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L5[00:22:39] <LexMobile> TechnicianLP: The
idea is to load all mods in their own class loader so that if we
want we can nuke it and reload the mod's classes directly. As well
as it gives us the ability to sideload multiple versions of the
same mod. But This has never been fleshed out because modders fuck
all the things.
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L17[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180121 mappings to Forge Maven.
L18[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180121-1.12.zip
(mappings = "snapshot_20180121" in build.gradle).
L19[02:00:18] <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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L37[04:43:03] <barteks2x> I really need the
answer to this question to know if I should blame mods here or not:
If I'mn trying to render a TileEntity (NOT TESR) with null woirld,
is it supposed to work, or is it allowed to not work?
L38[04:44:03] <barteks2x> so far I found 3
mods breaking in that case: ThermalExpansion, ArchitectureCraft and
ImmersiveEngineering
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L56[07:16:52] <TechnicianLP> barteks2x: i
dont think you can make assumptions on that ... you should put a
try{} block around it anyways ...
L57[07:21:08] <barteks2x> TechnicianLP,
vanilla attempts to even render TESR with null world, in it's
superflat customization
L58[07:21:15] <barteks2x> then why would I
need to worry about it?
L59[07:21:42] <barteks2x> but obviously
noone tests that this stuff actually works...
L60[07:22:13] <barteks2x> noone tests that
his blocks can be successfully rendered before a world exists
L61[07:22:31] <TechnicianLP> then it should
be expected behaviour - but like you said its not guaranteed ...
and leaving in a crash you know about is a bad idea generally
...
L62[07:23:23] <barteks2x> except if I
workaround it on my side, there wille be zero incentive for anyone
to fix it
L63[07:23:38] <barteks2x> I could also make
a fake world
L64[07:24:08] <barteks2x> but I remember
lex saying many times that mods shouldn't have fake worlds...
L65[07:25:29] <barteks2x> and putting a
try...catch around rendering code seems like a bad idea in general
because it may corrupt GL state
L66[07:25:35] <TechnicianLP> i never said
you should use a fake world ... just replace it with a static model
of shame if it errors ...
L67[07:26:35] <barteks2x> the problem is
that I may also catch some error from within actual rendering where
GL state may be modified
L68[07:27:08] <barteks2x> Ive even seen
generating a display list crash
L69[07:28:40] <barteks2x> And I already
have some bizzare issues with leaking GL state...
L70[07:28:51] <barteks2x> even leakign them
straight into main menu
L71[07:30:35] <barteks2x> Actually, I would
like to fix the leaking gl state into main menu issue
L72[07:30:44] <barteks2x> but no idea what
GL state it is
L73[07:30:55] <heldplayer> Report it to the
mod authors, and don't catch errors thrown when using a null
world
L74[07:31:24] <heldplayer> Specifically say
that vanilla also uses null worlds
L75[07:31:46] <barteks2x> I will probably
add something like -Dcubicchunks.cacthrendercrash=true VM
option
L76[07:31:54] <barteks2x> so that desperate
users can workaround it
L77[07:32:01] <barteks2x> ort actual config
option
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L79[07:59:45] <barteks2x> damn, I
can'
L80[07:59:53] <barteks2x> t reproduce the
really bad GL state leak
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L87[09:04:06] <barteks2x> Great...
sometimes the ads from forge download links decide to just take
over and directly redirect to their page, show an annoying message
and not let me actually download forge, all withoput me ever
touching anything
L88[09:04:36] ***
covers1624_ is now known as covers1624
L89[09:05:15] <barteks2x> all the other
times, it's adfoc advertising itself
L90[09:05:29] <Arcanitor> barteks2x: go
install uBlock Origin
L91[09:05:49] <Arcanitor> if adfoc.us
complains install the anti-adblock blocker module too
L92[09:05:50] <barteks2x> I got banned once
for accdentally implying I used adblocker
L93[09:06:10] <Arcanitor> are you on
windows?
L94[09:06:13] <barteks2x> linux
L95[09:06:47] <Arcanitor> at least if you
accidentally something you probably won't get a virus...
L96[09:07:37] <barteks2x> You have to
really try to run something downloaded from broser on linux to
actually run it. And you have to try even harder to run it as
root
L97[09:08:06] <Arcanitor> exactly
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L104[10:15:51] <Arcanitor> what does
ISpecialArmor let you do?
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L108[10:30:14] <chridal> Do you recommend
using Scala for Minecraft mods?
L109[10:31:40] <ghz|afk> recommend, not
per se
L110[10:31:43] <ghz|afk> not over other
languages
L111[10:31:45] <ghz|afk> it has some
quirks
L112[10:31:55] <ghz|afk> if you can live
with those quirks, it's perfectly usable
L113[10:32:09] <chridal> What kind of
quirks?
L114[10:32:23] <ghz|afk> I don't know
exactly -- I have only heard things around from other modders using
scala
L115[10:32:30] <ghz|afk> however, keep in
mind, forge will STOP including the scala runtime internally
L116[10:32:42] <ghz|afk> and in future
versions you will have to distribute the scala runtime as a
dependency
L117[10:32:49] <ghz|afk> or ask people to
install it separately
L118[10:32:57] <chridal> Aha. So support
is going away then? Not a good sign
L119[10:33:04] <ghz|afk> not going
away
L120[10:33:12] <ghz|afk> not per se
L121[10:33:25] <ghz|afk> embedding the
scala runtime into forge was a mistake Lex has always
regretted
L122[10:33:37] <chridal> Interesting. Why
is that?
L123[10:33:43] <ghz|afk> it doubles the
jar size
L124[10:33:59] <chridal> I see, and it's
mostly not used
L125[10:34:04] <ghz|afk> which affects ALL
installations, even with no scala mods
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L127[10:40:22] <BlueMonster> I have opened
a PR for the MinecraftForge/Documentation project
L128[10:45:53] <chridal> Anyone been able
to set up some way of live running and debugging code?
L129[10:52:55] <barteks2x> modpack or just
single mod?
L130[10:53:34] <barteks2x> for single mod
it's actually not that hard
L131[10:53:49] <barteks2x> for modpack it
may very well be impossible
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L133[11:00:34] <chridal> barteks2x: Just
for the mod I am developing
L134[11:00:52] <barteks2x> then you just
run it from, your IDE in ebug mode
L135[11:00:55] <barteks2x> *debug
mode
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L146[12:10:23] <Raycoms> Hey
L147[12:10:32] <Raycoms> is there a way to
detect the scrolling wheel in the minecraft GUI?
L148[12:11:26] <ghz|afk> yup, sec
L149[12:14:06] <chridal> Have you guys
considered a Discord->IRC bridge for this channel? :-)
L151[12:14:21] <chridal> Or in this case,
rather IRC->Discord would be more accurate
L152[12:14:28] <ghz|afk> chridal: given
that forge doesn't have an official discord... ;P
L153[12:14:56] <chridal> Right, and I
reckoned that was because people didn't want to leave IRC, so why
not have both then :-D
L154[12:15:09] <ghz|afk> because then we'd
receive all the discord spam here ;P
L155[12:15:24] <chridal> This is true
^^
L156[12:15:38] <chridal> is there an
unofficial discord though?
L157[12:15:50] <Raycoms> Ty =D
L158[12:16:18] <Raycoms> Definitely, the
biggest advantage of IRC is, that it already filters out 90% of
spam
L159[12:16:43] <chridal> Yea. I mean, I
love IRC whenever I'm on a Unix-based system, but on Windows I find
it somewhat painful
L160[12:16:45] <ghz|afk> yep in a harsh
way
L161[12:16:56] <ghz|afk> if someone can't
use IRC, how can they be assumed to be able to code?
L162[12:17:18] <ghz|afk> tried irccloud?
it has a discord-ish UI
L163[12:17:27] <chridal> Yea, currently on
IRCCloud, actually.
L164[12:17:32] <chridal> I normally use
Weechat
L165[12:17:35] <ghz|afk> I prefer my mirc
:P
L166[12:17:47] <chridal> Hehe! Did you
ever get into NoNameScript back in the day?
L167[12:17:50] <chridal> Or any of
those?
L168[12:18:40] <chridal> First thing I
ever coded was basically Perform scripts for mIRC in like 2000.
Good times.
L169[12:19:11] <ghz|afk> brb
L170[12:20:04] <Raycoms> I use hexChat,
just because it comes with manjaro =P I used mIRC back in the days
when it had the unlimited free version as winrar
L171[12:20:38] <chridal> Yea, that pop-up
you had to wait for :-D
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L173[12:23:23] <chridal> I remember I
created this dialog box for signing into QuakeNet's Q, with a
username and password, and I was able to put some input boxes, an
image, and some buttons. I was so proud. What I'd give to see that
shitty code today :-D
L174[12:23:46] <Raycoms> I learned coding
for mIRC bots
L175[12:24:14] <chridal> Which lang did
you start out in? TCL?
L176[12:24:24] <Raycoms> msl I think was
it
L177[12:24:57] <chridal> Kind of a DSL for
bots?
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L179[12:26:28] <williewillus> !gm
ChunkRenderDispatcher.hasChunkUpdates
L180[12:26:29] <Raycoms> yeah
L181[12:26:37] <Raycoms> extremely ugly,
completely whitespace sensetive
L182[12:27:54] <chridal> Btw, I'm just
starting out modding for MC now. Can I rely on tutorials for
1.7/1.8, or are there big API changes to 1.12?
L183[12:28:06] <chridal> also, are we
talking a big API change 1.10->1.12?
L184[12:29:05] <williewillus> 1.10/11/12
are mostly* compatible, I don't think 1.8 docs will work very
well
L185[12:29:40] <williewillus> the only big
change in those three versions are itemstacks are now nonnull in
1.11+ (replaced with ItemStack.isEmpty())
L186[12:30:58] <chridal> As for resources,
is reading through all the Force documentation my best bet?
L187[12:31:09] <chridal> Tutorials are
usually painful
L188[12:32:04] <Raycoms> I'd start with an
existing project and start contributing, that way you can learn
from the old code
L189[12:32:12] <Raycoms> and already do
something productive
L190[12:32:40] <chridal> Had a look at
EnderIO, but that might be too big of a place to start
L191[12:32:48] <chridal> What are some
good repos to read through?
L192[12:33:36] <williewillus> I consider
projecte a pretty nice and clean codebase to read through. the mod
isn't too big, and it's your usual "add blocks and items that
do stuff" mod
L193[12:33:50] <williewillus> the emc
calculation code gets a bit hairy but no one usually touches that
:P
L196[12:34:56] <Raycoms> If you want,
minecolonies also always searches some serious devs, we have quite
a lot of "not general modding purpose code"
L197[12:35:14] <Raycoms> Like general java
code for management of colonies, AIs etc
L199[12:36:12] <chridal> Cool. Will have a
look at those projects.
L200[12:36:42] <Raycoms> We have a bit of
everything, blocks, items, entities, pathfinding, AI, GUI etc
L201[12:37:44] <chridal> Btw, can you
think of any mods that do some great GUI work? I really want to do
a mod that changes the base GUI of MC. Sort of like modal key
bindings (like VIm), different "templates" for what you
have in your inventory, and some sort of AE for your personal
inventory, if that makes any sense.
L202[12:38:14] <williewillus> i can't
think of any off the top of my head
L203[12:38:49] <Raycoms> We have a ton of
GUIs but we don't change the existing GUIs =D
L204[12:39:27] <chridal> I could probably
have a look at JEI for some of it
L205[12:40:34] <chridal> Is the keybinding
setup for MC/forge a bit limited though?
L206[12:41:36] <chridal> Say, is it
possible to implement some sort of modal keybinds, with prefixes
such as pressing 'g' to start, then pressing 'i' and having that
bind be part of that? If that makes any sense.
L207[12:42:01] <williewillus> the global
keybind system doesn't really support that
L208[12:42:12] <williewillus> but in GUI's
global keybinds like wasd and sneak etc don't apply
L209[12:42:51] <chridal> Most of the binds
will have to work when you're not inside a GUI, though, so it might
not be possible
L210[12:43:34] <chridal> What I'd like,
for instance, is that 'g' would be a global key, if I press 'g',
then 'i' (for inventory) and then 'p' for some template P, and have
that change the hotbar etc.
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L212[12:58:01] <barteks2x> A while ago I
doscovered that this is valid java code, and nnot only as a string
literal: float f = 0xd.p-1f;
L213[13:03:15] <malte0811> Nice to know
there is a "power of 2" shortcut and not just one for
"power of 10"
L214[13:04:59] <barteks2x> but good luck
actually suing it in real code and not confuging everyone
L215[13:05:57] <malte0811> Still, good to
know. And it might be useful for one-time stuff
L216[13:06:04] <barteks2x> 0x1p16 would be
more readable I guess
L217[13:06:56] <malte0811> Yes, and
without the 0x it would be even more readable. Assuming p works
without 0x.
L218[13:07:11] <barteks2x> nope ,it needs
0x
L219[13:07:17] <barteks2x> because it's
hexadecimal notation
L220[13:07:27] <malte0811> :(
L221[13:07:55] <barteks2x> I'm not really
surprised it breaks syntax highlighting almost everywhere
L222[13:08:17] <barteks2x> only IDEs seem
to get it right
L223[13:08:58] <barteks2x> how would I
render a missing model directly?
L224[13:09:45] <barteks2x> (the
"missing model" with bright pink + black texture)
L225[13:09:47] <malte0811> Don't know, all
methods that take the model or quads directly seem to be private
IIRC
L226[13:10:04] <malte0811> Maybe make a
blockstate with the missing model? And render that?
L227[13:10:17] <barteks2x> I don't want to
create a blockstate just for that
L228[13:10:27] <barteks2x> I want to have
something to render in case rendering a blockstate crashes
L229[13:10:41] <malte0811> Rendering from
where?
L230[13:10:44] <barteks2x> because
tileentities apparently break very frequently when you give them
null as world
L231[13:10:46] <malte0811> TESR,
IBakedModel?
L232[13:10:46] <barteks2x> from GUI
L233[13:10:50] <barteks2x> no TESR
L234[13:10:59] <barteks2x>
Minecraft.getMinecraft().getBlockRendererDispatcher().renderBlock(state,
BlockPos.ORIGIN, DummyWorld.getInstanceWithBlockState(state),
buf);
L235[13:11:24] <barteks2x> DummyWorld
creates a tile entity, but with nulkl world because it's actually
just IBlockAccess
L236[13:12:52] <barteks2x> and many mods
crash even when rendering a non-TESR tile entity in that case
L237[13:16:03] <barteks2x> so any way to
render that missing model?
L238[13:16:10] <malte0811> You could try
AT'ing ModelBakery#bakedRegistry, it has a baked missing model, and
maybe AT and call BlockModelRenderer#renderQuadsFlat with
that?
L239[13:16:21] <malte0811> Easiest way I
can think of
L240[13:18:41] <barteks2x> or I could just
render a brioght pink square...
L241[13:24:19] <nekosune> What sort of
things would stop an Object Holder from working? I have two that
won't work and I can't find anything that makes it different to the
other 7 that do work
L242[13:25:37] <McJty> Make sure you have
no typo in the names, all lower case and that it matches the
registry names
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L247[13:43:41] <nekosune> Turns out I
didn't know they needed to be named right -_-I thought the class of
the variable was how it did it, and I was by pure luck, naming the
variables right each time I used this pattern until now
L248[13:46:51] <Arcanitor> anyone know
what the ratio value for ISpecialArmor.ArmorProperties does
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L250[13:47:40] <ben_mkiv> neko, i just
joined but now im curious what uses fixed var name patterns
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L256[14:59:36] <xaero> ben_mkiv: from
context, Object Holders
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L289[19:42:11] <ben_mkiv> my chicken has
now a computer attached as capability =)
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L293[20:08:14] <Ordinastie> that'd be nice
if Forge did a better work for guessing which mod is
"currently active" when not in init phases
L294[20:08:37] <Ordinastie> finding the
first one based on stacktrace is not really reliable
L295[20:08:57] <Ordinastie> maybe display
possible candidates ?
L296[20:11:37] <mezz> what's the context
for what you're talking about Ordinastie ?
L297[20:12:24] <Ordinastie> cascading
worldgen
L298[20:12:51] <mezz> ah, yeah. ideally it
would be a stack trace but it was waaay too spammy
L299[20:13:20] <Ordinastie> it could
either print the stacktrace once per identified mod id
L300[20:13:34] <Ordinastie> or parse the
stacktrace completely and prints possible offenders
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L302[20:13:38] <Ordinastie> instead of
just the first one
L303[20:13:49] <mezz> I think the former
approach sounds better
L304[20:14:17] <Ordinastie> yeah, at least
I can point to the proper culprit when reported
L305[20:14:25] <Ordinastie> or fix it if
I'm really responsible
L306[20:14:28] <mezz> right
L307[20:15:15] <mezz> I'd let it log 10 of
them per mod or so and then go quiet
L308[20:15:51] <Ordinastie> is it possible
to detect uniqueness of a stacktrace ?
L309[20:16:09] <mezz> hash it? I dunno
you'll have to take a close look at one
L310[20:16:52] <Ordinastie> if it's easy
enough and not to expensive, show only different ones
L311[20:17:23] <mezz> that sounds good as
well
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L326[22:43:38] <LexMobile> umm Ordinastie
there was an attempt to do that however it caused a 5,000% increase
in event firing times.
L327[22:43:49] <LexMobile> As well as only
working for event handlers and not normal event loops
L328[22:43:55] <LexMobile> or other code
paths
L329[22:44:20] <Ordinastie> hum ?
L330[22:44:50] <LexMobile> There is no way
to tell what mod owns what section of code that is being run.
L331[22:45:00] <Ordinastie> yes, I get
that
L332[22:45:28] <LexMobile> So ya... you
expect something better?
L333[22:45:46] <Ordinastie> but the 5000%,
you're talking about getting all possible offenders instead of just
the first found ?
L334[22:46:16] <LexMobile> for attempting
to manage the 'currently executing' mod like we do in the init
phases.
L335[22:46:22] <mezz> lex, he wanted an
improvement on the "chunks loaded during worldgen" log,
since his mod is being blamed incorrectly
L336[22:46:38] <LexMobile> Ya, not much we
can do beyond shove a stacktrace in there.
L337[22:46:44] <mezz> yeah
L338[22:46:49] <LexMobile> But people
bitched that was to annoying IIRC
L339[22:47:02] <mezz> if he can make a
stack trace that just logs once per mod I think it'll be good
L340[22:47:19] <Ordinastie> wait, 'he'
?
L341[22:47:19] <mezz> or something limited
like that
L342[22:47:27] <Ordinastie> you mean me ?
><
L343[22:47:34] <mezz> yes?
L344[22:47:52] <LexMobile> Not really worh
doing anythingh more.
L345[22:47:52] <Ordinastie> I wasn't
planning on making a PR :p
L346[22:48:06] <LexMobile> Unless its
hidden behide and 'spam my logs' flag
L347[22:48:19] <mezz> I'm here to organize
people to make PRs, lex is here to tell you it's a dumb idea. you
get to make the PR :D
L348[22:48:20] <LexMobile> as 99% of the
users wont know nore care about it.
L349[22:49:21] <mezz> having one stack
trace instead of 1000 error messages is helpful when people report,
since you can see the cause and direct them to the right place
hopefully
L350[22:49:51] <mezz> I don't think this
affects very many mods right now though, so I'm not really jumping
at writing the PR myself
L351[22:49:54] <LexMobile> Modders should
just... test their mods... but thats asking to much.
L352[22:50:19] <kashike> my "test
your mod" sense is tingling
L353[22:50:21] <LexMobile> Beyond that
stacks may not actually be useful in determining who is to
blame.
L354[22:50:29] <Commoble> "Why the
hell do the frogmen in this mod duplicate indefinitely"
L355[22:51:13] <Ordinastie> probably still
more useful than just a wild guess on what mod did it
L356[22:51:46] <mezz> I maintain at least
one mod that occasionally causes that worldgen message to
trigger... it's a lot of work to fix sometimes and I haven't
prioritized it since it's not happening a lot
L357[22:52:16] <LexMobile> meh we could
jsut remove the mod name.
L358[22:52:32] <LexMobile> but in 90% of
cases it will show up as 'Minecraft'
L359[22:52:51] <LexMobile> Blame
mezz
L360[22:53:02] <mezz> maybe I'll mess with
it tonight. gonna grab a shower and a beer and all you can shush
:D
L361[22:53:13] <LexMobile> Honestly its
not a fucking issue.
L362[22:53:31] <LexMobile> Blame any
modder, as its most likely something related to them.
L363[22:53:44] <Ordinastie> it's
definitely one on my github :p
L364[22:53:55] <mezz> it was me all along
muahaha
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L366[22:54:25] <mezz> I created the error
log just to trigger it and annoy everyone it was my secret
plan
L367[22:54:26] <LexMobile> Ord, im sure
you have lots of issues.. And not just on github
L368[22:54:45] <Ordinastie> like I said, I
want to shrug it off as 'not my problem' as I don't do any
worldgen, but there is a possibility it's a side effect of
something I did
L369[22:55:05] <LexMobile> Then you should
debug it and figure out whats causing it.
L370[22:55:15] <LexMobile> If its you fix
it, if its not report it to whoever it is.
L371[22:55:40] <Ordinastie> except I can't
replicate the issue locally, it's modpacks user that report
it
L372[22:55:56] <LexMobile> then get the
modpack and figure it out.
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L375[22:59:46] <mezz> adding a new forge
config flag for "debug chunk generation whatever logs"
that enables stack traces would be good for a pack issue like
this
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L379[23:07:43] <LexMobile> meh, again
stack traces may not even be useful.
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L383[23:20:33] <Abastro> Hello, can I make
a PR which breaks up sky rendering into parts? Is it just
unacceptable?
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