[Game] Survival 0.1

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Nathan.S
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Re: [Game] Survival 0.1

by Nathan.S » Post

I'm pretty horrible with keeping anybody up to date on any changes in this subgame on this forum thread.

I did just push a decent update, added a juice press, and a barrel to store juice in, pretty slick, you can even use the press directly to fill the barrel. I'll be showing that in one of my lets plays episodes fairly soon I'm sure. :P

Pull a fresh copy from github to get all the new goodies.

P.S.
I did update a handful of other mods as well, and make some other trifling changes to fix errors that were popping up in the terminal about depreciated code, and other small errors.
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Re: [Game] Survival 0.1

by azekill_DIABLO » Post

Happy to see that game is still being continued.

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Re: [Game] Survival 0.1

by dawgdoc » Post

Nathan,

I don't know if you are still maintaining this project. My assumption is that you are based on changes to the github page as recent as a month ago.

I am new to MT and have been exploring to see what I enjoy. Anyhow, downloaded the zip from your Github page, extracted the zip into the games folder, shortened the directory name to Survival_game by removing -master from the tail end. Fired up MT, selected your subgame, and created a world using only default settings. After selecting play I received an error message:

Short version:

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2017-03-21 04:28:31: ERROR[Main]: cannot open /home/dawgdoc/.minetest/games/Survival_game/mods/mobs_redo/init.lua: No such file or directory
+ Spoiler
I looked in the file tree and saw that the mobs_redo directory was present, but empty. That didn't seem like it would be difficult to correct. I copied the contents of the mobs_redo folder I had installed in ~/.minetest/mods/ to the location where the subgame was looking. Since I had not enabled any of the mods I had separately installed I didn't expect any difficulties. I used the files from v1.34 released earlier this month by TenPlus. I deleted that world and gave it another go. The new error messages seem to be caused by biome_lib mod folder being empty.

Short version:

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ModError: Failed to load and run script from /home/dawgdoc/.minetest/games/Survival_game/mods/plantlife_modpack/vines/init.lua:
2017-03-21 04:46:37: ERROR[Main]: ...Survival_game/mods/plantlife_modpack/vines/functions.lua:94: attempt to index global 'biome_lib' (a nil value)
2017-03-21 04:46:37: ERROR[Main]: stack traceback:
2017-03-21 04:46:37: ERROR[Main]: 	...Survival_game/mods/plantlife_modpack/vines/functions.lua:94: in function 'register_vine'
2017-03-21 04:46:37: ERROR[Main]: 	...mes/Survival_game/mods/plantlife_modpack/vines/vines.lua:1: in main chunk
2017-03-21 04:46:37: ERROR[Main]: 	[C]: in function 'dofile'
2017-03-21 04:46:37: ERROR[Main]: 	...ames/Survival_game/mods/plantlife_modpack/vines/init.lua:11: in main chunk
+ Spoiler

Not being a programmer/coder, but being able to read, it seemed to me that the vines sub-mod was causing the problem. Knowing I can always re-extract the zip and start over, I decided to delete vines and see what the result would be. I still received an error message, but it was much shorter. Also, it was still complaining about biome_lib being empty.

Short version:

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2017-03-21 05:02:06: ERROR[Main]: ModError: Failed to load and run script from /home/dawgdoc/.minetest/games/Survival_game/mods/biome_lib/init.lua:
2017-03-21 05:02:06: ERROR[Main]: cannot open /home/dawgdoc/.minetest/games/Survival_game/mods/biome_lib/init.lua: No such file or directory
2017-03-21 05:02:06: ERROR[Main]: Check debug.txt for details.
+ Spoiler
No reason to now become faint of heart. I deleted the biome_lib mod directory (It was empty). Upon restarting MT, I deleted the old world and created a new one, as I had done after each change. I fully expected to get error messages and have the game not starting. I was surprised. The game started with no apparent errors. I didn't start playing, but I noted there was an empty inventory, hubbars present, and crafting guid was enabled in the inventory. I head ambient noises and saw that my character was on a grassy hillside by a stream/river. Attached is the updated debug.txt; in case there is any value in it.
+ Spoiler
I looked at your gethub page, but the biome_lib mod did not have an active link. I was hoping to just pull the file and add it in.

I will play a bit and see if it is anything like the first dozen LP videos in your series, or if my version is more broken than I realize.

Edit: I am running MT 0.4.15 on LInuxMint from the Ubuntu PPA.
Give a man a fish, feed him for a day. Give a kid a fish, it's going to die.

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Nathan.S
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Re: [Game] Survival 0.1

by Nathan.S » Post

Dawgdoc, I use a submodule for Mobs_redo and Biome_lib, unfortunately they don't seem to get included in the archive when downloaded, which I don't understand. Because I make no changes to those two mods I didn't think it would be necessary to include them directly, but you're not the first person to have this problem. I may change them so when downloading the subgame they will be included and everything will 'just work'. I am stopping active development on this subgame, as the (2017-03-21 05:12:38: WARNING[Server]: active block modifiers took 287ms (longer than 200ms)) errors are getting out of hand. The subgame has a lot of mods, and much code is probably redundant, and hacky. By starting with a completely fresh game and coding everything myself, I can reduce the number of ABMs and make things run smoother and with fewer problems.

My new subgame will be very similar to this, (honestly mostly just a complete rewrite.) but hopefully work better and have a more fluid feel to it. I haven't yet decided on a name, but it will at some point end up on a server, which a heavy team play dynamic. When I get something together to share I'll update this post to let people know where to look for updates.
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Re: [Game] Survival 0.1

by dawgdoc » Post

Thank you for the update. I noticed in the .gitmodules file that you had annotated mobs_redo. I was working on the assumption that I wasn't getting it since I don't have a git account.

After you made the changes to the drink functions I retrieved the biome_lib mod and added it. Along the same thought I downloaded plantlife_modpack and pulled the vines mod and also added it. No errors resulted from either addition. I noticed that you added in a helicopter mod. Is this pulled from the Simple Helicopter mod [helicopter]?

I am considering registering for a git-hub account and learning enough to keep my game, sub-games, mods, etc. synced. I am thinking I may start with the few mods in this sub-game as my learning base; specifically mobs_redo, plantlife_modpack, and biome-lib. These seem to get updated on a somewhat regular basis. If that works I will expand my git activities.

EDIT: I hope you are beginning to feel better.
Give a man a fish, feed him for a day. Give a kid a fish, it's going to die.

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Nathan.S
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Re: [Game] Survival 0.1

by Nathan.S » Post

If you use the command line and clone the repo to your machine you can use a flag, --recursive, I believe, and it pull pull submodules, but I'm not that versed in Git to know for sure.

I added the helicopter mod just for my youtube playlist on this subgame, for the last episode, but I had issues with it, when using it my screen would just go black, not sure what was causing that, as I just did a mod review on it a while back and had no problems there. probably a compatibility issue with something.

I'm feeling much better, took a week, but I'm finally back to normal. :)
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Re: [Game] Survival 0.1

by Pablo.R » Post

Nathan, I think that maybe you must delete the glow mod to get rid of the " active block modifiers took 287ms (longer than 200ms)" messages. The ABMs of the glow mod generated a lot of memory problems in my computer so I deleted it, and now the game run smoothly.

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Re: [Game] Survival 0.1

by azekill_DIABLO » Post

weird glow mod can be modified to avoid any error, just put lnger intervals

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Re: [Game] Survival 0.1

by dawgdoc » Post

azekill_DIABLO wrote:weird glow mod can be modified to avoid any error, just put lnger intervals
Are you speaking of changes in the init.lua, specifically --

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219 	interval = 40.0,
220  	chance = 10,
221  	action = function(pos, node, active_object_count, active_object_count_wider)
222  		if math.random() < 0.3 then
223  	   		add_shrooms(pos)
224  		else

and

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282 	interval = 2.0,
283  	chance = 300,
284  	action = function(pos, node, active_object_count, active_object_count_wider)
285  		if minetest.get_timeofday() > 0.74 or minetest.get_timeofday() < 0.22 then

If these are the areas you spoke of changing to integers (?), would something like this work?

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222          if math.random() * 10 < 3 then
and 
[code]285                if minetest.get_timeofday() * 100 > 74 or minetest.get_timeofday() * 100 < 22 then
Please forgive me if I am way off base, the last CS class I had was in 1979. It was Basic, not VBasic, QBasic, or anything else with the word Basic in it.
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azekill_DIABLO
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Re: [Game] Survival 0.1

by azekill_DIABLO » Post

oh, no need to be complicated, just put a far bugger interval and a bit smaller chance it will be good :)

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Re: [Game] Survival 0.1

by Nathan.S » Post

Just to make everybody aware, I'm halting work on this subgame.

I'm currently working on recreating the game entirely from scratch, well almost entirely. The game play will be mostly the same, but things will hopefully run smoother with fewer abms and better functions controlling stuff. I haven't created a new topic for it, but the code is on Github and you can check it out here, https://github.com/NathanSalapat/new-subgame though I should mention that it's very basic right now.
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