On December 13 2011 22:20 Serejai wrote:
Coming Soon™
Coming Soon™
Ughhhhhhhh blizzard soon. T_T Why do you do this to us?
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urasyupi2
United States810 Posts
On December 13 2011 22:20 Serejai wrote: Coming Soon™ Ughhhhhhhh blizzard soon. T_T Why do you do this to us? | ||
Zaphod Beeblebrox
Denmark697 Posts
In related news, I've located a perfect spot for the new Echoing Caves and will probably begin the work 1-2 days after launch (time for people to get basic stuff to work with). Its close to the main city, and right next to one of the railways, making it easy to access. I could still use more people to help make the caves tho. | ||
r.Evo
Germany14079 Posts
On December 20 2011 22:21 Zaphod Beeblebrox wrote: Don't worry. As soon as we have confirmation on the last nessesary plugins (a matter of days) we will go live. As far as the world goes, we need to polish a few things like railway stations and terraforming, but apart from that the map is ready to go. In related news, I've located a perfect spot for the new Echoing Caves and will probably begin the work 1-2 days after launch (time for people to get basic stuff to work with). Its close to the main city, and right next to one of the railways, making it easy to access. I could still use more people to help make the caves tho. WRAWRAWRAWRARAWAAARGH. I wanna explore the map, too. =( Looking for the perfect spot for some kind of uber medieval-like city with cool towers, castle(s) and all that good stuff. Not to mention the obligatory pyramids in the distance. It will be phun. (If anyone thinks that sounds cool, make sure to shout. <3) | ||
Serejai
6007 Posts
How to register: On December 12 2011 06:39 Serejai wrote: IP FOR STRESS TESTING: 173.53.106.115 Upon joining you will need to authenticate your account by doing the following: /tlregister yourtlnamehere Check your TL inbox for a PM from "Minecraft" containing a confirmation code /tlactivate yourcodehere This will set you up with permissions for the server when it opens, as well as helping us test to make sure the system can handle multiple queries at once. | ||
Archas
United States6531 Posts
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United States10328 Posts
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Xaeryn
186 Posts
At least I'll be authenticated for Friday, this will likely be my favorite christmas present! | ||
Archas
United States6531 Posts
On December 22 2011 03:38 Xaeryn wrote: I joined the server to see what was up, hopped into a weird black fountain thing, and am now in a world full of endermen repeatedly dying while unable to get out. D: At least I'll be authenticated for Friday, this will likely be my favorite christmas present! http://www.minecraftwiki.net/wiki/The_End | ||
xZiGGY
United Kingdom801 Posts
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TemplarCo.
Mexico2870 Posts
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Cedstick
Canada3336 Posts
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Melancholia
United States717 Posts
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Serejai
6007 Posts
Still works fine in other worlds, but the main world doesn't spawn anything at all. Completely baffled, as even after removing all other plugins and a fresh copy of the addon/configs it still won't work. So, I reluctantly uninstalled it and set up a different, less-flexible mob spawning plugin. Just my luck - that one fails to work as well even without any other plugins running. Plugin dev has never seen it happen before and has no idea why it's throwing out errors. In short, I'll probably have to stick with the default mob spawning for now. In addition, the transit plugin we use was updated yesterday to fix an issue where minecarts would lose speed when they weren't supposed to, and the fix ended up breaking the entire functionality of the plugin (dev estimates 1-5 days for a fix). So, trains won't be working for a couple days. NPCs were updated to work with 1.0, but half of the plugin's functionality broke as well... so most of the NPC features I had in the game have stopped working (unit pathing, guards, quests). Most of the data is still there and will start working immediately as soon as the plugin is updated again, but so far no word from the dev. Oh, and the currency plugin we use has some issues in 1.0 and the dev hasn't been seen in over two months. So basically half of the features we had up and running in 1.8.1 STILL have not been updated to work with 1.0 yet, meaning a shitload of the work we did back in 1.8 is forced to lay dormant until plugins finish updating to work properly with 1.0. Thankfully the server is in a stable and working state, and all the work we put into it is still there... we just won't be able to enable a lot of things just yet. Things that are ready but broken still in 1.0: Trains (ETA 1-5 days for a fix) Increased monster difficulty (no ETA... neither of the two plugins that do this work in 1.0 reliably) iConomy doesn't 100% work in 1.0 (plugin dev is MIA for nearly three months now, no alternative for our needs) Citizens doesn't 100% work in 1.0 (no eta - currently guards don't work, pathing doesn't work, and quests are extremely buggy) And the biggest "fuck you" of all I've gotten from plugin devs thus far is that Spout/SpoutCraft is being discontinued and turned into a new server mod to compete with Bukkit. This means that, 2-3 months from now, we're going to have another clusterfuck of plugins being discontinued and ported over as happened in January of this year when Bukkit was formed to compete with hMod. I bolded this because there WILL be a ton of issues when this happens, and potentially weeks or months of downtime. You can read up on this here: http://forums.getspout.org/threads/new-years-resolutions.487/ I know this is kind of a rant, but it's one I feel justified in doing considering myself and a few others have been pouring hundreds, if not thousands of hours of work into this server over the last few months and at the end of the day a lot of our work has been rendered temporarily useless by things that are completely out of our control. Ranting aside, the server will still open as planned tomorrow but as mentioned earlier it will be in a more vanilla state than I want. I'm just not willing to keep delaying this in the hopes that plugin devs get their shit together because it doesn't seem to be happening anytime soon. To compensate for some features being inactive at the start I'll be putting extra effort into server events and making the world as dynamic as possible. In addition I will likely be fairly inactive for a few days because I'm quite honestly sick of Minecraft at the moment (or more specifically the plugin side of things). I'll be on for help and support, of course, but it's unlikely you will see me in the game world anywhere for a bit. | ||
Serejai
6007 Posts
I personally can't wait for a Spout server mod as their entire staff are extremely open, helpful, and organized (for the most part). I just don't see it being an easy transition when it happens and wanted to give a fair warning to everyone. I recommend reading their post, though. | ||
MiyaviTeddy
Canada697 Posts
before I take an arrow to the knee | ||
OopsOopsBaby
Singapore3425 Posts
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Serejai
6007 Posts
The name of our main world was "Overworld". Has been for months now, including a few days ago when mob spawning was working fine. Apparently, for some unbeknownst reason, Bukkit decided that it no longer approved of that world name. First, I tried moving a secondary world (in which mob spawning still works) and renaming it to "Overworld". Spawning suddenly stopped working. This was my first "what the fuck?" moment. So then I took the actual overworld and renamed it to something else. Magically mob spawning started working again. This was the second "what the fuck?" moment because this was done on a fresh install of everything with no previous settings carried over. I cannot for the life of me figure out why the hell Bukkit suddenly blacklisted my world name, but the monster spawning seems to be fixed for the time being. Hopefully it won't randomly stop working again. | ||
MiyaviTeddy
Canada697 Posts
As a plugin dev that is | ||
Weebem-Na
United States221 Posts
Weebem_Na | ||
Melancholia
United States717 Posts
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