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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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L32[01:42:44] <dvntsix> critique? (not textured yet) http://prntscr.com/8s6xkp
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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L76[02:56:03] <Drullkus> https://github.com/Chisel-Team/Chisel/issues/44 The best part of being the artist in a team is getting to pull this shit on the programmers and they won't ask you any further questions lol
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 ?!
L91[02:59:35] <Wuppy> no
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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
L95[02:59:56] <Wuppy> QA
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] *** KingLemming is now known as KingLemming|out
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] *** MrKick|Away is now known as MrKickkiller
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] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
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
L125[03:08:10] <Drullkus> https://github.com/Chisel-Team/Chisel/commit/ef2421179e83d1316b2058fb88efb05892269517#diff-307e74df212de954ed4955b9901609f2R48
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] *** K-4U|Off is now known as K-4U
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
L188[03:39:18] <fry> lol
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
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L204[04:04:18] <dvntsix> this is what I meant http://prntscr.com/8s7kzf
L205[04:05:26] <Wuppy> doctor who comes out on saturday night right?
L206[04:06:24] <dvntsix> apparently this http://prntscr.com/8s7li2 needs EntityPlayerMP as param to get correct val
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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
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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
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L252[04:50:07] <Wuppy> http://puu.sh/kNgow/6e2b9ec9d9.png
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 ;)
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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?
L263[04:53:03] <fry> watch this, Wuppy: http://www.infoq.com/presentations/concurrency-tips
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
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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
L287[05:00:21] <Subaraki> https://gist.github.com/DPxKnightxZero/7ae9a5700f6fb7e1a129
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
L292[05:03:21] <Wuppy> fry, good code? http://pastebin.com/DK6uj1xx
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;
L300[05:04:25] <fry> Wuppy: better version of the video: http://www.youtube.com/watch?v=pDEG1XJENbA
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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L318[05:13:15] <fry> after 5 minutes reading about C++11 threading here's something better than using mutex.lock for your use case: http://en.cppreference.com/w/cpp/thread/lock_guard
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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...
L362[05:38:27] <dvntsix> http://prntscr.com/8s83wz http://prntscr.com/8s8402 ?
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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L396[06:45:04] <dvntsix> thoughts on how to texture this to fit Minecraft's style-ish? http://prntscr.com/8s8ivm
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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L410[07:17:20] <dvntsix> heldplayer: inspired by. I'm redesigning my mod (http://gfycat.com/SevereGloriousFireant)
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
L422[07:47:20] <Wuppy> http://puu.sh/kNnou/c4a70736e5.jpg
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
L434[07:48:50] <Wuppy> also the and this: http://puu.sh/kNnsJ/c60709c30c.jpg
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 +=
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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
L471[07:57:00] <fry> if you want to get a clear understanding of how GL (2.0) works - read this book: http://altanmesut.trakya.edu.tr/grafik/OpenGL_Programming_Guide.pdf :P
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
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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)
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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...
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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
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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
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L537[09:00:17] *** TTFT|Away is now known as TTFTCUTS
L538[09:00:22] <McJty> Hi, trying to do gradlew setupDecompWorkspace for 1.8 and getting this: https://bpaste.net/show/0b9042cbc2dd
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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
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L554[09:19:52] <Ordinastie> not for long
L555[09:20:46] ⇨ Joins: Sava (~Sava@cable-178-148-182-101.dynamic.sbb.rs)
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L557[09:29:40] ⇨ Joins: Ellpeck (~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
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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] ⇨ Joins: Brokkoli (~Brokkoli@x55b03b58.dyn.telefonica.de)
L615[09:41:40] <auenfx4> http://mikuzzo.alwaysdata.net/img/mirc-exit.jpg
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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
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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
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L640[10:04:43] <barteks2x> Skype - 180MB, hexchat - goes up to 200.
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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
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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
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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
L664[10:24:30] <panda_2134> https://github.com/panda2134/CompactLavaGenerator
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L671[10:44:28] MineBot sets mode: +v on CovertJaguar
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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
L684[11:10:17] <shadekiller666> https://www.youtube.com/watch?v=7Bfu2247nK4
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
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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
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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
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L723[11:45:30] <shadekiller666> sham, i don't watch the x-files
L724[11:45:37] <Lunatrius> First hit: https://nightdev.com/twitchdown/ :P
L725[11:45:40] <shadekiller666> or much tv for that matter
L726[11:45:48] <sham1> Do you at least know the theme song
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L728[11:46:21] <shadekiller666> nope
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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?
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L736[11:51:33] <Poppy> Ivorius: funny accent too :D
L737[11:51:42] <Lunatrius> Let me try something
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L740[11:52:05] <Ivorius> Yeah :P
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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
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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
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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
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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
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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
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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
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L823[12:30:42] <fry|sleep> seriously, just use youtube-dl :P
L824[12:31:17] <Lunatrius> But you can use pure ffmpeg \o/
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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?
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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
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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)
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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
L852[12:43:20] <Ordinastie> http://puu.sh/kNCMP.png
L853[12:43:42] <Lunatrius> http://api.twitch.tv/api/vods/&lt;vod_id>/access_token http://usher.twitch.tv/vod/21121848?nauth=<token>&allow_spectre=true&allow_source=true&player=twitchweb&nauthsig=<sig>
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L855[12:44:07] <Lunatrius> Well, s/21121848/<vod_id>/
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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.
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L872[13:16:55] <Jezza> Or they just have a map, or something.
L873[13:17:09] <fry|sleep> a bit of both :P
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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
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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
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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
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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
L912[13:42:29] <sham1> http://chickenbones.net/maven/codechicken/NotEnoughItems/1.8-1.0.5.104/
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
L924[13:43:43] <masa> https://github.com/maruohon/enderutilities/blob/master/build.gradle#L71-L73
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...
L936[13:45:12] <sham1> https://github.com/sham1/FluidCraft/blob/master/build.gradle#L71-L74
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
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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"
L989[13:51:23] <masa> :D
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
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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
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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..
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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
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L1014[13:54:51] <Ordinastie> I just find that more confusing than anything else
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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
L1027[14:00:21] <Ordinastie> http://puu.sh/kNHXY.png not bad :]
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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L1049[14:29:13] <Lunatrius> Ordinastie: https://gist.github.com/e360ecdb74c79b8f5097
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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.
L1084[15:22:34] <TheClaus> http://pastebin.com/0ELhwbjX
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
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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
L1106[15:30:30] <sham1> gigaherz, maybe a picture will give you more idea what is that I want to solve :P http://imgur.com/xYHEgWR
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
L1155[15:48:03] <tterrag> compare http://pastebin.com/vFttPwm7
L1156[15:48:05] <masa> sham1: https://github.com/BuildCraft/BuildcraftCompat/blob/7.1.x/common/buildcraft/compat/nei/NEIGuiHandlerBC.java
L1157[15:48:22] <tterrag> and https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/handlers/FireworkHandler.java
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
L1174[15:53:44] <masa> http://puu.sh/kNPzq/77dc7d3ecf.jpg
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?
L1180[15:55:44] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/gui/client/GuiEnderInfuser.java#L77
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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
L1222[16:09:40] <tterrag> sham1: https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/Handlers.java
L1223[16:09:42] <tterrag> sham1: yeah it does :P
L1224[16:09:47] <tterrag> sham1: FMLPreinitializationEvent
L1225[16:09:51] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/Handlers.java#L151
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
L1275[16:18:21] <sham1> http://www.scala-lang.org/download/
L1276[16:18:32] <sham1> So you dont need to spend the 2 secs to google it
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L1278[16:21:01] <sham1> Also tterrag, I don't think this logic is what you want to be doing... https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/Handlers.java#L202
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
L1308[16:36:22] <tterrag> http://puu.sh/kNSsF.png
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
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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
L1378[17:34:24] <tterrag> http://www.blog.project13.pl/index.php/lang/en/1864/scala-reflection-accessing-an-objects-private-field-explained/
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
L1402[17:43:26] <tterrag> sham1: https://github.com/SleepyTrousers/EnderCore/compare/58ddb5b2510b...5060a9ce5e6f
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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)
L1417[17:50:25] <Mossyblog> cool got my light mod tuned nicely - https://pbs.twimg.com/media/CRjcb6JUEAInyEX.png
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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L1484[20:44:03] <shadekiller666> https://www.fightthetpp.org/
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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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