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Messages - MechWarrior001

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16
Development / Re: Compiling and running on Fedora 14
« on: April 15, 2011, 09:03:38 pm »
Ok now it's working perfectly fine. But the server is using internal IP 192.168.1.2 and the client I'm testing it on is using internal IP 192.168.1.35, however, when I try to connect, I get a connection time out. The client is on Windows 7. What could be wrong?

17
Development / Re: Compiling and running on Fedora 14
« on: April 11, 2011, 08:50:54 pm »
Ok so I've managed to get it to partially compile. Here's the log:
Code: [Select]
[User@LinuxBox fador-mineserver-df38d21]$ cmake .
-- The C compiler identification is unknown
-- The CXX compiler identification is unknown
CMake Error: your C compiler: "CMAKE_C_COMPILER-NOTFOUND" was not found.   Please set CMAKE_C_COMPILER to a valid compiler path or name.
CMake Error: your CXX compiler: "CMAKE_CXX_COMPILER-NOTFOUND" was not found.   Please set CMAKE_CXX_COMPILER to a valid compiler path or name.
-- Dependency check: mineserver
-- Dependency check: commands
-- Dependency check: filelog
-- Dependency check: nBreak
-- Dependency check: nether
-- Dependency check: binlog
-- Dependency check: crapMobs
-- Dependency check: cursesui
-- Could NOT find Curses  (missing:  CURSES_LIBRARY CURSES_INCLUDE_PATH)
-- DISABLED: cursesui
-- Dependency check: flatpermissions
-- Dependency check: passiveMobs
-- Target: commands
-- Target: filelog
-- Target: nBreak
-- Target: nether
-- Target: binlog
-- Target: crapMobs
-- Target: flatpermissions
-- Target: passiveMobs
-- Target: mineserver
-- Configuring incomplete, errors occurred!

I'm pretty sure I have everything installed. Any ideas?

18
Development / Compiling and running on Fedora 14
« on: April 06, 2011, 08:48:52 pm »
Ok, so I'm trying to compile Mineserver to run on a Fedora 14 installation on a HP Proliant ML370 G3, and I've been looking at the wiki, but I'm not sure if the Debian/Redhat instructions apply to Fedora 14 as-well or if there are separate steps I should take.

19
If only i even knew what that was without using google...  :o

You and me both.

But concerning testing, I'm in the process of setting up a Fedora 14 file server on a HP Proliant ML370 G3 w/ Dual Xeon 2.8Ghz CPUs, so if you need some testing I'd be willing to help.

20
Discussion / Re: no .com unless someone wins lotto
« on: December 21, 2010, 03:01:36 am »
Why not just use a .org? It seems more appropriate anyways, since .org was designed for non-profit organizations and Mineserver is non-profit, isn't it?

21
Discussion / Colored Text
« on: December 09, 2010, 09:51:38 am »
How do you type colored text?

22
Discussion / Setting up admins
« on: December 08, 2010, 02:58:10 am »
How do I setup admins/ops? I've tried placing the names in roles.txt and they don't work. Then I tried placing the names like this to see if that worked:

Code: [Select]
Player admin
Player op
Player member

And none of them worked. So how do I go about setting admin status for players?

23
Development / Struct Member Alignments
« on: December 06, 2010, 06:49:28 am »
Can Mineserver benefit from setting this to anything but default?

24
Development / Potential OpenMP support?
« on: December 06, 2010, 06:44:38 am »
From what I understand, OpenMP can be used to provide cluster-computing support. That being said, would it be possible to implement that into Mineserver? If so, it could potentially increase the maximum amount of players a server could support by allowing it to run on a cluster, thereby bringing Minecraft to potential MMO status. Or that's my theory anyways.

25
Development / Re: x86-64 Builds
« on: December 06, 2010, 06:38:54 am »
What abilities?

Well, these specific examples don't apply to Mineserver itself, but some x86-64 builds of games can, as a result of the extra available resources, produce longer visual distances, reduce loading times, etc.

A properly coded 64bit Mineserver could have exponentially faster map generation and NPC calculation times than a 32bit server, even if both are running on the exact same hardware.

At least that is what I understand.

26
News / Re: Windows Builds
« on: December 06, 2010, 06:19:12 am »
Previously in the past I tried setting it up so I can compile Tremulous, but I never figured out what I was doing wrong. I wonder if I can use VC++ for it.

27
Development / x86-64 Builds
« on: December 04, 2010, 06:47:36 am »
Last time I checked it is possible to build a x86-64 executable, but it has to be written to take advantage of the additional abilities. That being said, can Mineserver use x86-64 abilities or are those not coded in yet?

28
News / Re: Windows Builds
« on: December 04, 2010, 06:42:17 am »
I'm currently doing linux/windows builds with gcc/mingw...

I can never seem to get Cygwin and MinGW32 working for me on XP. How'd you do it?

29
Development / Re: Some more admin functions
« on: December 03, 2010, 10:59:23 pm »
We are going to implement user level system that allows more permissions to be set for players. For example: Guests cannot build etc.

Deop and op commands will be implemented after the user level implementation :)

Good to know. Also, would it be possible to add a option to control the daylight lighting system speed? And even to disable it altogether? That we users can choose to have all night maps or all day maps and etc.

30
News / Re: Windows Builds
« on: December 03, 2010, 09:08:17 am »
Right now your builds require a couple extra gnu dlls, while mine only require libnoise.dll and zlibwapi.dll. Perhaps it's because I'm running VC++ 2010?

That aside, if you need more time I can start handling the windows builds so your less busy.

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