21:40 < dx> using 100mb isn't too weird 21:40 < dx> you can easily get to that with most high level languages 21:41 < dx> not to mention that's seems to be the minimum for anything java... 21:41 < dx> s/that's/that/ 21:41 < Aragas_> I just ignore empty sections. If i'll create data for empty sections, it can use 200 mb 21:42 < gurun> You must mean RAM right? 21:42 < Aragas_> yes 21:42 < dx> ..what were you thinking? 21:42 < Aragas_> forgot to say that? pardon 21:42 < Aragas_> Something is wrong? 21:43 < gurun> No, not really right. If you load the worlds, they are huge. 21:43 < gurun> Unpacked, very big. 21:44 < Aragas_> Yep. Thats why is uses only 30 mb, when i sisable ChunkData and MapChunkBulk packets 21:44 < Aragas_> Other packets are handled 21:46 < Aragas_> Right now i'm connected to some random server, all seems fine 21:46 < Aragas_> But it uses like 70% of CPU, what is a bit weird 21:47 < gurun> C#?? 21:47 < Aragas_> Yes 21:48 < gurun> So, without saving the world data, how is CPU then? 21:48 < Aragas_> Gimme a sec 21:48 < gurun> I hope you are using the async versions of socket or TCP client. They use a very different IO in windows ..low level. 21:49 < MrARM> wait you meant disk space not ram... nvm 21:49 < Aragas_> Nope, lol. Dunno how to async 21:49 < Aragas_> no, ram 21:49 < Aragas_> no saving to disk 21:49 < gurun> Async is actually easier to do than regular..because it takes care of the threading completely for you. 21:50 < MrARM|away> *I though 21:50 < MrARM|away> I know you meant ram 21:50 < Aragas_> aj, yes. Still 70%. Cause chunks are handled only in the first seconds 21:50 < Aragas_> Hm. Is there any example af async work? Sounds interesing 21:50 < gurun> So, of you disable processing of chunks, does the CPU go down? 21:51 < gurun> Aragas_: there are lots of example on that. It's the preferred way of doing sockets in .net really. 21:53 < Aragas_> Chunks are handled when i receive them. In like first 5 seconds. They don't affect too much cpu using, because i don't touch them after handling 21:53 < gurun> https://github.com/NiclasOlofsson/HIE/tree/master/Hie/Hie.Core/Endpoints 21:53 < Aragas_> Except block packets 21:53 < gurun> There are two end points in there. One for receive and one for send. They are fairly vanilla examples on how to use it (shameless plug for my own code) 21:55 < Aragas_> A bit messy, but seems interesting. Thanks 21:56 < gurun> I mean you do this to learn right, so in the case you want to do some real stuff, with any performance you need the async stuff. 21:56 < gurun> And yes, it is a bit messy sometimes if you do a protocol that doesn't have clear package framing. 21:57 < Aragas_> I was using 2.0 .net before this, so async is for me something new 21:57 < gurun> Well, this isn't the async stuff that you have in .net natively, this is an async pattern they use for some stuff. 21:58 < Aragas_> Hm. Okay 21:58 < gurun> Basically, his particular thing is windows IO doing some really magic stuff to keep the tread count to a minim. 21:59 < Aragas_> Thanks for help, by the way 21:59 < gurun> np 22:21 < Aragas_> This thing is heavy 22:49 < Aragas_> gurun: I think it's a bit overpowered 22:50 < gurun> Aragas_: whatever works for you. 22:50 < Aragas_> :D --- Day changed lun. sept. 29 2014 13:30 < stuntguy3000> Anyone got a way to send 1.8 packets of the new Chat Message positions? 13:30 < stuntguy3000> Been trying to figure it out, but going nowhere 23:25 < benbaptist> stuntguy3000, Wait, what's the problem? I've been able to send the new above-toolbar messages before 23:27 < benbaptist> Are you talking about through some sort of API like Bukkit or Forge? if so, I can't help you there. but if you are directly working with packets, I can help --- Day changed mar. sept. 30 2014 03:41 < Not-c9f2> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±2] http://git.io/M277ig 03:41 < Not-c9f2> [Glowstone] SpaceManiac 181284f - Consider world created before WorldLoadEvent is called. 07:40 < Not-c9f2> [Glowstone] SpaceManiac pushed 3 commits [+1/-0/±3] http://git.io/BCdWPQ 07:40 < Not-c9f2> [Glowstone] jimmikaelkael 45039a2 - Added Eclipse project name override to build script. 07:40 < Not-c9f2> [Glowstone] XXLuigiMario cfcac25 - Added snow block placement handling. 07:40 < Not-c9f2> [Glowstone] Aaron1011 7facfec - Added note about Trello to CONTRIBUTING.md. 07:44 < angal> What packet "0x08 Player Position And Look" means? If i send it after login - it location, where client spawns? 07:44 < angal> If so, is this packet correct? http://pastebin.com/XnudcQHz 07:46 <+SpaceManiac> nothing obviously wrong about it 07:47 <+SpaceManiac> sending that packet will reposition the player 07:56 < angal> I'm sending 0x00 (Ping), 0x01 (Join Game), 0x05 (Spawn Position), 0x39 (Player Abilities (or without it)) and then 0x08... Maybe i missed something important? Couse i still spawn at 0,0,0. 07:57 <+SpaceManiac> are you paying attention to the locations the player is sending? 07:59 <+SpaceManiac> sometimes the client thinks it's near the origin for a bit until it gets the 0x08, so if you obey it you'll end up near spawn again 08:07 < angal> It's always answer me with "Packet=[034/IN/GC06]; data: loc=[0,00, 0,00, 0,00]; pos=[0,00, 0,00]; onGround=[false]", regardless to location, i sent. 08:11 < angal> Or is it intended? And i should ignore first location sent from client and send again correct. 08:17 < angal> Em... Something defenetly wrong. It's always answer with 0,0,0 position... 13:47 < stuntguy3000> benbaptist: I got it working. Simply put, i just didn't know how to send packets properly. 21:03 < eddyb> holy shit 21:03 < eddyb> http://i.imgur.com/OANEBAb.png 21:03 < eddyb> that's render distance 16. this guy only could get 14 FPS on render distance 8 21:04 < eddyb> dx: they optimized the high-level gfx library hematite is using. I haven't touched the thing in weeks, but people still fiddle with it 21:04 < eddyb> and it has no fancy culling yet, that could help 21:04 < redstonehelper> eddyb: 14fps with rd 8 on minecraft, right? 21:05 < eddyb> no, hematite 21:05 < eddyb> asking for vanilla FPS right now 21:06 < redstonehelper> oh, you're talking about fps improvements by a recent change 21:06 < redstonehelper> not vanilla vs hematite 21:06 < eddyb> nope, though I am interested in that as well 21:06 < eddyb> oh and he says he used Anisotrophic(16) for this screenshot... not sure how that relates to minecraft rendering 21:06 < dx> eddyb: fun 21:06 < redstonehelper> I'm confused then, that screenshot says 14fps 21:07 < dx> same number of fps for double render distance..? 21:07 < eddyb> yes, ~4x the number of chunks 21:07 < eddyb> he caps at 60FPS now for render distance 8 21:19 < eddyb> dx: lol http://i.imgur.com/JTQy5NM.png 21:19 < eddyb> and I think vanilla is rendering 4 times less chunks, too (because of culling) 21:24 < eddyb> redstonehelper: here you have your comparison, btw, if you were curious 21:36 < gurun> Java ..1.6 :-) --- Day changed mer. oct. 01 2014 17:35 < Scruff> Making minor edits to the minecraft-server.jar shouldn't kick players or not let them join right? 18:02 < Jckf> Scruff: The depends entirely on what your "minor edits" are 18:02 < Jckf> *That depends 18:03 < Scruff> I kinda thought it through 18:03 < Scruff> And I don't have enough experience to code it anyway. :P --- Day changed jeu. oct. 02 2014 08:17 < Not-71cc> [Glowstone] SpaceManiac pushed 2 commits [+3/-2/±24] http://git.io/d0dbKQ 08:17 < Not-71cc> [Glowstone] SpaceManiac f77c9b8 - Refactored out use of JSONObject in the protocol in favor of TextMessage. 08:17 < Not-71cc> [Glowstone] SpaceManiac b50d1d5 - Minor cleanup. --- Day changed ven. oct. 03 2014 15:49 < Lucavon> ji 15:49 < Lucavon> hi --- Day changed sam. oct. 04 2014 19:48 < Doxin> is the launcher documented somewhere? I'm trying to figure out how it works so I can make a custom launcher, but reverse engineering it on my own has yielded little success. 19:53 < dx> Doxin: there's http://wiki.vg/Game_Files 19:53 < Doxin> huzzah 19:53 < Doxin> dx: that helps a lot 19:53 < Doxin> thanks 19:54 < dx> and http://wiki.vg/Authentication 19:54 < Doxin> awesome 22:43 < Dhruv0> Is Block Data inside of Chunk Data's Data a short array or byte array? 22:46 < Aragas> Dhruv0: 4096 byte array 22:46 < Aragas> or 2048 short array 22:46 < Dhruv0> Ok 22:58 < Dhruv0> I feel like I'm going in circles 23:08 < Dhruv0> Welp, it didn't work again 23:12 < Dhruv0> Could someone please check what I did wrong with this http://pastebin.com/HxKHXee7 --- Day changed dim. oct. 05 2014 00:19 < Doxin> so I'm trying to make a launcher, but downloading libraries invariably gets me a 403: forbidden as response. what gives? 00:20 < dx> Doxin: just assume that means 404 and fix your urls 00:21 < Doxin> so https://libraries.minecraft.net/org.apache.commons/commons-compress/1.8.1/commons-compress-1.8.1.jar isn't a valid library? 00:21 < Doxin> oh 00:21 < Doxin> I need to add some slashes 00:21 < Doxin> lol 00:22 < dx> yeah / instead of . 00:22 < Doxin> yeah I just saw :P 00:27 < AndrewPH_> yeah 01:44 < Tirus_> hey all, does here someone know how in the current MC protocol (1.8) the data inside the compressed packet are look like? are there still prepending packet size bytes? 01:50 < Tirus_> noone? 01:53 < deltab> http://wiki.vg/Protocol#Post_compression 16:06 < Doxin> I'm attempting to create my own launcher. I've gotten to the point where it builds a command to start minecraft: http://paste.pound-python.org/show/nTKx7DsFOSvM6V4k8v5T/ . but it gives me the error "Error: Could not find or load main class minecraft.versions.1.7.10.jar" 16:08 < Doxin> oh whoops 16:08 < Doxin> got it fixed 16:08 < Aragas> version? 16:08 < Doxin> the minecraft jar file is part of the -cp argument 16:08 < Doxin> Aragas: what? 16:09 < Aragas> you know, 1.8 is the latest 16:09 < Doxin> I am aware 16:09 < Doxin> Aragas: that shouldn't prevent me from launching an older version 16:09 < Aragas> yep 16:09 < Doxin> Aragas: I'm not using the vanilla launcher either way 16:09 < Doxin> and I figured out what I did wrong 16:10 < Aragas> okay 17:04 * Thinkofdeath pokes Grum with MC-72530 17:05 < dx> Thinkofdeath: It seems that you have tried to perform an operation which you are not permitted to perform 17:05 < Thinkofdeath> :( 17:05 < Thinkofdeath> its been ~7 days, got bored of waiting 17:06 < dx> Thinkofdeath: If you think this message is wrong, please contact your JIRA administrators 17:06 < dx> sooo... security issue? fun 17:06 < Thinkofdeath> :) 17:07 < dx> i wonder if the tracker moderators can see those 17:08 < Thinkofdeath> "Private, viewable only by volunteers and up." they should 17:08 < dx> gotcha 17:27 < Grum> Thinkofdeath: has been seen 17:27 < Thinkofdeath> ah ok --- Day changed lun. oct. 06 2014 02:42 < benbaptist> Does anyone have a good Position encoder & decoder for Python? I'm able to decode X & Y without issues, but Z screws up when the Z coord is negative. 02:45 < benbaptist> For reference: (position >> 38, (position >> 26) & 0xFFF, position & 0x3FFFFFF) 02:46 < benbaptist> 66% of that works. but the Z coordinate is screwy if below zero (negative) 04:19 < deltab> benbaptist: so position >> 38 and (position >> 26) & 0xFFF are working reliably, but position & 0x3FFFFFF isn't? 04:19 < benbaptist> deltab, Yup 04:20 < deltab> are you sure about (position >> 26) & 0xFFF? seems to me it behaves in the same way as position & 0x3FFFFFF when it comes to negative numbers 04:21 < deltab> tried it with positive x? 04:21 < benbaptist> It seems to work 04:21 < benbaptist> wait, what? 04:22 < deltab> position will be negative if the x part is negative, right? 04:23 < benbaptist> yes 04:23 < deltab> then >> keeps the result negative 04:23 < deltab> but after the & you get a positive number 04:24 < benbaptist> the resulting number is then 67108863 (0x3FFFFFF) minus the actual coordinates, as it's simply subtracting from 0x3FFFFFF and working backwards 04:24 < benbaptist> or the actual Z value, I should say 04:26 < deltab> is the problem with position & 0x3FFFFFF that it always gives a positive number, when it should be negative? 04:26 < benbaptist> Positive and reversed, so, say, if my Z coordinate is -50, I'll get 67108813 04:28 < benbaptist> if I take the position long, and reverse it, then read the Z, it will actually provide the correct result. except it won't once you go into a non-negative Z, which would then be broken again 04:28 < deltab> yeah, that's the signed number treated as unsigned: (1<<26)-1 - 50 04:28 < benbaptist> i.e. -(-position & 0x3FFFFFF) 04:28 < benbaptist> yeah 04:28 < benbaptist> being a complete bitwise noob, I have no clue how to really handle these types of situations since bitwise stuff scares me. :P 04:35 < deltab> if n & (1 << 25): n -= (1 << 26) - 1 04:37 < deltab> or more simply, if n >> 25 04:39 < deltab> that's the sign bit: if 1, the number should be negative 04:40 < benbaptist> ahh, okay! 09:10 < Me4502> Does anyone know where the client stores the connection timeout time? 09:10 < Me4502> I'm making a network lag counter 09:27 < Fenhl> how do I know which player model a player's custom skin uses? 09:27 < Fenhl> besides analyzing the image file --- Day changed mar. oct. 07 2014 06:41 < Not-71cc> [Glowstone] SpaceManiac pushed 2 commits [+4/-0/±10] http://git.io/F94mcA 06:41 < Not-71cc> [Glowstone] SpaceManiac 042330d - Implemented ability to show particle effects. 06:41 < Not-71cc> [Glowstone] SpaceManiac 81631df - Paramaterized constants and ItemTable tests. 07:31 < Not-71cc> [Glowstone] SpaceManiac pushed 3 commits [+6/-0/±148] http://git.io/H-IK6Q 07:31 < Not-71cc> [Glowstone] SpaceManiac f6319cf - Switched to Lombok for message classes. 07:31 < Not-71cc> [Glowstone] greatman 433d7bf - Added networking unit tests. 07:31 < Not-71cc> [Glowstone] SpaceManiac 84813d8 - Protocol test functionality and style fixes. 14:57 < Launcher> Hello, I would like to ask, what does mean that server is returning PID = 84 after successful handshake and login packet (0x00) ? 15:00 < Launcher> but that happens only on some servers I am not sure why I can connect to some servers and for example my localy hosted server I cannot join 15:06 < bgale> Launcher, you send Handshake, then Login Start, and get a packet back with ID 84? 15:06 < Launcher> yes exactly 15:06 < bgale> Suggests to me that perhaps your varint unpacking is buggy 15:06 < Launcher> but on some servers it works without any problems 15:06 < Launcher> but on 50% of servers it does not work 15:07 < bgale> Can you give a hexdump of the data you receive from the server? 15:07 < bgale> and do you have any code you can share? 15:08 < Launcher> yes I will up it to hastebin sec 15:10 < Launcher> http://hastebin.com/aqetefokic.avrasm 15:10 < Launcher> here 15:10 < Launcher> line 36 15:12 < bgale> Launcher, can I see your readVarInt function? 15:13 < Launcher> here you go: http://hastebin.com/ocojajogat.coffee 15:13 < bgale> hastebin is slow as fuck for me today 15:13 < bgale> (loaded tho) 15:17 < bgale> The code looks OK to me 15:17 < bgale> Is it an operator precedence issue? Do you need to bracket "j++ * 7" ? 15:17 < bgale> I can't remember what order they're evaluated 15:18 < bgale> That might well be the case as 84 is divisible by 7 15:23 < bgale> Launcher, ^ 15:23 < Launcher> hm well, maybe I have figured it out what is causing this, I think its because my sockets goes through proxy server when I try it without proxy it seems to be working 15:24 < Launcher> but its interesting that the proxy works fine on some servers 15:24 < bgale> what's the proxy? 15:25 < Launcher> proxy server (its like your data arent going directly to the target but they are going from to to another server and via the another server to the target server) 15:25 < bgale> I know what a proxy is 15:26 < bgale> I was wondering whether it's a dedicated minecraft proxy, or socks, or an ssh tunnel, or w/e 15:26 < Launcher> its HTTP proxy 15:30 < Launcher> bgale 15:31 < bgale> an HTTP proxy...? 15:31 < bgale> how would that even work! 15:35 < Launcher> so I should not use HTTP proxy ? 15:39 < bgale> why are you using it in the first place? 15:46 < bgale> lol, in fact, I'm pretty sure why you're getting 84 as the packet ID 15:46 < bgale> It's the first "T" in "HTTP" 15:47 < bgale> ("H" is read as the packet length...) 15:47 < shoghicp> o.O 15:49 < Launcher> So I should use socks instead ? 15:50 < shoghicp> yeah 15:56 < bgale> Launcher, but remember you can't treat a socks proxy like its a minecraft server 15:56 < Launcher> ok thanks and one more question, why I am getting socket write error when I try to close inv like this: http://hastebin.com/acaxutipay.avrasm ? 15:58 < bgale> that's more of a C++ question than a minecraft one 15:58 < Launcher> Well it is java :D 15:59 < Launcher> AM I constructing the packet badly ? 16:01 < bgale> oh sorry I don't know C++ or Java very well :P 16:02 < bgale> Launcher, what does your client do? 16:04 < Launcher> Well, I am trying to do miniclient for android (you can join, chat, send commands, you can see your inventory contains) and some other stuff 16:04 < bgale> Then really you need to generalise your packet send/recv logic, and your datatypes 16:05 < Launcher> it is just for fun I try to learn to work with packets 16:08 < bgale> good luck 16:08 < bgale> you want to support online mode? 16:09 < Launcher> no online mode not 16:10 < Launcher> just offline as I said I am trying to learn working with packets on it 16:10 < Launcher> nothing so much complicated as online mode :D 16:13 < Guest91738> Does anyone know how a playing music disc is cancelled? 16:13 < Aaron1011> Is the data value just set to 0? 16:13 < Aaron1011> http://wiki.vg/Protocol#Effect 19:02 < MrARM> k, so... where can I download latest 1.7.10 Bukkit? 19:04 < MrARM> I had an 1.7.2 on my pc unfortunately :( 19:07 < MrARM> don't tell me i have to build it... 19:07 < MrARM> damn, I can't 19:08 < MrARM> why wesley decided to do that idiot move D: 19:09 < Aragas_> yea, this is like hell now 19:10 < MrARM> K, I think I found an old 1.7.9 build on an server I had hosted 19:14 < MrARM> yeah, it's there. good at least it. 19:19 < Aaron1011> For anyone looking at the 1.8 obfuscated source: ha.java contains the obfuscated packet classes, in order of ids 19:19 < Aaron1011> For example, jp is the keepalive packet (id 0), and jw is the join game packet (id 1) --- Day changed mer. oct. 08 2014 04:10 < vemacs> http://forums.spongepowered.org/t/i-am-husks-lead-developer-here-to-clear-up-confusion-and-answer-questions/3153/111?u=vemacs 04:31 < dx> "I agree, it is slowly turning into vaporware. I can wholeheartedly say we will not meet any ETA we have given" 04:32 < dx> i wasn't expecting that 04:32 <+AndrewPH> brutal honesty 04:51 < vemacs> "slowly" 05:04 < dx> rip vemacs|ded 05:04 < dx> i like how as soon as you ask about something real, bugs appear everywhere 05:05 < dx> they did claim it was perfectly functional... 08:56 < Not-c98d> [Glowstone] SpaceManiac pushed 1 commit [+1/-0/±5] http://git.io/qmhsSg 08:56 < Not-c98d> [Glowstone] SpaceManiac f8fefaf - Added proxy support (fixes #114). Thanks @Johni0702! 09:03 < Not-c98d> [Glowstone] SpaceManiac deleted branch bungee 11:46 < bgale> lol vemacs|ded, loved your CLUD screenshot 16:54 < winny> minecraft.vb --- Day changed jeu. oct. 09 2014 15:28 < ensirius> Hi guys 15:29 < ensirius> site missiong favicon. displaying for me google icon :/ 17:16 < TkTech> ensirius: What site? 17:17 < ensirius> http://wiki.vg 17:18 < TkTech> Don't think we ever had one 17:18 < ensirius> had 17:19 < ensirius> also i think would be helpful to chunkdata packet provide example how read id and data..only write method therer.. 18:30 < ensirius> http://wiki.vg/Protocol#Entity 18:30 < ensirius> Can somebody confirm 18:30 < ensirius> move packet from server is diffrence between old and current position 18:30 < ensirius> or current position? 19:11 < ensirius> nvm 21:24 < Aragas> Process Explorer says that i have like 300kkk cycles in 1:20 minute 21:27 < Aragas> Steam has 22kkk in 20 hours 21:27 < Aragas> I think something is really wrong, lol 21:38 < ensirius> xD 21:42 < Aragas> Ah, main thread used cycle for infinite work. lol. Forgot about that 21:48 < Aragas> And it uses only 0.30% CPU now --- Day changed ven. oct. 10 2014 00:06 < Not-c98d> [Glowstone] SpaceManiac pushed 2 commits [+2/-0/±7] http://git.io/YDYXlA 00:06 < Not-c98d> [Glowstone] SpaceManiac 2ce2199 - Minor style fixes. 00:06 < Not-c98d> [Glowstone] SpaceManiac b431f69 - Fixed support for 1.8's string-based item ids. 04:34 < Not-c98d> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±7] http://git.io/v_pAGA 04:34 < Not-c98d> [Glowstone] Johni0702 9a1a93b - Convert data types during server.properties migration (fixes #392). 04:34 < Not-c98d> [Glowstone] Johni0702 51e0b34 - Added player visibility API (closes #121). 04:35 < techkid6> I remember notifico :o 10:33 < WizardCM> the inventory item highlight via the cursor.. can that be retextured or is it hardcoded to be transparent white? 19:32 < Aragas> Is there any classic documentation about login? Or any about connecting to a server? 19:32 < Aragas> Maybe readable source? 19:34 < Aragas> Ah, Classic cathegory in wiki.vg is a bit broken, found info 19:51 < TkTech> Aragas: If there is an error on the wiki, would you be kind enough to fix it? 19:51 < Aragas> Okay 21:49 < Not-c98d> [Glowstone] SpaceManiac pushed 1 commit [+0/-1/±1] http://git.io/n8Dg-w 21:49 < Not-c98d> [Glowstone] SpaceManiac d5a1f56 - Removed TextWrapper in favor of the client word-wrapping. 22:32 < Aragas> Okay. I can't understant. How and whee i send reauest to get Classic verify key? I'm a client --- Day changed sam. oct. 11 2014 00:42 < ensirius_> http://wiki.vg/Entities#Entity_Metadata_Format 00:42 < ensirius_> index 1 description 00:42 < ensirius_> air.. 00:42 < ensirius_> water 00:42 < ensirius_> sun 00:42 < ensirius_> okey 14:41 < SopaXorzTaker> hi 14:41 < SopaXorzTaker> does anyone have docs on Beta protocol? 14:42 < ensirius> not me 14:42 < ensirius> sorry :| 14:42 < SinZ> SopaXorzTaker: go through wiki history? 14:43 < SopaXorzTaker> tried 14:43 < SopaXorzTaker> it has the info 14:43 < SopaXorzTaker> but I need info about how handshake is done 14:45 < SinZ> SopaXorzTaker: wiki history on the Protocol_FAQ page 14:48 < SopaXorzTaker> SinZ, THX MATE! 14:48 < SopaXorzTaker> WOW! 14:48 < SopaXorzTaker> FOUND! 14:48 < SopaXorzTaker> yay! --- Day changed dim. oct. 12 2014 08:22 < nickelpro> Why do random entity packets now have an On Ground field? 08:22 < nickelpro> Like, why does 0x16 Entity Look need an On Ground field? 08:39 < Jailout2000> yes 08:45 < ensirius> idk too 08:45 < ensirius> maybe to indicate that entity in air? 08:45 < ensirius> but than why we need sends entity metadata index 3? 08:50 < nickelpro> Why would an entities On Ground state change by it looking at something? 08:51 < nickelpro> And we've never cared about on ground for entities before, and we removed it from players 08:52 < nickelpro> Also, removed size field from Map Chunk Bulk? We supposed to calculate size of the chunk data ourselves now? 08:52 < nickelpro> 1.8 gets weirder and weirder 09:00 < ensirius> well actually 1.7 was very good 09:01 < ensirius> in 1.8 just uuid pisses me 09:11 < nickelpro> We've had uuids forever, as part of property modifiers. They just became more prevelant in the protocol 09:13 < nickelpro> Not sure how I'm supposed to deal with Map Chunk Bulk now, hoping this is a documentation error 09:21 < ensirius> ignore it? 09:21 < ensirius> i send for each chunk new packet 09:25 < ensirius> nickelpro: https://github.com/GlowstoneMC/Glowstone/blob/84813d89351d672c6a27e160dfa52e04f5bead69/src/main/java/net/glowstone/net/codec/play/game/ChunkBulkCodec.java 09:26 < ensirius> line 24 09:26 < ensirius> and yes, in protocol this info provided 09:27 < nickelpro> That's all well and dandy for sending a Chunk Bulk but my client is trying to retrieve one 09:28 < nickelpro> And Glowstone very explicitly doesn't implement that 09:28 < nickelpro> throw new DecoderException("Cannot decode ChunkBulkMessage"); 09:28 < ensirius> encode? 09:29 < ensirius> i supposed that you send chunks 09:29 < nickelpro> This is a client, it's trying to receive chunks 09:29 < deltab> where are you seeing the size field removed? 09:29 < nickelpro> Protocol page 09:29 < nickelpro> And glowstone source 09:29 < ensirius> https://github.com/Steveice10/MCProtocolLib/blob/5546770d4b484ce0cad90cdb285ff263b2ac191c/src/main/java/org/spacehq/mc/protocol/packet/ingame/server/world/ServerMultiChunkDataPacket.java#L83 09:30 < ensirius> Chunk - > Column in this example 09:30 < nickelpro> Ya, I know, it's just a bitch that we have to calculate the chunk size ourselves now 09:30 < nickelpro> That's what I said 09:31 < ensirius> why you should care about chunk size? 09:31 < nickelpro> So I can read it and parse it? 09:33 < ensirius> you have colums size 09:34 < nickelpro> Which is not enough to tell me how much data I have to read to have all my chunks 09:34 < nickelpro> https://github.com/Steveice10/MCProtocolLib/blob/5546770d4b484ce0cad90cdb285ff263b2ac191c/src/main/java/org/spacehq/mc/protocol/packet/ingame/server/world/ServerMultiChunkDataPacket.java#L95-L96 09:34 < nickelpro> Lines 95 and 96 do the calculation in MCPLib 09:34 < nickelpro> I was hoping to avoid that calculation 09:35 < ensirius> you need reverse chunk bit mask 09:35 < nickelpro> You mean primary chunk bitmask? 09:35 < ensirius> yep 09:35 < nickelpro> Ya 09:35 < nickelpro> obviously 09:36 < ensirius> as i know 16 chunks something like 0 i guess? 09:36 < ensirius> 15 1? 09:37 < nickelpro> You take the number of chunks in the column and multiply by chunk size and add skylight if you've got it 09:37 < ensirius> yep 09:37 < ensirius> not's hard 09:37 < nickelpro> Rinse repeat for each column in the bulk 09:37 < nickelpro> You have to repeat the calc for each column, it's not hard, just harder than the server giving me the damn size 09:38 < nickelpro> It would take them a handful of bytes and save me the annoyance 09:41 < ensirius> 1 chunks - 16 columns 09:41 < ensirius> 2 chunks - 14 09:42 < ensirius> this would not help you 09:42 < ensirius> imo 09:42 < Thinkofdeath> int length = buf.readableBytes(); 09:42 < Thinkofdeath> its the end of the buffer anyway 09:44 < ensirius> I dont get why we need such packet as head yawa 09:44 < ensirius> it's same value as yaw 09:44 < ensirius> or i am wrong? 09:45 < Thinkofdeath> Some mobs can turn their head separately to the rest of their body 09:45 < Thinkofdeath> zombies for example 09:47 < ensirius> didnt noticed that 10:10 < nickelpro> Thinkofdeath: Why do mobs have On Ground now but players dont? 10:10 < Thinkofdeath> its used for boats (and maybe others, not sure) 10:10 < nickelpro> Can boats fly? 10:10 < Thinkofdeath> if true boats move slower with someone in them 10:11 < Thinkofdeath> false == normal speed (in water) 10:11 < nickelpro> So that field name is confusing as all hell 10:13 < Thinkofdeath> kinda, its actually the onGround field for entities, just the way boats use it is weird 10:13 < nickelpro> But do we use onGround for any entity except boats? 10:13 < nickelpro> I thought they were phasing it out 10:14 < Thinkofdeath> not sure 10:14 < nickelpro> Nevermind I'm being dumb 10:15 < nickelpro> Though to be honest I've never fully understood onGround 10:15 < nickelpro> What does it do? If I send a flying position I'm above the ground regardless of the onGround flag 10:16 < Thinkofdeath> Just seems to be used to help client prediction. I've only seen boats react so far however 10:32 < ensirius> :| 11:38 < ensirius> looks like i found protocol error 11:39 < ensirius> Looks like server yaw and client yaw may be diffrent. If i write 4 * 360 / 256 and than 4 * 256 / 360 11:39 < ensirius> yo byte 11:40 < ensirius> let me explain me self once again 11:41 < ensirius> If i writing for example 4 yaw it needs be scaled so 4 * 360 / 256 and sends as byte. After client recive it's do 4 * 256 / 360 11:41 < ensirius> so 4 vs 2.85 --- Day changed lun. oct. 13 2014 11:18 < Not-c98d> [Glowstone] SpaceManiac pushed 3 commits [+3/-0/±5] http://git.io/-yXCig 11:18 < Not-c98d> [Glowstone] SpaceManiac 6a3e8f6 - Checkstyle additions and matching style fix. 11:18 < Not-c98d> [Glowstone] Johni0702 956c618 - Show entity held item and equipment to players (fixes #164). 11:18 < Not-c98d> [Glowstone] Johni0702 e854d50 - Added query support (closes #377). 17:51 < MrARM> Actually, what zhuowei did (taking about BoardWalk) works... 17:52 < MrARM> I still don't understand why those people who enter passwords, don't try to play demo first however --- Log closed mar. oct. 14 04:51:39 2014 --- Log opened mar. oct. 14 04:51:47 2014 04:51 -!- Irssi: #mcdevs: Total of 155 nicks [1 ops, 0 halfops, 11 voices, 143 normal] 04:54 -!- Irssi: Join to #mcdevs was synced in 185 secs 06:13 < Not-c98d> [Glowstone] SpaceManiac pushed 3 commits [+13/-0/±15] http://git.io/MEqANQ 06:13 < Not-c98d> [Glowstone] SpaceManiac df5da9d - Interpret world seed as number if possible (fixes #427). 06:13 < Not-c98d> [Glowstone] gdude2002 88e3c28 - Fetch UUIDs from Mojang if needed (fixes #227, fixes #365). 06:13 < Not-c98d> [Glowstone] ZephireNZ 80da285 - Fixed or added several broken inventories. --- Day changed mer. oct. 15 2014 09:19 < ensirius> guys 09:20 < ensirius> http://wiki.vg/Protocol#Destroy_Entities 09:20 < ensirius> it's 20 09:20 < ensirius> not 19 09:20 < ensirius> no? 09:20 < ensirius> wrong hex? 09:20 < ensirius> or i am dumb? 09:20 < ensirius> ah 09:20 < ensirius> packet counts from zero 17:12 < ensirius> http://wiki.vg/Protocol#Spawn_Player 17:12 < ensirius> how clients get player name? 17:13 < Dinnerbone> Name, skin, etc comes from a http://wiki.vg/Protocol#Player_List_Item packet with the same player UUID 17:16 < ensirius> are you real dinnerbone? :D 17:16 < ensirius> thanks 17:16 < SinZ> the answer is yes btw 20:16 < gurun> Is the AI in MC based on GOAP? 20:18 < yawkat> i believe it works with goals, not sure though 20:19 < gurun> I read this article, and yes it sounds a lot like MC logic.. 20:19 < gurun> http://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793 21:58 < MrARM> Mojang said they updated in MC 1.8 to OpenGL 2.0, right? It seems they didn't, actually... 22:04 < redstonehelper> I think that's a 1.9 thing 22:21 < MrARM> maybe I read it wrong... Lemme check it. 22:29 < redstonehelper> MrARM: https://twitter.com/TheMogMiner/status/486029113107292160 22:30 < MrARM> yeah, 1.9. No idea why I thought it'll be in 1.8. 22:30 < MrARM> I think Searge tweeted something about it; but it wasn't probably for 1.8 --- Day changed jeu. oct. 16 2014 09:42 < Not-6672> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/pxPktA 09:42 < Not-6672> [Glowstone] SpaceManiac 17e74a8 - Fixed color wrapping by converting flat messages to json. 17:08 < ensirius> why after sending spawn player packet i can't see player? 17:28 < ensirius> http://pastebin.com/4Uiuzsfq 17:46 < Thinkofdeath> ensirius: you need the tab-list entry first 17:47 < Thinkofdeath> no entry == no player, doing it after wont work either 17:48 < ensirius> i thinked same way 17:49 < ensirius> maybe we need edit wiki? 17:49 < ensirius> thank you! 18:50 < ensirius> how works skins in offline mode? 18:52 < TkTech> SirCmpwn: What's with the DMCA takedowns? 18:52 <+SirCmpwn> hmm? 18:53 < TkTech> SirCmpwn: You've issued takedowns on Github 18:53 <+SirCmpwn> right, what do you want to know about it 18:53 < TkTech> Why? 18:53 < TkTech> Craft.Net is open source last I checked 18:53 <+SirCmpwn> the repository in question copied in my code, rebranded it, and removed the license 18:53 <+SirCmpwn> I asked nicely and they didn't cooperate, so I sent a takedown request 18:53 < TkTech> Ah 18:57 <+SirCmpwn> judging from the development cycle of that project (which later stole C#raft and later still died into obscurity), it's a bunch of kids who want to replace bukkit but don't want to do the work, and want to receive credit for it 18:58 < Thinkofdeath> ensirius: no skins in offline mode 18:59 <+SirCmpwn> or alternatively, "how can we make offline mode shittier without pissing off our users too much" 19:00 < ensirius> Thinkofdeath so i can just send empty properties? 19:00 < Thinkofdeath> ensirius: yep 19:01 < ensirius> thx 19:01 < Thinkofdeath> SirCmpwn: sadly some still work around it 19:01 < Thinkofdeath> via skull blobs 19:01 <+SirCmpwn> work around what? 19:01 < Thinkofdeath> no skins in offline mode 19:02 <+SirCmpwn> my comment wasn't supportive of mojang's decision 19:02 <+SirCmpwn> there are many legitimate reasons to use offline mode 19:02 <+SirCmpwn> and Dinnerbone has explicitly said, in this channel, that he doesn't give a shit about offline mode users 19:03 < Thinkofdeath> well yes but I was talking about the non-legitimate uses 19:05 <+SirCmpwn> I'm all for giving them shit, but they aren't the only ones who use offline modes 19:34 < Dinnerbone> Hello SirCmpwn. 19:34 <+SirCmpwn> hello Dinnerbone. 19:35 < Dinnerbone> I don't believe I have used those exact words, but we go out of our way to keep offline mode working and well. 19:35 < Dinnerbone> In 1.8.1 the game supports skins for singleplayer offline mode. 19:35 < Dinnerbone> It will not work until the launcher enables it, but it's there. 19:37 < Dinnerbone> (I will not enable it in the launcher until after 1.8.1 is live because otherwise we'd be doing requests in the launcher + in the game, for 1.8) 19:39 < Dinnerbone> You are free to paraphrase me as much as you like but I actually do give quite a shit about people being able to play a game that shouldn't require the internet as well as they could with the internet 19:41 < TkTech> Dinnerbone: As someone who travels frequently, <3 √ 19:41 < Dinnerbone> However, in regards to offline mode in multiplayer we do not and will likely not supports skins there; it is just not really feasible, do we share the skin from client to client or do we have them pretend to be a user that does have a skin and download it (from where? we have no internet) 19:41 < Dinnerbone> (The exception is, of course, your own skin) --- Day changed ven. oct. 17 2014 04:15 < reallyquickquest> Why do people use BoucyCastle for SSL? (I assume it's for SSL, what else could it be?) 04:15 < reallyquickquest> Java has its own facilities for it. 04:15 < reallyquickquest> BouncyCastle* 04:21 < dx> well then maybe it's not just SSL. 04:24 < reallyquickquest> I have no idea what else it could be for. 04:25 < reallyquickquest> It seems like it's used for SSL, to be honest, but why? 04:25 < reallyquickquest> Feels like I'm missing something here. L 04:25 < reallyquickquest> :L 04:27 <+SpaceManiac> bouncycastle provides an alternate implementation of Java's cryptography specifications and has many extra API features that are sometimes useful 04:29 < reallyquickquest> Alright, thanks. 14:38 < dx> is there any decent command line launcher with yggdrasil auth? 14:41 < dx> getting kinda tired of waiting for this launcher GUI to load just so i can press a "play" button 14:42 < dx> the official launcher has some commandline parameters, but they are useless. http://dump.dequis.org/q4rE5.txt 16:02 < dx> http://dump.dequis.org/LSb_o.png 17:55 < circ-user-fPBxA> hello 17:56 < circ-user-fPBxA> I've got a question to the new Minecraft Version 1.8. I want to make a /nick plugin for my server network, and the skin and the name ober the player, although the name in the tablist chages. how can i make it, that the head (shown in the tab list) changes to the Skin ? 18:07 < dx> so basically what tagapi fails to do 18:09 < circ-user-fPBxA> have you got any idea ? 18:09 < dx> if i did, i'd probably fix tagapi 18:13 < circ-user-fPBxA> but you know, that its possible ? 18:13 < circ-user-fPBxA> if* 18:15 < JonasOSDever> It's been a long time that I last wrote a Bukkit plugin, but at least the player list item packet only supports setting a display name, but not changing the head (that's probably what bukkit does). You could try to send a REMOVE_PLAYER packet though and send a new ADD_PLAYER packet, setting another UUID 18:15 < JonasOSDever> But I'm not sure if it is possible with bukkit alone 18:16 < circ-user-fPBxA> Okay, thank you, i will try it 18:16 < JonasOSDever> Have a look at http://wiki.vg/Protocol#Player_List_Item for reference 18:16 < JonasOSDever> I'm sorry I cannot help more 18:17 < circ-user-fPBxA> will take a look :) 18:19 < dx> and then you could try to reimplement all the player handling logic. and go nuts. 18:19 < JonasOSDever> I've never said it is a good method, but it was the first workaround to come into my mind 18:19 < JonasOSDever> Not a good one though, I know 18:21 < JonasOSDever> Protocol lib doesn't support 1.8, does it? 18:23 < circ-user-fPBxA> There is a Protocl lib -> http://assets.comphenix.net/job/ProtocolLib%20-%20Spigot%20Hack%201.8/ 18:29 < Not-fe6> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±1] http://git.io/ZzcTNA 18:29 < Not-fe6> [node-minecraft-protocol] roblabla b8ea176 - Use proper for loop in getField, fixes #103 some tools add custom functions to Array, which breaks for/in loops on array. 22:13 < dx> if i submit a bug to the tracker complaining about the log4j2 protocol debug output not showing anything other than class names, what units should i use for the time it will take for it to get closed by the moderators? 22:13 < dx> (a) minutes, (b) seconds, (c) microseconds 22:19 < redstonehelper> wouldn't that be a log4j2 issue? 22:22 < dx> nah 22:22 < dx> the output is now "OUT: [PLAY:4] mi" and used to have a string describing the parameters after that 22:22 < dx> definitely not log4j2 22:23 < dx> but also impossible to reproduce without changing jvm parameters, which they will probably consider 'not vanilla' 22:25 < redstonehelper> if you can do it in the launcher it's vanilla 22:25 < redstonehelper> I suppose 22:25 < redstonehelper> or is that something else? 22:26 < redstonehelper> after all, changing resource packs isn't strictly vanilla either, but those bugs are accepted 22:27 < dx> hmm 22:27 < dx> yeah it's in the launcher 22:30 < redstonehelper> go submit it then, especially since it used to be better in previous versions 22:30 < redstonehelper> did this change with minecraft versions or with log4j2 versions? 22:30 < redstonehelper> or launcher versions? 22:39 < dx> just tested again with 1.7. happened somewhere between 1.7 to 1.8, log4j2 version remains at "log4j-core-2.0-beta9" in both, launcher irrelevant since it also applies to servers 22:48 < redstonehelper> report it then 23:17 < dx> there. https://bugs.mojang.com/browse/MC-73203 23:20 < redstonehelper> good luck with it 23:21 < dx> i'll check back in 6 months for updates 23:22 * gurun_ sigh 23:22 < redstonehelper> it's more likely to be seen if you keep the affected versions up to date ;) 23:22 * dx writes a script to bump it on every snapshot release 23:23 < redstonehelper> lol 23:25 < dx> throw test cases at a github repo, configure travis-ci to run them, push a commit on every released snapshot, ???, profit 23:26 * dx really likes the unlimited processing power that travis-ci gives out for free 23:26 < redstonehelper> does jira have an api? 23:27 < dx> sweet. https://docs.atlassian.com/jira/REST/latest/ 23:28 < dx> with oauth, too --- Day changed sam. oct. 18 2014 07:39 < liamcottle> Anyone available to help with CipherInputStream and CipherOutputStream for sending and receiving packets from a minecraft server on protocol 47? 07:43 <+SpaceManiac> I don't use the streams in my implementation, but I should be able to help 17:33 < cindy_k> http://www.ign.com/articles/2014/10/16/shawn-levy-to-direct-minecraft-movie-for-warner-bros 17:33 < cindy_k> So who are they getting to play Grum and Dinnerbone :) 19:26 < Xor_Boole> cindy_k clones, obv 19:30 < Paprikachu> how does the client handle block updates from already-unloaded chunks 19:30 < Paprikachu> is it gonna crash or ignore the update? 22:08 < JonasOSDever> Paprikachu: Not sure if you still need the answer, but it ignores it 22:08 < Paprikachu> ty 22:08 < JonasOSDever> yw --- Day changed dim. oct. 19 2014 07:52 < snakey> my question is: Is it possible for multiple machines/servers to utilize NFS to share from a single point of storage for the world/data files? 07:52 < snakey> so for example you have 3 cloud server instances. 2 of them have minecraft running and 1 is used as the mount point for the datafiles. On the 2 instances of minecraft.jar can you mount the world data directory onto them from the third server. Im not sure if you need to enable FScache for NFS to do this... but fundamentally im trying to figure out if this is possible. I know in nfsv4 writing doesnt require a local cache... 07:53 <+SpaceManiac> do you mean two servers both trying to run the same world? 07:57 < snakey> yes 07:58 < snakey> utilizing an NFS mount point 07:59 < snakey> essentially sharing one directory for 2 servers 08:00 < dx> that's going to fail horribly 08:00 < dx> question is, what kind of horrible failure will it be? 08:00 < dx> will it complain about a world being locked because it's already open, or will it do something more interesting than that? 08:02 < snakey> not sure, which is why im asking if it is even possible :) 08:04 < snakey> lets remove the second server from the equation then so we dont have to worry about the session.lock.... Can one server with the minecraft application running have an NFS mount point to another server that is holding the world directory 08:06 < Xor_Boole> I want to see two servers access the same world at the same time 08:06 < Xor_Boole> the glorious failuire will be... glorious 08:59 < nickelpro> snakey: Java wont care about the underlying file system details, no reason NFS wouldn't work. Two servers accessing the same file will have all of the problems you would expect regardless of underlying file system details 09:18 < snakey> nickelpro: Ok i see. I jsut wasnt aware of these expected problems. Just curious... what are these expected problems with 2 servers accessing the same files? Is is certain restrictions the minecraft server application has in place? 09:19 < nickelpro> snakey: Besides the fact that operating systems don't like multiple applications reading and writing from the same file? 09:20 < nickelpro> Even if you got past that, you'd generate internal inconsistencies between the servers. Timmy builds house on Server A which suddenly overwrites a chunk on Server B. Glorious failures would result, if you got past the OS problem that is 09:25 < SinZ> though if you did a node based server, where there is a world server and then have two seperate minecraft servers using said world server 09:25 < SinZ> that could work 09:36 < deltab> it depends on how a server updates the files 09:37 < deltab> if the server mostly keeps the data in memory, every so often writing a chunk to a file, say, then changes made on one server wouldn't be reflected on the other 09:41 < deltab> you'd need each server to know about any others so that it can notify them of changes 09:49 < SinZ> or the world server broadcasts changes to other servers to reflect changes 12:49 < mindcat> does here has log bot? can I take logs for a look? 12:50 < mindcat> well, I want make a 'server' 12:50 < mindcat> but I don't know how to do 17:57 < Not-fe6> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±3] http://git.io/cayqNQ 17:57 < Not-fe6> [node-minecraft-protocol] roblabla a864846 - Release 0.12.3 19:18 < Not-fe6> [fCraft] fragmer * r2355 8 files : Added Upgrader project stub. --- Day changed lun. oct. 20 2014 18:25 <+SirCmpwn> I read about optifine's concerns with minecraft 1.8 18:25 <+SirCmpwn> I've always said that mojang was incompotent but I never realized the extent to which it was true 18:26 < shoghicp> ? 18:27 <+SirCmpwn> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-optifine-hd-a4-fps-boost-hd-textures-aa-af-and?page=2125#c43757 18:27 <+SirCmpwn> all their big refactorings lately have really stupid implementations, apparently 18:28 <+SirCmpwn> they've made a lot of things immutable and decided that stressing out Java's GC is a great way to make a good video game 18:28 <+SirCmpwn> with predictable results 18:31 < shoghicp> o.O 18:33 < Flemmard> 200MB/sec? 18:33 < Flemmard> wow 18:34 < shoghicp> and I was worrying about 30MB/s 18:34 < Flemmard> that's why you should always use lower level languages before doing java/.NET/..GC languages :D 18:34 < Flemmard> ALLOCATE ALL TEH THINGS! 18:34 <+SirCmpwn> or just don't use it like a moron 18:35 < Flemmard> yeah that also 18:35 < Flemmard> but some devs have NO IDEA of what's happening in memory :/ (but i hope that mojang devs knows that ..) 18:35 <+SirCmpwn> I doubt that they do 18:35 < Flemmard> or they dev in a quad xeon with 256G RAM 18:35 < Flemmard> "works fine. np" 18:35 <+SirCmpwn> I suspect that mojang is staffed entirely by entry level programmers 18:36 < Flemmard> :/ 18:38 < TkTech> SirCmpwn: The hostile attitude should leave now, ideally before you have to leave with it. 18:40 < dx> >The general trend is that the developers do not care that much about memory allocation and use "best industry practices" without understanding the consequences. The standard reasoning being "immutables are good", "allocating new memory is faster than caching", "the garbage collector is so good these days" and so on 18:40 < dx> this... actually sounds reasonable 18:41 < dx> i mean - it's favouring maintainability over premature optimization, they just happened to miss the part where they benchmark the consequences of that 18:41 <+SirCmpwn> which is fine in situations where performance is less of a concern 18:41 < dx> yeah 18:41 <+SirCmpwn> a video game's main loop is not one of those situations 18:42 < dx> but they are doing things in what normally is the "right" way 18:42 < dx> just wanted to point that out 18:42 <+SirCmpwn> TkTech: do you disagree with anything I've had to say today 18:42 < dx> SirCmpwn: the tone is the issue 18:42 <+SirCmpwn> I asked TkTech, dx 18:42 <+SirCmpwn> thanks though 18:42 < dx> well i don't like the tone either 18:43 <+SirCmpwn> noted 18:43 < TkTech> The tone is the issue. You're coming across as a pompous ass instead of someone offering constructive criticism. 18:44 < TkTech> You're a developer. You know how the project ends up in its current state. It will be fixed. 18:45 <+SirCmpwn> TkTech: query 18:45 < TkTech> I ignored it. I'm at work and there's not much to discuss. If you want to start a bash war, do it on reddit. 18:45 <+SirCmpwn> I moved it to query to AVOID that, asshole 18:45 <+SirCmpwn> yeesh 18:45 < dx> rip 18:46 < dx> i was kinda hoping that saying things directly wouldn't be an issue 18:47 < TkTech> I normally encourage PMing me (or the other ops) directly if there's an issue. 18:47 < TkTech> He was on his 30th strike. 18:49 < dx> business as usual for #mcdevs. 18:51 < dx> i hope 1.8.1 gets delayed some more, fitting some more bugfixes in there would be cool 18:52 < shoghicp> bugfixes are always nice 20:52 <+pdelvo_> lol. Im back here for months and apparantly nothing has changed. 20:53 < dx> pdelvo_: actually it didn't happen for a long while --- Day changed mar. oct. 21 2014 16:43 < ZumgAPanda> Hey 16:44 < ZumgAPanda> I’m looking for some help from a developer, I’m trying to pull out the scoreboards.dat file from my server hosting every hour so I can display it on a website. Is that possible? 16:46 < shoghicp> ZumgAPanda: I guess it'll be NBT data 16:47 < shoghicp> so you can use a NBT reader library to do so, there are a few on github 16:48 < ZumgAPanda> Is there a way to automate it? So I could have it on a website as Leaderboards and have it update hourly? 17:38 < shoghicp> hmm, you could develop a program using that library 21:16 < Not-a754> [node-minecraft-protocol] roblabla pushed 1 commit to master [+1/-0/±2] http://git.io/7ff9Sg 21:16 < Not-a754> [node-minecraft-protocol] roblabla 6357df8 - Add pure-js implementation alternative to URSA. 23:07 < ZumgAPanda> Looking to hire a developer, job; I’m trying to pull out the scoreboards.dat file from my server hosting every hour so I can display it on a website as a leaderboard. I will pay PayPal. 23:12 < dx> heh. 23:18 < redstonehelper> this actually doesn't sound that hard 23:19 < dx> yeah 23:19 < dx> unless that's one of the files which never get written to disk until the server is shut down. 23:20 < redstonehelper> /save-all probably saves it 23:22 < dx> yup 23:59 < dav1d> that's pretty easy --- Day changed mer. oct. 22 2014 00:10 < Xor_Boole> I wonder if I should start dicking with the model format again... 06:05 < Not-a754> [Glowstone] SpaceManiac pushed 3 commits [+10/-0/±10] http://git.io/tbiLNw 06:05 < Not-a754> [Glowstone] SpaceManiac 67ef56c - Added RedundantModifier checkstyle rule. 06:05 < Not-a754> [Glowstone] TomCaserta 3334d1d - Implemented buckets. 06:05 < Not-a754> [Glowstone] jimmikaelkael 788a2c9 - Implemented basic farming support. 06:15 < Not-a754> [Glowstone] SpaceManiac created branch entities http://git.io/Yf9lAA 15:07 < redstonehelper> >Channel is publicly logged as of Feb.25/13 15:07 < redstonehelper> where are those logs? 15:11 < Thinkofdeath> I don't think anyone ever found them 15:13 < SinZ> it was a thing built into notifico that never got around to being a thing afaik 15:32 < dx> ..damn that's a long time. 15:41 <+sadimusi> does anyone know of a working bot for 1.7/1.8? 15:53 < dx> sadimusi: depends on your definition of 'working bot' but this works as a 1.8 client https://github.com/barneygale/quarry 15:54 < dx> it's bring-your-own-packets 15:56 < Xor_Boole> 09:54 [09:07:14] I don't think anyone ever found them 15:56 < Xor_Boole> did you check /dev/null? 16:05 < bgale> dx, "bring-your-own-packets" haha, I like that 16:05 < dx> :D 16:17 < Jckf> BYOP 18:02 < bgale> Looks like Sponge are going to use quarry for their auth :] 18:03 < dx> bgale: wat, how 18:03 < bgale> auth for their website, sorry 18:03 < dx> ah, neat 18:03 < bgale> https://github.com/Jake0oo0/sponge_auth_server 18:03 < bgale> looks like they're marrying it with node.js which is less neat, but w/e 18:04 < dx> weird 19:04 < ZumgAPanda> I need some help, anyone have any experience setting up Overviewer for 1.8 on a website? Will pay. 19:05 <+sadimusi> ZumgAPanda: I'm sure you can do it yourself, it's really quite easy 19:07 < ZumgAPanda> Ha, sadimusi, I think you’re overestimating my technical ability. 19:10 < ZumgAPanda> If you think it’s easy and want to earn some quick, easy cash, let me know :) 19:27 < Xor_Boole> anyone used clion for JNI? 19:27 < Xor_Boole> if so are these errors in the header normal or am I being dumb? http://puu.sh/cmgnK/f83bcc9977.png 19:32 < shoghicp> Xor_Boole: I had a few issues with clion, it detects things as wrong incorrectly 19:32 < shoghicp> it's ok when compiling 19:37 < Xor_Boole> also, I'm having trouble getting cmake to find the jni headers 21:42 < Xor_Boole> anyone here use cmake to make dynlibs? 21:43 < Xor_Boole> currently facedesking 21:58 < ensirius> why player not spawning? 21:58 < ensirius> http://pastebin.com/hMFMduXm 23:25 < Thinkofdeath> ensirius: PlayerList before PlayerSpawn 23:25 < ensirius> it's before 23:26 < Thinkofdeath> oh, upside down log :) 23:27 < ensirius> uuid not valid 23:27 < ensirius> no properties too --- Day changed jeu. oct. 23 2014 00:10 < ensirius> damn 00:10 < ensirius> i sometimes dumb :D 00:10 < ensirius> playerspawn was before playerlist 00:10 < ensirius> omg 00:11 < ensirius> well not helped :< 00:32 < ensirius> http://pastebin.com/w3E8Sx9p Can somebody give tip why player can't see each other? 17:20 < ensirius> wtf 17:20 < ensirius> why client sends x 8.5, y 65, z 8.5? 17:21 < ensirius> http://pastebin.com/ntQbYjr6 --- Day changed ven. oct. 24 2014 08:48 < Spurlex> >:( 09:29 < Spurlex> plz no moar splits plz 15:48 < ZumgAPanda> I’ve tried everything guys, on my vanilla server I can’t add anyone to the whitelist who hasn’t previously connected to the server. I’ve restarted the server multiple times. Any ideas? 15:58 < ensirius> i think it's fixed in 1.8.1 21:34 < Xor_Boole> "In the future, we do away with circles, squares and triangles. Only the more interesting geometric shapes are allowed. More sides = cooler." 21:34 < Xor_Boole> may I be the first to suggest 4-manifolds 23:52 < woder> General question: in the player block placement packet, what values can cursor position be? --- Day changed sam. oct. 25 2014 00:31 < Thinkofdeath> woder: 0-16 I think 00:33 < Xor_Boole> Thinkofdeath isn't that 17 discreet values? 00:34 * Thinkofdeath shrugs 00:37 * Xor_Boole huggles Thinkofdeath 01:18 < woder> Thinkofdeath: is that of any relevance to actually placing the block? like if its stone and I set 0 will that stop it from being placed? 05:45 < woder> for some reason I can't get my client to place a block :c 11:48 < Thinkofdeath> woder: I think its used for stairs/slabs 18:07 < woder> has anyone got actual values that have worked in the player block place packet? I've tried many things and nothing seems to work 18:47 <+pdelvo_> is your player in range of the block? 18:48 < woder> yes 18:49 < woder> I am trying to place the block at x+2 19:05 < shoghicp> You are placing the block in the side of another, right? 19:05 < shoghicp> you don't set the position directly 19:05 < shoghicp> but you specify the block you are using, then the face 19:15 < woder> uh 19:16 < woder> actually I'm trying to place it ontop of ground 19:16 < woder> so its a flat surface then I attempt to place it on there 19:20 < shoghicp> yep, that's face (or side) 1 I think 19:20 < woder> so for direction you set it to 1? 19:20 < shoghicp> yes, and you use as the block the bottom block 19:21 < shoghicp> you don't place blocks directly on a position 19:21 < woder> oh I see 19:22 < woder> and what should cursor position look like for that? 19:25 < shoghicp> for example 19:26 < shoghicp> if you are placing a block on x 0 y 15 z 0 19:26 < shoghicp> from the top 19:26 < shoghicp> you'll set x 0 y 14 z 0 on the packet 19:26 < shoghicp> side 1 19:27 < shoghicp> also, the target block must be valid, otherwise the server will deny the action :) 19:27 < woder> valid? 19:27 < shoghicp> so you can't place blocks on air 19:27 < woder> oh yeah 19:27 < woder> so I got the faces and location thing, how about the cursor thing? 19:28 < shoghicp> that's the place of the target block you are touching 19:28 < shoghicp> That's used for slabs and stairs 19:28 < woder> so I can just set that to 0 for now? 19:28 < shoghicp> set that to 0 0 0 for now, I don't think the server will mind for normal blocks 19:28 < shoghicp> yeah 19:29 < woder> alright, cool 19:30 < woder> hmm, its weird because those settings still don't work for some reason 19:31 < woder> direction is suppose to just be a number like 1, 2, 3 right? 19:48 < shoghicp> woder: I think 19:48 < shoghicp> at least that's what I get as a server 19:49 < woder> hmm, you see thats weird because I have it setup like this: http://pastebin.com/D4iRPZJ7 19:50 < woder> and for some reason the server refuses to let him place the stone (I also made sure he was currently holding that block) 19:54 < shoghicp> -206 & 0x3FFFFFF 19:54 < shoghicp> that... won't work. I think that loses the negative bit 19:55 < woder> oh derp 20:04 < woder> shoghicp: tested with positive values and it still doesn't do anything, but I suppose it could be a problem with my position field --- Day changed dim. oct. 26 2014 19:39 < Xor_Boole> anyone know what's the best way to edit java asm in intellij? 19:40 < Xor_Boole> preferably to build it with sbt later --- Day changed lun. oct. 27 2014 07:07 < Not-a754> [FemtoCraft] fragmer * r140 2 files : Fixed server not respecting OpMaxConnections config setting, and using regular MaxConnections limit instead (thanks umby24). 08:58 < SopaXorzTaker> help! 08:58 < SopaXorzTaker> how to encode varints? 08:59 < SopaXorzTaker> google's docs are useless, non-informative 09:00 < ensirius> java? 09:07 < SopaXorzTaker> py 09:07 < SopaXorzTaker> no matter 09:07 < dx> SopaXorzTaker: https://gist.github.com/nickelpro/7312782 09:08 < SopaXorzTaker> dx, thanks! :D 09:11 < SopaXorzTaker> also, does anyone know MCPE chunk format 09:17 < Scruff> I'm sure googling 'MCPE Chunk Format' will answer that 09:23 < SopaXorzTaker> it says the save format 09:23 < SopaXorzTaker> I need info about how the freaggin server sends them 17:37 < ensirius> guys from glowstone says that it's not int anymore 17:37 < ensirius> http://wiki.vg/Entities#Ageable 17:38 < ensirius> https://gist.github.com/gabizou/aee2ee7f34a45285c8fd 17:38 < ensirius> https://gist.github.com/gabizou/eeaad15b46d97e37afab 17:38 < Xor_Boole> Thinkofdeath ^ 17:41 < gabizou> How does one go about updating the Ageable bit of the Protocol on the wiki? 17:41 < gabizou> in 1.7 the data type was an int and in 1.8, it is a byte. 17:44 < ensirius> yeah, wiki needs a lot updates 17:45 * Xor_Boole prods Thinkofdeath harder 17:49 < dx> gabizou: just.. change it? 17:49 < gabizou> dx: I can? 17:49 < dx> yes 17:50 < dx> the protocol page documents the last version 17:50 < gabizou> oh. 17:50 < dx> older versions are in the page history 20:48 < Not-a754> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±2] http://git.io/6IOWOw 20:48 < Not-a754> [Glowstone] bendem 6cafd1d - Added a blank 'server.ip' key to the default glowstone.yml. 20:48 < Not-a754> [Glowstone] dequis 281e3c1 - Call PlayerMoveEvent. 21:48 < Fenhl> that page history is probably all sorts of broken though 22:09 < Not-a754> [node-minecraft-protocol] roblabla pushed 2 commits to master [+0/-0/±2] http://git.io/N7F5lQ 22:09 < Not-a754> [node-minecraft-protocol] ryush00 021cc8d - Update ping result for new version. 22:09 < Not-a754> [node-minecraft-protocol] roblabla 33e9c39 - Merge pull request #100 from ryush00/patch-1 Update README for new ping results post-1.7 --- Day changed mar. oct. 28 2014 04:32 < gabizou> hmm, can't register on the wiki for some reason 04:32 < gabizou> keeps asying "Incorrect or missing confirmation code" 04:32 <+sadimusi> what did you answer? 04:32 < dx> filled the textcha? 04:33 <+sadimusi> iirc the correct answers are notch and yes 04:33 < gabizou> herobrine isn't real though! 04:33 < dx> oh i think someone else had that issue... and i "solved" it by registering an account for them and handing it over 04:34 <+sadimusi> sure he is 04:34 <+sadimusi> you're not the first to stumble over that one 04:34 <+sadimusi> TkTech: ^ 04:34 < gabizou> lol 04:34 * gabizou goes and pulls up the changelog when Mojang removed Herobrine 07:43 < ensirius> when client sends settings packet? 08:06 <+SpaceManiac> on login and any time it adjusts a setting 08:09 < ensirius> because the player is not spawning till i get settings packet 09:01 < SopaXorzTaker> ./join #arduino 09:01 < SopaXorzTaker> oops 09:01 < SopaXorzTaker> sorry guys 09:57 < ensirius> damn, i just did awesome job. I can now filter any income/outbound packet by player, id, state...log4j2 <3 14:29 < TkTech> sadimusi: ;\ 14:29 < TkTech> sadimusi: Is it actually broken? 15:06 < dx> TkTech: something is, yes, we're not sure what. verification fails for some people as if they mistyped the thing, but we're fairly sure they did not. 15:06 < dx> TkTech: if you can figure out a way to debug it on your side, i think gabizou is still affected 15:07 < dx> ensirius: are you doing that kind of filtering with log4j2 in 1.8? what log4j2 config are you using? 15:19 < ensirius> dx http://pastebin.com/D0d7WyzT 15:20 < ensirius> http://pastebin.com/2YWbphdk 15:22 < dx> ensirius: WHY DOES THAT THING HAVE RUSSIAN COMMENTS 15:22 < ensirius> because i am latvian that speak russian? 15:22 < dx> that's just terrible ensirius 15:22 < dx> do you really want to stop most of the rest of the world from understanding your code? 15:22 < ensirius> it's private 15:22 < ensirius> so 15:23 < dx> meh 15:23 < dx> okay sure, but if you do that in code that anyone else will possibly have to maintain in the future, i'll stab you 15:25 < ensirius> kk :D 15:28 < SinZ> dx: lol 15:28 < SinZ> I remember when D3 (a classic server dev) finally got around to making his software open sauce 15:28 < SinZ> so much german 15:38 < ensirius> well i promise of i will decide make my server public i will rewrite all comments ;) 16:00 < bgale> dx, why not comment in mandarin or spanish, then? :P 16:02 < dx> bgale: lel 16:17 < bgale> off topic: any recommended brands/lines for a 1TB 2.5" SATA drive? 16:20 < dx> brands don't matter, all of them suck equally 16:21 < dx> all i've heard about differences between brands is anecdotal evidence based on how much luck they had in the past 16:30 < TkTech> bgale: backblaze has some good articles 16:33 < bgale> looks like seagate is to be avoided 17:23 < Aragas> ensirius: Even if this is a private code, make comments on english, or both. I'm a native russian, but my comments are always in english, bad english, but it's readable. Comments in only russian is evil 17:27 < ensirius> no point to write bad comments. Better write that will help me if i forgot something after time. I also send commits on russian 17:37 <+sadimusi> TkTech: the only issue is that the questions are misleading 17:38 < TobiX> ensirius: And then you get something like FarManager where half the source code comments are in russian and it's incredible hard for international constributors to understand anything ;) 17:38 < TobiX> ensirius: Some years ago even their changelog was still in russian 17:40 < TobiX> Or take OpenOffice/LibreOffice - They still have to fight with German legacy comments from StarOffice to this day... 17:41 < ensirius> guys, just stop be bitches and calm down :) i know what i am doing 17:42 < jast> trwtf: filtering network packets with a logging API 17:43 < jast> bgale: in my experience there are plenty of both proponents and opponents for every brand --- Day changed mer. oct. 29 2014 00:31 < Not-a754> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±1] http://git.io/rhImLQ 00:31 < Not-a754> [node-minecraft-protocol] roblabla baaac91 - Set no delay on stream if it's TCP. Fixes #38 15:01 < ScrubOfBoxesOfBa> preese herp m em eim stuch en compewtre. comee finnde em beeheind chrch. cmoe laone. 15:03 < ScrubOfBoxesOfBa> no just joking, i dont acculally speak anglish 15:04 < ScrubOfBoxesOfBa> I JES WANA FEEL LUUU LUVEED 15:04 < ScrubOfBoxesOfBa> JUS LOVE MEE PLES 15:04 < ScrubOfBoxesOfBa> can U LEEEV MEEE 15:04 < ScrubOfBoxesOfBa> *loov 15:04 < ScrubOfBoxesOfBa> pleees 15:04 < ScrubOfBoxesOfBa> i jes went frends 15:05 < shoghicp> TkTech: ^ 15:05 < ScrubOfBoxesOfBa> *sob 15:05 < ScrubOfBoxesOfBa> eiii krai evry niiite 15:05 < ScrubOfBoxesOfBa> plees lov meeeeh 15:06 < ScrubOfBoxesOfBa> JUS LOVVE ME PLS 15:06 < ScrubOfBoxesOfBa> I WAN FRENDS 15:06 < ScrubOfBoxesOfBa> I ALONE PLEES 15:06 < ScrubOfBoxesOfBa> I NEED FREDS 15:06 < Xor_Boole> what the actual fuck 15:06 < shoghicp> "ecolecatholique.ca" 15:07 < shoghicp> haha 15:07 < ScrubOfBoxesOfBa> DO JU HEV PROBLEM EIT RELIGON 15:07 < ScrubOfBoxesOfBa> CANT BE MEI FREND 15:07 < ScrubOfBoxesOfBa> D: 15:09 < ScrubOfBoxesOfBa> ei go to canada to hev friend. everion is windo or mak, i went leenux frends pless just sai yew me frend like if you krie everi tim 15:10 < Scruff> \o/ 15:10 < shoghicp> :D 15:10 < Aragas> Kool 15:10 < shoghicp> that reminds me of some people I've to deal on other channels... 15:10 < shoghicp> at least there is a bot that handles them there :) 15:11 < Aragas> At least some fun here was made today 15:12 < Aragas> The fun continues 15:12 < Xor_Boole> kekle 15:12 < cindy_k> why didn't someone tell me it was troll day 15:12 < BackBoxScrub> yey frend now? 15:12 < shoghicp> no 15:12 < Xor_Boole> cindy_k because reasons 15:12 < Aragas> no 15:12 < Aragas> you know, dude, life is pain 15:13 < Aragas> like implementing packets 15:13 < Aragas> same pain 15:13 < BackBoxScrub> i noe, everione is mec or windos. veri sed 15:13 < BackBoxScrub> i jes went leenux frend 15:13 < Aragas> linux is for slimes 15:13 < cindy_k> slimes are bouncy. 15:13 < BackBoxScrub> sleimes er cewl 15:13 * Xor_Boole bounces on cindy_k 15:14 * Aragas Unzip mah pants 15:14 < cindy_k> O.o 15:14 < Xor_Boole> wut 15:14 < Aragas> Too soon? 15:14 * Xor_Boole hands out popcorn 15:14 < Xor_Boole> shhh 15:14 < BackBoxScrub> cen i jein yeew 15:15 < BackBoxScrub> everi en is seilent. did slieim keel yew 15:15 < Aragas> I can't believe i understand him 15:16 < Xor_Boole> I think that means you're the next victim 15:16 < BackBoxScrub> dose ale ef yoo hat meh? 15:16 < Aragas> si 15:16 < BackBoxScrub> ei just make frend 15:17 < BackBoxScrub> all frends bad 15:17 < BackBoxScrub> eim goine to kri 15:17 < BackBoxScrub> pleese helpe meh 15:17 < Aragas> That's good, you'll won't pee so much 15:18 * Xor_Boole releases the neurotoxin 15:18 < Aragas> pardon mah inglish 15:18 < Aragas> Was bad 15:18 < BackBoxScrub> neee step beellieng me 15:19 < BackBoxScrub> okei new stert 15:19 < BackBoxScrub> hellew 15:19 < Aragas> hai 15:19 < BackBoxScrub> dent meid bade englich, ei not ame 15:19 < BackBoxScrub> meind* 15:20 * Xor_Boole releases the oompa loompas 15:20 < Xor_Boole> be afrai 15:20 < Xor_Boole> be many afrai 15:20 < Aragas> better kill him with fire 15:20 < BackBoxScrub> neeww mei childhoode is bek to keel meh 15:22 < BackBoxScrub> wei oompa loompa 15:23 < BackBoxScrub> everi on die of umpa lempa ei gess 15:24 < BackBoxScrub> hei dew yew noe were i kan get minkrafte? 15:25 < BackBoxScrub> i nede gam 15:27 < Xor_Boole> and so ends act 2 of the saga 15:28 < Xor_Boole> the saga continues... 15:32 < GawdDamnedNeeded> saga continue? 15:42 < shoghicp> D: he joined other channel 15:45 < PEMapModder_> ? 15:51 < SopaXorzTaker> hey 15:51 < SopaXorzTaker> shoghicp, and? 15:51 < shoghicp> nah, not you 15:51 < SopaXorzTaker> I need info on how MCPE servers encode chunks to send them to clients 15:52 < shoghicp> https://github.com/PocketMine/PocketMine-MP/blob/master/src/pocketmine/level/format/mcregion/McRegion.php#L110-L141 15:55 < SopaXorzTaker> shoghicp, oh! just searched the repo and found nothing, thanks 15:56 < shoghicp> or if you hate PHP, you have this: https://github.com/NiclasOlofsson/MiNET/ 16:00 < SopaXorzTaker> okay 16:01 < SopaXorzTaker> thanks, will be the first crazy man to write a MCPE server in Py :O 16:08 < SopaXorzTaker> shoghicp, also, do you have a gist describing raklib and MCPE packets, wiki.vg is kinda outdated 16:08 < shoghicp> RakNet* 16:08 < shoghicp> RakLib is the library I made to handle RakNet streams 16:09 < Aragas> Hehehe 16:09 < Aragas> In russian rak means cancer 16:09 < shoghicp> Aragas: it might be 16:10 < shoghicp> enjoy :) https://github.com/OculusVR/RakNet/blob/master/Source/RakPeer.cpp 16:11 < SopaXorzTaker> Aragas, yes, 16:14 < SopaXorzTaker> shoghicp, :D thx 16:28 * SopaXorzTaker afk 16:30 < ensirius> rak not only means cancer. also in russian it's mean crab 16:31 < Aragas> nah, nobody use this meaning in internet :DDD