02:58 < dx> barneygale: oh, i never considered those as ruining an AMA, since they do it every time, so it's actually weird not to find stuff like that. 02:59 < barneygale> I just want a nice Q&A 02:59 < dx> i mean, i agree it's dumb, but it's also perfectly normal for reddit. 02:59 < barneygale> Slashdot did it well by taking questions and the editor submitting the best ones 03:00 < barneygale> Well I know, which is why I'm impressed Dbone's wasn't awful 03:01 < Eviltechie> He dodged the api question, so meh 03:02 < barneygale> the api is never going to happen 03:02 < Eviltechie> It's happening slowly 03:02 < dx> wat http://www.reddit.com/r/Minecraft/comments/1t6qn7/i_am_dinnerbro_a_minecraft_developer_ask_me/ce4zkq0?context=1 03:03 < barneygale> I'd do blood plasma or something 03:03 < barneygale> vintage champagne 03:04 < dx> and there's one very small pun thread after the unicorn answer 03:04 < dx> but yeah, still, seems unusually good 03:21 < TkTech> ... so http://dogecoin.com/ is a thing now. 03:21 < TkTech> Next week, NotchCoin. 03:21 < humerusj> Yes, dogecoin is a thing. 03:22 < humerusj> In other news, bitcoin dropped ~500 USD 03:25 < TkTech> The suicide hotline is the #3 (was #1) post on /r/bitcoin 03:25 < TkTech> Morbid, but interested to see if there is actually a spike this week in suicides. 03:27 < humerusj> People still made like 500 bucks off of a crypto currency 03:28 < humerusj> Still quite a bit of money 03:29 < SinZ> I still dont understand crypto currency 03:30 < humerusj> It's a cool idea 03:30 < TkTech> Lots of people made more than that, the people that got in on it week #1 are laughing. 03:30 < humerusj> Will it work in the long run? No. 03:31 < TkTech> The people that bought this week are suicidal ;\ 03:31 < humerusj> You don't buy things when it goes up to 1000 dollars :) 03:31 < TkTech> I can't believe how many people on reddit are complaining that they maxed out credit cards and tuition grants on bitcoin... 03:31 <+AndrewPH> time to start mining dogecoins 03:31 < humerusj> Dogecoins, now that's an idea xD 03:32 <+AndrewPH> it's also a thing 03:32 < humerusj> Yes, we discussed it before 03:32 < humerusj> 9:21:06 PM ... so http://dogecoin.com/ is a thing now. 03:32 < humerusj> 9:21:34 PM Next week, NotchCoin. 03:32 < TkTech> It is actually interesting. scrypt means that it can't really be done by cheap ASICs 03:32 <+AndrewPH> Dogecoins, now that's an idea xD 03:32 <+AndrewPH> as if you heard it for the first time 03:32 < TkTech> And it's huge, 100 billion units, versus 21~ for bitcoin. 03:32 < humerusj> AndrewPH: i meant of it more as a interesting concept to chose a meme for the title 03:32 < TkTech> The difference between pennies and gold 03:33 < TkTech> *21 million 03:33 < TkTech> The internet is odd. The gain is also way higher. 03:33 <+AndrewPH> I hope places accept dogecoins in the near future so I can start paying for things with them 03:34 < humerusj> Hopefully there is a new currency that goes back to using something to back it up xD 03:35 < SinZ> I know people dont buy steam games with money any more with dota2 chests and trading 03:35 < TkTech> And hats! 03:35 < TkTech> Got $125 for my ear buds in TF2 03:35 < TkTech> All because I happened to play TF2 on OS X once 03:36 < SinZ> My friend has gotten 3 unusual couriers in Dota2 within a month, and sold them all for >50 USD each 03:36 < SinZ> easily paying for the chests to keep it going, and buying games on sale at the same time 03:39 < TkTech> In general, I don't think they're going to "go" anywhere 03:40 < TkTech> The value will likely stay too volatile to be used by Common Joe, but it's essentially just barter right. 03:40 < TkTech> You have 0.01BTC, I have fresh coffee. Lets trade. 03:45 < humerusj> That's all a real currency is xD 03:47 < SinZ> except being able to have a powerful computer to generate money is.. odd 03:47 < TkTech> Not really, I forget the exact percentage (it's single digit for sure) but 4-9% of the worlds currency is actually printed/physical 03:48 < TkTech> Banks in Canada for example no longer even need to have reserves, once you give them $10 they can burn it and say you have $10, with a licence to print more from the mint. 03:49 < humerusj> That's what a fiat currency is 03:49 < humerusj> And that is why something finite needs to be behind a currency to allow for competition to occur 03:54 < TkTech> Sure, and these currencies are technically finite 03:54 < TkTech> They all have caps, some very low, some much larger. 03:55 < humerusj> by these you mean cryptocurrencies? 04:01 < TkTech> Indeed 04:02 < TkTech> The finite supply is actually better defined than most "real" currencies. 04:02 < humerusj> Yes, though they are a exponentially decaying currency, they aren't widely accepted, yet. 04:02 < humerusj> And what is the use of a currency that almost nobody believes in? 04:02 <+AndrewPH> http://i.imgur.com/R9RNNW8.png 04:02 < humerusj> The truth is, people are scared of using crypto currencies 04:09 < TkTech> More to the fault of shit brokers and pools than a fault of the currency itself. 04:09 < TkTech> Far too many people whipping up a PHP script and calling themselves a bank. 04:09 < humerusj> Heyyy, i did that using python 04:10 < humerusj> I did that as a school project and more of a "I told you so" thing 04:11 < humerusj> Also, it is the people of the currency that make the currency useful. 04:12 < humerusj> Because it is only as useful as much as people use it. 04:22 < fragmer> TkTech: NBTag was indeed my first attempt at an NBT library. It's shameful, yes. 04:22 < fragmer> TkTech, I assure you that I've improved :P 04:35 < TkTech> fragmer: Okay...I had no recollection of such a thing and I was ego searching my copyright string. 04:36 < KnownUnown> ? 05:04 < TkTech> KnownUnown: I see your ? and raise you a ? 05:05 < TkTech> *‽ 05:59 <+AndrewPH> TkTech: I see your ‽ and raise you a http://i.imgur.com/2CzDPmM.png 06:04 < uDi3> Can someone tell me what the version protocol number is for 1.7.4 and 1.7.2? 06:09 <+SirCmpwn> they're both 4 iirc 06:09 <+SirCmpwn> 1.7.2 is 4 and I'm pretty sure 1.7.4 didn't change that 06:15 < uDi3> thanks 06:16 < uDi3> i appreciate the help 11:15 < TkTech> Hah, dogecoin just passed 5 mil USD. 11:16 <+Fador> I only have 30k doge =/ 11:17 < TkTech> That's what, $3? 11:17 < TkTech> $18 actually 11:17 <+Fador> ;) 11:17 <+Fador> I have a friend who mined 3M doge 11:17 < TkTech> I missed out on a bunch of blocks because cudaminer is a PITA on OS X ;-( 11:18 <+Fador> but sold 2M for 0,4BTC =b 11:18 < TkTech> Well that was silly. 11:19 < TkTech> Could have gotten $1800 for that right this minute. 11:19 < TkTech> Although, wonder what he spent to get that. 11:19 < TkTech> Did he get it before the difficulty peaked with a single GPU? 11:20 <+Fador> yeah 11:21 <+Fador> under 200khash/s 11:21 <+Fador> in two days ;) 11:21 < TkTech> Lucky SOB. 11:22 < TkTech> Hah, he could trade it for a broken chevy malibu. 11:22 <+Fador> he wasn't into crypto currency before this =D 11:22 < TkTech> That's the only reason I'm interested in dogecoin, it's had an effect bitcoin hasn't. 11:22 <+Fador> somehow doge is attracting a lot of "new people" 11:23 < TkTech> Simply hilarious and easy enough for anyone to mine in quantity, plus all the mining tools and exchanges are compatible. 11:23 < TkTech> So all the work that went into bitcoin/litecoin + hilarity = profit? 11:23 < TkTech> Also, only 1.5 years to mine the entire blockchain 11:24 <+Fador> it's also funny how the payouts are random for each block 11:25 < TkTech> Depends if you're solo'ing it or in a pool 11:25 < TkTech> Pools favour the finder 11:25 <+Fador> =) 11:25 < TkTech> Actually, I guess that depends on the pool 11:27 < TkTech> What pool are you using? 11:27 < TkTech> *pool(s)? 11:27 <+Fador> currently fast-pool.com 11:27 < TkTech> That's a lot of miners. 11:28 <+Fador> I only have a GTX 560 so not a real mining rig ;D 11:28 <+Fador> I'm just doing it for fun =) 11:28 <+AndrewPH> i just want dogecoins so i can tip people 11:29 < TkTech> Me too, sadly the bots are queued up for days at this rate. 11:29 < TkTech> Can't even register. 11:32 <+AndrewPH> I figure I'll just get a few thousand and tip people out every so often 11:33 < TkTech> Assuming it keeps this (entirely unrealistic) trend up for a week that'll make for some happy tips. 11:35 <+AndrewPH> also cgminer is causing a bluescreen whenever I try to end it by pressing q (haven't tried just closing it using the window's little red x) 11:35 < TkTech> ATI card? 11:36 <+AndrewPH> yeah 13:30 <+AndrewPH> TkTech: the tipbot's backlog seems to be around 4 hours on average today so far 23:13 < TkTech> Uhhh.... http://www.reddit.com/r/dogemarket/comments/1t9rc3/wts_my_virginity_for_100k_dogecoins/ 23:14 < KnownUnown> wtf, TkTech 23:15 < TkTech> I'm *hoping* it's a scam/joke but the pictures exist nowhere else on the internet ;| 23:15 < KnownUnown> It's a joke. 23:16 < KnownUnown> that's a bit too dodgy 23:16 < KnownUnown> for dogecoins 23:16 < mathuin> I don't know, the epic mount chick was real. 23:17 < KnownUnown> no idea what that was. 23:17 < mathuin> World of Warcraft. 23:18 < TkTech> WoW had some messed up "trades". Wasn't there a pre-teen cam whoring for gold? 23:18 < mathuin> http://content.ytmnd.com/content/d/9/4/d943299102ecbee3fd6f7d80fe3d1006.jpg <-- one of several. 23:19 < TkTech> No words. 23:19 < KnownUnown> No comment. 23:20 < TkTech> In other words, I imagine the blokes that made dogecoin woke up this morning, noticed the $14 mil market cap, and promptly died of a heart attack. 23:20 < mathuin> Just as long as they didn't send any her way first. 23:22 < KnownUnown> bah --- Day changed ven. déc. 20 2013 07:03 < TkTech> Surprising amount of finance on Reddit that I've somehow only found in the last two days. 07:04 < TkTech> Done 4 loans (with interest), 2 (no interest), $400 worth of DogeCoin (god still can't believe this is a thing) 07:04 < TkTech> KnownUnown: Somehow, this is more believable. Still creepy. http://www.reddit.com/r/dogemarket/comments/1tavit/wtb_girls_willing_to_go_naked_and_watch_me_cum_on/ 13:27 <+AndrewPH> TkTech: the best comment of them all http://www.reddit.com/r/dogemarket/comments/1tavit/wtb_girls_willing_to_go_naked_and_watch_me_cum_on/ce63d4q 13:32 <+AndrewPH> "A thousand dollars isn't cool. You know what's cool? A million DOGE" 14:11 <+AndrewPH> TkTech: aaaand I just bought an $8 (+$3 standard shipping) item on etsy for $4.50 (shipping changed to free and first-class) 14:11 <+AndrewPH> doge can buy you happiness 14:14 < KnownUnown> Ahahhaha 14:14 < KnownUnown> AndrewPH: that's a funny comment 14:14 < KnownUnown> Also, TkTech, this is believeable 19:54 < Not-002> [Craft.Net] SirCmpwn pushed 2 commits to master [+0/-0/±2] http://git.io/9TNafA 19:54 < Not-002> [Craft.Net] Sergeeeek b9e82e9 - Implemented a cake eating! :D 19:54 < Not-002> [Craft.Net] SirCmpwn f774c82 - Merge pull request #191 from Sergeeeek/master 22:37 < KnownUnown> Hmm..... 22:37 < KnownUnown> Fishy......... 22:42 < mathuin> Context? 22:50 < KnownUnown> mathuin: http://www.reddit.com/r/dogemarket/comments/1tc8gd/wts_1994_honda_civic_with_vtec_2500000_doge/ 22:51 < KnownUnown> who sells cars with doge? 0.o 22:52 < mathuin> Apparently this guy. How long has the doge market existed? We already saw the oldest profession accepting it as valid currency... 22:53 < KnownUnown> What's next? 22:53 < KnownUnown> Well, virginity for hire, that's for one, then there's selling game codes, that's another matter, then CARS... 22:54 < jj2baile> There was someone selling their impreza as well 22:54 < jj2baile> for like 8mil doge? 22:56 < KnownUnown> :/ 22:56 < KnownUnown> people are crazy these days. 22:56 < jj2baile> People are awesome! 22:57 < jj2baile> how long before someone sells their dogyy for doge 22:58 < mathuin> How much doge would the real Doge cost if the real Doge did cost doge? 23:01 < KnownUnown> mathuin: none! 23:41 < humerusj> I started buying doge on the 6th 23:42 < humerusj> Which is when it was first released 23:42 < humerusj> Ridiculous how much people use it xD 23:47 < humerusj> Crypto currencies are like cookie clicker 23:48 < humerusj> Everyone wants it 23:48 < humerusj> But it'll decline as time progresses --- Day changed sam. déc. 21 2013 00:11 < barneygale> Do nameplate colours still affect skins? 00:11 < barneygale> or is that fixed now? I seem to recall skins working on oc.tc 00:12 <+md_5> depends how you do them 00:12 <+md_5> scoreboard / teams, no 00:13 <+md_5> actual name, yes 00:14 < TheUnnamedDude> humerusj, i think crypto currencies will stay 00:14 < TheUnnamedDude> Not as high prices of course 00:15 < barneygale> md_5: I was thinking over-head names 00:15 < barneygale> And yeah it does work on oc.tc :/ 00:15 <+md_5> yeah 00:15 < barneygale> I wonder how they do it 00:15 <+md_5> scoreboards affecxt overhead names 00:15 < barneygale> Oh right 00:15 <+md_5> team prefix == colour 00:15 < barneygale> Ah I'm so out-the-loop 00:15 < barneygale> OK perfect 00:15 < barneygale> thanks v much md_5 00:17 < humerusj> TheUnnamedDude: they'll be there, but they have drawn the eye of people who have no idea on how they work 00:17 < humerusj> And that in the long run is not to good 00:18 < TheUnnamedDude> idk 00:25 <+Amaranth> Actually the client just strips color codes from the actual name too, as of 1.5 iirc 00:25 <+Amaranth> Unless that was dropped later 00:43 < TkTech> humerusj: Just like almost all markets. Hype, pump, dump, slowly back to the mean. 00:46 < humerusj> Correct you are 06:26 < TkTech> Well, that didn't take long. Surprised it took longer than prostitution tho'. People are trading stolen Minecraft accounts for dogecoin now. 06:28 < Eviltechie> .................. 06:29 < TkTech> These kids are retarded, I just scammed the scammer out of 20 and changed the passwords. 06:29 < Eviltechie> kaaaaay 06:30 < TkTech> And there's already more. This screams fishy -> http://www.reddit.com/r/dogemarket/comments/1tdls8/wts_minecraft_accounts_for_10k_doge_each/ 06:30 < TkTech> This one is level 9001 fishy -> http://www.reddit.com/r/dogemarket/comments/1tdnh2/wts_minecraft_accounts_4_free/ 06:30 < Eviltechie> ಠ_ಠ 06:32 < TkTech> http://www.reddit.com/r/dogemarket/comments/1tdn35/wts_minecraft_accounts_for_3k_doge_each/ :| 06:54 < humerusj> :o 06:55 < humerusj> Why would anyone need multiple MC accounts anyway :/ 06:55 < dexter0> testing their custom server comes to mind 06:57 < dexter0> multi boxing (is that even a thing in MC?) 06:58 < dexter0> how old is DogeCoin btw? 07:00 < SinZ> humerusj: griefing accounts maybe 07:09 < umby24> dexter0: few days, week at the most. 07:52 <+AndrewPH> umby24|offline: dogecoin is 2 weeks old as of the 20th (today here) 07:52 <+AndrewPH> dexter0: 2 weeks on the 20th 07:54 < CanVox> Multiboxing is a thing, but rare 07:55 < CanVox> I know a few technic users who staff servers so they have 3 accounts so they can staff 3 servers at once 14:36 < UnownKnown> Such crazy 15:16 < JonasOSDever> http://wiki.vg/Map_Format says it is only for 1.2.5 through 1.3.2. Is there any updated specification? 15:16 < Thinkofdeath> JonasOSDever: http://minecraft.gamepedia.com/Chunk_format 15:17 < JonasOSDever> Thx 18:42 < DotFooz> Is anyone here? 20:12 < DotFooz> Hello 22:10 <+clonejo> DotFooz: Just ask your question, someone will likely answer it. --- Day changed dim. déc. 22 2013 04:35 <+AndrewPH> TkTech: I commissioned somebody to make this using dogecoin: http://i.imgur.com/cqECDl8.png 04:39 < humerusj> Heh 05:24 < DotFooz> HeHe 09:15 < TkTech> AndrewPH: I don't even... 09:15 <+AndrewPH> TkTech: the true use of dogecoin is buying surreal drawings 09:30 < cathode> hey guys 09:31 < cathode> is it acceptable to talk about development of a game if it's based on / similar to minecraft but not minecraft? :P 09:48 < TkTech> General rule #6 - Off topic chatter is perfectly fine so long as you are not interrupting on-topic conversation. 09:48 < TkTech> If people aren't interested you'll hear the crickets. 09:57 < cathode> alright 09:59 < cathode> well mostly for academic reasons i'm tinkering around with building a voxel-based game similar to minecraft but where blocks have a variable state rather than existing or not existing 10:02 < cathode> so mining a block would reduce it's quantity from 1.0 to 0.0. to go along with this, terrain would be smoothed using some mesh smoothing algorithm, so that the surface of the world is effectively defined by a NURBS curved surface whose datapoints are the voxels that lie on the surface 10:03 < cathode> obviously there are significant performance and implementation barriers that would have to be overcome to make this work. I was hoping people might have some thoughts on this :) 13:25 <+sadimusi> cathode: I know I'm a bit late to the party, but I think this exists already 17:31 < cathode> sadimusi - does it? 20:49 < MrARM> heh, I'll go back to writing my client and publish it as a library 23:14 < NinjaZidane> This is a dumb question but...what is the max size of a String one can put into a packet (Handshake comes to mind) that is sent to the official server in 1.7? 23:34 < Not-006> [fCraft] fragmer * r2306 2 files : Fixed a bug in Trie that caused character '@' in player names to be treated same as '_' (thanks Dingus) --- Day changed lun. déc. 23 2013 00:01 < barneygale> NinjaZidane: afaik it's unbounded 00:01 < barneygale> in the general case 00:02 < barneygale> in certain cases it is bounded, e.g. in Named Entity Spawn (or w/e it's called) 00:02 < barneygale> the player name is capped to 16 characters 00:40 < fragmer> What do people actually use for working with NBT files in Java? I have not been able to find any good libraries. 00:40 < fragmer> (well, aside from Spout's NBT library, which is GPL'ed) 00:45 < NinjaZidane> I am from the Spout Team and we have been changing all of our libraries over to MIT fragmer. I recommend contacting Wulfspider on the spoutcraft.org forums and see if he can get SimpleNBT as MIT soon. 00:46 < fragmer> NinjaZidane: thanks for the info; I'll do that. 00:53 < fragmer> There are like 20 NBT libraries on GitHub, and most of them are incomplete or broken. One of them manages to use 16 bytes for every element in a ByteArray. The best I could find (aside from Spout's) was Steveice10's OpenNBT, but that one has an infinite loop in Tag.toString()... 00:54 < fragmer> (and many other bugs sprinkled throughout -- it lacks any tests) 00:56 < dx> is it really that hard to get nbt right? 01:08 < dav1d> lol 01:08 < dav1d> I have a working one in D, wrote it in one day ... 01:39 < NinjaZidane> fragmer I checked over the repo and our license says that after 180 days it becomes MIT. The actual code is MIT, the only commits that are not MIt are the last three which are not related to the code itself. 02:49 < Not-006> [fCraft] fragmer * r2307 5 files : Switched from .fcm to .cw file format by default. 02:50 < Not-006> [fCraft] fragmer * r2308 12 files : Added ability to construct ImageDrawOperations from existing Bitmaps, not just URIs. Also code cleanup and annotation. 04:27 < erai> How does an offline-mode handshake look from the perspective of a server? 04:55 < williamtdr> md_5: did you consider using iptables for bungeecord? 07:22 <+Amaranth> fragmer: I doubt they've touched their NBT implementation in 6 months and their license says it's GPL that expires in MIT after 6 months so... 15:28 <+SirCmpwn> anyone here know how to set up SRV records that the vanilla client understands 15:40 < zh32> SirCmpwn, the name has to be "_minecraft._tcp." and the target needs to be a canonical name 15:41 <+SirCmpwn> thanks zh32 18:25 < TkTech> That should probably be on the wiki if it isn't already, don't know where it would fit tho'. --- Day changed mar. déc. 24 2013 04:03 < TkTech> Anyone else happen to have an ASUS T100 (the intel quad core one, not the ARM one)? 04:03 < TkTech> Waiting for it the charge up, wonder if it'll run Minecraft and anything even remotely decent. Or at all. 04:04 < mpa1212> Does anyone happen to have a widget for Awesome(wm) that displays players on a server? 04:05 < TkTech> Does Awesome have its own pane or are you using a different dock? 04:06 < humerusj> What is Awesome? 04:06 < TkTech> Hm, doesn't look like it includes a dock pane 04:06 < TkTech> humerusj: http://awesome.naquadah.org/ 04:06 < TkTech> mpa1212: What are you using for a dock? 04:06 < humerusj> Ahh 04:07 < mpa1212> Just it's default 04:08 < TkTech> The default is distro/packager specific, I think. 04:08 < TkTech> http://awesome.naquadah.org/wiki/System_Tray 04:10 <+SirCmpwn> you could make a fairly straightforward tool with C.N that pings a server and outputs into to stdout 04:10 <+SirCmpwn> can you display the stdout of a process in your tray? 04:10 <+SirCmpwn> info* 04:11 < TkTech> Yeah, I'm trying to find out what tray he's even using before suggesting anything 04:11 < TkTech> It might be a standard xwin tray in which case he can do something quick in any language 04:11 < TkTech> Or it may be a tray using its own plugins 04:12 < TkTech> SirCmpwn: Although I'd probably recommend the short python pinger for this, since python is likely already installed and there are very minimal examples that do nothing but get the count 04:13 < mpa1212> Pretty sure its a standard tray then(?), I havent used awesome too much, but it's arch so I'd guess the most basic. 04:13 <+SirCmpwn> I don't know of any software that supports 1.7 for pinging, I was just offering the least-effort solution 04:13 < TkTech> SirCmpwn: Yup sure, he might have to use craft.net. I'm just thinking if he's using Awesome he probably wants something light, and Craft.Net + mono + dependencies is not light 04:14 < TkTech> mpa1212: There is no such thing as a standard tray :) 04:14 < TkTech> The protocol used by processes to communicate with the systems tray is standard 04:14 < TkTech> So it doesn't really matter which one you pick as long as it's not a purely self-contained one 04:17 <+SirCmpwn> I use i3-wm and a custom tray that just displays the stdout of a script I wrote to do everything 04:17 < umby24> shouldn't be hard to throw something together in python though to get that working 04:17 <+SirCmpwn> https://mediacru.sh/Ow1PrWJmlnAn 04:17 <+SirCmpwn> https://github.com/SirCmpwn/dotfiles 04:18 < mpa1212> Well, most of my widgets so far are called through wibox.widget., if that helps at all. Based off of vicious and awful. 04:30 < mpa1212> hmm... Is there a way to use ping (unix command) to get the players? 04:33 < Eviltechie> no? 04:36 < mpa1212> k, I wouldn't be surprised considering the newer protocal, but I remember being able to a long while back 04:51 <+SirCmpwn> you were never able to use pings to perform a minecraft ping 05:03 < mpa1212> Ok, it seems I was wrong. Not sure what I was thiking of. Anyways thank you all for the help. 06:22 < nickelpro> He wasn't talking about writing an app that knew the SysTray protocol 06:22 < nickelpro> He was talking about writing an Awesome Widget, Awesome is a WM that's customizable through widgets written in Lua 06:23 < nickelpro> I don't think there is any Minecraft work done in Lua, in case he comes back 21:50 < Not-006> [fCraft] fragmer * r2309 2 files : Switched external IP check from http://checkip.dyndns.org/ to the more reliable http://fcraft.net/ipcheck.php 21:55 < Not-006> [fCraft] fragmer * r2310 2 files : Ported improvements and bugfixes from 0.90x version of Trie 22:09 < Not-006> [fCraft] fragmer * r2311 2 files : Added parameter error checking to VanillaMapGen, to prevent a runtime DivisionByZeroException 22:10 < Not-006> [fCraft] fragmer * r2312 2 files : Added parameter error checking to VanillaMapGen, to prevent a runtime DivisionByZeroException (backport from 0.90x) 22:32 < Not-006> [fCraft] fragmer * r2313 3 files : Added MapGenerator.MinSupportedMapDimension property, mainly for FloatingIslandMapGen (which cannot produce maps under 32x32x32 in size) 22:44 < Not-006> [fCraft] fragmer * r2314 2 files : Increased timeout when shutting down an IRCThread from 1s to 2s. Reaching a timeout no longer produces a crash report. 22:51 < Not-006> [fCraft] fragmer * r2315 2 files : Updated CheckForCommonErrors based on recent bug reports. 23:09 < Not-006> [fCraft] fragmer * r2316 2 files : Fixed a case where /zedit would crash when used with incorrect parameters (e.g. "/zedit SomeZone +") instead of printing usage. 23:09 < Not-006> [fCraft] fragmer * r2317 2 files : Fixed a case where /zedit would crash when used with incorrect parameters (e.g. "/zedit SomeZone +") instead of printing usage. (backport from 0.90x) 23:19 < Not-006> [fCraft] fragmer * r2318 2 files : Fixed a typo in an exception message thrown by IPBanList.Load for unsupported files. 23:20 < Not-006> [fCraft] fragmer * r2319 2 files : Fixed a possible crash in Logger.CheckForCommonErrors if given exception's StackTrace is null. 23:21 < Not-006> [fCraft] fragmer * r2320 3 files : Backported error-reporting fixes from 0.90x (see r2315, r2318, and r2319) 23:45 < Not-006> [fCraft] fragmer * r2321 2 files : Improved conflict resolution in CommandManager.RegisterCommand 23:59 < Not-006> [fCraft] fragmer * r2322 2 files : Fixed the block theme of RealisticMapGenParameters not getting serialized correctly --- Day changed mer. déc. 25 2013 02:30 < NinjaZidane> Anyone around on Christmas Eve :)? Have a question I hope someone can help me with 02:31 < NinjaZidane> I'll say it out loud... In 1.7, I have a client I am trying to get connected to the Minecraft server. I don't have encryption but I read that the Minecraft server doesn't use it in offline-mode. I'm sending Handshake and LoginStart...but I don't get a LoginSuccess (I see nothing on the Server actually). Any ideas? 02:36 < umby24> first off, what language? 02:36 < NinjaZidane> java 02:39 <+Amaranth> NinjaZidane: That "loophole" was closed in 1.7 afaik 02:39 < NinjaZidane> Hmm I was going off of the wiki, truthfully I haven't checked myself 02:39 < NinjaZidane> My next step was going to look at CraftBukkit 02:40 < umby24> I thought that "loophole" was introduced with 1.7? 02:40 <+Amaranth> Nope, it was an oversight in the protocol state machine that existed as long as the encryption scheme did 02:41 <+Amaranth> Similar to older bugs that let you in without verifying with the session server by just skipping packets 02:41 <+Amaranth> The way 1.7 splits up the protocol should make such bugs much more limited if not impossible 02:43 < umby24> .-. 02:44 < umby24> at the very least I can verify packets go unencrypted for localhost, offline-mode connections 02:45 < umby24> NinjaZidane, that order is correct, I would check to ensure you are sending the packets correctly, and are reading packets from the server 02:45 < Eviltechie> I beleive under the current protocol, offline mode must not be encrypted, and online mode must be 02:48 < nickelpro> Eviltechie is correct 02:49 < nickelpro> I just tested it, offline is still unencrypted, I believe its intended behavior Amaranth 02:49 < umby24> i thought so 02:49 <+Amaranth> Huh, guess I missed the part about offline mode 02:49 <+Amaranth> I wouldn't know, I never use it :P 02:49 < nickelpro> The protocol redesign specifically makes encryption completely optional 02:50 < nickelpro> The server can send login success at any point after login start, the encryption steps are totally optional 02:51 < nickelpro> NinjaZidane: Turn on debugging on the server, make sure it sees and understands all of your packets, and if it does it should send the packet out and you must be having trouble parsing it 02:51 < NinjaZidane> So I send handshake and login start and the server should respond with login success in 1.7 offline correct? 02:51 < nickelpro> NinjaZidane: yes 02:52 < NinjaZidane> nickelpro debugging? I assume in an IDE or? 02:52 < nickelpro> NinjaZidane: No, its a server option, see http://wiki.vg/Debugging 02:54 <+Amaranth> nickelpro: Before 1.7 the client could opt out of encryption by sending packets in the wrong order 02:54 < nickelpro> Amaranth: Yes, but that's not what you said 02:54 <+Amaranth> Right but that's what I thought NinjaZidane was trying to do 02:54 < nickelpro> Ah, alright 02:54 <+Amaranth> I missed the bit about offline mode 02:55 <+Amaranth> And actually I didn't know the server could decide to skip the encryption, I think I'll go mod my client to bail if that happens 02:55 < nickelpro> Ya I abused the shit out of that bug back in the day, just spam player position + look until the server gives you chunks 02:56 < nickelpro> I used it as a fallback when encryption libs weren't available 02:58 < NinjaZidane> Thanks for the tip nickelpro I didn't know that was added 02:58 < NinjaZidane> Quite handy 02:58 < nickelpro> NinjaZidane: It's the reason why a lot of proxy projects aren't bothering to update, the builtin is basically good enough 02:59 < nickelpro> Or at least its why I didn't bother to update mine 03:05 < NinjaZidane> nickelpro I assume this means I did get a connection but no packets reached it (wrong or right): http://pastie.org/8574562 05:12 < NinjaZidane> around nickelpro ? 05:28 < umby24> NinjaZidane: Correct, server got your connection, but none of your packets. 05:30 < NinjaZidane> umby24 will the protocol logging log any and all bytes received from my connection? 05:30 < NinjaZidane> (If its wrong I assume I'd see an exception of sorts) 05:30 < umby24> not as far as I know, i beleive it will only log correct packets 05:30 < NinjaZidane> I'm just trying to see if my packets weren't received at all or ignored cause they are wrong somehow 05:31 < umby24> wireshark or simular may be good for that. (Wireshark won't work for localhost, so if you're using that you will need an alternative) 05:32 < NinjaZidane> Just to also clarify umby24 ...the header for the packet should be length as varint and then opcode as varint in that order (with data following afterwards) 05:32 < umby24> Correct. And the length includes the length of the opcode 05:50 < NinjaZidane> umby24 Would you be able to possibly look over my work and see where I have things wrong? I'm out of ideas at this point haha 05:50 < umby24> I can give it a shot, i'm not a java dev though so no promises 05:51 < NinjaZidane> umby24 https://github.com/Spoutcraft/Client/blob/master/src/main/java/org/spoutcraft/client/networking/protocol/ClientProtocol.java#L65 Starts here 05:53 < umby24> ok 05:54 < NinjaZidane> Here is the handshake codec https://github.com/Spoutcraft/Client/blob/master/src/main/java/org/spoutcraft/client/networking/codec/HandshakeCodec.java#L48 05:54 < NinjaZidane> Thanks for taking the time to look :) 05:55 < umby24> np 05:57 < umby24> so the header pushes out the HandshakeCodec header, then pushes the HandshakeCodec.encode? 05:58 < NinjaZidane> Correct 05:58 < NinjaZidane> writeHeader then take header buf and prepend it to data buf (which is filled from the codec's encode) 05:58 < umby24> could I see the file where that all gets put together? 05:59 < NinjaZidane> Sure one sec 05:59 < NinjaZidane> umby24 https://github.com/flow/flow-networking/blob/master/src/main/java/com/flowpowered/networking/pipeline/MessageEncoder.java#L60 06:01 < NinjaZidane> The only thing outright that may be wrong is what you told me earlier umby24 ...about how I am not adding the opcode to the length 06:01 < NinjaZidane> Which would be adding...4 to the length I believe 06:01 < umby24> for handshake where the opcode is 0, the length of the opcode would only be 1. 06:02 < NinjaZidane> How do I get the length of the opcode? 06:03 < NinjaZidane> Man umby24 you absolutely rock 06:03 < NinjaZidane> Serious high-five 06:03 < umby24> xD thanks. but uhh 06:03 < NinjaZidane> I added a one to test and bam handshake 06:03 < umby24> ah :D 06:04 < NinjaZidane> Now I just need a way to calculate the length of the opcode and I'll be squared away 06:04 < umby24> if you have a byte array containing the varint bytes for the opcode 06:04 < umby24> then you should be able to do bytearray.length or simular, to add it to your total packet length 06:06 < umby24> my library works a bit different than that though. 06:07 < umby24> I have a seperate socket library that has a send buffer. I build the packet up in the send buffer (including the opcode), then call .purge 06:07 < umby24> which calculates the length of the send buffer, prepends it, then sends it and clears the buffer 06:09 < umby24> https://github.com/umby24/libMC.NET/blob/master/Packets/Handshake/Handshake.cs#L13 <-- packet building 06:10 < umby24> https://github.com/umby24/Wrapped/blob/master/Wrapped/Class1.vb#L449 <-- Where the length is prepended 08:42 <+AndrewPH> TkTech: http://i.imgur.com/BfFkuB4.jpg?1 10:45 < SinZ> AndrewPH: why comic sans :O 17:27 < tehme> yo sup 17:27 < tehme> am i still banned? 21:47 < morfin> does minecraft drop some events if server is overloaded 21:47 < morfin> so if i dig it can ignore that and do nothing 21:49 < dx> pretty sure it doesn't unless the server has cheating protection plugins 21:50 < barneygale> You can get messages on console like: 21:50 < barneygale> Did the system time change, or is the server overloaded? Running 6024ms behind, skipping 120 tick(s) 21:50 < dx> ...wait, really? 21:50 < barneygale> Yes. 21:50 < dx> 1.7 feature? 21:51 < barneygale> I thought so at first but iirc I grepped the 1.6 source and found it there too 21:51 < barneygale> might be misremembering 21:51 < dx> i've never seen it before, but i stopped having a minecraft server with 1.5 21:51 < dx> (rip) 21:52 < dx> well, uh, neat feature then. 21:52 < barneygale> Ah I'm wrong. Introduced in 1.7 21:53 < barneygale> I think it's just an expanded message though 21:53 < barneygale> The old one was "Can't keep up! Did the system time change, or is the server overloaded?". The new one just adds some info at the end 21:53 < barneygale> That doesn't necessarily mean the old server didn't skip ticks 21:53 < dx> what does it mean to skip a tick, anyway? 21:54 < barneygale> idk 21:54 < barneygale> I'm trying to find out at the moment 21:54 < dx> probably just moving the world time forward 22:10 < barneygale> dx: it actually skips ticks 22:10 < dx> barneygale: ...okay, but what does that mean? 22:11 < dx> there are many ways to skip a tick 22:12 < dx> and i can only think of terrible ones right now 22:12 < dx> i'm not feeling particularly inspired 22:13 < barneygale> The main loop keeps track of how many ticks have been run, and how many should have been run given how long the server's been up 22:13 < barneygale> if they go out-of-sync by more than 2 seconds, it adjusts the "predicted ticks" such that it's the difference between 2s and what the actual time was 22:14 < barneygale> I think so anyway 22:14 < dx> hm okay --- Day changed jeu. déc. 26 2013 01:22 < gsfe> in your opinion is a male with a PhD attractive to women? 01:22 < Zidane24> lol? 16:26 < tehme> yo sup 16:27 < tehme> is minecraft protocol now protobuf compatible? 16:33 < dx> define protobuf compatible 16:34 < dx> varints are inspired by the protobuf varints but that's all 16:35 < SinZ> tehme: btw, you are still banned 16:36 < SinZ> *!~tehme@ip123-187.telenet.dn.ua on Wed Oct 09 14:29:04 2013 16:36 < dx> oh didn't see that one 16:41 < tehme> oh ok 16:42 < tehme> im going away 16:44 < dx> rip 16:45 < dx> this is the kind of situation that makes you think 'why was he banned? seems like a decent person' 16:49 < iBotPeaches> I remember why, and I'm still not over it 16:53 <+AndrewPH> dx: because he isn't lol 16:55 < dx> lol. 18:24 < morfin> is not dropping packets bad? 22:15 < john_minetest> Hello :) --- Day changed ven. déc. 27 2013 01:26 < TkTech> AndrewPH: Hah. I wonder if they're going to fix it. Last time I checked the PR they were going to leave it with the 5% inflation rate 01:27 < TkTech> SinZ: I'm guessing it's comic sans because almost everything Doge is comic sans 01:29 <+AndrewPH> TkTech: Do you know of any soft and conductive materials one might have around the house? 01:30 < jj2baile> ...wires? 01:30 < jj2baile> define soft. 01:30 < humerusj> AndrewPH: graphite 01:31 <+AndrewPH> jj2baile: well, for example, something that won't damage a capacitive touch screen 01:31 < TkTech> AndrewPH: A hot dog. 01:31 <+AndrewPH> TkTech: and preferably something that won't decay like food will 01:31 < TkTech> http://www.tomsguide.com/us/South-Korea-Sausages-iPhone-Stylus,news-5815.html 01:32 < TkTech> (This is actually a thing) 01:32 < dexter0> aluminum foil, depending on your definition of soft. 01:32 < humerusj> Wet sponge with copper 01:32 < TkTech> Nein on the foil, will damage the screen. 01:32 < TkTech> You don't want anything abrasive. 01:32 <+AndrewPH> that's the word I wanted, yeah 01:32 < TkTech> But seriously, hot dogs make fantastic styluses (is that the plural form?) in a pinch. 01:33 <+AndrewPH> humerusj: so far planning on using a damp qtip but I'm trying to find something that conducts without being wet 01:33 < TkTech> And an american hotdog won't decay for 3000 years. 01:33 < humerusj> AndrewPH: take a pencil and grind the graphite 01:33 <+AndrewPH> humerusj: would that not leave a mark? 01:33 < humerusj> Spread it on the tip of the qtip and let it sit 01:33 <+AndrewPH> ah 01:34 < humerusj> AndrewPH: if there is too much, yes 01:34 <+AndrewPH> would I need to dampen the qtip prior to spreading? 01:34 < humerusj> AndrewPH: possibly 01:34 < TkTech> humerusj: Actually, your idea seems to have merit...http://www.phonearena.com/news/Heres-a-cheap-and-easy-way-to-make-your-own-capacitive-stylus_id28155 01:34 < humerusj> :o 01:34 < humerusj> I was just making it up as I went 01:35 <+AndrewPH> #yolo 01:36 < TkTech> Hm, I should make /kickban auto-op 01:37 <+AndrewPH> humerusj: it worked! so far as I can tell 01:37 <+AndrewPH> now to make a nice casing for it 01:37 < humerusj> :D 01:38 < humerusj> Make a tutorial online and wait for the brownie points :) 01:38 <+AndrewPH> I don't think my answer to "what are you doing" could be any more correct than "science!" right now 01:38 < TkTech> Did you go the graphite route? 01:38 < humerusj> That is true 01:39 <+AndrewPH> TkTech: yeah, any words of warning before i start using it more than a quick swipe or two 01:39 < humerusj> Graphite can be found in almost anything 01:39 < TkTech> I'm not sure, it seems to have been done before but I can't imagine it's good for a the traces on a capacative screen 01:40 <+AndrewPH> i may be able to cover it with some non-conductive foam 01:40 < humerusj> I would imagine that only a damp cloth would be needed to clean it 01:40 <+AndrewPH> my finger conducts enough to be used through a double layer of it 01:41 < TkTech> Cleaning isn't what worries me, it's damaging the screen. Graphite is still abrasive even if it feels soft to you. 01:42 < humerusj> True, because of its crystalline structure 01:44 < humerusj> It would be something similar to using salt and ice to clear a coffee pot 01:44 < humerusj> Though graphite particles are smaller 01:44 <+AndrewPH> would a thin-ish layer of cotton provide sufficient protection, do you think? 01:45 < TkTech> Cotton is also abrasive :) 01:45 < humerusj> Hmm 01:45 < humerusj> Everything is abrasive :p 01:45 <+AndrewPH> wtf satan 01:45 < TkTech> You need to be careful with modern screens. Older screens had a third layer and the delicate traces were behind the glass. 01:46 < TkTech> Modern screens (like all AMOLED screens) put it right in the glass and remove a layer. 01:48 <+AndrewPH> would a thin layer of plastic wrap (or plastic from a sandwich bag, I have choices!) be non-abrasive enough? 01:52 < TkTech> Don't know 02:00 < TkTech> Arggggggggh. A missing newline in the crontab fucked up all of my boxing day reports ;-( 09:49 < hdon> happy holidays all :) is this the latest protocol version? http://b.wiki.vg/1.6.2 13:47 <+Amaranth> hdon: 1.7 broke burger and I don't think it's getting fixed 13:47 <+Amaranth> So no, the latest is http://wiki.vg/Protocol and for diffs between versions you'll just have to use the wiki history 16:25 < williamtdr> shoghicp|away, ping 16:38 < umby24> hdon: Differences between 1.6.2 and 1.7, just rewrite all of networking. 18:43 < morfin> so much has changed 20:23 < dividuum> someone at 30c3 in hamburg? 21:26 < clonejo> clonejo: yup, I'm typically at the 30c3 assembly, or call 4674 --- Day changed sam. déc. 28 2013 01:48 <+AndrewPH> TkTech: I'll sell you 10k doge for $10 ;) 02:40 < hdon> Amaranth, oh no :( 02:40 < hdon> umby24|offline, oh my 09:13 < TkTech> AndrewPH, I'm already trying to get rid of 95k --- Day changed dim. déc. 29 2013 22:08 < Zidane> Could anyone give me any tips to what this would be? 22:08 < Zidane> TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: java.io.IOException: An established connection was aborted by the software in your host machine], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}} 22:08 < Zidane> Its from my client project 22:08 < Zidane> Happens right after [15:04:59 DEBUG]: OUT: [PLAY:55] fu[count=0] --- Day changed lun. déc. 30 2013 14:56 < TkTech> sadimusi: It's embarassing how much faster my JavaScript version of Jawa's parser is. 14:58 < dx> ;_; 14:58 < dx> TkTech: can jawa run with pypy? 15:00 < TkTech> It's possible, but I don't think it would offer that much of an improvement. It's the object and IO overhead on the constant pool that accounts for 99% of the time 15:00 < TkTech> Millions of small objects are expensive in python 15:00 < TkTech> Rather, I can't think of why it *wouldn't* work under PyPy 15:01 < TkTech> dx: https://bugs.pypy.org/issue912 <- The only real issue, and I opened a ticket for it two years ago :) 15:21 < TkTech> I'm finding the hardest part of this is coming up with a decent but uncluttered UI, in particular for picking files. 15:21 < TkTech> select2 and chosen are far too slow, but keep the space used to a minimum and give you searching. select2 with a modified matcher gives you basic fuzzy search. 15:22 < TkTech> I don't want to display a tree, because that looks just awful, especially with Android's generated classes that are nested 50 times 21:58 < TkTech> dx: http://i.imgur.com/12TLmyP.png - Getting somewhere 22:02 < dx> TkTech: wouldn't it make more sense to use node instead of a browser? could have skipped the whole UI design step 22:03 < TkTech> ... that defeats the purpose of doing this, which was to get a portable UI ... 22:03 < TkTech> No reason you can't just copy classfile.js and plop it in node, doesn't depend on anything 22:04 < dx> heh. 22:04 < dx> okay then 22:05 < dx> i consider ssh to be fairly portable, and tend to forget it's not exactly an ideal solution 22:06 < MrARM> can I ask what's Jawa? 22:06 < TkTech> MrARM: http://jawa.tkte.ch/ 22:06 < MrARM> Thanks 22:07 < TkTech> Technically functional but far more obtuse than it should be. Needs a higher level API. 22:08 < dx> i thought the whole point of jawa was that it was *the* low level api 22:09 < TkTech> It is, but a lot of the core, common things you do (like constant manipulation) needs to be cleaned up 22:09 < TkTech> Currently you have to manually correct the pool indexes if you edit something 22:09 < TkTech> (Jawa is not like jsJawa, it can read, create, and edit class files) 22:10 < TkTech> (jsJawa is a read-only, pure-javascript disassembler) 22:10 < dx> jawascript 22:11 * dx is not sure whether that would be a better or a worse name 22:54 < william|laptop> MrARM, did you ever get DroidPocketMine on the play store? 22:58 < MrARM> no 23:08 < williamtdr_> :/ 23:09 < MrARM> You want it here? --- Day changed mar. déc. 31 2013 00:58 < Eviltechie> I'm writing a bukkit plugin to hide lore from players 00:58 < Eviltechie> This has the problem of losing lore when it comes to creative players though, as they have control of nbt 00:58 < Eviltechie> I'm trying to figure out what to do about that 01:05 < dx> Eviltechie: what kind of control of nbt? 01:07 < Eviltechie> dx: total control 01:07 < Eviltechie> I beleive in theory, a client in creative can enchant it's own items, set name/lore, arbitrary tags 01:08 < Eviltechie> In practice, by hiding some of the lore from the client, when the client moves the item around in an inventory, the hidden lore gets lost 01:08 <+SpaceManiac> can you just disable the hiding if the player's in Creative? 01:08 < Eviltechie> I could 01:09 < Eviltechie> That would limit the scope of hiding lore then, even if it turns into a security by obscurity thing 01:09 <+SpaceManiac> Is the point of hiding lore to hide other plugins keeping data on the items? 01:10 < Eviltechie> yes 01:10 < dx> hash the lore, set that hash as a custom nbt tag and hope that the creative players keep that? 01:10 * dx has no idea if that's possible 01:10 < Eviltechie> That's actually not a bad idea 01:11 < dx> \o/ 01:13 < Chrisliebaer> I was wondering if there are some working concepts, plugins or patches for a minecraftserver to hide players from each other while they are out of line of sight. Like its done on most counterstrike servers to prevent people from using xray 01:14 < Eviltechie> But for any method of this to be effective, there has to be a way to validate what is returned to the server 01:14 < dx> Chrisliebaer: there's a bukkit api function that tells you if there's a direct line of sight between two entities... so it'd be a few lines of java, i guess? 01:15 < Eviltechie> Because a malicious client could simply remove the hash and then replace the lore with what they wanted 01:15 < Chrisliebaer> damnit :D I didn't assume there is such a function 01:16 < dx> Eviltechie: you mean you aren't hiding lore for all items that a player holds? 01:16 < Eviltechie> dx: Some lore will be visible, the rest will be hidden 01:16 < Eviltechie> There is a line of lore that is ==HIDDEN-LORE== and that line and everything after it is not sent to the client 01:17 < dx> oooh, i see 01:17 < Eviltechie> That lets you store key/value pairs or whatnot and have it be hidden 01:17 < Eviltechie> While allowing you to rebuild the actual lore that the client sees 01:18 < Eviltechie> Like if you had uses-left: 3 in the hidden, you could display it as Uses Left: 3 in the visible 01:18 < Eviltechie> And that means you could edit a config to change a translation without affecting things 01:18 < Eviltechie> If you were just doing regex in the visible, you would have to keep track of every iteration and worry about ambigious cases 01:19 < Eviltechie> The other method is to set an ID which is visible, and store all the data externally 01:19 < Chrisliebaer> that method seems to be new with 1.7.2. nice. does someone know accurate this method is regarding to edges in close range and transparent blocks like class or water? 01:19 < Eviltechie> But that means you have the overhead of a database or something, as well as not ever knowing when an itemstack has been deleted 01:20 < dx> Chrisliebaer: i've used it with 1.6.4, never checked how accurate it is but seemed 'good enough' and plain old raytracing. no idea about transparent blocks 01:20 < Chrisliebaer> than i have to check the source code, many thanks 01:27 < dx> Eviltechie: you can't keep weak references to item stacks, right? 01:28 < Eviltechie> I'm using protocollib, so I can get bukkit item stacks 01:28 < Eviltechie> And you can clone those 01:32 < dx> oh well, i have no good ideas 01:32 < Eviltechie> I might just go for the creative can see everything 01:32 < Eviltechie> This plugin will be most useful in a survival setting, and clients can't abuse lore there 01:33 < dx> all i have is storing your metadata in the nbt... encrypted symmetrically. so yeah, no database needed, no trust in the player, but god damn it's ugly 01:33 < Eviltechie> I'll see what I can come up with 01:34 < Eviltechie> Are there any clients out there that let you see the nbt and muck with it? 01:34 < dx> (would be cool to have a working mc4p now...) 02:29 < Chrisliebaer> just in case someone in interessted: hasLineOfSight() does not care if blocks are transparent 03:03 < nickelpro> Has anyone done any work on making a client jump? ie Any docs on client side physics calculations? 03:25 <+SpaceManiac> it's possible to tell a client to set its velocity to however much 06:05 < Not-006> [MCPP] RobertLeahy pushed 8 commits to 1_7_protocol [+2/-0/±16] http://git.io/JOyTfw 06:05 < Not-006> [MCPP] RobertLeahy 4ad4949 - Connection Handler Information 06:05 < Not-006> [MCPP] RobertLeahy 93b09d7 - ThreadPool Information Provider Fixes 06:05 < Not-006> [MCPP] RobertLeahy 57cabb7 - Settings Overhaul 06:06 < Not-006> [MCPP] ... and 5 more commits. 07:10 < cnlohr> Hey, I just wanted to thank y'all for the great work you do. It's provided endless hours of entertainment in coding :) 07:35 < cnlohr> Not sure if anyone is around, but I'm having some issues when I spawn. The initial X/Y/Z/Yaw/Pitch is fine, but subsequent entity move/relative move/etc.'s are ignored. Any idea why? I've tried sending a 0x14 to initialize, but no dice. 07:42 < woder> server or client? 07:50 < mappum> how are people hosting spigot servers when spigot is only up to 1.7.2? does the client have backwards compatibility, or are admins doing something to add to compatibility? 07:53 < dx> there are no protocol changes in 1.7.4, not even the version number 07:56 < cnlohr> I am writing a server. 07:56 < cnlohr> ( @Woder ) 07:57 < cnlohr> @woder 07:57 < cnlohr> I guess it isn't automated alarm :-/ 07:58 < cnlohr> One of my hurdles is that I have really limited hardware, and I don't have enough room for circular send buffers for all clients... I'm not sure if it is still feasible to send all clients the same broadcast information. 08:17 < cnlohr> ugh.. completely stuck 08:56 < basicer^> cnlohr: What is this limited hardware? 09:01 < cnlohr> yes, extremely. 09:01 < WizardCM> basicer^: my guess is pentium 2-type hardware ;) 09:01 < cnlohr> http://www.youtube.com/watch?v=EZRLOanNQ_w 09:01 < cnlohr> try 8-bit AVR 09:02 < dx> yeah, next to an AVR, a pentium 2 doens't have anything 'limited' 09:03 < cnlohr> nope. 09:04 < cnlohr> But, I am having a lot of trouble still getting the player updates to work right with the 1.7.x minecraft. 09:04 < cnlohr> now I got it sending, but the controls on the regular player is like a slinkey now. 09:05 < cnlohr> nigh impossible to use. 09:05 < cnlohr> Either no one gets any updates, or all the players are impossible to control. 09:11 < cnlohr> Ugh... terrible solution time: when sending command 0x01 and 0x02, use a different EID than everywhere else 09:20 < cnlohr> Well, it works. The server, on x86 is 14kB! Annoyingly because of the way Linux does the stacks, it uses ~52 kB of RAM. --- Day changed mer. janv. 01 2014 00:09 < Chrisliebaer> Has someone used a debugger on bukkit and can tell me how I can disable the watchdogthread or whatever forcefully exits the jvm if the mainthread gets blocked for a while? 00:15 < Chrisliebaer> nevermind, i just paused the watchdog as well :P 12:35 < Not-006> [MCPP] RobertLeahy pushed 4 commits to 1_7_protocol [+0/-0/±7] http://git.io/PHw5Dw 12:35 < Not-006> [MCPP] RobertLeahy fabf385 - CLI Fixes 12:35 < Not-006> [MCPP] RobertLeahy 00f74f1 - Chat Fix 12:35 < Not-006> [MCPP] RobertLeahy fc2c42c - CLI Front-End Fixes 12:35 < Not-006> [MCPP] ... and 1 more commits. 16:27 < Not-006> [MCPP] RobertLeahy pushed 5 commits to 1_7_protocol [+1/-8/±5] http://git.io/wrf6Rg 16:27 < Not-006> [MCPP] RobertLeahy f0a85fb - Remove Op Module 16:27 < Not-006> [MCPP] RobertLeahy d76bbbd - Login/Logout Broadcast Update 16:27 < Not-006> [MCPP] RobertLeahy a1b69d2 - Remove Disconnect Module 16:27 < Not-006> [MCPP] ... and 2 more commits. 16:30 < morfin> hello 16:31 < morfin> i am wondering is not explosion calculations are very slow as hell? 16:32 < Chrisliebaer> i wouldn't consider them beeing slow 16:33 < Chrisliebaer> there is definitely stuff going that is much slower 16:33 < morfin> but if it uses 1352 "rays" and calculations for each ray requires checking of materials 16:33 < morfin> much slower? like what? 16:35 < Chrisliebaer> casting a few rays isn't very expensive 16:39 < morfin> few? 16:39 < morfin> i've found that 1352 are being used 16:40 < morfin> for each explosion(for massive explosions that can cause lag on any server) 16:40 < Chrisliebaer> sure, if there are many explosions you might get lag 16:40 < Chrisliebaer> but consider that this is also cause by many items that are dropped on the floor 16:41 < morfin> many items will probably lag client not server 16:42 < Chrisliebaer> the server has to gather them and send them to the player 16:42 < morfin> as i know minecraft is stacking items on the floor to avoid lags 16:42 < Chrisliebaer> thats what spigot does. but even that need some time to compute 16:43 < morfin> earlier in minecraft 1.2.5 i remember 1000+ blocks of cobblestone lagged client as hell 16:44 < morfin> was checking my fps and far away from my mine shaft it was 50-60 but when i was close to shaft it dropped to 5-10 16:46 < morfin> i beleive there is one more problem with massive explosions 16:47 <+Amaranth> Chrisliebaer: Vanilla actually does that now 16:47 < morfin> hmm 16:47 < Chrisliebaer> nice 16:47 <+Amaranth> But the items still aren't cheap for the server 16:47 < morfin> disk IO when server is trying to write shitloads of changes to disk 16:48 <+Amaranth> morfin: Vanilla server does the equivalent of /save-all every 45 seconds so if you're looking for the cause of disk IO that'd be it 16:50 < morfin> hmmm 16:50 < morfin> wait does it mean it calculates everything in memory and then commits 16:50 < williamtdr> Happy new year! 16:50 < Chrisliebaer> Thats usually how every program works 16:51 < morfin> i beleive Minecraft core became much better 16:51 < Chrisliebaer> It's still single threaded for the most part ;P 16:51 < morfin> i know 16:52 < morfin> was thinking about thread pool for event handlers and some another stuff 16:53 < Chrisliebaer> I don't think you can set up a few threads and let the calculate your world. But you can definitly seperate each word from another and do AI in a different thread 16:53 < MrARM> hello 16:54 < MrARM> What short "Air" mean in Entity Metadata Format? 16:54 < morfin> i do not think you can utilize all your CPU resources by just separating AI etc 16:55 < MrARM> Does it mean "Is entity in air?" or maybe how long is it in air? 16:57 < morfin> as example why not handle some events like living entity death,commands,etc in separate threads 16:58 < Chrisliebaer> because they are very likely to modify the world and therefore need proper thead synchronization 16:58 < morfin> hehe 16:58 < morfin> that's always is a pain but still 16:59 < Chrisliebaer> the overhead for synchronization might be larger that the actual code itself 16:59 < morfin> hmm 16:59 < morfin> did not really know about that 16:59 < Chrisliebaer> you would basically have to lock parts of your world before you can access and modify them 17:01 < morfin> yep 17:01 < williamtdr> MrARM, probably something to do with flight? 17:02 < morfin> maybe i'll do that idk when 17:03 < MrARM> Probably, let's see what it will show 17:03 < MrARM> I'll try making "a pig fly" and I'll see what it will show 17:04 < MrARM> Meaning "Air" is really a lot lol 17:09 < MrARM> looks like entities will be a task for more than one day huh 17:09 < MrARM> so many classes 17:37 < Thinkofdeath> MrARM: Pretty sure its the 'air bubbles' when underwater 17:46 < MrARM> Thanks 17:46 < MrARM> it probably is it 17:47 < MrARM> I see that my client library is a month or more from now, I don't handle a lot of packets 17:47 < MrARM> Entities is a lot of work :/ 18:50 < Newb> hello guys im planning to build a kind of caching system for minecraft and i have a question : is it true that in 1.7.4 they send the package size along with the package 18:50 < SinZ> packet size, yes 18:51 < Newb> thanks 19:15 < morfin> hmmm 19:38 < MrARM> How an arrow can be critical? :P 19:38 < MrARM> it is is moving probably 19:42 < MrARM> ok, found that --- Day changed jeu. janv. 02 2014 02:04 <+SpaceManiac> Hmm, I wonder if it would be at all worth my time to revive Glowstone 02:59 < TheUndercoverBad> hello anyone knows how packets/netty proxys work 03:00 < TheUndercoverBad> because i have a proxy and will send a player to a other BungeeCord server 03:04 < TheUndercoverBad> any idea? 03:13 < TheUndercoverBad> hello? 03:16 < nickelpro> TheUndercoverBad: What exactly are you trying to do? 03:18 < TheUndercoverBad> i want to catch the packet from a player and send the packets to another server like bungeecord 03:18 < TheUndercoverBad> when i try to bind the connection without the packets it gives me an eroor 03:18 < TheUndercoverBad> because no handshake has been sended 03:19 < nickelpro> So proxy the player, but do a handshake first and then just forward packets 03:39 < TheUndercoverBad> hm how i can do this? 03:40 < TheUndercoverBad> netty ChannelRead okay but i get bytes 03:40 < TheUndercoverBad> i must covert it to packtes or not? nickelpro 03:42 < nickelpro> Ya of course you have to decode packets in order to do a handshake 03:43 < nickelpro> I don't use netty though so I don't know anything about it 03:43 < TheUndercoverBad> but how i can decode packets? 03:44 < nickelpro> Read packet size, read packet id, read values associated with that id http://wiki.vg/Protocol 03:45 < TheUndercoverBad> whats a var int? 03:47 < nickelpro> Google Protobuf Unsigned Varints https://developers.google.com/protocol-buffers/docs/encoding 03:50 < TheUndercoverBad> i don't know what i must do :'( 03:50 < TheUndercoverBad> so many code for 1 packet... 03:50 < nickelpro> Not really 03:51 < nickelpro> Varints can be encoded/decoded in like 20LoC in most languages 03:51 < TheUndercoverBad> but what i must decode 03:51 < TheUndercoverBad> i'dont know for what i must looking 03:51 < TheUndercoverBad> on this google page 03:52 < nickelpro> Here it is in Python, it implements some stuff you don't need but doesn't hurt either 03:52 < nickelpro> https://gist.github.com/nickelpro/7312782 03:56 < TheUndercoverBad> nickelpro: okay thanks but you know what is structs? 03:57 < nickelpro> TheUndercoverBad: You can ignore it, it's just a python idiosyncracy for dealing with raw bytes. In Python bytes have to be packed/unpacked from int objects 03:58 < TheUndercoverBad> okay and with what i must repalce struct.pack('B', bits); ? 03:58 < TheUndercoverBad> with total += bits; ? 03:58 < nickelpro> In any other language it would probably be total+= 0x80|bits 03:59 < nickelpro> You would have to account for shift actually 04:00 < nickelpro> so total = total< ? 04:02 < nickelpro> Just use someone's protocol lib TheUndercoverBad, if you're struggling with varints you're likely not ready to write one yourself 04:03 < TheUndercoverBad> http://hastebin.com/cadapoqejo.cpp 04:03 < TheUndercoverBad> i think the pack varint int its okay 04:04 < TheUndercoverBad> but the unpack method i don't know what is an buff un python 04:04 < TheUndercoverBad> *in 04:05 < nickelpro> I'm finding the MCProtocolLib implementation, it's in Java. Will help you more 04:07 < TheUndercoverBad> okay do you mean this? https://github.com/Steveice10/MCProtocolLib/ 04:07 < nickelpro> Ya, but he implements Varint decoding in his PacketLib 04:07 < nickelpro> https://github.com/Steveice10/PacketLib/blob/master/src/main/java/ch/spacebase/packetlib/io/stream/StreamNetInput.java#L69-L81 04:10 < TheUndercoverBad> tahanks you <3 04:10 < TheUndercoverBad> *thank you 08:21 < MrARM> a good practice question: shall I make a interface or class to extend for an listener? (Java) I've made a interface but it requires all methods to be implemented... 08:22 < MrARM> I've decided to make every packet my code handles in the listener so I am thinking about changing it to class..? 12:26 < MrARM> Isn't the wiki missing command block mine cart? 13:03 < morfin> hmmm 13:03 < morfin> minecraft do store entities list for each chunk right? 13:06 < MrARM> not sure 13:07 < MrARM> yes 13:07 < MrARM> in a file r.x.z.mca (just googled) 13:08 < morfin> if i kill living entity i should remove it from container so i need to synchronize \ 13:08 < MrARM> Server? 13:08 < morfin> yes 13:08 < morfin> yes so much synchronization issues 13:09 < MrARM> I am writing client, a lot of work 13:09 < morfin> :) 13:09 < MrARM> hmmm... I didn't ran into that problems. .. 13:09 < MrARM> maybe don't make too many threads? 13:09 < MrARM> ;) 13:10 < MrARM> one for one user I think 13:10 < morfin> no 13:10 < morfin> i was thinking about thread pool and dispatching events to different threads 13:10 < MrARM> It just desynchronizes? 13:11 < morfin> but look if two users will access entities list for same chunk idk what will happen 13:11 < MrARM> It's okay too but I am saying about the IO itlsef 13:11 < MrARM> *itself 13:11 < MrARM> in programming nothing happens at the same time 13:11 < MrARM> wait 13:12 < morfin> this is wrong because who knowsa 13:12 < MrARM> You have to access another thread which will only have to it 13:12 < morfin> client is simplier in that case: no need to do lots of synchroniazations 13:12 < MrARM> yeah 13:14 < MrARM> I decided to implement all entity types.... That's one of two things in wiki which are bad written sometimes 13:14 < MrARM> (Its a library, not an app itself) 13:15 < MrARM> Java, Sockets 13:19 < morfin> there so much entities 13:20 < morfin> as i know each type can have some metadata etc 13:20 < MrARM> I know 13:20 < MrARM> I am implementing those 13:20 < MrARM> I made all Entities and Living Entities (not subclasses) 13:20 < morfin> i will implement everything later :) 13:21 < MrARM> Doing Ageable, Horse 13:21 < morfin> why 13:21 < MrARM> morfin not finished, what language? 13:21 < morfin> why not Entity->Living entity 13:21 < MrARM> in code it's like 13:21 < MrARM> class Entity { ... } 13:22 < MrARM> class LivingEntity extends Entity { ... } 13:22 < MrARM> class Minecart extends Entity { ... } 13:22 < MrARM> like it 13:22 < morfin> i will try to do that with Boost ASIO(C++) 13:23 < morfin> \me was checking out ACE but was not glad to use that 13:23 < morfin> actually i started to implement logics but some stuff is not simple to implement async 13:23 < MrARM> I begain in Java and continuing 13:23 < MrARM> *began 13:24 < morfin> as i said synchronization issues 13:24 < MrARM> anyway, in server you have to implement a looot of things 13:24 < morfin> even contracting living entity HP requires mutexes 13:26 < morfin> because i need to check is entity dead or no 13:26 < MrARM> I know it's a lot 13:28 * morfin glad there is boost::thread and other stuff 13:29 < morfin> can you tell me is implementing encryption very hard? 13:30 < MrARM> I didn't started it because I am doing non-premium client now and it's not sending me ENCRYPTION_START 13:30 < morfin> hmmm 13:30 < morfin> strange i thought even non-prem is using it 13:30 < MrARM> I will do it with my premium account a little bit later 13:30 < morfin> between client and server 13:31 < MrARM> I know 13:31 < MrARM> It's not gonna send me that packet 13:31 < MrARM> Yes, I tried running server on other pc in WiFi 13:31 < MrARM> I'll see on external server maybe 13:32 < MrARM> which isn't on my network 13:32 < morfin> hmmm 13:32 < morfin> did you run listen-server? 13:32 < MrARM> It's official minecraft server with online-mode off 13:33 < morfin> oh 13:33 < morfin> i thought you runned server from client 13:34 < MrARM> nope 13:36 < MrARM> It's too much battery draining 13:52 < MrARM> ok, I changed interface to method stub as I didn't want user to implement all of them 14:04 < MrARM> It'll be my first java library 14:32 < morfin> i never used encryption before 14:33 < morfin> do you know does minecraft.net support legacy auth? 14:35 < nickelpro> morfin: It's still up but unreliable 14:35 < nickelpro> What's all this about premium and non-premium accounts? One of the few rules in this channel is discussion about authentication methods outside of Mojang's are not allowed 14:36 < MrARM> Its all fibe 14:36 < MrARM> *fine 14:36 < MrARM> We are talking only about custon clients 14:36 < morfin> i know but if i want legacy authentication(1.2.5 like) why not? 14:37 < morfin> it's still legit since i need account to do thast 14:37 < nickelpro> MrARM: Doesn't matter, still need to use mojang auth 14:37 < MrARM> morfin mojang has a github repo, I seen it here if I remember 14:38 < nickelpro> morfin: Ya legacy auth is fine, it's still mojang. It's just unreliable 14:38 < nickelpro> Has a tendency to die without notice 14:38 < morfin> :( 14:38 < nickelpro> I doubt they'll ever completely remove it, too many legacy servers still running 14:38 < morfin> i hope they'll not going to remove thatr 14:38 < MrARM> nickelpro no, why? 14:38 < morfin> game mechanics has totally changed since 1.2.5 14:39 < MrARM> I have premium, but my targeting is people playing MCPE - They don't have premium in most 14:39 < MrARM> Maybe better say: I am doing a client lib for servers in offline mode? 14:40 < nickelpro> MrARM: Any form of authentication circumvention is bannable for this channel, there was a whole lot of drama about this awhile ago 14:41 < MrARM> nickelpro so Mojang should remove offline modr 14:41 < MrARM> *e 14:41 < morfin> idk why they did add that mode 14:41 < nickelpro> Offline isn't authentication circumvention, implementing your own authentication scheme is 14:41 < MrARM> Because Notch policy 14:41 < morfin> hmmm 14:42 < MrARM> ? 14:42 < MrARM> I am completely confused now 14:42 < morfin> old authentication => not implementing own authentication => legit 14:42 < morfin> :D 14:42 < MrARM> not implementing any authentication? 14:42 < morfin> offline mode is unsafe that's why nobody cares about servers with that 14:43 < MrARM> yeah 14:43 < morfin> but bukkit is adding so much stuff to auth, protect server etc 14:43 < nickelpro> I think we're not understanding each other 14:43 < morfin> ok look if i use own database to auth users that's illegal i know 14:44 < nickelpro> morfin: You go tit 14:44 < nickelpro> got it* 14:44 < MrARM> illegal? 14:44 < MrARM> ok, I got it too 14:44 < nickelpro> If you check in with session.minecraft.net or sessionserver.mojang.com for auth you're fine, check in with my.domain.tld and you're in sketchy territory 14:45 < morfin> but what about changing domain for skins? 14:45 < MrARM> But that's still not illegal, but nvm 14:45 < nickelpro> MrARM: Not illegal just against the rules of this channel 14:46 < morfin> ah nvm 14:46 < nickelpro> morfin: Do what you like, it's just about not stealing from mojang, skins don't matter 14:46 < MrARM> Yes, "Do not help pirate the game" 14:46 < morfin> so changing domain where from skins will be downloaded is not stealing :) 14:46 < MrARM> nicklepro I thought it was to me 14:46 < nickelpro> exactly 14:47 < morfin> i've found old launcher and it still works :D 14:49 < nickelpro> Legacy auth is only important if you want to talk to old servers, the new auth system is easier anyway 14:51 < morfin> haha easier :D 14:51 < morfin> i checked that out and it looks a bit complicated 14:51 < nickelpro> Under 75 lines of python 14:51 < nickelpro> https://gist.github.com/nickelpro/7015554 14:51 < morfin> :O 14:52 < nickelpro> And that includes a bunch of functions you'll never need 14:52 < morfin> something like oauth? 14:52 < nickelpro> Nop, no oauth in Minecraft even though we've been begging for it for ages 14:53 < nickelpro> It's just a simple request-response api 14:53 < morfin> hmmm wait 14:53 < MrARM> Are you sure to signout you have to send password? 14:54 < morfin> so no way to use usernames && passwords in my system(CMS) using oauth? :( 14:54 < nickelpro> MrARM: In practice you never use the signout endpoint, it's just included for completion sake 14:54 < morfin> i mean use tokens for that 14:54 < MrARM> ok 14:55 < morfin> hmm 14:55 < nickelpro> morfin: No, there is only one "good" client token at any given time and access tokens are only good for a single session. They're invalidated constantly 14:56 < morfin> shit why they can't do something like Valve did 14:56 < nickelpro> Because that works for the single application authentication they need 14:56 < MrARM> I am thinking what is the expire date of a token... 14:56 < nickelpro> MrARM: It doesn't expire by date 14:57 < nickelpro> It expires when used 14:57 < MrARM> ah ok 14:57 < morfin> you can link your account to forum\site account and it information will be used 14:57 < nickelpro> morfin: Ya wtf 14:57 < MrARM> Anyway I am thinking how they handle multiple tokens 14:57 < nickelpro> morfin: Ya mojang doesn't want that* 14:57 < morfin> :( 14:58 < nickelpro> MrARM: They don't, only one good client token at a time, read the code, or hell just that comments 14:59 < MrARM> nvm I had multiple devices on mind 15:00 < nickelpro> Not possible/feasible within the current authentication scheme 15:00 < MrARM> Because there is other verification key for other 15:00 < MrARM> but somehow I don't have problems with logging in on my tablet 15:03 < MrARM> (It's windows) 15:04 < MrARM> Just to say so you don't think I am a noob 15:30 < frdmn> hey! 15:30 < frdmn> can someone help me out with mark2? 15:31 < MrARM> hi 15:31 < frdmn> i'm using the follwing "mark2 config" http://hastebin.com/ganofiduqe.hs 15:32 < frdmn> as soon as i issue ~backup, the backups appear at the right destination 15:32 < frdmn> but they exclude doesnt work at all 15:32 < frdmn> i am not sure if i am using it right 15:33 < frdmn> aaaand i just realized we have #mark2 channel here in freenode 15:34 < MrARM> I think you will get help on it, not here (; 15:34 < frdmn> :) 15:34 < frdmn> yeah, thanks though MrARM 15:35 < MrARM> I never knew about that thing. I couldn't help you with it ;( 15:36 < frdmn> not a problem :P 15:49 < morfin> lol 15:50 < morfin> i remember somebody said there can be a problem with computation of stacking 15:51 < morfin> i just replaced 160k blocks to mushrooms :D 15:54 < morfin> thousands of stacks of mushrooms crashed both client and server 16:28 < TkTech> MrARM: Why wouldn't he get help here...mark2 is barneygale's project 16:29 < barneygale> sorry MrARM was on the phone 16:31 < barneygale> argh frdmn * 16:31 < barneygale> TkTech: mark2 rewrite will move out of github.com/mcdevs so there shouldn't be as many people coming here to ask about it :) 16:36 < morfin> if server is lagging does it totally drop ticks? 16:37 < morfin> so some events are being dropped 17:39 < MrARM> TkTech I didn't say he won't get help here 17:39 < dx> 11:34 < MrARM> I think you will get help on it, not here (; 17:39 < dx> "not here" 17:40 < MrARM> If there is a special channel there is a much more possibility he will get help on it 17:40 < MrARM> I think [...] not here 17:45 < dx> your thoughts are elsewhere? 17:46 < MrARM> lol 18:26 < barneygale> morfin, yes it does. 22:15 < bearbin> I just made a simple account verification service - any obvious flaws? -http://www.reddit.com/r/admincraft/comments/1u9amk/new_easytouse_authentication_service/ 23:03 < nickelpro> bearbin: Ya it looks like a phishing scam 23:03 < nickelpro> bearbin: You should use skin-based authentication like all the other third-party auth systems 23:03 < nickelpro> bearbin: Asking users for their name and password is sketchy as fuckl 23:04 < bearbin> ? 23:04 < bearbin> I don't ask the users for their username and password 23:05 < nickelpro> Oh shit, you actually log in to a server 23:05 <+pdelvo> he cant steal username and password 23:05 < nickelpro> That's clever 23:05 < nickelpro> My apologies, I didn't fully understand the system from your post 23:05 < bearbin> sorry if my explanation was terrible 23:06 <+pdelvo> but the problem is that users will think that its scam so they dont want to use it 23:07 < bearbin> anyway, have to go to bed now :( 23:07 < nickelpro> Eh, if they do it in their client it should be fine, I assume you send them their code in the kick message? 23:07 < bearbin> eyeah that's what I do nickel 23:08 < nickelpro> really clever 23:29 < Morrolan> Nice. :D 23:32 < Morrolan> Case-sensitivity is a tad annoying, though. Most users will probably not know the correct capitalization of their username. --- Day changed ven. janv. 03 2014 12:28 < bearbin> Morrolan: Case sensitivity is gone :) 13:44 < MrARM> I found out that "Air" (Entities) isn't a Integer but Byte 13:45 < MrARM> nvm it is 14:07 < MrARM> I found that I was reading too much 14:07 < MrARM> but now I am reading not enough 14:08 < MrARM> (I found that the end isn't at 127, but 138 byte somehow, but it can be my handling)