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L5[00:22:12] <killjoy> How did that get so
many votes?
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L9[00:25:26] <illy> reddit is a silly
place
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L15[01:26:42] <killjoy> Why is bee movie a
thing?
L17[01:27:03] <mezz> because jerry seinfeld
has a lot of money
L18[01:27:09] <killjoy> I mean as a
meme
L19[01:27:23] <killjoy> entire bee movie
except every time they say bee it gets slower
L20[01:27:26] <mezz> because it's a fucking
ridiculous movie
L21[01:27:33] <illy> because internet
L22[01:27:43] <killjoy> I'm not saying I
don't enjoy it
L23[01:27:47] <kenzierocks> it's almost
like a branch of r34
L24[01:27:56] <killjoy> How so?
L25[01:27:57] <kenzierocks> there is a meme
of everything
L26[01:28:00] <killjoy> ah
L29[01:30:07] <killjoy> not just
bread
L30[01:30:09] <killjoy> buttered
bread
L31[01:30:21] <killjoy> How else do you
expect us to make a perpetual motion machine?
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L34[01:34:05] <killjoy> yes
L35[01:35:09] <killjoy> does flying horse
give you wings?
L36[01:35:54] <illy> only if you drink
redbull while riding it
L37[01:36:12] <killjoy> wouldn't that
defeat the point of a flying horse?
L38[01:36:39] <illy> look at my horse my
horse is amazing
L39[01:36:48] <Ordinastie> it tates like
raisin
L40[01:37:00] <killjoy> you forgot to give
it a lick
L41[01:37:30] <Ordinastie> I can say I
watched literally hours of that video
L42[01:37:35] <killjoy> I think I've grown
to hate pdf's
L43[01:37:52] <killjoy> A completely static
page. Who wants that?
L44[01:38:21] <Ordinastie> they're not
necessarily static, they can contain forms too
L46[01:38:48] <killjoy> I mean like how a
webpage changes when you resize the window
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L49[01:40:22] <Ordinastie> (I have amazing
song stuck in my head now)
L50[01:41:12] <barteks2x> I created a new
world for testing, and now for some reason I want to play in this
world in survival mode
L51[01:41:35] <killjoy> save the seed
L52[01:41:45] <illy> I've had that
happen
L53[01:42:05] <illy> for some reason all my
good worlds are test worlds -_-'
L54[01:42:11] <barteks2x> or maybe that's
because I looked at ot on the better monitor
L55[01:42:15] <barteks2x> that I didn;t use
for a log time
L56[01:42:46] <barteks2x> I made
screenshot, opened and it didn't look as good on screenshot
L58[01:43:13] <killjoy> Let me revise why I
hate pdf
L59[01:43:17] <killjoy> Most of the time
it's just an image
L60[01:43:26] <barteks2x> that's not fault
of pdf
L61[01:43:33] <illy> ya...
L62[01:43:37] <barteks2x> that's people
using it wrong
L63[01:43:38] <killjoy> but people still do
it
L64[01:43:48] <killjoy> It's ok if it's
just a comic
L65[01:43:58] <killjoy> but this is almost
literally a scan from a book
L66[01:44:23] <illy> PDFs are great but
people are stupid.
L67[01:44:35] <killjoy> I had my suspicions
when I couldn't select the text.
L68[01:44:38] <barteks2x> or just
lazy
L69[01:44:44] <killjoy> They were confirmed
when I zoomed in and the text was blurry.
L70[01:45:04] <Ordinastie> what's the pdf
from?
L71[01:45:04] <barteks2x> didn't you notice
by file size?
L72[01:45:07] <illy> barteks2x: its hard to
tell the difference some times :P
L73[01:45:11] <Ordinastie> *where
L74[01:45:27] <killjoy> dunno. It's a
reading assignment for my ethics class
L75[01:45:35] <killjoy> it's about
existentialism
L76[01:45:36] <barteks2x> when a pdf is
more than a few MB it's almost always a scan
L77[01:45:42] <barteks2x> or photos
L78[01:45:46] <killjoy> or comic
L79[01:46:07] <Ordinastie> it might not
really be the user's fault then, but simply the tool that export
the stuff to PDF
L80[01:46:32] <killjoy> pdf is designed to
look the same across all platforms
L81[01:46:38] <killjoy> What's more static
than a still image?
L82[01:46:55] <killjoy> /rant
L83[01:47:08] <killjoy> I actually need to
read this.
L84[01:47:26] <illy> rubbing my wool socks
on the carpet is more static :P
L85[01:47:38] * illy
shows himself out
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L87[01:47:45] <killjoy> no, that's has more
static
L88[01:47:59] *
killjoy goes back to distracted reading
L90[01:48:25] <illy> s/when/then/
L91[01:48:37] <killjoy> the DC hero?
L93[01:48:56] <killjoy> static electricity
is always changing
L94[01:49:03] <killjoy> there's no dynamic
electricity
L95[01:49:28] <killjoy> Hm.. I stand
corrected
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L98[01:51:21] <killjoy> Lucky me. OneNote
is capable of copying text from images
L99[01:51:52] <killjoy> unfortunately, it
doesn't detect word wrap
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L101[01:55:24] <copygirl> Hmm.. what's the
best way to reuse the same block model with a different
texture?
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L103[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161127 mappings to Forge Maven.
L104[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161127-1.11.zip
(mappings = "snapshot_20161127" in build.gradle).
L105[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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L118[03:10:11] <Ordinastie> well,that's
annoying
L119[03:10:18] <Ordinastie> when building,
javadoc task complains :
L120[03:10:19] <Ordinastie>
MalisisCore\src\main\java\net\malisis\core\util\chunklistener\ChunkListener.java:159:
warning - Tag @link: can't find onPreSetBlock(ISetBlockCallback,
CallbackOption) in net.malisis.core.registry.MalisisRegistry
L121[03:10:28] <Ordinastie> except, it's
there
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L125[03:27:03] <Ordinastie> here is
something i don't understand
L126[03:27:09] <Ordinastie> I have :
EntityPlayer player = Utils.getClientPlayer();
L127[03:27:28] <Ordinastie> with the util
method annotated @SideOnly(CLIENT)
L128[03:27:52] <Ordinastie> but it still
crashes
L129[03:28:08] <Ordinastie> because
getClientPlayer has EntityPlayerSP as return type
L130[03:28:18] <Ordinastie> if I change it
to EntityPlayer, it doesn't crash
L131[03:29:03] <Ordinastie> my question is
why, is it still trying to load EntityPlayerSP ? shoudln't the
method stripped completely ?
L132[03:31:14] <TechnicianLP> do testmods
need the header?
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L134[03:35:00] <Ordinastie> funny thing
is, if I don't put the player in a field, it doesn't crash either
:/
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L136[03:40:33] <mezz> TechnicianLP, just
do what the others do
L137[03:41:27] <PaleoCrafter> mezz, I'm
currently working on a PR that updates the repo to the new Forge
brand and I want to add support for Vanilla-style animations (i.e.
PNG strips) to the splashscreen
L138[03:41:36] <PaleoCrafter> should I do
that in a PR separate from the actual assets?
L139[03:42:43] <mezz> you can do it
together
L140[03:45:27] <Ordinastie> kenzierocks,
was it you that copied methods from my Utils class ?
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L148[04:23:20] <PaleoCrafter> kinda sad
that you can't run Forge from the dev environment without disabling
asserts for nullability annotations in IDEA 2016.3 xD
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L154[04:28:06] <blood_> forge site is
taking a shit atm
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L156[04:28:17] <blood_> really slow
L157[04:28:19] <PaleoCrafter> yeah
L158[04:28:25]
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L159[04:28:26] <blood_> almost feels like
a DDoS
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L161[04:28:41] <PaleoCrafter> I'll blame a
fiery goat nonetheless xD
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L163[04:33:01] <kashike> mezz: done
L164[04:33:55] <mezz> kashike, I'm
juggling like 10 things so treat me like a turing machine with no
memory. what's done? heh
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L173[04:55:33] <Ordinastie> and also
answer why MessageContext class can load at all with that method
inside : public NetHandlerPlayClient getClientHandler()
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L175[05:09:31] <LexLap2> Methods are lazy
loaded
L177[05:13:03] <Ordinastie> hum, that
makes my previous issue even more puzzling
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L179[05:21:21] <barteks2x> I just don't
get how minecraft chunk rendering works. I'm standing on one place
with game paused and slowly every several seconds the amount of
rendered chunks grows by 1-3
L180[05:25:50] <Ordinastie> are there
ticking blocks ?
L181[05:25:56] <barteks2x> the game is
paused
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L183[05:26:55] <barteks2x> eventually it
stops growing
L184[05:27:04] <barteks2x> but that takes
a lot of time
L185[05:28:39] <barteks2x> Still, i'm
impressed that it's only rendering less than 1000 of 68921
chunks/cubes
L186[05:29:12] <barteks2x> and nothing
seems to be missing on the screen
L187[05:29:33]
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L188[05:29:56] <Ordinastie> it's the
frustum culling
L189[05:30:29] <Ordinastie> and some
heuristic viewability
L190[05:30:31] <barteks2x> it's the magic
visibility graph algorithm that hides so much
L191[05:30:50] <Ordinastie> yes
L192[05:31:22] <barteks2x> but I just
don't understand why it takes so long to have everything
rendered
L193[05:31:32] <barteks2x> including
things near the edge
L194[05:32:22] <barteks2x> also, does fog
look so bad only on my computer or is that normal?
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L196[05:35:17] <ghz|afk> frustum culling
isn't the magic visibility graph, that's occlusion culling
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L198[05:36:14] <ghz|afk> frustum culling
just checks if things are inside the view frustum or not
L199[05:36:27] <ghz|afk> although I
suppose mc may be doing both at once
L200[05:36:30] <barteks2x> and they seem
to be connected now
L201[05:43:21] <ghz|afk> so NMS apparently
released a huge update that adds some of the stuff the game should
have got before calling itself "release-worthy"
L203[05:43:51] <ghz|afk> it's starting to
look minimally interesting
L204[05:44:13] <barteks2x> I read "so
NMS" and my first thought "are we really still talking
about bukkit stuff?"
L205[05:44:28] <PaleoCrafter> I like how
they say "foundation" thrice in that blob under the
heading
L206[05:44:59] <Ordinastie> link ?
L207[05:45:19] <ghz|afk> I pasted it
L208[05:45:25] <Ordinastie> ah
L209[05:45:28] <Ordinastie> missed
it
L210[05:46:29] <AshIndigo> They actually
updated it wow
L211[05:47:05] <ghz|afk> yeah
L212[05:47:08] <ghz|afk> they did
something stupid
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L214[05:47:32] <ghz|afk> which is to shut
up and spend a year developing new stuff wtihout even telling
anyone they were doing so
L215[05:47:59] <ghz|afk> well not a
year
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L217[05:49:09] <Ordinastie> ghz|afk,
consider their previous communications, it was probably a good
idea
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L219[05:53:53] <ghz|afk> I guess they
weren't the best at community engagement
L220[05:54:21] <ghz|afk> that said
L222[05:54:51] <ghz|afk> it's not a good
sign when @NoMansSky is Sean Murray's actual twitter account
L223[05:55:56] <ghz|afk> I mean, it's a
strong sign of not having an actual community manager doing things
to keep a community doing things, which is what keeps games
alive
L224[05:57:17] <PaleoCrafter> heh, just
thought "oh, the animation doesn't look that bad as GIF
in-game" until I noticed that I still have the PNG enabled
q.q
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L226[05:58:00] <ghz|afk> wat?
L227[05:58:16] <PaleoCrafter> what, wat?
:P
L228[05:59:38]
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L229[06:01:54] <ghz|afk> i'm just
wondering how "animation" and "png" mix
up
L230[06:01:54] <ghz|afk> ;P
L231[06:02:04] <PaleoCrafter>
Vanilla-style strip :P
L232[06:02:10] <ghz|afk> ah
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L238[06:13:07] <Grover_c13> hey o/
L239[06:13:22] <Grover_c13> im having
trouble with setPositionAndUpdate on an entity
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L241[06:13:27] <Grover_c13> it just will
not update :/
L242[06:13:42] <Grover_c13> its doing this
on server tick event, so im sure its updating on the server
L243[06:13:50] <Grover_c13> anyone have
any insights?
L244[06:14:58] <ghz|afk> is this on a
player?
L245[06:15:00] <Grover_c13> nope
L246[06:15:02] <Grover_c13> entity
L247[06:15:07] <Grover_c13> a mob
L248[06:15:10] <ghz|afk> players are
entities
L249[06:15:14] <Grover_c13> yeah :P
L250[06:15:20] <ghz|afk> XD
L251[06:15:21] <Grover_c13> a non-player
entity
L252[06:15:29] <Grover_c13> is what im
trying to change the position of
L253[06:16:24] <ghz|afk> hmm
EntityLivingBase#attemptTeleport uses setPositionAndUpdate, and it
doesn't seem to be doing anything else afterward
L254[06:16:37] <Grover_c13> yeah ive been
through it several times
L255[06:16:39] <Grover_c13> doing my head
in
L257[06:17:08] <Grover_c13> tried just
setting the location fields and then using
world.updateEntity(blah)
L258[06:17:10] <Grover_c13> still no
luck
L259[06:18:10]
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L260[06:20:10] <ghz|afk> PaleoCrafter: I
can't see anything else besides those 3 files
L261[06:20:21] <PaleoCrafter> gud
L262[06:20:23] <ghz|afk> literally no
other .gif/.png files in the repository
L263[06:20:31] <ghz|afk> that have
forge-related content
L264[06:21:03] <ghz|afk> so unless someone
knows some kind of hardcoded or procedurally-generated image
XD
L265[06:21:39] <barteks2x> I didn't know
the anomation was supposed to run so fast
L266[06:21:55] <ghz|afk> heh me
neither
L267[06:22:31] <PaleoCrafter> I knew it
was actually faster, but not quite that fast xD
L268[06:23:25] <barteks2x> For me it was
always slow and the loading screen frequently crashes the JVM so I
won't see that change anyway
L269[06:24:24] <PaleoCrafter> I've changed
the splash screen to always play stuff at 20fps, that matches
Vanilla and my "low" FPS gif
L270[06:26:25] <barteks2x> now my random
"duplicate chunk" crashes got so rare that I really don't
know how to debug it
L271[06:26:48] <barteks2x> I fixed one
cause of them, but there is still something left
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L282[07:36:34] <Ordinastie> ghz|afk, wanna
make that door yet ? :]
L283[07:42:56]
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L284[07:43:32] <Shambling> is it generally
best practice when trying to compile someone elses java mod code,
to do setupdecompworkspace first, or should I be able to jump
straight to build most of the time?
L285[07:43:52] <ghz|afk> Ordinastie: not
really XD
L286[07:44:00] <Ordinastie>
setupDecompWorkspace won't do anything related to building
L287[07:44:08] <ghz|afk> right now I'm not
even in the mood to work on my own stuff
L288[07:44:14] ⇦
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L289[07:44:15] <Shambling> didn't think
so, except sometimes it seems to actually help if my build
fails
L290[07:44:16] <Shambling> lol
L291[07:44:43] <Shambling> maybe a timing
issue when it can't pull the sources for dependancies at first if a
website is experiencing heavy traffic
L292[07:44:50] <Ordinastie> ghz|afk,
that's because you don't have an awesome framework backing you up
:p
L293[07:45:00] <ghz|afk> Shambling: yo
uened one of the setup modes
L294[07:45:05] <ghz|afk> not necessarily
setupDEcompWorkspace
L295[07:45:13] <Shambling> ah
L296[07:45:15] <Ordinastie> no you
don't
L297[07:45:18] <ghz|afk> you could do a
setupCIWorkspace, which is enough for building
L298[07:45:19] <Shambling> well it just
compiled :p
L299[07:45:33] <Shambling> so yeah next
time I'll try setupCIWorkspace and see if it compiles
L300[07:45:37] <Ordinastie> you do ?
L301[07:45:44] <Shambling> maybe I'll
extract the zip to another folder and try with just that
L302[07:45:53] <Shambling> on other
people's code, all I can say is, sometimes. :D
L303[07:45:55] <ghz|afk> it MAY work if
you already have the same version set up
L304[07:46:09] <ghz|afk> but I don't think
"gradlew build" on a new folderwill work as-is
L305[07:46:09] <Ordinastie> that must be
it then
L306[07:46:22] <Shambling> imagine it
always compiles for your own code, because your own workspace is
setup in IDEA or some other project manager before a build
L307[07:46:54] <Ordinastie> I'm no sure
because I don't do separate setups for my mods
L308[07:47:10] <Ordinastie> I only setup
once the "forge" project my mods depend on
L309[07:47:31] <Shambling> ok well my
build still failed on this, so I imagine there is a dependancy this
guy is using that isn't pulling
L310[07:47:48] <Ordinastie> you should
know why it's failing
L311[07:47:50] <Ordinastie> it should be
telling you
L312[07:47:59] <Shambling> package
com.sun.istack.internal does not exist
L313[07:47:59] <Shambling> , just gotta
find that source package
L314[07:48:10] ***
Keridos|away is now known as Keridos
L315[07:48:22] <Shambling> ewww, that
looks like it might be from java 6
L316[07:48:48] <ghz|afk>
com.sun.istack.internal appears to be internal stuff that no one
should be using
L317[07:49:24] <Ordinastie> ghz|afk, it
contains NotNull annotation so... :p
L318[07:49:38] <ghz|afk> and
Nullable
L319[07:49:41] <ghz|afk> but the older
versions
L320[07:49:45] <ghz|afk> before they
became official
L321[07:49:50] <ghz|afk> IDEA has its own
package
L322[07:49:59] <ghz|afk>
wahtver.jetbrains.watever.Nullable and .NotNull
L323[07:50:14] <Ordinastie> not for
eclipse though
L324[07:50:29] <Shambling> I'm wondering
if its a call from a package that it doesn't have, as it does
reference deobj jar files that I don't know if I have
anywhere
L325[07:50:34] <Shambling> I'l lgrab those
before making assumptions
L326[07:50:49] <ghz|afk> yeah so any code
using those ancient annotations should probably be updated to
javax.annotations.Nullable and .Nonnull
L327[07:50:51] <Ordinastie> Shambling,
that's supposed to be in your JRE
L328[07:51:08]
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L331[07:54:17] <Shambling> I meant
libraries from other mods
L332[07:54:34] <Shambling> and it looks
like it compiles and calls those fine, I just checked the mavens it
was linking, and those were part of it
L333[07:56:10] <Shambling> so if import
com.sun.istack.internal.Nullable shouldn't be called, is there
still an import that should be there?
L334[07:56:25] <Shambling> I'm assuming
replace with javax.annotations.Nullable as an import?
L335[07:56:41] <Ordinastie> javax is Java8
I think
L336[07:57:39] <BordListian> this is
weird
L337[07:58:08] <BordListian> Extended
BlockStates are cleaned before calculating the meta of the
block?
L338[07:58:17] <Ordinastie> of
course
L339[07:58:23] <BordListian> damnit
L340[07:58:38] <Ordinastie> extended
blockstates are used for rendering
L341[07:58:48] <ghz|afk> uh they shouldn't
be there at all, BordListian
L342[07:58:51] <Ordinastie> they don't
allow to bypass the 4 bits meta limitation
L343[07:58:55] <ghz|afk> the ONLY place
that you can return extended properties
L344[07:58:56] <BordListian> I know
that
L345[07:58:57] <ghz|afk> is
getExtendedState
L346[07:59:02] <ghz|afk> they should NEVER
be used anywhere else
L347[07:59:03] <BordListian> I wanted an
unlisted facing property
L348[07:59:11] <BordListian> so the facing
wouldn't generate extra baked models
L349[07:59:27] <ghz|afk> then ignore it in
the statemapper
L350[08:00:06] <BordListian> statemapper,
I'll have a look
L351[08:00:38] <ghz|afk> see like
L352[08:00:39] <ghz|afk>
this.registerBlockWithStateMapper(Blocks.CACTUS, (new
StateMap.Builder()).ignore(new IProperty[]
{BlockCactus.AGE}).build());
L353[08:00:51] <BordListian> ah
L354[08:00:51] <ghz|afk> in
BlockModelShapes.java
L355[08:01:13] <ghz|afk> you can do
similar things in your client proxy for your own blocks
L356[08:01:19] <ghz|afk> well xcept
L357[08:01:37] <ghz|afk> you'd register
them through forge's stuff
L358[08:01:48] <Ordinastie> it should be
without saying, you don't need to "new IProperty[]" in
the ignore()
L359[08:02:13] <ghz|afk> yeah, decompiler
isn't varargs-aware
L360[08:02:38] <ghz|afk>
ModelLoader.setCustomStateMapper
L361[08:02:41] <ghz|afk> for your own
blocks
L362[08:02:46] <Ordinastie> it helps spot
the copy-pasters though
L363[08:02:54] <BordListian> :P
L364[08:03:18] <ghz|afk> yeah or like, the
explicit boxing/unboxing of Integer and Boolean
L365[08:03:18] <ghz|afk> XD
L366[08:03:39] <ghz|afk> like, do they not
even see that the IDE marks those as redundant?
L367[08:04:08] <Ordinastie> I say that,
but I had new[] in recipes for a long time
L368[08:04:21] <Ordinastie> like I never
bother to check the signature ><
L369[08:04:26] <ghz|afk> XD
L370[08:04:27] <BordListian> I've never
had new[] in recipes
L371[08:04:31] <BordListian> but i should
adopt doing it
L372[08:04:40] <PaleoCrafter> well,
Ordinastie, probably due to your stupid IDE :P
L373[08:05:51] <Ordinastie> .!..
L374[08:07:35] <BordListian> aside from
that, is it safe to import things from libraries that i have as
soft dependencies?
L375[08:07:48] ⇦
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L376[08:07:53] <PaleoCrafter>
depends
L377[08:07:53] ⇦
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L378[08:08:00] <Ordinastie> don't think
you really have a choice
L379[08:08:04] <PaleoCrafter> imports do
not exist on a bytecode level
L380[08:08:22] <BordListian> i tested it
yesterday and it seemed to work fine
L381[08:08:32]
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L382[08:08:47] <PaleoCrafter> if the
access is wrapped in a condition or you're protected by @Optional,
you're safe most of the time
L383[08:08:54] <Ordinastie> soft
dependency means, if the library is not present at runtime, you
don't try to access any of it
L384[08:09:09] <BordListian> Optional is
only for extends and implements though, right?
L385[08:09:20] <BordListian> or well,
stripping out fields or something
L386[08:09:24] <PaleoCrafter> yeah
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L389[08:22:22] <ghz|afk> BordListian: well
@Optional.Method lets you do like
L391[08:22:31] <ghz|afk> and have
mod-specific registry events
L392[08:22:55] <ghz|afk> I'm not a fan of
@Optional
L393[08:23:02] <ghz|afk> but it's much
cleaner than the alternatives
L394[08:23:18] <BordListian> i have a
module system where each module can check if the dependencies are
present
L395[08:23:30] <barteks2x> has anyone ever
seen (in vanilla) a wall of chunks just not rendering at all until
some block is changed in them? (I want to know if it's my bug or
vanilla bug)
L396[08:24:22] <ghz|afk> I have seen
single-block "invisible blocks"
L397[08:24:35] <ghz|afk> where the client
thinks there's air but the server knows otherwise
L398[08:24:36] <barteks2x> This is just
layer of chunks being invisible
L399[08:24:43] <ghz|afk> but not a whole
layer of them
L400[08:24:46] <barteks2x> these blocks
are there clientside
L401[08:24:53] <barteks2x> but they aren't
rendered at all
L402[08:25:03] <Ordinastie> that's on
you
L403[08:25:21] <barteks2x> Except I don't
know what I could possibly break :(
L404[08:25:36] <barteks2x> I just do
whatever vanilla does, but also on Y axis
L405[08:26:43] <barteks2x> how the hell
mojang debugs it?
L406[08:26:45]
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L407[08:26:56] <barteks2x> *whoever writes
the code
L408[08:27:22] <ghz|afk> with apin and
suffering, I presume
L409[08:27:24] <ghz|afk> pain*
L410[08:27:38] <ghz|afk> also probably
debug code that gets disabled and optimized-away during
obfuscation
L411[08:28:52] ***
Keridos is now known as Keridos|away
L412[08:29:23] <barteks2x> I just have
layer of chunks that became invisble for no reason, if I start
debugger I will probably see that they aren't marked for update and
that's all I will know
L413[08:29:36]
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L414[08:29:37] <barteks2x> And it happens
once in half year
L415[08:29:43] ***
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L419[08:30:01] <barteks2x> Last time I've
seen it in 1.9
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L424[08:52:36] <Necro> is there something
about registering item/block models or loading assets in general I
have to change when updating to 1.11?
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L427[08:53:50] <Ordinastie> do your
resource paths all lower case ?
L428[08:53:57] <Ordinastie> *are
L429[08:55:08] <Necro> is that a thing
now? that would explain why some of the item look normal.
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L433[09:04:26] <ScottehBoeh> for
onItemUse
L434[09:04:32] <ScottehBoeh> is it
possible to cancel the punch animation?
L435[09:08:16] <ScottehBoeh> Nevermind,
returning false fixed it
L436[09:09:48] <Shambling> trying to
update TAIGA to 1.8 as an experiment, looking at public static void
integrateMaterial(String oreSuffix, @Nullable Material material,
Fluid fluid, int headDura, float headSpeed, float headAttack, float
handleMod, int handleDura, int extra, int headLevel, boolean craft,
boolean cast), how would I go about using javax.annotation.Nonnull
instead of @nullable?
L437[09:09:54] <Shambling> java 8
rather
L438[09:10:26] <PaleoCrafter> why 1.8?
q.q
L439[09:11:15] <Shambling> java 8, not
1.8
L440[09:11:17] <Shambling> sorry my
bad
L441[09:11:18] <Shambling> lol
L442[09:11:30] <PaleoCrafter> Nullable
does exist in the javax annotations, it's the direct opposite of
Nonnull :P
L443[09:11:37] <Shambling> I'm thinking I
can just get rid of the @nullable, as the library references
material material, and not @nullable
L444[09:14:14] <Shambling> I miss extaTIC,
but I'm thinking TAIGA might not be such a great idea to include in
my modlist
L445[09:15:03]
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L447[09:19:47] <Shambling> if I want to
get @nullable to correctly work though, what do I need to include
in my import list?
L448[09:21:08] <Shambling> so apparently
disabling rock formations doesn't disable rock formations in BoP
:P
L449[09:23:11] <ScottehBoeh> Question:
Best way to get Skin (resource location) from a given
gameprofile?
L450[09:23:30] <ScottehBoeh> How can I
cast a skin as a Resource Location from a gameprofile
L451[09:28:10] <Shambling> huh, all the
textures are broken. :o
L452[09:30:15]
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L454[09:36:50] <Shambling> haha, well I
guess that was to be expected if I view the resource folders on
github "textures not working yet" :P
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L456[09:50:20] <howtonotwin> ScottehBoeh,
you can't
L457[09:50:34] <howtonotwin> Resource
Locations are for textures in the resource pack
L458[09:50:40] <howtonotwin> Skins are not
in the resource pack
L459[09:51:01] <howtonotwin> if you want
to do something with a skin you have to render it yourself
L460[09:51:03] <ScottehBoeh> Ah ok
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L465[10:03:33] ***
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L472[10:45:46] <sham1> Eragonn1490: are
you sure that a meta of 0 is what you want for all the items
L473[10:46:17] <sham1> Wait no
L474[10:46:28] ⇦
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L475[10:46:29] <sham1> What is that
"register"-method
L476[10:47:09]
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L477[10:49:22] ***
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L481[10:55:42] <Eragonn1490> @sham1 which
register method?
L482[11:03:19] <barteks2x> Why minecraft
noise generators have to be so weird... unlike every other noise
generator, in minecraft max value increases exponentially with
amount of octaves...
L483[11:04:08] <ghz|afk> depends on the
alpha & beta values you pass to the noise function?
L484[11:04:23] <barteks2x> what alpha and
beta?
L485[11:04:28] <ghz|afk> I don't
know
L486[11:04:44] <Eragonn1490> @barteks2x
what are you crafting?
L487[11:04:52] <Eragonn1490> creating* im
curious
L488[11:05:09] <barteks2x> worldgen code
for cubic chunks. One that is possible to understand. let me show
an example
L490[11:05:44] <barteks2x> to my
system
L491[11:06:06] <ghz|afk> ah I see, they
don't use the octaves in the way perlin was supposed to use
them
L492[11:06:34] <barteks2x> instead of
decreasing amplitude with each octave, they increase it
L493[11:06:49] <ghz|afk> no they
don't
L494[11:06:51] <ghz|afk> the code
does
L495[11:06:55] <ghz|afk> d3 = 1.0
L496[11:06:57] <ghz|afk> and at the end of
the loop
L497[11:07:01] <Eragonn1490> so you want
to make the worlds bigger? and make the worlds generate
correctly?
L498[11:07:01] <ghz|afk> d3 /= 2.0;
L499[11:07:05] <ghz|afk> so it's
like
L500[11:07:16] <ghz|afk> A + B*0.5 +
C*0.25 + ...
L501[11:07:31] <barteks2x> This is going
to be custom worldgen code that with default settings should look
like vanilla
L502[11:07:48] <barteks2x> but can be
configure in way that is possible to understand and predict the
result
L503[11:07:58]
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L504[11:08:00] <ghz|afk> Eragonn1490:
cubic chunks is just allowing the world to exteend vertically
L505[11:08:04] <ghz|afk> on top of
horizontally
L506[11:08:08] <barteks2x> and arbitrary
world height
L507[11:08:41] <Eragonn1490> thats what i
was saying 3x3x3
L508[11:08:48] <williewillus> why 3?
:P
L509[11:08:57] <sham1> How much space
would a world need? we may never know
L510[11:09:06] <williewillus> that means
3x3x3 => 27 blocks in a cube ...
L511[11:09:37] <barteks2x> No idea where
did that 3 come from here
L512[11:09:53] <ghz|afk> wtf is that 3
supposed to mean
L514[11:10:46] <sham1> ^^
L515[11:10:48] <sham1> ^^^
L516[11:11:00] <ghz|afk> barteks2x: ah,
the "NoiseGeneratorImproved" one is weird
L517[11:11:10] <barteks2x> all of them
are
L518[11:11:18] <ghz|afk> well,
weirdER
L519[11:11:20] <barteks2x> 16 octaves =
max value close to 64k
L520[11:11:23] <ghz|afk> the other
ones
L521[11:11:26] <barteks2x> 1 octave = max
value 1
L522[11:11:30] <ghz|afk> have the
/=2.0f
L523[11:11:39] <barteks2x> And the
frequency is WEIRD
L524[11:12:08] <barteks2x> you specify
frequency, and it's essentially divided by 2^octaves (+/-1)
L525[11:12:12] <ghz|afk> uhm well on the
NoiseGeneratorPerlin
L526[11:12:20] <ghz|afk> there's two
double args on getRegion
L527[11:12:29] <barteks2x> And I'm trying
to somehow map the vanilla configuration onto my code
L528[11:12:32] <ghz|afk> p_151600_12_ and
p_151600_14_
L529[11:12:39] <illy> LexManos: downloads
and decompresses the launcher now to do it for the JRE
http://imgur.com/a/YunSt, after that I work on the
rest of the things we talked about
L530[11:12:50] <ghz|afk> which are
scales
L531[11:12:54] <ghz|afk> and shou.d, be
< 1
L532[11:13:17] <ghz|afk> <= 1 I
mean
L533[11:13:19] <williewillus> is that a Go
installer?
L534[11:13:28] <barteks2x> in which
class?
L535[11:13:34] <williewillus> oh wait no
that's the native bootstrap for the launcher
L536[11:13:35] <barteks2x> which class are
we talking about now?
L537[11:13:50] <illy> williewillus:
mhmm
L538[11:13:57] <ghz|afk> [18:12]
(ghz|afk): uhm well on the NoiseGeneratorPerlin
L539[11:13:57] <ghz|afk> [18:12]
(ghz|afk): there's two double args on getRegion
L540[11:13:57] <ghz|afk> [18:12]
(ghz|afk): p_151600_12_ and p_151600_14_
L541[11:14:15] <illy> was going to do it
in c++ but I didnt want to stab myself
L542[11:14:16] <barteks2x> minecraft uses
getRegion almost everywhere
L543[11:14:27] <barteks2x> minecraft
generates the whole array at once
L544[11:15:06] <ghz|afk> but
NoiseGeneratorPerlin is only used for biome stuffs
L545[11:15:10] <ghz|afk> not for the
actual terrain
L546[11:15:13]
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L547[11:15:39] <barteks2x>
NoiseGeneratorOctaves does similar things
L548[11:15:48] <barteks2x> but using
NoiseGeneratorImproved internally
L549[11:15:53] <barteks2x> which is also
the broken one
L550[11:16:05] <ghz|afk> no the octaves
one is hardcoded to /2.0 each octave
L551[11:16:23] <ghz|afk> so the scale will
be 1.0, 0.5, 0.25, 0.125, ...
L552[11:16:34] <barteks2x> it divides the
value by 2 each time, and then divides the value from noise by
it
L553[11:16:39] <illy> huh looks like the
file can corrupt when it decompresses...
L554[11:16:40] <barteks2x> which means
it's multiplying by 2 each time
L555[11:16:45] <ghz|afk> where?
L556[11:17:18] <ghz|afk> oh wait I
see
L557[11:17:19] <ghz|afk> d16
L558[11:17:26] <ghz|afk> in
NoiseGeneratorImproved
L559[11:17:28] <ghz|afk> is 1/scale
L560[11:17:35] <ghz|afk> which means it
will be *2, *4, *8
L561[11:17:48] <barteks2x> that one
exactly, and the value it uses as the scale is also used as
coordinate scale
L562[11:18:01] *
ghz|afk shrugs
L563[11:18:04] <ghz|afk> mc worldgen is
broken XD
L564[11:18:08] <barteks2x> which means the
each next octave is twice as big and has 2x higher values
L565[11:18:14] <ghz|afk> it literally
looks good due to glitches
L566[11:18:28] <barteks2x> and now look at
this line: if (j4 == 0 || l4 != k)
L567[11:18:34] <barteks2x> and figure out
what the hell it does
L568[11:18:43] <sham1> But glitches is
what makes this game what it is
L569[11:18:48] <sham1> Also, you clearly
are not AFK
L570[11:19:34] <barteks2x> so I'm trying
to map vanilla worldgen configurationn on my code somehow
L571[11:19:45] <barteks2x> so I need to
understand what has which max values
L572[11:19:53] <barteks2x> and what has
which frequency
L573[11:24:26] ⇦
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L575[11:25:12] <barteks2x> I just need to
write some code to generate images from it
L576[11:25:50] <illy> huh so weird edge
case if I try to launch the jar directly i get an "X window
error" but if I try to pipe it output to sprunge it
works...
L577[11:27:29] ***
illy is now known as illy[afk]
L578[11:31:03] <barteks2x>
ChunkProviderOverworld.generateHeightmap has a big weird if chain
after double d7 = this.depthRegion[j] / 8000.0D;... the value
produced by it changes terrain height by at most 1 block
L579[11:34:00] <barteks2x> I already
analyzed the code 3 times, and I remember almost nothing and I just
have to verify my code yet again
L580[11:36:31]
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L585[11:44:11] <williewillus> I would just
use the util methods in ItemStackHandler
L586[11:44:12] <williewillus> :P
L587[11:45:52] <williewillus> anyways
someone mentioned a flowchart creation tool to me a while back what
was it
L588[11:45:57] <williewillus> needs to be
on linux
L589[11:46:06] <williewillus> I'm aware of
dia and latex
L590[11:48:17]
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L591[11:48:28] ***
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L592[11:49:02] ⇦
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L593[11:49:36] ⇦
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L595[11:50:12] <MattDahEpic> how would you
go about getting a IItemHandler for the player's inventory?
L596[11:50:24] <MattDahEpic> does it
cast?
L597[11:50:41] <TehNut>
EntityPlayer#getCapability()
L598[11:55:08] <MattDahEpic> there's
PlayerInvWrapper
L599[11:55:52] ⇦
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L600[11:57:25] <mezz> williewillus, are
you around?
L601[11:57:35] <williewillus> hm?
L603[12:00:12] <mezz> thanks!
L604[12:00:21] <Keridos> is there still a
way left to use TESR rendering for items?
L605[12:00:49] <williewillus> yes
L606[12:01:17] <Keridos> williewillus: how
does it work?
L607[12:02:02] <williewillus>
ForgeHooksClient.registerTESRItemStack
L608[12:02:11] <Keridos> in the
clientproxy ?
L609[12:02:18] <williewillus> yes, then
you need a json with "parent":
"builtin/entity"
L610[12:02:26] <Keridos> ok thanks
L611[12:02:40] <williewillus> and still
need to setCustomMRL to that json too
L612[12:05:25] <Keridos> yay, with that
the OMT port is almost ready
L613[12:05:49] <Keridos> we just need to
fix the last few things and then add the rest of the new stuff and
we are good to release it for 1.10.2
L614[12:07:31] <ghz|afk> you really should
move away from that, though
L615[12:07:39] <ghz|afk> try to convert
the model to a static one for items
L616[12:07:40] ⇦
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L617[12:09:02] <williewillus> or static in
general
L618[12:09:38] <Keridos> we might do that
in a future release
L619[12:12:15] <ghz|afk> hmmm
L620[12:12:28] <ghz|afk> did they use
TESRs for the new shulker boxes?
L621[12:12:37] <williewillus> probably
lol
L622[12:12:39] <howtonotwin>
probably
L623[12:12:46] <williewillus> i think I
saw an unnamed field in TEISR a while back
L624[12:12:48] <williewillus> so
yeah
L625[12:12:52] <ghz|afk> else if
(Block.getBlockFromItem(item) instanceof BlockShulkerBox)
L626[12:12:53] <ghz|afk> yes.
L627[12:13:12] <williewillus> lol so much
for modernizing their rendering..
L628[12:13:16] <williewillus> it's ground
to a halt after 1.8
L629[12:13:35] <williewillus> because they
got rid of their rendering guy
L630[12:13:51] <ghz|afk> tbh, the only
advantage of items using IBakedModels
L631[12:13:53] <ghz|afk> is the
baking
L632[12:14:00] <ghz|afk> they aren't
batched or anything
L633[12:14:08] <ghz|afk> so it's not
REALLY faster per se
L634[12:14:25] <williewillus> I am just
waiting for us to get the non-shitty dynamic model format from
pe/w10
L635[12:14:29] <ghz|afk> so although I
understand not wanting custom rendering on items due to the
inevitable mess
L636[12:14:37] <williewillus> instead of
the abomination that is ModelBase
L637[12:14:50] <ghz|afk> I don't really
agree with the restrictions, either
L638[12:16:39] ⇦
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L641[12:18:55] <howtonotwin> Is there a
better way to stop loading the test mods in the forge workspace
than just deleting them all?
L642[12:19:08] <williewillus> remove them
from the build path?
L643[12:19:14] <ghz|afk> not that I'm
aware of XD
L644[12:19:15] <williewillus> by default
in IDEA they don't load
L645[12:19:41] <ghz|afk> the debug ones
do, though
L646[12:19:53] <Eragonn1490> is there a
way to track if a player tossed a specific item?
L647[12:20:00] <williewillus> there's an
event for that
L648[12:20:40] <williewillus>
ItemTossEvent
L649[12:30:15] ⇦
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L651[12:40:44] <Artillect> How can I keep
a TE's NBT data when it gets broken?
L652[12:41:09] <williewillus> you have to
store it in the drop itself using getDrops (iirc)
L653[12:42:49] <PaleoCrafter> I think
getDrops is too late, unless it changed
L654[12:43:14]
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L655[12:43:37] <howtonotwin> store it in a
tag named "BlockEntityTag"
L656[12:43:48] <williewillus>
PaleoCrafter: with some hackery it isn't ;p
L657[12:43:54] <howtonotwin> then the
implementation of ItemBlock will automatically place the TE for
you
L658[12:44:05] <howtonotwin> well *restore
the TE
L659[12:44:11] <williewillus> well he
wants to know TE->Itemstack
L660[12:44:14] <williewillus> not the
other way around
L661[12:44:30] <howtonotwin> yes, but he's
going to do it the other way round anyway :P
L662[12:44:52] <howtonotwin> so better to
tell him how to do it now
L664[12:46:03] <williewillus> the right
click one is gonna be a mess
L665[12:46:19] <williewillus> also idk how
to represent the server side better
L666[12:46:22] <williewillus> besides just
a dotted line
L667[12:46:46] ⇦
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L671[12:48:35] <kazwolfe> I'm trying to
write a quick mod to act as an entity listener, but I keep getting
NoSuchMethodError or NoSuchFieldError when trying to access things
from Entity. Why is this, and how do I fix it?
L672[12:48:50] <williewillus> show
code
L673[12:49:09] <kazwolfe> String
chickenName = event.getEntity().getName();
L674[12:49:17] <kazwolfe> (NSME)
L675[12:49:26] ⇦
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L676[12:49:29] <PaleoCrafter> do you get
it in dev or in production?
L677[12:49:31] <Ordinastie> in dev ?
L678[12:49:33] <Ordinastie> damn
L679[12:49:36] <kazwolfe> yep, dev.
L680[12:49:44] <kazwolfe> (i think)
L681[12:49:50] <Ordinastie> does the
method actually exist ?
L682[12:49:58] <williewillus> well which
method is the problem
L683[12:50:14] <PaleoCrafter> dev = IDE,
production = Actual MC Client, just to clarify
L684[12:50:40] <kazwolfe> ah, then it's
prod. IDE says everything's fine, client likes throwing
error.
L685[12:50:49] <PaleoCrafter> btw,
williewillus, you need to train a bit to achieve Mumphrey level
flow charts :D
L686[12:50:56] <PaleoCrafter> how did you
build the mod?
L687[12:50:59] <williewillus> yes
-.-
L688[12:51:02] <williewillus> how does he
make his?
L689[12:51:10] <PaleoCrafter> MS Visio,
afaik
L690[12:51:10] <kazwolfe> Gradle's :jar
task
L691[12:51:14] <kenzierocks> yea,
visio
L692[12:51:15] <PaleoCrafter> use build,
not jar
L693[12:51:23] <PaleoCrafter> jar won't
reobufscate your code
L694[12:51:50] <Ordinastie> kenzierocks,
was it you that copied methods from my Utils class ?
L695[12:52:06] <kazwolfe> gotcha, i'll
give that a shot.
L696[12:52:27] <kenzierocks> what
Ordinastie?
L697[12:52:40] <Ordinastie> I guess not
then ><
L698[12:52:44] <Ordinastie> (thanks memory
:x)
L699[12:53:54] <sham1> PaleoCrafter: but
prod is testing
L700[12:53:58] ⇦
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L701[12:54:01] <kazwolfe> looks like it's
working. thanks guys.
L702[12:54:12] <kazwolfe> i thought it was
something simple that i was just overlooking
L703[12:54:15] <PaleoCrafter> hm, sham1?
:P
L704[12:54:47] <sham1> production is for
testing
L705[12:54:59] <PaleoCrafter> wat
L706[12:55:14] <sham1> programmer
humour...
L707[12:55:40] <williewillus> is
BlockPos.getAllInBox inclusive or exclusive?
L708[12:55:49] <PaleoCrafter> look at it
:P
L709[12:55:56] <williewillus> fine fine
:P
L710[12:56:16] <williewillus>
inclusive
L711[12:57:54] <sham1> Inclusive
ranges
L712[12:57:59] <sham1> What is this
L713[12:59:49] <williewillus> yeah this is
annoying
L714[13:00:37] <Artillect> I'm having a
type mismatch between TileEntity and
TileEntityLowVoltageConduit
L715[13:00:48] <williewillus> so does it
extend TileEntity? :P
L716[13:00:50] <Artillect> (the latter
extends TileEntity)
L717[13:00:52] <Artillect> it does
yeah
L718[13:00:53] <williewillus> and what's
the exact error?
L719[13:00:59] <williewillus> and what are
you trying to do that causes it
L720[13:01:33] ⇦
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L721[13:01:37] <Artillect> "Cannot
cast from TileEntity to TileEntityLowVoltageConduit"
L722[13:02:02] <Artillect> and
"Incompatible conditional operand types TileEntity and
TileEntityLowVoltageConduit"
L723[13:02:03] <Ordinastie> that means
TileEntityLowVoltageConduit doesn't extend TileEntity
L724[13:02:14] <williewillus> ^
L725[13:02:41] <Artillect> I had it like
that
L726[13:02:52] <Artillect> turns out I
just didn't save TileEntityLowVoltageConduit with my changes
L727[13:02:53] <williewillus> show
code
L728[13:02:55] <Artillect> I'm really
dumb
L729[13:03:01] <Artillect> saving it fixed
it
L730[13:03:11] <williewillus> what ide are
you using?
L731[13:03:15] <Artillect> Eclipse
L732[13:03:28] <williewillus> oh, i forgot
they don't autosave lol
L733[13:03:58] <Artillect> I'm too used to
using google docs and other IDEs
L734[13:04:10] *
williewillus mumbles about IDEA
L735[13:04:42] <Artillect> I'd use it but
I'm too used to Eclipse
L736[13:04:50] <Artillect> (even tho I'm
shit at using it)
L737[13:05:40]
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L739[13:06:28] <Ordinastie> that's most
likely a plugin, I don't have it
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L747[13:25:21] <sham1> "Dirty
editors"
L748[13:25:27] <sham1> As opposed to the
clean ones
L749[13:26:10] <williewillus> !gm
renderItemModelIntoGUI 1.10.2
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L758[13:38:03] <Artillect> How can I check
a class's references?
L759[13:39:10] <williewillus> what does
that even mean
L760[13:39:17] <williewillus> you mean who
uses it?
L761[13:39:20] <barteks2x> the way terrain
height actually depends on biome height is... weird
L762[13:39:26] <williewillus> your ide can
probably tell you
L763[13:39:28] <williewillus> idk how it
is in eclipse
L764[13:40:15] <Keridos> having a weird
issue here, i moved some stuff from my mod to a lib, and extend
classes form there. using it as a dependency in gradle, however
when I have hte class here locally it works fine, but when I have
the exact same class from my lib, it complains about me not
implementing some abstract methods although they are in the
abstract superclass
L765[13:40:17] <barteks2x> I have it
precalculated using hardcoded constants from before customizable
worldgen, but with customizable worldgen it's way more crazy
L766[13:41:26] <Keridos> wow that was due
to it not being deobfuscated
L767[13:41:41] <Keridos> added
deobfCompile instead of compile and setupDecompWorkspace, now it
works
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L770[13:58:51] <barteks2x> if I didn't
make any mistake, this would be average terrain height for biome
height "height": (height*4-1)*baseSize + 8*baseSize
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L773[14:03:55] <barteks2x> but the result
is different than what I got last time
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L778[14:26:50] <Artillect> so for some
reason one of the blocks I've made is rendering with a purple and
black box around it
L779[14:27:01] <Artillect> not block,
TE
L780[14:27:09] <williewillus> did you
override Block.getRenderType?
L781[14:27:35] <williewillus> look at the
javadoc for it and override as appropriate
L782[14:27:41] <Artillect> ok
L783[14:28:17] <Artillect> TESR is what I
want right?
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L785[14:28:27] <williewillus> yes
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L787[14:28:35] <Ordinastie> probably not
though
L788[14:28:37] <Artillect> it says that it
is deprecated
L789[14:28:57] <Ordinastie> is your block
animated ?
L790[14:29:01] <Artillect> it isn't
L791[14:29:07] <Ordinastie> then you don't
need a TESR
L792[14:29:13] <Artillect> but it uses
TESR in the code
L793[14:29:20] <Artillect> *extends
L794[14:29:21] <Ordinastie> what code
?
L795[14:29:24] <Artillect> my code
L796[14:29:28] <williewillus> don't use
tesr unless it's animated
L797[14:29:34] <Artillect> ok
L798[14:29:39] <Artillect> what should I
use instead then?
L799[14:29:42] <williewillus> static
models
L800[14:29:45] <Ordinastie> normal
models
L801[14:29:50] <williewillus> (where did
you learn to use a tesr? :P)
L802[14:30:07] <Artillect> I didn't learn
it, I borrowed it from Embers's code
L803[14:30:22]
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L804[14:30:27] <Artillect> probably a too
advanced topic for me but I just want to have something that works
for now
L805[14:30:41] <williewillus> yeah
"borrowing" without understanding is not a good
idea
L806[14:31:02] <Artillect> where can I
read up on rendering?
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L808[14:33:04] <williewillus> oh I should
probably finish edition 2 of my rendering primer lol
L809[14:33:10] <williewillus> the old one
is not very beginner friendly
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L811[14:34:02] <Artillect> I can wait for
that then
L812[14:34:13] <Artillect> for now I'll
fiddle with this
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L815[14:37:12] <williewillus> I can't tell
what any of that does, a picture would be more appropriate
L816[14:37:21] <williewillus> also did you
copy all of this from somewhere? :P
L817[14:38:02] <Artillect> I copied it
from embers
L818[14:38:07] <Artillect> it's the
itemPipe
L819[14:38:27] <williewillus> don't copy
without understanding .-. and embers really uses a tesr to render
this? *reminds self to slap them*
L820[14:38:37] <Artillect> i'll remember
that in the future
L821[14:38:45] <Artillect> I understand
conceptually what's going on
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L823[14:39:40] <williewillus> well what do
you want the end result to look like?
L825[14:40:15] <Artillect> the stuff on
the right
L826[14:40:19] <Artillect> *let
L827[14:40:20] <Artillect> *left
L828[14:40:31] <Artillect> once I figure
it out I'll modify it
L830[14:41:43] <Artillect> that's what
it's doing in my code
L831[14:42:25] <williewillus> well if you
want it to just not show the purple boxes you can override
getRenderType but the more general point is that that tesr code is
horrifying idk why embers is doing that
L832[14:42:46] <Ordinastie> omg
L833[14:42:58] <Ordinastie> that
code
L834[14:43:19] <Artillect> where do I
override getRenderType?
L835[14:43:25] <Artillect> the block
class?
L836[14:43:58] <Necro> yes
L837[14:44:50] <Necro> just make it return
EnumBlockRenderType.INVISIBLE
L838[14:45:28] <Artillect> that's pretty
neat the way it's handled
L839[14:46:31] <williewillus> no, don't
use invisible...
L840[14:46:38] <williewillus> invisible
makes it, guess what, invisible :P
L841[14:47:21] <williewillus> Ordinastie:
"let's take ancient ISBRH style code, and stick it in a TESR!
what could go wrong? who cares about performance?"
L842[14:47:29] <Artillect> it removed the
box around it
L843[14:47:48] <Artillect> but the center
of the TE still isn't rendering
L844[14:48:01] <williewillus> yes it also
removed your tesr too lol, use ENTITYBLOCK_ANIMATED
L845[14:48:18] <Artillect> nah it's still
there
L846[14:48:24] <Artillect> i'll show you a
picture
L848[14:48:58] <Artillect> for reference,
there are 3 placed in a straight line to the left of the
thing
L849[14:49:08] <williewillus> i still
think using this code is a terrible idea
L850[14:49:32] <Artillect> will I need to
replace everything if I switch it to a normal model?
L851[14:50:34] <williewillus> what does
replace everything mean
L852[14:51:00] <Artillect> replace
everything in my rendering code (for that TE)
L853[14:51:04] <williewillus> it's a
completely different approach but imo it's cleaner and does not
rerender every frame
L854[14:51:15] <williewillus> (which this
does which is terrible)
L855[14:51:44] <Necro> It's mostly static
so there is no good reason to not use forge blockstates.
L856[14:52:02] <williewillus> you don't
even need forge blockstates for this, in fact the vanilla 1.9
blockstates probably would handle this better
L857[14:52:11] <williewillus> since the
connections are distinguished between to a block and to acnother
cable
L859[14:53:19] <Necro> the fence
blockstate could probably be helpful as a guide.
L860[14:53:48] <williewillus> that page is
okay, but I have no idea why he uses unlisted properties
L861[14:53:57] <williewillus> instead of
getActualState. I would look at fences instead
L862[14:54:04] <williewillus> or redstone
dust
L863[14:54:43] <williewillus> actually
yeah don't use that page just look at vanilla
L864[14:55:09] <Artillect> sounds
good
L865[14:56:41] <Katrix> Anyone know how to
use the pathfinding debug renderer?
L867[14:57:04] <Artillect> this is also
copied from Embers fyi
L868[14:57:32] <Shambling> I dunno, json's
look more horrifying than that code
L869[14:57:34] <Ordinastie> Katrix, I
ddin'didn't even know there was one
L870[14:57:51] <Katrix>
net.minecraft.client.renderer.debug.DebugRendererPathfinding
L871[14:57:53] <Shambling> oh... wait...
no.... I scrolled sideways 50 pages, yeah thats pretty
horrifying
L872[14:58:14] <Katrix> I know you first
have to enable it through reflection, but you have to add paths to
it manually
L873[14:58:34] <Shambling> still looks
cooler than anything I've seen done with json's lol
L874[14:58:41] <Katrix> There is supposed
to be a better way using packets, but I can't find out how
L875[15:01:07] <Artillect> williewillus:
so what the fences do is have an AABB for each direction, which
then gets added to the block if there is a fence in that
direction?
L876[15:01:23] <williewillus> the aabb's
don't have to do with rendering at all
L877[15:01:45] <Artillect> oh true
L878[15:01:51] <Artillect> where's the
rendering done for fences?
L879[15:02:28] <williewillus> do you
understand blockstates and blockstate properties?
L880[15:02:32] <williewillus> look at
getActualState
L881[15:02:36] <williewillus> in
blockfence
L882[15:02:39] <Artillect> ok
L883[15:03:20]
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L884[15:04:04] <Artillect> what does this
do "this.canConnectTo(worldIn, pos.north()))"?
L885[15:04:17] <williewillus> the method
name makes it pretty obvious
L886[15:04:18] <williewillus> :P
L887[15:04:21] <Artillect> well yeah
L888[15:04:35] <Artillect> it checks if it
can connect to the block north of it?
L889[15:04:44] <williewillus> what do you
think? :P
L890[15:04:49] <Artillect> true
L891[15:04:56] <Artillect> I'm just making
sure I understand everything
L892[15:05:07] <Artillect> what does
worldIn do?
L893[15:05:18] <williewillus> what do you
mean what does it do?...
L894[15:05:21] <williewillus> it's the
world
L895[15:05:25] <williewillus> if you want
blocks you need the world
L896[15:05:39] <Artillect> ah
L897[15:05:40] <Artillect> ok
L898[15:05:42] <williewillus> look at the
code body of canConnectTo and you can see what every parameter
"does"
L899[15:05:45] <williewillus> instead of
asking here lol
L900[15:05:52] <Artillect> good
point
L901[15:18:12] <barteks2x> I want to do
some testing with vanilla generator, and I need to add cutsom biome
for that that would be the only biome generated. Any
"normal" way of doing that?
L902[15:18:55] <ScottehBoeh> Is it
possible to get a count of how many mods are installed?
L903[15:18:56] ⇦
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L905[15:19:18] <barteks2x> why would you
want that?
L906[15:19:29] <ScottehBoeh> Just
experiment around with stuff
L907[15:19:40] <PaleoCrafter> probably
Loader has something ScottehBoeh
L908[15:19:45] <ScottehBoeh> Ah I was
thinking that
L909[15:19:52] <ScottehBoeh> since it has
"<user>< joined with <count< mods
L910[15:20:03] <PaleoCrafter> hm?
L911[15:20:09] <PaleoCrafter>
"it"?
L912[15:20:10] <ScottehBoeh> in the Forge
log on a server
L913[15:20:13] <barteks2x> so any idea
about adding custom biome that would be the only biome generated
using vanilla worldgen?
L914[15:20:21] <ScottehBoeh> Client
connected with <count> mods
L915[15:22:10] ⇦
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L917[15:30:14] <Shambling> custom worldgen
is a vanilla feature
L919[15:30:33]
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L920[15:30:40] <Shambling> not sure how
you would do it with a custom biome though
L921[15:31:39] <Shambling> so setting a
biome, it looks like the format is "fixedBiome":15, so if
you know the biomeID you would pass that
L922[15:32:22] <Shambling> if you want all
other settings default, click the default, generate seed, and
replace fixedbiome with the biomeID you want
L923[15:32:33] <barteks2x> I know
everything else
L924[15:32:42] <barteks2x> just how to
make it generate only oen my custom biome?
L925[15:33:01] <ScottehBoeh> Is there an
event I can use for a players connection?
L926[15:33:04] <ScottehBoeh> (To a
server)
L927[15:34:14] <barteks2x> And now which
biome ID it's going to be...
L928[15:35:28] ***
tterrag|ZZZzzz is now known as tterrag
L929[15:35:59] <barteks2x> I haven't
touched biome code since 1.7/1.8...
L930[15:36:08] <barteks2x> So many things
have changed
L931[15:36:27] <barteks2x> and last time I
did anythig with biomes was without forge
L932[15:38:08]
⇨ Joins: MalkContent
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L933[15:39:31] <MalkContent> latest 1.10
forge 2151 crashes during launch for me
L935[15:39:42] <MalkContent> any idea
what's happening here?
L936[15:39:50]
⇨ Joins: howtonotwin
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L937[15:40:05] <ghz|afk> sounds like a
broken coremod, MalkContent
L938[15:40:39] <MalkContent> as in broken
by the new forge version?
L939[15:40:58] <MalkContent> kay
L940[15:41:11] <ScottehBoeh> I can't find
anything >:\
L941[15:41:11] <ghz|afk> if you want to
think of it that way
L942[15:41:12] <ghz|afk> ;P
L943[15:41:24] <ScottehBoeh> Hey,
ghz
L944[15:41:26] <ScottehBoeh> :D
L945[15:41:27] <ghz|afk> you could also
think that coremods are broken by design
L946[15:41:34] <ghz|afk> and this is just
an example of why
L947[15:41:44] <MalkContent> well it was
working with 2122 ^^
L948[15:41:46] <MalkContent> and yea
L949[15:41:59] <ScottehBoeh> Is there any
way for me to get a count of mods installed on a client? (or a list
of the mods)
L950[15:43:02] <AshIndigo_> Maybe Loader
has something?
L951[15:43:13] <MalkContent> maybe the new
forge snooper offers that
L952[15:43:21] <ScottehBoeh> Ah!
L953[15:43:22] <ScottehBoeh> Fuond
it
L954[15:43:26] <ghz|afk> ScottehBoeh: you
mean from within the mod? or externally?
L955[15:43:51] <ScottehBoeh> I'm
experimenting on my own sort of anti-cheat mod :D Nothing major,
just a project to adapt my knowledge
L956[15:43:57] <ScottehBoeh> I just found
that Loader gives me a list of the mods
L957[15:44:36] <AshIndigo_> Yay I guessed
correctly
L958[15:45:22] <barteks2x> uh... why
Minecraft has to make things so hard
L959[15:45:28] <ScottehBoeh> cuz
life
L960[15:45:33] <barteks2x> I just want to
make a world with only one my custom biome
L961[15:45:36]
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L962[15:46:15] <barteks2x> I registered
it, but I have no idea what is the ID
L963[15:46:31] <barteks2x> which is what
customized config expects
L964[15:46:40] <AshIndigo_> Does getID()
exist?
L965[15:46:57] <barteks2x> actually, it
does
L966[15:47:16] <barteks2x> Last time I
worked with biomes was when biome "registry" was an
array
L967[15:47:18] <howtonotwin> what's the
difference between net.mcf.debug and .test?
L968[15:47:32] <AshIndigo_> An
array...
L969[15:48:28] <barteks2x> there was just
BiomeGenbase[256] in BiomeGenBase, that's what I remember
L970[15:49:05] <Gil> is there a
declaration of Curse's manifest.json format somewhere?
L971[15:49:07] <howtonotwin>
Biome.getIdForBiome lol
L972[15:49:16] <Gil> I'm making a pack and
I can't find one
L973[15:51:23] <barteks2x>
System.out.println(Biome.getIdForBiome(biome)); shows 0, I don't
think my biome ID is 0
L974[15:51:53] <howtonotwin> Is it
registered?
L975[15:51:57] <williewillus> barteks2x:
biomes use the same registry system FML adds for blocks/items
now
L976[15:52:05] <howtonotwin> the only
thing that does is query the registry
L977[15:52:05] <barteks2x>
BiomeDictionary.registerBiomeType(biome);
L978[15:52:06] <williewillus> so you need
to GameRegistry.register the biome
L979[15:52:08] <ghz|afk> Gil: I think you
can just look at existing packs
L980[15:52:10] <williewillus> yeah that's
not enough
L981[15:52:12] <howtonotwin> if that fails
you did something wrong
L982[15:52:20] <ghz|afk> the main file is
just a list of file-ids
L983[15:52:25] <williewillus> that's
registering the biome type not the biome itself
L984[15:52:26] <Gil> ghz|afk: sure, but
they should really use open formats
L985[15:52:29] <barteks2x>
GameRegistry.register will also work with biomes?
L986[15:52:32] <Gil> I mean, what the
hell?
L987[15:52:32] <howtonotwin> yes
L988[15:52:33] <ghz|afk> that you can get
by browsing the files section on curseforge
L989[15:52:36] <howtonotwin> it's generic
for a reason :P
L990[15:52:38] <Gil> sure, yeah
L991[15:52:49] <howtonotwin> but you may
as well use the new event
L992[15:52:50] <williewillus> it works
with everything that needs auto assigned ids :P
L993[15:52:55] <ghz|afk> I'd prefer a
maven-like thing, too
L994[15:53:09] ⇦
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connection)
L995[15:53:12] <williewillus> basically if
you *can* pass it to GR.register you probably *should* do so
L996[15:53:19] <barteks2x> will it fail to
compile if I try to register someting that can't be
registered?
L997[15:53:19] <howtonotwin>
RegistryEvent.Register<Biome> event fires sometime between
mod construct and preinit
L998[15:53:21] <Gil> thanks anyway
ghz|afk
L999[15:53:23] <howtonotwin> yes
L1000[15:53:34] <howtonotwin> if it's not
IForgeRegistryEntry it fails
L1001[15:53:38] <barteks2x> I don't use
these events yet
L1002[15:53:42] <williewillus> me neither
lol
L1003[15:53:48] <williewillus> I just
register manually atm
L1004[15:53:49] <barteks2x> I currently
only have (pre/post)init
L1006[15:53:59] <howtonotwin> ofc someone
stupid could have made a IFRE type but not made a registry for
it
L1007[15:54:06] <howtonotwin> but that's
their idiocy
L1008[15:55:04] <Gil> ghz|afk: doesn't
have much info, I have that one already, but thanks
L1009[15:55:18]
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L1010[15:55:24]
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L1011[15:56:15] <barteks2x> And I guess
forge crashes if someone tries to register past 256 biomes?
L1012[15:56:36] <AshIndigo_> 99%
sure
L1013[15:56:50] <howtonotwin> yes
L1014[15:57:10] ***
AshIndigo_ is now known as AshIndigo
L1015[15:59:29] <barteks2x> and either I
don't know how to customize worldgen or it just doesn't work with
custom biomes
L1016[16:01:05]
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L1017[16:02:26] <barteks2x> nope, can't
create world with just my own custom biome. because no
L1018[16:02:41] <williewillus> doesnt the
customized world type have a biome slider?
L1019[16:02:50] <barteks2x> the custom
biome isnt' there
L1020[16:03:11] <AshIndigo> Slap mc
L1021[16:04:00] <barteks2x> do I really
have to write biome generator for that...?
L1022[16:05:53] <AshIndigo> Maybe?
L1023[16:06:30] ***
PaleoCrafter is now known as PaleOff
L1024[16:06:38] <barteks2x> well, let's
hope my vanillacubic hack still works
L1025[16:06:48] <quadraxis> barteks2x,
maybe get WorldEvent.Load and reflectively set
world.provider.biomeProvider?
L1026[16:07:29]
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L1027[16:07:40] <barteks2x> it works but
not the way I wanted...
L1028[16:08:09] <barteks2x> Because biome
height variation 0 it's *really* 0
L1029[16:08:28] <barteks2x> because 0
breaks the generator because it completely unnecessarily divides by
that value
L1030[16:09:58] <barteks2x> value -0.111
should be close enough
L1031[16:10:14] <howtonotwin>
Math.nextAfter?
L1032[16:10:52] <barteks2x> to workaround
0 not being allowed minecraft does this to heigth variation: double
realVariation = biomeVariation*0.9+0.1
L1033[16:11:12] <kazwolfe> When an entity
spawns (on EntityJoinWorldEvent), is the entity name set, or is
that a later event?
L1034[16:11:35] <barteks2x> And if you
try to force it to be 0 - you will get weird results
L1035[16:11:45] <barteks2x> completely
empty terrain
L1036[16:12:05] <barteks2x> because there
will be NaN almost everywhere in that part of worldgen'
L1037[16:14:42] <quadraxis> what are you
writing here?
L1038[16:15:18] <barteks2x> I'm trying to
figure out how biome height is related to terrain height
L1039[16:15:32] <barteks2x> I tried to
figure it out from code
L1040[16:15:40] <barteks2x> but eact time
I try I get different result
L1041[16:16:35] <barteks2x> And didn't I
already explain several times what I'm doing?
L1042[16:16:48] <barteks2x> or was it not
question to me?
L1043[16:18:14] <quadraxis> well i was
just trying to follow getting from 'single biome world' to 'divide
by zero errors'
L1044[16:19:34] <barteks2x> ah, yes. So
now I know my last attempt at figuring it out from code was
wrong
L1045[16:19:57] <barteks2x> from my last
attempt biome height 0 should give terrain height 60 blocks, when
it's 64
L1046[16:21:31] <barteks2x> I needed that
single biome world just to see what will be terrain height
L1047[16:23:13] <quadraxis> cool, got a
better idea now, thanks
L1048[16:25:37]
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⇨ Joins: Eragonn1490 (~eragonn14@172.58.168.225)
L1051[16:30:03] <Eragonn1490> does anyone
here have an example of a door.json? i cant get the textures to
show up at all
L1052[16:30:15] <howtonotwin>
vanilla?
L1053[16:30:18] <howtonotwin> also
logs
L1054[16:30:27] <Eragonn1490> one
second
L1055[16:31:33] <Eragonn1490> yes its a
duplciate
L1056[16:32:22] <ghz|afk> he means that
you can look at vanilla's door.json
L1057[16:32:47] ***
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⇨ Joins: Wixim (~eragonn14@172.56.36.143)
L1060[16:34:47] <ghz|afk> like,
blockstates/spruce_door.json + models/block/spruce_door_bottom.json
+ models/block/spruce_door_top.json +
models/item/spruce_door_json
L1061[16:34:52]
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L1062[16:35:19] <Wixim> yes something
like that
L1063[16:35:21]
⇨ Joins: Artillect
(~Artillect@c-73-192-205-17.hsd1.ca.comcast.net)
L1064[16:35:36] <Artillect> return block
== Blocks.BARRIER ? false : ((!(block instanceof BlockFence) ||
block.blockMaterial != this.blockMaterial) && !(block
instanceof BlockFenceGate) ? (block.blockMaterial.isOpaque()
&& iblockstate.isFullCube() ? block.blockMaterial !=
Material.GOURD : false) : true);
L1065[16:35:42] <ghz|afk> have you
actually looked at those files?
L1066[16:35:47] <ghz|afk> to see how
vanilla minecraft does it?
L1067[16:35:48] <Artillect> I don't even
know how to interpret that
L1068[16:35:54] <Artillect> that's how it
does it for fences
L1069[16:36:03] <Artillect> but all of
the logic going around is a huge jumble
L1070[16:36:27] <howtonotwin> this is
what happens when your codebase is decompiled from an obfuscated
jar
L1071[16:37:11] <ghz|afk> thats how the
logic looks like to the jvm ;P
L1072[16:37:16] <howtonotwin> note how
the decompiler mangled what should have been a bunch of logical
operators (&&/||/&/|) into ternaries ?: :P
L1073[16:37:22] <ghz|afk> the decompiler
did its best to put it back into code
L1074[16:37:29] <Artillect> damn
L1075[16:37:34] <Artillect> well how is
that read
L1076[16:38:26] <Ordinastie> programming
101 ?
L1077[16:38:28] <LexManos> there is no
such thing as &&/||'s in bytecode
L1078[16:38:32] <LexManos> its all just
if statements
L1079[16:38:47] <Artillect> i get that
it's programming 101, it's just a fucking disaster to read
L1080[16:39:02] <Ordinastie> rewrite it
on the side then
L1081[16:39:03] <LexManos> The decompile
tries to compress the if statements with best guess, if theya re
simple it tries terinary
L1082[16:39:15] <Artillect> if it's a
block.BARRIER it returns false
L1083[16:39:17] <Artillect> if not
L1084[16:39:24] <Ordinastie> not here
-_-
L1085[16:39:28] <Artillect> it does some
disaster thing
L1086[16:39:33] <LexManos> If you think
its horrible, fix the decompiler, its open source
L1087[16:39:36] <Wixim> is there a way to
combine all of the blockstaes into one .json?
L1088[16:40:06] <howtonotwin>
hoowee
L1089[16:40:07] <Ordinastie> we can all
agree that the decompiler has some unresolved passion with
ternaries
L1090[16:40:17] <howtonotwin> can we see
the blockstate file too
L1091[16:40:23]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1092[16:40:39] <ghz|afk> this is what
you get, if you use your IDE to convert the ?: into if/else
L1094[16:40:51] <ghz|afk> and add some
"invert if" refactorings along the way
L1095[16:40:56] <howtonotwin> what's with
all these deep quit messages...
L1096[16:41:17] <ghz|afk> Artillect
^
L1097[16:41:19] <Artillect> yeah
L1098[16:41:43] <Artillect> i love the
check at the end that checks if it is Material.GOURD
L1099[16:41:49] <Artillect> well not a
check
L1100[16:42:00] <ghz|afk> well it wasn't
technically "at the end"
L1101[16:42:05] <Artillect> yeah
L1102[16:42:20]
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L1103[16:42:47] <ghz|afk> it just looked
cleaner this way than
L1104[16:42:48] <ghz|afk> if
(block.blockMaterial.isOpaque() &&
iblockstate.isFullCube()) return block.blockMaterial !=
Material.GOURD;
L1105[16:42:48] <ghz|afk> else return
false;
L1106[16:43:21] <Artillect> if my block
is really a tile entity, do I check if the block the thing is
trying to connect to is an instance of the block or the tile
entity?
L1107[16:43:41] <ghz|afk> I usually
ignore the block
L1108[16:43:47] <ghz|afk> and just check
that the TE is the right one
L1109[16:43:50] <ghz|afk> note that
L1110[16:43:56] <ghz|afk> your block
isn't "really a tile entity"
L1111[16:44:02] <ghz|afk> the tileentity
is extra data for a block
L1112[16:44:02] <ghz|afk> ;P
L1113[16:44:18] <ghz|afk> not an
alternative to, but an addition
L1114[16:44:33] <Artillect> so I do block
instanceof TileEntity"whatever"?
L1115[16:44:39] <Artillect> in the return
statement?
L1116[16:44:51] <ghz|afk> ...no
L1117[16:44:56] <howtonotwin> TE !=
block
L1118[16:44:59] <ghz|afk> because the
BLOCK will never be a TILEENTITY
L1119[16:45:00] <Artillect> yeah
L1120[16:45:06] <howtonotwin> A TE can
exist in the same space as a block
L1121[16:45:13] <Artillect> so I first
have to check if the thing is a block or tile entity
L1122[16:45:16] <howtonotwin> but they
are not actually related
L1123[16:45:16] <ghz|afk> NO
L1124[16:45:19] <ghz|afk> it's not either
or
L1125[16:45:22] <ghz|afk> it's ALWAYS A
BLOCK
L1126[16:45:24] <BordListian> infact,
several TEs can exist in the same space as a block
L1127[16:45:32] <ghz|afk> which may or
may not have a TE as a bonus
L1128[16:45:36] <Artillect> so I need to
check if it is a tile entity
L1129[16:45:37] <ghz|afk> BordListian:
wat no
L1130[16:45:39] <Ordinastie> BordListian,
no it can't
L1131[16:45:55] <williewillus> if you're
thinking multiparts, that's still one TE
L1132[16:45:57] <ghz|afk> Artillect: you
want to check if there's a tileentity in that space
L1133[16:45:59] <williewillus> that
delegates to others
L1134[16:46:07] <ghz|afk> not if it
"is", but if it has one
L1135[16:46:13] <BordListian> pretty sure
you can stack mobspawners within each other
L1136[16:46:20] <williewillus>
BordListian: no...
L1137[16:46:27] <ghz|afk> no you can't,
the game basically has
L1138[16:46:29] <Artillect> what's the
method for checking if it is a tileentity?
L1139[16:46:30] <williewillus> that's
because the spawner has a *list* of spawn entries that it cycles
through
L1140[16:46:32] <ghz|afk>
Map<BlockPos, TileEntity>
L1141[16:46:35] <howtonotwin> getTe !=
null
L1142[16:46:39] <howtonotwin>
basically
L1143[16:46:41] <ghz|afk> so there can
only be one bound to each position
L1144[16:46:42] <williewillus> Artillect:
instanceof :<
L1145[16:46:48] <howtonotwin> or
that
L1146[16:46:50] <BordListian> or atleast,
i'm pretty sure i got two tileentities in the same spot a couple
versions back
L1147[16:46:51] <ghz|afk> Artillect: stop
saying "is"
L1148[16:46:55] <ghz|afk> a block is not
a tileentity
L1149[16:46:57]
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L1150[16:46:59] <ghz|afk> a block HAS a
tileentity
L1151[16:47:10] <Artillect> ok
L1152[16:47:16] <williewillus>
BordListian: that's imposible because of how it's implemented, it's
a direct hashmap
L1153[16:47:32] <Katrix> Horay, working
(except that it sometimes crashed D:) pathfinding debug
renderer
L1155[16:47:38] <Katrix> oops
L1156[16:47:39] <Ordinastie> Imma bet one
was on the server adn the other was on the client
L1157[16:47:53] <Artillect> so I do
worldIn.getTileEntity(pos) != null?
L1158[16:48:01] <ghz|afk> Artillect: yes
but no
L1159[16:48:06] <ghz|afk> I mean
L1160[16:48:10] <ghz|afk> yes, you want
to compare with null
L1161[16:48:10] <BordListian> ...in the
chunkdata file of a map?
L1162[16:48:18] <ghz|afk> but you also
want to store the value in a variable first
L1163[16:48:27] <ghz|afk> so that you
don't call getTileEntity unnecessarily
L1164[16:49:02] <BordListian> err okay,
let me rephrase then, you can't have two tes in the same spot, but
two tes with the same xyz?
L1165[16:49:11] <howtonotwin>
BordListian, there's a list of serialized TEs stored in every
chunk
L1166[16:49:16] <howtonotwin> each TE
stores it's own xyz
L1167[16:49:20] <howtonotwin> when the
chunk is loaded
L1168[16:49:23] <ghz|afk>
"TileEntity te = world.getTileEntity(pos); if (!(te instanceof
MyTileEntityClass)) return;"
L1169[16:49:30] <BordListian> i know what
you're saying damnit
L1170[16:49:33] <howtonotwin> the TEs are
deserialized and mapped to their locations
L1171[16:49:34] <Ordinastie> Artillect,
maybe I'll be a dick again but do you realise the time you lose by
not knowing the fundamentals ?
L1172[16:49:44] <howtonotwin> once
loaded, therefore, only one TE to a loc
L1173[16:49:46] <BordListian> i just
distinctly remember a mobspawner rendering inside of a chest
L1174[16:49:53] <BordListian> after nbt
dickery
L1175[16:49:54] <Ordinastie> well, there
will always be ghz|afk to write code for you...
L1176[16:50:08] <howtonotwin> on disk, as
many TEs can be inside the same block, but only one will actually
work once loaded
L1177[16:50:14] <ghz|afk> Ordinastie: nah
he's going to butcher the copypaste
L1178[16:50:15] <ghz|afk> ;p
L1179[16:50:28] <Artillect> ghz|afk why
do I not check if it is null?
L1180[16:50:36] <howtonotwin> instanceof
also checks for null
L1181[16:50:46] <ghz|afk> Artillect:
instanceof returns false always, if the input is null
L1182[16:50:49] <Ordinastie> null
instanceof is always false
L1183[16:50:56] <Artillect> ah
L1184[16:50:58] <ghz|afk> so it's
implicit in instanceof
L1185[16:51:05] <ghz|afk> so there's no
need to do both if you are already using instanceof
L1186[16:51:14] <howtonotwin> which is
odd because null is supposedly bottom but oh well
L1187[16:51:17] <Artillect> if i want the
te to be instanceof a block with a certain capability how is that
done?
L1188[16:51:25] <williewillus> a te is
not a block
L1189[16:51:29] <williewillus> how many
times do we have to say that
L1190[16:51:30] <Artillect> yes
sorry
L1191[16:51:34] <Artillect> it's a
phrasing thing
L1192[16:51:37] <howtonotwin> programmer
QoL > theoretical correctness I guess
L1193[16:51:40] <ghz|afk> you check that
it's a TE first
L1194[16:51:42] <ghz|afk> and then
afterward
L1195[16:51:46] <ghz|afk> you check if it
has the capability
L1196[16:51:50] <ghz|afk> it's just two
steps
L1197[16:51:53] <ghz|afk> you do them one
after the other
L1198[16:51:55] <Artillect> ok
L1199[16:52:40] <ghz|afk> howtonotwin:
well null has no type, so it's techincally an instance of
nothing
L1200[16:53:04] <ghz|afk> you could say
if there was such a thing as "null instanceof void", only
then it may be true
L1201[16:53:08] <howtonotwin> it does
have a type, the null type, you just can't name it
L1202[16:53:13] <ghz|afk> xcept it
wouldn't be, because void isn't nullable
L1203[16:53:15] <howtonotwin> and that
type is the bottom type
L1204[16:53:30] <howtonotwin> which means
it is a subtype of all types
L1205[16:53:34] <ghz|afk> ?
L1206[16:53:42] <ghz|afk> subtype, or
supertype?
L1207[16:53:44] <howtonotwin> proof: you
can assign null to any reference type
L1208[16:53:46] <howtonotwin>
subtype
L1209[16:53:48] <howtonotwin> of all
types
L1210[16:53:53] <ghz|afk> that makes no
sense
L1211[16:53:59] <howtonotwin> it's
bottom
L1212[16:54:05] <ghz|afk> unless our
concept of subtype is different
L1213[16:54:07] <howtonotwin> it's entire
purpose is to break the system :P
L1214[16:54:27] <ghz|afk> the way I see
it, null is the root
L1215[16:54:49] <quadraxis> Object is the
root of the class heirarchy
L1216[16:54:53] <ghz|afk> as in,
"Object extends Reference", where "Reference"
only has one possible value "null"
L1217[16:55:16] <howtonotwin> My
definition of subtype is that T is a subtype of T' if T' t' =
<expr of type T> is well-typed
L1218[16:55:29] <quadraxis> every
reference type can be cast to Object
L1219[16:55:40] <quadraxis> and null can
be cast to every reference type
L1220[16:55:43] <howtonotwin> therefore
null is a subtype of all types as <any-type> t = null is
always well typed
L1221[16:55:50] <howtonotwin> Object and
null are opposite
L1222[16:55:50] <ghz|afk> if I ever
create a langauge
L1224[16:55:53] <Artillect> wait, do I
want this connection code in the block class or tile entity
class?
L1225[16:55:55] <ghz|afk> this is the
type hierarchy I'm using
L1226[16:55:56] <ghz|afk> XD
L1227[16:55:58] <howtonotwin> Object is
top, null is bottom
L1228[16:56:09] <ghz|afk> howtonotwin:
yeah I don't see that ;p
L1229[16:56:19] ***
Keridos is now known as Keridos|away
L1230[16:56:30] <howtonotwin> say I have
an object of type Object
L1231[16:56:36] <howtonotwin> can I
assign it to a var of type String?
L1232[16:56:38] <howtonotwin> no
L1233[16:56:45] <howtonotwin> therefore
Object is not a subtype of String
L1234[16:56:54] <howtonotwin> If I have
an object of type null
L1235[16:57:02] <ghz|afk> you dont' ahve
an object of type null
L1236[16:57:05] <howtonotwin> can I
assign it to a var of type String
L1237[16:57:14] <howtonotwin> yes
L1238[16:57:21] <howtonotwin> therefore
null type is a subtype of String
L1239[16:57:30] <ghz|afk> I guess that's
where we disagree ;P
L1240[16:57:32] <howtonotwin> repeat this
proof and you find null is a subtype of all types
L1241[16:57:47] <ghz|afk> I understand
your point of view, now
L1242[16:57:53] <ghz|afk> I just disagree
in the entire concept of "null type"
L1243[16:58:27] <howtonotwin> JLS 4.1
disagrees with you
L1244[16:58:37] <howtonotwin> "There
is also a special null type, the type of the expression null
(§3.10.7, §15.8.1), which has no name."
L1245[16:58:37] *
ghz|afk shrugs
L1246[16:58:51] <ghz|afk> yeah that's a
hack
L1247[16:58:55] <ghz|afk> used to
implement the compiler
L1248[16:59:02] <ghz|afk> a workaround
for a limitation of the system
L1249[16:59:16] <howtonotwin> no, it's in
the JLS
L1250[16:59:21] <howtonotwin> hacks do
not go in the JLS
L1251[16:59:31] <ghz|afk> I mean
L1252[16:59:34] <howtonotwin> formal
definitions go in the JLS
L1253[16:59:35] <ghz|afk> hack at the
design level
L1254[16:59:37] <ghz|afk> not
implementation level
L1255[16:59:40] <ghz|afk> it's a
"formal hack"
L1256[16:59:50] <ghz|afk> a trick to work
around a design flaw
L1257[16:59:54] <ghz|afk> (nulls are a
design flaw ;P)
L1258[16:59:54] <howtonotwin> well bottom
does have a tendency to break type systems
L1259[17:00:22] <quadraxis> can you have
a valid expression of type null?
L1260[17:00:25] <howtonotwin> yes
L1261[17:00:28] <howtonotwin> it's
`null`
L1262[17:00:28] <ghz|afk>
"null"
L1263[17:00:29]
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206 seconds)
L1264[17:00:46] *
howtonotwin shifts this war into one about " vs `
L1265[17:00:46] <quadraxis> i mean not as
a subexpression
L1266[17:00:51] <ghz|afk> the idea being
that null assigned to anything gets casted to that
L1267[17:01:03] <quadraxis> dont think
you can compile "null;"
L1268[17:01:03] <ghz|afk>
quadraxis:
L1269[17:01:10] <ghz|afk> yes you
can
L1270[17:01:11] <ghz|afk> well
L1271[17:01:25] <ghz|afk> the compiler
may reject it due to "ignoring expression result" or
whatever
L1272[17:01:28] <howtonotwin>
"1+1" doesn't compile either
L1273[17:01:33] <ghz|afk> but so far as
the AST is concerned
L1274[17:01:50] <ghz|afk> that's an
expression with effective type "<unnamed
null-type>"
L1275[17:02:10] <Artillect> and I was
told this wasn't a java channel lol
L1276[17:02:12] <ghz|afk> which as
howtonotwin is assignable to any other type
L1277[17:02:13]
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L1279[17:02:20] <ghz|afk> Artillect: we
don't TEACH java (try not to)
L1280[17:02:25] <Artillect> i know
L1281[17:02:26] <quadraxis> but is that
allowed by the JLS?
L1282[17:02:30] <ghz|afk> but we do
discuss the intrincacies of the langauge every now and then
L1283[17:02:35] <howtonotwin> what is
allowed?
L1284[17:02:37] <Artillect> i'm merely
making a joke
L1285[17:02:42] <ghz|afk> quadraxis: if
you write
L1286[17:02:46] <ghz|afk> a = null;
L1287[17:02:48] <ghz|afk> the compiler
will see
L1288[17:03:23] <ghz|afk>
Assignation(Ref('a')<typeof a>,Null()<null-type>)
L1289[17:03:36] <ghz|afk> (I made up that
syntax)
L1290[17:03:43]
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L1291[17:03:43] <howtonotwin> This talk
about ASTs and compilers is giving me flashbacks to scala
macros
L1292[17:03:52] *
howtonotwin shivers
L1293[17:04:27] <ghz|afk> so it will
generate something akin to "a = (TypeOfA)null;"
L1294[17:04:51] <ghz|afk> (dunno if that
cast is implicit or explicit in the bytecode)
L1295[17:04:57] <howtonotwin> If you
believe my position of null being a subtype of all things there is
no cast
L1296[17:05:00] <howtonotwin>
testing...
L1297[17:05:05] <Gil> hmm, I wonder if I
should use gradle to install my pack
L1298[17:05:13] <Gil> can gradle handle
Curse links somehow?
L1299[17:05:50] <Gil> what I want to do
is have a way to develop modpacks
L1300[17:06:00] <quadraxis> yeah so the
type of the expression "a = null;" is <type of
a>
L1301[17:06:01] <Gil> so the git doesn't
have the packs, but it has a list of dependencies
L1302[17:06:14] <quadraxis> <unnamed
null type>
L1303[17:06:20] <Gil> people working on
the pack clone the git, build it and test it
L1304[17:06:23] <quadraxis> *not
<unnamed null type>
L1305[17:06:39] <Gil> I guess I can use
ForgeGradle without any source or something
L1306[17:06:40] <Gil> hmmm
L1307[17:06:56] <quadraxis> An expression
denotes nothing if and only if it is a method invocation (§15.12)
that invokes a method that does not return a value, that is, a
method declared void (§8.4). Such an expression can be used only as
an expression statement (§14.8) or as the single expression of a
lambda body (§15.27.2), because every other context in which an
expression can appear requires the expression to...
L1308[17:06:57] <quadraxis> ...denote
something.
L1310[17:07:10] <Gil> I just need to find
a proper way to set up the build gradle and the proper command to
run
L1311[17:07:25] <ghz|afk> you can try to
use that as a helper ;P
L1312[17:07:33] <Gil> ghz|afk: Vazkii's
is better
L1313[17:07:38] <Gil> that's what I'm
using now
L1314[17:07:42] <ghz|afk> heh
L1315[17:07:57] <howtonotwin> there is no
cast of Object obj; obj = null
L1316[17:08:04] <Gil> for my purposes
that is, the python dependency is bad
L1317[17:08:07] <howtonotwin> just
"aconst_null; putfield"
L1318[17:08:16] <Gil> I won't teach
everyone how to install python, I'm not crazy
L1319[17:08:35]
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L1320[17:08:42] <williewillus>
howtonotwin: the question is does the compiler treat it like
another type and convert
L1321[17:09:11] <ghz|afk> yes, for
purposes of type-matching and inference
L1322[17:09:25] <ghz|afk> the alternative
is to have the compiler treat nulls in a special way
L1323[17:09:39] <ghz|afk> "if the
left side is null, then do this, else get the type"
L1324[17:09:45] <ghz|afk> you'd have the
compiler full of those
L1325[17:09:52] <ghz|afk> it's much
easier to have a null-type
L1326[17:09:57] <ghz|afk> and then just
include type-matching rules
L1327[17:10:09] <ghz|afk> for that
null-type
L1328[17:10:44] <ghz|afk> which is why I
was saying it's a design hack
L1329[17:10:57] <howtonotwin> this is
true in formal contexts too, actually
L1330[17:11:08] <ghz|afk> it makes
everyone life's much easier to treat null as a subtype of all the
types at once
L1331[17:11:31] <ghz|afk> everyone's
lives*
L1332[17:12:03] <ghz|afk> even thouhg
that means "null is a subtype of everything, but an instance
of nothing"
L1333[17:12:15] <ghz|afk> you have to
just accept that
L1334[17:12:22] <Gil> the word you're
looking for is bottom type I think
L1335[17:12:24] <ghz|afk> and cry while
trying to leep
L1336[17:12:31] <ghz|afk> sleep*
L1337[17:12:31] <Gil> explicit bottom
types are bad
L1338[17:12:38] <ghz|afk> hence why I
refuse to give it a formal name
L1339[17:12:38] <ghz|afk> ;P
L1340[17:12:38] <Gil> null should die in
a fire
L1341[17:12:41] <quadraxis> well thats
fine, null is not an instance
L1342[17:12:52] <Gil> implicit bottom
types, sorry
L1343[17:12:52] <ghz|afk> it could
be
L1344[17:13:08] <ghz|afk> they could have
defined null as an instance with id = 0
L1345[17:13:11] <Gil> TypeScript now has
an option to turn off implicit bottom
L1346[17:13:29] <Gil> no more NPE in
JavaScript, thank god
L1347[17:13:32] <quadraxis> but that is
aginst the point of null
L1348[17:13:35] <ghz|afk> IF you use
typescript
L1349[17:13:39] <ghz|afk> we use
coffeescript at work
L1350[17:13:42] <Gil> ugh
L1351[17:13:47] <Gil> poor man
L1352[17:13:57] <ghz|afk>
coffeescript+angular+less
L1354[17:14:05] <ghz|afk> using BEM style
rules ¬¬
L1355[17:14:05] <Gil> angular 1?
L1356[17:14:07] <ghz|afk> yes
L1358[17:14:20] <Gil> I had that
job
L1359[17:14:22] <Gil> I ran
L1360[17:14:30] <ghz|afk> I get paid
enough to stick around a bit longer
L1361[17:14:30] <ghz|afk> ;p
L1362[17:14:31] <Artillect> how do I get
the face of a block that I'm trying to connect to?
L1363[17:14:40] <Gil> fair enough
L1364[17:14:45] <Artillect> *or tile
entity
L1365[17:14:59] <ghz|afk> check which
direction you are looking at
L1366[17:15:04] <ghz|afk> and get its
opposite
L1367[17:15:10] <Gil> coffeescript was
okay-ish for a while, because it had traction, now it's just
another dead language that makes no sense
L1368[17:15:20] <Artillect> let me
rephrase, sorry
L1369[17:15:34] <Gil> TypeScript is close
to being something we won't ever get rid of
L1370[17:15:44] <Artillect> I mean I have
a block trying to connect to others, how do I get the face of the
block that it is trying to connect to
L1371[17:15:48] <Gil> it just needs a
little extra push
L1372[17:15:57] <Artillect> because to
check if it has the capability, it needs an EnumFacing
L1373[17:16:00] <Gil> SoundScript might
give TypeScript that push I guess
L1374[17:16:08] <ghz|afk> Gil: the
project manager would like to switch to typescript+vuejs
L1375[17:16:13] <ghz|afk> but
L1376[17:16:25] <ghz|afk> it's hard to
tell the boss we need to allocate a few thousands hours to that
task
L1377[17:16:26] <ghz|afk> XD
L1378[17:16:37] <Gil> lol, that's always
the problem
L1379[17:16:59] <ghz|afk> the performance
difference does have a selling point, though
L1380[17:17:03] <ghz|afk> everything is
faster than angular1
L1381[17:17:14] <Gil> VueJs is cool, I
just worry it'll be obsolete before you finish your project
L1382[17:17:26] <Gil> stuff is going so
fast
L1383[17:17:57] <Gil> I mean, there's
people starting to call Aurelia outdated, I'm not even sure if it's
out yet
L1384[17:17:57]
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L1386[17:18:08] <Gil> I just trust Eric
Elliot
L1387[17:18:16] <Gil> he seems to have
the right idea
L1389[17:18:43] <ghz|afk> XD
L1390[17:18:53] <Gil> vanilla javascript,
maybe typescript if you really need it, make use of prototypal
inheritance, no classes
L1391[17:18:55] <ghz|afk> I really like
WPF as a language/environment
L1392[17:19:02] <howtonotwin> o_O
L1393[17:19:05] <ghz|afk> (language being
XAML)
L1394[17:19:06] <Gil> oh and PWA's, not
apps
L1395[17:19:13] <howtonotwin> Actually
that doesn't seem half bad
L1396[17:19:16] <Gil> native apps need to
die
L1397[17:19:26] <ghz|afk> no they
don't
L1398[17:19:28] <ghz|afk> ;P
L1399[17:19:42] <ghz|afk> at least not
for as long as the web is built on html+js+css
L1400[17:19:49] <Gil> PWA's can do the
same thing, but are an open format supported by all devices but
apple
L1401[17:19:52]
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L1402[17:19:59] <Gil> and it doesn't
require an install to work
L1403[17:20:00] <ghz|afk> IMO
L1404[17:20:09] <ghz|afk> the worst issue
with any and all web frameworks
L1405[17:20:14] <ghz|afk> is that in the
end, they end up as html+js+css
L1406[17:20:18] <ghz|afk> so long as we
can't fix that
L1407[17:20:23] <ghz|afk> the web will
remain semi-broken
L1408[17:20:29] <Gil> I don't mind JS,
it's my favorite language
L1409[17:20:38] <Gil> and the new shadow
DOM stuff makes HTML just fine
L1410[17:20:42] <Gil> CSS is an
issue
L1411[17:20:44] <Gil> a big one
L1412[17:20:46] <ghz|afk> sure, but it's
not a good fit for the backend langauge
L1413[17:20:48] <ghz|afk> that runs the
apps
L1414[17:20:59] <Gil> debatable, but I
get your point
L1415[17:21:12] <ghz|afk> the backend
langauge should be more asm-like
L1416[17:21:23] <ghz|afk> epxlicit
typing, provable correctness, etc
L1417[17:21:24] <Gil> let's put it this
way: I think JS might become a good server language
L1418[17:21:34] <ghz|afk> then stuff like
js can just be built on top
L1419[17:21:58] <Gil> a provably correct
general VM maybe?
L1420[17:22:05] <ghz|afk> yeah
L1421[17:22:05] <Gil> that runs on ring 0
of the OS
L1422[17:22:11] <ghz|afk> well that's an
implementation detail
L1423[17:22:12] <ghz|afk> ;P
L1424[17:22:12] <Gil> that'd be faster
than native code probably
L1425[17:22:28] <Gil> good luck
optimizing your C++ so much that it beats Ring 0 speed
L1426[17:22:39] <Artillect> how can I
accept any facing in a hasCapability check
L1427[17:23:02] <Gil> Ring 0 is not an
implementation detail man, we're currently running all code in the
entire world at a 20% overhead cost in Ring 3
L1428[17:23:18] <Gil> a general VM in
Ring 0 makes ALL code 20% faster
L1429[17:23:31] <shadowfacts> Artillect,
just ignore the EnumFacing parameter and check the Capability
L1430[17:23:33] <Gil> and JS for example,
or Java, is NOT 20% slower than C++
L1431[17:23:43] <Gil> so a general VM =
Java and JS faster than C++
L1432[17:24:08] <Disconsented> JS?
L1433[17:24:13] <Disconsented> Im
skeptical
L1434[17:24:14] <Gil> JavaScript
L1435[17:24:33] <Gil> JavaScript is about
as fast as Java these days
L1436[17:24:38] <Disconsented>
Links?
L1437[17:24:59] <Gil> the topic is to
broad to link you to some benchmarks
L1438[17:25:06] <Gil> why do you think
it's slower?
L1439[17:25:29] <Gil> I mean, there's
tons of use cases where I get your point, it depends on how you use
it, etc
L1440[17:25:43] <Disconsented> I don't
have a point, Im just skeptical
L1441[17:25:56] <Gil> but a bottom line
optimized algorithm in JS is just as fast, if not faster than
Java
L1442[17:26:04] <Gil> remember, Web
Assembly is a spec now
L1443[17:26:16] <Gil> and OpenGL is a
native spec to JS now
L1444[17:26:20] <Artillect> shadowfacts
it wants me to define a variable for that parameter but I don't
know what to define it as
L1445[17:26:34] <Gil> well, WebGL, I'm
broadly sweeping again
L1446[17:26:48] <shadowfacts> you mean
you don't have the parameter in your method signature?
L1447[17:27:02] <Gil> I'm not advocating
people to write the new Call of Duty in JS just yet
L1448[17:27:07] <shadowfacts> it should
be boolean hasCapability(Capability<?>, EnumFacing)
L1449[17:27:21] <shadowfacts> the
EnumFacing parameter should still exist, you just ignore it in your
method impl
L1451[17:29:15] <Disconsented>
cheers
L1452[17:29:22]
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seconds)
L1453[17:29:46] <Gil> the fact that these
articles pop up is proof enough performance is close enough
L1454[17:29:51] <Disconsented> Oh
Node
L1455[17:30:05] <Disconsented> When you
said JS, I thought you meant JS in browsers
L1456[17:30:08] <Gil> if Java of all
things has to beat JS by their superior threading, the distance is
closing fast
L1457[17:30:14] <Gil> JS in general
L1458[17:30:25] <Gil> obviously, the
fastest way to run JS is Node
L1459[17:30:39] <Gil> remember though,
Node is just V8 is just Chrome
L1460[17:30:49] <Gil> it's just that Node
doesn't have to do all the stuff a browser does
L1461[17:31:05] <Gil> if we take that
into account, compare Java Applets to browser JS
L1462[17:31:11] <Gil> exactly :p
L1463[17:31:53] <Gil> so yeah, JS is a
mature VM language, using the same research Java's VM does
L1464[17:31:54] <quadraxis> Java will
almost always be faster than Node.js
L1465[17:31:56]
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timeout: 186 seconds)
L1466[17:32:02] <quadraxis> quote from
that article
L1467[17:32:03] <Gil> well, of
course
L1468[17:32:08] <Gil> because
threading
L1469[17:32:14] <quadraxis> Also, the
Java Virtual Machine has something like 15 years more development
than the V8 runtime.
L1470[17:32:24] <Gil> do you really think
the JS environment won't fix the threading problem?
L1471[17:32:59] <Gil> I'm not saying JS
is better than Java, I'm just saying the performance is comparable
and closing in on being equal
L1472[17:33:32] <Gil> JS is also now more
widely used than Java, it's even beating Java in the embedded space
last I've heard (Java is stagnating there, JS is gaining
traction)
L1473[17:34:06] <Gil> in any case, it
doesn't matter, we just need a general VM that can run both in Ring
0
L1474[17:34:37] <Gil> that brings both of
em in range of C++ performance, even beating it in the theoretical
case by 8%
L1475[17:34:48]
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206 seconds)
L1476[17:35:06] <Gil> not to mention that
VMs are getting FASTER than C++ already in certain optimized
cases
L1477[17:35:42] <Gil> my prediction: ring
0 VM is the future. Proof? Microsoft has been funding research on
it for years now
L1478[17:35:45] <quadraxis> also,
programming languages don't have performance
L1479[17:35:59] <Gil> kinda sorta they
do
L1480[17:36:05] <quadraxis> the machune
code generated from those languages does
L1481[17:36:11] <Gil> sure
L1482[17:36:26] <Gil> you get my point
though, with the semantics
L1483[17:36:29] <ghz|afk> back
L1484[17:36:36] <ghz|afk> some langauges
to have am uch higher complexity
L1485[17:36:44] <ghz|afk> that makes
generating high-performance code a nightmare
L1486[17:36:47] <ghz|afk> (see javascript
;P)
L1487[17:36:49]
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L1488[17:36:59] <quadraxis> i get the
point, but you shouldn't generalise
L1489[17:37:05] <Gil> I agree
L1490[17:37:18] <ghz|afk> do*
L1491[17:37:20] <ghz|afk> a much*
L1492[17:37:21] <Gil> but I'm not writing
a research paper, this is IRC, bear with me a little :)
L1493[17:37:27] <Gil> I'm just excited
for the future
L1494[17:37:38] <Gil> I don't have a
horse in this race, I like all languages
L1495[17:37:44] <ghz|afk> wasn't there a
"binary js" kinda thing being worked on
L1496[17:37:46] <Gil> I love me some good
old C99
L1497[17:37:49] <quadraxis> well
hopefully everything will get a little better
L1498[17:37:53] <ghz|afk> where the
server would provide pre-parsed ASTs
L1499[17:37:53] <Gil> ghz|afk: already
here
L1500[17:37:58] <ghz|afk> instead of
sourcecode
L1501[17:38:04] <Gil> Web Assembly is
running in latest browsers already
L1502[17:38:09] <ghz|afk> oh?
L1503[17:38:09] <shadowfacts> there's web
assembly
L1504[17:38:22] <Gil> yeah man, it's a
full-fledged, operating spec already
L1505[17:38:34] <Gil> it's still in its
infancy, but the tech is here
L1506[17:39:03] <ghz|afk> OOOH
L1508[17:39:06] <Gil> just remember if
you look this up: asm.js = dead, Web Assembly is what you're
looking for
L1509[17:39:12] <ghz|afk> enabled wasm
:3
L1510[17:39:36] <ghz|afk> unity compiles
to wasm already?
L1511[17:39:42] <ghz|afk> or was that
just preprocessed from the normal webgl output
L1512[17:39:43] <Gil> sorta kinda, last I
heard
L1513[17:39:58] <Gil> probably very
early
L1514[17:40:03] <ghz|afk> that angrybots
demo is failing to load
L1515[17:40:18] <ghz|afk> ah, now
L1516[17:40:20] <ghz|afk> it just took a
long time
L1517[17:40:21] <ghz|afk> XD
L1518[17:40:29] <Gil> yeah, there's
hickups
L1519[17:40:42] <Gil> loading resources
for example, is still a bit of a nightmare
L1520[17:40:52] <Gil> the web isn't
optimized for streaming yet
L1521[17:41:10] <Gil> we're used to
either stream video or really small things
L1522[17:41:32] <ghz|afk> http2 is
supposed to be better at it
L1523[17:41:37] <Gil> yup
L1524[17:41:49] <Gil> give it a decade or
so, we'll get better and better at this
L1525[17:42:13] <ghz|afk> if we still
have html+js+css in a decade, chances are I'll be too disappointed
to care
L1526[17:42:14] <ghz|afk> ;P
L1527[17:42:40] <Gil> 5 years: augmented
reality in every pocket, 10 years: web everything
L1528[17:42:45] <Gil> set your calendars
for those two
L1529[17:43:26] <Gil> ghz|afk: eh, just
use those as a target to compile to if you don't like em,
personally I mostly do like em, especially JS
L1530[17:43:57] <Gil> I mean, JS is the
bastard child of original Smalltalk, Scheme/LISP and Self, those
are my favorite languages in the world
L1531[17:43:58] <ghz|afk> i don't dislike
them per se
L1532[17:44:06] <Gil> sure, we got ugly
syntax, but it's just fun to work with :)
L1533[17:44:25] <ghz|afk> I like js and
the closure stuff
L1534[17:44:33] <ghz|afk> I do like html
as a document format
L1535[17:44:38] <ghz|afk> could be better
but it's not too bad
L1536[17:44:50] <ghz|afk> just... we
aren't doing documents anymore
L1537[17:45:01] <Gil> I couldn't agree
more
L1538[17:45:10] <Gil> it bugs me so
much
L1539[17:45:28] <ghz|afk> flexbox is just
a clumsy attempt to work around the wrong problem...
L1540[17:45:37] <Gil> with the shadow DOM
stuff, we're getting closer, until you realize it's a massive
framework for what should just be XML really
L1541[17:45:53] <Gil> disregarding syntax
for now, I hear your "XML sucks" comments
L1542[17:45:59] <shadowfacts> that demo's
pretty impressive
L1543[17:46:05] <ghz|afk> I like how XAML
handles that -- fully separate
L1544[17:46:14] <ghz|afk> fully separate
visual tree*
L1545[17:46:19] <Gil> yeah, the web
should be XAML
L1546[17:46:38] <ghz|afk> funny
thing
L1547[17:46:44] <ghz|afk> that granular
thing I pasted earlier
L1548[17:46:45] <Gil> but let's be honest
here, XAML = Microsoft and Microsoft has the best dev experience
just all around for their products
L1550[17:47:06] <howtonotwin> flamewar
incoming
L1551[17:47:07] <ghz|afk> it's basically
XAML/WPF using the DOM as a "visual tree"
L1552[17:47:10] <Gil> makes sense they
got WPF right too, they spend so much dough on developer-oriented
toolnig
L1553[17:47:15] <howtonotwin> are you
sorry
L1554[17:47:47] <ghz|afk> native support
for templates
L1555[17:47:50] <Gil> howtonotwin: what
flamewar? I'm pretty sure no one is claiming Microsoft is not good
at treating its devs
L1556[17:47:55] <ghz|afk> native support
for event binding
L1557[17:48:01] <howtonotwin>
"best"
L1558[17:48:08] <howtonotwin> that's
gonna set someone off
L1559[17:48:08] <Gil> who gets
close?
L1560[17:48:16] <Gil> Facebook is up and
coming, sure
L1561[17:48:17] *
howtonotwin is not taking part in this
L1562[17:48:25] *
howtonotwin runs away
L1563[17:48:40] <Gil> but anyone who used
either Angular, Angular2 or Android SDK knows that it's not google
:p
L1564[17:48:53] <Gil> Apple, eh, some
things, sometimes they get right
L1565[17:48:56] <ghz|afk> meh, I haven't
seen much of react
L1566[17:49:08] <Gil> but I'm pissed off
that they are the new Internet Explorer that holds the web
back
L1567[17:49:16] <ghz|afk> but I don't
think it's the solution, either
L1568[17:49:33] <Gil> ghz|afk: everyone
assures me it's like roses and daisies in a green field with slight
summer breeze
L1569[17:49:40] <ghz|afk> yeah
xcept
L1570[17:49:52] <Gil> tried to use it,
got confused right away, looked at cost for trainig, nope
nope
L1571[17:49:54] <ghz|afk> it works by
embedding the html inside javascript literals
L1572[17:49:59] <ghz|afk> which is a big
code smell
L1573[17:50:19] <Gil> hmm, I'm going to
agree on that, but just barely, I've seen some correct use
cases
L1574[17:50:33] <Gil> but yeah, just the
tooling alone is always going to be a nightmare
L1575[17:50:44] <Gil> I don't get it
either
L1576[17:51:04] <Gil> make a good packing
format, don't force me to write two things in one file
L1577[17:51:32] <Gil> code smell? Sure,
lot of cases, but not all
L1578[17:51:46] <ghz|afk> yeah not all
smells are bad smells
L1579[17:51:52] <ghz|afk> that's why i
don't like that term, either ;P
L1580[17:52:28] <Gil> the crossover where
you are programmatically creating a document tree, those benefit by
just writing a document tree, instead of using a janky parser
L1581[17:52:56] <Gil> and React seems to
correctly force you to do it in small distributed chunks, not big
files with lots of both code and tree
L1582[17:53:20] <ghz|afk> it may be
cleaner -- I ahven't seen enough
L1583[17:53:35] <Gil> yeah, same, I'm not
big into JSX
L1584[17:53:43]
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L1585[17:53:48] <Gil> I know about most
of it, but I haven't used it enough
L1586[17:54:18] <Shambling> talking of
bad smells, someone must have given my dog turkey gravy
L1587[17:54:31] <Gil> I gave my turkey
dog gravy
L1588[17:54:55] <Gil> and then I realized
I don't have a turkey or a dog, so I just stared at the puddle
wondering what I did yesterday
L1589[17:55:17] <Gil> then I came to
bother you guys, because life is too short to clean up messes
L1591[17:56:02] <Gil> btw, can I just
read that sentence as "someone gave my dog-turkey
gravy"?
L1592[17:56:07] <Gil> it makes me
happy
L1593[17:57:47] <Gil> pff, I give up, I
can't figure out a way to use ForgeGradle to make modpacks
L1594[17:58:26]
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L1599[18:00:09] <Gil> I'm just going to
look into using vanilla gradle to create my /mods/ folder for me,
with proper caching, then use gradle to copy the files over to a
MultiMC instance
L1600[18:00:25] <Gil> that sounds like it
would work, but it requires my devs to use MultiMc
L1601[18:00:36] <Gil> I'd prefer gradle
to actuall run the instance
L1602[18:00:44] <Gil> I was hoping
ForgeGradle could do that
L1603[18:01:32]
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L1604[18:01:34] <howtonotwin> I don't
actually think there's much to making it run other than just
calling the main class
L1605[18:02:13] <Gil> well, to start
with, you need to grab a copy of Forge, you need to build the
folder structure, etc
L1606[18:02:31] ***
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L1608[18:03:20] <Gil> howtonotwin, it
sounds simple, until you try to do it
L1609[18:03:24] <Gil> then there's all
these gotchas
L1610[18:03:58]
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L1613[18:10:46] <Shambling> I do admit, I
looked back up at what I typed, and realize now the errors of my
ways.
L1614[18:10:59] <Shambling> my poor
dog-turkey
L1616[18:17:31] <howtonotwin> btw, why
not make your register method generic so you don't need all those
casts?
L1617[18:17:51] <howtonotwin> just <T
extends ParamType> T register(T)
L1618[18:18:15] <howtonotwin> oh well
there it is
L1619[18:18:24] <howtonotwin> you don't
use the forge format like that
L1620[18:18:35] <howtonotwin> you don't
say "variant X looks like this"
L1621[18:18:48] <Wixim> thats what i
did
L1622[18:19:07] <howtonotwin> you say
"property P has values V1..Vn, each of which has this EFFECT
on the model"
L1623[18:19:18] <Gil> I profess to
completely abuse generics at all times and I refuse to change my
ways :)
L1624[18:19:20] <howtonotwin> then why
the casts?
L1625[18:19:39] <howtonotwin>
anyway
L1626[18:19:50] <howtonotwin> what you
want is something like this in the variants block
L1627[18:20:16] <howtonotwin> oh
L1628[18:20:17] <howtonotwin> hm
L1629[18:20:32] <howtonotwin> well it
seems like this model resists being forge formatted
L1630[18:20:59] <howtonotwin> in that
case take all the variant defs and wrap them in arrays
L1631[18:21:15] <howtonotwin>
"facing=east,half=lower,hinge=left,open=false": {
"model": "blocks/acacia_door_bottom" }
L1632[18:21:18] <howtonotwin>
becomes
L1633[18:21:27] <howtonotwin>
"facing=east,half=lower,hinge=left,open=false": [{
"model": "blocks/acacia_door_bottom" }]
L1634[18:21:30] <Wixim> but is that a
forge bug or?
L1635[18:21:33] <howtonotwin> no
L1636[18:21:37] <howtonotwin> it's
intentional
L1637[18:22:01] <howtonotwin> list means
to take the variant literally
L1638[18:22:12] <howtonotwin> and then
the model is randomly selected from the contents
L1639[18:24:45] <Wixim> still getting
purple boxes
L1640[18:25:59] <Wixim> can you try to
make one and see if you can get any texture to showup @howtonotwin
the blocks work its the .json's that arent working i hope
L1641[18:26:34]
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L1642[18:27:06] <howtonotwin> So I'll
just convert the birch_door model to forge format
L1643[18:27:10] <howtonotwin> and post it
for you
L1644[18:28:56] <howtonotwin> regex is
magic
L1645[18:29:15] <howtonotwin> replace
(\"facing[^:]*:\s+)(\{[^}]*\}) with \1[\2]
L1646[18:29:31] *
howtonotwin cannot read the abomination he wrote just 1 minute
ago
L1647[18:32:07] <howtonotwin> oh
L1648[18:32:10] <howtonotwin> the
textures block
L1649[18:32:23] <howtonotwin> should be
"rectioncraft:blocks/..."
L1650[18:32:41] <howtonotwin> models are
relative to models/block but textures are relative to
"textures/" only
L1651[18:33:17] <howtonotwin> I got my
alternative birch door model to load without error so I think
that's it
L1652[18:35:57] <Wixim> still purple
missing textures
L1653[18:37:26] ***
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L1655[18:39:24] <Wixim> can i see what
you did so i can compare the differences @howtonotwin because im
lost on what i missed
L1656[18:39:35] <Artillect> what do you
need to list when you make an object of type AxisAlignedBB[]?
L1657[18:40:06] <Artillect> because the
BlockFence class lists way more than just the AxisAlignedBB's that
it has
L1658[18:40:52] <diesieben07> you either
do new AABB[<length>] and get an array with just nulls in
it
L1659[18:41:07] <diesieben07> or you do
new AABB[] { <first aabb>, <second aabb>, ... }
L1660[18:41:38] <Artillect> what AABB's
do I add other than the ones that I have defined?
L1661[18:41:47] <diesieben07> uhhh
what?
L1662[18:41:50] <diesieben07> it depends
what you want
L1663[18:41:54] <diesieben07> what do you
need this array for?
L1664[18:43:09] <Artillect> I'm not
entirely sure how it is used but its what the BlockFence class
uses
L1665[18:43:45] <diesieben07> yes it has
that because the fence has multiple bounding boxes
L1666[18:43:50] <diesieben07> so it uses
an array to store them all
L1667[18:43:57] <diesieben07> you do know
what an array is, right?
L1668[18:44:01] <Artillect> so is that
every combination of bounding boxes possible?
L1669[18:44:02] <Artillect> yeah
L1670[18:44:43] <diesieben07> every
combination? uh... if i understand you right, yes.
L1671[18:44:53] <diesieben07> you can
return whatever BBs you want for your block
L1672[18:44:59] <Artillect> ok
L1673[18:45:03] <diesieben07> as long as
you stay within the 1x1x1 space of the block
L1674[18:49:04] <howtonotwin> sorry, was
afk for a mo'
L1675[18:49:20] ***
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L1678[18:56:20] <howtonotwin> the updated
json?
L1679[18:56:30] <howtonotwin> and no your
block is ok
L1680[18:56:44] <howtonotwin> the errors
look ok
L1681[18:58:08] <Wixim> even with your
.json im still getting the no texture icon
L1682[18:58:31]
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L1683[18:59:21] <howtonotwin> wat level
rising
L1684[18:59:41] <howtonotwin> oh
L1685[19:00:21] <howtonotwin> you didn't
account for the powered property
L1686[19:01:21] <Wixim> *hmm?*
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L1688[19:02:19] <howtonotwin> you define
variants for facing=...,hinge=...,open=...
L1689[19:02:25] <howtonotwin> but you
also have powered
L1690[19:02:28] <Wixim> i copied
vanilla
L1691[19:02:29] <Wixim> exactly
L1692[19:02:34] <howtonotwin> no you
didn't
L1693[19:02:39] <howtonotwin> vanilla
doesn't have powered
L1694[19:02:46] <howtonotwin> if it does
it statemaps them away
L1695[19:03:19] <howtonotwin> do
ModelLoader.setCustomStateMapper(new
StateMap.Builder().ignore(POWERED).build())
L1696[19:04:09] <howtonotwin>
*ModelLoader.setCustomStateMapper(block, new
StateMap.Builder().ignore(POWERED).build())
L1697[19:04:20]
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L1699[19:07:58] <TangentDelta> So, what
should I know going from 1.10.2 to 1.11?
L1700[19:08:11] <howtonotwin> ItemStacks
are no longer null
L1701[19:08:19] <TangentDelta> That's
right...
L1702[19:08:22] <howtonotwin> there's a
specific "invalid" itemstack
L1703[19:08:23] <diesieben07> use
ItemStack.EMPTY instead of null
L1704[19:08:30] <diesieben07> and then
there is some isEmpty function
L1705[19:08:34] <diesieben07> not sure if
it's named yet
L1706[19:08:41] <howtonotwin> and
stacksize is not public
L1707[19:08:50] <howtonotwin> you have
grow/shrink/get
L1708[19:08:52] <diesieben07> and Item is
now final
L1709[19:09:16] <TangentDelta> Makes
sense.
L1710[19:13:08] <howtonotwin> Say do we
just use BlockHorizontal.FACING or make our own?
L1711[19:14:44] <diesieben07> there is
nothing wrong with re-using properties
L1712[19:14:51] <diesieben07> but nothing
stops you from making your own either :D
L1713[19:23:11] ***
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L1716[19:24:04] <diesieben07> where do
you call registerBiome?
L1717[19:24:07] <diesieben07> *s
L1718[19:24:34] <diesieben07> Also
L1719[19:24:46] <diesieben07> before you
do ANYTHING with a registerable object, register it.
L1720[19:25:00] <diesieben07> your calls
do BiomeManager do jack shit because your biome is not
registered
L1721[19:25:15] <diesieben07> seriously
who wrote that Biomemanager class? that needs to thwo exceptions
ffs
L1722[19:25:23] <diesieben07> not just
eat errors and silently do nothing wt
L1723[19:25:24] <diesieben07> wtf
L1724[19:26:53] <Wixim> ill make those
changes
L1725[19:28:24] <diesieben07> and i'll
make a PR to fix that stupid biomemanager :D
L1726[19:28:51] <diesieben07> really this
is only partly your fault
L1727[19:29:57] <Wixim> afk a sec
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L1731[19:40:29] <Wixim> back
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L1733[19:42:44] <Wixim> @diesieben07 im
assuming it sorta worked, although its still not eligble to be a
spawn biome
L1734[19:42:57] <diesieben07> what do you
mean by that?
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L1736[19:43:27] <Wixim> [20:43:12]
[Server thread/WARN]: Unable to find spawn biome
L1737[19:44:11] <Wixim> and if this works
as intended BiomeProvider.allowedBiomes.add(ReactionDesert_BIOME);
this should make it the only spawn biome when i call this
BiomeProvider.allowedBiomes.clear();
L1738[19:45:31] <diesieben07> there are
methods to do that in BiomeManager which you should use
L1739[19:45:53] <diesieben07> but yes,
that should make it the only spawn biome
L1740[19:46:44] <diesieben07> that
message means it could not find a valid spawn biome
L1741[19:46:54] <diesieben07> it does not
search forever, it gives up after a bit
L1742[19:47:14] <diesieben07> so if your
biome is very rare, that message will happen
L1743[19:52:42] <Wixim> what was the
method to add a spawn weight to it? i dont seem to see it?
L1744[19:56:10] <diesieben07>
BiomeManager.addBiome takes a BiomeEntry
L1745[19:56:19] <diesieben07> which has a
weight
L1746[20:02:08] <Wixim>
BiomeManager.addBiome(Type.DRY, ReactionDesert_BIOME); ? doesnt
work, and it doesnt accept an int
L1747[20:05:41] <diesieben07> >
BiomeManager.addBiome takes a BiomeEntry
L1748[20:05:44] <diesieben07> read what i
said...
L1749[20:05:48] <diesieben07> and look at
the method.
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L1751[20:10:28] <Artillect> when defining
AABB's, can they overlap?
L1752[20:11:38] <diesieben07> of
course
L1753[20:11:42] <diesieben07> depends on
where you use them
L1754[20:12:04] <Artillect> what do you
mean?
L1755[20:12:24] <diesieben07> if you just
create two aabbs yes of course they can overlap
L1756[20:12:25] <Wixim> im still missing
what you are telling me to find, the type is Type of biome
(Type.dry (i assume), the Entry would be the biome?)
L1757[20:12:27] <diesieben07> they are
just two objects.
L1758[20:12:48] <diesieben07> Wixim, the
BiomeEntry (2nd arg to addBiome) is a class
L1759[20:12:50] <diesieben07> you
instantiate it
L1760[20:12:52] <diesieben07> java
101...
L1761[20:14:17] <diesieben07> Artillect,
but whether it's valid for two AABBs to overlap in a given context,
depends on the context.
L1762[20:14:36] <diesieben07> that's like
asking "are two numbers allowed to be greater than each
other?"
L1763[20:14:44] <diesieben07> it makes no
sense without context.
L1764[20:15:51] <Artillect> i'm using
AABB's to make a pipe whose collision box changes based on pipes
next to it
L1765[20:15:59] <diesieben07> so ...
blocks
L1766[20:16:43] <Artillect> they will be
TE's if that matters
L1767[20:17:42] <diesieben07> it
doesn'T
L1768[20:17:47] <diesieben07> it probably
doesnt matter if they overlap
L1769[20:18:57] <diesieben07> mezz, how
exhaustive do you want me to clean this? the class has method names
that look like mcp-stupidities such as
BiomeManager.getTypesForBiome (instead of getTypes). do those as
well? or just formatting?
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L1771[20:20:11] <Artillect> what does
this line do? i |= 1 <<
EnumFacing.WEST.getHorizontalIndex();
L1772[20:20:16] <Artillect> in terms of
assigning a value to i
L1773[20:20:30] <howtonotwin> i = i | (1
<< ..)
L1774[20:20:33] <diesieben07> basically i
acts like a bitset
L1775[20:20:46] <diesieben07> and that
sets one bit
L1776[20:22:33]
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L1777[20:22:59] <diesieben07> oh god...
and this is one of those "hey lets add Enums TO OUR OWN ENUM
TYPES" type deals
L1778[20:23:00] *
diesieben07 cries
L1779[20:23:49] <kenzierocks> enum A { B
{ enum C { D { enum E {} } } } }
L1780[20:23:58] <diesieben07> no...
L1781[20:23:58]
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L1782[20:24:01] <diesieben07> i mean
EnumHelper
L1783[20:24:05] <diesieben07> on
forge-added enums...
L1784[20:24:16] <Artillect> ok wait so
for that it will set the bit at the position indicated by the index
of the facing?
L1785[20:24:26] <diesieben07> yes
L1786[20:24:31] <diesieben07> if index is
0 it will set the bit 1
L1787[20:24:43] <diesieben07> if index is
1 it will set the bit 2 (or 10 in binary)
L1788[20:24:43] <kenzierocks> what a
weird error i got when compiling that...
L1789[20:24:51] <kenzierocks> > error:
non-static variable this cannot be referenced from a static
context
L1790[20:24:56] <diesieben07> lol
L1791[20:24:57] <Artillect> that's pretty
neat
L1792[20:25:01] <diesieben07> i think you
killed javac
L1793[20:27:39] <Artillect> how can I
create a bounding box that uses more than one box?
L1794[20:27:41] ***
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L1798[20:31:54] <diesieben07> Artillect,
you override addCollisionBoxToList and add however many boxes you
want to the list.
L1799[20:41:19] <Eragonn1490>
@diesieben07 i have the file currently like this
http://pastebin.com/sfwsrE4v now just trying to find
the biome (its still not becoming a spawn biome
L1800[20:42:49] <diesieben07> i think i
asked this before, where do you call registerBiomes?
L1801[20:43:05] <Artillect> wait so is a
bounding box just the box that you can mouse over and the collision
box is what you collide with?
L1802[20:43:17] <Eragonn1490> my main mod
file ReactionBiomeManager.registerBiomes();
L1803[20:43:29] <diesieben07> a bounding
box is a box in 3d space
L1804[20:43:29] <Eragonn1490> in pre
init
L1805[20:43:37] <diesieben07> x, y, z,
width, height, depth
L1806[20:43:38] <diesieben07> nothing
more
L1807[20:44:05] <diesieben07> you should
be using RegistryEvent<Biome> but... that shoudl work
regardless
L1808[20:45:46] <Artillect> what does
EnumFacing.NORTH.getIndex() do?
L1809[20:46:09] <diesieben07> gets the
index for the north facing?
L1810[20:46:16] <Artillect> what does
that mean
L1811[20:46:24] <Artillect> sorry if I
sound really dumb but I'm just confused
L1812[20:47:02] <LexManos> hehe tterrag
you derp
L1813[20:47:14] <tterrag> lex: I haven't
written a line for 1.8+ EIO
L1814[20:47:23] <LexManos> oh well
whoever it is is a derp
L1815[20:47:36] <tterrag> tbh I am still
not 100% clear on caps just because I haven't really used them yet.
but I'm going to poke around either way
L1816[20:47:59] <LexManos> What im
guessing, is that you have some network that you tick for items in
world tick
L1817[20:48:12] <LexManos> instead of
having the TEs drive it
L1818[20:48:29] <diesieben07> Artillect,
look at the class, every facing as an index. 0-5
L1819[20:48:30] <LexManos> Is EIO
OS?
L1821[20:48:58] <tterrag> and yes, we
do
L1822[20:49:00] <Artillect> so it just
returns the number of the facing?
L1823[20:49:19] <LexManos> ya you just
need to nuke that entire network on world close
L1824[20:49:27] <tterrag> I'm guessing
it's something like that
L1825[20:49:29] <Artillect> so
EnumFacing.NORTH.getIndex() is just 3?
L1826[20:49:43] <diesieben07> 2. look at
the class -_-
L1827[20:49:55] <Artillect> yeah
sorry
L1828[20:50:04] <Artillect> I can't
count
L1829[20:50:20] <Artillect> what's the
advantage of using EnumFacing.NORTH.getIndex() over 2?
L1830[20:50:32] <diesieben07> the latter
is a meaningless random number
L1831[20:50:41] <diesieben07> the former
is the index of NORTH
L1832[20:50:49] <Artillect> so it just
explains what you're doing
L1833[20:50:57] <Artillect> as opposed to
just doing things
L1834[20:52:05] <Artillect> also, why are
directions in the order of DUNSWE?
L1835[20:52:40] <diesieben07> because
that's how notch et al decided to do things
L1836[20:53:08] <Artillect> must be a
Swedish thing
L1837[20:53:43] <Artillect> it's not even
+x -x +y -y +z -z
L1838[20:54:10] *
diesieben07 falls over and goes to sleep
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L1842[20:57:45] <legracen> Quick question
involving the 1.11 api changes. Trying to use onItemUse but
BlockPos seems to have completely changed.... anyone gotten this
working yet?
L1843[20:58:08] <legracen> getBlockState,
setBlockState and getBlock do not seem to be in it.
L1844[20:58:28]
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L1845[20:58:34] <Artillect> my block has
64 possible bounding boxes
L1846[20:58:35] <Artillect> well
shit
L1847[20:58:59] <Artillect> any way to
automate creating the array of them?
L1848[20:59:24] <Gil> I have a jar that I
want to call from my build.gradle, anyone know how to do
that?
L1849[20:59:47] <Gil> I added it as a
dependency, then tried to import a class from it, but it
failed
L1850[21:00:21] <dmod> what ide?
L1851[21:01:39] <Gil> no ide
L1852[21:01:46] <Gil> build script
L1853[21:02:15] <Gil> I don't use an
IDE
L1854[21:02:21] <dmod> so np++?
L1855[21:02:32] <Artillect> he uses
butterflies
L1856[21:02:38] <Gil> what does it matter
what I use?
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L1858[21:02:55] <Gil> I'm wondering how
to import a dependency in the build script portion of gradle
L1859[21:03:07] <dmod> in the
dependencies
L1860[21:03:29] <Gil> it's in the
dependencies, but when I do "import package.classname" it
can't find it
L1861[21:03:47] <Gil> this is all in
build.gradle of course, no .java files
L1862[21:04:15] <dmod> when you are
running "gradlew clean build
--refresh-dependencies"?
L1863[21:04:41] <Gil> I'm not, it's not a
ForgeGradle, just regular gradle for now
L1864[21:04:57] <dmod> that is regular
gradle.
L1865[21:05:17] <dmod> FG adds somethings
not clean build
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L1867[21:05:32] <Gil> ah, k, thanks, I'll
try refreshing deps
L1868[21:06:08] <Gil> nope, still same
thing, unable to resolve class
L1870[21:06:53] <Gil> ah!
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L1872[21:07:01] <Gil> I need to use the
buildscript block it seems
L1873[21:07:05] <Gil> let's try
that
L1874[21:08:41] <legracen> Doh
L1875[21:09:20] <legracen> figured my
issue out.
L1876[21:09:53] <legracen> BlockPos and
World classes swapped some of the functionalities between 1.10 and
1.11
L1877[21:10:30] <LexManos> umm no
L1878[21:10:33] <LexManos> no they
didnt
L1879[21:11:00] <LexManos> The function
you're working in had its signature changed so the parameter names
are wrong.
L1880[21:11:07] <Gil> bah, gradle just
messes with my head, I'm sure once it "clicks" it won't
be an issue
L1881[21:11:24] <LexManos> if you would
of named your fuction correctly instead of fucking copy/pasting
vanilla you would be fine
L1882[21:11:59] <Gil> okay, so I want a
classPath dependency in my buildscript block
L1883[21:12:28] <Gil> now I just need to
figure out how to add a Github release jar file as a
dependency
L1884[21:12:48] <LexManos> probably cant
easily as thats not a version repository
L1885[21:12:55] <LexManos> they should
publish to maven
L1886[21:13:39] <Gil> sure, but it's just
some random jar from the internet
L1887[21:13:58] <Gil> I'll just download
it, but then where do you put that? buildSrc
L1888[21:14:07] <Gil> I'll try that
L1889[21:14:59] <Gil> Lex, I'm working on
a build.gradle that can build Curse modpacks, so I can have git
repos for my packs that devs can work on
L1890[21:15:11] <Gil> I'm sure as hell
not forcing Curse launcher as a dependency on my devs
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L1892[21:15:47] <dmod> There is already
things out there that can
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L1894[21:15:54] <Gil> no there's
not
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L1896[21:16:09] <dmod> yes there is
L1897[21:16:14] <Gil> you're just going
to link to me CMPDL by Vazkii, I'm not an idiot :p
L1898[21:16:25] <dmod> no i'm not
L1899[21:16:40] <Gil> do you have a
link?
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L1903[21:17:27] <Gil> huh, I hadn't seen
that one
L1904[21:17:47] <Gil> that might be
slightly better, would still need to incorporate it into a build
script though, it seems
L1905[21:17:55] <Gil> let me investigate
what this puppy can do
L1906[21:19:00] <Gil> yeah, that's
basically the same as CMPDL dmod, I don't see how you can turn that
into a build script
L1907[21:19:12] <Gil> I would still need
to take a gradle dependency on it, etc
L1908[21:19:29] <tterrag> LexManos:
easier to talk here
L1909[21:19:37] <tterrag> I am not
getting an onChunkUnload hook when world is closed
L1910[21:19:51] <tterrag> this seems
entirely invalid to me, but maybe I'm misunderstanding it
L1911[21:19:56] <dmod> well its in their
maven so its easier to add as a dep
L1912[21:20:03] <Gil> oh?
L1913[21:20:06] <Gil> that's
interesting
L1914[21:21:42] <tterrag> hm...it looks
like during shutdown it fills up
ChunkProviderServer.droppedChunksSet
L1915[21:21:45] <tterrag> but it never
calls unloadQueuedChunks
L1916[21:21:56] <tterrag> so that's
definitely making me lean towards bug
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L1918[21:23:37] <tterrag> lex: I think
this is a missing patch
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L1920[21:24:00] <tterrag> stopServer
needs to actually unload the queued chunks, currently it just
saves
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L1922[21:26:20] <tterrag> actually, I'm
not even sure it even queues the chunks up
L1923[21:28:52] <Artillect> I've
overridden the bounding box but its still showing up as a full
block
L1924[21:28:56] <tterrag> ok, it does, so
that's definitely the issue
L1925[21:31:27] <LexManos>
interesting
L1926[21:31:37] <LexManos> honestly cant
remember if they should fire chunk unloads
L1927[21:32:15] <Gil> dmod: that does get
me a little further along, thanks
L1929[21:32:40] <tterrag> why not trigger
TE events
L1930[21:33:16] <tterrag> all you need to
do there I believe is worldServer1.unloadQueuedChunks()
L1931[21:34:04] <LexManos> thats because
its a big difference in how things run vs vanilla
L1932[21:34:21] <tterrag> also that patch
looks different than my src
L1933[21:34:34] <LexManos> it also doesnt
solve the issue
L1934[21:34:38] <LexManos> with chunk
loaded chunks
L1935[21:34:43] <tterrag> ?
L1936[21:34:51] <LexManos> for (ChunkPos
forced : this.worldObj.getPersistentChunks().keySet())
L1937[21:34:51] <LexManos> {
L1938[21:34:51] <LexManos>
this.droppedChunksSet.remove(ChunkPos.asLong(forced.chunkXPos,
forced.chunkZPos));
L1939[21:34:51] <LexManos> }
L1940[21:34:57] <LexManos> can never
unload persistent chunks
L1941[21:35:03] <tterrag> errr
L1942[21:35:14] <tterrag> that seems
fundamentally broken
L1943[21:35:23] <LexManos> no, thats
chunkloading
L1944[21:35:54] <tterrag> chunks should
unload when the world is closed
L1945[21:35:56] <tterrag> this seems
obvious
L1946[21:36:02] <LexManos> not
really
L1947[21:36:14] <LexManos> no reason to
as TEs would be abandoned and GCed
L1948[21:36:30] <tterrag> then why have
the hook? it's worthless if this is the case
L1949[21:36:38] <LexManos> the only thing
that needs this is things like you that have a world wide second
network
L1950[21:36:52] <LexManos> because its a
partial world unload
L1951[21:37:06] <LexManos> you have two
cases: Nuke this chunk
L1952[21:37:10] <LexManos> or Nuke
EVERYTHING
L1953[21:38:09] <tterrag> what am I meant
to do then
L1954[21:38:29] <LexManos> nuke your
network on world unload
L1955[21:39:02] <tterrag> networks don't
really know what world they are a part of, that's why the hook
comes from the TE
L1956[21:39:16] <LexManos> then you have
a issue in your network design
L1957[21:39:21] <LexManos> as it SHOULD
know what world it is
L1958[21:39:49] <LexManos> because you
wouldnt want to tick the network multiple times during the world
tick events because there is one fired for each world
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L1960[21:40:26] <tterrag> they get server
tick not world tick
L1961[21:40:36] <tterrag> there is the
potential for networks to span dimensions
L1962[21:40:39] <LexManos> oh well thatd
explode if/when worlds get threaded
L1963[21:40:41] <tterrag> I don't think
it happens atm, but it could
L1964[21:40:47] <tterrag> obviously, but
atm they aren't, so whocares
L1965[21:40:57] <tterrag> that's been
"in the works" for years
L1966[21:41:09] <LexManos> then ya, what
you could do is just listen for the server shutdown event
L1967[21:41:14] <LexManos> if you dont
care about worlds specifically
L1968[21:41:20] <LexManos> and nuke all
those things
L1969[21:41:29]
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L1970[21:41:46] <tterrag> what, the FML
state event?
L1971[21:41:53] <tterrag> I guess with
@EventBusSubscriber I could do that now
L1972[21:42:20] <tterrag> no, that's not
what that does...
L1973[21:42:42] <LexManos> ?
L1974[21:43:01] <tterrag> is there yet an
easy way to receive lifecycle events outside of the @Mod
class?
L1975[21:43:21] <LexManos> no because
they are mod lifecycle evetns
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L1977[21:44:49] <tterrag> to be clear,
the event you think I should use is FMLServerStoppedEvent ?
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L1983[22:13:29] <Artillect> so for some
reason the bounding box I'm using isn't being created
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L1985[22:22:02] <Artillect> what's the
standard method to create a bounding box?
L1986[22:25:32] <killjoy> AABB
L1987[22:25:33] <killjoy> ?
L1988[22:28:24] <Artillect> how do I set
the bounding box
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L1997[22:37:42] <Artillect> apparently
the way Embers does this is very wrong
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L2001[22:40:26] <LexManos> !gf
DataFixer.walkerMap
L2002[22:40:34] <LexManos> !gf
DataFixer.fixMap
L2003[22:40:42] <LexManos> !gf
DataFixer.version
L2004[22:40:51] <LexManos> !gm
DataFixer.ProcessFixes
L2005[22:40:57] <LexManos> !gm
DataFixer.processFixes
L2006[22:41:08]
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L2007[22:41:08] <LexManos> !gm
DataFixer.processWalkers
L2008[22:41:38] <LexManos> !gm
DataFixer.getTypeList
L2009[22:42:13] <Artillect> just
wondering, what do all of those commands do?
L2010[22:42:51]
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L2013[22:45:07] <Artillect> !gm
DataFixer.walkerMap
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L2015[22:45:26] <Artillect> !gm
DataFixer.processWalkers
L2016[22:45:47] <Artillect> huh,
neat
L2017[22:47:15] <Akkarin> It also
responds to PMs which is favorable ... unless you like spamming
channels with commands I guess
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L2019[22:48:34] <Artillect> sorry, Lex
did it so I assumed it was cool
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L2024[22:57:49] ***
hipsterpig is now known as Minecraft
L2025[22:57:54] ***
Minecraft is now known as pig
L2026[23:01:03]
⇦ Quits: psxlover (psxlover@athedsl-4414923.home.otenet.gr)
(Read error: Connection reset by peer)
L2027[23:01:23] <killjoy> Artillect, it
may be a good idea to join #mcpbot
L2028[23:03:10]
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(~kazwolfe@2001:470:d:b4:291b:5f52:9d6b:fcb7) (Quit:
Leaving)
L2029[23:04:05]
⇨ Joins: Delceri
(~Delceri@pool-108-28-54-89.washdc.fios.verizon.net)
L2030[23:05:47] <Delceri> Hello
L2031[23:07:14]
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(psxlover@athedsl-4414923.home.otenet.gr)
L2032[23:14:41]
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(~chatzilla@122-59-201-170.jetstream.xtra.co.nz)
L2033[23:18:14] <illy> anyone here have a
mac?
L2034[23:20:04] ***
cpw is now known as cpw|out
L2035[23:21:28] <Artillect> for some
reason my TE isn't connecting to others when placed, but others
connect to it when it is placed
L2036[23:22:33] <Delceri> thinking a lot
of people are asleep
L2037[23:23:25] <Artillect> yeah
L2038[23:23:50] <Artillect> Dang
Europeans and east-coasters being asleep when the west coast is
still awake
L2039[23:24:49]
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L2040[23:26:11]
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(~Cast0077@24-151-68-108.dhcp.nwtn.ct.charter.com) (Quit:
Poof)
L2041[23:28:44]
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186 seconds)
L2042[23:29:30] ***
TTFTCUTS is now known as TTFT|Away
L2043[23:32:02] ***
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L2044[23:42:20]
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L2045[23:44:52] <pig> tterrag: i would
say stopping event rather than stopped
L2046[23:45:05] <tterrag> pig: does it
matter?
L2047[23:46:00] <Artillect> do I have to
set the bounding box for a block every tick or just set and forget
until an update?
L2048[23:48:12]
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(~InusualZ@adsl-64-237-232-251.prtc.net)
L2049[23:50:50]
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