It mentions that smp is only required to fully experience the map , however is it still remotely compatable with ssp?
There are no plugins for single player, so there is no way to teleport between altitude layers, and nothing to stop grass growth / water flow from damaging the map.
I kinda feel like a texturepack could be very helpful by creating an atmosphere simlar to the of WoW. I defenetly agree that there are by far too many textures in WoW than blocks in Minecraft. But WoW is so mutch about colour, I mean back in 2005 the polycount was mutch lower that the polycount of the latest games. So they could not pull something special from fancy models. And back in those days the texture resolution was very limited too. But they found a proper solution, to make a game look good: Colour! WoW is a very colourfull game, its a masterpiece of colouring. And the Default textures, dont offer the blueish rock of iron forge, not the colour of the rock in Orgrimmar. Actually the colours are mostly complementary colours, something that the Default textures dont offer. Another addition is that every place has a proper fog colour. (I think that MCPatcher can do that [EDIT:with biomes]?) And did you ever seen a screenshot of WoW without a colourfull tint to it ? (I dont mean post-processsed tint!) even Stormwinds Walls are not just grey, the stones in Minecraft are just gray and dont catch the eyes attention..
Um... I downloaded it (i can't use the bittorrent file, don't have the right software) and it said it was supposed to take OVER 5 HOURS to download. Wow. It'll be worth it, but... wow...
A question for you, if the Kalimdor files and Eastern Kingdoms (Azeroth) files are seperate, how do you get both in the same world?
Another addition is that every place has a proper fog colour. (I think that MCPatcher can do that [EDIT:with biomes]?) And did you ever seen a screenshot of WoW without a colourfull tint to it ? (I dont mean post-processsed tint!) even Stormwinds Walls are not just grey, the stones in Minecraft are just gray and dont catch the eyes attention
Custom fog color is something I definitely want, but there are no good solutions at the moment. Client-side mods have too many drawbacks, so I've intentionally avoided using them.
If I had a wishlist for vanilla Minecraft, custom biome support would be at the top of that list. I want to add new biomes with custom fog, foliage and skybox effects. If this was possible with a Mojang-supported mod API, I would implement it myself, but right now I don't see any way to do it cleanly.
Edit: for an example of what I would do with custom biomes, see this screenshot of Bloodmyst Isle. Sadly, there's no way to make it look like that without messing up biomes elsewhere, so it'll have to wait until there is better support in the future.
A question for you, if the Kalimdor files and Eastern Kingdoms (Azeroth) files are seperate, how do you get both in the same world?
I'd like to merge the continents for the next release, but in the beta version they're separate and you'll have to find a workaround yourself. It's possible to combine them with a script, or teleport players with a server-side plugin, but I haven't implemented either of those things myself.
Awesome work Rumsey! I recently discovered your Crafting Azeroth project and I was compelled to make a high quality installation guide for the Mac people out there. The day before I was going to post it on YouTube, Minecraft 1.5.x came out so all the needed files (plug-ins/jars & even the pub server) that I linked to, in the video, are behind again. Anyways, it seems you guys are adding more WoW content and sounds like 1.0 will be out in June - nice! I noticed in a previous post you're waiting for a few things like bukkit to update, Marlamin to follow suit with the server, and news on the mod API. I'll try to stay posted and remake an installation guide for Mac users when that happens. All the best
Hey Rumsey, I've been following the map for, well, since it came out, haha. Fantastic job on it; just incredible. I've been reading through the last 10 pages or so, and was wondering if you have any progress on Outland? I know you get asked this a ton, and I'm sorry for asking. Was just wondering because my server is asking for it, and I'm curious as to how it is going. I went on the Cursecraft server, and it looked great.
Edit: By progress, I don't mean a release date or anything like that; I just mean more screenshots. I would hate to think that you thought I asked for a release date for it.
I noticed in a previous post you're waiting for a few things like bukkit to update, Marlamin to follow suit with the server, and news on the mod API. I'll try to stay posted and remake an installation guide for Mac users when that happens. All the best
Cool, although I'm sure once bukkit is updated there will be another patch breaking everything. =p
Wanted to give this a go. Everything went perfectly until i was in the world itself. I am able to teleport myself to Kalimdor without any problems, but when i attempt to teleport to Eastern Kingdoms (/mvtp Azeroth) minecraft says it can't take me there because it is unsafe.
Any ideas?
Thanks and good work!
You should be able to force it with /mvconfirm, but it shouldn't happen normally. The config may be set up with the wrong spawn location, the correct location is (3694, 63, 10761).
I can indeed force it, but when i do it takes me to a flat green surface as you see when you start a single player game in creation mode. There are animals and some villages in the area but it's certainly not a WoW map.
A step by step solution to my problem would be greatly appreciated if you have the time.
Thanks again.
After teleporting to Azeroth, use the command "/tp 3694 63 10761" to get to the correct location. If that works, type "/mv set spawn" to make the spawn location permanent.
If this doesn't work the map may not be in the correct folder.
Wow, just wow! I am very impressed by your work. Everything about it is very gorgeous, and I would have to download it to see everything in detail. Great job on this. I would never have the perseverance to build such a creation. Good job mate.
It works now, thanks for the help and the quick responses!
Just one more thing if you don't mind. Me and a couple of friends would quite like to play this on survival but i'm unsure on how to make monsters spawn and how to set the default mode to Survival. It seems you have it coded in the plugins somewhere because i've checked my server properties and it should allow for monsters to spawn.
Thanks again
The simplest way to do this is using multiverse commands:
/mv modify set monsters true
/mv modify set gamemode survival
you will need to do this for every "world" including the different altitude levels. The downside is that monsters will spawn inside hollow props (e.g. giant trees), which might get kind of annoying. This will be fixed in the next release, since there won't be as many hollow props.
The unzipped file size for the next release will be ~18.6 GB, about 6 GB less than the beta. That includes all the old and new content. The reduction comes from removing empty region files.
The downloadable zip file might be slightly larger than before, though. I haven't checked that yet.
Also when does the other maps come out?
There are no plugins for single player, so there is no way to teleport between altitude layers, and nothing to stop grass growth / water flow from damaging the map.
I hope that this text was readable for you (@all)
Virtualium
A question for you, if the Kalimdor files and Eastern Kingdoms (Azeroth) files are seperate, how do you get both in the same world?
Custom fog color is something I definitely want, but there are no good solutions at the moment. Client-side mods have too many drawbacks, so I've intentionally avoided using them.
If I had a wishlist for vanilla Minecraft, custom biome support would be at the top of that list. I want to add new biomes with custom fog, foliage and skybox effects. If this was possible with a Mojang-supported mod API, I would implement it myself, but right now I don't see any way to do it cleanly.
Edit: for an example of what I would do with custom biomes, see this screenshot of Bloodmyst Isle. Sadly, there's no way to make it look like that without messing up biomes elsewhere, so it'll have to wait until there is better support in the future.
I'd like to merge the continents for the next release, but in the beta version they're separate and you'll have to find a workaround yourself. It's possible to combine them with a script, or teleport players with a server-side plugin, but I haven't implemented either of those things myself.
Edit: By progress, I don't mean a release date or anything like that; I just mean more screenshots. I would hate to think that you thought I asked for a release date for it.
The map page was made with a modded version of overviewer, not dynmap. I don't know how you would do it with dynmap without adding some extra code.
Hadn't planned on it, but if I have time before release maybe I'll add it to a miscellaneous zones folder.
I have no clue. Probably not with working teleportation and stuff.
Cool, although I'm sure once bukkit is updated there will be another patch breaking everything. =p
You should be able to force it with /mvconfirm, but it shouldn't happen normally. The config may be set up with the wrong spawn location, the correct location is (3694, 63, 10761).
After teleporting to Azeroth, use the command "/tp 3694 63 10761" to get to the correct location. If that works, type "/mv set spawn" to make the spawn location permanent.
If this doesn't work the map may not be in the correct folder.
The simplest way to do this is using multiverse commands:
/mv modify set monsters true
/mv modify set gamemode survival
you will need to do this for every "world" including the different altitude levels. The downside is that monsters will spawn inside hollow props (e.g. giant trees), which might get kind of annoying. This will be fixed in the next release, since there won't be as many hollow props.
The downloadable zip file might be slightly larger than before, though. I haven't checked that yet.