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L53[01:59:56] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160901 mappings to Forge Maven.
L54[01:59:59] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160901-1.10.2.zip (mappings = "snapshot_20160901" in build.gradle).
L55[02:00:10] <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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L81[04:24:11] <Subaraki> can item models be used to render entities ?
L82[04:24:23] <Subaraki> or do i need to make a seperate model for that ?
L83[04:30:40] <TechnicianLP> which entities?
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L85[04:33:03] <Subaraki> an entity in the world that might move around
L86[04:33:15] <Subaraki> basic idea : a sword that comes to live
L87[04:33:20] <Subaraki> i want to use the same model
L88[04:40:38] <Subaraki> maybe i could make a tesr
L89[04:40:42] <Subaraki> it doesnt need to move
L90[04:40:43] <Subaraki> just be animated
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L98[05:26:20] <Subaraki> TechnicianLP ^ any ideas on that ?
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L105[05:46:31] <TechnicianLP> i have not done entites yet (so no clue on their models ...)
L106[05:50:36] <LatvianModder> Subaraki: you can probably do that fairly easily
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L114[06:56:50] <sham1> o/
L115[06:56:57] <TechnicianLP> o/
L116[06:57:50] <sham1> You know what pisses me off? People who come into a bus with their bike
L117[07:00:52] <sham1> They already have a vehicle
L118[07:01:00] <RANKSHANK> I would rather that bike on a bus than forming a spandex laden traffic block
L119[07:01:03] <sham1> How about they use it
L120[07:01:28] <sham1> Point taken
L121[07:01:36] <sham1> But still, annoying
L122[07:02:11] <sham1> It does not help that the bus was full anyway
L123[07:02:37] <sham1> The bike took needlessly space
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L125[07:07:44] <sham1> Okay, second rant
L126[07:08:12] <sham1> Why are functions in Scala functors i.e. have a map function
L127[07:08:21] <sham1> are not*
L128[07:09:13] <fry> functors of what would they be?
L129[07:09:15] <PaleoCrafter> isn't that just... composition?
L130[07:10:01] <sham1> Indeed, that's what it amounts to
L131[07:10:01] <kashike> sham1: not sure about there, but here the busses have a rack for bikes at the front of the bus on the outside
L132[07:10:17] <sham1> Still bothers me
L133[07:10:35] <kashike> I see it mostly on the bus that goes to the other side of the bridge
L134[07:10:40] <kashike> which makes sense tbh
L135[07:11:01] <sham1> Well here the busses are quite a bit smaller
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L146[08:13:00] <Subaraki> LatvianModder, how then ? because entity renderers take a modelbase argument
L147[08:13:16] <Subaraki> and I havent found a way yet to retrieve any loaded models from the bakery
L148[08:13:43] <LatvianModder> what? entity renderers can render anything last time I checked
L149[08:14:18] <LatvianModder> Render<T extends Entity>
L150[08:14:25] <Subaraki> the entity yes
L151[08:14:28] <Subaraki> the constructor i mean
L152[08:14:37] <LatvianModder> protected Render(RenderManager renderManager)
L153[08:14:40] <Subaraki> which can be null though
L154[08:14:48] <Subaraki> oh yeah forgot that
L155[08:14:50] <Subaraki> it changed
L156[08:15:01] <Subaraki> anyway, how would i get a json to render ?
L157[08:15:21] <Subaraki> you specify them for items and blocks
L158[08:15:41] <Subaraki> but i'd like to get an instance in the renderclass so i can use it with gl in the doRender method
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L161[08:19:38] <Subaraki> OR
L162[08:19:43] <Subaraki> i could use renderItem
L163[08:20:03] <Subaraki> but for renderItem.renderItem() i need a stack(fine) and an instance of IBakedModel
L164[08:20:09] <Subaraki> no idea where i'd get that from
L165[08:21:59] <Naiten> since how long is MovingSound causing java.util.ConcurrentModificationException and how to go around it?
L166[08:22:01] <Subaraki> nevermind, got that
L167[08:23:12] <Naiten> though i've used proxy and my custom sound is played only from client
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L212[10:35:23] <Katrix> Anyone know how to use the Luminance of a texture as the saturation, and use 1 for luminance instead?
L213[10:36:05] <Ordinastie_> don't think that's possible
L214[10:36:18] <Katrix> :(
L215[10:37:04] <Katrix> I get kind of the result I want GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_COLOR), and then just draw the image a bunch of times, but it's not as good as I want it
L216[10:37:47] <Katrix> I don't think drawing the same image over and over just to get the color I want is too efficient either
L217[10:38:04] <Ordinastie_> so it's not for a block ?
L218[10:38:50] <Katrix> It's for an entity
L219[10:39:07] <Katrix> I need to give it color from a grayscale image
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L222[10:51:32] <secknv> so basically, like for for a certain modblock there is only one instace of the ModBlock class, is it true that for a certain item there is only one instace of the respective item class?
L223[10:52:00] <secknv> as in I have 10 wrenches but there is only one ItemWrench instance
L224[10:54:51] <secknv> but there are 10 ItemStack instances right?
L225[10:59:15] <kashike> yes
L226[11:00:48] <secknv> now say I have myItem and I want to be able to "pair" it with myBlock; I want to have, for example, 10 myItem in my inventory paired to 10 different myBlock
L227[11:01:29] <secknv> how could I do that
L228[11:02:13] <secknv> simple example: when I rightclick a block with myItem, it will display the coords of that block below the name
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L252[11:57:50] <secknv> is this the dieded chat
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L254[11:58:19] <IoP> yes
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L256[12:08:09] <masa> secknv: you store any information you need to the metadata and/or NBT on the ItemStack
L257[12:08:47] <secknv> masa but the methods that do that go inside the ItemMyItem class?
L258[12:08:56] <masa> yes
L259[12:09:14] <masa> usually you do binding things in onItemuse() or possibly onItemRightClick()
L260[12:09:27] <masa> depending on what exactly you are doing
L261[12:09:50] <masa> onItemUse() is called when you right click withe the item while pointing at a block
L262[12:10:10] <secknv> thanks basically that cleared it up for me
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L265[12:12:17] <masa> maybe not the most useful example but...
L266[12:12:19] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/base/ItemLocationBound.java#L32-L47
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L292[13:21:51] MineBot sets mode: +o on LexLap
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L295[13:26:41] <Subaraki> How does one render an item as an entity ? aka : my sword can come to live, so when throwing it, I want to spawn an entity that runs around (entitylivingbase)
L296[13:27:15] <Subaraki> ive tried this : (pastebin coming)
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L298[13:27:26] <Subaraki> but that will only render the sword at the player's center
L299[13:27:59] <illy> Boop o/
L300[13:28:37] <Subaraki> http://pastebin.com/GyfFVp8z
L301[13:28:41] <Subaraki> hi illy o/
L302[13:30:19] <masa> translate to the coordinates provided before rendering
L303[13:31:52] <masa> ie. before the renderItem() call, do GlStateManager.translate((float)x, (float)y, (float)z);
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L307[13:34:44] <Subaraki> masa, the x y z of the entity ?
L308[13:35:42] <masa> the ones that you get as arguments in the doRender method
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L310[13:38:24] <Subaraki> oh hey, didnt notice those
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L322[14:11:46] <Subaraki> if i want to spawn en entity in front of the player, how do i get the way he is ooking at from a vector ?
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L324[14:12:04] <Subaraki> Vec3d*
L325[14:12:14] <PaleoCrafter> uhm... wat?
L326[14:12:31] <PaleoCrafter> the player's look vector gives you the direction the player is looking in :P
L327[14:12:43] <Subaraki> yeah
L328[14:12:45] <Subaraki> but how xD
L329[14:12:49] <PaleoCrafter> how what?
L330[14:12:53] <Subaraki> how does it give that
L331[14:12:58] <PaleoCrafter> it's a vector :P
L332[14:12:59] <Subaraki> it has 3 coords, x y z
L333[14:13:14] <Subaraki> is x and z increased when looking that way ?
L334[14:13:21] <Subaraki> *im a vector noob*
L335[14:13:34] <TechnicianLP> know the unit-circle? works similar
L336[14:13:35] <PaleoCrafter> imagine the player's head and an arrow sticking out the front
L337[14:13:55] <PaleoCrafter> the arrow is the player's look vector :P
L338[14:14:41] <Subaraki> f3 b gives that
L339[14:14:48] <Subaraki> it is like an arrow sticking out of it
L340[14:14:48] <PaleoCrafter> yah
L341[14:15:02] <Subaraki> so the vec3d gives the side you're looking at
L342[14:15:21] <PaleoCrafter> what side? :P
L343[14:15:26] <Subaraki> if the player is at 0,0,0, and you are looking to the left, the vec3d is 1,0,0 ?
L344[14:15:35] <TechnicianLP> define left
L345[14:15:36] <PaleoCrafter> if your pitch is 0, yes
L346[14:15:43] <PaleoCrafter> --^ too xD
L347[14:15:49] <Subaraki> yeah true
L348[14:15:50] <Subaraki> idk
L349[14:15:58] <PaleoCrafter> you're looking south in that instance, I think
L350[14:15:59] <Subaraki> if you're looking to the x coordinates x)
L351[14:16:19] <PaleoCrafter> eh, east
L352[14:17:48] <shartte> hm Subaraki , if you press F3 ingame
L353[14:18:02] <shartte> it'll show you the x,y,z vectors in the middle of the screen
L354[14:18:10] <Subaraki> i dont need that
L355[14:18:18] <Subaraki> i'm trying to spawn an entity n front of the player really
L356[14:18:34] <PaleoCrafter> it could also be (1,1,1) (although it's probably normalized), then you're looking east, south and up
L357[14:18:40] <PaleoCrafter> is that understandable, Subaraki? :P
L358[14:19:30] <TechnicianLP> i think this explains the xy part: http://images.tutorvista.com/cms/images/113/unit-circle.png
L359[14:19:54] <PaleoCrafter> well, you don't need to understand the actual coordinates to understand what it does :P
L360[14:20:16] <PaleoCrafter> just don't think of direction in terms of angles but rather in terms of vectors
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L364[14:25:47] <Subaraki> my mistake was to think that the vec gave position, instead of 0-1 values
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L368[14:26:54] <PaleoCrafter> the components could technically be outside the 0-1 range :P
L369[14:27:02] <PaleoCrafter> but yeah, vectors ain't points
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L373[14:29:02] <sham1> Well, they can be if the represent the offset from origo
L374[14:29:12] <PaleoCrafter> they can represent points, yes
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L376[14:32:24] <Subaraki> now that we are talking vectors, lets talk bounding box
L377[14:32:46] <Subaraki> if i extend a bounding box, and get all entities within
L378[14:32:55] <Subaraki> would the data be given to me server side, or client side only ?
L379[14:33:06] <Subaraki> *i know, totally unrelated to vectors :P*
L380[14:33:22] <PaleoCrafter> uhm... wat
L381[14:33:36] <PaleoCrafter> getEntitiesWithinAABB or whatever the method's called works on either side
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L385[14:37:50] <Subaraki> really ?
L386[14:37:50] <Subaraki> i remember having to make packets for that
L387[14:37:50] <Subaraki> nice to know that changed
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L389[14:38:31] <PaleoCrafter> well, results may vary between client and server, but only slightly
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L399[15:14:31] <Subaraki> game crashes on this when spawning new entity
L400[15:14:31] <Subaraki> this.dataManager.set(HEALTH, Float.valueOf(MathHelper.clamp_float(health, 0.0F, this.getMaxHealth())));
L401[15:14:49] <PaleoCrafter> well, what's the crash? :P
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L403[15:14:52] <Subaraki> i setHealth(1) in constructor :/
L404[15:15:09] <Subaraki> an npe somehow
L405[15:15:23] <PaleoCrafter> must be on dataManager, look where it's initialised :P
L406[15:16:00] <Subaraki> i initialize nothing
L407[15:16:08] <Subaraki> i'm relying on the vanilla stuff
L408[15:16:15] <PaleoCrafter> ... look where Vanilla initialises it, duh :P
L409[15:16:15] <Subaraki> basicly i shouldn't apperantly
L410[15:16:21] <Subaraki> entityInit ?
L411[15:16:29] <PaleoCrafter> well, do your stuff in there rather than in the constructor
L412[15:16:33] <Corosus> ^
L413[15:17:28] <Subaraki> http://pastebin.com/pMkizATT
L414[15:17:34] <Subaraki> i'm not supposed to initalize anything
L415[15:17:37] <Subaraki> but even then it crashes
L416[15:18:14] <PaleoCrafter> ... you just made me boot up my IDE :P
L417[15:19:14] <Subaraki> x)
L418[15:19:19] <Subaraki> maybe i should make a new world
L419[15:19:24] <Subaraki> just like i needed previously
L420[15:19:29] <Subaraki> because the game cashes stuff
L421[15:19:41] <Subaraki> and if i change something halfway trough, it'll always crash
L422[15:19:45] <PaleoCrafter> dataManager isn't even initialised in entityInit but in the constructor xD
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L425[15:22:11] <Subaraki> here, let me explain some more
L426[15:22:16] <Subaraki> i use right click to spawn my entity
L427[15:22:46] <Subaraki> http://pastebin.com/F7nGDM0z
L428[15:22:49] <Subaraki> when i right click
L429[15:23:02] <Subaraki> my ide freezes me, and shows me
L430[15:23:03] <Subaraki> EntityHammerSmash ehs = new EntityHammerSmash(worldIn);
L431[15:23:08] <Subaraki> no idea why
L432[15:23:12] <Subaraki> worldIn is not null
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L434[15:23:26] <Corosus> link source of EntityHammerSmash
L435[15:23:50] <Ordinastie_> I don't understand how people can have problems with NPEs... :x
L436[15:23:58] <Ordinastie_> you have a NPE, find what's null
L437[15:24:02] <Corosus> just gotta get the debugging skills trained up
L438[15:24:19] <Ordinastie_> if it's something you're given from vanilla, find where it comes from
L439[15:24:28] <Subaraki> Ordinastie_, nothing is null o.O
L440[15:24:35] <Ordinastie_> then you don't have a NPE
L441[15:24:56] <Subaraki> http://pastebin.com/qdKEsFu4
L442[15:25:01] <PaleoCrafter> unless something throws one, duh :P
L443[15:25:04] <Subaraki> hammer smash ^
L444[15:25:22] <PaleoCrafter> and what exactly doesn't work now?
L445[15:25:28] <Corosus> pretty blank constructor, what line is crashing?
L446[15:25:48] <Subaraki> the super x_x
L447[15:26:01] <Ordinastie_> no it's not
L448[15:26:05] <Subaraki> idk, spawning it apperantly
L449[15:26:14] <Subaraki> what do you guys think of the inventory array though ?
L450[15:26:16] <Subaraki> might be that
L451[15:26:21] <Subaraki> thats the most recent thing i added
L452[15:26:26] <Ordinastie_> you have a fucking stacktrace, read it!
L453[15:26:32] <Corosus> you overrode entityInit without having super.entityInit() in it, that might be why
L454[15:27:00] <Corosus> so no datamans are registered
L455[15:27:02] <Corosus> other shit breaks
L456[15:27:03] <Corosus> etc
L457[15:33:36] <Subaraki> that was the problem ... thanks corosus
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L459[15:33:51] <Corosus> o7
L460[15:34:10] <Ordinastie_> imagine the time saved you you actually read the stacktrave
L461[15:34:40] <Ordinastie_> (and debug of course)
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L466[15:43:36] <Subaraki> Ordinastie_, i did read the stacktrace
L467[15:43:45] <Subaraki> and ive always sucked at debugging ... ._.
L468[15:43:53] <Subaraki> can you put breakpoints in vanilla classes ?
L469[15:44:00] <Ordinastie_> yes
L470[15:44:13] <Subaraki> and none of the stacktrace entries pointed to the entityInit()
L471[15:44:14] <Ordinastie_> and you can even set breakpoint for exceptions too
L472[15:44:40] <Ordinastie_> the stacktraces points to what's null
L473[15:44:57] <Ordinastie_> it's your job to find where that null comes from
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L475[15:48:59] <Subaraki> how about when we do not have exceptions, only an entity that is rendered in first person, but in third person is invisible ?
L476[15:50:00] <Ordinastie_> find where that third person rendering is called from and check it's actually called
L477[15:51:39] <Subaraki> but its an entity, in the world
L478[15:51:41] <Subaraki> but okay
L479[15:52:28] <Ordinastie_> then first person / third person doesn't mean anything here
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L481[15:53:22] <Subaraki> the entity i render is a model i get from an itemstack
L482[15:53:24] <Subaraki> maybe it does matter
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L485[15:55:37] <Ordinastie_> and what you call "first person", it's not even an entity
L486[15:56:03] <Ordinastie_> I assume you meant the model for the item doesn't render as an entity in the world ?
L487[15:56:32] <gigaherz> Subaraki: When you say entity, you mean an actual class that extends Entity and such?
L488[15:56:50] <Subaraki> yes gigaherz
L489[15:57:01] <gigaherz> and you wrote this entity?
L490[15:57:03] <gigaherz> and its renderer?
L491[15:57:07] <Subaraki> yes
L492[15:57:18] <Subaraki> and when in firstperson, the entity in the world is visible
L493[15:57:20] <gigaherz> and you say when the *player* is in first person, you can see it
L494[15:57:25] <gigaherz> but when the player is in third person, you can't
L495[15:57:26] <Subaraki> and when in third person, it is not
L496[15:57:31] <Subaraki> yes
L497[15:57:34] <gigaherz> that sounds wrong
L498[15:57:37] <Subaraki> yup !
L499[15:57:39] <gigaherz> can you show your renderer code?
L500[15:58:00] <Subaraki> http://pastebin.com/weE7nMUt
L501[15:58:46] <Subaraki> when spawning multiple entities, only the first one will show it's model as well. (since they di after a couple of ticks, it gives a wave of entities showing models)
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L503[15:59:44] <gigaherz> is this entity something that replaces EntityItem?
L504[15:59:50] <Subaraki> no
L505[15:59:56] <Subaraki> its an EntityLivingBase
L506[16:00:16] <Subaraki> and it is supposed to play an animation of a hammer smacking the ground (which it does btw)
L507[16:03:04] <Subaraki> http://i.imgur.com/9h51546.png
L508[16:03:11] <Subaraki> http://i.imgur.com/mduePfG.png
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L542[17:32:44] <diesieben07> wheee got my computer back
L543[17:34:01] <illy> grats
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L551[17:59:26] <LordFokas> how can one, in 1.9.4, get the ItemStack being dragged in a GuiContainer?
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L553[18:01:52] <Ordinastie_> InventoryPlayer.itemStack iirc
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L558[18:07:32] <LordFokas> I found a draggedStack but it's protected
L559[18:07:52] <LordFokas> I'll give a look at InventoryPlayer.itemStack, thx Ordi ;)
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L563[18:12:17] <Subaraki> hey diesieben07, any reason why a model from an entity, rendered from an item, is visible in the player's frist person view but not third ?
L564[18:12:26] <diesieben07> no idea
L565[18:12:44] <Subaraki> okay, i'll debug some more P:
L566[18:14:31] <diesieben07> i am not a rendering person :P
L567[18:14:42] <LordFokas> Subaraki, I don't know if it changed since 1.7, but back then on the custom renderer you received an enum describing what kind of rendering it is, and there were 2 different enum values for 1st and 3rd person views
L568[18:15:02] <Subaraki> thats for iitemrenderer, and that's long gone
L569[18:15:20] <LordFokas> I haven't messed with that stuff in a while
L570[18:15:22] <LordFokas> :p
L571[18:16:05] <LordFokas> also, does anyone know what happened to World.markBlockForUpdate() ?
L572[18:17:04] <Subaraki> you get the blockpos's block default instance and mark that or something like it
L573[18:17:13] <Subaraki> you can't get blocks directly anymore from the world
L574[18:17:20] <LordFokas> I haven't done any modding since 1.7, and now I'm slowly picking my stuff back up, which is proving quite the challenge since everything is quite different!
L575[18:17:22] <Subaraki> all goes trough blockpos
L576[18:17:28] <Subaraki> me too :)
L577[18:17:54] <LordFokas> also this channel feels a lot more friendly now than it used to.
L578[18:18:14] <Ordinastie_> you haven't see me speaking yet, that's why :p
L579[18:18:34] <LordFokas> I always felt some kind of aggressive elitism around here, but today it just feels chill
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L581[18:22:27] <LordFokas> Subaraki, there's nothing about block updates on the states
L582[18:22:58] <Ordinastie_> World.notifyBlockChange iirc
L583[18:23:19] <Subaraki> world.setBlockState(pos, Blocks.COAL_BLOCK.getDefaultState(), 2);
L584[18:23:23] <Subaraki> this is to set a block
L585[18:23:30] <Subaraki> it also flags an update
L586[18:23:40] <Subaraki> dont know how that might help ._.
L587[18:23:45] <Subaraki> but maybe it will
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L589[18:25:50] <LordFokas> I got a World.notifyBlockOfStateChange( BlockPos, IBlockState )
L590[18:26:17] <Ordinastie_> sorry, it's notifyBlockUpdate
L591[18:26:58] <Ordinastie_> (should know better than to trust my memory :x)
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L593[18:30:43] <LordFokas> Ordinastie_, not wanting to ask the living hell out of you, but where can I get a reference of the flags for the method you just gave me?
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L595[18:31:03] <Ordinastie_> nowhere
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L597[18:31:29] <Ordinastie_> I think only the 4th bit is tested at some point on the client
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L599[18:31:43] <LordFokas> ah well. 0 it is.
L600[18:31:47] <Ordinastie_> but it's half assed refactoring
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L605[18:37:02] <LordFokas> just read a few lines of my mod's API. The only conclusion I can take is that it's shit.
L606[18:37:25] <Ordinastie_> an API you made ?
L607[18:37:43] <LordFokas> yeah, to allow people to interact with my stuff
L608[18:38:11] <LordFokas> except back then I didn't have the perspective on APIs I have today
L609[18:38:26] <LordFokas> which is the kind of thing that tends to massively improve over time
L610[18:38:52] <LordFokas> as you use crappy APIs from other people and get terribly frustrated
L611[18:39:04] <LordFokas> which by itself teaches you how not to make an API
L612[18:39:58] <LordFokas> like any other code you've made years ago, it gives you an urge to go back in time and slap yourself. In the back of the head. With a chair.
L613[18:40:25] <Ordinastie_> that's not necesarily a bad sign
L614[18:40:29] <Ordinastie_> that means you're evolving
L615[18:40:35] <LordFokas> well, of course
L616[18:40:49] <LordFokas> I'm used to it, I've been coding for ~10 years now
L617[18:40:57] <Ordinastie_> on the other hand, it's nice to come back to some and and feel "oh damn, that was smart" :p
L618[18:42:04] <LordFokas> I've had those a few times too
L619[18:42:10] <LordFokas> but not so often
L620[18:43:03] <Ordinastie_> it's more often like "oh, I see what I did... yeah, nice try"
L621[18:43:19] <LordFokas> I started coding something very similar to Capabilities in my TEs, back in 1.7 ... people kind of reproved it (but I was tired of implementing interfaces everywhere)
L622[18:43:19] <howtonotwin> There's a doc for the flags in EXACTLY (iirc) one method javadoc :P Ctrl-F "Flags can be added together" should find it
L623[18:43:52] <Ordinastie_> LordFokas, I did a component system for my blocks works kinda the same way caps do
L624[18:44:04] <LordFokas> and then when I read about Capabilities for the first time I was all like "Hell yeah I know my shit!" to myself
L625[18:44:09] <LordFokas> which was kinda the same feel
L626[18:44:18] <Ordinastie_> howtonotwin, and that doc was done for before the refactoring and doesn't apply anymore
L627[18:44:43] <LordFokas> yeah, I made components as well
L628[18:44:59] <LordFokas> in 1.9.4 I just map capabilities directly to my components
L629[18:45:31] <LordFokas> I haven't fixed all the errors yet (2500++ to go), so I haven't had the chance to run it
L630[18:45:32] <Ordinastie_> so I can do stuff like that : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.9.4/source/net/malisis/demo/components/BlockDir.java#L54
L631[18:45:52] <Ordinastie_> or just that : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.9.4/source/net/malisis/demo/components/BlockStairs.java#L45
L632[18:46:04] <Ordinastie_> and that handles everything
L633[18:46:24] <LordFokas> but I'm pretty sure it runs. My code rarely disappoints me... (but when it does, oh boy)
L634[18:47:32] <LordFokas> oooooh, I never thought of that in terms of blocks, that sounds awesome
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L636[18:49:13] <LordFokas> Ordinastie_, https://github.com/LordFokas/StargateTech2/blob/mc-1-9-4/src/main/java/lordfokas/stargatetech2/modules/enemy/tileentity/ShieldControllerCommon.java#L32
L637[18:49:43] <LordFokas> with that I'm basically saying "here's an input-only tank accessible in any blue side"
L638[18:50:14] <LordFokas> and each component knows how to handle and (de)serialize itself
L639[18:50:28] <Ordinastie_> same principle here
L640[18:50:39] <LordFokas> so in the end each TE's logic is just to call bits and pieces on each component.
L641[18:50:47] <Ordinastie_> except (de)serialize is getStateFromMeta and getMetaFromState
L642[18:51:24] <LordFokas> which removes 400 lines of interfaces and NBT from TE code.
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L644[18:51:46] <LordFokas> looking back, having that in the first place was ridiculous
L645[18:52:47] <LordFokas> but I can see how we got there. It started simple, with a few liquid / item / power handlers. And then mods got a huge boom and TEs became stupidly complex, which escalated the whole interface thing a lot
L646[18:53:25] <Ordinastie_> well, you can get away with it a little with default methods
L647[18:53:42] <LordFokas> default methods?
L648[18:53:53] <Ordinastie_> in interfaces
L649[18:53:58] <Ordinastie_> if you use Java 8
L650[18:54:01] <LordFokas> oh
L651[18:54:13] <Ordinastie_> https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/block/IBlockComponent.java
L652[18:54:18] <LordFokas> I have Java 8 but I'm still coding like 7 :p
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L654[18:55:37] <LordFokas> Yeah but you're still only treating symptoms
L655[18:56:02] <Ordinastie_> in your case, kinda
L656[18:56:06] <LordFokas> which is a very bad idea (something I learned on my first day on this channel)
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L661[19:01:41] <Subaraki> 1xitem.hammer@0
L662[19:01:44] <Subaraki> this looks fishy
L663[19:01:46] <Subaraki> is this fishy ?
L664[19:02:05] <Ordinastie_> it's a hammer, not a fish
L665[19:02:15] <Subaraki> why is it @0 ?
L666[19:02:16] <Ordinastie_> (that means no)
L667[19:02:19] <Ordinastie_> that's the metdata
L668[19:02:23] <Subaraki> oh okay
L669[19:02:30] <diesieben07> it looks fishy though
L670[19:02:33] <diesieben07> there is no modid in the unlocalized name
L671[19:02:37] <diesieben07> bad modder, no cookie
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L676[19:15:10] <illy> Can I have a cookie?
L677[19:15:43] <Ordinastie_> what do you think this is ? the dark side ?
L678[19:17:45] <TehNut> yes?
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L681[19:18:00] <Ordinastie_> then I want cookies too
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L687[19:31:59] <howtonotwin> /setblock ~ ~1 ~ minecraft:repeating_command_block 0 replace {Command: "summon Cookie ~ ~1 ~", auto: 1b, CustomName: "Howtonotwin's Heart"}
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L689[19:33:09] * illy stabs howtonotwin's heart
L690[19:33:21] <howtonotwin> /deop illy
L691[19:33:22] <howtonotwin> no
L692[19:33:39] <illy> /reop illy
L693[19:33:42] <illy> yes
L694[19:33:58] <howtonotwin> /say /cmd :D
L695[19:34:09] <howtonotwin> or on hexchat just //cmd
L696[19:34:18] <howtonotwin> /test
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L699[19:41:13] <howtonotwin> /setblock ~ ~2 ~ minecraft:repeating_command_block 0 replace {Command: "execute @a ~ ~ ~ teleport @r[c=10, type=Cookie] ~ ~ ~", auto: 1b, CustomName: "Spirit of Sharing"}
L700[19:41:19] <howtonotwin> for good measure :P
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L705[20:38:20] <illy> Lex should the pr bot's issue be based on who has voice/op or should I have a list of irc users -> github users?
L706[20:38:36] <illy> issue management*
L707[20:40:33] <Ordinastie_> pretty sure manual list is the way
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L720[21:24:42] <LordFokas> is it still worth it to use metadata (or whatever it turned into) to manage sub-blocks or should we just use an instance per block type even if they share most or all properties?
L721[21:26:29] <TehNut> Use states
L722[21:26:34] <TehNut> (meta)
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L724[21:30:44] <LordFokas> Alright, so how do I manage (or emulate) meta in states?
L725[21:30:57] <howtonotwin> You make a PropertyEnum for your block types
L726[21:31:21] <howtonotwin> and then you put that in the state, serialize it, deserialize it, blah blah
L727[21:31:24] <LordFokas> I've noticed a few IProperty related stuff in those interfaces
L728[21:31:33] <LordFokas> but it's a lot for me to take in
L729[21:31:34] <LordFokas> :p
L730[21:31:36] <howtonotwin> and when required you do stuff depending on its value
L731[21:31:49] <Ordinastie_> LordFokas, read the docs (link in topic)
L732[21:32:59] <LordFokas> rtfd? I guess RTFM is a thing of the past? :p
L733[21:34:51] <LordFokas> anyways, thanks :)
L734[21:35:01] <howtonotwin> Here's an updated version of the Blockstate JSONs page btw. This is (one of) my pending PR to the canonical rtd docs, so tell me if something is fishy: https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/blockstates/introduction.md
L735[21:36:07] <howtonotwin> And you also want to take a look at this if you want to keep your blockstate JSONs more organized: https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/using.md#using-block-models
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L740[21:46:44] <LordFokas> I haven't gotten into rendering yet
L741[21:46:54] <LordFokas> but it smells like pain in my rear end
L742[21:47:08] <howtonotwin> It's really not :P
L743[21:47:21] <howtonotwin> The entire point is to be better than it was before
L744[21:47:21] <LordFokas> I spent a lot of time creating a lot of rendering code for the mod
L745[21:47:50] <LordFokas> I had my own structure that went really well with ISBRHs, which means updating from that will be a LOT of work.
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L747[21:49:09] <LordFokas> My blocks had texture maps, that mapped IIcons to sides, these could be overriden and restored on the fly to let the ISBRH do some magic
L748[21:49:33] <Ordinastie_> I confirm, you're in for world of pain
L749[21:49:55] <Ordinastie_> (or maybe I could interest you in using MalisisCore :p)
L750[21:49:55] <LordFokas> so in the end all I had to do was handle the map and throw the block into the methods inherited from BaseISBRH and it was done
L751[21:50:45] <LordFokas> I used that to do very complex rendering with very few lines of code in each custom renderer
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L753[21:51:19] <howtonotwin> I haven't had to suffer this, but A) <S-a> <S-DEL> your rendering code before you get a googol compile errors and B) Enslave someone on the IRC to do modeling for you.
L754[21:51:42] <howtonotwin> Ordi has done that at least twice :P
L755[21:51:46] <LordFokas> (before I did that, in MC 1.4, I had a custom cable renderer that went way over 800 lines)
L756[21:52:14] <Ordinastie_> howtonotwin, not exactly, I made an entire separate system that doesn't require any JSON at all
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L758[21:52:44] <Ordinastie_> and doesn't use models
L759[21:52:44] <howtonotwin> Did you not enslave GHz to model doors for you?
L760[21:53:08] <LordFokas> can I use code to easily put textures into baked models?
L761[21:53:08] <howtonotwin> Or am I insane?
L762[21:53:09] <Ordinastie_> he made a model yes (I have yet to release it too)
L763[21:53:20] <howtonotwin> Yes
L764[21:53:31] <LordFokas> I want to avoid packing json
L765[21:53:47] <LordFokas> I'm a programmer, not a jsoner :p
L766[21:54:19] <kenzierocks> if you're a programmer and haven't dealt with json yet, you haven't programmed with other people that much :P
L767[21:54:20] <LordFokas> I want to tell blocks "build yer fockin' model" instead of packing resources everywhere.
L768[21:54:29] <howtonotwin> So you want your block models to be totally hardcoded? That kinda defeats the entire point of the new system.
L769[21:54:36] <kenzierocks> ^
L770[21:54:55] <kenzierocks> json is pretty much how it happens now, or using another format like OBJ or... B3D?
L771[21:54:57] <LordFokas> nah I'm just kidding, I deal with JSON a lot. Mostly on REST webservices
L772[21:55:05] <howtonotwin> Like beats it with a stick and shoves it down Olympus Mons kinda defeat
L773[21:55:09] <howtonotwin> ah ok
L774[21:55:45] <LordFokas> there's this thing called "resistance to change"
L775[21:55:50] <LordFokas> from which I suffer a lot
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L777[21:56:27] <LordFokas> but I'd like to avoid models being an overridable resource, at least for some blocks
L778[21:56:37] <Ordinastie_> when I made my system, at first I wonder if I did simply because I didn't like change
L779[21:56:49] <Ordinastie_> turns out I just simply don't like JSON models
L780[21:56:54] <kenzierocks> LordFokas: why?
L781[21:57:03] <kenzierocks> if someone overrides it...that's their problem
L782[21:57:08] <Ordinastie_> kenzierocks, it's a fucking mess
L783[21:57:18] <kenzierocks> ?
L784[21:57:25] <kenzierocks> what is now?
L785[21:57:40] <Ordinastie_> did you know it's basically a free undetectable xray mod ?
L786[21:57:47] <LordFokas> Ordinastie_, you're really selling me your fish, aren't you? :p
L787[21:57:59] <kenzierocks> what is now
L788[21:58:03] <kenzierocks> i'm very confused
L789[21:58:08] <LordFokas> json models
L790[21:58:23] <howtonotwin> Resource packs can override models to empty xray ness i guess
L791[21:58:25] <Ordinastie_> LordFokas, not really, I know nobody wants hard deps
L792[21:58:30] <kenzierocks> i...guess?
L793[21:58:39] <kenzierocks> if anyone wants xray they could just modify the code too
L794[21:58:42] <kenzierocks> >.>
L795[21:58:54] <Ordinastie_> except that's messy and requires knowledge
L796[21:58:57] <LordFokas> ^
L797[21:59:04] <Ordinastie_> and not that easily done
L798[21:59:19] <Ordinastie_> make a xray pack takes 5min
L799[21:59:28] <kenzierocks> also
L800[21:59:31] <LordFokas> and an 8 year old can do it :p
L801[21:59:34] <kenzierocks> i don't think xray is that big of a problem
L802[21:59:38] <kenzierocks> but maybe that's just me
L803[21:59:44] <LordFokas> it isn't
L804[22:00:07] <Ordinastie_> it's not really, it's just another argument
L805[22:00:19] <Ordinastie_> the main one is, I really don't like it and I really don't want to use it
L806[22:00:25] LexMobile sets mode: +v on TamasHenning
L807[22:00:29] <Ordinastie_> so I make my own stuff :)
L808[22:00:31] <LordFokas> I usually oppose things that are fundamentally flawed... on principle.
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L810[22:01:11] <Ordinastie_> mojang really didn't care about mods so they didn't bother to make a proper flexible system
L811[22:01:12] <howtonotwin> I'm not too hot on this, but can you not just retexture things to transparency in earlier versions? Or am I sleep deprived?
L812[22:01:25] <kenzierocks> yea
L813[22:01:31] <kenzierocks> you actually can't
L814[22:01:39] <LordFokas> yes but it wouldn't achieve the same effect
L815[22:01:45] <LordFokas> because the block would still be full
L816[22:01:50] <Ordinastie_> then forge patched it to add flexibility but I don't really think they did a good job on it
L817[22:01:52] <kenzierocks> blocks don't render transparent unless they're not full cube
L818[22:01:56] <kenzierocks> or isOpque or whatever
L819[22:02:14] <kenzierocks> Ordinastie_: then PR a better one ? :P
L820[22:02:27] <LordFokas> PullRequest some ISBRHs :p
L821[22:02:27] <Ordinastie_> nope
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L823[22:02:33] <howtonotwin> Oh god please 1.11 get rid of those is*Cube monstrosities >.>
L824[22:02:36] <LordFokas> I'll love you forever
L825[22:02:41] <Ordinastie_> last time I tried to help, I was banned
L826[22:02:49] <howtonotwin> They're used fekking EVERYWHERE
L827[22:03:30] <Ordinastie_> so like I said, now I make my own styff
L828[22:03:32] <Ordinastie_> *stuff
L829[22:03:53] <LordFokas> where were you banned from?
L830[22:03:58] <Ordinastie_> here
L831[22:04:16] <LordFokas> do I need to ask who banned you, or is it really obvious?
L832[22:04:21] <Ordinastie_> yep
L833[22:04:39] <LordFokas> ._.
L834[22:04:49] <LordFokas> Some things never change
L835[22:04:52] <Ordinastie_> annoying thing is that the timed banned is still running for some reason, I don't know why, and I don't really know what to do
L836[22:05:19] <LexMobile> I did iirc because he is a moron and doesn't know how to write anything and was telling people wrong shit
L837[22:05:42] <kenzierocks> lol
L838[22:05:59] <Ordinastie_> not really, but I won't engage in this discussion
L839[22:06:40] <LordFokas> There are other ways to handle that kind of stuff, Lex. Banning usually just results in a new account being created...
L840[22:07:11] <LexMobile> I don't give a shit
L841[22:07:18] <LordFokas> I used to be a forum admin a few years ago, and I wielded the ban hammer quite fiercely, until I had to take another approach
L842[22:07:18] <LexMobile> Want a ban?
L843[22:07:26] <LordFokas> although I guess that doesn't apply here :p
L844[22:09:47] <LordFokas> Worldgen is starting to sound like it's going to be fun as well
L845[22:09:52] * LordFokas dies a bit inside
L846[22:10:07] <Ordinastie_> I don't think it has changed as much
L847[22:10:24] <IoP> fok-as?
L848[22:10:34] <LordFokas> yeah but it's asking me for too much block state stuff :p
L849[22:10:46] <LordFokas> Io-P? :p
L850[22:11:19] <Ordinastie_> IBlockStates are the easy part
L851[22:11:43] <LordFokas> I'll trust you on that.
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L853[22:12:17] <LordFokas> but if you disappoint me I'll be coming back with my lumber axe :p
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L855[22:13:35] <Ordinastie_> wherever you used to set the metadata, now you build your IBlockState and use that instead
L856[22:13:45] <LordFokas> I see
L857[22:13:55] <Ordinastie_> wherever you use to get the metadata you get the matching IBlockState instead
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L859[22:14:35] <LordFokas> so are the properties like, mapped inside states, or more like an offset between states?
L860[22:15:11] <Ordinastie_> IBlockState is basically a Map<IPropery, Value>
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L862[22:15:52] <Ordinastie_> it just contains all the properties you specified with a cooresponding value for them
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L865[22:21:42] <howtonotwin> There's a thing for templates I think too
L866[22:21:53] <Ordinastie_> templates ?
L867[22:22:01] <howtonotwin> You can store the entire thing as NBT I think
L868[22:22:13] <howtonotwin> deserialize an instance of template from it
L869[22:22:20] <howtonotwin> and then just call Template::addBlocksToWorld
L870[22:22:20] <Ordinastie_> what do you call a template ?
L871[22:22:25] <howtonotwin> don't quote me on that
L872[22:22:27] <Ordinastie_> oh, multiblocks ?
L873[22:22:40] <howtonotwin> I think there's a literal Template class somewhere in there
L874[22:22:44] <howtonotwin> again don't quote me
L875[22:22:46] <Ordinastie_> yeah
L876[22:23:02] <Ordinastie_> I have my system for that too :p
L877[22:23:19] <howtonotwin> Also loot tables are good
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L879[22:25:04] <howtonotwin> Also, on IBlockStates, you can have more properties than actually fit into the metadata.
L880[22:25:23] <howtonotwin> getState/MetaFromMeta/State get the bare minimum properties to/from the meta
L881[22:25:37] <howtonotwin> Block::getActualState is responsible for filling in the rest
L882[22:25:46] <kenzierocks> extended state ftw
L883[22:26:17] <Ordinastie_> extended states are a different thing
L884[22:26:30] <kenzierocks> i know
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L886[22:29:06] <howtonotwin> Also, much of the stuff that's deprecated inside Block isn't actually deprecated, but is instead called from IBlockState.
L887[22:29:41] <kenzierocks> meaning: suppress warnings when implementing, but call on IBlockState when possible
L888[22:29:45] <howtonotwin> So you no longer do block.isOpaqueCube(blah)
L889[22:29:54] <howtonotwin> you do blockstate.isOpaqueCube(blah)
L890[22:29:59] <howtonotwin> which then delegates to Block
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L892[22:30:08] <LordFokas> I had my own templating system... with int[]
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L894[22:30:29] <Ordinastie_> int?
L895[22:30:38] <howtonotwin> so you define your behavior in block as you always have, but you retrieve it from IBlockState
L896[22:30:47] <howtonotwin> shouldn't it be short?
L897[22:31:15] <howtonotwin> That's 2 bytes you're never gonna use per block, no?
L898[22:31:25] <LordFokas> well I ended up having a wrapper class for some stuff, to avoid having an int[][] that could become messy
L899[22:32:04] <LordFokas> well yes... but in the end you're not saving that much memory
L900[22:32:11] <howtonotwin> There is a chance metas will be done away with entirely eventually
L901[22:32:19] <Ordinastie_> aren't shorts stored as int anyway §
L902[22:32:21] <howtonotwin> so you may want to be careful about that
L903[22:32:28] <howtonotwin> not unless you have big arrays of them
L904[22:32:50] <howtonotwin> when you do math on a short, yes they are automatically promoted to int
L905[22:32:50] <LordFokas> to the CPU everything is an int, even longs are 2 ints :p
L906[22:33:14] <howtonotwin> but when you store in big arrays it it's actually a short sometimes.
L907[22:33:20] * LordFokas attempts to recall the x86 ASM classes
L908[22:33:23] <howtonotwin> ENGLISH ELUDES ME
L909[22:33:26] <kenzierocks> oh yea
L910[22:33:40] <kenzierocks> if you do math with non-ints/longs it's actually less efficient
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L912[22:33:56] <kenzierocks> on 64-bit/32-bit JVMs at least...not sure about assembly
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L914[22:35:19] <howtonotwin> In ASM everything is instantaneous, though that may be a side effect of it being used to shove registers around most of the time...
L915[22:35:43] <kenzierocks> wut
L916[22:35:57] <AbrarSyed> you gotta think about scales man.. nothing is instantaneous.. gotta shave off those milliseconds
L917[22:36:04] <kenzierocks> nanoseconds*
L918[22:36:15] <AbrarSyed> nah, picoseconds :P
L919[22:36:23] <kenzierocks> planck times
L920[22:36:42] <howtonotwin> In the Linux kernel, at least, ASM is not used very often. When it is used it's normally for really precise tasks like saving off user registers after a syscall and such.
L921[22:36:56] <kenzierocks> technically the entire kernel is compiled to asm :P
L922[22:37:07] <AbrarSyed> its generally bad practioce to use inline ASM in C programs.. makes it less portable
L923[22:37:17] <kenzierocks> hand-crafted ASM is rarely faster than compiler-generated ASM
L924[22:37:25] <kenzierocks> the c compilers have gotten pretty good at optimizing
L925[22:37:26] <howtonotwin> well gee I wonder how an OS kernel is gonna be totally 100% portable
L926[22:37:39] <Lach_01298> how would you create several basic blocks with the same id different meta with different names and textures? i've done this with items and tried it with block and blockstates.
L927[22:37:44] <McJty> howtonotwin, few OS kernels are written in ASM these days
L928[22:37:47] <McJty> If any
L929[22:37:54] <kenzierocks> that's what he said McJty
L930[22:38:04] <AbrarSyed> it is like 100% portable. they just use macros to isolate out platform specific code
L931[22:38:07] <howtonotwin> new StateMap.Builder().setName(TYPE_PROPERTY).build
L932[22:38:26] <LordFokas> C's macros are awesome
L933[22:38:36] <LordFokas> I wish Java had something like that
L934[22:38:37] <howtonotwin> where TYPE_PROPERTY is the property holding the type of block your blockstate is
L935[22:39:04] <howtonotwin> you can then register the resulting IStateMapper with ModelLoader.setCustomStateMapper(block, mapper)
L936[22:39:04] <AbrarSyed> you actually dont
L937[22:39:16] <AbrarSyed> people hang themselvces with that much rope
L938[22:40:02] <howtonotwin> let's play: What's wrong here?
L939[22:40:03] <howtonotwin> #define MAX(x, y) x > y ? x : y
L940[22:40:31] * McJty remembers writing a 100K line MC68000 assembly program once
L941[22:40:34] <howtonotwin> Answer: EVERYTHING
L942[22:40:44] <AbrarSyed> doesnt handle not greater but not less than cases
L943[22:40:58] <howtonotwin> that's called equals
L944[22:41:03] <howtonotwin> either value is OK
L945[22:41:06] <kenzierocks> not if you're NaN
L946[22:41:15] <LordFokas> there's no NaN in C
L947[22:41:21] <kenzierocks> um there isn't?
L948[22:41:30] <kenzierocks> does it not do IEEE floating standard?
L949[22:41:34] <McJty> LordFokas, there is
L950[22:41:42] <McJty> That's part of IEEE indeed
L951[22:41:59] * illy should relearn C
L952[22:42:02] <kenzierocks> holy s** there's not
L953[22:42:03] <kenzierocks> http://stackoverflow.com/questions/1923837/how-to-use-nan-and-inf-in-c
L954[22:42:13] <LordFokas> first time I'm hearing of NaN in C
L955[22:42:23] <howtonotwin> INFINITY is required by C99
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L957[22:42:37] <howtonotwin> and C99 has the nan functions
L958[22:42:39] <McJty> Well NaN is a hardware/float thing
L959[22:42:44] <kenzierocks> "C doesn't mandate IEEE floating-point representations."
L960[22:42:47] <illy> NaNNaNNaNNaNNaNNaN Batman!
L961[22:42:57] <howtonotwin> yay JS
L962[22:44:10] <howtonotwin> Array(16).join("wat" - 1) + " Batman!"
L963[22:45:10] <LordFokas> JS, where ([]+{}) != ({}+[])
L964[22:45:17] ⇦ Quits: Lathanael|Away (~Lathanael@p54960488.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
L965[22:45:28] <howtonotwin> +[] == 0
L966[22:45:31] <howtonotwin> +!![] == 1
L967[22:45:33] <howtonotwin> wat
L968[22:45:57] <howtonotwin> and so forth
L969[22:45:59] <LordFokas> also "this" is pretty much meaningless
L970[22:46:13] <LordFokas> because the context suffers from amnesia
L971[22:46:14] <Yoplitein> what do you expect for a language that was cooked up in a week?
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L973[22:46:47] <howtonotwin> something that at least attempts to pay attention to types
L974[22:46:54] <Yoplitein> pfft types
L975[22:46:58] ⇨ Joins: Lathanael|Away (~Lathanael@p54961CCA.dip0.t-ipconnect.de)
L976[22:47:11] <illy> perfection
L977[22:47:40] <LordFokas> I actually love JS for small stuff
L978[22:47:54] <LordFokas> but for anything complex I try to stay away from it
L979[22:48:01] <howtonotwin> if you can write any possible program using ONLY the 6 chars ()[]!+ and this is supposedly not a deliberately esoteric language, you did something wrong
L980[22:48:55] <LordFokas> and still I went and created an entire client side for a browser game in JS, as a SPA
L981[22:49:01] <illy> labels.forEach(lab -> ar.add(lab.getName()));
L982[22:49:05] ⇨ Joins: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L983[22:49:11] <LordFokas> which uses WebSockets and works surprisingly well
L984[22:50:07] ⇦ Quits: agowa338 (~Thunderbi@p549181BD.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L985[22:50:07] *** agowa339 is now known as agowa338
L986[22:50:39] <howtonotwin> illy: I think labels.map(Label::getName).forEach(ar::add) would look better but meh
L987[22:50:49] <AbrarSyed> check out elm
L988[22:51:54] <howtonotwin> welp time to go :P
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L990[22:56:16] <Lach_01298> where is "new StateMap.Builder().setName(TYPE_PROPERTY).builddifined" in the block class or the register?
L991[22:56:42] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Read error: Connection reset by peer)
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L994[23:02:39] *** Vigaro is now known as V
L995[23:07:15] <Lach_01298> how do you make blocks with different texture and names for the same ID?
L996[23:08:22] <McJty> In your json you change your texture based on properties
L997[23:08:32] <McJty> Properties that you return in getActualState() (if it is not part of the standard meta)
L998[23:09:17] <McJty> Lach_01298, here is an example: http://modwiki.temporal-reality.com/mw/index.php/Render_Block_State-1.9
L999[23:09:52] <McJty> Although that example just stores the state in meta but you can also use getActualState
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L1001[23:15:00] <Lach_01298> in the example isn't the block registered as a single item ie like a torch? i'm try to do a thing more like wool where they act as diffrent blocks
L1002[23:15:49] <McJty> You can implement getSubBlocks in your block
L1003[23:16:02] <McJty> Returning multiples of the same block but with different properties
L1004[23:16:08] <McJty> These will show up in creative tab/JEI then
L1005[23:16:11] <McJty> If that's what you mean
L1006[23:17:17] <Lach_01298> i have and it comes up the right amount of times in the creative inv but they all have no texture and the same name
L1007[23:17:40] <McJty> Ok, and for that you need to do what my tutorial does
L1008[23:17:49] <McJty> i.e. change the texture based on that property
L1009[23:19:39] <Ordinastie_> to have different names, you need to have custom ItemBlock and override getUnlocalizedName(ItemStack)
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L1016[23:58:00] <Lach_01298> strange the meta isn't showing with advanced tool tip on
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L1019[23:59:17] <TehNut> Did you setHasSubtyes(true)?
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