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L5[00:43:36] <Kuzan> Hello
L6[00:48:47] <killjoy> howdy
L7[00:49:25] <Kuzan> Hey I am having some issues with Forge and I would like some help, you think you could give me a hand?
L8[00:49:52] <killjoy> as they say, don't ask to ask
L9[00:51:53] <killjoy> ...
L10[00:51:55] <Kuzan> Oh haha okay well, I am trying to get mc 1.12.1 to work with forge, I keep getting an error saying "Error downloading Forge.jar" Or osmething
L11[00:52:21] <killjoy> You downloaded forge from files.minecraft.net ? Used the installer?
L12[00:52:36] <killjoy> (this channel is mostly for developers)
L13[00:53:15] <Kuzan> (Oh uh sorry is there a different channel for Forge help?)
L14[00:53:26] <killjoy> This one's as good as any
L15[00:53:47] <killjoy> I'm just saying it's developers who hang out here.
L16[00:53:54] <Kuzan> Oh gotcha
L17[00:54:22] <Kuzan> I got the installer from the official website
L18[00:54:30] <killjoy> have a full log?
L19[00:54:50] <Kuzan> I got it from right here https://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.12.1.html
L20[00:54:55] <Kuzan> Also uh lemme find the log
L21[00:55:22] <killjoy> Also mention which launcher you're using
L22[00:57:15] <Kuzan> The regular old launcher that comes with minecraft
L23[00:57:17] <Kuzan> Failed to download file. forge-1.12.1-14.22.0.2459.jar
L24[00:57:17] <Kuzan> Name: forge-1.12.1-14.22.0.2459.jar
L25[00:57:17] <Kuzan> URL: http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.12.1-14.22.0.2459/forge-1.12.1-14.22.0.2459.jar
L26[00:57:17] <Kuzan> Error details: HTTP 404: Not Found
L27[00:57:19] <Kuzan> Filename on disk: d86a-65a5-288c-0c25
L28[00:57:21] <Kuzan> Path: C:\Users\Kuzan\AppData\Local\Temp\d86a-65a5-288c-0c25
L29[00:57:23] <Kuzan> Exists: file
L30[00:57:25] <killjoy> ugh
L31[00:57:32] <killjoy> use pastebin please
L32[00:57:41] <Kuzan> Okay I am obviously uneducated
L33[00:58:03] <Kuzan> sorry
L34[00:58:05] <killjoy> from the looks of it, I would guess someone deleted .minecraft/libraries/net/minecraftforge
L35[00:58:27] <killjoy> and the launcher doesn't support maven classifiers
L36[01:00:00] <Kuzan> Oh
L37[01:00:59] <Kuzan> which launcher should I be using?
L38[01:01:05] <killjoy> Re-run the installer should fix it
L39[01:01:51] <Kuzan> Wait what?
L40[01:01:59] <killjoy> run the installer again
L41[01:04:34] <Kuzan> https://pastebin.com/wRGtv55F
L42[01:05:11] <killjoy> That's a rather short log
L43[01:05:20] <Kuzan> I have a few different versions of MC with a few different mods for each one
L44[01:05:29] <killjoy> are they split between folders?
L45[01:05:42] <Kuzan> Im trying to keep them separate because they seem to make eachother crash somehow. I have no idea what I am doing
L46[01:05:43] <killjoy> 1.10 mods in mods/1.10, 1.12 mods in mods/1.12
L47[01:06:44] <killjoy> might want to take this to the forums
L48[01:07:18] <Kuzan> I thin I am gonna just uninstall mc, rebuild all of my folders, make a new .minecraft maybe use a different launcher
L49[01:07:34] <killjoy> the default launcher should be fine
L50[01:07:46] <Kuzan> k
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L59[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170820 mappings to Forge Maven.
L60[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170820-1.12.zip (mappings = "snapshot_20170820" in build.gradle).
L61[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L132[10:31:35] <williewillus> umm...so how do we have meta-distinguished tesr itemstacks
L133[10:31:39] <williewillus> ?
L134[10:31:55] <ghz|afk> you don't
L135[10:32:26] <williewillus> ..
L136[10:32:34] <ghz|afk> actually no wait
L137[10:32:40] <ghz|afk> registerTESRItemStack gets item+meta
L138[10:32:50] <ghz|afk> what you can't access is the NBT
L139[10:33:05] <ghz|afk> you can't really access the meta or anything else either
L140[10:33:05] <williewillus> I mean, making the tesr aware of which meta it was
L141[10:33:12] <ghz|afk> you can't.
L142[10:33:20] <ghz|afk> that's specifically something forge doesn't want to support at all
L143[10:33:55] <ghz|afk> the TESR doesn't receive the itemstack at all, when rendering an item
L144[10:34:44] <ghz|afk> the only reason it exists is as a way to continue supporting mods that draw chest-like things using TESR, and don't want to have a separate model for the itemstack
L145[10:35:15] <williewillus> yes which is dumb. dirty workaround it is then (having a different TE class for each meta each with a different TESR)
L146[10:35:19] <williewillus> well that's exactly my case lol
L147[10:36:09] <ghz|afk> yeah but you should know better ;P
L148[10:36:15] <williewillus> how do TE's handle compatibility? If I remove a TE do existing ones in the world get replaced with a fresh call to createTileEntity or what
L149[10:36:27] <ghz|afk> no
L150[10:36:34] <ghz|afk> saved TEs are loaded based on the regsitry name
L151[10:36:37] <ghz|afk> and instantiated through reflection
L152[10:36:52] <ghz|afk> well, class.newInstance()
L153[10:37:17] <ghz|afk> createTileEntity is only called on placing the block
L154[10:37:33] <ghz|afk> or if the block changes state and shouldRefresh returns true
L155[10:38:39] <ghz|afk> ideally, you'd switch away from drawing hardcoded models using the TESR, so that you can use the blockstate json for the itemstack model
L156[10:39:02] <ghz|afk> you can still do the animation, but using json/obj/b3d models as a source, instead of custom drawing them
L157[10:39:29] <ghz|afk> or even better: using the animation system to define the animations, so that you can just attach the animation to the itemstack
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L160[11:04:17] <barteks2x> I have a remote debugger attached to a server. Is there any way I can debug vanilla coe in there?
L161[11:04:30] <barteks2x> (it's running obvuscated environment)
L162[11:05:19] <ghz|afk> you'd have to somehow generate a source jar with obf names
L163[11:06:08] <barteks2x> and have the line numbers somehow match
L164[11:06:34] <barteks2x> also the debugger seems to be extremely slow. Waiting ove r a minute to make a thread sump
L165[11:06:47] <barteks2x> (running debugger over ssh)
L166[11:07:19] <barteks2x> and while doing that the server actually freezes for over a minute
L167[11:08:04] <barteks2x> any idea where I could even get some help with that?
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L178[12:57:59] <ghz|afk> so, anyone here knows how the modpack stuff works on curseforge?
L179[12:58:04] <ghz|afk> I got this comment yesterdayt
L180[12:58:05] <ghz|afk> https://minecraft.curseforge.com/projects/survivalist?comment=155
L181[12:58:06] <ghz|afk> -t
L182[12:59:21] <ghz|afk> but I don't know what would happen if that library was uploaded to curseforge, would the modpack try to download it manually even though it's embedded into the jar?
L183[13:04:08] <PaleoCrafter> depends on the filename
L184[13:04:52] <PaleoCrafter> oh, I see
L185[13:05:29] <PaleoCrafter> this is tricky, since Forge will extract the JAR to the versioned mod dir
L186[13:05:39] <PaleoCrafter> but Curse doesn't use it at all
L187[13:06:13] <PaleoCrafter> but they can just remove the Commons jar from the pack, ghz|afk
L188[13:06:32] <ghz|afk> yeah I know
L189[13:06:45] <PaleoCrafter> they probably ship with another non-Curse mod and Curse only allows including the top-level directory in the export
L190[13:07:01] <ghz|afk> I sortof blame curse -- they should ignore mods in versioned folders ;P
L191[13:08:32] <ghz|afk> so basically as things are, I feel that if I add the library as a "mod" to curseforge, packs will download it separately, making the embedding almost pointless
L192[13:08:44] <ghz|afk> or maybe even problematic
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L194[13:08:59] <ghz|afk> but I don't want to require people to dl the lib separately
L195[13:09:08] <ghz|afk> if that was my best choice, I'd go back to shading renamed packages
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L197[13:13:38] <PaleoCrafter> uhm... why not just keep the extraction?
L198[13:13:45] <PaleoCrafter> you just need to educate pack makers xD
L199[13:14:12] <ghz|afk> yeah that's what I'm thinking ;P
L200[13:14:36] <ghz|afk> specially since it will become more and more common if those coremod guidelines become widely used
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L207[13:55:52] <barteks2x> also would it ever be possible to hotswap vanilla code when debugging obfuscated environment? (even if it involves a lot of work)
L208[13:56:56] <ghz|afk> within the limits of the JVM, I guess
L209[13:57:11] <barteks2x> or is it just not possible because the line numbers are never going to match?
L210[13:57:15] <barteks2x> and coremods
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L213[14:02:59] <LexMobile> "In principle the mods/<mcversion> folders are autogenerated during startup so the files in there shouldn't even be considered part of the pack" Wat...
L214[14:03:29] <LexMobile> the mod folder is auto generated during startup as well. So by that logic no mods are part of the mod pack?
L215[14:03:51] <ghz|afk> I meant that things inside like mods/1.12 are going to be the stuff unpacked from the mod jars
L216[14:03:58] <killjoy> Yeah, you should be using the modpack.json
L217[14:03:59] <LexMobile> who says that?
L218[14:04:01] <barteks2x> I think I will need to run the test server in dev envoronment...
L219[14:04:03] <ghz|afk> I did
L220[14:04:06] <LexMobile> You're wrong
L221[14:04:09] <killjoy> or the --mods arg
L222[14:04:17] <ghz|afk> well then I stand corrected
L223[14:04:19] <PaleoCrafter> "you"? :P
L224[14:04:24] <LexMobile> the versioned directory MAY contain auto extracted mods
L225[14:04:30] <LexMobile> But its literally just another mod directory
L226[14:04:36] <PaleoCrafter> (that was directed at killjoy) xD
L227[14:04:52] <LexMobile> to be used like the normal one when you wanna run two mods packs at once in the same directory
L228[14:04:54] <killjoy> you in the general sense
L229[14:04:59] <killjoy> /s
L230[14:05:18] <LexMobile> but yess Curse *SHOULD* be using the modpack.json
L231[14:05:26] <LexMobile> it would save them A TON of bandwidth
L232[14:05:30] <LexMobile> but they dont care about that
L233[14:07:47] <PaleoCrafter> oh, Lex, I've changed the list generation a bit in my PR, btw. It creates a separate file now just for extracted deps. And I just noticed that I can do it a lot cleaner by just also adjusting the modlist loader >.>
L234[14:08:15] <ghz|afk> welp then I'm back to having no idea what to do
L235[14:09:04] <ghz|afk> between telling them to just delete it whenever they are about to update the pack, going back to shading, and creating a curseforge project for a library that isn't really a mod
L236[14:10:06] <LexMobile> make a project for it
L237[14:10:29] <LexMobile> or, just pack it in your jar with the extract mechanics...
L238[14:10:40] <LexMobile> And we'll extract it nexttime they run.. whats the issue?
L239[14:10:44] <PaleoCrafter> that's what he's doing :P
L240[14:10:52] <ghz|afk> the issue is, curses "export pack" feature
L241[14:10:56] <ghz|afk> includes those extracted jars
L242[14:10:58] <PaleoCrafter> the problem is that pack makers are lazy and don't remove the extracted JAR from the pack ZIP
L243[14:11:06] <ghz|afk> which are not valid curse jars, so the pack is rejected
L244[14:11:18] <LexMobile> The export should contain your main mod jar... so what?
L245[14:11:23] <LexMobile> oh, curse just being stupid
L246[14:23:32] <TheUnknownFew> what is the channel again that I use for the !gf commands?
L247[14:23:41] <ghz|afk> #mcpbot
L248[14:23:45] <ghz|afk> or do it in a pm to MCPBot_Reborn
L249[14:24:10] <TheUnknownFew> nvm
L250[14:24:25] <TheUnknownFew> thanks
L251[14:24:56] <TheUnknownFew> trying to figure out why this is doing this. http://i.imgur.com/r6GVwAa.png
L252[14:25:32] <ghz|afk> are you trying to draw a button?
L253[14:25:37] <ghz|afk> buttons are assumed to be fixed height
L254[14:25:42] <ghz|afk> if you want a shorter or taller button
L255[14:25:53] <ghz|afk> you have to use a custom GuiButton class, the vanilla one won't do
L256[14:26:13] <ghz|afk> I think forge may have one
L257[14:26:18] <ghz|afk> check for classes extending GuiButton
L258[14:26:20] <TheUnknownFew> yeah that is what i figured. I'm just tinkering around with it
L259[14:26:54] <ghz|afk> GuiButtonExt seems to be it
L260[14:29:48] <TheUnknownFew> Yeah, I figured it out http://i.imgur.com/XesRgBb.png
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L263[14:42:39] <TheUnknownFew> Although I cannot get my button to display in the creative menu
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L266[14:45:40] <williewillus> !gp p_192838_2_
L267[14:45:48] <williewillus> !sp p_192838_2_ partialTicks
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L270[15:07:27] <diesieben07> just ran "clean setup" in my forge dev workspace and i am getting some random error about "Your Access Transformers be broke!" - is that a known thing?
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L273[15:11:53] <ghz|afk> diesieben07: I haven't seen anyone complain about that
L274[15:12:09] <diesieben07> hm. i am gonna try clone the repo from scratch
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L277[15:17:55] <joazlazer> For some reason, this code doesn't seem to be working
L278[15:17:56] <joazlazer> https://gist.github.com/joazlazer/1286c262d01556bc9c40466dffcde760
L279[15:18:09] *** darkevilUGH is now known as darkevilmac
L280[15:18:16] <joazlazer> Does anybody know why?
L281[15:18:20] <diesieben07> cloning the repo again seems to have worked...
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L283[15:19:02] <barteks2x> does forge do anything to prevent accidentally loading forge modded world on vanilla?
L284[15:19:05] <joazlazer> It's supposed to convert mouse coordinates in screen space to world space coordinates
L285[15:19:15] <barteks2x> or is it assumed to be entirely on the user to deal with it?
L286[15:20:34] <Mraof> I mean, a forge modded world could still work fine on vanilla I think, there can be mods that don't affect the world
L287[15:20:51] <PaleoCrafter> diesieben07, I know that there are issues with ATs when using dependency ATs in normal dev environments
L288[15:21:02] <barteks2x> but in my case vanilla loading the world may corrupt it to a point where it's near irrecoverable
L289[15:21:05] <diesieben07> nope, just a normal forge dev workspace
L290[15:21:06] *** AbrarSyed is now known as Abrar|gone
L291[15:21:09] <PaleoCrafter> when they were changed, anyways
L292[15:21:23] <PaleoCrafter> maybe a recent PR added an AT line and that messed up FG?
L293[15:21:26] <diesieben07> @bartex, i am not sure how forge could do anything there, after all Forge cannot influence what vanilla does
L294[15:21:28] <diesieben07> maybe
L295[15:21:34] <Mraof> Yeah that can be a problem, I've done that before
L296[15:21:39] <diesieben07> *barteks
L297[15:21:49] <barteks2x> well, probably could abuse the version number stored in NBT
L298[15:21:53] <barteks2x> but that's all I can think of
L299[15:22:02] <barteks2x> (making vanilla think it's newer version than it really is)
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L302[15:33:30] <ghz|afk> lol. https://twitter.com/Pixlriffs/status/899247781570899968
L303[15:42:59] <PaleoCrafter> tbf, ghz, they forgot the part where you also have to carry your fibre cable and your entire workstation because you'd otherwise notice that you can't survive as an actual hermit without the Internet :P
L304[15:44:03] <ghz|afk> XD
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L310[16:07:05] <barteks2x> whyforge doesn't show a warning when trying to use @Mod.EventBusSubscriber when a non-static method has @SubscribeEvent... just spent over an hour trying to figure out why my code isn't working
L311[16:07:23] <barteks2x> *almost an hour
L312[16:08:02] <ghz|afk> because it can't know
L313[16:08:12] <ghz|afk> if you'll also call MinecraftForge.EVENT_BUS.register
L314[16:08:26] <ghz|afk> all @Mod.EventBusSubscriber does
L315[16:08:36] <ghz|afk> is tell forge to call .register(TheClass.class) for you
L316[16:08:49] <ghz|afk> and when called with a class, it only looks for static methods
L317[16:09:04] <ghz|afk> if you would want a warning for that
L318[16:09:21] <ghz|afk> you can see if that forge plugin for idea has it
L319[16:09:23] <ghz|afk> and PR if not ;P
L320[16:09:55] <barteks2x> I have too outdated IDEA to update to latest version of that plugin
L321[16:10:13] <barteks2x> (2017.1.2)
L322[16:10:28] <ghz|afk> can't update to .2.1?
L323[16:10:41] <barteks2x> I would need to do it via package manager
L324[16:11:00] <ghz|afk> oh
L325[16:11:13] <ghz|afk> yeah that's one of the reasons why I can't be bothered to use linux ;P
L326[16:11:23] <ghz|afk> having a package manager is nice
L327[16:11:44] <barteks2x> but then something like discord comes and just outrigth refuses to start when not u to date
L328[16:12:09] <ghz|afk> being sortof forced to do almost everything through the package manager because there isn't a truly standard set of libraries that are exactly the same in all installations so getting a generic executable isn't usually a choice... nothx.
L329[16:12:50] <barteks2x> well, it is fully my choice of doing things the hard way here
L330[16:13:04] <barteks2x> with something like debian I wouln't even have IDEA in package manager
L331[16:13:32] <barteks2x> also just found that the latest IDEA version available is ~2017.2.1.172.3544.35
L332[16:13:38] <ghz|afk> i'm also a fan of Visual Studio, and the Windows 7+ taskbar
L333[16:13:46] <ghz|afk> so I wouldn't switch regardless
L334[16:13:52] <ghz|afk> but that is one of the annoyances for me
L335[16:13:59] <barteks2x> there is no way anyone ever convinces me to use VS
L336[16:14:06] <ghz|afk> XD
L337[16:14:18] <ghz|afk> VS is nice, VS+ReSharper is awesome
L338[16:14:24] <ghz|afk> there are a few things intellij does that VS can't do
L339[16:14:27] <ghz|afk> but besides that
L340[16:14:32] <barteks2x> Maybe I was just turned off by the C++ experience ith it
L341[16:14:33] <ghz|afk> it's by far the best C/C++ IDE out there
L342[16:14:56] <barteks2x> at least compared to java IDEs
L343[16:15:22] <ghz|afk> and pretty much the only decent C# IDE, but then again the only alternative is MonoDevelop
L344[16:15:50] <PaleoCrafter> I wonder how CLion fares
L345[16:15:57] <ghz|afk> keep in mind C++ refactoring is on a whole other level from C# or Java
L346[16:16:14] <ghz|afk> ReSharper for C++ can rename standard stuff
L347[16:16:19] <ghz|afk> like method args, function names, class names
L348[16:16:23] <PaleoCrafter> Ey, you be forgetting about Rider for C# :P
L349[16:16:29] <ghz|afk> but the moment you ntroduce macros
L350[16:16:37] <ghz|afk> specially macros that can build indentifiers from bits and pieces
L351[16:16:40] <ghz|afk> everything goesto hell
L352[16:16:48] <ghz|afk> #macro MakeName(a,b) a ## b
L353[16:17:00] <ghz|afk> MakeName (asdf, hjkl) -> compiles into asdfhjkl
L354[16:17:21] <ghz|afk> and those can come from other macros, that come from other macros
L355[16:17:26] <ghz|afk> so yeah ;P
L356[16:17:33] <ghz|afk> C++ refactoring is HARD
L357[16:17:51] <ghz|afk> keeping that in mind, VS+ReSharper is my favorite IDE.
L358[16:18:08] <ghz|afk> PaleoCrafter: never heard of that
L359[16:18:16] <PaleoCrafter> It's relatively new
L360[16:18:22] <barteks2x> well, that was my main reason to hate VS for C and C++. Netbeans with C/C++ plugin had better refactoring support than VS by default at the time I used it
L361[16:18:26] <PaleoCrafter> but it's basically just ReSharper with a IDEA frontend
L362[16:18:33] <ghz|afk> ah
L363[16:18:38] <ghz|afk> "IntelliJ for C#"
L364[16:18:46] <PaleoCrafter> like... literally, if you can trust their explanation
L365[16:18:55] <ghz|afk> I guess people who come from Java may choose that
L366[16:19:28] <ghz|afk> barteks2x: it's getting better, vs2015 and vs2017 have better C++ refactoring out of the box
L367[16:19:39] <ghz|afk> but it still can't compare with ReSharper or other dedicated extensions
L368[16:20:13] <ghz|afk> PaleoCrafter: yeah I guess they had to write a C# parsing engine for ReSharper
L369[16:20:22] <barteks2x> so my question is: why isn't such thing a default? I doubt anyone wouldn't find it useful
L370[16:20:29] <ghz|afk> so they just had to port that to IntelliJ
L371[16:20:37] <ghz|afk> barteks2x: man-hours
L372[16:20:48] <PaleoCrafter> well, it's literally running ReSharper in the background, as far as I understood it
L373[16:20:54] <ghz|afk> it would cost Microsoft quite a lot of money to implement more advanced refactoring
L374[16:21:07] <PaleoCrafter> the IntelliJ platform is just providing the frontend
L375[16:21:10] <ghz|afk> so I presume they dedicate some number of hours a year to it
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L377[16:21:27] <ghz|afk> but not enough to get advanced refactoring done all at once
L378[16:21:42] <ghz|afk> PaleoCrafter: so like the complete opposite to forge modding in VS?
L379[16:21:48] <PaleoCrafter> I guess?
L380[16:21:51] <ghz|afk> (which was eclipse running in the background)
L381[16:22:07] <PaleoCrafter> ah, well, not the complete opposite then, more like the analogue :P
L382[16:22:31] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L383[16:22:55] <PaleoCrafter> also, barteks2x, to include ReSharper (or any other extension for that matter) would mean buying it from Jetbrains which Jetbrain's probably not willing to do
L384[16:23:25] <PaleoCrafter> and just shipping the extension with the IDE by default would be complicated since it's another commercial product
L385[16:25:48] <jamierocks> [22:15:22] ghz|afk: and pretty much the only decent C# IDE, but then again the only alternative is MonoDevelop
L386[16:25:53] <barteks2x> All my other complaints about it are pre-installation, mostly MS being so confusing about so many different versions, editions, licenses and stuff
L387[16:25:54] <jamierocks> rider
L388[16:26:27] <PaleoCrafter> jamierocks, pls
L389[16:26:56] <jamierocks> lol, I used it back when it was EAP, it seemed nice
L390[16:27:10] <jamierocks> but tbh I'm not too big a fan of .NET
L391[16:27:22] <ghz|afk> I am.
L392[16:27:45] <ghz|afk> every time I find some time to do some C# coding, it just feels so much nicer
L393[16:28:02] <barteks2x> C# is nice. .net being so closely tied to windows isn;t
L394[16:28:04] <ghz|afk> the class library is much cleaner, the language is a lot fancier, etc
L395[16:28:23] <ghz|afk> .NET isn't THAT closely tied to windows
L396[16:28:24] <ghz|afk> some parts are
L397[16:28:47] <ghz|afk> basically all the System.Windows.* parts
L398[16:28:52] <barteks2x> I've never seen being able to run anything on mono that didn't explicitly claim mono compatibility
L399[16:29:04] <jamierocks> well it was designed without the ideal of cross-compatibility
L400[16:29:11] <ghz|afk> more often than not, that's because the projects use PInvoke
L401[16:29:16] <ghz|afk> since it's so easy to work with
L402[16:29:18] <ghz|afk> unlike JNI ;P
L403[16:29:35] <jamierocks> JNI isn't that difficult to work with
L404[16:29:35] <ghz|afk> so projects end up calling natives quite often
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L406[16:29:47] <ghz|afk> you haveto setup a C++ counterpart
L407[16:29:55] <ghz|afk> you can't just link to... opengl32, and call exports from it
L408[16:30:03] <ghz|afk> so far as I know
L409[16:30:16] <jamierocks> well you'd just use lwjgl :p
L410[16:30:30] <ghz|afk> yeah but hat means shipping natives etc
L411[16:31:02] <ghz|afk> meanwhile on C# you can just use a single annotation to load and bind a function
L412[16:31:07] *** diesieben07 is now known as diesieben|away
L413[16:31:18] <ghz|afk> that's why I say it's much easier
L414[16:31:39] <ghz|afk> the entry bar is lower since it doesn't require the native side to becompatible with it
L415[16:32:14] <jamierocks> honestly IMO the lower the entry bar is, means a bad thing - inexperienced devs will do bad shit
L416[16:32:22] <ghz|afk> yup
L417[16:32:32] <ghz|afk> it's a double-edged sword
L418[16:32:34] <barteks2x> and using mono really feels like using wine for some reason
L419[16:32:57] <jamierocks> can't help but think of coremods having said that :p
L420[16:32:57] <ghz|afk> barteks2x: because in both cases, they have to emulate windows semantics
L421[16:33:22] <ghz|afk> lol
L422[16:33:37] <ghz|afk> as ugly as coremods are, I would still choose a mod using ASM over a mod using natives any day
L423[16:34:11] <ghz|afk> (my opinion wouldn't change if mc was done in C#, calling native code unless strictly necessary is cheating ;P)
L424[16:36:17] *** PaleoCrafter is now known as PaleOff
L425[16:38:52] <Mraof> Cheating?
L426[16:39:05] <ghz|afk> yeah
L427[16:39:50] <ghz|afk> I don't like to call natives for the same reason I don't like to use cheats/trainers in games: it feels like giving up and admitting that you can't do it the proper way
L428[16:40:31] <ghz|afk> in some cases it IS the answer, if due to limitations, the language or platform can't do what you need, or it would be too slow
L429[16:40:41] <barteks2x> like in case og LWJGL
L430[16:40:46] <ghz|afk> exactly
L431[16:41:37] <Mraof> I've considered using natives for a mod just because it's more fun to code in rust than java for me
L432[16:41:57] <Mraof> But I doubt I ever actually will unless I need to for whatever reason
L433[16:42:06] <ghz|afk> I don't see how that would work
L434[16:42:15] <ghz|afk> you could implement some of the logic I guess
L435[16:42:20] <Mraof> Hmm?
L436[16:42:23] <ghz|afk> but things like "class MyItem extends Item" ?
L437[16:42:32] <Mraof> Oh, yeah, not entirely in rust of course
L438[16:42:54] <Mraof> Just like certain systems and such that barely need to touch Minecraft stuff
L439[16:43:01] <ghz|afk> if minecraft gets properly data-driven someday
L440[16:43:05] <ghz|afk> and you can have an item json
L441[16:43:07] <ghz|afk> with like
L442[16:43:54] <ghz|afk> "events": { "use": { "action": "yourmod:invoke_rust", "function": "whatever", ... } }
L443[16:44:11] <ghz|afk> then it may be feasible to have a thin wrapper with just the logic
L444[16:44:37] <barteks2x> well, I considered making native noise generator called using JNI to fill a whole array
L445[16:44:49] <barteks2x> but gave up after 5 hours of trying to set it up and failing
L446[16:45:12] <ghz|afk> that seems like one of the most sensible uses for JNI I have heard ;p
L447[16:46:28] <barteks2x> would be even more fun to actually make C version of MC terrain generator and call it using JNI
L448[16:46:40] <barteks2x> and have chunks stored offheap to make it more feasable
L449[16:46:51] <ghz|afk> lol
L450[16:47:08] <ghz|afk> I just imagined taking all of the rendering code from MCPE/Win10
L451[16:47:14] <ghz|afk> and putting that on a JNI library
L452[16:47:23] <ghz|afk> keeping things like Item and such
L453[16:47:27] <ghz|afk> on java
L454[16:47:30] <ghz|afk> but replacing all of the rendering
L455[16:47:38] <barteks2x> mojang could very weel step by step make the java version into C version
L456[16:47:39] <ghz|afk> and worldgen, and so on
L457[16:47:51] <barteks2x> if they really wanted to
L458[16:47:58] <ghz|afk> leaving only the moddable stuff in java
L459[16:48:02] <ghz|afk> and calling it the modding api
L460[16:48:03] <ghz|afk> ;p
L461[16:48:39] <barteks2x> and then someone like me comes trying to make cubic chunks and I would have to do a whole new level of hackery to do that
L462[16:50:52] <ghz|afk> or you'd be fully discouraged and give up before wasting any time
L463[16:50:52] <ghz|afk> ;P
L464[16:51:54] <barteks2x> I rarely give up if I have even the slightest idea for how to go forwards
L465[16:52:35] <ghz|afk> heh, good for you
L466[16:52:58] <ghz|afk> I have some very limited exprience with messing around with native code injections
L467[16:53:17] <ghz|afk> so based on that, the moment I considered how modding on MCPE/Win10 would work
L468[16:53:43] <ghz|afk> I just shuddered and thought "I'll let take on that mess..."
L469[16:54:40] <barteks2x> Well, since the code is just x86 machine code, and can be modified at runtime, it's entirely possible to even have the equivalent of coremods
L470[16:55:00] <ghz|afk> sure
L471[16:55:08] <ghz|afk> but for any actual non-coremod-like modding
L472[16:55:13] <ghz|afk> you need the equivalent of forge
L473[16:55:18] <ghz|afk> doing its own injections
L474[16:55:23] <ghz|afk> and providing a public API to work with
L475[16:55:26] <Mraof> I have no clue how I'd even distribute native stuff for mods
L476[16:55:43] <ghz|afk> since you wouldn't even have reflection
L477[16:55:51] <ghz|afk> everything would have to be provided statically
L478[16:55:53] <barteks2x> it would be a whole lot more fun debugging inter-mod incompatibilities that cause segfault in some completely unrelated code
L479[16:56:16] <Mraof> Haha
L480[16:57:26] <barteks2x> any 1.11.2 custom-world-type mod that works in dev envieonment?
L481[16:58:44] <barteks2x> I doubt quark or biomes o plenty will work
L482[16:59:06] <barteks2x> and RTG is 1.10.2 :(
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L488[17:47:47] <LexMobile> Is hacking into win10 version possible? Yes. Have I done things like that before? Yes. Do I want to/Should We have to do it? Hell fucking no.
L489[17:48:21] <LexMobile> It wouldnt be hard on their end to shove a few hooks to get people started. They are working on defining data driven systems. But meh.
L490[17:48:57] <ghz|afk> didn't I hear something about C#-based "mods" on MCWin10?
L491[17:49:35] <LexMobile> Yes, no idea how thats coming And it wont be mods. It'll be plugins
L492[17:49:49] <ghz|afk> yeah hence the quotes
L493[17:54:56] <barteks2x> I got biomes o plenty working with cubic chunks. And Quark's realiztic world :D
L494[17:56:34] <ghz|afk> nice
L495[17:57:35] <barteks2x> vanilla world height being 256 makes it much harder to ptone it with screenshot
L496[17:57:41] <barteks2x> *prove
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L498[17:58:36] <barteks2x> but there it is http://i.imgur.com/wdDNXlS.png
L499[18:00:31] <barteks2x> over the last few months I did a few "impossible" things, like optifine compatibility, custom world type compatibility and smoothly working server (as long as not generating new terrain)
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L508[18:20:41] <Mraof> That's cool
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L520[18:44:12] <LexMobile> "impossible" - Completely possible, just really annoying and a PITA to do.
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L522[18:53:09] <barteks2x> at one point I thought each of those is going to me much harder than it reallu turned out to be. Optifine compatibiity was literally providing one alternate mixin, Custom world types was just getting the GUI part done. Smoothly working server came on it's own.
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