Introducing BukkitDev, a new service by Bukkit and Curse!

Discussion in 'Bukkit News' started by EvilSeph, Aug 24, 2011.

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  1. Offline

    EvilSeph Retired Staff

    [​IMG]

    BukkitDev is the missing link in the project management chain prevalent in the Minecraft community. The popular solution of making use of forum software - something designed specifically for single-threaded discussion - leaves developers painfully scavenging through threads made up of hundreds of pages simply to get to that one bug report you finally addressed. It is all very tedious and time-consuming; time lost that could be better spent doing what you love - bringing to life those mad, awesome ideas you have running around in your head. With BukkitDev, each project has their own mini-community and tools that developers are free to moderate and make use of; per-project issue trackers and forums are just a few of the advantages BukkitDev has over using a traditional forum based solution.

    As detailed below, BukkitDev provides you with a complete project management solution that makes maintaining and updating your project a breeze. While many of the things BukkitDev has to offer were what we planned Fill to eventually be, there is no way we would be able to achieve the level of maturity and polish that BukkitDev currently has without the support and backing we now have from Curse. Moving forward, with the support of Curse, we are able to provide the community with some much-needed resources and support that we simply could not do alone. Thanks to Curse's support, we can now confidently provide stable, long lasting download hosting to every project within the community and since this takes advantage of the extensive and powerful Curse.com distribution platform, the reach and exposure your projects have will increase significantly. Since BukkitDev makes use of the Curse.com platform, your Bukkit community accounts won't work - you will have to use Curse accounts instead.

    The Bukkit Project has been about giving the community what they need from day one and with Curse backing the project, we're now provided with a unique opportunity to make that happen. With the help of Curse we've been in active discussion and working closely with Mojang to help them with testing and provide us with the ability to have updates ready shortly after a Minecraft update goes live, reducing the amount of downtime the community run servers face to virtually no time at all, allowing you to experience the full update in your own time and not ours.

    Looking toward the future, the Bukkit Project hopes to work with Mojang and Curse to continue to provide the Minecraft community with the tools they need to continue to make magic happen. As a first step, we're offering the BukkitDev service to client modders to help manage and promote their project just as efficiently as server modders can. We hope to expand this service in the future by exploring the possibility of providing a central client mod base with the cooperation and support of Mojang.

    Presentable project page:
    [​IMG]

    Issue Tracker:
    [​IMG]
    [​IMG]

    Per-project forums and pages:
    [​IMG]
    [​IMG]

    Other improvements over our current implementation for plugin releases:
    • Multiple authors per project with permissions handling (for example, you can have a Project Manager, Project Owner, Documenter, Translator, etc).
    • Per-project subscriptions so people interested in your project can follow its progress.
    • Curse provided hosting for your downloads
    • Extra exposure through Curse.com, a high traffic content hub for Minecraft, as well as other games.
    While it is still a little rough on the edges, both Curse and Bukkit are committed to providing the Minecraft community with the best solution we can offer developers to make sharing, managing and supporting their projects as smooth as possible. Please feel free to get your project up and running on BukkitDev (http://dev.bukkit.org) and let us know what you think of the new system (please report issues you have with the site here: http://www.curseforge.com/projects/curseforge/tickets/)!

    If all goes well, we hope to have this new site up and running in place of the unwieldy forum solution we currently employ as soon as possible. Once the majority of the active projects within the community have moved over, we'll be pushing towards phasing out our temporary forum solution.
     
  2. Offline

    Drakia

    Whoever setup dev.bukkit.org failed with the dns, use OpenDNS or GoogleDNS and it'll start working.
     
  3. Offline

    rcth

    How you use that?
     
  4. Offline

    obnoxint

    Enter the given adress in the DNS-Server-field in your network adapter settings.
     
  5. Offline

    Sluijsens

    I can't load dev.bukkit either.
    Not in chrome and not in IE
     
  6. Offline

    Rigby90

    For those having issues reaching http://dev.bukkit.org can you perform the following.

    Can you supply us with the DNS Server you are using and the ISP.

    For Windows open up a Command Prompt and type 'nslookup dev.bukkit.org'

    You should get a response like so -
    [​IMG]

    This shows I'm using 8.8.8.8 (Google DNS) as my DNS Server.

    For Linux open up shell and type 'nslookup dev.bukkit.org'

    You should get a response as such -
    [​IMG]

    This shows my linux box using 127.0.0.1 (its own DNS Setup).

    Trace Route

    If it turns out you receive the same '68.64.47.111' address as in these screenshots then can you perform a 'traceroute' to that IP Address and paste the response.

    For Windows the command is - 'tracert dev.bukkit.org'
    For Linux the command is - 'traceroute dev.bukkit.org'
     
    McAndze likes this.
  7. Offline

    rcth

    Testing at home today...

    It's working without do anything!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 19, 2016
  8. Offline

    Rigby90

    Glad to hear, if it starts acting up perform the previous tasks I mentioned and we'll see what we can do.
     
  9. Offline

    rcth

    Sometimes I can connect, and sometimes not, like now!
     
  10. Offline

    sole10

    HMH a stupid question when bukkit fot 1.8 is out ??? ;) (sorry i'm stupid ;DD)
     
  11. Offline

    Celtic Minstrel

    When it's ready. :p

    There's actually one available right now, though it's not a recommended build.
     
  12. Offline

    Brettflan

    The file approval process really does need to go away. I have a file which has been pending approval for over 9 hours right at this moment.
    If you truly need to police the uploaded files due to obligations with Curse, can you not do so after the files are uploaded rather than postponing the file from being approved? Since deleted files are not really deleted from their system, you would still be able to review all uploaded files that way.
     
  13. Offline

    fernferret

    We're working on that, but 12 hours is about the outside of your wait time (The files have been approved and I just woke up).

    There are several alternative options that we are working with them to allow this process to go smoother in the future.

    Thanks for your patience!
    --FF
     
  14. Offline

    Drakia

    That's funny, @Rigby90 said it would never take that long ;) imagine that.
     
  15. Offline

    fernferret

    There are a bunch of us doing approvals, We're all human and thus not perfect.
    Most approvals happen in under an hour.

    Just as your signature says "I am out of the house from 7AM - 7PM Pacific every weekday for work. Do not expect a response between these times." The moderators have lives and have to sleep too.

    --FF
     
  16. Offline

    Drakia

    That doesn't have anything to do with Rigby assuring everyone that the approval process wouldn't be a hindrance and that it wouldn't take 12 hours to approve files.
    Also, if I were to have an actual TEAM supporting my plugins I would make sure there would almost always be somebody online, 12 hours is a big window for a team to be AFK. Even though I'm at work 10 hours of the day I still check up on my plugins every few hours, but that's because I care :)
     
  17. Offline

    fernferret

    Yep, and I do that, and we're working on that. The burden has only escalated since 1.8 has come out. This is one of the biggest releases the Bukkit team has had to deal with and we're all busy helping out with that.

    All i've said over and over is:

    Please be patient.

    This is a huge theme with all of Bukkit. I'm not sure what else I can say other than we are working to get approvals out of the picture and improve the process.

    Thanks!
    --FF

    EDIT: I'd like to end this discussion here, as the files in question were not even yours and after appologizing, I approved the files that were in the queue way too long.
     
  18. Offline

    Drakia

    Is this not the general BukkitDev discussion topic? 12-hour approval times don't just affect one user, they affect everyone, devs and end-users.
    However, you are the boss, so Sir, yes Sir.
     
  19. Offline

    Evenprime

    I've finally found an arrangement with BukkitDev concerning file uploads. I just put the link to the uploaded file of BukkitDev on one of the pages of my plugin after uploading, such that people can download it immediatly without waiting for it to be approved.

    That way I still get the download-counter and hosting from BukkitDev, without the delay of waiting for approval. And when it's approved the link stays the same anyway, so people can still use it or the then working "last version" download button. It's now pretty much the same as with the forum: Upload -> update link site.
     
    fernferret likes this.
  20. Offline

    obnoxint

    I never had the feeling of the staff being bossy in any way. You guys are simply demonstrating bad timing. You (devs) all should know how stressed the team is atm by reading the posts and following the tweets. I have a plugin I like to release but I decided to wait because I know what the current top-topic is: the next RB (take a look at the commits, process is being made and it's being made fast).

    Chill out everyone!
     
    fernferret likes this.
  21. Offline

    Drakia

    the people who approve files/plugins are not the same people who develop Bukkit for the most part.
     
  22. Offline

    fernferret

    We all appreciate the support in these stressful times of working on a new RB with a massive amount of changes, and all i'm saying @Drakia, is that this is a community, and that rather than being negative toward each other we should be supportive of each other.

    As many of the plugin devs have demonstrated, the download link is not an end-all of getting files to your users (take a look at MV2, we have our Jenkins builds always available, even the unstable ones :O) The release system is so that users that click that button can be assured that someone has looked over the files (This is why files that are not simply jars may (and do) take longer to approve) and that it is a releasable product. Personally, I like this, because half of the time, I find a bug after i've "released" and can go switch the mode on it to beta/deleted.

    Side Note: @obnoxint feel free to throw it in the queue on BukkitDev, Easy to approve plugins are awesome! (ie: have a good description, have files that can be tested etc.)

    Thank you all for your understanding!
    --FF
     
  23. Offline

    coolblinger

    Is there any way to get notifications? I always find out after two days that someone has commented on a project of mine.
     
  24. Offline

    Brettflan

    @fernferret Just to be clear, I like the idea of BukkitDev overall and I certainly appreciate the job you guys are doing. My issue is solely with the process itself currently required for file approvals, which is the most glaring issue for BukkitDev at the moment. Feedback rather than criticism, and all that. Since you've addressed that you will be looking into improving the process, that's good enough for me.
    As a side note, offering support sure can be a thankless business most of the time, eh? ;)

    There should be a Subscriptions tab on your mod listing where you can sign up for notifications.
     
  25. Offline

    coolblinger

    Thank you!
     
  26. Offline

    fernferret

    Yep! Just so you guys know the mods/admins don't have some "secret version" where all the bugs are fixed. The biggest thing hitting everyone is 1.8. Once we get a RB out, expect a lot more attention on the Curse situation!

    There is currently no way to subscribe to your own forum. Trust me, this bites me in the butt every so often with 5 projects! See above comment about "attention being spent on 1.8 instead of Curse right now".

    Thanks guys!

    --FF
     
  27. Offline

    Celtic Minstrel

    The subscriptions system is pretty terrible in general, though. When someone comments on a ticket, it doesn't tell you what project the ticket is for, for example.
     
    grinch843 likes this.
  28. Offline

    xLoGiiKzZo

    Just wondering is this actually from the bukkit team:
    https://docs.google.com/spreadsheet...3BwdkdVdnJLTERyLWNGMy1fLVE&toomany=true#gid=0

    It always seems to give out false release dates.
     
  29. Offline

    obnoxint

  30. Offline

    fernferret

  31. Offline

    joethehobo5

    Sounds cool!
     
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