[Game] Pixture

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kaadmy
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Re: [Game] Pixture

by kaadmy » Mon Oct 12, 2015 22:27

Dragonop wrote:@kaadmy:
Quick question: If there are no swords, how are we supposed to cut down plant-like stuff easier? (haven't played that much, no idea if spears do this)

There's shears, but they don't cut any faster on plant-like stuff yet.
Spears are basically swords with a different name :) I wanted to be more unique, everyone else uses swords.

Soudon wrote:I added swords in, kaadmy wanted to keep them out.

I added diamonds they work but ever since i get a nav compass.lua 122 error about a nil value i didnt even open that lua

See above ^^^
The error might have been caused by an item that wasn't registered, and if so, it's fixed.
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Re: [Game] Pixture

by Soudon » Mon Oct 12, 2015 22:59

kaadmy wrote:
Dragonop wrote:@kaadmy:
Quick question: If there are no swords, how are we supposed to cut down plant-like stuff easier? (haven't played that much, no idea if spears do this)

There's shears, but they don't cut any faster on plant-like stuff yet.
Spears are basically swords with a different name :) I wanted to be more unique, everyone else uses swords.

Soudon wrote:I added swords in, kaadmy wanted to keep them out.

I added diamonds they work but ever since i get a nav compass.lua 122 error about a nil value i didnt even open that lua

See above ^^^
The error might have been caused by an item that wasn't registered, and if so, it's fixed.


started a brand new world still get the error only thing is it doesn't completely crash with it.

Nevermind I was getting the error in my new world with no crashes deleted old world that it crashed on startup and now no error in new world.
 

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Re: [Game] Pixture

by Soudon » Tue Oct 13, 2015 03:21

You have to add farming to this. I've been trying for hours I can get the tools to show up and be crafted but I get stuck at turning the ground to soil.
 

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Re: [Game] Pixture

by Ivà » Tue Oct 13, 2015 09:40

Soudon wrote:You have to add farming to this. I've been trying for hours I can get the tools to show up and be crafted but I get stuck at turning the ground to soil.


There is no ground to soil, you plant directly over dirt (no dry_dirt) near water. But the growing time is looong :)
 

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Re: [Game] Pixture

by kaadmy » Tue Oct 13, 2015 18:09

Ivà wrote:
[...]
But the growing time is looong :)

It's quite a bit faster than minetest_game's default growing speeds...
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Re: [Game] Pixture

by Soudon » Tue Oct 13, 2015 19:58

Ok here is an updated texture pack for pixture I gave up modding it I am strictly doing the textures. now there are sword textures in the pack if you ever decide to add them they are there.
Last edited by Soudon on Thu Oct 15, 2015 17:30, edited 1 time in total.
 

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Re: [Game] Pixture

by kaadmy » Tue Oct 13, 2015 20:12

Ok.
Are those high-res textures? I don't mind contributed images, but I like them to all fit a consistent style.
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Re: [Game] Pixture

by Soudon » Tue Oct 13, 2015 23:21

Yea they are the only exception are a few of the inventory images
 

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Re: [Game] Pixture

by kaadmy » Tue Oct 13, 2015 23:36

The inventory images are hard to get into a 16x16 pixel area and still keep it simple and easily visible :)
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Re: [Game] Pixture

by Soudon » Tue Oct 13, 2015 23:56

Yea tricky is right, I have a half way made one style texture pack, I want to add a few more to it before I post it. Should be more consistent.

Ok here is an alternative texture pack
 

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Re: [Game] Pixture

by necron099 » Sun Oct 25, 2015 18:10

kaadmy, I got this error when I tried to craft wood planks.

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
2015-10-25 14:04:38: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2015-10-25 14:04:38: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2015-10-25 14:04:39: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-10-25 14:04:39: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-10-25 14:04:46: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnCraft(): ...0413-dev/bin/../games/pixture/mods/achievements/init.lua:93: bad argument #1 to 'match' (string expected, got nil)
2015-10-25 14:04:46: ERROR[Main]: stack traceback:
2015-10-25 14:04:46: ERROR[Main]:    [C]: in function 'match'
2015-10-25 14:04:46: ERROR[Main]:    ...0413-dev/bin/../games/pixture/mods/achievements/init.lua:93: in function 'func'
2015-10-25 14:04:46: ERROR[Main]:    ...xgames/minetest0413-dev/bin/../builtin/game/register.lua:235: in function <...xgames/minetest0413-dev/bin/../builtin/game/register.lua:233>
2015-10-25 14:04:46: ACTION[Server]: singleplayer leaves game. List of players:
 

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Re: [Game] Pixture

by kaadmy » Sun Oct 25, 2015 19:50

Fixed.
BTW that bug would be caused with crafting anything.
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Re: [Game] Pixture

by necron099 » Sun Oct 25, 2015 20:15

Yeah, after I posted I got another segv when I tried to craft something else. I'm glad you put achievements into your game :)
 

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Re: [Game] Pixture

by kaadmy » Sun Oct 25, 2015 20:28

necron099 wrote:[...]
I'm glad you put achievements into your game :)

Glad you're glad :D

I might also add some sort of transportation, ie. parachutes and rafts.

I can also very easily add support for potions/magic etc.
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Re: [Game] Pixture

by necron099 » Sun Oct 25, 2015 20:38

kaadmy wrote:
necron099 wrote:[...]
I'm glad you put achievements into your game :)

Glad you're glad :D

I might also add some sort of transportation, ie. parachutes and rafts.

I can also very easily add support for potions/magic etc.



That would be cool. Potions of teleport, or spawn monster....my son saw this and mentioned to me hang gliders ala Far Cry 2 and 3 would be pretty close to parachutes. Don't know if you had plans or thoughts on those?
 

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Re: [Game] Pixture

by kaadmy » Sun Oct 25, 2015 21:20

I dunno about parachutes, I want them but they'll be too laggy to play with, I think.
There's already a parachute mod: https://github.com/webdesigner97/parachute
Try it.
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Re: [Game] Pixture

by necron099 » Mon Oct 26, 2015 13:35

Thanks for the link kaadmy. I tried it out and it worked pretty good except the character turns into an unknown node when the chute deployed and turned back into the regular character when he safely landed.
 

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Re: [Game] Pixture

by kaadmy » Mon Oct 26, 2015 16:59

Hmm. I'll re-use that mod for my parachute mod, after I fix the unknown node stuff.
I'll also have to ask webdesigner97 about the license.
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Re: [Game] Pixture

by lightonflux » Wed Oct 28, 2015 02:45

Created several worlds with the latest dev (both game and mt) and mgv6 and the forests are just to overgrown. It is really hard to move and you can't build bigger structures with removing almost 90% of what you need to remove when building underground. You can easily build above the trees. From above you see how thick the forest is:

Image

Image

In my opinion it is just too much. Is this intended or are you testing different generation options?
 

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Re: [Game] Pixture

by lightonflux » Wed Oct 28, 2015 02:49

The birch trees are just to massive. Especially their trunks. I live in a region with many birch tree and, they are much much smaller and filigree (but pretty close to each other, just like your massive birch trees).

[url=Example pic]http://7-themes.com/data_images/out/39/6903675-free-birch-tree-wallpaper.jpg[/url]
 

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Re: [Game] Pixture

by Dragonop » Wed Oct 28, 2015 13:16

lightonflux wrote:Created several worlds with the latest dev (both game and mt) and mgv6 and the forests are just to overgrown.

That is the main problem with mgv6, use mgv7 of mgv5 instead. This is also why jungles flag was disabled by default some versions back.
 

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Re: [Game] Pixture

by kaadmy » Wed Oct 28, 2015 17:09

In the README.txt, I say never use mgv6; it ignores biomes and puts all decorations everywhere, making the vegetation several times more dense, and there's no biomes. Use v7 or v5 instead.
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Re: [Game] Pixture

by lightonflux » Wed Oct 28, 2015 17:22

Oh, used v7 for the first worlds but always landed in huge deserts, so defaulted back to v6. :) Obviously didn't read the README. Only read the first posts without expanded features. :D

Thanks for the fast answer.
 

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Re: [Game] Pixture

by kaadmy » Wed Oct 28, 2015 17:35

Use the seed "grassland", that puts you into a nice area with lakes, IIRC.
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Re: [Game] Pixture

by lightonflux » Wed Oct 28, 2015 21:26

I noticed on the testing server that gold is drop as ingot not lump.
 

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Re: [Game] Pixture

by kaadmy » Wed Oct 28, 2015 22:10

lightonflux wrote:I noticed on the testing server that gold is drop as ingot not lump.

Correct, it's simpler and easier that way.
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Re: [Game] Pixture

by lightonflux » Fri Nov 06, 2015 19:46

kaadmy wrote:
lightonflux wrote:I noticed on the testing server that gold is drop as ingot not lump.

Correct, it's simpler and easier that way.


But it is inconsistent as the others need cooking.

I want to suggest adding autocompletion support. Because this makes writing in the chat easier. I know that LibertyLands has it implemented. But i don't have the git link to their subgame at the moment.
 

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Re: [Game] Pixture

by kaadmy » Fri Nov 06, 2015 21:23

Autocompletion for what things? Item names, players, etc?
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Re: [Game] Pixture

by lightonflux » Fri Nov 06, 2015 23:51

For all users the autocompletion of player names is the most important feature.

For power users and admins completion for items would be nice to have. But the first is more important.

Here is chat_next from Liberty Lands: gitlab chat_next repo
 

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Re: [Game] Pixture

by kaadmy » Sat Nov 07, 2015 22:43

How does completion work on Liberty Lands? Is it tab-complete like, or does it change text to match player names when sent?
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