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Yet Another Minecraft Server (YAMS)
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darrenstraight

25/10/2013 - YAMS and Minecraft 1.7.2

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Minecraft 1.7.2 has been released.

 

May I remind you that as before with previous updates, we cant update the server to Minecraft 1.7.2 straight away for the simple fact that we have to wait until Bukkit / CraftBukkit and plugins have updated themselves to the latest version of Minecraft, without these plugins we could not guarantee the smooth running of YAMS.

 

I expect this update to take a while as a lot has changed. There is currently no statement from Bukkit concerning Minecraft 1.7.2, however as soon as they post one, if they do, I'll let you know.

Minecraft 1.7.2 is not a backwards compatible update, meaning if you update to 1.7.2 you will not be able to connect to a 1.6.4 server (what we are currently on).

If you are using the default Minecraft profile which automatically upgrades its self and would like to come back onto YAMS, you will need to create a new profile within the Minecraft launcher using version "release 1.6.4".

 
As always I will keep you updated on the latest news of updating, if you have any concerns relating to YAMS and Minecraft 1.7.2 please feel free to ask in here and I'm sure someone will be able to answer you. Though some questions we wont know the answer too till it happens!

As explained in the past, please remember things may take a little while to be fully sorted once we do update.

Thank you,
Darren and the rest of the YAMS Staff.

 

P.S. On other news, 1.7.2 does not fix the issue of signs causing huge FPS drops, want this fixed? Up vote the issue!

P.P.S We do have something in store for next week that will help a little. :)

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Update from the bukkit team a few minutes ago:

Since Minecraft 1.7.2 was released on October 25th we've been working hard towards a CraftBukkit for Minecraft 1.7.2. As we're working with the Minecraft code base which we have no control over, there is no reliable way to determine a communicable ETA until all the work on the update is actually completed.

 

Rest assured, we have been hard at work on the update since it came out and are continuing to push towards our first (unsupported) development build.

 

Thanks for your patience and continued support,

EvilSeph
- on behalf of the Bukkit Team

 

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Another update from the bukkit team, this time more info! :)

 

Things are progressing nicely towards our first development build of CraftBukkit for Minecraft 1.7.2. Although this update did not provide or add as much feature-wise as previous Minecraft updates have, this is probably one of the more complicated and larger updates we've had to work with from a mod development standpoint. With "almost all of [the code in Minecraft] having been changed - be it little or big" (according to Mojang), there has been significant shifting around of code and logic - to the estimated tune of ~220k lines changed - within Minecraft, resulting in our slowest and most involved update yet.

Managing expectations - information about our initial CraftBukkit 1.7.2 builds
Five days ago (on November 10th) I sent out a tweet trying to describe what our initial findings were regarding the impact this Minecraft update has on the project but it's frustratingly very difficult to communicate everything I want or need to in 140 characters. Nonetheless, sending out tweets is still our best form of communication that doesn't push other important topics out of view (like the potential structure loss PSA).

The tweet was meant to explain that while we will definitely have development builds, our analysis and evaluation of the update (through reading the code and following Minecraft feedback/bug reports from the community) has revealed that there are issues in Minecraft that may prevent us from getting anything stable or reliable out. This was purely meant to assist us with managing expectations as to the quality, stability and reliability of any builds we're able to give out.

As for the 'issues we cannot fix' aspect of the tweet, this is due to the nature and policies of the Bukkit project: it is not so much that we are unable to fix the issues ourselves (though this can sometimes be the case), but rather that the issues present are not the project's responsibility to fix and, instead, would be better addressed by Mojang. While we do sometimes make exceptions if we have a really good reason to do so (like to fix a security issue), we try and avoid altering the way Minecraft itself behaves and functions. This is both a conscious decision as a project and a necessity, as too many changes to Minecraft's inner workings can mean significant increases in the complexity and amount of work required for the update process.

To be clear:
 

  • There WILL be development builds; we're still working towards getting our first one out.
  • Due to significant changes in how Minecraft works, it will take us a while to get our Bukkit API updated. Hence, it is highly unlikely that all the plugins you are using will work on our initial development builds.
  • There will MOST LIKELY be promoted builds, but they'll be lower quality than you could usually expect from us due to issues we can't address.

What does updating CraftBukkit involve?
To give you an idea as to why this update is taking longer than usual, I need to briefly touch on what our update process involves. Every time a Minecraft update is released, we have to go through a repetitive, time consuming and dry multi-step process.

A simple breakdown of the process is as follows: decompile the server -> learn the new names (they change with every update) -> figure out how they apply to Bukkit's naming system -> learn what changed/what's new in the update -> update the changes we make to the server to support Bukkit -> get the code to compile -> fix issues that come up.

Since we're working with a code base that is unfamiliar to us, we can sometimes find ourselves having to jump back to a previous step. For example: we may come across a piece of code that we're not familiar with and once we're able to figure out what it does, we realise that we've named something incorrectly which we then have to go back and fix. It is this fluid and unpredictable aspect of the update process that makes it difficult to come up with a communicable ETA or any progress/status updates.

Though this process may seem inefficient or ineffective, this is the same process that we've used and improved upon to get all of our updates out (even our fastest ones) over the 3 years the project has existed. Bear in mind, the overview provided here barely touches the surface of our update process and is intended to give you a remote idea as to what we have to deal with for every update. This brief and simplified breakdown of our 'steps' does little to explain the varying level of difficulty or complexity of each step, for example.

How can I help?
The best way to help us out is to get involved.

If you're a server admin: once we have our first development build out, we'd appreciate any testing you could perform and any issues you can report. Please bear in mind that development builds are unsupported and should not be run on production servers.

If you're a plugin developer: once we have our first development build out with proper API support, we'd appreciate if you could test the build out and report any missing or broken API to our bug tracker.

If you're looking to help us out with the update, you'll have to work towards that goal by getting involved in other aspects of the project first. Due to the sensitive and extremely team oriented nature of the update process, we require that you build a relationship and demonstrate your commitment to the project before getting involved with updating will benefit the process. As the update process is incredibly repetitive and mundane, intense commitment is a key requirement for the team.

We know this update is taking longer than usual but I assure you we are working our hardest to get it done. Thanks for your patience and continued support, it makes a huge difference and really helps us push onward!

 

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Ooooo! Twitch integration! 8D easy recording. Eventually.

 

Yes you need the latest snapshot not 1.7.2 :) I was watching Jeb_ yesterday via Twitch as he was on Minecraft Realm servers, the intergration seemed interesting, though I doubt anyone would watch me play! Better to take part in things than watch. At least that's how I feel, it's very rare I watch other people play, don't really do the whole lets play thing... but watching everyone drool over Jeb_  jeb_ was funny yesterday! :)

 

Anyway back to 1.7.2 discussion, sorry no update yet! :O

 

jzh0.png

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There been a couple of twitter posts from the craftbukkit team, here you go:

 

Seeing rumours; we're NOT withholding a @CraftBukkit 1.7.2 dev build. None exist yet. We're still working hard towards our first one #bukkit

 

Even though #Minecraft 1.7.3 is out next week, seems like it is mostly client fixes, so likely won't affect progress on @CraftBukkit 1.7.2

 

We'll likely have an unsupported, unstable @CraftBukkit 1.7.2 dev build this week if nothing comes up: first dev build that simply compiles

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I've been out all day today, but iy appears that a development build of craftbukkit for minecraft 1.7.2 has been released, unstable and unsupported. Unfortunately I dont have time to test today let alone change biomes in our current world.

 

For Minecraft 1.7.2 mojang decided to make exsisting taiga snow biomes not snow anymore and instead create a new taiga that does snow.... Would have been better if they just created a taiga that doesn't snow and leave existing one alone, so I will have to convert biomes etc if we still want snow which we do! ;)

 

There will also be other issues such as snow in places there wasn't before, maplehold hills and halloween mansion to name a few, this is because they added climate temperature so it snows higher you go.

 

Rest asured I will get us onto 1.7.2 as soon as I can. :)

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Quite a lot of bugs in this new craftbukkit 1.7.2 development build that I would not be happy with having on YAMS, like the one that stopped blocks (pressure plates, buttons etc) powering redstone things like doors, though they have fixed that now theres still other bugs like packed ice plain spike biomes crashing the server!

 

So for now we will remain on 1.6.4, hopefully after a few days they will have found and fixed the worst bugs.

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Thank you got the kind words Nikki.

 

Did some testing, unfortunately a plugin we require and cant do without is currently not working with 1.7.2, yes I am aware 1.7.4 is out...:)

 

I have made the developer aware and will check back in a few days, if it doesn't look like a fix is going to be released I will look for an alternative plugin.

 

Thanks,

Darren

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I'm so sorry on the delay on this, I've genuinely been unwell and somewhat better now. The errors with the plugin may have been a windows sqlite database error, I was testing on a windows server but yams is on a linux server. I may just go over to 1.7.2 and hope the plugin works but before I can do that I need to convert tundra biomes in current world so it still snows. Also new mining world and everything else. Its not a 5 minute job. Unfortunately however im not at home much this week. I will try to sort as soon as can. Sorry.

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as tuna said am sure most folks will understand, we have all been a bit busy lately in life. It comes with the time of year it is I guess.

Agreed.  Don't push yourself Darren, and you don't need to apologize to us either.  ^_^

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Yams has now upgraded to 1.7, enjoy! :)
 
A few things:

  • No new mining world yet as I may change the mining hub, in the mining hub competition I did say in my last post: Congratulations to Nikki and everyone else that helped out on the mining hub mushroom, we shall be using this design + some modifications as the first chosen mining hub. Using some of the others will depend on things, but I will try. :)
  • Infected mini game is currently broken.
  • I haven't decided on server icon yet, so for now I've used mine.
  • There may be other bugs.

Thanks.

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Yams has now upgraded to 1.7, enjoy! :)

 

A few things:

 

  • No new mining world yet as I may change the mining hub, in the mining hub competition I did say in my last post: Congratulations to Nikki and everyone else that helped out on the mining hub mushroom, we shall be using this design + some modifications as the first chosen mining hub. Using some of the others will depend on things, but I will try. :)
  • Infected mini game is currently broken.
  • I haven't decided on server icon yet, so for now I've used mine.
  • There may be other bugs.
Thanks.
My Minecraft is having some issues ATM so I won't be able to play until it's fixed. :(

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