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Henk

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Everything posted by Henk

  1. Example: Credit: @Yusixs
  2. In order for our and your convenience, please copy paste this template and fill in the information when making your island rollback request topic.For your topic name, use [CaveRollback Request]*YourName* Your Name: Cave Owner Name: Coordinates: Time/Date (Post a time/date when everything was fine): Description of Issue: Screenshots (Optional): 
  3. This template is meant for cases where you would need assistance of a staff member to destroy an unbreakable block (Bedrock, warded block etc) In order for our and your convenience, please copy paste this template and fill in the information when making your rollback request topic.For your topic name, use [Block Deletion]*YourName* Your Name: Cave Owner Name: Coordiantes: Screenshots (Optional):
  4. We recommend ender quarries, sometimes the buildcraft quarry causes this issue- you can ask any staff Mod or above to exchange the item if you so desire. We also recommend not mining in the overworld, but instead deep dark. It had a lot more ores as well. So go there, find an area without a town, create a new town and claim a 3x3 claim chunk town. Change the modify flag to true, but enter to false. Then put the quarry down in the middle chunk and start quarrying Keep in mind that these dimensions get reset once a month (Beginning of the new month, usually rhe first monday or friday) so get your quarry out before then. I know on a few packs we even disabled the quarry for being used in the overworld, idk for 100% if we did that for INF, but that might also be what is happening. Oh and PS: the enderquarry is faster, more resources and less lag. Better in every way.
  5. Pfff, you're only connected to 6 out of 10 servers Back when I became manager this is what I used to do for all servers, it sucked when one would go down and you had to reboot the entire modpack tho to reauth- and then, reauth was added as a mod on 1.12 at the very least. That helped tons.
  6. Added to shop for the suggested price
  7. The "problem" with this, is that it would either become one of two things: Filled with crap, or it would be filled with super OP items from people far into the late game. And to preserve the enjoyment of playing thru the modpack and expericing the progression yourself- we don't really want late game players to be gifting away these kinds of items. And this would promote that kind of behavior. And for those reasons I don't really think we should have something like this at spawn, it doesn't really fit in either
  8. I suspect it was lost when the forum got updated to the new version. Not sure why, though
  9. You guys might be surprised to see this topic, given the previous topic we just had discussing the somewhat failure of Drop Zone and how the project was "scrapped"- If you don't know what I'm talking about you can have a read here: Well, due to high demand we decided to dedicate a couple of days of trying to port the old gamemode that we played for testing to the 1.13.2 network. This required major changes in the actual plugin that runs the game mode since before it was only built to be set up once and work until the server restarts. That is obviously not going to cut it when we're meant to have a 24/7 server running. A bit of information what Drop Zone actually is .... Drop Zone is a custom game mode using a gun plugin, and by the help with a quite advanced resourcepack creates a Free for all gamemode inside a desert arena. So far the only objective is to kill your anything that moves and achieve a higher kdr than your opponents - and of course to have fun! Future features for the game mode are planned. I'm interested in joining- How would I join? 1. Get a 1.13.2 Minecraft client. 2. Download our resource pack (Not a requirement, but it makes the game much easier. For this you have two options- These links are direct downloads. http://www.craftersland.net/modpack/texturepack/DropZone-1.0.zip This is the full resourcepack, it has quite a few "high resolution"(for minecraft) models, so if you have worse PC we would advice you for our second resourepack: http://www.craftersland.net/modpack/texturepack/DropZoneLite.rar This is the lite resourcepack, it has weapon models but only enough for you to understand what weapon you are carrying, this may result in better performance. 3. Put this in your Minecraft folder under "Resourcepacks" 4. Start minecraft up and connect to "mc.craftersland.net" 5. Once there open up the server menu with the compass- Choose "Minigames->Test game server "- And you're in! Frequently asked questions: - How do I open the chests? Well, in this version of Drop zone,... you can't. They are just for looks right now, but in future versions they might have a purpose. Right now you get a random weapon each time you spawn, and there's no way of getting any other weapon on that "life". YET. - How many weapon are there? Currently there are six weapons, we have a minigun, a Scar assault rifle, a bolt action sniper, a silenced SMG, a pistol and a pump shotgun. There are plans to add more weapons in the future - OMG X WEAPON IS SO OP- Wait, was this suppose to be a question? Yes, some weapons might be "overpowered" of "underpowered", as I try to tweak the stats of each weapon on a daily basis to keep the game mode as balanced as possible- an impossible task. - What commands can I use? To begin with your main command will be /dz join and this starts the game and puts you at a random spot in the arena with a random weapon. If you want to leave you do /dz leave If you want to check your stats, kills, deaths and KDR then do /dz scoreboard. - How do the weapons work? Each weapon has a different stat for "sway", which means that the bullets coming out of it is somewhat "random". The sway stat is further worsens by sprinting and walking. It is improved by sneaking, which would also put the weapon in iron sight mode, and that makes each shot more accurate. To reload you press left click and to fire you press or hold right click. - How can I tell if I installed the resourcepack correctly? Once you get on the server you will spawn in front of a screen with information about the game mode- if you are seeing this then you installed it correct. If you instead see two instructional signs, then that means your resourcepack is either not active or not installed right. You can reload your resourcepacks by pressing F3+T. - This is a bit inconvenient to download the resourcepack manually... what are you going to do about it? At a future time we will make the resourcepack a server pack, and if you wanted a finished version with a few mods such as optifine, then there will also be an option in the near future to download it thru out custom minecraft launcher!
  10. It's up now- The resource pack is here: http://www.craftersland.net/modpack/texturepack/DropZone Beta.rar - This is a direct download. To connect to the server just go thru network and connect to "henk's test game server" or something like that. get the resourcepack working and run /dz join! Have fun. We sure did. It is a bit broken in probably many ways but it works fine
  11. Yeah, I agree with swimsam. Many building blocks can be really rare to obtain- and in some cases even unobtainable. Selling cheated buildings is not something we should do.
  12. We'll see- maybe in the future. Yesterday, I, @Exief and @jkl882 spent some time testing and redoing a small part of the Drop Zone plugin. Updating it to 1.13.2, fixing a few bugs to do with the update, but most importantly, Exief made it so that the gamemode wouldn't have to be set up everytime the server restarts, instead it's hardcoded in. However, another bug came about in this After just a few minutes of shooting the server would just completely lag out- we suspect this is because we're now using a newer version of the Drop Zone plugin, where Daniel had already started coding his own weapon plugin. So in the background there are a lot of vector calculations going on that is eating up the CPU. So when that issue is fixed I will open it up for anyone to hop on and play- Once again, it's a really bad game mode. But for those that might want to have a look at what could've been- feel free. I'll update this topic then. PS: This is how my model of the flintlock pistol looks like, it was intended to be a part of the ACv2 update, but I couldn't find the time to finish everything in time. This was mostly everything that was made. Plus a ingame logos. (Minecraft has a lot of limitations that ordinary 3D modelling does not, for instance, everything you see is built of of a cube. A cube that has been resized and put on an angle- And speaking of angles, you can only do 12.5 degrees at a time, making it pretty difficult to make things look smooth even if you add a lot of blocks. And then you assign one texture to each "block" and it scales it up to fit the block, which makes the actual coloring in pretty difficult if the model is built up of a lot of small parts.)
  13. Well, it's not a question or just finding new devs. But developers are very expensive which makes it near impossible for us to be able to pay a developer for what they rightfully deserves. Which means that in the past our developers have been those who would volunteer their time- often staff with Java experience. Or simply Brunyman himself, since he makes the majority of all our custom work, but he would be too busy to work on this. And these plugins we had in mind for the server would not be easy to make, which almost demanded a higher experience with Java and the spigot API, which was even rarer to find.
  14. Definitely, and I agree with that. But for those that felt that way they could play our other servers, it's not like we wouldn't have a wide range of options for what people wanted to play . In reality, I thought the idea of taking a completely vanilla server and turning it upside down and creating something that people didn't think was possible intrigues me. Similarly to how a dude actually made a a copy of Pokémon red inside of minecraft It gives a certain "wow" factor when people see something that they can't believe is possible with only a simple texture pack. Something else I toyed around with was adding the actual Assassins Craft logo, and a statue of bruny on the Acv2 server- while everything is in place for those who have this texture pack.. this addition never made it TO the official texture pack. Mostly because I had ambitions to re-do the entire texture pack and that fell thru But it's things like this that in my mind gives the little "wow" factor
  15. Let me tell you the story about our most ambitious project and why it has yet to see the light of day. To start off with I think I should be telling you what's the point of me even telling you guy's this, well, many staff and players spent countless hours on this project and now that it has been officially suspended- Until the day we find a new developer with the same ambition as us for this project. And I think it's fair for the people who spent all of this time working on this to have their work been shown in some way at the very least. Early June last year i gathered a small team of java developers within the staff team, and a handful of builders to begin the project which would later be known as Drop Zone. There was no denying that Battle Royale games have gained a lot of popularity as at this time was Fortnite's peak in popularity. While in reality the original battle royale was in fact Hunger games on Minecraft, we wanted to create a more modernized version of this game mode which included custom weapons for a start. The point wasn't only to make a Battle Royale game, but also to build the foundations of custom weapon-based minigames on our network servers. And once we would have the main plugins in place for this we could take this much further, to ... FFA, deathmatch, capture the flag, PVE... these kinds of modes which would all be available with no need for any mods but only a resourcepack and a handful of custom made plugins on the server. That's where the tricky part was, since there hasn't really been anyone that has attempted this to the scale we were going for - or if they had, their plugins were not public. Which meant that essentially everything had to be built from the ground up, everything custom made. We begun this journey with a developer not know by the community, but a dear friend of mine- Cyklan. Cyklan works as a software developer and while he doesn't code minecraft plugins or were interested in learning the spigot API, we started looking into the possibilities of having the server mostly run by data packs. Data packs was a new addition by 1.13 and what is essentially was was command blocks, but instead of having them physically in the world these would all be installed thru a file that would be added to the server. We quickly realized that this was not the way to do things, since thru testing it showed that this would lag immensely from only about 15 players. So Cyklan instead stepped aside and instead acted as guidance for our other developers, another one being @xtomyserrax who did a lot of the finished work that we will later see. While he himself was pretty new to this I am really impressed with the progress you and I made together, friend. So here's where we are at. We have been toying with ideas for a while and it is finally time to set them in to motion. The first thing we did was to create a looting system. While they original Hunger Games mode would have random chests over the map with random loot in it, we decided to go for a different path. We felt it was unnatural to enter an inventory space to pick up weapons and it interrupted the flow of gameplay. We instead went with custom chests which you could break in a few seconds with your hand and it would drop items on the ground. Example art- Was later slightly adjusted I know it might not make sense to have gold coins in a chest which should contain weapons But it's what we went with. We then moved on to setting up so that these chests would randomly spawn from a selection of "spawn points" which they had. Seen in the picture below: This picture might not make sense to you, since this was without the texture pack. Each flying diamond hoe you see is in reality the 3D model which you saw a minute ago. Each red wool block is a spawn location, and the glass is the placeholder block for the successfully spawned chest. On the right side, with the orange wool is the same thing except this was with Ammo Crates. A while before this we also added a audio cue system for these chests, as we believed it would be too difficult for players to otherwise find these chests, and this also allowed us to be able to hide these chests in harder places that wouldn't be directly visible. In the video below it showcases this audio cue and also shows the ammo crate texture, as well as a few weapon textures which actually begun being made prior to this plugin, but I will showcase them all further down. This audio cue system had a few different versions, and this was the first test and was heavily improved in the second version: This was essentially the entire looting plugin completed and what was left to do now was to implement the weapons and their functionality. But before we get to that, I'd like to showcase some of the artwork and some builds that were completed around the same time. First off I implemented a menu screen for Drop Zone, which I'm actually pretty pleased with. It is also a panoramic picture, so it spins around similar to how the menu is on the aquatic update. Firstly, @KayWolves created a gorgeous island for us in world painter This would later find a few smaller alterations. I then created a quick sketch on how we could have points of interests on the map, a few of these also changed thruout development. Now that we have outlined and have a general idea of how the builds would be, it was time to start building! We had a handful of players on the build team, but I will mention them when we get to each player's builds. First built that happened was the Airstrip, that you could already see a part off in the menu and was built by @Slendy and @southrumble80, they made in fact most of the buildings on this server. And here are some pictures of their airstrip: At this time we also made some promotional pictures features the airstrip as well. They also made a beautiful tribute to ACv1 and ACv2 by creating a similarly desert themed town. @abisredbull played a small part in this as well, as he made the gate part of the wall around the city. (to see progression pictures of this build check out the full album: https://imgur.com/a/qaDg2KH ) We also added a vehicles plugin that would act as aesthetics on our builds, we never ended up using any of them though. I made a small attempt at adding the textures of modded blocks in to the game, as we later decided we would have a "modded town" theme to one of our cities, I do not remember why I decided to completely block these off, as the texture is not 2D, all of them have a 3D model, but here are some examples: Yes. this is all vanilla. @southrumble80 and @Slendy were at it again! this time they creates this gorgeous castle with a ship port in the background, click the spoiler to see all the pictures. This was all located what we called the "Hermit House" in the original sketch of where we wanted everything. It obviously became much more than that, they also made a few towns around the area with similar theme. They also begun work on the swamp area, which I think they absolutely nailed. At the time Fire_Ligth and Kay were working on the "modern city", and this was their skyscraper, they also made a huge fountain which I sadly do not have a screenshot of. While all of this was taking place, I was working on the actual 3D modelling for the texture pack, and I'd like to show you a few of the models we made. You might tell some similarities to another game ? These were the first weapon models that were showcased, there later on came some slight alterations to the sniper rifle, you can actually see that in a previous screenshot - the "promotional" screenshots. It no longer had a square scope, and the stock of the weapon was also slimmed down. We also had our very first weapon test- where we till were using data packs... and needless to say, it was pretty bad https://gyazo.com/1a5f11b6215b9db7f11e5f9fb2bcfb26 We made an initial health/shield system- This was because we didn't want to use Minecraft health, as we couldn't be as precise with that when it came to tweaking the numbers of damage on the weapons and consumables. Since minecraft health only has 20 points of "damage"- unless you add more hearts. This was also with datapacks so it was later scrapped. I added a separate item to the pistol shown above, that this time could be dual wielded. It was far from perfect, since the second gun doesn't follow the motion of your left hand, as it is still "attached" to your right hand (It's a single item and a single mode, so it wasn't one for each hand.) I made a set of bandages. Med kits And potions, these were later tweaked to have a much bluer liquid inside. And by far the favorite model I made, was the minigun. Same with the problem of the dualing pistols, the model followed the motion of the right hand so it wasn't "perfect". but I liked it. I also added a scope to the sniper, we never got the functionality down with a plugin- but this is how it was meant to work: The buildings in the background are also made by slendy and south. Unfortunately I don't have screenshots of all of their builds right now but they made many more than these. Now what happened next was a funny coincidence- We had previously had a staff member who was also a very skilled programmer, and a silly player tried to impersonate him on the forum trying to get his GM rank on his account. So naturally, I reached out to @Danielkinz, the staff in question and asked him if this was him. It obviously wasn't, but we got to talking and he decided to join the Drop Zone Project. Daniel implemented an improved health/shield system that you will see in just a bit- but he also started development of a BRAND NEW weapon plugin, as most weapon plugins we tried all had a few major flaws. Firstly, they were clunky, and secondly the weapons would .. "wobble" as you rigthclicked it. So, using Daniel's new health system, he wrote a quick plugin that would let us select an area for a "free for all" match, with instant respawns and random weapons. We could've made use of the looting system here, and I had intended for it to but since the weapon plugin was yet to be finished we used a temporary weapon plugin called QualityArmory. We were not fond of this plugin at all, it gave us many headaches which is why he decided to make his brand new one. But regardless of how poor the plugin was, it gave us in staff a night of fun as we playtested it. So what we called the "Sunday Event" was soon to take place, in preparations I made an informational screen at "spawn" The gray text at the top was an inside joke And never to be taken seriously. You might notice that very blurry and pixelated scar on the right with a golden glow- This was the first ever model of a weapon that I made. Except it wasn't a model, it was only a 2D sprite, this was before I knew that we could play around with 3D models with resource packs . But while it was ugly, it became the face of Drop Zone. The hour had struck and a few familiar faces started to join. Sadly we were experiencing some technical difficulties at the very start, but that was to be expected. We were all there to play test it, afterall. And here is the first gameplay of Drop Zone: Notice how your movement studders when you shoot, and the shot actually happens slightly after you shoot. all of this was flaws of QualityArmory. Actually, you couldn't increase the fire rate hardly at all, so you might notice that SMG has a very slow firing rate, almost comparable to the pistol. This was all things that would be fixed when we were to release our own version. After the play test I made a small attempt at creating my own health and shield bar, How this is actually shown is that there is an item in the 9th slot representing the health, and another one in the 8th representing the shield. The point was that you could have a plugin that would switch these items out as you would get hit to better show your health and shield. As we noticed that numbers alone were difficult to pay attention to when you were trying to shoot somebody else It should be a quick glance. I was also playing around with how the lobby would look like, the general idea was that we would have crates like we have on our other servers. Legendary and vote crates, and then if you were to win you would get some keys. Inside these crates you could win weapon skins and.. all kinds of things. We had a full list of "donation incentives" and other rewards that you could get. First idea what to have each skin on an altar that you could buy from a currency you could get if you donated or had a donator rank. We realized that this would take up too much space, so I looked into the possibility of actually having a "screen" with the weapon, and here's the placeholder for that: Sadly this wasn't an option either, since multiple players couldn't use this. Oh, and the $500 was obviously a fictional price. The conclusion that we got to that was never implemented was that we would have it instead in a ChestCommand menu- similar to the compass you use to switch servers on Network. With each weapon skin there, and if you were to click it, if would hand you the weapon in the lobby and teleport you to a "shooting range". Where you could see the skin up close, and then decide if you wanted to buy it. Sadly this is where Drop Zone came to an end, Danielkinz sadly never completed the weapon plugin and became inactive and didn't have the time to program anymore, xTomyserrax is going thru a difficult and time consuming - and very important - year of school so his focus is there as it should. So at this very moment this project is suspended until the day that some plugin developer would be interested in picking up where we left off And who knows when that will be... but we do have some promising rising talents in our community. Cough cough @Exief, @DaBe00593, @DezeGames. I hope you appreciate and enjoyed my showcase of Drop Zone. Sadly it never became the gamemode of my dreams- but I will keep dreaming. I am so damn proud of every person that has worked on this project. And it is impossible to cover everything in a single post, so apologizes if I forgot something! - Henk
  16. Transferred, you can switch names on the fourm to match your new ingame name. Rank transferred
  17. Henk

    World Edit

    If players rule break with worldedit they will be punished, simply, I don't see how regular use of worldedit is in anyway bad. And it's a perk that we have offered the chance for sponsors and sponsor+'s to get for a very long time, some might even have bought the rank for that purpose alone. I think it would be very unfair to those players to take away their permissions without any real reason. It's as if we were to remove creative from all of our donator ranks as well, it would be an outrage. Sorry, but I disagree on with this suggestion
  18. From what I can see as of the 1.6.4 version it appears to only be an admin permission, that allows us to look into other player's markets. Since per their bukkit page there is no permission node for using /market mail, and even attempts at "guessing" the permissions node was not successful. Sorry guys, unless someone is able to shed some light on this, then I can't actually do this suggestion. Also, as for actual market signs and market mail signs.. Those signs are actually hardcoded to those coordinates at spawn, so you could have any sign there and it would still act as these market signs. So they do not act like essentials signs, where you just type some gibberish and poof, you have a trashcan.. or whatever Meaning that we couldn't give permissions for players to add signs in their own base, since we would have to manually place everyone ourselves.
  19. Example:
  20. In order for our and your convenience, please copy paste this template and fill in the information when making your inventory rollback request topic.For your topic name, use [Inventory Rollback Request]*YourName* Your Name: Coordinates: Time/Date (Post a time/date when everything was fine): Description of Issue: Screenshots (Optional):
  21. If you wish for any extra commands for in-game usage, please copy paste this template and fill in the information when making your Command Request topic.For your topic name, use [Command Request]*YourName* Requirements: No record of any kind of command abuse A donor rank of Sponsor or Sponsor+ A relatively clean ban record Account Name: Rank: Requested Commands^: Reason for Request*: ^ = (Add the node of the commands if you know it so they are easier to add. E.g nucleus.feed.base) * = (Add the reasons for each command you are requesting) Notice! Abuse of permitted commands will result in you having your requested commands revoked with complete denial of granting any future command requests.
  22. Example: Credits: @Yusixs
  23. In order for our and your convenience, please copy paste this template and fill in the information when making your refund request topic.For your topic name, use [Refund Request]*YourName* Your Name: Item Name + ID + Amount: Coordinates: Description of Issue: Screenshots (Optional): Notice! If you are caught lying in your refund request, any further refund requests made by you will be denied unless you provide screenshotted proof of you having the items.
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