deathcap
deathcap
@ahdinosaur It is supposed to be possible to join a multiplayer game by loading the same URL (with the #room_identifier hash at the end, which is automatically added when 'hosting'...
Sorry I don't currently have a way to accept donations, but thank you for your interest! Maybe I'll see about setting something up later, ideally also allowing other developers to...
The demo script tries all the pings. Here's what happens: ``` node-minecraft-ping $ node demo.js localhost 12500 ended received ping_fe { pingVersion: -1, motd: 'Minecraft Server', playersOnline: 0, maxPlayers: 2...
The only benefit of multiple pings is that 1.3.2, 1.2.5, etc. and earlier could be "supported", but only in a limited sense, since `ping_fe` (and `ping_fe01 on ≤1.3.2) doesn't return...
Yeah CircleCI works well at least for vanilla MC server testing, I think it'll work for Forge, only possible wrinkle is IIRC there used to be some requirement for having...
http://atirip.com/2015/03/17/sorry-sad-state-of-matrix-transforms-in-browsers/ (from https://news.ycombinator.com/item?id=9217278) - this may or may not be or related to: > Image rotate and scale does not work in Firefox > > Using rotate() and scale() considered...
Tagging as "bug" because of wiki.vg's warning "While it may seem like you can get away with not handling varshorts…" (which node-minecraft-protocol-forge isn't, and has gotten away with so far,...
https://github.com/PrismarineJS/minecraft-data/pull/117 adds a `short` prefix to 1.7 - to resolve this issue, would need to change it to `varshort` (not yet implemented). Doesn't apply to 1.8+ because plugin channel packets...
PR'd in https://github.com/roblabla/ProtoDef/pull/52
To see about moving varshort here, since it is Forge-specific, but would need some way to alter the protocol specification before it is passed to the serializer (related https://github.com/PrismarineJS/node-minecraft-protocol/issues/367)