[Game] dcbl

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[Game] dcbl

by jas » Mon Jul 24, 2017 18:34

Sub-game for dcbl server. Contains some custom mods alongside mainstays like 3d_armor, mobs_redo, xdecor, and caverealms. The origin of this sub-game is a single craftitem named dcb:dcb, which removed locked doors, chests, and bones.

+ todo
+ mods

Download: dcbl-0.06.zip, 6.7M (GitHub repository, tree)
License: GPL3

Code: Select all
git clone -b dcbl --recurse-submodules git://github.com/jastevenson303/dcbl.git


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Re: [Game] dcbl

by Fixer » Tue Jul 25, 2017 12:42

Host it on github too (if possible).
 

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Re: [Game] dcbl

by jas » Tue Jul 25, 2017 14:47

Yes. I will fork minetest_game, and figure out some sub-module/branching scheme. I'm still deciding whether to host individual repos for my mods (shop, backpacks, etc.) and sub-module, or just branch minetest_game with them incorporated. I figure this will all be done within the next few days. Thanks.
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Re: [Game] dcbl

by jas » Wed Jul 26, 2017 11:08

Code: Select all
git clone -b dcbl --recurse-submodules git://github.com/jastevenson303/dcbl.git


Will update the original post with a 0.01 zip later. https://github.com/jastevenson303/dcbl/tree/dcbl
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Re: [Game] dcbl

by stu » Wed Jul 26, 2017 19:23

everamzah? welcome back, if so.

This is a nice selection of mods that with some polishing would be pretty much the way I'd like to see an official minetest game to be.

My only criticism is that unless you are making significant changes to the default MTG mods it might be better off being distributed as a modpack rather than a game. This would save you a lot of maintenance, see dreambuilder & carbone for example.

Good luck with the project either way and sorry if you are not everamzah ;-)
 

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Re: [Game] dcbl

by jas » Wed Jul 26, 2017 23:49

Hi stu! :D Yes, that's me, but I don't use the name much anymore. Thanks for the kind words!

I keep reminding myself of the fate of dreambuilder and carbone, but they're pretty good fates so I don't mind. If it looks like it'll be better as a modpack down the road, then I'll do it.

In addition to a lot of polish, and balancing, I have to look and see why the capes aren't applying. Is this because of the changes to multiskin? Thank you for clothing and armor! ;)
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Re: [Game] dcbl

by jas » Thu Jul 27, 2017 19:14

Some changes:
  • GUI background image changed, based on kilbith's enchantment table background.
  • GUI hud selected wielditem background image changed, again based on kilbith's enchantment table background.
  • GUI background shading removed for (almost) all formspecs.
  • Home and Spawn buttons added to survival inventory.
  • Merge item_drop mod into dcbl_default.
  • Merge minetest_game / 996f168.
  • Fixed dresser skin preview not updating. Why is the player underground in 3rd person view now?
  • Merge checkpoint into warps as a Mese Warpstone. (Same behavior otherwise.)
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Re: [Game] dcbl

by jas » Wed Aug 30, 2017 07:55

I've been playing singleplayer a bit (AKA 0.5.0), and realize now that the emerald warpstone was quite useful when there were ten players all thwapping me with swords, but not so useful against mob attacks. I'll take this quiet night to continue my work on warps mod.

It's a fork of sofar's excellent warps mod, and features five colors corresponding to caverealm's glow ores: Ruby, Emerald, Amethyst, Crystal, Mese. So far, the Mese (yellow) warpstone sets a location to warp to when right-clicked, that can be returned to with /checkpoint or by swinging the Mese warpstone. This is a rip of checkpoint mod, which originally used two items: one to place as warp destination, and another to use to teleport there. These items were not originally craftable, per Dragonop's design. I'm not sure how to rectify this yet, and may come last.

The Amethyst (purple) warpstone is still the same original warps mod warpstone. The Emerald (green) warpstone protects against player attacks when held (wielded). I will make it so this also protects in a small radius when placed as a node, and also fix it so it works against mob attacks too.

Crystal and Ruby currently are inactive, but I plan to make Crystal (blue) as a personal private/shared (toggled with default:skeleton_key?) teleporter, which replaces the db/teleport mods from the original dcb sub-game. Not sure what I'll use the Ruby (red) warpstone for, yet.

After that, I'll investigate new changes to zoom/radar/map, which require in-game items. This suits dcbl perfectly, and it will add to the incentive to not die. Some bonus for staying alive for a number of /days might also be interesting. (Perhaps lowering bones decay time from 20 minutes to just a few (two? 90 seconds?) such that node_invetory_drops and items may be lost, would also add incentive to staying alive.)
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Re: [Game] dcbl

by jas » Thu Aug 31, 2017 17:11

Sorry for the number of posts. I wanted to update that I'd added a TODO: https://github.com/jastevenson303/dcbl/blob/dcbl/TODO

Code: Select all
Ensure all settings are organized per minetest.conf.example, settingtypes.txt,

Personal warps

Starting guidebook

Starting backpack loaded with starting items

Backpack swing open, possibly place anywhere if `air' subject to unforseen consequences.

Investigate coloring, such that number of nodes may be reduced for similar items with differing colors.

Insert remaining food items for foodblock blocks

Investigate some merge or glue of crops and farming

Fishing, rod, bait, worms, fish, sushi

Dresser needs overhaul, in UI, to show stats (armor, hp, XP? level?) and preview.  Texture and stuff (infotext?).

User preferences UI (only option so far is /gender)

Fix /gender, (make it pop out item in detached inv?)

`build' priv, such that a play may still interact but not set nodes.

Utilize key, or locking, of shelves and interactive nodes, to toggle public/private furnaces, empty shelves, bookshelves, etc..

Walkie UI to interface with /channel.

Machine to make armor, a la Loom for clothing.

mobs_npc needs a redo.  add mobs_monster.  merge zombies into _monster.

New player dialog?  Perhaps to replace `build' priv with `interact'. (Simple "I agree"?)

Mailbox toggle (can be done from dcbl_default?) to disallow all but written books.

Add a guestbook to the intercomm.  Show UI on intercomm again.

Show /sethome dialog ([Set home] [Cancel]) if no home found on UI [Home] button press?

Fix up this right button/create new mess on shop node.

Ore+Stone=stone_with_mineral

group:book+dye_white=blank book

restore redundant recipes if there are no conflicts.

more warps stuff: goo, pads

warps cannot have item wear if not tool / tools cannot be meshnodes thus cannot be warps. FIXME

Faster hunger drain, and individual drain rates for standing/walking/sprinting.

/ignore command.

Throwable spear tool with item wear() and stack_max=1.  Maybe based on mobs:egg?

Identify where logging is missing, and protection violation recording.

Fix crops dual-node mish-mash mesh mess. (plant not found, 'cause it was remove, and shouldn't have set in the first place)

"Speed" text removed from boots in enchantment table.

Crops items on_rightclick fix.

Statbar backgrounds?  (just for hearts? hunger?)  Fix hearts textures.

Shop bank (node for currency exchange, deposits, withdrawals, transfers), and purse (backpack-like node?), for global exchange. (Gold, Diamond, Emerald.)

Some means of flight, to avoid granting fly.

Skull and bone craftitems (from dcb/old xdecor)

Maybe some select lost xdecor stuff (trash_can?)

Brighten or somehow distinguish ice/thin_ice inventory images.


I guess since I'm posting so much I'll make an 0.02.zip.
Ok done: https://drive.google.com/open?id=0BzTI- ... khtQ0dlbDA (22 MBs)
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Re: [Game] dcbl

by jas » Thu Sep 07, 2017 19:21

Recent changes:
  • Walkie and Intercomm now display a terminal interface. Currently it allows to set the current chat /channel. It's interactive, and will save its guestbook contents. So walkies and intercomms can save messages. Ultimately, the intercomm will be the waypoint location, and the walkie will enable the HUD view of selection location.
  • Moved settingtypes.txt, so a lot of options are visible in settings dialog.
  • Added a header and icon image.
  • Added antifire, for removing fire. Will merge functionality into superpick/wand.
  • Added `mobs_monster' mod, and merged zombies mashup into it.
  • Adjusted mobs spawns.
  • Bones go stale in about a minute and a half, now.
  • A lot of messages are moved to the lower-left corner of the screen.
  • Texture tweaks.
  • Started trap(s)
  • Colored glass and panes, obsidian pane. Need to tweak colored glass colors.
  • Use a skeleton key to lock/unlock furnaces, workbenches, bookshelves, vessel shelves.
  • Catch breath faster. Calinou says this is unrealistic. Realistically, it needs to be a setting.
  • Crops seeds sometimes right click some stuff alright. Like doors, but not chests?
  • Make all ice slippery.
  • Fix up foodblock mod.
  • Respawn kick timer. Eventually you'll stave, and when you die you have about 90 seconds to respawn.
  • Armor statbar shows total armor wear.
  • Item pickup plays a little sound.
  • Warps sounds adjusted.
  • Some mobs sounds adjusted.
  • Dresser shows some beginnings of stats, and UI improvement.
  • Shops can sell multiple items.
  • Shops can be locked with default:key by admin for infinite stocks.
  • Green warpstone deflects punches, yellow warpstone teleports to checkpoint.
  • Some other stuff I forgot.
  • I'm 99% sure it requires minetest 0.5.0-dev now.

https://drive.google.com/file/d/0BzTI-G ... sp=sharing (25mbs)
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Re: [Game] dcbl

by jas » Mon Sep 11, 2017 10:54

Some updates:
  • Add compressed cobble, double, triple, quadruple, and quintuple.
  • Add reverse stone tile recipe.
  • Add/remove foodblocks recipes, cocoa and chocolate from food mod by rubenwardy.
  • Make protector tool admin use only.
  • Merge antifire into dcbl:superwand.
  • Fix item_drop sound playing even if inventory full.
  • Update textures: tin, bucket, emerald_block.
  • Add infotext to shelves, states whether locked with key; includes workbench but not furnace.
  • Tweak mobs.
I mostly just wanted to share this screenshot of these compressed cobble nodes:

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Re: [Game] dcbl

by jas » Wed Sep 13, 2017 14:09

Players now have an inventory attached to the beds, akin to the enderchest. There are Set Home, Sleep, and Set Respawn buttons. Right now only setting home and respawn are protected. In which case, one would need to add another to their protection in order for them to use these two buttons.

I'll likely make it either protected, or not, with the use of a skeleton key.

commit 495e118:
Code: Select all
-- Bed inventory, buttons.
local old_on_rightclick = beds.on_rightclick

minetest.register_on_player_receive_fields(function(player, formname, fields)
   if not formname:match("^dcbl:bed_") then
      return
   end
   local name = player:get_player_name()
   local pos = minetest.string_to_pos(string.sub(formname, 10))
   if fields.sethome then
      if minetest.is_protected(pos, name) then
         return
      end
      sethome.set(name, player:getpos())
      dcbl.output(player, "Home set.")
   elseif fields.setrespawn then
      if minetest.is_protected(pos, name) then
         return
      end
      beds.spawn[name] = player:getpos()
      beds.set_spawns()
      dcbl.output(player, "Respawn set.")
   elseif fields.sleep then
      old_on_rightclick(pos, player)
   end
end)

minetest.register_on_joinplayer(function(player)
   player:get_inventory():set_size("bed", 8*3)
end)

local fs = "size[8,8.5]" ..
      default.gui_bg ..
      default.gui_bg_img ..
      default.gui_slots ..
      "list[current_player;main;0,4.25;8,1;]" ..
      "list[current_player;main;0,5.5;8,3;8]" ..
      "button_exit[-0.02,0.0;2.5,1;setrespawn;Set Respawn]" ..
      "button_exit[2.75,0.0;2.5,1;sleep;Sleep]" ..
      "button_exit[5.56,0.0;2.5,1;sethome;Set Home]" ..
      "list[current_player;bed;0,1;8,3]" ..
      "listring[current_player;bed]" ..
      "listring[current_player;main]" ..
      default.get_hotbar_bg(0, 4.25)

beds.on_rightclick = function(pos, clicker)
   if not clicker then
      return
   end
   -- TODO Use a skeleton key to toggle protection.
   -- Currently, setrespawn and sethome are protected,
   -- and sleeping (provided it's night) and accessing
   -- bed inventory.
   minetest.show_formspec(clicker:get_player_name(), "dcbl:bed_" .. minetest.pos_to_string(pos), fs)
end
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Re: [Game] dcbl

by jas » Sat Sep 16, 2017 01:27

Thanks azekill_DIABLO : )
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Re: [Game] dcbl

by azekill_DIABLO » Sat Sep 16, 2017 14:35

will look at ther server when 0.5 will be out. UI looks particularly consistent.
 

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Re: [Game] dcbl

by jas » Sat Sep 16, 2017 16:55

Cool. It's getting there; still have to revise the loom's UI, some nodes still show faded background (enchantment table), infotext on lockable/interactable items -- and I'll be adding more dialogs to interact with, which makes me think: I shouldn't use blank `field[]'s on formspecs, wherever possible such that plain black dialogs (textbox + "Proceed" button) show the custom background image.

Code: Select all
minetest.register_chatcommand("test", {
        func = function(name)
                minetest.show_formspec(name, "test",
                        "size[9,5]" ..
                        "background[5,5;1,1;gui_formbg_short.png;true]" ..
                        "field[2.2,2.35;5.25,0.4;fld;;]" ..
                        "button[3,2.8;3,1;proceed;Proceed" ..
                        ""
                )
        end
})

Image
Best I can do for now.

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Re: [Game] dcbl

by jas » Mon Sep 18, 2017 05:30

Yeah!
Edit: Now with personal warpstones (here's a video: https://www.youtube.com/watch?v=CEHIDuFdRKw)

And dcbl-0.04.zip.

Here's some screenshot (cuttable caverealm glow nodes):
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Re: [Game] dcbl

by jas » Wed Sep 20, 2017 10:50

Alright! I just made it so Crystal (blue) warpstone shows warps management UI when you swing it, and the Amethyst (purple) one is the regular warpstone, anyone can use to set and warp to their destination of choice.

I also realized that I didn't have any Amethyst Glow Ores*, haven't gotten that far I guess, so I made it so you can warp from the walkie/intercomm. Here's a video demonstrating: https://youtu.be/fN-6fd7cTxE

dcbl-0.05.zip 6.5M (removed .git dirs).

So now warpstones are used by any player, and only admin can do /setwarp /delwarp as usual (and /warp). Anyone can do /listwarps. Anyone can set their amethyst warpstone to a public warp (set by admin with /setwarp name) or their own private one (set with the crystal warpstone.)
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Re: [Game] dcbl

by jas » Wed Oct 25, 2017 15:23

Added preliminary XP. You get one point for initial join, and one point for each time you fell a mob. Stats can be checked with /stats <xp>.
dcbl_default/stats.lua
didn't mean to remove this last empty line, thought I'd undone it. :)
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Re: [Game] dcbl

by jas » Thu Oct 26, 2017 09:59

Players now have a "dob" stat, their date of birth, which is set to the current world's day count when they first join. Subsequently, there's now an "age" stat, which is the number of days minus date of birth. This number doesn't reset when you die, unlike "xp".

Added these to dresser:dresser and /stats.
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Re: [Game] dcbl

by jas » Wed Nov 01, 2017 23:00

Started a wiki on GitHub: https://github.com/jastevenson303/dcbl/wiki -- It's pretty fun. Now I just need to be able to render markdown pages locally.

I did add books and backpacks filters to the mailbox, also:
Image
I'm going to tidy up the alignment, there.

Shops were updated to fix new page creation/deletion, which is automatically done with the Previous and Next buttons. A small addition is an xdecor:stone_rune+default:mese_crystal recipe to yield a protector node. Mese crystals now damage players, and are no longer walkable. There may have been some other additions/changes I'm forgetting, but haven't worked too heavily on this as of late.

Changes from minetest_game were merged in, though, and include kelp, and new snow sounds, and dungeon loot as well as other changes.
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