[Game] MineClone 2 [0.17.0]

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Re: [Game] MineClone 2 [0.11.0]

by Diamond knight » Tue Feb 21, 2017 22:35

Maybe a minetest.conf setting for difficulty
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Version 0.12.0: The Sprint Update

by Wuzzy » Tue Feb 21, 2017 23:05

Version 0.12.0 (“The Sprint Update”) is here!

Changes:
  • Simple sprinting system. Hold down the “Use” key ([E] by default to sprint 30% faster when you have at least 7/20 hunger points. Does not lower hunger yet
  • Complete update of furnace mod. Now has a much better formspec with a progress arrow
  • Major overhaul of bow and arrows: Now with varying arrow speed and damage, and arrows can now be anywhere in inventory to be used. Bow are still very incomplete, however
  • For programmers: Add API documentation for adding fences, fence gates, walls and more. Check out API.md to learn more!
  • Sideway hoppers now put fuels into furnaces instead of the smelting slot
  • Beds now have Minecraft-like sleeping times
  • Ink sacs can no longer be crafted
  • Rain extinguishes fire
  • Lighning creates fire

Bugfixes:
  • It was possible to collect spawn eggs by rightclicking or punching a few certain mobs after taming
  • Fix many bugs with the weird sky coloring and weather
  • Redstone torch was called “Mesecon Torch”
  • Glass panes and barriers now drop nothing
  • Signs were able to destroy other block when building them in a clever way
  • Fix arrows facing the wrong direction
  • Clicking compass in crafting recipe of crafting guide did not work
  • Igniting TNT near the void caused void items to be dropped and the void to be destroyed. Very very weird. This is no longer possible


EDIT: Version 0.12.1. This update fixes an annoying texture bug with the furnace. If you somehow still have an ugly/broken furnace inventory screen, just dig the furnace and place it again, this should definitely fix it for you.
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Re: [Game] MineClone 2 [0.12.1]

by Jaen » Wed Feb 22, 2017 06:31

Endermen should be damaged by water, as well as rain and will teleport away when they take damage from any of these. Endermen should not be able to swim in water. When teleporting, for each attempt a random destination is chosen within 32 blocks along each axis.

I know you are focusing mostly on other things but just posting this here as I find things so I don't forget to mention them later. No rush. Saw my first Enderman in MineClone2, tonight :)
 

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Re: [Game] MineClone 2 [0.12.1]

by Jaen » Thu Feb 23, 2017 05:09

After testing git update "Fix chicken, cow and sheep not dropping food", chickens and cows do drop raw meat now, however sheep still only drop wool. I ran around and killed 25 sheep, wool drop every time, no meat.

Also at one point, I was chased by a pack of 4 wolves for no reason. A wolf should be neutral to the player unless the player attacks a wolf. Additionally, wolves are always hostile to rabbits, sheep and skeletons.
 

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Re: [Game] MineClone 2 [0.12.1]

by Wuzzy » Thu Feb 23, 2017 13:11

Thank you so far. Please post future bug reports here, if you can:
https://github.com/Wuzzy2/MineClone2-Bugs/issues

PS: Sheep now finally drop raw mutton!
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Re: [Game] MineClone 2 [0.12.1]

by issa » Thu Feb 23, 2017 19:09

goo job man

keep going !!!
 

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Re: [Game] MineClone 2 [0.12.1]

by turtleman » Sat Feb 25, 2017 13:31

Are there any skin mods compatible with this game? I am thinking of running a public server of MineClone in the future.
 

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Re: [Game] MineClone 2 [0.12.1]

by Bu_Gee » Sat Feb 25, 2017 16:46

Hey Wuzzy,

I didn't want to report this as a bug because I don't really know what is causing it and it appears to be transient.

This morning I did a GIT pull up to the HUD update and when I first started, the lag made the game borderline unplayable. But I still played for a while and after I took a 10 minute break, the lag was gone.

I don't know if you've experienced anything similar to this. I'd be happy to try and help you track it down if you can tell me what information you need from me.
 

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Re: [Game] MineClone 2 [0.12.1]

by toby109tt » Mon Feb 27, 2017 00:48

wuzzy i made a letsplay (its my first ever letsplay you can see it XD) theres a copple problems i found maybe there useful also sorry for the bad quality and sorry for my crap voice and pc XD

https://www.youtube.com/watch?v=PO0SxAH ... e=youtu.be
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Re: [Game] MineClone 2 [0.12.1]

by Wuzzy » Mon Feb 27, 2017 01:03

I don't know if any skin mods are compatible with this game. Probably not if they aren't specifically tailored towards MineClone 2. I didn't care about the player model so far.

I have not yet figured out the reason for your weird lag, Bu_Gee. If you experience this bug not just once, but multiple times, take a look in your Minetest log file as long as the lag goes and paste it into this thread. Maybe I'll find something. But first I'm not even sure it is a problem in MineClone 2.

I will look at the video later. I appreciate any feedback I can get. :-)

Status report:
I have been fighting about getting those stinking digging times correct for a couple of days now. The digging times were all over the place and not at all Minecraft-like.
Yesterday and today I finally made important progress. Getting the digging times to be exactly like in Minecraft is actually quite difficult. But I think I'm past the difficult parts now. :-)
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Re: [Game] MineClone 2 [0.12.1]

by sofar » Mon Feb 27, 2017 05:17

Wuzzy, if you're ignoring my comments about 32px vs 16px, can you at least somehow work with me on getting `mcresconvert` to make an acceptable conversion so that I can myself use a texture pack to skin this subgame to 16px? thanks. I'm sure more people would prefer to have a method of generating a classic 16px pack too.

On top of that, it would be nice if we could get other nice texturepacks like others that mcresconvert converts so well to apply properly to this subgame.
 

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Re: [Game] MineClone 2 [0.12.1]

by toby109tt » Mon Feb 27, 2017 12:42

sofar wrote:Wuzzy, if you're ignoring my comments about 32px vs 16px, can you at least somehow work with me on getting `mcresconvert` to make an acceptable conversion so that I can myself use a texture pack to skin this subgame to 16px? thanks. I'm sure more people would prefer to have a method of generating a classic 16px pack too.

On top of that, it would be nice if we could get other nice texturepacks like others that mcresconvert converts so well to apply properly to this subgame.


https://github.com/minetest/minetest/pull/4468

If this gets added you will be able to open any Minecraft texturepack without even having to convert it
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Re: [Game] MineClone 2 [0.12.1]

by sofar » Mon Feb 27, 2017 15:16

toby109tt wrote:https://github.com/minetest/minetest/pull/4468

If this gets added you will be able to open any Minecraft texturepack without even having to convert it


No, that doesn't work because minecraft uses the same file name multiple times.

e.g. "reeds.png" exists several times in a MC texture pack. And if 4468 gets added, the inventory item would randomly look like the block and vice versa.

Plus many blocks still need some form of compositing or coloring.
 

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Re: [Game] MineClone 2 [0.12.1]

by toby109tt » Mon Feb 27, 2017 15:20

sofar wrote:
toby109tt wrote:https://github.com/minetest/minetest/pull/4468

If this gets added you will be able to open any Minecraft texturepack without even having to convert it


No, that doesn't work because minecraft uses the same file name multiple times.

e.g. "reeds.png" exists several times in a MC texture pack. And if 4468 gets added, the inventory item would randomly look like the block and vice versa.

Plus many blocks still need some form of compositing or coloring.

Oh yeah I forgot about those things
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Re: [Game] MineClone 2 [0.12.1]

by Wuzzy » Mon Feb 27, 2017 16:11

I did not ignore your 32px comment, I have agreed to it 100%.
But I just haven't found a good 16×16px texture pack so far. This is why nothing happened. :-/

If anyone can name me (just NAME me) a good eligible kinda Minecraft-like (if possible) and free (as in freedom!) alternative, I will work to fix this. But not before the next release. No rush. :-) I was just too lazy to look for one myself. :P

I think getting the default textures right has a higher priority than support for custom texture packs (which are also important, but not as much). I also agree that texture pack support would be sweet. Support for MC texture pack is a late goal.

I tried to keep the original textures unchanged, but this was sadly not always possible, either because of different mob models (and texture mappings) or of colorization. Most textures can be made compatible just by renaming.

I could look in future into cleaning up a few textures with weird file names so that these are less confusing. I tried to stick to the naming scheme <mod_name>_<original_minecraft_texture_name>.png, unless an existing mod already offers an equivalent texture (e.g. Minetest Game sand: default_sand.png). This exception has been done to minimize the amount of different names for the same things.
But I think most textures are already OK. I have no idea what you need for mcresconvert, and I never used this tool. Just ask me what kind of information or whatever you need.
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Re: [Game] MineClone 2 [0.12.1]

by azekill_DIABLO » Mon Feb 27, 2017 16:13

you want the best? then Pixel perfection!
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Re: [Game] MineClone 2 [0.12.1]

by sofar » Mon Feb 27, 2017 17:20

azekill_DIABLO wrote:you want the best? then Pixel perfection!


yeah but it's a significant style departure from the classic look.
 

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Re: [Game] MineClone 2 [0.12.1]

by azekill_DIABLO » Mon Feb 27, 2017 17:26

i don't think so...

EDIT: a new better pack: UNITY 16x
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Re: [Game] MineClone 2 [0.12.1]

by sofar » Mon Feb 27, 2017 19:42

azekill_DIABLO wrote:i don't think so...

EDIT: a new better pack: UNITY 16x


NC, and it probably violates MC copyrights, and it's actually not 16px.

So I doubt Wuzzy would pick that. I'd advise him not to.
 

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Re: [Game] MineClone 2 [0.12.1]

by toby109tt » Mon Feb 27, 2017 20:48

Well me and Lipki are thinking about making a Summerfields 16x16 wuld that be interesting?
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Re: [Game] MineClone 2 [0.12.1]

by Wuzzy » Mon Feb 27, 2017 20:55

toby109tt wrote:Well me and Lipki are thinking about making a Summerfields 16x16 wuld that be interesting?

Well if it sorta kinda looks like Minecraft (it should sorta kinda remind of Minecraft, but this is a very loose criterion) AND is released under a free culture license (MIT License, CC0, WTPL, CC BY, CC BY-SA, etc.) AND is 16×16 AND is more or less up-to-date for 1.11, then yes.

But before you start, I would first want to know if there are already *existing* texture packs which are eligible.
If some textures are missing, it MAY be okay; because it is 16×16 I could try to combine it with textures from other packs. This would suck, but better than having no textures at all.
Pixel Perfection looks okay, but I first want to know if there's something more minecrafty. If I don't find any minecrafty texture packs which are eligible in a long time, I may throw the “looks like Minecraft” criterion out of the window.
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Re: [Game] MineClone 2 [0.12.1]

by toby109tt » Mon Feb 27, 2017 21:03

Summerfields doesn't look like Minecraft a lot

Updates go really fast we even make updates for snapshots we are already working on terracotta XD

It will be 16x that's the point of Summerfields 16x16

And as far as I know It's Free to use as long as you give credit that is

Bdw I'm a manager and artist for Summerfields so I can get some stuff done
Just say If You're interested or Not

Also give it a look http://summerfields.info there's a MC and MT pack
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Re: [Game] MineClone 2 [0.12.1]

by Bu_Gee » Mon Feb 27, 2017 21:06

Is the 'digging_rework' branch usable at all? If so, I'd like to give it a try for my stream tomorrow.
 

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Re: [Game] MineClone 2 [0.12.1]

by Bu_Gee » Mon Feb 27, 2017 21:12

Wouldn't discussions about texture packs be better suited in the texture pack forum so we can leave this thread to be about Mineclone 2?

In fact, it already looks like some of the mcresconvert stuff is already being hashed out over there.
 

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Re: [Game] MineClone 2 [0.12.1]

by toby109tt » Tue Feb 28, 2017 01:06

and another lets play its even wurse than the previus XD

i found a copple new bugs
https://www.youtube.com/watch?v=hTGjJsF ... e=youtu.be

also wuzzy shuld i keep posting these? are they usefull?
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Re: [Game] MineClone 2 [0.12.1]

by Wuzzy » Tue Feb 28, 2017 01:30

SummerFields is CC BY-SA-NC 4.0 :-(((((((
It's not minecrafty anyways, so whatever.
https://github.com/SummerFields/SummerF ... LICENSE.md

Seriously, Creative Commons should nuke these terrible -NC licenses, they are the pest.
But maybe you can get the original SummerFields authors to change the license. Good luck.

digging_rework has now been merged with master again. There will be a release very soon.

Texture discussions are on-topic as long we are talking about the default textures of MineClone 2, or about which textures *should* be the default. Which is the case.

PS: Random hint: You can activate the minimap if you hold the map item in the hotbar and press F7.
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Re: [Game] MineClone 2 [0.12.1]

by octacian » Tue Feb 28, 2017 01:48

Why bother requiring f7 to be pressed? There's a way to register when the user selects a new item in the hotbar, couldn't you then just set the player attributes to show the minimap?

This is why I wish you had MineClone on GitHub ;)
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Version 0.13.0—“Slimy Zombie Rabbit with a Diamond Pickaxe”

by Wuzzy » Tue Feb 28, 2017 02:19

Version 0.13.0, nicknamed “Slimy Zombie Rabbit with a Diamond Pickaxe”, released.

Important changes
  • Digging times reworked: The digging times of all blocks have been reworked to be much, much more Minecraft-like and balanced
  • New mobs: Rabbits, husk, baby zombie, baby husk
  • A lot of mob-related tweaks and updates (see below)
  • Flat mapgen is now supported


Mobs
  • Rabbits
  • Husks (zombie variant in desert)
  • Baby zombies and baby husks (don't underestimate them!)
  • Complete rework of slime and magma cube: Better size, better behaviour, better death, much more fun to fight
  • Magma cubes now come in 3 sizes instead of 2
  • Remove annoying mob-related chat messages
  • Breeding mobs now requires only 1 food item per mob (yes, breeding works already)
  • Adjust water and lava damage
  • Zombies now see you from 40 blocks instead of 15
  • Spiders are hostile at night but peaceful at day
  • Rework spawn egg textures to be slightly less ugly
  • Black, light grey and dark grey sheep can now spawn
  • Less frequent endermen
  • Fix food and breeding for pigs
  • Tweak size of many mobs: endermen, zombie, pig, chicken, sheep
  • Tweak behaviour of many mobs, especially movement and jumping
  • Fix missing/incorrect drops of many mobs
  • Add/change some mob sounds
  • Add egg laying sound for chicken

Mapgen
  • Add support for “flat” map generator. This is like “Superflat” (void under bedrock under 2 dirt under 1 grass block under air), but there are some holes in the dirt (sadly)
  • fractals, v5, v7 and valleys are now not stone-only worlds anymore and have VERY simple biomes. But they are unplayable for anything besides Creative Mode because there are no trees

Blocks
  • Anvil (incomplete, currently only falls and deals damage on hit)
  • Add/fix some piston and torch sound effects
  • Holding a barrier (mcl_core:barrier) in hand now reveals the positions of nearby barriers
  • Redstone trails are now attached

Bugfixes
  • Fix crash when a boat receives a punch from something that is not a player (e.g. creeper explosion)
  • Signs were not placable
  • Fence gates dropped incorrectly
  • Reworked drop probabilities: Potato plant, melon stem, pumpkin stem, beetroot plant
  • Fix crash in crafting guide when a recipe / an item had an unused group
  • Pistons were able pull or push the Void
  • Mobs don't spawn on barriers anymore
  • Ignited TNT could be destroyed without explosion by punching
  • A cake now has 7 slices instead of 6
  • Update HUD Bars mod to 1.7.1 to fix a possible crash

Other
  • Mark incomplete items with “WIP” in tooltip
  • Tools are now in the mod “mcl_tools”
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Re: [Game] MineClone 2 [0.13.0]

by Bu_Gee » Tue Feb 28, 2017 02:26

Nice one, Wuzzy.

This looks like it'll be at least an inventory breaker. Will it break worlds too? Should I generate a new world for good measure? :p
 

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Re: [Game] MineClone 2 [0.13.0]

by Wuzzy » Tue Feb 28, 2017 02:36

As far I know, neither items nor worlds will be broken with this update. Otherwise, I would have said so. But if you don't trust me, you can always backup your world before you load it.

Why bother requiring f7 to be pressed? There's a way to register when the user selects a new item in the hotbar, couldn't you then just set the player attributes to show the minimap?

This is why I wish you had MineClone on GitHub ;)

I can only allow or disallow the user to activate the minimap, but I can't force the client to actually display the minimap. Only the user can decide when to enable the minimap.

What has this to do with GitHub? This project has a bugtracker now. Any code contributions can be done by the usual forking and telling-me-about-the fork workflow (see also: http://repo.or.cz/MineClone/MineClone2. ... IBUTING.md). Why are people SO obsessed about GitHub? Not everyone hosts code on GitHub. Deal with it. :P
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