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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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L40[01:18:27] <McJty> Check this tutorial: http://modwiki.temporal-reality.com/mw/index.php/Render_Block_TESR_/_OBJ-1.9
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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L75[03:30:10] <sham1> o/
L76[03:30:16] <PitchBright> o/
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L78[03:32:21] <Bottersnike> o/
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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] *** Bottersnike is now known as Botter|afk
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
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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] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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.
L126[04:01:56] ⇨ Joins: Jezza (~Jezza@92.206.33.136)
L127[04:01:57] <PitchBright> this kiinda-sorta gives an insight as to where it's headed https://www.youtube.com/watch?v=uEocvib2EBY
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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> ^
L152[04:10:17] *** Bottersnike is now known as Botter|afk
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] *** Botter|afk is now known as Bottersnike
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
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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
L186[04:19:25] <Tazz> XD
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
L190[04:19:48] <Tazz> XD
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
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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
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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 >_>
L322[06:47:58] <quadraxis> this is scale y:-1, translate y:+1 -> http://imgur.com/T6SsGGN
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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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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L387[08:28:39] <masa> ?
L388[08:28:49] <BordListian> !
L389[08:29:51] <sham1> ‽
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!
L405[08:49:05] <sham1> ?
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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?
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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
L462[10:02:15] <williewillus> attributes are a specific system http://minecraft.gamepedia.com/Attributes
L463[10:02:33] <heretyui> Oh right I see sorry for that ^^
L464[10:02:44] <williewillus> no prob
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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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L488[10:23:43] <sham1> https://upload.wikimedia.org/wikipedia/commons/e/ec/Glasses_800_edit.png
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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L515[11:34:57] <Ordinastie> I think that ought to be the final version : https://youtu.be/CheEv_45h6Y
L516[11:35:00] <Ordinastie> gigaherz, ^
L517[11:38:38] <sham1> What is that music
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L519[11:41:44] <Ordinastie> https://www.youtube.com/watch?v=Ns6-w4YVG9U
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 >.>
L524[11:48:39] <howtonotwin> I'm writing some docs for advanced models for the rtd page. I have this intro page that gives an overview of the model system's internals, and was wondering if someone could point out anything I got wrong/should add? https://gist.github.com/howtonotwin/b17f1528ce68508399919038dfe59b7f
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L526[11:52:00] <Tazz> https://pbs.twimg.com/media/CsoXETxWIAE2aP-.jpg:large daaaaaaamn Yulife
L527[11:52:01] <Tazz> XD
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"
L582[12:34:34] <Bottersnike> Can I have some feedback on https://minecraft.curseforge.com/projects/uphill-step-assist please
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
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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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L613[12:39:14] <TehNut> http://tehnut.info/share/P4vmDVVTWS.png
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?
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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
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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
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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
L678[12:51:11] <Tazz> XD
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
L684[12:51:53] <howtonotwin> http://hastebin.com/yaracuhebo.js
L685[12:52:14] <howtonotwin> stick that in your browser console please :P
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L687[12:52:20] <Tazz> Im good
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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
L696[13:03:40] <Tazz> ^^
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");
L710[13:06:04] <Tazz> XD
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
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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
L735[13:11:15] <Tazz> XD
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
L745[13:14:13] <Tazz> XD
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?
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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
L757[13:16:58] <Tazz> XD
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] ⇦ Quits: Tahg (~Tahg@pool-108-49-77-22.bstnma.fios.verizon.net) (Read error: Connection reset by peer)
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
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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] ⇦ Quits: Blarghedy (~Blarghedy@50-90-115-148.res.bhn.net) (Ping timeout: 202 seconds)
L782[13:19:47] <Bottersnike> Yup
L783[13:19:53] ⇦ Quits: Koward (~Koward@host-85-201-5-133.dynamic.voo.be) (Quit: Leaving)
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] ⇦ Quits: ghac (~ghac@static.102.152.243.136.clients.your-server.de) (Remote host closed the connection)
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] ⇦ Quits: sham1 (~sham1@weneg.de) (Ping timeout: 202 seconds)
L796[13:21:05] <howtonotwin> https://docs.oracle.com/javase/tutorial/java/javaOO/classvars.html
L797[13:21:20] <Bottersnike> Got it
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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();"
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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.
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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
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L825[13:33:39] * shartte sighs
L826[13:33:41] <howtonotwin> here's a popular one, Botania: https://github.com/Vazkii/Botania
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
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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)
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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
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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
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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
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L880[13:57:24] <shartte> i could potentially still make new quads, and try to copy the properties of the old ones
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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*
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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
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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
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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?
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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
L915[14:16:57] <Bottersnike> Why is the step height not changing when I do http://pastebin.com/34j45hAs?
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
L919[14:17:24] <Bottersnike> Sorry, http://pastebin.com/34j45hAs
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] *** fry is now known as fry|sleep
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] *** PaleoCrafter is now known as PaleOff
L1002[15:17:04] <tterrag> http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820
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
L1031[15:29:36] <tterrag> http://ci.tterrag.com/job/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
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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?
L1154[18:06:21] <barteks2x> http://pastebin.com/fYJ48dfG
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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)
L1190[18:18:40] <techbrew> [1.9+] How reliable would it be to derive a blockstate's texture PNG from the TextureAtlasSprite.name()? This seems to work fine, but I'm sure there are corner cases I haven't run into yet: https://gist.github.com/techbrew-mc/06d1b91c98d05858439827d2588cba20
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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"?
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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
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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
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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
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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
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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?
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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?
L1347[19:17:50] <flappy> http://behdad.org/text/ apparently
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
L1391[20:17:56] <Tazz> https://github.com/s0cks/Mun/blob/master/include/mun/bitfield.h
L1392[20:18:13] <Tazz> https://github.com/s0cks/Mun/blob/master/include/mun/location.h
L1393[20:18:29] <Tazz> https://github.com/s0cks/Mun/blob/master/src/location.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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