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L3[00:20:35] *** cpw is
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L12[01:54:43] <ghz|afk> [23:46]
(diesieben07): Ok, so Minecraft actually activates buttons on mouse
*down* contrary to any other GUI stuff i have seen. should I mimic
that or "fix" it?
L13[01:54:45] <ghz|afk> wat
L14[01:54:50] <ghz|afk> that's not
true
L15[01:55:14] <ghz|afk> wait
minecraft
L16[01:55:15] <ghz|afk> nevermind
L17[01:55:18] *
ghz|afk is sleepy
L18[01:55:35] *
ghz|afk somehow read Microsoft
L19[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161121 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161121-1.11.zip
(mappings = "snapshot_20161121" in build.gradle).
L21[02:00:17] <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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L397[02:33:26] <Koward> Anyone knows how
one should replace World.canBlockBePlaced ?
L398[02:33:33] <Koward> (in 1.11)
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L400[02:37:39] ***
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L406[02:46:48] <Koward> (if anyone ever
asks, the answer was World.mayPlace)
L407[02:51:24] <Subaraki> (thanks)
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L409[02:58:23] <gigaherz|work> (why are we
whispering?)
L410[02:59:32] <AshIndigo_> (why
not?)
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L414[03:10:37] <LatvianModder> WHY IS MY
WISPERING VERY LOUD?!
L415[03:11:20] <LatvianModder> I had a
thought about making a mod called "ixks". No idea what it
should be about, but I like the sound of the name
L416[03:11:36] <LatvianModder> (read as
one word, not individual letters)
L417[03:14:12] <gigaherz|work> no idea how
to read that
L418[03:14:23] <AshIndigo_> Icks is how I
read it
L419[03:15:06] <AshIndigo_> With an
emphasis on ck sounding like x
L420[03:15:34] <LatvianModder> "no
idea how to read that" you solved the puzzle, you get a cookie
:D
L421[03:15:42] <gigaherz|work> problem is,
my native languages are Catalan and Spanish, so for me the
"x" sortof sounds like "ks" by itself
L422[03:16:41] <LatvianModder> in latvian
X is "iks" and when I throw in those letters, its
qonfusing
L423[03:16:56] <gigaherz|work> (in
catalan, the x sounds like 'ks' unless it has an i befor it, in
which case it sounds like "ish")
L424[03:17:10] <gigaherz|work> yep we call
it "iks" too ;P
L425[03:17:21] <LatvianModder> Just like
in english there is no C, just S or K
L426[03:17:37] ***
AshIndigo_ is now known as AshIndigo
L427[03:17:57] <gigaherz|work> what's
"c" supposed to be, though?
L428[03:18:08] <gigaherz|work> in spanish
the c can sound like a "z" or "k"
L429[03:18:10] <LatvianModder> The only
word where C is itself I can think of is "cancel", 2nd
C
L430[03:18:20] <gigaherz|work> second c is
an s
L431[03:18:24] <gigaherz|work>
"kansel"
L432[03:18:57] <LatvianModder> Hmm yeah,
ok. Do you know russian?
L433[03:19:06] <gigaherz|work> not at
all
L434[03:19:22] <gigaherz|work> IPA(key):
/ˈkænsl/
L435[03:20:21] <LatvianModder> I just
looked at dictionary and I can't find a word that would perfectly
describe C alone.. Its always either K or S.. WHY ENGLISH
L436[03:21:13] <LatvianModder> In latvian,
every letter sounds like its written alone, and I think only 1 or 2
have exceptional cases where it sounds different. We also have 33
letters for each sound but its a lot less confusion
L437[03:21:27] <gigaherz|work> spanish is
very phonetic, too
L438[03:21:28] <LatvianModder> I think
latvian is one of the Top 10 hardest languages? Not sure, gotta
check that
L439[03:21:45] <gigaherz|work> the vowels
are really straightforward
L440[03:21:51] <gigaherz|work> we have one
sound for a,e,i,o,u
L441[03:21:54] <gigaherz|work> and just
one
L442[03:23:03] <gigaherz|work> in catalan,
though, we have a, è, é, the neutral a/e, i, ò, ó, u
L444[03:24:55] <LatvianModder> in english,
none of the vowels sound like they are written
L445[03:25:26] <LatvianModder> A sounds
like E, E sounds like I, I sounds like AI, O sounds like OU, U
sounds like You :D
L446[03:26:20] ***
Keridos|away is now known as Keridos
L447[03:28:24] <gigaherz|work> french
iscrazy too
L448[03:29:01] <LatvianModder> I still
vote for English to be language of the world
L449[03:29:40] <IoP> finnish!
L450[03:29:54] <LatvianModder> And ditch
all translations in technologies - I hate that people translate
stuff, I'm all for united world progress and more people translate,
less anyone cares about having one language
L451[03:30:00] *
AshIndigo can only speak english
L452[03:30:41] <LatvianModder> Or like.. 4
languages - english, russian, chineese, spanish
L453[03:31:13] <gigaherz|work> I like the
variety
L454[03:31:19] <gigaherz|work> the
languages carry history with them
L455[03:34:46] <LatvianModder> Pfft, who
needs history, we should think about future
L456[03:34:49] <LatvianModder> Besides,
wikipedia, the most accurate source of information is there for
you! /s
L457[03:35:00] <gigaherz|work> those who
forget history are doomed to repeat it
L458[03:35:39] <gigaherz|work> those who
learn history are doomed to watch powerlessly as the vast majority
repeat it regardless
L459[03:35:43] <LatvianModder> I think
thats mathematically provable
L460[03:36:10] <LatvianModder> So better
not knowing it and save you the pain
L461[03:38:44] ⇦
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L466[04:09:37] <copygirl> Aww...
apparently onBlockHarvested fires after getDrops..?
L467[04:10:08] <immibis> yes, it's one of
the stupidest decisions in forge and/or minecraft
L468[04:10:21] <immibis> wait i'm thinking
of the other way around
L469[04:10:28] <immibis> never mind
L470[04:12:07] <copygirl> The naming is
just weird.
L471[04:12:20] <copygirl> I think I'm
supposed to use onBlockDestroyed or something.
L472[04:12:31] <copygirl> Or I might be
reading things wrong.
L473[04:13:15] <copygirl> Nevermind,
that's just the event that fires after the drops.
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L475[04:13:45] <copygirl>
ForgeEventFactory.fireBlockHarvesting =>
BlockEvent.HarvestDropsEvent, assumed it also called
onBlockHarvested.
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L477[04:20:52] <gigaherz|work> copygirl:
check the flower pot, forge has a workaround for it
L478[04:20:58] <gigaherz|work> but it only
works for blocks you implement
L479[04:22:42] <gigaherz|work> wait I made
the same comprehension mistake as immibis XD
L480[04:23:44] <copygirl> I'm seriously
confused. I can't for the life of me figure out where getDrops is
called in relation to onBlockHarvested.
L481[04:25:33] <Marenthyu> i do not know,
but logically it should be called within onBlockHarvested, which
afterwards calls destroyBlock? (or similar)
L482[04:27:05] <Katrix> Anyone know if
there is an easy way to specify no texture in the model file for an
item?
L483[04:27:19] <Katrix> Or do I have to
include an empty png?
L484[04:31:59] <copygirl> I remember that
being a thing in a previous version.
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L486[04:45:00] <gigaherz|work> Katrix: yo
ucan use minecraft:white
L487[04:45:10] <gigaherz|work> unless you
want it to be invisible
L488[04:45:14] <gigaherz|work> that's a
whole other store
L489[04:45:16] <gigaherz|work>
story*
L490[04:45:23] <Katrix> Ok, I guess that's
good enough
L491[04:45:46] <Katrix> It's something
that users shouldn't really get their hands on so I just need some
dummy thingy
L492[04:47:43] <Katrix> Is that white
texture a real texture that I can use for entities as well?
Currently I bundle a white texture for stuff which I color using
rendering instead
L493[04:48:10] <gigaherz|work> I think
it's just in the atlas
L494[04:49:24] <Katrix> Ah, ok
L495[04:49:28] <gigaherz|work> (you can
use the atlas, though)
L496[04:50:56] <Katrix> Oh, any pointers
on how? Does it have any advantages?
L497[04:51:43] <gigaherz|work> well it
avoids re-binding textures
L498[04:51:47] <gigaherz|work> which is a
slow operation on the gpu
L499[04:52:32] <gigaherz|work> one of the
reasons entities are laggy in mc, is that each entity is drawn
separately and by itself
L500[04:53:13] <gigaherz|work> on modern
engines, an "entity" would have a collection of
meshes
L501[04:53:21] <gigaherz|work> with each
mesh being linked to a material
L502[04:53:29] <gigaherz|work> and that
material linked to a rendering queue
L503[04:53:49] <gigaherz|work> then the
engine would filter, sort and batch
L504[04:54:04] <gigaherz|work> doing this
right is a huge part of game engine optinization
L505[04:54:19] <Katrix> I'm all for
speed
L506[04:54:23] <gigaherz|work> mc puts all
the optimization on the world grid
L507[04:54:37] <gigaherz|work> but
entities are still rendered using opengl 1.1-style display
lists
L509[04:55:17] <gigaherz|work> Iguess they
can afford it
L510[04:55:23] <gigaherz|work> since
there's so few things that are entities in mc
L511[04:55:34] <gigaherz|work> compared to
normal games
L512[04:55:55] <barteks2x> what about
particles?
L513[04:56:06] <gigaherz|work> particles
are funny
L514[04:56:08] <barteks2x> are they
rendered in similar way?
L515[04:56:17] <gigaherz|work> if you
render them as entities, they suck. badly.
L516[04:56:34] <gigaherz|work> particle
systems are usually computes as one single thing
L517[04:56:41] <gigaherz|work> on a modern
game engine
L518[04:56:47] <gigaherz|work> you'd have
an array of vectors
L519[04:56:54] <gigaherz|work> passed to
the gpu as a constant buffer
L520[04:57:02] <gigaherz|work> then each
particle sprite would have its index
L521[04:57:10] <gigaherz|work> and would
read the vertex positions from that constant buffer
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L523[04:57:35] <gigaherz|work> meaning you
don't have to compute the actual positions of the particles
L524[04:57:41] <gigaherz|work> particle
vertices*
L525[04:58:03] <gigaherz|work> you just
adjust the attribute arrays
L526[04:58:52] <barteks2x> I remember
particles in MC used to be entities, or do I remember it
wrong?
L527[04:59:06] <gigaherz|work> class
ParticleSystem { Vector3[] positions; Vector4[] colors; Vector3[]
scale; ... }
L528[04:59:09] <gigaherz|work> but in
mc
L529[04:59:17] <gigaherz|work> I'm not
sure how they do it
L530[04:59:20] <gigaherz|work> and not
quite
L531[04:59:25] <gigaherz|work> they used
to extend Entity
L532[04:59:28] <gigaherz|work> but they
weren't actual entities
L533[04:59:33] <gigaherz|work> they
weren't in the entity list
L534[04:59:43] <gigaherz|work> there was a
"Particle list" separate from the entity list
L535[04:59:44] <gigaherz|work>
client-only
L536[05:00:03] <gigaherz|work> I don't
know if/how this has changed since they removed the "extends
Entity" from them
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L538[05:02:32] <barteks2x> each particle
seems to be drawn separately here, similar to entities
L539[05:03:39] <barteks2x> actually, it
seems to be similar to what you said
L540[05:03:46] <barteks2x> about other
game engines
L541[05:15:18] <Katrix> Is the white
texture available to use in a .json file? Minecraft complains that
it can't find it.
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L546[05:33:54] <gigaherz|work> Katrix: hmm
i'm not finding it anymore
L547[05:34:20] <gigaherz|work>
nevermind
L548[05:34:23] <gigaherz|work> public
static final class White extends TextureAtlasSprite
L549[05:35:01] <gigaherz|work> it SHOULD
work hmm
L550[05:35:06] <gigaherz|work> try
"white"
L551[05:35:10] <gigaherz|work> instead of
"minecraft:white"
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L562[06:15:53] <copygirl> FYI for anyone
who read my previous rambling, the problem is that getDrops is
called when after removedByPlayer, which removes the block.
L563[06:16:25] <copygirl> And the workout
is to override it, not call the super function, and instead call
world.setBlockToAir it in harvestBlock.
L564[06:17:01] <copygirl>
workaround*
L565[06:17:34] <Marenthyu> huh
L566[06:17:40] <Marenthyu>
interesting
L567[06:18:40] <copygirl> And harvestBlock
is the one that calls getDrops.
L568[06:19:42] <copygirl> Although ... I
wonder if that's the correct way to do it. To drop inventory
contents in the world using getDrops..?
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L570[06:22:39] <gigaherz|work> copygirl:
no need to
L571[06:22:49] <gigaherz|work> see the
flower pot, as I said earlier
L572[06:23:30] <copygirl> That's what it
does, no?
L573[06:24:14] <copygirl> It overrides
removedByPlayer and calls setBlockToAir in harvestBlock.
L574[06:24:25] <gigaherz|work> yes
L575[06:24:29] <gigaherz|work> but it
doesn't drop items explicitly
L576[06:24:40] <gigaherz|work> it just
returns the right list from getDrops
L577[06:24:44] <gigaherz|work> the idea
is
L578[06:24:56] <copygirl> Yes, that's what
I do..?
L579[06:25:08] <gigaherz|work>
removedByPlayer -> if willHarvest, return true without calling
super
L580[06:25:20] <gigaherz|work> getDrops
-> you can now use getTileEntity to read the TE data
L581[06:25:34] <copygirl> I was just
wondering if maybe inventory drops aren't supposed to be in
getDrops.
L582[06:25:39] <gigaherz|work>
harvestBlock -> actually set the block to air now that you have
already done the drops
L583[06:25:48] <gigaherz|work> oh I
see
L584[06:26:55] <gigaherz|work> just do it
like all other blocks
L585[06:27:01] <gigaherz|work> from
breakBlock
L586[06:27:20] <gigaherz|work> getDrops is
designed for the harvesting, not for the inventory
L587[06:28:00] <copygirl> Yeah.
L588[06:28:04]
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L589[06:30:06] <Cast0077> Since updating
forge past 12.18.2.2107 my laptop takes forever to get past step 7
Texture uploading and mipmap
L590[06:37:36] <IoP> are you sure it was
only updated component? e.g. intel's gpu driver update
L591[06:39:56] ⇦
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L592[06:50:34] <Ordinastie> fuck, I can't
access my mails anymore on WLM2012 :x
L593[06:52:38]
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L594[06:53:29] <Cast0077> I did fresh win
10 install
L595[06:54:09] <Cast0077> I am using All
the Mods modpack
L596[06:54:41] <Cast0077> so all with that
update was mod updates
L597[06:55:36] <Cast0077> works fine on
all my other systems and I ask in the all the mods chat on curse
.... seems like I am the only one having the issue
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L603[07:24:58] ***
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L604[07:33:40] <copygirl> Is the recipe
sorter still a thing?
L605[07:34:01] ***
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L606[07:35:29] <Tencao> What is the
correct way to get the world on a server
L607[07:35:34] <beschio> sftp
L608[07:35:47] <beschio> Oh wait.. Wrong
channel lmao
L609[07:35:50] <Tencao> Since I know
Minecraft.getMinecraft() is client side
L610[07:35:55] <copygirl> Tencao: There's
multiple world instances, one per dimension.
L611[07:36:10] <Tencao> How do I get
dimenson 0 then
L612[07:36:18] <Tencao> Server side
L613[07:36:51] <copygirl> I'll go check
myself because I don't remember. Maybe you can tell me what you're
trying to do?
L614[07:37:07] <Tencao> Im trying to get
the world difficulty and change values depending on the
results
L615[07:38:42] <copygirl> Apparently,
DimensionManager.getWorld(0), it's a Forge class.
L616[07:39:13] <copygirl> Though, if you
want the level information anyway, there might be a better
way.
L617[07:39:43] <copygirl>
MinecraftServer.getDifficulty()
L618[07:40:48] <copygirl> Though that's
not static, need the server instance.
L619[07:41:56] <Tencao> I'll probably use
option one, as far as I know there's no mod that modifies
difficulty per world, so the difficulty should be consistent with
the overworld
L620[07:42:34] <Quetzi>
FMLCommonHandler.instance().getMinecraftServerInstance().getDifficulty()
L621[07:43:02] <Tencao> That works
too
L622[07:43:21] <copygirl> Though...
depending on what you do, maybe you want to incooperate local
difficulty~?
L623[07:44:06] <Tencao> Once local
difficulty becomes more of a thing, I would gladly like to
L624[07:45:34] <copygirl> "More of a
thing"?
L625[07:46:51] <Tencao> As in, people
actually starting having an interest for it, since outside of maybe
a hardcore world, people normally pick one difficulty and stick to
it
L626[07:48:11] <copygirl> Local difficulty
is a per-chunk thing. The more you stick around an area the more
likely it is mobs will spawn with (enchanted) armor, higher tiers,
or potion effects (in case of spiders). That's a Vanilla thing and
affects all difficulties (except peaceful) ... I would guess.
L627[07:48:32] <Akkarin> Curse you
Dinnerbone!
L629[07:49:27] <Tencao> Oh, that kind of
difficulty, sadly that wont really make much impact on what I'm
working on, but I will keep it in mind for other features
L630[07:51:08] ⇦
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L631[07:53:17]
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L632[07:54:15] <copygirl> Okay, trying to
add a dying recipe.. I don't suppose there's a way in Forge to
check if an item is a dye and what colors dyes combine to?
L633[07:54:16] <Ordinastie> god uBlock
really sucks :x
L634[07:54:33] <Ordinastie> I just had an
ad again :x
L635[07:54:34] <copygirl> dyeing*
L636[07:54:42] <Ordinastie> in the middle
of the fucking video :x
L637[07:55:04] <Cast0077> is there
somewhere I can read about the steps of forge starting up
L638[07:56:30] <Cast0077> trying to find
out why versions past 12.18.2.2107 take so much longer to
load
L639[07:59:04] ***
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L640[07:59:33] <gigaherz|work> Cast0077:
is the fml log not enough?
L641[08:00:05] <Cast0077> I'll try looking
at that
L642[08:01:33] <quadraxis> copygirl, the
ore dictionary has a 'dye' entry I believe
L643[08:01:35] <Cast0077> damn someone
shut off the laptop and I'm not home can't log in
L644[08:02:19] <Cast0077> its step 7
part
L645[08:02:27] <Cast0077> texture
uploading and mipmap
L646[08:02:37] <gigaherz|work> ah
L647[08:02:43] <gigaherz|work> then I can
explain why ;P
L648[08:02:52] <copygirl> quadraxis: I
know that much, but there's no good way of getting the dye value of
an item, is there?
L649[08:03:00] <gigaherz|work> it is
common for mods to have "invalid" textures stitched int
othe atlas
L650[08:03:06] <gigaherz|work> up until
recently
L651[08:03:17] <gigaherz|work> mc would
disable mipmaps if uneven sized textures were present
L652[08:03:20] <gigaherz|work> but it was
fixed
L653[08:03:26] <copygirl> I have to go
through the ore dictionary and check all items inside the
individual dye entries.
L654[08:03:37] <gigaherz|work> which means
forge can now generate mipmaps
L655[08:03:43] <gigaherz|work> this
operation takes a bit more tan before
L656[08:03:50] <gigaherz|work> and if the
modpack is large enoguh
L657[08:04:13] <gigaherz|work> that can
cause the game to run very slowly
L658[08:04:19] <gigaherz|work> unless you
turn down the mipmaps
L659[08:04:25] <Cast0077> I have mipmaps
to 0
L660[08:04:34] <gigaherz|work> and it
still takes longer to load?
L661[08:04:47] <Cast0077> seems like the
setting isn't working
L662[08:04:49] ⇦
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L663[08:04:57] <Cast0077> I tried to turn
on then back off to reset it
L664[08:04:59] <gigaherz|work> try
changing the setting from the options file instead?
L665[08:05:04] <Ordinastie> yead, add
every 10 min -_-
L666[08:05:10] <Cast0077> I did that
L667[08:05:15] <quadraxis> i guess see if
it matches 'dye' in the oredict, and use the EnumDyeColor
lookups
L668[08:05:16] <gigaherz|work> hmm then no
idea
L669[08:05:37] <Cast0077> I did a fresh
install of win 10
L670[08:05:46] <Cast0077> still get
samething
L671[08:06:01] <Cast0077> but if I
downgrade the forge to 2107 its fine
L672[08:12:04] <barteks2x> so version 2109
takes much longer to load than 2107? (2108 doesn't seem to
exist)
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L674[08:13:51] <gigaherz|work> can't be
2109
L675[08:14:16] <gigaherz|work> Build
1.10.2-12.18.2.2109: bs2609: Fix MC-105406 (OpenGL leak in View
Frustum) (#3308)
L676[08:14:17] <gigaherz|work> Build
1.10.2-12.18.2.2108: mezz: Fix very laggy mipmap slider MC-64581
(#3305)
L677[08:14:17] <gigaherz|work> Build
1.10.2-12.18.2.2107: shadowfacts: Add Block#getStateForPlacement
(#3129)
L678[08:14:35] <barteks2x> he said any
version past 2107 has this issue
L679[08:14:40] <barteks2x> so I assumed he
tested 2109
L680[08:14:41] <gigaherz|work> yes, so it
must be 2108
L681[08:14:51] <barteks2x> there is no
2108 for download
L682[08:14:58] <gigaherz|work> I
know
L683[08:15:08] <gigaherz|work> but it must
be THAT commit
L684[08:15:32] <gigaherz|work> the commit
that built into 2109 wouldn't cause load-time slowdowns
L685[08:15:37] <gigaherz|work> maybe
runtime, but not during load
L686[08:15:45] <barteks2x> unless
minectraft uses GameSettings class while loading and calls
onGuiClosed there it can't happen
L687[08:16:25] <gigaherz|work> my bet is
on
L689[08:16:53] <barteks2x> but
needsResourceRefresh is also added by that patch
L690[08:16:54] <gigaherz|work> wait
right
L691[08:17:00] <barteks2x> and isn't used
anywhere else
L692[08:17:23] <gigaherz|work> Cast0077:
are you SURE 2107 is really faster?
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L695[08:18:24] <barteks2x> the only other
possibility I see is patching going silently wrong
L696[08:19:00] <barteks2x> (other than
minecraft using some of these gui methods)
L697[08:19:26] <gigaherz|work> nah I get
what the methods do, now -- it's delaying the code until when the
gui closes
L698[08:19:31] <gigaherz|work> it's not
something that runs during load
L699[08:21:21] <Cast0077> yes
L700[08:21:37] <Cast0077> I have
downgraded and it works fine
L701[08:21:56] <Cast0077> problem with
that is mods I am using I need to upgrade forge to work
L702[08:22:16] <barteks2x> and you really
tried 2109 and it was slower?
L703[08:22:32] <barteks2x> or was it a
newer version that you used?
L704[08:24:52] <Cast0077> going to
2114
L705[08:25:05] <Cast0077> I am using a
modpack All the Mods
L706[08:25:34] <Cast0077> their version of
the modpack 1.38b uses forge 2107
L707[08:27:02] <Cast0077> the next update
of that pack uses forge 2114 and that is when it starts
L708[08:27:12] <Cast0077> if I downgrade
the pack it works fast again
L709[08:27:47]
⇨ Joins: IceDragon (~ThatGuy@63.143.88.112)
L710[08:28:39] <gigaherz|work> ahh
L711[08:28:43] <gigaherz|work> so not 2109
then ;P
L712[08:28:56] <barteks2x> well... you
could try to bisect it and see what is the first version where it
happens
L713[08:29:02] <gigaherz|work> coudl
be
L714[08:29:14] <gigaherz|work> Build
1.10.2-12.18.2.2111: Fixed texture stitcher not using full texture
height before expanding width.
L715[08:29:37] <Akkarin> Also make sure to
test latest logically
L716[08:29:42] <gigaherz|work> Build
1.10.2-12.18.2.2114: Fix POTENTIAL issue with Texture Stitcher
exceeding max size.
L717[08:31:21] <gigaherz|work> I don't
know HOW that would cause the issue though
L718[08:31:26] <gigaherz|work> but since
it messes with the stitcher...
L719[08:32:10] ⇦
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L720[08:32:26] ***
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L721[08:32:32] <gigaherz|work> Cast0077:
please try with 2111 and 2110, and see if either/both of them
fail
L722[08:32:52] <gigaherz|work> if both are
fast, it would mean it's 2114, otherwise, 2111
L723[08:33:42] <Cast0077> ok I'll give
them a try
L724[08:39:59]
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L725[08:40:13] <Cast0077> heading home now
I'll give that a try
L726[08:40:23] ⇦
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L728[08:45:28] <copygirl> Dangit. Entity
equipment is loaded after capabilities..?
L729[08:50:43]
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L730[08:52:39] <Subaraki> copygirl, how is
that a problem ?
L731[08:53:17] <copygirl> Because I need
to access it.
L732[08:53:38] <Subaraki> you need to
acces it on initializing your cap ?
L733[08:53:54] <copygirl> Depending on a
config option, I'm storing an itemstack either in the capabilities
or in equipment (it's a backpack).
L734[08:54:05] <copygirl> And to load the
backpack data I need the itemstack.
L735[08:54:45] <copygirl> I.. guess I can
store the type on the capability regardless?
L736[08:55:03] <tterrag|ZZZzzz> yeah idk
why you would use equipment
L737[08:55:07] ***
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L738[08:55:15] <tterrag> caps should be
able to do it
L739[08:55:42] <copygirl> Because the
backpack, if the option is enabled, is supposed to take up the
chest armor slot.
L740[08:55:52] <copygirl> For balance
reasons.
L741[08:56:29] <tterrag> I assume the
issue you're having is when the user switches the config and you
have to copy from one place to the other?
L742[08:57:33]
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L743[08:57:57] <copygirl> No. Capabilities
are loaded before equipment. So I can't access equipment to get the
item stack to initialize the backpack data depending on the type of
backpack it is.
L744[08:58:09] <gigaherz|work> wat
L745[08:58:21] <gigaherz|work> if the
setting is "capability", then you don't need the
equipment, do you?
L746[08:58:31] <Subaraki> attach your cap,
let it have a boolean, and on runtime check wether or not the
boolean (hasbackpack) is true, if true, replace chest with
backpack
L747[08:58:34] <gigaherz|work> if the
setting is "equipment", then you don't need the
capability
L748[08:58:48] <gigaherz|work> in either
case
L749[08:58:51] <gigaherz|work> they don't
depend on each other
L750[08:58:56] <copygirl>
BackpackHelper.getBackpackType(<item
stack>).createBackpackData().deserializeNBT(dataTag) ...
essentially.
L751[08:59:08] <gigaherz|work> wat
L752[08:59:17] <gigaherz|work> don't
depend the capability on the setting
L753[08:59:21] <gigaherz|work> attach it
always
L754[08:59:26] <copygirl> It is always
attached.
L755[08:59:38]
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L756[08:59:52] <gigaherz|work> wait this
deserializeNBT
L757[08:59:55] <gigaherz|work> where do
you run it?
L758[08:59:57]
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L759[09:00:15] <gigaherz|work> one would
think
L760[09:00:23] <copygirl>
ICapabilitySerializable.deserializeNBT
L761[09:00:26]
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L762[09:00:28] <gigaherz|work> if you have
the data attached to the player as an itemstack
L763[09:00:31] <gigaherz|work> you'd just
have the data in the itemstack
L764[09:00:49] <gigaherz|work> but it
sounds like you are trying to copy the data into the capability on
load
L765[09:00:51] <gigaherz|work> that seems
wrong
L766[09:01:04] <gigaherz|work> just attach
the capability to the ItemStack instead of the player
L767[09:01:10] <gigaherz|work> if it's in
itemstack mode
L768[09:01:13] <copygirl> Noooo!
L769[09:01:34] <copygirl> 1. I'll never
store backpack data on the item!
L770[09:01:45] <gigaherz|work> then why do
you need the itemstack?
L771[09:01:59] <copygirl> 2. That would
prevent me from having a config option that allows backpacks not to
take up the chest equipment slot.
L772[09:02:18] <Subaraki> boolea: yes :
put a stack to their equipement when spawned
L773[09:02:20] <Subaraki> or
something
L774[09:02:22] <Subaraki> is my first
thought
L775[09:02:24] <barteks2x> gigaherz|work,
same as "why do you need ender chect to access what is
inside"?
L776[09:02:24] <gigaherz|work> so
wait
L777[09:02:37] <gigaherz|work> when it
doesn't need to be on the chest slot
L778[09:02:38] <gigaherz|work> where is
it?
L779[09:02:45] <copygirl> In the entity
capability.
L780[09:02:49] <gigaherz|work> no I
mean
L781[09:02:51] <gigaherz|work> is there no
item at all?
L782[09:03:01] <copygirl> Along with the
backpack data which is always stored on the entity (or the tile
entity - same capability).
L783[09:03:20] <gigaherz|work> so it's not
an actual item in the player
L784[09:03:34] <gigaherz|work> but some
custom slot/info
L785[09:03:49] <copygirl> There's .. an
item stack in the entity capability. Wouldn't want to lose
itemstack data. Also that keeps color and I want it to
render.
L786[09:04:04] <gigaherz|work> okay
so
L787[09:04:08] <gigaherz|work> you have
two separate features
L788[09:04:21] <gigaherz|work> 1. an extra
"slot" that holds the itemstack for the backpack
(optional)
L789[09:04:25] <gigaherz|work> 2. the
backpack contents
L790[09:04:52] <gigaherz|work> the way I
see it
L791[09:04:58] <gigaherz|work> the
contents shouldn't depend on where the itemstack is
L792[09:05:15] <gigaherz|work> so you
should be able to serialize/deserialize by itself
L793[09:05:23] <copygirl> Well.. I'm just
porting that feature from an old mod of mine and I mostly fine with
how that part worked.
L794[09:05:28] <gigaherz|work> the
difference will just be on if you enable this extra slot or
not
L795[09:05:40] <copygirl> And .. sorry, I
do already know how to get around the issue, if ... I didn't make
that clear?
L796[09:05:57] <gigaherz|work> no, at no
point you gave us the idea that you fixed the issue
L797[09:06:10]
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L798[09:06:14] <copygirl> 15:55 <
copygirl> I.. guess I can store the type on the capability
regardless?
L799[09:06:35] <gigaherz|work> that's a
question, though
L800[09:07:03] <gigaherz|work>
anyhow
L801[09:07:03] <copygirl> So .. on saving
I can store the item ID if no stack is saved. And on loading, if no
item is stored, I can create the backpack type from the stored item
ID..?
L802[09:07:15] <copygirl> That's .. not
really a question either.
L803[09:07:20] <copygirl> I'm pretty sure
that'll do.
L804[09:07:41] <gigaherz|work> yes you
should store the item on the capability
L805[09:07:43] <gigaherz|work> next to the
data
L806[09:07:45] <gigaherz|work> if
present
L807[09:07:51] <gigaherz|work> if it's
using the chest slot
L808[09:07:54] <gigaherz|work> then you
don't need to store any item
L809[09:08:03] <gigaherz|work> but that's
what I was trying to say
L810[09:08:11] <gigaherz|work>
essentially, you are describing two separate and independent
features
L811[09:08:27] <copygirl> Am I?
L812[09:08:41] <gigaherz|work> well unless
I misunderstand your situation
L813[09:08:50] <copygirl> The way the
capability is implemented, it will actually return the chest armor
backpack (if present) when you query getStack()
L814[09:09:11] <gigaherz|work> you said
that, if the item isn't taking up the chest slot
L815[09:09:16] <gigaherz|work> it means
it's in the capability
L816[09:09:21] <gigaherz|work> so the
capability has a slot, basically
L817[09:09:34] <copygirl> If an ItemStack
field counts as a slot..?
L818[09:09:37] <gigaherz|work> maybe not
explicitly on GUI (I haven't seen that)
L819[09:09:44] <gigaherz|work> but it has
a place that holds an ItemStack
L820[09:09:52] <copygirl> Yes.
L821[09:10:29] <gigaherz|work> so
technically, you could have an extra slot in the inventory
L822[09:10:36] <gigaherz|work> that lets
you put the item there manually
L823[09:10:42] <gigaherz|work> if you
don't have that already
L824[09:10:52] <copygirl> Yes.
L825[09:10:52] <gigaherz|work> so for all
intents and purposes
L826[09:10:57] <gigaherz|work> you have a
custom EntityEquipmentSlot
L827[09:11:09] <copygirl> Buuut.. since
the backpack is locked there, anyway..
L828[09:11:18] <copygirl> It's not like
having that slot would help you do anything.
L829[09:11:40] <gigaherz|work> how do the
users choose the color and such, then?
L830[09:11:42] <copygirl> (The slot is
replaced with one that prevents you from taking the backpack out by
normal means.)
L831[09:11:47] <copygirl> Dyeing, like
leather armor.
L832[09:11:54] <gigaherz|work> but I
mean
L833[09:12:06] <gigaherz|work> at some
point, the player has to "take off" the backpack
L834[09:12:08] <gigaherz|work> dye
it
L835[09:12:10] <gigaherz|work> and put it
back
L836[09:12:16] <TechnicianLP2> is it save
to inject new types into entityequipmentslot?
L837[09:12:26] <gigaherz|work>
TechnicianLP2: probably not, but I haven't tried
L838[09:12:34] <copygirl> It's like a
portable chest. Craft it, dye it, place it down, break it while
sneaking to equip it. Sneak and right click to unequip.
L839[09:12:42] <gigaherz|work> oh
L840[09:12:49] <gigaherz|work> so it's
only in the inventory IF it's not in the ground
L841[09:13:18] <gigaherz|work> right
L842[09:13:19] <gigaherz|work> either
way
L843[09:13:21] <copygirl> Yes. And you
have to break it completely, dropping all its items, to get the
item itself back in a way you can do things with.
L844[09:13:22] <gigaherz|work> what I was
trying to say is
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L846[09:13:41] <gigaherz|work> you could
have an api like
L847[09:13:47] <copygirl> (So.. at no
point is the item stack storing the contents of the
backpack.)
L848[09:14:15] <gigaherz|work>
BackpackApi.getImplementation().findBackpack(player)
L849[09:14:15] <gigaherz|work> {
L850[09:14:27] <gigaherz|work> if (player
has item in capability) return item in capability;
L851[09:14:36] <gigaherz|work> if (player
has backpack in chest slot) return chest slot;
L852[09:14:40] <gigaherz|work> return
EMPTY;
L853[09:14:41] <gigaherz|work> }
L854[09:14:43] <copygirl>
BackpackHelper.getBackpack(entity) returns an IBackpack, which is
the capability.
L855[09:15:14] <gigaherz|work> I see
L856[09:15:18] <gigaherz|work> so the item
does not matter at all
L857[09:15:26] <copygirl> And ... that has
all the methods like getStack, getData, getType (IBackpackType for
Item classes which allows custom behavior)
L858[09:15:29] <gigaherz|work> you just...
get the capability
L859[09:16:12] <copygirl> Like,
ItemBackpack uses BackpackDataItems and opens a container when
interacting with the backpack, but you could have ... a TNT
backpack which explodes when you interact with it!
L860[09:16:51] <copygirl> Also, backpacks
can be interacted with while they're equipped. As in, someone else
can open the backpack when standing closely behind you.
L861[09:16:57] <Hotdog_Daddy> ok so i did
fresh profile setup with All the mods using forge 2107 it loaded in
fine
L862[09:17:24] <Hotdog_Daddy> I now
changed it to 2109 ... 2108 wasn't an option
L863[09:17:36] <Hotdog_Daddy> its loading
up now see how it goes
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L866[09:24:31] <Hotdog_Daddy> 2109 was
fine trying 2110
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L869[09:37:04] <gigaherz|work>
Hotdog_Daddy: chances are it will be 2011 or 2014
L870[09:37:27] ***
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L871[09:37:35] <gigaherz|work> so try
2011
L872[09:37:40] <gigaherz|work> if it
works, try 2014
L873[09:37:43] <gigaherz|work> 2114*
L874[09:38:00] <Hotdog_Daddy> its
2011
L875[09:38:07] <gigaherz|work> if 2111
works and 2114 fails... ah
L876[09:38:10] <gigaherz|work> nevermind
then
L877[09:38:23] <Hotdog_Daddy> takes about
5 secs to finish texture uploading and mipmap on 2010
L878[09:38:29] <gigaherz|work> so 2111 is
noticeably slower than before
L879[09:38:39] <Hotdog_Daddy> 20 mins
maybe more
L880[09:38:41] <Hotdog_Daddy> its going
now
L881[09:38:42] <gigaherz|work> wow
L882[09:38:49] <gigaherz|work> you sait
it's "all the mods" right?
L883[09:38:52] <gigaherz|work> said*
L884[09:40:09] <Hotdog_Daddy> yes
L885[09:40:21] <gigaherz|work> yeah it's a
rather big pack
L886[09:40:40] <gigaherz|work> open an
issue in the issue tracker
L887[09:40:44] <Hotdog_Daddy> so loading
20028 files I guess
L889[09:40:53] <Hotdog_Daddy> takes about
12 secs/100
L890[09:41:01] <gigaherz|work> explaining
how 2110 is much faster than 2111
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L892[09:41:20] <gigaherz|work> IF there
isn't one already
L893[09:41:47] <Marenthyu> is there a
better way to change the duration of an active PotionEffect other
than removing it and then reapplying it with a different duration?
I don't see a .setDuration, only .getDuration
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L895[09:42:31] <gigaherz|work> Marenthyu:
if you apply the same effect with longer duration, it replaces the
old one
L896[09:42:34] <gigaherz|work> but
reducing it, no
L897[09:42:42] <Marenthyu> alright,
thanks.
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L912[10:15:26] <Hotdog_Daddy>
-XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC
-XX:MaxTenuringThreshold=15 -XX:MaxGCPauseMillis=30
-XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8
-XX:TargetSurvivorRatio=90 -XX:+UseCompressedOops
-XX:+OptimizeStringConcat -XX:+AggressiveOpts
-XX:ReservedCodeCacheSize=2048m -XX:+UseCodeCacheFlushing
-XX:SoftRefLRUPolicyMSPerMB=20000
L913[10:16:06] <Hotdog_Daddy> thought it
might be worth mentioning I am using those arguments which work
fine with 2110 and lower
L914[10:18:10] <IoP> Did Cast0077 really
say that he updated to windows 10 and then problems started or
not?
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L916[10:19:25] <Hotdog_Daddy> no laptop is
windows 10 already
L917[10:19:32] <Hotdog_Daddy> I just did
fresh install
L918[10:19:45] <Hotdog_Daddy> just to see
if there was something else causing the problem
L919[10:20:40] <IoP> ... Why talk about
update was given as answer when I asked if something else was
updated then only forge. *sigh*
L920[10:22:22] <Hotdog_Daddy> sorry don't
follow you
L921[10:25:11] <tterrag> Hotdog_Daddy,
something that may help the debug process is profiling your
startup
L922[10:25:28] <tterrag> see what exactly
is taking up so much time
L923[10:25:38] <tterrag> I had a brief
look at the stitcher code and I don't see anything obvious
L924[10:25:43] <quadraxis>
UseBiasedLocking, UseCompressedOops, OptimizeStringConcat,
UseCodeCacheFlushing are all on by default btw
L925[10:26:16] <tterrag> yeah those args
seem ridiculous
L926[10:26:24] <tterrag> rule of thumb: if
you don't understand an arg, don't us eit
L927[10:26:39] <tterrag> I would try with
no args (except Xmx)
L929[10:28:52] <Hotdog_Daddy> it was
suggestion for performance with using all the mods modpack
L930[10:29:08] <Hotdog_Daddy> I'll try
turning changing it now
L931[10:29:26] <tterrag> some random user
saying "try these" does not constitute
understanding
L932[10:29:30] <barteks2x> so many people
blindly copypaste jvm args them because they think it makes things
faster... not that it doesn't
L933[10:29:44] <tterrag> barteks2x, it
usually hurts more than helps. no jvm arg is globally better
L934[10:29:48] <tterrag> if it was, it
would be default -_-
L935[10:30:04] <Hotdog_Daddy> I'm not
defending it just trying to explain why I used it
L936[10:30:24] <quadraxis> i'd recommend
not disabling UseGCOverheadLimit
L937[10:30:26] <ghz|afk> tterrag: xcept
the garbage gollector style -- some people were saying G1GC shoudl
be default instead of the server-oriented one
L938[10:30:45] <tterrag> perhaps. but I'd
still try starting with a baseline of no args
L939[10:30:57] <tterrag> research the
different GC methods and use the one that fits
L940[10:31:00] <tterrag> don't copypaste,
period
L941[10:31:12] <quadraxis> if you're
spending >98% of time in GC, the game won't be playable
anyway
L942[10:31:27] <tterrag> ghz|afk, to be
clear, I'm not saying you should NEVER use args, just that you
shouldn't use args you don't know what they do
L943[10:31:59] <IoP> Even if someone is
suggesting some set of arguments it does not mean they are sane.
e.g. set given by dodgythoughts is seriously flawed
L944[10:32:11] <ghz|afk> tterrag: I
completely agree
L945[10:32:23] <tterrag> IoP, if someone
says "use these args they work for me" they already have
no idea what they are doing
L946[10:32:24] <ghz|afk> I was just
pointing out not all options are so simple as "if it was
better it would be the default"
L947[10:32:27] <ghz|afk> there's
tradeoffs
L948[10:32:40] <ghz|afk> you just haveto
know what those tradeoffs are, in order to make an informed
decision
L949[10:32:42] <tterrag> no. I said if an
arg was GLOBALLY better it would be the default
L950[10:32:49] <tterrag> as in, better in
every single circumstance
L951[10:32:51] <IoP> And linking to
oracle's tech notes as explanation is just total asshole
trick
L952[10:32:55] <x3n0ph0b3> I always fall
back to this general rule in my gut: if I have to ask if I need
something, there's a good chance I don't.
L953[10:32:58] <tterrag> tha was exactly
my point. args work in different circumstances
L954[10:33:47] <IoP> Setting -Xmn2048m and
not telling what -Xmx should be used with that tells me something
about user giving the advice
L955[10:34:12] <x3n0ph0b3> this is really
one of those teach-a-man-to-fish scenarios.
L956[10:34:14] <ghz|afk> adding -Xmn2048
is just stupid, either way
L957[10:34:23] <TechnicianLP> xmn?
L958[10:34:31] <ghz|afk> initial heap
size
L959[10:34:46] <tterrag> yeah that
basically just tells the JVM to swallow up 2G for no reason
L960[10:34:50] <IoP> and also
"-XX:+DisableExplicitGC" is kind of sign of "I'm
smarter than mojang/forge devs. Look at me I'm the king!" type
person
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L962[10:34:57] <Hotdog_Daddy> if everyone
is playing with same version of forge with same modpack wouldn't
everyone using same arguments make sense?
L963[10:35:01] <IoP> ghz|afk: no. it is
not
L964[10:35:05] <ghz|afk> ?
L965[10:35:14] <tterrag> Hotdog_Daddy,
no
L966[10:35:18] <IoP> -Xmn is new gen. Not
initial heap size.
L967[10:35:27] <tterrag> ah yeah
L968[10:35:28] <ghz|afk> ah wait
L969[10:35:30] <tterrag> Xms is
initial
L970[10:35:32] <TechnicianLP> new
gen?
L971[10:35:33] <ghz|afk> that's Xms I was
thinking of
L972[10:35:48] <ghz|afk> TechnicianLP:
generational GC
L973[10:36:01] <Ordinastie> !gf
field_71428_T
L974[10:36:10] <ghz|afk> splits up
short-lived objects from long-lived ones
L975[10:36:11] *
TechnicianLP has no clue
L976[10:36:26] <ghz|afk> the idea is
L977[10:36:32] <ghz|afk> if an object has
existed for a long time
L978[10:36:38] <ghz|afk> it will probably
continue existing for longer
L979[10:36:46] <ghz|afk> so it's less
important to check it
L980[10:37:02] <TechnicianLP> thats
actually pretty clever ..
L981[10:37:07] <ghz|afk> short-lived
objects exist in a separate GC area
L982[10:37:11] <ghz|afk> which is checked
more often
L983[10:37:14] <tterrag> the JVM is
generally pretty clever
L984[10:37:19] <IoP> Hotdog_Daddy: btw
what is your heap size?
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L986[10:37:35] <tterrag> people like to
poke fun at it, but a JVM that approaches native code speed is
impressive any way you cut it
L987[10:37:40] <tterrag> s/JVM/VM/
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L989[10:38:19] <Hotdog_Daddy> how would I
find that out
L990[10:38:32] <ghz|afk> F3 screen in
mc
L991[10:38:38] <Hotdog_Daddy> tried with
no arguments and I get same results
L992[10:38:39] <ghz|afk> topright
corner
L993[10:38:43] <ghz|afk> or in jvm
L994[10:39:00] <ghz|afk> you can use
-verbose:sizes to print out the VM choices
L995[10:39:03] <Hotdog_Daddy> can't get in
the game
L996[10:39:07] <IoP> or just xxxx your
launcher
L997[10:39:11] <Hotdog_Daddy> unless I
downgrade
L998[10:39:27] <tterrag> Hotdog_Daddy,
please just run a jvisualvm sample during texture load
L999[10:39:33] <tterrag> that will be more
helpful than anything
L1000[10:39:57] <Hotdog_Daddy> how
L1001[10:40:15] <tterrag> step 1: run
jvisualvm
L1002[10:40:19] <tterrag> it comes with
the jdk download
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L1005[10:43:41] <tterrag> yes
L1006[10:55:12] <barteks2x> wtf? I got a
JVM crash right after normal crash
L1007[10:55:35] <barteks2x> Problematic
frame: C 0x0000000000000000
L1008[10:57:26] <Hotdog_Daddy> ok I have
java visualvm up
L1009[10:57:58] <Hotdog_Daddy> now start
the game?
L1010[10:59:16] <barteks2x> it was while
saving worlds, so I guess the first thing to blame here is
mapdb
L1011[10:59:42] <tterrag> Hotdog_Daddy,
yep. then attach it to that program and run the CPU sampler
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L1014[11:02:37] <Hotdog_Daddy> I right
clicked on net.minecraft.launchwrapper.launch then clicked on CPU
on the right
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L1017[11:05:45] <Hotdog_Daddy> what am I
looking for
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L1019[11:07:02] <tterrag> once it's done
loading (or has loaded for some amount of time) stop the sampler
and generate a snapshot
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L1021[11:08:44] <Hotdog_Daddy> ok its
starting the texture upload and mipmap now
L1022[11:08:58] <barteks2x> is it
possible to figure out what caused a JVM crash?
L1023[11:09:23] <barteks2x> It's
definitely a bug somewhere other than my code, just don't know
where
L1024[11:09:28] <Hotdog_Daddy> does about
100 files every 12 secs
L1025[11:09:52] <Hotdog_Daddy> goes to
20028
L1026[11:10:13] <barteks2x> it didn't
even manage to complete writing hs_err file
L1027[11:10:23] <Hotdog_Daddy> takes
about 5 secs to load it all with forge version before 2111
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L1037[11:28:19] <Hotdog_Daddy> its still
loading
L1038[11:28:27] <Hotdog_Daddy> at
9000/20028
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L1054[12:14:52] <Hotdog_Daddy> Build
1.10.2-12.18.2.2111: LexManos: Fixed texture stitcher not using
full texture height before expanding width.
L1055[12:15:32] <Hotdog_Daddy> so that is
the only change from 2110 to 2111
L1056[12:16:43] <MalkContent> i think i
just heard a deep sigh in the distance
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L1058[12:17:11] <AshIndigo> That was
me
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L1066[12:40:48] <JuiceGrape> hey all! I'm
having an issue with opening an IInventory using displayGuiChest,
anyone mind helping me out?
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L1072[12:50:52] <alexiy> JuiceGrape: what
is the issue?
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L1078[13:02:14] <alexiy> is there a
"block break start" event?
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L1086[13:32:05] <barteks2x> Negative Y
coordinates are confusing... I can't figure out how to correctly
add bedrock to my world. And if height -4096 is at the bottom of
the bottom chunk, or at the top of the one below
L1087[13:33:28] <McJty> Hmm, what
happened to Block.onBlockPlaced() in 1.11?
L1088[13:34:13] <McJty> I can only find
onBlockPlacedBy
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L1090[13:35:57] <McJty> Ah
getStateForPlacement
L1091[13:36:25] <Ordinastie> note that
there is an override with an itemStack param
L1092[13:36:59] <Ordinastie> but the
problem is that it's not them for IBlockState, so not sure what
you're supposed to call from outside
L1093[13:37:06] <Ordinastie> *not
there
L1094[13:37:40] <McJty> You mean with a
'hand' param I suppose
L1095[13:37:44] <ghz|afk> barteks2x: -406
is the bottom of a chink.
L1096[13:37:45] <McJty> That's the one
that forge added
L1097[13:37:47] <ghz|afk> -4096*
L1098[13:38:25] <ghz|afk> 0..255 ->
256 .. 511
L1099[13:38:28] <ghz|afk> so by
extensionh
L1100[13:38:39] <ghz|afk> -256 .. -1
-> 0..255
L1101[13:39:12] <Ordinastie> McJty, I
don't have a hand param, but I'm still on 1.10.2
L1102[13:39:25] <tterrag> Hotdog_Daddy:
that snapshot is invalid
L1103[13:39:28] <barteks2x> ok, almost
got it. Except that probabilities are reversed
L1104[13:39:44] <Ordinastie> but yes, the
one added by forge, that should also be added to IBlockState
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L1106[13:40:16] <McJty> Ordinastie, but
since ItemBlock isn't calling that version it is not that useful to
override that though
L1107[13:40:22] <McJty> Unless you
provide a custom ItemBlock of course
L1108[13:41:25] <Ordinastie> well, that
means that changed in 1.11, because it's called for me
L1109[13:42:20] <ghz|afk> ItemBlock calls
this.block.getStateForPlacement
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L1111[13:42:27] <ghz|afk> why would you
need it called on an IBlockState?
L1112[13:43:06] <McJty> BTW, what
happened to SkeletonType on 1.11?
L1113[13:43:20] <Ordinastie> because
that's the kind of stuff that is called from there now
L1114[13:43:38] <ghz|afk> they split the
entities, McJty
L1115[13:43:50] <McJty> oh
L1116[13:43:56] <McJty> That's both good
and bad
L1117[13:44:01] <McJty> Good as in it
makes sense
L1118[13:44:05] <ghz|afk> there's
AbstractSkeleton -> EntitySkeleton / EntityWitherSkeleton /
Entitywhatevertheotheronewas
L1119[13:44:12] <McJty> Bad as it makes
it harder to make rftools compatible with 1.10 and 1.11 at the same
time
L1120[13:44:15] <McJty> But I'll find a
way
L1121[13:44:28] <ghz|afk> wat o_O
L1122[13:44:38] <ghz|afk> how are you
handling the itemstack semantics?
L1123[13:44:47] <McJty> Separate
library
L1124[13:44:52] <McJty> The mod itself is
totally independent
L1125[13:44:52] <ghz|afk> ewh
L1126[13:44:53] <ghz|afk> XD
L1127[13:45:04] <McJty> I have 10 mods.
Don't want to do maintenance * 2
L1128[13:45:07] <ghz|afk> then separate
lib, with getSkeletonType(entity)
L1129[13:45:25] <ghz|afk> sure
L1130[13:46:01] <ghz|afk> but you are
"missing out" on things like the ability to just do
stack.getItem() and such without nullchecks
L1131[13:46:17] <McJty> Actually no I'm
not
L1132[13:46:24] <McJty> Because my
library covers that now
L1133[13:46:36] <McJty> I do:
ItemStackTools.isValid(stack)
L1134[13:46:40] <McJty> On 1.10 that
compares with null
L1135[13:46:46] <McJty> On 1.11 that does
stack.isEmpty()
L1136[13:46:51] <ghz|afk> ah
L1137[13:47:01] <ghz|afk> I have quite a
few places where I had like
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L1139[13:47:15] <ghz|afk> newStack =
oldStack != null ? oldStack.copy() : null;
L1140[13:47:23] <ghz|afk> I just reduced
them to
L1141[13:47:26] <ghz|afk> newStack =
oldStack.copy()
L1142[13:47:28] <McJty> I have
ItemStackTools.safeCopy(stack)
L1143[13:47:32] <ghz|afk> aha
L1144[13:49:44] <McJty> I actually have
only one problem remaining that I can't solve for now
L1145[13:49:53] <McJty> Without that
problem I would have a single jar that runs on 1.10 and 1.11
L1146[13:50:01] <McJty> And that's the
fact that on 1.10 lang files should be: en_US.lang
L1147[13:50:06] <McJty> And on 1.11 they
should be en_us.lang
L1148[13:50:13] <McJty> And neither
version supports the other case
L1149[13:50:22] <Ordinastie> I need to
send a list of pos + blockId, what the best way ?
L1150[13:50:39] <ghz|afk> actually
en_US.lang works just fine on 1.11
L1151[13:50:53] <Ordinastie> nevermind,
I'll just send the size
L1152[13:50:58] <McJty> ghz|afk, not for
me it doesn't. Unless that changed VERY recently?
L1153[13:51:05] <McJty> Last week it
failed to load
L1154[13:51:20] <ghz|afk> dunno I built
all my mods in 2153
L1155[13:52:17] <barteks2x> I actually
forgot to rename my lanng files
L1156[13:52:19] <barteks2x> seems to
work
L1157[13:52:32] <ghz|afk> Itried to
rename them, and it wasn't working, so I renamed them back XD
L1158[13:52:38] <McJty> hmm weird
L1159[13:52:53] <ghz|afk> maybe it's just
a glitch with dev
L1160[13:53:03] <ghz|afk> or maybe I was
tired and did it on 1.10.2 by mistake
L1161[13:53:16] <barteks2x> but I'm still
on 2148 so that may be why
L1162[13:53:30] <ghz|afk> it's not
working anymore
L1163[13:53:38] <ghz|afk> so I'll vote
for tired/glitch
L1164[13:54:16] <barteks2x> or I somehow
missed my world type names not fitting in buttons
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L1168[13:55:31] <barteks2x> I just
checked, it works
L1169[13:55:44] <barteks2x> And i'm sure
I didn't rename anything in resources
L1170[13:56:24] <Ordinastie> !gm
WorldServer.tick
L1171[13:59:05] *
ghz|afk flips table
L1172[13:59:55] *
TechnicianLP hopes noone sat on that table
L1173[13:59:56] <ghz|afk> the problem
wasn't the filename
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L1182[14:22:17] <Ordinastie> what's the
method to "rewind" a ByteBuf again ?
L1183[14:25:53] <Ordinastie> nvm
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L1187[14:43:49] <quadraxis> barteks2x,
did you figure out the CME in ClassInheritanceMultiMap?
L1188[14:44:23] <barteks2x> I didn't
figure out why it doesn't happen in vanilla, but I know why it does
happen
L1189[14:46:00] <barteks2x> is's vanilla
doing things that are not thread safe, and somehow being
lucky
L1190[14:47:16] <barteks2x> so I will
either make it thread safe or add a workaround (catch the exception
and create new object)
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L1192[14:52:05] <quadraxis> it's weird,
it iterates over values, and then adds them?
L1193[14:52:58] <quadraxis> except they
should always exist already, as far as I can tell
L1194[14:55:20] <barteks2x> internally
HashSet does HashMap.put, and put replaces existing values
L1195[14:56:18] <barteks2x> there is also
the possibility that one thread adds something to ALL_KNOWN while
the constructor is iterating
L1196[14:59:01] <barteks2x> did you get
the same crash?
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L1198[15:01:04] <quadraxis> yeah
L1199[15:01:13] <quadraxis> I got it once
previously
L1200[15:01:39] <quadraxis> but then not
again until now
L1201[15:03:26] <barteks2x> the real fix
would me using a Set created from ConcurrentHashMap here
L1202[15:04:14] <barteks2x> in cubic
chunks I control all usages of ClassInheritanceMultiMap so I can
add some workarounds, but that won't fix vanilla
L1204[15:05:10] <barteks2x> That
basically matches what I get in cubic chunks. Crash when creating a
chunk
L1205[15:05:42] <barteks2x> it's a bit
weird that it's in EmptyChunk constructor
L1206[15:05:54] <barteks2x> that means
it's the first time any chunk is created
L1207[15:06:06] <barteks2x> at least
clientside
L1208[15:07:16] <quadraxis> the
EmptyChunk constructor is my doing
L1209[15:07:16] <barteks2x> or wait, why
is the EmptyChunk created here?
L1210[15:07:55] <barteks2x> i guess that
could be fixed with forge patch
L1211[15:08:10] <barteks2x> but not sure
if it would be accepted
L1212[15:08:44] <quadraxis> a non
thread-safe constructor is pretty ew
L1213[15:08:55] <quadraxis> it'd be nice
to have fix
L1214[15:09:07] <quadraxis> but
reproducing is an issue
L1215[15:09:37] <barteks2x> for me it
happens on average once a week
L1216[15:10:31] <barteks2x> would it be
possible to create some special test mod that creates and discards
chunks in client and server thread at once until it crashes?
L1217[15:11:21] <LexManos> -.-
L1218[15:11:36] <LexManos> he came here,
pinged me, made a useless issue on github, and you guys let him..
really...
L1219[15:12:23] <AshIndigo> (Why do I
love that -.- so much)
L1220[15:12:36] <Ordinastie> quadraxis,
mod.network is yours ?
L1221[15:12:45] <quadraxis> yes
L1222[15:13:00] <Ordinastie> can you show
ChunkDataPacket?
L1223[15:13:27] <barteks2x> also, you
seem to be creating new Chunks outside of both client and server
thread
L1224[15:13:32] <Ordinastie> yes
L1226[15:14:21] <Ordinastie> chunk = new
PartialChunk(null, buffer.readInt(), buffer.readInt());
L1227[15:14:26] <Ordinastie> don't do
that there
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L1229[15:15:13] <barteks2x> that just
adds third thread to all threads creating chunks
L1230[15:15:52] <quadraxis> hmm where
then?
L1231[15:16:03] <Ordinastie> on the main
thread
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L1233[15:16:21] <barteks2x> I don't think
that will fix the issue
L1234[15:16:33] <barteks2x> it will maybe
make it less common
L1235[15:16:35] <Ordinastie> it
will
L1236[15:16:50] <barteks2x> it won't
because there already are 2 threads doing that
L1237[15:16:57] <barteks2x> client and
server gthread
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L1239[15:18:03] <barteks2x> unless there
is some magic synchronization that I don't know about
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L1241[15:24:03] <diesieben07> barteks2x,
no, there isn't, you are right. this is faulty code and it probably
runs ok in vanilla because the thread timings JUST work out
L1242[15:24:06] <diesieben07> but it's
still broken
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L1246[15:26:03] <diesieben07> how to fix?
you could reflectively replace the set on startup with a
concurrenthashset
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L1248[15:27:37] <TechnicianLP> does
someone know the approximate maximum size of a packet?
L1249[15:27:48] <barteks2x> the custom
packet/message?
L1250[15:28:06] <TechnicianLP> simple
implementation
L1251[15:28:11] <barteks2x> 1048576
bytes
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L1253[15:28:47] <TechnicianLP> so
1MB?
L1254[15:28:55] <barteks2x> yes, I copied
that value from code
L1255[15:29:11] <barteks2x> if
(bufIn.writerIndex() > 1048576) in SPacketCustomPayload
L1256[15:29:23] <Ordinastie> server
automatically splits the packets to the client
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L1258[15:29:51] <barteks2x> this is
hardcoded limit in SPacketCustomPayload
L1259[15:30:08] <barteks2x> which is what
all mod packets use
L1260[15:30:28] <TechnicianLP> why did ae
then have problems with overfull drives making to bi
packages?
L1261[15:30:50] <TechnicianLP> too
big*
L1262[15:31:02] <diesieben07> thats not
true
L1263[15:31:10] <diesieben07> it depends
if it goes server to client or client to server
L1264[15:31:54] <barteks2x> no it
doesn't?
L1265[15:32:13] <barteks2x> in
readPacketData: if (i >= 0 && i <= 1048576)
L1266[15:32:24] <diesieben07> server to
client the max size is 4278169680 bytes, so 4278MB
L1267[15:32:49] <diesieben07> read
FMLProxyPacket
L1268[15:32:49] <diesieben07> it has
packet splitting built in for server to client
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L1270[15:32:58] <Ordinastie> I need to
find a 5GB png to test that :p
L1271[15:33:12] <barteks2x> diesieben07,
in CpacketCustomPayload: if (bufIn.writerIndex() > 32767)
L1272[15:33:14] <barteks2x> so even
less
L1273[15:33:29] <TechnicianLP> package
splitting in proxypacket
L1274[15:33:30] <ghz|afk> diesieben07:
woudln't that be 4gb in file size terms? ;P
L1275[15:33:39] <diesieben07> and for
cleint to server the max is 32767 so 32kb
L1276[15:33:59] <Ordinastie> so low
?
L1277[15:33:59] <barteks2x> the limit is
1MB from server to client
L1278[15:34:03] <barteks2x> I hit that
limit once
L1279[15:34:04] <barteks2x> so I
know
L1280[15:34:16] <Ordinastie> barteks2x, I
send more so I know too
L1281[15:34:16] <diesieben07> i am not
stupid
L1282[15:34:16] <diesieben07> read
FMLProxyPacket
L1283[15:34:17] <diesieben07> especially
the toS3FPackets method
L1284[15:34:17] <diesieben07> then you
did something wrong.
L1285[15:34:31] <diesieben07> ghz|afk,
uhh yes.
L1286[15:35:13] <diesieben07> you might
not wanna send that much in one go :D
L1287[15:35:18] <TechnicianLP> i think
4GB should be sufficient to sync some (big) config files
L1288[15:35:48] <diesieben07> if you have
a 4gigabyte config file you have MUCH bigger problems than packet
size..
L1289[15:35:50] <Ordinastie> and a mod
that send the whole world to clients ? :p
L1290[15:36:19] <barteks2x> I'm sure I
had a crash when I sent >1MB packet
L1291[15:36:27] <barteks2x> but that
could be older version
L1292[15:36:43] <TechnicianLP> non 4gb
but bigger than average configfiles
L1293[15:36:51]
⇨ Joins: Hink_
(~Hink@pool-108-49-243-35.bstnma.fios.verizon.net)
L1294[15:36:55] <TechnicianLP>
(configurable progression tree)
L1295[15:37:37] <barteks2x> also, based
on the code Is ee the limit is 256MB
L1296[15:37:59] <diesieben07> what
code?
L1297[15:38:06]
⇦ Quits: armctec (~Thunderbi@189.120.156.84) (Quit:
armctec)
L1298[15:38:24] <quadraxis> the code that
I see in FMLProxyPacket has a max part size of 16MB
L1299[15:38:25] <AshIndigo> The
code!
L1300[15:38:40] <quadraxis> not actually
1MB
L1301[15:38:46] <barteks2x> which is why
it fails...
L1302[15:38:51] <barteks2x> if you send
above 1MB
L1303[15:38:53] <LexManos> ...
L1304[15:39:03] <quadraxis> typo
perhaps?
L1305[15:39:24] <diesieben07> i have no
idea what you guys are looking at, but it's not what I am
seeing.
L1306[15:39:37] <quadraxis> I see static
final int PART_SIZE = 0x1000000 - 0x50;
L1307[15:39:42] <barteks2x> Looking at
FMLProxypacket.java
L1309[15:40:00] <quadraxis> which is
16MB
L1310[15:40:01] <diesieben07> that
equates to 255 times 16mb which is the aforementioned 4 gigs
L1311[15:40:01] <barteks2x> yes,
0x1000000 bytes is 16MB
L1312[15:40:20] <quadraxis> now if
(data.length < PART_SIZE)
L1313[15:40:23] <barteks2x> it splits
only if you exceed 16MB
L1314[15:40:30] <LexManos> you guys
should be getting nowhere near this size so... why does it
matter?
L1315[15:40:34] <barteks2x> but anything
above 1MB will cause crash
L1316[15:41:02] <Ordinastie> barteks2x,
like I said, I have a mod that sends more than that
L1317[15:41:10] <barteks2x> I have no
idea how
L1318[15:41:19] <barteks2x> When I sent
more than that I got a crash
L1319[15:41:34] <quadraxis> the point of
having functionality to split packets seems wasted if it never
actually works
L1320[15:41:42] <Ordinastie> probably
because you're doing it wrong then
L1321[15:42:01] <barteks2x> based on the
code we see it can't work
L1322[15:42:07] <barteks2x> so you aren't
sending more than 1MB
L1323[15:42:11] <diesieben07> actually he
has a point
L1324[15:42:20] <diesieben07> the code
splits into 16mb parts
L1325[15:42:23] <diesieben07> which is
too much
L1326[15:43:03] <LexManos> When did tey
lower the size?
L1327[15:43:21] <barteks2x> definitely
before 1.9
L1328[15:43:30] <barteks2x> because
that's about when I tried to send more than 1MB
L1329[15:43:35] <diesieben07> looking at
a 1.8 workspace, still 1mb
L1330[15:43:56] <LexManos> meh, I did
test this when I wrote it, so whenever I wrote it it worked for
16mb
L1331[15:44:09] <LexManos> oh well just
delete a zero later when i care
L1332[15:44:11] <LexManos> point is
L1333[15:44:18] <LexManos> why the fuck
do you guys care?
L1334[15:44:36] <LexManos> This was only
ever written because the registry syncing packets were getting to
large
L1335[15:45:17] <barteks2x> some mods
have items that contain other items. When they are nested, packets
may get quite big with a lot of NBT
L1336[15:45:45] <diesieben07> larger than
a meg for one item? :O
L1337[15:45:56] <AshIndigo> If you nest
then enough
L1338[15:45:59] <barteks2x> no idea, I
think it would be doable
L1339[15:46:03] <LexManos> then you are
nesting to much
L1340[15:46:23] <LexManos> ItemStacks
that are >1MB is BAD and you should probably stop doing it
L1341[15:46:45] <LexManos> not to mention
itd crash in tons of other places
L1342[15:46:47] <barteks2x> i don't say I
do that
L1343[15:47:04] <barteks2x> My crash in
1.9 was because I was sending chunk-related data that could gro
without bounds
L1344[15:47:08]
⇨ Joins: ollieread
(~ollieread@exia.ollieread.com)
L1345[15:49:12] <barteks2x> and right,
1MB itemstack would crash chunk loading/saving too
L1346[15:49:24] <barteks2x> because there
is 1MB limit on compressed chunk size
L1347[15:50:20] ***
AshIndigo is now known as AshIndigo-Asleep
L1348[15:50:27] <Hotdog_Daddy> lexmanos
you closed my issue on github saying I didn't post correctly ...
what info is needed to post there
L1349[15:50:31] <Ordinastie> I send PNG
to clients :s
L1350[15:50:44] ***
Hotdog_Daddy was kicked by MineBot (Banned: (10) Stop Pinging
PEOPLE!))
L1351[15:51:40] <Akkarin> lol
L1352[15:52:20]
⇦ Parts: AshIndigo-Asleep
(~AshIndigo@188.29.164.119.threembb.co.uk) ())
L1354[15:52:30]
⇨ Joins: AshIndigo-Asleep
(~AshIndigo@188.29.164.119.threembb.co.uk)
L1355[15:52:31] <shadowfacts> top
kek
L1356[15:52:51]
⇦ Parts: AshIndigo-Asleep
(~AshIndigo@188.29.164.119.threembb.co.uk) ())
L1357[15:53:05]
⇨ Joins: AshIndigo
(~AshIndigo@188.29.164.119.threembb.co.uk)
L1358[15:53:12] *
AshIndigo reads issue
L1359[15:53:20] <Ordinastie> ghz|afk, you
need to use an url without spoilers
L1360[15:53:30] *
AshIndigo wants to know what the post it said
originally
L1362[15:54:56]
⇦ Quits: Hink_
(~Hink@pool-108-49-243-35.bstnma.fios.verizon.net) (Ping timeout:
198 seconds)
L1363[15:54:56]
⇦ Quits: diesieben07 (~diesieben@abrarsyed.com) (Ping
timeout: 198 seconds)
L1364[15:55:07] <copygirl> Or what did
you mean by "post it"?
L1365[15:55:22] <AshIndigo> Oh crap read
the wrong issue
L1366[15:55:35] <AshIndigo> (I can't read
anymore
L1367[15:55:53]
⇨ Joins: diesieben07
(~diesieben@2001:19f0:6400:8965:5400:ff:fe07:8777)
L1368[15:57:43] <ghz|afk> Ordinastie: it
wasn't meant to be a surprise, though
L1369[15:58:02] <Ordinastie> but that's
all the fun :(
L1370[15:58:56] <diesieben07> picard is
never not fun
L1371[15:59:17] <TechnicianLP> is the
"(10)" in the banreason the number of the template?
L1372[15:59:28] <diesieben07> it's the
time
L1373[15:59:32] <diesieben07> but i am
not sure of the unit
L1374[15:59:39] <Ordinastie> minutes I
think
L1375[15:59:39] <Akkarin> bananas
probably
L1376[15:59:47] <diesieben07> banned for
10 bananas.
L1377[15:59:48] <diesieben07> sure.
L1378[15:59:50] <Ordinastie> otherwise
it's 10h or 10d
L1379[15:59:51] <AshIndigo> Oranges
L1380[16:00:03] <Akkarin> goes nicely
with 1.10.banana ... which I am still waiting for
L1381[16:00:03] <TechnicianLP> fruit
salad
L1382[16:00:04] <Akkarin> :(
L1383[16:00:09] <ghz|afk> if the ban goes
away in am inute, it was minutes
L1384[16:00:10] <ghz|afk> ;P
L1385[16:00:21] <ghz|afk> it's not days,
because it says "10d" in that case
L1386[16:00:21] *
diesieben07 is hungry for fruit salad now.
L1387[16:00:29] ***
ghz|afk is now known as gigaherz
L1388[16:00:44] *** MineBot sets mode: -b
Hotdog_Daddy!*@*
L1389[16:00:46] <gigaherz> ijust ate a
kaki
L1390[16:00:48] *
AshIndigo calls Gordon Ramsay
L1391[16:00:50] <gigaherz> I just*
L1392[16:00:53] <gigaherz> the mature
kind
L1393[16:00:57] <gigaherz> not a
persimmon
L1394[16:01:04]
⇨ Joins: Hotdog_Daddy
(~Kris@24-151-68-108.dhcp.nwtn.ct.charter.com)
L1395[16:01:11] <TechnicianLP> hes back
:(
L1396[16:01:11] <Ordinastie> (I was
coding watching Kitchen Nightmare today)
L1397[16:01:23] <diesieben07> yay kitchen
nightmares
L1398[16:01:29] <diesieben07> the us
abomination?
L1399[16:01:35] <AshIndigo> I was
watching hotel hell
L1400[16:01:37] <diesieben07> or the good
uk version? :D
L1401[16:01:41] <Akkarin> Did you learn
how to program yourself a sandwich?
L1402[16:01:51] <Ordinastie> well, I
won't watch the UK ones *again*
L1403[16:01:55] <diesieben07> heh
L1404[16:01:58] <diesieben07> i have the
same problem.
L1405[16:02:00] <Ordinastie> but yes,
they were really better
L1406[16:02:23] <Ordinastie> the UK
version was really him
L1407[16:02:44] <Ordinastie> the US ones,
it's the network doing it, and he just "acts" in it
L1408[16:02:50] <diesieben07> yea
L1409[16:02:57]
⇨ Joins: Hink_
(~Hink@pool-108-49-243-35.bstnma.fios.verizon.net)
L1410[16:03:07] <Ordinastie> still,
listening to him bashing the food is funny
L1411[16:03:21] <AshIndigo> ITS FUCKING
RAW!
L1412[16:03:28] <diesieben07> and omg the
us-style "hey, we are back from the ads, now we need to
re-iterate HALF THE SHOW AGAIN and oh look, time for ads
again"
L1413[16:03:32] <diesieben07> -_-
L1414[16:03:48] <LexManos> humm
L1415[16:03:54] <LexManos> chanserv isnt
doing it job
L1416[16:04:00] <Akkarin> ads? what is
this? a time where people watch TV? :o
L1417[16:04:14] <barteks2x> I clicked
"infer nullity" in idea, and it has option "annotate
local variables". Is is really possible to have
nullable/nonnull on local variables?
L1418[16:04:22] <diesieben07> no, but
they still have ad breaks clearly visible in the version i
watched
L1419[16:04:29] <diesieben07> obviously
there were not ads there, but still
L1420[16:04:32]
⇦ Quits: offbeatwitch (~offbeatwi@163.172.169.69) (Ping
timeout: 198 seconds)
L1421[16:04:40] <diesieben07> barteks2x,
sure, local variables can have annotations.
L1422[16:04:47] <diesieben07> they are
not visible in the class file though
L1423[16:04:52] <diesieben07> that only
works for parameters.
L1424[16:05:13] <Akkarin> That moment
when your production company is too lazy to cut out the parts where
you talk about ad breaks in their dvd/on demand releases
L1425[16:05:27] <barteks2x> that would be
a good way to increase line count
L1426[16:05:33] <diesieben07> ehh it
kinda was somewhat maybe a bit pirated
L1427[16:05:37] <Akkarin> Unless somebody
*gasp*dramatic break here* streams stuff!
L1428[16:05:37] <diesieben07> so i cannot
comment on the source :D
L1429[16:05:39] <Akkarin> oh noes!
L1430[16:05:45] *
diesieben07 hides behind desk
L1431[16:05:52] *
AshIndigo high fives diesie
L1432[16:06:03] *
diesieben07 awkwardly reaches around desk
L1433[16:06:10] <LexManos> 7 people on
ban list, 3 are the same person.
L1435[16:06:25] <diesieben07> oh right, i
remember... it's on youtube :D
L1436[16:06:26] *
Akkarin watches the desk wiggle weirdly
L1437[16:06:32] <Akkarin> :o
L1438[16:06:50] <AshIndigo> Ordi oh my
god a good playlist
L1439[16:07:04] <AshIndigo> Instead of
looking around a for the next ep
L1440[16:07:18] <barteks2x> there are
only 4 people banned here?
L1441[16:07:30] <Hotdog_Daddy> I was just
trying to ask what info I needed to provide to get help
L1442[16:07:44] <Ordinastie> you didn't
read the topic
L1443[16:07:50] *
AshIndigo gets microwave with popcorn in it
L1444[16:08:01] <Ordinastie> actually,
nvm
L1445[16:08:06] <copygirl> Hotdog_Daddy,
Lex, any way I can help provide more information on the
issue?
L1446[16:08:09] <Akkarin> General rule of
thumb: Don't ping people unless it is really necessary (aka the
channel is moving so fast that you'd literally get lost
otherwise)
L1447[16:08:25] <Ordinastie> ah yes,
still mind, rules still here
L1448[16:08:38] <LexManos> Olloth,
Briman, ClientHax, Benny, and Player, Only people on the ban
list
L1449[16:08:41] <Akkarin> Otherwise it
gets annoying quite quickly ... *cough* more than two pings an hour
on average and still not even a beer as a thanks *cough*
L1450[16:08:44] <Ordinastie> (even with
the typo \o/)
L1451[16:08:51] <tterrag> Hotdog_Daddy:
read the topic
L1452[16:09:32]
⇦ Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Read
error: Connection reset by peer)
L1453[16:09:56]
⇦ Quits: sinkillerj
(~sinkiller@nc-67-232-12-242.dhcp.embarqhsd.net) (Ping timeout: 198
seconds)
L1454[16:10:21] <Hotdog_Daddy> What did I
do wrong with the snapshot
L1455[16:10:32]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-12-242.dhcp.embarqhsd.net)
L1456[16:11:06] <TechnicianLP> i have
2153 and it loads fine
L1457[16:11:19] <TechnicianLP> so
probably something on your end
L1458[16:11:57] <LexManos> First off,
read the fucking topic for the channel rules
L1459[16:12:19] <LexManos> Second, 'It
takes a long ass time when I have a billion mods installed, it must
be forge!'
L1460[16:12:37] <LexManos> Is not a valid
report, not to mention your reports have NO USEFUL INFORMATION AT
ALL.
L1461[16:12:38] <Hotdog_Daddy> That isn't
what I said
L1462[16:13:01] <LexManos> Logs are a
REQUIREMENT for us to be able to figure ANYTHING out
L1463[16:13:11] <LexManos> No you didnt
say that in the issue you said it on IRC
L1464[16:13:14] <copygirl> Also, how long
does it take with only forge and no mods?
L1465[16:13:24] <LexManos> which is the
only place im able to get any context to what you're saying
L1466[16:13:57] <LexManos> I dont know
your hardware, I dont know your mods, I cant trust your versions
you list because 90% of people lie.
L1467[16:14:05] <LexManos> This is why
logs are importantr
L1468[16:14:11] <LexManos>
Important*
L1469[16:14:47] <LexManos> Also, for
basic trouble shooting until you get all the information needed to
make a valid bug report with 100% certanty that it IS Froge's
fault, Use the forums.,
L1470[16:14:50] <LexManos> NOT
Github
L1471[16:14:50] <Hotdog_Daddy> I was just
trying to show the only thing that was changing from when it was
working to not working was the version of forge
L1472[16:15:00] <LexManos> That means
nothing
L1473[16:15:22] <copygirl> Are the new
textures not powers of two anymore? That could potentially cause
slowdowns on .. certain systems?
L1474[16:15:31] <tterrag> lex,
considering as you said that the only change was one opcode, it
likely is forge
L1475[16:15:38]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L1476[16:15:39] <AshIndigo> The change
for 2111 is literally one opcode - Lex
L1477[16:15:46] <tterrag> it's not like
any mod is going to behave differently because of that tiny patch
to Stitcher
L1478[16:15:58] <LexManos> yes tons of
mods will behave differently
L1479[16:16:18] <LexManos> IC2, Optifine,
Fastcraft, {Inseret any fucking coremod trhat deals with
graphics}
L1480[16:16:47] <LexManos> And yes
textures are still stitched into powers of two.
L1481[16:16:52] <LexManos> So thats not
the issue
L1482[16:16:56] <AshIndigo> Wait what
does ic2 do to graphics?
L1483[16:17:12] <LexManos> Also, it could
be his crappy copy/pasted arguments to 'enchance' the JVM
L1484[16:17:26] <Hotdog_Daddy> I removed
them
L1485[16:17:28] <LexManos> because it
could be fucking with the garbage collector because this more
densly packs memory then before
L1486[16:17:34] <LexManos> Point is
L1487[16:17:48] <LexManos> He hasnt gone
through the standard debugging and he provided a useless fucking
post.
L1488[16:17:56] <LexManos> THEN he comes
in here and pings me twice
L1489[16:18:08] <Hotdog_Daddy> I did it
twice?
L1490[16:18:20] <LexManos>
#minecraftforge <Hotdog_Daddy> Build 1.10.2-12.18.2.2111:
LexManos: Fixed texture stitcher not using full texture height
before expanding width.
L1491[16:18:21] <LexManos>
#minecraftforge <Hotdog_Daddy> lexmanos you closed my issue
on github saying I didn't post correctly ... what info is needed to
post there
L1492[16:18:40] *
TechnicianLP hides
L1493[16:18:54] <LexManos> So, delete all
your mods
L1494[16:18:57] <LexManos> Use JUST
Forge
L1495[16:19:03] <LexManos> And provide
LOGS
L1496[16:19:05] *
AshIndigo joins diesie under the table
L1497[16:19:20] *
diesieben07 has moved on to making tea in the kitchen
L1498[16:19:31] <LexManos> I have very
little patience for stupid today, especially repeat stupid.
L1499[16:19:35] *
howtonotwin is enjoying the drama right after his
return
L1500[16:19:43] <Ordinastie> you relaly
have a thing for tea don't you ?
L1501[16:20:11] <AshIndigo> What
flavor?
L1502[16:20:48] <Ordinastie> water
flavored
L1503[16:21:21] <tterrag> lex: it sounds
like this issue may be exponentially worse on larger sheets, if I
had to guess. i.e. the difference in just vanilla will be
negligible
L1504[16:21:32] <diesieben07> tea is
great
L1505[16:21:42] <tterrag> and this pack
he's using....has a rather large sheet I'd assume
L1506[16:21:43] *
AshIndigo adds golden flower tea packet
L1507[16:21:48] <LexManos> Possible, but
not held out by my tests.
L1508[16:21:58] <AshIndigo> (Whatever the
hanging part is called)
L1509[16:22:01] <Hotdog_Daddy> 160 mods I
believe
L1510[16:22:28] <Hotdog_Daddy> but it
works fine on this system and nobody in the curse chat with the mod
pack seems to be having trouble
L1511[16:22:34] <tterrag> like I said,
get me a FUNCTIONAL profiling snapshot and I can maybe help
L1512[16:22:37] <LexManos> Also not held
out by anyone else who uses this system because its been thoughly
tested on sheets up to 16K
L1513[16:22:38] <tterrag> but until then
it's hearsay
L1514[16:22:39] <Hotdog_Daddy> also work
fine on my computer at work
L1515[16:23:12] <AshIndigo> Which
computer does it not work on?
L1516[16:23:23] <LexManos> Most likely?
Hes on a shitty intel laptop with shitty stats and has mods in his
pack that are causing shitty sprites to be generated
L1517[16:23:40] <Hotdog_Daddy> my
laptop
L1518[16:23:41] <LexManos> But how the
fuck would we know, he hasnt told us ANYTHING about his setup
L1519[16:24:04] <AshIndigo> Well 'my
laptop' helps alot
L1520[16:24:05] <Hotdog_Daddy> you told
me I posted wrong I get it
L1521[16:24:13] <Ordinastie> has the
atlas a written size limit or is it whatever the memory can handle
?
L1522[16:24:19] <Hotdog_Daddy> so i asked
what you need and I will provide it
L1523[16:24:23] <LexManos> If only all
this information and more was stored somewhere, perhaps in a text
based format, which could be easily transmitted to other people so
they could better understand the system and what is going on
L1524[16:24:53] <Hotdog_Daddy> ok what is
the name of the log
L1525[16:24:56] <LexManos> Ord: It limits
itself to what the GPU says that it can hold. No regaurd to normal
RAM.
L1526[16:26:05] <tterrag> Ordinastie: to
be more specific, it reads the GL capability for max tex size
L1527[16:26:12] <Ordinastie> ah
right
L1528[16:26:24] <Ordinastie> I remember
seeing something like that in the code
L1529[16:26:40] <LexManos> Well more
specifically, it tries to create big ass sheets until it fails,
because GL is dumb and cant be trusted to tell us the right
size
L1530[16:27:15] <copygirl> Hotdog_Daddy:
"<instance folder>/logs/fml-client-latest.log" if
I'm not completely mistaken.
L1531[16:27:26]
⇦ Quits: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net) (Quit: Big
Gulps, huh? Alright... Welp, see ya later)
L1532[16:27:35] <AshIndigo> (Thank
goodness for that debug print out)
L1534[16:30:22] <LexManos> Intel(R) HD
Graphics 5500, called that one
L1535[16:30:37]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8000:134f:101f:6fd9:3511:6bbb)
L1536[16:30:44] *
AshIndigo hates reading logs on his phone
L1537[16:31:56] <TechnicianLP> tldr
L1538[16:32:25] <Ordinastie> I'm a bit
hurt... :(
L1539[16:32:26] <LexManos> Holy shit, a
modpack with only one coremod thats legitimatly suprising.
L1540[16:32:31] <Ordinastie> 160 fucking
and none of mines :(
L1541[16:32:35] <Ordinastie> *mods
L1542[16:32:35] <AshIndigo> Hotdog do you
have a non shitty graphics card?
L1543[16:32:56]
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L1544[16:32:57] <Hotdog_Daddy> it has
Geforce 940m in it
L1545[16:33:05] <LexManos> Its not using
it
L1546[16:33:05] <Hotdog_Daddy> 8GB
ram
L1547[16:33:11] <AshIndigo> Then USE
it
L1548[16:33:36] <AshIndigo> Use the
nvidia control panel to switch graphics processors
L1549[16:33:50] <diesieben07> note you
will have to change it for the java executable
L1550[16:33:50] <AshIndigo> Change to the
high performance option
L1551[16:33:54] <diesieben07> not the
miencraft launcher
L1552[16:33:55] *
TechnicianLP is suprised how hotdog managed to use irc
L1553[16:34:00] <AshIndigo> Just do it
for global
L1554[16:34:03] <diesieben07> no
L1555[16:34:06] <diesieben07> why would
one do that?
L1556[16:34:13] <diesieben07> that
defeats the purpose of the dual GPUs
L1557[16:34:30] <AshIndigo> Its a crappy
Intel GPU
L1558[16:34:31] <LexManos> Tons of
missing models, and other resource based exceptions
L1559[16:34:41] <LexManos> Loading
Resources - Reloading listeners took 116.750s
L1560[16:34:42] <diesieben07> which is
fine for watching youtube videos or typing a letter.
L1561[16:34:53] <LexManos> Bar Step:
Loading Resources - Reloading listeners took 94.694s
L1562[16:34:59] <diesieben07> without
sucking down the battery.
L1563[16:34:59] <LexManos> Nowhere near
25 mins
L1564[16:35:06] <diesieben07> which is
the reason why this stuff exists.
L1565[16:35:28] <AshIndigo> Why not just
set it to global and not have to fix it again later?
L1566[16:35:45] <Ordinastie> he just
explained why -_-
L1567[16:35:47] <diesieben07> because it
kills your battery having it run the nvidia card all the time
L1568[16:35:55] <diesieben07> trust me, i
have one of these things as well
L1569[16:36:00] <barteks2x> this is with
forge 2151, so this is not the long one
L1570[16:36:02] <LexManos> So that entire
load took 10 mins, which is resonable for this crappy of a GPU and
this many mods.
L1571[16:36:05] <LexManos> Im not seeing
the issue.
L1572[16:36:15]
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L1573[16:36:29] <barteks2x> oh,
wait
L1574[16:36:34] <barteks2x> I got it
reversed, nvm
L1575[16:36:53]
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L1577[16:37:12] <Hotdog_Daddy> that must
have been I was trying different mods
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L1580[16:38:55] <Hotdog_Daddy> that was a
test profile I made that someone suggested to try
L1581[16:39:25] <Hotdog_Daddy> I'll get
the one that was causing all the trouble and the one that
works
L1582[16:39:43] <tterrag> no need
L1583[16:39:47] <tterrag> your problem
has already been solved
L1584[16:39:51] <tterrag> were you not
reading?
L1585[16:39:59] *
TechnicianLP2 is suprised of the intelligence of some
people
L1586[16:40:08] <LexManos> Also whomever
made this mod pack
L1587[16:40:11] <LexManos> needs to be
shot
L1588[16:40:16] <LexManos> SOOOOO many
fucking errors during load.
L1589[16:40:19] <LexManos> They really
need to fix
L1590[16:40:21] *
AshIndigo isn't surprised
L1591[16:40:25] <tterrag> lex: this is
just a small subset of mods from the pack
L1592[16:40:39] <tterrag>
<Hotdog_Daddy> that was a test profile I made that someone
suggested to try
L1593[16:40:52] <tterrag> generally it's
not the modpack author's fault. modders are just leaving in broken
model references
L1594[16:40:52] <LexManos> either way
needs to be fixed
L1595[16:41:05] <LexManos> stop using
mods with broken models them
L1596[16:41:26] <tterrag> lol. you want
them to remove a mod from their pack because it spits a few log
lines out?
L1597[16:41:32] <diesieben07> Yes
L1598[16:41:32] <LexManos> yes
L1599[16:41:37] <tterrag> gl with
that
L1600[16:41:42] <tterrag> I'd be happy if
they just reported it as a bug
L1601[16:41:45] <diesieben07> that's the
only way to stop these modders from being stupid
L1602[16:41:46] <diesieben07> or
that
L1603[16:41:52] <LexManos> They need to
do SOMETHING
L1604[16:41:53] <diesieben07> if the mods
actually get fixed as a result of that.
L1605[16:41:57] <tterrag> but fact is
MOST modpack authors are just throwing mods together
L1606[16:42:04] <TechnicianLP2> throw a
runtimeexception in unobfuscated environments xD
L1607[16:42:05] <LexManos> Reporting as
bugs would be a good first step
L1608[16:42:07] <LexManos> if they dont
fix it
L1609[16:42:09] <LexManos> stop using the
mod
L1610[16:42:27] <tterrag> try explaining
to the modpack users why the mod was removed then
L1611[16:42:41] *
AshIndigo wishes there was a 'how broken your mod is'
meter
L1612[16:42:42] <tterrag> in the end
neither the modpack author nor the users care. it's just log
lines
L1613[16:42:43] <LexManos> 'Because the
mods are broken and the author refuses to fix'
L1614[16:42:44] <LexManos> Done
L1615[16:42:58] <tterrag> you can't put
the blame here on modpacks and users
L1616[16:42:58] <LexManos> I know that
nobody cares
L1617[16:43:02] <LexManos> THATS THE
FUCKING PROBLEM
L1618[16:43:07] <LexManos> Yes I
can
L1619[16:43:22] <LexManos> I can put it
on everyone who accepts the status quo and doesnt bitch about
broken shit
L1620[16:43:41] <diesieben07> left-in
missing resource errors are one of the least problems even
L1621[16:43:54] <diesieben07> people do
so much stupid shit during startup it#s ridiculous
L1622[16:44:04]
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L1623[16:44:05] <diesieben07> like,
seriously, if your preinit takes more than a few ms AT MOST you are
doing sometihng wrong.
L1624[16:44:11] <LexManos> thats true,
this log is also filled with tons of missing classes, and npes, and
other shiut
L1625[16:44:21] <diesieben07> that
too
L1626[16:44:39] <LexManos> Point is, I
have been bitching about this for YEARS
L1627[16:44:41] <diesieben07> also
"Hello everyoen MY MOD STARTS NOW!" - "INIT NOW
STILL HERE!!"
L1628[16:44:42] <diesieben07> -_-
L1629[16:44:44]
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L1630[16:44:54] <LexManos> Me being the
only one who bitches is NOT ACCEPTIBLE as its been proven to not
fix anything
L1631[16:44:58] <Ordinastie> log them
all, and once a world is loaded, show a dialog box for each and
every one of them
L1632[16:44:59] <TechnicianLP2> why are
there 1.11 packs at this stage anyways?
L1633[16:45:02] <LexManos> Its on the
rest of the community to help make shit not shit
L1634[16:45:03] *
diesieben07 joins the bitching
L1635[16:45:08] <Ordinastie> annoy the
users that'll work :p
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L1637[16:45:25] <diesieben07> make a mod
that makes them click through every error step by step after
startup ;D
L1638[16:45:30] *
AshIndigo leaves the bitchfest to go to bed
L1639[16:45:37] <LexManos> that.. would
be hilarious ;
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L1642[16:46:32] <barteks2x> but that
would definitely work
L1643[16:46:48]
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L1644[16:46:50] <diesieben07> except
nobody would use the mod and we are back to square one
L1645[16:46:53] <LexManos> no, it
wouldnt, but its still a funny idea
L1646[16:47:04] *
TechnicianLP2 approves
L1647[16:47:15] <diesieben07> people
would scream and then say "oh its this 'ClickThroughError'
mod, i'll remove it - oh fixed!"
L1648[16:47:30] <diesieben07> lusers are
lusers.
L1649[16:47:33] <Ordinastie> diesieben07,
make it part of forge obviously
L1650[16:47:40] <TechnicianLP2> make it a
dep of forge
L1651[16:47:42] <diesieben07> haha sure
:D
L1652[16:47:55] <diesieben07> reaction
then? "forge version XXX+ is broken, downgrade!"
L1654[16:48:11] *
diesieben07 slaps Ordinastie
L1655[16:49:03] <Ordinastie> at least I'm
imune to json errors :D
L1656[16:49:21] *
diesieben07 slaps Ordinastie harder
L1657[16:49:28] <tterrag> stick it in
some often used library mod
L1658[16:49:33] *
tterrag whistles
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L1660[16:50:06] <Ordinastie> even if part
of forge, you'd quickly have a coremod to fix it anyway
L1661[16:50:50] <barteks2x> solution:
make this class load so early that coremods can't change it
L1662[16:51:05] <barteks2x> wait, no that
wouldn't work
L1663[16:51:44] <barteks2x> I should
start thinking before writing
L1664[16:51:57] <quadraxis>
LaunchClassLoader is a mojang thing, right?
L1665[16:52:03] <diesieben07> yep
L1666[16:52:40] <quadraxis> it's
retaining a lot of memory
L1667[16:53:13] <tterrag> those would be
classes
L1668[16:53:15] <tterrag> that it
loaded
L1669[16:53:17] <tterrag> there's a lot
of them
L1670[16:55:43] <quadraxis> it's more the
resourceCache map and packageManifests
L1671[16:56:04]
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L1674[16:57:16] <tterrag> it's
necessary
L1675[16:57:17] <tterrag> ignore it
L1676[16:59:31] <quadraxis> a
cache?
L1677[17:00:40] <LexManos> Yes, in the
grand sceme of things it doesnt take that much memory
L1678[17:00:53] <LexManos> and it
increases the speed a shitload because those things are queried
often
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L1681[17:03:39] <barteks2x> I think I
should go sleep when I'm adding @Nonnull to void methods...
L1682[17:04:07] <quadraxis> theres like
250MB of memory held by a cache that is only referenced if another
cache lookup fails
L1683[17:05:11] <LexManos> depending on
what you do yes that'd probably be true.
L1684[17:07:00] <quadraxis> nothing is
removed from the caches though
L1685[17:07:12] <LexManos> thats the
point of caches
L1686[17:07:24] <quadraxis> if the first
lookup works the second is redundant forever after
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L1688[17:08:55] <Ordinastie> what do you
call "first lookup" ?
L1689[17:09:11] <Ordinastie> the
negativeResourceCache ?
L1690[17:09:22] <quadraxis>
cachedClasses
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L1692[17:10:42] <LexManos> and what
second cache are you talking about?
L1693[17:11:01] <Ordinastie> yeah because
I was not expecting that one :p
L1694[17:11:08] <quadraxis>
resourceCache
L1695[17:12:18] <quadraxis> i dunno, i
just kinda expect an expiry policy on big caches, esp in a
classloader that'll never be GC'd
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L1698[17:12:46] <LexManos> meh, its not a
issue
L1699[17:12:57] <LexManos> and I dont
want to go find my reserach from when this was initally
created
L1700[17:16:40] <LexManos> The main issue
is that findClass is not the only caller of getClassBytes
L1702[17:17:27] <LexManos> you broke
imgur
L1703[17:17:42] <Ordinastie> worked for
me
L1704[17:17:58] <Hotdog_Daddy> so going
into GPU control panel and selecting to always use the 940m seems
to have fixed it
L1705[17:18:04] <barteks2x> you got
retained size to work in visualvm? I once tried and after a few
hours of waiting I just closed it
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L1710[17:18:54] <Hotdog_Daddy> setting
before was auto select
L1711[17:19:39] <LexManos> 255MB of
resources is interesting tho.
L1712[17:20:01] <Hotdog_Daddy> with
earlier versions of forge it was loading fast so it must have auto
selected the 940m?
L1713[17:20:02] <LexManos> Wonder how
many classes that is, and what the average size is
L1714[17:20:15] <quadraxis> did you set a
larger max heap size for visualvm
L1715[17:20:39] <LexManos> No idea hotdog
you havent provided us any informaton to go base our responses on
so whatever
L1716[17:20:55] <LexManos> either way,
next time, report shit correctly and you might get help without
pissing people off
L1717[17:22:09]
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L1720[17:38:04] <Hotdog_Daddy> that is
the log with computer set to auto select gpu but everything seems
to work fine .... not sure if you care or not
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L1725[17:50:08] <quadraxis> wait, is
packageManifests even read?
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L1765[20:11:38] <Ordinastie> didn't I
send you the code already ?
L1766[20:11:59] <Eragonn1490> it only
half worked
L1767[20:12:17] <Ordinastie> ok, first of
all
L1768[20:12:20] <Eragonn1490> only issues
i couldnt solve after using yours was item wont damage the stack,
and delete it
L1769[20:12:25] <Ordinastie> can you
explain what line 29 does ?
L1770[20:13:18] <Ordinastie> (also, you
can remove my name from the comment...)
L1771[20:13:56] <Eragonn1490> line 29
just says if it is the axe jump down in the statement
L1772[20:14:10] <Eragonn1490> also if you
want ill drop your name, i just like to give credit where its
due
L1773[20:14:38] <Ordinastie> Eragonn1490,
now, if you think about it just 2 seconds
L1774[20:14:54] <Ordinastie> will that if
statement even be false ?
L1775[20:15:05] <Ordinastie> *ever
L1776[20:16:04] <howtonotwin> Also
there's a method somewhere that damages an itemstack properly; idk
what it's called. Use that instead of doing it yourself.
L1777[20:16:15] <howtonotwin> Think it
was tryDamageItem or something
L1779[20:17:24] <howtonotwin> The if(not
iron axe) bail'
L1780[20:17:27] <howtonotwin> woops
L1781[20:17:27] <Eragonn1490> one
moment
L1782[20:17:42] <howtonotwin> anyway it
bugs me a bit bc it's a bit to pasta-ish
L1783[20:17:46] <howtonotwin> *too
L1784[20:17:53] <Ordinastie> wut ?
L1785[20:18:10] <howtonotwin> I myself
would just write if(is iron axe) { etc. } instead of if(not iron
axe) return;;
L1786[20:18:12] <howtonotwin> but
meh
L1787[20:18:17] <Ordinastie> ah
L1788[20:18:25] <Ordinastie> I prefer to
return early
L1789[20:18:40] <Ordinastie> I don't like
having lots of needless indentation
L1790[20:19:02] <Ordinastie> if you want
to do if(axe), I'm ok with it
L1791[20:19:08] <Ordinastie> but when you
do both...
L1792[20:22:14]
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L1794[20:38:36] <howtonotwin> !gm
func_70613_aW
L1796[20:39:14] <Eragonn1490> video shows
your version second using ered hammer, and mine with gray one..
both dont work
L1797[20:39:29] <howtonotwin>
debugger
L1798[20:39:31] <howtonotwin> use
one
L1799[20:39:51]
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L1800[20:40:06] <howtonotwin> something
somewhere is happening that shouldn't be happening and the best way
to deal with it is to analyze it with a debugger
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L1802[20:40:21] <howtonotwin> something
somewhere is happening that shouldn't be happening and the best way
to deal with it is to analyze it with a debugger
L1803[20:41:17] <Ordinastie> Eragonn1490,
wild guess, something is wrong with your hammer item instead
L1805[20:44:23] <Eragonn1490> its thesame
as another item and its not givignissues
L1806[20:45:00] <Ordinastie> damn, you
write code you really don't understand...
L1807[20:45:48] <Ordinastie> Eragonn1490,
can you explain the point of the try catch in getMaxDamage()
?
L1808[20:46:58] <Ordinastie> (and that'd
be nice if there wasn't 10min before every answer too :s)
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L1810[20:56:09] <Eragonn1490> brb.
Defending the hallwayfrom terrorist for the government. be back in
ten min
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L1816[21:08:52] <Eragonn1490> im back
@ordinastie the line getMaxDamage() sets the item damage
(uses)
L1817[21:09:17] <Ordinastie> then again,
you're not answering the question
L1818[21:09:24] <Ordinastie>
<Ordinastie> Eragonn1490, can you explain the point of the
try catch in getMaxDamage() ?
L1819[21:10:59] <Eragonn1490> in the item
currently its not useful
L1820[21:11:40] <Ordinastie> right,
because there is absolutely nothing that can NPE inside your try
catch
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L1823[21:13:05] <Ordinastie> then, what's
the point of onUpdate ?
L1824[21:13:10] <Ordinastie> you're not
supposed to do that
L1825[21:13:45] <Ordinastie> that's the
job of itemStack.damageItem(1, event.player);
L1826[21:15:53] <Eragonn1490> i assumed
that it wasnt syncing up on the server because it wont delete the
item and upon researching the issue thats what i came up with
L1827[21:17:31] <Ordinastie> the
itemStack can't delete himself
L1828[21:17:42] <Ordinastie> that's the
point of : event.player.inventory.setInventorySlotContents(i,
null);
L1829[21:18:00] <Ordinastie> if that
doesn't work, that's what you need to debug
L1830[21:19:57] <Eragonn1490> okay
L1831[21:20:02]
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L1844[22:22:59] <SatanicSanta> For
placing blocks from an itemstack, should I be using
ForgeHooks.onPlaceItemIntoWorld? And if so, what should I pass as
the player? null? A fake player?
L1845[22:23:08] <SatanicSanta> also
hand?
L1846[22:23:29] <Ordinastie> placing from
where ?
L1847[22:23:44] <SatanicSanta> an
inventory
L1848[22:23:56] <Ordinastie> from another
block ?
L1849[22:24:00] <SatanicSanta> yes
L1850[22:25:00] <Ordinastie> ideally, you
need to do everything the player would be doing
L1851[22:25:41] <Ordinastie> basically,
calling the block getStateForPlacement (onBlockPaced) and then
onBlockPlacedBy
L1852[22:27:10] <Ordinastie> well, just
everything ItemBlock.onItemUse does really
L1853[22:27:32] <Ordinastie> except you
probably don't any of that data, so just see what compromise you
can make
L1854[22:27:50] <SatanicSanta> I could
just call ItemBlock#onItemUse directly.
L1855[22:28:18] <Ordinastie> yes, but you
don't have the data
L1856[22:28:22] <SatanicSanta> I still
don't know what to pass for the player and the hand values
L1857[22:28:27] <Ordinastie> see
L1858[22:28:43] <SatanicSanta> the
methods you mentioned take players and hands too.
L1859[22:28:46] <Ordinastie> you need the
facing, and hitX/Y/Z too
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L1861[22:29:04] <SatanicSanta> facing is
just the opposite of the facing for the placer
L1862[22:29:09] <SatanicSanta> x y z
would just be 0.5
L1863[22:29:29] <SatanicSanta> but again,
no matter how i do it i need to pass these values
L1864[22:33:02] <SatanicSanta> player
cant be null for sure
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L1866[22:33:23] <Ordinastie> yeah, I
doubt anybody null checks it
L1867[22:33:30] <SatanicSanta> ItemBlock
itself doesnt
L1868[22:33:32] <Ordinastie> fake player
can work
L1869[22:36:24] <Eragonn1490> @Ordi i
have found the issue but im trying to figure out where it goes
wrong
L1870[22:36:39] <Ordinastie> what's the
issue then ?
L1871[22:36:55] <Ordinastie> because
really, if you've found it, that means you know what goes
wrong
L1872[22:37:19] <Eragonn1490> for
whatever reason the itemstack or the item isnt keeping the
setMaxDamage or getMaxDamage
L1873[22:38:00] <Ordinastie> what ?
L1874[22:40:16] <Eragonn1490> let me get
pastebin
L1876[22:43:38] <Eragonn1490> second one
is the item
L1877[22:44:14] <Ordinastie> dude
L1878[22:44:25] <Ordinastie> line
32
L1879[22:44:33] <Ordinastie> is TOTALLY
useless
L1880[22:44:37] <Ordinastie> it doesn't
do anything
L1881[22:44:45] <Ordinastie> for the
event
L1882[22:45:16] <Ordinastie> second,
don't use YOUR buggy code if you want to test
L1883[22:45:47] <Ordinastie> what's the
getItemUse itemstack supposed to do ? nothing
L1884[22:46:29] <Eragonn1490> thats the
item thats taking the damage
L1885[22:46:34] <Ordinastie> NO
L1886[22:46:51] <Ordinastie> the
itemStack that is taking damage is the one in the slot
L1887[22:47:15] <Ordinastie> how do you
think that will work if you use a totally different one
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L1889[22:52:40] <Eragonn1490> i think i
have it at this point...gotta test
L1890[22:53:13] <Ordinastie> if you still
have that line 32 and you getItemUse, you don't
L1891[22:53:27] <Eragonn1490> i got rid
of that
L1892[22:53:43] <Ordinastie> do you at
least understand why you needed to remove it ?
L1893[22:54:01] <Eragonn1490> yes its not
checking anything
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L1896[22:56:03] <Ordinastie> note that
items that have a durability can't stack
L1897[22:56:22] <Ordinastie> so your line
37 should never be tru
L1898[22:56:22] <Ordinastie> e
L1899[22:56:40] <Ordinastie> then
L1900[22:57:16] <Ordinastie> I told you
to use my code to debug
L1901[22:57:34] <Ordinastie> but you
still changed stuff that will never work
L1902[22:57:54] <Ordinastie> what you're
testing does NOTHING
L1903[22:59:09] <Ordinastie> well, not
really nothing
L1904[22:59:37] <Ordinastie> if
(slotStack.getMaxStackSize() == 0) <= always false
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L1909[23:06:11] <Ordinastie> obviously,
damage starts at 0
L1910[23:06:15] <Ordinastie> so you never
damage it
L1911[23:06:26] <Ordinastie> also line 41
is useless
L1912[23:06:37] <Ordinastie> the
itemStack already occupies the slot
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L1914[23:07:29] <Eragonn1490> so how do i
set it to for example 10 so i can only do it 10 times?
L1915[23:07:52] <Eragonn1490> that seems
to be my only issue then .-.
L1916[23:07:54] <Ordinastie> you already
did with this.setMaxDamage(10);
L1918[23:09:09] <Ordinastie> take that
code
L1919[23:09:12] <Ordinastie> debug
it
L1920[23:09:25] <Ordinastie> and by
debugging I do mean debugging
L1921[23:09:41] <Ordinastie> if you don't
know how to use a debugger, then learn
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L1931[23:31:14] <Eragonn1490> @ordinastie
thank you
L1932[23:31:30] <Ordinastie> did you fix
it ?
L1933[23:31:44] <Eragonn1490> turns out..
i was in creative mode
L1934[23:32:05] <Eragonn1490> if
(!(entityIn instanceof EntityPlayer) ||
!((EntityPlayer)entityIn).capabilities.isCreativeMode)
L1935[23:32:32] <Eragonn1490> followed
the code backwards.. turns out i cant test to see if it worked in
creative
L1936[23:32:44] <Ordinastie> that doesn't
explain the red 0 in your video
L1938[23:34:06] <Eragonn1490> eitherway
im not complaining and thank you for tolerating me as i figured it
out and for helping put me in the right direction
L1939[23:34:24] <Ordinastie> that doesn't
explain why checking the stacksize didn't work
L1940[23:35:54] <Eragonn1490> i cant
explain it
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