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L7[00:19:58] <SatanicSanta> Well, this is a strange bug. I added a new packet which passes a single boolean value. And since adding it, I have been getting "DecoderException: The received string length is longer than maximum allowed (25 > 20)" when trying to join a server
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L12[00:26:27] <killjoy> It's the time of year to pig out on candy
L13[00:27:18] <SatanicSanta> Here is the relevant code and the log for the thing I just mentioned https://gist.github.com/elifoster/294014308aed723b71836cc96857ebdc
L14[00:27:56] <killjoy> Something's sending a bad packet
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L16[00:28:41] <SatanicSanta> killjoy: It occured when I implement that JumpValueChangePacket stuff
L17[00:29:31] <killjoy> You're just trying to find out if the player is jumping?
L18[00:29:39] <SatanicSanta> yes
L19[00:29:44] <killjoy> Player.isJumping
L20[00:29:47] <SatanicSanta> no
L21[00:29:47] <killjoy> it's protected I think
L22[00:29:50] <SatanicSanta> always false on the server
L23[00:29:59] <SatanicSanta> unless they are riding a thing
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L25[00:30:56] <killjoy> I'm sure there's a better way without adding a packet
L26[00:31:05] <SatanicSanta> its how vanilla does it
L27[00:31:22] <SatanicSanta> the packet is only sent when the value is changed
L28[00:31:34] * killjoy opens eclipse
L29[00:31:58] <killjoy> In other news, hue laury got old
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L31[00:32:29] <SatanicSanta> killjoy: EntityPlayerMP#setEntityActionState is the only place it gets set on the server
L32[00:33:31] <killjoy> Can't find that
L33[00:33:36] <killjoy> oh, MP
L34[00:34:23] <killjoy> isJumping should be renamed
L35[00:34:40] <SatanicSanta> truly it is isJumpKeyDown
L36[00:36:22] <SatanicSanta> but regardless, even if there is a better way to do this, it is still important for me to know what the hell I'm doing wrong here :P
L37[00:36:36] <killjoy> this is your own packet?
L38[00:36:39] <killjoy> assuming
L39[00:36:42] <SatanicSanta> yes
L40[00:37:37] <killjoy> What's your modid?
L41[00:37:52] <SatanicSanta> "esteemedinnovation"
L42[00:38:08] <killjoy> that's 25 characters
L43[00:38:19] <killjoy> maybe the channel name is limited to 20
L44[00:40:03] <SatanicSanta> that doesnt explain why it worked before this new packet but i guess ill try
L45[00:41:27] <killjoy> And you know about the error with CPacketClientStatus?
L46[00:41:36] <SatanicSanta> ?
L47[00:42:09] <killjoy> it's one of the stacktraces
L48[00:42:46] <SatanicSanta> Hmmm. Packet 3
L49[00:43:13] <killjoy> still, channel name is limited to 20 chars
L50[00:43:23] <killjoy> it's the first thing packetcustompayload reads
L51[00:43:27] <SatanicSanta> mhm
L52[00:43:38] <SatanicSanta> ill see what happens if i shorten it
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L55[00:47:09] <SatanicSanta> looks like its working so far
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L92[01:59:38] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161031 mappings to Forge Maven.
L93[01:59:42] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161031-1.10.2.zip (mappings = "snapshot_20161031" in build.gradle).
L94[01:59:53] <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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L100[02:33:20] <JustWhoAmI> How do I do... uhh not sure how to say this.. but "in block" rendering? For example the redstone energy cell would fill up its sides according to the rf, the tanks from openblocks fill up with fluid as the fill
L101[02:33:22] <JustWhoAmI> they*
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L114[03:18:06] <Subaraki> like animate the model JustWhoAmI ?
L115[03:18:10] <Subaraki> blockstates, higly likely
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L120[03:30:24] <JustWhoAmI> Subaraki, no, like how fluids appear to fill up in tanks when you fill them up.. er its hard to phrase it
L121[03:31:09] <Subaraki> i do understand what you are saying
L122[03:31:12] <LatvianModder> Either by custom texture which is just rescalled/remapped
L123[03:31:25] <JustWhoAmI> http://i.imgur.com/3ydvv9Q.png
L124[03:31:45] <LatvianModder> that one just draws the block inside
L125[03:31:46] <JustWhoAmI> the more the tank fills
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L127[03:31:58] <JustWhoAmI> the more the fluid rises
L128[03:32:05] <JustWhoAmI> I'm thinking tesr
L129[03:32:14] <ghz|afk> JustWhoAmI: that's just drfawing more quads, dynamically
L130[03:32:22] <ghz|afk> you can do it using a custom IBakedModel
L131[03:32:25] <LatvianModder> Yeah, it does TESR
L132[03:32:27] <JustWhoAmI> is there a tutorial on that?
L133[03:32:34] <JustWhoAmI> IBakedModels
L134[03:32:46] <ghz|afk> there's some docs around
L135[03:32:47] <JustWhoAmI> wait so should I do these baked models or tesrs
L136[03:32:55] <ghz|afk> depends
L137[03:32:58] <LatvianModder> ghz|afk: yeah I wouldnt recommend IBakedModels
L138[03:33:04] <ghz|afk> will you want ot animate the top level waving?
L139[03:33:16] <LatvianModder> Either way TESR will be faster
L140[03:33:42] <JustWhoAmI> ghz|afk, I don't think so
L141[03:33:43] <LatvianModder> every time it changed, it would force the chunk to update, which would be slower than rendering tesr. And a lot more complicated to make too
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L143[03:33:45] <ghz|afk> no TESR will be only faster IF you have it fully dynamic with smooth fill/drain transitions and such
L144[03:34:18] <ghz|afk> if you just like, give it 16 height values
L145[03:34:35] <ghz|afk> and only switch models when the fill % changes after rounding down to one of those height values
L146[03:34:44] <ghz|afk> then it can be done with static models ;P
L147[03:35:16] <ghz|afk> but yeah TESR is the easy way out here ;P
L148[03:35:42] <JustWhoAmI> okay I'll read the MBE on TESRs
L149[03:37:31] <JustWhoAmI> ghz|afk, how the fuck do you know so much
L150[03:38:16] <ghz|afk> I'm smart? or something ;P
L151[03:38:20] <ghz|afk> I just like to know things
L152[03:38:29] <ghz|afk> and to understand how things work, and why things work the way they do
L153[03:38:42] <ghz|afk> and to take things apart and rebuild them
L154[03:38:53] <ghz|afk> that is, I have the brain of an engineer...
L155[03:39:46] <JustWhoAmI> what is the second param in setCustomMRL?
L156[03:39:51] <Subaraki> ghz|afk, was tinkering on the tab pr, and reaslized that guiscreen should need to implement the iTabbedGui, so all gui's can inherit it, even vanilla gui's
L157[03:39:55] <JustWhoAmI> !gm setCustomModelResourceLocation
L158[03:40:06] <Subaraki> there's probably a way around it though. just don't know what yet
L159[03:40:08] <ghz|afk> item, meta, mrl
L160[03:40:14] <LatvianModder> "give it 16 height values", yeah, thats exactly why I said TESR - I meant every value, not just 16. if you have 16, then sure, its faster to draw IBakedModel
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L162[03:41:00] <ghz|afk> Subaraki: IMO, only GUIs that want to support tabs explicitly should implement the interface
L163[03:41:15] <Subaraki> how to hook into the vanilla ones then ?
L164[03:41:16] <ghz|afk> otherwise the interface is useless
L165[03:41:29] <Subaraki> i do agree on the uselessness though
L166[03:41:41] <ghz|afk> that's why I said IMO the interface should be just like
L167[03:41:54] <ghz|afk> ITabbed { getTabInformation }
L168[03:42:04] <ghz|afk> but then again
L169[03:42:15] <ghz|afk> if it's just one method, it could also be right there in guiscreen, returning null by default...
L170[03:42:43] <Subaraki> getTabInformation returning a list of tabs .?
L171[03:42:56] <Subaraki> with x y pos stuff ?
L172[03:44:12] <ghz|afk> yes
L173[03:44:15] <Subaraki> the thing i'm conflicted most about is the logic i need to add to define the base page, and mouse clicking the tabs
L174[03:44:22] <Subaraki> wish there was a way around that
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L176[03:45:35] <Subaraki> as well as a way to actually put the tabs to a class, so you can add them to any vanilla class
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L178[03:47:10] <Subaraki> maybe i'd need both a setter and getter
L179[03:47:20] <Subaraki> setTabInformation
L180[03:47:36] <Subaraki> so you could add tabs in the guiEvent
L181[03:47:46] * AshIndigo reads previous irc discussion to know what's going on
L182[03:48:05] <Subaraki> AshIndigo, I'm trying to make a PR to generalize inventory tabs
L183[03:48:19] <Subaraki> having to keep in mind flexibility
L184[03:49:11] <AshIndigo> The repos public right?
L185[03:50:07] <Subaraki> yeah
L186[03:50:11] <Subaraki> didn't push any changes though
L187[03:50:24] <AshIndigo> Oh
L188[03:50:25] <Subaraki> apperantly my git program only picks up the patches
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L190[03:51:00] <ghz|afk> hmmm I forgot that this would need logic in the GuiScreen itself
L191[03:51:09] <AshIndigo> It might be the .gitignore
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L193[03:55:35] <Subaraki> nah
L194[03:55:39] <Subaraki> just cleaned it
L195[03:55:43] <Subaraki> no modified classes
L196[03:55:44] <Subaraki> anyway
L197[03:58:53] <Subaraki> we (saying we, because the community is involved) have been struggling for a while to find the ideal ways of implementing this
L198[03:59:21] <Subaraki> not always easy, as some people forget some details, and others fight over what default icon tabs hsould have
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L200[04:01:05] <ghz|afk> it's not a fight, it's healthy discussion ;P
L201[04:01:45] <ghz|afk> the point of discussions is to expose different points, and understand other people's opinions
L202[04:02:22] <ghz|afk> unless it's political debates, in whickh case you then discard them and yell around that the other side is rigging the results
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L204[04:02:49] <Subaraki> xD
L205[04:02:59] <Subaraki> its a healthy discussion indeed :P
L206[04:04:44] <AshIndigo> About default icons and forgotten details
L207[04:07:42] <ghz|afk> "So they told me at 3am I had to set the clock back to 2. I woke myself up and changed the clocks, but then one hour later it was 3 again, so I changed all the clocks, and again, and again. I don't know what time it is anymore. All I know is it'm tired and hungry..."
L208[04:09:41] <AshIndigo> Then setup a script to do it for you
L209[04:10:13] <AshIndigo> And smash all clocks that can't be set automatically
L210[04:10:36] <Subaraki> lol ghz|afk xD
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L220[04:44:49] <Subaraki> i probably need to set the guicontainer's xSize, ySize, guiTop and guiLeft to public, or make a getter for them, so you can get those to more easely hook into the innventory's rendering
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L222[04:56:02] <ghz|afk> or make some sort of getContainerDimensions, which returns a lwjgl Rectangle, and make GuiContainer implement it by returning new Rectangle(guiLeft,guiTop,xSize,ySize)
L223[04:57:07] <Subaraki> that would imply being able to modify the class itself
L224[05:00:03] <ghz|afk> ?
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L226[05:04:49] <Subaraki> vanilla classes
L227[05:05:10] <Subaraki> if you're injecting in a container, you could just use its sizes
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L229[05:05:15] <ghz|afk> why can't you insert a one-line patch to GuiContainer?
L230[05:05:26] <Subaraki> trying to avoind it P:
L231[05:05:40] <Subaraki> let me do that anyway
L232[05:05:47] <ghz|afk> so you'll access-transform 4 fields to public, in order to avoid adding a one-line method?
L233[05:05:58] <ghz|afk> + whatever extra code you need to use those fields
L234[05:06:07] <ghz|afk> it seems counter-productive ;P
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L237[05:14:07] <Subaraki> indeed
L238[05:14:26] <Subaraki> added one method that returns a new rectangle with the container size
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L247[05:55:22] <Subaraki> http://i.imgur.com/cLikI3v.gifv
L248[05:55:22] <Subaraki> there
L249[05:55:29] <Subaraki> looks quite okay right ? =)
L250[05:55:42] <Subaraki> hooked into the vanilla gui's
L251[05:58:44] <ghz|afk> hmm it lets you switch to the personal inventory from a crafting grid?
L252[05:59:00] <ghz|afk> that's actually an interesting idea ;P
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L254[06:02:35] <Subaraki> well, i had to quote out the check canUse in the workbench container
L255[06:02:47] <Subaraki> so it can be opened without the block
L256[06:03:21] <Subaraki> but the idea would be that you can acces both inventories if registered correctly and they stay consistent if registered one to another
L257[06:03:40] ⇨ Joins: AshIndigo (~AshIndigo@188.29.164.73.threembb.co.uk)
L258[06:06:13] <Subaraki> http://pastebin.com/Sf4VxgXk
L259[06:06:21] <Subaraki> this would be how you'd go about adding a tab
L260[06:08:23] <Subaraki> ghz|afk ^
L261[06:10:08] <ghz|afk> seems unnecessarily complicated ;P
L262[06:10:44] <ghz|afk> shouldn't "gui.injectTabInformation(new TabInformation(TabRegistry.getTabsForGui(gui.getClass()), gui.getContainerSize()));" be a helper method in TabRegistry
L263[06:12:49] <Ordinastie> tabinformation ?
L264[06:12:53] <Ordinastie> wth is that ?
L265[06:15:09] <ghz|afk> my suggestion, although it didn't turn out the way I was picturing it ;P
L266[06:15:17] <Subaraki> substitute to ITabbedGui
L267[06:15:25] <Subaraki> the interface was redundant
L268[06:15:36] <Subaraki> we now inject the tabs into the wanted gui's
L269[06:15:48] <ghz|afk> Subaraki: the way I was thinking it, TabRegistry.getTabsForGui(gui.getClass()) would return a TabInformation object directly ;P
L270[06:16:02] <PitchBright> o/ mornin' guys
L271[06:16:03] <Subaraki> good idea
L272[06:16:20] <Subaraki> it's probably how it works
L273[06:16:24] <Subaraki> just older code slopping around
L274[06:16:29] <Subaraki> let me try to clean it up
L275[06:16:47] <ghz|afk> although
L276[06:16:52] <ghz|afk> I'd make it TabRegistry.getTabsForGui(gui)
L277[06:17:03] <ghz|afk> let the registry take care of HOW it identifies the gui
L278[06:17:04] <Ordinastie> well, whatever, do as you want, but I think I'm out of this one
L279[06:17:57] <ghz|afk> and I'm not convinced by the fact that it's done on a gui event
L280[06:19:04] <ghz|afk> let's see if this sounds like a better idea:
L281[06:19:14] <ghz|afk> let TabRegistry itself handle the gui event
L282[06:19:49] <ghz|afk> and if tabs have been registered, let it automatically "inject" the tab information object
L283[06:19:53] <ghz|afk> without user intervention
L284[06:23:35] <Subaraki> Ordinastie, why ?
L285[06:23:47] <Subaraki> the interface wouldn't allow for vanilla gui's to be added tabs
L286[06:25:21] <ghz|afk> sure it would have -- you'd have had to explicitly implement it on the vanilla guis
L287[06:25:25] <ghz|afk> in your patch
L288[06:25:39] <ghz|afk> it would be a lot of patching for no benefit, that's why I suggested against it
L289[06:25:49] <Ordinastie> it would be implemented by GuiScreen
L290[06:25:54] <Subaraki> indeed
L291[06:25:57] <ghz|afk> yeah, then it becomes meaningless
L292[06:26:08] <ghz|afk> gui instanceof ITabbed
L293[06:26:10] <ghz|afk> would just reduce to
L294[06:26:14] <ghz|afk> gui instanceof GuiScreen
L295[06:26:51] <ghz|afk> but the active gui is already a GuiScreen
L296[06:26:56] <Subaraki> i then replaced it with a getter for a Rectangle to define a space
L297[06:27:00] <ghz|afk> so the check is unnecessary.
L298[06:27:26] <Subaraki> overriden in guicontainer to return the container's dimensions
L299[06:27:54] <ghz|afk> Subaraki: does Tabinformation actually NEED the rectangle?
L300[06:28:02] <ghz|afk> can't the tab rendering ask it from the gui itself?
L301[06:28:10] <Subaraki> read again :P
L302[06:28:12] <Subaraki> it already does
L303[06:28:20] <ghz|afk> no, I mean
L304[06:28:22] <Subaraki> new TabInformation(TabRegistry.getTabsForGui(gui.getClass()), gui.getContainerSize())
L305[06:28:26] <ghz|afk> couldn't you remove it?
L306[06:28:32] <ghz|afk> let TabInformation be just the list of tabs
L307[06:28:41] <ghz|afk> and then the gui rendering can just call gui.getcontainerSize when it needs the size
L308[06:28:42] <ghz|afk> later
L309[06:29:24] <ghz|afk> isntead of asking it from the tabInformation, as it from the gui directly
L310[06:29:29] <ghz|afk> ask*
L311[06:30:09] *** MrKick|Away is now known as MrKickkiller
L312[06:30:22] <Subaraki> i put it in tab information so the size would be defined by the dev
L313[06:30:35] <Subaraki> if i put it in guiscreen, we rn into the same problem
L314[06:30:48] <Subaraki> i'd need a setter in guiScreen for the rectangle
L315[06:31:09] <Subaraki> its totally possible offcourse
L316[06:31:28] <ghz|afk> hmm why the setter?
L317[06:31:35] <ghz|afk> the owner of the gui should take care of that
L318[06:31:38] <ghz|afk> not the modders adding tabs
L319[06:31:42] <ghz|afk> they should just.. .add tabs
L320[06:31:56] <Subaraki> vanilla
L321[06:32:17] <ghz|afk> aren't vanilla guis already guiContainer? you get that for "free"
L322[06:32:43] <Subaraki> i was thinking more about the screens
L323[06:33:15] <ghz|afk> hmm right, if you want to allow tabs on an arbitrary GuiScreen, you'd need a setter
L324[06:33:25] <ghz|afk> hmm but what GuiScreens are there that are tab-worthy?
L325[06:33:32] <Subaraki> none imo
L326[06:33:42] <ghz|afk> then it's overengineering ;P
L327[06:33:43] <Subaraki> that's why i started to implement the entire thing in container anyway
L328[06:34:22] <Subaraki> then again, if a dev would want to add a stat page to the survival inventory, and it would be a screen, he could define the same sizes as the container to make it ift in
L329[06:34:48] <Subaraki> this entire thing is getting mroe frustrating xD
L330[06:34:54] <Subaraki> now i know why noone else ever tried
L331[06:35:07] <Subaraki> anyway ...
L332[06:35:12] <Ordinastie> because you don't really know what you're doing
L333[06:35:15] <ghz|afk> I don't think anyone ever thought that far
L334[06:35:16] <ghz|afk> ;P
L335[06:35:21] <Ordinastie> and you keep getting dumb idea from ghz|afk
L336[06:35:22] <Subaraki> li knew what i was doing
L337[06:35:38] <Subaraki> untill some people started flailing around that it should not only be for the player inventory
L338[06:35:41] <ghz|afk> Ordinastie: please explain why my ideas are dumb.
L339[06:36:04] <Ordinastie> the base concept was really simple and easy to implement
L340[06:36:06] <AshIndigo> Why do we need tabs in other invs
L341[06:36:14] <ghz|afk> which base concept?
L342[06:36:21] <Ordinastie> yet here we are, several days later, still same questions asked
L343[06:36:41] <ghz|afk> because the essential questions have still never been answered properly
L344[06:36:41] <Subaraki> the base concept was
L345[06:36:46] <Subaraki> add tabs to the player inventory
L346[06:36:48] <Subaraki> .
L347[06:37:06] <ghz|afk> yes, and that's achieved
L348[06:37:17] <Subaraki> (so everyone can hook into those, instead of everyone making their own and having to add omplementations for other people's tabs)
L349[06:37:20] <Subaraki> yes, it is
L350[06:37:54] <Subaraki> how its done currently however
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L352[06:38:07] <Subaraki> is with a mind set to a more accesible way, so all gui's could do that
L353[06:38:38] <Subaraki> which creates complications
L354[06:39:12] <JustWhoAmI> ghz|afk, youhere?
L355[06:39:21] <ghz|afk> no I'm at work
L356[06:39:30] <ghz|afk> it just happens that today "work" is at home
L357[06:39:34] <JustWhoAmI> lol
L358[06:39:35] <ghz|afk> and the two keyboards are next to eachother
L359[06:39:35] <Subaraki> so, people, please decide. a general tab implementation , or only for the player inventory ?
L360[06:39:50] <Unh0ly_Tigg> So, I'm working on a java based lua wrapper for the libraries/apis in lwjgl 3. I've just gotten enough of it done that I was able to (for the most part) replicate the code of the lwjgl 3 guide: http://i.imgur.com/fwGvMyf.png (http://www.lwjgl.org/guide has the original java code)
L361[06:39:51] <JustWhoAmI> You know you told me yesterday
L362[06:40:11] <JustWhoAmI> that if I wanted to make the item model for a non 16x16x16 block
L363[06:40:15] <AshIndigo> What's the goal of the PR?
L364[06:40:21] <JustWhoAmI> basically one that is not a cube
L365[06:40:46] <ghz|afk> AshIndigo: to provide a way for mods to add tabs to inventories
L366[06:40:49] <AshIndigo> Is it to ad tabs to the player inv?
L367[06:40:51] <ghz|afk> specifically the player inventory
L368[06:40:52] <JustWhoAmI> then in my block model: "parent": "block/block",
L369[06:40:55] <ghz|afk> but other inventories are a bonus
L370[06:41:04] <Subaraki> AshIndigo, my original intend was indeed, to add tabs to the player inventory
L371[06:41:14] <JustWhoAmI> I'd do that, and in my item model i'd do "parent": "modid/blockmodel"?
L372[06:41:19] <JustWhoAmI> you remember you told me that?
L373[06:41:41] <JustWhoAmI> or was it block/blockmodel
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L375[06:42:07] <Subaraki> modid:model/block ?
L376[06:42:21] <AshIndigo> I personally would let modders implemente there own tabs in there own guis
L377[06:42:34] <AshIndigo> So I would stick with player inv tabs
L378[06:42:42] <ghz|afk> JustWhoAmI: resource locations are "domain:path"
L379[06:42:47] <ghz|afk> domain is your modid in lowercase
L380[06:42:54] <ghz|afk> path is a relative location depending on the context
L381[06:42:55] <ghz|afk> so
L382[06:42:58] <Subaraki> i would as well
L383[06:43:01] <ghz|afk> "modid:block/yourblockname"
L384[06:43:08] <ghz|afk> or in the blockstates file
L385[06:43:09] * Subaraki overthrows code again
L386[06:43:11] <ghz|afk> "modid:yourblockname"
L387[06:43:51] <ghz|afk> Subaraki: hmmm
L388[06:43:59] <Subaraki> dont worry, didnt start yet
L389[06:44:08] <ghz|afk> would you be able to turn the tab rendering system into a control akin to a button?
L390[06:44:27] <Subaraki> let them be buttons ?
L391[06:44:44] <ghz|afk> or abuse the button system in some way
L392[06:44:56] <Subaraki> they take id's
L393[06:45:02] <ghz|afk> would that make sense? "class TabList extends Button"
L394[06:45:07] <ghz|afk> or is that too ugly? XD
L395[06:45:12] <Subaraki> if 120 mods happen to add 250 buttons
L396[06:45:18] <ghz|afk> nono
L397[06:45:24] <ghz|afk> all the tabs would be one single object
L398[06:45:36] <ghz|afk> just as a way to abuse mouse events
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L400[06:46:13] <Subaraki> they need to be in the button list to be detected by mouse iirc
L401[06:46:30] <ghz|afk> yes hence the crazy idea of "class TabList extends Button"
L402[06:46:55] <Subaraki> GuiTab would extend button
L403[06:46:59] <ghz|afk> no
L404[06:47:02] <ghz|afk> the entire tablist
L405[06:47:04] <Subaraki> why the list ?
L406[06:47:11] <ghz|afk> becuase the n it would only need one ID
L407[06:47:17] <ghz|afk> and it would manage all the tabs at once
L408[06:47:18] <Subaraki> the tablist is but a java.util.List
L409[06:47:20] <ghz|afk> this is a crazy idea
L410[06:47:21] <JustWhoAmI> ghz|afk, https://gfycat.com/WeeklyPleasedAnglerfish
L411[06:47:33] <JustWhoAmI> that's a good gfy name
L412[06:47:43] <Subaraki> one id ? that means a switch in onclick ?
L413[06:47:44] <ghz|afk> Subaraki: not THAT list
L414[06:47:50] <ghz|afk> okay nevermind
L415[06:47:53] <ghz|afk> you are not understanding me
L416[06:47:57] <ghz|afk> ignore I said anything
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L418[06:48:04] <Subaraki> then use proper reference wording xD
L419[06:48:17] <Subaraki> yo'ure getting me confused
L420[06:48:25] <ghz|afk> ...
L421[06:48:28] <ghz|afk> let me start over
L422[06:48:34] <Subaraki> yes plox
L423[06:48:38] <ghz|afk> you have code that draws the tabs
L424[06:48:43] <ghz|afk> this code you added into GuiScreen
L425[06:48:59] <ghz|afk> right?
L426[06:49:23] <Subaraki> yes
L427[06:49:29] <ghz|afk> so, this code
L428[06:49:38] <ghz|afk> needs to receive mouse events
L429[06:49:39] <Subaraki> for(visibletabs) tab.draw();
L430[06:49:42] <ghz|afk> and has a draw
L431[06:50:00] <ghz|afk> so presumably
L432[06:50:03] <ghz|afk> you could extract it
L433[06:50:09] <ghz|afk> create a new class called GuiTabList
L434[06:50:10] <Subaraki> yes. the mouse event deterening wether it has a mouseover or has been clicked
L435[06:50:24] <Subaraki> yes ?
L436[06:50:27] <ghz|afk> and just forward the mouse events
L437[06:50:30] <ghz|afk> and the draw method
L438[06:50:54] <Subaraki> so guitablist.draw and guitablist.mouserelease and guitablist.mouseover ?
L439[06:51:01] <ghz|afk> this classwould know everything neededto draw the tab list (x/y coords, and the list of tabs)
L440[06:51:03] <Subaraki> those three lines in guiscreen
L441[06:51:06] <ghz|afk> yeah
L442[06:51:19] <ghz|afk> then if you did that (theoretically)
L443[06:51:23] <ghz|afk> you could use this class on any gui
L444[06:51:35] <ghz|afk> the modder woudl just need to override a couple methods
L445[06:51:40] <ghz|afk> and add tablist.mouseWhatever
L446[06:51:45] <ghz|afk> and tablist.draw
L447[06:51:59] <ghz|afk> so
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L449[06:52:12] <Subaraki> tablist draw would be redundant to override, as the real drawing happens in the tab itself
L450[06:52:14] <Subaraki> the GuiTab
L451[06:52:22] <ghz|afk> well but the tablist knows the List<Tab>
L452[06:52:32] <Subaraki> yeah
L453[06:52:33] <ghz|afk> while the GuiScreen does not
L454[06:52:37] <Subaraki> (currentlyTabInformation does)
L455[06:52:45] <ghz|afk> so I'm saying to encapsulate ALL of that
L456[06:52:48] <ghz|afk> into a separate class
L457[06:52:52] <ghz|afk> and let the screen just call
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L459[06:53:01] <ghz|afk> mouseDown/Move/up and draw
L460[06:53:22] <ghz|afk> and the guitablist would be able to handle everything else without the screen knowing what it means
L461[06:53:27] <Subaraki> and the guitablist class would also keep track of the pages
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L463[06:53:32] <ghz|afk> that's called encapsulation
L464[06:53:34] <ghz|afk> yes
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L466[06:53:45] <ghz|afk> everything related to tabs, would be in the guitablist.draw
L467[06:53:59] <Subaraki> as well as maxPages, and the TabInformation
L468[06:54:01] <Subaraki> okay, i'll try that
L469[06:54:15] <ghz|afk> that's the non-crazy part
L470[06:54:20] <ghz|afk> which I think should be done
L471[06:54:24] <ghz|afk> the crazy part was
L472[06:54:35] <ghz|afk> since this is so close to what the GuiButton already does
L473[06:54:47] <ghz|afk> would it be worth it to make GuiTabList override GuiButton?
L474[06:54:58] <ghz|afk> so that it can be added to the button list on any arbitrary GUI?
L475[06:55:06] <ghz|afk> the answer is probably "fuck no, too ugly, go away"
L476[06:55:10] <ghz|afk> but I wanted to leave it there
L477[06:55:10] <ghz|afk> ;p
L478[06:59:46] <Subaraki> fuck, drawHoveringText is protected by guiscreen :/
L479[07:00:14] <Subaraki> and i need it to draw the tab names
L480[07:00:34] <ghz|afk> you need tooltips on the tab?
L481[07:01:09] <Subaraki> to show the names ?
L482[07:01:14] <ghz|afk> "GuiTabList extends guiScreen" is an option
L483[07:01:16] <ghz|afk> an ugly one
L484[07:01:18] <ghz|afk> but an option XD
L485[07:01:22] <Subaraki> very ugly one ._.
L486[07:01:35] <Subaraki> i might keep that part of the drawcode in the guiscreen
L487[07:01:48] <ghz|afk> or
L488[07:01:54] <ghz|afk> hmm
L489[07:02:11] <Subaraki> or i make a public reference to it
L490[07:02:17] <ghz|afk> meh
L491[07:02:20] <ghz|afk> it's ugly either way
L492[07:03:16] <Subaraki> and button list is protected as well
L493[07:04:10] <ghz|afk> you don't need the button list, though?
L494[07:04:17] <ghz|afk> what do you use it for?
L495[07:04:21] <Subaraki> pages
L496[07:05:24] <ghz|afk> hmf
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L498[07:06:30] <Subaraki> haha
L499[07:06:31] <Subaraki> ikr
L500[07:06:43] <Subaraki> easier to talk about tabs then actually achieve it x)
L501[07:06:56] <Subaraki> achieve making them *
L502[07:07:15] <Ordinastie> you don't need the tabs on the list, why would you need the pages button?
L503[07:07:35] <ghz|afk> I'm almost tempted to ask you for the code to see what i can do with it ;P
L504[07:07:53] <Subaraki> Ordinastie, currently, it adds 12 tabs / page
L505[07:08:00] <Subaraki> kinda like the creative inventory
L506[07:08:09] <Subaraki> next page is next set of tabs
L507[07:08:11] <Ordinastie> that doesn't answer the question
L508[07:08:30] <Ordinastie> and there is no answer either, it was rethoretical
L509[07:08:53] <Subaraki> the class is made to encapsulate
L510[07:09:04] <Subaraki> so all of the nasty code goes elsewhere
L511[07:09:12] <Subaraki> and not in guiscreen itself
L512[07:09:33] <Ordinastie> and the sky is blue
L513[07:09:39] <Subaraki> but as seen, two things cannot be achieved (immediatly) accesing buttonlist and drawing tooltips
L514[07:10:02] <Subaraki> tell me something new right ? :P
L515[07:10:17] <Ordinastie> <Ordinastie> you don't need the tabs on the list, why would you need the pages button?
L516[07:10:45] <ghz|afk> I have no idea what you meant by that
L517[07:11:11] <ghz|afk> Subaraki: you don't actually need the buttonlist -- your buttons can just be inside your class, and you can forward the mouse messages to them
L518[07:11:42] <Ordinastie> yeah, bonus point for you \o/
L519[07:13:33] <Subaraki> and for the hovering text ?
L520[07:13:36] <Subaraki> tooltip *
L521[07:13:55] <ghz|afk> none of the ideas I have regarding that are good
L522[07:14:09] <Ordinastie> you draw it yourself
L523[07:15:03] <ghz|afk> actually Subaraki
L524[07:15:06] <Ordinastie> GuiScreens are an abomination of a code, the less you use it, the better you are anyway
L525[07:15:08] <ghz|afk> look at the drawHoveringTExt method
L526[07:15:18] <ghz|afk> net.minecraftforge.fml.client.config.GuiUtils.drawHoveringText(textLines, x, y, width, height, -1, font);
L527[07:15:24] <ghz|afk> the rest is disabled
L528[07:15:26] <ghz|afk> forge has its own ;P
L529[07:15:35] <ghz|afk> so there goes the other issue
L530[07:15:44] <Subaraki> oh
L531[07:15:45] <Subaraki> sweet
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L534[07:22:20] <JustWhoAmI> ghz|afk, were you able to see the image?
L535[07:23:14] <ghz|afk> yes I remember the conversation
L536[07:23:21] <ghz|afk> what's the problem?
L537[07:23:36] <ghz|afk> oh I see
L538[07:23:38] * Subaraki has reduced code in guiscreen to 4 lines
L539[07:23:50] <ghz|afk> I forgot to say "modid:block/theblockname"
L540[07:24:10] <JustWhoAmI> alright
L541[07:24:18] <ghz|afk> but I already said that today
L542[07:24:18] <JustWhoAmI> so you gave me the example of fence gate closed
L543[07:24:27] <JustWhoAmI> no that's not what i'm talking about
L544[07:24:37] <JustWhoAmI> you gave me the example of fence_gate_closed.json
L545[07:24:45] <JustWhoAmI> about how it has "parent": "block/block",
L546[07:24:48] <ghz|afk> yes as a way to see how vanilla does it
L547[07:24:54] <JustWhoAmI> so I wanted to see how the item model was
L548[07:24:59] <JustWhoAmI> why is thereno item model
L549[07:25:04] <JustWhoAmI> for fence_gate_closed
L550[07:25:25] <ghz|afk> models/item/XX_fence_gate
L551[07:25:32] <ghz|afk> each wood variant has its own item model
L552[07:25:42] <ghz|afk> so if you look at acacia_fence_gate
L553[07:25:46] <JustWhoAmI> oh kk
L554[07:25:50] <ghz|afk> it has "parent": "block/acacia_fence_gate_closed"
L555[07:26:02] <JustWhoAmI> yeah
L556[07:26:07] <JustWhoAmI> and it renders properly
L557[07:26:10] <ghz|afk> yes
L558[07:26:12] <JustWhoAmI> imo that's magic
L559[07:26:19] <ghz|afk> look at acacia_fence_gate_closed
L560[07:26:25] <ghz|afk> it has the parent, and the texture
L561[07:26:28] <JustWhoAmI> i did
L562[07:26:31] <ghz|afk> which in turn has another parent
L563[07:26:34] <ghz|afk> which in turn has another parent
L564[07:26:44] <ghz|afk> it's all just overriding values from the parent in the child
L565[07:27:07] <JustWhoAmI> alright
L566[07:27:08] <JustWhoAmI> i got it
L567[07:27:10] <JustWhoAmI> ty
L568[07:27:26] <JustWhoAmI> i made my first pr today
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L571[07:33:38] <Subaraki> Ordinastie, more info on the buttons please ?
L572[07:33:49] <Subaraki> i can forward the mouseclick to my buttons indeed
L573[07:34:02] <Subaraki> but the actionPerformed from a button is in the gui itself
L574[07:34:09] <Subaraki> unless i need to hook into that too
L575[07:34:43] <ghz|afk> check how actionPerformed gets called normally
L576[07:35:22] <ghz|afk> it calls actionPerformed when mousePressed in the button returns true
L577[07:35:28] <ghz|afk> so you don't need actionPerformed AT ALL
L578[07:35:38] <ghz|afk> jsut check the result of the button call to mousePressed
L579[07:36:56] <Subaraki> how about the sounds and event ?
L580[07:37:09] <ghz|afk> well you don't need the event
L581[07:37:19] <ghz|afk> and the sound, you can replicate that in your own code
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L583[07:38:01] <ghz|afk> if (pageLeft.mousePressed) { playSound; change to previous page; }
L584[07:38:10] <Ordinastie> all that is really bascic, you really shouldn't need to ask :/
L585[07:38:40] <Ordinastie> but that's why I said you were out of your depth before
L586[07:38:58] <Subaraki> i have exactly what ghz said
L587[07:39:01] <Subaraki> but it felt wrong
L588[07:39:04] <Subaraki> so i came here and asked
L589[07:40:29] <Subaraki> and it also feels wrong to add lines to the classes. ive been thought a long time not to. so trying to keep stuff tidy and not wanting to fail is part of it
L590[07:41:01] <Ordinastie> you can't avoid hooking in the class
L591[07:41:17] <Ordinastie> if you still think you can, that means you still have no idea what you're doing
L592[07:41:25] <Subaraki> no, i know i cannot avoid
L593[07:41:49] <Subaraki> just trying to not fuck up the forge code while i'm at it
L594[07:44:09] <Subaraki> i'd prefer not to get yelled at by l ex
L595[07:45:14] <ghz|afk> that's why you will push the code to your branch and show us first ;P
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L597[07:47:28] <Subaraki> yes indeed x)
L598[07:47:40] <Subaraki> just noticed we havent figured the size problem
L599[07:47:42] <Subaraki> or i forgot
L600[07:48:01] <ghz|afk> step by step
L601[07:48:23] <Subaraki> well, the encapsulating is done
L602[07:48:30] <JustWhoAmI> What's the diff. b/w World#schdeuleUpdate and World#scheduleBlockUpdate?
L603[07:48:32] <Subaraki> reduced code in gui screen to a couple of lines
L604[07:49:00] <Subaraki> now i need to get the tab list and size so there is simething to display
L605[07:49:29] <ghz|afk> JustWhoAmI: they run different code XD
L606[07:49:41] <JustWhoAmI> lol
L607[07:49:46] <JustWhoAmI> say i wanted something to happen
L608[07:49:51] <JustWhoAmI> 5 seconds after my block was broken
L609[07:49:53] <JustWhoAmI> or placed
L610[07:49:57] <JustWhoAmI> which one would i use?
L611[07:50:11] <ghz|afk> neither
L612[07:50:19] <JustWhoAmI> then what?
L613[07:50:30] <ghz|afk> since those updates are only designed for doingthings while your block still exists
L614[07:50:46] <ghz|afk> at best, they'd send the update call to the block that takes its place afterward
L615[07:50:58] <JustWhoAmI> oh
L616[07:51:10] <JustWhoAmI> so it would work after placing?
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L618[07:52:56] <JustWhoAmI> ghz|afk, then what should i use to schedule something for a few seconds after block place/break?
L619[07:53:46] <ghz|afk> hmm not sure what the best option is
L620[07:54:02] <ghz|afk> you could write your own "delay tracker"
L621[07:54:08] <ghz|afk> using a tick handler to count down the delays
L622[07:54:12] <ghz|afk> and when things reach 0, run them
L623[07:54:21] <ghz|afk> dunno if anything like that exists in mc
L624[07:54:46] <ghz|afk> the alternative is to spawn an entity that lives for N ticks and then runs the code on death -- but it's ugly
L625[07:54:54] <JustWhoAmI> yeah
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L627[07:55:25] <JustWhoAmI> im trying to think of mods that schedule things for later
L628[08:03:10] <Subaraki> ghz|afk, got time to brainstorm the gui size ?
L629[08:03:23] <Subaraki> or is a rectangle getter more then enough ?
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L634[08:14:03] <ghz|afk> Subaraki: I feel like the Rectangle is all you need for now?
L635[08:14:20] <Subaraki> yeah
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L639[08:40:56] <Subaraki> the more i'm going into the tabs, the more i know it feels only correct if it where for containers o.O
L640[08:41:16] * AshIndigo shrugs
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L643[08:49:17] <Subaraki> okay
L644[08:49:21] <Subaraki> so a list of things are wrong here
L645[08:49:56] <Subaraki> you know what
L646[08:49:58] <Subaraki> fuck these tabs
L647[08:50:09] <Subaraki> i should have done just like i intended to do in the begining
L648[08:57:59] <AshIndigo> ?
L649[08:59:00] <Subaraki> i'm etting sick of this
L650[08:59:10] <Subaraki> trying to listen to to many people at once
L651[09:00:07] <AshIndigo> Then don't ,do what you want
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L653[09:09:54] <Subaraki> and hwy is my repo not showing the chnages i made ?
L654[09:11:31] <AshIndigo> Did you push commits?
L655[09:13:24] <Subaraki> no
L656[09:13:26] <Subaraki> i did once
L657[09:13:30] <Subaraki> for my previous pr
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L659[09:16:54] <Subaraki> can't discard changes
L660[09:16:59] <Subaraki> f*
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L685[11:50:06] <TangentDelta> So, if I want to look for some blocks near my TE when its block gets placed down where should I put that?
L686[11:50:51] <TangentDelta> At the moment, I have a "BlocksChecked" boolean that is not persistant, so it gets reset to false whenever the TE is unloaded/reloaded.
L687[11:51:27] <TangentDelta> In my update(), if "BlocksChecked" is false, it checks for blocks then sets "BlocksChecked" to true.
L688[11:51:59] <ghz|afk> onBlockPlacedBy gets called AFTER the block has been placed
L689[11:52:01] <Ordinastie> do you only need to check for blocks adjacent to yours ?
L690[11:52:02] <ghz|afk> so after the TE has been created
L691[11:52:12] <ghz|afk> you can just give your TE the info that way
L692[11:52:28] <TangentDelta> Alright.
L693[11:53:39] <TangentDelta> Now, since the blocks I'm checking for also have tile entities I could have then scan in an 8x8 area aroundd them for the main block when the get broken/placed and tell the main TE to check again.
L694[11:54:39] <TangentDelta> Ordinastie: Blocks placed in lines north/south/east/west of the main block.
L695[11:55:27] <Ordinastie> if it's your TEs then just notify you main one when they're removed
L696[11:55:53] <TangentDelta> Right.
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L702[12:04:55] <TangentDelta> Testing now...
L703[12:05:21] <TangentDelta> Worked first try :D
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L705[12:06:31] <TangentDelta> Since all of the blocks I care about are placed in a line 8 blocks long behind the main TE I just have them search 8 blocks out on each side for the TE, and if found, set the boolean to false.
L706[12:06:53] <TangentDelta> Since it checks every tick if the boolean is false, it sees it the next tick and rebuilds its database.
L707[12:07:22] <Ordinastie> you don't really need a tickable TE though
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L709[12:09:20] <TangentDelta> The main block TE needs to be tickable. The other TEs do not need to be. The main block does other things every tick based on what "slave" blocks are attached.
L710[12:10:11] <Ordinastie> you can do your check from block.onBlockPlacedBy
L711[12:11:18] <TangentDelta> Yep. I just implemented it.
L712[12:11:33] <TangentDelta> Testing it now to make sure I didn't foget anything stupid like I always do.
L713[12:13:12] <TangentDelta> And it works!
L714[12:16:24] <JustWhoAmI> How much OpenGL do you I need to know in order to make TESRs?
L715[12:16:57] <Ordinastie> why do you think you need to use a TESR ?
L716[12:17:41] <JustWhoAmI> I want to render fluids inside a tank
L717[12:17:45] <JustWhoAmI> kinda like openblocks would do
L718[12:17:53] <Ordinastie> no need for a TESR
L719[12:18:02] <JustWhoAmI> Then?
L720[12:18:13] <Ordinastie> models
L721[12:18:19] <Ordinastie> for blocks
L722[12:18:38] <JustWhoAmI> can you guide me through the process
L723[12:18:39] <JustWhoAmI> ?
L724[12:18:45] <Ordinastie> nope
L725[12:19:02] <Ordinastie> I can't, I don't use models
L726[12:19:28] <JustWhoAmI> oh
L727[12:19:36] <JustWhoAmI> then how do you render yiur blocks?
L728[12:19:42] <JustWhoAmI> s/yiur/your
L729[12:19:47] <Ordinastie> I have my system
L730[12:20:53] <JustWhoAmI> anybody else who could?
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L732[12:26:21] <TangentDelta> Ummm...
L733[12:26:57] <TangentDelta> I've never done it, but I'd imagine you'd use getActualState to get extra data, probably from a TE.
L734[12:27:56] <TangentDelta> You'd then have your renderer set up using a json file to modify the model based on the state.
L735[12:32:48] <TangentDelta> I have no idea how it's actually implemented, or if it even has this, but I think you can get the color of a fluid registered to the fluid dictionary.
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L737[12:44:57] <ghz|afk> TangentDelta:
L738[12:45:10] <ghz|afk> you'd need a custom IBakedModel
L739[12:45:16] <ghz|afk> which would be generated by a custom IModel
L740[12:45:25] <ghz|afk> which would be instantiated by a custom ICustomModelLoader
L741[12:45:48] <ghz|afk> the IBakedModel ultimately has the .getQuads method, which takes an IBlockState
L742[12:45:51] <ghz|afk> more on that later.
L743[12:46:01] <ghz|afk> on the block+te side
L744[12:46:09] <ghz|afk> you'd need to implement getExtendedState
L745[12:46:22] <ghz|afk> which can be used to return data through Extended BlockStates
L746[12:46:26] <ghz|afk> in order to assign this data
L747[12:46:36] <ghz|afk> you'd need an IUnlistedProperty for your data type
L748[12:47:01] <ghz|afk> big note: unlisted properties can only be assigned in the getExtendedState method, they MUST NOT be used anywhere else
L749[12:47:18] <ghz|afk> in order to get that unlisted property in the state representation
L750[12:47:25] <ghz|afk> you'd need to return a new ExtendedBlockState
L751[12:47:30] <ghz|afk> rather than a standard BlockStateContainer
L752[12:47:36] <ghz|afk> from the createBlockState method
L753[12:47:49] <ghz|afk> once you have that going
L754[12:47:57] <ghz|afk> the IBlockState instance received by the IBakedModel
L755[12:48:02] <ghz|afk> will be an IExtendedBlockState
L756[12:48:13] <ghz|afk> which will let you access the unlisted property
L757[12:48:20] <ghz|afk> and retrieve your custom data container
L758[12:48:33] <ghz|afk> this custom data container should be an immutable representation of your runtime state
L759[12:48:42] <ghz|afk> to avoid race conditions
L760[12:49:11] <ghz|afk> then in order to kickstart the model system
L761[12:49:21] <ghz|afk> you'll first haveto register your custom model loader
L762[12:49:30] <ghz|afk> ModelLoaderRegistry. whatever the method name is ;P
L763[12:49:36] <ghz|afk> and in your blockstates json
L764[12:49:43] <ghz|afk> you'll have a special resourcelocation
L765[12:50:08] <ghz|afk> something like "yourmodid:custom/machine_with_fluid"
L766[12:50:23] <ghz|afk> this will reach your ICustomModelLoader's accepts method
L767[12:50:35] <ghz|afk> as "yourmodid:models/block/custom_machine_with_fluid"
L768[12:50:42] <ghz|afk> note the difference in the path strings
L769[12:51:01] <ghz|afk> accept only the models you recognize
L770[12:51:11] <ghz|afk> this will cause forge to call loadModel with the same resloc
L771[12:51:21] <ghz|afk> where you'll want to return a new instance of the correponding IModel
L772[12:51:55] <ghz|afk> the IModel gives you a chance to provide dependencies for models and textures (getDependencies and getTextures respectively)
L773[12:52:01] <ghz|afk> to request*
L774[12:52:26] <ghz|afk> later, the bake method will be called on the IModel
L775[12:52:48] <ghz|afk> which is where you'll finally be able to instantiate your custom IBakedModel
L776[12:53:29] <ghz|afk> ...
L777[12:53:45] <ghz|afk> this is the basics of it
L778[12:53:55] <ghz|afk> there's more advanced stuff that can be done, if you want to know ;P
L779[12:54:30] <ghz|afk> END OF MONOLOGUE
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L781[12:55:58] * AshIndigo claps
L782[12:56:00] <howtovanish> If you go to "howtonotwin"'s Github and go to my fork of the forge docs, go to branch advanced models, and go to docs/models/advanced
L783[12:56:11] <howtovanish> you'all get docs on this :D
L784[12:56:21] <howtovanish> *you'll
L785[12:56:36] <howtovanish> anyway this time for me to vanish again
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L787[12:56:58] <AshIndigo> He doesn't have a good quit message
L788[12:57:02] <AshIndigo> I'm sad
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L790[12:57:38] MineBot sets mode: +o on LexLap3
L791[12:59:02] <ghz|afk> I don't have a quit message, either
L792[12:59:23] <ghz|afk> I dont' generally shut down the machine ;P
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L794[13:00:31] <TangentDelta> I just run irssi 24x7 on my pi and just remote into it from anywhere.
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L806[13:47:28] <TangentDelta> Oh...lol.
L807[13:48:13] <TangentDelta> I meant to use shorts for my CPU's address but tired me decided to use doubles. Why...
L808[13:48:30] <TangentDelta> Floaty CPU addresses, lol.
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L810[13:52:41] <jordibenck> getting invalid session, also after restarting, when i try to connect to localhost
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L815[14:01:38] <heldplayer> TangentDelta: I want the 51462.67499999th address please
L816[14:03:29] <ghz|afk> TangentDelta: talk about unaligned access
L817[14:03:30] <ghz|afk> ;P
L818[14:03:44] <TangentDelta> Lol.
L819[14:03:53] <TangentDelta> Analog computing!
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L821[14:09:09] <TangentDelta> It seems like most redstone expansions deal with digital logic. I guess the vanilla comparator can do a lot on its own though.
L822[14:09:45] <TangentDelta> The problem is, there isn't much of a range on the redstone dust :(
L823[14:10:02] <ghz|afk> well yeah
L824[14:10:17] <ghz|afk> unlessyou add repeaters
L825[14:10:35] <TangentDelta> Well, range as in dynamic signal range. 0-15?
L826[14:10:42] <heldplayer> That solves the "range" problem, but it doesn't solve the "range" problem
L827[14:11:18] <ghz|afk> if you want "infinite" signaling
L828[14:11:22] <ghz|afk> you'll want a graph network
L829[14:11:27] <ghz|afk> that knows all the active nodes
L830[14:11:39] <ghz|afk> so it doesn't have to use recurseive lookups when switching
L831[14:11:43] <ghz|afk> recursive*
L832[14:12:05] <ghz|afk> I can offer you https://github.com/gigaherz/GraphLib/
L833[14:12:06] <ghz|afk> ;P
L834[14:12:44] <ghz|afk> small lib, only handles connecting and disconnecting nodes
L835[14:12:50] <ghz|afk> and tracking when networks split and join
L836[14:13:53] <ghz|afk> funnily, I was thinking earlier about logic circuits and minecraft
L837[14:14:02] <ghz|afk> I was picturing a mod that would actually let you draw actual circuits
L838[14:14:11] <ghz|afk> and place electronic components on the ground
L839[14:14:42] <ghz|afk> not redstone logic, but actual electronic simulations
L840[14:14:52] <ghz|afk> with like, opamps, resistors, diodes
L841[14:14:58] <ghz|afk> just... drawn using mc blocks
L842[14:14:59] <ghz|afk> ;p
L843[14:15:14] <ghz|afk> you'd be able to cross wires
L844[14:15:34] <ghz|afk> and then use a tool to switch between "connect" or "bridge over" for the crossing points
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L846[14:16:04] <ghz|afk> and then you'd have ICs, with like DIP packaging
L847[14:16:14] <ghz|afk> where each leg would be an output to one block
L848[14:16:52] <ghz|afk> so like an IC with 8 legs would be 4 blocks long, and they'd all be 3 blocks wide
L849[14:17:05] <ghz|afk> in a multiblock structure
L850[14:17:14] <ghz|afk> which you'd assemble by clicking with an "ic code"
L851[14:17:29] <ghz|afk> but... too much effort
L852[14:17:37] <ghz|afk> if anyone wants to create such a mod, and itdoesn't exist, feel free ;P
L853[14:21:34] <TangentDelta> Lol.
L854[14:21:59] <TangentDelta> I want an electricity mod with realistic electronics physics!
L855[14:22:31] <TangentDelta> I want to build an FM radio in minecraft and have it actually work!
L856[14:23:41] <ghz|afk> I think simulating RF would be a bit overkill
L857[14:23:51] <ghz|afk> I mean radio not redstonflux ;p
L858[14:27:45] <TangentDelta> Oh hey, now I don't get decimal points on the end of my address offsets :P
L859[14:29:03] <TangentDelta> I kept trying to figure out where the stupid decimal points were coming from. Tired me must have thought "What is the 16 bit datatype? Double? That must be it..."
L860[14:29:57] <ghz|afk> double-byte, OF COURSE!
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L863[14:58:32] <TangentDelta> Lol.
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L865[15:02:24] <PitchBright> is it possible to make the gui area start further to the left, or is that hard-coded? The topLeft doesn't seem to start in a spot that maximizes the useable area there.
L866[15:02:28] <PitchBright> http://imgur.com/a/0tXZ3
L867[15:02:44] <Subaraki> xSize, ySize
L868[15:02:49] <Subaraki> if you're using a container
L869[15:02:53] <PitchBright> not size
L870[15:02:54] <PitchBright> position
L871[15:04:59] <PitchBright> know what i mean?
L872[15:05:53] <diesieben07> position is calculated based on size
L873[15:05:55] <diesieben07> it centers it
L874[15:06:00] <diesieben07> afaik
L875[15:06:14] <PitchBright> i thought so to, but then I wonder if there's a hard lmiit on the size
L876[15:06:25] <PitchBright> if so, then that makes sense why i'm not getting centered
L877[15:06:32] <PitchBright> i've got this.guiLeft = (this.width - this.xSize) / 2; in my init
L878[15:06:45] <PitchBright> and I've defined int xSize = 197;
L879[15:06:46] <diesieben07> it should do that automatically.
L880[15:07:08] <diesieben07> and yeah there is a limit, depends on the gui scale
L881[15:07:22] <diesieben07> and the limit is obviously the width/height of the window
L882[15:07:25] <diesieben07> after the scale
L883[15:07:46] <PitchBright> ah okay... that makes sense then. The limit must around 176x166
L884[15:09:33] <PitchBright> well, even when i've set my gui to small... i still get off-centered http://imgur.com/a/7ZI51
L885[15:09:51] <PitchBright> I guess it's centered, but... helluva lot of unused space there
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L889[15:17:42] <alexiy> You can set the left and top position of GUI directly , e.g. 'guiLeft=10, guiTop=10', without that extra code, and then width and height by 'xSize=width-10', 'ySize=height-10'.
L890[15:18:04] <alexiy> it'll center automatically
L891[15:18:06] <PitchBright> oh awesome, thanks
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L893[15:20:39] <alexiy> then for seeing the actual boundaries of gui you can draw lines
L894[15:21:05] <PitchBright> oh ya? that'd be wicked
L895[15:21:28] <PitchBright> would really help in lining things up, while getting the gui and slots just right
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L897[15:24:54] <alexiy> PitchBright: here, a gist of drawing lines https://gist.github.com/AlexiyOrlov/307ed4369c79fff79aec97a960e6bade
L898[15:25:17] <PitchBright> sweet! thanks man!
L899[15:26:28] <alexiy> you're welcome
L900[15:27:32] <PitchBright> oh that is soooo handy
L901[15:28:23] <PitchBright> now i don't feel like Helen Keller, tryin' to place slots on a texture for a gui I can't see
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L904[15:32:23] <Shambling> cheers Bonii, I'll try out the changes tonight and let you know how things are going. Are you open to logging blocks that have no harvest level, and simply spitting them out in a seperate log file so the end user can add them manually if they want to add a harvest level/tool manually to them?
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L906[15:40:40] <Shambling> gotta love mod item naming.... huge chest block - medium
L907[15:40:55] <Shambling> or rather actuallyadditions:blockGiantChestMedium
L908[15:41:05] <heldplayer> I'll take my huge chest block medium please
L909[15:41:17] <heldplayer> If it's rare I want my money back
L910[15:41:47] <Shambling> =D
L911[15:42:07] <Shambling> something I'm noticing... not a single block that uses shovel as a tool actually requires different levels of shovel
L912[15:42:13] <Shambling> we need diamond difficulty dirt!
L913[15:42:46] <Shambling> hmmm you know, now that I think about it, no one has really added ores to gravel/sand/dirt in 1.10.2
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L916[15:44:58] <bartman> natura use to do that but it wasn't ever updated was it?
L917[15:45:27] <bartman> don't think anything was harder than gold though?
L918[15:45:35] <Shambling> natura has been updated, but I don't think I've seen gravel ores
L919[15:45:49] <Shambling> maybe it'll be in an update, as I think its in early beta for 1.10.2
L920[15:46:09] <Shambling> oh tinkers did it too if natura did
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L922[15:57:23] <Shambling> changes work great on my end, will see how I can go about implementing them. Thanks again Bonii
L923[15:57:50] <Shambling> err that should read "I will see how I will go about implementing the mod now" not implementing the fixes you made to the mod itself
L924[15:58:03] <TangentDelta> There are warhammers and waraxes. I want a warshovel!
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L931[16:09:33] <PitchBright> alexiy: I've got the gui all set up nicely, slots are in perfect position over the texture... but the mouse-click handle a little different, once I click on those slots at the periphery of the gui area.
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L934[16:10:09] <PitchBright> for example, when I click on an item, instead of it picking it up and letting me move it to another slot... it just ejects it from the inventory
L935[16:11:01] <PitchBright> the mouse-click handling must still be observing the default gui area, despite my changes to guiLeft and guiTop
L936[16:11:02] <ghz|afk> PitchBright: I thought that would fix itself when you fixed the ySize?
L937[16:11:17] <ghz|afk> you shouldn't touch guiLeft and guiTop
L938[16:11:35] <ghz|afk> just make sure the xSize and ySize match the area of texture you are drawing
L939[16:12:31] <PitchBright> they do, but then it looks like this: http://imgur.com/a/0tXZ3
L940[16:12:50] <PitchBright> I thought it'd be nice to slide the gui over to the left a bit
L941[16:13:39] <ghz|afk> seems like your slots are wrong
L942[16:13:42] <ghz|afk> not the gui texture
L943[16:13:46] <ghz|afk> ;P
L944[16:13:54] <PitchBright> disregard the slots in that pic
L945[16:13:57] <PitchBright> here's what it looks like
L946[16:14:11] <ghz|afk> if you want to cooperate with JEI
L947[16:14:26] <ghz|afk> I think the API is able to "make room" for your gui stuffs
L948[16:14:40] <PitchBright> http://imgur.com/a/tJvLc
L949[16:14:44] <ghz|afk> wait that's NEI, areyou still on 1.7.10?
L950[16:15:05] <ghz|afk> if so
L951[16:15:09] <ghz|afk> you can't trust anything I have ever told you
L952[16:15:13] <ghz|afk> because my assumptions may be wrong ;P
L953[16:15:25] <PitchBright> this gui experiment is in 1.7.10 ya for a little thing i'm doing
L954[16:15:40] <PitchBright> i didn't realize things had change in GUI since then :(
L955[16:15:45] <ghz|afk> they may not have
L956[16:15:47] <ghz|afk> but I can't know
L957[16:16:09] <ghz|afk> before 1.8
L958[16:16:16] <ghz|afk> my only modding experience was back in 1.4.7
L959[16:16:32] <ghz|afk> so I pretty much rewrote the mods rather than try to figure out what changed
L960[16:16:41] <ghz|afk> mod*
L961[16:16:44] <ghz|afk> (I only had one)
L962[16:16:57] <PitchBright> ya, that makes sense
L963[16:17:05] <PitchBright> so much has changed between 1.4.7 and now
L964[16:17:21] <PitchBright> not in the actual gameplay, mind you
L965[16:18:34] <ghz|afk> well, even the way weapons work has changed so... ;P
L966[16:19:18] <alexiy> which slots eject the items?
L967[16:19:41] <PitchBright> the ones at the far right, and the very bottom row too
L968[16:19:51] <PitchBright> they're the ones that exceed the default gui size
L969[16:20:17] <Ordinastie> did you remember to change the slot positions too?
L970[16:20:36] <PitchBright> yeah, all the slots line up perfectly over the texture
L971[16:21:26] <PitchBright> in fact, if I click on an item in the far right column of slots.... if I click on the left side of the item, it grabs it, but if I click on the right side of the item, it ejects it
L972[16:21:45] <Ordinastie> then they don't line up
L973[16:22:05] <PitchBright> what doesn't line up with what?
L974[16:22:35] <Ordinastie> wait nvm
L975[16:22:51] <Ordinastie> well, you know what's left to do
L976[16:23:10] <PitchBright> trash it all and start over? :(
L977[16:23:24] <Ordinastie> use the fucking debugger -_-
L978[16:25:47] <PitchBright> here's a perfect image to show the seemingly-actual boundary of the gui... when I remove int xSize = 198; int ySize = 182; from the constructor
L979[16:25:53] <PitchBright> http://imgur.com/a/IVpH8
L980[16:26:32] <boni> Shambling: what you're looking for is f3+h
L981[16:27:36] <Ordinastie> PitchBright, stop trying to guess
L982[16:27:43] <PitchBright> aight
L983[16:27:44] <heldplayer> PitchBright: Could you provide code?
L984[16:28:17] <heldplayer> Also, what are you trying to do exactly?
L985[16:28:41] <Shambling> boni, I can't for the life of me what I asked before I came inside. But thanks! :)
L986[16:28:47] <heldplayer> I'm too lazy to figure it out based on a backlog from an hour ago
L987[16:28:49] <Shambling> *remember what I asked
L988[16:29:04] <PitchBright> just making a slightly oversized inventory gui
L989[16:29:05] <PitchBright> http://pastebin.com/nB4e5b4g
L990[16:29:27] <heldplayer> Ok firstly
L991[16:29:35] <heldplayer> Why are you declaring a new xSize and ySize?
L992[16:29:47] <heldplayer> !gf xSize
L993[16:30:04] <heldplayer> Yeah those are still fields
L994[16:30:08] <boni> Shambling: you wanted blocks without harvest level. so.. go and activate advanced tooltips
L995[16:30:19] <Ordinastie> lol, see, that's what you learn java before modding... :s
L996[16:30:23] <Shambling> ah ok. Yeah now I remember
L997[16:30:39] <Shambling> now I'm messing around with a mod called dig. Going to see if I can make it drop village eggs when I right click blocks of emerald
L998[16:30:43] <heldplayer> Remove your own declarations of xSize and ySize in the class body and change the values of the parent class in your constructor
L999[16:30:58] <heldplayer> !gf inventoryRows
L1000[16:31:15] <heldplayer> Same with inventoryRows
L1001[16:31:20] <Shambling> problem is, spawn eggs are kind of an enigma as far as how I'm supposed to use them in the declaration in the config
L1002[16:31:29] <alexiy> PitchBright: you must set xSize and ySize in the initGui(), not the constructor
L1003[16:31:36] <Shambling> I have minecraft:spawn_egg:{EntityTag:{id:Wolf}}
L1004[16:31:51] <heldplayer> alexiy: is it in initGui? I thought constructor
L1005[16:33:28] <alexiy> no, xSize and ySize values in initGui() differ from those in constructor
L1006[16:33:48] <diesieben07> setting them in the constructor is fine
L1007[16:33:52] <heldplayer> What the fuck kind of ad is that pastebin https://ss.heldplayer.blue/pPukbERC
L1008[16:34:01] <diesieben07> you just cannot use guileft/guitop before initGui
L1009[16:34:41] <PitchBright> Ordinastie: I asked you earlier, if you had a good java book I should read
L1010[16:34:50] <PitchBright> before messing with Minecraft
L1011[16:34:59] <Ordinastie> I don't know books
L1012[16:35:05] <PitchBright> how did you learn?
L1013[16:35:08] <heldplayer> Behold http://pastebin.com/FD5WP4WK
L1014[16:35:10] <Subaraki> last thing to solve fot the tabs is a lighting issue
L1015[16:35:54] <heldplayer> I'd wager you wouldn't even need to override drawGuiContainerBackgroundLayer OR drawGuiContainerForegroundLayer
L1016[16:36:12] <Ordinastie> in a school
L1017[16:36:29] <Subaraki> i learned for the interwebs PitchBright
L1018[16:36:33] <Ordinastie> but you should be able to find resources on the net
L1019[16:36:34] <Subaraki> and trough trial and error
L1020[16:36:55] <Subaraki> hence why i still get yelled at here, but know my way around in java
L1021[16:37:06] <Subaraki> learning everyday =)
L1022[16:37:20] <Ordinastie> problem is, many consider they know programming because they know if and while
L1023[16:37:24] <alexiy> heldplayer: what if the player resizes the screen?
L1024[16:37:32] <heldplayer> Nothing happens
L1025[16:37:38] <PitchBright> so I should go drop several grand to take a course at an institution, to be qualified to muck around with Minecraft?
L1026[16:37:55] <Subaraki> i know i can't code.
L1027[16:38:00] <Subaraki> i'm missing a lot of stuff
L1028[16:38:29] <Subaraki> performance stuff has only started to get into my perspective 2 years ago
L1029[16:38:33] <Subaraki> and i'm still learning on threading
L1030[16:38:37] <heldplayer> alexiy: xSize and ySize are regarding the GUI drawn inside the window, not the size of the window itself
L1031[16:38:43] <IoP> threading is a sin!
L1032[16:38:52] <IoP> it breaks everything!
L1033[16:39:09] <Ordinastie> PitchBright, not necessarily, but at least spend way more time learning the basics with resources from the net
L1034[16:39:11] <heldplayer> Which is why it's declared in GuiContainer
L1035[16:39:27] <Subaraki> in a gui(container), width and height are the screen sizes, guiTop and guiLeft where the texture starts drawing
L1036[16:39:33] <PitchBright> dude, I'm sitting here 14hrs a day... trying to get good at this stuff
L1037[16:39:35] <TangentDelta> I just learned C. A lot of things from C are easily transferred to Java, along with a bunch of other languages.
L1038[16:39:52] <Subaraki> and xSize and ySize the size of the gui starting from guiTop and guiLeft
L1039[16:39:58] <Subaraki> and most likely the size of the texture
L1040[16:40:11] <heldplayer> Yes ^
L1041[16:40:12] <PitchBright> and you act like I'm supposed to go read a book, and fkn absorb everything... THEN open an IDE
L1042[16:40:24] <Ordinastie> yet 100% of your questions here can be answered by yourself by debugging
L1043[16:40:31] <TangentDelta> Java has a lot of things built into it that make OO stuff possible.
L1044[16:40:31] <Subaraki> you don't need shoes to run, but it fucking helps
L1045[16:40:33] <Subaraki> :D
L1046[16:40:52] <heldplayer> I learned programming on my own by experimenting and believe me the first few years were slow
L1047[16:40:52] <PitchBright> nobody... and I mean nobody... learns this stuff, without having some kind of active project, to mess around on and see the actual effects of their changes
L1048[16:40:55] <Subaraki> if that was rune sorry ._.
L1049[16:41:10] <PitchBright> so Minecraft... is my chosen project
L1050[16:41:17] <Subaraki> i at one point started making a game in java swing
L1051[16:41:21] <Ordinastie> PitchBright, and my point is MC is the absolute worst to learn
L1052[16:41:23] <Subaraki> a 2 year project i messed around in a lot
L1053[16:41:25] <Subaraki> i loved it
L1054[16:41:27] <Subaraki> learned a lot from that
L1055[16:41:31] <heldplayer> But then I had programming classes (in VB.net ewww) and I already know how to program so ¯\_(ツ)_/¯
L1056[16:41:43] <Subaraki> minecraft is nice to pick up basiss if yo'ure making an item and making it interact etc
L1057[16:41:59] <Ordinastie> Subaraki, no it's not
L1058[16:42:03] <PitchBright> no.. that's not your point... your point is to sit there and sling shit at anybody who comes along and you think knows less about this stuff than you
L1059[16:42:21] <Subaraki> well, that's how i picked up the basics
L1060[16:42:29] <Subaraki> trough tutorials and tinkering about
L1061[16:42:30] <heldplayer> Well technically speaking you do know less about it than he does
L1062[16:42:59] <PitchBright> ya for sure, and I'd never debate it.... and I've also never claimed to have a clue as to what i'm doing...
L1063[16:43:04] <PitchBright> but that doesn't make me a shit-eater
L1064[16:43:25] <Subaraki> no indeed, but ordi has a cache personality
L1065[16:43:32] <Subaraki> doesn't bother to tell what he really thinks :P
L1066[16:43:41] <heldplayer> Wait did he say shit-eater?
L1067[16:43:55] <PitchBright> I don't care what his eccentricities are... I'm not a punching bag.
L1068[16:44:17] <heldplayer> Calm down, as far as I've seen nobody called you any names
L1069[16:44:26] <PitchBright> Sick of watching him do that to other people all day long.
L1070[16:44:49] <PitchBright> Naw man, it's garbage. It's childish.
L1071[16:44:51] <Ordinastie> lol
L1072[16:45:03] <PitchBright> It reeks of insecurity
L1073[16:45:14] <heldplayer> Uhhhhhhhh
L1074[16:45:27] <alexiy> I'd advise anyone who starts modding without knowledge of Java make a fully working application first.
L1075[16:45:46] <Ordinastie> who have time to learn java when they want to make cool mods
L1076[16:46:17] *** Darkhax is now known as Darkhax_AFK
L1077[16:46:33] <Ordinastie> and if you ask here long enough, you're bound to have someone give you the required piece of code you need
L1078[16:46:39] <heldplayer> I'm just gonna say learn to program with something simpler (it's always fun to tinker around with something basic like for example making a calculator or something). Minecraft is pretty hard to learn to program if you're wanting to mod, making plugins using Bukkit or Sponge is a lot less hard and even that's not as easy as you'd hope
L1079[16:46:45] * Ordinastie stares at ghz|afk
L1080[16:46:45] <infinitefoxes_> if you want to get anywhere without pasting code from forums for every line of code you need, learning Java first might be an idea
L1081[16:46:55] <IoP> What was the discussion yesterday about implementing methods for interface/abstract class?
L1082[16:46:57] <PitchBright> I don't want code handed to me. I'm looking for understanding. Re-read all of my questions I've ever asked in here.
L1083[16:47:54] <PitchBright> And for what it's worth, I sit here and read what you guys say all day long, even if I'm not involved in the conversation or it doesn't apply to what I'm doing....
L1084[16:48:18] <PitchBright> I check out your pastebins and your gists, and your gifs... with the intent of learning and understanding what you're talking about.
L1085[16:48:27] <heldplayer> That's good
L1086[16:48:41] <Subaraki> it is indeed
L1087[16:49:09] <Subaraki> PitchBright, ask me a question about java, the first thing that pops in your head
L1088[16:49:35] <IoP> it should be more effective to learn basics of object oriented programming before you try to extend or implement anything. Or are you checking every keyword when you see them in the examples?
L1089[16:49:45] <PitchBright> I thought that's the sorta thing thta should go without saying... but often mine and other questions are greeted with LOL, Learn coding by this guy.
L1090[16:49:51] <heldplayer> I just want to repeat that learning to code can be a slow process, took me long enough before my code was decent and even longer before it had any sort of quality. So don't fret if it doesn't come fast
L1091[16:49:53] <PitchBright> And i'm sayin' that's not right.
L1092[16:50:16] <IoP> it's simple: LOL learn the basics
L1093[16:50:35] <Ordinastie> thing is, learning to code requires reading code
L1094[16:50:43] <Ordinastie> and LOTS of it
L1095[16:50:49] <Ordinastie> and MC code is bad
L1096[16:50:51] <Ordinastie> like really bad
L1097[16:50:52] <Subaraki> next time we'll reply with something more direct if you want, like 'that has to do with [...], you should read up on that"
L1098[16:50:53] <alexiy> anyway, you should show your Gui code, because currently we don't know how are you actually coding
L1099[16:50:54] <heldplayer> A good idea might be to avoid chats with people like that tbh, this channel isn't friendly for people who don't know how to code (tbh there's places dedicated to helping people to learn to code)
L1100[16:51:06] <Subaraki> Ordinastie has a point there
L1101[16:51:21] <IoP> If you don't know hwat method implementation does you should not write a class which implements or extends other classes.
L1102[16:51:33] <Subaraki> eventhough it's a game and you can ess around with it, minecraft is coded with two left hands
L1103[16:51:36] <Ordinastie> that's why you can't really come into modding with nearly no programming knowledge, hoping to learn on the fly
L1104[16:51:37] <heldplayer> This channel has never been and never will be for help with learning to code unfortunately
L1105[16:51:38] <Ordinastie> that doesn't work
L1106[16:51:40] <PitchBright> Fair enough. And when you guys say implement or abstract. I google the hell out of it.
L1107[16:51:58] <Subaraki> Ordinastie, I wish to differ, that's how I learned it
L1108[16:52:01] <Subaraki> the hard way yes
L1109[16:52:10] <Subaraki> and i did read upon java and watched many videos
L1110[16:52:17] <Subaraki> to know the how and what
L1111[16:52:33] <Subaraki> but the java tutorials on the web for minecraft (basicly copying, ik, sorry)
L1112[16:52:54] <Subaraki> gave me a first impression and troughout messing about with that i slowly came to realize how it worked
L1113[16:53:03] <Subaraki> then again, we don't all work the same way
L1114[16:53:08] <Ordinastie> and I'll sound like a dick (again), but I would argue about what you consider "learned"
L1115[16:53:19] <Subaraki> yes i know ...
L1116[16:53:36] <PitchBright> I try not to ask Java questions, I try to keep it MC related stuff... so you guys don't get bothered by my newbness anymore than it is painfull obvious I am newb. So I save the Java questions for google as much as possible, and just try to understand how one thing connects to another in MC, and if, after several hours of trying like hell to see the dots connect... I can't... then I'll float a question
L1117[16:53:36] <PitchBright> about it in here.
L1118[16:53:36] <Subaraki> i blame my language barrier to me explaining stuff like shit
L1119[16:53:39] <Subaraki> sometimes
L1120[16:53:43] <IoP> Ordinastie: well d'oh. implements mean is implementing something!
L1121[16:53:45] <Subaraki> and people getting wrong impressions
L1122[16:53:53] <Subaraki> but yes, my coding is like minecraft level
L1123[16:54:02] <Subaraki> it works, but you don't wanna know why and how
L1124[16:54:14] <PitchBright> Learning is Understanding... not "memorizing" what somebody else told you. That's how I define "learned".
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L1126[16:55:02] <IoP> So learning does not include getting things in your long term memory?
L1127[16:55:06] *** fry is now known as fry|sleep
L1128[16:55:13] <Ordinastie> Subaraki, this "works" too : https://github.com/sokratis12GR/MoreDimensions/blob/master/src/main/java/sokratis12GR/MoreDimensions/MoreDimensions.java#L137-L280
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L1131[16:55:46] * Subaraki dies inside a bit
L1132[16:55:48] <ghz|afk> Ordinastie: AAAH, I klnow it's halloween but linking that is evil!
L1133[16:55:55] <ghz|afk> -l
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L1135[16:56:22] <Subaraki> well, i remember i once added a shit ton of recipes for all variants of 3 different gems + on tool, from 1 up to 8 gems
L1136[16:56:24] <Subaraki> ....
L1137[16:56:30] <Subaraki> untill i found out loops are a thing
L1138[16:56:57] <Subaraki> why the fuck does he check for the same thing over and over again ???
L1139[16:57:00] <Subaraki> like wth ?
L1140[16:57:26] <Subaraki> make a list with providers and itterate over them ?!
L1141[16:57:29] <Subaraki> who coded this ??
L1142[16:57:42] <Subaraki> that code just gave me cancer ._.
L1143[16:57:46] <Subaraki> i'm pretty sure of it
L1144[16:58:08] <Subaraki> also, PitchBright , seen the link ?
L1145[16:58:17] <Subaraki> what would you to make it better ? =)
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L1147[16:58:22] <Subaraki> tell us what you learned so far
L1148[16:59:33] <IoP> wtf I'm reading?
L1149[16:59:34] <PitchBright> man i don't wanna sit here and take a pop quiz... not after the last couple of days of having you and someone take a shit all over my code
L1150[17:00:12] <infinitefoxes_> Ordinastie: what on earth is that...
L1151[17:00:19] * AshIndigo is mildly interested in whatever is happening
L1152[17:00:23] <Subaraki> did i shit on your code ?
L1153[17:00:23] <infinitefoxes_> not to be an elitist but good grief
L1154[17:00:31] <infinitefoxes_> looks like someone doesn't understand what's going on at all
L1155[17:00:32] <Subaraki> you said yourself it was a rat's nest
L1156[17:01:02] <TangentDelta> 404 :(
L1157[17:01:05] <Subaraki> i said you'd be better of rewriting it, as for what you described could be, imo, solved with a couple of methods in the entity
L1158[17:01:30] <Subaraki> lol AshIndigo, late comer as always x)
L1159[17:01:40] <PitchBright> re-read that convo Subs... and see if you can't see my POV
L1160[17:01:45] <Subaraki> or however one would say that in english ...
L1161[17:01:56] <Subaraki> i defintly can imagine your pov
L1162[17:02:04] <heldplayer> Ordinastie: I think I just puked a little inside because of that link
L1163[17:02:10] <AshIndigo> That's what I get for not making sure my irc app is working
L1164[17:02:12] <TangentDelta> Oh my word...
L1165[17:02:13] <Subaraki> been there, done that. i try to be as helpfull and gentle as i can be
L1166[17:03:20] <Subaraki> on the other hand, we dont have your code in front of us
L1167[17:03:41] <Subaraki> and the few people that answered you all have a different approach in solving it
L1168[17:03:42] <Subaraki> so yeah
L1169[17:03:48] <Subaraki> you get more then one solution on hands
L1170[17:04:14] <PitchBright> I got told what to do...
L1171[17:04:15] <Subaraki> trust me, Ordinastie, me and ghz|afk have been argueing the past days over a pr i'm making
L1172[17:04:20] <PitchBright> but look back on my original question
L1173[17:04:31] * Subaraki doesn't have lgos, sorry
L1174[17:04:34] <heldplayer> Good god https://github.com/sokratis12GR/MoreDimensions/blob/master/src/main/java/sokratis12GR/MoreDimensions/biomes/GlassWorld.java
L1175[17:04:37] <Subaraki> what was the original question ?
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L1177[17:04:49] <infinitefoxes_> that file makes me sad
L1178[17:05:04] <infinitefoxes_> and I'm sure whatever IDE they're using is equally sad
L1179[17:05:20] <AshIndigo> Wtf happened to that
L1180[17:05:20] <PitchBright> actually it wasn't even a question, it was just an observation, maybe he could confirm or deny
L1181[17:06:12] <Subaraki> really can't remember :s i code about 10 hours myself everyday, if not more
L1182[17:06:13] <PitchBright> What i was saying was that the mouse-clicking handles a little differently once it gets to the boundaries of the default gui size, despite my having changed the gui size
L1183[17:07:00] <Subaraki> does it ?
L1184[17:07:08] <heldplayer> PitchBright: Unfortunately I don't think you're actually changing the GUI size, but rather you're changing the values of xSize and ySize declared in your class
L1185[17:07:16] <Subaraki> been working with gui's for the past week, didn't see anything like it
L1186[17:07:25] <PitchBright> yeah... that's what I was thinking too heldplayer
L1187[17:07:26] <heldplayer> You don't need to declare those in your class as they're already declared in the parent class
L1188[17:07:37] <Subaraki> ^
L1189[17:07:47] <Subaraki> modify them in the constructor
L1190[17:07:51] <infinitefoxes_> iirc, re-declaring them hides the parent class' variables, right?
L1191[17:07:55] <heldplayer> And I think the JVM won't look at whether a field got overridden or not
L1192[17:08:13] <Subaraki> both are right ^
L1193[17:08:23] <IoP> basics of OOP?
L1194[17:08:27] <heldplayer> infinitefoxes_: it does hide them, but that also comes with the fact that the parent class doesn't know of the ones hiding them
L1195[17:08:28] <Subaraki> mygui()this.xSize = 100; this.ySize = 100;
L1196[17:08:39] <PitchBright> I believe they're protected in the parent (if I"m saying that correctly)
L1197[17:08:50] <Subaraki> protected means you can use them withing children
L1198[17:08:55] <Subaraki> private is 'unreachable'
L1199[17:09:01] <Ordinastie> IoP, hey there, don't be a dick!
L1200[17:09:02] <PitchBright> oh okay
L1201[17:09:06] <Subaraki> public can be used by all if an instance is available
L1202[17:09:17] <Subaraki> lol Ordinastie
L1203[17:09:21] <AshIndigo> That's #ftb rules
L1204[17:09:52] <TangentDelta> Mmm...what can I screw up horribly today!
L1205[17:09:57] <IoP> but I was making question. ;)
L1206[17:10:00] <heldplayer> For a good basic explanation of public, private and protected: https://docs.oracle.com/javase/tutorial/java/javaOO/accesscontrol.html
L1207[17:10:00] <AshIndigo> Even though I still have no idea how he's a dick
L1208[17:10:18] <heldplayer> With an added bonus of package private
L1209[17:10:31] <PitchBright> I keep googling the differences, I haven't learned them yet.
L1210[17:10:38] <IoP> AshIndigo: Honestly I was. If you see my previous comments.
L1211[17:10:53] <TangentDelta> What the heck is the deal with espernet? I think it's trying to use unicode characters that my client does not support.
L1212[17:10:58] <Subaraki> PitchBright, the naming should aid a lot
L1213[17:11:07] <Subaraki> private : only mine (in refered class)
L1214[17:11:11] <AshIndigo> I just got back on irc so I see 3 comments from you
L1215[17:11:18] <Subaraki> protected : mine, but also my relatives
L1216[17:11:22] <PitchBright> I spent 3 days trying to figure out why all my entities were changing simultaneously... and I got into reading up on singetons and instances... static fields, etc
L1217[17:11:23] <Subaraki> public : share w/ everyone
L1218[17:11:36] <Subaraki> ah yeah static fields
L1219[17:11:46] <Subaraki> took me a while to grasp that concept
L1220[17:12:23] <PitchBright> thans for link heldplayer
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L1222[17:12:38] <PitchBright> handy little chart at the top :)
L1223[17:12:54] <heldplayer> The term for them is "Access modifiers" because they change the way access happens to members
L1224[17:12:56] <PitchBright> thanks*
L1225[17:13:01] <heldplayer> np :)
L1226[17:13:15] <IoP> I thought you did not want to read tutorials. I could have linked some page.
L1227[17:13:34] <PitchBright> wtf are you talking about?
L1228[17:13:35] <heldplayer> Members is the collection of fields and methods of a class btw
L1229[17:13:47] <Subaraki> does anyone know what the zlevel in gui's do ?
L1230[17:14:03] <Subaraki> something with layer rendering i supposed
L1231[17:14:05] <heldplayer> Subaraki: Changes the z argument used when drawing pieces of the GUI
L1232[17:14:13] <TangentDelta> I'm guessing that's the layer the element is rendered at?
L1233[17:14:16] <heldplayer> So yeah, layered rendering
L1234[17:14:18] <Subaraki> how important is it ?
L1235[17:14:31] <heldplayer> Depends on how complex your GUI is
L1236[17:14:43] <TangentDelta> If you have a button at a higher Z level than a background element I'm assuming it would be rendered over it.
L1237[17:14:45] <Subaraki> the RenderItem one is publicly available, the gui's not
L1238[17:14:55] <TangentDelta> I've never messed with GUIs before.
L1239[17:15:03] <Subaraki> nah, that's the drawing order
L1240[17:15:10] <heldplayer> It's mostly important when you start rendering 3D stuff in your GUI
L1241[17:15:14] <Subaraki> i think it has more something to do with zplane concurency ?
L1242[17:15:18] <heldplayer> For example the player GUI
L1243[17:15:21] <Subaraki> aaah
L1244[17:15:24] <Subaraki> or an item or block
L1245[17:15:27] <Subaraki> which i'm doing
L1246[17:15:27] <TangentDelta> Oky.
L1247[17:15:29] <heldplayer> Don't want your background to clip the entity
L1248[17:15:35] <Subaraki> indeed
L1249[17:15:40] <heldplayer> Or items on your cursor moving through it
L1250[17:15:42] <TangentDelta> Or...maybe you want it to.
L1251[17:15:46] <Subaraki> my blocks renderer lack lighting
L1252[17:15:48] <heldplayer> TangentDelta: Maybe
L1253[17:15:58] <Subaraki> was wondering if that is because the zlevel hasn't been changed
L1254[17:16:06] <Subaraki> (because i can't reach it outside of the gui)
L1255[17:16:08] <TangentDelta> Lol, screamer jumpscare that pops out from behind your UI.
L1256[17:16:32] <PitchBright> lop when have I ever said I didn't want to read a tutorial?
L1257[17:16:34] <TangentDelta> Just going through your chest...suddenly creeper walks out from behind the UI and blows up.
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L1263[17:35:00] <PaleoCrafter> hm, is there any current skyblock mod pack? (current = 1.10.2 :P)
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L1266[17:44:34] <TangentDelta> Not yet :(
L1267[17:44:43] <TangentDelta> Well, none that I'm aware of at least.
L1268[17:45:32] <shartte> Most of the necessary mods seem to be coming into existance though...
L1269[17:45:35] <shartte> So maybe soon
L1270[17:58:30] <TangentDelta> Gosh dangit, I can't find any information about the 65EL02 other than what instructions it has...
L1271[17:58:34] <TangentDelta> Argh.
L1272[17:59:08] <TangentDelta> Of course I can't disassmelbed Eloraam's original OS she wrote for it to determine the architecture since there isn't a 65EL02 disassembler.
L1273[17:59:50] <TangentDelta> From what I disassemled by hand, it looks like it has some sort of MMU, and a lot of "make-things-easier" instructions.
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L1275[18:00:19] <TangentDelta> I have no idea what a lot of these registers do that I pulled from the NBT data.
L1276[18:01:07] <TangentDelta> I might be better off just writing my own 6502 emulator rather than basing it on Eloraam's design...
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L1286[18:25:16] <Shambling> sky exchange is really good
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L1290[18:30:08] <Shambling> lol sorry PaleoCrafter, you asked that over an hour ago
L1291[18:30:55] <Shambling> so question TangentDelta, are you trying to recreate computercraft, or make a similar mod?
L1292[18:33:08] <Shambling> I'm very confused, harvest tweaks was working earlier to where if I wasn't holding a tool, I couldn't harves tanything with my fists.
L1293[18:33:24] <Shambling> now I'm back to punching logs, and I had it rebuild the configs where I shouldn't be able to :|
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L1295[18:43:07] <TangentDelta> Shambling: No. Not really. I just love the 6502 processor and want a mod that adds it to MC.
L1296[18:43:46] <TangentDelta> Something like CC or OC is far easier to write programs on. I guess I just hate myself a little?
L1297[18:44:38] <Shambling> if I remember my computer science classes and programming OS'es and programming languages... yes, yes you do
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L1299[18:47:21] <TangentDelta> Well...I'm not saying I'd like to run a Commodore 64 in Minecraft but it'd be nice.
L1300[18:47:41] <TangentDelta> I don't think it could happen. Too many quirks of the hardware.
L1301[18:48:04] <TangentDelta> Now, a simple 6502 trainer system like the AIM-65 or KIM-1 are more in my grasp.
L1302[18:48:18] <TangentDelta> Or...I could go for a Z80 and have CP/M in minecraft...
L1303[18:48:37] <TangentDelta> Mmm...CP/M would mean minimal work on my end to get a functioning OS.
L1304[18:49:07] <TangentDelta> Just write my own BIOS and run it as-is on my simulated hardware.
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L1307[18:51:32] <TangentDelta> Again, I hate myself.
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L1314[19:31:18] <diesieben07> anyone somewhat good with SQL join painfulness? :D
L1315[19:32:07] <tterrag|ZZZzzz> I've been using SQL for 2 months now
L1316[19:32:11] <tterrag|ZZZzzz> so I'm pretty much an expert
L1317[19:32:14] <Ordinastie> lol
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L1319[19:32:54] <diesieben07> ok i got this thing: http://pastebin.com/RjcrQwRt
L1320[19:33:06] <diesieben07> friends is a table with player1 and player2 being IDs from the players table
L1321[19:33:27] <diesieben07> and i am basically trying to get the mojangIds for all friends of a player
L1322[19:33:37] <tterrag> what's the significance of `WHERE friends.player2 = 3` ?
L1323[19:33:39] <diesieben07> question now is... could i optimize that thing so i dont have to join twice?
L1324[19:33:46] <diesieben07> 3 is the ID of the player who's friends i want
L1325[19:33:49] <tterrag> ah
L1326[19:33:54] <Ordinastie> you can OR inside the JOIN clause
L1327[19:34:03] <tterrag> mhm
L1328[19:34:05] <diesieben07> yes, i can
L1329[19:34:07] <Ordinastie> INNER JOIN friends ON players.id = friends.player1 OR players.id = friends.player2
L1330[19:34:34] <diesieben07> but then i need a separate WHERE clause for both
L1331[19:34:58] <diesieben07> because if the searched ID (3 in this case) is found in player1 then i want player2's ID
L1332[19:35:02] <Ordinastie> ah right, you need to join twice
L1333[19:35:06] <diesieben07> and if the searched id is found in player2 then i want player1
L1334[19:35:16] <Ordinastie> I assure id != mojangId
L1335[19:35:21] <diesieben07> yes yes
L1336[19:35:22] <Ordinastie> *assume
L1337[19:35:28] <diesieben07> mojangId is just the thing i want in the end, from the players table
L1338[19:35:35] <diesieben07> could as well be name or whatever
L1339[19:35:53] <Ordinastie> lemme think
L1340[19:35:56] <Ordinastie> (been a long time)
L1341[19:36:08] <diesieben07> this is my table setup: http://i.imgur.com/yit9OQG.png
L1342[19:36:29] <TangentDelta> So...the stupid bytes in Java are signed.
L1343[19:37:18] <TangentDelta> This is potentially problematic...
L1344[19:37:27] <diesieben07> TangentDelta, UnsignedBytes class from guava
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L1349[19:43:19] <TangentDelta> I needed 256 "case:"es to decode the instruction, so I wrote a quick Lua script to generate it for me.
L1350[19:43:31] <diesieben07> o.O wtf are you doing
L1351[19:43:38] <TangentDelta> CPU.
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L1353[19:44:32] <diesieben07> please don't use a case: for that... use some kind of array with an "Instruction" object in there
L1354[19:44:35] <diesieben07> OOP pls :P
L1355[19:45:55] <TangentDelta> So...an object for each instruction?
L1356[19:46:08] <TangentDelta> Hmm.
L1357[19:46:41] <TangentDelta> That's a lot of classes...
L1358[19:47:20] <diesieben07> lambdas?
L1359[19:48:48] <TangentDelta> Those are neat. Never knew they existed.
L1360[19:50:35] <diesieben07> lol
L1361[19:50:53] <TangentDelta> A big switch statement is how this kind of thing is classically implemented. I can't think of any way to do this in an OOP way. Maybe there's something I'm missing?
L1362[19:51:27] <diesieben07> OOP way would be lots of classes :P
L1363[19:51:52] <TangentDelta> At the bare minimum I'd have to pass my CPU TE instance to the instruction decode object so that it can read/write the registers, memory, etc.
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L1365[19:52:55] <TangentDelta> I tried implementing it with a huge conditional matrix using some psuedo-OOP in Lua a long time ago. Due to the nature of the CPU the code ended up very spaghettified.
L1366[19:54:13] <TangentDelta> With lambdas, I'd need just one class with one "CPUInstruction" interface. Can you build a matrix of lambdas and call them blindly?
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L1368[19:54:55] <TangentDelta> Like...InstructionMatrix[MyCurrentInstruction](this)?
L1369[19:55:02] <diesieben07> you can think of lambdas as syntax sugar for anonymous classes
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L1371[19:55:13] <diesieben07> they work differently udner the hood, but that does not matter
L1372[19:55:39] <TangentDelta> But then, lots and lots of lambdas. Is it more efficient than just the huge switch statement?
L1373[19:56:13] <diesieben07> Not really
L1374[19:56:22] <diesieben07> performance wise... probably the same or slightly worse
L1375[19:56:28] <diesieben07> but a switch statement is super ugly
L1376[19:56:47] <TangentDelta> I'm planning on just having each instruction exist on one line.
L1377[19:57:01] <diesieben07> i guess
L1378[19:57:38] <TangentDelta> So...case 0x69: adc(readMem()); break;
L1379[19:58:02] <diesieben07> i guess that's alright :D
L1380[19:58:32] <TangentDelta> If I structure it correctly, I'll just end up with lots of round brackets.
L1381[20:01:39] <TangentDelta> The annoying part will be, multiple read()s for each type of addressing method. Indirect, x, y, absolute...
L1382[20:01:49] <TangentDelta> I'll cross that bridge when I come to it :P
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L1394[20:26:42] <TangentDelta> Yay just documented all 256 possible instructions...
L1395[20:26:57] <TangentDelta> I'll start sorting them tomorrow I guess.
L1396[20:27:14] <TangentDelta> I want all addition, subtraction, etc. grouped together.
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L1424[21:42:58] <PitchBright> That's my next little project... doin' mysql and minecraft... sorta like what diesieben's doin'... with player's knowing each other and whatnot
L1425[21:43:57] <PitchBright> That'll be my introduction to sql.
L1426[21:45:51] <PitchBright> I hope to have it figured out by oh... 2021.
L1427[21:46:38] <Lord_Ralex> sql is not too bad
L1428[21:47:14] <PitchBright> I hope it's easier than java XD
L1429[21:48:42] <kasheeeek> Use something like HikariCP (https://github.com/brettwooldridge/HikariCP) then, PitchBright
L1430[21:49:38] <PitchBright> aight cool... I'll check it out for sure
L1431[21:49:42] <PitchBright> thanks mang
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