[Game] Hamlet's Quest [2.5.2] [hamlets_quest]

Do you play with this game?

Yes, I like it.
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No, I don't like it.
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Total votes : 2

Nordal
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Re: [Abandoned Game] Hamlet's Quest [2.4.1] [hamlets_quest]

by Nordal » Sat Dec 22, 2018 01:15

Yes, that's sad. But you made your decision. I say thank you again for your work! Too bad you leave it.

Rubenwardy's ContentDB can be a big step forward, I think.
 

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Re: [Game] Hamlet's Quest [2.5.0] [hamlets_quest]

by Hamlet » Sat Sep 14, 2019 12:25

Version 2.5.0 "Tesskuano" released.

- Added "Binoculars" (modified version, i.e. "telescope")
- Added "Simple Arcs" by TumeniNodes
- Removed "Simple Arcs" by PEAK
- Changed:
"craftguide": v1.8
"doc": v1.3.0
"doc_minetest_game": development version
"hudbars": v2.1.0
 

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Re: [Game] Hamlet's Quest [2.5.0] [hamlets_quest]

by texmex » Sun Sep 15, 2019 09:48

Btw, I had the same workflow as you seem to have regarding MTG mods, so I made this: https://github.com/minetest-game-mods

It retains commit history but only for the specific mod, updates daily and is good for inclusion in game projects as a repo or as a submodule.
Last edited by texmex on Sun Sep 15, 2019 10:19, edited 1 time in total.
 

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Re: [Game] Hamlet's Quest [2.5.0] [hamlets_quest]

by Hamlet » Sun Sep 15, 2019 09:57

texmex wrote:Btw, I hade the same workflow as you seem to have regarding MTG mods, so I made this: https://github.com/minetest-game-mods

It retains commit history but only for the specific mod, updates daily and is good for inclusion in game projects as a repo or as a submodule.


Ah, good to know! Thanks for sharing :)
 

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Re: [Game] Hamlet's Quest [2.5.1] [hamlets_quest]

by Hamlet » Mon Sep 16, 2019 12:41

Version 2.5.1 "Tesskuano - hotfix" released.

v. 2.5.1 (2019-09-16)

- Changed:
"Craftguide": development version
"Smaller steps": v1.3.0

- Removed:
Minetest Game's "dungeon_loot"

- Notes:
Fixed possible craftguide crash on *NIX O.S. (See: https://github.com/minetest-mods/craftguide/issues/88)
All the stair nodes now use proper shapes.
Dungeons' loot is already managed by .../hamlets_quest/mods/map/loot/
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Sat Sep 28, 2019 16:22

Version 2.5.2 "Tesskuano - hotfix #2" released.

Changed:
- Mobs Redo: v1.5.0
- Snow Walkers: v0.2.0

Note: this update fixes a showstopper [game crash] bug in Snow Walkers.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Nordal » Mon Nov 11, 2019 16:00

I am happy that you're back and brought Hamlet's Quest up-to-date with the current minetest version! And considered new mods like the great simple arcs fork of TumeniNodes.

The MeseHub links on the first post are broken. I now downloaded the latest version from GitHub. Found you there.

Is the showcase map (109.26MB) at http://www.mediafire.com/file/d5wmgp7ddkmkcds/Hamlet%2527s_Quest_map_v2.3.0.7z/file still up-to-date or even necessary?

Thank you for bringing Hamlet's Quest back!
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Mon Nov 11, 2019 17:26

Nordal wrote:I am happy that you're back and brought Hamlet's Quest up-to-date with the current minetest version! And considered new mods like the great simple arcs fork of TumeniNodes.


:) Yes, his arched doors are a must have for a medieval setting.

Nordal wrote:The MeseHub links on the first post are broken. I now downloaded the latest version from GitHub. Found you there.


Ooops. In the process of updating the topics I forgot my own game. LOL
I'm going to fix it immediately, thanks for telling me.

Nordal wrote:Is the showcase map (109.26MB) at http://www.mediafire.com/file/d5wmgp7ddkmkcds/Hamlet%2527s_Quest_map_v2.3.0.7z/file still up-to-date or even necessary?


I have just tested it on Minetest v5.1.0, it is still fully functional.
It is not necessary, I have made it available just to allow end users to have a preview of the game, especially about those features not present in Minetest Game; the crafting guide, the portable oil lamp/torches, the thirst/hunger mechanics, and most notably drawbridges, portcullises, etc.
Furthermore, nearby the stronghold there's a snowy forest: there one can test himself/herself against the Snow Walkers.
So, necessary never, only useful to get an overview idea of the game.

Nordal wrote:Thank you for bringing Hamlet's Quest back!

My pleasure!
Hopefully for the Winter Solstice (December 21/22) I will be able to release the quarterly update, which should be based on Minetest Game v5.1.0, and add dwarves, elves, ghosts, and banshees.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Nordal » Tue Nov 12, 2019 01:45

I have just tested it on Minetest v5.1.0, it is still fully functional.

I put it into the worlds-folder but in the menu it does not appear as a selectable world. I have MT 5.2.0 dev installed,

The torch light flickers a little bit, I guess this is intended. But additionally it constantly goes on and off and on and so on. Say - every two or three seconds. It feels very buggy.

In the craftguide there are missing some things: bed, ropes, the crop tools and many other. May I do something wrong? And there are no descriptions/names of the node shown if you hover or click it.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Nordal » Tue Nov 12, 2019 01:47

EDIT: I'm sorry. Somehow I submitted the msg two times.

I have just tested it on Minetest v5.1.0, it is still fully functional.

I put it into the worlds-folder but in the menu it does not appear as a selectable world. I have MT 5.2.0 dev installed,

The torch light flickers a little bit, I guess this is intended. But additionally it constantly goes on and off and on and so on. Say - every two or three seconds. It feels very buggy.

In the craftguide there are missing some things: bed, ropes, the crop tools and many other. May I do something wrong? And there are no descriptions/names of the nodes shown if you hover or click it.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Tue Nov 12, 2019 23:43

Nordal wrote:I put it into the worlds-folder but in the menu it does not appear as a selectable world. I have MT 5.2.0 dev installed,


This is quite strange: I've just checked the map and players' databases type, they're both sqlite3, and I'm not aware of any plans on dropping sqlite support in the next versions. Honestly I have no clue why it should not work, beside the fact that it's an unstable Minetest version.

Nordal wrote:The torch light flickers a little bit, I guess this is intended. But additionally it constantly goes on and off and on and so on. Say - every two or three seconds. It feels very buggy.


I'm not sure that it is intended. I've seen that as well, but I thought it was due to a voxelmanipulator (and anyway the idea itself is a bit "hacky"); I've checked the code, it's just invisible nodes emitting light, maybe their timing needs to be tuned a bit. You should tell BrunoMine, HardTorch topic.
I haven't done it myself, yet, because I'm trying to add localization support to all the used mods... alphabetical order.

Nordal wrote:In the craftguide there are missing some things: bed, ropes, the crop tools and many other. May I do something wrong? And there are no descriptions/names of the nodes shown if you hover or click it.


There's been some issues like those with the craftguide (JP and Bell07 have been working on fixing them), I've been using the latest stable release (1.10.1) and everything works fine; I'd suggest you to manually update that, it is in /minetest/games/hamlets_quest/mods/tools_etc/ just delete the old version and put in there the new stable version.

But, again, unstable version + mod = trying your luck.

There is another known bug you might stumble on: castle tapestries hold a whole node instead than just 1pixel... I've filed a bug report about that.

However, should you still have issues with it, consider that being on a minetest-dev version is probably the first cause of such issues; I guess that very few developers release their mods based on bleeding-edge code.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Wed Nov 13, 2019 23:05

@Nordal

- The oil lamp's light is smooth, thus I'd say that the torches' flickering is intentional.
- The reason why the map isn't working on -dev is probably the old auth.txt file, I've migrated that to sqlite as well; download link updated, let me know if now it works on minetest-dev.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Nordal » Fri Nov 15, 2019 06:38

However, should you still have issues with it, consider that being on a minetest-dev version is probably the first cause of such issues; I guess that very few developers release their mods based on bleeding-edge code.

I compiled an MT 5.0.1 version to have the same base as you.
There's been some issues like those with the craftguide (JP and Bell07 have been working on fixing them), I've been using the latest stable release (1.10.1) and everything works fine; I'd suggest you to manually update that, it is in /minetest/games/hamlets_quest/mods/tools_etc/ just delete the old version and put in there the new stable version.

The latest version is better, it seems to show everything with recipe and use, what I like very much. One strange thing: I can only use the back button now. The forward button does nothing.
You should tell BrunoMine, HardTorch topic.

I exchanged the hardtorch mod with the latest downloadable version. Now the "on and off" is gone, it works fine.
The oil lamp's light is smooth, thus I'd say that the torches' flickering is intentional.

I think you're right. I like this mod very much, now that it works properly.
The reason why the map isn't working on -dev is probably the old auth.txt file, I've migrated that to sqlite as well; download link updated, let me know if now it works on minetest-dev.

Hm, I'm sorry that you worked on it now that I compiled 5.0,1. I'll try both maps on both versions.

Is there any recipe you didn't touch to make the item harder to get? :)

Can you tell me depth and frequency from which certain ores occur, please? Particularly the standard ores (iron, copper, tin, mese, diamond). Is their occurrence biome dependant? I'm in snow biome and can't find iron till -108 now. I thought -70 is the borderline. I'm sorry, you tweaked so much, that I am unsure about this.

Did you incorporate the latest version of addi's darkage? With help of Vanessa I made colorizing of the windows with unifieddyes possible again.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Fri Nov 15, 2019 19:50

Nordal wrote:Hm, I'm sorry that you worked on it now that I compiled 5.0,1. I'll try both maps on both versions.


No problems, anyway sooner or later I would have had to do it. :)
By the way, there's no need to match the Minetest Game's version with the Minetest Engine: I am using Hamlet's Quest (MTG v5.0.1) on Minetest engine v5.1.0 and everything is fine.

Nordal wrote:Is there any recipe you didn't touch to make the item harder to get? :)


Uh, actually if I reckon correctly the recipes that I changed are only the ones that allowed to craft eternal lights using torches, which now require mese crystals.
However you can see what I changed here:
../hamlets_quest/mods/hq_tweaks/init.lua

Nordal wrote:Can you tell me depth and frequency from which certain ores occur, please? Particularly the standard ores (iron, copper, tin, mese, diamond). Is their occurrence biome dependant? I'm in snow biome and can't find iron till -108 now. I thought -70 is the borderline. I'm sorry, you tweaked so much, that I am unsure about this.


Actaully I have not touched ores' spawns (you can see it in the aforementioned file), they are vanilla Minetest Game's defaults.
I've read that ores in desertic biomes are harder to find, but to be honest I do not have any idea about what exactly changed for ores in Minetest v5.x

Nordal wrote:Did you incorporate the latest version of addi's darkage? With help of Vanessa I made colorizing of the windows with unifieddyes possible again.


I will in the next release: I try to stay on stable MTG and mods releases to avoid having to release 'patches' every few days, I'd like to keep a release cycle of four months; the main issue right now is that I've read that something isn't working with Subterrane & DFCaverns when using Minetest Game v5.1. I hope that they will be solved - if they haven't been already fixed - in time for the next release.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Nordal » Sat Nov 16, 2019 08:16

No problems, anyway sooner or later I would have had to do it. :)

That's fine.
The mistake was all the time on my side. After decompressing the map I should have removed the upmost folder named like the archive. With the directory called just "Hamlets Quest" as "root" everything works fine. It appears as a separate selectable world in the main menu. I'm glad to now benefit from this nice piece of work at last. :) A very good idea besides to introduce a game, I find!
Actaully I have not touched ores' spawns (you can see it in the aforementioned file), they are vanilla Minetest Game's defaults. I've read that ores in desertic biomes are harder to find, but to be honest I do not have any idea about what exactly changed for ores in Minetest v5.x

Finally I found iron at a depth of -108. The wiki still tells something about -42 or -62. There was a definitely a change. Maybe I look into the change log.
Uh, actually if I reckon correctly the recipes that I changed are only the ones that allowed to craft eternal lights using torches, which now require mese crystals. However you can see what I changed here:
../hamlets_quest/mods/hq_tweaks/init.lua

Thank you for the link. It seems I have concluded wrong from the eternity light recipes. I apologize.
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Sat Nov 16, 2019 18:18

Nordal wrote:I'm glad to now benefit from this nice piece of work at last. :) A very good idea besides to introduce a game, I find!


Cool :)

Nordal wrote:Finally I found iron at a depth of -108. The wiki still tells something about -42 or -62. There was a definitely a change. Maybe I look into the change log.


Heh, I've started a new map and I've been building a sort of underground city on multiple levels, I've reached about -80 and haven't found any iron ores yet - unfortunately it's all sandstone and sand down there.

Nordal wrote:Thank you for the link. It seems I have concluded wrong from the eternity light recipes. I apologize.


No problems! :)
 

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Re: [Game] Hamlet's Quest [2.5.2] [hamlets_quest]

by Hamlet » Fri Nov 29, 2019 19:26

As part of my answer here.

Quite a long explanation, but well... once for all, and for future reference; a sort of mobs' 'road map'.

The surface should be almost 'monsters-free', save a few exceptions (e.g. tree monster) because the 'hard part' of the game should be surviving and collecting resources - of course if you go bug an 'aggressive' animal (e.g. boars), well it's your choice.

Monsters should be an exception, instead than the rule, and should always have a good reason for being around. The exceptions (e.g. tree monsters, snow walkers) are to be seen as 'mysteries' adding to the game but not turning it into a 'kill-'em-all' or worse.

Humans should act as possible source of trouble: some are good, some are neutral, some are hostile. One could think of them as travellers, or commoners, or bandits.

Their bones serve the purpose of giving a reason why ghosts and banshees should be around. If there is a spirit, then there is also a corpse, or there was recently.

These are the monsters that I would like to remove, or that I think to keep, because I believe that some of them don't fit the medieval setting, either in a folklore-friendly or merely logic way:

the sand and dirt monster - we could think of them of elemental monsters summoned by a warlock, but... no warlocks around.
Is the whole land damned? I don't think so.

The mese monster... let's pretend it's an Imp... but that MESE writing on its side... well. I just can't see it.

The oerkki looks like an evil wizard so it's ok.

The stone monster (stone elemental) is ok even without a summoner since it's underground, the place where bad things walk around; same for the lava flan.

The dungeon master is ok in itself, it's not folklore-friendly but it's a magical creature shooting fireballs - if we were medieval persons we could think of it like a demon, instead of thinking 'now, why that thing is here'?

The whole point is that: one should never think 'why that monster is here'.

Goblins and spiders are ok in itself.

Dwarves and Umbras should serve the purpose of balancing the hostile mobs, keeping them at bay.

'Rock-paper-scissors' principle: I don't think that the underground should be 'monsters only', exactly as I don't think that the surface should be swarmed by monsters just because it's night.

The Balrog might be seen as ultimate challenge: you are not required to fight it, but if you want it's there; furthermore, it serves the purpose to make it clear that 'you can't always win'... like in real life, there's always someone stronger/smarter/whatever than you.

In other words: you are not a god, nor a demi-god; sometimes you can only run for your life. This is why there is HBSprint: W + E = RUN!!! :)

If you have actually read all of the above, well, kudos!
 

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