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L36[00:55:46] <RANKSHANK> does anyone know
if intellij has a setting for ordering annotations by line
length?
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L56[01:55:29] <McJty> So pretty ok except
that the lighting of the top faces is wrong
L57[01:55:31] <McJty> Any clues?
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L59[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161215 mappings to Forge Maven.
L60[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161215-1.11.zip
(mappings = "snapshot_20161215" in build.gradle).
L61[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/
L62[02:02:27] <RANKSHANK> McJty do you have
"ambientocclusion": false in your model file?
L63[02:02:54] <McJty> This is a bakedmodel.
There is no model file
L64[02:03:44] <McJty> Well there is one but
that's only used for inventory display
L65[02:07:38] <RANKSHANK> McJty so you have
an IBakedModel ?
L66[02:07:48] <McJty> That's what I'm
showing in the paste
L67[02:08:16] <RANKSHANK> Derp missed the
paste
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L69[02:13:26] <RANKSHANK> McJty haven't
really messed with quad building but maybe try using
UnpackedBakedQuadBuilder#setApplyDiffuseLighting
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L71[02:13:59] <McJty> ok will check that
out. Thanks
L72[02:15:42] <gigaherz> McJty: feels like
your normal is wrong somehow
L73[02:16:06] <McJty> yes that was my
impression as well
L74[02:16:33] <McJty> I did add a
'normalize()' to it now
L75[02:16:35] <McJty> But it didn't
help
L76[02:17:02] <gigaherz> shouldn't it be
cross(v2-v1,v3-v1) ?
L77[02:17:26] <McJty> Let me try that
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L79[02:17:34] <McJty> After fixing another
issue :-)
L80[02:17:47] <gigaherz> hmmm you do
cross(v1-v2,v3-v2)
L81[02:18:03] <McJty> It is old code. Don't
exactly remember what is what here :-)
L82[02:18:06] <gigaherz> this will make the
cross product counter-clockwise
L83[02:18:16] <gigaherz> which will put the
normal in the opposite direction
L84[02:18:33] <McJty> Well maybe I was
giving the vertices in opposite direction as well
L85[02:18:44] <gigaherz> ah maybe
L86[02:18:52] <McJty> But I'll try it
out
L87[02:18:56] <McJty> The sides of the
block look ok
L88[02:19:11] <gigaherz> just swapping v3
and v1 in your existing formula should help with it -- if it's what
I think it is
L89[02:29:48] <barteks2x> What the hell the
JVM uses MethodWriter::visitVarInsn for?
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L91[02:33:56] <barteks2x>
InnerClassLambdaMetaFactory seems to use it
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L104[03:11:02] <immibis> barteks2x: for
instructions that reference local variables
L105[03:11:06] <immibis> like ALOAD
L106[03:12:19] <barteks2x> in all my
worldgen benchmarks, something from lambdas and/or asm appears to
take ~4-8% of the time
L107[03:12:53] <immibis> oh, you mean what
calls it, not what instructions it's used for
L108[03:13:40] <barteks2x> last time it
was MethodWriter::visitVarInsn, after changing code a bit it's now
LambdaForm$BasicType::basicTypeSlots
L109[03:14:19] <barteks2x> but I don't
have any stacktraces so no idea which part of my code does it. I
use lambdas in many places
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L114[03:31:33] <McJty> gigaherz, fixing
the normal fixed it :-) Thanks
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L116[03:42:01] <immibis> barteks2x: set a
breakpoint?
L117[03:43:16] <barteks2x> That may
work
L118[03:44:05] <barteks2x> for now I
optimized this part of worldgen code to the point where biome
generation is the slowest part
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L123[04:06:17] <barteks2x> Changed a
single line in biome generation, time in biome generation went down
from 17% to 12%
L124[04:07:31] <barteks2x> but it has the
side effect if changing biome generation :(
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L135[05:15:59] <Koward> barteks2x ?
L136[05:16:20] <barteks2x> I'm trying to
optimize my terrain generation code
L137[05:18:23] <Koward> Hello. You
remember when you said I would be iterating over just 1/4th of
chunk ? Well you were right. But I tried to simply add an offset,
and I still don't "parse" the whole thing. Could you take
a look at the loop if you have a moment ?
http://hastebin.com/ihopuvenat.java
L138[05:21:23] <barteks2x> I really don't
see a reason to do bitwise or here instead of simple addition, but
it won't hurt, except for readability
L139[05:22:35] <barteks2x> any reason why
you are using instanceof instead of checking for block
directly?
L140[05:22:53] <barteks2x> I've never seen
it done this way
L141[05:23:49] <barteks2x> I don't see any
reason why that code would scan more than necessary
L142[05:24:08] <Koward> It doesn't. It
scans less
L143[05:24:14] <barteks2x> oh, youa re
talking about 1/4th of a chunk
L144[05:24:57] <barteks2x> ok, I see what
is wrong
L145[05:25:09] <barteks2x> int y =
chunk.getHeightValue(chunkX, chunkZ);
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L147[05:25:12] <barteks2x> this line is
wrong
L148[05:25:25] <Koward> Why ?
L149[05:26:44] <Koward> Oh some of the
values of chunkX, chunkZ are in fact in the other chunks ! And
while the chunk is updated the coordinates should be smaller
L150[05:26:52] <barteks2x> you are getting
chunk for one block position, and getting height for a different
position
L151[05:27:36] <barteks2x> so in the end
you are getting height from the outside edges of chunks and using
it to find trees in the inside of population area
L152[05:27:59] <barteks2x> that's probably
also why you needed the air check
L153[05:28:15] <barteks2x> if done right,
the block below the top block should never be air
L154[05:28:20] <Koward> I found weird I
got air blocks
L155[05:28:27] <Koward> I should have
known something was already wrong
L156[05:29:06] <Koward> What can I do ?
getHeightValue asks for chunk coordinates
L157[05:29:41] <Koward> I don't know what
they are, the chunkX and Z are in a + not a square
L158[05:30:22] <barteks2x> convert x/z to
chunk local coordinates. The simplest way is to use x&15, you
could also use Math.floorMod if on java 8 (or there may be
something in MathHelper)
L159[05:30:49] <barteks2x> x % 16 won't
work for negative coordinates
L160[05:32:44] <barteks2x> or you could do
it the hard way and figure out how to get the right position just
from chunkX/Z
L161[05:35:44] <Koward> A working way will
be enough at the moment
L162[05:36:42] <AshIndigo> !gm
func_191420_l
L163[05:38:31] <barteks2x> so
chunk.getHeightValue(x & 15, z & 15) should work, but
generally I like that being in it's own blockToLocal util
method
L164[05:39:35] <Koward> Is there no
world=>chunk coord method already available ? That sounds like
something useful.
L165[05:40:04] <barteks2x> I guess mojang
has it but it's inlined by obfuscator
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L169[05:45:12] <barteks2x> the Y position
you are getting is the block above the top block
L170[05:45:35] <barteks2x> So you probably
need to subtract 1 from the y coord you get
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L173[06:04:13] <Koward> It works much
better than previously. Unfortunately I found an area of untagged
trees, but I'll check the coordinates from the code and look at
what states it gets. hastebin.com/onupawiwax.java
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L177[06:16:15] <barteks2x> I don't see
anythong obviously wrong here
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L185[06:39:14] <g> quick question; when my
client log shows messages beginning with [FML], are those messages
_only_ from vanilla/Forge or could there be some mod outputting
there?
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L187[06:49:31] <Koward> barteks2x: Solved
it. The problem was with the shape of some trees (like acacia), you
have air in the block column between the top leaves and the trunk.
I just added back the air check for that case.
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L196[07:47:35] <quadraxis> snapshot 16w50a
coming
L198[07:48:38] <gigaherz|work> SHHH
spoilers!
L199[07:53:40] <AshIndigo>
"Spoilers"
L201[07:55:28] <gigaherz|work> a spoiler
with spoilers.
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L219[09:10:06] <Boog> Hiya.
L220[09:12:13] <Boog> Anyone know what
event moving items in and out of a chest are?
PlayerOpenContainerEvent is for opening chests etc but not moving
if I recall.
L222[09:12:53] <gigaherz|work> Boog: i
don't think there's events for that
L223[09:13:12] <gigaherz|work> what are
you trying to accomplish?
L224[09:13:42] <Boog> Detecting when
someone moves something in and out of a chest to do something
else.
L225[09:13:55] <gigaherz|work>
interesting: There is also a new (potentially controversial) change
to the combat mechanics. Without revealing what it is, you will
most definitely notice the difference when you try out the
snapshot. We anticipate much feedback.
L226[09:13:57] <Boog> Also had an idea for
a general sql log to prevent grief.
L227[09:15:23] <gigaherz|work> finally:
And finally, you can now recycle many tools and items in the
furnace. The reward is minuscule but considerably better than
nothing!
L228[09:16:31] <Koward> Like we had not
already far too many raw materials easily
L229[09:18:31] <gigaherz|work> ?
L230[09:18:39] <gigaherz|work> easily is
relative
L231[09:18:41] <gigaherz|work> ;P
L232[09:19:08] <gigaherz|work> I hate
grinding and framing, so to me diamonds are extremely rare
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L235[09:21:01] <Boog> So, no idea on an
event that listens for items moving and out of an inventory?
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L237[09:21:46] <gigaherz|work> I haven't
come across any
L238[09:22:00] <gigaherz|work> there may
be something for detecting GUI interactions
L239[09:22:09] <gigaherz|work> but that
wouldn't prevent hoppers or pipes from removing items
L240[09:22:16] <gigaherz|work> and I
believe there's no events for that
L241[09:22:38] <gigaherz|work> someone
here was doing a permissions api for forge
L242[09:22:49] <gigaherz|work> can't
remember if it was LatvianModder or someone else
L244[09:23:12] <gigaherz|work> yep
L245[09:23:19] <gigaherz|work> he may be
the best person to ask
L246[09:23:20] <gigaherz|work> ;P
L247[09:23:37] *
LatvianModder hides
L248[09:25:34] <LatvianModder> event for
moving items in and out.. man that would Kill servers, wouldnt it?
:P
L249[09:25:37] <AshIndigo> I haven't
played 1.11 only been testing out mods and stuff on it
L250[09:27:22] <Boog> I can't get cauldron
for 1.7.10 working, or KCauldron. I'm so I guess there's no way to
actually do anything without manually coding something to run on
ticks and track a intentory and chest interations which is not
efficent at all.
L251[09:30:42] <gigaherz|work> but really
imagine if there was an actual event for ANY change to an
inventory
L252[09:30:42] <Tazz> morning
peoples
L253[09:30:52] <gigaherz|work> which would
have to match against a list of handlers
L254[09:30:55] <gigaherz|work> and then
invoke them
L255[09:31:03] <gigaherz|work> and they'd
check if it's ok to continue
L256[09:31:23] <gigaherz|work> now imagine
this in a big contraption using hundreds of hoppers, chests,
droppers/dispensers, etc
L257[09:31:34] <AshIndigo> Afternoon
tazz
L258[09:31:41] <gigaherz|work> specially
in a modded server
L259[09:31:47] <gigaherz|work> it would be
much better to leave normal inventories alone
L260[09:31:54] <gigaherz|work> and have
"personal chests" that do the tracking explicitly
L261[09:32:39] <gigaherz|work> you could
easily have some kind of "lock" item, that converts a
normal chest into a private one, which only someone with the right
key/playerid can open
L262[09:33:21] <AshIndigo> So something
like security craft
L263[09:33:22] <AshIndigo> *?
L264[09:33:49] <gigaherz|work> if that's a
thing
L265[09:33:50] <Boog> Yeah, no those exist
on Spigot servers I and others ran all this stuff which monitored
hoppers and general movements of items like that and there was
little to no performance loss. The only hard hitting thing
preformance wise was when it wrote to SQL every 3 seconds
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L267[09:34:26] <Boog> The impressive thing
was that hoppers used more TPS than anything else on the server,
not even our monitoring plugin etc.
L268[09:34:28] <AshIndigo> Giga that is a
real mod
L269[09:34:48] <gigaherz|work> well I'd
suggest making a PR to forge, but you mentioned 1.7.10, and the
chances of a PR being accepted for 1.7 are 0
L270[09:35:21] <gigaherz|work> Boog:
hoppers use world.getEntitiesWithinAABB to find item entities,
that's what makes them lag
L271[09:35:45] <gigaherz|work> that's why
people place droppers on top of hoppers -- if an inventory is
placed on top, it won't search for items
L272[09:36:28] <Boog> The security craft
mod does exist but.. in my situation is not the solution. I don't
expect support for now outdated versions of forge that no one is
using however I expected there to be something similar to Spigot
but no such thing exists.
L273[09:37:20] <gigaherz|work> 1.7.10 had
bukkit
L274[09:37:47] <AshIndigo> But bukkit is
dead
L275[09:38:15] <gigaherz|work> hmm
actually I can find plenty of pages with spigot for 1.7
L276[09:38:17] <gigaherz|work> and even
1.6.4
L277[09:39:20] <gigaherz|work>
anyhow
L278[09:39:27] <gigaherz|work> not forge,
and not 1.11 ;P
L279[09:39:57] <Boog> Spigot isn't Bukkit
etc. It's seprately maintained based on the current public
release.
L280[09:40:06] <gigaherz|work> I
know
L281[09:40:33] <Boog> Existed before the
DCMA, and if I recall Bukkit is nearly back here soon. They're
close to finishing up the legal work required.
L282[09:40:35] <gigaherz|work> well,
spigot isn't craftbukkit, but it does use the bukkit api
L283[09:40:46] <Boog> Mhm, I coded a lot
of things in it.
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L337[12:52:13] <gigaherz> LOL
L339[12:52:29] <gigaherz> so that's the
mysterious new use for fireworks!
L340[12:52:30] <gigaherz> nice!
L341[12:53:15] <AshIndigo> Wow!
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L346[12:57:04] <killjoy> so many 1s
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L349[12:58:56] <gigaherz> If mc ever
reaches 1.21, it needs to be called "The gigawatts
update" and introduce electricity into the vanilla game
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L354[13:13:24] <McJty> Anyone here has a
good reference/example on how to a fluid, placable in world +
bucket in 1.10/1.11?
L356[13:14:37] <McJty> Aha thanks. Let me
check that out
L357[13:14:37] <PaleoCrafter>
ModelFluidDebug also is worth a look
L358[13:14:41] <gigaherz> and the
corresponding
L360[13:15:07] <PaleoCrafter> that really
isn't all that interesting, unless you're interested in a finite
fluid :P
L361[13:15:19] <McJty> A finite
fluid?
L362[13:15:39] <gigaherz> lava-like, that
doesn't generate new source blocks when merging
L363[13:15:40] <McJty> Aren't all fluids
finite except water?
L364[13:15:58] <McJty> And finite is what
I need
L365[13:16:46] <gigaherz> hmm or
wait
L366[13:16:58] <gigaherz> this seems to
actually fall down?
L367[13:17:02] <PaleoCrafter> yeah
L368[13:17:07] <McJty> Even better
L369[13:17:11] <PaleoCrafter> there's no
source block per se
L370[13:17:56] <PaleoCrafter> it's really
finite in that larger blocks will disperse and fill up the ground
before growing vertically
L371[13:18:05] <gigaherz> yeah
L372[13:18:11] <gigaherz> why is no one
using that? XD
L373[13:18:20] <PaleoCrafter> dunno, maybe
people are? :P
L374[13:18:30] <gigaherz> I haven't come
across any ;P
L375[13:18:38] <PaleoCrafter> with my
recent PR you're also able to place and pick up partially filled
blocks if the container allows it
L376[13:18:39] <Ordinastie> can I say I
made my own? :p
L377[13:18:49] <PaleoCrafter> that's a
given, Ordinastie :P
L378[13:18:52] <Ordinastie> :p
L379[13:19:07] <gigaherz> the file has
been there since 2013
L380[13:19:12] <gigaherz> before 1.8
L381[13:19:32] <PaleoCrafter> I actually
think TiC used it for its liquid metals
L382[13:20:27] <PaleoCrafter> I remember
seas of metal (I think in a Mystcraft dimension) which utilised the
finite fluid stuff
L383[13:22:29] <gigaherz> ah, I don't
think I ever worked with liquid metal dimensions myself
L385[13:28:21] <McJty> DynBottle extends
UniversalBucket but DynBucket doesn't?
L386[13:28:22] <McJty> Why?
L387[13:29:13] <McJty> Also that
BucketFillEvent handler seems very generic. Is every mod supposed
to do that? It doesn't even check on anything specific to that test
code
L388[13:29:53] <PaleoCrafter> you don't
need to add your own bucket, iirc
L389[13:30:10] <McJty> hmm
L390[13:30:13] <PaleoCrafter> as long as
the UniversalBucket is enabled and you call
FluidRegistry.addBucketForFluid, everything should be fine
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L392[13:30:18] <Tazz> whattup XD
L393[13:30:33] <McJty> Ah, that's what I
needed: FluidRegistry.addBucketForFluid
L394[13:30:33] <PaleoCrafter> the
sky/ceiling
L395[13:30:41] <Tazz> rofl
L396[13:30:44] <McJty> Unless you are in
Australia, Then it is the ground
L397[13:30:50] <McJty> They are all up
side down there
L398[13:31:33] <gigaherz> if they trip,
they fall into space
L399[13:31:45] *
killjoy is finally done with Finals
L400[13:31:55] <gigaherz> yay,
congrats
L401[13:32:18] <killjoy> I had to write a
report on how trade influenced culture in ancient
civilization
L402[13:32:20] ***
Abrar|gone is now known as AbrarSyed
L403[13:32:39] <killjoy> I also had the
option of doing conquest or missionary
L404[13:33:20] <killjoy> Did you know that
America didn't trade with Europe until ~1500?
L405[13:35:48] <gigaherz> uhm given that
columbus stumbled upon it in 1492, doesn't surprise me
L406[13:35:49] <gigaherz> ;p
L407[13:36:09] <killjoy> Therefore, they
didn't have much cultural influence via trade
L408[13:36:33] <Tazz> rofl
L409[13:36:43] <killjoy> I made sure to
mention that
L410[13:36:46] <gigaherz> also 1500 isn't
ancient civilisation either ;P
L411[13:37:08] <Koward> ^
L412[13:37:09] <Tazz> anyone here play
with Swift? XD
L413[13:37:09] <killjoy> we didn't cover
1500
L414[13:37:19] <killjoy> we did
pre-history to 1500
L415[13:37:27] *
Tazz is writing a static analysis tool for Swift projects with a
Co-worker of mine
L416[13:37:28] <killjoy> the book goes til
1800 though
L417[13:37:39] <gigaherz> any kind of
trade would have had to happen between what's now canada, and
what's now russia
L418[13:38:05] <killjoy> That's where the
land bridge was.
L419[13:38:13] <gigaherz> I have no idea
about those topics, though ;P
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L421[13:38:54] <PaleoCrafter>
"pre-history to 1500" wat
L422[13:39:00]
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L423[13:39:08] <PaleoCrafter> I've written
a small app, Tazz
L424[13:39:22] <killjoy> I least we
learned about Charlemenge
L425[13:39:30] <killjoy> Charles the
Great
L426[13:39:38] <PaleoCrafter> can't say
I've particularly liked the language, although it's probably a huge
improvement over Obj-C
L427[13:40:22] <gigaherz> speaking about
swift
L428[13:40:24] <gigaherz> I just saw
L430[13:40:40] <gigaherz> kickstarter
opensourced their android and ios apps, and those are done in
swift
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L432[13:43:28] <PaleoCrafter> is that as
far as you went back in time, killjoy? :P
L433[13:43:34] <killjoy> yeah
L434[13:44:23] <PaleoCrafter> nothing
about Ancient Rome or Greece? Oo
L435[13:44:33] <killjoy> did you not see
pre-history?
L436[13:44:44] <killjoy> First, we did
mesopotamia
L437[13:44:47] <killjoy> then greece
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L439[13:44:54] <PaleoCrafter> ah,
good
L440[13:45:47] <PaleoCrafter> I
misinterpreted that "pre-history to 1500" as "the
pre-history that ended in about 1500" and was a little shocked
:P
L441[13:47:17] <killjoy> prehistory means
rise of man
L442[13:47:38] <PaleoCrafter> I am well
aware :P
L443[13:48:08] <gigaherz> no it means
"before history" ;P
L444[13:48:18] <gigaherz>
[/pedantic]
L445[13:48:26] <PaleoCrafter> yeah,
technically it's everything before recorded history
L446[13:49:27] <gigaherz> from the
apparition of man as we know it, till the beginning of recorded
history
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L448[13:49:52] <gigaherz> which makes a
rather fuzzy beginning ;P
L449[13:49:53] <PaleoCrafter> so I'm not
even sure if I'd count the first big civilisations as pre-historic
xD
L450[13:50:25] <gigaherz> that's the
problem, isn't it?
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L452[13:50:34] <gigaherz> some
civilisations started writing stuff down earlier than others
L453[13:50:39] <PaleoCrafter> I
guess
L454[13:51:15] <Tazz> PaleoCrafter: we use
Swift for iOS apps I guess lol
L455[13:51:20] <gigaherz> "The Bronze
Age is the earliest period in which some civilisations have reached
the end of prehistory, by introducing written records."
L456[13:51:21] <Tazz> and some Obj-C
apparently
L457[13:51:25] <gigaherz> ewh
L458[13:51:26] <Tazz> but we mostly work
with Java lol
L459[13:51:57] <Tazz> well with regards to
our biggest clients being people who use Java XD
L460[13:52:14] <PaleoCrafter> well yeah, I
only used it for iOS as well, doesn't work elsewhere anyways, afaik
:P
L461[13:53:06] <Tazz> well there is the
possibolity for building the core library on linux but I dont think
it would work very well :p
L462[13:53:13] <Tazz> nor do I think its
even a sane decision to try XD
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L464[13:54:38] <PaleoCrafter> the
language's not really worth the effort, imo :P
L465[13:56:13] <PaleoCrafter> I mean,
cool, you can do FP and stuff, but as soon as you go a little
deeper and want to do even something as normal as draw a view
yourself, you have to deal with the same old low level APIs with a
bit of syntactic niceties tacked on
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L504[16:04:45] <Koward> About JSON models,
I found out the elements of the parent do not render before the
elements of the child (I wanted to add an overlay by just
describing it in child). Is there a way to do that or will I have
to copy paste ?
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L509[16:16:27] <gigaherz> Koward: nope,
elements are overwritten, not appended
L510[16:16:41] <gigaherz> you can use
multiparts to combine more than one model in a blockstates
json
L511[16:16:54] <gigaherz> or submodels in
forge blockstates
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L517[16:24:42] <Enoch_> Hey everyone.
Sorry if it's the wrong place to ask, but does anyone have
suggestions for a good host? Right now I'm running a heavily-modded
1.10.2 Forge server on a DigitalOcean droplet with 4GB RAM, but
that's costing $40/mo. Cursory searches show a lot of other hosting
solutions for much cheaper. Just curious what anyone here
prefers.
L518[16:26:25] *
gigaherz hasn't used any hosting since the 1.2.5 days
L519[16:29:29] <Enoch_> Server in your
basement or no multiplayer for you?
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L521[16:30:40] <Koward> I try to apply
destroy_stage_4 as an overlay but the crack renders grey and does
not blend nicely like it should, I did override getBlockLayer to
return TRANSLUCENT, it should work
L522[16:31:12] <Ordinastie> it
shouldn't
L523[16:31:31] <Ordinastie> when rendering
the break animation, additional gl effects are applied
L524[16:32:09] <gigaherz> Enoch_: I
usually play singleplayer, but when I want to play with some
friends, i just run the server on my own computer
L525[16:32:27] <gigaherz> OS: Unsupported
Windows 10.0 (Build #14393) CPU: Intel Core i7-6700K, 4.01
GHz, 0 KB Video: NVIDIA GeForce GTX 1070 (2560x1440x32bpp
59Hz) Sound: Speakers (Realtek High Definiti Memory: Used:
12402/32708MB Uptime: 1d 6h 31m 22s HD Space: Free: 1101.57
GB/4245.90 GB Connection: Microsoft ISATAP Adapter #3 @ 0.1 Mbps
(Rec: 0.00MB Sent: 0.00MB)
L526[16:32:42] <gigaherz> not like I lack
the resources ;P
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L528[16:37:26] <Enoch_> Yeah, I need a
host though. My internet connection is pretty limited and it's
generally unpleasant for everyone who has to connect to me.
L529[16:39:23] <gigaherz> yeah been there
in the past
L530[16:39:35] <gigaherz> anyhow I just
meant I can't help
L531[16:39:35] <gigaherz> ;p
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L549[17:23:31] <Akkarin> Enoch_: You could
check with one of OVHs cheaper brands (SYS or Kimsufi that is)
since they actually offer dedicated machines (so you don't end up
lagging the hell out of the server due to overselling)
L550[17:24:05] <Akkarin> But I doubt you'd
be looking at a much smaller amount either. You can also try one of
those one-click hosts but they also tend to suffer from
overselling
L551[17:25:01] <Enoch_> I found some folks
from /r/admincraft who recommended Shockbye. Looks like a one-click
to me, but enough people have recommended it that I'll give it a
try. At least to do a bit of benchmarking for now...
L552[17:25:06] <diesieben07> well, they
don't *really* oversell, you DO get X amount of RAM, which is what
many of them advertise
L553[17:25:10] <diesieben07> you just
don't get the CPU to use it with
L554[17:25:20] <Akkarin> Well that's what
I mean by that
L555[17:25:24] <diesieben07> :D
L556[17:25:36] <Akkarin> Obviously they
guarantee you amount X of memory but god knows how much CPU time
you actually end up getting
L557[17:25:49] <diesieben07> i know
L558[17:26:09] <Enoch_> Yeah. I don't
actually think the CPU is my biggest issue on DO.
L559[17:26:17] <Akkarin> A lot of hosts
(especially the ones that tend towards MC hosting) like to buy a
machine with a ridiculous amount of memory and just stuff it with
as many servers as possible
L560[17:26:23] <Enoch_> Added enough mods
that I was crashing due to low memory...
L561[17:26:32] <Akkarin> disregarding the
fact that 8 threads means suffering when running 8+ servers
already
L562[17:26:44] <Akkarin> (technically less
since your OS will also eat a bit here and there)
L563[17:26:51] <Enoch_> Yeah I had some
pretty severe thrashing issues when I was with BeastNode.
L564[17:27:05] <gigaherz> well that's the
issue
L565[17:27:20] <gigaherz> a 8-core cpu
could easily run like, 16 instances of mc "average"
L566[17:27:22] <Akkarin> If you want cheap
you'll always end up with that problem. If you don't want to deal
with that: get a dedicated machine of sorts
L567[17:27:28] <Enoch_> Let's see how the
pre-Christmas stress-test goes with Shockbyte, might stick with
them if it all goes well.
L568[17:27:31] <Akkarin> (there's also
dedicated virtual machines but they tend to be expensive as
fuck)
L569[17:27:36] <gigaherz> but it will suck
if all of them happen to be on "peak hours" at the same
time
L570[17:27:39] <Enoch_> Yeah sadly cheap
is my number one necessity right now.
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L572[17:28:05] <gigaherz> how about some
kind of offer/discount from like, some youtuber?
L573[17:28:29] <gigaherz> I mean like
"use referral code X on this host, and you'll get some % off
for a short while"
L574[17:28:29] <Enoch_> Not really
something I follow and probably not worth the hassle
L575[17:28:30] <Akkarin> tbh check in with
Kimsufi. They have machines for 5-10 bucks.
L576[17:28:50] <Akkarin> Might suffer a
bit on the CPU part but if you run nothing other than the server on
it you'll probably be fine unless you have crazy amounts of players
on there
L577[17:29:14] <Enoch_> I actually saw
that, but are they US-based?
L578[17:29:23] <Akkarin> They have a DC in
Canada and France
L579[17:29:23] <Enoch_> All the prices are
in euros so I assumed not.
L580[17:29:27] <Enoch_> Ah
L582[17:29:52] <Enoch_> Canada is a bit
too far away from me.
L583[17:29:55] <Akkarin> Their Canada DC
has a bit of a bad history in regards to redundancy though
L584[17:30:09] <Akkarin> Are you sure
Canada is a significant difference from any US based DC? ;-)
L585[17:30:21] <Akkarin> Distance is not a
form of measurement when it comes to pings
L586[17:30:37] <Enoch_> Well, apparently
this Shockbyte one is in my city, so we'll see. :)
L587[17:30:50] <Akkarin> The route could
still be worse than the one to Canada
L588[17:30:51] <Enoch_> I know, hardly
matters.
L589[17:31:04] <Akkarin> Just search one
of their machines and traceroute them first
L590[17:31:16] <Akkarin> OVH has a test
machine for their DCs linked somewhere if I recall correctly
L591[17:31:40] <Enoch_> Well I'm currently
uploading all my shit to this Shockbyte thing atm, so I'm gonna
stress the hell out of this thing first.
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L603[18:27:47] <williewillus> does java
flavored regex have conditional lookarounds?
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L610[18:34:17] <williewillus> that's a no,
according to the javadoc
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L640[20:17:54] <Hink> Lumien, what version
of CMM introduced hoverSound?
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L683[22:42:50] <kriNon> Hey, does anyone
know if there are any 1.10.2 mods that let you synchronise player
data between two servers?
L684[22:47:17] <killjoy> you could always
use mysql
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L687[22:52:14] <kriNon> From what I've
read mysql seems to be what most people are using for similar
stuff, would that involve writing a mod to interface with mysql, or
is mysql able to sync the files directly?
L688[22:52:27] <Akkarin> tbh it depends on
what sort of data you are intending to synchronize
L689[22:52:34] <Akkarin> and how fast it
needs to be synchronized
L690[22:52:53] <Akkarin> MySQL is okay if
you need persistence anyways and not necessarily only
synchronization
L691[22:53:12] <Akkarin> Otherwise you may
want to go for a specialized solution like RabbitMQ or SQS
L692[22:55:08] <Akkarin> and yes you will
have to write a mod unless you really want to sync files on the fs
which are automatically loaded when changed (or whenever you need
to grab that data); in that case you'd be looking at some sort of
network fs or synchronization tool though and not at a
database
L693[22:55:14] <Akkarin> three entirely
different cases
L694[22:56:05] <kriNon> I am trying to set
up bungeecord on two servers both running forge with minecraft
1.10.2, I have managed to get everything working but synchronizing
inventories and other player data - meaning that players have fresh
inventories on each server.
L695[22:56:27] <kriNon> what do you think
would be the best solution?
L696[22:56:30] <Akkarin> You'll most
likely want a mod for that which dumps it in some form of db
L697[22:56:39] <kriNon> yeah, that's what
I though
L698[22:56:41] <kriNon> *thought
L699[22:56:51] <Akkarin> Since that will
get rid of race conditions and take care of persistence (even in
case something crashes)
L700[22:57:32] <Akkarin> (afaik Bungee
doesn't disconnect until the new connection is established so
you're pretty much guaranteed to run into race conditions if you
try to sync the player files)
L701[22:58:30] <kriNon> yeah, that's
probably true considering how seamless the switch is between
servers
L702[22:58:57] <Akkarin> I really can't
tell for sure though. I haven't bothered checking its complete
codebase for years
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L705[23:12:34] <kriNon> Hey Akkarin, do
you know if there is any player data saved anywhere other than in
the Server\world\playerdata directory? For example, do backpacks
get saved in the playerdata directory, and where do items with
metadata e.g. chisel and bits creations get saved?
L706[23:12:48] <Akkarin> Depends on the
mod I guess
L707[23:13:03] <Akkarin> Since mods
technically aren't restricted to any specific behavior in that
regard
L708[23:13:40] <kriNon> yeah, that's what
I expected
L709[23:13:43] <kriNon> thanks
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L711[23:17:10] <ShadCanard_> o/
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