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21
Support / Distributed load?
« Last post by lordkitsuna on May 11, 2013, 01:48:18 pm »
Hi, how do i go about setting up the Distributed load feature mentioned on the mineserver 2.0 post? I cant find anything about it.
22
Discussion / Re: Is it still alive ?
« Last post by Fador on April 07, 2013, 06:28:04 pm »
I'm not currently working on anything special.
http://mineserver.be/wiki/ToDo has a list of missing features but the page might be outdated. And of cource all the new minecraft features are not there.
23
Discussion / Re: Is it still alive ?
« Last post by DevilGeek on April 06, 2013, 11:29:49 pm »
ok i will try when i got some times.
Can i ask you what are you currently working on ?
and what's the missing features ?
24
Discussion / Suggestion
« Last post by ntamas on April 05, 2013, 04:06:23 pm »
Can you help me?
i have a good idea a bukkit server converted to c++
http://laboserver.atwebpages.com/home/
support bukkit plugins
and faster than bukkit :D
but this project is dead :(
can you help me?

i can pay for it :D if you create
25
Discussion / Re: Is it still alive ?
« Last post by Fador on April 05, 2013, 09:45:05 am »
We use cmake, so you'll need to install that. You also need to install required libs (those should be in the github readme-file) if they are not already installed.
Then just use "cmake ." and after it's finished you can "make"
Binary output is at bin/ but you will also need to copy files from files/ to bin/ (that includes configs and recipes).

Good luck! ;)
26
Discussion / Re: Is it still alive ?
« Last post by DevilGeek on April 05, 2013, 12:37:09 am »
Ok, cool i will try to do some things..
Just one question, how can i compile what's on your github under linux ?
is there a makefile or something ?
27
Discussion / Re: Is it still alive ?
« Last post by Fador on April 04, 2013, 02:46:14 pm »
Sure the project is still alive =) I'm working on mineserver whenever I have some time... And I try to keep it working with the latest client in few days after update is available ;)

You can write a plugin to set spawn location, but commands-plugin already has /setspawn but you'll need to have op or admin permissions. I also changed the plugin recently not to show commands in /help which you cannot use. Check here for complete list of commands.
You can upgrade yourself to an admin in the mineserver.be -testserver using "/auth password" ..since the server is for testing

Someone also made a rollback plugin but I don't know if it's still supported =/ But there should be all the needed things in the API.

There are still bugs and a lot of missing features but you _can_ use mineserver for normal building etc..
It's relatively stable but it does crash sometimes, I'm trying to fix all of those bugs as soon as I notice them and have time to do something about them.

It would be nice if someone actually used the software and reported back if bugs were found ;) And I'm willing to help with any problems you might have with the server =)

(I'm Finnish and my english might be quite bad sometimes, it's ok ;) )
28
Discussion / Is it still alive ?
« Last post by DevilGeek on April 04, 2013, 03:46:04 am »
I, i'm really interested in this project, is it still alive ?
and if so is it stable enough for 24/24 ~20player server ?
i've some C++ skill, is it possible for me to write a plugin to set spawn location?
and do plugins API provide things for interact with blocks
(for a rollback plugins)

Thanks. (sorry, English is not my native language)
29
Plugins / Re: [plugin_api] Is there any way to get the items "id/alias" list?
« Last post by Fador on March 24, 2013, 02:32:17 am »
Oh yes, the documentation is quite poor =/
Usually when someone needs a new function, we (or the one who needs it) will just add it.. So those plugins are the only way to check how it should work ;)

But anyway, if you need some info from the server you cannot get, just ask and we could add it to the API.
30
Plugins / Re: [plugin_api] Is there any way to get the items "id/alias" list?
« Last post by katel on March 23, 2013, 12:34:23 am »
I found some information in the plugins source code, but it really would be nice in the doc.

Thank you again.
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