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L1[00:04:11] ***
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L2[00:04:31] <McJty> Bah, I need to find a
way to delay my teleportation code until I'm out of the global
entity tick loop
L3[00:04:46] <McJty> Seems moving the code
to item.onUpdate() wasn't ok since that appears to be called within
that loop as well
L4[00:08:39] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L6[00:14:34] ⇦
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L7[00:14:52] <tterrag> McJty: seems pretty
easy, bounce it over to some event handler on WorldTickEvent or
some such
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L12[00:32:33] <McJty> Well not convinced
WorldTickEvent is safer as I also got a CME there with some entity
related stuff (different mod)
L13[00:32:44] <McJty> But I'm going to try
to bounce it off to the tile entity that the player is teleporting
too
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L15[00:33:29] <McJty> (which may not be
chunkloaded so I have to see if I can get that to tick at least
once)
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L19[01:17:45] <RANKSHANK> McJty could you
addScheduleTask() like you would a packet?
L20[01:18:26] <McJty> The problem is that
that makes it run in the main event thread but if you are already
in the main event thread (which is the case for me) then it just
executes immediatelly
L21[01:18:47] <McJty> So that's really only
useful if you are in a network packet
L22[01:19:39] <killjoy1> What's the best
way to call something from some thread to run on the client
thread?
L23[01:20:01] <killjoy1> my usecase:
reading image data and loading it to the texturemanager
L24[01:20:17] <McJty> killjoy1,
Minecraft.getMinecraft().addScheduledTask(callableToSchedule) I
think
L25[01:20:56] <killjoy1> That beats the way
I've been doing it
L26[01:25:56] <RANKSHANK> McJty but the
runnables are run at the start of the tick before the entity list
is accessed, or am I reading it wrong? so if you do () ->
teleportEntity(); it'd be called before the entity update loop is
started
L27[01:26:14] <killjoy1> it's good for what
I'm using.
L28[01:26:19] <McJty> RANKSHANK, only if
you are not in the main event thread already
L29[01:26:26] <McJty> If you are in the
main event thread they get called immediatelly
L30[01:26:36] <McJty> Making it identical
to just doing a straight call
L31[01:27:08] <RANKSHANK> Ahhh I see
it
L32[01:27:30] <RANKSHANK> make a temp
thread just for adding the runnable :D
L33[01:28:05] <McJty> That sounds a bit
heavy and clumsy
L34[01:28:14] <McJty> Anyway I do it in
WorldTick now and I'm having people test that out
L35[01:28:30] <tterrag> McJty: if worldtick
fails, server tick would probably work
L36[01:28:34] <tterrag> assuming it's only
serverside
L37[01:28:41] <McJty> yes it is
L38[01:30:53] <tterrag> killjoy1: lol, that
was exactly my usecase too
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L41[01:35:06] <killjoy1> I'm basically
making a ImageBufferDownload for resources.
L42[01:35:29] <killjoy1> as a way to
convert old resources
L43[01:35:58] <McJty> tterrag, btw,
WorldTick seems to be called server side only as well
L44[01:36:09] <tterrag> yep, but at a
different point in the tick
L45[01:36:29] <tterrag> killjoy1: that's
essentially what mine is :P
L46[01:36:34] <tterrag> but instead of
converting, it's just loading on the fly
L47[01:38:16] <killjoy1> Hm.. am I abusing
placeholder resource locations?
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L49[01:38:39] <killjoy1> I'm literally
static final NULL = new ResourceLocation("NULL")
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L51[01:39:55] <tterrag> considering that
really means minecraft:NULL yes :P
L52[01:40:22] <killjoy1> It's impossible
for that to be a legit location right now.
L53[01:41:59] <killjoy1> I'm using it in a
map to represent a loading texture
L54[01:42:18] <killjoy1> No, I don't have
the texture, but it's on the way.
L55[01:42:21] <killjoy1> Don't order
more
L56[01:43:56] <tterrag> there's a billion
better ways to do that :P
L57[01:44:03] <tterrag> center your system
around Futures for one
L58[01:44:16] <killjoy1> I'll have to learn
them
L59[01:44:28] <tterrag> guava extends them
quite nicely
L60[01:44:39] <tterrag>
MoreExecutors.listeningDecorator for one
L61[01:44:49] <killjoy1> I need to learn
the concept of futures
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L65[01:47:35] <tterrag> it's just an object
that says "this will be done at some point"
L66[01:47:49] <tterrag> so instead of
ResourceLocation you would return
Future<ResourceLocation>
L67[01:49:12] <tterrag> but with guava you
can return a ListenableFuture, which the user could do something
like downloadImage(...).addListener(() -> {...},
MoreExecutors.sameThreadExecutor())
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L69[01:49:28] <tterrag> I believe j8 has a
similar construct, but you'd have to hard require it of
course
L70[01:50:35] <tterrag> ahh yes
CompletableFuture
L71[01:50:45] <tterrag> I'm more familiar
with guava though
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L74[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160827 mappings to Forge Maven.
L75[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160827-1.10.2.zip
(mappings = "snapshot_20160827" in build.gradle).
L76[02:00:11] <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/
L78[02:06:28] <tterrag> first off stop
spawning a new thread for each download. have an executor for
that
L79[02:06:38] <tterrag> you can use guava's
listening executor, which will feed you back listenable
futures
L80[02:06:42] <tterrag> then just return
that
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L85[02:11:49] <killjoy1> Well it's kind of
hard to do that because I'm using a vanilla class
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L88[02:17:42] <tterrag> killjoy1: stop
doing that then :D
L89[02:17:48] <tterrag> it is not hard to
read an image from a remote site
L90[02:17:51] <tterrag> (my code does
it)
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L93[02:28:09] <killjoy1> I figured the
executors out.
L94[02:28:24] <killjoy1> Unfortunately, I'm
embedding callables
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L101[02:36:44] <tterrag> killjoy1: what's
the problem with that?
L102[02:36:57] <tterrag> that's perfect,
in fact
L103[02:37:02] <killjoy1> It's not really
a problem
L104[02:37:10] <tterrag> feed the callable
into a ListeningExecutorService and it gives you a
ListenableFuture<T>
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L111[02:53:09] <tterrag> uhh...unless your
internet speeds are astronomical that's never going to work
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L113[02:53:18] <killjoy1> Not using
network
L114[02:53:18] <tterrag> a future is meant
to be checked in the FUTURE...not immediately after
L115[02:53:24] <tterrag> wait
L116[02:53:27] <tterrag> then what are you
downloading?
L117[02:53:38] <killjoy1> I'm updating
local resources
L118[02:53:47] <killjoy1> at least in this
instance
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L120[02:54:03] <tterrag> uhh
L121[02:54:08] <killjoy1> Specifically,
this code is going to be used to force someone's skin using a
resource pack
L122[02:54:41] <tterrag> so why did you
have ThreadDownlaodImageData then?
L123[02:54:47] <killjoy1> And I want to
run it through the ImageBufferDownload
L124[02:54:54] <killjoy1> That's
different
L125[02:55:04] <killjoy1> I figured it
would be easier to do this first
L126[02:55:27] <tterrag> ok well...I don't
even see the need for async if it's a local resource
L127[02:55:37] <killjoy1> If it was from
the network, I'd give the ImageLoader a url instead of a
resourcelocation
L128[02:55:47] <killjoy1> Reading the
image still takes a bit
L129[02:55:47] <tterrag> either way
L130[02:55:51] <killjoy1> ImageIO is
slow
L131[02:55:53] <tterrag> that's not how
you use a future :P
L132[02:56:26] <tterrag> conv.isDone()
will probably never be true immediately after you submit the
task
L133[02:57:59] <killjoy1> Well I'm using a
singlethreadexecutor
L134[03:01:19] <tterrag> ?
L135[03:01:21] <tterrag> and?
L136[03:02:14] <killjoy1> How would you do
it?
L137[03:04:25] <tterrag> getPlayerTexture
would return a Future<ResourceLocation>
L138[03:04:30] <tterrag> or rather,
ListenableFuture
L139[03:05:44] <killjoy1> and then?
L140[03:06:01] <tterrag> well you said
before you were using NULL to represent "not done
yet"
L141[03:06:26] <tterrag> the same
principle applies here. except the future object itself will change
to say that it's done
L142[03:06:36] <tterrag> and better yet,
the caller can add a listener to execute once the future
completes
L143[03:09:53] <killjoy1> So what? I just
move the get() to the caller?
L144[03:10:35] <killjoy1> Also, this
method is being called every render.
L145[03:11:06] <tterrag> hm I see what you
are doing then
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L149[03:15:24] <tterrag> avoids constantly
polling the future
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L151[03:16:56] <tterrag|ZZZzzz> night
:P
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L163[03:51:49] <killjoy1> Got a CMAKE
lying around?
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L166[03:53:14] <killjoy1>
"probably"
L167[03:53:17] <killjoy1> that's a big
if
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L176[04:13:10] <LatvianModder> "wont
be big and professional"
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L193[05:27:18] <PitchBright> Any
Minecraftforge.net forum admins around?
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L195[05:28:08] <RANKSHANK> If it's urgent
you can ping them otherwise say what you need to :P
L196[05:29:10] <PitchBright> not an
emergency, but i don't know who on here is a forum admin... that
said... I think I can't recover my password because the email
address for the account, was based on my previous ISP :(
L197[05:30:03] <PitchBright> the thing
asks me to enter my password twice...
L198[05:30:06] <PitchBright>
"Password security has recently been upgraded. Please enter
your password again."
L199[05:30:42] <PitchBright> so when I
enter it a 2nd time, it fails. I figured a password reset was in
order, so I thought I'd go that route.
L200[05:31:39] <RANKSHANK> Yeah there was
a site wide reset a few months back due to a breach, dunno how much
luck you'll have without access to your email though
L201[05:32:50] <PitchBright> awe man... my
account is pretty old... I'd hate to lose it
L202[05:33:10] <PitchBright> "I can
prove I'm me!!"
L203[05:35:05] <RANKSHANK> maybe try
bringing in flame goat since he's the website guru. if you have a
twitter that'd be a pretty good way to reach him
L204[05:37:39] <RANKSHANK> or maybe here
even, dunno how partial he is to IRC pings
L205[05:40:46] <PitchBright> I'm a little
nervous about pinging anybody in here, who has a red icon beside
their name xD
L206[05:41:15] <PitchBright> Flamegoat:
are you around?
L207[05:44:21] <PitchBright> I'll try
again later. Thanks RANKSHANK :)
L208[05:44:42] <RANKSHANK> np, just try to
float around to see if you can catch anything :P
L209[05:44:53] <RANKSHANK> something
something IRL and time zones
L210[05:45:04] <PitchBright> sounds
good
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L230[07:34:42] <RANKSHANK> wtf
L231[07:35:03] <RANKSHANK> why is there a
@SideOnly getter for worldObj in FallingBlock?
L232[07:35:31] <sham1> Because
vanilla
L233[07:36:45] <RANKSHANK> I guess that's
the only possible explanation :P
L234[07:36:54] <RANKSHANK> not a good one,
but the only one :D
L235[07:36:59]
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L236[07:41:01] ***
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L238[08:01:00] <Lylac> hello
L239[08:02:08] <TechnicianLP> o/
L240[08:03:38] <Lylac> where can i go to
learn more about the Vec3 class in the minecraft util
package?
L241[08:04:30] <Ordinastie_> learn more
?
L242[08:04:39] <Ordinastie_> just read the
code for the class
L243[08:05:09] <gigaherz> it's mostly
self-explaining, if you know what a vector is and how they work in
maths
L244[08:05:28] <Lylac> then i will search
for that
L245[08:05:48] <gigaherz> hopefully you
use Eclipse or IDEA
L246[08:05:54] <gigaherz> with
setupDecompWorkspace?
L247[08:05:55] <gigaherz> if so
L248[08:06:02] <gigaherz> both IDEs have a
"go to type name" function
L249[08:06:03] ⇦
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L250[08:06:12] <gigaherz> which can show
you the decompiled source for that class
L251[08:06:14] <gigaherz> or any
other
L252[08:06:22] <Lylac> i use idea, yeah I
am familiar with that function
L253[08:06:33] <gigaherz> in IDEA, I
double-shift all the time
L254[08:12:49]
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L261[08:38:20] ***
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L265[08:54:57] <LatvianModder>
Double-shift ftw
L266[08:55:20] <LatvianModder> solves 99%
of "where do I find this class/file"
L267[08:58:30] <IoP> ctrl+n should be
faster for that for classes
L268[09:08:15] <sham1> Meh, short corded
headphones are the worst
L269[09:08:21] ***
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L270[09:14:08] ***
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L272[09:14:24] <sham1> Something does not
match...
L273[09:14:52] <Lylac> oh vanilla
code
L274[09:17:30]
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L275[09:18:31]
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L276[09:20:08] ⇦
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L277[09:22:54] <hch12907> what IDE did you
guys use? I am kinda tired of using eclipse..
L278[09:23:10] <sham1> IDEA
L279[09:23:28] <sham1> Or Emacs using
Eclipse as a backend ;P
L280[09:24:07] <sham1> Depends on where I
am working
L281[09:27:00] <sham1> So yeah
L282[09:27:05] <sham1> I'd say, use
IDEA
L283[09:29:34] <Ordinastie_> damn generics
:x
L284[09:29:54] <Ordinastie_> I have :
public interface ICallback<U> extends
Comparable<ICallback<U>> and public class
CallbackRegistry<T extends ICallback<U>, U>
L285[09:30:23] <Ordinastie_> oh nvm
L286[09:30:24] <Ordinastie_> I'm
dumb
L287[09:30:25]
⇨ Joins: cpup (~cpup@32.218.114.49)
L288[09:31:02] <Ordinastie_> also, wtf
?
L289[09:31:16] <Ordinastie_> you told me
uBlock is awesome so much better than ABP
L290[09:31:25] <Ordinastie_> but I just
had a fucking advert on youtube -_-
L291[09:34:33] <TehNut> I have never had
an ad on Youtube since using uBlock
L292[09:34:33] <hch12907> why is uBlock
awesomer than ABP?
L293[09:34:37] <TehNut> I got them all the
time on ABP
L294[09:34:43] <TehNut> uBlock didn't sell
out
L295[09:35:14] <gigaherz> uBlock blocks
better
L296[09:35:23] <gigaherz> the
"acceptable ads" stuff aside
L297[09:35:42] <gigaherz> uBlock works on
a certain porn site, while adblock didn't
L298[09:37:10] <sham1> :P
L299[09:37:12] <sham1> Priorities
L300[09:37:30] <sham1> And I don't mind
youtube ads as long as they are skipabke
L301[09:38:03] <gigaherz> I have never
seen an ad on youtube, even after switching to uBlock
L302[09:38:13]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L303[09:40:16] <sham1> I hope uBlock has a
thing for "show ads for certain sites"
L304[09:40:25] <TehNut> It does
L305[09:40:29] <gigaherz> ofc
L306[09:40:37] <sham1> What about certain
youtubers
L307[09:40:44] <gigaherz> no, only sites
;P
L308[09:40:53] <sham1> Bah
L309[09:41:18] <gigaherz> one of the
points of uBlock is that it's more lightweight
L310[09:42:08] <gigaherz> A Youtube
channel
L311[09:42:08] <gigaherz> There is a user
script on Greasy Fork: YouTube - whitelist channels in uBlock
Origin. I can't vouch for the script, you will have to find out
yourself whether it works.
L313[09:42:54] <gigaherz> it's a
greasemonkey script that selectively disables uBlock for specific
youtube channels
L314[09:45:25] *** V
is now known as Vigaro
L315[09:47:10] ⇦
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L316[09:48:08]
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L317[09:49:11] <Ordinastie_> I have issues
designing my system, I'm not sure how to handle it properly
:/
L318[09:49:44] <gigaherz> which
system?
L319[09:50:14] <Ordinastie_> I have a
CallbackRegistry with public void
registerCallback(ICallback<U> callback, ICallbackPredicate
predicate) and public CallbackResult<U>
processCallbacks(Object... params)
L320[09:51:38] <Ordinastie_> (fuck I can't
find my words :x)
L321[09:51:47]
⇨ Joins: IceDragon (~ThatGuy@184.170.18.223)
L322[09:52:23] <Ordinastie_> the idea is
you're supposed to extend it and give users a narrower
addCallback/processCallback so it doesn't use object vararg
L323[09:52:24] <sham1> so many
parametres
L324[09:52:28] <sham1> wait no
L326[09:54:48] ***
kroeser is now known as kroeser|away
L327[09:54:59] <Ordinastie_> god I'm not
even sure what to ask :x
L328[09:55:05] <Ordinastie_> or how to ask
it :s
L329[09:58:06] <Ordinastie_> I'll just
code random stuff until I have something that looks semi decent I
think :x
L330[10:02:48] <Ordinastie_> humpf, see
what I mean ?
L331[10:02:49] <Ordinastie_> public void
registerCallback(C callback)
L332[10:02:49] <Ordinastie_> {
L333[10:02:49] <Ordinastie_>
registerCallback(callback, (P) (ICallbackPredicate) params ->
true);
L334[10:02:49] <Ordinastie_> }
L335[10:03:22] <Ordinastie_> it's the
first time I ever needed to chain cast like this
L336[10:03:29] <Ordinastie_> doesn't
really feel right :x
L337[10:06:06] <Ivorius> Eh, seen
worse
L339[10:07:34]
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L340[10:11:59]
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L342[10:20:20] <Ordinastie_> that'd be
nice if there was a way to hide the parent public methods :s
L343[10:20:43] <sham1> protected
L344[10:21:10] <Ordinastie_> yeah, but
they still need to be public for when I don't extend the class and
instanciate it directly
L345[10:21:23]
⇨ Joins: Abastro (~Abastro@112.166.128.227)
L346[10:21:23] <howtonotwin> remember that
subclasses can override protected with public
L347[10:21:34] <Ordinastie_> howtonotwin,
but i'd want the other way around
L348[10:21:36] <sham1> What a specific
edge case
L349[10:21:37] <Ordinastie_> I know it's
not possible
L350[10:22:07] <Ordinastie_> it would
break the basic principle of OOP but still :p
L351[10:22:11] ***
kroeser|away is now known as kroeser
L352[10:22:28] <Naiten> is there an
ability to flip V coordinate in ForgeModel JSON?
L353[10:22:37] <sham1> flip(V)
L354[10:22:42] <sham1> ;P
L357[10:23:09] <Ordinastie_> to see only
the ModEventRegistry one
L358[10:23:45] <Naiten> sham1, block is
IBM and flip_v is enabled when loading model, item is .json
L359[10:23:59] <sham1> why
L360[10:24:20] <Naiten> what
L361[10:24:22] <Ordinastie_> and that's
where I hesitate about the design
L362[10:24:40] <Ordinastie_> I could make
CallbackRegistry abstract and make them protected
L363[10:24:50] <Ordinastie_> force users
to make their own impl eveytime
L364[10:25:01] <Ordinastie_> not sure I
want that
L365[10:28:03] <Naiten> sham1, oh, never
mind, found how that's done. Sorry for inconvenience :c
L366[10:28:11] <sham1> :P
L367[10:29:20]
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L368[10:29:27] ***
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L370[10:46:21] <sham1> nice
L371[10:46:22] <Naiten> diesel fuel, yay
\o/
L372[10:46:59] <Naiten> should learn
conventions on adding fluids now :C
L373[10:51:00] <Naiten> sham1, are there
'dictionaries' for inter-mod support of fluids and ores,
right?
L374[10:51:11] <sham1> not for
fluids
L375[10:51:25] <sham1> Just check if a
certain fluidid exists in FluidRegistry
L376[10:51:34] <sham1> In your case it
could be "disel"
L377[10:51:41] <sham1> If so, use
that
L378[10:51:44] <sham1> If not, don'y
L379[10:52:11]
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L380[10:52:25] ⇦
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L381[10:53:54] <Naiten> sham1, is there
anywhere i can read about adding fluids in 1.10? or what's the
latest version with same mechanics?
L382[10:54:01]
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(zuul4242@cpe-76-183-120-99.tx.res.rr.com)
L383[10:54:26] <Naiten> i mean, is it
similar to 1.9 or 1.8 or even 1.7?
L384[10:54:30] <sham1> Yesd
L385[10:54:38] <sham1> I can write up
something after I get back from sauna
L386[10:54:51] *
Naiten did nothing related to liquids
L387[10:55:01] <Naiten> *ever
L388[10:55:02] <sham1> Fluids*
L389[10:55:07] <sham1> They can also be
gasses
L390[10:55:23] <Naiten> erm, language
barriers
L392[10:55:37] <TehNut> !dc
L393[10:55:43] <TehNut> er
L394[10:55:45] <TehNut> !dcc
L395[10:55:49] <TehNut> Right?
L396[10:55:52] <sham1> I think I could
actually make a fluid page to the docs
L397[10:56:01] <Naiten> PaleoCrafter,
\o/
L398[10:58:54] <Naiten> oh, there's even
some kind of pseudo-physics for liquids
L399[10:59:15] <Naiten> class TestGas
extends Fluid ... density = -1000;
L400[10:59:27] <Naiten> negative density,
yay
L401[11:00:07] *
Naiten being like 'wat?'
L402[11:00:13] <howtonotwin> gasses
L403[11:00:23] <howtonotwin> negative
density makes fluids flow upwards
L404[11:00:25] <sham1> negative
density
L405[11:00:27] <sham1> It raises
L406[11:01:07] <Naiten> if speaking of
actual real-life density, it can't be negative
L407[11:01:16] <howtonotwin>
<grammarnazi>"Raises" is a transitive verb. It must
operate on an object. The word you wanted was
"rises."</grammarnazi>
L408[11:01:55] <Naiten> gases rise because
their density is lesser than air density
L409[11:02:05] <howtonotwin> In magical
MCland 0 is the density of air or something :P
L410[11:02:32] <Naiten> ?\_(?)_/?
L411[11:03:07] <howtonotwin> Same thing
how Celsius has 0 at freezing point but you can still go
lower
L412[11:03:20] <howtonotwin> But
temperature is the average kinetic energy per particle
L413[11:03:31] <howtonotwin> so it doesn't
actually make sense to have negative temperature
L414[11:03:52] ***
amadornes is now known as amadornes[Streaming]
L415[11:04:05] <howtonotwin> But we do it
anyway by offsetting the scale by a couple hundred degrees
L416[11:04:15] <Naiten> ^ that's why
_thermodynamic_ temperature which is 'average kinetic energy per
particle' as you say, is meausred in kelvins
L417[11:04:15]
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L418[11:04:56] <Naiten> and scale goes
from 0 and upper
L419[11:06:03] <Naiten> but whatever
L420[11:06:06] <howtonotwin> That's what
"offsetting the scale by a couple hundred degrees"
means.
L421[11:06:45] <Naiten> howtonotwin, it's
not kelvin scale is offset, it's centigrade scale is offset
L422[11:06:49] <howtonotwin> Because the
Celsius scale is the Kelvin scale except +-273.15
L423[11:06:50] <Naiten> :P
L424[11:06:58] <howtonotwin> s/+-/-
L425[11:07:00] <howtonotwin> xD
L426[11:07:03] <Naiten> howtonotwin, i
know -_-
L427[11:07:20] ⇦
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L428[11:07:21] <Naiten> but whatever
L430[11:07:54] <howtonotwin> I was
referring to the C scale when I said "offsetting", not
the K scale. :P And now we stop.
L431[11:08:41] <howtonotwin> But can you
carry a 36*64*(9^9) m^3 of cobblestone?
L432[11:08:56] <howtonotwin>
s/9^9/9^8/
L433[11:09:57] <Naiten> in the magic
blackhole called 'inventory', yea
L434[11:14:38]
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L435[11:15:07] <howtonotwin> wolfram alpha
just interpreted "density of stone" as "Population
density of Stone, Staffordshire, UK" -.-
L436[11:18:55]
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L437[11:19:51] <TehNut> well isn't that
what you wanted?
L438[11:20:32] ⇦
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(~RANKSHANK@ppp121-44-60-13.lns20.syd4.internode.on.net) (Quit:
ciao)
L439[11:20:39] <howtonotwin> Apparently an
inventory full of 8*compressed cobble is 4.4e-11 of the earth's
mass. We're gonna need some bags of holding :P
L440[11:20:45]
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L443[11:26:57] <Naiten> howtonotwin, y u
no e-3 e-6 e-9 e-12 scientific format
L444[11:27:11] ⇦
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L448[11:30:55] <Ivorius> Think I'm gonna
make a tool out of it too
L449[11:31:08] <TehNut> neat
L450[11:31:27]
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L451[11:34:33] <sham1> Ivorius, that... is
really cool
L452[11:36:00]
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L453[11:37:46] <Koward> I wonder where is
defined for example how many ticks it takes for 1.0F Breakspeed to
break a block.
L454[11:41:02] ⇦
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L455[11:41:42] ⇦
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L457[11:44:11] <gigaherz> Koward: in
mojang's source, it may have been a constant somewhere
L458[11:44:17] <gigaherz> but in the code
we have, it's probably all over th ep lace
L459[11:44:27] <howtonotwin> I believe
every tick you spend breaking a block, you add the speed (with
enchantment and other effects) to the current breaking damage, and
when breaking dmg >= block hardness*30 the block breaks.
L460[11:46:04] <howtonotwin> If the block
breaks on the first tick, it is insta-mined and the next block
starts being mined next tick. If it is not, there is a 1/4 sec
delay before you mine the next block.
L461[11:46:07] ⇦
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by peer)
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L466[11:53:44] ***
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L467[11:54:17] ***
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L471[12:04:44]
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L472[12:04:46] <Curle> o/
L473[12:07:09]
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L474[12:07:13] <Pearle> and one RIP for
me
L475[12:07:26] <Pearle> as soon as i
joined, my internet went off :L
L476[12:08:34] ⇦
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L477[12:08:39] <Pearle> there we go
L478[12:09:05]
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L481[12:16:52] <williewillus> !gm
func_178923_d
L482[12:17:01] <williewillus> !gm
func_71407_l
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L486[12:28:16] <sibomots> in 1.10.x,
choosing new block ID's for new ores. I stumbled upon the post by
Grum
http://bit.ly/2boW1qY. As of 1.10 no more limits. To
be clear - the real limit is just MAX_INT? (2^32 -1 ) ?
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L488[12:28:50] <McJty> You don't choose
block ID's in 1.10.2
L489[12:28:51] <PaleoCrafter> the limit
technically still is 4096
L490[12:28:54] <PaleoCrafter> but
--^
L491[12:29:25] <McJty> Even in 1.7.10 you
didn't have to chose block ID's anymore
L492[12:29:26] <diesieben07> basically
there can be 4096 blocks at once, IDs are dynamically
assigned
L493[12:29:33] <gigaherz> sibomots: mc
still has 12 bits for the internal block ID, you just don't get to
choose
L494[12:29:38] <williewillus> you do
GameRegistry.register(<yourblock>) and fml does literally
everything else
L495[12:30:19] <gigaherz> similarly,
there's still a 4bit metadata, but unlike the id, you DO have to
manage that ;P
L496[12:30:33] <williewillus> well only in
one spot
L497[12:30:40] <williewillus> the rest of
the time you pretend itdoesnt exist ;p
L498[12:30:46] <gigaherz> well two
functions... 3 tops ;P
L499[12:30:52] <gigaherz> but you have to
keep it in mind
L500[12:30:53] <gigaherz> like
L501[12:30:59] <gigaherz> "only these
two properties are saved"
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L506[12:39:01] <sibomots> i'm reading
sample code that is misleading. nevermind, i'll just read more
source. thx.
L507[12:39:42] <Pearle> i'm reading the
source of the TARDIS mod by DarkholmeTenk, most of this code
shouldn't work, but it does. Efficiently.
L508[12:39:44] <Pearle> kthxbai.
L509[12:43:38] <PaleoCrafter> interesting
versioning system on that mod
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L514[12:59:28] <Pearle> yeah.
L515[12:59:35] <Pearle> Interesting code
base on that mod.
L516[12:59:38] <Pearle> Check the
github.
L517[12:59:40] <Pearle> Main file.
L518[12:59:46] <Ivorius> Is there a
reverse JsonToNBT?
L519[12:59:50] <Pearle> You'll immediately
hate darkholm
L520[13:00:07] <Ivorius> Turning NBT to
Json
L521[13:00:20] <PaleoCrafter> Ivorius, I
think the toString methods are implemented to generate JSON
L522[13:00:58] <Ivorius> Looks good
L523[13:00:59] <Ivorius> Thanks
L524[13:01:37]
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L525[13:02:00] <PaleoCrafter> Pearle, are
you referring to the formatting or the fact that they just dumped
all references in there?
L526[13:02:13] <Pearle> Everything.
L527[13:02:19] <Pearle> The spacing gets
me the most.
L528[13:02:23] <gigaherz> Ivorius:
JsonToNBT#getTagFromJson
L529[13:02:23] <Pearle> Like, the
fuck?
L530[13:02:24] <Pearle> :L
L531[13:02:33] <gigaherz> oh weait
nevermind
L532[13:02:34] <gigaherz> I misread
L533[13:02:44] <gigaherz> yeah as
PaleoCrafter said, you just .toString the NBT
L534[13:02:49] <gigaherz> it's not QUITE
json, but close enough
L535[13:02:54] <Ivorius> I was about to
say, you just reversed the verb :D
L536[13:03:04] <gigaherz> no
L537[13:03:06] <Ivorius> Not quite json?
wut?
L538[13:03:07] <gigaherz> the class name
is misleading
L539[13:03:22] <gigaherz> it does stuff
like
L540[13:03:25] <gigaherz> tag:1b
L541[13:03:27] <gigaherz> for
"byte"
L542[13:03:34] <gigaherz> it's meant for
debugging
L543[13:03:37] <gigaherz> not serializing
;P
L544[13:03:44] <Ivorius> Hmm
L545[13:03:50] <gigaherz> the only reason
JsonToNBT exists, is decoding chat commands
L546[13:03:57] <Ivorius> But it's still
compatible?
L547[13:04:03] <gigaherz> with a JSON
parser? no
L548[13:04:08] <Ivorius>
JsonToNBT(nbt.toString) will give out the same, I mean
L549[13:04:53] <gigaherz> I can't say I
have tried
L550[13:04:55] <Ivorius> Can I use it to
reliably let players edit NBT is what I want to say
L551[13:05:05] <gigaherz> probably
not
L552[13:05:16] <Ivorius> Welp, it's too
late to turn back
L553[13:05:20] <Ivorius> I already
invested like 6 minutes
L554[13:05:26] <gigaherz> lol
L555[13:05:36] <gigaherz> why do players
need to edit json?
L556[13:05:41] <Ivorius> Not players
L557[13:05:42] <Ivorius> Creators
L558[13:05:48] <gigaherz> can't they use
NBT Explorer?
L559[13:05:53] <Ivorius> Is that
ingame?
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L561[13:06:04] <gigaherz> no but there's
an ingame one
L562[13:06:15] <Ivorius> *shrug*
L563[13:06:16] <Curle> NBTEditor?
L565[13:06:23] <gigaherz> 1.7.10
though
L566[13:06:25] <gigaherz> maybe someone
ported it
L567[13:06:30] <Curle> Someone should make
a dev version of that
L568[13:06:33] <Curle> for debugging
L569[13:06:59] <gigaherz> yep
L571[13:07:04] <gigaherz> there's at least
on 1.10.2 port
L572[13:07:06] <Ivorius> Yah looks pretty
good
L573[13:07:19] <Ivorius> But I can still
use a basic version of this stuff in my toolkit
L574[13:07:26] <Ivorius> Since it doesn't
take long to implement
L575[13:07:42] <gigaherz> at least
one*
L577[13:08:16] <gigaherz> two
L578[13:08:16] <gigaherz> ;P
L579[13:08:24] <gigaherz> well this one is
1.10, but I guess it works on 1.10.2 ;P
L580[13:08:24] <Ivorius> Tho, screw it, if
this exists the json part isn't work it
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L587[13:43:18] <TechnicianLP> is there a
way to fix the mipmap limit? (i have 36px images)
L588[13:45:21] <McJty> 36? You should
always use a power of two
L589[13:45:34] <McJty> Non power of two
images are going to give lots of trouble in other areas too (not
only mipmapping)
L590[13:47:23] <TechnicianLP> thats why im
asking if theres a way to fix those issues ... (or ill have to redo
those images (again -.-))
L591[13:47:44] <PaleoCrafter> the to fix
the issues is making power of two textures :P
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L593[13:48:16] <McJty> yes really
L594[13:48:42] <TechnicianLP> ok
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L596[13:57:51] <Ordinastie_> TechnicianLP,
actually, think if you're using 36px img, it might just disable
mipmapping entirely
L597[13:59:23] <TechnicianLP> 4 ->
2
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L607[14:38:12] <Ordinastie_> question, if
I subscribe to both FMLStateEvent and FMLPreInit, which one is
called first ?
L608[14:38:23] <Ordinastie_> or is it
undetermined ?
L609[14:38:38] <PaleoCrafter> try it?
:P
L610[14:39:20] <Ordinastie_> can't compile
yet ><
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L613[14:41:46] <PaleoCrafter> I don't
think you're capable at all of subscribing to FMLStateEvent
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L616[14:42:11] <Ordinastie_> really
?
L617[14:42:14] <Ordinastie_> why not
?
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L621[14:42:46] <PaleoCrafter> looks to me
like @EventHandler methods are added to a direct class->method
map
L622[14:43:02] <PaleoCrafter> and
FMLModContainer.handleModStateEvent only checks the event's direct
class
L623[14:45:28] <PaleoCrafter> if you can
somehow register directly to the event bus (i.e. with a coremod
dummy container), you can capture supertypes
L624[14:47:03] <Ordinastie_> well, I wish
I could just get the event bus directly
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L627[14:49:35] <PaleoCrafter> *maybe* you
can access it through FMLConstructionEvent? (the FMLStateEvent
handler only is fired subsequently, obviously)
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L634[15:14:14] <Ordinastie_> I love how I
made a calback system to allow method calls for FMLState events so
that I don't necessarily have to reference them from the main mod
class
L635[15:14:30] <Ordinastie_> only to
realise I don't have any place else to register that callback that
the main mod class :(
L636[15:15:08] <PaleoCrafter> lol
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L638[15:17:15] <Ordinastie_> I want my
MalisisRegistry to only have registerStuff() methods, that you call
when you want to register something, so my registerBlockComponent()
method that automatically loops through blocks to find the
components need to move
L639[15:17:25] <Ordinastie_> or at least,
not be visible from outside
L640[15:18:02] <Ordinastie_> I would do
modEventRegistry.addCallback(MalisisRegistry::registerBlockComponents)
L641[15:18:08] <Ordinastie_> but I have
nowhere to call that from :(
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L645[15:24:30] <Ordinastie_> I just
thought about static {}
L646[15:24:32] <Ordinastie_> that'll
do
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L650[15:30:14] <Javaschreiber> Can
somemone tell me where I can find the FMLDeactivationEvent? It is
in the @Mod-Annotation file but seems not to be implemented.
L651[15:30:26] <Javaschreiber> * It is
mentioned
L652[15:31:03] <diesieben07> it's not
implemented.
L653[15:34:31] <Ordinastie_> and another
bonus point for lambdas : you don't have to make full javadoc for
them :p
L654[15:35:21] <sham1> :P
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L656[15:36:04] <sham1> Let the types guide
you
L657[15:37:37]
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L658[15:37:53] <xJon> Hello guys, is it
possible to have a client-side only mod sending a message into
chat?
L659[15:38:29] <PaleoCrafter> sure
L660[15:38:36] <xJon> Well I can't manage
to do it
L661[15:38:51] <xJon> my message is sent
through the onPlayerLogin() event
L662[15:39:00] <xJon> and the whole
function is being called through the client proxy
L663[15:39:20] <Ordinastie_>
player.sendChatMessage
L664[15:39:30] <PaleoCrafter> do you
literally mean sending a message? i.e. acting on the player's
behalf and send it to all players
L665[15:39:31] <Ordinastie_> or
player.addChatMessage if you want only the current player to see
it
L666[15:39:57] <xJon> I'm working with
1.7.10, there's no sendChatMessage?
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L668[15:40:10] <PaleoCrafter> update, god
dammit
L669[15:40:10] <Ordinastie_> ah,
neverming, 1.7.10 is dead
L670[15:40:28] <xJon> Well it's a mod for
my modpack
L671[15:40:38] <sham1> Someone pick up
that phone
L672[15:40:42] <sham1> Because I called
it
L673[15:41:00] <PaleoCrafter> sham1,
pls
L674[15:42:28] <xJon> I can't manage to
get it working.
L675[15:42:47] <xJon> I have the
onPlayerLogin() being called through the client proxy
L676[15:43:10] <xJon> so I see the chat
message on single player, but not on other Forger servers (that
don't have the mod installed)
L677[15:43:19] <xJon> Forge*
L678[15:44:17] <sham1> Wait, is this like
a cross-server chat or what
L679[15:44:33] <xJon> What's that? Forge
server with no mods/plugins
L680[15:44:46] <xJon> And I want only the
player to see the message in chat, not everybody
L681[15:45:02] <sham1> merf
L682[15:45:08] <xJon> But I want him to
see it when he logins to either single player worlds, or
servers
L683[15:45:56] <xJon> I want it to work
for every login basically, and to show only client-side
L684[15:46:57] <xJon> Is that
possible?
L685[15:47:41] <sham1> What sorts of
messages
L686[15:48:01] <sham1> what purpose
L687[15:48:05] <xJon> Chat messages,
normal, for informing
L689[15:48:43] <sham1> Well it's not
exactly a consumer now is it
L690[15:48:56] <Ordinastie_> because that
would only work at the lambda level duh -_-
L691[15:49:08] ⇦
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L692[15:49:25] <Ordinastie_> I swear my
brain has fried a little with this heat :/
L693[15:50:13] <sham1> Meh, I read that to
mean "why cannot this be turned into a consumer"
L694[15:52:00] <xJon> sham1: Any
idea?
L697[15:52:33] <sham1> I know nothing
about 1.7.10
L698[15:52:33] <xJon> (Link to code)
L699[15:52:46] <xJon> So you don't know if
it's possible or not?
L700[15:52:48] <sham1> And even if I did,
I would not support it
L701[15:52:56] <xJon> Out of
disrespect?
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L703[15:53:11] <sham1> I would not support
it because it is deprecated
L704[15:53:16] <sham1> Nothing to do with
respect
L705[15:53:22] <sham1> Just
pragmatism
L706[15:53:32] <xJon> But I just need to
know if it's possible or not
L707[15:53:42] <PaleoCrafter> and the
answer is yes :P
L708[15:53:58] <xJon> Really? could you
help me with that PaleoCrafter?
L709[15:54:40] <PaleoCrafter> nope, not
touching anything but the current version with a 10 foot pole
:P
L710[15:55:01] <xJon> I can get you an 11
foot
L711[15:55:12] <xJon> D; anybody that can
help me with that chat issue?
L712[15:55:54] <sham1> You really have a
dilema
L713[15:56:07] <PaleoCrafter> iirc,
addChatMessage was introduced in 1.7
L714[15:56:20] <xJon> I am using
addChatMessage()
L715[15:56:32] <PaleoCrafter> but?
L716[15:56:49] <xJon> But the whole
onPlayerLogin() function is not being called when I'm logging into
a server without my mod installed
L717[15:57:02] <xJon>
(function-event)
L718[15:57:44] <diesieben07> of course.
PlayerLoggedInEvent is server-side
L719[15:58:02] <diesieben07> why is it ina
class called "ClientPlayerEvents"? That makes no
sense
L720[15:58:05] <xJon> I was afraid this is
the case. So is there any other way around that?
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L722[15:58:29] <xJon> diesieben07 Well I
didn't know that, and I'm calling these events from my client
proxy
L723[15:58:31] <diesieben07> update to
1.10.2, then ask again and I will happily give you advice.
L724[15:58:44] <xJon> Again, this mod is
for my 1.7.10 modpack
L725[15:58:48] <diesieben07> i don't
care.
L726[15:59:00] <diesieben07> why are you
making a modpack in that ancient of a version?
L727[15:59:03] <xJon> I'm just
explaining
L728[15:59:11] <xJon> Because modders
don't update their good mods
L730[15:59:19] <sham1> But you
should
L731[15:59:21] <diesieben07> you are not
helping the case.
L732[15:59:23] <sham1> Make a trend
L733[15:59:43] <diesieben07> Make modding
great again!
L734[15:59:46] <xJon> I will have a 1.7.10
version AND a 1.10.2 version
L735[15:59:51] <xJon> but first I want the
mod to help my modpack
L736[15:59:52] <diesieben07> ... I'll show
myself out.
L738[16:00:08] <xJon> Is there a way
around PlayerLoggedInEvent being called client-side?
L739[16:00:10] <sham1> Das Trump
L740[16:00:11] <Ordinastie_> ok, how bad
is it to have compareTo() always return 0?
L741[16:00:19] <diesieben07> bad
bad.
L742[16:00:23] <diesieben07> there will
not be support for 1.7.10 in this chat room
L743[16:00:37] <diesieben07> it is
equivalent to equals always returning true
L744[16:00:40] <sham1> compareTo always
returning zero breaks the contract
L745[16:00:42] <xJon> welp
L746[16:01:08] <Ordinastie_> I have a list
for my callbacks, that needs to be ordered by their priority
L747[16:01:23] <Ordinastie_> except the
list doesn't just hold the callbacks
L748[16:01:29] <diesieben07>
Comparator.comparingInt(Callback::getPriority)
L749[16:01:34] <Ordinastie_> it holds a
Pair<Callback, Predicate>
L750[16:01:45] ⇦
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L751[16:02:15] <Ordinastie_> yeah, you're
right, providing the comparator is probably better that let the
default compareTo from Pair ><
L752[16:02:16] <diesieben07>
Ordering.natural().onResultOf(Callback::getPriority).onResultOf(Pair::getLeft)
L753[16:02:48] <sham1> I...it's
beautiful
L754[16:02:57] <Ordinastie_> diesieben07,
in that order ?
L755[16:03:00] <diesieben07> yes.
L756[16:03:26] <sham1> The order looks
off
L757[16:03:28] <howtonotwin> Natural
ordering on the result of Callback::getPriority on the result of
Pair get left
L758[16:03:30] <howtonotwin> makes
sense
L759[16:03:33] <diesieben07> ^
L760[16:03:42] <sham1> merf
L761[16:03:45] <sham1> Compose
L762[16:04:05] ⇦
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L763[16:04:11] <Ordinastie_> well, that
made my Eclipse freeze ôO
L764[16:04:28] <diesieben07> your fault
for using that "IDE" :P
L765[16:04:40] <sham1> Something like this
if '.' is a composition operator
L766[16:05:21] <sham1> Wait
L767[16:05:36] <sham1> How does one
compose java Function<?, ?>
L768[16:05:48] <howtonotwin> compose or
andthen
L769[16:06:05] <howtonotwin> iirc
L770[16:06:23] <Ordinastie_> diesieben07,
except that doesn't work :p
L771[16:06:33] <Ordinastie_> The type Pair
does not define getLeft(Object) that is applicable here
L772[16:06:57] <sham1>
(Pair::getLeft).andThen((Callback::getPriority))
L773[16:07:07] <howtonotwin> parens?
L774[16:07:26] <sham1> Because I don't
know if method references return Function<T, R>
L775[16:07:26] <howtonotwin> And you can't
be saying that Pair doesn't define a method to get values
L776[16:07:37] <howtonotwin> method refs
don't return anything
L777[16:07:52] <sham1> But they are an
expression aren't they
L778[16:07:54] <howtonotwin> yes
L779[16:08:02] <howtonotwin> they don't
have a type like most types
L780[16:08:04] <Ordinastie_> Callback
already implements so I don't need to compose
L781[16:08:13] <sham1> What witchcraft is
this
L782[16:08:17] <howtonotwin> They act like
a general input -> output
L783[16:08:33] <sham1> An expression
without a value
L784[16:08:40] <howtonotwin> and the
compiler has to figure out which interface/class you are
implementing and splices in some magic to make that happen
L785[16:08:43] <sham1> My brain is
frying
L786[16:09:49] <sham1> It would have been
so good if method references could have been used to stand for
Function<T,R> like that
L787[16:09:52]
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L788[16:10:07] <diesieben07> can they
not?
L789[16:10:12] <howtonotwin> So the type
of Callback::getPriority is just Callback -> int, no class, and
the compiler magicks around and makes that into a
Function<Callback, Integer> with type inference or
something.
L790[16:10:48] <sham1> Time for me to do
some testing
L791[16:11:15] <howtonotwin> We have two
interfaces that represent a function A -> B in the Forge
env
L792[16:11:21] <howtonotwin>
java.util.function.Function
L793[16:11:26] <sham1> And the guava
one
L794[16:11:26] <howtonotwin> and
scala.Function1
L795[16:11:30] <howtonotwin> and that one
ok
L796[16:11:35] <diesieben07> the scala one
doesnt count
L797[16:11:42] <howtonotwin> but the
method ref works the same on all 3
L798[16:11:46] <diesieben07> and the guava
one is legacy because guava supports java 6
L799[16:11:48] <diesieben07> yes
L800[16:11:56] <howtonotwin> even though
their common superclass is just Object
L801[16:11:57] <diesieben07> thats the
niceness of the java 8 lambdas
L802[16:12:15] <diesieben07> they can
stand in for any single abstract method interface
L803[16:12:16] <howtonotwin> So therefore
the ref doesn't have a normal type as we know it.
L804[16:12:17] <diesieben07> whether new
or not
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L806[16:12:35] <Ordinastie_> I still don't
know how to make that comparator work :s
L807[16:12:50] <diesieben07> Callback has
a method getPriority, yes?
L808[16:12:58] <Ordinastie_> Callback IS
comparable
L809[16:13:07] <diesieben07> oh
L810[16:13:09] <Ordinastie_> my issue with
Pair is the right that wasn't
L811[16:13:14] <diesieben07> well
then.
L812[16:13:25] <diesieben07>
Comparator.comparing(Pair::getLeft())
L813[16:13:48] <diesieben07> ah no
L814[16:13:55] ⇦
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L816[16:15:50] <Ordinastie_> diesieben07,
ahah found it
L817[16:15:59] <Ordinastie_> you need the
generic
L818[16:16:03] <diesieben07> yeah
L819[16:16:06] <Ordinastie_> so it knows
what's what
L820[16:16:08] <howtonotwin> I think
that's the second time I've fried sham's brain :D
L821[16:16:10] <Ordinastie_> makes
sense
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L824[16:16:59] <sham1> Well this time it
was because I was trying to do stuff that seems normal to me in
other languages
L825[16:17:12] <sham1> But does not work
in Java because reasons
L826[16:17:28] <sham1> I was just trying
to compose the functions
L827[16:17:48] <howtonotwin> You can use a
cast to beat the compiler into submission I think
L828[16:17:59] <sham1> But that's
fugly
L829[16:18:09] <howtonotwin> ((Function)
blah).compose(blah)
L830[16:18:15] <howtonotwin> dont quote me
on that
L831[16:18:26] <Ordinastie_> PaleoCrafter,
btw, you were right, FMLStateEvent is not called
L832[16:18:40] <sham1> Well I have eclipse
open so I can confirm that
L833[16:18:49] <sham1> Just give me a
second
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L835[16:19:09] <sham1> Welp, this
works
L836[16:19:14] <sham1> Function<String,
Integer> test = ((Function<String,
Integer>)Integer::parseInt).andThen(Main::plusOne);
L837[16:19:25] <sham1> But it's
fugly
L838[16:19:33] <howtonotwin> oh god what
have we done
L839[16:19:36] <secknv> so
createTileEntity gets called everytime a block is placed
right?
L840[16:19:50] <Pearle> only when a
tileentity is created from a block
L841[16:19:54] <Pearle> block !=
tileentity
L842[16:19:54] <sham1> Damn you Haskell.
You have cursed me to try and compose everything
L843[16:20:05] <Ordinastie_> on the plus
side, I can now do MalisisRegistry.onInit(e -> this::doStuff);
\o/
L844[16:20:24] <Ordinastie_> secknv,
yes
L845[16:20:56] <Ordinastie_> and also
everytime the IBlockState for that position changes, unless you
override TileEntity::shouldRefresh
L846[16:20:59] <secknv> the tile entities
get auto-deleted when a block is brocken right?
L847[16:21:05] <Ordinastie_> yes
L848[16:21:47] <secknv> but say I was
trying to optimise my
looping-through-all-the-blocks-in-x-radius-of-player
L849[16:21:54] <secknv> into a list of my
TE
L850[16:22:05] <secknv> that loops and
check if any of them is near
L851[16:22:24] <LexManos> what?
L852[16:22:29] <secknv> is there a method
that's called when the block is broken or the TE is destroyed
L853[16:22:38] <secknv> that I can use to
delete TE entry from said list
L854[16:22:39] <Pearle>
onBlockBroken?
L855[16:22:42] <LexManos> What are you
doin?
L856[16:23:27] <secknv> so I have a copper
coil block and I want compasses to point at it if it's powered and
compass in x radius of it
L857[16:23:29] <Ordinastie_> secknv,
breakBlock in your block
L858[16:23:52] <Ordinastie_> thats what's
removes the TE, so if you override, call super
L859[16:24:22] <secknv> because I am very
bad at java and forge I had a for loop go through all the blocks in
x radius of player and check if it was my TE
L860[16:24:30] <secknv> Ordinastie_
thx
L861[16:24:43] <secknv> trying to do
something better rn
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L864[16:25:25] <secknv> this is all
happening inside an addPropertyOverride for the compass
L865[16:28:12] <secknv> very nice I see
the if hasTE thingy delete it
L866[16:28:19] <secknv> nice tip
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L868[16:45:08] <secknv> why is
createTileEntity getting called twice though
L869[16:45:29] <Ordinastie_> client
server
L870[16:45:34] <secknv> both
createTileENtity and BlockedPlacedBy are getting called 2 times
when I place a block
L871[16:45:37] <howtonotwin> If something
is getting called twice, normally blame sidedness
L872[16:45:37] <secknv> oh lol
L873[16:45:48] <secknv> can I fix it with
and @sided
L874[16:45:52] <Ordinastie_> NO!
L875[16:45:54] <secknv> or does it need to
be 2 sided
L876[16:45:55] <howtonotwin>
NONONONONO
L877[16:45:58] <howtonotwin>
world.isRemote
L878[16:46:04] <secknv> yes right
L879[16:46:06] <Ordinastie_> and it needs
to be on both sides
L880[16:46:08] <secknv> forgot sorry
L881[16:46:16] <secknv> ty guys
L882[16:46:29] <secknv> erm remote world
is server right
L883[16:46:34] <howtonotwin> no
L884[16:46:38] <howtonotwin> isRemote is
client
L885[16:46:44] <howtonotwin> !isRemote is
server
L886[16:47:02] <secknv> I am missing the
logic behind this
L887[16:47:03]
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L888[16:47:20] <howtonotwin> The world
exists on the server
L889[16:47:41] <Ordinastie_> isRemote is
kinda isSlave
L890[16:47:43] <howtonotwin> therefore, on
the client, the world is remote, as it exists somewhere else
L891[16:47:51] <secknv> oh very bice
L892[16:47:52] <Ordinastie_> or
isAuthoritative
L893[16:47:54] <secknv> nice*
L894[16:47:59] <howtonotwin> on the server
it is here and therefore not remote
L895[16:48:14] <Ordinastie_> well
!isAuthoritative
L896[16:48:58] <secknv> so I guess since
all I'm doing is adding and removing from a list of TE
L897[16:49:15] <secknv> it doesnt really
matter if I go with the isRemote or !isRemote check
L898[16:49:17] <secknv> right
L899[16:49:27] <howtonotwin>
NONONONONO
L900[16:49:42] <howtonotwin> The client
and server will be stepping all over themselves if you don't
L901[16:49:46] <Ordinastie_> populate your
list only on the client
L902[16:49:49] <howtonotwin> I assume
you're using a static field
L903[16:49:51] <secknv> yes
L904[16:49:59] <Ordinastie_> also
don't
L905[16:50:20] <howtonotwin> if you don't
side check, the sides will race against each other and comodify the
list.
L906[16:50:24] <howtonotwin> and yes,
don't
L907[16:50:33] <secknv> 1st why should I
populate it only on the client
L908[16:50:46] <secknv> 2nd why is a
static field bad for this
L909[16:50:57] <Ordinastie_> the list
serves for rendering of the item
L910[16:51:02] <howtonotwin> because you
need the list on the client for the compass property to know about
it
L911[16:51:02] <Ordinastie_> what
rendering is done on server ?
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L913[16:51:39] <howtonotwin> If you have
an SP world, there are two threads running on the same JVM
L914[16:52:01] <howtonotwin> in that case,
the client and server share static fields and such
L915[16:52:14] <howtonotwin> If both sides
manage to modify the list simultaneously
L916[16:52:18] <howtonotwin> it
explodes
L917[16:52:58] <secknv> but if I write an
if(isRemote) on all the places there is list modify code
L918[16:53:04] <secknv> it's ok no?
L919[16:53:07] <howtonotwin> yes
L920[16:53:32] <secknv> because correct me
if wrong but this sort of list needs to be static right
L921[16:53:56] <secknv> to keep track of
all the diferent instances of the TE
L922[16:54:40] <howtonotwin> yes
L923[16:55:20] <Ordinastie_> it doesn't
HAVE TO
L924[16:55:52] <secknv> if I unstaticate
it wont I have a different list for every instance of my TE
L925[16:57:12] <Ordinastie_> depends on
where you put your list
L926[16:57:39] <howtonotwin> Well you can
place it into your BlockCoil (or whatever) class, which is a
singleton, as an instance field. But then the instance of BlockCoil
is static.
L927[16:58:12] <secknv> and doing that is
better than it being static?
L928[16:58:14] <howtonotwin> Basically
there's has to be something static SOMEWHERE down the line
L929[16:58:21] <howtonotwin> no it makes
no difference
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L932[17:01:26] <secknv> what did I derp to
still get [net.secknv.nkmod.tileentity.TileEntityCoil@768e0168,
net.secknv.nkmod.tileentity.TileEntityCoil@34fe7a40]
L933[17:01:31] <secknv> on the log
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L935[17:01:39] <secknv> when I place just
1 it logs a list with 2
L936[17:02:50] <Ordinastie_> do you ever
clear the list ?
L938[17:03:51] <diesieben07> ok so
L939[17:03:56] <diesieben07> this is never
going to work with manually clearning the list
L940[17:04:02] <diesieben07> you need to
use WeakReferecnes
L941[17:04:30] <diesieben07> i haven't
been following closely, what exactly are you trying to do? :D
L942[17:04:46] <Ordinastie_> have the TE
impact the animation of the player compas
L943[17:04:48] <Ordinastie_> s
L944[17:04:56] <diesieben07> on that thing
still
L945[17:05:00] <Ordinastie_> lol
L946[17:05:01] <diesieben07> what's the
radius now? :D
L947[17:05:08] <diesieben07> it used to be
3 blocks...
L948[17:05:09] <Ordinastie_> 7x7x7
L949[17:05:11] <Ordinastie_> I think
L950[17:05:18] <secknv> yes still 3
blocks
L951[17:05:19] <diesieben07> just scan the
chunk TE map...
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L953[17:05:24] <sham1> 7 to every
direction I hope
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L955[17:05:36] <diesieben07> 7x7x7 is like
2 chunks max
L956[17:05:47] <secknv> well for
scalabilty and stuff
L957[17:05:48] <howtonotwin> 4
L958[17:05:48] <diesieben07> just scan the
lists, that is infinitely easier than what you are doing
L959[17:05:56] <diesieben07> right,
4
L960[17:05:57] <howtonotwin> do you even
math bruh xD
L961[17:06:00] <Ordinastie_> is that list
accessible ?
L962[17:06:00] <diesieben07> 3d is
hard
L963[17:06:03] <diesieben07> sure is
L964[17:06:08] <diesieben07> has a public
getter even
L965[17:06:25] <howtonotwin> m8 this is
2D
L966[17:06:32] <sham1> But will the
compass be webscale
L967[17:07:06] <secknv> my idea was to add
TE to list when block placed and remove it when block broken
L969[17:07:19] <secknv> I could use that
thing in the compass override
L970[17:07:22] <diesieben07> like i siad,
that will not work
L971[17:07:31] <diesieben07> it just
screams memory leak
L972[17:07:40] <Ordinastie_> yes
L973[17:07:41] <diesieben07> plus it is
unnecessary
L974[17:08:57] <secknv> so you were saying
the position of every TE in a chunk is known?
L975[17:09:02] <diesieben07> yes...
L976[17:09:07] <diesieben07>
Chunk::getTileEntityMAp
L977[17:09:15] <diesieben07> gives you a
Map<Blockpos, TE> for all Tes in that chunk
L978[17:09:37] <diesieben07> so you scan
that for all eligble chunks and you are good
L979[17:09:48] <howtonotwin> I think we
have a getChunksInAABB too. Don't quote me though.
L980[17:10:16] <Ordinastie_> is there, I
know i had to make my own
L981[17:11:28] <secknv> hm I'll try to
come up with something not so stupid that uses that TE map
L982[17:11:48] <secknv> thx
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L1008[18:46:58] <williewillus> !gf
RenderGlobal.starVBO
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L1010[18:48:12] <williewillus> !gf
RenderGlobal.skyVBO
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L1016[19:16:50] <williewillus> !gm
field_110271_bv
L1017[19:16:53] <williewillus> !gf
field_110271_bv
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L1032[19:57:27] <Eccles> when I try to
start minecraft from eclipse (1.7.10) to test something, all the
text in the main menu buttons is replaced by random textures, which
are different each time I open it. Any ideas?
L1033[19:57:40] <williewillus> are you on
a mac?
L1034[19:57:53] <Eccles> yes
indeed!
L1035[19:58:01] <williewillus> try
disabling the forge splash screen
L1036[19:58:07] <williewillus> in
config/splash.properties
L1037[19:58:15] <Eccles> will do, one
sec
L1038[20:01:28] <Eccles> at risk of
seeming like the noob I am, where in the folder I downloaded forge
into is all the…stuff?
L1039[20:03:15] <howtonotwin> somewhere
in your gradle file there should be a line runDir = ...
L1040[20:03:31] <williewillus> what do
you mean stuff? :P
L1041[20:03:34] <howtonotwin> If not,
there should be assetDir = ...
L1042[20:03:49] <williewillus> the run
environment is in the eclipse/ folder in 1.7 iirc
L1043[20:03:58] <howtonotwin> The folder
in which MC is run is either runDir or assetDir/..
L1044[20:04:40] <howtonotwin> so
config/splash.properties would be under that
L1045[20:05:16] <Eccles> ah, found it in
eclipse/config/splash.properties
L1046[20:06:23] <Eccles> okay, disabled
it. that fixed it
L1047[20:06:30] <Eccles> but why was it
doing that?
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L1049[20:09:53] <tterrag|ZZZzzz> no one
really knows :P
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L1051[20:11:11] <Eccles> well, okay! Is
it only an issue when running from Eclipse? I've never had that
happen otherwise
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L1054[20:19:47] <williewillus> Eccles:
the times it's happened it's always been on a mac, hence that was
the first thing I asked
L1055[20:19:57] <williewillus> no one
really knows exactly why though
L1056[20:20:35] <Ordinastie_> did I
mention I love Zero Punctuation ? ><
L1057[20:21:13] <primetoxinz> but ? is a
punctuation :3
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L1064[21:09:09] <Tazz> yo williewillus
whats up with the font in botania? XD
L1065[21:09:16] <Tazz> its kinda like
hard to read...
L1066[21:09:18] <williewillus> ?
L1067[21:09:27] <williewillus> in the
lexicon?
L1068[21:09:32] <williewillus> it's the
standard mc unicode font
L1069[21:09:49] <Tazz> yeah
L1070[21:09:56] <Tazz> like its seriously
bad XD
L1071[21:10:01] <williewillus> no it
isn't :P
L1072[21:10:02] <Tazz> 1 sec Ill screenie
it for you
L1073[21:10:04] <williewillus> it's the
standard font
L1074[21:10:10] <williewillus> okay
L1076[21:11:15] <williewillus> that's
your resource pack
L1077[21:11:18] <tterrag> ^
L1078[21:11:21] <Tazz> hmm true
L1079[21:11:25] <Tazz> I didnt think
about that
L1080[21:11:27] <tterrag> but also, are
you on Normal GUI size?
L1081[21:11:50] <tterrag> try large
L1082[21:11:52] <Tazz> but I havent seen
other places it was like that...mostly why I assumed it was a
botania thing
L1083[21:11:56] <Ordinastie_>
williewillus, are you rendering font with scale < 1 ?
L1084[21:12:02] <williewillus> no
idea
L1085[21:12:14] <williewillus> the
lexicon code is basically 100% unchanged
L1086[21:12:18] <williewillus> :P
L1087[21:12:21] <Tazz> yeah no Im on
large and its still is like borked XD
L1088[21:12:28] <Tazz> so it must be my
resource pack XD
L1089[21:12:36] <Tazz> fair enough
haha
L1090[21:12:46] <williewillus> well it is
for sure because the standard font doesn't look like that
L1091[21:12:46] <Ordinastie_> it looks
like that because the font scale doesn't match gui scale
L1092[21:12:49] <Tazz> thanks anyways
williewillus, and tterrag
L1093[21:13:25] <Tazz> not sure Im going
to sacrifice my resource pack for a random font bug >.>
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L1095[21:13:35] <Tazz> if it gets too bad
I may have to haha
L1096[21:13:47] <tterrag> actually normal
might look better
L1097[21:13:53] <Ordinastie_> Tazz, at
least check what it looks like without the RP
L1098[21:14:00] <Tazz> yeah I can do that
haha
L1099[21:14:22] <Tazz> everything is
built to be supportive of my resourcepack though XD
L1100[21:14:26] <Ordinastie_> but if I'm
right, it will still look bad
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L1102[21:14:29] <Tazz> haha
L1103[21:14:32] <Tazz> Im checking
now
L1104[21:15:04] <Tazz> actually holy crap
its not so bad without the resource pack either haha
L1105[21:15:07] <Tazz> checking the book
now
L1106[21:15:15] <Tazz> yeah the book is
fine
L1107[21:15:24] <Ordinastie_> screen
?
L1108[21:15:48] <williewillus>
Ordinastie_: no scaling before rendering text
L1109[21:15:49] <tterrag> it looks like
the font uses a different pt size
L1111[21:16:05] <Tazz> williewillus, I
totally made that mistake before haha
L1112[21:16:07] <tterrag> the text seems
bigger
L1113[21:16:11] <primetoxinz> you're not
using optifine are you Tazz?
L1114[21:16:13] <tterrag> which of course
would break scaled rendering entirely
L1115[21:16:13] <Tazz> no
L1116[21:16:21] <primetoxinz> ok, you
could just turn custom font off if you were
L1117[21:16:26] <tterrag> Tazz: on a
whim, try resource pack + normal size
L1118[21:16:28] <Tazz> not that Im aware
of haha
L1119[21:16:33] <williewillus> if there
was a problem with the lexicon w default textures vaz (and I) would
have gotten lots more reports ;p
L1120[21:16:34] <Tazz> tterrag, normal
size UI?
L1121[21:16:38] <tterrag> yes
L1122[21:16:56] <Tazz> uh I think it was
on normal when I sent willie the first ping.. XXD
L1123[21:17:01] <Tazz> but I can check
again if you want
L1124[21:17:48] <tterrag> that's what I
said initially
L1125[21:17:50] <tterrag> try large,
then
L1127[21:18:01] <Tazz> tterrag, its on
large now :X
L1128[21:18:22] <tterrag> and with the
resource pack, is the text still broken?
L1129[21:18:26] <RANKSHANK> you could
probably just pull out the font/gui textures from the pack and let
it fall back to default for those
L1130[21:18:28] <Tazz> yes
L1131[21:18:38] <tterrag> *sigh*
L1132[21:18:40] <Tazz> RANKSHANK, I may
do that haha Im not to fond of the font anyways haha
L1133[21:18:46] <tterrag> could you just
post a screenshot of the resource pack with large and normal
?
L1134[21:18:50] <tterrag> of the
book
L1135[21:18:52] <Tazz> yeah
L1136[21:19:17] <Tazz> the first one that
I sent was normal
L1137[21:19:18] <Tazz> heres large
L1138[21:20:48] <Ordinastie_> missing the
link ? :p
L1140[21:21:12] <Tazz> sorry takes a
minute to switch packs due to the amount of mods haha
L1141[21:21:26] <Ordinastie_> that's
really weird
L1142[21:21:48] <Tazz> Ordinastie_, what
is? XD
L1143[21:21:50] <Tazz> the font being
weird?
L1144[21:22:12] <Ordinastie_> that kind
of failed font is usually because of scaled down rendering
L1145[21:22:15] <Tazz> I ddint think of
it the first time but yeah its most likely the font itself being
borked
L1146[21:22:26] <Tazz> Ive faced this
before while workign on my own mod haha
L1148[21:22:44] <Vazkii> dude same
L1149[21:23:12] <Vazkii> I made a rule to
not ping me on urls but it still pings me :(
L1150[21:23:23] <Tazz> haha
L1151[21:23:23] <williewillus> lol
L1152[21:23:49] <Tazz> hey Vazki anyways
haha
L1153[21:23:55] <Ordinastie_> tss, look
at him complaining that his mod is famous :p
L1154[21:24:01] <Tazz> haha
L1155[21:24:10] <tterrag> Tazz: there's
no way that's large
L1156[21:24:11] <Vazkii> I'd say that 80%
of my pings come from here and links to my code
L1157[21:24:12] <tterrag> it looks
identical
L1158[21:24:20] <Tazz> tterrag, it
is
L1160[21:24:32] <tterrag> flick between
those
L1161[21:24:34] <tterrag> they are not
different sizes
L1162[21:24:40] <Tazz> ik
L1163[21:24:45] <tterrag> -_-
L1164[21:24:48] <primetoxinz> lel
L1165[21:25:05] <howtonotwin> "some
guy: how do I do X" "me: Quark/Botania does it,
here" :P
L1166[21:25:06] <Tazz> small is the only
setting that is different for some reason
L1167[21:25:16] <williewillus> how big is
your window?
L1168[21:25:21] <Tazz> lol
L1169[21:25:23] <tterrag> omg...your
window is tiny
L1170[21:25:43] <Tazz> I have my PC
connected to my TV...
L1171[21:25:49] <Tazz> kik
L1172[21:25:52] <Tazz> lol*
L1173[21:25:55] ***
AbrarSyed is now known as Abrar|gone
L1174[21:25:56] <tterrag> 1300x700 it
appears
L1175[21:25:59] <tterrag> or something
like that
L1176[21:26:06] <Tazz> lol
L1177[21:26:08] <tterrag> maybe 1280x720,
720p ?
L1178[21:26:12] <Tazz> Im not sure
haha
L1179[21:26:12] <tterrag> do you have a
720p TV??
L1180[21:26:14] <Tazz> yes
L1181[21:26:19] <tterrag> I wasn't aware
that existed
L1182[21:26:22] <Tazz> maybe
L1183[21:26:25] <Tazz> idk
L1184[21:26:25] <Tazz> haha
L1185[21:26:32] <tterrag> are you sure
your comp settings aren't just screwed up
L1186[21:26:39] <Tazz> they could be
afaik
L1187[21:26:42] <tterrag> I severely
doubt your TV is 720p
L1188[21:26:53] <tterrag> check your
resolution settings
L1189[21:26:57] <Ordinastie_> tterrag,
why not ?
L1190[21:26:59] <Tazz> doing it right now
XD
L1191[21:27:08] <Ordinastie_> do you
think TVs when from SD to FullHD directly? :p
L1192[21:27:13] <tterrag> yes
L1193[21:27:15] <tterrag> they did
L1194[21:27:20] <Ordinastie_> no they
didn't
L1195[21:27:22] <Tazz> 1360x768
L1196[21:27:22] <Tazz> XD
L1197[21:28:04] <Ordinastie_> well, they
didn't went to fullHD directly from SD, but there stil were just HD
TVs
L1198[21:28:06] <Tazz> as far as pixel
density Im not sure haha
L1199[21:28:09] <Ordinastie_> cost
less
L1200[21:28:22] <Ordinastie_> is your TV
old ?
L1201[21:28:30] <Tazz> relatively
L1202[21:28:37] <Ordinastie_> 10y ?
L1203[21:28:46] <Tazz> definitely no
XD
L1204[21:28:59] <Ordinastie_> well, you
probably have full HD then :p
L1205[21:29:08] <tterrag> does your
settings allow you to change resolution to 1080
L1206[21:29:10] <Tazz> like I said I have
no idea haha
L1207[21:29:12] <Tazz> yes
L1208[21:29:14] <tterrag> then do
that
L1209[21:29:16] <tterrag> for the love of
god
L1210[21:29:29] <Ordinastie_> lol
L1211[21:29:34] <Tazz> I think
L1212[21:29:38] <Tazz> idk
L1213[21:29:38] <Tazz> haha
L1214[21:29:43] <tterrag> anyways, my
guess: the resource pack dev uses a 1080 monitor with large GUI
size and it looked fine to him
L1215[21:29:51] <tterrag> what he didn't
realize is that normal GUI size doesn't use a PoT scaling
factor
L1216[21:29:57] <tterrag> so it screws up
everything
L1217[21:30:04] <Tazz> fair enough
lol
L1218[21:30:22] <tterrag> and he probably
doesn't care because I'd hazard a guess that most people use GUI
size large
L1219[21:30:39] <Ordinastie_> tterrag,
how can that even be possible ?
L1220[21:30:45] <tterrag> Ordinastie_:
what do you mean?
L1221[21:31:10] <Ordinastie_> large GUI
is just multiplying the scale by 3
L1222[21:31:30] <Ordinastie_> you still
have to design you font with scaling by 1 in mind
L1223[21:31:43] <tterrag> vanilla unicode
font is 8pt
L1224[21:31:49] <Ordinastie_> yes
L1225[21:31:51] <tterrag> this resource
pack looks like 10pt
L1226[21:32:17] <Ordinastie_> and in
large gui, it will be drawn over 30px
L1227[21:32:49] <tterrag> no, font height
is always 9px (8)
L1228[21:32:53] <tterrag> it's a constant
in the font renderer
L1229[21:33:04] <Ordinastie_> yes, but
the scaling is just glScale
L1230[21:33:04] <Tazz> ^^
L1231[21:33:15] <Tazz> like it literally
is a constant XD
L1232[21:33:17] <tterrag> which is why it
fails
L1233[21:33:29] <Ordinastie_> oh I see
what you mean
L1234[21:33:33] <Tazz> and its hardly
noticeable without actually lookign at it XD
L1235[21:33:36] <tterrag> because 10 is
not a power of two
L1236[21:33:44] <Tazz> like I didnt know
it was a constant till I looked at the font renderer code XD
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L1238[21:34:04] <tterrag> the resource
pack author has broken a fundamental assumption of the font
renderer
L1239[21:34:07] <tterrag> that ALL fonts
are 8pt
L1240[21:34:24] <tterrag> (16, 32, 64
would also work, but definitely not 10 or 12 or whatever this
is)
L1241[21:35:04] <tterrag> aaaanyways...I
need to sleep
L1242[21:35:07] ***
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L1243[21:35:13] <Tazz> night
tterrag|ZZZzzz
L1244[21:35:26] <Ordinastie_> I should go
too, but too hot :/
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(~Michael@ppp121-44-60-13.lns20.syd4.internode.on.net)
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L1262[23:33:26] <PitchBright> Flamegoat:
you around?
L1263[23:34:28]
⇨ Joins: IceDragon (~ThatGuy@69.160.106.55)
L1264[23:37:44]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: seeya m8 thx 4 playin)
L1265[23:38:06]
⇨ Joins: hch12907 (~hch12907@60.52.1.91)
L1266[23:43:38]
⇦ Quits: PieGuy128
(~PieGuy128@MTRLPQ5031W-LP130-04-1128537138.dsl.bell.ca) (Quit:
Leaving)
L1267[23:47:44] ***
TTFTCUTS is now known as TTFT|Away
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Keridos|away is now known as Keridos