ORE 1.8 Server Development Progress - Printable Version +- Forums - Open Redstone Engineers (https://forum.openredstone.org) +-- Forum: Announcements (https://forum.openredstone.org/forum-102.html) +--- Forum: Announcements (https://forum.openredstone.org/forum-7.html) +--- Thread: ORE 1.8 Server Development Progress (/thread-5767.html) |
ORE 1.8 Server Development Progress - Nickster258 - 02-11-2015 Release date: Tuesday, April 7th, 2015 Due to the controversial demand of getting ORE updated to 1.8, I have started work on making the 1.8 compatible version of ORE! This will be run via spigot and our hopes is to cut down on our custom plugin, OREUtils, and rely more on other plugins with a bigger base and greater support. We are wanting to do this because at the moment we are not only an administrative team but also a plugin developer. Limiting this to being an administrative team will allow us to focus on what is best, maintaining the community. Due to the inclusion of PlotMeSquared, updating will require a map reset, on both worlds. There will be a time where we have the ORE map loaded so that people could copy over their builds they would like to work on and such, but a map reset was inevitable with PlotMeSquared. There is currently no proposed release date. Could be a week, could be a couple months, it depends on how well the development process goes and how demanding the community is on getting 1.8. There will be a time where the old maps are loaded in multi-verse and going to them to fetch old builds and copy them over to the new world. If we see the development process going smoothly and find a time where all of the Staff team can get online to work together and get all of the servers updated to 1.8, we could then release a proposed release date for ORE 1.8 Servers. The servers will probably be offline for a day or so since working with such a big change is not going to be easy. ORE Build ToDo: Not Done Done
ORE School ToDo: Not Done Done
Feb 7, 2015: - Started. Got PlotMe, and that was really it. Feb 8, 2015: - Installed essentials and multi-verse. Feb 9, 2015: - Got world edit build 6.0.2 to work!nvm - Got build on the server and all player.dat is up to date since Feb 8, 2015. - WorldEdit breaks with //rotate... The torches, pistons, and other orientation-reliant blocks also break, probably due to the block ID structure in 1.8 being so different. - PurpleIRC works well also, connected to #OREServerChat without OREUtils and chatted fine with the rest of ORE while I was developing. Feb 10, 2015: - PlotMe is awesome. Already figured out pretty much everything for how plotme will work on school and on build. Build plots will not have the chunk markers, however, but other than that, it is practically the same. School, however, will most likely be a completely different stock plot with similar permissions. - PlotMe also, apparently, disables briefing with slime block flying machines. (Now using PlotSquared) - Continued work on PurpleIRC, got it running even cleaner. Feb 11, 2015: - Further testing with PlotMe and further improvement on the PlotMe performance on the server. - Divided the test server to be test servers for both Build and School. Feb 12, 2015: - Thanks to chibill, we have found a build of WorldEdit, 5.6.3, that works perfectly fine in 1.8! - Also thanks to chibill, we now have our upside down slabs back! (In different types also!) - Thanks to PabloDons for helping setup tons of permission nodes with builder and student group on the school server. - Started work on spawn (Looks smexy so far) Feb 13, 2015: ooooo 2 spooky 5 me - Further permission work from PabloDons. - Further WorldEdit testing proved that WorldEdit works exactly as it did in 1.7.10! Feb 14, 2015: - Added details to spawn. Made it look neater and we are now 3/4 done with spawn. - Fixed an issue we found with the sky by having the "dust-storm" in the distance removed. Feb 15 - 18, 2015 - Fixed little issues with permissions and others. Feb 19, 2015 - Replaced PlotMe with PlotSquared due to the increased features. Release will be delayed, but for good reason. - Due to the inclusion of PlotSquared, we now have Dynamic map support. Dynamic map will replace the in game map on the build server and school server will have neither the in game map nor dynamic map. Feb 20 - March 3, 2015 - Thanks to Pablo, who has been working on IRC, and the developer of PurpleIRC, Cnuade, we now have features added to PurpleIRC to distinguish servers from each other and to add more formatting features. - Further exploration in PurpleIRC discovered that there is multiple features in PurpleIRC that will benefit the community. For one, server-side OPs can send commands to IRC to mute/kick/ban users. In IRC, people can not only private message others on the server, but also send specific commands to the server. ____________________________________________________________________________________________________________ Below I would like for anyone to list any of his/her recommendations for ORE 1.8. Any recommendation that seems to not be a serious recommendation will be deleted without warning. I would like to keep this one of the most serious threads in the Announcements subforum because it is important that we update, and in a timely manner. ~Nickster258 Contributors: Paulydboy: - Fixing PlotMe. - Helping tons with permissions. PabloDons: - Being both a permissions testificate and for helping add permissions nodes everywhere. - Helped a lot with PurpleIRC. Worked with Cnuade to get features that would be specifically beneficial to ORE. Nuupanaani: - For helping figure out PurpleIRC. Magazorb: - For helping test PlotMe permissions and permissionsex permissions. Chibill: - Plugin development. Developing both /slab and rewriting the fun commands for java. RE: ORE 1.8 Server Development Progress - Chibill - 02-11-2015 I can work on the upside down slab thing. It should be simple enough. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-11-2015 (02-11-2015, 04:25 AM)Chibill Wrote: I can work on the upside down slab thing. It should be simple enough. Thanks so much. Freeman thought of something such as "/halfslab" where every slab you place is 44:8 though the ID for it is 44. Type "/halfslab" again and it is reset. RE: ORE 1.8 Server Development Progress - Chibill - 02-11-2015 I was going to make it give you a slab with a custom nbt data and catch block placements for that nbt data and place a upside down one. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-11-2015 (02-11-2015, 05:13 AM)Chibill Wrote: I was going to make it give you a slab with a custom nbt data and catch block placements for that nbt data and place a upside down one. Either way works, as long as they can toggle the slabs and place them they are happy. RE: ORE 1.8 Server Development Progress - Chibill - 02-11-2015 Okay. Should I make it a java plugin or python? RE: ORE 1.8 Server Development Progress - Nickster258 - 02-11-2015 Java. The less reliances on other things the better. RE: ORE 1.8 Server Development Progress - PabloDons - 02-11-2015 (02-11-2015, 04:42 AM)Nickster258 Wrote: /halfslabit's called a slab RE: ORE 1.8 Server Development Progress - Chibill - 02-11-2015 As for world edit problem I can point you here http://youtrack.sk89q.com/issueMobile/WORLDEDIT-3220 Also made a topic in programing for my plugin to get upside down half slabs work and so if you need more things added (like implementing some of the funny commands.) I can just add it in. RE: ORE 1.8 Server Development Progress - LordDecapo - 02-11-2015 I love all you programers xD I will be so upset if my top slabs wold have to be replaced with glowstone. if my non-programming self can help, let me know. RE: ORE 1.8 Server Development Progress - Legofreak - 02-11-2015 unconfirmed, but somebody says 126:9 will work for slabs. edit: according to the minecraft wiki, its an upper spruce wood slab. someone else said try "stone_slab 8" seems like a colon should be there but it wasn't RE: ORE 1.8 Server Development Progress - Chibill - 02-11-2015 that does not work.. It may give you a slab with the right metadata (well actually BlockState...) But it places as a normal one. RE: ORE 1.8 Server Development Progress - PabloDons - 02-11-2015 So me and pauly have Bern working om permissions for member and visitor. All the plot and we commands are pretty much done. All we need is to go through the essentials permissions for both (which is a pretty long list, but I think it's worth doing to avoid the OREUtilsV2 incident). I am really happy to be part of the development now. It really is a good feeling to be of assistance and contribute as to not feel like I'm nagging at the staff team (something that makes me feel like a douche). Thank you so much, Nick, for giving me the opportunity to. Really RE: ORE 1.8 Server Development Progress - Nickster258 - 02-11-2015 I saw that. I thank ya'll for doing that. We should hop into teamspeak tomorrow afternoon around 13:00 EST (I am not familiar with your timezone) and we can work out a ton of the perms. We have to make a note between the difference of Build and School perms, they will vary a ton. So essentially there will be two 18 servers, one Build and one School. RE: ORE 1.8 Server Development Progress - Phase - 02-12-2015 If you need any help with teh Bukkits, I know it like the back of my hand. Also, why switch to PlotMe? Didn't Chibill have a working version of Spigot that supported PyLoader? RE: ORE 1.8 Server Development Progress - Chibill - 02-12-2015 I got PyLoader working put read the OP. (PyLoader had a error from 1.7.10 when craftbukkit changed from on area using an ArrayList to using a List.) RE: ORE 1.8 Server Development Progress - PabloDons - 02-12-2015 (02-12-2015, 02:57 AM)Phasesaber Wrote: Why switch to PlotMe? Didn't Chibill have a working version of Spigot that supported PyLoader? what chibill said, also if you read what nick said earlier, we want to have as little dependence on things like PyLoader for half of ORE to work (like how the server built today so it doesn't take as long of a time to update each time a new update is released). Also nick, I'll be there, it's actually a quite nice time for me to chat RE: ORE 1.8 Server Development Progress - tyler569 - 02-12-2015 I'll just throw this in here: In the unfortunate event that we end up absolutely needing something to be community-developed, it would be highly preferable for myself and the admin team's future sanity that it *not* be written in Python. Of all of our plugins, that Python loader adds the least direct value and has caused the most headaches. If we are to consider *anything* to be the ultimate goal of this project, it should be the elimination of the Python loader. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-12-2015 (02-12-2015, 01:26 PM)tyler569 Wrote: I'll just throw this in here: They are being written in java. RE: ORE 1.8 Server Development Progress - PabloDons - 02-12-2015 I am learning java syntax right now, it would be cool if someone would teach me how to make plugins with it. I would not only like to contribute to the development of OREUtils, but I would be making my own plugins in my free time just for fun. also I would be able to make plugins for suggestions I have for commands cuz pretty much every command I have suggested has been accepted and forgotten about. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-12-2015 Major hiccup with WorldEdit. Not only does //rotate not work, but often times //copy //paste //cut //stack and others fail to work. The 1.8 update is depending on WorldEdit, if we do not have WorldEdit, we will not have 1.8 yet. RE: ORE 1.8 Server Development Progress - PabloDons - 02-12-2015 I believe that is an error with the spawn. I'm not sure though, I will test these tomorrow or maybe later today if I have time. I will need your assistance though, nick, because the error might reveal itself in the logs/console RE: ORE 1.8 Server Development Progress - Chibill - 02-12-2015 We can try older version of WorkdEdit as people have said that in the newer updates of worldedit cause this. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-13-2015 Chibill, thank you. He sent me the build for worldedit 5.6.3. Apparently in build 6.x.x they introduced a different way they handle things, by pasting and doing the calculations when the user decides what to do with it. So when someone did //rotate and then //paste, it tried to paste and rotate it at the same time and therefore data values would mess up. Build 5.6.3 has fixed 99% of these issues. (Not saying 100% yet because I have not fully tested it.) RE: ORE 1.8 Server Development Progress - Dcentrics - 02-13-2015 Nick would you like me to start with the 1.8 on school or are we just going to finish build first? RE: ORE 1.8 Server Development Progress - Nickster258 - 02-13-2015 (02-13-2015, 03:36 AM)Dcentrics Wrote: Nick would you like me to start with the 1.8 on school or are we just going to finish build first? I am working on both of them side-by-side. RE: ORE 1.8 Server Development Progress - Dcentrics - 02-13-2015 Looking at the progress it seems as if its just build RE: ORE 1.8 Server Development Progress - Nickster258 - 02-13-2015 I haven't updated school yet. Worldedit, perms, plots, slabs, and tons others are updated. I'm trying to do them side-by-side just so that I can maintain similarity between them. RE: ORE 1.8 Server Development Progress - PabloDons - 02-13-2015 (02-13-2015, 12:25 AM)Nickster258 Wrote: Build 5.6.3 has fixed 99% of these issues. (Not saying 100% yet because I have not fully tested it.)I went ahead and tested the build. everything seems to work fine except a few things:
Edit: also I finalized the builder perms. went through the entire essentials perm list RE: ORE 1.8 Server Development Progress - Nickster258 - 02-13-2015 (02-13-2015, 08:47 PM)PabloDons Wrote: I finalized the builder perms. went through the entire essentials perm list Awesome! I have an idea for spawn and I want to build it :3 RE: ORE 1.8 Server Development Progress - Nickster258 - 02-13-2015 *Sumons xray_doc* We need methlab #3 RE: ORE 1.8 Server Development Progress - PabloDons - 02-13-2015 (02-13-2015, 10:43 PM)Nickster258 Wrote: *Simons xray_doc* This +1 RE: ORE 1.8 Server Development Progress - Xray_Doc - 02-13-2015 Good luck getting me on the server again. The meth lab only existed on my plot, all of its content came from you guys. You are the real meth lab RE: ORE 1.8 Server Development Progress - Magic :^) - 02-14-2015 (02-13-2015, 11:07 PM)Xray_Doc Wrote: You are the real meth lab <3 RE: ORE 1.8 Server Development Progress - Nickster258 - 02-14-2015 WorldEdit works, upside down slabs work, and plots work... We may see a release date for ORE 1.8 really soon... RE: ORE 1.8 Server Development Progress - Legofreak - 02-14-2015 do 1.7.10 schematics work? RE: ORE 1.8 Server Development Progress - Nickster258 - 02-14-2015 (02-14-2015, 02:24 AM)RekcirBrickeR Wrote: do 1.7.10 schematics work? Has schematics ever worked? *chuckles* It should. I am going to issue the server with multi-verse. People could transfer their things later. I will work on the schematics thing after this ORE 1.8 update. Too busy at the moment. xD RE: ORE 1.8 Server Development Progress - slugdude - 02-14-2015 Is it really impossible to make chunk borders? They are really useful, especially when building chunk loading wires for the network, which depend upon pistons on the chunk border facing into another chunk. Could a little plugin be written that when stuff is generating, it dots the new terrain with chunk borders? RE: ORE 1.8 Server Development Progress - Nickster258 - 02-14-2015 (02-14-2015, 08:29 PM)slugdude Wrote: Is it really impossible to make chunk borders? They are really useful, especially when building chunk loading wires for the network, which depend upon pistons on the chunk border facing into another chunk. Could a little plugin be written that when stuff is generating, it dots the new terrain with chunk borders? With plotme you may have some issues with your system. Plotme doesn't allow pistons to extend out of a plot but I think you can get away with it considering builders will be able to build anywhere with PlotMe. RE: ORE 1.8 Server Development Progress - slugdude - 02-14-2015 May I also add that being able to later expand the world is a must. Look what happened to school when it ran out of plots. Will the new world have a map like before? I'd like that. (02-14-2015, 08:31 PM)Nickster258 Wrote: Plotme doesn't allow pistons to extend out of a plot Oh god pleas no RE: ORE 1.8 Server Development Progress - Nickster258 - 02-14-2015 Literally the only thing to add more plots: expand the world border. So yes. RE: ORE 1.8 Server Development Progress - SoapyLynx - 02-15-2015 Wait so all my shit is gone? RE: ORE 1.8 Server Development Progress - Nuuppanaani - 02-15-2015 (02-15-2015, 07:55 PM)SoapyLynx Wrote: Wait so all my shit is gone? Oh dog... We haven't even reset the map yet. If we had we would have at least taken backups... RE: ORE 1.8 Server Development Progress - Nickster258 - 02-16-2015 Do you guys possibly want a release date? We are getting closer and closer. RE: ORE 1.8 Server Development Progress - Chibill - 02-16-2015 Sure! If you want to supply one. RE: ORE 1.8 Server Development Progress - David - 02-16-2015 I'm just throwing a quick suggestion at ya. Is it possible to integrate a webapp and a plugin so that members can create their own commands? For example, I'd go to plugin.openredstone.org, I'd be able to write java code there (Or any funky scripting language the creator could come up with) and implement it into the server? I hope I explained it well. That's it peas out. RE: ORE 1.8 Server Development Progress - PabloDons - 02-16-2015 I'm just gonna go ahead and say it right now because I've been active in the development of the 1.8 server. progress is going very effectively! we've been working our asses off (especially nick) with the spawn area and I believe we have pretty much almost reached climax. Also since freebuild is not supported by plotme, we were unable to supply one. so there's that. I am trying not to spoil anything, but you can bet your asses your pants will drop and ovaries break when you see it. Nick and the others have truly made a great spawn out of a great idea. all we need to do is finalize the spawn and test everything (promoting and claiming plots and such). we haven't made build spawn yet, we have to do that as well so it's gonna be a one or two extra weeks or so, there's also the permissions for mod because right now there is no mod rank (it exists though, that's it). You can most likely expect a release date for school before build unless staff wants to update them at the same time though. I haven't talked to nick or the others yet, but I personally expect everything to be done maybe a week after march or even by march if we can keep up our current efficiency. don't take my word for it though because this is completely raw speculation from myself alone. But yeah, I expect a release date by the end of this week. - Pabro RE: ORE 1.8 Server Development Progress - Nickster258 - 02-16-2015 I feel good about this also! School is done. Only thing to do is background services such as map backups and Hawkeye. For build I plan on crowd sourcing the spawn. Let you guys enter your spawn. Limitations: 128*128 blocks. Post pictures and a schematic. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-16-2015 All irelavent posts will be deleted without warning. Keep on topic. RE: ORE 1.8 Server Development Progress - Phase - 02-17-2015 I'm confused, is the current world going to be available on the new server? Like how RDF is on there now? RE: ORE 1.8 Server Development Progress - Nickster258 - 02-17-2015 Read main post. RE: ORE 1.8 Server Development Progress - Chibill - 02-17-2015 Question can we look into this for some people who think command blocks are not completely bad. http://dev.bukkit.org/bukkit-plugins/safe-command-block/ RE: ORE 1.8 Server Development Progress - Magic :^) - 02-18-2015 While I personally won't be touching command blocks, I wouldn't mind them. BUT I'd like to see a list of commands that everyone agrees on first. Like, I'm cool with setblock. because colour displays. I'm not cool with scoreboard. at all. Either way it's important to keep in mind that ORE focuses on hardware, not software/scripting, so the inclusion of cmd blocks would have to be very well thought out. If it changes anyone's minds: I haven't seen any servers around that use cmd blocks with heavy emphasis on redstone and computing. Searching "redstone server with command blocks", "command block server", and "minecraft redstone command block server" brought up nothing. I have the feeling that a decent server with command blocks allowed will never pop up. If a cmd block server did pop up, it would probably be an adventure map thing etc. etc. ORE or other redstone servers would really be the only ones that would end up using cmd blocks the way some members would like them to be used. We have the background in digital logic to implement some pretty interesting stuff imo. (I still am only ok with setblock tho xD) RE: ORE 1.8 Server Development Progress - Chibill - 02-18-2015 Same. And also maybe the one that keeps for a block... RE: ORE 1.8 Server Development Progress - Nickster258 - 02-18-2015 The only reason why command blocks look appealing: you can set blocks like redstone blocks and have wireless redstone easily. It would make a network in minecraft much easier. RE: ORE 1.8 Server Development Progress - tokumei - 02-18-2015 (02-18-2015, 02:51 AM)The Magical Gentleman Wrote: I haven't seen any servers around that use cmd blocks with heavy emphasis on redstone and computing. Searching "redstone server with command blocks", "command block server", and "minecraft redstone command block server" brought up nothing. That's because there has never been a good plugin for command blocks. Bukkit API never had a good way to handle commands sent by command blocks, so there was no way to do it. (I've even attempted to make a command block protector plugin to no avail). Apparently at some point there were some improvements made upon that, or the plugin that was linked to by chibill is very hacky. RE: ORE 1.8 Server Development Progress - Chibill - 02-18-2015 Well it is using ProtocolLib..... RE: ORE 1.8 Server Development Progress - tokumei - 02-18-2015 That explains it. RE: ORE 1.8 Server Development Progress - slugdude - 02-19-2015 I'm still not going to use command blocks in my intOREnet. It would be hacky and harder to manage, plus I like the idea of wires crisscrossing the world transmitting data. That doesn't stop people using them on their LANs though. I'd still support the addition of command blocks like magic described though. RE: ORE 1.8 Server Development Progress - PabloDons - 02-19-2015 making a computer entirely out of commandblocks' /setblock command RE: ORE 1.8 Server Development Progress - slugdude - 02-19-2015 (02-19-2015, 01:17 AM)PabloDons Wrote: making a computer entirely out of commandblocks' /setblock command Well you can make a not gate and an or gate so wait not? Plus memory with test for block :o memory that can hold as much data as there are blocks in minecraft in the space of a single block RE: ORE 1.8 Server Development Progress - PabloDons - 02-19-2015 (02-19-2015, 01:20 AM)slugdude Wrote:(02-19-2015, 01:17 AM)PabloDons Wrote: making a computer entirely out of commandblocks' /setblock command Command blocks making everything too easy xD RE: ORE 1.8 Server Development Progress - Magic :^) - 02-19-2015 (02-19-2015, 01:40 AM)PabloDons Wrote: Command blocks making everything too easy xD ^ Which is why this would have to be really thought out so it doesn't ruin redstone D: RE: ORE 1.8 Server Development Progress - slugdude - 02-19-2015 (02-19-2015, 02:36 AM)The Magical Gentleman Wrote:(02-19-2015, 01:40 AM)PabloDons Wrote: Command blocks making everything too easy xD Actually, after thinking about it, I think redstone would lose all it's charm if we had command blocks. Maybe we should leave them to single player. RE: ORE 1.8 Server Development Progress - tokumei - 02-19-2015 I think we should allow them. Those who do not want to use them do not have to use them, but it would be another thing that is easier to collaborate upon. RE: ORE 1.8 Server Development Progress - PabloDons - 02-19-2015 Update: we have come across a problem with purpleIRC. we have no way of speparating a player on IRC and a player on a server. The reason this is a problem is because we would like to be able to give them different prefixes in-game. those in IRC should have the [IRC] prefix, while those on a server need to have a prefix respective to the server they are on. In OREUtils that problem existed there as well. what the developers did was they tested for a specific IRC name (OREBuild or ORESchool) and replace that with the prefix they wanted. ELSE if that name is not there, ADD the default prefix [IRC]. We are unable to send this data over IRC because how these IRC bridges between servers work is it needs to relay in-game messages into IRC and then relay that back into in-game chat, therefore all that is possible to send is a nickname and a message. I have contacted the author of purpleIRC and he is currently looking into it. Hopefully we will get this sorted out as fast as possible. -Pablo RE: ORE 1.8 Server Development Progress - Nickster258 - 02-20-2015 After looking at the vast features of PlotSquared, I have begun testing with that as an alternative to PlotMe. Also, PlotSquared has great support for dynmap and we could use Dynmap instead of the in-game plot map. Tell me what you think! http://www.spigotmc.org/resources/plot2dynmap.1292/ RE: ORE 1.8 Server Development Progress - Chibill - 02-20-2015 Yes and there is the actual intake map support I believe. RE: ORE 1.8 Server Development Progress - Nickster258 - 02-20-2015 After some testing I have decided to drop PlotMe for PlotSquared due to the incredible amount of features, schematic system, dynmap support, and worldedit for each plot. Just an FYI: I won't be on all weekend and we are going to halt development until I hop back on because PlotSquared is quite unique compared to PlotMe. I should be online Sunday afternoon EST. RE: ORE 1.8 Server Development Progress - Magazorb - 02-21-2015 Yay for problems with other peoples software that either requires us to venture into a whole new unknown programme or find some other crap that works, yay for making things hard XD On a more serious note what issues are you getting? RE: ORE 1.8 Server Development Progress - Nickster258 - 02-21-2015 (02-21-2015, 03:54 AM)Magazorb Wrote: Yay for problems with other peoples software that either requires us to venture into a whole new unknown programme or find some other crap that works, yay for making things hard XD Kek. No problem in making things "hard" if I can handle them. Besides, it is easy for what I have been doing. All of it is web based, no required user downloads. No issues at the moment, just that PlotSquared has many more features and an active Dev team. Not to mention many add-ons that make life easier. RE: ORE 1.8 Server Development Progress - Hastumer - 02-21-2015 Um... One question! PlotMe don't allows building on others plots ._. Do you leave that or can we build on others plots, too? Or only with /p add [Name]? RE: ORE 1.8 Server Development Progress - PabloDons - 02-21-2015 (02-21-2015, 01:16 PM)Hastumer Wrote: Um... One question! PlotMe don't allows building on others plots ._. Do you leave that or can we build on others plots, too? Or only with /p add [Name]? 1. We've dropped plotme for plotsquared 2. There is a build anywhere permission node that members can use. Will not be added for students however due to how easy it is to apply for it (trolls and griefers always take the easy way in) RE: ORE 1.8 Server Development Progress - Hastumer - 02-21-2015 (02-21-2015, 01:47 PM)PabloDons Wrote:(02-21-2015, 01:16 PM)Hastumer Wrote: Um... One question! PlotMe don't allows building on others plots ._. Do you leave that or can we build on others plots, too? Or only with /p add [Name]? Okay thanks for Support! RE: ORE 1.8 Server Development Progress - Magazorb - 02-21-2015 Fair enough, looked as if you had a few issues for a moment RE: ORE 1.8 Server Development Progress - PabloDons - 03-01-2015 update: about PurpleIRC; the author, cnaude, has now made the necessary functions that are needed for cross server chat to become seamless (more specifically custom prefixes and string replacement). unfortunately thought, it is only a development build, so there are bound to be bugs. We are working together with cnuade to fix these bugs and hunt for more bugs so that an update to PurpleIRC can be released. seems like the 1.8 development is going to be slowed quite a bit because of this and the fact that we have dropped Plotme for PlotSquared, but not to worry, we are doing our best. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-02-2015 (03-01-2015, 11:48 PM)PabloDons Wrote: Plotme for dynmap PlotMe for PlotSquared so we can have Dynmap and more features* But yes, cnaude is working with us in adding features to PurpleIRC that will not only benefit us but others as well. We will try not to rush him so we are going to take the time to make sure that the 1.8 release goes as smoothly as possible. RE: ORE 1.8 Server Development Progress - PabloDons - 03-02-2015 (03-02-2015, 12:53 AM)Nickster258 Wrote:(03-01-2015, 11:48 PM)PabloDons Wrote: Plotme for dynmap of course, fixed RE: ORE 1.8 Server Development Progress - Chibill - 03-08-2015 http://www.spigotmc.org/threads/bukkit-craftbukkit-spigot-1-8-3.53745/ 1.8.3 RE: ORE 1.8 Server Development Progress - Nuuppanaani - 03-08-2015 (03-08-2015, 02:26 PM)Chibill Wrote: http://www.spigotmc.org/threads/bukkit-craftbukkit-spigot-1-8-3.53745/ 1.8.3 *Chibill cracks whip RE: ORE 1.8 Server Development Progress - Chibill - 03-08-2015 Well as long as we stay up to date we won't have to deal with people. Also there be many bug fixes there. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-08-2015 Something with Dynmap and PlotSquared came up. The developer of Plot2Dynmap has not updated it for the latest version of PlotSquared and I have noticed this after a NullPointerException. This is only a slight issue. It does mean there will be no visualization of the plots graphically, but Dynmap will still be there and people should be able to see it from there. We will still update without it if it is not available. Later, when Plot2Dynmap is updated, we can apply the update officially. RE: ORE 1.8 Server Development Progress - Chibill - 03-08-2015 Could we not use a slightly outdated Plotsquared? RE: ORE 1.8 Server Development Progress - PabloDons - 03-08-2015 the problem with that is the NullPointerException, apparently Dynmap doesn't update plots correctly RE: ORE 1.8 Server Development Progress - tyler569 - 03-08-2015 (03-08-2015, 04:28 PM)Chibill Wrote: Could we not use a slightly outdated <anything />? No. This is how problems begin. RE: ORE 1.8 Server Development Progress - Chibill - 03-08-2015 Well Tyler we are using an outdated WE as the update has issues so.. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-08-2015 The problem is that some of the required features for us would be vacant. Worldedit hasn't really added any new features recently... At all... RE: ORE 1.8 Server Development Progress - Chibill - 03-08-2015 Yeah. I can try fixing it but I have no idea how it works. RE: ORE 1.8 Server Development Progress - Chibill - 03-15-2015 Any thing new? RE: ORE 1.8 Server Development Progress - Nickster258 - 03-15-2015 Nothing yet. We may have a release date soon though. I have spring break and so does a few others next week. ORE 1 8 Server Development Progress - mJacobsenma - 03-16-2015 Is this code already available or is it still in private development? RE: ORE 1.8 Server Development Progress - Chibill - 03-16-2015 Well its all public plugins there using so it is public. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-20-2015 Hello all! The time has come for me to announce the release date! We have decided that the release date of 1.8 will be Tuesday, April 7th. Please plan for this by setting warps to your old plot. The old map will remain loaded in multiverse for a time and people can access old plots by warping there. The school server will be updated along side the build server to help keep the servers in check. Also because of our IRC plugin not being compatible with OREUtils IRC plugin. Due to this we will also release the new IRC channel because the old one... has issues. Depending on how busy I am I may also be able to release the new forum theme by then (yay). It's an exciting time and due to the death of OREUtils and the inclusion of other plugins that have real developers behind them, this will feel slightly different and may come to be called "ORE 2.0." I will write a rather extensive "How-to" of commands with the new list of plugins. Although most people won't need them it be mainly for the Staff team because, phew... there are a ton of changes. ~Nickster258 RE: ORE 1.8 Server Development Progress - Chibill - 03-20-2015 Cool two days after my birthday. RE: ORE 1.8 Server Development Progress - LordDecapo - 03-20-2015 About 2 weeks after mine chi lol. can't wait for dis I'll make sure my schedule is cleared that day RE: ORE 1.8 Server Development Progress - Nickster258 - 03-20-2015 This is gonna be ORE 2.0 awesome! RE: ORE 1.8 Server Development Progress - Chibill - 03-25-2015 Nick I will have a colorized co!!ands.json for you later before then. (To fix stuff being the wrong color A.K.A not !arching OREUtilsV2) RE: ORE 1.8 Server Development Progress - Phase - 03-25-2015 Plot Questions: How big are the plots going to be? Can we get more than one plot? (And merge them together? https://github.com/IntellectualCrafters/PlotSquared/wiki/Usage:-Plot-merging) How about VoxelSniper? (https://github.com/IntellectualCrafters/PlotSquared/wiki/Usage:-Plot-merging) Fancy redstone roads? (https://github.com/IntellectualCrafters/PlotSquared/wiki/Installation#option-3-using-the-setup-command-supports-the-new-world-types) RE: ORE 1.8 Server Development Progress - PabloDons - 03-25-2015 (03-25-2015, 08:00 AM)Phasesaber Wrote: Plot Questions:256^3 (03-25-2015, 08:00 AM)Phasesaber Wrote: Can we get more than one plot? (And merge them together? https://github.com/IntellectualCrafters/PlotSquared/wiki/Usage:-Plot-merging)currently on the build server you get an extra plot if yours is full. I am sure it would be the same. also you CAN merge plots together. (03-25-2015, 08:00 AM)Phasesaber Wrote: How about VoxelSniper? (https://github.com/IntellectualCrafters/PlotSquared/wiki/Usage:-Plot-merging)what do you need voxelsniper for? terraforming? (03-25-2015, 08:00 AM)Phasesaber Wrote: Fancy redstone roads? (https://github.com/IntellectualCrafters/PlotSquared/wiki/Installation#option-3-using-the-setup-command-supports-the-new-world-types)nah just normal roads. nothing special about them. If you want, you can surely make the one around your plot fancy, nothing's stopping you. RE: ORE 1.8 Server Development Progress - Apuly - 03-25-2015 I'm sure it's safe to say that we will not have VoxelSniper. Although it's a very nice tool that can help you make amazing landscapes, it's not something that is needed when building redstone, and thus has no reason to be included. Also, if accidentally misused, it can be quite a pain in the ass for people online, and the people who need to fix the issue. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-25-2015 Yeeeaaahhh.... No voxelsniper. Never was never will. RE: ORE 1.8 Server Development Progress - Xray_Doc - 03-26-2015 Voxelsniper is better for minecraft aesthetics creations. Everything you need redstone creations for you can use WE. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-29-2015 I have found a way to display AFK players in the tab list. The auto-afk time right now is 5 minutes. There is currently no auto-kick time for AFK players yet, but I may make that one hour to allow people to be AFK but not AFK for an extended amount of time. RE: ORE 1.8 Server Development Progress - PabloDons - 03-29-2015 1 hour is too short to be honest, I am pretty sure you are a sleep and left your computer on if you've been afk for 3 hours. one hour is justified for taking a huge dump. just my opinion RE: ORE 1.8 Server Development Progress - Magic :^) - 03-30-2015 Yeah go more than 1 hour. Sometimes i afk before getting food so i can read over chat after to see if i missed anything important RE: ORE 1.8 Server Development Progress - Apuly - 03-30-2015 I feel like we shouldn't have the afk-kick on the build server. All it will do is get people to make anti-afk machines again. You should just keep it at the tab-list afk thing. RE: ORE 1.8 Server Development Progress - tyler569 - 03-30-2015 Curiosity - if you are taking a huge dump, why do you need to stay connected to the server exactly? Is it *that* much of a hardship to press 2 buttons and rejoin? I say make the autokick 10 minutes and lazy ass people can suck it the fuck up. EDIT: if you *must* know what happend while you're gone, IRC. /EDIT As for anti-afk machines, there's a reason we have rules and make them against them. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-30-2015 There are methods of anti-afk prevention. Be it plugins or rules. I think that if a user does not move for more than one hour he/she should not be on at all. I've added the ~AFK suffix in 1.8 so that people see who is AFK. Nothing is more disheartening than entering a new server, say "hello" to the 12 users online and get a reply from the 3 people who are not AFK. There will be an auto-kick time. For now, it will remain one hour. The auto-afk time is currently 5 minutes. Sometimes when I'm playing or doing something else I have minecraft on my second monitor, just watching it. I have added another feature that will help against those who aren't exactly AFK, but just aren't paying attention to the game. RE: ORE 1.8 Server Development Progress - LordDecapo - 03-30-2015 Being the biggest culprit of being AFK for prolonged periods... I am actually 100% for AFK kicks and the tab menu ~AFK. As Tyler mentioned, it sucks joining and realizing the people u wanted to talk to.. are ALL afk.. I liked the hour long time as before, I kinda wouldn't mind a 30 min. Timer.... but as nick does, I have MC open on a 2nd monitor, and I have 3 screens total, so I spend a fair amount of time watching chat while doing other things.. and 30 min would be to frequent for my likeing when those situations arise. RE: ORE 1.8 Server Development Progress - Nickster258 - 03-30-2015 Just a side note: OP users, most staff and some vets, cannot be auto-kicked. RE: ORE 1.8 Server Development Progress - Crazyninja2000 - 03-30-2015 plz no afk kicks. they are really annoying RE: ORE 1.8 Server Development Progress - tyler569 - 03-31-2015 Crazy: if you want to prevent it from happening, you'll need to participate in the discussion. Complaining will change nothing, if you have a reason that AFK kicks are bad and can refute the previous points made in favor please take the time to type it out, it'll make the server better overall. If however, you have no such argument and want only to allow lazyness to reign there was no reason to take to the keyboard in the first place. RE: ORE 1.8 Server Development Progress - Guy1234567890 - 03-31-2015 Hm... perhaps for the fun of it, there could be a weekly lottery in which one person would become the "Un-kickable!" Every week you would have the option to submit your name into the lottery pool (to prevent inactives from taking lottery slots). BUT! my opinion is irrelevant and this idea is probably dumb (it is kinda really dumb) but it could be fun!!! RE: ORE 1.8 Server Development Progress - Guy1234567890 - 03-31-2015 Also, (it was implied but i'll state it explicitly) the "un-kickability" lasts only one week. RE: ORE 1.8 Server Development Progress - tyler569 - 03-31-2015 Again though, why does it matter so much that you be allowed to waste resources by being afk for hours on end? The timer should extend long enough so as not to kick people who are legitimately there (as much as possible) and no longer (for anyone - including admins if that's possible) in my perfect world. RE: ORE 1.8 Server Development Progress - LordDecapo - 03-31-2015 Agreed, if anything staff AFK kicking is more important IMO. For the new members who join, ask for a staff, and they are all AFK even tho 5 are online (happens often) RE: ORE 1.8 Server Development Progress - Guy1234567890 - 03-31-2015 Yeah i mean i totally think the afk timer is a good thing, but i thought it'd just be a funny little inconsequential thing that could be added for those that strongly desire to afk RE: ORE 1.8 Server Development Progress - slugdude - 04-02-2015 You need to add me to the contributors now RE: ORE 1.8 Server Development Progress - Nickster258 - 04-02-2015 (04-02-2015, 12:09 AM)slugdude Wrote: You need to add me to the contributors now That spawn would have been a bland and tasteless mess if you had not helped! Thanks! RE: ORE 1.8 Server Development Progress - Apuly - 04-02-2015 Maybe it's possible for staff members to be auto-vanished after a while? Maybe? Possibly? RE: ORE 1.8 Server Development Progress - LordDecapo - 04-02-2015 (04-02-2015, 10:33 AM)paulydboy Wrote: Maybe it's possible for staff members to be auto-vanished after a while? i thought of that too, it's a good idea RE: ORE 1.8 Server Development Progress - tyler569 - 04-02-2015 (04-02-2015, 10:33 AM)paulydboy Wrote: Maybe it's possible for staff members to be auto-vanished after a while? That's kind of defeating the point that AFKers are wasting server bandwidth, plus people would then have an incentive to afk, so that they could listen in covertly on conversations. Also, to go back a few, may I point out that if it takes you an hour to take a dump, you need to get more fiber in your diet, it's not supposed to take that long. RE: ORE 1.8 Server Development Progress - PabloDons - 04-02-2015 (04-02-2015, 12:32 PM)tyler569 Wrote: to go back a few, may I point out that if it takes you an hour to take a dump, you need to get more fiber in your diet, it's not supposed to take that long. dood, you don't need to attack me like that. I know taking a dump doesn't take this much time. Either way, being afk doesn't take much bandwidth or resources. standing still DOES keep chunks loaded, it DOES take up some bandwidth, but it isn't much of a hassle. most likely nothing is happening in these chunks worth mentioning (chunk updates) and it takes pretty much no data at all to keep someone connected to the server. I would guess around a few hundreds of Kib/s up/down unless people are around the afk player. keeping players vanished instead is much better because then they can (possibly) react if someone is asking for help. RE: ORE 1.8 Server Development Progress - Apuly - 04-02-2015 (04-02-2015, 12:32 PM)tyler569 Wrote:(04-02-2015, 10:33 AM)paulydboy Wrote: Maybe it's possible for staff members to be auto-vanished after a while? I honestly don't remember that bandwidth was really an issue, at least not until now in the discussion. I thought the main problem was that people tried to interact with admins, while they weren't actually there to interact with. Also, if we simply limit the auto-vanish to the staff team, which I suggested in the first place, the extra used bandwidth is fairly limited (I think), so that shouldn't be much of an issue (I think). RE: ORE 1.8 Server Development Progress - Nickster258 - 04-02-2015 The only players to be vanished would be the staff. All others will face the one hour AFK kick time and the 5 minute AFK timer. At the moment, though, I am to busy with making everything work seemlessly so the vanishish staff will be added later. RE: ORE 1.8 Server Development Progress - tokumei - 04-02-2015 Also, in the new update there will be afk indicators in the tab menu and /list. RE: ORE 1.8 Server Development Progress - PabloDons - 04-02-2015 (04-02-2015, 10:50 PM)NonemuNinja Wrote: Also, in the new update there will be afk indicators in the tab menu and /list. About that, DJ, it seems that the plugin used for this to work is the current most intensive plugin on the test server with double that of the second most intensive plugin being essentials if I remember correctly. What might happen is we drop it, which means no afk indicators. RE: ORE 1.8 Server Development Progress - tokumei - 04-03-2015 Still, we can use the essentials /list to do that anyway. Atl we can do that now. RE: ORE 1.8 Server Development Progress - slugdude - 04-03-2015 (04-02-2015, 11:50 PM)PabloDons Wrote:(04-02-2015, 10:50 PM)NonemuNinja Wrote: Also, in the new update there will be afk indicators in the tab menu and /list. Twist: It's actually not very intensive. Its just that our plugin takes the overall processor time. The plugin needs lots to start up, but after a /reload it shows that dynmap is actually more intensive. RE: ORE 1.8 Server Development Progress - LordDecapo - 04-03-2015 #even2ndmostusedprocessortimeisstillwaytointesiveforasimplenametaginatabmenu RE: ORE 1.8 Server Development Progress - Nuuppanaani - 04-03-2015 (04-02-2015, 12:32 PM)tyler569 Wrote:(04-02-2015, 10:33 AM)paulydboy Wrote: Maybe it's possible for staff members to be auto-vanished after a while? Friking Reddit, man! I hate getting kicked while supervising the chat, and that's kind of my job. Maybe staff needs to be able to disable afk kicks manually? RE: ORE 1.8 Server Development Progress - Nickster258 - 04-03-2015 * Nickster258 thinks people are ignoring half of the statements he has already made. Staff wont get kicked, just auto-afked. Members / all else will get kicked after an hour. Our chat plugin is most intensive right at the beginning since that is how Top processes if a plugin is "intensive', by how much CPU processing time it takes. Since all we really did was chat and slowly build spawn, no other plugins were doing anything relatively. When using essentials chat it was the same way. When the server is to be released there will be other plugins taking its place. RE: ORE 1.8 Server Development Progress - Nuuppanaani - 04-03-2015 (04-03-2015, 01:51 PM)Nickster258 Wrote: Staff wont get kicked, just auto-afked. Just as Lord said, this leads to 5 admins being afk on the server. I think they should get afk kicked if they're actually afk. (With 1 hour afk kicks this isn't really a problem, it's rare someone stays quiet/not moving for that long. But school has a 5 min afk kick timer atm :/) RE: ORE 1.8 Server Development Progress - Nickster258 - 04-03-2015 OP admins don't get kicked. What we can do is not make every admin OP. For me being AFK is not a problem, but it is for many others. RE: ORE 1.8 Server Development Progress - tyler569 - 04-03-2015 (04-03-2015, 03:49 PM)Nickster258 Wrote: What we can do is not make every admin OP. Really, no one should be OP if we actually took the time to make permissions that make sense (no, not "*", there are some things that should be relegated to the extra security console gives) But that's effort. RE: ORE 1.8 Server Development Progress - PabloDons - 04-05-2015 (04-03-2015, 04:51 PM)tyler569 Wrote:(04-03-2015, 03:49 PM)Nickster258 Wrote: What we can do is not make every admin OP. idk what should be replaced by using console, but it is as simple as adding the node after a dash to remove it's use ("-essentials.afk.kickexempt" for instance). either way, IRC is by my opinion the best way to monitor chat. requires much less CPU intensity, you can search through it, and there are by no doubt some clients that write logs (not that it is needed, but might be useful). RE: ORE 1.8 Server Development Progress - Nickster258 - 04-05-2015 Once we finalize on the channel and the change is finished, I will be using an irc client on my phone so I am always there when someone addresses me. RE: ORE 1.8 Server Development Progress - Apuly - 04-05-2015 (04-05-2015, 09:12 PM)PabloDons Wrote:(04-03-2015, 04:51 PM)tyler569 Wrote:(04-03-2015, 03:49 PM)Nickster258 Wrote: What we can do is not make every admin OP. Tay is not referring to just one change in the staff perms, he's referring to a complete redesign of what staff actually is, where commands that can be vulnerable are removed, so that if somebody logs in with the account of a staff member, he can't fuck up everything. I must say, I agree with everything that tay said in his post. RE: ORE 1.8 Server Development Progress - Nickster258 - 04-05-2015 My only problem with that is that if staff cannot be trusted with the responsibility of those commands, what's the point of them being staff? It makes sense to limit it but when all staff harness the power to change literally everything for ORE, I don't see the need for regulating staff perms. RE: ORE 1.8 Server Development Progress - tyler569 - 04-05-2015 It's not a question of trust, it's a question of making people think about what they're typing. It's the same reason everyone recommends you use your shell as a normal user and sudo when you need it, so you don't accidentally fuck shit up without thinking about consequences. RE: ORE 1.8 Server Development Progress - Apuly - 04-05-2015 We've also had a couple of occurrences surrounding "me vrother got on me computor" While you might be able to get direct access to minecraft using the latest launcher, you still need to go through a security layer on SSH, and then have the knowledge with regards to controlling the server. Keeping harmful commands in a secure environment makes it harder for other people to do harm, both occidentally and purposely. RE: ORE 1.8 Server Development Progress - PabloDons - 04-05-2015 (04-05-2015, 09:28 PM)paulydboy Wrote:(04-05-2015, 09:12 PM)PabloDons Wrote:(04-03-2015, 04:51 PM)tyler569 Wrote:(04-03-2015, 03:49 PM)Nickster258 Wrote: What we can do is not make every admin OP. well, more commands can easily be added to the perms so it is removed from use. as I said, you can just add a dash before the node for each specific command or group of commands. RE: ORE 1.8 Server Development Progress - tyler569 - 04-05-2015 There's also a bit of a fundamental misunderstand it seems. Under no circumstance would I ever use "-permission" to remove permissions. If we were going to do this, we would be generating a new set of permissions detailing everything admins *are* allowed to do from the ground up, not limiting a few hot button ones. When dealing in security, never use blacklists, always assume the default positon is deny and use whitelists. Again though, effort. RE: ORE 1.8 Server Development Progress - jxu - 04-06-2015 (04-05-2015, 11:34 PM)tyler569 Wrote: When dealing in security, never use blacklists, always assume the default positon is deny and use whitelists. QFT RE: ORE 1.8 Server Development Progress - PabloDons - 04-07-2015 1.8 server is out woho! finally! RE: ORE 1.8 Server Development Progress - fluffy406 - 04-08-2015 has too much LAG seriously I cant even get to my old plot to copy my stuff to new plot I just fall through my plot floor RE: ORE 1.8 Server Development Progress - Nickster258 - 04-08-2015 Can't people learn to calm down? Lag is always an issue, fixing it is of course on the agenda. RE: ORE 1.8 Server Development Progress - Nickster258 - 04-08-2015 This thread has been closed. To visit discussions and issue reports visit the stickied thread. |