[Game] MineClone 2 [0.38.0]

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Re: [Game] MineClone 2 [0.36.3]

by Stix » Sat Apr 21, 2018 21:06

The inside of the barn:ImageImage
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Re: [Game] MineClone 2 [0.36.3]

by cHyper » Sun Apr 22, 2018 19:42

This game is awesome... keep on the good work... when came the final version out?!!
 

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Re: [Game] MineClone 2 [0.36.3]

by GamingAssociation39 » Tue Apr 24, 2018 17:57

Image
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(288.84 KiB) Not downloaded yet
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Re: [Game] MineClone 2 [0.36.3]

by zargulthewizard » Wed Apr 25, 2018 00:55

What happened leading up to this?
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Re: [Game] MineClone 2 [0.36.3]

by GamingAssociation39 » Wed Apr 25, 2018 02:07

I had put 2 items in an itemframe (apples).
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Re: [Game] MineClone 2 [0.36.3]

by zargulthewizard » Wed Apr 25, 2018 12:32

Can I safely assume that the item frame was at the mentioned position?

I don't think more than 1 item should be able to go into an item frame.
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Re: [Game] MineClone 2 [0.36.3]

by Wuzzy » Thu Apr 26, 2018 01:38

Nice screenshots!
Amidstest looks interesting but I don't know how to compile or run it and I am too lazy to figure it out.

As you have probably noticed, it has been quite quiet around MineClone 2 development. I have no idea when serious work on this will continue.
I do not wish to abandon this project, but it is on “basic life support” now.

Now that Minecraft 1.13 is in the works, I should clarify some things:
  • The core development target for the MCL2 1.0.0 release still remains at “cloning Minecraft 1.11 PC Edition”
  • Features in MC 1.13 will be ignored … for now. This update is simply too huge. This update is very tempting to clone as well but I must focus my development to even have a chance to reach the MCL2 1.0.0 milestone
  • But trivial changes from MC 1.13 might just sneak in … like I did with MC 1.12 stuff.
  • After I reached MCL2 1.0.0 release, this opens up the gate for all future updates, plus maybe my own ideas (not sure yet).
  • Minecraft 1.13 will change the liquids system. I will probably never adopt this change.

In the meantime, why not building cool stuff and showing off more screenshots? :-)
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Re: [Game] MineClone 2 [0.36.3]

by GamingAssociation39 » Thu Apr 26, 2018 01:53

Maybe you could get close to 1.13 water but it's your choice though. 1 thing that I'd like to see is XP being added.
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Re: [Game] MineClone 2 [0.36.3]

by zargulthewizard » Thu Apr 26, 2018 01:59

Definitely need xp.
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Re: [Game] MineClone 2 [0.36.3]

by GamingAssociation39 » Thu Apr 26, 2018 02:04

I have an old XP mod that I had found a while ago. Even though it has disappeared from the forums.
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Re: [Game] MineClone 2 [0.36.3]

by Wuzzy » Thu Apr 26, 2018 02:18

XP is one of the oldest MC features, way older than 1.11, so obviously part of the project goal.
Again, the project goal is Minecraft 1.11 PC Edition.
You do not have to remind or convince me all the freaking time to implement features up to MC 1.11, it's already part of the goal. ;-)

Note that XP alone are not very useful. XP only really make sense together with enchantments. This is the big one. It will require a lot of work and I have no idea yet when I start with this. But I do know that enchantments need to be implemented first, before XP.



FAQ:
Q: Is Minecraft feature XYZ part of the project goal (v1.0.0)?

A:
- If it's part of MC 1.11 or older, then the answer almost certainly yes.
- For complicated obscure non-gameplay features like TTS the answer is no.
- For arbitrary technical restrictions, the answer is no.
- If it's not part of MC 1.11, the answer is no, at least for the MCL2 1.0.0 milestone.

------------------------

The new liquid system would mean major changes for little reward, and I also personally dislike the new paradigm. It waters down the paradigm of “1 block = 1 thing”.
Also, it would require serious support from Minetest first, and this is an absolute must for liquids IMO. I am definitely not hacking together a Lua-based liquid.
This thing is not part of the 1.0.0 milestone and it's unlikely it will ever land on my to-do list even after that milestone.
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Re: [Game] MineClone 2 [0.36.3]

by Lone_Wolf » Thu Apr 26, 2018 02:48

Wuzzy wrote:XP is one of the oldest MC features, way older than 1.11, so obviously part of the project goal.
Again, the project goal is Minecraft 1.11 PC Edition.
You do not have to remind or convince me all the freaking time to implement features up to MC 1.11, it's already part of the goal. ;-)

Note that XP alone are not very useful. XP only really make sense together with enchantments. This is the big one. It will require a lot of work and I have no idea yet when I start with this. But I do know that enchantments need to be implemented first, before XP.



FAQ:
Q: Is Minecraft feature XYZ part of the project goal (v1.0.0)?

A:
- If it's part of MC 1.11 or older, then the answer almost certainly yes.
- For complicated obscure non-gameplay features like TTS the answer is no.
- For arbitrary technical restrictions, the answer is no.
- If it's not part of MC 1.11, the answer is no, at least for the MCL2 1.0.0 milestone.

------------------------

The new liquid system would mean major changes for little reward, and I also personally dislike the new paradigm. It waters down the paradigm of “1 block = 1 thing”.
Also, it would require serious support from Minetest first, and this is an absolute must for liquids IMO. I am definitely not hacking together a Lua-based liquid.
This thing is not part of the 1.0.0 milestone and it's unlikely it will ever land on my to-do list even after that milestone.

Legend Of Minetest has a XP mod you may be able to use.
 

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Re: [Game] MineClone 2 [0.36.3]

by Chem871 » Thu Apr 26, 2018 13:27

There's also the enchantment table from xdecor, and the special picks from the special_picks mod. Auto-smelting, and fortune picks.
 

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Re: [Game] MineClone 2 [0.36.3]

by JiCeyCraft » Sat Apr 28, 2018 08:15

So, still no simple villages and villagers, uh? :/
 

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Re: [Game] MineClone 2 [0.36.3]

by Stix » Mon May 07, 2018 19:14

Hey @Wuzzy couldnt you implement holding down right click to eat in the same way Arcelmis bow mod works, by "permanantly querying" the right mouse button as you say it?
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Version 0.37.0 released!

by Wuzzy » Sat May 12, 2018 14:36

Version 0.37.0 is released! The Bow Update!
Image
https://i.imgur.com/HKC25jL.png

List of changes:
  • Rework of bow and arrows
    • Fluid charging of bow, hold down right mouse button to charge
    • Arrow damage and speed increase linearly the longer you charge
    • New appearance of flying arrow
    • Arrows can push wooden buttons
    • Arrows may now be stuck in blocks and despawn after 1 minute after that
    • Stuck arrows can be picked up
    • Arrows slow down in liquids (proper liquid physics are still W.I.P.)
    • Play sound if arrow hits player
  • Rework player speed changes. A couple of bugs related to player speed changes are fixed now
  • Hide some unfinished items from the Creative Inventory (Minecart with Command Block, Minecart with Hopper, Minecart with Furnace, Minecart with Chest, Activator Rail, Fishing Rod)
  • Boats are now placed in the direction you're facing

For this release, thanks go out to:
Arcelmi, for creating the mods “ [bow]” (viewtopic.php?t=18310) and “controls” (viewtopic.php?f=9&t=18471). I have included the controls mod and based some of the new arrow code on Arcelmi's bow mod.

Stix wrote:Hey @Wuzzy couldnt you implement holding down right click to eat in the same way Arcelmis bow mod works, by "permanantly querying" the right mouse button as you say it?

No, that's not a priority for now. I'm waiting for a better engine support regarding controls, the bow controls still feel like a hack to me (yet they work), I don't want to add another hack on top. ;)
Last edited by Wuzzy on Sat May 12, 2018 15:08, edited 1 time in total.
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Re: Version 0.37.0 released!

by Stix » Sat May 12, 2018 15:00

Wuzzy wrote:
Stix wrote:Hey @Wuzzy couldnt you implement holding down right click to eat in the same way Arcelmis bow mod works, by "permanantly querying" the right mouse button as you say it?

No, that's not a priority for now. I'm waiting for a better engine support regarding controls, the bow controls still feel like a hack to me (yet they work), I don't want to add another hack on top. ;)

This looks great! but the real question is, will they damage mobs or fly through them ;)
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Re: [Game] MineClone 2 [0.37.0]

by Wuzzy » Sat May 12, 2018 18:00

This looks great! but the real question is, will they damage mobs or fly through them ;)

Oops. No, arrows might still not be reliable on that. I always tended to forget about that one.
Minetest does not yet any proper collision detection between objects, so I have to make estimates in the code.

Anyway, I have just increased the mob detection range for mobs, it should be a bit better in the next version.
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0.38.0 is here!

by Wuzzy » Tue May 15, 2018 00:20

Version 0.38.0 is here! Nicknamed “The Quick Update”!

  • Increase arrow hit range from 2 to 3. It should now be easier to hit animals and monsters with bows
  • Items which have been named via anvil now show their name when placed in item frame and pointing to it
  • New jukebox texture
  • Redstone comparators now detect the following (besides containers): Music disc in jukebox, item frame with item, cake, filled cauldron, end portal frame with eye
  • Add particles when digging banner
  • When going far from banners, they still disappear, but at least you can always see the banner stand
  • Add “End Portal Frame with Eye of Ender” into creative inventory
  • More variations of mega spruce trees and large oaks. Trees are now officially finished.
  • Fix jukeboxes destroying music disc metadata (e.g. custom name)

Compability notes:
I have reworked item frames. If your item frame has an item inside, an "unknown object" will appear when you update. This is harmless, you can just punch it to destroy it. Your item is safe, it's just a graphical glitch. Sorry for the inconvenience.
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Re: [Game] MineClone 2 [0.38.0]

by GamingAssociation39 » Tue May 15, 2018 03:40

Will torches ever have a particle effect?
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