Sorry. I wasn't trying to steal yours, and I did give you credit, "Anyway, I played around with Richard Robertson's dev build he posted. I didn't do anything monumental to the generation (though I did manage to somehow completely screw up the sidewalk generation), but I did make some useful changes." Wow, the End sounds a bit useless. It sounds too fantastical for the vanilla game, but too bland to be a mod. Remember when we all praised PCGamer for forcing Notch to do something with his Sky Dimension code? Ugh, I wish it had just gone away. Lol I didn't know the buildings were supposed to be stone-filled, I just figured Robert Richardson had done that in a hurry or whatever. 2x6 blocks of buildings... not sure what you mean. Would it be something like this (i kinda derped up with the sidewalks, but you can see what I mean: Code: B=building +=sidewalk -=road -------------------------------- --+B+B+B+B+B+B+--+B+B+B+B+B+B+-- --+B+B+B+B+B+B+--+B+B+B+B+B+B+-- -------------------------------- --+B+B+B+B+B+B+--+B+B+B+B+B+B+-- --+B+B+B+B+B+B+--+B+B+B+B+B+B+-- -------------------------------- Anyway, sorry about the config. I was going to explain it but forgot. Here is an improved version of the config for the 2nd jar I posted: Code: plugin_version: derp1 #this is used to efficiently keep configs up to date so the plugin doesn't break when a server owner updates the JAR but not the config. generator: groundlevel: 10 #height of the ground level - the default from Richard Robertson's original build is 64 maxfloors: 8.0 #maximum number of floors a building can have minfloors: 4.0 #minimum number of floors a building can have blocks: insidespace: 0 #the inside of the buildings buildingframe: 43 #the corners for windows in the building. this is hard to explain in words, so if you look at my screenshot earlier, it's where you see the stone slabs in the building window: 20 #the material windows are made out of thevoid: 7 #the bottom level of the world. should always be bedrock but I made it changeable anyway road: 4 # the material for the road underground: 1 #the blocks between the road and the bottom of the world will all be "underground" buildingfloor: 98 #the floors in the buildings. in my screenshot above, it's the "98" blocks (lol i don't know what that's actually called, haven't kept up with 1.8) sidewalk: 43 #the material for the rim around the building edge. EDIT: Oh yeah, and my Curse account is oxguy3
It's so great to see that progress is being made on this. Of course, it won't help me until the plugin can load an arbitrary .schematic file. I was thinking of offering a small monetary bounty for someone who gets the plugin to the state that I need, but I'm worried that bringing money into the equation will discourage people from sharing and cooperating. What do you think? Does money hurt or help the situation?
Well I'm not sure about a bounty but I'm sure a donation wouldn't go astray, so long as you don't make it explicitly dependent on your request, by say, donating afterwards for their great work with this plugin, rather than direct payment. In any case your request may not actually fit into the rest of the progression path for this plugin, as it's rather customised already, or, I should say, the next build will be. Your request should probably branch off into a second plugin based on the original prototype, although I probably will request a small implementation of schematics, by that time it will be likely spout dependent and stuff... perhaps you could make a request of your own for it to be modified to your liking, and pay for it, separate to the rest of the project? With the permission of @Richard Robertson and @oxguy3 of course. That way you wouldn't be impacting on the cooperation and contribution of the project as a whole, unless you are looking for The End etc.. o.o. Yeah The End really seems to be lacking, has a bit of promise if, as it looks to me it will become a major plot element for 'the adventure' we have been so long now promised, but is rather dissapointing in not having any new items of use in The End itself, sure there are white stone but it's nothing special, just a tad stronger, and to be perfectly honest they fucked up the texture coz it looks like sand, they Should make it bleached or at least milk white rather than invert the texture... that being said, it is slightly useful to me as I'll be able to re-texture it blank white as the 'white-space' I've referred to at least once in the project or on this thread. (though it would be able a whole lot better if... this is @Richard Robertson as well ofcourse: do you think you could fairly easily replace the white stone of the end with a glowstone based-block that has a blank white texture (and emits white light)? (when the block can be created via spout of course) I mean, it may not turn out how I'm hoping but if it does (the floating islands or whatever are spaced and arranged so that it lights up most of the city) it might be the perfect lighting system :3 More a case that I rushed tried to make it as simple as possible so someone would pick up the request, but also I think I originally wanted for the windows to be dark, so having the block behind the glass gave the effect even with sunlight. But I'll probably use the one with a hollow interior (I trust you kept the floors?) don't bother putting stairs in though, or make it configurable because the theme that is used in the game that I am basing this of is of an impossible world, though my friend hosting the server might want them o.o. As for the building blocks I mean like this: Code: B=building +=sidewalk -=road + ------------------------------------------------------------------------ --++++++++++++++++++--------++++++++++++++++++-- --+B++B++B++B++B++B+--------+B++B++B++B++B++B+-- --++++++++++++++++++--------++++++++++++++++++-- --++++++++++++++++++--------++++++++++++++++++-- --+B++B++B++B++B++B+--------+B++B++B++B++B++B+-- ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ --++++++++++++++++++--------++++++++++++++++++-- --+B++B++B++B++B++B+--------+B++B++B++B++B++B+-- --++++++++++++++++++--------++++++++++++++++++-- --++++++++++++++++++--------++++++++++++++++++-- --+B++B++B++B++B++B+--------+B++B++B++B++B++B+-- --++++++++++++++++++--------++++++++++++++++++-- ------------------------------------------------------------------------ Where each and every building is bordered by it's own footpath (so that the allies in between aren't annoyingly narrow to try and enter) and there are 8 block-wide roads (could be anywhere from 6-10 I guess, configurableness would be good ) Thank you very much, makes perfect sense now , And I'm about to make you an author as soon as I post this, could you kindly upload your modification as a beta version so we can go on the public project list? I'd do it myself but I'm useful my phone's internet right now to get online, though I will do when I'm home, if you don't mind Regards & Thanks, Marcos Cosmos
The next version I've got coming allows very easy configuration of number of buildings per block, and dimensions of everything. With the next edition, I will also have the proper source available via Github. With any luck I will actually be able to enjoy my day off tomorrow and get some work done.
And for the record, the math involved in lining up blocks between chunks will probably blow at least a few of your minds. I'm quite proud of it.
Oooo, very awesome It's all coming along nicely, have you thought about how the roadblocks will be yet? I mean, naturally with a populator but, I'm not sure what sort of frequency etc they should be at... probably not so great that one could find a complete dead end where three sides of an intersection are blocked.. or may it should happen, rarely? and then there is another, mostly aesthetic aspect to look into... The World That Never Was is dim and shadowy.. but littered with neon light and signs on nearly every building, so once spout's API allows it we should probably start looking into that.. Oh and those randomly placed chests with loot in them. , some should probably even spawn in buildings when they are hollow. Edit: Lol math is like that sometimes, what I don't get is why that's not a problem for Every world generation plugin, and therefore, be universally solved... or do they cheat with populators to clean the edges according to biome? Thanks, Marcos Cosmos
Most generators don't generate the same thing repeatedly. They create a world that flows over predictably random data.
Ah, alright, but regardless, have you thought about it? Edit: The roadblocks ad to be the same, it would in fact be much better if they had abnormalities and uniquenesses to them, but if belongs in a generator, sure. Still need a populator for chests and that..
Awesome x3, though I would rather prefer that that the exterior one one block, (I mean, the frame, including exterior floor), so could you separate the interior floor from the exterior frame? and, again there's the filling of the interior with stone, to give the illusion of a potentially furnished interior, and emphasise the vastness/desertedness dim of the city, and dim it a little. That being said, it could look fine without sunlight, Though would you maybe have another solution for that? perhaps if windows are changed around it could retain eeriness... As for doorways, that would be good, configurable block please , but you'd need a populator for actual doors right?
Don't wait for spout, use http://dev.bukkit.org/server-mods/thedarkness/ to keep the world dark (while you still allow animals to spawn and plants to grow) and make streetlamps and glowstone at higher buildings (as shiny big signs).
Thanks, we were never waiting on spout for the darkness though, we were going to base it off the nether and then recolour the void, but we're now waiting on 1.9 and going to replace The End with this world :3, it was extremely convenient actually. Right now I'm only waiting on spout to have custom blocks so that I can replace white stone with glowing 'white-space'
There are already two builds! I put them both on the project on behalf of @Richard Robertson and @oxguy3 but it hasn't syndicated yet, so follow these links: http://dev.bukkit.org/server-mods/keycraft/files/1-twtnw-prototype1/ <-- the original version, it has a bug with the footpath so I suggest you use this: http://dev.bukkit.org/server-mods/keycraft/files/3-endless-city-prototype-1b/ Regards, Marcos Cosmos
I never get a day off it seems. My parents decided I need to rake the leaves in the backyard. Why does this always happen when I pick up a project?
Alright then, I won't do anything more with what I have if you're going to blow our minds with your next version anyway. Sounds like I'll finally have to make myself learn how to use git repos. Wait a sec, doesn't BukkitDev have a repo system now? Before you set us up on Github, why don't we just use BukkitDev? I know I'll still have to learn git stuff, but oh well... Here's an idea - we make it look like actual buildings on the inside (bookshelves, desks, whatever), but with no torches, smaller windows, and iron doors (which will require populators, like you said), so that we get the dim feeling, the abandoned feeling, the impossible/unsurvivable feeling, and it all feels kinda realistic. Anyway, with the floors thing - yes it is possible to have the floors be configured separately from the exterior - I did it that way for quickness, but I could make it work that way. I'm waiting for Richard Robertson's next build though, so I can build on the same basis. Also, side note - we may want to start working with WorldEdit's API at some point soon, if we want to be able to work with schematics files or anything like that.
In order, responding to your post: Curse's repo system is set up for World of Warcraft mods. Git is set up to store anything. I also trust Github more than I trust Curse. You aren't supposed to explore the buildings. They are empty and uninviting. That's what The World That Never Was is like. World generators aren't meant to load things like schematics. There are too many problems that occur at the generator level that prevent the schematics from being loaded without a fight. I don't plan to support them.
I always figured the preference of github by most people on bukkit was related to facilitation.. Also, I could not have said it better myself in regards to the buildings, I see you've done your homework. That being said, there's probably no harm in branching the world generation project slightly to have the main editions that are what we will use on our server, and a customised version to accompany it, that may be more likely used by the general public. But yeah, the buildings are rather specifically skyscrapers with broad windows, (Edit: gosh it has been awhile since I played..) that although covered in neon lighting, are dim and uninviting, I honestly forgot they were there running through the city in-game frequently, and then took time to awe them again.. and for @oxguy3 I'm going to put a youtube clip of the world in-game in the original post of this thread in a moment, and probably this post too. Edit: here it is, this first video shows the city that I want to emulate slightly, at least in eeriness, for the bottom of the world. This second one shows the kind of effect and texture I want to achieve through the floating islands of the end. Yes, my description of 'white-space' and of the skyscrapers was slightly off, but yeah. this is the kind of thing I want. Maybe we will use @v10later's idea of alwaysnight so we can keep a moon texture.. though I'm not sure if we can keep the other aspects of the end that way, dilema... Regards, Marcos Cosmos
Oh by the way everyone, we're shifting over to our BukkitDev project, http://dev.bukkit.org/server-mods/keycraft And have opened up an IRC channel: #keycraft irc://apocalypse.esper.net Feel free to comment on the main page, or create a forum thread if you feel so inclined, though, any spam will be deleted and penalised of course. Regards, Marcos Cosmos
Okay then, I hadn't even looked at Curse's system (with it being designed for WoW and schtuff), but I agree that Github is probably safer than Curse. Anyway, I watched part of the video of the city that Marcos posted, so I get how it will look now. And I only mentioned the WE thing b/c of jamdis' requests, but sounds like it's not worth it. Sorry @jamdis.
So that's what we'll do? Branch it? Though expect that plugin won't progress beyond the schematic ...
I'm currently coding right now. We'll see about decorating the city after this code is stable. There won't be any furniture because the buildings aren't supposed to be entered.
Not sure about streetlights, but definitely billboards, neon lights on the buildings and stuff, the buildings are intended to be eerie and without an interior, it's no laziness or bug, that being said @oxguy3 may oblige to create a custom version with an interior, as he did for the first build, but that's his choice to make, don't take my word for it Anyway, as I mentioned before, there is already a version with an interior and floors, you can find it on the project (click my siggy), it's version 1B, it's not designed for the latest build, and the config can't be used in the next version, but the default settings Should work.
Blocks of buildings now work perfectly. The number of buildings per block, the size of the buildings, and the materials are all customizable. Next step is to make the number of floors actually make sense. Right now it's generating one number of floors per chunk because I haven't changed that from the original yet. I'll go ahead and upload what I have now just so show some progress finally. The building height will require a little more time as that is based on the random generator. http://dev.bukkit.org/server-mods/keycraft/files/4-endless-city-b2/