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Everything posted by Frizzil
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How about a "global" stash, similar to the stash in Diablo II or diamond backpacks in the backpack mod?
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Something needs to be done about the server section
Frizzil replied to miniboxer's topic in Hack/Mine Discussion
I did some research on what kinda rules I'd like, and needless to say, I have no idea because I'm a n00b at managing server threads/bouncing around servers in general. I talked to Kaker about it, and he said he'd talk to the admins about how best to organize things. Woop woop. -
http://hackslashmine.wikia.com/wiki/User_blog:Daugvolf/Yet_More_Suggestions Check the comments :P
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This is much more difficult than it sounds, and often times difficult to support when updating versions (since the workarounds required often depend explicitly on what was inside the mod's dependencies) It'd also make installation that much more of a pita, if you aren't in Technic (Technic is definitely a luxury to have, though, and will definitely make a difference as to whether or not I decide to make installation any harder). Optifine combined with races took me hours longer than it would have otherwise. I've gone into a lot of detail about dual wielding/Battle Gear on the official Wiki if you're interested 1) Updating wouldn't really serve much of a purpose, except for lighting fixes and mob-movement fixes. I'll be releasing plenty of H/M updates before then, but none that transition to the latest version of Minecraft until I get improvements that actually affect gameplay and I don't expect another patch to be released for a while. 2) Depends on what you mean-- I'm collaborating with SMP to do some awesome texturing, but he's not particularly fond of item texturing (he prefers mob and block texturing), so that's a void anyone could fill (your wands were quite amazing, I should add. I'll probably be using them, hehe) 3) Pretty much, though like I said, I am collaborating with SMP on textures. Sure, I could have other people help with the coding, but that'd introduce a ton of problems to the project. Mainly, no one who's an educated enough programmer to make a living off of it would want to devote time to the project, considering how long term and profitless it is (they're out there, but they're freaking rare), and working with teams would introduce some communication/deadline/trust problems. Additionally, it only takes one bad programmer to ruin an entire project... not an attractive risk at this point. More importantly, it'd give me a lot less creative power over the mod and I couldn't take risky/ambitious decisions (everything in the mod would probably boil down to tried and true RPG elements, not inherently bad, but not nearly as awesome as it could be) There is certainly something to be said for idea-bouncing to avoid George Lucas style failures, but that's what the forums and my roommate are for The trade-off is a Blizzardesque one: higher quality, but slower updates. I'm sure people have issues with that, but I say they've never played a Blizzard game (and they're pissed because I told them they couldn't contribute to the project XD) 4) No idea, depends what I have done by then. There are Ubermobs, Bosses, the Questing system, additions to the existing dungeons and mobs... a lot XD I'll be referring to public opinion (via topic polls) to help decide what I should add throughout the life of the mod, hehe.
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Something needs to be done about the server section
Frizzil replied to miniboxer's topic in Hack/Mine Discussion
IIIII totally bombed on getting the rules up, sorry (I was forced into helping a brother move apartments this weekend) I'll get 'em up tomorrow. -
Re: Anyone Got Any Pro-tips? Now this I need to try XD
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Wait wait wait! There's two things that I needed to happen: 1. Minecraft to update to 1.3, including improvements to mob behavior in SMP. 2. Lighting bugs to be fixed (possibly in 1.3, possibly not) Additionally, I'll be waiting for the inevitable bug fix patch to come out, since they don't wait very long for that jazz.
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Something needs to be done about the server section
Frizzil replied to miniboxer's topic in Hack/Mine Discussion
That'd be fantastic, I'll get you some rules to stick up by then. -
Something needs to be done about the server section
Frizzil replied to miniboxer's topic in Hack/Mine Discussion
I'll work on it as soon as I'm done cramming for finals. Thanks for bringing it to my attention. -
Tower loot quality increases exponentially with height Quit being a pansy and clear those giant towers!
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What I'm going for is fast-paced, twitchy mayhem-- so not WoW (there is a lot of twitch if you're tanking in WoW, but other than that...) More like Diablo II, but faster paced. Insanity will be a continuing theme, hehe. I love the idea of ridiculous things happening that surprise/scare the player... be it Roflcondas or random Ubermob encounters, eventually. Obviously, there are some limitations with the way that mobs work in SMP (amounting to their movement and behavior being extremely buggy), but this will be addressed in Minecraft 1.3, at which point I'll be preparing to update to it Things will be amazing at that point, I hope.
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Just a debug output, helps me do complicated things. But you're right, it's pointless on server XD I might could remove it, I don't need people thinking it's a bug or something.
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Oooooh, I love diligence. Alright, all the bugs and fixes/changes you've mentioned I'm already painfully aware of, right down to the Roflconda body. A lot of it is getting fixed. The Roflconda I'm thinking about, because I like how it relies on the Creeper texture-- this lets it change with texturepacks (Roflcondas in Misa's are absolutely horrifying) I'll see if I can't still get it to rely on it, just in a different part, but I don't believe there's a part of the texture I could repurpose and have smooth looking. It's complicated. The problem with cube spacing is, well, it's contingent on the Roflconda's speed. When he's wandering, he looks beautiful (check it out in Creative). When he's pissed, he looks retarded I can probably fix this, again, just gotta get around to it. Sounds will be a matter of finding a good sound person/me paying for a few soundbytes. Varying orcs are already planned, just have to bug my roommate to make them. The plan was to use the same silly texture for each, but vary only one slight feature for each (Archers have a feather behind their ear, for example.) We were thinking of giving the warrior a crummy, buckety lookin' helmet and the mage... I think a spindly beard, lol, not remembering. The inspiration was Banjo-Kazooie. Unique armor with varying sprites is a possibility-- I'm actually getting SMP to do texturing for the mod, it depends if he enjoys it enough to do it. So, I can't promise anything. I've been planning on changing dungeon entrances, just gotta get around to it. The Warrior ideas are very similar to what I've been pondering, of course there's only so many variations to choose from The Mage ideas I like (FF1 is awesome, of course), though I wouldn't make Red a mix of the other two, I foresee that not being fun and having balance issues. Instead, give him telekinesis magic, or sumpthin' Throw blocks around and jank. Variation is always good The Ranger bears similarities to what I've thought of as well. Druid expounds a little bit though, with the magical element. There are some juicy nuggets in there, thanks! Most everything is literally a matter of time :P
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I totally forgot slimes, too
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This topic has been moved to Hack Slash Bugs. [iurl]http://forums.technicpack.net/index.php?topic=8388.0[/iurl]
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Wow, I'm loving the thought I'm getting from everyone. The problem is mostly a matter of me getting around to implementing these sortof things (for example, the buff/debuff system, which is soon on the menu). Once some more basic mechanics are in place, the spells will get better. I just need to get through finals next week and I'll be able to devote more time to some things Inter-village waypoints are planned, and are totally coming soon! Bags will be fixed at some point, but I'm more worried about game-crashers than nuisances atm. It is a pretty big nuisance, admittedly. The planned level cap is 30, but I'm considering reworking it. I wasn't thinking higher levels when creating the temporary repair system XD Thanks for the input!
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I love this mechanic! I could definitely repurpose the dimension mechanic for temporary worlds. I'm not thinking it should be "dungeons" exactly, and it'd be different than static "instances" The mystery dimension present in the game already is intended to later be a hard zone you can only travel in temporarily for bonus loot, but having a new dimension spawn every time for players and randomizes itself would be really thrilling. Imagine (since I don't want to give what I've definitively planned away) you teleport out into space, and there are randomized land formations that follow a linear path (in a chronological sense), with a large boss at the end. Having huge battles with massive explosions would be MUCH more feasible, since no one is worried about defacing their precious homes or scenery, and it would regenerate every time someone wanted to enter it. The entrance, among other possibilities, could be a simple portal at the top of a difficult tower. Or, it need not necessarily (try saying that 3 times fast) be an experience leading into a boss battle, it could just be a fast, but dangerous, way to travel half-way across the world, like a wurm hole of sorts HHRRRMMMmmmmmmm... As for castle sieges, the trivial implementation would be pretty easy, but slow as christmas. It would be pretty expensive if you didn't just have mobs blowing up walls everywhere, because you'd have to ensure at all times there was a path to the, er, throne, let's say, otherwise it'd be an invalid siege (what fun is it if monsters can never get to the throne?!?) There's lots of ways to do this I think, but the best I've thought of so far is a path finding algorithm drawn out over time, limited by NE and SW blocks (attached magically to the "throne" somehow), that starts at the throne and performs a few steps of the search with each tick, tracking important nodes in case of path changes (iow ROFLCONDAS). The multiple dimensions wouldn't be possible to reuse unless you're making all blocks indestructible : / Don't see any great way around it. This is a good bit limiting in terms of having lots of small "instances," so instead, just have a few big ones (like how dimensions already operate.) I don't see it being any more expensive than having the same players just spread far apart in one world, because it's an issue of managing more chunks, really. Generally though, I'd expect players to cling together most of the time :P
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Those aren't bad, I like some of the ideas Not sure about self-heal spells, though, I'd want each class to have them or not have them at all, if the reasoning makes sense. An inferno spell is planned, I just gotta get around to makin' it (wouldn't take long). I tried a Whirlwind spell, but it gave me a headache XD This does make me think that Healers could be a subclass of the mage, rather than a class in their own right. Hmmmm... Ideas are always appreciated, I'll look over these in more detail when I get around to adding spells again :)
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Definitely a possibility. I totally forgot to remove food drops with the 0.5 update XD It's not out for Technic yet, but it is downloadable. I was in a major rush to push it out, my apologies :(
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The 162 spam, among other spammy debug things, should have been deactivated with the 0.5 update. It's not out for Technic at the time of this writing, so you might wanna wait to update your server until Technic users get the update as well. "read time out"? No one else has reported this to me, anything more you can tell me about it? What does the client see when this happens? This may actually be the result of a plethora of bugs that crash the client, the client seeing whatever error they got and the server just noticing they haven't responded for a long time. A lot of bugs are fixed in 0.5, so tell me if it improves at all once you install it. Simplerestart, eh? There's not gonna be an easy way to do that without making an external program that manages the server for you, at least that' I'm aware of. Does the plugin run the server for you, or is it more or less internal to the server (if you know how it works by any chance)? I'll keep it in mind, considering that H/M only straps on to the memory usage already present in Minecraft. Teleportin' should already be in Minecraft. Is what you're referring to any different? I'm assuming sethome is like a personal box of protection sort of deal. I'm not sure hovering around one constant home is how the mod should be played, really, but we'll see what it evolves into. Once waypoints are introduced (soon!), permanent homes may become much more feasible, and I may address it then. Can you explain to me how the guild/faction system works? Is it something along the lines of protection areas for multiple people, in support of team bases and projects? Any info you've got is more than appreciated, would love to have people playing on large servers if possible :)
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Google "Hack Slash Mine Wiki", I recently started it and it covers most of the basics in detail. You seem like you'd have valuable input for the "Fun" section, hehe.
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Google "Hack Slash Mine Wiki", I recently started one and it's coming along nicely There's way too much for me to sit down and spell out atm, but a lot of players have already filled in a good bit, leaving me to fill in the few mistakes. Hope this helps! And I totally understand where you're coming from :/
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My position is I want to support small groups of people tackling dungeons together, but I see no reason why this can't be done in the context of large servers. I'll include an option for dungeons to automagically reset at some point, among other things, so large servers have some means of maintaining so many people. I've mused about having in-game castle sieges, where large groups of players defend their fortress from the tides of darkness, but I'll have to play with it before I can say anything definitive. Generally though, if I really want something to happen, it'll happen That's definitely a long term goal, but I'll experiment with it once I feel the basic gameplay is more stable. You know, that'd be a fantastic end-game activity... There are much bigger problems than this for SMP atm, mainly just crashes and griefing, but the update this weekend will fix a good bit of it, along with adding a few awesome features.
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It ain't Bukkit compatible, and I can't say anything about the future neither. However, I will be adding basic party controls at some point, and a guild system wouldn't that difficult to add either. Bugs, balance, mobs and bosses are a lot higher priority at this point. SMP is certainly the focus of this mod, and if you have any suggestions (perhaps things Bukkit provides that'd be nice?), I'd love to hear them!