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L1[00:00:30] <TaigaCait> if it turns out to
not be possible, I can just have them use simple tags
L2[00:00:46] <TaigaCait> which I'll replace
to acchieve the desired outcome
L3[00:01:22] <Jdembo|Giraffe> is 5.2 mg per
dollar okay deal for 200 mg?
L4[00:01:30] <Jdembo|Giraffe> thats the
wrong channel...
L6[00:01:48] <tterrag> perhaps could be
useful to you :P
L7[00:04:16] <TaigaCait> interesting.
L8[00:04:25] <TaigaCait> nice thing is, I'm
using JDA
L9[00:04:26] <tterrag> I assume you are
using JDA (or something similar) for this
L10[00:04:29] <tterrag> heh, figured
L11[00:04:31] <tterrag> it's a good
one
L12[00:04:36] <TaigaCait> yeah.
L13[00:04:44] <TaigaCait> there's two
others, but one of them isn't feature complete
L14[00:04:54] <TaigaCait> and it's doubtful
it will ever be feature complete
L15[00:04:58] <tterrag> javacord and
discord4j, yeah
L16[00:05:07] <tterrag> JDA works well, has
about everything you could need, and the dev is active
L17[00:05:10] <tterrag> can't ask for much
more
L18[00:05:13] <TaigaCait> yep
L20[00:05:32] <TaigaCait> but yeah, I
*should* be able to use this, I think
L21[00:05:33] <tterrag> server for all
discord APIs
L22[00:05:49] <TaigaCait> yeah, I actually
had to go there right from the start when I was first making a
discord bot separate from minecraft
L23[00:06:08] <tterrag> join the club
L24[00:06:10] <TaigaCait> took me a while
to get the hang of the method organization
L25[00:07:09] <TaigaCait> well, at the very
least
L26[00:07:23] <TaigaCait> this should speed
up the process of locating and marking the tags
L27[00:07:39] <TaigaCait> now it's just up
to me to create the system to keep track of active tags
L28[00:08:14] <TaigaCait> so that instead
of having an unformatted colorless message at the end of an
italicised section, it reapplies the active formats and appropriate
chat color
L29[00:08:29] <tterrag> yeah that's a
pita
L30[00:08:43] <TaigaCait> it is going to be
some kind of fresh hell if discord ever implements chat
colors
L31[00:08:58] <TaigaCait> at least with
IRC, I still only have 16 colors
L32[00:09:11] <TaigaCait> discord would
probably do RGB hex or something
L33[00:09:32] <Hex> I believe it.
L34[00:09:42] <TaigaCait> (although IRC
colors and minecraft colors are totally out of order from each
other)
L35[00:09:57] <Hex> IRC colors aren't even
standard though, I'm pretty sure.
L36[00:10:06] <TaigaCait> well
L37[00:10:07] <TaigaCait> I dunno
L38[00:10:17] <tterrag> standard enough
that they have a channel flag for stripping them
L39[00:10:20] <TaigaCait> I'm trusting mIRC
on this one, so it could be wonky
L40[00:10:23] <tterrag> (which this channel
has activated, so don't bother :P)
L41[00:10:34] <Hex> I'm aware.
L42[00:10:43] <TaigaCait> I think that's
just the fact that they use a specific formatting character to
announce colors, tter
L43[00:11:08] <TaigaCait> it is the same
set of colors, interestingly enough
L44[00:11:11] <TaigaCait> or rather close,
anyhow
L45[00:11:19] ***
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L46[00:11:26] <TaigaCait> perhaps the
person in charge of developing minecraft chat colors was an IRC
user
L47[00:11:48] <TaigaCait> and they simply
didn't bother to implement the background color feature as
well
L48[00:11:52] <tterrag> almost
certainly
L49[00:11:58] <tterrag> well not much use
for that
L50[00:12:04] <TaigaCait> it's neat,
though
L51[00:12:18] <tterrag> neat on a solid
background where text can blend in :P
L52[00:12:20] <TaigaCait> some people use
it to make pixel art
L53[00:12:43] <tterrag> ?dogespam
L54[00:12:47] <tterrag> miss shocky
:P
L55[00:13:15] <TaigaCait> they'll use a
non-standard whitespace character and then just set
k:0,<color> to make the pixel colors or whatever
L57[00:13:39] <TaigaCait> huh.
L58[00:13:44] <TaigaCait> you've actually
crashed my chrome.
L59[00:14:12] <TaigaCait> but yeah
L60[00:14:38] <TaigaCait> as opposed to
ASCII art, the background color based art is more in line with
painting cells in an excel spreadsheet
L61[00:14:45] <tterrag> with...an image
link?
L62[00:14:56] <TaigaCait> unlikely that it
was the image link itself that caused it
L63[00:15:16] <TaigaCait> but the point
stands, I opened your imgur link and my chrome complained about it,
then died when I clicked "send feedback"
L64[00:15:18] <TaigaCait> which is funny to
me
L65[00:15:49] <TaigaCait> because there's
no dialogue to send feedback about how it failed to send
feedback
L66[00:16:08] <TaigaCait> which would
create a recursive loop, worst case scenario
L67[00:16:33] <TaigaCait> ...you know
L68[00:16:43] <TaigaCait> the entirety of
minecraft's chat formatting
L69[00:16:52] <TaigaCait> is functionally
very similar to IRC
L70[00:18:34] <TaigaCait> but then they
didn't want to bother with a toggled formatting setup
L71[00:18:49] <TaigaCait> it's almost like
they never expected anyone but them to make use of the formatting
system
L72[00:19:03] <TaigaCait> oh wait
L73[00:19:28] <TaigaCait> somehow, that's
probably exactly what they expected
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L75[00:20:48] <tterrag> yep
L76[00:20:56] <tterrag> a lot of MC code is
"this will never be seen by anyone"
L77[00:21:12] <TaigaCait> considering
they've made it effectively impossible for any client to use the
formatting character
L78[00:21:14] <tterrag> they are improving
it slowly, but some things can't be fixed, like formatting, because
you either A) need to maintain expensive backwards compat or 2)
break everything
L79[00:21:25] <tterrag> A, 2
L80[00:21:27] <tterrag> nice counting
me
L81[00:21:29] <tterrag> time for
bed...
L82[00:21:43] <TaigaCait> and then went so
far as to make servers kick clients that circumvented this
prevention
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L84[00:24:31] <TaigaCait> I'm hoping they
give up on backwards compatibility when it comes to most things.
maybe have an intermediate version with conversion code, but for
something like this, backwards compatibility is insane.
L85[00:25:00] <TaigaCait> although I
somehow feel like they're going to cling to their formatting codes
until the bitter end
L86[00:25:45] <TaigaCait> despite the fact
that we've had plugins and mods and whatnot and so forth to let us
use them for dozens and dozens of versions
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MineBot sets mode: +v on Actuarius
L104[01:28:23] <ShadCanard> Hmm, can I use
FluidTank to make a fluid storage into my item ?
L105[01:28:50] <Subaraki> no idea
L106[01:28:59] <ShadCanard> (also,
o/)
L107[01:29:00] <Subaraki> how do buckets
work ?
L108[01:29:02] <Subaraki> o/
L109[01:29:11] <ShadCanard> Buckets
doesn't implement IFluidHandler at all
L110[01:29:19] <Subaraki> don't *
L111[01:29:24] <ShadCanard> don't*
L112[01:29:27] <ShadCanard> excuse my
french :D
L113[01:29:28] <Subaraki> :P
L114[01:29:42] <Subaraki> you should check
a tutorial on buckets
L115[01:29:47] <ShadCanard> (actually
english, but.. yeah)
L116[01:29:49] <Subaraki> unless you're
not making a bucket.
L117[01:29:57] <Subaraki> what are you
trying to achieve ?
L118[01:30:02]
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L119[01:30:03] <ShadCanard> I'm making a
fluid can :)
L120[01:30:13] <Subaraki> aaah
L121[01:30:22] <Subaraki> so i guess it's
kinda the same as a bucket ? P:
L122[01:30:42] <ShadCanard> Hmmm, not
really
L123[01:31:23] <ShadCanard> Here's the
whole idea
L124[01:31:51] <ShadCanard> I'm making a
****kind**** of loadable bucket
L125[01:32:09] <ShadCanard> You can load
it with tanks, cans, anything that stores fluids from any mod
L126[01:32:59] <ShadCanard> And the way to
do this is to check if the item have a fluid cap
L127[01:33:17] ***
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L128[01:33:36] <ShadCanard> (at least
that's what I'm thinking, may be wrong)
L129[01:33:55] ⇦
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L130[01:38:03] <ShadCanard> but buckets
have no fluid caps, so I can't use them
L131[01:39:58] <ShadCanard> Yeah, the
bucket stores the block form of a liquid, so it's not an internal
tank
L132[01:51:18] ⇦
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L133[01:59:44] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161007 mappings to Forge Maven.
L134[01:59:48] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161007-1.10.2.zip
(mappings = "snapshot_20161007" in build.gradle).
L135[01:59:58] <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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L140[02:07:40] <Ordinastie> what the
actual fuck ?
L141[02:07:52] <Ordinastie> W10 updated
without even asking me
L142[02:07:58] <Ordinastie> and it took
literally hours
L143[02:08:20] <Ordinastie> and they even
tried to make edge the default browser...
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L146[02:12:32] <Subaraki> o.o
L147[02:13:23] <Subaraki> ShadCanard,
buckets have a default cap somewhere implemented by forge
though
L148[02:13:32] <Subaraki> you can also set
yours as you would like
L149[02:13:40] <Subaraki> click water, set
contents to like water : 5000
L150[02:13:47] <Subaraki> never used
fluids though.
L151[02:13:50] <Subaraki> i'm just saying
something
L152[02:14:18]
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L153[02:19:29] <ShadCanard> Subaraki >
found out, there's a Bucket wrapper
L154[02:19:37] <Subaraki> ah, nice
:o
L155[02:29:46] ⇦
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L159[02:42:41] <Subaraki> so, despite the
fact that my onBlockPlaced is getting called and executed, my tile
entity isn't recieving the data i set when it is placed
L160[02:42:53] <Subaraki> i use stack nbt
to set some data
L161[02:42:55] <Subaraki> here's the
code
L163[02:43:34] <Ordinastie> that's not how
TEs work
L164[02:43:36] <Subaraki> the
setArrow/feet color works fine when using dye's on the block
(interact)
L165[02:43:45] <Subaraki> ?
L166[02:43:49]
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L167[02:43:57] <Subaraki> oh fuck
L168[02:43:58] <Subaraki> lol
L169[02:44:00] <Subaraki> thanks
L170[02:44:10] <Subaraki> never noticed
the 'new tileentity' on top <_<
L171[02:46:50]
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L172[02:48:08] <Subaraki> takes me 5 hours
to find that out ...
L173[02:48:16] <Subaraki> dafuq is wrong
with me x_x
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L175[02:49:23] <Ordinastie> how are you
even debugging if you didn't notice it wasn't the same object for 5
hours? :s
L176[02:50:04] <Subaraki> well, i did
notice that stuff got set but never got trough
L177[02:50:10] <Subaraki> so i tried
debugging the updates
L178[02:50:14] <Subaraki> the
renderer
L179[02:50:16] <Subaraki> the nbt
L180[02:50:18] <Subaraki> ...
L181[02:50:33] <Subaraki> i need to learn
to read trough toroughly ...
L182[02:50:51] <Ordinastie> I'd say you
have a serious methodology problem
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L189[03:11:41] <ShadCanard> The getDrops
method from Block returns what to be spawned when I call
removedByPlayer, right ?
L190[03:17:28]
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L191[03:18:39] <Ordinastie> oh ?
@EventBusSubscriber
L192[03:18:47] <Ordinastie> didn't know
that was a thing
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L194[03:23:51] <Subaraki> so
L195[03:24:06] <Subaraki> i have this
integer in my gui screen
L196[03:24:13] <Subaraki> and when i press
a button it goes up
L197[03:24:26] <Subaraki> and whenever it
is set to 0, it automaticly jumps to 1
L198[03:24:48] <Subaraki> if i count from
-5 to 9, and it goes from -1 to 0 by pressing the button
L199[03:24:58] <Subaraki> it does another
addition and jumps directly to 1
L200[03:25:01] <Subaraki> god knows
why
L201[03:25:02] <Subaraki> ...
L202[03:25:13] <Ordinastie> what ?
L203[03:25:17] <Subaraki> ikr
L204[03:25:19] <Subaraki> hard to
explain
L205[03:25:31] <Subaraki> i thought
something was off with my math
L206[03:25:36] <Subaraki> but after
printing out the integer
L207[03:25:45] <Ordinastie> I have no clue
what you explained
L208[03:25:50] <Subaraki> when it reaches
0, it automaticly reprints a 1 after that
L209[03:26:04] <Subaraki> gui screen,
press button, integer++
L210[03:26:05] <Subaraki> right ?
L211[03:26:25] <Subaraki> reach 0 and it
jumps to 1
L212[03:26:26] <Ordinastie> show
code
L213[03:26:30] <Subaraki> basicly, 0
doesnt exist
L215[03:27:01] <Subaraki> there's nothing
to show really
L216[03:27:41] <Ordinastie> put a
breakpoint and debug step by step
L217[03:27:47] <Subaraki> tried to
L218[03:27:47] <Ordinastie> sysout is NOT
debugging
L219[03:27:57] <Subaraki> still dont know
why when recahing 0 it recalls the method
L220[03:28:01] <Subaraki> i used
breakpoints already
L221[03:28:26] <Ordinastie> so you reach
the breakpoint twice ?
L222[03:28:52] <Subaraki> yeah
L223[03:28:54] <Subaraki> oddly
enough
L224[03:29:06] <Ordinastie> then the
answer is in the callstack
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L226[03:29:28] <Subaraki> callstack
?
L227[03:30:04] <Ordinastie> when you reach
a breakpoint you have hierarchy of methods you're currently
in
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L229[03:33:11] <Subaraki> mouse
interaction gets called twice ?
L230[03:33:42] <Ordinastie> I don't know
maybe
L231[03:34:10] <Subaraki> no i mean, it
gets called twice
L232[03:34:17] <Subaraki> i'd say it's my
mouse that's gettong old
L233[03:34:32] <Subaraki> but to click
twice everytime it recahes zero is out of the question
L234[03:34:52] <Subaraki> i know i redaw
the buttons after clicking that button, but it empties everything
before
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L237[03:45:15] <Subaraki>
drawButtonsOnScreen();
L238[03:45:15] <Subaraki> causes a re
press somehow
L239[03:45:19] <Subaraki> but only
once
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L242[03:45:50] <Subaraki> for those who
mind ^
L243[03:47:13]
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L244[03:47:19] <Subaraki> i think i need
to set mouse click to false or so before or after redrawing the
buttons
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L246[03:49:44] <Ordinastie> why do you
even redraw the buttons??
L247[03:53:17] <Subaraki> because i draw
only 15 entries
L248[03:53:34] <Subaraki> if you happen to
have mroe then 15, as was the case before, your screen might get
clustered
L249[03:53:43] <Subaraki> so i decided to
(try and) make a page system
L250[03:54:02] <Subaraki> apart from the
current world entries page, you also have dimension entry
pages
L251[03:54:04] <Ordinastie> can you show
what your gui is supposed to look like ?
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L255[03:56:35] <Subaraki> i'd expect it to
do the skip everytime i redraw, but it only happens when returning
to the first page (0)
L256[03:56:40] <Ordinastie> that doesn't
explain why you redraw all the buttons
L257[03:59:21] <Subaraki> the picture
?
L259[04:00:01] <Subaraki> i happen to have
more then 15 telepads, so you can "scroll down" or go to
the next page, hence, it redraws the buttons
L260[04:00:25] <Subaraki> pick 15 entries
+ 15*page_scroll_index
L261[04:00:37] <Subaraki> redraw the
buttons so i dont draw over them ?
L262[04:00:48] <Subaraki> idk, what would
you suggest ?
L263[04:01:18] ⇦
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L264[04:01:23] <Subaraki> i dont redraw
all of them really. just a selection of 15
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L287[04:53:33] <Corosus> aha, i knew it,
looks like in 1.10.2, even regular zombies do the call for help
thing that pig zombies do, its just less obvious cause theyre
already trying to eat you
L288[04:54:03] <Corosus> kept being
confused as to why zombies on the other side of glass or wall would
come after me after i killed a zombie on the side i was on
L289[04:54:33] <Corosus> just saw a horde
of zombies all go for a skeleton that shot 1 of the zombies, i knew
something had changed upon seeing that...
L290[04:54:41] ⇦
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L291[05:01:52] <ShadCanard> Hmmm
L292[05:03:28] ⇦
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L293[05:03:30] <ShadCanard> I'm currently
making a tank. I made an TE with a FluidTank in it holding the
fluids. How can I hold the fluid inside the Itemstack's NBT ?
L294[05:03:35] <ShadCanard>
Fluidtank*
L295[05:03:59] <ShadCanard> (To make it
portable)
L296[05:05:54] ***
Kolatra|away is now known as Kolatra
L297[05:08:30] <Subaraki> copy the amount
of liquid and the liquid name into the nbt so you can recreate it
afterwards ShadCanard ?
L298[05:10:13] <ShadCanard> Won't it
change because of oredict if I store the unlocalizedname ?
L299[05:10:59] <Ordinastie> use the
cap
L300[05:11:36] <ShadCanard> how to ?
L301[05:12:18] <ShadCanard> I mean, do I
have to write in the itemstack nbt the cap nbt ?
L302[05:15:25] <Subaraki> that sentence is
hard to udnerstand
L303[05:15:27] <Subaraki> but yes
L304[05:15:37] <Subaraki> you write the
capability's nbt to the stack's nbt
L305[05:15:53] <sham1> o/
L306[05:16:02] <Subaraki> when using the
item, you can read the nbt from the stack into the capability
L307[05:20:10] <ShadCanard> btw I'm
already using caps, because FluidTank
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L321[07:29:55] *
Subaraki runs around in an end temple
L322[07:29:59] *
Subaraki jumps over a big gap
L323[07:30:05] *
Subaraki gets 6 diamonds
L324[07:30:07] <Subaraki> .8.
L325[07:30:11] ⇦
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L326[07:30:12] <Subaraki> whut ?
L327[07:36:50]
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L334[08:10:49] <Subaraki> After I
registered a block, what do i have to do to give it a model ? i
actually already have a model, but when breaking the block it gives
of pink purple particles.
L335[08:11:11] <Subaraki> so i'm looking
to bind a vanilla glass block to it so when broken it'll show glass
break particles
L336[08:11:59] <TechnicianLP> in
blockstate.json add a "particle" texture
L337[08:14:13] ⇦
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L338[08:15:25] ***
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L339[08:18:46] <Subaraki> i dont have a
blockstate json
L340[08:19:01] *
Subaraki whispers : I have a tesr... but shhht
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L342[08:19:30] <Subaraki> never knew how
to bind block jsons to blocks
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L344[08:25:45] <TechnicianLP> just name
them <registry name of block.json in
/assests/<modid>/blockstates/
L345[08:34:28] <Subaraki> really ?
L346[08:34:29] <Subaraki> fun
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L348[08:41:49] <Subaraki> nah
L349[08:41:52] <Subaraki> didnt work
L351[08:44:45] <Subaraki> do i not need to
register it to my block or something ?
L352[08:45:07] <TechnicianLP> nope
register you block and name the blockstate json after it
L353[08:45:28] <TechnicianLP> in the
blockstate json you can then specify which model(s) to use
L354[08:45:34] <Subaraki> hmkay, well
that's done. all i put in the json file was textures
"particle": "path"
L355[08:45:47] <Subaraki> what if i need
none ?
L356[08:45:53] <Subaraki> just block
?
L357[08:45:57] <Subaraki>
block/block
L358[08:46:14] <TechnicianLP> what?
L359[08:46:33] <Subaraki> "in the
blockstate json you can then specify which model(s) to use
"
L360[08:46:38] <Subaraki> what if i need
none
L361[08:46:40] <Subaraki> no model
L362[08:47:00] <Subaraki> just a
texture
L363[08:47:29] <TechnicianLP> that block
sounds interesting ....
L364[08:47:56] <Subaraki> x)
L365[08:48:03] <Subaraki> ive used a
TESR
L366[08:48:10] <Subaraki> to render a
dynamic model
L367[08:48:13] <Subaraki> (from
modelbase)
L368[08:48:45] <Subaraki> consequence : my
log is outputting cannot find modeljson stuff for said block
(because i never gave it one), as well as missing-texture when
breaking it
L369[08:49:16] <Subaraki> (also because
you cannot turn json parts on mutliple axis's afaik)
L370[08:49:40] <Subaraki> (and it's
restricted to angles of 22.5 or 45)
L371[08:50:01] <Subaraki> i basicly just
need a stub so it stops throwing errors and i can set a break
particle texture
L372[08:50:41] <Subaraki> aha, im getting
somewhere
L373[08:50:42] <Subaraki>
com.google.gson.JsonParseException: Neither 'variants' nor
'multipart' found
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L376[08:58:01] <Subaraki> why do the forge
docs say nothing about a basic block ?
L378[09:02:10] ⇦
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L379[09:03:22] <Subaraki> so you can't
parent a block ?
L380[09:04:49] <Lumien> You can use
ModelLoader.setCustomStateMapper to get rid of the errors
L381[09:05:43] <Lumien> And there's
Block.addDestroyEffects and Block.addHitEffects for effects
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L386[09:17:03] <howtonotwin> read the
logs
L387[09:17:15] <howtonotwin> i saw that
you were using a tesr
L388[09:17:25] <howtonotwin> as you
couldn't figure out how to bind a block to a model
L389[09:17:28] <howtonotwin> I
gasped
L390[09:17:30] <howtonotwin> loudly
L391[09:17:39] <howtonotwin> spill
everything that you're confused about
L392[09:17:40] <howtonotwin> :P
L393[09:20:14] <howtonotwin> also if you
use the model "block/block"
L394[09:20:19] <howtonotwin> that sets the
transforms
L395[09:20:27] <howtonotwin> so it looks
right when in hand, inventory, etc.
L396[09:20:37] <howtonotwin> but it
doesn't actually have a model
L397[09:20:41] <howtonotwin> it defines no
shape
L398[09:20:52] <howtonotwin> it
L399[09:20:57] <howtonotwin> 's a real
file in assets/
L400[09:21:21] <howtonotwin> so you can
verify that
L401[09:22:20] <howtonotwin> additionally
you need a valid model file for a block
L402[09:23:26] <howtonotwin> I'm pretty
sure there is actually no such thing as a block without a bound
model. If you lack one you end up defaulting to the missing model,
but you still have a model attached.
L403[09:23:38] <howtonotwin> this is true
even for pure TESRs
L404[09:23:48] <howtonotwin> bc the model
is still used for the particles and such
L405[09:24:18] <howtonotwin> Subaraki: you
there?
L406[09:26:34] ⇦
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L407[09:30:34] <howtonotwin> your
blockstate JSON should just look like { forge_marker: 1, defaults {
textures { particle: ... }, model: block/block }, variants: {
normal [{}] } }
L408[09:31:08] <howtonotwin> I'm falling
back to writing docs, ping me if you need me.
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L414[09:45:22] <Subaraki> howtonotwin, now
i am yes
L415[09:45:31] <howtonotwin> hello!
L416[09:45:44] <Subaraki> nah
L417[09:45:48] <Subaraki> its not
that
L418[09:45:55] <Subaraki> i used a tesr,
because of model reasons
L419[09:46:10] <Subaraki> consequence : i
dont have block models, and never did research on it
L420[09:46:22] <Subaraki> and now that i'm
doing the research, i find blurry things
L421[09:46:40] <howtonotwin> did I ever
give you my docs?
L422[09:47:47] <howtonotwin> I have a
proofreading slave (jk SW don't kill me) working for me, so I hope
they're clear enough :P
L423[09:48:19] <howtonotwin> also what are
your "model reasons?"
L424[09:49:01]
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L425[09:49:43] <Subaraki> howtonotwin,
rotation on two axis and lesser then 22.5
L426[09:49:57] <Subaraki> as well as
rendering the end portal effect
L427[09:50:11] <howtonotwin> wait so your
TESRs were perfectly static?
L428[09:50:21] <howtonotwin> just that
they needed fancy rotations?
L429[09:51:33] <Subaraki> yeah
L430[09:51:40] <howtonotwin> models can do
that just fine
L431[09:51:45] <Subaraki> really ?
L432[09:51:55] <howtonotwin> using other
formats yes
L433[09:51:57] <Subaraki> last time i
checked it crashed on something not a multiple of 22.5
L434[09:52:06] <howtonotwin> that's only
for vanilla JSONs
L435[09:52:35] <Subaraki> we should have a
chat and you should tecah me all about block jsons :o
L438[09:53:47] <howtonotwin> then scream
about anything that makes no sense
L439[09:54:21] <howtonotwin> If you don't
want to make OBJ/B3D models in 3d modelers
L440[09:54:54] <howtonotwin> you could
probably also copy-paste the vanilla JSON code and fix up the bits
on rotation
L441[09:55:23] <howtonotwin> but learning
Blender is probably easier
L442[09:55:26] <howtonotwin> :P
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L448[10:01:32] <Botter|afk> I just saw the
demo video about plugins for MC, and forge is way better (although
JSON is probably easier for beginners)
L449[10:01:38] ***
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L450[10:01:41] <Bottersnike> woops
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L455[10:08:39] <Subaraki> howtonotwin,
what if i made a model with mrCrayfish's modeler ?
L456[10:09:00] <howtonotwin> that does
nothing except generate vanilla JSONs
L457[10:09:08] <Subaraki> hmm.. okay
L458[10:09:25] <Subaraki> because i really
don't feel like making obj files
L459[10:09:48] <Bottersnike> Place that in
the models/(blocks/items) foler then link to it from the
blockstates file
L460[10:09:53] <howtonotwin> Do you have
screenshots of your models?
L461[10:10:08] <howtonotwin> I want to see
how complicated they are
L462[10:10:16] <Subaraki> not really
L463[10:10:26] <Subaraki> but i don't want
to learn blender ?
L464[10:10:41] <Subaraki> i'll show a
pic
L465[10:10:44] <Subaraki> just a
second
L468[10:11:44] <Bottersnike> You've got it
rendering in the game?
L469[10:11:53] <Bottersnike> What do you
want to know then?
L470[10:12:01] <howtonotwin> he's using
TESRs for everything
L471[10:12:05] <Bottersnike> Ahh
L472[10:12:15] <howtonotwin> bc the
rotations he wants are not expressible in vanilla JSONs
L473[10:12:26] <howtonotwin> and he
doesn't want to learn blender, which is understandable :P
L474[10:12:51] <Subaraki> thanks you
understand :)
L475[10:12:52] <Bottersnike> I believe
that if you create a blockstates file then you can create multiple
layers and rotate each one arround 360 deg.
L476[10:13:04] <Subaraki> really ?
L477[10:13:09] <Bottersnike> And
blender... I love it, but for beginers I see where you are comming
from
L478[10:13:16] <Bottersnike> I believe
so
L479[10:13:23] <howtonotwin> I also see
triangles
L480[10:13:28] <howtonotwin> that will
hurt too
L481[10:13:31] <Subaraki> i could recreate
one of the feet and turn that 90, 180 and 270 degrees
L482[10:13:33] <howtonotwin> OH!
L483[10:13:35] <Bottersnike> Howtonotwin,
just rotate rect
L484[10:13:45] <Subaraki> howtonotwin,
it's not an actual triangle :D
L485[10:13:51] <Bottersnike> If you look
at the torch blockstate, you can see rotation
L487[10:14:15] <Subaraki> its an illusion
:)
L488[10:14:22] <Subaraki> yeah, i'll try
the states
L489[10:14:25] <Bottersnike> I can'r
remember how to do multi-layer blockstates though :(
L490[10:14:39] <Subaraki> with f3+t i
could manage
L491[10:14:42] <Subaraki> ?
L492[10:14:44] <Subaraki> multi layer
?
L493[10:14:48] <Subaraki> more then one
texture ?
L494[10:14:55] <howtonotwin> yep
L495[10:15:06] <Bottersnike> More than one
model because you can only rotate an entire model
L496[10:15:08] <Subaraki> and how would i
render the end portal frame ?
L497[10:15:12] <Bottersnike> So you
superimpose multiple models
L498[10:15:16] <Bottersnike> Look at the
endframe code
L499[10:15:19] <howtonotwin> the end
portal part must be a TESR
L500[10:15:26] <howtonotwin> at least if
that's how vanilla does it
L501[10:15:36] <howtonotwin> you can
combine a model and a TESR
L502[10:15:39] <Subaraki> really ?
L503[10:15:42] <howtonotwin> the less TESR
you have the better
L504[10:15:43] <howtonotwin> yes
L506[10:16:34] ⇦
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L507[10:16:57] <howtonotwin> But for
making those models not TESRs
L508[10:17:07] <howtonotwin> I really
think the best way is blender
L509[10:17:13] <Bottersnike> :P
L510[10:17:21] <Subaraki> x)
L511[10:17:24] <Subaraki> actually
L512[10:17:29] <Subaraki> the only thing i
need
L513[10:17:32] <Subaraki> is a texture on
block break
L514[10:17:49] <howtonotwin> make a
blockstate JSON and set the texture in it
L515[10:17:57] <Subaraki> so is there a
way to use a blockstate and a block json for only a particle
?
L516[10:18:09] <Subaraki> i did the state
thing, but it didn't seem to work
L517[10:18:16] <Bottersnike> On that
subject, how would I get water to render over my block? I have a
level attribute and the block is material.water, but I don't have
water rendering in the block. How do I do it? Do I need a TESR and
if so what's the best way to implement it.
L518[10:18:46] <Subaraki> water in the
block ?
L519[10:18:48] <howtonotwin> Fluids are in
the model system too I think
L520[10:19:01] <howtonotwin> they have
blockstate JSONs and everything
L521[10:19:02] <Subaraki> the best way to
illusion that is render a water block around your block
L522[10:19:11] <Bottersnike> But how would
I do that?
L523[10:19:13] <howtonotwin> there's a
fluid model in Forge
L524[10:19:22] <howtonotwin> and you can
give it custom data to render fluids
L525[10:19:25] <Bottersnike> Any code I
could work off?
L526[10:19:30] <howtonotwin> wait a
moment
L527[10:20:02] <Bottersnike> Subaraki, I'm
making a water plant so it can't be creating a water pocket (which
I fixed) but then it doesn't look good
L528[10:20:02] ⇦
Quits: Brokkoli (~Brokkoli@p5B23C07C.dip0.t-ipconnect.de) (Quit:
Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L529[10:20:39] <howtonotwin> Ok so there's
ModelFluid
L530[10:20:54] <howtonotwin> btw for this
your model needs to be a custom IModel
L531[10:21:01] <howtonotwin> can't think
of any other way to do it
L532[10:21:19] <Subaraki> can i see a
picture ?
L533[10:21:42] *
Bottersnike starts MC...
L534[10:21:49] *
Bottersnike wishes he had a better laptop
L535[10:22:15] *
Subaraki sames Bottersnike
L536[10:22:29] <Bottersnike> Minecraft
takes 5min to load
L537[10:22:31] *
Bottersnike dies inside
L538[10:22:34] <Subaraki> only 5 :o
L539[10:22:41] <Subaraki> woaaa
L540[10:22:51] <Subaraki> mine up to
10
L541[10:22:56] <Bottersnike> Intel pentium
with hd graphics onboard
L542[10:23:01] <Bottersnike> And that 5min
is with no mode
L543[10:23:02] <Subaraki> o.O
L544[10:23:03] <Bottersnike> *mods
L545[10:23:12] <Bottersnike> Don't get me
started on mods
L546[10:23:30]
⇨ Joins: Brokkoli
(~Brokkoli@p5B23C07C.dip0.t-ipconnect.de)
L547[10:23:47] <ShadCanard> Can somene
tell me how to add caps to an itemstack ?
L548[10:23:54] <ShadCanard> someone*
L549[10:23:55] <howtonotwin>
Item::initCapabilities
L550[10:24:01] <Bottersnike> Pure
magic
L551[10:24:04] <howtonotwin> or
AttachCapabilityEvent.Item
L552[10:24:36] <howtonotwin> The first one
is a method for your own items
L553[10:24:46] <howtonotwin> the other one
is fired to gather caps for all items
L554[10:25:08] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection
reset by peer)
L555[10:25:17] <ShadCanard> Is there one
for an ItemBlock ?
L557[10:25:56] <howtonotwin> ItemBlock is
an item...
L558[10:25:57] <Bottersnike> (it does act
like water in every way except rendering)
L559[10:26:04] <howtonotwin> just subclass
ItemBlock
L560[10:26:09] <howtonotwin> and override
that method
L561[10:26:13] <Subaraki> pretty render
Bottersnike
L562[10:26:21] <Bottersnike> ?
L563[10:26:26] <Subaraki> i like the model
:)
L564[10:26:29] <ShadCanard> I know the
whole thing. So I make ItemStack.getItem.initcapabilities ?
L565[10:26:47] <Subaraki> no clue how
though
L566[10:26:53] <Bottersnike> It's just
6x6s with block sticking out
L567[10:27:08] <Subaraki> all i can think
of is render a water block around, a water texture on each
side
L568[10:27:15] <howtonotwin> ShadCanard:
Subclass itemblock and override initCapabilities yes
L569[10:27:29] <ShadCanard> Ok, thx
howtonotwin :)
L570[10:27:30] <howtonotwin> there's
ModelFluid.WATER
L571[10:27:46] <Bottersnike> How do I
apply that?
L572[10:28:50] <howtonotwin> in a
blockstate JSON i think this will work
L573[10:29:02] <Bottersnike> So as a
submodel?
L574[10:29:05] <howtonotwin> yes
L575[10:29:22] *
Bottersnike waits for RAM to clear
L576[10:29:51]
⇨ Joins: iari (~iari___@evana.futhark24.org)
L577[10:29:52] <howtonotwin> { model:
"forge:fluid", custom { fluid: water } }
L578[10:29:55] <howtonotwin> I think
L579[10:30:15] <Bottersnike> Okay. Is
there a good way to ignore the "level" variant appart
from:
L580[10:30:20] <Bottersnike>
"normal": { "model":
"interdictiontorch:bamboo" },
L581[10:30:20] <Bottersnike>
"level=15": { "model":
"interdictiontorch:bamboo" },
L582[10:30:20] <Bottersnike>
"level=14": { "model":
"interdictiontorch:bamboo" },
L583[10:30:20] <Bottersnike>
"level=13": { "model":
"interdictiontorch:bamboo" },
L584[10:30:20] <Bottersnike>
"level=12": { "model":
"interdictiontorch:bamboo" },
L585[10:30:21] <Bottersnike>
"level=11": { "model":
"interdictiontorch:bamboo" },
L586[10:30:23] <Bottersnike>
"level=10": { "model":
"interdictiontorch:bamboo" },
L587[10:30:24] <howtonotwin> ergah!
L588[10:30:25] <Bottersnike>
"level=9": { "model":
"interdictiontorch:bamboo" },
L589[10:30:27] <Bottersnike>
"level=8": { "model":
"interdictiontorch:bamboo" },
L590[10:30:31] <Bottersnike>
"level=7": { "model":
"interdictiontorch:bamboo" },
L591[10:30:32] <howtonotwin> use the
statemapper builder!
L592[10:30:33] <Bottersnike>
"level=6": { "model":
"interdictiontorch:bamboo" },
L593[10:30:35] <Bottersnike>
"level=5": { "model":
"interdictiontorch:bamboo" },
L594[10:30:37] <Bottersnike>
"level=4": { "model":
"interdictiontorch:bamboo" },
L595[10:30:39] <Bottersnike>
"level=3": { "model":
"interdictiontorch:bamboo" },
L596[10:30:41] <Bottersnike>
"level=2": { "model":
"interdictiontorch:bamboo" },
L597[10:30:42] <howtonotwin> new
StateMap.Builder().ignore(LEVEL).build()
L598[10:30:43] <Bottersnike>
"level=1": { "model":
"interdictiontorch:bamboo" },
L599[10:30:45] <Bottersnike>
"level=0": { "model":
"interdictiontorch:bamboo" }
L600[10:30:47] <Bottersnike> Haha. RIP
anyone on mobile
L601[10:30:52] <Bottersnike> Where do I
put that? In my block?
L602[10:30:53] <howtonotwin> register that
with ModelLoader.setCustomStateMapper
L603[10:30:57] <howtonotwin> in
clientproxy
L604[10:31:06] <Bottersnike> Right at the
start?
L605[10:31:13] <howtonotwin> wherever you
want
L606[10:31:19] <howtonotwin> model loading
is after preinit
L607[10:31:22]
⇨ Joins: IceDragon (~ThatGuy@184.170.20.104)
L608[10:31:32] <howtonotwin> the order of
most model registering things doesn't actually matter
L609[10:31:32] <Bottersnike> Okay. My
chrome just chrashed so that's why im asking so many Qs here
L610[10:31:46] <Bottersnike> Have you got
any source code?
L611[10:31:49] <howtonotwin> because
everything gets stuffed into a list/map and loaded at the en
L612[10:31:52] <Subaraki> aaaah
L613[10:31:54] <howtonotwin> literally
just this
L614[10:31:54] <Subaraki> nice
L615[10:31:57] <Subaraki> its all i needed
:)
L616[10:32:17] <howtonotwin>
ModelLoader.setCustomStateMapper(block, new
StateMap.Builder().ignore(LEVEL).build())
L617[10:32:21] <howtonotwin> that's it i
think
L618[10:33:23] <Bottersnike> So should I
put that into my pre/post/Init event? (which one)
L619[10:33:26] <howtonotwin> preinit
L620[10:33:38] <howtonotwin> everything
modely goes in preinit
L621[10:34:36] *
Bottersnike looks at code
L622[10:34:49] <Bottersnike> Correction...
Everything goes in preinit
L623[10:35:54] <Bottersnike> Grrrrr. It
want's a "Block" and I only have a
"BlockBamboo" what do I do?
L624[10:36:05] <howtonotwin> wat
L625[10:36:06] <howtonotwin> wat
L626[10:36:07] <howtonotwin> wat
L627[10:36:08] <howtonotwin> wat
L628[10:36:20] <howtonotwin> BlockBamboo
subclasses Block?
L629[10:36:22] <Bottersnike> Well
BlockBamboo extends BlockBasic
L630[10:36:26] <Bottersnike> Not
Block
L631[10:36:27] ⇦
Quits: Elec332 (~Elec332@145.15.244.15) (Ping timeout: 384
seconds)
L632[10:36:34] <Bottersnike>
*BlockBase
L633[10:36:34] <howtonotwin> is BlockBasic
not a Block
L634[10:36:43] <howtonotwin> wat
L635[10:36:47] <Bottersnike> public class
BlockBase extends Block implements ItemModelProvider
L636[10:36:50] <howtonotwin> do you even
OOP
L637[10:37:00] <Bottersnike> I do, but
intellij is givving me an error
L638[10:37:08] <Bottersnike>
"Expression Expected"
L639[10:37:28] <howtonotwin> please don't
say you did setCustomSM(BlockBamboo, ...)
L640[10:37:30] <howtonotwin> please
L641[10:37:31] <howtonotwin> please
L642[10:37:35] <Bottersnike>
Ummmmmmm...
L643[10:37:37] *
Bottersnike hides
L644[10:37:57] <Bottersnike> Do I need to
cast it?
L645[10:38:01] <howtonotwin> Can I advise
you to learn Java before you do things like that...
L646[10:38:05] <howtonotwin> BlockBamboo
is a class
L647[10:38:09] <howtonotwin> you need an
object
L648[10:38:10] *
Bottersnike gets a shovel to start digging a hole
L649[10:38:27] *
Bottersnike Bottersnike begins digging his hole
L650[10:38:40] <howtonotwin> they are
literally an entire conceptual level apart
L651[10:38:55] <howtonotwin> you need the
instance of the block
L652[10:38:59] *
Bottersnike climbs his ladder having fixed the problem
L653[10:39:01] <howtonotwin> wherever you
put it
L654[10:39:11] <Bottersnike> I have
ModBlocks.bamboo and that's working great
L655[10:39:14] <howtonotwin> yes
L656[10:39:15] <howtonotwin> yes
L657[10:39:16] <howtonotwin> yes
L658[10:39:17] <howtonotwin> that
L659[10:39:28] <Bottersnike> Just some
funcs want the block class not the instance
L660[10:39:35] <Bottersnike> I was
unsure
L661[10:39:38] <howtonotwin> class?
L662[10:39:48] <howtonotwin> do you mean
Class<? extend Block>
L663[10:39:55] <Bottersnike>
shhhhhhh...
L664[10:42:53] <howtonotwin> SquareWheel:
committed some more improvements
L665[10:42:53] *
Bottersnike prefers the simplicity of python and the familiarity of
C++ to Java
L666[10:43:06] <howtonotwin> I just can't
seem to do the overrides page right >.<
L667[10:44:02] <howtonotwin> oh
python
L668[10:44:11] <howtonotwin> that explains
everything :P
L669[10:44:25] <Bottersnike> I use C++, JS
and python
L670[10:44:27] <howtonotwin> woot
metaclasses!
L671[10:44:34] <Bottersnike> I never use
java except for modding MC
L672[10:44:45]
⇨ Joins: edr
(~edr@d-65-175-180-73.cpe.metrocast.net)
L673[10:50:44] <Bottersnike> My
blockstates is
L675[10:50:54] <Bottersnike> But my block
isn't rendering water on it
L676[10:52:02] <howtonotwin> submodel {
model: ..., custom { ... } }
L677[10:52:22] <howtonotwin> right now
custom is being applied to the bamboo model
L678[10:52:29] <howtonotwin> also you need
a forge blockstate
L679[10:52:39]
⇨ Joins: Mattizin
(~mattizin@ip1f12faed.dynamic.kabel-deutschland.de)
L680[10:53:22] <howtonotwin> which is why
nothing renders at all
L681[10:54:27] <Bottersnike> Forge
blockstate?
L682[10:54:55] <Bottersnike> What's the
diff between a forge one and the one I have ATM?
L683[10:55:26] <Mattizin> Hey guys, i got
a question about texturing obj models for minecraft Mods: The
minecraft texture ist 16*16 px. If i model a simple mc block (1
meter * 1 meter * 1 meter) 1 block space in minecraft, then one
side of the block gets a uv texture which is much larger, like 370
* 370px. IS this normal or should i change the model to use normal
mc texture seize and how to do it? thx :)
L684[10:55:54] <howtonotwin> this is the
vanilla format
L685[10:56:03] <howtonotwin> you need to
add forge_marker: 1
L686[10:56:08] <howtonotwin> to make forge
use its format
L688[10:56:27] ⇦
Quits: p455w0rd (~p455w0rd@172.78.253.233) (Ping timeout: 186
seconds)
L689[10:56:32] <Bottersnike> Will that
mess up any of my current models?
L690[10:56:38] <howtonotwin> no
L691[10:56:43] <howtonotwin> it's a per
file thing
L692[10:56:53]
⇨ Joins: p455w0rd (~p455w0rd@50.102.92.146)
L693[10:57:02] <Bottersnike> But will the
model still render the same with that flag set?
L694[10:57:05] <howtonotwin> this is a
forge blockstate
L696[10:57:06] <howtonotwin> yes
L697[10:57:08] <howtonotwin> ofc
L698[10:57:15] <howtonotwin> it doesn't
touch the model files
L699[10:57:23] <howtonotwin> it just adds
more stuff to them
L700[10:57:34] <Bottersnike> Well now my
block is rendering as a missing texture
L701[10:58:18] <Bottersnike> Caused by:
java.lang.IllegalStateException: Not a JSON Object:
"forge:fluid"
L702[10:58:32] <howtonotwin> eh?
L703[10:58:35] <howtonotwin> show
json
L705[11:00:23] ***
Abrar|gone is now known as AbrarSyed
L706[11:02:13] <SquareWheel> howto - I'll
take a looksie.
L707[11:04:05] ⇦
Quits: Cooler (~CoolerExt@45.249.156.15) (Ping timeout: 183
seconds)
L708[11:04:18] <howtonotwin> BS: Derp,
submodel { insert_name_here { ... } }
L709[11:04:28] <howtonotwin> name the
submodel whatever you want
L710[11:05:54] <howtonotwin> ohp lex said
no examples
L711[11:05:57] <Bottersnike> :p If I types
the exact JSON you guys are saying then I'd be getting sooo many
errors. No colons, no speach marks :'(
L712[11:06:05] *
howtonotwin is thoroughly cowed
L713[11:06:06] <Bottersnike> What do you
mean?
L715[11:06:50] <SquareWheel> Welp. I liked
the idea.
L716[11:06:57] <Bottersnike> Haha.
Millions of other tutorials...
L717[11:07:01] <howtonotwin> and yeah I
use shorthand for JSON a lot
L718[11:07:04] *
Bottersnike looks for tutorial
L719[11:07:06] *
Bottersnike fails
L720[11:07:16] <SquareWheel> They exist,
but they're mostly outdated and broken.
L721[11:07:20] <Bottersnike> Yup
L722[11:07:29] <Bottersnike> Well now my
block renders. Just without the water
L723[11:07:55] <Bottersnike> Wait, there
is water on the north side (but only on the side)
L724[11:08:28] <Bottersnike> And only from
inside the block
L725[11:10:18] *
Bottersnike hates that the forge team took down the old wiki but
didn't think to make a comprehensive RTD. Instead, they only kept
the basics and broke loads of links to perfectly good
resources
L726[11:10:48] <LexManos> If you hate it
them fix it, the old wiki was shit.
L727[11:11:01] <LexManos> Not to mention
the other ton of backend reasons why it was shit.
L728[11:11:10] <Bottersnike> True, but at
least you could look at the general code idea and then upgrade
it
L729[11:11:11] <howtonotwin> BS: yeah the
fluid thing was a bit of a shot in the dark on my part
L730[11:11:24] <howtonotwin> seems like
you'll have to resort to a custom IModel then
L731[11:11:28] <Bottersnike> But lex, do
you know how to get my block rendering fluid?
L732[11:11:39] <Bottersnike> (relative to
the block's "level" property)
L733[11:11:39] <LexManos> Sorry, but we
prefer to actually tech modding instead of spoon feeding you
copy.pasta
L734[11:12:03] <Bottersnike> Well,
considering that there are no resources, there isn;t really
anywhere to look
L735[11:12:13] <SquareWheel> Regarding the
examples, while relying on copy pasta can be dangerous, I think it
can also be effective in showing a "working example" of
what you're trying to build.
L736[11:12:18] <ghz|afk> Bottersnike: the
contents of the old wiki are all in the wayback machine
(archive.org)
L737[11:12:25] <ghz|afk> most of the
contents there are old enough to have been indexed for a long
time
L738[11:12:28] <Bottersnike> Yes
giga
L739[11:12:31] <ghz|afk> that tells you
how badly outdated it was
L740[11:12:31] <LexManos> No reasources?
The entire RTDs has a lot of documentation for the rendering
system
L741[11:12:45] <LexManos> as well as
vanilla/forge having tons of examples you guys crave so much
L742[11:12:49] <Bottersnike> Fluids
anywhere? Didn't think so. A good search bar? Nope..
L743[11:13:05] <Bottersnike> Vanilla
examples? Find me one (ONE) block that render water over it
L744[11:13:06] <SquareWheel> I wrote a
fluids doc last week...
L745[11:13:13] <LexManos> Fluids yes, No
idea about the search bar as IDGAF about that.
L746[11:13:22] <ghz|afk> Bottersnike: if
you do things that are outside of vanilla, you are sortof on your
own
L747[11:13:24] <Bottersnike> Which section
is it in
L748[11:13:33] <ghz|afk> and as for search
box, I have on in Ender-Rift
L749[11:13:37] <LexManos> ctrl+f is
probably your friend
L750[11:13:38] <ghz|afk> feel free to take
a look at my approach
L751[11:13:45] <Bottersnike> Lex, being
able to search documentation is essential
L752[11:13:55] <ghz|afk> oh you mean
searchbox in the docs?
L753[11:14:00] <Bottersnike> That doesn't
work
L754[11:14:05] <LexManos> then take it up
with the people who created RTDs as a whole
L756[11:14:44] <LexManos> Either way your
bitching that a old system that bread nothing but copy/paste coding
was better is fucking wrong.
L757[11:14:51] <LexManos> And not welcome
here.
L758[11:14:58] <ghz|afk> that seems like a
RTD.io bug, not a forge bug
L759[11:15:08] <Bottersnike> True. but you
could at least create a home page for the docs that has links to
other pages
L760[11:15:15] <ghz|afk> the TOC not
enough?
L761[11:15:15] <LexManos> it has one
L762[11:15:26] <howtonotwin> crap I don't
have anything written about custom IModel loading. It might be a
while till I get back to you Botter.
L763[11:15:35] ⇦
Quits: Naiten (Naiten@5.143.23.180) (Read error: Connection reset
by peer)
L764[11:15:51] <howtonotwin> funnily
enough ICustomModelLoader was the last thing on my todo list
>.<
L765[11:15:51] ***
PaleOff is now known as PaleoCrafter
L767[11:15:58] <ghz|afk> this can be
searched ;P
L768[11:16:15] <Bottersnike> :P Thanks
giga. I didn't realise the whole this is just a github
L769[11:16:19] <SquareWheel> I have
interest in helping with the docs, so I'd like to understand your
intentions Lex. Is the goal to just have a large reference of Forge
functionality and APIs? No early-level teaching stuff?
L770[11:16:27] <ghz|afk> github repository
gets compiled into rtd
L771[11:16:36] <ghz|afk> using a
markdown-to-html compiler
L772[11:16:39] <PaleoCrafter> oh, a
Lex
L773[11:16:40] <Bottersnike> Ahh. That
makes sense (looking at you lex)
L774[11:17:00] <ghz|afk> SquareWheel: yes
that's what "Documentation" means
L776[11:17:11] <ghz|afk> it's right
there
L777[11:17:16] <LexManos> Square:
Essentially yes, NO functional code, NO copy/paste. We expect a
fundemental level of 'I know ow to write an if statement!'
L778[11:17:40] <LexManos>
<Bottersnike> Ahh. That makes sense (looking at you
lex)
L779[11:17:53] <LexManos> Not sure what
thats supposed to mean, but have a kick for being annoying
anyways.
L780[11:17:55] ***
Bottersnike was kicked by LexManos (Bottersnike))
L781[11:18:06]
⇨ Joins: Bottersnike
(~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
L782[11:18:09] *
Bottersnike hides
L783[11:18:11] <howtonotwin> lol
L784[11:18:14] ***
Bottersnike is now known as Botter|afk
L785[11:18:40] <ghz|afk> ugh, I need a
nap
L786[11:18:42] <howtonotwin> Guess I'll
just PM it to you after I write a basic how-to then...
L787[11:18:56] <Botter|afk> Final word: A
list of all the json stuff would be nice. There arent things like
searching for json funcs like there are for java
L788[11:18:57] <ghz|afk> been up since
7am, went to Barcelona Games Week and i just got back (6pm)
L789[11:19:13] <LexManos> json doesnt have
functions
L790[11:19:16] <ghz|afk> Botter|afk: the
vanilla jsons are in the minecraft wiki
L791[11:19:29] <Botter|afk> What about the
forge ones?
L792[11:19:31] <barteks2x> is there some
existing api to create per-world/dimension configuration options?
(ideally also configurable in some gui)
L794[11:19:54] <howtonotwin> doh!
L795[11:19:57] <ghz|afk> it's a
"formal language" description
L796[11:20:04] <howtonotwin> Your
BlockBamboo is a fluid, no?
L797[11:20:22] <ghz|afk> howtonotwin: he
wants to do like BoP seaweed
L798[11:20:22] <Botter|afk> It's a block
that's placable in water and acts as water when in water
L799[11:20:31] <ghz|afk> which grows with
water around
L800[11:20:36] <Subaraki> does the
overworld tick faster then the other dimensions ... ? o.O
L801[11:20:39] <PaleoCrafter> Lex, just
wanted to let you know that I've got a light version of the theme
finished, is there already an IPB instance maybe?
L802[11:20:39] <Botter|afk> But can grow
out of water (like sugarcane)
L803[11:20:51] <ghz|afk> basically he
needs to have both the bamboo and a water level
L804[11:20:54] <ghz|afk> and combine the
two models
L805[11:20:58] <LexManos> there isnt,
you'll have to poke Flamegoat whenever he gets a chance.
L806[11:21:03] <howtonotwin> so it doesn't
have an extended blockstate for the fluid flow data
L807[11:21:07] <ghz|afk> this is a case
where doing the two things separately
L808[11:21:12] <ghz|afk> and then merging
the results
L809[11:21:17] <ghz|afk> may be a simpler
approach
L810[11:21:34] <barteks2x> lex, was that
answer to my question or something else?
L811[11:21:38] <PaleoCrafter> welp, I
already sent him a mail since he said that's the easiest way to
contact him, no reply since
L812[11:21:58] <Flamegoat> Gotta catch
up
L813[11:21:59] <Botter|afk> btw what's the
link to the RTD fluids section. I can't find it
L814[11:22:04] <LexManos> dont expect to
much it was con last weekend
L815[11:22:18] *
LexManos is taking a lot of time to recover, as i feel like
shit.
L816[11:22:19] <SquareWheel> Botter, I
wrote a doc but it's not on RTD.
L817[11:22:24] <Flamegoat> Been out of
town for over a week.
L818[11:22:28] <SquareWheel> It covers the
basics/tutorial style.
L820[11:23:23]
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(~LordIllyo@2602:304:cf32:f980:e002:875:7132:da37)
L821[11:23:35] <illy> beep o/
L823[11:24:01]
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L824[11:24:18] <Flamegoat> I'm trying not
to.
L825[11:24:29] <Flamegoat> But you know
me, always making a mess.
L826[11:25:02] <Mattizin> Can someone help
me on this question? Teyturing obj models for MC Modding: The
minecraft texture ist 16*16 px. If i model a simple mc block (1
meter * 1 meter * 1 meter) 1 block space in minecraft, then one
side of the block gets a uv texture which is much larger, like 370
* 370px. IS this normal or should i change the model to use normal
mc texture seize and how to do it? thx :)
L827[11:25:09] <LexManos> but ya my other
roommate is waking up, time to crawl back into bed and die I
think.
L828[11:26:03] <LexManos> The larger your
textures are the more memory they take.
L829[11:26:05]
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L830[11:26:09] <LexManos> Which isnt good
for lower end systems
L831[11:26:33] <Mattizin> yeah i thought
about that.
L832[11:26:48] <LexManos> Unless you
REALLY need that detail its preferred to go smaller.
L833[11:26:48] *** V
is now known as Vigaro
L834[11:26:55] <Mattizin> Problem is
blender creates the uv automaticly in that seize
L835[11:26:56] <ghz|afk> Mattizin: the
texture size doesn't get defined by the model
L836[11:27:03] <LexManos> also its best to
do powers of two so that mipmapping works better
L837[11:27:04] <ghz|afk> you should be
able to set the UVs once
L838[11:27:07] <ghz|afk> and then use
*any* texture size
L839[11:27:12] <ghz|afk> without the UVs
breaking
L840[11:27:19] <LexManos> yes uvs are a
float, 0-1
L841[11:27:26] <LexManos> has no idea what
pixels are
L842[11:27:42] ⇦
Quits: keybounce (~keybounce@64.201.108.45) (Quit: colloquy quit: I
probably won't see anything til I get back)
L843[11:28:01] <ghz|afk> although if you
don't want half-pixels to show on the face, it's best to do the UV
mapping in twole-pixel increments
L844[11:28:03] <ghz|afk> but that's a
separate issue
L845[11:28:15] <barteks2x> what would be a
good way to add dimension-specific config options (the same setting
but different value for each dimension)?
L846[11:28:17] <ghz|afk> whole*
L847[11:28:28] <ghz|afk> barteks2x:
depends
L848[11:28:31] <Mattizin> Im speaking
about a blender obj model here
L849[11:28:36] <Mattizin> when i export
the uv template
L850[11:28:37] <ghz|afk> do you want
thoseoptions to be saved in the world?
L851[11:28:42] <Mattizin> and want to
texture it
L852[11:28:47] <ghz|afk> do you want them
to be user-editable?
L853[11:28:48] <barteks2x> ideally they
should be saved in the world
L854[11:28:54] <barteks2x> and be user
editable in some way
L855[11:29:11] <ghz|afk> the most
effective way would be WorldSavedData, used through
.getPerWorldStorage
L856[11:29:11] <Mattizin> the facec of the
model get uv tempates with pixel seizes greater then 377*377
L857[11:29:17] <ghz|afk> and then use NBT
for the option storage
L858[11:29:28] <barteks2x> And how would
that be user editable?
L859[11:29:31] <ghz|afk> however, that's a
lot less user-friendly
L860[11:29:34] <ghz|afk> NBT Explorer and
such
L861[11:29:41] <ghz|afk> you can edit the
NBT inside region files
L862[11:29:54] <howtonotwin> M: as long as
the texture is square it should be fine (but not being a power of
two breaks mipmapping)
L863[11:29:58] <ghz|afk> the alternative
is for you to have a .json or similar, stored in the same folder as
the dimension
L864[11:30:06] <barteks2x> For min/max
world height that's good enough for user editable after the fact,
but I want some place to set initial values
L865[11:30:32] <ghz|afk> where does
vanilla set the world creation options?
L866[11:30:53] <barteks2x> In WorldType I
guess, but that is only per world, not per dimension
L867[11:31:14] <ghz|afk> yeah so you'd
want something akin to WorldType, but per dimension
L868[11:31:18] <LexManos> whats making the
dimension
L869[11:31:38] <barteks2x> It's cubic
chunks mod and I want to be able to set world min/max height
per-dimension
L870[11:31:54] <LexManos> ah well cant
help you there
L871[11:31:59] <LexManos> thats off in
dragon terratory
L872[11:32:25] <barteks2x> I alreayd have
variables in world tpoy store them, but they are not srrialized in
any way and no UI there
L873[11:32:31] <howtonotwin> doesn't
vanilla have the customized w0rld gui thing?
L874[11:32:38] <howtonotwin> can you get
in there somehow?
L875[11:32:41] <ghz|afk> howtonotwin: that
only works for the overworld
L876[11:33:42] <ghz|afk> barteks2x: either
add a new tag to level.dat, with each dimension's data
L877[11:33:53] <ghz|afk> or add a new file
like DIMx/cubicchunks.dat
L878[11:33:57] <barteks2x> The fact is
that there isnt gping to be any good UI for it, because for example
mystcraft dimensions are created dynamically. No way to set these
values in advance
L879[11:34:16] <barteks2x> (and yes, there
is a way to make even muctcraft dimension worl with cubic
chunks)
L880[11:34:21] <barteks2x>
*mystcraft
L881[11:35:14] <tschm> as i am starting
with mod devlopment and used visual studio a lot before, is there
an easy way to have intellij use the same hotkeys as VS?
L882[11:35:27] <tschm> for auto-format,
find references, etc.
L883[11:35:29] <barteks2x> a dimension
ID-->min/max height + default values in cutsomized world type
should be good enough
L884[11:35:45] <ghz|afk> tschm: yes
L885[11:35:53] <ghz|afk> file ->
settings -> keymap -> choose VS
L886[11:36:00]
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L887[11:36:09] <ghz|afk> however
L888[11:36:12] <ghz|afk> it won't be 100%
like VS
L889[11:36:15] <ghz|afk> you won't be able
to do
L890[11:36:23] <ghz|afk> ctrl-k,ctrl-f to
format
L891[11:36:29] <ghz|afk> and rename won't
be ctrl-r,ctrl-r
L892[11:36:43] <M4thG33k> Is there a way
to get the TextureAtlasSprite using the ResourceLocation? I've
traced it back to code in the TextureMap, but the method isn't
static
L893[11:36:43] <ghz|afk> since idea
doesn't have "keypress sequences" as bindings
L894[11:36:48] <tschm> hmm.. i guess there
is no double hotkey logic in intellij? :(
L895[11:36:56] <ghz|afk> basically
L896[11:37:00] <tschm> yeah, alright
L897[11:37:03] <ghz|afk> so you'll haveto
learn a whole lot of new hotkeys
L898[11:37:19] <ghz|afk> but
F10/F11/shift-F11 fordebuggin is already nice
L899[11:37:19] <ghz|afk> ;p
L900[11:38:31] <tschm> argh.. i would do
that, i just fear that i'll mess them up someday.. well. no way
around that
L901[11:38:40] <tschm> is there an auto
format hotkey though?
L902[11:39:16] <ghz|afk> alt-f8 if you use
the VS keymap
L903[11:39:27] <ghz|afk> code ->
reformat code
L904[11:39:34] <ghz|afk> (I just use the
menus for that stuff)
L905[11:39:37] <ghz|afk> the most
important to learn is
L906[11:39:45] <ghz|afk> shift-f6 to
rename
L907[11:40:14] <ghz|afk> ctrl-shift-o to
override method from super
L908[11:40:21] <ghz|afk> ctrl-alt-n to
inline
L909[11:40:29] ⇦
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L910[11:41:17] <PaleoCrafter> uhm... IDEA
does have that keypress sequence thing :P
L911[11:41:38]
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L913[11:42:07] <Botter|afk> For IDEA I
often use ctrl+b for the implication of a func and ctrl+q for
javadocs
L914[11:42:15] ***
Botter|afk is now known as Bottersnike
L915[11:42:17] <tschm> alright, for now i
just know i have to learn and will get used to it when actually
writing code.. hopefully :)
L916[11:43:25] <tschm> uhh.. intellij does
no line break for bracket T.T
L917[11:43:37] <Lumien> You can configure
that
L918[11:44:16] <Lumien> Editor -> Code
Style -> Java
L919[11:45:06] <tschm> i am already
digging through it.. gosh, i want to start finally :D
L920[11:45:14] ⇦
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L924[11:54:03] <Subaraki> ^ odd characters
in front of the name are the color formatting of minecraft
L925[11:54:13] <Subaraki> it seems to work
fine for half of the people using the mod
L926[11:54:18] <Subaraki> and not fine for
the other half
L927[11:54:34] <Subaraki> is this a
computer related problem ?
L928[11:54:59] <PaleoCrafter> shouldn't
be
L929[11:56:02] <Subaraki> maybe in the way
i coded it ?
L931[11:56:16] <Subaraki> I'm puzzled.
should people change font or something .. ?
L932[11:56:16] <PaleoCrafter> use
EnumChatFormatting
L933[11:56:46] <PaleoCrafter> eh,
TextFormatting nowadays xD
L934[11:58:07] ***
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L940[12:06:30] <tschm> is there a way to
make intellij auto-complete case INsenstive?
L941[12:07:01] <tschm> nvm, google helped
:)
L943[12:07:53] <MiniDigger> arg
L944[12:08:06] <tschm> thx anyway
L945[12:09:12] <Bottersnike> Gtg.
HexChat's using up too much RAM
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L947[12:09:24] <PaleoCrafter> wat
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L950[12:13:38] <tschm> are there example
projects for simple mods? I want to have my first own block, but
have no clue how to do that
L951[12:14:09] <tschm> i read the wiki and
know how to describe a block and how to register it (i guess via
GameRegistry.register(...))
L952[12:14:47] <tschm> I am fine with
having examples, i will try to go through them myself, but right
now, there is a bunch of info without a real hint on how to get
your first block done :/
L954[12:16:02] <tschm> alright, looks
good, i'll have a look, thx
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L964[13:10:56] <M4thG33k> I'm trying to
get a custom particle to render correctly but am failing. The
particles are definitely spawning, but they aren't being rendered
at all. Any suggestions?
L965[13:13:08] <M4thG33k> Here's the
rendering code:
https://goo.gl/Eju9cB (forgive all the terrible
notation/commenting in the file - a lot of debugging has been
attempted)
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L970[13:18:57] <TaigaCait> probably a
stupid question
L971[13:19:05] <TaigaCait> but do you have
particles turned on in your client?
L972[13:19:14] <M4thG33k> Yes
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L974[13:19:25] <TaigaCait> set to
maximum?
L975[13:20:37] <M4thG33k> Yes
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L977[13:21:04] <TaigaCait> hm.
L978[13:21:20] <TaigaCait> where exactly
is it getting this.particleTexture from?
L979[13:22:55] <M4thG33k> From the
Particle base class. I actually threw that bit of code in to see if
it would fix anything (of course, it didn't)
L980[13:23:04] ***
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L981[13:23:35] <M4thG33k> Commenting out
that if statement has no effect
L982[13:26:44] <M4thG33k> And defaulting
to the parent's rendering method induces a crash
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L984[13:30:28] <TaigaCait> you know.
L985[13:30:41] <TaigaCait> I have to say,
your override for this is a lot... shorter
L986[13:30:45] <TaigaCait> than the
original method
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L989[13:31:46] <TaigaCait> I'm not totally
sure how it's supposed to work honestly
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L991[13:32:00] <TaigaCait> but right off
the bat, it seems that you're not creating the 3D vector
L992[13:32:33] <M4thG33k> I've constructed
the components of the vector separately and didn't store them
L993[13:33:17] <TaigaCait> and I'm not
totally sure the point of using a double as opposed to a float,
since you've deviated from the original there as well
L994[13:33:38] <TaigaCait> what's the
error you get when using the original render method from
Particle?
L995[13:34:01] <M4thG33k> I'm attempting
to move up code that I had working in 1.7. I can easily go back to
doubles.
L996[13:34:25] <M4thG33k> The error is a
NPE
L997[13:34:30] <TaigaCait> hmm
L998[13:34:40] <M4thG33k> corresponding to
the VertexFormat
L999[13:34:49] <TaigaCait> oh, one of the
things I'm noticing while looking through the original
particles
L1000[13:34:50] <M4thG33k> which I found
very odd myself
L1001[13:34:53] <TaigaCait> particleLava
and such
L1002[13:34:58] <TaigaCait> they don't
override
L1003[13:35:18] <TaigaCait> they have
their own renderParticle method which does the necessary
modifications, and then passes it to super.renderParticle
L1004[13:36:23] <M4thG33k> Which I could
do if I didn't get a crash each time I tried that
L1005[13:36:34] <TaigaCait> ok, so the
NPE points to....
L1006[13:36:50] <M4thG33k> I'm working on
re-creating it
L1007[13:37:23] <TaigaCait> I'm also
rather curious how you've set up whatever is calling this
L1008[13:37:44] <TaigaCait> because it's
possible your NPE is from an improper call
L1009[13:37:58] <M4thG33k> I currently
just threw it into my TESR to see if I could get it to show up and
then properly place it later
L1010[13:38:18] <TaigaCait> TESR?
L1011[13:38:25] <M4thG33k>
TileEntitySpecialRenderer
L1012[13:38:37] <TaigaCait> Ah.
L1013[13:39:52] <M4thG33k> Alright, so
the crash when passing to super only happens if I set
this.particleTexture; but even if I don't do that, no particle
renders
L1014[13:40:06] <TaigaCait> hmm
L1015[13:40:26] <TaigaCait> and you're
sure you're calling the proper texture location?
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L1017[13:41:19] <TaigaCait> now that I'm
thinking about it
L1018[13:41:27] <M4thG33k> I believe so.
I'll triple-check to be safe; the TAS I'm assigning the texture to
wasn't null
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L1020[13:41:57] <TaigaCait> do you
actually set the particle texture anywhere? because I can't seem to
find anywhere that you're handling that in the particle class
L1021[13:43:28] <M4thG33k> Line 47; it
was commented out in that commit, but bringing it back has caused
the crash with the parent method
L1022[13:44:07] <M4thG33k> Sorry 41
L1023[13:45:08] <TaigaCait> have you
considered implementing setParticleTexture(TextureAtlasSprite
texture) from Particle?
L1024[13:45:46] <M4thG33k> I'll replace
line 41 with that and see if it fixes anything
L1025[13:46:05] <M4thG33k> crashed
again...
L1026[13:46:18] <TaigaCait> and where did
icon come from, for that matter
L1027[13:46:26] <M4thG33k> I'm using
still water's icon
L1028[13:46:51] <TaigaCait> no I
mean
L1029[13:46:55] <M4thG33k> (line
38)
L1030[13:46:57] <TaigaCait> I'm looking
at what you have here
L1031[13:47:10] <TaigaCait> ah I
see
L1032[13:47:32] <TaigaCait> does using
this.icon just let you skip declaring it or something?
L1033[13:48:08] <TaigaCait> because it
certainly doesn't exist in Particle
L1034[13:48:34] <TaigaCait> nvm, I've
found it
L1035[13:48:41] <TaigaCait> alright
well
L1036[13:48:54] <TaigaCait> have you
tried verifying that the assignment for icon is non-null?
L1037[13:48:54] <M4thG33k> I was using it
in other logic in previous tests, but currently used this.icon as
the input to setParticleTexture which gave me an "Invalid call
to Particle.setTex, use coordinate methods" error
L1038[13:49:06] <M4thG33k> I have used
breakpoints to ensure that icon is non-null
L1039[13:49:25] <TaigaCait> hmm
L1040[13:49:45] <TaigaCait> well, it
looks like it wants you to use the x/y texture index methods
L1041[13:49:48] <M4thG33k> Let me switch
the FXLayer...which I've been told before to do to not conflict
with vanilla's textures
L1042[13:52:27] <M4thG33k> And now I can
see them...idk why I had the FXLayer set to 3. must have been some
quirk with 1.7.10
L1043[13:52:56] <TaigaCait> so you've got
it handled, then?
L1044[13:53:52] <M4thG33k> I think I can
take it from here
L1045[13:53:58] <M4thG33k> Thanks for
your assistance!
L1046[13:54:23] <TaigaCait> yep, what
little help I was lol
L1047[13:54:56] <M4thG33k> You pointed me
in the right direction. :)
L1048[13:56:14] <TaigaCait> meanwhile,
it's back to finding the right regex pattern for me :P
L1049[13:56:33] <M4thG33k> Good
luck!
L1050[13:57:51] <TaigaCait> yeah. need to
figure out how to make it match **this** **t*his*** **th*i*s** and
***thi*s** but not **thi**s**
L1051[13:58:01] <TaigaCait> should be
appropriately irritating, if not impossible
L1052[13:59:00] <M4thG33k> I'll just
smile and nod. regex isn't my strong suit
L1053[13:59:13] <TaigaCait> I only
started on regex like
L1054[13:59:21] <TaigaCait> a week ago,
at the earliest
L1055[13:59:49] <TaigaCait> I cannot for
the life of me understand why I can't just do NOT(**) in the
middle
L1056[14:00:33] <M4thG33k> So you only
want multiple * to occur at the beginning or the end
L1057[14:00:34] <M4thG33k> ?
L1058[14:00:43] <TaigaCait> but if I
don't tell it to not have double asterisks in the middle, then
instead of matching each of those earlier cases individually, if
they're all on the same line it will match ALL of them as one
case
L1059[14:00:59] <TaigaCait> I need it to
look for a section of a string bounded by ** on both sides
L1060[14:01:09] <TaigaCait> without any
double asterisks in the middle
L1061[14:01:28] <M4thG33k> Can you use
look ahead/behind to help out?
L1062[14:01:35] <TaigaCait> I have no
idea how to use those
L1063[14:01:46] <howtonotwin> you know
what a zero-length match is?
L1064[14:01:48] <M4thG33k> Give me a
second, I actually may be able to help...haha
L1065[14:01:58] <howtonotwin> also
there's this wonderful page all about regex
L1066[14:02:15] <howtonotwin> in
vanilla
L1067[14:02:17] <howtonotwin> um
L1068[14:02:17] <TaigaCait> you mean a
few hundred pages all about regex, right?
L1069[14:02:19] <howtonotwin> oops
L1071[14:02:24] <howtonotwin> thee
L1072[14:02:27] <howtonotwin>
*there
L1073[14:02:43] <howtonotwin> and yes a
few hundred
L1074[14:02:48] <howtonotwin> :P
L1075[14:04:21] <TaigaCait> I'd hazard a
guess that regex has more instructional guides, cheat sheets,
tutorials, etc than almost any other programming-related
thing
L1076[14:04:54] <howtonotwin> perhaps the
regex's middle part should be "match all characters BUT *
([^*]), OR * not followed by * (\*(?!\*))
L1077[14:05:26] <howtonotwin> so
([^*]|\*(?!\*))
L1078[14:05:45] <TaigaCait> well here's
the thing
L1079[14:05:52] <TaigaCait> I need it to
include single asterisks
L1080[14:05:56] <howtonotwin> yea
L1081[14:05:58] <howtonotwin> it
does
L1082[14:05:58] <TaigaCait> just not
double asterisks
L1083[14:06:06] <TaigaCait> so [^*]
doesn't totally help me
L1084[14:06:09] <howtonotwin> match
either not * or * not followed by star
L1085[14:06:25] <howtonotwin> because
that's what ** is
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L1087[14:06:29] <howtonotwin> * followed
by *
L1088[14:06:35] <howtonotwin> therefore,
match all things not *
L1089[14:06:45] <howtonotwin> then use
another branch to handle * not followed by *
L1090[14:06:47] <TaigaCait> ugh this is
worse than logic gates
L1091[14:07:17] <TaigaCait> I feel like
I'm having to connect a string of logic gates 60 wide and 300 deep
or something
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L1093[14:08:27] <TaigaCait> hm.
L1094[14:08:39] <TaigaCait> the example
you gave doesn't work quite right
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L1096[14:09:07] <TaigaCait> it doesn't
match any pairs of double asterisks with *anything* inside of them,
other than whitespace
L1097[14:09:21] <howtonotwin> that's just
for the inside part
L1098[14:09:28] <howtonotwin> don't have
something for the outside part yet
L1099[14:09:52] <TaigaCait> well, as far
as the regex goes
L1100[14:10:04] <TaigaCait>
(\*\*([^\*]+)\*\*) this is fine as long as I don't need to allow
any asterisks inside at all
L1101[14:10:19] <TaigaCait> but I need to
allow single asterisks
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L1103[14:11:08] <TaigaCait> you know, I'm
mostly fine with regex right up until I start reading about
lookaround
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L1106[14:11:14] <TaigaCait> at which
point my head starts to hurt
L1107[14:11:19] <howtonotwin> I don't
think you read what I said completely
L1108[14:11:28] <howtonotwin>
([^*]|\*(?!\*))
L1109[14:11:36] <howtonotwin> is not just
[^*]+
L1110[14:11:42] <howtonotwin> there's a
difference
L1111[14:12:00] <TaigaCait> I know
there's a difference
L1113[14:12:16] <howtonotwin> does that
help?
L1114[14:12:22] <howtonotwin>
\*\*([^*]|\*(?!\*))+?\*\*
L1115[14:12:27] <howtonotwin> That seems
to work
L1116[14:12:29] <TaigaCait> yeah there it
is.
L1117[14:12:36] <TaigaCait> had to add
the + to the end of your inner expression
L1118[14:13:00] <TaigaCait> and now we're
functionally there
L1119[14:13:13] <howtonotwin> also
**this**s**
L1120[14:13:15] <howtonotwin> is
complicated
L1121[14:13:16] <TaigaCait> although
perhaps not there with how I want it to match lol
L1122[14:13:30] <TaigaCait> well in the
case of **this**s** I'd want it to match **this**
L1123[14:13:34] <TaigaCait> and not
s**
L1124[14:13:46] <howtonotwin> oh
L1125[14:13:53] <howtonotwin> negative
lookahead for word char
L1126[14:14:12] <howtonotwin> eh
L1127[14:14:16] <howtonotwin> sorta
works?
L1128[14:14:20] <TaigaCait> kinda
sorta
L1129[14:14:24] <TaigaCait> my only minor
grievance here
L1130[14:14:41] <TaigaCait> is that in
the case of **t*his*** it matches **t*his**
L1131[14:14:53] <TaigaCait> and I'm not
sure if I can really fix that, or if I really need to
L1132[14:15:08] <TaigaCait> given what
I'm aiming to do with it, I don't think I actually need to fix
it
L1133[14:15:35] <TaigaCait> since this is
just one of like... 4 steps in a serial replacement function
L1134[14:15:36] <howtonotwin> Stick the
\*s into a lookahead?
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L1137[14:16:18] <TaigaCait> I'm replacing
discord style formatting tags with markdown style formatting tags,
so that I can make it easier to comprehend replacing it with
minecraft formatting tags
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L1151[14:52:12] <InusualZ> Hello :)
L1152[14:52:42] <M4thG33k> Hello
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L1177[15:43:35] <SquareWheel> Is it
possible to use setActiveHand() without it slowing the player
down?
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L1185[16:06:21] <howtonotwin> I just
realized that TRSRTransformation means
"translate-rotate-scale-rotate transformation"
L1186[16:06:43] <howtonotwin> mind =
blown
L1187[16:10:06] <Subaraki> nice
L1188[16:10:10] <Subaraki> ive never even
heard of it x)
L1189[16:10:50] <M4thG33k> Is there any
way for an IFluidHandler to know what side fluid was extracted
from?
L1190[16:11:10] <Subaraki> not that i
know of. never worked with them
L1191[16:11:48] <M4thG33k> the capability
system messed with my rendering :/
L1192[16:14:48] <howtonotwin> a)
rendering? capabilites? what?
L1193[16:14:48] <howtonotwin> b) no, the
thing holding the IFluidHandler capability is what deals with
sides.
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L1196[16:15:24] <M4thG33k> I had
animations for filling/draining tanks on specific sides, but if I
can't determine what side is being accessed upon drain/fill, then I
can't make the animation
L1197[16:15:32] <M4thG33k> The checks for
sides happens before the fluid moves
L1198[16:15:52] <M4thG33k> Once the
handlers get access, they don't keep track of the side
anymore
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L1200[16:16:58] <howtonotwin> can't you
make your own impl of IFluidHandler that does?
L1201[16:17:26] <howtonotwin> for each
side, keep an instance of IFluidHandler, and those are exposed in
getCapability
L1202[16:18:39] <M4thG33k> There might be
another way; I'm assuming that two different tiles are unable to
access the same IFluidHandler at one time due to the sequential
nature of code resolution, correct?
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L1205[16:19:39] <howtonotwin> yes, i
guess... but that seems FAR too hacky
L1206[16:20:20] <M4thG33k> I just figured
I would tell my IFluidHandler to keep track of which side was last
(successfully) probed
L1207[16:20:41] <M4thG33k> But I can see
what you're saying
L1208[16:20:48] <barteks2x> is there any
way to make
"System.getProperty("net.minecraftforge.gradle.GradleStart.srg.srg-mcp");"
work in unit tests?
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L1215[16:28:44] <M4thG33k> Is it
"legal" to use null as a hash map key?
L1216[16:29:06] <howtonotwin> depends, I
think
L1217[16:29:14] <TechnicianLP> it gets
state in the javadoc
L1218[16:29:24] <howtonotwin> oh you said
hashmap
L1219[16:29:27] <barteks2x> I need to
include the thing that has GradleStart class as test dependency, is
it possible?
L1220[16:29:29] <howtonotwin> thought you
meant map in general
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L1222[16:31:00] <M4thG33k> Alright
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L1226[16:37:00] <barteks2x> or should I
ask on forgegradle?
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L1228[16:38:06] <barteks2x> anything? I'm
so close to getting unit tests working with my setup and this is
the one thing I need
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L1230[16:50:16] <barteks2x> Gradle really
makes hard things simple, and simple things hard...
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L1236[16:53:14] <howtonotwin> totally
groovy man...
L1237[16:53:16] <howtonotwin> :P
L1238[16:53:37] <howtonotwin> you just
gotta like... go with the flow
L1239[16:56:16] <barteks2x> I need to get
a single thing from GradleStartCommon class
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L1241[16:56:36] <barteks2x> apparently
not possible
L1242[17:00:12] <barteks2x> I need to get
GradleStartCommom.SRG_SRG_MCP to get tests working properly
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L1247[17:07:12] <raoulvdberge> !gm
func_82840_a
L1248[17:07:39] <raoulvdberge> !gm
func_77624_a
L1249[17:08:27] <barteks2x> that's just
wrong... I've got Mixins and AccessTransformers running in unit
tests, but can't get reflection to work there...
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L1268[17:44:29] <LexLap2> -.-
L1269[17:44:33]
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L1270[17:45:29] <Lordmau5> Why so
sad?
L1271[17:45:39] <Lordmau5> or rather
pissed, since that is not a sad emote :p
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L1274[17:53:16] <TaigaCait> still not
totally sure I understand regex stuff XD
L1275[17:53:26] <TaigaCait> one system
complains when I don't escape /, another system complains when I
do
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L1280[17:59:39] <howtonotwin> if you mean
sed and stuff like it
L1281[18:00:01] <howtonotwin> / separates
args and flags to a command
L1282[18:00:15] <howtonotwin> so it needs
them escaped so you don't break things
L1283[18:00:45] <TaigaCait> yeah
L1284[18:00:59] <TechnicianLP> i hate
servers that limit the downloadspeed
L1285[18:01:03] <TaigaCait> java
complains "redundant escape character" though
L1286[18:01:05] <TaigaCait> for some
reason.
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L1288[18:01:27] <TaigaCait> I'm also
having something of a weird issue, and I can't help but think I'm
using lookahead wrong or something
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L1290[18:02:06] <TaigaCait> because I
need it to put a \ in front of any {___} in my string to be
modified, and then not find any that already have a \ in front of
them
L1291[18:03:47] <TaigaCait> oh, neat. I
just need to use lookbehind
L1292[18:04:00] <TaigaCait> really glad
my IDE has its own regex tester...
L1293[18:04:20] <TaigaCait> well, that's
one issue solved
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L1296[18:05:00] <TaigaCait> right, so if
I do matcher.replaceAll("\\$1"), would that replace all
matching groups with "\<insert subgroup 1>"?
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L1300[18:22:17] <TaigaCait> I've now
gotten the hang of matching... now I just need to figure why
replacing isn't doing what I want
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L1303[18:23:53] <illy> beep o/
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L1310[18:36:23] <barteks2x> I just
received a monster PR...
L1311[18:36:41] <Lordmau5> monster
energy?
L1312[18:37:04] <howtonotwin> this?
L1314[18:37:21] <barteks2x> exactly
L1315[18:37:26] <howtonotwin> it appears
someone PR'd a complete refactorization of his entire mod
L1316[18:37:28] <howtonotwin> :P
L1317[18:37:30] <Lordmau5> what the fudge
is CubicChunks
L1318[18:37:37] <Lordmau5> I feel like
I've heard it before already
L1319[18:37:41] <Lordmau5> TL;DR?
L1320[18:37:48] <howtonotwin> Infinite
world height
L1321[18:37:52] <Lordmau5> oh yes
L1322[18:37:53] <barteks2x> I was waiting
for it for quite some time, and discussed it with author but that's
just nearly impossible to handle...
L1323[18:37:56] <howtonotwin> implemented
by making chunks into cubes
L1324[18:38:02] <Lordmau5> Oooh, pretty
amazing
L1325[18:38:11] <Lordmau5> How is it
coming along if I may ask? :P
L1326[18:38:14] <howtonotwin> also very,
very, very hacky
L1327[18:38:17] <howtonotwin> :P
L1328[18:38:29] <Lordmau5> Wouldn't have
guessed that /s :P
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L1330[18:38:42] <barteks2x> ans
surprisingly somehow compatible with mods
L1331[18:38:56] <Lordmau5> Now do
compatibility with LittleBlocks and you're good to go lmfao
L1332[18:39:05] <barteks2x> what is
LittleBlocks?
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L1334[18:39:31] <howtonotwin> I think
it's that mod that let's you put little blocks in the world
L1335[18:39:33] <Lordmau5> yup
L1336[18:39:41] <barteks2x> Unless this
mod is messing around with chunks a lot - it should work
L1337[18:39:45] <howtonotwin> like you
use a wand to make a block a magic tile
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L1339[18:39:50] <howtonotwin> and then
place blocks into that
L1341[18:40:01] <howtonotwin> which is a
16x16x16 volume of blocks
L1342[18:40:05] <barteks2x> Is it for
1.10?
L1343[18:40:09] <Lordmau5> don't think
so, let me check
L1344[18:40:13] <TaigaCait> I think I'd
rather use chisels and bits :/
L1345[18:40:16] <TaigaCait> I remember
using that mod
L1346[18:40:17] <Lordmau5> 1.8
L1347[18:40:25] <Lordmau5> well yea, but
C&B only allows blocks
L1348[18:40:26] <TaigaCait> or something
that worked very similar
L1349[18:40:34] <Lordmau5> this mod also
allowed tiles to be placed in the "Little Blocks"
block
L1350[18:40:35] <TaigaCait> it was...
kind of silly
L1351[18:41:01] <TaigaCait> and honestly
it was not very fun trying to work with smaller blocks inside of a
"chunk tile" or whatever
L1352[18:41:07] <Lordmau5> well
L1353[18:41:11] <Lordmau5> Chiseled Me
could help with that
L1354[18:41:19] <Lordmau5> since that mod
allows you to shrink / grow in size
L1355[18:41:22] <howtonotwin> buh..
but... integrated circuits!
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L1358[18:41:36] <barteks2x> I've seen
someone play 100 unconfigured mods with cubic chunks on 1.9.4 so it
should be fine
L1359[18:42:12] <Lordmau5> wow
L1360[18:42:34] <Lordmau5> wait
L1361[18:42:39] <Lordmau5> is Cubic
Chunks finally released?
L1362[18:42:57] <barteks2x> nope, I don't
want to release it until I'm almost sure I'm not going to change
world format anymore
L1363[18:43:16] <Lordmau5> alright
:)
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L1365[18:45:25] <Lordmau5> also probably
no ETA, I assume? :P
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L1367[18:55:44] <barteks2x> "when
it's done". Maybe alpha sometime this year, but can't say for
sure. I would expect release after 1.11
L1368[18:56:02] *
ghz|afk yawns
L1369[18:56:07] <Lordmau5> Then keep it
for 1.11+
L1370[18:56:17] <Lordmau5> I'm not gonna
bother with anything for <1 .10 either
L1371[18:56:30] <Lordmau5>
<=1.10*
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L1373[18:57:00] <ghz|afk> so.... my
post-expo nap ended up being a 7 hour sleep :/
L1374[18:57:09] <ghz|afk> but it's now
2am XD
L1375[18:57:10] <Lordmau5> neat
L1376[18:58:16] <barteks2x> As for the
PR: author thinks using VERY_LOW constant for heihtmap when there
are no blocks is a good idea and after like a week of arguing I
still can't convince him that VERY_LOW is too ambinuous name
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L1378[19:00:29] <barteks2x> is it really
more obvious than NONE or NONE_HEIGHT constant?
L1379[19:00:40] <ghz|afk> what's the
purpose?
L1380[19:00:44] ***
ghz|afk is now known as gigaherz
L1381[19:01:03] <barteks2x> it should be
used as value for heightmap when there are no blocks in that block
column
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L1383[19:01:09] <gigaherz> aha
L1384[19:01:17] <BlueMonster> hello
L1385[19:01:29] <Lordmau5> sup
L1386[19:01:38] <gigaherz> then I'd go
for something more like... EMPTY_COLUMN
L1387[19:01:41] <BlueMonster> how do I
use the new registry events? its confusing me
L1388[19:01:43] <gigaherz> there's no
need to complicate it.
L1389[19:01:52] <gigaherz> BlueMonster:
registry events?
L1390[19:01:56] <BlueMonster> yeah
L1391[19:02:11] <barteks2x> I would even
go as far as not exposing constant at all and let everying check if
it's less than minWorldHeight
L1394[19:03:50] <BlueMonster>
thanks
L1395[19:03:56] <gigaherz> sounds like a
standard event that you'd use with @SubscribeEvents and the
bus
L1396[19:05:08] <TehNut> It is
L1397[19:06:27] <gigaherz> WAT
L1398[19:06:29] <gigaherz> [02:00:56]
[Client thread/ERROR] [FML/]: Could not load vanilla model parent
'enderthing:item/ender_Pack' for
'net.minecraft.client.renderer.block.model.ModelBlock@515d6c9f
L1399[19:06:31] <gigaherz> wtf
L1400[19:06:38] <gigaherz> how did that
"P" happen?!
L1401[19:08:00] <gigaherz> or
rather
L1402[19:08:03] <gigaherz> WHY does it
work in dev, XD
L1403[19:08:14] *
gigaherz sighs and releases a bugfix
L1404[19:08:28] <tterrag> gigaherz:
windows is not case sensitigve
L1405[19:08:30] <tterrag> jars are
L1406[19:08:36] <gigaherz> yeah
L1407[19:09:04] <gigaherz> right, I
forgot that in dev, thigns are not in a jar.
L1408[19:10:12] <barteks2x> anyway, i
still need some way to get
System.getProperty("net.minecraftforge.gradle.GradleStart.srg.srg-mcp")
when running unit tests... my reflection code uses it. Is there any
way to do that
L1409[19:12:10] <TaigaCait> I'm either
using regex wrong
L1410[19:12:17] <TaigaCait> or I'm using
matcher.replaceAll wrong
L1411[19:12:27] <TaigaCait> and I don't
know which one is the case
L1412[19:12:54] <TaigaCait> all I know is
that for some reason it's eating quite a lot of my words
L1413[19:13:10] <TaigaCait> and
letters
L1414[19:13:12] <gigaherz> show it?
L1416[19:13:21] <TaigaCait> does that
work?
L1417[19:13:33] <TaigaCait> I feel like
I've probably screwed up my grouping or something
L1418[19:13:51] <gigaherz> your regex
looks like brainfuck code
L1419[19:13:52] <tterrag> barteks2x: what
do you mean "get" it? can you not just call exactly
that?
L1420[19:14:07] <TaigaCait> I'm sorry. it
has to be, kind of.
L1421[19:14:16] <gigaherz> sorry can't
help, that regex is beyond my brain's capabilities
L1422[19:14:17] <gigaherz> XD
L1423[19:14:25] <TaigaCait> I need it to
grab **this** but not **this**and this**
L1424[19:14:32] <TaigaCait> hence the
lookahead in the middle
L1425[19:15:02] <TaigaCait> and there's a
lookbehind at the beginning of the format patterns because I don't
want it to format escaped sets
L1426[19:15:09] <barteks2x> tterrag, the
value isn't there when running unit tests
L1427[19:15:13] <tterrag> so set
it?
L1428[19:15:24] <barteks2x> because it
does't go through GradleSStart
L1429[19:15:28] <barteks2x> GradleStart
sets it
L1430[19:15:38] <tterrag> set it yourself
then
L1431[19:15:46] <tterrag> either with -D
or manually in code
L1432[19:15:49] <TaigaCait> does a
lookahead count as a capturing group?
L1433[19:15:52] <barteks2x> the problem
is that this value is different for everyine
L1434[19:15:54] <TaigaCait> because I
thought it wasn't supposed to do that
L1435[19:15:59] <gigaherz> no idea
L1436[19:15:59] <tterrag> TaigaCait: a
negative lookahead?
L1437[19:16:03] <TaigaCait> yeah
L1438[19:16:06] <tterrag> I don't think
so, no
L1439[19:16:06] <barteks2x> oh,
Dsomething
L1440[19:16:17] <tterrag>
-Dsys.prop.here=foo
L1441[19:16:25] <howtonotwin> holy
escapes batman
L1442[19:16:25] <TaigaCait>
\\*\\*([^*]|\\*(?!\\*))+?\\*\\*
L1443[19:16:27] <barteks2x> I guess that
could work...
L1444[19:16:37] <howtonotwin>
ewewewewew
L1445[19:16:41] <howtonotwin> raw
strings
L1446[19:16:43] <howtonotwin>
please
L1447[19:16:45] <howtonotwin> oracle help
us
L1448[19:16:49] <TaigaCait> this part
here isn't returning the expected result for matcher.replace(
L1449[19:16:54] <TaigaCait> $1)
whoops
L1450[19:17:02] <TaigaCait> it's
returning like
L1451[19:17:08] <TaigaCait> the last
character
L1452[19:17:27] <TaigaCait> except in
some cases where it returns the first characters
L1453[19:17:59] <tterrag> do you have a
minimum failure case?
L1454[19:18:07] <tterrag> i.e. what is
the shortest string in which it fails?
L1455[19:18:11] <TaigaCait> minimum
failure case?
L1456[19:18:12] <TaigaCait> uh
L1457[19:18:22] <TaigaCait> anything
where I don't use bold, underline, or strike
L1458[19:18:25] <TaigaCait> as in
L1459[19:18:29] <TaigaCait> itallics does
what it's supposed to
L1460[19:18:42] <TaigaCait> but bold
pattern doesn't return the right thing for $1
L1461[19:18:57] <TaigaCait> and I thought
the outermost capturing group was supposed to return everything
inside of it
L1462[19:19:09] <barteks2x> anyway,
setting this value using commandline argument isn';t going to be a
good solution. Everyone working on the mod would need to know their
own value and set it each time someone uses idea to run a single
test
L1463[19:19:30] <howtonotwin> it's
because the +? isn't in the group
L1464[19:19:36] <tterrag> TaigaCait:
wait, your parens are wrong
L1465[19:19:48] <howtonotwin> the paren
expr only matches one char
L1466[19:19:48] <tterrag>
*([^*]|\\*(?!\\*))+ -> *([^*]|\\*(?!\\*)+)
L1467[19:19:52] <tterrag> bingo
L1468[19:20:06] <gigaherz> TaigaCait: I
have no idea how your regex works, but I do know that capturing
groups are enumerated left to right in order of opening, and return
everything that has been matched inside, os it sounds like your
parens must be wrong ;P
L1469[19:20:18] <gigaherz> ah see
;p
L1470[19:20:25] <TaigaCait> might fix
it...
L1471[19:20:27] <howtonotwin> **a *
b**
L1472[19:20:27] <howtonotwin> **a *
b**
L1473[19:20:29] <howtonotwin> woops
L1474[19:20:35] <howtonotwin>
\*\*(([^*]|\*(?!\*))+?)\*\*
L1475[19:20:37] <howtonotwin> tada!
L1476[19:20:47] <tterrag> the question
mark can be either side
L1477[19:20:50] <howtonotwin> no
L1478[19:20:52] <howtonotwin> no it
can't
L1479[19:20:53] <tterrag> yes :P
L1480[19:20:56] <howtonotwin> no
L1481[19:20:56] <howtonotwin> it
L1482[19:20:59] <howtonotwin> 's
special
L1483[19:21:04] <howtonotwin> it makes +
not greedy
L1484[19:21:23] <howtonotwin> otherwise
it'd match between the very first ** all the way to the last
**
L1485[19:21:33] <howtonotwin> **a**
**b**
L1486[19:21:35] <howtonotwin> would match
once
L1487[19:21:39] <howtonotwin> a**
**b
L1488[19:21:44] <howtonotwin> instead of
twice
L1489[19:21:45] <howtonotwin> a
L1490[19:21:46] <howtonotwin> and
L1491[19:21:46] <howtonotwin> b
L1492[19:21:53] <tterrag> no, because it
doesn't match ** in the middle
L1493[19:21:54] <TaigaCait> stupid thing
is
L1494[19:22:06] <TaigaCait> pretty sure
howtonotwin there is the one that gave me this regex string
L1495[19:22:30] <howtonotwin> GHz: match
**
L1496[19:22:33] <TaigaCait> I simply
added the negative lookback at the beginning to not match escaped
modifiers
L1497[19:22:37] <howtonotwin> then match
any number of chars
L1498[19:22:40] <TaigaCait> RIGHT.
L1499[19:22:42] <howtonotwin> such that
either it is not *
L1500[19:22:46] <TaigaCait> well, now
it's a different kind of wrong
L1501[19:22:54] <howtonotwin> or it is *
not followed by *
L1502[19:23:09] <howtonotwin>
non-greedily
L1503[19:23:14] <howtonotwin> then match
a final **
L1505[19:23:39] <TaigaCait> guess
what
L1506[19:23:43] <tterrag> question mark
outside
L1507[19:23:44] <tterrag> works fine
:)
L1508[19:23:44] <TaigaCait> I need the
question mark outside
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L1510[19:23:54] <TaigaCait> because
question mark inside makes it do weird stuff
L1511[19:24:10] <tterrag> you also need a
double group, to contain the | character, otherwise the second part
of the | includes the +
L1512[19:24:21] <tterrag> TaigaCait: I
would use what I linked above
L1513[19:24:25] <howtonotwin>
indeed
L1514[19:24:27] <tterrag> you need to
re-escape it for java
L1515[19:24:35] <tterrag> \\ for each
\\
L1516[19:24:35] <howtonotwin> regex =
problems^10
L1517[19:24:39] <tterrag> erm
L1518[19:24:39] <TaigaCait> yes
L1519[19:24:40] <tterrag> for each
\
L1520[19:24:41] <tterrag> :P
L1521[19:24:43] <TaigaCait> I know
L1522[19:24:50] <quadraxis> couldn't you
just split on exactly ** , and then take every other section?
L1523[19:24:55] <TaigaCait> no
L1524[19:25:05] <TaigaCait> that'd take
six more steps
L1525[19:25:23] <gigaherz> does java not
have any non-escaping string syntax?
L1526[19:25:39] <gigaherz> I like C#'s
@"" for stuff like that
L1527[19:25:55] <gigaherz> although
mostly for filenames @"C:\XX\YY"
L1528[19:26:03] <howtonotwin> don't think
it does
L1529[19:26:57] <tterrag> sadly no
L1530[19:27:14] <tterrag> might be
something nice for something along the lines of lombok (or lombok
itself) :P
L1531[19:27:14] <gigaherz> sucks,
@"" and $"" are one of the best additions to C#
;P
L1532[19:27:18] <tterrag> I'm sure scala
and co already have it
L1533[19:27:32] <gigaherz> $""
being a String.format sugar
L1534[19:27:33] <Actuarius> You (account
Some(gigaherz)) can't access the $ command
L1535[19:27:34] <howtonotwin> scala has
it exposed to the user :P
L1536[19:27:49] <howtonotwin> yay for
StringContext!
L1537[19:27:55] <gigaherz> ...
$"Something {expression here} something something"
L1538[19:28:27] <gigaherz> which compiles
to String.Format("Something {0} something something",
expression here)
L1539[19:29:03] <howtonotwin> scalac: You
call that syntax sugar? Pah!
L1540[19:29:12] <quadraxis>
Pattern.quote() any use?
L1541[19:30:00] <quadraxis> or the
LITERAL flag
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L1547[19:40:04] <hehe> evening
L1548[19:40:23] <howtonotwin> hello
L1549[19:41:03] <hehe> anyone here
willing gimmie a hand?
L1550[19:41:36] <gigaherz> just ask
L1551[19:41:37] <TehNut> i only have 2,
and i need both
L1552[19:41:46] <gigaherz> we don't know
if we are willing until you expose your situation
L1553[19:41:58] <howtonotwin> /give @a
hand 1
L1554[19:42:01] <howtonotwin> there
:D
L1555[19:42:02] <hehe> Im having a model
issue
L1556[19:42:10] *
howtonotwin is pushed to front
L1557[19:42:12] <gigaherz> describe,
logs, etc
L1558[19:42:12] <gigaherz> ;P
L1559[19:42:26] <hehe> debug
textures
L1560[19:42:30] <hehe> on
everything
L1561[19:42:40] <hehe> block in inventory
is a flat pane
L1562[19:42:43] <gigaherz> did it ever
work?
L1563[19:42:48] <gigaherz> or are you
just unable to get it working?
L1564[19:43:07] <hehe> I have not gottn
it working
L1565[19:43:12] <howtonotwin> first
pitfall (stupid mojang) it's textures/blocks, with an s, unlike
models/block, without.
L1566[19:43:15] <gigaherz> can you show
your code?
L1567[19:43:20] <gigaherz>
github/gist/pastebin
L1568[19:43:28] <TehNut>
EnumHelper.addEnum(EnumHand.class, "ON_HAND", new Class[]
{})
L1569[19:43:38] <TehNut> You can have
that one
L1570[19:43:38] <hehe> its on github
gimmie a sec
L1571[19:43:45] <gigaherz> TehNut: wat
XD
L1573[19:44:05] <diesieben07> still
looking forward to the day EnumHelper explodes :D
L1574[19:44:09] <gigaherz> TehNut: add
"LEFT_FOOT" and "RIGHT_FOOT" and make a
Bayonetta mod
L1575[19:44:12] <howtonotwin>
"model":
"compression_craft_2:block/compressed_cobble0"
L1576[19:44:14] *
diesieben07 provides totally unhelpful comment
L1577[19:44:16] <TehNut> lol
L1578[19:44:18] <howtonotwin> there's a
problem right there
L1579[19:44:23] <howtonotwin> get rid of
block/
L1580[19:44:25]
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L1581[19:44:34] <howtonotwin> blockstate
JSONs already resolve relative to models/block
L1582[19:44:52] <howtonotwin> this is
loading model assets/c_c_2/models/block/block/c_c0
L1583[19:44:54] <TehNut> I was sad when I
realized that you can't add a SoundCategory with EnumHelper
L1584[19:44:58] <howtonotwin> which is
not what you want
L1585[19:45:11] <diesieben07> TehNut, y u
do dis
L1586[19:45:53] <howtonotwin> model json
(models/block/c_c0.json) is fine
L1587[19:46:09] <howtonotwin> gh is
complaining about indentation for some reason...
L1588[19:46:12] <howtonotwin> but it's
fine
L1589[19:46:50] <howtonotwin>
textures
L1590[19:46:53] <howtonotwin> what
happened there?
L1591[19:47:03] <howtonotwin> you need
textures/blocks and textures/items
L1592[19:47:07] <hehe> in 1.7 i used
camel case
L1593[19:47:10] <hehe> oh
L1594[19:47:12] <hehe> that too
L1595[19:47:15] <howtonotwin> :P
L1596[19:47:24] <howtonotwin> and yeah no
camelcase
L1597[19:47:27] <howtonotwin> all of
it
L1598[19:47:29] <howtonotwin>
snake_case
L1599[19:47:35] <howtonotwin> have you
seen what 1.11 is doing xD
L1600[19:47:38] <howtonotwin>
everything
L1601[19:47:40] <hehe> camel case is much
better
L1602[19:47:41] <howtonotwin>
EVERYTHING
L1603[19:47:47] <howtonotwin> literally
all the things are snake_case
L1604[19:47:50] <hehe> but facking
mineceaft
L1605[19:47:52] <howtonotwin> and it's
enforced in 1.11
L1606[19:48:03] <howtonotwin> well it
makes sense
L1607[19:48:08] <hehe> you will notice
most of the late commits were refactor to snake case
L1608[19:48:11] <howtonotwin> not all OSs
are case sensitive
L1609[19:48:21] <howtonotwin> so that's
why
L1610[19:49:08] <hehe> only stupid OS's
are not case sensitive
L1611[19:49:24] <barteks2x> you can
enable case sensitivity in windows
L1612[19:49:31] <howtonotwin>
fsutil?
L1613[19:49:39] <barteks2x> some registry
edits
L1614[19:49:51] <gigaherz> it only exists
for the unix layer stuff, though
L1615[19:49:58] <gigaherz> not meant to
be used globally
L1616[19:50:15] <gigaherz> NT is said to
be case-preserving, rather than case-sensitive
L1617[19:50:24] <gigaherz> OSX is the
same, on high-level APIs
L1618[19:50:30] <hehe> still nada
L1619[19:50:35] <gigaherz> it's
case-sensitive only for terminal apps
L1620[19:50:36] <howtonotwin> next!
L1621[19:50:40] <howtonotwin> other than
what I noted
L1622[19:50:44] <howtonotwin> resources
folder ok
L1623[19:50:48] <howtonotwin> moving on
to code
L1624[19:51:03] <howtonotwin> I'm not
seeing proxies
L1625[19:51:04] <hehe> the blocks are
there, and they lang fike worked, they are named correctly
L1626[19:51:06] <howtonotwin> red
flags!
L1627[19:51:36] <hehe> so far im adding
only blocks with no finctionality
L1628[19:51:45] <hehe> functionality
*
L1629[19:51:55] <howtonotwin> items (and
itemblocks) need to have models manually assigned to them
L1630[19:52:06] <howtonotwin> ok rn I'm
just gonna direct you to my model docs
L1631[19:52:12] <howtonotwin> scream if
my writing is bad
L1632[19:52:25] *
hehe takes a deep breath
L1633[19:52:39] *
howtonotwin is hurt
L1635[19:52:47] <howtonotwin> read them
in the order in mkdocs.yml
L1636[19:52:56] <howtonotwin> at the root
of the repo
L1637[19:53:01] <howtonotwin>
"Models" section
L1638[19:53:12] <howtonotwin> Imma scram
for ~20 min
L1639[19:53:16] <howtonotwin>
enjoy!
L1640[19:53:23]
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L1642[19:55:05] <gigaherz> I sortof wish
we could have custom ItemStacks for things
L1643[19:55:20] <TaigaCait> wow I was
gone for longer than I thought
L1644[19:55:28] <gigaherz> something like
Item#createStack akin to Block#createTileEntity
L1645[19:55:49] <diesieben07> that would
break left and right
L1646[19:56:20] <gigaherz> well, only
because it's not done right
L1647[19:56:39] <gigaherz> if stacks were
immutable (no setItem method in them), it should work right
L1648[19:56:44] <diesieben07> no, because
the assumption "ItemStack is a final class" is baked in
everywhere
L1649[19:57:04] <gigaherz> yes, hence
it's a wish
L1650[19:57:06] <gigaherz> and not a PR
;P
L1651[19:57:35] <gigaherz> I wish it was
possible, because then I'd use it to implement an ItemState layer
built upon that
L1652[19:58:14] <diesieben07> but this
silly cloning and replacing ItemStacks left and right is also what
makes the Item capability suck quite a bit...
L1653[19:58:39] <hehe> I wish i could
look at the code that adds 1 Block and 1 Item
L1654[19:58:42] <hehe> simply
L1655[19:58:53] <gigaherz> i'd have a
custom ItemStack that stores an IItemState instead of item+meta,
and then the .getMetadata would do state.toMetadata
L1657[19:59:20] <gigaherz> it's not
*just* one block and one item
L1658[19:59:24] <diesieben07> isn't there
a hook for ItemStack::getMetadata?
L1659[19:59:25] <gigaherz> but it has one
block, and one item
L1660[19:59:29] <diesieben07> you could
this with capabilities
L1661[19:59:54] <gigaherz> diesieben07:
yes, what concerns me is that it's not immutable
L1662[20:00:22] <diesieben07> yeah that
sucks big time :D
L1663[20:03:55] <gigaherz> maybe an
alternative approach would be like...
ItemStateManager.lookup(ItemStack) which would return an
IItemState, and a ItemStateManager.toStack(state, size, nbt)
L1664[20:04:32] <gigaherz> then the
stacks remain as usual, and only the code that is state-aware would
have to mess with it
L1665[20:04:47] <diesieben07> yay... even
more translations and abstraction layers
L1666[20:05:46] <gigaherz> yeah my
rationale is that such a system would allow setting up an
"ItemStateMapper" akin to the statemapper for
blocks
L1667[20:05:56] <gigaherz> that would
similarly bind items to models automatically
L1668[20:06:30] <diesieben07> well the
thing is... ItemStack IS IItemState.
L1669[20:06:40] <diesieben07> what I
would want is ItemStack implements IItemState
L1670[20:06:50] <diesieben07> and then it
serializes to NBT when needed only
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L1672[20:11:35] <gigaherz> of
course
L1673[20:11:53] <gigaherz> although,
no
L1674[20:12:38] <gigaherz> the way I
picture it is: ItemStack { IItemState, stackSize, extra data
(capabilities) }
L1675[20:13:09] <diesieben07> hrm, yeah
maybe.
L1676[20:13:13] <gigaherz> with the
durability being a capability, rather than something implicit in
the state
L1677[20:14:59] <gigaherz> also
L1678[20:15:00] <howtonotwin> hehe:
GameRegistry.register(new
Block().setUnlocalizedName(...).setRegistryName(...))
L1679[20:15:04] <howtonotwin> that's it
for a block
L1680[20:15:10] <diesieben07> does the
forum not load for anyone else?
L1681[20:15:10] <howtonotwin> for an item
same thing
L1682[20:15:10] <gigaherz> I think they
should have used the stackSize as a way to represent remaining
durability
L1683[20:15:15] <gigaherz> instead of
meta
L1684[20:15:16] <gigaherz> ;p
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L1687[20:15:35] <gigaherz> but it woudl
be horrible now if they had done that
L1688[20:15:35] <howtonotwin> and to
attach a model to an item
L1689[20:15:35] <gigaherz> ;p
L1690[20:15:56] <diesieben07> ok works
again.
L1691[20:16:16] <gigaherz> I was about to
say WFM
L1692[20:16:22] <howtonotwin>
ModelLoader.setCustomModelResourceLocation(item, meta, new
MRL("modid:path_to_model", "variant"))
L1693[20:16:44] <gigaherz> howtonotwin:
new MRL(item.getRegistryName(), "variant")
L1694[20:16:44] <howtonotwin> hehe:
good?
L1695[20:16:51] <gigaherz> then you don't
have weird mismatches ;p
L1696[20:17:33] <gigaherz> (although if
you want to reuse a blockstates location for multiple items, that
won't work)
L1697[20:17:47] <gigaherz> but you
shouldn't be doing that, anyhow
L1698[20:18:02] <gigaherz> since it
limits the ability for resource packs to customize only one of the
items
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L1701[20:22:42] <howtonotwin> Does
"`ItemOverrideList`s are how models can implement complex
logic for handling specific `ItemStack`s" sound good for an
intro to a page on the class?
L1702[20:23:37] <diesieben07> i don't see
why you have "complex" there. and actually it does not
explain anything.
L1703[20:23:55] <gigaherz> hmm i'd go for
something like "ItemOverrideList provides a way for item
models to change based on the information in the stack"
L1704[20:24:15] <howtonotwin> sounds
good
L1705[20:24:26] <howtonotwin> also that
is a bad omen xD
L1706[20:24:36] <howtonotwin> I can only
imagine the notes SW will make on the new section
L1707[20:24:36] <diesieben07> no, what
you just described is ItemMeshdefinition
L1708[20:24:49] <diesieben07>
ItemOverrideList is for when you need the models to be generated at
runtime
L1709[20:25:44] <gigaherz> I'd describe
ItemMeshdefinition as "a way for an item to provide different
models based on the information in the stack"
L1710[20:26:00] <diesieben07> and
"item models to change" is inaccurate, models are
immutable :P
L1711[20:26:01] <gigaherz> but yeah I
guess "a way for the item models to change" isn't fully
expressing the meaning
L1712[20:26:09] <howtonotwin>
choose?
L1713[20:26:18] <howtonotwin> is that
better?
L1714[20:26:27] <gigaherz> it really just
provides a way to replace item models XD
L1715[20:26:38] <gigaherz> there's no
need for it to be generated at runtime
L1716[20:26:47] <gigaherz> it overlaps a
LOT with ItemMeshDefinition
L1717[20:26:49] <diesieben07> there is no
need to, yes
L1718[20:26:59] <diesieben07> but if you
don't need to gnerate tehm at runtime, better use
ItemMeshDefinition
L1719[20:27:02] <gigaherz> xcept the IMD
returns MRLs
L1720[20:27:03] <diesieben07> would be a
lot cleaner
L1721[20:27:09] <gigaherz> while the
ItemOverrideList returns IBakedModels
L1722[20:27:20] <gigaherz> so hm
L1723[20:27:40] <howtonotwin> There's a
very simple explanatory statement in that description
somewhere
L1724[20:27:44] <TaigaCait> yes! finaly
got the thing working
L1725[20:27:46] <gigaherz>
"ItemOverrideList provides a way to return or generate custom
models based on the information on the stack"
L1726[20:27:52] <howtonotwin> It just
appears we'll need some mathematicians for it :P
L1727[20:27:56] <TaigaCait> thank you,
overcomplicated regex nonsense
L1728[20:28:02] <howtonotwin> regex
L1729[20:28:11] <howtonotwin> the problem
started there :P
L1730[20:28:40] <diesieben07> regex is a
good tool, just not for everything.
L1731[20:28:41] <howtonotwin> but I won't
complain as I literally wrote you the core of one of your
regexes
L1732[20:28:51] <howtonotwin> :P
L1733[20:29:26] <TaigaCait> lol
L1734[20:29:29] <TaigaCait> yes.
L1735[20:29:37] <TaigaCait> well, I
couldn't find anything easier to deal with it
L1736[20:29:51] <howtonotwin> parser
combinators /s
L1737[20:29:53] <TaigaCait> because split
caused its own share of problems, and broke things
L1738[20:30:11] <TaigaCait> and format...
I don't know how to set this up to use String.format without using
regex first
L1739[20:30:25] <TaigaCait> I'm actually
using String.format for an earlier step in the process
L1740[20:30:30] <diesieben07> that sounds
like you are doing horrible things.
L1741[20:30:38] <TaigaCait> I'm doing
horrible things to minecraft
L1742[20:30:47] <diesieben07> no,
horrible things, period :P
L1743[20:30:51] <TaigaCait> I'm making it
understand formatting tags
L1744[20:30:55] <TaigaCait> instead of
the current garbage
L1745[20:31:04] <howtonotwin> I think it
was discord formatted text to MC text tags?
L1746[20:31:08] <TaigaCait> yes
L1747[20:31:32] <TaigaCait> but at this
stage, I could just disable the pattern for "escape all
formatting tags" to make it use my pseudo-markup as well
L1748[20:31:38] <diesieben07> uhh, quick
google says that is markdown
L1749[20:31:53] <gigaherz> well
L1750[20:32:02] <gigaherz> there have
been quite a few systems using **bold** and such
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L1752[20:32:17] <TaigaCait> yes, but I'm
relating it to discord
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L1755[20:32:26] <TaigaCait> because this
is a discord chat to minecraft chat connection mod
L1756[20:32:28] <diesieben07> formatting
in discord = markdown
L1757[20:32:29] <diesieben07>
right?
L1758[20:32:38] <TaigaCait> and any kind
of formatting is markdown, I'm pretty sure
L1759[20:32:42] <TaigaCait> point
is
L1760[20:32:47] <diesieben07> wat.
L1761[20:32:47] <TaigaCait> you undermean
what I stand
L1762[20:32:54] <diesieben07> "any
kind of formatting is markdown"
L1763[20:32:55] <diesieben07> wut
L1764[20:32:58] <TaigaCait> shush
L1765[20:33:03] <TaigaCait> I've been
doing regex
L1766[20:33:04] <diesieben07> [b]bold[/b]
is certainly not markdown
L1767[20:33:05] <TaigaCait> for four
hours now
L1768[20:33:07] <TaigaCait> don't
question me
L1769[20:33:17] <diesieben07> and again,
if this is markdown, don't use regex.
L1770[20:33:19] <TaigaCait> my brain
doesn't process normal english properly right now
L1771[20:33:20] <diesieben07> use a
markdown parser.
L1772[20:33:31] <TaigaCait> what would it
even parse it into
L1773[20:33:46] <TaigaCait> because I
need to get it into a state where I can iterate through it
L1774[20:33:46] <diesieben07> some
tree-type structure
L1775[20:33:58] <TaigaCait> ...wha
L1776[20:34:04] <TaigaCait> how would
that help me
L1777[20:34:07] <diesieben07> sec.
L1778[20:34:26] <TaigaCait> minecraft
formatting is garbage and I have to set all my formatting tags
again every time I want to remove a single format
L1779[20:35:23]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L1781[20:35:27] <howtonotwin> I died for
mo' there
L1782[20:35:30] <diesieben07>
pseudosyntax of course
L1783[20:35:35] <diesieben07> but thats
what i mean by "tree-type structure"
L1784[20:35:50] <diesieben07> the nodes
are java objects of coursde
L1785[20:36:07] <TaigaCait> I...
L1786[20:36:17] <TaigaCait> okay but I'd
almost assuredly have to write my own markdown parser
L1787[20:36:28] <TaigaCait> which isn't
much different from what I'm in the middle of
L1788[20:36:37] <diesieben07> regex is
most certainly not a parser.
L1789[20:36:40] <TaigaCait> it's just
about... 80 more steps
L1790[20:36:51] <TaigaCait> *isn't much
different*
L1791[20:37:00] <diesieben07> there is a
markdown parser in pure java by atlassian
L1792[20:37:10] <TaigaCait> there are
hundreds of markdown parsers
L1793[20:37:14] <diesieben07>
exactly.
L1794[20:37:16] <TaigaCait> problem is
finding one that accepts the inputs I want
L1796[20:37:28] <diesieben07> if your
input is discord format, then its markdown
L1797[20:37:32] <diesieben07> which a
markdown parser will eat.
L1798[20:37:38] <diesieben07> that is the
definition of a markdown parser.
L1799[20:37:46]
⇦ Quits: auenf (David@DC-24-199.bpb.bigpond.com) (Remote host
closed the connection)
L1800[20:37:47] <TaigaCait>
*twitches*
L1801[20:37:52] <TaigaCait> there's more
than one format of markdown
L1802[20:37:53]
⇨ Joins: Abastro (~Abastro@175.117.182.109)
L1803[20:38:12] <gigaherz> no there is
one markdown, and a whole lot of dialects that are
not-quite-markdown
L1804[20:38:20] <diesieben07> the
atlassian one mentions being extensible
L1805[20:38:25] <TaigaCait> **this is not
always bold** and __this is not always underlined__ and ~~this is
not always strikethrough~~
L1806[20:38:33] <howtonotwin> __ ===
**
L1807[20:38:34] <howtonotwin> :P
L1808[20:38:38] <diesieben07> then it's
not markdown.
L1809[20:38:43]
⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L1810[20:38:49] <TaigaCait> that well may
be
L1811[20:38:57] <TaigaCait> but it
doesn't stop idiots from lying to me unintentionally
L1812[20:39:01] <diesieben07> and on
discord, which you said is your input, it IS always like you
described.
L1813[20:39:03] <diesieben07> which is
markdown
L1814[20:39:03] <TaigaCait> with their
github code bases
L1815[20:39:08] <TaigaCait> calling
pseudo markdown markdown
L1816[20:39:08] <diesieben07> which is
also what they call it.
L1817[20:39:10] <gigaherz> ** doesn't
mean bold, it means emphasis
L1818[20:39:22] <TaigaCait> it's not
about the name it's about the outcome
L1819[20:39:42] <diesieben07> this is
getting ridiculous
L1820[20:40:18]
⇨ Joins: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net)
L1821[20:41:06] <TaigaCait> look, I've
been fighting with an overcomplicated set of tools since 1:00
L1822[20:41:13] <TaigaCait> I am well
beyond the point of no return
L1823[20:41:16] <TaigaCait> as it is
almost 10:00
L1824[20:41:25] <diesieben07> because you
are using regex for something it's not designed for.
L1825[20:41:34] <diesieben07> but you
don't want to listen, so enjoy your pain.
L1826[20:41:37] <diesieben07> I am going
back to my tea.
L1827[20:41:49] <TaigaCait> I don't
understand what this parser is supposed to do to help me
L1828[20:41:58] <TaigaCait> because I
still need to replace the final output with minecraft
formatting
L1829[20:42:04] ***
Mumfrey is now known as mumfrey
L1830[20:42:29] <howtonotwin> why even
parse it
L1831[20:42:36] <howtonotwin> why not
just scan the text once
L1832[20:42:40] <howtonotwin> you see a
**?
L1834[20:42:52] <howtonotwin> flip the
"bold" boolean
L1835[20:43:02] <howtonotwin> and emit a
sequence of formatting tags
L1836[20:43:12] <gigaherz> howtonotwin:
that's not how markdown works, though
L1837[20:43:16] <howtonotwin> oh it's
that answer isn't it :P
L1838[20:43:23] <TaigaCait> *the*
answer
L1839[20:43:29] <diesieben07> TaigaCait,
replacing a tree structure into a MC formatted string is easy
L1840[20:43:42] <diesieben07> getting it
into a minecraft TextComponent thing, even easier
L1841[20:43:49] <TaigaCait> okay
but
L1842[20:43:50] <diesieben07> because
that thing inside is already a tree-structure
L1843[20:43:58] <TaigaCait> ...
L1844[20:44:04] <TaigaCait> I need to
stop and come back to this tomorrow
L1845[20:44:14] <TaigaCait> I'm not going
to get anything productive done with my brain borked like
this
L1846[20:44:28] <diesieben07> you are not
going to get anything reasonable done wiht regex :P
L1847[20:44:43] <howtonotwin> also Ordi
there's a share button on answers for faster summoning of the Elder
God :P
L1848[20:44:46] <TaigaCait> I'm going to
leave these pages bookmarked or something, close my IDE, and go do
something that doesn't make me want to hurt a developer
L1849[20:45:00] <diesieben07> i can
suggest drinking tea.
L1850[20:45:00] <illy> diesieben07, what
if I try parsing html with it :P
L1851[20:45:08] <TaigaCait> I don't like
tea
L1852[20:45:20] <howtonotwin> why not do
something nice and relaxing like learning Haskell :P
L1853[20:45:26] <diesieben07> well there
is why you are so sad :P
L1854[20:45:31] <diesieben07> Tea makes
everything better.
L1855[20:45:35] <TaigaCait> plus, tea
dehydrates me
L1856[20:45:38] <diesieben07> illy,
just... go away.
L1857[20:45:39] <diesieben07> :D
L1858[20:45:41] <TaigaCait> and I have
chronic dehydration
L1859[20:45:45] <illy> hahaha
L1860[20:46:19] <Ordinastie> that's
called sweating
L1861[20:46:22] <howtonotwin> PoisonPill
! Illy
L1862[20:46:24] <TaigaCait> I have to
drink way more water than is really easy to manage in a day to stay
hydrated
L1863[20:46:25] <diesieben07> there are
some forum softwares out there that parse "bbcode" with
regex
L1864[20:46:26] <howtonotwin> crap
L1865[20:46:34] <howtonotwin> illy !
PoisonPill
L1866[20:46:36] <diesieben07> which ...
is horrible enough
L1867[20:46:40] <Ordinastie> diesieben07,
lemme guess, MCF? :D
L1868[20:46:46] *
illy dies
L1869[20:46:52] <diesieben07> idk, i
don't know the source code for that.
L1870[20:46:56] <howtonotwin> though I
guess sending him into poison is the same as putting poison into
him?
L1871[20:46:57] <howtonotwin> idk
L1872[20:46:59] <TaigaCait> what does
this even return...
L1873[20:47:20] <TaigaCait> why does it
parse it to html first...
L1874[20:47:29] <Ordinastie> would it
surpise you if I said I made my own extensible parser ? :D
L1875[20:47:34] <howtonotwin> no
L1876[20:47:35] <diesieben07> No, it
would not.
L1877[20:47:42] <TaigaCait> I've lost the
ability to be surprised about anything.
L1878[20:47:45] <diesieben07> You are
suffering from very severe NIH
L1879[20:47:50] <gigaherz> TaigaCait: i'm
curious, how much water is that? ;P
L1880[20:47:52] <TaigaCait> I greet
everything with the same exhasperated sensation
L1881[20:47:53]
⇦ Quits: Abastro (~Abastro@175.117.182.109) (Ping timeout:
384 seconds)
L1882[20:48:01] <TaigaCait> I've lost
track, to be honest.
L1883[20:48:07] <howtonotwin>
<TaigaCait> I greet everything with the same exhasperated
sensation
L1884[20:48:08] <TaigaCait> all I know is
that I have a very large water bottle
L1885[20:48:10] <howtonotwin>
truly?
L1886[20:48:12] <howtonotwin> :P
L1887[20:48:28] <TaigaCait> and I'm only
fully hydrated if I've drained it 4-7 times before I'm done with
work
L1888[20:48:34] <howtonotwin> have I made
you surprised yet?
L1889[20:48:45] <diesieben07> what does
"fully hydrated" even mean...
L1890[20:48:53] <TaigaCait> it means I
don't feel like I'm dying
L1891[20:48:59] <howtonotwin> um
L1892[20:49:04] <diesieben07> it's not
liek the human body is a cup and if youre full it comes out your
ears
L1893[20:49:05] <howtonotwin> doctor!
TiagaCait
L1894[20:49:10] <diesieben07> yeah, that
^
L1895[20:49:23] <howtonotwin> which is
valid scala too :P
L1896[20:49:32] <TaigaCait> I've got
several distinct stages of dehydration
L1897[20:49:37] <Ordinastie> diesieben07,
I thought that's why humans cry, because they're too full...
L1898[20:49:45] <diesieben07> LOL
L1899[20:49:46] <TaigaCait> with the
worst stage being I'm about to actually die of dysentery and
vomiting
L1900[20:49:52] <diesieben07> idk, you
tell me. i am the bot here.
L1901[20:49:57] <illy> Lex, I'll email
you the PR bot with twitter jenkins announcements tomorrow
L1902[20:50:01] <TaigaCait> I've never
reached that stage, but the stage right before it is true
hell
L1903[20:50:09]
⇦ Quits: IceDragon (~ThatGuy@184.170.20.104) (Ping timeout:
384 seconds)
L1904[20:50:20] <TaigaCait> the more
dehydrated I get, the higher my body temperature rises, and the
more I sweat
L1905[20:50:22]
⇨ Joins: IceDragon (~ThatGuy@184.170.5.18)
L1906[20:50:32] <diesieben07> yeah that
sounds like you need to speak to a doctor...
L1907[20:50:54] <TaigaCait> I have. the
answer was "wow you're just kind of messed up inside,
huh?"
L1908[20:51:06] <howtonotwin> um
L1909[20:51:07] <Ordinastie> dysentery?
nothing to do with hydration
L1910[20:51:11] <diesieben07> that ...
does not sound like a very good doctor.
L1911[20:51:13] <gigaherz> if a doctor
said that, get a new one ;P
L1912[20:51:22] <diesieben07> "you
feel terrible? Oh well, guess you are broken. NEXT!"§
L1913[20:51:24] <TaigaCait> dehydration
can lead to diarhoea, which can lead to dehydration
L1914[20:51:31] <TaigaCait> the primary
symptom of dysentery is diarhoea
L1915[20:51:41] <TaigaCait> it's an
equivalency
L1916[20:51:43] <TaigaCait> anyway
L1917[20:51:50] <howtonotwin> for(doctor
<- world.people filter isDoctor) doctor! TaigaCait
L1918[20:51:54] <Ordinastie> lol, that's
not how diseases work ><
L1919[20:52:09] <TaigaCait> any medicine
I take actually makes my dehydration worse, because my body tries
to purge the medication through urination
L1920[20:52:11] <howtonotwin> sorry not
world
L1921[20:52:11] <gigaherz> dysentery
means an intestinal infection
L1922[20:52:12] <gigaherz> ...
L1923[20:52:15] <howtonotwin>
omniverse
L1924[20:52:17] <Ordinastie> vomitting is
a primary symptom of pregnancy...
L1925[20:52:18] <gigaherz> but
wahtever
L1926[20:52:23] <TaigaCait>
</hyperbole>
L1927[20:52:36] <TaigaCait> carrying
right along
L1928[20:53:07] <TaigaCait> my mother has
non-functioning sweat glands and a higher than average body
temperature at normal activity levels
L1929[20:53:20] <TaigaCait> I have fully
functioning sweat glands and also inherited her higher body
temperature
L1930[20:53:38] <TaigaCait> this has lead
to a life of suffering from dehydration if I don't drain my cup
with great frequency
L1931[20:54:20] <TaigaCait> it's not even
that massive of a difference- 99.2 as opposed to 98.5 or whatever
it is
L1932[20:55:00] <diesieben07> ever tested
for diabetes? afaik that shows as just extensive thirst like
that
L1933[20:55:02] <howtonotwin> TaigaCait !
new FluidStack(WATER, Int.MaxValue)
L1934[20:55:16] <TaigaCait> my allergy
medicine, my acid reflux medicine, and my ADHD medicine all
contribute as well, since my body's immune system is stupid and
sends all medication straight to the kidneys
L1935[20:55:38] <TaigaCait> where it gets
flushed out with entirely too much water
L1936[20:58:46] <TaigaCait> ugh. I'm
going to go play actual minecraft instead of fighting with java to
make a mod for minecraft lol
L1937[20:59:03] <TaigaCait> sad thing is,
I could just hard code this stuff, not support formatting, and be
done with it
L1938[20:59:14] <howtonotwin> A modder?
playing MC for enjoyment?
L1939[20:59:16] <howtonotwin> what is
thisa
L1940[20:59:18] <howtonotwin> *this
L1941[20:59:26] <TaigaCait> but I dun
wanna
L1942[20:59:34] <howtonotwin> have I
stepped through the looking glass?
L1943[20:59:50] <TaigaCait> I was half
expecting a rendition of "What's This?"
L1944[21:00:28] <howtonotwin> meanwhile I
don't even write code
L1945[21:00:31] <howtonotwin> I just
write docs
L1946[21:00:32] <TaigaCait> ...I have
entirely too many tabs open in chrome
L1947[21:00:32] <howtonotwin> yay!
L1948[21:00:46] <TehNut> no such thing as
too many tabs open
L1949[21:00:51] <Ordinastie> howtonotwin,
you wanna write docs for MalisisCore? :D
L1950[21:00:52] <TaigaCait> well
L1951[21:00:54] <howtonotwin> no
L1952[21:00:59] <Ordinastie> :-
L1953[21:00:59] <howtonotwin> keep me
away from that
L1954[21:01:03] <Ordinastie> .!..
L1955[21:01:18] <howtonotwin> lol
L1956[21:01:34] <TaigaCait> I've got 21
tabs open on my computer, 30 something tabs open on chrome on my
phone, 10 more tabs open in chrome beta on my phone, 20 more tabs
open in firefox on my phone, and two tabs open in chrome dev on my
phone
L1957[21:01:54] <TaigaCait> I ended up
getting the other browsers because it made web browsing run faster
to have the tabs divided up that way
L1958[21:02:05] <TaigaCait> also firefox
mobile still has plugins <3
L1959[21:02:07] <gigaherz> too many
tabs.
L1960[21:02:20] <TaigaCait> it's hard to
live without uBlock origin
L1961[21:02:21] <TehNut> So 2 questions,
1. why? and 2. WHY?
L1962[21:02:31] <howtonotwin>
<TehNut> no such thing as too many tabs open
L1963[21:02:41] <howtonotwin> eating your
words? :P
L1964[21:02:41] <TehNut> I still stand by
that
L1965[21:02:43] <TaigaCait> 1. because
I'm insane? 2. because I hate closing tabs for stuff I'm not done
with
L1966[21:02:48] <TehNut> I just don't get
why
L1967[21:03:09] <TaigaCait> 3. because
even though my phone is a newer model with a lot of power, it still
can't handle 100 tabs open in a single instance of chrome
L1968[21:03:25] <howtonotwin> chrome and
100 tabs
L1969[21:03:30] <howtonotwin> all I can
think about
L1970[21:03:34] <howtonotwin> is 1 TB of
RAM
L1971[21:03:36] <TaigaCait> lol
L1972[21:03:45] <TaigaCait> it's nowhere
near that much
L1973[21:04:09] <TaigaCait> only about
60GB. it slows down to a crawl if it has anything less
L1974[21:04:18]
⇦ Quits: illy
(~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82) (Read error:
Connection reset by peer)
L1975[21:04:19] <howtonotwin> o_O
L1976[21:04:20] <howtonotwin> how
L1977[21:04:23] <Ordinastie> lol
L1978[21:04:27] <TaigaCait> I had to run
the numbers on it
L1979[21:04:27] <howtonotwin> how do you
know it's 60 GB
L1980[21:04:30] <howtonotwin> ah
L1981[21:04:30] <Ordinastie> screen that
please
L1982[21:04:31] <howtonotwin> ok
L1983[21:04:34] <howtonotwin> still
no
L1984[21:04:44] <howtonotwin> at this
point if Prime Intellect became real
L1985[21:04:49] <TaigaCait> I was at
work, collecting duplicate pages of our amazon products to get them
merged
L1986[21:04:50] <howtonotwin> and enacted
the Change
L1987[21:04:55] <howtonotwin> solely to
run chrome
L1988[21:05:05] <howtonotwin> it still
wouldn't fit all of your data
L1989[21:05:08] <TaigaCait> and the
fastest way to do it was to open up a full page of search results
at once
L1990[21:05:27]
⇦ Quits: TaigaCait (~bananapho@71.11.49.105) (Read error:
Connection reset by peer)
L1991[21:05:27]
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L1992[21:05:47]
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L1993[21:05:51] <TaigaCait> I was become
kill.
L1994[21:05:53] <TaigaCait> as I was
saying
L1995[21:06:04] <TaigaCait> if I didn't
move fast enough, it'd change order
L1996[21:06:06] <TaigaCait> and I'd miss
something
L1997[21:06:09] <TaigaCait> and have to
do it again
L1998[21:06:21] <TaigaCait> because I
need to get all those pages merged or they'll ruin search
results
L1999[21:06:32] <TaigaCait> because
amazon doesn't handle their own duplicate page elimination
L2000[21:06:51] <TaigaCait> they expect
the amazon sellers to complain to Amazon Seller Support about
it
L2001[21:07:07] <TaigaCait> and they
don't even give Seller Support the proper power to handle all the
necessary changes to products
L2002[21:07:10] <TaigaCait> yes,
btw
L2003[21:07:22] <TaigaCait> the acronym
for their support service for their professional sellers
L2004[21:07:25] <TaigaCait> is
A.S.S.
L2005[21:07:28]
⇨ Joins: illy
(~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82)
L2006[21:07:36] <TaigaCait> poor choice
on their part
L2007[21:07:37] <howtonotwin> I'm going
back to writing my docs now. I'm very scared of the world rn.
L2008[21:07:44] <TaigaCait> long story
short
L2009[21:07:47] <TaigaCait> amazon is
great for customers
L2010[21:07:53] <TaigaCait> it is
terrible for retailers and sellers
L2012[21:08:47] <TaigaCait> chrome is at
240 mb of ram with 20 something tabs right now
L2013[21:08:53] <TaigaCait> only because
some of the tabs aren't actually loaded
L2014[21:09:07] <TaigaCait> chrome
crashed earlier, and the tabs won't actually load in until I make
them active
L2015[21:09:24] <TaigaCait> ...I must be
some kind of terrible person
L2016[21:09:28] <howtonotwin>
"`ItemOverrideList` provides a way for an `IBakedModel` to
process the state of an `ItemStack`; therefore replacing itself
with a new model."
L2017[21:09:31] <TaigaCait> I have
40something windows updates waiting on me
L2018[21:09:35] <howtonotwin> is that a
good first sentence?
L2019[21:09:36] <TehNut> Closing Chrome
dropped my RAM usage from 11.7Gb to 6.8Gb
L2020[21:09:44] <howtonotwin> The context
is already "we're talking about baked models"
L2021[21:10:00] <TaigaCait> well
L2022[21:10:05] <howtonotwin> and it's
expected these people know what they're doing as the section is
literally titled "advanced models"
L2023[21:10:06] <TaigaCait> I have no
idea what any of it means
L2024[21:10:12] <TaigaCait> so I can't
really help
L2025[21:10:40] <howtonotwin> I have a
bad habit of asking my questions right as someone else finishes a
spiel :P
L2026[21:10:46] <TaigaCait> nah, it's
fine
L2027[21:11:13] <TaigaCait> I have a bad
habbit of talking in long winded rants about stuff into a room of
people and not expecting any sort of answer
L2028[21:11:49] <howtonotwin> ?
L2029[21:11:58] <TaigaCait> ._.
L2030[21:12:06] <TaigaCait> what is that
character supposed to be
L2031[21:12:08] <howtonotwin>
L2032[21:12:08] <howtonotwin>
<TaigaCait> ._.
L2033[21:12:12] <howtonotwin> oh?
L2034[21:12:13] <howtonotwin> OH?
L2035[21:12:18] <howtonotwin>
interesting?
L2036[21:12:25] <howtonotwin> a thumbs
up
L2037[21:12:29] <howtonotwin> does it
break?
L2038[21:12:38] <TaigaCait> I'm on mIRC.
I don't have that character, I guess
L2039[21:13:10] <TaigaCait> it shows up
as a black replacement character
L2040[21:13:28] <TaigaCait> same as what
happens any time someone uses a character from outside the
acceptable list of recognized characters
L2041[21:14:18] <gigaherz> wrong font,
then
L2042[21:14:21] <gigaherz> I use mirc and
I can see it
L2043[21:14:21] <gigaherz> ;P
L2044[21:14:29] <TaigaCait> I'm probably
out of date, come to think of it
L2045[21:14:30] <gigaherz> do you not
have UTF-8 enabled?
L2046[21:14:37] <TaigaCait> I pulled this
client off of a spare hard drive
L2047[21:14:43] <TaigaCait> which I
haven't touched in... over a year
L2048[21:14:48] <howtonotwin> GHz: is
that intro sentence further up good?
L2049[21:14:49]
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(uid95673@id-95673.richmond.irccloud.com) (Quit: Connection closed
for inactivity)
L2050[21:14:58] <TaigaCait> and even
before that, I haven't updated mIRC in.... 4 years?
L2051[21:15:04] <gigaherz> howtonotwin:
iguess
L2052[21:15:46] <TaigaCait> where's the
setting for enabling UTF-8
L2053[21:15:52] <TaigaCait> or where
should it be, I suppose
L2054[21:15:55] <gigaherz> settings ->
messages -> UTF-8 encode/decode
L2055[21:16:13] <TaigaCait> yeah, that's
checked
L2056[21:16:17] <TaigaCait> I must be out
of date
L2057[21:16:18] <gigaherz> what version
of mirc?
L2058[21:16:26] <gigaherz> and version of
windows?
L2059[21:16:46] <gigaherz> it may be that
windows 7 or older doesn't have the new glyphs
L2060[21:16:52] <gigaherz> maybe not even
windows 8 ;P
L2061[21:16:54] <gigaherz> I'm on 10
;p
L2062[21:17:01] <TaigaCait> windows 7,
mIRC 7.36
L2063[21:17:10] <gigaherz> you could try
updating mirc
L2064[21:17:16] <gigaherz> but chances
are this isn't mirc that's outdated
L2065[21:17:20] <gigaherz> but windows
itself
L2066[21:17:34] <TaigaCait> I refuse to
upgrade out of principle
L2067[21:17:40] <TaigaCait> I had to use
windows 10 at work for a while
L2068[21:17:46] <TaigaCait> the sheer
number of dead hardware
L2069[21:17:47] <howtonotwin> it has WSL
though
L2070[21:17:50] <howtonotwin> WSL
L2071[21:17:55] <howtonotwin> you know
you want it
L2072[21:17:56] <howtonotwin> :P
L2073[21:18:00] <gigaherz> I have used
windows 10 since launch
L2074[21:18:01] <TaigaCait> it has
telemetry, too
L2075[21:18:03] <gigaherz> and been an
insider for a while
L2076[21:18:07] <gigaherz> windows7 has
telemetry too
L2077[21:18:15] <gigaherz> just no one
was paranoid about it until 10
L2078[21:18:16] <TaigaCait> *not when I
was done with it*
L2079[21:18:22] <gigaherz> either
way
L2080[21:18:24] <gigaherz> my only big
complaint
L2081[21:18:26] <TaigaCait> I fixed all
that garbage
L2082[21:18:29] <gigaherz> is the windows
update reboot crap
L2083[21:18:31] <TaigaCait> I can't fix
windows 10
L2084[21:18:42] <TaigaCait> like, it
bothers me the number of windows 10 related problems
L2085[21:18:50] <gigaherz> if I could
tell WU to *not* reboot automatically, EVER
L2086[21:18:51] <TaigaCait> to which the
microsoft support team responds "lol good luck"
L2087[21:18:53] <gigaherz> I'd be happy
about it
L2088[21:18:57] <TaigaCait> uh
L2089[21:19:00] <Ordinastie> +1
L2090[21:19:03] <TaigaCait> you can fix
that with a regedit
L2091[21:19:13] <gigaherz> yes, it
restores itself the next time you update windows
L2092[21:19:14] <gigaherz> ;p
L2093[21:19:18] <TaigaCait> or by using
professional edition instead of home edition
L2094[21:19:21] <Disconsented> Even that
is overblown gigaherz, windows goes out of its way to make sure it
updates when you're not busy
L2095[21:19:25] <TaigaCait> also, that's
another regedit
L2096[21:19:30] <gigaherz> Disconsented:
that's my issue
L2097[21:19:34] <gigaherz> when I'm not
busy
L2098[21:19:36] <TaigaCait> you just have
to make a registry file
L2099[21:19:37] <gigaherz> I'm in bed,
trying to sleep
L2100[21:19:41] <TaigaCait> and apply it
every time you update
L2101[21:19:47] <TaigaCait> oh, and
*CORTANA*
L2102[21:19:48] <gigaherz> I do NOT want
it to EVER reboot if the computer is idle
L2103[21:19:50] <TaigaCait> god I can't
stand cortana
L2104[21:19:54] <quadraxis> they changed
things with anniversary update
L2105[21:19:56] <gigaherz> cortana can be
ignored
L2106[21:19:56] <TaigaCait> she broke the
search indexing
L2107[21:20:04] <TaigaCait> she *broke*
the *search indexing*
L2108[21:20:04]
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L2109[21:20:06] <quadraxis> so reg edits
might no longer be effective
L2110[21:20:09] <gigaherz> how so?
L2111[21:20:14] <TaigaCait> so that I
can't click on search results to open the search result
L2112[21:20:17] <gigaherz> also, i don't
use the stock start menu
L2113[21:20:21] <gigaherz> I use Stardock
Start10
L2114[21:20:27] <TaigaCait> like, if I
search for "devices and printers"
L2115[21:20:32] <TaigaCait> on a windows
10 computer
L2116[21:20:40] <TaigaCait> and it pulls
up "devices and printers" in the results
L2117[21:20:43] <TaigaCait> if I click on
that
L2118[21:20:47] <quadraxis> dislike the
start menu changes too
L2119[21:20:48] <TaigaCait> it pulls up
another search window
L2120[21:20:52] <gigaherz> wat?
L2121[21:20:53] <howtonotwin> ???
L2122[21:20:53] <TaigaCait> instead of
devices and printers
L2123[21:21:03] <howtonotwin> I did
that
L2124[21:21:05] <TaigaCait> and that new
search window is totally empty and broken
L2125[21:21:06] <howtonotwin> it's
fine
L2126[21:21:07] <gigaherz> no it does
not
L2127[21:21:08] <gigaherz> I just
tried
L2128[21:21:11] <gigaherz> it works just
fine
L2129[21:21:12] <Disconsented> Just tried
it
L2130[21:21:14] <TaigaCait> I blame my
coworkers, then
L2131[21:21:14] <Disconsented> when
straight to it
L2132[21:21:31] <TaigaCait> they went 2.5
years without IT before I got there
L2133[21:21:36] <howtonotwin> o_O
L2134[21:21:38] <TaigaCait> we only have
IT now because I know how to IT
L2135[21:21:43] <TaigaCait> I was not
hired as IT
L2136[21:21:45] <TaigaCait> I made myself
IT
L2137[21:21:47] <howtonotwin> O_O
L2138[21:22:03] <howtonotwin> Unicode
needs a LARGE LATIN O character
L2139[21:22:03] <TaigaCait> I had to do a
fresh install on one of our windows 7 computers
L2140[21:22:28] <TaigaCait> in fact, I
had to do a fresh install via an ubuntu boot disk to run the
windows installer
L2141[21:22:40] <TaigaCait> because the
windows install disk couldn't figure out how to overwrite the
messed up garbage
L2142[21:22:54]
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L2143[21:23:04] <TaigaCait> the lady that
used that computer was gone like a year before I got there, and I
made sure as hell that that computer ran shiny and new
L2144[21:23:11] <TaigaCait> it took me
three weeks to finish fixing it
L2145[21:23:44] <TaigaCait> and we've got
4 windows 10 computers
L2147[21:23:51] <TaigaCait> not a single
one of them runs exactly the same kind of broken
L2148[21:24:06] <TaigaCait> there's a
laptop that can't anything
L2149[21:24:13] <TaigaCait> a desktop
that can't internet on tuesdays
L2150[21:24:20] <gigaherz> wat XD
L2151[21:24:50]
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L2159[22:01:00] <barteks2x> I tested it
and Chisels & Bits mod works with cubic chunks
L2160[22:05:32] ***
Vigaro is now known as V
L2161[22:06:23] ***
Darkhax is now known as Darkhax_AFK
L2162[22:12:59] <gigaherz> C&B is
just custom models, right?
L2163[22:13:15] <gigaherz> so there's no
reason why it shouldn't work
L2164[22:18:10] <barteks2x> It's all tile
entities
L2165[22:18:21] <barteks2x> and my
support for tile entities could be broken in some sybtle ways
L2166[22:19:53]
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L2167[22:20:48] <barteks2x> also, is
there any existing fast implementation of 3-int-key hash map?
L2168[22:21:00] <barteks2x> (one that
doesn't put these 3 ints into object)
L2169[22:21:57]
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L2170[22:22:32] <gigaherz> uh
L2171[22:22:49] <gigaherz> you'd want a
k-d tree if so
L2172[22:22:53] <gigaherz> or an
octree
L2173[22:23:22]
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L2174[22:23:31] <barteks2x> it needs to
be very fast, getting values from trees isn't that fast
L2175[22:24:06]
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L2176[22:24:15] <mezz> fast compared to
what?
L2177[22:24:37] <barteks2x> compared to
HashMap<SomeObjectWith3Ints, OtherObject>
L2178[22:25:01] <barteks2x> basically
something like FastUtil Int2ObjectOpenhashMap but with 3 ints as
key
L2179[22:25:03] <gigaherz> how about
nested int-indexed hashmaps?
L2180[22:25:26] <gigaherz> use a wrapper
helper that manages a Int2ObjectOpenhashMap of
Int2ObjectOpenhashMap of Int2ObjectOpenhashMap
L2181[22:25:48] <mezz> yikes
L2182[22:25:52] <barteks2x> managing that
would be horrible...
L2183[22:26:03]
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L2184[22:26:38] <Ordinastie> just use a
regular map with a 3int wrapper
L2185[22:26:42] <gigaherz> for my proof
of concept engine thingy
L2186[22:26:46] <Ordinastie> that's not
slow
L2187[22:26:49] <gigaherz> I implemented
a custom octree with integer keys
L2188[22:26:52] <gigaherz> and it's quite
fast
L2189[22:27:00] <gigaherz> it's C#
though
L2190[22:27:03] <barteks2x> it is if you
are doing it for every light get/set, block get/set etc
L2191[22:27:06] <gigaherz> so dunno if
you want to take a look
L2192[22:27:14] <barteks2x> it needs to
be used as CubeMap
L2193[22:27:25] <Ordinastie> barteks2x,
no it's not
L2194[22:27:37] <Ordinastie> you won't
have a faster impl
L2195[22:27:51] <mezz> why use a map at
all? why not 3d array?
L2196[22:27:56] <barteks2x> creating the
object is the slow part (or actually removing it by GC)
L2198[22:28:07] <gigaherz> you could try
to port that to java
L2199[22:28:10] <gigaherz> and see how it
works
L2200[22:28:19] <barteks2x> mezz: good
luck with new
int[Integer.MAX_VALUE][Integer.MAX_VALUE][Integer.MAX_VALUE]
L2201[22:28:32] <Ordinastie> that's not
what he said
L2202[22:28:41] <Ordinastie> and you
don't need max value
L2203[22:28:43] <quadraxis> is this for
the cubic chunks?
L2204[22:28:55] <quadraxis> could you
pack bits into a long?
L2205[22:28:57] <gigaherz> ints[ (z*depth
+ y)*height + x ]
L2206[22:28:59] <mezz> new
int[16][16][16] and keep a bunch of those
L2207[22:29:01] <barteks2x> yes, I need
some fast map from cube coordinates to cubes
L2208[22:29:37] <quadraxis> you need 22
bits for x and z
L2209[22:29:47] <quadraxis> so that
leaves 20 for y
L2210[22:29:55] <barteks2x> apparently I
will have to pack them into long... and there goes away the idea of
exactly 60Mx60Mx60M world...
L2211[22:30:01] <gigaherz> barteks2x: by
cubes you mean the "chunks" right?
L2212[22:30:15] <barteks2x> Cubes are
Cubic Chunks, yes
L2213[22:30:16]
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L2214[22:30:21] <quadraxis> well you have
60M*60M*15M
L2215[22:30:26] <mezz> ah that's
different yeah
L2216[22:30:40]
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L2218[22:31:08] <barteks2x> +That way I
will never get rid of AddressTools class...
L2219[22:31:15] <gigaherz> barteks2x: you
won't find ANY implementation that is equally fast with a small
area and the entire 60M area at once
L2220[22:31:30] <gigaherz> that
said
L2221[22:31:33] <quadraxis> well block
pos might be packed into a long at times
L2222[22:31:36] <gigaherz> have you
looked at my OcTree code?
L2223[22:31:38] <mezz> you need a
limitation somewhere. I honestly believe minecraft's world limit is
ridiculously big
L2224[22:31:47] <quadraxis> and that has
a smaller limit for y values
L2225[22:32:19] <barteks2x> the toLong
from BlockPos is used in I think 2 places in vanilla and I will
need to replace them
L2226[22:32:57] <barteks2x> For some
reason I just can't accept that the world won't be exact
cube...
L2227[22:33:51] <quadraxis> do you have y
as +/- or + only?
L2228[22:33:59] <barteks2x> + and -
L2229[22:35:25] <barteks2x> I guess if I
really wanted I could do something like
Long2ObjectMap<Cube[]> where each element would contain 2x2x2
cubes, that would give 3 additional bits in that long
L2230[22:35:52] <quadraxis> just have
multiple maps
L2231[22:36:22] <quadraxis> ?
L2232[22:36:41] <barteks2x> or 2x2x2 map
array, tat would work too
L2233[22:36:47] <quadraxis> you'd only
need 4, right?
L2234[22:37:55] <barteks2x> for now - I
will probably stick with packing x/y/z into long and max 8M
height
L2235[22:38:27] <quadraxis> having a good
worldgen for the full height range might be an issue first
anyway
L2236[22:38:44] <barteks2x> there is no
way worldgen will use full height
L2237[22:39:10] <mezz> you could make
lots of underground depth though, relatively simple to
generate
L2238[22:40:25] <barteks2x> what would
that be? I currently have caves at every height and that's
all
L2239[22:41:24] <quadraxis> hmm, could
have a nether-like layer
L2240[22:41:32] <quadraxis> or something
like the deep dark
L2241[22:42:16] <barteks2x> that would
probably be for worldgen mods, I want to release it at some
point
L2242[22:42:29] <barteks2x> porting
vanilla worldgen is already hard enough
L2243[22:42:32] <mezz> yeah
L2244[22:42:50] <barteks2x> I finally
managed to have noise generator broken in the same way as
vanilla
L2245[22:44:14] <barteks2x> in a way that
is independent of starting position
L2247[22:45:59] <mezz> that's pretty
important to the minecraft feel
L2249[22:46:58] <mezz> interesting
L2250[22:47:12] <barteks2x> but only on Y
axis
L2251[22:47:31] <barteks2x> only
interpolation on 4x8x4 block scale makes it non-obvious
L2252[22:47:38] <barteks2x> and it's
there since minecraft infdev
L2253[22:47:52] <mezz> it's not
necessarily a bad thing
L2254[22:48:24] <barteks2x> in vanilla
it's a result of probably a failed optimization, but it makes the
final noise dependent on starting Y position
L2255[22:48:46] <barteks2x> I made it
work like that with custom Perlin noise implementation and make it
independent of starting position
L2256[22:49:15] <quadraxis> might be
notch screwed with the implementation to make more 'interesting'
terrain?
L2257[22:49:27] <barteks2x> in the whole
noise generator in vanilla there is one if() that makes no sense
whatsoever
L2258[22:49:32] <barteks2x> and this is
what makes it happen
L2259[22:50:34] <barteks2x> it basically
uses fractional part of Y coordinate 0 for gradient
calculation
L2260[22:51:37] <tterrag> seems unlikely
to be an accident
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L2262[22:51:52] <barteks2x> that looks a
lot like attempt at optimization in the code
L2263[22:52:02] <barteks2x> because it's
not obvious what that if() actually does
L2265[22:53:36] <gigaherz> What's the
String.format specifier for just printing the given object's
tostring?
L2266[22:54:02] <barteks2x> I think %s
wil work
L2267[22:54:13] <mezz> I do stuff like
that when I'm fucking around, see the Forestry bee particles for
some "interesting" random code that just happens to make
them look how I wanted heh
L2268[22:55:07] <barteks2x> I spent days
trying to figure out why I was getting discontinuities at chunk
borders in earlier cubic chunks version that used vanilla
noise
L2270[22:56:11] <gigaherz> I converted my
OcTree class to java
L2271[22:56:15] <gigaherz> ;P
L2272[22:56:20] <gigaherz> 100%
untested
L2273[22:56:24] <gigaherz> but the C#
code worked ;P
L2274[22:57:38] <barteks2x> that may be
useful, thanks. but for large distances that would mean up to 20
lookups for just getting block
L2275[22:57:58] <gigaherz> yes of
course
L2276[22:58:36] <gigaherz> well not a
block
L2277[22:58:40] <gigaherz> this is meant
for chunks
L2278[22:58:51] <barteks2x> to get block
you first need to get chunk so...
L2279[22:58:56] <gigaherz> also
L2280[22:59:11] <gigaherz> you could use
"regions"
L2281[22:59:12] <gigaherz> as in
L2282[22:59:51] <gigaherz> you could
group each NxNxN block of cubes into one fixed array
L2283[22:59:57] <gigaherz>
Cube[N*N*N]
L2284[23:00:05] <gigaherz> and then you
reduce the depth by N
L2285[23:00:23] <barteks2x> In beta 1.7.3
source I've seen ChunkProvider that had only such array and nothing
else, the whole class was unused
L2286[23:00:47] <gigaherz> the problem
with using a hash table for this
L2287[23:00:52] <gigaherz> is that once
the world grows a bit
L2288[23:00:55] <gigaherz> it will start
having collisions
L2289[23:01:05] <gigaherz> and then each
bucket will have a list of elements in it
L2290[23:01:08] <barteks2x> that's also a
problem for vanilla
L2291[23:01:10] <gigaherz> and they will
be compared iteratively
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L2293[23:02:00] <barteks2x> but as the
world grows usually less chunks are generated and worldgen is the
main reason why it needs to be fast
L2294[23:02:31] <barteks2x> because
populator doesn't access chunks directly
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L2296[23:02:50] <barteks2x> and
lighting
L2297[23:03:18] <barteks2x> which is
updated most frequently when generating terrain
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L2300[23:04:49] <barteks2x> and currently
the best way to compare performance if it I have is using the
vanilla terrain generator in cubic chunks
L2301[23:05:04] <quadraxis> don't chunks
get unloaded anyway?
L2302[23:05:30] <gigaherz> updated the
gist, I was missing some @Nullable annotations ;P
L2303[23:05:58] <barteks2x> Nullables
aren't an issue there there :)
L2304[23:06:22] <gigaherz> yes they are,
since looking up a missing key will return null
L2305[23:06:40] <barteks2x> @quadraxis,
they do, it's only issue with more players. And with more players
terrain generation usually doesn't happen that frequently
L2306[23:07:03] <gigaherz> wouldn't it
happen MORe frequently?
L2307[23:07:06] <quadraxis> also the
won't the table auto increase size
L2308[23:07:08] <gigaherz> since there's
more players moving around?
L2309[23:07:13] <quadraxis> if load
factor is exceeded
L2310[23:07:18] <barteks2x> no because as
you have more players more of the map is already generated
L2311[23:07:33] <gigaherz> unlessthose
players just joined...
L2312[23:07:34] <gigaherz> XD
L2313[23:07:40] <gigaherz> it's more
about the age of the server
L2314[23:07:42] <gigaherz> than the
number of players
L2315[23:07:49] <barteks2x> and tell me
which server starts with 10+ players instantly
L2316[23:08:07] <gigaherz> any server
that has just reset after switching versions or such
L2317[23:08:08] <gigaherz> XD
L2318[23:08:33] <barteks2x> it's still a
problem that vanilla has that can't be really solved
L2319[23:08:51] <gigaherz> yeah not
complaining to you about that
L2320[23:09:22] <barteks2x> the problem
is getting it at the same performance as vanilla
L2321[23:09:40] <gigaherz> how does
vanilla store the chunks?
L2322[23:09:56] <gigaherz> is it an
int-to-object map?
L2323[23:10:08] <barteks2x>
LongObjectHashMap from FastUtil
L2324[23:10:20] <gigaherz> can't you do
that for the XZ coords
L2325[23:10:25] <gigaherz> and then have
a second level for Y?
L2326[23:10:33] <barteks2x> that's
already going to be slower
L2327[23:10:37] <gigaherz> well of
course
L2328[23:10:39] <barteks2x> 1 more map
lookup
L2329[23:10:42] <gigaherz> then
L2330[23:10:48] <gigaherz> remove a few
bits from each coord
L2331[23:10:58] <gigaherz> and have the
result of the lookup be an NxNxN array
L2332[23:10:59] <mezz> I really think the
best solution here is limiting the Y bits slightly
L2333[23:11:04] <mezz> and packing into a
long
L2334[23:11:07] <gigaherz> as in
L2335[23:11:09] <gigaherz> instead
of
L2336[23:11:15] <mezz> you want it to be
really fast and it doesn't get faster than that
L2337[23:11:21] <gigaherz> 22+22+X
L2338[23:11:54] <gigaherz> make it
21+21+21 (63 bits, fits in a long)
L2339[23:12:08] <gigaherz> and then the
missing "bits", you can use an array
L2340[23:12:14] <barteks2x> then why not
use that 1 additional bit for something?
L2341[23:12:23] <gigaherz> because it's
the sign bit
L2342[23:12:24] <gigaherz> and meh.
L2343[23:12:29] <gigaherz> ;P
L2344[23:12:47] <gigaherz> 3-way
simmetry.
L2345[23:12:50] <gigaherz>
symmetry*
L2346[23:13:03] <gigaherz> incidently,
anyone else bothered that the word symmetry isn't symmetric
;P
L2347[23:13:12] <barteks2x> I currently
have AddressTools class for packing and unpacking coordinates...
and I want to remove it because that class is used all over the
code
L2348[23:14:11] <gigaherz> hmmm how many
bits is a vanilla x/z coord?
L2349[23:14:15] <gigaherz> 26?
L2350[23:14:19] <quadraxis> is it not
part of the coordinate class
L2351[23:14:25] <barteks2x> chunk coords
or block coords?
L2352[23:14:33] <quadraxis> as you'll
have to use that everywhere anyway
L2353[23:14:36] <gigaherz> wait yeah
chunk
L2354[23:14:43] <barteks2x> 22
L2355[23:14:49] <quadraxis> vanilla chunk
is 64 bits
L2356[23:14:51] <gigaherz> yeah I was
remembering right
L2357[23:14:54] <gigaherz> so a chunk
coord is
L2358[23:14:58] <quadraxis> but some are
unused
L2359[23:15:02] <gigaherz> 22+22+2?
bits?
L2360[23:15:14] <gigaherz> so without
editing the vanilla coord format
L2361[23:15:17] <quadraxis> 32 + 32 for x
and z
L2362[23:15:23] <barteks2x> vanilla packs
chunk coords into long for map
L2363[23:15:28] <barteks2x> and it's 32
bits per coord
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L2365[23:15:35] <gigaherz> you could
expand it to 22+22+20
L2366[23:15:53] <gigaherz> and have each
returned object be a Cube[4]
L2367[23:16:01] <quadraxis> no
L2368[23:16:03] <barteks2x> that's how
it's done now, but this code is almost everywhere even in places
where it's completely unnecessary
L2369[23:16:12] <gigaherz> quadraxis: why
not?
L2370[23:16:13] <barteks2x> (wuthout the
array[4])
L2371[23:16:18] <quadraxis> better to
have 4 tables
L2372[23:16:24] <gigaherz> wat?
L2373[23:16:41] <barteks2x> better for
memory usage, and ness null checks
L2374[23:16:44] <barteks2x> *less
L2375[23:16:52] <gigaherz> having the
whole hash table duplicated is better?
L2376[23:16:53] <gigaherz> o_O
L2377[23:16:57] <quadraxis> well i feel
like it's better, as mostly you will only be using one table
L2378[23:17:06] <barteks2x> no, 4 hash
tables, each for different coordinate ranges
L2379[23:17:13] <gigaherz> there's a 99%
chance that if Cube[0] is loaded, cube[1] will also be
L2380[23:17:16] <quadraxis> you don't
have the table unless it's needed
L2381[23:17:18] <gigaherz> oh
L2382[23:17:21] <gigaherz> if you split
by quadrants
L2383[23:17:23] <gigaherz> that'd work,
yes
L2384[23:17:32] <gigaherz> you could even
use 8 tables, then
L2385[23:17:40] <gigaherz> one for
(+,+,+)
L2386[23:17:45] <gigaherz> one for
(+,+,-)
L2387[23:17:46] <gigaherz> etc
L2388[23:18:18] <quadraxis> you probably
won't have chunks with y 0 and y 600000 also loaded
L2389[23:18:24] <barteks2x> or you could
be a masochist a(like author of the bug PR) and try to write your
own 3-int-key hash map
L2390[23:18:29] <gigaherz> quadraxis: yes
you would
L2391[23:18:36] <gigaherz> since vanilla
chunkloads the area around spawn chunks
L2392[23:18:36] <gigaherz> XD
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L2394[23:20:07] <barteks2x> from what I
see, he already tried to write 2 cubic chunks mods
L2395[23:20:35] <gigaherz> thinking about
it
L2396[23:20:44] <quadraxis> only if
someones way out far, and then hey, the farlands is slightly
slower
L2397[23:20:51] <gigaherz> splitting the
world into quadrants seems like an excellent idea for my proof of
concept thing, too
L2398[23:21:52] ***
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L2446[23:24:58] <quadraxis> doing as lex
suggested and having a generic extension class
L2447[23:25:01] <barteks2x> I will
probably try that, I tried doing that once but it screwed up
rendering
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L2449[23:26:01] <barteks2x> So I removed
it, and then I discovered a rare crash. Then fixed the unerlying
cause of the crash and at the same time that broken rendering from
when I implemented that caching
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L2451[23:27:47] <gigaherz> I used to have
a "last lookup cache" in my proof of concept thingy
L2452[23:27:55] <gigaherz> but I removed
itwhen the OcTree was just fast enough
L2453[23:27:56] <gigaherz> ;P
L2454[23:28:02] <gigaherz> that
said
L2455[23:28:21] <gigaherz> I have not yet
triedto generate chunks some million blocks away from 0
L2456[23:28:24] <gigaherz> so maybe it
would be useful
L2457[23:28:29] <barteks2x> The reason I
had broken rendering was that rendering code accessed chunks from 4
different threads at once
L2458[23:28:45] <gigaherz> I have a
ReadWriteLock for that
L2459[23:29:06] <barteks2x> ReadWriteLock
for what?
L2460[23:29:10] <barteks2x> and
where?
L2461[23:29:16] <gigaherz> on my
OcTree
L2462[23:29:29] <gigaherz> on the public
get and put methods
L2463[23:29:31] <barteks2x> so it's
thread safe?
L2464[23:29:46] <gigaherz> probably
L2465[23:30:09] <gigaherz> my proof of
concept engine is inherently multithreaded
L2466[23:30:17] <gigaherz> I use async
jobs for stuff like worldgen
L2467[23:30:23] <gigaherz> it's SLOw,
though
L2468[23:30:24] <gigaherz> ;P
L2469[23:30:31] <gigaherz> SLOW*
L2470[23:30:52] <gigaherz> the rendering
is fast, but worldgen sucks
L2471[23:30:52] <quadraxis> did you
benchmark RWLock against a mutex?
L2472[23:31:06] <gigaherz> nope
L2473[23:31:14] <barteks2x> worldgen is
slow brobably because of noise genration
L2474[23:31:19] <gigaherz> yep
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L2476[23:31:36] <barteks2x> minecraft
allso had that problem in alpha version
L2477[23:31:44] <gigaherz> anyhow it's in
C#, using custom structures, and completely different design than
mc
L2478[23:31:48] <gigaherz> so it's like
comparing apples to oranges
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L2480[23:32:30] <barteks2x> some things
are still the same
L2481[23:33:25] <gigaherz> the most
annoying thing is that I broke it
L2482[23:33:32] <gigaherz> it used to be
able to generate new chunks and such
L2483[23:33:37] <gigaherz> but now the
queue never empties
L2484[23:33:47] <gigaherz> and I didn't
touch the code for months
L2485[23:33:54] <gigaherz> so now I have
no idea what I was doing when it broke
L2486[23:33:55] <gigaherz> XD
L2487[23:34:48] <barteks2x> I know that
feeling, it's even worse when you leave code in compilable but
broken WIP state and return months later
L2488[23:35:03] <gigaherz> ell it IS
compilable
L2489[23:35:04] <gigaherz> ;P
L2490[23:35:06] <gigaherz> well*
L2491[23:35:14] <gigaherz> that's the
issue, I can run it, but nothing works the way it was supposed
to
L2492[23:35:14] <gigaherz> XD
L2493[23:35:31] <barteks2x> It happened
to me a few times already
L2494[23:36:09] <barteks2x> only worse
thign: you leave the code working, return a few months later and it
doesn't work
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L2536[23:36:37] *** catastrophe.esper.net sets
mode: +v LatvianModder
L2537[23:36:38]
⇦ Quits: modmuss50 (~modmuss50@94.ip-51-255-198.eu) (Excess
Flood)
L2538[23:36:41] <gigaherz> fps: 10; tiles
in progress: 11; pending tiles: 33372; queued tasks: 0 <<
wat!
L2539[23:36:42] <gigaherz> XD
L2540[23:36:59] <gigaherz> how's there 11
tiles in progress, but 0 tasks?!
L2541[23:37:02]
⇨ Joins: modmuss50
(~modmuss50@94.ip-51-255-198.eu)
L2542[23:38:59] <quadraxis> they get
removed from the queue to be worked on??
L2543[23:39:17] <barteks2x> Do you think
there is any chance that for 1.11 lex would accept PR that change
to ForgeChunkManager to be more cubicchunks friendly? (requesting
block volumes to stay loaded instead of chunks)
L2544[23:39:17] <gigaherz> nono
L2545[23:39:22] <gigaherz> the tasks is a
scheduler
L2546[23:39:34] <gigaherz> it counts the
number of async tasks being run in worker threads
L2547[23:39:42] <gigaherz> the tiles in
progress are "chunks"that I marked as "in
progress"
L2548[23:39:47] <gigaherz> so, their
boolean is true
L2549[23:40:08] <gigaherz> the idea
is
L2550[23:40:12] <gigaherz> when the
generator finishes
L2551[23:40:15] <gigaherz> that boolean
gets set to false
L2552[23:40:30] <gigaherz> so it makes no
sense for 11 tiles to still be in progress, but there be 0
tasks
L2553[23:40:50] <gigaherz> it means the
sequence of events that should be triggering successive tasks to
begin, isn't happening
L2554[23:42:16] <gigaherz> oooh
L2555[23:42:16] <gigaherz> Exception
thrown: 'System.IndexOutOfRangeException' in
VoxelWorldEngine.DX.exe
L2556[23:42:22] <gigaherz> that's
interesting
L2557[23:42:31] <gigaherz> why aren't
those stopping the debugger
L2558[23:42:33] <barteks2x> seing
exception in .exe seems so weird...
L2559[23:46:46] <SatanicSanta> gigaherz:
Got any other ideas regarding this stupid IModel? :P
L2560[23:47:17] <gigaherz> YAY
fixed
L2561[23:47:22] <gigaherz> it was that
out of range exception :)
L2562[23:47:36] <gigaherz> a bug in the
water generation step
L2563[23:48:00] <gigaherz> hmmm my
2pending tiles" counter doesn't seem to go down ...
L2564[23:49:13] <DemonWav> Anyone in here
online right now use my intellij plugin?
L2565[23:49:34] <barteks2x> what
plugin?
L2567[23:49:53] <gigaherz> SatanicSanta:
what does it do/not do?
L2568[23:50:01] <SatanicSanta> gigaherz:
IModel#bake is never called
L2569[23:50:21] <SatanicSanta> even
though ICustomModelLoader#accepts is returning true and loadModel
is returning the correct thing in the correct instances
L2570[23:50:45] <DemonWav> I have a
recent feature for MCP projects like forge mods regarding access
transformers
L2571[23:51:00] <gigaherz> errors in the
log, SatanicSanta?
L2572[23:51:04] <SatanicSanta> nada
L2573[23:51:17] <barteks2x> something
about access transformers? that may be useful
L2574[23:51:22] <gigaherz> so,
L2575[23:51:29] <gigaherz> your model is
being loaded
L2576[23:51:33] <barteks2x> features page
says "coming soon" so I can't find out myself
L2577[23:51:41] <gigaherz> I see that it
has IModelCustomData
L2578[23:51:46] <gigaherz> is the custom
data stuff called?
L2579[23:51:54] <SatanicSanta> no,
because bake is never called
L2580[23:52:03] <SatanicSanta> so no
baked model will ever be created
L2581[23:52:04] <DemonWav> yeah, I'm no
good at website stuff, so it might be a while before I can actually
get that page up
L2582[23:52:10] <gigaherz> aha
L2584[23:52:14] <gigaherz> so the custom
data is used afterward
L2585[23:52:25] <barteks2x> and what is
the ATs feature?
L2586[23:52:31] <SatanicSanta> yes
L2587[23:52:31] <gigaherz> right, you
don't have "custom" in the blockstates file
L2588[23:52:38] <DemonWav> barteks2x one
mmoment
L2589[23:52:56] <SatanicSanta> gigaherz:
process is called in ItemOverrideList#handleItemState
L2590[23:53:17] <gigaherz> why do you use
IModelCustomData, then
L2591[23:53:21] <DemonWav> the srg name
lookup is part of the feature, since it lets you easily find the
srg name of something if you want to create an AT entry
L2592[23:53:29] <gigaherz> and not just
something custom? ;P
L2593[23:53:34] <SatanicSanta> gigaherz:
what do you mean?
L2594[23:53:38] <gigaherz> I mean
L2595[23:53:51] <gigaherz>
IModelCustomData is used by the loading process to handle the
"custom" block in the blockstates file
L2596[23:54:13] <gigaherz> it seems a bit
silly to use it for passing random values to your own model, that
you have right there in the code
L2598[23:54:21] <gigaherz> but either
way
L2599[23:54:23] <gigaherz> not the
issue
L2600[23:54:37] <SatanicSanta> gigaherz:
How else would the IModel know which resourcelocations to use for
its textures?
L2601[23:54:49] <gigaherz>
IRetexturableModel
L2602[23:55:04] <gigaherz> but
L2603[23:55:30] <gigaherz> what I mean is
just that if you know which model it is you want
L2604[23:55:36] <gigaherz> you could just
pass those values in the model constructor or whatever
L2605[23:55:38] <barteks2x> That seems
very useful, and it's enough for me to start using it. Is there
anything else it does that is useful with forge?
L2606[23:55:53] <SatanicSanta> gigaherz:
no because then i would have to create thousands of instances of
SteamToolModel
L2607[23:56:01]
⇦ Quits: IceDragon (~ThatGuy@184.170.5.18) (Ping timeout: 384
seconds)
L2608[23:56:02] <gigaherz> wat?
L2609[23:56:17] <SatanicSanta> "you
could just pass those values in the model constructor or
whatever"
L2610[23:56:18] <gigaherz> .process and
.retexture are supposed to return a new instance
L2612[23:56:27] <SatanicSanta> oh,
yes
L2613[23:56:29] <SatanicSanta> you're
right
L2614[23:56:30] <SatanicSanta> nvm
L2615[23:56:51] <DemonWav> And event
listener generation as well
L2616[23:57:31] <barteks2x> I will
definitely start using it, even if just for srg names lookup and
ATs goto
L2617[23:57:34] <gigaherz> your model is
too complicated
L2618[23:57:41] <SatanicSanta> how?
L2619[23:57:42] <gigaherz> you reuse the
same model class for the outer model with the override list
L2620[23:57:48] <gigaherz> and the
concrete models with the data
L2621[23:58:36] <gigaherz> also
L2622[23:58:37] <gigaherz> private static
final Function<ResourceLocation, TextureAtlasSprite>
TYPICAL_TEXTURE_GETTER =
L2623[23:58:37] <gigaherz> location ->
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());
L2624[23:58:39] <gigaherz> you don't need
that
L2625[23:58:55] <SatanicSanta> got it
from ModelDynBucket
L2626[23:59:12] <SatanicSanta> I have no
idea what you mean about model class reusing
L2627[23:59:25] <SatanicSanta> what
classes and where am i reusing it?
L2628[23:59:58] <SatanicSanta> and what
should I use instead of that TYPICAL_TEXTURE_GETTER?