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Re: [Game] Pixture

Posted: Tue Oct 13, 2015 19:58
by Soudon
Ok here is an updated texture pack for pixture I gave up modding it I am strictly doing the textures. now there are sword textures in the pack if you ever decide to add them they are there.

Re: [Game] Pixture

Posted: Tue Oct 13, 2015 20:12
by kaadmy
Ok.
Are those high-res textures? I don't mind contributed images, but I like them to all fit a consistent style.

Re: [Game] Pixture

Posted: Tue Oct 13, 2015 23:21
by Soudon
Yea they are the only exception are a few of the inventory images

Re: [Game] Pixture

Posted: Tue Oct 13, 2015 23:36
by kaadmy
The inventory images are hard to get into a 16x16 pixel area and still keep it simple and easily visible :)

Re: [Game] Pixture

Posted: Tue Oct 13, 2015 23:56
by Soudon
Yea tricky is right, I have a half way made one style texture pack, I want to add a few more to it before I post it. Should be more consistent.

Ok here is an alternative texture pack

Re: [Game] Pixture

Posted: Sun Oct 25, 2015 18:10
by necron099
kaadmy, I got this error when I tried to craft wood planks.

Code: Select all

2015-10-25 14:04:38: ACTION[Server]: singleplayer [127.0.0.1] joins game. 
2015-10-25 14:04:38: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2015-10-25 14:04:39: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-10-25 14:04:39: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-10-25 14:04:46: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnCraft(): ...0413-dev/bin/../games/pixture/mods/achievements/init.lua:93: bad argument #1 to 'match' (string expected, got nil)
2015-10-25 14:04:46: ERROR[Main]: stack traceback:
2015-10-25 14:04:46: ERROR[Main]: 	[C]: in function 'match'
2015-10-25 14:04:46: ERROR[Main]: 	...0413-dev/bin/../games/pixture/mods/achievements/init.lua:93: in function 'func'
2015-10-25 14:04:46: ERROR[Main]: 	...xgames/minetest0413-dev/bin/../builtin/game/register.lua:235: in function <...xgames/minetest0413-dev/bin/../builtin/game/register.lua:233>
2015-10-25 14:04:46: ACTION[Server]: singleplayer leaves game. List of players: 

Re: [Game] Pixture

Posted: Sun Oct 25, 2015 19:50
by kaadmy
Fixed.
BTW that bug would be caused with crafting anything.

Re: [Game] Pixture

Posted: Sun Oct 25, 2015 20:15
by necron099
Yeah, after I posted I got another segv when I tried to craft something else. I'm glad you put achievements into your game :)

Re: [Game] Pixture

Posted: Sun Oct 25, 2015 20:28
by kaadmy
necron099 wrote:[...]
I'm glad you put achievements into your game :)
Glad you're glad :D

I might also add some sort of transportation, ie. parachutes and rafts.

I can also very easily add support for potions/magic etc.

Re: [Game] Pixture

Posted: Sun Oct 25, 2015 20:38
by necron099
kaadmy wrote:
necron099 wrote:[...]
I'm glad you put achievements into your game :)
Glad you're glad :D

I might also add some sort of transportation, ie. parachutes and rafts.

I can also very easily add support for potions/magic etc.

That would be cool. Potions of teleport, or spawn monster....my son saw this and mentioned to me hang gliders ala Far Cry 2 and 3 would be pretty close to parachutes. Don't know if you had plans or thoughts on those?

Re: [Game] Pixture

Posted: Sun Oct 25, 2015 21:20
by kaadmy
I dunno about parachutes, I want them but they'll be too laggy to play with, I think.
There's already a parachute mod: https://github.com/webdesigner97/parachute
Try it.

Re: [Game] Pixture

Posted: Mon Oct 26, 2015 13:35
by necron099
Thanks for the link kaadmy. I tried it out and it worked pretty good except the character turns into an unknown node when the chute deployed and turned back into the regular character when he safely landed.

Re: [Game] Pixture

Posted: Mon Oct 26, 2015 16:59
by kaadmy
Hmm. I'll re-use that mod for my parachute mod, after I fix the unknown node stuff.
I'll also have to ask webdesigner97 about the license.

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 02:45
by lightonflux
Created several worlds with the latest dev (both game and mt) and mgv6 and the forests are just to overgrown. It is really hard to move and you can't build bigger structures with removing almost 90% of what you need to remove when building underground. You can easily build above the trees. From above you see how thick the forest is:

Image

Image

In my opinion it is just too much. Is this intended or are you testing different generation options?

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 02:49
by lightonflux
The birch trees are just to massive. Especially their trunks. I live in a region with many birch tree and, they are much much smaller and filigree (but pretty close to each other, just like your massive birch trees).

http://7-themes.com/data_images/out/39/6903675-free-birch-tree-wallpaper.jpg

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 13:16
by Dragonop
lightonflux wrote:Created several worlds with the latest dev (both game and mt) and mgv6 and the forests are just to overgrown.
That is the main problem with mgv6, use mgv7 of mgv5 instead. This is also why jungles flag was disabled by default some versions back.

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 17:09
by kaadmy
In the README.txt, I say never use mgv6; it ignores biomes and puts all decorations everywhere, making the vegetation several times more dense, and there's no biomes. Use v7 or v5 instead.

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 17:22
by lightonflux
Oh, used v7 for the first worlds but always landed in huge deserts, so defaulted back to v6. :) Obviously didn't read the README. Only read the first posts without expanded features. :D

Thanks for the fast answer.

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 17:35
by kaadmy
Use the seed "grassland", that puts you into a nice area with lakes, IIRC.

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 21:26
by lightonflux
I noticed on the testing server that gold is drop as ingot not lump.

Re: [Game] Pixture

Posted: Wed Oct 28, 2015 22:10
by kaadmy
lightonflux wrote:I noticed on the testing server that gold is drop as ingot not lump.
Correct, it's simpler and easier that way.

Re: [Game] Pixture

Posted: Fri Nov 06, 2015 19:46
by lightonflux
kaadmy wrote:
lightonflux wrote:I noticed on the testing server that gold is drop as ingot not lump.
Correct, it's simpler and easier that way.
But it is inconsistent as the others need cooking.

I want to suggest adding autocompletion support. Because this makes writing in the chat easier. I know that LibertyLands has it implemented. But i don't have the git link to their subgame at the moment.

Re: [Game] Pixture

Posted: Fri Nov 06, 2015 21:23
by kaadmy
Autocompletion for what things? Item names, players, etc?

Re: [Game] Pixture

Posted: Fri Nov 06, 2015 23:51
by lightonflux
For all users the autocompletion of player names is the most important feature.

For power users and admins completion for items would be nice to have. But the first is more important.

Here is chat_next from Liberty Lands: gitlab chat_next repo

Re: [Game] Pixture

Posted: Sat Nov 07, 2015 22:43
by kaadmy
How does completion work on Liberty Lands? Is it tab-complete like, or does it change text to match player names when sent?