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Re: [Game] Minetest Defense

PostPosted: Thu Sep 17, 2015 07:51
by Minetestforfun
Hi,

Maybe somebody as adapted(or is working to adapt) this subgame for a server use with lobby and closed map like for a HG ?

We(MinetestForFun servers team) will be happy to work on this project :)

Re: [Game] Minetest Defense

PostPosted: Sun Oct 25, 2015 20:53
by prof-turbo
an underground monster to discourage hiding in a hole


Why not an hardcore version of Oerkki from mobs_redo ? (2x faster for example)

Re: [Game] Minetest Defense

PostPosted: Thu Nov 26, 2015 01:58
by TheReaperKing
Please don't give up on it, it is an awesome idea and a lot of fun! For 4.13 of minetest I copied the "throwing" folder from the adventuretest mod since minetest defense crashes looking for that folder.

Re: [Game] Minetest Defense

PostPosted: Thu Mar 31, 2016 12:10
by azekill_DIABLO
nice continue working!!!!!!!!!

Re: [Game] Minetest Defense

PostPosted: Fri Apr 01, 2016 21:40
by Glorfindel
This mod doesn't seem to work for me, night comes but no monsters.

Re: [Game] Minetest Defense

PostPosted: Sat Apr 02, 2016 09:52
by ExeterDad
@Glorfinderl
Just a guess... you called it a mod. Did you install it as a mod rather then a game?

Re: [Game] Minetest Defense

PostPosted: Sat Apr 02, 2016 15:09
by TheReaperKing
Download the development branch, the main doesn't have some of the updated code.

Re: [Game] Minetest Defense

PostPosted: Sun Apr 10, 2016 13:56
by azekill_DIABLO
XD i'm double-posting:)

Re: [Game] Minetest Defense

PostPosted: Tue Apr 19, 2016 12:49
by Glorfindel
TheReaperKing wrote:Download the development branch, the main doesn't have some of the updated code.
Ah, ok, Thanks.
ExeterDad wrote:@Glorfinderl
Just a guess... you called it a mod. Did you install it as a mod rather then a game?
Whoops... no, I did install it as a game, must have been sleepy when I posted though... *facepalm*

No Mobs ... but millions of chat messages

PostPosted: Sun Aug 28, 2016 13:43
by CuriousNoob
-
Glorfindel wrote:doesn't seem to work for me, night comes but no monsters.


Just to add a ''me too..''

Installed the (sub-)game into my /home/$USER/.minetest/games directory.

Had to install the ''throwing'' mod as well.

It seems to start and play fine, just without any mobs monsters! :(

Also, the chat is incessantly spammed with the debug messages :

Code: Select all
[debug] defense:paniki: There are 309 sectors, 261 seeds
[debug] defense:aranay: There are 0 sectors, 0 seeds
[debug] defense:unggoy: There are 0 sectors, 0 seeds

...over and over and over again.

Plus the occasional :

Code: Select all
[debug] Pruning sectors...


(So I toggled-off the chat by pressing F2.)

Pictures and feedback above look good so I'd hoped to try it, but sadly no monsters for me.

As always, I'm using the very latest up-to-date daily version from the minetest-devs ppa repository on a Linux Mint 17.3 Intel desktop PC.

HTH
.

Re: No Mobs ... but millions of chat messages

PostPosted: Sat Sep 24, 2016 02:17
by Glorfindel
CuriousNoob wrote:-
Glorfindel wrote:doesn't seem to work for me, night comes but no monsters.


Just to add a ''me too..''

Installed the (sub-)game into my /home/$USER/.minetest/games directory.

Had to install the ''throwing'' mod as well.

It seems to start and play fine, just without any mobs monsters! :(

Also, the chat is incessantly spammed with the debug messages :

Code: Select all
[debug] defense:paniki: There are 309 sectors, 261 seeds
[debug] defense:aranay: There are 0 sectors, 0 seeds
[debug] defense:unggoy: There are 0 sectors, 0 seeds

...over and over and over again.

Plus the occasional :

Code: Select all
[debug] Pruning sectors...


(So I toggled-off the chat by pressing F2.)

Pictures and feedback above look good so I'd hoped to try it, but sadly no monsters for me.

As always, I'm using the very latest up-to-date daily version from the minetest-devs ppa repository on a Linux Mint 17.3 Intel desktop PC.

HTH
.

Did you see the post were my issue was solved? :p

Re: [Game] Minetest Defense

PostPosted: Fri Dec 16, 2016 15:40
by vz720
Good game! The safest place I discovered is a house in the air, where minotaur can't get you.

Re: [Game] Minetest Defense

PostPosted: Sat Feb 04, 2017 19:22
by Narofat
Hi, i've got the same problem as CuriousNoob, did you find a solution ? I use minetest 0.4.14, and i can't find the 0.4.11.

I want to play this subgame !!!!!

Re: [Game] Minetest Defense

PostPosted: Sat Feb 04, 2017 19:31
by TheReaperKing
Please see my post, but quite simply, you need to download the development branch, not the main.
https://github.com/Kalabasa/minetest_de ... ee/develop

Take care!
-Mike

Re: [Game] Minetest Defense

PostPosted: Sun Feb 05, 2017 17:33
by Narofat
It works great ! Thank you so much !

Re: [Game] Minetest Defense

PostPosted: Thu Aug 03, 2017 21:15
by Lone_Wolf
Looks good! I can see myself playing this allot

Re: [Game] Minetest Defense

PostPosted: Sun Aug 06, 2017 20:05
by Lone_Wolf
Your throwing mod folder is empty.

Re: [Game] Minetest Defense

PostPosted: Sun Aug 20, 2017 11:10
by seller
I got an errer it was this: defense:_____: there is x sectors, x seeds.

Re: [Game] Minetest Defense

PostPosted: Mon Aug 21, 2017 06:42
by azekill_DIABLO
this is debug stuff, not error.

Re: [Game] Minetest Defense

PostPosted: Sun May 26, 2019 10:13
by Eran
I put some work into making an updated version of this game.
https://notabug.org/NetherEran/The_End

Notable things changed:
  • Updated minetest game mods
  • (temporarily?) Removed throwing mod
  • Fixed bug where monsters would freeze because waypoints would be generated using pathfinding but not be set as destination
  • Pathfinding would cause a bug with hordes of monsters all sqeezing into the same position on the ideal path. So I added a feature that only temporarily enables pathfinding when there's no line of sight to the nearest player.
  • Added more comments and changed formatting on the code to my preference
  • Adjusted Sarangay(minotaur) charging
  • Made mobs decide when to jump more reliable
  • Added player_api and sinv to the mod list
  • Replaced all occurences of object:getpos() with object:get_pos(). I couldn't find any documentation on the former so I'm assuming it's depreceated.

Known issues:
  • Walls are useless because sarangay are too strong and unggoy can monkey pile over anything
  • Health regeneration is too slow to be useful
  • Pathfinding often fails, propably because the player is not always in a sector that's handled. It's possible that fixing this is really expensive computationally though.

I'm planning to take this into a Dwarves vs Zombies like direction, especially I'm going to add procs (powerful rampage of course). This was a really fun mechanic where you would kill one monster and get the power to oneshot further monsters for a few seconds. Before adding custom features I wanted to update the base game though so others can take it in other directions.