14:18 < barneygale> "The lower 7 bits of each byte are used to store the two's complement representation of the number in groups of 7 bits, least significant group first. " 14:20 < Videogamer555> Ok, so I guess the official definition of the VarInt type does describe it in a way that it is inherently little endian. 14:20 < barneygale> yes 14:20 < barneygale> there's a couple of instances of little-endianness in minecraft 14:25 < Videogamer555> I know the NBT files in Minecraft PE are for certain all little endian, which means that NBT Explorer won't work with them, because it exclusively uses big endian values like in the PC version. 14:25 < Videogamer555> Not sure what other instances of little endianness there are in the PC version. 14:31 <+SinZ> So... 14:31 <+SinZ> Minecraft for Wii-U 14:39 < Fenhl> as was leaked like a month ago 14:40 <+SinZ> confirmed now though 14:41 < Fenhl> the leak came straight from the Nintendo eShop API, was pretty much confirmed already, same as Twilight Princess HD 14:51 < rom1504> will that be mcpc, mcpe or yet an other version ? 15:06 < barneygale> Videogamer555: there's a field in the query protocol that's little-endian, if memory serves 15:06 < barneygale> not part of the main protocol though 17:18 < Fenhl> rom1504: Console Edition 17:18 < rom1504> ok 17:19 < Fenhl> or at least that's what the wiki says, I'm not seeing a source anywhere 18:13 < nickelpro> Varints are, by definition, little endian. None of MCs other BS matters. Holy hell have we been talking about Varints for like 3 days now? If that doesn't demonstrate why no one should be using VB anymore I don't know what does. C is infinitely more comprehensible than this mess 18:14 < rom1504> nickelpro: but how are we going to make a varint page on http://rosettacode.org/wiki/Rosetta_Code without the vb6 implementation ? 18:14 < rom1504> :p 18:16 < nickelpro> If VB6 isn't capable of the most basic data manipulation, then it is a programming language by only the most academic of descriptions 18:17 < nickelpro> Can't bit shift? BRAINFUCK CAN BIT SHIFT 18:50 <+ammar2> even if it doesn't have bitshifts, repeatedly multiplying/dividing by 2 achieves the same result 21:33 < aaps> holy s this is a far bussyer place that i imagined ! 21:34 < aaps> but then again i was here before 21:35 < aaps> hi barneygale. 21:37 < barneygale_> hi aaps 21:39 < aaps> anny news on quarry ? 21:48 < barneygale_> aaps, a few improvements here and there 21:48 < barneygale_> i'll do a new major version when 1.9 drops 21:48 < aaps> something your are especialy proud of ? 21:48 < aaps> or well that i would find usefull 21:48 < aaps> :P 21:49 < barneygale_> if you want to do something a bit weird with the protocol in python I think it's pretty good 21:49 < barneygale_> if you want to write a bot i'd use spock 21:49 < aaps> oh i know it is usefull since i use it 21:50 < barneygale_> what are you using it for? 21:50 < aaps> https://github.com/aaps/MCmotions 21:51 < aaps> big thanks for your work 21:51 < barneygale_> that's actually really fucking cool 21:51 < barneygale_> good stuff 21:53 < aaps> Thx that means a lok to me ! 21:54 < aaps> lot 21:54 < aaps> ha 21:54 < barneygale_> aaps, there's some stuff in the "snappy" branch you might find useful. I'm not sure it will be merged into master. 21:54 < barneygale_> e.g. https://github.com/barneygale/quarry/blob/snappy/quarry/utils/buffer.py#L150-L174 21:54 < aaps> i now hooked up with theduckcow, a blender dev 21:55 < aaps> mmm, lemme look at that 21:56 < aaps> cant see the difference that fast ! 21:56 < aaps> do you have the main points it is special ? 21:57 < barneygale_> you can unpack slots (inventories and such) including their nbt data 21:58 < aaps> that might be interesting but not for animations yet 21:58 < aaps> im helped with proxy to be able to login on non anonimous servers 21:59 < aaps> and the client self profiding auth data 21:59 < aaps> so witout profiding password 21:59 < aaps> from commandline, it is a trust issue 22:01 < barneygale_> hm 22:01 < barneygale_> you'd need a client mod, right? 22:01 < aaps> i also am thinking about a chunk proxy, perhaps conveniant for non changing servers 22:01 < barneygale_> or a fake world where you can ask them to enter their email/password 22:01 < aaps> nah i guess the client should send the authentication to the server 22:02 < barneygale_> aaps, not possible as I understand it 22:02 < aaps> well a fake world where to ask that after they already entered it would seem shady 22:02 < barneygale_> the protocol is designed to stop you MITMing 22:02 < aaps> ah haa 22:02 < aaps> oh that is a showstopper indeed 22:02 < barneygale_> yes 22:03 < aaps> good for security, but 22:03 < aaps> your cant yust send the entire string (?) to the server ? 22:04 < barneygale_> aaps, http://wiki.vg/Protocol_Encryption 22:04 < aaps> i mean who cares for the rest of the data 22:04 < barneygale_> it's a bit like SSL 22:04 < aaps> i will look at it 22:04 < barneygale_> the client and the server both have a symmetric key that you can't determine 22:04 < aaps> they did the whole shebang hu ? 22:05 < aaps> and a client mod could change all that, im not sure a wanna depend on that ! 22:07 < barneygale_> yeah I agree 22:07 < aaps> i dont wane give my users the idea i could be harvesting credentials ! 22:08 < aaps> sure they could look at the code, but he users ! 22:10 < aaps> well a good night sleep might give answers, btw could i become member of mcdevs ? 22:10 < barneygale_> aaps, that's TkTech's thing. it's not really used for much 22:11 < aaps> b b but it has a cool logo, perhaps a blender minecraft group then ? 22:12 < barneygale_> aaps, have a look at miners-movies.com 22:12 < barneygale_> aaps, I think they have a server where you're asked for your email+password (I would assume so anyway) 22:12 < barneygale_> or you can run the proxy locally 22:13 < aaps> anyway it was nice talking to you, and well i will drop in here so now and then, i have already looked at that, but i think mine is better ! 22:14 < aaps> sure localy but then again if i would be a bastard you could sill send the whole shebang to my server, and sell minecraft accounts ! 22:14 < aaps> you can check it, i can check it, but most yust woudnt trust it 22:14 < aaps> they would stop right at the password moment with a (hold on an minute !) 22:14 < aaps> feeling 22:15 < barneygale_> aaps, with a local proxy you wouldn't need to prompt for their password 22:15 < aaps> ah hacouse of the same ip ? 22:15 < barneygale_> aaps, just because you don't care about accounts anymore 22:16 < barneygale_> oh wait 22:16 < barneygale_> hnng no i'm being stupid 22:19 < aaps> well annyhow, thx for the talk, i figure something out, to make this more trustworthy !? have a nice one ! 22:50 < dx> rom1504, nickelpro, ammar2: http://dump.dequis.org/dBKi0.txt 22:50 <+ammar2> my eyes 22:51 < dx> value \ (2 ^ 7) 22:51 < dx> bit shift. 22:51 < dx> / is the floating point division operator, \ is the integer division operator 22:52 < dx> & is concatenation, bitwise and is "and" 22:52 < dx> and hex numbers are written &HFFFF instead of 0xFFFF because fuck you that's why 22:58 < rom15042> Ah, not so bad, still pretty short 23:24 < dx> the part where it handles negative numbers is untested because this thing crashes with big numbers. not sure if wine's fault or just a limitation of visual basic 3.0 which is a 16 bit app 23:27 < dx> http://dump.dequis.org/gboS3.png - gimp inspired user interface with a bunch of tiny individual windows 23:31 < edk> except it came before GIMP :D 23:50 < Not-d54a> [flying-squid] rom1504 pushed 2 commits to master [+0/-0/±5] http://git.io/vRXEK 23:50 < Not-d54a> [flying-squid] 109C e5ff8ea - Added IP ban command 23:50 < Not-d54a> [flying-squid] rom1504 de202f5 - fix commands to support /ban-ip , add /pardon-ip --- Day changed mar. déc. 08 2015 02:04 < nickelpro> Hahahahahaha dx oh why 02:05 < nickelpro> It even supports negatives roflmao 02:11 < dx> nickelpro: it's a direct translation of your python version https://gist.github.com/nickelpro/7312782 02:20 < nickelpro> I knew it looked familiar, not that there's much to varints. Still, you learned VB to do it 02:30 < dx> nickelpro: i learned VB 15 years ago, and yeah, forgot almost everything, but the built-in help is excellent 02:32 < nickelpro> I was excited to start the 1st grade 15 years ago 02:33 < dx> same 02:41 <+ammar2> I'm sarting it tomorrow, any tips? 02:42 < dx> damn that's actually a pretty damn hard question 02:45 < dx> i can think a few tips to give to my past self but i don't know if those would fix anything, and i can also see them creating new problems that kid-self wouldn't know how to handle 02:48 < dx> i guess it's pointless to try to fix / prevent all the problems i faced, maybe the whole point was facing those problems and learning how to handle them 02:49 < dx> ammar2: good luck have fun 02:50 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vR13s 02:50 < Not-d54a> [flying-squid] rom1504 cc3d4e0 - update the default settings in basic.js, fix #147 02:52 < edk> dx, i think that's an oft-overlooked point 05:03 < winny> anybody want to play some snapshot with me? --- Day changed mer. déc. 09 2015 01:05 < Not-d54a> [flying-squid] rom1504 pushed 4 commits to master [+0/-0/±9] http://git.io/vRH7M 01:05 < Not-d54a> [flying-squid] demipixel 843fa1f - Starting selectors (incomplete) 01:05 < Not-d54a> [flying-squid] demipixel e151d69 - Finish basic implementation of selectors 01:05 < Not-d54a> [flying-squid] rom1504 5d0d9ce - fix @e[type=Zombie] selector 01:05 < Not-d54a> [flying-squid] rom1504 31a8d18 - Merge branch 'selector' : #149 01:12 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vRHd2 01:12 < Not-d54a> [flying-squid] rom1504 a770046 - properly implement /kill using selectors 01:20 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vRHbM 01:20 < Not-d54a> [flying-squid] rom1504 3ec142d - add test for /kill 17:32 < realz> hi 17:33 < realz> is there a quick and dirty mapping somewhere of block => single color 17:47 < rom15042> https://github.com/maxogden/minecraft-blockinfo/blob/master/index.js#L156 17:47 < rom15042> It's kind of old though 17:47 < rom15042> Some recent block are probably not there 17:47 < realz> thanks rom1504 17:48 < realz> i thought of another way in the meantime, imma just downsample the textures to a single pixel 17:48 < rom15042> Yeah that's a good way to extract that info yourself 17:48 < realz> im excited 17:48 < realz> i actually got my renderer working 17:49 < realz> now imma get it with colors :) 19:56 < Fenhl> realz: you could also use the map colors http://minecraft.gamepedia.com/Map_Item_Format#Color_table 20:01 < realz> awesome 20:02 < barneygale> anyone know which packet will send the client into the respawn screen? looks like entity metadata but i'm not 100% 20:03 < rom1504> entity status 20:04 < rom1504> hmm 20:04 < rom1504> ah no that's what you send other players 20:04 < rom1504> just update health actually barneygale 20:05 < rom1504> (with health <=0) 20:08 < barneygale> oh mad 20:08 < barneygale> you can still break blocks while dead if you ignore the respawn screen 20:08 < barneygale> can't pick them up, but still 20:11 < rom1504> what do you mean by "while dead if you ignore the respawn screen" ? 20:12 < rom1504> you can't click blocks while dead 20:15 < barneygale> if you drop the server->client "update health" packet in a proxy, so the client never enters the respawn screen, then the client can still break blocks 20:15 < barneygale> e.g. i can dig up dirt while dead 20:15 < rom1504> well 20:16 < barneygale> and it's not some desynch issue - it drops dirt when i mine 20:16 < rom1504> if you don't get the update health packet then you're not dead 20:16 < barneygale> exactly 20:16 < barneygale> but the server shouldn't allow it 20:16 < rom1504> yeah I guess, but the server doesn't check too many thing ^^ 20:17 < rom1504> "it drops dirt when i mine" dropping blocks is client side 20:18 < rom1504> if you get close to the drops, the client send the collect packet, and the server can react to that (or not) 20:19 < rom1504> hmm 20:19 < rom1504> no nevermind 20:19 < rom1504> block drop physics is client side 20:19 < rom1504> but spawning them is indeed server side 20:20 < rom1504> so, nothing changes in 1.8.9 right ? 20:23 <+Amaranth> barneygale: Pretty sure CraftBukkit blocked that at least 20:23 <+Amaranth> But it was sprinkles of if (entity.dead) { return; } everywhere 20:24 <+Amaranth> Ideally dead would be a different protocol state 20:24 < barneygale> that would make sense 20:29 < realz> rom1504: in the blockinfo project, any idea why all the indices are prefixed with "_" ? 20:42 < rom1504> realz: no idea, but just use the "id" property 20:43 < rom1504> it's in a js file, but if you copy paste it in a json file it'll work btw, so you can just use a json parser ;) 20:43 < rom1504> (just remove the "data": module.exports.attachments things) 20:43 < realz> yea 20:43 < realz> im doing similarly 20:43 < realz> just writing a JS to dump it in a C array --- Day changed jeu. déc. 10 2015 01:26 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+1/-0/±13] http://git.io/vRxEg 01:26 < Not-d54a> [flying-squid] rom1504 865327b - use require-self for better consistency with external plugins require("flying-squid").someLib instead of require("../someLib") 01:48 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+1/-0/±3] http://git.io/vRxay 01:48 < Not-d54a> [flying-squid] rom1504 ad7253d - put experience pure functions in a lib and adapt the doc 10:09 < Fenhl> is 1.8.9 still protocol version 47? 10:20 <+md_5> yes 10:21 <+md_5> only server side change is 1.8.8 -> 1.8.9 11:01 < Pobway> hullo? 11:02 < rom15042> hillo 11:03 < Pobway> hi how are u? : > 22:50 <+md_5> redstonehelper can we please reopen this already https://bugs.mojang.com/browse/MC-93093 22:51 < redstonehelper> md_5: it's on one of our lists, at some point a dev will either leave a comment explaining their decision or fix/reopen it --- Day changed ven. déc. 11 2015 00:23 < Not-d54a> [flying-squid] rom1504 pushed 9 commits to master [+2/-0/±41] http://git.io/v0UGE 00:23 < Not-d54a> [flying-squid] demipixel 67af4a8 - Fix tp and setblock, implement relative position function, throw errors instead of returning, catch errors and display error 00:23 < Not-d54a> [flying-squid] demipixel fe2f220 - Big changes to player/entity.sendPosition and entity/player.teleport. Not fully working yet. 00:23 < Not-d54a> [flying-squid] demipixel cbb2068 - Made /help not shit 00:23 < Not-d54a> [flying-squid] ... and 6 more commits. 00:24 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0UGi 00:24 < Not-d54a> [flying-squid] rom1504 71a85c0 - page length to 7 like vanilla 00:47 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0U84 00:47 < Not-d54a> [flying-squid] rom1504 f3a543d - improve assertPosEqual error message, fix #155 01:00 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0UR5 01:00 < Not-d54a> [flying-squid] rom1504 fcce925 - fix first page of help 01:09 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0Uul 01:09 < Not-d54a> [flying-squid] rom1504 deleted branch test_small_view 01:09 < Not-d54a> [flying-squid] rom1504 deleted branch POC_find_listeners 01:15 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0Ug2 01:15 < Not-d54a> [flying-squid] rom1504 6207010 - don't force entities to despawn when they die, the client figures out when to do that itself, fix #156 01:26 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0Uws 01:26 < Not-d54a> [flying-squid] rom1504 6fc0e31 - Release 0.3.0 01:26 < Not-d54a> [flying-squid] rom1504 tagged 6fc0e31 as 0.3.0 http://git.io/v0Uwn 01:31 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0UoC 01:31 < Not-d54a> [flying-squid] rom1504 c84591e - fix npmignore 02:11 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+1/-1/±1] http://git.io/v0U7f 02:11 < Not-d54a> [flying-squid] rom1504 c3bef15 - UserError.js -> user_error.js (js style) 02:37 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0UxJ 02:37 < Not-d54a> [flying-squid] rom1504 567b82c - don't login if the client is already ended, fix #113 02:38 < realz> the commits are flying :) 02:40 < rom1504> yeah ^^ 02:40 < realz> rom1504: i haven't played minecraft in years but, 02:41 < realz> are there servers good enough to replace the original? 02:44 < rom1504> cuberite is pretty good 02:44 < rom1504> it's not feature complete though 02:44 < rom1504> but not very far from it 02:44 < realz> is that a direct competitor to your project? 02:45 < rom1504> "competitor" I don't know, but it's a custom server yeah 02:45 < rom1504> there are lot of them http://wiki.vg/Server_List 02:45 < realz> i dont mean like enemies 02:45 < realz> i mean that it does the same as you do 02:45 < realz> or do you have a different niche 02:45 < realz> cool 02:46 < rom1504> it's in c++ so its perf are pretty good 02:46 < realz> mhm 02:46 < rom1504> but then it's c++, so it's not very easy to do plugins and all I think 02:46 < realz> i guess plugins break tho 02:46 < realz> yea 02:46 < realz> unless you script it up 02:46 < realz> which is major annoying 02:46 < rom1504> mine is js, so doing plugins is really pretty easy 02:47 < realz> mhm 02:47 < rom1504> but I'm going this for fun, I'm not so much about "competition" 02:47 < realz> I know i mean the word competition in an academic sense heh 02:47 < realz> are there client clones? 02:47 < rom1504> (and it's not just me, there are several contributors) 02:47 < realz> cool :) 02:48 < realz> oh its linked right there 02:48 < rom1504> there are lots of headless clients 02:48 < rom1504> but the only gui client that is pretty good looking I know is https://github.com/thinkofdeath/steven 02:49 < rom1504> but yeah look there http://wiki.vg/Client_List 02:49 < realz> yea that wiki page was linked from the Server_List page 02:49 < rom1504> "headless clients" usually mean bots, which are pretty cool too 02:49 < realz> mhm 02:49 < realz> well 02:50 < realz> my main interest is in graphics 02:50 < rom1504> (not to cheat or whatever for me, more to make a bot that know how to play the game) 02:50 < realz> im writing a renderer and demoing it on minecraft 02:51 < realz> i got something to render a few days ago :) 02:51 < realz> it took months 02:51 < rom1504> okay, that's cool, I didn't do any graphics with minecraft (I did client and server, but all headless) 02:51 < realz> mhm 02:51 < realz> but yea im curious to talk to someone about graphics 02:52 < realz> someone else is doing the same thing I am and this is what it looks like: https://www.youtube.com/watch?v=hkWzrOQ1x8g 02:52 < realz> well, in a weird view mode 02:54 < realz> https://www.youtube.com/watch?v=hXf_JCrIQS4 here is another one 02:54 < realz> subpixel voxels :) 02:55 < rom1504> wow 02:55 < rom1504> ah maybe you don't know http://substack.net/projects/voxel-forest/ 02:56 < rom1504> it's just the renderer part though, not really connected to minecraft 02:56 < rom1504> (but it's connectable) 02:56 < rom1504> and clearly not as good looking as your vid ^^ 02:56 < realz> not my vid 02:56 < realz> just another guy doing the same thing 02:57 < realz> the coolness of this type of rendering is that you can show things *really* far away 02:57 < realz> no paging out :) 02:58 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0Tvz 02:58 < Not-d54a> [flying-squid] rom1504 3bea548 - node 0.10 doesn't have listenerCount, don't use it 02:58 < rom1504> that's nice 02:58 < rom1504> you are doing it in c right ? 02:59 < realz> its C/C++ and opencl 02:59 < rom1504> ok 03:04 <+Amaranth> Long view distances hurt raytracing more than traditional rendering 03:04 < realz> howso? 03:04 <+Amaranth> Unless you're converting the world to an octree or something first 03:05 < realz> thats exactly what it is 03:05 < realz> sparse voxel octrees 03:05 <+Amaranth> If you're not you have to traverse the grid which means longer view distances take more iterations 03:05 < realz> yes you are correct 03:05 < realz> the rendering method indeed uses an octree 03:05 <+Amaranth> Sparse voxel octrees means you're writing a viewer as the world won't be dynamic 03:05 < realz> it can be made dynamic 03:06 < realz> i mean editing one voxel at a time just means rebuilding the block 03:06 <+Amaranth> They're too slow to generate to do it at 60 fps for a large enough chunk of the world to make an octree useful 03:06 < realz> nah i don't think so 03:06 < realz> i think its doable 03:06 < realz> as long as you don't have something crazy like water or fires 03:06 <+Amaranth> Uh, you need to be able to rebuild it every frame 03:06 < realz> not the entire tree 03:07 < realz> the tree is broken down into units called blocks 03:07 <+Amaranth> aka chunks 03:07 < realz> its not *exactly* the same 03:07 < realz> but similar 03:07 < realz> its not fixed sized; it is sized based on memory 03:07 < realz> so each block can be expected to be as big as it can be without crossing a certain threshold 03:08 < realz> as it is, a block needs to be reconstructed sometimes in one frame when it is extended with more voxel data at the leaves (as you get closer) 03:09 < realz> so editing it shouldn't be that much worse 03:09 < realz> massive edits with brushes or whatnot might be a little more problematic 03:09 <+Amaranth> How does this model work with streaming chunk loads? 03:09 <+Amaranth> And you'll still need to periodically rebuild the whole tree 03:10 < realz> the blocks only go so deep into the world, and they get suplemented with data at the bottom as you near them 03:10 <+Amaranth> But give it a shot, if you can make it work cool 03:10 < realz> i don't intend on making it editable 03:10 <+Amaranth> So far everyone that has tried to do so has gone back to a grid 03:10 < realz> minecraft isn't my goal 03:10 < realz> minecraft is my demo :) 03:10 <+Amaranth> If it isn't editable why are you using voxels? 03:10 < realz> simplicity for one 03:11 < realz> and do you know many better methods for partial loading of large worlds without manual labor of 3D artists for LOD? 03:11 < realz> and procedural generation experiment to come after, is another reason 03:12 < realz> https://www.youtube.com/watch?v=XkSS_veoSg0 here is an inspiring use-case :) 03:12 < realz> (not mine) 04:15 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±4] http://git.io/v0TCm 04:15 < Not-d54a> [flying-squid] rom1504 9366c1b - make /attach use the selectors, fix UserError, check /tp has one target see http://stackoverflow.com/a/32749533 for UserError 04:33 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0T4q 04:33 < Not-d54a> [flying-squid] rom1504 ce1ffe9 - fix error handling in /kill and disable /kill test until we figure out whether the server should send the despawn packet or not when the entity dies 05:20 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0Tan 05:20 < Not-d54a> [flying-squid] rom1504 47c7567 - create an entity.attach, some more selector fixes, and add a fun /pile command (that will go in a plugin later) 09:48 < DemiPixel> I'm struggling a bit with the "Player Abilities" packet. It seems that walkingSpeed is 4.3/20 (4.3m/s in ticks) and flyingSpeed is 1/20 (100% speed in ticks?). This seems wrong. In addition, no matter what, when I send the packet, the FOV becomes narrower (never wider for some reason, even if flying speed is very high). 10:01 < DemiPixel> I g2g but if somebody can respond, rom1504 will tell me :) 10:24 < Not-d54a> [SpockBot] nickelpro pushed 8 commits to master [+144/-61/±60] http://git.io/v0kxz 10:24 < Not-d54a> [SpockBot] txomon bbfb4b3 - auth: Refactor almost complete, need tests, docs, etc. 10:24 < Not-d54a> [SpockBot] txomon 69c2224 - Tests for yggdrasil passing and flake is happy, now tests for auth 10:24 < Not-d54a> [SpockBot] txomon 4a37468 - Adding tests to auth, promise I had already coded this somewhere :( 10:24 < Not-d54a> [SpockBot] ... and 5 more commits. 10:41 < Not-d54a> [SpockBot] nickelpro pushed 1 commit to master [+0/-0/±1] http://git.io/v0Ivl 10:41 < Not-d54a> [SpockBot] nickelpro bf7002f - Remove ancient hack leftover 10:54 < Not-d54a> [SpockBot] nickelpro pushed 1 commit to master [+0/-0/±1] http://git.io/v0IkD 10:54 < Not-d54a> [SpockBot] nickelpro bf88d7d - We switched to dicts but never updated the comment 13:22 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0I7C 13:22 < Not-5d64> [mineflayer] rom1504 0895475 - fix entity_status 13:23 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0I76 13:23 < Not-5d64> [mineflayer] rom1504 f3aa213 - Release 1.5.3 13:23 < Not-5d64> [mineflayer] rom1504 tagged f3aa213 as 1.5.3 http://git.io/v0I7K 13:29 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0Idr 13:29 < Not-d54a> [flying-squid] rom1504 b6b49a5 - fix /kill test by fixing mineflayer 15:46 < Not-d54a> [flying-squid] rom1504 pushed 2 commits to master [+0/-0/±7] http://git.io/v0LSi 15:47 < realz> ok i am convinced that rom1504 is truly a robot :) 15:48 < realz> i go to sleep, and he's committing, i wake up and he is right there committing again 15:52 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0LQF 15:52 < Not-d54a> [flying-squid] rom1504 5f96ff3 - remove a forgotten console.log 16:53 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0tZp 16:53 < Not-d54a> [flying-squid] rom1504 addec72 - fix place block test and improve lot of awaiting in the tests, only send min(3,view) chunks initially 16:56 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0tCJ 16:57 < Not-d54a> [flying-squid] rom1504 3e8e49b - one onGround missing 18:43 < rom1504> client<-server: play.abilities :{"flags":0,"flyingSpeed":0.05000000074505806,"walkingSpeed":0.10000000149011612} 18:44 < rom1504> can anyone explain wtf are these speeds 18:44 < rom1504> walking speed would be 5m/s 18:44 < rom1504> and flying speed 2.5m/s ?? 18:53 <+Amaranth> Oh yeah those crazy things 18:54 <+Amaranth> Huh, we apparently doubled them for Bukkit's API 18:54 <+Amaranth> I mean, the API did internal * 2 for get and API / 2 for set 18:55 <+Amaranth> That doesn't tell me anything about what they mean 18:56 < rom1504> surely flying speed is faster than walking speed ? 18:56 <+Amaranth> Alright apparently for some reason the valid range in Minecraft is -0.5 to 0.5 18:56 <+Amaranth> So we doubled it to make it -1 to 1 18:56 < rom1504> are these factors ? 18:57 < rom1504> like, there's a "maxSpeed" and you just multiply by these values ? 19:01 <+Amaranth> It appears the server calculates a movement speed then does f3 = f2 / f3; where f3 is that speed and f2 is either flyingSpeed or walkingSpeed 19:02 <+Amaranth> That makes no sense 19:02 <+Amaranth> Oh but no that is a modifier too and the actual speed is f and then it does f *= f3 19:03 <+Amaranth> That still doesn't explain why flyingSpeed is lower 19:03 <+Amaranth> rom1504: I'm going to go with "it's fucking magic" 19:05 -!- Irssi: #mcdevs: Total of 141 nicks [1 ops, 0 halfops, 15 voices, 125 normal] 19:07 < rom1504> hmm 19:07 < rom1504> "Oh but no that is a modifier too and the actual speed is f and then it does f *= f3" maybe there is a different "max speed" for flying and walking 19:07 < rom1504> the initial value of "f" 19:07 < rom1504> that might explain how it works 19:08 < rom1504> (with the initial value of f being a lot bigger for flying) 19:09 <+Amaranth> Didn't look like it 19:09 <+Amaranth> That would be dumb anyway 19:10 < rom1504> not sure if it being dump confirms it's correct or the opposite :p 19:25 <+Amaranth> MCP says the argument is called "friction" 19:25 <+Amaranth> Maybe they code will make more sense in there too 19:29 <+Amaranth> Nope, still doesn't make any sense to me 19:30 < nickelpro> The minecraft speed calculation are very complex 19:30 <+Amaranth> I'm sure I understood this stuff at one point 19:30 < nickelpro> Check out SpockBot's physics plugin to see how all the factors play in 19:30 < rom1504> nickelpro: you take into account the player abilities packet in spock ? 19:31 < nickelpro> rom1504: yes of course 19:32 < nickelpro> The basic idea of movement is player ability speed * an acceleration modifier (based on block slipperiness) * base drag 19:32 < nickelpro> There are other factors, but that's the basics 19:32 <+Amaranth> Except all that goes out the window when you're flying 19:33 < nickelpro> Nope 19:33 <+Amaranth> It's just the ability speed as far as I can tell 19:33 < nickelpro> Nope 19:33 <+Amaranth> Except the ability speed is actually friction, according to MCP 19:33 <+Amaranth> I'm looking at the code... 19:33 < nickelpro> MCP labels a bunch of stuff wrong 19:33 < nickelpro> Like, a ton of stuff 19:33 < rom1504> nickelpro: you don't use flying_speed in spock ;) 19:34 < nickelpro> Because spock doesn't support flying right now 19:34 < nickelpro> But I have a spec I wrote after a lot of agonizing time inside MCP 19:34 <+Amaranth> Minecraft does a bunch of calculations for movement like you just said then if onGround uses them otherwise just does f4 = this.jumpMovementFactor; and jumpMovementFactor was set to flySpeed before this method was called 19:35 < nickelpro> We tested it against a slightly modified MC client and all the values come out good 19:36 < nickelpro> Amaranth: I haven't been in the code base, but inside one of the functions where movement is grabbed from the keyboard all horizontal movement is slowed by 2% (what I call drag). That needs to be taken into account 19:36 < nickelpro> in the code base in awhile** 19:37 <+Amaranth> This is from MCP: https://gist.github.com/amaranth/6c3f0143050fbe3de5da 19:37 <+Amaranth> As you said the names are all jacked up (moveFlying is called for non-flying movement too, jumpMovementFactor has nothing to do with jumping as far as I can tell) 19:37 < nickelpro> Yep 19:38 < nickelpro> And none of that code applies to when you're actually flying 19:38 <+Amaranth> Yes, yes it does 19:38 <+Amaranth> EntityPlayer sets jumpMovementFactor to flySpeed then calls this method and unless you're in water or lava this is the codepath you go down 19:39 <+Amaranth> Actually those branches check if you're flying and are skipped since water and lava don't slow down flying 19:39 < nickelpro> Oh you're right. Clearly I need to review. Unfortunately I have work, you've got this handled obviously 19:39 <+Amaranth> So if you're flying this is the only codepath you can go down 19:40 <+Amaranth> rom1504: It seems like the answer is walkSpeed gets fucked with based on what blocks you're standing on and a few other factors 19:41 <+Amaranth> So flySpeed is a pure modifier and walkSpeed is not 19:42 < rom1504> ah so that's why it's lower 19:47 <+Amaranth> rom1504: It's all in that same chunk of code in the gist actually 19:47 <+Amaranth> getAIMoveSpeed() is also poorly named, for players that's how you get walkSpeed 19:49 <+Amaranth> Looks like the most common result is walkSpeed gets multiplied by 0.216 first which makes the actual speed 0.0216 which is less than half the flying speed which matches reality 19:49 <+Amaranth> Yay solved 19:50 < rom1504> okay thanks :) 19:51 <+Amaranth> Remember the limits are -0.5 to 0.5, past it wrapped around 19:52 < nickelpro> You are missing the 2% drag. Before that function strafe and forward are multiplied by 0.98 and those are the values used to translate keyboard input and movement magnitude into x, z deltas 19:55 <+Amaranth> That is code that doesn't exist in the server so yep, missed it I guess 20:47 < toqueteos> So... I'm working on server side packet handling (custom server v1.8.8, official client) and found out that client isn't sending me a PlayerDigging packet when I try to break the floor. Has anyone experienced this before? 20:51 < rom1504> what do you mean by "the floor" ? 20:52 < toqueteos> rom1504: Floor is made of layers of cobblestone, dirst and grass. Trying to dig any block just gets me 0x10 Animation packets 20:58 < angal> Does it digs/breaks on client? Does client can dig it? (gm 0, no entiies around, no potion effects)? 21:00 < toqueteos> angal: Nope :( It just pokes it on the client and that's it. Client *should* be able to dig it, world is pretty much empty 21:01 < rom1504> toqueteos: is there a wiki page about "the floor" 21:01 < rom1504> I can't find anything about that 21:01 < toqueteos> rom1504: wiki page? I don't understand 21:02 < toqueteos> what's wrong with "the floor" ? 21:02 < toqueteos> it's just regular blocks 21:04 < rom1504> ah 21:04 < rom1504> you mean the player doesn't send you dig packet when he dig ? 21:05 < rom1504> that certainly never happens 21:05 < rom1504> I guess your parsing is wrong 21:11 < angal> Cient do not break blocks in term of vanilla then. 21:12 < angal> It's may be coused of incorrect gamemode/abilities, potions effect, enities on the sight o block. 21:12 < toqueteos> angal: I just noticed it's not even highlighting it so that may be it 21:13 < toqueteos> but still, I'll recheck parsing to be sure 21:13 < angal> not higlighting -> not gm 0 21:13 < angal> check you shure force set toplayers gm 0 21:14 < angal> ("gamemode 0", "survival" i mean) 21:15 < toqueteos> Unless I'm misstaken, it's sending PlayerAbilities with "flags: 0b0000, // god | can fly | flying | creative" 21:15 < toqueteos> let me check everything and I'll confirm where did I mess up (angal rom1504) 21:16 < toqueteos> thanks for the help! 21:28 < toqueteos> angal: I was looking at the wrong packet, my JoinGame specified adventure mode not survival. Now I'm getting the PlayerDigging and instabreaking everything 21:30 < angal> Looks like incorrect abilities now... 21:34 < toqueteos> angal: not, just me not reading properly.. long day at work, I set it to gamemode creative haha Thanks a lot for dealing with me --- Day changed sam. déc. 12 2015 06:48 < rom1504> is it required by the vanilla client to use the multi block change packet for the nether blocks (in a portal) ? 06:48 < rom1504> (normal block change packet doesn't seem to work) 08:55 < Not-d54a> [SpockBot] nickelpro pushed 1 commit to master [+0/-0/±1] http://git.io/v0OFo 08:55 < Not-d54a> [SpockBot] nickelpro 7b062d5 - Remove pointless comparison from packet decode --- Log closed sam. déc. 12 18:36:17 2015 --- Log opened sam. déc. 12 18:36:26 2015 18:36 -!- Irssi: #mcdevs: Total of 144 nicks [1 ops, 0 halfops, 15 voices, 128 normal] 18:41 -!- Irssi: Join to #mcdevs was synced in 293 secs --- Day changed dim. déc. 13 2015 00:14 < Not-d54a> [flying-squid] rom1504 deleted branch indep_tests 00:53 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0ZCA 00:53 < Not-d54a> [flying-squid] rom1504 67a1c2e - fix badges on npm, fix #162 00:57 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v0ZWl 00:57 < Not-d54a> [flying-squid] rom1504 027960a - Release 0.3.1 00:57 < Not-d54a> [flying-squid] rom1504 tagged 027960a as 0.3.1 http://git.io/v0ZW4 19:22 < Toldino_> Hello guys 19:26 < Toldino_> I just checked your wiki for the first time and I was wondering if you are thinking about a java library to make communication easier ? 19:27 < rom1504> Toldino_: http://wiki.vg/Library_List 19:27 < rom1504> http://github.com/Steveice10/MCProtocolLib 19:30 < Toldino_> Oh thanks a lot 19:30 < Toldino_> Do you recommend the one on github ? 19:33 < rom1504> I think protocollib is the most up to date one for java yeah 19:33 < rom1504> (I never used it though, I don't do mc stuff in java) --- Day changed lun. déc. 14 2015 19:24 < Not-d54a> [flying-squid] rom1504 pushed 6 commits to master [+6/-0/±10] http://git.io/v00kq 19:24 < Not-d54a> [flying-squid] rom1504 22b8b2f - Merge pull request #161 from mhsjlw/portal [WIP] implement portal detection and use it when flint and steel is used 19:24 < Not-d54a> [flying-squid] rom1504 deleted branch portal 19:26 < Not-d54a> [flying-squid] rom1504 pushed 6 commits to master [+2/-0/±23] http://git.io/v00If 19:26 < Not-d54a> [flying-squid] demipixel f8c5eac - Begin implementing effects 19:26 < Not-d54a> [flying-squid] demipixel 0092af2 - Start of implementing player abilities 19:26 < Not-d54a> [flying-squid] demipixel 0adfc20 - Continuing attempt to implement abilities 19:26 < Not-d54a> [flying-squid] ... and 3 more commits. 19:40 < Not-d54a> [flying-squid] rom1504 pushed 5 commits to master [+0/-0/±12] http://git.io/v00Yh 19:40 < Not-d54a> [flying-squid] demipixel c13c901 - Added colors, made some fixes to command.js 19:40 < Not-d54a> [flying-squid] demipixel 1481155 - Added stuff to chat 19:40 < Not-d54a> [flying-squid] demipixel e49daf1 - Fixes, make errors red 19:40 < Not-d54a> [flying-squid] ... and 2 more commits. 20:41 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±3] http://git.io/v00P5 20:41 < Not-d54a> [flying-squid] rom1504 0ea7fcf - don't spawn in water, fix #63 21:13 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/v00br 21:13 < Not-d54a> [flying-squid] rom1504 d49fd8b - store portal and destroy the whole portal when destroying one portal block, progress on #79 21:23 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v00pr 21:23 < Not-d54a> [flying-squid] rom1504 6cb2bba - destroy the portal when an obsidian block is dug 22:36 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+1/-0/±3] http://git.io/v0Er4 22:36 < Not-d54a> [flying-squid] rom1504 e792f5d - fix destroying multiple portal at the same time, add /portal command to create a portal, expose various portal generation function 22:47 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0EPx 22:47 < Not-d54a> [flying-squid] rom1504 894760a - fix /portal for direction=z 23:23 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0EFa 23:23 < Not-d54a> [flying-squid] rom1504 0fd80dc - fix spawning not in water, fix #63 --- Day changed mar. déc. 15 2015 00:00 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±3] http://git.io/v0uT5 00:00 < Not-d54a> [flying-squid] rom1504 6b6a676 - update fire placing/destroying, fix #171 00:06 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0uLm 00:06 < Not-d54a> [flying-squid] rom1504 067128e - fix a small thing in digging 00:20 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±3] http://git.io/v0uY4 00:20 < Not-d54a> [flying-squid] rom1504 a999bbd - fix an async problem with portal generation, check huge portals work 01:37 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0ug0 01:37 < Not-d54a> [flying-squid] rom1504 a03bb7c - implement all spawn eggs 04:37 < c1yd3i> yo, anyway to get the amount of connected players on the client? one idea that popped into mind would be to look at the size of the scoreboard collection but i need the exact value the second the client joins... 04:50 < rom1504> the player info packet 20:03 * yawkat prods Thinkofname 20:04 < yawkat> does the server send multiple respawn packets on dimension switch? 20:04 < yawkat> oh looks like it's bungee :/ 20:04 < yawkat> https://github.com/SpigotMC/BungeeCord/blob/013320fd9ec7e088a61634c28a3a39c5baab302d/proxy/src/main/java/net/md_5/bungee/UserConnection.java#L207-L212 22:01 <+Thinkofname> yawkat: needed because the client is buggy otherwise (that and its a quick way to reset the client's state) 22:02 < yawkat> PE is even funnier about it 23:10 <+Amaranth> yawkat: CraftBukkit did that too 23:10 <+Amaranth> Otherwise you couldn't have a server with superflat and normal worlds --- Day changed mer. déc. 16 2015 03:48 < Not-d54a> [SpockBot] nickelpro pushed 6 commits to master [+2/-4/±13] http://git.io/v0K29 03:48 < Not-d54a> [SpockBot] nickelpro 662a78c - Steaming pile of commit 03:48 < Not-d54a> [SpockBot] nickelpro 5263efc - This should make tests pass 03:48 < Not-d54a> [SpockBot] nickelpro 4ee184f - Tests are for nerds 03:48 < Not-d54a> [SpockBot] ... and 3 more commits. 08:00 < Not-d54a> [SpockBot] nickelpro pushed 1 commit to master [+0/-0/±1] http://git.io/v06cz 08:00 < Not-d54a> [SpockBot] nickelpro a192bb7 - Minor change to start plugin 10:50 < PizzaCrust> hi --- Day changed jeu. déc. 17 2015 19:01 < Not-d54a> [flying-squid] rom1504 pushed 2 commits to master [+0/-0/±88] http://git.io/v073L 19:01 < Not-d54a> [flying-squid] rom1504 7ac0117 - Merge pull request #173 from mhsjlw/no_more_var use const and let instead of var 19:01 < Not-d54a> [flying-squid] rom1504 deleted branch no_more_var --- Day changed ven. déc. 18 2015 13:32 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±3] http://git.io/v0bdx 13:32 < Not-d54a> [flying-squid] rom1504 8dc3087 - mhsjlw -> PrismarineJS 14:28 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±16] http://git.io/v0NL1 14:28 < Not-d54a> [flying-squid] rom1504 1d882c4 - some webstorm found fixes 14:59 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0Nca 14:59 < Not-d54a> [flying-squid] rom1504 baca95c - a small fix 15:36 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0NVq 15:36 < Not-d54a> [flying-squid] rom1504 8a5fb26 - fix plugin loading logging 16:55 < poehli> Hi 16:55 < poehli> anybody here, who understands the mc protocol? 16:57 < rom1504> yes 16:57 < poehli> I'm trying to login, but don't seem to get a connection. What I did: send byte: 0x02, send version as int (47), send String "localhost", send port short 25565, send 1/0 16:57 < poehli> and wait for response 16:59 < poehli> sorry, that was not precise enough: I do get a connection, but do not receive any data (read returns -1) 17:00 < rom1504> poehli: http://wiki.vg/Protocol_FAQ#What.27s_the_normal_login_sequence_for_a_client.3F 17:00 < poehli> yep, that's where I looked. 17:04 < rom1504> are you sending packets right ? 17:04 < rom1504> http://wiki.vg/Protocol#Without_compression 17:06 < poehli> Well, I hope I did... using java, there is not much to do wrong: open socket, DataOutputStream.write(int) 17:07 < rom1504> so for example, you sent the length ? 17:07 < Fenhl> what is byte 0x02 supposed to be? 17:08 < rom1504> oh yeah and that :D 17:08 < rom1504> handshake is 0x00 17:08 < poehli> Ahh, I somehow overlooked that! okay, let me try that first. 0x02 is the handshake request, is it not? 17:08 < rom1504> http://wiki.vg/Protocol#Handshake 17:09 < poehli> yeah, but here: http://wiki.vg/How_to_Write_a_Client#Login 17:09 < Fenhl> poehli: no, it's 0x00, where did you get that info? 17:10 < poehli> but ur, right... its login 17:10 < rom1504> http://wiki.vg/How_to_Write_a_Client#Login says to send state=2 17:10 < rom1504> not packet id = 2 17:10 < rom1504> hmm nevermind 17:10 < rom1504> I meant http://wiki.vg/Protocol_FAQ#What.27s_the_normal_login_sequence_for_a_client.3F 17:11 < rom1504> http://wiki.vg/How_to_Write_a_Client#Login is completly outdated 17:11 < Fenhl> that article looks very outdated 17:11 < poehli> okay, i'll try the wrapping first. Okay, thanks so far :) 17:13 < Fenhl> btw, why does the wiki have info duplicated everywhere? We should keep things like protocol info to [[Protocol]], [[Protocol FAQ]], [[Protocol Encryption]], and [[Server List Ping]] 17:20 <+SinZ> it comes down to the protocol having two large refactors and the wiki structure not adapting 17:21 <+SinZ> Protocol Encryption was a new page when encryption became a thing to help people transition 17:32 < poehli> okay, selber Fehler: diesmal sende ich ein bytearray mit: "länge: 14 (byte nehme ich an), 0x00, 47, , (port als little endian): 0xDD, 0x63, 1/0" 17:33 < poehli> port hab ich auch als big endian versucht, ohne unterschied 17:35 < rom1504> try again in english 17:35 < poehli> oups :$ 17:37 < rom1504> the length and the packet id are varint 17:37 < poehli> same error: I send an byte array with: length: 14 (byte i guess?), 0x00, 47, , (port as little endian): 0xDD, 0x63, 1/0"; did try big endian as well, same result 17:37 < poehli> yeah, which means, it can be from one to 4 byte, am I correct? 17:37 < poehli> 1 to 5 17:40 < rom1504> something like that https://github.com/addthis/stream-lib/blob/master/src/main/java/com/clearspring/analytics/util/Varint.java#L87 17:41 < rom1504> https://github.com/Steveice10/PacketLib/blob/master/src/main/java/org/spacehq/packetlib/io/stream/StreamNetOutput.java#L55 is the one used in mcprotocollib 17:44 < poehli> okay, yeah, but i hardcoded it: http://pastebin.com/RPStDQrt 17:48 < rom1504> https://github.com/Steveice10/PacketLib/blob/master/src/main/java/org/spacehq/packetlib/io/stream/StreamNetOutput.java#L143 17:48 < rom1504> (pretty sure you're writing the string wrong) 17:50 < poehli> ahh, okay, so you think adding utf-8 is enough? or in my case "ASCII"? 17:52 < rom1504> well minecraft is always utf-8, that's my point 17:53 < poehli> darn xD. Okay. 17:54 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0Agy 17:54 < Not-d54a> [flying-squid] rom1504 e84d416 - remove gratipay 17:55 < rom1504> poehli: you're doing this as an exercise to learn some network ? (because if you actually want to make a client, I'd advise you to use an already existing lib) 17:58 < poehli> Yes, and to learn how to read existing protocols. :) 17:59 < poehli> (big goal is to write an c++ client.. 17:59 < poehli> ) 18:34 < poehli> this protocol definitely dislikes me ;) http://pastebin.com/vpjQdBxE still not working. Using functions copied from the lib 18:35 < poehli> b.length is the length of utf-8 bytearray of "localhost" 18:37 < poehli> can I somehow get a verbose mode of my server, to see, where it went wrong? 20:17 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/v0xKw 20:17 < Not-d54a> [flying-squid] rom1504 c125221 - increase timeout in detect portal test to avoid circle ci failing 22:09 <+Grum> poehli: fyi; there is actually signed data in all our varints 23:37 < poehli> thanks grum, figured most of the stuff out by now. one thing I don't understand though: why sending the key I just got, back to the server? 23:37 < redstonehelper> are we talking about handshake stuff? 23:38 < redstonehelper> it might be so the server knows whoever is sending the key back is the person the server sent the key to 23:38 < redstonehelper> (so the server knows it's you) 23:39 < poehli> How does that help? If you do a man in the middle attack, that won't help at all. Hacker gets the key and sends it right back 23:41 < poehli> I on the other hand, can say, that the server really is the server, by getting the certificate from it (what I do). 23:45 < rom1504> "why sending the key I just got, back to the server? 23:45 < rom1504> where do you do that ? 23:47 < poehli> Am I not? Step 4 and 6 from the link you send me 23:49 < rom1504> no you don't 23:49 < rom1504> see an example of implementation of the generation of the token there https://github.com/PrismarineJS/node-minecraft-protocol/blob/master/src/createClient.js#L150 23:51 < rom1504> you can probably find a similar example in java in mcprotocollib 23:51 < rom1504> (https://github.com/Steveice10/MCProtocolLib) 23:55 < rom1504> there https://github.com/Steveice10/MCProtocolLib/blob/master/src/main/java/org/spacehq/mc/protocol/ClientListener.java#L42 23:56 < poehli> Wow, how did you find it that fast? :D 23:59 < rom1504> looking for EncryptionRequestPacket --- Day changed sam. déc. 19 2015 00:00 < rom1504> and I guess you might need to look into https://github.com/Steveice10/MCAuthLib/tree/master/src/main/java/org/spacehq/mc/auth/service 00:00 < rom1504> I don't know the java implementation so much though 00:01 < rom1504> (well I don't know it at all actually, I'm just googling around) 00:14 < poehli> Okay, thanks. So did I understand it correct: 1. I generate a RSA Keypair, then send it after encrypting with the pubkey from the server back? 00:16 < poehli> I guess I'll look into it tomorrow, it's 0:14 where I live ;) Thanks everybody! Bye for now! 00:18 < rom1504> oh but there's a page for that too http://wiki.vg/Protocol_Encryption 00:19 < rom1504> but yeah what you said should do it I think 15:57 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vEeaw 15:57 < Not-5d64> [mineflayer] rom1504 fea7be6 - update minecraft wrap so tests can be run both on spigot and vanilla with no change (see #346) 16:29 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±3] http://git.io/vEein 16:29 < Not-5d64> [mineflayer] rom1504 1c61da9 - fix blockAt internal test using prismarine-chunk 21:42 < Psybur> Is there a way to have the chat logs have a different font? Japanese characters are showing up as ? marks. 21:42 < Psybur> Is this something I can do without making/using a mod? 22:06 < Fenhl> Psybur: which chat logs? 22:08 < Psybur> I mean is there a way to make the chat logs output japanese characters properly. I just get ???. The ones in .minecraft/logs 22:09 < Fenhl> sounds like a problem with the program you are using to read them, which program are you using? 22:13 < Psybur> Various. Tried changing fonts etc, just get ????? 22:14 < Psybur> Shows up as ??? in the launcher tab too. If I copy paste it into a place where I can output 日本語, its still ????? 22:15 < Psybur> Is it possible to easily mod how minecraft outputs logs? 22:19 <+Amaranth> Sounds like Minecraft is writing them in ASCII 22:19 <+Amaranth> Check out #minecraftforge on espernet for the modding community, maybe they can help you write a mod to change that 22:20 < Psybur> Ok thanks 22:22 < Psybur> I must be missing something. That channel is empty and /list is failing me 22:24 <+Amaranth> Hmm 22:24 <+Amaranth> Psybur: #mcp-modding is a thing 22:24 <+Amaranth> I guess I don't know the forge one 22:24 < Psybur> I think forge is on another server 22:24 <+Amaranth> I said on espernet 22:26 < Psybur> Looks like my brain is a bit fried then haha --- Day changed dim. déc. 20 2015 01:24 < Fenhl> I'm pretty sure Minecraft is not outputting ASCII logs 01:25 < Fenhl> yeah I just tested it, works fine 01:27 < Fenhl> both the server log and the launcher display 日本語 correctly 01:33 < angal> Last time I tested this, mc was using system default codepage. I don't know, if it has changed. So if your OS default is not ACSII, result might be false-correct. 01:35 < Fenhl> why would your OS default not be UTF-8 though 04:00 <+ammar2> Fenhl: http://stackoverflow.com/a/9313054 04:01 <+ammar2> and most java i/o utilities use that by default 04:01 <+ammar2> https://docs.oracle.com/javase/7/docs/api/java/io/PrintWriter.html 04:01 <+ammar2> control + f for "default charset" 04:35 < Fenhl> pretty sure the MacRoman bit is incorrect 06:25 <+ammar2> Fenhl: https://developer.apple.com/library/mac/documentation/Java/Conceptual/Java14Development/04-JavaUIToolkits/JavaUIToolkits.html 06:25 <+ammar2> control + f, "character encoding" 06:58 < Fenhl> Java why 07:38 <+ammar2> Fenhl: looks like its slightly smarter these days https://github.com/openjdk-mirror/jdk7u-jdk/blob/f4d80957e89a19a29bb9f9807d2a28351ed7f7df/src/solaris/native/java/lang/java_props_md.c#L479-L503 07:38 <+ammar2> the older versions of that file are disgustingly bad 14:14 < toqueteos> guys, do you know if there's a tool out there to compare region files? I want to ensure my region file open/save implementation works fine but comparing 4MB blobs isn't funny 14:14 < toqueteos> I'm sorry not region files but anvil files (.mca) 15:03 < nickelpro> diff? 20:22 <+XorBoole> anyone have a list of the RGB colors for the various potion effects? 20:22 <+XorBoole> e.g. health -> 255,0,0 20:23 <+XorBoole> I don 20:23 <+XorBoole> I don't feel like digging through the client 21:03 <+XorBoole> found it 21:03 <+XorBoole> see 1.8.8 mappings 'pe' --- Day changed lun. déc. 21 2015 17:47 <+XorBoole-> does anyone know about any projects that convert 1.8 models to 1.9 models? 17:47 <+XorBoole-> I don't want to have to fix rotation 18:09 < Not-d54a> [1.8-Models] drXor pushed 1 commit to 1.8 [+10/-0/±0] http://git.io/vEmo4 18:10 < Not-d54a> [1.8-Models] drXor e6e218b - Prismarine! 18:13 * XorBoole screams 18:13 <+XorBoole> who do I have to hurt over the model position change 18:17 * XorBoole starts strangling Thinkofname 18:43 < ScruffyRules> XorBoole, YAY AN UPDATE! 18:58 < MrZacbot> is the information on http://wiki.vg/Protocol current for 1.8? 19:00 < MrZacbot> hello 19:01 < ScruffyRules> Morning 19:01 < MrZacbot> I feel like I intruded on something 19:01 < ScruffyRules> "This article is about the protocol for the latest stable release of Minecraft computer edition." 19:01 < ScruffyRules> Not at all. 19:01 < ScruffyRules> "For the computer edition pre-releases, see Pre-release protocol." 19:01 < MrZacbot> yeah I read that 19:01 < gurun> oh, there is a stable release too? 19:02 < MrZacbot> but I've had a history of believing things like that and then finding out 10 murders later that it was wrong 19:02 < MrZacbot> I mean days not murders 19:02 < MrZacbot> *couch* 19:02 < gurun> lol 19:03 < MrZacbot> okay thanks 19:03 < gurun> thats like "oh, my thoughts leaked through all the way to the text" kind of thing .. haha 19:04 < MrZacbot> hahahahahaha no one died 19:04 < gurun> haha 19:13 < barneygale> best freudian slip so far 19:18 < gurun> it's difficult to blame on iphone auto-correction at least 19:18 < gurun> and if so, what the fu*ck have you been typing on your phone(!) 19:31 < MrZacbot> guys please no one died 19:31 < MrZacbot> that missing girl is still missing I had nothing to do with it 19:31 < MrZacbot> not dead 19:31 < MrZacbot> at all 19:32 < MrZacbot> okay I'm actually inept at news and stuff so there might actually be a missing girl, sorry if that joke appears in bad taste 21:22 < Fenhl> MrZacbot: in any case, the protocol article should be up to date. If you run into any problems feel free to ask here 21:23 < Fenhl> the pre-release protocol article, on the other hand, is not up to date :( 21:33 <+XorBoole> Fenhl and it's all your fault! 21:33 * XorBoole runs 21:33 < Fenhl> #minecraft is leaking 21:34 * XorBoole uses Fenhl to plug the hole 21:34 * Fenhl blames redstonehelper 21:34 <+XorBoole> related: I'm going insane because I can't make a 1.8 -> 1.9 model converte 21:35 < Fenhl> (I'd blame Ausmerica but they're not here) 21:35 <+XorBoole> everything is redstonehelper's fault anyways 21:35 <+XorBoole> but he's too busy lassoing ender crystals 21:35 * XorBoole runs even faster 21:59 < MrZacbot> okay thanks --- Day changed mar. déc. 22 2015 00:29 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vEO52 00:29 < Not-d54a> [flying-squid] rom1504 95b5b57 - implement latency 03:38 < nickelpro> Does anything good come out of #minecraft? 04:30 <+XorBoole> considering the common rabble know about it, probably not 04:30 <+XorBoole> like, the command block people 04:30 * XorBoole runs as fast as he can 16:51 < Bibl> Hi 16:51 < Bibl> Does anyone know if this page is up to date/correct: http://wiki.vg/Entities#Objects 16:51 < Bibl> http://wiki.vg/Entities * 16:52 < Bibl_> The data is slightly different with the entities.json files here https://github.com/PrismarineJS/minecraft-data/tree/master/data 16:55 < rom1504> Bibl: yes 16:56 < rom1504> but entity ids are confusing 16:56 < rom1504> a sec 16:56 < rom1504> see http://minecraft.gamepedia.com/Talk:Data_values/Entity_IDs 16:57 < rom1504> there are 2 kinds of entity ids 16:57 < rom1504> mobs have the same ids in both systems 16:57 < rom1504> for objects ids are different in the spawn_object id 16:57 < rom1504> and in the nbt info of the spawn egg 16:58 < rom1504> the one in the mcwiki (and in https://github.com/PrismarineJS/minecraft-data/blob/master/data/1.8/entities.json) are the spawn egg part 16:58 < rom1504> the ones of wiki.vg are the one of spawn_object 16:58 < rom1504> I plan on updating entities.json to have both ids but I didn't do it yet 17:26 < Bibl> O right, ty. 17:26 < Bibl> I'm getting a spawn living entity ID of 30 17:26 < Bibl> What is that? Because it's not on the wiki page 17:33 < rom1504> Bibl: with mc 1.8 ? 17:34 < rom1504> there shouldn't be a 30 with spawn living entity 17:34 < rom1504> not in 1.8 anyway 17:35 < rom1504> Bibl: are you getting that from a vanilla server ? might be a plugin thingy in spigot ? 17:37 < Bibl> Urm 17:38 < Bibl> To be honest with you, I haven't played Minecraft in over a year 17:38 < Bibl> I think it's 1.8.8 17:38 < Bibl> I was connecting to mc.desiredcraft.net 17:38 < Bibl> as a test server. 17:39 < rom1504> hmm 17:40 < rom1504> probably spigot 17:40 < rom1504> any idea what kind of entity that should be ? 17:40 < rom1504> (can you see it with the vanilla client ?) 17:46 < Bibl> rom1504: I thought it was an armour stand 17:48 < Bibl> Can't check at the moment, I'm getting this error: http://i.imgur.com/70FPpjy.png 17:51 < Bibl> I'm looking at these server listing websites and all I can find are these 'hub servers' 17:51 < Bibl> Not a fan at all. 18:02 < rom1504> it's the id of an armor stand egg 18:02 < rom1504> (which is not really a thing anymore) 18:02 < rom1504> but it shouldn't be in the spawn entity ling packet afaik 18:03 < rom1504> (oh and 30 is probably some internal id in the mojang/spigot api if you're using that) 19:58 < Not-d54a> [1.8-Models] drXor pushed 1 commit to 1.8 [+0/-0/±3] http://git.io/vEcCB 19:58 < Not-d54a> [1.8-Models] drXor 661100e - Treaks. 20:14 < Bibl> Tried joining another server: mc.fearpvp.com and it's trying to spawn a living entity with id=30 20:37 < rom1504> Bibl: what do you mean by "with id=30" ? what lib are you using ? 20:38 < Bibl> I'm using my own 20:38 < rom1504> are you sure you're reading packets correctly ? 20:38 < rom1504> do you get the same thing on a vanilla server ? 20:39 < Bibl> I wrote this code a long time ago and it worked perfectly back then 20:39 < Bibl> Hmm 20:39 < Bibl> Here is a screenshot, although I doubt it will help at all 20:39 < Bibl> http://i.imgur.com/uK7sKCg.png 20:39 < nickelpro> I vaguely remember SpockBot having trouble with armor stands because of funkiness with the metadata 20:39 < nickelpro> Bibl: Github? 20:39 < Bibl> I haven't created a repo for this yet 20:40 < Bibl> I'll try and do it a bit later. 20:40 < nickelpro> Just do it, easiest way for people to explore the code when something goes wrong 20:55 < gamingrobot> Nickelpro: that was because the slot decode was wrong 21:07 < realz> hi guys 21:07 < realz> im looking for some public domain region (mca) files 21:07 < realz> for unit testing 21:07 < realz> any ideas? 21:09 < jast> it might actually be fastest to make some yourself 21:10 < realz> gah 21:11 < realz> im just going to write a script to autodownload it from some unlicensed map 21:11 < realz> ^ bestest loophole 21:13 < rom1504> the vanilla server can generate a lot of that for free 21:13 < realz> yea but i don't want to actually run one :( 21:14 < rom1504> well you run it one time, get the mca files, then keep them 21:14 < realz> aha 21:14 < realz> where can i get the vanilla server? 21:15 < realz> aha i see 21:15 < realz> its proprietary 21:15 < realz> gah then i gotta install java 21:15 < rom1504> https://s3.amazonaws.com/Minecraft.Download/versions/1.8.8/minecraft_server1.8.8.jar 21:15 < realz> thanks 21:15 < realz> i guess I'll do it 21:16 < realz> ah access denied :/ 21:16 < rom1504> hmm my bad 21:16 < rom1504> https://s3.amazonaws.com/Minecraft.Download/versions/1.8.8/minecraft_server.1.8.8.jar 21:16 < realz> hmm trying to tel the difference between the two 21:16 < realz> lol 21:16 < realz> its downloading 21:16 < realz> thanks rom1504 21:20 < rom1504> (sudo npm install -g minecraft-wrap && downloadMinecraft 1.8.8 minecraft.jar if you have node) 21:20 < realz> alas im on windows 21:20 < realz> and i apparently have java already 21:20 < realz> and it looks to be working so far 21:21 < realz> ok so i see one region, the file is empty tho 21:21 < realz> do i have to join the server to generate the terrain? 21:22 < rom1504> I think so 21:22 < rom1504> join the server will generate the chunks around you 21:22 < realz> right 21:22 < rom1504> then you can move around a bit if you want to generate more chunks 21:22 < realz> i don't want to dust off my client :/ 21:22 < realz> alas i am scared of minecraft 21:22 < realz> i once lost a month of my life 21:23 < realz> is there a command i could type into the console 21:23 < realz> to generate it? 21:25 < rom1504> I doubt it, what you could do is use a bot if you really don't want to start the vanilla client :p 21:25 < realz> haha i found this http://gaming.stackexchange.com/questions/32316/how-do-i-pre-generate-a-minecraft-world 21:25 < realz> rom1504: how simple would such a bot be 21:25 < rom1504> https://github.com/PrismarineJS/node-minecraft-protocol/blob/master/examples/client_echo/client_echo.js 21:25 < rom1504> for example 21:26 < rom1504> there are similar things in other languages I guess 21:26 < realz> hehe ok if none of the ideas on that page work out 21:26 < realz> i'll see if a bot could 21:26 < realz> i could get node running 21:26 < realz> look at that 21:26 < realz> i love msys2 21:26 < realz> its got node in the package manager 21:28 < realz> how does one shut the server from the console 21:28 < rom1504> type "quit" 21:28 < rom1504> ah no "stop" 21:28 < realz> got it thanks :) 21:29 < realz> ok so 21:29 < realz> i think the first answer on SE was right 21:29 < realz> it *does* generate something right awaty 21:29 < realz> the spawnpoint 21:29 < realz> so you can repeatedly start the server with different spawn points 21:29 < realz> or somesuch 21:29 < realz> in anycase, its good enough for me, i've got an mca :) 21:30 < rom1504> yeah 21:30 < rom1504> idk how big is the spawn zone though 21:32 < realz> directed to a script that does it :) 21:32 < realz> https://github.com/DMBuce/mcexplore 21:32 < realz> thanks for the hhelp rom1504 --- Day changed mer. déc. 23 2015 04:43 < Bibl> rom1504: nickelpro: it seems like there is an entity type 30 http://i.imgur.com/tgwPOWa.png 04:58 < rom1504> the vanilla/spigot code has ArmorStand with id=30 yes 04:58 < rom1504> but you won't get that id in spawn object 04:59 < rom1504> you can get that id in spawn egg nbt 04:59 < rom1504> that's the second kind of ids I was talking about earlier ;) 05:03 < rom1504> (http://minecraft.gamepedia.com/Talk:Data_values/Entity_IDs) 14:55 < nickelpro> Bibl: ^^^ Entity ids have been a point of contention between people working inside Minecraft/MCP and protocol people like us for a long time because of that confusion. 14:56 < nickelpro> Entity IDs, as far as I'm concerned, are the collidable ids sent by MC when spawning entities. The mob egg weirdness is an implementation detail 15:03 < bithon> hey a mc dev newbie here 15:03 < bithon> is it possible to write mods for vanilla server? 15:05 < Meeeh> eveything is possible, but you don't have any API then, and you just need decompile single classes, edit them and re-add 15:05 < bithon> ah that sucks 15:05 < bithon> so I'm kind of forced to use bukkit ? 15:06 < Meeeh> they are other servers too, or you can spend year or 2 and made own one, but yeach. 15:08 < bithon> what server you'd recommend that has stable release cycle and is quite supported by the community 15:08 < bithon> i haven't touched anything java related, let alone MC in 3 years or so 15:09 < Meeeh> still spigot seems to be best here 15:10 < bithon> https://github.com/SpigotMC/Spigot-API 15:10 < bithon> ? 15:10 < Meeeh> all others are: dead, not finished, not stable, still changing a lot in every update, etc. 15:10 < bithon> what happened to bukkit 15:10 < bithon> i remeber it being quite popular back in the day 15:11 < Meeeh> http://spigotmc.org/ downloading it is a bit compilcated due to some legal problems, but there is all you need. 15:11 < Meeeh> spigot team also updates bukkit, and spigot it is still bukkit, but with additional patches, settings, and few API methods. 15:12 < bithon> aye 15:12 < bithon> thanks Meeeh 15:12 < bithon> so i can get the sdk on their website ? 15:13 < Meeeh> you can download API from maven repo if you need, click "Hub" on webiste, but anyway, you need whole spigot for server too, so read that: https://www.spigotmc.org/wiki/buildtools/ 15:14 < Meeeh> that tools download and compile latest spigot version, it will create .jar for bukkit/craftbukkit/spigot-api and spigot. 15:14 < bithon> aye. will do that now. 15:51 < bithon> /join #spigot 18:07 < Bibl> Hi guys, I'm updating some stuff on the wiki and I'm new to this. Is the summary text field a summary of what I changed? http://i.imgur.com/bMFJ8o0.png 18:27 < rom1504> yes 19:52 < realz> hi 19:53 < realz> does the mca format allow compression format 0 19:53 < realz> i.e no compression at all 19:56 < rom1504> no 19:56 < rom1504> http://minecraft.gamepedia.com/Region_file_format#Chunk_Data 19:56 < rom1504> (not compressing would be a really bad idea anyway) 19:58 < realz> rom1504: i was just wondering because, 19:58 < realz> it would be great for storing worlds in git 19:59 < realz> binary diff would make a lot more sense if it was uncompressed and compressed at the file level instead 19:59 < Meeeh> time needed to load that bytes from disk will be higher than decompressing them 19:59 < realz> yes 19:59 < realz> but binary diff prolly fails real bad on compressed data that changes 19:59 < Meeeh> I even tested that once, when I was playing aroung chunk system in my small server xD it was pain. 19:59 < realz> haha 20:00 < realz> yea i understand from a performance perspective it would be worse 20:00 < Meeeh> much worse 20:00 < realz> but it needn't be 20:00 < realz> imagine an mcagz format 20:00 < realz> where instead of compressing the chunks individually inside the mca, 20:00 < realz> the entire mca file is gz'd after-the-fact 20:01 < realz> that would have the same effect 20:01 < realz> and if you combine that with a versioning system that understands gz files 20:01 < realz> you can get pretty good world versioning system 20:01 < Gjum> nah, you'd have to inflate the whole region just to get one chunk 20:01 < Meeeh> yep 20:01 < realz> true 20:01 < realz> well no 20:01 < realz> you could have some sort of index at the beginning of the stream in the same way 20:01 < realz> but it would complicate things 20:02 < jast> that's not how deflate works. it's a stream encoder. 20:02 < jast> with bzip2, maybe 20:02 < realz> yes but there are compression schemes that support indexing like that 20:02 < jast> but then there isn't much of an advantage left in bunching everything together 20:02 < Meeeh> this isn't good idea, current system is good, I was only thinking about smaller regions, like 16x16 but never tested that 20:02 < jast> the real benefit in uncompressed data is that it deltas very well 20:02 < realz> right 20:02 < realz> you are right 20:03 < realz> it is up to the versioning system to compress it after-the-fact then 20:03 < jast> a couple of years ago I started writing an archiving system for worlds that was going to use delta compression, but then I decided it was too much work and I didn't really need it that badly 20:03 < realz> aha 20:03 < realz> yea 20:03 < realz> i can think of a hacky way to do it 20:04 < realz> you can just have an alternate mca format with 0, and have cron job that copies changed mca-2 files over periodically if changed, to the git repo and commit it uncompressed 20:04 < realz> ok this isn't something im seriously considering 20:05 < realz> as im not actually using minecraft 20:05 < realz> just a thought 20:08 < Meeeh> anyone have plans to update protocol on wiki? (for pre relase), I only know about id changes, and few new packets, but I didn't check what was changed in packets. 20:11 < Fenhl> Meeeh: if you could start by adding those that would be great 20:12 < Fenhl> others might be able to fill in the details from that 20:20 < Meeeh> Fenhl, ok 20:32 < Meeeh> I'm not sure how to mark new sound effect packets, as they are 2 now, one spawn sound by name, so it isn't really used in MC except for sound command, and one by numeric id. So idk which one set as new, and how to name new one. 20:35 < Fenhl> which kind of sound packet was used before? By id or by name? 20:36 < Meeeh> by name, but it is named just as "Sound Effect" so how to name new one then? 20:36 < Meeeh> for me old one should be named "Named Sound Effect" 20:37 < Meeeh> and new one with id, just "Sound Effect" 20:37 < Fenhl> sounds good 20:37 < rom1504> there are already 2 sound packets in 1.8 20:38 < rom1504> is there a third one now ? 20:38 < Meeeh> eeem, rom1504 what are you talking about? 20:38 < Fenhl> just change the name and mark it as changed so it's clear that it's not used for all sound effects anymore 20:38 < rom1504> (http://wiki.vg/Protocol#Sound_Effect and http://wiki.vg/Protocol#Effect) 20:38 < Fenhl> or whatever is going on there 20:38 < Meeeh> this is different type of packet 20:39 < Meeeh> now in 1.9 there are 2 packets that only diffs that one use id and other use name, other fields are this same. 20:39 < Meeeh> and effect packet still exists 20:40 < rom1504> okay a third one then 20:40 < Meeeh> no... this isn't sound packet 20:40 < Meeeh> you can spawn other stuff using this effect one, like smoke 20:40 < Meeeh> and you can;t control pitch/volume 20:40 < rom1504> yes 20:40 < rom1504> well 20:40 < rom1504> Effect does sound too 20:41 < rom1504> you can't do every sound with it 20:41 < rom1504> just like you can't do every sound with sound effect 20:41 < Meeeh> it is just for pre-made effects with sound and/or particles 20:41 < Meeeh> where sound packet is just for sound 20:41 < rom1504> not sure why they don't pick 1 sound packet and stick with it 20:42 < Meeeh> using id is faster, lees bytes, but named packets allow usage of resource pacs 20:42 < rom1504> there are already a packet to emit particles 20:42 < Meeeh> packs 20:42 < rom1504> anyway, there's really no debate that the mc protocol is inconsistent, so that's that ^^ 20:42 < Meeeh> but then client may get them in a bit different time due to some connection problems, and he will see some without sound etc 20:43 < rom1504> hmm 20:43 < rom1504> I guess 20:43 < Meeeh> also it's better to send one packet than two, one for sound and one for particle 20:43 < rom1504> not sure why 20:43 < Meeeh> bytes, cpu, memory, everything 20:44 < rom1504> not really 20:44 < rom1504> I mean 20:44 < Meeeh> sounds/perticles are used pretty common, sending 2 big packets for every block of fire than one smaller 20:44 < Meeeh> instead of one smaller* 20:44 < rom1504> you could divide the number of packets in the protocol by 2 while decreasing the number of stuff you need to send 20:45 < rom1504> (like in the pe protocol) 20:45 < Meeeh> whatever, we have this protocol and we need use it :P 20:45 < rom1504> yeah 20:46 < rom1504> it's great if you update the 1.9 ids anyway :) 20:47 < Meeeh> I needed them for my server, so yeach, but it is so raw that I didn't check for other changes that ids and few basic packets. 20:49 < rom1504> pretty good already, the rest can be updated afterwards 21:15 < Meeeh> many people seems to only update ids in list, not in packet descreption below o.O 21:16 < rom1504> well ids changed a lot 21:17 < rom1504> but yeah description/fields should be updated too at some point 21:18 < nickelpro> Packets aren't indexed by id inside notchian MC, so almost every minor protocol change bumps the ids. If we can find a way to have media wiki to automatically generate the IDs based on packet order that would be good 21:20 < rom1504> nickelpro: that would mean putting the packet in the same order as vanilla 21:20 < rom1504> which would probably not make sense 21:21 < nickelpro> Why not? That's the order their in now. 21:21 < rom1504> (we don't have the same names, and that means similar packets get separated)