@thislooksfun go nuts , I don't mind at all if anyone takes my code and reuses it for their own development, as long as its not just a mod pack
@Mixmaster1190, strange, the order shouldnt matter if I recal correctly, it might be a bug, lets just say it wont be an issue in the 'new version', read more below....
---
I've been planning out my approach to doing this for a long time, and finally, about 2 weeks ago I started remaking ZombieCraft from scratch, with SMP support right from the get go, tonight I just had a fairly succesfull 2 player game with medsouz on a server playing a very very early version ZombieCraft SMP, some syncing bugs to work out but overall a very smooth first test, heres whats working so far:
Working Features:
- Wave enabled mob spawners, activated by any combonation of conditions: proximity, watch block, wave number range
- Monsters that pursue endlessly to find all players, fully featured pathfinding with near unlimited pathfind range, no more waypoint nodes
- Monster health, points given, lunge speed and monster count all scaled based on wave number
- Purchase plates that cycle between a list of buyable items, with prices scaled depending on gun quality (shows item in 3d above plate)
- Most of the guns that we're more or less the original SDK guns
Development stuff:
- Entities that use items as players do functions very well, guns already tested and working on AI entities, so Comrades that can be given guns to help you with is all there ready in the code, the Entity just needs to be put together, powered by Tropicraft Koa AI
- 90% of the code is unified Client/Server code, so features not heavy on interactions don't need to be coded twice, short of a few variable syncronizations
- Skills/Upgrades you can spend into from the MC level up system is planned, probably weapon upgrades
- Current codebase for MC 1.2.3 using ModLoader and ModLoaderMp, maybe forge down the line if I collect enough reasons to do so, 100% Feature matchup between SSP and SMP ZombieCraft
- Designed with zero base class edits in mind, making updates to new versions of Minecraft as easy as possible
Still to do:
- All Perks (potions will make these easy to do now)
- Traps
- Power
- The sheep, I hate the sheep
- Comrade buyables (entity code 90% ready)
- Player/World interaction lockout
- SMP: Level restoration after game over based off a saved location and area size
- SMP: pregame lobby like area until everyone is ready
- Toggleable map editor mode without exiting the world ever
- Possible open world mode where the invaders come to you, instead of you being blocked into 1 building
Screenshots:
My map that I whipped up, good enough for testing!
(sentries just for helping me test, probably wont be in release unless SDK doesnt mind)
If I keep up this productivity I might be able to have a stable / playable enough pre-pre-alpha version out .... in a week?
Hey corosus, i have NEVER EVER had a tornado spawn naturally for me, they never spawn, is it because im using a 1.1 map? I installed it correctly, im sure of it
.
They are not supposed to spawn naturally that is why there is a tornado gun.
They are not supposed to spawn naturally that is why there is a tornado gun.
Dude they do spawn naturally in storms
Rollback Post to RevisionRollBack
I built my own computer in 2012, Specs are: Intel i3-2100, Amd radeon 5570, 8GB of ram, 500GB Hard drive, Antec One case, Z77A G43 Motherboard, OCZ 600W PSU. Windows 7 64 Bit.
Also I have a youtube channel https://www.youtube.com/channel/UCc9Bi9r4UPZbAWyuRKBJeoA
I like to play games on steam like Garry's Mod and robocraft.
When are we getting wind and that new storm thing comings. I needs to knowssssss
I'm thinking of cleaning up what I've got for Weather/Wind and releasing it soon, last work I did on it I got wind stages and wind gusts working well, I just get caught up working on the cloud system, I think perhaps I will leave that code off for now and release what I have, minus the fancy overrides that will change the original mc clouds etc. Also sounds like natural spawning of tornadoes broke at some point during these featureless updates to latest mc O_o.
Also, Autofarmer, Moveplus, Particle Man and Tornadoes working in 1.2.4, gonna get food then package them up for release.
I'm thinking of cleaning up what I've got for Weather/Wind and releasing it soon, last work I did on it I got wind stages and wind gusts working well, I just get caught up working on the cloud system, I think perhaps I will leave that code off for now and release what I have, minus the fancy overrides that will change the original mc clouds etc. Also sounds like natural spawning of tornadoes broke at some point during these featureless updates to latest mc O_o.
Also, Autofarmer, Moveplus, Particle Man and Tornadoes working in 1.2.4, gonna get food then package them up for release.
No wonder tornadoes never spawn, when could you fix it?
No wonder tornadoes never spawn, when could you fix it?
Alrighty I've confirmed there was indeed a bug with natural tornado spawning, it seemed to only occur as long as you never use the spawn gun, there was also a bug making water spouts always insta upgrade to a stage 1 tornado, I think the natural spawning bug came from a code change I did way back and forgot to follow up on throrough testing, I'm rebalencing the spawning odds out now, another hour and I should have the updates out.
Also I might take the rest of the night to update my development version of weather and maaaaaaaaayyyyyybbbeeeee push out a semi decent Weather v1.0 / Destructive Weather v1.0 mod release, I could use the break from all this wacky ZombieCraft ssp/smp recoding anyways.
ZombieCraft Classic, Tornadoes, Particle Man, MovePlus, and Autofarmer updated to 1.2.4, natural spawning of tornadoes has been tracked down and fixed as well.
@Mixmaster1190, strange, the order shouldnt matter if I recal correctly, it might be a bug, lets just say it wont be an issue in the 'new version', read more below....
---
I've been planning out my approach to doing this for a long time, and finally, about 2 weeks ago I started remaking ZombieCraft from scratch, with SMP support right from the get go, tonight I just had a fairly succesfull 2 player game with medsouz on a server playing a very very early version ZombieCraft SMP, some syncing bugs to work out but overall a very smooth first test, heres whats working so far:
Working Features:
- Wave enabled mob spawners, activated by any combonation of conditions: proximity, watch block, wave number range
- Monsters that pursue endlessly to find all players, fully featured pathfinding with near unlimited pathfind range, no more waypoint nodes
- Monster health, points given, lunge speed and monster count all scaled based on wave number
- Purchase plates that cycle between a list of buyable items, with prices scaled depending on gun quality (shows item in 3d above plate)
- Most of the guns that we're more or less the original SDK guns
Development stuff:
- Entities that use items as players do functions very well, guns already tested and working on AI entities, so Comrades that can be given guns to help you with is all there ready in the code, the Entity just needs to be put together, powered by Tropicraft Koa AI
- 90% of the code is unified Client/Server code, so features not heavy on interactions don't need to be coded twice, short of a few variable syncronizations
- Skills/Upgrades you can spend into from the MC level up system is planned, probably weapon upgrades
- Current codebase for MC 1.2.3 using ModLoader and ModLoaderMp, maybe forge down the line if I collect enough reasons to do so, 100% Feature matchup between SSP and SMP ZombieCraft
- Designed with zero base class edits in mind, making updates to new versions of Minecraft as easy as possible
Still to do:
- All Perks (potions will make these easy to do now)
- Traps
- Power
- The sheep, I hate the sheep
- Comrade buyables (entity code 90% ready)
- Player/World interaction lockout
- SMP: Level restoration after game over based off a saved location and area size
- SMP: pregame lobby like area until everyone is ready
- Toggleable map editor mode without exiting the world ever
- Possible open world mode where the invaders come to you, instead of you being blocked into 1 building
Screenshots:
My map that I whipped up, good enough for testing!
(sentries just for helping me test, probably wont be in release unless SDK doesnt mind)
If I keep up this productivity I might be able to have a stable / playable enough pre-pre-alpha version out .... in a week?
Sooooooooooon!
Into the cellar! There's a ternader a'comin!
666 posts I see...
Zombiecraft Maps!
They are not supposed to spawn naturally that is why there is a tornado gun.
Dude they do spawn naturally in storms
Also I have a youtube channel https://www.youtube.com/channel/UCc9Bi9r4UPZbAWyuRKBJeoA
I like to play games on steam like Garry's Mod and robocraft.
Into the cellar! There's a ternader a'comin!
When are we getting wind and that new storm thing comings. I needs to knowssssss
I'm thinking of cleaning up what I've got for Weather/Wind and releasing it soon, last work I did on it I got wind stages and wind gusts working well, I just get caught up working on the cloud system, I think perhaps I will leave that code off for now and release what I have, minus the fancy overrides that will change the original mc clouds etc. Also sounds like natural spawning of tornadoes broke at some point during these featureless updates to latest mc O_o.
Also, Autofarmer, Moveplus, Particle Man and Tornadoes working in 1.2.4, gonna get food then package them up for release.
Into the cellar! There's a ternader a'comin!
No wonder tornadoes never spawn, when could you fix it?
Alrighty I've confirmed there was indeed a bug with natural tornado spawning, it seemed to only occur as long as you never use the spawn gun, there was also a bug making water spouts always insta upgrade to a stage 1 tornado, I think the natural spawning bug came from a code change I did way back and forgot to follow up on throrough testing, I'm rebalencing the spawning odds out now, another hour and I should have the updates out.
Also I might take the rest of the night to update my development version of weather and maaaaaaaaayyyyyybbbeeeee push out a semi decent Weather v1.0 / Destructive Weather v1.0 mod release, I could use the break from all this wacky ZombieCraft ssp/smp recoding anyways.
Into the cellar! There's a ternader a'comin!
Into the cellar! There's a ternader a'comin!
when chating the hot keys still turn on if your typing in chat