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L12[00:45:02] <Lach_01298> I've got a
tileEntity that's energy is updating in a gui fine.but if you leave
and exit the world it doesn't load the energy in gui. any
help?
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L14[00:51:01] <Lach_01298> is there any
method to update the client tileEntity on load?
L15[00:53:08] <McJty> Lach_01298, you
probably forgot to implement the getUpdatePacket() method
L16[00:53:41] <McJty> I mean
getUpdateTag()
L17[00:53:46] <Lach_01298> in the tile
entity or container?
L18[00:53:48] <McJty> You should do both
getUpdateTag() and getUpdatePacket()
L19[00:53:50] <McJty> Tile entity
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L23[01:02:14] <Lach_01298> <McJty>
what goes in those methods ie examples?
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L25[01:02:33] <McJty> Lach_01298, well the
things you want to know client-side about your TE
L26[01:02:38] <McJty> As little as possible
for performance reasons
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L28[01:02:43] <McJty> Just enough to render
it correctly
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L35[01:16:24] <Lach_01298> McJty should
getUpdateTag() be similar to writeToNBT() ?
L36[01:16:51] <McJty> yes, except that you
should only put things there that you need on client
L37[01:17:28] <Lach_01298> yeah well it
seems it hasn't worked
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L41[01:18:35] <McJty> You also need
getUpdatePacket() and onDataPacket()
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L45[01:36:56] <Lach_01298> McJty i just
needed to add getUpdatePacket() thanks for the help and the
example
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L52[01:59:49] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160918 mappings to Forge Maven.
L53[01:59:53] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160918-1.10.2.zip
(mappings = "snapshot_20160918" in build.gradle).
L54[02:00:03] <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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L76[03:30:16] <PitchBright> o/
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L78[03:32:21] <Bottersnike> o/
L79[03:34:25] ***
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L80[03:34:43] <sham1> So, how is
everyone
L81[03:34:56] <PitchBright> good good,
how's you?
L82[03:34:59] <Bottersnike> Not bad.
You?
L83[03:35:20] <sham1> Well, although I am
reading chemistry right now
L84[03:35:29] <Bottersnike> :P
L85[03:35:57] ***
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L86[03:36:22] <sham1> I'm also watching my
Debian VM do stuff
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L88[03:37:49] <PitchBright> right on
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L94[03:43:37] <Ordinastie> haha
L95[03:43:52] <Ordinastie> got asked by a
guy if I wanted to participate to his project
L96[03:44:03] <Bottersnike> What did you
say?
L97[03:44:05] <Ordinastie> but he can't
code, can't texture, and can't model
L98[03:44:19] <Ordinastie> what does he do
then? ><
L99[03:44:26] <Bottersnike> :D
L100[03:44:31] <Bottersnike> Wow..
L101[03:44:38] <Bottersnike> Come up with
ideas?
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L105[03:46:05] <PitchBright> Did you
accept?
L106[03:46:07] <PitchBright> :D
L107[03:46:23] <Ordinastie> didn't even
answer
L108[03:46:29]
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L109[03:46:34] <PitchBright> are you
projectless, atm?
L110[03:46:43] <Ordinastie> really not
><
L111[03:47:29] <Ordinastie> I have like a
year or two worth of coding ahead of me :p
L112[03:47:33] <PitchBright> ah bummer! I
was going to give you a big sales pitch on my project xD
L113[03:47:46] <Ordinastie> you can always
try
L114[03:49:42] <PitchBright> I need a guy
who can pound away on some final features of this thing i've been
working on for the last 4years. I'm not great at coding/modding,
but I fumble through stuff... but the last few things that need
doing are well-beyond my skillset.
L115[03:52:55]
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L116[03:53:07] <PitchBright>
Survival-realism rpg based stuff. Mostly pertaining to character
attribute tracking, presumably via sql. So there's connecting the
mod to that. Plus some other in-game features that should bring it
home.
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L118[03:53:59] <PitchBright> Ordinastie do
you play Civilization at all?
L119[03:55:22] <Ordinastie> nope
L120[03:56:25] <PitchBright> ah well, was
gonna say it's got a bit of a Civ flavour to it.
L121[03:57:12] <Ordinastie> that's some
advanced stuff
L122[03:57:18] <Ordinastie> did you start
the mod already ?
L123[03:57:42] <PitchBright> ya ya... I
think it's about 95% of the way there.
L124[03:59:59] <PitchBright> we've been
live testing the playing experience for years now... the server's
kind of a living proof of concept. Lotta mods configured to do
specific things that contribute to the realism... plus a
combination of permissions that emulate technological
progression.
L125[04:01:04] <PitchBright> what it's
lacking is a way to automatically progress tech changes that impact
player's abilities. All that stuff has been done manually
to-date.
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L129[04:02:39] <PitchBright> there's been
a lot of progress since that vid though, in terms of realism.
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L131[04:07:13] <PaleoCrafter> what MC
version does the server currently run on, PitchBright? :P
L132[04:07:27] <PitchBright> 1.7.10 *ducks
for cover*
L133[04:07:41] <PaleoCrafter> wouldn't
have expected anything else :P
L134[04:07:51] <PaleoCrafter> I guess it's
hard to update such a consistent experience
L135[04:07:56] *
Bottersnike mauls PitchBright to death
L136[04:08:01] <sham1> No
L137[04:08:02] <sham1> Stop
L138[04:08:05] <PitchBright> Noooooo
L139[04:08:15] <sham1> Don't maul hi
L140[04:08:20] <sham1> s/hi/him/
L141[04:08:24] <PitchBright> if I could
wave a magic wand and update everything i need to 1.10... I'd
totally do it :(
L142[04:08:40] <Bottersnike> :D I know the
feeling
L143[04:08:46] <McJty> What do you need on
1.10 that isn't there?
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L145[04:09:02] <PitchBright> nothin'
really.... but it's good to keep current if ya can
L146[04:09:12] <McJty> Current =
1.10
L147[04:09:36] <Bottersnike> He probably
just doesn't want the hastle of portng an entire mod from 1.7.10 to
1.10.2
L148[04:09:55] <PitchBright> it's not so
much my mod... as the other one's that the server relies pretty
heavily on
L149[04:09:58] <Tazz> soooo much code
>.>
L150[04:10:00] <McJty> Well has to happen
at some point anyway unless the plan is to abandon the mod
L151[04:10:06] <Bottersnike> ^
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L153[04:10:21] <PitchBright> fer sure fer
sure
L154[04:10:22] <Tazz> Ive probably been
porting this register allocator all night XD
L155[04:12:28] ***
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L156[04:12:45] <PitchBright> I figure I'll
ride 1.7.10 until all the mods the server runs and can't live
without, update, but not before I can put the finishing touches on
the other stuff that needs doing (gameplay mechanics, etc).
L157[04:13:10] <Bottersnike> If the mods
have a github, create an issue telling the dev to port them
L158[04:13:13]
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L159[04:13:19] <PitchBright> the other
thign too is... like I say, I'm pretty newb at java, so what takes
guys like you hours to do... takes me weeks xD
L160[04:13:40] <Bottersnike> :D I don't
know java atall. My only mod is an uphill step assist one
L161[04:13:48] <Bottersnike> Oh, and a
chat bot.
L162[04:14:01] <PitchBright> I just hate
buggin' guys to update stuff. It definitely doesn't win me any
friends.
L163[04:14:02] <PitchBright> lol
L164[04:15:20] <Bottersnike> Does anyone
know what specs a PC would need to run Unity Editor/Unreal Editor
smoothly?
L165[04:15:30] <Tazz> Bottersnike, 1
sec
L166[04:15:54] <PitchBright> Botter, link
to the step assist?
L167[04:16:09] <Bottersnike> I'll put it
on github. One sec
L168[04:16:14] <PitchBright> th
L169[04:16:16] <PitchBright> thx*
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L171[04:17:09] <Tazz> rofl
L172[04:17:37] <Tazz> watch this damn
entire project never see any usage >.>
L173[04:17:50] <sham1> what project
L174[04:18:13] <Tazz> sham1, Mun
L175[04:18:14] <Tazz> lol
L176[04:18:22] <sham1> :P
L177[04:18:36] <Tazz> the lua VM/compiler
thing
L178[04:18:45] <sham1> Lua eh
L179[04:18:46] <Tazz> its like node.js but
for lua
L180[04:18:55] <Tazz> I figured it was
better than shitty javascript XD
L181[04:19:04] <Tazz> and I hate python,
ruby isnt designed to support JITing sooooo lua
L182[04:19:06] <sham1> To be fair, that's
not hard
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L184[04:19:19] <Tazz> eh yeah if you use
luajit and all that
L185[04:19:24] <Tazz> but Im writing it
from scratch
L187[04:19:26] <sham1> I'd say that
brainfuck is better than javascript
L188[04:19:42] <Bottersnike> Aggreed
L189[04:19:47] <Bottersnike> BF is alot
easier
L191[04:19:50] <Tazz> BF is nice
L192[04:19:55] <Tazz> but not sane for
large scale projects
L193[04:19:59] <Tazz> like that of what Im
targetting
L194[04:20:05] <Bottersnike> I once
learned BF for a school project
L195[04:20:42] <Tazz> this damn register
allocator has taken all night to come to fruition and yet I have to
later rewrite it cause its not exactly what Im looking for Im just
doing it to get it done so I can advance the rest of the codegen
stuff
L196[04:20:59] <Tazz> without the register
allocator I cant generate any code to test stuffs
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L198[04:22:47] <fry> write an interpreter
:P
L199[04:23:06]
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L200[04:24:01] <Tazz> fry, eh its going to
be primarily JIT based sooo why? XD
L201[04:24:07] <LatvianModder> im writing
lv_LV.lang and I literally had to look up how Redstone is in
Latvian.. ITS SO STUPID
L202[04:24:15] <fry> "to test
stuffs"
L203[04:24:25] <Tazz> to be fair Im going
to I will have to later write an interpreter anyways for it
>.>
L204[04:25:26] <LatvianModder> and I dont
know translation of "Inventory" oh god
L205[04:25:40] <LatvianModder> google
translate to rescue
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L207[04:27:01] <PaleoCrafter> Are you
translating Minecraft itself to Latvian or just your mod? :P
L208[04:27:09] <LatvianModder> my
mod
L209[04:27:20] <PaleoCrafter> then look at
Vanilla translations? :P
L210[04:27:21] <LatvianModder> MC is fully
translated. I had to look up Redstone there
L211[04:27:40] <PaleoCrafter> open your
inventory, it'll say right there what Inventory is in Latvian
:P
L212[04:27:45] <LatvianModder> who even
translates it? I want to meet that person and punch him in face
:P
L213[04:28:09] <PaleoCrafter> is it
literally "red stone"?
L214[04:28:12] <LatvianModder> yes
L215[04:28:17] <LatvianModder>
Sarkanakmens
L216[04:28:23] <PaleoCrafter> lol
L217[04:28:30] <LatvianModder> and
Glowstone is also literally Glow-stone
L218[04:28:36] <LatvianModder> and not
even Glowing Stone
L219[04:28:52] <LatvianModder> I mean YES
it makes sense and is correct.. but cmon
L220[04:28:59] <LatvianModder> also Blaze
sounds hilarious
L221[04:29:00] <PaleoCrafter> In German,
both are untranslated xD
L222[04:29:13] <PaleoCrafter> oh, yeah,
Blaze was stupidly translated in German as well xD
L223[04:29:13] <LatvianModder> In German
50% of English words are untranslated.
L224[04:29:36] <LatvianModder> It's not
stupid. Imagine that all English-speaking people read it like that
EVERY DAY
L225[04:30:07] <LatvianModder> Also
imagine every computer term. yep. all of them are very stupid
:P
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L227[04:30:10] <PaleoCrafter> well, the
German translation isn't even a word your usual MC player would
know :P
L228[04:30:45] <LatvianModder> We,
Latvians dont translate those. We technically do, but even in
University we speak normal language there :P
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L233[04:46:39] <BordListian> normal
language
L234[04:46:46] <BordListian> as opposed to
abnormal language
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L236[04:47:50] <Bottersnike> :P
L237[04:49:29] <BordListian> if you speak
abnormal language the parasites in your airways will copulate and
migrate to feed on your lungs
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L254[05:40:22] <Tazz> yay we haz SSA
:D
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L269[06:11:44] <Koward> Hello. I'd like to
give an item the model of a block, can I do it without creating a
new json in /items with a
"parent":"modid:block/myblock" ?
L270[06:12:30] <BordListian> i think
so
L271[06:12:34] <PaleoCrafter> when calling
setCustomMRL, you can pass a variant string
L272[06:12:42] <gigaherz> yup you
can
L273[06:12:42] <BordListian> ^
L274[06:13:01] <gigaherz> just implement
the variant string in your blockstates file
L275[06:13:11] <gigaherz> if the item
model isn't present, it will be parsed from there
L276[06:13:12] <PaleoCrafter> the actual
location has to point to the blockstates file
L277[06:16:38] ***
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L279[06:21:25] <Koward> Mmm that's what I
tried at first, giving to the MRL constructor the registered name
as first parameter and the variant settings (like
"color=red,variant=snowy") as second. To no avail, while
it should then default to the blockstates file and parse them
accordingly, right ?
L280[06:22:11] <gigaherz> new
ModelResourceLocation(theItem.getRegistryName(),
"color=red,variant=snowy") ?
L281[06:22:48] <LatvianModder> Man,
setting up forge on laptop is Not fast. 7 mins at
"decompileJar" already
L282[06:23:02] <Koward> The location,
which happens to be the registry name, but yeah
L283[06:23:28] <PaleoCrafter>
LatvianModder, depends on the laptop :P
L284[06:23:39] <gigaherz> well using
getRegistryName ensures it will still work if you decide to change
names, and that you won't make mistakes with the filename
case
L285[06:23:48] <LatvianModder> Not a
gaming one obviously
L286[06:24:02] <LatvianModder> 8 gb ram,
4core 2 ghz proc
L287[06:25:16] <PaleoCrafter> hm,
shouldn't be *that* slow
L288[06:26:04] <Koward> Except if he's
doing other heavy tasks at the same time.
L289[06:26:14] <PaleoCrafter> of
course
L290[06:26:39] <LatvianModder> Lets add in
that its AMD proc, not intel
L291[06:26:49] <gigaherz> or if he's on
energy saving power settings
L292[06:27:01] <LatvianModder>
Never!
L293[06:27:09] <gigaherz> try setting the
energy profile to high performance and plugging in the power
cable
L294[06:27:12] <gigaherz> ;P
L295[06:27:22] <LatvianModder> I did.
Maybe it reset
L296[06:27:34] <LatvianModder> Oh mudda..
, it DID reset
L297[06:28:13] <gigaherz> heh
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L301[06:33:56] <quadraxis> question, how
do I get a model to render upside-down without also rendering
inside-out?
L302[06:34:34] <PaleoCrafter> rotate it?
:P
L303[06:35:07] <quadraxis> but then it'll
be wrong NSWE wise >_>
L304[06:35:18] <gigaherz> set the Y scale
to -1?
L305[06:36:03] <quadraxis> that is the
problem
L306[06:36:15] <BordListian> x : 180, y :
180?
L307[06:36:32] <quadraxis> to elaborate,
this is working on baked models
L308[06:36:55] <quadraxis> or at least I
want it to work on models that already exist
L309[06:37:07] <quadraxis> so I'm not
writing jsons
L310[06:37:31] <PaleoCrafter> unless the
model is chiral, rotations should do the job
L311[06:39:19] <quadraxis> might have to
do that
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L313[06:39:59] <quadraxis> but I don't see
how you could rotate a model and keep n-s-e-w orientation
L314[06:40:15] <PaleoCrafter> like
BordListian said, you just rotate it twice :P
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L316[06:41:56] <PaleoCrafter> actually...
wait, they're chiral xD
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L319[06:42:57] <BordListian> right
L320[06:43:42] <BordListian> Y scale -1
would work if you can invert the normals
L321[06:43:56] <BordListian> but y scale
-1 should already do that >_>
L323[06:48:58] <BordListian> what the
fuck
L324[06:50:43] <BordListian> glFrontFace()
with the opposite of what it currently is
L325[06:50:48] <BordListian> maybe
L326[06:50:49] <BordListian> maybe
not
L327[06:51:05] <BordListian> because you
need to adjust the culling
L328[06:51:09] <BordListian> maybe
L329[06:51:10] <PaleoCrafter> baked models
:P
L330[06:51:22] <BordListian> uh?
L331[06:51:37] <PaleoCrafter> you need to
pass traverse the vertices and change the winding, quadraxis
L332[06:51:40] <BordListian> that's an
engine param
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L334[06:51:57] <BordListian> not specific
to the models
L335[06:52:14] <PaleoCrafter> it is in MC
with baked models, because you haven't got OGL access :P
L336[06:52:26] <BordListian> right
L337[06:52:40] <quadraxis> ^ yeah, I only
have the quads, no GL state
L338[06:53:02] <BordListian> yeah change
the winding then
L339[06:53:06] <quadraxis> is there any
documentation on the whole forge rendering pipeline?
L340[06:54:57] <quadraxis> flipping the
order of the vertices should fix, but I dunno a good way how
L341[06:55:45] <PaleoCrafter> I know that
you need to use an IVertexConsumer
L342[06:56:05] <PaleoCrafter> and then
pass that to BakedQuad.pipe
L343[06:56:17] <quadraxis> is fry
here?
L344[07:18:23] <Koward> Is there a method
to know if an Item uses durability ? It seems simple but I can't
find one.
L345[07:19:32] <BordListian>
getMaxDamage?
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L350[07:23:15] <Koward> I thought this
would return weird values for items with subtypes but it looks like
it's only used for that so that's good enough, thank you.
L351[07:25:29] <PaleoCrafter> PitchBright,
you still around?
L352[07:25:53] <PitchBright> o/
L353[07:26:09] <PaleoCrafter> may I
quickly PM you? :P
L354[07:26:14] <PitchBright> ya for sure
man
L355[07:29:19] <BordListian> Twitch
localization is a trainwreck
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L365[07:49:25] <BordListian>
goddamnit
L366[07:49:32] <BordListian> everytime i
add a new block something goes wrong
L367[07:49:37] <sham1> :P
L368[07:49:41] <sham1> git gud
L369[07:51:49] <BordListian> it has a
registry name, a blockstate, overrides the required functions, the
textures are there and referenced correctly
L370[07:52:12] <BordListian> black and
purple untransformed block
L371[07:53:06] <sham1> Show stuff
L372[07:54:24] <BordListian> it's probably
something stupid that doesn't show up because the other mods i have
in my enviroments are clogging my log
L373[08:01:04] <BordListian> okay verify
for me that having an inventory variant in a forge blockstate does
nothing?
L374[08:01:07] <Koward> I usually write
the whole log into a txt file somewhere, then open up with VIM and
look there. Once it's set it's very handy and fast.
L375[08:02:35] <BordListian> oh i
see
L376[08:02:38] <BordListian> i think
L377[08:02:51] <sham1> Better to see than
to be blind
L378[08:04:27] <Koward> (by "I
write" I meant I set a place where Eclipse output its log, of
course)
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L381[08:08:14] ***
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L382[08:12:16] <BordListian>
goddamnit
L383[08:12:53] <BordListian> i think i'm
gonna go back to regular mojang blockstates
L384[08:18:58] <BordListian> finally
works
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L388[08:28:49] <BordListian> !
L390[08:34:44] <howtonotwin> concat $
concat $ transpose $ [repeat "!", repeat
"?"]
L391[08:35:20] <howtonotwin> right as a
realize that should be written concat $ repeat "!?"
L392[08:35:31] <howtonotwin> My haskell is
rusty >.<
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L394[08:43:52] <sham1> Couldn't you do
"concat . repeat $ "!?"
L395[08:44:37] <sham1> Is now
pointfree
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L397[08:45:38] <howtonotwin> annoyingly
adorably But it's two chars longer ;_;
L398[08:46:03] <sham1>
concat.repeat$"!?"
L399[08:46:08] <sham1> There
L400[08:46:35] <howtonotwin> edging on
whining But it's still a char longer!
L401[08:47:15] <sham1> But you can take
"concat . repeat" and have it be a pointfree
function
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L404[08:48:35] <howtonotwin> past the
point of no return BUUUTT NOOOOOO!
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L407[08:49:49] <howtonotwin> /s
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L410[09:01:46] <Elec332> Hmmm, is it new
that it takes time to order EG a steam card with CF points?
L411[09:04:56] ***
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L418[09:53:02] <heretyui> Hello ! Any idea
why GenerateMinable event is not triggered in 1.10.2 ? (or at least
not for me) ?
L419[09:53:19] <heretyui> I have this
signature : public void genOre(GenerateMinable event)
L420[09:54:27] <williewillus> do you have
subscribeevent on it
L421[09:54:27] <williewillus> ?
L422[09:54:35] <heretyui> Yep I do
L423[09:54:52] <heretyui> And i'm only
doing a SOUT inside of it
L424[09:55:19] <heretyui> Just to make
sure : When I start a new world, I'm supposed to see this event
called multiple times right ?
L425[09:56:07] <howtonotwin> Oregen events
are on a separate bus from most other events.
L426[09:56:08] <howtonotwin> yes
L427[09:56:18] <williewillus> oh yeah you
have to be on the right bus
L428[09:56:29] <heretyui> I'm using
FMLCommonHandler.instance().bus().register
L429[09:56:33] <howtonotwin> you must
register your listener on MinecraftForge.ORE_GEN_BUS
L430[09:56:37] <heretyui> So I guess this
is wrong ?
L431[09:56:53] <Baughn> Was there a
maximum length to NetworkRegistry channel names?
L432[09:56:57] <Baughn> 8 characters or
so?
L433[09:57:02] <williewillus> i dont think
so
L434[09:57:08] <williewillus> people
usually use modid with no problems
L435[09:57:29] <Baughn> I hope it gets
hashed in some form and not transmitted verbatim, but cool.
L436[09:57:36] <heretyui> Ok I switched
BUS I'm testing thanks !
L437[09:57:54] <howtonotwin> you should
never use the FML bus
L438[09:58:04] <heretyui> What do you mean
?
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L440[09:58:09] <howtonotwin> It's
deprecated
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L442[09:58:29] <howtonotwin> It's been
replaced with MinecraftForge.EVENT_BUS
L443[09:58:44] <heretyui> Ok so I can
safely switch without breaking anything
L444[09:58:47] <heretyui> ?
L445[09:58:49] <howtonotwin> yes
L446[09:58:50] <Unh0ly_Tigg> yes
L447[09:58:55] <heretyui> Ok thanks for
that info !
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L449[09:59:10] <Unh0ly_Tigg> the fml bus
just references the forge bus now.
L450[09:59:47] <heretyui> Nice it all work
now thanks you so much !
L451[09:59:56] <howtonotwin> np
L452[10:00:16] <Unh0ly_Tigg> So, is there
any 1.10.2 alternate for the 1.7
GameRegistry.registerCustomItemStack?
L453[10:00:40] <heretyui> Side question,
I'm usually getting some warnings about "Ignoring unknown
attribute myAttribute" when I register custom NBT, is there
something I'm missing ?
L454[10:01:21] <Unh0ly_Tigg> what do you
mean by "register custom NBT" ?
L455[10:01:29] <williewillus> Unh0ly_Tigg:
remind me what that method used to do?
L456[10:01:34] <howtonotwin> ^
L457[10:01:40] <williewillus> if thats
registering a custom itemblock
L458[10:01:44] <williewillus> you register
them completely separately now
L459[10:01:50] <williewillus> even if you
wanted a normal one
L460[10:01:52] <heretyui> I'm attaching
two additional NBT Entities using
event.getEntity()).getAttributeMap().registerAttribute
L461[10:02:03] <williewillus> attributes
are not just NBT :P
L463[10:02:33] <heretyui> Oh right I see
sorry for that ^^
L464[10:02:44] <williewillus> no
prob
L465[10:04:17] ***
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L466[10:04:23] <heretyui> So yeah I'm
getting this warning "Ignoring unknown attribute
myCustomAttribute" randomly when I walk thought the world and
I'm not sure why
L467[10:04:39] <heretyui> I'm allowed to
attach such attributes right ?
L468[10:05:31] <Unh0ly_Tigg> ok, so,
GameRegistery.registerCustomItemStack called a method of the same
name in GameData, what that allowed you to do, is reference
specific metadata based items with their own names.
L469[10:06:15] <williewillus> not sure if
a similar mechanism exists, mightve been removed in the registry
rewrite
L470[10:06:22] <williewillus> i didnt even
know that existed lol
L471[10:06:48] <Unh0ly_Tigg> I know that
cofh mods did it. it's primarily how thermal foundation
works.
L472[10:06:56] <williewillus> just to be
clear it would let me do something like make `mymod:foo` refer to
`minecraft:dye@12`?
L473[10:07:25] <Unh0ly_Tigg> yes
L474[10:07:29] <williewillus> i don't
think thats possible anymore because the registries all got
generified, so they don't know what "metadata" is
L475[10:07:30] <Unh0ly_Tigg> sort of
L476[10:08:46] <Unh0ly_Tigg> it's more
like "thermalfoundation:dustCoal" refers to
"thermalfoundation:material@2"
L477[10:09:21] <williewillus> what does
that do that the oredict doesn't? 0.o but yeah if that method is
gone chances are the actually mechanism is too
L478[10:09:33] <williewillus>
*actual
L479[10:10:28] <Unh0ly_Tigg> iirc, vanilla
mechanics had been changed so that things like /give were rerouted
to GameData so that you could give an item by its custom name
instead of the base item and meta.
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L489[10:23:52] <sham1> And that was made
using ray tracing
L490[10:27:50] <BordListian> raytracing is
chill but so expensive
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L516[11:35:00] <Ordinastie> gigaherz,
^
L517[11:38:38] <sham1> What is that
music
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L520[11:43:34] <gigaherz> cool
L521[11:44:18] <Ordinastie> if you're up
for more, don't hesitate :p
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L523[11:47:39] <Tazz> gah 700 lines of
code already and its not done yet >.>
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L528[11:52:50] *
howtonotwin is confused
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L542[12:24:35] <howtonotwin> Dear great
lord of rendering, can you check over that link I posted
above?
L543[12:25:57] <shartte> Hm you are
explaining the underlying mechanics, are you trying to make a
tutorial in the end, or more a guide of the internals?
L544[12:26:15] <howtonotwin> It's not
complete yet, I have to fill in more
L545[12:26:15] <shartte> I believe that I
am using the technique you are going to describe, but you're not at
that point in your tutorial yet
L546[12:26:18] <shartte> Yeah
L547[12:26:21] <fry> seems sane, but not
nearly complete enough
L548[12:26:31] <howtonotwin> This is the
high-level overview
L549[12:26:33] <gigaherz> the docs page is
not meant to be a step by step tutorial, shartte
L550[12:26:42] <howtonotwin> I have to add
in all the details in other pages
L551[12:27:02] <shartte> gigaherz: the
page literally says "How do we do that?" though :)
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L553[12:27:06] <gigaherz> howtonotwin: did
you take a look at willie's "primer" as a source of
ideas?
L554[12:27:17] <shartte> I am not
critizing the page, just asking for clarification on the
intent
L555[12:27:32] <howtonotwin> A bit yes :P
Basically I'm going around collecting all the knowledge I can
L556[12:27:34] <fry> the fact that .bake
is called with ITEM format is an implementation detail, you should
support baking to any provided format
L557[12:27:44] <howtonotwin> Most of it is
just me staring at Eclipse
L558[12:27:50] <howtonotwin> ^ alright
then
L559[12:28:17] <shartte> howtonotwin:
While this is asking for the stuff you havent written yet: Are you
going for ICustomModelLoader to expose your java-code models?
L560[12:28:20] <shartte> Or some other
approach?
L561[12:29:00] <howtonotwin> the first
one
L562[12:29:16] <howtonotwin> as that's how
it's normally done, isn't it?
L563[12:29:52] <shartte> I am doing it
that way. I have seen at least one other approach (which I didn't
like, personally)
L564[12:30:33] <gigaherz>
ICustomModelLoader is the most flexible approach
L565[12:30:47] <gigaherz> since you can
have texture and model dependencies
L566[12:30:56] <howtonotwin> Is there
anything else missing from this page that belongs in a very
high-level overview? Or should I start working on other
pages?
L567[12:31:11] <Ordinastie> btw, gigaherz,
need a name for the door :p
L568[12:31:47] <Ordinastie> preferably not
"GigaDoor"
L569[12:31:53] <howtonotwin> I need this
one to be good first because it'll be a scaffold around which the
other pages will be organized.
L570[12:31:53] <gigaherz> probably not.
;P
L571[12:31:56] <howtonotwin>
GibiDoor
L572[12:32:00] <howtonotwin> /s
L573[12:32:00] <shartte> > In the case
of a blockstate JSON, every model specified within is also
loaded.
L574[12:32:12] <shartte> I don't know if
you're at the right spot yet to go into
IModelägetDependencies
L575[12:32:25] <shartte> erm...
IModel#getDependencies and IModel#getTextures
L576[12:33:08] <howtonotwin> yeah, good
catch
L577[12:33:17] <gigaherz> hmmm the
descriptive name would be "High-tech Sliding Wide Door with
Windows"
L578[12:33:23] <gigaherz> but that's quite
long ;p
L579[12:34:12] <Ordinastie> could go with
High-tech Doors
L580[12:34:12] <howtonotwin> "Press
SHIFT for more info" ;P /s
L581[12:34:28] *
howtonotwin fills the screen with "more
info"
L583[12:34:44] <gigaherz> "Press
SHIFT for more info
L584[12:34:53] <gigaherz> "Are you
sure? Press CTRL also to confirm"
L585[12:35:02] <gigaherz> "Really?
Press ALT to accept the consequences"
L586[12:35:08] *
howtonotwin is scared
L587[12:35:27] *
howtonotwin accidentally hits DEL
L588[12:35:37] ⇦
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L590[12:35:51] <TehNut> Bottersnike:
Default step height is 0.6, not 0.5. Your mod will currently break
many others.
L591[12:35:53] <howtonotwin> Oops
L592[12:36:06] <Bottersnike> Okay. Is
there a way to make it not break them?
L593[12:36:26] <TehNut> Change your
minimum in the config to 0.6 instead of 0.5
L594[12:36:30] <Ordinastie> TehNut, are
you sure ?
L595[12:36:41] <TehNut> I guess I
shouldn't say "will break". More of "can
break"
L596[12:36:49] <TehNut> Ordinastie: Yes.
We had this issue in Blood Magic long ago
L597[12:36:54] <TehNut> It was changed in
1.8
L598[12:37:02] <Bottersnike> Okay
L599[12:37:03] <gigaherz>
EntityLivingBase#stepHeight is 0.6F
L600[12:37:14] <gigaherz> EntityPig's is
0.5F
L601[12:37:24] <Ordinastie> ah, it was
changed
L602[12:37:25] <gigaherz> enderman &
horse have 1
L603[12:37:44] <Bottersnike> So if I set
the min to 0.6 should it all be good?
L604[12:37:51] <TehNut> Should yes
L605[12:37:56] <gigaherz> stepHeight
should be an attribute that you can apply modifiers to :(
L606[12:38:01] <LexManos> Bottersnike,
first mistake you got two mods in that jar
L607[12:38:17] <LexManos> Second you use
System.out
L608[12:38:18] <Bottersnike> In the
jar?
L609[12:38:32] <LexManos> Ya "OSB
Chat Mod"
L610[12:38:50] <Bottersnike> IK that there
are two mods in the github (I coppied a prev build env) but in the
jar?
L611[12:39:01] <TehNut> Heh... yeah the
Jar ships both
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L614[12:39:33] <LexManos> 3, oh dear god
you're setting the player step high from an object doing string
conversion every tick...
L615[12:39:33] <IoP> why limit to
32.25?
L616[12:39:34] <LexManos> why...
L617[12:39:45] <LexManos> just set it once
when the config changes u.u
L618[12:39:52] <Bottersnike> Because I
couldn't find a way to bind to world load
L619[12:40:00] <Bottersnike> The world
load event fires before the player is loaded
L620[12:40:02] <LexManos> why not the
world load event
L621[12:40:07] <LexManos> or the player
construct event
L622[12:40:08] <howtonotwin> Is there not
an event for a player joining world
L623[12:40:12] <LexManos> or anything like
that
L624[12:40:16] <LexManos> yes there
is
L625[12:40:19] <gigaherz> just use
EntityJoinWorldEvent
L626[12:40:35] <LexManos> Also, not every
class needs its own package.. wtf...
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L628[12:40:43] <Bottersnike> @gigaherz
that doesnt work. @LexManos is construct player a thing?
L629[12:40:55] <gigaherz>
EntityConstructing, for EntityPlayer
L630[12:41:05] <gigaherz> and why does it
not work?
L631[12:41:07] <Bottersnike> Lex, I just
find it neater in my project view :P
L632[12:41:14] <gigaherz> also don't ping
lex
L633[12:41:15] <LexManos> its ugly
L634[12:41:26] <Bottersnike> I don't
know
L635[12:41:30] <LexManos> you have a ~20
line mod spread across 10 different files/packages
L636[12:42:18] <Bottersnike> A good
portion of it is the GUI stuff. I cound't find a better way of
doing the configs.
L637[12:42:30] <Bottersnike> Is there a
neater way of loading the gui configs?
L638[12:43:02] <TehNut> neater?
L639[12:43:11] <Bottersnike> Less
lines
L640[12:43:23] <Bottersnike> Mine takes up
3 files...
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L642[12:44:08] <TehNut> Less lines? Remove
all the line breaks! \o/
L643[12:44:14] <gigaherz> sometimes it's
nice to use nested classes if you have a few separate things that
belong to the same feature
L644[12:44:28] <Bottersnike> TehNut...
Just no
L645[12:45:01] <Bottersnike> gigaherz, so
just move the gui factory and my ModGuiConfig file to the same
file?
L646[12:45:54] <Bottersnike> Where is the
ConstructPlayer event?
L647[12:46:09] *** V
is now known as Vigaro
L648[12:46:16] <gigaherz> it's not
"ConstructingPlayer"
L649[12:46:20] <gigaherz> it's
"EntityConstructing"
L650[12:46:32] <gigaherz> gets called for
all entities, but you can only process it for EntityPlayer
entities
L651[12:47:01] ⇦
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L652[12:47:02] <Bottersnike> How? (Also
which package is it in. I can't find it in
net.minecraftforge.event.entity)
L653[12:47:04] <gigaherz> and
Bottersnike
L654[12:47:06] <gigaherz> the point
is
L655[12:47:07] <Bottersnike> Yh
L656[12:47:15] <gigaherz> you have
.handler.ConfigurationHandler
L657[12:47:20] <gigaherz>
.client.gui
L658[12:47:28] <Bottersnike> I've fixed
all that
L659[12:47:30] <gigaherz>
.reference.Reference
L660[12:47:31] <gigaherz> etc
L661[12:48:01] <gigaherz> so like
L662[12:48:03]
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L663[12:49:03] <Bottersnike> How do I
process EntityConstructing for just the player?
L664[12:49:04] <gigaherz>
net.minecraftforge.event.entity.EntityEvent.EntityConstructing
L665[12:49:13] <Bottersnike> :p I
litterally just found it
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L667[12:49:40] <gigaherz> check if the
entity in the event is an EntityPlayer.
L668[12:49:50] <howtonotwin> also
<C-h> is magical
L669[12:50:18] <howtonotwin> about as
magical as <C-A-h>
L670[12:50:22] <Tazz> yo whats up with
gradle?
L671[12:50:38] <howtonotwin> groovy
L672[12:50:40] <howtonotwin> That is to
say, dark magic.
L673[12:50:51] <Tazz> illegal character in
opaque part at index 10
L674[12:50:57] <Tazz> howtonotwin, yeah
gradle is pretty bad :/
L675[12:51:06] <howtonotwin> it's not bad,
per se
L676[12:51:10] <howtonotwin> it's just
magical
L677[12:51:11] <Tazz> uh yeah
L679[12:51:12] <Tazz> its bad
L680[12:51:13] <howtonotwin> and
dynamic
L681[12:51:19] <Tazz> its
interpreted
L682[12:51:33] <Tazz> and uses ANTLR to
gen ASTs
L683[12:51:52] <Tazz> and has largely
redundant code in it
L685[12:52:14] <howtonotwin> stick that in
your browser console please :P
L686[12:52:17] ***
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L687[12:52:20] <Tazz> Im good
L688[12:53:21]
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L689[12:56:13] <Tazz> why do I always
experience bullshit and obscure issues with shit
L690[12:56:16] <Tazz> dafqu
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L694[13:02:30] <Bottersnike> What's the
forge alt to System.out?
L695[13:02:39] <TehNut> A logger
L697[13:03:45] <Tazz> also that should
totally be fixed Xd
L698[13:03:54] <Bottersnike> What?
System.out?
L699[13:04:03] <Tazz> having : in your
project path makes gradle shit itself
L700[13:05:21] <Bottersnike> Any good
material for loggers? The RTFD is really poor
L701[13:05:29] <Tazz> bot
L702[13:05:31] <Tazz> Bottersnike*
L703[13:05:33] <Tazz> they are pretty
simple
L704[13:05:43] <TehNut> In preinit, you
have event.getModLogger()
L705[13:05:52] <Tazz> public static final
Logger logger = LogManager.getLogger(<Mod
Class>.class);
L706[13:05:54] <TehNut> Store that as a
field in your class, and use it to do stuff
L707[13:06:02] <TehNut> Or that ^
L708[13:06:02] <Bottersnike> Okay
thanks.
L709[13:06:03] <Tazz> then just
logger.info("Hello World");
L711[13:06:05] <TehNut> Same thing either
way
L712[13:06:47] <Bottersnike> Okay. I'm
guessing you can do logger.error and logger.debug as well?
L713[13:07:02] <Tazz> yeah
L714[13:07:10] <Tazz> and severe,
fine
L715[13:07:31] <Bottersnike> What type is
event.getModLogger()?
L716[13:07:35] <howtonotwin> Logger
L717[13:07:39] <Tazz> I never really use
more than error, debug, info and sometimes very rarely severe
L718[13:07:41] <Bottersnike> But which
one?
L719[13:07:44] <howtonotwin> apache
Log4j
L720[13:07:52] <howtonotwin> check the
signature?
L721[13:07:52] <TehNut> Not the one in the
core package
L722[13:08:15] <Bottersnike> Well
event.getModLogger doesn't seem to exist...
L723[13:08:29] <howtonotwin> get it from
FMLPreInitEvent
L724[13:08:42] <howtonotwin> or just use
the static LogManager.getLogger
L725[13:08:43] <Bottersnike> PreInit or
PreInitialization?
L726[13:09:00] <howtonotwin> uuh pretty
sure only one of those exists
L727[13:09:08] <IoP> non-code issue:
"The SourceForge page can be found at" in the
readme
L728[13:09:13]
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L729[13:09:25] <Tazz> prefer
LogManager.getLogger since it allows for immutability
L730[13:10:14] <howtonotwin> best
mutability is no mutability (unless performance) :P
L731[13:10:39] <Tazz> wut
L732[13:10:54] <howtonotwin> ignore me, I
ramble
L733[13:11:10] <Tazz> immutability is
best
L734[13:11:15] <Tazz> you should strive
for it
L736[13:11:34] <BordListian> howtonotwin,
are you a descendant of neptune
L737[13:11:36] <Tazz> scala's builtin
types are immutable in most cases unless you specify it
L738[13:11:36] <howtonotwin> learn you an
immutable for great good
L739[13:13:25] <Bottersnike> I forgot
again, how does one get an instance of the player?
L740[13:13:36] <BordListian> from
where
L741[13:13:49] <Tazz> Bottersnike,
depends
L742[13:13:50] <Tazz> which side
L743[13:14:08] <Bottersnike> Config
changed event
L744[13:14:13] <Tazz> wut
L746[13:14:22] <BordListian> uh
L747[13:14:33] <Bottersnike> ?
L748[13:14:42] <Bottersnike>
ConfigChangedEvent.OnConfigChangedEvent
L749[13:14:49] <Tazz> which is what
side?
L750[13:14:52]
⇨ Joins: silenz (~silenz@185.108.121.43)
L751[13:14:52] <BordListian> xy-problem in
full effect?
L752[13:15:37] <Bottersnike> So.... How do
I get the player?
L753[13:15:49] <BordListian> what are you
trying to d0o?
L754[13:16:05] <Bottersnike> Set the
playre step height when the config is changed
L755[13:16:24] <BordListian> why not do it
in livingTick?
L756[13:16:43] <Bottersnike> Because Lex
said not to
L758[13:17:11] <BordListian> helpful
L759[13:17:16] <Bottersnike> I'm now
binding the entity construction event and doing it there but then I
need to change the step height when the configis are changed
L760[13:17:48] ⇦
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L761[13:17:51] <howtonotwin> Note that you
also have to handle client and server side
L762[13:17:55] <PaleoCrafter> since
ConfigChangedEvent is client side, Bottersnike, there only is one
player and you should know how to get it :P
L763[13:18:09]
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L764[13:18:09]
MineBot sets mode: +v on Tahg
L765[13:18:14] <Bottersnike> Well I forgot
:P
L766[13:18:20] <howtonotwin> hint, client
side MC is governed by a singleton Minecraft
L767[13:18:30] <Bottersnike> So... Is it
Minecraft.getMinecraft().getPlayer()?
L768[13:18:36] <howtonotwin> tada!
L769[13:18:46] <howtonotwin> Ordi would be
proud
L770[13:18:59] <Koward> x)
L771[13:19:02] <TehNut> Well, now you need
to let the server know about that
L772[13:19:07] <BordListian> this seems
like a really out of the way solution
L773[13:19:09] <howtonotwin>
Packets!
L774[13:19:14] <TehNut> Networking!
L775[13:19:14] <Bottersnike> well
getPlayer doesn't exist in Minecraft.getMinecraft()
L776[13:19:19] <TehNut> thePlayer
L777[13:19:20] <howtonotwin>
thePlayer
L778[13:19:21] <TehNut> It's a field
L779[13:19:25] <Bottersnike> Also step
height is client side only
L780[13:19:30] <TehNut> Is it?
L781[13:19:30] ⇦
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L782[13:19:47] <Bottersnike> Yup
L783[13:19:53] ⇦
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L784[13:20:01] <howtonotwin> that seems...
cheaty
L785[13:20:06] <Bottersnike> How would I
access my logged from an external class? Just create a new
one?
L786[13:20:10] <Bottersnike> *logger
L787[13:20:15] <TehNut> uh...
L788[13:20:19] <howtonotwin> make it a
static field?
L789[13:20:21] <TehNut>
how2basicjava
L790[13:20:27] ⇦
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L791[13:20:35] *
howtonotwin boils an egg in coffee
L792[13:20:39] *
howtonotwin is how2basicjava
L793[13:20:40] <Bottersnike> explain
please. I'm a complete nub
L794[13:20:50] <illy> TehNut, would that
involve throwing eggs at the computer
L795[13:20:54] ⇦
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L797[13:21:20] <Bottersnike> Got it
L798[13:21:21]
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L806[13:25:53] *
Bottersnike just dropped a pile of freshly ironed shirts into a box
of circuits boards... Now they stink
L807[13:26:02] ***
Vigaro is now known as V
L808[13:26:15]
⇨ Joins: armed_troop
(~armedtroo@pool-173-59-20-164.phlapa.fios.verizon.net)
L809[13:26:45] <illy> well ya now those
circuit boards smell like shirts
L810[13:28:19] <Bottersnike> If only
L811[13:29:47] <Bottersnike> Why is
"entity instanceof EntityPlayer" not working? (In
EntityEvent.EntityConstructing)
L812[13:30:03] <Bottersnike> where
"entity" is "Entity entity =
event.getEntity();"
L813[13:30:07]
⇨ Joins: Dimitriye98
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L814[13:30:37] <BordListian>
EntityJoinWorld maybe?
L815[13:30:58] <TehNut> Define "not
working"
L816[13:31:04] <Bottersnike> Well nothing
happens
L817[13:31:17] <TehNut> Did you register
your event handler?
L818[13:31:29] <Bottersnike> Nope...
Brb
L819[13:31:34] ***
Bottersnike is now known as Botter|afk
L820[13:31:34] <Botter|afk> :P
L821[13:31:34] <TehNut> Mmmmhm.
L822[13:32:55] ⇦
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L823[13:33:11] <howtonotwin> I suggest you
take a look at an open source mod's code to learn +
understand
L824[13:33:24]
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L825[13:33:39] *
shartte sighs
L827[13:33:47] <shartte> Some common
utilities for working with BakedQuads would be really nice :(
L828[13:35:00] <howtonotwin> there's a
vecmath lib in the forge env
L829[13:35:07] <howtonotwin> try that?
:P
L830[13:35:16] <shartte> yeah but i am
talking about about modifying existing baked quads
L831[13:35:22] <shartte> more about
L832[13:35:38] <shartte> i am a bit wary
of that forge unpacking utility
L833[13:36:27] <shartte> I'll probably
have to write something along the lines of BakedQuadRetextured
(from vanilla) for my purposes
L834[13:36:28] <PaleoCrafter> afaik, the
community utility is IVertexConsumer :P
L835[13:36:36] <PaleoCrafter>
*common
L836[13:37:32] ⇦
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L837[13:39:54] <shartte> heh i should just
profile it before i go ahead and try to optimize it
L838[13:40:07] <shartte> but at first
glance, it just seems so inefficient to unpack the data, modify it,
then pack it again
L839[13:40:19] <shartte> at least for my
purposes (modifying existing attributes only)
L840[13:40:20] ⇦
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L841[13:41:05] <shartte> and it's a
comparatively uncommon use case (facades)
L842[13:41:39] <Subaraki> what are you
trying to do ?
L843[13:43:07] <shartte> AE2 Facades
L844[13:43:26] <shartte> For which I am
trying to take the BakedQuads returned by the original blocks, for
the correct side
L845[13:43:43] <shartte> And cut them up
as needed
L846[13:44:01] <shartte> For which i'd
need to clone them & modify the pos, and then adjust the uv as
needed
L847[13:44:37] <shartte> Since the
potential of caching is somewhat limited there, i'll have to see
how this performs. Given that some people go crazy with
facades
L848[13:47:08] <Subaraki> yeah but, what
are yo trying to do ? xD what's the point of your mod, why do you
want it ? :)
L849[13:47:34] <PaleoCrafter> I assume the
mod is AE2 :P
L850[13:48:03] <shartte> yes it is
L851[13:50:13] *** V
is now known as Vigaro
L852[13:51:18] <shartte> this would be
much easier if facades couldn't be mixed with terminals ^^
L853[13:51:27] <shartte> but then again,
that's kinda the charm
L854[13:54:25] <gigaherz> sounds to me
like it woudl be easier to have separate models XD
L855[13:54:34] <gigaherz>
"facade", "facade with pipe" and "facade
with terminal"
L856[13:54:46] <shartte> oh but they're
dynamic...
L857[13:54:56] <gigaherz> separate models,
dynamic textures?
L858[13:55:01] <shartte> as in, AE
actually calculates the bounding box of all parts on the cable, and
subtracts that from the facade
L859[13:55:08] <gigaherz> oh I see
L860[13:55:32] <gigaherz> although, you
could build the quads on the fly using some values input to a
function ;P
L861[13:55:41] <shartte> Well that's what
I have to do anyway
L862[13:56:07] <shartte> Original AE only
takes the input block's texture, I think. I wonder how it worked in
case of grass, really
L863[13:56:12] <gigaherz> IBakedModel
genFacade(TextureAtlasSprite[] textures, float thickness, float
centerHole)
L864[13:56:13] <gigaherz> ;P
L865[13:56:29] ⇦
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L866[13:56:31] <shartte> In 1.10, grass
will return 2 quads per side
L867[13:56:36] <gigaherz> 2?
L868[13:56:39] <gigaherz> why 2?
L869[13:56:43] <shartte> one with the
tint
L870[13:56:44] <shartte> one without
L871[13:56:46] ⇦
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L872[13:56:46] <gigaherz> OH
L873[13:56:48] <gigaherz> layers
L874[13:56:49] <shartte> and they're
layered
L875[13:56:50] <shartte> yup
L876[13:56:53] <gigaherz> yeah
L877[13:57:05] <shartte> so in case I want
to support grass facades
L878[13:57:08] <shartte> it gets kinda
complicated hehehe
L879[13:57:23]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L880[13:57:24] <shartte> i could
potentially still make new quads, and try to copy the properties of
the old ones
L881[13:57:31]
⇨ Joins: Hgrebnednav_
(~Hgrebnedn@d8D872A6E.access.telenet.be)
L882[13:57:38] <shartte> i.e. tint index,
sprite, lighting settings, etc.
L883[13:57:40] <gigaherz> so your plan is
to sue basically the equivalent of a "boolean
intersection" operation between the facade bounds, and the
input model
L884[13:57:43] <gigaherz> use*
L885[13:58:14]
⇨ Joins: theFlaxbeard
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L886[13:58:31] <gigaherz> (read about
Constructive Solid Geometry, applied to polygon meshes)
L887[13:58:32] <shartte> oh I can copy
that logic from 1.7, really
L888[13:58:36]
⇨ Joins: Dimitriye98
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L889[13:58:39] <shartte> and yeah, it's
not as complicated as "real" CSG is
L890[13:58:41] <gigaherz> not if you want
to support arbitrary models
L891[13:58:48] <gigaherz> that may be 3d
and have depth
L892[13:58:49] <gigaherz> ;p
L893[13:58:52] <shartte> solid blocks have
to suffice
L894[13:58:57]
⇨ Joins: primetoxinz
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L895[13:58:58] <shartte> but it should
support multiple layers
L896[13:59:08] <gigaherz> would be nice if
someone made a CSG lib for facades ;P
L897[13:59:39] <TehNut> "Okay let's
just resume this instance... don't press the stop button, DON'T
PRESS THE STOP BUTTON" *presses restart button*
L898[13:59:53] <TehNut> i'm an idjut
L899[14:00:44] ***
Botter|afk is now known as Bottersnike
L900[14:01:39] <Bottersnike> Am I good to
handle events using @SubscribeEvent in the main class or do I need
an EventHandler class?
L901[14:03:58]
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L903[14:14:54] <tterrag> Bottersnike:
?
L904[14:14:58] <tterrag> not sure what
your question is
L905[14:15:04] <tterrag> @SubscribeEvent
and @EventHandler are not related
L906[14:15:40] <Subaraki> Bottersnike, i
think i know what you mean, and it depends wether or not you have a
lot of events to subscribe too
L907[14:15:52] <Subaraki> but in general,
a good idea is to make a class in which you handle your
events
L908[14:16:06] <tterrag> don't just shove
all your events into one class, that's pointless
L909[14:16:07] <gigaherz> it's considered
bad practice to place random @SubscribeEvents in your mod
class
L910[14:16:10] <gigaherz> but somtimes
they fit
L911[14:16:11] <Bottersnike> Okay.
L912[14:16:12] <Subaraki> if you have one
event to subscribe to, and write 5 lines for it, then you can put
it in the main file
L913[14:16:34] <tterrag> if you can
subscribe to events in the relevant object the event is used for,
do that. otherwise, have an event handler for each specific
purpose
L914[14:16:55] <Subaraki> I have a couple
of same events i subscribe to, for other purposes, i geenraly make
new classes for that, so i can easely find back what i put
where
L916[14:17:00] <Subaraki> instead of
stating a thousand if's
L917[14:17:16] <Subaraki> stepheight is
client side only, do you packets ?
L918[14:17:17] <tterrag> Bottersnike: dead
paste
L920[14:17:38] <tterrag> stepHeight is a
continuous variable
L921[14:17:42] <Subaraki> my paste
worked
L922[14:17:43] <tterrag> it's likely
something is setting it after you do
L923[14:17:49] <Bottersnike> Is
entityConstucting server side only?
L924[14:18:10] <Subaraki> nah, that should
make your game crash
L925[14:18:19] <Subaraki> ClassNotFound
Exception
L926[14:18:43] <Subaraki> tterag's idea
aint bad either
L927[14:18:54] <Subaraki> check if your
variable is changed
L928[14:19:05] <Subaraki> in like
livingentityupdateevent or so
L929[14:19:14] <Subaraki> (most likely not
real name ^ )
L930[14:19:28] <tterrag>
EntityConstruction is fired in Entity's constructor
L931[14:19:39] <tterrag> which means taht
any subclass's constructor is going to be run AFTER that
L932[14:19:49] <tterrag> EntityPlayer sets
is step height in its constructor so it's going to overwrite your
value
L933[14:19:51] <Bottersnike> Okay. So what
should I do?
L934[14:19:53] <tterrag> tl;dr you are
using the wrong event
L935[14:20:04] <tterrag> LivingUpdateEvent
would probably be better
L936[14:20:15] <Bottersnike> Does that
fire every tick?
L937[14:20:19] <tterrag> yes
L938[14:20:33] <Bottersnike> Lex said to
not do tickly updates (or tickly checks)
L939[14:20:48] <LatvianModder> tickly
hehe
L940[14:21:01] <Bottersnike> :P There must
be some event for the player loading in?
L941[14:21:04] <tterrag> if you can avoid
it, yes
L942[14:21:13] <tterrag> but as I said
before, stepHeight is not a final value
L943[14:21:17] <tterrag> it can change at
any point
L944[14:21:25] <tterrag> ideally, you
should change it when it needs to be changed
L945[14:21:32] <Subaraki> i personally use
public void playerLogin(PlayerLoggedInEvent event){
L946[14:21:35] <tterrag> I have no idea
what your mod is like, but say you change it when the player casts
a spell or something
L947[14:21:38] <tterrag> then no event is
needed
L948[14:21:40] <Subaraki> that's server
side only though
L949[14:21:40] <tterrag> just do it on
demand
L950[14:21:59] <Bottersnike> Yeah, it is
meant to be a perm step height
L951[14:22:17] <tterrag> what if another
mod wants to change the step height? are you just going to force it
to the value you want?
L952[14:22:30] <Bottersnike> no, but I
probably should
L953[14:22:39] <Subaraki> speaking of step
height, I was thinking about making a mod in whoich you could turn
into an animal. just one... how hard is it to change the pkayer's
model ?
L954[14:22:43] <tterrag> does your mod
just add a config for setp height?
L955[14:22:47] <Bottersnike> Yep
L956[14:22:49] <Subaraki> tried looking at
ichun's mod ... but that got me no wiser
L957[14:22:59] <tterrag> you'd have to ask
him yourself lol
L958[14:23:03] <Bottersnike> Have you
looked at morph?
L959[14:23:10] <tterrag> Bottersnike:
you'd have to do it per tick then
L960[14:23:20] <Subaraki> " tried
looking at ichun's mod ... but that got me no wiser" < that
refered to morph
L961[14:23:25] <tterrag> I'd do something
like if (stepHeight == vanillaValue) { stepHeight = configValue
}
L962[14:23:28] <Bottersnike> Ahh :P
L963[14:23:30] <tterrag> though even that
might not be the most compatible
L964[14:23:45] <Bottersnike> That's what I
was doing but Lex said it was bad
L965[14:26:09] <Subaraki> most likely
because the step height can now be changed ?
L966[14:26:14] <Subaraki> from one block
to half a block ?
L967[14:26:24] <Subaraki> so stepHeight
can have two variables
L968[14:27:02] <Subaraki> which would mean
you'd have to check both, or switch as well when you switch to the
jump aid
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L980[14:52:05] ***
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L981[14:52:27] <barteks2x> Are there any
tools/methods that can help with, in this case, some client
updates/frames taking much longer than usual? Profilers/samplers
only show average. (and no, it's not GC here, it's definitely the
code)
L982[14:54:05] <LatvianModder> how do I
get current loading state of Forge?
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L984[14:55:38] <barteks2x> I don't even
know what to google because I don't know any expression that
doesn't confuse google to describe the problem
L985[14:58:42] <gigaherz> well, a
profiler?
L986[14:59:06] <gigaherz> ideally, you'd
want a frame debugger/profiler
L987[14:59:20] <gigaherz> but MC isn't
that fancy
L988[15:00:15] <barteks2x> I'm thinking
about abusing minecraft builtin profiler
L989[15:00:26] <barteks2x> with my own
graph drawn in separate window
L990[15:02:18] <gigaherz> is there a
profiler api for java itself?
L991[15:02:56] <barteks2x> as far as I
know minecraft has a basic profiler builtin (for server it's /debug
start, for client - i don't remember how to start it)
L992[15:04:48] <barteks2x> the only thing
that I don;t like is how the graph is rendered, there is no way I
would be able to see what I want when it disappears a few frames
later
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L994[15:09:16] <barteks2x> it would be
quite a bit of code to write so I want to know if there are
alternatives
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L998[15:16:00] <tterrag> barteks2x: player
had a tool for that
L999[15:16:20] <tterrag> a mod which would
dump stats whenever a frame took >x ms
L1000[15:16:32] <barteks2x> oh, is it
available somewhere?
L1001[15:16:57] ***
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L1003[15:17:07] <barteks2x> I already
started writing code to dump minecraft profiler results to disk
every frame and reset them, but if it's available somewhere I could
use it
L1004[15:17:14] <tterrag> go down to the
"Extra tweaks/tips" spoiler
L1005[15:17:56] <barteks2x> does it work
in dev environment?
L1006[15:18:07] <tterrag> maybe?
L1007[15:18:09] <tterrag> try and find
out
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L1010[15:24:38] <barteks2x> it looks like
it works only in 1.10, not 1.10.2
L1011[15:24:45] <gigaherz> back
L1012[15:24:51] <gigaherz> [22:02]
(gigaherz): is there a profiler api for java itself?
L1013[15:24:54] <gigaherz> what i meant
is
L1014[15:25:00] <gigaherz> if there's
some sort of profiling api
L1015[15:25:12] <gigaherz> it would be
ideal to be able to have a "start of frame" event, to
tell a real profiler to start measuring
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L1017[15:25:26] <gigaherz> and a
"end of frame" to tell the profiler to pause the process
and capture the results for display
L1018[15:25:52] <gigaherz> this way you
can "run" a few frames, to average results, and see what
the hot spots are
L1019[15:25:53] <barteks2x> I heard of
one but it's I as I remember it's not really official and no
documentation for it. I may remember it completely wrong
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L1021[15:27:12] <barteks2x> minecraft
builtin profiler would be enough if it could render things in some
sane way and export to file
L1022[15:27:28] <barteks2x> The way it is
it's useful for average performance
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L1024[15:28:40] <barteks2x> this is what
the 1.10 tool crashes with: java.lang.NoSuchMethodError:
net.minecraftforge.client.ClientCommandHandler.func_71560_a(Lnet/minecraft/command/ICommand;)Lnet/minecraft/command/ICommand;
L1025[15:29:20] <tterrag> likely
obfuscated
L1026[15:29:24] <tterrag> and you are
using it in dev
L1027[15:29:24] <barteks2x> yes it
is
L1028[15:29:25] <gigaherz> deobf
error?
L1029[15:29:25] <tterrag> try using
BON2
L1030[15:29:33] <gigaherz> yep I have run
into a couple mods that need BON2
L1032[15:29:38] <gigaherz> because the
internal deobf won't work
L1033[15:29:41] <tterrag> </plug>
:>
L1034[15:29:58] <barteks2x> wait,
obfuscated in which way?
L1035[15:30:10] <gigaherz> !gm
func_71560_a
L1036[15:30:10] <barteks2x> using
minecraft obfiscated names or the code being obfuscated?
L1037[15:30:16] <gigaherz> it's calling
func_71560_a
L1038[15:30:17] <tterrag> both, knowing
player
L1039[15:30:22] <gigaherz> but in dev it
should be registerCommand
L1040[15:30:26] <tterrag> but the
important part is that it's looking for srg names, which won't work
in dev
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L1042[15:30:43] <gigaherz> the error
saying func_71560_a means it did NOT get properly deobfuscated into
registerCommand
L1043[15:30:46] <gigaherz> causing the
crash
L1044[15:30:55] <barteks2x> it's not from
reflection. I thought forge deals with that
L1045[15:31:03] <gigaherz> it does
L1046[15:31:06] <gigaherz> 99% of the
time
L1047[15:31:09] <gigaherz> there's a few
corner cases
L1048[15:31:14] <gigaherz> that BON2
handles slightly better
L1049[15:31:42] <barteks2x> what is
BON2?
L1050[15:31:51] <tterrag> a
deobfuscator
L1051[15:32:14] <tterrag> run it, pick
your mappings version, pick the jar, done
L1052[15:33:24] <barteks2x> still trying
to find the directory. I hate the uppercase first then lowercase
oedering
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L1054[15:34:40] <tterrag> does it do
that?
L1055[15:34:43] <tterrag> I might be able
to fix that :P
L1056[15:35:12] <barteks2x> at least on
my system. Seems to sort by ascii/utf8 by bytes
L1057[15:35:21] <barteks2x> not that big
problem
L1058[15:36:36] <tterrag> linux?
L1059[15:36:48] <barteks2x> yes
L1060[15:36:53] <tterrag> might be
it
L1061[15:36:57] <tterrag> windows isn't
case sensitive
L1062[15:37:30] <barteks2x> hm.. let's
see how it handles directory named \
L1063[15:39:28] <tterrag> O_O
L1064[15:39:28] <tterrag> why
L1065[15:39:45] <barteks2x> I'm curious
what programs do when they see it
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L1067[15:41:04] <tterrag> doesn't seem
there's an easy fix for the case sorting issue
L1068[15:41:04] <tterrag> I found one JDK
bug report from '99 lol
L1069[15:41:29] <barteks2x> and now some
programs may even depend on that prdering
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L1075[15:49:55] <shartte> case sorting
issue?
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L1080[16:01:46] <tterrag> barteks2x: well
it would be added as an option
L1081[16:01:50] <tterrag>
filechooser.setOrdering
L1082[16:01:53] <tterrag> or
something
L1083[16:02:09] <barteks2x> if it's a
problem - leave it that way. A lot of programs seem to do it
L1084[16:08:54] <gigaherz> tterrag:
rename BON2 to "Bearer of Names"
L1085[16:08:55] <gigaherz> ;P
L1086[16:09:25] <tterrag> I couldn't do
that to the BON legacy
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L1095[17:03:16] <barteks2x> Why is it
that every time I return to my project after longer break, the code
suddenly breaks even if I didn't change anything...
L1096[17:03:54] <TehNut> maybe it was
already broken, you just didn't realize it at the time
L1097[17:04:28] <barteks2x> hiw I
wouldn't realize 2 different crash bugs?
L1098[17:04:38] <barteks2x> very obvious
ones
L1099[17:05:19] <TehNut> you were too
tired to notice them after fixing the last very obvious bugs you
noticed from the last time you returned
L1100[17:06:16] <barteks2x> I simply
created new world and reloaded it.. and it crashed. I fixed it, and
now I see holed in the world because forge ignores the other
crash
L1101[17:06:43] <barteks2x> Also, is it
possible to tell forge to not ignore these crashes?
L1102[17:07:45] <barteks2x> (it's in
event habdler)
L1103[17:08:15] <Ordinastie> forge
doesn't ignore anything
L1104[17:08:24] <barteks2x> it simply
prints it to console
L1105[17:08:26] <barteks2x> and that's
it
L1106[17:08:31] <barteks2x> and it
continues
L1107[17:08:47] <Ordinastie> make a
breakpoint for your crash then
L1108[17:09:53] <barteks2x> wait
L1109[17:09:54] <barteks2x> no
L1110[17:10:06] <barteks2x> it was
minecraft that ignored a crash that later caused crash in event
handler
L1111[17:10:26] <barteks2x> Minecraft
simply ignored all exceptions from PlayerChunkMap
L1112[17:11:35] ***
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L1113[17:12:13] <barteks2x> it's actually
net.minecraft.util.Util.runTask that ignores exceptions
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L1120[17:45:24] <barteks2x> does
minecraft stop server when tick takes more than 60 seconds when
running client too?
L1121[17:47:08] <howtonotwin> Test it
:P
L1122[17:49:16] <barteks2x> it looks like
the mod I added to detect client/server lag spikes replaces it with
its own implementation
L1123[17:49:38] <Ordinastie> barteks2x,
yes, but it's configurable
L1124[17:49:46] <Ordinastie> in server
properties
L1125[17:50:00] <barteks2x> And what I
saw is that flowing liquits when generating terrain can create some
very lomng stacktraces
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L1127[17:55:04] <barteks2x> I can't
figure out how to use the csampler command from this. The usage I
get from help seems to make no sense
L1128[17:55:37] <tterrag> go bug Player
wherever he is
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L1130[17:56:01] <howtonotwin> Terribad
idea: Profile the time between events that fire every render
tick
L1131[17:56:25] <barteks2x> I figured it
out
L1132[17:56:40] <howtonotwin> i.e if
there's an event firing exactly once per frame, measure the time
between calls to its constructor
L1133[17:57:25] <barteks2x> by the time I
figure out the command my performance issues will
disappear...
L1134[17:57:55] <howtonotwin>
Schroedinbugs!
L1135[17:58:29] <howtonotwin>
Heisenbugs!
L1136[17:58:32] <howtonotwin>
Mandelbugs!
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L1138[17:58:46] <barteks2x> exactly as I
said, started the commands and it no longer freezes every 2
seconds
L1139[17:59:18] <howtonotwin> Every day
you stray further from the Bohrbug's light :P
L1140[17:59:38] <howtonotwin> (Bohrbug
being a good, easy, simple to see and fix bug)
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L1142[18:03:19] <barteks2x> Is there any
reasonable way to make vanilla not ignore my exceptions?
L1143[18:03:38] <barteks2x> it ignores
even errors, not just exceptions (like AssertionError)
L1144[18:04:27] <tterrag> what?
L1145[18:04:31] <tterrag> ignoring
meaning what
L1146[18:04:46] <barteks2x> printing it
to console and continuing
L1147[18:05:04] <howtonotwin> pretty sure
that exceptions make it die
L1148[18:05:13] <techbrew> \o
L1149[18:05:16] <tterrag> from what
context?
L1150[18:05:19] <howtonotwin> o/
L1151[18:05:34] <barteks2x> in almost any
method in PlayerChunkMap (cubic chunks replaces this one)
L1152[18:05:59] <tterrag>
stacktrace?
L1153[18:06:04] <tterrag> what does the
log look like?
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L1156[18:06:42] <barteks2x> the log is
spammed with them until everything crashes because data is in
inconsitient state
L1157[18:07:25] <tterrag> oh because it's
a task
L1158[18:08:33] <barteks2x> So is there
any way to prevent that?
L1159[18:08:55] <tterrag> handle your
error in the task
L1160[18:09:04] <barteks2x> I want it to
crash before it corrupts the world
L1161[18:09:07] <tterrag> it's being
wrapped to an ExecutionException which is checked
L1162[18:09:10] <tterrag> it cannot be
thrown
L1163[18:09:27] <tterrag> don't do
dangerous code in a future
L1164[18:10:05] <barteks2x> Minecraft
loads chunks from there... if that's not dangerous, I don't know
what is
L1165[18:10:37] <howtonotwin> A chunk
failing to load is not fatal, though.
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L1167[18:12:10] <tterrag> see
ChunkProvider#loadChunkFromFile
L1168[18:12:23] <tterrag> loading a chunk
is meant to be nullable. an error should be ignored
L1169[18:12:31] <barteks2x> The only
reason it crashes now is because I wrote assert something <
somethingElse; in chunkload code (and I thought it shoudl be
impossible for it to be wrong even if chunk data is completely
wrong)
L1170[18:12:59] <tterrag> assertions
don't even work in production
L1171[18:13:15] <barteks2x> I used them
to easly see if my code is right
L1172[18:13:23] <tterrag> apparently it's
not :)
L1173[18:13:35] <barteks2x> but the fact
that these exceptions are ignored makes it hard to notice that
something is wrong
L1174[18:13:45] <tterrag> not really. it
prints the exact error
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L1176[18:14:08] <barteks2x> along with
many other lines, and then crashes for completely different
reason
L1177[18:14:46] <Ordinastie> not all
exceptions have to be terminal
L1178[18:14:48] <tterrag> then your code
is broken because it expects a chunk load to always complete
successfully
L1179[18:15:25] <Ordinastie> and frankly,
way to many exceptions make MC crash completely when they could be
recoverable
L1180[18:16:04] <howtonotwin> Create a
new event, KillMeNowEvent, register a handler, and then receive and
murder the game when received. Then turn asserts into methods that
may or may not fire the event. :P
L1181[18:16:32] <barteks2x> So now I know
that my code is even more broken than I thought it is. I need to do
proper error handling for chunk loading
L1182[18:16:39] <barteks2x> And fix the
bug
L1183[18:16:56] <tterrag> howtonotwin:
that would not work
L1184[18:17:03] <tterrag> it would still
be inside the task
L1185[18:17:11] <tterrag> it would bubble
up to the FutureTask and be wrapped
L1186[18:17:45] <Ordinastie> even if you
make a proper CrashReport ?
L1187[18:17:56] <barteks2x> Even if you
throw OutOfMemoryError
L1188[18:18:06] <tterrag> FutureTask
always wraps exceptions
L1189[18:18:39] <techbrew> (different
topic)
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L1192[18:19:17] <Ordinastie> techbrew,
completely unreliable
L1193[18:19:24] <tterrag> techbrew:
assuming it's a block, that should always be reliable
L1194[18:19:32] <techbrew> blockstates
only, yes
L1195[18:19:39] <barteks2x> actually, I
don't think I shouldbe loading anythign from
updateMountedMovingPlayer.
L1196[18:20:39] <techbrew> it's fine for
Minecraft block textures - so far as I've found - just wondering if
mods are going to burst my bubble
L1197[18:20:58] <Ordinastie> wait, I
missed the TAS
L1198[18:21:05] <Ordinastie> how do you
get it in the first place ?
L1199[18:21:11] <Ordinastie> (because
that's the unreliable part)
L1200[18:21:25] <tterrag> I assume
getParticleTexture
L1201[18:21:28] <techbrew> I bought it on
ebay
L1202[18:21:31] <tterrag> which is as
good as you can do for a single icon
L1203[18:21:40] <techbrew>
FMLClientHandler.instance().getClient().getBlockRendererDispatcher().getBlockModelShapes().getTexture(blockState)
L1204[18:22:29] <Ordinastie> yeah only
the particleIcon
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L1206[18:24:37] <barteks2x> Now I
realized all of the code that is wrotten by someone else in my mod
needs to e rewritten to not assume that loading chunks never
fails
L1207[18:24:52] <howtonotwin> Can't you
make a buffered image from getFrameTextureData
L1208[18:25:10] <howtonotwin> or am I
dumb?
L1209[18:25:14] <techbrew> I was
literally typing the question about whether or not I could rely on
that to be populated
L1210[18:25:26] <techbrew> "related,
could TextureAtlasSprite.getFrameTextureData(0) be used
instead"?
L1211[18:25:50]
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L1213[18:26:20] <Ordinastie> just add
fail safe in case it's not
L1214[18:26:28] <techbrew> I haven't
poked around enough to be sure that array was reliable for
non-animated textures
L1215[18:26:47] <howtonotwin> why would
it not?
L1216[18:27:08] <howtonotwin> why should
animated textures support getting the data but break on unanimated
ones?
L1217[18:27:32] <howtonotwin> Oh wait I
know why
L1218[18:27:34] <tterrag> remember that
animated textures are re-uploaded every time their animation
changes
L1219[18:27:34] <howtonotwin>
#mojang
L1220[18:27:39] <techbrew> ^^
L1221[18:28:06] <barteks2x> Also, what
vanilla does when loading chunk fails? Does it leave chunk hole?
Regenerate chunk?
L1222[18:28:39] <Ordinastie> I always
wondered how the animated textures actually worked on the texture
atlas
L1223[18:29:04] <techbrew> interpolated
int arrays by the looks of things, but I've just been
skimming
L1224[18:29:23] <techbrew> barteks2x: the
client just shrugs and doesn't show anything
L1225[18:29:57] <barteks2x> So the chunk
remains not loaded?
L1226[18:30:12] <howtonotwin> that's the
famous chunk error bug I think
L1227[18:30:16] <techbrew> hence those
lovely "oh look, there's an abandoned mineshaft near me thanks
to that sweet cutaway view of the hillside"
L1228[18:30:41] <howtonotwin> and/or the
"fuck this, I'm stuck floating in midair"
L1229[18:31:05] <barteks2x> that's when
server doesn't send chunk to client
L1230[18:31:21] <barteks2x> but what
happens when loading really fails?
L1231[18:31:34] <barteks2x> the
serverside chunk loading from disk
L1232[18:31:56] <howtonotwin> test it
:P
L1233[18:32:18] <barteks2x> uh... ok,
opening region file in notepad-like program and saving it should be
enough
L1234[18:32:25]
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L1235[18:32:25] <howtonotwin> fire up
urandom and find the true meaning of corruption
L1236[18:32:43] <barteks2x> ^even faster,
I didn't think of it
L1237[18:33:04] <tterrag> if it's not
loaded it gets regenerated, it seems
L1238[18:33:05]
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L1239[18:33:07] <tterrag> null =
ungenerated
L1240[18:33:09] <tterrag> to the chunk
provider
L1241[18:33:41] <howtonotwin> that must
be painful when your diamonds were RIGHT THERE DAMMIT
L1242[18:34:03] <barteks2x> unrelated:
did any mod ever reach 1MB compressed chunk size limit?
L1243[18:34:26] <howtonotwin> If you want
to know what happens: test it :P
L1244[18:34:30] <techbrew> barteks2x: see
ChunkProviderServer.loadChunkFromFile()
L1245[18:36:35] <howtonotwin> oh god none
of the param names in TextureUtil are MCP'd >.<
L1246[18:37:00] <barteks2x> from code it
looks like errored chunks remain unloaded
L1247[18:37:03] <flappy> barteks2x: wait,
is the cchunks generator progress time estimate HH:MM:SS or
MM:SS:ms
L1248[18:37:30] <barteks2x> HH:MM:SS I
think
L1249[18:37:37] <techbrew> smh
L1250[18:37:56] <barteks2x> if HH reaches
>0 something is seriously wrong
L1251[18:38:12] <techbrew> FTB Infinity
Pack probably
L1252[18:38:18] <flappy> barteks2x:
[Server thread/INFO]: Progress: 10.5% ETA: 02:38:12
L1253[18:38:21] <flappy> :D
L1254[18:38:32] <barteks2x> did you
allocate >1GB ram?
L1255[18:38:42] <flappy> i think i
did
L1256[18:38:50] <barteks2x> which world
type?
L1257[18:38:59] <flappy> normal
cubic
L1258[18:39:21] <barteks2x> vanilla
cubic?
L1259[18:39:27] <flappy> suddenly it's at
5min
L1260[18:39:38] <barteks2x> it uses
linear regression
L1261[18:40:47] <barteks2x> also, when
region file itself is corrupted - minecraft just crashes
L1262[18:41:11] <barteks2x> because it
expects IOException
L1263[18:41:48] <flappy> how lovely
L1264[18:42:29] <barteks2x> I don't think
I want to know what is your cpu if it's so slow
L1265[18:42:40] <flappy> it's a 2nd gen
i5
L1266[18:42:54] <barteks2x> similar to my
cpu, shouldn't be that bad
L1267[18:43:11] <barteks2x> I even tested
it on core 2 duo
L1268[18:43:22] <flappy> also i'm running
100-ish mods completely unconfigured, including the heavily-WIP GT5
port :P
L1269[18:43:37] <flappy> so that might
explain it
L1270[18:43:49] <barteks2x> don't tell me
it's all alongsize cubic chunks
L1271[18:44:07] <flappy> of course it
is
L1272[18:44:16]
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L1273[18:44:16] <barteks2x> does it even
work O.o?
L1274[18:44:36] <flappy> last time i
tried everything worked, with gen at pretty much vanilla speeds
:D
L1275[18:44:52] <flappy> i even had
modded TEs work sub-0
L1276[18:44:56] <barteks2x> last time
is...?
L1277[18:45:01] <flappy> lemme see
L1278[18:45:31] <barteks2x> I didn't even
try too much to make it compatible...
L1279[18:46:05] <flappy> 1.9.4-165
L1280[18:46:22] <barteks2x> that explains
it. 1.9.4 had a bit more broken lighting
L1281[18:46:47]
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L1282[18:46:58] <barteks2x> and if you
are running latest - it will crash as soon as you generate a bit
more terrain
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L1284[18:47:15] <barteks2x> (or maybe
not?)
L1285[18:47:49] <flappy> oh that might
explain why it wasn't responding after JEI loaded its plugins
L1286[18:48:08] <flappy> (i genned this
world once already)
L1287[18:48:50] <barteks2x> which commit
exactly did you compile?
L1288[18:49:26]
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L1289[18:50:36] <flappy> Think it's the
latest, with light update data
L1290[18:50:52] <flappy> the build's
numbered 1.10-40
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L1292[18:52:49] <barteks2x> uh...
lighting is broken again
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L1294[18:53:14] <barteks2x> I fixed it
like 5 times already
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L1296[18:54:24] <BordListian> will equals
serve for checking blockstates against one another?
L1297[18:55:16] <flappy> waaaait
L1298[18:55:49] <flappy> barteks2x: It
seemingly started the internal server when progress was at
43.2%
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L1300[18:56:05] <barteks2x> I know, the
code that calculates progress isn't perfect
L1301[18:56:09] <flappy> or like, other
stuff started doing their stuff
L1302[18:56:12] <flappy> ah
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L1304[18:56:43] <howtonotwin>
BordListian: == is fine
L1305[18:57:26] <howtonotwin> Unless you
have extended properties (they only should appear inside the model
system though)
L1306[18:57:47] <barteks2x> It's
basically trying to calculate progress if you know stages of what
is done without knowing what needs to be done.
L1307[19:02:32] <barteks2x> I give up
optimizing this... world.isAreaLoaded is the slowest part of
updating lighting
L1308[19:03:45] <barteks2x> I have no
idea how vanilla does it faster
L1309[19:04:32] <howtonotwin> Is there
any way to unmangle the GL constants in vanilla code?
L1310[19:05:17] <BordListian> ah
L1311[19:05:54] <howtonotwin>
<BordListian> ah
L1312[19:09:05] <BordListian> that
L1313[19:09:08] <tterrag> howtonotwin: go
to GL11 source and find the constant
L1314[19:09:08] <BordListian> pinged
me
L1315[19:09:14] <howtonotwin> heheheh
maguc
L1316[19:09:16] <howtonotwin>
*magic
L1317[19:09:20] <howtonotwin> unicode
magic
L1318[19:09:24] *
howtonotwin cackles
L1319[19:09:27] <BordListian>
goddamnit
L1320[19:10:04] <howtonotwin> I'll PM you
how, if and only if you promise not to tell :P
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L1322[19:10:39] <tterrag> I assume you're
using bidi text
L1323[19:10:41] <barteks2x> I know how it
works :D
L1324[19:10:53] *
howtonotwin is dead
L1325[19:10:57] <howtonotwin> of
sadness
L1326[19:11:40] <barteks2x> selecting
that text is broken for me
L1327[19:12:03] <howtonotwin> if I pinged
lex with that kind of text, would he kick me or be mystified?
L1328[19:12:18] <flappy> oh that's just
the LTR control
L1329[19:12:27] <howtonotwin> other
way
L1330[19:12:28] <flappy> RTL*,
whichever
L1331[19:12:33] <howtonotwin> **RLO
L1332[19:12:36] <flappy> you know what i
mean
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L1334[19:13:37] <barteks2x> when I select
such thing, the selected part becomes un-reversed, I don't even
know where should I report it as a bug
L1335[19:13:55] <howtonotwin> your irc
client
L1336[19:14:03] <barteks2x> it happens
with every program
L1337[19:14:06] <barteks2x> not just irc
client
L1338[19:14:11] <howtonotwin> OS?
L1339[19:14:30] <howtonotwin> it even
reverses the fade in a web browser's tabs
L1340[19:14:34] <barteks2x> linux? I
don't think it's part of kernel, and for debian I need to specify
package
L1341[19:14:41] <howtonotwin> even on
windows
L1342[19:14:48] <howtonotwin> maybe
x?
L1343[19:15:02] <howtonotwin> try
installing gpm and testing it in a console
L1344[19:15:35] <flappy> somewhat
unsurprisingly it loads a world now that i removed the WIP gregtech
port :D
L1345[19:17:00] <flappy> barteks2x: also
i'd think it's whatever does the font rendering
L1346[19:17:18] <barteks2x> and what does
font rendering on linux?
L1348[19:19:04] <howtonotwin> Hey this is
great because I can call him tterr4g and still ping him :P
L1349[19:20:40] <barteks2x> skype handles
it correctly, it may be bug in hexchat
L1350[19:21:37] <howtonotwin> notepad
handles it well
L1351[19:21:49] <howtonotwin> very
well
L1352[19:22:09] <howtonotwin> it
teleports the cursor and makes the selection look split xD
L1353[19:22:37] <barteks2x> skype does
that too (at least the beta akype, in the old one it was
broken)
L1354[19:23:25] <howtonotwin> it even
deals with mouse-selecting over a directional boundary by basically
inverting the selection
L1355[19:23:29] <howtonotwin> this needs
more testing
L1356[19:23:32] <howtonotwin> :P
L1357[19:24:23] <howtonotwin> wait
L1358[19:24:38] *
howtonotwin tests something
L1359[19:24:47] <howtonotwin> hmm
no
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L1361[19:31:05] <barteks2x> it turns out
that hexchat could cupport rtl but it would require many changes in
5000-lines-of-code file
L1362[19:34:32] <howtonotwin> Hmm,
tterrag, I found the constant 33085, but it's not in GL11 in hex,
or dec, or bin. Not quite sure how to proceed. Do I search for
every bit as it's own constant? Or are some constants more than one
bit?
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L1364[19:35:41] <howtonotwin> hmm, it
broke?
L1365[19:35:45] <howtonotwin>
interesting
L1366[19:37:13] <barteks2x> apparently my
random freezes happen in native lwjgl code
L1367[19:41:27] <barteks2x> wait, no, I
just saw number of n=samples. 10 samples isn't enough...
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L1382[20:15:15] <tterrag> howtonotwin: if
it's not there then it's likely an OR of two constants
L1383[20:15:17] <tterrag> what's the
method call?
L1384[20:15:31] <howtonotwin>
glTexParameteri(3553, 33085, p_180600_1_)
L1385[20:15:47] <Tazz> bit flags are so
awesome
L1386[20:15:53] <howtonotwin> from
TextureUtil::allocateTexture
L1387[20:16:25] <howtonotwin> I'm trying
to name all the parameters but I can't figure out the flags
L1388[20:17:06] <howtonotwin> thankfully
scala's standard lib supports bit flags in the form of BitSet so I
can test all the things :D
L1389[20:17:17] <Tazz> haha yes
L1390[20:17:24] <Tazz> i did something
neat in c
L1394[20:18:39] <Tazz> if you get whatsm
happening
L1395[20:18:40] <Tazz> lol
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L1399[20:26:12] <Tazz> what would be
better asthetically for a green house type place in MC?: a biome
done, a greenhouse like building, a biolab?
L1400[20:26:14] <Tazz> XD
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