<!-- begin site header -->
<div id=

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kane

Pages: [1]
News / Re: Mineserver 2.0 - New look, same great taste!
« on: November 18, 2011, 08:20:00 am »
Looking amazing guys this is just pure sex! I'm really looking forward to the future and I'm just about to tell my players about our Future 2.0 hehe. I got worried a bit but it looks like you have owned your way to the top with 2.0!

News / Please Report all Spam!
« on: April 26, 2011, 09:02:25 am »
Just want to make a important thread to everyone please report all spam. I'm one of the most inactive people around but the second you report spam I get a email about it and I can take care of it asap.

After coming and checking things I saw some spam and thought darn no one had reported it.

So report it and it shall be GONE!

Thanks and have a wonderful day!

Discussion / Re: /world possible explanation
« on: February 02, 2011, 06:16:02 am »
I think /help answers some of it but heres what I've found out:

Since Worlds are loaded alphabetically, it's best to have some sort of identifier for them (1,2,3 / A,B,C / ...). I used A,B,C,... for my Worlds, though I keep having problems with changing Worlds(Client crash).

My World config looks like this:
Code: [Select]
# 0 = Normal Map
# 1 = Nether Map
# 2 = Floating Islands Map
# ...
# Map directory : Generator ();
# WORLD ARE LOADED ALPHABETICALLY. you have been warned ;P += ("A-Homeworld":0); #ID 0 += ("B-Nether":1); #ID 1 += ("C-Heaven":2); #ID 2

This means that "/world 0" would be "A-Homeworld", but I can't prove it, because I get this:
Info from plugin.command: Command Plugin got from Xaymar: world
and then a magic disconnect with a serverside crash(Windows Server 2008 RC2 SP2).

Thats all I can tell by the current release. Sorry if it didn't help much, but I can't find out much more.

Thanks that was plenty :)

Discussion / Re: Mineserver IRC
« on: January 31, 2011, 08:05:55 am »
Thanks I will pin this for now so others can find it since there is not really a pin spam on these forums.

Discussion / the /world command and how she runs?
« on: January 31, 2011, 08:04:49 am »
Looking for more info on this sexy command I think I'm going to enjoy a lot!

Discussion / Re: Stress test..
« on: January 22, 2011, 04:21:32 pm »
Hope you guys track down that darn segfault soon!

Discussion / Notch Does Not Care he just wants you to have fun!
« on: December 06, 2010, 12:03:50 pm »
I know most here don't give a crap but I thought I would ask anyways. So if you want to keep this information for future use when people like Notch will sue lol....

Monday December, 5th 2010 (5:00 AM EST)

On Minecraft IRC:
Channel: #minecraft

[04:44] <ReDucTor> Notch, if you'd be interested in talking about server and protocol improvements, I have a large amount of experience with server software development.
[04:44] <@Notch> ReDucTor: I'd love that! How about soon after beta release? =)
[04:45] <@Notch> ReDucTor: I'll add a reminder to my calendar

[04:58] <Kane_Hart> Notch, What is your thoughts of the C++ (SERVER ONLY) Project? Are you bothered by it or do you encourage their development?
[04:58] <@Notch> Neither!
[04:58] <@Notch> I think it's cool that people have fun with the game

Development / Re: Version in Config.
« on: December 04, 2010, 10:56:21 am »
Ah, I misunderstood you. I thought you meant having the ability to change the version number in the config file.

All good in fact no need to apologize my English skills blow and you will see that over the next few years on Mineserver and yes I did say YEARS!

News / Re: Windows Builds
« on: November 30, 2010, 01:57:02 am »

Development / Re: Version in Config.
« on: November 29, 2010, 05:21:31 pm »
You mean announcing the server version number in chat when someone joins? Right now the server version number is already placed in the code. When running the server it will tell you which version you are using.

I don't think putting it in the config file is such a good idea because people might upgrade their server without upgrading their config file but perhaps announcing it in chat when a player joins is a good idea.

Yeah sorry Andrew I meant add a option in config to turn it off or on :) Though it's not also a bad idea if there is a new config option that it tells you on startup that the config file has changed ;)

But yeah I meant show it in game when you login but let it be disabled if they want via config (like a production server)

Development / Version in Config.
« on: November 29, 2010, 05:25:32 am »
I suggest adding something like a version switch in the config file where you can enable / disable it and this way when going on test servers you can see exactly what version and might make it easier for people who don't compile and run their own servers but might test other servers and such.

I seen it used in a few client / server type projects in the past and thought it might fit in well with this one.

Off Topic / Re: Introduction, who are you?
« on: November 28, 2010, 01:32:17 pm »
Hello all,

My name is Kane Hart and I don't do do anything really exciting in my life. I enjoy and run game servers and I also like to help out and test and encourage people and try to work with them offering suggestions and such how to better my players but it usually tending to be rewarding for both parties as they learn a little bit of what the outside world would like to see =)

I been running game servers for over 10 years now and yes I'm 25 years old =(. I hope someday to work full time in some kind of IT placement.

Also I live in Ontario, Canada and DAMN ITS SNOWING =)

Development / Re: A Proper Statistics / Detailed SQL Log System.
« on: November 27, 2010, 03:03:32 am »
I really thing something like this would be best as a plugin, especially if it was to log to MySQL or SQLite or something as that would require us to link to MySQL or SQLite or Postgres or whatever. One of our major goals is to keep the core as minimal as possible and reduce dependencies. Even if 90% of people would use it, the 10% that don't need it shouldn't be forced to.

I just don't want it to EVER break and always be as efficient as possible. That is why I would have it as a simple disable and enable option. But I mean if the plugin system is that good then it's fine but I would hate to say if I log all blocks that one day I lose like 12 hours of logging because the plugin did not work or something :P

Development / A Proper Statistics / Detailed SQL Log System.
« on: November 26, 2010, 02:51:33 pm »
I would like to see preferably not as a plugin that has a slight chance of being broken at time to time a special logging system that has many changeable features. Things like players distance traveled, blocks broken, blocks placed, then the biggest one... (literally log every block broken and or replaced in the game with other detail logging.)

At this point I think on my server the best security wise mode would be the ability to taken a wooden pick axe and hit a spot months later and say Robert owned this land. Let me check Robert if he has been playing. /who Robert oh it says Robert only played for 3 hours in total and last on 3 months ago. I think it's fine if you claim his land.

Also last night we talked about being able to add like a rendering live type thing where maybe you can set a time / stop / start on a test server connect to the database and actually speed the process up like 10-25 times and have the server generate all the changes to the certain time you picked and making recoding movies amazing.

Anyways I personally think this needs to be a feature right into the backbone <3

Pages: [1]