Well, subject tells it all. My friend is hosting a server with a 512x512x256 map, and nobody can connect to it. It gives Java errors about buffer overflow. The exact message is: java.nio.BufferOverflowException. We suspect this is a RAM issue as the server currently has only 512 MB of memory (on the other hand, it is running Ubuntu's server version and only has MC and an unused Mumble server on it).
We originally had a regular map and it ran fine, but just wanted to make sure a map this large doesn't need some special adjustments. The original error was something about insufficient memory and caused a simple red screen error to the client, but we then changed Java's maximum memory usage. However, then this one I'm talking about came up. It just freezes the application you try to connect with and shows the error on the server.
So, do I just have to force my friend to scout his basement for additional RAM or can anything else be done?
Well, subject tells it all. My friend is hosting a server with a 512x512x256 map, and nobody can connect to it. It gives Java errors about buffer overflow. The exact message is: java.nio.BufferOverflowException. We suspect this is a RAM issue as the server currently has only 512 MB of memory (on the other hand, it is running Ubuntu's server version and only has MC and an unused Mumble server on it).
We originally had a regular map and it ran fine, but just wanted to make sure a map this large doesn't need some special adjustments. The original error was something about insufficient memory and caused a simple red screen error to the client, but we then changed Java's maximum memory usage. However, then this one I'm talking about came up. It just freezes the application you try to connect with and shows the error on the server.
So, do I just have to force my friend to scout his basement for additional RAM or can anything else be done?
Yes, more Ram.
Think of it like this, You're running an image that is 131072x131072 pixels big. (512*256)x(512*256) along with extra abilites and people joining. You ever try running an image that big? 0-0
Rollback Post to RevisionRollBack
Co-Founder of the PokeCraft Pokemon World Mapping Project
Also known as 'Rils'
We did some tests and it went really interesting. My friend tried hosting the server on his desktop (which is a very good computer, Intel's quad core and 4 gigs of ram). Same error. Also, it's not even using all that much RAM. Here's the screenshot:
No server can host any map whose file is much more than 1 megabyte. I don't know why, exactly, but that's just how it works. More complex maps = bigger filesize, so a complicated map of that size will almost certainly fail.
The client uses parameters which limit the memory it can use to 756MB (I think, or 512MB... something like that).
With Firebug you can over-throw this.
Firstly it most of the time boils down to the downloading and unzipping of the map file that causes an overflow rather than the map file itself.
A 512x512x256 map that's empty SHOULD cause you no problems at all. But random noise filled map will be insta-overflow.
You'll have no luck with the map unless it is editted to take up less memory. Either by simplifications of the map or by compressing it's size... if physics are expendable I suggest 384x512x256
We also tested with 512x512x128 now, got overflow as well but at 90% loading instead of 50%. Anyways, we want to keep the physics so I don't think 386x512x256 is an option... Physics would stay with 386x384x256, right? Althou we need some other map editor to make that, ZOMG doesn't have the option.
We originally had a regular map and it ran fine, but just wanted to make sure a map this large doesn't need some special adjustments. The original error was something about insufficient memory and caused a simple red screen error to the client, but we then changed Java's maximum memory usage. However, then this one I'm talking about came up. It just freezes the application you try to connect with and shows the error on the server.
So, do I just have to force my friend to scout his basement for additional RAM or can anything else be done?
Yes, more Ram.
Think of it like this, You're running an image that is 131072x131072 pixels big. (512*256)x(512*256) along with extra abilites and people joining. You ever try running an image that big? 0-0
Also known as 'Rils'
And here's our map file, generated with ZOMG: http://dl.dropbox.com/u/1010921/server_level.dat
Former #minecraft channel operator.
Are there some server modifications which could help?
With Firebug you can over-throw this.
Firstly it most of the time boils down to the downloading and unzipping of the map file that causes an overflow rather than the map file itself.
A 512x512x256 map that's empty SHOULD cause you no problems at all. But random noise filled map will be insta-overflow.
You'll have no luck with the map unless it is editted to take up less memory. Either by simplifications of the map or by compressing it's size... if physics are expendable I suggest 384x512x256
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
386/16=24.125
No, 384/16=24, yes.
384x512x128?
384x384x128
Unfortunately sometimes physics only half work on those map sizes. Don't ask how or why.