[Game] VoxeLibre (formerly known as MineClone2) [0.86]

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GreenXenith
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Re: [Game] MineClone 2 [0.32.0]

by GreenXenith » Post

GamingAssociation39 wrote:It could be if when a single chest detects another chest beside it it acts as a double chest. And both single nodes act as one.
That's the current method (without "animations") that cannot be used with "animations" because of the bug I already mentioned.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

Yes I know no need for animations what I had meant was the illusion of chest animation.
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Re: [Game] MineClone 2 [0.32.0]

by GreenXenith » Post

GamingAssociation39 wrote:Yes I know no need for animations what I had meant was the illusion of chest animation.
*sigh*
Dude.
I use "animations" in place of the "illusion of chest animation". It. Is. Not. Possible.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

What I had meant was the illusion not using animations that's what I had meant when I had said animations :)
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Re: [Game] MineClone 2 [0.32.0]

by GreenXenith » Post

GamingAssociation39 wrote:What I had meant was the illusion not using animations that's what I had meant when I had said animations :)
Is it that hard to understand?

You cannot detect the chest next to it and act as a double chest and switch between open and closed meshes at the same time. You can only act as a double chest using the current method without switching the meshes, because if you try to switch meshes, it breaks, as shown by the bug I have mentioned 3 times now. The current chests stay as they are because if you apply the mesh switching to the double chest it does not work and breaks the normal chests too.
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Re: [Game] MineClone 2 [0.32.0]

by azekill_DIABLO » Post

I think I get what he means. It wouldn't be easy though.
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

GamingAssociation39 wrote:What I had meant was the illusion not using animations that's what I had meant when I had said animations :)
So, the idea that you do not understand that an animation I'd an illusion of an animation when referenced as an animation is an illusion?
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

GreenDimond wrote:
GamingAssociation39 wrote:What I had meant was the illusion not using animations that's what I had meant when I had said animations :)
Is it that hard to understand?

You cannot detect the chest next to it and act as a double chest and switch between open and closed meshes at the same time. You can only act as a double chest using the current method without switching the meshes, because if you try to switch meshes, it breaks, as shown by the bug I have mentioned 3 times now. The current chests stay as they are because if you apply the mesh switching to the double chest it does not work and breaks the normal chests too.
So, it's Minetest's fault? Can this be fixed in 0.5?

Did you cover the idea of a node with a collision box and mesh larger than a single node space?
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Re: [Game] MineClone 2 [0.32.0]

by GreenXenith » Post

zargulthewizard wrote:
GreenDimond wrote:
GamingAssociation39 wrote:What I had meant was the illusion not using animations that's what I had meant when I had said animations :)
Is it that hard to understand?

You cannot detect the chest next to it and act as a double chest and switch between open and closed meshes at the same time. You can only act as a double chest using the current method without switching the meshes, because if you try to switch meshes, it breaks, as shown by the bug I have mentioned 3 times now. The current chests stay as they are because if you apply the mesh switching to the double chest it does not work and breaks the normal chests too.
So, it's Minetest's fault? Can this be fixed in 0.5?

Did you cover the idea of a node with a collision box and mesh larger than a single node space?
The bug is fixed in 0.5.0, but Wuzzy does not support bleeding edge.

Yes, I already said that. You can't use a larger mesh because the large chest needs to be able to turn into a smaller chest if dug on the left or right side, and using a larger mesh and collision box prohibits that.
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

I've submitted a feature request for MineTest game.
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

Damaging edge might have been better.

Why can't digging the chest just drop two small ones?
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

Because maybe you don't want both chests gone just one of them so you should be able to break one chest at a time.
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

GamingAssociation39 wrote:Because maybe you don't want both chests gone just one of them so you should be able to break one chest at a time.
But the chrstbwould have to be empty to be diggable anyway. Why worry about the occasional case where you want to leave one chest when it's not that much work to just re-place it?
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Re: [Game] MineClone 2 [0.32.0]

by GamingAssociation39 » Post

Well for MineClone 2 supposed to feel like MineCraft is why I had said that.
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

GamingAssociation39 wrote:Well for MineClone 2 supposed to feel like MineCraft is why I had said that.
But the religious-level cloning of Minecraft ended, remember? Besides, my way makes more sense.
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Re: [Game] MineClone 2 [0.32.0]

by Chem871 » Post

I have 0.31.0, would my world still work if I updated to 0.32.0?
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Re: [Game] MineClone 2 [0.32.0]

by Chem871 » Post

What other dimensions besides the Nether and End are there?
What is SCP-055?

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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

None at the moment, I think. Though I eagerly hope for a moon dimension (may not be possible).
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Re: [Game] MineClone 2 [0.32.0]

by zargulthewizard » Post

BTW, I meant to say to anyone who is using the singlenode mapgen: Don't touch ender eyes! They will cause a fatal crash as end portal shrines do not generate in singlenode. Note: feeling a little deja Vu. Have I posted this before?
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Version 0.33.0

by Wuzzy » Post

Small update: Version 0.33.0 is here!
  • Fix crash when using eye of ender in singlenode
  • Eyes of ender now do nothing if used in worlds without end portal shrines
  • Fix missing decorations in v6
  • Add mushroom blocks, mushroom stems, monster spawners and command blocks into creative inventory
  • Rework huge mushroom caps: The can have pores on each side idependently
  • Placing huge mushroom caps next to each other creates pores on both touching sides
  • Add bark stairs and slabs
  • Add proper error message when using /kill if damage is disabled on server
  • Add death message if player killed by lightning
  • Minor help updates here and there
  • Remove buggy chests and furnaces from villages (/spawnstruct village)
  • New “maphack” privilege required to place and use advanced blocks like command blocks and monster spawners
  • Players can no longer write commands into command blocks they don't have the privileges to execute
  • Slightly shift search field in Creative inventory

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Re: [Game] MineClone 2 [0.33.0]

by Chem871 » Post

Wuzzy, do chorus flowers grow in 0.33.0, or is that still WIP?
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Re: [Game] MineClone 2 [0.33.0]

by zargulthewizard » Post

Yay!
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Re: [Game] MineClone 2 [0.33.0]

by Wuzzy » Post

No, they don't grow.

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Re: [Game] MineClone 2 [0.33.0]

by zargulthewizard » Post

An update with changes I've been looking for! Loving this! Thank you Lord! And thank you Wuzzy!
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Re: [Game] MineClone 2 [0.33.0]

by Chem871 » Post

Will chorus plants be made to grow?
What is SCP-055?

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