[Game] Magichet: "The 1.2 'Non-Commercial' Release"

ABJ
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Re: Magichet: "The Server SW poll"

by ABJ » Sat Jun 27, 2015 17:28

OMG................Sorry for that big mess ;p
And I didn't call u agresive :)
lol i guess i just sense bad emotions unnecessarily and also 2 fast ;)
And yeah good point ;)
 

4aiman
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Re: Magichet: "The Server SW poll"

by 4aiman » Sat Jun 27, 2015 19:34

I didn't say you called me that, I've asked you to do that if you feel like doing it. ;)

Anyway, how much "bigger" biomes should be?
 

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Re: Magichet: "The Server SW poll"

by kamilel » Wed Jul 01, 2015 17:59

Hello :)
When will be availible github repo? Now we not see what updates you do and when, so we don't know when update files on server ;)
 

4aiman
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Re: Magichet: "The Server SW poll"

by 4aiman » Thu Jul 02, 2015 08:24

Hi, kamilel!

I'm not sure what server are you talking about.
Do you mean that you host a server with an old copy of magichet?
I'm interested in creating MGC servers. PM me on that matter, please.


Sorry for not posting any info on updates.
My bad.
Since the tool repair the following was done:
- fixed hunger being depleted too fast
- added 30+ biomes
- added 10+ dirt nodes
- added new red-water
- added sandstone generator
- added snowytops
- added MGV7-driven rivers
- multiple mapgen changes
- peaceful mobs jumping code was improved a lot (now they really look like MC mobs when walking)
- ethereal code moved into default
- all on_dig and on_place code was merged into just 2 calls (1 on_dig + 1 on_place)
- added new textures
- fixed mobs animations upon spawn
- added brand-new methods for registering tools
- applied some fixed to gStone (actually, there's only 1 bug left before it will work exactly like MC's redstone)
- changed several mods code in order to support bi-lingual nature of the game
- make sure that all old items and nodes and worlds will be opened correctly and upgraded to a newest version of magishet
- make new digging system use variables instead of hardcoded values (in case I'll want to add some more tools)
- fixed several specialties-related bugs
- namespaced several mods
- multiple fixes and additions to the being-a-ghost system
- expanded the in-game guide
and much more!



As for the repo - I can't name the exact date - it all depends on how much time I'll have at my job's place.
Right now I need to stabilize new biome system and replace moreores code.
Until then there won't be any repo for sure as I don't want to upload a non-release version which will be hard to play.
 

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Re: Magichet: "The Server SW poll"

by ABJ » Thu Jul 02, 2015 17:48

I am happy.
This is damn promising.
I am glad you are still developing this. Kenney just randomly abandoned the most promising Minetest game in the world (Voxus) after a hell lot of development but no release (lol). I hope you will not do that. EVER.
Keep up the excellent work and hope we will see this soon; as Magichet AND eventually as Minetest_game.
Cheers from the equator
ABJ

(And now that Voxus is gone, your's is the most promising one. And don't EVER forget Voxiworld. It may be mostly a jumble of mods, but it's so large it's useful (An example mentioned a few pages ago). And again, keep up the excellent work and don't give up! Voxus nearly failed my kidneys and losing MGC would probably give me a HA (if you know what that means)
:) ;) :thumbup:)
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Fri Jul 03, 2015 10:16

Didn't know about Voxus at all, but by switching to Unity the author threw himself several years aback.
Too bad...

Anyway, I really have smth on my mind which is similar to some of Voxus ideas.

As for Magichet, I'm NOT planing to stop.
The only thing that can stop me would be the lack of spare time.
It is a complicated matter that includes free time and money I make during non-spare time.
MGC doesn't give me enough to compete with any job's wages.
Right now it's ok.
Should it turn to NOT-so-ok, I'll post about it.
Probably releasing what I have and/or asking for some donations.

But, again, I'm still managing to do just fine w/o making money on MGC. (It's not like I would be happy tp receive some donations ;)
 

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Re: Magichet: "The Server SW poll"

by ABJ » Fri Jul 03, 2015 17:59

Oh thanks! That's good news.

And I declare:
Magichet is the next Minetest_game!
 

4aiman
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Re: Magichet: "The Server SW poll"

by 4aiman » Sat Jul 04, 2015 04:33

ABJ wrote:And I declare:Magichet is the next Minetest_game!


That won't happen. Ever. Because of the license.
I'll make custom builds upon release - that would be fair and I won't find myself struggling against some creepy characters.
 

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Re: Magichet: "The Server SW poll"

by ABJ » Sat Jul 04, 2015 10:09

lol
lel
lil
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Sat Jul 04, 2015 21:42

Uhm... what? O_o
Please, refrain from posting ambiguous messages. ;)
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Sun Jul 05, 2015 18:44

The server's up for some more testing :)

Some eye-candiness for everyone:
+ fixed passive mobs animation
+ fixed jumping-while-following code
+ added some nice achievements animation
- further biome testing (still far from my expectations)
- the map had to be rolled-back. Used the latest copy of the world. IDK the exact day of that copy.

Cheers! ^_______^
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Tue Jul 07, 2015 13:48

- Finally filled in basic achievements (60+)
- Added even more icons to achievements
- Removed moreores, tweaked stuff to be upgraded automatically
- Added X-reverse recipe for stairs
- Fixed not all 4tools recipes being in ZGC
- Improved passive mobs AI and visual appearance
- Fixed gStone Lamp staying activated upon cutting the power off if there was a "stair" of gStone dust beside it
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Tue Jul 07, 2015 17:52

The server once again is up!

Feel free to test new achievements and gStone mechanics!.
 

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Re: Magichet: "The Server SW poll"

by ABJ » Tue Jul 07, 2015 17:53

Removed moreores ????
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Tue Jul 07, 2015 17:59

ABJ wrote:Removed moreores ????

Yup! Just login to the server and witness it with your own eyes.
But before you do, keep in mind that I said nothing about removal of any single item ;)
 

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Re: Magichet: "The Server SW poll"

by 4aiman » Thu Jul 09, 2015 20:18

This may well be named as "The Nodedrops/XP Update".

Some new additions/fixes/whatever:
- Disabled 'superheat' buff (inaccessible atm anyway)
- Removed XP entities and shifted to node_drops-based XP acquire
- Accept XP as the enchantment payment even though ectoplasm is around (one will still need 2 of ectoplasm to craft an enchantment table)
- Made XP slightly "cheaper" - the ectoplasm/XP ratio is 1/3, so it's still worth being a ghost
- Fixed metadata being not saved in nodes
- Don't use in-built node_dig
- Automatically distribute "hunter" XP
- Fixed XP drop by mobs
- Mobs XP drops depend on the number of the item dropped - Gewd laack, ewvrewone!
- MC-like XP bar showing your levels
Image
 

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Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Fri Jul 10, 2015 11:57

.

The release is HERE!!!




I'm still not satisfied with the map generation, but that isn't something that can be done in a moment or two, so...

Below one can see a copy of the posted lists of what-has-been-added-to-Magichet-since-the-late-April/early-May 2015.

Numerous fixes has been applied:
- fixed mob spawn rates
- enhanced mob spawning trigger
- added papyrus & cactus "decapitators"
- only owner can sleep on his/her bed
- added some new ore - spawn triggers
- make diamonds less rare (2/1000 instead of 2/8000)
- added the very first quest to go below -64
- introduced a brand-new armour mod with over 20 different armour sets (no set-bonuses yet), new "wearing-out" system (armour's protection gets weaker with it getting worn)
- fixed some ghosts issues
- forbid to place/dig/write to signs near any reincarnator
- fixed gStone ability to emit lights upon punching it
- added "magnesium" ore with a quest attached to it
- added some admin doughnuts (administrative chat commands)
- fixed static_spawnpoint setting issues
- fixed sheep colouring
- fixed sethome issues
- added Lua variant for minetest.get_surface() - MT hasn't got it's own (What a shame!);
- fixed wormhole's model (was porely exported => no animations, wrongly rotated);
- updated 4armour in order to support equipped monsters;
- added more checks due to is_player() being player-only function (FM has fixed this);
- made explosion mechanics universal (TNT now uses generic blasts with some variables passed to it - much like fireballs);
- "namespaced" some functions to default.* and fully "namespaced" ghosts.
- fixed going to bed @ night;
- only a bed's owner can sleep on it;
- fixed cake recipe;
- fixed desert-set tools crafting (still can be used in mixture with any stone node to create a common stone-set tools);
- moved environmental damage to abm allowing to apply a "negation" effects (like healing while swimming in lava or disabling the damage lava should deal if you're a ghost);
- fixed ghost reincarnation process: no more left-over HUDs;
- fixed several furnace-related bugs;
- removed statistics;
- removed "options" and "skins" buttons from players' formspecs;
- added several server-related chatcommands to test things;
- moved generic functions from gStone mod to default and make use of those reducing duplication;
- re-coded nyan cats, cacti, papyrus, grass and other "decorations" generators.
- fixed inability to toss an item: now one can share with others just like in the old days, e.g. by pressing "Q";
- rewrite a warning shown upon reincarnation;
- changed "Mithril" to "Mythril" to better suit it's future purpose;
- tweaked sethome mod and fixed checks for wrong privilege ;
- changed the way /kill, /killme and /hp chatcommands work and added some more logging to those;
- Added initial chest;
- Dough now can be crafted more easily: Craft 1 bucket_with water with 10 flour items and get 10 dough items! Should you have less or more than 10 flour items in your craft grid - only 1 (one) dough will be crafted;
- Saplings can be forced to grow with "fertilizer X" if those are on a "right type of a dirt". Default and jungle saplings use bare dirt. All other saplings use the dirt_with_grass of a biome you've got them from;
- Fixed pistons and doors placement code;
- mobs have a chance to spawn in armor.
- there is the in-game guide in a form of a book! (You'll get one as soon as there will be at least one free slot in your inventory.)
- config save fixes applied;
- fixed mobs' drop pickup;
- added some test localization to the 4itemnames - now the language depends on your choice;
- 4itemnames shows the name of an item you're holding atm in the language you 've chosen;
- armour pieces stats has been revised and fixed to provide the amount of protection those were meant to provide.
- true MC-like stairs behaviour + upside-down stairs! (All variations are actually only 3(!!!) nodes!);
- fixed jetpack being unequippable;
- new ghosts physics: true flight;
- fixed nonexistent translation crashes;
- single-path localization;
- fixed magnesium spawn;
- fixed magnesium drop;
- added a recipe for gStone lamp;
- now you finally may complete the very fisrt quest!;
- tool-repair mod that behaves EXACTLY like in Minecraft (sums up the remaining wear and adds 5% to that);
- gStone dust has been considerably speed-up!
- reincarnating in reincarnator now brings back normal size of player's inventory w/o re-joining (bugfix)
- work on achievements;
- added completely new tools system;
- fixed hunger being depleted too fast
- added 30+ biomes;
- added 10+ dirt nodes;
- added new red-water;
- added sandstone generator;
- added snowytops;
- added MGV7-driven rivers;
- multiple mapgen changes;
- peaceful mobs jumping code was improved a lot (now they really look like MC mobs when walking);
- ethereal code moved into default;
- all on_dig and on_place code was merged into just 2 calls (1 on_dig + 1 on_place);
- added new textures;
- fixed mobs animations upon spawn;
- added brand-new methods for registering tools;
- applied some fixed to gStone (actually, there's only 1 bug left before it will work exactly like MC's redstone);
- changed several mods code in order to support bi-lingual nature of the game;
- make sure that all old items and nodes and worlds will be opened correctly and upgraded to a newest version of magishet;
- make new digging system use variables instead of hardcoded values (in case I'll want to add some more tools);
- fixed several specialties-related bugs;
- namespaced several mods;
- multiple fixes and additions to the being-a-ghost system;
- expanded the in-game guide;
- fixed passive mobs animation;
- fixed jumping-while-following code;
- added some nice achievements animation;
- Finally filled in basic achievements (60+);
- Added even more icons to achievements;
- Removed moreores, tweaked stuff to be upgraded automatically;
- Added X-reverse recipe for stairs;
- Fixed not all 4tools recipes being in ZGC;
- Improved passive mobs AI and visual appearance;
- Fixed gStone Lamp staying activated upon cutting the power off if there was a "stair" of gStone dust beside it;
- moved moreores to default;
- Disabled 'superheat' buff (inaccessible atm anyway);
- Removed XP entities and shifted to node_drops-based XP acquire;
- Accept XP as the enchantment payment even though ectoplasm is around (one will still need 2 of ectoplasm to craft an enchantment table);
- Made XP slightly "cheaper" - the ectoplasm/XP ratio is 1/3, so it's still worth being a ghost;
- Fixed metadata being not saved in nodes;
- Don't use in-built node_dig;
- Automatically distribute "hunter" XP;
- Fixed XP drop by mobs;
- Mobs XP drops depend on the number of the item dropped - Gewd laack, ewvrewone!;
- MC-like XP bar showing your levels;
...


Of course, there's much more to the new version than meets the eye.
Of course, I've forgotten tons of applied changes - I wasn't using version control.



Don't forget:
Linux users should run MT or MT-compatible FM (Which wouldn't compile for me) from a terminal, have ru_RU.CP1251 locale generated (google for that, please) and issue
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
export LANG="ru_RU.CP1251"
before running the game itself.
(See viewtopic.php?p=179579#p179579 for Debian/Ubuntu based OS details)




Notice:
There won't be any work on Magichet for the next 2 weeks (I will be physically unable to get to my PC or any other electronic device allowing me to code at least something).
That *also* means that there won't be any fixes within that period.

Please, play, enjoy, test and do report bugs


Legal notice:
I'm likely to grant ppl needed permissions should they ask for it. Person-wise.
(I.e: if you're a leader of some project - permission given to you would still apply unless you'll cease to be a leader.)

There are numerous different reasons for me to grant the right to use Magichet commercially.
So, do not hesitate to state your business and get your exclusive permissions ;)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by maikerumine » Fri Jul 10, 2015 13:30

I can't wait to try this out tonight! You have been working very hard on this, it shows!
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by TenPlus1 » Fri Jul 10, 2015 13:44

Nice one 4aiman, am running around exploring the world just now and chasing the odd chicken :)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by YoukaiCountry » Thu Aug 06, 2015 22:00

Really interested in trying this, but unfortunately the link is taking me to an error page. Is there any mirror?
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Fri Aug 07, 2015 10:51

Sh*t!..
I guess the hosting owner has decided that the site is abandoned...

Anyway, I've restored the github repo and updated the first post.

The next step would be a custom build for Linux and Windows and finally there would be NO need in preparations for Linux users.

Stay tuned! ;)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by YoukaiCountry » Fri Aug 07, 2015 19:50

Thanks a ton. Looking forward to trying this after I get out of work!
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Fri Aug 07, 2015 21:19

Not at all, YoukaiCountry ;)


++++++++++++++++++++++++++++++++++++++++++++++++++++

Basically, I'm ready to start making MINGW builds for WIndows (both x86 & x64).
But those are "dynamic".
If there's anyone who would like to help me making a "static" build (one *.exe file, no *dll around needed) - PM me please. (Feel free to request an adequate payment if you need/want it prior to helping.)

I'm also starting to accept donations.
The link in my signature will lead one to a form where he/she would be able to decide how much he/she would be able to donate.

Image

I'd appreciate any donation.



Oh, and the latest changes (both the engine and the subgame):
- android-like mainmenu
- screenshot names changed
- attack power, fall tolerance speed and digging times made overridable
- entities-being-hit highlighting switched to semi-transparent red (was white)
- HUD scaling set to 0.7 by default
- in-liquid max velocity change
- autorespawn
- fixed run_callbacks assertion failure
- removed entities selectionbox
- removed path not found error message
- removed in-chat error logging
- switched to new physics_override in enchantements
- removed over 40 tools (not needed thanks to the change above)
- fixed enchantment table GUI
- fixed XP bar not updating in several conditions
- fixed issues connected with too complex save files. Auto upgrade to a new save file version enabled.
- moved pointed_thing debug info to statustext
- removed coordinates from debug info.
- fixed main menu textures on Windows


Regards!
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Sun Aug 09, 2015 09:37

Some more fixes/additions/changes:

- fixed non-diggable "leaves" (upgraded to be digged with 4tools)
- fixed "leaves" drop (some leaves didn't drop anything even when dug with a proper tool)
- fixed after_dig not being called (the game ceased to use on_dig, so...)
- add more sence to the decorations/ore registration errors log (now one be able to READ the names of problematic ores/decorations/biomes )
- made "on_use" to be called when player RIGHT-clicks (one now can fight back or dig holding eatable item!)
- added "eat" animation (just dig animation played when player eats something - even if pointing at nothing)
- disabled Irrlicht logging (I won't be able any of the Irrlicht bugs anyway. Why bloat the debug log?)
- made some food to restore more saturation points than food level allows to (food bar won't get replenished - i.e. you still won't be able to sprint - but you won't die of starvation either)
- make apples a block *and* an item ("apple" block drops "apple" item. Items can be eaten. Blocks can be placed.)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Wed Aug 12, 2015 12:40

I've got some news :)

First, greenstone has been updated with pressure plates - wooden and stone.
Those behave Minecraft-like (stone pressure plate won't be activated by some item dropped on it while wooden will).





Second, there are more fixes to Magichet subgame connected with removal of dig_node/node_dig usage.






The last (but certainly not "the least") - the release of the official Magichet client app is near!
It's been a while singe I've changed the protocol and leave Magichet incompatible with Minetest network-wise.
(It was good no one had anything to download or to complain about ;)



But just now I've added backward-compatibility for older Minetest servers!

That means 2 things:
1. It will be perfectly possible to play on any Minetest-driven server using Magichet client.
2. Magichet client will support newest Magichet-driven servers as well.

Minetest clients SHOULD work with Magichet servers, but it would be impossible for those to benefit from the latest additions - Minetest clients won't know there are additional fields sent by Magichet server.
As this can't be fixed without merging Magichet's changes, it would be up to Minetest devs to add Magichet servers support.

Right now I'm able to make win32 and win64 builds using cross-compilation with MinGW.
Does anyone need Linux builds too? I can do that too and ship within some archive (say, "*.zip").
(The repo will be made available once I release binaries, so don't worry about that, my software-compiling friends ;)


There are still many things to be fixed and polished, but if there is something that leads to a crashes of inability to play the game - please, support the game by your feedback! :)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Wed Aug 12, 2015 21:19

Just posted links to Magichet for Win32 & Magichet for Win64 builds!
(See the very first message in this very thread!)

Sources are also available @ github (see the 1st post).

Magichet engine is NOT a leech!
The license for the Magichet engine's code is LGPL v2.1!!!
Minetest will be able to adopt my changes should it wish to do so.


Enjoy!


PS: I couldn't test Win64 build, although it should be ok.
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Thu Aug 20, 2015 16:18

So...
Did anyone try out the Mgichet client? :)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by Minetestforfun » Fri Aug 21, 2015 08:52

Hi

I was reading your subgame topic since a long time, and i can say your work is really great !

How many public servers run your subgame ? (or modified subgame)

The MinetestForFun team think about open many other servers (for the moment we have our subgame and our Hunger Games modified version), one of our futur other servers will perhaps be a Magichet server :)

(We will be in touch with you the right moment)
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Fri Aug 21, 2015 10:21

0.1 ATM
The dev server is not up 24/7.

Well, I'm planning to run a Magichet server at home....

The thing is I had not enough spare time to prepare the HW (and I still don't have).
Plus, I don't know whether I'll be able to host anything, since I'm planning to rent a different apartment and yet don't know what ISP I'm going to have. Many of those do not offer port forwarding....

So, if you ask me whether I want support your Magichet server, then I need to think about it - there are things to be done prior to that.

I also in need to fix several issues in the engine and the subgame + there's a great idea of having Summons, Guides, Elemental and higher-tier monsters and equipment (Thanks to Nightwisp).

But the real reason would be the ability to control the server itself, "operatively" fix issues/bugs and/or adding new stuff.



On the other hand, if you're telling me that you're planning to host Magichet server anyway - that's your right as long as there won't be any commercial profit for anyone.
But you knew that much even w/o me saying it ^_^
It's "ok" to stream videos and monetize those, though.


Anyway, I'd like to thank you for your concern.
Maybe by the time you'll be ready to host Magichet, I'll be able to give you an answer about my support.

Regards!
 

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Re: Magichet: "The 1.2 'Non-Commercial' Release"

by Minetestforfun » Fri Aug 21, 2015 11:34

Thank you for your answer.

All of our Minetest servers are hosted in a dedicated server, Xeon 6*4Ghz, 8GB RAM, 100Gbps connection, 1TB HDD (it's a part of the total ressouces of the server), we have a virtual machine in a Debian 7 wheezy (up to date) OS for this purpose.

I understand it's a dev version of your subgame, your work already done by now is just huge, and many things in your subgame were never be made before... So it's normal if it's unstable (for the moment) :)

Your subgame is interresting, but i think we can't put in production a stable version of it for the moment, that's why in parts we wants to help you

If you want to help us and support our server, this is a good thing. But the support isn't really necessary, we will take your subgame from the github tree and debug/crashfix it when we will see problems

Err... for the monetize things, the server already received donations (from this page), it's a centralized donation platform (without server split), and for the moment only in french, does it a problem from your side if someone give us a bounty/donation with this page ?

Finally, do we add you to the MinetestForFun Team organization (Github) and create a server wich clone your github repository for everybody works together in the debugging/crashfix in this way or, do you prefer an another method ?

But note for the moment, we have other server projects and we work hard on it, if we put in production your subgame we won't help you for a little moment :)

PS : you can see here more information about the server config
 

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