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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    After all that, I figured out the problem. If you put a leading "/" in your level-name, magic.dat fails to be accessed or created. For example, "/Games/minecraft/runecraftWorld/" screws it up, but "Games/minecraft/runecraftWorld/" works perfectly fine.

    Now I'm gonna go... play the mod.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from SuperLlama »
    Like I said earlier, check your permissions. Chmod is very powerful and can fix a lot of linux filesystem problems.


    However, it has no problems saving all the other data. I was wondering if you could implement an error message for when it fails to save this file (actually I'm surprised there isn't one).

    I don't think file permissions has anything to do with it. Even if I run the server using sudo, it doesn't create the file. I also just ran the server on a different computer and it also failed to create the file. I'm starting to think that it simply doesn't work in Ubuntu, and that it may have stopped working after one of your updates (like 1.4 or something).

    So, now I will try running older versions of Runecraft.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    I still can't figure out why magic.dat is not being created or saved at all. It's unfortunate because needing to relink teleporters and waypoints every time I want to play almost defeats the purpose of having teleporters at all.

    I'm on Ubuntu 10.04.

    I think I will try to run the server on a different computer running Ubuntu and see if it has the same issue.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from FrostyWolf »
    O yeah! make sure that you are closing the server with the "stop" command, or issuing a save-all.


    Stopping the server, and using the save-all command, both fail to update the magic.dat file. If the magic.dat file isn't in the folder, it doesn't create one. Looking at the one I have in there now, it hasn't been modified since about 8pm yesterday.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from FrostyWolf »


    Teleporters and waypoints do not need to be re done thru server resets. I just tested right now to make sure it wasn't a new bug introduced with 1.6, and all my teleporters are working fine thru server resets. Do you have magic.dat in the world folder?



    Yes, but it seems the game isn't updating it. I moved it to another folder, and a new one hasn't been created.

    Actually, when I updated Runecraft from 1.4 to 1.51, the game was crashing when somebody right-clicked on a waypoint. I fixed it by making sure I used the original minecraft server jar file and updating the class files again. I'm using 1.6 right now.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Is it possible to create custom recipes? Someone suggested a rune that would create a large glass tower or something over top of the nearest mossy cobblestone area. I was thinking it would be pretty cool if you could create a compass (the kind you hold in your inventory) which points to the nearest mossy cobblestone area at the time you created it (so it would only point to one location). Then perhaps when you've destroyed the mob spawner, the compass disappears or simply becomes useless.

    You've said that searching for one of these areas is impractical, but I know of another way to do it. You could make it so that when a mob spawner is generated, its location gets added into an array or a list. Then when you create the compass, it only has to traverse this list to find the closest one. Unless the map is huge, I wouldn't expect there to be that many spawners to check.

    Now, having said all of that, there's probably more useful/interesting runes to create than this. I just wanted to share my thoughts on how this might be done.

    Also, great job on the mod so far, I love it. Do the waypoints have to be reactivated when the server is restarted? It's kind of a pain if that is the case, because I was planning on making a hidden dungeon in a very far away area with a waypoint that only I would have access to. If I'm not in there when the server is restarted, then I may be unable to find that dungeon again.

    Edit: If I link a teleporter to a waypoint, and then restart the server, when I try to use the teleporter, it just says "Teleporter accepted" but it doesn't teleport me.
    Posted in: Minecraft Tools
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    posted a message on WHATS WRONG WITH ALPHA??????????????
    On my laptop, with an Intel chipset, it runs at about 15 fps. I also have a desktop with an Nvidia Geforce 8500, but a slower CPU, and even though it runs faster most of the time, it gets an inconsistent framerate due to chunk updates taking longer for the CPU to handle. (Using the Limit Framerate option doesn't help)

    So, I play on my laptop, with a crappy framerate, because a consistent framerate is better than a horribly inconsistent one.

    In order to get a great framerate on Minecraft, you have to have a decent GPU and a decent CPU. You can't just have one or the other. It's kind of sad though, considering some of the other games I've been able to play at decent speeds, and the fact that Minecraft doesn't exactly have amazing graphics. I wonder if Notch could somehow optimize the chunk updating process, as that would help a lot.

    Somewhat off-topic: I really dislike how I can't see the sun or the moon with the view distance set to Short or Tiny. It's impossible to tell what time of day it is. But I guess that's just how Fog works...
    Posted in: Alpha - Survival Single Player
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    posted a message on 50k Units* Sold
    According to my calculations, this means Notch has made approximately $650,000. Not bad for an unfinished game!
    Posted in: Alpha - Survival Single Player
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    posted a message on The Imperial City
    This project is indeed awesome. I highly recommend you set up an SMP server for it, at least after Notch fixes some things. Progress would speed up by a lot if multiple people could work on it at once. Eventually, the city would be completed, and everyone could start working on other parts of the TES landscape.
    Posted in: Alpha - Survival Single Player
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    posted a message on List of known Bugs Thread
    I am unable to walk through wooden doors that are open.
    Posted in: Alpha - Survival Multiplayer Discussion
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