Scratching Post

Dog got fleas? Shake 'em off here.

Testing 1.9 Announcement

0
I've started testing V1.9 on the test server. Depending on progress and what breaks, this may be a while before going live.
Like
Responses (23)
  • Accepted Answer

    GlookLike
    GlookLike
    Offline
    Thursday, March 03 2016, 03:17 AM - #Permalink
    0
    Should we consider a restart of the survival maps?
    The reply is currently minimized Show
  • Accepted Answer

    Thursday, March 03 2016, 10:29 AM - #Permalink
    0
    Maybe. The map loads OK, however existing command blocks are spamming the console due (I guess) to the changed API and references to getting online players. Disabling command blocks cures the problem, or they would need to be tracked down individually - could be a mammoth task.

    The same root cause is also a problem right now with some plugins; I'm working through identifying these and it'll either be wait for updates, look for alternatives or use the method on Spigot to remap the individual jars
    The reply is currently minimized Show
  • Accepted Answer

    Thursday, March 03 2016, 06:38 PM - #Permalink
    0
    Pretty much all checks out, except the Live Map won't work until it's updated and a couple of Admin commands are not completely OK; nothing drastic or game breaking though, all the important stuff is just fine after some modifications.

    So, the $64,000 question is: Do you want to go to 1.9 now and work out the wrinkles or hold off for a while? Everything is backed up, so we can always go back if needed.

    Up to you guys :)
    The reply is currently minimized Show
  • Accepted Answer

    Naru102
    Naru102
    Offline
    Friday, March 04 2016, 05:40 AM - #Permalink
    0
    Not answering the 64000 dollar whatever, just wanted to ask: if the survival map gets restarted, I could design the spawn if you want.

    P.S. if you did restart survival map, does that mean the same for creative maps?

    P.P.S. on second thought, i think i will answer the question. I think we should wait a week or so, then go to 1.9. if things get too unplayable, we go back and go with the latter option. If by some miracle the plugins we're waiting on update in that time, we go with the former.
    The reply is currently minimized Show
  • Accepted Answer

    Friday, March 04 2016, 12:27 PM - #Permalink
    0
    I've been doing some more investigation - the console spam I saw related to command blocks seems localised - I'm guessing the proximity is setting that off and with these particular blocks I know where they are. Chances are there's going to be a lot of this spread around.

    As I see it there are 3 options:
    1. Just disable command blocks
    2. Enable command blocks and live with on and off console spam
    3. Completely start over - initially survival but also ChewToy and HotDog if they were problematic

    I'm not entirely in favour of resetting unless there was a really compelling reason, but if we did then I would be looking at a more organised way to quarantine Puppies and re-open to guests; I'd look at doing this in worldguard with multiple group spawn points). One possibility here might be to add a new world map to build that on - access to staff only during the prep, then make that world the main survival map.

    The only real reason I see right now for doing that is to manage guest acess without having to do cleanups after a few numpties decide to visit.

    Also if we were to consider resetting then the current map(s) will be made available to download (current backup of all 3 worlds runs around 3.5GB so I'd probably upload them individually for a set time.

    tl;dr not keen on resetting unless it's absolutely necessary or advantageous.
    The reply is currently minimized Show
  • Accepted Answer

    Friday, March 04 2016, 08:47 PM - #Permalink
    0
    DynMap dev, mikeprimm says he's working on 1.9 version over the weekend. Once the live map is working, I'm inclined to say screw it, let's do it :D
    The reply is currently minimized Show
  • Accepted Answer

    Naru102
    Naru102
    Offline
    Sunday, March 06 2016, 04:37 AM - #Permalink
    0
    Cool. about resetting the creative server...

    I have a large area I was going to use that would be used in videos. is there any way to move the area to the new map if we ultimately do decide to reset the creative map? its a pretty big area, and I know you can only do so much with World Edit, but i just wanted to give it a shot. and when i say big... i mean 16 tiny maps by 16 tiny maps.... and each tiny map is 128 by 128, roughly 8 chunks by 8 chunks. If it is impossible to do so, or if it is too much trouble to do so, then I'll restart. I am fine with it if i do have to restart, I just wanted to ask if there was a chance.
    The reply is currently minimized Show
  • Accepted Answer

    Sunday, March 06 2016, 12:27 PM - #Permalink
    0
    If we did reset then it may still be possible.

    The async worldedit plugin allows for massive WE jobs to run without crashing the server. I just wonder though if that size could copy to the clipboard OK. Another option I've used before is to copy and paste in sections. It's a bit laborious though.

    Another thought is to just use WE to remove command blocks that are a problem in any areas. Still, you prob don't need to worry about a reset ;)
    The reply is currently minimized Show
  • Accepted Answer

    Sunday, March 06 2016, 01:20 PM - #Permalink
    0
    Got a working dev build of the map, going to 1.9 now :)
    The reply is currently minimized Show
  • Accepted Answer

    GlookLike
    GlookLike
    Offline
    Sunday, March 06 2016, 02:42 PM - #Permalink
    0
    We should reset itchy-dog's servers, not Chewtoy and Hotdog though xd I could help with the new spawn too, even set it up with world guard :)
    The reply is currently minimized Show
  • Accepted Answer

    Sunday, March 06 2016, 04:13 PM - #Permalink
    0
    I'm holding off a reset as much as possible, though if most active players want it then I'll go along.

    Spawn points can easily be moved to an unused part of the world; I'm going to test things out along the following lines:

    Globally deny build and interact to Puppies, except for a designated area - that will act as the quarantine. One spawn for Puppies, another for everyone else. That should be simple to set up so I'll run it on Test and see how it goes.
    The reply is currently minimized Show
  • Accepted Answer

    Monday, March 07 2016, 01:47 PM - #Permalink
    0
    Tested and working on the Test server.

    Puppies cannot: break or place blocks, pickup or drop items, access chests, doors or levers, harm animals (can defend against mobs), can't start fires anywhere except within a designated area.

    This means guests can freely roam and interact with other players while not causing a nuisance except in their own zone.

    Also, they cannot get into ChewToy or HotDog.

    I'd suggest a spawn area with two zoned parts, one for Puppies, one for everyone else. Puppies will spawn on command back to their own part. If the two areas are close by, then it's easy for them to transition if they apply for Hound.

    Time to pick an empty area out in the world and set about a new pair of spawns then? Once done and final tests are complete, I'll re-open to guests.
    The reply is currently minimized Show
  • Accepted Answer

    Naru102
    Naru102
    Offline
    Monday, March 07 2016, 04:12 PM - #Permalink
    0
    We could call the area the puppy pen!! or the Kennel.

    And, just in case it wasn't made clear in the previous post, I would be fine if we did end up reseting Chewtoy, though i prefer not too. If we did though, we would at least be able to spawn armor stands and passive mobs. For some reason, someone made some command block or mob spawner that spawn a massive amount of mobs that was lagging Chewtoy. I think Glook was trying to find it, but couldn't, and had to turn off all mobs for chewy. This resulted in no armor stands as well, as they count as mobs, apparently. So there are some perks to resetting, if we do reset.

    One last thing: who exactly is leading the spawn build now?
    The reply is currently minimized Show
  • Accepted Answer

    Monday, March 07 2016, 05:15 PM - #Permalink
    0
    I'd be more inclined to disable command blocks which should cure that problem than reset any of the maps. It's quicker to try that first anyway.

    +1 for Puppy Pen :D

    As for the spawn lead, you and Glook have both expressed an interest, so do you want to co-organise it, or maybe take one part each?
    The reply is currently minimized Show
  • Accepted Answer

    Monday, March 07 2016, 08:48 PM - #Permalink
    0
    Started a thread in Deputies forum to plan out the new spawn areas.
    The reply is currently minimized Show
  • Accepted Answer

    Naru102
    Naru102
    Offline
    Tuesday, March 08 2016, 05:13 AM - #Permalink
    0
    ok. Cool.

    I may have to consider that disable command block suggestion. My co-builders use command blocks for teleportation purposes to select areas so they don't get lost trying to find the location of a certain build site. also because I'm not sure if they even have /tphere, which was why i put the command block rooms in the first place. At the end, its your decision. Im ok with whatever choice you make.

    One last thing, I could take the puppy pen if Glook wants the main spawn, which we could dub the "Kennel". I got a few ideas for either or.
    The reply is currently minimized Show
  • Accepted Answer

    Tuesday, March 08 2016, 09:22 AM - #Permalink
    0
    Do those command blocks still work ok? sounds kind of similar setup to the ones I had at the test spawn build and those are firing off console spam. I can easily find mine as they are all in a control room so can be individually tested and disabled. another option for your setup could be warps and allow your co-builders access to those - they have their own separate rank so easy enough to split those perms out.

    I'd like in the end to leave as much as possible as it is but happy enough to work out alternatives ;)
    The reply is currently minimized Show
  • Accepted Answer

    GlookLike
    GlookLike
    Offline
    Tuesday, March 08 2016, 02:49 PM - #Permalink
    0
    Crunchy, I have been working with 1.9 command blocks and they're far less laggy and very efficient so yeah I can set those up if you want, and for the console spam.... yeah I don't know, I feel like we could find some command/some setting that won't register all command block actions but I don't know, it might be impossible to not have that spam.. unless it's not caused by command_blocks?
    The reply is currently minimized Show
  • Accepted Answer

    GlookLike
    GlookLike
    Offline
    Tuesday, March 08 2016, 02:58 PM - #Permalink
    0
    Also, crunchy, you could give them the tppos command, which teleports the player to whatever the coordinates they give after /tppos
    The reply is currently minimized Show
  • Accepted Answer

    GlookLike
    GlookLike
    Offline
    Tuesday, March 08 2016, 03:09 PM - #Permalink
    0
    OMG CRUNCHY I FIXED THE COMMAND BLOCK PROBLEM X"DDDDD I turned off the logAdminCommand gamerule and it stopped sending command block feedback into the console! We're freeeee! The only thing though is it's logging all chat events, so if the command_block is like /say hi, it's gonna spam... yeah sorry for that X"D I had to test stuff out :P Now nothing's gonna spam, unless told to xD
    The reply is currently minimized Show
  • Accepted Answer

    Naru102
    Naru102
    Offline
    Tuesday, March 08 2016, 04:24 PM - #Permalink
    0
    Well that's cool. I don't know much about command blocks in terms of how they work, I only know a few simple commands.

    I'll go on later today and check if the work. actually ill do it right now. got nothing else to do for a bit. I'll let you know if i have any problems.
    The reply is currently minimized Show
  • Accepted Answer

    Tuesday, March 08 2016, 05:22 PM - #Permalink
    0
    Nice job Glook, I'll also check the area where I know the spam was spammily spamming ;)
    The reply is currently minimized Show
  • Accepted Answer

    Naru102
    Naru102
    Offline
    Tuesday, March 08 2016, 06:42 PM - #Permalink
    0
    Glook helped me check my command blocks. they're all good.
    The reply is currently minimized Show
Your Reply

Login

Server Connections

Server Connections