[Game] MineClone 2 [0.42.0]

User avatar
texmex
Member
 
Posts: 975
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Game] MineClone 2 [0.3.0]

by texmex » Wed Jan 18, 2017 12:59

Closest to MC of a clone I've ever seen. Those mobs are high quality. Your own creation?
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Wed Jan 18, 2017 13:18

texmex wrote:Closest to MC of a clone I've ever seen. Those mobs are high quality. Your own creation?

The creeper, skeleton, zombie, cow, chicken, pig, and villager (based on skeleton animations) are from Stampy_game, modeled by me, and animated very nicely by Pavel_S.

I think the sheep is the generic MT sheep, Pavel probably added animations though. And I added the different wool color textures.

Slimes/magma cubes were a forum mod, it's also in Stampy game among others.
 

User avatar
texmex
Member
 
Posts: 975
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Game] MineClone 2 [0.3.0]

by texmex » Wed Jan 18, 2017 13:31

Morn76 wrote:The creeper, skeleton, zombie, cow, chicken, pig, and villager (based on skeleton) are from Stampy_game, modeled by me, and animated very nicely by Pavel_S.

I think the sheep is the generic MT sheep, Pavel probably added animations though. And I added the different wool color textures.

Slimes/magma cubes were a forum mod, it's also in Stampy game among others.


They're really good. Great that Wuzzy are granting them new life by porting them to mobs_redo.
 

User avatar
Wuzzy
Member
 
Posts: 3206
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.3.0]

by Wuzzy » Wed Jan 18, 2017 13:47

All mobs are from mobs_mc by maikerumine:
https://github.com/maikerumine/mobs_mc

Maybe some of these mobs ended up in stampy's game by coincidence or whatever. I don' know.

But of course, I still needed to tweak them a bit for this subgame.

The mob API is Mobs Redo.
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Wed Jan 18, 2017 13:57

texmex wrote:They're really good. Great that Wuzzy are granting them new life by porting them to mobs_redo.

Yes, I think so too. I was just a bit unhappy that Pavel changed some of the texturing (on the zombies I think) so that MC textures can no longer be used interchangeably as originally intended. But I got the model animation for free, so I'm not going to moan about it. ;-)

One side of the pig has the texturing upside down. I only realized that when I used the pig with saddle texture in my subgame. Never really bothered to fix that. Also, sheep have bad texturing on the underside of their heads.

I don't have the animated .blend file versions in all cases, because for some of the later models Pavel just sent me the finished animated .x. But here are all the old development .blend/.x files I have:

https://github.com/mdoege/stampy_mobs_blender_files
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Wed Jan 18, 2017 14:10

Wuzzy wrote:Maybe some of these mobs ended up in stampy's game by coincidence or whatever. I don' know.

It's the other way around: They were added to my mobs mod in March 2014 (https://github.com/mdoege/mobs/commits/master/models/skeleton.x) and later versions were moved to Stampy game in 2015.

Villagers were added to Stampy game in September 2015: https://github.com/mdoege/stampy_game/commit/65e27ee51715e11e9787ece59720e14d5b6f508c

Mobs_mc on the other hand is about 8 months old.
 

User avatar
maikerumine
Member
 
Posts: 1339
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: [Game] MineClone 2 [0.3.0]

by maikerumine » Wed Jan 18, 2017 14:58

https://github.com/maikerumine/mobs_mc/blob/master/license.txt
I would never take all the credit for these mobs. The license has the authors credited.


I just made the heads, enderman, ghast, and tweaked some codes, as well as compile them in this pack.

+ Spoiler
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Wed Jan 18, 2017 15:05

maikerumine wrote:https://github.com/maikerumine/mobs_mc/blob/master/license.txt
I would never take all the credit for these mobs. The license has the authors credited.

I think it would be better to put this information in README[.txt] or REAMDE.md as I did in my fork of simple mobs which contained the models. The sad reality on GitHub is that most people who clone/download only look at the README on the main GitHub repo page. All other .txt files seem to be ignored in my experience.
 

User avatar
maikerumine
Member
 
Posts: 1339
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: [Game] MineClone 2 [0.3.0]

by maikerumine » Wed Jan 18, 2017 15:15

Morn76 wrote:
maikerumine wrote:https://github.com/maikerumine/mobs_mc/blob/master/license.txt
I would never take all the credit for these mobs. The license has the authors credited.

I think it would be better to put this information in README[.txt] or REAMDE.md as I did in my fork of simple mobs which contained the models. The sad reality on GitHub is that most people who clone/download only look at the README on the main GitHub repo page. All other .txt files seem to be ignored in my experience.


DONE!
:)
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege
 

User avatar
texmex
Member
 
Posts: 975
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Game] MineClone 2 [0.3.0]

by texmex » Wed Jan 18, 2017 15:45

Thanks for bringing the mob sources to light, it has helped me greatly. Now perhaps we should stay out of Wuzzy's thread. :*)
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Wed Jan 18, 2017 16:07

texmex wrote:Thanks for bringing the mob sources to light, it has helped me greatly. Now perhaps we should stay out of Wuzzy's thread. :*)

I don't think Wuzzy minds, after all we are here to help. There might be more things in Stampy_game that he could integrate in MineClone2. Especially as my goal with my subgame was never a complete clone of MC, so all these subgames can peacefully coexist with different objectives.

A proper wolves/dog mod that look like MC, with collars that can be dyed, teleporting dogs, sitting down, etc. would be nice to have I think. Maybe if we ask nicely Pavel can come back and animate other animals for us? :-)

I have also experimented with pathfinding in simple mobs, but could never get it to work. 3-D pathfinding would be important for spiders, if they can also climb walls.
 

User avatar
GreenDimond
Member
 
Posts: 1178
Joined: Wed Oct 28, 2015 01:26
Location: {x=0,y=0,z=0}
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: [Game] MineClone 2 [0.3.0]

by GreenDimond » Wed Jan 18, 2017 17:06

Big list of stuff to add/fix coming soon...
My YuTube channel | I moderate the HOMETOWN Server. | Click here to see my (6) mods! ~Using gradient signatures since 2017. ✂️- - - - -
 

User avatar
GreenDimond
Member
 
Posts: 1178
Joined: Wed Oct 28, 2015 01:26
Location: {x=0,y=0,z=0}
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: [Game] MineClone 2 [0.3.0]

by GreenDimond » Wed Jan 18, 2017 17:57

More stuff to fix/add:
-Inverted sensor shouldnt be obtainable (i dont even think it exists)
-fix that I cant remove tnt in creative (but can in survival)
-fix that slimes dont seem to jump any more
-dog model is wrong
-pigmen attack me in creative
-edit: all mobs now attack me in creative but didnt before (even villager hates me). I think its cause i went to survival and back so now its messed up
-enderman is all messed up
-most models are wrong
-most textures are wrong
-arrows should stick in blocks
-need less caves
-smaller caves
-less lava in lava caves
-You need more Minecraft-like commands
-Need to add gamemode commands (you could modify these mods to your needs)
-need rain/snow (with /toggledownfall command aswell)
-slimes should have random spawn size (same with magma cube)
-Nametags!!!!
-If mob named "Dinnerbone" or "Grumm" it should flip upside down
-If sheep named "jeb_" then it goes thru all colors forever.

Lucky you! I have done the work to give you screenshots of every inventory menu with the items! Yep, it shows all the items and menus. I also have screenshotted (english much?) every mob in minecraft (whoops, forgot snow golem, iron golem, wither boss, and ender dragon. will get later)!
The file was too big for the forum (26.2 MB) so I uploaded it to filedropper.
Notes about the screenshots:
-Only got 2 bunny colors, there are actually more
-Only got normal sheep, should be grey and black aswell (uncommon) and a pink sheep (even more uncommon than natural mese blocks, seriously, they exist.)
-There are a LOT of guardian pics cause it is REALLY hard to screenshot them out of water (and hard to see in water)

More coming eventually!
-Green
My YuTube channel | I moderate the HOMETOWN Server. | Click here to see my (6) mods! ~Using gradient signatures since 2017. ✂️- - - - -
 

User avatar
Wuzzy
Member
 
Posts: 3206
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.3.0]

by Wuzzy » Thu Jan 19, 2017 03:26

Wow, thanks a lot! Although I already know how the mobs look like, thanks to the wiki.
But the creative categories are certainly helping.
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

User avatar
GreenDimond
Member
 
Posts: 1178
Joined: Wed Oct 28, 2015 01:26
Location: {x=0,y=0,z=0}
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: [Game] MineClone 2 [0.3.0]

by GreenDimond » Sat Jan 21, 2017 17:17

-chat needs to be on bottom
-minecraft chat font
My YuTube channel | I moderate the HOMETOWN Server. | Click here to see my (6) mods! ~Using gradient signatures since 2017. ✂️- - - - -
 

User avatar
Wuzzy
Member
 
Posts: 3206
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.3.0]

by Wuzzy » Sun Jan 22, 2017 15:53

GreenDimond wrote:-dog model is wrong
-enderman is all messed up
-most models are wrong
-most textures are wrong
-fix item frame texture

Sorry, saying that texture XYZ is “wrong” is not helping. I have no idea what you mean.


The commands in this mod are already included. But MineClone 2 is far from having all commands, obviously.

-need rain/snow (with /toggledownfall command aswell)

Can you suggest a good weather mod which you think would best imitate Minecraft atm?

-Nametags!!!!

Already included, but they will be improved in next version.

-If mob named "Dinnerbone" or "Grumm" it should flip upside down
-If sheep named "jeb_" then it goes thru all colors forever.

Easter eggs have the lowest priority.

-chat needs to be on bottom

This could be done in theory, but it would be an ugly hack at the moment, so I don't do it. As I said earlier, I don't try to stay true to the graphics and GUI 100%, but I also won't totally ignore it.

-minecraft chat font

Font is a client setting (font_path), I can't set it in the subgame (sadly). You can download a Minecraft font here: http://www.dafont.com/minecraftia.font


-fix that I cant remove tnt in creative (but can in survival)

Fixed in next version.
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

User avatar
GreenDimond
Member
 
Posts: 1178
Joined: Wed Oct 28, 2015 01:26
Location: {x=0,y=0,z=0}
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: [Game] MineClone 2 [0.3.0]

by GreenDimond » Tue Jan 24, 2017 02:41

Wuzzy wrote:
GreenDimond wrote:-dog model is wrong
-enderman is all messed up
-most models are wrong
-most textures are wrong
-fix item frame texture


Sorry, saying that texture XYZ is “wrong” is not helping. I have no idea what you mean.

Sorry...
-Dog model is currently the Minetest model. Minecraft model is different.
-Enderman looks nothing like the Minecraft enderman.
-Most mob models in general don't look much like Minecraft
-Some textures in general don't look much like Minecraft either.
I can't help but be vague on the last 2. The textures of course don't have to be perfect, but the models should be close.

-need rain/snow (with /toggledownfall command aswell)

Can you suggest a good weather mod which you think would best imitate Minecraft atm?

Maybe something like this but maybe modified a bit?

-chat needs to be on bottom

This could be done in theory, but it would be an ugly hack at the moment, so I don't do it. As I said earlier, I don't try to stay true to the graphics and GUI 100%, but I also won't totally ignore it.

Look at this mod and maybe modify a bit?
Last edited by GreenDimond on Tue Jan 24, 2017 02:56, edited 4 times in total.
My YuTube channel | I moderate the HOMETOWN Server. | Click here to see my (6) mods! ~Using gradient signatures since 2017. ✂️- - - - -
 

User avatar
GreenDimond
Member
 
Posts: 1178
Joined: Wed Oct 28, 2015 01:26
Location: {x=0,y=0,z=0}
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Tue Jan 24, 2017 17:46

With recent MT git builds, when I light TNT in MineClone 2 the MT client freezes and consumes 100% CPU.

I have bisected this issue, and it looks like this MT commit created the problem: https://github.com/minetest/minetest/commit/7279f0b37335396c85f6bdd7dc67ff56e53df0f9

TNT in minetest_game (which also uses particles) does not cause the game to freeze. But in Stampy game, the client freezes, almost immediately upon logging into a world. My subgame uses all kinds of particles, e.g. for lava.

I am not sure if this is a proper engine bug or just some problem with the MC 2 and Stampy subgames. That is also why I have not yet filed a bug report at the main MT repo. Is anybody else seeing this freezing problem?
 

User avatar
Wuzzy
Member
 
Posts: 3206
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Tue Jan 24, 2017 22:31

Morn76: I do not like to support bleeding edge versions of Minetest. Supporting latest stable is hard enough.

Version 0.4.0 released!

Image

  • Creative inventory reacts much faster now and is much less annoying to use now
  • Categorize most or all items into correct creative inventory categories
  • Allow to press enter in creative inventory search
  • Fix most appearance issues of creative inventory, and make other creative improvements
  • Added missing armor preview images
  • No more easy jumping over fence gates
  • Fix TNT not diggable in creative
  • Change mob health
  • Change player physics
  • Don't display mob health anymore
  • Fix some items you get with fishing rod (work is not finished)
  • Change some incorrect item names
  • Add saddle
  • Hunger system has a bit more Minecraft-like values (work is not finished)
  • Major code refactor everywhere to avoid potential weird bugs (work is not finished)

Replies

About chat:
Look at this mod and maybe modify a bit?

The features seem pretty esoteric. Also, I do not like to mess with the chat position like this, as this mod most likely circumvents the client's chat display which I don't want to do as this may introduce pointless lag.
Can you mention specific and functional Minecraft chat features you're missing?
I think changing the chat position is a missing engine feature.

About mob models:
I have very little experience with modelling. I will maybe eventually try my best to create my own models later. But I will gladly accept model submissions.
I agree, the wolf/dog does indeed look way too off.

About the weather mod:
Thanks. I will look at it.
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

Morn76
Member
 
Posts: 653
Joined: Sun Feb 16, 2014 19:45
GitHub: mdoege

Re: [Game] MineClone 2 [0.4.0]

by Morn76 » Tue Jan 24, 2017 23:28

Wuzzy wrote:Morn76: I do not like to support bleeding edge versions of Minetest. Supporting latest stable is hard enough.

I just wanted to mention this problem so if the next stable MT release still has this issue, we already know which commit to investigate. As only two subgames seem to be affected so far, it is probably not something the MT engine devs will fix for us.
 

User avatar
Wuzzy
Member
 
Posts: 3206
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Tue Jan 24, 2017 23:52

Please file an issue on GitHub anyway.
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

User avatar
GreenDimond
Member
 
Posts: 1178
Joined: Wed Oct 28, 2015 01:26
Location: {x=0,y=0,z=0}
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: [Game] MineClone 2 [0.4.0]

by GreenDimond » Wed Jan 25, 2017 01:25

Just a few things:
-Creative mode survival inventory does not have the player preview (dunno if this bug or not).
-Inventory tabs have outlined boxes around the tab icons as well as the helmet when on the player preview.
-For armor slots: Each armor piece should only go in their designated area, I shouldn't be able to put them just anywhere.
-Add dyed leather armor?
-Slippery ice
-Carrot on a stick (and make pigs controllable with them)
-Steve's sitting model should not have legs in front. More down-diagonal spread apart(ish).
-Breeding?
My YuTube channel | I moderate the HOMETOWN Server. | Click here to see my (6) mods! ~Using gradient signatures since 2017. ✂️- - - - -
 

User avatar
Wuzzy
Member
 
Posts: 3206
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Wed Jan 25, 2017 01:39

GreenDimond wrote:Just a few things:
-Creative mode survival inventory does not have the player preview (dunno if this bug or not).

This is of course on the TODO list.

-Inventory tabs have outlined boxes around the tab icons as well as the helmet when on the player preview.

The outlines are intentional, they mark the clickable area on the tabs, because you (sadly) can not click on the entire tab. Maybe I should find a trick to make the entire tab area clickable, because this doesn't look nice and is maybe even a bit confusing.
I have no idea what you mean with the helmets.

-For armor slots: Each armor piece should only go in their designated area, I shouldn't be able to put them just anywhere.
-Add dyed leather armor?
-Steve's sitting model should not have legs in front. More down-diagonal spread apart(ish).
-Carrot on a stick (and make pigs controllable with them)
-Breeding?

Yes.

-Slippery ice

Missing engine feature. :-(
People attempted to implement it already but so far, it never got merged.
Freeminer has slippery ice, but I probably won't jump ship and go to Freeminer just for one feature.
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

PreviousNext

Return to WIP Games



Who is online

Users browsing this forum: No registered users and 2 guests