[Game] MineClone 2 [0.17.0]

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stu
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Re: [Game] MineClone 2 [0.4.0]

by stu » Fri Jan 27, 2017 17:30

Morn76 wrote:I guess we simply need to make sure not to check "Export Materials" when exporting from Blender in the future.

I can confirm that does work for directx models, however, for b3d you should probably use this version of the exporter: https://github.com/minetest/B3DExport It was modified by @sofar to automatically unlink the textures, of course, you can do it manually in blender.
 

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Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Fri Jan 27, 2017 18:29

Thanks a lot! I just applied the bugfix. It is great how much support I already got from a lot of different people for only a single subgame. And for this, I am really grateful! :-)
If I remember correctly, I haven't seen so much support for any of my mods.

I am currently mostly doing cleanup work in many of the mods, since there is a LOT of legacy code, and bugs. Plus, stuff needs to be organized in a more or less sane manner so I don't turn mad.
I will sooner or later also finally rename the mod “default” (as it is now VERY different from Minetest Game's default, and compability just wouldn't make sense anymore), which means your worlds are likely to break (as I warned earlier).
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.4.0]

by Morn76 » Fri Jan 27, 2017 19:30

stu wrote:I can confirm that does work for directx models, however, for b3d you should probably use this version of the exporter: https://github.com/minetest/B3DExport It was modified by @sofar to automatically unlink the textures, of course, you can do it manually in blender.

What's nice about DirectX files is that they are ASCII text and thus easy to change in an editor. Working with text files is also much better for git than binary files. So I am not sure why this move to .b3d e.g. for the MT character model happened. Is it about file size?

Wuzzy wrote:Thanks a lot! I just applied the bugfix. It is great how much support I already got from a lot of different people for only a single subgame. And for this, I am really grateful! :-)
If I remember correctly, I haven't seen so much support for any of my mods.

I have also removed the AnimTicks stuff from villager.x now because it was causing another error message: https://github.com/mdoege/stampy_game/commit/55f17406183845c2fd82bf91891a84dac860af7e
 

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Re: [Game] MineClone 2 [0.4.0]

by stu » Fri Jan 27, 2017 23:28

Morn76 wrote:Is it about file size?


Pretty much yes but b3d does also behave better with irrlicht in my experience, however, this is now getting off-topic, sorry.
 

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Re: [Game] MineClone 2 [0.4.0]

by Diamond knight » Sat Jan 28, 2017 18:06

look in the nether mod and use the code from the nether pearl for the ender pearl if the licence is ok with it
I can never get enough MESE!!!!!!!!!

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

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Re: [Game] MineClone 2 [0.4.0]

by ph8jPf9M » Mon Jan 30, 2017 20:44

i can help out with the rest of the minecraft mobs that are missing just need animations

blender files https://github.com/22i/minecraft-voxel-blender-models

quick minetest mod to test how mobs look like * amc - depends on mobs redo
https://github.com/22i/amc
 

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Re: [Game] MineClone 2 [0.4.0]

by mahmutelmas06 » Mon Jan 30, 2017 22:04

You may want to check

viewtopic.php?f=9&t=16521
My Mods:

Beverage
 

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Re: [Game] MineClone 2 [0.4.0]

by BrunoMine » Tue Jan 31, 2017 23:42

It's a great job. I like to get some stuff inspired by minecraft, but minetest is a true temple of creativity (the universe of mods).
 

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MineClone 0.5.0

by Wuzzy » Wed Feb 01, 2017 01:38

https://forum.minetest.net/viewtopic.php?f=9&t=16521

I looked at it, but it doesn't seem to contain any features MineClone 2 not already has. In case I missed that one super awesome feature, please point to it directly.

i can help out with the rest of the minecraft mobs that are missing just need animations

This is amazing! A very important contribution to this subgame. But currently, mobs are on ice for now. I try to create MineClone 2 in several “phases”, and mobs will be done in a later phase. Or when I feel like it.

MineClone 0.5.0 is here!
Changelog:

  • Complete rework and reorganization (especially renaming) of many many mods. Pre-0.5.0 worlds will completely break with this update!
  • Fix bottom of lily pad being flipped
  • Disallow torch and sign placement on ceiling
  • Ender pearls can be thrown and teleport and hurt you on impact
  • Increase flying speed of throwable things like snowballs
  • Make throwable things only destroy on solid blocks (they CAN go through liquids now)
  • Cacti and dead bushes now appear in deserts
  • Some other blocks now get generated by the map generator, such as ice and snow
  • Disable world structures for now, as they are very broken at the moment
  • Get rid of most or all seriously annoying mapgen error messages
  • Fix error messages about missing mob textures
  • Add dragon egg (does not teleport yet)
  • Add end rod
  • Inverted daylight sensor is non-craftable now; can be now obtained by rightclicking daylight sensor
  • Update list of piston-stopping nodes
  • Fix serious creative inventory bug causing potential serious lag for new players on large servers. Fixes this old bug inherited by MineClone

The most important change is the massive mod reorganization, on which I still work on for the next releases. Many mods have been renamed to “mcl_” to distinguish them from the originals, as they are different.
The mod “default” is now “mcl_core” as this mod now has very little resemblance to the original “default” from Minetest Game.
As I said, this major change breaks all worlds before 0.5.0. But the work is now mostly finished. I still plan to make mod name changes, but they will become less intrusive over time, so expect more missing nodes in future releases or just be prepared to reset your world.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.5.0]

by GreenDimond » Wed Feb 01, 2017 04:47

Yoy!
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

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Re: [Game] MineClone 2 [0.5.0]

by GreenDimond » Wed Feb 01, 2017 05:01

OOOOOOOOOOOOOOki. 3 things so far:
1: Endrod is not yellow. Needs to be white. Particles if you can.
2: Deadbush spawns WAY to often. I mean, look at this:
Image
All that stuff inside the red is deadbush. Too much.
3: What dragon egg? I don't see no egg D: EDIT: have to use /giveme mcl_end:dragon_egg to get it :/
4 (didnt i say 3 tho?): Inventory order still aint right, but you said you are still working on it, so please do.
5 (another?!): I am thinking about helping with this project (if you are open to it)
Will compile more list.
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

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Re: [Game] MineClone 2 [0.5.0]

by Wuzzy » Wed Feb 01, 2017 10:56

3: What dragon egg? I don't see no egg D: EDIT: have to use /giveme mcl_end:dragon_egg to get it :/

It's hidden in Creative Mode in Minecraft as well, probably because it is mainly the “reward” for defeating the Ender Dragon. It's a very obscure item. I should maybe compile a list of items which can only be gotten by /giveme.

4 (didnt i say 3 tho?): Inventory order still aint right, but you said you are still working on it, so please do.

Meh, I'm not sure if I really want to reflect the inventory order perfectly. There doesn't seem to be much of a logic in Minecraft.

2: Deadbush spawns WAY to often. I mean, look at this:

Yes.

5 (another?!): I am thinking about helping with this project (if you are open to it)

Depends on what you want to add. If it's something small, just send me patches and hope for the best (I may be selective). If it's something big, first announce it here so I'm aware (this will avoid possible duplicate work or tears or rejection), and if I don't complain, just fork the repo, make the new feature (preferably in a new branch) and link me to the repo (+branch) when you're finished plus a sentence or two on why I should merge this. Also, before implementing big stuff, also check if there's not already a readily available mod which already solves your task.

Mods and things I am probably going to add on my own:
- All mods in the Help modpack
- craftguide, but probably a modified version thereof to fit the general style
- tsm_railcorridors
- Mobs/models posted by ph8jPf9M
- One of the nether mods, but modified

Other areas where I currently don't want or need help:
- Adding missing blocks
- HUD and GUI stuff
- Defining the core subgame architecture

Help in the following areas is appreciated:
- Mapgen
- Mobs
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.5.0]

by cHyper » Thu Feb 02, 2017 19:47

great subgame! i like the mc style!

+1
 

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Re: [Game] MineClone 2 [0.5.0]

by Sirvoid » Fri Feb 03, 2017 00:34

You should add this mod
[mod] 3D Hand [newhand]
 

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Re: [Game] MineClone 2 [0.5.0]

by TumeniNodes » Sat Feb 04, 2017 02:59

Wuzzy wrote:Don't trust the mod names! Many mods (but not all) have been modified beyond recognition from the original, compability is NOT guaranteed.
Mods starting with “mcl_” are mods specifically made for MineClone 2.


Did pithy create mcstair specifically for this game?

Just asking as I run into an error if I try to use it in MT_game, so thought I'd ask before I tried to figure it out :D
Flick?... Flick who?
 

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Re: [Game] MineClone 2 [0.5.0]

by Wuzzy » Sun Feb 05, 2017 01:37

I don't know. When in doubt, just check out the original mcstair mod. If there's still an error, report to the original mod author.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 06:20

 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 07:14

Image
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 07:22

Image
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 07:39

ImageImage
 

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Re: [Game] MineClone 2 [0.5.0]

by Wuzzy » Sun Feb 05, 2017 09:53


This mod looks pretty different from Minecraft potions and brewing. I probably just write my own potions code.


Yes.


Don't ask me why, but I somehow removed this command from my subgame. I probably should add it back. Creative Mode in Minetest is weird anyway.


Not really important as Minetest's privilege system different and also WAY more flexible. The equivalent would be “/grant <player> all” and “/revoke <player> all”.
/op seems easy enough, however, so I might add it. But /deop is a bit trickier. I can't just remove ALL privileges from the player as this would also revoke interact and shout, making playing and chatting mostly impossible.

XP

Sure.

Image

Oh my god, this looks bad. Yes, it should be fixed.

Image
Image

These images look like Minetest rendering bugs which have nothing to do with MineClone 2.

Image

Why did you post this image?
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.5.0]

by toby109tt » Sun Feb 05, 2017 11:38

I think it's to show that Zombies Don't Attack Villagers
( ͡° ͜ʖ ͡°) i love pixels and voxels ( ͡° ͜ʖ ͡°)
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 15:43

岩浆不破坏红石,在创造模式放置岩浆会变成空桶,物品不会从地里浮出来,地面没有草。
The lava doesn't destroy the Redstone
In the create mode placing lava will get empty bucket
Items can be buried in the nodes
No grass on the ground
Last edited by zaoqi on Sun Feb 05, 2017 15:49, edited 1 time in total.
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 15:44

ZNM has,Mineclone don't has:
BGM
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 15:50

Zombies Don't Attack Villagers
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 15:55

ImageImage
 

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Re: [Game] MineClone 2 [0.5.0]

by zaoqi » Sun Feb 05, 2017 16:03

按钮可以不放在方块上,拉杆按右键没用,“Spawn *”不能放在物品展示框上
Button can not be placed in the node
Right click lever will do nothing
"Spawn *" can not put in "Item Frame"
 

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Re: [Game] MineClone 2 [0.5.0]

by Shadow_The_Hedgehog » Mon Feb 06, 2017 16:38

Nice job! You should definitely keep going with this. Endermen should not be so tall though. BTW could you maybe add a Herobrine mod?
For God so loved the world that He gave his only begotten Son, that whosoever believeth in Him should not perish, but have everlasting life. -- John 3:16 KJV
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Re: [Game] MineClone 2 [0.6.0]

by Wuzzy » Mon Feb 06, 2017 19:26

Version 0.6.0 released!

Image
Image

Changelog:

  • Crafting guide! This is a little helper which tells you the available crafting recipes, cookable items and furnace fuels. You can access it in the normal player inventory, work bench or furnace. It is a direct fork of [craftguide] by jp, but adapted for MineClone 2 and will be developed independently.
  • Written Book, book with quill can be signed now
  • Beetroot, beetroot seeds, beetroot soup
  • Fire charge
  • Grass path (rightclick on side of grass block with shovel to create)
  • Carrot on a stick (WIP)
  • Pumpkin pie, rabbit stew
  • Bone block
  • Chorus fruit, popped chorus fruit
  • Salmon, cooked salmon, pufferfish, clownfish
  • Update some textures by taking textures from Faithful 1.11
  • Adjust flammability of blocks to be more Minecraft-like
  • Rename some items
  • Update and fix fishing results
  • Fix some tools getting wear in creative mode
  • Move fishing stuff into new mod mcl_fishing
  • Rename mod: “fire” to “mcl_fire”
  • Move flint and steel to mcl_fire
  • Move string and bone to mcl_mobitems
  • Move book stuff to new mod mcl_books
  • Fix cooking time of baked potato
  • Fix wield image of raw porkchop
  • Fix probability of tall grass drops
  • Fix iron trapdoor being unusable
  • Make lever, redstone repeater, note block and some other things act on a right-click instead of punching
  • Don't use up bucket contents in creative mode
  • Adjust light levels to be more Minecraft-like
  • Increase stack size of heads to 64
  • New crafting recipe: Book and Quill + Written Book → Written Book (copied)
  • New crafting recipes: Book and Quill, White Wool, Flower Pot

As you see, I have fixed some of the reported bugs. Keep the bug reports coming!

Fun fact: Herobrine was an easter egg in MineClone by daredevils, but I removed him as he is not actually part of Minecraft. But anyone could try to go ahead and re-implement Herobrine as a separate mod, it would probably not even be hard. Look in MineClone for inspiration. I personally don't feel like making a Herobrine, so you're on your own. Getting MineClone 2 done is much more important, of course.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] MineClone 2 [0.6.0]

by toby109tt » Mon Feb 06, 2017 20:23

Here's some of my feedback (I actually play Minecraft)
I'm going to say these in no particular order

1 If you brake blocks in creative they shuld disappear not drop the item

2 why doesn't this work with v7 mapgen?

3 oak trees have the wrong shape this is what they look like (it's the one most left)

4 the sign doesent use the correct texture also can you make it so you can rotate it in 8 detections instead of 4

5 heads (block not mobs) same as sign can you make it so you can rotate it in 8 detections instead of 4

6 snow makes grass sounds if placed walked on or dug

7 the back of the skeletons ribcage is invisible

8 creepers body has stretched pixels (dount do this it looks bad and amateur also Minecraft doesent have any stretched pixels on textures (most other mobs have the same problem)

9 end rod looks too yellow it shuld be white also it shuld make particles

There's still more stuff but that's for later ( My Head Hurts from all this typing XD)
You are doing a great job keep it up wuzzy and thanks for your time!
( ͡° ͜ʖ ͡°) i love pixels and voxels ( ͡° ͜ʖ ͡°)
 

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