• 0

    posted a message on What the heck is going on
    I wouldn't know, but the one thing I can think of is in the MC installations root there is a selection of JSON files. Delete usercache.json and see if that fixes anything.
    Posted in: Java Edition Support
  • 0

    posted a message on What the heck is going on
    Wrong section. This should belong in http://www.minecraftforum.net/forums/support/modded-client-support

    span>at net.minecraft.server.management.PlayerProfileCache.func_152657_b(SourceFile:156)

    Looks like your player profile is corrupted, unfortunately.
    Posted in: Java Edition Support
  • 0

    posted a message on [Launcher] [MC launcher 1.5.3+] EnderChester: The experimental launcher


    Version 0.2

    Description

    EnderChester is a launcher that aims to stay true to the original Mojang launcher in terms of API and functionality, while providing a better means of hooking into it in a easy and compatible way.

    A very basic GUI overhaul is included, including a image background and most of the clutter hidden behind a button, but any suggestions are welcome!

    Since EnderChester is based off the vanilla launcher, it uses your current configuration and should work right away. Making a backup is recommended, but nothing bad should happen.

    Please post bug reports, as I can only do so much testing myself.

    The current version of EnderChester downloads the Minecraft Bootstrap from its official source at s3.amazonaws.com/Minecraft.Download.
    While EnderChester itself doesn't interact with your credentials, you should be careful running any random launchers/programs that might.

    You have been warned.

    Screenshots

    Downloading the Minecraft vanilla bootstrap:


    The main screen:


    The login screen gets its own prompt:


    After first-startup, updates are provided via a optional prompt:


    And the standard settings prompt can be accessed via 'More Options...':

    Downloads

    EnderChester is licensed to you under the Apache License 2.0, in addition to whatever T&Cs the Mojang launcher may have (the vanilla launcher is not bundled, but rather downloaded at launch).

    Direct link (v0.2) (~7 MB): http://jselby.net/enderchest/enderchest-download.php
    Source: https://github.com/j-selby/EnderChest
    Posted in: Minecraft Tools
  • 0

    posted a message on [Dev / Builders / Staff Needed] WarpCraft: Blasting into the future!
    Quote from playertarget

    IGN: playertarget
    Aliases (if any): play
    Age: 13
    Skype:
    Position: builder
    Prior experience (links, if possible): 3 mod. 2 admin. 1 owenr
    Why do you want to be part of our team?
    i want to build crap.





    I will need a Skype account to add you.
    Posted in: Server Recruitment
  • 0

    posted a message on Cannot allocate more than one gigabyte to Minecraft
    First, let me clarify the difference between x86/x64 and 32/64 bit.

    64 bit is a extension upon 32 bit.
    x86 = 32 bit, and x64 = 64 bit.

    32 bit programs generally cannot allocate anymore then 2-4gb of RAM. You have a 64 bit operating system, but by the looks of things, but only a 32 bit Java installation. This is fine for most things, except allocation of memory (of course). Therefore, in order for you to allocate more memory to MC, you need to install a 64 bit version of Java. Take a visit to http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html, accept the license agreement, and download the "jre-8u11-windows-x64.exe" file. A further Google on 64 bit vs 32 bit should clarify what I said before.
    Posted in: Java Edition Support
  • 0

    posted a message on [Dev / Builders / Staff Needed] WarpCraft: Blasting into the future!


    IP: mc.jselby.net

    Server is whitelisted. PM for more info


    What are we?
    WarpCraft isn't like your average server. We don't have factions, creative, or any other standard plugin set, nor do we have vanilla gameplay. Instead, we focus on a game which hasn't been implemented on a grand scale - a FTL "clone".


    Firstly, everything is persistent - you can pick up the game from where you left off at any time, so the worry of losing a "good save" is non-existent here. Secondly, you can also play the game with friends, or by yourself.


    The gameplay itself is similar to FTL: you move through several randomly generated sectors, where you are met by battles, random events, and more. The ships are built of "components": sets of blocks that fit together, such as a engine, lasers, and other common ship parts.


    For a further rundown on the technicalities of the plugin, please have a review of http://jselby.net/blog/?p=9.


    What do we hope to accomplish? (Accountability)
    We are in early stages of development, however, I am a single developer. I have had to build and manage the server, making sure everything works at every point possible. Aside from that, additional team members could help make this dream a reality. By the end of the development period, it is hoped that WarpCraft is a "pick up and play" game that acts and feels like FTL, while still retaining the character and expandability that Minecraft offers. It will be a hard task, but it will be worth it.


    Myself? I have worked on many servers, including GTACraft, FRZ, and more. I have been programming for about 6-7 years now, Java for 4, and Bukkit for 2. I'm starting up this project because the current focus seems to just be rehashed editions of factions, or similar, and its about time that something new was thrown into the mix.


    What do we need from you?

    In order for us to produce a server of this magnitude, I require help from all corners of the internet. If you want to see this happen, we want you! Long story short, we are going to need a team of the following:


    • A developer or two. You will be mainly working on developing the main plugin, helping to shape its direction.
    • A builder/build team. Each ship component still needs to built, as well as static places such as spawn. Essentially, making everything look awesome.
    • General staff members, to help moderate the server (though, much should be automated by the end)

    There are several prerequisites that are a requirement:


    • You must be 13 or over.
    • You must have sufficient prior experience, and have evidence of prior work.
    • You must be able to stick with the project for extended periods of time.
    • You must have Skype.

    If you are posting a application, please follow the following format:

    IGN:
    Aliases (if any):
    Age:
    Skype:
    Position:
    Prior experience (links, if possible):
    Why do you want to be part of our team?

    Thanks for reading, and we hope to see you across the galaxy!
    Posted in: Server Recruitment
  • 0

    posted a message on Petition: Mojang needs to change the EULA!
    Quote from GotoLink

    There is also nothing against selling your own self-made content in a store, like pictures, musics, tshirts... :)


    Like a plugin? Why shouldn't we be able to monetize that? We made it, so why can't we sell it? Sure, its against the Mojang EULA, but I can't put 2 and 2 together here. If we were selling a part of Minecraft, thats unreasonable, but if we are selling a game-changing mechanic that we developed, for which we own the ideas for, why can't we?
    Posted in: Discussion
  • 0

    posted a message on Petition: Change the EULA for Good!
    Quote from darkendabyss

    Hello! Here is an idea thought of by me!Step 4: Mojang releases the update and put's a tag by the server name (in-game) that says: "Mojang APPROVED!" Only servers with "Mojang APPROVED!" are allowed to be seen/joinable by other people


    Sorry, but Mojang doesn't have the staff power to provide that kind of moderation - its not feasible, considering how big the playerbase is.
    Posted in: Discussion
  • 0

    posted a message on Petition: Mojang needs to change the EULA!
    Quote from Nanoball

    Ok since I am very young so please dont yell at me if I make any mistakes in this but so what they're saying in all and all that we can't use the game at all in a commercial way that meaning no advertising for the big servers to attract more players to donate.
    Also I'd like to ask the EULA states that we can't use anything they made but if we get a custom plugin and use what's in that instead thus building upon the game would that still mean we're are violating the EULA or not? thanks


    We still can do commercial activities, I believe, but its claimed that we can no longer make money from the servers. however, we still can show advertisements etc. There isn't anything wrong with custom plugins either, just you can't make money off them.
    Posted in: Discussion
  • 0

    posted a message on Petition: Mojang needs to change the EULA!
    Quote from 444timothy

    So you're saying that we should have the right to sell part of a game that players already own?


    No, we don't have the rights to sell Mojang's property, and as it should be. Everyone here is drawing a grey line between hardware and software, and who owns what.

    If I run Minecraft on my computer, the computer is mine, the software product (Minecraft) is Mojangs. If I run a server, the same applies. I can do whatever I like with the computer, and no-one can tell me off. I can throw it off a cliff, or I could load other peoples software onto it when bound by their terms and conditions (hint, EULA). When people donate to a server, people donate for the hardware, not the software. Anything that they obtain from that software package is just a added bonus, Mojang isn't losing any money, and we can keep our servers online. In that case, everyone is happy.

    On the same point though, there are the people out there who are just too damn greedy, and just want to sell off someone elses product (items within the Minecraft implementation itself, that is Mojang's interpretation and idea). They haven't implemented a solution themselves, and the ideas aren't theirs. They are Mojangs. (KitPVP servers are a prime example of this).

    Plugins/mods should also be treated equally. When people donate to a plugin author or they use a adf.ly link, they are giving that money because of the effort, time, and programming that went into the mod, not Minecraft specifically. My mod is not Mojangs, I coded it, its mine, I can do what I like with it (in the bounds of the law, of course). Sure, it requires Minecraft to run, but thats two software packages working together, not one owning the other.

    I kinda think you have no idea whats going on here, seriously.
    Posted in: Discussion
  • 0

    posted a message on Petition: Mojang needs to change the EULA!
    Quote from AgentPaint

    1.Too many people misunderstand a concept that should be simple to understand, thus making the issue worse than it has to be.

    Agreed - there is way too much lack of knowledge about the concept by many people who play on the servers, and those who complain about them.

    Quote from AgentPaint

    3.No matter which side Mojang chooses, people will still want the other,because they don't fully understand whats going on.
    4.THE ONLY SERVERS THAT GO DOWN ARE ONES SELLING IN GAME ITEMS!(IE:Diamond Stuff), big servers such as the Hive, Mineplex, or any other servers that aren't selling stuff like this will not be affected

    Again, as stated above, we aren't going to lose those servers. Hypixel actually said that these changes won't affect them. Its about time for Mojang to take a stand and say to the servers that exploit the community to pack up and go far, far away.
    Posted in: Discussion
  • 1

    posted a message on Petition: Mojang needs to change the EULA!
    This entire topic has blown out of proportion, even when it was just hinted at the Mojang staff. Hell, we could even be getting "free" money from Mojang directly, and we wouldn't know about it yet.

    I am a plugin developer, and even though I develop plugins privately for servers, I never do it for the money. I do it because I have fun with it. Sure, I could do with a income stream, but what could I legitimately do with it, being a 15 year old? Pictures of cats?

    On the other hand, we do have servers to run. We can't just summon random servers out of nowhere. Many of the big servers out there (Hypixel etc.) have had thousands of hours of work go into them. The backend infrastructure for them is astronomical, and expensive as well. They need funds from a external source to keep them afloat - any bonus money on that is well deserved, if anything.

    Before you start making comments about the issue, do your research, and put on our shoes. Yes, some of the "donation" (it should really be contribution) prices are really messed up ($1k, seriously?), and Mojang could take the time to cut down on them, but most of us aren't greedy.
    Posted in: Discussion
  • 0

    posted a message on Inviting to my PC Realms Server
    If you are still looking for players, I would love to come and play - Realms is looking incredible, and I want to be a part of it.

    IGN: j_selby
    Posted in: Minecraft Realms
  • 0

    posted a message on Talking to a Minecraft Server
    Quote from __NightWhisper__




    um, you can already CHAT on a muli server, hit T

    I know - but that is not what I asked. I want to make a program outside of the default Minecraft client that runs directly from a commandline, but only allows you to chat on a server - similar to the console, but you can't control the server - i.e. opping, changing permissions etc.
    Posted in: Modification Development
  • 0

    posted a message on Talking to a Minecraft Server
    Hey guys,

    I am trying to develop a command-line tool that can allow a player to chat on a minecraft server. This doesn't need to be fancy or anything.
    I have no idea weather this is my program not following the protocol or what.

    Thanks if you can help me.

    When I try to login I get this:
    Server (1.2.5):
    20:15:32 [INFO] /127.0.0.1:54783 lost connection

    Client:
    Started recieve thread successfully
    Sending handshake data ("Player;127.0.0.1:54783")...
    Sending login data ("[[email protected]")...
    Thread-PacketRecieve: Error occured: Connection reset


    The code (sorry, it is a bit long):

    Talk.java:
    package com.github.jselby.minecraftclient;
    import java.net.*;
    import java.io.*;
    public class Talk {
    static byte[] packetRecieve;
    public static void main(String[] arg) {
    
    String username = "Player";
    
    PacketManager packetmanager = new PacketManager();
    SocketHandler sockethandler = new SocketHandler();
    
    
    Socket socket = sockethandler.newSocket("127.0.0.1", 25565);
    DataOutputStream out = sockethandler.newDataOutputSteam(socket);
    InputStream in = sockethandler.getInputSteam(socket);
    
    PacketRecieve packetreciever = new PacketRecieve();
    PacketRecieve.in = in;
    PacketRecieve.socket = socket;
    Thread thrd = new Thread(packetreciever);
    thrd.start();
    System.out.println("Started recieve thread successfully");
    String handshakePacket = username + ";" + socket.getInetAddress().getHostAddress() + ":" + socket.getLocalPort();
    packetmanager.sendPacketHandshake(out, handshakePacket);
    packetmanager.sendPacketLogin(out, handshakePacket, username);
    
    while (packetRecieve == null){} // I know, I know...
    
    packetmanager.sendPacketPing(out, packetRecieve);
    //sockethandler.closeSocket(socket);
    
    }
    }



    SocketHandler.java:
    package com.github.jselby.minecraftclient;
    
    import java.io.DataOutputStream;
    import java.io.IOException;
    import java.io.InputStream;
    import java.net.Socket;
    
    public class SocketHandler {
    public Socket newSocket(String ip, int port){
    Socket socket;
    try {
    socket = new Socket(ip, port);
    }
    catch(Exception e) {
    System.out.println("Error connecting to server: " + e);
    return null;
    }
    return socket;
    }
    public void closeSocket(Socket socket){
    try {
    socket.close();
    } catch (IOException e) {
    System.out.println("Could not close socket: "+e);
    }
    }
    public DataOutputStream newDataOutputSteam(Socket socket){
    try {
    return new DataOutputStream(socket.getOutputStream());
    } catch (IOException e) {
    e.printStackTrace();
    return null;
    }
    
    }
    public InputStream getInputSteam(Socket socket){
    try {
    return socket.getInputStream();
    } catch (IOException e) {
    e.printStackTrace();
    return null;
    }
    }
    }


    PacketRecieve,java:
    package com.github.jselby.minecraftclient;
    
    import java.io.InputStream;
    import java.net.Socket;
    
    public class PacketRecieve implements Runnable {
    static InputStream in;
    static Socket socket;
    static String error = null;
    
    @Override
    public void run() {
    PacketManager packetmanager = new PacketManager();
    while(error == null){
    packetmanager.recievePacket(in, socket);
    }
    System.out.println("Thread-PacketRecieve: Error occured: "+error);
    error = null;
    
    }
    }


    PacketManager.java:
    package com.github.jselby.minecraftclient;
    
    import java.io.DataOutputStream;
    import java.io.IOException;
    import java.io.InputStream;
    import java.io.UnsupportedEncodingException;
    import java.net.Socket;
    import java.nio.ByteBuffer;
    
    public class PacketManager {
    public void sleep(int n){
    	 long t0,t1;
    	 t0=System.currentTimeMillis();
    	 do{
    		 t1=System.currentTimeMillis();
    	 }
    	 while (t1-t0<1000);
    }
    public boolean sendPacketString(DataOutputStream out, String message){
    try {
    out.writeUTF(message);
    } catch (IOException e) {
    e.printStackTrace();
    return false;
    }
    return true;
    }
    public boolean sendPacketInt(DataOutputStream out, int message){
    try {
    out.writeInt(message);
    } catch (IOException e) {
    e.printStackTrace();
    return false;
    }
    return true;
    }
    
    //Packets
    public void sendPacketPing(DataOutputStream out, byte[] handshakePacket){
    System.out.println("Sending ping data (\""+handshakePacket+"\")...");
    try {
    //out.writeByte(0x00);
    out.write(0xFE);
    //out.write(handshakePacket);
    out.flush();
    } catch (IOException e) {
    System.out.println("Could not write to socket: "+e);
    }
    }
    public void sendPacketHandshake(DataOutputStream out, String messageToSend){
    System.out.println("Sending handshake data (\""+messageToSend+"\")...");
    try {
    out.writeByte(0x02);
    out.writeShort(messageToSend.length() + 1);
    out.writeChars(messageToSend);
    out.flush();
    } catch (IOException e) {
    System.out.println("Could not write to socket: "+e);
    }
    }
    public void sendPacketLogin(DataOutputStream out, String handshakePacket, String username){
    ByteBuffer buffer = ByteBuffer.allocate(20 + username.length() + 1);
    buffer.putInt(29);
    byte[] stringBytes = null;
    try {
    stringBytes = username.getBytes("UTF-16");
    } catch (UnsupportedEncodingException e) {
    System.out.println("Unknown encoding type: "+e);
    }
    buffer.putShort((short)username.length());
    buffer.put(stringBytes);
    byte[] loginBytes = buffer.array();
    System.out.println("Sending login data (\""+loginBytes+"\")...");
    try {
    out.write(0x01);
    out.writeUTF(handshakePacket);
    } catch (IOException e) {
    System.out.println("Could not write to socket: "+e);
    } //Data
    }
    public byte[] recievePacket(InputStream stream, Socket socket){
    byte[] tmp=new byte[1024];
    	 //boolean bytesRead = false;
    	 try {
    while((stream.read(tmp,0,1024) >= 0)){
    Talk.packetRecieve = tmp;
    }
    } catch (IOException e) {
    PacketRecieve.error = e.getMessage();
    }
    	 return tmp;
    }
    }


    Posted in: Modification Development
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