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 Post subject: Re: fCraft development updates
PostPosted: September 25th, 2011, 8:51 pm 

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Maintrain97 wrote:
Why is everyone quoting?

Hurry up with the update plz!!!!

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 Post subject: Re: fCraft development updates
PostPosted: September 25th, 2011, 9:03 pm 

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 Post subject: Re: fCraft development updates
PostPosted: September 25th, 2011, 10:23 pm 
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maintrain97 wrote:
Maintrain97 wrote:
Why is everyone quoting?

Hurry up with the update plz!!!!


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 Post subject: Re: fCraft development updates
PostPosted: September 25th, 2011, 10:35 pm 
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You do realize.... Every software ever made, Took more time than what you expect, right?

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 Post subject: Re: fCraft development updates
PostPosted: September 27th, 2011, 10:54 am 
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Still adding features or bug fixes?
ALSO will /restore mean we need to make backups alot more frequent, or does it save everyblock somewhere and we input time?


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 Post subject: Re: fCraft development updates
PostPosted: September 27th, 2011, 12:15 pm 
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panda100123 wrote:
Still adding features or bug fixes?

Ofc fragmer will.

panda100123 wrote:
ALSO will /restore mean we need to make backups alot more frequent,


The server (with our config) allready makes automated backups every few hours.
With a max number of saves for each map.

So if somebody f*cks up his/her undo command, we can restore the map a few hours/mins back.

(Cant login at the time of posting, to check what our interval is.)


panda100123 wrote:
or does it save everyblock somewhere and we input time?


The /whodid database does that, but thats a other system for tracking blockchanges.
This is not enabled on all the worlds, and is more used for moderating.

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 Post subject: Re: fCraft development updates
PostPosted: September 27th, 2011, 7:26 pm 
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Intertoothh wrote:
panda100123 wrote:
Still adding features or bug fixes?

Ofc fragmer will.

panda100123 wrote:
ALSO will /restore mean we need to make backups alot more frequent,


The server (with our config) allready makes automated backups every few hours.
With a max number of saves for each map.

So if somebody f*cks up his/her undo command, we can restore the map a few hours/mins back.

(Cant login at the time of posting, to check what our interval is.)


panda100123 wrote:
or does it save everyblock somewhere and we input time?


The /whodid database does that, but thats a other system for tracking blockchanges.
This is not enabled on all the worlds, and is more used for moderating.

Thanks. I can not access the server because its always full but how would I use /restore? Use /restore 5h or like /restore guest1_9-20-11.fcm or something?


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 Post subject: Re: fCraft development updates
PostPosted: September 28th, 2011, 1:52 am 
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September 27 patch notes:
  • Feature: Rewrote all ban-related commands to be more accurate with permission checks, produce better announcements/error/log messages, and be more plugin-friendly.
  • Fix: Fixed a bug that wasted bandwidth to needlessly update position of non-moving players. Less lag now!
  • Fix: Fixed /dumpstats, and expanded its top/bottom player listing to 5 each.
  • Fix: Fixed typos in /shutdown and /zrename.
  • Fix: Fixed a rare crash in /rules when used from console.
  • Change: Added a check to force BlockDB to flush if buffer reaches 1 MB between flushes (when preloading is disabled). This should reduce peak memory use.
  • Change: Ranks now default to "white" color ("&f") instead of "none" color ("") to avoid color-bleeding issues with formatted rank names.
  • Change: Removed "Banned player ___ tried to log in" and "Player ___ tried to log in from a banned IP" messages, and a corresponding ShowBannedConnectionMessages config key.


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 Post subject: Re: fCraft development updates
PostPosted: September 28th, 2011, 9:34 pm 
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Currently experimenting with weather (per-world setting, optional, WoM required). Click images for full-size.

Image

Image

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 Post subject: Re: fCraft development updates
PostPosted: September 28th, 2011, 9:35 pm 
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Holy, holy shit. That's gonna work wonders on themedmains.

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 Post subject: Re: fCraft development updates
PostPosted: September 28th, 2011, 10:46 pm 
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Wow, I'm loving that Second picture with the obsidian/lava. :o

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 Post subject: Re: fCraft development updates
PostPosted: September 28th, 2011, 11:02 pm 

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love the weather!

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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 2:30 am 
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Would weather be per world, or per client?


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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 2:59 am 
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Weather is per-world, but clients can opt to use standard weather instead. Also, here's simulated night (black fog / dark-blue sky). Click for full size.

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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 3:50 am 
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Sanjar Khan wrote:
Holy, holy shit. That's gonna work wonders on themedmains.


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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 4:39 am 
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I found the desert one to be the most boner-inducing. It looks just like a sand storm!

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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 7:14 am 
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panda100123 wrote:
Thanks. I can not access the server because its always full but how would I use /restore? Use /restore 5h or like /restore guest1_9-20-11.fcm or something?


Never used it yet, but i thought it worked like you could restore a 'cuboid' from a other file into the current map. So you restore a partial backup.

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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 11:18 am 
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This weather feature looks awesome ! :D

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 Post subject: Re: fCraft development updates
PostPosted: September 29th, 2011, 1:20 pm 
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September 29 patch notes:
  • Feature: Added per-world weather settings (experimental, requires WoM). Set by the new /env command. Usage: "/env <worldname> <var> <color>", where <var> is fog/sky/cloud, and <color> is a 3-digit or 6-digit hex color (#F60 or #FF6600)
  • Feature: Rewrote kick and promote/demote commands. May have a few bugs leftover.
  • Feature: ban/banip/banall now freeze the target if ban reason is required but missing.
  • Feature: kick/ban now warn kicker/banner if there are other players connected from target's IP.
  • Fix: Fixed Config improperly parsing ConfigKey.BlockDBAutoEnableRank.
  • Fix: Tweaked /patrol to give lower priority to players who have just logged in.
  • Change: /massrank now defaults to silent, and takes a "reason" parameter.
  • Change: Moved connected/joined world/disconnected messages to right-hand side for WoM users.


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 Post subject: Re: fCraft development updates
PostPosted: October 1st, 2011, 10:55 pm 
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When we get the update, will it be compatible with 0.537 servers or not because the config.xml is different because of blockDB and stuff. Will the configtool and stuff blend its self in the 0.600? Or is this like a new program that you start from scratch?


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 Post subject: Re: fCraft development updates
PostPosted: October 2nd, 2011, 2:08 am 

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i would like to know that too.

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 Post subject: Re: fCraft development updates
PostPosted: October 2nd, 2011, 10:44 pm 
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0.600 will be fully backwards-compatible with old configs, maps, and PlayerDB. It will just convert them to the new format when you first start.


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 Post subject: Re: fCraft development updates
PostPosted: October 3rd, 2011, 4:20 am 
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September 30 patch notes:
  • Feature: Added a way to change map-edge level (/env WorldName level #) and edge texture (/env WorldName edge BlockName).
  • Fix: Ban-related commands no longer crash if used improperly. Now they print usage.
  • Fix: Fixed /cw volume calculations (and a related crash).
  • Fix: Fixed MOTD not being sent on-join (which disabled noclip).


October 3 patch notes:
  • Feature: Added /undoarea, which allows selecting a limited area to undo in. Syntax is identical to /undox (which is now properly called /undoplayer).
  • Feature: Added some more stats to /sinfo
  • Fix: Fixed /env not resetting properly when "normal" value is given.
  • Fix: Fixed a rare case when kick/ban list the target player among "other players connected from IP."
  • Fix: Fixed /bring and /bringall teleporting target(s) to world spawn, instead of to player's location.
  • Fix: Added proper /help entry for /env
  • Change: Moved connect/join/disconnect messages back to normal chat.
  • Change: Capped /mute duration to 700 days / 100 weeks, to avoid scary-sounding overflow errors.
  • Change: Added ConfigGUI mappings for WoMEnableEnvExtensions and HeartbeatToWoMDirect settings.


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 Post subject: Re: fCraft development updates
PostPosted: October 7th, 2011, 4:11 am 
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October 6 patch notes
  • Feature: BlockDB (/bi) now provides more information about each block change (context). Note that all old BlockDB data (.fbdb files) need to be discarded before upgrading fCraft.
  • Feature: Rewrote /paste and /pastenot to make orientation easier. First click marks the location where you want to start pasting (the origin). Second click points in the direction where you want to paste. Click the same block twice to preserve original orientation.
  • Feature: Rewrote /worlds to support pagination.
  • Feature: Added /mute information to /info.
  • Fix: Fixed several rare concurrency issues and related NullReferenceExceptions in PlayerInfo, /rules, and RankManager.
  • Fix: Fixed /copy and /cut reporting incorrect orientation.
  • Fix: Fixed PlayerDB loader not trying to load forwards-compatible versions of PlayerDB.txt
  • Change: Tweaked rounding errors in /torus. Needs further work.
  • Change: Added percentage of banned players to /sinfo.
  • Change: Added a gray star after hidden players' names in /players. Why not?
  • API: Converted /freeze and /unfreeze to new PlayerOpException-based infrastructure.
  • API: Added PlayerInfo.FreezeChanging, FreezeChanged, MuteChanging, and MuteChanged events.
  • API: Removed PlayerInfo.FailedLoginCount due to uselessness.
  • API: Added more code annotations.
  • Optimization: Minor optimizations related to players joining worlds.


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 Post subject: Re: fCraft development updates
PostPosted: October 8th, 2011, 11:31 pm 
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I'll try to finish and release 0.600 before the end of this week (I mean... week of October 9-15). Just lots of bugfixing, testing, and documentation left to do.


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 Post subject: Re: fCraft development updates
PostPosted: October 9th, 2011, 11:53 am 

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YAYAY!


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 Post subject: Re: fCraft development updates
PostPosted: October 9th, 2011, 6:18 pm 
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October 9 patch notes:
  • Feature: You can now /undo and /redo multiple commands (up to 5 at the moment). Reduced memory use of /undo dramatically.
  • Fix: Fixed an exploit that allowed players to bypass world access permissions in certain rank configurations (thanks to gvr323)
  • Fix: Fixed a misplaced space in /worlds pagination message.
  • Fix: Fixed various issues with /torus (thanks to Xalarian and lucky_pierre)
  • Fix: Fixed IRC announcing rank changes, kicks, and bans that were meant to be silent.
  • Fix: Improved accuracy of /wflush estimation of the number of blocks to process (thanks to BloodyLlama)
  • Fix: Fixed formatting in /winfo (thanks to BloodyLlama)
  • Change: Tweaked /gen: "default" template is now known as "random," "mountains" template now has more cliffs and snow on mountaintops, and "island" template is less rough and has nice beaches.
  • Change: BlockDB debug logging is now disabled by default.
  • Change: Compacted /bi context messages.
  • Change: Increased the number of matches printed by /info to 30.
  • API: Converted /mute and /unmute to use the new PlayerOpException-backed infrastructure.
  • API: Added bool "Announce" property (whether an event should be publicly announced) to following PlayerInfo events: MuteChanging, MuteChanged, FreezeChanging, FreezeChanged, BanChanging, BanChanged, RankChanging, RankChanged. Renamed "IsSilent" flag on Player.BeingKicked/Kicked events to "Announce" (for consistency), and inverted its value.


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 Post subject: Re: fCraft development updates
PostPosted: October 14th, 2011, 11:00 pm 
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Almost done!


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 Post subject: Re: fCraft development updates
PostPosted: October 15th, 2011, 12:01 pm 
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everyone, raise your glass and add your voice to ours when we say, to fragmer <3

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 Post subject: Re: fCraft development updates
PostPosted: October 15th, 2011, 8:28 pm 
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fCraft 0.600 is out (already up to 0.601 due to bugs). We are now running the latest stable version, no longer in-development version. Changes since October 9 patch (all bugfixes):

  • Fixed occasional PlayerDB importer crash when checking consistency of banned player records.
  • Fixed a rare /sinfo crash that may happen if PlayerDB is empty.
  • Frozen players are now automatically un-deafened.
  • Fixed cloudy and marbled brushes always initializing to seed 0 (instead of random seed).
  • Fixed a couple bugs in draw commands that could mix up BlockDB and permission checks if a player changed worlds halfway through calling a command.
  • Removed some debugging info from brush-related messages.
  • Fixed a crash in PlayerInfo.Freeze(), when called on offline players.
  • Fixed non-fully-connected players showing up in Server.Players list.
  • Fixed a case of duplicate block modification in /Undo
  • Fixed UpdateInstaller crashing on exit.
  • Fixed some coordinate mixups in Map methods that take Vector3I coordinates.


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