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  1. Yesterday
  2. Facades do not always appear in NEI. Pressing R or U on items does not show recipe or uses either. Unknown cause. Already duplicated during multiplayer by multiple players.
  3. Finally managed to reproduce this today by accident. I discovered that F5 + F7 together trigger this glitch. Paul confirmed it also happens to him. No idea how this was never spotted before now.
  4. Last week
  5. The Robbit Launcher has been updated to version 3.0.7u5. This version adds support for installing and launching Minecraft versions before 1.6. The following old versions of Robbit have now also been correspondingly made available in the launcher: MC 1.3.2 / "Angel Cake" beta 17 (r340), released 21 Oct 2012 MC 1.4.7 / "Battenberg" 23.4 (r1010), released 17 Apr 2013 MC 1.5.2 / "Chocolate Muffin" 24.2d (r1652), released 19 Jun 2013 This is the first time since their release that they have been available to install. They are provided for archival and reference purposes only. No support will be available. Thanks all.
  6. Earlier
  7. A very old version of Robbit, specifically "Delicious Doughnut" Patch 25.2 (r3242), has now been made available in Robbit Launcher 3. This version of Robbit is the final build of Delicious Doughnut (based on Minecraft 1.6.4) and was previously released on 27 July 2014. This old version of Delicious Doughnut has been made available to provide full backwards-compatible map conversion for some legacy map files, since Eclair and Fondant branches are currently only able to open maps saved in Doughnut 25.2 or later, whereas the Doughnut branch is able to open map files all the way back to the earliest versions of Angel Cake. You can therefore use this version of Delicious Doughnut as an intermediary in order to convert maps from Robbit versions earlier than 25.2 to the Exciting Eclair stable legacy version or to the very latest Fondant Fancy bleeding edge builds. There will be no support provided for this old version. I did however test it to make sure it correctly installs and launches. Thanks all.
  8. The Robbit Launcher has been updated to version 3.0.7u4. This version adds the ability to choose how much RAM you want to allocate to the game, which can be accessed from the 'settings' screen after adding/installing the game. The default continues to be 2GB on 64-bit systems but you can increase it now in 1GB increments up to a max of 8GB. The newest builds seem to need more than the originally allocated 2GB in some instances, especially during world generation which with only 2GB allocated seems to result in some 'GC limit reached' crashes. I figured I'd put in this patch so if you are having RAM exhaustion issues in single player you can increase the RAM allocation at your own leisure. (Please bear in mind that larger RAM allocation can sometimes be detrimental to performance because they will lead to significantly longer GC stalls, so change this setting with caution.) Thanks all.
  9. A new update is now available for Robbit (version 27.0.0-DEV9.6, revision 5123). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 9.6 (21 March 2020) Installation of this patch is mandatory for playing online. General Changes Rotated the survival map on the private server. Updated copyright to 2020. Reporting Bugs If you find any bugs, please report them on the Robbit issue tracker. This will help us to weed out and fix bugs faster and more efficiently. Thank you.
  10. A new update is now available for Spellmaster II (version 0.0.34 based on source code revision 120bd825484c). Patch notes for this version follow. Spellmaster II Preview Release 0.0.34 (29 July 2019) Spellmaster II core changes: Fixed the support links in the menu going to incorrect places.
  11. A new update is now available for Spellmaster II (version 0.0.33 based on source code revision 91d81105e9aa). Patch notes for this version follow. Spellmaster II Preview Release 0.0.33 (28 July 2019) This is a long-term maintenance update. In addition to fixing some minor bugs, the game engine has been updated to the latest version. There is also a Magic data set update included, but it is not too recent, being updated only as far as Dominaria (released in April 2018). There is a good reason for this. The data sets were previously scraped from magiccards.info using jsoup, but this site is no longer operating. The replacement service, Scryfall, has explicitly stated there will be no future support for scraping HTML pages from magiccards.info, which makes the current version of the card fetcher unusable. In order to continue to update the data sets, I will have to rewrite the fetcher to pull data from their JSON API instead, which annoyingly doesn't even have a matching set list. Because of this, when I eventually make that change, the entire card library will probably have to be rebuilt from scratch, and any decks people have built which make use of cards with no-longer-matching IDs will effectively have to be remade. What a nightmare! In the long term, in order to allow for Spellmaster II to see an actual public release, I am hoping to completely decouple the set data from SM2, meaning that datasets and SM2 builds will be updated separately. My plan is essentially for the launcher to update SM2 and then for SM2 itself to manage and update the locally stored card data. There are numerous advantages to doing this. In addition to avoiding shipping any Magic or Intryon content with the SM2 installation, it will be possible to update the set data more regularly (possibly by an automated script) because I will no longer be forced to issue SM2 updates simply for the addition of new set data. Compiling all of the GPQ archives for the set data also takes almost 30 minutes for the build server nowadays, making new builds quite slow to roll out, so after the decouple the compile of new SM2 builds should be pretty fast. The update to using Scryfall's API will probably happen at the same time as the decouple, resulting in a single big changeover. I'm honestly not sure when I will get around to this. Until then, there are likely to be no further updates to the set data. Anyway, here are the changes in this release. Spellmaster II core changes: Updated to GinENGINE version 0.4-alpha1. This is a major engine update with many new features and stability improvements. A lot of the netplay code has also been refactored in order to move common battle code to the engine core. Login can now also optionally be handled directly by Spellmaster II without having to use the GineverLauncher. This is a prototype feature not expected to see any serious use right now, but could allow for release of SM2 (or applications forked from it) in other app stores/launchers in future. Fixed broken buttons on spectator list. Fixed an issue where the game would crash if an unknown user group was found in the friend list data. Fixed a security-related regression introduced in GinENGINE version 0.3.1 (and thus in preview release 0.0.28) where the game would not bother to validate the SSL certificate of the gameplay server Minor visual tweaks to several menus and control screens. Game types are now implemented as netplay rulesets. Magic changes: Updated data set as far as Dominaria.
  12. A new update is now available for Robbit (version 27.0.0-DEV9.5, revision 5112). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 9.5 (7 June 2019) This patch is intended to help improve the stability of the game. Installation of this patch is mandatory for playing online, but even if you don't play online I would recommend installing it anyway. Bug Fixes and General Changes Fixed issues with server load-unload loops caused by the IC2 energy net. Fixed an exception that could lead to map corruption when the server entered into automatic freeze recovery. Fixed some circumstances where pitch and yaw were improperly flipped when teleporting. The player's last /back position is now stored in the save data, meaning that it gets preserved in both single player (between sessions) and multiplayer (between server reboots). Reporting Bugs If you find any bugs, please report them on the Robbit issue tracker. This will help us to weed out and fix bugs faster and more efficiently. Thank you.
  13. Implemented in r5110. /back location is now saved to player.dat and persists in both single player and multiplayer even between server restarts.
  14. Fixed in r5109. Adjacent tile notification will no longer be triggered by default when IC2 tile is added to or removed from energynet. Having this as the default behaviour is just too buggy and causes large load-unload loops in many instances. Blocks which explicitly need the notification (which should be the minority) will now have to explicitly state this in their block constructor. Currently this is set only to the IC2 power cable, which uses the load-unload trigger for updating cable directionality. This change may be behaviourally breaking with IC2 in some places and might warrant future patches to fix bugs caused as a result of this change.
  15. Attempted a fix in r5108. Hopefully should resolve the problem. A little hard to test from here, so further testing might mean the issue gets re-opened.
  16. The player's /back location is not saved when server restarts. It would be nice to save this data.
  17. java.util.ConcurrentModificationException at java.util.TreeMap$PrivateEntryIterator.nextEntry(Unknown Source) at java.util.TreeMap$KeyIterator.next(Unknown Source) at net.minecraft.world.WorldServer.func_72920_a(WorldServer.java:679) at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:420) at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:212) at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:292) at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:347) at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:902) at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:413) at net.minecraft.server.MinecraftServer.func_71260_j(MinecraftServer.java:469) at robbit.servermonitor.ServerMonitor.restartServer(ServerMonitor.java:179) at robbit.servermonitor.ServerMonitor.run(ServerMonitor.java:305) Looks like two threads are trying to save the map data at the same time, which is causing CME. Probably fixable using synchronization.
  18. ADD sometimes doesn't get written to chunks if the server restarts while in the middle of world generation due to the freeze timer being too restrictive. This is most visible when the server enters automatic freeze recovery while generating sections of the nether. The most visible side effect of this bug is that blocks added to the nether worldgen system which have block IDs > 255 will not be correctly saved. As a result, it looks like random blocks of creosote/coolant are just all over the place in the newly generated chunks. I'm not really sure why only the ADD ends up being corrupted while everything else is still fine. This is kinda baffling to me. Probably shoddy implementation of the map saving system. A potential workaround to avoid the problem is to set a really long freeze timer, which would prevent nether generation from triggering freeze recovery. Another possible workaround might be to somehow reset the freeze timer during world generation, although this might require a more extensive rewrite of the chunk generation code.
  19. Confirming issue. Right now I'm not able to work on fixing this because I'm on vacation until second week of July.
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