[Game] Adventuretest

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Re: [Game] Adventuretest [Alpha]

by Ferk » Tue Aug 18, 2015 23:49

I'm relatively new to minetest, and I would like to say that this is the best mod I've tries so far.

The experience system is quite original and interesting. I spawned at the start right inside of a village, so I scavenged a lot of stuff and I regularly get a fair share of experience points by going out killing mobs at night.

Though I gotta admit the progression is quite slow. Specially after I started mining more and fighting less.

It's not clear to me how to use magic. I wouldn't even have noticed there's magic available if it wasn't for the section in the experience and the magic bar.

I'm just playing in singleplayer right now, though. Is there an available adventuretest server?
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Wed Aug 19, 2015 02:39

Thank you very much. I'm glad you are enjoying Adventuretest.

Magic is one of the areas that hasn't been developed much yet. There is the /cast command which has two spells. /cast heal <optional target> which heals the caster or the target if one is specified. And /cast thunder which does damage to all entities around the player. The size of the area around the player that is affected depends on your level of the magic skill. There is also a Magic Missile wand that shoots magic fireballs. It isn't craftable at the moment, but there is a chance you can find one in a dungeon.

You get experience for mining ores and I'm going to add experience for mining other materials and for building. Something like for every 100 blocks you mine you'll get a certain number of experience, same with building.

There is an adventuretest server setup for testing (minetest.bremaweb.com port 31000). I plan on setting up an official server once more of the game is developed.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Wed Aug 19, 2015 04:36

I just pushed an update that keeps track of some player stats (number of nodes dug and replaced, deaths, travel distance, etc...). It also gives experience for digging and placing nodes. Every 100 nodes you place or dig you will get experience and the more you have placed the more experience you will get (e.g 100 nodes 5 exp, 200 nodes 10 exp, 300 nodes 15 exp)
 

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Re: [Game] Adventuretest [Alpha]

by Mugnoz » Thu Aug 20, 2015 13:03

BrandonReese wrote:I just pushed an update that keeps track of some player stats (number of nodes dug and replaced, deaths, travel distance, etc...). It also gives experience for digging and placing nodes. Every 100 nodes you place or dig you will get experience and the more you have placed the more experience you will get (e.g 100 nodes 5 exp, 200 nodes 10 exp, 300 nodes 15 exp)


Hi Brandon, wonderful, now get experience is faster for miners and game is more rewarding.

I want to help reporting some little things on server:

- when use experience point to level up a skill often there is a very little waste of point (2-4 max) every level, is by design or a glitch?

- I've experienced some (very rare) crush randomly with "internal server error" message when game lag a bit and go slower, restart before error resolve but i'm now using version 0.4.13 RC so could be 'normal'..?

- The workbench lost all items if you exit from workbench screen without take crafted item. Also this is by design?

For the rest the game is stable and very enjoyable the best i've tried, compliments for the great job.
 

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Sat Aug 22, 2015 21:28

Okay, so I have a few questions. First, in the adventuretest mod's register_functions.lua, I had to delete default.player_globalstep(dtime) and default.leaf_globalstep(dtime) because of an error. Was this the right step? At first I deleted hunger.global_step(dtime) but that caused it to crash when I got hungry(it opened up just fine after deleting that), so I replaced it and I then edited hunger.global_step(dtime) so that it read hunger_globalstep(dtime). At first the error said that global_step was a nil value, then that hunger_globalstep was a nil value. A little help with that?

Also, I was looking at the mods list and I opened up the mg_villages mod. I copied and pasted that file as a whole into my minetest mods file. I opened up dependencies and I saw handle_schematics. What is this? Is it possible to download? Was I right to paste it in my minetest mods folder?

Furthermore, the few times I managed to get adventuretest to work for me the terrain around the villages I spawned in was very eratic with very few trees neerby and most commonly laden with snow. Is it usual to spawn in villages and to have very 'nearly unusable' terrain around the village?

Thank you!
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Re: [Game] Adventuretest [Alpha]

by Sokomine » Sat Aug 22, 2015 21:43

swordpaint12 wrote:Also, I was looking at the mods list and I opened up the mg_villages mod. I copied and pasted that file as a whole into my minetest mods file. I opened up dependencies and I saw handle_schematics. What is this? Is it possible to download? Was I right to paste it in my minetest mods folder?

handle_schematics is needed by mg_villages. It reads the schematic files that contain the blueprints of the houses and helps placing them into the world. I havn't opened a thread for the mod yet (guess I ought to soon). You can find it at https://github.com/Sokomine/handle_schematics

swordpaint12 wrote:Furthermore, the few times I managed to get adventuretest to work for me the terrain around the villages I spawned in was very eratic with very few trees neerby and most commonly laden with snow. Is it usual to spawn in villages and to have very 'nearly unusable' terrain around the village?

Some villages get snow for the entire village area. If you don't want that at all, you can set mg_villages.artificial_snow_probability = nil in mg_villages/config.lua. The terrain around the villages depends on the village type. Medieval villages grow wheat; villages with houses built by Taoki grow cotton; other villages have to cope with some grass around. Trees are placed randomly. The villagers like it like this :-). And yes, when you first start a game, you'll spawn inside a village. In AdventureTest, that's a pretty safe place as the villagers will defend you against mobs. The trees mg_villages places in and around the villages are currently a problem - they attract spiders, and those are pretty strong and numerous. I plan to change the leaves in villages to a special node so that they won't attract spiders anymore. But that comes with some needed rewriting of the tree-placing code and requires some talking to minetest_game devs (in this case, paramat and Shadowninja) as I don't want to keep a copy of the tree code forever...
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sat Aug 22, 2015 22:23

swordpaint12 wrote:Okay, so I have a few questions. First, in the adventuretest mod's register_functions.lua, I had to delete default.player_globalstep(dtime) and default.leaf_globalstep(dtime) because of an error. Was this the right step? At first I deleted hunger.global_step(dtime) but that caused it to crash when I got hungry(it opened up just fine after deleting that), so I replaced it and I then edited hunger.global_step(dtime) so that it read hunger_globalstep(dtime). At first the error said that global_step was a nil value, then that hunger_globalstep was a nil value. A little help with that?


You shouldn't have to edit the game at all to get it to work. Did you put the adventuretest files in the games folder or in the mods folder? Are you using the latest version of Minetest 0.4.13?
 

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Sun Aug 23, 2015 01:52

Thanks Sokomine. The village thing makes sense. I just wasn't sure if that was supposed to happen.

I use 4.12. I put it in the games folder. I was able to play adventuretest once, then when I tried to reopen the world it gave me errors. I reinstalled once. Should I try that again?
Winter Cumicles
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Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
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Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sun Aug 23, 2015 02:26

That's pretty strange. I would delete it from the games folder, download it again and try it. Also start with a brand new world if you can.
 

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Re: [Game] Adventuretest [Alpha]

by FreeLikeGNU » Sun Aug 23, 2015 15:33

BrandonReese wrote:I pushed a couple of updates last night.

- New dungeons are now populated with goblins and if it's a large enough dungeon it will have a chest full of treasure and a dungeon master guarding the treasure. Goblins are pretty weak but can overwhelm you with their numbers for be cautious. Dungeons don't repopulate and chests don't refill with treasure. Some of the close quarters made it hard to place spawn blocks plus if the dungeons repopulate you could find yourself fighting a never ending horde of goblins.

Cool! ^^
 

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Sun Aug 23, 2015 22:23

BrandonReese wrote:That's pretty strange. I would delete it from the games folder, download it again and try it. Also start with a brand new world if you can.


I tried several new worlds. I reinstalled a second time. Last night I downloaded 4.13 and today I started up adventuretest on there... and it worked! Thank you very much for your help.
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Game] Adventuretest [Alpha]

by Samson1 » Tue Aug 25, 2015 07:22

I need the mob villages from this mod but I don't know how to remove the other mobs! Could some one help?
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Aug 25, 2015 12:42

Samson1 wrote:I need the mob villages from this mod but I don't know how to remove the other mobs! Could some one help?


You're going to have a hard time taking mods from this game and using them standalone because a lot of things are closely tied together. If you want to remove some of the mobs edit "mobs/init.lua" and delete the "dofile" lines for the mobs you don't want.
 

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Tue Aug 25, 2015 23:55

Does this subgame support philipbenr's castle++ mod?
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Aug 25, 2015 23:57

I'm not sure what all Castles++ does. If it just adds new nodes that should be fine. Most likely you won't have a problem installing it alongside Adventuretest
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Wed Aug 26, 2015 19:22

I'm 99% sure it will work. Unless Brandon here changed default around... Also, VanessaE just pull requested in some support for default straw, so, might want to think a bit... crafting could be off.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Wed Aug 26, 2015 19:26

philipbenr wrote:I'm 99% sure it will work. Unless Brandon here changed default around... Also, VanessaE just pull requested in some support for default straw, so, might want to think a bit... crafting could be off.


Default has been changed around a little bit. It's based off of an older version of default so it's possible there will be issues. I don't think I have default straw, supporting cottages:straw along side default straw might not be a bad idea.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Thu Aug 27, 2015 02:18

BrandonReese wrote:supporting cottages:straw along side default straw might not be a bad idea.

Yes, that's a bit of a problem. Cottages has it, Darkage has it, Castles has it, default has it...but there's no guarantee that all these mods are installed. RealTest doesn't have straw to my knowledge. Yet all these duplicate nodes are a bit too much straw. Aliases don't always work as desired. If anyone has a good idea, please tell me.
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Re: [Game] Adventuretest [Alpha]

by firefox » Thu Aug 27, 2015 13:40

Sokomine wrote:
BrandonReese wrote:supporting cottages:straw along side default straw might not be a bad idea.

Yes, that's a bit of a problem. Cottages has it, Darkage has it, Castles has it, default has it...but there's no guarantee that all these mods are installed. RealTest doesn't have straw to my knowledge. Yet all these duplicate nodes are a bit too much straw. Aliases don't always work as desired. If anyone has a good idea, please tell me.


remove the additional straw and use only default straw.
then add more crafting recipes to default straw (like grass).
this way you get all the different methods to make straw blocks, but they will all be the same block.
 

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Re: [Game] Adventuretest [Alpha]

by TuxerP » Thu Aug 27, 2015 19:18

I want to run adventuretest as a second minetest service on my minetest service. Having carbone-ng running on port 30000 with worldname "world" I created a second service with, but I keeps using the default worldname "world". Minetest is running on a headless ubuntu linux server with systemd. Setting the world path in the minetest.conf or defining a different worldname on the command line does not create a different world directory in my .minetest/world directory. Anyone any idea how I can solve this? I think adventuretest is a great subgame and would like to test it very much.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Thu Aug 27, 2015 19:54

TuxerP wrote:I want to run adventuretest as a second minetest service on my minetest service. Having carbone-ng running on port 30000 with worldname "world" I created a second service with, but I keeps using the default worldname "world". Minetest is running on a headless ubuntu linux server with systemd. Setting the world path in the minetest.conf or defining a different worldname on the command line does not create a different world directory in my .minetest/world directory. Anyone any idea how I can solve this? I think adventuretest is a great subgame and would like to test it very much.


Use the --worldname command line. So for your second instance use something 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
minetestserver --config <config file for this instance> --worldname world2 --port 31000 --logfile debug2.txt
 

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Re: [Game] Adventuretest [Alpha]

by TuxerP » Thu Aug 27, 2015 21:03

I am using that option. It does not create a new world for me. When run from the command line I get:
World 'world2' not available. Available worlds:
world '/home/minetest/.minetest/worlds/world'
Automatically selecting world at [/home/minetest/.minetest/worlds/world]

If I do a "/usr/local/bin/minetest --list" I only see one world.

Minetest.conf has "default_game = adventuretest" defined.
 

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Re: [Game] Adventuretest [Alpha]

by FreeLikeGNU » Thu Aug 27, 2015 23:52

Try
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
minetestserver --gameid adventuretest --world adventuretest --port 30010
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Fri Aug 28, 2015 00:04

Create a folder for your new world in the worlds folder and create an empty world.mt file. That should do it.
 

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Re: [Game] Adventuretest [Alpha]

by FreeLikeGNU » Fri Aug 28, 2015 04:41

BrandonReese wrote:Create a folder for your new world in the worlds folder and create an empty world.mt file. That should do it.


using --world creates/uses the folder automatically.
 

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Re: [Game] Adventuretest [Alpha]

by TuxerP » Fri Aug 28, 2015 07:17

Thx for the response. That could be the difference between the --worldname and --world options. I will try the --world option to create the new world on my second instance for adventuretest.
 

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Re: [Game] Adventuretest [Alpha]

by FreeLikeGNU » Sat Aug 29, 2015 02:47

I've found myself dying and losing the ability to harvest wood (not breakable by hand) or even get sticks from tree leaves. At that point I end up without the ability to make any tools. Am I missing something about crafting?
 

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Sat Aug 29, 2015 12:06

@FreeLikeGNU are you using the wood in your inventory first? Also, are you using your steel axe?

I myself keep having to trek across literally thousands of nodes just to find trees. In every single magpen(except singlenode, of course!).
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Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Game] Adventuretest [Alpha]

by FreeLikeGNU » Sat Aug 29, 2015 15:08

swordpaint12 wrote:@FreeLikeGNU are you using the wood in your inventory first? Also, are you using your steel axe?

I myself keep having to trek across literally thousands of nodes just to find trees. In every single magpen(except singlenode, of course!).

No problem using wood and axe in my inventory, then I get killed, lose inventory and unable to make a tool. Town chests rarely have a tool I can use. Usually I find hoes and torches and string.
 

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Sat Aug 29, 2015 16:45

Oh okay. At one point I kept on spawning in the spot I died; no problem getting bones there! Usually the first thing I do is establish a house and use /sethome.
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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