Nov 1st update

SgtSpike

Site Admin & Server Owner
Staff member
Survival Mode Multiplayer is priority #1
I just finished moving minecraft.net to a new server, and it’s looking fairly stable. I fixed a few bugs with creative mode, so that should be working now as well.

Now I will rest for a few days, as I’m utterly exhausted. After that, I will get cracking on Survival Mode Multiplayer, as it’s still the highest priority for the game.

There’s a bug in there now where the cpu usage will shoot up through the roof sometimes, and I think that’s related to lighting. Immediately after the release, there was a hang bug where lighting would go into an infinite loop sometimes on existing loaded maps. I “fixed” that by making the loop always terminate after a certain number of iterations. My guess of what’s going on now is that the lighting probably keeps going into that loop over and over again.

The biggest features that need fixing are;

* Fixing the performance issues
* Health and working enemies
* Finishing up the inventory code so the dupe bugs/glitches go away
* Figuring out how to run both the normal world and the nexus in parallel.

I also want to make the portals able to teleport players between servers, both on different IPs and just to a different port on the same IP. Player equipment will follow through the portal and everything! (that will be agreed upon between the servers, so they don’t have to trust the client)

[edit:]

Oh, and the secret artist is Junkboy. Check out some of his stuff here:
http://www.wayofthepixel.net/pixelation ... ic=10694.0
Sounds like some good stuff. A couple of notes...

He noted a bug about CPU usage - I wonder if that is server-side or client-side? It did seem that CPU usage was abnormally high on the server side, but that could have just been from tons of map generation.

Server-to-server portals sound interesting. Would definitely have to be between servers with a similar/same ruleset. And what about server-full situations?
 

hometoast

New Member
SgtSpike said:
Sounds like some good stuff. A couple of notes...

He noted a bug about CPU usage - I wonder if that is server-side or client-side? It did seem that CPU usage was abnormally high on the server side, but that could have just been from tons of map generation.

Server-to-server portals sound interesting. Would definitely have to be between servers with a similar/same ruleset. And what about server-full situations?
I would assume that's client side. I can't imagine lighting being done server side.

Cross-server portals --- sounds interesting, sounds way more difficult to code than the fixes we've been waiting for. :eyeroll:
 

lordikon

Video Game Programmer
hometoast said:
SgtSpike said:
Sounds like some good stuff. A couple of notes...

He noted a bug about CPU usage - I wonder if that is server-side or client-side? It did seem that CPU usage was abnormally high on the server side, but that could have just been from tons of map generation.

Server-to-server portals sound interesting. Would definitely have to be between servers with a similar/same ruleset. And what about server-full situations?
I would assume that's client side. I can't imagine lighting being done server side.

Cross-server portals --- sounds interesting, sounds way more difficult to code than the fixes we've been waiting for. :eyeroll:
Lighting has to be calculated on the server somewhat, because mobs don't spawn near light sources.
 

hometoast

New Member
lordikon said:
hometoast said:
SgtSpike said:
Sounds like some good stuff. A couple of notes...

He noted a bug about CPU usage - I wonder if that is server-side or client-side? It did seem that CPU usage was abnormally high on the server side, but that could have just been from tons of map generation.

Server-to-server portals sound interesting. Would definitely have to be between servers with a similar/same ruleset. And what about server-full situations?
I would assume that's client side. I can't imagine lighting being done server side.

Cross-server portals --- sounds interesting, sounds way more difficult to code than the fixes we've been waiting for. :eyeroll:
Lighting has to be calculated on the server somewhat, because mobs don't spawn near light sources.
oh right!
 
Top