[Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]

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RHR
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by RHR » Mon Jan 27, 2014 21:29

This bug appears only if this mod is enabled. If I play the default game alone or with other mods everything is going well.
 

ch98
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by ch98 » Tue Jan 28, 2014 01:26

maybe rings that you can use to get special privs?
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
 

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by Novacain » Tue Jan 28, 2014 01:53

Could you use something similar to the experimental mapgen mod to create villages? like an elf city, a group of hobbit holes, etc.?
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by fishyWET » Tue Jan 28, 2014 13:05

AMMOnym wrote:XD u use my texture for troll . Good modpack. That trees are awesome but i have error with replacing air and i cant find any .

Oh yeah, thanks for reminding, was in a hurry to quickly post the topic (cause i got tests the next day), so i forgotten, added your name :) And the error for replacing air, well, i am not sure why it happens, can't seem to find the problem, help appreciated on this (should be caused by lottplants, the generation of wild plants). But so far this does not crash minetest, so just try to hide your chat to prevent the spamming messages until i or someone help me to find the error.
Inocudom wrote:Paramat can help you out with the mapgen.

yup, i know abt that, not sure if he is interested so because from what i see, he does most of the mapgen because he interested enough to work it.
AMMOnym wrote:Models (Ent, Balrog, Horse, Warg and couple more) For horse u can use donkey model from mobf.

Thanks!
RHR wrote:The game failed when I tried to use the hoe. I got following error:

Code: Select all
21:04:40: ACTION[ServerThread]: singleplayer uses farming:hoe_stone, pointing at
 [node under=-40,1,13 above=-40,2,13]
21:04:40: ERROR[main]: ServerError: ...t-0.4.9\bin\..\games\minetest_game\mods\f
arming\init.lua:123: attempt to call field 'hoe_on_use' (a nil value)
21:04:40: ERROR[main]: stack traceback:
21:04:40: ERROR[main]:  ...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.
lua:123: in function <...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.lu
a:122>

Thanks for reporting, not sure what is the reason, but when i added the hoe code into lottfarming init, it works, so i would be release the bug fixes changes soon.
Edit:
Sry didn't saw reply on 2nd page :P
ch98 wrote:maybe rings that you can use to get special privs?

Maybe? Not sure yet, the rings will probably be added in a later version, but i plan on focusing on the main stuff (e.g. weapons, mobs & mapgen) now and magical and complicated items later.
Novacain wrote:Could you use something similar to the experimental mapgen mod to create villages? like an elf city, a group of hobbit holes, etc.?

Yeah, planning to do that too but like i have said, i am somewhat clueless about mapgen even though trying my best to read through the related mods code, i still do not understand how mapgen works.
Last edited by fishyWET on Tue Jan 28, 2014 14:18, edited 1 time in total.
 

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by fishyWET » Sun Feb 09, 2014 13:56

AMMOnym wrote:https://forum.minetest.net/viewtopic.php?id=7656 u can use this mapgen

Thanks for the suggestion but, i am pretty much aware of that. In the past few days i tried to understand different mapgen mods (paramat mods, ethereal, nore mod) and used them to see the result. I prefer paramat paragen v7 the best because the biomes are separated well, in Ethereal mod, the fiery biome can just generate in the grassy biome and well i do not understand how to make the models of the trees in the ethereal mod. You can pretty much expect a mapgen update (i already experimented with paragenv7 mod, the result i want come out is pretty well except the Shire may be removed (or maybe if i am to generate structures just random hobbit holes in the grassland, and not a whole realm) because i am having some rarity problems, and probably no structures currently except the something for the dwarf to roam abt underground) with some added stuff (want to keep a secret now) in abt few weeks (most being 2 weeks, and least being 1 week) as my examinations are coming soon. Btw i updated the fix for lottfarming not working, but the version is still the same, just a tiny fix.
 

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by Amaz » Sun Feb 09, 2014 15:48

In the first post you said you want help, is that still the case? I am interested in making a LOTR modpack/gamemode, and could help if you want... If you do want me to help, PM me.
 

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by Sokomine » Sun Feb 09, 2014 16:16

fishyWET wrote:i do not understand how to make the models of the trees in the ethereal mod

They're all schematics. You can create schematics by building them in the world and saving them with a WorldEdit command:
WorldEdit wrote://mtschemcreate <file>

Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".


fishyWET wrote:or maybe if i am to generate structures just random hobbit holes in the grassland, and not a whole realm

If you want to build hobbit holes, you ought to consult AspireMint. He has started a very nice looking hobbit hole on the Landrush server.
A list of my mods can be found here.
 

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by rubenwardy » Sun Feb 09, 2014 17:38

Wow. This is amazing.

PS, the title should be:

[Modpack] Lord Of the Rings Mod [lordofthetest] [0.1.0][Alpha]
 

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by fishyWET » Mon Feb 10, 2014 11:05

Amaz wrote:In the first post you said you want help, is that still the case? I am interested in making a LOTR modpack/gamemode, and could help if you want... If you do want me to help, PM me.

Yeah, i still welcome any help, sent you a PM :)
Sokomine wrote:...

Thanks for helping
rubenwardy wrote:Wow. This is amazing.

PS, the title should be:

[Modpack] Lord Of the Rings Mod [lordofthetest] [0.1.0][Alpha]

Thanks
 

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by fishyWET » Fri Feb 14, 2014 13:30

Working on mapgen by doing modification of paramat paragen v7, just a few screenshots to amaze you guys on what's coming up.
Image
Image
Image
 

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by CraigyDavi » Fri Feb 14, 2014 14:02

fishyWET wrote:Working on mapgen by doing modification of paramat paragen v7, just a few screenshots to amaze you guys on what's coming up.
http://i.imgur.com/qmib00W.png
http://i.imgur.com/qgSbq9K.png
http://i.imgur.com/6MM19Ah.png


Wow cool!
 

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by Amaz » Thu Feb 20, 2014 22:43

Here are some screenshots of the next version, that will, hopefully, be released on Saturday!
Image
Image
Image
Image
Image

The two main things that have been added are a new mapgen system, based on Paramat's paragenV7, and more weapons, along with some smaller changes, for example, transparent ice!
 

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by Novacain » Fri Feb 21, 2014 01:51

btw, I'm pretty sure paramat is gonna majorly revamp his paragen. right now it is a bit slow.
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by crystaldynamic » Fri Feb 21, 2014 05:42

*o* Lord of the Test *o8
Hi I am crystaldynamic! ¡Congratulations, you are in my profile!
I am fan of this games: The Legend Of Zelda(the BEST :3), Minecraft, Minetest , Assasins Creed , Far Cry, Call of Duty, BuildandShoot , Grand Theft Auto.
 

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by paramat » Fri Feb 21, 2014 07:19

Yeah paragenv7 is still in it's pre-lua-voxel-manipulator version, it will be twice as fast if converted but im not sure if or when i'll do that, despite that is is fairly quick at roughly 6 seconds per chunk.
 

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by paramat » Fri Feb 21, 2014 10:14

You might like to develop your mapgen from noise23 mod, that is partly it's purpose, it is a simple lua-voxel-manipulator framework that generates biomes, it runs fast if you keep it fairly simple. The stabililty and noise23 mods are tutorial mods to help people learn LVM 3D noise mapgen.
 

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by AMMOnym » Fri Feb 21, 2014 17:47

Different mobs are spawned at different biomes ??
 

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by paramat » Fri Feb 21, 2014 18:37

fishyWET, ... perhaps watershed would be good for you to edit ... it has a large scale (4km) network of fantasy-like mountain ranges, is fast, has a simpler 1 noise biome selection that is easier to modify to your own biomes, and has my latest methods which are much improved since paragenv7.
EDIT ... er except it has mountain ranges independant of biomes, so it's not possible to have each area encircled by mountains to be a particular biome and therefore a particular kingdom of middle earth.
Last edited by paramat on Fri Feb 21, 2014 21:33, edited 1 time in total.
 

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by Amaz » Fri Feb 21, 2014 20:21

AMMOnym wrote:Different mobs are spawned at different biomes ??

That will be in the update!

Thanks for your help Paramat!
Last edited by Amaz on Sat Feb 22, 2014 15:13, edited 1 time in total.
 

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by AMMOnym » Fri Feb 21, 2014 20:23

http://www.mediafire.com/download/yp1zlcfwawzv344/drt.zip Link for butterflies which i found in eden minetest game and i think, in elf biom they will be nice.
 

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by fishyWET » Sat Feb 22, 2014 05:17

paramat wrote:You might like to develop your mapgen from noise23 mod, that is partly it's purpose, it is a simple lua-voxel-manipulator framework that generates biomes, it runs fast if you keep it fairly simple. The stabililty and noise23 mods are tutorial mods to help people learn LVM 3D noise mapgen.
paramat wrote:fishyWET, ... perhaps watershed would be good for you to edit ... it has a large scale (4km) network of fantasy-like mountain ranges, is fast, has a simpler 1 noise biome selection that is easier to modify to your own biomes, and has my latest methods which are much improved since paragenv7.
EDIT ... er except it has mountain ranges independant of biomes, so it's not possible to have each area encircled by mountains to be a particular biome and therefore a particular kingdom of middle earth.

Thanks ,paramat, for the suggestion, i will look into them :)
AMMOnym wrote:http://www.mediafire.com/download/yp1zlcfwawzv344/drt.zip Link for butterflies which i found in eden minetest game and i think, in elf biom they will be nice.

Thanks for the suggestion, will look into it and may be added later on.
 

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by fishyWET » Sat Feb 22, 2014 15:30

Update
Image
List of Changes here: Changelog
Some Screenshots abt the latest release is added to the first post.
Some other changes:
  • The Lord of the Test modpack is now developed into both a game and a modpack so there are two separate downloads
  • Wiki is set up. Link in main topic.
  • Project is set up in github
NOTE: Mapgen only works well in v7 for modpack, but in the game, v7 mapgen is automatically selected even when you select v6, so no worries abt using what mapgen in game, but make sure you select mapgen v7 for modpack.
Last edited by fishyWET on Sat Feb 22, 2014 15:57, edited 1 time in total.
 

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by AMMOnym » Sat Feb 22, 2014 15:33

Yupíííííí update AWESOME. Is it for mapgen v7 or v6 ?
Last edited by AMMOnym on Sat Feb 22, 2014 15:38, edited 1 time in total.
 

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by fishyWET » Sat Feb 22, 2014 15:51

AMMOnym wrote:Yupíííííí update AWESOME. Is it for mapgen v7 or v6 ?

Mapgen only works well in v7 for modpack, but in the game, v7 mapgen is automatically selected even when you select v6, so no worries abt using what mapgen in game, but make sure you select mapgen v7 for the world when using modpack.
 

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