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

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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Mon Apr 04, 2016 17:34

@benrob0329 I added it to More Screenshots.
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Re: [Game] Minetest TNG [v16.04-2]

by JiCeyCraft » Mon Apr 11, 2016 12:35

Now, we need a fully functional Nether and the END Biome with the EnderDragon.
Just saying
:° *whistles innocently*
 

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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Mon Apr 11, 2016 19:42

JiCeyCraft wrote:Now, we need a fully functional Nether and the END Biome with the EnderDragon.
Just saying
:° *whistles innocently*

The goal of this game isn't to make a remake of Minecraft, but some good things of MC are just good. But I don't want to add a nether, an end or an Ender Dragon. And I want to add many other things like new trees (Cherry Tree, Maple / Red Maple Tree), new plants (that don't exist in MC :D), ...! But there are some things that also exist in MC like Potions, Giant Mushrooms, Pies.

I think that is ok! :)
What do you think? Do you really think that some of these points are too much of MC? (just want to know)

Thanks for your comment and don't forget to vote, if you haven't done this yet. :)
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Re: [Game] Minetest TNG [v16.04-2]

by lightonflux » Mon Apr 11, 2016 20:06

Are there any specific plans for the cherry trees?

E.g. how they blossom, size and possible drop.

I would really like if they emit particles (white/rose squares) that fall to the ground when blossomed. So you have a nice effect of falling petals.

Video.
 

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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Tue Apr 12, 2016 15:24

lightonflux wrote:Are there any specific plans for the cherry trees?

E.g. how they blossom, size and possible drop.

I would really like if they emit particles (white/rose squares) that fall to the ground when blossomed. So you have a nice effect of falling petals.

Video.

Yeah I (and JBB) also had something like this in mind! (We have been inspired by a MC Mod) :)

We are also planning to add seasons, so that Cherry trees have blossoms in spring and real cherries in summer / autumn.
And all the other trees (that have leaves) should be red / orange / yellow in autumn and don't have leaves / only branches in winter. And no plants should grow in winter.

But that is a lot of work, so don't expect it to be in the next release!
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Re: [Game] Minetest TNG [v16.04-2]

by JiCeyCraft » Tue Apr 12, 2016 21:32

LNJ wrote:
JiCeyCraft wrote:Now, we need a fully functional Nether and the END Biome with the EnderDragon.
Just saying
:° *whistles innocently*

The goal of this game isn't to make a remake of Minecraft, but some good things of MC are just good. But I don't want to add a nether, an end or an Ender Dragon. And I want to add many other things like new trees (Cherry Tree, Maple / Red Maple Tree), new plants (that don't exist in MC :D), ...! But there are some things that also exist in MC like Potions, Giant Mushroooms
I think that is ok! :)
What do you think? Do you really think that some of these points are too much of MC? (just want to know)

Thanks for your comment and don't forget to vote, if you haven't done this yet. :)


No Dragon? :'(( Mwaaa-boo-oo-*sob!*
 

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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Wed Apr 13, 2016 14:36

JiCeyCraft wrote:No Dragon? :'(( Mwaaa-boo-oo-*sob!*

I said no enderdragon, not generally no dragon...

(That doesn't means that I have a dragon on my TODO-List)
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Re: [Game] Minetest TNG [v16.04-2]

by philipbenr » Fri Apr 15, 2016 01:11

As for trees, all three would be great... ;)
 

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Re: [Game] Minetest TNG [v16.04-2]

by gunvolt » Sat Apr 16, 2016 00:46

Does the Minetest 4.14 version work for 4.13-dev?
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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Sat Apr 16, 2016 06:17

philipbenr wrote:As for trees, all three would be great... ;)

That's also my opinion! :)

gunvolt wrote:Does the Minetest 4.14 version work for 4.13-dev?
benrob0329 wrote:Yes

Yes, the 0.4.13-dev is just the WIP version from the 0.4.14. The 0.4.14 will be released shortly, so I wrote 0.4.14.

At the moment there are only fences and walls that are using features of the 0.4.14 / 0.4.13-dev.
In the Server-Version are also improved fences (it's impossible to jump over them and they're not laggy) and the version is usable with the 0.4.13 and 0.4.12 clients. (I'm using it on my server, because one of my friends is still using the 0.4.12, because he gets the double fps with it, therefore I prefer it sometimes too.)
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Add Cherry, Maple and Red Maple Trees

by LNJ » Sat Apr 16, 2016 07:37

I created a pull request for the new trees (because there are some things missing).
If you want to say anything about the trees (suggestions or whatever) you can do this there!
https://github.com/Gamerbude/Minetest_TNG/pull/17

I think that'll get really nice with all the trees! :)
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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Thu Apr 21, 2016 15:08

New frozen zombie and zombie with jacket.
They spawn in snow biomes (on all snow/ice nodes).

The textures are by fridolin basing on the normal zombie texture by BlockMen (CC BY-SA 3.0)! :)
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Re: [Game] Minetest TNG [v16.04-2]

by doctorfrog » Tue Apr 26, 2016 22:31

Which mapgen should I be using for this subgame? I'm new to Minetest and don't know the differences between v5,6,7.
 

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Re: [Game] Minetest TNG [v16.04-2]

by azekill_DIABLO » Wed Apr 27, 2016 06:55

v5 = IDK i always use v7 might be basic
v6 = pretty but simple mapgen, with better caves
v7 = you can have nice and various landscapes with this mapgen but the caves are rapidly boring

you can dowload FUN_CAVE by duane to have the nice caves in v7
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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Wed Apr 27, 2016 15:25

doctorfrog wrote:Which mapgen should I be using for this subgame? I'm new to Minetest and don't know the differences between v5,6,7.

If you have Minetest 0.4.13 take v7 (or v5), but if you have the latest dev (which can be got here and here for Windows) take the Valleys. But please don't take v6, it's impossible to add new biomes to it by Lua (mods / games).

And thanks for trying out TNG! :)

PS: Your sentence should be called: "Which mapgen should I use for this subgame?" ;)
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Re: [Game] Minetest TNG [v16.04-2]

by doctorfrog » Wed Apr 27, 2016 16:27

azekill_DIABLO wrote:v5 = IDK i always use v7 might be basic
v6 = pretty but simple mapgen, with better caves
v7 = you can have nice and various landscapes with this mapgen but the caves are rapidly boring

you can dowload FUN_CAVE by duane to have the nice caves in v7

Thanks, and yes, you are right, the caves in this are really dull.

LNJ wrote:If you have Minetest 0.4.13 take v7 (or v5), but if you have the latest dev (which can be got here and here for Windows) take the Valleys. But please don't take v6, it's impossible to add new biomes to it by Lua (mods / games).

And thanks for trying out TNG! :)

PS: Your sentence should be called: "Which mapgen should I use for this subgame?" ;)


Thanks, and yes, you are correct, I should not be using passive voice!
 

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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Wed Apr 27, 2016 20:06

Maybe the 16.05 release will be delayed, because the trees aren't finished yet.
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Re: [Game] Minetest TNG [v16.04-2]

by doctorfrog » Fri May 06, 2016 20:05

So just FYI, so you know you have an audience out here, I am running a TNG server with my friends, and we use it as an online meeting space about 3-5 times a week. We're using the server version at the moment, but given there's only about 6 of us, once Minetest officially updates to .14, we'll leap onto the latest stable version of TNG once it comes out.

If you want feedback, what we like best are the varied biomes and flora and survival aspects. I understand that you have your own focus on what you want this to be, but what we'd like to see more of is:
  • more interesting cave systems
  • more interesting or elaborate ruins, with treasure and danger inside them
  • weather if possible
  • skinning support if possible
Take that feedback as you like, we're just a small subset of users. We're appreciative of what you've done so far. Thanks!
 

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Re: [Game] Minetest TNG [v16.04-2]

by LNJ » Fri May 06, 2016 23:14

doctorfrog wrote:So just FYI, so you know you have an audience out here, I am running a TNG server with my friends, and we use it as an online meeting space about 3-5 times a week. We're using the server version at the moment, but given there's only about 6 of us, once Minetest officially updates to .14, we'll leap onto the latest stable version of TNG once it comes out.

If you want feedback, what we like best are the varied biomes and flora and survival aspects. I understand that you have your own focus on what you want this to be, but what we'd like to see more of is:
  • more interesting cave systems
  • more interesting or elaborate ruins, with treasure and danger inside them
  • weather if possible
  • skinning support if possible
Take that feedback as you like, we're just a small subset of users. We're appreciative of what you've done so far. Thanks!

First I thank you and your friends very much for playing this game (probably more than I do)! :)
  • cave system - Yeah, not a bad idea. I had the railcorridors mod in mind
  • better ruins - Maybe add spawners into the basement of them
  • weather - At the moment thats only with big lags possible
  • skins - That should be done by engine. Just use a mod for it (like this).

May also have a look into the ToDo-List!

And I don't think that 6 users are a small subset of users!
It's very nice to know that other people play my game! :)
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[Update] V16.05 - The Tree Update

by LNJ » Sun May 08, 2016 19:38

I'm sorry that this comes a little bit too late, but I wanted to add the new trees in this version...
However here it is!

This release is only fully playable with Minetest 0.4.14 or above!

    Changelog:
  • Added garden soil
  • Added death messages
  • Added sandstone and desert stone with all ores
  • Added frozen zombies (spawning in snow biomes)
  • Added crafting guide (modified version of kilbith's Crafting Guide mod)
  • Added salt ore
  • Made ores more rarely
  • Renamed Bread into roll
  • Added roll with fried egg
  • You'll get bones if you eat meat
  • Rewrote tree growing with timers, no abms (so it's possible that trees need longer to grow)
  • Added Tree API
  • Changed dry dirt texture (its the one from Wasteland now)
  • Ghosts also spawn in caves
  • Added difficult settings (difficult = easy/normal/hard)
  • Added garden soil
  • Zombies spawn in up to 150 nodes high (not 50)
  • Added some aliases for better MTG compatibility
  • Moved wool, screwdriver, sethome mods to default
  • Added maple, red maple and cherry trees!

The new wallpaper:

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Re: [Game] Minetest TNG [v16.05]

by doctorfrog » Tue May 17, 2016 18:22

Cool, new release. With Minetest .14 being released, we'll probably update and reset our private server in a week or so.

Here is some feedback from us having played for a couple weeks. As before, these are not demands, just stuff that would add to our enjoyment.
  1. Sheep should not give up wool when you punch them, they should just take damage.
  2. We're having a hard time finding stuff to mine, maybe it's bad luck, maybe the map generator (v7) is a bit stingy? If minerals are going to be infrequent, maybe have bigger, more exciting mineral veins that take work to excavate?
  3. The dungeons generated by the map are cool, but boring empty rooms with hallways and zombies. Would be nice to have more threatening mobs in them, and some treasure in them worth plundering.
  4. The ability to craft a faster, if more expensive, boat.
  5. Very hard to find papyrus (again, could be a stingy map).

Big multi-request: one of us accidentally burned the forest we all lived in to the ground. Fire just got out of hand. We were looking forward to surviving in a burnt wasteland, but instead, it just became a grassy area. This was kind of disappointing. So here are our requests for fire:
  1. Fire should EITHER not go out when you punch it, OR should harm you 1 heart (and go out) if you punch it. This would make fire more dangerous and have a cost to putting it out.
  2. Fire should "scorch" the ground, leaving dry dirt instead of green grassy texture.
  3. Friendly mobs should not spawn on dry dirt.
  4. Tree-wood (not planks) that is touching dirt should have a ~5% of turning into burnt wood when burning. That way, fire is not just clear-cutting the whole forest, but leaving behind ugly dead stumps. (To make taller stumps, burning wood that is touching burnt wood should have ~15% chance of turning to burnt wood.)
  5. Lastly, a wasteland biome would be cool, a place where fire has already ravaged the landscape. Similar to Wasteland subgame.

Again, I understand if some of these are outside your interest or ability, but it's the stuff I'm hearing people ask for. Personally, I'd go even further into crazy town and ask for randomly generated city ruins filled with fast zombies or something, but that's like a whole other subgame.
Last edited by doctorfrog on Tue May 17, 2016 20:14, edited 1 time in total.
 

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Re: [Game] Minetest TNG [v16.05]

by doctorfrog » Tue May 17, 2016 18:27

And now some bugs (we're on the server stable version, so maybe these are fixed):
  • Bone meal does not get used up when used on dirt.
  • "[Game] [Creatures]: ERROR: Could not drop item 'tnt:gunpowder 2'"
 

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Re: [Game] Minetest TNG [v16.05]

by LNJ » Tue May 17, 2016 19:44

doctorfrog wrote:And now some bugs (we're on the server stable version, so maybe these are fixed):
  • Bone meal does not get used up when used on dirt.
  • "[Game] [Creatures]: ERROR: Could not drop item 'tnt:gunpowder 2'"

  • Bone meal does not get used up when used on dirt.
That is not a bug, it's a feature (but I think I'll change that)! :D


  • [Game] [Creatures]: ERROR: Could not drop item 'tnt:gunpowder 2'
Thats a bug... going to fix it now...

And thanks for the other feedback. I'll think about it. :)
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Re: [Game] Minetest TNG [v16.05]

by doctorfrog » Wed May 18, 2016 19:34

I would also say this as an enticement: if you're looking to marry Wasteland and TNG, one way to do it would be to have (as an option, of course) hostile weather that generates fire as I describe it, which in its turn can reduce your immediate area to wasteland conditions.
 

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