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L1[00:06:59] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:09:04] <A1b3> Thanks again.
L3[00:10:26] <Admiral_Damage> Are there any
simple countermeasures that can be taken to a 'Detected ongoing
potential memory leak' with packets being sent from the server to
the client?
L4[00:11:18] <Admiral_Damage> i.e a settable
update frequency within the class sending the packets?
L5[00:16:45] <A1b3> Is there a way to load a
resourcepack individually?
L6[00:18:37] ⇨
Joins: npe|office
(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L7[00:33:57] <killjoy> A1b3, There's a
method in FMLClientHandler
L8[00:34:05] <killjoy> I think
L9[00:34:49] <killjoy>
FMLClientHandler#addModAsResource
L10[00:35:11] <killjoy> or
commonhandler
L11[00:35:38] <killjoy> You'll need to
create a custom modcontainer
L12[00:36:13] <tterrag> that's way
overkill
L13[00:36:22] <tterrag> you can inject into
the resources with a bit of reflection
L14[00:36:23] <killjoy> that's how I did it
way back
L15[00:36:34] <A1b3> It's part of server
resourcepacks.
L16[00:36:45] <killjoy> server resource
packs...
L18[00:36:56] <tterrag> oh
L19[00:36:56] <killjoy> combine all
resources into a single zip and link it in the
server.properties
L20[00:37:15] <tterrag> are you talking
about the sending part or the loading in clientside part?
L21[00:37:39] <A1b3> Loading in client-side
part.
L22[00:38:15] <tterrag> then yeah
L23[00:38:19] <tterrag> my code is what you
want
L24[00:38:21] <A1b3> Players in heavily
modded server can experience serious lag while loading the whole
resources.
L25[00:38:28] <A1b3> Thx!
L26[00:38:40] <tterrag> mainly the
reflection bit
L27[00:38:44] <tterrag> how you impl
IResourcePack is up to you
L28[00:38:52] <killjoy> these resources
aren't gotten from the server, are they?
L29[00:38:57] <tterrag> no killjoy
L30[00:39:04] <tterrag> that's why I asked
what problem you were trying to solve
L31[00:39:11] <tterrag> if you alread
downloaded the resources to the client....it's simple
L32[00:39:12] <killjoy> His issue is very
confusing
L33[00:40:21] <killjoy> I'm just wondering
why he needs to do this.
L34[00:40:26] <Akkarin> Well he's rowing
back and forth between "I wanna download things" and
"I don't wanna download things"
L35[00:40:37] <Akkarin> so it's not really
clear what the hell he wants to do
L36[00:40:46] <A1b3> So I should manually
copy it to the default pack. Got it.
L37[00:41:04] <killjoy> Remind me again why
including them in the jar isn't an option?
L38[00:41:20] <A1b3> Because it's specific
to server.
L39[00:41:29] <killjoy> why?
L40[00:41:29] <A1b3> It's related with
config as well.
L41[00:41:57] <A1b3> Because the resource
is configurable.
L42[00:42:25] <killjoy> so the server can
"configure" what resources to use?
L43[00:42:57] ⇦
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L44[00:43:08] ⇨
Joins: Jiraiyah (~Alireza@5.115.68.146)
L45[00:43:14] <A1b3> No, the server can use
custom resources.
L46[00:43:24] <Akkarin> if you're talking
about mod configs: not all mods support changes to them at
runtime
L47[00:43:41] <killjoy> can you give me an
example of this?
L48[00:43:47] <killjoy> so I can better
understand
L49[00:43:48] <Akkarin> and the ones that
do don't necessarily allow you to change everything either
L50[00:44:13] <Akkarin> tbh from what
you've said within the past ... god knows how long ... you want a
launcher that downloads that nonsense from somewhere and not a
mod
L51[00:44:26] <Akkarin> but yeah toss some
examples anyways
L52[00:44:48] <killjoy> maybe we can
suggest a more sane way to do it
L53[00:44:59] <Jiraiyah> is there something
wrong with this gradle setting for forge maven? right now it's more
than 6 hours i am trying to connect and refresh this repo :
http://prntscr.com/eowjfr
L54[00:45:25] <killjoy> Jiraiyah, review
the instructions for setting up a forge workspace
L55[00:45:39] <A1b3> It's for my own mod
related with sky. For example, I need it for texture of planets on
the sky.
L56[00:45:47] <Jiraiyah> i followed cpw's
video, everything works except this maven for forge
L57[00:45:56] <killjoy> run
setupDecompWorkspace
L58[00:46:16] <Jiraiyah> that won't work on
forge dev env, i am not making a single mod environment
L59[00:46:28] <killjoy> do it anyway
L60[00:46:44] <killjoy> don't make
multi-mod environments.
L61[00:46:46] <killjoy> This isn't
mcp
L62[00:47:43] <Jiraiyah> why shouldn't i
make multi mod environments?
L63[00:48:49] <killjoy> I'm not saying you
shouldn't have multiple mods in the same workspace
L64[00:49:05] <killjoy> I'm saying you
should have 1 project per mod
L65[00:49:28] <killjoy> in the case of
intellij, modules
L66[00:50:00] <killjoy> targetting the same
forge version and mappings will speed things up.
L67[00:50:29] <Jiraiyah> well i saw cpw
adding modules to forge env, thought that would eliminate the need
for decompwork the thing that bothers me is that in the settings
the forge maven is not getting refreshed for some reason
L68[00:51:10] <killjoy> can you link where
he did this?
L69[00:52:42] <Akkarin> A1b3: So? Just use
a regular texture and let your users sort it out with resource
packs as usual? :o
L70[00:52:57] <Jiraiyah> grrr i would need
to run vpn and connect to you tube, that would dc me from irc, but
if you search youtube for intellij cpw you will find the
videos
L71[00:53:03] <killjoy> A1b3, or are the
textures completely custom, provided by the server?
L72[00:53:39] <killjoy> Jiraiyah, w/e.
Don't put mod development inside forge dev workspace.
L73[00:53:53] <killjoy> If you do, don't
use a buildscript
L74[00:54:23] <Jiraiyah> :/ is there a way
to have multi mod env without forge dev in it?
L75[00:54:35] <killjoy> yes.
L76[00:54:57] <Jiraiyah> sigh, i would need
a video tutorial or a text for it
L77[00:55:21] <A1b3> killjoy, yes, the
textures are completely custom and specified by
configurations.
L78[00:55:22] <killjoy> just create a new
java project
L79[00:55:30] <killjoy> then import/create
modules
L80[00:55:56] <A1b3> Basically the problem
lies on the distinction between configurations and resources.
L81[00:56:12] <Jiraiyah> i mean, as long as
i worked, i had env/mod and running mc for it, but the way you say,
how would the system know the proper way of porting other mods when
i run mc from one of the modules?
L82[00:56:38] <killjoy> I create a blank
module which includes the others as libraries
L83[00:56:43] <Jiraiyah> should i bind them
like forge env i mean all other mods to single one of them and say
hey they are run time?
L84[00:56:49] <Jiraiyah> got you
L85[00:57:23] <Jiraiyah> umm, blank module?
you mean blank useless mod don't you?
L86[00:57:24] <killjoy> or maybe add the
modules as libraries to the root project
L87[00:57:41] <killjoy> no, I mean create
an empty java module, no sources
L88[00:57:57] <Jiraiyah> and how would you
force that blank module to run mc?
L89[00:58:12] <killjoy> set the run config
to use it
L90[00:58:42] <Akkarin> A1b3: Why don't you
just consider your configuration to be a resource? ;-)
L91[00:58:45] ⇦
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L92[00:58:52] <Jiraiyah> oh god, i need to
write down how mods are running mc, then recreate them for that
blank module ha?
L93[00:59:18] <Akkarin> the resource pack
system doesn't really care what type the file is. It only cares
about where it is in a zip essentially
L94[00:59:53] <A1b3> Akkarin: Configuration
as Resources? Ingenious! ..no, I need relevant configs on server as
well.
L95[01:00:28] <Akkarin> why?
L96[01:00:33] <killjoy> configuration as
resources: just like sounds.json
L97[01:00:35] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L98[01:00:53] <A1b3> There is common set of
configuration governing client configurations.
L99[01:01:13] <Akkarin> as in: do you have
a good reason not to handle it as a resource pack given its
simplicity over rolling your own system
L100[01:01:39] <Jiraiyah> also, i am going
to separate my commonly used classes and interfaces into a lib, two
people told me that there is no need for a mod registry on that one
but so far, all core and lib mods i found on git are actually
registering a mod
L101[01:01:59] <killjoy> A1b3, write all
the files into new ZipOutputStream(new
ByteArrayOutputStream())
L102[01:02:23] <A1b3> Akkarin: Because it
affects gameplay, like giving off effects to players. I can't make
the config into client-only in this reason.
L103[01:02:32] <killjoy> send that to the
client. have client save it and load it as a resource.
L104[01:02:52] <killjoy> maybe to save
network, have the client tell the server its hash before server
sends it.
L105[01:03:03] <Akkarin> well then create
network packets for it. Just be aware that there's limitations to
the sizes packets can have
L106[01:03:05] <A1b3> I know config is
resource as well.
L107[01:03:08] <Akkarin> aka sending
actual textures is a bad idea
L108[01:03:20] <killjoy> well maps send
textures
L109[01:03:22] <Akkarin> there's a reason
resource packs are the way they are atm ;-)
L110[01:03:26] <killjoy> textures
generated by the server
L111[01:03:52] <Akkarin> Well they're much
smaller
L112[01:03:56] <A1b3> Oh. But it is
relatively big...
L113[01:04:17] <killjoy> that's why I say
to save it
L114[01:04:28] <killjoy> have the client
generate a hash.
L115[01:04:32] <Akkarin> Doesn't change
the fact that you might blow the limits
L116[01:04:54] <Akkarin> or blow the
entire connection when the client doesn't have sufficient bandwidth
to grab the entire thing quickly enough
L117[01:05:23] <A1b3> Yeah, I'm planning
to save it.
L118[01:06:03] <Akkarin> Generally it
would make the most sense to push whatever textures you have in the
mod jar itself or a resource pack based on the customizations you
allow and push the settings as a packet
L119[01:06:03] <A1b3> I think I can't use
server resourcepack in this point.
L120[01:06:23] <Akkarin> just so you don't
blow the entire networking out of the window when somebody feels
like using a texture that isn't 16x16 ;-)
L121[01:06:49] <A1b3> Yeah.
L122[01:07:01] <Lymia> So, this has
nothing to do with Minecraft Forge, but, I need some people to help
me confirm a UX question real quick. I need people who don't know
the program I'm working on. XD
L125[01:08:27] <A1b3> I may have to open
custom socket for the download, or download from url depending on
the server config. Is this fine?
L126[01:08:49] <killjoy> no, don't open a
custom socket
L127[01:08:50] <killjoy> just use a
packet
L128[01:08:57] <A1b3> Thanks!
L129[01:09:04] <Lymia> Is this for just
your mod?
L130[01:09:10] <Lymia> Or is it a
framework for mods to use
L131[01:09:40] <A1b3> It's for my mod.
Well, using packet for downloading images don't look good for
me.
L132[01:10:18] <kashike> you don't
say
L133[01:10:53] <Lymia> Why is the mod
downloading images
L134[01:11:23] <A1b3> Server-specific
resources.
L135[01:11:42] <A1b3> It's tied with
server configuration.
L136[01:11:47] <killjoy> I would compare
it to a tf2 server using custom content
L137[01:11:55] ⇦
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L138[01:12:08] <killjoy> or sprays.
L139[01:12:14] <killjoy> except it's
provided by the server
L140[01:12:30] <kashike> so use a resource
pack
L141[01:12:35] <Lymia> Hash + Cache is
probably the best way to do it.
L142[01:12:48] <kashike> this has been
going on since 2:54, it's 6:12 now .-.
L143[01:13:28] <killjoy> He doesn't want
it to be optional
L144[01:13:34] <A1b3> kashike: it's
problematic to do so on heavily modded server.
L145[01:13:47] <kashike> so disconnect
clients who don't accept it
L146[01:13:51] <kashike> we went over that
too
L147[01:14:10] <A1b3> That's what I'm
going to do as well.
L148[01:14:23] <Lymia> Does the client
even give feedback for that
L149[01:14:28] <kashike> yes
L150[01:14:56] <Lymia> So, serious
question.
L151[01:15:05] <Lymia> Do resource packs
work well with mods that they don't support?
L152[01:15:19] <A1b3> Yes.
L153[01:15:21] <Lymia> What happens if you
send a resource pack that doesn't include resources for a mod you
use.
L154[01:15:23] <Lymia> Does it fall
back?
L155[01:15:27] <killjoy> depends if the
mod uses the resources it replaces
L156[01:15:40] <Lymia> If it falls back to
the default resources.
L157[01:15:52] <killjoy> what happens if
you have a resource pack that doesn't replace every single vanilla
resource?
L158[01:15:53] <Lymia> Yes, please, use a
resource pack. You can even make the client autoaccept.
L159[01:15:54] <killjoy> Nothing
L160[01:16:05] <A1b3> Several resources
can be stacked in order.
L161[01:16:08] <killjoy> The ones it does
are replaced. The others aren't changed
L162[01:16:22] <Lymia> (And either way,
please make sure you're not *trusting* the client)
L163[01:16:34] <A1b3> As I said, it's
problematic on heavily modded server since it will reload every
files.
L164[01:16:39] <Lymia> (People can modify
the client, and nothing you do will prevent a dedicated enough
hacker)
L165[01:17:05] <A1b3> I know this because
I tried to get into a vanilla server with server
resourcepack.
L166[01:17:32] <killjoy> define
vanilla
L167[01:17:55] <killjoy> vanilla for
clients, or completely unmodified server?
L168[01:18:40] <A1b3> Non-forge server.
Does plugin counts as modification?
L169[01:18:52] <killjoy> yes
L170[01:19:00] <kashike> yes, because to
run plugins the server has been modded
L171[01:19:06] <kashike> plugins are mods
themselves to a point
L172[01:19:11] <A1b3> Then it's modified
server.
L173[01:19:22] <Lymia> Why's it
matter
L174[01:19:35] <A1b3> The distinction
between them in minecraft confuses me sometimes :Pㅂ
L175[01:19:49] <A1b3> * :P
L176[01:21:37] <A1b3> Anyway, that's the
reason I'm trying to avoid resourcepack.
L178[01:22:41] <killjoy> Took me forever
to find that
L179[01:23:01] <kashike> I have it
bookmarked
L180[01:25:02] <A1b3> Thx.
L181[01:25:31] <killjoy> mum loves his
visio
L182[01:28:22] <A1b3> Anyway,
Minecraft#refreshResources() just reload everything.
L183[01:28:59] <A1b3> Which is called just
after the resource pack is downloaded.
L184[01:29:16] <A1b3> So I wants to avoid
it.
L185[01:29:24] <killjoy> well that's how
it works
L186[01:29:46] <killjoy> if you don't
refresh the resources, it won't take effect
L187[01:30:01] <killjoy> best way is to
have it loaded on launch.
L188[01:31:08] <killjoy> You should find a
way to optimize refreshing resources
L189[01:31:59] <Lymia> .. hence not using
a resource pack.
L190[01:32:02]
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L191[01:32:09] <A1b3> That's it.
L192[01:32:11] <Lymia> It makes perfect
sense.
L193[01:32:22] <killjoy> your only other
option is to use raw opengl
L194[01:32:42] <killjoy> Wait..
L195[01:32:44] <killjoy> I got it
L196[01:32:58] <killjoy> no..
nevermind
L197[01:33:03] <Lymia> I mean
L198[01:33:04] <killjoy> it wouldn't
work
L199[01:33:26] <killjoy> I was going to
suggest implementing IReloadableResourcePack
L200[01:33:29] <Lymia> When I was working
on my mod, I used some raw opengl to optimize rendering a lot of
simple particles
L201[01:33:30] <A1b3> I don't deal with
blocks/items here, so it doesn't matter.
L202[01:34:06] <Lymia> And do stuff like
stencil buffers for very custom UIs. It's not that bad if you know
OpenGL.
L203[01:34:18] <A1b3> Agreed.
L204[01:34:40] <A1b3> In my case I should
use it since I'm messing with the sky on most of the case.
L205[01:38:14] ⇦
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L206[01:38:16] <A1b3> Is it allowed for a
mod to open a sockrt
L207[01:38:23] <A1b3> *socket?
L208[01:39:32] <killjoy> It's suggested to
use a packet
L210[01:40:04] <LexManos> ...
L211[01:40:11] <LexManos> whats going
on?
L212[01:40:35] <Lymia> I mean
L213[01:40:38] <killjoy> a crazy
idea
L214[01:40:40] <Lymia> I guess nothing's
stopping you?
L215[01:40:45] <Lymia> But it sounds like
a very bad idea
L216[01:42:04] <A1b3> If there is better
solution, I'll happily use it.
L217[01:42:23] <killjoy> see my link
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L219[01:43:46] <A1b3> Isn't there an upper
limit of packet size?
L220[01:44:13] <killjoy> Yes, but it's
large
L221[01:44:30] <killjoy> packet size is
only limited from the client
L222[01:44:55]
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L223[01:45:43] <A1b3> So I can send an
image through a packet?
L224[01:46:05] <A1b3> Something like
1024x1024
L225[01:46:17] <A1b3> If it is,
thanks!
L226[01:46:36] <killjoy> like I said,
server -> client packet size is unlimited
L227[01:46:48] <Akkarin> wat
L228[01:46:48] <killjoy> client->server
packet size is limited to ~4KB
L229[01:46:51] <LexManos> no its not
L230[01:47:06] <killjoy> either way, it's
very high.
L231[01:47:10] <LexManos> also, you
shouldnt be transfering resource packs over the mc socket
L232[01:47:38] <Akkarin> As I said
earlier: Use the system that's already in place (e.g. resource
packs) to transfer your images. Settings you can easily sync via
packets.
L233[01:47:42] <LexManos> if you MUST
force it {which is fucking retarded to begin with} grab the url,
disconnect, get it, install it, and reconnect
L234[01:47:43] <kashike> as was said like
4 hours ago- ^
L235[01:47:43] <Akkarin> Anything else is
literally hacked together bullshit
L236[01:47:55] <LexManos> no reason to
have the client sit there eating up server resources while it does
gfx shit
L237[01:47:57] <Akkarin> And that of
course
L238[01:48:12] <LexManos> what is he
trying to acomplish?
L239[01:48:21] <killjoy> configurable
custom textures
L240[01:48:27] <kashike> send images and
configurations to clients from the server
L241[01:48:28] <Lymia> Can you apply
multiple resource packs?
L242[01:48:32] <Akkarin> yes
L243[01:48:34] <Akkarin> They stack
L244[01:48:36] <LexManos> that vague
L245[01:48:37] <killjoy> not from the
server.
L246[01:48:38] <kashike> yes, but one from
the server
L247[01:48:43] <killjoy> but at that
point, you can just merge them
L248[01:48:44] <kashike> multiple client,
one from server
L249[01:48:46] <Lymia> So you need custom
code anyway.
L250[01:48:46] <Lymia> :c
L251[01:48:53] <Akkarin> This is modding.
You can make them stack if you really wanted to
L252[01:49:18] <LexManos> WHAT needs the
custom textures?
L253[01:49:24] <killjoy> Something about
the sky
L254[01:49:46] <Lymia> TBH, I'm not sure
messing with the exiting resource pack system is easier, if you'll
only use the custom textures in custom rendering.
L255[01:50:01] <Lymia> Purity is great and
all, but there's also practicality to consider.
L256[01:50:07] <LexManos> WHAT needs the
custom textures?
L257[01:50:13] <killjoy> What he's
complaining about is the time it takes to refresh resources
L258[01:50:14] <Lymia> idek
L259[01:50:17] <Lymia> They never
said
L260[01:50:24] <Lymia> If you're actually
replacing stuff, yeah.... go ahead and mess with the resource pack
system.
L261[01:50:30] <Lymia> It's probably
easier than rolling your own.
L262[01:50:30] <Admiral_Damage> He did
say, about planets and stuff I think, I was barely paying attention
though
L263[01:50:47] <Admiral_Damage> i.e
objects in the sky (though why he would do tha I have no
idea)
L264[01:51:41] <Lymia> A1b3, will the
textures be user provided or generated?
L265[01:51:52] <A1b3> User-provided.
L266[01:51:58] <LexManos> The entire thing
eneds to be better thought out/explained to better address what you
should do.
L267[01:52:00] <Lymia> What do they
do
L268[01:52:05] <LexManos> As it sits you
should not do what you are doing now.
L269[01:52:32] <A1b3> It's for custom
skybox.
L270[01:52:40] <LexManos> More
L271[01:52:44] <A1b3> In detail,
L272[01:53:13] ⇦
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L273[01:53:14] <A1b3> I'm messing with the
idea of interplanetary travel in MC with custom planets
L274[01:53:48] <killjoy> so...
configurable planets?
L275[01:53:53] <A1b3> Yeah.
L276[01:54:05] <Ashindigo_> Doesn't AR
have that?
L277[01:54:14] <Admiral_Damage> pardon my
ignorance, but doesn't galacticraft already do that, and secondly,
you could just create a bunch of generic textures to be rendered,
then apply colour filters over them, and hide certain parts
L278[01:54:31] <A1b3> No, galacticraft
uses hard-coded ones.
L279[01:54:31] <Lymia> Yes, it seems like
procedural generation would be a good approach for the
textures.
L280[01:54:38] <killjoy> or just generate
the textures yourself
L281[01:54:41] <LexManos> you have a
cuystom sky renderer, which is one of the few cases where it uses
direct GL still IRRC.
L282[01:54:57] <LexManos> So there is no
reason to use the resource system, Unless you want the client to be
able to override the servers planets
L283[01:55:13] <Lymia> Right; question is
how you get the textures to the client
L284[01:55:18] <A1b3> Yes.
L285[01:55:25] <LexManos> standard web
client works
L286[01:55:36] ⇦
Quits: Jiraiyah (~Alireza@5.115.68.146) (Ping timeout: 206
seconds)
L287[01:55:44] <Admiral_Damage> I have
been working on a clothiery mod in part of my spare time, and I've
managed to create pre-built components for 3D hats, various parts
dyeable, and parts interchangable, unless this was for say bukkit
in which case I could understand, which its not, its forge, just go
with generic construction of planets
L288[01:55:47] <A1b3> PG is great, but
AFAIK not good enough at this time.
L289[01:55:59] <Lymia> Then the server
need a web server to do custom textures
L290[01:56:17] <Akkarin> So? Either make
people set it up themselves or embed a really small
implementati
L291[01:56:23] <Akkarin>
s/implementati/implementation
L292[01:56:34]
⇨ Joins: Jiraiyah (~Alireza@5.115.68.146)
L293[01:56:47] <LexManos> you *could*
write a file transfer system using the normal network
protocol
L294[01:56:49] <Akkarin> You do have netty
which lets you do really lightweight networking implementations if
you really needed that
L295[01:56:49] <LexManos> as data is just
data
L296[01:57:03] <LexManos> and if you have
to ask how to handle data then you're way out of your depth
L297[01:57:04] <killjoy> you have both
netty AND httpcomponents
L298[01:57:15] <Lymia> That does not seem
like particularly good UX, to say the least.
L299[01:57:19] <A1b3> Ashindigo_, I think
AR is not enough for me.
L300[01:57:23] <Akkarin> Well the issue is
that you will stall the connection for a bit. I guess if you need
it from the start anyways you can do it the same way the initial
chunks are handled
L301[01:57:35] <LexManos> its not, what I
would do is what many other systems do
L302[01:57:37] <Akkarin> still ... mind
the packet sizes
L303[01:57:47] <Ashindigo_> Is not
enough?
L304[01:57:51] <LexManos> connect to the
server, grab a json filled with required assets and md5s
L305[01:58:02] <LexManos> Disconnect,
download them, load them, and go
L306[01:58:44] <A1b3> Is it feasible for
client to disconnect, download, and reconnect?
L307[01:59:20] <Lymia> The easiest way is
probably just to implement a cache and download the images over a
packet.
L308[01:59:27] <Lymia> So you only get the
lag or whatever once
L309[01:59:33] <killjoy> I suggested
that.
L310[01:59:38] <killjoy> It's what my
pseudocode did
L311[01:59:38] <LexManos> obviously you
should cache them
L312[01:59:49] <LexManos> but you shouldnt
be transfering data over the mc server like this
L313[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170327 mappings to Forge Maven.
L314[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170327-1.11.zip
(mappings = "snapshot_20170327" in build.gradle).
L315[02:00:11] <LexManos> if you WANTED to
itd take like 10 mins to write a FTP server/client
L316[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/
L317[02:00:32] <LexManos> But thats still
dumb to do, you shouldnt be transfering assets over the mc
network
L318[02:00:35] <Lymia> Why not? It avoids
port allocation issues, and MC routinely pushes large data through
that socket anyway, like, uh... chunks.
L319[02:01:25] <LexManos> it may, but its
not the proper system to do it. Files are not game data
L320[02:01:56] <Lymia> The installation
process for the mod now has a "forward a part specifically for
this mod" stpe because ~purity~ or something. It's not
practical design.
L321[02:02:14] <LexManos> !gm
getEntitiesWithinAABB
L322[02:02:24] <Lymia> The protocol is
capable of handling it. And, well, yeah, there's negative impacts,
but, a simple cache should mitigate those pretty much
entirely.
L323[02:02:37] <killjoy> or just do what
vanilla does with resource packs. Give it a url
L324[02:02:43] <LexManos> well no
L325[02:02:58] <LexManos> the normal
process for this would be 'host files on your web server';
L326[02:03:19] <killjoy> That's not
small-server friendly
L327[02:03:28] <LexManos> Ya, dont
care.
L328[02:03:51] <LexManos> Small servers
would scream with this installed anyways
L329[02:03:54] <Akkarin> oh c'mon. If you
run a server you'll have a web server around at this point.
Otherwise just toss it on dropbox or something
L330[02:04:07] <ghz|afk> not anymore
;P
L331[02:04:10] <Lymia> "Small
server" doesn't necessarily mean server resources.
L332[02:04:14] <ghz|afk> dropbox removed
the public files
L333[02:04:17] <Admiral_Damage> nope, you
still can
L334[02:04:19] <Akkarin> You can still
share
L335[02:04:24] <Akkarin> the public folder
is gone. Nothing else
L336[02:04:25] <ghz|afk> yes but not
direct http links
L337[02:04:25] <Admiral_Damage> the dl
flag at the end of the url, change it to 1
L338[02:04:26] <killjoy> could also use
github.io
L339[02:04:31] <Admiral_Damage> then its
direct
L340[02:04:33] <A1b3> Oh no.
L341[02:04:37] <Akkarin> yeah that still
works
L342[02:05:06] <Akkarin> there's probably
a ton of other hosters that throw you instant downloads
L343[02:05:15] <Lymia> It's a concern for
people who may well have the computational resources to run a web
server, but, may not want to spend a lot of effort to set it up to
download the resources through an external channel.
L344[02:05:17] <Akkarin> (free that is;
otherwise pay a few bucks)
L345[02:05:22] <Lymia> Say, someone
running a home server behind a router.
L346[02:05:33] <LexManos> either way this
has all been answered
L347[02:05:51] <LexManos> you can
'download' things through the mc socket easy as shit
L348[02:05:55] <LexManos> data is
data
L349[02:06:14] <Lymia> I guess it's worth
asking
L350[02:06:21] <Lymia> Are you pushing
"textures" as in normal MC textures.
L351[02:06:22] <LexManos> However, you
SHOULDN'T There is a reason why Mojang seperates the resource pack
download to a external server
L352[02:06:36] <Lymia> Or are you
expecting huge high res textures
L353[02:06:39] <LexManos> Hes pushing
png/gif/whatever image files.
L354[02:06:40] <Akkarin> I'm having a
slightly dejavu right now
L355[02:06:42] <Admiral_Damage> I'm still
confused why this level of detail is "needed" / trying to
be attained for far away planets, why is a resourcepack needed,
there will come a time where someone will load an image of say, a
moon, that is way oversized, and you could flood the buffer this
way and d/c or worse, almost dos the server if poorly
implemented.
L356[02:07:13] <Admiral_Damage> especially
if its local, you risk cutting off all external clients if its low
bandwidth
L357[02:07:17] <Admiral_Damage> just host
the files
L358[02:07:24] <LexManos> Admiral, you
just pointed out one of the main reasons why it should be a
external download
L359[02:07:41] <Akkarin> We were already
that far hours ago as well :-/
L360[02:07:45] <killjoy> Now, do the
resources have to be custom?
L361[02:08:16] <killjoy> couldn't you just
include a set of default textures on the client and allow the
server to choose from them?
L362[02:08:21] <Admiral_Damage> did say
that ^
L363[02:08:29] <LexManos> ya this is
repetitive and everything has already been said
L364[02:08:46] <LexManos> if you dont have
enough information to move forward from here there isnt anything
else we can say
L365[02:09:59] <killjoy> I don't think
A1b3 is participating anymore.
L366[02:10:17] <A1b3> Hm..
L367[02:11:39] <Admiral_Damage> Not sure
if my question (much earlier) was seen, regarding using
SimpleNetworkWrapper and still getting packet memory leak
detects
L368[02:12:00] <Admiral_Damage> Any usual
suspects to check?
L369[02:15:19] <LexManos> how are you
handeling the packet?
L370[02:17:14] <Admiral_Damage> Do you
want to see code or is a description ok?
L371[02:17:44] <Admiral_Damage> passing in
the positions of the entity to a method, which checks where the
player is relative to the entity, if it's in the range parameter,
itl send the packet
L372[02:18:06] <Admiral_Damage> then, once
those conditions are met, itl do sendTo, with the original message,
and the player
L373[02:18:16] <Admiral_Damage> it's sent
from the server side of the entity
L374[02:19:51] <LexManos> code
L375[02:20:06] <Admiral_Damage> will do,
bare with me for a min or so, just tidying up then will gist
L376[02:24:13]
⇨ Joins: gigaherz|work (~gigaherz@84.89.63.25)
L377[02:26:56] <killjoy> Americans, would
you have voted for Joe Biden if he ran?
L379[02:28:07] <LexManos> and the
log?
L380[02:28:45] <Admiral_Damage> woops,
want me to attach to that gist? or pastebin it
L381[02:30:17] <Admiral_Damage> nvm itl be
on the gist in a sec
L382[02:31:28] <Admiral_Damage>
updated.
L383[02:32:41] <Admiral_Damage> there is
no crash, whenever I drive my car around it just makes the bad
packet number go up,
L384[02:32:42] ***
Darkevilmac is now known as DarkevilAway
L385[02:32:55] <Admiral_Damage> see lines
825, through 840 on the log
L386[02:33:52] <LexManos> interesting this
is netty hell
L387[02:33:59] <LexManos> trying to
figuire out how to do it properly.
L388[02:34:03] <LexManos> also tired, so
give me a few
L389[02:38:37] ***
DarkevilAway is now known as Darkevilmac
L390[02:39:11] ***
Darkevilmac is now known as DarkevilAway
L391[02:39:20] <Admiral_Damage> only just
got around to partially conquering networking in mc and java in
general, already up there with worst fears
L392[02:43:20] <gigaherz|work>
Admiral_Damage: doesn't the simple wrapper have a "send to all
around" method ?
L393[02:44:10] <gigaherz|work> although
that one may take a player for the position -- I don't have the
code in front
L394[02:44:33] <Admiral_Damage> it takes a
targetpoint which is essentially the connotations of an entity,
without existing
L395[02:44:41] <Admiral_Damage> however,
uh
L396[02:44:59] <Admiral_Damage> hmm
L397[02:45:05] <Admiral_Damage> forgot the
reason I didnt use it
L398[02:45:22] *
gigaherz|work shrugs
L399[02:45:48] <Admiral_Damage> I guess it
was just to try to not make new instances of targetpoints or
something
L400[02:46:27] <gigaherz|work> targetpoint
is just vec3+dimension
L401[02:46:41] <Admiral_Damage> tis also
static
L402[02:47:10] <gigaherz|work> anyhow just
nitpicking
L403[02:48:26] <Admiral_Damage> I'm unsure
as to why this happens when the car moves around, logically it's
being called every update tick (modulo the divisor I'm using)
L404[02:48:37] <Admiral_Damage> er, only
when *
L405[02:49:16] <Admiral_Damage> i.e the
world can be up for say 20 minutes, (forgot about it once) and no
warnings, yet when I move it around, bam chat is filling with
errors
L406[02:50:23] <gigaherz|work> I see one
thing I really don't like
L407[02:50:25] <gigaherz|work> and many
people do
L408[02:50:31] <gigaherz|work> you are
using the same class as handler and message
L409[02:50:44] <gigaherz|work> they should
be two separate classes
L410[02:51:03] <gigaherz|work> the handler
is a singletonish that is allocated once and called for each
message received
L411[02:51:37] <Admiral_Damage> What's the
effect of how I currently have it?
L412[02:51:56] <gigaherz|work> the effect
is that all your message instances are exposing a pointless handler
interface
L413[02:52:12] <gigaherz|work> and there's
one instance of your message class that's always loaded by never
used as a message
L414[02:52:19] <gigaherz|work> it's not
causing the problem
L415[02:52:23] <gigaherz|work> but it's
really really ugly
L417[02:52:47] <gigaherz|work> this is how
I organize my packets
L418[02:52:52] <gigaherz|work> I follow
this pattern for all of them
L419[02:53:07] <Admiral_Damage> will take
it into consideration, however this is my first adventure into the
hells of netty, thanks for the constructive criticism though, will
look
L420[02:53:17] <gigaherz|work> class X
extends IMessage { .... public static class Handler implements
IMessageHandler<X, IMessage> { ... } }
L421[02:53:52] <gigaherz|work> then my
registration looks like
L422[02:53:53] <gigaherz|work>
channel.registerMessage(ClearCraftingGrid.Handler.class,
ClearCraftingGrid.class, messageNumber++, Side.SERVER);
L423[02:55:06] <LexManos> ya this is
interesting the issue is that you're writing something to the
channel that it isnt detecting as a IMessage
L426[02:55:25] <LexManos> Seperating the
IMessage from the IMessageHandler would be best thing to try
L427[02:55:40] <Jiraiyah> logfile :
[12:22:58] [main/INFO] [FML]: Forge Mod Loader version 13.20.0.2260
for Minecraft 1.11.2 loading
L428[02:55:44] <LexManos> also, its best
practices anyways as it'd make things compile error if you accessed
this.field instead of msg.field
L429[02:55:44] <Admiral_Damage> yeah I can
see why that would potentially cause problems
L430[02:56:10] <Jiraiyah> they are exactly
the same version but as soon as i add the second mod as a module
for run time on the first one i get this
L431[02:56:16] <gigaherz|work> Jiraiyah:
forge modid is now lowercase
L432[02:56:21] <gigaherz|work> in
1.11
L433[02:56:21] <Jiraiyah> oh
L434[02:56:32] <gigaherz|work> if you have
it in dependencies, you should makeit lowercase
L435[02:56:43] <gigaherz|work> if it's
someone else's mod
L436[02:56:45] <gigaherz|work> it's
broken.
L437[02:56:56] <Jiraiyah> got it
thank
L438[02:57:06] <LexManos> anyways 1am
sleep time
L439[02:57:13] <A1b3> External ch
L440[02:57:23] <gigaherz|work> night
lex
L441[02:57:33] <Admiral_Damage> I forgot
what to refer to er, you know who as without pinging
L442[02:57:47] <gigaherz|work> just don't
say the full nickname
L443[02:57:54] <Admiral_Damage> ah
L444[02:58:07] <Admiral_Damage> thanks lex
and ghz, will check in after some testing
L445[02:58:09] <gigaherz|work> you will
notice none of his nicknames are "just lex"
L446[02:58:14] <gigaherz|work> it's always
lexSomething
L447[02:58:40] <A1b3> So I'll have to set
up external stream.
L448[02:59:17] <Jiraiyah> hey
gigaherz|work would a simple java class lib sitting in mod folder
load or do i need to register it as mod?
L449[02:59:18] ⇦
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L450[02:59:29] <Jiraiyah> as jar i
mean
L451[02:59:42] <gigaherz|work> hm?
L452[02:59:44] <AbrarSyed> it will work if
it has @mod
L453[02:59:46] <gigaherz|work> no idea
what you mean
L454[02:59:47] <A1b3> Also, I have to set
up defaults to cover the most cases users may want. Thx!
L455[03:00:06] <gigaherz|work> wait you
mean if you can dump a .class file into mods?
L456[03:00:11] <gigaherz|work> no idea
;P
L457[03:00:13] <Jiraiyah> i was going to
collect some of the classes and interfaces that i use alot in a lib
jar
L458[03:00:20] <gigaherz|work> ah
L459[03:00:21] <gigaherz|work> yes
L460[03:00:31] <Jiraiyah> so it needs to
register with @mod?
L461[03:00:32] <gigaherz|work> any .jar
file in mods is added to the classpath
L462[03:00:39] <Jiraiyah> sweet
L463[03:00:39] <gigaherz|work> no need for
@Mod
L464[03:00:39] <AbrarSyed> ^
L465[03:00:56] <gigaherz|work> forge just
scans the classpath for @Mod classes
L466[03:01:04] <gigaherz|work> when
detecting
L467[03:01:20] <gigaherz|work> but like,
if you need an external library, you CAN place it in mods
L468[03:01:24] <gigaherz|work> it's just
not very nice
L469[03:01:26] <Jiraiyah> one last
question, if i want a dummy start module in my env, how would i
setup the gradle start jobs? i mean for multi mod env in
intellij
L470[03:01:29] <AbrarSyed> Wouldnt
recommend that though.. better to lump it in with your mod and
shade it
L471[03:01:31] <gigaherz|work> because it
won't have a proper error message if it's missing
L472[03:01:38] <gigaherz|work> so we
recommend shading it
L473[03:01:50] <gigaherz|work> with
renaming the package if you intend on using it in more than one
place
L474[03:01:59]
⇨ Joins: Snapples
(uid167569@id-167569.stonehaven.irccloud.com)
L475[03:02:01] <gigaherz|work> (and you
don't want it shared ;P)
L476[03:02:01] <AbrarSyed> dummy start
module?
L477[03:02:24] <Jiraiyah> not familiar
with shading, also, most likely this lib is some interfaces,
logging class and methods, with some extra stuff
L478[03:02:45] <Admiral_Damage> welp,
damn, ghz still happening.
L479[03:02:51] <Admiral_Damage> I just
remembered something though
L480[03:02:53] <Jiraiyah> like open gl and
other things that i prefer to keep outside of any mod but use in
any mod i need to
L481[03:03:32] <Admiral_Damage> youre
scheduling a task, I'm not, could that be the problem?
L482[03:03:35] <gigaherz|work> Jiraiyah:
Ihave a lib I use for my mods
L484[03:03:43] <Admiral_Damage> I remember
seeing on the docs page something about this
L485[03:03:52] <gigaherz|work> I upload it
to a maven folder in my server
L486[03:03:52] <Admiral_Damage> after 1.8
or w/e
L487[03:04:04] <Jiraiyah> AbrarSyed, i
mean this, i want a multi mod env in intellij, some people
suggested that i should keep it separate from forg env and i agree,
but then, at least one module should be the starting point for mc
that has other mods as runtime dependency
L488[03:04:15] <gigaherz|work> and then
reference it
L491[03:04:56] <gigaherz|work> with
shading and renaming
L493[03:05:09] <gigaherz|work> using the
shadow plugin
L495[03:05:20] <AbrarSyed> making a random
module to start MC with wont cut it.. youl lose the MC and forge
required dependencies
L496[03:06:18] <gigaherz|work> Jiraiyah: I
believe for multi-module setups you have to make the root module
have a forgegradle setup, and then depend on the child modules,
adding their classpaths to the root classpath
L497[03:06:34] <gigaherz|work> for
runtime
L498[03:06:39] <AbrarSyed> ^ that will
indeed work
L499[03:06:43] <gigaherz|work> while
adding the root clashpath to the child classpaths for compile
time
L500[03:06:57] <gigaherz|work> unless you
don't care to setupDecompWorkspace on each child module
L501[03:06:59] <gigaherz|work>
separately
L502[03:06:59] <gigaherz|work> ;P
L503[03:07:17] <gigaherz|work> anyhow,
it's expert-level gradle
L504[03:07:18] <AbrarSyed> if they all use
same forge version.. it shouldnt be a huge issue
L505[03:08:37] <Jiraiyah> i don't mind
setting decomp on every single one because they will all use same
version of forge and the process is not that long
L506[03:09:15] <gigaherz|work> then the
root module should "gather" all the classpaths from the
child modules
L507[03:09:50] <Jiraiyah> but i think i
will go with the @mod on the lib, two reasons for that, first, it
can become the starting module, second, i don't have maven and
don't want to head dive into maven now, making the lib a mod would
help with dependency on other mod's annotaion
L508[03:10:23] <gigaherz|work> the one
advantage of making the lib a @Mod
L509[03:10:28] <AbrarSyed> maven is
nothing more than dir structure. fairly easy to have projects
deploy to a folder, and then other projects use said folder as a
local maven repo
L510[03:10:28] <gigaherz|work> is that it
will show up in the list of mods
L511[03:10:35] <gigaherz|work> and it will
show an error if the required version is missing
L512[03:10:36] <Jiraiyah> yup that
too
L513[03:11:35] <Jiraiyah> ok, last
question : public static final String DEPENDENCIES =
"required-after:forge@[13.20.0.2260,)"; <---- want to
add the jlib mod as dependency, is it comma separated or
what?
L514[03:12:35] <AbrarSyed> good
question... someoen check the FML tokenizing code
L515[03:13:09] ⇦
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L517[03:13:19] <Jiraiyah> :">
donno where to look for honestly
L518[03:13:27] <Admiral_Damage> did know,
forgot
L519[03:13:34] <gigaherz|work> semicolon,
Jiraiyah
L520[03:13:40] <Jiraiyah> kk, thanks
L521[03:13:40] <gigaherz|work>
dependencies = "after:Waila;after:gbook",
L522[03:14:23] <gigaherz|work> (the
@version-range is optional)
L523[03:16:25] ⇦
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seconds)
L524[03:17:09] <Admiral_Damage> ghz, what
do you think about scheduled tasks and the issue we discussed
L525[03:17:24] <Admiral_Damage> on the
forge simpleimpl page, it mentions post 1.8 requiring it or
something
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L529[03:17:50] <Admiral_Damage> actually
might explain a lot, given the packet is actually doing a lot of
work, without scheduling
L530[03:18:02] <Admiral_Damage> but has no
idea if its relevant or the problem
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L533[03:21:33] <gigaherz|work>
Admiral_Damage: well hmm
L534[03:21:38] <gigaherz|work> would the
work you do send packets?
L535[03:21:43] <gigaherz|work> or interact
with the world?
L536[03:21:49] <gigaherz|work> if so, it
could be the reason
L537[03:21:58] <Admiral_Damage> take a
look at the gist
L538[03:21:58] <gigaherz|work> I urge you
to schedule
L539[03:21:59] <gigaherz|work> ;P
L540[03:22:11] <Admiral_Damage> ill tell
you now, I am clueless about packets in java
L541[03:22:17] <gigaherz|work> I'm at work
-- I shouldn't even be here talking
L542[03:22:49] <AbrarSyed> Admiral_Damage,
you already split the message and the handler?
L543[03:22:56] <Admiral_Damage> yep
L544[03:23:07] <AbrarSyed> and you are
still getting memory leak? or different sisue
L545[03:23:47] <Admiral_Damage> Still
getting the issue
L546[03:23:52] <Admiral_Damage> I have
another hunch about what it could be
L547[03:24:02] <AbrarSyed> please update
gist
L548[03:24:14] <Admiral_Damage> woops,
will do, want me to remove/chop the log so its not so hard on the
eyes?
L549[03:24:18] <gigaherz|work> do schedule
the code though -- it will save headaches later even if it doesn't
fix the issue
L550[03:24:48] <AbrarSyed> nah log is
fine
L551[03:24:58] <AbrarSyed> update your
message file is all
L552[03:25:42] <AbrarSyed> so... the
leaking messages happens for 1 reason. Your handler isnt discarding
the packet after it has been handled
L553[03:25:57] <Admiral_Damage> well I
figured it might be for another reason
L554[03:26:15] <Admiral_Damage> I notice
that my method of doing things is a tad more complicated than the
way others do this
L555[03:26:21] <Admiral_Damage> or rather,
do similar things
L556[03:26:36] <Admiral_Damage> and I'm
not entirely sure if I've set up the context side stuff
properly
L557[03:26:49] <Admiral_Damage> or if
there's a far more efficient/tidy way of doing it,
L558[03:28:12] <Admiral_Damage>
alternatively, how would I make it discard it?
L559[03:28:36] <AbrarSyed> so.. quick
overview of how netty and packets worjk in MC. 1) you register
channel. 2) messages sent and received on channel as a bunch of
bytes. 3) adapters (eg SimpleMessageAdapter from FML) convert from
byte buffers to your types. 4) take action based on packets and
toss the leftovers
L560[03:29:32] <AbrarSyed> since you
appear to be using the FML simple stuffs, you dont appear to be
registerring your message handelrs anywhere. SO either they arnt
taking effect, or never tossing the messages, or both
L561[03:29:48] <AbrarSyed> also, what
version of MC?
L562[03:30:05] <Admiral_Damage> 1.11.2,
2259
L563[03:30:10] <Admiral_Damage> fairly
recent
L564[03:30:33] <Admiral_Damage> oh
derp,
L565[03:30:43] <Admiral_Damage> didnt
update the PacketHandler class
L566[03:30:58] <Admiral_Damage> will do
now on gist, but no, they are registered
L568[03:31:33] <Admiral_Damage> nope
L569[03:31:34] <Admiral_Damage> not
true
L570[03:31:55] <Admiral_Damage> wait, what
are you talking about
L571[03:31:57] <Admiral_Damage> its right
there
L572[03:32:21] <AbrarSyed> your right..
too late at night :)
L573[03:32:24] <Ordinastie> Abrar, go
home, you're drunk :p
L574[03:32:32] <AbrarSyed> SH! its nearly
4 AM
L575[03:32:43] *
Ashindigo_ gives abrar some coffee
L576[03:33:00] <Admiral_Damage> idk if
that's good enough, brick in a glove with a slap around the face
works wonders
L577[03:33:32] <Ashindigo_> i dont want to
knock him out though
L578[03:33:54] <Admiral_Damage> 'dobby
only meant to mame'
L579[03:34:20] <Admiral_Damage> derp,
maim
L580[03:34:24] <Admiral_Damage> too
tired
L581[03:34:36] <A1b4> How custom world
mods generate their world? Those non-hardcoded ones need data from
server to deal with.
L582[03:35:24] <Admiral_Damage> I have a
feeling the main issue here is the way the packet is constructed,
though I have no idea where to start from scratch
L583[03:35:25] <Ashindigo_> magic
L584[03:36:42] *
AbrarSyed reccommends his beutiful timeless and awesome network
code
L586[03:36:47] <AbrarSyed> start at
packetManager
L587[03:38:23] <Admiral_Damage> zzzzzzzz
trying to learn how 2 packet, sees expertly constructed generic
code, hasnt got a clue
L588[03:38:50] <AbrarSyed> CPM. copy paste
modify
L589[03:39:11] *
AbrarSyed feels that the parts to modify shopuld be fairly easy to
discern from those areas that must not be touched
L591[03:39:39] <Admiral_Damage> First day
touching networking stuff, first hour to be precise
L592[03:40:08] <AbrarSyed> Ashindigo_,
when you make new packet classes, its easy to forget the empty
constructor :)
L593[03:40:26] <AbrarSyed> Admiral_Damage,
think of the network as a FIFO file. nothing specia... just a byte
pipe
L594[03:40:41] <Admiral_Damage>
FIFO?
L595[03:40:55] <gigaherz|work> first-in
first-out
L596[03:41:07] <gigaherz|work> a queue, in
plain terms
L597[03:41:10] <Admiral_Damage> I am a
cisco engineer irl.. just, java and networking dont mix with
me..
L598[03:41:28] <gigaherz|work> FIFO =
queue, LIFO = stack
L599[03:41:35] <Admiral_Damage> o
L600[03:41:38] <Admiral_Damage>
gotcha
L601[03:43:06] <Admiral_Damage> ya this
stuff wasnt really what I was looking for, and its very
sparse,
L602[03:43:11] <AbrarSyed> also, fun fact,
instead of writing the UUID as a string, you can get it out as 2
longs and write those..
L603[03:43:27] <AbrarSyed> ^ for sending
entity IDs that is
L604[03:43:59] <AbrarSyed> assuming its
stilla UUID and they didnt change that.... actually you should just
send the normal entityId.. wonder why you are sending as a string
whena normal int should do it
L605[03:44:25] <Admiral_Damage> uh, idk,
was just part of some of the other things I was using at the
time
L606[03:44:30] <AbrarSyed> unique id is
only useful if you need it persisting through shutdowns
L607[03:44:34] <Admiral_Damage> which
actually needed those, to link a set of keys to an entity
L608[03:44:40] <Admiral_Damage> car keys
style
L609[03:44:46] <Admiral_Damage> so i didnt
change it
L610[03:44:56] <AbrarSyed> ah, fair.
Thatsa good idea.. but not necessary for packets
L611[03:45:47] <Admiral_Damage> kinda is
when you want to use only the uuid to control one particular entity
or multiple entities at once
L612[03:45:48] <AbrarSyed> hmmm yeah this
is weird.. short of your handler getting stuck in infinite loop, it
should not be memory leaking
L613[03:46:13] <Admiral_Damage> meh im
nitpicking again
L614[03:46:37] <AbrarSyed> multiple
entities at once/?? bad idea. have it store an NBT list or
sommat
L615[03:47:13] <Admiral_Damage> more data,
more processing, more storage
L616[03:47:20] <Admiral_Damage> and in
turn, more packet types
L617[03:47:26] <Admiral_Damage> meh idk
ill change in future
L618[03:47:30] <Admiral_Damage> was only
temp
L619[03:47:45] <Admiral_Damage> I kinda
want to start from 0, level 0, with the packet's onMessage
method
L620[03:48:15] <Admiral_Damage> wants to
rule out anything, what would be necessary to set the various
properties on the client entity, from the server one,
barebones
L621[03:49:09] <AbrarSyed> so for the
packet issue.. the FML simple imple uses the same
SimpleChannelInboundHandler I use before calling the
IMessageHandler... which is a netty class that tosses the packet
after its done handling.. so it should be clean
L622[03:49:35] <AbrarSyed> I have an
idea.. commet out everything. put a println in the handler. see if
still leaks
L623[03:49:59] <AbrarSyed> if its leaking
in the println... something else is up
L624[03:50:15] <gigaherz|work> oooh nice
idea ;P
L625[03:50:25] <AbrarSyed> might also want
to try cleaning and rebuilding the project in youyr IDE.. never
know what happens when classlaoding goes wonky
L626[03:50:37] <Admiral_Damage> welp, the
console is now filling up
L627[03:50:39] <AbrarSyed> could be just
stale nonexistant classes doing weird things
L628[03:50:52] <Admiral_Damage> figured
this was normal though
L629[03:51:00] <Admiral_Damage> the
updates should be constantly sent to the client
L630[03:51:14] <gigaherz|work> even if
there's nothing to update?
L631[03:51:14] <Admiral_Damage> o nvm i
read it wrong
L632[03:51:17] <Admiral_Damage> yea
L633[03:51:21] <gigaherz|work> ewh
L634[03:51:22] <gigaherz|work> ;P
L635[03:51:28] <Admiral_Damage> its still
doing it once the car is drving around
L636[03:51:38] <gigaherz|work> so even if
you don't run any code
L637[03:51:40] <gigaherz|work> it has the
issue
L638[03:51:41] <AbrarSyed> qick thing..
you verified that you actually need these packets? IIRC MC does
entity updating in its own special EntityUpdate packets.. and they
have a different priority queue etc
L639[03:51:54] <Admiral_Damage> bugger MC
entity updating
L640[03:52:00] <Admiral_Damage> its too
slow
L641[03:52:08] <AbrarSyed> lol, ok
L642[03:52:20] <AbrarSyed> you know you
can manually fire an entity update packet too right?
L643[03:52:42] <Admiral_Damage> did you
take a look at the EntityCar code
L644[03:52:48] <Admiral_Damage> pretty
sure thats whats being done there
L645[03:53:12] <AbrarSyed> yeah but you
are sending YOUR packet, through YOUR channel.. when it could be
avoided by just sending default MC crap
L646[03:53:23] <AbrarSyed> err, manually
sending default MC crap
L647[03:53:28] <Admiral_Damage> . _.
nope
L648[03:53:39] <Admiral_Damage> default mc
crap doesnt contain what I want
L649[03:53:44] *
AbrarSyed doesnt have MC code setup anywhere or he would find you a
file and line number
L650[03:53:52] <AbrarSyed> doesnt do
rotations? oh well
L651[03:54:01] <Admiral_Damage> it
surprisingly doesnt
L652[03:54:16] <Admiral_Damage> well, the
way I have the entity controlled is bizzare, honestly
L653[03:54:19] <AbrarSyed> memory leak
with printlns?
L654[03:54:20] <Admiral_Damage> I dont
even know why I did it this way
L655[03:54:29] <Admiral_Damage> actually
wait..
L656[03:54:36] <Admiral_Damage> something
just occurred to me
L657[03:55:20] <Admiral_Damage> well that
was dumb
L658[03:55:30] <AbrarSyed> the
suspense
L659[03:55:45] <Admiral_Damage> sorry I
need a minute, wow
L660[03:56:28] <Admiral_Damage> so, those
packets arent the issue here .-.
L661[03:56:40] *
AbrarSyed bets it was in a file you didnt give me
L662[03:56:48] <Admiral_Damage> it wasnt
happening before...
L663[03:56:54] <Admiral_Damage> wait
L664[03:56:55] <Admiral_Damage> WAIT
L665[03:56:56] <Admiral_Damage> wow
L666[03:57:04] <DemonWav> The issue is you
aren't using IntelliJ
L667[03:57:07] *
DemonWav runs
L668[03:57:07] <Admiral_Damage> I, need my
modder status revoked for this one
L669[03:57:09] <Admiral_Damage> no this
is
L670[03:57:10] <Admiral_Damage> wow
L671[03:57:20] <AbrarSyed> missing
semicolon
L672[03:57:34] <Admiral_Damage> so that
packet code was fine
L673[03:57:44] <DemonWav> Inverted if
statement
L674[03:59:06] *
AbrarSyed waits patienylu
L675[03:59:12] <Admiral_Damage> Youll see
a screenshot in a sec
L676[04:01:04] <DemonWav> It's been like a
minute
L677[04:01:05] <Admiral_Damage> so,
sensibly I had my controls sent to the server
L678[04:01:15] <Admiral_Damage> on an
input event call via packet
L679[04:01:25] <AbrarSyed> ROFL
L680[04:01:30] <Admiral_Damage> and
uh
L681[04:01:37] <AbrarSyed> handler is
client side
L682[04:01:39] <Admiral_Damage> it was
isolated properly so it wasnt stupid
L683[04:01:48] <Admiral_Damage> no i know
but it was sending a packet to the server's entity
L684[04:02:08] <Admiral_Damage> with the
"LEFT/RIGHT" and "ACCEL", essentially booleans
but not
L685[04:02:15] <Admiral_Damage> and the
entity would interpret that
L686[04:02:18] <Admiral_Damage> thats
pretty standard
L687[04:02:55] <AbrarSyed> so im
confused.. whats the memory leak fit in? if it wasnnt a side
mismatch...
L688[04:02:58] <Admiral_Damage> and as
well as sending to the server, i forgot that i briefly sent to all
to see if it would be a shortcut to animnate . _.
L689[04:03:09] <Admiral_Damage> sent to
both server and all . _.
L690[04:05:32] <kashike> still waiting for
a screenshot :P
L691[04:05:35] <DemonWav> It won't help,
but you should definitely use my plugin for IntelliJ btw. It's
really cool and I want people to use it :3
L692[04:05:58] <Ashindigo_> can you port
it to eclipse? ;)
L693[04:06:06] <Admiral_Damage> Honking at
the wrong crowd Demon
L694[04:06:08] <Admiral_Damage> Eclipse
here
L695[04:06:15] <DemonWav> God damnit
L696[04:06:26] <kashike> lol
L698[04:07:08] <DemonWav> Eclipse support
might happen at some point...Supporting IntelliJ by itself is a
huge task already
L699[04:07:27] <DemonWav> Would really
need to expand the team for eclipse to happen
L701[04:07:48] <DemonWav> Wat
L702[04:07:48] <AbrarSyed> there is a
differente clipse plugin no?
L703[04:08:28] <DemonWav> There is no
eclipse plugin for Minecraft dev afaik. And certainly not one that
has all the features my IntelliJ plugin brings
L704[04:08:37] <AbrarSyed> link?
L706[04:09:25] <gigaherz|work>
Admiral_Damage: ewh why do you do that to yourself, dump eclipse
into the trash and come to the dark side ;P
L708[04:09:50] *
Ashindigo_ grabs admiral and runs off to the eclipse
side
L709[04:09:54] <AbrarSyed> no
featurelist?
L710[04:10:12] <Admiral_Damage>
windowbuilder, android (if i can ever be bothered to do anything
ever), arduino, atmel avr, intellij has near to none of the
features I use eclipse for
L711[04:10:20] <DemonWav> Yeah I need to
stop being lazy and write down the feature list
L712[04:10:32] <DemonWav> That's just a
lot of work :l
L713[04:10:40] <Admiral_Damage> intellij
hasnt got anything on eclipse's variety
L714[04:10:57] <AbrarSyed> growing every
day
L715[04:11:08] <AbrarSyed> android studio
is on intellij
L716[04:11:24] <Admiral_Damage> note how
important i said it was C:
L717[04:11:31] <AbrarSyed> after that. its
just a crapton of propriatary people handing out custom eclipse
builds
L718[04:11:36] <DemonWav> Yeah Android dev
on eclipse is no longer supported by google
L719[04:11:53] <gigaherz|work>
Admiral_Damage: I guess for me it's the opposite
L720[04:11:58] <Ashindigo_> eclipse also
looks nicer than idea (in my book atleast)
L721[04:12:02] <gigaherz|work> eclipse has
far too much crap I don't care for
L722[04:12:10] <Admiral_Damage> tbh a lot
of the work I do is raw C, atmel AVR stuff
L723[04:12:11] <gigaherz|work> Ashindigo_:
I strongly disagree
L724[04:12:14] <AbrarSyed> reasons I use
intellij? one stop shop for workin with DBs, java, and javascript,
all at once
L725[04:12:20] <gigaherz|work> eclipse is
the fugliest UI I have ever seen
L726[04:12:21] <AbrarSyed> Admiral_Damage,
checkout clion?
L728[04:12:24] <gigaherz|work> okay no
that'd be a lie
L729[04:12:26] <Admiral_Damage> and its
that or visual studio, I dont fancy renewing my MSDN licenses
L730[04:12:29] <DemonWav> Ashindigo_ omg I
love how IintelliJ looks and hate eclipse UI :X
L731[04:12:30] <gigaherz|work> I have seen
far wors
L732[04:12:31] <gigaherz|work> e
L733[04:12:34] <gigaherz|work> like the
GIMP
L734[04:12:39] <gigaherz|work> before
single-window
L735[04:12:49] <gigaherz|work> but yeah
;P
L736[04:12:50] <Admiral_Damage> uses
fireworks
L737[04:12:57] <Admiral_Damage> C:
L739[04:13:15] *
Ashindigo_ uses paint.net
L740[04:13:30] <AbrarSyed> ncie talkin to
yall., but sleep must be had
L741[04:13:31] <AbrarSyed> o/
L742[04:13:40] <Admiral_Damage> ty for the
help
L743[04:13:48] <Ashindigo_> see ya
abrar
L744[04:14:05] ***
AbrarSyed is now known as Abrar|gone
L746[04:15:43] <Admiral_Damage> dont know
why it wasnt sup
L747[04:15:51] <Ashindigo_> its a
rainbow!
L748[04:15:59] <Admiral_Damage> super
obvious*, the move car packet is towards server only..
L749[04:16:13] <Admiral_Damage> meanwhile
netty screaming in pain in the log, about client stuff
L750[04:16:22]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L751[04:23:09] ⇦
Quits: Lunatrius (~Lunatrius@77.38.34.101) (Ping timeout: 200
seconds)
L752[04:23:19]
⇨ Joins: Lunatrius (~Lunatrius@77.38.34.101)
L753[04:26:32] <A1b4> Most of you here are
midnight now?
L754[04:26:54] <Ashindigo_> almost 10:30
am here
L755[04:26:55]
⇨ Joins: Lunatrius` (~Lunatrius@77.38.34.101)
L756[04:27:05] <Admiral_Damage> is same
time zone as ash
L757[04:27:20] <Admiral_Damage> has been
up since 4pm yesterday, running on 2hrs sleep lol
L758[04:27:36] <gigaherz|work> 11:27
here
L759[04:27:51] <gigaherz|work> GMT+2 right
now
L760[04:27:58] ⇦
Quits: Lunatrius (~Lunatrius@77.38.34.101) (Ping timeout: 204
seconds)
L761[04:28:06] ***
Lunatrius` is now known as Lunatrius
L762[04:28:20] <Admiral_Damage> ghz you
have DST?
L763[04:28:23] <gigaherz|work> yup
L764[04:28:32] <Admiral_Damage> GMT is
10:30 atm
L765[04:28:35] <Admiral_Damage> (28)
L766[04:28:45] <Admiral_Damage> o.O
L767[04:28:53] <gigaherz|work> time
changed yesterday
L768[04:28:53] <gigaherz|work> well
L769[04:28:59] <gigaherz|work> the night
between saturday and sunday
L770[04:29:03] <gigaherz|work> 2am was
then 3am
L771[04:29:19] <A1b4> Wow. 6:29
here.
L772[04:29:28] <gigaherz|work> either
way
L773[04:29:35] <A1b4> Pm.
L774[04:30:19] <Admiral_Damage> this
animation is now butter smooth . _.
L775[04:30:36] *
Ashindigo_ claps
L776[04:30:39] <Admiral_Damage> network
channel held together with duct tape, but it works
L777[04:30:52] <A1b4> So many of you here
may be sleeping or working.
L778[04:31:11] <Ashindigo_> im working on
my mod ;)
L779[04:31:19] <Admiral_Damage> what is
it?
L780[04:31:48] <Ashindigo_> magic mod
based around ice
L781[04:31:52] <A1b4> Wow :o that
early?
L782[04:32:08] <Ashindigo_> that
early?
L783[04:32:10] <gigaherz|work> I'm... well
my situation is obvious from the nickname
L784[04:32:24] <A1b4> Ice? Like it!
L785[04:32:29] <Admiral_Damage> I have
several on the go atm, one is alcehmy, involving ridiculous golems
and stuff
L787[04:34:28] <Admiral_Damage> Ash you
got any screenshots yet?
L788[04:35:10] <Ashindigo_> sure though
its largely untextured right now
L789[04:35:15]
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L790[04:39:19] *
Ashindigo_ notices a bug
L791[04:41:29] <Admiral_Damage> I'm going
to head off now, I'm hella tired, though I dont change name as it
screws and ghosts n stuff, cya all, thanks for the help.
L792[04:42:13] <Ashindigo_> see ya
L793[04:42:22] *
Ashindigo_ notices another bug
L794[04:42:28] *
Ashindigo_ sighs at his code
L795[04:46:42] <kashike> yay
timezones
L796[04:46:44] <kashike> 2:46am here
L797[04:52:42] <Jiraiyah> hmm, looks like
something old isn't fixed yet, one of my mods is using ctrl+1, and
in the control panel it shows conflicting with 1 (without the
control key)
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L807[05:48:30] <gigaherz|work> Jiraiyah:
are keybinds with modifiers supported at all?
L808[05:50:11] <Jiraiyah> yah, they are
working
L809[05:50:20] <Jiraiyah> but they show
conflict with the ones that don
L810[05:50:26] <Jiraiyah> don't have
modifiers
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L812[06:03:00] <Jiraiyah> is
stack.getCount() the same as the old stack.stackSize ?
L813[06:03:11] <gigaherz|work> yes
L814[06:03:13] <gigaherz|work> with a
bonus
L815[06:03:13] <Jiraiyah> kk
L816[06:03:18] <gigaherz|work> any empty
stack has getcount == 0
L817[06:03:20] <Jiraiyah> hmm what
bonus?
L818[06:03:25] <Jiraiyah> oh cool
L819[06:03:27] <gigaherz|work> no matter
what it has inside
L820[06:03:31] <gigaherz|work> and what
the stacksize would have been
L822[06:05:47] <kashike> :)
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L824[06:08:09] <Jiraiyah> PlayerManager =?
PlayerChunkMap
L825[06:08:46] <kashike> yes
L827[06:09:17] <Jiraiyah> thanks, this
will help a lot
L828[06:13:12] <Jiraiyah>
Minecraft.getMinecraft().getNetHandler().addToSendQueue(packet);
<--- didn't find this one in the wiki, getNetHandler
L829[06:14:00] <gigaherz|work> may have
changed after that wiki was made?
L830[06:14:10] <gigaherz|work> !mh
Minecraft.getNetHandler
L831[06:14:23] <gigaherz|work> [13:14]
<EsperNet> (MCPBot_Reborn): [1.9 Minecraft.func_147114_u,
Committed 2016-05-15 18:42:23.927060-04:00] matthewprenger:
getNetHandler => getConnection
L832[06:14:28] <gigaherz|work> nope it was
changed before ;P
L833[06:15:20] <gigaherz|work> but it's a
less common name
L834[06:15:26] <gigaherz|work> and it's
easy to find it with !mh
L835[06:15:47] <kashike>
Minecraft.getMinecraft().getConnection().sendPacket
L836[06:15:47] <Jiraiyah> got it :
Minecraft.getMinecraft().getConnection().sendPacket(packet);
L837[06:15:50] <kashike> :P
L838[06:15:55] <Jiraiyah> both last
methods changed
L839[06:16:24] <Jiraiyah> couldn't
remember the mh command
L840[06:16:35] <Jiraiyah> thanks
guys
L841[06:17:50] <Jiraiyah> now, you know
what is the worst part of copy/paste another person's code? i don't
know from where, but long time ago i found this custom packet
system from i don't remember who,,, and now, I need to figure how
should i use it lol, that is the worst part of using another
person's code by just copy/paste
L842[06:19:10] ⇦
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L843[06:19:12] <gigaherz|work> yes
L844[06:19:14] <Jiraiyah> by the way, is
forge supporting this now? what ever it is it was commented in that
custom packet class :
http://prntscr.com/eozx4a
L845[06:19:20] <gigaherz|work> specially
when this "custom packet system" is probably crap
L846[06:19:23] <gigaherz|work> and you
should be using Simpleimpl
L847[06:19:24] <gigaherz|work> ;P
L848[06:19:59] <gigaherz|work> I'm not
aware of the "players watching chunk" being public,
no
L849[06:20:04] <gigaherz|work> but it can
be reflected, I guess
L850[06:20:17] <gigaherz|work> (worst
case)
L851[06:20:22] <Jiraiyah> well, it looks
like it is making it easier to send and receive packets but
honestly, i myself think the packet system is better being left as
it is originally to custom fabricated case by case
L852[06:21:13] <Jiraiyah> meh, i am not in
the need, if i need it, then i will look for reflection, right now,
i am just moving parts of the code i had in a not completed mod
toward the lib mod to centralize these utility like classes
L853[06:22:17] <Jiraiyah> if i remember
correctly, that custom packet would be from tema, i remember i was
trying to have something like the golden lasso in that age that no
mods were updating after 1.7.10 changes to 1.8.9
L855[06:23:47] <gigaherz|work> Jiraiyah:
at a glance, it seems to be basically duplicating Simpleimpl
L856[06:24:07] <gigaherz|work> it's a
whole load of unnecesary code ;P
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L864[07:03:07] <Jiraiyah> got it
L865[07:03:08] <Jiraiyah> tnx
L866[07:05:54] <Shambling> is Darkosto on
this channel? If so I want to give you a kudos on figuring out how
to use biometweaker so well. I swear none of the documentation in
the wiki says anything about what you did :P
L867[07:09:18] <gigaherz|work> name
doesn't seem familiar
L868[07:10:48] <Shambling> well I swear I
saw him posting somewhere I've read before, but meh whatever
L869[07:11:14] <Shambling> I always find
it impressive when someone figures out how to use configs that
aren't documented, or documentation has changed. :P
L870[07:12:31] <Shambling> although maybe
they didn't know 100%, but I see they dropped world.json into like
3 random folders
L871[07:12:32] <Shambling> =P
L872[07:14:04] <gigaherz|work> XD
L873[07:20:16] <Shambling> so question,
what mod changes zombies into player textures?
L874[07:20:27] <Shambling> I see it used
in modpacks alot, but don't ever see the mod kin the list
L875[07:22:00] <Ashindigo_> Isn't that
head crumbs?
L876[07:22:08] <Ashindigo_> And they are
there own entities iirc
L877[07:24:09] <Shambling> let me see, I
thought I'd scrolled through h already
L878[07:24:21] <Shambling> yeah no head
crumbs mod installed
L879[07:24:22] <Shambling> weird
L880[07:24:26] <Shambling> its for
1.10.2
L881[07:24:42] <gigaherz|work> headcrumbs
doesn't jsut "change zombies"
L882[07:24:48] <gigaherz|work> it adds
special mobs with special habilities
L883[07:25:01] <gigaherz|work> to look
like certain "celebrity minecrafters"
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L885[07:25:19] <gigaherz|work> I find
packs with that mod to be rather annoying
L886[07:27:32] <Shambling> I guess they
are called "playerraider" in this modpack
L887[07:27:55] <Shambling> wonder if its
in darkosto's mod itself
L888[07:28:21]
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L889[07:29:05] <Shambling> ah mod is
called raiders
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L891[07:29:10] <Shambling> found it
finally :P
L892[07:30:04] <Shambling> *steals
farmland* how the heck does that work
L893[07:30:04] <Shambling> lol
L894[07:30:14] <Shambling> well when I
want to destroy farmland I jump on it, so I'd assume like
that
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L897[07:36:59] <Jiraiyah> previously it
would return the Item not an Item Stack !
L898[07:37:08] <Jiraiyah> then what is the
deference with the top one?
L899[07:37:13] <gigaherz|work> what?
L900[07:37:20] <gigaherz|work> you just
change return Item.BLAH
L901[07:37:28] <gigaherz|work> to return
new ItemStack(Item.BLAH)
L902[07:37:58] <gigaherz|work> no idea
what the other method is
L903[07:38:02] <gigaherz|work> probably
useless now
L905[07:38:32] <Jiraiyah> they look like
the same but the top one is implemented and the other one is left
alone !
L906[07:38:38] <gigaherz|work> look
L907[07:38:42] <gigaherz|work> ignore
that
L908[07:38:49] <gigaherz|work> all you
have to do is change Item to ItemStack in your override
L909[07:38:52] <gigaherz|work> and return
an itemstack
L910[07:38:57] <Jiraiyah> lol
L911[07:39:18] <Jiraiyah> i know that, but
looking at the other method, why did they do it in vanilla?
L912[07:39:29] <Jiraiyah> the other method
is simply a wrapper around this one
L913[07:39:36]
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L914[07:39:38] <gigaherz|work> not quite
-- it caches the value
L915[07:39:54] <TechnicianLP> dont
question mojang ...
L916[07:39:57] <gigaherz|work> it may have
been done so you can use like .setIconItemStack manually
L917[07:40:00] <gigaherz|work> either
way
L918[07:40:05] <gigaherz|work> it is
irrelevant ;p
L919[07:42:27] <Jiraiyah> i was not
questioning him, actually when i speak like this, i am questioning
myself
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L926[07:55:28] <gigaherz|work> the plain
old for-each loop is going to be faster in practice
L927[07:55:44] <gigaherz|work> streams are
there to be quick to type in, not faster
L928[07:56:15] <gigaherz|work> but the
difference is going to be negligible for a case like that
L929[07:58:01] <TechnicianLP> yeah
probably ... thanks
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L935[08:24:08] <Shambling> I wonder if ...
oh no wait its not on github and its closed source, nm
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L937[08:24:31] <Shambling> was going to
see how hard it would be to update an animation mod from 1.10.2 to
1.11.2 but its another one of those cool but closed source
mods
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L939[08:25:17] <Shambling> whats the
proper term for not being open source anyways? is it indeed closed
source? or is there a better term to use? :P
L940[08:26:42] <gigaherz|work> it
varies
L941[08:26:50] <gigaherz|work> the generic
term is closed source
L942[08:27:09] <gigaherz|work> but some
people use "proprietary" as an antonym to "free and
open source"
L943[08:27:15] <gigaherz|work> which isn't
really correct
L944[08:28:24] <Shambling> proprietary
just means "shitty system that only X uses", I.E.
sony
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L947[08:29:10] <gigaherz|work> nah it
means that it's distributed under a limiting license or protected
by trademark
L948[08:29:33] <Jiraiyah> hmm would it be
a good idea or a bad one to register some ingredient items that i
would use for different mods in the lib mod?
L949[08:29:52] <gigaherz|work> if it's
going to be a hard dependency
L950[08:30:05] <Jiraiyah> yah it's hard
dependency all the time
L951[08:30:12] <gigaherz|work> or an
optional dependency where the items wouldn't be wanted without the
lib
L952[08:30:24] <gigaherz|work> then how
would it be bad to have the lib register the items? ;P
L953[08:30:30] <Jiraiyah> well the lib
would be only methods and classes for utils
L954[08:30:42] <Jiraiyah> but then. i may
have more than one mod that would use same ingredients
L955[08:30:44] <gigaherz|work> well if you
give it items and/or blocks, it won't be only methods
L956[08:30:45] <gigaherz|work> ;p
L957[08:30:59] <gigaherz|work> really it's
perfectly fine
L958[08:31:20] <Jiraiyah> so let the lib
register them?
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L960[08:31:35] <gigaherz|work> so, do
whatever you want
L961[08:31:42] <Jiraiyah> but then it's
another problem, what is someone would like to have for example the
death counter and no other mod?
L962[08:32:34] <gigaherz|work> well that's
the thing
L963[08:32:41] <gigaherz|work> if you put
extra things in the lib mod
L964[08:32:47] <gigaherz|work> it will be
less of a lib mod ;P
L965[08:32:52] <Jiraiyah> true
L966[08:33:06] <gigaherz|work> it's up to
you to decide what belongs in there
L967[08:33:22] <Jiraiyah> oh well, i have
to register them per mod and check if hey don't exist
L968[08:34:02] <Jiraiyah> after all, even
if it's true that a lib mod can carry anything i like, there are
standard like thinking behind coding that i want tp follow
L969[08:34:22] <Jiraiyah> and sorry for
all the typos
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L971[09:04:00] <Ashindigo_> i feel like
opening 2 clients and a server on my mini dev laptop was a bad
idea
L972[09:08:56] <Shambling> wtf, I have
cyclic terraria buttons disabled, and they're still there
L973[09:09:00] <Shambling> and its
crashing my bitbag
L974[09:09:38] <Shambling> I wonder if its
one of those weird modders that "true" means
disabled
L975[09:10:08] <TechnicianLP>
disabled=true should be disabled ....
L976[09:10:40] *
TechnicianLP has no clue what hes talking about atm
though
L977[09:11:32] <gigaherz|work>
"terraria buttons"?
L978[09:13:22] <Shambling> drop all shit
in chest, or drop shit in chest if similar shit is in chest nearby
already
L979[09:13:30] <Shambling> can't disable
the buttons at all
L980[09:13:38] <Shambling> and cyclic is
randomly crashing me when I open a new bit bag
L981[09:13:39] <gigaherz|work> oh I
see
L982[09:14:04] <Shambling> I like cyclic
for the random stuff it adds, but I really don't need to crash when
trying to make my cube house look less cube like :P
L983[09:14:44] <Shambling> honestly, bit
bags should auto-compress bits back into their original blocks or
something, they hold wayyyy too little by default
L984[09:15:15] <gigaherz|work> there's a
bit drawer for that
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L986[09:15:42] <gigaherz|work> you can
insert individual bits, and take out whole blocks
L987[09:15:44] <Shambling> yeah I don't
really want to run over to my drawers every time my sack gets full
after 30 seconds of chiseling plains off 5 blocks
L988[09:15:50] <gigaherz|work> it's only
useful is you use many of one type of bit
L989[09:16:01] <Shambling> think I'll set
stack size to like... 4096
L990[09:16:03] <gigaherz|work> you are
using bits wrong ;P
L991[09:16:29] <gigaherz|work> I mean it's
annoying, yes
L992[09:16:56] <gigaherz|work> the way I
use bits is that every time I carve a block
L993[09:17:03] <gigaherz|work> I put the
remainder in the ground
L994[09:17:12] <gigaherz|work> and once I
get a full block, I mine it
L995[09:17:44] <gigaherz|work> that said,
I also usually carry like 3-5 bit bags ;P
L996[09:18:19] <Shambling> yeah I don't
have sheep nearby
L997[09:18:33] <Shambling> how am I using
bits wrong? honestly I just want panels, maybe I should make a
saw
L998[09:18:54] <Shambling> I want it to
look like boards on one side, and the outside of the house is going
to be birch logs
L999[09:19:06] <Shambling> so I figured
I'd plain off one layer of boards and put on one plain of
logs
L1000[09:19:20] <Shambling> so far I've
crashed and had to reload 3 times because of some silly GUI crap
from cyclic
L1001[09:19:39] <Shambling> going to
revert to a previous version, was working before so probably a new
fix that broke it
L1002[09:19:50] <gigaherz|work> yes if
you want panels, use a saw, not the chisel XD
L1003[09:20:56] <Shambling> ah there is a
bit bag bin
L1004[09:21:02] <Jiraiyah> i hope no one
hates me when i say i am starting a bag mod lol you sir, just gave
me an idea for an upgrade slot ;)
L1005[09:21:04] <Shambling> I'll just bin
the left over logs
L1006[09:22:15] <gigaherz|work> Jiraiyah:
aren't there enough bag mods already? XD
L1007[09:22:58] <Jiraiyah> the idea is to
have a bag with upgrade slot to make it as big as old EE bags (no
bag in bag though) and another upgrade to make it keep the items at
player's death(have to figure out) and now, another upgrade to make
each slot stack more :p
L1008[09:23:06] <Ashindigo_> We need more
bags!
L1009[09:23:29] <Jiraiyah> tbh
gigaherz|work, maybe, but each one of them has something i like and
somethings i would like to have
L1010[09:23:36] <gigaherz|work> heh
L1011[09:23:57] <Jiraiyah> also, this one
won't equip into the armor slot but the slot on bubble one
L1012[09:24:05] <Jiraiyah> (did i name
the mod wrong now?)
L1013[09:24:24] <gigaherz|work>
baubles
L1014[09:24:51] <gigaherz|work> bubbles
are the things you make with soap
L1015[09:24:59] <Jiraiyah> yah that,
also, i will add another upgrade so that you would have 3*3
crafting inside the bag, and maybe, just maybe, a trash slot
L1016[09:25:18] <gigaherz|work> if you
add smelting
L1017[09:25:23] <gigaherz|work> you'll
have the draconic chest ;p
L1018[09:25:39] <Jiraiyah> hehhehehehe
can you carry that chest on your back?
L1019[09:25:47] <gigaherz|work> I don't
believe so
L1020[09:26:25] <TechnicianLP> is there a
mod that adds actual bubbles?
L1021[09:26:33] <Ordinastie> ffs, the
screws don't fit in the 1080ti :x
L1022[09:26:36] <Jiraiyah> the main
reason i would like to start this, tbh, was the great carry
capacity of old EE bags, but bags in bags would ruin it also, i
wouldn't want the whole EE mod just to have the bags
L1023[09:26:44] <Ordinastie> you're
supposed to screw taht with your fingerts :/
L1024[09:27:28] <Jiraiyah> but i warn
you, if i can make it work, that amount of capacity won't be cheap
at all
L1025[09:27:49] <Jiraiyah> maybe 1
emerald and 2 diamond for each extra row !
L1026[09:28:23] <Jiraiyah> and for more
than 64 items per slot, lets just say you need loooots of diamond
and emerald
L1027[09:28:56] <Jiraiyah> by the way,
can i force a slot to have more than 64 in stack if the item stacks
like 16 by default? (ender pearls for example) ?
L1028[09:29:36] <TechnicianLP> it is
possible but youll have to write your own IITemHandler impl
L1029[09:30:07] <Jiraiyah> omg that's a
big challenge, but would be fun
L1030[09:31:37] <gigaherz|work> Jiraiyah:
/me looks at his compacting drawer with 400 stacks of
diamonds
L1031[09:32:10] <gigaherz|work> of blocks
of diamonds*
L1032[09:32:22] *
Ashindigo_ sneaks off with a stack of diamond
L1033[09:32:29] <Jiraiyah> hmm the
difference is that your drawer does not have a real
"slot" in "inventory" gui? or am i wrong?
L1034[09:32:32] <gigaherz|work> take a
bunch ;p
L1035[09:32:54] <gigaherz|work> Jiraiyah:
I mean that a few emeralds and diamonds per row is only expensive
earlygame
L1036[09:33:06] <Jiraiyah> hmmmm
L1037[09:33:09] <gigaherz|work> but I
guess it applies ;p
L1038[09:33:34] <gigaherz|work> the way I
do big stacks on my Ender-Rift mod
L1039[09:33:44] <gigaherz|work> on the
inventory browser panel
L1040[09:33:49] <gigaherz|work> is that I
have custom slot drawing
L1041[09:33:53] <Jiraiyah> then what
would really make it expensive? don't tell me nether star because
then it won't be possible early game at all
L1042[09:33:57] <gigaherz|work> I send
the stacks with stack size 1
L1043[09:34:09] <gigaherz|work> I
return*
L1044[09:34:21] <gigaherz|work> and then
separately call a .getRealStackSize(slotnumber)
L1045[09:34:24] <gigaherz|work> to draw
the actual number
L1046[09:34:38] <TechnicianLP> Jiraiyah:
make each row more expensive
L1047[09:34:43] <gigaherz|work> Jiraiyah:
maybe not all rows should be available earlygame?
L1048[09:34:51] <Jiraiyah> looks like i
need to rip your mod apart to learn from it
L1049[09:34:52] <gigaherz|work> first row
-- leather
L1050[09:34:55] <gigaherz|work> second
row -- iron
L1051[09:34:58] <gigaherz|work> third row
-- gold
L1052[09:35:03] <gigaherz|work> fourth
row -- diamond
L1053[09:35:12] <gigaherz|work> fifth row
-- emerald (blocks?)
L1054[09:35:22] <gigaherz|work> sixth row
- nether star
L1055[09:35:23] <Shambling> makes a back
strap mod to carry chests on my back
L1056[09:35:28] <Shambling> screw
llama's, I shall be the llama
L1057[09:35:39] <Jiraiyah> i think i got
what to do, upgrade the "upgrade" item with more
expensive items
L1058[09:35:42] <gigaherz|work>
Shambling: you can put shulker boxes in my tool belt ;P
L1059[09:35:50] <Shambling> fanny pack
shulkers
L1060[09:36:02] <Shambling> are they
fanny packs in spain, or bum bags?
L1061[09:36:23] <Jiraiyah> gigaherz|work,
link for ender-rift source please?
L1062[09:36:36] <gigaherz|work> we call
those "riñonera", which would translate roughly to
"kidney bag"
L1064[09:37:19] <Jiraiyah> thanks
sir
L1065[09:37:55] <gigaherz|work> the way
it works is that I have an inventory network, and the interfaces
aggregate all the chests and stuff that is connectedto it
L1066[09:38:01] <gigaherz|work> and shows
it as a single thing to the outside
L1067[09:38:22] <gigaherz|work> it
doesn't do autocrafting or anything like that
L1068[09:38:26] <gigaherz|work> but it
has search and sorting ;P
L1069[09:39:40] <Jiraiyah> well, i was
thinking of a possible way, maybe lists or
dictionary<Item,int> then just draw gui and pull my hair to
handle the clicking, not sure though, it looks like reinventing the
wheel
L1070[09:39:55] <gigaherz|work> no
need
L1071[09:40:08] <gigaherz|work> the
ItemStack instance can store a full int
L1072[09:40:17] <Jiraiyah> cool
L1073[09:40:18] <gigaherz|work> it's only
the network and nbt conversions that fail
L1074[09:40:27] <Jiraiyah> is that sub
folder all i need to look into?
L1075[09:40:29] <gigaherz|work> so as
long as you have custom slot sync, and custom saving
L1076[09:40:36] <gigaherz|work> it still
works
L1077[09:40:37] <gigaherz|work>
however
L1078[09:40:50] <gigaherz|work> it may
work better if you have sub-slots
L1079[09:40:53] <gigaherz|work> so
liek
L1080[09:40:59] <gigaherz|work> if each
inventory slot is "x4"
L1081[09:41:05] <gigaherz|work> have it
actually be 4 physical slots
L1082[09:41:30] <Jiraiyah> comes the
problem of drawing those 4 slots in gui
L1083[09:41:34] <gigaherz|work> and just
require that if slot 0 has an item, then 1,2,3 must have a
stackable item of the same kind
L1084[09:41:41] <gigaherz|work> wait
;P
L1085[09:41:42] <gigaherz|work>
then
L1086[09:41:44] <gigaherz|work> on your
gui
L1087[09:41:51] <gigaherz|work> on the
client version of the container
L1088[09:42:10] <gigaherz|work> you can
have a special wrapper for the slots
L1089[09:42:16] <gigaherz|work> that adds
up the numbers
L1090[09:42:17] <gigaherz|work> so
like
L1091[09:42:27] <gigaherz|work> slot 0
-> adds up index 0,1,2,3
L1092[09:42:33] <gigaherz|work> slot 1
-> adds up index 4,5,6,7
L1093[09:42:35] <gigaherz|work> etc
L1094[09:42:49] <gigaherz|work> you can
do this with a custom Slot class
L1095[09:43:26] <gigaherz|work> that
could be an approach ;P
L1096[09:43:33] <gigaherz|work> and as
for your question
L1097[09:43:50] <gigaherz|work> the Gui
and Container files in that folder contain my implementation
L1098[09:43:58] <gigaherz|work> but the
code depends on other stuff that depends on other stuff
L1099[09:44:13] <gigaherz|work> however
the Gui and Container classes should be enough to see how I did
it
L1100[09:44:16] <gigaherz|work> doesn't
mean it' the best way
L1101[09:44:18] <gigaherz|work> it's only
one way
L1102[09:45:44] <gigaherz|work> that's it
I'm done -- stupid people on the office next door have spent all
day doing construction work
L1103[09:45:55] <gigaherz|work> I'm
getting a headache
L1104[09:45:57] <gigaherz|work> bb from
home
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L1114[10:21:52] <Jiraiyah> what is this
in the log? [jbag]: Mod jbag is missing the required element
'name'. Substituting jbag
L1115[10:23:29] <tterrag> some mod didn't
add the name attribute to the @Mod
L1116[10:23:57] <Jiraiyah> ah, is it
important? never added it before
L1117[10:26:23] <Jiraiyah> or a better
question is : where does this attribute being used
L1118[10:26:49] <tterrag> crash logs? mod
list? wherever anyone wants to know what your mod is called?
L1119[10:27:15] <Jiraiyah> :/ thought it
would be mod id, many things i still don't know about modding it
seems
L1120[10:28:18] <kashike> generally: id =
identifier, name = friendly name displayed to players/etc
L1121[10:28:20] <tterrag> mod id is used
for unique identification of the mod. it does not have to be (nor
should it be) gramatically correct
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L1123[10:29:49] <Jiraiyah> got you
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L1125[10:40:17] <Jiraiyah> hmmm there is
no way for registering the smelting recipe to tell is so that for
example consume one whole coal per smelting of an item?
L1126[10:40:27] <ghz|afk> nope
L1127[10:40:31] <Jiraiyah> kk
L1128[10:40:44] <ghz|afk> you can't ask
for a smelting time either, yet
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L1130[10:41:19] <Jiraiyah> oh well, i was
just going to make it a little bit more expensive early game
wise
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L1132[10:42:19] <Jiraiyah> but something
is bothering me, someone needs to come up with a flexible crafting
grid matrix, for example what if i want 5*4 crafting grid?
L1133[10:42:31] <Jiraiyah> and another
person want 3*6?
L1134[10:42:59] <Jiraiyah> at the end of
the day, all of them would do the same thing, read an array of
strings for recipe and then get the result out, a string parser or
something
L1135[10:43:40] <Jiraiyah> shouldn't be
that hard for an experienced mod developer but damn hard for a noob
like me
L1136[10:43:49] <Jiraiyah> but i would
gladly add that to my lib mod
L1137[10:45:02] <ghz|afk> there was some
"extreme crafting table" mod
L1138[10:45:08] <ghz|afk> with huge
crafting tables
L1139[10:45:15] <ghz|afk> can't remember
the exact name
L1140[10:45:20] <TechnicianLP>
avaritia
L1141[10:45:38] <kashike> xX extreme
crafting tables pluys plus Xx
L1142[10:45:41] <Jiraiyah> well, i was
talking more on an api, so that for example i would create my own
grid using it with the number of rows and columns i would
like
L1143[10:46:50] <Jiraiyah> you know, like
in the construction of the grid i would say hey, this is the number
of rows and the columns, now register this recipe for me into this
new matrix and then i could add that matrix to any TE i would
like
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L1147[10:56:16] <Tazz> ghz|afk,
nice
L1148[10:56:22] <Tazz> I enjoy when it
rains XD
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L1150[10:58:51] <Drullkus> How do I get a
block's meta using an ID?
L1151[10:58:53] <Drullkus> Er
L1152[10:59:03] <Drullkus> Block's
Blockstate from block+ meta?
L1154[10:59:07] <kashike> wheee
L1155[10:59:22] <Tazz> Drullkus,
yeah
L1156[10:59:28] <Tazz> at least afaik
from 1.8
L1157[10:59:30] <Tazz> its been along
time
L1158[10:59:48] <ghz|afk> Drullkus:
block.getMetaFromState?
L1159[10:59:49] <ghz|afk> eh
L1160[10:59:52] <ghz|afk>
.getStateFromMeta?
L1161[11:00:13] <kashike> the question
that should be asked: why are you using meta?
L1162[11:00:42] <Tazz> kashike, because
some function calls require meta for some odd reason iirc
L1163[11:00:46] <Drullkus>
block.getMetaFromState returns - return
this.getDefaultState();
L1164[11:00:54] <Drullkus> kashike:
Handling IMC
L1165[11:01:20] <Drullkus> I have a
string of a block ID and the Meta that's being sent in via
IMC
L1166[11:03:53] <ghz|afk> Drullkus: well
that's how it works
L1167[11:04:02] <ghz|afk> if the block
has getStateFromMeta done wrong
L1168[11:04:09] <ghz|afk> that's not your
fault
L1169[11:04:19] <Drullkus> I'm going to
probably switch to itemstack
L1170[11:04:26] <Drullkus> If I
can?
L1171[11:04:30] <ghz|afk> wat?
L1172[11:04:42] <ghz|afk> what are you
even trying to do?
L1173[11:04:59] <Drullkus> Add a block to
the chiseling variation maps via IMC
L1174[11:05:05] <Drullkus> I'm trying to
do this on the handling end
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L1176[11:06:15] <Drullkus> There's gotta
be a way
L1177[11:08:35] <Drullkus> :X Nope we
store IBlockStates
L1178[11:09:36] <kashike> <ghz|afk>
.getStateFromMeta?
L1179[11:10:04] <Drullkus> Again that
returns the default state
L1180[11:10:53] <kashike> for blocks that
don't override it, obviously
L1181[11:11:29] <Drullkus> Ah...
right
L1182[11:11:51] <Drullkus> Good
thinking
L1183[11:12:39] <Drullkus> Yeah
L1184[11:17:51] <Drullkus> Oh, I'm
parsing a different string wrong, might be the issue x)
L1185[11:22:07] <Drullkus> Yeah kashike I
wasn't thinking that heh
L1186[11:22:13] <Drullkus> All good
now
L1187[11:22:30] <Tazz> yay for string
parsing
L1188[11:22:42] <Tazz> dont forget to
terminate your strings with \0
L1189[11:22:53] <Drullkus> ???
L1190[11:24:51] <Tazz> Drullkus,??
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L1202[12:35:50] <tzh> okay so i'm looking
at the agricraft code and how it does the NEI (well, jei) gui for
crossbreeding/plant produce, and it looks like it has some extra
compat plugin that runs behind uh, `@JEIPlugin`. is this the
recommended way of doing something like this?
L1203[12:36:21] <TechnicianLP> jei
question should be asked in #JEI
L1204[12:36:36] <TechnicianLP> butyes its
the only way
L1205[12:36:48] <tzh> okay sure ty
L1206[12:37:33] <tzh> so i guess
generally-speaking that means you can only have mod compatibility
layers like that if one/both of the mods expose hooks like
that?
L1207[12:38:57] <TechnicianLP> its
similiar to how forge loads @Mod stuff - its there to prevent
crashes when jei is not installed
L1208[12:40:00] <tzh> right. but i'm
assuming "@JEIPlugin" is an annotation jei itself makes,
right? rather than just some forge thing like
@{modname}Plugin
L1209[12:40:12] <TechnicianLP> yes
L1210[12:42:32] <tzh> okay thanks
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L1213[12:50:17] <Jiraiyah> grrr, don't
laugh at me, how did we register a shapeless recipe? lets say 1 a
and 1 b goes into become 1 c
L1214[12:53:05] <Jiraiyah>
GameRegistry.addShapelessRecipe(new
ItemStack(ItemInits.GluedLeather, 1), "a","b",
'a' , ItemInits.Glue, 'b', Items.LEATHER);
L1215[12:53:11] <Jiraiyah> is this
correct?
L1216[12:54:00] <ghz|afk> no need for as
or bs
L1217[12:54:13] <ghz|afk>
GameRegistry.addShapelessRecipe(new
ItemStack(ItemInits.GluedLeather, 1), ItemInits.Glue,
Items.LEATHER);
L1218[12:55:19] <Jiraiyah> kk
L1219[12:55:36] <Jiraiyah> also, is there
any class that i can look for ore dictionary names of items?
L1220[12:55:56] <ghz|afk>
OreDictionary
L1221[12:56:37] <Jiraiyah> <---
dumb
L1222[12:58:13] <Jiraiyah> hmm is it a
good idea to put my items into ore dictionary or a bad idea?
L1223[12:58:34] <Jiraiyah> slimeball
smelts into glue for example
L1224[12:59:05] <Admiral_Damage> What
would be the use-case of it being an ore?
L1225[12:59:22] <ghz|afk> oredictionary
is a misnomer these days
L1226[12:59:27] <ghz|afk> it's more like
"item equivalences"
L1227[12:59:36] <Admiral_Damage> o
gotcha
L1228[12:59:45] <Jiraiyah> so a good
idea?
L1229[12:59:47] <Admiral_Damage> I
thought there was another util for that o.O
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L1231[13:00:15] <ghz|afk> Jiraiyah: if
they are meant to be used in place of vanilal stuff, yes
L1232[13:00:27] <ghz|afk> or in place of
some other mod's stuff
L1233[13:00:34] <ghz|afk> or if you want
other mod's stuff used in place of yours
L1234[13:00:40] <ghz|afk> but adding them
"just because", not so much
L1235[13:00:41] <Jiraiyah> no but my
other mods may have same items like glue or few others
L1236[13:01:29] <Jiraiyah> so i thought
adding these into ore dictionary and check if they don't exists to
register them in each mod
L1237[13:01:42] <Jiraiyah> this way only
one mod will produce the items and avoid duplication
L1238[13:01:44] <ghz|afk> no that's a bad
idea
L1239[13:01:47] <ghz|afk> don't rely on
oredict for that
L1240[13:01:50] <ghz|afk> you can just
ask the registry
L1241[13:02:01] <Jiraiyah> oh didn't know
that
L1242[13:02:07] <ghz|afk>
ForgeRegistries.ITEMS.getwhatever
L1243[13:02:14] <Jiraiyah> nice
L1244[13:02:39] <Admiral_Damage> Think it
would go against mojang's modding ToS if I were to implement
holdable flag poles, with banner-style flags on them? Only asking
because they say no capes
L1245[13:02:46] <Admiral_Damage> vertical
or horizontal flags that is
L1246[13:02:53] <Admiral_Damage> ones
that wave in the wind
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L1249[13:06:21] <Jiraiyah> and i assume
same goes for the block because the method is generic?
L1250[13:08:43] <tterrag> Admiral_Damage,
mods adding capes is not even strictly against the ToS
L1251[13:08:47] <tterrag> depends how you
read it
L1252[13:08:49] <tterrag> I think you're
fine
L1253[13:09:14] <Admiral_Damage> One
other thing I wanted to do, idk if anyones' caught sight of the
clotheiry mod I'm working on, though it is pretty secretive
atm
L1254[13:09:19] <Admiral_Damage> was add
flowy clothing
L1255[13:09:33] <Admiral_Damage> so,
imagine a trench coat or lab coat with the bottom halves
swaying
L1256[13:09:38] <tterrag> Jiraiyah, that
code seems really superfluous
L1257[13:09:43] <tterrag> why not just
register the item when you create it
L1258[13:11:24] <Jiraiyah> well, for a
lazy guy like me that always forget to register the items....
adding them to a list and then register all of them in a loop like
that is better, god knows how many times in past i pulled my hair
because i forgot to register the item and i was wondering why
wouldn't it show up in the game, unfortunately, can't generalize
the registry of TE like that, still have that memory issue with
them
L1259[13:12:22] <Jiraiyah> this way i
have to just work with a simple class that i instantiate the item
and add it to a list and let go of the rest
L1260[13:12:44] <tterrag> but what if you
forget toadd one to the list
L1261[13:13:46] <ghz|afk> I do that from
my @Mod class
L1262[13:13:48] <Jiraiyah>
http://prntscr.com/ep5jg2 <--- now what you
suggest would make me someone who should really leave coding once
and for all lol
L1263[13:13:53] <ghz|afk> the
registerAll( ;P
L1264[13:14:16] <Jiraiyah> oh well i
prefer my classes to be smaller and more specialized, so i call
each method in part of proxies
L1265[13:14:30] <tterrag> Jiraiyah,
replace every ITEM_LIST.add with GameRegistry.register
L1267[13:14:37] <tterrag> boom, same
amount of code, and that other class is pointless
L1268[13:14:39] <Jiraiyah> this way i
don't need to scroll through large classes to find a flow
L1269[13:16:25] <Jiraiyah> ghz|afk, that
is exactly what i avoid most of the time, 700 lines of code for a
single class and if anything goes wrong,,, scroll !!!
L1270[13:16:41] <ghz|afk> "goes
wrong"?
L1271[13:16:58] <ghz|afk> and you know
there's code folding, right?
L1272[13:17:07] <ghz|afk> you can make
the code quite a lot smaller from the IDE ;P
L1273[13:17:16] <Jiraiyah> tterrag, now
as simple as what you suggest, just take a look at the condition
for registry for example, if i want to check each and every single
item to not be exists (at list for 10 of them) then.....
L1274[13:17:26] <tterrag> why would they
exist
L1275[13:17:27] <Jiraiyah> i know
L1276[13:17:28] <tterrag> that's a
pointless check
L1277[13:17:36]
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L1279[13:17:58] <Drullkus> Jiraiyah:
You're talking to the guy who automated block + variation assembly
in the Chisel mod x)
L1280[13:18:08] <Drullkus> Highly
automated x)
L1281[13:18:17] <Jiraiyah> why would
they? i said it few hours ago, i have a plan for another mod in
future, and i am sure at least 5 of the items i have here will be
there too, ingredients for crafting you know
L1282[13:18:28] <tterrag> that's not a
good idea
L1283[13:18:38] <Jiraiyah> either i had
to separate them and move them to my lib mod (hate the idea) or i
have to double check each time on registry'
L1284[13:18:39] <tterrag> items
registered by another mod would have a different ID anyways
L1285[13:18:54] <tterrag> so that check
would not work
L1286[13:19:03] <Jiraiyah> grrrr
L1287[13:19:10] <Jiraiyah> so how to
approach this?
L1288[13:19:21] <tterrag> make one mod
depend on the other?
L1289[13:19:28] <Jiraiyah> i rea~lly
don't want my lib mod handle item registry
L1290[13:19:34] <ghz|afk> or make the two
coexist and use oredict to be cross-compatible
L1291[13:19:35] <Jiraiyah> nah
L1292[13:19:44] <tterrag> yes, option 2
is just have them both exist
L1293[13:19:50] <Jiraiyah> that would
force you for example to depend a tech mod to a bag mod !
L1294[13:19:52] <Drullkus> If you're
going to have items of similarity, just register that item to the
OreDict and then check to see if that Oredict entry exists and then
link your recipes to that item
L1295[13:20:03] <Drullkus> If the entry
does not exist, register item
L1296[13:20:05] <tterrag> you can
"hide them" if you want (but ALWAYS register)
L1297[13:20:10] <Drullkus> ^
L1298[13:20:14] <Jiraiyah> that is why i
started by asking of ore dictionary
L1299[13:20:16] <tterrag> Drullkus, no,
that's a bad idea
L1300[13:20:20] <tterrag> do not
conditionally register items/blocks
L1301[13:20:25] <tterrag> that's a great
way to break player's worlds
L1302[13:20:32] <Jiraiyah> that is
true
L1303[13:20:33] <Drullkus> I was talking
shorthand
L1304[13:20:38] <Jiraiyah> well, one
thing is for sure
L1305[13:20:50] <Drullkus> Of it's a bad
idea, but register item to those recipes is what I meant
L1306[13:20:55] <Jiraiyah> all my mods
will depend on the lib mod, it looks like i have to move these
ingredients to that mod
L1307[13:20:57] <Drullkus> Otherwise just
make it invisible
L1308[13:20:59]
⇦ Quits: MineBot (MineBot@minebot.services.esper.net) (*.net
*.split)
L1309[13:21:06] <Drullkus> ....o_O
L1310[13:21:14] <Drullkus> Some of the
bots just netsplit
L1311[13:21:15] <Jiraiyah> but then....
you want my village info.... you will have ingredients !!!
L1312[13:21:16] <Drullkus> RIP
L1313[13:21:17] <tterrag> Drullkus,
speaking of such, we should probably add a network handler in
chisel that assures the featureset on both sides is
compatible
L1314[13:21:45] <tterrag> otherwise the
user could get a cryptic "missing items" error
L1315[13:21:55] <Drullkus> Ah
L1316[13:22:55] ***
Mine|away is now known as minecreatr
L1317[13:23:16] <Jiraiyah> how hard would
it be to "hide" an item both from creative tab and from
jei? creative tab should be easy but jei?
L1318[13:23:45] <tterrag> easy
L1319[13:23:50] <tterrag> in fact, JEI
uses creative tab
L1320[13:23:56] <tterrag> so if you hide
from getSubItems/Blocks
L1321[13:24:00] <tterrag> it will hide
from JEI
L1322[13:24:03] <Jiraiyah> oh one more
thing,,, how to handle crafting with duplicated items being hidden
without registering to ore dictionary?
L1323[13:24:09] <Admiral_Damage> Has
another question, I'm working on adding large, huge entities with
non-repeating textures, with very specific detail. What would be my
course of action regarding textures? I don't really want to shove
them into the atlas because they are genuinely huge, i.e 14 blocks
for one side
L1324[13:24:24] <tterrag> Admiral_Damage,
entities don't use the atlas anyways
L1325[13:24:42] <Admiral_Damage> they
have done in my experience, though I'm using obj format
L1326[13:25:14] <Admiral_Damage> o derp,
sry I didnt mention
L1327[13:25:19] <Admiral_Damage> they
will also be items
L1328[13:25:43] <tterrag> oh
L1329[13:25:50] <tterrag> well...then no
you have to use the atlas
L1330[13:26:03] <Admiral_Damage> I just
didnt want to kill people's computers loading up
L1331[13:26:05] <tterrag> unless you do
something really hacky with a TESR item renderer
L1332[13:26:32] <TechnicianLP> dont
suggest stupid stuff ...
L1333[13:26:37] <tterrag> it's not
stupid?
L1334[13:26:42] <Admiral_Damage> That's
not exactly stupid
L1335[13:26:49] <tterrag> the only
currently possible way to do non-model items
L1336[13:26:52] <Admiral_Damage> it
doesnt need to be accessed by anything else
L1337[13:27:06] <tterrag> if you want to
bind your own texture sheet, that's the way
L1338[13:27:14] <Admiral_Damage> its just
for the entity renderer, and the item (But yay forge took out the
custom item renderer -.-)
L1339[13:30:48] <Admiral_Damage> wait, am
I wrong, is the custom item renderer still removed?
L1340[13:31:08] <tterrag> yes, but the
workaround is TESR
L1341[13:31:17] <tterrag> you can bind a
dummy TE with TESR to an item model
L1342[13:31:20] <diesieben07>
IItemRenderer is gone
L1343[13:31:23] <diesieben07> but you can
still render custom models.
L1344[13:31:33] <tterrag> diesieben07, he
wants custom texture sheet, not just model
L1345[13:31:39] <diesieben07> i saw
that
L1346[13:31:40] <Admiral_Damage>
waiter
L1347[13:31:41] <diesieben07> not sure
why :D
L1348[13:31:47] <Admiral_Damage> oops,
meant to say, wait, er
L1349[13:31:55] <Admiral_Damage> ok let
me just distinguish something here
L1350[13:32:54] <Admiral_Damage> there
will be a specific number of large entities, each will have their
own, non-changing texture, there will be multiple baked models made
up of the wavefront components of these models using the same
texture, for one entity with it's item
L1351[13:33:11] <diesieben07> i dont see
the issue
L1352[13:33:12] <Admiral_Damage> so, in
the item will be stored the nbt data, with the colour, with the
various aspects that should and shouldnt render
L1353[13:33:19] <Admiral_Damage> no I'm
just explaining my standpoint
L1354[13:33:50] <Admiral_Damage> now,
what I have no idea how to do, is render said thing with colour
data, with pieced together multiple baked models, as the item
L1355[13:34:01] <Admiral_Damage> just
wanted to clarify from scratch as i wasnt clear
L1356[13:34:07] <diesieben07> i dont see
what the difference is between "very large texture sheet that
also holds your big texture" and "slightly not so large
texture sheet and your large texture separate"
L1357[13:34:42] <Admiral_Damage> the
issue is I'd rather not load a texutre bigger than say, 512 into
the texture atlas if I dont have to
L1358[13:34:58] <diesieben07> and
why?
L1359[13:35:02] <Admiral_Damage> loading
it into the atlas just makes it unnecessarily large
L1360[13:35:18] <Akkarin> well the only
real point would be not to blow the max texture size
L1361[13:35:20] <diesieben07> but your
texture has to be loaded anyways...
L1362[13:35:28] <tterrag> diesieben07,
max texture size <<< max texture memory
L1363[13:35:46] <diesieben07> yes but are
we really scraping against max tex size?
L1364[13:35:48] <Admiral_Damage> my
concern is exactly that, texture memory
L1365[13:36:09] <Akkarin> 4096x4096 is
usually what you bet on in regards to max texture size
L1366[13:36:12] <Admiral_Damage> if I can
avoid it, I'd like to not load in several, multiple 512x512
textures in at launch, to not choke the comptuer to death
L1367[13:36:18] <Admiral_Damage> for
those that dont have great systems
L1368[13:36:18] <Akkarin> aka "only
if you have a ton of things in your atlas"
L1369[13:36:30] <Jiraiyah> what the...
dude how big would your textures be? max texture memory? how big is
that ?
L1370[13:36:56] <tterrag> Admiral_Damage,
atlas will always be better for performance
L1371[13:37:04] <Akkarin> I don't think
you get much speed benefit over using separate textures or your own
atlas at startup
L1372[13:37:07] <tterrag> so please, get
the idea that it's slow out of your head
L1373[13:37:08] <Jiraiyah> 4k textures
are rea~lly big even for texture atlases, either you are atlasing 4
512 textures or else it won't get that big
L1374[13:37:14] <tterrag> the *only*
potential concern is exceeding the max texture dimensions
L1375[13:37:21] <tterrag> other than
that, the atlas is always the better option
L1376[13:37:25] <Akkarin> Jiraiyah: 4 512
textures is 1024x1024
L1377[13:37:27] <Akkarin> ;-)
L1378[13:37:31] <ghz|afk> well
technically speaking bindless textures would be slightly
faster
L1379[13:37:31] <Jiraiyah> oopse
true
L1380[13:37:35] <ghz|afk> but minecraft
isn't that fancy ;p
L1381[13:37:38] <Jiraiyah> near mid night
here
L1382[13:37:41] <Admiral_Damage> tterag I
didnt say it was slow, but I've experienced on loading, with huge
256 textures (that my mod usewd to have), so slow...
L1383[13:37:49] <Admiral_Damage> now cut
it down to 32x
L1384[13:37:51] <ghz|afk> so atlas >
no atlas
L1385[13:38:15] <Akkarin> anyways: you'll
have to upload it at some point anyways. Either you spend a bit
extra on stitching there or you'll pay the price when rebinding
textures all the time
L1386[13:38:16] <ghz|afk> yes stitching
the atlas at load time is the worst part of that
L1387[13:38:16] <tterrag> there should
not be any significant performance difference with stitching a
large texture
L1388[13:38:25] <Drullkus>
Admiral_Damage: ಠ_ಠ Why tf do you need 256x textures?!
L1389[13:38:27] <Admiral_Damage>
essentially I only want these textures accessible and loaded, when
theyre needed, once
L1390[13:38:32] <Admiral_Damage> Drullkus
read the damn log..
L1391[13:38:36] <ghz|afk> I wish we could
just... cache it
L1392[13:38:49] <ghz|afk> with some
option in the settings to regenerate the atlas if it goeswrong or
we add mods
L1393[13:39:04] <ghz|afk> (or switching
resource packs)
L1394[13:39:10] <Admiral_Damage> tterag
my main concern wasn't the loading of one single large texture, it
was the loading of about 20 odd 512x textures
L1395[13:39:18] <Admiral_Damage>
consecutively at launch
L1396[13:39:29] <Jiraiyah> the what?
20*512?
L1397[13:39:34] <Jiraiyah> dude what are
you making?
L1398[13:39:37] <Admiral_Damage>
-.-
L1399[13:39:42] <Admiral_Damage> 20 odd,
quantity
L1400[13:39:44] <Admiral_Damage> I said,
large entities
L1401[13:39:50] <Jiraiyah> oh
L1402[13:39:52] <Admiral_Damage> if you
want a screnshot:
L1404[13:40:19] <Admiral_Damage>
oops
L1405[13:40:21] <Admiral_Damage> wrong
imgur
L1407[13:40:43] <diesieben07> ewwwww
uuids as strings
L1408[13:40:45] *
diesieben07 slaps Admiral_Damage
L1409[13:40:54] <Admiral_Damage> ignore
that,
L1410[13:41:00] <Akkarin> well an atlas
of that size would at least work on modern graphics cards. On older
things (including integrated) graphics that's gonna blow the limits
for sure
L1411[13:41:01] <diesieben07> no :P
L1412[13:41:04] <Admiral_Damage> That,
right there, is why I need large textures
L1413[13:41:11] <Akkarin> thing is
though: do you really need that much precision?
L1414[13:41:12] <ghz|afk> Admiral_Damage:
looks quite flat to me ;P
L1415[13:41:20] <TechnicianLP> why is it
japanese?
L1416[13:41:21] <Admiral_Damage> ghz duh
its not using textures atm -.-
L1417[13:41:33] <ghz|afk> yes but you
could have small textures, tiled
L1418[13:41:35] <Akkarin> or would lower
res + UV mapping do the exact same thing ;-)
L1419[13:41:37] <Admiral_Damage> not
japanese, is a hong kong bus route
L1420[13:41:38] <ghz|afk> no need for
massive ones
L1421[13:41:45] <Admiral_Damage> no ghz,
you cant
L1422[13:41:53] <Admiral_Damage> there is
a reason I'm doing this
L1423[13:41:58] <Admiral_Damage> items
-.-
L1424[13:42:05] <Akkarin> so make items a
texture?
L1425[13:42:10] <Admiral_Damage>
whut..
L1426[13:42:15] <Admiral_Damage>
o.e
L1427[13:42:25] <Admiral_Damage> no,
thats out of the question
L1428[13:42:51] <Admiral_Damage>
baaaaaaaack to the original damn topic.. I would like assistance in
item rendering dynamically
L1429[13:43:18] <Jiraiyah> diesieben07,
can i pm you for a question?
L1430[13:43:22] <diesieben07> go
ahead.
L1431[13:43:24] <tterrag> I already told
you how
L1432[13:44:00] <Admiral_Damage> you said
with a tesr, how
L1433[13:44:43] <Admiral_Damage>
rendering in tesr I can do, linking it to the item I cant do
L1434[13:47:57] <tterrag> Admiral_Damage,
ForgeHooksClient.registerTESRItemStack
L1435[13:48:17] <tterrag> and your
IBakedModel needs to return true from isBuiltInRenderer
L1436[13:48:22] <diesieben07> please
don't recommend TESR if it's not needed -_-
L1437[13:49:36] <Admiral_Damage>
dieseben07 please observe this, this is an example of what I want
rendered as an item, currently its the untextured one in the hotbar
http://i.imgur.com/dlkqEFx.png
L1438[13:49:57] <Admiral_Damage> it has a
gray texture all over (apart from the yellow bits), and is several
components of a model rendered as one
L1439[13:50:05] <diesieben07> i dont see
anything impossible.
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L1442[13:50:28] <diesieben07> there's
even stuff in forge already that allows you to combine
models.
L1443[13:50:38] <Admiral_Damage>
enlighten me?
L1444[13:50:48] <ghz|afk> can't you just
use a .obj model for that?
L1445[13:50:56] <Admiral_Damage> Ghz... I
AM using an obj model -.-
L1446[13:51:09] <ghz|afk> well then you
can use it as an item model?
L1447[13:51:10] <Admiral_Damage> the
colours change depending on how the item is dyed..
L1448[13:51:18] <ghz|afk> oh I see
L1449[13:51:21] <ghz|afk> so you'd need
IItemColor
L1450[13:51:27] <Admiral_Damage>
no...
L1451[13:51:29] <ghz|afk> but it's not
available for OBJ
L1452[13:51:31] <Admiral_Damage>
different, custom, dye
L1453[13:51:37] <Admiral_Damage> full
RGB
L1454[13:51:37] <ghz|afk> you
misunderstand
L1455[13:51:47] <Admiral_Damage> no,
IItemColor is the WHOLE.. item colour..
L1456[13:51:55] <ghz|afk> nope
L1457[13:51:58] <ghz|afk> let me
explain
L1458[13:52:00] <Akkarin> you can color
parts of the model
L1459[13:52:10] <ghz|afk> models can have
different tint indices in different parts
L1460[13:52:15] <ghz|afk> this can be
easily done with json models
L1461[13:52:18] <Akkarin> yup
L1462[13:52:22] <ghz|afk> but .OBJ import
doesn't have anything for it
L1463[13:52:25] <ghz|afk> it's al
imitation of .obj
L1464[13:52:27] <ghz|afk> however
L1465[13:52:29] <Akkarin> all you need to
do is return white for the parts you don't want to color
L1466[13:52:34] <ghz|afk> you can still
use a custom IBakedModel
L1467[13:52:37] <ghz|afk> which edits the
quads
L1468[13:52:48] <ghz|afk> to give the
right tint indices to the right parts of the model
L1469[13:52:58] <Admiral_Damage> ok well
let me just highlight something here, the model is also
constructed, depending on what parts you want on it
L1470[13:53:07] <Admiral_Damage> i.e the
gold clusters, the peak size, the crown shape, etc
L1471[13:53:16] <ghz|afk> if you ahve
multiple obj models, that makes the whole task much simpler
L1472[13:53:18] <ghz|afk> still
doable.
L1473[13:53:18] <Admiral_Damage>
different models (I thought about doing one big model with parts
hidden but its a pain)
L1474[13:53:32] <diesieben07> forge has
stuff for that
L1475[13:53:38] <diesieben07> i am trying
to find it
L1476[13:53:42] <Akkarin> multipart
models?
L1477[13:53:46] <Akkarin> that's vanilla
even
L1478[13:54:01] <diesieben07> well, this
sounds like it needs to be done in code
L1479[13:54:19] <Akkarin> possibly ... I
guess you can't decide based on NBT with the vanilla nonsense at
least
L1480[13:54:29] <Admiral_Damage> I'm
working with shadekiller on this mod atm, and author of the obj
impl that he is, even he is clueless on this
L1481[13:55:12] <diesieben07> if it
really comes down to it you can write your own IBakedModel
implementation that gets it's quads from multiple ones
dynamically.
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L1485[13:58:36] <Admiral_Damage> ghz|afk
I am doing exactly that, in the 3D hat renderer. I'm creating an
IBakedModel, using the OBJ Model stuff to bake the loaded model,
and then in runtime change the colour buffer for that instance
based on the colour info its receiving from nbt
L1486[13:58:41] <Admiral_Damage> for each
part of the hat
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L1490[14:18:13] <ghz|afk> Admiral_Damage:
well you can do it once -- change the tint index in the quads, and
then use an IItemColor to choose what color goes to what tint
index
L1491[14:19:48] <Admiral_Damage> so,
before you get to the final step of colouring, how do you do the
rendering of the quads for the item
L1492[14:20:22] <ghz|afk> you don't
"render" them
L1493[14:20:37] <ghz|afk> you use the
custom model loader to load a custom IBakedModel
L1494[14:20:41] <ghz|afk> which depends
on the real .obj model
L1495[14:21:01] <ghz|afk> then during
construction of the IBakedModel, you can get the quads from the obj
model, and tweak them
L1496[14:21:07] <Admiral_Damage> multiple
parts, the final model is contstructed out of these
L1497[14:21:18] <ghz|afk> the real obj
modelS then
L1498[14:21:19] <Admiral_Damage> there is
no one hat model
L1499[14:21:19] <ghz|afk> ;P
L1500[14:21:29] <ghz|afk> you can
assemble it in your IModel/IBakedModel
L1501[14:21:33] <ghz|afk> based on the
itemstack
L1502[14:21:51] <ghz|afk> that's what the
ItemOverrideList can help you achieve
L1503[14:22:27] <Admiral_Damage> Got any
examples? still confused
L1504[14:22:35] <Admiral_Damage>
in-code
L1505[14:22:53] <ghz|afk> not quite
L1507[14:22:59] <ghz|afk> I have one for
multi-part block
L1508[14:23:04] <ghz|afk> but not for
items using ItemOverrideList
L1509[14:23:42]
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L1510[14:24:52] <Admiral_Damage> I assume
the same would be done for the buses (buses wont be animated in
item form)
L1511[14:25:42]
⇨ Joins: iari (~iari___@tyaralin.shadowdrake.eu)
L1512[14:26:15] <ghz|afk> can be done,
yes
L1513[14:28:51] <Admiral_Damage> also, as
regard to the tesr way, I did consider animated models for one
particular thing,
L1514[14:30:41] <Admiral_Damage> Gyro for
the various vehicles in item form
L1515[14:31:04] <Admiral_Damage> broken
down, its basically a minecraft compass/clock but 3D
L1516[14:32:09] <Admiral_Damage> given
that ForgeHooksClient.registerTESRItemStack() is due to be removed
since 1.9, would it be an idea to just reflect my own version
in?
L1517[14:33:14]
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L1518[14:35:04]
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(~killjoy@cpe-2606-A000-1118-814C-8D4B-FD78-1738-66EF.dyn6.twc.com)
L1519[14:36:15] <ghz|afk> note that
TESRItemStack will not work for your use case
L1520[14:36:20] <ghz|afk> and no it has
not been removed yet
L1521[14:36:34] <ghz|afk> the reason it
will not work is that you don't have the actual ItemStack in
there
L1522[14:36:43] <ghz|afk> so you can't
get the info for rendering
L1523[14:39:06] <Admiral_Damage> is there
an alternative? or can dynamic rendering simply not be done on
items
L1524[14:40:50] ***
minecreatr is now known as Mine|away
L1525[14:45:05] <fry> define
"dynamic"
L1526[14:46:33]
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seconds)
L1527[14:49:20] <ghz|afk> Admiral_Damage:
I did try to explain that the IBakedModel#getItemOverrides lets you
return a different model (or a variation of the model) each frame,
so you can effectively make the model change or animate as you
want
L1528[14:49:20] <ghz|afk> ;P
L1529[14:49:23] <killjoy> compass and
clock are close to dynamic
L1530[14:49:39] <killjoy> define every
state it can be in, then tell the item which to use
L1531[14:49:41] <fry> neither of those
use TESRs
L1532[14:49:49] <fry> and you shouldn't
either
L1533[14:49:58] <killjoy> well TESR is
for tileentities
L1534[14:50:04] <Admiral_Damage> sure
I'll just define every frame of full 360 degree motion in 3
axis
L1535[14:50:11] <killjoy> not
itemstacks
L1536[14:50:32] <ghz|afk> Admiral_Damage:
no...
L1537[14:50:35] <ghz|afk> you cna have
ONE model
L1538[14:50:41] <Admiral_Damage> sarcasm
intended,
L1539[14:50:47] <ghz|afk> and use like, a
Capability with the animation data
L1540[14:50:56] <ghz|afk> if you need
animation
L1541[14:50:59] <ghz|afk> that's how the
animation models work
L1542[14:51:08] <ghz|afk> and if you just
need different models based on itemstack
L1543[14:51:08] <Admiral_Damage> and when
did I say compass and clock use tesrs...
L1544[14:51:10] <fry> sure, you can make
a mod or something, or continue practicing those sarcasm skills on
the irc :P
L1545[14:51:58] <Admiral_Damage> you
could also be writing documentation for the json or something but
hey
L1546[14:52:50] <fry> not starving is a
good option too, working on that first.
L1547[14:52:59] <Admiral_Damage> quick
question, never understood what is meant by # when referring to
methods and types
L1548[14:53:10] <Admiral_Damage> i.e
IBakedModel#getItemOverrides
L1549[14:53:28] <fry> some people use
that instead of . to introduce confusion
L1550[14:53:35] <fry> started in intellij
or smth :P
L1551[14:53:37] <Admiral_Damage> . _. it
has introduced confusion
L1552[14:53:41] <Admiral_Damage> is
confused
L1553[14:55:07] <killjoy> # is what the
javadocs use I think
L1554[14:55:50] <TechnicianLP> ^
L1555[14:56:48] <Vigaro> It is used to
discern methods from subclasses
L1556[14:57:38] <fry> that makes slightly
more sense :P
L1557[14:58:45] <killjoy> e.g. /** {@link
Minecraft#getMinecraft()}
L1558[14:58:58] <killjoy> */
L1559[15:03:16] <fry> actual code uses ::
since java8 so yay, more confusion
L1560[15:04:26] <killjoy> javadoc uses #
because html
L1561[15:05:06] <Admiral_Damage> Also, da
hell is a Capability
L1562[15:06:45] <killjoy> something to
replace nbt stuff
L1563[15:07:01] <killjoy> best example is
inventory
L1564[15:08:59] <Admiral_Damage> I'm
guessing others would be things like power/energy
L1565[15:09:53] <TechnicianLP>
fluids
L1566[15:12:07]
⇨ Joins: immibis
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L1567[15:14:55] <tterrag> ghz|afk: you
can get itemstack context for a TESR in the overrides
L1568[15:16:11]
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L1569[15:17:51] <Admiral_Damage> o?
L1570[15:18:27]
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L1571[15:20:11] <LexManos> !gf
allowedValues
L1572[15:23:01]
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L1573[15:28:34]
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L1575[15:30:53] <LexManos> these regexs.
Also, your guy's final regex was fine.. sorta.. it was really
costly CPU wise because it checked a lot of things it simply didnt
need to. We don't care if the syntax of the generic is valid, thats
for the compiler to care about. So we can just get away with fuzzy
checks. mine isnt perfect because for some reason the . wildcard
wasnt working so I had to hack it with [\w\W] but hey it
works!
L1576[15:31:57]
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L1577[15:33:33] <tterrag> I was kinda
worried about it being overly specific
L1578[15:33:45] <tterrag> but then again,
that's how we wound up with the "matches some return
statments" problem
L1579[15:34:38] <LexManos> there is two
aproaches to fix that, either make a specific list of valid
accessors {not hard the jvm spec has a nice lsit of them} or just
kill returns, either way works
L1580[15:35:40] <tterrag> that was my
original solution
L1581[15:35:43] <tterrag> I jsut added
(?!return)
L1582[15:35:44] <LexManos> Also, I added
named captures, could be expanded later to add a custom formatter
for javadocs like matthew wanted so he could inject srg names...
but meh
L1583[15:38:08] ***
DarkevilAway is now known as Darkevilmac
L1584[15:38:15] <tterrag> the original PR
post explained the broken return statements
L1585[15:39:14] <LexManos> not
really
L1586[15:39:33] <LexManos> you said
something about it but i didnt get what you were saying until i
started digging into the diffs so you need to explain better
L1587[15:40:32] <Admiral_Damage> Also
Lex, idk if you found out but the problem was nothing to do with
the packet code, I forgot I was sending the wrong packet somewhere
else, in the depths of event code
L1588[15:40:51] <Admiral_Damage>
regarding yesterday, just didnt want you to look into it any
further. My incompetence
L1589[15:41:20] <LexManos> fun, still
dotn know how the hell that shit works... it is kinda magic.
Generic type patching that sometimes works but sometimes
doesnt?
L1590[15:41:34] <LexManos>
matching*
L1591[15:42:05] <tterrag> generic type
what now?
L1592[15:42:07] ***
Mine|away is now known as minecreatr
L1593[15:42:14] <LexManos> the netty
packet handlers
L1594[15:42:27] <tterrag> what, do they
resolve explicit generics at runtime?
L1595[15:42:58] <LexManos> yes it does
something like this:
L1596[15:43:07] <LexManos>
MessageToMessageDecoder<IMessage>
L1597[15:43:42] <tterrag> ah
L1598[15:43:51] <LexManos> onRead(Object
msg){ if (msg isType
magicToGetMyGenericThatEndsWithIMessage){read}else{push.next(msg)}}
L1599[15:43:58] <tterrag> that's
like...super slow. why do they bother with that?
L1600[15:44:10] <LexManos> *hand wave*
netty magic
L1601[15:44:10] <fry> it does your
average reflection/introspection magic iirc
L1602[15:44:16] <tterrag> I have to admit
I tried something similar in one of my packets
L1603[15:44:28] <tterrag> you can
actually resolve runtime generics *if* it's an explicit
declaration
L1604[15:44:33] <tterrag> but it's slow,
and weird
L1605[15:44:44] <LexManos> i can see the
use, but the main thing i've always hatred about netty is IMO its
overengineered and convaluted as all shit
L1606[15:45:03] <tterrag> truth
L1607[15:45:08] <LexManos> But, that's
just an opinion
L1608[15:45:27] <fry> a lot of useful
things appear overengineered and convaluted at a first glance
:P
L1609[15:45:43] *
LexManos has been glancing at it for 3 years
L1610[15:45:52] <tterrag> heh, actually I
still do a bit of type resolution in a packet, just to sanity check
that TE types match between server/client
L1611[15:45:58] <fry> and a lot of shitty
horrible things are simple and small.
L1612[15:45:59] <tterrag> you wouldn't
think that's necessary....but somehow it is
L1613[15:46:33] <LexManos> its almost
like good and bad code can be written in any way and thats not the
real definer of it
L1614[15:46:48] <LexManos> But from my
viewpoint i prefer simpler smaller features.
L1615[15:47:01]
⇨ Joins: johni0702 (johni0702@johni0702.de)
L1616[15:47:10] <fry> everyone should
:P
L1617[15:47:17] <LexManos> Now! Another
thing on my todo list done. Time to work on more shit...
L1618[15:47:36] <killjoy> Just be glad
the abstraction isn't as bad as it could be
L1619[15:47:56] <tterrag> yeah, at least
we don't have an extra 3 layers of abstraction on top of netty. oh
wait...
L1620[15:47:59] <tterrag> :P
L1621[15:48:03]
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L1622[15:49:02] <killjoy> inb4
IImplementable
L1623[15:51:24] <fry> yeah, let's jump to
another extreme, white at assembly level for all that juicy
performance :P
L1624[15:53:25]
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L1625[15:54:10] <killjoy> Has anyone
looked at the custom log4j configs in the launcher?
L1626[15:54:20] <fry> oh wait, assembler
allocates where code lives in memory, can't have that, how will we
take advantage or addresses for all that constant pool
optimization.
L1627[15:54:23] <killjoy> messed with it
at all?
L1629[15:57:34] <killjoy> already have it
:(
L1630[15:57:38] <flappy> same
L1631[15:57:38] <killjoy> don't play
it
L1632[15:57:56] <killjoy> friend bought
it for me
L1633[15:58:19] <Admiral_Damage> The
pricing on that though..
L1634[15:58:21]
⇨ Joins: SixDev
(uid64016@id-64016.hathersage.irccloud.com)
L1635[15:58:35] <Admiral_Damage> the
package with the two dlcs being double that of the price of buying
separately
L1636[15:58:52] <minecreatr> how is data
actually stored in the "vertexData" array?
L1637[15:59:09] <ghz|afk> depends on
vertedformat
L1638[15:59:16] <ghz|afk> the
vertexformat literally tells you that
L1639[15:59:18] <minecreatr> sorry, mor
especifically
L1640[15:59:27] <minecreatr> how are
different types like floats stored in ints
L1641[15:59:44] <ghz|afk> uhm the same
bits are reinterpreted as int bits
L1642[16:00:21] <minecreatr> so a float
just takes up two spaces then?
L1643[16:00:25] <ghz|afk>
Float.floatToRawIntBits
L1644[16:00:29] <ghz|afk> no a float is 4
bytes
L1645[16:00:31] <ghz|afk> same as an
int
L1646[16:00:35] <ghz|afk> a Double would
take up two spaces
L1647[16:00:44] <LexManos> blutooth is
great.. except when its not..
L1648[16:00:47] <ghz|afk> a byte takes
1/4 of a space
L1649[16:00:47] <ghz|afk> etc
L1650[16:00:50]
⇦ Quits: cpup (~cpup@32.218.118.167) (Ping timeout: 204
seconds)
L1651[16:01:02] ***
cpw|out is now known as cpw
L1652[16:01:07] <minecreatr> oh, oops,
thought a float was 64 bits for some reason xD
L1653[16:01:23] <killjoy> that's a
double
L1654[16:01:32] <minecreatr> yeah
L1655[16:02:15] <minecreatr> why is it an
int[] as apposed to a byte[] though?
L1656[16:02:21] <ghz|afk> because
L1657[16:02:22] <ghz|afk>
Float.floatToRawIntBits
L1658[16:02:24] <ghz|afk> returns an int
;P
L1659[16:02:28] <minecreatr> I guess
xD
L1660[16:02:45] <ghz|afk> they could have
split up the into into bytes
L1661[16:02:47] <ghz|afk> but why
bother
L1662[16:02:57] <ghz|afk> making it int[]
means less code ;p
L1663[16:03:50]
⇨ Joins: cpup (~cpup@32.218.114.27)
L1664[16:05:10] <killjoy> bytes are
stored as ints in ram anyway
L1665[16:05:23] <killjoy> or at least
treated as such by the cpu
L1666[16:06:31] <ghz|afk> nah the cpu
doesn't care
L1667[16:06:36] <ghz|afk> memory fetches
are wider anyhow
L1668[16:06:40] <ghz|afk> like 64 bytes
or whatever
L1669[16:06:48] <killjoy> so they're
treated as longs
L1670[16:06:50] <ghz|afk> I think even
more now that we use DDR3
L1671[16:06:54] <ghz|afk> nono
L1672[16:06:57] <ghz|afk> longs are 16
bytes
L1673[16:06:59] <SixDev> Lex: is it fine
if I rehost the really old versions of forge that are on
sourceforge? I am building a little archive.
L1674[16:07:00] <ghz|afk> ;P
L1675[16:07:12] <ghz|afk> I mean cache
lines are even more than longs
L1676[16:07:18] <killjoy> we have no
number which is 64 bytes.
L1677[16:07:23] <ghz|afk> and then the
cpu just takes bits of the L1 cache
L1678[16:07:47] <ghz|afk> cpu registers
are primarily 64bit (or 32bit, depending on which cpu mode you are
in)
L1679[16:07:54] <ghz|afk> but in some
cases you can work with less
L1680[16:08:10] <ghz|afk> like in x64,
you have RAX
L1681[16:08:36] <ghz|afk> but you can
access only the low 32bits through EAX, or the low 16 bits in AX,
or the two bytes AH and AL
L1682[16:09:04] <ghz|afk> so saying that
"bytes are treated as ints" isn't really true
L1683[16:09:05] <ghz|afk> to the
cpu
L1684[16:09:09] <ghz|afk> bits are
bits
L1685[16:09:21] <ghz|afk> it just happens
to work in bigger units of bits
L1686[16:09:36] <ghz|afk> which may be
interpreted as an integer, or a float, or a character
L1687[16:09:45] <ghz|afk> depending on
the instructions used
L1688[16:10:17] <ghz|afk> (chars are ints
in most platforms, but in some rare cases, there are instructions
that work specifically with text strings)
L1689[16:10:32] <killjoy> I thought it
was an unsigned shrot
L1690[16:10:35] <killjoy> short
L1691[16:11:03] <ghz|afk> by
"ints" I meant "integer numbers"
L1692[16:11:07] <ghz|afk> not 32bit
specifically
L1693[16:11:07] <ghz|afk> ;p
L1694[16:11:18] <ghz|afk> the exact size
varies
L1695[16:11:27] <SixDev> cpw do you know?
"23:06:59 <SixDev> Lex: is it fine if I rehost the
really old versions of forge that are on sourceforge? I am building
a little archive."
L1696[16:11:34] <ghz|afk> plain old C
considers "char" a signed 8bit integer
L1697[16:11:39] <ghz|afk> (akin to java's
byte)
L1698[16:12:09] <ghz|afk> and there's
wchar_t which is an unsigned 16bit in windows
L1699[16:12:10] <quadraxis> well not
necessarily 8bits and not necessarily signed
L1700[16:12:13] <ghz|afk> and a 32bit int
in linux
L1701[16:12:26] <ghz|afk> quadraxis: yeah
yeah the spec is more vague
L1702[16:12:46] <ghz|afk> but for all
practical purposes, char === int8_t
L1703[16:13:04] <ghz|afk> "or
more"
L1704[16:13:15] <Deamon> unless you're in
an embedded system, then always check because conventions are out
the window
L1705[16:13:39]
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L1706[16:13:47] <ghz|afk> hence the
usefulness of stdint.h / inttypes.g
L1707[16:13:48] <ghz|afk> .h*
L1708[16:14:05] <barteks2x> what... I
just got the old minecraft out of memory screen. In 1.11.2
L1709[16:14:06] <ghz|afk> if the exact
size matters, you want int8_t/uint8_t and such
L1710[16:14:08]
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L1711[16:15:01] <killjoy> This is one of
the reasons I never understood c when I first started out
L1712[16:15:23] <ghz|afk> well the thing
about C is
L1713[16:15:28] <killjoy> so many
similar, yet confusingly different types
L1714[16:15:29] <ghz|afk> it was invented
before "one byte is 8 bits"
L1715[16:15:33] <barteks2x> I didn't even
know the old out of memory screen is still there
L1716[16:15:36] <ghz|afk> and such
conventions
L1717[16:15:46] <killjoy> yes, back in
1970 something
L1718[16:15:48] <ghz|afk> so
"char" simply meant
L1719[16:15:54] <ghz|afk> "whatever
can fit a character"
L1720[16:16:03] <ghz|afk> "int"
simply meant "whatever can fit a number"
L1721[16:16:17]
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L1723[16:16:25] *** portlane.esper.net sets
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L1724[16:16:34] <killjoy> Thank microsoft
for coming in and putting down the law.
L1725[16:19:19] <LexManos> SixDev, you
can, but not really, we should have all versions on our
archives
L1726[16:20:12] <SixDev> So yes or
no?
L1727[16:21:14] <LexManos> What files are
missing?
L1728[16:22:17] <SixDev> From the
files.minecraftforge.net page 1.0.0 to 1.3.2.0
L1729[16:22:22]
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L1730[16:23:02] <SixDev> IIRC
L1731[16:23:11] <ghz|afk> I see
1.1+
L1732[16:23:25] <ghz|afk> 1.0.0 no
L1733[16:23:42] <ghz|afk> wiat
L1734[16:23:44] <ghz|afk> you mean forge
version
L1735[16:23:46] <ghz|afk> not mc
version
L1736[16:23:49] <ghz|afk> nevermind
L1737[16:23:55] <SixDev> Yes
L1738[16:24:40] <LexManos> itd be better
to just properly mavenize those
L1739[16:24:45] <LexManos> and call it
good
L1740[16:25:01] <SixDev> That is
better
L1741[16:25:17] <SixDev> I just want them
to not go away
L1742[16:25:43] <LexManos> dont see why
they would, also dont see why anyone would care
L1743[16:25:57]
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L1745[16:26:22] <LexManos> build up a
archive of them in maven format and i can upload them to our file
server
L1746[16:27:19] <SixDev> Ok, I am on my
phone right now but I will do it tomorrow :)
L1747[16:28:50] <SixDev> Also should I
keep the old file names or update them to the current versioning
scheme?
L1748[16:29:51] <LexManos> new
sceme
L1749[16:29:58] <SixDev> Ok
L1750[16:31:50]
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L1753[16:39:51] <primetoxinz> hey. So I'm
currently rendering an OBJ via a TESR and I want to apply a color
to it. GlStateManager.color or VertexBuffer::color don't work,
anyone know how to do it?
L1754[16:41:33]
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L1755[16:42:11] <Admiral_Damage>
Sec
L1756[16:42:14] <Admiral_Damage> has that
answer
L1757[16:43:27] <Admiral_Damage> on your
call to bakedModel.getQuads, in the renderQuadColor call, it's the
third parameter,
L1758[16:44:11]
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L1760[16:44:20] <Admiral_Damage> and you
need to do a bit of bitwise magic to rearrange the java Color int,
if youre using those, to an int that the color buffer can
understand
L1761[16:44:53] <Admiral_Damage> default
Color type dictates RGBA, you need to put in ARGB
L1762[16:48:37] <Admiral_Damage> there
probably are other ways to do it, but thats the one that messes
with the gl stack the least
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L1766[16:51:42] <minecreatr> is
VertexFormat.getOffset(int index) in the format of number of byte
chunks, so 4 for one index on the array, or one per index, so 32
bit chunks?
L1767[16:52:14] <minecreatr> also, are
all the vertex formats made in such a way that things line up
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L1769[16:52:27] <minecreatr> so if you
have an int it would take up a single int in the data array,
instead of being halfway between two
L1770[16:52:35]
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L1771[16:52:36] <minecreatr> with the
other parts occupied by shorts or something
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L1773[16:54:50] <Shambling> are beacon
effects clones of potion/enchant effects, or are they completely
separate code bases?
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L1776[16:55:22] <minecreatr> I think that
beacons literally just apply the potion effect to players in a
radius.
L1777[16:55:38] <Shambling> so they're
all the same effects, no unique ones from potions?
L1778[16:55:46] <Shambling> hrmmm ok I'll
need to look at something else
L1779[16:56:13] <Shambling> though
truthfully, I want an AOE that changes item behavior, not player
behavior
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L1781[16:57:04] <Admiral_Damage> Might be
an idea to take a look at lingering potions
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L1783[16:57:24] <HQBanana> hola
L1784[16:57:57] <HQBanana> just a quick
question, does anybody know if something happened to
tileEntity.caninteractwith
L1785[16:57:58] <Admiral_Damage> More
specifically, the lingering potion entity
L1786[16:58:01] <HQBanana> because i cant
find anything on google
L1787[16:58:36] <HQBanana> im trying to
make a gui, so im making the container first which has an override
for canInteractWith but the tutorial im using returns
tileEntity.caninteractwith in that method
L1788[16:58:58] <Shambling> huh,
something added wooden shears to the game... and now it is
missing
L1789[16:58:59] <HQBanana> but i cant
seem to find anything about that so my guess is that it doesnt
exist in 1.10, and was wondering if anybody know what replaced
it
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L1791[17:00:11] <primetoxinz>
Admiral_Damage, I'm not sure when I'd call renderQuad as I'm just
going through BlockRenderDispatcher. would be a bitche to rewrite
that
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L1794[17:00:39] <Shambling> looking right
now through my source hqbanana
L1795[17:00:49] <primetoxinz> err,
renderQuadColor*
L1796[17:00:55] <HQBanana> i just found
out that that's a function in IInventory
L1797[17:01:00] <HQBanana> while im using
capacities
L1798[17:01:11] <HQBanana> started
modding 3 days ago haha not very familiar with forge yet
L1799[17:02:07]
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L1800[17:02:26] <Admiral_Damage>
primetoxinz, I don't have an example handy using the
BlockRenderDispatcher, though I'll look into it
L1801[17:02:55] <Shambling> yeah probably
got moved, most of the interfacing with that class seems to be
through capabilities now
L1802[17:03:26] <HQBanana> yeah thats
what someone told me yesterday, that IInventory is barely used
anymore and that i should use capacities
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L1804[17:03:31] <HQBanana> however i can
find very little on capacities :P
L1805[17:03:50] <Admiral_Damage>
primetoxinz, what version are you running?
L1806[17:03:56] <primetoxinz> 1.11
L1807[17:03:59] <primetoxinz>
1.11.2*
L1808[17:04:07] <HQBanana> so when
someone sent me a tutorial yesterday i was really happy and got my
inventory working, so naturally i thought a gui would be the next
step
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L1811[17:04:32] <Admiral_Damage> You
realise the second parameter for the BlockRendererDispatcher is a
BlockColors right..
L1812[17:04:32] <HQBanana> if that helps
you
L1813[17:04:34] <StormCloud> So, this is
going to sound stupid, but... what's a container in base minecraft?
(1.10.2) Almost everything is a "BlockContainer" and then
what seems like the gui for the crafting bench is a
"Container"
L1814[17:05:15] <primetoxinz> sorry,
going through BlockModelRenderer::renderModel. my bad
L1815[17:05:43] <primetoxinz>
renderModelBrightnessColor does not work either
L1816[17:05:44] <HQBanana> i just did a
really big derp
L1817[17:05:59] <HQBanana> shambling
sorry to waste your time... i missed 2 lines in the tutorial code
like 5 times
L1818[17:06:24] <Shambling> np I should
have known it already lol
L1819[17:06:47] <Admiral_Damage> prime,
what one of those are you calling
L1820[17:06:49] <Admiral_Damage> there
are two
L1821[17:06:56] <primetoxinz> neither
worked
L1822[17:07:03] <Admiral_Damage> what are
you passing in?
L1823[17:07:23] <primetoxinz> one
sec
L1824[17:09:07] <primetoxinz> I can only
use renderModel() because renderModelBrightness calls
Tesselator::begin, which I do not want
L1825[17:09:17] <primetoxinz>
VertexBuffer::begin*
L1826[17:09:27] <primetoxinz> so I have
to color some other way
L1827[17:09:54] <Admiral_Damage> Why not?
You should be ending your buffers once youve used them with
tesselator.draw();
L1828[17:10:11] <primetoxinz> I am
drawing multiple models in the same draw call
L1829[17:16:36] <HQBanana> does anybody
have the default minecraft gui image? i just need a quick gui image
to test
L1830[17:16:49] <tterrag>
...default?
L1831[17:16:54] <HQBanana> that gray
thing
L1832[17:17:08] <HQBanana> like when you
open a chest you have the gray background with darker gray
slots
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L1834[17:17:11] <HQBanana> i need that
gray background :P
L1835[17:17:25] <tterrag> no...every GUI
is its own image
L1836[17:17:29] <tterrag> just grab the
furnace or whatever
L1837[17:18:40] <HQBanana> this is my
first gui :P so eh, just google the furnace gui and that should
look decent?
L1838[17:19:13] <tterrag> I wouldn't
google it. just grab it from the MC resources
L1839[17:19:16] <Admiral_Damage> ^
L1840[17:19:40] <HQBanana> im just
confused on 1 small thing
L1841[17:19:50] <HQBanana> the tutorial
im using calls it the background
L1842[17:20:02] <HQBanana> the entire
image includes slots and gray areas around slots, is that the
background
L1843[17:20:18] <HQBanana> or is the gray
area around the slot an overlay of the slots (which woudl then be
the background)
L1844[17:20:19] <Admiral_Damage> it is a
background by context of what you want it to be
L1845[17:20:28] <Admiral_Damage>
assets/minecraft/textures/gui/container/furnace.png
L1846[17:20:30] <Admiral_Damage> take a
look
L1847[17:20:35] <HQBanana> okie lemme
find that
L1848[17:20:45] <HQBanana> ing radle
right?
L1849[17:20:50] <Admiral_Damage>
wat?
L1850[17:20:56] <Admiral_Damage> In your
IDE, go to your referenced libraries
L1851[17:20:59] <tterrag> cpw: during a
NetworkCheckHandler invokation, would it be possible to request
information from the serverside mod?
L1852[17:21:04] <Admiral_Damage> and open
the forgeSrc jar
L1853[17:21:11] <tterrag> i.e. my mod is
installed on both sides and I want to check a setting on the server
from the client
L1854[17:21:17] <HQBanana> found it
L1855[17:21:43] <tterrag> the background
is actually the translucent grey color that is rendered behind
everything
L1856[17:21:51] <tterrag> or on some
menus, the repeating dirt pattern
L1857[17:22:00] <Admiral_Damage>
HQBanana, your 'slots', 'meters', 'buttons', 'indicators', can all
be rendered on top of an 'empty' gui, that has markers for where
they would go
L1858[17:22:15] <Admiral_Damage> empty
being, not empty
L1859[17:22:21] <Admiral_Damage> but with
drawn, png slots
L1860[17:22:48] <HQBanana> i still dont
completely grasp that concept, i guess it's just a matter of me
figuring out the system
L1861[17:22:59] <HQBanana> as i said,
started modding 3 days ago, started guis like an hour ago
L1862[17:23:08] <HQBanana> so i have yet
to really figure out what does what
L1863[17:23:31] <Admiral_Damage> If you
look at the image, youll see that the actual GUI image is
makebelieve, and ingame just has slots at the locations on the
image
L1864[17:23:52] <Admiral_Damage> and for
progress bars for example, youll have a texture that 'grows'
L1865[17:24:28] <HQBanana> so the slots i
make in code are the actual dark gray areas?
L1866[17:24:38] <Admiral_Damage> they are
placed on top of the dark gray areas
L1867[17:24:45] <Admiral_Damage> the code
and the image are not one and the same
L1868[17:24:51] <HQBanana> assuming i
specified the coordinates correctly right?
L1869[17:24:52] <Admiral_Damage> its
visual trickery
L1870[17:24:56] <Admiral_Damage>
yes
L1871[17:25:14] <HQBanana> because i dont
think mine are correct yet :P used a tutorial for a container with
1 row of 9 slots
L1872[17:25:24] <HQBanana> while i just
want a single slot in the middle of my inventory gui
L1873[17:25:34] <HQBanana> so i have to
figure out what coordinate that is :P
L1874[17:25:47] <Admiral_Damage> a button
is defined as the confined spaces on a screen within a region that
you have defined, i.e a 128x128 square button, will be 128px by
128px at a specific co-ordinate on your gui, you then have to tune
that to where you want it on your image with co-ords
L1875[17:25:48] <tterrag> it will match
up with the pixel coordinate of the slot in your texture
L1876[17:25:52] <primetoxinz> there has
to be an easy way to tint a baked model without tinting each quad
individually...
L1877[17:27:03] <Admiral_Damage>
HQBanana, if you still don't understand, set one of the ingame GUI
textures to be a plain colour, the slots will still be in the
correct location
L1878[17:27:09] <HQBanana> do you happen
to know where the origin of the image lies, whether its in one of
the corners or the middle?
L1879[17:27:19] <Admiral_Damage>
Orthographic corner, upper leftg
L1880[17:27:21] <HQBanana> ah okay i
could try that
L1881[17:27:28] <HQBanana> okie
L1882[17:27:43] <HQBanana> well im going
to run in debug mode so i can see changes that i make
L1883[17:27:52] <HQBanana> when i got the
code to not give more errors :P
L1884[17:28:05] *
Admiral_Damage recommends you use an image editor with a backdrop
around the workspace so you can recognise these things
L1885[17:29:07] <HQBanana> backdrop
around the workspace? gosh i must sound stupid right now...
L1886[17:29:11] <HQBanana> sorry for all
the bothering
L1887[17:29:24] <Admiral_Damage> Not at
all, I'm talking about an image editor like photoshop or
fireworks
L1888[17:30:54] <Admiral_Damage> so,
convention with GUI design in general if you have to use images for
a background states
L1889[17:30:58] <Admiral_Damage> that
uh
L1890[17:31:12] <HQBanana> oh i use
paint.net
L1891[17:31:14] <HQBanana> :#
L1892[17:32:37] <Admiral_Damage> that
works too but
L1893[17:33:40] <Admiral_Damage> GUI
common convention states, IF you should use images that are
orthographic, you should start with the orthrographic corner,
either top or bottom depending on your construction, and that you
should know the width of the gui, which is 176px for brewing stand
for example, out of the total 256, so for the GUI texture, you'd
define px 1-176 as the GUI width, the renderer would then take that
section of the image, and set it as
L1894[17:33:40] <Admiral_Damage> the
region
L1895[17:34:34]
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L1896[17:34:42] <Admiral_Damage> the
reason this is important, knowing the width I mean is, if you want
the GUI centred (most of us do), you then divide that width by 2,
and then get the width of the viewport/camera, then render the gui
at half of the width of the viewport, minus half of the width of
the gui
L1897[17:34:45] <Admiral_Damage> that way
its centred
L1899[17:36:34] <HQBanana> welp time to
run and crash
L1900[17:37:06] <Admiral_Damage>
Paint.NET does have the same border, I just forgot about it
L1901[17:37:18] <HQBanana> so i could
technically keep using paint.net?
L1902[17:37:22] <Admiral_Damage> ofc
o.O
L1903[17:37:37] <HQBanana> eh....
L1904[17:37:43] <HQBanana> i started my
game and nothing is responding
L1905[17:37:46] <HQBanana> i cant even
/gamemode...........
L1906[17:37:50] <Admiral_Damage> I was
just suggesting examples, didnt know what you used at the
time
L1907[17:37:59] <HQBanana> yeh i
knwo
L1908[17:39:20] <HQBanana> okay when i
dont call the registerGuiHandler everything is fine
L1909[17:40:05] <Admiral_Damage> Are you
new to programming as well, or java, or just forge?
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L1911[17:40:44] <Admiral_Damage> if so,
recommends learning to use breakpoints
L1912[17:41:29] <HQBanana> new to
java
L1913[17:41:34] <HQBanana> and
forge
L1914[17:41:49] <Admiral_Damage> Okay, do
you know what breakpoints are?
L1915[17:41:52] <HQBanana> yeh
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L1917[17:49:06] <HQBanana> hmm n more
crashings or whatever i just had... when i right click jar, nothing
happens xD
L1918[17:49:16] <HQBanana> these are the
fun thing sto debug... no errors but also doesnt work
L1919[17:50:10] <HQBanana> could it have
to do with my blockstate?
L1920[17:50:25] <HQBanana> because i dont
full understand blockstates but that sounds like it might hav
esomething to do with it
L1921[17:50:33] <HQBanana> or do
inventories ignore blockstate
L1922[17:50:40] <Admiral_Damage> You need
to give a bit more info than that lol
L1923[17:50:46] <Admiral_Damage> Do you
have the code on a repo?
L1924[17:54:06] <HQBanana> nope
L1925[17:54:12] <HQBanana> i can make a
quick gist tho
L1926[17:54:21] <HQBanana> of my tile
entity and gui/inventory classes
L1928[17:56:10] <HQBanana> forgot to add
the blockstates.json....
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L1930[17:59:07] <Admiral_Damage> What's
actually happening?
L1931[17:59:39] <HQBanana> well i was
under the assumption that the gui would automatically be opened
upon interaction
L1932[17:59:47] <HQBanana> i have now
added 1 line of player.openGUI
L1933[18:00:00] <HQBanana> oh
L1934[18:00:02] <HQBanana> that
works
L1935[18:00:12] <HQBanana> lol......
wups
L1936[18:00:25] <HQBanana> it looks like
crap but hey.. it works
L1938[18:00:40] <Admiral_Damage> just
fiddle with the width and stuff and it should be fine
L1939[18:00:52] <HQBanana> yeh im gonna
make some soup and then run it in debug mode when im done eating
:P
L1940[18:00:58] <HQBanana> so i can just
change positions on the go
L1941[18:01:50] <Admiral_Damage>
Suspiciously large cookie for such a small jar
L1942[18:02:32] <Shambling> what mod is
it that shows ore spawn rates in JEI?
L1943[18:02:36] <Shambling> is it JEI
itself?
L1944[18:03:57] <Admiral_Damage> o.O
sounds awesome, never heard of it
L1945[18:04:02]
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L1947[18:04:37] <flappy> JER
L1948[18:04:49] <Shambling> I have that
installed, wonder why it wasn't working when I clicked on an
ore
L1949[18:05:00] <Shambling> maybe not
compatible with cofh
L1950[18:05:08]
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L1951[18:05:26] <Shambling> I'll load up
and give myself a block and try again
L1952[18:05:36] <Shambling> could be it
just didn't have a world gen, as the IC2 uranium was doing the same
thing
L1953[18:06:04] <Shambling> said the only
way to get uranium ore was one of those laser array things from
that mod with the name...
L1954[18:06:21] <Admiral_Damage> Welp, ya
it does say something about a world-gen.json
L1955[18:06:30] <Shambling> environmental
tech :)
L1956[18:06:33] <Admiral_Damage>
aparently toggling a "DIY setting"
L1957[18:06:39] <Admiral_Damage> for your
own distributions
L1958[18:06:47] <Admiral_Damage> but no
idea if thats to do with mod ores
L1959[18:07:39] <Shambling> huh why would
DIY be on by default
L1960[18:07:54] <Shambling> that is like
depending on people to not spill coffee on their laps without a
"danger hot" sign on coffee cups
L1961[18:08:30] <Admiral_Damage> I rarely
see those, common sense is a thing
L1962[18:09:41] <Shambling> hrmmm.. I'll
agree I haven't seen one of those in a while
L1963[18:10:07] <Admiral_Damage> When one
orders a hot beverage, theyre usually aware that its hot
L1964[18:10:31] <Admiral_Damage> "Uh
yes, excuse me, I'd like my coffee cold, and sat in a fridge for a
week"
L1965[18:10:42] <Lord_Ralex> well, there
is iced coffee
L1966[18:10:46] <Admiral_Damage>
yuck
L1967[18:10:48] <Lord_Ralex> not even
close to real coffee
L1968[18:13:45]
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L1969[18:15:59] <Admiral_Damage> Spent
about 8 months putting it off over and over again, I finally got
over my fear of networking yesterday, irc very helpful, found a
bug, spent 4 hours figuring it out, was something stupid, raucous
laughter later, now that I can progress with the mod, I'm lazy as
hell and cant be bothered to do anything
L1970[18:17:16] <Admiral_Damage>
everything is golden atm to implement the vehicles, just, cant be
bothered
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L1973[18:19:25] <A1b3> How dynamic world
mods load their custom world which needs server-side
information?
L1974[18:19:46] <A1b3> Like Mystcraft and
RFTools dimensions
L1975[18:29:41]
⇨ Joins: Cooler (~coolerext@59.96.4.56)
L1976[18:35:53] <HQBanana> :D yay i have
a working jar with gui
L1978[18:39:31] <CodeBirb> So, for the
life of me, I can't figure out the stencil buffer..
L1979[18:40:06] <CodeBirb> Did this
thing, like.. explode in 1.11? I've tried several variations on
code snippets and nothing.
L1980[18:41:02] <HQBanana> is there a
simple way of displaying the item count in my own gui?
L1981[18:41:07] <HQBanana> because it
doesnt do that
L1982[18:45:16] <Admiral_Damage> sorry
was away making sandwich
L1983[18:45:21] <Admiral_Damage> er no
idea to be honest
L1984[18:45:46] <HQBanana> :P yeah cuz
when i put 16 items in which is the max the jar can hold atm, it
only displays that the item is in there
L1985[18:45:53] <HQBanana> it has the
actual amount information but just doesnt display it
L1986[18:46:32] <Admiral_Damage> i have
no idea, id assume itd be a boolean like showQuantity or w/e
L1987[18:46:52] <Admiral_Damage> if you
take it out, do you get 16 out?
L1988[18:47:01] <Admiral_Damage> also,
are you displaying the item, or the itemstack
L1989[18:48:08] <HQBanana> yeah
L1990[18:48:11] <HQBanana> i get the
correct amount out
L1991[18:48:19] <HQBanana> uh i should be
displaying the itemstack
L1992[18:48:42] <Admiral_Damage> i havent
actually seen the rendering code for items in gui
L1993[18:48:47] <HQBanana> oh wait
L1994[18:48:53] <HQBanana> i think i
might know the issue, not sure tho
L1995[18:50:23] <HQBanana> nope not
it
L1996[18:52:29] <HQBanana> im not
explicitly drawing the stack though
L1997[18:52:49] <HQBanana> im using
drawGuiContainerBackgroundLayer and i guess the container and
GuiContainer take care of the item rendering
L1998[18:53:01] <Admiral_Damage> i dont
know as im inexperienced but logically that should happen, i.e
rendering the stack, not the item
L1999[18:53:12]
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L2000[18:53:13] <Admiral_Damage> if youre
rendering the item, youre rendering a soul, singular, instance of
the item
L2001[18:53:19] <Admiral_Damage> which is
what we're seeing
L2002[18:55:11]
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L2006[19:01:28] <HQBanana> uhm this might
sound weird.. but how does java color work
L2007[19:01:33] <HQBanana> because i need
a parameter color
L2008[19:01:35] <HQBanana> which is an
int
L2009[19:01:38] <HQBanana> ... how is a
color an int
L2010[19:02:07] <Admiral_Damage>
RGBA
L2011[19:02:12] <HQBanana> thats 4
values
L2012[19:02:17] <Admiral_Damage>
yup
L2013[19:02:20] <HQBanana> this requires
1 int color
L2014[19:02:22] <HQBanana> as a
parameter
L2015[19:02:23] <Admiral_Damage>
YUP
L2016[19:02:26] <Admiral_Damage> :D
L2017[19:02:29] <HQBanana> so how would i
pass that color....
L2018[19:02:35] <Admiral_Damage>
0xXXXXXXXX
L2019[19:02:37] <Admiral_Damage>
RRGGBBAA
L2020[19:02:39] <HQBanana> oh
L2021[19:02:40] <HQBanana> god
L2022[19:02:42] <Admiral_Damage> :D
L2023[19:02:42] <HQBanana> that
thing
L2024[19:02:47] <Shambling> convert the
hex to an int using calculator
L2025[19:02:53] <Admiral_Damage> wtf @
shambling
L2026[19:02:56] <Shambling> =P
L2027[19:02:58] <Admiral_Damage> no just
do what i did
L2028[19:03:00] <Admiral_Damage>
sec
L2029[19:03:03] <HQBanana> RR?
L2030[19:03:05] <fry> there's no
"java color"
L2031[19:03:07] <HQBanana> i know RRR and
R
L2032[19:03:08] <Shambling> well if you
want to see what the int value is going to be
L2033[19:03:09] <HQBanana> xD
L2034[19:03:15] <HQBanana> thats hex isnt
it...
L2035[19:03:19] <Shambling> if you have a
RGB hex value
L2036[19:03:26] <HQBanana> im gonna
google how to hex lol
L2037[19:03:31] <Admiral_Damage> 24 bit
hex is 6 figures
L2038[19:03:31] <HQBanana> i know its 1 -
16
L2039[19:03:31] <fry> and MC uses
different orders of bits for packing into an int depending on a
context
L2040[19:03:34] <Admiral_Damage> 32 bit
hex is 8 figures
L2041[19:03:38] <Shambling> yeah
unfortunately minecraft doesn't use hex for color
L2042[19:03:39] <CodeBirb> I just abuse
awt because it's there and I'm a terrible person >.>
L2043[19:03:50] <Admiral_Damage> CodeBirb
we are all terrible people
L2044[19:03:53] <Admiral_Damage> works
tho
L2045[19:04:10] <HQBanana> wait so what
would green be
L2046[19:04:13] <HQBanana> as int
L2047[19:04:17] <Shambling> satan
L2048[19:04:21] <Shambling> 666
L2049[19:04:22] <Shambling> =P
L2050[19:04:25] <Shambling> let me go
look :P lol
L2051[19:04:26] <Admiral_Damage> because
the colour order with awt Color and minecraft's color ints are
incompatible, you just shift them correctly, and you get the
output
L2052[19:04:27] <HQBanana>
0x00FF00FF?
L2053[19:04:33] <fry> "works
tho" is why we can't have nice things. :P
L2054[19:04:37] <HQBanana> XD
L2055[19:04:41] <Shambling> well I'm not
even going to attempt the alpha, so meh
L2056[19:04:44] <HQBanana> my guess would
be 0x00FF00FF
L2057[19:04:46] <Admiral_Damage> I have
nice things o.o
L2058[19:04:52] <Hex> "works
tho" is the best programming philosophy, you know!
L2059[19:04:58] <Shambling>
16711935
L2060[19:05:02] <Admiral_Damage> let me
just, slam on the brakes for this, a sec
L2061[19:05:18] <Shambling> what are you
using the colors on? minecrafts biome stuff? something else?
L2062[19:05:21]
⇨ Joins: Kzitold (webchat@75.188.36.119)
L2063[19:05:22] <HQBanana> .... how is
green 16711935
L2064[19:05:29] <Shambling> notch
L2065[19:05:30] <HQBanana> i swear you
made that up
L2066[19:05:31] <HQBanana> xD
L2067[19:05:42] <Shambling> 0x00ff00ff is
16711935 in decimal
L2068[19:05:50] <Shambling> or 77600377
in oct :P
L2069[19:05:52] <HQBanana> but
L2070[19:05:52] <Admiral_Damage> but who
the hell uses decimal o.e
L2071[19:05:56] <HQBanana> 0x00ff00ff
give sme pink
L2072[19:05:57] <HQBanana> xD
L2073[19:06:00] <Shambling> psycho java
people
L2074[19:06:05] <fry> it's decimal due to
the decompiler
L2075[19:06:11] <fry> no sane person
actually writes that
L2076[19:06:18] <Admiral_Damage> was
going to say
L2077[19:06:22] <Admiral_Damage> as a
long time AVR programmer..
L2078[19:06:25] <Admiral_Damage> how
about no
L2079[19:06:52] <Hex> Binary literals are
the greatest
L2080[19:07:00] <Shambling> literally the
best
L2081[19:07:01]
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L2082[19:07:29] <Shambling> I don't think
the code calls the alpha channel
L2083[19:07:29] <Admiral_Damage>
HQBanana, you can use the java awt Color type for the input of
this, and this is to be used in the vertexbuffer ARGB
https://pastebin.com/RHQEBK2e
L2084[19:07:43] <Admiral_Damage> or where
ever you need to i guess for whatever reason
L2085[19:07:43] <Shambling> or its ARGB
instead of the proper RGBA
L2086[19:07:53] <Admiral_Damage>
"proper RGBA" pffft
L2087[19:07:58] <HQBanana> yeh im sure
its argb
L2088[19:08:02] <Shambling> RAGB?
L2089[19:08:06] <Admiral_Damage>
BARG
L2090[19:08:10] <Shambling> there we
go
L2091[19:08:10] <Admiral_Damage> GRAB
wait no
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L2093[19:08:11] <HQBanana> because 255,
0, 255 in rgb is magenta
L2094[19:08:15] <HQBanana> and 00ff00ff
gave me magenta
L2095[19:08:22] <HQBanana> so that'd be
alpha / r / g / b
L2096[19:08:31] <Admiral_Damage>
HQBanana, use the pastebin i sent :P
L2097[19:08:36] <Shambling> argh why am I
getting huge mushrooms
L2098[19:08:40] <Shambling> I have those
disabled
L2099[19:08:56] <HQBanana> what
pastebin
L2100[19:08:59] <Shambling> do huge
mushrooms even spawn in roofed forests :(
L2101[19:09:01] <Admiral_Damage> the link
i just sent you lmao
L2102[19:09:02] <HQBanana> oh that
L2103[19:09:27] <HQBanana> so i just dump
that method in a class i can access from anywhere
L2104[19:09:30] <HQBanana> and call it
basically?
L2105[19:09:33] ***
Abrar|gone is now known as AbrarSyed
L2106[19:09:34] <Admiral_Damage> ya
L2107[19:09:36] <HQBanana> kewl
L2108[19:09:38] <HQBanana> ty
L2109[19:09:50] <Admiral_Damage>
personally I have a renderer class which does generics magic
L2110[19:10:08] <Admiral_Damage> and
already loads the models when i just pass in an immutable map of
them
L2111[19:10:15] <HQBanana> uh
L2112[19:10:16] <Admiral_Damage> so that
my rendering code is a lot tidier
L2113[19:10:18] <Admiral_Damage>
but
L2114[19:10:20] <HQBanana> which of the
10000 colors should i import
L2115[19:10:24] <Admiral_Damage> thats,
wayyy down the line
L2116[19:10:24] <HQBanana> theres
java.prism.paint
L2117[19:10:25] <Admiral_Damage> oh
L2118[19:10:26] <HQBanana> and 4
more
L2119[19:10:28] <Admiral_Damage>
awt
L2120[19:10:41] <Admiral_Damage>
wait
L2121[19:10:42] <Admiral_Damage> no
L2123[19:10:47] <HQBanana> dat
L2124[19:10:50] <Admiral_Damage>
org.lwjgl.util.Color
L2125[19:11:00] <HQBanana> oh
L2126[19:11:07] <HQBanana> explains why
it didnt work :P i chose the first one
L2127[19:11:12] <Admiral_Damage> im
pretty sure you can use either awt, or lwjgl
L2128[19:11:14] <Admiral_Damage>
but
L2129[19:11:22] <Admiral_Damage> i just
wanted to show you the method
L2130[19:11:25] <Admiral_Damage> so you
can make your own
L2131[19:11:38] <HQBanana> well this one
is pretty eh.. compact
L2132[19:11:40] <HQBanana> and
nifty
L2133[19:17:25] <Admiral_Damage> Ю_Ю uses
it a lot
L2134[19:17:46]
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L2135[19:19:03] <HQBanana> oh thats
beautiful
L2136[19:19:08] <HQBanana> it renders it
behind the object........
L2137[19:19:10] <HQBanana> rip idea
L2138[19:19:49] <Admiral_Damage> just
change the draw call order
L2139[19:19:54] <Admiral_Damage> do it
lower down the stack
L2140[19:20:00] <Admiral_Damage> er, the
background that is
L2141[19:20:07] <HQBanana> yeah one
issue.. i have no idea where the default stuff is called
L2142[19:20:18] <Admiral_Damage>
drawScreen?
L2143[19:20:21] <HQBanana> because i
thought that drawGuiContainerForegroundLayer would work
L2144[19:21:05] <Admiral_Damage> let me
just send you uh
L2145[19:21:08] <Admiral_Damage> how I do
things
L2146[19:21:18] <Admiral_Damage> this
isnt an item gui
L2147[19:21:29] <Admiral_Damage> or an
inventory gui, but it should give you an idea of the draw
orders
L2148[19:21:50] <HQBanana> okie
L2149[19:22:13] <CodeBirb> Someone mind
helping me figure out why Minecraft apparently hates my stencil
code? It's.. fairly simple.
L2151[19:23:04] <Admiral_Damage> god damn
i hate pastebin now
L2152[19:23:22] <HQBanana> gist OP
L2153[19:23:30] <Admiral_Damage> yeah idk
im still used to pastebinning things
L2154[19:23:43] *
Admiral_Damage uses gist, uses bitbucket
L2156[19:24:47] <HQBanana> ty
L2157[19:25:11] <CodeBirb> Also I may or
may not be addicted to lambdas and j8 things
L2158[19:25:18] <Admiral_Damage>
noticed..
L2159[19:25:22] <Admiral_Damage> geez
o.O
L2160[19:25:26] <CodeBirb> Sue meh.
L2161[19:25:28] <HQBanana> ah okay so you
just override drawscreen
L2162[19:25:31] <Admiral_Damage>
Gladly
L2163[19:25:41] <CodeBirb> [ You'll get
nothing ]
L2164[19:25:44] <HQBanana> all im doing
is call drawGuiContainerForegroundLayer and
drawGuiContainerBackgroundLayer
L2165[19:25:45] <Admiral_Damage> wanna
bet
L2166[19:25:59] <HQBanana> yeah i should
probably override drawscreen then
L2167[19:26:09] <Admiral_Damage> lol wut,
youre drawing it all on the one layer?
L2168[19:26:11] <CodeBirb> I mean, like.
If you want a 5 year old pc and a bed
L2169[19:26:29] <Admiral_Damage> this is
getting too personal
L2170[19:26:33] <Admiral_Damage> id
rather not lmao
L2171[19:26:40] <CodeBirb> :3
L2172[19:26:46] <HQBanana> .... this is
why i like c++
L2173[19:26:47] <CodeBirb> Anyway
L2174[19:26:56] <HQBanana> i try to get
the stacksize in my gui rendering
L2175[19:26:57] <Admiral_Damage> go off
to C++ land then
L2176[19:27:02] <Admiral_Damage> banned
topics are banned topics
L2177[19:27:13] <HQBanana> but in my
special rendere to render the item inside the jar i set the
staacksize to 1
L2178[19:27:28] <CodeBirb> I've tried
Cofh's old code, some bits from RFTools I think, several stencil
tutorials off the interwebs, even some stuff from the forum
admins
L2179[19:27:28] <HQBanana> and it changed
the original stacksize and not my copy because i forgot to add
.copy()
L2180[19:27:32] <HQBanana> :# y u do dis
java
L2181[19:27:35] <Admiral_Damage> wait
what,
L2182[19:27:39] <Admiral_Damage> no, y u
do dis HQBanana
L2183[19:27:42] <HQBanana> ?
L2184[19:27:48] <Admiral_Damage> youre
setting the stack size to 1
L2185[19:27:53] <CodeBirb> y u do dis?
Because reference types.
L2186[19:27:54] <Admiral_Damage>
dafuq
L2187[19:27:59] <HQBanana> yeh
L2188[19:28:00] <CodeBirb> lern 2
deepcopy
L2189[19:28:15] <Admiral_Damage> insert
wargames reference "dont ya think I tried that"
L2190[19:28:33] <HQBanana> so that my
special rendere isnt gonna render 16 items inside
L2191[19:28:38] <HQBanana> while it only
should render 1
L2192[19:28:51] <Admiral_Damage> god damn
put the code up
L2193[19:28:58] <HQBanana> this is just a
bunch of tutorials thrown together mate
L2194[19:29:03] <HQBanana> remember i
started 3 days ago
L2195[19:29:07] <HQBanana> im just
smashing tutorials together
L2196[19:29:08] <CodeBirb> we still need
code
L2197[19:29:10] <HQBanana> trying to
learn how dis works :P
L2198[19:29:14] <Admiral_Damage> means
nothing, read the decomp workspace D<
L2199[19:29:18] <CodeBirb> to see what
you're TRYING to do anyway
L2200[19:29:18] <Admiral_Damage> hardcore
>:U
L2201[19:29:19] <HQBanana> the wat
L2202[19:29:26] <HQBanana> codebirb it
works
L2203[19:29:30] <HQBanana> its just not
the best way to do it :P
L2204[19:29:33] <Admiral_Damage> dude you
didnt know what i meant by check the assets
L2205[19:29:36] <Admiral_Damage> that
same jar
L2206[19:29:40] <Admiral_Damage> contains
all the mc code
L2207[19:29:44] <Admiral_Damage>
examples
L2208[19:29:46] <Admiral_Damage>
etc
L2209[19:29:47] <HQBanana> :|
L2210[19:30:10] <Admiral_Damage> tis a
goldmine, if you can learn to read code from that, you can
effectively teach yourself
L2211[19:30:13] <CodeBirb> I once made
the mistake of looking at Minecraft for networking code
L2212[19:30:23] <HQBanana> lol
L2213[19:30:24] <CodeBirb> Vanilla code,
man. Not even once.
L2214[19:30:39] <Admiral_Damage> Oh you
weren't around yesterday
L2215[19:30:45] <Admiral_Damage> you
didn't see what catastrophe I unleashed
L2216[19:30:56] <Admiral_Damage> and had
about 5 people here scratching their heads incl Lex
L2217[19:31:34] <CodeBirb> My thought was
innocent enough: "Wonder if there's an easier way to do tile
synchronization with small packets"
L2219[19:31:41] <CodeBirb> 10 minutes
later...
L2220[19:31:55] <Admiral_Damage> had both
send calls going at once
L2221[19:32:02] <CodeBirb>
ohsweetjesusthecolors
L2222[19:32:37] <HQBanana>
nopenopenopenope.... im too confused and its 2:30 am.. time to
stop
L2223[19:32:55] <HQBanana> i removed my
custom itemcount rendering and now suddenly my gui decided its time
to render the amount properly
L2224[19:33:08] <Admiral_Damage> 2:30,
pfft
L2225[19:33:09] <HQBanana> OH........
probably because it gets the stacksize and since i set the
stacksize to 1
L2226[19:33:12] <CodeBirb> Don't code
after 2am
L2227[19:33:19] <HQBanana> it didnt
render a number...
L2228[19:33:27] <HQBanana> fml xD
L2229[19:33:29] <Admiral_Damage>
HQBanana, I recall saying "Admiral_Damage> wait what,
L2230[19:33:30] <Admiral_Damage>
<Admiral_Damage> no, y u do dis HQBanana
L2231[19:33:30] <Admiral_Damage>
<HQBanana> ?
L2232[19:33:30] <Admiral_Damage>
<Admiral_Damage> youre setting the stack size to
1"
L2233[19:33:40] <HQBanana>
yehyeh....
L2234[19:33:43]
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L2235[19:33:45] <CodeBirb> Even with
energy drink help, you'll end up with random "Whee!'s" in
your code that you'll find a day or two later, and wonder wtf is
that doing there
L2236[19:33:59] <HQBanana> eh Code i kind
ahave that even before 2 am
L2237[19:34:10] <HQBanana> im like:
wololo this draws: xxx items
L2238[19:34:12] <Admiral_Damage> birb is
right, man, great analogy
L2240[19:34:57] <HQBanana> :#
L2242[19:35:23] <HQBanana> lol
L2243[19:35:38] <HQBanana> welp.. i got a
working gui on a jar that can store 64 items
L2244[19:35:47] <Admiral_Damage> great
success
L2245[19:35:55] <CodeBirb> I looked at
this again at about 10 the next day, in a voice call. Literally
went "I do not remember writing this. Any of this."
L2246[19:35:56] <HQBanana> well yeah..
for me that is a great success
L2247[19:36:08]
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L2248[19:36:09] <HQBanana> tomorrow...
idk what im going to do
L2249[19:36:14] <Admiral_Damage>
resign?
L2250[19:36:15] <HQBanana> probably
looking into rf generator or custom smelting
L2251[19:36:18] <CodeBirb> Tomorrow, you
should take over the world
L2252[19:36:20] <CodeBirb> With
jars.
L2253[19:36:24] <HQBanana> lezgo
L2254[19:36:28] <Admiral_Damage> lets,
not do that
L2255[19:36:32] <CodeBirb> Also maybe
cookies.
L2256[19:36:39] <HQBanana> i have
cheesecrackers in my mod
L2257[19:36:42] <HQBanana> if thats what
you want
L2258[19:36:43] <Admiral_Damage>
._.
L2259[19:36:48] <Admiral_Damage> IS THAT
WHAT THAT IS
L2260[19:36:50] <Admiral_Damage>
AMG
L2261[19:37:01] <HQBanana> well... i made
it in 10 seconds in paint
L2262[19:37:02] <HQBanana> xD
L2263[19:37:07] <Admiral_Damage>
@.@
L2264[19:37:12] <HQBanana> this is just
some dumb tutorial mishmash of testing stuff
L2265[19:37:20] <HQBanana> i have some
ideas for my actual mod but i wanna learn the basics first :P
L2266[19:37:33] <CodeBirb> ew, MS Paint.
At least go find Paint.NET or gimp :<
L2267[19:37:33] <HQBanana> i also have
cheese ore geenrated in the world btw
L2268[19:37:37] <HQBanana> i use
paint.net
L2269[19:37:40] <HQBanana> dw
L2270[19:37:48] <Admiral_Damage> ew
L2271[19:37:52] <Admiral_Damage> free
easy to access software
L2272[19:37:52] <Admiral_Damage> ew
L2273[19:37:57] <HQBanana> lol
L2275[19:38:28] <HQBanana> holy
L2276[19:38:34] <HQBanana> well i have no
idea how to even multiblock yet
L2277[19:38:35] <HQBanana> so theres
that
L2278[19:39:08] <CodeBirb> This mod I'm
working on, I'm gonna get everything working without a single
rendering thing
L2279[19:39:18] <Admiral_Damage> gl
L2280[19:39:22] <CodeBirb> Then just put
a video up on youtube and say "artists pls"
L2281[19:39:47] <Admiral_Damage> apart
from inefficiency and large resource size, what do you hope to
achieve
L2282[19:40:33] <CodeBirb> I'm gonna go
with world peace, Admiral.
L2283[19:40:41] <Admiral_Damage> Then you
are my enemy
L2284[19:41:03] <Admiral_Damage> naw but
srs, what's the mod about?
L2285[19:41:04] <CodeBirb> Well, I mean.
I'm a bird. I'm most peoples
L2286[19:41:08] <CodeBirb> 's enemy
L2287[19:41:16] <CodeBirb> Well
L2288[19:41:33] <CodeBirb> I'm tackling
the multiple-inventory automation problem.
L2289[19:41:45] <Admiral_Damage> didnt
know there was one o.O
L2290[19:43:07] <CodeBirb> Look at AA and
Direwolf's general grumping at EIO not being quite enough
L2291[19:43:43] <CodeBirb> anyway
L2292[19:44:03] <CodeBirb> This actually
isn't my current issue. The resonator is working so far. I'm making
a gui element lib to go with it.
L2293[19:44:22] <CodeBirb> And
apparently, glStencil OP
L2294[19:45:51] <Admiral_Damage> welp,
turns out my issues arent fixed at all with networking
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L2302[20:09:24] <tterrag> CodeBirb: maybe
you should try some simpler stencil code before trying to abstract
it
L2303[20:09:35] <CodeBirb> I have..
L2304[20:10:12] <tterrag> also, why
stencil?
L2305[20:10:45] <tterrag> if you're just
trying to clip to a box, I've found glScissors to be much
simpler
L2306[20:11:13] <CodeBirb> Because
library code, I want to make something that will work for more
complex usecases later.
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L2308[20:15:28] <tterrag> well maybe
start with scissor since that's all you need
L2309[20:15:47] <fry> pfft, what's the
fun in not overengineering stuff :P
L2310[20:16:21] <CodeBirb> In any case, I
HAVE tried scissor
L2311[20:16:41] <CodeBirb> That didn't
work either, so that's why I swapped to stencil. And kept it that
way.
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L2313[20:17:17] <tterrag> if scissor
isn't working...idk...it's stupidly simple. define a rectangle,
then draw, and it clips
L2315[20:18:05] <tterrag> you uh...did
convert to screen space right?
L2316[20:19:01] <fry> pfft, what's the
fun in actually figuring out the reasons behind failure, when you
can move onto the next shiny thing instead :P
L2317[20:19:24] <CodeBirb>
....scaledResolution?
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L2319[20:27:07] <CodeBirb> welp
L2320[20:27:21] <CodeBirb> the clipping
started working but offsets were wrong. So woo.
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L2370[22:08:23] <killjoy> Looks like a
bouncer went offline
L2371[22:09:39] <Delenas> ...no, I'm not
on a bouncer o.o
L2372[22:09:46] ***
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L2374[22:10:10] <killjoy> well I just
joined
L2375[22:10:17] <killjoy> I don't see
your "has quit" message
L2376[22:10:36] <CodeBirb> Ping o.o
L2377[22:10:39]
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L2378[22:11:03] <killjoy> i join, you
join, everyone times out
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L2383[22:14:44] <CodeBirb> *shrug*
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L2400[23:13:40] <killjoy> !mh
applyRotations
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MineBot sets mode: +o on LexManos
L2407[23:41:51] <killjoy> !mh
startGame
L2408[23:47:32] <killjoy> !mh
clamp_int
L2409[23:50:52] <killjoy> !mh
initializeConnectionToPlayer
L2410[23:51:19] <killjoy> !mh
PlayerList.initializeConnectionToPlayer
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