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    posted a message on Bukkit/Forge?
    For whatever reason, there exists bad blood between Bukkit and Forge, and from what I've seen from researching the subject, most of the negativity has been from the Bukkit camp, who pseudo-politely told cpw to take a running jump when he proposed that both projects try to come together to some extent - the vibe I got was that team Bukkit is actively hostile toward all things Forge because Forge appears to be perceived as a competitor, and since Bukkit was first to build a workable serverside API they had all of the the glory and weren't about to give it up for some upstart. Sadly, since then, it looks like Bukkit development has started to stagnate but Forge is on a tear (Bukkit started as server-only, while Forge built up a strong base in the SSP world and is now unified-SSP/SMP friendly), and mod authors are swinging from primarily-SSP modding solutions like Modloader, et al toward Forge support in increasing numbers.

    TBH, all of the drama is pointless and serves to do nothing but frustrate server operators (oh God does it ever!) and players (who have to deal with the issues that stem from make-work efforts on the part of the server ops to provide what they're wanting). If Mojang would get off their collective backsides and put down some work on an honest-to-God SSP/SMP modding API so modders don't have to take sides in what looks for all the world like an ego war, all of this would be put to bed. And it's not like Mojang didn't hire a couple people from the Bukkit team just for that purpose (reportedly) or anything. But alas, apparently updating redstone functionality is now more important, just as adding things like fireworks and picture frames was for the last "big" update, than standing by your word to make modding more practical. Notch and his crew have achieved great things, including a level of success that will likely not ever again be duplicated by an indie developer, but they are in continuous "drop the ball" motion on this.


    As for Bukkit/Forge interoperability on one server, the closest thing that's actually working right now is to either use the Minecraft Port Central project's MCPC-modded CraftBukkit server variant, or use a Forge-modded vanilla server and BukkitForge, which like MCPC aspires to bridge the two APIs to some extent. Basically you'll have to add a bridge for Bukkit support into a Forge server, instead of trying to do it the other way around, as there's no real workable path to do so in reverse (e.g., by adding Forge to a Bukkit server, which tends to blow up spectacularly). That's what I'm doing with my game community's Feed The Beast/MindCrack server so that we have support for Bukkit-only mods in addition to the Forge FTB/MindCrack stuff. It's hardly perfect, though. For example, WorldEdit gets confused by new block IDs from mods like IC2, BuildCraft, and RedPower. And permissions are a right pain in the **** as you have to either make a Bukkit-based permissions handler work (the ForgeEssentials folks are adamant about not supporting anything even smelling like Bukkit, so FE's out if you have to use any sort of perms on any Bukkit mod) or try your luck with one of the for now very few existing Forge-based perms mods (I couldn't get the Forge-ported PermissionsEx to work, and FE's perms are Forge mods only and that won't help you if you need Bukkit mods because of a lack of Forge-native equivalents).
    Posted in: Server Support and Administration
  • 1

    posted a message on Camera Studio [V2.18] (standalone - MODLOADER - FORGE) (VIDEO RECORDER)
    For those of us running with Forge (or Feed The Beast, which uses Forge) instead of Modloader, I got CameraStudio to work (more or less) with FTB/Mindcrack 8.0.1 (Forge 6.6.0.515 on MC 1.4.7)

    0. Download the latest version of CameraStudio and the video recording dependency pack.
    1. Launch the FTB Launcher.
    2. Click the "Edit Mod Pack" button.
    3. In the "Mods" tab, click the "Add Mod" button.
    4. Navigate to the CameraStudio ZIP, select it, and click OK.
    5. Repeat steps 3 & 4 for the dependency ZIP.

    Optional but now's the time to do it:
    O1. Download the latest Optifine.
    O2. Click the "JarMods" tab.
    O3. Click the "Add Mod" button.
    O4. Navigate to the Optifine ZIP, select it, and click OK.

    6. Close the editor window and launch FTB.
    7. Once you're in game, if all went well you'll see CameraStudio's version ID in the text chat. Press O and configure as desired.

    NOTE: This is a buggy combo since CS doesn't officially support Forge - I had it record fine one time and crash the client the next. So, YMMV. (Hey Sushen, any chance of Forge support?)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from ForgeEssentials

    ForgeEssentials is in NO WAY compatible with BukkitForge... at all.


    Then that will be a problem. With the improvements to BukkitForge that have come along recently (e.g., automatic porting of bukkit mods via srgtools), coupled with the fact that the majority of plugins are still running on Bukkit, at least for the short term peaceful coexistence is a necessity.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Found a potential bug but I'm not sure if it's FE or BukkitForge or both:

    I'm using built 187 of BukkitForge as a bridge to load a few extra plugins, and one of them is Performance Monitor. I've added the relevant permission for Performance Monitor via "/p group owners allow pmonitor.showstate" and the permission "pmonitor.showstate" shows up as allowed when I do a "/p group owners perms", but trying to fire the showstate command triggers "[PerformanceMonitor] You are lacking permission pmonitor.showstate!"

    Interestingly, I imported the permission node for Performance Monitor into a "moderators" group by manually editing the 1.1.0 export file before importing it into 1.1.1, and one of the mods has reported having access to Performance Monitor.



    Also, I assigned _ALL_ to the "owners" group, yet I don't have all perms. I do a "/gamemode" on myself and get a no-perms error.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Is permissions inheritance working? The 1.1.0 export looks kinda strange.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Malkierian

    _ALL_ checking was shown to be broken earlier, I think. Next recommended should fix that too.


    Ah, okees. Any ideas on why it won't even show the appropriate prefixes for admins/owners?



    Quote from khaleel543

    I was wondering if you can implement Tpa and Tpaaccept and Tpadeny that would be awesome if you can.
    Also I was wondering if there was some kind of inheritance systems for the perms if not it would be awesome if you can put it in.
    Khaleel


    There is a "parent" option for each group ("/p group _groupname_ parent set _parentame_"), although I don't know if parental inheritance is implemented yet.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Malkierian

    I think you're having a similar problem to what someone else on IRC was, WebMaka. When we push out 1.1.1, I'll need you to test it again.


    I'm F5ing the release list like a maniac, hehehe...

    BTW, aside from having to manually recreate the groups/perms, the only issue I've encountered is that I'm showing as a member of the owners group when I do a "/p user _me_ perms", but have no permissions and my prefix doesn't show up. (I had previously done a "/p group owners allow _ALL_".) The head admin on the server is getting the same.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from ramdor

    Rename your export folder, to 'import'... set that flag that you mentioned, start server, job done

    Not tested if it actually does anything though tbh with you ;)


    Aside from copying the export folder and naming the duplicate "import," that's what I did. No joy. So I recreated 'em manually.
    :steve_sneaky:
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Now that we've exported the permissions before updating as suggested, how do we re-import those permissions?

    EDIT: Nevermind, saw the "stuff" section of the config file, specifically the "B:import=false" line.

    EDIT 2: Aaaaand that did nothing.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Malkierian

    Let me address number 2. Both of them. Because, /tp was fixed after 245 came out. And the only thing missing from your requests for enumerations, as you called it, is the members in a group.


    On the first #2, excellent. :D

    As for the second #2, there's no permissions enumerations for groups that I could find, and I didn't see any mention of "/p group list" in the documentation but found it later in-game.

    I've also since encountered a strange case where one of the admins on my server cannot be moved to any group but members - if I move him to admins he loses -all- permissions. I've moved everyone else around successfully group-wise, but it apparently doesn't like him. :lol:


    PE's getting better and better with each build, so keep it up! :D
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Been following FE for a while now, and occasionally using it on our FTB server. My thoughts thus far on FE 1.0.0.245:

    1. Warps from previous versions of FE are not working. Warping returns "an unknown error" on any older warp, but deleting and recreating the warp point makes it work again.

    2. Player-to-player teleports are not working. The target player is shown as not existing or not online. TPing to specified coordinates works.

    3. The WorldBorder implementation's ungenerated-chunk generation needs some form of "off" switch. We'd love to have the generator activated when the server's usually empty and switched off when the first players usually log on, but the only way I see to turn off generation is to restart the server.


    Suggestions for future editions:

    1. Since you're forking WE anyway, the sooner you can implement region-alteration commands (e.g., expand, contract, indent, outdent) and clipboard system/commands, the happier many of us will be.

    2. Permissions really needs enumerations - it would be wonderful to be able to list groups, members in a group, permissions defined for a group, etc. in-game.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP-ALPHA]ForgeEssentials: Permissions, Protection, Logging & more for Forge-based Servers
    Quote from Malkierian

    No, don't. We have "&" parsing in our code. &r just wasn't parsed in the build he was using.


    Okay, nevermind then. :D
    Posted in: WIP Mods
  • 0

    posted a message on [WIP-ALPHA]ForgeEssentials: Permissions, Protection, Logging & more for Forge-based Servers
    Okay, I'm still loving FE with FTB/Mindcrack. If you folks can add MCEdit/WorldEdit .schematic file support you will be my new best friends, as I have a TON of schematics from other builds that I've captured that I'd love to reuse in FTB. (Info on the schematic file format should be pretty easy to find since MCEdit went open-source.)
    Posted in: WIP Mods
  • 0

    posted a message on [WIP-ALPHA]ForgeEssentials: Permissions, Protection, Logging & more for Forge-based Servers
    bkauf2, replace the ampersands with section signs (§ - hold ALT and type "21" on US keyboards).
    Posted in: WIP Mods
  • 0

    posted a message on [WIP-ALPHA]ForgeEssentials: Permissions, Protection, Logging & more for Forge-based Servers
    Okay, I added this package to my game guild-slash-community's Fee The Beast server, and it is EPIC. Once you guys get a full permissions system working at the level of PermissionsEx/GroupManager/etc. you're gonna light the world on fire, as NO permissions system is working fully/properly in Forge/SMP, and Tekkit and FTB both desperately need a permissions system since neither includes one natively. (Which, IMO, is dumb - you need permissions handling on a server.)

    We did find a bug in build 224, though: when using WorldControl's //replace command, using text descriptions for the blocks instead of block IDs causes unpredictable behavior. (One of our regulars did a "//replace lava stone" and ended up making a huge mess. Everyone now knows to use block IDs instead of descriptions.) We've updated to 227 since then so I have no idea if that was fixed already.


    In conclusion:

    You have a killer project going - keep up the good work, and know that at least one server operator out there is sending you positive vibes!
    Posted in: WIP Mods
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