Oh, hey. Remember what I said about the last update?
Well, I've run into some "technical(ish) difficulties." I've always had lag in my map, but it's starting to get crazy. Not gameplay, or mechanics, but redstone. This is not good, seeing as the map is driven by hundreds of command block modules. I think the problem lies in the fact that the map is at version 1.8.0. I have started updating the map to 1.8.9.
I started developing maps in early 1.8 version, right after they added customizable world generation types which I was having fun playing with and finally made my first map. I haven't seen your circuits but if you are mixing redstone timers and circuits with command blocks then yeah you will get insane lag as you keep adding more features. There was also the clocking limit in 1.8 which prevents you from doing too much on redstone fill clocks as well. You probably already know this but if you update more then 63 blocks in a chunk in a single tick you start getting insane block lag. Which is why people would make their 63-block fill clocks and then move over to the next chunk in complicated maps.
If you have a server I will be happy to log in sometime and look around and see if I can give you any pointers for lag reduction. It is one of my specialities which is why I am able to do so much with Space Ex and it still run fine on average computers and laptops. Also, are you interested in logging into our server to talk to us and get a tour on our next build day? It might help to get on the same page with development and we can tell you our plans.
I think you are pretty knowledgeable from what you have told me but you should be able to solve these lag issues with some work.
Just some quick pointers:
1. Never update more then 63 blocks in a chunk in a single tick (this is called the clocking limit)
2. Don't use repeaters or torches in your timer circuits as these are especially laggy redstone components and will bug out if unloaded. I think you can get away with them for one-time events but nothing regular.
3. avoid using redstone lines to carry signals that fire a lot as they can cause lighting updates as well as block updates. It is better to use a remote setblock activation.
4. For infrequent checks I have found a large hopper clock to be the least laggy in 1.8. Though 1.8 also has the item duplication bug so this is only safe in spawn-chunks unless you have an anti-duping command on the line
5. Data commands or checks you can run as often as you like even 20x a second without much lag, but anything that requires the game to look up or place stuff in the world that isn't on a list (like a blockdata, entitydata, testforblock, clone, fill, setblock) will cause considerable lag due to it having to read or update the region files. If you have to run something like that semi-regularly put it on a slow clock that you only check once a second.
6. for your fill clocks, don't use any block that can cause lighting updates. The standard is redstone_block --> stone or some other block. I use lapis_block for the color-contrast.
7. For timers: there are two really good ways to do them. DO NOT use long repeater lines, especially not for clocks, as they are impractical and laggy. Either count using a scoreboard as altering variables is easy on the computer, or summon an item with a custom life on a pressure plate and then trigger the event when it despawns. The item method is best I think if you want a delay of more then 30 seconds before a trigger and an event. The timer method is best if you want more then one thing to happen at different time points (like a custom boss battle).
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
I started developing maps in early 1.8 version, right after they added customizable world generation types which I was having fun playing with and finally made my first map. I haven't seen your circuits but if you are mixing redstone timers and circuits with command blocks then yeah you will get insane lag as you keep adding more features. There was also the clocking limit in 1.8 which prevents you from doing too much on redstone fill clocks as well. You probably already know this but if you update more then 63 blocks in a chunk in a single tick you start getting insane block lag. Which is why people would make their 63-block fill clocks and then move over to the next chunk in complicated maps.
If you have a server I will be happy to log in sometime and look around and see if I can give you any pointers for lag reduction. It is one of my specialities which is why I am able to do so much with Space Ex and it still run fine on average computers and laptops. Also, are you interested in logging into our server to talk to us and get a tour on our next build day? It might help to get on the same page with development and we can tell you our plans.
I think you are pretty knowledgeable from what you have told me but you should be able to solve these lag issues with some work.
Just some quick pointers:
1. Never update more then 63 blocks in a chunk in a single tick (this is called the clocking limit) I didn't know that until you said it the other day. Thanks for the tip.
2. Don't use repeaters or torches in your timer circuits as these are especially laggy redstone components and will bug out if unloaded. I think you can get away with them for one-time events but nothing regular. I use a few comparator clocks for things, but they are shut off as soon as their commandblocks are activated.
3. avoid using redstone lines to carry signals that fire a lot as they can cause lighting updates as well as block updates. It is better to use a remote setblock activation.
4. For infrequent checks I have found a large hopper clock to be the least laggy in 1.8. Though 1.8 also has the item duplication bug so this is only safe in spawn-chunks unless you have an anti-duping command on the line
5. Data commands or checks you can run as often as you like even 20x a second without much lag, but anything that requires the game to look up or place stuff in the world that isn't on a list (like a blockdata, entitydata, testforblock, clone, fill, setblock) will cause considerable lag due to it having to read or update the region files. If you have to run something like that semi-regularly put it on a slow clock that you only check once a second.
6. for your fill clocks, don't use any block that can cause lighting updates. The standard is redstone_block --> stone or some other block. I use lapis_block for the color-contrast. Hmmm... I typically just use air... Thanks for the tip, I never thought of that!
7. For timers: there are two really good ways to do them. DO NOT use long repeater lines, especially not for clocks, as they are impractical and laggy. Either count using a scoreboard as altering variables is easy on the computer, or summon an item with a custom life on a pressure plate and then trigger the event when it despawns. The item method is best I think if you want a delay of more then 30 seconds before a trigger and an event. The timer method is best if you want more then one thing to happen at different time points (like a custom boss battle). I typically prefer the timer method
Message me if you have further questions.
Haha, this post was really short when I read it. Replies in bold.
Okay. Lots of stuff to report.
-
I think it's a good time to reveal a new mechanic I've been considering for a while: rings. The system would be akin to the one in the Oracle games (which were two of my favorite games in the franchise) but would function in a somewhat different way. For instance, there would be the normal stat boosting rings that can be bought and sold in shops, and then there would be special *cough* transformation ri- *cough* that would be activated sort of like items. They would have their own inventory slot devoted to them. You would have to equip them at the ring shop (or whatever that ends up being) because I'm breaking my back to not make inventory management a thing.
-
I've been remixing some VGM lately, and I have begun working on a little "soundtrack" for this map. I'll be remixing some songs from the Zelda Franchise, as well as a few songs from the Pokemon franchise as well as other games. This will probably not come out with the next release (as a decent remix typically takes about an hour or two to make) but that's something else I'm wasting time on.
-
The script/story is also undergoing some changes, as I want to make the story more unique and not so stereotypical. I plan to start focusing on subplots and character development as two major themes.
-
Notice that most of this will not be implemented immediately, but over a period of time.
-
What to expect in the next update:
Probably some custom music
A rebuilt second half of the first dungeon
A finished version of Maron's subplot
A Great Fairy minidungeon
An update to MC version 1.8.9
An intro cutscene
An overhauled Rupee system
Rebuilt Temple of Wisdom, Rogor City, and New Kokiri Town, all by @ZidaneRob
-
What NOT to expect in the next update:
More than three or four songs
Rings
*hack* transforma- *cough*
A re-written script
A third dungeon
Death Mountain
The main villian
-
When to expect the next update:
Tommorro-
Come on. You guys know how I am.
Haha, this post was really short when I read it. Replies in bold.
Okay. Lots of stuff to report.
-
I think it's a good time to reveal a new mechanic I've been considering for a while: rings. The system would be akin to the one in the Oracle games (which were two of my favorite games in the franchise) but would function in a somewhat different way. For instance, there would be the normal stat boosting rings that can be bought and sold in shops, and then there would be special *cough* transformation ri- *cough* that would be activated sort of like items. They would have their own inventory slot devoted to them. You would have to equip them at the ring shop (or whatever that ends up being) because I'm breaking my back to not make inventory management a thing.
-
I've been remixing some VGM lately, and I have begun working on a little "soundtrack" for this map. I'll be remixing some songs from the Zelda Franchise, as well as a few songs from the Pokemon franchise as well as other games. This will probably not come out with the next release (as a decent remix typically takes about an hour or two to make) but that's something else I'm wasting time on.
-
The script/story is also undergoing some changes, as I want to make the story more unique and not so stereotypical. I plan to start focusing on subplots and character development as two major themes.
-
Notice that most of this will not be implemented immediately, but over a period of time.
-
What to expect in the next update:
Probably some custom music
A rebuilt second half of the first dungeon
A finished version of Maron's subplot
A Great Fairy minidungeon
An update to MC version 1.8.9
An intro cutscene
An overhauled Rupee system
Rebuilt Temple of Wisdom, Rogor City, and New Kokiri Town, all by @ZidaneRob
-
What NOT to expect in the next update:
More than three or four songs
Rings
*hack* transforma- *cough*
A re-written script
A third dungeon
Death Mountain
The main villian
-
When to expect the next update:
Tommorro-
Come on. You guys know how I am.
The ring system... I want to see how you handle that. Maybe you could tie a few into completing sidequests or getting Heart Pieces?
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
I'm not going to lie: I don't really work on this map much. However, before I declare this map officially dead, I'd like to at least push out the fabled 1.5.5, which would include the new great fairy minidungeon as well as many other things.
The custom OST probably isn't going to happen, due to low rendering quality I'm getting with several songs (curse you, FL Studio Demo!).
I know most maps just die without any word, but I'd like to at least do mine some justice.
I'm not going to lie: I don't really work on this map much. However, before I declare this map officially dead, I'd like to at least push out the fabled 1.5.5, which would include the new great fairy minidungeon as well as many other things.
The custom OST probably isn't going to happen, due to low rendering quality I'm getting with several songs (curse you, FL Studio Demo!).
I know most maps just die without any word, but I'd like to at least do mine some justice.
Mabye so. Don't know how long it'll be before the map is done, and it's pretty painful admitting that I no longer have a desire to work on it.
The way I look at it: You said something. It's like you said, most maps just die. Nothing said or anything. You told us it was dead, that you have no desire to work on it anymore. That gives us closure on the matter. That goes a long way.
Well, I'm back. Not with a build of a map, but a somewhat interesting banter that those of you who are actually interested in this map may find enjoyable.
So, yesterday, as I was thinking about how this map was dead, I figured, "Hey, what's the harm in posting the story of the map?". Seeing as the map won't be completed, I guess it wouldn't hurt to tell you guys what I had in mind.
YOU SHALL NOT PASS (if you don't want spoilers)
(I'm going to do this kind of like a lore, because I just like writing in that style.)
So, once upon a time, in a land far, far, away...
There was a great kingdom called Hyrule. This land housed the golden treasure of the gods which granted the wishes of the one who touches it.
However, this power was fought over by the kings of men, and the great kingdom of Hyrule fell into decline.
The bloodline of the Hyrulians diminished, and soon magic in the land diminished.
Thanks for the update (even if it is to tell us you don't want to work on this anymore)! Cool lore! I wish you luck in your future projects and thanks so much for the bit of testing and feedback you've given me on my map!
I am also similarly in a pretty busy time right now, but Space Expedition has been close to being done for a while and I'm continuing to work on it. We only have the 5 end of the game storyline areas where you start to meet aliens left but that's a lot of work xD, (Comp is even planning like 3-4 base/village type areas with trades and characters) though I won't post spoilers like that on the thread just yet. I'm not really spreading this around on the main thread, but I'm in the last couple months of my PhD, so that is why I don't have the time I used to have. I'm still hoping to finish the map up within the next 2 months, before I'm in the middle of preparing for my defense, but if not I'll certainly have the time afterward in May. If you want I can keep you apprised of future projects this year as I move on to other things. I've been impressed with your work, and our team was talking about 2 new ideas for maps and projects later this year. If you are looking for something new or interesting I wouldn't mind letting you help out!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Thanks for the update (even if it is to tell us you don't want to work on this anymore)! Cool lore! I wish you luck in your future projects and thanks so much for the bit of testing and feedback you've given me on my map!
I am also similarly in a pretty busy time right now, but Space Expedition has been close to being done for a while and I'm continuing to work on it. We only have the 5 end of the game storyline areas where you start to meet aliens left but that's a lot of work xD, (Comp is even planning like 3-4 base/village type areas with trades and characters) though I won't post spoilers like that on the thread just yet. I'm not really spreading this around on the main thread, but I'm in the last couple months of my PhD, so that is why I don't have the time I used to have. I'm still hoping to finish the map up within the next 2 months, before I'm in the middle of preparing for my defense, but if not I'll certainly have the time afterward in May. If you want I can keep you apprised of future projects this year as I move on to other things. I've been impressed with your work, and our team was talking about 2 new ideas for maps and projects later this year. If you are looking for something new or interesting I wouldn't mind letting you help out!
Thanks for the offer, man. But right now I'm shifting gears and trying to improve with my musical interests. I still hope to work on maps and such, but right now, I'm just doing other things.
This would be a bit further in the future, like late summer or after, but yeah I understand. Best of luck!
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Download and play my new Survival Map!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Well, I guess that it'd be okay if I gave some general spoilers as well. Here's what the basic flow of the map would have been:
MORE SPOILERS AHEAD
Opening Cutscene (scrapped)
Begin Map in Kokiri Village
Get Mission to go to Rogor
Pass through Ron Ron Field
Finish Mission in Rogor
Fall into the sewer and get lost and come out in the forest temple, forcing you to complete the dungeon.
Beat the Dungeon
Learn about quest and discover that the book that reveals the location of the Master Sword is in the Temple of Wisdom at Zora's Domain
Go to Zora's Domain and meet with King Zora
Buy the Water Temple Key from the Curiousity Shop and the Zora Tunic from the shop (optional, but really recommended)
Finish the Water Temple and discover that the book you're looking for is not there
Go to Kakariko Village to ask the elder about it
He tells you that you need to find all five fire crystals to find the location of the master sword and that the crystals are in an old monastery in Death Mountain Crater
Make your way up Death Mountain, all the while fighting monsters and solving puzzles
You reach a cave and discover that you have to pass through the goron village to get to the crater; however, the gorons are not exactly on good terms with the humans at the moment, so you have to sneak through (aka stealth segment)
You get to the monastery built in the crater and the summit and fight the monsters within and find the fire crystals, the final one held by the dungeon's boss
The crystals point to New Kokiri Town and the big door is opened because you proved your courage, wisdom, and power by beating the first three dungeons
You take the master sword from its pedestal and it reveals the locations of the triforce of wisdom
You travel to Kakariko Village, a new section of the village having been opened
You meet Zelda and her legal guardian Impa and have a brief discussion about the triforce
You run an errand for Impa
You come back to realize you led a mysterious person who calls himself "The King of the Dead" to Zelda and captured her
You track him and find that his tracks split in two: on set going to Lanayru Province and another going through a dark forest. You have a choice as to which dungeon you do first. The flow of the story is up to the player at this point. For sake of this narrative I will say that the player goes into the forest first
The player journeys through the dark forest and finds a massive cathedrel and graveyard (really big shadow dungeon)
The player confronts the King of the Dead and discovers that he holds a shard of the triforce of power and that he split the triforce of wisdom into two pieces and put one in an ancient pyramid in Lanayru and kept the other
The player defeats him in combat and takes the half of the triforce of wisdom before the King of the Dead escapes
The player goes back to Lanayru and discovers that the Gerudo don't allow anyone into the ancient pyramid unless they have proved their skill
The player competes in a horserace and a target shooting competion, and upon winning gains entry to the dungeon
The player travels into the dungeon and defeats the boss and gains the other piece of the triforce of wisdom. The player is then challenged by the King of the Dead to single combat, claiming that he had completed the triforce of power and that he is invincible
The player goes to the grove where they obtained the Master Sword and travels to the End
The King of the Dead claims he is invincible and battles the player.
Upon his defeat, the King of the Dead attempts to resurrect the Demon King, Ganon, which fails miserably and ends with his death
The player fights Ganon and defeats him in a massive boss battle, thus saving Zelda and the world. They use the completed Triforce to restore the damage done to the land by evil and return to their world
The player is free to explore and do side content to their heart's content
So, yeah. That was basically the plan. I just felt kind of overwhelmed and slowly lost motivation. Next I'll do a more detailed look at the items, dungeons, locations, and sidequests.
Well, I guess that it'd be okay if I gave some general spoilers as well. Here's what the basic flow of the map would have been:
MORE SPOILERS AHEAD
Opening Cutscene (scrapped)
Begin Map in Kokiri Village
Get Mission to go to Rogor
Pass through Ron Ron Field
Finish Mission in Rogor
Fall into the sewer and get lost and come out in the forest temple, forcing you to complete the dungeon.
Beat the Dungeon
Learn about quest and discover that the book that reveals the location of the Master Sword is in the Temple of Wisdom at Zora's Domain
Go to Zora's Domain and meet with King Zora
Buy the Water Temple Key from the Curiousity Shop and the Zora Tunic from the shop (optional, but really recommended)
Finish the Water Temple and discover that the book you're looking for is not there
Go to Kakariko Village to ask the elder about it
He tells you that you need to find all five fire crystals to find the location of the master sword and that the crystals are in an old monastery in Death Mountain Crater
Make your way up Death Mountain, all the while fighting monsters and solving puzzles
You reach a cave and discover that you have to pass through the goron village to get to the crater; however, the gorons are not exactly on good terms with the humans at the moment, so you have to sneak through (aka stealth segment)
You get to the monastery built in the crater and the summit and fight the monsters within and find the fire crystals, the final one held by the dungeon's boss
The crystals point to New Kokiri Town and the big door is opened because you proved your courage, wisdom, and power by beating the first three dungeons
You take the master sword from its pedestal and it reveals the locations of the triforce of wisdom
You travel to Kakariko Village, a new section of the village having been opened
You meet Zelda and her legal guardian Impa and have a brief discussion about the triforce
You run an errand for Impa
You come back to realize you led a mysterious person who calls himself "The King of the Dead" to Zelda and captured her
You track him and find that his tracks split in two: on set going to Lanayru Province and another going through a dark forest. You have a choice as to which dungeon you do first. The flow of the story is up to the player at this point. For sake of this narrative I will say that the player goes into the forest first
The player journeys through the dark forest and finds a massive cathedrel and graveyard (really big shadow dungeon)
The player confronts the King of the Dead and discovers that he holds a shard of the triforce of power and that he split the triforce of wisdom into two pieces and put one in an ancient pyramid in Lanayru and kept the other
The player defeats him in combat and takes the half of the triforce of wisdom before the King of the Dead escapes
The player goes back to Lanayru and discovers that the Gerudo don't allow anyone into the ancient pyramid unless they have proved their skill
The player competes in a horserace and a target shooting competion, and upon winning gains entry to the dungeon
The player travels into the dungeon and defeats the boss and gains the other piece of the triforce of wisdom. The player is then challenged by the King of the Dead to single combat, claiming that he had completed the triforce of power and that he is invincible
The player goes to the grove where they obtained the Master Sword and travels to the End
The King of the Dead claims he is invincible and battles the player.
Upon his defeat, the King of the Dead attempts to resurrect the Demon King, Ganon, which fails miserably and ends with his death
The player fights Ganon and defeats him in a massive boss battle, thus saving Zelda and the world. They use the completed Triforce to restore the damage done to the land by evil and return to their world
The player is free to explore and do side content to their heart's content
So, yeah. That was basically the plan. I just felt kind of overwhelmed and slowly lost motivation. Next I'll do a more detailed look at the items, dungeons, locations, and sidequests.
Hold it all, folks. The other day I had an interesting idea. I really don't want this map to die, but I also don't feel motivated to actually work on it. The reason for this is how much the concept behind this map has evolved over the past two and a half years.
So, when I started working on this map about two and a half years ago, I didn't really have a plan. For roughly a year, I just built whatever popped into my head, for example, New Kokiri Town and Rogor City. As time went by, the story started changing and becoming more of what I've posted in the past week or so.
I've had some difficulty implementing the new, more thought out story, because in order to change things to how I want them, I'd have to destroy something I worked hard on in the past. Due to this, I've lost motivation to work on new stuff because I can't bring myself to overhaul the early segments.
I have attempted to create a new Zelda map, but I've just been at a loss for ideas; however, writing out that story several days ago gave me an idea: What if, instead of creating a new map, I "reboot" this map on the latest version of Minecraft? (turtles yay!)
If I were to do this, I could start out with a clean slate, doing things in a more professional manner, such as creating the terrain with World Painter. I would make the map in vanilla, but Optifine would be required for some aesthetic features. That way I would not be modbound to the worst version ever in terms of mods (1.8-1.8.9) I would also make some changes to the story and dungeons because of new redstone features that would make new puzzle and enemy mechanics possible.
Another possible benefit of doing this would be that I already have many redstone mechanics already made and ready to install in a world. It probably wouldn't take that long to build the first parts, seeing as I've already made it and know pretty much exactly how I want certain things, although areas would be larger and more detailed. Also, with the new Functions feature, the dialogues in the chat would be FAR easier to create, which would be great, becuase they are EXTREMELY time consuming to make with command blocks. Area and boss music would also be far more practical.
What do you guys think? Should I go with this idea? Or should I just start a completely new map?
Hold it all, folks. The other day I had an interesting idea. I really don't want this map to die, but I also don't feel motivated to actually work on it. The reason for this is how much the concept behind this map has evolved over the past two and a half years.
So, when I started working on this map about two and a half years ago, I didn't really have a plan. For roughly a year, I just built whatever popped into my head, for example, New Kokiri Town and Rogor City. As time went by, the story started changing and becoming more of what I've posted in the past week or so.
I've had some difficulty implementing the new, more thought out story, because in order to change things to how I want them, I'd have to destroy something I worked hard on in the past. Due to this, I've lost motivation to work on new stuff because I can't bring myself to overhaul the early segments.
I have attempted to create a new Zelda map, but I've just been at a loss for ideas; however, writing out that story several days ago gave me an idea: What if, instead of creating a new map, I "reboot" this map on the latest version of Minecraft? (turtles yay!)
If I were to do this, I could start out with a clean slate, doing things in a more professional manner, such as creating the terrain with World Painter. I would make the map in vanilla, but Optifine would be required for some aesthetic features. That way I would not be modbound to the worst version ever in terms of mods (1.8-1.8.9) I would also make some changes to the story and dungeons because of new redstone features that would make new puzzle and enemy mechanics possible.
Another possible benefit of doing this would be that I already have many redstone mechanics already made and ready to install in a world. It probably wouldn't take that long to build the first parts, seeing as I've already made it and know pretty much exactly how I want certain things, although areas would be larger and more detailed. Also, with the new Functions feature, the dialogues in the chat would be FAR easier to create, which would be great, becuase they are EXTREMELY time consuming to make with command blocks. Area and boss music would also be far more practical.
What do you guys think? Should I go with this idea? Or should I just start a completely new map?
You should do what you feel is the best course of action. I personally would like to see the map rebooted.
I've always liked the idea of this map and I'd enjoy a reboot if you began one! Now that you have some more experience, though, I'd warn against Feature Creep; don't try to recreate on your own what took teams of hundreds of people years to get right. Stick with a somewhat limited scope and get things working on a small scale before you raise them to where you want them.
That's one of the most important things I've learned working in the Computer Science industry and making my own Minecraft maps.
Good luck!
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I started developing maps in early 1.8 version, right after they added customizable world generation types which I was having fun playing with and finally made my first map. I haven't seen your circuits but if you are mixing redstone timers and circuits with command blocks then yeah you will get insane lag as you keep adding more features. There was also the clocking limit in 1.8 which prevents you from doing too much on redstone fill clocks as well. You probably already know this but if you update more then 63 blocks in a chunk in a single tick you start getting insane block lag. Which is why people would make their 63-block fill clocks and then move over to the next chunk in complicated maps.
If you have a server I will be happy to log in sometime and look around and see if I can give you any pointers for lag reduction. It is one of my specialities which is why I am able to do so much with Space Ex and it still run fine on average computers and laptops. Also, are you interested in logging into our server to talk to us and get a tour on our next build day? It might help to get on the same page with development and we can tell you our plans.
I think you are pretty knowledgeable from what you have told me but you should be able to solve these lag issues with some work.
Just some quick pointers:
1. Never update more then 63 blocks in a chunk in a single tick (this is called the clocking limit)
2. Don't use repeaters or torches in your timer circuits as these are especially laggy redstone components and will bug out if unloaded. I think you can get away with them for one-time events but nothing regular.
3. avoid using redstone lines to carry signals that fire a lot as they can cause lighting updates as well as block updates. It is better to use a remote setblock activation.
4. For infrequent checks I have found a large hopper clock to be the least laggy in 1.8. Though 1.8 also has the item duplication bug so this is only safe in spawn-chunks unless you have an anti-duping command on the line
5. Data commands or checks you can run as often as you like even 20x a second without much lag, but anything that requires the game to look up or place stuff in the world that isn't on a list (like a blockdata, entitydata, testforblock, clone, fill, setblock) will cause considerable lag due to it having to read or update the region files. If you have to run something like that semi-regularly put it on a slow clock that you only check once a second.
6. for your fill clocks, don't use any block that can cause lighting updates. The standard is redstone_block --> stone or some other block. I use lapis_block for the color-contrast.
7. For timers: there are two really good ways to do them. DO NOT use long repeater lines, especially not for clocks, as they are impractical and laggy. Either count using a scoreboard as altering variables is easy on the computer, or summon an item with a custom life on a pressure plate and then trigger the event when it despawns. The item method is best I think if you want a delay of more then 30 seconds before a trigger and an event. The timer method is best if you want more then one thing to happen at different time points (like a custom boss battle).
Message me if you have further questions.
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Haha, this post was really short when I read it. Replies in bold.
Okay. Lots of stuff to report.
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I think it's a good time to reveal a new mechanic I've been considering for a while: rings. The system would be akin to the one in the Oracle games (which were two of my favorite games in the franchise) but would function in a somewhat different way. For instance, there would be the normal stat boosting rings that can be bought and sold in shops, and then there would be special *cough* transformation ri- *cough* that would be activated sort of like items. They would have their own inventory slot devoted to them. You would have to equip them at the ring shop (or whatever that ends up being) because I'm breaking my back to not make inventory management a thing.
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I've been remixing some VGM lately, and I have begun working on a little "soundtrack" for this map. I'll be remixing some songs from the Zelda Franchise, as well as a few songs from the Pokemon franchise as well as other games. This will probably not come out with the next release (as a decent remix typically takes about an hour or two to make) but that's something else I'm wasting time on.
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The script/story is also undergoing some changes, as I want to make the story more unique and not so stereotypical. I plan to start focusing on subplots and character development as two major themes.
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Notice that most of this will not be implemented immediately, but over a period of time.
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What to expect in the next update:
Probably some custom music
A rebuilt second half of the first dungeon
A finished version of Maron's subplot
A Great Fairy minidungeon
An update to MC version 1.8.9
An intro cutscene
An overhauled Rupee system
Rebuilt Temple of Wisdom, Rogor City, and New Kokiri Town, all by @ZidaneRob
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What NOT to expect in the next update:
More than three or four songs
Rings
*hack* transforma- *cough*
A re-written script
A third dungeon
Death Mountain
The main villian
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When to expect the next update:
Tommorro-
Come on. You guys know how I am.
The ring system... I want to see how you handle that. Maybe you could tie a few into completing sidequests or getting Heart Pieces?
*hack* great fairy dungeon *cough* major sidequest *hack*
your throat ok there buddy?
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Yeah, this toothache's *hack* killing me.
Getting it pulled tomorrow.
Wow, it's been a while, hasn't it?
I'm not going to lie: I don't really work on this map much. However, before I declare this map officially dead, I'd like to at least push out the fabled 1.5.5, which would include the new great fairy minidungeon as well as many other things.
The custom OST probably isn't going to happen, due to low rendering quality I'm getting with several songs (curse you, FL Studio Demo!).
I know most maps just die without any word, but I'd like to at least do mine some justice.
That's it then?
Mabye so. Don't know how long it'll be before the map is done, and it's pretty painful admitting that I no longer have a desire to work on it.
The way I look at it: You said something. It's like you said, most maps just die. Nothing said or anything. You told us it was dead, that you have no desire to work on it anymore. That gives us closure on the matter. That goes a long way.
Well, I'm back. Not with a build of a map, but a somewhat interesting banter that those of you who are actually interested in this map may find enjoyable.
So, yesterday, as I was thinking about how this map was dead, I figured, "Hey, what's the harm in posting the story of the map?". Seeing as the map won't be completed, I guess it wouldn't hurt to tell you guys what I had in mind.
YOU SHALL NOT PASS (if you don't want spoilers)
(I'm going to do this kind of like a lore, because I just like writing in that style.)
So, once upon a time, in a land far, far, away...
There was a great kingdom called Hyrule. This land housed the golden treasure of the gods which granted the wishes of the one who touches it.
However, this power was fought over by the kings of men, and the great kingdom of Hyrule fell into decline.
The bloodline of the Hyrulians diminished, and soon magic in the land diminished.
-------------------------------------------------------------------------------------------------------------------------
I'll do more when I feel like typing. =D
The golden treasure was lost, and the kingdom with it...
The golden treasure embodied three virtues: Courage, Power, and Wisdom.
It was said of old that when three individuals embodying those virtues came together, the golden treasure could be found...
This is but one of the legends spoken of by the people...
hey goodra,
Thanks for the update (even if it is to tell us you don't want to work on this anymore)! Cool lore! I wish you luck in your future projects and thanks so much for the bit of testing and feedback you've given me on my map!
I am also similarly in a pretty busy time right now, but Space Expedition has been close to being done for a while and I'm continuing to work on it. We only have the 5 end of the game storyline areas where you start to meet aliens left but that's a lot of work xD, (Comp is even planning like 3-4 base/village type areas with trades and characters) though I won't post spoilers like that on the thread just yet. I'm not really spreading this around on the main thread, but I'm in the last couple months of my PhD, so that is why I don't have the time I used to have. I'm still hoping to finish the map up within the next 2 months, before I'm in the middle of preparing for my defense, but if not I'll certainly have the time afterward in May. If you want I can keep you apprised of future projects this year as I move on to other things. I've been impressed with your work, and our team was talking about 2 new ideas for maps and projects later this year. If you are looking for something new or interesting I wouldn't mind letting you help out!
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Thanks for the offer, man. But right now I'm shifting gears and trying to improve with my musical interests. I still hope to work on maps and such, but right now, I'm just doing other things.
This would be a bit further in the future, like late summer or after, but yeah I understand. Best of luck!
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Well, I guess that it'd be okay if I gave some general spoilers as well. Here's what the basic flow of the map would have been:
MORE SPOILERS AHEAD
Opening Cutscene (scrapped)
Begin Map in Kokiri Village
Get Mission to go to Rogor
Pass through Ron Ron Field
Finish Mission in Rogor
Fall into the sewer and get lost and come out in the forest temple, forcing you to complete the dungeon.
Beat the Dungeon
Learn about quest and discover that the book that reveals the location of the Master Sword is in the Temple of Wisdom at Zora's Domain
Go to Zora's Domain and meet with King Zora
Buy the Water Temple Key from the Curiousity Shop and the Zora Tunic from the shop (optional, but really recommended)
Finish the Water Temple and discover that the book you're looking for is not there
Go to Kakariko Village to ask the elder about it
He tells you that you need to find all five fire crystals to find the location of the master sword and that the crystals are in an old monastery in Death Mountain Crater
Make your way up Death Mountain, all the while fighting monsters and solving puzzles
You reach a cave and discover that you have to pass through the goron village to get to the crater; however, the gorons are not exactly on good terms with the humans at the moment, so you have to sneak through (aka stealth segment)
You get to the monastery built in the crater and the summit and fight the monsters within and find the fire crystals, the final one held by the dungeon's boss
The crystals point to New Kokiri Town and the big door is opened because you proved your courage, wisdom, and power by beating the first three dungeons
You take the master sword from its pedestal and it reveals the locations of the triforce of wisdom
You travel to Kakariko Village, a new section of the village having been opened
You meet Zelda and her legal guardian Impa and have a brief discussion about the triforce
You run an errand for Impa
You come back to realize you led a mysterious person who calls himself "The King of the Dead" to Zelda and captured her
You track him and find that his tracks split in two: on set going to Lanayru Province and another going through a dark forest. You have a choice as to which dungeon you do first. The flow of the story is up to the player at this point. For sake of this narrative I will say that the player goes into the forest first
The player journeys through the dark forest and finds a massive cathedrel and graveyard (really big shadow dungeon)
The player confronts the King of the Dead and discovers that he holds a shard of the triforce of power and that he split the triforce of wisdom into two pieces and put one in an ancient pyramid in Lanayru and kept the other
The player defeats him in combat and takes the half of the triforce of wisdom before the King of the Dead escapes
The player goes back to Lanayru and discovers that the Gerudo don't allow anyone into the ancient pyramid unless they have proved their skill
The player competes in a horserace and a target shooting competion, and upon winning gains entry to the dungeon
The player travels into the dungeon and defeats the boss and gains the other piece of the triforce of wisdom. The player is then challenged by the King of the Dead to single combat, claiming that he had completed the triforce of power and that he is invincible
The player goes to the grove where they obtained the Master Sword and travels to the End
The King of the Dead claims he is invincible and battles the player.
Upon his defeat, the King of the Dead attempts to resurrect the Demon King, Ganon, which fails miserably and ends with his death
The player fights Ganon and defeats him in a massive boss battle, thus saving Zelda and the world. They use the completed Triforce to restore the damage done to the land by evil and return to their world
The player is free to explore and do side content to their heart's content
So, yeah. That was basically the plan. I just felt kind of overwhelmed and slowly lost motivation. Next I'll do a more detailed look at the items, dungeons, locations, and sidequests.
Wow. This sounds like it would have been great.
Hold it all, folks. The other day I had an interesting idea. I really don't want this map to die, but I also don't feel motivated to actually work on it. The reason for this is how much the concept behind this map has evolved over the past two and a half years.
So, when I started working on this map about two and a half years ago, I didn't really have a plan. For roughly a year, I just built whatever popped into my head, for example, New Kokiri Town and Rogor City. As time went by, the story started changing and becoming more of what I've posted in the past week or so.
I've had some difficulty implementing the new, more thought out story, because in order to change things to how I want them, I'd have to destroy something I worked hard on in the past. Due to this, I've lost motivation to work on new stuff because I can't bring myself to overhaul the early segments.
I have attempted to create a new Zelda map, but I've just been at a loss for ideas; however, writing out that story several days ago gave me an idea: What if, instead of creating a new map, I "reboot" this map on the latest version of Minecraft? (turtles yay!)
If I were to do this, I could start out with a clean slate, doing things in a more professional manner, such as creating the terrain with World Painter. I would make the map in vanilla, but Optifine would be required for some aesthetic features. That way I would not be modbound to the worst version ever in terms of mods (1.8-1.8.9) I would also make some changes to the story and dungeons because of new redstone features that would make new puzzle and enemy mechanics possible.
Another possible benefit of doing this would be that I already have many redstone mechanics already made and ready to install in a world. It probably wouldn't take that long to build the first parts, seeing as I've already made it and know pretty much exactly how I want certain things, although areas would be larger and more detailed. Also, with the new Functions feature, the dialogues in the chat would be FAR easier to create, which would be great, becuase they are EXTREMELY time consuming to make with command blocks. Area and boss music would also be far more practical.
What do you guys think? Should I go with this idea? Or should I just start a completely new map?
You should do what you feel is the best course of action. I personally would like to see the map rebooted.
Mmmkay, so two votes for the reboot, anyone else here?
I've always liked the idea of this map and I'd enjoy a reboot if you began one! Now that you have some more experience, though, I'd warn against Feature Creep; don't try to recreate on your own what took teams of hundreds of people years to get right. Stick with a somewhat limited scope and get things working on a small scale before you raise them to where you want them.
That's one of the most important things I've learned working in the Computer Science industry and making my own Minecraft maps.
Good luck!
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