My fork - ownership of blocks, clans, teleports
Alright... Let me summarize...
2. Clans - admin / moderators / members [DONE]
3. Pairing teleports, two-way teleports [DONE]
4. Hidden teleport's destination position [priority:MEDIUM] [in progress]
5. Clan's spawn point [DONE]
6. Better graphics of teleport and borderstone [priority:LOW]
7. Client-side teleporting (faster, but will be problematic if server-side flying protection will be implemented) [DONE]
8. When player points to borderstone (s)he should see coordinates that it protects (some players find it confusing that it protects 16x16x16 grid and not blocks in radius around). [priority:MEDIUM]
2. Better checking of teleport coords + teleport to 0,0,0 [DONE]
3. Prohibit mobs destroy clan's terrain. [DONE]
4. Teleports sometimes don't work [DONE] (see: request 7)
5. option: building/placing objects is not allowed outside of owned land if player points on border of owned land. [DONE]
6. Player has to jump if teleport is placed at eye level[DONE] (take note that this means player can be affected by 2 teleports at once - lower teleport will work)
FEATURE REQUESTS:
1. Command /die [DONE]2. Clans - admin / moderators / members [DONE]
3. Pairing teleports, two-way teleports [DONE]
4. Hidden teleport's destination position [priority:MEDIUM] [in progress]
5. Clan's spawn point [DONE]
6. Better graphics of teleport and borderstone [priority:LOW]
7. Client-side teleporting (faster, but will be problematic if server-side flying protection will be implemented) [DONE]
8. When player points to borderstone (s)he should see coordinates that it protects (some players find it confusing that it protects 16x16x16 grid and not blocks in radius around). [priority:MEDIUM]
BUGS REPORTED:
1. Borderstone should not have no owner [priority:HIGH] [in progress]2. Better checking of teleport coords + teleport to 0,0,0 [DONE]
3. Prohibit mobs destroy clan's terrain. [DONE]
4. Teleports sometimes don't work [DONE] (see: request 7)
5. option: building/placing objects is not allowed outside of owned land if player points on border of owned land. [DONE]
6. Player has to jump if teleport is placed at eye level[DONE] (take note that this means player can be affected by 2 teleports at once - lower teleport will work)
OTHER:
1. Merge with celeron55 newest repository version [DONE]-----------------
I'll try to publish a new version on the nearest weekend. Anyone wants to help?
Last edited by jachoo on Sun Oct 30, 2011 10:39, edited 1 time in total.
i can do 1,3,4 + bug1+bug2 if you haven't done that yet.
REQUESTS:
4. [DONE]
8. [DONE]
BUGS:
1. [DONE] (also fixed removing borderstone from inventory but not placing it on map if block already has owner)
btw: my git repository is here:
https://github.com/placki/minetest-jachoo
REQUESTS:
4. [DONE]
8. [DONE]
BUGS:
1. [DONE] (also fixed removing borderstone from inventory but not placing it on map if block already has owner)
btw: my git repository is here:
https://github.com/placki/minetest-jachoo
Last edited by placki on Wed Nov 02, 2011 16:52, edited 1 time in total.
OK. I'll try to do the rest, if I find some time this week...
Today I plan to merge with celeron's latest source.
//edit:
New version on github. Merged latest celeron's sources and some minor changes. I like bigger teleports
Today I plan to merge with celeron's latest source.
//edit:
New version on github. Merged latest celeron's sources and some minor changes. I like bigger teleports

Last edited by jachoo on Wed Oct 26, 2011 21:22, edited 1 time in total.
NOOO!!! I did it intentionally!placki wrote:i can do 1,3,4 + bug1+bug2 if you haven't done that yet.
5. building/placing objects is not allowed outside of owned land if player points on border of owned land. [DONE]
Imagine that: you have built 16x1600x16 tower (aligned to map grid) and own it. Now, you don't want anyone to "stick" anything to walls or roof!
In my version if anybody want to "stick" blocks to such tower, he must firstly build his own tower next to yours

If player does not want anybody else to build too close, then (s)he should put more borderstones and do not build on edge...
But preferences can differ... so how about turning this into server option, so server owner can disable/enable building on border?
I guess same thing should be done for teleports: option 1: teleport anywhere, option 2: only when loop exists.
also about proposition 7 (client side teleport):
Server side teleports often do not work, because player position is updated periodically and if player moves too fast server is not notified of player being in teleport position. So maybe add to client sending forced/extra position update to server if entering into teleport range? This would still be bit laggy but would not require client knowing teleport destination and would remove "fast walking past" teleport bug.
But preferences can differ... so how about turning this into server option, so server owner can disable/enable building on border?
I guess same thing should be done for teleports: option 1: teleport anywhere, option 2: only when loop exists.
also about proposition 7 (client side teleport):
Server side teleports often do not work, because player position is updated periodically and if player moves too fast server is not notified of player being in teleport position. So maybe add to client sending forced/extra position update to server if entering into teleport range? This would still be bit laggy but would not require client knowing teleport destination and would remove "fast walking past" teleport bug.
Last edited by placki on Fri Oct 28, 2011 14:09, edited 1 time in total.
I've almost finished my part 
2. Clans - admin / moderators / members - 3 new commands
- /clan-promote <clan> <player> - adds <player> to <clan> and make him its moderator (clan owner command)
- /clan-degrade <clan> <player> - degrades <player> in <clan> from moderator to plain member (clan owner command)
- /clan-info - prints all player's clan membership and priviledges
Also, I added better error info in all clan-related commands.
5. Clan's spawn point - new command: /clan-spawn <clan> - makes your current player positions clan's spawn point (moderator command). If clan member will die, he will respawn at his nearest clan's spawnpoint
bugs:
3. Prohibit mobs destroy clan's terrain [done]
4. Teleports sometimes don't work - client-side teleporting repairs it
---------------
I have objections to bug 6. Maybe better way would be make teleport 2 block high? Making lower teleport more important than higher is not intuitive...

2. Clans - admin / moderators / members - 3 new commands
- /clan-promote <clan> <player> - adds <player> to <clan> and make him its moderator (clan owner command)
- /clan-degrade <clan> <player> - degrades <player> in <clan> from moderator to plain member (clan owner command)
- /clan-info - prints all player's clan membership and priviledges
Also, I added better error info in all clan-related commands.
5. Clan's spawn point - new command: /clan-spawn <clan> - makes your current player positions clan's spawn point (moderator command). If clan member will die, he will respawn at his nearest clan's spawnpoint
bugs:
3. Prohibit mobs destroy clan's terrain [done]
4. Teleports sometimes don't work - client-side teleporting repairs it
---------------
I have objections to bug 6. Maybe better way would be make teleport 2 block high? Making lower teleport more important than higher is not intuitive...
That would need introducing new block interface (multiple blocks as one object). IMO too complex to do it in this fork, such things should be precisely designed in main Minetest branch.
Alternatively, I propose as a workaround just draw teleports on walls half block higher and make them 2x higher.
----
What do you think about naming of clan members: Chief (clan creator/owner) - Guardian (clan moderator) - Member ?
Alternatively, I propose as a workaround just draw teleports on walls half block higher and make them 2x higher.
----
What do you think about naming of clan members: Chief (clan creator/owner) - Guardian (clan moderator) - Member ?
Last edited by jachoo on Sun Oct 30, 2011 16:28, edited 1 time in total.
ok, my changes are done.
my git repository is here:
https://github.com/placki/minetest-jachoo
Possible bug:
When clan is removed what happen to its borderstones?
They should all be removed or changed to rock or steelblock.
Huge "foreach block" would be very slow.
But how about adding check to "block load from disk" and "block send to player"? That way removing/changing borderstones of deleted clan would be staggered.
my git repository is here:
https://github.com/placki/minetest-jachoo
Possible bug:
When clan is removed what happen to its borderstones?
They should all be removed or changed to rock or steelblock.
Huge "foreach block" would be very slow.
But how about adding check to "block load from disk" and "block send to player"? That way removing/changing borderstones of deleted clan would be staggered.
Well, IMO it's not a big problem because deleting of clan should not be frequent.
For now, it's done this way:
1. Deleted clan is added to 'clans-deleted' list.
2. When any user action is performed on a MapBlock, its clan info is always checked of being on that list.
3. If it is - ownership info is cleared, but borderstones are left.
We can do additional checking of deleted clan on loading MapBlock on server (as you suggest). Then we could remove borderstones from it. I'll think about it.
For now, it's done this way:
1. Deleted clan is added to 'clans-deleted' list.
2. When any user action is performed on a MapBlock, its clan info is always checked of being on that list.
3. If it is - ownership info is cleared, but borderstones are left.
We can do additional checking of deleted clan on loading MapBlock on server (as you suggest). Then we could remove borderstones from it. I'll think about it.
The simplest solution would be checking for old borderstones from deleted clan before adding new BS. Preventing deploying second BS and displaying error message would be enough and is simple to code. Player has choice then: either find and destroy old BS and build own or find and rename old BS.
@WST: my git has only some patches over jachoo work, new version will be ready only after jachoo merges these changes and adds more fixes.
@WST: my git has only some patches over jachoo work, new version will be ready only after jachoo merges these changes and adds more fixes.
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