Inactive [DEV] SpoutPlugin - Unleash the flow of endless possibilities [1.0-1.3.2]

Discussion in 'Inactive/Unsupported Plugins' started by SpoutDev, Aug 1, 2011.

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    In order to centralize support of our legacy projects, we will no longer be providing support on Bukkit. Please use for support with our projects going forward.
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    I've got the same issue as Meron here...
    I'm running CraftBukkit 1240
    The latest Spoutcraft client.
    Yet it still says "You can only play Spoutcraft for 1.73 if you had it installed before the 1.8 update :(" When the server starts, everything is peachy keen. Not one error. .... ?
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    In this thread:
    @Spout Devs
    What do you think? :rolleyes:
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    I've responded. :p
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    Bonsoir, j'ai un soucis avec Spoutcraft. Je n'arrive pas a l'installer, pourtant cela et tous bête mais bon, malgré avoir suivit des tutoriel mais sans succès. Lorsque je me connecte sur spoutcraft j'ai un écran blanc après rien. j'ai pourtant payer la version sur a 14,95€ :/.
    J’espère que quelqu'un peu m'apporter son aide.

    Reverso traduction :

    Good evening, I have one concerns with Spoutcraft. I do not arrive has to install him, nevertheless it and all animal well, in spite of credit note followed tutoriel but unsuccessfully. When I connect on spoutcraft I have a white screen after nothing. I have nevertheless to pay the version on has 14,95€:/.
    I hope that somebody few to bring me the help.
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    Just a note that CB1301 seems to have changed a spout dependency (yes, I know 1301 is not an RB...sheesh) and this seems to make Spout very sad:
    Server Log (open)
    2011-10-06 20:29:00 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-1117-ga0e8c06-b1301jnks (MC: 1.8.1)
    2011-10-06 20:29:02 [INFO] [SuperpermBridge] Superperm/Permissions bridge initialized
    2011-10-06 20:29:07 [INFO] Spout has been initialized
    2011-10-06 20:29:07 [INFO] Preparing level "world"
    2011-10-06 20:29:07 [INFO] Default game type: 0
    2011-10-06 20:29:07 [INFO] Preparing start region for level 0
    2011-10-06 20:29:07 [SEVERE] java.lang.NoSuchFieldException: cache
    2011-10-06 20:29:07 [SEVERE] at java.lang.Class.getDeclaredField(
    2011-10-06 20:29:07 [SEVERE] at org.getspout.spout.block.SpoutCraftChunk.<init>(
    2011-10-06 20:29:07 [SEVERE] at org.getspout.spout.block.SpoutCraftChunk.replaceBukkitChunk(
    2011-10-06 20:29:07 [SEVERE] at org.getspout.spout.SpoutWorldListener.onChunkLoad(
    2011-10-06 20:29:07 [SEVERE] at$52.execute(
    2011-10-06 20:29:07 [SEVERE] at org.bukkit.plugin.RegisteredListener.callEvent(
    2011-10-06 20:29:07 [SEVERE] at org.bukkit.plugin.SimplePluginManager.callEvent(
    2011-10-06 20:29:07 [SEVERE] at net.minecraft.server.ChunkProviderServer.getChunkAt(
    2011-10-06 20:29:07 [SEVERE] at net.minecraft.server.MinecraftServer.a(
    2011-10-06 20:29:07 [SEVERE] at net.minecraft.server.MinecraftServer.init(
    2011-10-06 20:29:07 [SEVERE] at
    2011-10-06 20:29:07 [SEVERE] at
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    So let me get this straight. Spout itself can be run with the client connecting not installing anything beforehand.

    Spoutcraft, on the other hand, also uses a client modification. This way a steam-like system is set up where players download the files neccesary to play on the server temporarily, and will only be applied to that server, and will just be cached until they hop on that server again.

    If that's right, I totally love this.

    But if this is indeed right, what happens when someone connects to a Spoutcraft server without modding their client first? I would imagine custom blocks and whatever will show up incorrectly. Also, can this be seen as a replacement for the real mod API until it's released? It basically does the same, right?
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    It's actually a bug in CB. Dinnerbone tweeted saying it would be fixed soon.
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    And now Spoutcraft refuses to even open ...
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    To anyone with issues with the launcher. Our hosts are down. We're working on getting a mirror up.

    You can work around the issue manually.

    1.) Download the missing file : Launcher/promotion/latest/Recommended/artifact/target/launcher-dev-SNAPSHOT.jar
    2.) Rename it to "Spoutcraft-Launcher"
    3.)And move it to your .spoutcraft folder. It is in the same place as .minecraft folder.
    4.) Rerun the launcher.

    Correct. If someone without Spoutcraft shows up to a server with custom blocks, they will appear as stone or glass instead (depending on if the custom block is a see-through block or not).

    BTW, there is no real mod API. Bukkit and Spoutcraft is as good as it's going to get.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Nov 13, 2016
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    Okay, that's grand! I know there isn't a real API yet, but I was talking about the API notch 'promised' back in what was it, 1.4? I've been waiting for that ever since, but it seems they pushed it back a lot because they felt making maps and weather was more important. This seems like an entirely awesome replacement though. Will keep my eye out for this.

    EDIT: I hope people will acknowledge this as neccesary in a while, so every user will actually use this. I don't know how far this already developed (stopped maintaining a server a few months again, thinking about launching it again). It's hard to expect people to mod their client for something like this if nobody uses it yet. But seeing as there are over 200 pages here already, it seems like I already missed the beginning buzz, and this project evolved into something that is used a lot already.
  15. Hi there!! I wunder if you can activate HD texture x256 on Spoutcraft??
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    This is the "api" he promised. Hence this is as good as it gets.
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    Dev site is down? Can't get latest dev spout plugin? Nooooooo!
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    You toss the pack in the textures pack folder.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Nov 13, 2016
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    This means that if I manually send the packet back (then throw an exception to prevent the spout code from accidentally sending it twice) should guarantee that the screen remains open?

    I tried the following code to prevent the screen from closing following that philosophy and, of course, it didn't work.:(
            public void onScreenClose(ScreenCloseEvent e) {
                if(!(e.getScreen() instanceof MainMenu)) return;
                PacketScreenAction packet = new PacketScreenAction(ScreenAction.Close,e.getScreenType());
                throw new RuntimeException("don't let the rest of the spout code run :)");
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    =/ Latest dev build on the mirror you linked, I get spammed with errors on startup.

    D: That is like telling me not to eat the newest piece of candy and grab the ones in the back of the drawer.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Oct 10, 2018
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    Not all dev builds work. :p
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    Even the recommended version gives me errors. Do you know the last working dev build?
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    What errors?
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    Use recommended builds of CB, not development builds.
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    when I run Spoutcraft.jar it says:
    Theres something wrong, we couldn't get internet...
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    I know about this, and I know why he did it this way. I was more talking about that this is what the mod API would supposed to be in my eyes, back then. But yeah, hence why I said this is a perfect replacement. Thanks for the reminder of the blog post though, haven't read that in a while.
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    Is there anything within Spout that protects users from malicious client code?

    I'm not really comfortable with the idea that we just implicitly trust all code pushed from a server that you connect to. The admin might be knowingly pushing malicious code, or the server may be compromised by an attacker.

    Has any thought been given to perhaps adopting a model such as blizzard's? That is provide an environment for client modifications, that expose a very specific API that allows only 'safe' operations.
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    Sorry, try again. I accidentally broke the mirror while trying to setup a temp Jenkins ;)
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    Yes there is/will be before release strict control over what addons can access, it will just be the api and a very specific folder for them on the file system. There should be no way for an addon to be malicious.
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    yay it worked :)
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