[Map] Stampy's Lovely World

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

by ragz » Post

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

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

by Morn76 » Post

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 » Post

Map update #31

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

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

by Zachary » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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.

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Image
Image
Image

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

by seller » Post

not

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

by Morn76 » Post

seller wrote:not
what?

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

by Stix » Post

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 » Post

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 » Post

you could release a modified version of MCL2 to go with the map........
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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Post

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 » Post

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 » Post

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 » Post

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

by Nathan.S » Post

I realize I'm going out on a limb here, but does anybody know what the license of the oceans mod is. It's included in the Stampy game, but doesn't have any license information I can find.
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Re: [W.I.P][Map] Stampy's lovely world

by Morn76 » Post

Nathan.S wrote:I realize I'm going out on a limb here, but does anybody know what the license of the oceans mod is. It's included in the Stampy game, but doesn't have any license information I can find.
I think I wrote that for the Stampy game specifically, so you can regard it as Public Domain/CC0/WTFPL or whatever the usual PD license for mods is. The guardian stuff is probably based on the simple mobs mod in Stampy game, which is WTFPL.

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Re: [Map] Stampy's Lovely World

by Nathan.S » Post

Thanks. I updated the mod to work with Minetest 5.0 for somebody, and wanted to know if I could share the update with the rest of the world.
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Re: [Map] Stampy's Lovely World

by Morn76 » Post

Nathan.S wrote:Thanks. I updated the mod to work with Minetest 5.0 for somebody, and wanted to know if I could share the update with the rest of the world.
Oh, is it broken with 5.0? I hadn't noticed. I check Stampy game and the Stampy map from time to time with Minetest-git, but I probably did not try "ocean" in a new world.

I would like to merge your updated code back into Stampy game, so if you could fork my repo and create a pull request that would be fantastic. Or just point me to your repo with the code…

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Re: [Map] Stampy's Lovely World

by Nathan.S » Post

I haven't yet uploaded it, but I will fork this and do a pull request. :)
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Re: [Map] Stampy's Lovely World

by Nathan.S » Post

Just created the pull request.

While testing to make sure I moved the changes all over properly I noticed that there was a lot of old depreciated code in other mods. I only touched code in the ocean mod though.
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