Hey guys, I'm just looking for a TNT War server, if there is one. I absolutely love making redstone cannons, and after seeing this great video by BajanCanadian, I really felt like playing this game. Now I'm just wondering if there is a server for this minigame. Here's the video:
You'll have to watch till the second minute to understand the game. I'm looking for a 24/7 server with a lot if people on it BTW, I don't want to waste my time or your time looking for a server that doesn't even operate when I want it to. Thanks guys, and I hope there is one for this minigame!
Edit: I have my own now, the updated IP is megacrafter.ddns.net
Edit 2: IP is now megacrafter.hopto.org - Not 24/7 but you can try logging in whenever
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Jul 30, 2014Posted in: DiscussionQuote from DraconzisI believe a way around this for servers would be to get a custom mod that adds a cape, but does not use any of the current cape "code". Now, I am no programmer or lawyer, but I do believe this is fine.
That's be a big problem for us OptiFine donators, I love my cape :'(
Mar 12, 2014BumpPosted in: Server Recruitment
Since nobody has a legit TNT Wars server, I am planning to make one myself. It's already a planned server but adding this game would contribute to our success. I'll put the IP up in a separate post once everything is ready, ok guys?
Edit: Yes it's 24/7 and it's cool. There will be a donor rank too, where you get advantages in some mini games, like kits and the ability to kick others from the server if it's full.Quote from Ripplesz
U r lucky, I am making a minecraft server and accepting staff. I am planning on making tnt wars on the server
However it is a bukkit server, not 24/7 but it is up every other sat/sun
Tell me if u want ip
What plugin will you use? Will you be rolling back the map every time a new game starts? Will you be the one to fill up the chests? If you're using a plugin please send me the link to it. I'd be glad to feature it in a few of my server plugin reviews. I'd also like to review your server if it's turned on consistently.
Dec 11, 2013Port ForwardingPosted in: Server Support and Administration
Believe me, port forwarding is not hard at all. It's one of the easiest things to do. Follow this simple guide and your server will be up and running in no time!
Finding your Router IP
The first thing you want to do is find the local IP of your router. This will be used to access the router settings and port forward. The default IP is 192.168.1.1 but 192.168.0.1 is also commonly used.
Creating a Static IP
For Mac, you'll need to go to System Preferences. If you can't find it anywhere, click on Spotlight and search for it. Once you're in System Preferences, click on Network. It should be somewhere in the middle. Click on Airport, then click on Advanced. In Advanced, click on the TCP/IP tab. In the Configure IPv4 area, select 'Using DHCP with manual address'. That should be about it! Check your IPv4 address and we're moving on!
Forwarding our Ports
Almost done! Now all we need to do is go to our router page. If you use Linksys, click on Applications and Gaming. Under that tab there will be more tabs. Click on Port Range Forwarding. You'll have to type in the ports, and you'll also need to select both when it asks you for the protocol. Type in the IPv4 address of your computer and we're all set! As for the ports, it's most likely to be 25565 unless you changed it in the server.properties file.
Why Make a Static IP?
We need a static IP in order to port forward because if the IP isn't static, our IPv4 address will keep changing. You'll have to make a static IPv4 address to port forward, as this is a very crucial factor. Sorry Windows users, I don't know how to create a static IP on Windows but I'm sure a simple Google search can help you.
If this post helped you in any way, please 'Thank' us or subscribe to our Youtube channel for more great tutorials on Minecraft!
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Jan 1, 2013Posted in: DiscussionMinecraft Jars(Yes, I've included them all)Updated 9/7/141.8.x
1.8 is finally here!
1.8 | Client .Jar | Server .Jar | Server .Exe | 1.8.json
14w02a | Client .Jar | Server .Jar | Server .Exe
14w02b | Client .Jar | Server .Jar | Server .Exe
14w02c | Client .Jar | Server .Jar | Server .Exe
14w03a | Client .Jar | Server .Jar | Server .Exe
14w03b | Client .Jar | Server .Jar | Server .Exe
14w04a | Client .Jar | Server .Jar | Server .Exe
14w04b | Client .Jar | Server .Jar | Server .Exe
14w05a | Client .Jar | Server .Jar | Server .Exe
14w05b | Client .Jar | Server .Jar | Server .Exe
14w06a | Client .Jar | Server .Jar | Server .Exe
14w06b | Client .Jar | Server .Jar | Server .Exe
14w07a | Client .Jar | Server .Jar | Server .Exe
14w08a | Client .Jar | Server .Jar | Server .Exe
14w10a | Client .Jar | Server .Jar | Server .Exe
14w10b | Client .Jar | Server .Jar | Server .Exe
14w10c | Client .Jar | Server .Jar | Server .Exe
14w11a | Client .Jar | Server .Jar | Server .Exe
14w11b | Client .Jar | Server .Jar | Server .Exe
14w17a | Client .Jar | Server .Jar | Server .Exe
14w18a | Client .Jar | Server .Jar | Server .Exe
14w18b | Client .Jar | Server .Jar | Server .Exe
14w19a | Client .Jar | Server .Jar | Server .Exe
14w20a | Client .Jar | Server .Jar | Server .Exe
14w20b | Client .Jar | Server .Jar | Server .Exe
14w21a | Client .Jar | Server .Jar | Server .Exe
14w21b | Client .Jar | Server .Jar | Server .Exe
14w25a | Client .Jar | Server .Jar | Server .Exe
14w25b | Client .Jar | Server .Jar | Server .Exe
14w26a | Client .Jar | Server .Jar | Server .Exe
14w26b | Client .Jar | Server .Jar | Server .Exe
14w26c | Client .Jar | Server .Jar | Server .Exe
14w27a | Client .Jar | Server .Jar | Server .Exe
14w27b | Client .Jar | Server .Jar | Server .Exe
14w28a | Client .Jar | Server .Jar | Server .Exe
14w28b | Client .Jar | Server .Jar | Server .Exe
14w29a | Client .Jar | Server .Jar | Server .Exe
14w29b | Client .Jar | Server .Jar | Server .Exe
14w30a | Client .Jar | Server .Jar | Server .Exe
14w30b | Client .Jar | Server .Jar | Server .Exe
14w30c | Client .Jar | Server .Jar | Server .Exe
14w31a | Client .Jar | Server .Jar | Server .Exe
14w32a | Client .Jar | Server .Jar | Server .Exe
14w32b | Client .Jar | Server .Jar | Server .Exe
14w32c | Client .Jar | Server .Jar | Server .Exe
14w32d | Client .Jar | Server .Jar | Server .Exe
14w33a | Client .Jar | Server .Jar | Server .Exe
14w33b | Client .Jar | Server .Jar | Server .Exe
14w33c | Client .Jar | Server .Jar | Server .Exe
14w34a | Client .Jar | Server .Jar | Server .Exe
14w34b | Client .Jar | Server .Jar | Server .Exe
14w34c | Client .Jar | Server .Jar | Server .Exe
14w34d | Client .Jar | Server .Jar | Server .Exe
1.8-pre1 | Client .Jar | Server .Jar | Server .Exe
1.8-pre2 | Client .Jar | Server .Jar | Server .Exe
1.8-pre3 | Client .Jar | Server .Jar | Server .Exe
1.7.2 | Client Jar | Server Jar | Server exe | 1.7.2.json
1.7.3 | Client Jar | Server Jar | Server exe | 1.7.3.json
1.7.4 | Client Jar | Server Jar | Server exe | 1.7.4.json
1.7.5 | 1.7.5.jar | minecraft_server.1.7.5.jar | minecraft_server.1.7.5.exe | 1.7.5.json
1.7.6-pre1.jar | minecraft_server.1.7.6-pre1.jar | minecraft_server.1.7.6-pre1.exe | 1.7.6-pre1.json
1.7.6-pre2.jar | minecraft_server.1.7.6-pre2.jar | minecraft_server.1.7.6-pre2.exe | 1.7.6-pre2.json
1.7.6.jar | minecraft_server.1.7.6.jar | minecraft_server.1.7.6.exe | 1.7.6.json
1.7.8.jar | minecraft_server.1.7.8.jar | minecraft_server.1.7.8.exe | 1.7.8.json
1.7.9.jar | minecraft_server.1.7.9.jar | minecraft_server.1.7.9.exe | 1.7.9.json
1.7.10-pre1.jar | minecraft_server.1.7.10-pre1.jar | minecraft_server.1.7.10-pre1.exe | 1.7.10-pre1.json
1.7.10-pre2.jar | minecraft_server.1.7.10-pre2.jar | minecraft_server.1.7.10-pre2.exe | 1.7.10-pre2.json
1.7.10-pre3.jar | minecraft_server.1.7.10-pre3.jar | minecraft_server.1.7.10-pre3.exe | 1.7.10-pre3.json
1.7.10-pre4.jar | minecraft_server.1.7.10-pre4.jar | minecraft_server.1.7.10-pre4.exe | 1.7.10-pre4.json
1.7.10.jar | minecraft_server.1.7.10.jar | minecraft_server.1.7.10.exe | 1.7.10.json
1.6.1.jar | minecraft_server.1.6.1.jar | minecraft_server.1.6.1.exe | 1.6.1.json
1.6.2.jar | minecraft_server.1.6.2.jar | minecraft_server.1.6.2.exe | 1.6.2.json
1.6.4.jar | minecraft_server.1.6.4.jar | minecraft_server.1.6.4.exe | 1.6.4.json
1.5.jar | minecraft_server.1.5.jar | minecraft_server.1.5.exe | 1.5.json
1.5.1.jar | minecraft_server.1.5.1.jar | minecraft_server.1.5.1.exe | 1.5.1.json
1.5.2.jar | minecraft_server.1.5.1.jar | minecraft_server.1.5.2.exe | 1.5.2.json
1.4.2.jar | minecraft_server.1.4.2.jar | minecraft_server.1.4.2.exe | 1.4.2.json
1.4.4.jar | minecraft_server.1.4.4.jar | minecraft_server.1.4.4.exe | 1.4.4.json
1.4.5.jar | minecraft_server.1.4.5.jar | minecraft_server.1.4.5.exe | 1.4.5.json
1.4.6.jar | minecraft_server.1.4.6.jar | minecraft_server.1.4.6.exe | 1.4.6.json
1.4.7.jar | minecraft_server.1.4.7.jar | minecraft_server.1.4.7.exe | 1.4.7.json
1.3.1.jar | minecraft_server.1.3.1.jar | minecraft_server.1.3.1.exe | 1.3.1.json
1.3.2.jar | minecraft_server.1.3.2.jar | minecraft_server.1.3.2.exe | 1.3.2.json
1.2.5.jar | minecraft_server.1.2.5.jar | minecraft_server.1.2.5.exe | 1.2.5.json
1.2.4.jar | Use 1.2.5 server files | 1.2.4.json
1.2.3.jar | Use 1.2 server files | 1.2.3.json
1.2.2.jar | Use 1.2 server files | 1.2.2.json
1.2.1.jar | Use 1.2 server files | 1.2.1.json
1.2 Server | .../1_2/minecraft_server.jar | .../1_2/minecraft_server.exe
b1.8.1.jar | b1.8.1.json
b1.8.jar | b1.8.json
b1.7.3.jar | b1.7.3.json
Make Your Own Snapshot Link
Plug in the version in the link. Just go to the link in your browser and it should download. If you get a page with XML stuff on it, you did something wrong.
http://s3.amazonaws.com/Minecraft.Download/versions/*.*.*/*.*.*.jar http://s3.amazonaws.com/Minecraft.Download/versions/*.*.*/minecraft_server.*.*.*.jarFor snapshots before 13w16a:
A list of all snapshots ever released:
Download a JSON File That's Not Above
If you want to download a .json file for a version that is not above, (e.g. older betas, alphas, snapshots) then make your own link. Simply take the link and change the end of it from .jar to .json.
How To Install Custom Jars
Please view this tutorial
If you want a list of the links for use in batch downloaders, or for whatever reason, look here http://pastebin.com/NjW5EhUy (Note: Only includes client release, beta, and alpha jars. No snapshot, server, or other jars are included in this list.)
Please notify me if there are any errors, whether it be on the PasteBin list or in the post!
For older server files, use MCV
Do not ask questions about how to use these files! You will not be helped here!
The oldest Minecraft server available is 1.2.
I have added JSON files back to Beta 1.7.3.
Jul 31, 2014Posted in: DiscussionQuote from Lukario45
Actually there are thousands of Servers. Many of which are almost exactly the same. As I post this 16,419,346 people have bought minecraft. Planet Minecraft shows 123,357 PAGES of servers on "Recently Updated" with 25 servers on each page. Granted some servers are on offline mode, there is no shortage of minecraft servers for people to go to. And there is definitely no shortage on BIG servers.
It must of taken you a really, REALLY long time to post that message if over 16 MILLION people purchased Minecraft in that time. I'm not sure where you're getting your facts from, but I'd get another source.
Jul 20, 2014GuyInJeans posted a message on Documentory of Hackers: Minecraft -- What they don't what you to know.I never really felt that safe on the internet before... Now I really don't feel safe.... at all... I think I'll go purchase a shotgun now.. For... security... and... stuff...Posted in: Discussion
Jun 8, 2014Posted in: Building, Parts & PeripheralsQuote from Neko-Wa-Kamidesu
Skipping frames and having a slow game. Either that or internet problems.
I'm usually quiet about this, but This is one of my "peeves" as it were, because "Lag" refers to latency, and latency only has any significant delay if it doesn't involve a network. There is something annoying about people who somehow conflate FPS issues and "lag" because the latter still exists and now we no longer have a word for it because apparently "lag" could refer to either poor system performance on the client side OR it could refer to network latency. A lot of times people will come in with some silly "math" about how low FPS is "technically" a form of lag. That is sort of like saying that, technically, a airplane is an automobile. Even if it's technically correct the term is providing less information because by using it for more than one thing it's lost precision.
Speaking from Experience with Quake I Multiplayer. Low FPS was common in certain levels in certain areas because of the more complex geometry and the low FPS didn't affect other players excepting those with similar hardware. With good enough hardware the system was able to keep up.
"Lag" differed from this and at the time was never confused with low FPS because the games performance on the client remained unchanged- only the server updates were latent.
So ,for example: at low FPS you might end up playing at 10 fps. This can affect gameplay and your ability to play but it wasn't lag- it was low FPS.
In contrast, Latency would not affect your FPS- you could be playing in the abandoned base in a firefight, You are chasing somebody down a hallway with a grenade launcher, and at a T intersection they go straight. You follow, then they disappear and suddenly they are behind you.
That was lag because from their perspective they turned at the intersection. Because you were not receiving server game states fast enough, your client predicted that they would keep moving in the direction they were going (straight); then it received a game update from the server with the players actual position and he was behind you.
Lag was altogether far more infurating than low FPS because it caused confusing scenarios like this- players could duck around one corner from your perspective but have gone the other way. Not to mention when such latency affects things such as rocket jumping.
It has become common to refer to Low FPS situations as "lag" but the fact is that this clouds the term, particularly since modern games still suffer from the problems that are solely the domain of network lag (with minecraft, blocks not breaking or breaking in a delayed fashion, or reappearing, etc. are all lag).
For Minecraft, players have come to call it "FPS lag" and "Block Lag" but the fact is that there is no "FPS Lag".
the common counter-argument is that, because there is latency between when a player presses something and they see a result on the screen, that a low FPS is lag.
This fails to consider that this means there will always be a 1/60'th of a second amount of lag that is unavoidable. It also fails to take into account that lag, for a number of years, referred exclusively to network latency and did not have any usage outside of networks. Even with the original IBM PC the slow operation of a long "DIR" command was never called "Lag". It's not solely a consideration of a word being used wrong, either- it's a word being used in such a way that the word becomes completely imprecise. if lag can mean both "network latency" and "Low FPS" than the word becomes useless because those two situations have completely different causes, effects, and possible solutions.
Worse still is when we introduce vertical sync.
Most people have LCD displays nowadays, which causes the whole VSync thing to get even more confusing, because Vertical Sync is, quite literally, something that only "exists" in a real sense with CRT technologies- after all the term itself refers to how quickly the electron beam makes a full sweep from top to bottom. Since electron beams don't exist on other display types, "Vertical Sync" has no real-world equivalent and instead is something completely harboured within the DAC chip of the Graphics adapter. Worse still, that Digital to Analog Chip is only ever employed for creating an analog signal- so if you connect your monitor digitally with a properly supported DVI cable, there is literally no Vertical sync.
This begs the question, then- wtf does Vertical sync mean in that case?
Well, for Analog, standard VGA signals, the Vertical Blank signal is indistinguishable from the signal that would represent black. This isn't a problem for CRT displays since that Vertical blank is to allow the electron gun to reposition itself back at the top of the screen (of course, the electron gun doesn't actually change it's direction, rather the magnetic yoke surrounding the cathode ray tube has the input voltages adjusted to move the beam). for LCD displays, this is only an issue when it uses VGA input and has to decode a VGA signal with it's Analog to digital converter. I do not know the technology behind it but I would hazard a guess that some of this is part of what the various settings such as clock skew refer to.
As for screen-tearing on DVI-D, I am unaware of specifically how the data is sent digitally, but for CRT displays and analog data it is sent in raster scanlines. Tearing results if the Buffer is flipped while a frame is being written. VSync synchronizes the buffer flipping for the RAMDAC with the VBlank signal from the monitor. For Digital displays using DVI-D I would expect the problem to be eliminated since the pixel data is sent in a different fashion and is not encoded and decoded in a form designed for reproduction by analog equipment. I haven't experienced any Screen tearing on my 2560x1440 monitor using a DVI-D Dual-Link Cable to my GTX 770 even when Framerates far exceed 60 (the setting I have for the refresh rate), but it was fairly common on my VGA-Connected 1440x900 screen with the same adapter and same applications and games.
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