[Game] MineClone 2 [0.42.0]

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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Wed Nov 29, 2017 23:44

Golden apple the water bottle and the glistering melon doesn't gave a proper function yet because they are used for brewing in which Wuzzy hasn't done yet. He is focusing on redstone for now then he'll get to it soon enough.
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Re: [Game] MineClone 2 [0.31.0]

by Wuzzy » Thu Nov 30, 2017 00:46

GamingAssociation39: Posting an error message without any context does not help me much. Did you have any mods enabled?
Also, what are the last 20 or so lines in debug.txt after this message appeared?
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Thu Nov 30, 2017 11:31

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Re: [Game] MineClone 2 [0.31.0]

by sil_el_mot » Thu Nov 30, 2017 20:19

Hey there.
Where can i adjust the spawnrate of the animals?
they are far to many.
or is this smth the Wuzzy has to change?

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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Thu Nov 30, 2017 21:59

I felt this way at first, too. But for some reason there now seem to be less. May be automatic for new worlds. Just ride it out.
Last edited by zargulthewizard on Fri Dec 01, 2017 02:55, edited 1 time in total.
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Re: [Game] MineClone 2 [0.31.0]

by Punk » Thu Nov 30, 2017 23:58

Nether portal works after I posted, size wasn't precise.

You cheated by using F5, didn't you? xD


Well, I never see it like a cheat...

Works for me. For any questions regarding items, refer to the built-in help (click on the question mark).
Anyway, bows will probably be replaced later so if there is really a bug, it will be gone either way.


In same world-test, swords didn't works too, some specif bug in creative mode, maybe.
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Re: [Game] MineClone 2 [0.31.0]

by Wuzzy » Fri Dec 01, 2017 11:37

Bows and swords work for me in any mode. Sorry, I can't reproduce your bug. :-(

Also, I confirm that you should always delete the MineClone 2 directory before extracting the new version. This is true for basically all subgames which you download from Zip files. That's because some old files might still be around from the old version, causing conflicts.

I wish that Minetest had a proper way to install subgames and mods.
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Fri Dec 01, 2017 13:57

Wuzzy wrote:Also, I confirm that you should always delete the MineClone 2 directory before extracting the new version. This is true for basically all subgames which you download from Zip files. That's because some old files might still be around from the old version, causing conflicts.

I wish that Minetest had a proper way to install subgames and mods.


I've always just overwrite the old files of a subgame with the new ones. It just broke this time around.
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Re: [Game] MineClone 2 [0.31.0]

by dawgdoc » Fri Dec 01, 2017 17:39

GamingAssociation39 wrote:
Wuzzy wrote:...you should always delete the MineClone 2 directory before extracting the new version. ...because some old files might still be around from the old version, causing conflicts.


I've always just overwrite the old files of a subgame with the new ones. It just broke this time around.

GA39, your way works when a new version only consists of changes to existing files and the addition of new files. Where the error comes in is if a new version no longer uses a file in the old version. That old file hangs around and can create issues after extracting the zip of a new version.
 

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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Fri Dec 01, 2017 18:08

Oh ok the new update was conflicting with the boats.
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Re: [Game] MineClone 2 [0.31.0]

by Qbiq » Fri Dec 01, 2017 20:32

Hi. I have two issues, one of which maybe be fixable but I'm unaware how to fix it. I did do a search, but didn't get any useful returns.

EDIT - My search was too specific. Found the command /set -n time_speed <speed>. I didn't have to do this before. Now that time is fixed, I will see if mobs are working.

EDIT 2 - Mobs now spawn, however they now spawn even during the day and seem not to die off in the day. Overall though, it seems to be working better.

This version of MineClone 2 always stay at 9:00; i.e. infinite day. I've only had one hostile mob spawn after playing for at least an hour and a half. This is one mob out of the two games I've started. I've went in dark areas, waited for rain, and have been caving yet I've only had 1 zombie spawn out of the total play time (~2:45-3:15).


I have played a previous version of MineClone 2. The previous verison would play, the time would be active, and it would spawn mobs (be it day, raining, night, etc -- according to light-level); however after a bit of gameplay it would become excessively laggy (like 3-4 minutes for response time). This version also had either identical or very similar to Minecraft skins. I'm guessing this was change due to copyright
 

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Re: [Game] MineClone 2 [0.31.0]

by Punk » Fri Dec 01, 2017 21:25

Wuzzy wrote:Bows and swords work for me in any mode. Sorry, I can't reproduce your bug. :-(

Also, I confirm that you should always delete the MineClone 2 directory before extracting the new version. This is true for basically all subgames which you download from Zip files. That's because some old files might still be around from the old version, causing conflicts.

I wish that Minetest had a proper way to install subgames and mods.


I always do it!

Sword don't works only once, but I can confirm, bow and arrows didn't work for me in any world and mode. I can't kill a simple pig or any monster with them. Skeleton cans hurt me with them.
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Re: [Game] MineClone 2 [0.31.0]

by Punk » Fri Dec 01, 2017 21:32

Other question: Does this subgame changes the original minetest size world?
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Re: [Game] MineClone 2 [0.31.0]

by Wuzzy » Fri Dec 01, 2017 21:59

The sword might have been lag? No idea. If it only happened once … Weird.
As I said, bows need a rework anyway.

No, subgame changes themselves don't change the size of the world. At least not directly. The world size is much more affected if you explore the world a lot, and change large areas of the world. But I don't know much about the inner workings of Minetest, you should also ask a core dev.
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Re: [Game] MineClone 2 [0.31.0]

by Punk » Sat Dec 02, 2017 19:35

Wuzzy wrote:The sword might have been lag? No idea. If it only happened once … Weird.


It was weird indeed. I don't remember what I was testing in the creative mode, I couldn't kill any creatures and they did not chase me, even the aggressive. Can noclip cheat does it?

PS: I tried create Nether portal and other things.

As I said, bows need a rework anyway.


Ok, but it works for other players, I think. It's weird too.

No, subgame changes themselves don't change the size of the world. At least not directly. The world size is much more affected if you explore the world a lot, and change large areas of the world. But I don't know much about the inner workings of Minetest, you should also ask a core dev.


Right, thank you!
As I said, I never played Minecraft to do a good comparison.
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Tue Dec 05, 2017 22:26

What's coming up next as far as updates?
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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Tue Dec 05, 2017 22:40

I second the crowding-in-on-wuzzy-to-get-him-to-give-us-nerds-a-sneak-preview motion mentioned above. Redstone? Controlled army mobs (BTW, MC redstone torches strongly attract such)? Brewing? Enchantment? Adjusted allocation of nodemap memory block #4287? Support for antidisestablishemtarianism emulator?
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Re: [Game] MineClone 2 [0.31.0]

by Wuzzy » Tue Dec 05, 2017 23:16

You are very impatient, aren't you? :P

But yeah, there's something to write.
After many, many months, I have finally decided to drop one of the key principles of MCL2 development: Trying to almost religiously clone Minecraft, at least in gameplay. To some extent, I have already violated this principle a long time ago. At least adding any non-MC blocks was considered a complete taboo.
But this will now change: From now on it will be okay if I don't copy the gameplay perfectly.
The reason is that I simply run into more and more problems with this strictness, and I already ran multiple times into Minetest's limitations.

The motto of the original MineClone was “Perfect Clone or Minecraft-like?”. I have never really answered this question for MineClone 2 so far, but now I think I'll tend to “Minecraft-like”, but probably still pretty close to Minecraft.

Not much actually happened so far. I'm still officially in cleanup/bugfix mode. Also I was busy with very important stuff, like building stuff on JT2, watching movies or just doing absolutely nothing.

I have added river water to properly support the valleys mapgen. This is obviously a very major break from MC, but this is only for the valleys mapgen. Normal water just doesn't work in valleys, and other alternatives aren't better (I tried). This decision wasn't easy to me, but I think the end result is better for the valleys mapgen.
If you used valleys before, you probably noticed that water was kinda wrong. Nothing will change if you play in any other mapgen (unless you enable Creative Mode).

Then I recently decided to add the “glaring omissions” of Minecraft: stairs, slabs, fences and fence gates which don't exist in MC. The stuff you have in mcl_supplemental already.

I don't plan to make other gameplay changes yet. Also, I haven't really fleshed out the new development direction of MCL2 (which I definitely should do soon).

Updates of next release won't follow any particular theme. Mostly fixes.

Note if you're really impatient you can always read the commit log (click the Git link in 1st post). Most commit messages should be understandable to everyone. No need to nag me each day. :P
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Tue Dec 05, 2017 23:51

Ok lol I don't think there's a right way or a wrong way to do it. To me as long as it has that MC feel to it then it's fine because MC has mods that add different things to the game. Just my opinion. :)
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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Wed Dec 06, 2017 04:15

I always wondered. What is river water?
By the way, minecraft has "flowing" and "stationary" water.
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Wed Dec 06, 2017 05:14

River water is what's in MineTest_game
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Re: [Game] MineClone 2 [0.31.0]

by zargulthewizard » Thu Dec 07, 2017 02:59

I mean what does it do differently than normal water? I'd expect the flowing algorithm is differentl.
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Re: [Game] MineClone 2 [0.31.0]

by GamingAssociation39 » Thu Dec 07, 2017 03:22

Yeah it's probably supposed to be fresh water and because it has to flow down mountains/through valleys it probably moves faster.
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Re: [Game] MineClone 2 [0.31.0]

by azekill_DIABLO » Thu Dec 07, 2017 16:50

river water just only flows three blocks away and isn't renewable. It is here to avoid huge bugs and ABMs fails in valley mapgen.
 

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