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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    im aware of the status of the patcher, and ive read all of the recent posts about it. but according to the description it seems like HD textures shouldnt be among the features that are unavailable for 1.2.4 minecraft right now. maybe im reading into it wrong, or maybe there is another issue preventing that feature from being available to me, im not sure.

    if its a matter of waiting for an update i can do that, likely with more patience than most. but if my problem might be something else id like to know for sure that the current patcher does indeed not have HD texture functionality right now.

    EDIT: apparently i was using 2.3.4_01. ive now got 2.3.4_02. mustve been updated while i was troubleshooting. very fast work. thanks a bunch
    Posted in: Resource Packs
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Quote from sin_twin

    It has been awhile since i updated mcpatcher. To update it i just trash the old one from my downloads file and install the new one right ... ?
    also I was wondering if there is an update for the TP. I still dont have any lamp.


    there is an update that will give you lamp and golem textures. that is the most recent. i dont think this pack needs an update for 1.2.4 though, but maybe.

    either way, the MCpatcher isnt 1.2.4 compliant yet so youll have to wait for that to use this pack.
    Posted in: Resource Packs
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    posted a message on World folder AND a Nether Folder?
    Odd. We are pure vanilla. I did get the latest stable bukkit build rcently because I thought we might use it. But I never changed the server command line to run the bukkit. Jar. The update I did was a somehwat automatic process offered by my host that places the. Jar in the file manager. Could that have possibly written in these new folders as well?

    If not I am baffled because I still can't figure out whar purpose these folders serve in my vanilla server
    Posted in: Server Support and Administration
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    posted a message on World folder AND a Nether Folder?
    Im a little confused about the new look of my world save file for my server. I run a small server through xfactor servers using their TCadmin console to administrate. Before 1.2 there was always just the world folder. but now there are folders called, "world_nether" and "world_the_end"

    at first i thought i just thought i had to bundle these with my world folder whenever i back the world up. but i noticed that the nether folder timestamp is not updating simultaniously with the world folder. also, when i downloaded my world folder for use in MCedit i did not also grab the world_nether folder. despite that, when i loaded the world up in MCedit the correct nether was in fact there.

    so if the nether portion of my world is in the world folder, what is in the nether_world folder? the content of the nether folder appear to be similar to that of a world folder. but it is apprently not needed.

    after that session of MCedit i made some changes to both the regular world and the nether. i then uploaded the modified world folder back to the server (again not touching the world_nether folder) and all my changes were there when i logged into the world. after playing a while i noticed that the timestamp on the world_nether folder was updated but i just cant figure out what the real purpose of this extra folder is.

    also, the save files for single player worlds do not have seperate folders for the nether and the end. so apparently this seperate folder thing is jsut for server worlds. and that is even more confusing.

    can anyone explain this new system to me?
    Posted in: Server Support and Administration
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    posted a message on 1.3 Update & Bug List (finish:August 7)
    Another bang up job in the QA department from mojang. But im sure everything will be fixed before 1.2.98. They've gotten pretty good at update patches. I didn't even get to see 1.2.0
    Posted in: Recent Updates and Snapshots
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    posted a message on Server RAM. what happens when there is not enough?
    im trying to troubleshoot some lag issues my server has been having. i was hoping some of you could give me some specific examples of how the game world would behave if the server machine's RAM was maxing out.

    im getting a lot of lag spikes. its the worset when travelling disatances over mine carts and especially by boat. also while on foot but not nearly as bad. if you stay in a single general area there isnt really any spiking at all. but it will increase a bit if you walk far enough to force the game to load a distant chunk. so basicly i get really lagged when loading chunks. the faster they load the worse the lag. and this is all happening with just one person logged into a 350 meg world with no bukkit or mods or craziness of any kind. just a standard vanilla survival world.

    The server RAM is about 1 gig. i dont own the machine, i rent from xfactorservers and ive got a ticket submit for this issue.

    xfactor has always been great and i expect a ticket response soon from them. but i like to get opinions and ideas from as many sources as possible. in this case from sources that would not benefit from me paying more for extra RAM. :smile.gif:
    Posted in: Legacy Support
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    posted a message on world folder corrupting after zipping
    Quote from gerbil

    Ah, a thought, how big is the unzipped data? over 2GB ?


    not even close. about 350 meg
    Posted in: Legacy Support
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    posted a message on world folder corrupting after zipping
    Quote from gerbil

    Given the same version of minecraft, a chunk will always come back the same way. So when you revert to an older file, the only things that will be lost are things like: entities (passive mobs), modifications (ore extracted, torches placed, buildings built), growth (wheat / mushrooms / saplings)

    If those chunks are saved only because someone flew over them, then you won't notice any changes. Or if they were created because of someone spelunking, you would only notice changes underground.



    so i had it wrong about where the region was. i had cartograph G generate a map with the world that unzipped without the r.1.-1 file and it showed me a huge block of chunks missing from an area. i loaded the map in single player and explored it to find that the game just generated new terrain in its place, losing what was there.

    so then i went into winrar options and checked "Keep broken files" and then tried unzipping again. i got the error again but the file unzipped anyway. i checked it in-game and teh region seemed fine.

    for a different approach, i scrapped the zip file altogether and logged into the server. i wnet and explored the region in question, broke a couple blocks, then logged out and zipped the world again. when unzipping this one i got the error again but for a different region. so again, i scrapped the zip file and explored the second region in-game and zipped it up again. this time the resulting zip file unzipped just fine. so heres a list of things that apparently work around the error:



    - use the world without worrying about the region file and allow the game to generate a new one, losing what was there.

    - manually paste an older copy of the region file from a previous recent backup into the region folder, rolling back the region however far back the previous backup goes.

    - force winrar to keep the file when unzipping, ignoring the error message

    - repeatedly explore and alter the region(s) that are prompting errors then rezipping the world until the errors stop.



    according to threads in some winrar support forums people are generally not concerned about this CRC error and often say to ignore it, and that its the utility screwing up, not the file. ive reinstalled my winrar twice now but my server host only offers me access to the server via its TCadmin console which has an integrated zipping feature within its file manager. for the past year ive been zipping backups but only now have i been getting this error. something may be up with the way they are zipping the world for me but i have no way to test that.
    Posted in: Legacy Support
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    posted a message on world folder corrupting after zipping
    Quote from gerbil

    Okay, first things first.

    When you say this

    You mean you are zipping it always with the same software on the same machine (i.e. Using TCAdmin)?
    So although you have updated YOUR version of zip, the backup is still being made with the same old version?

    If you have shell access to your server machines, I would attempt to verify that it is consistent in situ.

    Second things. Even if the server was updating the region the zip should still be consistent, even if MC considered the resulting region file corrupt. A corrupt zip could be caused by a bug in the zipper or unzipper, or from running out of disk space or from corruption during the ftp.

    Last thing. A region file contains multiple chunks, and its size varies depending upon how many of the chunks have been generated... I believe the MCRegion format is documented on the Wiki.



    i dont really have options for zipping. i have to use their TCadmin console interface to do that. so yeah, thre could be some kind of sporatic issue with that. and ive got no other way to access the server machine. if the problem is with the zip utility it would have to be on their end.

    minecraft isnt showing me any signs of considering any part of the world as corrupt. ive had to deal with corruption in the past in the form of bad chunks mostly. fortunately server traffic has been extremely low in the past month so i am easily able to check every part of the world that has seen any play time. the game updating and increasing the file in question seems to confirm that im checking the right place.

    what i dont get is when i replace the file with an older one or leave it out entirely to allow the game to generate a new, much smaller, file the resulting game world doesnt seem to change at all. i would think a sizable group of chunks would be recreated or at least rolled back when i do that.. whether the file is really corrupt or not.

    on another note, we plan on starting the world over again when 1.2 hits. but some choice creations will be getting MCedited out of the current world and pasted into the new world. ill be starting fresh with a server reinstall as well. it would be nice to have a way to verify if any of these cut/paste areas include some kind of corruption before placing them in a fresh world. the only way i know how to test bad chunks is to generate a cartograph G map for the world and try to spot plain white blocks in the map instead of the terrain that should be there. and ive run that test on the current world and found nothing bad.
    Posted in: Legacy Support
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    posted a message on world folder corrupting after zipping
    ive been running a pure vanilla server for over a year now. ive been through a few different hosts but i am currently with xfactorservers. ive had my share of problems over the past year with all the game updates but im still hanging on to my original world created during beta 1.5

    every couple of days i backup my world. i zip the world via xafactor's TCadmin console then manually download the zip file. after downloading i unzip the world and test its integrity. unless teh world was corrupted somehow prior to the zipping ive never had an issue.. until now.

    i attempted to unzip the world as i normally do but during the unpacking i get the following error in winrar:

    -----------------------------------------------------------------------------------------------------------------------
    ! D:\minecraft stuff\Landsverge 1.1 1-30-12 original.zip: CRC failed in world\region\r.1.-1.mcr. The file is corrupt
    -----------------------------------------------------------------------------------------------------------------------

    the world folder i ended up with simply had this region file omitted. this has happened twice within a month. the first time it happened i took a copy of this region file from a previous backup of two days prior and plugged it into the world that failed to unzip properly. i then tested the world thoroughly in single player and found no apparent adverse effects in the world. I was further reassured when i noticed the game was updating the file as i played. also, the world folder was then able to be zipped and unzipped without issues.

    things were fine for a couple weeks and well over a dozen more backups that passed my integrity testing. then today i got the CRC error again, and for the exact same region file. this time i tried a couple more things; again i took a previous, problem-free version of the file and plugged it into the world folder that failed to unzip properly. and again that worked as it did before. additionally i tried playing the world on single player without a copy of this file and i was confused by the results.

    the world seemed fine, just as i left it prior to zipping it for download. so still no in-game changes through all of this. however, when i checked the region folder i found that the game had generated a new r.1.-1.mcr and it was about 400k in size. the previous, and supposedly corrupted, file by the very same name was about 5 megs.. quite a difference, but there was still no sign of any change in-game.

    i decided the safest thing was to do what i did the first time and replace the file with a 2-day younger copy of itself, but more importantly, also about 5 meg in size.

    ive read that CRC errors in winrar/winzip can be a result of problems with the zip utility itself. so i tried reinstalling winrar with the latest stable version for my OS. i still get this issue no matter how many times i try to rezip the world folders with the faulty region file.

    im hoping someone else has experienced this and has more enlightening info for me. maybe its a quirky inconvenience im just going to have to deal with, or ignore. it would help if i understood the structure of the region files and what they mean exactly.. possibly how i can identify them with actualy regions in-game.


    anyone have any insight?
    Posted in: Legacy Support
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    posted a message on No jungles for old worlds? wth!?
    Quote from vexx32

    Ah, but when Jeb adds a new biome, he often changes how terrain generates in these biomes, thus having sharp chunk boundaries if they are generated into a new world.

    Also, while you yourself may be fine with old worlds "having problems", a lot of people tend to complain about it... sadly, there are people on both sides of the argument, and Jeb cannot possibly please both at once... well, he *possibly* could, but although it is now considered a full game, it is yet far from complete, so such problems are just something we must deal with... besides, I doubt any of the Mojang peeps read these topics anyway... if you want something changed, GetSatisfaction or a simple email or tweet will suffice to get their attention (although with GS, you need to get a certain amount of support to make sure they see it.



    i have to admit you pretty accurately illustrate the real problem here. the issue is indeed split down the middle. unfortunately in jebs tweets he seems to have decided to apeese the people afraid of new biome code in old worlds. but i think it really could be possible to just include a setting in the game that permits or denies accepting biome generation from 1.x and up. leaving this disabled would just keep your world generating chunks as its done in 1.1 indefinately. maybe im missing something, but that would be a way to please both sides of the issue.

    and yes, i have made an attempt to make my opinion heard by mojang. but i get the feeling his mind is probably already made up.

    maybe if all the people who screamed about ladders decided to scream about this now we'd see some results immediately.
    Posted in: Discussion
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    posted a message on No jungles for old worlds? wth!?
    Quote from vexx32

    The reason? He's trying to avoid future biome mess-ups like the biomes changing between version on already-generated worlds. I think.

    I wouldn't worry; after all, a lot of people have been clamouring for the return of the "older" biomes. I suspect Jeb may be revamping them before including them once more...

    Although it does make a few problems with world generation, it's probably better than having your world's biomes being shoved around and shuffled with every update, so one update there's snow, the next there isn't, etc.

    His aim appears to be keeping the old worlds stable while adding the new content -- well-established worlds would look silly if all of a sudden, jungles started generating wheneve someone ventures near some as-yet-ungenerated chunks -- suddenly, there's a massive hill with a jungle, that happens to have been made a sheer cliff because the generation changed from the earlier version to the new.

    Of course, nobody can really claim to know Jeb's mind, but judging by the updates and all, it appears to be his goal.



    For the most part I agree with you. But two disimilar biomes transitioning unrealistically fast is kind of how it works alreadyy. You can already get a desert next to a tundra. And that's not a big deal. Also, those abrupt biome borders with halfhills and thethe like arethe only happening when the seedsserver change via bug. I wouldn't mind dealing with that over no new biomes at all. Goes with the territory if you run an old world. But I shouldn't have no choice in the matter. Just warn us that old world may have problems and let it roll.
    Posted in: Discussion
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    posted a message on No jungles for old worlds? wth!?
    Quote from Adhel

    Was just thinking about this, i don't want to start a new world every time a biome update comes along, especially now that it's out of beta.
    I've had this one massive world since alpha, and i don't care if the edges of the new chunks are messed up, i'm not going to set up a house there anyways.

    At the very least we need a parameter we can change in the world files to toggle them on, like we can with strongholds and mineshafts.



    For servers there should be something in the config file that toggles permissions for a world generate new biomes or not. This way people who really don't want to risk it don't have to. And people who want new content wont have to reboot the world
    Posted in: Discussion
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    posted a message on No jungles for old worlds? wth!?
    Quote from Zakristone

    Can't you copy-paste jungle biomes with Worldedit?

    Just get rid of inactive houses and replace them with jungle.



    You could indeed do that. And you would get a nice jungle area in the world. Unfortunately it would be a "fake" jungle. The blocks would be there but in the biome code it would be whatever biome you pasted over. Therefore if you pasted it over a snow biome you'd get snow in the jungle, and water would freeze. Most importantly, thinking ahead, the future jungle mobs would not spawn there. Not to mention you wouldn't get any jungles in any other parts of the world.

    Good suggestion though.
    Posted in: Discussion
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    posted a message on No jungles for old worlds? wth!?
    Quote from oCrapaCreeper

    There IS a way to make it generate using nbtedit, but I have no idea if it's different with SMP worlds.

    How to: http://www.minecraftforum.net/topic/956439-to-get-jungle-biome-in-a-110-generated-world/



    Not familiar with nbedit. Maybe it'll help. However what ill likey end up doing is create a new world, explore the hell out of it, have people pick new lands on the new map, and then do my best the mcedit their previous holdings into the new world and then blend their new borders with the new landscape. In that case at least I've only got about a dozen people on the server with relatively small areas for most of them.

    Hell, it wouldn't be much more work than smoothing all the rough edges in the current world after all the seed changes. I just feel like all the work I've done to keep the old world is going to be for nothing when 1.2 hits.
    Posted in: Discussion
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