[Server] (No longer active)The Testing Grounds

Re: [Server] The Testing Grounds

Postby Piezo_ » Tue Jan 29, 2019 3:05 am

Update
Until now, the server list has ignored my server's announcement.
Just recently, it finally started working!

I have no idea why this happened, but hooray!
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Re: [Server] The Testing Grounds

Postby Piezo_ » Mon Feb 04, 2019 3:27 am

Update
Players who already had protected zones should join as soon as possible and re-place them.

The server is on partial lockdown due to a screw-up (my fault) in the wardzones protection mod.
This is why I haven't published wardzones on the forums, and I don't recommend any other admins try to do so until I've worked out most of the nastier bugs.
Until all protections critical to the server are restored, the IP address has been hidden.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Tue Feb 05, 2019 7:45 am

Update

The partial lockdown has ended, because I have replaced all of the security-critical wardzones, as well as all of the player-owned claims that i could remember.

Also, water is no longer renewable by the traditional method. Instead, it can be renewed using either a Well or a Rain Barrel.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Thu Feb 14, 2019 4:21 am

Update

It would seem, through some lapse of judgement on the part of both myself and the creator of mobs_redo, the chickens from the mobs_animal mod were able to get their feathery hands on noclip cheats.

I have remedied this situation, and rest assured that all chickens discovered using cheats have been duely punished, and the bug that allowed them to do this has been (for the most part) patched.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Fri Feb 15, 2019 7:33 am

Update

I am glad to announce that I have fixed the random crashes (50% of which were segmentation faults, of all things) caused by the meshnode mod's aircrafts (particularly larger ones).

This was not fun, but it's over. Now, I'm going to catch my breath, watch some anime, and probably go to bed.

Holy crap, this was a stressful day.
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Moments from 'The Testing Grounds'

Postby Skamiz Kazzarch » Tue Feb 19, 2019 9:04 pm

Infinite rendering distance use #1.
+ Hellevator

Falling through the first time takes a few minutes to load all the chunks, but if you imediatly go for a scond round it takes only about twenty seconds. Though beware! It takes several hundred nodes of ladder like nodes to slow down to non-lethal speeds.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Mon Feb 25, 2019 8:38 am

Update
A decent amount of media was added in this update, expect a slightly longer than usual login
  • Added natural ambiance per a heavily simplified/optimized version of the "ambience" mod
  • There are now two more outfits, several more accessories, and one new hairstyle for character skins.
  • It finally snows at the North Tower!
  • Animals in protected wardzones are now shielded from player damage by default.
  • Waterlillies can be farmed with bonemeal
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Re: [Server] The Testing Grounds

Postby Piezo_ » Mon Feb 25, 2019 9:08 pm

If anyone was curious about the distance between the spawn area and the four wilderness towers.
Yes, they're uneven.

No, I'm not going to fly out 1000 nodes and re-build the entire east tower just for OCD's sake. I'm not THAT crazy.

screenshot_20190127_193211.png
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Re: [Server] The Testing Grounds

Postby Piezo_ » Fri Mar 08, 2019 8:19 am

Announcement
Over this weekend, I will be tweaking the server's mod folder in the process of updating to 5.0.0.
Most likely, no bugfixes will be made in this time, and no new mods will be added.

Obviously, prepare to update your client to 5.0.0 very soon.
Please make my job easier, also, by trying to avoid generating new chunks.

Actually, scratch that. This update looks a bit trashy, and it doesn't seem to be catching on with the playerbase, either.
I'll wait until I see a good amount of people actually playing on 5.0 servers before I actually step into this nightmare.

(WHY did they remove infinite render distance? WHY?! I would have been OK if they at least added set_player_velocity to make up for it, but NOOOOOOOOOOOOPE)
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Re: [Server] The Testing Grounds

Postby Skamiz Kazzarch » Fri Mar 08, 2019 5:26 pm

Well, if there were more 5.0.0 servers, more players would be playing on them.
I have been using the 5.0.0 branch for a while actualy. Your server is literaly the only reason why I still have a 0.4.17.1 client on my machine.
All will mourn the loss of: 'infinite view range', but I realy like the new 'unlimited wieving range' feature.

Legend has it, that if you brave the cold on the night of a full moon, and look towards the talest structure around, you may spot the mysterious moon-deer. It is told that this elusive creature spends it's day in the deepest and darkest and oldest forests, never to be spoted by anyone. But once a month, when the moon is visible in it's whole glory, the moon-deer can not resist it's natural urges.
It quickly scales the tallest structure it sees and begins howling at the moon.
+ Spoiler
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Re: [Server] The Testing Grounds

Postby Piezo_ » Sat Mar 09, 2019 4:39 am

Skamiz Kazzarch wrote:Your server is literaly the only reason why I still have a 0.4.17.1 client on my machine.


Well, that significantly changed my attitude. I'll have to rebase my binary that I use for both client and server, though, which will be annoying.

(changes: https://github.com/minetest/minetest/pull/8342, and disable all pathfinder warnings)
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Re: [Server] The Testing Grounds

Postby Piezo_ » Sun Mar 10, 2019 9:52 pm

Announcement
Progress on updating the server's various mods has been slow, but I've reached 60% completion as of the time of this message.

I expect to have updates to minetest_systemd pushed to its repository today, followed by changes to the rest of the modpack within 2 days, or sooner, unless an unforeseen bug appears.

Wardzones and sectors will most likely be officially released as mods shortly afterward.

Prepare to update your client to 5.0.0.
If you know how to use cmake, I recommend compiling my own fork of 5.0.0, which fixes a visual bug with player attachments.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Wed Mar 13, 2019 6:36 am

Update

5.0.0 is here.
Liquid-proof protection is here.
New mapgen... Well, you'll have to do a bit of exploring for that.
Zoom privilege... Is still here. The minimap is disabled until I go through auth.txt and grant everyone the minimap priv. Don't rush me.
Wardzones finally has the ability to visually indicate the boundaries of zones, and although it's not the cleanest method, it certainly looks epic.
Farming is now a lot less internally complicated.
vines ropes no longer break randomly in some rare situations, although you'll probably find a single unknown node at the bottom of your mineshaft.

I can't believe I'm finally done with the updating process.
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Re: [Server] The Testing Grounds

Postby Skamiz Kazzarch » Wed Mar 13, 2019 3:34 pm

Thank you for your hard work.
What is the new mapgen?
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Re: [Server] The Testing Grounds

Postby Piezo_ » Thu Mar 14, 2019 8:16 am

Skamiz Kazzarch wrote:Thank you for your hard work.
What is the new mapgen?


New nodes generate in coniferous/ocean biomes, mostly. Still using valleys, that'll never change, probably.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Sun Mar 17, 2019 11:35 pm

Backend Update
The server map has been converted to LevelDB format. Players and auth data have also been migrated to database formats.
Because it took me so long to figure this out, anything that happened on the server in the last few hours (Which was probably nothing at all, knowing how unpopular this server is) was undone as if King Crimson had erased it.
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Re: [Server] The Testing Grounds

Postby Piezo_ » Wed Mar 27, 2019 1:47 am

Skamiz, I stopped by your base recently, and discovered, unfortunately, that it has gone up in flames.
Fire spreading is prevented in protected areas, so that's probably why it suddenly happened when you removed the protection.
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Re: [Server] The Testing Grounds

Postby Skamiz Kazzarch » Wed Mar 27, 2019 7:16 am

Nice. Why haven't I considered wildfire as a lawn-mover tool before? It would have saved me so much trouble.
Thanks for bringing this genius idea to my atention.
Image
(I think the lava from the forge is at fault.)
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Re: [Server] The Testing Grounds

Postby Piezo_ » Mon Apr 01, 2019 4:55 pm

Rule 4 - Clarification

To be clear, Rule #4 does NOT prohibit discussion, mention, or even debating nonfree software.

Rule 4 specifically refers to actively trying to convince someone to use a specific non-libre program, particularly when a Free alternative exists.

This rule is very light-handed, you'd only be at risk of breaking it if you were basically advertising some nonfree program.

It is not a violation of any rule to discuss whether or not a rule should exist. If it were, I would be a hypocrite to say that I believe in freedom, software-related or otherwise.
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Re: [Server] The Testing Grounds

Postby twoelk » Thu Apr 04, 2019 9:15 am

+ Deep within a mountain realm
+ You may find a vale of red trees
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Re: [Server] The Testing Grounds

Postby Piezo_ » Fri Apr 05, 2019 7:58 pm

TO-DO: Add squirrels.
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Re: [Server] The Testing Grounds

Postby uwu » Sat Apr 06, 2019 1:27 pm

How do I leave a message for the admin mailbox? Dropping a book in the hole doesn't work.

Here are my findings:
- stuck animals will play their sound repeatedly which sounds terrible, they only seem to get stuck rarely though
- sleeping message formspec is too large, fills entire vertical space (can be tested in bed near spawning house)
- sofa at 553, 3, -74 has texture flicker in the middle (arms overlap)

I'm using MT 5.0.0
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Re: [Server] The Testing Grounds

Postby Piezo_ » Sun Apr 07, 2019 3:00 am

uwu wrote:stuck animals will play their sound repeatedly which sounds terrible, they only seem to get stuck rarely though

This is caused by a certain sound event that is triggered whenever a mob finds an attack target. If the target can't be reached, it seems like the mob will repeatedly "begin" chasing them. I'll probably remove that and just change all of those sounds to random-play.
uwu wrote:sleeping message formspec is too large, fills entire vertical space (can be tested in bed near spawning house)

I don't know if I can do much about this (though i'm well aware of it), didn't happen in 4.x.
uwu wrote:sofa at 553, 3, -74 has texture flicker in the middle (arms overlap)

That's just a visual thing that ma_pops_furniture has. That mod is full of bugs and broken stuff, but the good it adds is worth it. I've been meaning to do a proper overhaul, but haven't got the motivation yet.
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Re: [Server] The Testing Grounds

Postby uwu » Sun Apr 07, 2019 10:41 am

Default MTG 5.0(.1) simply doesn't show a "good morning" message at all here when testing in singleplayer mode. Maybe it's a mod?

Some more things I found:
- dirt tools are silly
- brighter tree stem for glowing trees?
- music is good but there should be more variety
- some assets are missing, I get errors of missing "xdecor" textures when I join
- mapgen / mod tree conflict, stems are sometimes broken by grass, see attachment
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Re: [Server] The Testing Grounds

Postby Piezo_ » Mon Apr 08, 2019 11:28 pm

uwu wrote:Default MTG 5.0(.1) simply doesn't show a "good morning" message at all here when testing in singleplayer mode. Maybe it's a mod?

They probably check for is_singleplayer.

uwu wrote:dirt tools are silly

Yes. Yes, they are.
uwu wrote:brighter tree stem for glowing trees?

I don't think there is. I removed that, at least. I prefer to have just the leaves glow.
uwu wrote:music is good but there should be more variety

That would add a lot of media download.
uwu wrote:some assets are missing, I get errors of missing "xdecor" textures when I join

That's on my to-do list, not too high priority, though...
uwu wrote:mapgen / mod tree conflict, stems are sometimes broken by grass, see attachment

Hopefully this has been fixed in newer areas, as I did solve the issue in one of the tree mods (specifically redtrees/sakuragi)
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