[FUN/SPOUT] DeadMines v0.3.1a - Bringing hell to a server near you! Stability patch is out! 1.0.1-R

Discussion in 'WIP and Development Status' started by DrBoweNur, Jul 20, 2011.

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    Lightzaver

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    @OstlerDev how about you start work on updating his plugin then only release it if he gives you permission ?
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    OstlerDev

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    Yesterday I started updating it, but there is just so much work to do, I am still going to try and update it, but it would be 10 times faster if I had his current code (github)
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    Lightzaver

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    @OstlerDev you could update it into parts , like split it up , Like DeadMines (Core) and DeadMines (Zombies) Im terrible at coding but I guess I'm available to help :)
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    OstlerDev

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    @Lightzaver I think I could release a build without spout support sometime here soon, (as spout has not been updated for 1.3 yet)
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    Lightzaver

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    @OstlerDev that would be amazing :) Im sure he wouldnt mind if you released an updated version !
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    OstlerDev

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    Well I wrote a long post and lost it, but basicly I have alot of it updated, and am just finishing up.
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    Lightzaver

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    OstlerDev

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    Status Update:

    I have mostly everything done, there is just one massive bug preventing me from releaseing it... Custom zombies are not able to spawn yet... I do not know how long it will take me to fix this bug but I hope to fix it very soon.

    Everything else is working though, Dark Synergy, Zombie Lords, and Pigmen.
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    DrBowe

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    Oh god you're going through my horrible code. I shall pray for you tonight.

    That being said, I'm completely reworking this plugin (once again) and do not have any sort of ETA on when I'll be giving more info out about it. I plan on adding a lot, removing a lot, changing a lot, and just going for a completely different feel. In other words, this is going to be the 3rd time I've started from scratch to revisit my ideas--and I'm hoping to lay them out more thoroughly.

    When I first started making this plugin, I intended it to be designed around the core philosophy of it being a 'mode' for the server to transform into every once in a while--a mini game if you will. Anywho, as I've begun to think about this more and more as of late, I've started to shift my focus on a 'mini-game' variant to more of a full-blown game changer. Will it still be able to activate on the fly, and disable on the fly as well? Most likely, yes. However, I want more than a simple 'kill to get synergy, then kill boss zombie, then rinse wash repeat'. I want more depth behind it, and maybe even a bit of a story to go along with it as well.

    In other words, I have no idea where it will end up--and if it will end up at all. I'll keep you guys posted the moment I have more info, and sorry about any frustration that I know this will cause due to the 3rd remake of a plugin that was already so close to completion. That being said, more power to ya' @OstlerDev , if you want to maintain this rendition of it I'm all for it.:)

    This post has been edited 3 times. It was last edited by DrBowe Aug 8, 2012.
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    OstlerDev

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    @DrBowe, awesome to see that you are back and working on a new edition of the project, do you think that you could send me the code that you were working on for the 1.2.5 update? I have most of it updated it is just this one piece of code that is KILLING me!

    Code:
    public void registerDeadMinesEntities() throws IllegalArgumentException, IllegalAccessException, InvocationTargetException, SecurityException, NoSuchMethodException {
        Class[] parameterTypes = { Class.class, String.class, Integer.TYPE };
        Method method = EntityTypes.class.getDeclaredMethod("a", parameterTypes);
        method.setAccessible(true);
     
        method.invoke(new EntityTypes(), new Object[] { DeadMinesZombie.class, "Zombie", Integer.valueOf(54) });
        method.invoke(new EntityTypes(), new Object[] { DeadMinesGiant.class, "Giant", Integer.valueOf(53) });
        method.invoke(new EntityTypes(), new Object[] { DeadMinesPigZombie.class, "PigZombie", Integer.valueOf(57) });
      }
    I just cannot seem to get it to work in 1.3.1 nevertheless, I will try :p, but if you need any help on the new edition, please let me know and I would love to work with you!

    -OstlerDev
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    DrBowe

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    This is actually a lot of reflection taking place behind the scenes. I had to do this in order to allow zombies with custom health to spawn--and it wouldn't surprise me if the code it was reflecting upon changed internally since then. In other words, it was very fragile to the slightest changes within Craftbukkit. I'll likely have to tackle the problem again during this revamp, so if I do find the issue I'll be sure to let you know.
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    OstlerDev

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    Ok thanks,

    Once you have come up with the idea for the new version (I also have some suggestions), I would love to help you create it! But regardless I will most likely update the current version.

    -OstlerDev
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    DrBowe

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    https://trello.com/board/deadmines-revamp-v3-0/5021e745bca3cd477c1d8abf
    Here's a link to the Trello board that I'm making for it. Not much on it at the moment, but if you have an account and give me the name I can add you to it. Always fun to brainstorm :D

    This post has been edited 1 time. It was last edited by DrBowe Aug 9, 2012.
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    OstlerDev

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    It is currently being updated, please do not ask for a time frame as there is none.

    Also, I do have an account that I just set up. The email on that is ostlerdev@me.com

    This post has been edited 1 time. It was last edited by OstlerDev Aug 9, 2012.
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    PhoenixStar117

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    Doe's not work. I place the .jar file into the Plugins folder and start server. But it doe's not work, it just sits in the folder. No Config or anything else is created. I play the server and no zombies are massing, just plain old zombies and all from Vanilla Minecraft. Any ideas?
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    OstlerDev

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    I do believe it is because it is not compatible with 1.3.1, the last build that it was meant for was 1.0.1... But you are in luck, I am currently updating it to 1.3.1!

    -OstlerDev
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    PhoenixStar117

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    Well, I am not technically using 1.3.1... I am using Tekkit for 1.2.5, Any chance of making it so 1.3.1 works for both 1.3.1 and 1.2.5?
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    OstlerDev

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    You could try to run it on 1.2.5 but I make no promises.
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    tonidu28

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    I would just like to have a date ^^ DeadMines is my favorite plugin and OblitusCraft promises to be an enormous plugin . I especially wants not you to disturb
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    DrBowe

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    The problem with this is that it's incredibly hard to give a date when you can't predict when you will and won't have time. I expected to have some time alone to do stuff today, and as it turned out, that wasn't the case. I'm sure once classes start tomorrow I'll have a much more concrete schedule to base timing off of, but even then, it's not like I'll have a lot of time to work with :(
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    Jt1

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    Dr bowe, look at your inbox
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    Lightzaver

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    Hey im checking up on this :D Looks like its not dead and im willing to test this for you guys :p It was my Favoritedplugin when it was out so if you need me :D
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    Toni12051997

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