OMG! MY BIRTHDAY IS ON THE 10TH OF OCTOBER AND TIME ZONES WILL MAKE IT BE RELEASED ON MY BIRTHDAY! YAY!OMG! MY BIRTHDAY IS ON THE 10TH OF OCTOBER AND TIME ZONES WILL MAKE IT BE RELEASED ON MY BIRTHDAY! YAY!
I'm fairly new to Minecraft but NOT to WoW, and holy WOW (no pun intended, or is it?) that is simply amazing! I recognized all the areas without even looking at the before pictures!
I'm setting a tentative release date for October 9th; the map should be available to everyone on that date, pending any last-minute delays. This should give me enough time to make the changes I need to make, and should give World of Warcraft fans a couple weeks to enjoy Mists of Pandaria, which comes out on September 25th.
October 9th will be a beta release; I reserve the right to make changes to the map after that date. As much as is possible, I will try to release these changes in the form of a patch, which will only modify the blocks that have been updated. This means you can start working on the map as soon as it's released, without worrying about your changes being wiped out by a later update.
The delivery method will be a 1-2GB file available via BitTorrent. It will contain highly compressed map files for Eastern Kingdom and Kalimdor, plus two essential plugins for running a Bukkit server. There will be no plugin support for single-player at release. If the October 9th release goes smoothly, I plan to release Outland a month later.
Wow you've come along way, hopefully a Crafting Tyria will come out soon
You should post this now. Download Link!!!!! i like every thing i use to play Wow but it just was a money taker and you got every the way i remember it.
A Mod Would go very well with this map (maybe an online mod) and the texture pack would make it even better
I just realized that Minecraft texture packs support biome / foliage color. I might need to reconsider my "no texture pack" stance. Purple and red biomes would be very nice.
I plan to render QT eventually. There are a couple reasons why I haven't yet:
1) In the game files, QT is part of an entirely separate map. Correctly merging it with the rest of EK would require manipulating the terrain by hand, which takes a lot of time.
2) Silvermoon wasn't revamped for flying mounts in Cataclysm, so buildings have "holes" in them when seen from above. This can be fixed manually, but again that takes time.
3) Getting the amber/gold trees to look right will require some tricky biome manipulation that I haven't figured out yet. I can change foliage colors with a texture pack, but there's a limited number of biomes in the game, so I need to be careful about how I ration their usage.
Since you're curious, here's an old screenshot I took several months ago. Note that it is very unpolished and will not be included in the October 9th release.
So I'm going to try to push for an earlier release, since my advisor just informed me I will be traveling to California for the 9th. I think I can get it done before then, but it will depend on how quickly I can work out the details.
If someone wants to help me, figure out how to keep farmland from decaying and let me know those arcane secrets.
You will probably need to directly modify the class
...
You may also consider creating a 'farmland' block that is nearly identical to the base class, but without the decay code, and programming your mod to place/remove them intelligently in place of normal Farmland.
It sounds like both of those things require a client mod, unless there's a way to create new blocks using bukkit. =(
What I will probably do is hide little blocks of water under bushes. It won't be perfect, but I can't think of anything else.
The latter would require a client mod (new block). The former would not. Whether or not it decays is controlled serverside. You could alter its behavior without changing the blockid or how it looks or anything. The client doesn't need to know anything about the new behavior. All it knows is that The server never sets that block to decay for some reason.
tl;dr you can alter the farmland block on the server without having to change anything on the client. Reasonably sure
The latter would require a client mod (new block). The former would not. Whether or not it decays is controlled serverside. You could alter its behavior without changing the blockid or how it looks or anything. The client doesn't need to know anything about the new behavior. All it knows is that The server never sets that block to decay for some reason.
tl;dr you can alter the farmland block on the server without having to change anything on the client. Reasonably sure
I've written a mod that already does the following:
- Stops the flow of lava/water
- Stops sand and gravel from falling
- Stops grass and mycelium from spreading
- Stops fire from burning blocks or spreading
- Stops ice and snow from melting
For each of those, there is a specific event triggered in Bukkit which can be canceled. I can't find a similar event for Farmland decay, and that's the problem.
Perhaps there's a way to do what you're suggesting with CraftBukkit, without relying on the event system, but I'll have to investigate since I've never done it before.
I've written a mod that already does the following:
- Stops the flow of lava/water
- Stops sand and gravel from falling
- Stops grass and mycelium from spreading
- Stops fire from burning blocks or spreading
- Stops ice and snow from melting
For each of those, there is a specific event triggered in Bukkit which can be canceled. I can't find a similar event for Farmland decay, and that's the problem.
Perhaps there's a way to do what you're suggesting with CraftBukkit, without relying on the event system, but I'll have to investigate since I've never done it before.
yeah I read your posts. Lack of a bukkit API for that means you'd have to alter the class file directly. But only on the server.
Since it has to be released earlier, how does the afternoon of October 5th sound? People would just be getting home from work and school, and then they would have a full weekend to test it.
Wow you've come along way, hopefully a Crafting Tyria will come out soon
and you got every the way i remember it.
A Mod Would go very well with this map (maybe an online mod) and the texture pack would make it even better
You Should Post Download Now
haha looks awesome! i can't wait to start working on that Zeppelin
The Enderdragon would need a 10,000% increase in size though. It would also need to be able to **** smoke and fart fire. Mmm brimstone farts.
My mind.
Is blown.
I plan to render QT eventually. There are a couple reasons why I haven't yet:
1) In the game files, QT is part of an entirely separate map. Correctly merging it with the rest of EK would require manipulating the terrain by hand, which takes a lot of time.
2) Silvermoon wasn't revamped for flying mounts in Cataclysm, so buildings have "holes" in them when seen from above. This can be fixed manually, but again that takes time.
3) Getting the amber/gold trees to look right will require some tricky biome manipulation that I haven't figured out yet. I can change foliage colors with a texture pack, but there's a limited number of biomes in the game, so I need to be careful about how I ration their usage.
Since you're curious, here's an old screenshot I took several months ago. Note that it is very unpolished and will not be included in the October 9th release.
If someone wants to help me, figure out how to keep farmland from decaying and let me know those arcane secrets.
The latter would require a client mod (new block). The former would not. Whether or not it decays is controlled serverside. You could alter its behavior without changing the blockid or how it looks or anything. The client doesn't need to know anything about the new behavior. All it knows is that The server never sets that block to decay for some reason.
tl;dr you can alter the farmland block on the server without having to change anything on the client. Reasonably sure
http://www.youtube.com/user/ThePredictableChaos
I've written a mod that already does the following:
- Stops the flow of lava/water
- Stops sand and gravel from falling
- Stops grass and mycelium from spreading
- Stops fire from burning blocks or spreading
- Stops ice and snow from melting
For each of those, there is a specific event triggered in Bukkit which can be canceled. I can't find a similar event for Farmland decay, and that's the problem.
Perhaps there's a way to do what you're suggesting with CraftBukkit, without relying on the event system, but I'll have to investigate since I've never done it before.