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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    8-ball :( Did I give you that name? Mebbe... It's good of you to leave a note of farewell, though it's a shame all the same!

    ---

    Alright! Here's a semi-important question!

    I'd like your opinion on a Map-wide ban on the use of Enderpearls, backed up by a system that kills players who throw them.

    ---

    I have designed a system which kills players who use enderpearls, as soon as they are thrown. It also deletes the thrown enderpearls before they can work their cheaty magic. I'm debating on whether to apply this map-wide, or confine it to a specific area. Thoughts?


    Why limit the player? There's so little room for choice already, and you want to limit the tools of the player even more? There's way to design around ender-pearls, by trapping possible landing spots, not giving a good throwing angle or (very maybe, kinda cheap) barrier blocks/invisible ladders. Ender pearls are a part of the game, and I'd not recommend removing them. I'd not at all implement it. It's hard to explain properly to the player, without putting up a book saying "don't throw enderpearls, you'll get killed', and even then players will randomly forget it -> get killed.

    Actually, just putting up a sign: "You can use EnderPearls, but remember you might be ruining the maps experience" creates a huge layer of immersive difficulty piking without having to implement weird strategies. Just saying that allows people to skip areas they find too difficult, while not making it a preferred strategy. If players are good at the game, they can make it harder by not using ender pearls, if they suck at it, they can skip hard parts using ender pearls.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Smitje1991»

    For some reason the Attribute gets automatically overwritten every tick, dunno why. Probably some code of Mojang to give them an easier time coding killerbunny (and lagging the game more, yay!). Anyway, try give him a negative damage attribute weapon or use weakness.

    Remember to use /entitydata @e[type=Rabbit] {} to get a list of all their tags that are currently set.
    Posted in: Maps Discussion
  • 4

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Oh my god, people, please, calm down. Writing in CAPS usually isn't an amazing idea, it hurts reading.

    DISCLAIMER: This posts compares maps as if they were games. In my opinion, they are, if you don't think they are games, please just compare them as if they were.



    Anyway, about the 'large crowd of super-hostile knockoffs', that isn't really true. Is every first-person shooter that isn't as innovative as Half Life immediately a "Wolfenstein-knockoff"? (I think that was the first actual FPS, correct me if I'm wrong).



    Is every 2d platformer that isn't as innovative as Sonic the Hedgehog a "Mario-knockoff"? Is every collectable card-game a "Magic-knockoff"?

    Not at all. Even if you start the genre, that doesn't mean you are the genre. And this is just as true for CTMs.



    See, making a CTM takes time, effort, and an experienced mapmaker. Inferno Mines, was (and Vechs said this himself multiple times, so please don't try to defend your hero just because he started the genre, there's no point) an ok-ish map. Vechs didn't really say it himself, but he also pretty much agreed that the later areas weren't very good. In fact, if he just released the part up to the monument, it would have been a very above average map. Why?



    Well let's talk about the issues that some people keep on bringing up:
    - The aesthetics were bad.

    Yes, well, sort of. I have to say, even though they lacked stuff like "block variation", "erosion", "multiple types", Inferno mines' aesthetics did what they needed too. They gave you the feeling you were in an underground, long-lost system of mines. They didn't look amazing, but it had some pretty cool viewports (there's one in the skylight C barracks, behind the anvil room, the view up at Outer Darkness, with vines and gravel, looked incredibly good (especially just to climb up there, it felt really cool to me), at the end of flame warp etc. The views to the ring of the Grand Inferno or whatever it was called were really cool, and had this grand, underground-lost-mine feeling. They really helped to set the tone and provided all the necessary atmosphere, even though they didn't look as fantastic as other CTM's sometimes do.



    -The lore was bad.

    Well, no. I'm just talking about the first half of the map, and Vechs did a pretty good job at communicating without books. There was very little to read, and it requires a lot of a mapmaker to give people such a good idea of the backstory of the environment without many books. I haven't seen that in most maps. Compared to most other maps, it felt like a mystical world, not a history lesson.



    -Diamond armor in intersection II is OVERPOWERED

    Disagree. See, if mobs do 5 hearts of damage, and you got 80% damage reduction, or if mobs do 2 hearts of damage and you have 50% damage reduction, in the end, you get killed in 10 hits. This is what is usually referred to as "Power Creep", and it's important to understand that it really doesn't matter what Tier of armour you give out if you scale the mobs with it. Inferno Mines didn't have much balance issues, the mobs were reasonably well balanced with the loot. Although I do have to say that Lush Ruins did suffer some big scaling, balance and general gameplay issues. The area got way to repetitive and just wasn't really fun. But once again, the whole theme of Inferno Mines: "Getting OP gear to deal with OP mobs", isn't unbalanced, it's just different.



    -The loot (sigh)

    Yup. It was there. Man, it sucked. I don't have a lot to say about this, since most stuff has already been said, but the loot system just didn't really work out. We've all seen Zisteau making 40,000 double chests to stash every single piece of wood. The idea of saving LP'ers time was nice, but there was so much junk to go through... It really didn't work.

    I've seen Vechs' LP too, and even he didn't really manage to do it well. He spend half his time managing his inventory, which really isn't good. The loot wasn't fun. If the random loot chests just would be replaced with pre-sorted chests with just the good stuff (just one diamond helmet instead of a diamond helmet, 4 wood, 8 types of planks, 21 gunpowder, 4 books, a bookshelf and 64 bricks) the map would have been so much better and fun to play.



    Inferno Mines part 1 I would rate at a good 7 out of 10. Inferno Mines part II, meh. 4.5/10 or so. It had some nice things, but the lore just kinda disappeared, the areas got really repetitive. It felt like nightmare realms, but without the traps and fun troll signs.
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from blade933»

    Sweet! No more placing vines and waiting for them to drop!

    Side Note: Are you going to add this to the next update of MCEdit Unified? I can't find the Brushes folder on my computer(I use a mac) and thus can't install it.

    On the main menu (level selection screen), click "Config Files Folder" on the right, below Controls, Graphics etc.
    In there, open the brushes folder, and put it in there.

    http://www.mediafire.com/download/syiab3h581err8n/Vines v1.1.py

    I released a new version of the brush, to both have it respect round/diamond shapes and render your main block instead of vine block to prevent lag.
    Posted in: Maps Discussion
  • 13

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    http://www.mediafire.com/download/syiab3h581err8n/Vines v1.1.py



    Have a Vine brush.



    To install, make sure you got a recent Unified version of MCEdit, go to your Brushes directory (next to filters) and put it in there (there should be a __temp__.preset file and maybe other presets/brushes in there.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Well the thing with that it that it uses setBlockAt and blockAt to get the specific data/block values and set them for each individual block.
    I do not want to do that, I'd like to use chunk slices to just edit arrays (or lists, to use the python term), which is far more efficient and faster, yet requires me getting a headache :P

    Programming takes time, not getting it done tonight I guess. Will continue tomorrow probably, I'm not that good at this kind of stuff :(
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»

    The WE brush for vines is found within a craftscript called Build Commands by inHaze- found HERE. If you cannot download it for whatever reason, I'll pass it you via PM :)

    Wow. That thing would HURT in mcedit, and take probably half an hour if you'd select a 100x25x100 area. No way I'm converting that.

    I'll try do something more efficient, maybe.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    If anyone is building in 1.8, how have you produced vines? I'm having trouble using McEdit. I can't seem to find any vine filters to use. Tasch's stalactite filter does not work properly for vines in 1.8, unfortunately. Please let me know! Thanks

    I would try convert the old WE js file to python and release it as a custom brush, yet I don't have the old WE filter. Maybe you got one for me?
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from renderXR»
    I'm busy working on my next map..



    I'm so sad it uses a texture pack since it looks really, really good. Sea of Flame II reborn? :D
    Posted in: Maps Discussion
  • 0

    posted a message on minecraft will not launch
    I think your video card driver is outdated. Try update your driver.
    Posted in: Java Edition Support
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide»
    Well, you can actually reliably teleport an entity in the direction of the spawn chunks. Have an entity at spawn (entity A) in always-loaded chunks and create the entity (B) that you want to teleport in spawn's direction. Then, execute at entity B to testfor entity A, using large dx and dz values. (Something like "/execute @e[name=B] ~ ~ ~ testfor @e[y=0,dx=1000000,dy=256,dz=1000000,name=A]" will find entity A if it's in the northeast direction.) Use similar tests for northwest, southeast, and southwest. Then, use spreadplayers to teleport entity B in whatever direction the tests indicated - say, northeast - and repeat the tests. (Spreadplayers will load the chunk if it's unloaded, as I recall - though I don't believe it's entity-loading, so you'll need to create a 5x5 grid of spreadplayers'ed entities. This will eventually make a lot of these entities build up, so have a clock running in spawn that kills them - they'll only be killed if they're in entity-loaded chunks.) If A is still northeast of B, repeat. If not, test for A to the northwest and southeast of B - if one of those works, B has passed A on the Z or X axis, so you don't need to keep spreadplayers-ing the entity in the corresponding direction. Also, each time you use spreadplayers to teleport B, add to a pair of scoreboard objectives (for X and Z axes).

    When you want to teleport the player back to the temporary teleporter, use those scoreboard objectives to determine in which direction to spreadplayers an entity. When you've spread the entity a number of times equal to the scoreboard objective, the chunk with the temporary teleporter will be loaded, and you can teleport the player.


    Quote from taschneide»
    Well, you can actually reliably teleport an entity in the direction of the spawn chunks. Have an entity at spawn (entity A) in always-loaded chunks and create the entity (B) that you want to teleport in spawn's direction. Then, execute at entity B to testfor entity A, using large dx and dz values. (Something like "/execute @e[name=B] ~ ~ ~ testfor @e[y=0,dx=1000000,dy=256,dz=1000000,name=A]" will find entity A if it's in the northeast direction.) Use similar tests for northwest, southeast, and southwest. Then, use spreadplayers to teleport entity B in whatever direction the tests indicated - say, northeast - and repeat the tests. (Spreadplayers will load the chunk if it's unloaded, as I recall - though I don't believe it's entity-loading, so you'll need to create a 5x5 grid of spreadplayers'ed entities. This will eventually make a lot of these entities build up, so have a clock running in spawn that kills them - they'll only be killed if they're in entity-loaded chunks.) If A is still northeast of B, repeat. If not, test for A to the northwest and southeast of B - if one of those works, B has passed A on the Z or X axis, so you don't need to keep spreadplayers-ing the entity in the corresponding direction. Also, each time you use spreadplayers to teleport B, add to a pair of scoreboard objectives (for X and Z axes).

    When you want to teleport the player back to the temporary teleporter, use those scoreboard objectives to determine in which direction to spreadplayers an entity. When you've spread the entity a number of times equal to the scoreboard objective, the chunk with the temporary teleporter will be loaded, and you can teleport the player.

    This is basically what I referred to as binary search, if I understand what you mean, yet I/the video I linked was using the worlds edge instead of spawn chunks. Is that right? I don't follow exactly what you say.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Can you use Scoreboard objectives like a variable? For example saving the coordinates into a scoreboard objective and than using them later?


    Why isn't this a thing. Everything would be so much easier...

    Yes, you can. You have to manually determine the position though, see the vid I linked above.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Ucenna»
    Actually, the idea is that a single spreadplayer command will spread over a large area, say 2000x2000. Possibly with multiple entities to speed things up. Every entity will load one of the chunks in the 2000x2000 area, eventually the RNG will load the chunk that your armor stand is in. Then a separate command will trigger, spreadplayering relative to the armorstands location and disabling the first command block.



    3 command blocks.



    Edit: I just noticed reread the bottom of your post. time might be an issue... Though as far as I know the spreadplayer command loads "lazy" chunks which probably/possibly load faster than active ones.

    I don't know about loading the chunks that way, but still.
    2000x2000 chunks means 4,000,000 chunks. If you were to load 1,000 chunks on average every tick (20 times per second), ticks would get slowed down to 1/50th of their normal speed (the game would only update once every 2.5 seconds, making combat already impossible), and it would on average still take 4,000 ticks, or 10,000 seconds, or 3 hours, to load everything it never missed one. If you setup <10 entities, the server wouldn't lag, but if RNG went perfect it would take 400,000 ticks before everything loaded. That's 400,000/20 = 20,000 seconds or 6 hours.

    Loading every chunk just isn't a thing. I recommend the binary search method. It's complicated, high-tech stuff, but it works theoretically. The only issue with that method is, that you'd need to resummon your chunk loader every tick, and also load 40 other chunks per teleporter you want loaded, because even without restarting the server, your teleporter will unload every 10,000 ticks or so because of the chunk loader glitch.

    Well, ACTUALLY
    Ok take a look at the following. Whenever the player spawns the entity, we use binary search on it to determine it's location. Then, once the player demands to be teleported to that location, we just invert the binary search to get the player there. We don't even need chunk loaders.

    I don't have the time to actually setup a working sample because I want to finish rogue ASAP, and it could take me 1-2 hours I dno't want to waste. I hope anyone gets my idea and sets up a sample? Maybe?
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Ucenna»

    That could work, and the idea is nice, but...

    If you want to load all chunks the thing could be in, in a small map like Laingral (2000x2000 blocks) you'd need about 45K command blocks, in a map like RageCraft it's probably going to be something like... 390625 ((10,000/16)^2, or a 10,000 by 10,000 area) command blocks.

    Since they're fill strips, you can fit as much in them if you want. The most complete option would allow you to fit 16*16*256/3*2 (Only 2/3 can be filled with cmd blocks, you need something to trigger it) = 45K command blocks in one chunk

    390625/45,000=9. You'd need to fill 9 CHUNKS with command blocks, from top to bottom, to be able to load a map. What would that do to the game?

    Imagine if you loaded up the world, and you'd setup a system to detect loading the world. The player would enter the game. Usually, the server loads a 12x12 chunk area before allowing you to join (spawn chunks), which takes roughly 5 seconds on an average pc.
    12*12 = 144. 390625/144 = 2712. So, it'd take 2712*5 = 2712 minutes, or 226 hours to load the entire map. If your RAM could even handle that, which it probably can't.

    Ok, so imagine if you were to spread it out over time. You'd still have to load 390625 thousand chunks somehow.

    I just thought of something, actually. I don't feel like trying this, but it might work.

    It is possible to load chunks temporarily by teleporitng an armorstand relative, /tp @e[type=ArmorStand] ~ ~ ~1 will make it load new chunks if it runs into them.

    So, what can we do?

    Imagine if a player places down an armostand at x=10,000. We can then use binary search to determine the coordinates of the armorstand and store them in a scoreboard.

    Once we have those, we can, once the server gets restarted, invert this binary search to start up the chunk loader. This would require to load about 32 chunks I think, which is quite doable, but it's really complex. If you guys really wanted me to, I'd make you guys a box that you can blob down in your world for this all to work, once I got some spare time. It'd take a few 100 command blocks and some time fiddling around, but it's far more doable then loading the entire world.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from AlHexahedron»
    There is a chunk loader which was designed for 1.8, as this update breaks all previous designs. It consists of teleporting an arrow to NaN coordinates, that causes the chunk were the arrow is to request updates each tick in a way the chunk keeps loaded. The arrow doesn't despawn because it's not really there.



    You can learn more in this video by Test137e29

    Didn't know of this one. The big deal with THIS particular one is that reloading the server will lose the chunk. This, is, now that I think of it, the problem with the entire idea Tasch had. Because reloading the world makes all chunks unload, none of the methods I know of can track where the entity that handles teleportation is. That means, that for using relative teleportation, you'd have to load the ENTIRE MAP all the time. This will kill every single-player playing on the map, pretty sure.

    Imagine if spawn is around 0,0, and the entity is at 10,000;10,000, and the player is with the entity. If the player summons the entity, a system will load the chunks at 10,000; 10,000, using some spreadplaeyrs or arrow teleporting nearby the entity, that's the idea right?

    Now, once the player goes to -5000,-5000, the chunk doesn't unload, because the spawn chunks are loading it using spreadplayers every tick, or becaue the arrow is in that chunk.

    But what if the player now closes the game, and logs back in? The chunk at 10,000;10,000 won't get loaded, so whatever system you have setup is NOT able to recognize there's an entity at 10,000;10,000, because the chunks there aren't loaded. Your system won't load those chunks, and teleportation will no longer work.

    A (possible) workaround would be to setup a scoreboard value for every chunk in the game, and whenever an entity appears, calculate in what chunk it is, set the corresponding scoreboard value to 1 instead of 0. Then, you can setup a 20hz clock using /execute to only load chunks that are set to 1.

    The problem with this is that (1) you'd have a failing execute every tick, causing minor lag per chunk, but (2) you need to setup 3 command blocks per chunk. If your map is 2,000 by 2,000 blocks (which is very small), that's already 45k CLOCKING command blocks you need. You can only setup 256 clocking command blocks in a chunk, so you'd need to start loading chunks that you can setup clocks in to load other chunks. That's insane.
    Posted in: Maps Discussion
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