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[game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 18:56
by Glünggi
Image

A subgame for minetest (0.4.13) gen v7.
at first the goal was to make a 100% selfmade game.. then i realized that this is too many work... and there are also nice mods to use... so now is it a mix of selfmade elements and extern mods.
So the code is a bit chaotic and not easy for moders to work with it... sorry abouth that.
its also a studiproject and i have done many things wrong but also a few things ****** right... i think.
The game is now, after a year of dev, on a shareable level.. and so i share it ;)
There are still a lot of things to do ... but there will be for ever things to do.
So maybe there are some bugs... and the Mobs are not really balanced.
I planed also to add villages and traders or Mesecons and pipework sometimes in the future... it will take some times.

some things you should know:
no shader support for texture (sorry).. turn it off or it will look ugly
treefruits regrowing
stairs are made with the stair workstation
Eating heals instandly like a healpotion use it infight
Diamondlevel is -500
Mobs max lifelevel is -1750
stone drop as stone and cobble can be craft.
sometimes there are ugly shadows after a tree is growing... plant another tree in this zone and the shadow will disappear.
Dogs (deep forest) can be tamed with raw meat and change they order "follow" and "stand" with rigth klick on it.



Screens-Biomes:
+ Spoiler


Licenses:
+ Spoiler


Download
GitHub: https://github.com/Glunggi/dives_ruris

Special thanks to Xanthin and Sokomine für Eure Zeit und Geduld.
also thanks at paramat and TenPlus1 (i learn a lot from youre mods)


I hope you will have some fun with it and im sorry about my english.

Re: [game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 19:56
by kaadmy
W.O.W.
Those jungles look really awesome :)

Are the dungeons a mod? They look far more detailed than he default generated ones.

Re: [game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 20:24
by qwertymine3
Had a quick look; the biomes are very tastefully done. :)

One issue though - when leaves are set to 'opaque' the pixels that are normally transparent turn white (I think this is due to the images being saved in RGB rather than colour pallet mode)

Re: [game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 20:34
by TenPlus1
Nicely done :)

Re: [game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 21:57
by Glünggi
Thank you Folks

the dungeons are schematics ..3 different at the moment.... they have height dependent randomly treasures.

i will keep an eye on this "opaque texture problem"

Re: [game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 22:42
by Minetestforfun
Great job, keep up he good work !

Re: [game]Dives Ruris[wip]

PostPosted: Sun Nov 01, 2015 22:54
by qwertymine3
Created a pull request with fixed leaves

BTW my first guess was wrong about the leaf images - they were in indexed mode, but the transparent colour was white with 0 alpha

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 08:09
by Glünggi
but the transparent colour was white with 0 alpha

there must be a fail on convert from rgb to indexcolors... but i dont know where the failure is...
i use PS.. maybe i dont should take "enforce black n White"? Cause i have every transparent Image convert and save at the same way.. and now i'm unsettled... there are so many textures with transparent's

Great job

thank you ;)

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 08:38
by qwertymine3
The issue is only visible when minetest tries to render a transparent image as opaque - this only happens for leaves.
I don't think you need to worry about the rest of your textures.

PS is converting the texture 'correctly', but minetest is trying to get information about the image colour in the transparent areas, which most other programs don't. IDK how to fix this in PS - I personally use a different program for editing texture sprites 'aseprite'

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 08:52
by Glünggi
The issue is only visible when minetest tries to render a transparent image as opaque - this only happens for leaves.
I don't think you need to worry about the rest of your textures.

Ok thats calm me down a bit :)
Im sitting here with my and youre version of scrub png... and i find no differents..
i will be glad if some PS user can tell me wath i have to do to save this files correctly

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 09:33
by qwertymine3

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 10:09
by Glünggi
At first i have added youre textures to my branch... but i must figure it out how it works ;) .. so thank you for the hint-link.

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 10:30
by qwertymine3
Final hint - the transparent colour (assigned by PS) is usually the final colour for the sprite (in your sprites at least).
In the case of default_leaves_palm this is index 6.
Comparing the colours our textures at that index should show that yours is completely transparent white, and mine is completely transparent dark green (0 alpha).

Re: [game]Dives Ruris[wip]

PostPosted: Mon Nov 02, 2015 11:04
by Glünggi
Thank you... i think it works with youre hints :).. so i has chance the color from white to green and then add the alpha on it... now its green too when i klick on it in the colortable and no more longer white.
Thats really pixel-acrobatic :D

Edit: testet and it works :) i never play with opacue leaves...so i dont care abouth in the past.. Looks really ugly with white filled alpha on it :D.. but is simple to fix .. if you know how it works ;) Thank you again for the help.

Re: [game]Dives Ruris[wip]

PostPosted: Wed Nov 04, 2015 22:10
by philipbenr
Wow, that looks awesome. Sort of what I was aiming for with my old Lux Solis game...

Re: [game]Dives Ruris[wip]

PostPosted: Wed Nov 04, 2015 23:06
by RHR
The screenshots look very beautiful :D

Re: [game]Dives Ruris[wip]

PostPosted: Thu Feb 25, 2016 16:54
by azekill_DIABLO
looks nice and realistic!

Re: [game]Dives Ruris[wip]

PostPosted: Thu May 05, 2016 23:22
by D00Med
Really nice mapgen:)

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:03
by Glünggi
Thanks :)

After a year, now a midsized update
-------
Update 14.10.2016
-------
Add Sprint for Player. (E)
Add Pipeworks
Add Mesecons
Add Meshes for ramps/slopes (mystairworks)
Add an actual mobs api (not optimised gameplay yet)
simplify some cookingrecipes (delete the vessels)
remove some warning's

I think its better to start a new worldmap, maybe there are some conflicts with older mobs and the slopeblocks.
I have tested the new settings for a week but there was some problems on uploading on github, i hope it works... else tell me plz.

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:16
by azekill_DIABLO
Nice!! which mobs do u use?

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:22
by MineYoshi
Nice :D

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:23
by Glünggi
I used allways the redo api for dives ruris... but there was many chances in this year...

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:23
by TheReaperKing
I really love the colors of the jungle and forests. I can't wait to try this :)

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:24
by azekill_DIABLO
Ok nice! i am happy to see this is not discontinued.

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:29
by Glünggi
No,no .. i work less on it but i want to keep it alive ;)

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 20:32
by azekill_DIABLO
You could give the ownership to someone interested after all.

Re: [game]Dives Ruris[wip]

PostPosted: Fri Oct 14, 2016 21:49
by Glünggi
its my baby .. but feel free to fork it ;)
i mine ...its a motivationthing.... and motivation comes and goes.
my first goal is it to keep it uptodate and for the rest... time will tell.

Re: [game]Dives Ruris[wip]

PostPosted: Sat Oct 15, 2016 14:06
by azekill_DIABLO
Glünggi wrote:its my baby .. but feel free to fork it ;)
i mine ...its a motivationthing.... and motivation comes and goes.
my first goal is it to keep it uptodate and for the rest... time will tell.

i feel same with voxellar. when i dev voxbox i felt like voxellar was a noobish thing... now it's better!