What I was trying to emphasize was not that a portal would deny you if the world wasn't loaded but that there would be an option to have the server automatically load the map if someone tries to go there. To complicate things further, it would be cool if the server would unload maps (other than main) that have been inactive for X amount of time and if someone tried to use a portal to a map that's not loaded when the server has reached the map limit, it would unload the longest inactive map and load the map that the person is trying to reach.
speaking of portals and such, how complex are they going to be, on an old server i used to go to (running some un-identified server :/) portals were hell to put in, you need to get co-ords of both portals and then add them and yeah was really complex. just now i though of a nice easy way portals could work, i dont know how easy/hard it would be to implement but its worth a look at?
ok, so basically you create a portal (/portaladd <name> [tp location]) so it creates this portal lets say portal "A" that will teleport to portal "B" when you go to create portal b you would type in the name of the portal and where it leads, thus creating a nice two way portal (you'd have to make sure they lead to just infront of the portal as it would make an infinite loop (unless you guys have a plan to stop that already xD))
don't know if that was clear enough, but it would REALLY simplify adding portals :wink.gif:
Also, perhaps its a bug or maybe not, but the different doors don't react with each other so i cant make doors with windows :/ which i was looking forward to :sad.gif:
anyways thats my two cents xD hope to get more awesome updates!
Building on that idea, I would suggest using something like "/portal <portal name> <destination portal name>" that works like "/solid" where every block paced becomes a portal with those settings. With that you could have multiple portals pointing to the same portal. Also would be great if portals could go to other portals whether they're on the same map or a different map. If the portal pointed to a map that wasn't loaded there could be an option in server properties to load maps when visited by portal or give a message saying the map isn't loaded.
I'm loving the new doors and the shortcut commands. The autoload physics works great, too. It would still be great though if guests could open doors without having build permissions, if that's possible.
Man, thanks Ulrich and Neko for making this wonderful custom software. It's truly amazing to work with, everything gets done more efficiently and much, much faster. Though I am experiencing the "You must login!" error among my users, is this triggered by main being too large?
If so, I'm probably going to cut down main, which I'll dislike because we have some real cool stuff in there. Is 256 256 256 an acceptable size for main?
You could always rename your current main map and generate a smaller one.
In server.properties set "anti-tunnels = true" and "max-depth = 0" then somehow use "/replace air op_air" to replace all the air except where you want guests to build.
Or you could just build a giant spawn jail.
Or you could just have a small main map for guests and have a separate map for builders to build on.
Ulrich200, I recently created and converted a map with Omen and every time I join it - the game throws an null pointer exception. I've tried it with multiple maps but they all seem to do the same thing now...
I have the same problem, but I think I've figured it out. Any new map I create with Omen gives a null pointer exception no matter which server software or client I try to use. However, if you're wanting a specific setup on the map that only Omen can do, you can create the map in Omen then export all the layers to PNGs. Then use the indev client or MCSharp to create a map of the size that you want and open that map in Omen and import the PNG layers. Maps have to be the same size for this to work but this works every time for me.
You cant just use /air_flood.
I use /cuboid air_flood and i think you can use /bind <block type> air_flood but I haven't tried that so I can't say for sure.
Mastermind is correct. The developers owe us nothing. We should be very grateful that they have made this server and released it to the public. They could have just as easily kept it for themselves. They have been flexible and listened to our suggestions and implemented some of them. So stop making rude demands of the ones giving us cool, free software and start making polite suggestions.
Is there any plan to have portals implemented? Because I'm currently running MCSharp and in my opinion that's one of the few things that's missing. I don't want to move to something like Mynecraft because that causes problems where other people can't see changes you have made to a level.
Quote from Ulrich200 »
there is talk amongst us about adding in action blocks similar to that of MinerCPP, but with more functionality (portals included)
That gets asked a lot. It has been answered more than once.
Awesome! That works great. Now I've run into a new problem. Is it possible to allow anyone to open doors without having build permission? I like to make doors.
EDIT:
Unrelated question: Do you prefer we use the day7tech forum or this thread?
Suggestion: right now I can set visit rights to guest but guests cant use /goto. Best solution would be to have portals that could be set what rank can use them. However, I imagine the easier solution would be to enable guests to use /goto to travel to worlds that have the visit right set to guest.
I tried to convert my "server_level.dat", which was made when my server was hosted with MinerCPP.
Everytime I try to convert server_level.dat, the command prompt thing says "Invalid magic number" and won't let me convert "server_level.dat" into "server_level.LVL".
How am I supposed to convert this DAT into a LVL if it keeps saying "Invalid magic number"?
Doesn't work if it was used in MinerCPP. You have to open the map in the World of Minecraft client and use the "Dump Level" button to dump the level as the standard map .dat file. Then you can use the lvl converter on it.
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Building on that idea, I would suggest using something like "/portal <portal name> <destination portal name>" that works like "/solid" where every block paced becomes a portal with those settings. With that you could have multiple portals pointing to the same portal. Also would be great if portals could go to other portals whether they're on the same map or a different map. If the portal pointed to a map that wasn't loaded there could be an option in server properties to load maps when visited by portal or give a message saying the map isn't loaded.
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Not at this time. Maybe that functionality will be added in some way later.
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You could always rename your current main map and generate a smaller one.
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Or you could just build a giant spawn jail.
Or you could just have a small main map for guests and have a separate map for builders to build on.
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I have the same problem, but I think I've figured it out. Any new map I create with Omen gives a null pointer exception no matter which server software or client I try to use. However, if you're wanting a specific setup on the map that only Omen can do, you can create the map in Omen then export all the layers to PNGs. Then use the indev client or MCSharp to create a map of the size that you want and open that map in Omen and import the PNG layers. Maps have to be the same size for this to work but this works every time for me.
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I use /cuboid air_flood and i think you can use /bind <block type> air_flood but I haven't tried that so I can't say for sure.
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That gets asked a lot. It has been answered more than once.
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EDIT:
Unrelated question: Do you prefer we use the day7tech forum or this thread?
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Definitely not a girl.
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Doesn't work if it was used in MinerCPP. You have to open the map in the World of Minecraft client and use the "Dump Level" button to dump the level as the standard map .dat file. Then you can use the lvl converter on it.