Games (inc Online)Teh Mine

 

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 From:  Peter (BOUGHTONP)  
 To:  Peter (BOUGHTONP)     
38140.3449 In reply to 38140.3448 
Ok, so I made a poll:

msg:39382.1

Just to gauge interest - obviously it's up to Ant what Teh Mine actually does.

You can answer both questions, or either question individually, depending how you feel.
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 From:  ANT_THOMAS  
 To:  Peter (BOUGHTONP)     
38140.3450 In reply to 38140.3449 

I don't mind changing it to be whatever the consensus is and sending Jon (and anyone else) the current world if he or they want it.

 

I have recently (or not so recently) lost interest in playing, maybe a change will give me a bit more interest.

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 From:  Oscarvarium (OZGUR)  
 To:  ALL
38140.3451 
As mentioned before, I would quite like to play some nice challenging SMP and starting from scratch. However, I also want to keep the world we've already created, and would want to continue creating things in it without having to worry about mobs. Dual-mapping would suit perfectly, if that's possible, or some kind of Survival area far away from the current spawn point.

Also, I can't think of a signature, any ideas?
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 From:  JonCooper  
 To:  ANT_THOMAS     
38140.3452 In reply to 38140.3450 
I would certainly want it - thanks

Jon
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 From:  ANT_THOMAS  
 To:  ALL
38140.3453 
In case anyone is trying to access Teh Mine now I have tried to upgrade the server to 1.2.3 and it is having problems (or taking ages) converting the worlds.
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 From:  ANT_THOMAS  
 To:  ALL
38140.3454 
Well the conversion on the main world has started and after 2 minutes it's not even done 1% yet :|
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 From:  ANT_THOMAS  
 To:  ALL
38140.3455 
It seems we have quite a large map.
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 From:  patch  
 To:  ANT_THOMAS     
38140.3456 In reply to 38140.3455 
See, I suggested trimming it again and again, but did anyone listen? Honestly. If I ran the planet, we'd be in so much better shape.
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 From:  ANT_THOMAS  
 To:  patch     
38140.3457 In reply to 38140.3456 
Smaller, but better.
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 From:  patch  
 To:  ANT_THOMAS     
38140.3458 In reply to 38140.3457 
Not really. We'd all be so screwed I'd be in the Guinness Book of Records.
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 From:  ANT_THOMAS  
 To:  ANT_THOMAS     
38140.3459 In reply to 38140.3454 
3% through!!
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 From:  Peter (BOUGHTONP)  
 To:  ANT_THOMAS     
38140.3460 
Have you seen any server plugins relating to reminding you how long you've been playing for?

So like players can do a /dailylimit 120 and then after a total of two hours in any 24 hour period it starts telling you to get off and do other stuff?
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 From:  ANT_THOMAS  
 To:  Peter (BOUGHTONP)     
38140.3461 In reply to 38140.3460 
Ha, no, but that is a good one. "Do some fucking work"
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 From:  ANT_THOMAS  
 To:  ALL
38140.3462 
(24% converted)
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 From:  Ken (SHIELDSIT)  
 To:  ANT_THOMAS     
38140.3463 In reply to 38140.3462 
Wow, that's a speedy process isn't it! All for what? A few new monsters and a higher sky? Whoop whoop!


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 From:  Peter (BOUGHTONP)  
 To:  Ken (SHIELDSIT)     
38140.3464 In reply to 38140.3463 
It's not affecting the monsters, and it's more than just adding height.

It's a complete change of how the data is stored, which makes it more efficient and more flexible for mod authors.

It shouldn't take as long as it is, but I guess that's a combination of:
1a) Minecraft storing each region (512x512 block areas) in individual files;
1b) Us lot having explored and built things across relatively vast area;
1c) the server being Windows, which isn't great at handling large numbers of files;
2) Mojang not bothering to performance test the process on non-small worlds, and thus putting little/no effort into optimising the code once it was completed.


(Mostly I suspect it's down to reason 2 there.)
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 From:  Ken (SHIELDSIT)  
 To:  Peter (BOUGHTONP)     
38140.3465 In reply to 38140.3464 
I was being a bit facetious there Pete. But yeah I agree it's probably #2 mostly. It's a fun game but I don't think I understand why it's written in Java.


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 From:  Peter (BOUGHTONP)  
 To:  Ken (SHIELDSIT)     
38140.3466 In reply to 38140.3465 
Simple: because Notch knew Java.

And that's not really the problem - Java is perfectly capable of being fast enough.

Assuming the in-game converter uses the same code as the standalone tool, which I just had a quick look at, then the slowness probably comes from a bunch of debugging functions left turned on, (and using an exponentially slow method of concatenating strings for some of them).

*shrug* Oh well.
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 From:  Ken (SHIELDSIT)  
 To:  Peter (BOUGHTONP)     
38140.3467 In reply to 38140.3466 
Yup. Oh well. Better than I can do.


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 From:  ANT_THOMAS  
 To:  ALL
38140.3468 
... 68%
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