[Game] Voxellar release [2.0]

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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by 1248 » Sat Jul 08, 2017 20:45

nice update,
but if you start playing Voxellar with Voxellar 1.5 than there are many unknown blocks (like in this video)
You should maybe add some code to remove the unknown blocks.
--> I had to start a new World and also a new adventure on Youtube you can see here
Sorry for bad english
 

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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by azekill_DIABLO » Sun Jul 09, 2017 11:14

i will add a simple mod to delete this with a command, okay? thank you very much!
 

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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by MineYoshi » Sat Jul 15, 2017 18:47

azekill_DIABLO wrote:i will add a simple mod to delete this with a command, okay? thank you very much!

If you can maybe you should add aliases to the blocks that you changed of name, or replace the old ones with new ones through aliases.
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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by azekill_DIABLO » Sat Jul 15, 2017 18:58

The problem is that it's a TOTAL REBASE. No stuff is conserved. I can't do that because anyway, the mapgen won't be the same, and it would be like that for mobs, nodes, entities, tools, etc.
 

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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by Stix » Fri Aug 04, 2017 15:46

@azekill_DIABLO great job on the mapgen, it looks sweet!
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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by azekill_DIABLO » Sat Sep 16, 2017 14:44

Hell. 2.0 is coming? WTF? I didn't prepared that one. xD it's written Voxellar 1.9 everywhere and now i need to change that!
 

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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by Wuzzy » Mon Oct 02, 2017 11:58

Why isn't this in Subgame Releases already?
It looks pretty release-worthy, please do a request, thanks.
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Re: [game]Voxellar (TOTAL REBASE) [1.9]

by azekill_DIABLO » Mon Oct 02, 2017 18:36

Wuzzy wrote:Why isn't this in Subgame Releases already?
It looks pretty release-worthy, please do a request, thanks.

uhmm. have you tried the last version? i would be ashamed to release such a thing. The next verion should be in release though. Thanks foir the remind Wuzzy!
 

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Re: [game] Voxellar release [2.0] and I take a break!

by voxelproof » Wed Oct 11, 2017 14:52

azekill_DIABLO wrote:

Release 2.0


Just 539 changes.


I've tried to launch the subgame a few minutes ago and there're issues. The first one is that I had to throw away the caverealms_lite folder out of mods cause the game refused to start at all due to the conflicting mod names. The second one is that when it starts it's only a few seconds when you see a message about the lack of memory (with the current usage of it by lua 60-100 MB).

Debug info:

Code: Select all
2017-10-11 16:56:09: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'caverealms' in callback environment_OnGenerated(): not enough memory
2017-10-11 16:56:09: ERROR[Main]: Current Lua memory usage: 105 MB


MT 0.4.16, 4GB RAM.
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Re: [game] Voxellar release [2.0] and I take a break!

by azekill_DIABLO » Wed Oct 11, 2017 15:21

voxelproof wrote:
azekill_DIABLO wrote:

Release 2.0


Just 539 changes.


I've tried to launch the subgame a few minutes ago and there're issues. The first one is that I had to throw away the caverealms_lite folder out of mods cause the game refused to start at all due to the conflicting mod names.

That might be a problem with your minetest, as on mine I can't reproduce it at all.... will see anyway.

The second one is that when it starts it's only a few seconds when you see a message about the lack of memory (with the current usage of it by lua 60-100 MB).

Debug info:

Code: Select all
2017-10-11 16:56:09: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'caverealms' in callback environment_OnGenerated(): not enough memory
2017-10-11 16:56:09: ERROR[Main]: Current Lua memory usage: 105 MB


MT 0.4.16, 4GB RAM.

*cough*
"we are not reponsible for you're lack of ram"
*cough*

jk apart, i cna't do anything about it really. Just need to lighten the mg_millages. Hard work.

Thanks for reporting, i will add that on my virtual to-do list.
 

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Re: [game] Voxellar release [2.0] and I take a break!

by voxelproof » Thu Oct 12, 2017 18:23

jk apart, i cna't do anything about it really. Just need to lighten the mg_millages. Hard work.

Thanks for reporting, i will add that on my virtual to-do list.



It'd be nice because in spite of above I managed to roam a little bit through your game and it looks intriguing :)
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Re: [game] Voxellar release [2.0] and I take a break!

by 1248 » Thu Oct 12, 2017 20:05

voxelproof wrote:
azekill_DIABLO wrote:

Release 2.0


Just 539 changes.


I've tried to launch the subgame a few minutes ago and there're issues. The first one is that I had to throw away the caverealms_lite folder out of mods cause the game refused to start at all due to the conflicting mod names. The second one is that when it starts it's only a few seconds when you see a message about the lack of memory (with the current usage of it by lua 60-100 MB).

Debug info:

Code: Select all
2017-10-11 16:56:09: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'caverealms' in callback environment_OnGenerated(): not enough memory
2017-10-11 16:56:09: ERROR[Main]: Current Lua memory usage: 105 MB


MT 0.4.16, 4GB RAM.

Realy cool new update
-->Voxellar S2 will go on
But I also had to remove caverealms and caverealms_lite and the other "bug" (only If I start a new world!! old works fine)
By the way, is there still something like a craft guide???
Sorry for bad english
 

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Re: [game] Voxellar release [2.0] and I take a break!

by azekill_DIABLO » Fri Oct 13, 2017 14:19

1248 wrote:Realy cool new update
-->Voxellar S2 will go on
But I also had to remove caverealms and caverealms_lite and the other "bug" (only If I start a new world!! old works fine)
By the way, is there still something like a craft guide???


Thank you! i'm happy to see you continue the series!
i won't know why everyone has a problem with caverealms. it works all fine for me, there's only the caverealms light mod......
craft guide??? yes. check in creative menu!
 

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Re: [Game] Voxellar release [2.0]

by azekill_DIABLO » Fri Oct 13, 2017 16:14

oh hell i know why there's a bug. i failed to commit. will reupload everything.
 

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Re: [Game] Voxellar release [2.0]

by voxelproof » Sun Oct 15, 2017 16:38

azekill_DIABLO wrote:BUGFIXED! please-redownload now!


It's much better now, but the game still crashes unless there're 8px textures switched on. So I suspect it's not specifically the size of RAM issue (however I cannot say if it's not related to some other specific hardware conditions).

The game looks interesting, but can you tell what a player is expected to do to go through it succesfully? Is it an open survival or are there any objectives set?
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Re: [Game] Voxellar release [2.0]

by azekill_DIABLO » Sun Oct 15, 2017 18:20

voxelproof wrote:It's much better now, but the game still crashes unless there're 8px textures switched on. So I suspect it's not specifically the size of RAM issue (however I cannot say if it's not related to some other specific hardware conditions).

Thank you! that might be related to texture size?... maybe lua use more RAM with 16 pix textures. I must lighten mg_villages.

The game looks interesting, but can you tell what a player is expected to do to go through it succesfully? Is it an open survival or are there any objectives set?

It's an open world game about exploring and collecting the maximum of ressources. Or about farming. Or about defending a village. Or about mining in the deepest layers of Earth. Or about getting the best weapon set. Or about building castles. About everything.
 

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Re: [Game] Voxellar release [2.0]

by voxelproof » Sun Oct 15, 2017 19:00

It's an open world game about exploring and collecting the maximum of ressources. Or about farming. Or about defending a village. Or about mining in the deepest layers of Earth. Or about getting the best weapon set. Or about building castles. About everything.


Cool. I want my castle. Until now I built only some towers, cabins and the like, but I am eager for a sense of achievement, like creating some large structure in resembling real challenges environment. Keep on, good job!
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Re: [Game] Voxellar release [2.0]

by azekill_DIABLO » Mon Oct 16, 2017 15:33

Happy to see you're enjoying it! that really nice :D
 

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Re: [Game] Voxellar release [2.0]

by azekill_DIABLO » Thu Oct 19, 2017 15:22

Let me think a second. Ihave no idea how to do this, nor the time. But if you know a mod which add them... And mob redo mobs can be tamed.
 

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Re: [Game] Voxellar release [2.0]

by azekill_DIABLO » Sat Oct 21, 2017 10:24

I'm sorry to say you, i have no idea how to do this. no one.
 

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