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Spring_Water

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  1. Haha
    Spring_Water reacted to MeanManSlayer in [Rank Reactivation] Spring_Water   
    A mystical being has completed this rank reactivation
  2. Haha
    Spring_Water got a reaction from unknown1234 in Old map downloads   
    Hello again.
    I approve this message. :) 
     
     
  3. Like
    Spring_Water reacted to brunyman in Taponaut Mobile Game by RobotPixelStudio   
    So this is a spare time side project that me and some old collage friends started more then 1 year ago, I did the code part while they did the graphics, animations and sounds.
     
    This game is called Taponaut, it's a small free mobile game that we did more for practice and see if we can actually do it, it's not monetized and the game idea was to control an astronaut and help him fly over obstacles and try to go as far as you can, there is also a stats area with achievements and best high score scoreboard.
    The game is available for download on Apple App Store, Google Play, Amazon Store and Galaxy Store, please give it a try and leave us some feedback if you can.
    As a challenge try to beat my high score  , give it a try and leave some feedback. Thanks!
    Here is the game website with more details, social media and download links: https://robotpixelstudio.com/
    Apple App Store Download  |   Android Google Play Download
    Here is the game teaser video:
     
     
  4. Like
    Spring_Water reacted to geri33 in [Buycraft Issue] BradIGuess   
    Reactivated ?
  5. Like
    Spring_Water got a reaction from geri33 in [Buycraft Issue] BradIGuess   
    Topic moved from Tekkit.
     
    Hi BradIGuess, 
    Please fill up this template when asking for a rank reactivation to make the refund faster and easier.

    For the topic title use: " [Rank Reactivation] 'In-Game Username' " 
     
    In-game Name: 
    Rank: 
    Server: 
    Proof of Ownership (Required):
  6. Like
    Spring_Water got a reaction from GravityCube in ChestShop   
    Bump.
  7. Like
    Spring_Water reacted to EPICfighters in Don't make it easy or anything   
    What do you mean it doesn't work? 
     
    Are you doing it correctly? 
     
    When you join the server for the first time you are required to use /register [Password] (Password). Sunstitute password for the one you want to have. 
     
    After doing this, you are required to login using the password you set. As brunyman said, this is in place for an extra layer of protection; you or we don't want other people using your account without permission if they manage to get on ?
     
    Sometimes, when someone joins presumably for the first time it asks them to login rather than register. This could be because the player had played on the server before but forgot or for other reasons. 
     
    If this is the case for you (or anyone else possibly reading this), then you can make a password reset here where your password will be reset and you can re-register. Make sure to follow the template.
  8. Like
    Spring_Water reacted to Henk in Craftersland most ambitious project to date   
    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
     
     
  9. Like
    Spring_Water reacted to donoskaro in World Edit   
    Just because some people may use WorldEdit incorrectly does not mean it should be taken away for everyone.  The situation you have described sounds pretty unfortunate and I belive that it is not something that happens on a regular basis. WorldEdit is just a tool.
     
    You are saying that you have great respect for people who hand build everything, I assume that those people that you are talking about never use the builder's wand then? (which is just another tool)
     
    In terms of using WE outside claim boundaries: people are not allowed to use WE outside claims to produce new blocks. I, personally, have used it outside of my claim many times to assist other players, whether it be by removing bedrock/obsidian to which blocks have been turned to due to lag, or by removing a body of water/oil quickly, WE is something that I find extremely helpful. I'd like to think that not everyone who has access to this tool goes around claiming massive amounts of space on the map.
     
    Granted, it is much easier to misuse WE than other tools, therefore it might make sense to spend a bit more time evaluating whether a person should receive access to this tool and checking if they are familiar with it and the concequences it might have if not used properly.
     
    Just my two cents.
  10. Like
    Spring_Water reacted to Henk in 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
  11. Sad
    Spring_Water reacted to Henk in Market Mail Command   
    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. 
  12. Like
    Spring_Water reacted to donoskaro in Default rights for town outsiders.   
    Seeing as many people die in other peoples' plots and then loose their items, would there be anything wrong with setting the default town outsiders rights to 'loot' (AFAIK, this only allows item pickups)? This would also help with player trading. Anything obvious that I'm missing here?
     
  13. Like
    Spring_Water reacted to supaspork in Default rights for town outsiders.   
    haha i think i was the one who told you about this

    but I'd second this, although people would find ways to steal from other people who use BC pipes badly, i personally have outsiders perm to "loot" in my town
  14. Thanks
    Spring_Water reacted to Henk in Applications for Staff Question   
    Every now and then
     
    We cycle thru sponge, network and bukkit, and each application takes about a month in total. The open period, the under review period, and the period after the application is done before I open another one. I don’t like chaining applications together and always have one open for a set of servers- mostly because we don’t need it, but also because if they are ”always” open i think players will easily overlook them too. If there is only ”one state” of applications, compared to if now when there’s a second state which is this kind of ”inbetween period”
  15. Like
    Spring_Water got a reaction from GravityCube in Limiting Certain Blocks and Creations   
    I am referring to the same meaning as Epic here. One 7x7x7 checkered structure is completely capable for all of my needs, as I'm sure it is for anyone's.
     
    Redstone energy conduits are significantly better than the aluminum wires when it comes to server lag. I think this is common ground.
  16. Like
    Spring_Water got a reaction from EPICfighters in Limiting Certain Blocks and Creations   
    I am referring to the same meaning as Epic here. One 7x7x7 checkered structure is completely capable for all of my needs, as I'm sure it is for anyone's.
     
    Redstone energy conduits are significantly better than the aluminum wires when it comes to server lag. I think this is common ground.
  17. Like
    Spring_Water reacted to GravityCube in Limiting Certain Blocks and Creations   
    From the player side is hard to make big changes in the server, we don’t even have access to the server logs to see what’s wrong or a list of the actual items that crash the server to say what do we think about it. It’s common sense to hide the crash causes to avoid bad intentioned players actions.
    I think that improvement in the server can be done by focusing a dev on fixing or patching the issues.
    We instead can report the issues that we find and ask for features that we would like. Maybe you think that some things aren’t posible but they are almost always to hard to accomplish but if the staff sees that is something that ppl are really interest on they are probably going to make an effort.
     
    This is just an opinion, it’s like what I think about the suggestion section of the forums. ?
    PD: I’m not very experienced speaking english so I would appreciate any correction.
  18. Like
    Spring_Water got a reaction from Swimsam1 in Limiting Certain Blocks and Creations   
    I do know years ago that aluminum wires when hooked up to tesseracts can cause server crashes almost immediately. I am not sure if this is still the case as I do not follow changelogs consistently, as a matter of fact I’m sure it’s not.
     
    Cutting back on server lag in any way I also see being beneficial to current players as well as attracting new comers, and my idea of reducing/limiting certain blocks was just a thought.
     
    I appreciate the input from everyone and can’t wait to hear from others.
     
    -Spring
  19. Like
    Spring_Water reacted to Swimsam1 in Limiting Certain Blocks and Creations   
    I didn’t mean to be rude. Hate was a strong word. tesseracts were an example. not my only point. sorry for any confusion 
  20. Like
    Spring_Water reacted to DaBe00593 in Market Mail Command   
    I believe that tekkit should get the /market mail command as many of the other servers have it and it would make life easier instead of traveling to spawn just use the command, it would reduce the time it takes to retrieve an item from your mail 
    Thanks
    -DaBe00593
  21. Like
    Spring_Water reacted to Yusixs in CraftersLand Launcher Released! [v1.5.1 Fine-Tune your experience to the max!   
    CraftersLand Launcher v1.5.1!

    (Me, Henk and Brunyman were discussing ideas to be brought into CraftersLand back in May)
     
    And so it began, I embarked on the task to get it done after my exams (well, a tad bit after but oh well) and it went great! Albeit, it took me a couple of days to learn the ins and outs of this but it should contain almost everything you need for your experience on the server with the addition of optional custom Optifine and A LOT of other fancy features which i'm sure you all will enjoy. Best thing about this is that even cracked players can use this launcher! 

    The modpacks available in this launcher are all of the ones we are currently hosting right now and will be updated whenever an official FTB update is released. Don't worry, you won't have to do anything to update the modpacks, the launcher does it by itself! This launcher is also capable of smart-updates, meaning that you don't have to re-download the entire modpack whenever a new update comes out. 

    For all of you who play on our Network server out there, you are not left out either. I added in 2 "Forge Vanilla" modpacks which are MC Vanilla version 1.8.9 and 1.12.2. These vanilla minecraft instances have a lot of optional mods which you can choose and the server IP's are already included in them so you can launch these and join the server without any fuss.


    Screenshots

    Features
    Support for both Cracked and Premium accounts! For cracked players, enter your name and click "Play Offline". For premium players, enter your ID and Password and click "Login..."
    Custom Recipes on our Revelations, Infinity and Skyfactory 2.5 have been added client-side, so you all can view these recipes in NEI aswell.
    TTKami config tweaked for Direwolf20 1.7.10 (Allows you to unlock TTKami Research on our server)
    Automatic Console Window opens in the background to record errors for quick copy-pasting
    Each Modpack already has it's own respective CraftersLand IP already added into it
    Forge Vanilla installation with a handful of useful quality of life mods
    Fix Direwolf20 industrial foregoing client-side crash with a patch
    Shaders included in Forge Vanilla 1.12.2 (Disabled by default)
    Schematica mod added as optional for every modpack
    Optifine mod added as optional for every modpack
    ReAuth mod added in almost every modpack
    Smart-Updates capability
    Discord RPC added for every modpack running in MC version 1.12
    Vanilla Fix added as optional for every modpack running in MC Version 1.12
    This launcher is a fork of the populat SKCraft Launcher, source code here:



    Download Below

    Note:  There are 2 types of launchers, normal and portable. Normal one will download and install the modpacks in your My Documents folder (C drive). Portable one will download and install the modpacks wherever your launcher is (do not delete portable.txt else it wont work!).
    Note: For Mac and Linux, use Universal Normal or Universal Portable.

    Note: If you are using 32-bit Java then the maximum memory you can allocate in options is around 2.5GB, any higher and it wont run

    The following texts are click-able. If you are using Chrome and download does not work Right Click the link and select Save link as...

    Windows exe | Mac OS | Linux | Universal jar | Universal Portable jar
     
  22. Like
    Spring_Water reacted to GravityCube in ChestShop   
    About the redundancy of adding another plugin to complement the market I see ChestShop more like another activity after end game. For me the addition of the plugin would be something to focus making a nice store after I finish the main mods. I think that it can be a good motivation for a lot of players that are finishing the game.
     
    The warps are not needed. You can use  /t spawn <town_name> instead and it is already available for all players although I consider enemy fire should be disable inside towns (I just made a suggestion about that.) and is just changing a line in the configuration files so not too much effort to put into it. The plugin doesn't need additional permissions or configuration, it is just drag and drop.
  23. Like
    Spring_Water reacted to Ness27 in ChestShop   
    I'm at end-game on the Tekkit Server, and at this point all I do when I log-in is chat with the other players, build a little, and give away resources to help the newer players out. That is because I have everything and have built everything. A lot of my valuable-resource counts are above 1 million. Of course I still use the /market to sell additional items, but I believe a chest shop would be a nice addition to create. Maybe it'll add a nice feature and create a more economical-influenced gameplay and a better playing experience.
  24. Like
    Spring_Water reacted to donoskaro in ChestShop   
    Also, in terms of that redundancy, the chest shop and the market do not share the same properties. For example you cannot use an ME system to keep the market full of a particular item, whereas you could do that using ChestShop.
  25. Like
    Spring_Water got a reaction from GravityCube in ChestShop   
    I'm not sure why GravityCube is met with such disrespect on this topic (rom7ster). It is important to encourage ideas instead of mock them, as this is a suggestion board. 
     
    I agree with the chest shop idea. I don't have a CompSci background so I have no idea what it would entail on the administration end, but I know players would appreciate the opportunity to have a store on the server. 
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