16:34 < Fenhl> well, the words “crab” and “cancer” are related, so it's not surprising some (many?) languages use the same word. Both are „Krebs“ in German 16:35 < Aragas> Yep 16:59 < gurun_> SopaXorzTaker, i think there is something in py already.. 16:59 < gurun_> github 17:11 < shoghicp> gurun_: I think that's Intyre's server 17:29 < gurun_> yesh 17:40 < SopaXorzTaker> no more afk 17:49 < TkTech> shoghicp: Remember I'm not the only chanop 17:49 < shoghicp> well, it solved directly 17:50 < shoghicp> I guess everyone voiced + more? 17:50 < Aragas> Wha? 17:51 < TkTech> shoghicp: /msg chanserv flags #mcdevs 17:51 < shoghicp> Not authorized :( 17:51 < TkTech> Womp womp 17:52 < MrARM> +* him xD 17:53 < shoghicp> /msg chanserv access #mcdevs list 17:53 < Aragas> can i + myself? lol 18:06 < SopaXorzTaker> oh hi TkTech --- Day changed jeu. oct. 30 2014 03:31 < Not-a754> [Glowstone] SpaceManiac pushed 3 commits [+7/-0/±7] http://git.io/gsc0cg 03:31 < Not-a754> [Glowstone] jimmikaelkael 9a5b822 - Added huge mushroom and more tree generation. 03:31 < Not-a754> [Glowstone] dequis 25dc62a - Added script that fetches Glowkit PRs for Travis. 03:31 < Not-a754> [Glowstone] SpaceManiac 7e92617 - Fixed PlayerMoveEvent handling and teleportation offset. 10:39 < TheCutter> Hey guys. Someone in here who can help me out with minecraft encryption and authorization? 10:40 < TheCutter> I'm currently in the process of updating SMProxy to work with 1.7.10, but I have some problems with online-mode=true servers. It does not work, because the mojang session in the client gets invalidated when the proxy is authenticating the user against mojang servers... 10:42 < TheCutter> But it worked in the past and I can't find any reason why and what has changed. If not you guys, who else should know it. ;) 10:57 < ensirius> uuid? 11:02 < TheCutter> ok, but that would not change the authentication handling in the way that two active sessions don't work anymore 11:04 < TheCutter> "This will however also invalidate all previously acquired accessTokens for this user across all clients." <- How long does it work like this? Did that change in the last versions? Can't find it in the history of the wiki page. 11:37 < bgale> It's worked that way since the new auth system came i 11:37 < bgale> in* 11:38 < bgale> afaik it's not possible to have an online-mode proxy connecting to an online-mode server 11:38 < bgale> one of them has to be offline mode 11:38 < bgale> or you need two accounts 11:41 < TheCutter> I had the same idea to let the proxy create the encrypted connection to the server and act like an online-mode=false server to the client. This works until the encryption is activated and the server sends something, which seems to be an invalid packet id for the proxy and the connection is terminated. 11:45 < TheCutter> Maybe it's easier to help if you can see the code. I will push the latest version to my github repo when I'm back home from work... 13:13 < bgale> TheCutter, if it's useful, quarry has an example of the proxy running in online-mode and the upstream server running in offline mode 13:13 < bgale> https://github.com/barneygale/quarry 13:13 < bgale> I haven't got the reverse tho 13:20 < TheCutter> ok cool thx bgale, I will have a look into this 14:23 < SopaXorzTaker> ooo! 15:59 < SopaXorzTaker> shoghicp, ping? 15:59 < SopaXorzTaker> shoghicp, need your explanation, lazy to search 15:59 < shoghicp> just ask >.< 15:59 < shoghicp> then I'm lazy to reply :P 16:07 < SopaXorzTaker> shoghicp, in the MCPE protocol description at wiki.vg, what is Unknown Short in ACK packet? 16:08 < SopaXorzTaker> what it actually means 16:08 < Xor_Boole> SopaXorzTaker it's a secret to everyone, I assume 16:12 < SopaXorzTaker> shoghicp, it works, my first packets :D http://pastebin.com/YA0kv7WN 16:19 < SopaXorzTaker> shoghicp, why the RakLib developers used length in bits in encap data? 16:35 < shoghicp> they send partial bytes 16:35 < shoghicp> but just use whatever they did 16:41 < SopaXorzTaker> ah 16:41 < SopaXorzTaker> shoghicp, also, ...? 16:42 < shoghicp> hmm? 16:42 < shoghicp> oh, and just ask. don't ping me in each thing you say :) 16:42 < dx> shoghicp: yeah i hate when people do that 16:43 < dx> shoghicp: it's okay at first 16:43 < dx> shoghicp: but after a while it gets annoying 16:43 < shoghicp> dx: yeah 16:43 < shoghicp> dx: so annoying 16:43 < TkTech> dx: I know right? 16:43 < TkTech> dx: Those jerks. 16:43 < dx> shoghicp, TkTech: worst part is that they don't even realize how annoying it is 16:44 < SopaXorzTaker> shoghicp, okay, so here's actual question, how strings in LoginPacket are encoded? 16:44 < TkTech> And he does it again :) 16:44 < shoghicp> dx, TkTech: I get push notifications over all my devices, so it's even worse 16:44 < shoghicp> haha 16:44 < TkTech> I tried that for awhile with the bitlbee push plugin 16:44 < dx> there's a bitlbee push plugin? 16:44 < SopaXorzTaker> shoghicp, sorry, I am really stupid, understand nothing in PHP 16:44 < TkTech> Then the great BotNameSpamEvent™ happened 16:44 < jast> well in some channels there's so much activity that pretty much everyone highlights other people they're talking to, and I guess it becomes a habit 16:45 < shoghicp> strings... UTF-8 prefixed by a short, the length 16:45 < TkTech> dx: Just a small one using Prowl 16:45 < SopaXorzTaker> shoghicp, ah thx 16:46 < dx> TkTech: this thing? https://github.com/eqhmcow/bitlbee-prowl 16:48 < SopaXorzTaker> shoghicp, and short is network-order? 16:48 < shoghicp> depends ^.^ 16:48 < SopaXorzTaker> :O 16:48 < shoghicp> most of the times is big endian, but you can find little endian shorts 16:48 < shoghicp> or mixed! 16:49 < dx> putting the "pro" in "protocol design" 16:49 < shoghicp> dx: they put the chunkX + chunkZ inside the compressed data on Chunk packets... 16:50 < SopaXorzTaker> *uses big-endian(network order) and crosses fingers* 16:52 < TkTech> dx: I can't find the one I was using but that's not it 16:52 < TkTech> dx: Same idea, but not the same one or same language. The one I was using was pythong 16:53 < dx> interesting concept 16:53 < dx> workarounding the lack of a scripting api by parsing log files :D 16:58 < SopaXorzTaker> shoghicp, and why StartGamePacket is C->S ? 16:59 < shoghicp> it's S->C 16:59 < SopaXorzTaker> shoghicp, wiki.vg says that 17:00 < shoghicp> https://gist.github.com/shoghicp/5dd7d6784bbec5a21c45 17:01 < SopaXorzTaker> shoghicp, oh 17:01 < shoghicp> as I asked you before, could you not ping me on each thing you say? 17:02 < SopaXorzTaker> okay 17:02 < SopaXorzTaker> :D 17:02 < SopaXorzTaker> that gist was all I needed 17:03 < SopaXorzTaker> also, how to enablew debug in pocketmine 17:06 < shoghicp> check pocketmine.yml 17:06 < shoghicp> but that log is generated by a plugin 17:06 < shoghicp> the PacketLogger plugin (as the gist itself says) 17:07 < shoghicp> https://github.com/shoghicp/PacketLogger 17:10 < SopaXorzTaker> thanks 17:12 < SopaXorzTaker> also, how to install plugins 17:21 < SopaXorzTaker> shoghicp, sorry for pinging, but PacketLogger seems to not load for meh? 18:51 < MCorgano> Anyone familiar with using chests? 18:52 < MCorgano> I have code where I can see a window has opened (/craft opens crafting table on this server) and I can see what the window has as well as close it 18:53 < MCorgano> But what does the client send to the server to open a chest at (x, y, z)? 18:53 < MCorgano> looking at the minecraft protocol I can't see any packet that mentions being used to interact with chests / furnaces / etc 18:53 < MCorgano> Anyone know? 19:29 < MCorgano> Is anyone here? 20:10 <+sadimusi> MCorgano: you just get a block palacement packet iirc 20:10 <+sadimusi> *placement 20:10 < thecutter> thx bgale! i got it working, but it was my fault. i forgot to use the new encrypted stream in one of the smproxy components. 20:11 < thecutter> now i got client <- offline -> proxy <- online -> server working 20:13 < thecutter> but one other question to you guys. Am I right that a players skin is send with the SpawnPlayerPacket? 20:13 < thecutter> http://wiki.vg/Protocol#Spawn_Player -> When in online-mode the uuids must be valid and have valid skin blobs, in offline-mode uuid v3 is used. Is the skin a part of the metadata that is send with the packet? 23:37 < MCorgano> anyone here? 23:46 < JonasOSDever> MCorgano: As far as I know the inventory gui is displayed independently from a chest or furnace related to it 23:46 < JonasOSDever> That makes it possible, for example, to have a users inventory shown in a chest gui using /seeinv and stuff 23:47 < JonasOSDever> See also http://wiki.vg/Protocol#Open_Window and http://wiki.vg/Inventory#Windows 23:49 < JonasOSDever> Or if you mean the chest opening and closing animation: http://wiki.vg/Protocol#Block_Action 23:55 < MCorgano> No, I mean, if a client were to right click a chest to open it 23:55 < MCorgano> what packet is sent to the server to tell the server "I'm opening a chest at this location" 23:55 < MCorgano> to which the server responds with a window_open packet --- Day changed ven. oct. 31 2014 00:10 < JonasOSDever> MCorgano: Not sure, but have a look at http://wiki.vg/Protocol#Use_Entity 00:10 < JonasOSDever> Should be INTERACT_AT 00:11 < JonasOSDever> I don't have a sniffer setup to test it right now though 01:09 < pisto> how much is known of the map generation algorithm (excluding structures like temples)? If I understand correctly, chunks are independently generated, how are them matched at boundaries? 01:09 < pisto> they 01:10 <+sadimusi> the terrain is generated with noise functions which span across the whole map 01:17 < pisto> something like a cavern, is it a structure or some function that can just be "evaluated" at different chunks? 01:26 <+SpaceManiac> if MCorgano comes back, it's Play Clientbound 0x24 Block Action 01:26 <+SpaceManiac> Or rather, that's the animation one... I misread the first time. To interact with a block is the same as block placement. 02:12 < roblabla> MCorgano, you there ? 03:57 < Xor_Boole> tfw your source file is so complicated intellij can't even 08:14 < SopaXorzTaker> heya! 09:50 < SopaXorzTaker> shoghicp, you there? 11:02 < SopaXorzTaker> hi Aragas 11:25 < Fenhl> pisto: caves are structures, which means that yes, they can generate differently depending on the order in which chunks are generated 11:26 < pisto> I see, so wen one chunk is generated, it is then assured that caverns are smooth at borders 11:27 < Fenhl> afaik population (structure generation) is only done when certain neighboring chunks are already generated 11:27 < Fenhl> btw, all structures with variable forms have a “nexus” or origin point. For caves it's the big round room 11:28 < pisto> I see 11:29 < pisto> when you have a small cavern that is not connected to anything else, is it a normal feature of a cavern or has the path been obstructed by other successive modifications? 11:35 < Fenhl> I think that's normal 11:37 < Fenhl> if it's successive modification it would be something like a dungeon or fallen gravel, and you'd see that 11:37 < Fenhl> can't think of any stone structures that would do that 11:38 < Fenhl> D: 11:41 < SinZ> 3spooky5me dinnerbro 12:14 < TheCutter> Hey guys. Who can help me with the SpawnPlayerPacket? Where or how is the player skin send within the packet? 12:14 < TheCutter> Is it part of the metadata? 12:33 < SopaXorzTaker> shoghicp? 12:34 < dx> shogchips 12:39 < SopaXorzTaker> dx, what? 12:41 < dx> SopaXorzTaker: shogchips 12:46 < SopaXorzTaker> shogchip s? 12:47 < shogchips> yes, me! 12:48 < shoghicp> D: 12:53 < Fenhl> waitwhat 12:54 < Fenhl> oh, irccloud is behaving weird because you have the same nident on both 12:55 < shoghicp> :) 13:06 < SopaXorzTaker> shoghicp, D: help! 13:06 < shoghicp> D: 13:07 < SopaXorzTaker> shoghicp, for some reason, I get encapsulated packet(raw, with id): 9000000009ffffffffe39edc820000000000c9300a00 when my client connects 13:07 < SopaXorzTaker> why would it send EntityMotion? 13:07 < shoghicp> client connects to vanilla server? 13:07 < shoghicp> not pocketmine? 13:08 < SopaXorzTaker> shoghicp, my own server, D: 13:08 < shoghicp> yeah, but vanilla? 13:08 < SopaXorzTaker> shoghicp, that one I'm writing 13:08 < SopaXorzTaker> ^ 13:08 < shoghicp> if it's your server you are sending that ^.^ 13:09 < SopaXorzTaker> it does BEFORE StartGamePacket!? 13:09 < SopaXorzTaker> (I'm about MCPE) 13:09 < shoghicp> then it's the vanilla server 13:09 < SopaXorzTaker> shoghicp, what? 13:09 < shoghicp> you'll get all kind of garbage 13:10 < shoghicp> motion/movement is globally broadcasted 13:10 < SopaXorzTaker> shoghicp, CLIENT does that crazy stuff 13:10 < shoghicp> yep 13:10 < SopaXorzTaker> what to do 13:10 < shoghicp> it leaks packets from the internal server 13:10 < shoghicp> it'll also leak tile entity nbt packets, block update packets 13:10 < shoghicp> that are S->C only ... 13:11 < shoghicp> it started with 0.8 :P 13:11 < shoghicp> 0.9* 13:13 < SopaXorzTaker> shoghicp, probably @_tomcc and @jbernhardsson's problem 13:13 < shoghicp> yep, they already know :) 13:13 < SopaXorzTaker> here's my packet log: http://pastebin.com/fTKrU2xD 13:14 < SopaXorzTaker> '<' = in 13:14 < SopaXorzTaker> '>' = out 13:14 < shoghicp> you are not getting a 0x90 packet 13:15 < shoghicp> it's a 0x09 packet, part of the internal RakNet handshake 13:15 < shoghicp> parse the packet encapsulation correctly, depends of some bitmap 13:15 < SopaXorzTaker> shoghicp, then why it's in encap container? 13:15 < shoghicp> flags are 0x40 13:15 < SopaXorzTaker> yes 13:15 < shoghicp> that is 13:16 < shoghicp> no split 13:16 < shoghicp> reliability = 2 13:16 < shoghicp> so after that 13:16 < SopaXorzTaker> so 13:16 < shoghicp> you'll have a short (length), three bytes (mesageIndex) 13:17 < shoghicp> you can have other different types, too 13:19 < SopaXorzTaker> shoghicp, what's wrong: https://gist.github.com/SopaXorzTaker/433c7f842b869ef7d13c 13:21 < shoghicp> https://github.com/PocketMine/RakLib/blob/master/protocol/EncapsulatedPacket.php 13:21 < shoghicp> and do not ping me >.< 13:22 < SopaXorzTaker> also 13:22 < SopaXorzTaker> who needs triads, can I use a short and a padder byte as a format 13:22 < shoghicp> you'll need the three bytes :) 13:23 < shoghicp> I read it as an int with an extra null byte 13:23 < SopaXorzTaker> it actually uses three? 13:23 < shoghicp> yep 13:23 < SopaXorzTaker> i read it the same 13:23 < SopaXorzTaker> [BE-int16][null byte] 13:23 < shoghicp> nope 13:23 < shoghicp> that's a short 13:23 < SopaXorzTaker> ah 13:24 < SopaXorzTaker> shoghicp, will it work if I use short? 13:24 < SopaXorzTaker> (i use python structs, can't cut an int) 13:25 < SopaXorzTaker> oh, again... 13:27 < SopaXorzTaker> also 13:27 < SopaXorzTaker> how do I differ internal raknet and game packets 13:27 < shoghicp> > 0x80 13:29 < SopaXorzTaker> oh thx 13:29 < SopaXorzTaker> also, wiki.vg is outdated 13:29 < SopaXorzTaker> A LOT 13:30 < shoghicp> gurum is working on something to replace the old docs :) 13:30 < shoghicp> gurun* 13:30 < SopaXorzTaker> who? 13:31 < SopaXorzTaker> also 13:31 < SopaXorzTaker> do miscellaneous packets (SetTime, etc..) matter 13:31 < SopaXorzTaker> can I just ignore them 13:31 < SopaXorzTaker> (not sending) 13:35 < SopaXorzTaker> also, (so much questions) my client doesn't want to send me a LoginPacket!? why? 13:36 < shoghicp> because you didn't complete the handshake, isn't it obvious? 13:38 < SopaXorzTaker> but how to complete it? 13:38 < SopaXorzTaker> (if even I could see the raw RakNet packets in p.m) 13:40 < shoghicp> pocketmine knows nothing about RakNet 13:40 < shoghicp> check RakLib, everything is in there 13:44 < SopaXorzTaker> aha! server/Session.php Line 272 13:47 < SopaXorzTaker> after too much reading of wiki.vg, i thinked that only RakNet packets specified exist :S 13:48 < shoghicp> it wasn't know when I wrote that 13:49 < SopaXorzTaker> so, why the byte is 0x90 and client_handshake packet is 0x09? 13:49 < shoghicp> because you are doing it wrong 13:50 < SopaXorzTaker> ah! 13:50 < SopaXorzTaker> its a flag 13:50 < SopaXorzTaker> (firstbyte & 0b11110000) >> 4 13:51 < shoghicp> uuuh 13:51 < shoghicp> & 0b11100000) >> 5 13:51 < shoghicp> the 0x10 bit is for the split packet 13:55 < SopaXorzTaker> oops,.. 13:56 < SopaXorzTaker> client handshake is 0x13 13:56 < SopaXorzTaker> and the flag is only 3 bits 13:56 < shoghicp> 0x09 13:56 < shoghicp> 0x10 13:56 < shoghicp> it does that weird jump :P 13:56 < shoghicp> flag is 8 bits 13:57 < shoghicp> 3 are reliability 13:57 < shoghicp> 1 is the split bit 13:57 < shoghicp> 4 are unused 13:57 < SopaXorzTaker> oh, can't understand anything :/ 13:58 < SopaXorzTaker> first packet byte is 0x09 13:58 < SopaXorzTaker> *90 13:58 < shoghicp> because you are doing it wrong :) 13:59 < SopaXorzTaker> :) 13:59 < SopaXorzTaker> but why 0x90 --> 0x09 14:00 < SopaXorzTaker> nibbleswap? 14:05 < SopaXorzTaker> now I understand why pocketmine is so big 14:05 < SopaXorzTaker> damn 14:05 < SopaXorzTaker> who invented RakLIb 14:09 < SopaXorzTaker> whew, stupppiiiid me 14:13 < SopaXorzTaker> :( 14:21 * SopaXorzTaker takes a break after that coding 18:07 < xsj> 不过vfbvfbfvbfvfddf 18:08 < Xor_Boole> we love you too 18:08 < dx> yeah i agree 18:08 < xsj> whoareyou 18:08 * Xor_Boole huggles 18:09 < shoghicp> It's you! 18:09 < Xor_Boole> mraow 18:10 < xsj> are you a joke 18:10 < shoghicp> All your base are belong to us. 18:10 < xsj> we are playing games 18:11 < xsj> i am chinese 18:11 < xsj> do you 18:11 * Xor_Boole switches the grinder on 18:11 < shoghicp> Hi chinese o/ I'm shoghicp 18:11 < xsj> in biejing 18:12 < xsj> at midnight 18:12 < xsj> talking to you 18:13 < shoghicp> no 18:14 < xsj> accept 18:14 < Xor_Boole> please don't distribute shit I'm not interested in 18:15 < dx> 回 18:15 < xsj> fuck you 18:15 < xsj> i will cut you dick 18:15 < shoghicp> <3 18:15 < Xor_Boole> lel 18:16 < xsj> jb 18:16 < dx> what a weird fetish 18:16 < shoghicp> two consecutive days is too much for this channel :P 18:16 < xsj> hgfhgf 18:16 < xsj> hgfh 18:16 < xsj> gh 18:16 < xsj> g 18:16 < xsj> hgfhgf 18:16 < xsj> hg 18:16 < xsj> hgf 18:16 < xsj> h 18:16 < xsj> gfh 18:16 < xsj> gf 18:16 < xsj> h 18:16 < xsj> gf 18:16 < dx> ok 18:16 < xsj> h 18:16 < xsj> gf 18:16 < xsj> h 18:16 < xsj> gfh 18:16 < xsj> gf 18:17 < xsj> gfh 18:17 < xsj> gf 18:17 < xsj> h 18:17 < xsj> gf 18:17 < xsj> h 18:17 < xsj> g 18:17 < xsj> h 18:17 < shoghicp> he is trying so hard :o 18:17 < xsj> gf 18:17 < xsj> h 18:17 < xsj> gfh 18:17 < xsj> gf 18:17 < dx> shoghicp: what did he send btw? 18:17 < xsj> f 18:17 < xsj> g 18:17 < xsj> f 18:17 < xsj> hf 18:17 < xsj> h 18:17 < xsj> g 18:17 < xsj> gh 18:17 < shoghicp> dx: nah, he is just spamming the channel now 18:17 < xsj> hg 18:17 < xsj> fh 18:17 < shoghicp> wait, send via DCC? 18:17 < xsj> f 18:17 < xsj> h 18:17 < xsj> h 18:17 < Xor_Boole> hnng indeed 18:17 < xsj> fg 18:17 < xsj> hg 18:17 < xsj> gh 18:17 < xsj> hg 18:17 < dx> shoghicp: that's what i'm guessing he did 18:17 < xsj> h 18:18 < xsj> f 18:18 < xsj> f 18:18 < shoghicp> I think the bouncer ate that 18:18 < xsj> f 18:18 < xsj> hg 18:18 < dx> lol 18:18 < Xor_Boole> isn't there a channel bot for this kind of thing? 18:18 < xsj> gf 18:18 < xsj> hf 18:18 < xsj> h 18:18 < xsj> fh 18:18 < xsj> f 18:18 < xsj> f 18:18 < dx> Xor_Boole: dunno, it doesn't bother me 18:18 < xsj> h 18:18 < xsj> fh 18:18 < shoghicp> I have one :) 18:18 < xsj> f 18:18 < dx> it's like adding some nice padding between messages 18:18 < xsj> h 18:18 < xsj> fh 18:18 < xsj> f 18:18 < xsj> hf 18:18 < Xor_Boole> dx hmm good point 18:18 < shoghicp> this channel is so lively :D 18:18 < xsj> h 18:18 < xsj> f 18:18 < xsj> h 18:18 < Xor_Boole> keeps the screen clear too 18:18 < xsj> f 18:18 < xsj> gf 18:18 < xsj> h 18:18 < xsj> fh 18:18 < xsj> g 18:18 < shoghicp> less characters now 18:18 < xsj> f 18:18 < xsj> h 18:18 < xsj> hf 18:19 < xsj> f 18:19 < xsj> h 18:19 < xsj> f 18:19 < xsj> h 18:19 < xsj> f 18:19 < xsj> f 18:19 < Xor_Boole> maybe we should keep him 18:19 < xsj> f 18:19 < xsj> h 18:19 < dx> yeah 18:19 < xsj> h 18:19 < xsj> h 18:19 < xsj> h 18:19 < xsj> f 18:19 < shoghicp> it started with long random junk, now single letters 18:19 < xsj> h 18:19 < xsj> h 18:19 < xsj> f 18:19 < xsj> h 18:19 < shoghicp> a lazy guy xD 18:19 < xsj> g 18:19 < xsj> hg 18:19 < xsj> hg 18:19 < xsj> hg 18:19 < xsj> g 18:19 -!- xsj was kicked from #mcdevs by TkTech [xsj] 18:19 < Xor_Boole> seems he really likes stuff in the 'fgh' range 18:19 < dx> "hg" 18:19 < dx> wow, advocating for mercurial 18:20 < Xor_Boole> fuck him, tell him to go drink mercury 18:20 < Xor_Boole> #gitmasterrace 18:20 < dx> mercurial: "at least it's not bzr!" 18:21 <@TkTech> "At least it's not Bitkeeper!" 18:21 < Xor_Boole> I don't even know why I have mercurial and SVN plugins on IDEA 18:21 < Xor_Boole> there's no fucking point 18:21 <@TkTech> I like hg, especially as a python dev. 18:21 <@TkTech> But it lost the war pretty hard. 18:21 < dx> TkTech: what's nice about it? 18:21 < Xor_Boole> dx inb4 "it's not git" 18:22 <@TkTech> Very clean, maintable and extendable code, excellent performance, same macro support as git but with cleaner high level constructs for those not programmers. 18:22 < dx> bzr is written completely in python, and goddamn bzrlib is awful to work with, why am i even doing this, it's 2014 18:22 <@TkTech> Ultimately, all of the new-generation vcs are the same. 18:22 < shoghicp> I love how a random guy started a serious discussion 18:23 < Xor_Boole> speaking of git http://git-scm.com/ doesn't list Github at the bottom 18:23 < dx> yeah, git-remote-hg and git-remote-bzr bridge between those flawlessly with no metadata loss 18:23 < Xor_Boole> which I find amusing 18:23 < roblabla> what's so wrong with mercurial ._. 18:23 < roblabla> so much hate 18:23 <@TkTech> A lot of the fellows contributing to git hate github 18:23 <@TkTech> It took something that at its core was designed to be distributed and made one sole point of failure for a massive portion of the worlds developers. 18:23 <@TkTech> Most don't even realize you can just push and pull directly from a coworker's machine 18:24 < roblabla> TkTech, but for the open source world, it's kind of complicated 18:24 < roblabla> The "push/pull from coworkers" work well in a "semi-closed" project where you actually know the collaborators 18:25 < dx> that's just an example anyway, the point is that repos can be created anywhere 18:25 <@TkTech> And they should be *everywhere* 18:25 <@TkTech> It costs you nothing to stick your repo in a few dozen places 18:25 < roblabla> Besides, github ain't really a single point of failure, considering git still works without github once it's cloned :P 18:26 < dx> never had a "oh fuck i need to read some documentation of something but github is down"? 18:26 <@TkTech> Really? Where are your issues? 18:26 <@TkTech> Your (shitty) wiki? 18:26 <@TkTech> All the pending PRs? 18:27 < roblabla> TkTech, I don't need issues. Barely ever used wiki. And people can email me with patches. 18:27 <@TkTech> Congrats, it fits your one use case :) 18:27 < roblabla> Yup. 18:27 < dx> github created a culture in which emailing patches is deprecated 18:27 < roblabla> Massive projects tend to not use github's issues anyway. It kind of sucks 18:28 < dx> eh, i fucking love github's tracker 18:28 < roblabla> dx, that's until the day you have a gazillion issues in one project, and can't find the one you need 18:28 < dx> label harder 18:28 < rom1504> the wiki is a git repo 18:29 < rom1504> but yeah issues and pr are a pb 18:29 < rom1504> there are backup tools, but nothing working greatly 18:29 < roblabla> emails 18:29 < roblabla> EEEMAAAIIILS 18:30 < roblabla> :P 18:30 * Xor_Boole emails roblabla the sourcecode for the linux kernel 18:30 < cindy_k> ohgod the emails 18:30 < dx> roblabla: btw, to answer your question before - i haven't used mercurial so i can't say there's anything wrong with it, it just 'lost the war' of vcs but that's about it. 18:31 < cindy_k> just follow a big project on github and watch your email fill 18:31 < roblabla> dx, "lost the war" is kind of harsh, I know a couple large projects using mercurial 18:31 < roblabla> vim is one of them 18:31 < Xor_Boole> cindy_k solution: disable email notifications 18:31 < rom1504> yeah, then I just unwatch these 18:31 < Xor_Boole> roblabla and openjdk I think 18:31 < dx> roblabla: in popularity, they lost 18:31 < gurun> GitHub is what makes git. 18:31 < roblabla> gurun++ 18:31 < roblabla> Remove github, and git popularity falls. 18:31 < Xor_Boole> read that as "github makes git" 18:32 < gurun> And the services around GitHub (free build servers, etc) is what makes GitHub GitHub. 18:32 < roblabla> Eh, I don't think github had all those from the getgo, yet it still worked great 18:32 < rom1504> bitbucket and gitlab are fine though 18:32 < gurun> And the single best feature that contributed most of all to OSS. Can you guess? 18:32 < roblabla> I don't really like bitbucket's webinterface, but it works. GitLab is great :D 18:32 < gurun> README.md 18:33 < rom1504> yeah I like gitlab better too 18:33 < roblabla> lol 18:33 < dx> lol 18:33 < roblabla> so true. 18:33 < Xor_Boole> I like telling non-developers that github is "facebook for programmers" 18:33 < Xor_Boole> the reactions are so hilarious 18:33 < gurun> Xor_Boole: THAT I can align with. Completely, 18:33 < dx> well yes they have all of our data 18:33 < gurun> ..like IRC. 18:34 < Xor_Boole> IRC and github are literally all my "social media" 18:34 * Xor_Boole strokes his lush beard 18:34 * gurun strokes something that he shouldn't mention in IRC 18:35 < roblabla> Eh. Hacker News too. 18:35 * dx strokes voldemort 18:35 < Xor_Boole> LordAkkarin has the best GNU neckbeard 18:35 < Xor_Boole> right? =D 18:36 < LordAkkarin> I hate you Xor 18:36 < LordAkkarin> From the bottom of my heart 18:36 * Xor_Boole huggles 18:36 * gurun now has wife stroking, while gurun is typing. Efficiency! 18:36 < LordAkkarin> It's an Apache beard god damnit! 18:36 < dx> akari-akari-akari-akari-akkarin~ 18:36 < dx> idk 18:36 < Xor_Boole> does that make my beard an MIT beard? 18:36 < LordAkkarin> you don't even have a real beard 18:37 < LordAkkarin> try again when you finally grew one! 18:37 < gurun> haha, nothing like a git of flame 18:37 * Xor_Boole strokes his stubble 18:38 < Xor_Boole> my genes will probably prevent me from having glorious hair =< 18:38 < roblabla> please, Bear beard is best beard 18:38 < Xor_Boole> I'll end up looking like a dinky mexican 18:38 * Xor_Boole continues stroking 18:38 < LordAkkarin> Xor_Boole: You'll never be the insane long haired Apache bearded programmer ... ;-D 18:38 < gurun> I predict that burners are coming back with the new xmen 18:38 < Xor_Boole> LordAkkarin fuck you and your european genes 18:39 * Xor_Boole bites LordAkkarin's beard 18:39 < LordAkkarin> wuhahahahaha 18:39 < LordAkkarin> the Viking genes are strong 18:39 < gurun> Yeah! The Viking brought down the empire, and then settled for Linux. 18:40 < gurun> And I believe Vikings invented C, pascal, C# and rape. 18:40 < gurun> Plunder was imported from Rome. 18:41 < Xor_Boole> but the swiss invented the One True Language 18:42 < gurun> Yes, that is why they now have to speak three. In the bible, Switzerland is called "Babel". 18:42 < Xor_Boole> #onetruelanguage 18:43 < gurun> Only a Swiss could have invented COBOL, if that is what you refer to. 18:43 * Xor_Boole wats into space 18:44 < Xor_Boole> COBOL is not the One True Language 18:44 < gurun> I wonder what the language of the Gods would be to a programmer.. 18:47 < gurun> If(_thisFuckingThinkWorks) behold("mighty result") 18:47 < gurun> else Assert("things went to hell") 18:48 < Xor_Boole> gurun ask a physicist 18:48 < Xor_Boole> the've spent the last few hundred years decompiling the universe 18:49 < gurun> So true :-) 18:49 < Xor_Boole> still not done 18:49 < Xor_Boole> they've built some cool diassemblers though 18:51 < shoghicp> haha 18:51 < gurun> Wait until they figure out that it has all been patented by Apple and licensed by Microsoft. 18:52 < Xor_Boole> gurun but, but god has a beard so he must be for FOSS 18:53 < gurun> I think the only beard he is stroking, is his wife's beard. 18:53 < gurun> Jesus was the one with the beard, he father is busy writing code obfuscates. Just ask the phycisions, they know. 18:54 < Xor_Boole> I'd like to know why he hardcoded the speed of light 18:55 < gurun> He had not created PHP at that time. It only came in the forth day. 18:55 < gurun> He had to do assembler, and C first. 18:56 < rom1504> Xor_Boole: 3.10^8 ought to be enough for anybody 18:56 < gurun> So, essentially, the speed of light is just a macro. As Einstein pointed out, the speed of light depends on the build switches. 18:57 < gurun> rom1504: LOL 18:59 < gurun> But we know that game physics can't be contributed to Jesus. They where still walking on the water back then. 20:13 < Aragas> ah, i missed some fun here 20:16 < cindy_k> someone work LordAkkarin. Always a perilous venture. 20:16 < LordAkkarin> hmmm? 23:51 < deltab> http://imgs.xkcd.com/comics/lisp.jpg --- Day changed sam. nov. 01 2014 00:00 < deltab> http://imgs.xkcd.com/comics/with_apologies_to_robert_frost.png 00:01 < drawesome> http://imgs.xkcd.com/comics/real_programmers.png 14:59 < gurun_> shogchips, that discussion you had about leaking packets earlier.. I've never seen anything like that leaking. 14:59 < gurun_> and I'm on both android and ipad, not that it really matters. 15:00 < gurun_> i've seen the leaking of the other packets once you are connected, but not beyond that. 15:00 < gurun_> it's not "random". 17:22 < pisto> does chunk loading have anything to do with the server in multiplayer? 17:22 < pisto> loading of already generated chunks 17:22 < pisto> I'm seeing sudden huge lag spikes at random, while standing still and turning, with a red bar, so chunk loading 17:22 < pisto> and i wondered if it could be due to latency to the server 17:29 < Xor_Boole> chunks have to be sent over the network you know 17:30 < Xor_Boole> after that the client has to render them, which has become somewhat more efficient in 1.8 17:34 < pisto> oh I just pinned the issue 17:34 < pisto> some other player was substituting carpenter's blocks 17:34 < pisto> every single substitution causes a lag spike to me 17:35 < pisto> Xor_Boole, so chunks are stored in the server no matter what, and have to be downloaded each time they are loaded in the client? 17:35 < pisto> or that is what the multiplayer chunk cache is for? 17:38 < shoghicp> gurun_: ? 17:52 < Xor_Boole> pisto how else would it work? 17:54 < MCorgano> hm 17:56 < Xor_Boole> guava is on github star it to get near the bottom of the starring list https://github.com/google/guava 17:56 < Xor_Boole> starrrrr it! 17:56 < pisto> Xor_Boole, I'm not yet sure how much of the logic runs in the server and in the client, I am more used to a model where the clients does practically all the work and the server broadcasts and does little checks 17:57 < Xor_Boole> pisto iirc that is sort of how it work 17:57 < Xor_Boole> server sends chunk data and can either resend the chunk or send individual block updates 18:22 < pisto> I'm trying to debug this problem with carpenter's block with a profiler, but I'm not expert in java programming 18:22 < pisto> visualvm seems to have a sampleprofiler, but it gets only self time 18:22 < pisto> I'd need a full callgraph 18:22 < pisto> supposedly visualvm should have that, but I cannot find any button or stuff 18:22 < pisto> for that 18:26 < Xor_Boole> oh god carpenter blocks? 18:27 < Xor_Boole> I'm afraid to even look at that mod under the hood 18:27 < Xor_Boole> the amount of black magic is probably quite... sublime. 18:28 < Xor_Boole> probably also requires looking at render code, and I'm not a high enough level wizard to attempt this 18:32 < Xor_Boole> is the behavior in 1.8 where podzol over podzol shows the side texture of the lower podzol intentional? 18:32 < Xor_Boole> this was not the case in 1.7, and I suspect it's due to the new model system 18:45 < redstonehelper> probably a bug 18:47 < redstonehelper> Xor_Boole: https://bugs.mojang.com/browse/MC-58431 18:48 < pisto> alright, I understand where the problem is 18:48 < Xor_Boole> redstonehelper willing to bet it's the new model system 18:48 < pisto> carpenter's blocks are *particularly* slow at updating lighting 18:48 < Xor_Boole> I dicked around with it enough to know this 18:49 < Xor_Boole> also, wiki.vg doesn't have the model spec 18:49 < Xor_Boole> I should write this 18:49 < Xor_Boole> soon(tm) 18:49 < redstonehelper> mc wiki has some info on it, as has the german translation 18:50 < redstonehelper> Xor_Boole: bug might be closed as WAI though, since now it behaves like grass (which is what its looks remind you of anyway): when you place a block on grass, it still shows the grass side textures 18:50 < Xor_Boole> redstonehelper the wiki's spec is incorrect in some regards 18:50 < Xor_Boole> redstonehelper yes, but grass decays while podzol does not 18:51 < Xor_Boole> which just looks all-round bad 18:51 < redstonehelper> lol 18:51 < Xor_Boole> the model spec should have the ability to interface with other adjacent blocks 18:52 < redstonehelper> that's the only reason the stuff around the models was added 18:52 < redstonehelper> so adjacent blocks no longer need to be considered when deciding what a block looks like 18:52 < redstonehelper> well, not the only, but a main reason 18:52 < Xor_Boole> still doesn't really happen. *shrug* 18:52 < redstonehelper> also, why should podzol show a different texture when you place a block on top of it? 18:52 < Xor_Boole> culling should also be more configurable 18:53 < redstonehelper> doesn't fully happen *yet* 18:53 < Xor_Boole> redstonehelper blame mojang for making that a feature in 1.7 =p 18:53 < redstonehelper> :D 18:53 < Xor_Boole> I should finish my resource pack some day 18:53 < Xor_Boole> fucking college! 18:56 < pisto> to which GUI setting does isAmbientOcclusionEnabled correspond? 18:56 < pisto> I cannot find "ambient occlusion" anywhere, I'm running optifine 18:56 < redstonehelper> fancy lighting 18:56 < redstonehelper> no, smooth lighting 18:56 < redstonehelper> that's what it's called 19:00 < pisto> thanks 19:33 < pisto> is getMixedBrightnessForBlock some forge helper function or does it map directly to minecraft code? 21:57 < Xor_Boole> it's things like this that make people think scala is a joke. https://gist.github.com/drXor/04705a885a12d315fe08 22:33 < Rosalinafan574> mcdevs 22:34 < RosalinaFan573> Hello! 22:34 < RosalinaFan573> There is a prob 22:35 < RosalinaFan573> How do I get a block texture with a specific data value to appear on a custom button 22:36 < RosalinaFan573> I'm serious 22:36 < RosalinaFan573> I really need help 22:44 < RosalinaFan573> nvm 22:44 < RosalinaFan573> I found a way 23:08 < jython234> hello 23:09 < shoghicp> hi 23:09 < jython234> shoghi can you help me? 23:10 < shoghicp> I don't know, just ask :P 23:10 < jython234> xD 23:12 < jython234> shoghicp: https://github.com/jython234/StoneServer when I try to ping the client ends my stream xD: http://pastie.org/9690404 23:14 < shoghicp> need better packet logs :P 23:14 < shoghicp> could you dump the stream? 23:15 < jython234> idk 23:15 < ensirius> jython234 damn, you have bad code style 23:17 < ensirius> https://github.com/jython234/StoneServer/blob/master/src/stoneserver/network/packet/ListPingResponse.java#L20 23:17 < ensirius> it's var int i guess 23:17 < jython234> ensirius: look just at ClientManager, that code is commented out 23:20 < jython234> I get this in return: http://pastie.org/9690404 23:28 < ensirius> jython234, you are not reading properly 23:29 < ensirius> http://pastebin.com/NhENsv6P --- Day changed dim. nov. 02 2014 00:07 < Sanqui> hello 00:08 < Sanqui> does anybody know which prng does minecraft use for map generation? 01:43 < RosalinaFan573> hi 01:43 < RosalinaFan573> again 01:44 < RosalinaFan573> btw 01:44 < RosalinaFan573> my mod 01:46 < RosalinaFan573> I'm a Minecraft modder 01:46 < RosalinaFan573> so 01:47 < shoghicp> Sanqui: it uses perlin noise 01:47 < shoghicp> seeded via a java Random instance 02:46 < RosalinaFan573> Since wooden fence gates are flammable now, why not have Nether Brick Fence Gates? 02:47 < RosalinaFan573> is that a good idea? 02:48 < RosalinaFan573> Is it? 02:49 < RosalinaFan573> Might stop lava pools from burning 02:49 < RosalinaFan573> the fence gates 02:50 < RosalinaFan573> Plus it matches the nether brick fences that we already have 02:53 < RosalinaFan573> Good idea, should they implement them? 05:04 < pisto> I have added a few mods that a friend told me, now in deserts I see big black balls (!) with glass around 05:04 < pisto> what are those supposed to be? 05:06 < SinZ> Read what the mods do 05:09 < deltab> how big? are they collectable items? 05:09 < RosalinaFan573> Updating my Stonecutter Mod that was initially released for 1.5.2 to 1.6.4. 05:09 < RosalinaFan573> Because I'm a modder 05:10 < RosalinaFan573> and a pretty good modder at that 05:14 < pisto> deltab, you can see one on the right https://www.pisto.horse/meteorite.png 05:17 < deltab> ah, not the things I've seen then 05:19 < RosalinaFan573> Decompiling with MCP now 07:03 < RosalinaFan573> I have a mod idea 07:03 < RosalinaFan573> The 1.7 Flowers mod! 07:04 < RosalinaFan573> It adds the flowers from 1.7! 07:04 < RosalinaFan573> And even dye recipes! 07:04 < RosalinaFan573> (no double flowers :() 07:04 < RosalinaFan573> I mean 07:05 < RosalinaFan573> (no double flowers :( ) 07:05 < RosalinaFan573> Just one-tall flowers 07:05 < RosalinaFan573> (they have seperate IDs though!) 07:06 < RosalinaFan573> I'm changing Flower to Dandelion and Rose to Poppy, like in 1.7. 07:06 < RosalinaFan573> And changing recipes to yield only 1 dye instead of 2 07:07 < RosalinaFan573> Again, like in 1.7 08:18 < Not-bc6e> [Glowstone] SpaceManiac pushed 4 commits [+5/-0/±5] http://git.io/gMGB7w 08:18 < Not-bc6e> [Glowstone] Tonodus 9f19dc9 - Added placement and interact handling for fence gates and trapdoors. 08:18 < Not-bc6e> [Glowstone] alexspieksma 400ae0c - Fixed ShapedRecipe matching (fixes #465). 08:18 < Not-bc6e> [Glowstone] jimmikaelkael acc5ed2 - Fixed hoe interaction with coarse dirt and podzol. 08:18 < Not-bc6e> [Glowstone] ... and 1 more commits. 11:12 < Sanqui> Sanqui: it uses perlin noise 11:12 < Sanqui> seeded via a java Random instance 11:13 < Sanqui> well which prng does java use 13:56 < pisto> is there a way to copy a map from a multiplayer server (to which I have ssh access) and play it in single player? are there checks that the map is compatible, mod-wise? 14:18 < jjssman> Hello! 14:19 < SopaXorzTaker> hi 14:19 < SopaXorzTaker> need help? 14:19 < jjssman> yup :P 14:19 < jjssman> Does anyone know if there has been any changes to the Realms API from 1.7 to 1.8? 14:19 < jjssman> I can't get it to work :l 14:20 < SopaXorzTaker> idk too :( 14:20 < jjssman> For example 14:20 < jjssman> https://mcoapi.minecraft.net/mco/available returns a blank page 14:21 < jjssman> When It's supossed to return "true" 15:13 < pisto> I have downloaded a world from my server to do a regression test 15:13 < pisto> the mode was survival 15:13 < pisto> how do I force it to creative? it says I don't have permissions 15:13 < pisto> downloaded to play in single-player* 16:05 < Spurlex> cant you like turn on lan then use gamemode command 16:05 < Spurlex> something like that 16:07 < pisto> well in the end I used mcedit for what I needed 17:36 < Fenhl> pisto: next time you can use an NBT editor to change the gamemode in the level.dat 17:36 < pisto> thanks --- Day changed lun. nov. 03 2014 01:57 < Dhruv0> Does Encryption Request have to be sent before Set Compression? 02:08 < Aaron1011> Does anyone know what packet causes the client to enable noclip in spectator mode? 03:16 < Dhruv0> a 03:19 < Fenhl> ä 03:50 < Dhruv0> b 03:50 < Dhruv0> hm 03:51 < dx> © 03:51 < Dhruv0> It seems that Forge is finally getting ready for 1.8 13:15 < pisto> would the server benefit from multiple cores? 13:18 < shoghicp> yep, if you can do things on different threads 13:18 < shoghicp> if you do everything on the main thread... no 13:25 < pisto> and what does vanilla do 13:26 < shoghicp> has multiple threads :) 13:27 < pisto> that is because that's the java way of doing things, but I'm not sure whether multithreading is actually used 13:28 < pisto> looking at runtime of single threads, seems only three of them are used a lot, but still, doesn't grant that multithreading will help, I'd need to know the workload, hence my question 13:30 < pisto> that's what I get www.pisto.horse/threadsload.png 14:35 < ensirius> how much average chunks in 1 bulk chunk packet? 14:35 < ensirius> because i try send 10 chunks and i get protocol limit :O 14:36 < ensirius> flat map chunks 14:55 < ensirius> ah nvm, looks like i am monkey :D 14:55 < ensirius> or no :{P 18:39 < MCorgano> Is there anyone here who can edit the wiki? 18:40 < MCorgano> The packet block_place is indeed used for opening chests. The wiki makes no direct comment of this, or anywhere else states it can open chests 18:41 < MCorgano> The courser x/y/z values are 0-15, and can all be safely set to 8 for general use. Direction is also not that important, and can be set to 1 18:42 < MCorgano> You do have to specify the held item when using this block to open a chest, and might want to send a packet telling the server you are NOT crouching before trying to open chests 18:42 < MCorgano> I don't have an account / access to edit the wiki, but this info is useful and would be helpful if the wiki stated it. 18:43 < shoghicp> crouch = place block 18:43 < shoghicp> that's not something with chests only 18:44 < Xor_Boole> the wiki is public 18:44 < Xor_Boole> iirc 18:44 < MCorgano> I mean, the wiki should state that that packet is used also for opening chests / containers 18:45 < MCorgano> If you were a third party user, who came to the wiki for info on how to open a container block, what information would you find? 18:45 < MCorgano> It's stated nowhere that I could find. 18:52 < ensirius> http://i.imgur.com/h2oyW2U.png how this possible? i send corretcly list size --- Day changed mar. nov. 04 2014 00:11 < ensirius> can somebody help with bulk chunks? my brain hurts.. 15:55 < SopaXorzTaker> shoghicp, hi! 16:17 < MCorgano> Hi! --- Day changed jeu. nov. 06 2014 04:49 < Xor_Boole> ooh, another artifact of the model system 04:49 < Xor_Boole> sunflowers' head bits are all parallel 04:50 < Xor_Boole> shame chests and signs are not available to texture yet 04:50 < Xor_Boole> but at the same time I pitty the fool that gets to abstract that code 04:51 * Xor_Boole shudders at the thought of working with render code 04:56 < Not-bc6e> [Glowstone] SpaceManiac pushed 3 commits [+20/-2/±21] http://git.io/Xog0Fw 04:56 < Not-bc6e> [Glowstone] Aaron1011 3e0e9bb - Implemented remote console (rcon) support (closes #451). 04:56 < Not-bc6e> [Glowstone] ZephireNZ 36d2bf0 - Added support for player and mob heads. 04:56 < Not-bc6e> [Glowstone] ZephireNZ 05dbe06 - Implemented wall and standing banners. 18:51 < ohailo_> Where can one find the authlib sources? I understand they used to be available but now I can't find them. 21:46 < Mathuin> What's the current best moddable server for 1.8 now that bukkit has kicked it? 21:55 < benbaptist> Mathuin, well, I don't mean to promote myself or anything, but I've been working on an interesting alternative if you're interested. :P 21:55 < benbaptist> it's not a mod of the jar, but rather a wrapper that just wraps around a vanilla jar and filters SMP packets. it's not perfect, but it can do a lot of the things bukkit can do. 21:56 <+sadimusi> benbaptist: isn't it extremely limited and tedious to work with? 21:56 < Mathuin> *nod* The minimum requirements as delivered by the wife and mother-in-law are dynmap support and commands like "/spawn", "/home", and "/back". 21:57 < benbaptist> sadimusi, Not extremely - there's a few limitations, but 1.8 helps a lot. 21:57 <+sadimusi> I guess the new commands help a bit 21:58 < benbaptist> Mathuin, Should be possible, I wrote an Essentials clone for it and /spawn is one of the commands for it. Adding a /sethome, /home, and /back command shouldn't be too hard. 21:58 < Mathuin> benbaptist: do you have your wrapper on github? 21:58 < benbaptist> and remember, I filter SMP packets so I can do a lot more than just run console commands 21:58 < benbaptist> Mathuin, Yup, http://github.com/benbaptist/minecraft-wrapper 21:58 < benbaptist> Wrapper.py itself is a zip file, not a real python file, btw. 21:58 < Mathuin> The only other thing I'd ever want you to do is to proxy for a set of servers to properly implement seamless server-to-server transitions the same way cell phones seamlessly transfer between cells. 21:59 < benbaptist> Like BungeeCord jumping? 21:59 < Mathuin> I am unfamiliar with BungeeCord. 22:00 < benbaptist> If you mean jumping between completely different servers, then I do have that feature in there, but it doesn't work perfectly well at the moment. 22:00 <+sadimusi> benbaptist: iirc he wants to move you to a different server if you walk over a certain border on the map 22:00 < benbaptist> also, if you do get Wrapper.py, at the moment the development build is a bit better than the stable 0.7.2. 22:00 <+sadimusi> benbaptist: seamlessly of course 22:00 < Mathuin> sadimusi: exactly, just as your cell phone switches from one tower to another. 22:00 < benbaptist> sadimusi, ohhh, interesting. 22:01 < Mathuin> That plus the ability to add my own terrain generator would be my fantasy Minecraft server. 22:01 < benbaptist> Not quite sure on how to implement that. But I'm sure it's possible somehow. 22:01 < Mathuin> Me too, but I'm just glad nobody's done it yet because I might finish this undergrad degree yet. :-) 22:02 < Mathuin> On a related note, what's the best way to get 1.8 client to run on an ARM Chromebook? There's no obvious way to overwrite lwjgl.jar since it's not stored in ~/.minecraft anymore. 22:03 < MrARM> There's 22:03 < MrARM> glshim 22:03 < Mathuin> Do I need to fuss with the json and then reference the correct library in /usr/share/java? 22:03 < MrARM> not really 22:03 < benbaptist> MrARM, The problem is with the libraries that come with Minecraft, not OpenGL 22:03 < MrARM> Or well, you need 22:03 < benbaptist> I'm not 100% sure, since the new launcher seems to override all of the lwjgl stuff. 22:03 < MrARM> You need to recompile lwjgl 22:03 < Mathuin> I have a properly compiled lwjgl, I just don't know where to put it. 22:03 < benbaptist> you can download lwjgl ARM binaries, you don't need to compile it 22:03 < MrARM> And you won't be able to use the launcher 22:04 < MrARM> There are? :o 22:04 < Mathuin> I think json hacking is probably the right way to go. 22:04 < MrARM> Try 22:04 < benbaptist> Yup, I actually just downloaded lwjgl's .deb from the Debian repository, and then extracted the package contents and stuffed it into .minecraft. 22:04 < benbaptist> Of course, this was all before the new launcher. 22:05 < benbaptist> and I did it on a Galaxy Player 5.0 Android tablet with no hardware acceleration. It ran, but with horrifyingly slow CPU rendering. :P 22:05 < MrARM> wait, chromebook supports OpenGL? not only GLES? 22:05 < MrARM> Yeah, glshim, right? 22:06 < benbaptist> Not sure what ARM Chromebook it is, but maybe. 22:06 < benbaptist> I'm interested in glshim though, I've never seen it before. 22:07 < MrARM> and btw a chromebook for gaming is a terrible idea 22:08 < Mathuin> No kidding. 22:08 < Mathuin> This falls under "incidental usage", not "real gaming". 22:08 < Mathuin> Being able to jump into a world to see if there's a problem that I can fix on the server versus building the Statue of Liberty or playing an adventure map. 22:09 < benbaptist> the Intel chromebooks are okay for them, especially if it has an i3 or better CPU since those usually have the better Intel HD graphics packaged with them. (Intel HD >4000) 22:09 < Mathuin> This has an NVIDIA Tegra K1. 22:10 < benbaptist> Nice. 22:10 < Mathuin> No, I haven't checked to see if it supports OpenCL yet. 22:10 < Mathuin> But I will. :-) 22:11 < MrARM> A Tegra? You'll need glshim... 22:12 < MrARM> benbaptist: How did you made it launch on a player that doesn't support full OpenGL without a GL wrapper? :o 22:12 < benbaptist> MrARM, I used software rasterization. :P 22:13 < benbaptist> So the performance was about 0.02 frames per second. 22:13 < MrARM> ahhh, well pure slowness 22:13 < Mathuin> And yeah, the new launcher does this SHA-matching insanity. 22:13 < Mathuin> So I think I'm SOL. 22:13 < benbaptist> I mean, I didn't have any sort of OpenGL ES either - the Xorg I was running on it was 100% pure framebuffer driver only. I have no clue how to get Xorg to boot with the PowerVR drivers in a chroot running in Android's kernel. 22:14 < benbaptist> darn :( 22:14 < MrARM> Btw you may want to look at Boardwalk on Android 22:14 < MrARM> It's basically an MCPC launcher... 22:14 < benbaptist> WHAT 22:14 < benbaptist> That's awesome! 22:14 < benbaptist> I'm going to check this out right now. 22:15 < Mathuin> 1.8.1 just came out a couple of hours ago. Tempted to file a bug report saying it doesn't run on ARM and see what happens. :-) 22:17 < benbaptist> Does it have controller support? (Boardwalk) 22:17 < benbaptist> That would be just utterly insanely cool. 22:17 < MrARM> I'm not sure 22:17 < MrARM> It has a DPAD 22:17 < MrARM> But check if it lags don't make it unplayable 22:26 < benbaptist> yay, it's at the Mojang screen. :D 22:28 < Mathuin> Bam, issue MC-74088 has been created. 22:28 < Mathuin> Gotta get back to work. 22:28 < benbaptist> nice. 22:29 < benbaptist> MrARM, I'm going to assume this uses a version of Java that doesn't use hard floats, and the graphics are probably rendered in the CPU. 22:30 < benbaptist> although I haven't actually loaded a world yet, but if it takes 5 minutes to generate a world and only gets up to 10FPS, then those must be the issues 22:30 < MrARM> benbaptist: It uses dalvik (some kind of Java 6 afaik) or ART depending on device, it's rendered on GPU 22:30 < benbaptist> really? 22:30 < benbaptist> For running Minecraft itself? 22:30 < MrARM> On my phone (OnePlus One) it's quite playable on superflat 22:31 < MrARM> Dalvik/ART are default Android Java engines 22:31 < MrARM> and yes, rendering is handled by GPU 22:31 < benbaptist> I know, but I didn't think Minecraft/actual Java programs could use it 22:31 < MrARM> But the performance problem is on Java side 22:31 < benbaptist> I have kitkat with ART enabled. 22:31 < benbaptist> Woah! It's working, and I'm getting 30FPS. 22:32 < MrARM> what device? 22:32 < benbaptist> Well, it has insanely bad slowdowns to about 5FPS, but the best was about apparently 20-30FPS. 22:32 < benbaptist> the 2013 Moto X. 22:32 < MrARM> Moving results in that 22:33 < benbaptist> I seem to have lost the 20-30FPS result. 22:33 < benbaptist> It was really laggy at first, but then it started rendering super smoothly, but now we're back down. 22:33 < benbaptist> not sure if it's still generating terrain or not, so I'll have to let it sit for a second. 22:36 < MrARM> It's not really chunks 22:36 < MrARM> It's just moving 22:38 < benbaptist> well, framerate never returned though, even when I stood still. also, I just loaded up a superflat and had similar results 22:38 < benbaptist> It was slow at first, but then it jumped to 60FPS for about 15 seconds which was great. then it slowed back down to around 15 FPS and it's not any better. 22:38 < MrARM> Well, probably chunks didn't load 22:39 < MrARM> As I said, the real problem is at the Java side 22:39 < MrARM> did you try 1.7 or 1.8? 22:39 < benbaptist> I'm on 1.7.10 - is 1.8 possible? 22:39 < MrARM> Yes 22:39 < benbaptist> Nice. 22:39 < MrARM> But it actually lags more 22:40 < MrARM> I get stable 30 fps on superflat 22:40 < MrARM> but OnePlus One is a monster :p 22:40 < benbaptist> yeah 22:40 < benbaptist> I'll have to see if my Nexus 4 gets any better results. 22:40 < MrARM> Nexus 4 is bad afaik 22:40 < benbaptist> I'm going to try connecting to a server on my phone. 22:40 < benbaptist> wat 22:41 < benbaptist> Nexus 4 is a powerhouse, if that's what you're talking about. 22:41 < MrARM> Unfortunately, online servers not supported :( 22:41 < MrARM> Lemme check the specs again then 22:41 < benbaptist> In fact, Nexus 4 is pretty close to my Moto X, aside from being quad core instead of dual core. perhaps a few other differences. the GPU is roughly the same, though. 22:42 < MrARM> Well, it will lag too 22:42 < Mathuin> Bah, some mod closed it with a one-liner referencing a page I already saw re: Minecraft on Chromebooks. 22:42 < MrARM> The quad core won't be even used :( 22:42 < benbaptist> yeah, so I guess single-thread performance is the biggest concern here? 22:42 < MrARM> Not really 22:43 < MrARM> You know, if Java part was greatly coded you would get 30 fps on a low end phone easily 22:43 < MrARM> But unfortunately, it's Java 22:44 < MrARM> And when plugged to glshim, which slows it only a bit, but slows 22:44 < MrARM> it lags even more 22:44 < benbaptist> I have a feeling that java isn't the real issue here. At least, Oracle java. I'll tell you right now, I can run real Minecraft server jars on my Nexus 4 in a chroot with perfect performance - *IF* you know how to set up the Java enviroment properly. 22:44 < Mustek> Mathuin: "Some" mod? I feel sad now 22:44 < Mathuin> Not as sad as me! 22:44 < Mathuin> I felt a little blown-off, as if I hadn't read the page that was mentioned. 22:44 < MrARM> benbaptist: Can I know the secret how to do that? 22:45 < benbaptist> Most people try it with OpenJDK which doesn't suppot hard floats on ARM CPUs AFAIK, but Oracle's Java does hard floats on ARM. That single difference alone makes an *insane* peformance. 22:45 < MrARM> Because it's definitely Java side problem - terrain generation takes ages on it 22:45 < MrARM> hmmmm 22:46 < MrARM> It's just Dalvik doing a mistake here I guess 22:46 < MrARM> or idk 22:46 < benbaptist> Terrain generation isn't the best even with Oracle Java, but it's a heck of a lot better. 22:46 < benbaptist> I'm using ART, I presume. 22:46 < MrARM> ART too 22:46 < MrARM> I'm using ART too 22:46 < benbaptist> Nice 22:46 < MrARM> Well, ARM is slow. 22:46 < benbaptist> nah 22:46 < MrARM> (Imagine a i7 monster phone!) 22:47 < benbaptist> heh, that would be great --- Day changed ven. nov. 07 2014 00:43 < ensirius> oh fuck you vemacs 10:15 < ensirius> "The id of the window which was clicked. 0 for player inventory." 10:16 < ensirius> opening link with window ids and 0 is chest... 10:28 < Thinkofdeath> thats type not id 10:40 < ensirius> and where than "thats id" list? 12:42 < ensirius> 0x2F and 0x30 - both same description..LOL 12:44 < ensirius> Thinkofdeath - http://git.io/77qwcw 16:43 < SopaXorzTaker> hey 16:43 < SopaXorzTaker> how is serverlist ping packet sent --- Day changed sam. nov. 08 2014 12:19 < SopaXorzTaker> Hoya! 15:38 < Aaron1011> SopaXorzTaker: Hello 15:50 < SopaXorzTaker> Aaron1011, ? 15:50 < Aaron1011> Spurlex: I thought you were saying "Hello" earlier 15:50 < Aaron1011> Oops, I meant SopaXorzTaker 15:51 < Aaron1011> Sorry Spurlex 15:51 < SopaXorzTaker> ah 20:16 < MazenMC> Quick question, how would I find the chunks that are in a region file? --- Day changed dim. nov. 09 2014 00:23 < xnrand> !ops someone put an end to the join/quit flood? 02:09 < ackpacket> Let's say I want a client to move 1 block. How many move packets should that include, and how much time in between them? For example, i could send 2 packets with a spacing of T/2, where T is the time it takes a normal client to move 1 block. Or I could sent 10 packets spaced by T/10 02:09 < ackpacket> what's appropriate? 02:14 < woder> I'm not actually sure how the minecraft client does it, but my client just sends position updates literally all the time 02:27 < MrOpposite> Hello 02:28 < redstonehelper> MrOpposite: it's not very active in here usually. 02:28 < MrOpposite> Well 02:28 < MrOpposite> I'm off to compare my shader with how minecraft actually looks 02:31 < MrOpposite> redstonehelper: Well, I'm FAIRLY certain my shader is incorrect... http://i.imgur.com/uHFNITz.jpg 02:33 < MrOpposite> Wait, it might not be 04:54 < ackpacket> woder: eh... idk about that, seems like the client would saturate a connection if it just shoved as many position updates down the pipe as it could 04:55 < ackpacket> I guess what i'm really asking is, what is the MAXIMUM distance a client can move without sending a position packet 04:56 < ackpacket> Where it won't be corrected when finally sending one 07:12 < deltab> ackpacket: maybe use a proxy to record yourself doing that 07:14 < ackpacket> deltab: that occured to me. Was hoping to get the lazy answer here but oh well. I'll just do it every 50ms 07:16 < deltab> I guess it would be pointless to send more than once a tick 10:19 < SopaXorzTaker> brrr 10:49 < SopaXorzTaker> shoghicp, add me please to the list: https://gist.github.com/shoghicp/6454335 10:49 < SopaXorzTaker> or its unfair xD 10:54 < SinZ> ... 10:57 < PEMapModder_> -_-" 10:57 < PEMapModder_> last revision Mar 24 11:00 < SopaXorzTaker> oh made +1 reason not to unban meh, and getting banned here :P 11:29 < NeatMonster_> Hi. I’m currently writting my own Minecraft server in C++, so I make extensive use of your Wiki. I noticed that the 1.8 client isn’t spawning any named entities (1.7 works fine) even if I’ve sent the Player List Item packet. Could that be because because it also needs to receive some chunks? 11:48 < NeatMonster_> Okay, if anyone is wondering, the answer is yes. 11:50 < Flemmard> donjt try to find any logic in MC protocol, that's all i learnt :D 13:20 < SopaXorzTaker> why not open-source minecraft PI edition 13:21 < SopaXorzTaker> it's no longer maintained 13:21 < SopaXorzTaker> and not-so-playable 13:21 < SopaXorzTaker> and free anyways 13:25 < SopaXorzTaker> cat minecraft-pi | grep "This works?" 13:25 < SopaXorzTaker> there is a hidden message 17:45 < Ryan__> SopaXorzTaker, the license is the most interesting part 17:45 < Ryan__> You can only use it for evil 17:47 < SopaXorzTaker> ryantheleach, you mistyped my nick? 17:48 < ryantheleach> no? 17:48 < SopaXorzTaker> ryantheleach, ? 17:48 < Flemmard> he was talking about minecraft-pi afaik .. 17:49 < ryantheleach> Yeah, the license states you can't use any of the source, unless its for evil 17:49 < techkid6> anyone here know how block states work and whether or not custom blockstates can be defined? 17:49 < ryantheleach> Oh I misread. you can use it for anything that isn't evil. there goes my plans for world domination. 17:51 < SopaXorzTaker> ryantheleach, heh :D 17:52 < ryantheleach> techkid6, what sort of custom blockstate? Or do you mean a blockstate with custom properties? 17:53 < techkid6> like, wool has the blockstate color, right? that can be any color that wool can be 17:53 < SopaXorzTaker> if nothing to do, wai not play MC 17:53 < techkid6> would we be able to use those to add custom metadata to blocks 20:40 < ryantheleach> techkid6, easily. 20:40 < ryantheleach> if you are using the mcp pre release, check out BlockColored 20:43 < techkid6> k thanks. 20:44 < techkid6> can i do it serverside though? 21:39 < Dhruv0> What is sent first, Set Compression or Encryption Response? 21:42 < Dhruv0> Better question, Is Encryption Response sent on localhost? 22:05 < Sanqui> please don't tell me loopback communication is encrypted 22:05 < Sanqui> mojang you're better than that 22:08 <+sadimusi> Sanqui: are you talking about single player? 22:09 <+sadimusi> Sanqui: because otherwise I can't think of a scenario where not encrypting it would be in any way beneficial 22:15 < Sanqui> yes