06:27 < hdon> nickelpro, hi. i'm trying to use Spock. any idea what I need to satisfy this dependency? http://pastebin.com/DrYuNAQi found that on google with a few others. the exception message appears only in relation to spock :( i didn't find many clues on the net about it. 06:29 < hdon> nickelpro, my crypto package for python 3.2 only includes these modules in the Crypto/Cipher: AES ARC2 ARC4 Blowfish CAST DES3 DES XOR 06:29 < hdon> maybe i need a newer version.. 07:00 < hdon> well i got that fixed 07:00 < hdon> but now, nickelpro, should you ever appear and read this.. ImportError: No module named defaults 07:06 < hdon> hmm it looks like there is a DefaultPlugins in spock.plugins 07:07 < hdon> i think i need Python 3.3 16:14 < morfin> there is so much fields in ents 16:16 < morfin> looks like they can't be compressed much :( 16:17 < morfin> hmm 17:20 < Thinkofdeath> http://wiki.vg/Pre-release_protocol#14w03a No more byte/short/int for the Y position! 17:20 <+sadimusi> \o/ 18:47 <+Amaranth> Thinkofdeath: Unsigned byte for the Y? 18:47 < Thinkofdeath> yep 18:48 <+Amaranth> Just making sure, the wiki says byte means a signed byte 18:49 <+Amaranth> http://wiki.vg/Data_types 18:49 < Thinkofdeath> Yeah just added the unsigned part now :) 18:59 < barneygale_> Amaranth: what are you working on? 19:00 <+Amaranth> Nothing, I just like to understand things 19:00 < barneygale_> ah, fair enough 19:13 < TkTech> The best reason there ever was (and the one that created this channel) 20:49 < dividuum> a parser for that chat json is a nice exercise in recursion %) 20:50 <+sadimusi> I wonder if the message can be long enough to reach your maximal recursion depth :) 20:51 < dividuum> hehe 23:42 < Not-003> [mineflayer] superjoe30 pushed 2 commits to master [+0/-0/±2] http://git.io/CI3erQ 23:42 < Not-003> [mineflayer] JonnyD 09b47d4 - Adding my project: Skynet.js 23:42 < Not-003> [mineflayer] superjoe30 b23e158 - Merge pull request #170 from JonnyD/patch-1 Adding my project: Skynet.js --- Day changed ven. janv. 17 2014 00:56 < nickelpro> Ah man 00:56 < nickelpro> I was away for a couple days and someone actually using Spock comes in 05:26 < Styles> Hey guys 05:27 < Styles> Is this the right place to talk about Minecraft Query Protocol? 05:32 < Eviltechie> Yes? 05:34 < Styles> Ok so I'm not understanding something. (I'm not a MC player). 1.7 changed the protocol right? And http://wiki.vg/Query should be the correct one for any server 1.7 > ? 05:35 <+AndrewPH> query protocol likely hasn't changed, since it's ut3-compatible 05:36 < Styles> o.O 05:36 < Styles> Is implementing UT3 easier than trying to implement theirs? 05:37 <+AndrewPH> I was under the impression that it was based on the ut3 protocol. 05:37 < Styles> https://privatepaste.com/04772270db 05:37 < Styles> I was able to receive a challenge code, but then I wasn't able to retrieve actual status' from the server, nothing ever comes back :( 05:37 <+AndrewPH> imo ignore me and wait for somebody who knows what they're talking about more 05:38 < Styles> alright 06:03 < Not-003> [fNbt] fragmer pushed 1 commit to master [+0/-0/±1] http://git.io/fHpsvA 06:03 < Not-003> [fNbt] fragmer 6ba56bc - NbtSerializationGen: Sped up handling of self-referencing and cross-referencing types by ~20%. The speedup is more significant in concurrent environments or for types that contain arrays/lists of other composite types. 06:34 < SinZ> AndrewPH: iirc, it is based on UT3, but got notched a little 08:40 < nickelpro> It's based on UT3 but with minor changes 08:40 < nickelpro> Honestly its a poorly designed protocol with very few practical applications in my mind 08:41 < nickelpro> Styles: If you want example code, this is from the man himself https://github.com/Dinnerbone/mcstatus 13:47 <+sadimusi> Styles: are you still around? 15:41 <+sadimusi> Styles: anyway, I think you might be confusing the query protocol http://wiki.vg/Query with the server list ping http://wiki.vg/Server_List_Ping 18:57 < Styles> sadimusi, yeah just got in 18:58 < Styles> sadimusi, damn so what's this and what's the difference in the two? 18:58 <+clonejo> the official client only uses the server list ping 18:58 <+clonejo> ie. for the server list 18:59 <+clonejo> afaik the query protocol isn't even enabled in the server by default, is it? 19:10 < Styles> clonejo, ah great to know 19:10 < Styles> so I should implement server_list_ping 19:14 <+clonejo> well, I'm unsure about the usability of the query protocol, but server list ping is what most people use 19:29 < TkTech> clonejo: It isn't, it primarily exists for integration with existing game host infrastructure 19:29 < TkTech> clonejo: For companies that also host TF2 for example. 19:44 <+clonejo> makes sense 20:51 < Corgano> Hello Every body! 20:52 < Corgano> anyone know about the inventory / clicking bit of the protocol? 20:52 < Corgano> http://wiki.vg/Protocol#Click_Window says I need an Action number, is that given by the server? Or should I just start counting from the client? 20:54 < umby24> I beleive you create your own transaction counter as the client, and increment as you use it 20:54 < umby24> just have to keep track of it, as the server will return a confirm transaction packet using the same transaction number 20:59 < Corgano> what would happen if I used the same number twice fo my transaction? 21:00 < umby24> no clue 21:00 < Corgano> lol 21:00 < Corgano> alright 21:00 < umby24> i think it may be to deconflict in case you send two things at once that have transaction numbers 21:00 < umby24> but that's just me speculating 21:00 < Corgano> Yeah 21:01 < Corgano> Just wondering if I could count up to FFFF and then go back to 0 21:01 < umby24> if you end up using that many, give it a shot i guess. 21:01 < Corgano> I wonder if anyone has ever used all the transaction numbers in a single session 21:01 < umby24> will be fun to see what happens 21:21 < Corgano> ok, I need help with this. trying to just move somthing in my inventory 21:27 < Corgano> I send 0x0E, and the last feild is Clicked item, what format is that supposed to be in? 21:28 < Corgano> I assume it's supposed to be the same as when I recieve 0x32 the packet.item 21:28 < Corgano> { id: 366, itemCount: 1, itemDamage: 0, nbtData: } 21:29 < umby24> I'd chime in but i've never successfully moves things around from a survival inventory 21:29 < umby24> i've done item dropping before 21:29 < umby24> thats about it 21:36 < Corgano> Damn lol 21:36 < umby24> i've done getting items from creative inventory as well 21:37 < Corgano> hmm 21:37 < Corgano> I want to make it craft paper Lol 21:37 < Corgano> but it's not cooperateing bery much 23:54 < Corgano> Hi --- Day changed sam. janv. 18 2014 00:50 < Drainedsoul> "optional; sending it will result in an error" (from Yggdrasil documentation here: http://wiki.vg/Authentication#Refresh) <== what is that supposed to mean? 01:32 < umby24> Drainedsoul: If you include selected profile in /refresh, the server will return a 403 or something like that 01:40 < Drainedsoul> umby24: So what I don't understand is why it's documented. If there's no legitimate use for it, is it really any more or less documentable than any other random JSON property? 02:09 < Not-003> [fNbt] fragmer pushed 1 commit to master [+0/-0/±1] http://git.io/umTNSw 02:09 < Not-003> [fNbt] fragmer c3e30e3 - Fixed a few more edge cases when serializing self-referencing/cross-referencing types. Running out of edge cases at this point! Gotta start writing unit tests. 13:29 <+pdelvo> maybe its mentioned somewhere in the code for future use. I dont know 13:38 < nickelpro> Drainedsoul: It's included for future implementation, since accounts can't have various profiles yet its pointless to send a selectedProfile 13:40 < nickelpro> Drainedsoul: But it throws an actual error (IllegalArgumentException) rather than random json, which would simply be ignored 13:42 < nickelpro> By "throws an actual error" I mean it responsed with a non-200 HTTP status (forget which), and sends a json dictionary with the error fields 'error' 'errorMessage' 'cause 16:21 < Drainedsoul> anyone around who can shed some light on the sessionserver stuff? I'm getting 200 OK sending the client end, but when I send the corresponding server end I get 204 No Content rather than JSON w/UUID --- Day changed dim. janv. 19 2014 00:04 < WinstonTheCat> Hello; I am trying to do the ping and join process for 1.7 servers but I keep getting EOF exceptions while doing the readVarint (int k = in.readByte();). What am I doing wrong? 00:04 < WinstonTheCat> http://puu.sh/6pIq1.txt 00:08 < Drainedsoul> why are you throwing a RuntimeException from a function declared to only throw IOException? How does that even compile? 00:09 < Drainedsoul> where you're checking j doesn't make a whole lot of sense. By the time you get to the error, you've already read from the stream 6 times. How does that make sense? 00:11 < WinstonTheCat> I do not know; it is for the 1.7 varint's and I did not write that. 00:11 <+SpaceManiac> RuntimeException, Error, and their subclasses don't have to be declared in throws clauses 00:11 < Drainedsoul> wow that makes checked exceptions even more useful /s 00:11 < barneygale> I don't even have a clue how this code even works 00:12 < Drainedsoul> neither do I 00:12 < barneygale> you send the handshake twice but add 3 null bytes at the end? 00:12 < Drainedsoul> but apparently it doesn't work, so we're not insane 00:12 < barneygale> and like 00:12 < barneygale> ahhh 00:12 <+SpaceManiac> do you plan to declare "throws NullPointerExcpetion, ArrayIndexOutOfBoundsException, EveryOtherException" on every last method? 00:12 < barneygale> make some objects pls 00:12 < WinstonTheCat> Would any of you have different methods for reading and writing varints? 00:12 < Drainedsoul> SpaceManiac: No I think checked exceptions are stupid. 00:12 < Drainedsoul> WinstonTheCat: I have C++ code that works, if you'll find that at all helpful 00:13 < WinstonTheCat> It could help 00:13 <+SpaceManiac> working (afaik) Java code: https://gist.github.com/SpaceManiac/8498132 00:14 <+SpaceManiac> may need to adapt slightly for your needs 00:14 < WinstonTheCat> I have got this working before with the same exact code but I am rewriting it for something new and it is confusing me. 00:14 < Drainedsoul> https://github.com/RobertLeahy/MCPP/blob/master/include/packet.hpp#L885 00:15 < Drainedsoul> working, has overflow detection, and works for arbitary-width integers 00:16 < umby24> WinstonTheCat: https://github.com/SirCmpwn/Craft.Net/blob/1.7.x/source/Craft.Net.Common/MinecraftStream.cs#L22 00:16 < barneygale> WinstonTheCat: python code: https://gist.github.com/barneygale/7b04d45d25dacab37f63 00:16 < Drainedsoul> so many code samples! 00:16 < Drainedsoul> so :) while everyone is around, feel like helping **me** out :) 00:17 < barneygale> what's up Drainedsoul ? 00:17 < umby24> the sample i showed is in C#, will be very simular to what you will need 00:17 < Drainedsoul> I can't seem to get the client/server handshakes working, the ones that are done at login. 00:17 < Drainedsoul> I only get 204 No Content when I do the server side 00:17 < Drainedsoul> 200 OK from the client side :| 00:17 <+SirCmpwn> ...what 00:17 < Thinkofdeath> No content = invalid username/session 00:18 <+SirCmpwn> oh, the auth handshake with mojang.com 00:18 <+SpaceManiac> are you actually passing data? 00:18 < Drainedsoul> I know, which is the problem. I do the Yggdrasil login, and then I do the client side, get 200 OK 00:18 < Drainedsoul> and then I do the server side, get 204 No Content 00:18 < Drainedsoul> (I'm not actually validating clients, I'm just testing an implementation) 00:18 < barneygale> I guess you do a similar routine for generating the serverId on both ends? 00:18 < Drainedsoul> I call the same method, if that's what you mean? :P 00:19 < Drainedsoul> I've verified they're identical 00:19 < barneygale> the same token? o.O 00:19 < Drainedsoul> and tried just making the requests by hand with wFetch, same deal 00:19 < barneygale> you're using the new endpoints? sessionserver.mojang.com? 00:19 < Drainedsoul> yes 00:20 < barneygale> that is pretty weird 00:20 < Thinkofdeath> Got the code you using? 00:20 < Drainedsoul> sec 00:21 < barneygale> I guess you might be sending an HTTP header it doesn't like, or not sending one it expects 00:21 < barneygale> but if it works for the client... uhg 00:22 < barneygale> could be a concurrency issue on mojang's end? are you somehow hitting checkserver sooner than the vanilla server does? 00:23 < Drainedsoul> well 00:23 < Drainedsoul> I've tried even like, manually sending the requests through wFetch 00:24 < Drainedsoul> (which is an HTTP debugging utility) 00:24 < Drainedsoul> https://gist.github.com/RobertLeahy/a5abd8d6e9adb9eff0b2#file-yggdrasil-cpp-L556 00:24 < Drainedsoul> there's a gist 00:29 < Thinkofdeath> I just manually went through the process, works fine here (also noticed the texture blob seems to be there) 00:32 < Thinkofdeath> Drainedsoul: Try hardcoding the serverId to something e.g 'testing' and see if that works 00:39 < Drainedsoul> http://i.imgur.com/9wZGLnf.png what am I doing wrong? 00:40 < Thinkofdeath> Is the username= part case-sensative? 00:40 <+SirCmpwn> this might help: https://github.com/SirCmpwn/Craft.Net/blob/master/source/Craft.Net.Client/Session.cs 00:48 < Thinkofdeath> Drainedsoul: Yeah, its case-sensative hasJoined?username=drainedsoul should be hasJoined?=username=Drainedsoul 00:49 < Drainedsoul> but I sent "Drainedsoul" in the first place? How is that determined? 00:50 < Drainedsoul> ah I think I see, sec 00:50 <+SirCmpwn> if you logged in with "drainedsoul", mojang will give you the correctly cased username in the response, and you should update what you have locally 00:51 < Drainedsoul> yeah I just saw that 00:55 < Drainedsoul> that works, thanks! 02:03 < Gregor> Bear with the bizarre question, but does anybody know if there's a converter from pre/early-classic level.dat files to some later format? pymclevel (and thus mcedit) handles classic and later, but the earlier versions seem unsupported. The actual file format is just a 256x256x64 array of one-byte block identifiers gzipped, but I'd still hope to find a pre-existing converter rather than rolling my own :) 02:03 < redstonehelper> did early versions convert earlier versions' worlds? 02:04 < Gregor> Nope. Hence why I want a converter :) 02:04 < Gregor> I'm trying to carry a single level through the entire Minecraft history (for silly reasons) 02:04 < redstonehelper> all I can do for you is google 02:04 < Gregor> Yeah, Google hasn't been too elucidating for me :(. 02:05 < redstonehelper> when writing that converter, you can use existing libraries for up-to-date formats 02:05 < Gregor> Yeah, I'll probably just hack it into pymclevel. 02:18 <+SpaceManiac> For status responses, is it considered normal to include the name of the software in the version string? 02:26 < SinZ> iirc mcedit can open classic files 02:34 < Gregor> SinZ: Yes, but not pre-classic 04:03 < TkTech> How "pre-classic" are we talking here? 04:04 < TkTech> Gregor: Which "classic"? Do you have a version? 04:07 < TkTech> Or, if you just post the file somewhere so I can take a look. 04:54 < Me4502> Is there like some public lib that allows for a MineChat sort effect, basically a lib that allows creation of a fake login on a server 04:55 < Me4502> Well not fake, but like a mc login and packet response lib 04:59 < Gregor> TkTech: The easiest-available ones are just the versions in the new launcher prior to c0.30, including the "rd" versions. 04:59 < Gregor> They create a ~/.minecraft/level.dat that's just as I described. 04:59 < umby24> Me4502: What? A library that can log you in and chat on servers? 04:59 < Me4502> uh, not chat 05:00 < Me4502> just login 05:00 < umby24> Just log in and sit there? 05:00 < Me4502> Need to do it about 80 times 05:00 < umby24> What language? 05:00 < Me4502> I need 80 test clients 05:00 < umby24> and what minecraft version? 05:00 < Me4502> Java, 1.7 05:01 < Me4502> Actually, language doesn't matter all too much 05:01 < umby24> I'm not sure on java libraries that provide functionality like that, however I do know of 2 in C# 05:02 < umby24> there may be some in other languages as well, again, not sure 05:02 < Me4502> Hmm, what are the C# ones? 05:02 < umby24> libMC.NET, and Craft.Net. Craft.Net's 1.7 support is not complete 05:02 < umby24> and libMC.NET only supports client side at this time 05:03 < Me4502> when you say client side, you mean it only acts as a player? 05:03 < umby24> yes 05:04 < Me4502> If so thats fine. C# seems to be rather similar to Java,I should be fine with it. 05:04 < Me4502> Does it run on Linux? 05:04 < Me4502> I know C# is a .net language, so that may be an issue if it doesn't 05:04 < umby24> I have not tested it, I can do so. 05:05 < Me4502> Do you know of a place to search for them in other languages? 05:06 < umby24> github 05:07 < Me4502> hmm, thanks 05:08 < umby24> Seems it will not work on Linux due to the socket library it uses currently. I will change it. 05:09 < Me4502> hmm 05:25 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±2] http://git.io/YrQDng 05:25 < Not-003> [Glowstone] SpaceManiac 5f3114a - Minor cleanup to error messages in MessageMap and scheduler 05:27 <+AndrewPH> Gregor: as a note, if it really is just a gzipped array of 1-byte block ids, that's coincidentally how Myne loaded its maps. So you could convert it using the mapconverter that fcraft has, perhaps. 05:29 < Gregor> AndrewPH: It really is just a gzipped array of 1-byte block IDs, so thanks for the ref :) 05:30 <+AndrewPH> also worth noting, I stated 2 software names. Myne's map level format was literally what it was over the wire, and fcraft has map converters for just about every single format that classic servers used (TkTech helped a bit with that iirc) 05:35 < fragmer> (well, over-the-wire format also starts with a 4-byte big-endian integer, counting the total number of blocks) 06:54 < umby24> Me4502: Changed the socket library, libmc.net works on mono now. 06:54 < Me4502> Thanks 08:29 <+SpaceManiac> The client seems to be freezing up when decompressing chunks, any idea what the reason might be? 08:29 <+SpaceManiac> it appears to be getting them successfully, just very slowly 08:42 <+SpaceManiac> maybe it is trying to do lighting calculations? 09:55 <+SirCmpwn> SpaceManiac: try setting all SkyLight to 0xFF and all BlockLight to 0x00 (or actually calculating lighting) 16:54 <+SpaceManiac> SirCmpwn: I am fairly certain that's what I'm already doing (the first option) 22:34 < Dragon707> Hi, i've need some help with moving around my avatar. 22:35 < Dragon707> I send every 50ms a package with id 4 to the server and tell my x, feety, heady, z and onground 22:36 < Dragon707> the server keeps returning a packet with id 8 telling my coords and head pitch/yaw 22:36 < Dragon707> The player is freezing in mid- air 22:37 < Dragon707> See this script (Written in NodeJS) 22:37 < Dragon707> http://pastebin.com/Y8w8w5QB 22:37 <+sadimusi> before moving, did you send a 0x06 packet with your spawn position back to the server? 22:37 < Dragon707> sadimusi: Thanks, will try that now :) 22:37 <+sadimusi> the library you're using might already do that 22:38 < Dragon707> Im using this one: https://github.com/superjoe30/node-minecraft-protocol 22:38 <+sadimusi> you should certainly wait until you're spawned before starting the interval 22:39 < Dragon707> Thanks for info,changing my script now :) 22:49 < MrARM> Heh, I am thinking what did I done wrong with my path finding -> moves code. .. 22:50 < Dragon707> sadimusi: i did what you told me to do, but my bot isnt moving yet 22:50 < Dragon707> http://pastebin.com/dHTymWV3 22:51 < MrARM> hmmm... 22:51 < MrARM> Looking at code now 22:51 < Dragon707> Cool :-) 22:51 <+sadimusi> Dragon707: not sure if that's the problem, but the spawn position is definitely located at your feet 22:52 <+sadimusi> oh, and that's the wrong packet 22:52 <+sadimusi> I didn't mean the spawn of the world, but of yourself 22:52 < Dragon707> Ah 22:52 <+sadimusi> you probably get that in a 0x08 packet 22:52 < MrARM> just thought same (: 22:53 < Dragon707> On line 32 i have the 0x08 package, correct ? 22:53 <+sadimusi> yes, but you only need to do it the first time you get one 22:54 < Dragon707> so i have to wrap the code in the 0x08 package in this if(firstRun==true){ firstRun = false; 22:54 <+sadimusi> for example, yes 22:56 < MrARM> Found another problen 22:56 < MrARM> *problem 22:56 < Dragon707> An, what :) ? 22:56 <+sadimusi> if you're just trying to build a bot, you might consider using a bot framework instead of just a protocol library 22:56 < MrARM> Im look and pos you have to confirm the position 22:57 <+sadimusi> that's what he's trying to do 22:57 < MrARM> I got it wrong then 22:57 < Dragon707> sadimusi: yeah, bot couldnt find a working one, and its fun to do it yourself :) 22:58 < MrARM> But he has to confirm it every time not just the first one 22:58 < Dragon707> But i already have that 22:58 <+sadimusi> are you sure? that certainly wasn't the case before 1.7 22:58 < MrARM> I started writing mine because there were no 1.7.4 libs for java 22:59 < MrARM> sadimusi I am not, but when I don't confirm it I don't get health updates 23:00 < Dragon707> The health id is 0x06 correct ? 23:00 < MrARM> But it could be something other, maybe a bug in code :/ 23:01 < Dragon707> The library you mean ? 23:02 < Dragon707> Also, i dont get any health updates on 0x06 23:03 <+sadimusi> until you confirm your position you don't really spawn 23:03 <+sadimusi> so you get almost nothing form the server 23:03 < Dragon707> The avatar/bot spawns in the world 23:04 < Dragon707> i can hit him, but he's flying 23:04 < Dragon707> when i remove blocks under the avatar 23:07 < Dragon707> Check screenie: http://i.imgur.com/UXwRMmt.png 23:07 < DavidEGrayson> I made a Ruby minecraft client myself (redstone-bot2). It's a lot of work to keep those things up to date with all the changes in the Minecraft protocol. 23:08 < DavidEGrayson> Well, congratulations on getting him to appear. 23:08 < Dragon707> Haha, thanks DavidEGrayson 23:08 < MrARM> Getting it to apper is simpleee 23:11 < Dragon707> I can kill the bot, bot dont get any 0x06(health) updates, wich means i didnt tell the server my current position i think 23:12 < DavidEGrayson> Dragon707, you had to do some complex stuff with encryption/decryption to get it to appear, right? 23:12 < Dragon707> DavidEGrayson: not realy, i've used a NodeJS library https://github.com/superjoe30/node-minecraft-protocol 23:13 <+sadimusi> did you try if mineflayer just worked with the updated protocol library? 23:15 < Dragon707> mineflayer uses the 1.6.4 protocol 23:15 <+sadimusi> it used the same library you use 23:15 <+sadimusi> *uses 23:15 < Dragon707> Yep, it does. but it send old (wrong) data 23:16 <+sadimusi> then you should update it and send a pull request :) 23:16 < Dragon707> Hmm, i could try that :) 23:17 < Dragon707> But that isnt going to fix my problems :P 23:19 <+sadimusi> no, but people are more eager to help you if you are working on a popular project everyone is waiting for instead of yet another featureless and unstable bot 23:19 < Dragon707> Thats true, but i was just testing stuff, not creating a real bot or something :P 23:19 < Dragon707> Just to learn the MC proto 23:20 <+sadimusi> that's what everyone does and people are getting tired of it ;) 23:21 < DavidEGrayson> Ha, that's what I did and it was a lot of fun. I had some good features but they were pretty specific to my own desires. 23:21 < DavidEGrayson> I got it to farm a giant field of wheat we had on our server 23:22 <+sadimusi> that's what usually happens and it is fine, but if it's just for the learning experience I wouldn't use a protocol library 23:22 < DavidEGrayson> It can stand in the middle of a wheat field and instantly break and replant a huge circle 23:22 < Dragon707> Probably i will fork that project tomorrow :) 23:22 < Dragon707> And try to fix that project :P 23:23 <+sadimusi> there are some awesome mineflayer projects out there (for example http://youtu.be/jkg6psMUSE0) and I'd love to see it updated :) 23:25 < Dragon707> HAha that vid is awesome :) 23:26 < Dragon707> Yay, not instand crash 23:26 < Dragon707> bot joins the server 23:26 < Dragon707> changed some stuff in that project :D 23:27 < Dragon707> Its there for 3 secs 23:27 < Dragon707> and then BOOM :P 23:29 < Dragon707> Yup, i will fork that project tomorrow :) 23:30 < Dragon707> Changins some stuff, probably make a protocol.json with all protocol package id's in it, so its easely to change with updates :P 23:30 < Dragon707> Will, gtg for now! 23:30 < Dragon707> Cya! 23:30 < DavidEGrayson> sadimusi: cool video. I should really make a video of my bot harvesting wheat... 23:30 < Dragon707> DavidEGrayson: looking forwards to that video :D 23:30 < DavidEGrayson> :) 23:31 <+sadimusi> DavidEGrayson: some guys once made a mineflayer bot move an entire mountain by a few blocks 23:31 < Dragon707> Its 23.30 local time here, tomorrow some school (finsishing a Dart project) https://github.com/kevcor/todo-list 23:31 <+sadimusi> not sure if there's a video of it though 23:32 < Dragon707> sadimusi: Heard about that, is awesome xD 23:32 < Dragon707> Well, bye for now guys! 23:32 <+sadimusi> bye --- Day changed lun. janv. 20 2014 00:08 < MrARM> bye 00:58 < Not-003> [fCraft] fragmer * r2323 15 files : Cleanup! Removed some redundant assembly qualifiers, moved BitMap3D from Utils to Drawing, renamed ReturnCodes to ReturnCode (enum type names should be singular), etc etc. Minor stuff. 02:48 < Eviltechie> oh hi 02:48 < dillyg10> Lol hey 03:05 < dillyg10> Hey, so I'm having a problem with PacketPlayOutMultiBlockChange. For the array of shorts, the format is XZYY... but when the X is over 7, it overflows. Any help? 03:05 < dillyg10> If what I'm saying doesn't make sense, http://wiki.vg/Protocol#Multi_Block_Change 03:34 < DavidEGrayson> Will if X is over 7 then the most-significant bit of one of those bytes will be 1, which might cause you trouble if you accidentally used signed types 03:34 < DavidEGrayson> *Well 03:49 < dillyg10> Hi, were there any answers to my question (sorry IRC client dced) 03:49 < nickelpro> freenode has a web gateway? 03:49 < dillyg10> Yeah it does 03:49 < nickelpro> huh 03:49 < nickelpro> Anyway, ya 03:50 < dillyg10> Yeah... i have an IRC client, i just didn't know the adress of the IRC 03:50 < nickelpro> irc.freenode.net 03:50 < dillyg10> Oh there was, mind pasting it for me? 03:50 < dillyg10> Wow i should've guesed that ^_^. 03:50 < nickelpro> Well if X is over 7 then the most-significant bit of one of those bytes will be 1, which might cause you trouble if you accidentally used signed types 03:50 < dillyg10> (by it I mean the answer to my question) 03:50 < dillyg10> oohh 03:51 < nickelpro> 8 in binary is 1000 03:51 < dillyg10> Hmm, David, how would I go about rectifying the problem? Currently there are no signed values, they are all positive.... 03:52 < nickelpro> What exactly are you doing right now? 03:52 < DavidEGrayson> My suggestion was just a shot in the dark, dillyg10, if it doesn't help then you should give more info 03:52 < dillyg10> What I'm trying to do is send the client "fake blocks" that only the client can see. 03:53 < dillyg10> Using the BlockChangePacket won't work... since I'm sending around 10-15 fake blocks, and for whatever reason when I get up to that number it starts to cuase the lcient to have FPS drops 03:53 < dillyg10> So I'm using the MultiBlockChangePacket.... 03:53 < nickelpro> This is how I do it in Python, hope it helps 03:53 < nickelpro> https://github.com/nickelpro/spock/blob/master/spock/mcp/mcpacket_extensions.py#L135-L164 03:53 < nickelpro> If you post code we can be more helpful 03:54 < dillyg10> Yeah I was just about to say, lemme go grab my code 03:56 < dillyg10> https://gist.github.com/anonymous/f98fa247016b20d366cf 03:57 < dillyg10> There is some Bukkit API stuff in there, you can pretty much ignore the code up until line 23ish 03:58 < nickelpro> Does it work for lower numbers of blocks? Can the client see them? 03:59 < nickelpro> Oh nvm 03:59 < dillyg10> Yes it can 03:59 < dillyg10> Anything below 7 on the X the client has no trouble seeing 04:00 < nickelpro> does getZ() and getX() return absolute or relative coords? 04:00 < dillyg10> Absolute 04:00 < dillyg10> Oh wait, sorry misunderstood 04:00 < dillyg10> it is the block coirdinates 04:00 < dillyg10> So they are whole numbers 04:00 < nickelpro> Absolute or relative block coords? 04:00 < dillyg10> Relative to the chunk 04:01 < nickelpro> alright, so that aint it.. 04:01 < dillyg10> ya..... relx and relz will only be values 0-15 04:02 < nickelpro> It could be a problem in bucket, trying to stuff an unsigned value into a signed byte. I don't know the Bukkit API :-\ 04:02 < nickelpro> I find that unlikely though 04:03 < dillyg10> well, if this at all helps 04:03 < dillyg10> http://gyazo.com/2dc2eadec6d85f4c95c7904b8f4fb96e 04:03 < dillyg10> this is some debug output data i have 04:04 < dillyg10> the format is: relx relz x y z {cords, blockid/metadata} 04:05 < nickelpro> and the ones with relx > 7 don't show? 04:05 < nickelpro> or just cause client lag? 04:05 < dillyg10> Doesn't show.... 04:05 < dillyg10> And well obviously it wouldn't show, the byte overflows lol 04:06 < dillyg10> *short 04:06 < nickelpro> which short? The record count? 04:06 < dillyg10> Nono, the cordinates 04:07 < dillyg10> They are stored as a short.... 04:07 < nickelpro> Ah, the record 04:07 < dillyg10> What about it? 04:07 < nickelpro> In my mind a record is a 32-bit int, with coords + id + metadata 04:07 < nickelpro> I was confused when you talked about the coords on their own 04:08 < dillyg10> Hmm... forgive my ignorance, in java integers are normally 32 bits? 04:08 < nickelpro> integer just means number, it has no assigned size 04:08 < nickelpro> Java conventions make them signed 32-bit in that language 04:08 < dillyg10> Okay, yeah that's what I was getting at 04:08 < dillyg10> Well... what's odd 04:09 < dillyg10> is that when I have it as an integer 04:09 < dillyg10> I still get the same issue 04:09 < dillyg10> The integer will overflow when the relx > 7 04:10 < dillyg10> Hmm... I guess what I could try is to maybe get rid of the insigificant bit in the block id 04:11 < dillyg10> let me give that a go and see if it works... 04:11 < nickelpro> PacketPlayOutMultiBlockChange is bukkit or you? 04:12 < nickelpro> nvm 04:21 < dillyg10> Hmm no 04:21 < dillyg10> that didn't work.... 04:32 < dillyg10> Hmm 04:32 < dillyg10> I'm still hitting a dead end here.... 05:34 < dillyg10> If anyone thinks they can still help me, I'm having an issue with the PacketPlayOutMultiBlockChange, whenever i have the X relative cord set to something above 7, the short will overflow, and will stop the packet from working. 05:35 < DavidEGrayson> Sorry if I sound unhelpful, but what do you mean "stop the packet from working" ? 05:36 < DavidEGrayson> You should be able to overcome overflow issues and control exactly what bytes your server is sending to the client. If you aren't sending the right bytes then this becomes a server-side programming question 05:36 < DavidEGrayson> If you are sending the right bytes and something is overflowing in the client, then there is some bug in the client and you need to workaround it. 05:38 < DavidEGrayson> Java is painful because it does not have an unsigned 16-bit or 8-bit data type. It kind of sucks to work with binary data in Java 05:39 < dillyg10> Ugh you're telling me. 05:40 < dillyg10> Well, what i've tried doing is writing it into a 32-bit integer 05:40 < dillyg10> the problem is that it still overflows 05:40 < dillyg10> and I haven't found a way to work around it 05:40 < dillyg10> it overflows serverside.... 05:40 < DavidEGrayson> Is this a compile-time or runtime error and what is the error message? 05:40 < dillyg10> it's realy janky how the packet is written, for reference: http://wiki.vg/Protocol#Multi_Block_Change 05:40 < dillyg10> No error, just not working right. 05:41 < DavidEGrayson> OK, then you should inspect the exact bytes your server is sending for that packet and make sure they are OK. You should probably write a unit test that makes sure you can encode the packet correctly 05:41 < DavidEGrayson> You really should make sure that your server is sending the right bytes to the client; that should be your first step 05:42 < DavidEGrayson> This is a divide-and-conquer debugging strategy. 05:42 < DavidEGrayson> If the server is sending the expected bytes and getting the wrong result, then re-evaluate your mental model of what the packet should be. 05:43 < DavidEGrayson> If the server is not sending the right bytes, figure out why by looking carefully at your code. 05:44 < dillyg10> Well, I know why it isn't sending the right bytes David, it's because a short maxes out at 0x7FFF, and if I were to send the cordinates 10 11 38, it's going to max out that short. 05:44 < dillyg10> and thus send a negative number 05:45 < dillyg10> which the client is gonna go what the fuck, and is going to do nothing with that data. 05:46 < dillyg10> So I 100% know WHY the issue happens. 05:46 < dillyg10> I just have 0 idea how I can make it work 05:46 < dillyg10> If the short doesn't overflow... then it works f + i + n +e 05:46 < dillyg10> otherwise... it don't. 05:47 < DavidEGrayson> You assume that the client is treating these coordinates as a signed and would "go what the fuck" but it is probably treating them as unsigned 05:47 < DavidEGrayson> That was you can have a Z coordinate between 0 and 15, and an X coordinate between 0 and 15. 05:47 < DavidEGrayson> *that way 05:48 < DavidEGrayson> If you want to send X=8, send bits 1000 for the X field 05:48 < DavidEGrayson> Or did you try that already and see the client freak out? 05:48 < DavidEGrayson> A chunk is 16x16 in the XZ plane, right? So that packet needs to have a way of representing any X between 0 and 15 05:49 < dillyg10> Hmm.. well David, I mean here's my code... https://gist.github.com/anonymous/f98fa247016b20d366cf 05:49 < dillyg10> I feel like I'm doing everything right here.... 05:49 < DavidEGrayson> Here is the Ruby code for processing the packet in my client (which could totally be wrong): https://github.com/DavidEGrayson/redstone-bot2/blob/master/lib/redstone_bot/protocol/packets.rb#L855-857 It seems I am treating those coords as unsigned 05:51 < DavidEGrayson> Again, you really need to get a debugging trace showing the exact bytes the server is sending. 05:52 < DavidEGrayson> X and Z need to be put in the first byte... are you sure that is what your code does? That would mean your shorts are being sent a Big Endian 05:52 < dillyg10> yeah, I put a debug tracker on the server to see what it's sending... 05:53 < dillyg10> I don't think you can do unsigned shorts in java. 05:53 < DavidEGrayson> Debugging Rule #3 from http://www.debuggingrules.com/debuggingrules.jpg : Quit thinking and look (at the bytes) 05:54 < dillyg10> I am David... http://gyazo.com/2dc2eadec6d85f4c95c7904b8f4fb96e is some debug output i have 05:54 < dillyg10> the format is x y blockx blocky blockz [cords, blockid/metadata] 05:55 < dillyg10> that is exactly what is being sent 05:55 < DavidEGrayson> Bytes are integers between 0 and 255 and I see a 688.0 in that output 05:56 < DavidEGrayson> So I would not trust it 05:56 < dillyg10> Oh yeah, sorry the blockx and blockz were for my purposes 05:56 < dillyg10> that data isn't sent to the client 06:00 < DavidEGrayson> There is no "x" byte; the x and the z share the same byte. You should get a debugging output showing the bytes in order and the first byte should have x and z in it. 06:01 < DavidEGrayson> You will likely have to dig around inside that "blox.put" thing to see how it works. 06:01 < DavidEGrayson> or maybe you can do blox.get or something 06:03 < DavidEGrayson> You do realize that these signed shorts and things you are working with are ultimately converted to bytes in order to be sent on the TCP/IP connection, right? The bytes are what matters 06:04 < DavidEGrayson> For example, a signed short of -2 would get converted to the series of bytes: 0xFE, 0xFF (assuming little endian) 06:04 < dillyg10> hmm 06:04 < dillyg10> Yeah.... 06:04 < dillyg10> Well, yeah I actually did start debugging the bytes sent... 06:06 < DavidEGrayson> You should look at the bytes at the point before they get encrypted, which could be tricky depending on your setup 06:07 < dillyg10> Yeah... unfortanetly it's somewhat impossible for me to look at the bytes once encrypted. 06:07 < dillyg10> However, I think I might have found the fundemental problem. 06:08 < dillyg10> The XZ cord is a byte. 06:08 < dillyg10> Well, if X is F and Z is F, the byte will overflow. 06:08 < dillyg10> Resulting in a bunch of random bytes 06:08 < dillyg10> Well not random, but you get my idea 06:09 < DavidEGrayson> You you need to make sure that 0xFF (255) gets sent, even though its hard to represent that in Java 06:09 < DavidEGrayson> The closest you can have in Java would be the signed 8-bit type they have, and you would have to put -1 in it 06:09 < DavidEGrayson> But it looks like this blox thing might help you do that. 06:09 < dillyg10> What blox thing? 06:11 < DavidEGrayson> Well, you have a variable called blox, but you should look at whatever actually chooses the bytes to send 06:11 < Drainedsoul> DavidEGrayson: Why are you "assuming little endian" when talking about "TCP/IP connection"? Big endian is network byte order, not just in Minecraft either. 06:12 < DavidEGrayson> OK, that's too bad. I like little endian so I made an example that used that. 06:13 < Drainedsoul> besides, your example doesn't actually use little endian, it's big endian. 06:14 < DavidEGrayson> Nope, I checked it and it sill looks like little endian to me. 0xFE, 0xFF is -2 in little endian. 06:14 < DavidEGrayson> The least-significant bit of the short will be in the least-significant byte, which is the first one. 06:15 < DavidEGrayson> 1 would be 0x01, 0x00 06:16 < Drainedsoul> you're right, got confused on my 2s complement arithmetic for a second there 06:16 < dillyg10> Regardless.... the server will send signed bytes from the debugging I can gather. 06:16 < dillyg10> I can only assume the client reads them as signed aswell 06:17 < DavidEGrayson> Yeah, and that's just because Java kind of forces you too. But those bytes can get interpreted as unsigned numbers at either end with a few if statements. 06:19 < dillyg10> That's true, I don't think the client does that tho. When I send packets that don't overflow, it works, when it overflows, it doesn't. 21:15 < TkTech> Woke up this morning to DOGE, DOGE everywhere. Almost trippled in value. 21:19 < dexter0> much coin, such value, rich shibe. 21:22 < TkTech> 8 million USD has changed hands in the last 24 hours 21:25 < dx> i would have never expected to find myself in a situation where disliking a meme would make me lose money 21:37 < TkTech> I don't partake in the whole DOGE-let-us-type-like-retards gig, but it didn't cost me anything really to run the GPU for a few days. 21:38 < TkTech> Hell, at -24˚C it helped heat the place 21:47 <+clonejo> funny thing, this winter was (so far) extremely warm, no snow, it's not even freezing 21:49 < shoghicp> TkTech: I updated p.wiki.vg to be an A record instead of a CNAME, now an error page is shown on p.wiki.vg 21:49 < shoghicp> oops 21:49 < shoghicp> burger.pocketmine.net* 21:51 < TkTech> shoghicp: Nothing on my side, looks like you're using cloudflare. 21:52 < shoghicp> weird then... 21:52 < shoghicp> I can access burger.pocketmine.net 21:52 < shoghicp> Let's wait a few hours then --- Day changed mar. janv. 21 2014 00:32 < dx> shoghicp: so, how many bans did you get for those nick changes? 03:59 < TkTech> dx: Yeah, that's starting to get annoying. /away exists for a reason. 04:17 <+AndrewPH> TkTech: bobsledding to the moon, one could say! 04:42 < TkTech> AndrewPH: Yeah, this has been a good week. OMED, IDIX, and PCYC are all way up and dogecoin is worth something again 04:47 < TkTech> AndrewPH: Holy shit it's almost $2 04:47 < TkTech> (per 1k) 04:47 <+AndrewPH> life will be good :) 04:48 < dexter0> O_o 04:48 < TkTech> It's weird, I made more off of just 10 shares of PCYC, but this is far more exciting :) 04:48 < TkTech> Plus I'm not paying a dirty bank a fucking ridiculous commision to transfer 1 kb on a fully automated system! 04:50 < TkTech> In the last hour it's trippled in value. That's insane. 04:50 < TkTech> Could you image if CAD or USD tripled in one hour? 04:50 < TkTech> The world economy would shit bricks 04:50 <+AndrewPH> maybe one day somebody'll take my doge for two copies of payday 2 04:50 < TkTech> If you don't mind me asking, how much do you have? 04:50 < TkTech> Did you mine it or buy it? 04:51 <+AndrewPH> I mined it, and I have 20k 04:51 <+AndrewPH> the 3k I sent to my friend is now worth like $6 wowee 04:52 < TkTech> Almost a millionaire :) 04:52 <+AndrewPH> getting there, one doge at a time 04:52 < TkTech> You almost certainly didn't spend $36 in energy, so you're ahead of the game. 04:58 < TkTech> And *pop*, back to 1.573 05:00 <+AndrewPH> how to bobsled, a documentary: http://i.imgur.com/OWQDfjn.png 05:00 < TkTech> Gonna wake up tomorrow and regret not selling 05:13 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/iGrFVQ 05:13 < Not-003> [Glowstone] SpaceManiac f3956b9 - Corrected plugin directory creation 05:14 <+AndrewPH> TkTech: no ragrets 05:14 <+AndrewPH> not even one letter, dude 05:22 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+2/-1/±0] http://git.io/C8IUnQ 05:22 < Not-003> [Glowstone] Wulfspider de3994c - Added basic Travis-CI configuration. 06:01 < TkTech> AndrewPH: Want to buy another 99k? :) 06:01 <+AndrewPH> TkTech: If I had the money for that I would buy payday 2 with real money 06:21 < TkTech> You know, I'm moderately surprised that with all the odd coins now, there is no minecraft coin. 06:21 <+AndrewPH> community's too autistic on average to allow it to succeed 06:23 < TkTech> $1.967, so close. 06:24 < TkTech> AndrewPH: :| 06:24 < TkTech> $1.98 06:35 < TkTech> Bam, $2.033. Gonna shut up now. 06:36 < umby24> :o 06:37 < fragmer> AndrewPH, so when is ClassiCubeCoin coming? 06:37 < fragmer> hurry up already 06:38 <+AndrewPH> fragmer: in 500 yrs 06:38 <+AndrewPH> just like the full api 06:38 < fragmer> alright, I'll make a note for my descendants 06:39 < TkTech> fragmer: It's slated for 3 days after fCraft Infinite 06:41 < TkTech> (I lied. $2.2. Dafaq's going on) 06:41 < TkTech> I can only imagine someone is doing a major pump'n'dump 06:41 <+AndrewPH> that sounds inappropriate 06:41 < TkTech> Giggity? 06:42 <+AndrewPH> >264 satoshi on cryptsy 06:42 <+AndrewPH> 255 now 06:42 < fragmer> fCraft 1.0 is still a couple years away :p 06:43 < TkTech> AndrewPH: http://www.youtube.com/watch?v=KbCk1XNfTs4 06:46 < TkTech> $1.7 06:47 < TkTech> fragmer: Didn't they effectively kill off classic when they broke minecraft.net? 06:47 <+AndrewPH> exactly 06:50 < fragmer> Yeah. There are a few of die-hard players and devs around though 06:51 < fragmer> Probably always will be 06:51 < TkTech> Hm, I guess there will always be a few. I think there's a programming course on making a classic server, IIRC. 06:51 < TkTech> It was a simple if odd protocol (the fixed-length strings were odd...) 06:51 <+SpaceManiac> great times, those fixed-length strings 06:52 < fragmer> fixed-length strings, coupled with color codes and client crashes, made sending messages way more complicated than it should be 06:53 < fragmer> I spent so many hours on the damn line-wrapper :p 06:53 < TkTech> Hah, I remember that. 06:53 < TkTech> The color code twice at the end of a string crashed all the clients 06:53 < fragmer> oh, a lot of things crashed the clients 06:54 < TkTech> Never did get fixed in vanilla 06:54 <+AndrewPH> almost everything does it lel 06:54 < fragmer> http://websvn.fcraft.net/filedetails.php?repname=fCraft&path=%2Fbranch-0.90x%2FfCraft%2FNetwork%2FLineWrapper.cs 06:54 < fragmer> weee 06:54 < fragmer> i am really proud of that bit of code though 06:54 < TkTech> Welp, there's a reason fCraft was (is?) popular. 06:55 < TkTech> I wonder if the Archives are still around 06:55 < fragmer> The community is. I don't know if they still run a classic server though 06:56 < umby24> fCraft is still (sadly ;P) the most used software it seems. 06:56 < fragmer> MCSharp derivatives (MCLawl, MCZall, MCForge) were my primary competitors, and all those projects were abandoned 06:56 < fragmer> So... fCraft became popular by default 06:57 < umby24> despite the older versions of d3 being released, but no one wants to bother with lua when they can work in c# 06:57 < TkTech> I remember those. For some reason my name gets turned yellow on some of those servers. 06:58 < TkTech> Same with some ... "i" server 06:58 < umby24> icraft? 06:58 < fragmer> iCraft 06:58 <+AndrewPH> lel icraft 06:58 < fragmer> hehehe 06:58 <+AndrewPH> myne fork #2244315 06:58 <+AndrewPH> led by "IDon'tKnowAnything" 06:58 < TkTech> AH! James right? 06:58 < fragmer> I dunno, I liked ikJames 06:59 <+AndrewPH> yes 06:59 < TkTech> Tried to do an Apple-conference style "press release" 06:59 <+AndrewPH> i hate him 06:59 < Not-003> [Glowstone] SpaceManiac pushed 11 commits [+7/-6/±48] http://git.io/J3k3ww 06:59 < Not-003> [Glowstone] SpaceManiac 48a09ed - Started on changing chunks to use vertical sections. 06:59 < Not-003> [Glowstone] SpaceManiac 9a5bd5a - Update chunk I/O to the Anvil format. 06:59 < Not-003> [Glowstone] SpaceManiac 283cc8f - Improved ChunkManager generation handling, tidied GlowWorld initialization somewhat. 06:59 < Not-003> [Glowstone] ... and 8 more commits. 06:59 < TkTech> (^- I finally got around to truncating those :)) 06:59 < fragmer> I managed to keep a pretty good relationship with all classic devs. Except WoM guys. They were total recluses. 06:59 <+SpaceManiac> I'm glad. :P 07:00 < fragmer> I think I spent like 18 months trying to reach WoM devs, before giving up 07:00 <+SpaceManiac> So does fCraft have block physics yet? *whistle* 07:00 < umby24> Now though the newest D3 is out for all! :P 07:01 < TkTech> Didn't it a long time ago? 07:01 < umby24> with negitive users 07:01 < umby24> <3 07:01 <+SpaceManiac> Haven't been paying attention. 07:01 < fragmer> Nope, no physics 07:01 < TkTech> I swear there was an fCraft release with sponges and sand or something... 07:01 <+AndrewPH> 800craft 07:01 < fragmer> fork* 07:02 < fragmer> I'm still sticking strictly to "freebuild" theme in vanilla fCraft. No minigames, no physics, no fluff like that. 07:02 < TkTech> Make a solid base, let others extend it? 07:02 < fragmer> I still like Minecraft the way I like Lego. Building stuff. 07:02 <+SpaceManiac> Makes sense. 07:02 < TkTech> It's always nice to see your project contributed to, even if it's a fork. 07:03 < TkTech> AndrewPH: Yup, that's the one. 07:03 <+SpaceManiac> Even if I never really publicized it, it was a great experience writing Spacecraft 07:04 < fragmer> Still the best server name IMO 07:04 < TkTech> SpaceManiac: Classic or SMP? 07:04 < TkTech> Didn't you do both? 07:04 < fragmer> SpaceManiac, do you have a logo? SpaceCraft deserves a spunky logo. 07:05 <+SpaceManiac> It was for classic, I started on SMP back when SMP itself was pretty non-functional but never got far 07:05 <+SpaceManiac> I feel like it had a logo at some point 07:12 < nickelpro> I feel like I'm the only person who does client work besides Superjoe :-\ 07:12 < TkTech> Don't forget about Prf_Jakob 07:12 < umby24> I do client work :D 07:13 < TkTech> umby24: Wait, you do? What project? 07:13 < TkTech> Aren't you PHP dude? Memory is fuzzy. 07:13 < umby24> libMC.Net, a client library in c# 07:13 < umby24> no lol 07:13 < umby24> if I ever get clients good enough I might add server side to the library as well 07:13 < umby24> its going to require a lot of reworking 07:13 < nickelpro> I feel like clients need better docs, speed, physics, even simple stuff like how lighting is calculated is poorly document if documented at all 07:13 < Not-003> [Glowstone] SpaceManiac deleted branch chunks 07:14 < TkTech> (^- I didn't even know it DID that.) 07:14 <+SpaceManiac> Me neither 07:14 <+SpaceManiac> It didn't filter for branch 07:14 < umby24> server sends lighting, client does it's own as well 07:14 < nickelpro> umby24: Server just sends max lighting 07:14 < TkTech> SMP lighting is just a bundle of bugs. Doesn't help that it changes all the time. 07:15 < TkTech> I could never get the lighting I sent to match what the client would recalculate with a new light source. 07:15 < nickelpro> Client is responsible for calculating what the lighting is at the time of day 07:16 < nickelpro> But even simple shit like jump height, gravity, movement speed, what exactly is the correct way to do movement updates is barely known 07:17 < nickelpro> I'm writing a Q&D wrapper right now to calculate all that hopefully 07:32 < TkTech> nickelpro: Q&D? 07:33 < TkTech> (These protests in Ukraine are pretty crazy) 07:33 < nickelpro> quick and dirty, for absolutely no other purpose than monitoring movement packets 07:33 < TkTech> Ahhh 07:37 < SinZ> Ukraine was also a good source of Dota2 ESports 08:33 < TkTech> Annnd sold. Hope I don't regret that tomorrow. 08:34 < umby24> xD 08:34 <+AndrewPH> TkTech: buy me things now, or I'll defeat you with words 08:34 < TkTech> AndrewPH: Nein, already going into /r/loans loans. 08:35 <+AndrewPH> well that's a shame because I was bluffing :( 17:04 < TkTech> AndrewPH: Well, I don't regret it yet. I sold at 2.5 17:08 < SinZ> TkTech: my python project is currently #1 on /r/Dota2 17:12 < umby24> its about $1.99 last i checked 17:13 < TkTech> Yeah, that's where it's floating 17:14 < TkTech> SinZ: Mmmm, screenshots. 17:14 < SinZ> Screenshots are the best way for a 19400% increase in Link karma 17:14 < TkTech> SinZ: Prepare to get all the ladies 17:14 < umby24> http://umby.d3s.co/scr/201421011390320878.png 17:16 < SinZ> Oh fuck 17:16 < SinZ> I made it on reddit homepage, but that might be biased due to subreddits 17:16 < umby24> .-. 17:17 < TkTech> SinZ: Nope, you're on /r/all. 17:17 < SinZ> huzzah! 17:19 < umby24> .-. 17:19 < SinZ> https://www.dropbox.com/s/4d9pwe30it3i6g8/2014-01-22_03-17-16.png 17:56 < dx> SinZ: you should post the github link in a place that's easier to find, not just in a reply to a comment with just 1 point 17:57 < dx> SinZ: edit one of the comments where you mention the mirror, for example 22:52 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-2/±4] http://git.io/0E3P8g 22:53 < Not-003> [Glowstone] SpaceManiac 1b57e34 - Removed EntityEffect in favor of Bukkit's PotionEffect. --- Day changed mer. janv. 22 2014 00:26 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±3] http://git.io/UXnRhA 00:26 < Not-003> [Glowstone] SpaceManiac 2a2dfb6 - Reorganized and implemented some LivingEntity health stuff. 01:03 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-2/±26] http://git.io/wAgHHQ 01:03 < Not-003> [Glowstone] SpaceManiac 7fd8e6a - Removed BlockID and ItemID in favor of Material. 04:28 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±4] http://git.io/IpIM8A 04:29 < Not-003> [Glowstone] SpaceManiac 9c404be - Improved configuration handling, including a better defaults system. 05:24 <+AndrewPH> TkTech: wow it's been a good day now of the price of dogecoins being above 200 almost the entire time 05:27 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±2] http://git.io/gF4txw 05:27 < Not-003> [Glowstone] SpaceManiac 31ef346 - Updated JLine dependency. 17:48 < Corgano> Hello 17:49 < MrARM> hello 17:49 < Corgano> would you happen to know how to do stuff in the inventory ? 17:50 < MrARM> You mean to get content? 17:52 < Corgano> 0x30 gives me the inventory, and 0x32 gives me inventory updates, I can see my inventory 17:52 < Corgano> but I'm not sure how to actually move items around 17:53 < MrARM> I think you should do a open inventory+start moving+finish moving packets, but I didn't started doing this part of stuff (; 17:54 < Corgano> wait, do you have to send open window for inventory before you can move stuff around? 17:54 < Corgano> the client does not send open window packets, the server sends them to the client when you click a block like a furnace 17:54 < Corgano> but for player inventory, I didn't think you had to 17:55 < Corgano> has anyone here successfully done stuff with the inventory? 18:02 < MrARM> Corgano try checking what packets sends the client itself 18:04 < MrARM> and reproduce it with code 19:26 < Ray__> hey anyone can help me wit hmy packet problem? 19:26 < Ray__> i tried to make my server for 1.7 + 1.8 (also snapshot) clienst compatible 19:26 < Ray__> it works fine the player join etc but the client make a disconnect 19:28 < Ray__> with the reason "Internal Exception: io.netty.codec.DecoderException: java.io.IOException: Packet 0/5 was larger then i expected found 3 bytes extra whilst reading packet 5" 19:28 < Ray__> anyone know why? 19:28 < MrARM> You send a too big packet 19:28 < MrARM> Ray can you show me your string sending thing? 19:29 < MrARM> Oh, wait, it's 0x05 packet 19:29 < MrARM> nvm 19:29 < MrARM> then 19:30 < Ray__> i send nothing i have only removed the outdated client + outdated server messsage 19:30 < Ray__> its the SpawnPositionpacket right? 19:30 < MrARM> Wait, you do write client or server? 19:30 < Ray__> no i modified spigot 19:30 < MrARM> Ah.... 19:30 < Ray__> not my own ^^ 19:30 < MrARM> What client? 19:31 < Ray__> normal mc client 19:31 < MrARM> Ray I think they changed something in internal 19:31 < MrARM> You have to review packet 0x05 19:31 < Ray__> its funny because 19:31 < Ray__> the palyer joins (uuid join message etc)+ 19:32 < Ray__> and the client disconnects.. 19:32 < Ray__> xD 19:33 < Ray__> how i can de obfuscate the official MC server? 19:33 < Ray__> that i can look for the packet changes 19:33 < TheUnnamedDude> Ray__, I hope you don't just allow all protocol versions and hope it will work 19:33 < TheUnnamedDude> wiki.vg 19:33 < Ray__> i only want 1.7 and 1.8 clients 19:33 < TheUnnamedDude> http://wiki.vg/Pre-release_protocol 19:34 < Ray__> in 1.8 are new slime blocks "jayyy" no body need it beacue i want a double version server :D 19:35 < TheUnnamedDude> I actually thought this was #md_5 for a minute o.O 19:35 < Ray__> no -,- new postion type 19:35 < Ray__> mojang -,-" 19:41 < Dinnerbone> How dare mojang change the protocol! 19:41 < Dinnerbone> They should implement some kind of protocol versioning scheme that indicated when things are changed, so that everybody can ignore it and complain to mojang when it doesn't just fit. 19:45 < Thinkofdeath> Dinnerbone: Make changes and upset one group or don't and upset the other. No way to win 19:47 < Eviltechie> I suggest you switch to SOAP. Everybody will be angry then 19:47 < Eviltechie> MineHTTP 19:47 < Thinkofdeath> MineHTTP + JSON encoded packets 19:47 < Thinkofdeath> problem solved 19:47 < Eviltechie> The json is deleviered by xml though 19:47 < Eviltechie> Which is wrapped in yaml 19:48 < Eviltechie> And divided up into several properties files 19:48 < Dinnerbone> So you have yaml wrapped in xml wrapped in yaml? ;) 19:48 < Eviltechie> And compressed with rar 19:48 < MrARM> I also thinked that the old protocol was simpler, but it isn't (; 19:48 < MrARM> lol 19:48 < MrARM> This way it would be lots of work... 19:49 * Thinkofdeath only just learned that json is valid yaml 19:49 < Corgano> wait, was that the real dinnerbone? 19:50 < MrARM> I didn't known that too :P 19:50 < Thinkofdeath> Corgano: yes 19:50 < MrARM> Yes 19:50 < Dinnerbone> JSON is just a subset of YAML 19:50 < Corgano> Cool beans 19:50 < MrARM> And I think that he is also pinged by word Mojang... 19:50 < Dinnerbone> He is not. 19:51 < MrARM> Really? I thought so 19:51 < MrARM> (that you are) 19:51 < Corgano> When we updated our 100% vanillia server from 1.7.2 to 1.7.4, one staircase int he end was randomly killing people with zombie damage and creeper explosions 19:51 < Dinnerbone> He is not pinged by the word "Mojang" 19:51 < Corgano> It was bazzar 19:51 < Dinnerbone> I only have a highlight on "Dinnerbone". 19:51 < MrARM> Good (: 19:52 < Dinnerbone> But I am Dinnerbone. You can whois me for validation. 19:52 < nickelpro> And I am nickelpro, but people seem a lot less excited about that 19:52 < MrARM> lol 19:52 < Corgano> Lol 19:53 < Corgano> I'm kind of surprised to see a mojang dev talking to people who work on 3rd party programs, but then again you worked on bukit, so you probably used and contributed to here before mojang 20:06 < TheUnnamedDude> Soooo, when is dolphins added? 20:06 * TheUnnamedDude runs 20:12 < Corgano> jokes aside, oceans could use some work' 20:12 < Corgano> people call them boring, because there's nothing too interesting in them 20:13 < Corgano> Some kind of resource like coral would be cool, or a mob like sharks 20:14 < Thinkofdeath> Corgano: This isn't the place for feature requests :) 20:16 < TheUnnamedDude> pfft 20:18 < Corgano> I know.. 20:18 < Corgano> Have you delt with moving items in the inventory / crafting items? 20:19 < Thinkofdeath> Corgano: http://wiki.vg/Protocol#Click_Window 20:19 * MrARM writes a bukkit plugin adding support for nbt data in /give 20:20 < Thinkofdeath> MrARM: why? pretty sure bukkit added support for it 20:20 < Corgano> I thought give already supported NBT tags via JSON? 20:20 < MrARM> nope 20:21 < MrARM> It support, but only in vanilla 20:21 < Thinkofdeath> MrARM: https://github.com/Bukkit/Bukkit/commit/ce94a3555c6925ec301e95cd58f51b7164a651d9 20:22 < MrARM> but it doesnt work 20:22 < MrARM> I tried, was downloading the last update today 20:22 < MrARM> Thinkofdeath yeah, but no commands were modified 20:22 < MrARM> There's no /summon in it 20:23 < MrARM> I've downloaded Spigot again 20:23 < MrARM> Which has ir 20:23 < MrARM> it 20:23 < MrARM> But no nbt data in give :( 20:23 < Thinkofdeath> I know that :P I added /summon in spigot 20:23 < Thinkofdeath> and it works for give if you add it to the replace-commands section of the spigot.yml 20:24 < Thinkofdeath> No idea why bukkit's doesn't work, i'll go test 20:25 < dx> MrARM: better send a patch to fix it instead of making a plugin 20:25 < MrARM> Thinkofdeath But I want commands from mods 20:26 < MrARM> dx Too lazy to set up all the stuff to make it build :P 20:26 < Thinkofdeath> Also bukkit's /give works fine 20:26 < MrARM> Try doing {ench: .. 20:26 < MrARM> as MBT 20:26 < MrARM> *NBT 20:26 < dx> it uses maven, how hard can it be 20:26 < MrARM> (or is it just me?) 20:27 < MrARM> I dont know I saw some .patch files 20:27 < Ray__> md_5: ? 20:27 < MrARM> Why ping md_5?! 20:27 < dx> why not? 20:28 < Thinkofdeath> MrARM: Enchants work fine as well 20:28 < Ray__> because i must know where he calsl the Player 20:28 < Ray__> *calls PacketPlayOutSpawnPosition 20:28 < MrARM> Thinkofdeath how? ! 20:28 < Thinkofdeath> MrARM: /give thinkofdeath minecraft:stone 0 1 {display:{Name:Test},ench:[{id:16,lvl:50}]} 20:29 < MrARM> But after setting that flag in .yml? 20:29 < Thinkofdeath> without the flag 20:29 < MrARM> How?! 20:29 < MrARM> It... 20:29 < MrARM> I've tried! 20:29 < MrARM> Let's try again 20:30 < MrARM> Thinkofdeath but does it work on Spigot too? 20:30 < Thinkofdeath> yes 20:30 < MrARM> Let's retry 20:30 < Corgano> . /give @p 346 1 0 {ench:[{id:61,lvl:20},{id:62,lvl:8.9}]} 20:31 < Corgano> It's a vanillia feature, so it should work on compatible servers 20:31 < Corgano> also fun note, lure 9 will never catch a fish, lure 8 catches one every 5 seconds 20:32 < TheUnnamedDude> Corgano, tried with name, not id? 20:32 < MrARM> started working :P 20:32 < MrARM> Idk how 20:32 < TheUnnamedDude> Oh, fak me and my reading 20:34 < Corgano> yeap, works /give @p minecraft:fishing_rod 1 0 {ench:[{id:61,lvl:20},{id:62,lvl:8.9}]} 21:18 <+SirCmpwn> anyone here interested in starbound? 21:18 <+SirCmpwn> starting up a reverse engineering site: http://starbound-dev.org/ 21:21 < morfin> anybody knows minecraft modding channel? 21:21 < morfin> was looking with alis and nothing useful :( 21:21 <+SirCmpwn> #mcpe on esper 21:22 < morfin> i meant not pocket edition :( 21:23 < dx> #mcp 21:23 < dx> typo 21:24 <+SirCmpwn> ^ 21:28 < Corgano> How is that different form terreria? 21:29 <+SirCmpwn> it's more or less terraria in space 21:29 < Corgano> Oh 21:29 < dexter0> Written in C++. That will be fun to RE. 21:29 <+SirCmpwn> actually, quite a lot of it is written in Lua 21:45 < Drainedsoul> what kind of C++ is it written in tho? ;D 21:47 < dx> Drainedsoul: what 'kinds' are there? 21:54 < Drainedsoul> there's old school C++98, and modern C++11 21:54 < Drainedsoul> one sucks, the other doesn't 22:46 < TkTech> SirCmpwn: I tried to get people interested awhile back, no bites. 22:46 < TkTech> SirCmpwn: feel free to use wiki.vg 22:46 <+SirCmpwn> well, I've got some interest from the existing starbound community 22:47 <+SirCmpwn> I just wanted to reach out here as well 22:51 < TkTech> dx: Matters a fair bit if you're reading the dism. Knowing the compiler used and the patterns it typically ends up producing (like favoring certain registers) makes it a lot easier to understand what's going on. 22:51 < TkTech> IMO 22:52 < dexter0> ^ 22:53 < TkTech> SirCmpwn: What does the "Q" stand for here? https://github.com/CarrotsAreMediocre/StarryPy/blob/master/packets.py#L87 22:54 <+SirCmpwn> quantity 22:54 < TkTech> SirCmpwn: It looks like a V(ariable) L(ength) 22:54 <+SirCmpwn> fyi I still haven't written any code for starbound 22:54 <+SirCmpwn> https://en.wikipedia.org/wiki/Variable-length_quantity 22:55 < TkTech> Huh, thanks. Didn't know that was a term. 22:56 < TkTech> Random note, if anyone is in Ottawa tomorrow at 7:30, we're sponsoring pizza and booze at the Shopify office on York St for OPAG (the local PUG) 22:56 <+SirCmpwn> you work at Shopify? They sent me an email once asking if I wanted to interview with them 22:57 < TkTech> Nope, their office annex is often used for local dev events, although some are moving to our new space now that we have another 6000sq feet. 22:57 <+SirCmpwn> ah 22:57 < TkTech> They did the same to me, I apparently impressed someone and got a personal recommendation at a meetup. 22:57 <+SirCmpwn> they had seen my brainfuck bot 22:57 < TkTech> Oh god, I remember that. 22:57 < TkTech> Did you get like 500 stars in a day 22:58 <+SirCmpwn> nah, more like a hundred 22:58 < TkTech> *Didn't. Ah, still, better than my projects combined. 22:58 <+SirCmpwn> I recently did get about 800 stars over the course of a couple days on another project 22:58 < TkTech> Yeah, mediacrush. Seen you comment a few times on reddit. 22:58 <+SirCmpwn> <3 hacker news 22:59 < TkTech> I'm hoping after we hire our next set of devs (12 more) I can get out of meeting hell and work on personal projects again. 23:00 < TkTech> I've started taking Thursday's off as project days, that starts next week. 23:00 <+SirCmpwn> nice 23:00 <+SirCmpwn> I've been focusing on my kernel lately 23:00 <+SirCmpwn> I wish I had the time for several projects at once 23:01 < TkTech> There always seems to be time for the idea and to start it. 23:01 < TkTech> Never the time to finish it. 23:01 <+SirCmpwn> I started up the starbound website but I'm not writing the majority of it 23:01 < TkTech> Although I don't think you *can* "finish" KnightOS 23:01 <+SirCmpwn> sometimes I want to simply spark community involvement 23:01 <+SirCmpwn> well, I can finish version 1.0.0 of the kernel, at least 23:02 < TkTech> Projects that keep moving on their own momentum are the best kinds of projects. 23:02 * TkTech hasn't touched the wiki in years 23:03 <+SirCmpwn> I'm trying to turn people towards the KnightOS userland, so I'm going to make a big deal out of the kernel release and bring some new devs into the userland 23:03 < iBotPeaches> SirCmpwn: KnightOS looks cool. I'll have to try it out on my 84 23:03 <+SirCmpwn> and the starbound stuff is a similar story 23:03 <+SirCmpwn> iBotPeaches: <3 23:04 <+SpaceManiac> Huh, looks neat --- Day changed jeu. janv. 23 2014 00:32 < TkTech> AndrewPH: Down to $1.4/k. Feel sorry for the guy who bought from me at $2.5/k 00:32 <+AndrewPH> lol 00:45 <+Prf_Jakob> TkTech: Shopify... that names feels somewhat familiar. :) 00:46 < TkTech> Prf_Jakob: Your smiley face...it confuses me. 00:46 <+Prf_Jakob> TkTech: why would it do that? 00:46 <+Prf_Jakob> Dang that should have been "your face confuses me". 00:51 < TkTech> Oh snap. 00:52 < TkTech> Prf_Jakob: Shopify is decently popular, now in a few cities and with tens of thousands of customers. 00:52 < TkTech> http://www.shopify.ca/ 00:53 <+Prf_Jakob> https://www.spotify.se 00:53 <+Prf_Jakob> http://www.spotify.se 01:57 <+SirCmpwn> http://starbound-dev.org/networking/ 01:57 <+SirCmpwn> I think it's a little nicer to have a gh-pages site than to use an actual wiki 01:57 <+SirCmpwn> which is why I'll decline your offer to use wiki.vg, TkTech 05:03 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+2/-1/±3] http://git.io/8JcTSw 05:03 < Not-003> [Glowstone] SpaceManiac 3d1f1f1 - Updated inventories to have owner, type, and new methods. 05:10 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±2] http://git.io/xVyvDQ 05:10 < Not-003> [Glowstone] SpaceManiac 4cb6779 - Corrected previous build failure. 06:07 < Not-003> [Glowstone] SpaceManiac pushed 2 commits [+1/-0/±3] http://git.io/96zHBw 06:07 < Not-003> [Glowstone] SpaceManiac 230d1ef - Switched to standard SimpleCommandMap and Bukkit's built-in commands. 06:07 < Not-003> [Glowstone] SpaceManiac dd0f7a7 - Added simple (no customization) HelpMap implementation. 07:11 < Not-003> [Glowstone] SpaceManiac pushed 1 commit [+2/-0/±2] http://git.io/pw8TbA 07:11 < Not-003> [Glowstone] SpaceManiac 60469a7 - Added very basic ItemFactory and ItemMeta implementations and re-enabled crafting initialization. 07:12 <+SirCmpwn> SinZ: you forked my thing, are you going to do anything interesting with it? 07:16 < Not-003> [MCPP] RobertLeahy pushed 16 commits to async_overhaul [+6/-2/±22] http://git.io/RKpapg 07:16 < Not-003> [MCPP] RobertLeahy 7a7a602 - Documentation Typo Fix 07:16 < Not-003> [MCPP] RobertLeahy b000e0a - Implicit Conversion Fix 07:16 < Not-003> [MCPP] RobertLeahy 9c14202 - .gitignore 07:16 < Not-003> [MCPP] ... and 13 more commits. 07:16 < Not-003> [MCPP] RobertLeahy pushed 6 commits to master [+0/-0/±6] http://git.io/5NleiQ 07:17 < Drainedsoul> I actually pushed 10 to async_overhaul and 6 to master :| 07:21 < SinZ> SirCmpwn: just using the websites editor to look at the markdown of it, Github auto forked it 07:21 <+SirCmpwn> ah 07:22 <+SirCmpwn> you can hit the raw button, fwiw 07:25 < SinZ> less pretty without the syntax highlighting though <3 07:30 < Not-003> [MCPP] RobertLeahy pushed 11 commits to master [+12/-4/±29] http://git.io/UfdNCw 07:30 < Not-003> [MCPP] RobertLeahy 8d83afa - Merge branch 'async_overhaul' 11:48 <+SirCmpwn> I just realized that Beta 1.7.3 is my first Minecraft version 11:48 <+SirCmpwn> we've come full circle 15:58 < TkTech> SirCmpwn: ~~Whatever float's yer boat~~ 17:43 < Thinkofdeath> http://wiki.vg/Pre-release_protocol#14w04a Almost every Entity ID is now a VarInt 17:44 < Thinkofdeath> Also the new packet seems broken https://gist.github.com/thinkofdeath/bc0c9adfc980e6835892 writes an Int but reads it as an unsigned byte 18:02 < TkTech> Thinkofdeath: Did you check both the server and client? It could simply be a package that isn't identical both ways 18:02 < TkTech> Thinkofdeath: Although that would be odd 18:04 < TkTech> *packet 18:13 < Grum> nope its broken 18:14 < Grum> SirCmpwn: we're almost out of the overlap :) 18:14 < Thinkofdeath> TkTech: Nope I didn't check 18:15 < Thinkofdeath> Grum: Attach Entity seems to be the only packet that missed the int -> VarInt change 18:16 < Grum> i dont think everything was done 18:16 < Grum> Dinnerbone just hacked on some of the packets in between of things 18:16 < Thinkofdeath> ah, I've only noticed that one 18:17 < Thinkofdeath> Animation as well, I guess I was wrong :P 19:46 < TheUnnamedDude> I hoped the hack would be easy to make this time :( 19:53 < Thinkofdeath> TheUnnamedDude: No chance :) 21:45 < TkTech> AndrewPH: Upward trend again 21:45 < TkTech> Hitting 1.8/k --- Day changed ven. janv. 24 2014 03:28 < Not-003> [mineflayer] andrewrk pushed 1 commit to master [+0/-0/±4] http://git.io/R-Az_A 03:28 < Not-003> [mineflayer] andrewrk 3fa3141 - rename github.com/superjoe30 to github.com/andrewrk 03:36 < Not-003> [node-minecraft-protocol] andrewrk pushed 1 commit to master [+0/-0/±2] http://git.io/RwH0fQ 03:36 < Not-003> [node-minecraft-protocol] andrewrk 4e48226 - rename github.com/superjoe30 to github.com/andrewrk 03:43 < Not-003> [fNbt] fragmer pushed 1 commit to master [+2/-1/±2] http://git.io/BzADsg 03:43 < Not-003> [fNbt] fragmer dc72f29 - Split up NbtSerializationGen into modular code-emitter and compiler parts, to allow reusing code between serializer and deserializer generators. 06:11 < Not-003> [MCPP] RobertLeahy pushed 3 commits to linux [+1/-0/±2] http://git.io/BlLleA 06:11 < Not-003> [MCPP] RobertLeahy 38891c3 - SocketPair Fix 06:11 < Not-003> [MCPP] RobertLeahy 527a74e - Makefile Fix/Cleanup 06:11 < Not-003> [MCPP] RobertLeahy f6dc9cf - Scope Guard 07:30 < Not-003> [MCPP] RobertLeahy pushed 6 commits to master [+4/-0/±7] http://git.io/4UY11Q 07:30 < Not-003> [MCPP] RobertLeahy eb362e5 - Merge branch 'linux' 07:30 < Not-003> [MCPP] RobertLeahy f6a2786 - Recursive Mutex 07:30 < Not-003> [MCPP] RobertLeahy 2d6b388 - Client Cleanup 19:03 -!- Irssi: #mcdevs: Total of 144 nicks [1 ops, 0 halfops, 11 voices, 132 normal] 20:16 < MrARM> I wanted to write a simple Bukkit plugin, with forced coordinates, but it turned out I am writing a fully functional one which implements some features from existing plugin... heh 21:43 < Not-001> [Craft.Net] SirCmpwn pushed 2 commits to 1.7.x [+0/-0/±9] http://git.io/VB_9_g 21:43 < Not-001> [Craft.Net] SirCmpwn d184c17 - Ignore weird position updates from server 21:43 < Not-001> [Craft.Net] SirCmpwn 77f26f4 - Progress towards 1.7.x Craft.Net.Server 21:44 < Not-001> [Craft.Net] SirCmpwn pushed 1 commit to master [+0/-0/±1] http://git.io/58BJPQ 21:44 < Not-001> [Craft.Net] SirCmpwn 24293d0 - Add notes to SoundEffect.cs 21:46 <+SirCmpwn> I wish I could run a blame on wiki.vg 21:55 < TkTech> SirCmpwn: Something incorrect? 21:55 <+SirCmpwn> not that I know of 21:56 <+SirCmpwn> just something a little annoying 21:56 <+SirCmpwn> http://git.io/58BJPQ 21:56 <+SirCmpwn> unrelated, starbound RE is a breath of fresh air after dealing with Mojang 21:57 <+SirCmpwn> I'm reading the git log for the upcoming starbound patch right now 21:59 < dx> SirCmpwn: they publish the git logs as plaintext? 21:59 <+SirCmpwn> well, they dropped a pastebin in a reddit thread 21:59 < dx> neat. 22:00 <+SirCmpwn> http://pastebin.com/EbpxW6ef 22:00 < dx> "blah" 22:01 < dx> "le nan" <-- blatant reddit pandering 22:02 < dx> well, looks like they didn't make a special effort to ensure these are informative, but still nice 22:03 <+SirCmpwn> well, they've also been pretty cool to modders, tweaking their API and such by request 22:03 <+SirCmpwn> and they distribute a full blown elf with debugging symbols and all 22:04 < dx> whoa 22:04 < dx> so.. you don't have to deal with asm at all? 22:04 <+SirCmpwn> well, not full debugging symbols, I guess 22:04 <+SirCmpwn> just function names 22:04 < dx> well, still, really cool 22:04 <+SirCmpwn> yeah 22:31 < Not-001> [MCPP] RobertLeahy pushed 13 commits to linux [+21/-0/±22] http://git.io/adDhqw 22:31 < Not-001> [MCPP] RobertLeahy d14c50f - Merge branch 'origin/master' 22:31 < Not-001> [MCPP] RobertLeahy ef72e4d - POSIX (Linux) Network Stack 22:31 < Not-001> [MCPP] RobertLeahy 657f1a9 - Client Changes 22:31 < Not-001> [MCPP] ... and 10 more commits. 22:32 < [1]Drainedsoul> :( why are they mad @ C++, line 239 22:32 < [1]Drainedsoul> that makes me sad 22:33 < [1]Drainedsoul> why do I have a [1] next to my name 22:43 < TkTech> SirCmpwn: https://gist.github.com/TkTech/d4fe658ad8024c812c1e if you want to drop it somewhere 22:45 <+SirCmpwn> thanks TkTech, I will 22:45 < Not-001> [Craft.Net] SirCmpwn pushed 1 commit to master [+0/-0/±1] http://git.io/guMI9w