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Re: [game]Voxellar:The Blood Lands[1.4]

PostPosted: Thu Sep 01, 2016 10:48
by azekill_DIABLO
1.5 realeased!

Better villages and villagers!
New Hud!
Better performance!
Stronger mobs and more balanced stuff!
wip tools textures!
probably very much more but i forgot!

Re: [game]Voxellar:The Blood Lands[1.4]

PostPosted: Thu Sep 01, 2016 22:03
by MineYoshi
azekill_DIABLO wrote:1.5 realeased!

Better villages and villagers!
New Hud!
Better performance!
Stronger mobs and more balanced stuff!
wip tools textures!
probably very much more but i forgot!

+100 For unknown features :D

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Sun Sep 11, 2016 11:05
by azekill_DIABLO
So, after testing: what should be improved?

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Sep 12, 2016 18:37
by MineYoshi
azekill_DIABLO wrote:So, after testing: what should be improved?

-Performance
This subgame justly adds too much stuff!
But it needs a bit of performance too! :D

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Tue Sep 13, 2016 11:33
by azekill_DIABLO
mmm. turns very well on my 64bit Win10 computer.... but i will see... maybe delete some mobs.

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Thu Sep 22, 2016 23:36
by MineYoshi
azekill_DIABLO wrote:mmm. turns very well on my 64bit Win10 computer.... but i will see... maybe delete some mobs.

Try with mapgen, because that as well takes more performance... Also, for me Windows 7 x64 is very laggy, i think that maybe my computer is different and is less powerful in hardware to yours!

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Fri Sep 23, 2016 11:35
by azekill_DIABLO
idk, the prblem of my computer is graphic card :D

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Sat Sep 24, 2016 14:49
by MineYoshi
azekill_DIABLO wrote:idk, the prblem of my computer is graphic card :D

I have an AMD Athlon x64 as CPU, Broken Windows justly use sometimes up to "70%"... I really hate that, if giving cancer to my RAM wasn't enough...
Anyways, in Linux this runs good :D But you got to try to speed up a bit the mapgen, and don't make it so heavy!

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Sat Sep 24, 2016 15:41
by azekill_DIABLO
mapgen... oh .... moretrees.

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Sat Sep 24, 2016 21:31
by MineYoshi
\(o-o)/ I don't know, justly make it faster GENIUS!
(Actually a good idea is try to make villages faster as well, but try to know what needs more "calculation" to be generated, and see how to speed it up!)

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Sun Sep 25, 2016 09:03
by azekill_DIABLO
Image
no fake. and it could be lighter.

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Sep 26, 2016 19:00
by MineYoshi
azekill_DIABLO wrote:Image
no fake. and it could be lighter.

mmm... Try to join all the little mods in one, maybe it's name can be "extras" or any name that come to your mind, that can make this subgame code look better, try that!

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Sep 26, 2016 20:11
by azekill_DIABLO
arhh you are true like evry time! also, can you look at my last wip mod? NodeExplorer

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Sep 26, 2016 21:40
by MineYoshi
azekill_DIABLO wrote:arhh you are true like evry time! also, can you look at my last wip mod? NodeExplorer

Ok, i did...

Anyways, try this:
-The name of every little mod, that only has an "init.lua", add it to a mod that collects every one of those, and change the name of the "init.lua" to "modname.lua". And in the init.lua make the mod read this file(with "dofile"). So the mod that collects this mods, can be more "organized"...

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Tue Sep 27, 2016 11:17
by azekill_DIABLO
i will do a "gamemod" mod, with better organisation.

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Wed Sep 28, 2016 00:53
by MineYoshi
azekill_DIABLO wrote:i will do a "gamemod" mod, with better organisation.

Heh, Nice modname...

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Sun Oct 09, 2016 19:57
by azekill_DIABLO
Guys i just edited the first post with textures pack links! it's the 65 times hat i do this!

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Oct 10, 2016 16:23
by azekill_DIABLO
6883 peoples has viewed the topic this is awesome. when got to 10000... CHAMPAGNE!

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Oct 10, 2016 16:46
by MineYoshi
azekill_DIABLO wrote:6883 peoples has viewed the topic this is awesome. when got to 10000... CHAMPAGNE!

Interesting, you're gonna take over the subforum of subgames very soon...

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Tue Oct 11, 2016 18:51
by azekill_DIABLO
thank you! i hope so!

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Wed Oct 12, 2016 00:39
by MineYoshi
azekill_DIABLO wrote:thank you! i hope so!

Don't cha' worry! :) This WIP subgame has been active for long time :D

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Wed Oct 12, 2016 10:52
by azekill_DIABLO
the 1.6 is upcoming with lots of changes... icon and header has been changed...

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Wed Oct 12, 2016 20:58
by MineYoshi
azekill_DIABLO wrote:the 1.6 is upcoming with lots of changes... icon and header has been changed...

Nice.

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Oct 17, 2016 11:29
by azekill_DIABLO
1.6 released!
  • The mapgen has now only one not disturbing bug, which probably comes from the engine
  • Many mobs (the one which were weak and unused) have deleted
  • Game Should be faster now
  • Reduced Size of the game (divided by 2)
  • Improved Icons and Header
  • Done Some Textures
  • Character Creator has been reimplemented
  • Files have a better documentation
  • Files are now classed in modpack, for better use and understanding
  • Creation of the gamemod which contains all small mods that add only a few things to the game
  • Better Traders (Still WIP)
  • Added Dedicated.not
  • Added a main.dir file in mods folder to store information in it later
  • Graphically Improved Player animation
  • Removed some Wepons
  • Improved Nether
  • Improved ores
  • Lighter Code
As you can see, it's a big update. It was ended two days ago (done some bug correction yesterday and today though), but i did not had much time to upload. I hope you will have fun playing this awesome game! *IMHO it's great*

Re: [game]Voxellar:The Blood Lands[1.5]

PostPosted: Mon Oct 17, 2016 11:31
by azekill_DIABLO
Damn i'm tired right now :D

Re: [game]Voxellar[0.9] always indev!

PostPosted: Mon Oct 17, 2016 15:27
by azekill_DIABLO
azekill_DIABLO wrote:try to find a secret bime!! i hidded it in this update!

From the 0.8 no one ever finded the secret biome. It was not hidden very well because since the 1.4 there is a giant mountain wich leads to it. LOL guys.

EDIT <<< i know this exists actually.

Re: [game]Voxellar:The Dark Within[1.6 OMG]

PostPosted: Mon Oct 17, 2016 19:53
by D00Med
I finally tried the game(faster computer), and I noticed that there are a few bugs.
There is a comma missing in trader.lua of the npc mod (line 51 I think), and also a problem with mapgen.lua in the forest mod. Am I the only one experiencing this problem?

Re: [game]Voxellar:The Dark Within[1.6 OMG]

PostPosted: Mon Oct 17, 2016 19:54
by azekill_DIABLO
No.

edit: bug from trader corrected, idk for forest.

Re: [game]Voxellar:The Dark Within[1.6 OMG]

PostPosted: Mon Oct 17, 2016 19:59
by D00Med
Ok, it looks 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
2016-10-18 05:57:43: WARNING[Server]: Undeclared global variable "dtime" accessed at ...d39\bin\..\games\voxellar.1.6\mods\WEATHER\rain\init.lua:143
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n5v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:289.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n6v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:290.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n7v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:291.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n8v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:292.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n9v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:293.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n1v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:419.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n2v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:420.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n3v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:421.
2016-10-18 05:57:43: WARNING[Emerge-0]: Assignment to undeclared global "n4v" inside a function at ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:422.
2016-10-18 05:57:43: ERROR[Main]: ServerError: Lua: Runtime error from mod 'forest' in callback ScriptApiEnv::environment_OnGenerated(): ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:438: bad argument #1 to 'max' (number expected, got nil)
2016-10-18 05:57:43: ERROR[Main]: stack traceback:
2016-10-18 05:57:43: ERROR[Main]:    [C]: in function 'max'
2016-10-18 05:57:43: ERROR[Main]:    ...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:438: in function <...\bin\..\games\voxellar.1.6\mods\MAPGEN\forest/mapgen.lua:193>
2016-10-18 05:57:43: ERROR[Main]:    ....4.14-dev-win64-decbd39\bin\..\builtin\game\register.lua:369: in function <....4.14-dev-win64-decbd39\bin\..\builtin\game\register.lua:349>

Am I doing something wrong? I'm using 0.4.14-dev, and v7 mapgen

Re: [game]Voxellar:The Dark Within[1.6 OMG]

PostPosted: Mon Oct 17, 2016 20:05
by azekill_DIABLO
no no. that a bug from the code. Will try to see, it's not very important bug, but thanks for reporting! what do you think of the new directory architecture?