatvianModder> No, that
one is true. Integer(4020) != Integer(4020)
L118[06:55:34] <LatvianModder> it caches
all between -128 and 127 iirc
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L120[06:55:48] <ghz|afk> yeah but
L121[06:55:51] <ghz|afk> skip that
L122[06:55:53] <ghz|afk>
conceptually
L123[06:56:00] <ghz|afk> you are asking
that certain things be made different
L124[06:56:21] <ghz|afk> yo uask the JVM
to tread "class String extends Object" differently than
"class Whatever extends Object"
L125[06:56:31] <ghz|afk> treat*
L126[06:56:33] <ghz|afk> IMo, that's
ugly.
L127[06:56:44] <ghz|afk> it can have
caches for it
L128[06:56:46] <Ordinastie_> but it kinda
already does with the string keyword
L129[06:56:48] <ghz|afk> but the
SEMANTICS
L130[06:56:50] <LatvianModder> maybe. I
still like String == String :P
L131[06:56:54] <ghz|afk> yes
L132[06:56:57] <ghz|afk> so IMO
L133[06:57:00] <ghz|afk> I like C#'s
approach more
L134[06:57:14] <Ordinastie_>
s/approach//
L135[06:57:14] <ghz|afk> == evaluates to
equal for ALL reference types
L136[06:57:30] <ghz|afk> and the default
implementation of .Equals in object
L137[06:57:34] <ghz|afk> is
ReferenceEquals
L138[06:57:41] <LatvianModder> I'd like
that too. Isnt that a *little* slower though?
L139[06:57:43] <BordListian> String is a
special type in C# tho
L140[06:57:46] <ghz|afk> so for
non-equals-aware objects,
L141[06:57:46] <BordListian> iirc
L142[06:57:52] <ghz|afk> you get the same
exact semantics
L143[06:58:08] <LatvianModder> as strings
first check in equals() whether their references are equal
L144[06:58:39] <LatvianModder> that can
save a couple of atto-seconds
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L146[07:02:40] <ghz|afk> well sure
L147[07:02:47] <ghz|afk> but since strings
already check if their references are equal
L148[07:02:52] <ghz|afk> then you also
don't really lose that much ;P
L149[07:03:04] <Dread_Boy> I'm having
trouble getting Entity associated with IMerchant. I thought I could
cast it to EntityVillager but it throws exception.
L150[07:03:07] <ghz|afk> C#'s equals are
usually implemented something like
L151[07:03:40] <Ordinastie_> Dread_Boy,
well, what class is it ?
L152[07:03:55] <ghz|afk> bool
equals(object other) { if (!(other is ThisClass)) return false; if
(other == this) return true; /* compare */ }
L153[07:04:43] <Dread_Boy> I think it's
NpcMerchant
L154[07:05:04] <ghz|afk> well then, it's
not an EntityVillager ;P
L155[07:05:37] <Dread_Boy> well, yes, I
know why cast fails :)
L156[07:06:15] <ghz|afk> yeah so logic
seems to indicate that you can't assume the IMerchant is an
EntityVillager ;P
L157[07:06:46] <Dread_Boy> I have
NpcMerchant but would like to EntityVillager because I need to
manipulate villager entity, not its inventory
L158[07:07:28] <ghz|afk> NpcMerchant is a
client-only class
L159[07:07:34] <ghz|afk> I guess you can
only get to the entity in the server
L160[07:08:13] <ghz|afk> so make sure you
are on the right side (thread) when doing this
L162[07:10:29] <LatvianModder> Choose your
side!
L163[07:10:49] <Dread_Boy> Why would
entities be available to server? Can't you query entities around
player on SP? I'm doing client only mod, I already chose my
side
L164[07:11:07] <LatvianModder> ...
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L166[07:11:21] <LatvianModder> Client only
mod with entities?
L167[07:11:32] <LatvianModder> That doesnt
work like that
L168[07:11:46] <BordListian> wat
L169[07:11:49] <LatvianModder> Entities,
just like blocks and tile entities are handled on both sides
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L172[07:12:13] <BordListian> Dread_Boy,
what are you trying to do
L173[07:12:19] <Dread_Boy> I only need to
use processInteract from EntityVillager. I'd like to interact with
villager
L174[07:12:23] <Ordinastie_> he didn't say
he added one
L175[07:13:09] <LatvianModder> well.. did
you even check if(entity instanceof IMerchant) before doing
anything with it?
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L177[07:13:51] <LatvianModder> wait,
IMerchant != EntityVillager. If your Entity doesnt extend
EntityVillager, it can't be one
L178[07:14:08] <Dread_Boy> Yes, I get that
now
L179[07:14:16] <Dread_Boy> yet my question
still stands
L180[07:14:43] <Dread_Boy> I have
reference to NpcMerchant, is it possible to get reference to
EntityVillager
L181[07:15:00] <BordListian> oh is
NpcMerchant the gui thingy?
L182[07:15:38] <Dread_Boy> Yes,
GuiMerchant has NpcMerchant
L183[07:15:47] <LatvianModder> sounds like
xyproblem. step by step, what do you want to happen?
L184[07:16:35] <Dread_Boy> 1. close
current villager GUI (right now I use player.closeScreen();)
L185[07:16:41] <Dread_Boy> 2. wait few
seconds
L186[07:16:54] <Dread_Boy> 3. reopen same
villager GUI
L187[07:17:24] <LatvianModder> and did you
add your own villager entity?
L188[07:17:33] <Dread_Boy> no, of course
not
L189[07:17:36] <BordListian> no
L190[07:18:03] <Dread_Boy> All I did was
extend GuiMerchant to offer my own GUI for villager trading
L191[07:18:27] <LatvianModder> "I'm
having trouble getting Entity associated with IMerchant" well
that sounded like you added your own entity and wanted it to be an
IMerchant
L192[07:19:05] <BordListian> what the fuck
is the purpose of NpcMerchant
L193[07:19:14] <LatvianModder>
#Mojang
L194[07:19:31] <Dread_Boy> then I'm sorry,
this sentence sounded right in my head
L195[07:19:34] <LatvianModder> I guess
default implementation of IMerchant
L196[07:19:36] <BordListian> is it like a
virtual entity
L197[07:19:45] <LatvianModder> Seems like
so lol
L198[07:19:50] <BordListian> cause
EntityVillager also implements IMerchant
L199[07:20:22] <Ordinastie_> do you really
need "Dread_Boy> 2. wait few seconds" ?
L200[07:20:35] <LatvianModder> lol
L201[07:20:40] <Dread_Boy> honestly, I
don't know :D
L202[07:20:44] <LatvianModder> So you want
vanilla villagers to open your gui instead of vanilla's one
L203[07:20:46] <LatvianModder> ?
L204[07:20:50] <Dread_Boy> how fast do
trades refresh?
L205[07:20:53] <Ordinastie_> there is an
event for that
L206[07:21:19] <Dread_Boy> no, I already
have that
L207[07:21:20] <LatvianModder>
GuiContainerEvent or smth
L208[07:21:22] <BordListian> is it a
serverside or clientside event :P
L209[07:21:58] <LatvianModder> well, for
GuiScreen I doubt it would be server side :P
L210[07:22:27] <LatvianModder> Container
though, that is both sides. but as long as you use the same
container (a.k.a same amount of slots with the same IDs) it should
be fine
L211[07:22:37] <Tombenpotter> How am I
supposed to use the slot class nowadays? It requires an
IInventory
L212[07:23:14] <Dread_Boy> ok, let's start
from begining... I extended GuiMerchant and whenever I open
villager, I see my own GUI. I added some buttons to it and one of
those buttons should close villager GUI, wait 3 seconds and
interact with same villager again.
L213[07:23:36] <Ordinastie_> Tombenpotter,
look at vanilla inventories
L214[07:24:19] <Tombenpotter> Well,
vanilla inventories use IInv don't they?
L215[07:24:33] <Ordinastie_> check ?
L216[07:25:22] <Tombenpotter> Yep,
look
L217[07:25:32] <Tombenpotter>
addSlotToContainer(new Slot(furnaceInventory, 0, 56, 17))
L218[07:25:46] <Tombenpotter> furnace
inventory being an Iinv
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L220[07:26:29] <Ordinastie_> at the bottom
of the class
L221[07:27:06] <Tombenpotter> What am I
supposed to look for? I can't create a slot instance without
iinv
L222[07:27:34] <Ordinastie_> there is an
impl for slots for itemhandler somewhere
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L225[07:32:47] <Dread_Boy> anybody has a
solution to my problem above?
L226[07:34:31] <Ordinastie_> don't close
your giu
L227[07:34:38] <Ordinastie_> update it
when you refresh
L228[07:35:09] <Dread_Boy> "update it
when you refresh" what did you mean by that?
L229[07:35:36] <Dread_Boy> doesn't
villager trades refresh only when I close villager GUI?
L230[07:36:05] <Ordinastie_> actually, I
don't know what triggers a refresh
L231[07:37:48] <Dread_Boy> Hmm, you are
right, I always assumed it's GUI closing but it might not be, I'll
check
L232[07:38:13]
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L233[07:38:22] <Ordinastie_> maybe it
better to not base your entire mod on assumptions
L234[07:38:31] <BordListian> setRecipes
will update the trades i think
L235[07:38:47] <BordListian> but you can't
really get the info without a serverside packet handler
L236[07:39:26] <BordListian> disregard,
essentially
L237[07:50:10] ⇦
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L239[07:53:42] <Ordinastie_> anyone
familiar with ContainerLocalRenderInformation and RenderChunk
?
L240[07:59:11]
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L242[08:05:30] <masa> Tombenpotter: use
SlotItemHandler
L243[08:06:09] <masa> or make your own
Slot class which extends it, depending on if that one is
sufficient
L244[08:06:23] <Dread_Boy> LatvianModder
and BordListian: I ended up using Minecraft.rightClickMouse and it
works
L245[08:06:50] <masa> Dread_Boy: and what
happens if the player turns while the GUI is closed? :p
L246[08:07:02]
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L248[08:07:39] <Dread_Boy> that's not
intended usecase :P
L249[08:08:35] <masa> so are you making
that villager trading mod?
L250[08:08:42] <Dread_Boy> Player
shouldn't even interact with game while mod's actions are
running... But hell, I can always change its direction to look
against villager again
L251[08:08:44] <masa> and was it supposed
to be client-side-only?
L252[08:08:54] <Dread_Boy> yes, I finished
last piece of it
L253[08:09:30] <Dread_Boy> except
Thread.sleep, I really shouldn't use these :P need to improve that
too
L254[08:09:52] <masa> uhh yeah you don't
want to freeze the game :D
L255[08:10:12] <ThePsionic> diesieben07
made a pretty nice schedule thingy
L256[08:10:23] <Dread_Boy> should I use
Runnable or does Forge provide some utility?
L257[08:10:26] <masa> just use a
ClientTickHandler or something to schedule the tasks
L259[08:11:17] <masa> actually I*mn ot
sure if there is anything in vanilla or Forge for delayed
scheduling, I think not?
L260[08:11:28] <ghz|afk> nah only block
updates
L261[08:11:36] <masa> right
L262[08:11:46] <ghz|afk> so you have
basically two options
L264[08:12:04] <ghz|afk> either you custom
tick handler with a list of counters, and triggeting their Runnable
on 0
L265[08:12:32] <ghz|afk> oryou use an
external scheduling system and just use the scheduleTask stuff to
make sure it runs inline
L266[08:12:40] <ghz|afk> the latter would
be more efficient, but it won't be tick-bound
L267[08:12:53] <ghz|afk> so you can't
ensure that it also runs slowly when the server can't keep up with
the 20 ticks per second rate
L268[08:13:21] <ghz|afk> it woudl be nice
for forge to provide one single global implementation of a
delayed-task scheduling system
L269[08:14:53] <Tombenpotter> masa: yea, I
found it in the meantime
L270[08:14:54] <Tombenpotter> Thanks
L271[08:15:05] <ghz|afk> class
DelayedTask{ int delay; Runnable callback; public boolean tick() {
if (--delay == 0) { callback.invoke; return true; } return false;
}
L272[08:15:05] <masa> I also have my own
schedulers, but they currently aren't for delayed tasks, but rather
periodic tasks
L273[08:15:23] <masa> although
L274[08:15:38] <ghz|afk> for(iterator
stuff) { if (delayedtask.get().tick()) delayedtask.remove();
}
L275[08:16:05] <masa> seems that it first
triggers after the interval time, so it would still work, you just
want to exit the task after one execution
L276[08:16:30] <ghz|afk> or you can
complete my pseudocode with proper java ;P
L277[08:16:49] <masa> that's essentially
what my scheduler is :D
L278[08:16:57] <masa> which isn't a huge
surprise
L280[08:24:41] <Dread_Boy> and wouldn't I
use java.util.Timer().schedule?
L281[08:25:06] <Dread_Boy> and why
wouldnt' I*
L282[08:26:12]
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L304[09:02:28] <IoP> *argh* Why did I
touch my source tree. forge(!) project lost all its dependencies in
idea
L305[09:02:35] ⇦
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L306[09:10:17] <Ordinastie_> god, this
system is a fucking nightmare :/
L307[09:11:14] <Ordinastie_> what the
client event for chunk unloading ?
L308[09:13:00] <Ordinastie_> is there even
any ?
L309[09:17:40] ***
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L310[09:18:40] <IoP> Is there currently
some tasks which should be executed before importing forge source
to idea?
L311[09:18:58]
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L312[09:19:28] <Ordinastie_> setupForge
?
L313[09:19:45] <Ordinastie_> are you
deving for forge ?
L314[09:20:08] <IoP> I was goingto check
few things from sources
L315[09:20:34] <Ordinastie_> do you need
*editable* sources?
L316[09:21:17] <howtonotwin> isn't it just
"setup"?
L317[09:21:27]
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L318[09:21:46] <Ordinastie_> if you want
to edit forge in order to make a PR, you do setupForge
L319[09:22:02] <Ordinastie_> else, it's
just matter of setupDecompWorkspace in IDEA and refresh your
project
L320[09:22:44] <IoP> forge itself does not
have setupDecompWorkspace or I screwed something
L321[09:23:25] <howtonotwin> The MDK has
sDW, the git repo has setup(Forge)
L322[09:28:33] <IoP> nope. Still no
dependencies. (Did gradlew clean setupforge and then imported to
indea)
L323[09:28:46] <IoP> idea & even
refreshed gradle
L324[09:29:30] <Ordinastie_> so you do
want editable source?
L326[09:30:19] <Ordinastie_> ah
L327[09:30:22] <IoP> editable, navigable
all bells and whistles
L328[09:30:23] <Ordinastie_> not sure it
works with IDEA
L329[09:30:56] <IoP> I had dependencies
visible hour ago but I broke it :P
L330[09:31:05] <PitchBright> anybody here
intimately acquainted with the forgeChunkLoading.cfg?
L331[09:31:17] <PitchBright> tryin' to
wrap my head around a couple things, as I tinker with my
server
L332[09:31:35] <Ordinastie_> !gm
renderChunk
L333[09:31:43] <Ordinastie_> !gf
renderChunk
L334[09:33:24]
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L336[09:41:06] <Ordinastie_> so, no client
event for when a chunk is unloaded apparently :(
L337[09:42:20]
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L338[09:43:47] <Ordinastie_> actually, it
should :s
L339[09:44:03] ***
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L340[09:47:26] <Ordinastie_> and that's
why you don't do println debugging -_-
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L342[09:48:45] <ThePsionic> I have a
feeling there's so much of the story we've not seen here
Ordinastie_
L343[09:48:55] <Ordinastie_> not
really
L344[09:49:14] <Ordinastie_> just that I
was printing more than what the log could show in the visible
window
L345[09:49:23] <Ordinastie_>
world.isRemote
L346[09:49:57] <Ordinastie_> and the calls
where it was true were called first so it was immediately replaced
by those where is was false
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L349[09:59:06] ⇦
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L350[10:06:25] <ghz|afk> Got my new pc
parts, in a bit, I'll haveto shut down to transfer the HDDs to the
new case ;P
L351[10:07:22] <Ordinastie_> oh my
god!
L352[10:07:37] <Ordinastie_> how will you
leave without IRC for such an extended period of time??
L353[10:07:40] <Ordinastie_> *live
L354[10:07:48] <Ordinastie_> damn it, it's
ruined now :(
L355[10:08:40] <ghz|afk> Wait, it will be
sooner -- I need my PSU also ;P
L356[10:08:44] <ghz|afk> later ;P
L357[10:08:54] <ThePsionic> i can't find
my mouse
L358[10:08:57] ⇦
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L359[10:09:11] <ThePsionic> as in, my
mouse pointer
L360[10:09:13] <Ordinastie_> did your cat
eat it ?
L361[10:09:13] <ThePsionic> i've lost
it
L362[10:09:27] <Ordinastie_> my question
still stands
L363[10:09:28] <ThePsionic> oh there it
is
L364[10:09:33] <ThePsionic> i don't have a
cat
L365[10:09:35] <thor12022> you hit a break
point and it's trapped in mincraft, isn't it
L366[10:09:46] <ThePsionic> i don't even
have my ide open
L367[10:10:01] <Ordinastie_> maybe it's
the neighbor's cat
L368[10:10:04] <ThePsionic> i know i know,
shame on me
L369[10:10:14] <ThePsionic> neighbor also
does not own a cat
L370[10:10:18] <thor12022> Minecraft:
eating mouse pointers even when not running
L371[10:10:28] <ThePsionic> heh
L372[10:14:00] <Ordinastie_> there is no
way this shit won't blow... :x
L373[10:15:09] <ThePsionic> shit:
blown
L374[10:15:13] <ThePsionic> dicks:
out
L375[10:15:17] <ThePsionic> harambe:
remembered
L376[10:15:28] <Ordinastie_> ThePsionic:
out
L377[10:15:36] <ThePsionic> don't you mean
>>>/out/
L378[10:16:10]
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L379[10:16:21] <BordListian> today i
foolishly tried to do Color?[]?
L380[10:16:31] <BordListian> but arrays
are already reference types
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L384[10:21:50] <Ordinastie_> I'm tempted
to write something like Silenced.nullSafe(() -> do stuff without
null check); and let it catch NPEs :x
L385[10:25:21] <ThePsionic> Pro tip: do
not sit outside in the sun with your black metal laptop when it's
30 degrees C outside
L386[10:25:49] <Ordinastie_> I don't sit
outside when it's 30° perioid
L387[10:25:55] <Ordinastie_> period
L388[10:25:59] <ThePsionic> Lol good
point
L389[10:26:02] <ThePsionic> Or should I
say
L390[10:26:04] <ThePsionic> Good
period
L391[10:27:09] <ThePsionic> Today in Fun
Java Things: ⁀ ‿ ⁀ is a valid variable name
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L393[10:27:37] <BordListian> unicode makes
me so angry
L394[10:27:48] <sham1> Don't sit
outside
L395[10:27:53] <sham1> that's what I
do
L396[10:28:46] <sham1> Also, why u hate
unicode
L397[10:31:54] <sham1> Unicode >
ASCII
L398[10:32:15] <BordListian> nah
L399[10:32:22] <BordListian> only
Unicode.len > ASCII.len
L400[10:33:03] <TechnicianLP> gradlew
doesnt like it either
L401[10:33:08] <sham1> I cannot encode my
language by just using ASCII so I like Unicode by default
L402[10:33:38] <BordListian> even japanese
can be transscribed in ascii
L403[10:34:22] <sham1> Well, finnish
cannot
L404[10:35:09] <BordListian> finnland may
or may not even exist
L405[10:35:13] <sham1> Umn
L406[10:35:22] <sham1> Why did I receive a
CTCP
L407[10:35:38] <BordListian> because
someone sent you one?
L408[10:35:45] <BordListian> and you
didn't disable them on your client?
L409[10:36:07] <sham1> but why
L410[10:36:19] <BordListian> who sent
it
L411[10:37:03] <sham1> TechnicianLP
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L413[10:37:15] <BordListian> oh
L414[10:37:16] <BordListian> maybe
whois
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L457[10:38:43] <sham1> Anyway, why do you
prefer ASCII
L458[10:38:58] <BordListian> it fits in a
signed byte
L459[10:39:04] <sham1> okay?
L460[10:39:15] <sham1> Even though every
byte is unsigned
L461[10:39:19] <BordListian> and it's not
a pain to support
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L501[10:39:31] *** chaos.esper.net sets mode:
+vv mezz bspkrs
L502[10:39:34] ⇦
Quits: Meow-J (~Meow-J@45.32.34.121) (Excess Flood)
L503[10:39:37] <BordListian> >every
byte is unsigned
L504[10:39:40] ***
willieaway is now known as williewillus
L505[10:39:41] <BordListian>
>java
L506[10:39:51]
⇨ Joins: iso2013
(~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
L507[10:39:54] <sham1> Java is not the
only language
L508[10:40:01] <sham1> Also, every byte
can be thought as unsigned
L509[10:40:04] <sham1> even when used as
signed
L510[10:40:12] <sham1> because that's how
they exist in memory
L511[10:40:14] <williewillus> signedness
is all in your head with a bit of language help
L512[10:40:15] <IoP> Most of the people
who talk about ASCII are not even using ASCII but some 8-bit
charset
L513[10:40:21] <williewillus> computer
doesnt care its just bits
L514[10:40:28] <sham1> bytes*
L515[10:40:46] <BordListian> this is
actual hair splitting
L516[10:40:47] <williewillus> either
L517[10:42:02]
⇨ Joins: adox (~adoxes@87.69.240.9)
L518[10:42:32] <sham1> Also what iop
said
L519[10:42:52] <BordListian> yes but i
said it fits into an unsigned byte
L520[10:42:57] <BordListian> *signed
byte
L521[10:43:00] <BordListian>
goddamnit
L522[10:43:00] <sham1> So does utf-8
L523[10:43:10] <sham1> well, you are
technically correct
L524[10:43:19] <sham1> it fits into an
unsigned byte
L525[10:45:05] <IoP> even § is not part of
ASCII
L526[10:47:30]
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L527[10:47:43] <raoulvdberge> !gm
func_73660_a
L528[10:47:54] <raoulvdberge> !gm
func_72939_s
L529[10:48:05] <raoulvdberge> !gm
func_72939_s
L530[10:48:09] <BordListian> also unicode
already crashed my image editor today
L531[10:48:23] <sham1> what text
editor
L532[10:48:48] <LatvianModder>
"unicode" "image editor"
L533[10:48:49] <howtonotwin> unicode
crashed your image editor?
L534[10:49:07] <BordListian> it was a 1.40
MB unicode font image
L535[10:49:34] <sham1> Well you said
unicode and image editor, so I assumed Emacs, but whatever
L536[10:49:50] <BordListian> emacs the
image editor
L537[10:49:52] <BordListian> lmfao
L538[10:49:52] <howtonotwin> unicode +
image editor => emacs
L539[10:49:53] <howtonotwin> wat
L540[10:50:06] <BordListian> i'm
laffin
L542[10:50:22] <howtonotwin> wtf
emacs
L543[10:50:23] <BordListian> goddamnit
emacs
L545[10:50:32] <BordListian> emacs users
leave
L546[10:50:35] <BordListian> reeeeee
L547[10:50:48] <sham1> Also, under X11 you
can also have it display images on buffers
L548[10:50:54] <sham1> useful with
LaTeX
L549[10:51:36] <IoP> sham1: maybe ISO 646
is the best solution :P
L550[10:51:39] <sham1> And if nothing
else, you can always use M-x butterfly to edit your images
L551[10:51:44] <iso2013> i just got pinged
:(
L552[10:52:13] ⇦
Quits: iso2013 (~iso2013@c-67-176-10-45.hsd1.co.comcast.net) (Quit:
Bye :))
L553[10:52:34] <BordListian> >M-x
tetris
L554[10:52:37] <BordListian> EMACS
LEAVE
L555[10:52:39] <sham1> Yes
L556[10:52:44] <sham1> it has tetris
L557[10:52:47] <sham1> it even has
chess
L558[10:52:58] <sham1> A twitter mode
(3rd-party though)
L559[10:53:03] <howtonotwin> M-x doctor on
Mac :P
L560[10:53:08] <IoP> But does it have
decent text editor?
L561[10:53:10] <howtonotwin> also snake I
think
L562[10:53:19] <BordListian> hatred of
unicode ended
L563[10:53:20] <sham1> Yes, it does have a
decent text editor
L564[10:53:21] <BordListian> now i hate
emacs
L565[10:53:30] <howtonotwin> Por que no
los dos?
L566[10:53:47]
⇨ Joins: Noppes
(~Noppes@ip56530f2e.direct-adsl.nl)
L567[10:53:56] <sham1> What people have to
realise that Emacs is not a text editor with all this crazy stuff
built-in
L568[10:53:59] <IoP> "Almost every
country needed an adapted version of ASCII, since ASCII suited the
needs of only the USA and a few other countries. For example,
Canada had its own version that supported French characters."
:P
L569[10:54:21] <sham1> It's an elisp
interpreter that has a builtin program of a text editor
L570[10:54:35] <BordListian> [
"USA" chanting ]
L571[10:54:57] <BordListian> >lisp
interpreter
L572[10:55:03] <BordListian> how does it
keep getting worse
L573[10:55:18] <sham1> Still better than
Vimscript
L574[10:55:34] <BordListian> anything is
better than lisp
L575[10:55:38] <williewillus> hey
now
L576[10:55:41] <williewillus> don't knock
lisp
L577[10:55:42] <BordListian>
anything
L578[10:55:44] <ThePsionic> hey now
L579[10:55:46] <ThePsionic> you're an
allstar
L580[10:55:46] <BordListian> literally
anything
L581[10:55:59] <sham1> I actually warmed
up to Lisp thanks to Emacs
L582[10:56:02] <sham1> Slime ftw
L583[10:56:04] <williewillus> how about
you support your opinion with some reasons? :P
L584[10:56:15] <BordListian> it's
lisp
L585[10:56:16] <ThePsionic> williewillus:
it sucks because i think it sucks
L586[10:56:19] <BordListian> that's reason
enough
L587[10:56:25] *
howtonotwin throws willie out the door for bringing logic to
this.
L588[10:56:25] <williewillus> no it
isn't
L589[10:56:25] <raoulvdberge> there will
be never a language as versatile and beautiful as lisp
L590[10:56:26] <thor12022> so, then is
scheme better than lisp?
L591[10:56:34] <williewillus> thor12022:
scheme is a lisp
L592[10:56:43] <ThePsionic> to be honest
there's only one thing worse than lisp
L593[10:56:46] <raoulvdberge> you can do
literally any programming construct in lisp
L594[10:56:46] <ThePsionic> and that's
whitespace
L595[10:56:48] ⇦
Quits: ziggurism (~ziggurism@2601:19b:1:8bc3:99fa:66bc:c5ad:da5e)
(Quit: Leaving)
L596[10:56:51] <howtonotwin>
brainfuck?
L597[10:56:53] <BordListian> i'm pretty
sure every bad language is just a lisp dialect
L598[10:56:57] <howtonotwin> JSFuck?
L599[10:56:58] <williewillus> BordListian:
like
L600[10:56:59] <ThePsionic> brainfuck is
easy
L601[10:57:00] <williewillus> ?
L602[10:57:10] <williewillus>
raoulvdberge: that honestly doesn't mean much
L603[10:57:20] <williewillus> goddamn
command blocks are turing complete doesnt mean you should make
things in them
L604[10:57:32]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L605[10:57:33] <BordListian> they're
better than lisp tho
L606[10:57:37] <sham1> no
L607[10:57:45] <raoulvdberge> no..
L608[10:57:52] <BordListian> :3
L609[10:58:03] <raoulvdberge> did you ever
program in lisp?
L610[10:58:05] <sham1> What's your gripe
with Lisp anyway
L611[10:58:06] <williewillus> as i said,
any good reasons for that that aren't self-referential? :P
L612[10:58:17] <BordListian> briefly
L613[10:58:18] <howtonotwin> Turing
tarpits are Turing complete, but good luck trying to get anything
done in them :P
L614[10:58:20] <BordListian>
unfortunately
L615[10:58:28] <ThePsionic> let's program
java in a game written in java
L616[10:58:28] <sham1> Like I get that the
amount of parenthesis can be annoying
L617[10:58:30] <thor12022> I would
complain about lisp, but I've had to use prolog
L618[10:58:32] <ThePsionic> thanks command
blocks
L619[10:58:45] <williewillus> that's what
paredit is for
L620[10:58:50] <sham1> yes
L621[10:58:56] <williewillus> they hardly
get in the way if you indent properly and use any decent
editor
L622[10:59:03] <sham1> Like Emacs :P
L623[10:59:13] <williewillus> I use
Cursive in idea but yeah same idea :P
L624[10:59:29] <sham1> Same IDEA*
L625[10:59:39] <ThePsionic> sham1:
>>>/out/
L626[10:59:41] <howtonotwin> Haskell:
>>=ing your x:_ to your _:xs
L627[10:59:47] <sham1> Hey
L628[10:59:48] <sham1> W0w
L629[10:59:53] <ThePsionic> you're an
allstar
L630[11:00:06] <williewillus> howtonotwin:
is that conjoinment?
L631[11:00:23] <howtonotwin> read that as
"BINDing your HEAD to your TAIL" :P
L632[11:00:24] <sham1> Don't knock on
haskell man
L633[11:00:34] <williewillus> i'm
not
L634[11:00:38] <williewillus> i just don't
know it :P
L635[11:00:43] <BordListian> >don't
knock on haskell
L636[11:00:55] <BordListian> what is wrong
with you
L637[11:01:06] <howtonotwin> >>= is
pronounced "bind," a common operation on monads
L638[11:01:07] <williewillus>
nothing
L639[11:01:08] <sham1> Haskell is a
wonderful language
L640[11:01:17] <BordListian> didn't you
say the same thing about lisp
L641[11:01:23] <williewillus> haskell is
great
L642[11:01:28] <howtonotwin> x:_
deconstructs a list, putting the first elem in x, and everything
else is thrown out
L643[11:01:32] <howtonotwin> so it's
head
L644[11:01:39] <sham1> safehead
L645[11:01:44] <sham1> at that
L646[11:01:48] <howtonotwin> and _:xs is
the opposite, the tail
L647[11:01:52] <raoulvdberge>
m'monoids
L648[11:02:10] <sham1> Monoids aka stuff
that have an addition and an identity operator
L649[11:02:23] <ThePsionic> m'onoids
L650[11:02:26] <sham1> Like numbers, and
lists
L651[11:03:38] <howtonotwin> not addition
strictly, any associative operation with an identity element
L652[11:04:01] <sham1> Well, it is easiest
to explain with stuff like appending two lists or addition
L653[11:04:02] <howtonotwin> so for Z, it
can be addition and 0, or multiplication and 1
L654[11:05:00] <sham1> Or lists whose
associative operator is appending two lists and identity is empty
list []
L655[11:05:56] <howtonotwin> a :: b != b
:: a therefore I don't think that would work.
L656[11:06:15] <sham1> Pardon?
L657[11:06:29] <howtonotwin> nvm am
dumb
L658[11:06:35] <howtonotwin> ignore that
:P
L659[11:08:13] <sham1> Well, == and != is
not even defined for non-matching types, therefore no stupid shit
like comparing an integer to a string (fucking javascript)
L660[11:09:00] <BordListian> isn't that
exactly the reason why javascript is dumb
L661[11:09:10] <BordListian> or is that
it's defined in one direction but not the other
L662[11:09:45] <sham1> Javascript has
some, ahem, interesting choices as far as the language design
goes
L663[11:09:54] <howtonotwin> It's because
you can do shit like this ![] == 0
L664[11:09:58] <howtonotwin> that's true
btw
L665[11:10:16] <williewillus> thats how
jsfuck works
L666[11:10:26] <williewillus> shady type
coercion everywhere :D
L667[11:11:00] <howtonotwin> +![] is how
you get 0, and +!![] is one
L668[11:11:05] <howtonotwin> but +[] is
zero
L669[11:11:31] <sham1> number|0 is the
fastest way to force a number to be integral in javascript
L670[11:11:45] <howtonotwin> but this is
jsfuck, we don't have | :P
L671[11:11:45] ⇦
Quits: Gil (uid147942@id-147942.brockwell.irccloud.com) (Quit:
Connection closed for inactivity)
L672[11:12:18] <sham1> Well, number|0
floors the number because javascript
L673[11:12:20] <howtonotwin> and you can
coerce to string by []+<stuff>
L674[11:12:36] <howtonotwin> so ![]+[] ===
"false"
L675[11:13:14] <sham1> jsfuck sounds like
a fun language to codegolf with
L676[11:13:15] <howtonotwin> and then
(![]+[])[+!![]] == "a"
L677[11:13:27] <howtonotwin> because you
coerce false to a string
L678[11:13:39] <howtonotwin> and then you
"false"[1], which is "a"
L680[11:14:31] <sham1> sadly it is not
*that* wat
L682[11:14:39] <howtonotwin> tada!
L684[11:15:28] <sham1> thanks
L685[11:15:44] <sham1> Also touches on
ruby
L686[11:15:59] <sham1> which is all the
better because I believe that dynamic typing is evil
L687[11:16:07] <BordListian> number|0
floors the number because binary or is only defined for integers
tho
L688[11:16:13] <sham1> still
L689[11:16:27] <BordListian> and 0 is the
identity for or
L690[11:16:34] <TTFTCUTS> mod design
question: small mod, would require code-level interaction with
other mods in some places. Specific API classes, or just have them
use the dev jar as a library?
L691[11:17:12] <sham1> there should be a
separate integer type instead pf having every number be a double
precision floating point number
L692[11:22:04] <howtonotwin> More evil, if
you have an object, you can access methods on it with array syntax
=> "a".charAt(0) ===
"a"["charAt"](0)
L693[11:23:23] <sham1> And this is why I
am so amazed that Javascript took over the internet
L694[11:23:32] <howtonotwin> So by
[]["constructor"]["constructor"], you get the
function Function(), which takes a string and compiles a function
from it
L695[11:23:57] <howtonotwin>
[]["constructor"]["constructor"]("return
2")() === 2
L696[11:23:58] <sham1> Wat
L697[11:24:31] <howtonotwin>
Function("return 2") => function <anonymous>() {
return 2 } :D
L698[11:24:37]
⇨ Joins: Abastro (~Abastro@112.166.128.227)
L699[11:24:42] <sham1> Well, nice way to
have eval in your language I guess
L700[11:24:44] <howtonotwin>
Function("return 2")() === 2
L701[11:25:17] <sham1> I am so exited for
WebASM
L702[11:25:23] <sham1> could get away from
js
L703[11:27:28] <ThePsionic> sham1: luckily
JS has eval already
L704[11:28:20] ⇦
Quits: iari (~iari___@evana.futhark24.org) (Quit:
Leaving)
L705[11:29:13] <howtonotwin> Because
JSFuck only has 6 symbols, you can't actually spell eval. You have
to construct the string "constructor" twice and use that
to get the function constructor. Then you write the code out as a
string and use Function to execute it
L706[11:36:09] <ThePsionic> JSFuck more
like JeSusFuck
L707[11:36:16]
⇨ Joins: founderio
(~Thunderbi@p200300C4E3C04300202502B22EF2271C.dip0.t-ipconnect.de)
L708[11:46:30] <sham1> Well you don't need
JSFuck to say fuck to javascript
L709[11:51:22] <ThePsionic> Correct
L710[11:51:35] <Wuppy> hey
ThePsionic
L711[11:51:37] <Wuppy> how've you
been
L712[11:56:35] ***
MrKick|Away is now known as MrKickkiller
L713[11:57:05]
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(~gigaherz@250.red-88-3-44.dynamicip.rima-tde.net)
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(bitch2k@dyn-050-012.vix2.mmc.at)
L715[12:00:33] <ThePsionic> Good
L716[12:00:35] <ThePsionic> Lazy but
good
L717[12:01:11] <Wuppy> same same
L718[12:01:24] <Wuppy> although currently
unable to walk because muscle pain
L719[12:01:45] ⇦
Quits: Cooler (~CoolerExt@59.96.11.105) (Ping timeout: 186
seconds)
L720[12:02:13] <gigaherz> I'm back!
L721[12:02:20] <gigaherz> and my computer
clock is totally wrong!
L722[12:03:18] <gigaherz> now
L723[12:03:19] <gigaherz> that's
better.
L724[12:03:26] <Wuppy> hai
L725[12:03:29] <gigaherz> it was saying it
was 0:00 ;P
L726[12:03:42] <gigaherz> OS: Unsupported
Windows 10.0 (Build #14393) CPU: Intel Core i7-6700K, 4.01
GHz, 0 KB Video: Unknown Video Card (2560x1440x32bpp 59Hz)
Sound: Speakers (2- Realtek High Defin Memory: Used:
5061/32699MB Uptime: 17m 35s HD Space: Free: 1673.11 GB/4245.90 GB
Connection: Intel(R) Ethernet Connection (2) I219-V @ 1000.0 Mbps
(Rec: 88.46MB Sent: 3.80MB)
L727[12:03:50] <gigaherz> vcard is a nv
GTX1070
L728[12:03:58] <howtonotwin> You missed a
great 20 minutes during which I melted sham's brain with JSFuck
:P
L729[12:04:02] <Wuppy> :O
L730[12:04:10] <Wuppy> I may or may not be
incredibly jealous now gigaherz
L731[12:04:31] <gigaherz> don't be
L732[12:04:38] <gigaherz> now I have to
pay 280eur to get a windows 10 license
L733[12:04:39] <gigaherz> ¬¬
L734[12:04:41] <Wuppy> :V
L735[12:04:43] <Wuppy> why?
L736[12:04:52] <ThePsionic> "OS:
Unsupported Windows 10.0 (Build #14393)"
L737[12:04:52] <gigaherz> because it was a
free upgrad
L738[12:04:56] <gigaherz> eyou can't
transfer it to a new computer
L739[12:05:03] <Wuppy> yes, but why buy
:P
L740[12:05:10] <gigaherz> because fuck
pirating windows
L741[12:05:21] <gigaherz> !!calc
280/365
L742[12:05:21] <gigaherz> gigaherz:
Result(s): 0.7671232877
L743[12:05:22] <Wuppy> I've got the same
reason the other way around
L744[12:05:30] <gigaherz> I'm quite
willing to pay 75 cents a day for it
L745[12:05:36] <williewillus> is there a
method to wrap an Iterator->Iterable?
L746[12:05:37] <Wuppy> fuck
microsoft
L747[12:05:40] <gigaherz> and that's if it
only lasted one year
L748[12:05:46] <williewillus> oh who am I
kidding i can just use a lambda
L749[12:05:46] <williewillus> nvm
L750[12:05:55] <gigaherz> williewillus:
new Iterable() { iterator() {return it; } }
L751[12:05:56] <gigaherz> ;P
L752[12:06:03] <williewillus> bleh
L753[12:06:07] <gigaherz> or the lambda,
yes
L754[12:06:07] <gigaherz> ;P
L755[12:06:41] <gigaherz> however that
will only work once
L756[12:06:45] ⇦
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L757[12:06:53] <gigaherz> and iterables
are supposed to be able to return multiple iterators
L758[12:06:55] <gigaherz> so be
careful
L759[12:07:08] <williewillus> yeah I'm
only using it locally
L760[12:07:33] ⇦
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L761[12:07:38] <gigaherz> brb wanna reboot
to make sure shit still works
L762[12:07:41] <williewillus> aw I have to
cast the lambda to make a for loop over it
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L782[12:41:27] <Wuppy> I must be missing
something
L783[12:41:58] <BordListian> writing a
modloader and i'm torn between a simple load order number or a
thing like fml
L784[12:42:00] <PitchBright> lol
L785[12:42:01] <Koward> We're all missing
something.
L786[12:42:06] <PitchBright> it's the
kid
L787[12:42:28] <Wuppy> which is different
why?
L788[12:42:39] <PitchBright> the kid's not
a scenic shot
L789[12:42:48] <Wuppy> hmm true
L790[12:42:56] <Wuppy> although there's
also a person in the one below and to the left
L791[12:43:10] <PitchBright> but that shot
is scenic
L792[12:43:30] <PitchBright> the kid shot
is a closeup on a face... and he looks like he's halway between
taking a dump, and having an acid trip
L793[12:43:34] <PitchBright>
halfway*
L794[12:44:00] <Wuppy> lol that's an
incredibly accurate description of that face xD
L795[12:44:44] ⇦
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L796[12:44:59] <PitchBright> yeah
L797[12:45:14] <PitchBright> that's the
look on my face, when I'm trying to code.
L798[12:45:41] *
howtonotwin pukes a little inside
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L801[12:47:05] <ThePsionic> Wuppy: There's
a huge difference between artists like Stonebank and the Kazoo
Kid
L802[12:47:17] <Wuppy> how should I know
:P
L804[12:47:41] <ThePsionic> Fair
point
L805[12:47:53] <ThePsionic> Oh yeah
gotcha
L806[12:48:06] <Wuppy> listen to that
though <3
L808[12:50:46]
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L809[12:50:54] ***
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L810[12:51:02] <Wuppy> not the best, but
it's fast & upbeat which is nice :)
L811[12:51:22] <ThePsionic> I like EDM
really
L812[12:51:27] <Wuppy> same
L814[12:51:52] <ThePsionic> tbh Wuppy I
wouldn't call what you just linked EDM
L815[12:52:00] <Wuppy> technically it
is
L816[12:52:20] <ThePsionic> Ok let's
rephrase that
L817[12:52:30] <ThePsionic> I like the
likes of music that comes from Monstercat
L818[12:53:15] <ThePsionic> Electro,
Glitch Hop, Indie Bass, the occasional DnB song
L819[12:53:48] <ThePsionic> A
dubstep/drumstep song here and there
L820[12:54:05] <Wuppy> for me it's
hardstyle, hardcore and harddance
L821[12:54:06] <ThePsionic> House
L822[12:54:11] <Wuppy> and some
dance/house
L823[12:54:13] <ThePsionic> Like, the
doctor
L824[12:54:22] <BordListian>
(int)(double)table["loadorder"]
L825[12:54:25] <Wuppy> that's also good,
yes
L826[12:54:27] <BordListian> everything is
fire
L827[12:54:28] <ThePsionic> lol
L828[12:55:04] <ThePsionic> tbh I get most
of my music from listening to Monstercat FM
L829[12:55:12] <ThePsionic> Oh also
L830[12:55:14] <ThePsionic> Electro
Swing
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L832[12:57:55] ***
Darkhax_AFK is now known as Darkhax
L834[12:58:24] <BordListian> wow this is
like the only usecase for the Convert class
L836[12:59:55]
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L837[13:02:57] <PitchBright> at least
that's what I think you'd call it. I'm not that knowledgeable on
the terminology or how music is classified
L838[13:03:14] <ThePsionic> PitchBright:
The music is okay, I'm more impressed by the project tbh :P
L839[13:03:54]
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L840[13:03:55] <PitchBright> haha cool
cool... yeah it took us 18 months. Official Guinness World Record
for it.
L841[13:04:04] <Wuppy> is anyone
interested in Regency Solitaire?
L842[13:04:05] <ThePsionic> Holy shit
nice
L843[13:04:14] <Wuppy> or HexCells
L844[13:04:18] <ThePsionic> Anyway
bbl
L847[13:06:03] <killjoy> Um.. what
happened to subscriptions on youtube?
L848[13:06:26] <Wuppy> killjoy, seems like
youtube is updating again
L849[13:06:29] <PitchBright> not
working?
L850[13:06:32] <killjoy> Subscriptions
just gives me a list of channels now instead of recently uploaded
videos
L851[13:06:33] <Wuppy> I heard someone say
the UI changed for him a few days ago
L852[13:06:46] <gigaherz> killjoy: works
for me
L853[13:06:53] <gigaherz> are you on Tiled
mode or on list mode?
L854[13:07:01] <killjoy> google does
rolling updates
L855[13:07:08] <gigaherz> or they could be
AB testing
L856[13:07:10] <killjoy> neither
L858[13:07:49] <killjoy> I am subscribed
to absolutely 0 of those channels
L859[13:07:55] <gigaherz> wat XD
L860[13:07:56] <gigaherz> wait
L861[13:08:19] <gigaherz> maybe they
messed up and are shwoing recommendations or something
L862[13:08:41] <killjoy> well it's back to
normal now
L863[13:08:55] <killjoy> refreshed and
it's back
L864[13:09:06] <gigaherz> reminds me of
the google play browsing
L865[13:09:15] <gigaherz> maybe they want
to make youtube have browsable categories
L866[13:09:34] <killjoy> They should put
that in it's own category.
L867[13:09:40] <killjoy> Not taking over a
good one
L868[13:09:54] <killjoy> I also seem to
have youtube red
L869[13:09:58] <gigaherz> no wait they
already have that
L871[13:10:11] <killjoy> I got 2 weeks
free for downloading youtube music
L872[13:11:39] <gigaherz> lol
L874[13:12:21] <killjoy> they already
have
L875[13:12:25] <killjoy> potions use nbt
now
L876[13:13:24] ⇦
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L878[13:20:38] <howtonotwin> It looks like
someone fucked up and swapped subscriptions with recommended or
something. This looks like an accident.
L879[13:20:43] <gigaherz> LatvianModder:
that's actually a perfect use case for a theoretical "item
states" system
L880[13:20:45] <gigaherz> akin to
blockstates
L881[13:23:31] ⇦
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L883[13:26:42] <secknv> so says here
EvenBus bus() is deprecated
L884[13:26:55] <secknv> and the comment on
it is "Use {@link MinecraftForge#EVENT_BUS} they're the same
thing now"
L885[13:27:01] <Ordinastie_> yes
L886[13:27:04] <LatvianModder> yes, use
only MinecraftForge.EVENT_BUS
L887[13:27:20] <killjoy> it means it will
probably get removed soon
L888[13:27:31] <secknv> sorry for stupid
but my questions was
L889[13:27:34] <secknv> isnted of
FMLCommonHandler.instance().bus()
L890[13:27:38] <secknv> instead*
L891[13:27:41] <secknv> what do I
put
L892[13:27:50] <killjoy>
MinecraftForge.EVENT_BUS
L893[13:27:51] <LatvianModder>
MinecraftForge#EVENT_BUS
L894[13:28:01] <LatvianModder> oi.
'.'
L895[13:28:09] <killjoy> says it right
there in the javadoc
L896[13:28:33] <LatvianModder> all events
are handled in one bus now, no more mess with 2 different
ones
L897[13:28:43] <howtonotwin> TerrainGen
has its own bus though
L898[13:28:52] <LatvianModder> it has
always had that
L899[13:28:59] <LatvianModder> and oregen
too
L900[13:29:24] <secknv> yes but what's
with the #
L901[13:29:28] ***
Darkhax is now known as Darkhax_AFK
L902[13:29:32] <LatvianModder> that just
means .
L903[13:29:34] <killjoy> It's a
reference
L904[13:29:50] <secknv> ok that was what
was messing me up lol
L905[13:29:51] <killjoy> it's what you use
to reference other members in javadoc
L906[13:30:00] <secknv> thx
L907[13:30:17] <killjoy> If you don't
understand the raw javadoc, just hover over the method and the
javadoc should be rendered
L908[13:30:36] <LatvianModder> if you use
Idea, you have to enable it tho
L909[13:30:38] <secknv> intellij pls
L910[13:30:39] <killjoy> or put it in the
javadoc tab
L911[13:30:45] <secknv> how do I enable
it
L913[13:31:08] <Koward> Speaking about
Events, I'm looking for documentation about priority
mechanisms
L914[13:31:12] <secknv> <3
L915[13:31:16] <secknv> #nohomo
L916[13:31:25] <killjoy> Koward, priority
with events?
L917[13:31:37] <LatvianModder> higher
priorty = your even will be first
L918[13:31:58] <LatvianModder> which often
is opposite of what you want. Sometimes you want your event to be
handled first, sometimes last
L919[13:32:07] <killjoy> Use arguments on
the @SubscribeEvent annotation
L920[13:32:43] <Koward> Can I define order
between some events.
L921[13:32:49] <Koward> Like between two
high priority
L922[13:33:03] <killjoy> are the events
the same type (assuming)
L923[13:33:07] <Koward> Yes.
L924[13:33:15] <killjoy> just give them
different priorities
L925[13:34:01] ⇦
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L926[13:34:10] <Koward> But I may have set
this high priority to come before other mods, or things like that.
I don't have a use case right now, but it seems it lacks a bit of
finesse.
L928[13:34:21] <killjoy> give one high,
give the other highest
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L930[13:34:54] <Koward> That'll do, I
guess. Thanks
L931[13:35:13] <killjoy> We'd have more
freedom if the priority was an int instead of enum
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L933[13:35:34] <killjoy> but I guess that
could be abused
L934[13:35:43] <killjoy> such as setting
your priority to -10000
L935[13:35:55] <williewillus> event
priorities should be used with lots of care
L936[13:36:00] <williewillus> most
eventhandlers should be left default
L937[13:36:04] <gigaherz> I have NO IDEA
wtf is wrong
L938[13:36:15] <gigaherz> but there's
something that's causing my machien to freeze for like a couple
minutes
L939[13:38:26] <secknv> erm also says here
neighborChanged is deprecated
L940[13:38:35] <williewillus> it's
not
L941[13:38:46] <williewillus> it's one of
the ones that has been pulled up into an interface
L942[13:38:46] <killjoy> *shrug*
L943[13:39:02] <williewillus> aka the
"use iblockstate to call this" ones
L944[13:39:04]
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L945[13:39:19] <killjoy> so rtfd
L946[13:39:34] <secknv> so I should stop
using the one from the block class and use that one yes
L947[13:39:42] <williewillus> well if you
are implementing it
L948[13:39:47] <williewillus> impleement
it in block obviously
L949[13:39:52] <williewillus> but when
using it call it through iblockstate
L950[13:42:04] <secknv> oh I just found it
on IBlockBehaviours
L951[13:43:54] <secknv> wait a sec I'm
confused
L952[13:44:04] <williewillus> about
what?
L953[13:44:13] <williewillus> if you are
implementing it extend it on Block like normal
L954[13:44:20] <secknv> so I have a a
class that makes a special block with redstone interaction
L955[13:44:39] <williewillus> if you are
*calling* it do it through IBlockState (which extends
IBlockBehaviours)
L956[13:44:40] <secknv> said class extends
Block
L957[13:44:47] <secknv> yes but
L958[13:44:47] <williewillus> okay so
jhust extend it from Block like normal
L959[13:44:54] <howtonotwin> Block still
DEFINES the behavior, but you USE it from IBlockState
L960[13:44:57] <williewillus> ^
L961[13:46:12] ⇦
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L962[13:46:49] <secknv> the
neighborChanged on IBlockSTate doesnt have the state
parameter
L963[13:46:54] <williewillus> of
course
L964[13:46:57] <howtonotwin> ... why would
it
L965[13:47:00] <williewillus> thjink about
what you just said
L966[13:47:01] <williewillus> :P
L967[13:47:02] <howtonotwin> it IS the
state
L968[13:47:21] ⇦
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L969[13:47:26] <secknv> I am brainfucked
rn
L970[13:47:30] <williewillus> well if we
were speaking low level, it technically does have the state param
as the first argument to an instance method
L971[13:47:36] <williewillus> but that's a
jvm deal ;P
L972[13:47:56] <howtonotwin>
world.getBlockState(pos).neighborChanged(blah)
L973[13:48:10] <howtonotwin> or something
like that
L975[13:48:39] <secknv> this is my
method
L976[13:48:47] <williewillus> okay
L977[13:48:51] <williewillus> thats
fine
L978[13:48:53] <secknv> and idea is
complaining it's deprecated
L979[13:48:53] <howtonotwin> That's fine.
No changes
L980[13:48:57] <williewillus> ignore
it
L981[13:49:07] <williewillus> it's just
mojang being silly
L982[13:49:11] <howtonotwin> @Deprecated
it as well if you really want to get rid of it
L983[13:49:21] <williewillus> I understand
lifting stuff up into IBlockState but marking it all deprecated was
unnecessary
L984[13:49:56] <secknv> maybe the forge
guys also wanted to get rid of the warning
L985[13:50:06] <secknv> so they
@deprecated it in blobk class
L986[13:50:09] <howtonotwin> ???
L987[13:50:12] <williewillus> no
L988[13:50:23] <williewillus> and what
does that even mean
L989[13:50:29] <howtonotwin> block doesn't
inherit those members
L990[13:50:31] <howtonotwin> it defines
them
L991[13:50:33] <williewillus> Block is a
top-level class
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L993[13:50:45] <williewillus> IBlockState
and Block have no inheritance relationship
L994[13:50:50] <secknv> then why is this
method there marked as deprecated
L995[13:50:57] <williewillus> don't worry
about it >.<
L996[13:50:58] <howtonotwin> because
mojang = dumb
L997[13:51:03] <williewillus> just ignore
it
L998[13:51:10] <secknv> ok
L999[13:51:20] <secknv> yes this block
class is mojang isnt it
L1000[13:51:24] <secknv> derp
L1001[13:51:37]
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L1002[13:52:04] <williewillus> lol
L1003[13:52:09] <williewillus> i think
you need sleep or something
L1004[13:52:09] <Koward> deprecated is
the new abstract.
L1005[13:52:13] <williewillus> wat
L1006[13:52:16] <howtonotwin> no
L1007[13:52:21] <williewillus> what the
hell does that even mean lol
L1008[13:52:21] <howtonotwin> because
they have implementations
L1009[13:52:28]
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L1010[13:52:34] <secknv> wat
L1011[13:52:39] <secknv> I am not
understanding anything
L1012[13:52:54] *
howtonotwin kills all of us to end the pain
L1013[13:53:14] <howtonotwin> Block
defines behaviors
L1014[13:53:23] *
williewillus gives up
L1015[13:53:24] <Koward> For Mojang, I
mean. That's what I've been told. Well of course they have
implementations but if they want us to never call them by putting
this then their implementation should be where it is.
L1016[13:53:27] <howtonotwin> there are
default behaviors in the top-level Block class
L1017[13:53:35] <howtonotwin> Therefore
they are NOT ABSTRACT
L1018[13:53:36] <Koward> *shouldn't
L1019[13:53:42] <williewillus> Koward:
have implenmentations = not abstract
L1020[13:53:50] <killjoy> They should've
made an interface.
L1021[13:53:57] <Koward> Yes, agree.
Sorry, I'm not being clear
L1022[13:54:09] <secknv> getStateFromMeta
and IsOpaqueCube and IsBlockNormalCube are also marked as
deprecated
L1023[13:54:11] <howtonotwin> The
implementation of IBlockState delegates to the ones in Block
L1024[13:54:18] <williewillus>
@Deprecated in this case LITERALLY just means "don't
call" for the ones also in IBlockState
L1025[13:54:20] <secknv> so basically I
should ignore all of that and go sleep yes?
L1026[13:54:24] <williewillus> secknv:
those are probably ACTUALLY deprecated
L1027[13:54:27] <williewillus> because
meta is going away soon
L1028[13:54:40] <williewillus> and the
is<X>Cube ones are probably being folded together or
refactored
L1029[13:54:55] <williewillus> secknv:
yes :P
L1030[13:55:13] <howtonotwin> thank god I
can't brain those methods for the life of me.
L1031[13:55:13] <williewillus> its all a
side effect of deprecated being used carelessly
L1032[13:55:21] <Koward> ^
L1033[13:55:32] <secknv> I guess
"only fix it when it stops working" it is
L1034[13:55:32]
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L1035[13:55:33] <williewillus>
howtonotwin: they're used for literally everything
L1036[13:55:40] <williewillus> i tried
tracing them out
L1037[13:55:46] <williewillus> but all of
them are used for everything
L1039[13:56:20] <howtonotwin> 1.11
internal changes, only item: Got rid of Block::is*Cube
L1040[14:00:06]
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L1042[14:03:55] <secknv> ok last
question
L1043[14:04:06] <secknv> what's with
calling vars p_185093_1_
L1044[14:04:26] <howtonotwin> well MC is
obfuscated
L1045[14:04:28]
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L1046[14:04:46] <howtonotwin> !!gf
ItemStack.stackSize
L1047[14:04:47] <MCPBot_Reborn> === MC
1.10.2: net/minecraft/item/ItemStack.stackSize (adz.b) UNLOCKED
===
L1048[14:04:48] <MCPBot_Reborn> Name : b
=> field_77994_a => stackSize
L1049[14:04:49] <MCPBot_Reborn>
Descriptor : I
L1050[14:04:49] <MCPBot_Reborn> Comment :
Size of the stack.
L1051[14:04:50] <MCPBot_Reborn> Last
Change: 2016-06-27 17:21:38.265700-04:00 (_bot_update_)
L1052[14:04:55] <killjoy> !gp
185093
L1053[14:04:55] <howtonotwin> see?
adz.b
L1054[14:05:12] <killjoy> got a name for
p_185093_1_?
L1055[14:05:25] <killjoy> !gp
p_185093_1_
L1056[14:05:32] <howtonotwin> So when we
deobf MC, we give everything new names
L1057[14:05:35] <secknv> it's a method
param
L1058[14:05:45] <killjoy> yup. to
wobble
L1059[14:05:56] <secknv> are you a
wizard
L1060[14:06:01] <killjoy> mcpbot told
me
L1061[14:06:09] <killjoy> wanna name
it?
L1062[14:06:14] <howtonotwin> But the
decompiler is a program that doesn't actually know what everything
does, so everything just gets numbers for names
L1063[14:06:26] <killjoy> we use mappings
to give them names
L1064[14:06:26] <secknv> can I call it
worldyMcWorldFace?
L1065[14:06:28] <howtonotwin> The
community can therefore name things with MCPBot
L1066[14:06:36] <killjoy> no. That's a
dumb name.
L1067[14:06:42] <killjoy> so it's the
world?
L1068[14:06:46] <secknv> worldIn
L1069[14:06:53] <secknv> is classic
name
L1070[14:07:03] <howtonotwin> so you see
that adz.b -> field_77994_a -> ItemStack.itemStack
L1071[14:07:13] <secknv> legit
L1072[14:07:20] <secknv> so how do I name
it
L1073[14:07:21] <killjoy> Actually, It
might not be worth setting that parameter name.
L1074[14:07:29] <howtonotwin> /m
MCPBot_Reborn help
L1075[14:07:29] <killjoy> It's part of a
anonymous class
L1076[14:07:32] <howtonotwin> like
that
L1077[14:07:51] <secknv> well yes
L1078[14:08:00] <howtonotwin> gf/gm/gp
-> get field/method/param
L1079[14:08:00] <killjoy> just type
!help
L1080[14:08:13] <howtonotwin> and
sf/sm/sp -> set field/method/param
L1081[14:08:19] <killjoy> go in #mcpbot
if you plan on spamming
L1082[14:08:27] <secknv> sorry
L1083[14:08:37] <killjoy> Just saying.
Not that you were
L1084[14:10:03] <secknv> what does srg
stand for
L1085[14:10:24] <killjoy> it's short for
searge
L1086[14:10:32] <killjoy> you know, the
minecraft developer
L1087[14:10:40] <killjoy> also the one
who created mcp
L1088[14:11:11] <howtonotwin> Notch names
are the fully obfuscated names like adz.b
L1089[14:11:12] <secknv> oh lol
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L1091[14:11:27] <howtonotwin> SRG names
are the decompiled names like field_blah_1
L1092[14:11:38] <howtonotwin> MCP names
are the human readable ones like stackSize
L1093[14:11:46] <killjoy> srg classes are
the same as mcp classes
L1094[14:12:04] <tterrag|ZZZzzz> quick
rundown of how the system works. every minor MC patch, a lot of the
notch names are shuffled. when this happens, MCP updates and fixes
the notch->srg mappings. then mods can go happily along using
the same srg names
L1095[14:12:19] ***
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L1096[14:12:26] <killjoy> it uses black
magic to do this.
L1097[14:12:54] <tterrag> black magic
*and python*
L1098[14:13:03]
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L1099[14:13:05] <killjoy> what's the
difference?
L1100[14:13:14] <howtonotwin> python is
deliberately designed to be less complicated than most
languages
L1101[14:13:29] <killjoy> what if it was
perl?
L1102[14:13:37] <secknv> so basically MC
is just trying to mess with the modders every update?
L1103[14:13:45] <killjoy> kind of.
L1104[14:13:50] <killjoy> It's really a
side effect of proguard
L1105[14:14:06] <LatvianModder> which is
useless
L1106[14:14:06] <howtonotwin> In the
Chomsky hierarchy, Python deliberately falls into a simpler
category than say Java :D
L1107[14:14:17] <secknv> well ofc
L1108[14:14:27] <secknv> I come from
python
L1109[14:14:30] <secknv> and I cant
java
L1110[14:14:47] <killjoy> I need a python
with JVM
L1111[14:14:51] <secknv> jython
L1112[14:14:54] <killjoy> groovy is close
enough
L1113[14:15:05] <secknv> there is
actaully a thing called jython
L1114[14:15:10] <secknv> python for the
jvm
L1115[14:15:11] <killjoy> I know
L1116[14:15:28] <killjoy> But isn't that
just a python interpreter on the JVM?
L1117[14:15:40] <killjoy> I meant an
actual python program that uses jvm libs
L1118[14:16:30] <howtonotwin> Pretty sure
it does that from the website
L1119[14:16:38] <howtonotwin> from
java.util import Date
L1120[14:16:45] <Koward> I wanted to get
rid of using metadata already but for items I'm not sure it's
already possible. Vanilla still uses it a lot too.
L1121[14:17:06] <Koward> (see
CraftingManager and logs)
L1122[14:17:27] <secknv> so what's
happening to metadata
L1123[14:17:38] <secknv> is it gonna be
pure blockstates from now on?
L1124[14:17:47] <killjoy> and nbt
L1125[14:17:48] <howtonotwin> hopefully
block metadata is going to die a painful death in the future
L1126[14:17:53] <Koward> They could, but
what about Items..
L1127[14:18:08] <killjoy> same way
enchantments are handled I would guess
L1128[14:18:31] <Koward> I mean look at
the log items, they are still doing f*cking bitwise operations to
map log block metadata to log item one.
L1129[14:18:41] <Koward> That's
hilarious
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L1131[14:19:10] <sham1> >python
L1132[14:19:11] <sham1> why
L1133[14:19:12] <Koward> Maybe they
need.. itemstates
L1134[14:19:19] <secknv> why does log
block meta need to be mapped to log item meta?
L1135[14:19:47] <killjoy> why do we need
itemstates?
L1136[14:19:50] <howtonotwin> when you
break a log
L1137[14:19:52] <howtonotwin> you get an
item
L1138[14:19:57] <Koward> Only acacia and
darkoak, which are LOG2
L1139[14:19:57] <killjoy> They're just
like tileentities, but they're not a tile and they're not an
entity
L1140[14:20:02] <howtonotwin> ergo you
must map log meta to item meta
L1141[14:20:07] <killjoy> well it's an
entity when it's on the grouind
L1142[14:20:16] <Koward> I think they
were limited by the max size
L1143[14:20:28] <killjoy> metadata is a
byte, yes?
L1144[14:20:31] <howtonotwin> because a
log also holds info about direction and you have to remove that
when creating the itemstack
L1145[14:20:36] <howtonotwin> block meta
is 4 bit
L1146[14:20:39] <howtonotwin> item meta
is a short
L1147[14:20:45] <secknv> why isnt there
just a block for every log
L1148[14:20:54] <howtonotwin> Becuase
blockids are limited
L1149[14:20:55] <killjoy> so it's a
nibble
L1150[14:20:56] <Koward>
this.addRecipe(new ItemStack(Blocks.PLANKS, 4, 4 +
BlockPlanks.EnumType.DARK_OAK.getMetadata() - 4), new Object[]
{"#", '#', new ItemStack(Blocks.LOG2, 1,
BlockPlanks.EnumType.DARK_OAK.getMetadata() - 4)});
L1151[14:21:05] <secknv> what's the max
block id?
L1152[14:21:15] <howtonotwin> 4096
iirc
L1153[14:21:20] <Koward> This line is a
good example of what should disappear
L1154[14:21:24] <Koward> but can't
L1155[14:21:34] <howtonotwin> Chunks
store blocks as a big array of shorts
L1156[14:21:47] <howtonotwin> 12 bits go
to the log
L1157[14:21:51] <howtonotwin>
*block
L1158[14:21:57] <howtonotwin> 4 go to the
meta
L1159[14:22:36] <killjoy> 4 to type, 4 to
direction (each type)
L1160[14:22:49] <killjoy> so all 16
metadata is used for logs
L1161[14:23:02] <Koward> Hence log2 when
they added new wood types
L1162[14:23:05] <howtonotwin> 2 bits for
type and 2 bits for axis
L1163[14:23:38] <howtonotwin> 4 +
BlockPlanks.EnumType.DARK_OAK.getMetadata() - 4
L1164[14:23:39] <howtonotwin> wat
L1165[14:23:57] <Koward> shift two
times
L1166[14:24:08] <Koward> get rid of part
of metadata
L1167[14:24:13] <howtonotwin> But it's
addition...
L1168[14:24:33] <howtonotwin> 4+x-4 = x
even when you are limited in bits
L1169[14:24:53] <secknv> well I'd say
that's just plain retarded
L1170[14:25:03] <BordListian> pfft
L1171[14:25:09] <secknv> but my knowledge
of how things work is so bad I wont risk it
L1172[14:25:54]
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L1177[14:37:38] <Koward> Okay in fact the
+4 -4 is there to show a parallel with the later -4 which is there
to get the actual log2 meta
L1178[14:38:30] <Koward> There is one
enum for wood, 0,1,2,3,4,5. BlockOldLog uses the first 4 directly
because it matches its 4 variants
L1179[14:38:43] <Koward> But log2 has 0,1
matching 4,5
L1180[14:38:50] <Koward> So they
substract 4 each time
L1181[14:39:18] <killjoy> first 2 bits is
type
L1182[14:39:24] <killjoy> first being
right-most
L1183[14:39:28] <howtonotwin> A) I am
very surprised javac didn't just nuke it B) wtf Mojang no
stop
L1184[14:39:31] <killjoy> left most is
orientation
L1185[14:41:15] <Koward> Yeah but it does
not really matter for that, the logic to go from simple planks
enumtype to metadata with axis is done in the getMetaFromState and
vice versa, and it's the same for both blocks since bits are
fixed
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L1187[14:44:11] <Koward> anyway that's
the kind of thing they wouldn't be using at that level if they had
itemstates
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L1189[14:45:13] <killjoy> itemstates are
dumb
L1190[14:45:40] <killjoy> blockstates
aren't saved anyway
L1191[14:45:47] <killjoy> last I checked
at least
L1192[14:46:55] <Koward> You mean dumb
like the blockstates or dumber ?
L1193[14:47:14] <williewillus>
blockstates are not dumb
L1194[14:47:19] <killjoy> blockstates
actually replace metadata because there's no other
alternative
L1195[14:47:24] <williewillus> they
will
L1196[14:47:25] <killjoy> blocks don't
have nbt
L1197[14:47:27] <killjoy> items do
L1198[14:47:34] <williewillus> right now
blockstates are shoehorned back into meta
L1199[14:47:45] <williewillus> but
there's super evident prepwork to eliminate meta from the chunk
data
L1200[14:48:57] <killjoy> That's why
blockstates are good. It's better than arbitrary numbers
L1201[14:49:03] <williewillus> much
better
L1202[14:49:10] <killjoy> itemstates?
why?
L1203[14:49:12] <killjoy> we already have
nbt
L1204[14:49:32] <williewillus> besides
vanilla doesn't use item damage in any meaningful way
L1205[14:49:40] <williewillus> it uses it
for 1: itemblock damage
L1206[14:49:43] <williewillus> 2. tool
damage
L1207[14:49:44] <williewillus> 3.
colors
L1208[14:49:45] <williewillus> :P
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L1210[14:50:12] <killjoy> itemblock
damage?
L1211[14:50:14] <williewillus> I'm
interested how the first will be resolved when blockstates get
eliminatedm but the latter two map readily to numbers
L1212[14:50:37] <williewillus> killjoy:
i.e. the andesite itemblock is the item minecraft:stone@1 or
something
L1213[14:50:47] <killjoy> oh,
vairants
L1214[14:51:02] <killjoy> and
charcoal
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L1224[15:19:59] <shadekiller666> where
does the player model that gets rendered in the survival inventory
get drawn in code?
L1225[15:21:01] <williewillus> find
usages on GuiInventory.drawEntityOnScreen
L1226[15:21:25] <killjoy> That's a
thing?
L1227[15:21:35] <williewillus> ?
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L1230[15:30:18] <shadekiller666> how does
one obtain the contents of a folder inside of the assets folder in
a dev env during game launch?
L1231[15:30:53] <williewillus> resource
system
L1232[15:31:03] <williewillus> or just
read the mcDataDir
L1233[15:31:19] <shadekiller666> ok
L1234[15:31:30] <shadekiller666> where is
that stored?
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L1236[15:32:15] <williewillus>
Minecraft
L1237[15:32:25] <shadekiller666> oh, its
in the Minecraft class... is there a way to obtain that
server-side?
L1238[15:32:30] <williewillus> no
L1239[15:32:35] <williewillus> well
L1240[15:32:39] <williewillus> savedir /
assets :P
L1241[15:32:55] <williewillus>
MinecraftServer should have something if not the savehandler
L1242[15:33:52]
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L1243[15:35:28] <williewillus> uhhh
L1244[15:35:38] <williewillus> anyone
understand how the banner textures are laid out?
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L1246[15:35:58] <shadekiller666>
FMLServerHandler.instance().getServer().getDataDirectory()
L1247[15:35:59] <williewillus> why are
the top corners cut off and why are there two
L1248[15:36:33] <williewillus> well keep
in mind when you have assets/ there's no guarantee there's anything
other than structures and loot tables there
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L1250[15:36:45] <shadekiller666> thats
the idea
L1251[15:37:09] <shadekiller666> i need
to get to a folder that contains files that define multiblock
structures
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L1253[15:38:09] <shadekiller666> and for
some reason copying from the jar doesn't want to work in my dev
env, so i need some way of getting to
/assets/<modid>/structures/ during game launch so that i can
parse the files and register them
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L1255[15:38:22] <ThePsionic> eyo
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L1257[15:38:29] <shadekiller666> and i
don't want them to be overrideable via resource pack
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L1259[15:40:52] <williewillus> well none
of the serverside things in assets are overrideable
L1260[15:40:59] <williewillus> because
tghe resource system doesn't exist serverside
L1261[15:41:10] <shadekiller666> ok
L1262[15:41:15] <williewillus> as far as
the server is concerned assets/ is another folder in the jar
L1263[15:42:21] <shadekiller666> i was
able to access a custom folder in the run directory but i need to
access src/main/resources/assets/<modid>/structures
L1264[15:42:29] <shadekiller666> or at
least it would be nice to be able to...
L1265[15:43:06] <ThePsionic> I want to
open my window because it's so hot in here but I can't :(
L1266[15:43:52] <williewillus>
shadekiller666: well whatever you're doing it probably needs to
change/won't work in obf
L1267[15:43:56] <williewillus> because
everythings stuffed in a jar
L1268[15:44:05]
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L1269[15:44:25] <williewillus> and also
the resources folder should be on your classpath
L1270[15:44:35] <shadekiller666> i
already have code to copy the files from the jar to where i need
them, it just doesn't work when the game is running in a dev
env
L1271[15:44:42] <williewillus> so you
should be able to just get /assets/
L1272[15:45:17] <shadekiller666> like new
File("/assets/")?
L1273[15:45:40] <williewillus> try
it
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L1277[15:47:10] <williewillus> oh yeah
derp'
L1278[15:47:15] <williewillus> thats how
you access stuff on the classpath
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L1281[15:48:19] <williewillus> bleh how
do the banner textures work
L1282[15:48:26] <williewillus> why is the
side texture missing a pixel
L1283[15:48:43] <williewillus> oh derp,
those are the up/down faces
L1284[15:48:43] <williewillus> nvm
L1285[15:49:27] <shadekiller666>
MyMod.class.getResourceAsStream() works when in a jar file, does it
also work for getting to the resources/assets/ directory in a dev
env?
L1286[15:49:34] <williewillus> try
it
L1287[15:49:48] <williewillus> it should
get you anything on the classpath
L1288[15:50:30] <williewillus> it sdhould
work or else vanilla wouldn't run in dev
L1290[15:56:23] <shadekiller666> i would
like to have access to
src/main/resources/assets/transitmod/structures/ in the dev env, so
that i can copy its contents to the folder in /run/./
L1291[15:57:22] <williewillus> well you
won't be accessing that folder
L1292[15:57:29] <williewillus> idea
copies everything to another path before executing
L1293[15:58:12] <williewillus> idk but
there is 100% a way because that's how mods have resource access in
dev :P
L1294[15:58:36] <shadekiller666> i also
need this to work in eclipse, as my codev uses it
L1295[15:58:44]
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L1296[15:59:01] <shadekiller666> i guess
i could put up with manually putting them into the run folder if
need be
L1297[16:03:38] <shadekiller666> also,
i'm not sure why the \classes\production\Transit_Mod_main\assets
directory is saying that it doesn't exist, i can see it in
intellij's file list
L1298[16:04:36] <shadekiller666> think it
might have to do with the %20 in Transit%20Authority/Transit%20Mod/
bit?
L1299[16:04:43] <shadekiller666> those
are supposed to be spaces
L1300[16:13:49] <williewillus> how can I
make gimp show pixel grid above everything?
L1301[16:13:54] <williewillus> I'm
editing a black texture and i can't see shit
L1302[16:14:15] <BordListian> er
L1303[16:14:32] <williewillus> or in a
different color
L1304[16:14:57] <BordListian> you can
change it in grid configuration
L1305[16:15:12] <BordListian> Image ->
Grid something
L1306[16:15:24] <williewillus> Configure
Gird
L1307[16:15:25]
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L1308[16:15:26] <williewillus>
thanks
L1309[16:15:33] <ThePsionic> Unrelated to
literally anything, but my laptop changes the screen brightness by
a tiny bit depending on the content of the screen and it's been
annoying me for a week
L1310[16:15:47] <BordListian> you can
probably turn that off you know
L1311[16:15:52] <ThePsionic> And I have
no idea how to turn it off
L1312[16:15:58] <BordListian> google
it
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L1314[16:16:14] <ThePsionic> I did,
everyone said "change it in your intel settings", I did,
nothing changed
L1315[16:17:01] <ThePsionic> Or rather,
it does work on battery, but not when charging
L1316[16:17:21] <BordListian> change your
energy settings
L1317[16:17:27] <BordListian> then change
the setting again
L1318[16:17:32] <ThePsionic> Ok
wait
L1319[16:17:38] <ThePsionic> I think I
just figured it out
L1320[16:17:54] <ThePsionic> I need to
unplug and re-plug my laptop in order for it to not happen when
charging
L1321[16:17:54] <williewillus> why is the
move tool not moving anything x.x
L1322[16:17:58] <ThePsionic> Fun
times
L1323[16:18:03]
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L1324[16:18:03] <BordListian> you need to
select first
L1325[16:18:11] <williewillus> yes
L1326[16:18:15] <williewillus> then I hit
move and hit selection
L1327[16:18:18] <williewillus> then drag
it
L1328[16:18:21] <williewillus> and
theimage doesnt change
L1329[16:18:25] <williewillus> though the
bounding box moves
L1330[16:18:27] <BordListian> you're
moving the selection
L1331[16:18:30] <BordListian> lmfao
L1332[16:18:32] <williewillus> -.-
L1333[16:18:38] <BordListian> hit some
other button
L1334[16:18:43] <williewillus> how do I
move the you know, selection :P
L1335[16:18:52] <BordListian> switch to
the grabber tool?
L1336[16:21:04] <BordListian> ah
L1337[16:21:07] <BordListian> i se
L1338[16:21:09] <williewillus>
goddammit
L1339[16:21:14] <williewillus> i have to
hit ctrl shift l then move it
L1340[16:21:20] <williewillus> who the
hell thought that was a good idea
L1341[16:21:23] <williewillus> :P
L1342[16:21:57] <williewillus> or just
hold ctrl alt and drag okay
L1343[16:22:52]
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L1346[16:24:52] <Shambling> good evening
all.
L1347[16:25:40] <BordListian> apparently,
you're supposed to make a new layer
L1348[16:25:47] <Koward> For my block I'd
like to do something like that in lang/en_US :
tile.myStone.name=tile.stone.stone.name
L1349[16:25:47] <Koward> to reference the
original name, and if possible also get the existing
translations
L1350[16:25:53] <BordListian> by doing
copy and paste
L1351[16:25:59] <BordListian> then you
can move the new layer
L1352[16:26:05] <williewillus> that's
disgusting
L1353[16:26:18] <Koward> How could it be
done ?
L1354[16:26:19] <williewillus> :P
L1355[16:26:32] <williewillus> Koward:
what do you want to acheive again?
L1356[16:26:48] ***
V is now known as Vigaro
L1357[16:27:03] <Koward> I want to give
my block the name of a vanilla block.
L1358[16:27:13] <Koward> Sounds simple
enough
L1359[16:27:26] <BordListian> hm
L1360[16:27:40] <BordListian> yeah, you
can override getDisplayName or something
L1361[16:28:19] <BordListian>
probably
L1362[16:28:22] <Koward> the Unlocalized
name won't work as it only changes one word in the full name, but
the second (which is variant dependant) will be different
L1363[16:28:48] <williewillus> it won't
work the way you're thinking about it
L1364[16:28:55] <williewillus>
localization is a pure unlocal name -> local name map
L1365[16:29:15] <williewillus> so you
can't steal another localization without setting your own unlocal
name to that exact one
L1366[16:29:51] <BordListian> tfw i need
to open my dev enviroment to double check
L1367[16:30:05] <Koward> Damn it
L1368[16:30:17] <BordListian> i'm sure it
can be done
L1369[16:30:23]
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L1370[16:30:43] ***
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L1371[16:30:49] <williewillus> how the
hell do you delete a layer ><
L1372[16:30:51] <williewillus> i miss
paint.net
L1373[16:30:53] <williewillus> lol
L1374[16:31:21]
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L1375[16:31:31] <BordListian> do you want
to delete a layer including everything on it?
L1376[16:31:43] <BordListian> or just
merge it
L1377[16:32:02] <williewillus> everything
on it. I go to the layer list and I can't select a layer and the -
button just deletes the topmost one
L1378[16:32:19] <BordListian> rightclick
-> delete layer
L1379[16:33:19] <BordListian> Koward,
override public String getUnlocalizedName()
L1380[16:33:34] <williewillus> that won't
help
L1381[16:33:37] <BordListian> why
not
L1382[16:33:47] <williewillus> he wants
"sub-localization" basically
L1383[16:33:52] <BordListian> ???
L1384[16:33:53] <williewillus> if i
understood right
L1385[16:34:05] <BordListian> i don't
understand the example
L1386[16:34:15] <BordListian> you want
your block to be named after a vanilla stone, right
L1387[16:34:25] <williewillus> yeah i
dont understand either
L1388[16:34:32] <williewillus> if you
want them to be named the same you don't do anything in the lang
file
L1389[16:34:34] <Koward> Yes, but I have
new subtypes of stone
L1390[16:34:35] <BordListian> do you want
like Granite Brazier or something?
L1391[16:34:41] <williewillus> you just
setunlocalizedname to the exact same one as vanilla
L1392[16:34:49] <Koward>
tile.myStone.blue.name, tile.myStone.red.name
L1393[16:34:58] <williewillus> yeah you
can't take + extend
L1394[16:34:58] <BordListian> oh you mean
like Red Granite?
L1395[16:35:01] <Koward> I want to make
them match the name of tile.stone.stone.name
L1396[16:35:02] <williewillus> it has to
be exact
L1397[16:35:03] <BordListian> yes you
can
L1398[16:35:07] <williewillus> no you
can't :P
L1399[16:35:08] <BordListian> override
getLocalizedName()
L1400[16:35:11] <williewillus>
disgusting
L1401[16:35:15] <BordListian> shut
up
L1402[16:35:25] <williewillus> lol
L1403[16:35:30] <Shambling> so are you
looking to make it look like your block is vanilla cobblestone lets
say, but when you mine it, it explodes into termites?
L1404[16:35:32] <williewillus> the system
is designed to work this way
L1405[16:35:38] <williewillus> leave
localization in the lang file
L1406[16:35:39] <howtonotwin> Late to the
party but whatever. willie: It's important to understand that GIMP
can only edit raster images. It has no concept of "this is an
object that I can move around." You have to use layers if you
want to keep organized.
L1407[16:35:56]
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L1408[16:36:00] <williewillus>
howtonotwin: i wanna bump some pixels a few around is it that hard
:P
L1409[16:36:07] <howtonotwin> yes
L1410[16:36:14] <PitchBright> hey guys...
i'm muckin' around and trying to edit player hunger and health
stats when a player spawns into the world... right now I'm using
the PlayerRespawnEvent, and it works beautifully...
L1411[16:36:14] <howtonotwin> :P
L1412[16:36:31] <Koward> But the name of
the variant is append at the end before .name, so I end up with
tile.stone.red.name and tile.stone.blue.name but that does not
match tile.stone.stone.name
L1413[16:36:42] <williewillus> wat
L1414[16:36:43] <BordListian> you can
override getLocalizedName and just localize normally
L1415[16:36:55] <williewillus>
localization in-code is terrible
L1416[16:36:59] <BordListian> why
L1417[16:37:01] <williewillus> we got rid
of it in 1.5/6 for a reason
L1418[16:37:02] <BordListian> mojang does
it
L1419[16:37:06] <williewillus> no they
don't
L1420[16:37:09] <BordListian> yeah they
do
L1421[16:37:11] <williewillus> theuy use
a goddamn lang file like mods do
L1422[16:37:12] <BordListian> they wrote
it
L1423[16:37:14] <PitchBright> but I
didn't account for when new players join the server... since
they're not "respawning". It's a first-time-join thing,
so the edits aren't working.
L1424[16:37:23] <PitchBright> any ideas
if there is some other event that would do the trick?
L1425[16:37:36] <williewillus> I meant
the raw encoding of english/russian/whatever strings into java
code, not unlocalized names. those obviously have to be in
code
L1426[16:37:36] <howtonotwin>
EntityJoinWorldEvent?
L1427[16:37:48] <BordListian> okay fine i
guess
L1428[16:38:04] <BordListian> you're not
really supposed to do it that way because portugese has like
reversed articles
L1429[16:38:13] <williewillus> how is
that relevant?
L1430[16:38:13] <BordListian> or french
or whatever
L1431[16:38:19] <williewillus> it's a raw
complete replacement
L1432[16:38:26] <BordListian> Red
Granite
L1433[16:38:28] <BordListian> Granite
Red
L1434[16:38:28] <williewillus> the whole
sentence is the thing you translate, not semantic units
L1435[16:38:36] <williewillus> yes, the
WHOLE string has to be translated
L1436[16:38:39] <PitchBright> I was
reading that EntityJoinWorldEvent kicks in when they change
dimensions too
L1437[16:38:51] <BordListian> wait
L1438[16:38:53] <williewillus> it's not
smart enough to extract semantics out of it
(noun/adjective/etc.)
L1439[16:39:13] <howtonotwin> E.g. in
spanish adjectives come after nouns: cosa roja/red thing
L1440[16:39:15] <BordListian> doesn't
mojang do these little string replacements
L1441[16:39:26] <BordListian> that was
literally my point howto
L1442[16:39:42] <BordListian>
anyway
L1443[16:39:43] <williewillus> yes but
I'm saying none of that happens because whole sentences/strings are
translated in this system
L1444[16:39:45] <williewillus> which is
the simplest
L1445[16:39:55] <Koward> if I could find
the piece of code that adds the variant name to the unlocalized
name that could help
L1446[16:40:05] ***
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L1447[16:40:09] <BordListian> couldn't
your l18n entry be tile.stone.blue.name = "blue %s" or
something
L1448[16:40:34] <BordListian> death
messages do this i think
L1449[16:41:06] <PitchBright> also too, I
wouldn't want to edit the health stuff if they had logged out, and
then back in. I just want "newly born" players to have
different hunger/sat values that what Mojang thought made sense
(ie. not "Full")
L1450[16:41:57] <BordListian> newly born
players should be tinted blue because their mother was an
alcoholic
L1451[16:42:04] <PitchBright> yes yes
obviously
L1452[16:42:11] <PitchBright> :D
L1453[16:42:18] <PitchBright> I'll add
that after
L1454[16:42:27] <BordListian> and spawn
with placenta in their inventory
L1455[16:42:36] <PitchBright> i hadn't
thought of that
L1456[16:42:41] <PitchBright> (writes it
down)
L1457[16:43:01] <BordListian> (apparently
this is a better than wolves meme)
L1458[16:43:28]
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L1459[16:43:51] <williewillus> you might
want to look at how e.g. ticon detects a player's first time on the
server and gives them the book
L1460[16:44:16] <PitchBright> aight
cool... I'll check that out... thanks willie
L1461[16:44:45] <BordListian> also maybe
also hook EntityJoinWorld or something?
L1462[16:44:55] <BordListian> do player
entities call that?
L1463[16:45:01] <BordListian> they
probably do
L1464[16:45:26] <williewillus> all of
them do
L1465[16:47:05]
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L1466[16:49:31] <PitchBright> apparently
EntityJoinWorld also applies to when the player changes dimensions,
BordListian
L1467[16:49:53] <PitchBright> I'll mess
with it just to see
L1468[16:50:21] <williewillus> it does,
it's any time any entity is spawned anywhere
L1469[16:50:34] <BordListian> yeah i saw
that
L1470[16:50:46] <williewillus> so i would
listen for that event but tag the player is some sort of data that
marks them as "not new to the server so don't do
it"
L1471[16:50:47] <BordListian> but i was
too ashamed to mention that i hadn't paid attention
L1472[16:51:01] <williewillus> so check
how other mods giev their starting guidebooks, etc. as an
example
L1473[16:51:04] <PitchBright> ticon seems
to check for an NBTTag on the player, when onPlayerLoggedIn... so I
guess that's one way of going about it
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L1475[16:58:13] <BordListian> also if you
put an nbttag on your player you'd need to remove it when they
disconnect
L1476[16:58:26] <BordListian> i
suppose
L1477[16:58:50] <williewillus> 0.o
L1478[16:59:04] <williewillus> nbt tags
are persisted in the player's save file, no special handling on the
modder's part is needed
L1479[16:59:14] <BordListian> that's the
problem
L1480[16:59:15] ***
MrKickkiller is now known as MrKick|Away
L1481[16:59:24] <williewillus> unless he
wants to change people's health every single time they log in
again
L1482[16:59:28] <williewillus> I don't
see why you would remove it
L1483[16:59:53] <BordListian> oh
right
L1484[16:59:58] <BordListian> durr
L1485[17:00:16] <BordListian> quads
L1486[17:00:28] <BordListian> i blame
quad zeroes
L1487[17:01:32] <howtonotwin> wut
L1488[17:01:40] <BordListian> 00:00
L1489[17:02:27] <howtonotwin> I see none
of those
L1490[17:02:35] <howtonotwin> burn the
liar's pants
L1491[17:02:55] <BordListian> it's 00:02
where i'm at you dum
L1492[17:03:01] <howtonotwin> AHA!
L1493[17:03:03] <williewillus> why is the
shield texturing done so bad :/
L1494[17:03:14] *
BordListian stabs howtonotwin
L1495[17:03:22] *
howtonotwin comes back to lie
L1496[17:03:26] <BordListian> AHA!
L1497[17:03:37] *
howtonotwin swears he's not actually a liat
L1498[17:03:46] *
howtonotwin destroys his keyboard
L1499[17:04:26] *
howtonotwin accidentally copies JSFuck code to clipboard and then
PMs it to Bord, lagging his client to oblivion
L1500[17:04:35] <williewillus> lol
L1501[17:05:12] <BordListian> must be
another bord that got that
L1502[17:05:37] *
howtonotwin realizes that his internet connection is broken, but
then who was bord?
L1503[17:05:45]
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L1504[17:05:50] *
BordListian spooky arms
L1505[17:05:54] *
howtonotwin commits suicide as he made a 4chan joke
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L1508[17:07:03] <howtonotwin> Though
what's bad about shield texturing?
L1509[17:07:25] <BordListian> where do we
start...
L1510[17:07:40] <ThePsionic> at the
beginning
L1511[17:07:49] <williewillus> 1. texture
is not derived from the banner you have to reimplmenet every single
banner texture for shields
L1512[17:08:00] <BordListian> literally
why
L1513[17:08:03] <williewillus> 2. it's
goddamn half the resolution
L1514[17:08:05] <BordListian> i hate
it
L1515[17:08:21] <williewillus> left:
banner. right: shield
L1517[17:08:27] <BordListian> hatred of
emacs ended
L1518[17:08:32] <BordListian> now i hate
banners
L1519[17:09:07] <BordListian>
*shields
L1520[17:09:14] <williewillus> that was
just an autoscale but that gives you an idea how low res it is
:P
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L1522[17:09:32] <williewillus> like what
was wrong with making the shield model 20x40 like banners :P
L1523[17:09:43] <BordListian> is it a
multiply of the banner texture btw?
L1524[17:09:49] <BordListian>
*multiple
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(~irssi@castlevania.blackholegate.net)
L1526[17:09:53] <williewillus> half
L1527[17:09:55] <BordListian> would it be
a dividiple
L1528[17:10:09] <BordListian> just double
the texture size and put the banner texture :P
L1529[17:10:19] <williewillus> well you
can't
L1530[17:10:24] <BordListian> what
L1531[17:10:31] <williewillus> the shield
model is expecting a texture of that specific size
L1532[17:10:44] <BordListian> [ angry
teeth gnashing ]
L1533[17:10:46] ***
Darkhax_AFK is now known as Darkhax
L1534[17:11:01] <howtonotwin> Paging Dr.
Quark :P
L1535[17:11:32] <BordListian> so you're
telling me you can up the resolution of literally everything in the
game
L1536[17:11:36] <BordListian> except
banner shields
L1537[17:12:16] <williewillus> I'm
actually not sure, but I was under the impression anything that
uses the old modelbases can't be upscaled
L1538[17:12:28] <BordListian> err
L1539[17:12:39] <BordListian> you can
upscale entities tho
L1540[17:12:53] <williewillus> do you
just scale the texture size and itworks?
L1541[17:13:07] <BordListian> you need to
double the width and height of the texture sheet
L1542[17:13:13] <williewillus> oh and to
add to my list
L1543[17:13:21] <williewillus> 3. the
goddamn texture is 64x64 for a 10x20 box
L1545[17:13:31] <williewillus> so now I
need a 128x128 for a 20x40 box
L1546[17:13:33] <PitchBright> yeah, I
think you guys are right... tag the player, boolean maybe... and
set to false by default, and also when they die... check tag on
join world if false, modify their hunger/sat
L1548[17:14:01] <williewillus> lol
L1549[17:14:03] ***
amadornes is now known as amadornes[OFF]
L1550[17:14:27] <BordListian> png has
good compression
L1551[17:14:48] <williewillus> i was more
concerned about runtime performance but it probably doesnt matter
much
L1552[17:16:00] <BordListian> yeah
reading a 20x40 box has like 4x the performance requirement a 10x20
box needs
L1553[17:16:08] <BordListian> 4 * 0 =
0
L1554[17:16:17]
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L1555[17:16:27] <williewillus>
lolwat
L1556[17:16:36] <howtonotwin> effort for
10x20 = 0
L1557[17:16:44] <howtonotwin> 20x40 = 4 *
10x20
L1558[17:16:56] <howtonotwin> 2x40 = 4 *
0 = 0
L1559[17:16:58] <howtonotwin> tada
L1560[17:17:12] <howtonotwin> *2 -> 20
:P
L1561[17:17:44] <BordListian> -> ?
$%%$ && 1?
L1562[17:18:01] <howtonotwin> wut
L1563[17:18:06] <BordListian> tuw
L1564[17:18:16] *
howtonotwin explodes
L1565[17:19:03] <BordListian> now i kinda
want to look into generating shield banner textures from actual
banner textures at runtime
L1566[17:19:10] *
howtonotwin scrambles the Integer cache in Bord's JVM
L1567[17:19:36] *
williewillus sun.misc.Unsafe's random memory addresses of
howtonotwin's vm to 0
L1568[17:20:24] *
howtonotwin `dd if=/dev/urandom of=/dev/kmem`s willie's
OS
L1569[17:20:42] <williewillus> okay
upscaling the texture didn'twork
L1570[17:20:45] <williewillus> for the
shield
L1571[17:20:48] <williewillus> it's just
showing all white
L1572[17:20:59] <howtonotwin> did you
know that bash supports tcp and udp connections without external
programs :P
L1573[17:21:04]
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L1576[17:21:22] <williewillus> y
L1577[17:21:26]
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L1578[17:21:37] <howtonotwin> exec
3<>/dev/tcp/www.google.com/80
L1579[17:22:23] <howtonotwin> echo -e
"GET /index.html HTTP/1.1\r\nHost: www.google.com\r\n
Connection: close\r\n\r" >&3
L1580[17:22:25] <howtonotwin> :P
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L1582[17:24:39] <PitchBright> ooooh i
think I found something
L1583[17:24:40] <PitchBright>
onEntityConstructing
L1584[17:25:00] <williewillus> you're
going to get the same problems with that
L1585[17:25:08] <williewillus> that's any
time any Entity() constructor runs
L1586[17:25:20] <PitchBright> oh...
dammet
L1587[17:25:20] <williewillus> and when
you switch dimensions your player is destroyed and a new one
made
L1588[17:25:22] <BordListian>
goddamnit
L1589[17:25:22] <BordListian> why is
there literally this one texture that can't be upscaled
L1590[17:25:32] <howtonotwin> Because
mojang
L1591[17:25:38] <PitchBright> dammet
mojang
L1592[17:25:48]
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L1593[17:26:08] <BordListian> okay so you
can upscale regular banners apparently
L1594[17:26:09] <howtonotwin> In the
words of the wise vaz: Fiiiix yoooouur gaaaaammee
Mooooojaaaanng~
L1595[17:28:33] ***
williewillus is now known as willieaway
L1596[17:29:09] <BordListian> kek
L1597[17:29:16] <BordListian> all
textures need to be same size
L1598[17:29:19] <BordListian> that's why
it didn't work
L1599[17:31:03] <ThePsionic> I wonder
whether I could make 5092x5092 item icons
L1600[17:31:50]
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L1661[17:33:46] <ThePsionic> rip
tbh
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L1664[17:34:47] <howtonotwin> that took a
moment
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L1736[17:48:39] <spKitten> Dear
operators, I wish to complain on the strongest possible terms
regarding the nickserv registration process
L1737[17:49:43] <spKitten>
"#RegisterYourNameMoron" is an insulting, unpleasant
explanation of an unnecessary and overcomplicated process to
register on Nickserv
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L1739[17:50:46] <spKitten> On a different
note, related to the API, does anyone know why this doesn't
work?
L1740[17:50:51] <spKitten>
mc.gameSettings.keyBindDrop.setKeyBindState(mc.gameSettings.keyBindDrop.getKeyCode(),
true);
L1741[17:51:06] <spKitten> I would expect
that to cause the client to drop one currently held item, but it
has no effect.
L1742[17:53:46] ***
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L1747[17:54:00] <Ordinastie_> why don't
you just drop the item ?
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L1749[17:54:00] <BordListian> pfft
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L1754[17:54:25] <TehNut> >is an
insulting
L1755[17:54:27] <TehNut> lol no it's
not
L1756[17:54:31] <spKitten> Ordinastie_,
the purpose of this mod is to do that (among other things)
automatically.
L1757[17:54:39] <TehNut> If you find that
insulting while on the internet, you need to not be on the
internet
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L1759[17:54:58] <Ordinastie_> TehNut, yet
that chan is pointless
L1760[17:54:59] <BordListian> he means in
the code
L1761[17:55:11] <Ordinastie_> and yes I
meant in the code
L1762[17:55:44] <TehNut> *shrug* it's
effective
L1763[17:55:45] <spKitten> Ordinastie_,
what is the proper way to drop it client side?
L1764[17:56:56] <spKitten> TehNut, I do
find much of the Internet insulting, but I ignore it. There's no
reason you or I can't try to be an improvement over an average
Internet user.
L1765[17:58:07] <BordListian> okay let's
start from the beginning
L1766[17:58:07] <BordListian> are you
writing a clientside or serverside mod
L1767[17:58:07] <BordListian> i'd assume
clientside only
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L1772[17:58:34] <spKitten> BordListian,
this is pure clientside, and will hopefully work with unmodified
servers.
L1773[17:58:39] <spKitten> yes,
correct.
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L1775[17:58:46] <BordListian> honk
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L1777[17:59:32] <TehNut>
EntityPlayer#dropItem() is a thing btw
L1778[18:00:12] <spKitten> Hm, search
doesn't turn up much about it. I see a dropAllItems
L1779[18:00:28] <spKitten> oh, thanks
TehNut, I believe there is some lag in the IRC server, or on my
connection
L1780[18:00:39] <spKitten> I'll try that,
it looks like what I need
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L1784[18:13:45] <KnightMiner> So, I have
a TE's rendering bounding box created from two specific
coordinates. Is there a practical way to expand the box to contain
a third coordinate that I know is on the outside of that cube
somewhere
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L1786[18:14:06] <Ordinastie_>
KnightMiner, look at methods available in AABB
L1787[18:14:34] <KnightMiner> Which one?
I tried using addCoord, but it ended up way too big
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L1789[18:15:09] <Ordinastie_> when I say
look at them, I don't mean looking at the list proposed when you do
aabb.
L1790[18:15:23] <Ordinastie_> I mean look
inside the class at the actual code for the methods
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L1794[18:21:51] <KnightMiner> Yeah,
basically the best function there is union, which using it requires
making another AABB with the third position and third position +1,
so it comes down about as simple as what I had before
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L1799[18:28:46] <secknv> so I noticed mc
adds the iron/gold/dia/etc block as shaped
L1800[18:29:05] <secknv> no I meant the
block to ingot
L1801[18:29:06] <secknv> recipes
L1802[18:29:21] <secknv> any particular
reason why that is better than adding them as shapeless?
L1803[18:30:49] <TehNut> not really
L1804[18:31:20] <TehNut> less typing I
guess
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L1818[19:14:21] <KnightMiner> New
question: how can I inject a sprite into the map that I never use
in a model?
L1819[19:14:44] <KnightMiner> Or am I
better off binding it directly instead of the block map?
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L1825[19:23:34] <Ordinastie_>
KnightMiner, TextureStich event
L1826[19:23:50] <KnightMiner>
Thanks
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L1845[20:05:46] ***
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L1856[21:00:16] <Chaoschaot234> hey
together ... smth. has hardly crashed my root server and now I am
getting this error:
http://paste.ee/p/F1f1j does this mean
that smth is wring with the json-files from draconic
evolution?
L1857[21:00:49] <Chaoschaot234> ther is
also no cras-report or smth similar ... only the worlds data was
horrible corrupted so that I must loaded a backup
L1858[21:01:12] <Chaoschaot234> but this
error still occours since the hard crash
L1859[21:02:07] <williewillus> the file
its trying to read probably got corrupted in a crash
L1860[21:05:05] <Chaoschaot234> the
problem is whiche file? it can only be a .json file because the
json-parser/interpreter is trigered ... well, then I'll reupload
the things for draconic
L1861[21:05:17] <williewillus> yeah look
around its config folders
L1862[21:05:30] <Chaoschaot234> ok,
thanks :)
L1863[21:07:46] <Chaoschaot234> but I am
still wondering how high the root server disruption must have been
that the world and some files got corupted
L1864[21:17:23]
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L1867[21:34:28] <williewillus> !gm
func_185169_a
L1868[21:34:33] <Chaoschaot234> hmmm ...
@williewillus ... the error is still left ... rly confused about it
... can it also be a corupted file in the worlds backup?
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L1870[21:43:49] <unclealex13> Well this
channel is active.
L1871[21:44:02] <TehNut> You've been in
here for less than 60 seconds.
L1872[21:44:16] <unclealex13> Does it
take everyone 60 seconds to send a chat?
L1873[21:44:19] <unclealex13> Lol
:P
L1874[21:44:55] <KnightMiner> Well, not
everyone is constantly saying something. Activity is more defined
by how fast people are responding
L1875[21:44:56] <Tazz> fricken creeper
blew up a chunk of microblocks that took a while to place
rofl
L1876[21:45:15] <unclealex13> Don't you
love creepers?
L1877[21:45:22] <unclealex13> They're
so...
L1878[21:45:23] <unclealex13>
Creepy
L1880[21:46:14] <unclealex13> Wait what
mod is that?
L1881[21:46:23] <unclealex13> That does
the microblocks
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L1884[21:46:28] <Tazz> forge microblocks
XD
L1885[21:46:36] <unclealex13> I don't
even do major mods lol
L1886[21:46:50] <unclealex13> Optifine
and a couple not worth mentioning. *ahem*xray
L1887[21:46:55] <unclealex13> :P
L1888[21:47:25] <unclealex13> I like your
TP though
L1889[21:47:30] <TehNut> Wait that's 1.7?
ew
L1890[21:47:46] <unclealex13> How can you
tell it's 1.7?
L1891[21:47:55] <TehNut> Because it uses
Forge Microblocks
L1892[21:47:59] <williewillus> ^
L1893[21:48:09] <TehNut> That or
1.6
L1894[21:48:11] <unclealex13> Well I
obviously know so much about Forge Microblocks, don't I?
L1895[21:48:17] <unclealex13> xD
L1896[21:48:44] <Tazz> lol TehNut its FTB
Infinity Evolved Skyblock Expert Mode
L1897[21:48:49] <Tazz> the mouthful of a
pack name XD
L1898[21:48:52] <TehNut> ew-er
L1899[21:49:05] <Tazz> Im enjoying it
:p
L1900[21:49:05] <unclealex13> TehNut:
what version do you play
L1901[21:49:09] <Tazz> I love skyblock
XD
L1902[21:49:13] <TehNut> I don't
play
L1903[21:49:19] <Tazz> I wish Ihad
chisels and bits though XD
L1904[21:49:20] <unclealex13> Well
then
L1905[21:49:25] <TehNut> I only dev
L1906[21:49:26] <unclealex13> I love
skywars
L1907[21:49:30] <TehNut> 'tis the life of
a dev
L1908[21:49:52] <Tazz> XD
L1909[21:50:03] <Tazz> I dev alot but
sometimes I take part in some MC XD
L1910[21:50:30] <unclealex13> That
sentence sounded like "I like coffee with my
creamer"
L1911[21:50:37] <unclealex13> For some
reason
L1912[21:50:38] <TehNut> Last time I
played was when I joined a Q&A on BTM
L1913[21:50:43] <TehNut>
"played"
L1914[21:51:32] <unclealex13> Tazz:
what's your favorite server?
L1915[21:51:43] <Tazz> a private one that
a friend used to run
L1916[21:51:56] <unclealex13> what's your
favorite running server
L1917[21:51:59] <williewillus> bleh the
potion packs mod doesn't support modded potions
L1918[21:52:01] <williewillus> and isn't
open source
L1919[21:52:05] <williewillus> time to
make my own
L1920[21:52:09] <TehNut> lol
L1921[21:52:10] <TehNut> doit
L1922[21:52:34] <williewillus> potions
are an underdeveloped space in modding
L1923[21:52:48] <unclealex13> TehNut:
Tazz: I keep getting your guyses names mixed up.
L1924[21:52:49] <unclealex13> Yes
L1925[21:52:51] <unclealex13> I said
guyses
L1927[21:53:12] <TehNut> Most mods don't
make new ones. They just "expand" on the current
system
L1928[21:53:19] <TehNut> IE: Blood Magic
and Botania
L1929[21:53:52] <TehNut> And to be fair,
there's really only so many effects you can do in Minecraft
L1930[21:54:07] <williewillus> i mean
that one i just linked has a bunch of creative/useful ones
L1931[22:02:48]
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L1933[22:06:22] <TehNut> ... why does my
TE not exist when the world loads
L1934[22:06:31] <williewillus> what do
you mean?
L1935[22:06:53] <TehNut> If I reload the
world (I assume just the chunk in general) my TE does not exist
anymore
L1936[22:07:01] <williewillus> did you
register it?
L1937[22:07:02] <williewillus> :P
L1938[22:07:06] <TehNut> yes
L1939[22:07:20] <williewillus> did you
call super when saving /reloading?
L1940[22:07:51] <TehNut>
>/reloading?
L1941[22:07:57] <williewillus> extra
space there
L1942[22:07:58] <TehNut> uhhh
yesssss...... >.>
L1943[22:08:01] <howtonotwin> Also make
sure you don't fuck up the x,y,z and id tags in NBT
L1944[22:08:08] <williewillus>
howtonotwin: i mean if you call super it odes that for you
L1945[22:08:21] <howtonotwin> But you can
overwrite them yourself :P
L1946[22:08:23] <TehNut> Well I am now at
least
L1947[22:09:00] <TehNut> welp, that fixes
my crash I've been having for the last week or so...
L1948[22:09:44] <TehNut> Thanks Willie. I
can't believe I forgot to call super when reading...
L1949[22:09:59] <williewillus> lol
L1950[22:10:02] <TehNut> I triple checked
writing. Didn't even think about reading ;-;
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