[Mod] DarkAge [0.4] [darkage]

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rubenwardy
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by rubenwardy » Fri May 10, 2013 18:58

I like the things this mod makes possible to build. I like medieval stuff, so I like this 8D
 

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addi
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by addi » Sat May 11, 2013 04:07

Inocudom wrote:It looks like Github is still messing up the init.lua, for the same error came up. Maybe Sokomine, RealBadAngel, or VanessaE can help you out there. They have lots of experience with Github.

oops this was my failure :/ not the failure of github (just forgott to remove a dofile comand) fixed now
Inocudom wrote:RealBadAngel's technic mod generates strata underground just like your mod does. If you need any assistance concerning that, look at how that mod does it. One of darkage's greatest achievements is adding more rock and mud types to the world.

RealBadAngel wrote:you have made pretty nice job with the stone generation
if you could help me with such a problem, i want to add obsidian to my mod which is supposed only to
be found around lava lakes.
ive played with your generate stratus routine but without success.

RealBadAngel copied the routine from this mod
but I am confident that I can understand that
 

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by Inocudom » Sun May 12, 2013 21:54

It looks like MasterGollum has returned. You should show him your updates to this mod, addi. He should appreciate them.
Last edited by Inocudom on Sun May 12, 2013 21:54, edited 1 time in total.
 

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MasterGollum
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by MasterGollum » Mon May 13, 2013 02:57

Inocudom wrote:It looks like MasterGollum has returned. You should show him your updates to this mod, addi. He should appreciate them.


I don't know why it was not warning me about new replies on this thread :( At the moment the development of an iPhone App keeps me busy, but I think in a couple of week I could take a look at some of the suggestions done here. Anyway I will add the link to the Addi version in the main description of this thread.
 

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addi
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by addi » Mon May 13, 2013 14:24

Hi MasterGollum,
nice to see you back :)
i hope you ll like some features that i added into your mod

the compatibility of moreblocks (earlier stairsplus) is not the only feature
i fixed a few craft reziep conflicts and added 2 sorts of new glass
also i improoved some things.

here is the complete changelog:
  • compatibility with stairsplus added
  • added new item iron_stick
  • added craft reziep for iron stick
  • changed reziep of iron_bars to avoid conflicts with ironbars mod
  • changed reziep of chain to avoid conflicts with 3d furniture mod
  • changed reziep of darkage:stonebrick to avoid conflicts with moreblocks
  • dissabled marble_tile to avoid the message "texture not found"
  • added compatibililty with stairsplus (now its moreblocks)
  • added darkage:glass a nice looking glass that must be in this mod Image
  • added darkage:glow_glass the same glass this only is glowing
  • changed the sound_node_leaves_default to wood_default from box and wooden shelfes
  • added craft reziep for darkage:chalk
  • improved the textures of reinforced wood and chalk to save a bit more loadtime on servers
  • added another reziep for darkage straw (this can be crafted now, if farming is installed, with farming:harvested_weed



and the todo for the near future:
  • remove darkage:sandstone_brick (because this will be in the default game)
  • remove darkage:desertstone brick (this will be in default too)
  • create an alias for darkage desertsone to avoid unknown blocks
  • create an alias for darkage sandstone_brick to avoid unknown blocks too

i would be happy if i can find some of this features in your mod
 

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by MasterGollum » Mon May 13, 2013 14:49

Thank you so much for your improvements. I left them documented in the main post.

I will do my best to add the ones I like to the main distribution and leave your variant version available.

I must say that not to use morestairs was intended for 2 reasons 1) I wanted my mod without dependences 2) even if I know it is a very extended mod, I felt it too much, I didn't like that large amount of microblocks I don't use it in my server. Anyway thank you for add it :)
 

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by Inocudom » Wed May 22, 2013 01:43

Farming is now part of the default game of Minetest (wheat and cotton are now part of the default game.)
 

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addi
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by addi » Thu May 23, 2013 13:45

addi wrote:added another reziep for darkage straw (this can be crafted now, if farming is installed, with farming:harvested_weed

in my version you can craft the straw block with the dry leaves or with 4 harvested weed(if farming is installed)
but now farming is default but i think ill keep the alternate reziep with the leaves because it gives the leaves a use
 

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Inocudom
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by Inocudom » Fri May 31, 2013 16:07

http://forum.minetest.net/viewtopic.php?id=2419
As the above topic indicates, Minetest will soon have bump-mapping capabilities. Will the textures of this mod ever be able to use that feature?
 

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by Inocudom » Sat Jun 15, 2013 17:41

0.4.7 stable is out now. Will this mod be updated to it?
 

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by Inocudom » Fri Jul 05, 2013 01:23

Bump mapping is now part of the latest development version of 0.4.7. Will the textures of this mod support it? I like this mod.
 

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by addi » Fri Jul 12, 2013 15:47

ok now i found some minutes time to update it :)


new features:
the moreblocks mod is now only optional! (if it is installed it will be used else it will not used)
removed darkage:desert_stone_cobble because its in default
added alias to darkage:desert_stone_cobble to avoid unknown blocks
removed darkage:sandstone_cobble because its in default
added alias to darkage:sandstone_cobble to avoid unknown blocks

but!

its beta!

because if you update it from an older version to this version you may have some unknown stairblocks with desert cobble and sandstone cobble

please say me the name of that stairblock than i can create an alias wich fixes it!

Download:

https://github.com/adrido/darkage/archive/master.zip
Repo:
https://github.com/adrido/darkage/
 

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by Inocudom » Fri Jul 12, 2013 17:28

addi wrote:ok now i found some minutes time to update it :)


new features:
the moreblocks mod is now only optional! (if it is installed it will be used else it will not used)
removed darkage:desert_stone_cobble because its in default
added alias to darkage:desert_stone_cobble to avoid unknown blocks
removed darkage:sandstone_cobble because its in default
added alias to darkage:sandstone_cobble to avoid unknown blocks

but!

its beta!

because if you update it from an older version to this version you may have some unknown stairblocks with desert cobble and sandstone cobble

please say me the name of that stairblock than i can create an alias wich fixes it!

Download:

https://github.com/adrido/darkage/archive/master.zip
Repo:
https://github.com/adrido/darkage/


Are you testing this on the King Arthur's Land server? You could have a better time finding bugs there. Also, will the medieval stained glass be added sometime?
 

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addi
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by addi » Sun Jul 14, 2013 15:49

i added 54 alias i hopes it helps to avoid unknown nodes

Inocudom wrote:Also, will the medieval stained glass be added sometime?

semmett9 is working on it maybe it comes in another mod

Download:
https://github.com/adrido/darkage/archive/master.zip
Repo:
https://github.com/adrido/darkage/
 

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by Inocudom » Sun Jul 14, 2013 19:51

If you wish to make the darkage textures for VanessaE's HDX pack yourself, you can do so by making a pull request for it. The guidelines for doing so are in the post beyond the link below:
http://forum.minetest.net/viewtopic.php?pid=98870#p98870
It looks like most of VanessaE's textures are based on photographs, so I guess that is the best method for you to use as well. Just make sure that any photographs that you use for that purpose are allowed to be used for that purpose.
Last edited by Inocudom on Sun Jul 14, 2013 19:53, edited 1 time in total.
 

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by Shire » Wed Aug 14, 2013 04:10

For some strange reason, the marble tile texture isn't showing up. Instead, I get a randomly coloured block.
 

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by Mossmanikin » Wed Aug 14, 2013 05:35

Shire wrote:For some strange reason, the marble tile texture isn't showing up. Instead, I get a randomly coloured block.


You can copy darkage_marble_tile.png from the textures32 folder and add it to the textures folder.

Noob 4 life!
My stuff
 

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by Inocudom » Tue Aug 20, 2013 00:06

Any new developments concerning this mod?
 

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addi
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by addi » Thu Aug 22, 2013 04:21

i have some ideas that may be added. ;-)

next week i have holiday. maybe than i find a bit time to add something.
 

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by Inocudom » Tue Sep 10, 2013 17:50

addi wrote:i have some ideas that may be added. ;-)

next week i have holiday. maybe than i find a bit time to add something.


Do you know about the mod linked to below?
https://forum.minetest.net/viewtopic.php?id=7159
It and darkage go well together.
Last edited by Inocudom on Tue Sep 10, 2013 17:51, edited 1 time in total.
 

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by philipbenr » Wed Sep 11, 2013 04:41

:) [flattered] thanks! [/flattered]

I intend to add some of this mod and cottages onto the castle+ mod with me and Dan Duncombe.
"The Foot is down!"
 

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addi
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by addi » Wed Sep 11, 2013 13:05

philipbenr wrote::) [flattered] thanks! [/flattered]

I intend to add some of this mod and cottages onto the castle+ mod with me and Dan Duncombe.


please dont mix up the code!

i dont like it if some mods have the same texture and function but diffrent names.
it might confuse the user.

its alredy discussed here: https://forum.minetest.net/viewtopic.php?id=7163

maybe you can do somethings 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
if minetest.get_modpath('darkage') then
minetest.register_alias(castle:strawbale,darkage:strawbale)
//register some alias and use this to avoid unknown blocks
else
minetest.register_node(castle:strawbale,...)...
//register the node itself
end

so you have an optional dependencie that registers aliases if darkage installed and it registeres iit nodes itself, if its not installed.

or may we could make a (eg. medieval_basic) mod wich contains some basic nodes wich all other mods (castles, cottages and darkage) depends on them.
 

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by philipbenr » Wed Sep 11, 2013 23:30

I did read that, and I intend to register aliases.
"The Foot is down!"
 

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by Inocudom » Wed Nov 13, 2013 06:04

Is there anything going on with this mod? Not many posts lately.
 

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by Sokomine » Thu Nov 14, 2013 18:53

It's still a great mod for building. Wish it would be on more servers. The King Arthur's Land server makes extensive use of the mod and is always woth a visit for all those who like good buildings.
A list of my mods can be found here.
 

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by Inocudom » Thu Nov 14, 2013 18:58

The Minerealms server uses this mod too.
 

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by MasterGollum » Mon Jan 06, 2014 09:14

I have been away for a lot of time because OpenGL stopped to work in my computer, a few days ago I solved it (yeah, I took me forever :P) So I opened my old Minetest and updated to the latest version discovering tons of new changes and features in the game. I will review Dark Age to fit better the new situation of the game.
 

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by MasterGollum » Mon Jan 06, 2014 09:18

MasterGollum wrote:I have been away for a lot of time because OpenGL stopped to work in my computer, a few days ago I solved it (yeah, I took me forever :P) So I opened my old Minetest and updated to the latest version discovering tons of new changes and features in the game. I will review Dark Age to fit better the new situation of the game.


I see addi already did that :P well I will take a look to his work before start to do anything new =D
 

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by Inocudom » Mon Jan 06, 2014 14:53

Welcome back, MasterGollum. I saw Cornernote in the forums recently as well. Now, if only redcrab came back...
 

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addi
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by addi » Mon Jan 06, 2014 15:20

hey! nice to see you back :)
as far i know i have not changed much things,because i had not much time in the last year.

but the
desert_stone_cobble and
sandstone cobble is now in default game.
also i changed 1 or 2 craft rezieps, because they confliced with other mods

also there is now a "LuaVoxelManipulator" in the engine wich may generates a bit faster than your way.
also there is a function minetest.register_ore() that can be used to generate the iron ore in the desert.
 

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