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L4[00:29:47] <killjoy1> I'm just learning
now that Oracle owns Dyn
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L6[00:29:54] <killjoy1> as of 1/31/17
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L16[00:55:35] <Zorn_Taov> any reason
Block.shouldSideBeRendered is deprecated in 1.11.2?
L17[00:56:53] <fry> override, don't
call
L18[00:57:00] <fry> mark override with
@deprecated
L19[00:57:32] <Zorn_Taov> oh, that's just
to stop people from calling it themselves?
L21[00:58:47] <Zorn_Taov> oh, then I don't
have to worry \o/ I was spazzing out thinking "did forge
overload it?"
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L23[01:03:07] <LexManos> if Forge
deprecates things
L24[01:03:12] <LexManos> it adds a comment
detailing where to go
L25[01:03:26] <fry> vanilla deprecation,
not forge
L26[01:03:37] <Akkarin> If Mojang
deprecates something you get to play the fun guessing game!
L27[01:03:41] <LexManos> Comments arnt
maintained when compiling happens so Mojang's deprecations dont
have such directions
L28[01:03:42] <Akkarin> weeee
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L34[01:26:58] <Zorn_Taov> for TE's which is
preferred, this.pos or this.getPos()
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L36[01:28:49] <Akkarin> Personally I'd
prefer the getter since you can easily add that method back and
deprecate it if it ever happens to get renamed
L37[01:29:08] <Akkarin> Gives you a bit of
wiggle room
L38[01:35:31] <tterrag> always prefer the
getter
L39[01:35:38] <tterrag> I'm not sure why
the field is even accessible
L40[01:36:00] <fry> historical
reasons
L41[01:36:20] <Drullkus> Hey fry o/
L42[01:36:23] <Drullkus> Long time no
see
L44[01:40:03] <illy> finaly got this damn
thing to work... I think now to test
L45[01:40:44] <Akkarin> Do we have a
segfault counter for your little wrapper yet?
L46[01:40:45] *
Akkarin runs
L47[01:42:47] <illy> no i've had more core
dumps than segfaults and those are mostly on my craptop
L48[01:43:25] <illy> cd build
L49[01:43:59] <Akkarin> no random fires? no
escaping magic smoke? no angry bears jumping out of your screen
trying to maul you? no? awwh
L50[01:45:20] <Zorn_Taov> what did
getStackInSlotOnClosing from 1.7.10 turn into for 1.11?
L51[01:45:26] <illy> most have my issues
have been getting gradle and go to work together
L52[01:45:45] <Akkarin> why do you want to
smack it into gradle anyways?
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L54[01:45:49] <Akkarin> I mean ...
seriously
L55[01:46:24] <fry> gradle and go is
probable the weirdest combination you could've chosen :P
L56[01:47:18] <Akkarin> "b-b-but ...
gradle said it's for all the languages!!!!"
L57[01:47:28] <Akkarin> I was pretty sure
go had its own build system already actually
L58[01:47:53] <fry> every language has it's
own build system
L59[01:48:00] <fry> and often more than
one
L60[01:49:14] <illy> I didnt choose
it
L61[01:49:53] <Akkarin> Well I was
referring to an official one
L62[01:50:14] <Akkarin> since Java does not
have such a thing. It has a compiler. sure. But nothing to manage
the build process
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L65[01:56:42] <tterrag> fry: why are my
blocks (whcih have a statemapper) attempting to load an item model
which I never told them about?
L66[01:56:51] <tterrag> >> Caused by:
java.io.FileNotFoundException:
chisel:models/item/blockSteel.json
L67[01:57:27] <fry> are you registering the
item variants in preinit and at all? :P
L68[01:57:29] <Akkarin> Aliens?
L69[01:57:45] <tterrag> registering what
item variants? I call setCustomMeshDefinition
L70[01:58:11] <fry> read the javadoc for
that
L71[01:58:33] <tterrag> what even
L72[01:58:43] <fry>
setCustomMeshDefinition
L73[01:58:44] <tterrag> how can I do that.
the point of it is to be a function that can return correctly for
any input
L74[01:58:55] <tterrag> how can I call
something "for all values it might return"
L75[01:59:11] <fry> set of return
values
L76[01:59:21] <fry> it still has to be
known at load time
L77[01:59:28] <fry> so that all models
could be preloaded
L78[01:59:31] <tterrag> if I had a set of
return values *WHY* would I Use a mesh definition
L79[01:59:33] <fry> and all textures
stitched
L80[01:59:42] <tterrag> let me be
clear....all our item models work fine
L81[01:59:46] <fry> to actually map
itemstacks to item models
L82[01:59:47] <tterrag> there's just random
errors in the log for item models which don't exist
L83[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170213 mappings to Forge Maven.
L84[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170213-1.11.zip
(mappings = "snapshot_20170213" in build.gradle).
L85[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/
L86[02:00:19] <fry> then call
registerItemVariants with 0 names
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L89[02:02:03] <tterrag> ok...
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L101[03:23:46] <Keridos> question: I have
a proper camo block model that uses a custom baked model and a
blockstate to render the block as any other block
L102[03:24:03] <gigaherz|work> so far aso
good
L103[03:24:04] <gigaherz|work> ;P
L104[03:24:06] <gigaherz|work> -a
L105[03:24:11] <Keridos> but when I use
grass as blockstate, it misses its dirtt part
L106[03:24:18] <Keridos> the color is fine
since I have my own color handler
L107[03:24:39] <gigaherz|work> wat
o_O
L108[03:24:42] <Keridos> yeah
L109[03:24:47] <Keridos> like only the
grass is shown
L110[03:24:50] <Keridos> the rest is
black
L111[03:24:58] <gigaherz|work>
*black*?
L112[03:25:07] <gigaherz|work> your camo
block needs to be CUTOUT
L113[03:25:09] <gigaherz|work> not
opaque
L114[03:25:16] <Keridos> ah
L115[03:25:28] <gigaherz|work> the grass
layer isn't showing the transparency that lets the dirt layer show
through
L116[03:26:33] <gigaherz|work> note that,
if your camo block has to work with stained glass, then it will
have to be translucent instead
L117[03:26:54] <gigaherz|work> you may
want to have separate camo "subtypes" for
"opaque", "cutout" and
"translucent"
L118[03:27:02] <gigaherz|work> and match
up the original block's kind
L119[03:27:32] <Keridos> yeah will
probably do that with some of the blocks i have planned
L120[03:27:46] <Keridos> the main one is a
full blown tile entity which only has camo as secondary
function
L121[03:27:58] <Keridos> I don't wanna
change that one
L122[03:28:13] <Keridos> does cutout
affect rendering otherwise?
L123[03:28:40] <gigaherz|work> no, it's
drawn without sorting
L124[03:28:45] <gigaherz|work> just with
alpha testing enabled
L125[03:28:56] <gigaherz|work> opaque
(solid) -> alpha and blending disabled
L126[03:29:09] <gigaherz|work> cutout /
cutout_mipped -> alpha enabled, blending disabled
L127[03:29:24] <gigaherz|work> translucent
-> blending enabled, and goes through the transparency-sorting
algorithm
L128[03:30:01] <Keridos> so with cutout it
should work with everything but translucent blocks?
L129[03:30:05] <gigaherz|work> cutout =
leaves, non-stained glass, grass/snow layers on top of dirt
L130[03:30:09] <gigaherz|work> yes
L131[03:30:25] <gigaherz|work> translucent
= stained glass, water
L132[03:30:40] <Keridos> I will probably
just disable camo states for non opaque blocks
L133[03:30:46] <Keridos> hm
L134[03:30:58] <Keridos> but it would look
quite cool with glass
L135[03:31:12] <Keridos> probably just
block translucent blocks
L136[03:31:44] <Keridos> thanks for the
explanation :)
L137[03:33:18] <gigaherz|work> np
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L161[06:19:47] <Hink> Is there client
specific event handlers?
L162[06:20:37] <Hink> By client specific I
mean @Mod(clientSideOnly = true) type of stuff.
L163[06:24:14] <gigaherz|work> the @Mod
stuff is not side-specific
L164[06:24:37] <gigaherz|work> if you need
to run something only for the client jar or server jar, you should
use your client/server proxy
L165[06:24:53] <gigaherz|work> if you mean
@SubscribeEvent handlers
L166[06:25:05] <gigaherz|work> you can
register them only on the client
L167[06:25:16] <gigaherz|work> either by
only calling MinecraftForge.EVENT_BUS.register on the client
L168[06:25:30] <gigaherz|work> or by using
@Mod.EventBusSubscriber(Side.CLIENT) on the class
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L181[07:30:54] <Shambling> boy was this
morning fun. 18 inches of snow is really fun to shovel :D
L182[07:30:57] <Shambling> =P
L183[07:32:00] <gigaherz|work> See, i'd
love that it would snow every now and then here
L184[07:32:13] <gigaherz|work> (we see
snow like, once every 5 years -- unless we travel to the
mountains)
L185[07:32:19] <gigaherz|work> but the
shoveling
L186[07:32:27] <gigaherz|work> that I can
do without ;P
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L188[07:47:58] <Shambling> I don't mind
snow < 3 inches, because I can just drive on it until it
dies
L189[07:56:58] <gigaherz|work> :3
L191[07:57:07] <gigaherz|work> people are
liking my new mod ;P
L192[07:57:36] *
Ashindigo_ claps
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L196[08:07:56] <Hink> I thought
@SubscribeEvent handled events were server-side.
L197[08:08:14] <gigaherz|work> they are
wherever they are posted.
L198[08:08:25] <gigaherz|work> if the
rendering thread posts them, they'll be in the context of the
rendering thread
L199[08:08:31] <gigaherz|work> if it's the
client thread, it will be client
L200[08:08:39] <gigaherz|work> if it's the
server thread, it will be server
L201[08:08:48] <gigaherz|work> ofc, in a
dedicated server, only the server thread exists
L202[08:09:07] <gigaherz|work> and on a
multiplayer connection, only rendering+client are active
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L206[08:58:23] <Intektor> I have a serious
issue with the client entity pos and server entity pos delay
L207[08:58:46] <gigaherz|work> ?
L208[08:59:05] <Intektor> I am using
hitscan on my guns, and as soon entities are moving the client cant
hit them anymore
L209[08:59:23] <Intektor> the client is at
least 2 or 3 ticks behind, on singleplayer
L210[08:59:39] <gigaherz|work> well the
packet has to be sent to the message queue
L211[08:59:44] <gigaherz|work> and then
read by the server loop
L212[08:59:48] <gigaherz|work> or the
other way around
L213[09:00:13] <Intektor> so how can I fix
this?
L214[09:00:23] <gigaherz|work> you
can't
L215[09:00:34] <gigaherz|work> you can
compensate for it
L216[09:00:45] <Intektor> in what
way?
L217[09:00:49] <gigaherz|work> such as
making a hitbox that extends between the old position and the new
one
L218[09:00:53] <gigaherz|work> accounting
for a certain amount of lag
L219[09:01:33] <Intektor> ypu mean I
should make the hitboxes of the entities bigger in the
hitscan?
L220[09:02:12] <gigaherz|work> yes
L221[09:02:37] <gigaherz|work> although
that would be inaccurate
L222[09:02:45] <gigaherz|work> another
option would be to create intermediate hitboxes
L223[09:02:57] <gigaherz|work>
interpolated between the old position to the new one
L224[09:03:06] <gigaherz|work> however, it
has to be limited
L225[09:03:21] <gigaherz|work> otherwise
people would be able to abuse it by purposefully creating lag
L226[09:03:42] <gigaherz|work> another
option
L227[09:03:49] <gigaherz|work> is to trust
the client
L228[09:03:55] <gigaherz|work> but only
somewhat
L229[09:04:24] <Intektor> I know what you
mean, but I think the offset is bigger than one tick
L230[09:04:31] <gigaherz|work> if the
client claims that the hit was successful
L231[09:04:38] <gigaherz|work> but the
server thinks it missed
L232[09:04:57] <gigaherz|work> then the
probability that the client is lying grows based on the size of the
discrepancy
L233[09:05:17] <gigaherz|work> the speed
at which the look angles were moving, the speed at which the entity
is moving, etc
L234[09:06:10] <Intektor> I was thinking
about that, but I also have a shotgun, so there is no way of
checking if the hit is succesfull or not with many hitscans and
none is actually flying forward probably
L235[09:06:19] <Intektor> also they are
generated on the server randomly
L236[09:07:13] <gigaherz|work> a shotgun
has a hit "cone" rather than a ray
L237[09:07:23] <Intektor> true
L238[09:08:28] <Intektor> but how do I
prgramm a hit cone?
L240[09:14:30]
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L243[09:28:22] <TechnicianLP> does
intellij have the option to exclude a single class in a launch
configuration?
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())
L270[10:52:47] <Shambling> pro-tip, don't
run around spamming biome changing AOE items and expect the game to
not crash wildy :D
L271[10:52:49] <Shambling> err
wildly
L272[10:53:50]
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(~DrPiggy@bzq-109-67-202-142.red.bezeqint.net)
L273[10:53:54] <DrPiggy> Hello!
L274[10:54:00] <DrPiggy> i need some
help.
L275[10:54:21] <Shambling> do bats count
against neutral creature spawn count? I've read that you can only
get 10 max to spawn outside of chunk spawning.
L276[10:54:31] <Shambling> Hello DrPiggy,
what is it that you request help with?
L277[10:55:09] <Shambling> woohoo, it
works
L278[10:55:12] <Shambling> I was just
missing torches
L279[10:56:12] <DrPiggy> Well, my friend
has a minecraft server of sorts for hes friends, and he makes them
weekly "events"(fight bosses get rewards), now i offered
him to make him a type of "event system" mod to help him
make it without loads of command blocks and stuff(1.7.10), now i
currently have a bug that i dont even know where it comes
from.
L280[10:56:49] <Intektor> Just tell the
bug
L281[10:56:54] <DrPiggy> if you would like
to know what the bug is, tell me.
L282[10:56:58] <DrPiggy> oh whoops
L283[10:57:01] <DrPiggy> ill tell
you
L284[10:59:08] <DrPiggy> i have an
PlayerInteractEvent, i check if they right click a sign, if they
do, i check if the first line is [EVENT], then if it does, i get
the number in the second line which is a dimension id, and try to
teleport them with transferPlayerToDimension, then someone clicks
on it, and it works just fine, but from then everyone else gets a
internal server error, and the first guy who tried it can still use
it!
L285[10:59:17] <DrPiggy> if you need the
code on pastebin, let me know
L286[10:59:54] <Intektor> just send code
and error message
L287[11:00:01] <Intektor> for all the
other players on the server
L288[11:00:13] <DrPiggy> only the server
has an error message, the client does not...
L290[11:02:04] <Intektor> yeah, send me
the error code from the server
L292[11:05:02] <Intektor> is this mod
installed on every client?
L293[11:05:14] <DrPiggy> yep
L294[11:05:28] <Intektor> well, it looks
like that this event gets fired for every playxer in distance or
something, and you can't just call event.entityPlayer.inventory for
a player you donÄt know about yet. BEcause the client doesnt know
about, the inventory doesnt exist
L295[11:05:42] <DrPiggy> what do you
mean?
L296[11:05:51] <DrPiggy> the event returns
the player that right clicked it.
L297[11:05:56] <DrPiggy> (i think so
atleast)
L298[11:05:57] <Intektor> inventory is
null for every other player than youself on the client
L299[11:06:21] <DrPiggy> Oh! btw
L300[11:06:40] <DrPiggy> if i comment out
the dimension teleport, it doesnt crash, thats why i thought it was
the problem.
L301[11:08:31] <DrPiggy> are you
here?
L302[11:09:36] <Intektor> yeah I dont
know, but the error code says NullPointerExceptionm in line 81
so
L303[11:09:43]
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L304[11:10:51] <DrPiggy> well, thanks for
trying :)
L305[11:11:01] <Intektor> it shoudl be the
error tho
L306[11:11:15] <DrPiggy> i know but i
tried commenting it out too and the error stays.
L307[11:11:29] <Intektor> Then you sent me
a wrong error
L308[11:12:16] <DrPiggy> that's the only
error that shows up, that's why I was confused
L309[11:13:02] <Shambling> dang bats count
against neutral creature spawn count
L310[11:13:21] <Shambling> that is really
dumb that bats count against pigs spawning :|
L311[11:16:32] <DrPiggy> Intektor! i think
i found another error in the client that didnt show up before
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L318[11:36:29] <Ordinastie> TIL 0500 !=
500
L319[11:42:01] <Shambling> in what
sense?
L320[11:42:33] <Ordinastie> in java
L321[11:42:48] <Shambling> I'm getting a
weird sense of deju va
L322[11:42:50] <Ordinastie> 0500 is octal
notation
L323[11:43:07] <Shambling> don't most
people use hex and not octal? is octal a thing in java?
L324[11:43:53] <Shambling> or is octal
used in java asm voodoo?
L325[11:45:18] *** V
is now known as Vigaro
L326[11:45:37] <Shambling> wow, I should
probably place an issue, but I have no idea how I would word
it
L327[11:46:01]
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L328[11:46:07] <Shambling> WTF-oregen
allows you to assign dense versions of ores on whatever block
background you want. It does a fairly good job of placing itself
with the proper blocks when genned
L329[11:46:08] <Ordinastie> it's just a
literal notation, same as hex or binary
L330[11:46:34] <Shambling> when done on
netherrack, redstone spawns anywhere it feels like, unlike other
items. Oh I bet its because there is lit redstone and unlit
redstone
L331[11:47:01] <Shambling> oh, and it
spawns in colums 20-30 high randomly it would seem, as when I
removed it there are millions of weird missing columns around the
world in spectator mode
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L334[12:04:36] <Shambling> you know... all
this complaining I've done in the past of minecraft grasses not
taking on biome tones properly.. I think quarks greener grass
setting might have been messing with me :O
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L340[12:26:38] <TechnicianLP> !gf
field_110585_a
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L342[12:45:18] <barteks2x> There are so
many cases where crash makes the client keep waitinf for serve rto
do something, when server is already dead
L343[12:48:17] <Ordinastie> that's odd, I
render 2 quads one after another, but only one gets clipped by my
container :s
L344[12:48:47] <barteks2x> I have no idea
how clipping can work at all with opengl
L345[12:48:56] ***
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L347[12:49:49] <Ordinastie> I use
glScissors
L348[12:51:41]
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L351[12:52:53] <Hink> What would be the
simplest way to get a list player's and their locations being
rendered client-side only?
L352[12:53:34]
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L353[12:53:38] <Ordinastie> you mean with
a mod only present on the client ?
L354[12:54:50] <mindforger> can anybody
help me with my client not starting the modpack? i don't even get a
crash log, the launcher only contains a warning about
codechickencore and nothing else ... MC1.7.10
L355[12:55:26] <Hink> Ordinastie—
yeah
L356[12:55:31] <McJty> Hink, don't think
that's possible
L357[12:55:40] <Ordinastie> that sound an
awful lot like a cheat
L358[12:55:41] <gigaherz> mindforger: it
is not the first time I hear that issue mentioned
L359[12:55:44] <Hink> Well
"hacked" client's do it.
L360[12:55:44] <gigaherz> no idea if it
has a fix
L361[12:55:49] <Hink> So I don't see why
it wouldn't be.
L362[12:55:57] <gigaherz> mindforger: what
launcher it is?
L363[12:56:02] <gigaherz> is it curse?
ftb? something else?
L364[12:56:09] <mindforger> curse ->
minecraf told launcher
L365[12:56:22] <gigaherz> then you may
want to ask the curse people, not us
L366[12:56:26] <Hink> Ordinastie— it's for
a positional audio mod.
L367[12:56:31] <gigaherz> forge can't
provide support for custom launchers
L368[12:56:35] <mindforger> we switched to
jar launcher, used fully installed java and stuff
L369[12:56:54] <mindforger> i can't find
any channel for curse
L370[12:57:02] <Ordinastie> so you'd only
want the players around you ?
L371[12:57:06] <mindforger> any idea which
server they are on ?
L372[12:57:12] <gigaherz> there's
#curseforge in this server
L373[12:57:15] <Hink> Ordinastie—
yes
L374[12:57:15] <gigaherz> they may know
where to ask
L375[12:57:20] <mindforger> k
L376[12:57:22] <mindforger> thx
L377[12:57:56] <Ordinastie> then I'd look
where other players are rendered, see from where it takes the
infos
L378[12:59:16] <Hink> How would I get the
information though?
L379[12:59:36] <Ordinastie> diving into
MC's code :)
L380[13:00:23] <Hink> Could I use an forge
event handler to and tick updates?
L381[13:00:43] <Hink> For when a player is
first rendered in, and update their location after.
L382[13:01:20] <Ordinastie> or you could
actually look in the code where the data comes from, see if it's
easily accessible
L383[13:01:25] ⇦
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L384[13:02:01] <gigaherz> has anyoen
backported concrete to 1.10/.11 forge yet? XD
L385[13:02:19] <gigaherz> (no i'm not
going to do that myself ;P)
L386[13:03:28] <mindforger> god damnit
curse .. the channel is dead ... back to manually installing
modpacks .. thank you curse
L387[13:03:50] <mindforger> thx for
helping :)
L388[13:03:54] <gigaherz> there's a
modpack downloader script
L389[13:04:02]
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L390[13:04:06] <gigaherz> that you can use
to setup modpacks on the vanilla launcher
L391[13:04:06] <mindforger> tell me more
:)
L392[13:04:11] <gigaherz> I mean, google
;p
L393[13:04:15] ⇦
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L394[13:04:17] <gigaherz> "curse
modpack downloader" or similar
L395[13:04:21] <gigaherz> there's a
few
L396[13:04:22] <mindforger> thank
you
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L398[13:04:37] <gigaherz> doesn't mean it
will fix your issue
L399[13:04:43] <gigaherz> but at least you
remove one variable from the equation
L400[13:04:53] <IoP> Did you already try
other launchers?
L401[13:04:54]
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L402[13:04:55]
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L403[13:04:57] <barteks2x> that's only
with MCP...
L404[13:05:03] <barteks2x>
"intersectsWith" "Discover if bounding box can fit
within the current bounding box object."
L405[13:05:08] <barteks2x> ^that's the
same method
L406[13:05:15] <mindforger> nahh only
works with public modpacks
L407[13:05:39] <gigaherz> hm? I thought it
would work for any pack given the right "id"
L408[13:06:03] <IoP> and some downloaders
use .zip as input
L409[13:06:05] <gigaherz> but I suppose
maybe it breaks if downloading requires having a login session
active
L410[13:06:07] <mindforger> wellit's a
shared profile because we tested a self made pack
L411[13:06:16] <gigaherz> also
L412[13:06:21] <gigaherz> remember you can
go to "open folder"
L413[13:06:26] <gigaherz> and copy over
the "mods" and "config" folders
L414[13:06:31] <gigaherz> to a custom
vanilla-launcher profile
L415[13:06:36] <IoP> anyway sounds like
nvidia driver derp
L416[13:06:45] <mindforger> yeah i can do
that .. but it would take about half a day with my upload
speed
L417[13:06:49] <gigaherz> IoP: oh right I
forgot about that
L418[13:06:55] <gigaherz> mindforger: do
you have nvidia and updated recently?
L419[13:07:05] <mindforger> not me let me
ask
L420[13:07:17] <IoP> recently = after
2017-01-20
L421[13:07:18] <mindforger> i got a
YES
L423[13:07:24] <gigaherz> they will need
this hotfix
L425[13:07:45] <gigaherz> ;P
L426[13:08:13] <mindforger> seems to only
affect windows 8
L427[13:08:15] <mindforger> i got
win10
L428[13:08:22] <gigaherz> it affects win10
too
L429[13:08:27] <gigaherz> I had the issue
myself
L430[13:08:32] <gigaherz> had to install
the hotfix
L431[13:08:36] <gigaherz> and it worked
ever since
L432[13:08:43] <mindforger> okay well my
launcher sometimes crashes the launcher window but not the
game
L433[13:08:50] <gigaherz> that's another
issue ;P
L434[13:09:00] <mindforger> *sigh
L435[13:09:04] <gigaherz> the nv issue's
symptoms are the game failing to initialize the game window
L436[13:09:08] <gigaherz> and closing
almost immediately
L437[13:09:14] <mindforger> yeah thats
pretty muhc it
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L440[13:12:05] <mindforger> any ideas on
that launcher failing to respond isse gigaherz?
L441[13:12:26] <mindforger> not that i
have any problems, the game starts and i close the launcher anyways
XD
L442[13:12:39] ***
tterrag|ZZZzzz is now known as tterrag|laptop
L443[13:13:07] <gigaherz> mindforger:
haven't experienced that, or seen anyone complain
L444[13:13:28] <mindforger> okay, well
lets see if the driver update helps
L445[13:13:46] <mindforger> wohooo
finished downloading ... provider did not throttle
L446[13:13:52] <gigaherz> :)
L448[13:13:57] <gigaherz> nice twitter
account
L449[13:13:57] <barteks2x> It's
surprisingly hard to write a method that checks if 2
StructureBoundingBoxed overlap
L450[13:14:03] <gigaherz> for people like
me who suck at color matching
L451[13:14:18] <gigaherz> barteks2x: are
they AABBs?
L452[13:14:25] <barteks2x> yes, but with
ints
L453[13:14:32] ***
Vigaro is now known as V
L454[13:14:38] <barteks2x> it's just
surprisingly hard to imagine what it would look like
L455[13:14:44] <gigaherz> shoudl be easy
then XD
L456[13:14:49] <barteks2x> it seems
easy
L457[13:14:55] <barteks2x> and then I try
to come up with the code
L458[13:15:00] <barteks2x> and I don't see
how
L459[13:15:04] <barteks2x> maybe I should
draw it
L460[13:15:18] *** V
is now known as Vigaro
L461[13:15:25] <gigaherz> overlapx =
(xmin1 + width1 > xmin2) && (xmin1 < xmin2 +
xwidth)
L462[13:15:28] <gigaherz> and the same for
y and z
L463[13:15:36] <gigaherz> oops
L464[13:15:40] <gigaherz> overlapx =
(xmin1 + width1 > xmin2) && (xmin1 < xmin2 +
width2)
L465[13:15:42] <barteks2x> it has
min/maxX, min/maxY etx
L466[13:15:48] <gigaherz> right
L467[13:15:49] <gigaherz> even easier
then
L468[13:16:00] <gigaherz> overlapx =
(xmax1 > xmin2) && (xmin1 < xmax2)
L469[13:16:26] <gigaherz> if the test
passes for all 3 coords, they intersect
L470[13:16:26] ⇦
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L471[13:16:41] <gigaherz> if it passes for
2, they "eclipse" eachother
L472[13:17:07] <barteks2x> it would make
sense when i draw it, but I somehow can't imagine it
L473[13:17:15] <gigaherz> think of it in 1
dimension
L474[13:17:20] <gigaherz> draw 2 line
segments
L475[13:17:30] <Ordinastie> and then you
realise you missed something gigaherz :)
L476[13:17:38] <gigaherz> Ordinastie: did
I?
L477[13:17:38] ***
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L478[13:17:57] <Ordinastie> depends on the
"order" in the space
L479[13:18:21] <gigaherz> what does?
L480[13:18:54] <gigaherz> because the
coordinate test does not -- if all 3 coords overlap, the AABBs
intersect
L481[13:19:29] <gigaherz> the only
possible change is using >= <= if you want contact to count
as intersection
L482[13:20:08] <barteks2x> contact does
count as intersection here
L483[13:20:15] <gigaherz> then use <=
and >=
L484[13:20:16] <gigaherz> ;P
L485[13:20:20] ⇦
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L486[13:20:46] <barteks2x> and vanilla
intersectsWith method does somethign completely different
(obviously)
L487[13:21:09] <gigaherz> no it does
not
L488[13:21:26] <barteks2x> javadoc says
"Discover if bounding box can fit within the current bounding
box object"
L489[13:21:40] <barteks2x> but name is
intersectsWith
L490[13:21:44] <gigaherz> oh I see
L491[13:21:58] <barteks2x> !gm
intersectsWith
L492[13:22:02] <gigaherz> no wait
L493[13:22:11] <gigaherz> AABB#intersects
does exactly what I said
L494[13:22:19] <barteks2x>
StructureBoundingBox
L495[13:22:24] <gigaherz> right
L496[13:22:26] <barteks2x> because I use
ints
L497[13:22:40] <barteks2x> and it is for a
structure
L498[13:22:54] <gigaherz> maxX >= sminX
&& ...
L499[13:22:56] <gigaherz> yeah it's what I
said
L500[13:23:21] <gigaherz> the javadocs are
wrong
L501[13:23:21] <gigaherz> XD
L502[13:23:51] <barteks2x> then something
is slightly wrong with my code
L503[13:23:57] <barteks2x> and I have no
idea how
L504[13:24:43] <Ordinastie> either I'm
really tired, on intersects is not really intersects
L505[13:24:49] <Ordinastie> it's more like
"isInside"
L506[13:25:07] <Ordinastie> or maybe I'm
just tired
L507[13:25:09] <gigaherz> there's
two
L508[13:25:14] <gigaherz> the one with int
params
L509[13:25:49] <gigaherz> checks if the
rectangle (2D) fits inside the base area of the box
L510[13:26:01] <gigaherz> no wait
L511[13:26:04] <gigaherz> it's also an
overlap test
L512[13:26:06] <gigaherz> just 2D
L513[13:26:23] <gigaherz> a containment
test looks like
L514[13:26:35]
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L515[13:26:58] <gigaherz> contains(other)
= this.minX <= other.minX && this.maxX >= other.maxX
&& ... y and z;
L516[13:27:05] <gigaherz> in contrast
to
L517[13:27:28] <gigaherz>
intersects(other) = this.maxX >= other.minX && this.minX
<= other.maxX && ... y and z;
L518[13:27:49] <gigaherz> it's easier to
visualize with a piece of paper ;p
L519[13:28:17] <barteks2x> and that's
exactly why it's hard...
L520[13:29:02] <Ordinastie> so apparently,
hexchat thinks "this.maxX" is an url -_-
L521[13:29:25] <gigaherz> XDDD
L522[13:29:39] <gigaherz> blame people
doing like
L523[13:29:46] <gigaherz> google.it
L524[13:30:00] <gigaherz> and the people
that make the rules for TLDs allowing random tLDs
L525[13:30:33] <gigaherz> for all they
know, this.ends.now is an URL ;P
L526[13:31:10] <barteks2x> ir it could
just treat only things with http(s):// as URLs
L527[13:31:41] <tterrag|laptop> that
doesn't work, most people would expect simply 'google.com' to be
hyperlinked
L528[13:32:02] <tterrag|laptop> most
people also wouldn't understand why that's a difficult task to
recognize URLs like taht
L529[13:32:08] <gigaherz> mirc does
that
L530[13:32:12] <gigaherz> it only sees as
urls
L531[13:32:15] <tterrag|laptop>
>mirc
L532[13:32:22] <gigaherz> things that
start with http(s)://, ftp:// www. or ftp.
L533[13:32:23] <Ordinastie> is there a
command to clear mc chat window ?
L534[13:32:38] <gigaherz> not that I have
seen
L535[13:32:57] <gigaherz> but if there was
one, it should be called /cls
L536[13:33:11] <barteks2x> maybe you could
someone force many empty strings to appear, but no idea how
L537[13:33:21] <tterrag|laptop> or jsut
write your own command...
L538[13:33:29] <tterrag|laptop> it would
not even be hard
L539[13:33:42] <tterrag|laptop> eaiser
than spamming a bunch of empty lines
L540[13:33:55] <Ordinastie> the point is
to clear it without restarting MC right now ><
L541[13:34:09] <gigaherz> are you in a
debugger?
L542[13:34:12] <gigaherz> if so
L543[13:34:16] <gigaherz> breakpoint the
chat rendering
L544[13:34:20] <gigaherz> find the field
that holds the line
L545[13:34:22] <gigaherz> and wipe it
;P
L547[13:37:59] <Ordinastie> what's the
issue with that post ?
L548[13:38:33] <Shambling> you know, I
thought it was quark causing it, but now biome's o plenty grass
isn't taking on biome color at all...
L549[13:38:35] <Shambling> so
confused
L550[13:38:55] <Shambling> so I guess I
will try two test cases. normal grass and BoP grass, with and
without quark
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L552[13:52:47] <Ordinastie> so I uploaded
the wrong file to youtube, but I haven't published it yet
L553[13:53:00] <Ordinastie> but I don't
see any where how to delete it :p
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L555[13:57:18] ***
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L556[14:01:32] <barteks2x> you could just
keep it, you aren't paying for the storage anyway
L557[14:03:04] <Ordinastie> it's a black
screen :p
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L564[14:29:21] <Shambling> *crosses
fingers* well lets see if this works
L565[14:29:30] <Shambling> I think I've
found the golden ratio of bugs :P
L566[14:31:28] <Shambling> nope
L567[14:31:30] <Shambling> o.0
L568[14:31:49] <Shambling> that was
supposed to allow biome's o plenty tree-gen in a default
worldtype... alas wiki's are .. imperfect
L569[14:34:18] <Shambling> ha ha ha, oh
wow. Well that command does the opposite of what it says. Supposed
to allow BoP feature generation in default, instead it allows all
BoP features in BoP biomes
L570[14:34:56] <Shambling> I have
created... laggy tree world!
L571[14:41:10]
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L572[14:51:24] <Shambling> *sigh* why are
documented features never documented properly. :\
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L587[15:57:57] <Shambling> so.... is there
a way to force one mod to load before another in pre-inits?
L588[15:58:01] <Shambling> change the mod
name still work?
L589[15:58:05] <tterrag|laptop>
dependencies field in @Mod
L590[15:58:05] <diesieben07> don#t do
that...
L591[15:58:10] ***
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L592[15:58:14] <diesieben07>
before:othermod in that ^
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L594[15:58:31] <Shambling> not my mod, not
my code
L595[15:58:45] <Shambling> just trying to
get the dependencies to load, as it is not even loading the script
that is supposed to load the compatibility
L596[15:58:48] <tterrag> so...I have this
(functional) code which records the screen to a gif. problem is
buffering the frames is really heavy on memory. wondering how I
could reduce this impact
L597[15:59:03] <Shambling> I suppose I
could recompile it if it has a working git gradle command r
L598[15:59:25] <diesieben07> why do you
care if it's not your mod? :O
L599[15:59:47] <tterrag> basically I use
code from ScreenshotHelper to take a bunch of 'screenshots' using
GL, then downsize using awt and write to a gif
L600[15:59:47] <Shambling> because I'm
trying to get this modpack finished
L601[16:00:08] <Shambling> and I think its
not working because biome's o plenty integration, which has several
classes assigned to it... never run
L602[16:00:09] <tterrag> but the raw list
of pixel data is what's using up all the memory
L603[16:00:20] <Shambling> I look through
my logs, and no log prints the part that should print when the
compat stuff is loaded
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L605[16:00:32] <diesieben07> tterrag,
re-implement x264 in java :D
L606[16:00:48] <tterrag> hah
L607[16:00:49] <tterrag> funny
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L609[16:01:10] <tterrag> the thing is...I
downsize the gif at write time. I was wondering if it might be
possible to do this to the raw pixels instead
L610[16:01:13] <tterrag> so they use up
less memory
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L612[16:01:39] <diesieben07> downsize the
pixels you mean? sure
L613[16:01:48] <diesieben07> skip every
2nd one, tada you have an image half the size :P
L615[16:02:18] <tterrag> diesieben07:
again, hah
L616[16:02:22] <tterrag> you're full of
the jokes today
L617[16:02:35] <diesieben07> i was serious
about that 2nd one
L618[16:02:45] <diesieben07> or if you
already have a BufferedImage, google "java resize image"
:P
L619[16:02:56] <tterrag> nope, they are
stored in memory as int[]'
L620[16:02:59] <tterrag> see code :P
L621[16:03:04] <tterrag> private static
List<int[]> frames = Lists.newArrayList();
L622[16:03:08] <diesieben07> yeah store
them as BufferedIMage then
L623[16:03:25] <tterrag> that's going to
be a lot of main thread impact I think
L624[16:03:29] <tterrag> awt is slow,
especially on large images
L625[16:03:31] <diesieben07> do it on a
2nd thread then :P
L626[16:03:38] <diesieben07> grab image,
hand off to a queue
L627[16:03:43] <tterrag> I suppose
L628[16:03:55] <tterrag> I already use a
worker thread there, obviously, can't do all the gif file IO on
client thread
L629[16:04:01] <tterrag> it takes a few
seconds to write big ones
L631[16:07:47] <diesieben07> so
basically... you re-invented fraps/obs/<insert screen capturing
software>
L632[16:08:04] <Ashindigo_> but its in
minecraft!
L633[16:08:38] <tterrag> 1) it's in
minecraft, yes
L634[16:08:46] <tterrag> 2) it's a lot
quicker and easier to just press button -> get gif
L635[16:08:52] <tterrag> 3) it can
integrate nicely with the rest of the mod
L636[16:11:52] <Shambling> could someone
look this over and see if there is a spot that might be broken in
the initialization phase? I'm drawing a blank but its probably
obvious
L637[16:16:19] <Shambling> they have the
proper @Mod before:othermod setting in there, so I'm not sure what
is broken
L638[16:16:21] <Shambling> oh well,
whatever
L639[16:20:54] ***
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L640[16:20:55] <tterrag> diesieben07:
actually I could just cut out the middleman and stream the frames
to disk, no?
L641[16:21:00] <tterrag> oh, good
timing
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L646[16:31:33] <Shambling> ah now I see,
all the bug fixes have not been pushed live, well I'll just compile
a new jar and test
L647[16:32:43] <Shambling> so what are you
using this for tterrag? documentation? bug submission? just to
watch minecraft burn?
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L649[16:33:45] <tterrag> just...a feature
I'm working on
L650[16:34:40] <Shambling> and to reduce
memory usage, just reduce them down to an index of 256 colors,
you'd only need to write out the index values at the beginning of
the file, and then byte values from 0 to 256
L651[16:35:11] <Shambling> would be fairly
low color sampling, but I'd imagine 1920x1080 bytes is less than
1920x1080x4 bytes
L652[16:35:33] <Shambling> conversion
would probably slow you down too much for any benefit :P
L653[16:35:52] <tterrag> yeah, the gif
writer already does indexing, doing it twice would not be
helpful
L654[16:36:06] <Shambling> oh is gif
already 1 byte for color?
L655[16:36:16] <tterrag> gifs are indexed
color, yes
L656[16:36:17] <Shambling> lol I guess
I've never bothered looking at its specs :P
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L660[16:43:21] <Shambling> holleeeeee
crap, I've finally got this dang modpack almost to the point of
release
L661[16:44:00] <kashike> oh? :P
L662[16:44:02] <Shambling> all it took was
compiling biometweaker to the latest code
L663[16:45:21] <Shambling> hmmm I'd never
noticed a thumbs up, thumbs down on github
L664[16:47:18] <gigaherz>
"reactions" have been there for a while
L665[16:48:16] <Shambling> and for once,
social media icons have a real use
L666[16:54:37] <tterrag> anyone know of a
good tool to profile object allocations?
L667[16:54:40] <tterrag> visualvm is
failing me
L668[16:54:57] <gigaherz> oh hey
L670[16:55:14] <gigaherz> it makes the new
dark nav bar slightly less dark and "in your
face"ish
L671[16:55:17] <gigaherz> it's nice
L672[16:55:36] <TehNut> I just use Github
Dark
L673[16:55:42] <gigaherz> Iwas
L674[16:55:45] <gigaherz> but it was
getting annoying
L675[16:55:49] <TehNut> Oh?
L676[16:56:10] <gigaherz> it's too
dark
L677[16:56:23] <gigaherz> ends up making
other things too bright in contrast
L678[16:56:42] <TehNut> Heh
L679[16:56:53] <TehNut> Everything I use
is dark so I don't have that problem
L680[16:56:55] <gigaherz> if it was a
more.. neutral tone
L681[16:57:02] <gigaherz> like VS dark or
IDEA's dark theme
L682[16:57:21] <gigaherz> I also tried
dark 2.0
L683[16:57:23] <gigaherz> but it's too
blue
L684[16:57:37] <TehNut> I really don't
like dark 2.0
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L693[17:13:57] ***
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L695[17:18:47] <IoP> also jprofiler is
free os floss projects
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L698[17:36:08] <tterrag> thanks, I'll look
into those
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L731[20:34:25] <dmf444> Just wondering if
anyone can help me with this issue: my dev environment keeps
throwing this error 'org.lwjgl.LWJGLException: Pixel format not
accelerated'. Google said to update graphics drivers, but that
didn't fix it. This started when I switched my graphics card,
however, MultiMC still boots up.
L732[20:37:32] <williewillus> intellij is
probably using an integrated graphics card maybe?
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L734[20:38:32] <barteks2x> it should work
even with integrated GPU
L735[20:38:37] <barteks2x> (at least it
works for me)
L736[20:38:42] <dmf444> is that even
possible? How could I check?
L737[20:39:35] <barteks2x> when you have
crash log I think it usually shows some information about the
GPU
L738[20:40:12] <barteks2x> but it may not
do that when something in lwjgl failed
L739[20:40:14] <electrolitic> dmf44,
somebody helped me fix that issue. Are you using an nvidia graphics
card?
L740[20:40:42] <williewillus> oh yeah may
be the nvidia thing
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L742[20:40:53] <williewillus> check the
pinned post in /r/minecraft about nvidia driverse
L744[20:41:36] <barteks2x> didn't the
nvidia driver crash the JVM?
L745[20:42:00] <dmf444> yea, I'm on
nvidia, checking out that link now
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L747[20:49:06] <dmf444> thanks
electrolitic, that fixed it.
L748[20:49:50] <electrolitic> I did
nothing, I got that from diesieben.
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