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Home Page: http://bravoserver.org/
License: Other
UNMAINTAINED: Reverse-engineered Minecraft stuff. Worked with 1.4.x protocol
Home Page: http://bravoserver.org/
License: Other
On windows, using python 2.6, I get this error whenever I modify a block - http://pastebin.com/xcnpiwP1
I don't know if this is just for windows, or happens on linux as well
I can't seem to recreate this issue at the moment, but I did at one point have something from the items list replace something from the blocks list in my inventory. In slot 0 was dirt, I picked up string (from my fork) and it replaced the dirt in slot 0. I have since tried to reproduce that bug in your current HEAD, d23cc9 and my current head (not pushed yet atm.) with no luck. This is good, but it also means that this may occur in the future.
Decided to break a block of ice to make some water, had logged off for 15 minutes or so. Come back and apparently the server put Snow ontop of the water. Same for the lava.
First off, if one were to use this command it would first put them where they spawned after the logged out, the second usage sends them to the original spawn point.
Bug or Feature?
Yes, yes, I know that I should use Linux. Fact is, though I dislike it, windows dominates the market. Currently installation of all modules bravo needs, then setting them up, then getting bravo to work, is almost plain impossible. We need a guide and ways to simplify installation. Getting users to install mingw32 is good, if we can get setup.py to work as well. Links to appropriate downloads would also be an alternative.
When starting bravo I get the following error:
File "/usr/lib64/python2.6/site-packages/Bravo-1.0-py2.6.egg/bravo/serializers/json.py", line 12, in <module>
raise ImportError("Couldn't find a JSON library!")
ImportError: Couldn't find a JSON library!
I think it's because in json.py there is an "import json", which in this case refers to json.py instead of json the library.
Best Regards
tw00
Specifically, snow should drop when blocks beneath it are mined. This should be pretty trivial to implement as an addon/mod to NoFloatingSnow.
While loading a map, beta will sometimes replace non-air blocks with snow.
alpha.py uses property decorators that are not in python 2.5.
example:
@y.setter
a simple fix is just to use the old property builtin.
def y_getter(self):
return self._y
def y_setter(self, value):
self._y = value
if not 0.1 < (self.stance - self.y) < 1.65:
self.stance = self.y + 1.0
y = property(y_getter, y_setter)
def yaw_getter(self):
return degrees(self.theta)
def yaw_setter(self, value):
self.theta = radians(value)
yaw = property(yaw_getter, yaw_setter)
def pitch_getter(self):
return degrees(self.phi)
def pitch_setter(self, value):
self.phi = radians(value)
pitch = property(pitch_getter, pitch_setter)
Already we are running into the issue where people don't know how to bravo.ini. Fix that.
Bravo should probably begin generating terrain as soon as the server starts rather than waiting for a player to connect to begin.
Talked about this at work, but here is what I would like to see.
A tool that outputs a map in a specific directory so that we dont override the current world/
For example: "./tool (size of x/y for a square) (what generator to use from plugins) (dir to output to)"
This tool should also print out statistics for a few things, time to do one chunk, and time to do all the chunks.
Anything works.
This is just a symptom of two larger issues: Win32 testing is sporadic, and we need to properly do TTY detection. I don't care about the first, but the second is very important. We should be prepared to fallback to either a lame terminal on Win32, or a completely absent terminal on a non-TTY piped I/O.
Traceback (most recent call last):
File "./main.py", line 8, in
reactor.run()
File "/usr/lib64/python2.6/site-packages/twisted/internet/base.py", line 1128, in run
self.mainLoop()
File "/usr/lib64/python2.6/site-packages/twisted/internet/base.py", line 1140, in mainLoop
self.doIteration(t)
File "/usr/lib64/python2.6/site-packages/twisted/internet/selectreactor.py", line 140, in doSelect
_logrun(selectable, _drdw, selectable, method, dict)
--- ---
File "/usr/lib64/python2.6/site-packages/twisted/python/log.py", line 84, in callWithLogger
return callWithContext({"system": lp}, func, _args, *_kw)
File "/usr/lib64/python2.6/site-packages/twisted/python/log.py", line 69, in callWithContext
return context.call({ILogContext: newCtx}, func, _args, *_kw)
File "/usr/lib64/python2.6/site-packages/twisted/python/context.py", line 59, in callWithContext
return self.currentContext().callWithContext(ctx, func, _args, *_kw)
File "/usr/lib64/python2.6/site-packages/twisted/python/context.py", line 37, in callWithContext
return func(args,*kw)
File "/usr/lib64/python2.6/site-packages/twisted/internet/selectreactor.py", line 156, in _doReadOrWrite
self._disconnectSelectable(selectable, why, method=="doRead")
File "/usr/lib64/python2.6/site-packages/twisted/internet/posixbase.py", line 190, in _disconnectSelectable
selectable.readConnectionLost(f)
File "/usr/lib64/python2.6/site-packages/twisted/internet/tcp.py", line 509, in readConnectionLost
self.connectionLost(reason)
File "/usr/lib64/python2.6/site-packages/twisted/internet/tcp.py", line 520, in connectionLost
protocol.connectionLost(reason)
File "/home/Actown/Games/mcserver/beta/protocol.py", line 357, in connectionLost
if self.username in self.factory.players:
exceptions.AttributeError: AlphaProtocol instance has no attribute 'username'
More XML-RPC calls need to be made available.
XML-RPC calls might allow:
Get a list of commands
Run those commands
Get a list of players
possibly more....
"PIP install Bravo"
The above isn't working anymore.
We need some mob entities, such as creeper, as well as hooks to be run when an entity is created.
setup.py isn't grabbing the plugins when installing, it doesn't grab serializers or tests either.
When you walk out to where chunks are being generated the lightmap is not updated until you place a block in that chunk.
Basically, protocols need to keep track of which entities they have initialized. Is this stupid? Yes, but we really have no choice.
While breaking snow and ice clients lock-up and crash. Dirt works fine, everything else untested.
Check to make sure the client has said item compared to the save. Also make sure the client can pick-up items and make changes accordingly in its inventory file.
Pain in the ass, but we will need to add it sooner or later. Mineserver has it, we dont.
Redstone stuff.
Beta> save-all
Flushing all chunks...
Error: 'tuple' object has no attribute 'flush'
Beta>
This was while a player was connected and chunks were being gen'd.
Here, I added in some extra recipes, may need some testing.
http://pastebin.com/SaTGsk5d
Wonder if this is a client bug or not, but our lightmaps suck and the client appears to be aware of this.
Hello, I have tried install Bravo onto a fresh install of Ubuntu, Here is a screenshot of the error that I received when I asked pip to install bravo
"pip install Bravo"
http://i670.photobucket.com/albums/vv61/Footydave09/Error2.png
Thanks in Advance
When more then one player is connected, the other player(s) do not show up.
We are not handling metadata for blocks/items.
These all need to be implemented.
Pretty much a requisite for verifying usernames and implementing banlists.
Enough talk has happened. This needs to be included.
We need to verify ourselves that NBT files are valid. One easy thing to do is ensure that files are non-empty before passing them into NBT. Filepath lets us check filesize easily, so this should be a breeze.
On windows, certain filenames are reserved for system usage. aux.rst uses a reserved filename aux, so if any program, including git, tries to create it, the program fails. I can't patch this since I cannot download aux.rst to patch
See title. (/)season (winter/spring/summer/fall) or something of the like.
Add support for nice console features.
Original spawn spot is high above the clouds on most, if not all generated maps. When a player saves above ground, their spawn spot is equally as high. If they are near bedrock, they seem to spawn lower then their actual spawn spot is located. If on bedrock, you are pretty much SOL as you fall through the bedrock.
You know what I'm talking about. Fix it.
The end-to-end chunk generation pipeline is painfully slow compared to offline testing. Figure out why.
Starting with yellow-cloth, block names are incorrect. If you look at my pull request, I have to use 'yellow-cloth' in the provides statement in order to give sandstone in the sand stone recipe.
When you place a block on top of a snow covered block, many weird issue happen such as the block moving up one space and the snow returning.
There's some weird gzip-related thing keeping chests and other tile entities from going over the wire correctly.
Should be very very easy with IDigHook.
This warning implies that some call into the struct module is passing a too-large value.
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