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Messages - Jailout2000

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Development / Re: World storage
« on: February 23, 2011, 12:16:31 am »
The new storage format introduced in 1.3 uses way less files.
The world i have used to consists of about 22,000 chunk files,
and in the new format it's 51 now.
What's the new format based on? Maximum bytes per file? lol.

No really... tell me more.

Development / Re: Redstone / Snow Worlds
« on: February 23, 2011, 12:11:09 am »
I'm sorry for reviving this thread
I was kind of hoping someone would reply later, actually.

i'd like to ask if there is some sort of timeline for the development of redstone mechanics.
I dunno. Haven't seen any work in Fador's fork with redstone, yet alone mechanics such as levers and iron doors being next to each other. That said, I'll remind anyone on IRC and see what's up with it.

Edit: Apparently the plugin was started... but I don't have any actual detailed info like bugs and whatnot.

i couldn't find a forum account for him around here
Check IRC. He's usually on IRC, AFK or not.

Support / Re: How to report bugs?
« on: February 21, 2011, 02:12:51 am »
On the top right corner of this page is a link Bugs ;)

[rant]As if those were ever read :P[/rant]
On the top right corner of this page is a link Bugs ;)
I'd actually recommend reporting bugs into the github page instead, but that's me.

Support / Re: NullPointerException Client Crashes
« on: February 21, 2011, 02:12:03 am »
I really don't think this is related to the server in any way.  It's just a NullPointerException Notch hasn't taken care of, nothing you can fix server end.  Even if data is received by the client that doesn't protocol, it shouldn't crash.  Notch needs to take counter-measures for situations like that.

Also, this is a fairly common error.

That might be an acceptable answer if this didn't happen 95% of the time when I connect to mineserver, and virtually never when connecting to the vanilla server.
I'm not experiencing the error, however, my friends are.

Whenever I host mineserver (I make my own builds), I can connect and login fine. However, when my friends either via Hamachi or my public IP connect, they get that same error you posted. Also, my family on my LAN don't get this error either--which is very strange.

Development / Re: Sugestion of plugins/commands
« on: February 21, 2011, 02:07:30 am »
Hi all thought i may suggest some things that would help a server

  • Set Global spawn (i found set spawn but i havent found anything explaining if it sets global or just the player)
  • Build Zones
  • im sure i had more ideas but mental blank ><
  • also wishes i could code properly

1. It's a global spawn. At first I thought it was for each player, but my suspicions were ruined when everyone else was spawning where I was whenever a new player came in or they typed /home...

2. I think they'll be implemented in the future, but not anytime soon--they working on other important things.

3. We've all had these before ;)

4. Learn it. Take tutorials on the web. Look at references. Take a looksy at some online books and libraries. It's not rare, it's quite easy to learn about almost anything thanks to the internet.

Development / Re: Different compilation results? (Win)
« on: February 21, 2011, 02:05:23 am »
You can still use the do_build file if you're on Windows.

For building, yes, but not for debugging. That's the point - if one wants to debug the application, they need a proper VS project file. Then access violations can be pinpointed down to the source code line that causes them - it was so easy to find those two AVs I've reported that I've been wondering, how come noone else noticed earlier.
Lazyness and the project files aren't updated as much as the actual code is.

Development / Re: Different compilation results? (Win)
« on: February 17, 2011, 01:10:31 am »
The console output is easy to explain.

Thanks for the pointer.

I guess the config file should get some documentationist's love, it's getting crowded with options that noone really knows about.
Yeah, I was thinking the same thing at the end of last month.

Both binaries are from Fador's github source. Fador uses a do_build.bat file, ...

I'm using VS2008 Express, so i can't use that bat file.
You can still use the do_build file if you're on Windows. Any installation of Visual Studio (2008 or 2010) will provide "Visual Studio Common Tools" (VSCOMTOOLS), which is all you need to compile source code in C++ or whatever your VS has installed. In fact, the build file is preconfigured to use your Windows PATH environment variable to find the VSCOMTOOLS location, and will load them automatically if it can.

The access violations are already surfaced over IRC and are known. In fact, I get the issue whenever everyone disconnects or if I use Ctrl+C (or the X button on the window). Please provide other info to the proper people (even here) so they can fix it asap. The problem is being looked into already.

I've already filed two of those into the bug tracker, *including* a fix for them. It was a rather easy solution, actually. So where am I supposed to put those else? It says in the forum guidelines to post reports to the bug tracker.
The bug tracker is actually not payed attention to in terms of fixes; Fador reads it but doesn't implement fixes immediately.

Just do a pull request with your own fork of mineserver and it's bound to be merged into the main source at some point or another.

Development / Re: Different compilation results? (Win)
« on: February 16, 2011, 12:55:20 am »
I was wondering, why am I getting such a different result between when compiling from sources and the official binary release for Windows.

I compile the sources at GitHub/Fador using MSVC2008 (had to re-create the MSVC2008 project, the one present in the sourceball is defunct); my executable is 50% smaller than the official and it DOES write things into the console while running, UNLIKE the official one (which only says "world world" and nothing else.

Are the official binaries from those sources at all, or does other stuff get thrown in?

Also both my compiled version and the official binary hit access violations rather often, I keep reporting them to the bug tracker, I was wondering if I am the only one seeing those? 'Cause noone else seems to care at all, and those are some serious issues that would HAVE to surface in other OS variants as well...

Just rambling...
The size difference I have nothing to say for--perhaps better optimization between build settings?

The console output is easy to explain. Inside of config.cfg, there's an option to use cli (command line interface). Set this to true to make it output to the console line by line. Set to false to make it use the cursesui, which must be in the mineserver.exe's folder as a .dll; if it isn't then you'll end up with a "world world" type of console, as you described.

Both binaries are from Fador's github source. Fador uses a do_build.bat file, located here and within the build pack zip in the same link.

The access violations are already surfaced over IRC and are known. In fact, I get the issue whenever everyone disconnects or if I use Ctrl+C (or the X button on the window). Please provide other info to the proper people (even here) so they can fix it asap. The problem is being looked into already.

- Jailout2000

Development / Re: Moron help ;)
« on: February 09, 2011, 11:53:23 pm »
(Doesn't tortoisegit require msysgit..?)

Support / Re: weird map format
« on: February 08, 2011, 05:34:29 am »
so far so many problems but i read up on it and saw that you were working on just about all of them but my map in my server is just a little funky.

1.) the original spawn was ontop of trees
2.) there are about a million trees all around and everywhere
3.) there are trees underwater >.>
4.) entire place is covered in snow
5.) i spawned obsidian but when placed on snow, it vanishes and appears back in my inventory and the snow is back on the ground

not sure if their bugs or somethins up with my files
ill keep it up to date on the map format and everything else i find

1. They know about it... I wonder what they'll do about it. Best guess is work the heightmap some more (so that it doesn't include trees as part of the heightmap?).
2. I wouldn't say a million trees everywhere, but there are quite a few :>
3. Yeah they're working on that bug, but I don't think it's on high priority.
4. In case for others reading (since you figured out the problem), the solution is to turn off "mapgen.winter.enabled" in config.cfg (just search for 'winter' in the file).
5. This is because block id 78 (thin-layer of snow) must be destroyed first; it cannot be replaced. This bug will be fixed soon (soon being that I was reading about it on their IRC tonight and I've been watching the code development).

Best of luck,
- Jailout2000

Development / Re: Moron help ;)
« on: February 08, 2011, 05:26:05 am »
so not much of me intervening in the intestines of MineServer codebase. I could then send the sources to someone in charge, if appropriate.

You can also fork your own mineserver on github, then ask for a pull request when you've "finished" what you wanted to change.

If you are familiar with SVN (especially when it comes to GUIs) you might want to have a look at TortoiseGIT:

It's much like TortoiseSVN, in case you've ever used that one.
Thanks. I may use this :>

Support / Re: Complete World is Tundra...
« on: February 02, 2011, 02:36:21 am »
all maps I got are all covered with snow.
;D ;D ;D ;D ;D ;D yay I'm happy you said this.

Discussion / Mineserver Runs On... (post your specs)
« on: February 01, 2011, 01:46:09 am »
This topic was created to show off the specifications of machines that run Mineserver, whether they're fast or slow, new or old, good or bad.

I'll start:

Mineserver runs on:
  • Intel Pentium 4 3.0Ghz Single-core w/ Hyper-threading
  • 2 GB (1x2 GB) Kingston RAM
  • MSI PM8M-V Motherboard
  • Microsoft Windows XP Professional Service Pack 3

Using these specs, I can easily have 10 people online playing in a single world with no lag, while playing with them on the same machine as the server is running.

Development / Re: PowerPC(64)
« on: January 27, 2011, 01:35:12 am »

Development / Re: PowerPC(64)
« on: January 26, 2011, 07:58:37 am »
So it was (big)endian problem, it should now be fixed.
I wonder how many other places the server has problems like this.

On the other hand, does this mean the server will run on both little- and big-endian architectures? I mean, I know the way a program stores/retrieves memory is usually done in a way that doesn't really depend on the endianness, but I also know that file formats can be dependent on the endianness, along with network protocol messages.

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