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United Kingdom Tinytimrob

Robert James Dennington
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Tinytimrob last won the day on May 20 2018

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About Tinytimrob

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    Executive Director & Lead Programmer
  • Birthday 09/11/1991

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  1. 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.
  2. 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.
  3. 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.
  4. Implemented in r5110. /back location is now saved to player.dat and persists in both single player and multiplayer even between server restarts.
  5. 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.
  6. 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.
  7. The player's /back location is not saved when server restarts. It would be nice to save this data.
  8. 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.
  9. 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.
  10. Confirming issue. Right now I'm not able to work on fixing this because I'm on vacation until second week of July.
  11. The new IC2 energy net introduced in 27 DEV7 can cause chunk load-unload loops on the server in some circumstances. This is most likely the result of TE lookups being made in sections of the map that aren't loaded, with those TE lookups being triggered by the unload of adjacent chunks. Some work was already done towards fixing this problem in DEV7.3, but the problem is evidently not completely resolved because the bug is still causing significant problems in some areas of the survival map (most particularly right now for people wandering near the Dovahkiin nether base) Further investigation is required to track down exact cause(s).
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