[Mod] Castles++ Rolling release [git] [castle]

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[Mod] Castles++ Rolling release [git] [castle]

by philipbenr » Sat Aug 09, 2014 19:02

Latest update:

Added chandeliers, other formspec fixes

--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

Castles Mod (++)

--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

Quick-Summary:
This is a mod all about creating castles and their surroundings. Many of the nodes are used for the outer-walls, dungeons or decorations. There are some very nifty items in the mod as well, mainly an auto-crafter and ropebox

Download: https://github.com/minetest-mods/castle ... master.zip
...or browse the code: https://github.com/minetest-mods/castle
For the 0.4.15-compatible version (no hardware coloring), get this ZIP file.

License: MIT, LGPLv2.1 (crossbow code)
+ Features

+ To Come:

Screenshots:

Image
Image
Image
Image
Image
Image
Image

More to come...

Anyhow, nothing new from other castles mod, but I'll get something going eventually. Just browse through that Coming Eventually spoiler to have a little glance into the future.

Feedback? Post it all. I want to hear what you think.

QuestionForNow: If you read my latest post, what do you think about all the updates/features.
Last edited by philipbenr on Thu May 19, 2016 23:41, edited 22 times in total.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by mimilus » Sun Aug 10, 2014 07:46

Cool castle mod

Hello did you look in my secret wall and doors lua files for making secret passage in walls ?

My github : https://github.com/mimilus/castle

I like the idea of secret wall for the castle maybe you could use it.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by Inocudom » Sun Aug 10, 2014 15:53

If you will add mimilus's creations, then you better make this into a modpack.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by philipbenr » Sun Aug 10, 2014 20:16

I intend to remove the old pillars I made and add Glünggi's collumnia mod. I prefer that one much more.

Anyhow, my goal with this project is to revive my old castles mod. If you browse around, you will see that castles was originally made by me, Dan forked it, I worked on it with him, and he (sadly) left. :( Oh well. Still, I have found some other really nice mods that I think I will put in this mp. Dan's camo mod has the psuedo nodes that you can walk through. Anyway, I will add secret passageways and something of the sort.

I also made the recipe a bit awkward, so I think some of them I will change..

Thanks for looking.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by Inocudom » Sun Aug 10, 2014 21:59

mimilus wrote:Cool castle mod

Hello did you look in my secret wall and doors lua files for making secret passage in walls ?

My github : https://github.com/mimilus/castle

I like the idea of secret wall for the castle maybe you could use it.

Mimilus, we have a problem:
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
17:57:36: ERROR[main]: ========== ERROR FROM LUA ===========
17:57:36: ERROR[main]: Failed to load and run script from
17:57:36: ERROR[main]: /home/derek/.minetest/mods/castle/init.lua:
17:57:36: ERROR[main]: ...etest/bin/../games/minetest_game/mods/doors/init.lua:32: attempt to index field 'groups' (a nil value)
17:57:36: ERROR[main]: stack traceback:
17:57:36: ERROR[main]:    ...etest/bin/../games/minetest_game/mods/doors/init.lua:32: in function 'register_door'
17:57:36: ERROR[main]:    /home/derek/.minetest/mods/castle/castle_doors.lua:10: in main chunk
17:57:36: ERROR[main]:    [C]: in function 'dofile'
17:57:36: ERROR[main]:    /home/derek/.minetest/mods/castle/init.lua:30: in main chunk
17:57:36: ERROR[main]: ======= END OF ERROR FROM LUA ========
17:57:36: ERROR[main]: Server: Failed to load and run /home/derek/.minetest/mods/castle/init.lua
17:57:36: ERROR[main]: ModError: ModError: Failed to load and run /home/derek/.minetest/mods/castle/init.lua
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by mimilus » Sun Aug 10, 2014 22:26

which standart game do you use ?
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by Inocudom » Sun Aug 10, 2014 22:34

Base game of the latest development version of Minetest and Carbone in the latest development version of Freeminer. Failed in both of them.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by Inocudom » Wed Aug 13, 2014 16:41

CraigyDavi has a fork of darkage:
https://forum.minetest.net/viewtopic.php?p=150997#p150997
It might be of interest to you, since it too deals with castles.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle] (Githu

by philipbenr » Wed Aug 13, 2014 21:13

Yes, I am interested. Very much so. Forgot to add that to the Coming eventually section.

Right now, I am having problems with git on my computer, so I might be going over to Bitbucket from github; I am going to try to use mercurial, which is nicer, and hopefully works.

Edit:
I:
As for the workbench:
When you place it, I intend to have an npc standing next to it, 'mining it'. This is to achieve the effect that he is working on the workbench and is producing the objects on it. I love the idea and really want to do it, but it would take me a while because I don't know much about the npc mod. Anyhow, what do you think about the idea?

II:
I will be putting some releases of the mod in my dropbox and just use that until I have finished everything else.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by Minetestforfun » Thu Aug 14, 2014 20:19

Thank you for your work !

A modpack is a good idea for an "all-in-one" castle decorations ! :)
Last edited by Minetestforfun on Wed Aug 20, 2014 00:14, edited 1 time in total.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by Inocudom » Tue Aug 19, 2014 15:19

Might it be possible for you to post this modpack in the Freeminer forums too? Not much happens there these days.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by philipbenr » Tue Aug 19, 2014 20:16

Sure. I've noticed, in fact. After I do gardening decor. That is top on priority list.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by Minetestforfun » Wed Aug 20, 2014 00:12

Hi,

i've a problem with your mod (my server runs 0.4.10 latest dev version) :

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
02:10:04: ERROR[main]: ========== ERROR FROM LUA ===========
02:10:04: ERROR[main]: Failed to load and run script from
02:10:04: ERROR[main]: /home/quentinbd/minetest/bin/../mods/castles/init.lua:
02:10:04: ERROR[main]: ...home/quentinbd/minetest/bin/../mods/castles/init.lua:1: attempt to concatenate a nil value
02:10:04: ERROR[main]: stack traceback:
02:10:04: ERROR[main]:  ...home/quentinbd/minetest/bin/../mods/castles/init.lua:1: in main chunk
02:10:04: ERROR[main]: ======= END OF ERROR FROM LUA ========
02:10:04: ERROR[main]: Server: Failed to load and run /home/quentinbd/minetest/bin/../mods/castles/init.lua
02:10:04: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/quentinbd/minetest/bin/../mods/castles/init.lua
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by philipbenr » Thu Aug 21, 2014 17:27

Go find a version of old minetest game and get the doors mod out of that. The new minetest game (formerly minetest next) has a bad version of doors. In other words, I wrote this mod with the old doors as a dependency, and will only use that one for now. I might look into adding the new doors later, but I have something special coming out. It'll be here this weekend.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by Minetestforfun » Sun Aug 31, 2014 21:33

I can't take an old version of "doors" mod, sorry :)

I haven't see any commit after your last message, this fork can be very insterresting. Are you Still working on that fork ?
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by Xanthin » Mon Sep 01, 2014 07:41

Hello Minetestforfun,

just tested this version and got the same error like you. I solved this issue by renaming the mods folder from "catles" to "castle" cause the debug complains about 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
dofile(minetest.get_modpath("castle").."/pillars.lua")
and so on. You see, in the code the original mod name is used (castle) instead of the new name (castles).

When I did this, a new error occured and is about what philipbenr said.
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
09:19:45: ERROR[main]: ========== ERROR FROM LUA ===========
09:19:45: ERROR[main]: Failed to load and run script from
09:19:45: ERROR[main]: ...\minetest-0.4.10-e5b4748-win32\bin\..\mods\castle\init.lua:
09:19:45: ERROR[main]: ...748-win32\bin\..\games\minetest_game\mods\doors\init.lua:21: attempt to index field 'groups' (a nil value)
09:19:45: ERROR[main]: stack traceback:
09:19:45: ERROR[main]:    ...748-win32\bin\..\games\minetest_game\mods\doors\init.lua:21: in function 'register_door'
09:19:45: ERROR[main]:    ...inetest-0.4.10-e5b4748-win32\bin\..\mods\castle\init.lua:204: in main chunk
09:19:45: ERROR[main]: ======= END OF ERROR FROM LUA ========


I solved this issue by changing in the init.lua
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
doors:register_door("castle:oak_door", {
and
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
doors:register_door("castle:jail_door", {
into
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
doors.register_door("castle:oak_door", {
and
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
doors.register_door("castle:jail_door", {
.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castle]

by Minetestforfun » Mon Sep 01, 2014 13:20

@Xanthin
Ok, thank you very much !
I've rename the mod castle, and i've now the init.lua problem

i've copied and pasted your code for change the two lines you quote, but they are no changes with the initial line and after-change line you quote

i steel have the error init.lua
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Mon Sep 01, 2014 16:41

First, yes, I am still very excited about working on this mod, so (duh) I am still working on it.

Yes, I am sorry for all the bugs, but I think that everything will be changed in time. For the doors, I will found the door api in the minetest_game the file "game_api.txt"

Also I have gotten halfway through changing the mod into a modpack, so there will be no more problems with dofile anymore...

Finally, I am saying this; All my mods are officially slowed, which means they are going to be moving at a slower development rate. I am going into my sophomore year of highschool, where I am taking a few advanced classes (Pre-calculus and Chemistry. Most everybody else is taking Algebra 2 and Biology.) and doing after school robotics (FRC robotics program) I'm sorry, but the development will be really slow, and I will seldom have time to work on this, as well as my other mod/packs and my subgame.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Xanthin » Tue Sep 02, 2014 08:15

@ philipbenr
Much success for your highschool. (hehe, have to confess that I am a "most everybody", also took Biology but no! Mathematics and was nevertheless, a few years later, faced in my biology studies with both XD). Tyt and I am curious what you will add further.

@ Minetestforfun
I just tested it again. I dont know what else could be wrong. It´s just about changing the colon infront of "register_door" into a simple point because it was changed in the game as you can see here https://github.com/minetest/minetest_game/commit/584718a2a78aa56b9f7804481cd4143992f0e995#diff-8eb62e836e64c72a439c178d35c178a8L28.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by pheonixfire » Mon Sep 08, 2014 09:17

with the changes by Xanthin, I got castles mod to work with
Fess's 0.4.10-dev, commit d7364d65ac build

pheonixfire
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Mon Sep 08, 2014 14:19

Cool. I will take a look at that version. Also I will try and change the colons and get the whole thing finished as a modpack. and since I didn't have internet this last weekend, I will try and do that this next weekend.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by balthazariv » Mon Sep 08, 2014 17:46

Thanks Xanthin for error correction and Philipbenr for the work to keep your mod update.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Fri Sep 12, 2014 14:18

I'm sorry. All my mods are suck. That is mostly because I don't get the time to do anything with them.
Just about every single mod I have posted is very very underdone and half baked. This is the best one mainly because Dan helped me out with it. But other than that, I do not have not many good mods. :(
Bad day if you could tell, but half of it is true.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Minetestforfun » Fri Sep 12, 2014 16:49

philipbenr, would not it be better if you join the project of the mod "darkage (improved)" ?
Because the "contains" and "comes" sections are the same :)
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Fri Sep 12, 2014 23:44

Sorry, just a really bad morning. Anyhow, it's the weekend, and If I might get something done. I will get the doors stuff down, and finish the modpack transfer. I am also using Glunggi's columnia. That one has some nice aspects (more pillars, smart crafting recipes)

Also, I hope to add in the chandeliers as well. Anyhow, here is what I am thinking. I am just going to take the set of nodeboxes I have already made, add in a idea similar to RHR's lantern mod. (Small lanterns) Anyhow, I am just going to use worldedit, make a .mts schematic, and just use that instead of busting my brain trying to code it. I will also have streetlight schematics and maybe do some instabuild towers.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Fri Sep 12, 2014 23:47

@Minetestforfun:

I think that I will be trying to add some similar things to my game, except do it my way. I admire many other people's work, but for this, I am trying to cut down on the amount that I am adding from other people. I want to gain the exp and learn somethings. It is better for me, and helps me become more optimistic about my work (as you can see, I was low on that this morning.)
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Thu Dec 04, 2014 01:09

Sorry for inactivity. Winter break is coming up, and I will have access to my laptop, especially near Christmas. Anyhow, I contacted DanDuncombe, and he said that it would be alright if I changed the license. I will switch to MIT with the next update. As for when that will be, I have gotten the modpack structure, but there are a ton of errors with the inter-dependencies. So for now, I will say this: Sorry for lying in above posts, but I will try and make an effort to update all my mods during Winter break or earlier. Offtopic, but I was elected programming team leader for the highschool's FRC robotics team, so I am having to learn C/C++, mainly because of my extreme reluctance toward Java (its nice having to be able to have a say in what goes on ;). So, I have a lot on my hands. (Plus I have a little bit of Pre-Calculus, to catch up on, so... Auuggh!)

My message: This project isn't dead, but inactive for the time.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Napiophelios » Thu Dec 04, 2014 02:48

philipbenr, you should never feel the need to be apologetic for having your priorities straight.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by twoelk » Thu Dec 04, 2014 11:30

philipbenr wrote:... but I was elected programming team leader for the highschool's FRC robotics team, ...

hehe - now that might be an interesting NPC-bot roaming the servers, with an AI of sorts based on a real life bot.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by ExeterDad » Fri Dec 05, 2014 13:40

@philipbenr
+1000
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

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