[Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
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.
- fishyWET
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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.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 .
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.Inocudom wrote:Paramat can help you out with the mapgen.
Thanks!AMMOnym wrote:Models (Ent, Balrog, Horse, Warg and couple more) For horse u can use donkey model from mobf.
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.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>
Edit:
Sry didn't saw reply on 2nd page
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.ch98 wrote:maybe rings that you can use to get special privs?
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.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.?
Last edited by fishyWET on Tue Jan 28, 2014 14:18, edited 1 time in total.
- AMMOnym
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viewtopic.php?id=7656 u can use this mapgen
- fishyWET
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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.AMMOnym wrote:viewtopic.php?id=7656 u can use this mapgen
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They're all schematics. You can create schematics by building them in the world and saving them with a WorldEdit command:fishyWET wrote: i do not understand how to make the models of the trees in the ethereal mod
WorldEdit wrote: //mtschemcreate <file>
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".
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.fishyWET wrote: or maybe if i am to generate structures just random hobbit holes in the grassland, and not a whole realm
A list of my mods can be found here.
- rubenwardy
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- fishyWET
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Yeah, i still welcome any help, sent you a PMAmaz 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.
Thanks for helpingSokomine wrote:...
Thanksrubenwardy wrote:Wow. This is amazing.
PS, the title should be:
[Modpack] Lord Of the Rings Mod [lordofthetest] [0.1.0][Alpha]
- CraigyDavi
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Wow cool!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
- crystaldynamic
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- paramat
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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.
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.
That will be in the update!AMMOnym wrote:Different mobs are spawned at different biomes ??
Thanks for your help Paramat!
Last edited by Amaz on Sat Feb 22, 2014 15:13, edited 1 time in total.
- AMMOnym
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http://www.mediafire.com/download/yp1zl ... 44/drt.zip Link for butterflies which i found in eden minetest game and i think, in elf biom they will be nice.
- fishyWET
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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.
Thanks ,paramat, for the suggestion, i will look into themparamat 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 for the suggestion, will look into it and may be added later on.AMMOnym wrote:http://www.mediafire.com/download/yp1zl ... 44/drt.zip Link for butterflies which i found in eden minetest game and i think, in elf biom they will be nice.
- fishyWET
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Update
List of Changes here: Changelog
Some Screenshots abt the latest release is added to the first post.
Some other changes:
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
Last edited by fishyWET on Sat Feb 22, 2014 15:57, edited 1 time in total.
- fishyWET
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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.AMMOnym wrote:Yupíííííí update AWESOME. Is it for mapgen v7 or v6 ?
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