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Post Author Forum Replies Views Posted [asc]
    Thread: Floody water
Post: RE: Floody water

I dunno but is there any reason to keep the 'classic' simulator even it does not work properly? Of course if I remember right, that it has bugs so anyone with the bucket can crash the server?
l0udPL Development 40 30,849 10-14-2012, 02:21 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

oh, finally... btw, what is that weird loop with cii iterator inside the cWorld::Tick? I thought it was completely related to old redstone simulator, but I see the most of it remained.
l0udPL Off Topic Discussion 4,863 3,701,999 10-07-2012, 06:08 AM
    Thread: Android tests
Post: RE: Android tests

So... is squirrel disabled in this version or not? If so, you might include it back, as we have to have exceptions anyway...
l0udPL Development 235 167,817 09-29-2012, 04:58 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

Well, I've implemented some kind of block dig animation support. Correct animation speed is not implemented as it would require a lot of work with tools, block hardness etc. Not sure about entity ID a...
l0udPL Off Topic Discussion 4,863 3,701,999 09-25-2012, 08:21 AM
    Thread: Chunk generator performance survey
Post: RE: Chunk generator performance survey

So don't bother with android and run a clean debian on it ;)
l0udPL Discussion 45 46,257 09-23-2012, 01:15 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

Hahahah that inventory should be exported to plugins without much checks to make use of this 'feature'. I would use that as some kind of punishment or reward :P
l0udPL Off Topic Discussion 4,863 3,701,999 09-17-2012, 08:10 AM
    Thread: Technic pack limping along on java
Post: RE: Technic pack limping along on java

Quote: -- the Minecraft 1.3.x update introduced some new bugs and these still need to be fixed -- Do you mean sounds, or something more?
l0udPL Development 4 5,142 09-16-2012, 06:33 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

OK, apparently they are using that weird multiplication to improve resolution for entities. I don't know, but maybe it would be better to use double instead of int as coords parameters? Vanilla server...
l0udPL Off Topic Discussion 4,863 3,701,999 09-12-2012, 04:29 AM
    Thread: Cross Plugin Compatability
Post: RE: Cross Plugin Compatability

In easiest implementation it would require some kind of bridge: opened local port to send and recieve commands to/from plugin, which would be running as independent application written in PHP (using s...
l0udPL Plugin Discussion 24 21,610 09-12-2012, 04:21 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

I've implemented some sounds in 1.3.2 protocol. Steps sound still not implemented, but it would be easier to do with this patch anyway... https://dl.dropbox.com/u/29021761/sounds_part1.diff
l0udPL Off Topic Discussion 4,863 3,701,999 09-11-2012, 08:08 AM
    Thread: Core
Post: RE: [Plugin] Core V7

It should work. Restart your browser and try again. If problem persists press ctrl + shift + j and look for errors (to be sure refresh the page with this window on). If there is something, paste it he...
l0udPL Plugin Releases 88 90,739 09-10-2012, 02:26 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

I looked into vanilla server source and noticed, that in 1.3.2 we have to take care of note blocks sounds manually, as well as block placement sounds. It uses Named Sound Effect (0x3E) packet and send...
l0udPL Off Topic Discussion 4,863 3,701,999 09-08-2012, 11:08 PM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

Can someone confirm that there is no sound of the block being placed in 1.3.2 and mcserver?
l0udPL Off Topic Discussion 4,863 3,701,999 09-07-2012, 03:28 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

Anyway some things needs to be polished. - Currently there is too much debug info (every packet makes a line). - I see that my note blocks are somewhat broken (note appears, no sound, weird :P). Wil...
l0udPL Off Topic Discussion 4,863 3,701,999 09-07-2012, 12:07 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

Yup, it (finally) fixed back my world in 1.2.5 too.
l0udPL Off Topic Discussion 4,863 3,701,999 09-06-2012, 09:32 PM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

Still broken for me, but in the other way. Now client firstly disconnects with IndexOutOfBoundsException. Sometimes it connects and spawns "too far away" (successfully anyway), and I can see myself st...
l0udPL Off Topic Discussion 4,863 3,701,999 09-01-2012, 04:18 AM
    Thread: Random Chitchat 2012-2016
Post: RE: What we're doing

I was going to tell you broke 1.2.5, but now I see that my world in anvil got broken. Is there any protection or we just don't care about broken files? My server just hangs up without any error in log...
l0udPL Off Topic Discussion 4,863 3,701,999 08-31-2012, 08:43 PM
    Thread: Single block data storage
Post: RE: Single block data storage

So, to sum up, to connect note blocks to redstone I would have to create: - TriggerNote(position) in cWorld that would call - TriggerNote(position) in cChunkMap that would create a m_CSLayers lock...
l0udPL Development 14 10,779 08-29-2012, 07:20 AM
    Thread: Single block data storage
Post: RE: Single block data storage

gah, I mean pointer to cWorld. There is method: GetBlockMeta() and I'm looking to something similar to get block entity.
l0udPL Development 14 10,779 08-29-2012, 04:48 AM
    Thread: Single block data storage
Post: RE: Single block data storage

Lapayo, I was thinking about the same thing, unfortunately I'm not familiar enough with this code to make such a big changes. Anyway, storage should be pretty easy to standardize if we assume that eve...
l0udPL Development 14 10,779 08-29-2012, 04:04 AM