Future Shift (online for good)

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vallorn
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Re: Escapia: Future Shift (OFFLINE)

Post by vallorn » 23 Feb 2011, 06:54

will we have a delay beofre Mobs?

its just that Skytopia still needs more torches....
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Re: Escapia: Future Shift (OFFLINE)

Post by Frostfeuer » 23 Feb 2011, 08:42

Ah that explains why I was unable to connect last night to check it out. Anyways wouldn't it make sence to keep using 1.2 for the server at least temporily, since Escapecraft will be continuing to run 1.2 and some people may connect to Future shift, patch to 1.3 and then be unable to go back to escapecraft. (Unless you blacklist everyone unless they post here that they have backed it up, or just give a huge disclaimer above the IP address telling them to back up)

Regardless, looking forward to being able to explore this new and strange land.

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Spartigus
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Re: Escapia: Future Shift (OFFLINE)

Post by Spartigus » 23 Feb 2011, 08:57

Down before I even get a chance to get on -.-
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Re: Escapia: Future Shift (OFFLINE)

Post by Milo_Windby » 23 Feb 2011, 09:59

Spartigus wrote:Down before I even get a chance to get on -.-
You do know it will be back up, right?
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Re: Escapia: Future Shift (OFFLINE)

Post by haxxorzd00d » 25 Feb 2011, 13:13

All we're waiting on now to come back online is the terrain mod we're using for map generation.

The mod's creator has said to expect an update this weekend; we'll be back somewhere from a few hours to a day after it hits.

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vallorn
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Re: Escapia: Future Shift (OFFLINE)

Post by vallorn » 25 Feb 2011, 13:23

are you running 1.2 or 1.3?
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Re: Escapia: Future Shift (OFFLINE)

Post by haxxorzd00d » 25 Feb 2011, 13:47

1.3, my good man. I had no choice; Bukkit went ahead and converted my save files to the new format.

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Re: Escapia: Future Shift (OFFLINE)

Post by vallorn » 25 Feb 2011, 14:03

dang... Main is still at 1.2 and until Wokka updates from Hmod to the working version of Bukkit... looks like all the 1.3ers that didnt back up will come to your server Haxx... HAVE FUN
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Re: Escapia: Future Shift (OFFLINE)

Post by StevK44 » 25 Feb 2011, 14:07

Hmm looks like updating my laptop to 1.3 was a good idea, now I can have the best of the present and the future when this server comes back on.
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Re: Escapia: Future Shift (OFFLINE)

Post by Frostfeuer » 25 Feb 2011, 14:09

While I can't say I know much about running a bukkit server or a server in general, the new file type used to save the maps is just the mcregions mod that was added to the client (http://www.minecraftforum.net/viewtopic ... 5&t=120160)

So wouldn't it stand to reason that you theoretically could use 1.2 bukkit with that mod to the server and put the server up sooner then if you waited for the 1.3 fixes?

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Re: Escapia: Future Shift (OFFLINE)

Post by haxxorzd00d » 25 Feb 2011, 15:54

Frostfeuer wrote:While I can't say I know much about running a bukkit server or a server in general, the new file type used to save the maps is just the mcregions mod that was added to the client (http://www.minecraftforum.net/viewtopic ... 5&t=120160)

So wouldn't it stand to reason that you theoretically could use 1.2 bukkit with that mod to the server and put the server up sooner then if you waited for the 1.3 fixes?
I'm in no rush. The update's suppsoedly coming within the next day or two; I'm not going to the effort of downgrading just for a little extra playtime.

Besides, I have other things to play! Don't make a fuss, people! Just take a look at your game collection. See those? Yeah, those are games you haven't finished, and they're just waiting for you to boot them up and complete the crap out of them! Nothing you haven't finished? I don't believe you. :D
Last edited by haxxorzd00d on 26 Feb 2011, 13:40, edited 1 time in total.

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Re: Escapia: Future Shift (OFFLINE)

Post by XDelphi » 25 Feb 2011, 19:21

hxx is th servr down?????
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Re: Escapia: Future Shift (OFFLINE)

Post by Frostfeuer » 25 Feb 2011, 21:41

haxxorzd00d wrote:
Frostfeuer wrote:While I can't say I know much about running a bukkit server or a server in general, the new file type used to save the maps is just the mcregions mod that was added to the client (http://www.minecraftforum.net/viewtopic ... 5&t=120160)

So wouldn't it stand to reason that you theoretically could use 1.2 bukkit with that mod to the server and put the server up sooner then if you waited for the 1.3 fixes?
I'm in no rush. The update's suppsoedly coming within the next day or two; I'm not going to the effort of downgrading just for a little extra playtime.

Besdies, I have other things to play! Don't make a fuss, people! Just take a look at your game collection. See those? Yeah, those are games you haven't finished, and they're just waiting for you to boot them up and complete the crap out of them! Nothing you haven't finished? I don't believe you. :D
Fair enough Haxx, I was merely suggesting an alternative. To be honest I haven't played minecraft in almost a month now, recently i've gotten into Eve Online again.

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Re: Escapia: Future Shift (Back soon on 1.3!)

Post by haxxorzd00d » 02 Mar 2011, 07:23

All the updates we need are out, so we'll be back shortly running 1.3.

I've also generated a new map - this one's slightly easier to get around and sand isn't so rare. (Also, there are deserts on this one.) The previous map will still be up with a gate to the new one, but not for long. This'll give anyone who settled on the day-one map time to move.

Apologies for the inconvenience.

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Re: Escapia: Future Shift (Back soon on 1.3!)

Post by Knife_28 » 04 Mar 2011, 22:12

Wow, those pics made me squee with the awesome, any ETA on when it'll be back up?
I only feel the way that I'm programed, and most of the time that's not to give a damn.

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Re: Escapia: Future Shift (Back soon on 1.3!)

Post by haxxorzd00d » 04 Mar 2011, 22:56

Hey, it's-a Knife! Good to see you again buddy.

The server should be up either today or tomorrow. I've been a bit distracted (playing with fancy new plugins and making my own texture pack) but I'll be getting on with it very shortly.

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Re: Future Shift (Coming online within 6 hours)

Post by haxxorzd00d » 05 Mar 2011, 09:23

Updated OP.

FINALLY. All the updates and fixes and useful things are exactly where I want them, and I've stopped getting distracted by fancy plugins and shiny objects.

We're up within 6 hours.

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Re: Future Shift (Coming online within 6 hours)

Post by Sir_Luke » 05 Mar 2011, 09:39

I'm going to try something totally different on this server... Sir_Luke, captain of the battleship USS North Carolina! W00T!! :D :D :D
It needs to be about, 20% cooler.

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Re: Future Shift (Coming online within 6 hours)

Post by givemeabreak432 » 05 Mar 2011, 18:08

6 hours? Yeah!!!
Can't wait :D

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Re: Future Shift (Coming online within 6 hours)

Post by 697134002 » 05 Mar 2011, 18:27

givemeabreak432 wrote:6 hours? Yeah!!!
Can't wait :D
It's online right now, but there's a whitelist.
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Re: Future Shift (Coming online within 6 hours)

Post by haxxorzd00d » 05 Mar 2011, 19:48

The whitelist is mods-only; we're setting up plugins and finalizing some things.

The mc.net derp earlier and some weird issues I've been having with my client have delayed us a bit, but we should be public by tomorrow.

Once again, really sorry to keep you guys waiting. Not much longer now...

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Re: Future Shift (Online for mods only, setting stuff up)

Post by viaticsnarsnar » 05 Mar 2011, 19:53

This new world is gonna be so awesome!!!! can't wait to get on it asap

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derigin
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Re: Future Shift (Online for mods only, setting stuff up)

Post by derigin » 05 Mar 2011, 22:01

I am looking forward to this map. It sounds cool.

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Re: Future Shift (Online for mods only, setting stuff up)

Post by givemeabreak432 » 05 Mar 2011, 22:49

I've been browsing the forums for the last 3 hours waiting for you to say the server is online >_>

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Re: Future Shift (Online for mods only, setting stuff up)

Post by haxxorzd00d » 05 Mar 2011, 23:02

Dang, I didn't realise people were so eager to get on... Apologies for the long wait. I know it's been excruciating for some of you. I've been busy testing mods and writing rules and all kinds of silly things for you guys tonight.

On the bright side, this wait's not been for nothing. I've been adding new fixes and features this evening, including some brand new plugins I've discovered that you're sure to love, and some surprises that'll just blow you away.

What mysteries lie in wait beyond the rift? Well, I haven't finalized the user groups and permissions yet so I guess you'll have to wait just a little longer to find out, sorry.

And now I need sleep... it's late... so sleepy... :oops:

I'll be back in the morning, with a server and a site and some amusing things to read. Once again, sincere apologies for failing to meet just about every deadline I've set. I'll make things right folks, just you wait.

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vallorn
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Re: Future Shift (Online for mods only, setting stuff up)

Post by vallorn » 06 Mar 2011, 07:09

haxx! why is server down! *Durp*

and dont sleep! drink more coffee!

(wait we got Wiped? that means Skytopia is gone :cry: )
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Re: Future Shift (Online for mods only, setting stuff up)

Post by XDelphi » 06 Mar 2011, 08:52

....Can....Can I go on now Luke?
Also, Lord, don't edit my post again ;)
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Re: Future Shift (Online for mods only, setting stuff up)

Post by Sir_Luke » 06 Mar 2011, 11:21

This is going to be...
SUPERDUPERAWESOMESAUCE!!!!
It needs to be about, 20% cooler.

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Re: Future Shift (Online for mods only, setting stuff up)

Post by Sir_Luke » 06 Mar 2011, 16:23

Guu fastar!
It needs to be about, 20% cooler.

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Re: Future Shift (Online for mods only, setting stuff up)

Post by haxxorzd00d » 06 Mar 2011, 17:56

Am tryan!

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