[Game] Big Freaking Dig [0.5]

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Re: [Game] Big Freaking Dig [0.4]

by Jordach » Wed Dec 10, 2014 20:15

twoelk suggested over IRC that I make the sp bg and logo better - so I did.

Image
Last edited by Jordach on Sat Jul 18, 2015 12:45, edited 1 time in total.

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Re: [Game] Big Freaking Dig [0.4]

by Jordach » Wed Dec 24, 2014 16:38

BFD 0.5 Release Candidate 1:


This update contains:

Renewed textures.
A new header, singleplayer background and a singleplayer game icon.
Kittens. :3
Bones rework.

And probably more.

Feel free to report bugs somewhere, either in this topic or in subgame discussion.

Commit: https://github.com/Jordach/big_freaking ... 96cbb72fe0

Download it: https://github.com/Jordach/big_freaking ... master.zip

Got Git and cloned it? Just: git pull

Got Git and not cloned it? Just: git clone https://github.com/Jordach/big_freaking_dig.git

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Re: [Game] Big Freaking Dig [0.4]

by InfinityProject » Thu Dec 25, 2014 05:59

Seems interesting. I may have to try this out later.
 

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Re: [Game] Big Freaking Dig [0.4]

by Jordach » Thu Dec 25, 2014 21:18

Big Freaking Dig 0.5 Release Candidate 2:


This update contains:

Another kitten.
A kitten subAPI for simple mobs.
Three new mods: Awards, Gauges and Sprint.
Other changes have been made that have not been written here.

Commits:

https://github.com/Jordach/big_freaking ... ff1849b3c2
https://github.com/Jordach/big_freaking ... e47d988591
https://github.com/Jordach/big_freaking ... b0ee66bf76
https://github.com/Jordach/big_freaking ... 6ccafeed03
https://github.com/Jordach/big_freaking ... b357f8d95e

Download it: https://github.com/Jordach/big_freaking ... master.zip

Got Git and cloned it? Just: git pull

Got Git and not cloned it? Just: git clone https://github.com/Jordach/big_freaking_dig.git

While I was working away at these commits, have a few tracks (No, I wasn't having a rave with my 600w PA system! Which will end up around 5600w. ;3):

https://soundcloud.com/audio-warfare/fr ... -big-fella
https://soundcloud.com/karthy/darren-styles-screwface-2

Promotional Screenshots:

https://mediacru.sh/f6a2a1dfc02b

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Re: [Game] Big Freaking Dig [0.5 RC2]

by Jordach » Mon Dec 29, 2014 21:07

Big Freaking Dig 0.5 Release Candidate 3:



Another RC<X> release! Woooooo!

This update contains:

Fixed kittens being invisible.
Fixed trash cans deleting kitten entities. :(
Added and removed cornernote's crafting guide.
Added Zeg9's crafting guide and skinned it to the BFD inventory looks.
Retextured cherry leaves, cherry trunks, birch trunks, oak trunks, birch leaves, brightened oak leaves.
Upgraded node randomisation to VoxelManip.
Update genders.lua and player_jordach.png
BFD node digging, chopping and harvesting times have been changed dramatically.
Fix typos with the above commit.

Download this Release Candidate: https://github.com/Jordach/big_freaking ... master.zip

Got Git and cloned it? Just: git pull

Got Git and not cloned it? Just: git clone https://github.com/Jordach/big_freaking_dig.git
Last edited by Jordach on Wed Dec 31, 2014 13:59, edited 1 time in total.

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Re: [Game] Big Freaking Dig [0.5 RC2]

by Sokomine » Mon Dec 29, 2014 21:50

Your kittens are needed as a seperate mod!
A list of my mods can be found here.
 

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Re: [Game] Big Freaking Dig [0.5 RC2]

by LionsDen » Tue Dec 30, 2014 17:39

The RC3 download isn't working. I just went to the github page (below) and downloaded the zip. Hopefully that got me the RC3.

https://github.com/Jordach/big_freaking_dig
 

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Re: [Game] Big Freaking Dig [0.5 RC2]

by Jordach » Wed Dec 31, 2014 13:58

LionsDen wrote:The RC3 download isn't working. I just went to the github page (below) and downloaded the zip. Hopefully that got me the RC3.

https://github.com/Jordach/big_freaking_dig

That link always breaks by the forum when copying the link.

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Re: [Game] Big Freaking Dig [0.5]

by Jordach » Sat Jan 03, 2015 15:32

BFD Release 0.5!


Image

This release marks the update that adds quite a bit to the subgame, but enough until I manage to install the brand new content.

Changes since 0.4:

JDC_Lamps (ported from Minetest Game version.)
Renewed textures.
Player statues.
Chisels.
Wool slabs, stairs and carpets.
Carpet API.
Fix 1.8 skin autodetection with singleplayer.
Soapstone.
Deathly biomes.
Boats.
Carts.
Fix dropped items being deleted too slow.
Make stairs have three steps.
A new header, singleplayer background and a singleplayer game icon.
Kittens. :3
Bones rework.
Another kitten.
A kitten subAPI for simple mobs.
Three new mods: Awards, Gauges and Sprint.
Fixed kittens being invisible.
Fixed trash cans deleting kitten entities. :(
Added and removed cornernote's crafting guide.
Added Zeg9's crafting guide and skinned it to the BFD inventory looks.
Retextured cherry leaves, cherry trunks, birch trunks, oak trunks, birch leaves, brightened oak leaves.
Upgraded node randomisation to VoxelManip.
Update genders.lua and player_jordach.png
BFD node digging, chopping and harvesting times have been changed dramatically.
Fix typos with the above commit.
Entitynode Torches.

Note: Torches are now nodeboxes and existing entities will be cleared on world load, during playtime and exit.

You will also need a build that is newer than the 31st of December.



Download me: https://github.com/Jordach/big_freaking ... master.zip

Got Git and cloned it? Just: git pull

Got Git and not cloned it? Just: git clone https://github.com/Jordach/big_freaking_dig.git

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Re: [Game] Big Freaking Dig [0.5 RC2]

by TheEpicJames » Sat Mar 28, 2015 09:22

Sokomine wrote:Your kittens are needed as a seperate mod!

+1

If you want, i could make textures for more kittens
AAAAAA ALL MY PRECIOUS FORUM GAMES ARE DEAD AND MY ONLY CHOICE IS TO MOVE TO MINECRAP FORUMS AAAA
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Re: [Game] Big Freaking Dig [0.5]

by paramat » Sun Jul 12, 2015 18:55

You need to add:
Code: Select all
minetest.clear_registered_decorations()

to your mapgen/init.lua, as well as clearing registered biomes.
Last edited by paramat on Mon Jul 13, 2015 23:09, edited 1 time in total.
 

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Re: [Game] Big Freaking Dig [0.5]

by paramat » Mon Jul 13, 2015 23:08

Here are the updated biome definitions for use with 0.4.12dev or 0.4.13 https://gist.github.com/paramat/2a669f53b5287b043240
Needs testing.
 

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Re: [Game] Big Freaking Dig [0.5]

by Inocudom » Wed Jul 15, 2015 01:12

I'm... Pretty certain that Jordach doesn't work on Big Freaking Dig anymore. Ask the makers of LOTT and Ethereal instead.
 

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Re: [Game] Big Freaking Dig [0.5]

by Jordach » Thu Jul 16, 2015 22:35

JD gonna give it to ya
Feck wait for you to get it on your own
JD gonna deliver to ya
Knock knock, open up the door, it's real
Wit the non-stop pop pop and stainless steel

https://github.com/Jordach/big_freaking ... 1289d3e72b

No, I'm not going to top that commit.

Image

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Re: [Game] Big Freaking Dig [0.5]

by paramat » Thu Jul 16, 2015 23:56

You deleted the decoration and ore definitions in that file =/
However i made a mistake and left out the 'v6 style biome' because it was at the end of the mapgen.lua and i wasn't sure it was meant to be there. I have added that biome to the gist now https://gist.github.com/paramat/2a669f53b5287b043240
 

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Re: [Game] Big Freaking Dig [0.5]

by Jordach » Fri Jul 17, 2015 08:51

paramat wrote:You deleted the decoration and ore definitions in that file =/
However i made a mistake and left out the 'v6 style biome' because it was at the end of the mapgen.lua and i wasn't sure it was meant to be there. I have added that biome to the gist now https://gist.github.com/paramat/2a669f53b5287b043240

I wasn't stupid enough to put ores in the same file. :^)

https://github.com/Jordach/big_freaking_dig/blob/master/mods/ores/oregen.lua

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Re: [Game] Big Freaking Dig [0.5]

by paramat » Fri Jul 17, 2015 21:00

Hi, you forgot to remove the incorrect 2nd biome definition for 'V6 style biome' from the end of mapgen.lua.
 

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Re: [Game] Big Freaking Dig [0.5]

by Jordach » Sat Jul 18, 2015 15:14

paramat wrote:Hi, you forgot to remove the incorrect 2nd biome definition for 'V6 style biome' from the end of mapgen.lua.

The V6 style biome is what happens when BFD is run under MGV6. I kept it as it was moderately humorous to look at.

I also updated the main post with a bit more flair.

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Re: [Game] Big Freaking Dig [0.5]

by azekill_DIABLO » Thu Feb 11, 2016 14:29

It looks EPIC!!

what r u using to do the wonderful 3D models?(like the flowers of Eden biome)
Code: Select all
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Re: [Game] Big Freaking Dig [0.5]

by MLG360NoScoper » Fri Mar 04, 2016 01:18

ModError: Failed to load and run /home/henzie/.minetest/mods/big_freakin_dig_master/init.lua
Error from Lua:
cannot open /home/henzie/.minetest/mods/big_freakin_dig_master/init.lua: No such file or directory
check debug.txt for details
Nothing related to his shows up in the debug.txt. Anything I can do to make this work?
 

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Re: [Game] Big Freaking Dig [0.5]

by JingoJagget » Sun Mar 13, 2016 03:05

Edit: Never mind, figured it out.
I'm usually not-so-grump. :3
 

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Re: [Game] Big Freaking Dig [0.5]

by LNJ » Mon Apr 25, 2016 14:48

Where can I find such 3d flowers like on the screenshots?
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Re:

by ParaklataChotou » Tue Jan 10, 2017 16:33

rubenwardy wrote:I quite like this concept. I forked it yesterday, and I look forward to possibly contributing.

.
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Re: [Game] Big Freaking Dig [0.5]

by mr_dean » Sat Mar 18, 2017 02:02

what is the recommended mapgen for this mod, because, when I use v6, I just get a big jumbled forest. v7 seems to work, but I always spawn in a cold biome in v7, no matter what. that's just my luck I guess
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