- Joined
- Nov 12, 2018
- Messages
- 150
Azeroth Roleplay
Azeroth Roleplay
Although development on Azeroth Roleplay itself has most probably indefinitely halted on my side, Grandmaster has been keeping up with updates and feature requests in our discord server! The in-progress update has focused on adding more dwarven content, as well as more recent additions focusing on demons, stormgarde, etc.
The reason for my own development on the map slowing down/ceasing is mostly because the map's content has not only reached a sum that I am somewhat satisfied with, but also technical issues arising from the bloated code and triggers that have plagued the map for over a decade now. A rewrite is not feasible, and I instead plan to reroute my efforts and new ideas into the current project I'm working on.
Grandmaster is still continuing work though, so please show him some love and appreciation! If you, as a player and fan of this map, are interested in making edits/changes to it, you are completely free to, and I can guide you on how to open the map and edit it properly in my discord server!
Forgecraft Roleplay
Even though not much stuff has been shown or worked on in a while, behind the scenes, I've managed to come up with solid outlines and sketches for a lot of the core systems that I need to implement (and fundamentally improve upon, because the systems in AzzyRP are a mess.)
SonGuhun was a massive help in explaining some of these for me! So essentially:
1) Currently, in AzzyRP, I'm selecting all player-owned units and checking if they're selected before applying a command's effects, to avoid the infamous selection bug that plagued the first few versions I made for AzzyRP. Apparently, that bug is caused by a function that's supposed to sync selection across players but instead unsyncs it, which I can overwrite and remove entirely, so instead of checking for all of the player's units to see if they're selected units (which can be in the hundreds or even thousands), I can just check for the 1-12 that are selected.
2) The implementation of this one is awesome and SonGuhun even allowed me to borrow some of the code from Titan Land if needed. The idea is an ability/command that turns units & decoration units into special effects (special effects are essentially visual effects that have no interaction with the player or the world), which look identical, but special effects don't lag the game nearly as much as individual units. As a player, you cannot modify visual effects with things like -size since they're not selectable, but an ability that turns special effects back into units could also be implemented. The Save & Load system doesn't currently support saving visual effects, but I could probably figure something out or at the very least, add a warning when you -save, telling you to check if all your decorations are units instead of visual effects.
This essentially lifts some of my biggest roadblocks in developing Forgecraft, and I hope all of this is going to be fruitful once I get to do some proper testing in multiplayer with it.
As a bonus, I'm also planning on implementing the ability to give units/decos negative height, as well as individual X, Y, Z scaling values. I hope to show more when I have time, maybe sometime in April?
Although development on Azeroth Roleplay itself has most probably indefinitely halted on my side, Grandmaster has been keeping up with updates and feature requests in our discord server! The in-progress update has focused on adding more dwarven content, as well as more recent additions focusing on demons, stormgarde, etc.
The reason for my own development on the map slowing down/ceasing is mostly because the map's content has not only reached a sum that I am somewhat satisfied with, but also technical issues arising from the bloated code and triggers that have plagued the map for over a decade now. A rewrite is not feasible, and I instead plan to reroute my efforts and new ideas into the current project I'm working on.
Grandmaster is still continuing work though, so please show him some love and appreciation! If you, as a player and fan of this map, are interested in making edits/changes to it, you are completely free to, and I can guide you on how to open the map and edit it properly in my discord server!
Forgecraft Roleplay
Even though not much stuff has been shown or worked on in a while, behind the scenes, I've managed to come up with solid outlines and sketches for a lot of the core systems that I need to implement (and fundamentally improve upon, because the systems in AzzyRP are a mess.)
SonGuhun was a massive help in explaining some of these for me! So essentially:
1) Currently, in AzzyRP, I'm selecting all player-owned units and checking if they're selected before applying a command's effects, to avoid the infamous selection bug that plagued the first few versions I made for AzzyRP. Apparently, that bug is caused by a function that's supposed to sync selection across players but instead unsyncs it, which I can overwrite and remove entirely, so instead of checking for all of the player's units to see if they're selected units (which can be in the hundreds or even thousands), I can just check for the 1-12 that are selected.
2) The implementation of this one is awesome and SonGuhun even allowed me to borrow some of the code from Titan Land if needed. The idea is an ability/command that turns units & decoration units into special effects (special effects are essentially visual effects that have no interaction with the player or the world), which look identical, but special effects don't lag the game nearly as much as individual units. As a player, you cannot modify visual effects with things like -size since they're not selectable, but an ability that turns special effects back into units could also be implemented. The Save & Load system doesn't currently support saving visual effects, but I could probably figure something out or at the very least, add a warning when you -save, telling you to check if all your decorations are units instead of visual effects.
This essentially lifts some of my biggest roadblocks in developing Forgecraft, and I hope all of this is going to be fruitful once I get to do some proper testing in multiplayer with it.
As a bonus, I'm also planning on implementing the ability to give units/decos negative height, as well as individual X, Y, Z scaling values. I hope to show more when I have time, maybe sometime in April?