[Game] grail_test:Avalonia [WIP]

DC_gaming
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Question for afflatus

by DC_gaming » Sat Jul 11, 2015 18:44

Is the server still up? I can't join.
-DC_gaming
 

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TheMCPenguin
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Re: I aten't dead

by TheMCPenguin » Tue Aug 04, 2015 10:01

Anonymous_moose wrote:
afflatus wrote: I aten't dead

Yay discworld!

Finally, people who have even HEARD of the discworld! YAAAY!
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Aug 07, 2015 21:37

DC_gaming and everyone. The process has taken much longer than anticipated. Thanks for your patience. I have now relocated (long story). I'm not quite there yet, but I have a box to turn into a dedicated server sat right in front of me. I reckon grail test server will be back up by the start of September.

There are people who haven't read discworld? Sheesh.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Thu Aug 27, 2015 23:53

Grail Test is back online, but not fully up and running yet. I have started a thread in the server section for further news: viewtopic.php?f=10&t=13127#p188699

See you soon!
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Albion [WIP]

by swordpaint12 » Wed Sep 16, 2015 17:56

When I try to access my grail test worlds, my minetest 4.13 crashes. DO you have any idea why?
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Wed Sep 16, 2015 20:57

It depends on what build of minetest 0.4.13. which version of Grail Test you are running (and is that the same as the one you built them with?) and may also depend on the Irrlicht library version. 0.4.13 is a bit of a watershed and I can't guarantee compatibility yet. I'm having problems specific to my video card at the moment.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Wed Sep 16, 2015 21:00

You are welcome to open a ticket on github and attach a relevant portion of debug.txt (debug_level = 3 preferrably).
How does it fare if you create a new world?
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Albion [WIP]

by swordpaint12 » Tue Oct 06, 2015 16:49

Like I said, the world just... doesn't work. Most of the time minetest would crash... I haven't tried it on my new computer. Also, I don't have a github :S... yet.
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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afflatus
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Thu Oct 15, 2015 02:36

Not enough information, so there is no way I can guess.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Sun Oct 25, 2015 14:56

I have started rebuilding grailtest from scratch. The last version (0.3.2, currently in 'testing' repo on GH) is so buggy I don't feel like releasing it.

I'm currently reworking the mapgen, which is doing my head in. Essentially I want to get away from using plantlife and moretrees as they not only slow the mapgen down, but I cannot for the life of me figure how to match the heat / humidity map used by biome_lib to the one used by mapgen. Being able to place l-system trees as decorations would be really helpful right now.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Brythonia [WIP]

by afflatus » Wed Nov 04, 2015 22:40

I changed my mind. I have decided to release 0.3.2 - "Brythonia" as it feels cleaner and may be of some use / fun while I rebuild the codebase. This version of Grail Test is an unstable feature release compatible with minetest 0.4.13. It includes a magic system, linked to player development with earnable privs and enchantable items. This is the version which has been running on the server since February 2015, so it has had a lot of player testing. The magic and scorecard systems are still very much WIP.

Features
  • Biome support for mapgen v5 / v7 brought in line with standard decoration system
  • Snowdrift synced with mapgen
  • Tamed fire
  • Improved boats
  • Vessels shelf
  • Unicorn soup recipe
  • Horses, wolves, deer, giraffe, goat, yeti and more npcs if mobs enabled
  • Stone of Fauna - mob spawner
  • Seaplants, onion and coral
  • /sit /sleep /stand chatcommands
  • Notice
  • Magic system based on playereffects; with new magic priv, which can be earned by gaining a high crafting score.
  • /enchant chatcommand
  • Potions and rings
  • Stats system with scorecard and chatcommands /scores, /score and /scores_update
  • Crafting scores
  • Awards (modified for Grail Test with new awards and icons)
  • on_craft and on_protection_violation triggers for awards
  • Throwing - bow - Simplified version with just wooden bows and steel arrows
  • Fishing with crafting for bait worm
  • /tpr - player teleport chatcommands
  • Improved textures

Enjoy!
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Avalonia [WIP]

by afflatus » Wed Dec 02, 2015 13:25

Work on the forthcoming 0.4 branch is going well. I have completed the internal reorganisation of mods and I'm reasonably confident that all the code and media complies with DFSG, therefore the game is 100% Free Software and safely distributable. Mapgen has had a complete overhaul to properly support v5 / v7 biomes, so maps made with previous versions will probably break.

Further improvements:
  • New lichen textures and abms to grow on stone.
  • Improved woodsoils to support more biomes.
  • Added sunflower seeds and mistletoe.
  • Fixed stone brick textures - the previous ones were great, but based on a non-free texture.
  • Plantlife and snowdrift are now automatically compatible with mapgen, so they scale with biome sizes.
  • Integrated simplyslopes by Delroyas.
  • Added Sokomine's table, bench and storage shelf from cottages mod.
  • Replaced throwing with Napiophelios's basic_bow - much better.
  • Removed fishing for now, until I figure out why it doesn't work in multiplayer.
  • Added fachwerk (with improved recipes), pictures and itemframes.
  • Added beaker to vessels; it is now possible to fill and empty barrrels using buckets.
  • I'm experimenting with some new sounds from Ingar, which are much less harsh.

I have temporarily moved experience, fauna, magic, technology and weather into separate modpacks for ease of development. I intend to re-integrate them when they're done. The game is quite playable as it is, it just lacks some of the features of 0.3.2.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Brythonia [WIP]

by tulenitata » Wed Feb 17, 2016 07:19

How work rings? And what they do?
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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Re: [Game] grail_test:Brythonia [WIP]

by afflatus » Wed Feb 17, 2016 21:30

Rings, staffs and tools made with gems can all be enchanted using the /enchant command.
You have to earn magic privs first, which you can gain through experience.
See /scores in-game.

As this is a new world no-one has got that far yet.

Without enchantment, rings give a small armour boost if you wear them as armour.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Brythonia [WIP]

by tulenitata » Fri Feb 19, 2016 09:04

afflatus wrote:Rings, staffs and tools made with gems can all be enchanted using the /enchant command.
You have to earn magic privs first, which you can gain through experience.
See /scores in-game.

As this is a new world no-one has got that far yet.

Without enchantment, rings give a small armour boost if you wear them as armour.


how this privilege can be obtained on your server Grail Test?
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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Re: [Game] grail_test:Brythonia [WIP]

by afflatus » Fri Feb 19, 2016 12:45

By building and crafting.
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Re: [Game] grail_test:Brythonia [WIP]

by tulenitata » Wed Feb 24, 2016 10:33

It is probably a mistake on your server!
Attachments
screenshot_20160223_200638.png
(184.56 KiB) Not downloaded yet
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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Re: [Game] grail_test:Brythonia [WIP]

by afflatus » Wed Feb 24, 2016 21:59

Yes, there are a few anomalies left over from the oregen bug which has recently been fixed.

If you see any more anomalies, or for other issues with the server, please post on the server forum:
viewtopic.php?f=10&t=13127
or even better /mail me in-game with the (x,y,z) position.

Thanks for letting me know. I will fix that asap.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Brythonia [WIP]

by Napiophelios » Wed Feb 24, 2016 22:14

I finally got a chance to visit this server and I must say It looks very good.
I didnt do much but take a tour,but still its pretty awesome.
And your Wiki/website is very cool.
I love the back story you have there,
gives a breath of life to it all.
 

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Re: [Game] grail_test:Avalonia [WIP]

by afflatus » Wed Feb 24, 2016 22:37

Apart from a few mapgen anomalies on the server, grailtest is getting rather stable, particularly since paramat helped chase down a pernicious oregen problem, which was causing regular crashes. From here I can't see any release blockers, so I'm going to do a feature freeze, tidy up the repo, fix some texture details and shiny up the UI and presentaion a bit in preparation. If you want to try it at home, be aware that grailtest now depends on the latest -dev version of minetest. As the game now has an active userbase, after a year of development, I might declare the project in beta.

Minimap for Grailtest:Avalonia

  • 0.4.0 aiming for soon after the release of minetest-0.4.14
  • 0.4.1 Add Magic modpack
  • 0.4.2 Add Experience modpack

Any other major features and functionality will go into separate mods from that point.

Some of the best testers have been enthusiastic younger players on hand-held devices. I am very grateful to all of you who have put this game through its paces and shown me what can be done with it.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Avalonia [WIP]

by afflatus » Wed Feb 24, 2016 22:58

Napiophelios wrote:I finally got a chance to visit this server and I must say It looks very good.
I didnt do much but take a tour,but still its pretty awesome.
And your Wiki/website is very cool.
I love the back story you have there,
gives a breath of life to it all.


I'm glad you liked it, I have you to thank for some of the best looking details. The textures in the repo are all freely licensed and credited. :-) Do tell me if I got the details wrong.

The story is really important. And true! Well ... kind of. The rule is that everything which happens in the game world must have an in-game explanation, so the story has built up over the last year. There is more to add now, because more survivors from Bramble Haven have found the new colony and some new settlers have joined. The town is now large enough to need a Mayor and a Town Clerk and host a Miner's Guild and a Gardening Association. We've got a new landlady for the Miner's Arms and next week we start interviewing for the Town Guard.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Avalonia [WIP]

by afflatus » Wed Mar 23, 2016 11:03

I'm timing the release of Grailtest 0.4.0 "Avalonia" to coincide with Minetest 0.4.14
Development of this branch is frozen, so I'm in process of squashing bugs and tidying up the docs.

I'd appreciate some beta-testing - the game can be downloaded from https://github.com/0-afflatus/grailtest
It requires the latest development version of minetest.
It would also be useful if anyone feels like looking through the licenses, credits and copyright info in the READMEs and notifying me if anything needs adding or correcting.

If you come across any bugs, it would be really useful if you report them here: https://github.com/0-afflatus/grailtest/issues
You are welcome to post feature requests too, they just won't be worked on immediately.

Development has reached the stage where I could really use some help on the coding side, particularly to maintain the core of the game so I can get on with coding new features, but also just for a bit of perspective. I'm looking to drop the WIP tag as I feel Grailtest is as playable as minetest_game now. All feedback is potentially useful and will be gratefully received.
Grailtest is dreaming ...
 

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Re: [Game] grail_test:Avalonia [WIP]

by afflatus » Mon Mar 28, 2016 16:11

I'm very pleased to announce the release of grailtest-0.4.0. This is the first proper release for five months as it's a complete rewrite from the ground up, featuring a total overhaul of the mapgen, to support v5, v6, v7, valleys, flat and fractal mapgens. This is the core game; Experience, Fauna, Magic and Technology have been separated out and are currently being developed as separate mods, some of which will be included in future releases. This has had two months rigorous testing on a live server and has proved pretty reliable.

https://github.com/0-afflatus/grailtest/releases
Requires the latest development version of minetest or >= 0.4.14

Features
  • New /welcome screen
  • New default sounds (by Ingar)
  • Mapgen auto compatibility
  • Stamina (Sofar's rewrite of Blockmen's hunger)
  • Sunflower seeds, mistletoe, blue mushroom
  • New stone brick textures and Red stone tiles
  • Decorative bones
  • Adapted version of xdecor (by kilbith and others)
  • Simplyslopes (by Delaroyas)
  • Fachwerk - timber framed nodes
  • Equipment_modpack including itemframes and pictures
  • Basic bow (by Napiophelios) replaces throwing
  • Barrel and vessels work together to ferment and dispense drinks
  • Variety of metal and wooden fences
  • Steel trapdoor
  • Written books
Grailtest is dreaming ...
 

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