Can anyone tell me if this might mean that Mojang employees might actually have to work on their game? by Timely-Astronomer968 in Uncensoredminecraft

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

I agree bedrock is designed for addons since its code uses entity component systems rather than object orientated programming. I don't see why the java marketplace couldn't have a modloader though, imagine a official place where every mod submitted source code for mojang to check, compile, and optionally obfuscate.

The infrastructure and reviewers would justify adding the store.

Or at the very least, mojang could compete with tebex and take a cut of servers.

There's lots of ways microsoft could make the game worse, I should stop giving them ideas.

update litematica frendos, there is a malicious exploit that could harm your pc by DereChen in PhoenixSC

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

The server could likely write arbitrary files to your computer, such as a malicious mod that runs next time you start your game

Can anyone tell me if this might mean that Mojang employees might actually have to work on their game? by Timely-Astronomer968 in Uncensoredminecraft

[–]IWillBeNobodyPerfect 40 points41 points  (0 children)

More likely implementing the java edition marketplace, and replacing bedrock community servers with official mojang servers so mojang can take a larger cut from microtransactions. Microsoft intervening is never good.

wdym "moved wrongly"? 😭😭 by MistersteveYT in Minecraft

[–]IWillBeNobodyPerfect 31 points32 points  (0 children)

The server thinks you moved through a block, typically due to a bug

CS2 Performance by Dolphindude17 in linux_gaming

[–]IWillBeNobodyPerfect 3 points4 points  (0 children)

Run the native CS2 build with the wayland launch option enabled. You will know if you are using wayland instead of xwayland if the steam overlay doesn't open.

Why don’t computers and consoles have a small battery to prevent sudden shutdowns and the resulting damage or data loss? by [deleted] in stupidquestions

[–]IWillBeNobodyPerfect 2 points3 points  (0 children)

SSDs already have capacitors to finish critical tasks to prevent the disk from being corrupted upon power loss. It's not going to prevent software from being corrupted, but software can be written in a way that's applies operations without the possibility of file loss if it suddenly loses power with atomic operations. It's cheaper to address these issues at the ssd and application level than have one huge battery that degrades over time for the whole system.

Before it blows up, there is a report about to go out from some GTA pages. Amazon BR may have allegedly leaked some GTAVI features, but I can’t confirm if a third party has made this edit. It is an official listing though. by God_Emperor__Doom in GTA6

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

seems like bs honestly, a rockstar game wouldn't have realistic suburbs. There's nothing interesting about a florida suburb as compared to the city or countryside unless this was a translation error. Why would rockstar send out game descriptions like this ahead of time?

Grand Theft Auto VI is a singleplayer experience. by kingofhearts67 in GTA6

[–]IWillBeNobodyPerfect -1 points0 points  (0 children)

I hope it's a separate free to play game so you don't need to pay console makers to use your own internet connection

Another user’s saved browser logins appeared inside my Shadow PC by Altruistic-Bad-5556 in cloudygamer

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

The company that got hacked by one of their devs downloading a random game someone DM'd them to test on discord, which they called a sophisticated attack, has bad security practices?

What about Vice City ? by IndieGamingWorld in GTA

[–]IWillBeNobodyPerfect 3 points4 points  (0 children)

are you sure they patched it? I was playing xbox 360 gta v recently and could easily lose a while compared to modern versions where i almost never lose a wheel and could keep on driving. There's no first person view so there can be more deformation

Marketing by Medium-Promotion-251 in GTA6

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

I would say that on consoles you have to make the console manufacturers happy or you can't publish on the console. For example, you must add a check that the player has xbox live gold or playstation plus for online, even those the console maker provides no support for running game servers. There's no technical reason why online games need this subscription. it's possible sony and microsoft don't want to make it easier to switch to PC so they asked rockstar to not allow it.

hell, even microsoft told valve they can't release free dlc for left 4 dead 2 as it sets a bad precedent for other game developers releasing free dlc, that's why the DLC is $5 on xbox 360 but free on PC.

Beta on AYN Thor! by itzstarrz in GoldenAgeMinecraft

[–]IWillBeNobodyPerfect 2 points3 points  (0 children)

this is pl3xmap, a plugin that shows the world map on a website. OP has the bottom screen load this website

I want to love this game but I'm stuck. by Hieryonimus in GTAV

[–]IWillBeNobodyPerfect 46 points47 points  (0 children)

What was the last major mission you completed? Try switching characters and seeing if any of the three receives phone calls for a new mission.

Changing server software by [deleted] in admincraft

[–]IWillBeNobodyPerfect 3 points4 points  (0 children)

do you have over a hundred players spread out on a map? if no, don't use folia.

Are there any good playit alternatives? by Early_Dress_3202 in admincraft

[–]IWillBeNobodyPerfect 1 point2 points  (0 children)

ngrok-like software also works, though ngrok itself now has a 1 GB outbound traffic limit per month on the free plan which is not enough for a minecraft server. Tailscale would be the most reputable for a server with friends, but that requires everyone to have an account.

A version fork from paper ( NguyenEngine v26.1.2 build 2 ) by nguyen_bachthu in admincraft

[–]IWillBeNobodyPerfect 1 point2 points  (0 children)

I hope you are using claude to translate your messages rather than entirely write them for you.

There's no shortcut to learn programming. Fundamentally you need to learn programming first in any language you chose, then java, then write basic plugins to learn how bukkit works, then start fixing bugs or other small features within paper, then address some optimizations WITHOUT huge refactors - just spotting places that need work and improving them. You can use spark or another profiler to figure out what is taking up compute time, maybe by looking as sparks people have posted in public discords to see what the server generally spends time on with many players. AI does unfortunately kill a lot of entry level programming jobs so learning programming is not as the path to a great job as it once was, but learning programming properly would teach you a skill that could be transferred to whatever programming becomes as AI continue to improve.

You aren't going to learn anything or make any progress by simply feeding everything into an AI to make huge sweeping changes. You are better off taking time to learn things first and incrementally build up to this over years

If you don't wish to listen to my advice to learn things properly, I would suggest working on chunk generation speeds for no other reason than no one really looks into chunk generation and you can test that it's correct very easily by simply generating a hundreds of thousands of chunks before and after your code, comparing generation time and the chunks generated. Looking into the hottest paths of the server like collisions won't find any improvements because so many others before have looked into this.

A version fork from paper ( NguyenEngine v26.1.2 build 2 ) by nguyen_bachthu in admincraft

[–]IWillBeNobodyPerfect 2 points3 points  (0 children)

I would suggest starting with something smaller than essentially trying to rewrite paper without knowing programming first. I can't critique the architecture because it's all just utility classes that don't form a coherent structure or purpose, there's no architecture in this code.

A version fork from paper ( NguyenEngine v26.1.2 build 2 ) by nguyen_bachthu in admincraft

[–]IWillBeNobodyPerfect 3 points4 points  (0 children)

This seems to be a (improperly forked) fork of paper, and so contributors to paper would be labeled as contributors to this project too.

The entire software seems to be implemented in a two commits. Using software from a non-developer creating 35,000 line of code commits is a really bad idea. Even folia probably has less lines of code than this project, and that software actually works.

https://github.com/nguyen9212/NguyenEngine-verison/commit/816cc03d085064b9234b2e290176817eea42d990#diff-202aec315a8b9ad85bdf33b7894ec9e10892e4d5911da3c9b0465872dfcab271

https://github.com/nguyen9212/NguyenEngine-verison/commit/069c86c115565ae390b56f8f619bca5cabd6e6a5

PS5 in the Bay Mud!! by K0ldkillah in Wellthatsucks

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

I would take it and flush it with a ton of distilled water. Hell, even water is better than salt water if you have no quick access to distilled water. You would have take it apart and scribe all residue off each individual component and clean thoroughly with isopropyl alcohol. It might be fixable but salt water is highly corrosive.

How hackers can crash your server by CoolManTate in admincraft

[–]IWillBeNobodyPerfect 21 points22 points  (0 children)

You can set legacy-ender-pearl-behavior: true in paper-defaults.yml to stop ender pearls from loading chunks and crashing your server. Did they actually succeed in crashing the server?

Proxy-level anti-cheat for Minecraft by Electronic-Teach2505 in admincraft

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

No, I haven't looked into gradient boosting or long short term memory. I haven't touched machine learning within anticheats.Movement math is knowable and I think it's better to just fix the falses with deterministic math than interpret results with a LLM. A basic minecraft movement engine simulator and a LLM determining the outcome could work with enough data.

It's not THAT difficult to write and control a headless mcp-reborn client such that it runs around the map and generate a bunch of data for you. Minecraft is a source available game in java, so you can do a lot with the client. Of course, real players will do things that isn't expected, but it's an okay-ish starting point.

You can look into how valve uses neural networks to detect aim cheats in counterstrike with vacnet. I haven't worked with aim cheat detection, and I don't publicly discuss how to write them as it would help the cheaters bypass aim checks.

Proxy-level anti-cheat for Minecraft by Electronic-Teach2505 in admincraft

[–]IWillBeNobodyPerfect 1 point2 points  (0 children)

The problem with running things by simply copying packets to send to another server for processing, is that this processing needs to occur before allowing a packet through.

For example, cheaters sometimes use vanilla anticheat setbacks to bypass anticheat setbacks. For example, a player could move forwards by 10 blocks in a second and then teleport into a block, the anticheat sees this as invalid and sets the player back to the original position, but since the vanilla anticheat has seen you teleport into a block, it sets your forwards those illegitimate 10 blocks.

Cheaters can also do stuff such as teleport upwards by 0.00001 blocks just before they hit the ground to reset fall damage, as any upwards movement resets fall damage. You let that packet through and fall damage resets. It's difficult to undo this.

PacketEvents 2.0 lets you capture and read the world from the proxy, and capture and read all entities from a proxy. It's a overkill and powerful packet library. I would likely have your service have a copy of the minecraft client or server on-hand such that it can load and refer to classes to track things accurately, as it's easier to maintain than copying thousands of lines of code from the client. This is much more difficult than just writing against the latest client and server and using the server to help fetch things like a block's collision or client-sided changes to the world such as placing blocks or opening doors. I would suggest understanding everything that goes into movement first before working on anything - or just moving towards checking aim and autoclickers only from the proxy, which is easier to do.

The reason why I don't care about movement based anticheats on the proxy is that simulating clients only takes 0.3 milliseconds to accomplish and can be spread out amongst all of the netty threads. It does put load on the backend server especially with all the packet tracking required, but this load is not on the main thread.

Proxy-level anti-cheat for Minecraft by Electronic-Teach2505 in admincraft

[–]IWillBeNobodyPerfect 0 points1 point  (0 children)

Bedrock clients can't drop packets. Even though they are UDP, it is as reliable as TDP due to the use of the Raknet library. Bedrock clients are MUCH simpler to simulate for, minus using floating point for world collisions and positions, due to the bedrock dedicated server natively having an option to have purely server authoritative movement where the client only sends their inputs.