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Ok guys, figured I should probably stop using the other threads to discuss development of black tek, as per otland rules. The pre-release thread, and the other discussion thread about "Does anyone want an updated 1.4x" were both not threads specifically created for the purpose of discussing the development of BlackTek.
So here is where you can find and discuss on topics such as features, bugs and releases, or any other cool ideas you guys might have for black tek.
@Roddet If you don't mind, both those other two threads can be closed now. It will help to make sure all traffic on the discussion of BlackTek goes to the proper location now. Thanks! I appreciate it!
So everyone is up to date.
Recently I added a new event interface called "Item Events" , try not to be to comfortable with those events just yet, as I will be condensing the 5 of them down into 2, to reduce the amount of events firing off per combat.
Imbuements bugs have all been worked out, and we have some lua scripts being developed for Black-Tek that uses the imbuement api to create a copy of the system that CIPIA uses. This system has been being developed for everyone by @ohman . So big thanks to him for spending his time to help contribute, as I am sure many users would like to see the same system. One or two caveats have to be made ofc, as 10.98 doesn't contain all the same items as 13.x clients, nor does it contain a shrine, but there is an appopriate creature item being used as a suitable substitute. This is a very elaborate system that takes lots of time to match all the ins and outs of, and to also test thoroughly. So again, big thanks to ohman for putting in the time and getting the ball rolling on that for us.
The switch from "Conan" to "Vcpkg" was to try to make it easier for you all to be able to generate the files needed to build BlackTek Server. It has had a few hiccups, ran into a few unexpected issues, but thanks to the help of @Gesior.pl we now have it working properly on 64 bit systems running Linux. Ofc, it hasn't been tested on every possible platform, under every possible scenario, so if you guys run into any issues, please don't hesitate to post them here, on the github, or if you already have me on discord, you can message me as well. If you want, you can raise the issue all three places, as to make sure I see it!
Future plans.
I will of course continue on adopting code fixes that TFS finds, and implements, that could also apply to Black Tek.
I will eventually replace all raw (or atleast most of them) pointers with smart pointers, to eliminate unexpected crashes and memory leaks.
I will be adding a webhook api eventually, to use for stuff like github, discord, private webservers, forums, ect.
I will be rewriting the current "Item abilities" to a specific and robust sytem built around "Damage Modifiers", which will include things like, absorb, reflect, deflect, resistance, ect.
I will be adding an "Ingame Account Manager" system, to make it even easier to go from nothing to fully working server.
I will add in more options for handling spawning, such as positional (current version) spawning, zone spawning, and relational spawning. In addition to these new spawning systems, I have already created "Black Tek Map Editor", you can find on the Black Tek organization github. It also uses premake and vcpkg to make the process of creating your own builds as easy as possible.
I will add resources (wood, stone, (dust for cipia weapon upgrades), ect), that will go along with the addition of "Crafting". So to be clear, I do plan to add resource gathering and crafting, as a robust lua api for you all, to make it the way you want.
Long term, I do plan to bring in "TOML" support, and phase out the usage of "XML" alltogether in favor of TOML.
There are also many other long term goals, and things on my todo list, I didn't want to cover everything, but I figured I would give you guys some idea's on what to expect in the near and far future.
TLDR
Black Tek is now easier to generate builds, more bug free than it has ever been, and is chalk full of exciting new features, as well as many new features planned.
So here is where you can find and discuss on topics such as features, bugs and releases, or any other cool ideas you guys might have for black tek.
@Roddet If you don't mind, both those other two threads can be closed now. It will help to make sure all traffic on the discussion of BlackTek goes to the proper location now. Thanks! I appreciate it!
So everyone is up to date.
Recently I added a new event interface called "Item Events" , try not to be to comfortable with those events just yet, as I will be condensing the 5 of them down into 2, to reduce the amount of events firing off per combat.
Imbuements bugs have all been worked out, and we have some lua scripts being developed for Black-Tek that uses the imbuement api to create a copy of the system that CIPIA uses. This system has been being developed for everyone by @ohman . So big thanks to him for spending his time to help contribute, as I am sure many users would like to see the same system. One or two caveats have to be made ofc, as 10.98 doesn't contain all the same items as 13.x clients, nor does it contain a shrine, but there is an appopriate creature item being used as a suitable substitute. This is a very elaborate system that takes lots of time to match all the ins and outs of, and to also test thoroughly. So again, big thanks to ohman for putting in the time and getting the ball rolling on that for us.
The switch from "Conan" to "Vcpkg" was to try to make it easier for you all to be able to generate the files needed to build BlackTek Server. It has had a few hiccups, ran into a few unexpected issues, but thanks to the help of @Gesior.pl we now have it working properly on 64 bit systems running Linux. Ofc, it hasn't been tested on every possible platform, under every possible scenario, so if you guys run into any issues, please don't hesitate to post them here, on the github, or if you already have me on discord, you can message me as well. If you want, you can raise the issue all three places, as to make sure I see it!
Future plans.
I will of course continue on adopting code fixes that TFS finds, and implements, that could also apply to Black Tek.
I will eventually replace all raw (or atleast most of them) pointers with smart pointers, to eliminate unexpected crashes and memory leaks.
I will be adding a webhook api eventually, to use for stuff like github, discord, private webservers, forums, ect.
I will be rewriting the current "Item abilities" to a specific and robust sytem built around "Damage Modifiers", which will include things like, absorb, reflect, deflect, resistance, ect.
I will be adding an "Ingame Account Manager" system, to make it even easier to go from nothing to fully working server.
I will add in more options for handling spawning, such as positional (current version) spawning, zone spawning, and relational spawning. In addition to these new spawning systems, I have already created "Black Tek Map Editor", you can find on the Black Tek organization github. It also uses premake and vcpkg to make the process of creating your own builds as easy as possible.
I will add resources (wood, stone, (dust for cipia weapon upgrades), ect), that will go along with the addition of "Crafting". So to be clear, I do plan to add resource gathering and crafting, as a robust lua api for you all, to make it the way you want.
Long term, I do plan to bring in "TOML" support, and phase out the usage of "XML" alltogether in favor of TOML.
There are also many other long term goals, and things on my todo list, I didn't want to cover everything, but I figured I would give you guys some idea's on what to expect in the near and far future.
TLDR
Black Tek is now easier to generate builds, more bug free than it has ever been, and is chalk full of exciting new features, as well as many new features planned.
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