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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...
L17[00:36:51] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/1.10/src/main/java/com/enderio/core/common/util/ResourcePackAssembler.java#L215
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?
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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? ;-)
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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
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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
L123[01:07:37] <Lymia> https://paste.lymia.moe/lymia/12cd76dc9d65ab9b0d62bef61990232b8e9808e6.png < This is a program I'm working on that uses templates to make cards for various card games. What'd you do to try to edit a card.
L124[01:08:21] <killjoy> A1b3, here's some pseudocode. http://pastebin.com/j3VRMuBC
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
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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.
L177[01:22:26] <killjoy> A1b3, https://github.com/SpongePowered/SpongeDocs/pull/572#issuecomment-276658115
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.
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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.
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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
L209[01:39:52] <killjoy> https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/
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
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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,
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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?
L378[02:27:19] <Admiral_Damage> https://gist.github.com/AdmiralDamage/9be286fc3c7470f06e4b13f68b5d135d there's the code
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
L416[02:52:41] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/network/ClearCraftingGrid.java
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
L424[02:55:20] * AbrarSyed belives that his MC 1.7 era netty code is still the best. https://github.com/AbrarSyed/SecretRoomsMod-forge/tree/master/src/main/java/com/github/abrarsyed/secretroomsmod/network
L425[02:55:21] <Jiraiyah> sigh, another problem now, can anyone tell why i see this? http://prntscr.com/eoxnhg
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] ⇦ Quits: killjoy (~killjoy@cpe-2606-A000-1118-814C-B5F7-FA75-EE81-3BD0.dyn6.twc.com) (Ping timeout: 204 seconds)
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
L483[03:03:36] <gigaherz|work> https://github.com/gigaherz/Commons/tree/master/src/main/java/gigaherz/common
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
L489[03:04:16] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L23
L490[03:04:27] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L68
L491[03:04:56] <gigaherz|work> with shading and renaming
L492[03:04:56] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L43,L65
L493[03:05:09] <gigaherz|work> using the shadow plugin
L494[03:05:09] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L11,L13
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
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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)
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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
L531[03:18:16] ⇦ Quits: A1b3 (~Abastro@143.248.189.20) (Read error: Connection reset by peer)
L532[03:18:16] ⇨ Joins: A1b4 (~Abastro@143.248.189.20)
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
L567[03:31:08] <AbrarSyed> impossibru, no SimpleNetworkWrapper in FML for MC 1.11.* https://github.com/MinecraftForge/MinecraftForge/tree/1.11.x/src/main/java/net/minecraftforge/fml/common/network/simpleimpl
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
L585[03:36:43] <AbrarSyed> https://github.com/AbrarSyed/SecretRoomsMod-forge/tree/master/src/main/java/com/github/abrarsyed/secretroomsmod/network
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
L590[03:39:28] <Ashindigo_> https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/src/main/java/com/github/abrarsyed/secretroomsmod/network/PacketManager.java#L131
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
L697[04:06:46] <kashike> DemonWav: http://i.imgur.com/j75vIc8.png
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
L700[04:07:28] <Admiral_Damage> DemonWav: https://youtu.be/1ch6wV4gUCM
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?
L705[04:08:59] <DemonWav> https://github.com/minecraft-dev/MinecraftDev
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
L707[04:09:48] <DemonWav> There's no info on the website because I'm bad at websites, but there's also https://minecraftdev.org
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?
L727[04:12:23] <kashike> one mcdev feature: AT completion http://i.imgur.com/RI5Y1Qg.gifv
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:
L738[04:13:14] <DemonWav> AbrarSyed also has auto complete now https://youtu.be/5pJMBYYWPeM
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
L745[04:14:52] <Admiral_Damage> for those of you still interested, http://i.imgur.com/m9GlysO.png
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
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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
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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
L786[04:32:45] <Admiral_Damage> aaaand this is why I need that network code to work all juicy: http://i.imgur.com/wArQuIE.png
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] ⇨ Joins: Noppes (~Noppes@ip56530f2e.direct-adsl.nl)
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
L821[06:05:32] <Jiraiyah> hmm some naming got better ---> http://prntscr.com/eozrmd <-- connection is a much better name :D
L822[06:05:47] <kashike> :)
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L824[06:08:09] <Jiraiyah> PlayerManager =? PlayerChunkMap
L825[06:08:46] <kashike> yes
L826[06:08:59] <kashike> see https://github.com/kashike/migration/wiki Jiraiyah
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
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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
L854[06:23:16] <Jiraiyah> here is the class gigaherz|work take a look and give me your idea on it : https://github.com/Jiraiyah/LibrarianMod/blob/master/src/main/java/jiraiyah/librarian/infrastructure/PacketCustom.java
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
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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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L896[07:36:36] <Jiraiyah> Ummmm : http://prntscr.com/ep0vv9 <---- creative tab, why get tab Icon Item would return Item Stack?
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
L904[07:38:15] <Jiraiyah> http://prntscr.com/ep0wqj
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
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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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L924[07:50:26] <TechnicianLP> which one of those is faster?: https://hastebin.com/ijajikevuv.java
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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"
L1063[09:37:10] <gigaherz|work> Jiraiyah: https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/automation/browser
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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L1145[10:52:38] <Tazz> http://i.imgur.com/WH3MIx0.png mmmm love the weather
L1146[10:54:33] <ghz|afk> Tazz: https://en.eltiempo.es/girona.html
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?
L1153[10:59:04] <kashike> ghz|afk: https://www.theweathernetwork.com/ca/weather/british-columbia/westbank
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
L1247[13:04:34] <Jiraiyah> http://prntscr.com/ep5er2 <--- will this work now? the line before the item registry
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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
L1266[13:14:34] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L131
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
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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
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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
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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:
L1403[13:40:15] <Admiral_Damage> http://i.imgur.com/m9GlysO.png
L1404[13:40:19] <Admiral_Damage> oops
L1405[13:40:21] <Admiral_Damage> wrong imgur
L1406[13:40:42] <Admiral_Damage> http://i.imgur.com/wArQuIE.png
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
L1506[14:22:54] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
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
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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)
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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?
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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
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L1525[14:45:05] <fry> define "dynamic"
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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 (~chatzilla@122-61-225-102.jetstream.xtra.co.nz)
L1567[15:14:55] <tterrag> ghz|afk: you can get itemstack context for a TESR in the overrides
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L1569[15:17:51] <Admiral_Damage> o?
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L1571[15:20:11] <LexManos> !gf allowedValues
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L1574[15:30:53] <LexManos> tterrag, Left is your, right is mine: http://puu.sh/v0ruj/4eccbc59cf.png http://puu.sh/v0ryJ/88b5a4babb.png http://puu.sh/v0rAv/4ee64942e7.png As for what I was looking for in the inital PR to explain wtf it was actually doing, this would of worked: http://puu.sh/v0rJg/2d1687fc04.png However, as you've had me digging through regex hell. I get to yell at you some. Nice thing is, FG will now have a nice junit test case for
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!
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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
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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?
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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.
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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
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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
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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?
L1628[15:57:19] <flappy> http://store.steampowered.com/app/219640/?snr=1_550_552 free chivalry for some reason
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..
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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
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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
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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
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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
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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"
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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
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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
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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
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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?
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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,
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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
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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
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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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L1810[17:04:26] <HQBanana> shamblin this is what im using right now: http://wiki.mcjty.eu/modding/index.php/GUI-1.9
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
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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
L1898[17:35:11] <Admiral_Damage> This is what I mean by the origin http://i.imgur.com/jWBGNuZ.png
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?
L1910[17:40:18] *** Vigaro is now known as V
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
L1927[17:55:25] <HQBanana> https://gist.github.com/anonymous/943cb37b909661fd6712c6b0e350e799
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
L1937[18:00:39] <HQBanana> https://gyazo.com/1a18eb6f30ab42bd3621f76d08dbb56f its a start
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
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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
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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
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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
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L1976[18:35:53] <HQBanana> :D yay i have a working jar with gui
L1977[18:36:54] <HQBanana> https://gyazo.com/4bacee826dcebc60c788acf010c08dd8 admiral this is all i wanted :P
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
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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
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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?
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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
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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?
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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
L2122[19:10:47] <HQBanana> https://gyazo.com/3ec672f27a8626bb1a3306b7e639326d
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
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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.
L2150[19:22:14] <CodeBirb> https://gist.github.com/codebirb/b0a6ef332b733d1125515ba7bba55a10
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
L2155[19:24:38] <Admiral_Damage> HQBanana, https://gist.github.com/AdmiralDamage/14da0d9a5700f20982824fa4a6e74005
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"
L2218[19:31:37] <Admiral_Damage> Client>Server packet only, http://i.imgur.com/m9GlysO.png
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....
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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
L2239[19:34:36] <Admiral_Damage> HQBanana, https://youtu.be/1ch6wV4gUCM
L2240[19:34:57] <HQBanana> :#
L2241[19:35:09] <CodeBirb> Like I said ( https://i.imgur.com/gMNoMtF.png ) ... random Whee.
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
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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
L2274[19:38:14] <Admiral_Damage> I have to implement golems for my alchemy mod soon, (the centre block is 2x2x2), this http://i.imgur.com/aGqh4bt.png no idea where to start
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
L2314[20:17:55] <tterrag> the conversion to screen space math can be a bit ugly, but other than that, it's two method calls https://github.com/Chisel-Team/Chisel/blob/1.10/dev/src/main/java/team/chisel/client/gui/GuiHitechChisel.java#L397-L399
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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L2342[22:01:12] ⇦ Quits: TechnicianLP2_ (~AndChat59@p4FE57FEF.dip0.t-ipconnect.de) (Ping timeout: 204 seconds)
L2343[22:01:45] ⇦ Quits: A1b3 (~Abastro@143.248.189.49) (Ping timeout: 384 seconds)
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L2345[22:02:28] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Ping timeout: 204 seconds)
L2346[22:02:28] ⇦ Quits: flappy (~flappy@a88-113-154-4.elisa-laajakaista.fi) (Ping timeout: 204 seconds)
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L2349[22:03:06] ⇦ Quits: Lunatrius (~Lunatrius@77.38.34.101) (Ping timeout: 204 seconds)
L2350[22:03:06] *** Lunatrius` is now known as Lunatrius
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L2352[22:04:14] ⇨ Joins: killjoy (~killjoy@cpe-2606-A000-1118-814C-A98D-CAEF-A833-F78F.dyn6.twc.com)
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L2356[22:06:54] ⇦ Quits: cpup (~cpup@32.218.114.27) (Ping timeout: 204 seconds)
L2357[22:06:54] ⇦ Quits: KklyAq (~KklyAq@p30032-ipngnfx01osakakita.osaka.ocn.ne.jp) (Ping timeout: 204 seconds)
L2358[22:07:08] ⇨ Joins: cpup (~cpup@32.218.114.27)
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L2360[22:07:32] ⇦ Quits: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com) (Ping timeout: 204 seconds)
L2361[22:07:32] ⇦ Quits: sww1235 (~sww1235@lotus.cs.colostate.edu) (Ping timeout: 204 seconds)
L2362[22:07:33] ⇦ Quits: NoChance (~nochance@206.ip-51-254-139.eu) (Ping timeout: 201 seconds)
L2363[22:08:08] ⇨ Joins: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
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L2367[22:08:10] ⇦ Quits: primetoxinz (~primetoxi@ip68-107-226-229.hr.hr.cox.net) (Ping timeout: 204 seconds)
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L2369[22:08:10] ⇦ Quits: DaMachinator (~DaMachina@40.112.138.169) (Ping timeout: 204 seconds)
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] *** Delenas is now known as CodeBirb
L2373[22:09:49] ⇨ Joins: sww1235 (~sww1235@lotus.cs.colostate.edu)
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] ⇦ Quits: MonkeyTyrant (~MonkeyTyr@blk-212-75-47.eastlink.ca) (Quit: Leaving)
L2378[22:11:03] <killjoy> i join, you join, everyone times out
L2379[22:13:51] ⇨ Joins: Me4502 (~Me4502@e3-1270v3.bl-ash0.1.1.2.10.k8.securedservers.com)
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L2382[22:14:23] ⇨ Joins: Naiten (Naiten@77.34.58.173)
L2383[22:14:44] <CodeBirb> *shrug*
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L2396[23:02:41] ⇦ Quits: A1b5 (~Abastro@143.248.189.49) (Read error: Connection reset by peer)
L2397[23:02:41] ⇨ Joins: A1b3 (~Abastro@143.248.189.49)
L2398[23:03:43] ⇦ Quits: A1b3 (~Abastro@143.248.189.49) (Read error: Connection reset by peer)
L2399[23:03:43] ⇨ Joins: A1b4 (~Abastro@143.248.189.49)
L2400[23:13:40] <killjoy> !mh applyRotations
L2401[23:21:07] ⇨ Joins: psxlover (psxlover@ppp-94-65-32-181.home.otenet.gr)
L2402[23:21:22] ⇦ Quits: McJty (~jorrit@94-224-152-129.access.telenet.be) (Quit: Leaving)
L2403[23:26:14] ⇦ Quits: CodeBirb (~Nano@75-109-134-150.chstcmtk03.res.dyn.suddenlink.net) (Quit: Console.Write("Goodbye, world!");)
L2404[23:31:30] ⇦ Quits: LexManos (~LexManos@50-39-184-236.bvtn.or.frontiernet.net) (Read error: Connection reset by peer)
L2405[23:31:53] ⇨ Joins: LexManos (~LexManos@50-39-184-236.bvtn.or.frontiernet.net)
L2406[23:31:54] 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
L2411[23:57:49] ⇦ Quits: TehNut (~TehNut@2607:5300:100:200::199) (Quit: Box is having issues. Pls picnic.)
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