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Chewi
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Joined: 01 Sep 2003
Posts: 886
Location: Edinburgh, Scotland

PostPosted: Mon Mar 05, 2012 11:54 pm    Post subject: Reply with quote

/usr/share/minecraft-server/lib/minecraft-server.jar is the one you're after. You can edit this directly but if you want to keep vanilla around as well, it's a bit trickier. The easiest thing to do would probably be to create a copy of the minecraft-server ebuild under another name and then create a symlink with the same name to /etc/init.d/minecraft-server.

Last edited by Chewi on Wed Mar 07, 2012 10:25 pm; edited 2 times in total
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Spiesus
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Joined: 29 Mar 2011
Posts: 7
Location: Toledo, OH

PostPosted: Tue Mar 06, 2012 3:02 am    Post subject: Reply with quote

Thanks for the direction. However, I did need to make a straight up copy of the init script and change the default name to get them to work as init scripts. Just as an FYI to anyone else who cares to try this out.

[Granted I could have balls something else up along the way but it seems to be working right now.]
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Chewi
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Joined: 01 Sep 2003
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Location: Edinburgh, Scotland

PostPosted: Tue Mar 06, 2012 11:40 pm    Post subject: Reply with quote

I needed a distraction just before the interview and I was in a good mood afterwards so I updated CraftBukkit to the new beta. Unfortunately it seems some of the major plugins are still catching up. By the way, you can ignore the "custom build" warning. It's trying to check for updates but obviously that doesn't apply to us.
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Chewi
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Location: Edinburgh, Scotland

PostPosted: Sun Mar 11, 2012 10:38 am    Post subject: Reply with quote

Now updated CraftBukkit to the newest beta.
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jpc22
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Joined: 29 Jan 2012
Posts: 195

PostPosted: Sat Mar 24, 2012 3:26 am    Post subject: Reply with quote

i recently installed your minecraft launcher and your craftbukkit on a hardened gentoo pc that will soon become a mc server/desktop.

with minecraft- i can run the launncher- get news from minecraft, but i cant auth my account.(solved -tried bro account- means i need a new one)

i also have trouble finding how to launch craftbukkit.
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Chewi
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Joined: 01 Sep 2003
Posts: 886
Location: Edinburgh, Scotland

PostPosted: Sat Mar 24, 2012 8:12 am    Post subject: Reply with quote

Java doesn't normally run on hardened so it needs some special overrides that get enabled automatically by Portage. Minecraft will therefore probably run just the same.

To start CraftBukkit as a regular user, just issue the command craftbukkit and the server console will appear. If you want to run it as a service then do /etc/init.d/craftbukkit start followed by /etc/init.d/craftbukkit console (or minecraft-server-console) to access the console.
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jpc22
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PostPosted: Sat Mar 24, 2012 11:57 pm    Post subject: Reply with quote

i need to use another version of craftbukkit- for mc 1.2.4
how do you compile them for gentoo- tried switching files in usr/share/craftbukkit/libs- but it did not work.
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Chewi
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Location: Edinburgh, Scotland

PostPosted: Sun Mar 25, 2012 8:39 am    Post subject: Reply with quote

CraftBukkit for 1.2.4 is only available as a development release at the moment. I recommend waiting for the beta release. We compile CraftBukkit from source so dropping the precompiled jar into /usr/share/craftbukkit/libs may have odd results or may not work at all.
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jpc22
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PostPosted: Sun Mar 25, 2012 3:06 pm    Post subject: Reply with quote

i know its a dev build , but i am interested in testing it and i dont know how to compile bukkit from source like you did
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Chewi
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Joined: 01 Sep 2003
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Location: Edinburgh, Scotland

PostPosted: Sun Mar 25, 2012 4:39 pm    Post subject: Reply with quote

jpc22 wrote:
i know its a dev build , but i am interested in testing it and i dont know how to compile bukkit from source like you did

Lukas Elsner has helpfully added the latest development releases to his luman-overlay.

http://git.overlays.gentoo.org/gitweb/?p=user/luman.git;a=tree;f=games-server/bukkit;hb=HEAD
http://git.overlays.gentoo.org/gitweb/?p=user/luman.git;a=tree;f=games-server/craftbukkit;hb=HEAD
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jpc22
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PostPosted: Wed Mar 28, 2012 1:41 am    Post subject: Reply with quote

how do you install those (dev bukkit) as overlays^ i am searching since a few hours.
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blue_k
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Joined: 05 Apr 2012
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Location: Florida

PostPosted: Fri Apr 06, 2012 5:05 pm    Post subject: Reply with quote

I just wanted to pop in to say how great this overlay is. Everything works perfectly. It's awesome, and Chewi, you're awesome! :D
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HyperQuantum
Tux's lil' helper
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Joined: 27 Sep 2005
Posts: 88

PostPosted: Sun Apr 08, 2012 1:13 pm    Post subject: Reply with quote

Any news on when the 1.2.5 update will arrive?
Thanks.
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Chewi
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Joined: 01 Sep 2003
Posts: 886
Location: Edinburgh, Scotland

PostPosted: Wed Apr 11, 2012 8:05 pm    Post subject: Reply with quote

Now updated to 1.2.5 for official and Bukkit. Sorry for the long delay this time, my life has turned upside down. The job interviews I've been having were for Google, among others. All the Google interviews went well but I've decided to take a different job elsewhere for family reasons. Now we're talking about moving house. Craziness! 8O
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HyperQuantum
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Joined: 27 Sep 2005
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PostPosted: Fri Apr 13, 2012 7:24 am    Post subject: Reply with quote

Thanks man. I really appreciate your efforts. Good luck with your new job :)
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gjy0724
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Location: Lock Haven, Pennsylvania

PostPosted: Mon Apr 23, 2012 5:54 pm    Post subject: Minecraft Mod Script Reply with quote

Well, here is the script I have been working on to insert mods into the minecraft.jar file. Sorry it has taken longer than even I expect to post, but my job search has taken up alot of my time as of late. I have not completely decided on how to go about the restore process as of yet. However, when mods are inserted a backup of the current jar file is made along with a backup of the file being replaced is made. It has been tested with rar and zip archives since they seem to be the most previlant. If you find any problems, or have any suggestions, let me know via this forum or by email. The only hangup that I currently see is when the mod archive has spaces within the filename, which I rename the file. Everything else seems to work fine and has been tested. Enjoy.

Other things I want the script to handle. (No particular order) So, if you have any ideas shot them to me.
1. Multiple mods per run
2. Know that ModLoader has been inserted so it doesn't continue to ask * I may just change this so that ModLoader is treated like any other mod
3. A useful restore process
4. Better handling of mod filename

Code:
#!/bin/bash

# Created 2 Mar 2012

# This script inserts MODs into the minecraft.jar file and maintains backups of the replaced files

#
DT=`date +%Y%j%H%M`
MCHOME="$HOME/.minecraft"
MCBACKUP="$MCHOME/bin/backup"
MCMODS="$MCHOME/modarchive"
MCTMP="$MCHOME/bin/mctmp"
RAR="/opt/bin/rar"
ZIP="/usr/bin/unzip"

# Verify/Create history file
if [ -f $MCHOME/.modhist.txt ]
then
   sleep 1
else
   touch $MCHOME/.modhist.txt
   echo -e "\nHistory file created..."
fi
# Verify/Create backup directory and backup current copy of mindcraft.jar
if [ -d $MCBACKUP ]
then
   sleep 1
else
   mkdir $MCBACKUP
   echo -e "\nBackup directory created..."
fi

# Verify/Create mods directory
if [ -d $MCMODS ]
then
   sleep 1
else
   mkdir $MCMODS
   echo -e "\nMods directory created..."
fi

cp $HOME/.minecraft/bin/minecraft.jar $HOME/.minecraft/bin/backup/minecraft.jar-$DT
echo -e "\nBackup of minecraft.jar created..."

# Verify/Create temp directory
if [ -d $MCTMP ]
then
   sleep 1
else
   mkdir $MCTMP
   echo -e "\nTemp directory created..."
fi

# Extract contents of minecraft.jar to the temp directory

cd $MCTMP
Files_Check=`ls -la | grep -i class`
if [ -n "$Files_Check" ]
then
   sleep 1
else
   jar xf ../minecraft.jar
   sleep 1
   echo -e "\nContents of minecraft.jar extracted to the temp directory..."
fi

echo -e "\nWould you like to backup original files that will be replaced?"
echo -e "This is RECOMMENDED, choice will be maintained through execution: \c"
read BUOrig

# Copy the ModLoader files into the temp directory

echo -e "\nWould you like to install/update ModLoader as well? \c"
read cpML
if [ "$cpML" == "Y" ] || [ "$cpML" == "y" ]
then
echo -e "\nWhat is the full path and filename of the Modloader archive? \c"
read MLArch

echo ""

   until [ "$MLFile" == "yes" ]
   do
      if [ -f $MLArch ]
      then
         for file in `unzip -l $MLArch | grep "\." | cut -d":" -f2 | cut -d" " -f4`
         do
            if [ "$BUOrig" == "Y" ] || [ "$BUOrig" == "y" ]
               then
                  ModFile=`ls -l | grep $file`
                  if [ -n "$ModFile" ]
                  then
                     cp $MCTMP/$file $MCBACKUP/$file-$DT
                     echo -e "   Back up of $file completed...\n"
                  fi
               else
                  echo -e "\n   No backup requested...\n"
            fi
         done
         echo ""
         unzip -o $MLArch
         echo ""
         rm -v META-INF/MOJANG_C.*
         echo -e "\nModLoader installed as of $DT" >> $MCHOME/.modhist.txt
         echo -e "\nInstall/Upgrade of ModLoader completed..."
         MLFile="yes"
      else
         echo -e "$MLArch was not found...\n"
         echo -e "What is the full path and filename of the Modloader archive? \c"
         read MLArch
      fi
   done
   sleep 1
else
   echo -e "\n   No install/upgrade of ModLoader requested..."
   sleep 1
fi

# Copy mods into the temp directory
echo -e "\nAre there any additional mods you would like to add at this time? \c"
read newmod

if [ "$newmod" == "Y" ] || [ "$newmod" == "y" ]
then
   ls $MCMODS | grep -v '^d' > $MCHOME/modlist.txt

   count="1"
   echo -e "\n*** Mods Menu ***\n" > $MCHOME/modmenu.txt
   for mod in `more $MCHOME/modlist.txt`
   do
      echo -e "   $count: $mod" >> $MCHOME/modmenu.txt
      count=$(( $count + 1 ))
   done

   more $MCHOME/modmenu.txt

   echo -e "\nPlease copy and past the mod you would like to install: \c"
   read modinst

   if [ -n "`echo $modinst | grep -i rar`" ]
   then
      echo -e "\n   RAR Archive detected"
      $RAR lb $MCMODS/$modinst > modfilelist.txt
      for mod in `more modfilelist.txt`
      do
         if [ "$BUOrig" == "Y" ] || [ "$BUOrig" == "y" ]
         then
            ModFile=`ls -l | grep $mod`
            if [ -n "$ModFile" ]
            then
               cp $MCTMP/$mod $MCBACKUP/$mod-$DT
               echo -e "   Back up of $mod completed...\n"
            fi
         else
            echo -e "\nNo backup requested..."
         fi
      done
      $RAR e $MCMODS/$modinst $MCTMP
      rm modfilelist.txt
   elif [ -n "`echo $modinst | grep -i zip`" ]
   then
      echo -e "\n   ZIP Archive detected"
      for mod in `$ZIP -l $MCMODS/$modinst | grep "\." | cut -d":" -f2 | cut -d" " -f4`
      do
         if [ "$BUOrig" == "Y" ] || [ "$BUOrig" == "y" ]
         then
            ModFile=`ls -l | grep $mod`
            if [ -n "$ModFile" ]
            then
               cp $MCTMP/$mod $MCBACKUP/$mod-$DT
               echo -e "   Back up of $mod completed...\n"
            fi

         else
            echo -e "\nNo backup requested..."
         fi
      done
      $ZIP -o $MCMODS/$modinst -d $MCTMP
   else
      echo -e "Unknown archive detected, please convert archive to RAR or ZIP"
   fi
   
else
   echo -e "\nNo mods requested..."
fi
# Rebuild minecraft.jar file

jar uf ../minecraft.jar ./

echo -e "\nWould you like to maintain files within the temp directory or have them deleted once mods have been copied? \c"
read DelFile
if [ "$DelFile" == "n" ] || [ "$DelFile" == "N" ]
then
   rm -rf $MCTMP/*
   echo -e "\nRemoval of temporary files completed..."
   sleep 1
fi

echo -e "\nModding of minecraft.jar is complete, HAPPY CRAFTING!!!\n"
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alegioit
Tux's lil' helper
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Joined: 13 Jul 2007
Posts: 78

PostPosted: Mon May 07, 2012 3:31 pm    Post subject: Reply with quote

Hi!
First thanks Chewi for your work!

Second i've a little trouble here...

I'm using the minecraft vanilla with the industrialcraft, buildcraft and computercraft mods ( these really change the game and they make it more challenging! ) so i have to use also the mcforge and the modloadermp mods.

The problem is that the computers and the turtles ( the little robot in computercraft ) switch off as soon everyone left the server or the chunk, so i need to use the craftbukkit server instead of the vanilla one to make the chunk where the turtle is impossible to unload.

The problem is that i can't use any mods with chewi's craftbukkit... ( i think i mistake some step ).

i've opened the craftbukkit.jar ( located in /usr/share/craftbukkit/lib/craftbukkit.jar ) and added the bukkit version of the mods ( inside it as i read on a guide ) but it doesn't works... the server loads perfectly but no mod is loaded!

Someone could help me?

PS: i'm using only the server version... the client is on windows

PPS: nevermind... computercraft is not ported on bukkit...
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alegioit
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Joined: 13 Jul 2007
Posts: 78

PostPosted: Thu May 10, 2012 1:09 pm    Post subject: Reply with quote

Hi,
i solved this problem using the mcpc server version of craftbukkit ( a version with a lot of optimization on ram and cpu use that include the ModloaderMP and Minecraft Forge patches ).
I've changed the craftbukkit start file ( in /usr/games/bin ) and the server start without problem ( it is the 1.2.5 version of minecraft and the updating is very fast! ).

Chewi, instead of using the normal craftbukkit version, why you don't use the mcpc one?

If someone want i can post the init script ( but it is the same of minecraft-server ) and the bin file.

I hope this can help someone ;)
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Ant P.
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Joined: 18 Apr 2009
Posts: 6920

PostPosted: Wed Aug 01, 2012 3:31 pm    Post subject: Reply with quote

Just to let you know, there's a new launcher with 1.3. The only change is it lets unpaid accounts access a time-limited singleplayer demo.
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hardly
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Joined: 30 Jan 2010
Posts: 26

PostPosted: Wed Aug 01, 2012 7:56 pm    Post subject: Reply with quote

Quote:
The only change is it lets unpaid accounts access a time-limited singleplayer demo

http://www.reddit.com/r/Minecraft/comments/xi549/13_just_got_released/

There's quite a bit more going on in the update than adding demo mode. Seriously.

Also they changed the version number. Maybe I'm misinterpreting what you're saying.
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Ant P.
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PostPosted: Wed Aug 01, 2012 8:36 pm    Post subject: Reply with quote

I don't see what that has to do with the launcher, which is what we're talking about here, which is what the ebuild installs.
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hardly
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Joined: 30 Jan 2010
Posts: 26

PostPosted: Thu Aug 02, 2012 8:05 pm    Post subject: Reply with quote

There's more than one minecraft component. Also more than one ebuild being discussed in this thread.
"We're" talking quite a bit about the server, also, or even the bukkit server, which is what the other ebuilds install.
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gjy0724
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Joined: 11 Jun 2005
Posts: 163
Location: Lock Haven, Pennsylvania

PostPosted: Sat Aug 04, 2012 1:22 pm    Post subject: Reply with quote

Question,

I recently noticed that my minecraft build used icedtea-bin-6, does it build alright using icedtea-bin-7? The main reason I ask is because it is a tad choppy and I originally suspected the video drivers and just wondered if it made a difference.

The only reason I noticed is that I just built another package that required icedtea-bin-7 to compile and I suspect that it will need it to run as well.

I appreciate any feedback you can give me. Thank you.
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Ant P.
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Joined: 18 Apr 2009
Posts: 6920

PostPosted: Sat Aug 04, 2012 3:43 pm    Post subject: Reply with quote

I've been using icedtea-7 for months and Minecraft runs fine on it. I wouldn't recommend it on a server though, because it pulls in cups, gtk and a trillion other insane dependencies.
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gjy0724
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Location: Lock Haven, Pennsylvania

PostPosted: Sat Aug 04, 2012 4:09 pm    Post subject: Reply with quote

Okay, totally different problem...while upgrading my system this morning this is what I received while updating minecraft.

Code:
2012-08-04 12:08:12 (776 KB/s) - `/usr/portage/distfiles/minecraft-20120301.jar' saved [81938/81938]

!!! Fetched file: minecraft-20120301.jar VERIFY FAILED!
!!! Reason: Filesize does not match recorded size
!!! Got:      81938
!!! Expected: 97825
Refetching... File renamed to '/usr/portage/distfiles/minecraft-20120301.jar._checksum_failure_.JAqgMG'


Thanks for the update Ant P.
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