[game]Dives Ruris[wip]

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Glünggi
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[game]Dives Ruris[wip]

by Glünggi » Post

Image

A subgame for minetest (0.4.13) gen v7.
at first the goal was to make a 100% selfmade game.. then i realized that this is too many work... and there are also nice mods to use... so now is it a mix of selfmade elements and extern mods.
So the code is a bit chaotic and not easy for moders to work with it... sorry abouth that.
its also a studiproject and i have done many things wrong but also a few things ****** right... i think.
The game is now, after a year of dev, on a shareable level.. and so i share it ;)
There are still a lot of things to do ... but there will be for ever things to do.
So maybe there are some bugs... and the Mobs are not really balanced.
I planed also to add villages and traders or Mesecons and pipework sometimes in the future... it will take some times.

some things you should know:
no shader support for texture (sorry).. turn it off or it will look ugly
treefruits regrowing
stairs are made with the stair workstation
Eating heals instandly like a healpotion use it infight
Diamondlevel is -500
Mobs max lifelevel is -1750
stone drop as stone and cobble can be craft.
sometimes there are ugly shadows after a tree is growing... plant another tree in this zone and the shadow will disappear.
Dogs (deep forest) can be tamed with raw meat and change they order "follow" and "stand" with rigth klick on it.



Screens-Biomes:
+ Spoiler
Licenses:
+ Spoiler
Download
GitHub: https://github.com/Glunggi/dives_ruris

Special thanks to Xanthin and Sokomine für Eure Zeit und Geduld.
also thanks at paramat and TenPlus1 (i learn a lot from youre mods)


I hope you will have some fun with it and im sorry about my english.
Last edited by Glünggi on Fri Oct 14, 2016 20:09, edited 3 times in total.

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kaadmy
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Re: [game]Dives Ruris[wip]

by kaadmy » Post

W.O.W.
Those jungles look really awesome :)

Are the dungeons a mod? They look far more detailed than he default generated ones.
Never paint white stripes on roads near Zebra crossings.

Pixture

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qwertymine3
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Re: [game]Dives Ruris[wip]

by qwertymine3 » Post

Had a quick look; the biomes are very tastefully done. :)

One issue though - when leaves are set to 'opaque' the pixels that are normally transparent turn white (I think this is due to the images being saved in RGB rather than colour pallet mode)
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TenPlus1
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Re: [game]Dives Ruris[wip]

by TenPlus1 » Post

Nicely done :)

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Glünggi
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Re: [game]Dives Ruris[wip]

by Glünggi » Post

Thank you Folks

the dungeons are schematics ..3 different at the moment.... they have height dependent randomly treasures.

i will keep an eye on this "opaque texture problem"

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Re: [game]Dives Ruris[wip]

by Minetestforfun » Post

Great job, keep up he good work !

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Re: [game]Dives Ruris[wip]

by qwertymine3 » Post

Created a pull request with fixed leaves

BTW my first guess was wrong about the leaf images - they were in indexed mode, but the transparent colour was white with 0 alpha
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Glünggi
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Re: [game]Dives Ruris[wip]

by Glünggi » Post

but the transparent colour was white with 0 alpha
there must be a fail on convert from rgb to indexcolors... but i dont know where the failure is...
i use PS.. maybe i dont should take "enforce black n White"? Cause i have every transparent Image convert and save at the same way.. and now i'm unsettled... there are so many textures with transparent's
Great job
thank you ;)

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Re: [game]Dives Ruris[wip]

by qwertymine3 » Post

The issue is only visible when minetest tries to render a transparent image as opaque - this only happens for leaves.
I don't think you need to worry about the rest of your textures.

PS is converting the texture 'correctly', but minetest is trying to get information about the image colour in the transparent areas, which most other programs don't. IDK how to fix this in PS - I personally use a different program for editing texture sprites 'aseprite'
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Glünggi
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Re: [game]Dives Ruris[wip]

by Glünggi » Post

The issue is only visible when minetest tries to render a transparent image as opaque - this only happens for leaves.
I don't think you need to worry about the rest of your textures.
Ok thats calm me down a bit :)
Im sitting here with my and youre version of scrub png... and i find no differents..
i will be glad if some PS user can tell me wath i have to do to save this files correctly

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Re: [game]Dives Ruris[wip]

by qwertymine3 » Post

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Glünggi
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Re: [game]Dives Ruris[wip]

by Glünggi » Post

At first i have added youre textures to my branch... but i must figure it out how it works ;) .. so thank you for the hint-link.

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Re: [game]Dives Ruris[wip]

by qwertymine3 » Post

Final hint - the transparent colour (assigned by PS) is usually the final colour for the sprite (in your sprites at least).
In the case of default_leaves_palm this is index 6.
Comparing the colours our textures at that index should show that yours is completely transparent white, and mine is completely transparent dark green (0 alpha).
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Glünggi
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Re: [game]Dives Ruris[wip]

by Glünggi » Post

Thank you... i think it works with youre hints :).. so i has chance the color from white to green and then add the alpha on it... now its green too when i klick on it in the colortable and no more longer white.
Thats really pixel-acrobatic :D

Edit: testet and it works :) i never play with opacue leaves...so i dont care abouth in the past.. Looks really ugly with white filled alpha on it :D.. but is simple to fix .. if you know how it works ;) Thank you again for the help.

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Re: [game]Dives Ruris[wip]

by philipbenr » Post

Wow, that looks awesome. Sort of what I was aiming for with my old Lux Solis game...

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RHR
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Re: [game]Dives Ruris[wip]

by RHR » Post

The screenshots look very beautiful :D

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Re: [game]Dives Ruris[wip]

by azekill_DIABLO » Post

looks nice and realistic!

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Re: [game]Dives Ruris[wip]

by D00Med » Post

Really nice mapgen:)
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

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Re: [game]Dives Ruris[wip]

by Glünggi » Post

Thanks :)

After a year, now a midsized update
-------
Update 14.10.2016
-------
Add Sprint for Player. (E)
Add Pipeworks
Add Mesecons
Add Meshes for ramps/slopes (mystairworks)
Add an actual mobs api (not optimised gameplay yet)
simplify some cookingrecipes (delete the vessels)
remove some warning's

I think its better to start a new worldmap, maybe there are some conflicts with older mobs and the slopeblocks.
I have tested the new settings for a week but there was some problems on uploading on github, i hope it works... else tell me plz.
Last edited by Glünggi on Fri Oct 14, 2016 20:19, edited 1 time in total.

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Re: [game]Dives Ruris[wip]

by azekill_DIABLO » Post

Nice!! which mobs do u use?

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Re: [game]Dives Ruris[wip]

by MineYoshi » Post

Nice :D
Oi

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Glünggi
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Re: [game]Dives Ruris[wip]

by Glünggi » Post

I used allways the redo api for dives ruris... but there was many chances in this year...

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Re: [game]Dives Ruris[wip]

by TheReaperKing » Post

I really love the colors of the jungle and forests. I can't wait to try this :)
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Re: [game]Dives Ruris[wip]

by azekill_DIABLO » Post

Ok nice! i am happy to see this is not discontinued.

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Re: [game]Dives Ruris[wip]

by Glünggi » Post

No,no .. i work less on it but i want to keep it alive ;)

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