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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
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.
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 :)
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
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
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
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.
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.
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.
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?
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