In multiplayer? I'm not talking single player mode, I'm talking full internet multiplayer.
- Keybounce
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Jun 30, 2012Keybounce posted a message on Snapshot 12w26a Available For TestingPosted in: News
In multiplayer? I'm not talking single player mode, I'm talking full internet multiplayer. -
Jun 29, 2012Keybounce posted a message on Snapshot 12w26a Available For TestingWhat I want to see in 1.3:Posted in: News
1. Fix the lighting bugs! We have light level 0 in the daytime under overhangs, and that means mobs spawning when you should be safe (2 creepers from nowhere! Ouch!). Fix the phantom-light when a mini-chunk has light data and no block data.
1b. Give us a "/relight" command. Increment a light generation number; then, any chunk loaded with a lower generation number gets recalculated. Recalculates all loaded chunks, and then recalculates new chunks as they are loaded.
2. Throttle the server! Teach it to only run N (probably 4) ticks and then stop until the clients it has been told to listen to all report ready. At a minimum, if I'm opening my single player world to a LAN, I want every machine on the LAN to be a leash on that. No more "My game clock, as reported by what's my light level, just jumped forward an hour because I had a lag spike".
3. Throttle the entities! Right now it seems that every entity wants to generate 20 updates per second, regardless of the importance to the client. When a 21b "single player server" died, my "single player client" went from 2-3 fps to 30+ fps (short render distance, in a cave, with F3's C: figure in the 90's.)
4. Do Not Have The Client Lie To The User! According to 17a's (?) snapshot log, the client now recalculates lighting on it's own, independently of the server. That means the client will think "That area is lit by the sky", and the server will think "Gee, I see light level 0".
It's one thing for the server to say "Recalculate light at X/Y/Z". Fine. That way they stay in sync.
It's something else for the server to say "I just recalculated here, but you recalculate on your own somewhere else".
5. So ... we just saw the fix to some sand and gravel duplication bugs. Elsewhere, I called for an end to mob grinders by simply turning off spawns in a small area when mobs are killed or seriously injured by the environment and cannot attack the player. ( http://www.minecraftforum.net/topic/1278322-proposal-eliminate-mob-grinders/ ). I was poo-poo'd by people saying "What does it harm if someone can grab lots of goodie drops from a mob farm?". We just saw Etho (#160?) make a free stack of TNT from 4 stacks of gunpowder (and 5 stacks of sand, naturally) from a cheap grinder. Why is it ok to say "Fix the block freebies", and not ok to say "fix the item freebies"?
6.lol, What he wants is a simple button that would simply create a public server, as we all know that's BS
No, it makes a great deal of sense. Right now -- Despite the claim that the goal was to make the two code bases the same -- we still have two different code bases for the single player and multiplayer games. The two are much closers, but they have different slash commands, different config parameters, different ways to control who gets on/who does not, etc.
So why not have a simple "Generate a public access server.properties, and source it; open up to the public"?
7. Hey, Vechs finds that trying to set a world to "peaceful" when there's hundreds if not thousands of silver fish doesn't get rid of them all. Just imagine what happens if he does have a spawner release poisoned silver fish to call forth lots of reinforcements all at once. Etho's Hyperspawners are nothing in comparison. But "peaceful" needs to work! (V58?)
8.It's a bug not their fault you lived using bugs because you cannot play the game the way it was meant to be.
And again, mob grinders to get free items and free XP at no risk and no cost is not how the game was meant to be played. That would be creative mode, not survival mode.
9. I still want wandering traders that come to you, and charge very high rates for delivery service. ( http://www.minecraftforum.net/topic/15617-idea-about-traders/page__view__findpost__p__12330837 ).
10. I still want the villagers to alter their trade offers based on supply/demand ( http://www.minecraftforum.net/topic/1253062-npc-trading-brainstorm-thread-add-your-ideas/page__view__findpost__p__15823395 )
11.mobs now spawn on half slabs ???
I seriously hope the don't consider adding THAT to the final version
YES! I actually want to see mobs spawn anywhere that they can stand. No more "Has to be air on top of opaque". No more "Cannot spawn in a field of wheat".
I even want to see zombies spawn in the top layer of dirt, rising out of the graves ... (have I posted that idea yet?)
12. I want to enable the seed on my server! I know that some people want to have the seed disabled to prevent people from "peeking" around on the map in single player. I know that for some servers, disabling the seed is important. But for others? Right now I have to grab it out of the logs and have my players type it in (for slime chunk detection). -
Jun 26, 2012Keybounce posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperI've seen a lot of people say "Use forge", or "Use bukkit".Posted in: News
I think Mojang should learn from Forge and Bukkit.
I think that any new API should be "From scratch" based on what is now known and learned.
I think that Mojang is in the unique position of being able to decide to release the API spec/call interface of existing stuff in Minecraft, including the stuff that is incorrectly identified/labeled in MCP.
Should Mojang say "Lets use an API designed and made by someone that didn't fully understand minecraft, based around a design from last year, when we've gone past that and moved on to new things"? No.
There is no such thing as a single player mode anymore. There is no such thing as the user interface triggering something on the server. There is no such thing as "I'm looking at a chest, I can open it" -- instead, you have "I'm looking at a chest, I'll ask the server to open it at some point in the future".
Any old API will have baggage.
It has to be new.
It SHOULD be on that learns from what came before, both what works well, and what fails.
What fails.
If you cannot identify the BAD PARTS of the existing API's -- Modloader, Modloader MP, Forge, Bukkit, MCPatcher, Serge's MCPC system, etc -- if you cannot tell what mistakes people have made in the past, then you'll repeat those mistakes again in the future.
That has to be lesson #1. -
Jun 26, 2012Keybounce posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: NewsQuote from EvilSeph »but we encourage you to prepare some of your own topics of interest for the discussion for you and us to get the most out of the opportunity.
I will start with this topic thread:
http://www.minecraftforum.net/topic/1127382-mod-api-ideas-and-concerns
Quote from ZeroPoint
For a start, just import forge and FML into minecraft. Then you can work on adding extra APIs that are mainly optional as and when required. All you really need are the calls provided by forge, although possibly with addons for worldgen.
PLEASE, NO.
Forge is great for most computers and systems.
But FML is a disaster for older systems.
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RML (Risugami's Mod Loader) works (-ed?) fine, and happily, on java 5 machines. And some machines cannot do more than java 5. There are dual core G5 high-end video processing systems out there, that are more than capable of playing this game. There are plenty of G4 laptops and desktops that can do an acceptable job of playing.
RML works in J5.
Forge relies heavily on generics, that are J6 only -- so forge mods cannot work in J5 systems.
FML currently is J6, and if/when I get a development environment set up (given that my current focus is on Lets Play's, that will not be fast, and given the apparent complete lack of documentation on getting started that I can find, even slower) it should not be hard to port FML to J5. But the people who know it consider that to be pointless, and won't even consider it.
The combination of FML + forge dictionaries -- ores, leaves, etc (Water? Fluids? I know, off topic here.) -- is enough for many interesting mods. It won't cover everything, obviously. But it's a subset of the full system that could run on all machines.
And this is the key observation. Subsets.
One API subset that is able to run on all clients, based around a J5 modloader, that is able to handle the display of new blocks and items, and new recipes.
One API subset that runs on all servers, based around a J5 API subset, that has the ability to implement new blocks and recipes on the server -- including single player server.
And an API superset that runs on some servers, based around the J6 API.
But the key point is strict subset/superset. Any mod can start as being written to the J5 section. Any mod that only uses the J5 section can be compiled to J5, without needing to be J6.
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Major API concern to toss out, for you to think about: At the same time that the whole "single player server" system was supposed to eliminate the code differences between the two versions, you actually introduce new differences. Some of the multiplayer commands are not the same as the single player commands. The "all in one process" model helps performance, but results in slightly different behavior than two separate processes. No idea where to go from that observation.
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And before you insist "A g4 laptop? Dude, that's way too old", recall that 1.42 GHz, with a dedicated 3d card (NVidia 9200 for older desktops, 9550 for newer laptops, and even better for the next generation I didn't get), is well over the minimum requirements, and almost the full recommended.
Equally, any pretense that "Separate server requires more processing power" should read this post (as well as the discussion on the prior pages):
http://www.minecraftforum.net/topic/1209332-sspsmp-merge-what-it-means-for-you/page__view__findpost__p__16027994
Quick Summary: The server has a hard-coded tick rate, and will not slow down. It can be taught to be on a leash easily, and can learn to adjust its tick rate down (that's less easy :-). -
Jun 25, 2012Keybounce posted a message on 12w25a Snapshot Ready for TestingAs an owner of a PPC mac that runs J5 and has, up until now, run Minecraft without much trouble, I am upset at the latest happening here.Posted in: News
The news article on minecraftforum.net is claiming that the separated server version must consume more resources and run slower, requiring better hardware. Maybe, maybe not. (With the server running as a separate thread in the same process, most of the forced IPC overhead is actually not there -- in particular, with no process change there is no TLB/cache flushing.)
The system requirements at minecraft.net have changed, and now specify java-6 as the minimum; those of us with J5 macs are now "cut". And, the question has to be: Why? (1)
I am not disputing that the current client/server architecture cannot keep up with slower machines.
That does not mean that it has to be that way.
Please see this post: http://www.minecraftforum.net/topic/1209332-sspsmp-merge-what-it-means-for-you/page__st__160__gopid__16027994#entry16027994
This isn't new. I had raised these issues several versions ago. Raising the system requirements because your programs are <redacted> is not the answer. Changing the software to work better is.
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(1): I am aware that both FML and forge require J6, currently. While all of forge may be "no alternative", RML (Risugami Modloader) works just fine with J5, and I'm sure that FML can be made to work in J5. Once you've got the ability to load mods, then you can play -- and yes, some mods will work, some won't -- that's exactly the situation we have now. -
Jun 21, 2012Keybounce posted a message on 12w25a Snapshot Ready for TestingPosted in: NewsQuote from McKathlin
Being able to place more things on upturned half slabs and stairs is nice, if you're using those for decorative purposes.
I'm happy that stairs in all flavors of wood will be included. This is probably where the multi-coloring of blocks using the wood-plank texture will stop, because to make fences of different colors, they'd need to differentiate sticks by wood type. However, if they start coloring log cross sections differently based on log type, that would be pretty cool.
Quote from Saiyan197
I know that coloured fences wouldn't really be possible because they are crafted with sticks, but maybe different fence colours can be crafted by adding a differently coloured plank into the crafting grid when making them. It would make them cost more, but we would have our wish of coloured fences.
Change the middle column of fences from 2 sticks to one plank, and you get the same material cost and the ability to make colored fences.
Next is colored fence gates.
Quote from Craftable
If you buy picks from him is he gonna have infinite picks? I don't think so. And do you think someone who has bought a stack of wheat going to buy more from you? It only makes sense that this 3-per-deal rule exists.
Makes more sense that as you flood the market with stuff you sell, the price will drop; and, while buying out the stock may temporarily remove that, it will also drive the price up when it does return.
See http://www.minecraftforum.net/topic/1253062-npc-trading-brainstorm-thread-add-your-ideas/page__view__findpost__p__15823395
No, but you can place it on the top of upside down blocks
* Forum bug *! These news articles do not have a "preview" button, only post. Hope this looks right. -
May 13, 2012Keybounce posted a message on Snapshot 12w18a Is Here For Testing!You misunderstood me.Posted in: News
Quote from King Korihor
I'll try to say this as clearly as I can. The purpose of merging SSP with SMP is not to add a feature where your friend can play with you from time to time in your "local" or "single player" worlds. That is merely a side effect that is perhaps useful for many players.
Instead, the purpose of this is to simplify game development so Jeb and his crew doesn't need to keep updating two version of Minecraft every time they update the game. ...
I know that. I was responding to someone who said that "The sooner cracked clients are rendered useless, the better".
You cannot tell a "cracked client" apart from someone with no network connection, or someone who is not using the official launcher. The official launcher takes your name and password, computes a hash that changes every time, validates you with mojang, etc.; and then runs the client as a sub-process (applet). That subprocess sends the hash to servers when you log in.
If I have no internet connection (local lan, for example), I cannot compute a new hash.
If I'm using a shell script to run the client, instead of the official launcher (allows me to hit ctrl-Z to stop it and let the fan cool my computer, or otherwise stop consuming resources if my system is active), then I cannot compute a new hash every time -- and asking magic launcher to run login code and then expose it in the ps list is the only way I can fetch the always changing password -- does not always work.
I said:1. I've got a server that I play with a friend. But my ISP is really bad -- about 20-30% of the time I have no internet connection. So by setting my system to be an offline server, I can play on the same world solo even when I don't have an internet connection. -
May 7, 2012Keybounce posted a message on Snapshot 12w18a Is Here For Testing!Posted in: NewsQuote from Rufus
With any luck, yes. The sooner the cracked clients are rendered useless the better.
I'm sorry, what?
Lets step back one moment: Offline servers let people play without talking to Mojang, to verify them.
Alright. Lets look at me and my own system:
1. I've got a server that I play with a friend. But my ISP is really bad -- about 20-30% of the time I have no internet connection. So by setting my system to be an offline server, I can play on the same world solo even when I don't have an internet connection. Forcing me to validate myself each time I want to play would mean that I can no longer play without an internet connection. (Remember: Attempting to move a world from multiplayer to singleplayer means your "player" information is lost and you restart at spawn with no items and no experience).
2. I can also log my PPC G4 Mac in, as "PackMule". With Optifine, it can run a local single player game just fine -- but multiplayer is as bad (or worse) as no optifine. (Something about less than 20 FPS resulting in major issues ...). But as a slow, dumb mobile storage space, that cannot defend itself, that is constantly lagging behind us as we move through the dark tunnels? Works just fine.
Now, you might say that #2 -- running a second copy of the client on an adjacent machine -- is pushing the limits of the license. Fine.
But what about case #1? Are you going to say that I can no longer play without an internet connection just because I want my friend to play with me at times? -
May 2, 2012Keybounce posted a message on Ever Wondered About SMP Server Traffic?That "Kaboom" really does look like global thermo nuclear war.Posted in: News
Chess anyone? -
Apr 20, 2012Keybounce posted a message on Minecraft Snapshot 12w16a Available For Testing!Posted in: NewsQuote from DR6
... 20/04/12 15:10:52 [0x0-0x210f10d].com.apple.JarLauncher[19711] Exception in thread "main" 20/04/12 15:10:52 [0x0-0x210f10d].com.apple.JarLauncher[19711] java.lang.NoClassDefFoundError: org/lwjgl/LWJGLException 20/04/12 15:10:52 [0x0-0x210f10d].com.apple.JarLauncher[19711] Caused by: java.lang.ClassNotFoundException: org.lwjgl.LWJGLException 20/04/12 15:10:52 [0x0-0x210f10d].com.apple.JarLauncher[19711] at java.net.URLClassLoader$1.run(URLClassLoader.java:202)...
I'm on a 10.6.8 Mac, with 1GB of RAM, a 2 GHz Intel Core Duo and a GMA 950 graphic card.
The version of LWJGL that you have, and the version that the game is written for, are incomplete/do not match.
Either your LWJGL got clobbered (reinstall it), or the new jar is for a different version (download it). -
Apr 9, 2012Keybounce posted a message on Minecraft Minute: Skyblock SurvivalPosted in: NewsQuote from ssssfire52
Ok so skyblocks has become just about the most over done map out there. Ya it's cool but it's old and making new version just drags out its long and painful death. Why don't some people come up with a new challenge/map that has all the awesomeness skyblocks had. There are so many things you can do with minecraft I'm sure we can find another idea that incorporates adventure from a new angle and a crazy challenge that prevents it.
Alright, what kind of ideas would you suggest?
Skyblock is fundamentally about patience, and some game mechanics that are rarely used in normal play.
What kind of goal would you want?
What kind of "challenge that prevents" that goal would you want? - To post a comment, please login.
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When I tried growing a rainbow tree from a single sapling, it did not grow for me.
What did you do that let you grow from one?
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So I forgot to publish episode 10 from the (now restarted) dev server.
Watch on YouTube
This starts with showing off the Last Millennium nexus. Or, since it was restarted a few days after this, the last Last Millennium nexus. You could even say the final last Last Millennium nexus :-). Having died, and found holes, I try to see how safe it is now. Safe enough, as long as you don't go crazy with Parkour games.
Next, a look at the glowing trees, and a bit of song tribute. Someone said that they simulate the wind blowing. From that, to "Anyway the wind blows", to people singing a pair of songs.
Since I'm still learning how rope ladders work, or don't work, I show off some ways to fall.
I show off the Moonworm Queen, and hopefully show you why I consider it one of the most powerful items from the twilight forest. (And he thought 2000+ shots would be enough for the whole game ... silly).
At the end, I show off an area that has been partially mined out, to show the areas that are potentially available for rooms. The intention was to get feedback as to where I should set up my underground base; now that that map has been reset, it's no longer relevant.
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So I forgot to publish episode 10 from the (now restarted) dev server.
Watch on YouTube
This starts with showing off the Last Millennium nexus. Or, since it was restarted a few days after this, the last Last Millennium nexus. You could even say the final last Last Millennium nexus :-). Having died, and found holes, I try to see how safe it is now. Safe enough, as long as you don't go crazy with Parkour games.
Next, a look at the glowing trees, and a bit of song tribute. Someone said that they simulate the wind blowing. From that, to "Anyway the wind blows", to people singing a pair of songs.
Since I'm still learning how rope ladders work, or don't work, I show off some ways to fall.
I show off the Moonworm Queen, and hopefully show you why I consider it one of the most powerful items from the twilight forest. (And he thought 2000+ shots would be enough for the whole game ... silly).
At the end, I show off an area that has been partially mined out, to show the areas that are potentially available for rooms. The intention was to get feedback as to where I should set up my underground base; now that that map has been reset, it's no longer relevant.
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I believe it requires a 2x2 of them.
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Could gravel ores be written as a placeholder motherlode, with a large number of child nodes, each of which is a small cluster that checks for a block of gravel to replace?
The thinking/intent: You place lots of gravel ores in/next to naturally occurring gravel blocks. When you find such a pocket, it's large.
But because the motherlodes are sparse, you won't find lots of them in general, unless you're someplace like the bottom of the ocean, or a gravel beach (aka stone beach biome).
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My "Think Canada" comment was entirely due to the idea that the sun is south at noon in Canada, plus Reika is in Canada.
While I am in the USA, I am far enough south that in the summer, the sun can be to the north, and generally "overhead" is a better concept than "south".
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How goes the rewrite with "through the mountains" support?
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As far as I know:
1. The particles are a clock. They point east at sunrise, west at sunset, and south at noon. Think "Canada" :-).
2. The wood can be burned. (Can't make planks or charcoal, yet. I hope charcoal will be possible in v11.)
3. You can plant them underground, and the leafs will act as light (and clock) if you leave one block of wood there. (Or sheers).
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That's quantum mechanics for you :-)
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Yea ... all the liquids do.
Issue: If you look at a vanilla water flow, it will look like it flows diagonally.
But the "dumb" way to make sure water/lava does not flow diagonally through cracks also prevents it from flowing diagonally where it should (partially blocked, like the edges of a diagonal river.)
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My rainfall code is pretty simple. If the base biome height is 0 or less (rivers, oceans, swamps, I think beaches, etc), then if the water level is below the vanilla base level, more is added. How much depends on the humidity value of the biome -- so swamps will recover faster.
It works really well in the overworld. Twilight forest, not so well. Mystcraft island world ages ... probably not so well.
It relies on a function "getAverageGroundLevel()". This is badly named -- it's actually minimum spawn height. Vanilla makes sure your spawn point is at least this high. It returns 64 in the overworld, but sea level is 62.
In almost every other dimension I know of, gAGL() returns sea level +1. Only in the overworld does it return sea level +2.
In twilight forest, things are a little less simple. Most of TF has (this is from memory) a sea level of 31, a gAGL() and "ground" of 32, so it is again +1. But in the swamps, sea level can be 30 in places. In either case, TF winds up filling noticeably lower than the proper sea level height.
I *really* need to give Eclipse another round of battle, and see if I can get my latest version out of the dev environment into something that can ship. My code should be up on bitbucket (goes to double check ...) ok, almost. All the code is there, but a tag at commit 531ef should be marked as the base for alpha 5. Maybe you'll have better luck than I did. Heck, maybe a month and a half later (now), I'll have better luck.
Biggest known issue: All of the fine tuning / warning messages are based on what my machine can handle. And, I've found that my machine is a lot better than most of the machines that try to run minecraft (seriously, when I saw what the 50 percentile server machine was ...)
For A5, if you get it to work, set NEAR to *0*. FAR will control what distance gets updated (no longer limited to 2 or 3), and it will update effectively round-robin. If you are trying to update too many chunks, each chunk will get updated a little less often (so the water runs in partial updates).
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Ha. Here is where I ended up on a medium continent = 40 map. I am directly above the "spawn" point.
Note that I am about 15K away from zero in both directions. The large island map shows a lot of land in the central 20K, but I missed all of it.
http://puu.sh/mZENZ/63bd6a3289.txt -- central map
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So, I just tested a medium continent = 20, everything else 0, world. The text maps are all dots.
My "spawn" was at 41186, -44175. Did you only generate that around 0,0, or around the relocated spawn?
EDIT: I'm getting all 4 numbers, not just "1". I have random biomes (no climate zones). Is this expected, or am I doing something wrong?
EDIT 2: Ha! Spawn salvage just landed me on a mushroom island! No trees.
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For inter-mod gating purposes, for RotaryCraft:
1. Is there something that takes 4 steam engines to make?
2. Is there something that can be made at the next tier of engine but not at the steam engine stage?
For 2, consider storing steam engines in an industrial coil and discharging.
I am thinking of the friction heater, but if there's something else that could work, that would be nice as well.
(The goal: If I cannot restrict RF power multiplication, I can at least put gating materials in the recipes for the troublesome RF blocks.)
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Hmm...
So if I have separate land masses true, then I have to have the seed frequencies low enough to avoid conflicts, yet large enough to avoid massive ocean crossings. That sounds too difficult.
What is the behavior if separate land masses is false?
Intended goal: land masses in the 4k+ by 4k+, but under 12K by 12K, that are primarily land -- not strips of land with lots of water. Target goal is that the inside of the continent should be at least 90% land (these seem like 50% ocean). Ocean crossings are ok on the 4K to 8K range (10K is barely acceptable; 20K is not). We'd like smaller ocean crossings, but if I understand CC's behavior correctly, it's impossible. Note that a 15K by 15K reach of "tendrils", with a 4K by 4K core, is acceptable.
Multiple 4K x 4K landmasses that touch/merge are ok; but where they merge, I'm assuming that the beach/ocean zones go poof and only land is left.
(NB: To me, a 4K continent is huge. To Reika, it's about as small of a single-person territory as desired -- apparently, you not only need at least one pylon of each color in your zone, you have to cannibalize a minimum of 2 of each color for the end-game, plus you really need 3 of each color for the end. So that's five of each color, 16 colors, and a maximum generation of once per 3x3 land chunks with "not terribly high" success. Zero generation in oceans.)