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Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 3:16 pm
by FlowerChild
FlowerChild wrote:That is just way too much work to invest into trying to avoid the process of natural selection :)
Ok, NM about the above. After posting it, I came up with a clever solution to this problem:
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The server will now also display a log message when a player connects without the mod installed to help server-ops in the tech-support process, and to allow them to mock the noob ;)

What I realized I could do was encode if BTW was installed into the difficulty level that all clients send to the server on connecting (which isn't actually used in SMP, but whatever, it's still sent by vanilla regardless) along with some other basic info on their settings. That way, if the mod isn't installed, the server recognizes it because the difficulty level is within the standard vanilla range, and can then send a warning message back to the client.

It's a bit hacky mind you (c'est la vie), but thanks to that idea, this task was far easier to complete than what I thought would be required.

I also added a number of other log messages for the server, just so server ops could easily verify that BTW is installed and running properly, since I was already in that area of the code.

So yeah, the above replaced fixing the minor Siding/Moulding/Corner bugs as my warm-up task for the day ;)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 3:22 pm
by FaceFoiled
That's very sexy. Already had someone with a mismatch last night that caused an issue =D.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 3:25 pm
by FlowerChild
Oh, one additional note about all this version checking stuff:

Obviously, it won't apply to version 4.01 of the mod, or before.

If a 4.01 client connects to a 4.02 server, the user will get a warning message that they don't have the mod installed at all, because obviously 4.01 has no concept of this version checking system. This will resolve itself with time, so that the proper message will say be displayed if a 4.02 client connects to a 4.03 server, and so on.

Also worth mentioning is the smile my above solution to detecting mod installation gave me, because basically what it amounts to is BTW clients informing the server that they have their difficulty cranked up to "11" ;)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 4:14 pm
by justcallmecloud
FlowerChild wrote:Also worth mentioning is the smile my above solution to detecting mod installation gave me, because basically what it amounts to is BTW clients informing the server that they have their difficulty cranked up to "11" ;)
Hardcore Sheep, Hardcore Chickens, Hardcore Bonemeal, Hardcore Buckets, Hardcore Death, and raising the difficulty to 11 out of 4. You are really cranking up the difficulty. :P

Thank you for adding the "You don't have this mod" feature. It will be helpful on the admin side.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 4:18 pm
by Battosay
Not 42 ? :(

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 4:21 pm
by FlowerChild
Battosay wrote:Not 42 ? :(
Dude...Douglas Adams references are fine and all, but I'm a very sad modder if you aren't catching Spinal Tap ones:


Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 5:01 pm
by nmarshall23
FlowerChild wrote:
Battosay wrote:Not 42 ? :(
Dude...Douglas Adams references are fine and all, but I'm a very sad modder if you aren't catching Spinal Tap ones:

Did ya see what brand of amp that is? Yea, that's Marshall Brand. We go to 11..

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 5:57 pm
by FlowerChild
Well, I think handling all these annoying technical details (aka "grunt work") has given me a jonesing for some actual game design and development.

So, I've decided to work this afternoon on a new block that I've been planning on and off for the past few months. This is of course where I refrain from posting details as to what exactly it is that I'm doing, but I will say that I think it will make many of you very happy :)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 5:59 pm
by Rianaru
*tinfoil hat*

:D

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 6:02 pm
by Stormweaver
Yay! I love new blocks. I'll admit that new mechanics, hardcore game modes and detailed tweaks to improve minecraft are awesome and all, but you can't beat having a new block once in a while.

The only question is: Will it be as awesome as wicker?

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 6:06 pm
by FlowerChild
Stormweaver wrote:Will it be as awesome as wicker?
Hehe...I will even provide an additional hint in saying this new block is so awesome as to use an entire BlockID, whereas Wicker shares its own with 15 other blocks ;)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 6:12 pm
by embirrim
FlowerChild wrote: Hehe...I will even provide an additional hint in saying this new block is so awesome as to use an entire BlockID, whereas Wicker shares its own with 15 other blocks ;)
I feel really bad for the wicker :(

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 6:14 pm
by FlowerChild
embirrim wrote: I feel really bad for the wicker :(
Don't worry...poor old Wicker will get its own blockID once Mojang makes the extended IDs available ;)

I guess it's worth mentioning that coding blocks to occupy the same ID like that is a major pain in the ass for nothing, and also leads to oddities such as them sharing all the same properties, such as flammability, which sounds they make when you walk on them, and which tools are effective on them, with all the other blocks in the bundle.

I'd really prefer not to have to resort to that kind of hackery, which is one of the many reasons why I'm so looking forward to extended block IDs.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 6:35 pm
by Gormador
So far I love this thread ! It's very interesting to get some of the "behind the scene" of the creation of the mod. Thank you for taking the time to do it !

And a new block planed (in your head) for months ? ... Why am I scared ?

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 6:50 pm
by LJEKadeshi
FlowerChild wrote:Hehe...I will even provide an additional hint in saying this new block is so awesome as to use an entire BlockID, whereas Wicker shares its own with 15 other blocks ;)
Well the biggest thing he's talked about in the past that I can think of for this, especially now that the fervor for it has died, is probably the two way chute; however, this is just speculation.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 7:04 pm
by SterlingRed
LJEKadeshi wrote: Well the biggest thing he's talked about in the past that I can think of for this, especially now that the fervor for it has died, is probably the two way chute; however, this is just speculation.
That would be my guess as well! Either way, it'll be epic

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 7:09 pm
by MrLemon
LJEKadeshi wrote:Well the biggest thing he's talked about in the past that I can think of for this, especially now that the fervor for it has died, is probably the two way chute; however, this is just speculation.
My first thought as well, however the Splitter Chute has been planned sense mid-December, which was about 7 months ago, however "the past few months" could really be any number I suppose, but I'd say it would more likely be 2 or 3 months.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 7:19 pm
by walker_boh_65
We can guess all we want and are likely never to guess correctly. It was probably something only hinted at in one of his many phases.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 7:20 pm
by Rianaru
Could also be the hopper card that he announced for Phase 7 :)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 7:21 pm
by Rianaru
walker_boh_65 wrote:We can guess all we want and are likely never to guess correctly. It was probably something only hinted at in one of his many phases.
I KNEW IT! It's block that grows into the shape of a phallus, simultaneously allow FlowerChild to build tens of thousands of phalli!

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 7:49 pm
by Stormweaver
While we're making wild guesses, mine will be...candles. Everyone loves candles. And the 16 colours guarantees it needing a whole block ID :)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 8:05 pm
by FlowerChild
Stormweaver wrote:While we're making wild guesses, mine will be...candles. Everyone loves candles. And the 16 colours guarantees it needing a whole block ID :)
Actually, I'd need 2 block IDs for candles to cover the lit and unlit state. Hence why they aren't placeable in the mod yet ;)

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 8:16 pm
by TheInfernalEnchanter
Stormweaver wrote:While we're making wild guesses, mine will be...candles. Everyone loves candles. And the 16 colours guarantees it needing a whole block ID :)
A. That would truly be epic.
B. My guess is something along the lines of a new source of mechanical power. Maybe a doggy-powered hamster wheel?

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 8:17 pm
by FlowerChild
TheInfernalEnchanter wrote: B. My guess is something along the lines of a new source of mechanical power. Maybe a doggy-powered hamster wheel?
Check the rules in the suggestion sub-forum. I think you will find that's definitely NOT it.

Besides, that would be an entity, not a block.

Re: FlowerChild's Dev Diary: Week of September 2nd

Posted: Tue Sep 04, 2012 8:20 pm
by TheInfernalEnchanter
FlowerChild wrote:
TheInfernalEnchanter wrote: B. My guess is something along the lines of a new source of mechanical power. Maybe a doggy-powered hamster wheel?
Check the rules in the suggestion sub-forum. I think you will find that's definitely NOT it.

Besides, that would be an entity, not a block.
Ah, whoops. I derped. Sorry, I'm not a coder in any meaning of the word...