11:58 <+ammar2> I meant to fix that 11:58 <+ammar2> could you give me some examples 11:59 <+ammar2> parsing the wiki table isn't fun at all 12:09 < morfin> is that versions of protocol? 12:10 <+ammar2> yeah 12:10 <+ammar2> packet names for any versions of the protocol listed on the protocol history page 12:12 < morfin> i am looking at world generation and it seems to be most complicated part 12:14 <+ammar2> idk man its pretty simple, if y==1 set to bedrock, if y==2 set to grass :^) 12:15 < morfin> no i meant generation using simplex noise and chunk boundaries 12:15 < morfin> because i don't just generate terrain using Perlin/Simple noise but also generate caves, underground lakes(of water and lava), trees, minecraft,ravins, villages, citadels and other things) 12:16 < morfin> but i have no idea how Netherworld is generated: it's like one huge cave between 2 layers of bedrock on top and bottom of world 12:43 < morfin> interesting is that just huge worms making wormholes through netherrack 12:47 < rom1504> ender dragons makes pretty interesting wormholes too :P 12:48 < rom1504> (/summon EnderDragon) 13:18 < barneygale> ammar2, some code here: https://github.com/barneygale/quarry/blob/develop/quarry/data/packets_generator.py 13:19 < barneygale> That only picks up post-netty protocols, as I don't need pre-netty for my purposes 13:21 <+ammar2> with pre netty its easier to scrape the table of contents since it has all the IDs and names right in there 13:22 <+ammar2> but thanks, I'll take a look at yours and improve my shitty version 13:23 < barneygale> yeah no worries 13:24 < barneygale> mine is pretty hacky too :) 15:06 < morfin> i remember when i installed server and plugin to respawn enderdragon 15:06 < morfin> i killed first, but second teleported out of enderworld to spawn :D:D 15:07 < morfin> it was like "holy shit what Enderdragon is doing at spawn 15:11 < morfin> teleport from enderworld seems to being able teleport any entity(primed TNT,endermans, falling sand/gravel) to the spawn 15:38 < morfin> does protection affect enderdragon? 16:35 < Voltasalt> Is there anything else I have to do to enable creative on the client? I've sent game mode change and a player abilities with creative = true 16:35 < Voltasalt> not working 16:35 < johni0702> not sure but the tablist entry packet also contains the gamemode, maybe it's required as well 16:36 < Voltasalt> could be, i'll try 16:38 < Voltasalt> nope, still not working 16:40 < Voltasalt> oh 16:40 < Voltasalt> i'm a dumb 16:41 < Voltasalt> forgot to call setGameMode entirely 16:41 < Voltasalt> lel 16:41 < Voltasalt> my fly speed is ridiculously high though, but I'm sending 1 16:41 < johni0702> the default is 0.1 16:42 < Voltasalt> oh 16:42 < Voltasalt> derp 16:44 < Voltasalt> why is my FoV zoomed in now, dafuqw 16:45 < johni0702> maybe the walk speed, default is 0.2 iirc 16:45 < Voltasalt> wtf mojang 16:47 < barneygale> Voltasalt, old news https://www.youtube.com/watch?v=iyed2yMZqO0 ;) 18:28 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+3/-0/±2] http://git.io/vOQaO 18:28 < Not-5015> [1.8-Models] drXor 4461904 - The most impractical sword ever. 19:43 < DylanBytes> /msg NickServ VERIFY REGISTER DylanBytes asvuchfggoow 19:43 < DylanBytes> shoot 22:11 < yawkat> lol 22:32 * XorBoole pets yawkat --- Day changed ven. août 07 2015 07:39 < Fenhl> is 15w32b still protocol 52? 13:34 < Voltasalt> "At long last, our Particles are no longer Entities. Basically means they're not memory hogs anymore!" 13:34 < Voltasalt> ooh 15:02 < SeanBisEpic> Voltasalt, it's as if everything was once coded as Minions... Oh wait wrong game. 15:02 < Voltasalt> wat? 15:02 < SeanBisEpic> https://www.google.com/search?q=league+of+legends+coded+as+minions 15:03 < Voltasalt> oh 15:03 < SeanBisEpic> Just about everything is coded as a minion... 15:03 < SeanBisEpic> Just like how Minecraft everything is coded as an entity or a block. 15:03 < Voltasalt> Which is worse? Riot or Mojang? 15:04 < Voltasalt> to be fair, Entity is a very broad term whilst Minion isn't 15:04 < SeanBisEpic> Riot has billions of dollars, and won't recode their client. 15:04 < Voltasalt> well, do they need to? 15:04 < SeanBisEpic> Yes, most definitely. Seeing as every 10 patches or so, an old bug reappears. 15:05 < SeanBisEpic> So either they're absolute shit at revision control, or they're their own flaw. 15:06 < SeanBisEpic> Technically Entitites = Minions in League 15:06 < SeanBisEpic> Since every single thing that emits, affects, or effects anything, is coded as... you guessed it. A minion. 15:12 <+ammar2> revision control or regression testing? 15:19 < SeanBisEpic> Completely irrelevant changes to the game brought back issues that should have been patched weeks ago. I fail to understand where one figures either aren't nearly as important. 15:19 < SeanBisEpic> But /on-topic now. 15:20 < SeanBisEpic> >4000 particle limit may sound interesting. 17:38 <+Amaranth> Coding everything as an entity is pretty normal in gamedev 17:38 <+Amaranth> Unless you've got issues with that system why bother with anything more complicated? 17:38 <+ammar2> well not each individual particle effect 17:39 <+ammar2> overhead etc 17:39 <+ammar2> like I'd understand a fire effect entity 17:39 <+XorBoole> but parrrrrtiles! 17:39 <+ammar2> but if each little fire effect has its own entity 17:39 <+ammar2> it kinda gets heavy 17:39 <+XorBoole> yeah the current system was notchcode 17:39 <+XorBoole> good thing that it got optimized away 17:40 <+ammar2> now we just need to optimize XorBoole away from here 17:40 <+XorBoole> particles aren't on the level of a minecraft entity, they don't carry data and have no behavior other than existing 17:40 <+Amaranth> That reminds me, Dota 2 has this fun bug where if a game runs too long the engine runs out of ids for particles and starts reusing old ones 17:40 <+ammar2> that sounds like fun 17:40 <+XorBoole> ammar2 I am proveably an essential singularity of the channel 17:40 <+Amaranth> So casting a spell will throw out running spirit breakers instead of electric sparks 17:41 <+ammar2> don't entity systems usually use a 64bit int though? 17:41 <+ammar2> that seems hard to deplete 17:41 <+ammar2> oh wait no 17:41 <+ammar2> wait I'm not sure 17:41 <+ammar2> source games are usually 32 bit 17:41 <+XorBoole> boom 17:42 <+Amaranth> Source is probably 15 years old 17:42 <+Amaranth> 11 years since the first game using it was released 17:42 <+XorBoole> /I/ feel old 17:43 <+ammar2> you are old 17:43 <+XorBoole> you're probably older though 17:45 <+ammar2> Amaranth: that bug sounds really weird, as far as I can tell from these source dev wiki pages particles don't have unique identifiers 17:45 <+Amaranth> *shrug* 17:45 <+Amaranth> That was just the way it was described to me 17:45 <+Amaranth> I've never even seen the bug 17:46 <+ammar2> oh man north korea is getting their own time zone 17:46 <+ammar2> and its one of those fun +-30 minute ones 17:46 <+ammar2> I wonder what its like being a maintainer on a time library 17:46 <+Amaranth> Yay now we can hate them even more 17:46 <+XorBoole> who'd they have to bribe for that 17:47 <+AndrewPH> ammar2: source2 is 64bit ! 17:47 <+AndrewPH> or, can be. I can't remember which one it is 17:47 <+XorBoole> "fuk u south korea, we're going to have our own timezone!" 17:47 <+Amaranth> Honestly I don't see why you'd bother with 32-bit if you're working on an engine today 17:47 <+ammar2> AndrewPH: yeah, but you can have 64bit integers on either architecture which is why I was confused 17:47 <+XorBoole> and now everyone in the DMZ is going to be very confused 17:48 <+ammar2> but it wouldn't make sense to use 64bit ints when the engine was made 17:48 <+ammar2> so idk 17:49 <+XorBoole> you know what's fun? 17:49 <+XorBoole> longs and doubles in jvm bytecode 17:49 <+AndrewPH> Amaranth: newer games that have been 64-bit only have gotten some backlash from people that, for some godforsaken reason, are still running 32bit OSs in 2015 17:49 <+XorBoole> all this special bullshit handling because they're wider than everyone else 17:49 <+XorBoole> "there is no wide swap instruction" 17:49 <+XorBoole> u wat m8 17:50 <+XorBoole> AndrewPH ah yes, the people that deserve to be shot? 17:50 <+ammar2> Amaranth: oh looks like they do https://github.com/ValveSoftware/source-sdk-2013/blob/55ed12f8d1eb6887d348be03aee5573d44177ffb/mp/src/public/toolframework/itoolframework.h#L120 17:50 <+AndrewPH> "y cant i run ark in my netbook it says it is not supported on this architexturez?!" 17:50 <+ammar2> err do have an id* 17:50 <+XorBoole> I really should get around to trying to run ark under wine 17:51 <+XorBoole> see if it melts my gpy 17:51 <+AndrewPH> XorBoole: hahahhahhahhahhahahh it's going to run at .5 fps 17:51 <+ammar2> and its a plain int 17:51 <+AndrewPH> that's only slightly slower than it does natively 17:51 <+XorBoole> AndrewPH I got heavily modded skyrim to run fine. *shrug* 17:51 <+ammar2> AndrewPH: don't you mean 2spf 17:51 <+ammar2> :^) 17:51 <+AndrewPH> yeah but relatively speaking, skyrim runs on a potato 17:52 <+ammar2> bethesda games may be buggy as fuck but yeah they generally run well 17:52 <+AndrewPH> afk playing watch dogs (horrendous vram swapping.jpeg) 17:52 <+AndrewPH> (thanks mr ubisoft skeltal) 17:53 <+ammar2> tank u mer ubiskele for good ram and calshium 17:54 <+XorBoole> praise calcium 17:55 <+ammar2> Amaranth: you win https://github.com/ValveSoftware/source-sdk-2013/blob/55ed12f8d1eb6887d348be03aee5573d44177ffb/sp/src/game/client/particlemgr.h#L762 17:55 <+Amaranth> hehe 17:57 < Aikar> @mojang - something that would make tons of people happy - maybe add new chat colors for 1.9? would be nice 17:57 <+ammar2> @mojang? this isn't twitter m8 17:57 <+ammar2> get outta here 17:58 * Aikar stabs ammar2 17:58 <+XorBoole> > @mojang 17:58 <+XorBoole> > implying that pings them 17:58 < Aikar> the intent was to not ping them... 17:58 < Aikar> silly 17:58 < Aikar> but to imply intent of message target 17:58 <+XorBoole> who cares you still pinged g*** 17:59 <+XorBoole> at least, probably 17:59 < Aikar> his own fault if he has a triger for it and doesnt want to be pinged :P 18:01 <+ammar2> Amaranth: interestingly this is only really a problem in dota2 because it doesn't instantiate a new particlemgr per "game" since the "game" is always running in the background 18:01 <+ammar2> so in cs go for example once you load in it would make a new one 18:01 <+ammar2> so you would realistically never overflow it 18:01 <+Amaranth> Huh, I was told it was per game and the problem was just that games can last 90 minutes or more 18:02 <+Amaranth> And they're very heavy on particle effects 18:02 <+ammar2> I guess you could overflow it in a single game too 18:02 <+ammar2> yeah especailly because of that 18:02 <+ammar2> but dota2 definetly runs in the background which is why it consumes crazy resources when idle too 18:02 <+ammar2> crazy for simple menues that is 18:03 <+ammar2> do you know if its happened recently? I'd think they might have fixed that with the source2.0 rehaul and what not 18:17 <+Amaranth> ammar2: Source 2 fixes it 18:17 <+Amaranth> I mean, Reborn might not run in the background or whatever but apparently the engine doesn't work this way either 19:26 <+Grum> <+XorBoole> who cares you still pinged g*** <-- oh cmon XorBoole, you should know better by now 19:59 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+1/-0/±2] http://git.io/vOp3H 19:59 < Not-5015> [1.8-Models] drXor fac3ef2 - Golden rapiers for everyone! 20:04 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+0/-0/±2] http://git.io/vOpGa 20:04 < Not-5015> [1.8-Models] drXor 7096f98 - Tweak some display offsets. 20:04 <+XorBoole> Grum =< 21:08 < Aikar> Grum, you have a ping for g*** ? lol what about goat 21:09 <+ammar2> he has a ping for \** 21:14 <+XorBoole> Aikar I told you. 21:19 < Aikar> you told me what 21:19 < Aikar> that im beautiful? how sweet --- Day changed sam. août 08 2015 00:03 < rom1504> is there a list of the repo followed by Not-5015 ? 00:03 <+XorBoole> it's on tk's website 00:04 <+XorBoole> can't remember where exactly though 00:05 <+ammar2> XorBoole: it is? 00:05 <+ammar2> http://n.tkte.ch/s/networks/irc.freenode.net/ 00:05 <+ammar2> but its not in any particular order 00:05 <+ammar2> so may be a pain 00:11 < Not-5015> [GitHub] It's not fully shipped until it's fast. 00:13 < rom1504> okay 02:16 < Fenhl> [[Pre-release protocol]] is still outdated 11:15 < Not-c389> [mc-autodocs] thinkofdeath pushed 1 commit to master [+0/-0/±44] http://git.io/v3eNP 11:15 < Not-c389> [mc-autodocs] thinkofdeath bccac8f - 15w32c 11:15 <+Thinkofdeath> Fenhl: should be fixed now, just a protocol version change 11:17 < Fenhl> Thinkofdeath: a version change with no actual changes to the protocol? So they removed particles as entities? 11:17 <+Thinkofdeath> in the protocol particles weren't entities anyway 11:17 < Fenhl> ah 11:17 < Fenhl> right 11:18 < Fenhl> but then what changed 11:18 < Fenhl> also, was 15w32b protocol 53? 11:18 <+Thinkofdeath> i'll check 11:18 <+Thinkofdeath> I think the changes are entity related though 11:19 <+Thinkofdeath> 'TNT animation ends at 80 ticks, ignores fuse length changes.' that was a nbt change from byte to short in c 11:19 <+Thinkofdeath> 'Potions in new snapshot turn into water bottles with no texture / missing texture' that changed the item to allow damage values in b 11:20 <+Thinkofdeath> 15w32b was 53 18:14 < rom1504> http://wiki.vg/Pre-release_protocol#Tab-Complete seems to have changed ? 18:14 < rom1504> I'm getting an error about the position, maybe the condition has changed ? 18:14 < rom1504> hmm 18:43 < rom1504> right https://gist.github.com/rom1504/f30d0cd18d4fb39d1515/revisions 18:43 < rom1504> they changed all the packet ids 18:43 < rom1504> great 18:48 <+XorBoole> rom1504 actually, they got shifted over for reasons 18:48 < rom1504> sure 18:54 < rom1504> I meant they changed them again though, Pre-Release is currently outdated ;) 18:56 < rom1504> hmm 18:58 < rom1504> yeah idk I'm not sure when I last updated that gist, so the diff is weird 19:00 < rom1504> oh right "No changes" 19:00 < rom1504> nevermind 19:02 < rom1504> oh well, I was using the 1.8 vanilla client with the 1.9 server, nevermind all of what I said today :d 19:02 <+XorBoole> welcome to snapshots, the most exciting part of the insane development cycle 19:49 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+4/-1/±4] http://git.io/v3JLD 19:49 < Not-5015> [1.8-Models] drXor 38df868 - Shovels: iron, gold, diamond. --- Day changed dim. août 09 2015 00:04 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+3/-0/±5] http://git.io/v3UYl 00:04 < Not-5015> [1.8-Models] drXor f26bd55 - Finish axes. 01:55 < Not-c389> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±4] http://git.io/v3U6R 01:55 < Not-c389> [mineflayer] rom1504 2ff681e - improve placeBlock : * now has a callback that is called when the block is actually placed (using blockUpdate) * look at the block before placing it 02:14 < Not-c389> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v3UXa 02:14 < Not-c389> [mineflayer] rom1504 8c96307 - remove assert from placeBlock and put cb(new Error("...")) instead 09:01 < Not-c389> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v3Tay 09:01 < Not-c389> [mineflayer] rom1504 735d8e3 - add missing break; in jumper.js 19:17 < TkTech> rom1504, mmmm unicode in passwords seems to be broken, sorry about that. 20:12 <+ammar2> rom1504: https://github.com/mcdevs/protocol-spec 20:29 < LEGENDFF> uhm got a probably stupid question, is the encryption also used in play state or only during login? 20:30 <+AndrewPH> to my knowledge, pretty much everything 20:31 < LEGENDFF> alright thought so, thank you 20:31 <+AndrewPH> warning: I could be 100% wrong 20:31 <+AndrewPH> but you'll find out if it starts breaking past a certain point 20:45 < angal> After encryption start all data goes encrypted (whole socket) untill connection terminated. 20:47 <+ammar2> ^ this 22:48 < rom1504> TkTech: yeah I saw that, well I picked another one in the end 23:05 < rom1504> ammar2: I worked some more on gettings notes in our protocol.json file, using an extractor from wiki.vg/Protocol https://github.com/PrismarineJS/minecraft-data/blob/master/bin/wiki_extractor/protocol_extractor.js 23:05 < rom1504> it already works for most packets, still missing the more complicated ones 23:05 < rom1504> still some issues have appeared : the wiki notes are in wikitext 23:05 < rom1504> they contain templates and wiki links 23:06 < rom1504> idk what to think about that 23:07 < rom1504> I could probably remove the wikitext specific parts, but really the info it contains is useful, but I don't know if there should be wikitext inside protocol.json 23:08 < rom1504> anyway, protocol.json is not quite ready yet to produce a wiki.vg/Protocol-like automatically but should I move minecraft-data in mcdevs or do I wait for things to be a little bit more concrete ? 23:11 < AlphaBlend> Grum: Can you clarify something for me? Is Mojang eventually going to replace the current PC edition of minecraft with the windows 10 edition? 23:12 < AlphaBlend> my community is talking about this right now 23:12 < AlphaBlend> and i'm just wondering if it's going to happen 23:12 < AlphaBlend> if anyone else knows the answer, feel free to respond in place of Grum :) 23:14 < zml> AlphaBlend: MC java isn't going anywhere 23:24 < Poring> Hello, could someone please show me example of how to format server-bound packets with compression ? For exaple here I have respawn packet without compression, how can I make it compressed ? http://hastebin.com/jikukopiji.coffee 23:37 < Poring> anybody please ? 23:55 <+Amaranth> zml: Eh, some day PE will catch up in features and get ported to OS X. I expect the Java version to die out shortly after that. 23:55 < zml> not soon 23:55 <+AndrewPH> I really don't expect the java version to die out any time soon 23:55 <+Amaranth> Probably a year or so 23:55 <+AndrewPH> there's a massive amount of mods for it 23:56 <+AndrewPH> a huge amount of those would take quite a while to port to another language 23:56 <+Amaranth> PE is C++ with no modding framework 23:56 <+Amaranth> So no porting 23:56 <+AndrewPH> I was implying they would add some kind of api, best case scenario 23:59 < zml> would have to work with a custom server 23:59 < zml> and hope they add extensibility --- Day changed lun. août 10 2015 00:04 <+ammar2> rom1504: like I said, never put wikitext or any formatting in protocol.json, only small descriptions 00:05 < AlphaBlend> Amaranth: a year's time is too soon 00:05 < AlphaBlend> I don't see it going anywhere either, there is a good plugin base in java, though you could get that with C++ or some other language 00:06 <+ammar2> rom1504: you can move your protocol.json on there right now, also we need to work out how to do multiple proto versions sanely 00:06 <+ammar2> do we want to use git tags or have json spec files for each version 00:56 < rom1504> ammar2: yes but look http://wiki.vg/Protocol#Spawn_Object field notes have formatting 00:57 <+ammar2> rom1504: that can go in the detailed doc, "X, Y, Z are {link|blabla}" 00:59 <+ammar2> rom1504: how do you feel about versioning? 01:01 < rom1504> I think git tag (or git branches if we plan on fixing stuff in older versions) would fit 01:01 <+ammar2> yeah tags sound good to me too 01:01 <+ammar2> not like we can fix stuff in the past the way we have it on the wiki now anyway 01:03 < rom1504> is it better to have a specific repo for the protocol instead of storing it among the other data things like minecraft-data currently do ? 01:04 <+ammar2> I think so 01:15 < rom1504> hmm okay, I guess I could then include it in minecraft-data with submodule or something anyway 01:17 < rom1504> what would go in https://github.com/mcdevs/protocol-spec ? just the data ? the thing to generate something like wiki.vg/Protocol (I guess in html ?) ? 01:18 <+ammar2> the json for now 01:18 < rom1504> just for info, my current setup in minecraft-data is : data, schema checker, and some extractor in master branch, and some visualizer in gh-pages branch 01:18 <+ammar2> we can mess around with different ways to render a documentation page 01:18 <+ammar2> but the json for now would be good 01:18 <+ammar2> and we can put notes in it 01:24 < rom1504> tbh, to me the protocol is data just like the blocks or the entities are, so I'm can't quite see the benefit in not using minecraft-data for it (except if there's something with minecraft-data that doesn't fit ?) 01:25 <+ammar2> well we haven't conventially documented that sort of stuff since the information is widely available on the mc wiki for example 01:25 <+ammar2> I personally don't mind 01:27 <+ammar2> but for now I think it'd be good having just the protocol, depending on what other people say we can do the other stuff 01:30 < rom1504> well the information is available on the minecraft wiki just as the protocol information is available on wiki.vg. But in both cases it's not structured, programs can't used it directly. Currently our block.json, entities.json, ... are automatically extracted from the mc wiki, so the process is a bit different from the update of the protocol which is mostly manual, but I'm not sure if how the data is update 01:30 < rom1504> d should mean that it cannot be put in one place 01:33 < rom1504> (the problem minecraft-data is trying to solve is to provide structured minecraft data to programs) 01:35 <+ammar2> yeah I understand, but generally documenting the protocol is our domain. We can discuss more about the other stuff 01:40 < Fenhl> btw you might want to have a look at https://github.com/wurstmineberg/assets.wurstmineberg.de — the json directory contains similar data, although it's targeted more at programs like websites that show Minecraft-related info than Minecraft server/client implementations 01:41 < Fenhl> for example, the inventory display at http://wurstmineberg.de/people/fenhl is built using the items.json from that repo combined with api.wurstmineberg.de 01:44 < rom1504> nice 01:44 < Fenhl> the API is open source btw and works with any Notchian vanilla server https://github.com/wurstmineberg/api.wurstmineberg.de 01:45 < Fenhl> (might also work with other servers after some tweaking) 01:46 < rom1504> https://github.com/wurstmineberg/assets.wurstmineberg.de has some data minecraft-data doesn't have (like images, or stuff like achievements) but it's also missing things (most recipes, blocks,...) 01:46 < rom1504> but interesting 01:46 < rom1504> http://wurstmineberg.de/people/fenhl looks good 01:46 < Fenhl> yeah the obtaining thing in items.json is an ongoing thing 01:47 < Fenhl> the dev branch (which is updated for 15w31a to 15w32b) has a bit more 01:49 < Fenhl> one of the goals of that project is to eventually have enough info to let alltheitems.wurstmineberg.de decide whether any given item is renewable, and whether it's allowed to be duplicated using general-purpose dupe bugs on our server 01:49 < rom1504> renewable ? 01:50 < Fenhl> according to our definition at http://wiki.wurstmineberg.de/Renewability 01:51 < rom1504> what is not renewable ? 01:51 < Fenhl> our rules regarding item dupes is basically: if the dupe can duplicate anything, you're only allowed to dupe stuff that is otherwise nonrenewable. Except diamonds, don't dupe diamonds. 01:52 < rom1504> oh "dragon egg" I guess 01:52 < Fenhl> examples for nonrenewable items include diamonds, iron ore, End stone, and dirt 01:52 < Fenhl> because you need to generate new terrain to make more of them 01:52 < rom1504> oh right I understand 01:52 < Fenhl> dragon egg is finite, which is a subset of nonrenewable 01:53 < rom1504> with our recipes.json (and some function in mineflayer) we can figure out how to make any item by crafting 01:54 < rom1504> guess you'd need to figure out something like that to see if an item is renewable 01:54 < rom1504> basically if an item can be crafted with renawable items, it is renewable 01:55 < Fenhl> yeah, crafting recipes are part of that. If you look at items.json.description.txt it also lists other methods of obtaining 01:55 < Fenhl> for example plants are renewable by farming them, that can't be figured out just with crafting recipes 01:56 < rom1504> oh yeah nice 01:56 < rom1504> sounds like https://github.com/andrewrk/mineflayer/issues/275#issuecomment-97743291 01:57 < rom1504> figuring out how to have an item by many ways can be useful 01:58 < rom1504> generating recipes from the wiki was doable (with have a script for that) 01:58 < rom1504> but for the other ways, it seems hard to have that data by any other ways that manually 01:59 < rom1504> well maybe semi-automatically 02:01 < Fenhl> yeah, I've been adding it manually so far 03:25 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+2/-0/±3] http://git.io/v3tFZ 03:25 < Not-5015> [1.8-Models] drXor 8b0724b - Hoes. 04:48 < Not-5015> [1.8-Models] drXor pushed 2 commits to master [+2/-10/±1] http://git.io/v3qqB 04:48 < Not-5015> [1.8-Models] drXor 8bed6a0 - Clear some old models. 04:48 < Not-5015> [1.8-Models] drXor e3db296 - Shears! 05:51 < Not-5015> [GitHub] Half measures are as bad as nothing at all. 05:56 < Not-5015> [GitHub] Speak like a human. 06:05 < zml> wut 06:07 <+ammar2> someone messing around with notifico's plaintext hook 06:08 <+XorBoole> I wish I could claim to be responsible for such shenanigans 06:08 <+XorBoole> instead I'm sitting hear making hoe models 06:08 <+ammar2> truly a great cause 06:08 <+XorBoole> they're a matching set! 06:19 < dx> that's not hte plaintext hook, that's github's test payload when you first configure its webhooks 06:20 <+ammar2> oh 06:20 <+ammar2> that makes more sense 06:20 <+ammar2> since it has a github prefix 06:21 < zml> lol 13:04 < LEGENDFF> what response am i supposed to get from https://sessionserver.mojang.com/session/minecraft/join, if the everything was done correctly? 13:04 < LEGENDFF> getting 204 no content atm 13:04 <+ammar2> yeah that's right 13:04 <+ammar2> just check if it doesn't return an http error 15:16 < rooisnoek> hi everyone, I am writing a minecraft client emulator (basically a bot) and I am having weird behaviour. When the client moves the movement (viewed from a notchian client) appears jerky UNLESS the notchian client is also moving. Does anyone know why the movement would look like that? 15:23 < angal> vanilla server send updates to clients, only when receive movement packets from them. When vanila clients moves he sendes much more movement packets, than when he stays. 15:24 < angal> So when vanilla client moves, he received packets of movement your bot more often and couse of this it's looks less jerky. 15:25 < angal> So it's description, why movement hides the bug. Why it appears.. idk. Maybe someone else will answer. 15:47 < rom1504> rooisnoek: I bet you are moving "wrongly", check if the server is sending you position packets (correcting you) 15:50 < rooisnoek> just checked, the only time the server sends my position is at spawn and the client is definitely moving so its not illegal movement that´s causing it 15:52 < rooisnoek> at this point my client is really primitive so the only packet it is sending to the server regularly (apart from the keep alive) is the Player Position and Look packet. Is there perhaps another packet that should be sent regularly to update the position for other viewing clients? 15:54 < rom1504> how often do you send the position packet ? 15:54 < rom1504> should be every 50ms I think 15:54 < rooisnoek> 20 times a second apprximately 15:54 < rooisnoek> jip, 50ms 15:55 < rom1504> hmm, and what kind of movement are you doing ? instant acceleration ? 15:55 < rom1504> constant speed ? 15:57 < rooisnoek> constant speed, the client is walking the outline of a 20x20 block square repeatedly 15:58 < rooisnoek> the client immedeatley starts walking after spawning and for the first second it appears smooth before it starts to ¨jerk¨ 16:02 < rooisnoek> the only packets the server is sending me is the keep alive, time update and chunk data packets 16:03 < rooisnoek> is there any response packets for the time update and chunk data packets? Its continuously sending chunk data long after spawning, and and the client never moves far from the starting position 16:03 < Fenhl> rooisnoek: have you tried sending Player Position when the look direction isn't changing? 16:05 < rom1504> rooisnoek: not just exactly what you mean by "jerky", but could it be rounding errors ? 16:06 < rooisnoek> by jerky I mean it kind of looks like the client is teleporting short distances constantly 16:06 < rooisnoek> so it starts walking smoothly and the it looks like it gets stuck and starts instantaneously jumpinp a couple of blocks ahead 16:07 < rooisnoek> currently Im only sending Player Position and Look packets even if the direction its looking is not changing 16:10 < rom1504> are you sure you are actually sending the position packet fast enough ? 16:10 < rom1504> it sounds like it's the position packets that "get stuck" 16:14 < rooisnoek> Just timed it, its always roughly 50ms between each movement packet 16:16 < angal> Are this time betwin packets send by bot, received by server and send by server to vanilla client? 16:17 < rooisnoek> this is the time between me making library calls to send the player position and look packets from the client im writing 16:17 < rooisnoek> as i said the movement looks jerky when i am looking at it with a notchian client while standing still, if my vanilla client is walking my emulated client movement looks fine 16:18 < angal> Are you shure your library write packets instantly and flushes data in socket? 16:20 <+ammar2> also how much distance are you moving approximately per packet 16:21 < rooisnoek> im using the MCProtocoLib library and it used Netty for networking 16:22 < rooisnoek> im moving 4.317/20.0 per packet 16:37 < rooisnoek> rom1504 : I think you were right, i just timed the event that fires when a packet is sent and it seems after a while they pile up and get sent several at a time 16:37 < rooisnoek> this does not look like its going to be fun to fix :P haha 17:09 <+Amaranth> rooisnoek: TCP_NODELAY set? 17:11 < rooisnoek> thanks for letting me know, i found that option about ten minutes ago. The problem i have now is to change it 17:12 < rooisnoek> the library im using isnt excactly making it easy to access the neccesary code 19:00 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+8/-0/±1] http://git.io/v33hu 19:00 < Not-5015> [1.8-Models] drXor 15d5e21 - Fishing rod, charcoal, flint. 19:18 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+3/-0/±4] http://git.io/v3stS 19:18 < Not-5015> [1.8-Models] drXor 7d1b5d2 - Use gems a bit more often. 20:18 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+1/-0/±4] http://git.io/v3s16 20:18 < Not-5015> [1.8-Models] drXor bc2b513 - Tinker with the lower tier tools some more. 20:29 < nickelpro> Does anyone know or can point me towards a resource which explains where the position in Player Position and Look is relative to the player bounding box? 20:30 < nickelpro> My guess would be bottom center of the feet but I haven't done any digging 21:03 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+6/-1/±5] http://git.io/v3GTm 21:03 < Not-5015> [1.8-Models] drXor b7701d0 - Bundles! 21:06 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+0/-0/±1] http://git.io/v3Gk0 21:06 < Not-5015> [1.8-Models] drXor 2ecb249 - Revert charcoal. 21:17 < LEGENDFF> Is there any other way to activate compression besides sending a 0x3. wrote a bot thats working on all of my test setups, but not on some other servers it doesnt. Seems like the packets are compressed, but I didnt receive any 0x3, therfore I received one with id VarInt 266(decimal), one with 0 and another one with 266. After that all incoming packets are compressed. 21:18 < LEGENDFF> If i just switch to compression after that 266 its working, just seemed weird to me 21:19 < angal> There are 2 compression packets. 1 for login, 2 for play... 21:20 < LEGENDFF> oh youre right, thank you --- Day changed mar. août 11 2015 00:35 < Fenhl> nickelpro: that should be correct 14:19 < OnlyQubes> hello 14:21 < OnlyQubes> Ermm... on the packet 'Player Block Placement' it says 'This packet has a special case where X, Y, Z, and Direction are all -1. (Note that Y is unsigned so set to 255.)'. But i don't really understand should Location, Face, Held Item, Cursor Position X, Cursor Position Y or Cursor Position Z be set to -1? 14:50 < OnlyQubes> Not to be rude or anything, but i was wondering is anybody here or is this like dead? 14:50 <+ammar2> people are here, we talk sometimes 14:51 <+ammar2> this is kind of an off time plus I'd imagine not too many people are familair with that exact thing 14:54 < OnlyQubes> oh okay, thank you 14:55 < gamingrobot> OnlyQubes: one sec looking at the docs again 14:55 < OnlyQubes> Okay :p 14:57 < gamingrobot> iirc only x, y, z and direction is -1, held item, location, and face still matter, like right clicking water block with a bucket 14:57 < gamingrobot> wait direction isnt part of the packet anymore 14:58 < gamingrobot> Cursor x, y, z should be -1 for the special case 15:00 < OnlyQubes> Okay, thank you very much! 15:01 < OnlyQubes> But for example i am just using an item, not a block just a compass for example (teleportation plugin). What Location/face would i put in? Or using items is a different packet? 15:02 < OnlyQubes> I would guess i would just use my players position in that case 15:08 < gamingrobot> OnlyQubes: you could always use the ProtocolLib plugin to see what the client is sending in that case 15:12 < gamingrobot> OnlyQubes: whatcha working on, if you dont mind me asking 15:13 < OnlyQubes> oh im working on kinda of a bot you could say 15:14 < OnlyQubes> i figured out movement 15:14 < OnlyQubes> and stuff, only this is left for it to be sort of complete 15:14 < OnlyQubes> imagine something like darkbot, but something worse and is for 1.8 15:14 < gamingrobot> using a framework or just from scratch? 15:14 < OnlyQubes> from scratch i hate using frameworks, don't know why 15:15 < OnlyQubes> i coppied some parts like encodings, because i hate that stuff 15:29 < OnlyQubes> One more question, because im really stipid is 'BuildTools.jar' in https://hub.spigotmc.org/jenkins/job/BuildTools/ the spiggot server? i never did anything with server, so i don't really know. 15:30 < gamingrobot> OnlyQubes: https://www.spigotmc.org/wiki/spigot-installation/ 15:30 < OnlyQubes> thank you :D 15:30 < gamingrobot> oops wrong page, this is the one you want https://www.spigotmc.org/wiki/buildtools/ 15:38 < OnlyQubes> That tutorial is working great, the one i checked last time was horrible. 16:20 < OnlyQubes> Well i think i did it (haven't tested sending it, but it show like this in spiggot). In case you are wondering here is how the packet should look: Location.x/y/z = -1, face = 255, HeldItem = itemstack, Cursor_x/y/z: 0 16:28 < gamingrobot> oh so my info was off 16:39 < OnlyQubes> Tested it on a server and it works 16:39 < OnlyQubes> you info seems to be a bit off 16:39 < OnlyQubes> i can send you some info about that, that i got from the server 16:49 < OnlyQubes> Don't know if this is useful, but here you go http://pastebin.com/ABPdJqGi 18:12 < OnlyQubes> Hey im back, with a nother question... : >. I read every 'Slot Data' field fine until the Nbt blob. How do i know how long it is? :? 18:18 < shoghicp> I think you have to read them on PC 18:18 < shoghicp> on pocket it's prefixed by a short for now 18:19 < OnlyQubes> Oh, okay thanks. Will try to do that, ill tell you how it goes 18:20 <+ammar2> shoghicp: it used to have a length prefix on PC too 18:20 < shoghicp> yep, I remember 18:23 < OnlyQubes> oh damn, maybe it has, ill check 1 sec 18:23 < OnlyQubes> Was the prefix a varint? 19:00 < OnlyQubes> Does anybody know how i could get the bytes of an 'NbtTag' (class taken from http://www.fcraft.net/)? 19:01 < OnlyQubes> nvm, figured it out 19:20 <+Grum> like that 20:00 < OnlyQubes> What 'Plugin Message'(0x17) does vanilla minecraft send? 20:02 <+XorBoole> OnlyQubes several that start with MC| 20:02 <+XorBoole> e.g. for books, setting beacon effect, etc. 20:02 <+XorBoole> it's all documented somewhere 20:03 < OnlyQubes> oh 20:03 < OnlyQubes> D: 20:03 < OnlyQubes> well how does it know how to interpret for example BungeeCord? 20:08 < nickelpro> OnlyQubes: It doesn't, Plugin channels that vanilla doesn't recognize it ignores 20:08 < nickelpro> It's really weird that vanilla uses plugin channels at all, they control the protocol, why bother? 20:11 < OnlyQubes> ohhh.... So how does BungeeCord even work? 20:11 < OnlyQubes> I thought it send a plugin message with information about the server to connect to 20:12 < nickelpro> It does, to another modded server that knows to recognize BungeeCord plugin messages 20:12 <+ammar2> bungee does use plugin messages internally but they're kept between bungee and the server 20:12 <+ammar2> the client doesn't have anything to do with them 20:12 < nickelpro> ^^ 20:12 <+ammar2> client <==> bungee <==(normal protocol + plugin messages)===> server 20:12 < OnlyQubes> ohhh 20:13 < OnlyQubes> oh now i get it D: thanks 20:13 < OnlyQubes> So umm.. mind explaining to me what packet do they send to tell the client to connect to a different server (i think the clients connect to another server) 20:18 <+ammar2> it doesn't tell the client its changing servers, it tells the client its changing worlds 20:18 <+ammar2> but internally its disconnecting from one server and connecting to another and then proxying for that server 20:19 < OnlyQubes> ohhh 20:19 < OnlyQubes> thank you very much : > 20:31 < OnlyQubes> 1 last question (hopefully :p), and how does it tell the client that it is changing worlds and how does the client need to respond? :? 20:34 <+ammar2> Respawn/0x07 play state 20:40 < OnlyQubes> thank you : > 21:37 <+Thinkofdeath> (on the subject of bungee) actually since 1.7 it doesn't use plugin messages for the join info since the plugin message can't be sent in the login state 21:51 < LEGENDFF> uhm how does the server.jar keep the most bottom line only for input, when opened in cmd? looks so fancy, I want todo that for my bot xD 21:52 <+ammar2> language? 21:54 < LEGENDFF> java 21:55 < LEGENDFF> notchian server does it 21:55 <+ammar2> I think craftbukkit used to use jline2 for that 21:55 <+ammar2> not sure what vanilla uses 21:57 <+ammar2> p.s mojang you might wanna update https://minecraft.net/game/credits to cover netty, other new libraries 21:58 < shoghicp> LEGENDFF: I tried doing that with pure ANSI escape codes, mostly works :P 21:58 < shoghicp> no idea about windows terminal 21:59 <+ammar2> windows is the only terminal that matters ^o^ 21:59 < shoghicp> and ofc there are libraries for that, but I had time to spare 21:59 <+ammar2> everyone knows you're supposed to use linux exclusively through a GUI 21:59 < LEGENDFF> server jar also does it on shell^^ 21:59 < shoghicp> yep I know, but also does the magic on windows ;D 22:00 < shoghicp> but now I'm happy segfaulting PHP, which is more fun to debug and helps other people as well! 22:02 <+ammar2> one day it'll seg fault you back 22:02 < shoghicp> oh it's actually doing that 22:02 < shoghicp> seems like I messed up the internals too much 22:03 < shoghicp> after I tried doing a full memory dump from PHP itself 22:04 < shoghicp> so, dump memory, next tick, server crashes 22:04 < shoghicp> just a plain "seg fault" 22:04 < shoghicp> and backtrace is messed up 22:04 < shoghicp> so I guess I corrupted something 22:05 <+ammar2> oh man speaking of corrupted stacks 22:05 <+ammar2> this one time I was trying to debug a segfault, but turns out the core dump limit was set reasonably low and it was truncated the dumps but not actually printing a truncation message 22:05 <+ammar2> plus gdb wasn't complaining that the core dump was truncated 22:06 <+ammar2> so I would bt, and it would be the randomest shit 22:06 <+ammar2> and I was so confused 22:06 < shoghicp> also TIL (or the other day mostly) fopen doesn't have a stack 22:06 < shoghicp> so if you redefine fopen and forget to have ::fopen() it causes infinite recursion 22:06 < shoghicp> but no stack overflow 22:06 < shoghicp> (C++) 22:11 < shoghicp> ammar2: for a few days my gdb just timeout every time the program hit a breakpoint 22:11 < shoghicp> and left zombie processes everywhere 22:11 <+ammar2> lolwat 22:11 < shoghicp> that did not clean the sockets of course 22:11 < shoghicp> then magically the problem stopped, no updates, no restarts 22:12 <+ammar2> love low level programming 22:14 < shoghicp> also if you hit something not implemented in android it just kills your application, no message, nothing 22:14 < shoghicp> (C++ library side) 22:15 < shoghicp> so you have to put several logs around and hope to find it after a few compilations :S 22:17 <+ammar2> shoghicp: what really? that sounds like a terrible development environment 22:17 < shoghicp> blame android! 22:18 < shoghicp> I'm usually the one that tests android daily, so I get lots of issues :P 22:19 < shoghicp> because something compiling and working on a computer doesn't mean that if it compiles on android it'll work ;D 22:19 < shoghicp> besides that, I build faster than them! 22:19 < shoghicp> so I don't complain :P 22:20 <+ammar2> I think the solution to your problems is simple 22:20 <+ammar2> port mcpe to java and make sure all the notchcode is in it 22:23 <+XorBoole> shoghicp out of curiosity, do you guys write the JNI/ObjC++ bindings by hand? 22:24 < shoghicp> we have a platform layer to abstract that, and seems written by hand 22:24 < shoghicp> but you don't want to look at that 22:24 <+XorBoole> ah, I was reminded of a talk I went to last year 22:24 <+XorBoole> dropbox has this tool for generating the bindings 22:24 <+XorBoole> it's written in some of the worst scala I've ever read 22:25 <+XorBoole> and by "talk" I mean "dropbox showed us a slideshow and then gave us free food and tshirts" 22:26 < shoghicp> haha 22:26 <+XorBoole> it was good pizza! 22:27 < shoghicp> we only have C++, C, Java, ObjC, Python in the project 22:27 < shoghicp> oh, and of course PHP 22:27 <+XorBoole> "only" he says 22:27 < shoghicp> most of those are 0.x% 22:28 < shoghicp> some analyzers and wrappers for the generated code are PHP 22:28 <+XorBoole> ftw you have so many languages in your project you get "Other" on github 22:28 <+XorBoole> tfw* 22:29 < shoghicp> oh, I did not add some of my scripts to the repo, they are quite useful to see what is going on the low level 22:29 < shoghicp> we found that "return false;" is two instructions in GCC, MOV 0 and return 22:29 < shoghicp> but 10 in clang :S 22:31 * XorBoole puts a chlorophorm cloth in shoghicp's face 22:31 <+XorBoole> shhh 22:31 <+XorBoole> #clangmasterrace 22:32 < shoghicp> PHP will prevail! 22:32 < shoghicp> it's alive! 22:32 <+XorBoole> PHP 7 is approaching "ok" 22:32 <+XorBoole> there are some cool ideas in PHP 22:32 < shoghicp> oh if you follow my conversations on #pocketmine I love segfaulting it ;D 22:32 <+XorBoole> like making a class variable nothing more than a symbol 22:33 <+XorBoole> except it's not really a symbol and more of a plain string... 22:33 < shoghicp> well, at least integers are no longer pointers 22:33 < shoghicp> that need to dereference a chain of 4 pointers 22:33 <+XorBoole> wat 22:33 < shoghicp> that was plain stupid 22:33 <+XorBoole> > 4 pointers 22:33 < shoghicp> now they are passed on the stack :D 22:34 <+XorBoole> and to think java only has about 3 levels of indirection for object data 22:34 < shoghicp> also other types are a chain of 2 pointers instead of 4 :P 22:34 <+XorBoole> is it 3 or 2? I can't remember 22:34 < shoghicp> but yeah, seems like people that want to try to do good things are controlling the project now 22:35 <+XorBoole> there's this one rasmus comment about OO 22:35 < shoghicp> oh I don't mean him :P 22:35 <+XorBoole> no, it's something like "procedural programming must be a first-class citizen" 22:35 <+XorBoole> who cares, he's a great sources of hilarity 22:36 < shoghicp> ^ 22:36 < shoghicp> so pocketmine was 10% of the global PHP 5.6 usage 22:36 < shoghicp> let's see what we can do with PHP7 22:37 <+XorBoole> seriouslly? 22:37 <+XorBoole> that's pretty impressive 22:37 < shoghicp> that was a few months ago 22:37 <+XorBoole> mostly because wodpress exists 22:37 < shoghicp> both have gone up, so no idea where it stands now 22:38 <+XorBoole> gotta go 22:39 < shoghicp> me too :P 22:39 * XorBoole sets shoghicp's chair on fire and jumps out the window --- Day changed mer. août 12 2015 02:19 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+0/-0/±3] http://git.io/v3Rtb 02:19 < Not-5015> [1.8-Models] drXor cd0e89b - Can't say I was too fond of the beacon animation. 05:48 < Not-5015> [SpockBot] gamingrobot pushed 1 commit to master [+0/-0/±1] http://git.io/v3R79 05:48 < Not-5015> [SpockBot] gamingrobot 6569a52 - Add whiltelist build for travis 10:06 < Not-5015> [SpockBot] gamingrobot pushed 1 commit to master [+0/-0/±1] http://git.io/v306j 10:06 < Not-5015> [SpockBot] gamingrobot e7668f7 - Added tox whitelist_externals to remove warning about flake8 and py.test being outside testenv 10:32 < Not-5015> [SpockBot] gamingrobot pushed 1 commit to master [+0/-0/±1] http://git.io/v309s 10:32 < Not-5015> [SpockBot] gamingrobot 5eb9013 - Remove to have better virtualenv on development machines 10:54 < rom1504> barneygale: did you ever try your proxy (https://github.com/barneygale/rex) on gamemode 3 ? I wonder if you'd have the same issue as us (node-minecraft-protocol) : no noclip 10:59 < barneygale> gamemode 3? is that spectator? 11:12 < barneygale> rom1504, ^ 11:14 < rom1504> yesd 11:14 < rom1504> *yes 11:14 < barneygale> i'll test it tonight if I have time, but I don't see why proxying would affect it 11:14 < rom1504> yeah well we have no idea why either 11:15 < rom1504> we just forward everything in PLAY state 11:15 < rom1504> I think it might come either from 1) something not in play state (but we checked everything so idk) 2) some kind of race condition 11:16 < rom1504> anyway, it would be interesting to see if you have that issue or not 11:19 < barneygale> I'll take a look, sounds interesting 11:59 < Not-5015> [SpockBot] gamingrobot pushed 1 commit to master [+0/-0/±1] http://git.io/v3EOd 11:59 < Not-5015> [SpockBot] gamingrobot 0fb9567 - Removed py30, py31, py32 This is due to disto currently uses python 3.0, python 3.1 as default python3 install. Ubuntu 12.04 and Debian 7 (wheezy) still use python 3.2 as the default python3 install but these are the old stable releases for these distros. This will also fix the strange EOFError caused by python 3.2 https://travis-ci.org/SpockBotMC/SpockBot/jobs/75148017 11:59 < Not-5015> https://travis-ci.org/SpockBotMC/SpockBot/jobs/75229024 As we are not the only people having this issue https://bitbucket.org/pytest-dev/pytest/issues/347/pytest-xdist-and-python-32 https://pybuilder.github.io/documentation/plugins.html#Python3.2warning 11:59 < gamingrobot> oh god why does that bot show the entire commit message 12:03 < Not-5015> [SpockBot] gamingrobot pushed 1 commit to master [+0/-0/±1] http://git.io/v3Esu 12:03 < Not-5015> [SpockBot] gamingrobot ef81ef4 - Forgot to remove the py30, py31, py32 tox env's from travis 12:11 <+ammar2> why not 12:13 < barneygale> rom1504, one thought: could it be some kind of uuid mismatch issue? are both server and proxy running in offline mode? 12:15 < gamingrobot> I would have expected it to just show the first line of the commit message, not the entire thing 12:20 < OnlyQubes> hi, me back again... I ran into one last problem (hopefully.). Im trying to authenticate myself trough the https://authserver.mojang.com/authenticate, but im running into an error message 'The remote server returned an error: (403) Forbidden.'. Im sure im doing everything that http://wiki.vg/Authentication says to do. More info: http://pastebin.com/pFY3DHX2 12:26 <+ammar2> OnlyQubes: that's odd, it looks right. Can you show the payload sending code? 12:26 < OnlyQubes> 1 sec 12:28 < OnlyQubes> http://pastebin.com/a08rNnip the field request is the payload 12:29 < OnlyQubes> i might have forgotten how to send payloads correctly in c#, but i think its how you do it 12:31 <+ammar2> OnlyQubes: I think you may need to set webRequest.ContentLength = payload length 12:31 < OnlyQubes> ill try that, 1 sec 12:31 <+ammar2> also call stream.Close 12:31 <+ammar2> instead of flush 12:32 < OnlyQubes> Hmmm.. seems to give the same error :<. Ill go do a bit more testing i guess :p 12:34 < OnlyQubes> maybe its something with my ip, because i did so much failed attems, ill attempt changing it and then trying. Don't know if they block ips or not 12:35 <+ammar2> they do rate throttling but its a different error iirc 12:35 <+ammar2> but yeah worth a shot 12:36 < OnlyQubes> this code: http://pastebin.com/5mH6P9Vc that i found on the internet seems to work, but i can't really use it, because TcpClients don't have proxy support 12:36 < OnlyQubes> i tried adding all the things it does, but i still get the same error 12:37 <+ammar2> OnlyQubes: https://github.com/SirCmpwn/Craft.Net/blob/bc20a3d3f6c60957ecd04cc7388e225387158eb1/source/Craft.Net.Client/Session.cs#L18 12:37 <+ammar2> does that work? 12:37 < OnlyQubes> maybe the line 'stream.AuthenticateAsClient(host);' has to do with it, ill go google it, because i have no idea what it does 12:39 < OnlyQubes> ill test it, 1secconds 12:43 < OnlyQubes> Seems to give me the same exception 12:43 < OnlyQubes> ahh 12:43 < OnlyQubes> but wait 12:44 <+ammar2> there's more 12:44 <+ammar2> for only 29.99 12:44 < OnlyQubes> yeah it does seem to work, the credentials were invalid 12:44 < OnlyQubes> it works 12:44 < OnlyQubes> xD 12:44 < OnlyQubes> yeah, sorry works, thank you very much :* 12:53 < rom1504> barneygale: hmm yeah you're right that's possible, I need to check that it was indeed in offline mode 12:53 < rom1504> should be but not sure 13:05 < Not-5015> [SpockBot] Gjum pushed 5 commits to master [+0/-0/±8] http://git.io/v3EwW 13:05 < Not-5015> [SpockBot] gamingrobot fe7602e - Add inplace operations for CartesianVector This is so in the physics plugin we can avoid returning a new Vector3 object every time. Also added some basic tests for the CartesianVector 13:05 < Not-5015> [SpockBot] gamingrobot 0bcecd8 - Add __idiv__ and __div__ incase __future__.division is not imported 13:05 < Not-5015> [SpockBot] gamingrobot 41e7b34 - Fixed merge conflict 13:05 < Not-5015> [SpockBot] ... and 2 more commits. 13:20 < OnlyQubes> Does minecraft authentication block proxies? :? 13:23 < nick____> . 13:41 < OnlyQubes> When does minecraft authentication website block an ip and for how long? :? 14:28 < rom1504> OnlyQubes: http://wiki.vg/Mojang_API#Notes 14:28 < OnlyQubes> oh, thank you : > 14:30 < OnlyQubes> but does that apply to http://wiki.vg/Authentication aswell? :? 14:34 < rom1504> hmm I think so 14:40 < barneygale> OnlyQubes, it doesn't block proxies specifically 14:40 < barneygale> as far as I know, anyway 14:40 < barneygale> I'd be surprised if /joined and /hasJoined do any rate limiting. I've never run into it. 14:41 < gamingrobot> barneygale: does it block some useragents? 15:16 < barneygale> gamingrobot, it doesn't block the one I'm using (twisted default) 15:27 < OnlyQubes> After a few logins / failed logins i get 'invalid credentials' for a long time.(don't know for how long as i change my ip). I want to get around that with proxies, but then they seem to get errors always. strange 15:33 < barneygale> OnlyQubes, what are you trying to do? 15:33 < OnlyQubes> A kinda of a bot, i can get it to move and stuff. its function would be to stay afk in fams or auto craft. Nothing like an account stealer don't worry about that 15:35 < OnlyQubes> But people would need maybe more than one account and that ip block thingy is kinda annoying me and would annoy many users. so im trying to go around it 15:35 < OnlyQubes> trying to authenticate with proxy and get the session and after that everything normal with no proxy 15:48 < OnlyQubes> Why do some people have red names in irc? 15:50 < nick____> noone have red name, you see that names red, there he/she sayed your name in there. 15:52 < nick____> lol my name is nick____ 15:53 < OnlyQubes> oh okay, thanks :D 15:55 < Wuppie> OnlyQubes, what are you writing in C#? :3 15:55 < OnlyQubes> A bot, almost done 15:55 < Wuppie> Cool :D 15:55 < OnlyQubes> just one last problem, that i described above 15:56 < OnlyQubes> it can move, use items, and join bungeecord servers from the items 15:56 < OnlyQubes> and stuff 15:56 < OnlyQubes> i tested it with doing a kit dropped. It successfully did it :> went to a server joined a faction got the kits, went to f home and dropped them :>, this is my fourth attempt at this and it finally works! 15:56 < Wuppie> hm. So, you want to get a session id with a proxy enabled, and after that disable the proxy? 15:57 < Wuppie> if i read that correctly 15:57 < OnlyQubes> yes 15:57 < OnlyQubes> but the proxies seem to be blocked or something? or im just doing it wrong 15:57 < Wuppie> They could be blocked 15:57 < OnlyQubes> so i was wondering if minecraft blocks proxies to avoiding account cracking 15:57 < Wuppie> however what seems logical to me is that it checks ip changes with sessions 15:58 < Wuppie> so, a session is probably bound to an ip-address 15:58 < OnlyQubes> im changing my ip constantly now and my sessions seem to work very fine. Im on mobile connection so it changes like every 10 minutes and i didn't need to relog for a few weeks now 15:58 < Wuppie> hm... 15:58 < Wuppie> okay 15:59 < OnlyQubes> I heard on some forums that they do block proxies and stuff, so this is going to be hard 15:59 < Wuppie> If they block proxies your fucked 15:59 < Wuppie> :P 15:59 < OnlyQubes> :D very true 16:00 < Wuppie> as pretty much all of the public proxies will be banned then 16:00 < OnlyQubes> yeah then only premium proxies would work i guess 16:00 < OnlyQubes> and you would need to buy them 16:00 < Wuppie> yeah, and not even all of them 16:00 < Wuppie> so... 16:00 < OnlyQubes> crap : << 16:01 < Wuppie> so, i kinda doubt if u can use proxies to get a session 16:01 < Wuppie> nice to see someone use C# tho :D 16:01 < OnlyQubes> But the question now is why do they block my ip when i log in with good log in and pass after a few times 16:01 < Wuppie> i wrote a server in c# 16:01 < OnlyQubes> i used to code in java, but that was like 3-2 years ago whe i was creating mods for minecraft 16:02 < Wuppie> not sure, probably because they think you are simply spamming the login server with requests 16:02 < OnlyQubes> java and c# to me seem very similar, but thats probably because im a noobie at coding 16:02 < Wuppie> Well, java and c# are very similar 16:02 < Wuppie> code wise 16:02 < Wuppie> : 16:02 <+XorBoole> it's becaue C# is a MS's rippoff of java 16:02 < OnlyQubes> they seem almost identical D: 16:02 <+XorBoole> objectively 16:02 <+XorBoole> except C# has a few feature that make it slightly better 16:03 < Wuppie> :) 16:03 <+XorBoole> but it's for wandows so it sucks 16:03 < OnlyQubes> c# master race : > 16:03 < OnlyQubes> : < 16:03 < Wuppie> i <3 c# 16:03 < OnlyQubes> same 16:03 < Wuppie> and they are now "porting" c# to linux and mac 16:03 < Wuppie> so 16:03 <+XorBoole> if you're doing .NET you should be using F# anyways 16:03 < Wuppie> well, the .net framework actually 16:03 <+XorBoole> Wuppie mono exists 16:03 < Wuppie> i know about Mono 16:03 < Wuppie> lol 16:03 < Wuppie> but, microsoft them selfs are doing it now 16:04 < Wuppie> like official .net for linux and mac 16:04 < OnlyQubes> fianlly 16:04 <+XorBoole> still, most C# people are idiots and overuse wandows apis 16:04 < OnlyQubes> *finally 16:04 < OnlyQubes> : < 16:04 < Wuppie> i pretty much never use the windows api 16:04 <+XorBoole> so most C# code is useless on a real os 16:04 < Wuppie> lol 16:04 < OnlyQubes> why are you so mean XorBoole 16:04 < Wuppie> Because he's XorBoole 16:04 < Wuppie> lol 16:04 < OnlyQubes> kappa 16:05 < Wuppie> nah, XorBoole is a pretty nice guy. you gotta get to know him 16:05 * XorBoole releases the cats 16:05 * Wuppie pets XorBoole's cats 16:06 < OnlyQubes> Im allergic to cats! NOooo 16:06 <+XorBoole> Wuppie actually they're cindy's cats 16:06 < Wuppie> yeah ok. 16:06 < Wuppie> but you brought them here 16:06 <+XorBoole> no she's here too 16:06 < Wuppie> hi cindy_k :D 16:06 <+XorBoole> and where ever cindy went the cats were sure to go 16:07 < Wuppie> true 16:07 * XorBoole meows 16:21 < Not-5015> [SpockBot] gamingrobot pushed 3 commits to master [+2/-0/±1] http://git.io/v3uNR 16:21 < Not-5015> [SpockBot] gamingrobot 7d8159a - Add basic CONTRIBUTING instructions 16:21 < Not-5015> [SpockBot] gamingrobot 4a99595 - Fix slight wording issue on where to push to 16:21 < Not-5015> [SpockBot] gamingrobot b169b50 - Merge pull request #74 from gamingrobot/f-contrib 16:23 < Wuppie> OnlyQubes, is your bot on github? i would love to check it out 16:24 < OnlyQubes> nah, i don't use github (for unknown reason). My code is probably bad, im ashamed of it kinda. : < 16:24 < OnlyQubes> I don't trust in my coding skills 16:39 < nick____> Why are no minecraft pi page on wiki.vg? 16:42 < Wuppie> nick____, http://wiki.vg/Minecraft_Pi_Protocol 16:42 < Wuppie> :P 16:42 < gamingrobot> what is minecraft pi? 16:42 < gamingrobot> ohhh 16:43 < gamingrobot> raspberry pi 16:44 < rom1504> OnlyQubes: putting code on github will motivate you to write better code then :p 16:44 < gamingrobot> and free version control :P 16:47 < dx> OnlyQubes: fearing that your code is bad is not going to improve it. instead, get rid of that fear and try to be open to constructive criticism. 16:48 < OnlyQubes> Ill put it on github, when i will have time (probably today) 16:49 < OnlyQubes> but when you see it please don't hit me 16:49 < barneygale> i've got a ton of terrible code on github, don't worry 16:49 < OnlyQubes> :D 16:50 < OnlyQubes> i wouldn't be ashamed of it so much, but i have taken some classes from only (the encoding things and a bit of authentication) and that makes me feel bad : < 16:50 < OnlyQubes> *from online 16:51 < Not-c389> [mc-autodocs] thinkofdeath pushed 1 commit to master [+0/-0/±44] http://git.io/v3zLe 16:51 < Not-c389> [mc-autodocs] thinkofdeath 026437f - 15w33a 17:14 < gamingrobot> barneygale: you should put rex up on this wiki page http://wiki.vg/Utility_List 17:25 < OnlyQubes> Sorry for asking a non minecraft related question, but why doesn't my solution show up when i press the 'changes' button in here http://puu.sh/jyTOx/d201404ff5.png , i have pressed open -> my project file. Save me coding gods 17:26 < OnlyQubes> i can create new project and it works, but when i select my old project, it doesn't do anything. Am i doing something wrong? 17:28 < rom1504> you probably need to add your files 17:36 < barneygale> gamingrobot, I will at some point - I want to do a v2 with a better interface, and support for inspecting packets outside of "play" mode if both proxy and server are in offline mode 17:37 < barneygale> But that requires a bit of re-engineering of quarry 17:48 < Not-5015> [SpockBot] gamingrobot pushed 1 commit to master [+0/-0/±1] http://git.io/v3zVQ 17:48 < Not-5015> [SpockBot] gamingrobot 0d49a07 - Update README.rst 18:10 < nick____> 15w33b is out 18:14 < Wuppie> http://rzr.re/view.php?id=dead57743fd46a158ed1eb7a3d236fe3 18:15 < Wuppie> a structure block 18:15 < Wuppie> 0.o 18:15 < Wuppie> wtf 18:15 < Wuppie> http://rzr.re/view.php?id=b46f4b72cf61c5ba42ec55f36ca1936d 18:15 < Wuppie> wth? 18:15 < gamingrobot> like bedrock but not? 18:16 < Wuppie> idk, its called: minecraft:structure_block 18:16 < Wuppie> mode: SAVE 18:16 < Wuppie> i have NO clue what it is 18:16 < gamingrobot> no other info than that? 18:16 < Wuppie> nope 18:16 < Wuppie> 0.o 18:17 < Wuppie> no idea what they are, maybe something weird and new in 15w33a? 18:18 < nick____> it's not new 18:18 < Wuppie> what is it? lol 18:18 < nick____> it's added in 15w31a 18:18 < gamingrobot> newish 18:19 < Wuppie> what are they for? 18:19 < Wuppie> lol 18:19 < nick____> Wuppie https://www.youtube.com/watch?v=HtBgzdFS1Rs 18:20 < Wuppie> oki... now the weirdest thing ever: why the hell did my custom server load that... 19:48 < Not-5015> [1.8-Models] drXor pushed 1 commit to master [+0/-0/±1] http://git.io/v3gBa 19:48 < Not-5015> [1.8-Models] drXor da1795f - Didn't really like the whole glass tube thing. --- Day changed jeu. août 13 2015 02:19 < Not-9afb> [SpockBot] gamingrobot pushed 1 commit to master [+1/-0/±1] http://git.io/v3a1B 02:19 < Not-9afb> [SpockBot] gamingrobot 918d068 - Fix basic example not running 03:47 < gamingrobot> http://wiki.vg/Entities#Entity_Metadata_Format are the bottom 5 bits the same as the index in the tables? 04:35 < Fenhl> Wuppie: maybe something to do with it having block ID 255? 04:36 < Fenhl> gamingrobot: I believe so 04:47 < gamingrobot> Fenhl: reason I ask is I am getting really weird index's 04:48 < gamingrobot> like a index of 31 and 22 04:57 < Not-9afb> [SpockBot] gamingrobot pushed 3 commits to master [+0/-0/±4] http://git.io/v3VYW 04:57 < Not-9afb> [SpockBot] gamingrobot 14a22a3 - Set encoding on decode and encode calls 04:57 < Not-9afb> [SpockBot] gamingrobot 7b99957 - Fix crash caused by #75 04:57 < Not-9afb> [SpockBot] gamingrobot 03e315e - Merge pull request #76 from gamingrobot/b-encoding 04:57 < gamingrobot> mm fun all the notifications 05:18 < nickelpro> I'm going to bed but I figure I'd put this out there. Armor Stands are borked to hell in SpockBot right now (fails to decode entity metadata about them) anyone have any ideas on why that might be, where to start looking, or if the wiki info is up to date? 05:19 < nickelpro> gamingrobot says it fails on a slot that shouldn't exist, so possibly a problem in my decoder somewhere but Armor Stands are the only thing it fails on and those inconsistently. 07:25 < Not-9afb> [SpockBot] gamingrobot pushed 2 commits to master [+0/-0/±2] http://git.io/v3Va2 07:25 < Not-9afb> [SpockBot] gamingrobot cf4b410 - Fix armor stand decoding 07:25 < Not-9afb> [SpockBot] gamingrobot 0c03c4b - Merge pull request #77 from gamingrobot/b-armorstand 07:25 < gamingrobot> ignore nickelpro it now works 07:55 < dx> /ignore nickelpro 07:55 < dx> -!- Ignoring ALL from nickelpro 07:56 < gamingrobot> not sure if bot? 07:56 < dx> lol 07:56 < dx> bots don't usually take 30 minutes to reply 07:56 < gamingrobot> maybe its just a busy bot :P 07:57 < dx> while i'm here: does anyone happen to have mac os X with iterm2? 08:08 < dx> i need a screenshot of this http://dump.dequis.org/NO09C.txt and it seems everyone is sleeping right now 09:29 < nick____> hi 09:35 < nick____> hi 09:36 < OnlyQubes> pie 09:36 < OnlyQubes> get it hi pie? anybody? oh well... 09:38 < angal> :( 09:46 < OnlyQubes> good news everybody 1 out of 200 proxies wokr : > 14:24 < nick____> . 15:53 < Not-9afb> [minecraft-data] rom1504 created branch 1.8 http://git.io/v3osM 16:06 < Not-9afb> [minecraft-data] rom1504 deleted branch master 16:08 <+SinZ> uhh 16:08 <+SinZ> deleted branch master 16:08 <+SinZ> wat 16:14 < Not-9afb> [minecraft-data] rom1504 created branch 1.9 http://git.io/v3oBY 16:14 < Not-9afb> [minecraft-data] rom1504 deleted branch snapshot-1.9 16:19 < rom1504> SinZ: we're going to do one branch by minecraft version, so no point with master branch 16:20 < rom1504> (that means setting 1.8 as default github branch) 20:11 < Not-9afb> [1.8-Models] drXor pushed 1 commit to master [+3/-0/±0] http://git.io/v36Tm 20:11 < Not-9afb> [1.8-Models] drXor cf8a585 - Cookies! 20:41 < roblabla> http://wiki.vg/Pre-release_protocol#Use_Item seriously ? 20:41 < roblabla> insert a packet in the middle of the protocol, and shift all the ids by one ? 20:42 < roblabla> is there a valid reason use item isn't just 0x1a 20:43 < johni0702> yeah in the minecraft code packets aren't saved by ids. they're just assigned ids in the order they're registered. 20:43 < roblabla> is there a reason it wasn't registered at the end then ? 20:43 < roblabla> >.>' 20:44 < johni0702> I don't think so. but I guess there wasn't a reason not to register it where the editor was at that moment 20:44 < roblabla> there is one : breaking compat with every client in existance that isn't mojang. But I forgot mojang never cared about the dev community anyway. 20:44 < roblabla> >.>' 22:19 <+AndrewPH> roblabla: why should they care about other clients/servers? 22:46 < angal> They do not randomly assign packets for each connection, so it not a problem grab all packet ids for new version and it to our mapping. --- Day changed ven. août 14 2015 00:02 < morfin> hello guys 00:02 < morfin> what can happen if ticks are executed not precisely in 1/20 of second 00:13 < zml> morfin: the server will skip ticks as necessary 00:25 < morfin> i mean how users will see that 00:25 < morfin> slower AI, fire etc? 00:35 < zml> morfin: stuff will freeze while the server is not ticking 01:22 < rom1504> AndrewPH: because part of their business depend on it (lot of players (that have paid for a minecraft account) play on non-mojang servers) 01:24 < XorBoole> wat ^ 01:27 < rom1504> 22:19 <+AndrewPH> roblabla: why should they care about other clients/servers? 01:27 < XorBoole> define "non-mojang servers" 01:27 < XorBoole> does at include or exclude NMS-based servers? 01:27 < rom1504> spigot 01:28 < XorBoole> technically they use mojang's code 01:28 < rom1504> what is "nms" ? 01:28 < XorBoole> it's what we call the reverse-engineered mojang server 01:28 < XorBoole> net.minecraft.server 01:29 < XorBoole> spigot is patches for that 01:29 < rom1504> ok so bumblebee for example 01:29 < rom1504> well I guess it's not a big part of servers 01:30 < XorBoole> 90% of servers are either vanilla, craftbukkit, spigot, or forge 01:30 < XorBoole> all of which are nms 01:31 < rom1504> yeah okay I see your point 01:32 < rom1504> they don't have an economic reason, especially now that they are part of m$ 01:40 <+Thinkofdeath> ' ok so bumblebee for example' er.. o.O 01:51 < dx> what's bumblebee? other than the thing for nvidia optimus 02:01 < rom1504> a minecraft proxy, but yeah it's not used that much I guess 02:01 < rom1504> err no 02:04 < rom1504> bungeecord 02:05 < dx> ...lol 02:05 < dx> yeah, well, that's not even a server 02:05 < rom1504> yeah, so ? 02:17 < Not-9afb> [SpockBot] nickelpro deleted branch physics-dev 02:22 <+Amaranth> Mojang doesn't even care about client/server mods other than thinking they're neat and trying to avoid bad PR from them dying loudly 02:22 <+Amaranth> But you expected them to care about your custom client or server? 02:26 < rom1504> no, but you'd expect them to care about writing good code. 02:49 < gamingrobot> rom1504 XorBoole: https://twitter.com/SeargeDP/status/604206757108420608 02:52 < XorBoole> gamingrobot we like to brag about that =p 02:52 < gamingrobot> I want to know what other is 02:53 < gamingrobot> what servers make up other* 02:53 < XorBoole> ask searge 02:53 < XorBoole> or another mojang employee with access to the Glorious Data 10:11 < morfin> i think i should check how io_service act when i use timer and some another tasks 10:49 < morfin> oops wrong channel 15:35 < Fenhl> okay so apparently directional blocking is here? 15:36 < Fenhl> I wonder what changes had to be made to the protocol for that 15:46 < nick_____> 15w33c is out with the shields 16:28 < Not-9afb> [1.8-Models] drXor pushed 1 commit to master [+15/-0/±0] http://git.io/v3M1s 16:28 < Not-9afb> [1.8-Models] drXor b7fae39 - Surprised dispensers and happy droppers. 16:53 < Not-9afb> [1.8-Models] drXor pushed 1 commit to master [+2/-0/±5] http://git.io/v3Mdr 16:53 < Not-9afb> [1.8-Models] drXor ec5d3bc - Tweaks, and add a detail to the back of furance/dispenser/dropper. 18:08 < gamingrobot> Fenhl: directional blocking? 18:08 < Fenhl> weren't shields supposed to do that? 18:09 < gamingrobot> ohhhh directional blocking 18:09 < gamingrobot> for some reason I thought blocking ment a special way of placing blocks 18:10 < gamingrobot> dont we already have directional blocking with swords? 18:11 < roblabla> I suppose it just uses the head's yaw/pitch to figure out where you're looking 18:43 * XorBoole yaws roblabla 18:43 < XorBoole> as far as I know directional blocking probably just uses yaw/pitch 18:57 < XorBoole> why do shulkers extends golem? 18:57 < XorBoole> seems like an odd design choice 18:57 * XorBoole checks the golem class 19:00 < XorBoole> the only thing special about golems is... they're Animals, have a longer sound cooldown, and don't despawn 19:00 < XorBoole> wat 19:00 < XorBoole> Skulker instanceof Animal 19:01 < XorBoole> (now, what /I/ would like to see is player-crafted sulkers) 19:30 < nick____> . 19:39 < Gjum> . 19:42 < XorBoole> there's a joke in here and I don't want to make it 19:55 < gamingrobot> every time I see nick____ put . I see .___. 19:56 < nick____> XD 20:07 < nick____> 22:09 < nick____> . 22:12 < XorBoole> those are some mighty fine periods... but yo probably should post something more than periods sometime 22:14 <+XorBoole> there we go 22:15 <+XorBoole> I was wondering where that went --- Day changed sam. août 15 2015 12:37 < Not-9afb> [SpockBot] gamingrobot pushed 4 commits to master [+0/-0/±13] http://git.io/v3HPd 12:37 < Not-9afb> [SpockBot] Gjum f553267 - Remove redundant parentheses 12:37 < Not-9afb> [SpockBot] Gjum f96e151 - Ignore more stuff in .gitignore 12:37 < Not-9afb> [SpockBot] Gjum 157bdca - Fix wrong inheritance in TickTimer 12:37 < Not-9afb> [SpockBot] gamingrobot 9aefac8 - Merge pull request #78 from Gjum/post-refactoring-cleanup 12:39 < Not-9afb> [SpockBot] gamingrobot pushed 2 commits to master [+0/-0/±2] http://git.io/v3HXg 12:39 < Not-9afb> [SpockBot] Gjum dcd10d5 - Clean up inventory plugin after refactoring 12:39 < Not-9afb> [SpockBot] gamingrobot a960eb1 - Merge pull request #79 from Gjum/inventory-refactoring-cleanup 18:40 < Not-9afb> [SpockBot] txomon pushed 1 commit to master [+0/-0/±2] http://git.io/v3Qxr 18:40 < Not-9afb> [SpockBot] txomon cb91a9a - tox: Making flake8 check examples too 19:34 < MCorgano> how often can I log in before the login servers hate me? 19:34 < MCorgano> how long do I need to wait to log back in? 19:34 < MCorgano> And how long do the login servers hate me for? 19:34 <+XorBoole> who's loging in 19:34 < MCorgano> I am 19:35 <+XorBoole> who is logging in, a client or a server 19:35 <+XorBoole> and what kind of login 19:35 < MCorgano> My client 19:35 < MCorgano> same kind of login you get when you enter an email and password into the launcher 19:35 <+XorBoole> I've never had that happen to me. how many times did you try logging in? 19:35 < MCorgano> Multiple, not sure 19:35 < MCorgano> Does anyone know the exact limits? 19:35 <+XorBoole> I'm not aware of any ratelimiting on logins 19:36 * XorBoole checks teh wikeh 19:36 < MCorgano> It's outdated 19:36 < MCorgano> says 600 per every 10 mins 19:36 < MCorgano> and I'm not een doing 10% of that 19:39 <+XorBoole> that's for UUID conversions 19:39 <+XorBoole> you want this http://wiki.vg/Authentication 19:39 <+XorBoole> it's yggdrasil's auth that's mad at you 19:40 <+XorBoole> as for how that ahppened I don't know 19:42 < MCorgano> That article doesn't state ny limit 19:42 < MCorgano> any limit* 19:42 <+XorBoole> which is why I'm confused 19:42 <+XorBoole> file a report with Mojang Support 19:43 <+XorBoole> there probably is a rate limit but it's probably quite large 20:27 < morfin> do you know what - UDP can avoid one problem 20:27 < morfin> stream desynchronization 20:34 < morfin> there should be reasonable limits - enought to do not have logging in problems and not too much to avoid spamming 20:34 <+SinZ> MCorgano: are you going between different launchers constantly? 20:41 < MCorgano> Could someone whocan log in test this for me? 20:42 < MCorgano> How many times you can log in / log out on the launcher before it hates you? 20:42 < MCorgano> +Sinz No, I'm testing a bot I'm working on, but each time I start it is a login 20:43 <+XorBoole> unless you're spam starting it I can't see how you'd get banned 20:43 <+XorBoole> I have no idea to be honest 20:43 < MCorgano> I'm not banned 20:43 < MCorgano> IT just stops letting e login for a while 20:49 < nick____> omfg, I'm the 1000th viewer of that video!!! 20:49 < MCorgano> I can log in now 20:50 < MCorgano> ima test login every 30 seconds or so, see if that will get me locked out or not 20:55 < MCorgano> ok so I it let me connect only a few times 20:56 < MCorgano> I thik it uss some kind of tolerance 20:56 < MCorgano> it blocks me for n minutes, if I log in n+5 minutes later, I will be able to log in less times before it hates me than if I log in n+20 minutes later. 20:57 < MCorgano> I need someone who can confirm this or knows what they're doing --- Day changed dim. août 16 2015 01:27 < Not-9afb> [SpockBot] Gjum pushed 5 commits to master [+0/-0/±9] http://git.io/v35Bo 01:27 < Not-9afb> [SpockBot] Gjum 75e78c4 - Improve vector classes 01:27 < Not-9afb> [SpockBot] Gjum 10d58e4 - Make Position inherit Vector3 01:27 < Not-9afb> [SpockBot] Gjum 071b803 - Use Vector3 in MovementPlugin 01:27 < Not-9afb> [SpockBot] ... and 2 more commits. 02:24 < nickelpro> MCorgano: If you don't explicitly signout sometimes Yggdrasil throw a fit over multiple logins in a short space of time with "Invalid Credential" and "Forbidden Operation" errors 02:45 <+XorBoole> > Yggdrasil 02:45 <+XorBoole> > not throwing a fit just for looking it wrong 02:46 < nickelpro> ^^ 02:47 < nickelpro> That's really what I meant, Ygg throws errors for a lot of random reasons. I just hammer it into submission until it let's me log in 02:48 <+XorBoole> a big wooden pulp 02:49 < nickelpro> MCorgano: Here is our login code if you like, it's basically functional https://github.com/SpockBotMC/SpockBot/blob/master/spock/mcp/yggdrasil.py 02:50 <+XorBoole> I'm kind of sad authlib isn't called nidhogg 02:56 < nickelpro> yggdrasil always struck me as a weird name for an authentication server 02:57 < nickelpro> But I would have probably named it MCAuthServer or something that makes sense like that and the MC community is not a fan of names that make sense 03:18 <+XorBoole> nickelpro it's the world tree =)