[Mod] Castles++ Rolling release [git] [castle]

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Fri Sep 12, 2014 23:47

@Minetestforfun:

I think that I will be trying to add some similar things to my game, except do it my way. I admire many other people's work, but for this, I am trying to cut down on the amount that I am adding from other people. I want to gain the exp and learn somethings. It is better for me, and helps me become more optimistic about my work (as you can see, I was low on that this morning.)
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Thu Dec 04, 2014 01:09

Sorry for inactivity. Winter break is coming up, and I will have access to my laptop, especially near Christmas. Anyhow, I contacted DanDuncombe, and he said that it would be alright if I changed the license. I will switch to MIT with the next update. As for when that will be, I have gotten the modpack structure, but there are a ton of errors with the inter-dependencies. So for now, I will say this: Sorry for lying in above posts, but I will try and make an effort to update all my mods during Winter break or earlier. Offtopic, but I was elected programming team leader for the highschool's FRC robotics team, so I am having to learn C/C++, mainly because of my extreme reluctance toward Java (its nice having to be able to have a say in what goes on ;). So, I have a lot on my hands. (Plus I have a little bit of Pre-Calculus, to catch up on, so... Auuggh!)

My message: This project isn't dead, but inactive for the time.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by twoelk » Thu Dec 04, 2014 11:30

philipbenr wrote:... but I was elected programming team leader for the highschool's FRC robotics team, ...

hehe - now that might be an interesting NPC-bot roaming the servers, with an AI of sorts based on a real life bot.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Fri Dec 05, 2014 15:05

I have gotten almost all 32px textures down, fixed the doors problem, and started reorganizing the modpack. I decided to take the latest version and redo what ever. Also, the chandeliers: the chain is "swimable" and the chandelier itself is walkable. The textures are a bit off, so I want to fix them later, but for now they are good. Also, I have been looking to fix the problems with ironbound chests and arrows. There are many bugs, but I think that I can just grab another one of the good shooting mods and edit it myself. Finally, I want to add some darkage elements, probably from CraigyDavi's fork. Anyway, thanks for taking a look, even though there is nothing good to see yet.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Tue Dec 09, 2014 15:56

Update: All textures that are going to be in the release are 32px. Some additions/subtractions:

- Crossbow/shooting (is buggy and I want to find a better one)
- castle pillars
- 3d chandelier
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+ Columnia
+ More weapons
+ 2d Chandelier
+ Furniture and maybe some things from cottages/darkage.
+ Secret passages (similar to Dan's camo mod. Still, there will be a bit that will be noticeable A simple texture overlay that can be captured and noticed in screenshots.)
+ More stone types.

As for the styling of the furnature, probably simple nodebox chairs and the like. (There will be a surprise...)
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Don » Tue Dec 09, 2014 18:22

You might be interested in a few of they doors I created. mydoors
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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Tue Dec 09, 2014 21:29

I did see those, and was considering most of them. I don't know yet.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Don » Tue Dec 09, 2014 21:39

philipbenr wrote:I did see those, and was considering most of them. I don't know yet.

If you want me to make a castledoors mod with doors you want and crafts that uses your mod I will. Just let me know what you want.
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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Tue Dec 09, 2014 22:08

Sure. If you noticed, castle doors already include jail doors. I also intend to change the oak door to a heavier look.
I could use a woven door, so like a papyrus sort of thing, a darker version of my oaken doors, and maybe a special, door for inside the castle.
I also could use a half door. That would be nice. Also, if you could figure out how to apply a visual scale to a door, that way, I could have full size gates. Either of the two above would be awesome.

So the list is:
- darker oak/ lighter oak
- papyrus gate/wicker -ish door
- stone/cobble mix door for underground.

And either a half door, or a larger door, or both.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Don » Tue Dec 09, 2014 22:14

I am busy today but will get started in the morning. I am not sure what you mean by half door. Is it 1 node high or like a saloon style?
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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Don » Tue Dec 09, 2014 23:18

In init.lua line 204 and line 213 has doors:rigister_door. Need to change the ":" to "." doors.register_door
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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Wed Dec 10, 2014 00:08

That is done in the current MP version, but I need to actually push to Bitbucket (I'm switching from Github to Bitbucket, FYI).
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Don » Wed Dec 10, 2014 03:03

Is this ok?
Image

The cobble/stone door blends into the surounding cobble.
Image
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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Wed Dec 10, 2014 04:31

Actually, just wait until I get the ModPack (MP) version out. I will have the textures that I want for the doors there. As for the cobble door, I will do it myself. Still, I will be happy for the code (in a separate mod. I can easily transition it that way, since castles will be a MP).

Edit: You have outdated minetest_game.
Edit: Typo.
 

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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by Don » Wed Dec 10, 2014 05:21

Forgot they changed the textures. Will fix that. I use the older minetest because thats what my server is running. I have the new one.
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Re: [Mod] Castles++ : Yet another fork [0.5] [castles]

by philipbenr » Sun Dec 21, 2014 19:22

Well, this anecdote is a little offtopic, but still, I will say it. My whiteboard is approaching being nearly 1 year old. I hadn't really been using it recently, so I decided to put it to a good use. And, since I'm sick with pneumonia (sad for me), I decided to do a roadmap of this Modpack. And yes, I know that my handwriting is bad on the whiteboard, and it is also very crooked, but I had a rather nasty headache at the time. Anyhow, I got it done after a half an hour. Took a lot of thinking and rests (I'm sick, remember? ;) ) Anyhow, here it is. (Read little bit of post at the bottom for clarification in abbreviations. Its a small whiteboard.)

+ "Roadmap image (a bit large)"


Bold C means prefix of "castle___"
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CB:: castle block
CA:: castle appliance
CD:: castle decor
CW:: castle weapons
LA:: Lanterns
CL::Columnia
DA:: Darkage (craig's fork probably...)
RU:: ruins.

Edit: This also helps me get a good look at where I am. Actually, I am at near 0.4.8, not .5
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Wed Feb 04, 2015 03:44

Updates (textures and items):

+ "Screenies ;)"


This is just to show that I am actually trying to do stuff in my spare time.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Sat Feb 07, 2015 00:11

Thanks. Also, credit for this next release goes also to VanessaE, Wayward1, and thatgraemeguy (Pull requests). Thank you to you too.

Finally, I am going to be releasing a "TP" version for this. Currently the textures are built off of my subgame, lux_solis. I am bundling the castle mp with it, so I think that the textures should match. They currently are 32x. So, I am going to try and remake them into 16x textures and get the theme from the minetest_game. Just a heads up. Still, both will be for download in this thread.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Mon Feb 16, 2015 19:41

Started writing aliases for compatibility with the old mod. As for the git repo, I am going to just delete it, and remake it (with the same name, of course, so you don't lose it in your history), since there is nothing similar with the old version...
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by DevilRomeoAPLUS » Fri Mar 13, 2015 12:35

wont work keep crashing on my Minetest 4.10 init.lua error idk whats the problem
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Fri Mar 13, 2015 13:53

Could you please post the debug.txt for that start of Minetest? It will tell me what is wrong. Also, Don't worry about it too much. I will be updating to a modpack soon, and I think that that one will have no problems.
 

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