01:23 < ackpacket> It would be easier to check the time, store it, do all your calculations, then check elapsed time. then sleep(seconds_per_frame-elapsed_time) 01:24 < ackpacket> Drainedsoul: Sorry i grew up using learning c++ with the win32 api =\ 01:24 < Drainedsoul> You know, until your frames are too long and you have 3 cores sitting there snoozing 01:24 < ackpacket> yes, ofc it's not that simple 01:24 < ackpacket> it's illustrative 01:24 < ackpacket> there will be some concurrency, no way around that 01:24 < ackpacket> but everything doesn't need it's own thread 01:25 < Drainedsoul> why would you CreateSemaphore when you can CreateMutex though? 01:25 < ackpacket> Semaphore, Mutex, lockandset, w/e 01:25 < ackpacket> the idea is a critical piece of data 01:25 < Drainedsoul> better yet, InitializeCriticalSection 01:25 < ackpacket> Drained i figured out what was disconnecting the client 01:26 < ackpacket> er.. crashing it 01:26 < ensirius> SpaceManiac :D volatile all xD joking..) 01:28 < Drainedsoul> -_- 01:30 < ensirius> well entity thread will fire events like entity moved and only then plugin should look on position 01:30 < ensirius> no? 01:30 < ackpacket> ensirius: Why do something (1 thread for everything) that carries so much overhead when it's not necessary, and certainly not safer? 01:31 < Drainedsoul> tank-based parallelism 01:31 < Drainedsoul> 4eva 01:31 < Drainedsoul> s/tank/task/ 01:31 < ackpacket> I'm not saying you're right or wrong, I'm just saying if you're going to take on overhead and risk, you need to justify it 01:32 < ensirius> ackpacket: 1 thread can't handle all 01:32 < ensirius> you 20k entity 01:32 < ensirius> yo* 01:32 < ackpacket> noone said it should... 01:33 < ackpacket> Are you telling me your choices for concurrency are 1 thread for everything, or one thread period? 01:33 < ackpacket> That was unclear. I mean: 1 thread PER thing, or one thread DOING everything 01:33 < Drainedsoul> isn't one thread doing everything like, the opposite of "concurrency", lol 01:34 < ackpacket> when choosing what to wear, naked counts as an option ;) 01:34 < ensirius> so hard to talk with you guys) for me english is not native 01:34 < ackpacket> ensirius: how's your math 01:35 < ensirius> was good 01:35 < ackpacket> ensirius: do you understand diminishing returns? 01:36 < ensirius> you mean no point try make server multithread?) 01:36 < ackpacket> no 01:37 < ackpacket> let g(x) be the gain in performance, per thread. We will define it arbitrarily as g(x) = -x + 5000. Because at some point, taking adding threads doesn't give you any gains 01:37 < ackpacket> Let's say each thread carries a constant penalty 01:38 < ensirius> ah, you think i mean for every entity new thread ? :) 01:38 < ensirius> no 01:38 < ackpacket> [16:19] Why not use 1 thread on entity, 1 thread on players, 1 thread on chunks and etc.. 01:38 < ensirius> something like entityManager that's updates all entities on it's own thread 01:38 < ackpacket> that sounds reasonable 01:38 < ensirius> sry :< 01:39 < ensirius> I understand that pc has core limits 01:39 < ackpacket> np 01:40 < ensirius> http://pastebin.com/ngcCTkrz 01:41 < Drainedsoul> this conversation needs more task-based parallelism 01:42 < ensirius> i was trying to implement task for every entity, player and etc then realized that it will have problems when they will interact 01:43 < ensirius> it's uses thread pool to update everything 01:44 < ensirius> So this split load on all cores 01:47 < ensirius> Also i have one crazy idea 01:49 < ensirius> The idea is make chunk self updating with all staff in it. Using some tech. like Akka would omfg scale perfomance but problem is interacting between chunks 01:49 < ensirius> like, player in 0,1 chunk hit player in 0,0 chunk. Something like queues in each chunk? 01:53 < ensirius> Silence.. 01:53 < ensirius> okey guys, thanks for chating 01:54 < Drainedsoul> Does the "Time" field in the status pings have any meaning to anyone but the client? 01:55 < ackpacket> Drainedsoul: perhaps it's used in calculating the ping that the server sends to other users about your client 01:55 < ackpacket> or are you talking about the ping for servers in the saved server list 01:56 < Thinkofdeath> Drainedsoul: only the client uses it (I have no idea why its sent however) 01:56 < ensirius> Drainedsoul: it's calc ping to server 01:56 < Drainedsoul> -_- 01:56 < ensirius> when selecting server 01:56 < Thinkofdeath> If you change the value you can fake your ping :) 01:57 < Drainedsoul> no I mean like, does that number have a meaning 01:57 < Drainedsoul> like, is it Unix time, for example 01:57 < ackpacket> I would assume it would be a unix timestap, or a relative time 01:57 < ackpacket> I can see what my client is pushing if you want 01:57 < ackpacket> the proxy's dumping a bunch of packets 01:58 < ackpacket> what's the id? 01:58 < Drainedsoul> [Server]: 127.0.0.1:65466: Received packet MCPP::Packets::Status::Serverbound::Ping (0x09 0x01 0x00 0x00 0x00 0x00 0x9F 0x53 0xBE 0x2A (10 bytes)) 01:59 < ackpacket> does that dump include the id? the packet length? 01:59 <+sadimusi> isn't the time simply used to track which ping request you're getting an answer to? 02:00 < Drainedsoul> yeah it doesn't look like the Unix time. The current Unix time is ~0x5414D9B4, apparently 02:01 < ackpacket> how is it encoded 02:01 < ackpacket> oh 02:01 < ackpacket> we don't know 02:01 < ackpacket> 1 sec 02:03 < dx> TkTech: NOTIFICO IS KILL 02:03 < Drainedsoul> dx: O_O ? 02:14 < expir3dcow> he ackpacket :D 02:14 < expir3dcow> *hey 02:14 < ackpacket> hiya 02:15 < expir3dcow> ackpacket I've decided to do UDP for pe instead of TCP for PC 02:15 < ackpacket> well, there you have it. Goodluck 02:15 < expir3dcow> thanks 02:16 < expir3dcow> I'm off to sleep. see you in about 4 hours or so 02:16 < expir3dcow> bye 02:16 < ensirius> good night 03:45 <+SirCmpwn> today: I can't read your diff, please don't reformat the entire file as you write your code 03:45 <+SirCmpwn> response: okay, let me reformat the entire codebase 04:24 < TkTech> dx: oO 04:24 < dx> TkTech: RIP 04:26 < TkTech> dx: What? 04:28 < dx> TkTech: notifico is offline 04:29 < PEMapModder> dx: it's already back 04:30 < dx> where 04:30 < dx> is it hiding? 04:30 < TkTech> dx: I restarted the bots awhile ago, they show up again as they're used. 04:30 < dx> oh right i forgot 04:45 < Dhruv0> What would be a replacement for AddBitMap in 1.8? 04:46 <+SpaceManiac> There isn't one 04:46 <+SpaceManiac> Types are just always shorts now, so AddData isn't needed to represent the full range anymore 04:46 < Dhruv0> Ok 04:48 < Not-fc45> [Glowstone] SpaceManiac pushed 6 commits [+3/-0/±8] http://git.io/Avx_vA 04:48 < Not-fc45> [Glowstone] jkcclemens f78a5ed - Added call to LightningStrikeEvent. 04:48 < Not-fc45> [Glowstone] JeromSar 367f1b8 - Handle target blocks gracefully (fixes #172). 04:48 < Not-fc45> [Glowstone] JeromSar 32496b0 - Added block placement handling for buttons (see #119). 04:48 < Not-fc45> [Glowstone] ... and 3 more commits. 04:49 < dx> confirmed, it lives 04:49 < dx> (not that confirmation was needed) 04:50 < Dhruv0> Would there be any particular code-wise reason why I am spawning in a blank map? 04:50 < Dhruv0> My guess is that the chunk array is empty 04:51 < dx> that's like asking for 'any particular code-wise reason' for crashing 04:57 < Dhruv0> Could someone check if http://pastebin.com/eWmXHz7r is correct 04:59 < Dhruv0> Wait, another question, is sending a MapChunkBulk packet necessary or can you just use ChunkData? 05:00 <+SpaceManiac> Bulk is just a way to simplify things a little 05:01 <+SpaceManiac> that looks okay, but the important part are the actual values 05:03 < Dhruv0> SpaceManiac, Bulk is unused, I'm sending a Map Chunk Data on join 05:03 <+SpaceManiac> That should be sufficient 06:34 < Not-fc45> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] https://github.com/GlowstoneMC/Glowstone/compare/0c6e09dd4a08...15ec82a0e659 06:34 < Not-fc45> [Glowstone] SpaceManiac 15ec82a - Updated remapper (fixes #268). 10:43 < Not-fc45> [Glowstone] SpaceManiac deleted branch iterable 13:11 < ensirius> Hi guys 13:12 < ensirius> why after making UUID system client sends still username? Isn't this is bullshit? 17:34 < Grobat> Hey 17:39 < PEMapModder> Hey 17:39 < PEMapModder> What a netsplit! 17:46 < Grobat> Im currently writing my own client (mc version: 1.7.10) but i can't get him to move. Im already sending an Player Position (Packet: 0x04) but the server always respond and says that my movent is illeagal 17:46 < Grobat> *illegal 17:48 < barneygale_> Grobat: are you acknowledging the "player position and look" the server sends you to begin with? you need to send another one of those back first 17:51 < Grobat> Oh thanks alot. i'll try it out 18:06 < Grobat> barneygale_: No it works like a charm. thank you 18:07 < barneygale_> :) 22:45 < Dhruv0> Is http://wiki.vg/SMP_Map_Format updated to 1.8? 22:48 < nickelpro> Dhruv0: Nope 22:48 < Dhruv0> Not going to bother looking at it 22:48 < nickelpro> It hasn't been touched since January 22:49 < Dhruv0> What does ChunkData's Data byte array need to contain? 22:50 < Thinkofdeath> the protocol page has the updated info, still need to move it across 22:51 < nickelpro> Bloc Type array, Block metadata array, block light array, skylight if one is present, and biome if one is present 22:51 < nickelpro> It's the same as the old format, just no add array 22:51 < Dhruv0> Ok 22:51 < Thinkofdeath> nickelpro: no metadata either 22:51 < nickelpro> And block type is a short per block now instead of 1 byte 22:52 < Thinkofdeath> metadata got merged into the block id array 22:52 < nickelpro> Thinkofdeath: I was about to ask if that was the case, thanks 22:52 < Dhruv0> It did? 22:52 < Thinkofdeath> newId = (oldId << 4) | data 22:53 < Dhruv0> Ahh 22:53 < Dhruv0> so I just have to encode the block id, and remove metadata 23:10 < Dhruv0> Thinkofdeath: What does data represent? 23:10 < Thinkofdeath> the old metadata nibble 23:11 < Dhruv0> Ok 23:16 < Dhruv0> Thinkofdeath, let's say if my Data still contained the old metadata and not the new Blockids, would that cause me to spawn in a blank map? 23:17 < Thinkofdeath> maybe 23:17 < Thinkofdeath> depends on the map really, invalid data values become air in 1.8 so its possible 23:18 < Dhruv0> and the Nibble is BlockDataLength / 2? 23:21 < Thinkofdeath> yes 23:52 < Dhruv0> Thinkofdeath Would this work? http://pastebin.com/JgG1ZuMh 23:52 < Thinkofdeath> Dhruv0: 'tempblocks' needs to be a short array 23:53 < Thinkofdeath> not byte 23:53 < Dhruv0> Oh o-o 23:53 < Dhruv0> How recent was the change? 23:53 < Thinkofdeath> 1.8 23:53 < Dhruv0> Ok 23:53 < Dhruv0> So blocks are now short arrays 23:53 < Thinkofdeath> its a little endian short array 23:53 < Dhruv0> unsigned? 23:53 < Thinkofdeath> yep --- Day changed lun. sept. 15 2014 00:03 < Dhruv0> Thinkofdeath: How would you use zLib to compress a ushort[]? 00:03 < Thinkofdeath> the chunk packet isn't compressed anymore, the whole protocol is 00:03 < Dhruv0> Oh 00:04 < Dhruv0> so I dont even need to compress anything? 00:04 < Thinkofdeath> nope 00:06 < Dhruv0> bye bye zLib 00:09 < Dhruv0> Thinkofdeath: Would data[] still be a byte[]? 00:12 < woder> so whats the length of the block array in bytes now? used to be number of sections * blocks per section but now thats its a short array? 00:15 <+SpaceManiac> nSections * (16**3 * (5 + skylight?1:0) / 2) + biomes?256:0 00:15 < woder> thats for the whole chunk? 00:15 < user_> What did I miss? 00:15 < Dhruv0_> Dhruv0 timed out like 2 minutes ago 00:15 <+SpaceManiac> yes, whole chunk 00:16 < Dhruv0_> woder: How much is the length? 00:17 < woder> he said the length for the whole chunk is nSections * (16**3 * (5 + skylight?1:0) / 2) + biomes?256:0 00:17 < woder> but I was going to ask, SpaceManiac: whats the double star? (unsure of syntax) 00:18 <+SpaceManiac> 16 cubed 00:18 < woder> ah, alright 00:18 < Dhruv0_> What is nSections 00:18 < Dhruv0_> oh 00:18 < Dhruv0_> nvm 00:18 < woder> thanks, that helps a ton 00:46 < Dhruv0_> SpaceManiac: For skylight and biomes, is that the length of those 2 arrays? 00:47 <+SpaceManiac> having skylight adds 16 cubed / 2 bytes per section. having biomes adds 256 bytes. 00:49 < Dhruv0_> So it is the actual byte array being mathematicalized 00:49 <+SpaceManiac> yes, that formula is for the total byte length of the data 00:50 < woder> quick question, why do you add one (if skylight is true) to 5 then devide by 2? 00:51 <+SpaceManiac> skylight is 4 bits per block 00:52 < woder> so the 5 is the length of the block array? 00:53 <+SpaceManiac> 5/2 (+ 1/2 if skylight) bytes per block 00:54 < woder> ah ok 00:54 < woder> got it 00:58 < Dhruv0_> SpaceManiac: So for the data array, would I have to convert the short array to a byte array? 00:58 <+SpaceManiac> You'd need to encode it to bytes at some point in order to send it over the wire 00:59 < Dhruv0_> SpaceManiac, Is it possible for the short array to be larger than a byte array causing conversion errors? 00:59 <+SpaceManiac> maybe if you do it wrong 01:10 < Dhruv0_> Ugh I still spawn in a blank map 01:12 < shoghicp> Dhruv0_: are you sending in the correct byte order? 01:12 < Dhruv0_> shoghicp: As in? 01:12 < shoghicp> the blockId + data short[] is in little endian, not big endian 01:12 < Dhruv0_> Let me recheck 01:15 < Dhruv0_> shoghicp Yes I am 01:19 < Dhruv0_> Here's my code http://pastebin.com/i1HXPp9U 01:21 < shoghicp> hmm 01:22 < Drainedsoul> that code looks like it could use some refactoring 01:22 < shoghicp> where are you writing with little endian ordering? I can't read C# well :s 01:22 < shoghicp> besides that 01:34 < Dhruv0_> shoghicp: Its not in that code, but I added in Console.WriteLine(BitConverter.IsLittleEndian.ToString()); which turned True --- Log closed lun. sept. 15 02:04:36 2014 --- Log opened lun. sept. 15 02:04:45 2014 02:04 -!- Irssi: #mcdevs: Total of 173 nicks [1 ops, 0 halfops, 12 voices, 160 normal] 02:07 -!- Irssi: Join to #mcdevs was synced in 174 secs 03:08 < Dhruv0> SpaceManiac, May I ask what documentation you use to look at ChunkData's Data array structure? 03:11 <+SpaceManiac> Dhruv0: I used the Protocol page 03:12 < Dhruv0> SpaceManiac: That didn't specify the byte array's structure though 03:14 <+SpaceManiac> I suppose also the "SMP Map Data" page or whatever it's titled, when it was still up-to-date 05:32 <+AndrewPH> shoghicp: yo which version of pocketmine should I use for casual non-creative gameplay? the latest beta seems to not work so well. 05:32 < humerusj> AndrewPH: try out development 05:32 < humerusj> I don't recall when he last tagged the latest beta 05:32 <+AndrewPH> ah 05:32 < humerusj> But dev should have improvements 05:33 < humerusj> and if your feeling adventurous, compiling php with the new pthreads and using the pthreads branch should be faster 05:33 < humerusj> you're* 05:34 <+AndrewPH> it's just for me and my gf, will the speed improvements be helpful? 05:34 < humerusj> Naw, using the installer with the latest dev build should be good enough for you 05:39 <+AndrewPH> fuck yeah that's way better, thank you much humerusj 05:39 < humerusj> Np 05:40 <+AndrewPH> hm 05:40 <+AndrewPH> When I try to craft something, it.. doesn't go through? happened on the beta build too 05:51 < humerusj> Hmm, it could depend on the item 05:51 <+AndrewPH> like I was able to craft planks, but not sticks or crafting tables 05:51 < humerusj> Hmm 05:54 < humerusj> Huh 05:54 < humerusj> guess it wasn't implemented 05:54 < nickelpro> crafting planks? 05:54 < nickelpro> Wouldn't you have noticed? 05:54 < nickelpro> crafting sticks*? 10:40 < Drainedsoul> If you don't have a description/MotD/whatever, what should you send in the server list ping JSON response? 10:41 < Drainedsoul> "description": null, "description":{}, "description":{"text":""}, or just don't set that key at all 10:41 < Dinnerbone> "" 10:41 < Dinnerbone> You have a motd, it's just empty 10:42 < Drainedsoul> cool, thanks :) 10:42 < Dinnerbone> (For what it's worth, "foo" is the same as {"text": "foo"} and therefore "" is the same as {"text": ""} 10:45 < Drainedsoul> Is there any way to get the client to connect over IPv6? 13:06 < Jckf> TkTech: You around? Would you mind a brief talk about your IRC GitHub notification service? :) 13:20 < shoghicp> Jckf: there is #notifico for that 13:24 < Jckf> Thank you, shoghicp 13:42 < dx> would you mind a brief talk about our lord and savior notifico 13:45 < Jckf> Hue hue 14:36 < Tranzorro> uestion for the channel: anyone know how to fix problematic file linking in eclipse mods for minecraft? i've moved my resources and packages into a new folder, been looking all around the net for answers, but it seems nobody else has been stuck on this... i've been staring at my code for hours on end but i'm not spotting anything, and my textures/item names just refuse to load, both in eclipse and the actual game. they worked fine 14:36 < Tranzorro> before i moved the resources inot the two main export folders. 14:37 < Tranzorro> https://www.youtube.com/watch?v=KZGll3tBfYU at the 1 minute mark on the video i did what he did, i moved the files just as he said, then i used gradle to build the mod, it succeeded but no textures or names will work, the mod just doesnt work. before i moved the files it all worked just fine. no textures/names load now, and im running it right out of eclipse now, i can't figure out how to fix this... 14:38 < Tranzorro> out of eclipse now, i can't figure out how to fix this... 14:38 < Tranzorro> https://www.youtube.com/watch?v=Qia0gQ21e-Y this video at 22:19 is what i'm getting with mine. it's dead jim. 14:40 < Tranzorro> think someone would be willing to skype with me and help me to figure out what is wrong with my linkage? you could prolly see somethign that is obviouse that i'm just not seeing. 15:05 < dx> obligatory link https://mojang.com/2014/09/yes-were-being-bought-by-microsoft/ 15:08 < dx> and the twitter silence is over, it seems 15:10 < mynameisperl> best of luck peeps 15:12 < dx> personally i'm worried about scrolls 15:12 < dx> just kidding nobody cares about scrolls 15:15 < Scruff> Lol 15:15 < Scruff> mean 15:18 < bgale> the dream is over everyone 15:18 < dx> bgale: are you barneygale's little brother? 15:20 < bgale> we're the same person, but I never bothered to set up an IRC bouncer so I use a different nick at work 15:20 < TkTech> 2.5 billion 15:20 < dx> ££££££ 15:21 < dx> (no they are not £, i'm just referencing) 15:21 < bgale> "change is scary" they're managing dissent from the 2nd paragraph 15:21 < TkTech> You could provide access to clean water to the entire planet, or you could buy a block laying game :| 15:21 < bgale> it's not the change that's scary, it's that it's fucking microsoft 15:22 < dx> uh i dunno, we'll see 15:22 < dx> how bad can it be? 15:23 <+md_5> dx if they keep it as is, fine. If they start developing the game themselves, shit. 15:23 < dx> "Mojang successfully infiltrates Microsoft and the ascension of SkyNet is postponed by 15 more years." 15:24 < dx> md_5: is "as is" perfectly fine, though? 15:25 < dx> call me naive, just hoping something positive comes out of this. 15:25 < dx> even if it's fucking microsoft 15:25 <+md_5> It depends what approach MS takes. I seriously doubt theyll take a hands off approach on 2.5bn dollars though 15:26 < cindy_k> yeah "as is" won't completely happen. Corporations can't help but add some rules 15:26 < cindy_k> now if they leave them in a satalite office, the rules may be light. 15:26 <+sadimusi> games for windows integration <3 15:27 <+md_5> I'm more just questioning the *why* aspect. 15:27 < cindy_k> Especially if they don't give them a obnoxious overlord 15:27 <+md_5> We've already established Notch doesnt really care about money. 15:27 < bgale> What's the prevailing opinion on whether the EULA enforcement is related to the deal? 15:27 < cindy_k> I think the EULA backlash made Notch just want to get out. 15:27 <+md_5> I dont think its related 15:28 <+sadimusi> the whole eula thing was triggered by a server owner 15:28 <+md_5> notch couldve gotten out and made millions a year by doing nothing 15:28 < cindy_k> when he was streaming last week, he even said he didn't want to deal with Minecraft stuff anymore but then he knew about the deal. 15:28 < dx> md_5: the blog post has something about it - "We’ve worked closely with Microsoft since 2012, and have been impressed by their continued dedication to our game and its development" 15:28 <+md_5> like he has for the last few years 15:36 < M4GNV5> https://mojang.com/2014/09/yes-were-being-bought-by-microsoft/ 15:36 < Jckf> sadimusi: You must sign in to Games for Windows Live before you can save this world. 15:37 < M4GNV5> ohhh you are already talking about it? :D 15:38 <+sadimusi> indeed 15:47 < M4GNV5> http://i.imgur.com/jJc46wf.png 15:50 < cindy_k> Dinnerbone, Grum goodluck guys! I have been thru a few corporate reorgs, and its never fun or easy. 15:53 < Grum> there is little to reorg here luckily, so we'll see what time shall bring 15:53 < bgale> Have we all seen this? http://pastebin.com/n1qTeikM 15:56 < M4GNV5> bgale: yes 15:56 < Spurlex> Grum: Do you know if Mojang team will stay the same or will you have more developers with you now etc? 15:57 < Dinnerbone> We know nothing more than you do. 15:57 < Dinnerbone> Time will tell what the future holds. 15:57 < Spurlex> Okay :) Well I hope things go great for you guys anyway. 15:58 < Grum> we have yet to even talk to Microsoft 15:58 < bgale> crikey 15:58 < Spurlex> Meeting with Bill Gates ;) 15:58 < bgale> just the shareholders doing the talking? 15:58 < Grum> We know nothing John Snow. 15:58 < Grum> I've not seen a single Microsoft person @ Mojang sofar 16:00 < bgale> Microsoft have been really hot and cold with 3rd party development historically, sometimes embracing it, sometimes calling open source a cancer 16:00 < bgale> I hope things stay at least as good as they are currently 16:01 < bgale> things seem a lot less certain atm, with the craftbukkit takedown and now the ms takeover... 16:08 < bgale> Dinnerbone, are you still working on craftbukkit while the legal drama trundles on? Or have you paused? 16:10 < Spurlex> Quick add “Optimized for Windows 8” to the splash screen guise. 16:11 < MrARM> Well, this will probably result in a version for Windows RT and Phone... 16:13 < MrARM> (I think MS should open source Minecraft) 16:13 < M4GNV5> i would like a win8 minecraft version :) 16:14 < MrARM> I don't own such device so I don't really care... But I am sure they will make it. 16:18 < bgale> can windows 8 not run minecraft? 16:19 < cindy_k> yes it can 16:19 < M4GNV5> yeah of course it can but as a window not metro app 16:19 < MrARM> I meant the RT version (without desktop, running on ARM) 16:19 < cindy_k> I have it right here on my laptop and tablet, and both run minecraft 16:19 < bgale> ah well who gives a fuck about metro 16:19 < M4GNV5> i do :( 16:19 < MrARM> people who got a RT tablet? 16:20 < bgale> oh sorry I thought we were talking about PC windows 16:20 < M4GNV5> i got an x64 convertible but as long as you have a touch screen mtro apps are beatifull 16:20 < M4GNV5> *metro 16:20 < M4GNV5> *beautiful or however you spell that word 16:28 < Jckf> The term "Metro" has long since been replaced. It's "modern UI" now. 16:28 < MrARM> yeah 16:28 < MrARM> but Metro sounds better 16:32 < TkTech> /r/minecraft is flipping shit and it's *hilarious* 16:33 * M4GNV5 sighs and starts tor browser to goto 4chan... 16:34 < TkTech> One day 4chan will die. 16:34 < TkTech> One day. 16:36 < M4GNV5> nah 16:37 < M4GNV5> too...many...posts...cant find the one about minecraft 16:37 < M4GNV5> can you give direct link pls? :) 16:38 < M4GNV5> i found something on /v... 16:43 < TkTech> I don't look at 4chan 16:43 < TkTech> /r/minecraft is reddit 16:44 < M4GNV5> ... 16:46 < TkTech> I wonder if he's going to get sued? 16:47 < TkTech> The promise to open source when he got "tired" of it can be considered a verbal contract 16:47 < TkTech> Usually leans towards the consumer in the EU 16:47 < TkTech> go TkTech 16:47 < bgale> Didn't he say "when sales die down"? 16:47 < TkTech> Whoops 16:48 < TkTech> Would take awhile, but over the years he's said he'll sell it if: 1) He gets tired of working on it (done and gone), 2) Before he'd consider selling it, 3) If sales die down 16:48 < TkTech> *he'll open source it if 16:58 < Jckf> Notch couldn't handle game dev becoming a job for him, and I can understand that. It turned it from something he did from fun, into something that was demanded of him 16:58 < Jckf> I have felt the same way 16:59 < Jckf> And who wouldn't sell out for BILLIONS of dollars? 17:02 < TkTech> He's already dirty stinking rich, he could have gone with the community instead. 17:03 < TkTech> I'm not saying I wouldn't have taken 2.5 *billion*, just saying there were alternatives. 17:03 < MrARM> who, finally, got that money 17:03 < MrARM> ? 17:04 < TkTech> No one really knows what equity split is 17:04 < TkTech> The three "co-founders" will get the largest portion by far with the rest going to the employees since he never took funding 17:04 < MrARM> Notch? Jens? Everyone from Mojang? 17:04 < Jckf> Notch had tje majority of shares though, so he probably got the majority of the cash as well 17:04 < TkTech> Prf_Jakob: You might enjoy http://store.steampowered.com/app/236150/, bought it yesterday and it's pretty good 17:05 < captbunzo> MrARM: do you have a problem with the people who made Minecraft a reality benefiting from it? 17:05 < TkTech> For an early-access it's *amazingly* polished. It's basically EVE + Eve Valkyrie 17:05 < MrARM> captbunzo: no, just wondering 17:06 < M4GNV5> https://plug.dj/sponge meh 17:06 < captbunzo> personally I'm pleased to know that the likes of them are filthy rich. 17:06 < captbunzo> as a computer programmer, it gives me hope :) 17:06 < TkTech> https://www.humblebundle.com/gift?key=xNN2Hs586Fny8yna 17:06 < TkTech> https://www.humblebundle.com/gift?key=GyrYysGmaWep7wY3 17:07 < TkTech> https://www.humblebundle.com/gift?key=P2hmPFqarxUTFHuG 17:07 < TkTech> First come first serve :) 17:10 <+sadimusi> TkTech: thanks :) 17:12 <+Prf_Jakob> TkTech: hmm cool 17:15 <+Prf_Jakob> TkTech: hmmm feels a bit like StarTrek: Starfleet Command 17:18 < TkTech> Prf_Jakob: It's possible you might have a new game if you check your steam inventory 17:23 <+Prf_Jakob> TkTech: thanks! 17:26 <+SirCmpwn> so Microsoft buying Mojang 17:26 <+SirCmpwn> C# server doesn't sound so crazy now, eh? 17:28 < Jckf> SirCmpwn: Haha, you should contact them ;) 17:28 <+SirCmpwn> I think it's a good thing, though 17:28 <+SirCmpwn> maybe Microsoft will provide better direction and put talented devs in place 17:29 < nickelpro> Next drama on /r/minecraft, Cmpwn replace grum and dinnerbro 17:29 < bgale> oh god 17:30 < dx> i can already imagine SirCmpwn doing mojang-tier PR in twitter 17:31 <+SirCmpwn> @sircmpwn: dbone just committed "fixed something" and I threw my coffee at him #shittycode 17:31 < captbunzo> I don't personally believe that Minecraft needs better direction or more talented developers. 17:32 < captbunzo> Perhaps some help with project management and public relations, though :) 17:32 <+SirCmpwn> project management is what I meant by direction 17:32 <+SirCmpwn> although I think better direction in the abstract sense is also required 17:32 < captbunzo> after all, during the last few years we have heard all about the plans for the API.... then in 1.8 all of a sudden... LOOK, BUNNIES!!! 17:34 < captbunzo> perhaps some would be useful 17:35 < Melair> I suspect Bunnies might have been stress relief, I've done large projects with loads of grindy refactoring and boring stuff, it's nice to do something small and fun for a change, and visibile for that matter. 17:37 < captbunzo> Melair: fair enough. and to be honest, I like the bunnies. and all the other gratuitous stuff in 1.8. 17:37 < captbunzo> granted, I'd like to someday be able to run it on my server.... Mojang, can I please have a bukkit 1.8? 17:37 < dx> minecraft has bunnies? 17:37 < dx> when did that happen 17:37 < dx> i thought 1.8 added packet compression and nothing else 17:37 <+SirCmpwn> minecraft has bunnies? 17:37 <+SirCmpwn> when did that happen 17:38 < Melair> can't tell if trolling or serious... ;) bunnies happened in 14w27a I think 17:40 < dx> welcome to #mcdevs 17:40 < dx> we don't play minecraft 17:40 < dx> nah, can't really speak for everyone else 17:40 <+SirCmpwn> I don't play minecraft, either 17:40 <+SirCmpwn> I haven't played minecraft for fun in years 17:41 < dx> i hate fun 17:41 <+SirCmpwn> it's hard to have fun when you come to understand how bad it is under the covers 17:42 < dx> i actually played some vanilla survival 1.7 with a friend a few weeks ago. he just picked the most boring-looking server from a subreddit, we joined, other people joined, it was fun. 17:43 < dx> but the kind of fun that is good once every six months or so 17:43 < TkTech> "Markus “Notch” Persson owned 71% and walks away with $1,775,000,000 Porsér owns 21% and walks with $525,000,000 and CEO Manneh controls 8% and that poor bastard only walks with $200,000,000" 17:44 < TkTech> Huh 17:44 < bgale> hah 17:44 < TkTech> So the employees who do the actual work have no equity at all 17:44 < bgale> Yeah 17:44 <+SirCmpwn> we already knew that 17:44 < TkTech> Weird, wonder if that's an EU thing. 17:44 <+SirCmpwn> didn't we? 17:44 < bgale> I knew that 17:44 < bgale> It was in the WSJ article iirc 17:44 <+SirCmpwn> I also suspected it from when notch gave that generous bonus to the team a while ago 17:45 <+sadimusi> TkTech: what did you expect? mojang is an AB after all 17:45 <+SirCmpwn> what is an AB? I've never thought of the significance of that 17:47 < Fenhl> http://en.wikipedia.org/wiki/Aktiebolag 17:47 <+sadimusi> wikipedia translates it to "Joint-stock company" 17:47 < TkTech> That doesn't seem to imply that the employees would have no equity 17:48 < TkTech> It's the same thing here in Canada, except at a minimum everyone usually at least gets options 17:48 <+sadimusi> the stockholders own the company and are selling it to microsoft 17:48 < Melair> It's not hugely common in the EU to get paid in Equity, usually you get your salary and that's it. 17:48 <+sadimusi> why should the employees be invloved? 17:48 <+sadimusi> *involved 17:48 < Melair> At a couple of companies I've worked for I got the option to purchase shares at a discount, but was never given them for "free" 17:49 < TkTech> sadimusi: There is a difference between voting and non-voting shares 17:49 < TkTech> Employees typically get non-voting shares, which means that they have equity in the company, but cannot vote on board decisions. 17:49 < TkTech> Melair: Yes, those are called options. 17:50 < TkTech> https://en.wikipedia.org/wiki/Option_(finance) 17:50 < Melair> Tk, yeah, to be fair the ones that did offer that were US owned companies. 17:50 <+sadimusi> I've never heard of employees just getting non-voting shares, maybe that's just not common in europe 17:50 < TkTech> Yeah, might be a north american thing 17:50 < TkTech> Basically, unless you're a part timer, you almost always have *some* level of equity. 17:51 <+SirCmpwn> well, in small companies or startups 17:51 < TkTech> And even then, some burger flipping part timers still end up getting shares 17:51 < Melair> Maybe the EU in me, but it seems an excuse to pay your employee less and give them the other part in shares ;). 17:51 <+SirCmpwn> that's not generally the case when you join an established company 17:51 < TkTech> SirCmpwn: Sure it is, I have shares from Accelio and Adobe after Adobe bought them 17:51 <+SirCmpwn> at least in my (admittedly limited) experience 17:52 < TkTech> Melair: Not really how it works, it's not compensation and does not count as salary, and is not taxable until invoked 17:53 < Melair> TkTech, fair enough 17:53 < TkTech> Facinating, never thought this was a North American thing. 17:54 < TkTech> Would have thought co-ops and equity would be bigger in SocialistEU™ 17:55 < Melair> hah :) 17:56 <+Prf_Jakob> TkTech: Company equity isn't really a thing in Sweden. 17:56 < TkTech> SirCmpwn: Yeah, can't think of any friends or family that have ever *not* gotten at least non-vested options with a salary position 17:57 < TkTech> Prf_Jakob: Weird, so what's the incentive for an employee to stick with a company? 17:57 <+Prf_Jakob> TkTech: none really 17:57 <+Prf_Jakob> Other then you no getting fair treatment. 17:57 < Melair> Decent hours, fair pay, etc? 17:57 <+Prf_Jakob> you know* 17:58 <+sadimusi> also regular raises 17:58 < TkTech> Melair: That's the incentive to work there, it's not the incentive to stay there 17:58 <+sadimusi> software company here usually give you something like one additional month's salary each year 17:58 <+sadimusi> *companies 17:59 < TkTech> Interesting. On top of our equity we also have (at this specific company) profit sharing and bonuses. 17:59 <+Prf_Jakob> TkTech: Well nobody else is offering equity 17:59 <+Prf_Jakob> Unless you where to start a company. 18:01 < TkTech> I guess when no one there has ever had it or even knew it was an option, no one complains about it 18:01 <+Prf_Jakob> Right 18:01 <+Prf_Jakob> Well I had equity in VMware, sold everything some time ago. 18:01 <+Prf_Jakob> There is no reason for me to stay there now. 18:02 < TkTech> Melair: I should have clarified, when you're given options they vest over time so long as you work there. 18:02 < TkTech> Melair: So you can't just sign on, stay for your probation, sell it and leave. 18:02 <+Prf_Jakob> Which kinda makes that system stupid, like after the options run you really need to move on if you want to maximise your salary. 18:02 < TkTech> As they vest you can purchase the shares for the strike price, then do whatever you want with them 18:02 < Melair> Tk, yeah with ya, certainly the options I had had minimum time limits. 18:03 < TkTech> Prf_Jakob: You don't get more options as part of your bonus? 18:03 <+Prf_Jakob> I get regular stock 18:03 < TkTech> Ah 18:03 <+Prf_Jakob> But that is like 0.3% of the amount I got when I joined. 18:04 <+Prf_Jakob> Err wait 18:04 <+Prf_Jakob> 3% 18:06 <+Prf_Jakob> Also I dunno how much taxes Notch will have to pay, its all in his company, so technically he didn't make it. 18:06 <+Prf_Jakob> his other AB. 18:07 <+Prf_Jakob> http://www.allabolag.se/5568221203/Notch_Enterprises_AB 18:07 <+Prf_Jakob> Those numbers are in kilo SEK 18:07 <+Prf_Jakob> TKR = Kilo SEK. 18:36 < TkTech> Hehe, I love old world languages 18:36 < TkTech> They look so funny 19:54 <+Prf_Jakob> TkTech: Talking about Swedish? :) 20:17 < TkTech> Prf_Jakob: Yeah :) 20:17 < TkTech> I don't know how to pronounce it so it usually ends up sounding pretty funny in my mind. 20:31 <+Prf_Jakob> TkTech: Haha, it would probably sound funny to you any if you knew it as well. :) 20:49 < Dhruv0> Can someone update the SMP Map Format? I am so confused on this 20:55 < TkTech> Uh 21:05 <+SirCmpwn> the on-disk map format hasn't changed recently afaik 21:05 < Dhruv0> SirCmpwn, I meant the Data array 21:06 <+SirCmpwn> afaik it's just shorts now, no add array and no add bitmap 21:06 <+SirCmpwn> shorts being signed 8 bit integers 21:06 < Dhruv0> What arrays are shorts now? 21:06 <+SirCmpwn> just the block data 21:06 <+SirCmpwn> afaik 21:06 * SirCmpwn has not implemented it yet 21:06 < Dhruv0> and i was told they were un-signed (ushort) 21:07 <+SirCmpwn> it would make more sense if they were, but knowing mojang... 21:07 <+SirCmpwn> all current block IDs are positive integers, so it's probably safe to use unsigned ints 21:28 < Dhruv0> What do you know? 21:28 < Dhruv0> I got a bit further 21:28 < Dhruv0> Now I'm in an empty world with water pillars 22:02 < nickelpro> SirCmpwn: No metadata either, that got rolled into the block id short 22:04 <+SirCmpwn> nickelpro: ah, right 22:04 <+SirCmpwn> thanks 22:04 <+SirCmpwn> how does the metadata on disk translate to block IDs on the wire? 22:05 < nickelpro> Which is kind of odd, they'll run out of block ids soon with this systems 22:05 < nickelpro> new block id = old block id <<4 | metadata 22:05 <+SirCmpwn> eww, that's weird as hell 22:05 < nickelpro> I think 22:05 < nickelpro> Might be the other way around, Thinkofdeath knows better than me 22:06 <+SirCmpwn> do they do that as they encode the world packets or do they translate it as they read from disk and store it like that in memory? 22:06 < nickelpro> I haven't implemented it yet 22:06 < nickelpro> I never look at MC source except in desperation, just know the wire 22:06 <+SirCmpwn> fair enough 22:06 * SirCmpwn pokes Grum 22:07 <+SirCmpwn> on second thought, not super weird 22:07 <+SirCmpwn> that's a decent way of doing it 22:07 <+SirCmpwn> 16 bits ain't much, though, you're right about that 22:08 <+SirCmpwn> it'll be better when they finish the world changes they're working on 22:08 <+SirCmpwn> well, if. I imagine that there's going to be some things microsoft wants to distract them 22:08 < nickelpro> I was right, it's id << 4 | metadata according to the wiki 22:08 < Dhruv0> nickelpro: Metadata as in the old ID correct? 22:08 < Dinnerbone> Save format has not changed. 22:08 <+SirCmpwn> no, metadata as in metadata 22:08 < nickelpro> Dhruv0: no, metadata as in block metadata 22:08 <+SirCmpwn> Dinnerbone: it's slated to change, though, right? We were chatting with Grum about it 22:08 < Dhruv0> Found a flaw already :) 22:09 < nickelpro> Ya I really should fix SMP map format page at some point, it's managed to confuse like a dozen people 22:09 < Dinnerbone> And what better way would you have to store this information? You know every block in the world has an ID and a data, which is 4 bits. What better way to store it than this? 22:09 <+SirCmpwn> I did say that it seemed reasonable, Dinnerbone. Finish reading the backlog 22:09 < Dinnerbone> I assumed that you also had a nicer way in mind with your initial bad reaction 22:10 <+SirCmpwn> well, yeah 22:10 < Dinnerbone> And yes, the save format will change 22:10 <+SirCmpwn> changing the save format is my nicer way 22:10 < nickelpro> Dinnerbone: You're like, out of block ids aren't you? Or near to it? What's the answer for all those big id blocks that mods like to implement? 22:10 <+SirCmpwn> but I remembered that's happening and changed my tune 22:10 < Dinnerbone> This is unrelated to changing the save format 22:10 <+SirCmpwn> nah, it's related 22:10 <+SirCmpwn> I don't like the idea of the format being different on disk or on the wire 22:11 < Dinnerbone> nickelpro, we'll gain a lot of IDs when metadata is gone for good, which this is one big step towards 22:11 <+SirCmpwn> nickelpro: they have at least 6 significant bits left for modders, iirc 22:11 < Dinnerbone> A block just has an ID. That's it. 22:11 < Dhruv0> Meta = BlockDataLength / 2? 22:11 <+SirCmpwn> Dhruv0: what? 22:11 < Dhruv0> Metadata 22:11 <+SirCmpwn> Dhruv0: what? 22:11 < Dinnerbone> No looking at one store for its type (whatever that means, these days) and another for its data (if it had any, and god forbid it needed more than 4 bits) 22:11 < nickelpro> Dhruv0: Metadata = blockid&&0xFF 22:12 < Dhruv0> And another flaw in my readings.. 22:12 <+SirCmpwn> oh, you want to get the metadata out of the ID to put it in memory? 22:12 < Dhruv0> Yes 22:12 <+SirCmpwn> I'd suggest refactoring to keep the new block IDs around instead 22:12 < Dinnerbone> There won't be any metadata. 22:12 <+SirCmpwn> and then converting them as they come from disk 22:12 < Dinnerbone> That concept no longer exists in 1.8 except for legacy support, much lower down in the system 22:12 <+SirCmpwn> performance boost at runtime in exchange for a loss during loading 22:13 < nickelpro> Dinnerbone: What replaced it for blocks with state? 22:13 < Dinnerbone> Another ID in the pool 22:13 < nickelpro> Gotcha 22:13 < Dinnerbone> Take a coal ore block: uses up 16 values from the total pool even though it only uses one 22:14 < Dinnerbone> In the new system, it only takes up one. No metadata, no issues. 22:14 < nickelpro> Dinnerbone: Makes perfect sense, much easier 22:14 < Dinnerbone> Door block? Has too much data right now to fit into 4 bits, we spread it around and it's impossible to tell what state a bed is in without inspecting around it (and hope it's still there...) 22:14 < Thinkofdeath> Apart from all the worlds *cough*bukkit*cough* which have random data values everywhere, then you have issues :/ 22:15 < Dinnerbone> With the new system, it has exactly whichever states it needs to represent. IDs are a very low level concept, you're just working on terms of blocks and states 22:15 <+SirCmpwn> Dinnerbone: so is a bed one "block" now? 22:15 <+SirCmpwn> that at a lower level has two block IDs somewhere? 22:15 < Grum> 8 ids 22:15 < Dinnerbone> Speed improvements are huge (current system: anywhere between 2 and lots of lookups to the world to find out what any given block actually *is*, new system: 1) 22:16 <+SirCmpwn> not possible IDs that can make up a bed 22:16 < Grum> top/bottom and N/E/S/W 22:16 <+SirCmpwn> but actual IDs on disk to represent a bed 22:16 <+SirCmpwn> or on the wire, whatever the case may be 22:16 < Grum> so 8 different shapes :) 22:16 < Dinnerbone> SirCmpwn, IDs are a purely low level concept. You'd have: a top half of a bed that is facing this way, a bottom half of a bed that is facing that way, etc 22:16 <+SirCmpwn> thanks, Dinnerbone, that answers the questoin 22:16 <+SirCmpwn> question, too 22:16 < Grum> i think i prefer splitting up the bed in two 'real' blocks 22:16 < Dinnerbone> Internally we map each one to an ID, of course 22:16 < Grum> each just rotatable 22:16 < Dinnerbone> But nothing that actually cares will know that 22:17 <+SirCmpwn> the thing I was wondering is if at a higher level a "block" can span two low level blocks 22:17 <+SirCmpwn> like a bed is treated as a single thing, rather than two pieces 22:18 < andrewrk> https://github.com/andrewrk/node-minecraft-protocol/issues/99 22:18 <+SirCmpwn> really? 22:18 <+SirCmpwn> go away. 22:18 < Dhruv0> Why is everyone negative about this? 22:19 <+SirCmpwn> I don't think it's appropriate to be negative or positive. We don't know what's going to happen. 22:19 <+SirCmpwn> and anyone who didn't see it coming is not very perceptive 22:20 < andrewrk> fuck microsoft 22:20 < nickelpro> Grum: Wouldn't "making the block rotatable" introduce the same problem with metadata you have now? 22:20 <+SirCmpwn> go away, andrewrk 22:20 < nickelpro> You'd need to keep track of the rotation 22:20 <+SirCmpwn> nickelpro: they do so through a new block ID for the rotated variant 22:21 < andrewrk> ooh look at you SirCmpwn with your balanced opinion. you have such an open mind 22:21 <+SirCmpwn> go away, andrewrk 22:21 < nickelpro> SirCmpwn: Ya that's what Dbo said, but Grüm said "i think i prefer splitting up the bed in two 'real' blocks each just rotatable" 22:22 < nickelpro> andrewrk: I really respect you as a programmer, don't embarass yourself with that attitude 22:22 < andrewrk> as a programmer microsoft has caused me more agony than any other entity on the planet 22:22 <+SirCmpwn> go away, andrewrk 22:23 < andrewrk> is it really so extreme to want to vent a little bit? 22:23 < nickelpro> andrewrk: Can't get any worse than the roller coaster Mojang has taken us on 22:23 < andrewrk> *sigh* I can't argue with that 22:24 < andrewrk> I'll go find someone on reddit who agrees with me 22:24 < nickelpro> lol 22:24 <+SirCmpwn> you know next to nothing about microsoft, you are simply one of the herd who hates it because you've been raised to 22:24 <+SirCmpwn> making assumptions shows your ignorance 22:24 < Dhruv0> |[{(O)}]|___|[{(O)}]| 22:25 < andrewrk> other than living in seattle for a couple years, interviewing with them multiple times, and having friends who worked there for 5 years, dealing with their shitty windows APIs, having to support internet explorer, yeah I know next to nothing about them 22:25 < nickelpro> I genuinely dislike their approach to building software and business, but they aquired Skype and nothing terribad happened, could be the same here 22:25 <+SirCmpwn> yes, you know next to nothing about them. 22:25 <+SirCmpwn> good bye. 22:25 < andrewrk> SirCmpwn, stop telling me to go away. you have 3 options: 1. kick me 2. ignore me 3. shut up 22:25 <+SirCmpwn> or I can tell you to go away 22:26 <+SirCmpwn> thus: go away 22:26 < andrewrk> ok you're going on my ignore list now 22:26 < TkTech> What's happening here. 22:26 < nickelpro> Angry people in a mob 22:26 < Dhruv0> MS fight 22:26 < Dhruv0> for rights 22:26 <+SirCmpwn> don't say "to party" 22:27 < nickelpro> Here comes the op do do do do, we love the op 22:27 < Dhruv0> :D 22:28 < andrewrk> ok all things aside. I really did come in here to get a feeling for what #mcdevs thinks about the acquisition. so far I am getting the idea that nobody cares 22:29 < andrewrk> any other opinions? 22:29 <+SirCmpwn> from where I stand it looks like you came here to flame 22:29 < nickelpro> andrewrk: Wait and see 22:29 * TkTech doesn't want to do anything, but it's best if the drama stops. 22:29 < andrewrk> TkTech, do you find my question off topic? 22:30 < Grum> < nickelpro> SirCmpwn: Ya that's what Dbo said, but Grüm said "i think i prefer splitting up the bed in two 'real' blocks each just rotatable" <-- blocks != block ids 22:30 < nickelpro> We don't know what's going to happen yet, too early to pass an opinion. Could genuinely be no huge changes. At least for the moment the scramble to replace Bukkit and update tools to 1.8 is more on point 22:30 < nickelpro> Grum: Could you explain the distinction? 22:30 < Grum> in this case; we're talking about a: minecraft:bed_head and minecraft:bed_foot with each 4 ids for their respective rotations 22:31 <+SirCmpwn> when you are handed a block ID and asked to find some logic for it, do you look up the block name and then look up whatever holds that logic based on that, Grum? 22:31 <@TkTech> andrewrk: It's been discussed non-stop for hours on literally hundreds of mediums. Absolutely no one knows anything because nothing has *happened* yet. Let us revisit it in a week, a month. 22:31 <+SirCmpwn> so block IDs 1, 2, 3, and 4 could all be minecraft:bed_head 22:31 < nickelpro> Grum: Understood, thank you. I don't use any internal minecraft data structs so to my software block id == block 22:31 < Grum> you will get a blockstate id, that maps to a blockstate which tells you the block instance and the orientation 22:32 < andrewrk> nickelpro / TkTech, fair enough. 22:34 < Grum> andrewrk: even we cannot give you a real opinion because we also have no information O.o 22:34 < andrewrk> I mean. that doesn't stop *me* from having an opinion 22:34 < Grum> Obviously lack of real data has never stopped anyone to form an opinion 22:34 * SirCmpwn gasps 22:35 < Grum> personally, i'm tired of doom scenarios, conjecture, guessing, 'knowing because it happened before', knowing because it is M$ -- trust be, we been through this for over a month now. There is going to be a point in the future you realize it all is pointless effort 22:36 < Grum> Guessing what is going to happen based on the lack of facts is a huge waste of time and effort. It won't make you feel better, it won't make you happier with the situation. 22:37 < andrewrk> I don't see a doom scenario. I don't think much is going to change. I just see it like a big dependency tree. The fewer things that depend on microsoft, the sooner it can die 22:37 <+SirCmpwn> god, you're such a twerp 22:37 < Grum> Feel free to do it, but please don't mind me looking at you like water burns. 22:37 < Grum> sigh ... one of those people 22:37 < andrewrk> I assure you I am quite rational 22:37 < Grum> how many of your kids did microsoft murder? 22:37 < andrewrk> valve joined the linux foundation. This is going to be huge to take away market share from windows 22:38 <@TkTech> :| 22:38 * SirCmpwn sighs 22:41 <+AndrewPH> top ramen 22:42 * SpaceManiac eats breakfast 22:52 < Grum> As with anything, let's see it to believe it. Not much more to say on the subject. 22:53 <+SirCmpwn> I wouldn't be surprised if it didn't go through. Mojang was stupid to acknowledge it publicly before ink was on paper 22:54 < Grum> err where? 22:54 < TkTech> Oh come on guys. 22:54 < TkTech> Move on to other topics please. 22:54 < Grum> I think you might be missing that if both parties press-release, contracts have been signed :( 22:57 <+SirCmpwn> Grum: I hadn't seen Microsoft's release 22:57 <+SirCmpwn> ah, I see it. All I saw was future-tense statements from Mojang 22:58 <+SirCmpwn> sorry TkTech, that's all I have to say 23:06 < barneygale_> SirCmpwn: apparently they're going to break even in 2015 23:06 < barneygale_> if I'm reading the release correctly 23:07 <+AndrewPH> pls no mojang acquisitionerino 23:07 < barneygale_> oh fair enough 23:07 <+AndrewPH> thank you for understandering 23:07 < barneygale_> trying to keep the channel dev only? 23:08 <+AndrewPH> trying to keep it drama-free I think 23:12 < humerusj> ^ 23:13 <+SirCmpwn> I blame TkTech for every bad thing that has ever happened 23:13 <+SirCmpwn> let's burn him at stake 23:14 < humerusj> He's trying to prevent the bad thing :( --- Day changed mar. sept. 16 2014 01:12 < dx> so, about the microsoft acquisition, something that has been worrying me... will microsoft make negative varints compatible with the protobuf ones? 01:15 < AlJaMa> dx: agh varints.... 01:21 < benbaptist> LOL 01:23 <+md_5> SirCmpwn the deal hasnt closed though, thats not happening till end of year supposedly 01:24 < dx> md_5: [citation needed] 01:24 <+md_5> dx microsoft's press release 01:25 <+md_5> http://www.microsoft.com/en-us/news/press/2014/sept14/09-15news.aspx 01:25 <+md_5> "Subject to customary closing conditions and any regulatory review, the acquisition is expected to close in late 2014. " 01:27 < dx> tanks 02:35 < dx> barneygale_: so i take it you don't have plans to work on quarry anymore? specifically, the debugging proxy i was being too lazy to write 02:53 < Drainedsoul> I should totally use MCPP to make a debugging proxy 11:26 < bgale> dx, no. my plan for quarry is that I *might* update it when pyca adds RSA pubkey import/export, but otherwise I think I'm abandoning it 11:32 < dx> bgale: rip 11:34 < Aragas> lol, rip 11:38 < bgale> i'm a little bit bummed but mc development isn't as fun as it used to be, time to finally move on to something else :) 11:38 < Aragas> totally rip 11:41 < bgale> Aragas, ? 11:48 < Grum> why isn't it as fun? 11:50 < Grum> bgale: just because protocol level encryption was added? :( 11:50 < Aragas> bgale: nevermind :D 11:51 < dx> didn't protocol level encryption happen.. uh... like two years ago already? 11:51 * dx is not great at this "time" thing 11:53 < dx> yep, 1.3 released August 1, 2012 11:53 < Aragas> you know...who needs to code stuff in real life if you can do it in sims 4 11:54 * dx gives Aragas the award for most depressing comment of the hour 11:54 < Aragas> lol 11:54 < Aragas> thanks :DDD 12:01 < bgale> Grum, no, the encryption stuff is actually pretty satisfying to get right 12:30 < angal> Hello. I have problem with enabling encryption in login proccess... 12:30 < angal> So question: Is everithing encrypted, starting on packet 'LoginSuccess'? So i can encrypt every single byte, which sent to socket? 12:31 <+sadimusi> yes, evrything after the encryption key response packet is encrypted 13:43 < angal> Thanks... And... Is protocol somehow changed after encryption? Or what this might mean: Client print this stacktrace (line 26) on my encrypted 'LoginSuccess' message sent - http://pastebin.com/HQByNRwQ 19:17 < TimVosch15> Good day everyone! I was wondering if anyone could explain the SMP Bulk Chunk packet's World format. I know it's NBT. And I got a parser for it. (fNbt Library). Or if you have an example nbt file I could use to check the structure. That would be appreciated!, Basically I dont understand the structure in which the bulk chunk sends the data. Thanks! 19:18 < TimVosch15> Oh and i've already looked at http://wiki.vg/SMP_Map_Format But the Protocol page says it has changed a bit in 1.8 but the SMP_Map_Format does not show any changes from 1.7.8. 19:28 < TimVosch15> If anyone was wondering here is the full source code on github: https://github.com/Timboiscool/MCaap/tree/master/mcaap 20:05 < TimVosch15> it's quite silent xD 20:11 <+Amaranth> TimVosch15: http://wiki.vg/Protocol#Chunk_Data shows the changes 20:15 < TimVosch15> +Amaranth: Yeh, thanks, I'd already seen that but , for example, they've remove the data section. So when I look in the SMP_Map_Format page it only shows the huge data section with the byte arrays inside. And what is there to replace all that information then? 20:16 <+Amaranth> TimVosch15: No no, they mean the block metadata array 20:16 <+Amaranth> The block metadata array is the data value section and the add array is the extended id section 20:17 <+Amaranth> Those are gone, replaced by the block type array being an unsigned short now 20:17 < TimVosch15> Ahhh, Ok, thanks. That confused me alot! And do those need special names in the NBT tags? 20:21 <+Amaranth> Eh? That packet isn't NBT 20:21 <+Amaranth> It's raw data 20:31 < TimVosch15> uhmmm.,. that might explain alot. 20:41 < TimVosch15> +Amaranth Looks like I've got a step further still not fully working tho, The client reports it is reading to many bytes, but I'll try fix that myself. Thank you ALOT! 21:08 <+fragmer> TimVosch15: If you've got some mysterious NBT data in a file or stream, and you just want to look at: read it to NbtFile and use ToString(). That'll give you a textual breakdown of the structure and contents, similar to this: http://wiki.vg/NBT#level.dat 21:14 < angal> Can anyone help me with couse of line 26? http://pastebin.com/HQByNRwQ Appears when i trying start encoding. 21:23 < TimVosch15> +Fragmer: Oh nice, I didnt know that! (wow I apperantly didnt press enter -.- ) 21:24 <+fragmer> I'm the fNbt dev, so let me know if you have any questions/problems/suggestions regarding the library. 21:26 < TimVosch15> +fragmer Awesome! Just wanted to let you know it is amazing and saved me alot of time! 21:26 <+fragmer> Thanks! 21:44 < TimVosch15> Yeah! Finally able to spawn chunks. It's still not working with the bulk packet but I'm one step further xD 21:55 < ackpacket> I'm getting the following spawn player packet, and for some reason i'm seeing a data length of 0. Any ideas why? The actualdatalength is not zero though. Or is it? If data length is 0, does that mean I should expect three 0s from the following strings? 21:55 < ackpacket> 0x0c 0x86 0xc8 0x88 0x01 0x20 0x32 0x34 0x34 0x65 0x31 0x30 0x62 0x32 0x32 0x37 0x61 0x37 0x34 0x38 0x33 0x33 0x61 0x38 0x66 0x62 0x64 0x65 0x39 0x34 0x66 0x33 0x31 0x31 0x34 0x38 0x34 0x63 0x08 0x68 0x61 0x6d 0x67 0x6f 0x6f 0x6f 0x66 0x00 0x00 0x06 0x78 0x00 0x00 0x08 0x80 0xff 0xff 0xe9 0x72 0x7b 0x07 0x00 0x34 0x52 0x00 0x00 0x27 0x32 0x71 0x00 0x00 0x00 0x00 0x10 0x00 0x09 0x00 0x08 0x00 0x47 0x00 0x00 0x00 0x00 0x66 0x41 0xa0 0 21:56 < shoghicp> that means it's not compressed 21:56 < ackpacket> it.s 1.7.2 21:56 < shoghicp> heh 21:57 < ackpacket> and datalen has a special meaning in the spawn player packet, it's not referring to the payload of the packet 21:57 < ackpacket> it's referring to three strings that follow it 21:57 < shoghicp> I though it was on the header, sorry 21:57 < ackpacket> np 21:58 < shoghicp> data length, you mean, the count? 21:59 < ackpacket> fourth field in an 0x0c 21:59 < ackpacket> followed by three strings that are considered the "data" 21:59 < shoghicp> yeah 21:59 < ackpacket> http://wiki.vg/index.php?title=Protocol&direction=next&oldid=5500#Spawn_Player 21:59 < shoghicp> data count = amount of Data 21:59 < shoghicp> Data = three strings 21:59 < shoghicp> so, count 0 = nothing else 21:59 < shoghicp> count 1 = three strings 22:00 < shoghicp> count 2 = six strings 22:00 < ackpacket> O.o 22:00 < shoghicp> (they go in packs of three) 22:00 < ackpacket> There can be more than one datasets for a player? 22:00 < shoghicp> could be in the future 22:01 < ackpacket> so datalen does not refer to the number of bytes? 22:02 < shoghicp> it says Data count 22:02 < shoghicp> on my revision :P 22:02 < shoghicp> let's see yours 22:03 < ackpacket> I mean 22:03 < ackpacket> it would explain a lot 22:03 < ackpacket> because after datalen everything appears garbage 22:04 < shoghicp> well, internet died and I can't create new TCP connections 22:04 < shoghicp> ackpacket: I'm using http://wiki.vg/index.php?title=Protocol&oldid=6003 22:04 < shoghicp> Spawn Player should be the same 22:34 < ackpacket> shoghicp: do you have that byte paste I gave you before? 22:35 < ackpacket> For me i'm seeing HUGE numbers in datalen/datacount 22:35 < shoghicp> that's weird o.O 22:35 < ackpacket> Take a look at this one: 22:35 < ackpacket> \x0c\xd7\x99, 539cfe7e04f24f8db98231cd6d01515d\x07nkuch11\xff\xff\xff\x89\x00\x00\t\x80\xff\xff\xed\xebZ\x10\x00\x00R\x00\x00\x00\x00q\x00\x00\x00\x00\x10\x00\t\x00\x08\x00G\x00\x00\x00\x00fA\xa0\x00\x00!\x01,\x00\x08\x7f 22:36 < ackpacket> nkuch11 is the player name 22:36 < ackpacket> it's the last field before datalen 22:36 < ackpacket> see all the 0xff's? 22:36 < shoghicp> yeah, that might be negative 22:36 < ackpacket> 2s comp 22:36 < ackpacket> but 22:36 < ackpacket> it should be unpacking fine 22:37 < shoghicp> that is being sent by a vanilla server? 22:37 < ackpacket> na 22:37 < ackpacket> but it's perfectly understoof by a vanilla client 22:37 < ackpacket> it's a notchian server alright but had addons 22:38 < shoghicp> well, if number <= 0, read nothing 22:38 < shoghicp> I sent zero myself, and it worked 22:38 < shoghicp> then I put 1 there for sending the skin property 22:38 < shoghicp> and it worked 22:39 < ackpacket> care to try with that packet? 22:39 < shoghicp> (Doing it from the server side) 22:40 < shoghicp> wait a second... 22:40 < ackpacket> want it in hex? 22:41 < shoghicp> already got it :) 22:41 < ackpacket> ha, nice. didn't know if you wored in python at all 22:42 < shoghicp> what ix the x,y,z of the player? 22:42 < ackpacket> not certain, but all should be abs() < 500 22:43 < ackpacket> roughly 22:43 < ackpacket> and of course, y has special limits 22:43 < ackpacket> if you punch something out i would be able to tell you if it's sane or not 22:45 < shoghicp> x = -3.71875 22:45 < shoghicp> y = 76 22:45 < shoghicp> z = -144.65625 22:45 < shoghicp> you are not getting the data count field 22:45 < shoghicp> x,y,z is directly in there 22:46 < ackpacket> that's ridiculous 22:46 < ackpacket> Why in the world would that not show 22:46 < ackpacket> those values are very reasonable 22:46 < shoghicp> yeah, and they are / 32 22:46 < ackpacket> right, fixed-point 22:46 < shoghicp> since it's a fixed-point number 22:46 < ackpacket> interesting 22:47 < ackpacket> no clue why I would be missing that field 22:47 < ackpacket> and why the client is content without it. Or how the client even knows that field is missing? 22:48 < shoghicp> those fields do not exist in 1.7.2 :P 22:48 < shoghicp> they were added in 1.7.6 22:48 < ackpacket> ah 22:48 < shoghicp> http://wiki.vg/Protocol_History#1.7.2 22:48 < ackpacket> what's the proper history id for 172? 22:48 < shoghicp> no idea, check the protocol history page date, and use something similar on protocol 22:52 < ackpacket> thx a bunch 22:53 < shoghicp> :) 23:38 < ackpacket> i'm sending a client a damage animation packet, but the sound never happens, why is that? 23:39 < shoghicp> I think that is sent via a status packet 23:39 < shoghicp> or something like that 23:44 < ackpacket> Sending that as well, to no avail 23:53 < ackpacket> I'm sending the damage animation, entity status of injured, and a health update. no luck 23:53 < ackpacket> can't get the sound to go 23:54 < ackpacket> I wouldn't think i'd have to explicitly play the sound... 23:54 < ackpacket> A client should know to do that if it's health is lowered 23:56 < shoghicp> maybe it's a sound packet? --- Day changed mer. sept. 17 2014 00:00 < ackpacket> I'm certain that'll do it, I was just wondering if it's the right way to do it 00:59 < ackpacket> huh 00:59 < ackpacket> sound packet didn't cut it either 01:00 < shoghicp> ackpacket: turn on your speakers :P 01:00 < ackpacket> I did make that mistake 01:00 < ackpacket> but corrected it long ago lol 01:00 < shoghicp> I guess xD 01:01 < shoghicp> There is Animation packet and Entity Status packet 01:01 < shoghicp> did you try both? 01:09 < ackpacket> Yup 01:09 < ackpacket> wait... 01:09 < ackpacket> let me see 01:12 < ackpacket> i'm sending an 0b, 0a, 16 and 29 01:12 < ackpacket> sorry 01:12 < ackpacket> correction 01:12 < ackpacket> 0b 1a 06 and 29 01:16 < ackpacket> so i'm animating damage, sending an entity status, sending a health update, and a sound packet 02:06 < Aaron1011> Can anyone confirm what the item metadata should look like for a skull? 02:06 < Aaron1011> I think it uses the "SkullOwner" tag, with the profile data 02:13 < ackpacket> Aaron1011: what kind of skull are we talking? Do you have a server? 02:13 < ackpacket> Aaron1011: I can dump it out for you 02:14 < Aaron1011> ackpacket: A player skull 02:14 < Aaron1011> I'm been looking at CraftBukkit, and I'm pretty sure that's how it's set up 02:14 < Aaron1011> It's probably a problem with my end 02:14 < Aaron1011> I'm working on Glowsotne, btw 02:15 < ackpacket> i wouldn't know, if it's a custom plugin they can finagle it any way they want I guess. 02:16 < Aaron1011> ackpacket: Nice username, by the way :) 02:18 < ackpacket> ty, it's very old and was chosen before I even knew what it meant 02:41 < jython234> Nack Ack 06:30 < ackpacket> If anyone's up, this is still a mystery to me. I'm trying to send the client the data it needs to take damage, but it's not working. I'm sending the animationf or damage with the client's eid, i'm sending the status update, the sound packet for damage.hit, and a health packet 06:38 < deltab> none of it working at all? 06:39 < deltab> could try sending some chat messages interleaved 14:07 < UltimateBudgie> After encryption has been set up, and encrypted packets are sent, are the VarInt packet lengths unencrypted? D: 14:15 < shoghicp> UltimateBudgie: nope 14:16 < shoghicp> all the stream is encrypted 14:16 < UltimateBudgie> well shiz 14:16 < UltimateBudgie> :( 16:41 < TimVosch15> Hey! I had a little question, at http://wiki.vg/Protocol#Map_Chunk_Bulk and then the data byte array, they say "Chunk data. Uncompressed as of 14w28a". So that means it still is uncompressed in 1.8 correct? 16:44 < MrARM> …irccloud goes down yet another time 16:49 < TimVosch15> Nevermind my question. 1.8 is still uncrompressed :P 16:58 < AlphaBlend> SpaceManiac: "in a completed state Glowstone would support all plugins." 16:59 < AlphaBlend> even dirty ones? 16:59 < AlphaBlend> nah you probably mean all plugins that make use of the API 16:59 < AlphaBlend> but not the dirty parts of ones that use internal cb/nms 17:00 < SinZ> thats when you yell at developers for being dirty 17:01 < AlphaBlend> hahaha, but someone like me is going to just endure what happens, i'm well aware what it means to use partly dirty code 17:02 < Jckf> TimVosch15: Yep. Compression was moved to support compression of all packets, instead of chunk data only 17:03 < TimVosch15> Jckf: Wait, so all packages can be compressed or I don't have to comress anything anymore? 17:04 < Jckf> You can select which to compress. Vanilla defaults to compressing every packet bigger than 512 bytes I believe 17:05 < Jckf> This is a setting in server.properties 17:05 < TimVosch15> Well, I'm creating my own server (for testing and such). But the client wont compress it by default? 17:06 < Jckf> I doubt the client ever sends that much data in one packet 17:06 < TimVosch15> Yeah, that's true. 17:07 < Jckf> Although I haven't checked the technical details of this. It might send the threshold as part of the handshake or something 17:07 < bgale> Compression threshold is all controlled by the server anyway. If you don't want the client to compress things, don't send a Set Compression packet 17:07 < Jckf> There we go. You can tell the client ;) 17:07 < TimVosch15> Jckf & bgale, Ah, thanks! 17:09 < TimVosch15> I was wondering about compression because I can't send the 0x26 (chunk bulk) correctly. I always send to much (about 10K to much). So I was checking my VarInt conversion but that's all fine. Then I tried to check if the MetaData and Data byte arrays need a VarInt length prefixed. But I guess not. :P 17:28 < Grum> < bgale> Compression threshold is all controlled by the server anyway. If you don't want the client to compress things, don't send a Set Compression packet <-- that also means the client will not expect packed data iirc 17:29 < Grum> oh also its very likely that a bulk packet might hit the maximum size of a packet when not compressed 17:33 < TimVosch15> Grum. Do you know what the max is? 17:35 < SinZ> I would hope the person that made it knows the limits 17:36 < Grum> 21bits 17:36 < Grum> so 2mb? :) 17:37 < TimVosch15> WAIT. Grum! You're from mojang! :O I just realised :/ 17:37 < SinZ> so is Dinnerbro, just saying 17:37 * Grum waits 17:37 < Jckf> Thunderstruck! *sings* 17:38 < SinZ> Grum: did we ever come up with a cool name for you that doesn't ping? 17:38 < dx> grüm? 17:38 < dx> heavy metal grüm or black metal grvm 17:38 < dx> there are no non-metal grums 17:39 < TimVosch15> SinZ I recognized hes name but he hasn't said anything yet :P 17:40 < TimVosch15> But ok thanks Grum! So that means I don't really need to worry about the packet size since it is just 10k bytes. 17:45 < captbunzo> I suggest Flum. 17:46 < captbunzo> Or maybe Grollum. 17:47 < dx> u wot 17:49 < captbunzo> alternative names for he-who-I-shall-not-ping... 17:49 < dx> yes 17:49 < dx> still 17:49 < SinZ> he-who-I-shall-not-ping has a certain ring to it, but its too long 17:49 < captbunzo> hwisnp? 17:50 < Grum> just ping? 17:50 < Grum> and if i catch you saying something stupid I can make fun of it 17:50 < dx> lol 17:50 < Grum> (and i will) 17:51 < dx> if you say you're ok with that... 17:51 < cindy_k> lol 17:51 < captbunzo> so how are you guys holding up under all the excitement and paranoia and malarkey since the Microsoft deal became public knowledge, Grum? 17:52 < Grum> It's mostly frustrating since we know absolutely nothing 17:52 < Grum> But that is no different from the last month 17:52 < dx> Grum: you should totally start speculating the dumbest stuff possible like the rest of the """community""" is doing 17:52 < captbunzo> I can imagine. I bet you are tired of the rampant speculation and theorizing. 17:52 < SinZ> are you guys getting a piece of the 2.5Billion, or are the ex-founders taking it all 17:53 < SinZ> s/ex-// 17:53 < Grum> It was annoying, then funny and now I just stopped reading it 17:53 < Grum> SinZ: the owners owned 100% 17:53 < captbunzo> phew. I thought you were talking about the sex-founders for a second, SinZ! :) 17:53 < dx> lewd 17:54 < SinZ> Grum: That kinda sucks, since afaik they haven't really done much in the past two years, atleast when minecraft is concerned 17:54 < captbunzo> Ah well, at least the news is out now and we can all move closer to the point of actually knowing something. 17:55 < Grum> captbunzo: not really, after closing we'll really might know things, until then ... meh 17:55 < captbunzo> ah. is there a date (or an eta of a date) of when closing might be that can be shared? 17:55 < Grum> 'later this year' as the press-release said 17:55 < TimVosch15> Is there a way to get extra information from the client when it's joining a server? And what went wrong? 17:56 < TimVosch15> (oops sorry for interrupting 17:56 < captbunzo> Ah well, only a few months or so then... 17:56 < Grum> what we heard is: 2-3weeks + 39-60 days + 1-5 day, minus ~3 days 17:56 < Grum> 30-60 that is 17:56 < SinZ> TimVosch15: relevent discussion has a higher priority to mojang gossip 17:57 < captbunzo> well, for what it's worth (which isn't likely much), I am hopeful. 17:57 < TimVosch15> SinZ: Yeah it didn't automatically scroll down so I though no one was talking :P , But I gotta go for now. So i'll be afk 17:57 < Grum> I don't have much to add until we know things 17:58 < captbunzo> I could have been all spin, but the video from Phil Spencer I think seemed to suggest they understood buying Mojang is more then just a pile of IP, but also the community. 17:58 < captbunzo> http://youtu.be/lXNWchwDiG8 17:58 < Grum> I have no idea who that guy is 17:59 < Grum> Unless it is black on white I do not trust it anymore :) 17:59 < captbunzo> head of xbox.... and sure, that's quite understandable. 17:59 < Grum> To me, that is a random person saying random things 17:59 < Grum> making promises about us that have not been discussed with us 18:00 < SinZ> imo, head of xbox doesn't really mean much when it comes to buying out a PC game company 18:00 < captbunzo> I'm curious if the news accidentally leaked early. 18:00 < Grum> which news? 18:00 < SinZ> Mojang being bought for 2B a week before it happened 18:00 < SinZ> well, a week before the confirmation 18:00 < captbunzo> the news about the acquisition 18:00 < Grum> it was about 10 days prior 18:01 < Grum> i think it even was posted on reddit 18:01 < Grum> and downvoted into oblivion 18:01 < captbunzo> i.e. as in if they were looking to be further toward closing before it became public knowledge. 18:01 < captbunzo> almost two years ago the company I work for announced right before Christmas that they were being bought. 18:02 < captbunzo> but they did it because the news leaked that the deal was in the works and not announcing was worth then waiting until when they had planned. 18:03 < dx> Grum: so anyway, seeing how you know so little, the only relevant question i can ask is: have you ever beaten minesweeper in expert difficulty? 19:10 < TimVosch15> Hey if anybody has a little spare time. Why does 0x39 (player abilities) has a note saying "previous integer value divided by 250" but there is no previous integer? (It's not urgent or anything. ) 19:32 < Jckf> Maybe it's referring to an older version of the protocol? 19:35 < Jckf> Mediawiki should have a blame function 19:35 < Jckf> *shakes fist* 20:58 < Not-fc45> [Glowstone] SpaceManiac pushed 5 commits [+1/-1/±23] http://git.io/gCb0Nw 20:58 < Not-fc45> [Glowstone] JeromSar 266ba97 - Prevent clients logging in multiple times (fixes #150). 20:58 < Not-fc45> [Glowstone] SpaceManiac b4ecf2c - Provide hostname in PlayerLoginEvent. 20:58 < Not-fc45> [Glowstone] SpaceManiac d2e4454 - Implemented AsyncPlayerChatEvent (fixes #103). 20:58 < Not-fc45> [Glowstone] ... and 2 more commits. 21:19 < Dhruv0> Metadata is (s.Blocks[x] << 4) | (s.Blocks[x] & 255), correct? 21:19 < Dhruv0> s means Section 21:20 <+SpaceManiac> metadata is blocks[x] & 0xf - full block is (type[x] << 4) | (metadata[x] & 0xf) 21:27 < Dhruv0> Now I land in an empty world with random nether pillars 21:27 < Dhruv0> So I'm guessing my encoding is correct, but something else is wrong 22:48 < kiwhen> Hi! I'm trying to figure out what's wrong with this thing: http://pastebin.com/3VqdJudD 22:49 < kiwhen> I'm not getting any kind of response there. =/ 22:49 < cindy_k> patience is a requirement for irc 22:50 < cindy_k> people have things to do 22:51 < kiwhen> Um... I ment that the server I'm trying to talk to isn't responding. ^^