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Re: [Game] Voxellar release [2.0]

Posted: Sat Oct 21, 2017 11:44
by Moleman
That's OK but add doom dragons or something like that

Re: [Game] Voxellar release [2.0]

Posted: Sat Oct 21, 2017 13:22
by azekill_DIABLO
dragons... yeah sure!

Re: [Game] Voxellar release [2.0]

Posted: Sat Oct 21, 2017 17:21
by Moleman
From the doom mobs mod that would be amazing

Re: [Game] Voxellar release [2.0]

Posted: Sat Oct 21, 2017 17:52
by azekill_DIABLO
sure, i will add them back in the next update!

Re: [Game] Voxellar release [2.0]

Posted: Sat Oct 28, 2017 10:09
by LRV
The subgae is good, but it's way to heavy... TNT doesn't fuse and gets tsuck there forever, npcs bug from on eplace to another. Also what is the story, idea, key of the game? Maybe add the frames mod?

Re: [Game] Voxellar release [2.0]

Posted: Sat Oct 28, 2017 12:38
by azekill_DIABLO
Sorry for the heavy game, i can't do another way...

I will look at this wierd TNT bug...

NPCs... will get updated, just wait for the 2.1

As I wrote earlier
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.
I will add a basic frame mod, 'k?

Re: [Game] Voxellar release [2.0]

Posted: Mon Oct 30, 2017 00:44
by Deadlock
I get some fatal errors when trying to start a new voxellar-world.

Win7 - MT 0.4.16 - Mapgen: valleys

on startup i get:

Code: Select all

 ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'villagers' in callback environment_OnGenerated(): ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: attempt to get length of local 'textures' (a nil value)
 ERROR[Main]: stack traceback:
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: in function 'getVillagerAppearance'
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2172: in function 'spawnVillager'
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2621: in function 'spawnOnNonResidential'
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2743: in function 'part_of_village_spawned'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1249: in function 'place_villages_via_voxelmanip'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1345: in function <...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1302>
 ERROR[Main]: 	C:\games\Minetest\bin\..\builtin\game\register.lua:412: in function <C:\games\Minetest\bin\..\builtin\game\register.lua:392>
then i added one of the suggested texture-packs: horrorpack
and i get:

Code: Select all

 ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'advanced_npc' in callback LuaABM::trigger(): ...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: attempt to index local 'all_data' (a nil value)
 ERROR[Main]: stack traceback:
 ERROR[Main]: 	...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: in function 'get_mg_villages_building_data'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:683: in function 'adapt_mg_villages_plotmarker'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:857: in function <...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:841>
not shure what i do wrong.

Re: [Game] Voxellar release [2.0]

Posted: Thu Nov 02, 2017 15:11
by Wuzzy
This game is unplayable, it doesn't appear to have a crafting guide.

Re: [Game] Voxellar release [2.0]

Posted: Thu Nov 02, 2017 16:42
by azekill_DIABLO
Deadlock wrote:I get some fatal errors when trying to start a new voxellar-world.

Win7 - MT 0.4.16 - Mapgen: valleys

on startup i get:

Code: Select all

 ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'villagers' in callback environment_OnGenerated(): ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: attempt to get length of local 'textures' (a nil value)
 ERROR[Main]: stack traceback:
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: in function 'getVillagerAppearance'
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2172: in function 'spawnVillager'
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2621: in function 'spawnOnNonResidential'
 ERROR[Main]: 	...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2743: in function 'part_of_village_spawned'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1249: in function 'place_villages_via_voxelmanip'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1345: in function <...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1302>
 ERROR[Main]: 	C:\games\Minetest\bin\..\builtin\game\register.lua:412: in function <C:\games\Minetest\bin\..\builtin\game\register.lua:392>
then i added one of the suggested texture-packs: horrorpack
and i get:

Code: Select all

 ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'advanced_npc' in callback LuaABM::trigger(): ...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: attempt to index local 'all_data' (a nil value)
 ERROR[Main]: stack traceback:
 ERROR[Main]: 	...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: in function 'get_mg_villages_building_data'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:683: in function 'adapt_mg_villages_plotmarker'
 ERROR[Main]: 	...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:857: in function <...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:841>
not shure what i do wrong.
That very problematic.... I thought it was fixed. I need to update villages and NPCs... however, the texturepack is not involved in errors.
Wuzzy wrote:This game is unplayable, it doesn't appear to have a crafting guide.
Thank you for this constructive answer :D I said i will add one!

Re: [Game] Voxellar release [2.0]

Posted: Sat Nov 04, 2017 12:47
by LRV
azekill_DIABLO wrote:Sorry for the heavy game, i can't do another way...

I will look at this wierd TNT bug...

NPCs... will get updated, just wait for the 2.1

As I wrote earlier
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.
I will add a basic frame mod, 'k?
Actually what MT version is this game for? I have experienced teh tnt bug before on a normal version of MT. Probabaly my game wasn't updatted enough for the TNT mod. And I mean this mod with frames: https://github.com/minetest-mods/frame

Re: [Game] Voxellar release [2.0]

Posted: Sat Nov 04, 2017 16:12
by azekill_DIABLO
this game is for 0.4.16-stable. Thanks for the reminder on tnt. Seems like i fixed the villages bug. will add the frames in the next update! Thank you all for your support!

Re: [Game] Voxellar release [2.0]

Posted: Fri Jan 12, 2018 14:51
by Wuzzy
This subgame is unbelievably broken, it almost always crashes instantly when I join a new singleplayer world, on subsequent joins I can't play for 5 minutes without crashing. :-(

I'm using version 2.0.

Why did you claim this subgame has the help modpack in it? This is simply not true. Typing in “/mods” does not show the “doc” mod. This mod also does not appear anywhere in your repository.

Re: [Game] Voxellar release [2.0]

Posted: Fri Jan 12, 2018 16:58
by azekill_DIABLO
it isn't used anymore as you said you wouldn't maintained it. I used past :(

I'm sorry for the crash, it isn't unbelievably broken, it's just that it needs a stronk computer and a Lua online build. No luajit because of the limit...

Sorry.

Re: [Game] Voxellar release [2.0]

Posted: Fri Jan 12, 2018 18:19
by Wuzzy
???
I never said I wouldn't maintain it. :O
Are there any bugs in the Help modpack which prevent adoption? I'm not aware of any. Or are you missing a particular must-have feature?
It's true that it didn't get new features recently but this doesn't mean it's suddenly unusable. Note the Help modpack has been out of WIP since a long time now and I think it's very stable. I've using Help successfully in MineClone 2 for months without any problems.
I'm sorry for the crash, it isn't unbelievably broken, it's just that it needs a stronk computer and a Lua online build. No luajit because of the limit...
It's not an OOM crash and I don't use LuaJIT.
Just try to play Voxellar 2.0 for 15 minutes straight in a new world and see for yourselves.

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 00:54
by Chem871
I believe you, but mine doesn't crash, it's just laggy, and I don't like the combination of mods Azekill chose for it.

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 10:28
by azekill_DIABLO
Wuzzy wrote:???
I never said I wouldn't maintain it. :O
Are there any bugs in the Help modpack which prevent adoption? I'm not aware of any. Or are you missing a particular must-have feature?
Many people complained it was more disturbing than anything so I removed it. I forgot to re-add it to be honest.
It's true that it didn't get new features recently but this doesn't mean it's suddenly unusable. Note the Help modpack has been out of WIP since a long time now and I think it's very stable. I've using Help successfully in MineClone 2 for months without any problems.
Sure.
Just try to play Voxellar 2.0 for 15 minutes straight in a new world and see for yourselves.
Well, I did, it works fine ;)

will give it a new try to be sure!

Chem871 wrote:I don't like the combination of mods Azekill chose for it.
Can you tell me what can I improve?

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 13:33
by Wuzzy
Many people complained it was more disturbing than anything so I removed it. I forgot to re-add it to be honest.
I don't know what you mean by “disturbing” but I take a guess: A long, long time ago, there was a sound effect whenever you punched/collected/whatever something new. I eventually realized it is confusing and can get annoying quite fast. So I removed it. But this was a long, long time ago.
Well, I did, it works fine ;)
Are you sure you played exact version 2.0 and not some development version?

This happens almost instantly after I start a new world (the world doesn't even visibly generate before it crashes):
2018-01-13 14:29:47: ACTION[Server]: Giving initial stuff to player singleplayer
2018-01-13 14:29:47: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2018-01-13 14:29:47: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-01-13 14:29:47: ACTION[Server]: singleplayer activates default:pick_steel
2018-01-13 14:29:48: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'villagers' in callback environment_OnGenerated(): .../.minetest/games/ Voxellar/mods/MOBS/villagers/init.lua:251: attempt to get length of local 'textures' (a nil value)
2018-01-13 14:29:48: ERROR[Main]: stack traceback:
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:251: in function 'getVillagerAppearance'
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:2172: in function 'spawnVillager'
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:2621: in function 'spawnOnNonResidential'
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:2743: in function 'part_of_village_spawned'
2018-01-13 14:29:48: ERROR[Main]: ...netest/games/Voxellar/mods/MAPGEN/mg_villages/mapgen.lua:1249: in function 'place_villages_via_voxelmanip'
2018-01-13 14:29:48: ERROR[Main]: ...netest/games/Voxellar/mods/MAPGEN/mg_villages/mapgen.lua:1345: in function <...netest/games/Voxellar/mods/MAPGEN/mg_villages /mapgen.lua:1302>
2018-01-13 14:29:48: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>
2018-01-13 14:29:49: ACTION[Server]: singleplayer leaves game. List of players:
Voxellar: 2.0
Minetest: 0.4.16
Mapgen type: v7
Damage: on
Creative Mode: off

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 14:56
by azekill_DIABLO
Wuzzy wrote:I don't know what you mean by “disturbing” but I take a guess: A long, long time ago, there was a sound effect whenever you punched/collected/whatever something new. I eventually realized it is confusing and can get annoying quite fast. So I removed it. But this was a long, long time ago.
No people just didn't liked that window popping, even if it was removable.
Wuzzy wrote: Are you sure you played exact version 2.0 and not some development version?
umm. Let me see... no it's the dev version that I was testing, will release it soon, it doesn't crash on start at all. But the villagers mod are still very WIP.

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 15:02
by Wuzzy
No people just didn't liked that window popping, even if it was removable.
What do you mean exactly? The sound effect? As I said, this is gone lone time ago.

If you mean the window pops up for no reason, that's a bug. Note this never happened to me, I just try to guess what you mean. :-/ Please explain what you mean with “that window popping”.

Frankly, I find it hard to believe that anyone finds my modpack disturbing, at least in the latest stable version.
will release it soon
Do you always put gazillions of files in a single commit? xD Frankly, that's not how Git is supposed to be used.

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 16:17
by azekill_DIABLO
Wuzzy wrote: What do you mean exactly? The sound effect? As I said, this is gone lone time ago.

If you mean the window pops up for no reason, that's a bug. Note this never happened to me, I just try to guess what you mean. :-/ Please explain what you mean with “that window popping”.

Frankly, I find it hard to believe that anyone finds my modpack disturbing, at least in the latest stable version.
Some people said me that it was useless, and to be honest, i think I lost the copy of the modified version I made. And anyway, I don't think it really helped player to do anything.

Do you always put gazillions of files in a single commit? xD Frankly, that's not how Git is supposed to be used.
I know but I like to overload their servers xP

Re: [Game] Voxellar release [2.0]

Posted: Sat Jan 13, 2018 19:24
by Chem871
Number one, every stair node, and all the nodes from xdecor's workbench stair/fancy node maker are in creative inventory, and number two, you have moretrees and caverealms, which are slightly laggy by themselves.

Re: [Game] Voxellar release [2.0]

Posted: Sun Jan 14, 2018 12:04
by azekill_DIABLO
Chem871 wrote:Number one, every stair node, and all the nodes from xdecor's workbench stair/fancy node maker are in creative inventory,
i'm just thinking that xdecor crafting table is a bit useless.
and number two, you have moretrees and caverealms, which are slightly laggy by themselves.
But they are the soul of the game.

Re: [Game] Voxellar release [2.0]

Posted: Sun Jan 14, 2018 19:57
by Wuzzy
Hmm, yeah. The help modpack alone is actually just a framework. Ideally, all the items need short help texts as well. Proper explanations to understand all those items. I have added these hand-written texts for all items in MCL2, and it was received well.

A proper integration of Help also needs work from your side (it's impossible for the modpack to automatically explain all the items YOU invented).
Note: Minetest Game help texts can be found in doc_minetest_game, so this might be useful for a start. Also, request modders of your favorite mods to write help texts for their items. The more modders do this, the better the overall help becomes.

If you still don't want add in the help system, that's fine (but sad), and I won't bother you with this again.
But if you do want to add it, I'm ready to assist and answer questions.
i'm just thinking that xdecor crafting table is a bit useless.
I fully agree. It's pretty weird.
and number two, you have moretrees and caverealms, which are slightly laggy by themselves.
But they are the soul of the game.
Well said. The trees are actually a good thing in this subgame. No need to dumb them down.

Re: [Game] Voxellar release [2.0]

Posted: Mon Jan 15, 2018 16:31
by azekill_DIABLO
All fine then. i'll try to fight my lazyness and to add help modpack, but only when i'm sure I won't modifiy everything again. To avoid useless work. Thanks for the feedback.

Re: [Game] Voxellar release [2.0]

Posted: Sat Jun 16, 2018 15:15
by azekill_DIABLO
Does someone has an link to a 0.4.16/17 minetest game build? I can't even start the game right now.