[Mod] Quest framework [1.1] [quests]

Amaz
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Re: [Mod] Quest framework [0.7] [quests]

by Amaz » Mon Jul 06, 2015 21:56

This looks like a really great mod!
However, when I use it and the sample quest mod, I get some errors... Firstly, whenever I complete a quest, I get this error message (or something similar.)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2015-07-06 22:49:45: ERROR[main]: ServerError: /home/amaz/.minetest/mods/quests/core.lua:113: attempt to index field '?' (a nil value)
2015-07-06 22:49:45: ERROR[main]: stack traceback:
2015-07-06 22:49:45: ERROR[main]:    /home/amaz/.minetest/mods/quests/core.lua:113: in function 'accept_quest'
2015-07-06 22:49:45: ERROR[main]:    /home/amaz/.minetest/mods/quests/core.lua:89: in function 'update_quest'
2015-07-06 22:49:45: ERROR[main]:    /home/amaz/.minetest/mods/sample_quest/init.lua:74: in function '?'
2015-07-06 22:49:45: ERROR[main]:    /usr/local/share/minetest/builtin/game/register.lua:341: in function </usr/local/share/minetest/builtin/game/register.lua:329>
Writing quests to file


And whenever I change an option concerning the hud, I get an error like this:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
015-07-06 22:53:52: ERROR[main]: ServerError: /home/amaz/.minetest/mods/quests/formspecs.lua:182: attempt to index field '?' (a nil value)
2015-07-06 22:53:52: ERROR[main]: stack traceback:
2015-07-06 22:53:52: ERROR[main]:    /home/amaz/.minetest/mods/quests/formspecs.lua:182: in function '?'
2015-07-06 22:53:52: ERROR[main]:    /usr/local/share/minetest/builtin/game/register.lua:341: in function </usr/local/share/minetest/builtin/game/register.lua:329>


I'm not sure if you know why these are happening... I'm using 0.4.12-dev
 

TeTpaAka
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Re: [Mod] Quest framework [0.7] [quests]

by TeTpaAka » Thu Jul 09, 2015 12:00

It is fixed in current master. Thanks to arsdragonfly.
 

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Minetestforfun
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Re: [Mod] Quest framework [0.7] [quests]

by Minetestforfun » Thu Jul 09, 2015 12:42

Hi,

Can you share with use when you think your mod will be 1.0/stable version ?

Thank you in advance
 

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Re: [Mod] Quest framework [0.7] [quests]

by TeTpaAka » Thu Jul 09, 2015 13:00

Minetestforfun wrote:Hi,

Can you share with use when you think your mod will be 1.0/stable version ?

Thank you in advance

It should be stable now, though it still needs a lot of testing. The only things I plan to add are in the TODO list in the first post. After that, I will bump the version to 1.0. The functionality should be given and the API shouldn't change.

If you have any suggestions, please post them here. I haven't had much time lately, but from next week on, I will have more time to work on minetest.
 

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Re: [Mod] Quest framework [0.7] [quests]

by Minetestforfun » Thu Jul 09, 2015 14:10

Ok, thank you for your quick answer, i planned to add your mod in my server when it will be 1.0 so... :p
 

dannyplaysminetest
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Re: [Mod] Quest framework [0.7] [quests]

by dannyplaysminetest » Sun Jul 12, 2015 13:58

Thanks for your hard work on this mod, i removed the Achievements Mod a while ago from my Mod Folder (got bored with it), i think this Mod is more fun and a realy good replacement, testing it right now... ;-)

¨back¨ done some testing, a QuestLog button on the Unified Inventory, perfect and easy to use.
Thanks for this cool Mod! ^_^
 

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Re: [Mod] Quest framework [0.8] [quests]

by TeTpaAka » Wed Jul 15, 2015 12:40

Update:

Central messages added for direct notifications when a quest changes and sound effects added.

Update2:

Quest metadata added.
 

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Re: [Mod] Quest framework [0.9] [quests]

by Minetestforfun » Wed Jul 15, 2015 20:04

Great, keep up the good work !
 

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Re: [Mod] Quest framework [0.9] [quests]

by TeTpaAka » Thu Jul 16, 2015 13:57

Update:

Manual word wrap after 60 chars added. This looks fine in 800x600 but doesn't adapt to the screen resolution. But as long as there is no engine support, this is fine.

My TODO list is done, I declare this version 1.0.
 

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Re: [Mod] Quest framework [1.0] [quests]

by Minetestforfun » Thu Jul 16, 2015 14:41

Version 1.0, Congratulation ! :p

Now need a xpframework/skillframework to work with this for create a RPG based server :)
 

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Re: [Mod] Quest framework [1.0] [quests]

by Wuzzy » Thu Jul 16, 2015 15:32

Great! Contratulations for reaching the 1.0 milestone. Now I just need to find an use case for this mod. xD
 

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Re: [Mod] Quest framework [1.0] [quests]

by TeTpaAka » Thu Jul 16, 2015 19:17

Minetestforfun wrote:Version 1.0, Congratulation ! :p

Now need a xpframework/skillframework to work with this for create a RPG based server :)

Wuzzy wrote:Great! Contratulations for reaching the 1.0 milestone. Now I just need to find an use case for this mod. xD

Thanks you two.

I fixed a deprecation warning, so now we have 1.1.
 

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Re: [Mod] Quest framework [1.1] [quests]

by Minetestforfun » Wed Jul 22, 2015 08:30

Hi, we are working on your mod and we are going to improve it, if you want to follow/help us => https://github.com/Ombridride/minetest- ... issues/145
 

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Re: [Mod] Quest framework [1.1] [quests]

by Minetestforfun » Sat Aug 01, 2015 21:08

Now first stable version of the quests available, we succeed to add the "Daily Quests" system.

Feel free to follow us here https://github.com/MinetestForFun/minet ... issues/145

You can grab our work here : https://github.com/MinetestForFun/minet ... r/mods/mff

Gravgun is our team member wich work on this big mod project ! :)
 

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