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Messages - amwdrizz

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1
Announcements / Re: Scheduled downtime!
« on: July 18, 2012, 01:31:09 AM »
Hey, I know it's not finished yet or maybe it is, but the Web IRC is being weirder. At first, I couldn't connect to the server, not it shows a window of the front page.  :D

Fairly sure he didn't migrate the IRC server over (aka live chat), should be back up when ever he migrates back to the primary server.

2
Off Topic / Re: TeamSpeak3 Server - Information/How To connect
« on: July 13, 2012, 09:44:21 PM »
Just want to bump this thread,  while Tran's TS Server more than likely will be offline for the duration of the weekend mine will not be.  Those of you who use IRC clients, are more than welcome to download teamspeak and join in (Even if you do not have a mic, TS does have a text chat akin to IRC).

3
Game-IV Minecraft / Re: Minecraft 1.3 update announced
« on: July 13, 2012, 09:42:13 PM »
Been discussing it as of late, Tran may update his server to 1.2.5,  I've already compiled the server and clients so everything is good to go on that aspect.  Right now, a few of us have been playing on a private server (on mc 1.2.5) The server still contains all the mods you are used to.  The main difference should Tran upgrade the server will also be getting bukkit modifications as well in addition to IC2, RedPower, etc. 

Soon as Tran decides the course of action regarding his server and upgrades will dictate what happens. 

4
Game-IV Minecraft / Re: Minecraft Mod Loader
« on: May 11, 2012, 10:19:54 PM »
Thread bump, please re-read first post.   Thanks

5
User Reviews / Re: Minecraft for Xbox 360
« on: May 09, 2012, 08:37:25 PM »
I realized that I left the world Size out when I wrote that, but yes it is limited to 10,000x10,000 blocks

And on the combined server aspect, while yes the PC's are now just getting it is a nice touch.  But the 360 port has it working 100%

6
User Reviews / Minecraft for Xbox 360
« on: May 09, 2012, 08:02:40 PM »
Minecraft:360
Platform: Xbox 360
Overall Score: 7/10
Graphics Score: 8/10
Game play Score: 4/10


Minecraft for the Xbox 360 is, and is not, made by Mojang.  The core Minecraft game we all know and love is made by Mojang, but the 360 port was not.  It was done by a third party company, with instructions and help from Mojang as needed.  Because of this, it does have some flaws that are apparent compared to the PC version of Minecraft.

First off, you can't play with your PC friends, as Minecraft on the 360 uses your Live gamer tag and does not auth against the Minecraft.net servers.  So it is console only, but I have yet to really try the MP of Minecraft:360 as I do not have anyone to try it with. 

Controlling your character in Minecraft, is well the same as any game on any console.  It works, but you cannot use a keyboard and mouse.  I've tried it and it failed as it is not an input option. 

Crafting is a big thing in Minecraft, and while I like mods like CraftBook to help you out with the recipes, in the PC version you still have to craft it yourself.  On the other hand, in the 360 version it becomes: you have supplies, select the item and it will auto craft for you.  I could not figure out a way to perform 'normal' crafting as you do on the PC in the 360 version.

A benefit of the 360 that is not yet seen on the PC, is that the client and server are combined.  You no longer play SP, you play SMP.  This makes it very easy to open your world to friends on the fly and continue playing.

One very noticeable down side on the 360 is that it is at least 4 major versions behind the PC counter part.  Hunger wasn't an option in my game, and you could still shear sheep by hitting them with your hand.  These would put this version of Minecraft around the 1.7-1.8 time line, which is to be expected, since that is about the time when Mojang announced it being ported to the 360.  If you are used to the 1.0+ features of the game, they sadly are not there, nor are most of the additional world biomes.  In addition to it being an earlier version, it also lacks creative mode, from what I experienced.

The last major issue I experienced with the 360 version is the torch lighting.  Even above ground, it only has a dim light up to 3 blocks in distance, as opposed to the fade out distance of up to 8 blocks  seen in the PC version.  This causes you to use more torches per area to light. 

Overall, at 113-120 MB in size, I would suggest a Pass on this version of Minecraft.  There is no need to go out and spend the 1600 MS Points the game itself costs.  If you have the extra points doing nothing as I did, I'd get it.  But it isn't the first choice in what games to purchase in the Arcade. 

Proof read by El-Destructo

7
Off Topic / Re: TeamSpeak3 Server - Information/How To connect
« on: April 23, 2012, 01:23:47 PM »
There was a service disruption last night that disconnected my TeamSpeak3 server from the rest of the internet. 

A central router and the backup routers failed at the Servers Data Center last night resulting in 2 hours of downtime.  The issue has since been resolved and connectivity restored.

This outage only affected my TeamSpeak server and not DrTran's.

8
have an upvote for sheer epicness

also mine


9
Game-IV Minecraft / Re: Game-IV Minecraft server
« on: March 31, 2012, 06:44:06 AM »
I am going to hazard a guess that we will go through 6,7,8,9 before 1.3.  As it seems that each 'update' adds more API to both the client and the server.

10
Game-IV Minecraft / Re: Game-IV Minecraft server
« on: March 27, 2012, 07:53:23 PM »
Most mods on the server right now are not even in 1.2.4  only 1.2.3. 

This is a tough time for the minecraft modding community from what I am seeing, most major players are waiting on to see what really happens with the Minecraft server before they work on any new code.  And from what I've seen as well, there are alot of code changes to 1.2.4 as is to support bukkit more, which means anything non-bukkit is broken 10 ways to Sunday.

Modloader, ModloaderMP, and MCForge when I checked 3 days ago were still only working on v1.2.3 with no plans to do a 1.2.4 release.  And most also don't have plans to continue support until ~1.3 - 1.4 when ever the first stage of the Mod API hits.  So most non-bukkit mods are dead in the water until Minecraft gets its API.

As soon as there is an official its working release for each of the mods I'll generate the updated XML to bring all the mods client side up to date.

11
Off Topic / TeamSpeak3 Server - Information/How To connect
« on: March 18, 2012, 01:22:47 AM »
Hello All,

I run my own TeamSpeak3 Server which you folks are welcome to use.  DrTran also runs an offical Game-IV TeamSpeak3 Server as well.  But for some reason I can't connect.  Do not ask why.

This thread, is more or less for informational purposes for folks on connecting and how to connect.

First off you need the TeamSpeak 3 Client.  Teamspeak 3 is available on most operating systems.  To get the client, please go here http://www.teamspeak.com/?page=downloads

Select the appropriate client for your system.  You only need the client and do not need the server.  After you have downloaded the client install it as you would a normal program.

When you first launch TeamSpeak 3 it will go through a basic configuration wizard which will setup your microphone and output (speakers or headphones).  I high suggest a Headphone/Mic pair this way there is no echo in the background from others talking.

After you have configured TeamSpeak it -may- automatically connect to the default Server, if it does Click Connections -> Disconnect From Current

After that the process of connecting to a different server is outlined below.



Clicking Connections, you will then want to locate and click Connect (refer to the above pic)

You can use one of the following Server Addresses to connect to my TeamSpeak Server.  (Trans will be listed at the bottom of the list)
  • me2legion.us

Ensure that your connect box looks like this


Substitute Server Address: with your chosen server from above.
Nickname: Please use your Forum OR IRC Name in TeamSpeak3 so it is easier to identify who is who on first glance.

When your done with those, click connect; and if all goes well you will drop into the Community Channel.  If others are on they will be notified that you joined and at that point just chat.  There is a text Chat built into TeamSpeak 3 as well, Look at the bottom and you will see it.  By default it shows the server you are connected to with the other tab being the channel you are in.

-----

Server Rules / Etiquette (Updated 8-28-2012)

Important, Please have your mic setup so it is not broadcasting static when you join.


If you plan on being Idle and not engaging in conversations please move to AFK or disconnect.  When you move into AFK you will be muted to conserve bandwidth.  Listening to the conversation and interacting every once in awhile is fine. 

Do not switch between channels rapidly (Multiple changes within so many seconds) or you will trigger the servers anti-spam feature which will kick and ban your client for 15 minutes.

Do not be rude, mean, or derogatory towards others.  Please carry on a conversation as you would in person.

Should you need to create a channel to discuss certian topics, or while your playing a game and do not want to interfere with others; please do so.  All users can create temporary channels,  As soon as the channel is empty it will be deleted from the Server.  If you wish the channel to be permanent please petition to either me, DrTran to have the channel made permanent.
EDIT:
To create a channel, right click anywhere in the left pane and select create channel

If you need to make a report against a user, please right click their name and select 'Make a complaint', and please explain the reason for the complaint.  An admin will review it at our earliest convenience. 

Please note, that the rules outlined above are not set in stone and are subject to change at either my or trans discretion.  Rules above do not apply to DrTrans TeamSpeak 3 and are subject to his own rules. 

Violators to any of the rules will be subject to move/kick/ban depending on the infraction and the severity of the infraction. 

---

Server Differences.

Concurrent limits.  As more and more people use Teamspeak 3 it is encouraged to use my server as I have a maximum of 440 slots.  Trans, is best served with lower connections as his has a limit of 32.


amwdrizz

12
Game-IV Minecraft / Re: Game-IV Minecraft server
« on: March 04, 2012, 02:10:05 PM »
Let me know a day or so before you push the update out to the server so I can put together the mod pack for 1.2.x

13
Game-IV Minecraft / Re: Minecraft Mod Loader
« on: February 21, 2012, 07:10:27 AM »
Alright Folks some news for ya'll on this program.

Since I first posted here, I've renamed the program to Emerald.  It has grown in features since the last screen shot set I've posted as well.  As of right now, it should work with out an issue as long as you have .net Framework 3.5 or greater installed on your machine.  A note, this is still in a beta stage.  What you saw earlier was an alpha stage.  There will be bugs, I expect them but I cannot find them all if someone doesn't test it for me.

Current Feature Set
  • Manages Mods based on XML file given to the program
  • Launches Minecraft (With a variable RAM selection AND a Debugging option)
  • Has news feeds from Notch's Twitter, MCupdate.tumblr.com, Reddit/r/minecraft, and an update tumblr for the program itself
  • Hopefully an easy to use interface
  • Program Auto-updater.  If there is an update it available it will prompt you on launch to update.  (Note, The screen says the app will close if you don't update.  It just a text glitch atm, and you will be fine to not update unless required
  • Minecraft folder and Saves (worlds) Backup and restore.

Current version is 1.1.x build 1012.  Build numbers change and trigger updates.

On to the details of how it works,

Each server would have its own modpack (XML file) that contains all the various base mods required to play on said server.  If the server admin updates any mods all s/he has to do is update the remote XML file and the player would get those changes when the go to launch Minecraft again.

There are Two types of minecraft updates,  One is an auto verify on launch (only syncs soft files) and the other is a mod installer which performs minecraft.jar modifications.  The auto verify on launch is designed mainly to prevent the annoying conflict ID patch installers for everyone as what the remote xml file is; that is what you get.

In the near future expect some more changes to the program itself, and to a website I am in the process of setting up for what this program will deal with.

If you want to try this program you can download it here

Installation


Extract contents of zip archive to its own folder.

Thats it for the install.  If you use this program, please create an account here as that will be the home for the program and its surrounding community.  Any issues that arise please post a bug report there.  And I thank you for doing that.

Notes
It does required Elevated UAC access (IE run as administrator).  It will prompt you on launch for Admin access.  This is due to how windows handles programs access to the AppData directory under Windows Vista/7.  Windows XP this program needs to be run as an Administrator account.

Using And Configuring Emerald

After a successful launch (Be patient, it is checking for updates to the program) you will get a pop up saying missing and or invalid configuration, this is normal as nothing is configured yet.

The first thing you need to do is tell Emerald what mod pack it is using.

In the configuration tab (Wrench Image)
Click the left most browse Button and browse for your emerald directory.  You will see gameiv.xml.  Select that file and open it.

That should pre-populate the following fields Web server, Web server path, Mod pack (remote xml) file
If not enter the following values
Web Server -> http://mc.amwdrizz.com
Web Server Path -> gameiv
Mod Pack (remote xml) File -> updater.xml

Next step is to browse for your minecraft launcher. 

Click the top right most Browse button and locate either your Launcher in either exe or jar format.

And the second to final step of configuration is to locate your java bin directory

Click the next browse button (The one below the minecraft launcher browse button) and look for your java/jreX/bin directory (replace X with your java version installed).  Emerald *should* auto detect the correct java directory on some systems.  Typically it is found at the following locations

Code: [Select]
c:/program files/java/jre6/java/bin
Select the java.exe once you've found it and click open.  The last thing you need to do now is click Save.

Thats it emerald is configured and you won't have to touch it again unless you change mod packs or I broke a file in a future update.

At this point, If you've never been on the Game IV server before Click on the Left most Minecraft Block

On this screen locate the "Update Mods" button.  Click it and wait.  After some time it will ask you to run Minecraft and perform a force update.  Do so, as Emerald can only work with a clean jar file.  After you've forced updated continue with the mod installation (this part may take some time as it modifies your jar file for you).

Once done, You have two options.  You may enter your minecraft details in the provided boxes and click launch minecraft OR you can just click launch minecraft and the minecraft launcher will ask you for your details.  The first method passes your login details straight to the launcher which then is verified by the launcher.


Whew, that's a wall of Text.  For those of you testing the program, I congratulate you on making it this far.  Others that are still too shy to try it out, It looks like a lot of work but in reality is only a handful of mouse clicks and your done.

14
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: February 17, 2012, 02:35:10 AM »
wat.

15
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: February 15, 2012, 03:14:32 PM »
An Electric Furnace stuffed with upgrades will out perform an induction 10 ways to Sunday in terms of shear processing speed.  But an induction furnace is much more power efficient at speed.

Take your pick, speed over power efficiency

16
Game-IV Minecraft / Re: Minecraft Mod Loader
« on: February 05, 2012, 08:12:37 AM »
Excellent! With more memory maybe Minecraft will start behaving better.

I typically run at 2gb and 4gb respectively.

17
Game-IV Minecraft / Re: Minecraft Mod Loader
« on: February 05, 2012, 02:21:54 AM »
The way it works, when the program is first run it displays a configuration page.  At which point you either use the modpack I would provide or enter the details in manually.  Also on that configuration page you need to search for and use your current minecraft launcher from the minecraft.net site. 

After that is done, you would simply click "update mods" and it will make sure all the files are of the correct version and mod the jar file for you.  After that is done, you can alter the values in start and max memory.  If your satisfied with them you click run minecraft.  What this does is starts minecraft with the memory values you entered.  And you'd play normally from there.

18
Game-IV Minecraft / Re: Minecraft Mod Loader
« on: February 05, 2012, 01:00:46 AM »
There will be an XML list for all the mods for the server that are used so you can grab from that.  The XML list will be kept up to date.

Anyways, anyone want to test a new program?

19
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: February 05, 2012, 12:52:13 AM »
I am aware of the installer issue, I just haven't had the chance to actually recompile the script using the correct files and update.  I shall do that shortly.

*goes off and finds the installer script* Oh god all le windows x.x

Edit: Hotfix updated, grab the ID hot fix from the main thread and install and all should be good again.

20
Game-IV Minecraft / Minecraft Mod Loader
« on: February 04, 2012, 11:55:33 AM »
The original post can be found at the bottom in the spoiler tag,

With the release of Mass Effect 3 I haven't had the time really to work on this as I should of allotted.  Anyways,  Dev work is back in full swing again.  One thing I would like to see is the folks that are interested in this, to please register at my forums at http://forums.justminecraft.com/.  As I will be posting change logs and when updates are pushed out over there.  One thing I need is people to start testing it, IE actually using the program to get real world feedback and bug info, etc.


Spoiler for Hiden:
Welcome, this thread is more or less to bring everyone on to the same page for my 'project'.  As you all are aware the Game-IV minecraft server (the primary one) is heavily modded.  Some people don't want to mod their jar files, others have no fear of doing it and are just lazy.  What ever the reason, I've been nice enough to create installers for all of the mod files.  Anyways, Over the next few days I will be testing a new system.  Some of you may have used or heard of Minecrafter, my project is the same principle just done differently.

Each server/mod set is organized in to modpacks, these modpacks are an XML file containing all of the information of were to get each mod, order, and an md5 check sum to verify pre-installed mods against.  With the mod loader you give it an XML file, and it will perform the same thing as the installer... Just much better.  Now if there is an update for any of the mods, the modpack can be updated and once the client (mod loader) is configured it will allow the user to check for updates.  If there are updates it will grab them and install them for you.

Not only does it help with the update side of things, it can also minimize your overall download size.  Instead of downloading the main installer, and the inevitable conflict id hot fix (yes I know I still have to fix that), the web server is updated, and it trickles down to all of the clients and the clients only take the files they need.  Some additional features I've added are a world/save backup/restore and an entire minecraft backup/restore feature. 

Now even though it is in Alpha (at this point safe to say late alpha) I've also built in an updater for the application itself, this means when I release an update the mod loader will download it and install the update.  So you won't have to reinstall a million times before it hits its final version.

Now for some screen shots, please remember this is still alpha and the interface is always evolving (god I hate designing GUI's)

Main screen



Configuration Page


and the about page (with a working update button!)


Please remember, the interface is subject to change.

Any comments are appreciated, or if you want to get in on the testing phase of this post here.

amwdrizz

21
Game-IV Minecraft / Re: Potential servery changes
« on: February 04, 2012, 11:39:54 AM »
The Teleport pipes are nice, I do use them but not heavily.  Mostly its because of I don't want to run a pipe through a wall, etc to get it to the other location.  I've voiced my opinion on the bukkit stuff and its well worth it.  In terms of economy,etc iConomy looks nice with some of the additional plugins, etc. 

And I would like to see some more fresh blood on the server,  that and in combination with my 'project' will make those who are scared of editing their minecraft files a thing of the past; meaning more people will have access to the mods, etc.

22
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: February 04, 2012, 07:29:41 AM »
Typically changing the Item ID's fix's the issue,

But right now I am working on a new system that I would suggest all players use.  This system will manage the mods and related files automatically.  You will be able to launch Minecraft from it as well, its still in alpha stage right now.  Once the features I plan on having in it atm in and it stable and not crashing, etc I will release it is beta.  Time frame, should be sometime later today. 

What it will enable you to do is not worry about any mod files.  If there is an update for the server it will grab it and go,etc.  No more installers, no more waiting and downloading patches.  If an error is found the central web server is updated and the program takes over from there.  It also has/will have very shortly the options for setting memory, and enabling debug mode (dumps data to a text file) to enable easier debugging, etc. 

It will NOT support external mods at launch, that will be coming.  So if you use external mods, just put them in after you install/update the server mods. 

When this is ready I will be creating a thread for it, those of you wishing to test it may.

23
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: February 03, 2012, 03:08:42 AM »
Not entirely sure, we are testing a few things on the test server right now.  We may be able to just change the block id's from the ores to netherrack, we will keep everyone more up to date on its progress.  But DrTran I believe was asking if anyone took advantage of the nether ores or not.

24
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: February 02, 2012, 12:18:50 AM »
Ah, cheers Tran. :)

EDIT: Okay, trying things out back on the server and...well I keep getting disconnected for a really weird reason.
I move some things around in my inventory. Disconnected.
Try to put something into the electric furnace. Disconnected.

It's really weird. This happening to anyone else?

Try the Conflict ID Hot Fix... although the ID's should be updated in the installer...

http://dl.dropbox.com/u/17772947/minecraft_stuff/mods/GameIV_Mods-1.1_id_fix.exe

25
Game-IV Minecraft / Re: Game IV IndustrialCraft Minecraft Server
« on: January 29, 2012, 07:18:58 PM »
I can add both to it, Destructo created the v1.0 and didn't notify me of some of the mods that were installed... I'll get something together for ya guys in a bit today


Edit: typo

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