18:45 <+XorBoole> Grum oh, I know a good multiplayer game you might like 18:45 <+XorBoole> ever heard of MineCraft? 18:45 * XorBoole runs 18:46 <+Grum> i heard it looks like my dog puked pixels on the screen and then zoomed in 18:46 <+XorBoole> Grum I heard it runs on java! who would write a game in java?! 18:46 * XorBoole runs even faster 18:46 < Batimonster> Grum ? I have a little question 18:46 <+Grum> sigh on a server where a hitler ball is the biggest 18:47 <+Grum> oh second biggest 18:47 <+Grum> holy shit 18:47 <+Grum> 19000 ball formed :p 18:47 < zml> like all the servers have hitler china ussr or dick as biggest ball 18:47 <+XorBoole> I usually go by 'sudo fuck me' =p 18:47 <+XorBoole> with or without clan tag 18:47 < Batimonster> I want to code a java minecraft server chat 18:47 <+XorBoole> Batimonster read wiki.vg 18:48 < zml> I'm just zml typically 18:48 < Batimonster> I already did a lot of times 18:48 <+XorBoole> grum has better things to do, like waste his time on agar 18:49 < zml> agar is super important 18:49 <+XorBoole> zml+++++++++++ 18:50 <+XorBoole> more important than studying for my differential geometry final 18:50 < zml> such fancy 18:50 <+XorBoole> alll the wedge products! 18:50 < zml> I don't even know what differential geometry is 18:51 <+XorBoole> it's like calculus but better 18:51 < zml> "better" 18:51 < zml> last calculusy math class I took was diffeq last semester 18:51 <+XorBoole> I study theoratical math, fuck off 18:51 <+XorBoole> diffeq is evil. I hate it 18:52 <+XorBoole> pdes can go die in a fire 18:52 < zml> ours was only odes cuz HS math elective 18:52 <+XorBoole> still evil 18:53 < zml> very hate 18:53 <+XorBoole> { { math I do } math I like } pdes 18:53 < zml> nice sets there 18:53 <+XorBoole> set theory \in math I do 18:54 < zml> where does number theory fit in there? 18:54 < zml> latex commands for set notation? 18:54 <+XorBoole> put about 50 spaces after pdes 18:54 <+XorBoole> then number theory 18:54 < zml> that's the class I'm taking this semester 18:54 <+XorBoole> I wish there was an intellij plugin for endering latex macros for symbols like in mathematica 18:55 < zml> I wish for latex everywhere 18:55 <+XorBoole> well, mathematica would be \[Element] but whatever 18:56 <+XorBoole> for reference, { math I do } is mostly algebara, and { math I like } is mostly algebra/analysis 18:57 < zml> So you like but don't do analysis 18:58 < zml> I can totally set 18:58 <+XorBoole> by "math I do" I mean math that I would write papers on 18:58 <+XorBoole> "math I like" is math I would enjoy a class on 18:59 < zml> Aren't you fancy 18:59 < zml> Papers & shit 18:59 <+XorBoole> :3 19:00 < Batimonster> Whats wrong with this code? http://pastebin.com/XCKYhBya 19:01 < Batimonster> My PacketHandler: http://pastebin.com/k733mP4E 19:02 <+XorBoole> zml I could also tell you where I go to school but it would be gloating at that point 19:06 < zml> Probably one of those places I could never get into 19:06 < cindy_k> *coughs*MIT*coughs* 19:09 <+XorBoole> cindy_k fuck off! 19:09 < cindy_k> <3 19:09 <+XorBoole> I'm going to bite you at minecon 19:10 < zml> Yep, such fancy 19:11 < cindy_k> 400ft of snow 19:12 <+XorBoole> nah it's pretty warm now 19:13 < Batimonster> Can anyone please help me? :) 19:14 <+ammar2> you aren't being specific enough 19:14 <+ammar2> you keep saying you've tried to write a client 19:14 <+ammar2> what have you tried 19:14 <+ammar2> what are you having problems with 19:15 < Batimonster> Sending the handshake and loginstart packet 19:15 < rom1504> did you send them far enough ? 19:16 < Batimonster> That's how I send the handshake packet: http://pastebin.com/fFqSfzLB 19:17 < rom1504> you need to send them at least 10km away 19:19 < Batimonster> +ammar2 Do you see a fault? 19:21 <+ammar2> your code is kind of horrible to look at D: 19:21 <+ammar2> it doesn't seem like you're factoring in the varint prefix of the string in the total packet length 19:22 <+ammar2> protip: buffer the packet instead of counting it by hand like that 19:36 < Batimonster> So did I understand it right? 19:36 < Batimonster> First write the length of the whole packet 19:37 < Batimonster> Then the packet ID and then the data 22:31 < Not-586c> [wiki.vg] Edit by SirCmpwn to Server List -> http://wiki.vg/index.php?title=Server_List&diff=6619&oldid=6607 22:41 < Not-586c> [wiki.vg] Edit by SirCmpwn to Client List -> http://wiki.vg/index.php?title=Client_List&diff=6621&oldid=6589 22:46 < Not-586c> [wiki.vg] Edit by Thinkofdeath to Server List -> http://wiki.vg/index.php?title=Server_List&diff=6622&oldid=6619 --- Day changed mar. mai 19 2015 13:41 < Batimonster> Hey, it's me again :D 13:47 < Batimonster> My handshake packet stil doesnt seem to be right.. 13:47 < Batimonster> Now with a ByteBuffer: http://pastebin.com/j54zW8vG 13:55 < Batimonster> Am I sending it wrong? 14:00 < BizarreCake> The length of the packet should include the packet ID as well 14:01 < BizarreCake> Also, using a buffer just to compute the length is a bit inefficient.. 14:01 < BizarreCake> If you're using a buffer, write out the contents of the buffer, instead of rewriting the fields one by one all over again 14:33 < Batimonster> Okay, it works now, thanks :) 14:34 < Batimonster> But another question 14:39 < Batimonster> In my PacketReader I am waiting for the LoginSuccess packet 14:39 < Batimonster> But after I got it, I also get a lot of crap printed out 14:40 < Batimonster> There are multiple packets with the ID 0x02, how can I know it's the Login Success? 14:43 < zh32> you'll get a state in the handshake. this tells you in what context you are 14:49 < Batimonster> Okay, that does also work, thanks :D 15:25 < Batimonster> Sorry, but another question :D 15:25 < Batimonster> When I am trying to send the keepAlive packet back, I get a DecoderException 15:26 < Batimonster> http://pastebin.com/wV9PraHy 15:29 < Batimonster> And that's the error: [15:28:38 INFO]: ersterstreber lost connection: Internal Exception: io.netty.han dler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(1) + length(1) exceeds writerIndex(1): UnpooledHeapByteBuf(ridx: 1, widx: 1, cap: 1) 15:34 < BizarreCake> Batimonster: Where are you writing the packet's length and ID in that one? 15:36 < Batimonster> BizarreCake: Here: http://pastebin.com/LDXgdjZA 15:39 < Batimonster> Handshake and LoginStart are working, the player joins 15:40 < BizarreCake> You're writing a client, right? 15:40 < Batimonster> Right 15:40 < BizarreCake> You're connecting to a vanilla server? 15:40 < Batimonster> Spigot 15:41 < BizarreCake> Is encryption enabled on the server's end? 15:41 < Batimonster> Er 15:41 < Batimonster> I don't know, how can I see that? 15:42 < BizarreCake> If it is, the server will send an Encryption Key Request packet to your client 15:42 < BizarreCake> right after you send a Login Start packet 15:43 < Batimonster> So I first have to answer that? 15:43 < BizarreCake> You're still in the "Login" state, if that's the case 15:43 < BizarreCake> so the 0x00 packet isn't a keep-alive packet in that context, yet. 15:44 < BizarreCake> You switch to the "Play" state after the server sends a Join game packet to you 15:44 < BizarreCake> Only then keep alive packets make sense 15:44 < Batimonster> Okay, I turned off encryption 15:45 < Batimonster> Now I don't get an error anymore 15:45 < BizarreCake> The normal login sequence can be found at http://wiki.vg/Protocol_FAQ. 15:46 < Batimonster> Okay, thanks a lot 15:46 < Batimonster> Keep-Alive works now :D 15:46 < BizarreCake> no problem :) 15:47 < BizarreCake> Also, from what I understand, the client should only respond with a keep-alive packet if the server sends a keep-alive packet first 17:16 < Batimonster> Hey, it's me again :D 17:17 < Batimonster> BizarreCake, are you still here? 17:22 < BizarreCake> Batimonster: ? 17:22 < Batimonster> BizarreCake: I have a problem with the encryption :D 17:22 < BizarreCake> lol 17:22 < Batimonster> I don't understand from where I get the shared secret? 17:23 <+ammar2> you generate it 17:23 <+ammar2> use a cryptographic random generator 17:23 < BizarreCake> http://wiki.vg/Protocol_Encryption 17:24 < Batimonster> So it's just a random 128 bit key? 17:24 <+XorBoole> ammar2 like this? def nextInt: Int = 0? 17:24 <+XorBoole> that's cryptographically secure, right? 17:24 * XorBoole runs 17:24 < BizarreCake> lol 17:24 <+ammar2> XorBoole: can confirm is safe 17:25 <+ammar2> you may wanna xor it though 17:25 <+ammar2> :3 17:25 <+XorBoole> def nextInt: Int = 0 ^ 0 17:25 <+XorBoole> now with xor for extra safety 17:26 <+XorBoole> but if you want real safety you should use PHP. because everyone knows how well `==` mixes with md5() 17:27 <+XorBoole> actually... ammar2 is def nextInt: Int = md5(0^0) super-duper safe? 18:22 < barneygale> XorBoole, https://xkcd.com/221/ 18:26 < Batimonster> Hmm, I am not getting any Chat Message packets, though I am writing in the chat... --- Day changed mer. mai 20 2015 03:29 < Aikar> is there no way to override "Too Expensive"? :/ 03:29 < Aikar> why isnt that simply a flag the server sends :/ 03:30 < Aikar> i wonder if i can send creative mode packet to client, send level, then send survival back 03:30 < Aikar> that updates ui on change doh 03:46 <+XorBoole> Aikar yes, creative 03:47 <+XorBoole> actually... I think you just need "break blocks instantly" 03:47 < Aikar> can you send that as sep perm to client? thats what server checks yes 04:04 < Aikar> redesigning how anvils work, and would love to go over 39 04:04 < Aikar> gonna try to send playerabilities on open and reset on close 04:05 < Aikar> making item repair cost increase per player 04:11 <+XorBoole> > redesigning how anvils work 04:11 <+XorBoole> doing god's work son 04:12 <+XorBoole> at least, if I can call you 'son' 04:12 <+XorBoole> I can't even buy alcohol 06:45 * Aikar is god. 06:45 * Aikar pets Xor 10:56 < angal> Aikar, i seen here http://wiki.vg/Protocol#Window_Property property for anvil "Maximum cost". Never test, what is this, but maybe what you need... 15:12 < Batimonster> Hey, I have a little problem again:D: I am not getting any Chat Message packets, even though I am writing something 16:06 <+XorBoole> Aikar wat 16:40 <+ammar2> XorBoole: can confirm Aikar is god 16:41 <+XorBoole> ammar2 well shit, I was pretty convinced I was god last time. looks like my turn ran out while I slept 16:41 <+ammar2> XorBoole: a good old fashioned god off should settle it 16:42 <+XorBoole> Aikar will chear 16:42 <+XorBoole> s/cheat 16:42 < jython234> lol 16:42 * XorBoole glares at Aikar 16:43 < Aikar> angal, thats mislabeled (as well as in mc-dev), its just cost, not max cost 16:44 < Aikar> i checked client code and it also does canBuildInstantly check, and I tried sending PlayerAbilities to have canBuildInstantly but didnt seem to work :( 16:45 < Aikar> so i gave up and just capped it to 39 16:45 <+XorBoole> that's a real shame 16:45 <+XorBoole> not to mention a stupid implementation detail... 16:45 * XorBoole glares at the people responsible 16:49 < Not-586c> [wiki.vg] Edit by Aikar to Protocol -> http://wiki.vg/index.php?title=Protocol&diff=6623&oldid=6592 16:53 < Aikar> XorBoole, https://gist.github.com/aikar/fff219826bf76bf50e7a 17:00 <+XorBoole> facinating 17:00 <+XorBoole> Aikar remind me, you going to minecon? 17:00 < Aikar> its not in the us so no 17:00 < Aikar> I dont have a passport 17:00 <+XorBoole> oh well 17:10 <+ammar2> XorBoole: are you going to minecon 17:10 <+XorBoole> yis 17:11 <+ammar2> XorBoole: are you literally a minecon 17:11 <+XorBoole> I can neither confirm nor deny 18:29 < Dakado> Hello I am just wondering is there any Client->Server packet for disconnect or you can do just socket.close() ? 18:31 < Paprikachu> there is a disconnect packet, which if sent before closing the socket, will let you display a message to the client 18:31 < Dakado> Because if I just close the socket server tells me that the client has disconnected with ReadTimeOut 18:31 < Paprikachu> you can just close the socket, but you wont get a nice user message 18:32 < Dakado> and is this packet somewhere documented ? I have not found it 18:32 < Paprikachu> http://wiki.vg/Protocol#Disconnect 18:33 < Dakado> Ah yes I know this one but I mean the packet sent by client to server about disconnect 18:34 < Paprikachu> there probably isnt one 18:34 < Paprikachu> server doesnt care about reasons 18:34 < Dakado> so how to let the server know that the client is disconnecting ? 18:34 < Paprikachu> by just disconnecting. 18:35 < Dakado> so socket.close() on the client side is just fine ? 18:35 < Paprikachu> yes 18:36 < Dakado> hm its such a shame there is not one but whatever thanks man 18:36 < Paprikachu> there is no need 18:36 < Paprikachu> as i said, server doesn't care. it doesn't need preparation. 18:36 < Dakado> In some cases if you want reconnect button you have to close the socket and open a new one again which takes some time 18:37 < Paprikachu> i have no idea what you mean, but no, opening and closing sockets is pretty much instant. 18:39 < Dakado> anyway thanks 18:39 < Paprikachu> no biggie 21:13 <+XorBoole> TIL haskell can execute infinite loops in finite time 21:13 <+XorBoole> echo 'main = main' >> loop.hs; ghc loop.hs; ./loop --- Day changed jeu. mai 21 2015 00:04 < Not-586c> [mineflayer] rom1504 pushed 2 commits to master [+0/-0/±2] http://git.io/vTgtr 00:04 < Not-586c> [mineflayer] gipsy-king bfaaa95 - swing arm immediately when digging 00:04 < Not-586c> [mineflayer] rom1504 8d4238c - Merge pull request #290 from gipsy-king/master swing arm immediately when digging 18:30 <+XorBoole> I will fucking murder my bnc 18:31 <+XorBoole> I should just have Xor_Boole voiced too... 18:31 * XorBoole screams into a pillow 21:01 <+Thinkofdeath> Wonder what the security issue fixed in 1.8.5 is 21:04 <+Thinkofdeath> from the sounds of https://twitter.com/CrushedPixel/status/601131990902054914 its the issue I reported back in December? :3 21:14 < dav1d> Thinkofdeath: I didnt even know you were german :o 21:14 <+Thinkofdeath> i'm not? o.O 21:14 < dav1d> Thinkofdeath: oh nvm, the guy found the same issue? 21:14 < dav1d> and he is german? 21:14 <+Thinkofdeath> apparently 21:15 <+Thinkofdeath> he also states it doesn't work on spigot which I patched it on, wondering why it suddenly got fixed after 5 months of being ignored (if it is my issue) 21:16 <+XorBoole> TIL Thinkofdeath is german 21:16 <+XorBoole> this is why he doesn't like tea. HE'S A SPY 21:17 * XorBoole alerts HRM 23:19 < gurun> Anyone at the gaming conference in Malmö? --- Day changed sam. mai 23 2015 03:29 < GreenSnake> is there any examples of Handshaking a server with their respective byte arrays sent to the server which I could look at? not having exactly good luck with getting anything working 10:33 < Not-586c> [wiki.vg] Edit by UnknownShadow200 to Classic Protocol Extension/Support -> http://wiki.vg/index.php?title=Classic_Protocol_Extension/Support&diff=6624&oldid=6617 10:38 < Not-586c> [wiki.vg] Edit by UnknownShadow200 to Classic Client List -> http://wiki.vg/index.php?title=Classic_Client_List&diff=6625&oldid=2157 23:03 < Not-586c> [mineflayer] rom1504 pushed 3 commits to master [+0/-0/±3] http://git.io/vT7cn 23:03 < Not-586c> [mineflayer] Pietro210 f4bf07e - Check effect exists before delete 23:03 < Not-586c> [mineflayer] Pietro210 7cde58c - Emit entityEffectEnd with an "unknown effect" 23:03 < Not-586c> [mineflayer] rom1504 44a055e - Merge pull request #291 from Pietro210/fix-284 Check effect exists before delete 23:26 < TommyGamer> I'm attempting to refresh my client token manually as a test, but the authserver (authserver.mojang.com/refresh as stated in the page on Authentication), but it keep giving me an IllegalArgumentException stating that the "token is null." This exception isn't documented on wiki.vg, and the accessToken and clientToken I'm passing it are not null. I t 23:26 < TommyGamer> hink it could be I'm using the wrong value for clientToken, where could I find the clientToken used to initially validate my accessToken? --- Day changed dim. mai 24 2015 21:09 <+XorBoole> *finally* fixed my fucking hostname 22:01 < rom1504> is it ok to send position updates faster than 50ms ? 22:01 < rom1504> (could that have bad consequences ?) 22:08 <+ammar2> not sure but the vanilla server does it at 50ms because the server loop runs at 20 ticks per second 22:08 < rom1504> *client 22:09 <+ammar2> oh well I'd imagine they'd get overwritten then 22:09 < rom1504> the server doesn't send position every 50ms 22:09 <+ammar2> since the server will process the packets per tick and then go through them both 22:09 < rom1504> the vanilla client does 22:10 <+ammar2> yeah sorry I misunderstood what you said before 22:10 < rom1504> yeah ok 22:11 < rom1504> the pb we have is we usually send position update every 50ms, but sometimes we might want to update a position "right now", that's why it might be a bit faster than every 50ms 22:11 < rom1504> I guess it would be okay then 22:11 <+ammar2> yeah it shouldn't really cause any problems 22:12 <+ammar2> there's no real way to ensure a packet reaches the server in intervals of 50ms anyway 22:12 <+ammar2> network jitter etc 22:12 < rom1504> yeah good point 22:15 <+Thinkofdeath> rom1504: sending it faster will cause a few issues, namely things like health regen 22:16 <+ammar2> Thinkofdeath: really? it's not aggregated across multiple movements? 22:17 <+Thinkofdeath> nope, movement has been broken for years :P 22:17 <+Thinkofdeath> its a hard issue to fix 22:25 < rom1504> ok 22:58 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±4] http://git.io/vTbFn 22:58 < Not-586c> [mineflayer] rom1504 a7ba46e - Add a callback to bot.look and bot.lookAt, used in bot.dig and bot.activateBlock : wait that the bot look in the correct direction before digging or activating a block (needed in non-vanilla server, and more natural) 23:02 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vTbba 23:02 < Not-586c> [mineflayer] rom1504 377a9db - remove name of anonymous function in digging.js 23:47 < sepen77> hi 23:47 < sepen77> how's it going 23:49 < vsg1990> I have to be doing something wrong. I set up a brand new project for Minecraft 1.8 and the client loads, but it won't load the example mod. I made no changes to the project after it was generated by gradle. Using IDEA as my IDE. Any suggestions? 23:52 < sepen77> Is there an irc for mc forge? would anyone here know? 23:53 < sepen77> nvm i found it --- Day changed lun. mai 25 2015 01:37 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vTN8f 01:37 < Not-586c> [mineflayer] rom1504 8316752 - fix activateBlock (forgot to put the force parameter in bot.lookAt call) 02:11 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vTNER 02:11 < Not-586c> [mineflayer] rom1504 c7bbfaf - fix bug in checkYaw in bot.look : need to check if yaw are equal modulo 2PI, add trapped chest in examples/chest.js 17:48 <+XorBoole> something something dinnerphone's server-version-tool doesn't handle color codes 17:48 * XorBoole runs 17:53 <+Thinkofdeath> it might handle them if servers didn't send the old format, we don't know :) 18:04 <+Thinkofdeath> welp, nevermind https://i.imgur.com/c0cCcOk.png 19:26 < Fenhl> dinnerphone 19:26 < Fenhl> ring ring ring ring ring ring ring 19:26 <+XorBoole> Fenhl dinnermoan and dinnerloan are also equivalent 19:27 <+XorBoole> such a fun name to rhyme against --- Day changed mar. mai 26 2015 00:21 < bywaterloo> I have questions about writing mods. Is this the right channel? 00:23 < bywaterloo> Specifically, wuppy's Sams book - I'm trying to update to 1.8 Forge code as i go, and it's getting tough. Any good resources besides his site 9which doesn't cover chapter 5 - using item metadata yet). 00:24 < zml> this channel is more for writing custom servers and clients for MC 00:25 < zml> you'll probably have better luck in #minecraftforge on esper bywaterloo 00:25 < bywaterloo> thx 01:25 < mniip> anyone know why would a lot of entities generate a lot of TX traffic for the client? 02:26 < Aikar> Grum: https://bugs.mojang.com/browse/MC-65214 found what causes that bug 02:37 <+XorBoole> I bet it's actually potatos. Z750 was right! 02:37 * XorBoole runs 02:39 <+XorBoole> Aikar exactly how does that cause the monuments-out-of-water bug though? 02:40 < Aikar> non 1.8 could be forest 02:40 < Aikar> 1.8 world gen would be deep ocean 02:40 < Aikar> and then you have a river biome going through it too 02:40 < Aikar> it checks deep ocean in 1.8, then neighbor checks sees the river and says "looks good to me" 02:41 <+XorBoole> how does this cause guardians with no monument? 02:41 < Aikar> why the monument didnt spawn is a good question, maybe chunk didnt save but the structure file did 11:11 < Not-586c> [wiki.vg] Edit by Phasesaber to Protocol -> http://wiki.vg/index.php?title=Protocol&diff=6626&oldid=6623 14:47 < Darkfirst> I'd like to start my minecraft server on demand, is this even possible (I was thinking about some kind of proxy)? 15:16 < rom1504> Darkfirst: what do you mean by "on demand" exactly ? 15:16 < Darkfirst> quit the server if nobody is playing for a while, and start it when people try to log on 15:19 < rom1504> the client log in would time out 15:20 <+ammar2> ehh depends on the startup time 15:20 <+ammar2> mcmyadmin does this 15:20 < PhonicUK> mm? 15:20 < PhonicUK> ah 15:20 < PhonicUK> yeah it does :) 15:21 <+XorBoole> why would you want to shut it down while no one is online? 15:21 < PhonicUK> save resources, CPU cycles = power = money 15:21 < Darkfirst> shut down the server if nobody is playing 15:22 < Darkfirst> saves money on ec2 :) 15:22 <+XorBoole> fair enough 15:22 < PhonicUK> its one of the most expensive features to maintain in McMyAdmin, but its the one hosts love the most xD 15:22 < Darkfirst> I wonder how hard it is to build a simple proxy, to turn stuff on and keep clients waiting properly 15:22 <+XorBoole> my box has more cores than I know what to do with. so many wasted cycles... 15:22 <+ammar2> PhonicUK: is it a full fledged minecraft proxy or just a simple tcp proxy? 15:23 < PhonicUK> its a partial minecraft proxy, it understands a subset of the protocol and can answer query requests 15:23 <+ammar2> oh right you need to show the server as being online 15:23 < PhonicUK> so the server shows as online in server lists even when it's not 15:23 <+ammar2> hmm 15:23 <+XorBoole> you say "subset of the protocol" like "protocol" is well-defined 15:23 * XorBoole runs 15:23 < PhonicUK> lol 15:24 <+ammar2> XorBoole: to be fair with the states it is 15:24 < PhonicUK> AFAIK McMyAdmin is the only way to do it right now 15:24 <+ammar2> you only need to handle the handshake and query state 15:24 <+ammar2> and just send everything else directly to the server 15:24 < Darkfirst> how often does the protocol change? Every version? 15:24 <+ammar2> every protocol version :P 15:24 < rom1504> every minor version 15:24 < Darkfirst> >.> 15:24 < Darkfirst> that's a lot to keep up with --- Log closed mar. mai 26 15:30:37 2015 --- Log opened mar. mai 26 15:30:49 2015 15:30 -!- Irssi: #mcdevs: Total of 144 nicks [1 ops, 0 halfops, 15 voices, 128 normal] 15:34 < rom1504> not that much 15:35 -!- Irssi: Join to #mcdevs was synced in 281 secs 15:52 <+Thinkofdeath> Sucky parts of the protocol? Creative 15:52 * Thinkofdeath hates creative with a burning passion 15:56 < angal> Yeah... 15:57 < angal> And all the places, where client send NBT to server. 16:00 <+XorBoole> Thinkofdeath mentioning creative is like cheating in the argument =p 16:02 <+Thinkofdeath> half the issues i've fixed in the past have been caused by that creative packet. I'm allowed to complain :P 16:55 <+XorBoole> feature request: `features.mojang.com` redirects to `bugs.mojang.com`. (ostensibly for suggesting features) 16:55 * XorBoole runs 17:03 < redstonehelper> with these 1.8.5 and .6 updates, I'm wondering - why do creative users *need* the ability to spawn in any item? is that because of the way the creative inventory is set up? 17:06 < konsolas> Hi there 17:06 < konsolas> I've been trying to calculate how long it would take for a player to break a block, and I've taken a look at http://wiki.vg/How_to_Write_a_Client#Digging 17:07 < konsolas> But the link https://github.com/superjoe30/mineflayer/blob/master/lib/enums/blocks.json is down. Does anyone know where the hardness is documented? 17:15 <+ammar2> konsolas: https://github.com/PrismarineJS/minecraft-data/blob/master/enums/blocks.json 17:15 < konsolas> Ok, thanks 17:16 <+ammar2> do you mind editing the wiki to fix the link otherwise I'll do it when I get back home 17:18 < barneygale> Darkfirst, that feature was implemented once before (in open source code) 17:18 < barneygale> Trying to remember the project name. 17:20 < barneygale> It's something I've considered writing as a demo for quarry. I'm pretty sure you can't get away with only implementing handshake/login unless you're intending to kick users with "please reconnect in 60s" or something similar. If you want to hold people in a queue, you're going to need to spawn them. 17:22 < barneygale> It's also something I had planned for mark3/4 before that got put on a quasi-hiatus. Let me know if you come up with some code, would be interested to see. 17:23 <+Thinkofdeath> redstonehelper: I'm pretty sure it was just the easiest thing to do at the time and no one (well notch i'd assume) thought of the possible side effects 17:24 < redstonehelper> I see, thanks 17:24 <+Thinkofdeath> the other option is having the creative menu a inventory handled server-side, which is much more work 17:24 < redstonehelper> yeah, there's so many little things too 17:30 <+ammar2> barneygale: can't you just send off a handshake to the actual server and then proxy all the tcp traffic or am I missing something really obvious 17:47 < Not-586c> [wiki.vg] Edit by Rom1504 to How to Write a Client -> http://wiki.vg/index.php?title=How_to_Write_a_Client&diff=6627&oldid=6499 17:56 < Aikar> honestly with all the new nbt commands, is creative special packets necessary? couldnt client be modified to send /commands to spawn items and modify them, then your not sending arbitrary nbt 17:57 < redstonehelper> this feels even more hacky 17:58 < Aikar> how so 17:58 < Aikar> there is a /give command already 17:58 < Aikar> creative could just use it 17:58 < Aikar> and not use special protocol 17:59 < Aikar> click on item in Creative Menu and it maps to a /give command 17:59 < Aikar> then servers could even send custom creative menus with their own items added to it 17:59 <+ammar2> seems kinda weird using commands for actions 18:00 < Aikar> you mean like the 1.7 chat system? lol 18:00 < Aikar> and command blocks 18:00 < Aikar> everythings already bound to commands 18:00 <+ammar2> I mean like a player input 18:00 < Aikar> ? 18:01 < Aikar> I'm saying to make every entry in creative menu simply bind to a /give command so when you click it, its same as just issueing the command 18:01 <+ammar2> yeah and I'm saying it just seems weird 18:01 <+ammar2> all you're doing is replacing the spawn packet with a chat packet 18:01 <+ammar2> and having the item be turned into text then having the server parse it back from text 18:02 < Aikar> right, and that custom spawn packet is the issue were complaining about :P 18:02 <+ammar2> well your solution doesn't really fix anything 18:02 < Aikar> yes but /give doesnt allow completely arbitrary NBT data does it? it checks for valid keys/values? 18:03 <+ammar2> no clue but those identical checks could just be put into wherever the creative item spawn packet is parsed 18:03 < Aikar> though theres an /itemdata now too right? i havent looked into those fine details 18:03 < Aikar> yeah but would be nice to not have to worry about 2 inventory click types. 18:03 < Aikar> like for my Item Lore spoofing I have to keep the dang original lore as a hidden nbt tag just so creative can restore it back when it moves the item 18:04 < Aikar> would be nice if creative used the same "move item X to slot Y" system 18:08 < Aikar> though now that spigot stores unknown nbt tags in the serialization, I could store my item meta there now 18:09 < Aikar> I had to store it in the lore itself to make sure the data never got stripped 18:09 < Aikar> though converting that would be a pain 18:10 < Aikar> i just store data at line 30+ for k/v pairs, then in the inventory packets send a spoofed lore to hide that data from client 18:12 < rom1504> no please don't make minecraft a text protocol Aikar 18:13 < Aikar> what 18:13 <+ammar2> a text protocol 18:13 <+ammar2> like IRC 18:13 < Aikar> not saying to invent anything new here lol, but to delete the creative inventory portion of the protocol since its not necessary 18:14 < rom1504> replacing normal binary packet to just chat packets is about the same thing as transforming minecraft protocol into a text protocol 18:14 < Aikar> a packet that isnt used 100% of the time 18:15 < rom1504> seeing how broken chat packets are (every modded server has its own variation), I'm not sure how good an idea it is to use chat packets even more 18:15 < Aikar> or hell least rework it to have a "modify item at sloy Y with this item nbt" so its similar to what we have today but a single system for inventory management ie moving items 18:17 <+Thinkofdeath> " couldnt client be modified to send /commands to spawn items and modify them, then your not sending arbitrary nbt" /give supports nbt, the same issue would still exist 18:17 < rom1504> how is that different to http://wiki.vg/Protocol#Creative_Inventory_Action ? 18:19 < Aikar> rom1504, server behavior of the inventory events are different for creative vs survival 18:19 < Aikar> id just like it to be consistent 18:20 < Aikar> Thinkofdeath, i thought give checked the data though? but 1.8 added a new command didnt so yeah i guess same issue 18:20 < Aikar> so i guess im not saying to do it from security point of view, but for simplfying inventory management so creative doesnt need its own special events for its behavior 18:20 <+Thinkofdeath> nope, no checks as far as I know 18:21 <+Thinkofdeath> Aikar: changing creative to the way I suggested would solve that issue to 18:21 <+Thinkofdeath> make creative an inventory window and use normal click actions 18:21 < Aikar> yeah thats what i was trying to say 18:22 < Aikar> survival works in the sense of "move slot 1 to slot 5" right? 18:22 < Aikar> but creative doesnt, it says "Empty slot 1, put this item i created in slot 5" 18:22 < rom1504> no 18:22 < Aikar> then how does survival moving work? 18:22 <+Thinkofdeath> Aikar: http://wiki.vg/Protocol#Click_Window 18:23 < rom1504> making creative an inventory window would mean sending ton of slots 18:23 < rom1504> not sure if that's practical 18:24 <+Thinkofdeath> Aikar: cb has a fun time changing that into events 18:24 < Aikar> Thinkofdeath, yeah ive seen that code lol 18:24 < Aikar> been in there a few times 18:25 < Aikar> I did some changes to work around ghost issues by forcing updateInventory anytime inventory events are cancelled 18:25 <+Thinkofdeath> rom1504: well the server doesn't have to send the window, just have the client and server know the layout and then use the normal clicks 18:25 <+Thinkofdeath> or a separate packet which has tab ID and slot ID, anything other than sending nbt 18:25 < Aikar> Thinkofdeath, well i dont think we have to worry about bandwidth really... a creative menu open would be insignificant. would be nice to be able to customize the window 18:27 <+Thinkofdeath> Aikar: the tabs make that harder, also searching. I'm mainly thinking about the easiest fix 18:31 <+ammar2> yeah, customizing the creative menu via the inventory packet seems a bit far fetched 18:31 <+ammar2> Thinkofdeath's solution seems pretty sane 18:32 < Aikar> well having a base slot id per tab would be easy. ie tab 1 = slot 1 - 999, tab 2 = 1000 - 1999, etc 18:33 < Aikar> or wait slot is a short isnt it 18:33 < Aikar> still enough room though 18:33 < Aikar> not that many tabs 18:34 <+ammar2> sounds hacky like the old protocol :P 18:34 <+ammar2> ideally if they wanted customizability they'd just add a new packet for it 18:34 < Aikar> well fine send the dang inventory as json with tab groups :P 18:35 < Aikar> if this plugin api ever happens, customizing that menu needs to be considered anyways 18:35 <+ammar2> soon (tm) 19:11 < barneygale> ammar2, (responding to your earlier message) I think the idea is that the minecraft server isn't even running. Connecting to the proxy fires up the server. If your server starts up reasonably quickly that's fine, but if it doesn't the client will timeout waiting for your proxy to send something back. 19:12 <+ammar2> barneygale: right so its reasonably easy if your server can start up fast enough 19:12 < barneygale> yep 19:12 <+ammar2> otherwise you need a full minecraft proxy in between 19:12 < barneygale> exactly 19:13 <+XorBoole> you know what's great. finals being over 19:13 <+XorBoole> you kno what's not great? the mental scaring that has made the word 'potato' pop into my head whenever I draw a blank 19:13 <+XorBoole> I have tried to use 'potato' as a command in a term 19:13 <+XorBoole> help me 19:13 < barneygale> potato? 19:14 <+XorBoole> actually, I should alias potato to something useful 19:14 * XorBoole echo "alias potato=ls" >> ~/.aliases 19:15 <+XorBoole> this is a useful alias 19:52 < Aikar> you forgot -l 19:53 <+XorBoole> Aikar it just resolves to a different alias 19:53 < Aikar> lol 19:53 <+XorBoole> it goes through at least three aliases during resolution 19:54 < Aikar> i kept default ls behavior the same since some tools might use it though i tend to code those tools to do /bin/ls 19:54 <+XorBoole> potato -> ls -> ls -A 19:54 <+XorBoole> I don't use -l pparently. I don't really like it anyways 19:55 <+XorBoole> Aikar not portable, you should do syscalls 19:55 * XorBoole runs 19:55 < Aikar> i dont support others, ubuntu masterrace 19:56 <+XorBoole> also, sudo chmod -x chmod 19:56 <+XorBoole> actually, how angry do you think md would be if I posted on his forums that that command gives a performance boost? 19:58 < OliverVsCreeper> Anybody know what the ratelimit on changing skins happens to be? 23:32 < Diemver> Hi every one, i have problem with 1.7.10. After i join my bot but it stays in air and doesn't takes any items. 23:42 < angal> Movement and pickup are handled by client on vanilla minecraft client/server pair. 23:42 < angal> Did you bot support this futures? 23:48 < Diemver> i'm using minecraft-protocol on nodejs it can handle all packets 23:49 <+Thinkofdeath> are you sending movement packets? 23:55 < Diemver> hmm while bot standing, should i send coordinates repeatly? --- Day changed mer. mai 27 2015 00:02 <+Thinkofdeath> Diemver: yes 00:03 <+Thinkofdeath> Diemver: well any of Player, Player Position, Player Look, Player Position and Look 00:03 <+Thinkofdeath> one every 50ms 00:09 < Diemver> Thinkofdeath: I know there is 3 packet type 'position', 'look' and 'position_look' 00:10 <+Thinkofdeath> guess your thing doesn't implement player then, doesn't matter any one will work 00:10 < Diemver> Thinkofdeath: 3 of these are should sent? And not enough 'position_look' 00:10 <+Thinkofdeath> just position_look will be fine 00:10 <+Thinkofdeath> the others are just smaller versions for when you don't move 00:11 <+Thinkofdeath> but anyone of them is fine, too keep things simple position_look is fine 00:12 < Diemver> ok thank you so much. i'll try to code :) 00:26 < Aikar> Dinnerbone: you around? 00:28 < Aikar> or i guess anyone who may know... what calls the WorldGenMonument check to determine if its a monument or not? if its every chunk load that seems dangerous since it uses a random value. how does it know a chunk WASNT A monument so it doesnt spawn one later 03:15 < TheTopBloke> Hello. I'm looking for a channel for minecraft server dev and configuration. Did I come to right place? 03:17 < Diemver> I'm not sure. There is so much senior user. They will last say. 03:18 < Diemver> But if you want to help for factions plugin, skyblock plugin.. I think you can't find so much help from here. 03:18 < TheTopBloke> I have a debian server with the server software running. I'd like to be able to log out of the terminal and keep the MC server running. I'd also like to ensure it's the same world running everytime. 03:19 < TheTopBloke> Eventually I'd probably look to tweak it more, but right now I'm looking to configure it to make it stable. 03:21 < Diemver> i don't have so much knowledge about debian. And also i didn't understand what is your problem. 03:21 < Diemver> but i have question. 03:22 < TheTopBloke> It's linux. I'm looking for links to tutorials or references. Maybe also some simple script or command lines. Anything that would help me admin it. I'm not looking to make money on it or host a ton of users, but it's just for fun for a few users. 03:23 < Diemver> while you logged off from your server as user, then your minecraft server turns closed? 03:23 < TheTopBloke> At the moment, I have a terminal window open, running the server, not on command line. 03:24 < Diemver> ok they doesn't have so much diffrence command line and terminal window.. 03:24 < TheTopBloke> so I guess that's the first question, how do I back out of the MC terminal mode to the command prompt for the server? 03:24 < TheTopBloke> Right, it's via SSH. 03:25 < Diemver> hmm via SSH.. I think it makes diffrence. 03:25 < TheTopBloke> It's a remote server. I start server with java -Xmx 1024, etc. etc... 03:26 < Diemver> can't you run it as service or as background process? 03:26 < TheTopBloke> Right now I can type commands such as say, tell, help, stop. But I don't want to stop it 03:26 < TheTopBloke> exactly. I dont know. But I would like to do that. 03:26 < TheTopBloke> I dont know how. 03:27 < Diemver> i think you needs to search the way of running mc server at background 03:27 < Diemver> if you have permissions of that.. 03:28 < TheTopBloke> Yeah I have full permissions. I even use screen to create a session, but I can't back out of it. 03:29 < Diemver> can't you add it at startup then restart your server? 03:31 < TheTopBloke> OK, I'll search for running background. I could write a script to start it, but I'd like to be able to move in and out of the MC admin terminal. I hope that makes sense. 03:31 < Diemver> for example, at windows systems we can add a shortcut to run a program at startup. 03:32 < Diemver> at debian can have i think. 03:32 < TheTopBloke> It's a little different. 03:32 < TheTopBloke> I don't think I've ever even rebooted the server. 03:32 < Diemver> absolutely 03:32 < TheTopBloke> You are using the MC server on windows? 03:33 < Diemver> it has diffrence 03:33 < TheTopBloke> Are you doing it locally? 03:33 < Diemver> yes its java platfromless :) 03:34 < Diemver> at local, at server.. 03:35 < TheTopBloke> Ok, I'm logging into the server via SSH remotely, I already have the MC server software running. I just cannot get back to the command line prompt. 03:36 < Diemver> hmm.. you can try minecraft's rcon commands for remote it 03:38 < Diemver> i'm sorry. rcon commands are beta for 1.9 03:39 < Diemver> but there is many plugins for doing this and more. I think you need to choose right plugin. :) 03:40 < TheTopBloke> ctrl-z to background it. Still runs while allowing me to back out of the MC admin. 03:41 < TheTopBloke> >fg to foreground it again. Works nicely 03:41 < Diemver> i'm not sure about to helped to you. But i glad :) 03:41 < TheTopBloke> I'll let it run for a while in the background, maybe close the ssh session and restart to see if I can get back into it. 03:42 < TheTopBloke> Yeah thank you for trying. It did help, I was able to search and find the answer. 09:56 < Not-586c> [mineflayer] rom1504 pushed 4 commits to master [+0/-0/±7] http://git.io/vktvh 09:56 < Not-586c> [mineflayer] Pietro210 4cab561 - Add ContainerWindow to support non-Vanilla plugins 09:56 < Not-586c> [mineflayer] Pietro210 6857895 - Update TOC 09:56 < Not-586c> [mineflayer] Pietro210 10faec6 - Add /invsee example 09:56 < Not-586c> [mineflayer] ... and 1 more commits. 11:55 < Diemver> hi everyone, i'm making client on 1.7.2 but i my client doesn't give reaction of anything. After joined it flies(doesn't fall), it cannot collect what i throw to client 11:57 < Diemver> i send every 50miliseconds position, look and position_look packets 11:58 < Diemver> but doesn't makes difference 12:01 < angal> Movement and item pickup in vanilla minecraft are handlered by client. 12:01 < angal> So you will move only if you write movement 12:02 < angal> And you will pick up items only if you send pickup packets. 12:05 < Diemver> let me check something 12:09 < Diemver> i think i have problem with sending packets 12:16 < Diemver> i can make chat with client. Sendig packets seems good. 12:16 < Diemver> And there is a ss http://i.imgur.com/MTz9D5Z.png 12:19 < barneygale> Diemver, you need to simulate gravity yourself. The server won't help you with that 12:22 < Diemver> hmm.. i'll try but what about this? -> http://i.imgur.com/Beek37x.png 12:22 < Diemver> it doesn't collect items. 12:23 < barneygale> I don't know 12:23 < barneygale> Run a proxy and see what the vanilla client does. 12:54 <+Amaranth> The real question would have been can you punch it more than once 12:55 <+Amaranth> I don't remember if Mojang fixed that or what version if they did 12:55 <+Amaranth> But that would be a good test for movement packets being sent if they haven't in 1.7.2 15:32 < Diemver> Hi everyone again. I want to install this mod -> https://github.com/bencvt/McPacketSniffer but i don't know how can i do. I tried many things but i cannot do anything. 15:32 < Diemver> this mod has source files of java on github 15:33 < Diemver> how can i compile to adding minecraftforge 15:33 < Diemver> any one know? 15:48 < Diemver> any one have good sniffer for minecraft? 15:48 < barneygale> Diemver, I'd be very surprised if this works given it's 3 years old 15:49 < Diemver> omg :D i haven't checked when it's wrote :D 15:51 < barneygale> if you're interested in reading packets you could run a proxy 15:51 < barneygale> though I don't know what to recommend 15:54 < Diemver> hmm ok. Thank you so much. And there is no good program for analyzing packets. 15:54 < Diemver> I tried wireshark. It's powerful so much powerful but it's discusting. No user friendly. 15:55 < Diemver> User can lost at wireshark easily. 15:56 < barneygale> then read the manual 15:56 < barneygale> it's not too hard to use IMO. Click the "start capture" button, capture some packets, filter by tcp port 15:56 < barneygale> however that's probably not going to help you as wireshark has no understanding of minecraft's packet structure 15:57 <+ammar2> yeah unless you wanna interpret the tcp stream by hand 15:57 <+ammar2> and then there's encryption 15:57 < barneygale> yeah 15:57 < barneygale> which i've done on occasion but it's never been a pleasant experience 15:59 < Diemver> I use second computer with local minecraft server. It's not using the encryption. 16:00 < Diemver> And all of these things, which i trying to do, needs so much knowledge i know. But i like :) 16:00 <+ammar2> there's this https://github.com/Yogu/minecraft-sniffer 16:01 <+ammar2> you'll need to change the minecraft-protocol package version in package.json to the latest version 16:01 <+ammar2> and update packet-names.js 16:02 < barneygale> you could do it with quarry (my protocol impl) but I don't have an example of dumping packets, so you'd need to do a bit of work 16:17 < Diemver> barneygale: i'll check. quarry 16:38 < barneygale> Diemver, https://github.com/barneygale/quarry 16:38 < barneygale> There might be something more ready-to-use 17:12 < rom1504> you can use that https://github.com/PrismarineJS/node-minecraft-protocol/blob/master/examples/proxy/proxy.js 17:13 < rom1504> you can choose which packet to show 18:08 < TkTech> Love it. "Here's 30 different implementations, go crazy." 18:10 <+XorBoole> TkTech just like basic scala features! =D 18:10 < TkTech> Or D runtimes 18:10 <+XorBoole> object Thing or val Thing = new {}? I can't pick one! 18:10 <+XorBoole> or minecraft server/client 18:10 <+XorBoole> or the fucking jvm 19:05 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vkYoc 19:05 < Not-586c> [mineflayer] rom1504 6fead66 - update minecraft-protocol to 0.14.0 19:23 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vkYyw 19:23 < Not-586c> [mineflayer] rom1504 518e308 - Release 1.2.0 19:23 < Not-586c> [mineflayer] rom1504 tagged 518e308 as 1.2.0 http://git.io/vkYyV 19:27 < Aikar> or Xor 1 vs Xor 2, his clone brother he doesnt now about 19:27 <+XorBoole> wat 19:28 <+XorBoole> Aikar you mean Xnor 19:29 < Aikar> a clone of a xor is a xor... 19:29 < Aikar> clone implies exactly the same 19:29 <+XorBoole> xnor is my alt 19:29 <+XorBoole> so fuck off 19:29 < Aikar> i didnt say your alternate brother! 19:30 <+XorBoole> xnor has a female skin, lol 19:30 <+XorBoole> you know, I haven't trolled empire in a while have I? 19:30 * XorBoole grifs Aikar's server 19:33 <+XorBoole> aikar your server sux http://puu.sh/i2Dq5/703fc98b37.png 19:34 < Aikar> whyyoublack 19:34 < Aikar> and why you using 1.8.2 19:34 <+XorBoole> because yes 19:35 <+XorBoole> your server smells wierd 19:37 <+XorBoole> oh look, a player on smp3 is bored of your server! 19:37 * XorBoole deploys his marketing team 19:44 <+XorBoole> Aikar I'm gonna be frank with you: your server isn't exactly enticing... or, at least, I don't immediately see what's cool about it 19:44 <+XorBoole> I know you've got cool shit but I can't tell from just logging in. I guess we all have that problem though 19:45 < Aikar> were not trying to be like everyone else. kind of hard to detail what all is there at a spawn 19:45 <+ammar2> no Aikar ur server is bad 19:45 <+ammar2> and you should feel bad 19:45 < Aikar> hush minion 19:45 < Aikar> get to work for me 19:45 < Aikar> i compel you! 19:46 <+XorBoole> eh, I'm sure you could have some kind of demo area. 19:46 <+XorBoole> then again it was ages ago since I went through your excruciating tutorial 19:46 < Aikar> there is, the tutorial talks about it all. so if you WANT to know whats there, its there. people just skip it 19:46 < Aikar> so its the issue that you chose to skip learning about the server :P 19:47 <+XorBoole> doesn't help it smells like wet cheese 19:47 <+XorBoole> amirite ammar2? 19:49 <+ammar2> XorBoole: you are (1^0) 20:09 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vkOTH 20:09 < Not-586c> [mineflayer] rom1504 1425af8 - add createBot to api.md 20:15 < Not-586c> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vkOLy 20:15 < Not-586c> [mineflayer] rom1504 3d2acc2 - add some information about the password in createBot options 20:20 < barneygale_> Does anyone maintain a list of packet ids/names per protocol version in a machine-readable format? 20:22 <+ammar2> barneygale_: https://github.com/PrismarineJS/node-minecraft-protocol/blob/master/protocol/protocol.json 20:23 <+ammar2> oh per protocol version 20:23 < barneygale_> yeah 20:23 < barneygale_> and I only need ids/names, not fields 20:23 < barneygale_> thanks anyway though 20:26 < rom1504> well you can easily get only the ids/names from that file 20:26 < barneygale_> sure 20:26 < barneygale_> I only specified names/ids because I think I think it's more likely to exist than a full spec 20:26 < rom1504> now I only created it not long ago so we don't have the previous protocol version of it 20:26 < barneygale_> fair enough 20:27 < barneygale_> rom1504, https://github.com/hansihe/pymcprotocol/blob/master/packets/play/clientbound.py <-- might be interesting to you (related to node-minecraft-protocol) 20:28 < barneygale_> It also defines packet fields in a data structure 20:28 < rom1504> interesting 20:28 < rom1504> it's pretty old though (2013) 20:29 < HansiHE> oh hey 20:29 < barneygale_> yeah, not useful for content, maybe there's good ideas there (if you need any) 20:29 < barneygale_> alright hansi 20:30 < rom1504> if you just need the packet ids/names per protocol version you could automatically extract it from http://wiki.vg/Protocol_version_numbers (extracting the fields would be much harder or impossible though) 20:31 <+ammar2> yeah I'm actually writing a quick script to scrape for names and ids 20:31 <+ammar2> maybe someone can expand it for fields later 20:31 < barneygale_> Right 20:33 < barneygale_> http://wiki.vg/Protocol_version_numbers <-- links to revisions of /Protocol for major versions 20:35 < rom1504> ammar2: oh, I've started writing that too actually, I kind of got stuck on wikitable that are a pain (well I'm going to finish it eventually but really rowspan and colspan are annoying to handle) 20:36 < rom1504> I don't think I can actually extract the whole .json from the wiki (there are stuff only written in natural language) but that's interesting anyway 20:38 <+ammar2> yeah we need to standardize the wiki a bit to support that 20:39 <+ammar2> or build the wiki from a spec file but that sounds like a bitch to adapt for weird changes 22:18 <+ammar2> who moved out packet ids from the packet headings to the table :( 22:46 <+ammar2> oh fun, the post netty pages put out broken html that both the python standard parser and lxml dislike 22:46 <+ammar2> guess I'm just going to scrape the wiki source then 22:56 <+Thinkofdeath> people keep rewriting the layout of that page i've just learned to roll with it 22:58 <+ammar2> the pre netty page is super easy to scrape for names and ids, I just do it from the table of contents 22:59 <+ammar2> the new one is just arghh 23:44 * Thinkofdeath points to http://git.io/vk3aP for easy scraping 23:45 <+ammar2> Thinkofdeath: too late :3 23:46 <+ammar2> also barney wanted something that does it by proto versions 23:46 <+Thinkofdeath> oh well :P 23:55 <+ammar2> plz rate https://gist.github.com/ammaraskar/ec9e4bb004087b42a4a0 23:55 <+ammar2> ughh should use an ordered dict 23:57 <+ammar2> structure is [pre/postNetty][protocolVersion][packet_id] = packet_name --- Day changed jeu. mai 28 2015 00:00 < rom1504> you forgot the states 00:00 <+ammar2> oops 00:00 <+ammar2> knew I was forgetting something 00:04 <+ammar2> there, fixed https://gist.github.com/ammaraskar/ec9e4bb004087b42a4a0 00:05 <+ammar2> [postNetty][protocolVersion][state][direction][packet_id] = packet_name 00:08 < rom1504> seems to work 00:09 <+ammar2> all right I'll push up the scraping code and put it on cron to rebuild every day 00:11 < Green_Snake> So, I am working on a simple server mod for Minecraft, but for it I need to know where exactly does the server (in 1.8) read for user input for the command prompt? 01:10 <+ammar2> rom1504: https://github.com/ammaraskar/MinecraftPacketNames/tree/master 01:10 <+ammar2> barneygale: ^ 01:19 < rom1504> ok, interesting 01:20 < rom1504> any particular reason for only getting some of the protocol versions ? 01:20 <+ammar2> rom1504: I'm working off whatever is linked on the protocol version history page 01:20 <+ammar2> add more links there and it'll scrape those pages too 01:21 < TkTech> Thinkofdeath: Feel free to revert and major changes to the layout and turn it into a discussion 01:21 < TkTech> Thinkofdeath: The layout shouldn't be changing frequently 01:21 < rom1504> oh yeah I understand, it's the "page" link 01:21 <+ammar2> yeah 01:23 <+ammar2> TkTech: its actually not too bad in terms of scrapibility, the real bitch is the invalid html on the protocol page 01:24 <+ammar2> like I think the py2.7+ html parser is pretty lenient but it fails there 01:24 <+ammar2> so does lxml 01:24 <+AndrewPH> Just use regex /s 01:24 <+ammar2> AndrewPH: that's uhh what I did 01:25 <+ammar2> except on the wiki source 01:25 <+ammar2> not the html :3 01:25 <+ammar2> I'm not nuts 01:25 <+AndrewPH> thank goodness 01:52 < Not-586c> [wiki.vg] Edit by Ammaraskar to Protocol version numbers -> http://wiki.vg/index.php?title=Protocol_version_numbers&diff=6628&oldid=6487 02:30 <+XorBoole> things I'd love to see live: redstonehelper resisting commenting on that 'one command' meta post 02:30 * XorBoole runs 02:33 < redstonehelper> I considered commenting 02:33 < redstonehelper> but nothing good could come of it 02:34 <+XorBoole> precisely =D 02:34 <+XorBoole> now if you'll excuse me, I have to go grumble at people who think commandblocks can replace mods 02:35 <+ammar2> XorBoole: commandblocks are literally mods 02:35 <+XorBoole> ammar2 you're a... fuck, I had this great insult the other day 02:35 <+XorBoole> give me a sec 02:35 <+ammar2> lol are you looking up the insult 02:36 < redstonehelper> he's a fuck? 02:36 <+XorBoole> yes, in my head 02:36 < redstonehelper> I like to call people fucks 02:36 < redstonehelper> it works :) 02:36 <+ammar2> oh man does anyone here watch silicone valley 02:36 <+XorBoole> except I ran out of disk space over the school year, so I've been hotswapping /ram/ as diskspace 02:36 <+ammar2> silicon even 02:37 <+XorBoole> hmm, silicone valley... 02:37 <+ammar2> this guy fucks 02:37 <+XorBoole> why is implants the first thing I think of 02:37 <+XorBoole> college has ruined me 02:38 <+XorBoole> and now I'm sick, too. I bet I'm going to segfault some time next week 02:38 * XorBoole screams internally 02:38 <+ammar2> potato 02:40 < rom1504> get a valgriend 02:40 < rom1504> valgrind 02:40 <+XorBoole> your mother trebeck 03:43 <+ammar2> XorBoole: still waiting 03:45 <+XorBoole> I forgot 03:45 <+XorBoole> go away 05:06 < Not-586c> [wiki.vg] Edit by Phasesaber to Client List -> http://wiki.vg/index.php?title=Client_List&diff=6629&oldid=6621 05:32 <+XorBoole> ammar2 oh I remember now. 'your mother is as loose as scala's syntax' 10:35 < Not-586c> [wiki.vg] Edit by Thinkofdeath to Server List -> http://wiki.vg/index.php?title=Server_List&diff=6630&oldid=6622 11:04 < Not-586c> [wiki.vg] Edit by Thinkofdeath to Client List -> http://wiki.vg/index.php?title=Client_List&diff=6631&oldid=6629 11:10 < icemanbp> hola 12:40 < Bibl> anyone ever worked on deobfuscating a control flow graph? 12:41 < Bibl> as in reordering nodes when possible to get rid of random gotos 15:28 < barneygale> ammar2, that's fantastic, thanks so much 15:28 < barneygale> I had to disappear last night, wasn't expecting you to have it all done by the time I got back online 15:34 <+ammar2> barneygale: no problem man, getting the fields is possible too but I can't really be arsed to parse the mediawiki table format 15:34 <+ammar2> maybe some other day 15:37 <+XorBoole> ammar2 did you get my insult last night, fuckwad? 15:37 <+XorBoole> not sure if you saw it 15:38 <+ammar2> XorBoole: I probably would have been able to appreciate more if I knew scala 15:38 <+XorBoole> oh well 15:38 <+ammar2> but I'd wager it was pretty good 15:38 <+XorBoole> I would have gone with 'looser than php' but that's just low 15:53 < jast> your simulated annealing temperature is zero 16:39 < redstonehelper> I'm curious: are malicious clients bound to vanilla client limitations when putting text on signs? 16:41 < redstonehelper> like, can they put colored text or other json stuff? 16:43 <+SinZ> well, they wouldn't be limited to the minecraft keyboard restrictions and can probably put in the fancy S thing easily 16:57 < OliverVsCreeper> redstonerhelper, they can do it, but as soon as they try to tell the server it'll tell them they're lying, and tell them to go get a life. 16:57 <+ammar2> redstonehelper: the vanilla server allows lines to be a maximum of 15 characters in length and only allows stuff you can use in chat (no section symbols or non-ascii stuff) 16:57 < redstonehelper> thanks 16:57 < redstonehelper> OliverVsCreeper: you know or you assume? 16:58 <+ammar2> https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/SharedConstants.java#L7-L9 16:58 <+ammar2> that's what it validates it with 16:58 <+ammar2> I'm actually not sure what the != 127 is for 16:58 <+ammar2> not sure what char 127 represents 16:58 < OliverVsCreeper> 127 = Delete 16:59 < OliverVsCreeper> redstonehelper, feel free to add me on Skype, I regularly commit to Spigot so I can investigate code if you need it. 16:59 < redstonehelper> thanks but no thanks 17:00 <+ammar2> redstonehelper: hmm okay, ignore the ascii bit I was misinterpreting. Everything except section symbol and delete and a max of 15 characters 17:00 < redstonehelper> oh hang on, that's not 1.8 17:00 < redstonehelper> I know at least the max of 15 was changed 17:00 < redstonehelper> it no longer has a hard limit, it depends on how much space it takes up on the sign 17:01 < redstonehelper> you can put way more 'I' than you can put '~' in one line now 17:01 <+ammar2> oh, well there's no mc-dev equivilant so I can't check it real quick for you :( 17:17 < SopaXT> I hate Bukkit 17:17 < SopaXT> offtopic ^ 17:17 < zml> SopaXT: the channel for that is #ihatebukkit 17:18 < SopaXT> Thanks! 17:18 < SopaXT> I was wrong ( no sarcasm ) 18:35 < Aikar> ammar2, signs arent restricted to 15 chars anymore 18:36 < Aikar> just had to send an update out last night to remove the 15 char truncation code for signs 19:08 <+Thinkofdeath> redstonehelper: 1.8 allowed colors on signs from modded clients, 1.8.1+ does not 19:08 < redstonehelper> thanks! 19:21 < barneygale> Does CB exist anymore? The link from the "Get CraftBukkit" wiki page is dead. 19:28 <+ammar2> barneygale: not really, the entire project is dead and the download site has been DMCA'd off the planet 19:28 <+Thinkofdeath> We (spigot) have been maintaining a fork though 19:28 < barneygale> ah 19:29 < barneygale> so curse's only contribution is to repeatedly fail at identifying malicious mods, then? 19:30 <+ammar2> curse did all the hosting for bukkit before the whole dmca fiasco 19:32 <+ammar2> well they still do 19:32 <+ammar2> now they just host a dead project 19:33 < zml> also most of the plugins 19:34 < barneygale> their head of IT has a pretty hilarious profile picture 19:35 < barneygale> not sure if he's taking the piss 19:35 < barneygale> http://www.gravatar.com/avatar/bcbabe85a421d44c1d8f55624f58af4b?s=192&d=http%3A%2F%2Fbukkit.org%2Fstyles%2Fflexile%2Fxenforo%2Favatars%2Favatar_male_l.png 19:35 < barneygale> completely OT, apologies ;) 19:35 < barneygale> ammar2, thanks again for the packets dump, going to work on my proxy tonight :) --- Day changed ven. mai 29 2015 06:35 < Me4502_> Hey people.. Anyone know a Java implementation of the MC:PE protocol? 06:36 < mniip> yeah 06:36 < Me4502_> Oh hey mniip 06:36 < Me4502_> Long time no see 06:36 < mniip> there's an android app, called minecraft pocket edition 06:36 < mniip> implements the protocol 06:36 < Me4502_> I'm more meaning a library :P 06:36 < mniip> also yes 06:36 < mniip> definitely long time 06:37 < Me4502_> yeah.. 07:19 < Not-586c> [wiki.vg] Edit by Phasesaber to Protocol version numbers -> http://wiki.vg/index.php?title=Protocol_version_numbers&diff=6632&oldid=6628 14:22 < rom1504> anybody know about http://wiki.vg/Talk:Entities#Are_ids_up_to_date_.3F ? 14:37 <+Thinkofdeath> mcwiki is correct, its 30 15:39 < rom1504> I can't try that right now but : how can I check the entity ids : does the vanilla client display the id of the entities when looking at them with f3 enabled ? 16:01 <+Thinkofdeath> don't think so, I just read the source 16:34 < rom1504> ok 18:00 <+XorBoole> I can't be the only one who wishes there was a snooper API. 18:00 <+XorBoole> glorious data! 18:54 < rom1504> what's that ? 18:55 <+XorBoole> servers/clients send mojang data every 15 minutes about their environment 18:56 <+XorBoole> including things like server brand and hardware 18:56 <+XorBoole> hence searge's tweet 18:56 <+XorBoole> now imagine having access to this data 18:56 <+XorBoole> UNLIMITED POWER! 18:57 <+Thinkofdeath> Wonder what the rules are for completely custom clients/servers like steven, glowstone etc? 18:57 <+Thinkofdeath> Can we push to that? 18:58 < angal> Change brand and push... 18:58 < angal> But that not mean, they ever read your data :) 18:58 <+XorBoole> Thinkofdeath ostensibly uet 18:58 <+Thinkofdeath> angal: talking about things that aren't mojang made, from scratch. I know its documented but is it something they allow/want to be sent to snooper? 18:59 <+XorBoole> we'd have to ask dinnerspoon though 19:03 < rom1504> I'm afraid I don't quite understand the point of sending that kind of minecraft info to the NSA 19:04 < rom1504> making stats on operating system usage ? 19:04 < rom1504> it's likely 99% windows and mac for the client, and 99% linux for the server 19:05 < rom1504> "server brand and hardware" : is that interesting ? 19:17 <+XorBoole> rom1504 mojang uses it to figure out what to prioritise 19:18 <+XorBoole> the NSA has no reason to want information like that --- Day changed sam. mai 30 2015 02:14 < Extreme> anyone know as to why some usernames don't show up on /users/profiles/minecraft/ however looking up the name history via UUID works fine? 02:14 < Extreme> e.g. https://api.mojang.com/users/profiles/minecraft/EnderBrine101 returns 204 while https://api.mojang.com/user/profiles/b13a476dae7c429eb12ccec1a75e4776/names returns that the latest name is infact "EnderBrine101" 02:29 <+Thinkofdeath> Extreme: I assume the account was removed 02:29 <+Thinkofdeath> happens on chargebacks 03:08 <+XorBoole> hokai so 03:08 <+XorBoole> ..wrong chat --- Log opened sam. mai 30 09:00:35 2015 09:00 -!- Irssi: #mcdevs: Total of 141 nicks [1 ops, 0 halfops, 14 voices, 126 normal] 09:05 -!- Irssi: Join to #mcdevs was synced in 329 secs 09:20 < Not-586c> [wiki.vg] Edit by Phasesaber to Main Page -> http://wiki.vg/index.php?title=Main_Page&diff=6636&oldid=6319 09:28 < Not-586c> [wiki.vg] Edit by Phasesaber to Server List -> http://wiki.vg/index.php?title=Server_List&diff=6637&oldid=6630 12:59 < SopaXT> Realms giveaway! 12:59 < SopaXT> 11:00 UTC today! 13:00 < SopaXT> Yay!!! got one! 13:03 < SopaXT> Yay!!! got one! 13:03 < SopaXT> oops 13:03 < SopaXT> SOS!!!: https://mojang.com/2015/05/were-giving-away-12000-realms-trials-this-weekend/ 16:41 < Wuppie> hey guys! :D 16:42 < Wuppie> i'm confused. i'm using a map chunk bulk to send all the chunks to the client, however the client loads them so freaking slow! :( 16:44 <+Thinkofdeath> are you compressing packets? 16:50 < Wuppie> nope :p not atm. implementing that right now 16:52 <+Thinkofdeath> that should help 23:52 < winny> anybody running a minecraft server that actually has a corresponding SRV record? --- Day changed dim. mai 31 2015 00:37 < Chibill> hello 00:45 < Chibill> Does anyone know how I can make a script run every time a new version of MC is released. Let it be full version or snapshot? 00:46 < angal> Vanilla launcher can do that. 00:51 < Chibill> How? As far as I can tell the Vanilla launcher reads the Versions.json from mojang's server then shows you them. I am looking to make a python script run every time a new version is released. 00:53 <+ammar2> well you'd have to poll the version.json 00:53 < angal> You can set option in profile to start latest version. 00:53 <+ammar2> and check if there's a new version yourself 00:54 < Chibill> @ammar yeah I can do that. and @angal how would I use that to run an external program... 00:54 < angal> Em... 00:55 <+ammar2> Chibill: thats about the only way, there's nothing to really notify you if there's a new version out 00:55 < Chibill> Okay 00:55 < angal> Misreaded your question, sorry. 00:56 < Chibill> its okay. 02:35 < Not-586c> [mineflayer] rom1504 pushed 2 commits to master [+0/-0/±4] http://git.io/vkV9A 02:35 < Not-586c> [mineflayer] Pietro210 f8f81de - Prevent crash when an unknown entity is spawned 02:35 < Not-586c> [mineflayer] rom1504 8cf9fa4 - Merge pull request #294 from Pietro210/fix-entity-spawn Prevent crash when an unknown entity is spawned 10:54 < Diemver> hi everyone. I need some help on physics. I need value of character on vanilla clients how much height long jumps? How much time it takes? And is there any formula for minecraft gravity? 11:57 < Diemver> anyone knows somethings about minecraft physics? 14:52 < rom1504> Diemver: https://github.com/andrewrk/mineflayer/blob/master/lib/plugins/physics.js#L17 14:55 < Diemver> yes remembered that file for my question. So much sorry about giving information about my state. 14:55 < Diemver> i'm fedding up on that code some hours :D 14:57 <+Thinkofdeath> 'WAIT_TIME_BEFORE_NEW_JUMP' I worked around that differently (the fall damage whilst jumping) 14:58 < rom1504> Thinkofdeath: oh, how did you do it ? 14:58 <+Thinkofdeath> https://github.com/thinkofdeath/steven/blob/master/client.go#L926-L933 if I touch the ground I force that to be sent to the server. 14:59 <+Thinkofdeath> so if my physics sees me lands after jumping didTouchGround is set to true until the next packet is sent out 15:00 <+Thinkofdeath> somewhat cheating but it seems like vanilla does something similar 15:00 < rom1504> hmm, and if you make a bot that jump repeatedly we can see the bot touch the ground ? 15:01 < rom1504> (WAIT_TIME_BEFORE_NEW_JUMP fixes that too) 15:01 < rom1504> s/we/the vanilla client/ 15:01 <+Thinkofdeath> That doesn't always happen in vanilla either last I checked 15:02 < rom1504> oh ok, interesting 15:02 * Thinkofdeath checks 15:03 <+Thinkofdeath> yeah happens with two vanilla clients 15:04 < Diemver> at mineflayer physics jump speed is 9 and it sends every 0.2seconds it means 1.8 block up. Isn't is so much? 15:05 < Diemver> for example we cannot jump over 3 stone slabs 15:05 <+Thinkofdeath> gravity most likely reduces it (haven't looked at mineflayer) 15:05 <+Thinkofdeath> rom1504: both are vanilla http://gfycat.com/SadArtisticBluejay 15:06 < Diemver> it adds 9 point to accelator 15:07 < Diemver> in next frame (after 20ms) 15:07 < rom1504> Diemver: there's gravity 15:07 < Diemver> it decreases 27points 15:07 < Diemver> for gravity 15:07 < rom1504> Thinkofdeath: oh right, that's ridiculous 15:08 < Diemver> i think most hard section of client pyshics :D 15:08 < Diemver> as you can see i cannot write it :D 15:08 < rom1504> Diemver: i sends every 0.02s 15:09 < rom1504> *it 15:09 < rom1504> hmm no 15:09 < Diemver> 0.02s isn't equals 20ms? 15:09 < rom1504> it's updated every 0.02, it sends every 0.05 15:09 < rom1504> yes 15:09 < rom1504> but you said "0.2" 15:10 < rom1504> (which is 200ms) 15:10 < Diemver> ok i see my fault sorry. 15:10 < Diemver> hmm 15:11 < rom1504> Thinkofdeath: so what you did is what the vanilla client does, but really I think the vanilla client is wrong here 15:11 <+Thinkofdeath> Most likely but the limit on jumping seems to work against your bot? 15:11 < Diemver> but i tried to check what vanilla clients do they sends 10 packets turn back to ground. 15:13 < Diemver> Thinkofdeath: does your bot can jump repeatly on guarded servers? 15:13 <+Thinkofdeath> rom1504: actually looks like vanilla does something slightly differently 15:13 <+Thinkofdeath> it sends an extra packet when it touches the ground 15:13 <+Thinkofdeath> minus the movement/look info 15:13 <+Thinkofdeath> http://wiki.vg/Protocol#Player 15:14 <+Thinkofdeath> Diemver: hm? 15:15 < Diemver> there is some hacked clients users can fly around with that packet 15:15 <+Thinkofdeath> not for too long 15:15 < rom1504> you can fly around anyway on a vanilla server 15:16 < Diemver> without protected or guarded servers 15:16 <+Thinkofdeath> theres a (bad) check for flying that kicks after 4 seconds 15:17 < Diemver> hmm if they stop sending position it can stay on server and stay on fly 15:17 <+Thinkofdeath> rom1504: vanilla's movement confuses me :| it might not even be extra, just seems to forget the movement update when it touches the ground and sends an onGround update instead. 15:18 <+Thinkofdeath> Diemver: correct, players don't tick if they don't send movement packets 15:18 <+Thinkofdeath> its stupid 15:18 < rom1504> that's probably why we can't see it touch the ground Thinkofdeath 15:18 <+Thinkofdeath> yeah .-. 15:19 < Diemver> what is the hardest point of writing new bot according to you? 15:19 < rom1504> Diemver: isn't there already a library for minecraft bots in your language ? 15:20 < rom1504> (if so, don't do NIH) 15:20 < Diemver> there is :D i like to rewrite it with learning 15:20 < Diemver> i'm tring to write it with nodejs 15:20 < Diemver> (what is NIH?) 15:20 < rom1504> not invented here 15:21 < rom1504> http://en.wikipedia.org/wiki/Not_invented_here 15:22 < Diemver> hmm it has syndrome 15:22 < Diemver> "NIH syndrome" 15:22 < rom1504> yeah ok 15:23 < Diemver> but at node-minecraft-protocol doesn't give so good support for every versions 15:23 < rom1504> anyway, sure you can reinvent some stuff to understand, but mineflayer and node-minecraft-protocol already implement many things you can use, and you can contribute ;) 15:24 < rom1504> Diemver: well yes, if you can think of how to do that, please share ;) 15:24 < Diemver> if i can handle them, i want to fork project and be stable for all versions 15:25 < Diemver> *all popular or stable versions 15:25 < rom1504> the problem is, many things changed with versions 15:25 < rom1504> not just the packets, but the way they are serialized and deserialized 15:26 < rom1504> the most simple way to handle that is providing one version per node-minecraft-protocol branch 15:26 < Diemver> yes thats true. But at node-minecraft-protocol they works only last version of minecraft 15:26 < rom1504> but really backporting improvement to these branches would be a pain 15:27 < rom1504> Diemver: yes, but that's not a "principle" we gave ourselves ^^, it's just we haven't found a good way to do multiple version support 15:27 < rom1504> https://github.com/PrismarineJS/node-minecraft-protocol/issues/65 15:28 < rom1504> a nice way would be using roblabla's Protocols module 15:28 < rom1504> we recently made progress that way but it's not quite done 15:30 < rom1504> anyway, the separation between node-minecraft-protocol and mineflayer is really useful (it sounds like you're trying to do it all in one project) 15:30 < Diemver> yea, i saw that issue topic. 15:30 < Diemver> and i don't think to all in one project seperated projects. 15:31 < Diemver> by that way it's be more user friendly 15:32 < rom1504> ok, you're free to make your own stuff, but if you could contribute to node-minecraft-protocol and mineflayer it would be better imho ;) 15:32 < Diemver> (imho ?? so sorry about my english..) 15:34 < Diemver> (in my humble opinion) 20:12 <+XorBoole> things that are tedious: making models for redstone wire 20:13 <+XorBoole> I pitty whatever horror of a tool gr.um had to make to generate the vanilla models 20:41 < redstonehelper> I think they did it by hand, no? 20:43 < Diemver> XorBoole: why don't you make them straight? 20:44 <+XorBoole> Diemver eh? 20:45 < Diemver> "making models for redstone wire" u said. Why don't you make them straight? like in some texture packs u know 20:47 <+XorBoole> Diemver http://puu.sh/i7r1c/1dd3dbc7fa.png 20:48 < Diemver> ow you have already have designed them. ok sorry. 21:11 <+Thinkofdeath> XorBoole: model for edge connection + center part then use a script to generate all the combinations 21:11 <+Thinkofdeath> something like that anyway 21:16 <+XorBoole> Thinkofdeath meh 21:16 <+XorBoole> still a pain to do these by hand, because they're much mroe complicated --- Day changed lun. juin 01 2015 00:23 < Wuppie> hey guys, what packet is used to update someones gamemode? 00:30 < dav1d> XorBoole: make an intersection model, then "cut" it to what you currently need (that's what I did with the vanilla textures for brala) 01:00 <+XorBoole> someone's bouncer broke =p 01:01 < redstonehelper> been like that for days 01:01 < redstonehelper> but it's getting wrose 01:01 < redstonehelper> like my spelling 01:07 * XorBoole pokes TkTech with a twig 01:07 <+XorBoole> I don't expect he'll fix it any time soon, since he's on holiday 01:07 <+XorBoole> and he said he wouldn't have internet 02:00 < TkTech> XorBoole, What broke 02:01 < TkTech> Wasn't me, blame Dbone 02:03 < rom1504> Wuppie: chat for client->server and Player List Item(0x38) for server->client 02:04 < rom1504> I think 03:06 <+XorBoole> TkTech suuuure. he was pretty spammy earler though 04:52 < TkTech> XorBoole, Ohhhh, thought you were taklking about my bouncer. I see Grum's misbehaving. 04:52 < TkTech> Grum, Poke poke, your bouncer has some connection issues. 09:08 < JoshuaDoesGaming> Hi, to my understanding this is the place for the protocol documentation over at http://wiki.vg? 09:09 < JoshuaDoesGaming> I see it is, just got the thing from ChanServ lol 09:11 < JoshuaDoesGaming> I'm currently attempting to implement the 1.8.6 protocol into a custom Minecraft server using the AutoIt scripting language. So far, everything works. My problem though is upgrading from the 1.1 protocol I used a while back to the new 1.8.6 protocol. It's been a few years since I've done this stuff. 09:12 < JoshuaDoesGaming> The 1.1 protocol works without issue (except for the chunk packets, as I have not implemented those). But the most I can get to work is the Keep Alive received by the server when a client pings it at the server list 09:12 < JoshuaDoesGaming> When I'm using the 1.8.6 protocol, that is 09:15 < yawkat> Well a lot has changed