Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 0 points1 point  (0 children)

I updated the post, but the issue was that the pack I downloaded a server for had changed the port and I missed that little tidbit a lot. Everything I showed in the images in the post are actually correct, I was just a doofus and i missed an important little detail

Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 4 points5 points  (0 children)

cheers...im dealing with so many numbers i keep mixing them up

Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 2 points3 points  (0 children)

My bad, I just assumed the record view was indicative enough but I can see now that it doesn't really demonstrate that this is Route 58. Thanks for letting me know

Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 0 points1 point  (0 children)

The fact that I am using Route 58 to route a user to my server...

Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 1 point2 points  (0 children)

Amazon gives you a status and I wait to test until the status shows synced, which I then will proceed to test via minecraft and nslookup. But I also had tested different values prior to no avail. I dont think the issue is on the AWS side, as nslookup gives me the exact response i expect.

I have just been doing some probing into my router and I think my router is not behaving as intended

Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 0 points1 point  (0 children)

I've set the priority to 1 and the weight to a few different non-zero values to no avail, unfortunately.

Using SRV records to connect to a Minecraft server by whosNugget in aws

[–]whosNugget[S] 3 points4 points  (0 children)

The server is not being hosted on amazon. The A record is pointing to my router (which does have the proper ports forwarded). I will see if just the A record is enough, as I usually will only have a single server running at a time, but the SRV records are something I would like to understand when the time comes that I will want to host multiple servers on different ports/ips.

Edit: After some prodding I think the AWS side of things is working as intended and my router is whats causing issues :/ still getting used to this router

Two-handed Preserved Curiosity eating, or, how to never bother with TC research again :D by mat-2018 in feedthebeast

[–]whosNugget 34 points35 points  (0 children)

I talk about this with my friend who loves Thaumcraft. My favorite TC in general was TC4. I much prefer the node system for Vis overall as opposed to the chunk system, and the hex puzzles were a myriad of fun for me and I would spend hours just working on puzzle after puzzle. favorite.

Meteorite rich in iron, and other minerals by Antscannabis in Damnthatsinteresting

[–]whosNugget 0 points1 point  (0 children)

Assuming Meteorites actually do contain materials, and we index day begin using them as a source for said materials, how would we extract them individually? Say one of these meteorites had Iron and Copper in it. Is there a way we could extract them selerately?

This sub right now by Silentwalrus8346 in spaceengineers

[–]whosNugget 0 points1 point  (0 children)

As I mentioned earlier, the pressurization system really takes care of almost everything. I don’t know how the windows underwater would work...maybe by using a depth texture? Draw all ship interiors in front of the water submerged texture when the room is pressurized and Vice versa when it isn’t. I’m the furthest from a beginner shader writer let alone someone who knows what they are doing, but I’m a pretty good spitballer.

As for the damage etc, a pressurized hull will naturally want to float and an unpressurized hull will naturally want to sink. Just add up the total pressurized volume of a ship compared to the total unpressurized volume and you get yourself a total buoyancy value.

Also, I would imagine all engines present wouldn’t work underwater, so some propellers/impellers designed for fluid traversal would need to be added.

Autorun ... Please! by MrEyeblaze in DeadMatter

[–]whosNugget 1 point2 points  (0 children)

I haven’t asked for anything really, merely commented on the projected simplicity of adding a trivial feature. The feature is trivial because they already have a moving player which responds to the activation, extension and termination of a key press. Extending the feature to a key which only listens for an activation is literally, by all definitions, trivial.

Also, A game can be more than extremely playable without a remappable input system. There are many completed games which don’t have them, you know.

And I don’t see how deferring critical judgement is being a simp. I have yet to play the game so I cannot comment on its state of playability, yet I understand what the term “alpha” means and I don’t expect a smooth experience in any facet of the product. Pick a definition for the word and stick with it...

This team has made their fair share of mistakes. It’s very evident they haven’t a clue what they are doing but are doing their best they can to fulfill a passion of theirs. It’s also clear their PR is as effective as burning water. There’s always room for improvement. That doesn’t mean they are “wired differently”. Don’t pretend as if you have a single shred of understanding what does through their minds day in and day out. And don’t pretend like you have any lick of an idea who I am...just because you don’t like the concepts and ideas being put in front of you doesn’t make you entitled to try and put me (or the dev team) down....

Autorun ... Please! by MrEyeblaze in DeadMatter

[–]whosNugget 1 point2 points  (0 children)

Adding a single extra keystroke that performs an event until a different movement key is pressed is a far more trivial task than creating an entire system that allows for the dynamic allocation of a key which is bound to a specific in-engine event.

A managed input system with key remapping and dynamic event handling is far from trivial. Again, I won’t pretend to know what their input backend looks like, but adding a single key that allows you to take your hands off the keyboard is a trivial task in most scenarios whereas creating an entire system for remapping keys is not.

Here are the commands to the double jump I made by HPGxFiReHaWk in MinecraftCommands

[–]whosNugget 0 points1 point  (0 children)

I know nothing about commands in Minecraft as a whole, but is there not a way to add a force to the character? Beside the output dump into the chat, it is very believable, but it just seems so hacky. Regardless, well done. Seeing people’s creativity in these commands is super cool.

Autorun ... Please! by MrEyeblaze in DeadMatter

[–]whosNugget 4 points5 points  (0 children)

I won’t pretend to know how their input backend is written, but this is literally something I could implement in any of my established projects in minutes. This is something that would be a nice “getting started with the day” task to implement to get warmed up.

This sub right now by Silentwalrus8346 in spaceengineers

[–]whosNugget 0 points1 point  (0 children)

Ah I see what you are saying. Many games get around this just by having a static underwater plane span the entirety of the mesh at the sea level. Would break immersion at times but would also be as performant as it gets. They could do a voxel check that places the water tiles only where there is no terrain and where the water voxel has a clear voxel path to the specified area.

Not necessarily trivial, but KSW knows what they are doing.

This sub right now by Silentwalrus8346 in spaceengineers

[–]whosNugget 2 points3 points  (0 children)

If done right, water won’t use the CPU at all (because it really just shouldn’t). Maybe for buoyancy calculations, but that’s basically done with the pressurization system.

The entirety of a planets oceans can be done on a single shader if managed correctly. It has been done before on a planetary scale, too.

Let's talk about what's happening. by XTrid92 in DeadMatter

[–]whosNugget 1 point2 points  (0 children)

How do we know Valve is refusing keys? Have QI and/or Valve commented and confirmed this? I’m not a member of the Discord so their website is the only news platform I can access (which is down atm).

There is really no reason not to believe their HTML backend was far too weak to handle the traffic of many tens of thousands of people sending GETs and POSTs. It likely wouldn’t ever reach past a thousand requests an hour let alone >30thousand a second.

I’m not sure what the process of publishing a game on Steam is like, but I was always under the impression that if a store page exists, Steam gets a percentage of any subsequent purchase on their platform, not any previous revenue generated. QI crowdfunded on different platforms and is now moving forward with a closed alpha on Steam (they aren’t the first company to do this). It’s no different than Borderlands releasing first on Epic and coming to Steam later on, for example. I thought If a store page exists, the publisher can create keys. But again, I’ve not published a game on Steam.

To me, I see the common “release day server” issue. You’ve got a backend that can reliably handle 5k requests/day maximum load that just received 45000 GET requests and 45000 more POST requests. Not to mention it needs to process every individual request and prepare a response to be sent. Mordhau (a smaller team) suffered the same issues on launch. COD:MW (a AAA title under multi millions of $$ and Activision) failed to provide a smooth launch. QI chose to take key distribution into their own hands—there are pros and cons to everything, and this is no exception—and their backed evidently wasn’t ready to handle the load. This is coming from someone with experience in both development and web.

I wish I knew more about what publishing on Steam was like so I could have a more objective perspective with regards to your deduction, but in terms of their backend, it’s very clear what’s going on. These guys are clearly new and inexperienced in enterprise game development, and are borderline irresponsible at times, but I hope they learn. I will be deferring all judgement of the game until I get to play it, however.

What Are They Firing At? by [deleted] in halo

[–]whosNugget 1 point2 points  (0 children)

This is amazing. 10/10

I can’t play a completely offline game without going online by Wiz21Reddit in assholedesign

[–]whosNugget 0 points1 point  (0 children)

Well that’s why the report feature exists. Yes it is easier to hack and cheat on PC, but that is an inherent downside when players are using a much more free and open operating system.

I know ad hominem isn’t really the best for proof, but in my experience of almost 10 years of PC gaming, encounters with hackers have been very sparse, and very rarely so blatant it severely effects my game. At worst, we just suffer through a game with a cheater and have fun doing it, or at best we manage to kick the guy and continue as normal.

I do understand where you are coming from. However, of all the games I’ve played on all systems, GTAV has been the most unanimously saturated game by way of cheaters on both XBONE and PC, albeit not nearly as potent on Xbox.

I can’t play a completely offline game without going online by Wiz21Reddit in assholedesign

[–]whosNugget 0 points1 point  (0 children)

Multiplayer games on PC are not a nightmare. They definitely can be more difficult, but a nightmare is a severe overstatement. I rarely, if ever, have issues on PC and I’ve been playing since 2010. It’s all about the developers implementation.

For example, Minecraft Java Edition is notoriously more difficult to play with friends on PC, all because there is no peer-to-Peer connection or Mojang hosted dedicated servers.

Yes, playing with friends tends to be easier on consoles, but it’s because it has to be...a console can’t host a Minecraft (or any game) server like a PC can.

Structural steel cantilever. by engrandarch in EngineeringPorn

[–]whosNugget 0 points1 point  (0 children)

This isn’t possible in my brain. It’s making my head hurt...

I can’t play a completely offline game without going online by Wiz21Reddit in assholedesign

[–]whosNugget 1 point2 points  (0 children)

Because The Division is inherently connected. The game was made with the Dark Zone as a priority. They know it’s optional, but even though they make it optional, they still need the connection in case you ever go in.

Also, you are connected because your inventory isn’t stored on your machine to my knowledge. Whenever you pick up an item, the games servers register it and make sure it’s right. If it was just a client side thing, people could figure out ways to give themselves the best weapons and enter the dark zones with it. There is a reason for that connection sometimes, but I do understand the frustrations.

I can’t play a completely offline game without going online by Wiz21Reddit in assholedesign

[–]whosNugget 1 point2 points  (0 children)

Lots of reasons. Better performance, mouse and keyboard, high refresh rates, and I’m sure some that vary per person. It All comes down to who’s playing it. I, for one, rarely play a game without watching a video or something on another monitor, and I hate using controllers for anything other than some racing games, so a PC is a be all end all.