18:38 <+Grum> well maybe using this multipart thing 18:38 <+Grum> as you can just add a 'part' that is just the furnace 18:38 <+Grum> but not sure how to handle 'alternatives' within that system yet 18:38 <+Grum> though your usecase would kinda want them ;D 18:39 <+XorBoole> Grum finally I got through to you =D 18:39 * XorBoole huggles Grum 18:40 <+XorBoole> though, thinking about it being able to inherit a model and add elements to it would also solve the problem 18:40 <+Grum> yes and add a whole new slew of problems 18:40 <+XorBoole> specifically? 18:40 <+Grum> because you can do that infinitely 18:40 <+Grum> and loops ... 18:41 <+Grum> and i need to load every single path of inclusion to find out the textures 18:41 <+Grum> name it 18:41 <+XorBoole> meh, unless there's other problems I'm not thinking of, it shouldn't be prohibitively hard to combine the element and texture objects 18:42 <+XorBoole> as far as crazy structures, limiting the depth of inheritance would be an option 18:42 <+Grum> no it wont be 18:42 <+Grum> because that is arbitrary 18:42 <+Grum> i dont like doing random shit like that 18:43 <+XorBoole> why is infinite nesting "bad" then? 18:43 <+Grum> because i have to load everything? 18:43 <+XorBoole> it's limited by the number of files and controling ciruclarity 18:43 <+Grum> yes so unlimited 18:44 <+XorBoole> so presubaly the worry is a malicious RP that blows up the JVM? 18:44 <+Grum> no, i want to avoid overcomplexity 18:44 <+Grum> KISS is the initial design :) 18:45 <+XorBoole> I should check the current implementation, though IIRC it shouldn't be too non-trivial if it's done recursivelty 18:45 <+Grum> you forget that items can refer to blocks 18:45 <+XorBoole> that said, I think your "alterinatives" idea might not be so bad... 18:45 <+Grum> i want to have it simple, no recursion == simple 18:45 <+Grum> Yeah so maybe the bottom part of my pastie in some way 18:46 <+XorBoole> probably better, since it allows more customization, for lack of a better word 18:46 <+Grum> still need to figure out how to even do this properly with stacking of these definitions 18:46 <+Grum> right now you can just overwrite any number of definitions in a 'higher layered blockstate file' without defining all of them as long as the whole stack defines all of them 18:47 <+XorBoole> the optimal case, for me, is writting a single, huge model, with parts that can be toggled, and the combinations of parts form the variants 18:47 <+Grum> link me my gist please hehe 18:48 <+XorBoole> > link my gist 18:48 <+XorBoole> noob 18:48 <+XorBoole> sec 18:48 <+Grum> you probably have it open still :( 18:48 <+XorBoole> Grum https://gist.github.com/grum/4dd7744035fffceee2bd 18:48 <+XorBoole> no, I didn't =p 18:48 <+Grum> ah found it! 18:48 <+Grum> hehe 18:50 <+XorBoole> I am rather amused by that reddit post though 18:50 <+XorBoole> #blamemojang in full force 18:50 <+XorBoole> while lex is sitting in a corner eating popcorn 18:50 <+XorBoole> I love our community. 18:52 <+Grum> something like: https://gist.github.com/grum/a10e76a53e4d108f3547 18:53 <+Thinkofdeath> duplicate keys 18:53 <+Grum> that is fine 18:53 <+Grum> no such thing as duplicate keys 18:54 <+XorBoole> I was thinking more along the lines of furnace(fuel=coal,mat=iron) 18:54 <+Grum> XorBoole: you can't decide that anyways 18:54 <+XorBoole> Grum decide the format? of course not. but I can tell you what might be useful 18:54 <+Grum> best you are going to do with this system is 'random' 18:55 <+XorBoole> oh, I think you misunderstood 18:55 <+Grum> no: 'this one contains coal and iron' 18:55 <+XorBoole> I don't mean referencing the items in the TE 18:55 <+Grum> ok 18:55 <+Grum> I dont want to make it more complex than that in all honesty 18:55 <+XorBoole> it could as easilly be craftingtable(tool1=saw,tool2=hammer) 18:55 <+Grum> I can think of 10 ways to do what you want but all add complexity that i do not want to add 18:55 <+XorBoole> meh, I don't blame you 18:56 <+XorBoole> the model code is already a bit of a clusterfuck 18:56 <+Grum> and its for a super niche edgecase that you can just 'fix' by copy/paste and some search/replace :) 18:56 <+XorBoole> and that's just the decompiled spagetti I see 18:56 <+XorBoole> > search replace 18:56 <+Grum> how is it a clusterfuck? 18:56 <+XorBoole> loool 18:56 <+Grum> you do realize i just made this file BY HAND in less than 2 minutes right? 18:56 <+XorBoole> what, the json file? 18:56 <+XorBoole> I don't mean that 18:57 <+Grum> i think you miss the point that the furnace_prop doesn't contain the actual furnace! 18:57 <+XorBoole> I mean the parsing system. from what I gather it's not exactly elegant 18:57 <+XorBoole> ooooh 18:57 * XorBoole facepalms 18:57 <+Grum> how is the parsing not elegant? it just parsing json O.o 18:57 <+Grum> so you define TWO selectors for face=north 18:57 <+Grum> one that just poops out the facing 18:57 <+Grum> proper facing furnace 18:58 <+Grum> and one that poops out a 'weighted selection of 'propmodels'' 18:58 <+XorBoole> yeah I get it now 18:58 <+XorBoole> that's a great way to do it actuallyh 18:58 <+Grum> so in your case you'd still have 40 lines of 'alternatives' because you have 40 alternatives 18:58 <+Grum> so another +140 lines 18:59 <+Grum> but meh, making those sections is jsut copy/paste/search/replace :D 18:59 <+Grum> after the first one 18:59 <+XorBoole> yeah, but I wouldn't have 1000's of lines of a copypasta'd element code 18:59 <+Grum> yup! 18:59 <+XorBoole> which is a vast improvement 18:59 <+Grum> you would need 1+amountofprop amount of model-files 18:59 <+Grum> and just one of them contains the furnace 19:00 <+Grum> Now i just need a good way to handle these duplicate keys as Thinkofdeath mentioned, but that is trivial, i have full control while parsing 19:00 < rom1504> (json object keys are unique, see 2.2 in https://www.ietf.org/rfc/rfc4627.txt ) 19:00 <+Grum> they are not when parsing ;D 19:00 < rom1504> well that depends if you are doing json or not 19:01 <+XorBoole> might also be useful to have "alterinative collections", so you'd pick one from each collection for a variant 19:01 < rom1504> sure you can do a parser than handle duplicated keys, but it's not parsing json 19:01 <+XorBoole> but that might go over your complexity threshold 19:02 <+Thinkofdeath> don't see the need of the duplicate keys anyway, why not a 'props' field or something on the first one? 19:03 < rom1504> you can do a {"prop":["value1","value2"]} instead of (not-json) {"prop":"value1","prop":"value2"} 19:03 <+Grum> https://gist.github.com/grum/a10e76a53e4d108f3547 <-- 19:03 <+Thinkofdeath> https://gist.github.com/thinkofdeath/fa1b0a8c788bc04c2118 19:04 <+Thinkofdeath> close enough 19:04 <+Grum> no 19:04 <+Grum> props 'makes no sense' 19:04 <+Grum> its a super localized usecase 19:04 <+Grum> the problem is, with this way of doing it, it requires you to *ALWAYS* use []'s in your part declaration even if you just mention a single one 19:04 < rom1504> no it doesn't 19:04 <+Grum> yes it does. 19:05 <+Grum> because you cannot know which is a weighted group otherwise 19:05 <+Grum> because everything inside of the outer: [] is goin to be added, but a nested [] is an 'alternative' group based on weight 19:06 < rom1504> oh 19:06 <+Grum> yes. 19:07 < rom1504> well always put [] then 19:07 <+Grum> so @ https://gist.github.com/grum/a10e76a53e4d108f3547#file-unique_keys_test-json -- line facing=north has TWO parts, one @ line 5 and one at line 6-11 19:07 <+Grum> yes, i dislike that complexity 19:07 <+Grum> because its not 'obvious' you have to nest a group 19:07 <+Grum> because in the other declaration that was not needed 19:07 <+Grum> because you had no option to have 'multiple per selection' 19:08 <+Grum> hence added complexity and harder to understand and easier to make mistakes 19:09 <+Thinkofdeath> whats wrong with: https://gist.github.com/thinkofdeath/b4ed1c264832620a6643 if you have no extra parts? 19:09 <+Thinkofdeath> (unless i'm misunderstanding something) 19:10 < rom1504> why an array bt 19:10 < rom1504> btw 19:10 < rom1504> is there no semantic difference between { "model": "furnace" } 19:10 < rom1504> and the array big thing 19:11 < rom1504> if there is you could do a {"simple" : { "model": "furnace" } , "big_array_thing" : [...] } 19:11 < rom1504> so there's no ambiguity 19:13 < rom1504> (that way you can just put { "model": "furnace" } if that's the only thing there is) 19:14 <+Grum> Thinkofdeath: because now define north with 'alternative models' 19:15 <+Grum> because you do that by doing: [{},{},{}] 19:15 <+Thinkofdeath> oh 19:16 <+Grum> yeah 19:41 < fhntv24> Hello. Can someone help? What is diffrent in 1.5 - 1.7 entitys metadata and 1.8 one ? 19:41 < fhntv24> There is bug in ProtocolSupport - you can't see entitys nametags. 19:42 < rom1504> what's "ProtocolSupport" ? 19:43 < fhntv24> You can connect to server using 1.5 - 1.8 mc version 19:44 < rom1504> what's "ProtocolSupport" ? 19:45 < fhntv24> You can connect to server using 1.5 - 1.8 mc version <- That is protocol support 20:39 < dx> wat 20:43 <+XorBoole> dx wat 20:44 < dx> the above conversation 20:44 < dx> wat. 20:44 <+XorBoole> dx it was... interesting 20:44 < dx> 6/10 in interestingness i'd say 20:44 <+XorBoole> most of it felt like trying to explain differential geometry to g.rum 20:44 <+XorBoole> it was... an adventure 20:44 < dx> i didn't mean that one but yeah sure whatever man 20:49 < rom1504> fhntv24: so are you saying there's a bug in vanilla client or something ? 20:49 < fhntv24> rom1504: that isnt client bug. That is some protocol change 20:49 < rom1504> the client support 1.8 20:50 < rom1504> I'd even say the client defines 1.8 20:51 < rom1504> yeah there have been protocol changes between 1.5 and 1.8, what's your question ? what packet related to metadata have changed ? 20:51 < dx> googled ProtocolSupport, got this http://www.spigotmc.org/resources/protocolsupport.2367/ 20:51 <+XorBoole> dx today in things that make me cringe 20:52 < dx> fhntv24: i'm afraid you're terrible at explaining 20:52 < dx> XorBoole: wot 20:52 <+Thinkofdeath> I'm just upset it doesn't support classic 20:52 <+XorBoole> dx that spigot resource 20:52 <+XorBoole> Thinkofdeath fuck off, go work on phteven 20:52 < dx> XorBoole: what about it 20:52 <+XorBoole> dx much cringe 20:52 < dx> dammit XorBoole 20:52 < dx> I'M OUT OF HERE 20:52 < dx> EVERYONE SUCKS AT EXPLAINING 20:53 <+XorBoole> u wot m8 20:53 <+XorBoole> I'm confused... I probably shouldn't be on irc during differential geometry lecture =p 20:54 < dx> XorBoole: ok let me ask a better question. what bothers you about that thing, in particular? 20:54 <+XorBoole> dx probably the code clusterfuck that's probably in it 20:54 < dx> ah, gotcha 20:54 <+XorBoole> and as Thinkofdeath said, no classic 20:54 * XorBoole runs 20:54 < dx> lol 20:55 <+XorBoole> best osx console command ever: 'open .' 21:19 < Aragas> it isn't hard to add classic support 21:20 < Aragas> it's harder to add minor versions from 1.0 to 1.7, because not all versions are well documented 23:24 < Gjum> so, when I have to change much internal stuff, I'd put that in like a dev branch? 23:24 < Gjum> meh, irssi makes it too easy to write into wrong channels :P 23:58 < Aikar> what is this reddit thread being discussed? 23:59 < Aikar> assuming ? http://www.reddit.com/r/Minecraft/comments/34ffag/dinnerbone_on_twitter_just_a_reminder_there_is_no/ --- Day changed sam. mai 02 2015 00:05 <+Thinkofdeath> Aikar: given the context i'd assume this one http://www.reddit.com/r/Minecraft/comments/34guyh/why_we_shouldnt_force_a_separate_block_model_for/ 00:06 < Aikar> ah, it did comment on that fact i nthread i linked too talking about rendering blocks 00:06 < Aikar> what is this DevTools thing it talks about ? 00:07 <+Thinkofdeath> ? 00:07 < Aikar> http://www.reddit.com/r/Minecraft/comments/34ffag/dinnerbone_on_twitter_just_a_reminder_there_is_no/cqui6k3 00:07 <+Thinkofdeath> https://github.com/Microsoft/vsminecraft 00:07 <+Thinkofdeath> which is what the tweet from DB is in response too 00:08 <+Thinkofdeath> (I assume) 00:33 <+XorBoole> Thinkofdeath > vs 00:33 <+XorBoole> > java 00:33 <+XorBoole> looooool 00:33 <+XorBoole> #IJmasterrace 17:46 < Aragas> has someone tried to use geometry shader? building cube side from like 1 point 21:38 < Aikar> anyone know what code handles pre 1.8 villagers retaining their logic vs 1.8 ones? 21:39 <+XorBoole> Aikar "logic" is a bit broad 21:39 <+XorBoole> AI, trades, career? 21:39 < Aikar> specifically, why does the "infinite trade" bug still work in 1.8 off old villagers but not on new ones? 21:40 <+XorBoole> hmm 21:40 * XorBoole prods some code 21:40 <+XorBoole> ...that's actually quite strange 21:41 <+XorBoole> supposedly old villagers are turned into 1.8 villagers on trade 21:41 <+XorBoole> at least, that's what mc wiki says 21:41 < Aikar> people keep saying 1.7 villagers will still be infinite in 1.8 21:41 <+XorBoole> presubaly it has something to do with stale trade data? 21:42 <+XorBoole> and what do you mean by infinite? 21:42 <+XorBoole> as I understand it it's not possible to deplete a villager 21:42 < redstonehelper> it is in 1.8 21:42 < redstonehelper> super unlikely, but possible 21:46 < Aikar> essentially the trade lock issue, where you can infinitely trade on a specific item and it wont change 21:46 < Aikar> does anyone have info on that? 21:47 < Aikar> or more specifically a trade never locks 21:47 < Aikar> itself out 22:09 < redstonehelper> that worked in 1.7 because whenever the last trade (right-most in the list) was traded, all trades became unlocked 22:09 < redstonehelper> so if you traded the last item on the list, even if it "runs out", it'll unlock itself again right away 22:12 < Aikar> but people mention you cant let chunk unload or something during the trade or it locks? 22:13 < redstonehelper> yup, the trade update doesn't happen immediately 22:17 < Aikar> so should this infinite trade still be possible in 1.8? 22:17 < Aikar> even from 1.7 villagers? 22:17 < Aikar> i dont see anything in code that makes them still possible 22:17 < Aikar> though the villager does keep unlocking 22:18 < redstonehelper> in 1.8, trades that have been traded more than once only have an X% chance of unlocking all trades, so if you're super unlucky you can lock all trades on a villager 22:18 < redstonehelper> trades that haven't been traded before are guaranteed to unlock all other trades 22:20 < Aikar> i just locked every slot, and when i reopen they keep getting unlocked, is that expected? 22:20 < Aikar> but i mean, can a user make a specific trade never lock still 22:20 < redstonehelper> maybe they added a failsafe 22:20 < redstonehelper> when you spawn the villager in you can give the trade a ridiculous number of max uses --- Day changed dim. mai 03 2015 01:24 < SupaHam> this is missing the marker byte in index 10 http://wiki.vg/Entities#ArmorStand 01:27 <+Thinkofdeath> its missing tons, its a wiki feel free to add 22:39 < MrARM> hmm 22:39 < MrARM> spreading light in minecraft is easy 22:39 < MrARM> however, I am wonderinh 22:39 < MrARM> *wondering 22:40 < MrARM> how does it 'unspread' the light 22:40 < MrARM> like when you destroy a torch 22:44 < Paprikachu> presumably by invalidating the region and finding all the light sources that are in range 22:45 < Paprikachu> then recalculating the light 22:45 < Paprikachu> just a guess though 22:46 < MrARM> I have an idea to delete all nearby light (max is the max radius of the destroyed light source) and note the light sources found durning that and respread them 22:47 < Paprikachu> you need to find light sources in range of the region affected by the destroyed light source, not light sources in the region. 22:49 < Paprikachu> you could have a torch standing right next to the affected region, which would cause that part to be lighter. 22:49 < MrARM> yup I mean this 22:50 < MrARM> oh 22:50 < MrARM> I didn't mean this it seems lol 22:52 < Paprikachu> X...T... where X is a light source and T a torch to be removed 22:52 < Paprikachu> assuming a torch radius of 3 22:52 < Paprikachu> X would affect the blocks between X and T, hence why looking for light sources in the range of T is not enough 23:05 < MrARM> got it 23:36 < redstonehelper> recursively, look at all of the 6 neighbouring blocks that haven't been looked at already and see if their light is brigher than however much light from the torch reaches that block, stop the recursion when you run out of light levels (14 for a torch) or when you find a block that's lighter than the light from the torch at this distance 23:36 < redstonehelper> :D 23:39 < redstonehelper> hmm, but that only finds which blocks need updating, not the light level they need to be updated to 23:40 < redstonehelper> ah, when you find a block that's brighter than the light from the torch, you spread that light 23:40 < MrARM> oh, thanks 23:40 < MrARM> I actually was looking around after I posted this 23:41 < MrARM> and found an implementation of this 23:42 < redstonehelper> anything different than what I made up? 23:43 < MrARM> nopr 23:43 < MrARM> *nope 23:43 < redstonehelper> awesome :D 23:52 < ispillmydrink> Hey all 23:52 < ispillmydrink> What do you suppose a minimum frequency to ping something on the Realms API is? 23:53 < ispillmydrink> (within reason) 23:55 < ispillmydrink> Would it have the same rate limiting as api.mojang.com? --- Day changed lun. mai 04 2015 00:18 < ispillmydrink> Ergh, it looks like owners are the only ones who can call worlds/{id}, which is the only call where the IP is up to date 17:36 < ispillmydrink> hey hey 17:36 < ispillmydrink> I added some observations to the Realms API talk page 17:36 < ispillmydrink> thought maybe some peer review would be good before moving anything to the article 17:50 < Fenhl> is the wiki bot dead again? 18:15 < ispillmydrink> Hey, has the worlds/ endpoint’s IP field always been ~10 minutes behind the worlds/{id} endpoint? 18:16 < Fenhl> no idea, I haven't touched the Realms API yet 18:18 < ispillmydrink> It’s a bit of a bummer because only the owner (maybe ops?) can call worlds/{id}. I kinda figured if the user didn’t have perms, it would just not expand the sensitive properties. 18:19 < ispillmydrink> I tweeted to @danfrisk about it, but I guess I’ll file a bug. :) --- Day changed mar. mai 05 2015 03:13 <+XorBoole> https://twitter.com/Dinnerbone/status/595229043055800320 03:13 <+XorBoole> pls 03:13 <+XorBoole> sign it with RSA, watch the private key get cracked within hours --- Day changed mer. mai 06 2015 04:01 < TkTech> @Fenhl: Bot doesn't report on talk pages 06:09 < Fenhl> TkTech: ah, of course --- Day changed ven. mai 08 2015 15:24 < Wuppie> Hey guys 15:24 < Wuppie> when i try to read from https://sessionserver.mojang.com/session/minecraft/hasJoined 15:24 < Wuppie> i always get nothing back 15:24 < Wuppie> completely blank 15:27 <+ammar2> not sure about that particular response but some of them are always blank. I know that session/minecraft/join returns blank with 200 on success 15:29 < Wuppie> Well, on the wiki it says it should return a json object 15:29 < Wuppie> so :( 15:30 < Wuppie> thanks for the response tho <3 15:33 < barneygale> iirc it returns a 204 on success 15:33 < barneygale> might be misremembering 16:12 < Wuppie> Hmm... if i encrypt something for my client it can read it fine, but if they send something to me and i wanna decrypt it: HELL NO xD 16:12 < Wuppie> it doesn't wanna read 16:12 < Wuppie> weird 16:32 <+ammar2> Wuppie: show your decryption code? 16:38 < Wuppie> http://hastebin.com/zuzixuruho.avrasm 16:38 < Wuppie> part of the code ammar2 16:38 < Wuppie> c# tho 16:39 < Wuppie> and encrypting works, so sending encrypted stuff to the client 16:39 < Wuppie> but for some reason, decoding their packets send to me doesn't 16:41 <+ammar2> Wuppie: are you using Client.Decrypter anywhere else? 16:41 < Wuppie> nope 16:41 < Wuppie> well, using it when i receive the packets 16:41 < Wuppie> but no where else then that 16:41 < Wuppie> :/ 16:44 < Wuppie> ill send u the PacketCryptoGrphy class too 16:45 < Wuppie> ammar2 hastebin seems down so, http://pastebin.com/CQwA7kN3 18:04 <+XorBoole> anyone got the models-with-damage gist G.rum made? 18:05 < redstonehelper> XorBoole: click all links in here, one of them should be it http://www.reddit.com/r/edstonehelper/comments/p6llh 18:05 <+XorBoole> redstonehelper thank you good sir 18:05 * XorBoole huggles redstonehelper 18:06 <+XorBoole> also MRW I'm such a well-known expert on the model format that I get messaged on reddit constantly about models 18:06 < redstonehelper> :D 18:07 < redstonehelper> someone messaged me about redstone the other day :] 18:07 <+XorBoole> tfw you're a pioneer in a field 18:07 <+XorBoole> I'd vastly prefer that field to be category theory, but oh well 18:07 <+XorBoole> also, >2015\n >redstone 18:08 <+XorBoole> is that still a thing? 18:08 < redstonehelper> I made a redstone device the other day and it was fun 18:08 < redstonehelper> so yes 18:08 < dx> redstone is used to activate command blocks 18:08 < dx> so yes 18:09 < dx> s/command blocks/the mod api/ 18:09 <+XorBoole> command blocks are a joke though 18:09 <+XorBoole> it takes all of my upstanding redditor morals not downvote "vanilla mods" 18:10 <+XorBoole> custom maps? cool. single commands to add hacky things that abuse armor stands? how about no 18:10 <+XorBoole> maybe I'm too cynical 18:10 < redstonehelper> I don't mind people making cool little things with commands 18:10 < redstonehelper> but I fucking hate when they boast about how they did it in one command 18:10 <+XorBoole> ^^^^ 18:10 < dx> haha 18:10 <+XorBoole> so fucking annoying 18:10 < redstonehelper> like their using an mcedit script is such a fucking accomplishment 18:11 <+XorBoole> there's an upper bound for single-command-mods anyways 18:11 <+XorBoole> like, 32k, right? 18:11 < redstonehelper> congratu-fucking-lations, all your commands combined don't exceed a ridiculous length 18:11 < redstonehelper> yeah, 32 minus all the wrapping for fallingsand entities and stuff 18:11 <+XorBoole> yeah it's pretty bad 18:11 <+XorBoole> I highly dislike commandblocks simply because of the way things are done 18:12 < dx> yeah it slightly bothers me how horribly hacky the whole thing is, and i seriously hope nobody uses these things in servers 18:12 <+XorBoole> it's so kludgey it makes my dev sense twitch 18:12 < dx> buuut they are fun to watch, at least as PoCs 18:12 <+XorBoole> agreed 18:12 <+XorBoole> plus they keep sethbling busy, don't want him taking over the world 18:12 < dx> hahah 18:13 <+XorBoole> I mean, I think he's cool. smart cookie 18:13 <+XorBoole> just makes too much of a show of it I guess 18:13 < dx> sethbling is the future of minecraft modding, XorBoole 18:13 <+XorBoole> dx SethBlingAPi 18:13 < dx> hell yeah 18:14 <+XorBoole> someone send this information to mojang 18:14 <+XorBoole> it is extremely important 18:14 <+XorBoole> Minecraft Modding: 1) post on /r/SethBlingSuggestions; 2) wait for seth to make video; 3) watch; 4) ???; 5) profit 18:15 < dx> :D 18:17 <+XorBoole> actually, he'll be at minecon right? 18:17 <+XorBoole> who wants to kidnap setbling? 18:19 <+XorBoole> on, in other news. why existentials are cringey 18:19 <+XorBoole> val f: f forSome { type f <: () => f } = () => f 18:20 <+XorBoole> (js: var f = function() { return f; };) 18:20 < ispillmydrink> ha 18:20 < ispillmydrink> yo dawg, i herd you like chaining 18:20 <+XorBoole> pls, see my scala example above 18:20 < ispillmydrink> can’t just signed on 18:20 <+XorBoole> forSome -> the most insane keyword in scala 18:20 < ispillmydrink> gotta work now anyway 18:20 <+XorBoole> val f: f forSome { type f <: () => f } = () => f 18:21 <+XorBoole> pretty horrid ^ 18:21 < ispillmydrink> jebus 18:21 < ispillmydrink> probably a good useless interview question though 18:21 <+XorBoole> forSome is scary 18:22 <+XorBoole> I'm pretty good with scala and I still don't understand the full power of forSome 18:22 <+XorBoole> I read a paper on it, noped out of there 18:23 < ispillmydrink> yeah okay this is some “there is no spoon” shit 18:25 <+XorBoole> wat 18:26 <+XorBoole> well, I mean, scala's type system is a glorious infty-manifold of fucked up shit 18:41 < ispillmydrink> ehh i guess at least it actually has one 18:41 <+XorBoole> scala's pretty cool, there's a lot of haters --- Day changed sam. mai 09 2015 04:16 < SupaHam> Who owns wiki.vg 04:16 < rom1504> cc by sa 04:17 < rom1504> maybe you want to ask who host it SupaHam ? 04:18 < SupaHam> Sure, who hosts it? 04:21 < dx> SupaHam: TkTech 04:21 < dexter0> TkTech maintains it 04:21 < SupaHam> mmk thanks 04:23 < dx> SupaHam: needed something in particular? 04:23 < SupaHam> Nah, just wanted to know who I'd be contributing to 04:24 < SupaHam> Do my edits get reviewed? 04:24 <+SinZ> when the bot is working, all edits are announced here 04:24 < SupaHam> Ah, well I made one, about to make another 04:28 < rom1504> seems like the bot is not working right now then 04:41 <+XorBoole> SinZ > when the bot is working 04:41 <+XorBoole> > implying the bot ever works 04:41 * XorBoole runs 05:32 < TkTech> it did work...just not on freenode. reported the edit on esper. 05:39 < SupaHam> Alright, I made two more edits 05:54 < SupaHam> Gjum, RE: http://wiki.vg/index.php?title=Protocol&diff=6592&oldid=6585 Are you sure that was only introduced in 1.8.4? I'm pretty sure I've seen that message a ton prior to 1.8.4, and I'm not even using 1.8.4 atm. 05:57 <+SinZ> that message rings a bell too, and I've barely touched 1.8 (maybe not the coords at the end) 06:28 < winny> hi Dinnerbone it looks like you have a few pull requests on your mcstatus project, some almost a quarter old 06:29 < winny> just saying hello :) 06:38 < rom1504> SupaHam: SinZ without the "hacking :(" ? 06:38 < rom1504> (and kicking) 15:21 < SupaHam> rom1504, yeah, you can reproduce this by attempting to get stuck in a block, or turn on a hacked client, and maybe fly with speed 1.0F (max) 15:37 < Wuppie> This sucks... Implementing online mode + encryption in my server. Works, however reading packets doesnt work correctly ;( client can read my packets send to him tho 15:39 < Wuppie> hehe, as you can see here: http://prntscr.com/739pq1 My decryption isn't correct i guess 15:42 < Wuppie> It also seems authentication fails.. 15:48 < Wuppie> yaay, fixed the authentication problem 15:49 < Wuppie> now encryption... 15:51 < Wuppie> hey, is everything including the packet header encrypted? 15:52 < shoghicp> yep 15:52 < shoghicp> the stream is encrypted 15:52 < Wuppie> Thank you shogicp :) 15:52 < Wuppie> shoghicp* 16:35 < Wuppie> 0.o i broke physics... http://prntscr.com/73a8up I placed 1 water bucket.... 17:02 <+Amaranth> SupaHam, Gjum: That message and check has been in the code for years but back in 1.4 or so when Dinnerbone was making it so explosion knockback depends on the power of the explosion the check was changed in a way that effectively completely disabled it 17:03 <+Amaranth> I turned it back on with a quick hack for CraftBukkit so most people were probably still seeing it (and now seeing it trigger for shit like ender dragon knockback) 17:03 <+Amaranth> Are you saying 1.8.4 fixed it so it works in vanilla again? 17:05 <+Amaranth> also iirc the two sets of coordinates are where the player was before the packet and where the packet tried to move them to 17:05 <+Amaranth> Although it might have been where they were before the packet and the delta in x,y,z that the packet tried to move them 17:18 < SupaHam> Amaranth, ahh, well that message has never stopped for me. I mostly saw it when I fly very quickly, I'm not sure about survival. 17:19 <+Amaranth> Last time I looked at vanilla it could only trigger if your server velocity was more than 10 and you were actually moving more than 10 in the same tick 17:19 <+Amaranth> Because it was Math.min of the two 17:19 <+Amaranth> Most of the time your server velocity is 0 or whatever because you aren't getting blown up 17:21 <+Amaranth> In CraftBukkit I changed it to Math.max which is also wrong but the problem with it is false positives instead of just never triggering at all 18:28 <+Thinkofdeath> Amaranth: yes 1.8.4 changed it, i'll find the diff 18:30 <+Thinkofdeath> Amaranth: http://i.imgur.com/ui2t8r0.png 18:30 <+Amaranth> Yeah, that check seems smarter 18:31 <+Amaranth> Bit obvious really, I feel bad for not thinking of that 18:31 <+Thinkofdeath> its been years and no one else did either :P 18:32 <+Thinkofdeath> still broken with packet spam though 18:32 <+Amaranth> Yep --- Day changed dim. mai 10 2015 13:58 < fhntv24> Hello evryone, what is vechicle packet is ? I want to send fake packets of sand sitting on another entity 13:58 < fhntv24> so it doesnt fall on client 15:40 < rom1504> fhntv24: http://wiki.vg/Protocol#Use_Entity 15:42 < fhntv24> rom1504: that is USE entity ... Its when player clicks on entity 15:48 < rom1504> fhntv24: that's how you mount on a vehicle 15:48 < rom1504> what do you mean be "vehicle packet" ? 15:49 < fhntv24> attaching one entity to another 15:49 < rom1504> that's how you do it 15:49 < rom1504> the server then responds with the attach entity packet 15:50 < fhntv24> ... and that what i need 15:50 < fhntv24> packet that server responds 15:50 < rom1504> http://wiki.vg/Protocol#Attach_Entity 15:50 < rom1504> I guess you're making some kind of server plugin then ? 15:51 < fhntv24> Yea. Thanks for packets 18:28 <+XorBoole> fucking bouncer --- Day changed lun. mai 11 2015 09:35 < prplz> when does the client send the use entity packet with "interact at" action? 10:16 <+Thinkofdeath> prplz: all entities but its only used for armor stands currently 10:45 < prplz> down with 1.8 :( 13:19 < Gjum> SupaHam: Sry, been away from IRC for some time. When writing movement code for a bot in 1.8, moving arbitrary distances by sending one packet just worked as long the client would not collide with any blocks. When testing my code on 1.8.4 it broke, so I added my find to the wiki. --- Day changed mar. mai 12 2015 13:47 < Aragas> Is there something like SpongeAPI but for Forge? Forge depends direct from minecraft files, which makes it really difficult to port. Any suggestions except rewrite it a bit? 14:34 < Owexz> Aragas, SpongeAPI is built on Forge 14:35 < Aragas> Owexz i don't see any dependencied from Forge 14:35 < Owexz> Well, we have a Forge Implementation as our primary goal, alongside our Vanilla Implementation. SpongeAPI itself is abstracted. 14:37 < Owexz> What are you trying to make exactly? 14:38 < Aragas> Wrapper for abstract API. At least, wanted. 14:41 < Owexz> Well SpongeAPI itself is an abstraction layer. We do the messy interfacing with Vanilla/Forge, plugins built on the API thus avoid having to be rewritten whenever MC changes a file. 14:42 < Aragas> And because of the abstraction layer, it can be implemented on other games 14:43 < Owexz> Theoretically yes. Though these other games would practically have to be MC clones/ voxel games. 14:45 < Aragas> Of course. But yet Sponge is server based API, Forge is needed for blocks ans etc. That's why Forge is needed 14:45 < Aragas> *for me 14:46 < Aragas> And I have no idea how to properly abstract it 14:47 < Owexz> Yes, at the current moment we're not supporting clientside modding, though it is something that we would very much like to implement in future. 14:49 < Aragas> How near is that future? Maybe I should start working with Sponge then. 14:50 < Owexz> Nothing confirmed as of yet. 14:50 < Owexz> Basically once we have serverside done, we'll begin looking at clientside. 14:51 < Aragas> Okay 14:53 < Owexz> For reference, we're hoping to have serverside done sometime around Minecon, but that's just an aim, not a deadline. 14:54 < Aragas> Oh, that's nice 14:54 < Owexz> Speaking of which, I need to enter our panel submission. D: 14:56 < Owexz> Anyhow, if you think you've got a way for us to implement custom blocks, go ahead and submit some PRs. :) 15:01 < Aragas> I'm not soo good with this java and gradle stuff, are a C# coder :) 15:28 < Owexz> Aragas, Well, just stay tuned then. :) 21:50 < TkTech> "eQuality Technology is a MediaWiki specialist. We make wikis work. We want to help you with your wiki. Maybe you have plans, but nobody to turn to? We are your solution provider. Maybe you aren't sure how to get the most from your wiki. We're your guide. Maybe you know how to climb Everest with a wiki, but have a heavy load. We're your Sherpa. 21:51 < TkTech> I feel like the just trawl for mediawiki installs like wiki.vg and spam their emails. 21:59 <+XorBoole> TkTech but don't you want a personal sherpa? 21:59 < TkTech> Hiring: Life Sherpa 22:00 <+XorBoole> for the low low price of 199.99/h, plus consultation fees 22:00 <+XorBoole> restrictions apply 22:10 <+ammar2> well with the earthquakes, everest is 2.5cm shorter. Who needs sherpas nowadays? 22:18 <+XorBoole> ammar2 pls, everest isn't the tallest mountain. The lizardpeople mothership is 22:31 < gurun> hmm, i thought that the region was lowered 1.5m? --- Day changed mer. mai 13 2015 10:04 < angal> If vannila client start digging block is there a way to say it stop? 11:29 < rom1504> angal: yes, just stop pressing the left click. Now what's your real question ? 11:29 < angal> Thanks :) --- Log closed mer. mai 13 12:29:06 2015 --- Log opened mer. mai 13 12:29:21 2015 12:29 -!- Irssi: #mcdevs: Total of 140 nicks [1 ops, 0 halfops, 15 voices, 124 normal] 12:33 -!- Irssi: Join to #mcdevs was synced in 274 secs --- Day changed jeu. mai 14 2015 15:59 < Not-586c> [wiki.vg] Edit by Rom1504 to Library List -> http://wiki.vg/index.php?title=Library_List&diff=6613&oldid=6588 16:12 < Aikar> what is "Mojang Specifications" - https://github.com/voxel/voxel-clientmc 16:13 < shoghicp> I think it was the old name for Mojang :s 16:42 < Krenair> yes 16:43 < Krenair> http://minecraft.gamepedia.com/Mojang_AB - "originally Mojang Specifications" 17:48 < yawkat> in World.getCubes i'm seeing this code: http://s.yawk.at/x0Oa - you're comparing a list with an entity, is this a bug in the actual game or did it just break during remap? 17:48 < yawkat> Grum: ^ 17:49 < yawkat> looks like it should be list.get(j2) instead 17:50 < yawkat> oh, its a holiday :P 22:26 <+Grum> yawkat: no idea what line you are pointing at 22:26 < yawkat> if (entity.passenger != list && entity.vehicle != list) { 22:27 <+Grum> and this code is where? 22:27 < yawkat> in the main world class, in a method we call getCubes 22:27 < yawkat> its some AABB stuff 22:27 < yawkat> public List getCubes(Entity entity, AxisAlignedBB axisalignedbb) { 22:28 <+Grum> sec, bit hard to check now, mid rebase :D 22:30 <+Grum> yup .... that actually exists 22:31 <+Grum> thanks, fixing 22:31 <+Thinkofdeath> hehe, well that answers that question 22:32 < Fenhl> what is that code supposed to do anyway? 22:32 < yawkat> not include passenger and vehicle in the result list. 22:32 <+Grum> https://gist.github.com/grum/258d03bc06d609582ae4 22:32 <+Grum> guessing that 22:33 <+Thinkofdeath> I blame the poorly named List 'ee' for that issue 22:33 < redstonehelper> can I blame notchler? 22:33 < yawkat> i think the method returns all hitboxes in the given AABB that arent directly related to the given entity. 22:33 < redstonehelper> everything is his fault. 22:33 <+Grum> nope, its not notch 22:34 < redstonehelper> yeah, aabb stuff is recent 22:34 <+Grum> no, these convenience methods are 22:34 <+Grum> markus just copied the code around 22:34 < Fenhl> yawkat: ah, makes sense 22:37 <+Grum> yawkat: https://gist.github.com/grum/258d03bc06d609582ae4 22:37 < yawkat> wow, its actually called getCubes 22:37 < yawkat> <3 22:37 <+XorBoole> mrw yawkat gets his name on an nms commit 22:37 <+Grum> also pushed :) 22:37 * XorBoole bites yawkat 22:37 <+Grum> also its my holiday ;) 22:38 <+XorBoole> friggin swedes and your fancy holidays 22:38 < yawkat> we have holiday too 22:38 < yawkat> like half of europe 22:38 <+Grum> no, my actual holiday/vacation wahtever you want to say 22:38 <+XorBoole> s/swedes/'ropeans 22:38 <+Grum> no more work this month for me :P ... well except that i apparently still work at 22:40 ;) 22:39 <+XorBoole> wait? you get holidays? I thought mojang had you working 7/24 adding features nobody cares about /s 22:39 <+XorBoole> (at least, taht's what /r/minecraft is convinced of, lol) 22:39 < redstonehelper> still waiting for those horse storage blocks 22:39 <+XorBoole> then again you're not exactly helpping the sterotype 22:39 * XorBoole runs 22:39 <+XorBoole> redstonehelper mah modding apeh 22:41 <+XorBoole> then again. boston: made up holiday to have an excuse to have a marathon 22:41 <+Grum> which holidays are not made up? O.o 22:41 < yawkat> 2deep4me 22:42 <+XorBoole> Grum the ones set down by the Potato gods obviously 22:42 < redstonehelper> my religion has 370 holidays every year 22:42 < redstonehelper> so you can save up some if you ever change religions 22:44 <+XorBoole> yawkat he's obviouslly the new Jaden 22:44 < yawkat> no, he's actually right 22:45 <+XorBoole> yes, he is 22:46 <+XorBoole> and you suck because your name in the mc commit log 22:50 < yawkat> Well you have voice in mcdevs --- Day changed ven. mai 15 2015 02:17 < SupaHam> What does that patch fix exactly? 06:32 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±48] http://git.io/vUdYq 06:32 < Not-586c> [mineflayer] rom1504 a768289 - some code style change 07:16 < prplz> that check isn't even in 1.7.10 18:43 < Aikar> Grum, Giants can wear armor but not player heads? :( Can you fix this obvious P0 bug! 18:58 < dx> OBVIOUS 19:32 <+Amaranth> Giants weren't deleted yet? 19:34 < redstonehelper> doubt they ever will 19:34 < redstonehelper> especially since they made some changes to them 19:34 < redstonehelper> though they are a bit broken 19:42 < rom1504> you can only have them with /summon Giant and they don't move 19:43 < NathanWolf> They move and stomp and kill still, last I checked :D 19:44 < rom1504> they have no AI, so no they don't move (in 1.8) 19:44 < NathanWolf> oh.. hrm, disappointing. 19:44 <+Amaranth> Oh yeah, everything finally got moved to the "new" AI system in 1.8, right? 19:45 <+Amaranth> That only took 3 years 21:17 < Aikar> they move, just not aggressive by default 21:17 < Aikar> so I simply inject the aggression AI 21:17 < Aikar> id love to be able to simply scale all monsters though 21:18 < Aikar> players want a giant creeper boss so bad 21:18 < Aikar> and who wouldnt love a giant squid 21:23 < zml> lol Aikar a squid that was not just useless, but also took up a lot of space 21:25 <+Grum> especially since they made some changes to them <-- we made changes? 21:25 < redstonehelper> well, you didn't reverted a change that accidentally applied to them, but reverted it on other mobs:D 21:25 <+Grum> <+Amaranth> That only took 3 years <-- yes, and then they broke working stuffs :( 21:26 < redstonehelper> wearing armor/tools etc 21:26 <+XorBoole> Grum yes apparently. were you sleep-coding again? 21:26 <+Grum> they are considered scaled zombies 21:26 <+Grum> XorBoole: i wouldn't touch that shit with a loooooong stick 21:26 <+Grum> redstonehelper: and i changed how rendering armor/items etc works and that made them work automagically for the mtoo 21:26 <+XorBoole> what if it was a loooooooong stick (8 o's)? 21:26 <+Amaranth> Grum: You're on vacation, go outside :P 21:27 <+Grum> Amaranth: fuck that haha 21:27 < redstonehelper> Amaranth: but then how can we demand small changes?! 21:27 <+Grum> Also, planning to actually 21:27 <+Grum> 2 weeks of africa 21:27 <+Grum> without access to any code ;) 21:27 <+XorBoole> africa? nice 21:27 <+Grum> southafrika to be exact 21:27 <+XorBoole> where exactly? not so I can deploy my drones or anything 21:27 <+Amaranth> sub saharan africa?... oh 21:28 <+Grum> euuuuh 21:28 <+Grum> mostly N->E->S->N iirc 21:28 <+Grum> dunno, i didn't look at what my wife booked =) 21:29 < redstonehelper> "foreign country? that'll do" 21:29 <+Grum> i just got the required shots and planned around the 'lack of stuff i can take' 21:29 <+XorBoole> Grum what you need is an anit-packing list 21:29 <+XorBoole> its a list of things you're not taking 21:29 <+Grum> that list is infinite 21:29 <+XorBoole> and you pack everything in the anti-packing-list's complement 21:30 <+XorBoole> nah, a proper trip has a finite anit-packing-list, under isomorphism 21:30 <+Grum> we're going for two weeks, but i do not think i can pack for more than 10 days of clothes :p 21:30 <+Grum> so that's going to be interesting =) 21:30 <+Grum> (And i'm an efficient packer :D) 21:30 < redstonehelper> use a vacuum sealer 21:30 < redstonehelper> if it saves more space than it requires to pack the sealer itself you win 21:31 <+XorBoole> redstonehelper I think you just solved an open problem 21:31 * XorBoole takes notes 21:31 < redstonehelper> I totally did 21:31 < redstonehelper> by adding a problem solver into the universe :D 21:31 < redstonehelper> or oracle or whatever it's called 21:31 <+XorBoole> you should publish it, win yourself a turing prize 21:31 <+Grum> redstonehelper: that only works if i actually have power to use it later as well 21:31 < redstonehelper> pack some power 21:31 < redstonehelper> simple 21:31 <+XorBoole> Grum solution, pack a miniature black hole 21:32 <+Grum> i am, but its usb-based :P 21:32 <+XorBoole> wait, there's dongles other than USB? 21:32 * XorBoole runs 21:32 <+Grum> yes, apple ;) 21:33 * XorBoole looks at his laptop 21:34 <+ammar2> lots of dongs on your laptop? 21:34 <+ammar2> err dongles 21:34 <+ammar2> :^) 21:34 <+XorBoole> ammar2 yes, my computer has 8 dongs 21:34 <+XorBoole> I counted them 21:34 <+XorBoole> last year's MBP =D 21:35 < redstonehelper> my computer has at least 7 dongers 21:35 <+XorBoole> redstonehelper ヽ༼ຈل͜ຈ༽ノ raise your dongers! ヽ༼ຈل͜ຈ༽ノ 21:36 <+XorBoole> hmm, that's not quite the unicode sequence I was looking for 21:36 <+XorBoole> there was a funny one that made the rounds a few years ago 21:38 <+ammar2> these are the unicode sequences you are looking for 21:38 * ammar2 waves hand 21:39 <+XorBoole> wat --- Day changed sam. mai 16 2015 02:06 < Not-586c> [wiki.vg] Edit by 727021 to Classic Server List -> http://wiki.vg/index.php?title=Classic_Server_List&diff=6614&oldid=6317 04:04 < rom1504> is there something particular protocol wise about noclip with gamemode 3 ? we have a proxy that somehow doesn't allow it 04:05 <+SpaceManiac> rom1504: the player list entry for that player has to indicate gamemode 3 as well 04:11 < rom1504> the proxy just resend the packet received from the server, it's not doing that kind of high level thing 04:12 < rom1504> I guess a packet needed for noclip is not getting parsed correctly 04:33 < rom1504> also getting a "Unable to locate sign at -58, 4, -325" kind of error in the game chat, not sure what that's about 04:36 <+SpaceManiac> the client prints that if it receives a sign text update before it knows there's a sign there 04:40 < rom1504> how else can it know there's a sign there ? 04:42 <+SpaceManiac> the sign text needs to come after the chunk data or block update which indicates the sign's existence 04:42 < rom1504> ok 18:43 <+Thinkofdeath> http://gfycat.com/SlimyScalyBluetickcoonhound 18:49 < Xor_Boole> Thinkofdeath well that's horifying 18:50 <+Thinkofdeath> :( 18:50 < Xor_Boole> well it's mostly your skin that's horrifying 18:50 * Xor_Boole runs 18:50 * Thinkofdeath cries in a corner 18:50 * Xor_Boole pets Thinkofdeath 18:50 < Xor_Boole> also. fucking znc 18:52 < dx> Thinkofdeath: is this some sort of dupe glitch but not really? 18:52 <+Thinkofdeath> dx: its my client 18:52 <+Thinkofdeath> steven 18:52 < dx> whaaat 18:53 < dx> holy crap 18:54 <+XorBoole> phteven* 18:54 < dx> now those small odd details make perfect sense 18:54 * XorBoole runs as fast as he can 18:54 <+Thinkofdeath> dx: :D 18:54 <+Thinkofdeath> https://github.com/thinkofdeath/steven 18:54 <+XorBoole> it's written in go! 18:54 < dx> i thought this was a vanilla client that for some reason didn't update the hotbar lol 18:54 <+Thinkofdeath> NYI! 18:55 <+XorBoole> I think you should update the readme 18:55 < dx> but damn, nice 18:55 <+Thinkofdeath> its next on my list, inventory stuff is never fun 18:55 <+XorBoole> 98% of things in vanilla don't work at this point 18:56 < dx> Thinkofdeath: i mean that in the sense that everything looks exactly the same except for that, the borders, and maybe the partial transparency of the breaking texture 18:56 < dx> even shadows look legit! 18:57 <+XorBoole> phteven is very legit 18:57 < dx> soon mojang will start getting bug reports of Thinkofdeath's client 18:58 <+Thinkofdeath> hehe, its MC|Brand is set to steven so i'd hope not 18:58 <+XorBoole> dx++ 18:59 <+Thinkofdeath> the lighting doesn't match perfectly either, it still needs work 19:00 <+Thinkofdeath> Vanilla: http://i.imgur.com/CzYhwlq.png steven: http://i.imgur.com/GW6X30x.png for example 19:01 < shoghicp> dx: we get a lot of reports for MCPE that are PocketMine bugs or different implementations :s 19:01 < dx> shoghicp: heh, that "we" confused me for a bit 19:01 < shoghicp> xD 19:02 < shoghicp> so that's why beta reports have an "online" + seed marker at the top 19:02 < shoghicp> and PocketMine sends the seed as -1 19:02 < shoghicp> otherwise half the day was sorting out them 19:03 <+Thinkofdeath> do the brand thing like desktop, it uses the server brand in crash reports 19:04 < shoghicp> this is a client connecting to a server 19:04 < shoghicp> PocketMine doesn't send data to Mojang 19:04 < shoghicp> but users do 19:05 < shoghicp> at least we can identify it now, but it's mostly a hack 19:06 <+Thinkofdeath> thats what i was talking about, the brand thing is client->server and server->client, the client shows both brands in crash reports 19:06 < shoghicp> oh, right. we might do that later, 0.12 maybe :) 19:07 < shoghicp> crash reports are different per platform 19:07 <+Thinkofdeath> ah 19:07 < shoghicp> mostly handled by the platform and not our code :) 19:07 < shoghicp> that's where we have a problem detecting crashes, we have to get a different method in the trace to identify it :s 19:08 < shoghicp> so most of the network crashes are due to plugins sending custom packets with invalid data (not checking protocol version before sending it) 20:06 < ellisvlad> What's this rumour of Mojang focusing on the pocket edition and porting that back to pc for a C++ minecraft? o.0 20:06 < ellisvlad> Any truth behind that, or just rumours? 20:09 <+Thinkofdeath> I think there was plans to take the rendering from PE, not a full scale port though 20:21 < Aragas> Thinkofdeath: how fast steven renders chunks? 20:22 <+Thinkofdeath> alright, vanilla has better culling 20:25 <+Amaranth> Steven? You named your renderer steven? 20:25 <+Thinkofdeath> the whole client, yes :) 21:18 <+XorBoole> Amaranth it needed a name. so we gave it a name 21:19 <+Thinkofdeath> Plus it follows the Go standard of unsearchable names 21:47 <+XorBoole> Thinkofdeath is there anything go doesn't have a standard for? 22:07 <+Thinkofdeath> XorBoole: creating standards 22:07 <+XorBoole> https://xkcd.com/927/ --- Day changed dim. mai 17 2015 01:30 < Not-586c> [wiki.vg] Edit by UnknownShadow200 to Classic Protocol Extension/Support -> http://wiki.vg/index.php?title=Classic_Protocol_Extension/Support&diff=6615&oldid=6461 01:37 < Not-586c> [wiki.vg] Edit by UnknownShadow200 to Classic Protocol Extension -> http://wiki.vg/index.php?title=Classic_Protocol_Extension&diff=6616&oldid=6460 01:45 < Not-586c> [wiki.vg] Edit by UnknownShadow200 to Classic Protocol Extension/Support -> http://wiki.vg/index.php?title=Classic_Protocol_Extension/Support&diff=6617&oldid=6615 01:46 < _123DMWM> the ever rare classic edits 01:56 < Not-586c> [wiki.vg] Edit by UnknownShadow200 to Classic Protocol Extension -> http://wiki.vg/index.php?title=Classic_Protocol_Extension&diff=6618&oldid=6616 02:33 <+XorBoole> Thinkofdeath oh yeah, when is steven going to support classic? 08:25 < Lymia> Meow 09:01 < Owexz> :o 10:07 < Not-586c> [fNbt] fragmer pushed 1 commit to master [+0/-0/±2] http://git.io/vTTe1 10:07 < Not-586c> [fNbt] fragmer 5d672e3 - Changed default MissingPolicy to Error. Removed redundant initialization code from ConversionOptions. 17:19 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vTkDy 17:19 < Not-586c> [mineflayer] rom1504 f687c92 - updates bot.entity.heldItem when bot.heldItem is updated bot.heldItem should probably be removed for coherence but it's already used by some projects using mineflayer, so let's keep both for now 22:05 < Batimonster> Hello :) --- Day changed lun. mai 18 2015 00:37 < SupaHam> Anyone able to tell me what the smooth property means in this documentation? https://docs.oc.tc/modules/portals I'm not seeing anything about that implemented by minecraft and I'm not certain how you can smoothen out a teleportation 01:05 <+Amaranth> Maybe the difference between sending relative move (won't reset yaw/pitch) or teleport? 01:10 < Kashike> SupaHam: https://github.com/OvercastNetwork/SportBukkit/commit/8ba6f025a90df308915d18167c312b0650b19e03 01:12 < SupaHam> http://wiki.vg/Protocol#Player_Position_And_Look interesting 01:12 < SupaHam> thanks Kashike 16:06 < Batimonster> Hello 16:06 < Batimonster> I have a question 16:07 < Batimonster> I am coding a minecraft chat client, but I am a noob to packets 16:07 < Batimonster> So I created a PacketReader and PacketWriter class 16:08 < Batimonster> For the login, I am sending a handshake and after that a loginStart 16:08 < Batimonster> But when I am trying to read the LoginSuccess, I always get an EOFException 16:11 < Batimonster> http://pastebin.com/1vd7A9X5 16:11 < Batimonster> http://pastebin.com/F5FWUCif 16:11 < Batimonster> http://pastebin.com/qfg4sQeR 16:11 < Batimonster> http://pastebin.com/LVjAV8iJ 17:24 < Batimonster> Hello, I have a problem with coding a java minecraft chat client 17:24 < Batimonster> Is someone here who can help me? 17:26 < barneygale> Batimonster, can you do a hexdump of the traffic you send? 17:32 < NathanWolf> Is "skins.minecraft.net" deprecated? Meaning should I not rely on links like http://skins.minecraft.net/MinecraftSkins/NathanWolf.png to easily get a current skin from a player name? 18:03 <+XorBoole> NathanWolf that's a dumb-ass skin 18:03 * XorBoole runs 18:03 < NathanWolf> ;( 18:05 < NathanWolf> I'm crying more because you made me think someone might've actually answered my question, than that you have insulted my skin. Thoughhh that is roughly how I look IRL.. so ouch. 18:07 <+XorBoole> well, if you want my opinion, I'd not rely on it 18:07 <+XorBoole> it probably does the same lookup you'd do normally 18:07 < shoghicp> also https://s3.amazonaws.com/MinecraftSkins/NathanWolf.png 18:07 <+XorBoole> shoghicp that works?! 18:07 <+XorBoole> I thought that didn't work anymore 18:08 < NathanWolf> It works if your skin was there already 18:08 < shoghicp> I think that's kept for backwards compatibility 18:08 < NathanWolf> But I don't think any new ones have been added in quite some time. 18:08 < NathanWolf> But the skins one just does a redirect to their current skin URL 18:08 < NathanWolf> Which is extremely handy 18:08 < NathanWolf> given that doing the same thing manually via the API incurs all kinds of throttling. 18:09 <+XorBoole> NathanWolf how do tou know that redirect isn't throttled? 18:09 < NathanWolf> It never gives me an error... 18:09 < NathanWolf> Maybe it doesn't update in realtime, but I don't really care that much 18:09 <+XorBoole> try hit a throttle limit then 18:09 * XorBoole prods TheUnnamed|Away 18:09 < NathanWolf> I mean I can hammer it hard and it always works. 18:09 <+XorBoole> shit 18:09 < NathanWolf> oooh you gonna get itttttt 18:09 * XorBoole prods Thinkofdeath 18:09 <+XorBoole> we have something for you to break 18:10 < NathanWolf> Ha.. well I'm fairly certain the skins URLs aren't throttled 18:10 <+XorBoole> that's because you're not a certified thing-breaker 18:10 < NathanWolf> But maybe they need to be and that's why they're deprecated.. I was told my a random user on a forum that I shouldn't use it anymore, but I haven't been able to find any official word on it. 18:10 <+XorBoole> thinky just needs to /look/ at sourcecode and it suddenly becomes buggy 18:11 < NathanWolf> Lol- Xor I have a room with about 200 "player portrait" maps .. I've tested having them all load at once, and it works fine. 18:11 <+XorBoole> NathanWolf welp.jpg 18:11 < NathanWolf> I just.. don't want to break all my things because of some random thing some random forum user said :D 18:12 < NathanWolf> If it's really deprecated or doesn't get updated anymore... then I will think about how to workaround the problem. 18:12 <+XorBoole> well, I dunno if we can find out if it's deprecated w/o asing Gr.um or db 18:12 < NathanWolf> That said, it'd be a shame - as having a simple URL to get from player name to current skin is something I imagine a lot of websites and possibly server mods use. 18:12 < NathanWolf> Yeah.. well that's why i'm here :D 18:12 <+Grum> then just ask 18:12 * NathanWolf waits patiently 18:12 < NathanWolf> ohai 18:13 <+XorBoole> db's on vacation and g.rum discovered agar.io... owaitnevermind 18:13 < NathanWolf> So I shall ask- is "http://skins.minecraft.net/MinecraftSkins/NathanWolf.png" deprecated? 18:13 <+Grum> actually not playing atm for some reason hehehe 18:13 < NathanWolf> That game.. is craziness 18:13 <+Grum> i got annoyed, someone touched by balls 18:13 <+XorBoole> Grum casual. I got a high score of 12220 a few days ago 18:13 < NathanWolf> reminds me of the massively multiplayer Conway's Life I tried to make ages ago 18:13 <+Grum> NathanWolf: it should die, so yes feel free to consider it deprecated 18:14 < NathanWolf> aw :( 18:14 <+Grum> XorBoole: 'highscore' in multiplayer? :p 18:14 < NathanWolf> Is there an easy replacement that doesn't involve throttled api calls.. by chance? 18:14 < NathanWolf> Guessing not :D 18:14 <+Grum> no 18:14 <+XorBoole> Grum well, you have a 'score' per session, which is your biggest blob size 18:14 <+XorBoole> I had some pro plays the other day ;) 18:14 < NathanWolf> Hrm.. okie dokie then, well thanks for the info! 18:14 <+Grum> I'm very confused, why would you need it? :/ 18:15 <+XorBoole> Grum he believes it's unthrottled 18:15 <+XorBoole> I'd be surprised if ti was 18:15 <+XorBoole> or perhaps more accurately, someone's lazy =p 18:15 * XorBoole runs 18:16 < NathanWolf> Grum- I have a mod that puts player portraits on a map 18:16 <+Grum> No, why would you need unthrottled access to skins if you are NOT an online server? 18:16 < NathanWolf> It's an online server 18:16 <+Grum> yes, and the server has the skin-urls 18:16 <+Grum> so there, problem fixed 18:16 < NathanWolf> Does it.. ? 18:16 <+Grum> yes? O.o 18:16 <+Grum> it gets it from the auth-server 18:16 < NathanWolf> For offline players? 18:16 <+XorBoole> NathanWolf burried somewhere in NMS 18:16 < NathanWolf> ^^ 18:16 <+Grum> there are no offline players ON a server. 18:16 <+XorBoole> offline players? no 18:17 <+XorBoole> only players that are online 18:17 < NathanWolf> But I have player portraits hung up on walls 18:17 <+Grum> then remember their blobs from when they were online 18:17 < NathanWolf> I do cache the file, so maybe that's good enough 18:17 < NathanWolf> Yeah 18:17 <+XorBoole> if you want the skin of someone who isn't online you need to do a lookup 18:17 <+XorBoole> Grum that works iff you don't want the skins to update 18:17 <+Grum> or, remember it from when they were online 18:17 <+XorBoole> I assume this usecase doesn't want that 18:17 <+Grum> XorBoole: no, that is how they were last seen on the server 18:17 < NathanWolf> Mmm - I understand that for the full profile blob - just sad to see the case of needing only a texture go 18:17 <+Grum> and that is all information you need 18:17 < NathanWolf> Does that mean all the "look up player skins" websites are going to die? (just curious) 18:18 <+XorBoole> NathanWolf no... 18:18 <+Grum> no, they would just throttle 18:18 <+XorBoole> why would they? anyone can look up skins, if their code complies to the standard 18:18 <+Grum> I'm not really seeing a good use for that site 18:18 < NathanWolf> Mmm .. can't see how they'd do that if they plan on having more than one person trying to use the site at the time 18:18 <+Grum> s/a site like that/ 18:18 <+XorBoole> the throttle is far from unreasonable 18:19 <+Grum> I really do not understand why you would need to show a skin without logging into the game :) 18:19 < yawkat> i use that endpoint for avatars because it's convenient. 18:19 <+Amaranth> The name->UUID lookup is 600 every 10 minutes, right? 18:19 < yawkat> yes 18:19 <+Amaranth> So yes, those sites are dead :P 18:20 <+XorBoole> Grum some people like to force skins as avatars outside of server contexts 18:20 <+Grum> then those people are doing it wrong 18:20 < NathanWolf> Well you can still do that .. 18:20 <+Amaranth> Well, not really, because I doubt any of them are that popular 18:20 < NathanWolf> Just grab your current skin URL, though it won't update 18:20 <+XorBoole> Grum what is the correct procedure, for reference? 18:20 < yawkat> i think i cache skins for 2 hours but implementing the profile api would be a pita. 18:20 <+Amaranth> But if they were popular enough to get more than 600 requests for unique names every 10 minutes they'd be dead 18:20 <+Grum> XorBoole: get whatever the server knew 18:20 < NathanWolf> Though I will say "grabbing your current skin URL" is tremendously easier via the skins. API in the first place :D 18:20 <+XorBoole> you're probably correct in that 90% of these usually have a server context anyways 18:21 <+XorBoole> in any case everyone else can just use authlib or a fork thereof 18:21 <+Amaranth> NathanWolf: On the other hand stop hitting Mojang's server so much :P 18:21 < NathanWolf> So there is not a min wait time between two requests? Just an overall 600/10m limit? 18:21 <+Grum> You have any idea how much traffic those skins cost? :p 18:21 < NathanWolf> Well- I don't think I would hit it that much 18:21 <+Grum> We're talking 6+ numbers a year 18:21 < barneygale> $000001? 18:21 < NathanWolf> I mean 600/10m is more than plenty for me- I thought there was a min time between requests, too. 18:22 <+XorBoole> NathanWolf nah, you build up a counter. if you go over I think the connection dies or stalls 18:22 < NathanWolf> Is that cost including in-game profile lookups? Or just the external requests to s3 and skins. that you want to get rid of? 18:22 <+XorBoole> I think that bit's undocumented 18:22 <+Grum> NathanWolf: if you ahve a plugin, why the hell would you bother our servers again? 18:22 <+Grum> you *HAVE* the data with the plugin 18:22 <+Amaranth> Alright then, confirmed the day Minecraft sales slow down skins are gone :P 18:22 < yawkat> i wonder what would happen if you changed the download links for the launcher to the official maven repos. 18:22 < NathanWolf> Grum, I generally do not- they are fetched once then cached 18:22 <+XorBoole> Amaranth > implying Minecraft sales will slow down in the next decade 18:22 <+Grum> yawkat: you will get the artifacts blocked from those repos 18:23 <+Grum> yawkat: without a joke, this has already happened for forge-dependencies 18:23 < NathanWolf> But if you lose the cache, or maybe want to reset it to get portraits to update to players' latest skins 18:23 < yawkat> really? heh 18:23 <+Grum> yes 18:23 < NathanWolf> It's a lot easier to just let them re-lookup via a URL that returns a PNG, then trigger a whole profile lookup background process. 18:23 <+Grum> they just removed scala's libs 18:23 <+Amaranth> NathanWolf: Update the cache when the player joins 18:23 <+Amaranth> And don't lose it 18:23 <+Grum> and then complained to us 18:23 <+XorBoole> using scala for forge is a joke anyways 18:23 <+Grum> and i kinda laughed at them 18:23 < NathanWolf> What if the player doesn't join? 18:23 <+XorBoole> I shill scala but 90% of usecases people force it into is a joke 18:24 < NathanWolf> Then their portraits are broke ... IDK I'm being hypothetical here 18:24 <+Amaranth> NathanWolf: Then you forever immortalize how they looked when they were on your server 18:24 < NathanWolf> I actually don't mind the throttling at all, if it works how you describe it 18:24 <+Grum> NathanWolf: who cares if someone who doesn't play on your server has no portrait? :/ 18:24 < NathanWolf> But it's nice to have a name->skin.png direct path 18:24 < NathanWolf> Haha- I care.. past heroes of yore and all that :D 18:24 <+Grum> ? 18:24 <+XorBoole> NathanWolf grab it once, reuse forver 18:24 <+Grum> then look up the 3 past heroes 18:24 < NathanWolf> But yeah what Amaranth said .. instead of clearing the cache, flagging and updating on relog would work 18:25 < yawkat> uuid -> skin.png would be even nicer :) 18:25 < NathanWolf> Or just changing the whole thing to go through API- I won't get throttled at that rate, it's never THAT many 18:25 < NathanWolf> Yes- either of thsoe 18:25 < NathanWolf> *those ... it's just a bit more complicated when my target is a PNG on disk 18:25 <+Grum> Meh I'm so tempted to add another layer of authing on the skin-getting 18:25 < NathanWolf> But I know making my life less complicated is not really your concern :D 18:25 <+Amaranth> And don't even do your own lookups, when they're on the server it already got the skin URL 18:25 <+Grum> sadly it would complicate it a lot 18:26 <+XorBoole> Grum such as? 18:27 <+Grum> XorBoole: some token you only obtain from the server signed by our servers 18:27 <+XorBoole> soo, your servers give a user server a tocken? i'm confused 18:29 <+Grum> auth-servers would give a token that allows a user to fetch skins to the mcservers 18:29 <+Grum> and they will communicate this token on to the client which then has to use that to request skindata 18:30 < NathanWolf> So you would need to login with a mojang account before fetching skins? 18:30 <+Grum> and then check if the skin-data requests has the right token, is from the right ip (same as authed for the session) 18:30 <+Grum> anyhow too much work ;) 18:31 <+XorBoole> Grum yeah that seems (mostly) pointlessly complicated 18:31 <+Thinkofdeath> plus converting old skulls make that harder 18:32 <+Amaranth> Thinkofdeath: If that's like most map conversions you should only expect it to work for about a year :P 18:32 <+Thinkofdeath> lol 18:33 <+XorBoole> solution: everyone is either steve or alex 18:33 * XorBoole runs 18:33 <+Grum> agreed ;) 18:33 <+Thinkofdeath> xbox style: skins are now dlc 18:34 <+XorBoole> though I'm sure that would probably make /r/minecraft start a witch hunt 18:34 <+XorBoole> that would probably be fun to watch though 18:34 <+Grum> good april fools 18:34 <+XorBoole> Thinkofdeath nah too much work, skin based on hashcode is easier 18:34 <+Grum> steve in a dress, alex as lumberjack 18:34 <+XorBoole> Grum you guys already did the skin thing, be more creative 18:35 <+Grum> but that was villager s:D 18:35 < cindy_k> grass grass grass 18:35 <+Grum> and it was mostly sounds ;) 18:35 <+XorBoole> gruus! 18:35 <+XorBoole> it was amusing 18:35 <+XorBoole> did capes get nuked when that happened? I can't remember 18:36 <+Grum> nah but there was a but with that 18:36 <+XorBoole> I should really get around to writting my modded authlib + skin fuckery system 18:37 * XorBoole procrastinates 18:38 <+Grum> go play with your ball http://agar.io 18:39 * cindy_k just gets eaten. everytime :( 18:39 <+XorBoole> I'm not plugged in, I don't feel like burning my battery 18:39 <+ammar2> I got big and then ate a green 18:39 <+ammar2> it split me up and I got sad 18:40 <+Grum> hehehe 18:40 <+XorBoole> fun fact: if you're in 16 separate chunks you can eat viruses to add mass! 18:40 <+Grum> nope 18:40 <+Grum> they do not add mass 18:40 <+XorBoole> I'm pretty sure they dod 18:40 <+XorBoole> I tested this 18:40 <+Grum> 100% they do not 18:40 <+Grum> me too :) 18:40 <+XorBoole> must've changed 18:40 <+Grum> you eat them but not grow 18:40 <+Grum> tested it yesterday and today 18:41 < zml_> now now Grum stop stealing everybody's time 18:41 <+XorBoole> haven't played since friday so it probably changed 18:41 <+XorBoole> zml_ pls, I've been spreading agar before grummy found it 18:41 <+Grum> it's actually a viable tactic to eat them then 18:41 <+Grum> its sickening how much fun it is 18:41 <+Grum> and how simple the gam eis 18:41 <+Grum> and how annoying it is when people team up :P 18:41 < zml> it is way too fun 18:41 < zml> that's what team mode is :) 18:41 <+Grum> no, team up in FFA 18:42 <+Grum> i just did it once 18:42 <+Grum> found someone named "TeamPlayer" 18:42 <+Grum> so i plopped some balls into him 18:42 < zml> ah 18:42 <+Grum> then split myself and joined half into him 18:42 <+XorBoole> Grum me and my friends were some of the first people to do that via clan tags. 18:42 <+XorBoole> we've been playing since agar came out 18:42 <+Grum> where was it released? 18:42 <+Grum> because its awesome 18:42 <+XorBoole> 4chan 18:43 < zml> when did it come out? 18:43 <+Grum> how many balls per server? 18:43 <+XorBoole> one of our friends told us about it and it's spread like wildfire on my campus 18:43 <+XorBoole> Grum we try to get on the same server, around seven-ish when a lot of us are playing 18:43 < zml> oh it got blocked at my school recently 18:43 <+Grum> teaming up makes FFA completely unfair :p 18:43 <+Grum> XorBoole: 7? 18:43 <+XorBoole> > blocked 18:43 <+XorBoole> > school 18:44 < zml> yeah, I know I get around it too 18:44 <+XorBoole> Grum seven of us in one team 18:44 <+Grum> lol 18:44 < zml> it's more a measure of popularity than actual inability to access it 18:44 <+XorBoole> zml I just say it because my school doesn't block anything 18:44 < zml> ah 18:44 <+Grum> 40k players online @ europe -- that is a LOT of servers 18:44 < zml> web blocks are absurd anyways 18:44 <+Grum> absurdly easy to get around too 18:44 <+Grum> just need a host with ssh on port 80 :P 18:44 <+XorBoole> zml our IT dept gave up a long time ago ;) 18:45 < zml> true, absurdly easy to get around and really just go against the point of the internet :) 18:45 <+Grum> yeah 18:45 <+XorBoole> they do get mad when you hach their shit though, which is annoying 18:45 <+Grum> hmz would be nice to play with people hehehe