Jump to content

slide

Members
  • Posts

    355
  • Joined

  • Last visited

Everything posted by slide

  1. I would like to announce that live maps are now available for both Creative and PvE! Creative - Live, Cartograph, Snapshots1 PvE - Live, Cartograph, Snapshots1 PvE has players hidden by default, to enable simply run: "/dynmap show", to hide yourself again "/dynmap hide" The regular isometric cartography will still be generated nightly, along with the snapshot images. 1 Apparently the program c10t, used to render the snapshots, doesn't like clay? Subreddit Post
  2. Ban for emerl00 on c.nerd.nu for Xray on P nerd.nu/appeal by trooprm32 on 2013-10-12 13:05:15 (no more bans, no notes) Please be patient and your banning moderator (trooprm32) will attend to your appeal as soon as they have a chance.
  3. Ban for OMGitsAzza on c.nerd.nu for xray on pve nerd.nu/appeal by totemo on 2013-08-09 03:31:19 (no more bans, no notes) Please be patient and your banning moderator (totemo) will attend to your appeal as soon as they have a chance.
  4. Ban for winkandsmile on c.nerd.nu for grief by elementridr on 2011-12-22 15:37:35 (no more bans, no notes) Seeing as this is almost 2 years old, I'm going to unban you. Please make sure to follow all rules and have fun!
  5. We did use to run DynMap and though I was not around at the time, I am fairly certain it was turned off because of it being too resource intensive. The way the carto is currently being generated is a backup is taken and Minecraft Overviewer is run against that. I'm not sure of what rendering bugs there are currently as I haven't really heard any complaints. The PvE carto will not be available publicly until a certain time after rev start like usual, which is up to the PAdmins. I can also look into possibly adding rotational views and a top down view to the existing system, it will take a fair about of disk space and bandwidth though. The PvE map takes about 24 minutes to render, so adding the other 4 directions would add about 100 minutes to that.
  6. Get well soon! Take all the time you need to recover, we will be here when you get back :)
  7. The lobby and blue server are live at event.nerd.nu, if you aren't whitelisted on either, ask an admin or leave me a msg somewhere lol So things that need to be done on the lobby map: * Spleef arena created * KOTH created * Maze created/copied in * Bridges to the platforms made * Shit prettied up lol Things that need to be done on the team map: * Forests created * Walls around flag area, make sure there are plenty of entrances/exist, maybe dirt piled up against at some places? * Flag podiums, 4 @ (0, 128), (0, -128), (128, 0), and (-128, 0) * Lava cleaned up around no mans land
  8. So here is the newest carto, it has more water and is the correct size! (doh lol) You can connect to mc.slide.ws and then type /server blue to check it out. Please have a look around and let me know of anything weird. This is what I know of so far: Lava near edge is a "wall" in some places not sure how to fix that yet.
  9. Yea not even close to simple ha. Bloody murder would be heard with that solution.
  10. This time I believe the consensus is only 2 teams which will help dramatically with defenders. As for number of flag positions, possibly 4 would be a good number, one at each cardinal direction.
  11. Ok, so before we start map building, we need to come to a consensus on the layout of the map. I have been upgrading our CTF plugin to work with any number of teams rather than the previous hard coded 4. I am almost finished with that and will begin working on the multi server functionality. You can connect to my test server at mc.slide.ws anytime, though it may be up and down randomly. Here is the layout I have been thinking of where the Base is editable by that team only Flag area editable by no one Wilderness editable by everyone and No Mans Land either editable by all, or maybe only place portals somehow? It could also be square but I liked the circle better. It is 750m wide total, so would be 750m to the opposite teams flags approx. The multiple flag locations would allow the flag to change location randomly which would stop the enemy team from camping the flag. Please let me know if you are good with this layout so we can proceed.
  12. It is not necessary, but here are my 2 main reasons for wanting to do it that way. A single server with 150 or so people on it will run much slower than 2 servers with 75 people on them To test out a new lobby/relay system to ensure it can handle the load of multiple servers and having people switch back and forth. They would in fact be separate servers. I haven't settled on a communication method yet but what I will probably do is have 1 server (the lobby server) act as the master. The other servers will connect and share info in real time. There isn't a whole lot of info that needs to be moved about all the much, mostly just location information and flag state changes. Adding chat to that wouldn't be very hard. CutePVP does have a TeamManager class and I'm currently working on cleaning it up and making it all configurable since atm it is hard coded for specific teams. I can easily expose team and player information that way. What info do you need from the teams specifically? I will be working on it throughout the weekend and testing on a few servers. Once I get that all running I will let y'all know what the info is to help test.
  13. So a little info on what I want to accomplish with the actual event. We are wanting to test out a new 'Lobby' feature for possible future use. For normal non events, we would have C, S, P and the new Lobby server. You would still be able to connect directly to all 4 servers, however if you connect directly to just 'nerd.nu' you would be spawned in the lobby. Once connected to any server, you would be able to switch to another server simply by typing /server pve or if setup, walk through a special portal. So for the event, I'm wanting to have multiple servers running like we normally would in order to stress test it all. My idea for the CTF with this setup is having a lobby server, a red team server and a blue team server. Once the event starts everyone connects and starts in the lobby, where we could do some team selection or use randomized like we've always done. I know people have felt teams were uneven in the past (Though last time the losing teams had the MOST people). So perhaps 1 initial team choosing and then after the event officially starts you are automatically put onto the team that needs players. As for the map. I was thinking surrounding 0,0 would be the team base, surrounding that would be an uneditable (cleared/flat?) area where the flag would be. I was thinking having like 12 podiums evenly spaced, where the flag randomly went to a new one after being capture, to stop one team from constantly capturing the flag and immediately picking it up again, though it might make it harder to defend as well. we can play test this if people like it. Outside of this area would be a wild terrain, possibly high mountains etc where anyone can build. Lastly, outside that area would be the 'No Mans Land' this is the area where the teams would build portals to go to the enemy teams server. They are 2 way so when opening up a good spot on their map you are opening up an entry into your own. Let me know what y'all think.
  14. In regards to players being disguised as mobs, I would prefer being able to choose what mob type you are, essentially make it a 'class' system so you can either select your new class before you die or after you die (go back to a mob selector room and enter a doorway to become a specific mob) or something like that. Care would obviously have to be taken to attempt to balance all the classes. Like maybe Player: All normal Enderman: Unlimited enderpearls (with cooldown), no armor Spider: Jumping, no armor Skeleton: Unlimited arrow, armor, slower Zombie: Stength, armor, slower etc.
  15. So when I added the death searching code into logblock I looked into fixing the who killed what and with what issue. However I ran into some problems which i can't remember, so I shelved it until later so I could get the actual search stuff out and in use. I *hopefully* still have the code that I was working on that better determines what should be used for those and will start working on that again soon. In the long run though, LogBlock is afaik not adding any new features and primarily just provides fixes to work with the current version of minecraft. Ammar has started on LogBlock 2 however does not have the time to put into writing it. I have been looking into what we can do in the future and have come up with a few long term solutions. Continue hacking stuff into LogBlock Switch to a new logging platform Prism - Is relatively new (released in January I believe), logs more events, though I'm not sure it logs all the logblock events and I'm not sure how hard it would be to modify. Develop a new logging system I've been thinking of either working on LogBlock 2 myself, or starting a whole new project. Primarily because I want to log more than 'blocks'. My vision would allow for every single event to be logged. For example 'attack' events could be logged, which would be especially useful for PVP tracking say if someone places a locked chest in the way of a door during a fight. Now obviously this would take a lot of time to get working so is definitely not a short term solution.
  16. Creative? If so, we are waiting for an update from WorldGuard as it is a bug.
×
×
  • Create New...