If we can get a server with proper anti-grief measures, that'd be great.
Do you want the world data, and assorted plugins/plugin data? There really aren't many plugins being used, and some of them aren't even required. All that you absolutely NEED are core protect, an anti cheat, and a permissions plugin (I just used permissionsbukkit since it's simple and does all was required).
My advice would be that if someone is hosting it, they take the world data, and start whitelisting from scratch.
If you want to set up the map, I can help with that, but you probably don't want to set up that kind of map on a residential internet connection.
Thanks for hosting the server for this long. It's a bit sad to see it go but obviously this is good news for you which is cool.
Goodnight sweet prince.
On a related note, if this community migrates onto a new server, someone please send me a PM. I lost my motivation to continue on this one once it became developed and would enjoy starting fresh with a familiar set of faces.
How did you do the map? Did you chmod the world directory to readonly, then copy it to a different directory for Overviewer? How did you write messages to the console in the first place?
[QUOTE=Zephyrs;51029510]
If you want to set up the map, I can help with that, but you probably don't want to set up that kind of map on a residential internet connection.[/QUOTE]
What kind of bandwidth do I need? I have a couple locations I could host it from.
[QUOTE=HeyBanditoz;51030978]How did you do the map? Did you chmod the world directory to readonly, then copy it to a different directory for Overviewer? How did you write messages to the console in the first place?[/QUOTE]
The startup script placed the server in a screen session. Outside scripts can interface with that session as needed, including being able to enter server commands directly. You can log into the console and attach/detach from the screen session as well.
Backups hook into the session, stop the world saves, then rsync the data elsewhere, restart world saving, and create rolling compressed archives. Overviewer backups involve something similar, but without backing up the plugins, and without compressing the world data into archives since there is no need for either. I kept the overviewer backups separate because it made conflicts with normal backup commands impossible, but you could come up with a system where they were stored together if you were to put constraints on when one or both operations were running.
The world map is simply invoking overviewer with the proper config file that targets the relevant backup. Running overviewer on the live server files causes errors in the map because the chunk data gets altered while rendering is happening. Overviewer dumps the output into a specified folder, and you point your webserver at it.
My init script has grown into a behemoth designed to handle arbitrary numbers of servers with arbitrary names and arbitrary folder structures, and has a lot of shit like being able to dynamically restart servers and reallocate memory based on total system usage. A lot of these features are [b]extremely[/b] dangerous and should not be used if you aren't intimately familiar with the structure of the script. As such, I will not be providing it. The core concepts of it before I turned it into the ~8000 line monstrosity that it is can be found in [url=https://github.com/superjamie/minecraft-init-script]superjamies minecraft start script.[/url] Be aware that the versions prior to mid 2015 are designed for the older linux init system, while the 2016 rewrite has been created to operate under systemd. The core of this script is extremely powerful, including rolling backups of world data, logs, and many other nice features. I highly recommend it, either as your script, or as a springboard to develop what you want.
Overviewer script and config file is as follows. The relevant languages are shell script and python respectively. Use a cronjob to call the script as often as you want. It automatically detects if a previous instance is running, and terminates.
[code]#!/bin/bash
pid="$$"
pidfile="/var/run/overviewer.pid"
# If /var/run/overviewer.pid exisis
if [ -f $pidfile ]
then
# Email details of the overviewer process that's still running.
echo -e "$(date)\nOverviewer is still running \n
$( echo PID: $(cat $pidfile)) exists from previous cron\n
$(ps -p $(cat $pidfile) -o lstart,etime)\n"
exit 1
else
# Otherwise create /var/run/overviewer.pid which contains the current PID
echo $pid > $pidfile
# Use the function overviewerbackup on the minecraft service to rsync the world.
# This prevents chunk errors that can occur when running overviewer on a live world.
/etc/init.d/minecraft overviewerbackup #additional parameters removed.
# Then run overviewer.py. I choose to start overviewer with a niceness of 19
# this helps alleviate lag when rendering the map on the same machine
# as your minecraft server.
su - minecraft -c 'nice -n 19 overviewer.py --config=/home/minecraft/overviewer/vanilla.py'
#debug lines
# su - minecraft -c "echo -e \"$(whoami) is the current user.\""
# su - minecraft -c 'echo -e "$(whoami) is the current user."'
# Once overviewer.py completes chown the output directory to www user and
# delete the pid file.
# chown not required when running as appropriate user.
rm $pidfile
fi[/code]
[code]from optimizeimages import optipng
worlds["Facepunch Vanilla Overworld"] = "/home/minecraft/overviewersnapshot/vanilla/world"
worlds["Facepunch Nether"] = "/home/minecraft/overviewersnapshot/vanilla/world_nether"
worlds["Facepunch End"] = "/home/minecraft/overviewersnapshot/vanilla/world_the_end"
custom_smooth_daytime_lighting = [Base(), EdgeLines(), SmoothLighting(strength=0.9)]
custom_smooth_nighttime_lighting = [Base(), EdgeLines(), SmoothLighting(strength=0.9,night = True)]
custom_nether_smooth_lighting = [Base(), EdgeLines(), Nether(), SmoothLighting(strength=0.9)]
renders["overworld_day_smooth_ne"] = {
"world": "Facepunch Vanilla Overworld",
"title": "Daytime (NE)",
"rendermode": custom_smooth_daytime_lighting,
"optimizeimg":[optipng()],
}
renders["overworld_night_smooth_ne"] = {
"world": "Facepunch Vanilla Overworld",
"title": "Nighttime (NE)",
"rendermode": custom_smooth_nighttime_lighting,
"optimizeimg":[optipng()],
}
renders["overworld_cave_ne"] = {
"world": "Facepunch Vanilla Overworld",
"title": "Caves (NE)",
"rendermode": cave,
"optimizeimg":[optipng()],
}
renders["overworld_day_smooth_sw"] = {
"world": "Facepunch Vanilla Overworld",
"title": "Daytime (SW)",
"rendermode": custom_smooth_daytime_lighting,
"optimizeimg":[optipng()],
"northdirection" : "lower-right"
}
renders["overworld_night_smooth_sw"] = {
"world": "Facepunch Vanilla Overworld",
"title": "Nighttime (SW)",
"rendermode": custom_smooth_nighttime_lighting,
"optimizeimg":[optipng()],
"northdirection" : "lower-right"
}
renders["overworld_cave_sw"] = {
"world": "Facepunch Vanilla Overworld",
"title": "Caves (SW)",
"rendermode": cave,
"optimizeimg":[optipng()],
"northdirection" : "lower-right"
}
#--------------------------------------------------
renders["nether_smooth_ne"] = {
"world": "Facepunch Nether",
"title": "Lighting (NE)",
"rendermode": custom_nether_smooth_lighting,
"optimizeimg":[optipng()],
}
renders["nether_smooth_sw"] = {
"world": "Facepunch Nether",
"title": "Lighting (SW)",
"rendermode": custom_nether_smooth_lighting,
"optimizeimg":[optipng()],
"northdirection" : "lower-right"
}
#--------------------------------------------------
renders["the_end_smooth_ne"] = {
"world": "Facepunch End",
"title": "Lighting (NE)",
"rendermode": custom_smooth_nighttime_lighting,
"optimizeimg":[optipng()],
}
renders["the_end_smooth_sw"] = {
"world": "Facepunch End",
"title": "Lighting (SW)",
"rendermode": custom_smooth_nighttime_lighting,
"optimizeimg":[optipng()],
"northdirection" : "lower-right"
}
#--------------------------------------------------
#texturepath = "/home/bukkit/overviewer/versions/1.8" no longer required if textures stored correctly in .minecraft folder.
processes = 4 #set to number of cores.
outputdir = "/home/minecraft/maprenders/vanilla"
[/code]
[editline]10th September 2016[/editline]
[QUOTE=IliekBoxes;51031364]What kind of bandwidth do I need? I have a couple locations I could host it from.[/QUOTE]
If people are actively using the map, it will saturate their connections very easily. It's google maps, with lossless pngs. Even compressed that's a lot of data. The real problem is disk space. The 10 views present represented well over 200GB of compressed pngs. The overworld day views are the worst because they have the most color range, so don't compress as far down. Each was around 80-90GB last I checked, and that was several months ago.
Overviewer looks far better than dynmap, but you pay for that in terms of bandwidth, and disk space.
-snip-
Chipsnapper and I may/may not be able to host it on a suitable network. Will update with info when I get it
Related: Wool has taken some of the world, using the little saves I'd made of the world, and merged all of the cities into one at Spawn and organized things a bit. It works really well, and it'd be cool to have that as Spawn on the next server and then just have a totally new world surrounding it.
[QUOTE=mcgrath618;51031740]suitable network. Will update with info when I get it
[/quote] debatable [quote]
Related: Wool has taken some of the world, using the little saves I'd made of the world, and merged all of the cities into one at Spawn and organized things a bit. It works really well, and it'd be cool to have that as Spawn on the next server and then just have a totally new world surrounding it.[/QUOTE]
I second this
[QUOTE=mcgrath618;51031740]Related: Wool has taken some of the world, using the little saves I'd made of the world, and merged all of the cities into one at Spawn and organized things a bit. It works really well, and it'd be cool to have that as Spawn on the next server and then just have a totally new world surrounding it.[/QUOTE]
Sounds cool - old, yet new. Which cities got merged?
[QUOTE=BLUchameleon;51032684]Sounds cool - old, yet new. Which cities got merged?[/QUOTE]
Spawn, Wildeholt, Pikzal, Vokzal, and Glushenko. That's all I managed to download (though I believe Willa's Mesa and Mallen Tol are saved too [Willa's Mesa is over on its own chunks since I used the Nether to get there, and Mallen Tol doesn't really translate well into Spawn])
[QUOTE=ballads;51034944]Zephyrs im completely confused what does the non compete clause have to do with this server?[/QUOTE]
The host of the server is a competitor of his new employer. The employer made him stop "helping" the competitor.
[QUOTE=ballads;51034944]Zephyrs im completely confused what does the non compete clause have to do with this server?[/QUOTE]
Software contracts tend to have broad provisions because of paranoia over leaking/re-purposing of intellectual property (IP). I can't/won't go into the exact specifics of my contract.
The material I already posted has existed for a long time, and I can prove that trivially, so there is no argument for any violation. Continuing to provide the server, and update it, would involve working on a publicly facing side project. Even if there is no conflict of interest, or unapproved use of IP, it might appear that there is, particularly to someone not familiar with the material, or someone petty, and regardless of whether or not I'd prevail in court, I'd rather avoid it entirely.
That is as far as I'll go on the topic.
If we can't get a download of the world, could we at least have the seed?
Wool needs it anyways for his project.
I'll post a magnet link later tonight/tomorrow. Can't directly host it immediately because I'm re-configuring my web server over the next week.
tbh I would rather have a complete start over then copying the old spawn over, I know a lot of people are attached to it but I think it's better to start new and make a better spawn town. Also would give us a chance to make a rail/nether network that isn't a total mess.
[QUOTE=Whomobile;51037048]tbh I would rather have a complete start over then copying the old spawn over, I know a lot of people are attached to it but I think it's better to start new and make a better spawn town. Also would give us a chance to make a rail/nether network that isn't a total mess.[/QUOTE]
The rail network is far from a mess, though I wholy agree with redoing the nether. Perhaps a compromise, we keep the old Spawn, but generate a new Nether.
The nether would be messed up by amalgamating the cities together anyway (also RIP Cactus Town)
Towards the end it was easy enough to walk to Wildeholt from Spawn, however do you think it is possible to bring it closer by removing some of the empty lots Conor had made during the construction of the WTC towers. I don't know how specifically we can stitch together sections of the world, but if possible, could we look into this?
[QUOTE=chipsnapper2;51046151]Towards the end it was easy enough to walk to Wildeholt from Spawn, however do you think it is possible to bring it closer by removing some of the empty lots Conor had made during the construction of the WTC towers. I don't know how specifically we can stitch together sections of the world, but if possible, could we look into this?[/QUOTE]
That's pretty much what Wool did. Wildeholt takes up the north where the windmill is, Vokzal is in the East, and Glushenko is in the west
Any news on that download?
magnet:?xt=urn:btih:0486302be572b2656f0c981b22bc64a2a5b1f0a6&dn=2016-09-05-Facepunch+Vanilla
Only seeding for a week or so. It will eventually be available for direct download, but no promises on when.
I'll seed this for as long as anyone needs it, but CeuntryLink provides shit upload speeds.
Wool is seeding it as well, until next Saturday.
Hey hey guys, trying to find a nice little community to play minecraft with, and I've read the last page of this post, ripperino server.
Are people migrating to Max no relax for the meanwhile, or is there another alternate server people are playing on?
Sorry to necro, but does anybody have the map, and could put it up for download? I built a massive fuck-off submarine on this map and I wouldn't mind checking it out again.
[QUOTE=Mort Stroodle;51677228]Sorry to necro, but does anybody have the map, and could put it up for download? I built a massive fuck-off submarine on this map and I wouldn't mind checking it out again.[/QUOTE]
That submarine with the working spinning rotor in the back?
Thing is awesome as shit
[QUOTE=Mort Stroodle;51677228]Sorry to necro, but does anybody have the map, and could put it up for download? I built a massive fuck-off submarine on this map and I wouldn't mind checking it out again.[/QUOTE]
Magnet link still works.
[QUOTE=Zephyrs;51691842]Magnet link still works.[/QUOTE]
Oh, thanks. There's a space in it so it didn't work before, I thought it was just broken.
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