[W.I.P][Map] Stampy's lovely world

ragz
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Re: [W.I.P][Map] Stampy's lovely world

by ragz » Mon Jun 13, 2016 00:35

The externally hosted map will not download for me, is there an alternate site?
 

Morn76
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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Wed Jun 15, 2016 11:38

ragz wrote:The externally hosted map will not download for me, is there an alternate site?

I've sent you a PM about this.

P.S. I've also edited the first post and added some tips for downloading from box.com.
 

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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Sat Jan 07, 2017 16:32

Map update #31

This release adds the Harry's Hut horse stable, the Telly Box TV station, and the Flying Fish sushi restaurant.

Image
 

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Re: [W.I.P][Map] Stampy's lovely world

by Zachary » Sun Mar 12, 2017 10:33

But also I wonder could you tell me the seed you use and give us the coordinates to bulk and give us tutorials please morn76
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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Sun Mar 12, 2017 12:01

Zachary wrote:But also I wonder could you tell me the seed you use and give us the coordinates to bulk and give us tutorials please morn76

The seed is in map_meta.txt (in the map folder):
Code: Select all
seed = 6750341779541595620

I'm not sure what you mean by "coordinates to bulk"… (°_°)
 

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Re: [W.I.P][Map] Stampy's lovely world

by Andrey01 » Tue Mar 14, 2017 16:52

Again the textures from Mine Craft!And how have you showed a map in the first post?
 

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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Tue Mar 14, 2017 21:00

Andrey01 wrote:And how have you showed a map in the first post?

That map is made with Minetestmapper:
Code: Select all
./minetestmapper -i ~/.minetest/worlds/stampyworld/ -o stampy2.png --drawscale
 

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Re: [W.I.P][Map] Stampy's lovely world

by helpless » Wed Apr 19, 2017 16:27

I think this would be cool, but it jams my minetest engine when i try to use it :'(
 

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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Wed Apr 19, 2017 19:54

helpless wrote:I think this would be cool, but it jams my minetest engine when i try to use it :'(

Which version of Minetest are you using? This map's subgame is a bit heavy, but it should not "jam" MT entirely, just take a little while to start up.
 

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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Sat Aug 12, 2017 14:05

Map update #32

This release adds the Love Garden extension, the Farmacy pharmacy, Pawly Pets vet, Sweetie Pie sweets shop, and the completed iC optician.

Image
Image
Image
Image
 

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Re: [W.I.P][Map] Stampy's lovely world

by Stix » Wed Aug 23, 2017 20:48

why don't you use the MineClone2 subgame for this map ???
Hey, what can i say? I'm the bad guy.
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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Thu Aug 24, 2017 00:20

Stix wrote:why don't you use the MineClone2 subgame for this map ???

I might do, I have certainly considered it. Unfortunately MineClone2 now uses different textures than MC default, and I think mobs no longer have the original MC sounds. So in some ways MineClone2 looks and sounds less like MC than Stampy game. Also, I've made some changes in Stampy game to make mini games work, e.g. I have changed boats, Mesecons, item transport in water, and lots of other things. So some features of the map would break by moving to MineClone 2.

I might give MC2 a try tomorrow with this map. At the very least I would have to add block aliases, so existing nodes get matched to their MC2 equivalents. I bet some of the block names are different in SG and MC2.
 

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Re: [W.I.P][Map] Stampy's lovely world

by Stix » Thu Aug 24, 2017 01:49

you could release a modified version of MCL2 to go with the map........
Hey, what can i say? I'm the bad guy.
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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Thu Aug 24, 2017 06:59

Stix wrote:you could release a modified version of MCL2 to go with the map........

Then I'd have to maintain two games instead of one...

I think what I might do is add instuctions to the first post on how to switch the map to MC2, along with a block aliases mod and a link to a good texture pack. Then users can evaluate themselves whether MC2 meets their needs at this point or not.

As far as I see, MC2 still has ways to go until it captures all MC gameplay mechanics perfectly. But it all depends on which features of the map you are interested in.

P.S. OK, I've tried it with MC2 now. Wow, it looks a bit weird. Signs and torches working differently in SG and MC2 does not help either, so those would need compatibility fixes too. Eep!
 

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Re: [W.I.P][Map] Stampy's lovely world

by maikerumine » Thu Aug 24, 2017 14:50

Morn76 wrote:
Stix wrote:why don't you use the MineClone2 subgame for this map ???

I might do, I have certainly considered it. Unfortunately MineClone2 now uses different textures than MC default, and I think mobs no longer have the original MC sounds. So in some ways MineClone2 looks and sounds less like MC than Stampy game. Also, I've made some changes in Stampy game to make mini games work, e.g. I have changed boats, Mesecons, item transport in water, and lots of other things. So some features of the map would break by moving to MineClone 2.

I might give MC2 a try tomorrow with this map. At the very least I would have to add block aliases, so existing nodes get matched to their MC2 equivalents. I bet some of the block names are different in SG and MC2.


I have your alias about 50% covered:
https://github.com/maikerumine/gt2mc2

Also, I have a texture converter to replace all the textures back to original MC, But not released yet. F.Y.I.

Feel free to get a head start.
 

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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Thu Aug 24, 2017 19:05

maikerumine wrote:I have your alias about 50% covered:
https://github.com/maikerumine/gt2mc2

Also, I have a texture converter to replace all the textures back to original MC, But not released yet. F.Y.I.

Feel free to get a head start.

Thanks, maikerumine, I'll look into it! Flying over Stampyworld, it looked like mainly moreblocks nodes were missing, and also some more obscure ones likes beacons. Moreblocks is especially annoying because it defines so many different nodes...
 

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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Fri Aug 25, 2017 17:14

OK, what I have done now is created a separate GitHub repo with worldmods for using this map with MineClone 2: https://github.com/mdoege/stampy_map_mineclone2_worldmods

It's not perfect, but that turned out to be the easiest and quickest way to get this map to (mostly) work with MC2.

Important note: Please start with a fresh copy of the map and add the worldmods before you start the world in MT for the first time, because otherwise MC2 will have replaced some blocks on it already and messed things up.
 

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