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L27[01:59:40] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161023 mappings to Forge Maven.
L28[01:59:44] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161023-1.10.2.zip
(mappings = "snapshot_20161023" in build.gradle).
L29[01:59:55] <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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L36[02:30:07] <killjoy> java's at a new
milestone.
L37[02:30:14] <killjoy> java 8u111
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L81[05:53:49] <nathan72419> hi
L82[05:53:57] <nathan72419> can anyone hear
me ?
L83[05:54:00] <nathan72419> just for
testing
L85[05:54:33] <ghz|afk> I can read, but not
hear
L86[05:54:36] <nathan72419> oh
L87[05:54:39] <nathan72419> lol
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L90[06:04:11] <OrionOnline> Hey Guys
L91[06:04:13] <OrionOnline> I have a
question
L92[06:04:21] <OrionOnline> What variant of
I18n should i use
L93[06:04:31] <OrionOnline> The
deprecianted one in util
L94[06:04:36] <OrionOnline> Or the one in
client?
L95[06:05:21] <nathan72419> what version
are u using ?
L96[06:05:38] <OrionOnline> 1.10.2
L97[06:05:56] <nathan72419> i dont
know
L98[06:05:58] <nathan72419> then
L99[06:06:00] <nathan72419> sorry
L100[06:06:02] <ghz|afk> OrionOnline: the
one on the client package
L101[06:06:05] <ghz|afk> which has
I18n.format
L102[06:06:18] <ghz|afk> if it doesn't
work because you are translating on the server
L103[06:06:25] <ghz|afk> then you need to
redesign your code
L104[06:06:31] <ghz|afk> because
server-side, there's no mod strings at all
L105[06:07:00] <ghz|afk> (hence the other
one being deprecated)
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L108[06:07:38] <Orion> Sorry connection
dropped
L109[06:07:42] <Orion> Did you say
something?
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L111[06:07:47] <ghz|afk> [13:06]
(ghz|afk): OrionOnline: the one on the client package
L112[06:07:47] <ghz|afk> [13:06]
(ghz|afk): which has I18n.format
L113[06:07:47] <ghz|afk> [13:06]
(ghz|afk): if it doesn't work because you are translating on the
server
L114[06:07:48] <ghz|afk> [13:06]
(ghz|afk): then you need to redesign your code
L115[06:07:48] <ghz|afk> [13:06]
(ghz|afk): because server-side, there's no mod strings at all
L116[06:07:48] <ghz|afk> [13:07]
(ghz|afk): (hence the other one being deprecated)
L117[06:08:02] <Guest87447> Right
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L119[06:09:18] <OrionOnline> So then i
have a problem
L121[06:10:13] <OrionOnline> The method
for getItemStackDisplayName(ItemStack stack) needs to return the
translated one
L122[06:10:24] <ghz|afk> yep but it
can't
L123[06:10:39] <ghz|afk> this is the ONE
place
L124[06:10:45] <ghz|afk> where you have to
use the deprecated method
L125[06:10:50] <OrionOnline> Okey
thanks
L126[06:10:59] <ghz|afk> it will still
work on the client
L127[06:11:05] <ghz|afk> since they end up
reading the same data on the client jar
L128[06:11:25] <ghz|afk> but it will fail
if called on the server such as sending chat messages with the
item
L129[06:11:40] <ghz|afk> but this isn't
your fault
L130[06:11:47] <ghz|afk> even vanilla
items will fail
L131[06:11:51] <ghz|afk> xcept they will
show in english
L132[06:11:55] <ghz|afk> yours won't
translate at all ;P
L133[06:12:31] <OrionOnline> Okey
L134[06:12:35] <OrionOnline> So nothing i
can do
L135[06:12:47] <OrionOnline> I guess this
will be fixed later on?
L136[06:13:56] <ghz|afk> nope, this is a
limitation of vanilla minecraft
L137[06:14:18] <ghz|afk> it won't load
resource packs on the server
L138[06:14:18] <nathan72419> is there a
way to change the material of vanilla blocks ?
L139[06:14:21] <ghz|afk> so it won't load
the mod strings
L140[06:14:51] <ghz|afk> it has a
hardcoded en_us.lang inside the jar, and that's all
L141[06:15:29] <ghz|afk> for it to work
with mods, forge would have to manually load the strings from the
mod files, and inject them into the table, and they have said it
won't happen
L142[06:15:45] <ghz|afk> you just simply
shouldn't be relying on server translations, ever.
L143[06:16:06] <ghz|afk> nathan72419: what
do you mean with material?
L144[06:16:31] <ghz|afk> (the answer is
still probably "no", though)
L145[06:16:43] <nathan72419> like i want
to set wood to be break by axe
L146[06:16:54] <nathan72419> so i want to
change the material of logs to rock
L147[06:17:43] <OrionOnline> ghz|afk,
would it not be better to create a wrapper variant of I18n inside
forge and redirect to the correct version
L148[06:17:54] <ghz|afk> what would that
achieve?
L149[06:17:55] <OrionOnline> Alltough it
is just one method
L150[06:17:58] <OrionOnline> Never
mind
L151[06:18:04] <ghz|afk> the deprecated
one already works in the client
L152[06:18:11] <ghz|afk> you jsut have to
feel bad about it
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L155[06:19:34] <OrionOnline> Yeah i am
slowly attaching those as well
L156[06:19:47] <ghz|afk> as a way to
construct the full name like "Rougg Diamond"
L157[06:19:55] <ghz|afk> Rough*
L158[06:20:21] <MasterKrain> Guys, should
crafting recipes be registered in the client or in the server?
Server, right?
L159[06:20:47] <ghz|afk> both
L160[06:20:54] <MasterKrain> oh
L161[06:20:55] <ghz|afk> you shouldn't
make a difference
L162[06:21:02] <ghz|afk> juist register
them on your main mod's init event
L163[06:21:07] <ghz|afk> just*
L164[06:21:21] <MasterKrain> okay
L165[06:21:26] <ghz|afk> I mean main mod
class*
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L170[06:39:19] <OrionOnline> ghz|afk, You
know how i can determine which ItemStack gets dropped when a player
break s my block?
L171[06:39:46] <ghz|afk> sure, override
getDrops
L172[06:40:28] <ghz|afk> !gm
func_189808_dh
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L180[07:22:49] <MasterKrain> guys what
does NBT mean?
L181[07:24:49] <ghz|afk> no idea
L182[07:24:54] <ghz|afk> but it's a way to
store tags
L183[07:24:58] <TechnicianLP>
namedBinaryTag iirc
L184[07:25:08] <Necro> ^ exactly
L185[07:25:11] <ghz|afk> sortof like a
binary thing similar to json/xml
L186[07:26:14] <Chunkr> NBT is a binary
storage format.
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L189[07:31:21] <BlueMonster> so with the
new config system, is there a way to set a default value?
L190[07:32:34] <ghz|afk> there's a new
config system?
L191[07:34:37] <ghz|afk> ooh, in build
2103, I have been modding with 2102 XD
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L195[07:40:06] <ghz|afk> the heaviest
thing in that function is the log print
L196[07:40:20] <ghz|afk> ;P
L197[07:40:29] <ghz|afk> it's just a tiny
bit of maths
L198[07:40:33] <ghz|afk> that's a few
microseconds tops
L199[07:40:36] <ghz|afk> nothing to worry
about
L200[07:40:44] <TechnicianLP> ok thx
L201[07:41:03] <ghz|afk> unless
getCapacity or getCost have to look up something in a table that's
millions of entries long
L202[07:41:51] <Mr_Rockers> there a way I
can make an event finish before the end of the function returns, or
"wait" until the end of the event? (i.e. PartA();
event.execute(); PartB(); )
L203[07:42:17] <ghz|afk> uhh that's how
events work?
L205[07:42:38] <ghz|afk> unless you aren't
the one calling the event
L206[07:42:50] <ghz|afk> Mr_Rockers:
please explain your situation better
L207[07:42:51] <ghz|afk> ;p
L208[07:43:01] <ghz|afk> we can't read
your mind
L209[07:43:17] <Mr_Rockers> Sorry lol .
It's a MinecraftForge BlockEvent.BreakEvent
L210[07:43:57] <Mr_Rockers> It's being
listened on.
L212[07:45:00] <Mr_Rockers> preferably
before the darkenNearby. I'm not so sure how I would go about doing
it.
L213[07:46:24] <Mr_Rockers> (Oh, I know
that passing in blockBreakEvent would render having the other two
parameters pointless but I was just quickly testing something
earlier.)
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L217[07:57:16] <Mr_Rockers> Could I create
a custom event that fires after the block BreakEvent?
L218[07:57:47] <ghz|afk> I'm not sure why
you need the event after
L219[08:02:56] <Mr_Rockers> Basically, I
have these dark air blocks that surround a special
"dimstone" block. However, whenever a block is placed
where a dark air block once was, it gets replaced with a normal air
block. "darknessGeneration.darkenNearby" fixes this by
detecting if the air block is surrounded by dark air blocks and
checks to see if the air block is nearby othe
L220[08:02:56] <Mr_Rockers> r darkness
generators. If so, it will trigger a function to re-darken those
blocks and the surrounding air blocks. Except, the break event is
called before the target block is changed to an air block, meaning
that the "re-darken" function becomes more-or-less
useless.
L221[08:03:54] <Mr_Rockers> Sorry if that
seemed kinda convoluted.
L222[08:04:59] <BlueMonster> ah, the
default value is what you set the static field to :D
L223[08:05:01] <BlueMonster> simple
L224[08:05:21] <ghz|afk> BlueMonster: so
you managed to get it working
L225[08:05:27] <ghz|afk> is there a way to
specify categories or such?
L226[08:05:28] <BlueMonster> dunno how to
limit the value of the rangedInt config to be getween the min and
max
L227[08:05:36] <BlueMonster> ah... yea i
did
L228[08:05:41] <BlueMonster> lemme
gist
L230[08:06:17] <BlueMonster> that is all
yo uneed
L231[08:06:32] <ghz|afk> hmm but won't
that save everything in a "general" category?
L232[08:06:49] <BlueMonster> yep
L233[08:06:57] <ghz|afk> aha then it's not
really useful to me yet
L234[08:07:30] <BlueMonster> there is a
@LangKey, that i didnt play with
L235[08:14:11]
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L236[08:14:36] ⇦
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L237[08:15:06]
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L238[08:17:18]
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L239[08:17:54] <JustWhoAmI> for some
reason
L240[08:18:07] <JustWhoAmI> my TE, which
does return ItemStackHanlder
L241[08:18:09] <JustWhoAmI> dler*
L242[08:18:24] <JustWhoAmI> won't connect
to mekanism's logistical transporter
L243[08:18:34] <ghz|afk> Mekanism doesn't
support IItemHandler
L244[08:18:37] <ghz|afk> they are stuck on
the old IInventory
L245[08:18:38] <JustWhoAmI> really
L246[08:18:40] <JustWhoAmI> ;_;
L247[08:18:44] <ghz|afk> so just ignore
Mekanism
L248[08:18:46] <ghz|afk> ;P
L249[08:18:49] <JustWhoAmI> lol
L250[08:19:08] <JustWhoAmI> is there an
interface they have that i can implement to have them
connect?
L251[08:19:09] <ghz|afk> every other mod
with pipes does work, IIRC
L252[08:19:23] <ghz|afk> you'd have to
implement the old IInventory, so fuck that
L253[08:19:23] <JustWhoAmI> yeah
L254[08:19:25] <JustWhoAmI> hoppers
worked
L255[08:19:29] <JustWhoAmI> enderio
conduits worked
L256[08:19:31] <ghz|afk> let THEM fix
their side
L257[08:19:40] <JustWhoAmI> okie :D
L258[08:19:56] <JustWhoAmI> it's so
frigging ez to do tho
L259[08:20:04] <JustWhoAmI> they've been
inactive for a while now
L260[08:22:27]
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L261[08:35:43]
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L262[08:35:55] <nathan72419> how to use
@optional ?
L263[08:36:04] ⇦
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L264[08:36:06] <nathan72419> it doesnt
seems to work in 1.7.10
L265[08:41:24] <shadowfacts> @Optional
worked perfectly fine in 1.7
L266[08:41:30] <ghz|afk>
@Optional.Interface(Interfacename.class)
L267[08:41:30] <shadowfacts> you're
probably just using it incorrectly
L268[08:44:56] <raoulvdberge> Is there a
TextComponentHyperlink or something?
L269[08:45:19] <TechnicianLP> you can put
a click event which opens a link
L270[08:55:01]
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L271[08:58:45] ⇦
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L272[09:01:18]
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L273[09:01:48] <OrionOnline> ghz|afk, you
remember me asking for the getDrops method?
L274[09:01:56] <OrionOnline> Do you know
of anythign earlier?
L275[09:02:10] <OrionOnline> My TE which
holds some data that i need to the NBT of the Stack
L276[09:02:16] <OrionOnline> Is already
deleted at that point
L277[09:04:14] <MasterKrain> Guys, how can
i add a description to an item?
L278[09:04:27] *** V
is now known as Vigaro
L279[09:04:53] <MasterKrain> i tried to
put "item.myitem.desc=Something." in the en_US.lang but
that didnt work
L280[09:06:32] <Necro> you have to
override Item#addInformation(ItemStack, EntityPlayer,
List<String>, boolean) for tooltips
L281[09:06:52] <MasterKrain> ah ok,
thanks
L282[09:08:13] <Necro> you need to add
items to the list from par3
L283[09:09:12] ⇦
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L284[09:09:28]
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L285[09:10:20] <MasterKrain> @Necro it
says this "The type List is not generic; it cannot be
parameterized with arguments <String>"
L286[09:10:58] <Cyclonit> Hi, I'd like to
add a toggle option to the create world screen and I need the value
of that option in World on both on client and server. Is there a
forge-way to do that?
L288[09:12:01] <Necro> MasterKrain:
yes
L289[09:12:22] <TvL2386> hi guys, what's
an ItemStack actually?
L290[09:12:50]
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L291[09:12:50] <MasterKrain> @TvL2386 a
stack of items
L292[09:13:13] <Necro> MasterKrain: are
you sure you use the right list class.
L293[09:13:18] ***
Orion is now known as Guest98118
L294[09:13:18] <IoP> fyi ;(
L295[09:13:33] <MasterKrain> @Necro
probably not xD
L296[09:13:44] <IoP> interesting the bot
is quiet here
L297[09:13:45] <Necro> you need the
java.util one
L298[09:13:56] <MasterKrain> ah yes
L299[09:14:05] <TechnicianLP>
RenderGameOverlayEvent or RenderTickEvent?
L300[09:15:15] ⇦
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L301[09:16:52]
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L302[09:17:08] <Intektor> I have to hook
myself after everything got rendered, is that possible?
L303[09:17:35] <Intektor> so I can work
with the mc frame buffer
L304[09:17:46] <TechnicianLP>
RnderTickEvent with phase = post could work
L305[09:18:10] <TechnicianLP> you could
also look at how mc does screenshots
L306[09:19:20] <TvL2386> MasterKrain: I'm
overriding this method: "onArmorTick(World world, EntityPlayer
player, ItemStack stack)" but how would I know what's in the
stack variable? Yeah an ItemStack... but what is it?
L307[09:20:40] <TvL2386> It really seems
to be a certain amount of Item BLAH?
L308[09:21:47] <TechnicianLP> Item =
Singleton; ItemStack = stack you see ingame with amoutn,damage,and
nbt-data
L309[09:22:08] <TvL2386> Thank you!
L310[09:22:18] <TvL2386> why is it
provided to the onArmorTick method?
L311[09:22:32] <TvL2386> does it supply
the equipped armor item?
L312[09:22:32]
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L313[09:22:41] <ghz|afk> [16:02]
(OrionOnline): ghz|afk, you remember me asking for the getDrops
method?
L314[09:22:42] <ghz|afk> [16:02]
(OrionOnline): Do you know of anythign earlier?
L315[09:22:42] <ghz|afk> [16:02]
(OrionOnline): My TE which holds some data that i need to the NBT
of the Stack
L316[09:22:42] <ghz|afk> [16:02]
(OrionOnline): Is already deleted at that point
L317[09:22:46] <ghz|afk> check
BlockFlowerPot
L318[09:22:51] <ghz|afk> there's a forge
section in it
L319[09:22:59] <ghz|afk> which shows how
to allow getDrops access to the TE
L320[09:23:20] <TechnicianLP> Tvl that
method is called every tick while the armor is worn (with the
armorstack as argument)
L321[09:23:24] <kokolihapihvi> hey
ghz|afk, I got an idea for a mod: multithreading the world
generation ;)
L322[09:23:35] <ghz|afk> kokolihapihvi:
lol good luck with that
L323[09:23:50] <ghz|afk> multiple people
havetried that
L324[09:23:50] <TvL2386> TechnicianLP:
thanks! I'll just send the ItemStack to the logger and call
toString() on it
L325[09:23:52] <ghz|afk> including
Mojang
L326[09:23:56] <ghz|afk> all of them gave
up on the idea
L327[09:24:00] <TechnicianLP> kokol: you
could take a look at tickthreading
L328[09:24:18] <TechnicianLP> it (kindof)
worked in 1.4.7
L329[09:24:42] <kokolihapihvi> how hard
could it possibly be to put a thread on that processes chunk
requests and feeds them into the world to be networked etc.
D:
L330[09:24:58] <ghz|afk> much harder than
it sounds
L331[09:25:02] <barteks2x> light updates
are hard
L332[09:25:10] <barteks2x> foe
example
L333[09:25:26] <TechnicianLP> you also
have to consider: many mods are not writen to be
multithreaded
L334[09:25:30] <ghz|afk> how do you
synchronize access to the chunk while it's in the middle of
generation, for example
L335[09:25:33] <LatvianModder> create a
thread for each chunk you generate #DontActuallyDoIt
L336[09:25:53] <barteks2x> just accessing
the chunk isn't a problem, that global per-world list internally
used for light updates is
L337[09:26:32] <kokolihapihvi> uhh well,
how about this: building a custom server entirely from scratch
while still having support for forge? anyone? :D
L338[09:27:36] <Intektor> ok that works,
is there a way to convert a frame buffer into a two dimension int
array?
L339[09:29:09] <kokolihapihvi> I mean I'm
up for a try at multithreading the world if its even slightly
possible
L340[09:30:15] <ghz|afk> as I said: good
luck with it ;P
L341[09:30:16]
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L342[09:31:37] <kokolihapihvi> do some
mods actually access a chunk while its being generated
though?
L343[09:32:26] <Intektor> ghz|afk, I took
a look at how the twitch thing worked, and it looks like it
basicially just uses the mc frame buffer
L344[09:33:25] <ghz|afk> Intektor: I have
0 experience doing stuff like that with opengl
L345[09:33:28] <ghz|afk> so I can't help
you either
L346[09:33:28] <ghz|afk> ;P
L347[09:34:31] <barteks2x> mods actually
frequently generate more chunks while generating chunks, so even
worse
L348[09:34:41] <Intektor> I could now
transform that into a buffered image, but that halfs my fps, and vr
with 30 fps sucks
L349[09:34:47] <kokolihapihvi> I'd have to
do alot of research on how the world generator works
L350[09:34:53] <kokolihapihvi> what do you
mean barteks2x ?
L351[09:35:12] <ghz|afk> kokolihapihvi: if
you access a chunk during worldgen, it will cause it to be
generated too
L352[09:35:20] <ghz|afk> which is
unsupported and can cause problems
L353[09:35:25] <barteks2x> mod starts
generating chunk, gets block that it's generated yet while
generating that chunk and ends up generting more, sometimes it
continues up to StackOverflowError
L354[09:35:41] <barteks2x> it's wrong but
many mods do that
L355[09:36:18] <kokolihapihvi> ah so
getting a block in any IWorldAccess that doesn't exist causes that
chunk to be generated?
L356[09:37:10] <barteks2x> and the way
populatioon works can be really surprising if you didn't see that
before
L357[09:37:36] <kokolihapihvi> does that
run after or during the chunk generation?
L358[09:38:02] <barteks2x> kind if in
between? It runs when it can - when enough chunks are generated
around to do population
L359[09:38:39] <barteks2x> and
"enough" is exactly 3 chunks around in positive x/z
direction
L360[09:38:52]
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L361[09:39:07] <kokolihapihvi> and I
assume it causes chunks to generate if its making some big dungeon
that doesn't fit in that space?
L362[09:39:20] <barteks2x> there are 2
kinds of structures
L363[09:39:40] <barteks2x> population
generators and structure generators, they work completely
differently
L364[09:40:11] <barteks2x> population only
generate things that can fit into the population area, structure
generators are complicated and generate big things but also never
go outside the population area
L365[09:41:20] ⇦
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L366[09:42:53] <kokolihapihvi> okay so
already this sounds like it's gonna go way over my head
L367[09:43:37] ⇦
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L368[09:44:17] <kokolihapihvi> actually
couldn't I just make my own world classes that are semi thread safe
and work from there?
L369[09:44:17] <barteks2x> The only
structure generators I fully understand so far are cave and ravine
generators (and raine generator is mostly copypasted cave generator
code with some tweaks)
L370[09:44:36]
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L371[09:44:53] <barteks2x> if you can
count them as structures
L373[09:45:25] <kokolihapihvi> what, caves
are done using the structure generator? o.O
L374[09:45:51] <kokolihapihvi> I always
thought that they were just one more layer of 3d noise
L375[09:46:02] <barteks2x> nope
L376[09:46:07] <barteks2x> it's closer to
perlin worms
L377[09:46:12] <barteks2x> but it's still
not that
L378[09:46:12] ⇦
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L379[09:46:39] <kokolihapihvi> I'm
starting to see why everyones given up on this :D
L380[09:47:29]
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L381[09:48:33] <barteks2x> I actually have
fully deobfucated understandable cave generation code, you can see
how it works if you want (I assume decompiled code it too hard to
understand)
L382[09:48:48] <raoulvdberge> is
PlayerEvent.PlayerLoggedInEvent client side only for the current
player?
L383[09:48:56] <raoulvdberge> or is it
like for every player logged in
L384[09:49:08]
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L385[09:50:39] <kokolihapihvi> oh also
what about custom world generators?
L386[09:51:03] <barteks2x> these would
break horribly when multithreaded, even if you somehow managed to
fix vanilla
L387[09:51:17] <kokolihapihvi> thats what
I expected
L388[09:51:33]
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L389[09:52:08] <kokolihapihvi> even if I
got the generation itself running on a separate thread, minecraft
would assume that the chunk has been generated since code is
running
L390[09:52:20]
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L391[09:52:36] <barteks2x> you would first
need to fix world.checkLightFor to make it multithreaded
L392[09:53:19] <barteks2x> unless you
won't want worldgen light updates
L393[09:54:35] <barteks2x> I already had
this discussion with 3 different people, and once they understood
how worldgen worked - everyone gave up on that idea without even
trying
L394[09:54:43] <kokolihapihvi> there
wouldn't be a sweet spot between minecraft and a world generator to
build a wrapper or something like that, right?
L395[09:55:20] <Boreeas> huh, predictive
sequential world gen in a separate thread?
L396[09:55:43] <TechnicianLP> any tips on
how to use RenderGameOVerlayEvent? it seems to erse the hotbar if i
render something on top of it
L397[09:56:10] <Ordinastie> "to
erse" ?
L398[09:56:15] <TechnicianLP> erase
L399[09:56:18] <ghz|afk> he's writing to
the depth buffer
L400[09:56:26] <ghz|afk> preventing the
next layer from drawing
L401[09:56:31] <ghz|afk> it's not really
erasing anything
L402[09:56:38] <ghz|afk> TechnicianLP: use
.Post
L403[09:56:49] <TechnicianLP> im in post
an drawing a gradientrect
L405[09:57:52] <kokolihapihvi> barteks2x,
would it be possible to change the vanilla mechanics so that it
wraps the current world generator (whatever it is) in its own
thread and polls that for chunks?
L406[09:58:17] <barteks2x> chunk
generators need access to already generated chunks. This is the big
issue
L407[09:58:57] <barteks2x> no idea how you
could possibly wrap that
L408[09:59:35] <kokolihapihvi>
right...
L409[09:59:59] <barteks2x> and the part
that would be "easy" to make multithreaded is already
very fast
L410[10:00:35] <kokolihapihvi> which is
base terrain generation from noise?
L411[10:00:58] <barteks2x> yes,
+dirt/grass/sand+caves+ravines+some parts of structures
L412[10:01:05] <ghz|afk> the process is a
bit like
L413[10:01:27] <ghz|afk> generate terrain
-> add water below sea level -> compute grass surfaces ->
generate caves and ravies
L414[10:01:43] <ghz|afk> eh missed ores
before caves
L415[10:01:51] <barteks2x> no, ores are
later
L416[10:01:55] <ghz|afk> are they?
L417[10:01:58] <barteks2x> ores are part
of population
L418[10:02:06] <barteks2x> and population
is after all of that
L419[10:02:24] <TechnicianLP> switching
the type to ALL seems to have fixed it (somehow ...)
L420[10:02:39] <ghz|afk> ALL .Post runs
after everything
L421[10:02:42] <ghz|afk> it's
special
L422[10:02:52] <ghz|afk> because it
changes the rendering values
L423[10:03:03] <ghz|afk> which means your
issue is that you aren't setting up the right values in the
GlStateManager
L424[10:03:38] <kokolihapihvi> how did
fastcraft make the world generation smoother? I know it wasn't
multithreading but for my old pc it was enough
L425[10:03:41] <ghz|afk> in my WIP magic
mod
L426[10:03:41] <barteks2x> it's terrain
shape+water --> biome surface --> caves ravines and some
parts of structures; then population: finishing structures-->a
few vanilla populators and mods-->biome decoration
L427[10:03:42] <ghz|afk> I had to do
L428[10:03:54] <ghz|afk>
GlStateManager.pushAttrib();
L429[10:03:54] <ghz|afk>
GlStateManager.depthMask(false);
L430[10:03:58] <ghz|afk> before starting
to draw
L431[10:04:08] <ghz|afk> and
GlStateManager.popAttrib() afterward
L432[10:04:26] <TechnicianLP> im using the
methods from the GUI class; ok i will be trying that
L433[10:04:33] <ghz|afk> although now that
I look at it again
L434[10:04:37] <ghz|afk> the pushAttrib
doesn't make sense
L435[10:04:44] <barteks2x> Maybe fastcraft
simply disallows recursive terrain generation, that's all I can
imagine that can be done. And probably light update
optimizations
L437[10:05:19] <ghz|afk> look at that if
you want
L438[10:06:41] <TechnicianLP> far more
complicated than i thought
L439[10:09:02]
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L440[10:09:32] <kokolihapihvi> barteks2x,
would it be possible to break it into several passes? first pass
only does terrain, second pass applies biomes etc. to spread the
calculations over several ticks?
L442[10:10:45] <barteks2x> It would work,
I (actually Cuchaz) already tried that and it ended up being smooth
but overall slower
L443[10:11:03] <barteks2x> It was called
generation pipeline
L444[10:11:17]
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L445[10:12:55] <barteks2x> the stages as I
remember: terrain, biomes/surface, structures, light,
features/population
L446[10:13:20] <kokolihapihvi> okay now
imagine if you had a separate thread for each of those steps
<3
L447[10:13:23]
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L448[10:13:42] <barteks2x> the last one
was the slowest one...
L449[10:13:53] <Cyclonit> kokolihapihvi, I
tried that (as part of CubicChunks), you have to deal with loads of
dependencies between different stages
L450[10:13:57] <ghz|afk> kokolihapihvi:
not a separate thread, just different "jobs" queued on a
thread pool
L451[10:14:01] <Cyclonit> Its certainly
not easy and all I could come up with was much slower
L452[10:14:13] ⇦
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L453[10:14:24] <ghz|afk> the way I do it
in a WIP proof of concept / playgorund engine
L454[10:14:35] <ghz|afk> is that I have a
sorting scheduler
L455[10:14:51] <ghz|afk> the queued tasks
are re-sorted based on the player position
L456[10:15:22] <barteks2x> minecraft also
sorts queued chunk generation based in player position. It's just
singlethreaded
L457[10:15:39] <ghz|afk> yeah
L458[10:15:41] <ghz|afk> for me it's a
thread pool
L459[10:15:43] <barteks2x> and it does
smooth out generation over many ticks too
L460[10:16:16] <ghz|afk> I also have
"phase dependencies"
L461[10:16:17] <ghz|afk> so like
L462[10:16:32] <ghz|afk> if someone just
wants to check for the terrain surface
L463[10:16:33] <barteks2x> sounds like
generation pipeline from cubic chunks
L464[10:16:36] <ghz|afk> they'd require
phase = 1
L465[10:16:51] <ghz|afk> which would queue
phase1 generation to the pool
L466[10:17:03] <ghz|afk> and then have an
event with a condition set when this task finishes
L467[10:17:17] <ghz|afk> and after all
conditions are met, the dependant step runs
L468[10:18:39] <ghz|afk> -1=non-existant
chunk, 0=chunk generation initiated but no data present yet,
1=terrain density computed
L469[10:18:47] <ghz|afk> 2=surface
features generated
L470[10:18:52] <ghz|afk> and that's how
far it goes for now
L471[10:19:12] <ghz|afk> I'd have like
3=structures, 4=trees, etc
L472[10:19:13] <barteks2x> except of the
multithreading part, that's almost exactly how generator pipeline
worked
L473[10:19:23] <ghz|afk> yeah
L474[10:19:33] <ghz|afk> there aren't taht
many ways to approach this
L475[10:19:57] <kokolihapihvi> so I'd end
up coding all of vanillas world generation with my own, rendering
all custom world generators broken, right?
L476[10:20:05] <ghz|afk> pretty much
L477[10:20:40] <kokolihapihvi> and I just
thought you could toss the current world generator into a thread
and it no longer stops people from playing properly D:
L478[10:20:47] <Cyclonit> ghz|afk, how do
you deal with different phases depending on other cubes being in
earlier phases?
L479[10:21:18] <ghz|afk> Cyclonit: ...by
requesting that those tiles are generated first
L480[10:21:18] ⇦
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L481[10:21:35] <ghz|afk> I have strict
rules about it
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L483[10:21:46] <ghz|afk> such as phase2
generation must never require phase2 dependencies
L484[10:21:57] <ghz|afk> so that the
generation can never extend too far
L485[10:22:14] <ghz|afk> or cause infinite
loops
L486[10:22:20] <ghz|afk> so like
L487[10:22:27] <ghz|afk> in order to
compute the surface grass
L488[10:22:32] <Cyclonit> Sure, but how do
you deal with the overhead of chunks having to wait for other
chunks being generated first? Without having all workers pause and
wait for each other
L489[10:22:41] <ghz|afk> they don't
pause
L490[10:22:49] <ghz|afk> phase 1 is a
different job from phase 2
L491[10:22:56] <ghz|afk> this other job is
triggered by the conditions being met
L492[10:23:17] <ghz|afk> when a chunk
finishes generating a phase
L493[10:23:30] <ghz|afk> it will call all
the event handlers for that phase
L494[10:23:42] <ghz|afk> yes, that implies
a delay
L495[10:23:47] <ghz|afk> that's
unavoidable.
L496[10:23:58] <Cyclonit> sounds very
similar to my approach
L497[10:24:11] <kokolihapihvi> hey what if
we remake the vanilla generator and throw it at mojang and make it
the new standard in minecraft? :p
L498[10:24:15] <ghz|afk> the chunk
graphics are never computed unless the last phase is done
L499[10:24:23] <ghz|afk> well, last for
now ;P
L500[10:24:40] <barteks2x> remaking
vanilla generator? that's moslty what we are going to do in cubic
chunks
L501[10:24:55] <kokolihapihvi> will it be
multithreaded?
L502[10:24:59] <barteks2x> no
L503[10:25:03] <kokolihapihvi> aww
:(
L504[10:25:12] <barteks2x> I already
rejected that, because it would be ewy too complex
L505[10:25:26] <barteks2x> The mod is
already complicated enough
L506[10:25:55] <kokolihapihvi> I can
believe that
L507[10:26:11] <barteks2x> but I had to
use a few clever tricks to make grass generation work
L508[10:26:27] <kokolihapihvi> I also
remember jens making some comment on cubic chunks, so its got
potential to become the new standard?
L509[10:26:47] <barteks2x> minecraft 1.2
update (Anvil) was based on Robintons' cubic chunks mod
L510[10:27:19] <kokolihapihvi> ah
L511[10:27:24] <barteks2x> anvil is
basically semi-cubic-chunks system
L512[10:27:42] <ghz|afk> thisi s the
current state of my engine:
L513[10:27:56] <ghz|afk>
...uploading...
L514[10:28:02] <barteks2x> it has the best
of both worlds: simplicity of 2d chunks, and lower memory usage and
optimizations from cubic chunks
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L517[10:28:24] <ghz|afk> there's a HUGE
optimization I need to add
L518[10:28:31] <ghz|afk> which is to avoid
generating chunk data and meshes
L519[10:28:38] <ghz|afk> for chunks that
are not needed for rendering
L520[10:28:52] <Tank2333> Hello
L521[10:28:57] <ghz|afk> right now I'm
generating chunks underground, in a spherical shape
L522[10:29:01] <Ordinastie> ghz|afk, in
what language is that ?
L523[10:29:08] <ghz|afk> C#, with
MonoGame
L524[10:29:25] <barteks2x> reminds me to
continue working on my mc clone
L525[10:29:49] <kokolihapihvi> hey now,
don't we have enough of those already? :p
L526[10:30:00] <ghz|afk> oh yeah, in this
version I disabled the ambient occlusion
L527[10:30:04] <ghz|afk> because it was
horribly slow
L528[10:30:07] <barteks2x> that was a
project I started for programming classes :D
L529[10:30:10] <Ordinastie> what I wan't
to see is a functionning vanilla client in C# :p
L530[10:30:12] <ghz|afk> I have to add an
SSAO shader
L531[10:30:35] <Ordinastie> not just a
clone, a proper client that would connect to MC servers :p
L532[10:30:43] <kokolihapihvi> what I want
to see is a multithreaded server that doesn't stop everything while
it's generating chunks
L533[10:31:03] <ghz|afk> wasn't there some
project to write a replacement server in C++ or something
L534[10:31:16] <ghz|afk> it would use the
same protocol as vanilla, meaning the client would be the
same
L535[10:31:16] <barteks2x> minecraft for
win 10?
L536[10:31:19] <ghz|afk> no
L537[10:31:24] <ghz|afk> I mean actual
server for java mc
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L539[10:31:35] <ghz|afk> there was at
least one project for that
L540[10:31:40] <barteks2x>
glowstone?
L541[10:31:56] <ghz|afk> no idea
L542[10:31:59] <ghz|afk> but google gave
me
L544[10:32:07] <barteks2x> the one that
sponge initially wanted to be compatible with when it's done
L545[10:32:09] <ghz|afk> "A custom
Minecraft compatible game server written in C++"
L546[10:32:14] <barteks2x> oh, C++
L547[10:32:39] <barteks2x> ghz|afk> I
mean actual server for java mc --> I understood that as the
server being in java
L548[10:32:40] <kokolihapihvi> cuberite
must be a new one, I remember some older one as well
L549[10:32:50] <ghz|afk> oh no I meant a
C++ server for java mc
L550[10:32:58] <ghz|afk> kokolihapihvi:
yeah that name doesn't sound familiar
L551[10:33:11] <williewillus> !gm
func_147451_t
L552[10:33:17] <williewillus> !gm
func_147451_t 1.7.10
L553[10:33:21] <ghz|afk> hmf
L554[10:33:23] <ghz|afk> so
L555[10:33:26] <Katrix> From what I've
heard Cuberite isn't new at all, but it switched name at some
point
L556[10:33:27] <ghz|afk> speaking about
world generation stuff
L557[10:33:35] <ghz|afk> I was thinking
about occlusion testing
L558[10:33:40] <ghz|afk> for mesh
generation and such
L559[10:33:51] <ghz|afk> my idea was to
keep 3 arrays per chunk
L560[10:33:54] <ghz|afk> one for eahc
plane
L561[10:34:12] <ghz|afk> with a counter of
how many opaque blocks exist in that "column"
L562[10:34:25] <ghz|afk> if 0, then the
column wouldn't be occluded
L563[10:34:42] <barteks2x> isn't that yet
another attempt to do the same occlusion testing as vanilla does
for rendering now?
L564[10:34:51] <ghz|afk> I have no idea
how mc does it.
L565[10:35:11] <barteks2x> I saw it on
blog of someone's from mojang
L566[10:35:12] <Ordinastie> there was an
article somewhere about how they improved it
L567[10:35:22] <Ordinastie> yeah same one
I think
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L570[10:35:35] <barteks2x> they initially
made it for mcpe
L571[10:35:37] <ghz|afk> my idea was to
use that to compute if thgere's any reason to require a chunk to
generate
L572[10:35:39] <barteks2x> and then ported
to java
L573[10:35:50] <ghz|afk> so like, if a
chunk's "vertical occlusion" is fully covered
L574[10:35:59] <ghz|afk> thre's nothing in
the chunk below worth rendering
L575[10:36:18] <barteks2x> the vanilla
system could techniclly be used for that, it just makes no sense in
vanilla because of 2d chunks
L576[10:36:44] <ghz|afk> thing is, it
feels too inefficient to just do a "flood fill" from the
player's position
L577[10:36:53] <ghz|afk> and see which
chunks are touched
L579[10:37:16] <ghz|afk> but I can't think
of something better ;P
L580[10:37:27] <barteks2x> yes, it's that
one
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L582[10:42:03] <kokolihapihvi> well I
think I will still try look into the multithreading thing, it feels
like it'll go way over my head but it's gonna be interesting
L583[10:44:25] <ghz|afk> ah that sounds
nice
L584[10:44:32] <ghz|afk> one bit for each
pair of faces
L585[10:44:44] <ghz|afk> and compute if
each face connects to another
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L587[10:44:57] <kokolihapihvi> it's time
to eat and stuff, I'll be back later to ask more dumb questions,
cya :p
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L599[11:27:55] <shadowfacts> is there a
pair of events that are fired before/after the entire world is
rendered?
L600[11:28:27] <shadowfacts> I need to
modify the gamma setting for world rendering if a certain condition
is true before the world is rendered and reset it after
rendering
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L615[12:05:35] <shartte>
"gamma"?
L616[12:05:50] <shartte> gamma in windowed
:P
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L620[12:11:41] <ghz|afk> shadowfacts:
RenderTickEvent?
L621[12:11:59] <ghz|afk> with
phase=START/END
L622[12:12:00] <shadowfacts> aha
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L627[12:16:45] <MasterKrain> Guys, how can
i make an item appear randomly in dungeon chests and the
like?
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L629[12:17:00] <williewillus> add it to
the loot table of the dungeon
L630[12:17:07] <MasterKrain> where can i
do that
L631[12:17:28] <williewillus>
LootTableLoadEvent
L632[12:17:41] <MasterKrain> ah okay
L633[12:18:01] <williewillus> botania does
this by specifying its own loot tables for what it wants to add
then injecting it as a pool into the original table. more
modular/manageable that way
L635[12:18:24] <ghz|afk> o/
williewillus
L636[12:18:27] <williewillus> heyo
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L638[12:19:03] <shadowfacts> is there any
way of preventing water from slowing the player down
(movement-wise)?
L639[12:19:19] <shadowfacts> the only way
I can see requires a new hook in Forge
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L647[12:25:47] <wundrweapon> well I've
quite a few questions that Google has yet to answer
L648[12:27:02] <wundrweapon> first off,
what is hasContainerItem/getContainerItem, and what do they
do
L649[12:27:34] <Ordinastie> think bucket
item for water bucket
L650[12:28:14] <ghz|afk> they allow an
ingredient to be inside a container
L651[12:28:23] <ghz|afk> letting you keep
the container in the crafting grid
L652[12:28:34] <ghz|afk> vanilla example:
water/lava
L653[12:28:41] <ghz|afk> and milk
L654[12:28:49] <ghz|afk> make a cake? it
returns the bucket
L655[12:29:18] <ghz|afk> for mod use,
there's plenty of cases. if you use an "Ink bottle" as a
replacement for ink sac
L656[12:29:23] <ghz|afk> you could return
the empty bottle
L657[12:29:41] <ghz|afk> cans with
fluid
L658[12:29:55] <ghz|afk> a food recipe
that uses bowls could return the bowl if used to craft a more
complex recipe
L659[12:30:21] <wundrweapon> makes
sense
L660[12:30:44] <wundrweapon> would I use
that for damaging an item when crafting then handing it back to the
player in its damaged state?
L661[12:31:20] <ghz|afk> it can be used
for it, yes
L662[12:31:25] <ghz|afk> you return the
item after applying the damage
L663[12:33:40] <wundrweapon> ok then, that
helps
L664[12:34:11] <wundrweapon> what's
getRecipeOutput for in IRecipe
L665[12:34:33] <ghz|afk> a generic
output
L666[12:34:46] <ghz|afk> you could return
the item without meta/nbt or whatever
L667[12:34:57] <ghz|afk> something taht is
representative of what the recipe does
L668[12:35:03] <ghz|afk> in case someone
calls that method
L669[12:35:10] <williewillus> what is it
actually used for in vanilla
L670[12:35:23] <ghz|afk> oh wait
L671[12:35:27] <ghz|afk> it's nullable
hmm
L672[12:35:28] <ghz|afk> checking
L673[12:35:40] <ghz|afk> default crafting
result is getRecipeOutput().copy()
L674[12:35:58] <ghz|afk> crafting stats in
the StatList
L675[12:36:22] <ghz|afk> and the ore
dictionary
L676[12:36:25] <wundrweapon> hmmm that
could be an issue
L677[12:36:30] <ghz|afk> also JEI calls
the method
L678[12:36:51] <ghz|afk> JEI expects
getRecipeOutput to return *something*
L679[12:37:07] <ghz|afk> for shaped and
shapeless recipes
L680[12:37:16] <ghz|afk> (anything that
extends the vanilla recipe classes)
L681[12:37:19] <wundrweapon> I have an
item, and essentially I want to put it and another item in the
grid, then I get two of that other item and damage the first item.
what would I put in getRecipeOutput then?
L682[12:37:47] <ghz|afk> a plain version
of the item?
L683[12:38:03] <ghz|afk> or like, return
Items.stick if you can't choose
L684[12:38:03] <ghz|afk> ;P
L685[12:38:10] <williewillus> why not just
null
L686[12:38:12] <williewillus> if it's
nullable
L687[12:38:41] <ghz|afk> well,
statList#initCraftableStats
L688[12:38:47] <ghz|afk> oh wait
L689[12:38:49] <ghz|afk> it checks !=
null
L690[12:38:50] <ghz|afk> so yeah
L691[12:38:52] <ghz|afk> return null from
there
L692[12:39:03] <wundrweapon> noice
L693[12:39:08] <wundrweapon> takes care of
that then
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L695[12:39:24] <wundrweapon>
getRemainingItems is items that remain in the grid, yes?
L696[12:39:38] <ghz|afk> yes
L697[12:40:03] <ghz|afk> uh wait
L698[12:40:08] <ghz|afk> if you have your
own IRecipe
L699[12:40:19] <ghz|afk> you don't need
.getContainerItem, do you?
L700[12:41:16] <wundrweapon> i dunno, do
i?
L701[12:41:33] <ghz|afk> well vanilla
recipes call that on .getcontainerItem
L702[12:41:38] <ghz|afk> but you have your
own custom implementation
L703[12:41:42] <ghz|afk> so it's up to you
how you do it
L704[12:41:49] <wundrweapon> neato
L705[12:42:03] <wundrweapon> side
question: why do I get the feeling you aren't afk?
L706[12:43:14] <wundrweapon> anyways, I'll
be back in a bit
L707[12:43:19] <wundrweapon> (whats the
rename cmd?
L708[12:43:27] <howtonotwin> /nick
L709[12:43:30] <ghz|afk> how do you know I
don't have a mind control interface
L710[12:44:04] <wundrweapon> kek
L711[12:44:16] <wundrweapon> test
L712[12:44:30] <ghz|afk> or maybe my
nickname is ghz|afk, and if I was truly afk I'd be
ghz|afk|afk
L713[12:44:43] <wundrweapon>
#Conspiracy
L714[12:49:42] <wundrweapon> well then,
now I hve a system where putting in " ", " XY",
" " returns two of Y as the output but changes the grid
to "X ", " XY", " "
L715[12:50:43] <wundrweapon> which means
it's like 67% right but still totally wrong
L716[12:54:06] ***
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L718[12:59:10] <JustWhoAmI> what exactly
does null in EnumFacing mean?
L719[12:59:13] <JustWhoAmI> what does it
signify
L720[12:59:21] *
wundrweapon gives up for the day
L721[12:59:24] ⇦
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L723[13:00:36] <howtonotwin> where?
L724[13:00:55] <JustWhoAmI> where?
L725[13:01:03] <howtonotwin>
<JustWhoAmI> what exactly does null in EnumFacing mean?
L726[13:01:06] <howtonotwin> where is
that?
L727[13:01:09] <howtonotwin> it
depends
L728[13:01:19]
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L729[13:01:26] <JustWhoAmI> like in
capabilities, if you use null as the second arg. in
has/getCap
L730[13:01:29] <JustWhoAmI> what does it
mean?
L731[13:01:49] <howtonotwin> means that
"direction" is not applicable to the capability in
question
L732[13:01:51] <howtonotwin> like for
entities
L733[13:02:02] <howtonotwin> which don't
really have "sides" like blocks do
L734[13:02:07] <howtonotwin> same for
items
L735[13:02:28] <JustWhoAmI> if I were to
use it with ItemStackHandler (for a TE) would it mean any
side?
L736[13:02:43] <howtonotwin> that's your
choice
L737[13:02:52] <howtonotwin> imagine a
block in another dimension
L738[13:03:00] <howtonotwin> that's
interfacing with this one
L739[13:03:09] <howtonotwin> there's no
such thing as a "direction" between dimensions
L740[13:03:13] <howtonotwin> what should
that block see?
L741[13:03:17] <howtonotwin> should it see
nothing?
L742[13:03:22] <howtonotwin> should it see
all the inventories?
L743[13:03:36] <JustWhoAmI> alright,
tahnks
L744[13:03:38] <JustWhoAmI> thanks*
L745[13:03:38] <howtonotwin> should it see
Cthulhu?
L746[13:03:41] <JustWhoAmI> xD
L747[13:03:41] <howtonotwin> your
choice
L749[13:06:18] <JustWhoAmI> at which
line?
L750[13:06:29] <BlueMonster> when it tries
registering the item
L751[13:06:37]
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L752[13:06:38] <BlueMonster> i think
because the block is null
L753[13:07:08] <Shambling> is there a
known mod for 1.10.2 causing packet length too long errors? Or is
there a spot where it will say what mod has too long of a network
packet length
L754[13:07:58] <howtonotwin> 1) neither
registerItems nor registerBlocks contain nulls
L755[13:08:26] <howtonotwin> 2)
ObjectHolder on a class defines the resource domain for all
contained ObjectHolder fields
L756[13:08:38] <howtonotwin> 2a) therefore
the MODID on the item annot is redundant
L757[13:08:52] <howtonotwin> 3) Missing
ObjectHolder on the block, if that's what you were going for
L759[13:10:21] <howtonotwin> 4) All I see
is registration code that's mostly ok. I have no idea what the
constructors are doing and that's probably where the problem
is.
L760[13:11:14] <Ordinastie> BlueMonster,
there is no point in using ObjectHolder for your own objects
L761[13:11:20] <Ordinastie> just set the
field yourself
L763[13:11:51] <howtonotwin> well ofc the
itemblock constructor will fail
L764[13:12:05] <howtonotwin> the block has
no annot therefore it remains null forever
L765[13:12:07] <howtonotwin> :P
L766[13:12:47] <BlueMonster> but it works
for simplepower
L767[13:13:46] <Ordinastie> don't use the
annotion for your own objects
L768[13:13:52] <BlueMonster> why
not?
L769[13:13:56] <Shambling> well looking at
the logs it looks like a problem with tinkers config versus client
config, even though they are the exact same
L770[13:13:57] <Ordinastie> that's dumb
and pointless
L771[13:14:25] <howtonotwin> Anyway I'm
gone :P
L772[13:14:27] ⇦
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L773[13:14:28] <BlueMonster> so what do
use it for then?
L774[13:16:39]
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L775[13:17:59] <Ordinastie> to get objects
from other mods
L776[13:18:12] <Ordinastie> just set your
field manually
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L781[13:25:52] <Tank2333> Hello, does
anybody know wich mod adds a visual overlay that displays
minecarts? it renders the borders of the models through the
walls
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L784[13:26:20] <Tank2333> i have the
modpack "all the mods lite" installed
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L788[13:42:33] <Mr_Rockers> ghz|afk I
managed to make my own event by calling a custom entity at the end
of the standard block break event. The entity then detects when the
block has been broken and posts the custom event before disabling
itself.
L789[13:42:42] <Mr_Rockers> A bit hacky
though.
L790[13:45:08] <shadowfacts> is there any
way of preventing water from slowing the player down
(movement-wise)?
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L802[14:09:09] <BlueMonster> that moment
when you realize you forgot to tie the tile to the block
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L804[14:09:17] *
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L806[14:10:49] <TechnicianLP> why is my
event not being triggered? oh i forgot the annotation ...
L807[14:11:00] <TechnicianLP> theres a lot
of stuff that can happen
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L813[14:42:42] <Inusua1Z> What is the
difference between Localized and Unlocalized name?
L814[14:42:57] <ghz|afk> the
"unlocalized name" is really the translation key
L815[14:43:15] <ghz|afk> it's used to look
up the proper name in the translation table
L816[14:43:19] <ghz|afk> it has a form
like
L817[14:43:25] <ghz|afk>
"item.modname.itemname.name"
L818[14:43:33] <ghz|afk> like
"item.yourmod.youritem.name=Your Item"
L820[14:43:57] <ghz|afk> so when you call
setUnlocalizedName, you should do it with setUnlocalizedName(MODID
+ "." + itemName)
L821[14:43:59] <ghz|afk> same for
blocks
L822[14:44:12] <Inusua1Z> Ohh okay
L823[14:44:32] <ghz|afk> the reason you
want the modid in it
L824[14:44:40] <ghz|afk> is because
there's a global translation table
L825[14:44:43] <ghz|afk> it's not separate
per mod
L826[14:44:51] <Inusua1Z> yeah, I know
that part :)
L827[14:44:54] <diesieben07> TechnicianLP,
if you are drawing text in RGOE you need to re-bind the GUI
texture
L828[14:44:56] <Inusua1Z> Thanks :)
L829[14:45:03] <diesieben07> otehrwise the
rest of the GUI will draw with the font texture
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L831[14:45:30] <TechnicianLP> that would
explain it ...
L832[14:45:49] <diesieben07> the GUI
texture being Gui.ICONS
L833[14:46:35] <williewillus> !gm
isVisuallyOpaque
L834[14:48:36] <TechnicianLP> ok after the
foodbar being green i reset color as well and now it looks
fine
L835[14:51:04] <williewillus> !gm
func_77043_a
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L839[15:06:39] ***
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L840[15:07:59] <kashike> williewillus: I
just spent over a minute trying to tab commplete your name in a
channel you aren't in.
L841[15:08:00] <kashike> lol
L842[15:08:17] <williewillus> what channel
lol
L843[15:08:25] <kashike> #mcpbot :P
L844[15:13:16] <ghz|afk> hmmm can items be
translucent somehow? XD
L845[15:13:42] <williewillus> what do you
mean?
L846[15:13:53] <williewillus> they already
kindof are
L847[15:14:05] <ghz|afk> I mean I'd really
like this texture to alpha blend
L848[15:14:08] <ghz|afk> ;P
L849[15:14:22] <ghz|afk> although I have
another issue I have to solve first
L850[15:14:35] <ghz|afk> for some retarded
reason, it draws in the wrong order
L851[15:14:38] <ghz|afk> (.OBJ
model)
L852[15:15:21] <ghz|afk> okay
nevermind
L853[15:15:22] <ghz|afk> it does
work
L854[15:15:33] <ghz|afk> making it
00_Object1, 01_Object2 etc
L855[15:15:41] <ghz|afk> helped it draw in
the right order XD
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L857[15:16:11] <TechnicianLP> why does
minecraft keep my mouse when suspended?
L858[15:16:24] <ghz|afk> linux?
L859[15:16:30] <TechnicianLP> yes
L860[15:16:40] <ghz|afk> probably because
the way mouse capture works is broken
L861[15:16:46] <ghz|afk> not 100% sure
though
L862[15:17:05] <ghz|afk> in windows, if a
window stops being in the foreground, it automatically loses all
input captures
L863[15:17:19] <ghz|afk> that's not true
in other platforms ;p
L865[15:17:36] <ghz|afk> the front cover
text is a separate quad
L866[15:17:41]
⇨ Joins: md_5 (~md_5@marius.md-5.net)
L867[15:17:52] <ghz|afk> but it was
drawing first, so the book was invisible behind the
not-quite-transparent text
L868[15:17:53] <williewillus> nice
L869[15:17:59] <williewillus> how do you
generate the text?
L870[15:18:03] <ghz|afk> it's not
generated
L871[15:18:07] <ghz|afk> this is a .png
file
L872[15:18:09] <williewillus> oh lol
L873[15:18:34] <ghz|afk> the plan is to
later use a custom model, and let the book .xml resource define the
cover image resloc
L874[15:18:56] <ghz|afk> or maybe I could
have that on the NBT...
L875[15:19:11] <ghz|afk> this way the xml
is only loaded when the GUI opens
L876[15:19:54] <ghz|afk> as in...
guidebook:guidebook 1 0
{Book:"modname:bookresource.xml",Cover:"modname:covername"}
L877[15:20:48] <ghz|afk> and now comes the
annoying part.
L878[15:20:59] <ghz|afk> I fixed the UV
map on the item model
L879[15:21:08] <ghz|afk> but I have a
whole separate set of models for the GUI animation
L880[15:21:24] <ghz|afk> and it will be
annoying to fix the UV map on each one of them ;P
L881[15:22:09] <ghz|afk> unless I can
somehow map the UVs from the item model into the big models
L882[15:22:36] <ghz|afk> or I may give up
and recreate the entire thing based on a non-broken model XD
L883[15:22:44] <williewillus> #1 mystery
of the mc codebase for me: what do each of the billion
is<X>Cube methods on block do and why are they separate
L884[15:22:59] <howtonotwin> Answer:
Mojang.
L885[15:23:02] <howtonotwin> :P
L886[15:23:10] <ghz|afk> that mistery
would probably be less misterious if mojang stopped obfuscating
¬¬
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L888[15:24:47] <williewillus> last time i
checked it was isFullCube, isOpaqueCube, isFullyOpaque,
isVisuallyOpaque, and isNormalCube
L889[15:24:50] <williewillus> oh
wait
L890[15:25:00] <williewillus> don't forget
is*Block*NormalCube lol
L891[15:25:28] <ghz|afk> my guess is the
mojang functions are like
L892[15:25:34] <TechnicianLP> is the
damage-float passed into a livinghurtevent always a multiple of
0.5? (half a heart)
L893[15:25:34] <ghz|afk> shouldDrawX
L894[15:25:36] <ghz|afk> shouldDrawY
L895[15:25:39] <ghz|afk> shouldShowZ
L896[15:25:44] <quadraxis> don't forget
isFullBlock()
L897[15:25:54] <ghz|afk> rather than
"isfull" or "isnormal"
L898[15:26:05] <howtonotwin> would
EntityLivingBase::knockBack be better named knockAwayFrom?
L899[15:26:13] <williewillus> meh
L900[15:26:15] <williewillus> knockback
seems fine
L901[15:26:18] <howtonotwin> I say this
because its parameters are negated
L902[15:26:25] <williewillus> also since
when did we have a side-sensitive solid method? Block.isBlockSolid
takes side but we still have forge's isSideSolid
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L904[15:27:10] <williewillus> actually it
doesn't seem to be well named
L905[15:27:12] <williewillus> as
always
L906[15:27:20] <williewillus> only liquids
and ice use it
L907[15:29:14] <ghz|afk> I have no idea
what it really does
L908[15:29:52] <ghz|afk> but it's NOT
checking if a side is solid.
L909[15:31:33] <ghz|afk> if the material
matches, false? -- how does that even work?
L910[15:31:51] <ghz|afk> else if the side
is up, then true? -- that makes even less sense
L911[15:32:02] <ghz|afk> else if the
material is ice? -- yeah I'm lost
L912[15:32:15] <williewillus> it's to
calculate the flow vectors for liquids
L913[15:32:20] <ghz|afk> OH
L914[15:32:24] <ghz|afk> the pos given
isn't its own pos
L915[15:32:39] <ghz|afk> it's the
"other" pos
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L917[15:36:19] <ghz|afk> hmmm
L918[15:36:26] <ghz|afk> enchanted books
should make their effect by themselves
L919[15:36:36] <ghz|afk> I'd love to punch
a zombie with a smite book
L920[15:36:40] <ghz|afk> and have it do
extra damage
L921[15:36:40] <ghz|afk> XD
L922[15:37:20] <ghz|afk> oooh, or the
effect should apply while they are in your offhand
L923[15:37:53] <ghz|afk> now I need to add
"open books" to one of my mods
L924[15:38:04] <ghz|afk> so that you hold
them open ready to read
L925[15:38:05] <ghz|afk> ;p
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L932[15:42:29] <wundrweapon> the issue is
described there
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L934[15:44:49] <Ordinastie> use your
debugger ?
L935[15:45:15] <wundrweapon> I cant get it
to work right
L936[15:45:28] <wundrweapon> never had to
use it so its too foreign for me to just up and use
L937[15:45:41] <Ordinastie> you can't code
without it
L938[15:45:42] <howtonotwin> I see bytes
being used for local vars and will simply say that that's utterly
useless, if not slower than normal. :P
L939[15:45:50] <howtonotwin> but yes,
debuggers are important.
L940[15:46:11] <wundrweapon> @how the idea
was to save 3 bytes of data per var. dont see how thats
slowly
L941[15:46:13] <wundrweapon> slower*
L942[15:46:25] <howtonotwin> bc JVM
doesn't work that way :P
L943[15:46:30] <howtonotwin> if you have
byte b;
L944[15:46:34] <howtonotwin> and you do b
= b + 1
L945[15:46:38] <LexManos> !gm
dropBlockAsItem
L946[15:46:46] <howtonotwin> you'll find
that b is promoted to int
L947[15:46:50] <howtonotwin> has 1 added
to it
L948[15:46:58] <howtonotwin> then gets
truncated back down
L949[15:47:11] <howtonotwin> and this is
Java :P
L950[15:47:17] <howtonotwin> 3 bytes per
local var = nothing
L951[15:47:26] <wundrweapon> that's
because 1 is an int
L952[15:47:41] ⇦
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L953[15:47:57] <wundrweapon> however, if
you define 1 as a byte elsewhere then do b=b+a then it wont do
that
L954[15:48:01] <Ordinastie> knowing how to
use a debugger is necessary and indispensable
L955[15:48:01] <wundrweapon> if i', not
mistaken
L956[15:48:12] <wundrweapon> @ordin
looking over it now
L957[15:48:20] <Ordinastie> that's what
answer the question "why this doesn't work?"
L959[15:49:11] <IoP> Weird. How is that
TheRealSlimBilly bot configured to be triggred...?
L960[15:51:49] <howtonotwin> woops, b = b
+ 1; if b is a byte doesn't even compile xD
L961[15:52:10] <howtonotwin> and same is
true for byte a, b, c; c = a + b
L962[15:52:58] <howtonotwin> as the type
of an addition expression is always one of int, long, float, or
double iirc.
L963[15:53:44] <wundrweapon> hm
L964[15:53:51] <wundrweapon> that's
odd
L965[15:53:54] <wundrweapon> then again...
Java
L966[15:55:21] <quadraxis> where are these
<32-bit JVM's we're apparently optimising for?
L967[15:55:32] <howtonotwin> the only
reason things like byte b; b += 5; b++; work is because iirc the
jls states explicitly that they are interpreted as if there was a
cast involved.
L968[15:56:18] <diesieben07> wundrweapon,
what you are saying is true for the bytecode. which in "hot
code" never matters.
L969[15:56:29] <diesieben07> i am pretty
sure the JIT would optimize those conversions away
L970[15:56:33] <howtonotwin> you mean
me?
L971[15:56:40] <diesieben07> no.
L972[15:56:48] <diesieben07> wundr said
something about the conversions
L973[15:57:18] <diesieben07> but yeah...
use ints.
L974[15:57:30] <Ordinastie> I'm not sure
the code in a recipe would ever be JITed anyway
L975[15:57:49] <diesieben07> oh it's
called quite often :P
L976[15:58:42] <Ordinastie> only when slot
changes, right ?
L977[15:59:33] <Ordinastie> even called
each tick, it would take half an hour :p
L978[15:59:54] <diesieben07> wat
L979[16:00:21] <Ordinastie> don't it need
to be ran at least 10k before JIT is involved ?
L980[16:00:35] <diesieben07> it
depends...
L981[16:00:42] <diesieben07> but that
number seems high
L982[16:00:45] <howtonotwin> Who in their
right mind keeps a crafting GUI open long enough to convince the
JIT to optimize it in any form :P?
L983[16:01:04] <wundrweapon> w h a t h a v
e i s t a r t e d
L984[16:01:36] <howtonotwin> You've
started the summoning of Cthulhu :D
L985[16:01:45] <wundrweapon> yay :D
L986[16:02:06] <Ordinastie> diesieben07, I
think that's what I read somewhere, but considering my memory, if
you say it's lower, you're probably right :p
L987[16:02:16] <diesieben07> i don't know
either :P
L988[16:02:22] <howtonotwin> OR, it's the
beginning of Asimov's chronoscope-goldfish-bowl scenario.
L989[16:02:26] <howtonotwin> idk which one
is worse
L990[16:03:25] ⇦
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L996[16:20:33] <ghz|afk> finally, this
took longer than I hoped
L998[16:20:46] <ghz|afk> and I still
didn't apply the cover image to the animated background
L999[16:20:51] <ghz|afk> but I'm not sure
if it's worth the effort
L1000[16:21:04] <ghz|afk> it's really not
visible enough
L1001[16:21:41] <ghz|afk> so next step:
make the cover image configurable, along with the stack name
L1002[16:22:48] <TechnicianLP> that thing
opening is just epic
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L1006[16:31:07] <diesieben07> ghz|afk, no
page flip animation? i are disappoint.
L1007[16:31:19] <ghz|afk> soon(tm)
L1008[16:31:21] <ghz|afk> ;P
L1009[16:31:32] <ghz|afk> I plan on
having page-flip before I release this as a library-mod
L1010[16:31:43] <diesieben07> :)
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L1013[16:41:48] <ghz|afk> hmf
L1014[16:42:03] <ghz|afk> how does forge
pass on the transforms into the IModels?
L1015[16:42:36] <howtonotwin>
IModel::bake
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L1017[16:42:38] <ghz|afk> oh wait I see,
in the IModelState
L1018[16:42:50] <ghz|afk> how do I apply
the transforms, though? XD
L1019[16:42:51] <howtonotwin> TRSRTrans
is an IModelState
L1020[16:43:01] <howtonotwin>
apply(Optional.absent()) iirc
L1021[16:43:17] <howtonotwin> that's how
you should do it
L1022[16:43:25] <howtonotwin> as that
works for all IModelState
L1023[16:43:41] <howtonotwin> and you
want to *apply* the transforms?
L1024[16:43:48] <ghz|afk> well I
mean
L1025[16:43:49] <howtonotwin> well that's
just math :P
L1026[16:44:01] <ghz|afk> the IBakedModel
normally has the getItemCameraTransforms
L1027[16:44:14] <ghz|afk> but I suppose
I'll want to be IPerspectiveAwareModel?
L1028[16:44:17] <howtonotwin>
IPerspectiveAwareModel replaces that yes
L1029[16:49:44] <ghz|afk> nevermind, I
didn't even need that myself -- I just need to pass it along to the
inner model ;P
L1030[16:51:24] <howtonotwin> what
exactly are you doing?
L1032[16:51:34] <ghz|afk> see that book
item
L1033[16:51:47] <ghz|afk> the cover
graphic is meant to be configurable
L1034[16:52:12] <ghz|afk> so I made the
stacks have a "Cover" NBT tag with a resloc of the
texture to use
L1035[16:52:20] <ghz|afk> and I used a
custom model
L1036[16:52:26] <ghz|afk> that parses
that tag in ItemOverrideList
L1037[16:52:44] <ghz|afk> and returns the
actual model, but with the cover texture swapped with the one in
the NBT
L1038[16:53:14] <ghz|afk> or well, that's
the idea, it doesn't quite work just yet
L1039[16:53:19] <ghz|afk> the replacement
isn't being applied ;P
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L1041[16:54:51] <howtonotwin> ah
L1042[16:55:41] <howtonotwin> but how
will the textures be loaded?
L1043[16:56:21] <ghz|afk> that is a
concern for another day ;P
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L1045[16:57:09] <ghz|afk> I'll probably
have a config section to "force load textures"
L1046[16:57:17] <ghz|afk> for
user-defined books
L1047[16:57:42] <ghz|afk> and I'll
probably just require mods that use this as a dependency to request
dependant textures themselves
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L1049[16:58:28] <ghz|afk> either that or
I'll refactor this so that there's an actual "book
registry"
L1050[16:58:37] <ghz|afk> and the models
are all computed during load
L1051[16:58:40] <ghz|afk> rather than
dynamically
L1052[16:58:51] <ghz|afk> in which case,
the cover image would be in the .xml file
L1053[16:58:53] <kokolihapihvi> I just
came here to say nope to what I said earlier. hi.
L1054[16:59:04] <ghz|afk> we don't
remember what you said earlier so ;p
L1055[16:59:17] <kokolihapihvi>
<kokolihapihvi> well I think I will still try look into the
multithreading thing, it feels like it'll go way over my head but
it's gonna be interesting
L1056[16:59:23] <ghz|afk> oh right
L1057[16:59:40] <ghz|afk> so you did look
at it a bit, and gave up?
L1058[16:59:53] <kokolihapihvi> yep, as
you predicted :p
L1059[17:03:17] <kokolihapihvi> the fact
that everything expects a chunk to exist when querying for it... I
don't even see how it would be possible to make all that work
L1060[17:03:37] <ghz|afk> yep fuck that,
I'll make a book registry and pre-load the models during
boot.
L1061[17:03:51] <ghz|afk> time for a new
tag in the XML ;P
L1062[17:04:01] <ghz|afk> or hmm
L1063[17:04:05] <ghz|afk> attribute, in
the top-level tag
L1064[17:04:11] <ghz|afk> hmm
L1065[17:04:12] <ghz|afk> what to
do
L1066[17:04:21] <ghz|afk> <meta>
section, or attributes on the top-level <book> tag
L1067[17:05:59] <Inusua1Z> Minecraft set
the pos of a TileEntity automatic?
L1068[17:06:13] <ghz|afk> yes
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L1070[17:06:33] <ghz|afk> and it's saved
in the NBT when you call super.writeToNBT
L1071[17:06:38] <ghz|afk> and read when
you call super.readFromNBT
L1072[17:06:48] <ghz|afk> so make sure
you do call super ;P
L1073[17:10:59] <ghz|afk> hmm yep
confirmed: book registry is really really needed
L1074[17:11:09] <ghz|afk> since that way
I can scan for <image> tags when I implement them
L1075[17:11:16] <ghz|afk> and add them to
the dependencies ;p
L1076[17:14:49] <kokolihapihvi> what are
you working on?
L1078[17:21:55] <ghz|afk> I created this
a while ago for one of my mods
L1079[17:22:01] <ghz|afk> I'm turning it
into a general-purpose library-mod
L1080[17:22:23] <Ordinastie> you should
make it part of MalisisCore :D
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L1082[17:25:02] <Ivorius> lol
L1083[17:25:37] <kokolihapihvi>
reinventing the wheel that one last time so nobody else has to?
:p
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L1092[17:31:33] <masa> reinventing the
wheel is what it's all about :p
L1093[17:32:09] <masa> anything that
isn't in forge and I need I'm reinventing, and also some of the
forge stuff too, mainly inventory things
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L1096[17:33:14] <masa> I just don't like
external dependencies for my mods, then I would be at the mercy of
the libs on when or if they will update to new MC versions
L1097[17:35:39] <ghz|afk> yeah
L1098[17:36:06] <ghz|afk> I already
depend on other stuff though, so meh
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L1100[17:36:33] <ghz|afk> I just wish
there was some sort of way to fetch deps over maven or
similar
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L1105[17:51:41] <LexManos> at runtime
thats never going to happen
L1106[17:51:46] <LexManos> at devtime,
just use maven
L1107[17:53:08] <Ordinastie> why won't it
happen at runtime ? technical impossiblity ? or just pratical
improbability ?
L1108[17:53:48] <LexManos>
p[ractically
L1109[17:53:52] <LexManos> and
logically
L1110[17:53:58] <shadowfacts> because
downloading code from untrusted servers and then executing it
L1111[17:54:41] <LexManos> Rather not get
into this debate again, so just accept it. And anyone who trys to
make it happen is a retard and should be shot.
L1112[17:58:17] <ghz|afk> yeah not going
to try to do it myself -- I still wish it was possible though
;P
L1113[17:58:50] <ghz|afk> GEH i hate
paying taxes.
L1114[17:59:04] <LexManos> ya...
L1115[17:59:24] <ghz|afk> thursday was
the last day to do the electronic thingy for my freelancing
stuff
L1116[17:59:49] <ghz|afk> and the service
closed at 19:30 (yeah, online service with a schedule, fuck
them)
L1117[18:00:06] <ghz|afk> it was 19:25,
and my bank's service didn't work
L1118[18:00:18] <ghz|afk> so I tried in
an alternative way, and it seemed to work
L1119[18:00:43] <ghz|afk> xcept now I
haveto pay an extra fee for being late, because the bank didn't
process the other request till friday
L1120[18:01:28] <ghz|afk> which means the
amount to pay doesn't match up with the amount paid... so I'll have
to messa round somehow
L1121[18:01:41] <ghz|afk> my fault for
doing it on the last day
L1122[18:01:53] <ghz|afk> but still
annoying
L1123[18:08:49]
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L1135[18:44:02] <illy> beep o/
L1136[18:46:07] <kashike> boop \o
L1137[18:49:41] <Inusua1Z> anyone know if
enderio use tesla?
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L1139[18:52:28] <AshIndigo> then get a
big plot with fertilizer
L1140[18:53:43] <AshIndigo> just make a
new world
L1141[18:53:46] <AshIndigo> oops
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L1152[19:15:12] <Beasty> Hi
L1154[19:16:18] <Beasty> Error:
java.lang.ArrayIndexOutOfBoundsException: 5
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L1157[19:18:13] <Beasty> ?
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L1170[20:21:45] <MattDahEpic> what's the
"right" I18n to use?
L1171[20:22:04] <Ordinastie> client
one
L1172[20:22:11] <Ordinastie> there is no
localization on servers
L1173[20:23:32] <MattDahEpic> well im
getting reports of java.lang.NoClassDefFoundError:
net/minecraft/client/resources/I18n from users
L1174[20:24:17] <Ordinastie> because you
shouldn't be using it on servers
L1175[20:25:10] <MattDahEpic> hmmm, but i
dont think im using it on the server
L1176[20:25:35] <Ordinastie> one of your
classes references it apparently
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L1178[20:26:20] <MattDahEpic> o,h its the
command running on both
L1179[20:34:18] <MattDahEpic> well,
that's fixed. What's the best way to regenerate a chunk?
L1181[20:34:58] <howtonotwin> Would
someone like to check out and nitpick this branch of a branch of
the Forge documentation? Only the diff between branch
advanced-models and branch models is important rn. It isn't
complete and it needs a page on ICustomModelLoader, followed by the
lower level rendering stuff like Tessellator, VertexFormat,
BakedQuad, and such. This will eventually be merged into my PR on
the docs' repo.
L1183[20:35:26] *
howtonotwin regrets posting that right after lex showed
up.
L1184[20:35:27] <howtonotwin> :P
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L1202[21:45:25] <LexManos> !gc
Stitcher
L1203[21:46:08] <LexManos> !gm
expandAndAllocateSlot
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L1230[23:53:15] <MattDahEpic> how would
one go about deleting chunks?
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L1232[23:57:23] <killjoy> set them to
air?
L1233[23:57:30] <killjoy> or do you mean
regenerate them?
L1234[23:57:39] <MattDahEpic> no, like
trimming chunks
L1235[23:57:40] <Upthorn> MattDahEpic:
probably using MCEdit
L1236[23:57:47] <MattDahEpic> just
stright out remove them
L1237[23:57:56] <killjoy> The WorldBorder
bukkit plugin can do it
L1238[23:57:58] <MattDahEpic> so people
could generate them again later