cd2
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by cd2 » Wed Feb 10, 2016 11:51
Post
Today, I added some new things to the
story mod.
You can use
$spawn <name> <place> to spawn entities in the world.
I also added a new chat cmd:
You can restart you story with this command.
cd2
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by cd2 » Thu Feb 11, 2016 11:12
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I remade the
inventory :
It has 3 slots for
armor (chestplate, boots...).
There are 3 different types of armor, yet :
Iron armor
Copper armor
Diamond armor
The game
doesnt save the armor you wear, yet, but I will add this feature soon.
PS : I will add
skins for the different armor parts soon.
Attachments
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cd2
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by cd2 » Fri Feb 12, 2016 12:29
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I repainted the
stonebrick texture and I added
mossy stonebrick and lianas :
Attachments
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prof-turbo
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by prof-turbo » Fri Feb 12, 2016 15:47
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Nice ! Precious for dungeons :)
Did you try your subgame ith HDR Tonemaping feature ? (latest git of minetest)
cd2
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by cd2 » Sat Feb 13, 2016 09:57
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prof-turbo wrote: Nice ! Precious for dungeons :)
Thank you :D
prof-turbo wrote: Did you try your subgame ith HDR Tonemaping feature ? (latest git of minetest)
No, I didnt, but I will try it soon :)
Edit : It looks really nice :)
cd2
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by cd2 » Sat Feb 13, 2016 11:02
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I am working on the
character editor :
Spoiler
Attachments
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screenshot_3662343351.png (116.25 KiB) Viewed 527 times
Last edited by
cd2 on Sun Feb 14, 2016 11:39, edited 1 time in total.
cd2
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by cd2 » Sun Feb 14, 2016 11:37
Post
Today, I added
saplings :
I also improved the AI for the
pets !
They jump now a more quickly over blocks and they stop walking when they reached you.
Attachments
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cd2
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by cd2 » Sun Feb 14, 2016 18:51
Post
You will be able to create something like this with the
story scripting lang.
I think it is going to look like this:
Code: Select all
main file:
...
$dialog test
$place somewhere
$answer a1 I will try to build a house here
$answer a2 I will find a place for my house
$create
a1:
$quest <param> <param2> <param3> ...
...
a2:
$quest <param> <param2> <param3> ...
...
azekill_DIABLO
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by azekill_DIABLO » Mon Feb 15, 2016 09:41
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cd2 wrote: I am working on a quest system
you should work on a sort of pilar with a turnig quest item on it
like
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
cd2
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by cd2 » Mon Feb 15, 2016 17:48
Post
azekill_DIABLO wrote: cd2 wrote: I am working on a quest system
you should work on a sort of pilar with a turnig quest item on it
like
nice idea :)
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by cd2 » Tue Feb 16, 2016 18:17
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Today, I created a simple mob api, so that I can add monsters soon!
cd2
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by cd2 » Thu Feb 18, 2016 16:50
Post
Take a look at farfadet46s
dog model :
https://github.com/cdqwertz/rpgtest/issues/12
I forgot to post an update, yesterday. Yesterday, I repainted the
furnace textures and I updated the
armor mod !
Today, I just added sandstone.
Last edited by
cd2 on Fri Feb 19, 2016 16:35, edited 1 time in total.
cd2
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by cd2 » Fri Feb 19, 2016 16:34
Post
Today, I added player
animations !
All animations:
walk
stand
mine
jump
sneak
Spoiler
I also added a new block named
filter .
You can put an item in its inventory. If you punch it, it will filter this item e.g. it can find a stone in sand.
Attachments
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screenshot_4200182421.png (33.94 KiB) Viewed 527 times
Dragonop
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by Dragonop » Fri Feb 19, 2016 18:04
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Could you add listrings to your formspecs? This enables players to use shift-click with inventories. You just need to add some lines when making the formspecs. Some examples here:
Link
Oh, btw, love what you did with the crafting grid on the inventory, it's actually possible to guess some crafts like that, you actually can find crafts only by experimentation, no need for a craft guide or something.
cd2
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by cd2 » Sat Feb 20, 2016 11:49
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Dragonop wrote: Could you add listrings to your formspecs? This enables players to use shift-click with inventories. You just need to add some lines when making the formspecs. Some examples here:
Link
Oh, btw, love what you did with the crafting grid on the inventory, it's actually possible to guess some crafts like that, you actually can find crafts only by experimentation, no need for a craft guide or something.
Thank you :)
I will add that soon.
cd2
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by cd2 » Sat Feb 20, 2016 12:10
Post
Today, I added a new
texture for the frame :
I also added a
saw , which can dig wood very quickly and 2 new craft-items,
stick and
twig .
I also changed lots of
craftings !
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cd2
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by cd2 » Sun Feb 21, 2016 14:53
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I added simple
pipes and pumps.
You can automate things with them easily.
Attachments
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Last edited by
cd2 on Mon Feb 22, 2016 17:56, edited 1 time in total.
prof-turbo
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by prof-turbo » Sun Feb 21, 2016 15:29
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Votes are getting problematic lol.
Did you use pipeworks for your pipe and pump systems ?
cd2
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by cd2 » Sun Feb 21, 2016 17:45
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prof-turbo wrote: Votes are getting problematic lol.
yep... but I hope that will change in the next days....
prof-turbo wrote: Did you use pipeworks for your pipe and pump systems ?
no, I used an own mod :)
cd2
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by cd2 » Mon Feb 22, 2016 17:56
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Today I just changed some things in the classes mod.
You can repair class specific weapons now.
Vote at the top of the page, pls!
azekill_DIABLO
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by azekill_DIABLO » Tue Feb 23, 2016 13:42
Post
cd2 wrote: I repainted the
stonebrick texture and I added
mossy stonebrick and lianas :
lianas should be climbable
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
cd2
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by cd2 » Tue Feb 23, 2016 15:33
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azekill_DIABLO wrote: cd2 wrote: I repainted the
stonebrick texture and I added
mossy stonebrick and lianas :
lianas should be climbable
They are.
cd2
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by cd2 » Tue Feb 23, 2016 17:34
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Treasure chests are now generated (I tried it with v7, but it should work with the others too) in dungeons!
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cd2
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by cd2 » Wed Feb 24, 2016 18:17
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Today, worked on the
filter !
I added some new possible outputs:
gravel : diamond, ruby (will change)
sand : stone, stick
dirt : stone, stick, twig
Do you have more ideas?
Post them!
Vote at the top of the page, pls!
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