[FUN/SPOUT] DeadMines v0.3.1a - Bringing hell to a server near you! Stability patch is out! 1.0.1-R

Discussion in 'WIP and Development Status' started by DrBoweNur, Jul 19, 2011.

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  1. Offline

    DrBowe

    Alright, so DeadMines v0.3 Alpha is going to be hitting the public pretty soon. There are a lot of changes in it, so I'm going to go ahead and list off the change log before I release it tomorrow afternoon:

    DeadMines v0.3a
    ChangeLog:
    • Zombies:
      • Elite Guard and Guard have been coded in, and can now be spawned regularly (if chosen to in the config)
      • Shade has been buffed significantly (Now spawns 4 clones, and clones will replace themselves if killed. Only way to defeat them all is to take out the Original Shade, which will also kill any remaining clones)
    • Mechanics:
      • Dark Synergy will now degenerate over a set period of time. There is an option to set both 'how often it degenerates', and 'how much it degenerates each tick'.
    • Zombie Lord:
      • Option to spawn as a random event (similar to the Horde, and configurable in a manner that is identical to the Horde), as opposed to the Max Synergy --> Zombie Lord & No Synergy
      • New ability to shoot smoke projectiles every once in a while that spawn Zombie Guards on impact
      • Improved coding for ground-smashing and lunging
      • Now spawns with a group of 3 Elite Guards
      • Is (as voted on in the poll) MUCH MORE DIFFICULT TO FIGHT
    • Config:
      • Can now set the health for each type of zombie
      • Can now choose whether to use eternal night, or keep the normal night/day cycle (with the apocalypse only happening at night)
      • Can now choose whether or not /dm start starts the event instantly, or through a delay
        • Can now set a custom message for the start up, as well as how long the start up is delayed by. Colors are not supported yet, however %delay% can be used to display the delay amount
      • All the aforementioned things such as Zombie Lord config (for selecting spawn method)
    • Under the Hood (stuff that is in the coding, but not yet complete):
      • HUD experiments
      • Infected Tomes
      • Custom Sounds Effects
    This is probably going to be the most content-packed release I've done yet, so there are probably going to be a lot of bugs. I'll be needing feedback, if at all possible. Thanks.

    EDIT:
    My Spout client stopped working yesterday. After several attempts to redownload it, I've come up empty handed. Until I can get this fixed, I can't reliably test my plugin, and won't be releasing it out. Sorry.
     
  2. Offline

    ratsby

    Try this: [LINK REMOVED]
    Find your .spoutcraft folder and unzip it there. (It's in the same place as .minecraft.)
     
  3. Offline

    DrBowe

    @ratsby

    Thanks, trying now.

    EDIT:
    No cigar. Was just told by Afforess that the SpoutCraft launcher isn't handling 1.0 properly, and that he's working to fix it. Hopefully I can push out 0.3a tonight. :)
     
  4. Offline

    ratsby

    It was worth a shot. Well then, I'll remove the link from my post, seeing as it contains a file called minecraft.jar that isn't supposed to be made freely available.
    EDIT: By the way, when it said there was a new Minecraft update, you told it not to download it, right?
     
  5. Offline

    DrBowe

    @ratsby
    Yeah, I made sure not to download it. Another developer ( @WalkerCrouse ) has been having the same issues as me, where custom skins / HUDs won't work properly. I might lay low until it's all taken care of, or I may just improve other aspects of the plugin while I wait for Spout to be fixed
     
  6. Offline

    Windwaker

    Yeah, I'm just playing Skyrim until everything levels out :D
     
    gameswereus likes this.
  7. Offline

    DrBowe

    Alright, with SpoutCraft finally getting back up on its feet, I'm hoping to get 0.3 out soon. It's just a matter of testing the new Spout builds to make sure everything's working properly ;)
     
  8. Offline

    Windwaker

    orly? :D
     
  9. Offline

    DrBowe

    Yup. Though the recent dev builds still fail with any custom texture (Now item textures are monkey'd up too :( )

    I'm content with waiting. :p
     
    WalkerCrouse likes this.
  10. Offline

    Windwaker

    And just when I should be getting to sleep...
     
  11. Offline

    DrBowe

    @WalkerCrouse
    I feel ya'.

    I've been working on a plugin that will branch off of this, and -this- isn't even done yet! I need my Spout, or else I'll have DeadMines dependent plugins without DeadMines D:
     
  12. Offline

    XenonPhenom

    Thanks for mentioning me so I got to see the update. Works flawlessly on our server and our users are as happy as ever. Thank you for the great plugin and keep up the good work :D
     
  13. Offline

    tenowg

    I have noticed one small problem with deadmines (other then I love it, keep it up and I can't wait for more).... when i start it up in my deadmines world, it kills ALL the mobs, in all worlds... I have tried singling this out, and it appears that it is deadmines that is causing it. I run with about 7 worlds up, and i can't have this happen everytime the plugin starts.

    Thanks
     
  14. Offline

    DrBowe

    Ah, I used that as a sort of flushing method so that the world wouldn't get too weighted when all the zombies attack. But I also forgot to make sure that it only did it in the appropriate worlds, so I'll fix that up for 0.3

    And just in case that isn't enough, I'll also add a config option for flushing the current world's mobs to begin with.
     
  15. Offline

    tenowg

    Something else to consider, if you are concerned with weighting down the servers, would be possibly check the (can't remember the exact method) ticksold on the Creature object (or Monster object as they all inherit Entity anyways) and remove them if they exceed a certain age.
     
  16. Offline

    DrBowe

    Should be pushing out a v0.3 tonight tommorow. Finally have things working the way I need them to, after painful hours of extending NMS code.

    EDIT:
    Lots of bugs I need to work on.
     
  17. Offline

    tenowg

    Heh, not rushing your anything... really i would prefer a good product over a rushed product, but do you have an eta on the .3 release so i can turn it back on ;)
     
  18. Offline

    DrBowe

    @tenowg
    Yeah, sorry. Been busy with work and school (as usual :( )

    I have some time to work on it tonight, however, so hopefully I can push something out.

    Phew, it's been a long journey between 0.2 and 0.3, but DeadMines v0.3a is finally here! I'll post the change-log that I had up earlier, with a few things crossed out that I couldn't get working properly for this release:

    DeadMines v0.3a
    ChangeLog:
    • Zombies:
      • Elite Guard and Guard have been coded in, and can now be spawned regularly (if chosen to in the config)
      • Shade has been buffed significantly (Now spawns 4 clones, and clones will replace themselves if killed. Only way to defeat them all is to take out the Original Shade, which will also kill any remaining clones)
    • Mechanics:
      • Dark Synergy will now degenerate over a set period of time. There is an option to set both 'how often it degenerates', and 'how much it degenerates each tick'.
    • Zombie Lord:
      • Option to spawn as a random event (similar to the Horde, and configurable in a manner that is identical to the Horde), as opposed to the Max Synergy --> Zombie Lord & No Synergy
      • New ability to shoot smoke projectiles every once in a while that spawn Zombie Guards on impact
      • Improved coding for ground-smashing and lunging
      • Now spawns with a group of 3 Elite Guards
      • Is (as voted on in the poll) MUCH MORE DIFFICULT TO FIGHT
    • Config:
      • Can now set the health for each type of zombie
      • Can now choose whether to use eternal night, or keep the normal night/day cycle (with the apocalypse only happening at night)
      • Can now choose whether or not /dm start starts the event instantly, or through a delay
        • Can now set a custom message for the start up, as well as how long the start up is delayed by. Colors are not supported yet, however %delay% can be used to display the delay amount
      • All the aforementioned things such as Zombie Lord config (for selecting spawn method)
    • Under the Hood (stuff that is in the coding, but not yet complete):
      • HUD experiments
      • Infected Tomes
      • Custom Sounds Effects
    This is a major release, which is almost 100% guaranteed to have lots of bugs! Also, it is mandatory that you use the latest builds of both Spout and SpoutCraft in order for the bets results!

    Any destruction/mayhem that this plugin causes on a live server shall be pinned against you, and only you. (Though really, there should be no destruction)

    PLEASE REPORT BUGS AND/OR FEEDBACK. THIS IS NOT A 'FREE TRIAL', IT'S MEANT TO HELP IMPROVE THE PLUGIN AND IRON THE BUGS.

    EDIT:
    Please note that if you want to use 'Start-Night-End-Day', you still have to use /dm start to initialize the timer.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  19. Offline

    ratsby

    Latest RBs or latest dev builds of Spout and SpoutCraft?
     
  20. Offline

    Lightzaver

    i like the idea of monsters spawning every night beacuse i can see the players going "oh no, its night!" and a kinda unimportant request : could you add a percentage to the "start night - end day"
    AND last, Spout server is not updated as of yet - and can cause lots of errors if you try it with an CB build +1400 , howerver spoutcraft is updated on the test version
     
  21. Offline

    DrBowe

    @ratsby
    Latest dev, along with the 1.0.0 build of Bukkit. To my knowledge, they're not as buggy as everybody claims them to be. I've been using them on my test server for a week now, with no issues (aside from a few custom-item quirks)
     
  22. Offline

    tenowg

    I would love to see some code on custom items, I can't seem to get them to work at all... if you get your worked out please by all means, give me a hint
     
  23. Offline

    DrBowe

    From what I understand, they're currently non-functional. That's probably why you're having issues with them ;)
     
  24. Offline

    tenowg

    well, well, then that would make alot of sense, I didn't see that mentioned anywhere tho, should have guessed
     
  25. Offline

    DrBowe

  26. Offline

    tenowg

    ok, i just read it... sigh

    On another note would you be willing to add support for worldguard? So you can make safe area where zombies don't spawn and you don't get the you have attracted a horde?
     
  27. Offline

    DrBowe

  28. Offline

    gwordin

    When i type "/deadmine help" it just comes up with another message saying /deadmine help. And /zombie doesnt work either.
     
  29. Offline

    DrBowe

    That's because the rebuilt version doesn't have many commands yet. I still need to change the main post to reflect that.

    Right now, there's a simple /dm start and /dm stop. Everything else can be toyed around with in the config
     
  30. Offline

    Lightzaver

    I have a great idea!
    -Citizens Support-
    Random NPC'S Appear Who Can Explain DeadMines
    Or
    Survivors appear in broken buildings who sometimes help you!
     
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