[GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

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xeranas
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by xeranas » Post

maikerumine wrote:Removed this from the repo, try again now.
fixed!

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Post

Quick update!

Merged both game and server threads into this one, to keep things simple and less scattered.
See post number 1 to see all changes.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by GreenXenith » Post

It appears that guns such as the Eagle handgun destroy corpses on death. Most guns leave their victims, but some don't. Great game!
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by anuser » Post

maikerumine wrote: Was it the wrecked car or dribble? Dribble are broken.
That was a car you can drive like cart or boat. I am not a coder, but maybe it could be fixed by disabling the possibility of punching a car or copy a code from carts for that event. I can imagine that I could try something like that in a first way, but I do not understand well how mod code works.
GreenDimond wrote:It appears that guns such as the Eagle handgun destroy corpses on death. Most guns leave their victims, but some don't. Great game!
Server version have shotguns which kill mobs immediately but dead mob leaves no bones. I think that is some kind of intended disadvantage of such powerful weapon. If you want searchable bones with free items, need to fight against mob with less powerful weapon - mob need to have a chance for wining during the fight. But I do not understand the ammunition. It seems that "Ammo pack" is not useful at all or only for smelting for copper inglots. Rifle need a rifle ammo but I think I didn`t seen the bullets decreasig with shooting like ammo for shotgun does... or maybe I am wrong?

Again, thanks for great and challenging game, server (even if laggy with FPS 3-10) and a server map. Now I can make some plans for exploration :D

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Post

THE SERVER HAS CHANGED PORT TO 30004
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by GreenXenith » Post

I get a heck-ton of lag on this server now. I think it is just me though. But maybe you could switch to snowdrift since it is much lighter than weather_pack and does the same thing.
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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by GreenXenith » Post

Why is the server down?
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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by GreenXenith » Post

It's back up! :D
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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Post

SERVER updated to 4.16 :) Runs great!
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by u19503 » Post

It's a shame this subgame is so laggy in single player :/
Can that be fixed?

Also can more content be added
Like more biomes and items?

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Post

toby109tt wrote:It's a shame this subgame is so laggy in single player :/
Can that be fixed?

Also can more content be added
Like more biomes and items?
Yes, I would need to remove a few mayhem mods and thin out the mobs.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by ManElevation » Post

oh wow looks great!
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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Post

Aftermath is back online. :)
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Chem871 » Post

5 minutes playing this subgame in singleplayer, and I love it. Would you add a radsuit? And maybe a radiation-detector? I forget what it's called.
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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by Picocoder » Post

maikerumine wrote:
Dragonop wrote:This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha
Get this from main land, a quick scoop with bucket works like a charm. ;-) The MUD is instant death, till I make a special suit of armor for the game.
Maybe use and modify 3d_armor mod's hazmat suit as the "special suit of armor"

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by Stix » Post

Picocoder wrote:
maikerumine wrote:
Dragonop wrote:This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha
Get this from main land, a quick scoop with bucket works like a charm. ;-) The MUD is instant death, till I make a special suit of armor for the game.
Maybe use and modify 3d_armor mod's hazmat suit as the "special suit of armor"
thats what id suggest, i think many ppl would agree with this.
Hey, what can i say? I'm the bad guy.

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Stix » Post

when will the server be back up?
*EDIT: also could you remove simple-shooter? having 2 very different gun mods (both asthetically/and function) is a very bad idea imo.
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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Skamiz Kazzarch » Post

Claimed one of the abandoned town buildings.
Spoiler
Reconstructions are underway
Image
The parks are the only places with consistent green grass covarage.
Image
Why isn't leaf decay enabled? Breaking all those leafs manualy is very tedious. If there is a reason for it, how about something like the scythe from Terrafirmacraft, which breaks a 3x3x3 area of leaves at once?

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Skamiz Kazzarch » Post

Interior construction has begun.
Spoiler
Somehow my brain decided that what a post-apocalyptic world absolutely needs is a luxus hotel.
Image
Don't mind the holes in the roof, thier count will soon be reduced to one. When I rip the whole roof out to increase headspace.

When I first started playing Minetest game, I quickly came to apreciate the fact that mined nodes are directly placed in to my inventory. It isn't so in this subgame and coupled with the quick despawn time on the server it means that, when I mine some of the rarer unrenewable resources, I have to immediately go after every single droped item lest i loose it forever.

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Skamiz Kazzarch » Post

A new food source was aquired.
Spoiler
The second floor will eventualy feature a greenhaus to suply veggetables to the (to be build) kitchen, so geust won't be condemned to a meat only diet.
Image

I tried interacting with the nonagresive NPCs. Every time I rightclick them I get thrown of the server with this messege:
Access denied. Reason: This server has experienced an internal error. You will
now be disconnected.
That is not ideal.

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Skamiz Kazzarch » Post

So I learned in the forum that cactus can act as fuel.
Spoiler
Image
Image
Image
+ no need to break a ton of leaves manualy for minimal reward
- takes about 4 axes per harvest and the growth abms bahave a bit sporadic

Is there any way to disable only the music? It is nice, fitting and atmospheric, but after three hours it begins getting repetive, after 20 it is just an annoyance.
Also it interferes when I just want to play my own playlists in the background.

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Skamiz Kazzarch » Post

A need for ducttape arised:
Spoiler
Image
Image
Image
And was promptly slain.
In other news I want to amend my previous estimate of 4 axes per cactusfarm harvest to 16. Which together with the other field of cactus makes 32 axes per harves for one full inventory. Gues what I needed ducttape for.

After getting bored with the hotel build (almost finnished), I moved my area of interest to spawn.
Spoiler
Image
I set up a booth with some tips and answers to common questions for those new to the game. Also included are beds so they can skip the night if they are at spawn and a shelf with bottles so they don't immediatly thirst to death when they begin exploring.

Later I added the structure to the left and a small cactus/bamboo farm where only the bottommost blocks are protected.
The green lawn is made out of baked clay. Thankfully green dye is one of the few colors aviable in greater amounts.
The last week or so the server seems to be having lag problems with frequent downtimes as well. What's up with that?

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by Triandra » Post

So, I'm referring to the game, not the server: It's a great game - very detailed. However when I disabled damage (I like to do that to get to know a game), well, I was still receiving damage - I just wasn't able to see how much. I also died two times because of that. And somehow the zombies(?) like to appear out of thin air - I was just walking into any direction, noone nowhere to be seen - and died. Respawned and there where two zombies lying on the ground, very much alive, but somehow stuck there.
Is that intended?^^""

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by goats » Post

@ Triandra

A lot of mob spawns can be like that from any mobs mod i have seen, and it definitely happens in this game. They also like to reach or clip through walls...

As for damage, i am not sure if it may be the various ways there are to take damage in this game, as i have not played with damage off. But what version Minetest engine are you using? This game was built for 0.4.15, and may not work well at all in 5.x versions. (I played it in 0.4.16, and it "worked", but no telling what breaking changes there may have been.) The game in general is rather wonky, and completely unmaintained. Still pretty fun, but you have to live with unexpected behaviors.

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Re: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Post

Triandra wrote:So, I'm referring to the game, not the server: It's a great game - very detailed. However when I disabled damage (I like to do that to get to know a game), well, I was still receiving damage - I just wasn't able to see how much. I also died two times because of that. And somehow the zombies(?) like to appear out of thin air - I was just walking into any direction, noone nowhere to be seen - and died. Respawned and there where two zombies lying on the ground, very much alive, but somehow stuck there.
Is that intended?^^""
Most likely the toxic water or mud was giving you radiation poisoning. Fly up and see if damage stops. :)
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