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    posted a message on Minecraft crash Everytime
    Quote from epikal »
    Black screen freeze is a common issue, please do a search.


    I did a search and tried the many suggestions. Sometimes it is an error message. More often it is black screen. I have 32 and 64 bit Java installed and I have used the jar method of running the client, specifying 2GB of RAM. These are the most promising fixes that "search" revealed.

    I spent a lot of time "searching" and trying fixes. This is the first time I have posted after running into the issue and searching for weeks. Please do not assume that everyone is incapable of searching. If you know of a fix, please post the link to the thread with the fix. It takes just as much time as posting passive-aggressive drama.

    Thank you.
    -WB
    Posted in: Legacy Support
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    posted a message on Minecraft crash Everytime
    Bump for help... Most of the time, I do not get an error screen. Client screen just goes black and freezes. i have to kill it. Sometimes I can go hours without this happening. Other times, it happens every 5-10 minutes. It also happens in Single Player but not as much, which is why i think it is more of a client thing. it is very annoying.

    thanks in advance!
    Weirdbeard
    Posted in: Legacy Support
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from Zeerix »
    Quote from weirdbeard »
    We are having this problem too. All new players can only use the return teleportation rune but none of the out-going teleportation runes. Players who were on the server when the runes were created can use all teleportation runes. We have deleted all client files and re-downloaded with no effect. We have rebuilt the runes with the same results.


    The teleporter don't store player data. It might be a hMod or McMyAdmin problem.

    Are the teleporter that don't work in the spawn area?


    It turns out that having the teleporters near the spawn point was the issue. I first tried moving the spawn point only one chunk away but that didn't change anything. So, I moved it to one of the outer reaches of the map and people were then able to use the teleporters without any problem.

    Not sure what the "affected range" is with regard to this problem. I suspect it might have something to do with the hMod feature:

    spawn-protection-size=<number>

    Just a guess, though. :smile.gif:

    Thanks for all your help!!
    -WB
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from SuperLlama »
    Very weird problems above- like others have stated, Runecraft does not store any player information except for tool rune slots. However hmod has been known to mess with rune activation by denying right-click privileges to certain groups, but since it still does it without hmod I can't say for sure. There are also known issues with building runes in the spawn area-- only ops can use them in that situation. There could possibly (very unlikely though) be a bug where a certain tool rune is being applied to right-click with hands and stopping regular usage... what tool do the players use to activate the teleporters?

    Deleting magic.dat will probably not help, since it'll delete the teleporters in question anyway. Maybe I should add a bug tracking feature where regular usage of runecraft saves a bunch of gobblygook to another dat file you can send to me for analysis?


    You might be onto something with the right-click behavior. One recently added user said he was unable to right-click on buttons in some areas. This was the first time we heard of general right-click issues... However, he can right-click on a remote teleporter which brings him back to the main teleporter room (which is near the spawn area.) This behavior might suggest the op-needed-near-spawn-area you mentioned. I will experiment with this. Most of the users with trouble are non-admins. However, one is an admin who has been with us since before Runecraft was implemented on our server.

    People generally use whatever tool they have in hand. New players will usually use a wooden shovel since these are provided in the teleporter room. However, most folks do not use (or very rarely use) any tool runes. Right now, the teleporters are really the only runes we use on a regular basis. Oh, and we did perform a test where a user with this issue tried creating a compass rune and it worked fine. (Not sure if this is helpful info or not.)

    The last time we tried vanilla, was a couple of versions ago. Unfortunately, I cannot try it now as people are on today. I will try vanilla again at the soonest opportunity. Do you know of any work-arounds or guidelines to overcome hMod interfering with right-click?

    In addition to the mods mentioned above, we use a few hMod plugins. (We have tried to keep it as simple as possible with all the recent changes happening.):

    MCStats v0.5.4
    MinecartMania! v2.3b
    MapMarkers (no version assigned yet)
    JSON Simple 1.1

    A bug-tracking option might be useful. :smile.gif:

    Thanks again!
    -WB

    **Edit: fixed some typos.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from Zeerix »
    Quote from weirdbeard »
    We are having this problem too. All new players can only use the return teleportation rune but none of the out-going teleportation runes. Players who were on the server when the runes were created can use all teleportation runes. We have deleted all client files and re-downloaded with no effect. We have rebuilt the runes with the same results.

    What do we need to do to get all teleoportation runes working for all players???? Does magic.dat store player info as well??? If we delete magic.dat and re-create our teleport runes, will that fix the problem?

    Minecraft: 1.1_02
    hMod: 132
    Runecraft: 2.4
    McMyAdmin Backend: 0.8.1.0

    The teleporter don't store player data. It might be a hMod or McMyAdmin problem.

    Are the teleporter that don't work in the spawn area?


    We have tried with only Runecraft plugin enabled and have seen the same behavior. And yes, all the out-going teleporters are near the spawn point.

    Thanks!
    -WB

    P.S. Apologize if this is duplicate post. My first reply did not appear to go through.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from DJHaighted »
    We are seeing something odd with our SMP and could not find any other posts on this issue. Some of our members can use established teleporter runes while others cannot. For example, I can walk up to a teleporter rune (we have a central teleporter room with multiple runes), right click on it with a tool and it works fine, yet another member will click on the same rune and nothing will happen. And to add to the confusion, this is not the case with all of the teleporter runes, just specific ones. Others will work fine for the people experiencing the issue. It does not seem to be related to access level as one of our admins cannot use teleporter runes while the rest of the admins can. We had the members who were having the issue try compass runes and they worked fine. I have destroyed and recreated the problem runes. We even had the affected members log off, deleted their server profiles and then had them log back on. No change. Any ideas on what we can try from here? If this issue has already been addressed, I apologize and would appreciate a link to the solution or further information.

    We use the following components on our server.

    Server 0.2.7.
    hMod 130.
    Runecraft 2.3.
    McMyAdmin 0.7.7.4.

    Thanks in advance for the help.


    We are having this problem too. All new players can only use the return teleportation rune but none of the out-going teleportation runes. Players who were on the server when the runes were created can use all teleportation runes. We have deleted all client files and re-downloaded with no effect. We have rebuilt the runes with the same results.

    What do we need to do to get all teleoportation runes working for all players???? Does magic.dat store player info as well??? If we delete magic.dat and re-create our teleport runes, will that fix the problem?

    Minecraft: 1.1_02
    hMod: 132
    Runecraft: 2.4
    McMyAdmin Backend: 0.8.1.0

    Thanks!
    -WB
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Hello, again!

    There is one other problem we have been experiencing... We only really use teleporter runes with regularity. Other runes are employed not very often. We have had a problem with the past several versions of Runecraft where some players can use the teleporters fine and other players cannot. Some cannot use them at all and some can use them in only one direction.

    We tried rebuilding all the runes in-game with no success.

    We tried deleting all the player.dat files on the server. After this, the same people who had problems, had them. the others did not.

    We also tried deleting the player.dat files from the server and all the client files from the client. Then we re-downloaded the server jar, re-downloaded fresh clients, and tried again. Same problem.

    The problem was introduced after that really buggy alpha release of Minecraft which broke most people's servers. It hasn't been right since.

    I have not yet confirmed whether this is still an issue in BETA but I was hoping the problem has been seen before and/or that someone has an idea of what might be wrong and where to look. What about Runecraft is user-specific???
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    I also cannot use the mod. It is the only mod active at present. When I try to start the server, it grumbles about not being able to find class main and then quits. When i remove Runecraft, it runs fine.

    Thanks for being the first modder to update to BETA, though. :smile.gif:

    -WB

    **Edit: Oops, I forgot that I was using McMyAdmin server wrapper as well. It allows users to put the class files in a special subfolder and loads the class files automatically when the server is started. The server would not start via McMyAdmin when these files were present. It gave a message about not being able to find the main class Main and the web console reported that the mod was either incompatible or corrupt. Out of curiosity, I also tried running dos2unix on the class files to see if it made a difference but it did not.

    So, I then added the classfiles to the minecraft_server.jar and tried to launch via McMyAdmin. This time, the server launched and the the runes worked! (I will take this up with the folks who publish McMyAdmin.)

    Thanks!!
    Posted in: Minecraft Tools
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    posted a message on [MOD]Minecart Mania!
    Thanks, Afforess, for a marvelous mod! Finally! We can enable our mass-transit system and expect reliable results. What fun! :smile.gif:

    One thing I have noticed on our server is that the Pusher blocks don't seem to work at all. I remember that they were not working for SMP for a while but then I thought they were updated. Are they supposed to work in SMP?

    If so, do they need redstone current to activate? (We tried with active, with inactive, and without. None of these conditions seemed to get it to work.

    -WB
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Hey, Afforess,

    Do you have a PayPal account? If so, can you slap a "Donate" button on the OP? I'd love to send a few bucks your way in support of this fine mod. Thanks for all your hard work!!

    -WB
    Posted in: Mods Discussion
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    posted a message on Server On Linux, McMyAdmin?
    In order to run McMyAdmin on Linux, you need to have Mono installed on your Linux box. Mono is a .NET Framework emulator of sorts which allows you to run a windows EXE on Linux. It does this surprisingly well, in fact. :smile.gif: Mono is made by Novell. You can probably find a package for your distribution on their website. I do not think it is available via the OS default repos, though.

    So, the start.sh shell script runs mono and calls the McMyAdmin.exe file to run.

    Also, you will want to SSH into your server rather than SCP to run the start.sh script. If you are unfamiliar with SSH clients, I recommend PuTTY. It is stable, widely used, and free. :smile.gif:

    Also also... If you want to be able to close your terminal and leave server running, you will need to use something like the "screen" command. You can read more about setting that up in this post:

    http://www.minecraftforum.net/viewtopic.php?f=10&t=96817#p1459336

    Good luck!
    -WB
    Posted in: Server Support and Administration
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    posted a message on Question Regarding Minecraft Console and Linux
    The "screen" command is the way to go. Here is how I use it:

    When I start the server, instead of just typing the command, I prefix it with a screen command and set the session up as a daemon.

    screen -dmS minecraft /path/to/java -java_options -jar=minecraft_server.jar

    What this does is create a terminal session in the background with the name "minecraft". To access it from any terminal session, you must "re-attach" to the session by typing:

    screen -r minecraft

    You will notice that the command prompt is no longer there The server console output is there instead. Now comes the tricky part. :smile.gif: Once you are in a screen session, how do you get out?

    In order to pass commands to the screen session (and not the console which is running on it) CTL-a is your friend. When you want to "detach" from the session (and leave it running in the background) you simply press CTL-a and then enter a screen command. In this case, the command would be "d".

    So, to start:
    screen -dmS minecraft /path/to/java -java_options -jar=minecraft_server.jar

    To attach:
    screen -r minecraft

    To detach:
    CTL-a   d

    You can use these commands with any program. If you decide to run multiple servers, you simply give different names to each of the screen sessions. For example:
    screen -dmS minecraft /path/to/java -java_options -jar=minecraft_server.jar
    screen -dmS hModminecraft /path/to/java -java_options -jar=Minecraft_Mod.jar

    Each session will be running under the user context from which they were initiated. (Of course you should configure each server to run on a unique port.)

    If you want to see what screen sessions are running by a particular user, login as the user and type:

    screen -ls

    You will see each session listed with its PID and screen name.

    To answer your question, though, if you have started the server console in a screen session and someone is connected to it already, you can connect as well by typing (assuming the screen name is "minecraft" as in the above examples):

    screen -x minecraft

    Again, use CTL-a d to detach.

    Screen is a very handy tool. There is so much more you can do with it. I highly recommend reading the man pages on it! Oh, and if you type screen and your Linux looks at you like you are speaking in tongues, you must install it by running the appropriate package manager for your dist. Something like:

    yum install screen

    Enjoy!
    -WB
    Posted in: Server Support and Administration
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    posted a message on [MOD]Minecart Mania!
    Quote from MyrddinE »
    Quote from Afforess »
    Good and Bad News. Client obfuscation wasn't changed much, so the Client version of the Mod is up. I'm working on a Hey0 version for servers, that will be out ASAP.

    I'm actually surprised that Hey0 has enough hooks available to support Minecart Mania. Specifically, I didn't think Hey0 mods could allow a cart to roll across non-tracks as if they were tracks. If so, color me impressed.



    I believe Hey0 added those hooks VERY recently. :smile.gif: Saw it in a thread somewhere... I think on hMod forums.
    -WB
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania! v2.2 for 1.2.6 & 0.2.8
    Quote from ledhead900 »

    How do u get the chest to spit out the cart coz we have chest hooked up to be a catch and release system but it never did dispense a thing.


    We had the same issue at first... In ours, we had one block level with the bottom of the chest where the carts are dispensed and then we had a downward hill. It seems that this is not enough track for the cart to be properly dispensed. So, we leveled-off an additional block and everything started working well.

    We then made the block that is adjacent to the dispensing side of the chest obsidian and attached a redstone torch (always on) this would cause the cart to get launched out of the chest where it moves around to the platform with another obsidian block to catch it. From there, we hop in, hit the button and go for a ride! :smile.gif:

    So yeah, if you are using an incline or decline right outside of the chest or even 1 block away, the chest then just eats carts! (Seriously, I put a stack in the chest, hit the button, nothing came out, looked in the chest and found nothing in there! I wonder where all those phantom carts went....) :wink.gif:

    -WB
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on [MOD]Minecart Mania! v2.2 for 1.2.6 & 0.2.8
    Quote from Afforess »
    I'm pretty close to releasing a new version that works with single and double chests, and works better all around...


    *Fist-pump* ...YES! You rock! o/

    :tongue.gif:

    -WB
    Posted in: Alpha - Survival Multiplayer Discussion
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