Bukkit: The Next Chapter

Discussion in 'Bukkit News' started by EvilSeph, Feb 28, 2012.

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    EvilSeph Bukkit Team Member Administrator

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    What follows is a written account of Bukkit's story. If you'd rather know what the big news is, skip to the bottom. However, we'd appreciate it if you read through our entire story as it gives us an opportunity to show appreciation and give thanks to the many people, groups and companies that helped us throughout our adventure.

    When we started up Bukkit in December of 2010, we decided we wanted to do things right. Right from the beginning we wanted to be sure we were bringing about a positive change to Minecraft, one that Mojang themselves would approve of. To that end, we set up a meeting with Mojang to get a feel for their opinions on our project and make sure we weren't doing anything they didn't like. The gist of the meeting was that Mojang "liked what we were doing" but not how we had to go about doing things. Unfortunately, we both knew that we had no alternatives, so we continued along - albeit now with the reassurance that our project would most likely not be shut down any time in the future. We decided to create Bukkit to provide the Minecraft community with better tools to manage and extend their server, but our ultimate goal has always been to give the Minecraft community what it needed and wanted to make our favourite game even more enjoyable and being able to do so in an official capacity is our dream.

    Shortly after the launch of Bukkit, after I had posted an innocent announcement to get developers interested in Bukkit, our project exploded with activity. While I had anticipated developer interest and had planned for such, the added interest from the community as a whole was simply overwhelming. So much so that it had begun to put a strain on my dedicated server and actually was pushing it to the point of hardware failure. Luckily, it was around this time that Curse approached us and offered to set-up a temporary Amazon EC2 instance while they purchased new servers for our use. Unfortunately, the Amazon EC2 instance also could not keep up with the demand and was proving to be too costly. So, we asked around for help and Multiplay's Steve Hartland put us on one of their boxes free of charge while we waited for new servers to be purchased and delivered.

    One of the goals of the Bukkit project, or maybe just my personal goal, was to solve what I felt was a big problem within the Minecraft community: it was largely impossible for someone new to Minecraft to discover the unlimited potential of Minecraft modding. Not only would they have to deal with unwieldy and clunky forums, but there was also no central place for sharing your work. In answer to this problem, we endeavoured to create a new service dubbed Fill which we hoped would address all the needs of the community but were unable to gain any ground. We were simply not experienced enough to run something of this magnitude nor did we have the resources to pull it off. One day we were discussing the idea of Fill and our desire to provide a central download solution for the modding community and the WoW players on the team brought up Curse and the success they've had with WoWAce. At that point it all came together, not only did Curse have the resources to pull off something as large as we were envisioning in Fill, but they had the success, experience and scalable software with WoWAce to do so. With that, it was clear to everyone that Curse was the best route to take and dev.bukkit.org was born.

    When news broke out about Mojang organising a Minecon, the entire community was alight with excitement and anticipation. Even today, I still find the sheer dedication from the fans unbelievable and overwhelming. Though we were also excited about Minecon, there was no way we would be able to go since Bukkit is an open source, free project. Much to our surprise, though, Curse had other plans in mind. They decided to fly us over, cover our tickets and accommodation, host us in their booth and setup a panel for us. I've never met a company that cares more about gaming than Curse: when the possibility of their supporting the Bukkit project first came up, we were all blown away. Curse wanted to throw themselves behind our project. They wanted to provide us with the support and resources we needed to continue functioning, no questions asked and their desire to send us to Minecon further reinforced this opinion we had of them. Thanks to their support, we were able to go to Minecon, have a great time and put together a panel filled with our fans, as well as sneak off to a secret meeting with Mojang.

    Back in December of last year, my team and I were invited to Stockholm, Sweden by Mojang to discuss the future of Minecraft - and most importantly the future of Minecraft modding and the official Minecraft modding API. Having just recently met in Minecon, we mostly knew what to expect but were blown away by Mojang's hospitality and the surreality of actually being in Stockholm with them. Not only were we able to visit the Mojang HQ but we were also given the opportunity to be part of the launch of Cobalt (which was simply fantastic) and got to meet the entire team of talented individuals at Mojang. We spent the majority of our time with Mojang shooting ideas back and forth and getting a taste of what was to come and how we might be able to become involved.

    Which leads me to today. Our meeting at Minecon was just the beginning and after having flown us out to Stockholm to get to know each other, it was clear that the potential to do truly great things together was there and we were eager to explore it. After all, we had already been given a direct line to the Minecraft team, the source code and were actively providing Mojang with (exploit) patches and improvements. The next logical step was to figure out the best way to continue working together, perhaps in a more official and intimate capacity. After careful and lengthy consideration, the best course of action became clear. My team and I had already achieved what we wanted to when we started the Bukkit project: provide server admins with the means to easily customise and run their server and provide developers with an easy to use, properly designed API to bring their insane and cool ideas to life. The next obvious step was to make it more official and with news breaking out that Mojang was interested in developing an official Minecraft API, we knew just how to do that.

    I am extremely pleased and proud to announce that, as of today, the Bukkit team has joined Mojang. When discussing the possibility of a modding API publicly, Mojang was concerned that they would be unable to provide the community with a suitable and powerful enough solution and we honestly feel that our experience building Bukkit will help them do so. Thanks to our work with Bukkit, we have a years worth of experience, failures and lessons to help us develop a proper modding API and intend to do whatever it takes to produce one that satisfies the needs of the community. Now that we have an opportunity to design the official Minecraft API, we intend to make it a suitable replacement for Bukkit, if not a significantly better one, while bukkit.org will remain a community for modders for the foreseeable future.

    Official announcement from Mojang with more information: http://mojang.com

    [IMG]

    A big "thank you!" is due for the many sponsors we've had over the life of the project:
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    Curse
    eXophase.com - for hosting the project at the beginning and helping us get off our feet
    Unimatrix
    Arcdigital
    Multiplay - especially Steve Hartland
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    AllGamer - especially Clinton and Scott
    Our Staff who work tirelessly and thanklessly to keep everything in order
    and, of course, Mojang for giving us a chance, taking us seriously and supporting what we’re doing.

    And to you, our community and our family: thanks for sticking by us through thick and thin, we really would not be where we are today without you.

    This post has been edited 6 times. It was last edited by EvilSeph Jun 5, 2012.
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    Don Redhorse

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    its the plugins... kinda.. if you run messagechangerlite or dwarfforge you can find an update here. and later on dev.bukkit

    btw: don't you test a new build out before you run it officially?
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    jimbo8

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    Well, i forgot to do that... I pressed "update server"(i use volt-host) Then i thought it will update to a recommended build or nothing. But it actually updated to 1.2 unstable build.. :(
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    Don Redhorse

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    oh sh**** well.. admincmd also pushed an update... check for plugins which normally don't have commands and remove them... if the server crash still happens you need to check the others... use winrar or 7zip to open the jar and look into the plugin.yml if there is something like:
    Code:
    commands:
    but nothing else remove that line and save the plugin.yml again... 7zip or winrar should put the file back into the jar.

    otherwise you will need to wait or remove the plugin till the bukkit fix comes out
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    jimbo8

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    I fixed the most of my problem, but bukkit broke nearly ALL of my plugins.. :( I have deleted like 12 plugins now, and still alot of errors in console..
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    olimoli123

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    Ty guys, you are amazing! and much greater than all the other server mods >.>!
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    Don Redhorse

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    could you report them? where they outdated or did they crash the server?
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    Insanehero

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    Congrats guys on joining the Bukkit team!

    I am very concerned about a few things though. When this Mod API change over happens every single plugin dev is going to have to recode their plugins. This means about 90% of all the minecraft servers are gonna have a server wide black out. Most servers can't run without their plugins. I suggest you guys release a Bukkit 1.3 also if you do care about the community, because it will give us time to code our plugins and still be able to have our servers up. Then by 1.4 we can all be transferred over to the official Mod API and have our plugins. If you don't give developers time to develop plugins were all going to be screwed. Please don't do this to us and give us sometime to code plugins and still have our servers up. This has happen before with HeyO to bukkit and servers were down for quite some time. Don't let this happen again.
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    jimbo8

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    It says outdated. Thats kinda annoying, but i have fixed the major plugins... Now i am just waiting for Falsebook to be updated and some more plugins..
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    --GJ-- BukkitDev Staff

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    From what I've heard from Bukkit staff, this is exactly what they plan to do - make sure that there's a stable API (either Bukkit or the Mojang API) available at all times, so that there's never a "blackout" period.
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    bergerkiller

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    So I heard R5 had some issues with crashes (plugindescfile?) is the newer CB 6 stable enough to test against?
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    MachetePanda

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    Oh God EvilSeph... what about Spout?! The community as a whole is DYING for GUI menus and the ability to push custom themes and environments to the client to enhance our server environments and RPG themes.

    I'm concerned Spout will lose focus from Mojang. I'm concerned Mojang picked you guys when your not even focusing on these issues. Please tell us you are... oh please... :(
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    Don Redhorse

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    bergerkiller

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    @Don Redhorse Ow I never did that in any of my plugins (maybe Stream Remover, need to check). I'll start testing then...I fear the worst case scenario: 200 warnings, 600 errors xd
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    Don Redhorse

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    perhaps there is also something wrong with getAuthors() don't know yet though
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    Nick2253

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    Just a comment on the legal issues, and a possible solution.

    You could continue to make the new API open source (obviously if Mojang allows it) by using a dual licensing scheme. For all developers, any time they submit code and as a condition of providing code to the project, they would be required to provide Mojang a license to use or re-license the code as Mojang see fit, and provide everyone else (who isn't Mojang) with a GPL license (or equivalent license). That allows everyone to have access to the code, but not to commercialize it, unless Mojang allows (which they could do by using their license to the code).
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    Afforess

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    You'd have to get permission from every contributor.

    I for one am such a contributor. And I say no. And I know plenty of others who are not interested in handing our code to Mojang.

    This post has been edited 1 time. It was last edited by Afforess Mar 1, 2012.
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    Nick2253

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    Exactly. That's why, as a condition of building the new API, you'd have to require that licensing scheme. I'm not saying that this will allow re-use of the existing Bukkit code, because you would have to get permission from every contributor, or remove the code from the non-supporting contributors, which would be a pain.

    But if this new API is going to rely on the community, and they want to give back to the community in the form of open-source code, then they could employ the dual licensing scheme for contributions. Like I said, make it a condition of contribution (the same way when you edit Wikipedia it says "blah blah you agree to license your contributions this way blah blah"). You wouldn't have to participate (I know I wouldn't, for the same reasons you said), but that's not the way that everyone feels.
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    Jushy

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    I think this is amazing news.

    But, have a major question about this.And about Bukkit's new plans. Its been a LONG time coming. and this REALLY needs to be addressed. Minecraft still uses insane amounts of bandwidth..the only way i can play AT ALL is with spoutcraft....My ONE and only question with the idea of "making the game into a dumb client and hosting server" Does this mean an improvement to bandwidth usage? or does it mean things will get EVEN WORSE...because i adore minecraft....and im really disliking not being able to play it. even now, I cant update my server. because if i do. i wont be able to play, Nor will many of my friends.

    So, my request. Can you PLEASE incorporate caching into the game?
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    pinpanxxi

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    great i'm really looking forward to it. This could make minecraft more fun
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    bergerkiller

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    Page 18:
    Am I a psychic? This just happened during the R5 release of CraftBukkit...this is scary.
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    Sleaker

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    eh happened with 1.1 R1/R2 also cause of massive push for bleeding stuff, just like R5. So less like it's something new :-/ just more people notice it cause it's been happening consistently.

    This post has been edited 1 time. It was last edited by Sleaker Mar 1, 2012.
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    bergerkiller

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    @Sleaker luckily build 1988 appears to be stable. Now converting all of my plugins...only 60 errors so I am covered. :)

    And I betcha I reference CraftBukkit everywhere. Noticeable changes:
    They did a fair job at deobfuscating it, but it could be done better...
    It sometimes looks as if they only deobfuscated 50% of a class :)
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    Sleaker

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    they only deobfuscate what they touch so it's not as hard to update bindings. they get all the bindings apparently (or have stated something similar in the past), so they could de-obfuscate the entire thing, but don't.

    This post has been edited 1 time. It was last edited by Sleaker Mar 1, 2012.
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    AlbertoTech96

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    When will R5 be coming out :)
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    Lathanael

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    @bergerkiller

    Interesting findings. Wasn't chunk.b used to set lightning or was it cunk.a? Will have to look if this breaks any of my plugins
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    gorthol

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    R6 is already out, check dl.bukkit.org
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    bergerkiller

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    @Lathanael the chunk lighting nibble arrays are still named the same, only the b[] array (block type id array) is now called blocks[].
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    jeremytrains

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    AWESOME! GO BUKKIT GO! GO BUKKIT GO! GO BUKKIT GO! Nice job!
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    HandBananaNOOO

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    Help is r6 for 1.1 or 1.2?
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    troed

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    1.1-R6 is for 1.1 (stable)
    1.2.2-R0.1 is for 1.2.2 (far from stable)
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