[Game] MineClone 2 [0.43.0]

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Version 0.42.0 is out!

by Wuzzy » Tue Sep 18, 2018 20:32

Version 0.42.0 is out! Just a small update.

Changelog:

  • Fix snow golem's head texture (thanks to MysticTempest)
  • Make player sit in minecarts instead of standing (thanks to MysticTempest)
  • Add mob sounds for ocelot, cat, skeleton, wither skeleton, horse, skeleton horse, bat, vex, creeper, cow
  • Play sound when ghast shoots a fireball and a mob shoots an arrow
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Re: [Game] MineClone 2 [0.42.0]

by zm78 » Sat Sep 22, 2018 02:31

I got the game a while ago, just noticed some bugs n' stuff.

Code: Select all
Bugs(might be on the to-do list.):
1. The Nether and the End have not been generating at all since 0.42.0
2. Nether portals have not been spawning in a nether cave, but in the netherrack or floating(Intentional?)
3. Tamed wolves will not follow you, they seem to "wander off" then teleport to you
4. Tamed wolves do not have a sitting animation

Code: Select all
Suggestions(might be on the to-do list.):
1. make the player and mobs catch fire when in fire or lava
2. add elytras(tools that let you glide, press space to open them)
3. make the player's and mob's heads move separate from their body's(Playeranim by Rui?)
4. add fireworks?


That's all!

zm78
 

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Re: [Game] MineClone 2 [0.42.0]

by Wuzzy » Sat Sep 22, 2018 16:59

I cannot find evidence for the lack of End and Nether. They still generate just fine for me. Is this a problem in new worlds, too? Does this happen in all worlds types? Do you add mods?

Nether portal generation is not really smart so far, sorry.
Wolves are also not perfect yet and just need more work.
As the suggestions are all MC gameplay features in MC 1.11, they are automatically on the TODO list.
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Re: [Game] MineClone 2 [0.42.0]

by zm78 » Sun Sep 23, 2018 08:34

Oops, sorry
Just tried it without mods and the end/nether worked just fine,
probably modded my version past it's limits...

Bye, zm78
 

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Re: [Game] MineClone 2 [0.42.0]

by zasnool » Wed Oct 03, 2018 08:16

I have a few question about this game. I am very new to minetest, I have only played for a couple of days. I enjoy this mineclone 2 game very much, and I like some of the minetest default features and other mods from this forum also.
Is there an option to disable some of the mods that are included in this(mineclone 2) subgame? For example, I want to disable water that flows from random holes in the mountains, because sometimes it creates massive floods. And replace the inventory with the default minetest inventory.

Edit:
I also need to know how to make the grass behave like in the Mineclone 2 subgame, so that it doesn't take too much hits to destroy it. And in the default minetest game, the tree trunks are dug into the ground 1 block deep, which doesn't seem to happen in this subgame, how do I change that?

I hope it is not to much trouble.
 

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Re: [Game] MineClone 2 [0.42.0]

by zm78 » Wed Oct 03, 2018 23:39

zasnool wrote:I also need to know how to make the grass behave like in the Mineclone 2 subgame, so that it doesn't take too much hits to destroy it. And in the default minetest game, --Snip--

for the grass you need to add the "oddly_breakable_by_hand = 1" group, like this
Code: Select all
minetest.override_item("default:grass_1", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:grass_2", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:grass_3", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:grass_4", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:grass_5", {groups = { oddly_brakable_by_hand=1}})

minetest.override_item("default:dry_grass_1", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:dry_grass_2", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:dry_grass_3", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:dry_grass_4", {groups = { oddly_brakable_by_hand=1}})
minetest.override_item("default:dry_grass_5", {groups = { oddly_brakable_by_hand=1}})

or use a small folder I made for default game(not tested):
grass_break_instant.zip
instant grass break code
(769 Bytes) Downloaded 7 times


bye, zm78
 

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Re: [Game] MineClone 2 [0.42.0]

by Chem871 » Sat Oct 06, 2018 13:10

This small mod made all grasses except for jungle grass indestructible. I tested it with no other mods.
What is SCP-055 again? I forgot.
 

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Re: [Game] MineClone 2 [0.42.0]

by DS-minetest » Sat Oct 06, 2018 18:14

Of course. It's called "break" and not "brak". If you override the groups and ignore the old groups, you will do more than you want to.
First get the node definitions group table, then set the tables dig_immediate to 3, then override the node setting groups to the modified table.
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Re: [Game] MineClone 2 [0.42.0]

by minerdudetest » Tue Oct 09, 2018 10:55

@Wuzzy I am starting to work on the MCL2-compatible/ported mods, as promised. Here is the link. Your input and critique are extremely welcome!
 

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Re: [Game] MineClone 2 [0.42.0]

by werdanith » Sun Oct 14, 2018 21:47

Hello, I'd like to thank you for your great work on the project, and point out an issue I noticed.
In the last release I was expecting zombie idle sounds to be added, given that my zombies were silent. Turns out no sounds were added because they're supposedly already there. I looked into the credits file and saw an idle sound credited, but the actual file is missing. In my server I downloaded the file, tweaked it a little in audacity and it works fine. Was the file left out intentionally, or accidentally?
 

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Re: [Game] MineClone 2 [0.42.0]

by JiCeyCraft » Tue Oct 16, 2018 14:56

Hum-hum-hum... *COUGH*
....villages, villagers...
*COUGH COUGH*
 

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Re: [Game] MineClone 2 [0.42.0]

by zm78 » Mon Oct 22, 2018 21:26

Hello, I think I may have ran into a bug, Just noticed that the Villagers sometimes have a chance of crashing the server when you open their trading dialogue, I get this error message:
Code: Select all
2018-10-23 07:23:51: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_mc' in callback luaentity_Rightclick(): ...test/games/MineClone2/mods/ENTITIES/mobs_mc/villager.lua:405: attempt to index local 'trade' (a nil value)
2018-10-23 07:23:51: ERROR[Main]: stack traceback:
2018-10-23 07:23:51: ERROR[Main]:    ...test/games/MineClone2/mods/ENTITIES/mobs_mc/villager.lua:405: in function 'init_trades'
2018-10-23 07:23:51: ERROR[Main]:    ...test/games/MineClone2/mods/ENTITIES/mobs_mc/villager.lua:962: in function 'on_rightclick'
2018-10-23 07:23:51: ERROR[Main]:    ...minetest/games/MineClone2/mods/ENTITIES/mcl_mobs/api.lua:2930: in function <...minetest/games/MineClone2/mods/ENTITIES/mcl_mobs/api.lua:2927>

Bye, zm78
 

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Re: [Game] MineClone 2 [0.42.0]

by Chem871 » Mon Oct 22, 2018 22:03

Is it possible to have MC's food eating animation implemented?
What is SCP-055 again? I forgot.
 

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Re: [Game] MineClone 2 [0.42.0]

by Lone_Wolf » Tue Oct 23, 2018 00:17

Chem871 wrote:Is it possible to have MC's food eating animation implemented?

Not yet
 

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Version 0.42.1 released!

by Wuzzy » Tue Oct 23, 2018 15:13

Version 0.42.1 released! Changelog:
  • Fix when opening the trading menu (via rightclick) of a villager of type “cleric” if playing in a world not generated by the v6 map generator

Thanks to zm78 for reporting this critical bug!

Note if you have clerics walking around from before this update, they might still crash your game because this update might not fix old clerics (only newly spawned ones).
Either kill them or use the /clearobjects command in chat.
Last edited by Wuzzy on Tue Oct 23, 2018 15:45, edited 1 time in total.
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Re: [Game] MineClone 2 [0.42.1]

by Wuzzy » Tue Oct 23, 2018 15:30

Is there an option to disable some of the mods that are included in this(mineclone 2) subgame?

No. Not without editing MineClone 2 itself, that is.
For example, I want to disable water that flows from random holes in the mountains, because sometimes it creates massive floods.

These are called “springs” and are a special mapgen feature I have added. This is not editable by a setting, sorry. I could add a setting to disable water and lava springs, but I did not bother to do so yet.

For coders: The mapgen code for springs is in the game mod mcl_mapgen_core.

And replace the inventory with the default minetest inventory.

This is not trivially possible and would require a gameplay change. The default Minetest inventory has 4×8 slots, while MineClone 2 has 4×9 slots. Changing the inventory size is out of question.
Apart from the gameplay change, the inventory needs a complete rewrite for this to work and is definitely not trivial. The hard part is not actually getting the default inventory back, but also rewriting the creative inventory.

For coders: The mod “mcl_inventory” is the mod that adds the MineClone 2 inventory. If you want to change how the inventory works, you need to look here.

I also need to know how to make the grass behave like in the Mineclone 2 subgame, so that it doesn't take too much hits to destroy it. And in the default minetest game, the tree trunks are dug into the ground 1 block deep, which doesn't seem to happen in this subgame, how do I change that?

Tall grass in MineClone 2 is mined instantly. To make any node being broken instantly by any tool (including hand), add the group dig_immediate = 3 to the node definition. This group is a so-called special group and works in all games. Do not use oddly_breakable_by_hand as other people suggestes, this is wrong as MCL2 does not recognize this groups.
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Re: [Game] MineClone 2 [0.42.1]

by voxelproof » Tue Oct 23, 2018 18:10

As I wrote in previous posts, I like very much ambience of MC2. And I'd like to try some survival play with it. I know that you aim to re-create original Minecraft features as well as possible, but what do you think about making it slightly better, at least in some survival aspects of gameplay? I mean when I see these wolves and bears walking calmly past me showing annoying indifference to the player's character I just can't "suspend my disbelief" and get immersed in the game. It would be greatly engaging if the predatory animals posed some real danger to the player. I would say that as they are now they are counter-productive in that aspect because they bring strong feeling of triviality and artificiality into these otherwise brilliant and interesting, exploarble worlds.

I remember when I saw for the first time a pair of wolves attacking and killing a sheep in MC. It was kind of little shock to me when I suddenly realized that this game wasn't as innocent as its appearances seemed to suggest. I think you should consider employing these animals as a significant gameplay feature and force players into more energetic style of gaming :)
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Re: [Game] MineClone 2 [0.42.1]

by Wuzzy » Tue Oct 23, 2018 21:38

Well … Let's say that mobs generally still suck and need a lot of work. I don't want to think about this at the moment. Maybe later. No idea when. I will only say one thing about polar bears: Well, it's not only about atmosphere but also difficulty.

I agree that religiously cloning Minecraft is not a good idea, and I have learned that lesson. Since there are some MC things which are not so good after all.
So I welcome small suggestions if they don't deviate from the original to much. MineClone 2 is still aiming to be a clone, but not a perfect one. Now, I aim for it to be more an imitation of Minecraft. My doctrine with MCL2 right now is that I reject features and gameplay rules in MC if I think they are stupid and apply small tweaks to gameplay, if they fit. But the end result must be still a good game in itself.

By the way, as for Minecraft 1.13, if someone feels the need for adding all these underwater features, creating the required textures and sending them to me surely will speed up this process a lot. Note I will probably only add simple or decorative blocks from MC 1.13 and other things which I can quickly implement, as a starting point.
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Re: [Game] MineClone 2 [0.42.1]

by zm78 » Tue Oct 23, 2018 22:28

Hello, Noticed somewhere on this page "ambience" was mentioned,
I gave a ambience modpack a go and I "Think" I have it all ready to go!
Notice: the mod has not been tested!
Notice: it Does still have MC sounds i used as placeholders, feel free to change that!
Download Link: https://github.com/zander999/AMBIENCE/archive/master.zip
Browse Code: https://github.com/zander999/AMBIENCE

PS: I'd love to do some of the blocks and textures for the 1.13 update(MC update) and hopefully get them done before summer is over!

Bye, zm78
 

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Re: [Game] MineClone 2 [0.42.1]

by toby109tt » Sun Oct 28, 2018 20:07

Hey Wuzzy.
I'm seeing some of my texture (Some have been modified) But what I'm not seeing is my credit.
Here by I request that I get my credit, Thanks in advance.
i'm the co-dev and lead artist of farlands
 

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Re: [Game] MineClone 2 [0.42.1]

by zm78 » Mon Oct 29, 2018 23:17

Hello, just gave adding a "absorbtion" effect for the gold apple(TODO: make it so it doesn't have infinite time for the effect), Gold Apple Code:
Code: Select all
-- TODO: Status effects(regeneration/better absorbtion)
minetest.register_craftitem("mcl_core:apple_gold", {
   description = core.colorize("#55FFFF", "Golden Apple"),
   _doc_items_longdesc = "Golden apples are precious food items which can be eaten.",
   wield_image = "mcl_core_apple_golden.png",
   inventory_image = "mcl_core_apple_golden.png",
   stack_max = 64,
   on_place =
   minetest.item_eat(4)
   user:set_attribute("goldhp", 4)
   local sh = user:get_attribute("goldhp") or 0
   user:hud_change(goldheart, "number", sh)
      return itemstack
   end, true
   on_secondary_use =
   minetest.item_eat(4)
   user:set_attribute("goldhp", 4)
   local sh = user:get_attribute("goldhp") or 0
   user:hud_change(goldheart, "number", sh)
      return itemstack
   end, true
   groups = { food = 2, eatable = 4, can_eat_when_full = 1 },
   _mcl_saturation = 2.4,
})

minetest.register_on_player_hpchange(function(player, hp_change)
   if hp_change <= -1 then
      atrshield = player:get_attribute("goldhp")
      if atrshield ~= nil then
         dmgshield = tonumber(atrshield)
         if  hp_change >= (-1 * dmgshield) then
            player:set_attribute("goldhp", dmgshield + hp_change)
            local sh = player:get_attribute("goldheart") or 0
            player:hud_change(shl, "number", sh)
            hp_change = 0
            minetest.sound_play("player_damage",{player:get_player_name()})
         else
            atrshield = player:get_attribute("goldhp")
            dmgshield = tonumber(atrshield)
            hp_change = hp_change + dmgshield
            player:set_attribute("goldhp", 0)
            local sh = player:get_attribute("goldhp") or 0
            player:hud_change(shl, "number", sh)
         end
      end
   end
   return hp_change
end, true)
And the texture for the golden hearts:
mcl_core_goldheart.png
(5.93 KiB) Not downloaded yet

Bye, zm78
 

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Re: [Game] MineClone 2 [0.42.1]

by Wuzzy » Tue Oct 30, 2018 12:30

I'm seeing some of my texture (Some have been modified) But what I'm not seeing is my credit.

It's a long time since I last touched the textures, so I can't remember that stuff, sorry.
Please tell me exactly which files/textures you request to be credited, then I will fix this ASAP.

@zm78: Thanks for your time, but I don't think your code is useful. Your code has syntax errors, is imcomplete and does not define the variables “shl” and “goldheart”. In this form, I don't like to add this code. Sorry.
Also, I like to implement status effects properly, not just partially. What I really want is a generic status effect API before I add real status effects.
The only exception for now is food poisoning, but this will be replaced when real status effects work.
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Re: [Game] MineClone 2 [0.42.1]

by Punk » Sat Nov 03, 2018 11:17

I saw many horses on the top of the trees. It's a very stranger fruit...

What is the command to clear the mobs in the area? I forgot it.

Thanks!
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Re: [Game] MineClone 2 [0.42.1]

by Lone_Wolf » Sat Nov 03, 2018 22:24

Punk wrote:I saw many horses on the top of the trees. It's a very stranger fruit...

What is the command to clear the mobs in the area? I forgot it.

Thanks!

I use /clearobjects quick to remove nearby entities
 

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Re: [Game] MineClone 2 [0.42.1]

by Punk » Mon Nov 05, 2018 17:40

Lone_Wolf wrote:I use /clearobjects quick to remove nearby entities


Thank you! I hadn't realized that this command erase the content of the signs.
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