Welcome
Username or Email:

Password:


Missing Code




[ ]
[ ]
Online
  • Guests: 32
  • Members: 0
  • Newest Member: omjtest
  • Most ever online: 396
    Guests: 396, Members: 0 on 12 Jan : 12:51
Members Birthdays:
One birthday today, congrats!
lokeycmos (43)


Next birthdays
05/24 Simon Barsinister (63)
05/27 Daniel Davis (54)
05/29 Zonalklism (34)
Contact
If you need assistance, please send an email to forum at 4hv dot org. To ensure your email is not marked as spam, please include the phrase "4hv help" in the subject line. You can also find assistance via IRC, at irc.shadowworld.net, room #hvcomm.
Support 4hv.org!
Donate:
4hv.org is hosted on a dedicated server. Unfortunately, this server costs and we rely on the help of site members to keep 4hv.org running. Please consider donating. We will place your name on the thanks list and you'll be helping to keep 4hv.org alive and free for everyone. Members whose names appear in red bold have donated recently. Green bold denotes those who have recently donated to keep the server carbon neutral.


Special Thanks To:
  • Aaron Holmes
  • Aaron Wheeler
  • Adam Horden
  • Alan Scrimgeour
  • Andre
  • Andrew Haynes
  • Anonymous000
  • asabase
  • Austin Weil
  • barney
  • Barry
  • Bert Hickman
  • Bill Kukowski
  • Blitzorn
  • Brandon Paradelas
  • Bruce Bowling
  • BubeeMike
  • Byong Park
  • Cesiumsponge
  • Chris F.
  • Chris Hooper
  • Corey Worthington
  • Derek Woodroffe
  • Dalus
  • Dan Strother
  • Daniel Davis
  • Daniel Uhrenholt
  • datasheetarchive
  • Dave Billington
  • Dave Marshall
  • David F.
  • Dennis Rogers
  • drelectrix
  • Dr. John Gudenas
  • Dr. Spark
  • E.TexasTesla
  • eastvoltresearch
  • Eirik Taylor
  • Erik Dyakov
  • Erlend^SE
  • Finn Hammer
  • Firebug24k
  • GalliumMan
  • Gary Peterson
  • George Slade
  • GhostNull
  • Gordon Mcknight
  • Graham Armitage
  • Grant
  • GreySoul
  • Henry H
  • IamSmooth
  • In memory of Leo Powning
  • Jacob Cash
  • James Howells
  • James Pawson
  • Jeff Greenfield
  • Jeff Thomas
  • Jesse Frost
  • Jim Mitchell
  • jlr134
  • Joe Mastroianni
  • John Forcina
  • John Oberg
  • John Willcutt
  • Jon Newcomb
  • klugesmith
  • Leslie Wright
  • Lutz Hoffman
  • Mads Barnkob
  • Martin King
  • Mats Karlsson
  • Matt Gibson
  • Matthew Guidry
  • mbd
  • Michael D'Angelo
  • Mikkel
  • mileswaldron
  • mister_rf
  • Neil Foster
  • Nick de Smith
  • Nick Soroka
  • nicklenorp
  • Nik
  • Norman Stanley
  • Patrick Coleman
  • Paul Brodie
  • Paul Jordan
  • Paul Montgomery
  • Ped
  • Peter Krogen
  • Peter Terren
  • PhilGood
  • Richard Feldman
  • Robert Bush
  • Royce Bailey
  • Scott Fusare
  • Scott Newman
  • smiffy
  • Stella
  • Steven Busic
  • Steve Conner
  • Steve Jones
  • Steve Ward
  • Sulaiman
  • Thomas Coyle
  • Thomas A. Wallace
  • Thomas W
  • Timo
  • Torch
  • Ulf Jonsson
  • vasil
  • Vaxian
  • vladi mazzilli
  • wastehl
  • Weston
  • William Kim
  • William N.
  • William Stehl
  • Wesley Venis
The aforementioned have contributed financially to the continuing triumph of 4hv.org. They are deserving of my most heartfelt thanks.
Forums
4hv.org :: Forums :: General Chatting
« Previous topic | Next topic »   

4hv Minecraft Server

Move Thread LAN_403
brandon3055
Thu Nov 15 2012, 03:02AM
brandon3055 Registered Member #4548 Joined: Mon Apr 23 2012, 03:52AM
Location: tasmania
Posts: 271
By outside do you mean to the left or right or ontop or underneath the platform because sometimes if the spawn aerea is in a 1 block thick platform the player will spawn underneath it and if the roof is to low the player can spawn ontop of it
Back to top
Hon1nbo
Thu Nov 15 2012, 04:12AM
Hon1nbo Registered Member #902 Joined: Sun Jul 15 2007, 08:17PM
Location: Pacific Northwest USA
Posts: 1042
Destroyer of mosfets wrote ...

By outside do you mean to the left or right or ontop or underneath the platform because sometimes if the spawn aerea is in a 1 block thick platform the player will spawn underneath it and if the roof is to low the player can spawn ontop of it

everywhere. Sometimes right under the floor (3 blocks thick right under the bed), to 10+ blocks up and 15+ blocks to the side

A lot of deviation, but it only happens when the map is copied and imported into Survival Single Player. On the server the spawning works just fine.

-Jimmy
Back to top
brandon3055
Thu Nov 15 2012, 04:24AM
brandon3055 Registered Member #4548 Joined: Mon Apr 23 2012, 03:52AM
Location: tasmania
Posts: 271
i just downloaded the map and i see what you mean so i tried sleeping in the bed and now it workes fine i spawn right beside the bed every time maby its something todo with it being on a server

Edit: i just finished the maze after dyeing more times than i am willing to admit and a found a couple of problems that i thought you should know about.

first if you dye before reaching the safe house you cant retry unless an admin resets the maze is that how its saposed to be?

second the tnt that blowes up the sand in the first part of the maze isnt setup right (it dosnt trigre).

the thirg is gegarding the cannon if the player is killed by the first shot or by the mobs down stairs the cannon will fire again when thay leave the safe house and if the stone gen isnt finished it can cous problems.

and the last problem i faund is actually my falt the reset on the centre junction spawners dosnt work so the spawners only fire onece (i cant get online to fix it now becous i am out of internet credit)

Edit: almost forgot there is also a problem with the exit trap the signal from the button keeps the piston under the players feet activated so the player can escape without getting fried this can be easily fixed by adding 3 repeaters on maximun delay straight after the button so the signal from the button ends before the flore opens and the player is toast :)
Back to top
Hon1nbo
Thu Nov 15 2012, 02:06PM
Hon1nbo Registered Member #902 Joined: Sun Jul 15 2007, 08:17PM
Location: Pacific Northwest USA
Posts: 1042
Destroyer of mosfets wrote ...

i just downloaded the map and i see what you mean so i tried sleeping in the bed and now it workes fine i spawn right beside the bed every time maby its something todo with it being on a server

Edit: i just finished the maze after dyeing more times than i am willing to admit and a found a couple of problems that i thought you should know about.

first if you dye before reaching the safe house you cant retry unless an admin resets the maze is that how its saposed to be?

second the tnt that blowes up the sand in the first part of the maze isnt setup right (it dosnt trigre).

the thirg is gegarding the cannon if the player is killed by the first shot or by the mobs down stairs the cannon will fire again when thay leave the safe house and if the stone gen isnt finished it can cous problems.

and the last problem i faund is actually my falt the reset on the centre junction spawners dosnt work so the spawners only fire onece (i cant get online to fix it now becous i am out of internet credit)

Edit: almost forgot there is also a problem with the exit trap the signal from the button keeps the piston under the players feet activated so the player can escape without getting fried this can be easily fixed by adding 3 repeaters on maximun delay straight after the button so the signal from the button ends before the flore opens and the player is toast :)


I couldn't think of a way to automatically reset the maze, so to retry it's just a lot of inconvenience for the player (like mining the diamond blocks with his hand). if it's impossible then I'm have to look into it. I guess if he has no material blocks after dying he can't get past the lava pit up on the top level, and no longer has a sword for mobs. Maybe I should have more material or tools in the starting room or the early-on chests? Might not be too effective, as most players are just gonna empty the chests anyways. Maybe I could re-work some of the traps to be rendered safe/easy to pass once you've beaten them.

but I do like the idea of an old-school video game where you have only a couple, if any, save points. Really bumps up the player's A game.

And the TNT under sand doesn't trigger? might have gotten a little off during a slight shift, I'll fix it.

As for the TNT cannon being able to fire off entirely before the stone gen is finished, the only thing that can be done is make the magazine maximum capacity. But also if the player has to keep retrying the cannon he's just wasting attempts. The center junction is technically beatable on it's own (kinda a little boss level), but the cannon just makes it easier. It can be a difficulty to deal with though, so I'll look into it again.

And as for the exit trap I knew I did something wrong. Will take care of that today.

We'll have to work on it, that's why it's still a Beta tongue

I should have a couple things updated tonight on the server, and I might update the download tonight as well.

EDIT: got started fixing some stuff, and you said the tnt cannon may re-trigger coming out of the safe house a second time, that is normal. However, before the stone gen is ready? The stone gen is way after the safe house, after they've been through the dungeon and upper levels. It's turned on intentionally by the player

-Jimmy
Back to top
Hon1nbo
Fri Nov 16 2012, 03:48AM
Hon1nbo Registered Member #902 Joined: Sun Jul 15 2007, 08:17PM
Location: Pacific Northwest USA
Posts: 1042
Destroyer of mosfets wrote ...

i just downloaded the map and i see what you mean so i tried sleeping in the bed and now it workes fine i spawn right beside the bed every time maby its something todo with it being on a server

Edit: i just finished the maze after dyeing more times than i am willing to admit and a found a couple of problems that i thought you should know about.

first if you dye before reaching the safe house you cant retry unless an admin resets the maze is that how its saposed to be?

second the tnt that blowes up the sand in the first part of the maze isnt setup right (it dosnt trigre).

the thirg is gegarding the cannon if the player is killed by the first shot or by the mobs down stairs the cannon will fire again when thay leave the safe house and if the stone gen isnt finished it can cous problems.

and the last problem i faund is actually my falt the reset on the centre junction spawners dosnt work so the spawners only fire onece (i cant get online to fix it now becous i am out of internet credit)

Edit: almost forgot there is also a problem with the exit trap the signal from the button keeps the piston under the players feet activated so the player can escape without getting fried this can be easily fixed by adding 3 repeaters on maximun delay straight after the button so the signal from the button ends before the flore opens and the player is toast :)


I couldn't think of a way to automatically reset the maze, so to retry it's just a lot of inconvenience for the player (like mining the diamond blocks with his hand). if it's impossible then I'm have to look into it. I guess if he has no material blocks after dying he can't get past the lava pit up on the top level, and no longer has a sword for mobs. Maybe I should have more material or tools in the starting room or the early-on chests? Might not be too effective, as most players are just gonna empty the chests anyways. Maybe I could re-work some of the traps to be rendered safe/easy to pass once you've beaten them.

but I do like the idea of an old-school video game where you have only a couple, if any, save points. Really bumps up the player's A game.

And the TNT under sand doesn't trigger? might have gotten a little off during a slight shift, I'll fix it.

As for the TNT cannon being able to fire off entirely before the stone gen is finished, the only thing that can be done is make the magazine maximum capacity. But also if the player has to keep retrying the cannon he's just wasting attempts. The center junction is technically beatable on it's own (kinda a little boss level), but the cannon just makes it easier. It can be a difficulty to deal with though, so I'll look into it again.

And as for the exit trap I knew I did something wrong. Will take care of that today.

We'll have to work on it, that's why it's still a Beta tongue

I should have a couple things updated tonight on the server, and I might update the download tonight as well.

EDIT: got started fixing some stuff, and you said the tnt cannon may re-trigger coming out of the safe house a second time, that is normal. However, before the stone gen is ready? The stone gen is way after the safe house, after they've been through the dungeon and upper levels. It's turned on intentionally by the player

EDIT 2: I fixed most of the stuff (the center junction only cycling dispensers once; the exit trap floor; the TNT under the sand; I made the entry to the vault door room resettable by the person entering, and seem normal) and I left some extra stuff in the spawn point in case the player dies before the safe-house.

The file for download has been updated with the fixes.

-Jimmy

UPDATE: See notice in the top of the original post for this thread about a server outage.
Back to top
brandon3055
Sat Nov 17 2012, 04:50PM
brandon3055 Registered Member #4548 Joined: Mon Apr 23 2012, 03:52AM
Location: tasmania
Posts: 271
I meant the stone gen that reloads the cannon and BTW did you find a way to fix the problem with the spawn point ?
Back to top
Hon1nbo
Mon Nov 19 2012, 04:44PM
Hon1nbo Registered Member #902 Joined: Sun Jul 15 2007, 08:17PM
Location: Pacific Northwest USA
Posts: 1042
Destroyer of mosfets wrote ...

I meant the stone gen that reloads the cannon and BTW did you find a way to fix the problem with the spawn point ?

Ah ok, well the stone gen is pretty fast, and the first shot is pre-primed. But thinking about it, if they die enough the magazine will run out of TNT. But just in case they can run fast enough I can (and probably should) put a couple gates in to prevent the stone gen from activating while not ready (and probably prevent the cannon from not firing until ready as well. Maybe I can just deactivate it after the first few pressure plates and leave control to the manual switch?

As for the spawn point, no I just ended up making a very large stone area to hopefully catch the player.

-Jimmy
Back to top
brandon3055
Wed Nov 21 2012, 03:48AM
brandon3055 Registered Member #4548 Joined: Mon Apr 23 2012, 03:52AM
Location: tasmania
Posts: 271
Good work its definitly working alot better now but there are just two more problems i found the first is probably just becous my pc is crap but the amount of mobs that spawn in the center junction seem to generat some extrem lag.

Ad the second is also related to the center junction after the player gets through and into the maze mobs from the center junction wonder out onto the hallway leading to the maze and step on the pressure plat that opens the door to the maze and resets it making it impossible for the player to compleat the maze.
Back to top
Hon1nbo
Wed Nov 21 2012, 04:57AM
Hon1nbo Registered Member #902 Joined: Sun Jul 15 2007, 08:17PM
Location: Pacific Northwest USA
Posts: 1042
Destroyer of mosfets wrote ...

Good work its definitly working alot better now but there are just two more problems i found the first is probably just becous my pc is crap but the amount of mobs that spawn in the center junction seem to generat some extrem lag.

Ad the second is also related to the center junction after the player gets through and into the maze mobs from the center junction wonder out onto the hallway leading to the maze and step on the pressure plat that opens the door to the maze and resets it making it impossible for the player to compleat the maze.

That's a problem if the mobs are resetting the maze.

maybe we could put in a button to either replace the pressure plate to control the door (and make the pressure plate on the other side to reset the maze) or something along those lines.

Also, yeah the mob setup in center junction is quite capable of causing problems on lower-end computers. Maybe we could adjust the timings and slow it down a little?

-Jimmy
Back to top
brandon3055
Fri Nov 23 2012, 04:55AM
brandon3055 Registered Member #4548 Joined: Mon Apr 23 2012, 03:52AM
Location: tasmania
Posts: 271
The button could reset the maze it dosnt need to be a pressure. Plate
Back to top

Moderator(s): Chris Russell, Noelle, Alex, Tesladownunder, Dave Marshall, Dave Billington, Bjørn, Steve Conner, Wolfram, Kizmo, Mads Barnkob

Go to:

Powered by e107 Forum System
 
Legal Information
This site is powered by e107, which is released under the GNU GPL License. All work on this site, except where otherwise noted, is licensed under a Creative Commons Attribution-ShareAlike 2.5 License. By submitting any information to this site, you agree that anything submitted will be so licensed. Please read our Disclaimer and Policies page for information on your rights and responsibilities regarding this site.