Posts by zfoxfire

    I usually extract the tar or zip into a seperate folder, delete the lib folder and server.jar from the game folder, then copy only those two items from the extracted zip/tar into the game folder.

    Wow! This is the most bug reporting I've done in a while... I was flying over to where a cabin was showing on the map. The cabin was on the map but it wasn't in the game. I noticed recently the map has been refreshing properly but this time it was not. I looked around but could not see the cabin below me. Game crashed promptly. Stacktrace below. When i restarted the game, i noticed the cabin was no longer on the map.



    Uncaught exception thrown in Thread[jME3 Main,10,main]
    java.lang.IllegalArgumentException: This NativeObject is not registered in this NativeObjectManager
    at com.jme3.util.NativeObjectManager.deleteNativeObject(NativeObjectManager.java:136)
    at com.jme3.util.NativeObjectManager.deleteUnused(NativeObjectManager.java:188)
    at com.jme3.renderer.opengl.GLRenderer.postFrame(GLRenderer.java:939)
    at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:189)
    at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:197)
    at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
    at java.lang.Thread.run(Thread.java:745)

    animals (friendly and non) seem to be spawning in within a relatively short distance from me. Either they're spawning or just not visible from a far. Anyways, I've had to fight off a few tigers suddenly running at me from the front. :\


    Also noticing lots of ponds which are filled with water but visually appear to be empty from above. I'm running an Nvidia GTX960 if that helps


    Edit: Seems like only at night the pond seems empty. I tried a few different light sources. Nothing makes the water visible


    Last Edit: I notice sugar beet saplings are extremely tiny when planted in a garden. Could be a scaling issue

    The spruce forest biome, especially when near a large lake, is my absolute favorite places to settle down and explore. But it would be nice if there could also be a "Redwood Forest" biome which redwood like those in California or giant sequoia. I imagine something of this size would take about 40 hits with a log and yield a similar number of logs :-D


    http://www.cdr3.com/redwoods/


    Also, as some have noticed, the spruce trees cannot be re-grown to the full height they are found naturally. i wish this would change.


    Long term, I would hope procedural generated trees eventually replace models. Or perhaps someone can write a plugin to place such trees in the game. As lovely as the game is already, you can kinda tell that there are only 1 or 2 models of each tree type rotated at a random angle.

    This may be added to and edited tomorrow but here are some initial observations of a permission file Harv and I are working on.


    Harv was able to collect pieces of log from the ground, I never could. when we met up in about 10 minutes neither one of us could pick up logs.
    We had pickup: general: allow: -treelogs set. I've replaced this with a list of all treelog types. This seems to have fixed the problem


    Also, he was not able to initially craft lumber but could after a few minutes.


    Crafting workstations seems to be blocked. I alisted all workstations intitially under items but they were unrecognized according to the Log file so placed under objects instead. better but the regular workbench is still unavailable


    shelter is an item but only available to control as shelter1 under objects. fireplace is also listed in both but even under objects, it is still locked out.


    fireplaceskewer and fireplacespit are listed under objects and items but can be controlled by the items list (seems counterintuitive to the behavior of shelter and fireplace)


    btw by default we have deny: - * set for most categories


    Attached is the most up to date file if this is not due to a blug, please provide some general guidelines for listing objects and items.

    I wonder if something like this would be feasible to integrate into the new Area Protection plugin (still being developed) Then it could be selectively activated on certain doors within one's own claim.

    Don't worry. it took me a few months of research (and several headaches) before I finally built my current machine. When you build a computer once every 7 years, almost all the standards change it seems :(


    BTW, I think video editing is more of a CPU intensive process. bur if you have a good cpu and a good gpu and loads of memory (memory is cheap nowadays). then you'll be fine.


    If you have any specific questions then feel free to PM me. The important thing when building a machine is to reduce bottlenecks. For example, hard drives used to always be the bottleneck of system performance (and optical drives before that). the M.2 is the first major jump in hard drive speed in the last few years. Going from mechanical to ssd sata doubled speeds but now going to M.2 is almost 10 times increase. anything to reduce latency is good.


    Speaking of, when you buy memory, check the latency times (eg. 7-7-7-4 ) or something similar. go for a matched set with the lowest numbers possible. The memory will come bundled. e.g. 32 GB across a set of 4 sticks. Paired memory offers best performance since they're bundled at the factory so they're guaranteed to have matching performance. Compared to just simply adding 4 individual memory sticks into your shopping cart in which case the slowest memory stick is your bottle neck.

    Hold on a sec @ArcticKitsu I thought I clarified this with you already. Perhaps you forgot to edit this post. But the Foxbox server has not suffered any fate. My problem was easy rectified by restoring from a full backup I made of the world prior to the 0.8.2.1 update and restarting the server to allow the world conversion script to take its course. I caused the problem initially because I was not as familiar as I thought I was with how the game was stored so I ended up wiping worldpart files because I thought it was duplicate of what is stored in the mysql database. I was incorrect.


    What is happend to you is similar but not because you goofed, unless you dug into the worldpart files and deleted stuff. You have wrong biome chunks on the sides of modified areas (e.g. the chunks beyond each side of the path going through the grass) so I suspect your bp files are missing for that world part. pull up F3 and you'll find the worldpart number you are in. then check your Worlds/{servername}/worldparts folder to make sure you have a bp file matching those numbers. If its missing, that's the root cause. you'll have to recover those from backup and restart the server.


    The wp files and bp files combined with the change data in the sql database are used to figure out how to draw the world whenever the world generation algorithm changes (which happened in 0.8.2 since biomes were re-organized). What happened to my server was that since the wp files were missing, it rendered in world parts using the new algorithm with construction and terrain alterations (from the sql files) ontop which causes nasty results.


    Since you have a rented game server, I have no clue what their backup strategies are. Mine is a barebones vm where i installed Linux myself and configured everything manually to my liking so I have full control over configuration and backup strategies. If you have a full backup tarball file sitting in your game files then you might want to shut down the server and recover to the last version. I presume the backup files are full copies of the Worlds folder (which contains the worldparts, biomeparts, and the sql database). If that doesn't recover your issue then either some files are missing or its a bug.


    @red51 please correct me if i'm wrong about any of this.

    Its doing the same thing with 0.8.2.2 but I see what it is now. The world conversion is taking far longer than it used to be in the past. processors are pegged right now and its just chugging through every world part. I guess this is the new norm. Perhaps superflat without caves would be the best option for fast world conversions :-D