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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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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...
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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/
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
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> ^
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
L423[15:21:13] ⇦
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())
L424[15:21:29] ***
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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
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
L433[15:23:17] ***
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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
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
L458[15:33:47] ⇦
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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?
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)
L502[15:59:36] *** V
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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)
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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
L588[18:23:49] ***
amadornes is now known as amadornes[OFF]
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
L596[18:31:04] ***
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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
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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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
L652[18:54:18] <LordFokas> I have Java 8
but I'm still coding like 7 :p
L653[18:55:31] ⇦
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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)
L657[18:56:20]
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L659[19:00:06] ***
gigaherz is now known as ghz|afk
L660[19:00:19]
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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"}
L688[19:33:06] ⇦
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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
:)
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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
L757[21:52:38]
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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
L885[22:28:01] ⇦
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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
L891[22:30:01]
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L892[22:30:08] <LordFokas> I had my own
templating system... with int[]
L893[22:30:10]
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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
L911[22:33:42] ⇦
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L912[22:33:56] <kenzierocks> on
64-bit/32-bit JVMs at least...not sure about assembly
L913[22:35:15]
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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
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
([]+{}) != ({}+[])
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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?
L972[22:46:16]
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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
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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()));
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L983[22:49:11] <LordFokas> which uses
WebSockets and works surprisingly well
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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?
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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)
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)?