• 0

    posted a message on MineOS--the most simple way to host MC
    So, I've loved MineOS so far, but I'm having a little problem.

    I've been using the 64-bit build you sent me, and I tried starting a new server up with it fresh - lastest recommended version of CraftBukkit. Dropped Essentials and iConomy on there fine without any issues, but then I tried putting Towny on.

    I'm getting a neat little error, and since it doesn't seem to lead back specifically to Towny, I'm not sure what to do.

    2011-03-17 23:51:43 [INFO] Starting minecraft server version Beta 1.3
    2011-03-17 23:51:43 [INFO] Loading properties
    2011-03-17 23:51:43 [INFO] Starting Minecraft server on *:20202
    2011-03-17 23:51:43 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-544-g6c6c30a-b556jnks (MC: 1.3)
    2011-03-17 23:51:43 [INFO] Preparing level "world"
    2011-03-17 23:51:43 [INFO] Preparing start region
    2011-03-17 23:51:44 [SEVERE] java.util.zip.ZipException: invalid LOC header (bad signature) (Is it up to date?)
    org.yaml.snakeyaml.error.YAMLException: java.util.zip.ZipException: invalid LOC header (bad signature)
    	at org.yaml.snakeyaml.reader.StreamReader.update(StreamReader.java:150)
    	at org.yaml.snakeyaml.reader.StreamReader.peek(StreamReader.java:117)
    	at org.yaml.snakeyaml.reader.StreamReader.peek(StreamReader.java:106)
    	at org.yaml.snakeyaml.scanner.ScannerImpl.scanToNextToken(ScannerImpl.java:964)
    	at org.yaml.snakeyaml.scanner.ScannerImpl.fetchMoreTokens(ScannerImpl.java:237)
    	at org.yaml.snakeyaml.scanner.ScannerImpl.checkToken(ScannerImpl.java:183)
    	at org.yaml.snakeyaml.parser.ParserImpl$ParseImplicitDocumentStart.produce(ParserImpl.java:200)
    	at org.yaml.snakeyaml.parser.ParserImpl.peekEvent(ParserImpl.java:163)
    	at org.yaml.snakeyaml.parser.ParserImpl.checkEvent(ParserImpl.java:148)
    	at org.yaml.snakeyaml.composer.Composer.getSingleNode(Composer.java:104)
    	at org.yaml.snakeyaml.constructor.BaseConstructor.getSingleData(BaseConstructor.java:124)
    	at org.yaml.snakeyaml.Yaml.load(Yaml.java:264)
    	at org.yaml.snakeyaml.Yaml.load(Yaml.java:250)
    	at org.bukkit.plugin.PluginDescriptionFile.<init>(PluginDescriptionFile.java:31)
    	at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:64)
    	at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.java:159)
    	at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:107)
    	at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
    	at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
    	at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
    	at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
    	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
    	at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Caused by: java.util.zip.ZipException: invalid LOC header (bad signature)
    	at java.util.zip.ZipFile.read(Native Method)
    	at java.util.zip.ZipFile.access$1300(ZipFile.java:51)
    	at java.util.zip.ZipFile$ZipFileInputStream.read(ZipFile.java:622)
    	at java.io.FilterInputStream.read(FilterInputStream.java:133)
    	at java.io.PushbackInputStream.read(PushbackInputStream.java:186)
    	at org.yaml.snakeyaml.reader.UnicodeReader.init(UnicodeReader.java:84)
    	at org.yaml.snakeyaml.reader.UnicodeReader.read(UnicodeReader.java:114)
    	at java.io.Reader.read(Reader.java:140)
    	at org.yaml.snakeyaml.reader.StreamReader.update(StreamReader.java:148)
    	... 22 more
    2011-03-17 23:51:44 [INFO] Done (0.080s)! For help, type "help" or "?"

    No idea what this java.util.zip.ZipExecution thing is, but when I haul the exact same setup over onto a Windows machine, it runs fine, so I'm wondering if it isn't part of MineOS that is causing this plugin to fail. Any ideas?
    Posted in: Server Support and Administration
  • 0

    posted a message on [?] Is there a skin editor for 32x32 armors?
    I'm making a custom 32x pack for my server, and while the blocks are easy enough to make and work on, I'm finding the armors exhausting. In order to see the changes I'm making, I end up saving the file, dropping it into a zip folder, patching that zip folder into the game with Xau's lovely utility, firing the game up, and then looking at it and swearing because that one pixel didn't end up where I thought it would.

    I know the MCSkinEdit program is able to do 16x armor textures, but can it handle 32x? Or is there an alternative application I could use that would make this whole process less grating?

    Posted in: Resource Packs
  • 0

    posted a message on [?] Where is the flowing water texture on a 32x pack?
    I'm trying to edit John Smith's lovely texture pack to my liking... was working on making the water a proper blue, instead of that pale rubbish, just so that my oceans didn't look so underwhelming. I got the 'at rest' texture to saturate fine, but I have no idea where the texture is to edit the flowing water.

    Can anyone point me in the right direction? The .zip file I have of it has a custom_water_still.png, but no custom_water_flowing.png, yet it's still got an obviously changed texture, so I have to assume it's coming from somewhere.
    Posted in: Resource Packs
  • 0

    posted a message on [Creation] Underwater City of Rapture
    Quote from Clanflame12 »
    I'm new to Minecraft, how do I open maps? Since your map looks swell, I wish to play it. Very bad.

    Use an archiving application like WINRAR or WINZIP to extract the 'world' folder in the zip file to your C:\Users\[YOUR USER NAME]\AppData\Roaming\.minecraft\saves folder.

    Start up the game, find the world in the list of singleplayer worlds, play. Enjoy.
    Posted in: Maps
  • 0

    posted a message on [HELP? 32x] Magic / Elemental Block Textures
    I'm in the process of setting up a PVP Minecraft server right now that is going to have a fairly in-depth magic system. The server will require a custom texture pack for appropriate play, which I am currently working on. Spells will be implemented on the server via bukkit, and they will have a 'cost' to cast, in the form of blocks that are consumed from a player's inventory. For example, a player wishing to cast fireball would need a 'fire' cube; casting the spell would consume the cube and launch the fireball.

    At the heart of this whole system is the humble Wool block. Since I can't add new crafting recipes to the game without modding the client, which is not an option here, the idea is to take advantage of the crafting system that is already in place in the game for wool. Plain, white wool is reskinned into a colorless crystal block. Now, just as one would dye wool with certain other items in the game, the player will be able to 'infuse' this base crystal with elemental properties to produce the final magic gem.

    Let me give a quick example. I have plugins in place to do all of the following:

    Say the player wants to be able to cast the fireball spell. To do so, he'll have to create a fire crystal, which will be consumed in the casting.

    WOOL IS DISABLED FROM DROPPING AT THE OUTSET - punching sheep yields none.

    A player mines LAPIS LAZULI blocks, which are retextured to be 'prismatic stone':

    Once broken, the above block yields WHITE WOOL, which in my texture pack is intended to be reskinned as a colorless / neutral elemental orb:

    The player then goes and mines NETHERRACK BLOCKS, which have a 5% chance of dropping, let's say, an INK SAC (by extension, I will have made ink sacs not drop from squid). This Ink Sac is retextured to look like a fire-red crystal shard:

    Then, when the player crafts the COLORLESS ORB [White Wool] together with the INK SAC [Fire Crystal Shard], they get a FIRE ORB [Black Wool]. This can then be used to cast the fireball spell.

    You can see, based on the above, that by modifying the game's textures and the ways items drop, you can implement an elemental crafting system that is based primarily on the wool block.

    NOW, with all this background in place, here is my problem: Making the textures for the elemental blocks is giving me a hell of a time. This is mostly because the item that I am reskinning is a wool cube, and shows in isometric in the player's inventory. If I could just do 2d sprites instead, this'd be much easier, but as-is I'm stuck trying to make a cubic-looking elemental block texture that makes sense in the context described above.

    Here are some of my examples:

    This was my first test for the neutral, 'colorless' crystal. It's okay - I like the crystal texture, but I am not really big on the 'frame' around it, mostly because I feel like it looks a little too futuristic.

    As a test, I tried making a block that would be used to cast a lava spell (creates a temporary pool of lava) based on the above texture:

    I also tried making the texture transparent, but that caused some undesirable issues, since the wool blocks aren't designed for that:

    It works, but honestly I'm not super happy with it. I'm hoping I might solicit a bit of help from these forums to create a general elemental cube 'base' for a colorless elemental block that can then be imbued with other elements by changing the color and appearance of the main section.

    A base texture to play with, if you're interested:

    I would really, really appreciate any help you guys might offer. The textures I've already created for this will do in a pinch, but I'm really not 100% happy with them and I'm hoping to solicit alternative designs that maybe don't look so futuristic/companion-cube-ish.
    Posted in: Resource Packs
  • 0

    posted a message on [Creation] Underwater City of Rapture
    Quote from johnsta96 »
    File didnt work.

    Right you are. Sorry - fixing. That's what I get for using Linux without knowing how to use Linux.

    Edit: All fixed up, enjoy.
    Posted in: Maps
  • 17

    posted a message on [Creation] Underwater City of Rapture
    So a couple months ago, back around October / November, I ran a build server for the Penny-Arcade.com forums that hosted mostly megaprojects. One of the things we put together was the City of Rapture from the Bioshock games - an anachronistic underwater metropolis. We filmed a little machanima at the time, which you can view here: & . I also did a quick flyaround recently since I got Roundaround's Crystal Clear Water mod working.

    I dug this old map out of a hard drive I was backing up on the machine that used to host the server, and I thought I might post it. It was made back in Alpha, which is why you won't see some of the newer blocks, and also why we didn't do a whole lot with redstone - it didn't work at the time. It was done entirely by hand, including the mining and creation of materials, with the exception of recently using MCEdit to clear a spot on the ocean floor out to drop it into a new map by itself. We had Minecart Mania running on the server, which is how our whole metro/tram system operated back then. If you have an autocart-esque mod running, I don't see why it shouldn't still work - might just take a little renovating. It should spawn you by the Lighthouse - head on inside, and you will find the Boathysphere(tm) Ride, which was how we got into the city before minecarts worked in SMP.

    I will probably be releasing some other stuff in the next week or two as I find time, including a flying city map. Enjoy!
    Posted in: Maps
  • 0

    posted a message on MineOS--the most simple way to host MC
    Happy to report that I'm able to allocate more than 2.5GB of ram to a server now on MCx64. Thanks a ton for that, dude. :biggrin.gif:
    Posted in: Server Support and Administration
  • 0

    posted a message on MineOS--the most simple way to host MC
    So the 64-bit version of MineOS's installed on my machine, firewall-less. My ISP [Optimum Online] blocks ports 80 and 8080. How can I change the port at which I access the Web UI, so that I can start and stop my server?

    Edit: Answered already, just took a bit of digging in the thread!

    Posted in: Server Support and Administration
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I'm actually in the habit of closing up Minecraft anyway when I work with MCEdit, just to prevent any particular conflicts. After doing a few more explicit tests just to be 100% positive, I can tell you that with the client completely closed, the changes I make in MCEdit are affected by regenerating chunk syndrome.

    Edit: What the hell? I think my MCEdit downgraded itself. I definitely, entirely 100% updated it yesterday when you released 82, but it just started up and told me it was 81 after hours of not doing that, and that there is an update available.

    Weird. I'll try again now.
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Yeah, after doing a lot of importing of various files into various maps (all fresh generated), I'm still ending up with chunks regenerating right in the middle of some of the things I'm dropping in with v82
    Posted in: Minecraft Tools
  • 0

    posted a message on MineOS--the most simple way to host MC
    Is that 64-bit version going to be ready soon? I only ask because in the next day or two, I'll have the opportunity to actually be in physical proximity with my server, which makes it an opportune time to change things.
    Posted in: Server Support and Administration
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Okay, using a new schematic taken with MCEdit 82 causes no problems. I guess 81 just didn't output the schematic right or something.

    Edit: Less problems. I'm still getting the occasional regenerating chunk, but it seems rarer.
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)

    Still seems to be happening. I import the city, it looks fine in MCEdit, save, close it up, and my city's getting regenerating chunks in it.

    It may be because I took this schematic with Alpha 81, though. I'm going to try remaking the source schematic.
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)

    I know you have your hands busy, just thought I'd point this out.

    I've been trying to import a city schematic I have into another map. It works fine in MCEdit, saves, and closes out. Then I go to singleplayer, load it up, and find that about 1/4 of the chunks of the area I just replaced are respawning and carving the city up with the default terrain.

    Can't figure it out, but it's probably just buggy because of the file format change - I'm sure you'll solve it.
    Posted in: Minecraft Tools
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