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L18[01:59:48] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160923 mappings to Forge Maven.
L19[01:59:51] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160923-1.10.2.zip
(mappings = "snapshot_20160923" in build.gradle).
L20[02:00:02] <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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L27[02:43:13] <gigaherz|work> I should add
a mechanic to Survivalist where you receive damage from punching
things with your bare hands
L28[02:43:25] <gigaherz|work> and a gloves
slot to add hand-armor to mitigate it
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L34[03:18:49] <Subaraki> why is it you
cannot turn a modelpiece twice in the json files ?
L35[03:19:00] <Subaraki> or is it just the
editor i have that's good for nothing ?
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L39[03:27:51] <gigaherz|work> Subaraki:
what do you mean "turn twice"?
L40[03:28:13] <Subaraki> ah, yeah. on more
then one axis
L41[03:28:22] <Subaraki> that one ^
L42[03:28:49] <gigaherz|work> how are you
trying to achieve that?
L43[03:28:49] <Subaraki> is that a
minecraft restriction ? or is it my modeler that doesn't allow it
?
L44[03:28:52] <gigaherz|work> there's two
ways
L45[03:29:03] <gigaherz|work> oh i
see
L46[03:29:07] <gigaherz|work> you have an
external editor
L47[03:29:10] <Subaraki> yeah
L48[03:29:13] <gigaherz|work> not the json
file directly
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L50[03:29:26] <Subaraki> no :/
L51[03:29:38] <gigaherz|work> actually, I
have no idea if you can turn the boxes in more than one axis
L52[03:29:49] <gigaherz|work> i know it's
possible using the submodel system
L53[03:29:56] <gigaherz|work> but I haven't
looked at the json models themselves
L54[03:30:35] <Subaraki>
"rotation": { "origin": [ 8.0, 0.7, 8.0 ],
"axis": "z", "angle": -45.0 },
L55[03:31:04] <Subaraki> it doesnt start
with ' [...] '
L56[03:31:14] <Subaraki> so i don't think
you can turn it more then on one axis
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L68[04:20:30] <ScottehBoeh> Uuugh. Don't
know what to make
L69[04:20:53] <gigaherz|work> as in, what
mod to create?
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L71[04:21:04] <gigaherz|work> or what to
cook for lunch
L72[04:21:11] <ScottehBoeh> I'm sitting
here clueless whilst Psionic is over there making epic pink
clouds
L73[04:21:23] <ScottehBoeh> Mod to
make
L74[04:21:36] <gigaherz|work> Make a
rainbow cloud gun?
L75[04:22:01] <Ordinastie> you mean unicorn
fart gun ?
L76[04:22:22] <gigaherz|work> it would
shoot multi-color bubbles that explode after a couple seconds into
a 4x4x4ish sphere of cloud blocks
L77[04:22:29] <gigaherz|work> so yes
L78[04:22:30] <ScottehBoeh> All
Pink/Rainbow/Fart ideas must be directed to Psionic
L79[04:22:35] <gigaherz|work> unicorn fart
gun
L80[04:23:14] <gigaherz|work> make a
water-jet backpack that can be used as a jetpack or as a cleaning
device
L81[04:23:22] <gigaherz|work> like in
supermario sunshine
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L83[04:24:19] <ScottehBoeh> I'm thinking
about developing onto my Whistle mod
L84[04:24:25] <ScottehBoeh> Which literally
consists of pressing F to whistle
L85[04:24:37] <gigaherz|work> for what
purpose?
L86[04:24:49] <ScottehBoeh> There's a good
question
L87[04:24:54] <ScottehBoeh> Mostly just to
grab attention of other players
L88[04:25:09] <ScottehBoeh> If you're
behind someone and need to grab their attention but they're walking
away. you can Whistle
L89[04:25:20] <gigaherz|work> can you use
the mouse Y coord to variate the pitch?
L90[04:25:29] <ScottehBoeh> Oho! Good
idea
L91[04:25:43] <ScottehBoeh> But no. however
I'll work on adding that
L92[04:26:10] <gigaherz|work> maybe you
could use special pitch patterns as commands to control
minions
L93[04:26:32] <ScottehBoeh> I could try to
make it grab the attention of animals/mobs you're looking at
L94[04:26:36] <ScottehBoeh> For instance, a
Zombie
L95[04:26:44] <gigaherz|work>
short-low,long-high,short-low = follow
L96[04:26:58] <ScottehBoeh> Ooh. I see what
you mean
L97[04:27:10] <gigaherz|work>
s-low,s-high,s-low,s-high = attack/harvest this
L98[04:27:16] <gigaherz|work> and
such
L99[04:29:27] <ScottehBoeh> Time to tell a
dirty secret. First time working on a non-1.7.10 mod
L100[04:31:25] <gigaherz|work> heh
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L102[04:42:57] <ScottehBoeh> Ohey there's
no IExtendedEntityProperties
L103[04:43:17] <ScottehBoeh> Oh, its
capabilities now
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L110[05:08:40] <barteks2x> I have a
question, I asked it yesterday but noone replied
L111[05:09:12] <barteks2x> I have a
question. I was trying to debug a race condition in cubic chunks,
that I tracked down to removing a chunk from chunksToUnloadmap
before it's written to disk. So I went to see how Forge does it.
And to my surprised forge does the same.
AnvilChunkLoader.loadChunk__Async removes the chunkPos from
chunksToRemove and then proceeds to save it. But
AnvilChunkLoader.loadChunk__Async uses chunksToRemove to check
if
L112[05:09:12] <barteks2x> the chunk is
currently queued for unloading. How it doesn't cause race
condition?
L113[05:10:49] <gigaherz|work> you mean
there can be two AnvilChunkLoader.loadChunk__Async running
concurrently?
L114[05:12:09] <barteks2x> uh... I got the
question wrong,I wrote one method name wrong replace the first
loadChunk__Async with writeNextIO
L115[05:13:09] <barteks2x> so writeNextIO
removed the chunkPos from chunksToRemove and then loadChunk__Async
uses it to check if the chunk is currently queued for
unloading
L116[05:13:50] <barteks2x> So there is a
short moment where each chunk is neighter loaded, nor in
chunksToRemove, nor saved
L117[05:14:33] <barteks2x> so if you try
to get that chunk in this exact moment it will be regenerated if it
hasn't been saved before
L118[05:14:45] <gigaherz|work> ah I
see
L119[05:15:19] <barteks2x> So it there
real possibility that it happens or is there something in the code
I don't see that prevents it?
L120[05:15:35] <gigaherz|work> no
idea
L121[05:15:38] <gigaherz|work> XD
L122[05:15:51] <barteks2x> Should I make
issue on github to be sure?
L123[05:17:22] *
gigaherz|work shrugs
L124[05:17:50] <barteks2x> what made it
noticable for me was that MapDB is slow
L125[05:18:16] <barteks2x> In Cubic
Chunks
L126[05:19:41] <Nitrodev> i wonder what
are willies plans now that Vazkii took Botania over again
L127[05:20:32] <gigaherz|work> he seems to
be busier also
L128[05:20:47] <Nitrodev> vazkii or
willie?
L129[05:21:08] <gigaherz|work>
willie
L130[05:21:14] <Nitrodev> oh
L131[05:21:31] <gigaherz|work> I think his
classes started again
L132[05:21:37] <gigaherz|work> he hasn't
been around as much as during summer
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L134[05:23:21] <barteks2x> I actually need
to see what would the code be without forge patches...
L135[05:23:54] <Nitrodev> huh
L136[05:26:51] <barteks2x> If it's a bug,
it's vanilla bug
L137[05:27:23] <barteks2x> Forge doesn't
really touch that exact code
L138[05:28:55] <barteks2x> I have no proof
for it other than decompiled code
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L140[05:30:57] <barteks2x> I will try to
add some atrificial delay there and see if the same chunk is ever
generated twice
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L143[05:34:07] <howtonotwin> barteks2x: If
you clone the Forge repo itself and set it up you'll get two
projects: Clean and Forge. Clean contains the decompiled code of
vanilla.
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L145[05:37:56] <barteks2x> If I manage to
set up forge, I wasn't able to do it last time I tried
L146[05:38:05] <gigaherz|work> why
not?
L147[05:38:13] <gigaherz|work> how are you
doing all of this without setupForge?!
L148[05:39:08] <barteks2x> Doing
what?
L149[05:39:36] <gigaherz|work> the
changes
L150[05:39:47] <gigaherz|work> wait, it's
a mod, not forge changes
L151[05:39:52] <gigaherz|work>
nevermind.
L152[05:40:17] <barteks2x> Since it's for
testing, I was planning to use asm or mixins (because I really
don't know how to properly set up forge dev environment)
L153[05:40:19] <Ordinastie> although,
considering the mod, the question still stands
L154[05:40:39] <barteks2x> For cubic
chunks I use mixin
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L156[05:42:26] <ScottehBoeh> Got another
model I want to post in a min :D
L157[05:43:27] <barteks2x> And should I
report is somewhere (where?) if there really is a tiny possibility
that it happens if I don't have any way to reproduce it in
vanilla/forge?
L158[05:43:41] <barteks2x> And have never
seen it happen
L159[05:44:01] <gigaherz|work> well I'd
talk to people who know that part of the code
L160[05:44:13] <gigaherz|work> and if you
can't figure out why it wouldn't happen
L161[05:44:20] <gigaherz|work> then report
it to both mojang and forge
L162[05:44:39] <gigaherz|work> however, I
feel that you'd need some sort of reproducible case for it to be
meaningful
L163[05:44:51] <barteks2x> And tell them
"I've never seen it happen, can;t reproduce it, but from
decompiled code I see there is a slight chance it might
happen"?
L164[05:45:00] <gigaherz|work> yep.
;P
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L166[05:45:15] <gigaherz|work> which is
why I think you may want to try to reproduce it before
posting
L167[05:45:33] <barteks2x> I would need
tome really slooooooow hdd for that...
L168[05:45:49] <PaleoCrafter> wouldn't it
be just producing here? xD
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L170[05:47:00] <barteks2x> As I said, I
will first try to reproduce it with atrificial delay
(Thread.sleep), and test it by checking if the same chunk is
generated twice
L171[05:47:15] <barteks2x> (because chunks
should be only ever generated once, right?)
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L173[05:48:05] <barteks2x> Then I will
think of some real-world way
L174[05:48:41] <howtonotwin> If you're on
Linux you can write a FUSE that delays IO
L175[05:49:00] <howtonotwin> ^ terrible
ideas from htnw
L176[05:50:06] <barteks2x> I am on linxu
but I don't feel like using C++ for something that can be done in
pure java or by writing a script that causes heavy background disk
usage
L177[05:50:46] <barteks2x> uh... my typing
"linxu"
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L179[05:52:10] <howtonotwin> (dd
if=/dev/zero of=file bs=1 & (while true; do truncate -s 0 file;
done))
L180[05:52:11] <barteks2x> Or by saving on
network drive over crappy wifi connection
L181[05:52:13] <howtonotwin> maybe?
L182[05:52:59] <barteks2x> a few of such
scripts running in background should do it
L183[05:53:42] <howtonotwin> for i in
{0..99}; do diskkiller & done :P
L184[05:55:39] <gigaherz|work> phhh
L185[05:55:40] <gigaherz|work> pfff*
L186[05:55:56] <gigaherz|work> just get
some sort of framework for intercepting/instrumenting calls
L187[05:56:03] <gigaherz|work> and add a
sleep call on the write functions
L188[05:56:14] <gigaherz|work> no need to
go below jvm level ;p
L189[05:56:18] <barteks2x> meh, I already
have Mixin. @Redirect is fun
L190[05:56:23] <barteks2x> or
@Inject
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L195[06:02:03] <Nepharius> Is rotationYaw
from the entity class supposed to be the head's or the body's
rotation?
L196[06:03:37] <PaleoCrafter> body,
there's a separate head value for entities which have a head
L197[06:03:53] <Nepharius> hm, weird
L198[06:03:59] <PaleoCrafter> so it isn't
really body either, more like the entire entity
L199[06:04:13] <Nepharius> for me it's the
head
L200[06:04:14] <Nepharius> oh
L201[06:04:15] <Nepharius> okay
L202[06:06:13] <Nepharius> is there a way
to get the body's rotation? I need something like that for
rendering a backpack. Tried renderYawOffset but those aren't synced
between server and client
L203[06:06:27] <gigaherz|work> not from
the entity
L204[06:06:34] <gigaherz|work> but the
entity layer renderer should have the info
L205[06:07:18] <gigaherz|work> the
backpack should be a layer renderer, so if you did it correctly,
you should be able to have access to the numbers
L206[06:07:26] <gigaherz|work> check how
the elytra draws itself
L207[06:07:37] <gigaherz|work> (there
should be a layer renderer for elytra)
L208[06:07:51] <Nepharius> thanks, i'm
gonna try that
L209[06:11:21] <Hawaii_Beach> Waah, IDEA
is great!
L210[06:12:34] <Nepharius> that look's
like it's client side only
L211[06:13:06] <PaleoCrafter> why would
you need this information on the server?
L212[06:13:38] <Nepharius> The mechanics
are dependet on the rotation
L213[06:14:23] <Nepharius> let's say I got
a crane backpack und the blocks will be carried 2 blocks in front
of me, playing them down would need me to know how the player is
rotated
L214[06:14:34] <Nepharius> placing*
L215[06:20:01] <gigaherz|work> Nepharius:
yo ucan't rely on the body rotation
L216[06:20:03] <gigaherz|work> it's client
only
L217[06:20:13] <gigaherz|work> use only
the head's "looking at" for it
L218[06:21:05] <gigaherz|work> make it so
that the crane rotates so that it intercepts the player's
"look at"
L219[06:21:12] <gigaherz|work> each client
will have to figure out the angle to use
L220[06:21:18] <gigaherz|work> and the
mechanics will still be consistent
L221[06:22:56] <Nepharius> yeah, I guess
my example was chosen badly
L222[06:23:19] <gigaherz|work> maybe, but
the point is the same: the server does not know the "body
rotation"
L223[06:23:24] <gigaherz|work> it's simply
not a thing in the server
L224[06:23:29] <gigaherz|work> there's the
general entity rotation
L225[06:23:33] <Hawaii_Beach> the hell?
IDEA tells me to pay for addons i just installed?
L226[06:23:43] <gigaherz|work> and the
head rotation
L227[06:23:48] <PaleoCrafter> you're doing
it wrong, Hawaii_Beach
L228[06:24:04] <gigaherz|work>
Hawaii_Beach: either you chose the wrong edition of IDEA
L229[06:24:07] <gigaherz|work> or you
chose paid addons
L230[06:24:51] <Hawaii_Beach> using the
community edition, installed the markdown plugin and stuff just
turned on me
L231[06:25:02] <PaleoCrafter> use the
other markdown plugin :P
L232[06:25:11] <Hawaii_Beach> nothing
against it, i understand that devs want a income
L233[06:25:16] <gigaherz|work> sounds like
you chose the wrong plugin, then
L234[06:25:21] <gigaherz|work> ;P
L235[06:25:29] <Hawaii_Beach> i feel the
devs
L236[06:25:31] <Nepharius> But I could
just send packets to sync that, can I?
L237[06:25:45] <gigaherz|work> Nepharius:
each player will calculate that body rotation separately
L238[06:25:47] <Hawaii_Beach> at least
they didn't add weird ads which covers my entire screen
L239[06:25:49] <gigaherz|work> so they
don't even have to be on sync
L240[06:25:53] <gigaherz|work> mc just
simply doesn't care
L241[06:26:01] <gigaherz|work> you can
sync it, yes
L242[06:26:13] <gigaherz|work> but it
would be hacky
L243[06:26:20] <gigaherz|work> since that
info is only stored in the renderer, not in the entity
L244[06:26:32] <gigaherz|work>
(IIRC)
L245[06:27:20] <gigaherz|work> I really
wouldn't make a mod that relies on the backpack's direction instead
of the head direction, that's all.
L246[06:28:35] <Nepharius> It just looks
weird without
L247[06:28:59]
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L250[06:30:46] <Nepharius> Or the other
way around, it would be awesome if the shells always spawned
exactly at the muzzle of the cannon
L251[06:32:11] <Subaraki> how do you know
wether the player is using left or right hand ?
L252[06:32:40] <PaleoCrafter> literally
left or right or main and off?
L253[06:33:33] <Subaraki> literally. but i
think i found it. in entity living base : getPrimaryHand
L254[06:33:40] <PaleoCrafter> yeah
L255[06:38:12] <gigaherz|work> Nepharius:
yeah but since the body doesn't always point toward where the
player is looking
L256[06:38:28] <gigaherz|work> it would be
quite weird if they spawned correctly, but then moved in the
look-at direction
L257[06:38:28] <gigaherz|work> XD
L258[06:38:43] <gigaherz|work> that works
for like, spells
L259[06:38:56] <gigaherz|work> you can
draw a beam between the tip of the wand, and the enemy
L260[06:38:59] <gigaherz|work> and it
looks "right"
L261[06:39:06] <gigaherz|work> but for a
bow/gun
L262[06:39:11] <gigaherz|work> it's best
to make sure the body is in the right rotation
L263[06:39:15] <gigaherz|work> before you
start drawing effects
L264[06:39:33] <gigaherz|work> which is
what happens when you draw a bow or swing a sword
L265[06:40:13] <Nepharius> well the
rotation and stuff works, the muzzle always points to where the
player is looking, you only see that in 3rd person
L266[06:40:38] <gigaherz|work> well then
the rest is maths ;P
L267[06:40:54] <gigaherz|work> unless a
resourcepack changes the location of the gun
L268[06:40:57] <gigaherz|work> then all
bets are off.
L269[06:42:11] <Nepharius> as I said, the
only problem is syncing the rotation of the player itself. When my
body is rotate relative to my head, the muzzle is offset to the
left or right and so should the projectile
L270[06:42:25] <Nepharius> and that's
where the desync ruins it
L271[06:44:33] <gigaherz|work> when you
shoot
L272[06:44:39] <gigaherz|work> you should
force the body to rotate into the right direction
L273[06:45:06] <gigaherz|work>
really
L274[06:45:17] <gigaherz|work> the
rotation of the body shouldn't be a problem at all
L275[06:46:46] <gigaherz|work> does this
happen when you have a bow in the hand and draw the string?
L276[06:47:44] <Nepharius> hm, no..
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L287[07:27:58] <Subaraki> child models
from ModelBase aren't scaling anymore when the parent is scaled up
or down ?
L288[07:43:23] <Naiten> Is there something
like entity dismount event? No special dismounting method is
present and mountEntity() is called from player instance, not from
my custom entity
L289[07:46:44] <masa> there is some entity
mount event nowadays I believe
L290[07:50:14] ⇦
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L291[08:08:36] ***
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L292[08:17:51] ***
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L294[08:26:14] <Naiten> masa, any way to
handle that on 1.7.10?
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L296[08:28:52] <Subaraki> Naiten, what do
you need it for anyway ?
L297[08:28:56] <Subaraki> prevent someone
mounting ?
L298[08:29:02] <Subaraki> that could be
handmled in your entity
L299[08:29:22] <Subaraki> you could get
the entity that has mounted your entity in the onlivingupdate and
do stuff
L300[08:29:43] <Naiten> Subaraki, my
trains are big and dismounting into stock position is not
acceptable
L301[08:29:45] <Subaraki> i'm pretty sure
you can hook into your entity's models
L302[08:29:57] <Subaraki> oh
L303[08:30:01] <Subaraki> ah yeah
trains
L304[08:30:24] <Naiten> i want to catch
the dismount and use riddenByEntity.setPosition() to put player
aside the train
L305[08:32:14] <Subaraki> if
(!net.minecraftforge.event.ForgeEventFactory.canMountEntity(this,
entity, false)) return;
L306[08:32:20] <Subaraki> ^ just found
this piece of code
L307[08:32:34] <Subaraki> happens on
dismounting
L308[08:33:34] <Naiten> Subaraki,
1.7.10?
L309[08:33:40] <Subaraki> ah no,
sorry
L310[08:33:47] <Subaraki> why are you
still in 1.7 though ?
L311[08:34:39] <Naiten> Because porting to
1.10 is taking so much time I get tired of it and take breaks by
switching to work on 1.7
L312[08:36:16] <Naiten> oh well
L313[08:36:32] <Naiten> i guess i can just
handle the shift-key
L314[08:39:17] <barteks2x> Something is
seriously wrong, I'm getting horrible rendering issues (chunks not
rendering), with plain forge + my 2 mixins for testing
L315[08:40:01] ⇦
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L317[08:42:34] <barteks2x> my mixins
didn't even apply
L318[08:42:37] <barteks2x> so it was plain
forge
L319[08:43:25] <barteks2x> As I'm flying
around, chunks are all appearing and disappearing, thise that
previosuly rendered - stop renderingonly to appear a while later,
and it's all no more than 4-5 chunks away
L320[08:43:57] <Naiten> What's the proper
way of getting GameSettings instance?
L321[08:44:48] <luacs1998> lol, i wonder
if twitter's mysterious buyer was the EFF
L322[08:44:51] <luacs1998> how would the
place change
L323[08:45:54] <barteks2x> Why minecraft
chunk rendering never works correctly for me, and works for almost
evryone else
L324[08:50:37]
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L326[08:53:18] <Naiten> what's the server
analog of Minecraft.getMinecraft() ?
L327[08:57:17] <luacs1998>
FMLCommonHandler.instance().getMinecraftServerInstance()
L328[08:59:57] <Subaraki> barteks2x,
L329[09:00:02] <Subaraki> enable
vbo's
L330[09:00:05] <Subaraki> ive had the same
proble
L331[09:00:09] <Subaraki> problem *
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L339[09:19:47] <Subaraki> did it do
anything barteks2x ??
L340[09:20:15] <Subaraki> has anyone got
some spare time to figure something out with me ?
L341[09:20:29] <Subaraki> ModelRenderer's
childmodels aren't scaling with the model, and I do not know
why
L342[09:24:18] <Subaraki> oh wait found
it. the model boxes take a scale argument (not default)
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L344[09:27:53] <kashike> luacs1998: what,
is twitter being sold?
L345[09:28:29] <luacs1998> kashike,
according to tech blogs and such
L346[09:28:55] <kashike> interesting
L347[09:29:09] <kashike> get out your
wallets
L348[09:29:34] <luacs1998> kek
L349[09:30:02] <gigaherz> apparently it
has been downgraded to "underperforming", and people are
considering who will buy it and reorganize it
L351[09:30:36] <kashike> whoever buys it,
if anyone, should deal with the stupid-ass spam problem
L352[09:30:49] <gigaherz> whoever buys
it
L353[09:30:52] <gigaherz> will have to
monetize more
L354[09:30:56] <gigaherz> and that will
drive people away
L355[09:31:11] <luacs1998> that's why the
eff buying twitter will be funny lol
L356[09:31:29] <kashike> I don't really
even use twitter so I don't really care what happens to it
L357[09:31:31] <kashike> lol
L358[09:31:35] <gigaherz> I do
L359[09:31:50] <gigaherz> I don't post
much on it
L360[09:31:55] <luacs1998> well pretty
much everyone worth their salt dows
L361[09:31:57] <gigaherz> but I use
twitter as a way to receive info from others
L362[09:32:26] <gigaherz> for me, twitter
is sortof a "news feed"
L363[09:32:43] <fry> maybe if it wasn't
fucking up the chronological order so much it wouldn't be
underperfroming
L364[09:32:49] <fry> but what do I know
:P
L365[09:32:54] <gigaherz> XD
L366[09:37:52]
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L368[09:46:25] *** V
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L370[09:47:43] <Subaraki> nice :D
L371[09:49:33] <barteks2x> Subaraki, I had
to go away for a while and still didn't get it running with
mixin
L372[09:49:45] <Subaraki> :/
L373[09:49:51] <Subaraki> how about using
vbo's ?
L374[09:51:04] <Subaraki> what's mixin btw
?
L375[09:51:26] <barteks2x> testing
now
L376[09:51:38] <barteks2x> but it probably
won't do anything
L377[09:52:12] <barteks2x> eighter it's
because I use intel gpu (because bumblebee has a bug that prevents
me from using it in most cases), or it's a minecraft bug
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L380[09:55:02] <barteks2x> also, I had
VBOs enabled the whole time
L382[09:55:33] <barteks2x> ^also
that
L383[09:55:45] <barteks2x> I totally
forgot it has wiki
L384[09:58:32] <barteks2x> rendering works
correctly only when my FPS limit is below actual FPS I get without
it and with vsync disabled. If I wanted to make it behave like that
without it being obvious from code - I would have no idea how
L385[09:59:13] <barteks2x> I had this
problem in 1.8, 1.9 and 1.10...
L386[10:01:16]
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L388[10:02:27] <barteks2x> Also, i got one
chunk generated twice. So the bug is real.
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L390[10:06:04] <barteks2x> Is it possible
to somehow quickly use 2+ commands? (write them before using them
and them use one after another?)
L391[10:09:08] <luacs1998> command block
haha
L392[10:09:16] <luacs1998> (is the only
way i can think of)
L393[10:09:29] <XDjackieXD> or a macro
keyboard/program ^^
L394[10:10:01] <barteks2x> I want tp
command... so command block isn't a good idea
L395[10:10:16] <barteks2x> and specifially
tp to not yet generated area
L396[10:13:55] <Subaraki> is it possible
to set the lightlevel of a 9x9 area in minecraft to light level sky
?
L397[10:15:14] <Subaraki> i'm making an
entity (a light sword put in the ground) that generates solar
energy in a 9x9 area, that would ignite entities nearby
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L399[10:16:17] <barteks2x> the only way I
can think of is directly setting light values in chunks, but then
to undo it you need to remember old values, and there is still
possibility that they change to the exact values you set it to
before you restore it
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L401[10:18:20] <barteks2x> wait
L402[10:18:29] <barteks2x> I somehow read
skylight insyead of lightlevel
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L404[10:19:15] <barteks2x> But still, if
you don't want it to spread out like torch light does - the answer
remains the same
L405[10:20:13] <Subaraki> i thought maybe
getting the blockpositions around an entity and manually setting
them to sky light ?
L406[10:20:16] <Subaraki> would that do
?
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L408[10:20:31] <Subaraki> and then when
the entity dies / is pulled out of the ground, somehow reset it
?
L409[10:20:43] <Subaraki> or make them
recalculate the normal light level ?
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L411[10:27:23] <barteks2x> It doesn't
matter how you change skylight level, world.checkLightFor will use
raw light values it creates using heightmap
L412[10:28:02] <barteks2x> so you won't be
able to spread it out unless you copy logic from
world.checkLightFor
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L414[10:28:34] <Subaraki> i dont need to
spread it out really
L415[10:28:46] <Subaraki> it just needs to
flick on and off
L416[10:28:48] <barteks2x> if you don't
need to spread it out - setting light values directly would work,
but any block updates may cause it to be recalculated
L417[10:29:32] <Subaraki> true. maybe set
it every like 10 ticks ? to be sure ? if the entity only lives for
like 5 seconds, it shouldn't be too intense right ?
L418[10:30:45] <barteks2x> If it's not too
many blocks that would work, but I would spread out resetting them
over meny ticks, world.checkLightFor(EnumSkyBlock.SKY, position)
should handle recalculating it
L419[10:31:21] <barteks2x> it's still not
ideal solution, but minecraft doesn't allow to really do it
differently
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L421[10:33:28] <Subaraki> i'm already
using that :)
L422[10:33:53] <Subaraki> now as to reset
it ... force a chunk update ? or mark all those blocks for an
update ?
L423[10:34:54] <barteks2x> let me check
something, i need to make sure
L424[10:35:49] <Subaraki> checked the
code, this might do something
worldObj.getChunkFromBlockCoords(pos).checkLight();
L425[10:35:54] <barteks2x> if you do it
through world.setLightFor, it will be updated automatically, but
server won't send the update to client
L426[10:36:24] <barteks2x> basically,
client ans server calculate light on their own
L427[10:36:34] <Subaraki> hmm....
L428[10:36:56] <Subaraki> how would i
notify the client ? a block update ?
L429[10:37:23] <barteks2x> If it's entity
that does it, why can't that entity do it on both sides?
L430[10:37:28] <Subaraki> on the other
hand, do i not need a light value for that ?
L431[10:37:46] <Subaraki> idk, you told me
it doesn't send it to the client
L432[10:38:03] <Subaraki> i didn't make
any isRemote checks anywhere ... so it should right ?
L433[10:38:07] <barteks2x> t doesn't send
light update to client by itself, if you do it on both sides - it
will be done on both sides
L434[10:38:41] <barteks2x> Just note that
in case entity position isn't exactly the same as serverside, it
may cause different values clientside and serverside
L435[10:39:27] <barteks2x> and what did
you mean by "do I need light value for that"?
L436[10:39:57] <Subaraki> setLightFor
takes an integer as argument, for the light lever
L437[10:39:59] <Subaraki> level
L438[10:40:16] <barteks2x> yes, you set it
to whatever light value you need
L439[10:40:20] <barteks2x> 0-15
L440[10:40:27] <Subaraki> that's for
lighting it
L441[10:40:36] <Subaraki> how about
stopping to light it ?
L442[10:40:44] <Subaraki> i remove the
entity. do i set 0 ?
L443[10:40:49] <barteks2x>
world.checkLightForshould recalculate it
L444[10:40:53] <barteks2x> based on
heightmap
L445[10:41:35] <barteks2x> and it also
spreads out light values
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L452[11:13:42] <Subaraki> welp, barteks2x,
it seems to work, but only darker. if i set it to 15, it doesnt do
anything. if i set it to higher then 15, the area will become
darker, or lower then 0 it will become darker as well.
L453[11:13:52] <Subaraki> 0 itself is the
same value as all around, up intull 15
L454[11:13:58] <Subaraki> (testing in
night time btw)
L455[11:14:25] <Ordinastie> it's 0-14
btw
L456[11:15:16] <barteks2x> I'm sure there
are 4 bits for light value...
L457[11:15:39] <Ordinastie> FF00 the
max
L459[11:15:57] <Subaraki> ff00 ? lets try
to put in 0xff00 then instead of 14 :)
L460[11:16:15] <Ordinastie> actually,
nvm
L461[11:16:18] <Ordinastie> it's 15
L462[11:16:22] <PaleoCrafter> that's like
bigger than 255 :P
L463[11:16:53] <Ordinastie> yeah, watching
a show, I was messing it all ><
L464[11:16:57] <Ordinastie> it's F0
L465[11:17:04] <PaleoCrafter> Just F
:P
L466[11:17:15] <Subaraki> f is 16
L467[11:17:17] <Subaraki> ff ?
L468[11:17:20] <PaleoCrafter> F is
15
L469[11:17:22] <Subaraki> ff is 255
L470[11:17:26] <Ordinastie> no, the max
value is 240
L471[11:17:48] <barteks2x> max value of
what? Skylight? No way it's 240
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L473[11:17:58] <Subaraki> i think it was
255
L474[11:18:12] <barteks2x> Blocklight has
max 15, and skylight has max 15
L475[11:18:12] <Subaraki> but i tried all
of the numbers said in the past minute
L476[11:18:17] <Subaraki> they just all
turn the area darker
L477[11:18:26] <Ordinastie> it's 240
because it's 15 < 4
L478[11:20:32] <barteks2x> What O.o
L479[11:20:49] <barteks2x> I'm sure I'm
setting skylight values to 0-15 in cubic chunks
L480[11:21:01] <barteks2x> 0 is dark, 15
is full brightness
L481[11:21:11] <Ordinastie> but it's then
translated
L482[11:21:26] <PaleoCrafter> lol, never
realised that that's why Vanilla passes 240 (in the decompiled
code) to achieve fixed lighting in some places xD
L483[11:21:27] <barteks2x> yes, but
world.setLightFor uses untrabslated values
L484[11:21:35] <Ordinastie> and then
packed into one int with block and sky light
L485[11:22:06] <Subaraki> aah
L486[11:22:09] <Subaraki> thats why
:)
L487[11:22:20] <barteks2x>
world.setLightFor and chunk.setLightFor should use 0-15. That's
it.
L488[11:22:22] <Subaraki> still doesn't
fix why there's no light in the area though :/
L489[11:22:31] <Subaraki> passing 15
doesnt change a thing
L490[11:22:48] <barteks2x> Maybe start
debugging and get the light value after it's rendered to see what
happens?
L491[11:22:49] <Ordinastie> what are you
doing ?
L492[11:22:55] <barteks2x> Also, it won't
work in the nether and the end
L493[11:23:13] <Subaraki> i'm putting down
an entity that is supposed to create an area of sun light, so it
will burn mobs
L494[11:23:20]
⇨ Joins: SanAndreasP
(~SanAndrea@ip-2-201-3-132.web.vodafone.de)
L495[11:23:27] <Subaraki>
worldObj.setLightFor(EnumSkyBlock.SKY, pos, 15); doesnt work,
because it doesnt burn them
L496[11:23:36] <Subaraki> it sets it to
the ambient light, even if it's night
L497[11:23:49] ⇦
Quits: cpup (~cpup@32.218.118.127) (Ping timeout: 384
seconds)
L498[11:23:51] <barteks2x> Also for
burning mobs I think mc checks if they are avove heightmap, but I
may be wrong
L499[11:24:25] <barteks2x> Also, at night
skylight values are decreased to moonlight values
L500[11:24:50] <barteks2x> If you want it
to work at noght, the best option is to set blocklight and burn
mobs yourself
L501[11:25:03] <barteks2x> (I don't see
any othe roption)
L502[11:25:32] <Subaraki> is that not what
we do with worldObj.setLightFor ?
L503[11:25:46] <Subaraki> it works when
we're in darker places, the light gets augmented
L504[11:25:50] <barteks2x> what
EnumSkyBlock do you give?
L505[11:25:58] <Subaraki> doesnt create
that torch light though
L506[11:26:02] <Subaraki> Sky
L507[11:26:25] <barteks2x> Sky means
skylight, which is basically sunlight and it will change depending
on day night cycle
L508[11:26:42] <barteks2x> Blocklight
doesn't but it has slightly different color
L509[11:26:57] <Subaraki> okay
L510[11:26:58] <Subaraki> nice :)
L511[11:27:16] <barteks2x> And you
probably need to burn mobs yourself because the mob burning code
uses canBlockSeeSky or soemthing like that
L512[11:27:54] <barteks2x> since you
specifically asked for skylight, I thought that's what you
means
L513[11:28:14] <Subaraki> yeah, i thought
they just burned with light level 15 in sky or something like
that
L514[11:28:24] <Subaraki> anyway, i now
have a permantly lit cave ...
L515[11:28:52] <Subaraki> destroyed the
entity, but the lights didnt go away. using setLightFor(Block,
0)
L517[11:30:29] <barteks2x> checkLightFor
with EnumSkyBlock.BLOCk should relight blocks too
L518[11:30:30] <barteks2x> Also, I broke
linux. Everything is horribly slow
L519[11:30:49] <barteks2x> And it all
hangs every few seconds
L520[11:31:04] <barteks2x> I tried to
simulate high disk IO...
L521[11:32:22] <Subaraki> D: ai ai
ai
L522[11:32:25] <Subaraki> bad idea bartek
:/
L523[11:36:58] <fry> sync && echo
3 > /proc/sys/vm/drop_caches
L524[11:37:45] <gr8pefish> Hi all. I want
to store some data on the client, an itemstack specifically, so
that it can be referenced quickly to render something on the client
player. What is the best way to go about this (in 1.10)?
L525[11:37:59]
⇨ Joins: cpup (~cpup@32.218.117.127)
L526[11:38:19] <gigaherz> gr8pefish:
rendere where?
L527[11:39:41] ⇦
Quits: CoderPuppy (~cpup@32.218.117.72) (Ping timeout: 384
seconds)
L528[11:39:53] <gr8pefish> I need to
render an entity if the player has item x. Currently that data is
stored in the server player via capabilities, but I need to get it
on the client side. I could send a bunch of messages, but I'd
rather not do that every render tick
L529[11:40:19] <Subaraki> gr8pefish, then
send it once
L530[11:40:24] <Subaraki> and once again
when it is changed
L531[11:40:25] <Subaraki> :)
L532[11:40:27] <Ordinastie> gr8pefish,
just send when it's changed
L533[11:40:29] <Subaraki> that's the only
way
L534[11:40:47] <Subaraki> that's the way
vanilla does it for armor as well
L535[11:41:01] <gr8pefish> Agreed, I need
to send it once, but how do I store that returned itemstack on the
client player?
L536[11:41:18] <gr8pefish> You can tell me
to just look at armor code if needed ^
L537[11:41:20] <Subaraki> same as you do
server side
L538[11:41:21] <gigaherz> you store it in
the capability
L539[11:41:25] <gigaherz> just the client
copy of that capability
L540[11:41:25] <gr8pefish> oh okay
L541[11:41:34] <gr8pefish> that makes
sense, I can do that
L542[11:41:36] <gigaherz> since the client
entity is a whole new copy of the entity
L543[11:41:44] <gigaherz> you can just
synchronize the capability objects
L544[11:41:44] <gr8pefish> perfect
L545[11:41:47] <gigaherz> and then query
it from rendering
L546[11:41:51] <Subaraki> don't check for
client or so though. just send a message to the client, and acces
player capabilty from there
L547[11:41:56] <gigaherz> and in fact
,that's for the best
L548[11:42:02] <Subaraki> yes :) ^
L549[11:42:03] <gigaherz> because that way
the rendering doesn't have to know about netowrking
L550[11:42:10] <Subaraki> i'm still
puzzled on how to make an area dark again ...
L551[11:42:12] <gr8pefish> exactly, that's
what I wanted to avoid
L552[11:42:16] <gr8pefish> thanks
fellas
L553[11:42:21] <Subaraki> i just lit up an
entire cave with daylight
L554[11:42:26] <Subaraki> dont know how to
get rid of it
L555[11:44:37]
⇨ Joins: brandon3055 (~Brandon@122.129.142.14)
L556[11:48:22] <gigaherz> Subaraki: you
can either force those chunks to compute the light again
L557[11:48:26] <gigaherz> or just reload
the save
L558[11:48:44] <gigaherz> hmm wait woudl
that work?
L559[11:48:46] <Subaraki> i'd like to
force the chunk to recompute
L560[11:48:49] <gigaherz> maybe you need
to forge light recalc
L561[11:48:50] <Subaraki> dont know how
though
L562[11:49:00] <gigaherz> cna't point you
to a function, sorry
L563[11:49:10] <Subaraki> i'm still
looking :) no worries
L564[11:50:21]
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L565[11:50:39] ⇦
Quits: Naiten (Naiten@77.35.115.49) (Read error: Connection reset
by peer)
L566[11:52:32] <quadraxis>
generateSkylightMap() ?
L567[11:59:02] <Subaraki> good point
:o
L568[11:59:10] <Subaraki> lets see if i
can acces that
L569[12:02:42]
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(~pkinney@host217-42-126-116.range217-42.btcentralplus.com)
L570[12:09:04] ***
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L571[12:09:08] ***
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L572[12:09:52] ***
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L573[12:12:19]
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(~ThePsioni@ip5457f909.direct-adsl.nl)
L574[12:16:44] ***
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L575[12:21:34]
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L576[12:22:11] ⇦
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L577[12:28:21]
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(~Thunderbi@p200300C4E3C10B0056BE9ECADDDC14FE.dip0.t-ipconnect.de)
L578[12:29:06] ***
RichardG_ is now known as RichardG
L579[12:44:22] <tankcr> morning all
L580[12:47:58] <barteks2x> I don't think I
should have C:\Windows\System32\explorer.exe running on
linux...
L581[12:48:04] <Subaraki> morning
tankcr
L582[12:48:30] <tankcr> hows things?
L583[12:48:55] <Subaraki> i'm still trying
to make an entity give off light
L584[12:49:00] <Subaraki> goes pretty
good
L585[12:49:06] <Subaraki> it's taking away
the light that's harder
L586[12:49:06] <PaleoCrafter> hm, anybody
got an idea for a general "fact" icon? xD
L587[12:49:22] <barteks2x>
World.checkLightFor at each of those positions should work
L588[12:49:29] <Subaraki> PaleoCrafter, :
an erlenmeier
L589[12:49:31] <kashike> PaleoCrafter:
lightbulb
L590[12:49:33] <Subaraki> with a light
bulb
L591[12:49:41] <Subaraki> nah, lightbubl
alone is idea
L592[12:49:41] <tankcr> better then me
then, I am struggling with increasing my ore spawn rate, I don't
quite understand my variables yet, still learning, lol
L593[12:49:51] <Subaraki> ooh, ores is
easy :)
L595[12:49:57] <Subaraki> show me your
code, i'll explain
L596[12:50:07] <PaleoCrafter> this is more
of a statistical fact, I should mention xD
L597[12:50:27] <tankcr> I think I have
them set to purely random right now, is that correct?
L598[12:51:17] <PaleoCrafter> I can
actually get a description of the data, so I'll just display
that
L599[12:51:28] <Subaraki> what's the
chance variable worth ?
L600[12:51:58] <tankcr> thats just it, I
am not really even sure where to set that
L601[12:52:11] <tankcr> I assume in the
init?
L602[12:52:29] <barteks2x> O.o my linux is
really broken now... I have "cat" running in
background... somehow.Aside of that,
C:\Windows\system32\explorer.exe and
C:\windows\system32\services.exe
L603[12:52:43] <tankcr> or is it in the
actual block class?
L604[12:52:44] <barteks2x> and I didn't
start any of them
L605[12:52:51] <Subaraki> no tankcr, it
just defines how much your loop goes over generating ore
L606[12:53:01] <Subaraki> if you set that
to 1, it'll try once for generating ore
L607[12:53:12] <Subaraki> of you set that
to 100, it'll try 100 times
L608[12:53:23] <kashike> barteks2x:
wine?
L609[12:53:33] <barteks2x> teamvoewer uses
it so probably
L610[12:53:41] <barteks2x> I also have 2
unkillable cat processes
L611[12:53:46] <kashike> lol
L612[12:53:49] <barteks2x> even sudo kill
-9 doesn't work
L613[12:53:57] <tankcr> so the i=0 means
that its trying 0 times?
L614[12:54:05] <Subaraki> yes
L615[12:54:09] <Subaraki> no
L616[12:54:11] <tankcr> ha no wonder
L617[12:54:13] <Subaraki> no tankcr
L618[12:54:15] <tankcr> oh
L619[12:54:16] <Subaraki> that's not
it
L620[12:54:21] <Subaraki> do you know how
for loops work ?
L621[12:54:32] <tankcr> yes
L622[12:54:46] <tankcr> each time it loops
it adds i++
L623[12:54:52] <Subaraki> if you say that
i = 0 makes it loop 0 times, then no you don't
L624[12:55:02] <Subaraki> and no, it
doesn't add i++
L625[12:55:06] <IoP> How did you write
that code if you don't know what it does?
L626[12:55:10] <Subaraki> i++ means the
integer i + 1
L627[12:55:14] <Subaraki> that's ++
L628[12:55:20] <Subaraki> short for +=
1
L629[12:55:23] <tankcr> ha, intensive
google searching and piecing together
L630[12:55:33] <Subaraki> i = 0 is the
starting value
L631[12:55:43] <Subaraki> i < aNumber
is when it will stop
L632[12:55:48] <Subaraki> i++ is the
increment
L633[12:55:52] <tankcr> ok
L634[12:55:56] <Subaraki> could also be
i+=5 if you needed that
L635[12:56:02] <Subaraki> or i--
L636[12:56:12] <IoP> = copy pasted from
some other mod with 0 attribution? (not sure if thresold of
originality...)
L637[12:56:14] <Subaraki> so the range is
from 0 to aNumber
L638[12:56:23] <Subaraki> lets say
16
L639[12:56:36] <tankcr> ok
L640[12:56:38] <Subaraki> if you increment
by one (i++) every time, it'll loop 16 times
L641[12:57:01] <Subaraki> if you decrease
by one (i--) every time, it'll never stop, because it will never
hit 16
L642[12:57:13] <Subaraki> so it runs that
code 16 times, lets say
L643[12:57:25] <IoP> for ( ;true; ) {
;)
L644[12:58:10] <Subaraki> the next part is
the code trying to get a random spot in the chunk
L645[12:58:46] <Subaraki> chunk
coordinates (chunkX and chunkZ) start in the upper left corner.
that's why you get a random number in between 0 and 16 to add to
that
L646[12:58:55] <Subaraki> because chunks
are 16x16
L647[12:59:10] <tankcr> ok
L648[12:59:38] <Subaraki> and you also
multiply those coordinates by 16, because chunks x1z1 is located at
in-world x16 blocks z16 blocks :)
L649[13:00:37] <Subaraki>
random.nextInt(heightRange) + minY : you get a random number in
between the value you set (minY) lets pretend it's 30. and
heightRange (lets say its 128)
L650[13:00:39] <tankcr> ok
L651[13:01:03] <Subaraki> so your ore will
spawn in between 30-128 blocks, if the conditions are ideal. the
conditions are calculated in the generate method :)
L652[13:01:12] <Subaraki> like, can this
ore replace this block ? etc
L653[13:01:39] <tankcr> oh, I hadn't even
though of that
L654[13:02:17] <tankcr> is that based upon
the block type, or is it something you have to tell it additionally
in the code?
L655[13:02:44] <Subaraki> additional
L656[13:03:10] <tankcr> so if you don't
define that it can replace another block, will it even spawn?
L657[13:03:34] <Subaraki> i dont think
so
L658[13:03:53] <Subaraki>
BlockMatcher.forBlock(Blocks.STONE) in 1.10.2, when extending
WorldGenerator, you can use that to know what blocks you'll
replace
L659[13:04:18] <tankcr> I think I have it
set to diamond right now
L660[13:04:25] <Subaraki> yeah, i saw
that
L661[13:04:29] <Subaraki> that's pretty
rare
L662[13:04:43] <tankcr> so for testing I
should change that to stone, lol
L663[13:04:46] <Subaraki> you should start
with like a 100 loop to know it works
L664[13:04:56] <Subaraki> ah yeah
L665[13:04:59] <Subaraki> you replace
diamond xD
L666[13:05:05] <Subaraki> even a slimmer
chance of it spawning
L667[13:05:18] <Subaraki> because the
block targetted needs to be diamond to be replaced xDDD
L668[13:06:07] ⇦
Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Quit:
Leaving)
L669[13:06:21] <tankcr> yeah, that makes
sense
L670[13:09:38] <tankcr> aand btw, that did
the trick, thank you!
L671[13:12:45] <tankcr> so I have chance
set at 100, but what would be a typical rate for iron or
diamond?
L672[13:13:40] <Subaraki> diamond is
8
L673[13:14:02] <Subaraki> and you can look
that up P:
L674[13:14:21] <Subaraki> if you're using
eclipse, type ctrl shift T and look for WorldGenMinable
L675[13:15:25] <Subaraki> i mean, look for
BiomeDecorator
L676[13:15:57] <Subaraki> and look for
ironGen
L677[13:16:32] <Subaraki> the ctrl click
your way up to follow chunkprovidersetting.ironSize :)
L678[13:16:33] <tankcr> thanks!
L679[13:16:40] <Subaraki> and apperantly
it's 9 ..? o.O
L680[13:16:55] <Subaraki> ah but there's
also count
L681[13:16:58] <Subaraki> ironCount is
20
L682[13:17:10] <Subaraki> and diamondCount
is 1
L683[13:17:23] ***
brandon3055 is now known as brandon3055|Zz
L684[13:17:47] <Subaraki> now all i need
is to know how to notify the client of light changes :o
L685[13:18:10] <Subaraki> because placing
my entity it will display light if i reconect, and if i kill it, it
will remove the light once i reconect
L686[13:20:56] <Subaraki> does anyone know
how to queue a chunk for light update or something ?
L687[13:21:57] <barteks2x> for render
update you mean?
L688[13:22:46] <barteks2x> Subaraki, if
you call world.setLightFor clientside, it should re-render
automatically
L689[13:23:09] <Subaraki> it doesn't
though
L690[13:23:15]
⇨ Joins: raoulvdberge
(uid95673@id-95673.richmond.irccloud.com)
L691[13:23:16] <Subaraki> i set it both
sides
L692[13:23:28] <Subaraki> but the entity
is initially spawned server side
L693[13:23:33] <barteks2x> are you sure it
really is called clientside?
L694[13:23:35] <Subaraki> could that have
anynith to do with it ?
L695[13:25:02] <Subaraki> yes
L696[13:25:10] <Subaraki> but it gets
called twice server side
L697[13:25:18] <Subaraki> i set it ince
before spawning the entity
L698[13:25:20] <barteks2x>
world.setLightFor calls notifyLightSet(pos), which notifies all
IWorldEventListeners and one of them is RenderGlobal
L699[13:25:34] <Subaraki> entity e = new
entity. e.setstuff. (world.isserver) spawn(e)
L700[13:26:07] <Subaraki> e.setstuff is
called twice. because it prints out server client, and then server
once more
L701[13:26:25] <barteks2x> are you sure
you aren't doing it clientside when entity has wrong position?
(that's just my guess)
L702[13:27:07] <barteks2x> Check if it's
called clientside with the right position
L703[13:28:14] <Subaraki> what ?
L704[13:28:41] <Subaraki> i call the
setLightFor after the super of setLocationAndAngles
L705[13:28:53] <Subaraki> in the
setLocationAndAngles method
L706[13:29:01] <barteks2x> still, just
print out these positions and check if they are what you
expect
L707[13:29:19] <barteks2x> and if you
really insist on that: to re-render a block you use
markBlockRangeForRenderUpdate
L708[13:29:22] <Subaraki> the entity
position ?
L709[13:29:32] <barteks2x> the position
you use in setLightFor
L710[13:29:38] ***
AbrarSyed is now known as Abrar|gone
L711[13:30:00] <barteks2x> There is no way
world.setLightFor doesn't re-render anything
L712[13:30:09] <barteks2x> if it's really
done clientside
L713[13:30:35] <Subaraki> is client for
settign location. position is -287.5 63.0 -32.5 all values are the
same
L714[13:30:40] <Subaraki> all threa of
them
L715[13:30:50] <Subaraki> two client
sides
L716[13:30:52] <Subaraki> one server
side
L717[13:30:57] <Subaraki> well,
isRemote
L718[13:31:26] <barteks2x> are you using
world.setLightFor or chunk.setLightFor?
L719[13:32:06] <Subaraki> world
L720[13:32:36] <barteks2x> if you insist
that you manually update it:
world.markBlockRangeForRenderUpdate
L721[13:32:51] <barteks2x> But I doubt it
will work
L722[13:33:35] <barteks2x> also, are you
setting light for only one block or more of them?
L723[13:34:52] <barteks2x> And I thought
it already worked as you had some screenshots
L724[13:35:18] <Subaraki> well it
did
L725[13:35:24] <Subaraki> god knows what
the fuck i changed since then
L726[13:35:34] <Subaraki> but it never
went away
L727[13:35:36] <Subaraki> it does
now
L728[13:35:41] <Subaraki> but now i need
updates
L729[13:36:12] <barteks2x> It appears, and
it disappears... so what else do you need?
L730[13:36:23] <barteks2x> I'm
confused
L731[13:36:54] <Subaraki> found it
L732[13:36:55] <Subaraki>
checkLightFor
L733[13:37:10] <Subaraki> i use
checkLightFor after setlight. it disperses it, just like with
torches
L734[13:37:19] <Subaraki> if i don't use
that, it doesnt dispers, and stays
L735[13:37:36] <Subaraki> even setting the
block's light to 0 keeps the light on
L736[13:37:49] <Subaraki> by using
checkLightFor it removes it correctly
L737[13:37:55] <Subaraki> but now i need
syncing somehow
L738[13:41:16] <barteks2x> I guess I know
too little about anything other than some minecraft internals,
worldgen and lighting to understand what is the problem
L739[13:41:25] <Subaraki> there was a time
where you could send a vanilla packet to update vanilla stuff
:/
L740[13:41:28] ⇦
Quits: Hink (~Hink@hink.me) (Quit: quit from client)
L741[13:41:30] <Subaraki> i wish it was
still here
L742[13:41:36] <Subaraki> i'll study the
lighting code
L743[13:41:41] <Subaraki> i'll try to get
some wiser
L744[13:41:54] <barteks2x> But what do you
want it to do if you can make it appear and disappear already and
it shows clientside?
L745[13:42:28]
⇨ Joins: Gil
(uid147942@id-147942.brockwell.irccloud.com)
L746[13:42:48] <barteks2x> "but now i
need syncing somehow" seems a bit vague
L747[13:42:57] <Subaraki> well, i'll tell
again
L748[13:43:10] <Subaraki> placing it down
with just setLightFor creates a square of light
L749[13:43:27] <Subaraki> setting the
blocks back to 0 with setForLight doesn't work
L750[13:43:31] <Subaraki> the light source
stays existing
L751[13:43:44] <Subaraki> even
reconnecting doesnt remove it
L752[13:44:17] <Subaraki> using
checkForLight after using setLightFor allows the light to disperse,
and even removes it when setting the values back to 0 !
L753[13:44:22] <Subaraki> problem is, this
happens server side only
L754[13:44:39] <Subaraki> so client side,
placing and removing the entity doesnt do anything
L755[13:44:44] <Subaraki> it stays
dark
L756[13:44:54] <Subaraki> placing it, log
out, and back in will have your light in place
L757[13:45:03] <Subaraki> remove it, and
log out and back in, will have the light gone
L758[13:45:27] <barteks2x> It would be
easier if I saw the code
L759[13:45:32] <Subaraki> conclusion, i
need a sync for the chunk i think or something so the server tells
the client that there is light
L760[13:45:34] <Subaraki> i'll paste you a
copy
L762[13:48:26] <Ordinastie> when you do
setLightFor, is it receive on the client ?
L763[13:48:42] <Subaraki> yes
L764[13:48:56] <Ordinastie> so it just
doesn't redraw?
L765[13:49:12] ***
Keridos is now known as Keridos|away
L766[13:49:20] <Subaraki> yeah
L767[13:49:23] <Ordinastie> if you then
place a block, does it light up ?
L768[13:49:29] ***
Keridos|away is now known as Keridos
L769[13:50:01] <barteks2x> Does
checkLightFor return true or false?
L770[13:50:57] <Subaraki> true both
sides
L771[13:51:05] <Subaraki> Ordinastie,
?
L772[13:51:48] <Ordinastie> after you do
setLightFor, if you place block, does the light change ?
L773[13:51:49] <Subaraki> placing a torch
next to said entity draws the torch's light, but not the
entity's
L774[13:52:01] <Subaraki> nor does placing
another block update it
L775[13:52:04] <Ordinastie> not the torch,
another one
L776[13:52:11] <Ordinastie> then client
didn't receive it
L777[13:52:13] <barteks2x> so the light
value isn't set clientside
L778[13:52:16] <barteks2x> Wait...
L779[13:52:18] <barteks2x> I think I
know
L780[13:52:22] <Subaraki> but how ... ?
._.
L781[13:52:36] <Ordinastie> that's why you
have access to a debugger
L782[13:52:43] <Subaraki> well, yes. we
figured it isn't set client side
L783[13:52:52] <Subaraki> that's why i
wanted syncing ...
L784[13:52:58] <Ordinastie>
<Ordinastie> when you do setLightFor, is it receive on the
client ?
L785[13:52:58] <Ordinastie>
<Subaraki> yes
L786[13:53:23] <Subaraki> why yeah...
because it prints out true when checked inside the loop for client
side :/
L787[13:53:28] <barteks2x> He does
setLightFor on both client and server side
L788[13:54:04]
⇨ Joins: Hanii (~user@35.214.9.51.dyn.plus.net)
L789[13:54:11] <barteks2x> (also, my idea
was wrong)
L790[13:54:48] <Subaraki> Ordinastie, just
used debugger in the World class, in setLightFor
L791[13:54:56] <Subaraki> and the chunk
argument says it's on worldCLient
L792[13:54:57] <Subaraki> so yeah
L793[13:55:18] <Ordinastie> don't stop
there
L794[13:55:26] <Subaraki> what's next
?
L795[13:55:29] <Subaraki> there's nothing
more :/
L796[13:55:32] <Subaraki> ah heck
L797[13:55:32] <Ordinastie> keep going
until you see why it doesn't redraw
L798[13:55:36] <Subaraki> i'll try to
solve it tommorow
L799[13:55:50] <barteks2x> I would say
something updates light a while later
L800[13:56:26] <Hanii> Is there any way to
uniquely identify a biome in the world? Such that I could generate
or get a (probably unique) hashcode that’s different for each
instance of a biome?
L801[13:57:01] <Hanii> i.e. so I could
differentiate a grasslands in one part of the world from another,
unconnected grasslands in a different part of the world?
L802[13:57:19] <Ordinastie> not
natively
L803[13:57:24] <Hanii> :(
L804[13:57:33] <Ordinastie> and not really
doable unless you pregen the world
L805[13:57:36] <barteks2x> all places
where a biome is are identital in every way possible
L806[13:57:48] <barteks2x> it would be
doable by modifying biome generator
L807[13:58:12] <barteks2x> biome generator
knows which parts are connected before it finishes generating
L808[13:58:35] <barteks2x> bit norlally -
it's not possible
L809[14:00:19] ***
Jezza is now known as Jezza|Nom
L810[14:00:20] <Hanii> That’s handy
knowing that, thanks, I could patch that to connect a random
integer to each biome instance.
L811[14:00:51] <Hanii> I’ve been trying to
find out a way for a while now, and now I have direction \o/
L812[14:01:03] <barteks2x> it wouldn't be
easy anyway, and patching biome generator in any way is probably
not a good idea
L813[14:01:35] <Hanii> Don’t suppose
there’s an event that fires that would let me do this without
patching?
L814[14:02:17]
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(Girafi@0x555178eb.adsl.cybercity.dk)
L815[14:02:21] <barteks2x> It's possible
to know which biomes are connected (in a very broad sense of
possible) because of how GenLayers internally work. This isn't
exposed in any API
L816[14:02:38] <barteks2x> And only
GenLayers may possibly know it
L817[14:03:41] <barteks2x> I dtill think
it's a bad idea
L818[14:04:10] <Hanii> Unless there’s a
better way to identify them, it’s the best idea so far.
L819[14:05:44]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L820[14:06:31] <barteks2x> As I said, it's
very broad sense of possible, it may very turn out that it would be
too slow
L821[14:07:05] <gigaherz> I assumed it
simply computed an overall "temperature" for the area,
and it would choose biomes based on that
L822[14:07:14] <gigaherz> no idea how it
works, though
L823[14:07:15] <barteks2x> that's how it
worked in beta 1.7.3 and before
L824[14:07:26] <gigaherz> oh?
L825[14:07:55] <barteks2x> Now it
basically generates random biomes at very large stale, zooms in,
generates more, zooms in, generates more, repeat until
finished
L826[14:08:04] <barteks2x>
*stale->scale
L827[14:08:38] <barteks2x> *raneom - with
some restrictions
L828[14:10:16] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L829[14:13:30] <barteks2x> Hanii: possible
patch-free but still a big hack: (I did it once in 1.7 to make
biomes loop around) wrap each genlayer into your own class that
extends GenLayer, and there do what you need to do
L830[14:15:59] <quadraxis> can I get an
expert opinion on something?
L831[14:16:58] <barteks2x> I wouldn't
expect anyone to answer without knowing what it's about
L832[14:17:45] <Ordinastie> you'd be
surprised
L833[14:18:06] <quadraxis> it seems that
model jsons don't inherit overrides from their parents
L834[14:18:19] <quadraxis> should that be
considered a bug?
L835[14:20:21] ⇦
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reset by peer)
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L837[14:22:18]
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L838[14:22:18] <tankcr> in 1.10.2 did
something replace addShapelessRecipe?
L839[14:23:17] ⇦
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L840[14:23:34]
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L842[14:25:29] ⇦
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Quit)
L843[14:25:51]
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L844[14:26:04] <FlareLine> Anyone got any
information on crop trampling?
L845[14:26:24] <FlareLine> i.e. how to
prevent it?
L846[14:27:24]
⇨ Joins: nxsupert
(nxsupert@2001:19f0:6800:8161:1337:c0de:4:11fe)
L847[14:33:09] ***
Keridos is now known as Keridos|away
L849[14:36:00] <quadraxis> FlareLine
--^
L850[14:36:52] <FlareLine> Ta
@quadraxis
L851[14:38:16] <quadraxis> probably just
needs retargeting to 1.10.x branch
L852[14:38:52] ***
Jezza|Nom is now known as Jezza
L853[14:39:21] <FlareLine> Eh, I'll have a
screw around with it and make a small mod to combat it, I'm just so
sick of trampling arrrghh
L854[14:40:53]
⇨ Joins: PolarizedIons_
(~Polarized@168.235.88.38)
L855[14:42:25] ***
Keridos|away is now known as Keridos
L856[14:44:00]
⇨ Joins: Woodstone (~quassel@188.166.5.73)
L857[14:49:47] <FlareLine> @quadraxis Not
sure if this event exists anymore, don't know where to actually go
with this, would you be able to help a little bit more?
L858[14:49:56] ⇦
Quits: PolarizedIons (~Polarized@ip4da49ab9.direct-adsl.nl) (Quit:
PolarizedIons)
L859[14:50:38] <quadraxis> the PR wasn't
merged
L860[14:50:54] <quadraxis> it doesn't seem
like there was anything wrong with it
L861[14:51:02] ***
PolarizedIons_ is now known as PolarizedIons
L862[14:51:10] <quadraxis> just got closed
when lex killed the master branch
L863[14:52:04] <quadraxis> I left a
comment asking the author if they're still interested
L864[14:52:49] <quadraxis> if they don't
care, then either remake the patches yourself or ask someone here
to do it
L865[14:52:57] <FlareLine> Perhaps I can
develop my own event using this code somehow?
L866[14:53:12] <FlareLine> Does that sound
like a feasible thing to do?
L867[14:53:48] <Ordinastie> doesn't sound
like you have any programming knowledge :s
L868[14:54:12] <FlareLine> Yeah I do, just
I haven't really done much with Forge
L869[14:55:01] ***
fry is now known as fry|sleep
L870[14:57:04] <FlareLine> I'm not looking
for a lecture on my programming skills, I'm just looking for a
little bit of help :\
L871[14:57:46] <Ordinastie> if you do know
how to code, sure no problem
L872[14:57:52] <Ordinastie> it's just that
sentence : <FlareLine> Perhaps I can develop my own event
using this code somehow?
L873[14:57:55] <Ordinastie> that made me
wonder
L874[14:58:12]
⇨ Joins: KnightMiner
(~KnightMin@107-1-23-59-ip-static.hfc.comcastbusiness.net)
L875[14:58:34] <FlareLine> Nah it's just
I'm not sure what to do about all this 'patch' stuff, I've never
worked with it before.
L876[14:59:02] <Ordinastie> you're not
really supposed to do anything with it
L877[14:59:07] <FlareLine> What I'm not
sure of is how to implement the TrampleEvent when there's no hook
for it
L878[14:59:14] <Ordinastie> you
can't
L879[14:59:29] <FlareLine> So there's no
way to do this?
L880[15:00:19] ⇦
Quits: tankcr (~KRoy.Loca@97.115.183.101) (Read error: Connection
reset by peer)
L881[15:00:24] <Ordinastie> not
really
L882[15:00:50] <Ordinastie> not without
using dangerous means that are purposefully forbidden to talk about
in this channel
L883[15:01:25] <FlareLine> Yeah I
see
L884[15:01:45] <FlareLine> I'm still
surprised nothing's been done about it for a long time
L885[15:01:49] <quadraxis> the 'right'
thing to do is get the hook into forge
L886[15:02:36] <FlareLine> Does that mean
custom building forge?
L887[15:02:50] <Ordinastie> that means
making a PR
L888[15:03:01] <Ordinastie> doing it
right
L889[15:03:05] <Ordinastie> and hoping it
gets pulled
L890[15:03:14] <FlareLine> Hm
L891[15:03:39] <quadraxis> tbh there
doesn't seem any reason the original can't be pulled
L892[15:03:48] <quadraxis> it just needs
retargeting
L893[15:04:04] <Koward> One does not
simply get its hook into Forge. There is evil there that does not
sleep, and the Great Lex is ever watchful.
L894[15:05:01] <gigaherz> one does simply
get hooks into forge
L895[15:05:04] <gigaherz> you jsut haveto
justify them
L896[15:05:10] <gigaherz> show why they
are useful for mods
L897[15:05:15] <FlareLine> Eh, I think
I'll leave it to the more experienced contributors here, seems like
I'd just screw something up somewhere
L898[15:05:19] <gigaherz> and show that
they won't negatively impact general gameplay
L899[15:05:26] <gigaherz> (such as slowing
down the game)
L900[15:05:46] <gigaherz> that's how one
learns, though, FlareLine ;P
L901[15:06:18] <FlareLine> Never done
anything like that before, unless someone's willing to take me
through it, I don't think I'd do a good enough job
L902[15:06:30] <gigaherz> well
L903[15:06:35] <FlareLine> But I would
really appreciate it if someone did want to take me through
it
L904[15:06:35] <quadraxis> also you may
have to bother people so your PR isn't forgotten for 6 months and
then inadvertantly deleted >_>
L905[15:06:37] <gigaherz> first step is to
clone the forge repository
L906[15:06:41] <gigaherz> and run
"gradlew setupForge"
L907[15:07:14] <gigaherz> then load the
projects folder as an eclipseworkspace, or load the two projects
into some existing workspace (I recommend the former)
L908[15:07:19] <gigaherz> you'll see
there's two projects
L909[15:07:21] <gigaherz> Clean, and
Forge
L910[15:07:25] <gigaherz> Clean is the
vanilla code, decompiled
L911[15:07:29] <PitchBright> You don't
hook into Forge. Forge hooks into you.
L912[15:07:32] <gigaherz> Forge has the
patches applied
L913[15:07:34] <gigaherz> then
L914[15:07:39] <gigaherz> you edit the
forge code
L915[15:07:43] <gigaherz> if you are
editing vanilla
L916[15:07:49] <gigaherz> try to keep the
patches as self-contained as possible
L917[15:07:53] <gigaherz> so that it's
easy to port them over
L918[15:08:04] ⇦
Quits: PolarizedIons (~Polarized@168.235.88.38) (Quit:
Quitting.)
L919[15:08:12] <gigaherz> and do not EVER
modify anything else on the file
L920[15:08:15]
⇨ Joins: PolarizedIons
(~Polarized@168.235.88.38)
L921[15:08:23] <gigaherz> no adding or
removing imports -- use explicit package names
L922[15:08:30] <gigaherz> no reformatting
AT ALL
L924[15:08:45] <gigaherz> you can make use
of existing files like ForgeHooks
L925[15:08:48] <gigaherz> to place the
real implementation
L926[15:09:14] <gigaherz> ah
L927[15:09:20] <FlareLine> Yeah
L928[15:09:23] <quadraxis> but in a
pullable form
L929[15:09:25] <gigaherz> that's quite a
good example of a clean hook
L930[15:09:30] <gigaherz> FlareLine: in
your case
L931[15:09:38] <FlareLine> See I've got
all of this information
L932[15:09:44] <gigaherz> clone/fork that
branch
L933[15:09:47] <FlareLine> But I'm still a
little stumped on how to go about things
L934[15:09:50] <FlareLine> Yep
L935[15:09:55] <gigaherz> into a local
folder
L936[15:10:03] <gigaherz> then rebase into
forge 1.10.2
L937[15:10:06] <gigaherz> (the
branch)
L938[15:10:46] <gigaherz> the patch line
will PROBABLY not match up correctly
L939[15:11:03] <gigaherz> when you run
"gradlew setupForge"
L940[15:11:05] <gigaherz> in which
case
L941[15:11:12] <gigaherz> you'll have to
edit the file from within eclipse
L942[15:11:19] <FlareLine> So when I fork
the branch
L943[15:11:19] ⇦
Quits: SanAndreasP (~SanAndrea@ip-2-201-3-132.web.vodafone.de)
(Quit: See ya)
L944[15:11:23] <gigaherz> using the copy
in the *FORGE* project (never clean)
L945[15:11:28] <FlareLine> It'll come with
all gradle and stuff yeah?
L946[15:11:31] <gigaherz> yes
L947[15:11:44] <gigaherz> everything you
need to run "gradlew setupForge" is there in the
repository
L948[15:11:45] <FlareLine> I don't need to
fork the whole project
L949[15:11:48] <gigaherz> and will be
copied into the forks
L950[15:11:53] <gigaherz> that's the
thing
L951[15:11:56] <gigaherz> when you fork,
you fork
L952[15:11:58] <gigaherz> everything
L953[15:12:00] <gigaherz> including all
the history
L954[15:12:01] <FlareLine> oic
L955[15:12:02] <gigaherz> that's how git
works
L956[15:12:04] <FlareLine> ty for the help
btw
L957[15:12:24] <FlareLine> Yeah I tried to
use git when I started out modding a bit but I never really got the
whole gist of it all
L958[15:12:27] <gigaherz> the point
is
L959[15:12:31] <gigaherz> you want to fork
that dude's repository
L960[15:12:43] <gigaherz> and then pull
from the proper one
L961[15:12:45] <gigaherz> and then
rebase
L962[15:12:47] <gigaherz> so in your local
copy
L963[15:12:50] <gigaherz> you'll want two
remotes
L964[15:12:55] <gigaherz> your fork (I'll
call origin)
L965[15:13:01] <gigaherz> and the main
repository (I'll call upstream)
L966[15:13:12] <Ordinastie> seriously,
just remke from the begining, that'll be way simpler
L967[15:13:22] <gigaherz> probably,
lol
L968[15:13:25] <Ordinastie> it's one
line
L969[15:13:26] <FlareLine> :(
L970[15:13:30] <gigaherz> but these are
steps you'll want to follow regardless
L971[15:13:35] <gigaherz> just instead of
your fork being based on that dude's branch
L972[15:13:41] <bartman> well don't clone
without --depth 1
L973[15:13:46] <gigaherz> it will be based
on the main repository also
L974[15:14:02] <FlareLine> So I've forked
the 1.10 branch
L975[15:14:44] <FlareLine> Wtf I don't
have git windows anymore
L976[15:15:07] <FlareLine> I just kinda
follow what the guy has done yeah?
L977[15:15:18] <FlareLine> Then make a pr
with my new code?
L978[15:16:16] <gigaherz> yup
L979[15:16:28] <gigaherz> but what Iw as
trying to explain
L980[15:16:29] <gigaherz> the process
is
L981[15:16:32] <FlareLine> Okay I'll
message again if I run into any issues
L982[15:16:33] <gigaherz> gradlew
setupForge
L983[15:16:38] <gigaherz> will apply the
patches to the clean code
L984[15:16:44] <FlareLine> ok
L985[15:16:45] <gigaherz> in order to
generate the forge code
L986[15:16:50] <gigaherz> then you edit
this forge code
L987[15:16:52] <gigaherz> and
afterward
L988[15:16:58] <gigaherz> you run
"gradlew genPatches"
L989[15:17:11] <gigaherz> and you probably
want to have built and run the result to test that it works
;P
L990[15:17:14]
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L991[15:17:20] <FlareLine> and it will
generate patches for forge with my new patch included?
L992[15:17:25] <gigaherz> yup
L993[15:17:28] <gigaherz> you edit the
vanilla code
L994[15:17:29] <FlareLine> ok i get it
now
L995[15:17:33] <gigaherz> and it generates
the patch lines for you
L996[15:17:38] <gigaherz> then after
genPatches is done
L997[15:17:43] <gigaherz> you can commit
& push & PR
L998[15:18:11] <gigaherz> make sure you
didn't modify anything unexpected
L999[15:18:24] <FlareLine> Only things
related to my feature
L1000[15:18:31] <gigaherz> yes
L1001[15:18:35] <gigaherz> but like, the
things I said earlier
L1002[15:19:16] <FlareLine> So what I
need to add, is the line in ForgeHooks
L1003[15:19:27] <FlareLine> And add a new
event class?
L1004[15:21:43] <gigaherz> AND a test
mod
L1005[15:21:56] <gigaherz> a
"testcase" for this feature
L1006[15:21:57] <FlareLine> Yeah to test
it with a subscribeevent
L1007[15:22:03] <gigaherz> that shows
that it works and how it works
L1008[15:22:07] <FlareLine> Or
whatever
L1009[15:22:15] <FlareLine> Do I need to
upload this testcase?
L1010[15:22:43] <gigaherz> yes
L1011[15:22:56] <gigaherz> put it in the
test/debug folder alongside the other testcases
L1013[15:24:33] <FlareLine> So I just
setup forge like I do when I create a mod?
L1014[15:24:35] <FlareLine>
eclipse*
L1015[15:24:59]
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L1016[15:26:06]
⇨ Joins: Naiten (Naiten@77.35.163.203)
L1017[15:33:29] <barteks2x> to simulate
slow IO I ended up creating RAID 1 array out of 10 devices (that
are actually files on one disk)
L1018[15:33:38]
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Leaving)
L1019[15:33:50] *
gigaherz facepalms
L1020[15:34:01] <gigaherz> couldn't you
just have a mixing for the disk IO functions in java?
L1021[15:34:05] <gigaherz> mixin*
L1022[15:34:11] <gigaherz> or in your db
library
L1023[15:34:13] <barteks2x> I want to
make sure it really happens in real life
L1024[15:34:24] <barteks2x> I already
know it can happen if I add the delay in code
L1025[15:34:34] <howtonotwin> o_O
L1026[15:35:01] <gigaherz> heh
L1027[15:35:21] <gigaherz> btw barteks2x,
wouldn't it have worked to use some old usb flash drive?
L1028[15:35:30]
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L1029[15:35:34] <barteks2x> my oldest
flash drive is still too fast
L1030[15:35:37] <gigaherz> lol
L1031[15:35:42] <howtonotwin> ...
L1032[15:36:08] <barteks2x> I probably
could fly a few days and finally see it happen once but I don't
want to wait that long
L1034[15:36:22] <howtonotwin> install
git
L1035[15:36:23] <FlareLine> Error when
trying to run 'gradlew setupForge'
L1036[15:36:35] <gigaherz> you have two
choices
L1037[15:36:39] <gigaherz> 1. make sure
git is in the PATH
L1038[15:36:55] <gigaherz> 2. copy
git.exe from "git for windows" in the forge folder
L1039[15:37:04] <barteks2x> if that raid
array is still too fast,I will move it to my old flash drive
L1040[15:37:09] <gigaherz> option #2 is a
hack and will have other issues
L1041[15:37:16] <gigaherz> but it's a
workaround if you don't want to do #1 (like me)
L1042[15:37:23] <gigaherz> oh and
L1043[15:37:23] <howtonotwin> There's an
env variable for setting something directly I think
L1044[15:37:25] <gigaherz> normal PATH
won't work
L1045[15:37:29] <howtonotwin>
GIT_BRANCH=master maybe
L1046[15:37:32] <gigaherz> you must set
it in the SYSTEM path
L1047[15:37:37] <howtonotwin> *1.10
L1048[15:37:40] <howtonotwin> or
whatever
L1049[15:37:42] <gigaherz> which is why I
refuse to do it
L1050[15:37:51] <bartman> set
PATH=%PATH%;c:\progra~1\git\bin\git.exe
L1051[15:37:56] <gigaherz> nope that
won't work
L1052[15:37:57] <IoP> if using windows
git for windows asks if git/other tools should be added into
path
L1053[15:37:58] <bartman> this is widnows
right
L1054[15:38:03] <gigaherz> and no
L1055[15:38:04] <bartman> er
L1056[15:38:05] <gigaherz> that's not
valid either
L1057[15:38:06] <gigaherz> XD
L1058[15:38:09] <bartman> don't need
git.exe
L1059[15:38:14] <FlareLine> Git for
windows hasn't asked for anything to be added to path
L1060[15:38:15]
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L1061[15:38:22] <gigaherz> FlareLine: the
installer has a page
L1062[15:38:25] <howtonotwin> Open git
bash
L1063[15:38:27] <gigaherz> that asks
where it shoudl be visible
L1064[15:38:28] <howtonotwin> and do it
that way
L1065[15:38:37] <gigaherz> "git bash
only" is the default
L1066[15:38:51] <gigaherz> howtonotwin: I
believe editing the PATH variable on the local environment won't
work
L1067[15:39:04] <gigaherz> since gradle
spawns projects without inheriting the env
L1068[15:39:04] <howtonotwin> Never said
anything about PATH :P
L1069[15:39:16] <bartman> well edit the
system path then
L1070[15:39:21] <gigaherz> yeah,
nothx.
L1071[15:39:26] <gigaherz> git doesn't
belong there.
L1072[15:39:43] <gigaherz> so I use that
workaround
L1073[15:39:45] <gigaherz> ;P
L1074[15:39:49] <bartman> I think thats
what I did
L1075[15:39:56] <bartman> when I used
windows
L1076[15:40:12]
⇨ Joins: ScottehBoeh (~ScottehBo@104.238.169.24)
L1077[15:40:13] <howtonotwin> Final
conclusion: use git bash and throw cmd into the trash can where it
belongs
L1078[15:40:18] <ScottehBoeh> Good
day
L1079[15:40:32] <bartman> or just use
linux
L1080[15:40:34] <bartman> :)
L1081[15:40:37] <howtonotwin>
<ScottehBoeh> Good day
L1082[15:40:48] <ScottehBoeh> LOL Who
here uses cmd
L1083[15:41:16] <FlareLine> Use the
workaround?
L1084[15:41:18] <IoP> Final conclusion 2:
It's stupid to invoke git from build script
L1085[15:41:23] <FlareLine> Will that be
okay for what I'm doing
L1086[15:41:35] <ScottehBoeh> is it
someones first time using a Repository?
L1087[15:41:44] <ScottehBoeh> I'd be more
than happy to halp.
L1088[15:41:49] <gigaherz> howtonotwin:
how does git bash help in this case?
L1089[15:42:19] <gigaherz> IoP: morel ike
it's stupid to *require* git to build
L1090[15:42:26] <FlareLine> Scotteh I'm
trying to make a patch so I can add a new Event to forge
L1091[15:42:28] <FlareLine> Well a
PR
L1092[15:42:33] <gigaherz> "if git
found, use version, else use placeholder"
L1093[15:42:54] <FlareLine> I'm a little
rusty with the whole git thing
L1094[15:45:34] <FlareLine> With the
system path, I point it to the 'cmd' folder, the one with git.exe
in it right?
L1095[15:46:41] <bartman> yes in
enviromental variables edit path and add it to the end
L1096[15:46:55] <bartman> then open a new
command prompt and should be gtg
L1097[15:47:26] <FlareLine> It mentions
something about being built for 1..4
L1098[15:47:29] <FlareLine> 1.9.4*
L1099[15:47:32] <bartman> ant isn't
required anymore is it?
L1100[15:48:05] <FlareLine> 'This mapping
snapshot_nodoc_XXXX was designed for MC 1.9.4! ...'
L1101[15:48:07] <howtonotwin> that's fine
ignore it
L1102[15:48:12] <FlareLine>
Alrighty
L1103[15:52:44] <FlareLine> Holy batman
it's almost 7am and I haven't slept
L1104[15:55:08] <FlareLine> Okay so once
I've got setupForge complete, I setup eclipse right?
L1105[15:55:19] <FlareLine> How do I do
that sorry?
L1107[15:56:17] <barteks2x> looks like IO
speed doesn't matter... I think when it starts writing data to disk
reading chunks will block until it's finished. There is still the
short time between removing it from unloadedChunksMap and writing
it to disk - it needs to open region file and write the data to
byte array. Is it really a bug if it never happens in real
world?
L1108[16:03:33] ***
Abrar|gone is now known as AbrarSyed
L1109[16:04:38] <gr8pefish> looking good
paleo
L1110[16:04:57]
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L1111[16:05:21] ***
V is now known as Vigaro
L1112[16:05:35] <PaleoCrafter>
thanks
L1113[16:08:35] <FlareLine> if I want to
make a PR for a feature I'm adding, do I add my code into the Forge
project in the src/java folder?
L1114[16:08:52] <FlareLine> Or in the
debug folder
L1116[16:13:24]
⇨ Joins: hehe
(uid43090@id-43090.ealing.irccloud.com)
L1117[16:13:38] *
hehe meow
L1118[16:14:01] <hehe> porting form
1.7.10 -> 1.10
L1119[16:14:05] <hehe> yuck
L1120[16:14:11] <gr8pefish> agreed
L1121[16:14:35] <gr8pefish> Anyone know
where CapabilityManager.INSTANCE.register(myCapability) should be
called from exactly?
L1122[16:14:37]
⇦ Quits: phroa (phroa@173.254.236.155) (Ping timeout: 192
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L1123[16:14:58] <barteks2x> so should I
report a vanilla bug that I know can't possibly be reeproduced
because it may never happen?
L1124[16:15:48]
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EliteBNC free bnc service - http://elitebnc.org - be a part of the
Elite!)
L1125[16:16:49] <FlareLine> Could anyone
help me with a PR for a new Event please?
L1127[16:20:46]
⇨ Joins: phroa (phroa@173.254.236.155)
L1128[16:22:31] <gr8pefish> Thanks
thor12022, that's what I expected, and yet I'm still getting an
issue. Time to track it down I guess. I'm trying to register to my
capability to have the functionality of old IEEPs, but I keep
getting a NPE when MC tries to saveWorldInfoWithPlayer.
L1130[16:23:50] <howtonotwin> FlareLine:
MC source is the src/main/java folder, forge is in main-java
L1131[16:24:18] <howtonotwin> test-java
is where you put test mods like the TestCapabilityMod
L1132[16:24:56] <howtonotwin> If you
modify the mc source you must run gradle genPatches to generate the
diffs under patches
L1133[16:25:10] <howtonotwin> the mc
source code is ignored by git and only the patches matter
L1134[16:27:29] <howtonotwin> oh he left
>.<
L1135[16:27:38] <howtonotwin> I totally
saw that
L1136[16:27:48] <gr8pefish> xD
L1137[16:28:28] <gigaherz> [23:14]
(hehe): porting form 1.7.10 -> 1.10
L1138[16:28:28] <gigaherz> [23:14]
(hehe): yuck
L1139[16:28:38] <hehe> yes?
L1140[16:28:39] <gigaherz> mostly 1.7.10
(and older)'s fault ;P
L1141[16:28:50] <hehe> Im just having
issues with blockstates
L1142[16:29:05] <gigaherz> how so?
L1143[16:29:08] <hehe> im trying to add a
block with no other states
L1144[16:29:18] <howtonotwin> no
properties means variant "normal"
L1145[16:29:22] <gigaherz> if it has no
states, then don't implement blockstates
L1146[16:29:25] <gigaherz> it will just
have "normal"
L1147[16:29:33] <gigaherz> (and
"inventory")
L1148[16:29:43] <howtonotwin> not
really
L1149[16:30:03] <gigaherz> (but that's
not really used by the block, only by the corresponding
ItemBlock)
L1150[16:30:05] <howtonotwin> inventory
is for the item
L1151[16:30:23]
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L1152[16:30:31] <howtonotwin> and I think
the "normal" model works for items too
L1153[16:32:18] <howtonotwin> yep,
"minecraft:block/block" defines all the default
transforms for the item form
L1154[16:32:39] <gigaherz> I think that's
just because
L1155[16:32:47] <howtonotwin> so you
really only need the one variant for the simplest blocks
L1156[16:32:49] ***
Vigaro is now known as V
L1157[16:32:52] <gigaherz>
models/item/whateverblock.json will do
"parent":"block/whateverblock"
L1158[16:33:03] <gigaherz> and then
"block/whateverblock" has
"parent":"block/block"
L1159[16:33:07] <howtonotwin> yep
L1160[16:33:17] ***
V is now known as Vigaro
L1161[16:33:20] <gigaherz> I don't think
it will work wihtout the item model json file
L1162[16:33:27] <howtonotwin> oh no it
works fine
L1163[16:33:50] <howtonotwin> one of the
main points of forge's model system is that blockstates work for
items
L1164[16:33:54] <hehe> so like
what?
L1166[16:33:55] <hehe>
"forge_marker": 1,
L1167[16:33:55] <hehe>
"variants": {
L1168[16:33:55] <hehe>
"normal": "minecraft:block/block",
L1173[16:34:25] <howtonotwin> variants {
normal [{ model: blah }] }
L1174[16:34:50] <gigaherz> no need for
forge marker if you aren't using forge features ;P
L1175[16:35:05] <gigaherz> just like
whatever vanilla does for like... a note block
L1176[16:35:28] <hehe> variants { normal
[{ model: block/blockname.json }] } ???
L1177[16:35:34] <howtonotwin> yes
L1178[16:35:38] <gigaherz> no
L1179[16:35:40] <gigaherz> no .json in
it
L1180[16:35:41] <hehe> maybe?
L1181[16:35:44] <hehe> oh ok
L1182[16:35:48] <gigaherz> {
"variants": { "normal": { "model":
"noteblock" } }}
L1183[16:35:53] <hehe> wait, where does
this need to go?
L1184[16:36:01] <hehe> i made a
model
L1185[16:36:02] <gigaherz>
blockstates/blockregistryname.json
L1186[16:36:12] <hehe> In
asses.modid
L1187[16:36:16] <hehe> assets*
L1188[16:36:18] <gigaherz> yes
L1189[16:36:29] <gigaherz>
assets/modid/blockstates/...
L1190[16:36:46] <howtonotwin> wait I have
an elaboration on models
L1191[16:36:49] <howtonotwin> gimme a
moment
L1192[16:37:11]
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L1194[16:37:58] <howtonotwin> read as
much as you need
L1195[16:38:37] <howtonotwin> and Intro
to Blockstate JSONs has been rewritten
L1196[16:38:45] <howtonotwin> read that
too :P
L1197[16:39:39] <SquareWheel> I'm back to
playing with rendering, too. With some trial and error, I worked
out the metadata and custom mesh approaches you mentioned
yesterday.
L1198[16:39:52] <SquareWheel> Hopefully
with that knowledge I'll be able to better understand the more
elaborate blockstate approach now.
L1199[16:40:58] <howtonotwin> yay!
L1200[16:41:05] *
howtonotwin does happy dance
L1201[16:41:08] <hehe> hrm
L1202[16:41:12] <hehe> still not
working
L1203[16:41:21] <gr8pefish> lol I
love/hate finding dumb bugs. Had skeleton code as a filler
returning null (as I wasn't using the returned value), but since it
was an overridden method MC needed one, but the log didn't point me
in the right direction at all. Goodbye 2 hours of my life.
L1204[16:41:43]
⇨ Joins: AstralSorcerer
(~AstralSor@128.151.114.12)
L1205[16:41:52] <howtonotwin> /TODO
comments are magic
L1206[16:41:59] <howtonotwin> *//
TODO
L1207[16:42:17] <howtonotwin> darn IRC
eating slashes :P
L1208[16:42:25] <howtonotwin> hehe:
what's wrong?
L1209[16:42:25] <hehe> lol
L1210[16:42:37] <Subaraki> todo comments
are the best :)
L1211[16:42:47] <SquareWheel> Certainly
beats FIXME
L1212[16:42:52] <howtonotwin> I was about
to */// before I realized * was a buffer xD
L1213[16:42:57] <hehe> someone want to
take a look
L1214[16:43:08] <howtonotwin> I will ofc
:P
L1216[16:43:37] <howtonotwin> for
reference, willie_willus and fr_y are both rendering gurus if I'm
not around
L1217[16:44:00] <howtonotwin> and don't
ping fr_y by accident because he's an op and shouldn't be pinged as
per the rules :P
L1218[16:44:56] <howtonotwin> You
actually have to register an items model
L1220[16:45:51] <howtonotwin> this all
has to be done from ClientProxy ofc
L1222[16:47:30] <howtonotwin> needs to be
"cc2:blocks/cC0"
L1223[16:47:35] <howtonotwin>
unabbreviated ofc
L1224[16:48:11] <howtonotwin> Also names
should be snake_case
L1225[16:48:17] <howtonotwin> and this
WILL be enforced in 1.11
L1226[16:48:28] <hehe> why the
fu...
L1227[16:48:31] <gigaherz> at great
annoyance for me
L1228[16:48:32] <gigaherz> ;P
L1229[16:48:34] <howtonotwin> so rename
all the textures :P
L1230[16:48:45] *
gigaherz dislikes snake_case and kebab-case
L1231[16:49:18] <SquareWheel> I was lucky
in that I already did snake_case. camelCase all the way for
everything else though. So much uses PascalCase in Java-land.
L1233[16:50:20] <howtonotwin> I use a
shorthand for JSON that I thought was pretty obvious but apparently
not :P
L1234[16:50:42] <howtonotwin> You're
intelligent; I presume you can figure that out yourself?
L1235[16:50:45] <hehe> I program in ADA
and fortran90
L1236[16:51:04] <gigaherz> I use C#
naming convention in java ;P
L1237[16:51:04] <SquareWheel> Dang
L1238[16:51:17]
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L1239[16:51:26] <SquareWheel> Yeah,
C#/Java conventions are pretty close.
L1240[16:51:30] <gigaherz> well, and
style conventions too
L1241[16:51:44] <gigaherz> xcept for
methods
L1242[16:51:45] <sham1> Styles are very
similar
L1243[16:51:51] <gigaherz> using
TitleCase on java methods feels wrong
L1244[16:51:58] <sham1> However there are
also differences just like PascalCase for method names
L1245[16:52:20] <gigaherz> but yeah, { in
its own line
L1246[16:52:33] <gigaherz> no silly
things like "} else {" in my code.
L1247[16:52:35] <hehe> ok fixing
jason
L1248[16:52:39] <howtonotwin> :P
L1249[16:52:43] <sham1> silly?
L1250[16:52:57] <SquareWheel> I always
write Allman, so doing K&R on this Java project has thrown me
for a loop.
L1251[16:53:27] <howtonotwin> Cyclomatic
complexity! Burn the heathen! He has refused to see the light of
the higher-order! /s
L1252[16:53:54] <sham1> K&R just
looks weird
L1253[16:54:06] <sham1> Sometimes curlies
are on their own lines and sometimes they are not
L1254[16:54:10] <SquareWheel> Yeah. I
find it much easier to parse when the braces line up. But different
strokes.
L1255[16:54:11]
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L1256[16:54:19] <hehe> ok, pushed
L1258[16:54:46] <gigaherz> random link to
a piece of code showing my formatting choices ;P
L1259[16:54:55] <sham1> I just use the
Java style
L1260[16:55:13] <SquareWheel> Yeah, I'd
like to use my preferred Allman but figured I might as well get
used to the convention.
L1261[16:55:18] <sham1> But consistency
is all that matters
L1262[16:55:20] <howtonotwin> JSON tags
need to be in "tag" too and you need "key":
"value"
L1263[16:55:28] <sham1> One may use
whatever they wish as long as they are consistent
L1265[16:56:12] <SquareWheel> I do
violate PEP8 by using tabs in Python though. Not willing to break
that habit.
L1266[16:56:31] <howtonotwin> and then
there's Haskell
L1267[16:56:47] <howtonotwin> where
everything breaks horribly if you don't meticulously care for
indents :P
L1268[16:57:27] <sham1> Or you could just
use curly braces and semicolons
L1269[16:57:46] <sham1> No need to care
about layout in that case
L1270[16:57:48] <howtonotwin> I'll take
the indents please :P
L1271[16:58:44] <SquareWheel> I think
that's the problem though, sham. If layout doesn't matter, people
will effectively not bother doing it well.
L1272[16:59:28] <PaleoCrafter> uhm...
wat
L1274[17:00:35] <gigaherz> night
ppl
L1275[17:00:37] <PaleoCrafter> I know,
the wat was directed at SquareWheel :P
L1276[17:00:39] <hehe> for json should i
keep the stuff in the brackets on one line?
L1277[17:00:43] <PaleoCrafter> layout
doesn't matter in Java et al. and people still make a fuss about
doing it "the right way" :P
L1278[17:00:45] ***
gigaherz is now known as ghz|afk
L1279[17:00:51] <SquareWheel> Paleo: If
whitespace doesn't matter and lexical scope is only determined by
braces, people are much more likely to write poorly formed code.
It's tough to find an example of sloppy Python, for instance.
L1280[17:00:52] <howtonotwin> JSON's
layout doesn't matter one bit
L1281[17:00:58] <howtonotwin> whatever
tickles your fancy
L1282[17:01:19] <howtonotwin> just as
long is it follows the rules
L1283[17:01:27] <SquareWheel> Maybe I've
just written too much HTML/PHP in my time. :p
L1284[17:01:37] <SquareWheel> Getting
people to indent well is like herding cats.
L1285[17:02:14] <PaleoCrafter> what were
auto-formatters created for if not for this? :P
L1286[17:04:09] <SquareWheel> hehe: You
should probably go with compressed_cobble_0 for your blockstate
name. That's the snake_case we were discussing earlier.
L1287[17:04:18] <hehe> I know snake
case
L1288[17:04:27] <hehe> Once it works i
will refactor
L1289[17:04:37] <sham1> Snake? Snake!?
SNAKE!!!
L1290[17:04:49] <hehe> Mushroom
Mushroom
L1291[17:04:49] <howtonotwin> snek
L1292[17:04:54] <howtonotwin> sneaky
snek
L1293[17:05:31] <sham1> to anyone who
didn't get it, it was a MGS reference
L1294[17:06:06] <hehe> which was a
reference to the original Badgers Badgers Badgers
L1295[17:06:13] <howtonotwin> main =
forever $ do putStr "Snake? Snake!? SNAKE!!!"
L1296[17:06:22] <howtonotwin> *!!!
"
L1297[17:06:45] <sham1> But I don't want
to spam my stdout
L1298[17:07:22] <howtonotwin> concat $
replicate "Snake? Snake!? SNAKE!!! "
L1299[17:07:36] <howtonotwin>
*repeat
L1300[17:07:42] <howtonotwin> dammit
brain
L1301[17:08:05] <hehe>
while(1){cout<<" Snake? Snake!? SNAKE!!! ";}
L1302[17:09:16] <howtonotwin> "
!!!EKANS ?!ekanS ?ekanS"oooooooooooooooooooooooo
L1303[17:09:24] <howtonotwin> should be
valid ><>
L1304[17:09:30] <hehe> anyway
L1305[17:09:47] <hehe> halp?
L1306[17:09:53] <howtonotwin> yeah what
broke?
L1307[17:10:08] <hehe> still trying to
get the json figured out
L1308[17:10:16] <howtonotwin> json is
like the simplest thing xD
L1309[17:10:22] <howtonotwin>
"key": "value"
L1310[17:10:25] <hehe> for people who
have used it
L1311[17:10:47] <howtonotwin> where value
is an object {}, array [], string "", or number 0.0
L1312[17:10:56] <howtonotwin> so
"obj": {}
L1313[17:10:57] <hehe> right,
L1314[17:10:59] <howtonotwin>
"arr": []
L1315[17:11:01] <hehe> i made this
L1317[17:11:04] <howtonotwin>
"s": ""
L1318[17:11:08] <howtonotwin> and
"num": 0.0
L1319[17:11:51] <PaleoCrafter> arr,
pirates do like arrays
L1320[17:12:18] <PaleoCrafter> value can
be a boolean too, btw :P
L1321[17:12:19] <howtonotwin> {
L1322[17:12:19] <howtonotwin>
"variants": {
L1323[17:12:19] <howtonotwin>
"normal": {
L1324[17:12:19] <howtonotwin>
"model": "blah"
L1325[17:12:19] <howtonotwin> }
L1326[17:12:19] <howtonotwin> }
L1327[17:12:21] <howtonotwin> }
L1328[17:12:35] <howtonotwin> super
simple
L1329[17:12:44] <howtonotwin> there is
basically no complexity in JSON
L1330[17:13:18] <howtonotwin> and JSON
has nulls but we don't really care :P
L1331[17:14:04] <howtonotwin> also you
have a giant repository of JSON in the form of MC's assets
L1332[17:14:11] <howtonotwin> and even
more on the internet
L1333[17:14:22] <howtonotwin> if you
don't get it you'll get it very soon :P
L1334[17:15:29] <barteks2x> Damn
minecraft launcher. It should tell me it wants to ask security
questions instead of telling me my password is incorrect...
L1335[17:15:29] ***
Keridos is now known as Keridos|away
L1336[17:15:58] <howtonotwin> I once
found out that the launcher seems to have a limit on pass length
that is shorter than that on mojang.com
L1337[17:16:03] <howtonotwin> idek
L1338[17:16:37] <barteks2x> I couldn't
login from launcher. Logged in from website, it asked security
questions because "I logged in first time from that
computer".Then I could login from launcher
L1340[17:17:26] <barteks2x> If I really
had new computer each time such website tells me that - I would
have a lot of comoputers already
L1341[17:17:37] ***
Keridos|away is now known as Keridos
L1342[17:18:12] ***
PaleoCrafter is now known as PaleOff
L1344[17:19:07] <hehe> ok, got a block
but the textures are ALL wrong
L1345[17:19:17] <howtonotwin>
black+magenta
L1346[17:19:19] <howtonotwin> ?
L1347[17:19:22] <hehe> yes
L1348[17:19:28] <howtonotwin> yeah thats
the missing texture
L1349[17:19:34] <hehe> i am aware
L1350[17:19:36] <ThePsionic> howtonotwin:
You're a fan of JSFuck I see
L1351[17:19:41] <howtonotwin>
"fan"
L1352[17:19:49] <howtonotwin>
IDTTMWYTTM
L1353[17:19:51] <hehe> see aforementioned
"All Wrong"
L1354[17:20:24] <howtonotwin> check the
stacktrace
L1355[17:20:28] <ThePsionic> howtonotwin:
You're obsessed with JSFuck I see
L1356[17:20:30]
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L1357[17:20:35] <howtonotwin> should be
complaining about something
L1358[17:20:45] <howtonotwin> *stacktrace
-> log
L1359[17:20:58] <howtonotwin> the log
tends to be flooded with stacktraces if you mess up your models
:P
L1360[17:21:31] ***
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L1362[17:22:39] *
hehe checks
L1363[17:23:23] <hehe> only
authentication stuff
L1364[17:23:40] <howtonotwin> eh?
L1365[17:23:47] <howtonotwin> push again
and I'll scan again
L1366[17:24:20] <hehe> pushed
L1367[17:25:15] <howtonotwin> if you
place the block is it still broken?
L1368[17:25:22] <hehe> yes
L1369[17:25:33] <howtonotwin> well first
register your item models :P
L1371[17:26:52] <howtonotwin> and do get
your proxies up
L1372[17:27:03] <howtonotwin> all model
stuff is clientside
L1374[17:28:01] <howtonotwin>
dingdingdingdin
L1375[17:28:03] <howtonotwin> *g
L1376[17:28:15] *
g sits on howtonotwin
L1377[17:28:19] <howtonotwin> qualify the
model name with the resource domain
L1378[17:28:25] <howtonotwin> lol @
g
L1379[17:28:39] <howtonotwin> you have to
expect pings with a name like that :P
L1380[17:28:39] <g> it's okay
L1381[17:28:41] <g> I get this a
lot
L1383[17:29:09] <howtonotwin> if you
don't qualify a RL with a domain, it basically always defaults to
minecraft
L1384[17:29:19] <hehe> that goes in the
quotation as "domain:blah"
L1385[17:29:27] <howtonotwin> the only
exception off the top of my head is setRegistryName
L1386[17:29:30] <howtonotwin> yes
L1387[17:30:16] <howtonotwin> and you
should format the blockstate JSON the same way you did the one in
models/block; the discrepancy is annoying :P
L1388[17:31:28] <hehe> maybe i made a
mistake but they are are different brace levels on each
L1389[17:31:41] <howtonotwin> wut
L1390[17:31:46] <howtonotwin> no I meant
the style
L1391[17:31:53] <howtonotwin> spaces
after :
L1392[17:31:58] <howtonotwin> indents the
same way
L1393[17:31:58] <hehe> oh
L1394[17:32:22] <hehe> done to all not in
""
L1395[17:32:27] <hehe> nada
L1396[17:32:33] <hehe> still broken
L1397[17:32:40] <howtonotwin> logs?
L1398[17:32:50] <howtonotwin> also don't
restart MC every time you change models
L1399[17:32:54] <howtonotwin> F3+T is
golden
L1400[17:33:07] <howtonotwin> F3+Q is
help IIRC
L1401[17:33:26] <hehe> there was
this
L1403[17:33:46] <howtonotwin> and you
haven't registered your item model, so place it when you test
it.
L1404[17:33:58] <howtonotwin> that is the
one stacktrace you can ignore :P
L1405[17:34:00] <hehe> it is placed
L1406[17:34:26] <howtonotwin> placed =
broken then?
L1408[17:34:36]
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L1409[17:34:40] <hehe> I can place the
P&B block
L1410[17:34:56] <howtonotwin> [18:30:34]
[Client thread/ERROR] [FML]: Exception loading model for variant
compressioncraft2:tile.compressedCobble0#normal for blockstate
"compressioncraft2:tile.compressedCobble0"
L1411[17:35:01] <howtonotwin> -.-
L1412[17:35:12] <howtonotwin> oh
right
L1413[17:35:26] <howtonotwin>
getUnlocalizedName means "tile.name"
L1414[17:35:34] <howtonotwin> so you are
fucking over everything
L1415[17:35:51] <SquareWheel> Thus the
substring() nonsense everybody did before.
L1416[17:36:09] <howtonotwin> The way i
do it is I set the reg name first and set the unloc name FROM the
reg name
L1417[17:36:20] <kenzierocks> the right
way
L1418[17:36:26] <kenzierocks> if i
remember correctly
L1420[17:39:24] <hehe> trying with dat
fix
L1422[17:39:55] <howtonotwin> note lines
11-12
L1423[17:40:32] <hehe> I will fix this
later, I need to leave
L1424[17:40:37] <howtonotwin> alright,
ta!
L1425[17:42:22] ***
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L1440[18:43:14] <barteks2x> The logger
setup makes it a bit hard to debug some things using
System.out.println() approach...
L1441[18:43:26] <kashike> why?
L1442[18:43:49] <barteks2x> a single
output line I ended up with: Populating vanilla cube
CubeCoords(-34, 0, 23)... [01:32:45] [Server thread/INFO]
[net.minecraft.util.LoggingPrintStream]:
[STDOUT]@.(VanillaPopulationProcessor.java:52): false
L1443[18:44:03] <kashike> and?
L1444[18:44:05] <kashike> :p
L1445[18:44:18] <barteks2x> it was
supposed to be: Populating vanilla cube CubeCoords(-34, 0, 23)...
false
L1446[18:44:25] <barteks2x> it doesn't
fit on my screen
L1447[18:44:46] <kashike> so use your
actual logger? p
L1448[18:44:47] <kashike> :p
L1449[18:45:15] <barteks2x> The thing is
that I WANT to avoif the lengthy logger stuff before actual
information
L1450[18:45:31] <kashike> how is it
lengthy
L1451[18:45:33] <kashike> [modid]
L1452[18:45:52] <kashike> vs
[net.m.u.LPS]: [STDOUT]@.(...)
L1453[18:45:58] <barteks2x> [01:35:15]
[File IO Thread/DEBUG] [cubicchunks]: - this is what I get
L1454[18:46:13] <barteks2x> But maybe
that's because I had to change log4j xml to even get debug
output
L1455[18:46:17] <barteks2x> and I changed
it incoreectly
L1456[18:46:26] <kashike> you can change
the format
L1457[18:46:54] <barteks2x> in log4j.xml
that I don't understand and I dont feel like spending a few hours
going through log4j documentation
L1458[18:47:39] <barteks2x> when I try to
read anything about configuring log4j, I always feel like it has
literally every feature except what I want to do
L1459[18:48:08] <IoP> barteks2x: where do
you want to write debug or strace?
L1460[18:48:10] <kashike>
<PatternLayout pattern="[%d{HH:mm:ss}] [%level]:
%msg%n" />
L1461[18:48:30]
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L1462[18:48:52] <barteks2x> and where
exactly should I put such line?
L1463[18:49:01] <kashike> your
log4j.xml
L1464[18:49:04] <kashike> find
<PatternLayout pattern="[%d{HH:mm:ss}] [%t/%level]:
%msg%n" />
L1465[18:49:08] <kashike> replace it with
the abvoe
L1466[18:49:13] <kashike> (removing
%t/)
L1467[18:49:19] <kashike> %t =
thread
L1468[18:49:22] <barteks2x> IoP: I just
want to write some additional logic that won't spam console with
unnecessary information by default
L1469[18:49:31] <barteks2x>
*logic-->logs
L1470[18:50:23] <IoP> afaik logging to
file is done with debug level
L1471[18:50:37] <barteks2x> yes, but I
want to be able to see that debug log in idea console
L1472[18:50:58] <barteks2x> that's the
only reason I have that hacked together log4j.xml
L1474[18:51:35] <barteks2x> I copied it
from forge source and modified until it showed debug output
L1478[18:54:29] <kashike> remove %t/ to
get rid of thread
L1480[18:55:22] <kashike> exclude
'log4j2.xml'
L1481[18:55:27] <barteks2x> Thread
information is useful..
L1482[18:55:31] <kashike> to answer your
comment at the top
L1483[18:55:33]
⇨ Joins: cpup (~cpup@32.218.112.173)
L1484[18:55:50] <kashike>
<barteks2x> [01:35:15] [File IO Thread/DEBUG] [cubicchunks]:
- this is what I get
L1485[18:55:57] <kashike> thought you
meant that was too much
L1486[18:56:04] <kashike> what's the
issue with that?
L1487[18:56:23] <barteks2x> I just want
to be able to write something to console for debugging that doesn't
start with this
L1488[18:56:53] <IoP> barteks2x: or
-Dlog4j.configurationFile=<path to .. your configuration
file>
L1489[18:57:13] <IoP> as JVM argument.
=> no need to put that into jar at all
L1490[18:59:23] <barteks2x> I will do it
that way now, thanks. I guess the default length of what logger
gives must be short enough. Laptops without full hd should
die...
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L1494[19:20:17] <SquareWheel>
howtonotwin, correct me if I'm wrong here. In ModelDynBucket you
need to handle all the baking and caching yourself before using
ItemOverrideList, and this all happens in
BakedDynBucketOverrideHandler. Is that right?
L1495[19:20:29] <howtonotwin> yes
L1496[19:20:45] <howtonotwin> though I
doubt you need something THAT complicated :P
L1497[19:20:59] <howtonotwin> but wait I
need to open eclipse to verify everything a bit more surely
L1498[19:21:04] <SquareWheel> Would I
need to do the same to create a dynamic item texture?
L1499[19:21:22] <SquareWheel> I mean, I
could do it all through a bunch of json. I just wanted to conserve
memory/textures.
L1500[19:21:39] <howtonotwin> sorry,
BakedDynBucket holds the cache
L1501[19:21:49] <howtonotwin>
Map<String, IBakedModel>
L1502[19:22:15] <howtonotwin> and this
does NOTHING towards conserving memory/textures
L1503[19:22:26] <howtonotwin> nor should
you be worrying about it
L1504[19:22:45] <SquareWheel> Heh, I like
to write lean code when I can.
L1505[19:22:51] <howtonotwin> this is
MC
L1506[19:22:57] <howtonotwin> running on
Java
L1507[19:23:00] ***
AbrarSyed is now known as Abrar|gone
L1508[19:23:28] <SquareWheel> So I guess
this approach is no better on performance because it's still the
end result, it's just doing it automatically for you?
L1509[19:23:29] <howtonotwin> you are a
wishful thinker if you believe good perf is possible without a
monster computer xD
L1510[19:23:47] <howtonotwin> (jk)
L1511[19:24:05] <howtonotwin> and the
perf is MUCH higher than it used to be, give Mojang SOME
credit
L1512[19:24:15] <SquareWheel> Oh no
doubt.
L1513[19:24:40] <SquareWheel> 1.7 was
dismal when it first appeared. People forget.
L1514[19:25:01] <howtonotwin> basically
it's either a) recompute models every frame and demolish the CPU or
b) compute models once and cache them by demolishing RAM
L1515[19:25:11] <howtonotwin> and b
doesn't use that much RAM
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L1517[19:26:17] <SquareWheel> So in my
case I was planning on having 4 variations of layer0, and 8
variations of layer1. I thought it'd be nicer to generate
automatically via this blockstate approach than create all the json
files myself.
L1518[19:26:31] <howtonotwin> Can't you
just use a blockstate JSON
L1519[19:26:56] <SquareWheel> On an
item?
L1520[19:26:58] <howtonotwin>
ItemMeshDefinition mapping to variants like #a=3,b=3
L1521[19:26:59] <howtonotwin> yes
L1522[19:27:04] <howtonotwin> blockstate
is a misnomer under forge
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L1524[19:27:11] <howtonotwin> it's true
for vanilla
L1525[19:27:22] <howtonotwin> but Forge
does dark magic to make it more flexible
L1526[19:27:34] <SquareWheel> I tested
using setCustomMeshDefinition, but found I couldn't set layers
independently. It set the whole MRL.
L1527[19:27:39] <howtonotwin> yeah
L1528[19:27:46] <howtonotwin> use a
blockstate json for the rest
L1529[19:28:10] <SquareWheel> So that
brings me back to using ItemOverrideList, which we discussed
yesterday.
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L1531[19:28:29] <howtonotwin> { defaults
{ model "item/generated" } variants { layer0 { var1 {...}
... } layer1 { var1 {...} ... } } }
L1532[19:28:51] <howtonotwin> and inside
each variant textures { layerx "something" }
L1533[19:29:34] <howtonotwin> and then
IMD for ItemStack -> mod:item#layer0=var1,layer1=var3
L1534[19:29:59] <howtonotwin> and finally
ModelBakery.loadItemVariants (or something like) on all 32
MRLs
L1535[19:31:01] <howtonotwin> for(l0
<- 1 to 8; l1 <- 1 to 4) ModelBakery.loadItemVariants(new
MRL(item.getRegistryName(),
s"layer0=${l0},layer1=${l1}"))
L1536[19:31:18] <howtonotwin> (two nested
for loops and string substitution)
L1537[19:32:06] <howtonotwin> got
that?
L1538[19:32:19] <SquareWheel> Just
working out acronyms! IMD = ItemMeshDefinition. I got that working
in a test earlier.
L1539[19:32:54] <SquareWheel> So I'm
actually building on that existing system instead of doing it in a
completely different way like I thought.
L1540[19:33:02] <howtonotwin> yep
L1541[19:33:05] <howtonotwin> also this
is more flexible
L1542[19:33:21] <howtonotwin> because
resourcepacks can override each variant individually
L1543[19:33:35] <SquareWheel> Does
DynBucket not do it this way because it can't know all the possible
states in advance? I see it loads from the fluid registry.
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L1545[19:33:41] <howtonotwin> yes
L1546[19:33:45] <howtonotwin> that's
exactly why
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L1548[19:33:56] <howtonotwin> DynBucket
is DYNamic
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L1550[19:34:19] <howtonotwin> its models
MUST be computed at runtime because fluids can be added by any
mod
L1551[19:34:50] <SquareWheel> Okay. So I
don't actually have to worry about the caching or baking after all.
Just a more clever use of loadItemVariants.
L1552[19:34:54] <howtonotwin> while your
item has exactly 32 possible states and therefore is suited to
plain old blockstates
L1553[19:35:01] <howtonotwin> yes
L1554[19:36:30] <SquareWheel> Does that
become an issue under more extreme conditions? I only have 32
possible states, but that could easily grow.
L1555[19:37:19] <SquareWheel> I guess at
that time I'd need to do the CPU thrashing option you mentioned
earlier, instead of ram consuming.
L1556[19:37:32] <howtonotwin> well with
this you'll need about 4 lines*12 variant defs+20-ish other lines =
~68 lines which is nothing
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L1558[19:37:53] <howtonotwin> (note: I
can't estimate)
L1559[19:38:09] <howtonotwin> and vanilla
MC has literally hundreds of models it barely impinges on
memory
L1560[19:38:18] <howtonotwin> have you
SEEN the debug world?
L1561[19:38:28] <howtonotwin> and that's
JUST blocks
L1562[19:39:20] <SquareWheel> So
basically don't worry about it unless dealing with millions of
blockstates. And then find a more unique solution.
L1563[19:39:34] <howtonotwin> if you have
millions you probably want a TESR lol :P
L1564[19:40:08] <SquareWheel> I figured
there'd be a way to more dynamically mix and match MRLs, but I
guess with how it's all baked together that's not doable.
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L1566[19:40:24] <howtonotwin> What's
"dynamic" about what you're doing?
L1567[19:40:29] <howtonotwin> Everything
is static
L1568[19:40:55] <howtonotwin> there are a
predetermined 32 item forms and there is nothing to dynamically add
there
L1569[19:41:03] <SquareWheel> Well not
much yet. I was just hoping to get away without loading a bunch of
jsons/textures with mostly redundant info.
L1570[19:41:12] <howtonotwin>
redundant?
L1571[19:41:25] <howtonotwin> there
shouldn't be redundancy in what I suggested
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L1573[19:41:55] <howtonotwin> and
remember, every model in code is a model resourcepacks can't
alter
L1574[19:42:35] <howtonotwin> for buckets
it's a necessary trade-off and anyway you'd be hard pressed to
model it better
L1575[19:42:57] <howtonotwin> for your
own item there's no reason to chain packs down to MC's 3D
textures
L1576[19:44:36] <SquareWheel> By
redundancy, I just meant that I'd have a lot of jsons with similar
info. But I do see why it's done the way it is.
L1577[19:44:48] <howtonotwin> you
wouldn't though?
L1578[19:45:21] <SquareWheel>
Sorry?
L1579[19:46:48] <howtonotwin> erm one
moment
L1580[19:46:49] <SquareWheel> I might
have misunderstood you there. By json I actually meant blockstates
earlier though.
L1581[19:47:10] <howtonotwin> you'd only
have one blockstate with ~70 lines
L1582[19:47:13] <howtonotwin> less
than
L1583[19:47:48] <howtonotwin> and
redundancy I GUESS would look pretty high but why build a 1000 line
system for it when you can do it so much faster and more
flexible?
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L1586[19:48:52] <SquareWheel> By line
here, do you mean the JSON lines of code? I think there was a
communication breakdown at some point.
L1587[19:49:12] <howtonotwin> yep
L1588[19:49:30] <howtonotwin> I just
wrote an example for your case and it's about ~25 lines
L1589[19:49:37] <SquareWheel> I don't
mind the JSON lines. It's actually quite a useful system for
modders/resource packer authors.
L1590[19:49:38] <howtonotwin> "about
~25" >.<
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L1594[19:50:31] <SquareWheel> Oh cool,
thanks
L1595[19:51:10] <howtonotwin> let's see
if my model ADT is any good at this kinda stuff...
L1596[19:51:23] <howtonotwin> oh crap
wait I didn't implement blockstates
L1597[19:51:26] <howtonotwin> I said
nothing
L1598[19:51:29] <howtonotwin>
>.>
L1599[19:51:31] <howtonotwin>
<.<
L1600[19:54:39] <SquareWheel> So then to
switch to one of these, I'd return a different MRL (using the same
path as was registed) in the ItemMeshDefinition, right?
L1601[19:54:50] <SquareWheel>
registered*
L1602[19:54:51] <howtonotwin> yes
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L1604[19:55:46] <SquareWheel> Gotta say,
24 hours ago I didn't understand how rendering worked at all.
Starting to feel like it's making sense now.
L1605[19:55:55] <howtonotwin> so INSTEAD
OF (i.e. completely not using) ModelLoader.setCustomMRL, you'd use
setCustomIMD and then loop over MRLs and register in
ModelBAKERY
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L1607[19:57:11] <SquareWheel> And when I
register MRLs like this, it knows to pull from the blockstate
file?
L1608[19:57:16] <howtonotwin> yes
L1609[19:57:27] <howtonotwin> well it
ALWAYS tries to pull from the blockstate :P
L1610[19:57:36] <howtonotwin> iff it
fails does it go to models/item
L1611[19:57:44] <howtonotwin> iff is
intentional
L1612[19:58:02] <SquareWheel> That's
awesome. I thought I was going to have to use ItemOverrideList and
do all this stuff manually.
L1613[19:58:35] <howtonotwin> if you had
to do everything manually rainwarrior would be drowning in the
salty tears of modders :P
L1614[20:00:29] <SquareWheel> Okay well I
think I have enough to try again. Cheers again for the info.
L1615[20:01:11] <howtonotwin> np
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L1621[20:42:59] <SquareWheel> Hrmm. From
my item blockstate, am I loading the texture directly, or am I
loading a model which in turn loads the texture?
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L1625[20:47:06] <williewillus>
depends
L1626[20:47:47] <SquareWheel> Oh?
L1627[20:48:10] <williewillus> actually
it doesn't really depend. the modelloader just throws all the
texture paths it finds into a collection
L1628[20:48:17] <williewillus> and
everything in that collection is loaded at once
L1629[20:49:31] <SquareWheel> Ah alright.
So if using a blockstate for my item, I can get rid of the model
jsons then. And just have the layer info nested inside it.
L1630[20:50:05] <williewillus> yes that's
possible. if you care about customizability though don't put
muiltiple definitions into the same blockstate json
L1631[20:50:22] <SquareWheel>
Customizability from resource packs?
L1632[20:50:28] <williewillus> yea
L1634[20:50:58] <SquareWheel> It seems to
include the texture info directly.
L1635[20:51:06] <SquareWheel> How would I
rewrite that to use models instead?
L1636[20:51:35] <williewillus> what an
interesting model lol. i think the way it is is okay in this
case
L1637[20:51:43] <williewillus> unless you
wanted to make 32 different models :P
L1638[20:51:52] <SquareWheel> Nope,
that's what I was hoping to avoid.
L1639[21:00:16] <SquareWheel> Looks like
it's still trying to load it from a model json. I see an error for
it in the log.
L1640[21:01:08] <williewillus> what's
"it"
L1641[21:01:23] <SquareWheel> A watering
can item. :)
L1642[21:01:31] <williewillus> what do
you setCustomMRL to?
L1643[21:01:36] <howtonotwin> wait a
watering can?
L1644[21:01:52] <howtonotwin> Are the
models continuous in some form?
L1645[21:02:08] <SquareWheel> They're
just layers on top of each other. A base, and a graphic on
top.
L1646[21:02:08] <howtonotwin> Like a
continuous spectrum of depleting cans?
L1647[21:02:19] <williewillus> because
the way you're laying this out you have to setCustomMRL to quite a
specific name
L1648[21:02:23] <howtonotwin> alright,
carry on :P
L1649[21:02:35] <howtonotwin> the data is
from NBT
L1650[21:02:43] <howtonotwin> I told him
to ItemMeshDefinition it
L1651[21:03:05] <williewillus> show the
log w errors
L1652[21:03:50] <SquareWheel> Log shows:
Exception loading model for variant
wateringcans:watering_can#layer0=gold for item
"wateringcans:watering_can", normal location
exception:
L1653[21:03:59] <williewillus> yeah wrong
MRL being built
L1654[21:04:07] <SquareWheel> I tried the
MRL in two ways: ModelResourceLocation(WateringCans.MODID +
":watering_can#layer0=iron", "inventory") and
ModelResourceLocation(WateringCans.MODID +
":watering_can", "layer0=iron")
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L1656[21:04:14] <williewillus> yes but
how about layer1?
L1657[21:04:19] <howtonotwin> ^
L1658[21:04:25] <SquareWheel> Oh, I
decided to simplify it to one layer for testing.
L1659[21:04:27] <SquareWheel> Just to get
it loading.
L1660[21:04:32] <howtonotwin> :P
L1661[21:04:33] <williewillus> that
blockstate json is generating these MRL's:
"mymod:blockstatejsonname#layer0=2,layer1=4" ...
L1662[21:04:44] <williewillus> so you
need to remove it from the blockstate json as well
L1663[21:04:45] <howtonotwin> but you are
asking for something else
L1664[21:05:43] <SquareWheel> In my
blockstate and the setCustomMeshDefinition I just have the one
layer for testing.
L1665[21:05:53] <williewillus> it has to
match your blockstate json
L1666[21:06:10] <SquareWheel> Which part
doesn't match?
L1667[21:06:19] <howtonotwin> also ew
string manips + resource locs
L1668[21:06:29] <williewillus> your
blockstate json does not have avariant called layer0=iron. it has
variants called "layer0=1,layer1=4",
"layer0=2,layer1+1", etc.
L1669[21:06:33] <SquareWheel> Some
hardcoding while testing. I'll use the registry name.
L1670[21:06:40] <williewillus> an MRL is
a variant in a blockstate json
L1671[21:06:57] <williewillus> and it
generates all combinations of them
L1672[21:07:01] <SquareWheel> Oh sorry, I
should have shown my current blockstate. I did rename the numbers
to materials.
L1673[21:07:08] <williewillus> paste the
updated one
L1675[21:07:54] <SquareWheel> Again, just
one layer for testing.
L1676[21:08:22] <williewillus> what is
the log when you do it the second way you mentioned?
L1677[21:08:29] <williewillus> the first
way is wrong, but that second one should have worked
L1678[21:08:31] <williewillus> check your
file name
L1679[21:08:42] <howtonotwin> *privilege
/s
L1680[21:09:16] <SquareWheel>
watering_can.json for the blockstate. watering_can_base_iron.png
for the texture.
L1681[21:10:13] <williewillus> whats the
log when you do MRL("mymod:watering_can",
"layer0=iron"). it shouldve worked. did you
registerItemVariants?
L1682[21:10:25] <SquareWheel> Log:
Exception loading model for variant
wateringcans:watering_can#layer0=gold for item
"wateringcans:watering_can", normal location
exception
L1683[21:10:40] <williewillus> did you
registerItemVariants before setting the mesher?
L1684[21:10:41] <SquareWheel> I did
register it with the same MRL path.
L1685[21:10:44] <williewillus> okay
L1686[21:10:45] <williewillus> hm
L1687[21:10:46] <SquareWheel> No, after I
think.
L1688[21:10:59] <SquareWheel>
setCUstomMesh and then registerItemVariants.
L1689[21:11:17] <SquareWheel> That worked
in my non-blockstate test though.
L1690[21:11:23] <williewillus> it
shouldnt matter before or after i don't think
L1691[21:12:28] <howtonotwin> nope, just
building up two unrelated maps
L1692[21:13:04] <SquareWheel> Sidenote,
but can I change that layer0=gold to material=gold? I assume that's
just an identifier and doesn't actually set the layer.
L1693[21:13:09] <howtonotwin> yep
L1694[21:13:23] <SquareWheel>
Awesome
L1695[21:13:35] <howtonotwin> I should
stop using so many easily confused names...
L1696[21:13:44] <SquareWheel> And
acronyms. ;)
L1697[21:13:53] <howtonotwin> first
acronyms, then my JSON shorthand, and now this xD
L1698[21:15:57] <howtonotwin> post the
entire log maybe?
L1699[21:16:33] <howtonotwin> and also
your IMD and registering code.
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L1701[21:16:53] <SquareWheel> I could
push the code to github.
L1702[21:16:55]
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L1703[21:17:01] <howtonotwin> Or
gists
L1704[21:17:14] <howtonotwin> I like
gists because you don't have to deal with git :P
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L1706[21:17:39] <SquareWheel> Well it'd
just be a commit/push for me. But I hate pushing broken code.
L1707[21:17:53] <howtonotwin> you can
have multiple files in a gist
L1709[21:18:10] <SquareWheel> I'll grab
the code.
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L1711[21:19:32] <howtonotwin> Caused by:
java.io.FileNotFoundException:
minecraft:models/block/item/generated.json
L1712[21:19:34] <howtonotwin> ???
L1713[21:19:47] <howtonotwin> that can't
be good
L1714[21:20:06] <SquareWheel>
/block/item?
L1717[21:22:33] <howtonotwin> Why not
lambdas?
L1718[21:22:59] <SquareWheel> Eh,
something something anonymous functions?
L1719[21:23:12] <SquareWheel> Oh, for the
mesh definitions?
L1720[21:23:16] <howtonotwin> yes
L1721[21:23:42] <SquareWheel> I dunno. I
already had a lot of code in that class. If I can keep it clean
I'll probably do so.
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L1723[21:28:35] <SquareWheel> Is it safe
to assume a computer ghost is involved somehow?
L1724[21:29:25] <howtonotwin> maybe
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L1726[21:33:57] <SquareWheel> From what I
can tell, it seems to be looking for a model still.
L1727[21:34:00] <SquareWheel> Caused by:
java.io.FileNotFoundException:
wateringcans:models/item/watering_can.json
L1728[21:34:19] <howtonotwin> no
L1729[21:34:24] <howtonotwin> it is
loading the blockstate
L1730[21:34:36] <howtonotwin> and the
blockstate is loading item/generated from the looks of it
L1731[21:34:43] <howtonotwin> and
something breaks because of that
L1732[21:35:08] <howtonotwin> you can see
that the stacktrace passes through VariantLoader
L1733[21:35:15] <howtonotwin> which is
used for blockstates
L1734[21:35:25] <SquareWheel> Ah,
alright
L1735[21:36:02] <SquareWheel> I'll try
updating Forge.
L1736[21:40:03] <howtonotwin> conditional
breakpoint ModelLoader.VariantLoader.loadModel(ResourceLocation)
for your MRL and step through and see what breaks
L1737[21:40:13] <howtonotwin> for that
matter I'll just clone your repo and test :P
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L1739[21:42:26] <SquareWheel> No
difference on the latest Forge.
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L1742[21:44:57] <howtonotwin> tfw the
warning count on a project is easily related to the progress made
in compiling it
L1743[21:45:04] <theFlaxbeard> A user is
reporting a bug where I am attempting to cast another capability
data class to my capability's data class - how can this possibly be
occuring if I'm getting the data using entity.getCapability and
passing my Capability instance?
L1744[21:45:41] <SquareWheel> I'd like to
eliminate warnings if possible. Don't understand all of them
yet.
L1745[21:45:54] <SquareWheel> Some seem
wrong altogether.
L1746[21:46:05] <howtonotwin> talking
about Forge itself :P
L1747[21:48:44] <howtonotwin> I just
realized how appropriate your name is for this channel
L1748[21:48:48] <howtonotwin> oh
L1749[21:48:49] <howtonotwin> OH
L1750[21:48:56] <SquareWheel> Suddenly it
all makes sense
L1751[21:48:58] <howtonotwin> -
howtonotwin, 2016
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L1772[22:45:43] <SquareWheel> I've
concluded it's probably just a computer ghost.
L1773[22:45:46] <SquareWheel> Nothing to
be done about that.
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L1778[22:51:19] <howtonotwin> :P I'll
debug it tomorrow
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L1780[22:51:43] <SquareWheel> Would
appreciate any insight you could offer. :)
L1781[22:51:50] <SquareWheel> I'll push
an update with some code cleanup, too.
L1782[22:59:09] <SquareWheel> Wait. Is it
supposed to be item/generated? Isn't it builtin/generated?
L1783[23:00:31] <SquareWheel> Well that
renders...
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(~iso2013@c-67-176-10-45.hsd1.co.comcast.net) (Read error:
Connection reset by peer)
L1788[23:28:14]
⇨ Joins: p455w0rd (~p455w0rd@172.77.92.84)
L1789[23:49:00]
⇨ Joins: Naiten (Naiten@5.143.60.129)
L1790[23:50:33] ***
Vigaro is now known as V
L1791[23:58:27]
⇨ Joins: Girafi
(~Girafi@0x555178eb.adsl.cybercity.dk)