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Messages - Ligustah

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31
Development / Re: Plugins need to check if they are loaded?
« on: March 09, 2011, 07:09:38 pm »
I was just wondering about that, because it seemed akward to me that all the plugins
i looked at checked for that in their code.
And it looked all the same.

32
Discussion / Re: MC Server compatibility or SQLite database?
« on: March 02, 2011, 04:37:04 am »
I don't see how SQL should bring any performance improvements. It doesn't even
make things easier.
Relational Databases are not supposed to be used with lots of binary data. It's more about
storing data that somehow relates to each other. And it's even more about building complex queries based on the data saved.
I really can't see where this matches with the type of data, which minecraft deals with.

33
Discussion / Re: Map generation
« on: February 28, 2011, 01:00:37 pm »
Then what is used to seed rand() ?

34
Development / Plugins need to check if they are loaded?
« on: February 27, 2011, 02:42:06 pm »
Why do plugins need to check if they are loaded already?
Isn't that a thing general enough for the plugin loader to take care of?
If i am not mistaken all plugins use the very same code to do that check,
so why not put it to a place where it is done for all the plugins automatically?

35
Development / Re: User permissions/groups
« on: February 27, 2011, 02:21:46 pm »
XML is a pretty good format to reflect tree-like structures, but i personally hate having to write all those XML tags, <>, stuff like that just to get my config done.

Even your compressed forms are a bit bloated, i mean you can of course compare the compressed XML with the uncompressed flat file, but that's not a fair comparison.

I'd rather go with the standard mineserver config file format.

Make it like
Code: [Select]
permissions.admin = ("*");
XML will never be able to beat that for sure. In my opinion it's much more straigh forward.

-- Ligustah

36
Development / Re: Redstone / Snow Worlds
« on: February 23, 2011, 11:07:34 am »
Oh, thanks a lot.
I guess i'll have to idle around on IRC then :P

37
Development / Re: World storage
« on: February 22, 2011, 11:35:19 pm »
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.

38
Development / Re: Redstone / Snow Worlds
« on: February 22, 2011, 03:39:50 pm »
I'm sorry for reviving this thread, but i'd like to ask if there is some sort of timeline for
the development of redstone mechanics. I couldn't find a mineserver repo on Dilaz' github
and i couldn't find a forum account for him around here either, so i'm just being curious.

Thanks in advance.

39
Development / Re: Moron help ;)
« on: February 07, 2011, 02:47:31 pm »
If you are familiar with SVN (especially when it comes to GUIs) you might want to have a look at TortoiseGIT: http://code.google.com/p/tortoisegit/

It's much like TortoiseSVN, in case you've ever used that one.

40
Support / Re: Bukkit
« on: February 07, 2011, 02:41:53 pm »
No. But there is a discussion about that over here:
http://mineserver.be/forums/index.php?topic=106.0

41
Plugins / Re: The new Plugin API
« on: January 29, 2011, 01:21:02 pm »
In my opinion bridging to Java plugins would somehow defeat the purpose of Mineserver.
If i am not mistaken it is supposed to be a very lightweight and fast server, while Bukkit
is more like a mod of the original server.
I would rather like to see a feature-complete Mineserver, which is easy to add plugins to than one that is beaten into an interface just to meet compatibility with a bunch of stuff already done. I mean the whole idea of Mineserver was to create a complete re-write that is focussed on performance, so why should the devs bridge to plugins that are not really optimized for how Mineserver works?

Don't get me wrong here, i'm a fan of http://en.wikipedia.org/wiki/Don%27t_repeat_yourself but i do think sometimes stuff has to be thrown away to get things forward. Backwards compatibility (i do consider the java server inferior here indeed) is not an option, in my very humble opinion.

If at all, it is a thing to achieve when Mineserver has all caught up with the original Minecraft server.

42
Discussion / Re: Um how do i fix this and setup my server
« on: January 07, 2011, 04:06:26 pm »
If i remember correctly there is an option in VC++ that allows you to statically link in the redistributables, or some other way of avoiding that runtime dependency.

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