PetuniaEpoch Posted July 7, 2013 Report Share Posted July 7, 2013 They where place holders so i could see what i was moving around :D You reckon there is much chance of a rollout today? No presssure of course, just trying to plan :) Link to comment Share on other sites More sharing options...
Xenesis Posted July 7, 2013 Report Share Posted July 7, 2013 You sound like some kind of glory-seeking dong, so I'm sticking with TayTay's files. he right exodon maybe you should work toghether with taytay.... They where place holders so i could see what i was moving around :D ok cool cant wait for a release..... Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 7, 2013 Report Share Posted July 7, 2013 Hows it going with the update? :D Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted July 7, 2013 Author Report Share Posted July 7, 2013 Armifer and I have been working our ass's of since this topic was posted. I have had about 2 hours sleep so far! Fun times lol The GUI is coming along nice now and Armifer if working hard on patching exploit's and updating the code to Daimyo21's Newest code. Link to comment Share on other sites More sharing options...
Armifer Posted July 7, 2013 Report Share Posted July 7, 2013 Just so you guys know, this work is created by Daimyo, edited by a few other guys whom he credited in his notes. It was then improved by kickyou2, and various other people of opendayz.net, so talking about "theft" of open source code that has passed many hands with many edits, changes, original ideas and code added and change, really doesnt apply. Calling it your own code, doesnt apply either. So rather than people competing with mulitple versions why not all work together to bang out a nice version for all to use as a base line. Im working with Taytay right now to get this out the door, and close up some expliots, and include Daimyo's newest fixes into this work. I'm telling you this will most likely become the standard that all servers will use. FYI, anyone using previous versions of base building, you will want our exploit fixes. Right now, ANYONE can use an exploit to open your base up like it was thier own, dupe MASSIVE amounts of items too. These are now fixed. Be patient and stay tuned . Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 7, 2013 Report Share Posted July 7, 2013 Hi Guys, Sounds great! I don't mean to rush you at ALL, just wondered if you had an eta for a release? If it's a couple of hours, or a couple of days or more, all good :D I am only asking how it's going really, and if you had a rough goal in mind for a release - just so that I can plan some time to test it out etc :D Armifier - I completely agree with what you say about people working together, would be much better that way, rather than having two forked versions :P Armifer and I have been working our ass's of since this topic was posted. I have had about 2 hours sleep so far! Fun times lol The GUI is coming along nice now and Armifer if working hard on patching exploit's and updating the code to Daimyo21's Newest code. Just so you guys know, this work is created by Daimyo, edited by a few other guys whom he credited in his notes. It was then improved by kickyou2, and various other people of opendayz.net, so talking about "theft" of open source code that has passed many hands with many edits, changes, original ideas and code added and change, really doesnt apply. Calling it your own code, doesnt apply either. So rather than people competing with mulitple versions why not all work together to bang out a nice version for all to use as a base line. Im working with Taytay right now to get this out the door, and close up some expliots, and include Daimyo's newest fixes into this work. I'm telling you this will most likely become the standard that all servers will use. FYI, anyone using previous versions of base building, you will want our exploit fixes. Right now, ANYONE can use an exploit to open your base up like it was thier own, dupe MASSIVE amounts of items too. These are now fixed. Be patient and stay tuned . Link to comment Share on other sites More sharing options...
Bungle Posted July 8, 2013 Report Share Posted July 8, 2013 Looking really good guys! Don't break yourselves doing it however.. sleep comes first! Link to comment Share on other sites More sharing options...
Armifer Posted July 8, 2013 Report Share Posted July 8, 2013 Here's a small teaser of what we have been working on. Current required materials are: Tanktrap, Wire, Sandbag, Lumber, Plywood, Grenade, Tin, Hbarrier(ItemSandbagLarge), sandbag_nest_kit, Scrap, Pole, Fencing, Aluminum, desert_net_kit, forest_net_kit,wooden_shed_kit,ItemBurlap,PartGlass. Currently 50 build-able objects, only things that make sense and have a function are included. Simple player made houses, fortifications, and some desert themed items for the desert maps, as they were lacking from this addon. They are designed to be an end game solution, and prevent bases from popping up over night, so they require lots of crafting of Epoch specific materials and kits, to make the best stuff. It is a tiered system, where easier to build stuff does not cost as much as the largest/best objects. We reintroduced build time, so it takes about the same amount of time to build an object as it does an epoch one, 30 seconds max. So the mega bases filling up your DB wont be as big of an issue as it takes a lot more time to build them, and the lone wolf player can still make a small camp for himself. Also working on a fix to prevent "walking out" of build-able objects from your plot pole, to truly limit players to the size of their designated base. The ability to open anyone's gate panel exploit has been fixed. Re-enabled the panel limitation, 4 per base, to prevent an exploit, and to balance base building The ability to troll build on anyone's base has been fixed. A plot pole gives you 30m as standard epoch does, but it claims 200m of territory, preventing others from building around you. Plot poles can still be destroyed, and are not remove-able, so protect them by building a nice structure around them. (The default base building limited bases to 300m apart, but we felt that was too far, so we lowered it) If anyone has any suggestions or anything to contribute please PM us here on the forums or post a message! Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted July 8, 2013 Author Report Share Posted July 8, 2013 This is the menu so far. Stuff still needs to be aligned and need a new images for some things and rename of some stuff. This is the first time Ive ever done anything like this so its taking me a while. :D Link to comment Share on other sites More sharing options...
Bungle Posted July 8, 2013 Report Share Posted July 8, 2013 Questions about the Interface.. Would it be possible to replace the .jpg images with .paa files? As I could work on the recipe list to remove the backgrounds and only show the objects. Not sure on the size however is it may balloon the client files. Also The background.. would it be possible change it to a new one like a 2 page notebook as a .paa file? Changing the buttons to something more Pen Marker (Hero) / Pencil (Survivor)/ Blood (Bandit) and have humanity variables on some buildings? Not just asking as I would be willing to supply the Png's and generate the paa files if needed. Thinking something like: http://thumbs.dreamstime.com/z/blank-notebook-page-7010970.jpg Just dirtier and more suiting. This menu as brilliant as it is was written by a programmer.. Link to comment Share on other sites More sharing options...
caesium Posted July 8, 2013 Report Share Posted July 8, 2013 awesome work, though I think quite a few people would be chomping at the bit just for the functional BB with your fixes, visual touch ups (personally I think that menu is fine) would be some polish later kinda thing. Bungle 1 Link to comment Share on other sites More sharing options...
Bungle Posted July 8, 2013 Report Share Posted July 8, 2013 Yeah agree, was only thinking towards to the end. Functionality first, beautification second. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted July 8, 2013 Author Report Share Posted July 8, 2013 Questions about the Interface.. Would it be possible to replace the .jpg images with .paa files? As I could work on the recipe list to remove the backgrounds and only show the objects. Not sure on the size however is it may balloon the client files. Also The background.. would it be possible change it to a new one like a 2 page notebook as a .paa file? Changing the buttons to something more Pen Marker (Hero) / Pencil (Survivor)/ Blood (Bandit) and have humanity variables on some buildings? Not just asking as I would be willing to supply the Png's and paa files and generate the paa files if needed. Thinking something like: http://thumbs.dreamstime.com/z/blank-notebook-page-7010970.jpg Just dirtier and more suiting. This menu as brilliant as it is was written by a programmer.. jpegs seem to compress more then .paa from what i have seen When making new item images. And thats a cool thing to think about at some point :D. Getting there lol Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 8, 2013 Report Share Posted July 8, 2013 I agree too... Functionality first, polish graphics can wait :D - that'd be my vote anyhow Link to comment Share on other sites More sharing options...
Armifer Posted July 9, 2013 Report Share Posted July 9, 2013 also i noticed a problem in the last version of basebuilding for the earlier epoch version..when wanting to build you had to have the exact amount of materials in your inventory no more or no less..you would think having more wouldnt effect it but it did.. im not sure if this was already fixed or not just throwing it out there This is how base building script works. That is intended, the epoch system is different, and this one could be made to work like that but for right now its not a priority, just gota follow a recipe to the T. Link to comment Share on other sites More sharing options...
Nox Posted July 9, 2013 Report Share Posted July 9, 2013 GOOD LUCK DUDE, it's amazing :) Link to comment Share on other sites More sharing options...
Xenesis Posted July 9, 2013 Report Share Posted July 9, 2013 just keep up the good work and dont over do it ;) cant wait for a release :D Link to comment Share on other sites More sharing options...
fr1nk Posted July 9, 2013 Report Share Posted July 9, 2013 A plot pole gives you 30m as standard epoch does, but it claims 200m of territory, preventing others from building around you. Plot poles can still be destroyed, and are not remove-able, so protect them by building a nice structure around them. (The default base building limited bases to 300m apart, but we felt that was too far, so we lowered it) Nice work guys :) Would the above be configurable? At 200m, it would essentially prevent my playerbase from creating a clan camp as we do now. Link to comment Share on other sites More sharing options...
Jalisar63 Posted July 9, 2013 Report Share Posted July 9, 2013 How is this Building update coming along? It says here is the link and edit link, but not see a link so I assume they are just place holders after reading the thread and seeing it is a work in progress. I've been working at getting this going with no real luck so far. I'll keep a watchful eye out for your release. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted July 9, 2013 Author Report Share Posted July 9, 2013 Quick update of the menu sooooo close to being finished :) Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 9, 2013 Report Share Posted July 9, 2013 Hi TayTay, looking good :D Any idea of an eta? Cheers :) Quick update of the menu sooooo close to being finished :) Link to comment Share on other sites More sharing options...
Armifer Posted July 10, 2013 Report Share Posted July 10, 2013 Nice work guys :) Would the above be configurable? At 200m, it would essentially prevent my playerbase from creating a clan camp as we do now. If you were to make them too close, another player can pop up a base next to yours and build a panel to open your gates. You could just add their plot poles right next to yours in the database, thus bypassing this. Make it a special perk for clan mates or groups on your server can request it. I might be able to have a work around on it, but 200m is very very close. Expect a troll to move in next door, ive been playing on base building servers before Daimyo released his code , and now managing one for many months, and I can tell you, players are oh so very creative with this base building, you can expect a lot of problems unless there are ways to prevent it coded in, supplemented with rules of your own. Link to comment Share on other sites More sharing options...
Xenesis Posted July 10, 2013 Report Share Posted July 10, 2013 for the non removeable plot pole... is it possible to make that toggleable by config or something? or make it removeable by admins only.... Link to comment Share on other sites More sharing options...
fr1nk Posted July 10, 2013 Report Share Posted July 10, 2013 If you were to make them too close, another player can pop up a base next to yours and build a panel to open your gates. You could just add their plot poles right next to yours in the database, thus bypassing this. Make it a special perk for clan mates or groups on your server can request it. I might be able to have a work around on it, but 200m is very very close. Expect a troll to move in next door, ive been playing on base building servers before Daimyo released his code , and now managing one for many months, and I can tell you, players are oh so very creative with this base building, you can expect a lot of problems unless there are ways to prevent it coded in, supplemented with rules of your own. Makes sense, thanks B) Link to comment Share on other sites More sharing options...
7804364 Posted July 10, 2013 Report Share Posted July 10, 2013 will this fix the vendor issues? I have BB 1.2 without .03 improvments, base building saves on restart works good but none of the vendors have the scroll option. Link to comment Share on other sites More sharing options...
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