[Game] Minetest TNG [v16.08] - Free for backporting!

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Re: [Game] Minetest TNG [v16.07]

by Byakuren » Mon Aug 01, 2016 03:34

Thanks!
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Re: [Game] Minetest TNG [v16.07]

by ph8jPf9M » Fri Aug 05, 2016 13:47

i love the black inventory theme! is there a way to make unified inventory mod look like that?
 

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Re: [Game] Minetest TNG [v16.07]

by LNJ » Fri Aug 05, 2016 14:09

ph8jPf9M wrote:i love the black inventory theme! is there a way to make unified inventory mod look like that?

You could replace the background image, of unified inventory with TNG's one.

Here you can find TNG's:
https://github.com/Gamerbude/Minetest_T ... formbg.png

But I think, it could be a little bit brighter...
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Re: [Game] Minetest TNG [v16.07]

by ph8jPf9M » Fri Aug 05, 2016 14:32

sweet what about the inventory slots is it the same picture?
 

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Re: [Game] Minetest TNG [v16.07]

by LNJ » Fri Aug 05, 2016 14:48

ph8jPf9M wrote:sweet what about the inventory slots is it the same picture?

The inventory slots are done separately.
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Re: [Game] Minetest TNG [v16.07]

by LNJ » Fri Aug 05, 2016 14:53

And here is a small information:
I'm away for one week, so I can't fix anything in the game, but JBB (https://github.com/JBBgameich) has push privs for the TNG repository, so maybe he can help you for this time.
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Re: [Farming] Rightclick to harvest

by azekill_DIABLO » Sun Aug 07, 2016 09:55

LNJ wrote:Did you know?

With the new update you can harvest mature plants with a simple rightclick! That should make many things easier! :)

Image


Finaly i can simply harvest crops! without destroying everything.
Code: Select all
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Re: [Game] Minetest TNG [v16.08]

by texmex » Mon Aug 29, 2016 19:25

Been greatly enjoying a sesh of TNG. It is pretty polished and applies sensible defaults to many things.

Discovered some bugs too of course.
  1. There's spawn cages generated in catacombs, should it be visible to player? Also, nothing spawns.
  2. Cobblestone award have over-sized graphics.
  3. There's a grave light bug, I think it's triggered when saplings grow into trees.

Image
Image
Image
Image

Thanks!
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Re: [Game] Minetest TNG [v16.08]

by azekill_DIABLO » Tue Aug 30, 2016 09:01

1 :the cages are spawners. with a torch near it, nothing will spawn. only works in dark

2 :the texture is too big needs to be smaller

3: mapgen bug with dungeons which tried to generate in air and then dissapeared. woerd bug, but usual with mapgen mods. cannot be alwas fixed for now.
Code: Select all
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[Update] TNG v16.08 - The Delicious Update

by LNJ » Thu Sep 01, 2016 11:53

Changelog (v16.07 - v16.08):
  • Farming: Mature Plants are harvestable by a single rightclick now
  • Default: Added rounding helper function
  • Farming: Infotext displays the percent that the plant is grown
  • Increase uses of most tools
  • Default: Ladder recipe returns two, not only one
  • Default: Mese lamp recipe returns two, and needs obsidian glass
  • Add torch wield light (disabled by default)
  • Food: Add hamburger, clean up, add documentation
  • Hunger: Rewrite eating function partly
  • Farming: Add lettuce
  • Add 'Chessboard' from realchess mod by kilbith
  • Add Chairs, that are sittable
  • (Re)Add give initial stuff and enable with a crafting guide per default
  • Farming: Add gardens (and API) for seeds
+ Screenshots
You can find the full changelog on github.

Version 16.08 Wallpaper:
Image
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Re: [Game] Minetest TNG [v16.08]

by azekill_DIABLO » Thu Sep 01, 2016 13:35

i would have put the "16.08" into wter than in the sky.
Code: Select all
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Re: [Game] Minetest TNG [v16.08]

by LNJ » Thu Sep 01, 2016 14:16

azekill_DIABLO wrote:i would have put the "16.08" into wter than in the sky.

Want to make a better one?
http://ge.tt/3I7jZwd2
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Re: [Game] Minetest TNG [v16.08]

by pithy » Thu Sep 01, 2016 16:40

I don't like getting stuck on chairs, it makes me feel old.
My furniture mod implements sitting a different way.
 

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Re: [Game] Minetest TNG [v16.08]

by azekill_DIABLO » Fri Sep 02, 2016 15:42

xcf is a gimp file no?
Code: Select all
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Re: [Game] Minetest TNG [v16.08]

by pithy » Fri Sep 02, 2016 19:45

azekill_DIABLO wrote:xcf is a gimp file no?

.xcf opens with gimp.
 

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Re: [Game] Minetest TNG [v16.08]

by LNJ » Sat Sep 03, 2016 08:35

pithy wrote:I don't like getting stuck on chairs, it makes me feel old.
My furniture mod implements sitting a different way.

I know your mod and I like your mod from the player-side, but I won't add this because it registers another globalstep and globalsteps will make the server slower and slower.
Globalsteps run all the time and that is unnecessary waste of resources (at least in this case).

But I would know a compromise:
Right-click to enter a chair, shift to leave it (completely without globalsteps).

So my idea (for devs):
- a on_rightclick function for chairs that'll let the player sit onto the chair
- after that, we'll start a minetest.after-loop it'll check if the player has pressed the shift key, if so the player will stand up again.
Code: Select all
function sit_up_on_shift(...)
        <check the controls>
        if shift_pressed then
                sit_up(...)
        else
                 minetest.after(.8, sit_up_on_shift, ...)
        end
end

on_rightclick = function(...)
        sit_down(...)
        sit_up_on_shift(...)
end


What do you think about that?
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Re: [Game] Minetest TNG [v16.08]

by Byakuren » Sat Sep 03, 2016 10:04

globalsteps make the game "slower and slower", but so do minetest.after loops, anyway.

Adding a timer to the globalstep would probably be enough to make the cost negligible. If the timer hasn't elapsed, that's just an additional index to iterate over, a function call, a comparison, an addition, and an assignment, which together will have basically no footprint. When it has elapsed, it won't be any worse than a minetest.after loop, since it will have to do the processing in either case. minetest.after might even perform worse on a small step like 0.8, because it will have to mess with the queue each time the event occurs. A good argument for minetest.after though, would be that it's conceptually simpler to do a timed loop with minetest.after than with a globalstep, and also avoids doing all the processing for all players at once, which would cause (probably small) lag spikes every 0.8 seconds. It would be possible to stagger the processing, but that would require more complicated logic that minetest.after basically already does.

I think that furniture mod needs to move the sitting logic out of ABMs and into a globalstep or minetest.after loop though, checking for each player instead of for each node. This is because the number of chairs can in general be much higher than the number of players. A timer should also be added to the globalstep, or switch to a minetest.after loop.

Whether anything is really a significant performance drain, unless it is very obvious, requires profiling. It's not worth sacrificing functionality unless you have a good reason to think it will be significant.

As a note, you can implement anything that would ordinarily use globalsteps "completely without globalsteps" using minetest.after(0) and minetest.get_gametime() (if you require dtime), so it's not a great accomplishment.
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Re: [Game] Minetest TNG [v16.08]

by LNJ » Sat Sep 03, 2016 11:23

Byakuren wrote:globalsteps make the game "slower and slower", but so do minetest.after loops, anyway.

Yes, of course, but the minetest.after loop is ONLY called when a player is really sitting and not all the time, so even if the player is doing something else and nobody has ever built a chair.

Byakuren wrote:Adding a timer to the globalstep would probably be enough to make the cost negligible. If the timer hasn't elapsed, that's just an additional index to iterate over, a function call, a comparison, an addition, and an assignment, which together will have basically no footprint. When it has elapsed, it won't be any worse than a minetest.after loop, since it will have to do the processing in either case. minetest.after might even perform worse on a small step like 0.8, because it will have to mess with the queue each time the event occurs. A good argument for minetest.after though, would be that it's conceptually simpler to do a timed loop with minetest.after than with a globalstep, and also avoids doing all the processing for all players at once, which would cause (probably small) lag spikes every 0.8 seconds. It would be possible to stagger the processing, but that would require more complicated logic that minetest.after basically already does.

Maybe 0.01% (or even less) of the game time a player sits on a chair, so even if the minetest.after loop is worse in the time it's active than the globalstep, overall the minetest.after loop would perform much better.

Byakuren wrote:I think that furniture mod needs to move the sitting logic out of ABMs and into a globalstep or minetest.after loop though, checking for each player instead of for each node. This is because the number of chairs can in general be much higher than the number of players. A timer should also be added to the globalstep, or switch to a minetest.after loop.

Whether anything is really a significant performance drain, unless it is very obvious, requires profiling. It's not worth sacrificing functionality unless you have a good reason to think it will be significant.

As a note, you can implement anything that would ordinarily use globalsteps "completely without globalsteps" using minetest.after(0) and minetest.get_gametime() (if you require dtime), so it's not a great accomplishment.

I did not say that's a great accomplishment. I just wanted to offer a compromise, that would be ok about the performance and would not 'let the player stick in'.
But I would prefer it as it is.
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Re: [Game] Minetest TNG [v16.07]

by hajo » Fri Nov 11, 2016 11:56

Byakuren wrote:Is there any documentation?


I think this game should be listed on the wiki,
and should also get its own page on that wiki.

What should I know about playing the game, other than craft recipes?

How to use the new items (armor, bonemeal, feathers, workbench...),
how to deal with the mobs (what's the point of taming sheep ...),
and maybe general advise (to put into a guidebook, to get noobs up to speed).
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Re: [Game] Minetest TNG [v16.07]

by LNJ » Sun Nov 13, 2016 14:43

hajo wrote:
Byakuren wrote:Is there any documentation?


I think this game should be listed on the wiki,
and should also get its own page on that wiki.

What should I know about playing the game, other than craft recipes?

How to use the new items (armor, bonemeal, feathers, workbench...),
how to deal with the mobs (what's the point of taming sheep ...),
and maybe general advise (to put into a guidebook, to get noobs up to speed).

1. You can just craft armor and put it into the armor slots in the inventory and you will get less damage
2. Just rightclick with bonemeal wielded to let flowers, waterlilies and grass grow
3. feathers don't have any sense
4. You can use the workbench as decoration, (I thought about making the crafting field in the inventory 2x2)
5. Just give a sheep 4 wheat to tame it (4 wheat seeds to a chicken)

If you want you can create a page on the wiki, would be nice. :)

Thanks for playing. (I don't play Minetest at the moment, so I also don't update this game, but feel free to make pull requests if you updated something locally)
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Re: [Game] Minetest TNG [v16.08]

by hajo » Sun Nov 13, 2016 17:17

LNJ wrote:
hajo wrote:should also get its own page on that wiki.
If you want you can create a page on the wiki, would be nice. :)

Already done, but that page needs a description for TNG, and more text...
hajo wrote:how to deal with the mobs (what's the point of taming sheep ...),
and maybe general advise (to put into a guidebook, to get noobs up to speed).
1. You can just craft armor and put it into the armor slots in the inventory and you will get less damage
2. Just rightclick with bonemeal wielded to let flowers, waterlilies and grass grow

I found that out, but that kind of thing should be in a welcome-text / survival-guide.

LNJ wrote:3. feathers don't have any sense

Maybe add bows to the game, and make arrows with sticks+feather+(stone/steel/etc)
Setting up a shooting gallery, for sniping at zombies, might be fun :-)
I noticed some spot in my game where mobs often get stuck until morning...

LNJ wrote:5. Just give a sheep 4 wheat to tame it (4 wheat seeds to a chicken)

I can rightclick sheep while wielding wheat, the wheat vanishes, the sheep
follows me for some time, but I see no effect or message that taming was successful.
And they still die in the evening - so I might be missing something.

With debug, it always shows hp=8, but then, they die from one punch too many.
Perhaps hp for sheep are not updated correctly ?

Also, "what's the point" - how do I use all that wool, after bed and carpets are done ?
And fighting mobs doesn't give much benefit, with the current poor drops.

BTW, putting a chair or table onto a carpet looks goofy :)
Can Zombies spawn in a room of height 2 with carpets ?
Can they climb ladders ?

LNJ wrote:Thanks for playing.

I'm still in "stoneage", i.e. I haven't found ore yet.
I added a mod to get coal from wood, to make at least torches.

LNJ wrote:feel free to make pull requests if you updated something locally)

I'd need a github-account for that ?
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Re: [Game] Minetest TNG [v16.08]

by LNJ » Sun Nov 13, 2016 19:47

hajo wrote:Can Zombies spawn in a room of height 2 with carpets ?
Can they climb ladders ?

I'm not sure if they'll spawn, try it out. (CME was written by BlockMen, I have only made some fixes and improved it a bit)
No, they can't climb ladders.
hajo wrote:I'd need a github-account for that ?

Yes (and maybe minimal git-knowledge). Just watch a tutorial on YouTube, for that. (you won't need more than an hour to make your first PR)
It also would be great if someone would keep the game up to date, there are many things that were added in MTG, but are still missing in TNG.

As I said I don't play Minetest at the moment and I also don't have much time (school :( ), so I won't do much in the next time. It would be nice if somone would maintain this game a bit, so all my work is not "lost".
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Re: [Game] Minetest TNG [v16.08]

by hajo » Mon Nov 14, 2016 18:57

LNJ wrote:As I said I don't play Minetest at the moment and I also don't have much time (school :( ),
so I won't do much in the next time.
It would be nice if somone would maintain this game a bit, so all my work is not "lost".

Ok, I also put up a talk-page on the wiki for comments and ideas about TNG.

I found 2 different bow-mods, still testing...
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Re: [Game] Minetest TNG [v16.08]

by LNJ » Mon Nov 14, 2016 19:07

hajo wrote:
LNJ wrote:As I said I don't play Minetest at the moment and I also don't have much time (school :( ),
so I won't do much in the next time.
It would be nice if somone would maintain this game a bit, so all my work is not "lost".

Ok, I also put up a talk-page on the wiki for comments and ideas about TNG.

I found 2 different bow-mods, still testing...

The most bow mods are somewhat buggy.

A talk page on the wiki for ideas, is really not need. GitHub is a much better place for that. :)
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Please help to backport this game to MTG! :)

by LNJ » Fri Dec 16, 2016 14:43

This game is currently getting more and more outdated ... I have spent not little time on it, but I'm currently not maintaining it ... :(

So .. I would like to see the good features of this game not being lost. Now it's up to you! If you want to backport some features, you can ask me (under this topic) and use my code as LGPLv2.1 and merge it into MTG (or any other game, licensed under a LGPL-compatible license).

The asking is to prevent that code is used, that was written by somebody else, e.g. kilbith, BlockMen (I can't relicense that parts!) and so I and everybody else knows which PRs for which parts exist.

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PS: This is the 100th post on this topic :D
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