[MECH/FUN] War v1.7.4 - Minecraft PVP Arenas (TDM, CTF & more!) [1.4.7-R1.0]

Discussion in 'Plugin Releases' started by tommytony, Jan 8, 2011.

     
  1. Offline

    tommytony

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    [IMG]
    War - Minecraft PVP Arenas (TDM, CTF & more!)

    Version: v1.7.4 (Doolittle)

    War lets you create warzones, arenas that host team deathmatch games, capture-the-flag battles and more!

    Features:
    • As a player, you get a fast-paced PVP experience in SMP.
      • Join a battle by entering through the warzone lobby. There is one gate per team (team diamond, gold or iron): step in to join that team.
      • Your inventory is saved when you join a battle, and restored when you exit.
      • When you die inside a warzone, you get instantly teleported back to your spawn, and one life is taken from your team's life pool. When that pool runs out, the other teams score a point!
      • Steal the enemy team flag to score for your team.
      • Fight over monuments, control points that, when captured, restore health to your teammates.
      • Return the cake home to score a point for your team and refill your life pool.
      • Capture the bomb and run for your enemy's spawn to blow it up. Careful! If you get attacked at close range you'll blow up.
    • As a warzone maker, you have total control.
      • Take advantage of cool landscape features or existing player-build structures and incorporate them in new warzones.
      • Tons of options: friendly-fire, auto-assign, turn off PVP outside warzones, define respawn loadouts specific to each zone, turn players' heads into team-colored blocks instead of giving them team-colored helmets, and more!
    • All the blocks in a zone are reset at the end of every battle.
    • Players are prevented from entering or leaving a zone - except through the designated warzone lobby - by a magic glass wall.
    • A warhub can be created to link all your zones together.
    Download War v1.7.4 (Doolittle)
    Compatible with Craftbukkit 1.4.7-R1.0.
    (Make backups before this/any update!)
    Dev builds - Join the bug hunt.
    Source - Fork the code.
    Issues - Known bugs and planned features. Please read this.

    Find everything you need (release notes, instructions, forums, server list) at the official website: war.tommytony.com

    To try out the plugin's gameplay, check out the warzones we set up at
    The War Hub - tommytony's official War server @ warhub.tommytony.com
    (dynmap) (minestatus)
    Please fill the Warhub whitelist request form for access.

    How to install: Full instructions here

    How to donate: Thanks for your help

    How to play: List of player commands

    How to create warzones: List of zone maker commands

    Video tutorial:


    Showcase:
    Mentioum's Let's Play Minecraft


    M1sT3rM4n's fan video


    Spout UI features:
    Message feed, stats board, event notifications and team-colored player names.
    [IMG]

    Changelog: Complete changelog at the website
    • v1.7.4
      • Here's a small patch that I should have released back in January.
      • This update fixes problems that appeared with the BlockFace API changes that came with Craftbukkit RB 1.4.5-R1.0.
      • Keep an eye on the dev builds at http://ci.tommytony.com for some long overdue additions that should be coming soon.
      • This release is compatible with Craftbukkit 1.4.7-R1.0 and previous versions.
      • Download War v1.7.4
    • v1.7.3
      • Here's an update that I've been sitting on since September. Real life took over and I'm sorry I've been unable to push the development of War further in the past few months. This is a minor update which adds:
        • Support for block IDs from 128 to 255
        • Slightly smoother spawn re-entry protection
        • Delaying the Warhub's initialization to make sure it initializes properly at startup.
      • This release is compatible with Craftbukkit from 1.2.5-R4 to 1.4.5-R0.2.
      • Note that War v1.7.3 is NOT compatible with Craftbukkit 1.4.5-R0.3 due to breaking changes in the API which I still need to address.
      • Download War v1.7.3
    • v1.7.2
      • Over the past three months, War has more than doubled in popularity - War v1.7.1 was downloaded over 30,000 times. I need thank everyone for trying out the plugin and all the contributors that helped us get here. Thank you so much!
      • Now I'll be the first to admit that War has some quirks, so for this release I focused on fixing bugs and tweaking existing game mechanics. Still, I needed to keep this fun so I sneaked in a few features that were highly requested and some that I'd wanted to put in there for way too long.
      • Over the past week I finally went to work (sorry for the delays!) and got this rather sizable "stability & small improvements" release together for you:
      • New/Adjusted Features
        • Inventory reset and end-of-game code reworked and toughened up to make sure people get their inventories back after a game of War (so sorry for the problems! - see Bug fixes below)
        • Players can now bring a copy of their inventories inside the warzone
          • One of the most often requested features over the past few months
          • Use "/zonecfg playerloadoutasdefault:true". The player's own inventory as he entered the warzone becomes his default loadout every time he respawns.
          • Alternate loadouts can still be used. The player gets his full inventory back when he exits the match.
        • TDM and CTF stalemates caused by spawn protection cannot happen anymore
          • Can't re-enter spawn! Players cannot get back into their own spawn after exiting (unless for legitimate flag and cake captures).
          • Players that are still the spawn are still invincible, in order to let them select then loadout in peace.
          • You can still enter the enemy's span in order to bump off and punish afk people, though.
        • Warhub, lobby don't wipe their entire volume to air anymore
          • In warhub and lobbies, only the minimal block path required to let players teleport and to let them navigate between gates is cleared.
          • Similarly, gameplay structures (monument, flag, cake, bomb, spawn) now only clear a 2-block high space of air (instead of a needlessly large volume).
        • Customizable warhub and lobby materials
          • Hold the block of your choosing in your hand then use
            • /warcfg warhubmaterial:<floor/outline/gate/light> or
            • /zonecfg lobbymaterial:<floor/outline/gate/light>
          • If you are holding nothing (i.e. air) and you use these commands with the "floor" or the "outline" parameter, it tells War to use the original floor instead of overwriting it.
          • Lobbies of new warzones take their materials from the warhub's settings
        • PRO TIP: The brand new (slightly backwards) way to build a pretty warhub or warzone lobby is here!
          • First, build a nice area with a nice floor, colums or other details.
          • THEN, use /setwarhub or /setzonelobby to place your structure.
          • Switch out the materials with "/warcfg warhubmaterial:<floor/outline/gate/light>" or "/zonecfg lobbymaterial:<floor/outline/gate/light>".
          • Hold nothing while using the warhubmaterial:<floor/outline> or lobbymaterial:<floor/outline> command in order to keep your original floor.
          • VoilĂ ! You have a pretty warhub or lobby!
          • If your lobby or warhub is already placed, I suggest moving it away, making a nice build, then placing it back in its original position once you are done. Akward for now, but it works! :)
        • Customizable monument, flag stand, cake and bomb materials
          • Hold the block you want in your hand then use "/zonecfg material:<main/stand/light>".
          • Simplified the cake and bomb structures to make customization easier.
        • Less brutal minplayers/minteams check
          • When a player leaves the warzone and makes the warzone population go under minplayers in minteams, you don't get warped back to spawn right at that moment anymore.
          • Once you respawn, you will be locked inside the spawn until there's at least minplayers in minteams.
        • Automatic warzone backups during /savezone, /deletezone and /renamezone
          • If you have the setting "/warcfg keepoldzoneversions:true", then /savezone makes a copy of the old save to the folder /plugins/War/temp/oldversions/ with a timestamp and a version number (i.e. previous number of old versions + 1).
          • Deleted warzones are not truly deleted anymore, they just get moved to the folder /plugins/War/temp/deleted/.
          • When you use /renamezone, a copy of the warzone with its old name is made to /plugins/War/temp/renamed/.
          • WARNING: The new automatic backup can lead to high disk space usage.
            • Turn off the oldversion setting with "/warcfg keepoldzoneversions:false" if you prefer to minimize disk space usage.
            • Make sure to permanently delete unneeded files in the /deleted/, /renamed/ and /oldversion/ folder once in a while.
        • Dedicated War log file now at /plugins/War/temp/war.log
          • Added more and better logging of player commands
          • Makes it finally much easier to track down who did what with War config changes
        • Everyone can now see the game rules
          • All can use "/warcfg print" (or "/warcfg -p").
          • Same with "/zonecfg print" and "/teamcfg print".
        • Better message formatting
          • Messages from War don't get their words cut in half anymore, making everything much easier to read.
          • Help for /warcfg, /zonecfg, /teamcfg and other commands has more colors and is slightly better structured.
      • Bug Fixes
        • FINALLY, nailed down the inventory reset bug which caused many people to get their inventories wiped or to get replaced by the warzone loadout as they exited.
          • I'm so very sorry for all the drama that must have ensued on all your servers. :( The problem is truly gone now.
          • I used this opportunity to make the end-of-game code more solid to ensure all inventories get reset and the warzone is properly re-initialized.
        • Renaming a warzone with /renamezone now works fine and doesn't completely corrupt the warzone anymore. A backup is taken of the old warzone with its old name in the /plugins/War/temp/ folder.
        • Exiting the warzone accidentally now makes you drop your flag, cake or bomb. This used to be annoying because it let you auto-cap by sneaking out of the zone.
        • Better compatibility with some other plugins by cranking up the priority of War's death and damage event handlers to the highest level
          • Factions: Players from the same faction can now fight each other.
          • mcMMO, MagicSpeels: Players who killed themselved or got one-shot-killed by projectiles now get their loadouts back when they respawn.
          • Heroes: Cleaned up the behavior of War when "/zonecfg realdeaths:true".
        • Support for unsafe/illegal enchantments like those possible with other plugins like Time the Enchanter (loadouts and chests).
        • Tested with Craftbukkit 1.2.5-R4.
        • I'll be updating the War manual at http://war.tommytony.com/instructions/ momentarily to reflect the new changes. Thanks so much to all contributors and players and to those who tried out the dev builds at http://ci.tommytony.com/job/War/, and thanks in particular to @shanko and @cmastudios for their big help!
        • Download War v1.7.2 NOW - Join the Fight!
    • v1.7.1
      • New: Compatibility with Craftbukkit 1.1-R6, 1.2.3, 1.2.4 and 1.2.5
      • New: Warzone config setting resetonconfigchanged is now available and false by default. This means /zonecfg and /teamcfg DON'T reset the warzone blocks anymore by default.
      • New: Bomb carrier doesn't cause explosion if warzone has setting unbreakable:true
      • Bugfix: Potion effects are properly cleared.
      • Bugfix: Blockhead restoration shouldn't cause errors anymore.
      • Bugfix: Attempt at stopping duplicate end-of-game and inventory reset problem. Please report back if your inventories don't reset at match end.
      • Download War v1.7.1
    • v1.7 - Doolittle
      • Team specific settings and config inheritance:
        • There are now three levels of configuration (as opposed to two):
          • War/global (try /warcfp -p)
          • Warzone-specific (/zonecfp -p)
          • New: Team-specific (/teamcfg -p)
        • Defaults are defined at the War level globally, but you can override them with /zonecfg and /teamcfg. For example, use "/teamcfg blue lifepool:100 respawntimer:5" to change only that team's settings.
        • To restore config inheritance use, for example, "/teamcfg blue delete:lifepool". If a warzone-level lifepool setting exists, its value takes over. If not, the War-level default is applied.
      • Brand new gameplay structures! The Cake and the Bomb.
        • The Cake
          • Set down with "/setcake <cake-name>", delete with "/deletecake <name>".
          • Bring it back to your spawn for a point and a lifepool refill for your team.
        • The Bomb
          • Place with "/setbomb <bomb-name>", delete with "/deletebomb <name>".
          • Rush for the enemy spawn to blow it up.
          • Don't get attacked at close range while carrying a bomb or you'll blow up.
      • Spout integration
        • Warzone stats are displayed at top left
        • Dedicated War message feed (for less War chat spam - win!)
        • Notifications for warzone events using the achievements widgets (looks awesome)
      • New realdeaths and deathmessages configs that let you disable fast respawns (for better plugin cross-compatibility) and turn off kill/death messages.
      • A respawntimer:<seconds> setting to let you keep players stuck in spawn after respawning.
      • A new, more friendly Yaml config file format (conversion is done at startup), finally.
      • Experience is stored along with the rest of the player's state at warzone entry (and restored at exit).
      • Bomb carriers emit a smoke trail. Similarly, flag and cake thieves can be more easily tracked down because they leave a trail of team-colored potion effects.
      • Download War v1.7 (Doolittle) - compatible with Craftbukkit 1.1-R3.

    This post has been edited 54 times. It was last edited by tommytony Mar 13, 2013.
  2.  
  3. Offline

    Viktor135

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    How do i create a WarHub? Please answer
  4. Offline

    malteee

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
  5. Offline

    Mr. X

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Can you add customiziable Warhubs and Lobbies. By editing the default and /savezone will destroy changes on the zonelobby please cahnge this.
  6. Offline

    shanko

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hey Tommy, I discovered another cause of the inventory reset glitch, this time it only affects 1 player! And the worst one at that!

    If a player bombs the other teams base and its the last point, their inventory glitches. They score the point ending the game, everyone gets their inventory reset and back to spawn, but war takes the bomber and gives him his loadout as if he was respawning an throws him outside into the lobby instead of the regular rallypoint
  7. Offline

    shanko

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Good suggestion! You could use worldgaurd regions or other plugins to achieve this though

    Type /setwarhub where you want it
  8. Offline

    Yodah

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    I have a new idea for a gameplay structures!

    I call it Team Last Man Standing :)
    When a player dies, they cant rejoin the game till the last person on the opposite team dies, this will increase the difficulty level of the game play. I tell you this will be the [tnt]
    shanko likes this.
  9. Offline

    owenftw

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    fun plugin. People like capture the flag.
  10. Offline

    Island_Guy429000

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    This plugin is awesome, but my friends on the server is getting annoyed by the 1 hit kills that have been appearing. Is this supposed to happen?
  11. Offline

    shanko

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hey guys I just noticed tommy doing some dev builds :DDD Im super excited
  12. Offline

    Khortus

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Superb plugin! It makes PvP and entire game much funnier and better, however..
    There is one little annoying bug that I have found recently, everytime last player dies, that player will take all the items from last loadout and bring them back to the world instead of switching back to his inventory. This makes him entirely exchange items permanently without any other hope of getting those items returned back. Though I hope this will get fixed soon :)

    This post has been edited 1 time. It was last edited by Khortus Jun 6, 2012.
  13. Offline

    jakenem12

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    When doing a /renamezone, it caused an internal error (We were unable to locate the error report). I was siting in the lobby as I typed this command. And it removed the arena completely.

    This post has been edited 1 time. It was last edited by jakenem12 Jun 7, 2012.
  14. Offline

    Nutiler

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hi, I love this plugin but out of nowhere the warhub just dissapeared and every plugin works, this is my server starting up:

    http://pastebin.com/EeEBgyN7

    This has happend before but I don't know what to do to fix it, I have no errors but:

    21:19:32 [SEVERE] Wrong method arguments used for event type registered

    How do I fix this ^ [SEVERE], or fix the warzones?
  15. Offline

    Island_Guy429000

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hey, This plugin is all fine, but there's 1 thing: 1 kit kills:mad: . Any idea? please help:)
  16. Offline

    eriorkless

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Can you add the option to remove the /team command? It conflicts with a couple plugins.

    Thanks,
    ~eriorkless
  17. Offline

    sabasNL

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Tommy, this is really needed for all kinds of gamemodes that are currently not possible to play.
    Think of the possibilities, Last Man Standing, Arena mode, Survival, Spleef!
  18. Offline

    Mekixx1

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    hi, is there any way that you can send players to one warzone at a time? so all players are playing the same map but they can vote on which map is next. Sort of like the HungerGames plugin. This would be awesome! thanks.
  19. Offline

    Yodah

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    I was also thinking, Free For All, or Free For All Last Man Standing, (just use random spawn locations in the map)
    Thamus_Knoward likes this.
  20. Offline

    Molokax

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    I wait the update as a christmas gift :rolleyes:
  21. Offline

    iamhoulaoda

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hi Tommy, I've just come up with a problem for now , i am using war v1.7.1
    I am using GroupManager v2.9.1 as the permission plugin, and I don't add war.warp permission for the default player group . But I found the default player group can still use /warhub command.
    So how can I disable the permisson of /warhub command using for the default player group ?

    Thank You.
  22. Offline

    Thamus_Knoward

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hey People, in an effort to make myself heard this is a repost from about 3 month ago. Nobody ever responded to it with neither criticism nor praise, which is the worst reception you can get if you just want to vent off some ideas. So without further ado, here are some "fresh" ideas for additional gamemodes i would like to share with you:

    Introduction: //skip if you wish. just me rambling.
    I generally like the classical gamemodes that almost every PVP-game provides you with, such as Deathmatch, Team Deathmatch or CTF but over time I always consider them redudant and boring. Thats why I especially liked those games that introduced new fun ways to compete against other players like BF1942 (Conquest), TF2 (Payload),Wolfenstein: Enemy Territory (Assault with certain goals). However, I don't think it makes a lot of sense to simply remake those into Minecraft, because those games are actually pretty good at what they are doing. To my mind, a Minecraft PVP-mod/plugin should of course allow players to be killed like in any other first person shooter but at the same time it should be adding a neat Minecraftian twist to the whole gameplay. So what combination of elements make Minecraft unique? A huge destructable environment, Mining, Crafting and Building. The ideas that I came up with try to emphasize these features rather than the mere existence of a crosshair and movement with the WASD-Keys.
    Cart Escort:
    • Basic Concept: Team X needs to make a minecart get from point A to point B. Team Y needs to slow/stop the advance. (just like in Payload/TF2)
    • Minecraft Twist: Team X first needs to lay down the tracks from A to B within certain predefined routes under constant attacks from Team Y. Then the Minecart needs to be pushed or refueled (if its a powered minecraft) and protected against Team Y's assaults until it reaches the Point B, which marks the immediate victory of Team X.
    • Ideas/rules: Team X can only put down tracks within predefined "railbeds" (3 blocks wide) narrowing the possibilies of ways to get from A to B. "Railbeds" may intersect, fork, decline, incline etc. (Tracks can only be build by one class with limited players?). Tracks are limited and therefore cannot be spammed. Team Y cannot remove the tracks once laid down. Team X can only have one cart at a time. There are checkpoints that save the cart position, and reequip/heal players like the monuments. If the cart is destroyed it will restart from a last checkpoint (? or continue from where it was destroyed ?). If the cart is destroyed by Team Y, Team X needs to purchase a new cart with gold that Team Y's players drop at death. Cart upgrades are possible (regular => powered => different speeds?). The spawnpoints shift position according to the checkpoints the cart has passed. The game may be divided into Track-Building-Phase and Escort-Phase, or instead the cart will automatically periodically appear at point A and go as far as it gets until it hits the end of a track. If it goes off the track it explodes (??!) or damages the players surrounding it at that point somehow or adds points to Team Y's score.
    Resource Rush:
    • Basic Concept: Team X and Team Y both need to get resource-blocks from a central indestructible crate and take them into their respective building areas where only that resource-block can be placed.
    • Minecraft Twist: There they must build a tower out of resource-blocks up to a certain height/ for a certain amount of time (highest tower wins).
    • Ideas/rules: One central chest stores indefinite amounts of resource-blocks or there could be several chests with depleting resources. There are limitations as to the amount of resource-blocks a player can carry (only 1 ? 10?) to prevent one-block-towers and promote teamwork. Or perhaps there could be Builder-Classes that cannot carry any weapons but several blocks instead. Team X and Team Y cannot deconstruct resource-blocks that the opposite team has placed. (They cannot deconstruct what they have placed themselves? but builders may?!). A certain height of the tower enables access to new areas with new crates or traps (death from above)
    Digteam:
    • Basic Concept: Same concept as in Resource Rush but the central chest holds wooden pickaxes and ladders and the point is to reach bedrock (or depth X) first.
    • Minecraft Twist: Mining and Crafting pretty much.
    • Ideas/rules: All the things need to be crafted from scratch except the weapons. There is a shared forest or probably better a shared chest with sticks and wooden planks. Players can only dig in the marked areas. Miners (class) may only wield a pickaxe while other classes may not at all. At certain intervals the following layers can be reached 3 block thick layer of coal, then iron and then diamond. The final 10 layers are made from obsidian. Intermediate checkpoint layers may be added that are also shared with the enemy team, in order to encourage mutual harrassment. Instead of merely reaching bedrock there may be a cave/shared area with a block that needs to be destroyed/ taken to the surface in order to win. This may be carried out horizontally by tunneling through a mountain. Also in mutual zones there may be one-team-only craft areas that have to be captured first.
    Additional Ideas:
    • Teams get blocks in their colour which they can place wherever they want in order to build rudimentary defensive structures, that can be destroyed by other teams.Like in SourceForts :)
    • Build/Gamemode-Cycles restrict players to only build rudimentary defensive structures (and traps?!) in a separate phase and not in the heat of battle of CTF, CartEscort, ResourceRush, Digteam. In the Gamemode-Phase, however, those team blocks can be destroyed.
    Appendix: A few of these Ideas could actually be realised using already existing bukkit plugins to deal with block placement restrictions only like VoxelGuest, Regios, WorldGuard and so on. But that would mean a hell of configuration for just a single zone and still lack a decent scoring system. Also theres always the compatibility issues one has to consider. Getting my head around all this is just too much for me. Thats why I just wanted to put the Ideas out there so that other people that are more able than me could at least play around it in their heads. I hope you like what you read, if not tell me what you think is crap. Share the ideas. Develop them. All the best!

    Thamus_Knoward

    This post has been edited 1 time. It was last edited by Thamus_Knoward Jun 12, 2012.
  23. Offline

    Thamus_Knoward

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)

    absolutely! that would be great! :) random spawns + multiple spawns per team would make a great start and provide plenty of opportunities. also masking the spawn as a regular block would help .although maybe one could simply use how minecraft itself generates/ evaluates a world spawn and make the spawnpoints appear randomly computer generated within a chosen zone/ the warzone itself?
  24. Offline

    Thamus_Knoward

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Also I just thought of another thing: Definable Goals. For example: The gamemode would be assault or something like that. Team A needs to attack and destroy a certain target (building or other) of team B. The mincraftian twist: Instead of having a previously defined zone like we do now (spawn, flag), the zonemaker could define several blocks (except air) within a "target zone" as the target that team A has to destroy in the game. :) a step up from this idea would of course be the ability to add several targets and be able to choose wether they have to be destroyed in a certain order or not (like storming a castle for example => 1. goal: destroy the gates. 2.goal => destroy the rookery (too much game of thrones for me lately :D). 3.goal => destroy the iron throne). ;)
  25. Offline

    RiotShielder

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    There is a small bug, the way I build my arenas is in the air, floating. If someone gets the flag then jumps off he goes back to spawn, therefore getting an instant capture, is there any way to fix this?
  26. Offline

    Vallehalt

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    hey, is there a way to edit the size and the blocks of a warzone lobby ?
    because I want to create an advanture server but the lobies are not very good to integrate into the world...

    ->I could change the blocks with World-edit but I reloaded the warzone the lobby reseted :/
  27. Offline

    RiotShielder

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Yea I dislike the lobby and warhub as well, I wish I could set the base blocks =/
  28. Offline

    Thamus_Knoward

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    I agree.. Its kinda dodgy.. if only the size was adjustable too!..these lobbys take up a massive amount of space especially when they only have the warhub portal and a single random team portal its so difficult to incorporate them into a theme too..
  29. Offline

    tommytony

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Hello all.

    So sorry that I don't have the time to answer you all individually anymore. :( I'm trying to find the time to hunt down the critical bugs then I'll address your more pressing concerns and suggestions (such as lobby and warhub customizability).

    I found a few productive hours this week to nail down the inventory reset bug.

    Those of you courageous enough to help be test new builds, please take some backups and try out War v1.7.2-PREVIEW build #51 (latest builds at http://ci.tommytony.com) and report back with any inventory reset issues you find (or anything else at all, really).

    Thanks!

    This post has been edited 1 time. It was last edited by tommytony Jun 16, 2012.
  30. Offline

    tommytony

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Head's up!

    War v1.7.2-PREVIEW build #54 has some pretty nice changes, if you're willing to help test it.
    Also thanks to @cmastudios for helping out with an enchantments-related bug fix.

    This post has been edited 5 times. It was last edited by tommytony Jun 17, 2012.
  31. Offline

    tommytony

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Please let me know how the newest dev builds from http://ci.tommytony.com/jobs/War work out for you.

    If I don't get bad feedback I'll try to get together a v1.7.2 release for tomorrow.
  32. Offline

    tommytony

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Sorry to be spamming my own thread here... :/

    But I wanted to let you know that the newest dev build like War v1.7.2-PREVIEW build #58 includes:
    • Customizable warhub and lobby materials
      • Changeable material for floor, outline of floor, gate and lightsource.
      • Just change the values in war.yml and warzone-x.yml and reload your server to change the look look of your warhub and lobbies.
      • This should make a lot of people happy until I rework these structures and make them really editable/template-able.
    • No more trapping players in their spawn.
    • Older but still recent fixes and improvements:
      • No more inventory reset bugs at end of game
      • Fixed /renamezone
      • NEW Backups in /War/temp/ folder:
        • War-specific log file
        • Deleted zone backups
        • Renamed zone backups
        • Old versions of warzones (backups at every /savezone)
    An official release for War v1.7.2 should be coming soon.

    This post has been edited 1 time. It was last edited by tommytony Jun 18, 2012.

Share This Page