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L10[00:51:06] <shadekiller666> the unity
devs are toting IL2CPP, their long overdue way of actually updating
to a modern .NET version... and its out for 2 platforms
 
L11[00:51:40] <shadekiller666> ios and
webgl, the latter of which no one actually uses because the unity
plugin doesn't work on firefox and chrome anymore
 
L12[00:56:06] <Zaggy1024> unity
doesn't work in Firefox anymore?
 
L13[01:01:50] <shadekiller666> well
 
L14[01:02:12] <shadekiller666> firefox and
chrome no longer enable browser plugins
 
L15[01:02:38] <shadekiller666> actually,
might be chrome and IE, not sure
 
L16[01:03:20] <sham1> firefox supports
plugins
 
L17[01:03:24] <sham1> you have to enable
them yourself
 
L18[01:03:53] <shadekiller666> same with
chrome
 
L19[01:04:10] <shadekiller666> but
they're no longer supported and wonky as hell
 
L20[01:05:00] <Zaggy1024> webgl != plugin
tho
 
L21[01:05:02] <shadekiller666> but the
Unity devs are like "LOOK AT THIS THING WE MADE ISN'T IT
GREAT?! YOU CAN'T USE IT YET CUZ THE PLATFORM ITS ON
ISN'T SUPPORTED BUT ISN'T IT GREAT?!"
 
L22[01:05:04] <Zaggy1024> not sure what you
were saying before
 
L23[01:05:25] <Zaggy1024> referring to
"ios and webgl, the latter of which no one actually uses
because the unity plugin doesn't work on firefox and chrome
anymore"
 
L24[01:05:55] <shadekiller666> this is
something they've been talking about for like 2 years now, and
they only have 2 platforms that run on a .NET version > than
2.0
 
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L33[01:43:08] <sham1> Jeez
 
L34[01:43:17] <sham1> Nice
 
L35[01:43:20] <Ordinastie> dvntsix,
it's not textured!
 
L36[01:43:46] <sham1> It is not not
textured
 
L37[01:44:18] <sham1> Anyway, I was
thinking of doing something awesome today
 
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L40[01:55:49] * fry
is fixing the lighting engine 
L41[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151017 mappings to Forge Maven.
 
L42[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151017-1.8.zip (mappings
= "snapshot_20151017" in build.gradle).
 
L43[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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L45[02:02:35] <sham1> good
 
L46[02:02:47] <sham1> the lighting engine
needs to be fixed
 
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L57[02:41:02] <Drullkus> Benimatic:
There's no TF IRC Channel? o.O
 
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L62[02:51:14] <Wuppy> morning
 
L63[02:51:31] <Drullkus> \o Wup
 
L64[02:51:38] <Wuppy> whats up
Drullkus
 
L65[02:51:48] <Drullkus> Just retextured 4
blocks in chisel
 
L66[02:52:00] <Drullkus> The masonry blocks
I made a few months back turned out crap
 
L67[02:52:09] <Drullkus> Finally got around
to retexturing them
 
L68[02:52:35] <Drullkus> Whoa, damn. Looks
like I got a crash on loading the world here >.>
 
L69[02:52:55] <shadekiller666> oo, those
are always fun
 
L70[02:53:04] <Wuppy> cool :)
 
L71[02:53:26] <Wuppy> I'm getting
access to the Sony PhyreEngine in a few days :D
 
L72[02:54:16] <Drullkus> oooh
 
L73[02:54:36] <Drullkus> shadekiller666:
Looks like the offset data isn't being accepted by chisel..
for some reason
 
L74[02:54:45] <Wuppy> just gotta download
it and sign an NDA :P
 
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L77[02:56:47] <Wuppy> hehe
 
L78[02:57:16] <Drullkus> the best part is
the :pray: emote
 
L79[02:57:18] <Drullkus> :D
 
L80[02:58:01] <shadekiller666> and all
he's thinking in the back of his head is "damn it
drullkus, i told you not to touch that...."
 
L81[02:58:10] <Drullkus> I literally did
not, lol
 
L82[02:58:14] <Drullkus> It just
broke
 
L83[02:58:15] <Drullkus> <3
 
L84[02:58:28] <Wuppy> shadekiller666,
that's what I have several times a day working with game
designers :|
 
L85[02:58:52] <shadekiller666> lol
 
L86[02:59:05] <Drullkus> But seriously, I
think he probably implemented some changes to the Offset mechanic
and added some API stuff
 
L87[02:59:14] <Drullkus> Probably got
broken somewhere along the way
 
L88[02:59:21] <Wuppy> designers screw up so
so much more than artists
 
L89[02:59:30] <Wuppy> because artists
usually dont touch the game
 
L90[02:59:32] <Drullkus> designers =/=
artists ?!
 
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L93[02:59:48] *
Drullkus is confused o.o 
L94[02:59:52] <Wuppy> game designers design
levels, gameplay, do balancing, bug testing
 
L96[02:59:58] <Drullkus> Ah
 
L97[03:00:02] <Wuppy> writing a game design
document
 
L98[03:00:12] <fry> tester != designer
:P
 
L99[03:00:18] ***
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L100[03:01:07] <Drullkus> Unfortunately
with me being the artist, it's sort of mandatory that I test
out the textures within the minecraft world to make sure
they're immersed correctly :)
 
L101[03:03:03] <shadekiller666> well
 
L102[03:03:26] <Drullkus> Ok, yep, tterrag
broke something
 
L103[03:03:38] <Drullkus> Damn NPEs
 
L104[03:04:04] <Drullkus> wtf
 
L105[03:04:08] <shadekiller666> not sure
whats better, that situation where you're just the art guy, or
my situation where you're the art guy, but shit ends up
bugging you enough that you learn a bunch of shit that you need to
know to fix the thing thats bugging you so you can get back to
work
 
L106[03:04:09] <Drullkus> He's
already got a nullcheck
 
L107[03:04:21] ***
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L108[03:04:43] <Drullkus> shadekiller666:
Fortunately I know some basic java, so I can implement some basic
bandaids until he's awake again and...
 
L109[03:04:46]
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L110[03:04:49] <Drullkus> -PAINFULLY-
peeling off the bandaids
 
L111[03:05:37] <shadekiller666> "here
ya go, i made sure to add extra adhesive this time, to make it just
a TINY TINY bit more painful! Enjoy!! :D"
 
L112[03:05:48] <Wuppy> fry, I'm not
saying designers are testers, designers find people to test the
game, gather feedback and then tell programmers to make certain
changes based on that
 
L113[03:06:29] <Wuppy> one of our teachers
was also a lead designer at GTA 4 \o/
 
L114[03:06:29] <Drullkus> shadekiller666:
I also poured rubbing alcohol all over it to make sure the bug
doesn't exist anymore
 
L115[03:06:31] <fry> I would call that
person teamlid, not designer :P
 
L116[03:06:54] <Wuppy> teamlid?
 
L117[03:07:01] <shadekiller666> ya
 
L118[03:07:09] <shadekiller666> you
haven't heard?
 
L119[03:07:20] <fry> well, team
leader
 
L120[03:07:24] <shadekiller666> teams
shaped like jars are the new hip thing
 
L121[03:07:35] <Wuppy> nop, team leads are
producers
 
L122[03:07:43] <Drullkus> lol
 
L123[03:07:47] <Wuppy> (I'm talking
about teams of 15+ people here)
 
L124[03:08:09] <Drullkus> Ok, so this is
really weird
 
L126[03:08:12] <Drullkus> The game
is...
 
L127[03:08:20] <Drullkus> crashing BEFORE
it gets to the nullcheck
 
L128[03:08:24] <Drullkus> Which I
can't figure out
 
L129[03:08:34] <Wuppy> people who find
others to test the game in different ways and gather feedback on it
are called QA Designers to be exact
 
L130[03:09:44] <shadekiller666> Drullkus,
at that particular point, is the Enum that OFFSET_DATA_KEY is in
initialized?
 
L131[03:09:59] <shadekiller666> Enums tend
to get wonky with multithreading
 
L132[03:10:05] <Drullkus> shadekiller666:
The crash occurs on world loadup
 
L133[03:10:18] <shadekiller666> mhmm
 
L134[03:10:22] <Drullkus> And uh, I
don't think I understood a single thing you said? ._.
 
L135[03:10:38] <shadekiller666> the
link
 
L136[03:10:39] <Drullkus> Actually, crash
happens when I place a block that uses the V-system
 
L137[03:11:05] <Drullkus> Since the blocks
on the V-System refer to the offser
 
L138[03:11:09] <Drullkus> offset*
 
L139[03:11:58] <shadekiller666> on line 48
of ChunkData, you have a highlighted line
 
L140[03:11:58] <Drullkus> and yes
shadekiller666, I mean I don't have much knowledge of that
these programmers are actually putting down, lol
 
L141[03:12:02] <Drullkus> yes
 
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L143[03:12:05] <Drullkus> That's the
line
 
L144[03:12:09] <Drullkus> before a
nullcheck
 
L145[03:12:13] <shadekiller666> mhmm
 
L146[03:12:17] <Drullkus> which is
NPE'ing
 
L147[03:12:22] <Ordinastie> offsetRegistry
is null
 
L148[03:12:27] <Ordinastie> that's
the only thing that can NPE
 
L149[03:12:34] <shadekiller666> not
necessarily
 
L150[03:12:45] <Drullkus> And it's
supposed to initialize a new one
 
L151[03:12:47] <shadekiller666> actually,
in this case it is, ya
 
L152[03:13:47] <shadekiller666> the
registry is null
 
L153[03:13:59] <Drullkus> So... How would
I fix it?
 
L154[03:14:07] <shadekiller666> when is
the last time setOffsetRegistry() gets called before that
point?
 
L155[03:15:44] <Drullkus> I believe not at
all until I placed the block that would use the offset
 
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L157[03:16:03] <shadekiller666> the
problem is that it isn't
 
L158[03:16:30] <shadekiller666> the code
is trying to grab something out of a variable that doesn't
exist
 
L159[03:16:58] <Drullkus> So we need to
somehow acknowledge that it doesn't exist and then make a new
one.
 
L160[03:17:07] <shadekiller666> yes
 
L161[03:17:08] <Drullkus> I think.
 
L162[03:17:11] <Drullkus> Ok.
 
L163[03:17:33] <shadekiller666>
setOffsetRegistry() needs to be called to instantiate the
offsetRegistry
 
L164[03:17:59] <Samario> if does not exist
then create??
 
L165[03:18:44] <Drullkus> Line 49 is
 
L166[03:18:47] <Drullkus> > return data
== null ? DUMMY : data.getDataForChunk(chunk);
 
L167[03:18:50] ***
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L168[03:19:00] <Drullkus> DUMMY is private
static final IOffsetData DUMMY = new IOffsetData() { ... }
 
L169[03:19:08] <shadekiller666> thats not
the issue
 
L170[03:19:18] <shadekiller666>
you're not even getting to that line
 
L171[03:20:35] <Drullkus> I'm totally
confused how to proceed then :\
 
L172[03:21:06] <shadekiller666> do you see
the setOffsetRegistry() method in that class?
 
L173[03:21:51] <shadekiller666> that needs
to be called from somewhere that has an instance of
IChunkDataRegistry so that offsetRegistry gets set to something
that isn't null
 
L174[03:25:32] <Ordinastie> oh god I hate
MC!
 
L175[03:25:44] <shadekiller666> ?
 
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L177[03:26:31] <Ordinastie> somehow the
IBlockAccess cache used when rendering blocks is not up to date
with the actual world -_-
 
L178[03:26:59] <Ordinastie> so when I set
data on a TE on the client world, well the TE instance in the cache
doesn't have the data :x
 
L179[03:28:06] <Drullkus> shadekiller666:
I'm just gonna pass all of this onto the programmer so they
know what's actually going on ._.
 
L180[03:28:09] <Drullkus> s
 
L181[03:28:12] <Drullkus>
programmers*
 
L182[03:28:16] <shadekiller666> lol
 
L183[03:33:32] <Ordinastie> I have no idea
how to fix my issue :x
 
L184[03:36:57] <shadekiller666> gah mah
foot hurts >.<
 
L185[03:37:00] <masa> does
markBlockForRenderingUpdate() or whatever not help?
 
L186[03:39:08] <Ordinastie> ah fuck,
nvm
 
L187[03:39:13] <Ordinastie> fixed it
 
L189[03:39:25] <Ordinastie> the TE was
being recreated for some reason
 
L190[03:42:31] <shadekiller666>
haven't been able to move my ankle or foot for 2 weeks now and
my calf muscle is all flabby now
 
L191[03:42:38] <Drullkus> :(?
 
L192[03:42:51] <shadekiller666> i broke my
foot last month
 
L193[03:43:23] <shadekiller666> actually,
make that 3 weeks
 
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L195[03:45:48] <Wuppy> woop woop, time for
a free festival today which costs 50 euros for others :D
 
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L199[03:56:50] <dvntsix> safest way to get
if EntityPlayerMP == the client player? compare UUID's?
 
L200[03:57:07] <shadekiller666> MP =
MultiPlayer
 
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L202[03:57:29] <shadekiller666> so
EntityPlayerMP will never = the client player
 
L203[03:59:53] ⇦
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L205[04:05:26] <Wuppy> doctor who comes
out on saturday night right?
 
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L208[04:11:41] <Nitrodev> Wuppy yes it
does
 
L209[04:12:03] <Wuppy> :< still have to
wait a day then
 
L210[04:14:50] <Nitrodev> not for me
:D
 
L211[04:15:00] <Nitrodev> it's
saturday for me
 
L212[04:15:11] <Nitrodev> 12:15 pm
 
L213[04:15:19] <Wuppy> same here, but I
have to watch it a day later because I'm not brittish
 
L214[04:15:30] <Wuppy> also, I'll be
at a party untill 7AM :P
 
L215[04:15:46] <Nitrodev> ah
 
L216[04:16:00] <Nitrodev> and im not
brittish either
 
L217[04:16:17] <Nitrodev> but it's on
bbc iplayer about an hour after the episode ends on tv
 
L218[04:18:19] <Wuppy> this party is going
to be good though :D
 
L219[04:18:38]
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L220[04:18:39] <Wuppy> only downside is
that I'll have to stay up untill like 9AM :P
 
L221[04:18:58] <Nitrodev> :P
 
L222[04:19:10] <Wuppy> but it's free
instead of 50 euros so yay
 
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L227[04:39:45] <Wuppy> time to learn some
C++ multithreading....
 
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L229[04:42:37] <sham1> pthread
 
L230[04:43:08] <fry> boost::async?
:P
 
L231[04:43:20] <sham1> fffhh
 
L232[04:43:31] <fry> or simply Rust
:P
 
L233[04:43:50] <sham1> Or Java or Haskell
and using that async
 
L234[04:44:06] <fry> java - no, haskell -
maybe
 
L235[04:44:16] <sham1> Lisp
 
L236[04:44:29] <fry> depends on what lisp
:P
 
L237[04:44:41] <sham1> clojure :3
 
L238[04:44:46] <sham1> Or CL
 
L239[04:44:48] <sham1> I dont cae
 
L240[04:45:21] <Wuppy> using #include
<thread>
 
L241[04:45:57] <sham1> Is it C++11?
 
L242[04:46:02] <Wuppy> yes
 
L243[04:46:14] <sham1> TAKE ALL OF MY
autoS
 
L244[04:46:54] <fry> there was actually no
official multithreading at all in C++ before 11 :P
 
L245[04:47:11] <sham1> That is why I said
pthread
 
L246[04:47:17] <sham1> POSIX-standard
man
 
L247[04:47:34] <Wuppy> lets see how hard
this actually is...
 
L248[04:47:42] <fry> pthread doesn't
help with the lack of memory model :P
 
L249[04:48:08] <sham1> He'll
manage
 
L250[04:49:56] <Wuppy> heh, multithreaded
programming can get you some weird results
 
L251[04:50:01] ⇦
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L253[04:50:07] <fry> it's 2015, you
shouldn't be using threads at all :P
 
L254[04:50:26] <sham1> ACTORS
 
L255[04:50:34] <Wuppy> fry ?
 
L256[04:50:46] <fry> Wuppy: you
haven't even began scratching the surface of how
"weird" it will be :P
 
L257[04:50:47] <sham1> Or just make your
stuff stateless and
 
L258[04:51:13] <sham1> If your things are
stateless, you do not need to worry about anything
 
L259[04:52:02] <sham1> I can see some
function pointers ;)
 
L260[04:52:19]
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L261[04:52:45] <Wuppy> sham1, what's
auto's in C++?
 
L262[04:52:54] <Wuppy> is it like
var?
 
L264[04:53:08] <sham1> it lets compiler
decide the type basically
 
L265[04:53:14] <sham1> Kinda like basic
type inference
 
L266[04:53:49] <sham1> Also Wuppy
 
L267[04:53:54] <sham1> Why you no
recurse
 
L268[04:54:05] <Wuppy> what now?
 
L269[04:54:46] <sham1> You do know what
recursion is, right?
 
L270[04:54:58] <Wuppy> yes
 
L271[04:55:53] <sham1> you could replace
that for-loop with a recursive construct
 
L272[04:56:35] <Wuppy> this is just some
example code for threading
 
L273[04:56:51] <sham1> :P
 
L274[04:57:19] <sham1> But yeah, at least
this code is somewhat stateless
 
L275[04:58:26] <Wuppy> welp... broke it
already :P
 
L276[04:58:33] <sham1> You want as little
state as possible with concurrent code
 
L277[04:58:40] <fry> watch the video
:P
 
L278[04:58:46] <fry> it's not that
simple
 
L279[04:59:19] ⇦
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L280[04:59:20] <Wuppy> fry, I've got
slides from a dude who worked at Dice for 15 years :)
 
L281[04:59:30] <fry> and?
 
L282[04:59:38] <Wuppy> good stuff :)
 
L283[04:59:49] <Subaraki> since whta
version of 1.7.10 is AbstractClientPlayer not available anymore
?
 
L284[05:00:01] <fry> this video is from a
guy who wrote a book about it, if you value these sorts of
things
 
L285[05:00:11] <Subaraki> I just got a
crasheport from someone where the class AbstractClientPlayer wasnt
found
 
L286[05:00:13] <Wuppy> heh, I kinda
should, shouldn't I :P
 
L288[05:01:54] <Wuppy> is using mutexes
bad?
 
L289[05:02:23] <fry> Subaraki:
there's only 1 version of 1.7.10, maybe you're running
deobfuscated mod in obf game?
 
L290[05:02:44] <Subaraki> how do you mean
fry ?
 
L291[05:02:47] <fry> Wuppy: very nuanced,
as everything thread related
 
L293[05:03:31] <fry> Subaraki: also,
it's probaby simply accessing client-only class on the
server
 
L294[05:03:44] <Subaraki> a user came to
me with that crashlog, while i tested my own mod, before releasing
it in to the public, in gameplay minecraft (not eclipse)
 
L295[05:03:53] <Subaraki> ah yeah
 
L296[05:03:54] <fry> try testing it on the
server
 
L297[05:03:56] <Subaraki> that might be a
thing
 
L298[05:04:20] <Wuppy> because this runs
at 50% of my cpu and doesn't give any erorrs or anything
 
L299[05:04:24] <Subaraki>
net.minecraft.client.entity.AbstractClientPlayer;
 
L301[05:04:29] <Subaraki> yup, must be a
server thing
 
L302[05:04:36] <Subaraki> damnit, I didnt
think about that
 
L303[05:05:34] <Wuppy> will do fry...
eventaully
 
L304[05:05:37] <Wuppy> so damn busy
atm
 
L305[05:05:49] <fry> you do have 40
minutes
 
L306[05:06:03] <Wuppy> heh, calculating
100 million primes takes a while on my pc :P
 
L307[05:06:19] <fry> and you should get at
least a basic understanfing of what's going on before diving
into multithreaded programming
 
L308[05:08:26] <sham1> You cant modify
same value from 2 different threads
 
L309[05:08:42] <fry> depends
 
L310[05:08:43] <Wuppy> sham1, it's
working code, just wondering if it's good
 
L311[05:08:50] <Wuppy> but with the mutex
lock it does work
 
L312[05:09:03] <Wuppy> it's
functional, but it may not be good
 
L313[05:09:12] <fry> you can, with atomic
operations, or if there's some other synchronization going
in
 
L314[05:09:19] <sham1> Well yeah
 
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L322[05:15:36] <Wuppy> I'll screw
around with this some more later, first, food
 
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L324[05:18:26] <masa> dvntsix: well that
just makes no sense, tje only thing that seems to use is the
position... and you are comparing the reference of the UUID in the
first pic, so it will only be the same if you get it from the same
entity object/instance. Use .equals() instead.
 
L325[05:20:38] <dvntsix> masa:
player.getUniqueID().equals(mc.thePlayer.getUniqueID()) ?
 
L326[05:21:33] <masa> yes
 
L327[05:21:40] <masa> but still, that
makes no sense
 
L328[05:21:53] <masa> no wait
 
L329[05:22:19] <masa> so you want to get
the light just at the current player's position?
 
L330[05:22:37] <masa> ok then
 
L331[05:22:47] <dvntsix> yeah. maybe
it's because I have to user EntityPlayerMP's
worldObj?
 
L332[05:22:53] <dvntsix> have to
use*
 
L333[05:23:10] <masa> why would you?
 
L334[05:23:28] <masa> you don't have
EntityPlayerMP on the client side, ever
 
L335[05:23:37] <masa> it is server side
only
 
L336[05:24:18] <masa> EntityPlayerMP
extends EntityPlayer anyway, so...
 
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L343[05:28:32] <dvntsix> masa: 
http://prntscr.com/8s81of the reason seems to be
because the client's worldObj doesn't calculate
skylightSubtracted. the pasted code only gives the correct value
for MP
 
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L346[05:31:10] <masa> well then you have a
problem if you need to do that on the client side
 
L347[05:31:57] <masa> because on
multiplayer you won't have a non-client world on the client
side
 
L348[05:32:34] <masa> the fact that this
now seems to work in your dev environemnt is probably because yo
uare simply running that EntityPlayerMP version of the code on the
server thread
 
L349[05:32:55] <Subaraki> send a packet
with the data you need from the server to the client ?
 
L350[05:33:47] <masa> that, or implement
the method yourself that is supposed to calculate the value
 
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L352[05:34:08] <dvntsix> working on the
latter now
 
L353[05:34:45] <masa> but does the client
side world have all the data that is used in that
calculation?
 
L354[05:35:06] <masa> ie. does that take
into account the time of day?
 
L355[05:35:22] <masa> well I guess that
does exist on the client though
 
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L357[05:35:45] <masa> for rendering
purposes at least
 
L358[05:35:56] <dvntsix> yeah it seems so.
it works
 
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L360[05:36:57] <masa> are you _only_ doing
this on the client side?
 
L361[05:37:49] <masa> then the
livingUpdateEvent might be overkill, would a playerTickEvent or
clientTickEvent work? I can't remember which of those fire on
the client side...
 
L363[05:41:31] <masa> the isRemote check
on the first pic is kinda redundant since/because assuming that the
mc variable is Minecraft.getMinecraft() then that would crash if
the server side sees that code
 
L364[05:42:10] <dvntsix> ah right. thanks
for that
 
L365[05:42:52] <masa> so only register
that event hanlder (assuming that is in an event handler) on the
client side
 
L366[05:43:19] <dvntsix> yeah that's
my client events class
 
L367[05:43:38] <masa> or just check if
(event.entity instanceof EntityPlayer &&
event.entity.worldObj.isRemote)
 
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L371[05:44:17] <masa> worldObj should
never be null, unless something is broken badly
 
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L373[05:46:08] <masa> yeah so if
that's client only, then if (event.entity == mc.thePlayer)
should be enough I think
 
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L375[05:47:08] <dvntsix> alright, thanks
for the help
 
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L397[06:46:10] <sham1> Stop making so good
looking stuff ;_;
 
L398[06:46:21] <sham1> I wish I could draw
and model
 
L399[06:46:33] <dvntsix> :P
 
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L404[06:51:59] <heldplayer> Is that a
pipboy?
 
L405[06:52:14] <heldplayer> Or is it
supposed to look like one?
 
L406[06:52:27] <heldplayer> Because
I'm fairly certain pip-boys have 3 buttons on the bottom
:P
 
L407[06:52:48] <sham1> Think that is
supposed to be one
 
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L411[07:17:42] <heldplayer> :D
 
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L419[07:46:01] <Wuppy> scala is one ugly
language :<
 
L420[07:46:38] <sham1> What
 
L421[07:47:03] <sham1> I dun bilieve
you
 
L423[07:47:22] <fry> c++ is one ugly
language, still is one of my favourites :P
 
L424[07:47:38] <Wuppy> fry, not saying
it's bad, just that it's ugly
 
L425[07:47:47] <fry> you're actually
watching the video \o/
 
L426[07:48:01] <sham1> While Java is my
bread and butter and I love it, I still can say that Java is way
too verbose'
 
L427[07:48:02] <Wuppy> yep :)
 
L428[07:48:10] <fry> so, what's ugly
in that screenshot? :P
 
L429[07:48:23] <fry> (apart from the color
scheme :P)
 
L430[07:48:25] <sham1> Yay for actors +
pattern matching
 
L431[07:48:27] <Wuppy> hehe
 
L432[07:48:38] <Wuppy> => & !
 
L433[07:48:42] <sham1> Ah
 
L435[07:49:00] <sham1> Think of them just
as method calls
 
L436[07:49:00] <Wuppy> also this*
 
L437[07:49:08] <fry> you get used to =>
and ! extremely fast :P
 
L438[07:49:11] <Wuppy> sham1, I understand
what they do but it's ugly
 
L439[07:49:22] <sham1> No less ugly than
+=
 
L440[07:49:23]
⇨ Joins: Magik6k (~Magik6k_@magik6k.net) 
L441[07:49:25] <fry> think of it as cout
<< 1 << endl :P
 
L442[07:49:45] <fry> (which a lot of
people think is very ugly :P)
 
L443[07:49:53] <Wuppy> because it kinda
is
 
L444[07:49:58] <sham1> (+ 1 3)
 
L445[07:50:04] <sham1> One of the least
ugly codes ever
 
L446[07:50:08] <Wuppy> unreal debug
isn't pretty either though
 
L447[07:50:21] <sham1> Only thing about
that is that in LISP you have so many parentheses
 
L448[07:50:32] <gigaherz> fry: cout is
horrible though
 
L449[07:50:41] <sham1> std::cout is
horrible
 
L450[07:50:43] <gigaherz> I always use
stdio.h in C++ instead
 
L451[07:51:14] <fry> but type safety!
:P
 
L452[07:51:23]
⇨ Joins: Hunterz (~hunterz@62.182.234.189) 
L453[07:51:57] <gigaherz> it's not
just type safety, cout << "Something" <<
number << "something else" << endl;
 
L454[07:52:05] <gigaherz> there's no
way to make THAT localizable
 
L455[07:52:56] <fry> depends on what you
want from the localization :P
 
L456[07:52:56] <gigaherz> although
allowing people to customize the printf format string isn't
safe either
 
L457[07:53:05] <fry> yup yup
 
L458[07:53:49] <fry> I'm not saying
<< is perfect, I'm saying it's clear, readable and
has it's advantages :P
 
L459[07:54:05] <gigaherz> it hurts my
brain-parser though
 
L460[07:54:09] <fry> and scala's
pattern matching syntax is very natural to the language
 
L461[07:54:28] <gigaherz> scala I
can't say, I haven't really seen it
 
L462[07:54:31] <Mossyblog> does anyone
have a URL that i cna look at in how to make a texture
semi-transparent at runtime?
 
L463[07:54:40] <Mossyblog> in GL
 
L464[07:54:50] <fry> you need to train
your brain parser to be able to accept anything :P
 
L465[07:55:01] <gigaherz> Mossy:
glColor4f(1,1,1,0.4)
 
L466[07:55:07] <fry> Mossyblog: in MC or
in general? :P
 
L467[07:55:15] <Mossyblog> mc
 
L468[07:55:19] <Mossyblog> but i'll
take in general to
 
L469[07:55:53] <fry> is "at
runtime" critical? simply changing it in the image editor is
often enough
 
L470[07:56:47] <sham1> fry, accepting all
symbols all the times just produces Mindfuck, and we dont want
that
 
L472[07:57:30] <sham1> Or brainfuck
rather
 
L473[07:58:19] <fry> don't
underestimate the power of the most complex thing in the universe
:P
 
L474[07:59:15] <Mossyblog> fry: thx, yeah
I'm attempting to make "ghost" blocks... ie you can
visualize your build ahead of time..
 
L475[07:59:26] <sham1> Maketh it a
particle
 
L476[07:59:33] <Mossyblog> so the idea is
you say /markout 9 W dirt
 
L477[07:59:53] <sham1> And depending on
the version, you render the block the way you normally do with some
stuff like transparency
 
L478[07:59:54] <Mossyblog> that will then
generate client-side 9 blocks of dirt west... but only client-side
so you can visualize the steps you need
 
L479[08:00:26] <Mossyblog> sham1: blocks
as particles.. never even thought of that
 
L480[08:00:37] <Mossyblog> do you have
some example code or anything that hints at that?
 
L481[08:00:47] <sham1> Never tried
it
 
L482[08:00:52] <Mossyblog> hah!
 
L483[08:00:55] <sham1> I'd actually
like to know if it works
 
L484[08:00:59] <sham1> I just got that
idea
 
L485[08:01:17] <Mossyblog> i know
Scehmatica does alpha shading but its a lot of setup to render a
fake chunk
 
L486[08:01:33] <Mossyblog> trying to find
a way without as much code footprint
 
L487[08:01:41] <sham1> Because in 1.8 you
can ask MC to render the block depending on the IBlockState you
give it
 
L488[08:01:47] <sham1> Which reminds
me
 
L489[08:02:00] <sham1> Fry, is getting
nested tesselators a bad thing
 
L490[08:02:08] <fry> nested?
 
L491[08:02:22] <sham1> As in, if I call
ItemRenderer.renderItem
 
L492[08:02:28] <sham1> And I have a
tesselator set up
 
L493[08:02:43] <sham1> (this being
1.8)
 
L494[08:02:57] <fry> why are you touching
tessellator in 1.8? :P
 
L495[08:03:04] <sham1> Because GUI
 
L496[08:03:07] <Mossyblog> sham1: is that
via setBlock(Blocks.Foo_block)
 
L497[08:03:36] <sham1> Better to use Tess
in GUI
 
L498[08:03:49] <sham1> Because going raw
OGL would be even more dangerous
 
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L500[08:05:48] <Mossyblog> well i used a
bit of dangerous know how to make an auto-torch overlay +
de-spawner
 
L501[08:06:00] <Mossyblog> so i'm
keen to see how far i can break it ;) heheh
 
L502[08:07:58] ***
PaleOff is now known as PaleoCrafter 
L503[08:09:32] <sham1> And all the sudden
silence
 
L504[08:11:44] <Mossyblog> holy crap...
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
is all i needed
 
L505[08:11:48] <Mossyblog> that pDF is
awesome
 
L506[08:11:57] <Mossyblog> <--
dangerous now with GL :D
 
L507[08:12:14] <Wuppy> typical fry,
sending the useful pdfs :P
 
L508[08:12:35] <fry> people actually read
them for a change :P
 
L509[08:12:43] <Wuppy> oi, I watched your
vido
 
L510[08:12:54] <Mossyblog> there's a
video? :)
 
L511[08:13:03] <fry> not about GL :P
 
L512[08:13:07] <Wuppy> the video he send
me was related to multithreading
 
L513[08:13:21] <fry> (well, there are
plenty about GL, just not the one I've shared recently
:P)
 
L514[08:13:32] ⇦
Quits: Shukaro (~Shukaro@130.108.232.236) (Ping timeout: 195
seconds) 
L515[08:15:40] <Ordinastie> !gm
setBlockMetadataWithNotify 1.7.10
 
L516[08:15:53] <Ordinastie> !gm
func_72921_c
 
L517[08:17:17] <sham1> These bloody
pasture seeds are so hard to find...
 
L518[08:23:33] ⇦
Quits: dvntsix (~dvntsix@d58-111-82-81.rdl800.qld.optusnet.com.au)
(Quit: Leaving) 
L519[08:23:58]
⇨ Joins: panda_2134 (webchat@ss1.flamerat.org) 
L520[08:30:15] <Wuppy> hmmm why cant I
make a vector of threads
 
L521[08:32:28]
⇨ Joins: TheFjong
(~TheFjong@3e6b343b.rev.stofanet.dk) 
L522[08:38:02] <Wuppy> welp, just made
about 200 threads and got my pc to work at 99% cpu :P
 
L523[08:38:09] <Wuppy> I think I
understand this multi threading now
 
L524[08:38:12] <Wuppy> the basics at
least
 
L525[08:41:32] ⇦
Parts: panda_2134 (webchat@ss1.flamerat.org) ()) 
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L537[09:00:17] ***
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L540[09:05:07] ⇦
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reset by peer) 
L542[09:12:08] ***
Vigaro|AFK is now known as Vigaro 
L543[09:13:27] <Lumien> McJty did you try
to update an existing workspace?
 
L544[09:14:13] <McJty> It was an older
(several months old) 1.8 workspace that I made
 
L545[09:14:18] <McJty> Which is now
updated
 
L546[09:15:42] <Lumien> Sooo you got it to
work?
 
L547[09:17:08] ⇦
Quits: Sava (~Sava@cable-178-148-182-101.dynamic.sbb.rs) (Ping
timeout: 378 seconds) 
L548[09:17:45] <McJty> Trying a new
workspace now
 
L549[09:18:00]
⇨ Joins: panda_2134 (~panda2134@221.235.130.228) 
L550[09:18:06] <panda_2134> hi there
!
 
L551[09:18:28] <panda_2134> i finally
managed to connect to the irc channel :-D
 
L552[09:18:45]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) 
L553[09:18:58] ⇦
Quits: panda_2134 (~panda2134@221.235.130.228) (Client
Quit) 
L554[09:19:52] <Ordinastie> not for
long
 
L555[09:20:46]
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(~Sava@cable-178-148-182-101.dynamic.sbb.rs) 
L556[09:28:04]
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L557[09:29:40]
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(~Ellpeck@pD9F7A54D.dip0.t-ipconnect.de) 
L558[09:29:43] <panda_2134> the syncing of
tileentity is annoying XD
 
L559[09:30:18] <sham1> "Not for
long" what is that suposed to be
 
L560[09:30:25] <sham1> Is this how we
greet new people?
 
L561[09:31:45] <panda_2134> XD
 
L562[09:31:52] <gigaherz> sham1: you
missed the joke
 
L563[09:31:58] <gigaherz> [16:18]
(panda_2134): i finally managed to connect to the irc channel
:-D
 
L564[09:32:00] <gigaherz> [16:18] (i)
[QUIT] panda_2134 (~panda2134@221.235.130.228) (Client Quit)
 
L565[09:32:00] <gigaherz> [16:19]
(Ordinastie): not for long
 
L566[09:32:07] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Ping timeout: 186 seconds) 
L567[09:32:11] <sham1> Ah
 
L568[09:32:20] <sham1> Didnt see the quit
message
 
L569[09:32:22] <panda_2134> sorry i havent
got it
 
L570[09:32:31] <panda_2134> but where
's the joke?
 
L571[09:32:36] ***
PaleoCrafter is now known as PaleOff 
L572[09:32:37] <panda_2134> what's
it?
 
L573[09:32:45] <panda_2134> XD
 
L574[09:32:59] <gigaherz> panda_2134: you
said you managed to connect, and then closed irc less than a minute
after,
 
L575[09:33:05] <panda_2134> yep
 
L576[09:33:06] <gigaherz> so Ordinastie
said "not for long"
 
L577[09:33:19] <panda_2134> just to config
my weechat XD
 
L578[09:33:19] <gigaherz> as in, it
didn't last long, your ability to stay connected
 
L579[09:33:24] <panda_2134> yep
 
L580[09:33:36] <gigaherz> yeah like most
jokes, it doesn't work when you explain it ;P
 
L581[09:33:45] <Ordinastie> I never
thought that joke would need to be explained 3 times... :x
 
L582[09:33:51] <panda_2134> yep haha
 
L583[09:34:03] <auenfx4> it probably needs
to be explained a couple more times
 
L584[09:34:27] <sham1> Hey
 
L585[09:34:32] <sham1> I dont get
notifications about quits
 
L586[09:34:38] <sham1> Pls
 
L587[09:34:41] <panda_2134> well i cant
see a joke even if it jumps in front of me
 
L588[09:34:43] <panda_2134> haha
 
L589[09:34:53] <gigaherz> crappy irc
client, then, sham1 XD
 
L590[09:35:03] <sham1> More like
configurable
 
L591[09:35:20] <gigaherz> well crappy
settings then, whatever ;p
 
L592[09:35:35] <panda_2134> i tried
mIRC
 
L593[09:35:47] <panda_2134> but i remove
it because it's not free XD
 
L594[09:36:01] <panda_2134> so i installed
cygwin and downloaded Weechat
 
L595[09:36:07] <auenfx4> the nag screen
you didnt like?
 
L596[09:36:24] <gigaherz> I bought mirc
some years ago
 
L597[09:36:28] <gigaherz> i got my first
job
 
L598[09:36:34] <gigaherz> and I thought I
had used enough for free already
 
L599[09:36:35] <gigaherz> ;P
 
L600[09:36:39] <panda_2134> i think a
command-line client will help me to focus on my code XD
 
L601[09:36:58] <sham1> mIRC is free
 
L602[09:37:04] <sham1> It never forces you
to buy it
 
L603[09:37:12] <auenfx4> how many networks
do you connect to at the same time on that commandline
client?
 
L604[09:37:17] <gigaherz> that's not
free sham1
 
L605[09:37:20] <auenfx4> sham1,
wrong
 
L606[09:37:28] <gigaherz> just because my
front doot happens to be unlocked doesn't mean you are free to
walk in and take what you want
 
L607[09:37:31] <gigaherz> door*
 
L608[09:37:39] <auenfx4> for the first 30
days you get the single nag screen
 
L609[09:37:40] <gigaherz> mirc lets you
evaluate as long as you need
 
L610[09:37:46] <auenfx4> after 30 days you
get 2 nag screens
 
L611[09:37:46] <gigaherz> doesn't
mean it'sfree
 
L612[09:38:01] <auenfx4> then after a
while, the 2nd nagscreen will display an 'exit' button
rather than 'continue'
 
L613[09:38:11] <sham1> Oh
 
L614[09:41:16]
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(~Brokkoli@x55b03b58.dyn.telefonica.de) 
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⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) 
L617[09:42:15] <panda_2134> weechat is
free
 
L618[09:42:22] <panda_2134> i like it
XD
 
L619[09:42:27] <auenfx4> there is plenty
of free irc
 
L620[09:42:48] <panda_2134> yes
 
L621[09:42:54] <panda_2134> but i like
this best
 
L622[09:43:38] <auenfx4> if you only
connect to 2 servers, you may as well use irccloud ;)
 
L623[09:47:50] <sham1> Or if you want to
support Open Source, you use Hexchat
 
L624[09:48:01] <sham1> or maybe Irssi if
you dont mind using the command line
 
L625[09:48:18] <auenfx4> xchat?
 
L626[09:49:53] <Unh0ly_Tigg> hexchat is
the opensource version of xchat, and it's free on all
platforms, whereas xchat costs money for windows (though it's
possible to reset the evaluation date)
 
L627[09:50:26] <gigaherz> HydraIRC was
okish
 
L628[09:50:37] <gigaherz> dunno how much
it has changed since the time I tried it
 
L629[09:50:46] <gigaherz> in the end I
went back to mirc, it just feels better
 
L630[09:50:56] <gigaherz> I do have it
customized
 
L631[09:51:05] <gigaherz> made it display
chat lines differently
 
L632[09:52:38] <barteks2x> I thought skype
uses a lot of RAM... hexchat uses more
 
L633[09:54:09] ⇦
Quits: barteks2x (~barteks2x@tanzalan.t17.ds.pwr.wroc.pl) (Quit:
Leaving) 
L634[09:55:04]
⇨ Joins: barteks2x
(~barteks2x@tanzalan.t17.ds.pwr.wroc.pl) 
L635[09:57:04]
⇨ Joins: Meow-J
(uid69628@id-69628.highgate.irccloud.com) 
L636[10:02:31] <Caitlyn> My hexchat is at
15 MB
 
L637[10:02:37] <Caitlyn> Skype is at 30.
:P
 
L638[10:02:57] ***
AEnterprise is now known as AEnterpriseAFK 
L639[10:04:18] ⇦
Quits: covers1624
(~covers162@2001:8003:a211:7800:6863:c591:ac13:5846) (Read error:
Connection reset by peer) 
L640[10:04:43] <barteks2x> Skype - 180MB,
hexchat - goes up to 200.
 
L641[10:04:51]
⇨ Joins: covers1624
(~covers162@2001:8003:a211:7800:6863:c591:ac13:5846) 
L642[10:05:06] ⇦
Quits: panda_2134 (~panda2134@221.235.130.228) (Quit: WeeChat
1.3) 
L643[10:05:59]
⇨ Joins: panda_2134 (~panda2134@221.235.130.228) 
L644[10:06:56] <gigaherz> meanwhile, my
mirc is consuming 15mb.
 
L645[10:07:07] <gigaherz> as someone said
on twitter
 
L646[10:07:31] <panda_2134> Meow-J
hi
 
L647[10:07:42] <gigaherz> "Skype is
an extremely resource-intensive mirc."
 
L648[10:08:14] <panda_2134> yep
 
L649[10:15:19] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Ping timeout: 186 seconds) 
L650[10:16:42] <panda_2134> say bye
everyone
 
L651[10:16:45] <panda_2134> = =
 
L652[10:16:50] <panda_2134> bye
everyone
 
L653[10:16:59] <panda_2134> i've
gotta sleep
 
L654[10:17:04] ⇦
Quits: panda_2134 (~panda2134@221.235.130.228) (Quit: WeeChat
1.3) 
L655[10:22:33]
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(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) 
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L657[10:23:02] <panda_2134> i come back to
ask a question before i sleep XD
 
L658[10:23:10] <panda_2134> i make a
multiblock structure
 
L659[10:23:29] <panda_2134> using a
controller block to check whether the structure is complete
 
L660[10:23:47] <panda_2134> and i wrote
these code in updateEntity();
 
L661[10:24:03] <panda_2134> but it only
works where the controller block is updated
 
L662[10:24:12] <panda_2134> so what's
wrong?
 
L663[10:24:14] <panda_2134> XD
 
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L671[10:44:28]
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1.3) 
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⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) 
L678[10:59:41] <Ordinastie> anyone knows a
way to DL twitch videos ?
 
L679[11:04:17] <fry> youtube-dl
 
L680[11:06:59] <shadekiller666> why is it
that the US, a country that emphasizes freedom of speech and all
that, is able to fast-track the passing of the least
freedom-of-speech and consumer friendly proposal ever, the
Trans-Pacific Partnership
 
L681[11:07:24] <shadekiller666> will there
ever be a time where companies stop trying to fuck everyone
over?
 
L682[11:07:39] <heldplayer>
shadekiller666: money
 
L683[11:10:15] ***
mine|dreamland is now known as minecreatr 
L685[11:16:10] ***
PaleOff is now known as PaleoCrafter 
L686[11:16:48] ***
PaleoCrafter is now known as PaleOff 
L687[11:19:10] ***
Sub_warframe is now known as Subaraki 
L688[11:19:36] ***
Abrar|gone is now known as AbrarSyed 
L689[11:21:20] <Ordinastie> fry, of course
you had to give a command line tool ><
 
L690[11:21:51] <Ordinastie> but I have no
idea if it's doing something or if it just failed :x
 
L691[11:28:04] <Ordinastie> yep,
doesn't seem to work
 
L692[11:29:12] <sham1> shadekiller666,
companies will stop fucking us over once there is no need for
money
 
L693[11:29:27] <sham1> post-scarity
society
 
L694[11:29:50] <sham1> Or as some people
call it, communistic utopia
 
L695[11:31:43] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Ping timeout: 186 seconds) 
L696[11:32:56] ⇦
Quits: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 206 seconds) 
L697[11:33:04] <shadekiller666> and the
worst part... it may be too late to stop this
 
L698[11:33:22] <shadekiller666> because no
one knew about it until wikileaks, well, leaked it
 
L699[11:33:47] <fry> it was talked about
for months
 
L700[11:34:31] <shadekiller666> it was
kept secret for far longer
 
L701[11:35:55] <fry> exact contents - yes,
the feeling of being screwed over existed far longer though
:P
 
L702[11:36:42] <shadekiller666> ya but you
can't combat the feeling of being fucked over without the
exact contents and means by which the fucking will be given
 
L703[11:37:42] <gigaherz> wikileaks is
proof that large conspiracies can't be kept secret, but also
proof that knowing about them doesn't mean you can do shit
about it
 
L704[11:38:36] <fry> you think wikileaks
has everything? :P
 
L705[11:38:44] <gigaherz> no
 
L706[11:38:58]
⇨ Joins: Skierz
(webchat@dsl-static-81-140-85-198.in-addr.broadbandscope.com) 
L707[11:39:05] <fry> wikileaks is proof
that some large conspiracies can't be kept secret :P
 
L708[11:39:33] <shadekiller666> i feel
that if you can get people to make enough noise for long enough
things get fixed, but the TPP allows for the criminalization of
"trade secrets", things like this that the general public
should KNOW about, but that the companies with power don't
want you to know about
 
L709[11:39:52] <shadekiller666> because
they know it is against their best interests
 
L710[11:40:38] <sham1> Do you really want
to know
 
L711[11:41:01] <Wuppy> noticed that I
didn't have flux on my pc yesterday, so happy to have it
installed now :)
 
L712[11:41:18] <sham1> f.lux is nice
 
L713[11:41:21] <shadekiller666> if its
something that is going to fuck me over, yes i want to fucking
know
 
L714[11:41:23] <sham1> But not when I
play
 
L715[11:41:44] <shadekiller666> ignorance
is not bliss...
 
L716[11:42:02] <shadekiller666> and what
you don't know always comes back to bite you in the ass
 
L717[11:42:05] <sham1> Did you even get
the reference...
 
L718[11:43:00] <shadekiller666> apparently
not?
 
L719[11:43:42] <sham1> That was not a
direct quote from x-files
 
L720[11:43:50] <sham1> But then
again...
 
L721[11:43:52] <Lunatrius> Ordinastie: if
you have found something yet, there should be a userscript
 
L722[11:43:55] ⇦
Quits: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over
and Out!) 
L723[11:45:30] <shadekiller666> sham, i
don't watch the x-files
 
L725[11:45:40] <shadekiller666> or much tv
for that matter
 
L726[11:45:48] <sham1> Do you at least
know the theme song
 
L727[11:46:11]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) 
L728[11:46:21] <shadekiller666> nope
 
L729[11:50:02]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) 
L730[11:50:09] <Ordinastie> Lunatrius,
yeah, that doesn't work
 
L731[11:50:58] <Wuppy> I love how, because
the mouse pointer is a hardware sprite, it's the only part of
the screen which isn't influenced by f.lux
 
L732[11:51:07] <Ordinastie> it's
limited to 15min only
 
L733[11:51:13] <Ordinastie> the vid I want
is 6h
 
L734[11:51:17] <Poppy> Ivorius: nice guy,
huh?
 
L735[11:51:18] ⇦
Quits: Me4502 (~Me4502@2604:180::82d9:bd18) (Ping timeout: 206
seconds) 
L736[11:51:33] <Poppy> Ivorius: funny
accent too :D
 
L737[11:51:42] <Lunatrius> Let me try
something
 
L738[11:51:47] ⇦
Quits: wizjany (~wizjany@2604:180::c1e2:128b) (Ping timeout: 206
seconds) 
L739[11:51:56]
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(~Cojo@2606:a000:1126:a066:acca:1408:5182:698a) 
L740[11:52:05] <Ivorius> Yeah :P
 
L741[11:52:06] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 190 seconds) 
L742[11:52:28]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) 
L743[11:52:49] <sham1> I had to turn f.lux
off because it is distracting seeing Minecraft through this red-ish
filter
 
L744[11:53:42] <Ivorius> What filter you
heathen
 
L745[11:53:47] <Ivorius> This is the
natural light
 
L746[11:54:04] <Ivorius> You didn't
turn off flux, you turned on oversaturation
 
L747[11:54:07] <sham1> Whatever it is,
it's distracting
 
L748[11:54:09] <sham1> And yes
 
L749[11:54:36] <sham1> Over-saturation of
red
 
L750[11:55:16] <sham1> It's like,
f.lux is fine for me when I code, but when I am gaming, no
 
L751[11:56:32] <Lunatrius> You won't
be seeing a lot of white in games anyway
 
L752[11:57:01] ***
AbrarSyed is now known as Abrar|gone 
L753[11:57:07] <Lunatrius> Also, reddish?
Why'd you go all the way down? That's the 1600 range,
sisn't it?
 
L754[11:57:12] <sham1> 2400
 
L755[11:57:25] <sham1> Or 2300
 
L756[11:57:28] <sham1> Rather
 
L757[11:57:38]
⇨ Joins: PieGuy128
(~PieGuy128@bas11-montreal02-1128535918.dsl.bell.ca) 
L758[11:57:39] <sham1> Also, you can see
white in games
 
L759[11:57:41] <Lunatrius> I have it at
2300, looks fine usually. It's kinda orange-y
 
L760[11:57:55] <sham1> Haven't you
played mirror's edge
 
L761[11:58:08] <Lunatrius> Exceptions
<.<
 
L762[11:58:46] <Lunatrius> Generally
you'll be somewhere in the middle. And f.lux is really mostly
useful for reading text etc
 
L763[11:58:52] <sham1> Yeah
 
L764[11:59:01] <sham1> But I like to have
it full vibrant when playing stuff
 
L765[11:59:37] <Lunatrius> I turned on day
mode just now. MY EYES!
 
L766[11:59:50] <sham1> Well
 
L767[11:59:59] <sham1> I just came from
bightly lit shower
 
L768[12:00:01] <sham1> So yeah
 
L769[12:00:44] <Lunatrius> Ordinastie: I
assume most things won't work unless they updated in the past
month or two. They sorta dropped the Flash player a while
back.
 
L770[12:01:14] <Lunatrius> I tried
checking if I could get any links manually, the vods are split in
about 30 seconds mini files <.<
 
L771[12:04:02] <Ordinastie> yes, JD
download like 2.5MB file that's not even playable
 
L772[12:04:26] <Lunatrius> I can play them
just fine
 
L773[12:04:29] <Lunatrius> .ts I
assume?
 
L774[12:04:41] <Ordinastie> mp4
 
L775[12:05:36] <Ordinastie> I guess
I'm stuck with the shitty player :s
 
L776[12:06:36] <Lunatrius> Oh joy
 
L777[12:07:28] <Lunatrius> There's a
huge playlist transmitted when opening the page
 
L778[12:07:52] <Lunatrius> Seems to be
split into 2 minute files
 
L779[12:08:32] <Lunatrius> Good luck with
that :P
 
L780[12:08:52]
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Quits: CovertJaguar (~you@65.183.205.6) (Ping timeout: 195
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L783[12:11:55] <Lunatrius> Ohh... you can
do it with ffmpeg only
 
L784[12:13:13] <Lunatrius> ffmpeg -y -i
<.m3u8 url> -c copy -bsf:a aac_adtstoasc vod.mp4
 
L785[12:13:21]
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L787[12:14:21] <gigaherz> [18:57] (sham1):
2400
 
L788[12:14:21] <gigaherz> [18:57] (sham1):
Or 2300
 
L789[12:14:25] <gigaherz> woah why are you
that low?
 
L790[12:14:35] <gigaherz> nice white is
around 5000
 
L791[12:15:01] <sham1> 5000 is the normal
non-f.lux one
 
L792[12:15:09] <gigaherz> oh I see
 
L793[12:15:16] <gigaherz> f.lux
purposefully reduces the blue
 
L794[12:15:22] <sham1> ye
 
L795[12:15:28] <sham1> wait no it
aint
 
L796[12:15:29] <gigaherz> I couldn't
use that, I adjust the white level manually to make it nice
 
L797[12:15:43] <wizjany> 4600 is default i
thought
 
L798[12:15:48] <gigaherz> depends
 
L799[12:15:51] <wizjany> in flux
 
L800[12:15:58] <gigaherz> oh dunno about
that app
 
L801[12:16:01] <gigaherz> I meant on
actual screens XD
 
L802[12:16:17] <Lunatrius> Mine is at 6500
at day
 
L803[12:16:40] <gigaherz> my room is
almost always lit by artificial light, using cfl
 
L804[12:16:44] <gigaherz> 6500 is WAY too
blue
 
L805[12:16:47] <Lunatrius> 2700 -> 6500
== rip eyes
 
L806[12:16:49] <gigaherz> 4800 is way too
red
 
L807[12:17:00] <gigaherz> I go for
something in between, around 5000-5500
 
L808[12:17:08] <Lunatrius> 6500 is
default
 
L809[12:17:24] <Lunatrius> Depends on the
monitor most likely
 
L810[12:17:33] <gigaherz> 6500 is default
only because it fits on an office with bright fluorescent
lamps
 
L811[12:17:50] <gigaherz> if your room is
less lit, or lit differently, it's suboptimal
 
L812[12:19:45] <Ordinastie> Lunatrius, how
do I get the m3u8 url ?
 
L813[12:20:02] <Lunatrius> I'm trying
to find a better way
 
L814[12:20:12] <Lunatrius> I'm
currently using the network part of the console to find it
 
L815[12:23:19] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Ping timeout: 186 seconds) 
L816[12:26:18] <Lunatrius> Ordinastie:
happen to have a link to a short(er) VOD?
 
L817[12:27:35] <Ordinastie> the one
I'm watching, but it's not short :p
www.twitch.tv/dota2ti/v/9560796
 
L818[12:28:23]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt) 
L819[12:28:28] <Lunatrius> Found a 30
minute one
 
L820[12:28:51] <Ordinastie> link ?
 
L821[12:30:12] <Lunatrius> I think I found
how to get the m3u8 links
 
L822[12:30:18] ***
fry is now known as fry|sleep 
L823[12:30:42] <fry|sleep> seriously, just
use youtube-dl :P
 
L824[12:31:17] <Lunatrius> But you can use
pure ffmpeg \o/
 
L825[12:31:32]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) 
L826[12:32:10] <Ordinastie> fry|sleep, I
tried, it doesn't work
 
L827[12:32:55] <fry|sleep> make it
work
 
L828[12:33:16] <fry|sleep> are you on
windows?
 
L829[12:34:17]
⇨ Joins: SirWill
(~SirWill@ipb21a2b1f.dynamic.kabel-deutschland.de) 
L830[12:34:40] <SirWill> hey, are there no
docs to the injectedDependencies.json file?
 
L831[12:34:42] <Ordinastie> youtube-dl
just uses ffmpeg, and that doesn't go through
 
L832[12:34:43] <Lunatrius>
a=h.usherHost+"/vod/"+t(r)+".m3u8"
 
L833[12:35:02] <Lunatrius> Now to figure
out wtf t does
 
L834[12:35:21] <fry|sleep> it doesn't
"just" use ffmpeg, it does all the intermediate steps
too, like figuring out that url
 
L835[12:35:27] <Ordinastie> yes
 
L836[12:35:40] <Ordinastie> but ffmpeg
still doesn't manage to download the video
 
L837[12:35:54] <Ordinastie> it just
freezes and there is no way to know why
 
L838[12:36:09] <fry|sleep>
--external-downloader aria2c --hls-prefer-native
 
L839[12:36:23] <Ordinastie> I'm on
windows
 
L840[12:36:46] <fry|sleep> don't tell
me you don't know how to add command line args
 
L841[12:36:52] ***
Abrar|gone is now known as AbrarSyed 
L842[12:37:02] <Ordinastie> that seems to
work
 
L843[12:37:16] <Ordinastie> I thought the
external downloader would be a unix tool
 
L844[12:37:26] <Ordinastie> 10GB to
dl
 
L845[12:39:15] <Ordinastie> I'll in
2H
 
L846[12:39:19] <Ordinastie> *see
 
L847[12:40:56] <fry|sleep> you can play
partially-downloaded videos with most sane players (and video
formats)
 
L848[12:41:28]
⇨ Joins: SoundLogic
(~SoundLogi@71-87-83-59.dhcp.krny.ne.charter.com) 
L849[12:42:22] <Lunatrius> Ordinastie:
Think I found it :P
 
L850[12:43:01] <Ordinastie> Lunatrius,
well, it's already working, but thanks for looking into it
:)
 
L851[12:43:02] <Lunatrius> Let me test
this
 
L854[12:44:07] ***
tterrag|away is now known as tterrag 
L855[12:44:07] <Lunatrius> Well,
s/21121848/<vod_id>/
 
L856[12:50:43]
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L859[12:59:42] ⇦
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L866[13:14:52] <Jezza> Oh, is Fernflower
capable of generics now? :O
 
L867[13:15:25] <sham1> Can FernFlower into
generics?
 
L868[13:15:30] <sham1> That'd be
awesome
 
L869[13:15:51] <Jezza> I'd assume
it'd infer them.
 
L870[13:16:46] <Jezza> It's still
statically typed, so if it can find out where something is being
added, it might be able to infer from that.
 
L871[13:16:47] ***
Zidane is now known as Zidane|Away 
L872[13:16:55] <Jezza> Or they just have a
map, or something.
 
L873[13:17:09] <fry|sleep> a bit of both
:P
 
L874[13:17:14] ***
Zidane|Away is now known as Zidane 
L875[13:17:23] <sham1> That's no
sleeping
 
L876[13:17:34] <sham1> Also fry, I've
noticed your sleeping patterns are very weird
 
L877[13:17:34] <fry|sleep> that's no
shaming! :P
 
L878[13:17:42] <sham1> Meh
 
L879[13:17:50] <fry|sleep> well, I've
notices that too
 
L880[13:17:54] <fry|sleep> *noticed
 
L881[13:18:19] <Jezza> Define
weird...
 
L882[13:18:26] <Jezza> Not normal?
 
L883[13:18:29] <Lunatrius> Sure is slow to
download a 30 minute VOD on mobile quality...
 
L884[13:18:30] <Jezza> Normal is
subjective... :P
 
L885[13:18:44] <Jezza> Twitch has been
slow lately... :/
 
L886[13:18:52] <Jezza> Could just be me
though.
 
L887[13:19:47] <Lunatrius> 18MiB, 10
minutes
 
L888[13:20:39] <Lunatrius>
./downloadvod.py <id> [quality]
 
L889[13:20:45] <Lunatrius> Easy enough tho
:P
 
L890[13:21:05] ***
Tombensleeper is now known as Tombenpotter 
L891[13:32:22]
⇨ Joins: OrionOnline
(~OrionOnli@ip-83-134-150-18.dsl.scarlet.be) 
L892[13:32:56] <OrionOnline> Hey Guys,
what is a good way to detect if my mod is running in a Dev
Environment?
 
L893[13:34:34] <OrionOnline> Never
mind
 
L894[13:36:38]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D87285A.access.telenet.be) 
L895[13:37:17] <sham1> Meh, trying to
figure out how to use NEI
 
L896[13:37:19] <sham1> Meh
 
L897[13:38:54] <OrionOnline> sham1, for
what?
 
L898[13:39:19] <sham1> For instance to
move the gosh darn items away from my hovering text so they dont
obscure it
 
L899[13:39:24] <sham1> I think there is a
way
 
L900[13:39:34] <OrionOnline> Yep there is.
One sec
 
L901[13:40:10] <sham1> And because
ChickenBones does not include his sources in the dev.pom of his
NEI, I need to have the repo open for javadocs
 
L902[13:40:53] <OrionOnline> you need to
implment a INEIGuiAdapter
 
L903[13:40:57] <sham1> I dont know what
maven dependency to use'
 
L904[13:40:59] <sham1> Oh thanks
 
L905[13:41:36] <sham1> So yeah, I need to
figure out how to get actual sources instead of the decompiled ones
so I can have the Javadocs
 
L906[13:41:37] <OrionOnline> And register
it in your NEI***Config class
 
L907[13:41:52] <OrionOnline> As far as i
know that is not possible
 
L908[13:42:04] <OrionOnline> unless you
clone the repo and tell IDEA to attach the source
 
L909[13:42:10] ⇦
Quits: Skierz
(webchat@dsl-static-81-140-85-198.in-addr.broadbandscope.com) (Ping
timeout: 204 seconds) 
L910[13:42:23] <OrionOnline> I have no
idea if Eclipse can do something like that but i would gues it
can
 
L911[13:42:28] <sham1> Well here is the
src version
 
L913[13:42:34] <sham1> I use IDEA
 
L914[13:42:56] <sham1> I dont know if I
get the src version alongside the dev one or what
 
L915[13:42:58] <OrionOnline> Then that
should contain the text
 
L916[13:43:05] <sham1> Let me see
 
L917[13:43:09] <OrionOnline> no you just
need the source
 
L918[13:43:23] <sham1> Let me see
 
L919[13:43:23] <masa> set up the maven in
your build.gradle and run the setup stuff
 
L920[13:43:27] <sham1> Yeah
 
L921[13:43:30] <OrionOnline> exactly
 
L922[13:43:33] <sham1> I just dont know
which dependency to use
 
L923[13:43:38] <sham1> dev or src
 
L925[13:43:48] <sham1> I assume src
 
L926[13:43:54] <OrionOnline> compile
"codechicken:NotEnoughItems:${config.minecraft_version}-${config.NEI_version}:src"
 
L927[13:44:06] <masa> and line 18
 
L928[13:44:19] <masa> oh, huh
 
L929[13:44:25] <OrionOnline> When we are
talking about NEI now, does somebody know how i can get those
TranserRects in my recipe handler split
 
L930[13:44:33] <masa> then why did I use
dev and it works, wtf
 
L931[13:44:40] <OrionOnline> like in my
crafting GUI and im my NEI Gui on a different place
 
L932[13:44:59] <OrionOnline> masa, if you
use IDEA it will auto decompile
 
L933[13:45:09] <masa> I use eclipse
 
L934[13:45:10] <OrionOnline> but it should
not have the javadoc stuff
 
L935[13:45:12] <sham1> I obviously know
how the dependencies work on the basic level...
 
L937[13:45:40] <sham1> Again, I just need
to know if I add the src ones there as well or replace them or
something
 
L938[13:45:51] <OrionOnline> normally you
would replace
 
L939[13:45:58] <masa> I just attack the
src jars in eclipse
 
L940[13:45:59] <OrionOnline> as the src
already should contain the dev
 
L941[13:46:02] <masa> *attach
 
L942[13:46:05] <OrionOnline> src > dev
> universal
 
L943[13:46:08] <sham1> The thing is that
the src does not contain the compiled ones
 
L944[13:46:16] <sham1> At least when I
downloaded it
 
L945[13:46:23] <sham1> Does the dependency
cascade?
 
L946[13:46:26] <OrionOnline> den use the
dev as a dependency
 
L947[13:46:31] <OrionOnline> and attach
the src
 
L948[13:46:33] <sham1> So it includes the
srcs?
 
L949[13:46:42] <sham1> the devs I
mean
 
L950[13:46:44] <sham1> Let me try
 
L951[13:46:51] <OrionOnline> i have no
idea, to be honest, i have done this allong time ago
 
L952[13:46:57] <masa> no the dev
doesn't contain the sources
 
L953[13:47:02] <sham1> Yeh
 
L954[13:47:09] <OrionOnline> but the
sources should contain the dev
 
L955[13:47:11] <OrionOnline>
correct?
 
L956[13:47:23] <sham1> But the JAR I
downloaded from chickenbone's maven for the src one does not
contain the .class files
 
L957[13:47:26] <masa> what would be the
point of the src jar then? and why would you have the sources in a
compiled jar?
 
L958[13:47:27] <sham1> That's my
problem with this
 
L959[13:47:35] <OrionOnline> hmm oke
 
L960[13:47:38] <sham1> Hmm yeh
 
L961[13:47:38] <Ordinastie> dev is usually
deobf
 
L962[13:47:43] <masa> well isn't the
src jar just the code zipped into a jar?
 
L963[13:47:47] <Ordinastie> src is
.java
 
L964[13:47:51] <OrionOnline> correct
 
L965[13:47:54] <tterrag> I don't like
"dev" as the qualifier
 
L966[13:47:58] <tterrag> to a user that
means "development"
 
L967[13:48:03] <sham1> Yeh
 
L968[13:48:04] <tterrag> aka "new
untested stuff"
 
L969[13:48:05] <OrionOnline> deobf
 
L970[13:48:09] <tterrag> I use deobf
whenever possible
 
L971[13:48:09] <OrionOnline> would be
better
 
L972[13:48:27] <masa> yeah I also use
deobj
 
L973[13:48:31] <masa> obf ffs
 
L974[13:48:42] <sham1> I'd also much
rather to use deobf and stuff when possible
 
L975[13:48:49] <sham1> God damn it
 
L976[13:48:52] <sham1> What is
grammar
 
L977[13:49:15] <Ordinastie> tterrag, if
you cave in to stupid users, that's all you ever gonna
do
 
L978[13:49:17] <masa> it's something
that nazis use, no wait
 
L979[13:49:28] <Unh0ly_Tigg> universal is
the jar you put in your /mods folder at runtime, dev is the jar you
link against at dev and compile time, and src is a jar that by
declaring the dev as a dependency, gradle should automatically
download, and link to the dev jar as being the source for the
.class files in the dev jar, hence why the src jar doesn't
contain .class files
 
L980[13:49:32] ⇦
Quits: RichardG (~richardg8@179.158.144.52) (Ping timeout: 195
seconds) 
L981[13:49:39] <tterrag> Ordinastie:
sure...I'll just leave this thing that requires me zero effort
to fix just so it confuses users
 
L982[13:49:41] <tterrag> great plan!
 
L983[13:50:47] <Ordinastie> I just think
it's the wrong approach, do not adapt to stupid users
 
L984[13:50:55] <Ordinastie> they're
the one that need to adapt
 
L985[13:50:57] <AbrarSyed> in FG2, dev
jars are no longer necessary///
 
L986[13:51:00] <tterrag> ahahaha
 
L987[13:51:16] <tterrag> sure, pretty
optimistic though :P
 
L988[13:51:18] <tterrag> users
"adapting"
 
L990[13:51:38] <Unh0ly_Tigg> usually, if
someone is browsing a properly formatted download page, and there
are universal, dev, and src downloads, it should mention what those
mean.
 
L991[13:51:54] <Unh0ly_Tigg> that's
just my 0.02
 
L992[13:51:54] <Ordinastie> that's
that exact reasoning that made that shit decision to limit devs
access to gl calls when rendering
 
L993[13:52:02] <Ordinastie> "because
stupid devs will fuck it up"
 
L994[13:52:08] <AbrarSyed> or rename dev
to api.. all the users should know what that means
 
L995[13:52:16] ⇦
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seconds) 
L996[13:52:19] <AbrarSyed> stupid devs
should be the ones adapting
 
L997[13:52:52] <tterrag> Ordinastie: I
agree with you in principle...but things aren't so black and
white
 
L998[13:52:54]
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MineBot sets mode: +v on RichardG 
L1000[13:52:58] <Ordinastie> AbrarSyed,
agreed, yet you get over convoluted PR with messy workarounds for
models
 
L1001[13:52:58] <tterrag> if I can reduce
confusion by spending 5 seconds changing a name
 
L1002[13:52:59] <tterrag> why not
 
L1003[13:53:03] <Unh0ly_Tigg> abrar, but
if a mod has a separate api jar that an addon developer can link
against, instead of the full dev jar, then what happens?
 
L1004[13:53:41] <AbrarSyed> idk.. fair
enough...
 
L1005[13:53:47] <Unh0ly_Tigg> and
I'm talking about there being a universal, a dev, a src, and
an api download
 
L1006[13:54:07] <AbrarSyed> I dont even
markt hem as universal.. just.. the mod..
 
L1007[13:54:12]
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L1008[13:54:12]
MineBot sets mode: +v on CovertJaguar 
L1009[13:54:40] <sham1> Yay
 
L1010[13:54:40] <Ordinastie> I don't
use universal either
 
L1011[13:54:41] <sham1> It works
 
L1012[13:54:45] <sham1> Lets see if it
runs too
 
L1013[13:54:47]
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(Ping timeout: 195 seconds) 
L1014[13:54:51] <Ordinastie> I just find
that more confusing than anything else
 
L1015[13:55:00]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) 
L1016[13:55:16] <sham1> Having it called
"universal" at least in this context is really
confusing
 
L1017[13:55:24] <masa> isn't
universal from the time that they merged client and server and then
mods changed to being only one jar, or something?
 
L1018[13:55:32] <sham1> What does it even
mean for it to be universal
 
L1019[13:55:36] <Unh0ly_Tigg> the
universal modifier spawned out of the client and server code being
separate downloads pre1.3
 
L1020[13:55:41] <Ordinastie> as a matter
of fact, it took me some time to understand that it means nothing
at all
 
L1021[13:55:41] <Unh0ly_Tigg>
pre-1.3*
 
L1022[13:56:37] <Unh0ly_Tigg> it meant
that the developer had packaged the client and server code in 1
jar. so that things like modpacks had fewer unique files between
client and server.
 
L1023[13:57:10] <Ordinastie> my
"user" jar has no qualifier, because most of the time, if
you're a user that don't really know what your need,
you'll naturaly go for the most generic way you're
given
 
L1024[13:57:58] <Unh0ly_Tigg> and that
there was less worry about possible inconsistency between what the
'common' code between the client and server was actually
doing.
 
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L1026[14:00:01] <Ordinastie> Lunatrius,
it worked \o/ :p
 
L1028[14:01:21] <sham1> Umn
 
L1029[14:01:30] <sham1> That's a lot
of fish
 
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L1042[14:20:38] <Flashfire> My internet
stopped working for a while so I'll ask again
 
L1043[14:20:51] <Flashfire> Does anyone
know how I can set a specific surface dimension chunk biome to a
custom biome?
 
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L1053[14:39:04] <masa> Flashfire: so in
the overworld? and do you mean while generating or some time
after?
 
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L1056[14:48:42] <Cypher121> Container
exists on both client and server side right?
 
L1057[14:49:11] <Ivorius> Yes
 
L1058[14:49:26] <Cypher121> are they
synced automatically?
 
L1059[14:49:34] <Ivorius> No
 
L1060[14:49:42] <Ivorius> Nothing can be
synced automatically
 
L1061[14:50:13] <Cypher121> so if I have
a button that switches between different tabs and I want it on both
sides of container, how do I sync it?
 
L1062[14:50:37] <Ivorius> You send
packets
 
L1063[14:50:45] <Ivorius> There's
one specifically for GUI actions
 
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L1065[14:52:57] <Ivorius> It's badly
mapped, but take a look at
this.mc.playerController.sendEnchantPacket
 
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L1067[14:53:16] <Ivorius> As well as
Container.enchantItem
 
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L1072[14:57:27] <Flashfire> masa: I think
I figured it out by using ChunkEvent and I meant while
generating
 
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L1075[15:02:52] <Flashfire> Nvm, it
didn't work
 
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L1081[15:21:03] <sham1> Umn
 
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L1083[15:22:34] <TheClaus> Hi, I am
trying to get an achievement to trigger on crafting a custom golden
bars(like iron bars) but it never triggers. I have another item I
craft that will trigger an achievement but not this golden bars.
Here is the pastebin of the goldenbars class.
 
L1085[15:23:24] <sham1> Could I have an
example of how to use INEIGuiAdapter in order to not have the items
on the side obscure the hovering text I have in my GUI
 
L1086[15:23:36] <sham1> Because the
problem is that I never know how large the hovering text is
 
L1087[15:24:56] <gigaherz> hovering
text?
 
L1088[15:25:18] <Ivorius> wat
 
L1089[15:25:28] <Ivorius> TheClaus: You
can't ask us about an interface you made up yourself
 
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L1091[15:25:58] <gigaherz> hmf is m,y
memory failing me? don't tooltips show in front of NEI?
 
L1092[15:25:58] <sham1> yes gigaherz, the
hovering text you create by calling Gui#drawHoveringText
 
L1093[15:26:06] <sham1> Umn'
 
L1094[15:26:09] <sham1> Apparently
not
 
L1095[15:26:09] <gigaherz> ah never used
that
 
L1096[15:26:12] <sham1> Or if they
do
 
L1097[15:26:21] <sham1> I am doing
something very wrong
 
L1098[15:26:49] <Flashfire> Still
can't figure out how to set a surface dimension chunk's
biome at generation
 
L1099[15:26:53] ***
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L1100[15:27:06] <Flashfire> I tried the
chunkevent hook and using setBiomeArray but it doesn't seem to
affect it
 
L1101[15:29:32] <gigaherz> Oh I just
thought of an interesting way to make a nicer enchanting system for
mc
 
L1102[15:30:01] <gigaherz> support the
enchanting table always showed 3 enchants for the current
item
 
L1103[15:30:08] <gigaherz> and an option
to choose how many levels you want to spend on it
 
L1104[15:30:23] <gigaherz> the first 10
levels would increase the % chance to get the first enchant from 0
to 100%
 
L1105[15:30:30] <TheClaus> Ivorius, my
apologies I am just trying to understand custom achievements and
how they trigger better. I have a custom item I created that works
fine when I craft it but this won't. I have blocks I can craft
that will trigger but it seems that anything with blockpane
won't trigger even though it extends block
 
L1107[15:30:32] <gigaherz> the next 10
levels would grow the second enchant to 100%
 
L1108[15:30:39] <gigaherz> and the last
10 would grow the third enchant
 
L1109[15:30:49] <sham1> You see that
tooltip text of mine?
 
L1110[15:30:53] <gigaherz> so if you
spend 1 level you have 10% chance to get the first enchant, if you
spend 30, you get all 3
 
L1111[15:31:11] <Ivorius> TheClaus: They
don't 'trigger'
 
L1112[15:31:14] <Ivorius> You trigger
them
 
L1113[15:31:16] <Ivorius> Wherever you
want
 
L1114[15:31:24] <gigaherz> sham1:
yeah
 
L1115[15:31:28] <gigaherz> no idea how to
solve that XD
 
L1116[15:31:28] <Ivorius> e.g. the player
did craft item event
 
L1117[15:31:33] <sham1> Hmmrm
 
L1118[15:31:49] <gigaherz> is there any
other drawing event?
 
L1119[15:31:50] <gigaherz> as in
 
L1120[15:31:57] <gigaherz> some override
that draws after nei somehow?
 
L1121[15:31:59] <sham1> Like I can use
NEI API to fix that
 
L1122[15:32:07] <sham1> I just dont know
how to use it
 
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L1124[15:32:54] <Cypher121> !gm
sendEnchantPacket
 
L1125[15:33:18] <gigaherz> btw if anyone
likes that enchanting idea, feel free to take it
 
L1126[15:33:23] <gigaherz> I have no time
to code mods atm ;P
 
L1127[15:35:00] <sham1> So yeah, anyone
sorta experienced with the NEI API?
 
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L1129[15:36:04] <masa> I just recently
had to use one thing from it, so not really... :p
 
L1130[15:36:33] <sham1> Do you know
anything about INEIGuiHandler#hideItemPanelSlot?
 
L1131[15:39:01] <masa> nope
 
L1132[15:39:07] <sham1> Well dang
it
 
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L1134[15:39:59] <sham1> Not even been
able to find the the thing
 
L1135[15:40:03] <sham1> Or an
example
 
L1136[15:40:51] <masa> find it? wat,
doesn't that class kind of tell you where it is
 
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L1138[15:41:16] <sham1> Like I know what
it is meant to do
 
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L1140[15:41:17] <sham1> In theory
 
L1141[15:41:32] <masa> then you know more
than me about it
 
L1142[15:42:30] <sham1> Like I know that
it gives you a specified are and if you override it to return true
it will hide the item from that specified area
 
L1143[15:42:34] <sham1> That is all I
know
 
L1144[15:44:15] <tterrag> scala people,
is there anything special about iterating over methods with
reflection on a scala class?
 
L1145[15:44:36] <sham1> Not really
 
L1146[15:44:48] <sham1> But if you have
something like global fields on your class
 
L1147[15:45:01] <sham1> Prepare to see a
method that has the same name
 
L1148[15:45:04] <sham1> As the
field
 
L1149[15:45:17] <sham1> And if it is a
var, field_$eq
 
L1150[15:46:01] <sham1> Yay, great, I can
hide all the items in NEi
 
L1151[15:47:27] <sham1> Now I just have
to make this thing do stuff proper
 
L1152[15:47:44] <tterrag> nah that's
not it
 
L1153[15:47:56] <tterrag> for some reason
my annotation that works on java classes isn't working on this
scala class
 
L1154[15:47:58] <sham1> Well what are you
after then
 
L1158[15:48:48] <sham1> That scala code
should work
 
L1159[15:49:00] <sham1> What annotation
is what aint working
 
L1160[15:49:05] <Caitlyn> Anyone have any
idea how I can use glscissor on a TESR rendered chunk of
text?
 
L1161[15:50:04] <masa> sham1: so that
method seems best suitable for hiding an area that is constant, so
tooltips that follow the mouse cursor and the size of which can
change, might need a huge area cleared and look funny
 
L1162[15:50:18] <sham1> Yeah
 
L1163[15:50:37] <sham1> What I'd
like is just to be able to have the tooltip render over the NEI
thing
 
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L1165[15:51:45] <sham1> Like I can see
hideItemPanelSlot working for stuff like side-info tabs or
something
 
L1166[15:51:47] <masa> hmm, would the
GuiSCreen or whatever zIndex affect that?
 
L1167[15:51:56] <masa> yeah exactly
 
L1168[15:52:04] <sham1> Kinda like what
Thermal Things has
 
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L1170[15:52:33] <masa> actually wtf
 
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L1173[15:53:05] <sham1> What is it
 
L1175[15:53:48] <masa> mine renders over
NEI
 
L1176[15:54:10] <sham1> Well this is
bloody weird
 
L1177[15:54:57] <sham1> Let me try this
again
 
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L1179[15:55:18] <masa> are you changing
any zIndex stuff or anything like that? or how are you rendering
the text?
 
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L1182[15:55:58] <masa> that is the method
that renders the text in my case, nothing special in it
 
L1183[15:56:26] <tterrag> sham1: yeah
there's nothing wrong with the scala
 
L1184[15:56:26] <sham1> I'm
basically doing the same thing
 
L1185[15:56:31] <tterrag> but the
annotation works on the java class
 
L1186[15:56:38] <sham1> What
annotation
 
L1187[15:56:40] <sham1> @Handler?
 
L1188[15:57:27] <tterrag> sham1:
yeah
 
L1189[15:57:43] <sham1> Let me
guess
 
L1190[15:57:56] <sham1> It marks a class
as an event handler
 
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L1192[15:58:40] <sham1> Well I was being
a dufus
 
L1193[15:59:17] <sham1> I was calling my
renderTooltips in the drawGuiCOntainerForegroundLayer which is
called before the NEI overlay
 
L1194[15:59:25] <sham1> So of course the
NEI overlay will obscure my stuffs
 
L1195[15:59:32] <masa> heh alright
 
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L1197[16:00:02] <sham1> I feel like a
dummy right now
 
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L1199[16:00:28] <sham1> Ah, how simple
and clean this NEI screen looks
 
L1200[16:00:45] <sham1> Everything is on
a one page
 
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L1205[16:01:18] <tterrag> sham1: yes it
does
 
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L1207[16:01:53] <sham1> How does it
register it though
 
L1208[16:01:55] <sham1> Reflection?
 
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L1211[16:02:17] <tterrag> sham1: ASMData
from fml
 
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L1214[16:02:31] <sham1> I think I could
look at that
 
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L1217[16:04:51] <sham1> Interesting
 
L1218[16:04:55] <sham1> And it gives you
it all?
 
L1219[16:05:05] <sham1> For all the
classes?
 
L1220[16:08:34] <sham1> May I ask
you
 
L1221[16:08:45] <sham1> Where do you get
the ASMData from
 
L1223[16:09:42] <tterrag> sham1: yeah it
does :P
 
L1224[16:09:47] <tterrag> sham1:
FMLPreinitializationEvent
 
L1226[16:09:51] <sham1> Ah
 
L1227[16:10:03] <sham1> Interesting
 
L1228[16:10:04] <tterrag> I'm
working on getting scala dev setup so I can test this
properly
 
L1229[16:10:07] <sham1> Very interesting
indeed
 
L1230[16:10:16] <sham1> Should be easy
enough
 
L1231[16:10:19] <tterrag> yeah
 
L1232[16:10:23] <tterrag> just got the
eclipse plugin installed
 
L1233[16:10:42] <sham1> I've noticed
it has some issues
 
L1234[16:10:50] <sham1> with some Java
interop stuff
 
L1235[16:11:00] <Kodos> Is there a wiki
or any documentation on glScissor
 
L1236[16:11:09] <Caitlyn> Kodos, I asked
a while back.
 
L1237[16:11:10] <Caitlyn> :P
 
L1238[16:11:11] <sham1> OpenGL
documentation :P
 
L1239[16:11:16] <Kodos> I know, Caitlyn
=P
 
L1240[16:11:46] <Caitlyn> Just trying to
figure out if I can dynamically position it with this damn TESR
text
 
L1241[16:12:20] <Caitlyn> I have a
scissor.. it works, but it's of course a pita to figure out
exactly where to put it on screen.
 
L1242[16:13:19] <Kodos> 0,0 is lower left
corner of the area
 
L1243[16:13:20] <Kodos> iirc
 
L1244[16:13:36] <Kodos> Not sure how far
up/over you'd need it
 
L1245[16:13:48] <sham1> The problems with
the eclipse scala plugin tterrag I had is that the code compile
didn't suggest any java stuff
 
L1246[16:13:57] <sham1> Even when I was
working with a java object
 
L1247[16:14:12] <Caitlyn> Kodos, yeah...
except your view moves, and you have to move it along with the
view
 
L1248[16:14:33] <Kodos> Hm
 
L1249[16:14:34] <Kodos> Hang on
 
L1250[16:14:35] <Kodos> Idea
 
L1251[16:15:30] <tterrag> sham1:
uhh
 
L1252[16:15:36] <tterrag>
java.lang.NoClassDefFoundError: scala/collection/Seq
 
L1253[16:15:37] <tterrag> wat
 
L1254[16:15:41] <sham1> wat
 
L1255[16:15:52] <sham1> that's...
weird
 
L1256[16:15:58] <tterrag> what do I need
to do in build.gradle?
 
L1257[16:16:08] <sham1> show me it
 
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L1259[16:16:28] <tterrag> uh
 
L1260[16:16:32] <sham1> Also, just to see
stuff, show me the code
 
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L1262[16:16:34] <tterrag> I just added
apply plugin: 'scala'
 
L1263[16:16:42] <tterrag> to my normal
bulidscript
 
L1264[16:16:49] <sham1> it should be
enough
 
L1265[16:16:59] <sham1> But I'd have
some problems with only having that
 
L1266[16:17:09] <sham1> Do you have the
scala stuff installed
 
L1267[16:17:14] <sham1> Like the scalac
and stuff
 
L1268[16:17:20] <sham1> It might require
that as well
 
L1269[16:17:24] <sham1> Also, what were
you doing
 
L1270[16:17:31] <tterrag> apparently
its' bdlib that's erroring O.o
 
L1271[16:17:33] <tterrag> not my
mod
 
L1272[16:17:42] <tterrag> scalac? no I
don't think so
 
L1273[16:18:07] <sham1> Yeah
 
L1274[16:18:13] <sham1> Maybe having that
also would help :P
 
L1276[16:18:32] <sham1> So you dont need
to spend the 2 secs to google it
 
L1277[16:19:24]
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L1279[16:21:15] <sham1> Like you are
checking if you are not on a client handler or if you are at
client
 
L1280[16:21:18] <sham1> It's like
wat
 
L1281[16:22:13] <sham1> What does it
mean
 
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L1285[16:25:44] <tterrag> sham1: so
client handlers are only registered on the client
 
L1286[16:27:19] <sham1> I am having hard
time figuring out the logic behind that if-statement
 
L1287[16:27:29] <sham1> But if you say it
does what you say it does...
 
L1288[16:27:44] <tterrag> sham1: if the
package has "client" in it, skip, UNLESS we are on the
client
 
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L1290[16:28:37] <Flashfire> I still
can't figure out how to set a custom biome, when I use
setBiomeArray on a chunk it always gets set to plains
 
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L1293[16:29:51] <tterrag> sham1: ok so
turns out I already had scala on here
 
L1294[16:30:00] <sham1> :P
 
L1295[16:30:05] <tterrag> sooo now
what
 
L1296[16:30:06] <sham1> It is always nice
to update
 
L1297[16:30:11] <sham1> Umn
 
L1298[16:30:21] <sham1> You propably want
to build a mod to test your thing
 
L1299[16:30:30] <tterrag> y
 
L1300[16:30:34] <tterrag> I need to test
with the debugger
 
L1301[16:30:39] <tterrag> I just added
the scala class to my existing mod
 
L1302[16:31:00] <sham1> did you do all
the apply plugin things and stuff
 
L1303[16:31:14] <tterrag> ye
 
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L1305[16:36:04] <tterrag> sham1: eclipse
isn't even showing my scala as compilable
 
L1306[16:36:13] <tterrag> everythign is
errors
 
L1307[16:36:14] <sham1> Hmm
 
L1309[16:37:01] <tterrag> first error
there looks suspcitions
 
L1310[16:37:04] <tterrag>
suspicious
 
L1311[16:37:41] <sham1> what does it say
if you put your mouse over the "object" keyword
 
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L1313[16:38:32] <sham1> Also
 
L1314[16:38:49] <sham1> NVM
 
L1315[16:39:02] <sham1> That error will
expose itself when it is ready
 
L1316[16:39:17] <tterrag> wot
 
L1317[16:39:32] <sham1> The fact that it
is a object
 
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L1319[16:39:51] <sham1> have you taken
that into account when you try to get its instance
 
L1320[16:39:56] <tterrag> sham1: I think
the scala compileir is failing completely
 
L1321[16:40:12] <sham1> Hmm
 
L1322[16:40:20] <sham1> That also might
be a bug with the scala plugin
 
L1323[16:40:25] <tterrag> the heck does
EnderCore's tests not built due to errors in dependent
scope(s) main mean
 
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L1325[16:40:48] <sham1> That's an
error I've never encountered
 
L1326[16:41:08] <sham1> that is very
curious
 
L1327[16:44:12] <Xilef11> in eclipse, my
//TODO tasks get duplicated in
/.org.eclipse.jdt.core.external.folders/ anyone else got
that?
 
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L1338[17:02:48] <sham1|zzZz> Good
night
 
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L1341[17:06:35] <infinitefoxes_> Is there
something wrong with sources on Forge 11.14.3.1521?
 
L1342[17:06:51] <infinitefoxes_>
can't debug at all in IntelliJ, breakpoints don't do
anything
 
L1343[17:07:08] <infinitefoxes_> and all
stacktraces are very limited in information
 
L1344[17:07:10] <tterrag> FG2 official
release breaks it
 
L1345[17:07:13] <tterrag> try a snapshot
build
 
L1346[17:07:58]
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L1347[17:08:10] <shadekiller666> gg
abrar... gg
 
L1348[17:10:12] <infinitefoxes_>
I'll try a snapshot build
 
L1349[17:10:22] <infinitefoxes_> should I
run gradle clean too?
 
L1350[17:10:57] <infinitefoxes_> asking
so if I don't need to I don't have to wait 20+ minutes
for it to decompile
 
L1351[17:11:35] <tterrag> just
--refresh-dependencies should do it
 
L1352[17:12:35] <infinitefoxes_>
alright
 
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L1363[17:30:38] <tterrag> sham1|zzZz: I
figured it out
 
L1364[17:30:45] <tterrag> you can't
instantiate an object
 
L1365[17:30:46] <tterrag>
evidently...
 
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L1368[17:32:13] <sham1> Yeah
 
L1369[17:32:25] <sham1> That is a
thing
 
L1370[17:32:39] <sham1> Because they
already have a instance
 
L1371[17:32:56] <tterrag> how does one
access it?
 
L1372[17:33:10] <sham1> Umn
 
L1373[17:33:10] <tterrag> I can code
support for this...but I don't even know what to call
 
L1374[17:33:30] <tterrag> so much for zzz
eh?
 
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L1376[17:34:05] <sham1> Well yeah
 
L1377[17:34:10] <sham1> Can't
sleep
 
L1379[17:34:28] <sham1> Might need to
take some stuff to help with sléeping
 
L1380[17:34:36] <tterrag> itw ill be
MODULE
 
L1381[17:34:44] <tterrag> according to
that
 
L1382[17:35:12] <tterrag> but it's
got the $ on it
 
L1383[17:35:14] <tterrag> what's
that abnout
 
L1384[17:35:20] <tterrag> this is why I
don't use this stupid hacky language
 
L1385[17:35:50] <sham1>
ObjectName$.MODULE$
 
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L1387[17:36:03] <sham1> That is a really
stupid way to access this stuff
 
L1388[17:36:06] <tterrag> will that
support 100% of cases?
 
L1389[17:36:07] <tterrag> yes it is
 
L1390[17:36:16] <tterrag> don't
really have another option though, do I
 
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L1392[17:36:43] <tterrag> scala is great
until you look under the hood
 
L1393[17:36:47] <sham1> Not really if you
plan on supporting objects
 
L1394[17:36:49] <tterrag> or try to
interface with it from outside scala
 
L1395[17:37:00] <sham1> Yeh
 
L1396[17:38:44] <tterrag> sham1: would it
be the FQ class name plus $
 
L1397[17:38:53] <tterrag> in my case
it's com.enderio.core.common.handlers.HTooltip
 
L1398[17:39:00] <tterrag> so it would be
com.enderio.core.common.handlers.HTooltip$.MODULE$
 
L1399[17:40:06] <sham1> That sounds about
right
 
L1400[17:43:01] <sham1> Anyway
 
L1401[17:43:11] <sham1> Let's try to
sleep atain
 
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L1404[17:43:29] <tterrag> didn't
turn out /that/ bad
 
L1405[17:43:39] <Xilef11> when cancelling
a BlockEvent.Breakevent, is there a way to stop the break sound
from playing?
 
L1406[17:43:56] <tterrag> Xilef11: sadly
no, for some reason the event is fired after the block break is
sent to the client
 
L1407[17:44:06] <tterrag> I had this
exact issue...no way around it from what I can tell
 
L1408[17:44:31] <Xilef11> i see... looks
like I'll have to live with it then
 
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L1410[17:44:44] <Xilef11> it won't
be a problem except in creative anyways
 
L1411[17:48:15] <tterrag> yeah...but
that's when you need it :P
 
L1412[17:48:17] <tterrag> otherwise
LEFT_CLICK_BLOCK works fine
 
L1413[17:48:43] <Xilef11> ?
 
L1414[17:49:02] <tterrag> what are you
trying to do?
 
L1415[17:49:37] <Xilef11> make my block
unbreakable
 
L1416[17:50:00] <Xilef11> (its a
"dummy" block that gets removed by other means)
 
L1418[17:51:29] <tterrag> the breaking
sound will still happen in survival
 
L1419[17:51:34] <tterrag> why not just
use -1 hardness?
 
L1420[17:52:26] <Xilef11> I need it
unbreakable in both creative and survival ?
 
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L1422[17:59:50] <infinitefoxes_> oh cool,
using the snapshot version of FG2 fixed it after using gradle
clean
 
L1423[18:00:13] <infinitefoxes_> rather
annoying how I spent 3 hours trying to figure out what I did wrong
but w/e
 
L1424[18:00:17] <infinitefoxes_> glad
it's fixed
 
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L1455[19:25:26] <MattDahEpic> hello
all
 
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L1460[19:42:30] <gigaherz> o/
MattDahEpic, didyou code the entity comparator yet? ;P
 
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L1462[19:44:30] <MattDahEpic> gigaherz,
halfway through, am currently working on a game project for school,
so thats on the side burner
 
L1463[19:45:46] <gigaherz> np ;P
 
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L1534[23:22:33] <panda_2134> learning the
api of ic2 and cofh :-)
 
L1535[23:22:39] <panda_2134> :?
 
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L1538[23:28:47] <Drullkus> panda_2134:
glhf
 
L1539[23:29:15] <Drullkus> They were a
pain in the butt.
 
L1540[23:29:17] <Drullkus>
Massively.
 
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