[GAME] Moontest! (Back from the Dead!) [GAME]

kpo
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by kpo » Tue May 07, 2013 08:45

Hi there can you make this available on github?
I was thinking of doing the same thing as this project so why not do something common.

My thinking goes like this (survival game):

Sky: black - needs engine modification
The Sun still rises etc. of course.
No clouds
Air is something internal to buildings and need an "air source".
All other is vacuum.
Mountains needed
Craters needed
Hunger and suffocation applies (survival mod kind of thing)

Things:
Space suit needed for all outside activities.
Space vehicles
Rocket building parts
Satellites providing useful benefits when constructed and launched
Space station building
Canvas block for the start game where resources have not been digged. Decaying in the environment (leaf decay but slower)
White tile block for more permanent surface structures. Experts say though that most Moon structures would be under ground due to meteor strikes.
Airlock doors
Round gold plated window available once gold is found. Until then no windows.
Heat radiators
Air supply machines.

Rock-ice blocks
Rock-air blocks
Minerals: iron. aluminium, gold, silver, germanium (for silicon wafers instead of mithril in the technic mod), copper
No coal or oil! It is organic in nature.

Machines:
Air supply
Radiator taking out "heat units" from the structures
Solar panels
Nuclear reactors
Toolshop
Canvas sewing machine
Oven for smelting tiles and minerals
Grinder for powders needed for wafer production (technic mod again)
...

Mesecons should be there but I don't like mese to be the basis of it in this setting. Also remove the "fantasy parts of it. Wires are made of copper or aluminium, wireless transmission of signals is okay, but not power. No mese torches.

Also I'd suggest following along with the minetest git changes but patch the engine to the needs of this project. It will be easier to get the options in the base code later that way.

So that is it. I'd like to help with the stuff I can figure out if you like. Exchanging over github makes it easy.
 

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by LionLAD » Wed May 08, 2013 19:27

Likwid H-Craft wrote:With Adam Nether mod we, can make it a moon.


hmm i was looking at this but than i thought why not use the nyan cat haven mod by jejia because it's already in the sky we would just need to change some code and the name and add new texture but depending on what licance he has on the mod we need his permision to do this
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by Zsoltisawesome » Fri May 31, 2013 00:06

kinda starting to not like that idea that much, git is a pain in the butt, so if someone else put it up it would be great!
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by Mossmanikin » Fri May 31, 2013 11:01

Like this idea.
It's fun jumping around. :D

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My stuff
 

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Zsoltisawesome
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by Zsoltisawesome » Wed Jun 12, 2013 15:57

Mossmanikin wrote:Like this idea.
It's fun jumping around. :D


Lol, i agree :D

EDIT: sorry for not being active for so long :(
Last edited by Zsoltisawesome on Wed Jun 12, 2013 15:57, edited 1 time in total.
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Zsoltisawesome
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by Zsoltisawesome » Thu Oct 03, 2013 19:57

I'm BACK! It's Good to be back in action! So, latest updates:

I have now acquired a 100% Linux machine, Which means Linux builds! (only amd64, sorry)

I have more Lua knowledge and the ability to compile the engine

I am trying hard to bring this project back again (up to date with 0.4.7), I would appreciate some help!

Once I get the hang of entities, i would like to make a spacecow :D
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by LionLAD » Wed Oct 09, 2013 16:11

lol ok if you're back i'm back aswell just tell me what i could do to help
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by Inocudom » Wed Oct 09, 2013 17:40

Paramat is very skilled at making mapgens. You could ask him for help.
 

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by paramat » Wed Oct 16, 2013 20:06

Have you seen my mod 'moonrealm'? it has a lot of the features you want and you are of course welcome to edit it to your needs. You could add an edited version of my 'meseor' mod for the meteor strikes and craters.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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by Zsoltisawesome » Wed Oct 16, 2013 22:12

paramat wrote:Have you seen my mod 'moonrealm'? it has a lot of the features you want and you are of course welcome to edit it to your needs. You could add an edited version of my 'meseor' mod for the meteor strikes and craters.


I'll Take A Look At It Tomorrow!
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by paramat » Wed Oct 16, 2013 22:28

I have some suggestions for a direction with this ...
I suggest this be a mod instead of a fork or a minetest 'game', and generates a realm placed towards y = 30000. This will make your project more popular as people can add the moon realm to their existing worlds, travel between realms and transfer materials etc.
Dev RealBadAngel is working on a skydome thingy that allows a custom sky, but this would (i assume) appear to all players in multiplayer whether they are on the moon or not. In singleplayer that would work, until then you can always set time to night and halt time while you are on the moon (this wil be my 'spacetime' mod):
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
-- spacetime 0.1.0 by paramat
-- for latest stable minetest and back to 0.4.3
-- depends default
-- license WTFPL

spacetime = {}

-- On joinplayer

minetest.register_on_joinplayer(function(player)
    minetest.set_timeofday(0)
    minetest.setting_set("time_speed", 0)
end)
Last edited by paramat on Thu Oct 17, 2013 00:47, edited 1 time in total.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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by paramat » Wed Oct 16, 2013 22:39

Minetest 0.4.8 stable will have the Lua Voxel Manipulator which will enable fast realm generation instead of the 1 minute per chunk server lag my realm mods cause :) Once i get my hands on the LVM i will convert moonrealm mod then you can edit the textures, add meteor / meseor strikes etc.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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by paramat » Thu Oct 17, 2013 00:51

Also coming in 0.4.8 is drowning in any selected node, good for vacuum nodes on the moon.
0.4.7 has 'per player physics', so with my multigrav mod you can have low moonlike gravity for players in the moonrealm https://forum.minetest.net/viewtopic.php?id=7224
Last edited by paramat on Thu Oct 17, 2013 01:18, edited 1 time in total.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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by Zsoltisawesome » Fri Dec 13, 2013 23:03

Hey all! We now have an official Github Repo! *flutteryay*

It is located at http://www.github.com/realtinymonster/moontest

We are not allowed to use any of the original textures or sounds, except for the character files, so we need texturers!
Last edited by Zsoltisawesome on Thu Sep 18, 2014 15:11, edited 2 times in total.
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by Zsoltisawesome » Fri Dec 13, 2013 23:07

EDIT: nothing here
Last edited by Zsoltisawesome on Mon May 05, 2014 16:42, edited 1 time in total.
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by Inocudom » Thu Jan 30, 2014 05:44

Paramat created a mapgen that might benefit you:
https://forum.minetest.net/viewtopic.php?id=6329
 

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by Zsoltisawesome » Fri Mar 07, 2014 18:26

Hi All, Just wanted to say, I will get back to working on this once I get my shiny new computer.

Other than that, how many of you are still willing to help me?



EDIT: Bump x9001
Last edited by Zsoltisawesome on Fri Mar 07, 2014 18:26, edited 1 time in total.
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by paramat » Sat Mar 08, 2014 00:04

You are of course welcome to do WTF you want with my moonrealm mod, it has the gravity, spacesuit and drowning in vacuum stuff, life support air spread is fixed too. RBA made an excellent video with custom skybox, see the thread.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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by Zsoltisawesome » Mon May 05, 2014 16:46

Ding Dong! Github updated! Check out the new IRC channel #moontest!
 

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by twoelk » Mon May 05, 2014 21:53

not really sure what this is:

could be a mod because it is in "Modding General",
States it is a "Game" in the thread titel
but includes a full engine in the downloads on the first posts which would make it a fork.

obviously I shouldn't throw the download into the minetest/game folder nore into the minetest/mods folder but would a newbie recognise that? Or am I missing something?
 

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Re:

by Amaz » Mon May 05, 2014 21:59

twoelk wrote:not really sure what this is:

could be a mod because it is in "Modding General",
States it is a "Game" in the thread titel
but includes a full engine in the downloads on the first posts which would make it a fork.

obviously I shouldn't throw the download into the minetest/game folder nore into the minetest/mods folder but would a newbie recognise that? Or am I missing something?

The topic was made before normal users had permission to post in the Games section... It is a game though. You need to get the download from github. It was originally going to be a fork, but it changed into a game.
 

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Re: Re:

by twoelk » Mon May 05, 2014 22:33

Amaz wrote:...
The topic was made before normal users had permission to post in the Games section... It is a game though. You need to get the download from github. It was originally going to be a fork, but it changed into a game.


I gathered that. I was rather hoping this could be fixed (as in editing first post and requesting a move to correct topic)

I have allready listed this "game" in my list of games in my wikisandbox.

(sorry for not correctly adding the [sarcasm] tags to previous post)
 

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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by Zsoltisawesome » Tue May 06, 2014 14:03

Current issues: Spacesuits don't work, vacuum doesn't spread, caves spawn with air, not vacuum, vacuum only goes up to the normal water level...
I hate bugs...
 

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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by HeroOfTheWinds » Tue May 06, 2014 19:33

Zsoltisawesome wrote:Current issues: Spacesuits don't work, vacuum doesn't spread, caves spawn with air, not vacuum, vacuum only goes up to the normal water level...
I hate bugs...

I might look at the actual source code later to try helping solve what's wrong, but here's a couple ideas on how to fix these things:
Caves spawning with air: Using the voxelmanip during register_on_generated() (or whatever function the current code for it is in), translate this outline into code following the conventions of the rest of the code:
--if node's name is "air" then
--set voxel data for that position to the contentID of vacuum
--end

Vacuum only going up to water level: In the minetest.config file bundled with your game, change the value of the normal water level to something like 33000.

Of course, the problems could be completely different... are you using the most recent version of paramat's moon mod?
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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by paramat » Tue May 06, 2014 22:21

Good to see you're now using mgv7, i look forward to screenshots (BTW the screenshots in your first post are out of date ;) ).
 

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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by Zsoltisawesome » Wed May 14, 2014 23:12

Paramat, I am well aware, I just haven't been taking many screenshots! :S
 

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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by HeroOfTheWinds » Thu May 15, 2014 03:31

Lookin' for screenshots? I didn't grab many, but these should help hold you over until someone with a better eye for good screenies grabs a few:
+ Spoiler
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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by HeroOfTheWinds » Fri May 23, 2014 01:14

I noticed that this hasn't been really updated lately, so I'll give a short rundown of recent additions and changes...

Zsoltisawesome wrote:Current issues: Spacesuits don't work, vacuum doesn't spread, caves spawn with air, not vacuum, vacuum only goes up to the normal water level...
I hate bugs...

All of these are now fixed! I am the vacuum master!
Lua Voxel Manipulator reigns supreme now.

Ores have been largely changed, only Mese and iron return from regular Minetest right now. In place of coal, we now have phosphorus. The new titanium has been added as a highly durable metal, and now there is a new ore called Lunarium that is better than even diamond. (Think of it as moon mese) Silicon can also be found, and it drops the same silicon used in Mesecons. Tools can be crafted from titanium and lunarium.

Light Crystals can now be crafted into light sticks, which have a recipe modeled after torches and give off light just tad bit dimmer than regular torches. Speaking of regular torches, they now go out and become unlit if they are placed in a vacuum. Place them in air from an airgen, though, and it's all good. To relight a torch that's gone out, rightclick it with a stick while in air.

Airgen was bugged, it would spread air out even in total vacuum. Also, if a sealed room became unsealed, the air wouldn't leave. Needless to say, fixed. Several similar errors occurred with liquids, those were also fixed.

Moon trees have been added to provide a source of wood. They are basically monochrome versions of regular trees, and spawn very few and far apart.

Zeg9's UFOs have been added, modified to travel faster and run on lunarium lumps instead of obsidian shards.

New node, half-functional, half-decorative: Air Shield. Can be passed through like trapstone from moreblocks, and has a snazzy animated texture. Use it for doors on buildings with air inside.

Stay tuned for more!
Nam ex spatio, omnes res venire possunt.
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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by paramat » Fri May 23, 2014 01:15

Thanks for the screenshots, looks good, the red lakes are funny, is that 'hl' = hydroponic liquid? Best to define a new liquid for lakes. Also, if you want to be realistic, lakes usually appear on large moons with an atmosphere, like Saturn's Titan.
The first screenshot made me realise that 4 of the skybox textures need a horizon exactly halfway up the image, with 'distant moon landscape grey' below that. I would recommend using the stars-only textures because the spherical planets look wrong here (but look cool also).
I will be working on my own moon skybox textures that are a reasonable match to the default Minetest starry sky, once these are done you will be welcome to use them here.
I won't be getting deeply involved in moontest but i can help out with the code and bugfixes.
 

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Re: [GAME] Moontest! (Back from the Dead!) [GAME]

by paramat » Sun May 25, 2014 00:00

HeroOfTheWinds, thoughts on your problem.
The actual emerged volume is usually larger than the volume requested, and has edges always aligned along mapblock (16^3n) borders, i think the screenshot shows both volumes, the larger volume isn't a 'chunk' (80^3n).
In this case looks like the player is spawning in an ungenerated area, data was read from the world halfway through mapgen, so it read in a half generated moon, mostly "air", but you only placed nodes in the requested volume, perhaps a hacky fix would be to add nodes throughout the larger emerged volume? Ideally perhaps the module could be created within the mapgen's on-generated function somehow ...
Last edited by paramat on Tue May 27, 2014 00:50, edited 1 time in total.
 

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