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L1[00:01:11] <tterrag> lex: there should be
an @Ignore
L2[00:01:18] <tterrag> if I want to have
non-config fields
L3[00:01:33] <tterrag> otherwise looking
great
L4[00:04:43] <LexManos> maybe...
L5[00:05:01] <LexManos> Adding things after
the fact is always possible
L6[00:05:06] <LexManos> removing on the
other hand is not./
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L8[00:05:45] <covers1624> Ohh, new config
stuff
L9[00:06:39] <kashike> tterrag: or
`transient` keyword
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L11[00:08:15] <tterrag> kashike: true
L12[00:08:19] <tterrag> that's what gson
does. makes sense
L13[00:08:32] <kashike> gson has support
for transient and an annotation iirc
L14[00:10:01] <tterrag> not quite
L15[00:10:11] <tterrag> either you use
transient, or you turn on a mode where it requires @Expose
L16[00:10:17] <tterrag> there is no @Ignore
sadly
L17[00:10:46] <kashike> oh, yeah, other way
around for gson - expose
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L43[01:59:43] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161011 mappings to Forge Maven.
L44[01:59:47] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161011-1.10.2.zip
(mappings = "snapshot_20161011" in build.gradle).
L45[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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L75[04:23:11] <OrionOnline> Heey guys
L76[04:23:19] <OrionOnline> (and
girls)
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L82[05:07:42] <LatvianModder> deobfCompile
is something only added by forgegradle?
L83[05:07:57] <LatvianModder> actually,
duh, makes sense
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L86[05:16:09] <Koward> Damn my TE is null
at randomDisplayTicks and it pisses me off.
L87[05:16:37] <Ordinastie> you're probably
doing it wrong
L88[05:16:41] <Ordinastie> show code
L89[05:17:22] <Koward> Which part ?
L90[05:17:26] <Ordinastie> the block
L91[05:17:55] <LatvianModder> *please dont
be BlockContainer please dont be BlockContainer *
L92[05:19:17] <Ordinastie> I'm more like
*please don't paste the full class here :x*
L93[05:19:33] <Koward> Come on. I'm a
retard, but not that retarded.
L94[05:20:02] <Ordinastie> you'd be
surprise how often that happens
L96[05:22:19] <Ordinastie> LatvianModder,
and that's why I prefer to use ITEP
L97[05:22:26] <Ordinastie> Koward, you're
missing hasTileEntity override
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L99[05:23:01] <Ordinastie> also, ew the
formatting :s
L100[05:23:41] <Koward> I don't know why
the formatting is fucked up, I assure you it's not that messy on my
side
L101[05:23:45] <LatvianModder> yes,
hasTileEntity(IBlockState) is essential
L102[05:24:00] <Ordinastie> Koward, yes it
it
L103[05:24:02] <Ordinastie> *it is
L104[05:24:10] <Ordinastie> you just don't
*see* it
L105[05:24:20] <LatvianModder> Im pretty
sure its hastebin
L106[05:24:27] <Ordinastie> no
L107[05:24:32] <Ordinastie> mixed tabs and
spaces
L108[05:24:49] <Subaraki> ctrl a ctrl
i
L109[05:24:49] <Koward> Oh yes I just
noticed.
L110[05:24:51] <Subaraki> very handy
L111[05:25:06] <LatvianModder> Crtl +
Shift + F
L112[05:25:06] <Ordinastie> just auto
format on save
L113[05:25:11] <LatvianModder> at least
with Eclipse key settings
L114[05:25:16] <LatvianModder> assert(te
!= null); why
L115[05:25:30] <Ordinastie> oh no don't do
that
L116[05:25:30] <LatvianModder> IIRC assert
isnt even recommended by Java :P
L117[05:25:40] <Ordinastie> just return if
no TE
L118[05:25:44] <Koward> Oh I was just
checking things between the time I said my problem here and the
moment I pasted code
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L120[05:26:00] <Ordinastie> and check type
of TE too
L121[05:26:07] <Ordinastie> before
casting
L122[05:26:09] <LatvianModder> dont null
check at all
L123[05:26:22] <LatvianModder> basically
if(te instanceof TileMy) { ... }
L124[05:26:33] <Koward> Why checking ? It
has to be that type. If it's not there's something very
wrong.
L125[05:26:39] <LatvianModder> no
L126[05:26:44] <Ordinastie> no
L127[05:27:00] <Ordinastie> I have a block
that disguise itself as others
L128[05:27:02] <Koward> What else could it
be ?
L129[05:27:22] <LatvianModder> thats
probably the most popular case, yes
L130[05:27:46] <LatvianModder> Even though
its hard to do it nowdays, you should still check for instanceof.
Also it looks better
L131[05:27:48] <Ordinastie> well, tbh, my
camo block actually has a proxy world for that
L132[05:27:52] <LatvianModder> Also its
general safety
L133[05:28:02] <Ordinastie> but yes,
that
L134[05:28:06] <LatvianModder> Mine too
had that but its still not 100% guarateed to work
L135[05:28:14] <Ordinastie> never had an
issue
L136[05:28:20] <Ordinastie>
suprisingly
L137[05:28:53] <LatvianModder> me neither.
also suprisingly :P
L138[05:29:17] <Ordinastie> did you copy
the typo on purpose? ><
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L140[05:29:38] <Koward> General safety
could hide my problem or my misunderstanding of what can
happen.
L141[05:30:40] <Ordinastie> hum wut
?
L142[05:33:22] <Koward> I prefer errors to
problems I won't see.
L143[05:33:54] <Ordinastie> but that
shouldn't error
L144[05:34:25] <Ordinastie> you mod will
crash in modpack because you didn't anticipate mod
interractions
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L146[05:35:39] <Koward> Okay. By the way,
still getting TE null. Could the randomDisplayTick happen before
the TE is actually set ?
L147[05:35:47] <Ordinastie> no
L148[05:36:25] <Ordinastie> show code
again
L150[05:37:33] <Subaraki> isn't
randomdisplaytick client side only ?
L151[05:37:36] <LatvianModder> uugh
L152[05:37:40] <Subaraki> and have you
tried starting a new world?
L153[05:37:49] <LatvianModder> wrong
hasTileEntity
L154[05:37:58] <LatvianModder>
hasTileEntity(IBlockState)
L155[05:38:26] <LatvianModder> and you are
*still* not using instanceofs in your Block file
L156[05:39:31] <Subaraki> the instanceof
is very important ^
L157[05:39:47] <Subaraki> if your
tileentity gets changed, or altered by anything, it'll crash
L158[05:39:51] <LatvianModder> line 93:
tiny optimization - cache the AABBs. Also return instead of setting
the aab, then break
L159[05:39:52] <Subaraki> because it
cannot cast to yours
L160[05:40:52] <LatvianModder> we already
told him that :P
L161[05:41:47] <LatvianModder>
EnumFacing.values(), you can replace that with EnumFacing.VALUES.
might be 1 nanosecond faster
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L169[06:09:24] <OrionOnline> fry, you
around?
L170[06:09:32] <OrionOnline> I have an
interesting question
L171[06:09:41] <OrionOnline> regarding
this exception:
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L175[06:28:54] <howtonotwin> I'm tertiary
model guru.
L176[06:29:02] <howtonotwin> Can you post
then json?
L177[06:29:03] <howtonotwin> :P
L178[06:29:17] <howtonotwin> OrionOnline
^
L179[06:29:35] <howtonotwin> *the
L180[06:29:58]
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L184[06:34:26] <OrionOnline>
howtonotwin
L185[06:34:33] <OrionOnline> You should
now that the model is split into three files
L186[06:34:38] <OrionOnline> But yeah one
sec
L187[06:35:00] <howtonotwin> and what was
your question?
L188[06:35:40] <OrionOnline> One sec i am
looking up the method name
L190[06:36:57] <OrionOnline> I know it was
possible with Items
L191[06:37:01] <OrionOnline> But i need it
for blocks
L192[06:37:21] <howtonotwin>
statemappers
L193[06:37:29] <howtonotwin> one
moment
L195[06:38:02] <howtonotwin> read the
block models section
L196[06:38:20] <howtonotwin> including
"Custom IStateMappers"
L197[06:38:40] <OrionOnline> howtonotwin,
i have those one sec
L198[06:39:28] <howtonotwin> also may I
advise you to replace those ifs with a switch :P
L200[06:42:06] <OrionOnline> And yeah i
will upgrade that, it was a test for the conduits so that i could
get their logic working
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L202[06:42:28] <OrionOnline> I need to fix
ther locale and stuff like that
L203[06:42:53] <OrionOnline> So i will
give the Enum for the type a proper upgrade as well which will
improve the handling of this as well
L204[06:43:18] <OrionOnline> So i have the
StateMapper splitting the state into three blockstate files
L206[06:43:49] <OrionOnline> But it still
cannot find it
L207[06:44:21] <howtonotwin> hmm
L208[06:46:23] <howtonotwin> do the blocks
in the world still look correct?
L209[06:48:39] <OrionOnline> Yeah
L210[06:48:42] <OrionOnline> both in the
world
L211[06:48:45] <OrionOnline> And in the
inventory
L212[06:49:37] <howtonotwin> so you just
get this exception even though nothing breaks
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L220[07:01:18] <gigaherz> there proposed
my terminal-free configuration instructions as a docs PR
L222[07:01:20] <gigaherz> ;P
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(Killed (NickServ (GHOST command used by howtolose)))
L229[07:12:04] ***
howtolose is now known as howtonotwin
L230[07:20:10] ⇦
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L231[07:29:02]
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L232[07:30:13] <Subaraki> any way to get
the item being placed in the container ?
L233[07:30:24] <Subaraki> on slot click
returns only the item when there is one in the slot, not when it is
placed
L234[07:30:42] <Ordinastie> !xy
L235[07:31:26] <Ordinastie> what are you
trying to do?
L236[07:33:16] <Subaraki> when placing an
item, set a flag in my entity class
L237[07:33:34] <Subaraki> now it only
changes when you take the item out
L238[07:33:55] <Ordinastie> placing an
item where ?
L239[07:34:06] <Subaraki> in a slot.
slotClick has the player argument that i need
L240[07:34:59] <Subaraki> i also called it
onSlotChange in the slot itself, but that changes the flag
everytime i open the inventory
L241[07:35:38] <Ordinastie> you mean the
player inventory ?
L242[07:35:39] <Subaraki> hmm, putStack
seems interesting
L243[07:35:52] <Subaraki> no, its an
ivnentory bound to the player that changes pet values
L244[07:36:15] <Ordinastie> check the slot
content each tick
L245[07:36:17] <Subaraki> decided to save
the inventory to the player, because you can only have one pet at a
time, and this way you can keep it over said pet's death
L246[07:37:20] <Ordinastie> or use
onSlotChanged
L247[07:37:36] <Subaraki> i did use
onSlotChanged
L248[07:37:48] <Subaraki> but every time
you open the inventory, onSlotChanged is called
L249[07:37:53] <Ordinastie> and ?
L250[07:38:11] <Subaraki> so items with
random int switches get reset everytime
L251[07:38:21] <Subaraki> kinda anoying if
you're looking for a certain skin
L252[07:38:28] <Ordinastie> wut ?
L253[07:38:52] <Subaraki> place rabbit
foot in slot, get rabbit with skin [0;5]
L254[07:39:02] <Subaraki> keep placing it
again untill you find the skin that appeals to you
L255[07:39:25] <Subaraki> if it then
changes evertime you open the inventory again, can be a pain to try
and find the texture you want
L256[07:39:28] <Subaraki> anyway
L257[07:39:41] <Ordinastie> onSlotChanged,
just check if your item is here, set your flag accordingly
L258[07:39:42] <Subaraki> this might solve
it : using putStack in the slot
L259[07:40:01] <Ordinastie> god, I'm sorry
I asked :s
L260[07:40:15] <Subaraki> ?
L261[07:40:24] <Subaraki> this is getting
confusing ._.
L262[07:40:32] *
Subaraki hides in a hideyhole
L263[07:40:50] <gigaherz> Subaraki:
there's a field in the player inventory for the stack "on the
mouse"
L264[07:41:33] <Subaraki> yeah, that I
know. didn't think that would fit in
L265[07:41:38] <Ordinastie> yes, but
that's dumb
L266[07:41:50] <gigaherz> first of
all
L267[07:41:53] <gigaherz> is this your own
GUI?
L268[07:41:56] <Subaraki> yes
L269[07:42:00] <Ordinastie> doesn't
matter
L270[07:42:06] <Ordinastie> don't use
player interaction to set it
L271[07:42:08] <gigaherz> so get your own
custom Slot class, and handle the putStack method
L272[07:42:17] ⇦
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L273[07:42:17] <Ordinastie> if the slot is
set programmatically, that won't work anymore
L274[07:42:22] <Subaraki> <Subaraki>
this might solve it : using putStack in the slot
L275[07:42:49] <Subaraki> but thanks for
the help guys :)
L276[07:43:03] <Subaraki> sometimes just
blurting stupid code in this chat helps self realization
L277[07:43:10] <Subaraki> o/
L278[07:43:26]
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L279[07:47:01] <Subaraki> darnit, putStack
also gets called on opening the inventory !
L280[07:51:21] <gigaherz> of course
L281[07:51:47] <gigaherz> well
L282[07:51:49] <gigaherz> on the client,
at least
L283[07:52:00] <gigaherz> remember that
there's two copies of the Container, and the slots
L284[07:52:05] <gigaherz> one on the
server, and one on the client
L285[07:52:10] <gigaherz> and the first
thing that happens when you open an inventory
L286[07:52:17] <gigaherz> is the server
sends the slots' contents to the client
L287[07:52:51] <gigaherz> you should make
it so that the special "selection" logic only runs on the
server, I guess
L288[07:55:33] ***
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L289[07:59:55]
⇨ Joins: OrionOnline
(~OrionOnli@ip-80-236-217-21.dsl.scarlet.be)
L290[08:00:13] <OrionOnline> howtonotwin,
you still there?
L291[08:00:20] <howtonotwin> yep
L292[08:01:03] <howtonotwin> are you on
latest forge?
L293[08:01:15] <OrionOnline> nope
L294[08:01:19] <OrionOnline> i can update
however
L295[08:01:22] <howtonotwin> try
updating
L296[08:01:49] <howtonotwin> right before
you left:
L297[08:01:49] <howtonotwin>
<howtonotwin> so you just get this exception even though
nothing breaks
L298[08:02:00] <howtonotwin> ?
L299[08:02:06]
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L300[08:02:45] <OrionOnline> Yes
L301[08:02:48] <OrionOnline> Nothing
breaks
L302[08:02:53] <OrionOnline> at least
nothing that i notice
L303[08:03:00] <OrionOnline> It just
spamms the log with that
L304[08:03:25] <howtonotwin> do you ever
register the model for that item anywhere else?
L305[08:03:53] <OrionOnline> Nope
L306[08:04:02] <OrionOnline> I
checked
L307[08:04:09] <OrionOnline> Those are the
only two places that handle that
L308[08:04:51]
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L309[08:05:04] <howtonotwin> sounds like a
bug in forge :D
L310[08:05:05] <howtonotwin> update
it
L311[08:06:02]
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L312[08:07:52] <OrionOnline> I am
now
L313[08:08:44] <OrionOnline> Lets see if
this version fixes it: 1.10.2 - 12.18.2.2103
L314[08:10:17] ⇦
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L319[08:18:59] *
howtonotwin is confused
L320[08:19:04] <gigaherz> OrionOnline:
that IS the right filename, right?
L321[08:19:06] <howtonotwin> yes
L322[08:19:12] <howtonotwin> I mean,
no
L323[08:19:14] <howtonotwin> everything
works
L324[08:19:17] <howtonotwin> nothing is
broken
L325[08:19:31] <howtonotwin> but for some
reason it still tries to load a non existent file
L326[08:19:41] <howtonotwin> even though
that model has never been registered for the item anyway
L327[08:20:25] <gigaherz> so he isn't
calling setcustomMRL/registerItemvariants with that MRL?
L328[08:20:36] <howtonotwin> nope
L329[08:20:55] <OrionOnline> gigaherz, I
am.....
L330[08:20:59] <howtonotwin> ...
L331[08:21:02] <gigaherz> well
L332[08:21:04] <howtonotwin> why didn't
you say so?
L333[08:21:14]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L334[08:21:18] <gigaherz> then of course
mc is looking for that file
L335[08:21:18] <gigaherz> ;P
L337[08:21:39] <gigaherz> I see that you
metnioned a statemapper -- item locations don't go through
statemappers
L338[08:21:39] <OrionOnline> howtonotwin,
i did
L339[08:21:47] <OrionOnline> gigaherz, it
is not an item
L340[08:21:50] <OrionOnline> It is a
block
L341[08:21:59] <gigaherz> with an
ItemBlock
L342[08:22:01] <howtonotwin> still an
item
L343[08:22:01] <gigaherz> which is an
item
L344[08:22:09] <gigaherz> so what you
register with setCustomMRL
L345[08:22:11] <gigaherz> is the
ItemBlock's model
L346[08:22:16] <gigaherz> the one that's
used while in inventory
L347[08:22:16] <OrionOnline> Correct
L348[08:22:44] <gigaherz> so the idea
is
L349[08:22:45] <howtonotwin> you DON'T
call setCustomMRL or setItemVariants with that MRL...
L350[08:22:47] <OrionOnline> Actually to
be precise i am not setting an MRL I am setting an CustomMesh
L351[08:22:52] <howtonotwin> you call it
with other MRLs
L352[08:22:56] <howtonotwin> not the ones
in question
L353[08:22:57] <gigaherz> if you call
setCustomMRL or registerItemVariants with that path
L354[08:23:01] <gigaherz> it will be
REQUIRED during load
L355[08:23:11] <gigaherz> so that'd be why
you get it on the log
L356[08:23:16] <gigaherz> you asked for
it, but it wasn't found
L357[08:23:17]
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L358[08:23:29] <gigaherz> if you don't
actually need that specific MRL, don't apply for it.
L359[08:23:34] <OrionOnline> Does that
also work that way for the SetCustomMesh Function?
L361[08:24:40] <howtonotwin> nono those
are perfect
L362[08:25:02] <howtonotwin> and
setCustomMesh doesn't register models for loading
L363[08:25:11] <howtonotwin> only
registerItemVariants does
L364[08:25:15] <howtonotwin> which you
call
L365[08:25:18] <OrionOnline> So I am
missing something
L366[08:25:20] <OrionOnline> ??
L367[08:25:20] <howtonotwin> no
L368[08:25:24]
⇨ Joins: KomradeSpectre
(~Darwin@d47-69-240-161.try.wideopenwest.com)
L369[08:25:29] <howtonotwin> everything
there is perfectly fine
L370[08:25:32] <OrionOnline> Then what is
my problem?
L371[08:25:37] <howtonotwin> I have no
idea
L372[08:25:47] <OrionOnline> I am not
calling SetCustomMRL anywhere for those blocks
L373[08:25:57] <howtonotwin> because for
some reason MC is doing something it is no supposed to do
L374[08:26:00] <OrionOnline> It seems to
be loocking for Armory.Blocks.Conduit.Json
L375[08:26:07] <howtonotwin> also
snake_case
L376[08:26:12] <howtonotwin> just a style
thing
L377[08:26:26] <howtonotwin> (and also a
"don't die when porting to 1.11" thing)
L378[08:26:28] <OrionOnline> which
ofcourse does not exist when it tries to load the models
L379[08:26:37] <howtonotwin> you don't
refer to that model
L380[08:26:40] <howtonotwin>
anywhere
L381[08:26:44] <howtonotwin> which is
strange
L382[08:26:49] <howtonotwin> because MC
thinks you do
L383[08:26:55] <howtonotwin> and that's
the problem
L384[08:26:56] <OrionOnline> How do i tell
it: ItemStack A With MetaData 0 should use Model Y/Z.json?
L385[08:27:01] <howtonotwin> you already
did
L386[08:27:09] <howtonotwin> everything
that YOU did is perfect
L387[08:27:11] <howtonotwin> MC is being
stupid
L388[08:27:32] <OrionOnline> I though so,
as thats is what fry thought me to use when i started working on
this a long time ago (literally=
L389[08:28:14] <howtonotwin> bust out a
debugger and locate the stupid :P
L390[08:28:30] <howtonotwin> probably in
loadVariantItemModels
L391[08:29:30] <OrionOnline> Okey lets see
this thing in action then
L392[08:30:43] *
howtonotwin is dumb
L393[08:31:09] <howtonotwin> breakpoint
ModelLoader.setupModelRegistry instead
L394[08:31:38] <OrionOnline> So when i
look at the variant names it wants to load it has three
L395[08:32:03] <howtonotwin> which
are?
L397[08:32:33] <OrionOnline> The light and
the normals are correct, but the Armory.Block.Conduit one should
not be there
L398[08:32:41] <howtonotwin> a lead!
L399[08:33:20] <howtonotwin> hmm
L400[08:33:34] <howtonotwin> the variants
are registered in registerVariantNames
L401[08:33:49] <howtonotwin> restart MC
and breakpoint that?
L402[08:33:55] <OrionOnline> I am
currently calling registerItemVariants
L403[08:34:05] <OrionOnline> Which does
not seem to clear the existing once
L404[08:34:07] <OrionOnline> But i can
try
L405[08:34:27] <howtonotwin> that's called
after the list of models to load is determined
L406[08:34:51] <howtonotwin> you have to
breakpoint registerVariantNames and restart the game to go
deeper
L407[08:35:15] <howtonotwin>
actually
L408[08:35:27] <howtonotwin> the only
thing that can modify customVariantNames
L409[08:35:31] <howtonotwin> is
registerItemVariants
L410[08:35:34] <howtonotwin> breakpoint
that
L411[08:35:47] <howtonotwin> and set a
condition for your ItemBlock
L412[08:39:06] <gigaherz> UGH WHY
L413[08:39:20] <gigaherz>
@Mod.EventBusSubscriber doesn't seem to work
L414[08:39:31] <gigaherz> and
ModelRegistryEvent fires BEFORE preInit
L415[08:39:58] <gigaherz> so the only way
to get it working is to register the proxy into the bus from
RegistryEvent.Register<Block> or <Item>
L416[08:40:02] <OrionOnline> howtonotwin,
The custom variants are put correctly in their corresponding
map
L417[08:40:15] <howtonotwin> where's the
other one coming from then?
L418[08:40:47] <howtonotwin> is it ever
called a 2nd time with for some reason?
L419[08:40:55] ⇦
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L420[08:41:06] <OrionOnline> I htink i
found it
L421[08:41:13] <OrionOnline> I was
registering it again.....
L422[08:41:40] <howtonotwin> welp there ya
go
L423[08:41:47] <howtonotwin> ;P
L424[08:41:53] <OrionOnline> Now only my
Guide remains.....
L425[08:42:00] <OrionOnline> But i can fix
that myself i think
L426[08:42:13] <OrionOnline> I just need
to know if there is a way to animate OBJ Models for items
L427[08:42:52] <gigaherz> i'm an
idiot.
L428[08:42:53] <gigaherz> public
ClientProxy() { MinecraftForge.EVENT_BUS.register(this); }
L429[08:42:59] <gigaherz> no need to put
the registration in a random event
L430[08:42:59] <gigaherz> ;p
L431[08:43:58] <OrionOnline> So is there
an example, or tutorial on the new event driven way of registering
Block, Items Registries and such?
L432[08:44:30] <OrionOnline> Now that I
can create new ForgeRegistries is it possible for me to create my
own registry for materials and such?
L433[08:44:33] <howtonotwin> yes
L434[08:44:42] <howtonotwin> that's how
you're meant to handle registering things
L435[08:45:09] <OrionOnline> I saw that
there are some events added
L436[08:45:15] <OrionOnline> I just need
to handle them
L437[08:45:17] <howtonotwin> you handle
the events
L438[08:45:18] <howtonotwin> yep
L439[08:45:23] <OrionOnline> But how do i
register my handlers?
L440[08:45:24] <howtonotwin> beware
L441[08:45:32] <howtonotwin> some things
end up running before preinit
L442[08:45:42] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Quit:
Feierabend ((( \o/ ))))
L443[08:45:47] <howtonotwin> as GHz :P he
knows more about this
L444[08:45:49] <howtonotwin> *ask
L445[08:45:57] <OrionOnline> gigaherz,
?????
L446[08:46:09] <OrionOnline> How do these
new registration events work?
L447[08:46:19] <OrionOnline> I heard i
need to register them with a new type of anotation?
L448[08:46:24] <gigaherz> OrionOnline:
nah
L449[08:46:24] <OrionOnline> Or
something
L450[08:46:28] <gigaherz> they are
@SubscribeEvent
L451[08:46:30] <gigaherz> the issue
is
L452[08:46:37] <gigaherz>
@Mod.EventBusSubscriber doesn't seem to work
L453[08:46:42] <gigaherz> at least I
ccan't get it to work
L454[08:46:50] <gigaherz> so I had to
manually apply for the event bus
L455[08:46:58] <gigaherz> in both my main
mod class, and my client proxy
L456[08:47:14] <gigaherz> I'm doing some
refactoring, then i'll push and i'll show you how it ended up
looking like
L457[08:47:18] <OrionOnline> What does
that Annot do?
L458[08:47:24] <OrionOnline> gigaherz,
thanks
L459[08:47:31] <OrionOnline> I will work
on my new block then
L460[08:47:39] <gigaherz>
@Mod.EventBusSubscriber is SUPPOSED to register new instances of
that class with the event bus, automatically
L461[08:47:51] <gigaherz> (unless I
misunderstood)
L462[08:48:54] <howtonotwin> At mod
construction time, which I guess is after the registries for blocks
and items would be set up?
L463[08:48:55] <howtonotwin> idk
L464[08:49:11] <gigaherz> no
L465[08:49:17] <gigaherz> registries and
such run right before preinit
L466[08:52:29]
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L467[08:53:50] <gigaherz>
OrionOnline:
L468[08:53:55] <gigaherz> as I was
saying
L469[08:54:02] <gigaherz> because the
automatic subscription doesn't seem to work
L470[08:54:04] <gigaherz> I had to do
this
L472[08:54:15] <gigaherz> so that the new
events work:
L475[08:54:37] <gigaherz> as the javadocs
say, this works for any registrable type
L477[08:54:41] <gigaherz> such as
enchantments
L478[08:54:53] <gigaherz> similarly
L480[08:55:00] <gigaherz> allows this to
work
L482[08:55:41] <gigaherz> you may see some
weird stuff if you browse this repo
L483[08:55:47] <gigaherz> that's because
I'm in the process of abstracting some stuff
L484[08:55:55] <gigaherz> including an
IItemState abstraction for item metadata
L486[08:56:28] <howtonotwin> what if you
made the event handlers static?
L487[08:56:38] <gigaherz> hmmmm
L488[08:56:46] <gigaherz> i'll have to
check
L489[08:56:57] <howtonotwin> I think
that's what AutomaticEventSubscriber:66 implies
L490[08:57:00] <gigaherz> I didn't even
consider that possibility
L491[08:57:02] <howtonotwin> it registers
the Class
L492[08:57:05] <howtonotwin> not an
instance
L493[08:57:23] <howtonotwin>
Class<?> subscriptionTarget =
Class.forName(targ.getClassName(), true, mcl);
L494[08:57:23] <howtonotwin>
MinecraftForge.EVENT_BUS.register(subscriptionTarget);
L495[08:58:39] <OrionOnline> howtonotwin,
gigaherz yeah the methods should be static i think
L496[08:58:57] <OrionOnline> This tied in
to lexes commit that added those abilities
L497[08:59:42] <OrionOnline> Check line 80
of the EventBus class
L498[09:00:06] <OrionOnline> In
combination of line 85
L499[09:00:22] <OrionOnline> That means i
will need to update SmithsCore with a nice handle on this
L500[09:00:24] <OrionOnline> Cool
L501[09:01:58] <gigaherz> I have been
thinking about a common lib
L502[09:02:05] <gigaherz> but I loathe
external dependencies
L503[09:02:10] <gigaherz> so I think i'll
useit through maven
L504[09:02:13]
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L505[09:02:18] <gigaherz> and shade it
renamed
L506[09:02:40] <gigaherz> YEP WORKS
L507[09:02:46] <gigaherz> so those have to
be static events
L508[09:02:51] <gigaherz> to use
@Mod.EventBusSubscriber
L509[09:05:44] <OrionOnline> Yeah
L510[09:06:02] <OrionOnline> I have a
question: When are the register events for blocks and items
fired?=
L511[09:06:05] <howtonotwin> [yay sound
effect]
L512[09:06:07] <OrionOnline> Before
PreInit?
L513[09:06:41] <Subaraki> why are near to
all parts in the entity models private :/
L514[09:06:50] <Subaraki> I can post
render sheit
L515[09:07:24] <BordListian> oh you're
doing model stuff too?
L516[09:07:28] <Subaraki> yeah
L517[09:07:36] <Subaraki> mine is for a
pet that can change model
L518[09:08:01] <Subaraki> and i'm tired of
making duplicate models so i can acces the parts and remove
casts
L519[09:08:07] <Subaraki> yours ?
L520[09:08:15] <BordListian> armor
L521[09:08:18] <Subaraki> armor is
easy
L522[09:08:22] <BordListian> having a
jolly old time with z-fighting
L523[09:08:23] <Subaraki> if its for
bipeds
L524[09:08:27] <BordListian> ye
L525[09:08:36] <Subaraki> apart from that,
use layers ?
L526[09:08:40] <Subaraki> and why z
fighting ?
L527[09:08:49] <BordListian> it's a custom
model
L528[09:08:58] <BordListian> not
defaultarmor_001
L529[09:09:02] <Subaraki> you'd make the
armor model bigger then the main model normally
L530[09:09:06] <Subaraki> tell me
more
L531[09:09:08] <BordListian> obv
L532[09:09:14] <Subaraki> i've made a mod
with custom armor as well
L533[09:09:53] <BordListian> is it just
the scaling factor in addBox for that stuff?
L534[09:10:21] <OrionOnline> BordListian,
what are you trying to do?
L535[09:10:47] <OrionOnline> To fix the zu
fighting you should add 0.0001 to the scale factor
L536[09:10:55] <BordListian> ah
L537[09:11:18] <BordListian> what's the
scale factor for the outer player layer?
L538[09:11:23] <Subaraki> ?
L539[09:11:29] <BordListian> jacket
layer
L540[09:11:31] <Subaraki> in biped armor
?
L541[09:11:33] <Subaraki> 1.0
L542[09:11:34] <BordListian> or is that
auto disabled
L543[09:11:37] <Subaraki> inner is
0.5
L544[09:11:41] <BordListian> wut
L545[09:11:43] <BordListian> really?
L546[09:11:49] <Subaraki> yeah
L547[09:11:53] <BordListian> huh
L548[09:11:58] <Subaraki> if we're talking
about the same thing
L549[09:12:04]
⇨ Joins: AstralSorcerer
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L550[09:12:15] <Subaraki> chest, feet and
head is ModelBiped(1.0)
L551[09:12:20] <Subaraki> and legs are
ModelBiped(0.5)
L552[09:12:30] <Subaraki> where the player
model itself is ModelBiped(0)
L553[09:12:35] <BordListian> run that by
me again
L554[09:13:18] <BordListian> the outer
chest is scale 1.0? and the inner chest is 0.5?
L555[09:13:20] ***
TTFT|Away is now known as TTFTCUTS
L556[09:13:30] <BordListian> the outer leg
is 0.5 and the inner leg is 0.0?
L557[09:16:00] <gigaherz> [16:06]
(OrionOnline): I have a question: When are the register events for
blocks and items fired?=
L558[09:16:00] <gigaherz> [16:06]
(OrionOnline): Before PreInit?
L559[09:16:01] <gigaherz> yes
L560[09:16:05] <gigaherz> everythingfires
before preInit
L561[09:17:40] <OrionOnline>
Why.........
L562[09:17:49] <OrionOnline> It makes no
sense to do it all before preinit.....
L563[09:17:49]
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L564[09:18:07] <OrionOnline> I might be
ablke to live with it though
L565[09:18:28] <OrionOnline> gigaherz,
when i create my custom registry, does it fire its create it event
instantly
L566[09:18:34] <OrionOnline> Or do i have
to fire it?
L567[09:18:46] <gigaherz> all registered
registries fire it, afaik
L568[09:19:34] <OrionOnline> Okey
L569[09:19:46] <OrionOnline> Is there a
way i can influence the Order
L570[09:19:53] <OrionOnline> I need
specific data before i can register my items
L571[09:19:55] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection
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L572[09:20:20] <gigaherz> no
L573[09:20:22] <gigaherz> and you
shouldn't
L574[09:20:28] <gigaherz> you shouldn't
rely on previous data while registering items
L575[09:21:00] <gigaherz> lex yelled at me
for daring to have config options that affect which blocks/items
get registered
L576[09:21:01] <gigaherz> ;P
L577[09:21:12] <BordListian> ?
L578[09:21:20] <BordListian> was
considering having it
L579[09:21:31] <gigaherz> config should
NEVER affect which objects get registered
L580[09:21:33] <BordListian> but it's a
hassle anyway
L581[09:21:43] <gigaherz> because then
people would be able to have mismatchign config in the client
L582[09:21:46] <gigaherz> vs the
server
L583[09:21:52] <BordListian> ah
L584[09:22:03] <gigaherz> and the server
should always be in control of those things
L585[09:22:10] <OrionOnline> WHAT? Who
came up with that Idea?
L586[09:22:12] <BordListian> i'll just
remove the creative tab from them if they're disabled then
L587[09:22:19] <gigaherz> which
idea?
L588[09:22:44] <OrionOnline> To not really
on things like my own API, when i want to know what Items i need to
register
L589[09:22:58]
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L590[09:23:15] <OrionOnline> Or should i
just register every thing, regardless?
L591[09:23:34] <OrionOnline> That is
rediculous if you ask me, but okey
L592[09:23:34] <gigaherz> ytou should
always register everything
L593[09:23:41] <gigaherz> just not make it
available if the server says it shouldn't be
L594[09:23:58] <gigaherz> it's as easy as
moving the check into getSubItems
L595[09:24:04] <gigaherz> which will
remove the item from JEI/Creative menu
L596[09:24:17] <OrionOnline> gigaherz, not
that easy
L597[09:24:23] <gigaherz> mayben ot for
you ;P
L598[09:24:30] <OrionOnline> In particular
i am talking about armor
L599[09:24:40] <OrionOnline> It requires
an ID of the position it is on when registered,
L600[09:24:57] <OrionOnline> Right now the
API provides the Data i need to determine what i should
register.
L601[09:25:02] <gigaherz> hm?
L602[09:25:15] <OrionOnline> Right now i
register my complete armor set on default
L603[09:25:29] <OrionOnline> But i have
some submods which register rings and stafsf
L604[09:25:38] <OrionOnline> Those go in
special slots
L605[09:25:53] <OrionOnline> But the hear
bands go into the head slot
L606[09:26:09] <OrionOnline> Right now a
mod does not need to care about creating items and handlers for all
that stuf
L607[09:26:24] <OrionOnline> It just
registers with my api before Armory gets its pre init
L608[09:26:38] <OrionOnline> And I handle
everything, all callbacks, model constructioon
L609[09:27:12] <OrionOnline> If i cannot
really on my api to provide me with that data, i need to lay that
all out onto the modders implementing my api
L610[09:28:17] <OrionOnline> making them
have to copy all classes that i have created just so they can
register their items, makes for redundant code in my opinion
L611[09:28:36] <gigaherz> why copy? can't
they just instantiate them?
L612[09:29:38] <gigaherz> also you should
never rely on numeric IDs in order to do things. make it all rely
on string/RL
L613[09:30:09] <OrionOnline> gigaherz,
armor slots require unique IDs, why should i divert from that when
i make the custom slots, just creates inconsistencies
L614[09:30:44] <OrionOnline> gigaherz, and
no, that would mean exposing internal workings to the API, which is
by definition not how the API should work
L615[09:31:03] <OrionOnline> I could
however expose a Helper that allows them to create the relevant
Items If need be
L616[09:31:14] <gigaherz> well, the way I
see it
L617[09:31:20] <gigaherz> you have items
for equipment
L618[09:31:26] <gigaherz> in vanilla you
just do new ItemArmor
L619[09:31:32] <gigaherz> why would it
have to be different for your mod? ;P
L620[09:32:29] <gigaherz> unless you want
people to be able to work with soft-dependencies
L621[09:32:31] <gigaherz> in which
case
L622[09:32:34] <gigaherz> you should use
capabilities instead
L623[09:32:37] <OrionOnline> From an API
perspective, why would i put my whole ItemArmor implementations
into the API?
L624[09:32:40] <OrionOnline> It makes no
sense
L625[09:33:52] <gigaherz> it's a matter of
level of abstraction
L626[09:34:23] <gigaherz> yes, it's good
to keep it as high-level as possible, to avoid relying on
implementation details
L627[09:34:39] <gigaherz> but there's a
point in which trying to abstract too much becomes
counter-productive
L628[09:34:47] <OrionOnline> Right now i
have it implemented as follows:
L629[09:35:14] <OrionOnline> My ItemArmor
implementation extends a Class called MLAArmor, which extends
ItemArmor in turn
L630[09:35:58] <OrionOnline> MLAArmor,
provides details for which Addon on the armor goes where, how many
of each Addon can fit where, which materials are allowed to be
crafted into this MLAArmor
L631[09:36:56] <OrionOnline> It makes no
sens to store them outside of the MLAArmor, as that is the central
point, I could create this as a Capability, but i cannot force a
Capability on specific Types of Items, on top of that it would
require a complete rewite of everything
L632[09:37:03] <OrionOnline> Which i think
i need to do anyway
L633[09:37:13] <gigaherz> nah a capability
doesn't make sense here
L634[09:37:33] <gigaherz> since it's
general of the item, not to a concrete stack :/
L635[09:37:39]
⇨ Joins: offbeatwitch
(~offbeatwi@163.172.169.69)
L636[09:37:47] <gigaherz> it would be
weird to create an instance of the capability for each itemstack,
just to store some global data
L637[09:38:10] <OrionOnline> Yeah
L638[09:38:14] <OrionOnline> That is what
i mean
L639[09:38:19] <gigaherz> however, it
would be possible to have a small interface, IMLAArmor {
getArmorDetails; setArmorDetails }
L640[09:38:29] <gigaherz> that can be
implemented on any random item
L641[09:38:32] <OrionOnline> Wait i will
show you....
L642[09:38:49] <gigaherz> and thne you
could initialize the items without the IMLAArmor assigned
L643[09:38:57] <gigaherz> and then later
initialize all of them in bulk
L645[09:39:19] <offbeatwitch> capabilities
are weird
L646[09:39:24] <offbeatwitch> useful, but
weird
L647[09:39:33] <offbeatwitch> I have 4
classes for a single capability
L648[09:39:37] <offbeatwitch> just what
even
L649[09:39:42] ⇦
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L650[09:39:49] <gigaherz> read this
L652[09:39:55] <gigaherz> it may explain
why it's designed the way it is
L653[09:39:57] <gigaherz> ;P
L654[09:40:23] <gigaherz> everything in
the design of the capability system makes sense, when you see it in
the appropiate context
L655[09:40:24] <gigaherz> ;P
L656[09:40:40] <BordListian> when you set
your skin to use small arms, only the left arm changes
L657[09:40:50] <gigaherz> wat? XD
L658[09:41:04] ⇦
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L659[09:41:18] <offbeatwitch> 10/10
L660[09:41:27]
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L661[09:41:28]
MineBot sets mode: +v on RichardG
L662[09:41:51] <BordListian> take a look
at ModelPlayer
L663[09:42:06]
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(~MrDark@cpe-104-230-227-71.columbus.res.rr.com)
L664[09:42:16] <BordListian> okay wait
actually
L665[09:42:26] <BordListian> it's when you
don't use small arms
L666[09:42:27] <OrionOnline> gigaherz,
that is actually a good read
L667[09:42:29] <BordListian> but why
L668[09:42:31] <OrionOnline> Still does
not solve my problem
L669[09:42:32] <BordListian> even
change
L670[09:42:36] ⇦
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L671[09:42:43] <gigaherz> OrionOnline:
that was to offbeatwitch, not you XD
L672[09:42:44] ⇦
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L673[09:42:54] <OrionOnline> Owh, still a
good Read :D
L674[09:44:19] <OrionOnline> gigaherz, if
we go real technical here, you can extend MultiLayeredArmor
yourself, however, there is a but, Armory will not recognise it as
valid.
L675[09:44:37] <OrionOnline> Once you
registered it with armory then it will turn valid
L676[09:44:41] <offbeatwitch> wat
L677[09:44:55] <offbeatwitch> oh
L678[09:44:56] <offbeatwitch> fair
L679[09:45:32] ***
tterrag|ZZZzzz is now known as tterrag
L680[09:45:53] <OrionOnline> gigaherz,
looking at my code now though however, there is no reason for me to
not untie that from the pre init phase,
L681[09:46:22] <OrionOnline> I will
complete my conduit work first though however and then start
working on creating the new registries and such.. That will most
likely solve the problem
L682[09:49:49]
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L683[09:50:14] <OrionOnline> gigaherz,
ever used an AccesTransformer to make a Constructor public?
L684[09:51:18]
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L685[09:51:25]
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(~Nitrodev@87-92-124-216.bb.dnainternet.fi)
L686[09:52:16] <Subaraki> setting my slot
capacity to 1 still allows for entire stack to be put in it ?
L687[09:52:54] <Subaraki>
'getSlotStackLimit'
L688[09:55:12] <howtonotwin> OrionOnline:
constructors are just normal methods that you can use ATs on I
think
L689[09:55:21] <howtonotwin> !!gm
ItemStack.ItemStack
L690[09:55:22] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack()V [ ItemStack()V ]
L691[09:55:23] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack(Lnet/minecraft/block/Block;)V [
func_i1876_ ]
L692[09:55:23] <gigaherz> OrionOnline: no
I just use reflection.
L693[09:55:24] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack(Lnet/minecraft/item/Item;II)V [
func_i1881_ ]
L694[09:55:24] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack(Lnet/minecraft/block/Block;I)V [
func_i1877_ ]
L695[09:55:25] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack(Lnet/minecraft/item/Item;)V [ func_i1879_
]
L696[09:55:26] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack(Lnet/minecraft/item/Item;I)V [
func_i1880_ ]
L697[09:55:26] <MCPBot_Reborn> adz.adz
=> ItemStack.ItemStack(Lnet/minecraft/block/Block;II)V [
func_i1878_ ]
L698[09:55:30] <howtonotwin> see?
L699[09:56:22] <OrionOnline> !gm
StateMap
L700[09:56:25]
⇨ Joins: Bottersnike
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L701[09:56:32] <OrionOnline> Wrong
one
L702[09:56:37] ***
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L703[09:58:52] ⇦
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(~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
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L704[09:59:39] <OrionOnline> !! gm
StateMap.StateMap
L705[09:59:40] <MCPBot_Reborn> === MC
1.10.2:
net/minecraft/client/renderer/block/statemap/StateMap.StateMap
(bqa.bqa) LOCKED ===
L706[09:59:41] <MCPBot_Reborn> Name : bqa
=> func_i46210_ => StateMap
L707[09:59:41] <MCPBot_Reborn> Descriptor
: (Lasi;Ljava/lang/String;Ljava/util/List;)V =>
(Lnet/minecraft/block/properties/IProperty;Ljava/lang/String;Ljava/util/List;)V
L708[09:59:42] <MCPBot_Reborn> AT : public
net.minecraft.client.renderer.block.statemap.StateMap
func_i46210_(Lnet/minecraft/block/properties/IProperty;Ljava/lang/String;Ljava/util/List;)V
# StateMap
L709[09:59:43] <MCPBot_Reborn> Comment :
None
L710[09:59:44] <MCPBot_Reborn> SRG Params
: IProperty p_i46210_1_, String p_i46210_2_, List p_i46210_3_
L711[09:59:44] <MCPBot_Reborn> MCP Params
: IProperty name, String suffix, List ignored
L712[09:59:45] <MCPBot_Reborn> Last
Change: 2016-06-27 17:20:13.339100-04:00 (_bot_update_)
L713[09:59:52]
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L714[10:00:47] ***
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L715[10:01:41] <gigaherz> OrionOnline: use
a single !
L716[10:01:47] <gigaherz> if you don't
need to show it in public
L717[10:02:26] ⇦
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L718[10:02:30] <OrionOnline> Ah okey
L719[10:02:34] <OrionOnline> So that is
how that works
L720[10:02:40] <OrionOnline> Never worked
with MCPBot
L721[10:05:28] <Subaraki> i have some slot
trouble
L722[10:05:32] <Subaraki> can anyone help
me ?
L723[10:06:29] <Subaraki> i've defined my
maximum stacksize for my sot to 1, but it can take more then 1. so
i overriden the getItemStackLimit to return to 1 as well, but now i
cannot swap itemstacks if the held item has a stacksize >
1
L724[10:06:57] <gigaherz> is it a
SlotItemHandler?
L726[10:07:01] <Subaraki> yes it is
L727[10:07:17] <gigaherz> there's a known
"design flaw" regarding IItemHandlers and swapping
L728[10:07:34]
⇨ Joins: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
L729[10:07:44] <gigaherz> sec
L730[10:08:08] <Subaraki> ah :/
L732[10:09:39] <gigaherz> this provides an
extension to IItemHandler
L733[10:09:45] <gigaherz> which allows it
to expose stack limits
L734[10:10:05] <Subaraki> okay, thanks
giga
L735[10:10:07] <gigaherz> and an extension
to slots, which lets it use this extension instead of relying on
insertItem simulations, which is compeltely broken as a
method
L736[10:11:04] <gigaherz> I meant to PR
this into forge, but work happened and I never got around to
it
L737[10:14:15] <Subaraki> i'll wait for
the PR x)
L738[10:14:53] <Botter|afk> *cough* PR it
now? *cough*
L739[10:15:08] <Subaraki> *cough*totally,
he should *cough*
L740[10:15:28] <Botter|afk> *cough*really,
if he doesn't. I will*cough*
L741[10:16:33] <gigaherz> if you have the
time
L742[10:16:37] <OrionOnline> howtonotwin,
what is wrong with this AT line: public
net.minecraft.client.renderer.block.statemap.StateMap
func_i46210_(Lnet/minecraft/block/properties/IProperty;Ljava/lang/String;Ljava/util/List;)V
# StateMap
L743[10:16:43] <gigaherz> go ahead
;P
L744[10:16:43] <Botter|afk> True
L745[10:17:02] <Subaraki> i have no clue
how to maek pr's :/
L746[10:17:09] <Botter|afk> MBY I'll give
it a look after I write this fu**ing essay on Romeo and
Juliet
L747[10:17:18] <Subaraki> or else i would
have probably already made one for inventory tabs
L748[10:17:32] <gigaherz> that said
L749[10:17:47] <gigaherz> the idea would
be to integrate the interface into the standard ItemStackHandler
and SlotItemHandler
L750[10:17:55] <gigaherz> rather than add
two new versions of those classes
L751[10:18:05] <Botter|afk> @Subaraki just
fork the repo, then edit it, then click "make pull
request"
L752[10:18:05] <gigaherz> this way
everyone will benefit implicitly
L753[10:18:26]
⇨ Joins: SanAndreasP
(~SanAndrea@p54B60E15.dip0.t-ipconnect.de)
L754[10:18:47] <gigaherz> I still haven't
managed to properly setup forge in idea, though
L755[10:18:52] <gigaherz> so I recommend
using eclipse for that :/
L756[10:19:24] <Botter|afk>
*crickets*
L757[10:19:30] ***
Botter|afk is now known as Bottetrsnike
L758[10:19:36] <gigaherz> you know
what
L759[10:19:43] <gigaherz> I don't actually
have anything planned this afternoon
L760[10:19:58] <Subaraki> \o/
L761[10:20:17] <Subaraki> you could make a
pr for inventory tabs as well .3.
L762[10:20:25] <Bottetrsnike> Has anyone
here studdied romeo and juliet?
L763[10:20:30] <gigaherz> lol no that
reuqires more than 5 minutes work
L764[10:20:30] <gigaherz> XD
L765[10:20:37] <Bottetrsnike>
f******k
L766[10:20:40] <gigaherz> nope, all I know
is the name
L767[10:20:41] <gigaherz> XD
L768[10:20:56] <gigaherz> and that it
involves someone named Romeo, and someone named Juliet
L769[10:20:59] <gigaherz> I think.
L770[10:21:03] <Subaraki> and they
suicided
L771[10:21:07] <gigaherz> ah yes
L772[10:21:09] <gigaherz> I may have heard
that
L773[10:21:12] <Bottetrsnike> I need to
write an essay about wether it was fate or romeo that was
resonsiable for everyone's deaths
L774[10:21:12] <Subaraki> and romeo is a
big player, because he loved someone else before
L775[10:21:18] <Subaraki> but all he does
is follow his d*k
L776[10:21:21] <Bottetrsnike> About
right
L777[10:21:27] <Subaraki> and they are
like 15 years old
L778[10:21:34] <Bottetrsnike> Juliet is
13, Romeo 18
L779[10:21:35] <Subaraki> (crybabies
basicly)
L780[10:21:40] <Subaraki> even worse
L781[10:21:43] <Subaraki> that's
pedophily
L782[10:21:50] <Bottetrsnike> They meet,
marry and have sex withing 24 hours
L783[10:21:58] <Subaraki> well ...
L784[10:21:59] <Bottetrsnike>
*within
L785[10:22:08] <Subaraki> your standard
today's society meetup, right ?
L786[10:22:15] <Subaraki> (matches on
tinder)
L787[10:22:17] <LatvianModder> pretty
much
L788[10:22:17] <Subaraki> hey, lets
hump
L789[10:22:18] <gigaherz> xcept for the
marry part
L790[10:22:22] <Subaraki> (both
hump)
L791[10:22:25] <Subaraki> yeah
indeed
L792[10:22:29] <Subaraki> but hey, that's
just context
L793[10:22:53] <Subaraki> would be aweful
to write people had intercoruse before marriage :o
L794[10:22:56] <gigaherz> it may also be
that the author made them marry so as to not scandalize the
readers
L795[10:22:56] <gigaherz> ;p
L796[10:22:56] <Subaraki> in that
time
L797[10:22:57] <Bottetrsnike> What's
better? Align left or justify?
L798[10:23:07] <gigaherz> I'm a justify
person
L799[10:23:07] <Subaraki> whut ? xD
L800[10:23:18] <Bottetrsnike> The author!!
The author!!! It's a play!! By Shakespear!!
L801[10:23:22] <Subaraki> i did not
understand that question
L802[10:23:29] <Bottetrsnike> For
formatting in word
L803[10:23:32] <Subaraki> ah
L804[10:23:34] <Bottetrsnike> How to aligh
the text
L805[10:23:42] <LatvianModder> Who's the
author of the journals?!
L806[10:23:44] <Subaraki> what's justify
do ?
L807[10:23:55] <Bottetrsnike> Every line
fills the whole width
L808[10:24:05] ⇦
Quits: Koward (~Koward@2a02:2788:7d4:4dd:ec62:b017:129f:7c42) (Ping
timeout: 183 seconds)
L809[10:24:21] <Subaraki> no
L810[10:24:23] <Bottetrsnike> A minute of
silence for Koward please...
L811[10:24:25] <Subaraki> don't do
that
L812[10:24:31] <Subaraki> gives akward
spaces
L813[10:24:37] <gigaherz> see, there's two
people
L814[10:24:48] <gigaherz> people like me,
who value the edges
L815[10:24:49] <Subaraki> yeah, romeo and
juliet
L816[10:24:52] <Subaraki> :P
L817[10:24:57] <gigaherz> and people like
Subaraki, whoare paranoid about the space between words
L818[10:25:08] <gigaherz> big picture vs
details
L819[10:25:12] <Subaraki> it's weird
reading with unregular spaces between words
L820[10:25:19] <Bottetrsnike> TBH, some
sentances look really bad under justify.
L821[10:25:20] <gigaherz> it's weirder
when lines end in random places ;P
L822[10:25:26] <gigaherz> Bottetrsnike:
that's part of the fun
L823[10:25:27] <Bottetrsnike> OTOH, others
look realy good
L824[10:25:29] <gigaherz> to tweak your
wording
L825[10:25:31] <Subaraki> best would be
justify with equal spaces
L826[10:25:34] <gigaherz> so that justify
looks nice
L827[10:25:39] <Subaraki> but the probem
here is that it wil split words
L828[10:25:42] <gigaherz> Subaraki: that
means you either stretch the letters
L829[10:25:45] <gigaherz> or the space
between letters
L830[10:25:53] <gigaherz> that's not
justify
L831[10:25:55] <gigaherz> that's
hyphenation
L832[10:25:56] <gigaherz> ;p
L833[10:26:00] <Bottetrsnike> :P
L834[10:26:07] <Subaraki> hyphenation is
the worse
L835[10:26:09] <gigaherz> you can combine
both, too
L836[10:26:15] <quadraxis> do you have all
the lines in IRC the same length?
L837[10:26:21] ⇦
Quits: Nitrodev (~Nitrodev@87-92-124-216.bb.dnainternet.fi) (Quit:
Veni, Vidi, Non reliquit in)
L838[10:26:29] <gigaherz> quadraxis: no,
justify is unfit for informal conversation
L839[10:26:43] <Bottetrsnike> It's for big
bodys of text like books or essays
L840[10:26:46] <gigaherz> IRC chat isn't
meant to look beautiful.
L841[10:26:48] <gigaherz> essays are
L842[10:26:59] <Bottetrsnike> *cough*
Colours IRC chat *cough*
L843[10:27:10] <quadraxis> I thought
justify was mainly used for column text, like articles
L844[10:27:19] <Subaraki> and then
beautiful becomes subjective, as to people who like or dislike
justify x)
L845[10:27:33] <Subaraki> quadraxis has a
point
L846[10:27:36] <Bottetrsnike> column text
== big body of text
L847[10:27:46] <gigaherz> column text is a
requirement for nice reading
L848[10:27:47] <Subaraki> using align left
would make collumn texts horendous
L849[10:28:15] <Subaraki> some news papers
even use hyphenation in collumn text
L851[10:28:18] *
Subaraki dies
L852[10:28:25]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
L853[10:28:48] <gigaherz> oops wrong
paste
L855[10:29:11] <Bottetrsnike> Umm?
L856[10:29:30] *
Bottetrsnike is greatly confused
L857[10:29:42] <gigaherz> by?
L858[10:29:48] <Bottetrsnike> At least use
3/4 or even 2/3 of the page. Not the middle 1/3
L859[10:29:57] <gigaherz> it's not
"the middle 1/3
L860[10:30:00] <gigaherz> it's fixed
width
L861[10:30:00] <Bottetrsnike> No?
L862[10:30:05]
⇨ Joins: dries007 (~DriesZNC@abrarsyed.com)
L863[10:30:06] <Bottetrsnike> That's
worse
L864[10:30:10] <gigaherz> in my screen
it's more like 1/5th
L865[10:30:19] <gigaherz> at 100%
zoom
L866[10:30:27] <gigaherz> just adjust it
so that it's most comfortable for you
L867[10:30:31] *
Bottetrsnike dies inside
L868[10:30:35] <gigaherz> i'm not going to
tweak the theme
L869[10:30:37] <gigaherz> mostly because I
can't
L870[10:30:48] <gigaherz> (free users
don't getto choose tweaks)
L871[10:30:54] <quadraxis> better that
than too wide
L872[10:31:08] <Bottetrsnike> True
L873[10:31:23] <Bottetrsnike> I just host
my own site on github and x10hosting istead of using WP
L874[10:31:34] <Bottetrsnike> jekyll on
github is really awesome
L875[10:32:13] *
Bottetrsnike needs to get on with his essas
L876[10:32:17] ***
Bottetrsnike is now known as Botter|afk
L877[10:32:26] <gigaherz> speaking about
hosting, I need to update the CMS on my other website
L879[10:36:59] <gigaherz> justified looks
1000x better ;P
L880[10:37:04] <Botter|afk> Yup
L881[10:37:18] <gigaherz> just avoid
writing long words near the edges of a line
L882[10:37:18] <gigaherz> ;P
L883[10:37:19] <Botter|afk> Word 2016 does
it quite subtly
L884[10:37:37] <gigaherz> there's many
tricks for it
L885[10:37:57]
⇨ Joins: Vazkii (~Vazkii@62.28.200.62)
L886[10:37:59] <gigaherz> they say a
computer will never match someone manually tweaking the spacings by
hand
L887[10:38:14] <gigaherz> they also say
word will never match TeX so whatever ;P
L888[10:38:22] <Botter|afk> They de
lying
L889[10:38:24] <Botter|afk> *be
L890[10:40:36] *
Botter|afk is struggling to write an essay without the pay infront
of him
L891[10:40:47] *
Botter|afk doesn't think the PDF is cutting it
L892[10:44:46] ⇦
Quits: RichardG (~richardg8@201.37.241.91) (Ping timeout: 183
seconds)
L893[10:45:41] <Subaraki> why are fields
by default private if nothing was set for them u_u
L894[10:45:53]
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L898[10:49:40] <tterrag> Subaraki: they
aren't
L899[10:49:55]
⇨ Joins: micdoodle
(webchat@107-179-140-90.cpe.teksavvy.com)
L900[10:50:00] <Lumien> They are
protected
L901[10:50:27]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L902[10:50:31] <tterrag> nope
L903[10:50:37] *
Botter|afk was about the make a learn java joke then realised he
doesn't even know how to java well himself
L904[10:50:46] <Lumien> They act as if
they are at least
L905[10:50:50] <tterrag> nope
L906[10:51:00] <quadraxis> oh you mean
package-private
L907[10:51:11] <tterrag> there we go. yes
it is its own access modifier
L908[10:51:17] <tterrag> not private, not
protected, it has its own rules
L910[10:53:34] <Subaraki> ah
L911[10:53:35] <Subaraki> well
L912[10:53:36] <Subaraki> same same
L913[10:53:39] <Subaraki> can't acces
them
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L916[10:53:54] ***
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L917[10:54:14] ***
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L918[10:54:20] ***
Botter|CWK is now known as Botter|HWK
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(~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
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(~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
(Bai))
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L926[11:01:56]
⇨ Joins: Kano (~Kano@2604:180:2:11bc::a3b8)
L928[11:03:10] ⇦
Quits: SquareWheel (~SquareWhe@s0106687f7463986c.ok.shawcable.net)
(Quit: Leaving)
L929[11:04:50] <gigaherz> ugh that took
longer than I expected
L930[11:04:50] <gigaherz> XD
L931[11:04:56] <Botter|HWK> What
did?
L932[11:05:04] <gigaherz> upgradingthe
CMS+wiki on my website
L933[11:05:06] <gigaherz> (not the
blog)
L934[11:05:26] ⇦
Quits: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
(Ping timeout: 183 seconds)
L935[11:08:12] <Botter|HWK> Can someone
@mention me please? I'm curious what happens if I have my IRC
minimised to tray while it happens
L936[11:09:36] <IoP> @mention or just
mention?
L937[11:09:51] <Subaraki>
Botter|HWK,
L938[11:10:48] <Botter|HWK> :( No ballon.
Only a flashing icon
L939[11:11:02] <Botter|HWK> An icon might
I mention, that was hidden in the overflow section
L940[11:11:35] <Botter|HWK> Try
again
L941[11:12:38] <Subaraki>
Botter|HWK,
L942[11:12:45] <Botter|HWK> Yay! It
worked
L943[11:13:01] <Botter|HWK> That's one
less item on my taskbar
L944[11:22:06] <Ivorius> but one giant
item for mankind
L945[11:22:14] *
howtonotwin decides to write his mod in a combination of Java and
Scala.
L946[11:22:15] *
howtonotwin prepares to buy a new "$" key.
L947[11:22:47] <OrionOnline> howtonotwin,
you there?
L948[11:23:00] <howtonotwin> yep
L949[11:23:26] <OrionOnline> public
net.minecraft.client.renderer.block.statemap.StateMap
func_i46210_(Lnet/minecraft/block/properties/IProperty;Ljava/lang/String;Ljava/util/List;)V
# StateMap seems to be broken
L950[11:23:33] <OrionOnline> Never
mind
L951[11:23:36] <howtonotwin> why is
StateMap broken
L952[11:23:39] <howtonotwin> what?
L953[11:23:41] <OrionOnline> I think i
need to update the Mappings
L954[11:23:51] <OrionOnline> I might be
using old mappers that is the reason why the AT is not
working
L955[11:24:05] <howtonotwin> why do you
need that constructor?
L956[11:24:07] <tterrag> AT works on srg
names
L957[11:24:13] <tterrag> it is applied
before mappings
L958[11:24:34] <OrionOnline> howtonotwin,
I need an ICustomStateMapper that accepts prefixes instead of
suffixes...
L959[11:24:37] <gigaherz> anyone knows how
to properly import forge proper into IDEA?
L960[11:24:39] <tterrag> but also, why AT
that method?
L961[11:24:47] <tterrag> gigaherz:
properly proper?
L962[11:24:48] <howtonotwin> um?
L963[11:24:51] <howtonotwin> wrap
it?
L964[11:24:51] <gigaherz> forge
proper
L965[11:24:54] <OrionOnline> The current
statemap will only allow me to add suffixes
L966[11:24:57] <gigaherz> as in, not the
mdk
L967[11:25:07] <tterrag> gigaherz: ask
diesieben07 maybe :P
L968[11:25:08] <gigaherz> jsut he prospect
of starting Eclipse is removing my will of doing this Pr
L969[11:25:09] <gigaherz> XD
L970[11:25:11] <gigaherz> the*
L971[11:25:14] <howtonotwin> create a new
class
L972[11:25:22] <howtonotwin> that holds a
StateMap in a field
L973[11:25:32] <howtonotwin> and also can
set prefixes?
L974[11:25:45] <tterrag> idk what you even
mean by "prefixes"
L975[11:25:47] <howtonotwin> there is no
need to hack a subclass
L976[11:25:50] <OrionOnline> Actually i
know how todo it without
L977[11:25:55] <tterrag> it can map to
whatever you want
L978[11:25:56] <howtonotwin> like really
no don't do that
L979[11:26:24] <tterrag> $ xy
L980[11:26:27] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L981[11:26:29] <tterrag> fry: pls
L982[11:26:34] <tterrag> OrionOnline: what
are you trying to *do*
L983[11:26:55] <OrionOnline> Basically add
functionality to the existing StateMap
L984[11:27:07] <OrionOnline> Right now
that StateMap only accepts withSuffix
L985[11:27:16] <OrionOnline> I need it to
accept withPrefix
L986[11:27:31] <howtonotwin> case class
PrefixingMapper(basemapper: IStateMapper, prefix: String) extends
IStateMapper { override def getModelResourceLocation(state:
IBlockState) = ... }
L987[11:27:37] <howtonotwin> properly
java-fied
L988[11:27:40] <howtonotwin> don't hack a
subclass
L989[11:27:44] <howtonotwin> like
seriously
L990[11:27:44]
⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L991[11:27:45] <howtonotwin> wtf
L992[11:27:47] <tterrag> OrionOnline:
no
L993[11:27:49] <tterrag> that's your
solution
L994[11:27:51] <tterrag> not your
problem
L995[11:28:03] *** V
is now known as Vigaro
L997[11:28:11] <OrionOnline> tterrag, i
know
L998[11:28:33] <OrionOnline> My problem is
that all my BlockState files start with the name of the Block that
they belong to#
L999[11:28:36] <OrionOnline> Forge
L1000[11:28:39] <OrionOnline> Anvil
L1001[11:28:42] <OrionOnline> etc
L1002[11:28:46] <howtonotwin>
IStateMapper != StateMap
L1003[11:28:47] <howtonotwin> ???
L1004[11:28:48] <OrionOnline> However for
my conduits i cannot do that
L1005[11:28:54] <howtonotwin> implement
your own IStateMapper
L1006[11:28:59] <OrionOnline> as they use
a StateMapper
L1007[11:29:08] <howtonotwin> no they use
IStateMapper.
L1008[11:29:13] <OrionOnline>
howtonotwin, that is exactly what i am going to do
L1009[11:29:14] <howtonotwin> StateMap is
just convenience
L1010[11:29:25] <howtonotwin> well why do
you need to inherit from StateMap
L1011[11:29:26] <howtonotwin> wtf
L1012[11:29:32] <howtonotwin> composition
anyone?
L1013[11:29:38] <OrionOnline>
howtonotwin, I figured that out
L1014[11:29:44] <OrionOnline> So i am
making my own now
L1015[11:29:56] <OrionOnline> That is why
i said i now how to solve it now
L1016[11:29:59] <howtonotwin> ok
L1018[11:30:13] <quadraxis> worked ok for
me
L1019[11:30:22] <gigaherz> ah nice
L1020[11:32:19] <gigaherz> okay so far it
seems to be the same I did, approximately
L1021[11:33:41] ***
Darkhax is now known as Darkhax_AFK
L1022[11:33:45] <gigaherz> (he's using
git through IDEA, and I prefer to use TortoiseGit for those
things)
L1023[11:36:04] <gigaherz> OOOOH so
that's how you do it!
L1024[11:36:09]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
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⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L1026[11:42:26] <gigaherz> so yeah I was
doing everything right xcept I didn't know you had to select the
gradle task thing when importing the projects/build.gradle
L1027[11:45:02] <gr8pefish> is there a
way to reload a json without restarting MC? f3+T doesn't seem to
work
L1028[11:45:14] <Botter|HWK> I hade the
same problem
L1029[11:45:20] <Botter|HWK> YOu need to
rebuild
L1030[11:45:37]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872A6E.access.telenet.be)
L1031[11:45:37] <Botter|HWK> In intellij
I've bound that to f10 but it should be under the build menu
L1032[11:47:26] <gr8pefish> Botter|HWK,
rebuild, as in the gradle task? That can't be right
L1033[11:47:43] <Botter|HWK> No the
gradle task, just "build project" in the IDE
L1034[11:47:43] <gr8pefish> oh I see it,
jk
L1035[11:47:43]
⇨ Joins: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
L1036[11:47:48] <gr8pefish> ty
L1037[11:47:53] <Botter|HWK> NP
L1038[11:48:12] <Botter|HWK> Just be
prepared for MC to die for a short while while it loads all the
resources
L1039[11:48:17] <gr8pefish> lol k
L1040[11:48:18] <gigaherz> no need to
rebuild ;P
L1041[11:48:25] <gigaherz> "make
project" is enough
L1042[11:48:35] <Botter|HWK>
Make/build... Same thing
L1043[11:48:43] <gigaherz> wait yeah you
said "build project"
L1044[11:48:47] <gigaherz> that's not
quite the same as "rebuild"
L1045[11:48:52] <gigaherz> which deletes
the build folder and starts over
L1046[11:48:53] <gigaherz> ;p
L1047[11:49:05] <Botter|HWK> :P That
would not be fun
L1048[11:49:20] *
Botter|HWK imagines having to run the minecraft decompiler
again.
L1049[11:49:42]
⇨ Joins: Koward
(~Koward@2a02:2788:7d4:4dd:a1ac:7e1f:aa58:91a3)
L1050[11:51:14] <gr8pefish> IntelliJ
-> top bar -> build -> make project, right? That doesn't
seem to work for me to reload the changed json (trying to mess with
translations)
L1051[11:51:34] <Botter|HWK> Did you also
do F3+t?
L1052[11:51:40] <Botter|HWK> It should
work
L1053[11:51:48] <gr8pefish> oh no not
that too, I'll try that
L1054[11:51:57] <Botter|HWK> Yeah, you
need to do them both
L1055[11:51:59] <BordListian> you need to
make and then f3+t, yeah
L1056[11:52:24] *
Botter|HWK creates an AutoHotKey script to do it
automaticly
L1057[11:52:52] <gr8pefish> sweetness,
that works, thanks!
L1058[11:52:56] <Botter|HWK> np
L1059[11:53:09] <howtonotwin> Is there
documentation on exposing/using APIs?
L1060[11:53:19] <Botter|HWK> Hahahahahah.
Docs?
L1061[11:55:35]
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L1063[12:00:15] <gigaherz> howtonotwin:
that's like, generic java knowledge, no?
L1064[12:00:30] <Botter|HWK> Depends on
what API they are :P
L1065[12:00:33] <Botter|HWK> *APIs
L1066[12:00:42] <howtonotwin> meant @API
and stuff like that :P
L1067[12:01:05]
⇦ Quits: Zed (~Zed@12.223.6.51.dyn.plus.net) (Quit: Textual
IRC Client: www.textualapp.com)
L1068[12:01:40] <gr8pefish> Is there a
way to disable the re-equip animation when right clicking?
L1069[12:02:07] <Botter|HWK> Have a look
in the code. There may be a function that can be @Override ed
L1070[12:02:14] <gr8pefish> overriding
shouldCauseReequipAnimation does nothing (when right
clicking)
L1071[12:02:31] <gr8pefish> might be
somethign special in right click
L1072[12:02:38] *
gr8pefish goes to look at source code
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L1077[12:10:44] <howtonotwin> lol
L1078[12:10:50] <Bottersnike>
#spelling]
L1079[12:11:06]
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L1080[12:11:07] <howtonotwin>
@jwtviES
L1081[12:11:15] <howtonotwin> that's what
happens when you spell #keyboard
L1082[12:11:20] <howtonotwin> but one key
to the left
L1083[12:11:21] <howtonotwin> :P
L1084[12:11:33]
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seconds)
L1086[12:12:40] *
howtonotwin nopes out of this conversation
L1087[12:13:26] <Bottersnike> :P
L1088[12:13:57] *
Bottersnike
L1089[12:14:05] <Bottersnike> Haha! I
broke the system
L1090[12:14:06] *
Bottersnike
L1091[12:14:07] *
Bottersnike
L1092[12:14:08] *
Bottersnike
L1093[12:14:39]
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L1095[12:14:55] <howtonotwin> huh
L1096[12:15:16] *
Bottersnike "/me " (two spaces) and it just thinks that
your message is " "
L1097[12:16:01]
⇨ Joins: ollieread
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L1098[12:16:12] *
howtonotwin
L1099[12:16:15] <howtonotwin>
indeed
L1101[12:17:13] <Bottersnike> Oh man...
You really did it :P
L1102[12:17:45] <Bottersnike> Is there a
github for the bot/commands on this (e.g. /me)?
L1103[12:17:55]
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L1104[12:18:00] <gigaherz> yeah, making
PRs isn't that hard, when you don't ahve to fight against the
repulsion of using Eclipse
L1105[12:18:09] <heldplayer>
L1106[12:18:18] <howtonotwin> My mod has
existed for ~30 minutes and I'm already abusing path dependent
types, hard.
L1107[12:18:19] <howtonotwin> :P
L1108[12:18:21] <Bottersnike> I love that
IDEA has git built straight into it
L1109[12:18:21] <Bottersnike>
L1110[12:18:22] <Bottersnike>
L1111[12:18:22] <Bottersnike>
L1112[12:18:25] <howtonotwin> why
L1113[12:18:27] <gigaherz> if you want to
like, "+1" or agree, use the reaction thingies
L1114[12:18:31]
⇦ Quits: Naiten (Naiten@77.35.19.53) (Read error: Connection
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L1115[12:19:09] <gigaherz> they exist to
avoid unnecessary comments with "+1" "/me
likes" and similar ;p
L1116[12:19:20] <g> nobody uses them
sadly
L1117[12:19:27] <Bottersnike> Ik
L1118[12:19:29] <g> GH should have made
it convert the "+1" comments
L1119[12:19:51] <Bottersnike> Want to
make a github PR on the github soruce repo?
L1120[12:20:04] <g> that sounds daunting
as hell
L1122[12:20:23] <Bottersnike> Is the /me
command an IRC thing or a MC Forge thing?
L1123[12:20:27] <howtonotwin> irc
L1124[12:20:33] <Bottersnike> :'(
L1125[12:20:41] <Bottersnike> Is there a
github for that?
L1126[12:20:50] <g> IRC is a
standard
L1127[12:20:53] <g> you want RFCs
L1128[12:20:59] <g> that said, /me is
part of the IRC client
L1129[12:21:13] <Bottersnike> Where's the
hexchat source then?
L1130[12:21:15] <g> under the hood it's
actually sending a CTCP ACTION, if I'm not mistaken..
L1131[12:21:16] <gigaherz> g: ? the forge
issues & PRs are full of them
L1132[12:21:16] <gigaherz> ;P
L1133[12:21:34] <g> gigaherz, what're you
referring to?
L1134[12:21:41] <gigaherz> github
reactions
L1136[12:21:49]
⇨ Joins: Gil
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L1137[12:21:49] <g> I'm talking about the
whole of github
L1139[12:21:52] <howtonotwin> oh
L1140[12:21:52] <g> people tend to ignore
them
L1141[12:22:15] <gigaherz> yeah but
that's because people tend to dislike the icons
L1142[12:22:15] <gigaherz> ;p
L1143[12:22:16] <Bottersnike> Is there a
way to search for code in just one repo not the whole of GH?
L1144[12:22:22] <howtonotwin> yes
L1145[12:22:24] <gigaherz> Bottersnike:
when you are in a repository
L1147[12:22:31] <Bottersnike> How?
L1148[12:22:38] <gigaherz> the search box
shoudl show Search: [(in this repository) ]
L1149[12:22:39] <howtonotwin> don't
backspace the "This Repo" away
L1150[12:22:43] <g> there's a bunch of
reactions but also a bunch of people just saying +1
L1151[12:23:04] <g> hm, actually it looks
like they have converted a bunch of them to reactions
L1152[12:23:06] <g> gg github
L1153[12:23:11] <IoP> people saying +1 in
GH should be sent into some camp to learn not to spam
L1154[12:23:32] <g> well, I get an email
when someone +1s this repo
L1155[12:23:36] <g> er, issue
L1157[12:23:43] <g> but yeah, they seem
to have been converted to reactions
L1158[12:23:43] <gigaherz> g: the +1s are
from before
L1159[12:23:49] <gigaherz> they didn't
convert retroactively
L1160[12:24:01] <gigaherz> no wait
nevermind
L1161[12:24:03] <g> I can't load that
page..
L1162[12:24:04] <gigaherz> there's newer
+1s
L1163[12:24:11] <g> ah, there we go
L1164[12:24:12] <heldplayer> Might need
to try a few times
L1165[12:24:18] <IoP> well of course
there is because people are morons
L1166[12:24:40] <Bottersnike> So is /me
server or client side?
L1167[12:24:46] <heldplayer> Client
side
L1168[12:25:02] *
Bottersnike goes hunting in the HexChat source for the /me
command
L1169[12:25:04] <g> some servers do
implement it
L1170[12:25:08] <g> but yeah, it's mostly
on the client
L1171[12:25:11] <heldplayer> It uses the
same stuff as normal messages, but adds some extra stuff at the
front which pretty much every client understands
L1172[12:25:14] <gigaherz> IRC /me
does
L1173[12:25:15] <g> why are you looking
for it?
L1174[12:25:17] <gigaherz> CTCP
ACTION
L1175[12:25:20] <gigaherz> instead of a
normal message
L1176[12:25:25] <g> yeah, that's what I
said earlier
L1177[12:25:34] <gigaherz> char(1) +
"ACTION " + message + char(1)
L1178[12:25:38] <Bottersnike> To see if I
can patch the following:
L1179[12:25:40] *
Bottersnike
L1180[12:25:41] *
Bottersnike
L1181[12:25:47] <Bottersnike> ("/me
")
L1182[12:25:48] <g> that is not a
bug.
L1184[12:25:51] <Bottersnike> no?
L1185[12:25:56] <heldplayer> gigaherz:
Not sure the trailing char(1) is required
L1186[12:25:59] <Bottersnike> It's fairly
useless
L1187[12:26:04] <g> but still not a
bug.
L1188[12:26:13] <gigaherz> * /me:
insufficient parameters
L1189[12:26:18] <gigaherz> mirc doesn't
allow /me without a message
L1190[12:26:19] <g> He's put a control
character in it
L1191[12:26:19] <gigaherz> ;p
L1192[12:26:21] <Bottersnike> I can't see
why it wouldn't be a bug
L1193[12:26:21] <IoP> Are we going to
argue about RFC soon ?!
L1194[12:26:29] <g> why would it be a
bug?
L1195[12:26:30] *
gigaherz
L1196[12:26:35] <g> Just because it isn't
a feature doesn't mean it's a bug
L1198[12:26:37] <gigaherz> well if you
put an invisible char in there
L1199[12:26:40] <gigaherz> it's just an
invisible chat
L1200[12:26:42] <gigaherz> char*
L1201[12:26:44] <Bottersnike>
L1202[12:26:46] <Bottersnike> ^
L1203[12:26:53] <g> every client handles
it like that
L1204[12:26:59] <Bottersnike> It still
seems silly
L1206[12:27:04] <g> but it's not a
bug.
L1207[12:27:06] <IoP> ^^ I can do that
also
L1208[12:27:07] <g> silly or not.
L1210[12:27:09] <g> don't waste your
time.
L1211[12:27:19] <Bottersnike> Why would
anyone ever thing to implement that though?
L1212[12:27:25] <g> they didn't implement
it
L1213[12:27:30] <gigaherz> it's not
implemented on purpose
L1214[12:27:30] <g> they just didn't
disallow it
L1215[12:27:32] <gigaherz> it's a
side-effect
L1216[12:27:39] <gigaherz> unintended
"feature"
L1217[12:27:48]
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L1218[12:27:51] <g> that's kind of a bad
way of putting it
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L1220[12:28:01] <Bottersnike> Could you
not argue that an unintended side effect with no use is a
bug?
L1221[12:28:05] <g> the command takes any
textual input, and control characters count as textual input
L1222[12:28:09] <gigaherz> tell me how
would you "fix" it
L1223[12:28:09] <gigaherz> ;P
L1224[12:28:17] <g> they just simply
didn't check for a message with only control chars in
L1225[12:28:25] <g> and fixing it would
probably break someone's use case anyway
L1227[12:28:36] <Bottersnike> Instead of
if message.length > 3 check if the rest of the message has any
content
L1228[12:28:45] <g> it does have
content
L1229[12:28:45] <IoP> Who is they? and
Why they should check content of message?
L1230[12:28:48] <BordListian> oh man
that's amazing
L1231[12:29:07] <g> the control char is
the content
L1232[12:29:07] <BordListian> sending
messages in irc using control characters
L1233[12:29:10] <g> it's content.
L1235[12:29:16] <g> there's not nothing
there
L1236[12:29:25] <Bottersnike> I meant
content that's not " "
L1237[12:29:33] <BordListian> and only
people with a script that decodes the characters can read it
L1238[12:29:36] <g> I'm sure someone has
a use-case for sending only control chars
L1239[12:29:40] <IoP> I've said it
earlier to people who talk about IRC features: read the RFC and
then talk
L1240[12:29:49]
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L1241[12:29:57] <BordListian> >irc
features
L1242[12:30:04] <BordListian> irc has
features?
L1243[12:30:06] <gigaherz> yes
L1244[12:30:09] <IoP> Not checking
content == performance
L1245[12:30:10]
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L1246[12:30:10] <g> well.. yeah?
L1247[12:30:23] <g> eh, that'd be a
negligible gain really
L1248[12:30:25] <gigaherz> it has some
default features, some optional features
L1249[12:30:25] <howtonotwin>
itsalive.jpg
L1250[12:30:27] <gigaherz> some
unintended features
L1251[12:30:32] <gigaherz> and some
extensions
L1252[12:30:34] <gigaherz> ;P
L1253[12:30:40] <gigaherz> like literally
any specification ever
L1254[12:31:09] <gigaherz> a feature is
simply a "thing it can do"
L1255[12:31:13]
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L1256[12:31:13] <howtonotwin> Oracle:
have lower type bounds on generics
L1257[12:31:17] <g> It's kinda like
making block update detectors with redstone in vanilla
minecraft
L1258[12:31:24] <howtonotwin>
mathematicians: here's a Turing machine
L1259[12:31:27] <g> it's the result of a
"bug" or unintended feature in the redstone engine
L1260[12:31:38] <g> do you think it
should be removed just because one person doesn't need it?
L1261[12:31:43]
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L1262[12:32:35] <g> the answer is no, of
course not
L1263[12:32:39] <BordListian> can irc
messages containing only control characters be turned into turing
machines
L1264[12:32:41] <g> because you can't
speak for every single user out there
L1265[12:32:53] <heldplayer> BordListian:
No
L1266[12:33:01] <g> BordListian, you
could have a bot that translates it to something like brainfuck I
guess
L1268[12:33:14] <heldplayer> For it to be
a turning machine you'd need some form of simulated tape
drive
L1269[12:33:21] <heldplayer> Turing
*
L1270[12:33:39] <heldplayer> And.. well..
logic
L1271[12:33:48] <howtonotwin> Java's
types are Turing complete
L1272[12:34:04] <heldplayer> Are
they?
L1273[12:34:09] <howtonotwin> so actually
javac can simulate a Turing machine
L1274[12:34:11] <howtonotwin> yes
L1275[12:34:17] <howtonotwin> proven in
March (?) this year
L1276[12:34:31] <heldplayer> Nice
L1277[12:34:35] <g> that doesn't sound
that far-fetched
L1278[12:34:50] <howtonotwin> ungodly
amount of "<? super" though xD
L1279[12:34:51] <heldplayer> I knew C++
templates were Turing complete but those are a bit more advanced
than Java generics
L1282[12:40:40] <heldplayer> I'm learning
about this kind of stuff this year and my god it's still so
confusing
L1283[12:40:50] <howtonotwin> :P
L1284[12:40:56] <heldplayer> The document
you linked that is, the stuff I'm learning is ok-ish :P
L1285[12:41:18] <gigaherz> we had to
write a turing machine simulator at uni
L1286[12:41:35] <gigaherz> mine was the
best apparently ;P
L1287[12:41:56] <gigaherz> (in that year
;P)
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L1310[13:15:00] <thechief5456> I came up
with a great new direction for my mod, the only problem is I dont
exactly know how the idea will work just yet
L1311[13:17:29] <IoP> gm
func_180495_p
L1312[13:18:25] <IoP> !gm
func_180495_p
L1313[13:19:14] <hipsterpig>
thechief5456: I say go for it. You never know where that path will
take you unless you walk down it.
L1314[13:19:21] <gigaherz> thechief5456:
feel free to explain here
L1315[13:19:30] <gigaherz> we can help
you fine-tune the idea
L1316[13:19:33] <gigaherz> and suggest
mechanics
L1317[13:21:36]
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L1318[13:24:07] <thechief5456> my mod
name is mechanica so instead of having an electrical network to
power machines, I was thinking of axles and gear boxes and
mechanical linkages to transfer mechanical energy to power
everyting
L1319[13:24:32] <gigaherz> would you
simulate the torque and such?
L1320[13:24:40]
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L1321[13:24:45] <gigaherz> or do like
Ancient Warfare 2 axles that are really RF in disguise?
L1322[13:25:06] <thechief5456> I would
try <--- try being the key word
L1323[13:25:23] <gigaherz> so I had
thoguht about this in the past
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L1325[13:25:39] <gigaherz> I'm just busy
with other mods so I wil ltell you so maybe you can make use of the
idea ;P
L1326[13:25:54] <gigaherz> in my idea,
I'd have axles as multiblock structures
L1327[13:25:59] <gigaherz> they'd work as
one single thing
L1328[13:26:09] <gigaherz> and have an
inertia and resistance based on tier and length
L1329[13:27:01] <gigaherz> then I'd
have... dunno how to call them
L1330[13:27:04] <gigaherz> those flexible
bands
L1331[13:27:18] <gigaherz> linking up the
axle with machines
L1332[13:27:22] <gigaherz> in a
semi-wireless way
L1333[13:27:39] <thechief5456> I was
thinking about that last night! rubber belts
L1334[13:27:43] <gigaherz> yep
L1335[13:28:10] <gigaherz> and i'd make
it possible to have two belts per block
L1336[13:28:18] <gigaherz> so that you
can have a machine connecting on the "left" of the
axle
L1337[13:28:24] <gigaherz> and another
one on the "right" of the axle
L1338[13:28:26] <gigaherz> to have
like
L1339[13:28:37] <gigaherz> two
"sides" of machines, with the axle in the middle slghtly
elevated
L1340[13:28:59] <thechief5456> yep I like
this so far
L1341[13:29:14] <IoP> umm is there some
magic tricks to get mcp srg mapper to work in chrome_
L1342[13:29:30] *
gigaherz has no idea
L1343[13:30:14] <thechief5456> lol
L1344[13:30:35] <gigaherz> then there's
the thing of tiers
L1345[13:31:07] <gigaherz> basic ones are
obvious: wood, iron, steel
L1346[13:31:19] <BordListian>
>tiers
L1347[13:31:28] <gigaherz> but then you
could have stuff like long-distance axles
L1348[13:31:36] <gigaherz> that are in a
pipe filled with fluid
L1349[13:32:01] <gigaherz> lower
drag/fridction, but can't have bands connected to them
L1350[13:32:15] <gigaherz> -d
L1351[13:33:01] <gigaherz> also in order
to avoid very long chains causing chunkloading effects
L1352[13:33:06] <gigaherz> I'd split the
axles into sections
L1353[13:33:12] <gigaherz> that spread
the information along the axle
L1354[13:33:21] <gigaherz> this would
mean there's some "lag" in the rotation
L1355[13:33:29] <gr8pefish> is using
ICapabilitySerializable overkill for just storing a boolean value
for a player?
L1356[13:33:39] <thechief5456> this is
sounding really interesting now
L1357[13:33:46] <gigaherz> but this is
ok, because a long axle tends to be able to rotate a bit
L1358[13:33:47] <gigaherz> as in
L1359[13:33:52] <gigaherz> one end
rotates a bit more than the other
L1360[13:34:00] <gigaherz> and the other
end ends up "lagging behind"
L1361[13:34:50] <thechief5456> but
someone will probably refine this idea and develop it 10,000 times
faster than I could :(
L1362[13:34:57] <gigaherz> thne there's
some potential mechanics
L1363[13:35:06] <gigaherz> such as: what
happens if you plug two machines directly into eachother
L1364[13:35:09] <gigaherz> and one spins
faster than the other?
L1365[13:35:16] <gigaherz> the slower one
would receive feedback
L1366[13:35:18]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1367[13:35:28] <gigaherz> so you could
have this generate heat and a chance to explode or break the
axle/machine
L1368[13:35:47] <gigaherz> also another
idea: you have a possibility for things like friction discs
L1369[13:35:53] <gigaherz> letting you
disconnect sectionswithout breaking blocks
L1370[13:36:00]
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L1371[13:36:02] <gigaherz> or lowering
the intake
L1372[13:36:14] <gigaherz> so that other
sections receive a bigger % of the force
L1373[13:38:07] <gigaherz> other things
to consider:static friction? so that you need a higher force to
"get started" and then you can lower the power for
sustained operation
L1374[13:38:20] <gigaherz> thechief5456:
believe in yourself!
L1375[13:38:31] <gigaherz> that's why I'm
refining it for you ;P
L1376[13:39:07] <gigaherz> oh and you'll
want to have electrical motors and electrical generators, to
interface with the usual energy systems
L1377[13:39:59] <thechief5456> this is
polished compared to what i thought up last night :)
L1378[13:40:19]
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L1379[13:47:37] <gr8pefish> The attach
capabilities event is deprecated, what is it supposed to be now?
(Anyone know)?
L1380[13:48:09] <LexManos> The attach
capabilities event
L1381[13:50:29]
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L1384[13:51:09] <gr8pefish> Sorry, I
should have been much more clear. The event itself is fine, but the
subEvent, AttachCapabilitiesEvent.Entity event, is
deprecated.
L1385[13:52:03] <beschio> Are javadocs
available for viewing online?
L1386[13:52:48] <IoP> Well shit. mcp srg
mapper does not work with pastebin
L1387[13:53:22]
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L1388[13:53:51]
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Leaving)
L1389[13:54:16] <gigaherz> gr8pefish:
look at the javadocs of the event, gr8pefish
L1390[13:54:38] <gigaherz> it's just
AttachCapabilitiesEvent<what> now
L1391[13:55:41] <gr8pefish> Oh, thats
what I get for only skimming them. Thanks giga
L1392[13:56:02]
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L1395[13:59:13] <beschio> Are javadocs
available for viewing online?
L1396[13:59:20]
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L1397[13:59:24]
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L1398[14:01:14]
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L1400[14:07:04] <TechnicianLP> thechief:
reminds me of rotarycraft ...
L1401[14:09:27] <gigaherz> beschio: no,
no one volunteered to setup a server and maintain it, IIRC
L1402[14:12:27]
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L1404[14:18:45] *
illy steals medal
L1405[14:18:54] <fry> you don't get a
medal for doing things right once.
L1406[14:19:17] <LatvianModder> No more
running gradlew commands from cmd, not creating idea modules and
what not I was doing a day ago
L1407[14:20:28] <quadraxis> not dark
theme >_>
L1408[14:20:38] <LatvianModder> deal with
it
L1409[14:20:39] <illy> well why are you
running gradlew instead of gradle "yaourt -S gradle"
:P
L1410[14:20:44]
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L1411[14:20:53] <LatvianModder> Im what?
I just use what Idea provides
L1412[14:21:02] <LatvianModder> Im not
using gradlew/cmd at all
L1413[14:21:45] <illy> "No more
running gradlew commands from cmd" fool there is only gradle
:P
L1414[14:21:46] <LatvianModder> Dark
theme seriously hurts my eyes, can't use it. Maybe if I ever find a
nice color scheme, like Sublime's
L1415[14:21:57] <Dark> what about me as a
theme?
L1416[14:21:57] <LatvianModder> ok,
gradle wrapper
L1417[14:22:11] <LatvianModder> *uses
Dark as theme*
L1418[14:22:17] <illy> lat there's an
addon for that
L1419[14:24:28] <LatvianModder> Dark
themes save power
L1420[14:24:42] <LatvianModder> In
theory. Less leds are active :P
L1421[14:25:09] <IoP> How deep are call
tress for
net.minecraft.world.gen.ChunkProviderServer.provideChunk() or
net.minecraftforge.fml.common.registry.GameRegistry.generateWorld
normally. IS there some limit I should be worried after?
L1422[14:25:38] <BordListian> if you have
to ask you might be doing something wrong?
L1423[14:26:12] <IoP> Someone else aka
some modder, not me.
L1424[14:26:29]
⇨ Joins: wundrweapon
(~quassel@cpe-172-101-184-119.rochester.res.rr.com)
L1426[14:26:46] <LatvianModder> ./whois
SomeModder
L1427[14:27:05] <barteks2x> Looks like
someone is doing population wrong
L1428[14:27:38] <BordListian> recursion
was a mistake
L1429[14:28:08] <barteks2x> I'm almost
sure someone didn't add +8 offset to block coordinates when
generating things
L1430[14:28:08] <wundrweapon> recursion
is cool
L1431[14:28:08] <IoP> recursion is one of
the coolest things in programming languages!11!!
L1432[14:28:24] <OrionOnline> Sombody
here experience with the new Animation system?
L1433[14:28:44] <BordListian> +8
what
L1434[14:28:53] <barteks2x> actually, a
few mods at once didn't do that (probably)
L1435[14:29:15] <barteks2x> if you are
doing stuff other than ore generation - you need to add +8 offset
in population
L1436[14:29:34] <barteks2x>
(WorldGenMinables has that offset internally)
L1437[14:29:53] <IoP> so probably causes
for that are XU2, harvestcraft and actuallyadditions? Did I miss
something or is there something more to blame?
L1438[14:30:21] <wundrweapon> I need to
make a bow auto-fire every (x) ticks, so long as it's in the
"being drawn" state, but I've found no way to pull it
off
L1439[14:30:32] <barteks2x> I would need
to look at code of these mods, but any mod that generated more
chunks while generating terrain is probably doing it wrong
L1440[14:30:47]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Remote host
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L1441[14:31:16] <barteks2x> oh, and
liquids, these do a few things in stacktrace here
L1442[14:31:36] <BordListian> override
tick on the bow and do if(ticksused % x == 0)?
L1443[14:31:44]
⇦ Quits: kinggoesgaming
(uid23106@id-23106.tooting.irccloud.com) (Quit: Connection closed
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L1444[14:31:46] <IoP> Was going to ask
about top of the stacj
L1445[14:31:56] <barteks2x> this is most
likely caused by simulating flowing liquids
L1446[14:32:03] <wundrweapon> how would I
override the tick? keep in mind I can't make a new entity or
item
L1447[14:32:30] <BordListian> oh
L1448[14:32:46] <BordListian> is this an
enchant?
L1449[14:32:50] <barteks2x> well.. the
top of the stacktrace is. The bottom is clearly mods
L1450[14:32:53] <BordListian> or
whatever
L1451[14:32:53] <wundrweapon> indeed it
is
L1452[14:33:01] <BordListian> ok cool
let's see
L1453[14:33:10] <barteks2x> but it's not
an exception, so what is wrong here?
L1454[14:33:38] <wundrweapon>
OrionOnline: depends on what you're doing
L1455[14:33:46] <IoP> barteks2x: 100% cpu
usage
L1456[14:33:50] <OrionOnline>
wundrweapon, i need to animate an Item
L1457[14:34:02] <OrionOnline> It is a
book in OBJ form
L1458[14:34:06] <OrionOnline> And i need
to basically open it
L1459[14:34:11] <OrionOnline> and close
it ofcourse
L1460[14:34:15] <wundrweapon>
OrionOnline: can't help ya there :/
L1461[14:34:23] <OrionOnline>
wundrweapon, no problem
L1462[14:34:28] <OrionOnline> fry, you
there?
L1463[14:34:36] <IoP> Well user reported
that his MC is using almost all cores of the system.
L1464[14:34:54] <BordListian> you could
hook playertick and check player.getActiveItem()?
L1465[14:35:05] <barteks2x> only when
generating terrain or always? Terrain isn't generated all the
time.
L1466[14:35:19] <IoP> always
L1467[14:35:46] <wundrweapon> what side
does playertick exist on?
L1468[14:36:16] <BordListian> server i
would assume
L1469[14:36:35] <wundrweapon> hm... I'll
give it a go. thanks!
L1470[14:36:38] ***
mezz_ is now known as mezz
L1471[14:37:46] <barteks2x> then it
doesn't seem like terrain generator being the fault
L1472[14:38:57] <wundrweapon>
interesting... playertickevent triggers on both sides, choosing a
side based on the player instance
L1473[14:40:08] ***
minecreatr is now known as Mine|away
L1475[14:41:16] <diesieben07> of course.
both sides tick the player.
L1476[14:41:49] <barteks2x> I also looked
at harvestcraft source, it does population wrong. Should I report
it?
L1477[14:42:28] <BordListian>
probably?
L1478[14:42:29] <howtonotwin>
d(*^~)
L1479[14:42:50] <barteks2x> it's hard to
say "you are going X wrong" if there is no error and
everything works...
L1480[14:43:08] <IoP> I have no idea what
to say if I'm reporting that :/ I really does not know about
worldgen
L1481[14:43:29] <BordListian> link to
another repo's issue
L1482[14:43:44] <barteks2x> your issue
probably isn't harvestcraft fault, but harvestcraft may cause
issues when many mods do the same mistake
L1483[14:43:48] <BordListian> that'll
make it seem like it caused an issue
L1484[14:44:03] <BordListian> even if
it's unrelated
L1485[14:44:25] <barteks2x> The real bad
thing is that mod population isn't part of biome decoration
L1486[14:44:39]
⇨ Joins: otho (~otho@191.189.118.78)
L1487[14:44:41] <barteks2x> if it was -
doing such things would crash with "Already populating"
error
L1488[14:44:49] <barteks2x> *already
decorating
L1489[14:45:07] <IoP> But yeah. If there
is a bug in harvestcraft and you know that it does bad things just
report it. I can't because I won't find the bad code
L1490[14:47:00] <IoP> Ddi they remove
visualvm from JDK?
L1491[14:47:57] <IoP> Nope, it starts
with j, now v.
L1492[14:51:23]
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L1494[14:54:52] <wundrweapon> is
@gigaherz here?
L1495[14:54:58]
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L1498[15:02:28] <gigaherz> wundrweapon: I
am now
L1499[15:02:36] <Koward> Is
Block.neighborChanged() deprecated to Block.onNeighborChange()
?
L1500[15:02:37] <gigaherz> you know you
can just ask
L1501[15:02:45] <gigaherz> I'll be able
to read the reply sooner or later
L1502[15:02:49] <gigaherz> if you see my
nickname in the nicklist
L1503[15:03:50] <wundrweapon> ik
L1504[15:03:53] <wundrweapon> i was being
stupid
L1505[15:04:28] <wundrweapon> and I
forgot my question anyways :/
L1506[15:05:02] <gigaherz> lol
L1507[15:07:56] <wundrweapon> sometimes I
hate java
L1508[15:08:39] <wundrweapon> I have an
if statement nested in a loop pointing to something that I know
starts out null for a bit, and I'm checking if it is null as a part
of the if
L1509[15:08:39] <howtonotwin> that's true
for everyone :P
L1510[15:08:46]
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L1511[15:08:49] <wundrweapon> ofc it
crashes with nullpointerexception...
L1512[15:08:53] <howtonotwin> ???
L1513[15:09:06] <gigaherz> well you logic
must be wrong
L1514[15:09:06] <gigaherz> XD
L1515[15:09:07] <howtonotwin> magick
:P
L1516[15:09:19] <gigaherz> HOW does it
become not-null?
L1517[15:09:44] <gigaherz> because if you
have a busy-loop, and you are "waiting" for something
taht would run in a tick handler or similar
L1518[15:09:46] <gigaherz> it will never
happen
L1519[15:10:09] <wundrweapon>
if(event.player.getActiveItemStack().getItem != null &&
event.player.getActiveItemStack().getIem() instanceof
ItemBow)
L1520[15:10:25] <quadraxis> well
then
L1521[15:10:28] <gigaherz> that's not
what I asked
L1522[15:10:28] <gigaherz> ;P
L1523[15:10:42] <quadraxis> firstly null
instanceof X is false
L1524[15:10:44] <gigaherz> I asked how do
you expect it to be non-null
L1525[15:11:04] <wundrweapon> well by
"loop" I mean playertickevent handler :/
L1526[15:11:10] <gigaherz> so it's not
really a for/while
L1527[15:11:13] <gigaherz> then iti sn't
a loop ;p
L1528[15:11:21] <gigaherz> your issue
here is more basic
L1529[15:11:29] <gigaherz> you have
misunderstood WHAT is supposed to be null
L1530[15:11:34] <gigaherz> not when
L1531[15:11:48] <wundrweapon> h...
L1532[15:11:51] <wundrweapon> hm*
L1533[15:12:04] *
wundrweapon is the kind of person to misspell
"hm"
L1534[15:13:09] <gigaherz> think about it
while I visit the bathroom ;P
L1535[15:14:19] <howtonotwin> /execute
gigaherz ~ ~ ~ nick ghz|inodoro
L1536[15:14:55] <gigaherz> back
L1537[15:15:06]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L1538[15:15:09] <gigaherz> wundrweapon:
did you notice your mistake, yet?
L1539[15:16:12]
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L1540[15:16:18] <Koward> Is there any
code launched at loading for blocks so that I could update their
state ?
L1541[15:16:27] <gigaherz> what?
L1542[15:16:37] <gigaherz> by loading, do
you mean when the chunk loads?
L1543[15:16:43] <Koward> Yes.
L1544[15:17:17] <diesieben07> only if you
have a TE
L1545[15:17:26] <diesieben07> otherwise
that would be way too much work when loading a chunk
L1546[15:17:35] <gigaherz> hmmm,
onBlockAdded is only for placing?
L1547[15:17:44] <diesieben07> its called
in setBlockState
L1548[15:17:50] <diesieben07> which is
not called a chunk is loaded
L1549[15:18:00] <gigaherz> thought
so
L1550[15:18:09] <Koward> So I do have a
TE, nice.
L1551[15:18:29] <gigaherz> which kind of
state do you need updated, btw?
L1552[15:18:52] <Koward> transmit power
level stored in TE (&capability) from blocks to blocks.
L1553[15:20:13] <gigaherz> why not do
that on ticks rather than during load?
L1554[15:20:36] <gigaherz> wait you have
that redstone-like thing
L1555[15:20:42] <Koward> Every tick ?
Will that not be extremely performance heavy ?
L1556[15:20:44] <gigaherz> which is
reactive, rather than active
L1557[15:20:47] <Koward> Yes
L1558[15:23:51]
⇦ Quits: jordibenck (~jordi@86.89.212.184) (Quit:
Leaving)
L1559[15:25:17] <barteks2x>
actuallyadditions does exactly the same mistake as harvestcraft...
are there any mods that do it right?
L1560[15:25:57]
⇦ Quits: Kano (~Kano@2604:180:2:11bc::a3b8) (Remote host
closed the connection)
L1561[15:25:58] <barteks2x> there should
be more documentation on it
L1562[15:26:12] <gigaherz> mistake?
L1563[15:26:36] <gigaherz> if you explain
what mistake you are talking about... ;P
L1564[15:26:56] <barteks2x> not adding
the +8 offset when generating things (populator)
L1565[15:27:16] <gigaherz> chunk
population? never done that so no idea XD
L1566[15:28:01] <barteks2x> if you ever
do it - add +8 block offset, unless using WorldGenMinable -
WorldGenMinable does it internally
L1567[15:28:02] <howtonotwin> why is
there a +8 offset?
L1568[15:28:42] <gigaherz> yeah the only
generation I have done is WorldGenMinable
L1569[15:28:51] <gigaherz> that's what i
meant by i ahve never done population ;P
L1570[15:28:54] <gigaherz> actually, I
have!
L1571[15:29:09] <barteks2x> because
minecraft populates a chunk only when chunks between (chunkX,
chunkZ) and (chunkX+1, chunkZ+1) are loaded. So you populate area
(x*16+8, z*16+8) to (x*16+8+16-1, z*16+8+16-1)
L1573[15:29:22] <gigaherz> I wonder how
wrong that is ;P
L1574[15:29:48] <IoP> barteks2x: yeah
harvestcraft probably triggers the problem. Running with
exnihiloonmi + xu2 and that Moss.grow is visible but does not cause
serious problems
L1575[15:29:52] <gigaherz> ah see I don't
have that +8 offset ;P
L1576[15:30:03] <barteks2x> if too many
mods to it at once - it will crash with StackOverflowError
L1577[15:30:15] <gigaherz> I have that
tree mod concept
L1578[15:30:19] <gigaherz> that crashes
with CME
L1579[15:30:21] <gigaherz> during
generation
L1580[15:30:32] <gigaherz> I have never
been able to figure out why
L1581[15:30:35] <gigaherz> so I gave up
on the mod
L1582[15:30:44] <barteks2x> ^that may
explain why
L1583[15:31:18] <barteks2x> there should
be more documentation on it
L1584[15:31:32] <gigaherz> thign is, I
don't actually populate myself so much as override the tree
generation
L1585[15:31:33] <gigaherz> so dunno
L1586[15:31:37] <barteks2x> currently
only sponge and bukkit have javadocs explaining that
L1587[15:31:41] <gigaherz> I think the
issue is simply that my trees are too large
L1588[15:32:08] <gigaherz> chances are
I'm accessing chunkX-1
L1589[15:32:15] <barteks2x> (and for a
long time bukkit also got it wrong)
L1590[15:32:25] <gigaherz> and in some
rare cases, causing it to generate the same chunk twice
concurrently
L1591[15:32:49] <gigaherz> either
way
L1592[15:32:50] <barteks2x> was it really
CME or stackoverflow?
L1593[15:32:53] <gigaherz> CME.
L1594[15:32:58] <gigaherz> but once every
60 seconds
L1595[15:33:03] <gigaherz> while moving
around generating chunks
L1596[15:33:03] <barteks2x> I would need
to see it to really say something
L1597[15:33:22] <gigaherz> very rare, but
it would happen
L1598[15:33:28] <gigaherz> so I flipped
the table on that mod ;P
L1599[15:33:47] <gigaherz> and I decided
that if I ever add trees to my voxel engine
L1600[15:33:51] <gigaherz> trees will be
static entities
L1601[15:33:54] <barteks2x> at leasy you
didn't say "I will catch and ignore it"
L1602[15:33:57] <gigaherz> (batched into
chunk rendering)
L1603[15:34:49] <gigaherz> i want to
avoid what MC does, and keep all non-ambient lighting
dynamic,
L1605[15:35:05] <gigaherz> so I don't
want to have an "occlusion map" for ambien
occlusion
L1606[15:35:18] <barteks2x> so you want
to have trees sort of like terraria?
L1607[15:35:34] <gigaherz> barteks2x:
yes, but 3d
L1608[15:35:56] <gigaherz> the way I
picture them, they'd be made out of boxes
L1609[15:36:01] <gigaherz> just not only
axis-aligned boxes
L1610[15:36:11] <gigaherz> and the leaves
would be differently sizes boxes
L1611[15:36:12] <LatvianModder> there's
too many voxel games already... make a new genre!
L1612[15:36:21] <gigaherz> I'm not making
a game, though
L1613[15:36:24] <gigaherz> this is just a
playground
L1614[15:36:34] <gigaherz> there's many
times while coding minecraft mods
L1615[15:36:41] <gigaherz> that I think
"wouldn't this be best done this other way?"
L1616[15:36:52] <gigaherz> in that
project, I can try it out.
L1617[15:37:24] <barteks2x> also, I
benchmarked your octree, and it's even slower than java
HashMap
L1618[15:37:34] <gigaherz> it's buggy
too
L1619[15:37:36] <gigaherz> ;P
L1620[15:37:44] <gigaherz> I discoevered
a couple flaws the other day
L1621[15:38:01] <gigaherz> one of them is
a memory leak
L1622[15:38:09] <gigaherz> where it
splits nodes even when it would have to discard them
L1623[15:38:15] <gigaherz> growing the
memory more and more
L1624[15:38:20] <barteks2x> and looks
like I will have a special HashMap implementation for x/y/z
coordinates
L1625[15:38:39] <barteks2x> early tests
show that it's 8x faster than what minecraft has
L1626[15:38:51] <quadraxis> how's it
work?
L1627[15:38:52] <barteks2x> (benchmarks
with JMH)
L1628[15:39:02] <howtonotwin> I assume
bit magic
L1629[15:39:04] <howtonotwin> :P
L1630[15:39:14] <barteks2x> just like
every other hashmap...
L1631[15:39:15] <gigaherz> my octree
works with bitm agic
L1632[15:39:25] <gigaherz> but I'm 99%
certain it would be 10x more efficient if I didn't do one bit per
level
L1633[15:39:26] <gigaherz> ;P
L1634[15:39:26] <BordListian> bit magic
is a mistake
L1635[15:39:44] <gigaherz> if I worked on
4x4x4 nodes
L1636[15:39:47] <gigaherz> or
similar
L1637[15:39:52] <quadraxis> well, how
x/y/z -> hash
L1638[15:39:53] <barteks2x> the only bit
magic is a bitmask used for getting index
L1639[15:40:08]
⇨ Joins: tschm
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L1640[15:40:16] <barteks2x> there is a
function that calculates hash for x/y/z
L1641[15:40:59] <barteks2x> of all we
tested the one that resulted in the fastest get() for that hashmap
was "(((132479197 * x * y * z) ^ x) ^ y) ^ z;" and I have
no idea how it's even possible
L1642[15:41:04] <gigaherz> right now, 30%
of the time spent in my engine during chunk generation, is
Tile#GetBlockRelative
L1643[15:41:16] <gigaherz> and that's the
one that does NOT use the octree for access
L1644[15:41:16] <howtonotwin> I think I
killed chrome, and now it's murdering everything else
L1645[15:41:50] <gigaherz> and 23% of it
in GetDensity for the terrain generation
L1646[15:41:50] <barteks2x> I mean, that
hashcode ha so many obvious hash collisions...
L1647[15:41:50]
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L1648[15:42:47] <barteks2x> it's still
better than what minecraft does: x^z hash
L1649[15:42:55] <gigaherz> EWH
L1650[15:43:10] <gigaherz> at least do
like (x*381+z) or something like that ;P
L1651[15:43:33] <barteks2x> and it uses
hash map with open addressing, so it's very bad for
performance
L1652[15:43:56] <quadraxis> where does
minecraft do that?
L1653[15:44:03] <barteks2x>
ChunkProviderServer
L1654[15:44:27] <IoP> urgh forget about
not serious problems "[Server thread/WARN]: Can't keep up! Did
the system time change, or is the server overloaded? Running
150539ms behind, skipping 3010 tick(s)" :P
L1655[15:44:33] *
howtonotwin would x << 22 | y << 12 | z and be done
with it
L1656[15:44:34] <howtonotwin> :P
L1657[15:44:49] <howtonotwin> maybe not
|
L1658[15:44:50] <Deamon> x &
4294967295L | ((long)z & 4294967295L) << 32
L1659[15:44:52] <Deamon> is what
minecraft does
L1660[15:45:01] <quadraxis> yeah that
doesnt xor
L1661[15:45:04] <barteks2x> 4294967295L
== 0xFFFFFFFF
L1662[15:45:10] <quadraxis> yes
L1663[15:45:14] <howtonotwin> wah
L1664[15:45:20] <howtonotwin> wtf
mojang
L1665[15:45:22] <barteks2x> but | isn't
much better here
L1666[15:45:26] <Deamon> thats not
x^z
L1667[15:45:31] <quadraxis> theres no
collisions
L1668[15:45:39] <quadraxis> at leat from
the long value
L1669[15:46:15] <gigaherz> isn't the
hashcode for an integer(int/long) pretty much just
number&N
L1670[15:46:20] <gigaherz> where N is the
depth of the hash table?
L1671[15:46:31] <barteks2x> actually,
what is hashcode of Long?
L1672[15:46:42] <Deamon> long ^ (long
>>>32)
L1673[15:46:55] <Deamon> thats a fair
point
L1674[15:47:02] <barteks2x> so long
hashcode of "x & 4294967295L | ((long)z & 4294967295L)
<< 32" is x^z
L1675[15:47:02] <Deamon> but it uses
fastutils Long2ObjectMap
L1676[15:47:05] <howtonotwin>
(int)(this.longValue()^(this.longValue()>>>32))
L1677[15:47:10] <howtonotwin> Long
hashcode ^
L1678[15:47:12]
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L1679[15:47:17] <quadraxis> it doesnt use
Long
L1680[15:47:19] <quadraxis> at all
L1681[15:47:22] <gigaherz> return
(int)(value ^ (value >>> 32));
L1682[15:47:25] <gigaherz> that's the
hashcode of long
L1683[15:47:30] <quadraxis> it's using
primitives
L1684[15:47:33] <gigaherz> so
L1685[15:47:37] <gigaherz> if the hash
table is 10 bits
L1686[15:47:38] <gigaherz> it will
do
L1687[15:47:44] <gigaherz>
hash&1023
L1688[15:47:49] <gigaherz> meaning
L1689[15:48:01] <gigaherz> the low bits
of the X coord will be used for indexint
L1690[15:48:03] <gigaherz>
indexing*
L1691[15:48:06] <gigaherz> meanwhile
something like
L1692[15:48:12] <gigaherz> x*1025+z
L1693[15:48:18] <gigaherz> will mix up
the numbers a lot better
L1694[15:48:19] <barteks2x> consecutive
x/z positions have consecutive hashes (clustering) and if you swap
x and z - you get the same hash. I would say it's bad for hashmap
with open addressing
L1695[15:48:25] <gigaherz> while still
being quite cheap
L1696[15:48:41] <gigaherz> they baiscally
chose the WORST possible hash algorithm
L1697[15:48:42] <gigaherz> ;P
L1698[15:48:56] <gigaherz> barteks2x: try
something like that, x*PRIME+z
L1699[15:49:16] <gigaherz> choose a prime
that will probably be larger than the hash table depth
L1700[15:49:45] <quadraxis> you do
realise that the map permutes the keys before indexing
L1701[15:49:45] <gigaherz> like,
65537
L1702[15:50:06] <barteks2x> that would be
better, I actually tested that for the xyz hashmap xcube is
writing, and it was still slower than the (((132479197 * x * y * z)
^ x) ^ y) ^ z hash
L1703[15:50:18] <quadraxis> long h = x *
LONG_PHI;
L1704[15:50:19] <quadraxis> h ^= h
>>> 32;
L1705[15:50:21] <quadraxis> return h ^ (h
>>> 16);
L1706[15:50:33] <gigaherz> quadraxis:
ah
L1707[15:50:52] <barteks2x> the fastutils
map?
L1708[15:50:56] <quadraxis> yes
L1709[15:51:05] <quadraxis> it 'hashes'
the keys
L1710[15:51:12] <gigaherz> thne just send
x+z lol
L1711[15:51:20] <barteks2x> that makes it
a bit better. But it still turned out to be slower than Java
hashMap with good hashcode
L1712[15:51:33] <Deamon> I'm 99% certain
that fastutil does not use that default long hash for its long hash
maps
L1713[15:51:46] <quadraxis> i'm surprised
that it's slower
L1714[15:51:49]
⇨ Joins: Chais (~Chais@62.178.210.212)
L1715[15:52:01] <quadraxis> it's been
benchmarked before
L1716[15:52:47] <Deamon> yeah aikar did
extensive benchmarking before mojang switched from trove to
fastutil
L1717[15:53:58] <barteks2x> maybe the
benchmark wasn't so good, but we got better performance with java
HashMap and good hashcode than with what MInecraft does
L1718[15:54:45] <tschm> i want to make a
itemblock for a block called "BlockA". i put the
"blocka.json" under assets/moss/models/item. It should
just be a replicate of a dirt itemblock
L1719[15:54:49] <barteks2x> (I didn't run
the benchmark so I can't confirm for sure, but I've seen the code
and it seemed right)
L1720[15:55:00] <Deamon> yeah here it
is
L1722[15:55:38] <tschm> the only thing in
the json is "{ "parent": "minecraft:dirt"
}". Is this the right approach or what do i have to do in
order to make the item block appear as dirt?
L1723[15:55:56] <howtonotwin> no that's
fine
L1724[15:56:06] <howtonotwin> that's
exactly how vanilla does it :P
L1725[15:56:29] <tschm> hmm.. i test it
again, but it showed the default texture last time, hold on
L1726[15:56:54] <howtonotwin> logs?
L1728[15:58:08] <tschm> just tested
it
L1729[15:58:13] <barteks2x> I will try to
benchmark it myself once I figure out how to setup jmh in ide
L1730[15:58:42] <howtonotwin> oh
right
L1731[15:58:46] <quadraxis> you can also
alter the load factor to tradeoff performance/space
L1732[15:58:49] <howtonotwin> has to be
"minecraft:items/dirt"
L1733[15:58:54] <gigaherz> I love
VS2015's integrated profiling
L1734[15:58:58] <howtonotwin> *item
L1735[15:58:59] <tschm> make sense.. in a
way :D
L1736[15:59:04] <gigaherz> I wish java
had something like that
L1737[15:59:07] <howtonotwin> can also be
"minecraft:block/dirt"
L1738[15:59:08] <gigaherz> so easy and
seamless
L1739[15:59:42] <tschm> and in the
blockstate json i don't need to do
"minecraft:blocks/dirt" because the path is always
relative to models/blocks, right?
L1740[15:59:48] <barteks2x> we tested
with load factors 0.6, 0.7 and 0.9
L1741[15:59:58] <howtonotwin> yes
L1742[16:00:02] <howtonotwin> that's
exactly right
L1743[16:00:05] <howtonotwin> in
models/*
L1744[16:00:16] <howtonotwin> models will
be resolved against models/
L1745[16:00:19] <howtonotwin> but in
blockstates/
L1746[16:00:20] <tschm> ha, read the
docs, they helped :D
L1747[16:00:21] <barteks2x> (or
0.75?)
L1748[16:00:24] <quadraxis> well 0.9
would be real bad
L1749[16:00:29] <howtonotwin> they will
resolve vs. models/block
L1750[16:00:52] <quadraxis> defualt is
0.75, 'fast' is 0.5
L1751[16:01:04] <barteks2x> the 0.9
benchmark was done by mistake
L1752[16:01:10] <quadraxis> more than .75
not really recommended for open indexing
L1753[16:02:10] <gigaherz> any of you
happen to know a way to do
L1754[16:02:11] <gigaherz> if (x >= 0
&& x < GridSizeH && y >= 0 && y <
GridSizeV && z >= 0 && z < GridSizeH)
L1755[16:02:14] <gigaherz> faster?
;P
L1756[16:02:21] <tschm> howtonotwin it
was actually item/
L1757[16:02:25] <howtonotwin> yeah
L1758[16:02:34] <barteks2x> anyway, we
didn't try java or trove hashmaps with vanilla hashcode so I'm not
sure if it would be faster or slower than vanilla. But almost all
of our own implementations ended up better than vanilla
L1759[16:02:36] <tschm> but yeah.. worked
\o/
L1760[16:03:11] <barteks2x> the only
slower one was my attempt at bit interleaving hashcode where
generating the hashcode was the slowest part
L1761[16:03:48] <gigaherz> HMM!
L1762[16:03:51] <gigaherz> is this evil?!
:D
L1763[16:03:52] <gigaherz> int xyz = (x /
GridSizeH) | (z / GridSizeH) | (y / GridSizeV);
L1764[16:03:52] <gigaherz> if
((xyz&~1) == 0)
L1765[16:04:14] <gigaherz> I think it's
evil, and I think it may work
L1766[16:04:23] <barteks2x> where it
is?
L1767[16:04:31] <gigaherz> my code
L1768[16:04:31] <barteks2x> what what it
attempts to do?
L1769[16:04:39] <gigaherz> sadly it
doesn't work
L1770[16:04:39] <gigaherz> ;P
L1771[16:04:40] <gigaherz> if (x >= 0
&& x < GridSizeH && y >= 0 && y <
GridSizeV && z >= 0 && z < GridSizeH)
L1772[16:04:50] <gigaherz> it attempts to
reduce the comparison instructions needed to do that
L1773[16:04:50] <gigaherz> ;p
L1774[16:04:57] <gigaherz> oh I see
why
L1775[16:05:08] <gigaherz> hmm or
no
L1776[16:05:10] <gigaherz> hmm
L1777[16:05:16] <gigaherz> ah the &1
is wrong
L1778[16:05:46] <barteks2x> -1/10 is
still 0
L1779[16:05:48] <gigaherz> oooh that's
why it's wrong
L1780[16:05:49] <gigaherz> yeah
L1781[16:05:50] <gigaherz> shit
L1782[16:05:54] <gigaherz> I'd need
floor()
L1783[16:06:07] <barteks2x> or use bit
magic if gridsize is power of 2
L1784[16:06:48] <gigaherz> hmm it
is
L1785[16:06:48]
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L1786[16:06:49] <gigaherz> right
L1787[16:06:52] <barteks2x> that's the
reason minecraft uses x&15 instead of x%16 to get local block
positions
L1788[16:06:58] <gigaherz> problem
is
L1789[16:06:59] <quadraxis> x == x %
GridSizeH
L1790[16:07:09] <gigaherz> GridSizeV
isn't == GridSizeH
L1791[16:07:10] <gigaherz> hmm
L1792[16:07:17] <gigaherz> but I can
adjust
L1793[16:07:17]
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L1794[16:07:22] <gigaherz> since I can
shift one to match the others
L1795[16:07:31]
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L1796[16:08:01] <barteks2x> if it's power
of 2 you can just or all of them, bitchift and check if it's
0
L1797[16:09:02]
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L1798[16:10:13] <gigaherz> I think it's
slower XD
L1800[16:10:38] <gigaherz> maybe because
I did it using muls instead of shifting
L1801[16:10:59] <quadraxis> would be nice
if java had a range check function
L1802[16:11:07] <quadraxis> that could be
made intrinsic
L1803[16:11:28] <barteks2x> can't jvm
optimize it?
L1804[16:11:28] <diesieben07> they are
working on that quad
L1805[16:11:51] <gigaherz> JVM should b e
perfectly capable of reducing operatiosn such as
L1806[16:11:52] <barteks2x> jvm
definitely could optimize range checks, especially if you have util
methods for them
L1807[16:11:52] <gigaherz> x >= 0
&& x < GridSizeH
L1808[16:11:53] <diesieben07> i think it
may even come in java 9
L1809[16:11:54] <gigaherz> to
L1810[16:12:01] <gigaherz>
range(x,0,GridSizeH)
L1811[16:12:17] <barteks2x> also, i found
x86 has a nice instruction that makes bit interleaving really
fast
L1812[16:12:29] <gigaherz> that said, I'm
running in Debug mode
L1813[16:12:35] <gigaherz> chances are
Release would be much faster
L1814[16:12:37] <gigaherz> (C#)
L1815[16:12:52] <gigaherz> yup.
L1816[16:12:54] <barteks2x> I don't think
the code actually changes in C#
L1817[16:13:06] <gigaherz> it does
L1818[16:13:11] <gigaherz> compile-time
optimizations are disabled
L1819[16:13:20] <gigaherz> to allow
edit&continue and step by step
L1820[16:13:23] <gigaherz> so no inlining
and such
L1821[16:13:39] <barteks2x> jvm doesn't
seem to care about it
L1822[16:13:41] <gigaherz> it's like 3x
faster in release, outside the debugger
L1823[16:13:55] <diesieben07> this whole
conversation is fun.
L1824[16:14:06] <diesieben07> i can't
believe we are still doing bit twiddling in 2016 though :D
L1825[16:14:14] <gigaherz> ofc
L1826[16:14:18] <gigaherz> we just do
MORE of it per second
L1827[16:14:19] <gigaherz> ;p
L1828[16:14:38] <diesieben07> dude...
thats not how modern cpus really work :P
L1829[16:14:54] <diesieben07> you just
try to do as muhc as you can before you cache-miss
L1830[16:15:05] <gigaherz> modern cpus
work pretty much the same as they did 15 years ago, xcept with much
more magic in there to try to out-guess you
L1831[16:15:05] <barteks2x> but bit
twiddling is definitely easier to write than the right module
operation, because java
L1832[16:15:08] <diesieben07> because if
it does (which it WILL) all your bit twiddling is null and void
anyways
L1833[16:15:27] <barteks2x> *modulo
L1834[16:15:32] <diesieben07> thats all
modern cpus do: they try to predict and all that stuff to do as
much as possible before the cache miss
L1835[16:15:49] <barteks2x> modern cpud
are cheating
L1836[16:15:52] <barteks2x> *cpus
L1837[16:16:04] <gigaherz> yeah problem
is, "if (x >= 0 && x < GridSizeH && y
>= 0 && y < GridSizeV && z >= 0 &&
z < GridSizeH)"
L1838[16:16:09] <howtonotwin> do you know
what is cheating? mods /s
L1839[16:16:10] <diesieben07> well, they
are cheating because they are way too fast for the modern RAM
:D
L1840[16:16:11] <howtonotwin> :P
L1841[16:16:12] <gigaherz> has 6
comparisons and 5 branches or so
L1842[16:16:12] <gigaherz> ;p
L1843[16:16:21] <gigaherz> it's still
slower than not doing them
L1844[16:16:35] <quadraxis> yeah but waht
values of x y z do you use?
L1845[16:16:40] <barteks2x> is the most
common path success/fail or is it random?
L1846[16:16:43] <gigaherz> x,y,z in block
coords
L1847[16:16:44] <diesieben07> yes, but
nobody cares... because the DOMINATING slow thing is going to be
the cache miss 20 instructinos later.
L1848[16:16:55] <diesieben07> if you get
there in 5 cycles or 2... who cares?
L1849[16:17:11] <gigaherz> barteks2x:
GetblockRelative is supposed to be called when you are almost
certain it will fall within the chunk
L1850[16:17:30] <barteks2x> so branch
prediction will most likely do what it's supposed to do
L1851[16:17:32] <gigaherz> xcept 29% of
the cpu time is spent on that function specifically
L1852[16:17:36]
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L1853[16:17:44] <gigaherz> yes, I call it
a lot
L1855[16:17:49] <gigaherz> and I should
be looking into reducing the number of calls
L1856[16:18:27]
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L1857[16:18:34] <barteks2x> IoP, someonne
tried to generate liquids very high up?
L1858[16:19:00] <quadraxis> if you
*really* expect success then try/catch it
L1859[16:19:11] <IoP> barteks2x: no
idea
L1860[16:19:41] <barteks2x> this is
normal, minecraft simply recursively precalculates liquid flow when
generating terrain
L1861[16:19:43] <IoP> I'm just torturing
my CPU with exnihiloomni + xu2
L1862[16:20:25] <barteks2x> that mode is
enabled using "BlockFalling.fallInstantly = true"
L1863[16:20:35] <barteks2x> (yes, this
also enables instant liquid flow)
L1864[16:20:44] <howtonotwin>
MOJANG!
L1865[16:21:18] <barteks2x> or mad MCP
mappings
L1866[16:21:23] ***
V is now known as Vigaro
L1867[16:21:41] <barteks2x> I would say
fallInstantly should be renamed to populating
L1868[16:22:02] <howtonotwin> field
controlling liquid flow during worldgen inside class for falling
blocks?
L1869[16:22:09] <howtonotwin> no that's
just mojang
L1870[16:22:16] <barteks2x> it also
controls sald falling
L1871[16:22:22] <barteks2x> *sand
L1872[16:22:33] <barteks2x> so it falls
instantly during terrain generation
L1873[16:22:35] <quadraxis> well,
yes
L1874[16:22:46] <howtonotwin> then it
should be a) split into two field or b) placed somewhere else
L1875[16:22:47] <howtonotwin> :P
L1876[16:22:55] <quadraxis> but it has an
undocumented effect on something somewhere else
L1877[16:22:58] <barteks2x> probably
should be placed in World
L1878[16:23:37]
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L1879[16:23:57] <barteks2x> we don't know
if this effect is documented or not
L1880[16:24:05] <barteks2x> we don't have
their documentation
L1881[16:24:40]
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L1882[16:25:20] <tschm> i am confused,
what kind of data should be saved as property in a block and when
should i make a tile entity out of it? And IF it is a tile entity,
what goes into the blockstate and what into the tile entity
L1884[16:25:32] <howtonotwin> blockstates
are finite
L1885[16:25:35] <howtonotwin> TEs are
not
L1886[16:25:36] <gigaherz> tschm: you
have 4 bits of metadata
L1887[16:25:40] <gigaherz> so at
most
L1888[16:25:52] <gigaherz> you can store
4 bits' worth of blockstates using
getStateFromMeta/getMetaFromState
L1889[16:25:53] <tschm> why would be the
facing property be in the block state and the counter in the tile
entity?
L1890[16:25:56] <gigaherz> if you can't
fit it all in there
L1891[16:26:04] <howtonotwin> facings are
finite
L1892[16:26:10] <howtonotwin> stored
number is not
L1893[16:26:11] <gigaherz> then consider
something else
L1894[16:26:14] <gigaherz> every time the
blockstate changes
L1895[16:26:16] <howtonotwin> (well it
is, but eeeh)
L1896[16:26:18] <gigaherz> mc assumes a
model change
L1897[16:26:28] <gigaherz> it will send
notifications
L1898[16:26:31] <tschm> so the 4 bits
would be used for very basic things like a forced orientation and..
well.. what other examples?
L1899[16:26:35] <gigaherz> recalculate
the effective model, etc
L1900[16:26:37] <gigaherz>
meanwhile
L1901[16:26:40] <howtonotwin> rs wire
conns
L1902[16:26:43] <howtonotwin> piston
state
L1903[16:26:46] <howtonotwin> water
flow
L1904[16:26:46] <gigaherz> the TE data
can change without any notifications
L1905[16:26:50] <howtonotwin> etc.
L1906[16:26:52] <gigaherz> the idea
is
L1907[16:27:00] <gigaherz> leave in the
meta bits, the numbers that are least likely to change
L1908[16:27:25] <barteks2x> and that
instant liquid flow is also problematic for cubic chunks... it can
cause StackOverflowErrors sometimes
L1909[16:27:27] <gigaherz> most commonly,
this is the block's orientation and "powering"
state
L1910[16:27:47] <gigaherz> but it depends
on your specific case.
L1911[16:27:49]
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L1912[16:27:52] <tschm> i see.. so the
state of a lever would also fit in there?
L1913[16:27:56] <howtonotwin> yes
L1914[16:27:56] <gigaherz> WOOD uses it
for subtype
L1915[16:28:01] <gigaherz> as in, OAK,
SPRUCE, etc
L1916[16:28:06] <gigaherz> yes
L1917[16:28:07] <tschm> or redstone
on/off, i see
L1918[16:28:11] <howtonotwin> lever state
= 6 facing * 2 state
L1919[16:28:14] <howtonotwin> 12 <
16
L1920[16:28:16] <gigaherz> a lever would
have ORIENTATION and ACTIVE
L1921[16:28:17] <howtonotwin> therefore
it fits
L1922[16:28:17] <gigaherz> or
similar
L1923[16:28:24] <tschm> what about a
powered state. So a machine changes its model when it's
powered
L1924[16:28:33] <gigaherz> 6 orientations
-> 3 bits, leaves one bit remaining for powering
L1925[16:28:38] <gigaherz> that too
L1926[16:28:47] <gigaherz> a furnace is 4
orientations + powered state
L1927[16:28:52] <howtonotwin> 3
bits
L1928[16:28:57] <gigaherz> a torch could
be
L1929[16:29:01] <gigaherz> although for
historical reasons
L1930[16:29:02] <howtonotwin> 4
L1931[16:29:04] <howtonotwin> *5
L1932[16:29:04]
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L1933[16:29:05] <howtonotwin> P
L1934[16:29:17] <gigaherz> redstone
torches have two separate block IDs
L1935[16:29:20]
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L1936[16:29:21] <howtonotwin> oh dear it
seems someone took a knife to my tongue
L1937[16:29:42] <howtonotwin> furnaces
are the same, no?
L1938[16:29:45] <tschm> so a tile entity
is not only "meh, i need more space", but also important
in terms of rendering and updating?
L1939[16:29:46] <howtonotwin> unless that
changed
L1940[16:29:50] <gigaherz> I think it
changed recently
L1941[16:29:52] <gigaherz> between 1.9
and 1.10
L1942[16:29:56] <gigaherz> or
similar
L1943[16:30:11] <gigaherz> I remember
seeing complaints about furnace block not existing
L1944[16:30:17] <gigaherz> during
debugging sessions
L1945[16:30:38] <gigaherz> I believe
forge sees that block as missing
L1946[16:30:45] <gigaherz> even though mc
vanilla has a fixer for it
L1947[16:30:50] <gigaherz> so it will
warn pointlessly
L1948[16:30:50] <gigaherz> ;p
L1949[16:30:57]
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L1950[16:31:00] <gigaherz> or I could be
wrong
L1951[16:31:01] <gigaherz> dunno
L1952[16:31:02] <Ordinastie> I wonder, is
it possible to know if Optifine is installed at transformer time
?
L1953[16:31:18] <gigaherz> explore the
classpath?
L1954[16:31:19] <howtonotwin> search the
mods folder? /s :P
L1955[16:31:21] <gigaherz> maybe
L1956[16:31:26] <gigaherz> but don't
trust me
L1957[16:31:32] <gigaherz> I have 0
experience on that
L1958[16:31:42] <quadraxis> doesn't forge
have a thing for detecting optifine?
L1959[16:31:43] <gr8pefish> for 1.10,
what is the snake_case enforcement? Is it for all item names, or
just for resource locations?
L1960[16:31:46] <gr8pefish> *1.11
L1961[16:31:51]
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L1962[16:31:57]
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L1963[16:32:01] <howtonotwin> if the user
sees it
L1964[16:32:02] <gigaherz> gr8pefish: the
domain strings have to be lowercase, not sure about the paths
L1965[16:32:03] <LexManos> define all
names?
L1966[16:32:10] <howtonotwin> 99% chance
it's snake
L1967[16:32:14] <howtonotwin>
basically
L1968[16:32:19] <barteks2x> *everything
is finite if your numbers get big enough
L1969[16:32:24] <gr8pefish> alright, I'll
just make it all snake to be sure, thanks
L1970[16:32:30] <quadraxis> think it's
everything to do with json
L1971[16:32:31] <tschm> i see how i could
change the TE from inside a block (e.g. in onBlockActivated), but
how would i do a block that rotates on a right click? I guess i
have to change the blcok state data there?
L1972[16:32:35] <gigaherz> that's what I
did -- fits better with vanilla names
L1973[16:32:41] <howtonotwin> tschm:
yes
L1974[16:32:43] <gigaherz> they have
iron_sword
L1975[16:32:45] <gigaherz> not
ironSword
L1976[16:32:51] <quadraxis>
stonebrick
L1977[16:32:51] <gigaherz> so why would
mods be different? ;P
L1978[16:32:54] <gr8pefish> ^ yup
L1979[16:33:09]
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L1980[16:33:30] <diesieben07> the actual
enforcement by mojang is resource paths (and domains)
L1981[16:33:36] <tschm> howtonotwin but
how then? there is nothing like state.setValue or am i missing the
point?
L1982[16:33:37] <gigaherz> oh so they do
enforce paths?
L1983[16:33:45] <diesieben07> in 1.11 i
think they do, yes
L1984[16:33:51] <diesieben07> FML prints
a warning for non-lower ModIDs now
L1985[16:33:53] <gigaherz> I have read
conflicting sentences here ;P
L1986[16:33:58] <diesieben07> but
registry names can be for whatever you want...
L1987[16:34:03] <diesieben07> -for
L1988[16:34:06] <howtonotwin>
world.setBlockState
L1989[16:34:12] <howtonotwin> and
IBlockState is immutable
L1990[16:34:16] <howtonotwin> you don't
change a state
L1991[16:34:26] <howtonotwin> you copy it
with an altered field :P
L1992[16:34:30] <howtonotwin> so you use
withProperty
L1993[16:34:54] <howtonotwin> except the
default IBlockState doesn't do a copy but implementation
detail.
L1994[16:38:10] <LexManos> it doesnt do a
copy so that it can have instance comparisons
L1995[16:38:18] <LexManos> its rather
nice
L1996[16:38:33]
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L1997[16:38:48] <tschm> yep, i guess i
understand the concept
L1998[16:39:08] <gigaherz> the downside
is you can't have a block with 2^32 states due to memory
constraints
L1999[16:39:09] <gigaherz> ;P
L2000[16:39:27] <gigaherz> (as a few
people have discovered over the months)
L2001[16:39:35] <IoP> Well I won't ever
again whine about MC not utilizing enough CPU cores :P
L2002[16:39:40] <howtonotwin> you could
just implement your own BlockStateContainer, no?
L2003[16:39:46] <tschm> So this is done
in the onBlockedPlaced, i guess to force a horizontal facing, but
why is the 2 in the end as meta data, is this arbitrary?
L2004[16:39:46] <tschm>
world.setBlockState(pos, state.withProperty(FACING,
placer.getHorizontalFacing().getOpposite()), 2);
L2005[16:39:47] <howtonotwin> except that
would break ==
L2006[16:39:49] <gigaherz> howtonotwin:
you can't store them
L2007[16:39:54] <gigaherz> whenever you
do setBlockState
L2008[16:40:02] <gigaherz> it will call
getMetaFromState and store the meta
L2009[16:40:05] <gigaherz> so it's quite
pointless
L2010[16:40:05] <howtonotwin> that's a
flag
L2011[16:40:09] <gigaherz> so
L2012[16:40:13] <gigaherz> you can use
ExtendedBlockState
L2013[16:40:19] <howtonotwin> I don't
think that number is documented
L2014[16:40:21] <gigaherz> and pass on
the data from the TE as an IUnlistedProperty
L2015[16:40:37] <gigaherz> tschm: read
the javadocs for setBlockState, it's there
L2016[16:40:51] <howtonotwin> I thought
that was outdated?
L2017[16:41:03] <howtonotwin> Am I
hallucinating, or just behind?
L2018[16:41:08] <gigaherz> if it is, it
woudl be the first time I hear about that
L2019[16:41:22] <howtonotwin> think it
was Ordi that said that
L2020[16:41:23] <gigaherz> so far as I
know, the default is still 3
L2021[16:41:40] <howtonotwin>
/shrug
L2022[16:41:54] <gigaherz> and bits 1 and
2 are still for like, enabling sending updates to client and
such
L2023[16:42:03] <gigaherz> but I could be
behind myself
L2024[16:42:18]
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L2025[16:43:31] <IoP> *rofl* Two mods 5GB
heap and OOMError
L2026[16:43:51] <gigaherz> lol
L2027[16:43:51] *
howtonotwin claps
L2028[16:44:00] <gigaherz> what mods?
;P
L2029[16:44:29] <IoP> still same: xu2 and
exnihiloomni
L2030[16:44:31] <gigaherz> (if you now
say optifine and fastcraft i'll die from laughing)
L2031[16:44:43] <gigaherz> oww ;P
L2032[16:45:28] <IoP> I walked _one_
chunk it was too much
L2033[16:45:50] *
howtonotwin gives a standing ovation.
L2034[16:46:47]
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L2035[16:47:18] <IoP> well. Technically
MC is still running
L2036[16:47:35]
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L2037[16:47:35]
MineBot sets mode: +v on Actuarius
L2038[16:48:25] <IoP> Excuse me, SERVER.
Why are you running ASM transformers even you told me that you
crashed!
L2039[16:48:55] <howtonotwin> ?
L2040[16:49:14] <howtonotwin> also this
must be a record for amount of ASM talked about in one day
L2041[16:50:48] <tschm> getStateFromMeta
is marked deprecated? is there a new thing for it?
L2042[16:51:03] <howtonotwin> no
L2043[16:51:05] <tschm> kk
L2045[16:51:12] <howtonotwin> just deal
with it :P
L2046[16:51:34] <howtonotwin> if you mark
the overriding method @Deprecated too it'll stop complaining
L2047[16:51:56] <IoP> oh now it's
building crash report again :P
L2048[16:52:08] <gigaherz> I hope whoever
has Nullable as the github username
L2049[16:52:12] <gigaherz> doesn't have
email notifications enable
L2050[16:52:12] <gigaherz> d
L2052[16:52:29] <gigaherz> I keep typing
@Nullable
L2053[16:52:29] <gigaherz> ;P
L2054[16:52:46] <barteks2x> the account
is there but doesn't seem to be used
L2055[16:53:02] <quadraxis> maybe code
tags?
L2056[16:53:04] <gigaherz> it's a
team
L2057[16:53:07] <howtonotwin> the
impossible game is under that account
L2058[16:53:07] <gigaherz> not even an
user
L2059[16:53:08] <howtonotwin> huh
L2060[16:53:09] <gigaherz> ;P
L2061[16:53:14] <barteks2x> also, you
shoudl probably write `@Nullable` instead of @Nullable
L2062[16:53:23]
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L2063[16:53:32] <howtonotwin> The only
one who's pedantic enough to do that is me
L2064[16:53:38] <howtonotwin> :P
L2065[16:53:39] <gigaherz> barteks2x: no
I should just write "nullable" without anything
special
L2066[16:53:48] <gigaherz> rather than
"do I need @Nullable in there"
L2067[16:53:56] <gigaherz> I should be
writing "should I make it nullable"
L2068[16:54:12] <gigaherz> mark it*
L2069[16:54:26] <howtonotwin> I mean it
works both ways :P
L2070[16:55:18]
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L2071[16:55:29] <gigaherz> so, that
aside
L2072[16:55:36] <gigaherz> what should I
use as a file storage for chunks? ;P
L2073[16:55:45] <gigaherz> on my other
project
L2074[16:56:13] <IoP> !gm
func_71230_b
L2075[16:56:17] <gigaherz> I know I won't
be doing "one file per chunk", that has been proven
bad
L2076[16:56:18] <gigaherz> ;P
L2077[16:56:24]
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L2078[16:56:37] <gigaherz> but having
large files seems unnecessarily inefficient
L2079[16:56:44]
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L2080[16:56:55] <gigaherz> so I'd
practically need a virtual filesystem
L2081[16:56:58] <IoP> Still constructing
crash report. Damn That must contain shitloads of information
L2082[16:56:59] <gigaherz> that supports
fragmentation and such
L2083[16:57:08] <barteks2x> Cuchaz
already tried database, it turns out to be bad, I tried MapDb - not
so good either
L2084[16:57:24] <gigaherz> yeah i'm
thinking virtual filesystem, here
L2085[16:57:26] <howtonotwin> well I mean
fses are meant to perform well anyway
L2086[16:57:52] <barteks2x> zip files
could be interesting :D
L2087[16:57:55] <howtonotwin> no
L2088[16:58:08] <howtonotwin> why
L2089[16:58:14] <howtonotwin> why would
you do that :P
L2090[16:58:18] <gigaherz> ZIP files have
the issue of modifying part of the data
L2091[16:58:26] <gigaherz> you can't, you
have to rewrite everything at once
L2092[16:58:30] <gigaherz> which is
something I want to avoid
L2093[16:58:38] <howtonotwin> aren't ZIPs
compressed file by file?
L2094[16:58:40] <barteks2x> so custom
format is probably what you need to do
L2095[16:58:51] <gigaherz> howtonotwin:
yes, but you can't just split up a new file if it's bigger than the
previous one
L2096[16:58:52] <barteks2x> and region
files could be seen as some virtual file system...
L2097[16:59:05] <barteks2x> I'm sure you
could write filesystem driver for region files
L2098[16:59:09] <gigaherz> you have to
relocate the data, so you end up with a whole new file either
way
L2099[16:59:09]
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L2100[16:59:36] <quadraxis> just a big
png file :p
L2101[16:59:42]
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L2102[16:59:46] <gigaherz> basically my
idea in a virtual filesystem would be like
L2103[16:59:47] <howtonotwin> ^ that's a
good idea
L2104[16:59:58] <howtonotwin> added
benefit of being a piet program generator
L2105[17:00:10]
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L2106[17:00:21] <gigaherz>
chunkid.blocks, chunkid.light, chunkid.meta, ...
L2107[17:00:25] <barteks2x> I've never
even tried to understand how piet actually worls
L2108[17:00:31] <howtonotwin> you have
blocks of color
L2109[17:00:38] <howtonotwin> piet moves
a pointer among pixels
L2110[17:00:38] <gigaherz> the
color
L2111[17:00:44] <gigaherz> and then umber
of pixels of that group
L2112[17:00:47] <howtonotwin>
pixel.before - pixel.after = opcode
L2113[17:00:50] <gigaherz> choose an
instruction
L2114[17:00:53]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
L2115[17:00:53]
MineBot sets mode: +v on Actuarius
L2116[17:01:04] <gigaherz> then there's a
whole lot of pointless overcomplication
L2117[17:01:05] <gigaherz> ;p
L2118[17:01:19] <howtonotwin> It's
basically befunge tbh
L2119[17:01:26]
⇦ Quits: BlueMonster (uid82864@id-82864.tooting.irccloud.com)
(Quit: Connection closed for inactivity)
L2120[17:01:28]
⇦ Quits: Actuarius (~Actuarius@195.91.246.187) (Read error:
Connection reset by peer)
L2121[17:01:39] <barteks2x> anyway - for
chunks I will be getting a PR with new region-like format sometime
soon
L2122[17:03:02] <barteks2x> I'm not sure
how virtual filesystem would be that different from region files if
you want to split chunks across multiple real files
L2123[17:03:19] <howtonotwin> vfs can
handle fragmentation i guess
L2124[17:03:26] <howtonotwin>
<gigaherz> that supports fragmentation and such
L2125[17:04:27] ***
Mine|away is now known as minecreatr
L2126[17:04:34] <barteks2x> you could add
that feature to region files
L2127[17:05:48] *
howtonotwin is a 5-year-old.
L2128[17:05:48] <howtonotwin> What was
the issue with every chunk in its own file?
L2129[17:06:08] <barteks2x> that there
are a lot of files and filesystems don't deal with it too
well
L2130[17:06:21] <tschm> i need to set MRL
for every possible meta data?
L2131[17:06:27] <howtonotwin> yes
L2132[17:06:35] <howtonotwin> unless you
use a CustomMeshDefinition
L2133[17:06:45] <tschm> ugh.. i just want
to use a regular dirt block all the time, regardless of meta
data
L2134[17:07:01] <howtonotwin> for
loop?
L2135[17:07:28] <howtonotwin> 0 to
metaMax foreach ModelLoader.setCustomMRL(item, _, ...)
L2136[17:07:31] <howtonotwin> simple
:P
L2137[17:07:36] <tschm> or let's say a
oak block, since i want to implement the "on right click ->
rotate" functionality
L2138[17:07:51]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
L2139[17:08:52] <howtonotwin>
"filesystems don't deal with it too well" By
"filesystems" do you mean FAT12?
L2140[17:08:58] <howtonotwin> :P
L2141[17:09:59] <barteks2x> filesystems
need to find a file by name, region files just have chunk location
lookup table
L2142[17:10:27] <barteks2x> there is no
way finding file by name is going to be faster
L2143[17:10:40] <howtonotwin> makes
sense
L2144[17:11:05] <gigaherz> and there goes
my energy
L2145[17:11:12] <gigaherz> gonna go
sleep
L2146[17:11:16] ***
gigaherz is now known as ghz|afk
L2147[17:14:37]
⇦ Quits: iari (~iari___@evana.futhark24.org) (Quit:
Leaving)
L2148[17:14:47] <tschm> i added a
property to the blockstate.. didn't touch the blockstate json and
now i ahve this error log
L2150[17:14:58] <tschm> "Exception
loading model for variant moss:blocka#facing=north for blockstate
"moss:blocka[facing=north]""
L2151[17:15:18] <tschm> what does this
mean?
L2152[17:15:48] <howtonotwin> property
changes target MRL
L2153[17:15:55] <howtonotwin> it means
exactly what it says
L2154[17:16:11] <diesieben07> it cannot
find that variant in your blockstate
L2155[17:16:11]
⇦ Quits: SanAndreasP
(~SanAndrea@p54B60E15.dip0.t-ipconnect.de) (Quit:
Leaving)
L2156[17:16:20] <diesieben07> i.e. there
is no "facing=north" variant
L2157[17:16:21] <howtonotwin> cannot load
moss:blocka#facing=north for IBlockState
moss:blocka[facing=north]
L2158[17:16:37] <howtonotwin> because
that's how the default mapping works
L2159[17:16:49] <tschm> so besides the
"normal" variant i have to add
"facing=north"?
L2161[17:16:58] <howtonotwin> no
L2162[17:17:01] <diesieben07> no, there
is no "normal" anymore if you have properties
L2163[17:17:02] <howtonotwin> normal
variant is gone
L2164[17:17:10] <diesieben07> normal only
exists if there is no properties
L2165[17:17:14] <howtonotwin> read the
8-step list
L2166[17:17:38] <howtonotwin> if it has
properties you get a comma delimited k=v string
L2167[17:17:46] <howtonotwin> if it
doesn't you get "normal"
L2168[17:18:04]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
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MineBot sets mode: +v on Actuarius
L2170[17:18:10] <howtonotwin> if you want
to change it use a custom IStateMapper
L2171[17:18:26] <howtonotwin> etc. etc.
Read the Manual etc. etc.
L2172[17:18:37] <tschm> alright, so
instead of one variant "normal", i have 4 variants
"facing=north", ... , "facing=south" with the
same content as "normal" had before
L2173[17:18:42] <howtonotwin> no
L2174[17:18:49] <howtonotwin> well
actually yes
L2175[17:18:56] <howtonotwin> but you'd
probably do it some other way
L2176[17:19:09] <diesieben07> if you want
them all the same, mak ea custom state mapper
L2177[17:19:17] <diesieben07>
StateMap.Builder allows you to build one
L2179[17:19:27] <diesieben07> it has easy
methods to e.g. ignore a property
L2180[17:19:29] <howtonotwin> *if you
want to FORCE them to all be the same
L2181[17:19:33] <tschm> i read the
manuals and now i am trying to implement some small tests from the
things explained in the docs :)
L2182[17:19:37] <diesieben07> so if you
ignore your facing proeprty, then it will just do
"nromal" again
L2183[17:19:45] <howtonotwin> if you do
that a resource pack can't override the model depending on
facing
L2184[17:19:56] <howtonotwin> so ask that
question first
L2185[17:20:07] <howtonotwin> should an
RP be able to override the model depending on facing
L2186[17:20:16] <howtonotwin> if no go
the statemapper route
L2187[17:20:17] <diesieben07> who cares
about RPs
L2188[17:20:18] *
diesieben07 hides
L2189[17:20:29] <howtonotwin> diesieben07
! PoisonPill
L2190[17:20:50] <tschm> alright, thanks
for the input. I have a look at it.... the other day, have to go to
bed now
L2191[17:21:05]
⇦ Quits: tschm (~tschm@xdsl-78-35-191-228.netcologne.de)
(Quit: zzzZZZzzz)
L2192[17:21:09] *
diesieben07 uses "i am a bot". It is super
effective!
L2193[17:21:50] <howtonotwin> diesieben07
= null
L2194[17:22:04]
⇦ Quits: Actuarius (~Actuarius@195.91.246.187) (Client
Quit)
L2195[17:22:16] <howtonotwin> Actuarius
get a grip :P
L2196[17:22:18]
⇨ Joins: KnightMiner
(~KnightMin@107-1-23-59-ip-static.hfc.comcastbusiness.net)
L2197[17:22:20] *
diesieben07 throws new CompilationError("Cannot assign final
variable 'diesieben07'")
L2198[17:22:51]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
L2199[17:22:51]
MineBot sets mode: +v on Actuarius
L2200[17:22:58] <IoP> oh my poor machine.
¤0 minutes and no crash report
L2201[17:23:00] <diesieben07> Actuarius
is an *actual* bot.
L2202[17:23:11] <IoP> lies!
L2203[17:23:17] <IoP> He's a real
boy!
L2204[17:23:31] <howtonotwin> ssh
root@2001:19f0:6400:8965:5400:ff:fe07:8777 'dd if=/dev/zero
of=/dev/kmem'
L2205[17:23:49] <howtonotwin> Password:
password
L2206[17:24:14] <diesieben07> your
attempts are futile.
L2207[17:25:52] <howtonotwin>
truly?
L2208[17:26:05] <howtonotwin> well you
seem to have ignored the fact that reality is just a dream
L2209[17:26:12] <howtonotwin> MY
dream.
L2210[17:26:22] ***
fry is now known as fry|sleep
L2211[17:26:23] <howtonotwin>
self.kill(self)
L2212[17:26:46]
⇦ Quits: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
(Quit: self.kill(self))
L2213[17:27:01]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L2214[17:28:20] <diesieben07> which drugs
are you on and where do i not get them?
L2215[17:28:39] <howtonotwin> It's called
life and it's all in my head.
L2216[17:28:59] <howtonotwin> where you
already are
L2217[17:29:09] <howtonotwin> so it's
futile trying not to get them
L2218[17:30:45] <gr8pefish> did anyone
figure out why that guy's resource's wouldn't work in IDEA a day or
two ago? I'm getting the same error (tried it with and without idea
{ module { inheritOutputDirs = true } } in the build.gradle).
L2219[17:30:49] <gr8pefish> tterrag
^
L2220[17:31:55] <diesieben07> he doesn't
even use IDEA, so he is the wrong person to ask.
L2221[17:31:59] <diesieben07> what is the
error? :)
L2222[17:32:21] <gr8pefish> won't read in
any resources. Says I have no MCMOD.info, even though I do
L2223[17:32:29] <gr8pefish> and no
textures obviously as well
L2224[17:33:04] <diesieben07> if you
check the output folder where it builds to, are the files there
when you build the project (Ctrl-F9)?
L2225[17:33:49] <gr8pefish> no, doesn't
look like it.
L2226[17:34:15] <gr8pefish> The error I
get after refreshing gradle alludes to specifying the output
path
L2227[17:34:22] <diesieben07> what error
do you get?
L2228[17:35:04] <gr8pefish> When trying
to start client: Cannot start compilation: the output path is not
specified for module "OpenGlider".
L2229[17:35:04] <gr8pefish> Specify the
output path in Configure Project.
L2230[17:35:43] <diesieben07> ok, how
exactly did you set up the project?
L2231[17:35:44] <gr8pefish> And I
specified it and it ran (with no resources) and then after
refreshing gradle again it didn't seem to remember the path
specified as it asked for it again
L2232[17:36:18] <barteks2x> is it
possible to import eclipse gradle project into idea?
L2233[17:36:35] <barteks2x> (it's JMH
project)
L2234[17:36:44] <barteks2x> (but that I
mean it uses JMH)
L2235[17:36:57] <gr8pefish> Let's see. I
made a new project from git/github via IDEA, used the forge gradle
files to build initially and then copied over files from another of
my 1.10 mods to make it faster
L2236[17:37:26] <diesieben07> you mean
"checkout from version control"?
L2237[17:37:41] <gr8pefish> Correct. But
at that point the repo had a readme and that was about it
L2238[17:38:02] <gr8pefish> It was just
to setup the git link faster.
L2239[17:38:11] <diesieben07> ok, so.. do
you have the gradle project linked now?
L2240[17:38:20] <gr8pefish> Yes
L2241[17:38:35] <gr8pefish> le tme try
and build real quick actually
L2242[17:38:38] <gr8pefish> *let me
L2243[17:38:43] <gr8pefish> and see where
it ends up
L2244[17:39:20] <barteks2x> I'm wondering
what is the 2.6GB of stuff in swap... everything is working
fast
L2245[17:43:33] <gr8pefish> okay wtf lol.
I built it, it went where it was supposed to, all good and dandy.
So I reran genIntelliJRuns to be safe. Then tried to run client,
and I crash with a duplicate mod error (my own, twice somehow). So
I nuked the run directory but still get the same error:
java.lang.IllegalArgumentException: Multiple entries with same key:
openglider=FMLMod:openglider{@VERSION@} and
openglider=FMLMod:openglider{@VE
L2246[17:43:33] <gr8pefish> RSION@}
L2247[17:45:07] <diesieben07> yeah there
is something quite fishy abotu your setup. try closing the project
and re-importing the gradle project by opening the build.gralde
directly. it will ask you if you want to re-use the existing
project, choose to delete and re-import
L2248[17:45:56] <gr8pefish> alright. I'll
try that, thanks. Have to go to class now, but I'll be back
later
L2249[17:46:22]
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playin)
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L2258[18:26:04] <wundrweapon> can someone
brief me on using the new Register<Items> system? preferrably
via pm?
L2259[18:26:20]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8000:134f:3c5d:d0a4:870a:3b52)
L2260[18:26:35] <howtonotwin> basically
you just handle the event and register item through it
L2261[18:26:38] <howtonotwin> that's
it
L2262[18:26:55] <wundrweapon> yeah but I
don't understand the serialization
L2263[18:27:19] <howtonotwin> ?
L2264[18:28:26] <diesieben07> there is no
serialization going on
L2265[18:31:40] <wundrweapon> isn't that
what the <> thing does?
L2266[18:32:22] <howtonotwin> WAT
L2267[18:32:25] <howtonotwin>
generics
L2268[18:32:38] <howtonotwin> There's
reflection
L2269[18:32:54] <wundrweapon>
wot...?
L2270[18:33:01] <howtonotwin> and it
recovers the generic parameters from the method at runtime
L2271[18:33:09] <howtonotwin> do you know
what generics are?
L2272[18:33:15] <howtonotwin> if no look
up a tutorial
L2273[18:33:21] <howtonotwin> they've
been here since Java 5
L2274[18:33:26] <howtonotwin> Today we
have Java 8
L2275[18:33:28] <howtonotwin> :P
L2276[18:33:54] <diesieben07> you don't
need to worry abotu the reflection, "generic parameters"
stuff
L2277[18:34:00] <diesieben07> thats just
the hackery for the event bus to work
L2278[18:34:04] <diesieben07> but you
should learn abotu generics.
L2279[18:35:31] <wundrweapon> got
it
L2280[18:35:43]
⇦ Quits: Doty1154
(~Doty1154@2601:648:8000:134f:3c5d:d0a4:870a:3b52) (Ping timeout:
206 seconds)
L2281[18:35:54] <wundrweapon> idk why but
my pc is going so slow rn
L2282[18:35:58]
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L2283[18:36:04] <wundrweapon> abnormally,
painfully slow
L2284[18:36:05] <wundrweapon> I blame
skype
L2285[18:36:06]
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(~Doty1154@2601:648:8000:134f:3c5d:d0a4:870a:3b52)
L2286[18:36:27] <diesieben07> yeah skype
is a bitch
L2287[18:37:04] <Redfoxmoon> used to be,
at least for me o_O
L2288[18:39:59]
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closed the connection)
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L2294[18:53:33] <IoP> &sb end
L2295[18:54:03] <IoP> Stupid microsoft
and their anniversary updates
L2296[18:55:35]
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(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
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L2297[18:55:48] <barteks2x> I reported
the recursive chunk generation bug to someone... and he didn't
really believe me until I linked to sponge documentation about
it.
L2298[18:57:55] <IoP> Where was the
textual tutorial for MDK+idea? Someone linked to it but canät find
the link.
L2299[18:59:38] <PitchBright> am I
reading this correctly that Block destroying progress is dependent
on the cloud creation ticks?
L2300[19:02:34] <IoP> barteks2x: nice. ty
for reporting those to authors.
L2301[19:03:17]
⇨ Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2302[19:03:17] <howtonotwin>
PitchBright: file and line number
L2303[19:03:21] <howtonotwin> I have to
see this xD
L2304[19:03:59] <PitchBright>
RenderGlobal updateClouds()
L2306[19:05:23] <howtonotwin> o_O
L2307[19:05:49] <PitchBright>
right?
L2308[19:05:53] <howtonotwin> wait that
has nothing to do with clouds
L2309[19:05:59] <howtonotwin> methinks
someone can't name things properly
L2310[19:05:59] <PitchBright>
*nods*
L2311[19:06:20] <howtonotwin> !!gm
renderClouds
L2312[19:06:21] <PitchBright> I think
block destroy progress data is measured based on the cloud
tick
L2313[19:06:21] <MCPBot_Reborn> === MC
1.10.2: net/minecraft/client/renderer/RenderGlobal.renderClouds
(boh.b) UNLOCKED ===
L2314[19:06:22] <MCPBot_Reborn> Name : b
=> func_180447_b => renderClouds
L2315[19:06:22] <MCPBot_Reborn>
Descriptor : (FI)V
L2316[19:06:23] <MCPBot_Reborn> Comment :
None
L2317[19:06:24] <MCPBot_Reborn> SRG
Params : F p_180447_1_, I p_180447_2_
L2318[19:06:25] <MCPBot_Reborn> MCP
Params : float partialTicks, int pass
L2319[19:06:25] <MCPBot_Reborn> Last
Change: 2014-10-03 14:39:26.331550-04:00 (sp614x)
L2320[19:06:48] <kashike> and
cloudTickCounter is named wrong I think, too
L2321[19:06:56] <howtonotwin> last
updated 2014
L2322[19:07:00] <howtonotwin> that might
explain it xD
L2323[19:07:06]
⇨ Joins: edr
(~edr@d-65-175-180-73.cpe.metrocast.net)
L2324[19:07:30] <howtonotwin> !!gf
cloudTickCounter
L2325[19:07:35] <PitchBright> so it's a
mcp naming thing that's throwing me off?
L2326[19:07:38] <MCPBot_Reborn> === MC
1.10.2: net/minecraft/client/renderer/RenderGlobal.cloudTickCounter
(boh.w) UNLOCKED ===
L2327[19:07:39] <MCPBot_Reborn> Name : w
=> field_72773_u => cloudTickCounter
L2328[19:07:39] <howtonotwin> yep
L2329[19:07:39] <MCPBot_Reborn>
Descriptor : I
L2330[19:07:40] <MCPBot_Reborn> AT :
public net.minecraft.client.renderer.RenderGlobal field_72773_u #
cloudTickCounter
L2331[19:07:41] <MCPBot_Reborn> Comment :
counts the cloud render updates. Used with mod to stagger some
updates
L2332[19:07:41] <MCPBot_Reborn> Last
Change: 2012-10-25 11:04:55-04:00 (AtomicStryker)
L2333[19:07:46] <howtonotwin> see last
updated 2012
L2334[19:07:59] <barteks2x> srg names
really never change
L2335[19:08:04] <howtonotwin> probably
changed somewhere and the mappings never updated
L2336[19:08:18] <PitchBright> does that
say that Stryker named it?
L2338[19:08:30] <quadraxis> can open an
issue here
L2339[19:08:46] <howtonotwin> I'll do
it
L2340[19:09:06] <howtonotwin> oh no
L2341[19:09:13] <howtonotwin>
renderCloudsFancu renders clouds
L2342[19:09:18] <howtonotwin> *u ->
y
L2343[19:09:23] <howtonotwin> so
yes
L2344[19:09:31] <howtonotwin> block
breaking depends on the clouds
L2345[19:09:36] <howtonotwin> you read
that perfectly right
L2346[19:09:41] <PitchBright> as per
AtomicStryker?
L2347[19:09:59] <howtonotwin> yep
L2348[19:10:12] <PitchBright> okay.. some
silly questions coming up here from newb, but
L2349[19:10:21] <howtonotwin> ok this is
just too much
L2350[19:10:29] <howtonotwin> why
mojang
L2351[19:10:47] <PitchBright> I know he
does a mod that tracks block destruction...
L2352[19:10:48] <howtonotwin> I guess
it's not really cloudTickCount then
L2353[19:10:57] <howtonotwin> more like a
general render tick counter
L2354[19:11:21] <PitchBright> so I'm
wondering if he named it that, to suit his purposes? or could it be
something else?
L2355[19:11:30] <PitchBright> just
curious about this stuff
L2356[19:11:36] <howtonotwin> idk I
wasn't here 4 years ago :P
L2357[19:12:06] <howtonotwin> yeah ok so
cloudTickCounter should be renamed
L2358[19:12:13] <howtonotwin> you can
make an issue
L2359[19:12:31] <PitchBright> i was gonna
take you up on your offer to do it.... so I can see how you do it
(for my learning of the protocols on that stuff)
L2360[19:12:54] <PitchBright> then next
time if I find something, I can do it up by myself :)
L2361[19:12:55] <howtonotwin> there are
dozens of open issues :P
L2362[19:13:08] <PitchBright> sorry to be
a pain in the arse xD
L2363[19:13:37] <howtonotwin> you can
study those
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L2365[19:14:29] <barteks2x> how to firce
idea to import a project as gradle project instead of as eclipse
project?
L2366[19:15:08] <howtonotwin> delete the
eclipse project metadata?
L2367[19:15:19] <howtonotwin> gradle
cleanEclipse
L2368[19:15:22] <howtonotwin> should do
it
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L2373[19:17:29] <ScottehBoeh> The
Skeleton in iChuns latest tweet O.o
L2374[19:17:35] <ScottehBoeh> "dat
ass" - *Enters Steves butt*
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L2385[20:00:40] <barteks2x> 4gb ram + 4gb
swap used by who-knows-what... I hate "web apps"
L2386[20:00:56] <howtonotwin> xD
L2387[20:01:16] <howtonotwin> that is a
very large amount of swap though
L2388[20:01:27] <barteks2x> I have 3
chrome tabs, idea, skype, spotify and hexchat running
L2389[20:01:35] <barteks2x> that's
all
L2390[20:01:43] *
howtonotwin sees chrome
L2391[20:01:48] <howtonotwin> everything
is very clear no
L2392[20:01:50] <howtonotwin> *now
L2393[20:01:51] <howtonotwin> :P
L2394[20:02:04] <barteks2x> I can easly
run with 20 tabs open without any issues
L2395[20:02:23] <howtonotwin> what
"web app" is it though?
L2396[20:02:25] <barteks2x> I had to
increase swap to 12GB so that the os doesn't freeze when I run out
of memory
L2397[20:02:33] <howtonotwin> and why
would it eat that much ram?
L2398[20:02:55] <barteks2x> gitter and
discord... and skype itself is also a web app in disguise
L2399[20:05:59] <barteks2x> ans all of
them seem to have no bound on memory usage... the more I have, the
more they use
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L2412[20:36:18] <Redfoxmoon> maybe I am
missing something obvious, but for using a vanilla texture on a new
block shouldn't 'minecraft:<blockname>' suffice in the json
file?
L2413[20:38:20] <howtonotwin>
models/block json?
L2414[20:38:28] <Redfoxmoon> block
texture
L2415[20:38:37] <howtonotwin>
"minecraft:blocks/..."
L2416[20:38:44] <Redfoxmoon> yeah I tried
that
L2417[20:38:49] <howtonotwin> logs
L2418[20:38:56] <Redfoxmoon> ?
L2419[20:39:09] <howtonotwin> model
errors generate a large amount of stacktraces
L2420[20:39:15] <howtonotwin> but first
just show the JSON
L2421[20:39:27]
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L2423[20:39:44] <Redfoxmoon>
wait...
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L2427[20:41:53] <howtonotwin> um, you're
mixing two blockstate formats there xD
L2428[20:42:03] <howtonotwin>
forge_marker should be 1
L2429[20:42:15] <howtonotwin> normal and
inventory should be arrays of one object
L2430[20:42:28] <barteks2x> For some
weird reason JMH decides to give me OutOfMemoryErrors when I try to
run a benchmark...
L2431[20:42:33] <howtonotwin> which tells
the loader that instead of doing the normal cartesian product
thing
L2432[20:42:41] <howtonotwin> the names
are literal variant names
L2433[20:43:07] <howtonotwin> and it's
generally good style to always qualify RLs with domains
L2434[20:43:15] <Redfoxmoon> .... changed
forge_marker to 1, and now it works
L2435[20:43:17] <Redfoxmoon>
magical..
L2436[20:43:18] <howtonotwin> so you may
as well say minecraft:cube_all
L2437[20:43:42] <howtonotwin> and at that
point you should also shift that up to defaults
L2438[20:43:59] <Redfoxmoon> oh. okay
so
L2439[20:44:29] <howtonotwin> {
forge_marker: 1, defaults { textures { all: ... }, model:
minecraft:cube_all }, variants { inventory [{}], normal [{}] }
}
L2440[20:44:37] <howtonotwin> jsonified
properly
L2441[20:44:48] *
Redfoxmoon is already starting to hate json
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L2443[20:44:58] <howtonotwin> lol it
isn't that bad
L2444[20:45:04] <howtonotwin> and it's
better than before xD
L2445[20:45:06] <Redfoxmoon> it is so
bloody alien to me :s
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L2447[20:45:27] <howtonotwin> it's
basically just taking objects and writing them as text :P
L2448[20:45:41] <howtonotwin> this
deserializes to a ForgeBlockStateV1
L2449[20:45:45] <Redfoxmoon> yeah
"basically ..." says the one who understands it :-)
L2450[20:46:07] <howtonotwin> JSON is
actually just a subset of Javascript :P
L2451[20:46:10] <howtonotwin>
(almost)
L2452[20:46:26] <howtonotwin> so if you
can deal with JS it's super easy to get JSON
L2453[20:46:31] <howtonotwin> and JS
isn't very complicated
L2454[20:46:37] <howtonotwin> it's just
stupid sometimes
L2455[20:46:55] <Redfoxmoon> been a very
long time since I dealt with JS
L2456[20:47:50] <howtonotwin> would you
like a link to my model docs?
L2457[20:49:25] <Redfoxmoon> heh, well
sure
L2459[20:49:32] <Redfoxmoon> tried your
version; doesn't work :-)
L2460[20:49:41] <howtonotwin> well it's
not proper json :P
L2461[20:49:47] <Redfoxmoon> :P
L2462[20:49:48] <howtonotwin> you
actually have to do the quoting
L2463[20:49:56] <Redfoxmoon> 'jsonified
properly' :P
L2464[20:49:56] <howtonotwin> and fill in
the textures :P
L2465[20:50:02] <Redfoxmoon> I did fill
in the texture :P
L2466[20:50:49] <howtonotwin> {
"forge_marker": 1, "defaults": {
"textures" { "all": "FILLME" },
"model": "minecraft:cube_all" },
"variants": { "inventory": [{}],
"normal": [{}] } }
L2467[20:50:53] <Redfoxmoon> ah, I see
now
L2468[20:50:53] <howtonotwin> there we
go
L2469[20:51:03] <Redfoxmoon> yeah, sorry
my brain farted
L2470[20:51:40] <howtonotwin> I should
probably write my objects like name: {} instead of just name
{}
L2471[20:52:07] <howtonotwin> oh yep I
missed that on textures
L2472[20:52:15] *
howtonotwin tries to break a habit
L2473[20:52:18] *
howtonotwin fails
L2474[20:52:22] <howtonotwin> also for
the docs
L2475[20:52:29] <howtonotwin> you should
read them in a certain order
L2477[20:52:46] <howtonotwin> ^ that
order
L2478[20:53:00] <Redfoxmoon> ok :)
L2479[20:53:00] <howtonotwin> and open an
issue or something if my writing seems off.
L2480[20:54:00] <howtonotwin> for
reference, rendering gurus on this chan are 1) fr_y 2)
willie_willus and 3) me
L2481[20:54:03] <howtonotwin> without the
_s ofc
L2482[20:54:12] <howtonotwin> anyway I'll
take my leave now
L2483[20:54:14] <howtonotwin> good
luck
L2484[20:54:21] <Redfoxmoon> hm, ok
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L2488[20:56:26] <Redfoxmoon> now of
course if someone could explain what '"inventory": [{}],
"normal": [{}]' actually means :^)
L2489[20:59:47] <Redfoxmoon> *sigh* or
rather what it does
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L2495[21:17:33] <barteks2x> I have
problems literally noone else has...
L2496[21:18:08] <barteks2x> I tried to
google it, after 5 pages - nothing even closely relevant
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L2503[21:43:40] <illy> o/
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L2513[22:25:26] <PitchBright> is there a
way for me to make something render, even when it's beyond the
player's render distance limit?
L2514[22:26:13] <barteks2x> everything is
possible, it's just a matter of how hard you want to try
L2515[22:26:24] <PitchBright> :) I've
been tryin' reeeealll hard
L2516[22:26:25] <McJty> But why would you
want to do that?
L2517[22:26:31] <McJty> Sounds like a
really bad idea
L2518[22:26:35] <PitchBright> I knew that
question would get asked xD
L2519[22:26:45] <McJty> There is a reason
people lower their render distance
L2520[22:26:49] <barteks2x> minecrart jas
z_far set to somethinng close to render distance
L2521[22:27:09] <barteks2x> so without
changing zfar you can only get it close to max render distance but
smaller
L2522[22:27:29] <barteks2x> but that's
all I know
L2523[22:28:44] <barteks2x> and that's
probably how some minimap mods render deathpoints and waypoints
that are beyond view distance
L2524[22:29:11] <PitchBright> ooooh...
good thinkin'!
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L2528[22:55:03] <barteks2x> I did the
benchmark in a different way and now the result for vanilla hashmap
is completely opposite...
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L2537[23:15:59] <barteks2x> actually, I
did the benchmark wrong
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L2539[23:25:24] <gr8pefish> Anyone know
where the logic is in minecraft's code for setting the player
rotation for elytra? It doesn't seem to be in ModelElytra or
LayerELyta (as far as I can tell)
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L2547[23:45:11] <gr8pefish> If I wanted
to draw a layer on the player that was just a plane with a 45
degree line (a triangle, so a json model wouldn't work very well),
how could I do that? Would I have to use GL11 directly?