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Messages - Jailout2000

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News / Re: Mineserver 2.0 - New look, same great taste!
« on: November 17, 2011, 07:10:11 am »
Any news on when it will be good enough to make an official release?  :)

No hard dates right now, but I'm going on holidays from work in a couple of weeks and I plan to spend a good chunk of time on the project. It'll be faster if/when more people join in :).

I'm now helping him in the project, so things will move a little bit faster.

Development / Re: error C2011 when compiling libevent
« on: November 14, 2011, 02:44:50 am »
Looks like a namespace problem.

News / Re: Mineserver 2.0 - New look, same great taste!
« on: November 11, 2011, 09:52:37 pm »
Any chance you're going to implement plugin support so people like me could start from simpler things?
Of course; it's not implemented, but it's planned.

News / Re: Mineserver 2.0 - New look, same great taste!
« on: October 29, 2011, 03:54:39 am »
Instead of generating chunks on the go give the server a option to fully generate the maximum size of the world upon the world creation/initial startup. Just a thought.
You realize that's around 38,113,107,519,317,796 chunks right? That would take years to generate... yet alone keep track of, or store on a hard drive for that matter.

Your idea is just crazy.

It's much better to generate it on the go... it's not like mineserver takes more than a couple seconds to generate five chunks, lol. Heck it might even do it faster than that.

(For the techies here, 0xFFFFFFFF (the size of an x or z axis) divided by 16 = total chunks on that axis. Square that, and you get how many chunks possible.)

Support / Re: Wrong protocol version?
« on: June 28, 2011, 02:20:39 am »
I've not been able to get louisdx's fork to work under windows, not even able to compile more recent versions.


Development / Re: Compiling and running on Fedora 14
« on: April 15, 2011, 11:41:25 pm »
Did you open Fedora's Firewall control panel and open port TCP 25565?

You will have to login as root (it will bring up a dialog) in order to change anything.

Development / Re: Compiling and running on Fedora 14
« on: April 06, 2011, 11:49:36 pm »
I never got Mineserver to compile on Fedora 14 (or 13) myself.

Some problem with GCC and some libraries, if I remember correctly.

I was using an Intel Pentium 4 3.0Ghz Single-core w/ Hyper Threading.

As to your question though, it should be able to compile for Fedora with no problems (should)...

Good luck though.
- Jailout2000

Discussion / Re: Kind-of-a-Spam-Problem?
« on: April 05, 2011, 08:54:33 am »
Find a mod that connects to and use that too.

Make an API key if you need to, it's worth it in the long run.

Plugins / Re: [Plugin] getTime
« on: April 03, 2011, 08:27:16 pm »
Daniel, not everybody develops on linux. For windows stage, visual studio is pretty much the best you can get, regarding IDE and usability and stuff. On *nix i'd use gcc too, but on windows, no way.

Development / Re: System Requirements? CPU: ARM?
« on: March 31, 2011, 08:44:52 am »
Hello at all  ;)
I have two questions: Which system requirements does mineserver need to run "good"?
And: Can I run it with a ARM-CPU? (633 MHz)

Just a few questions... ;)

You may wish to take a look at the Mineserver runs on... thread to see what others have been using to run Mineserver. From what I've seen people post, Mineserver runs well on old/slow/legacy machines quite easily.

That aside, Mineserver is written for x86 and 64-bit machines. I'm not quite sure if it's capable of running on an ARM core, or at least, not without changes to some existing files.

Off Topic / Re: Strange glitch - Giant Zombie...God?
« on: March 23, 2011, 03:11:09 am »
crapMobs, isn't it fun? ;)

o.o I've never seen it work before haha

Support / Re: all command config explaination
« on: March 23, 2011, 03:09:15 am »
Or just add the bin/ folder.

If you're using VS2010 project files:
- Just add the folder and compile.

If you're using the build script:
- Edit the do_build.bat and add "mkdir bin/" somewhere before it loads the VS tools and after it downloads the git archive.

If you're using the CMake file:
- Dunno. Never tried the CMake file ;)

Support / Re: Mobs on mineserver
« on: March 23, 2011, 03:06:36 am »
PassiveMobs needs a lot of work so they a) die in water b) don't try to go in water unless they want to go somewhere. c) don't move super impossibly fast.

But I do add, it's pretty cool that you can ride an animal and fly across the world in no time ;)

Plugins / Re: The new Plugin API
« on: March 23, 2011, 02:57:31 am »
"Bukkit doesnt sell anything".  Wrong, Bukkit is a service, and the users are the customers.  If you cannot support the base of those who use your product (especially while asking for donations from a 35,000+ member user base - whatever that product may be - then you need not be offering it.
I disagree.

I know you may not have actually posted this (never clicked that link, lol) or whatever, but I feel obligated to say that I disagree because there's the term called freeware and a disclaimer that usually goes with "freeware" programs.

As you probably know, a freeware program is one that is offered free; the consumer/user doesn't have to pay a cent to the whole project or author, and the program isn't a cracked/pirated/illegal version or copy. In this regard, the consumer usually has nothing to lose. However, once the consumer starts to have problems, then most will usually complain to the person/company that made it (or ask around their peers for help).

However, some "freelance programmers" provide disclaimers on their freeware, stating that they will provide no support or online help for their freeware program. These type of programmers wish to make a program for themselves usually, and are letting others have their gift. Often, there's no strings attached to these programs ("freeware") and they wish to never help anyone who uses their program.

Long story made short, freelance programmers usually give freeware programs as a gift to the general public and sometimes (if at all) add a disclaimer showing that they will give no support to the project they're disclosing. In this case, the program can still be offered to people, but the people are thereby warned that they won't get any support from the author.

Development / Re: Redstone / Snow Worlds
« on: March 20, 2011, 11:49:33 pm »
As in, screw the "bio-dome" concept and force snow to be generated always

Well then to let everyone be happy, why not to add a certain config line, that would allow generating either a multi-biome world, or generating the whole world as one biome.
Can you add an option to generate complete snow worlds?
Did you miss this part?

An option to turn it on or off. Perhaps I guess you meant an option for both: snow world, bio-dome, or temperate/moderate.

While we're on this subject, why not go the extra mile?

One option for:
- Bio-dome (mixed seasons)
- Temperate/moderate
- Desert
- Snow
- Rainforest (a new one, basically grass with a crapload of trees everywhere, more than usual and more tightly packed together; just an idea)

I guess the option could be a number instead of a true/false, which would correspond to each type of world, or something along those lines...

Edit: And for that rainforest, it'd be even cooler if the generator could mix in some "fallen trees" -- trees going sideways instead of upwards, with or without leaves (or maybe randomize it with or without leaves?). Just exploring new world types here...

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