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 Post subject: fCraft software updates (as applied to Freebuild)
PostPosted: July 8th, 2011, 7:49 pm 
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The purpose of this thread is to post information about changes in the software that powers fCraft.net Freebuild, whenever it's updated. Sometimes Freebuild gets to use unreleased, advance copies of fCraft, and sometimes it gets customized features. Some changes are omitted, if they are not relevant to Freebuild players/staff. For full detailed information about public fCraft software releases, see Version History page on the fCraft Wiki. For even more detailed and up-to-date information, see SVN commit logs.

Update described in this post in now live. See most-recent posts in this thread for up-to-date information.

Anyways, I'm sorry about the lack of software updates recently. I have been working behind the scenes (you can track progress here), but the latest version of fCraft isn't quite stable enough to put on our live server. However, when we do update, expect the following changes:

Features
  • Added /wbring command, similar to /bring but the target is a world name, not a player name.
  • Added /spectate, now limited per-rank.
  • Added /specpatrol (/spat). Works just like /patrol, but automatically puts you in spectate mode.
  • Last leave reason is now stored on PlayerInfo, and shown in /info.
  • Zone names now autocomplete.
  • Added /zrename command to rename zones.
  • Added /zmark command, to use zone boundaries for drawing or making selections.
  • New line-wrapping algorithm wraps at hyphens, and does not wrap at colorcodes.
  • Added a way to cancel partial messages (/nvm)
  • Draw commands now log starting and ending coordinates in addition to volume.
  • Augmented /rules to support several rule subsections (e.g. /rules promotion)
  • If you log out hidden, you will log in quietly/hidden as well.

Bug Fixes
  • Added missing Chat permission requirement to /say, /roll, /staff, and /me
  • Fixed broken /bringall support for bringing multiple ranks at once.
  • Fixed several obscure ways of revealing hidden players via commands like /sinfo and /worlds.
  • Fixed /rank and /tp showing up on available command list for guests. Split /spawn and /tp commands.
  • /patrol and /specpatrol will no longer cycle through idle players. Attempting to patrol self will no longer reset your own patrol timer.
  • Fixed /zadd crash when adding more than one personal zone for the same player (/zadd +Name).
  • Fixed /paste and /pastenot overestimating the number of affected blocks.

Misc Changes
  • Merged /reloadconfig and /autorankreload into /reload command.
  • Merged /importranks and /importbans into /import command.
  • AutoRank now only evaluates online players on a timer. A full database sweep will only be done on startup or on-demand. This should notably reduce average CPU use on large databases.
  • Increased the allowed clicking distance when manually clicking blocks, to account for lag.
  • Slightly reduced map loading time.

If you have any suggestions, head over to "Suggestions" forum section and let me know!


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 Post subject: Re: Official fCraft pony + software development update.
PostPosted: July 8th, 2011, 8:04 pm 
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 Post subject: Re: Official fCraft pony + software development update.
PostPosted: July 9th, 2011, 11:10 pm 
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I can't wait until the server gets updated with all of this! :D


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 Post subject: Re: fCraft development updates
PostPosted: July 16th, 2011, 8:13 pm 
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Edit: This update now also live.

Everything from the first post is now in-game. Here are some recent fixes/additions that you can expect after next update:

  • Feature: IRC bot now announces IRC kicks and nick changes.
  • Feature: Added a way to set per-rank main world.
  • Feature: New command, /restore. Selectively loads a map from another file or backup.
  • Feature: /info now supports pagination, and prioritizes matches by player activity.
  • Improved sorting of /players.
  • Fixed a /wload bug that did not immediately store the map for newly-added worlds.
  • Fixed "Player ___ left the server" messages now showing up.
  • Fixed a case when server greeting message was not the first thing shown to the connecting player in chat.
  • Fixed a regression that caused /paste to fail on bounds checks.
  • Fixed /nvm (canceling multiline messages).
  • Fixed players getting stuck in spectate mode if the spectate target disconnects.
  • Fixed "Player ___ joined main" showing up prematurely for connecting players.
  • Fixed a rare crash in DoChangeRank when promoting/demoting offline players
  • Fixed a case where a player could show up on the patrol list more than one.
  • Fixed a rare crash in WorldManager.LoadWorldList.
  • Fixed a minor logic bug in /roll


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 Post subject: Re: fCraft development updates
PostPosted: July 19th, 2011, 10:59 am 
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Currently working on different "brushes" for draw commands. Finished "checkered" and "random" so far, more on the way. These will be usable with all draw commands (c, ch, cw, e, eh, sp, sph, line, and cut). Replace, replacenot, paste, and pastenot commands will be turned into brushes, to be usable with all shapes.

Image

Image

(The commands are kinda spammy right now because they print some debugging information, I will compact the messages later).


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 Post subject: Re: fCraft development updates
PostPosted: July 19th, 2011, 11:35 am 
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By PyroPyro's request, a rainbow brush:

Image


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 Post subject: Re: fCraft development updates
PostPosted: July 19th, 2011, 11:45 am 
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fragmer wrote:
By PyroPyro's request

Image

Also, suggestion: add loading of server side png files for banners... like /png banner.png [rotation] :3

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 Post subject: Re: fCraft development updates
PostPosted: July 19th, 2011, 12:00 pm 
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No clue how the command structure is but maybe usefull.

/cuboid bursh_box(3,3,red,green,red,blue,red,blue,black,green,black)

First 2 commands is how big your brush is, a 3x3 in this example.
After this you give your brush from topleft to bottemright.

The brush is now:
XXX
XXX
XXX

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 3:23 am 
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Intertoothh wrote:
No clue how the command structure is but maybe useful.


Pretty simple! The commands used to produce the three screenshots are:

Code:
/brush checkered
/c white gray

Code:
/brush random
/c rocks mossyrocks

Code:
/brush rainbow
/c


To reset the brush to normal, you'd just type "/brush solid".


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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 9:02 am 
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Add a probability to the random?

/brush random 25
/c water stillwater

25%chance of stillwaters over waters being drawn.

Also, you've saved me SO much time with the checkers drawing tool. You have no idea.


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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 10:15 am 
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Checkers will allow me to fix guests' build in an instant, thank you very much.

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 11:50 am 
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WHERE ARE MY FRACTAL INVADERS? ;-)

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 12:02 pm 
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Lim-Dul wrote:
WHERE ARE MY FRACTAL INVADERS? ;-)

Please dont use caps, or get muted. ;)

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 2:13 pm 
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Shouldn't Veterans have access to some of the commands like /patrol and /spectate? Obviously OPs should be patrolling too but they get overloaded on responsibilities and it's mostly Vets patrolling most of the time...

Just wondering

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 2:35 pm 
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Whrithlin wrote:
Shouldn't Veterans have access to some of the commands like /patrol and /spectate? Obviously OPs should be patrolling too but they get overloaded on responsibilities and it's mostly Vets patrolling most of the time...

Just wondering


This is discussed many times. We wont change it at this moment.
Veteran is a builder rank, not a moderation rank.

Also this thread is about the updates on the server software we are using, not what commands people have.

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 5:54 pm 
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Here are the brushes that are planned at this time, and the parameters that they'll take:
  • solid - Default. Takes 0 (uses block that you are holding), 1 (primary fill block), or 2 (inside+outside fill blocks, for hollow draw commands) blocktypes.
  • checkered - Makes a checkered pattern. Takes 1-4 blocktypes (different patterns).
  • random - Randomly switches between blocks. Takes 1 or more blocktypes. I am not sure how to add a way to adjust percentage of each block yet.
  • replace - Like /replace. Takes 2 or more blocktypes.
  • replacenot - Like /replacenot. Takes 2 or more blocktypes.
  • layered - Alternating layers of blocks. Takes axis (x/y/z) and 1 or more blocktypes.
  • striped - Alternating strips of blocks, like 2D checkered pattern that has been extruded. Takes axes (x/y/z/xy/yz/zy/xyz) and 1+ blocktypes.
  • cloudy - Based on perlin noise. Takes 1 or 2 blocktypes, and optionally a fill threshold
  • marbled - Filtered perlin noise. Takes 1 or 2 blocktypes, and optionally a fill threshold
  • restore - Works like /restore. Takes the map filename as a parameter.
  • rainbow - Self-explanatory. No parameters.


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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 6:02 pm 
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I just asked about this yesterday! :happyskeleton:
But, is there going to be a way to set your own blocks for the rainbow?


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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 9:11 pm 
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Aryeec wrote:
I just asked about this yesterday! :happyskeleton:
But, is there going to be a way to set your own blocks for the rainbow?

Quote:
rainbow - Self-explanatory. No parameters.

So that's a no.

Quote:
solid - Default. Takes 0 (uses block that you are holding), 1 (primary fill block), or 2 (inside+outside fill blocks, for hollow draw commands) blocktypes.


Meaning I can fill my /ch with any block instead of air?

Is this topic the place for questions about development updates or just for announcing them?

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 Post subject: Re: fCraft development updates
PostPosted: July 20th, 2011, 10:41 pm 
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I guess it's more about discussion than announcements. Feel free to comment on anything. And yes, you can already use "/ch", "/eh", and "/sph" with any two blocks.

Also, I just finished rewriting /cw to work with brushes. Next up, /ch.
Image


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 Post subject: Re: fCraft development updates
PostPosted: July 21st, 2011, 2:59 am 
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Can you show us an example of cloudy and marble?

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 Post subject: Re: fCraft development updates
PostPosted: July 21st, 2011, 10:57 am 
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I haven't finished those yet. I'll post screenshots as I continue to implement the planned features.


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 Post subject: Re: fCraft development updates
PostPosted: July 21st, 2011, 11:11 am 
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Some if there commands could use a 'size' setting as well :)

So it wont 'change block' each new block, but from the setting you done.
Maybe if something is a number and not a blocktype its a size setting?

Current checkerd:
/bursh checkerd gold silver
/c
:gold: :iron: :gold: :iron: :gold: :iron: :gold: :iron:
:iron: :gold: :iron: :gold: :iron: :gold: :iron: :gold:
:gold: :iron: :gold: :iron: :gold: :iron: :gold: :iron:
:iron: :gold: :iron: :gold: :iron: :gold: :iron: :gold:

/bursh checkerd gold silver 2
/c
:gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron:
:gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron:
:iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold:
:iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold:
:gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron:
:gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron: :gold: :gold: :iron: :iron:

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 Post subject: Re: fCraft development updates
PostPosted: July 21st, 2011, 11:25 am 
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I'll look into it, Intertoothh. I just need to make sure that the command syntax is never ambiguous.


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 Post subject: Re: fCraft development updates
PostPosted: July 21st, 2011, 11:57 am 
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Maybe make it easy with
/brush checkers gold silver
/brushsize 2
/c

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 Post subject: Re: fCraft development updates
PostPosted: July 22nd, 2011, 4:27 am 
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Edit: Now live.
Little update coming up tomorrow. Brushes are not enabled yet.

  • Added a list of rank main worlds to /wmain.
  • Typing "/spectate" (or "/spec") without parameters now shows the person whom you are spectating (or the last person whom you've spectated).
  • Fix: Addressed several issues with /patrol.
  • Fix: Players can no longer get stuck hidden if they are demoted while hiding.
  • Fix: Restored compatibility with map files created by dev versions of fCraft 0.500 (before r391). This fixes some really old map files (like Metropolis) becoming unloadable.
  • Fix: Fixed a line wrapper bug that could lock up the IRC bots.
  • Fix: Fixed a crash in /wload that happened if no mapfile was found.
  • Started logging more information about memory usage (to fix leaks).


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 Post subject: Re: fCraft development updates
PostPosted: July 24th, 2011, 5:18 pm 
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Currently working on block tracking (2nd attempt).

Image
Image

Also, just finished converting ellipsoid (/e) to work with brushes.

Image


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 Post subject: Re: fCraft development updates
PostPosted: July 24th, 2011, 7:31 pm 
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fragmer wrote:
Currently working on block tracking (2nd attempt).

:o :o :o :o :o :o :o :o

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 Post subject: Re: fCraft development updates
PostPosted: July 24th, 2011, 9:25 pm 
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I'm not sure where to tell you this Fragmer, so I'll tell you here. /pat randomly goes into alphabetical mode now. It was fine for a while then it started reverting at random times.


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 Post subject: Re: fCraft development updates
PostPosted: July 25th, 2011, 2:24 am 
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Thanks for letting me know, Vinifera. In the future, the best place to post bugs is the "Bugs" forum.


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 Post subject: Re: fCraft development updates
PostPosted: July 25th, 2011, 4:28 am 
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fragmer wrote:
Currently working on block tracking (2nd attempt).


Nice, fragmer, not an easy project. Good luck :)

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