Thanks for the feedback ![]()
Here's to hoping there's a way for them to spawn in already spawned chunks for those multiplayer servers by checking if there's player made blocks in a given radius, or not
Basically dungeons will only spawn in unexplored areas. Or in other words, only in those areas where nothing has been built yet (more precisely, when you build something, the whole "worldpart" will be saved, which consists of 64x64 chunks).
Creepy.. that was post # 666 for me.
That explains everything... I felt a great disturbance in the Force!
Another useful addition which does not seem to fall into any of the listed categories is the possibility to add a player to a group programmatically, in practice a script equivalent of the setplayergroup command.
Yes, that will be possible ![]()
When custom models come, we need to be able to support simple animations and that animation needs to be synced for all players in a multi-player environment
Animations are not supported at the moment, at least no skeletal or keyframe animations, so you can just load a static 3d model. However, of course you can move and rotate the model, so for example a rotating windmill will be possible, or doors which can be opened etc. ![]()
ondly, I do hope Red51 is making alternate statues because those are needed in the dungeons. A perfect time to insert more
Agree!
just a question for @red51 how difficult is it going to be add models to this game, I've done a lot of games over the years, in various formats, but never java.
It will be relatively easy
You can just select a model file from your harddrive (supported formats: obj, 3ds, fbx), the game loads it automatically and transfers it to the client as soon as you "spawn" the model in the world. There will be a documentation available, and when working with an IDE (e.g. Netbeans or Eclipse), you can use auto-completion and see the javadoc directly (which makes life a lot easier).

