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Comments in 'General Discussion' started by Darunia18, Mar 4, 2014.
Ok. nice work though you started there!
It would be cool if on the home steen of 0.9.0 there was a button for texture packs and mods not mods like jump and run mod but like PC mods with all those awesome stuff in it
Just use BlockLauncher. Apple doesn't like modded apps, so no for both android and iOS.
It could be plugins rather then directly modding the client.
http://www.reddit.com/r/MCPE/comments/22lf0s/questions_for_dev_panel_on_monday_april_14/ go ask questions here
I posted everything that @shoghicp didn't answer for me or what I wanted a bit more information about. I really can't wait to hear that their answers are on Monday!
Just come by the IRC
There are three threads on these forums that explain how to make a plugin. Best to wait for the next release because everything about plugins will change.
They haven't posted what time yet for those who don't get to see the livestream, they will upload it shortly afterwards.
@shoghicp has already started working on a plugin tutorial for the new API! You can find it here.
Four if you count my comparison one too
There should be Command Blocks But maybe 0.10 and There Should be Flower Pots
Command blocks first require redstone, and are also super complex, something I don't think MCPE could handle at the moment. Flower pots would be cool though!
Wait it there ganna be redstone in 0.9?
No. They have a redstone update and an enchanting/potion/dimension update planned, but are not sure which to use for 1.0 and which to use for 1.1. That's what they're trying to decide right now.
I think we should get a better authentication system. Simple auth is nice, but the client should have to authenticate BEFORE the player spawns. Also, to solve the renaming problem, we could start using UUID's, but look at the massive plugin migration at bukkit.
An authentication system before they spawn would have to be before they even enter a server, requiring Mojang to make an official authentication service. shoghicp already requested this to Johan, but this also requires another part of the Mojang team. Another issue is that Jeb doesn't even know there's large MCPE servers out there.
Now UUIDs. This would also require the official authentication service by Mojang. Even though it is possible to have PocketMine run it, Mojang already requested that be terminated in the past, and instead gave us external connections. So if you want this feature, don't bug Johan, Jeb, or Tommaso on Twitter. Instead, request it on Reddit or something a bit more formal (because they get annoyed at tweets and don't read them all).
Right now, a player can be authenticated by:
clientId (32-bit integer, generated on the first MCPE run, changes when installing from scratch)
UCID (64-bit integer, Unique Client ID or GUID, changes each time MCPE is started)
IP address (32-bit integer, you know that this is)
clientId can be spoofed easily, and joining other servers gives it away. IPs can be dynamic. GUID only last a session. And the username is the thing to protect. Authenticating before joining without Mojang services is "messy", but we have a few ideas in mind to do that ;P
Another part where we need more information are RakNet Secure Connections. I found that a year ago or so, but since that only adds overhead and was another part of an (then) unknown protocol, I left that out of the PocketMine-MP implementation. That could allow public-private key authentication, impossible to fake (if the key is saved... I don't even know if MCPE supports it or not).