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Found 7 results

  1. Imagine seeing someone's actual hands move with their own personal hand gestures as well as their head move with every real life nod or shake. This has personally been on my mind for a few days, but also wondered if other players have thought about the idea of playing VR Minecraft on a roleplay server, the kind of inspiration, immersion, and the type of experience it could possibly bring. There are videos that show that it's possible to have both VR players and normal Minecraft players on the same server (x) (It seems the guy recording isn’t using a vr, but his friends are), and a video that show what it's like to play in the Minecraft VR experience (x) (Showing OMGCraft covering it). Personally, this looks like a lot of fun, but also on the videos it shows how hard it is to PVP whilst in VR, but also talks about how fun it is to use bows and such. The only problem is that there are threads on Hypixel that regard being banned from the server by watchdog for having a 'hacked client'. (x) This is one of the main problems found on the search listings. Also if it's allowed by staff's permission, I'm willing to help test. Oculus releasing VR Minecraft (August 15, 2016) but most install a mod that’s called “Vivecraft” Foot note thoughts: Say if I joined RIGHT NOW in Vivecraft- Would I be able to see what others type in the chat? https://www.vivecraft.org/faq/ says in order for normal players to see vr players in VR, they require the vivecraft server plugin.. Will there possibly be VR support someday? Is it impossible? Will this effect TPS? Say if I got banned for testing, Can I request to get unbanned by staff?
  2. i personally want 1.13 and for the devs to focus enhancing 1.13 rather than update to 1.14 with a bad chunkloading, the new blocks are cool but it doesnt replace the chunk loading, we cant move from point a to point b it takes literally too much time for travelling, maybe we can go back to 1.13 with an older save if world corruption is a concern but we cant stay in 1.14 its ruining the traveling of the map
  3. Hey everyone! I know most people already know, but just wanted to post that the box transfer is complete and functional. It’s not perfect, but it’s definitely an improvement as a whole. We’ve currently got one lobby and the war server running alongside the main server, so there shouldn’t be any noticeable change to your day-to-day experience. In regards to 1.15, the data is all there and ready to go. The old box just needs to be flushed so the extra servers (Dev, Build, Lobbies, etc) can be installed there, then 1.15 should be clear for take-off! I, however, will not be pushing it myself. I’ve put my best foot forward for all of this to be met with despondence and little to no communication for months on end when we needed it most. Everything has been rushed- including me being thrown a red tag simply for being the last man standing. I’ve made it abundantly clear that I did not want to be the only dev, and that I do not support the current server lead, nor the direction being pushed. Spending volunteer time for someone I do not support does not make sense. The server is in a stable state, and that’s the job I wanted to finish for the community. The 1.15 update is present and ready to go for LotC, no questions asked, but I will not push an update that I’m not going to maintain. That wouldn’t be fair to all of you if it ended up having issues and no one to fix them. It is time for me to rest after spending the entire 1.14 version putting out fires while trying to improve the experience for the players. GGs, everyone.
  4. I’d like to announce that FIRST BLOOD has been claimed on the new server box. So yeah, our new box is currently running. We’re finishing the last of the file transfer prep we need to do today, and tomorrow we’ll be looking to transfer the remaining data that requires the server to come down. You can expect the server to be down sometime between 8am-2pm EST tomorrow. The maintenance will last 1-2 hours, however be prepared for 3-4 hours of downtime in case something goes sideways while we’re transferring the data over. I’ll try to make an announcement in broadcast as we approach the actual downtime itself. Thanks again for all your patience, everyone! We’re doing the thing! EDIT: We’re done for the night, so feel free to use /server primary to test out the new server box a bit. It’s smooth.
  5. Hey everyone! I want to start by thanking everyone for their long awaited patience with the lag issues. It’s such an unbelievably obnoxious issue, but I’ve been so pleasantly surprised by the cooperation and lack of flame that has been thrown our way. Thank you all for holding in there with us. That said, obviously an update is in order. Is THIS the maintenance? Unfortunately, no. We’re currently experiencing some down time as the main server box shut down unexpectedly. Console, SSH, etc is all unable to be accessed. Tythus and Telanir have already been alerted, and it seems that neither of them shut it down early. This was posted a bit ago in our Discord, so if you’re not already in there, be sure to join so that you can stay up to date! We’re just going to have to be patient. With this down time I figure I may as well take the time to post an update on what is supposed to be happening instead so we’re all on the same page. The server is back up, everything else still applies, though! What in the blue blazes is going on? Like stated in my previous post, we’ve been waiting on some physical maintenance from our data-center to install some new parts. Their original ETA was the 24th – 25th , however they ended up being delayed and it was pushed back a couple days. With the physical maintenance nearing completion we’ll be installing the software for the new parts shortly and moving forward. We’re going to try to do as much work as we can before we need to bring down the main server to transfer over all the player and map data, then launch back on 1.14 and verify stability. So what about 1.15? The 1.15 update, while it is a good thing to do, we don’t want push in the same update. As such we’re going to be rolling out the server on the new parts, verify that it’s stable with what we currently have, then move to 1.15 so long as we didn’t miss anything. This way if there’s any issues with the 1.15 update we can isolate them quickly and efficiently. The update is coming, however one step at a time. As you can see on the timeline below, once we’ve installed all that we can, the server will go down for maintenance to transfer over what we currently have. At that point, it will launch back up on 1.14 to verify that everything was installed correctly. Once everything’s stable then we can push forward to update to 1.15 in full. So you’ve just been waiting?! Not at all, actually! While we’ve been waiting a couple updates have slowly crept their way onto the live server while revamping old systems. Probably should’ve made a post about them before, but I’m going to go over the main two feature updates. There have been other stability updates pushed here and there, bug-fixes and so-on, but the community doesn’t need all the nitty-gritty details on, say, a tag being updated to use Persistent Data Containers instead of Public Bukkit Values. That’s just boring. Check out the next pages for more details! Thank you to everyone once again for your patience, and I hope this post helps clarify the current timeline for server maintenance. If you have any questions or concerns please don’t hesitate to post or contact me directly if need be! Head Emporium The first major overhaul was to revamp our custom head shop. It wasn’t really setup for longevity, so it needed to be built from the ground-up to use our menu API, and to stop storing everything into a config file instead of an actual database. But what does this mean for the players? Mostly nothing. The head shop will work (mostly) as it did before with a few changes to command syntax. Why update Head Shop of all things, though? Head Shop was a plugin that I had done the update for from 1.13 – 1.14, however it broke entirely with the Tythan menu update. As such in order to fix the shop it ended up needing to be rebuilt. Rather than implement a half-baked fix or remake we instead decided it would be a more worthy investment to complete the overhaul that was scheduled on our to-do list anyway. As such there are some new features added on top of what the Head Shop used to be. Usage /heads – The base command for the entire head shop plugin now. Simply using the command /heads will pull up a list of sub-commands as well as descriptions for what each of them do. For example, /heads shop will open up the shop itself (previously /headshop). Here’s a quick list of all the sub-commands and what they allow the player to do. Keep in mind all of these format as /heads sub-command shop – As pointed out earlier, this is the main command to open up the menu to purchase new heads. When you select a head it no longer purchases it directly and instead pulls up a sub-menu in which you can select 1-64 as the amount of heads you wish to purchase at once, then simply exit the inventory or you can back out to continue purchasing heads. request – Want to request a player’s head? You want to request a lot of a player’s head? Look no further! With request you can enter a player name and the amount of heads you wish to request from them. Keep in mind you will be charged right away, and if they choose to deny the request you will not get your minas back. This is to help deter spamming someone with requests. Additionally, if you request your own head or the head of an alternate account that’s linked then it will auto-accept it so you don’t need to jump around between accounts to accept your own head request. Each head costs 25 minas to request. You can still use /koplushead after executing someone to request their head for free if you wish. from64 – This allows you to request a head based off of a skin value such as those shown on Minecraft Heads. Usually this is denoted in a value box with a weird garbled line of text. This is information stored in Base64, hence the name of the command, from64. You can also specify the amount, and much like request, it charges you right away. The difference here is that it must be approved by moderation before it can be added to your inventory. This is to ensure that everything being imported into the server is appropriate, at the very least. approvals – When you receive a request, you can approve/deny them in the approvals section. Keep in mind you will only see the approvals if the player is currently online. This is to ensure that they are able to receive the head item if you accept it. All the other sub-commands are for staff use and not something you’ll need to worry about. On the next page I’m going to dive into the changes to /edit! Item Edit Previously /edit used to run through a module for Obelisk called Moniker. Moniker wasn’t really built to handle all sorts of signatures and such, so it’s slowly deteriorated into a spaghetti mess and was due for an overhaul. Much like the Head Emporium, Item Edit mostly adds some quality of life changes and bug fixes to help streamline the process. Why update Moniker of all things, though? As the date for the physical maintenance closed in, I wanted to choose a small project I could bang out relatively quickly while not losing any quality. In addition, the removal of Obelisk modules is on our to-do list as well, as such it made sense to get it out of the way to slowly free up the to-do list for other projects in the future. Keep in mind that during this we were still pumping out bug fixes for various issues when they took precedent. Usage Item Edit should remain familiar with the base command being /edit still. As with Head Emporium on the previous page one can simply use the base command of /edit to pull up a list of sub-commands and descriptions for what each one does, such as /edit name which will change the name of an item, only charging the player a token if the item hasn’t already been edited previously. Here’s a quick list of the sub-commands for Item Edit. Keep in mind these are all formatted as /edit sub-command tokens – Shows how many tokens a player has, and how long until the next refreshes if one has VIP renames. Edit Methods Any time an item is edited with the sub-commands below, it is marked as edited. Any amount of edits on a singular item stack only ever takes one token to complete, regardless of what kind of edit it is, or what VIP level the player is. The only exception is adding description to paper. Editing anything else still costs tokens. name – Changes the name of a current item. color – Changes the color of the current item’s name. desc – Adds lore to an item. There is no /edit moredesc anymore, as you simply use /edit desc multiple times. In addition you can use the flag -newline to skip down to the next line after whatever description you just entered. The description can be empty so you can skip down multiple lines for formatting purposes. glow – BedrockVIP+ feature. Applies an enchantment-style visual effect to an item. This no longer requires vote tokens to use. sign – Signs an item with one’s username, or alternatively with one’s roleplay name if using the -rp flag. See the next page for signature types. Clearing Methods By making everything cleaner, the ability to clear information in case you made a mistake is something that was quick to implement. If an edited item has been cleared, it still maintains it’s edited status and doesn’t cost an additional token. If an item has been signed by someone other than yourself, you are unable to clear any information on it without a moderator overriding it. This can also be done for legacy items. All previously signed items can now be unsigned, but only by someone with moderator permissions. clear signature – Removes the signature of an item. clear desc – Removes the description and signature of an item. clear all –Removes the description, signature, name, color, and glow effects from an item. Maximum Length & Width The maximum length of a description is based on the amount of lines it takes rather than the character count. By default everyone has access to 15 lines of description on an item. BedrockVIP and AetherVIP get 20 and 25 lines, respectively. This is to streamline what length means, since previously you could spam line breaks to make obnoxiously long descriptions. The width of an item is based on the character count. We allow 50 characters per line. If you manage to use a word that’s larger than 50 characters then it will break it up and hyphenate it automatically. With the length and width set, these numbers should be approximately what was available beforehand for description lengths. Legacy Voting Tokens Unfortunately pulling the previous voting tokens has proven difficult, but it’s something I’ll continue looking into after the current priority maintenance. Apologies for the inconvenience! Signature Types There are now additional signature types! 26 in total, currently, including staff signature types. These signature types are available starting at BedrockVIP and up and are purely cosmetic. You select your type via /edit sign type, and every signature can have the -rp flag added to it. Here’s a quick rundown of what you might see floating around; Staff Non VIP Signatures PLAYER, ROLEPLAY DiamondVIP+ Signatures DIAMOND, CURRENCY, PLUS, TRIDENT BedrockVIP+ Signatures CROWNS, TWINKLE, FLOWER, STAR AetherVIP Signatures FLEUR-DE-LIS, ORNATE, SNOWMAN, MUSIC, SNOWFLAKE, SUN, PEACE, SKULL The MUSIC signature with the -rp flag;
  6. Hey everyone! After some major back-and-forth I’ve finally gotten a more concrete timeline to provide in regards to the lag issues and the fixes therein. I’m also going to take some time to address a few things that I imagine might crop up as a result of this, so let’s get to it. Why is your server running off of a potato? This comes up a lot that the server is inadequate to be able to handle what’s going on. While an upgrade is coming, rest assured that the amount of memory and power we have allocated is not the root issue for just how bad it’s gotten. So why is it lagging, then? Essentially what’s going on right now is our system is getting hung up on waiting to read or write to our discs. Before it can load that chunk for you, it needs to get in line and finish loading that chunk for someone else. That said, this shouldn’t be happening, and is one of the things we’re profiling to see what’s causing the issues. Unfortunately we rushed to update to 1.14.4 when the issue initially popped up in 1.13.2 rather than working it out back then, so now we’ve got a whole heap of possible things causing the lag. As such pinpointing the exact thing that’s causing the lag has been a major pain. So when can I get back to my mineman experience? Right now we have to unpack it like an onion, eliminating possible lag sources one at a time until we find the root issue. Having SSH access is going to make that possible, however bare in mind that I am still learning how everything is setup. A task a previous dev took a year to do completely. That said, I mentioned a time frame earlier. After a talk with Tythus we’ve spoken to the data-center in which our host box is located, and once they perform some maintenance the main server will end up going down for temporary maintenance while we resolve what we believe is the biggest problem, currently. The current ETA given by the data-center is within the next two weeks they can do said maintenance. As such, we’ll have to wait to provide a more concrete date and time. How about 1.15? The CHUNK FIX? 1.15 is a more optimal build to run off of, but from all testing I’ve done the lag issue definitely stems from the issue that popped up near the end of 1.13.2. The update to 1.14.4 has exemplified it, so while I finish up the last of 1.15 testing now that I can do so myself, we’ll look to launch on 1.15 when the data-center maintenance goes through to minimize downtime. I keep dying to Soulstones. H e l p. Soulstones are still not completely fixed, and it’s recommended that players avoid them for the time being. There are warp signs at the Cloud Temple, and the Home Soulstone will always work. Apologies for the inconvenience, but it’s easier if we just don’t use them to avoid people losing items in the meantime. Nexus 2.0 pls Stop calling it Nexus you boomers. What you describe is a professions system, call it as such.
  7. The Pit Autofill Plugin Coming hot off the press from one of our most recent coders' hands we have the Pit Autofill Plugin. Through this plugin you’ll no longer need to make a modreq for refilling the resource pits at the cloud temple. Usage is quite straightforward, so let’s get into it! What are the pits? For those unaware, there are bedrock pits underneath the Cloud Temple in which players can harvest resources from. It’s as cut-and-dry as can be, and in order to get them refilled one must currently make a /modreq in order to get the pits refilled. However that is no more! Enter Pit Autofill Through the magic of the imagination, some coding, and a sprinkle of fairy dust we now have a plugin dedicated to handle the refilling of the Cloud Temple resource pits. There are a few helpful commands that will help you along when you go digging for your favourite cubic pixels. [Refill] Signs First thing’s first, for ease of use we’ve also included a set of [Refill] signs that when right-clicked will automatically refill the pit specified on the line below it. These should be included on every pit found at Cloud Temple so even if you forget the commands, a simple right click and you’re back in business! /pit This is the main command of the entire plugin. Every command is a sub-command of this, though most will not have permissions to create or modify existing pits, this will still pull up a help menu and be what you require before the next commands on the list. /pit fill pit_name Pit Fill is the bread and butter of what you’d be using as a player. Simply pop in the pit’s name afterwards and watch the sparks fly as the pit is quickly filled with its respective blocks. /pit info pit_name Pit Info will be the go-to for any confusion as to what’s inside a pit. If you want to know the chances of a certain block, how empty the pit needs to be before it can be filled again, or possibly the cooldown on it, it’s all there. /pit list Pit List is mostly used for technicians and moderators for keeping track of what pits are in existence, but it can still be handy for seeing a list of what pits exist before you use your precious soulstone cooldown. A few rules to keep in mind… If you're having trouble with getting a refill to work there’s a few things to note. No players can be inside the pit when you try to refill it. The pit must have less than the minimum percentage of blocks to be refilled. Some pits may have cooldowns, others might not. /pit info to check numbers.
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