[Game] Adventuretest

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BrandonReese
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

Sane wrote:
BrandonReese wrote:Just pushed an update for the for the mining / building experience formula. Under this new formula at 100,000 nodes you will receive 17 experience per 100 and will have accumulated almost 9000 experience. Does that seem a little more reasonable?
I don't get why experience should increase with the the amount of digged nodes. Killing the hundredth mob does not increase the xp gained. So why should the hundredth dig? If there has to be a variation why not make it relate to the distance from 0,0,0?
Mining and building isn't any different at 0,0,0 than it is in any other area on the map. Mobs get stronger farther away from 0,0,0. This isn't set in stone, there will probably be more changes to this formula as I continue to try to balance the game.

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Re: [Game] Adventuretest [Alpha]

by Sane » Post

BrandonReese wrote:
Sane wrote:
BrandonReese wrote:Just pushed an update for the for the mining / building experience formula. Under this new formula at 100,000 nodes you will receive 17 experience per 100 and will have accumulated almost 9000 experience. Does that seem a little more reasonable?
I don't get why experience should increase with the the amount of digged nodes. Killing the hundredth mob does not increase the xp gained. So why should the hundredth dig? If there has to be a variation why not make it relate to the distance from 0,0,0?
Mining and building isn't any different at 0,0,0 than it is in any other area on the map. Mobs get stronger farther away from 0,0,0. This isn't set in stone, there will probably be more changes to this formula as I continue to try to balance the game.
Well mining isn't any more difficult for the 100th stone than it is for the first. But it is very well is more dangerous far away from 0,0,0 because of the more dangerous mobs.

Please excuse my prying. It's just that this rising xp thing just contrardicts all real experience I have with gaming. If the amount of xp awarded ever changed, for the same thing being done repeatedly, it always has been lowered rather the risen. It also contradicts RL, you learn most the first few times you do things.
Last edited by Sane on Mon Aug 31, 2015 21:29, edited 1 time in total.
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Re: [Game] Adventuretest [Alpha]

by Sane » Post

FreeLikeGNU wrote:
Sane wrote:
FreeLikeGNU wrote:placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
I think this is intended.
When you start you can't craft good tools. Beeing able to repair the tools beyond your ability would defy the purpose of the skills.
FreeLikeGNU wrote:items left in a workbench disappear immediately upon leaving the workbench hud.
Although I think it's a bug I kind of like it.
This forces you to build a secure place around the workbench because otherwise if you are attaced while crafting you have to decide between survival and keeping the stuff.
If its intended, thats fine, then there should not be an output shown, nor should items be destroyed, yes?
Hmm, might be bug too. I always thougt of it as an feature.
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Re: [Game] Adventuretest [Alpha]

by Sane » Post

FreeLikeGNU wrote:placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
...
If its intended, thats fine, then there should not be an output shown, nor should items be destroyed, yes?
I had a go at it and came up with a solution.
This will allow default repairs. Which should not interfere with the current game mechanics to much since there is also the anvil.

Issued a pull request to BrandonReese.

If you want to fix yoursef:
Spoiler

Code: Select all

local function on_craft(itemstack,player,old_craftgrid,craft_inv)
	-- No skill for craft
	local craftItemDef = itemstack:get_definition()
	local craftItemSkill =  craftItemDef.skill
	if not craftItemSkill then return nil end
	
	-- Allow repairs
	
	if craftItemDef.type == "tool" then
		local isSameItem = true
		local itemCount = 0
		local craftedItemName = craftItemDef.name
		for _,recipeStack in ipairs(old_craftgrid) do
			local recipeItemName = recipeStack:get_name()
			if recipeItemName ~= "" then 
				itemCount = itemCount + 1
				if itemCount > 2 then break end
				if recipeItemName ~= craftedItemName then
					isSameItem = false
					break
				end
			end
		end
		
		if isSameItem and itemCount == 2 then
			-- Yes we can ... repair
			print ("--------------- repairing")
			return nil
		end
	end

	-- Add wear to the new item

	local probability = skills.get_probability(player:get_player_name(), SKILL_CRAFTING, craftItemSkill)
	local rangeLow = math.max(( probability - 10 ) / 100, 0.0)
	probability = probability / 100
	local wear = math.floor(50000 - ( 50000 * math.random(rangeLow,probability) ))
	itemstack:add_wear(wear)
	return itemstack
end
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

Sane wrote:Please excuse my prying. It's just that this rising xp thing just contrardicts all real experience I have with gaming. If the amount of xp awarded ever changed, for the same thing being done repeatedly, it always has been lowered rather the risen. It also contradicts RL, you learn most the first few times you do things.
I go back and forth between how mining and building should be rewarded. On one hand it's an accomplishment, on the other hand the repetition should have a lower reward after time. Maybe a hybrid of the two. Keep increasing the exp the more you mine/build but extend the time between awarding xp.

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Sane
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Re: [Game] Adventuretest [Alpha]

by Sane » Post

BrandonReese wrote:
Sane wrote:Please excuse my prying. It's just that this rising xp thing just contrardicts all real experience I have with gaming. If the amount of xp awarded ever changed, for the same thing being done repeatedly, it always has been lowered rather the risen. It also contradicts RL, you learn most the first few times you do things.
I go back and forth between how mining and building should be rewarded. On one hand it's an accomplishment, on the other hand the repetition should have a lower reward after time. Maybe a hybrid of the two. Keep increasing the exp the more you mine/build but extend the time between awarding xp.
That sound's like an good idea.
Maybe you could use the same mechanism that you use for player levels. Every time a player hits a new level in 'digging' you could throw a certain (if needed rising) amout of xp at the player.
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Re: [Game] Adventuretest [Alpha]

by Mugnoz » Post

Hi All,
I just advice days ago the problem with the workbench.. but can to be a faster way to "pulverize" usefull items... :)
Also notice some bugs on the online server..
- (for Sokomine) the smelter's furnace in the main village permit now to smelt ingnot on request (great!) but is also an infinite surce of coal lump.. if you give to he 1 coal lump you can 'steal' 99x coal lump from his furnace.
- bows do not throw arrows..
- one of my doors can be open but cannot be close because another player build a wall near the door ( 3 block away) and now I lose my ownership on the door !?

A question too: the doors in village cannot be opened if closed and owned by a player.. my doors (farm out of village) can be opened from anyone.. can i do somethings?

Regards

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Post

Mugnoz wrote: - (for Sokomine) the smelter's furnace in the main village permit now to smelt ingnot on request (great!) but is also an infinite surce of coal lump.. if you give to he 1 coal lump you can 'steal' 99x coal lump from his furnace.
To my knowledge, that's a feature :-) It's the way the blacksmith works. The ones in the start village had trouble finding their furnace. I just "bought" the land, put a furnace in front of the nose of one of the blacksmiths, and now he cooperates :-) There are also enough mobs in that area so that they will survive spider attacks.
Mugnoz wrote: - bows do not throw arrows..
Try putting the arrows to the right or left of the bow. At least that's how it's supposed to work afaik.
Mugnoz wrote: - one of my doors can be open but cannot be close because another player build a wall near the door ( 3 block away) and now I lose my ownership on the door !?

A question too: the doors in village cannot be opened if closed and owned by a player.. my doors (farm out of village) can be opened from anyone.. can i do somethings?
Sounds strange. Try not to wield anything in your hand. Else the landrush mod may think that you intend to build in a protected area. It's important that there is a further protection mod for houses built outside of villages, but landrush doesn't seem to work well together with the villages protection system (which is very basic).
A list of my mods can be found here.

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Re: [Game] Adventuretest [Alpha]

by Mugnoz » Post

As always thank you for your answers and... patience

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Re: [Game] Adventuretest [Alpha]

by eduardomezencio » Post

Is this happening to others? It happens to me when playing adventuretest for just a couple of minutes, always
2015-09-08 14:42:31: ERROR[main]: ServerError: Lua: Runtime error from mod 'mg' in callback environment_OnGenerated(): ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: bad argument #2 to 'random' (interval is empty)
2015-09-08 14:42:31: ERROR[main]: stack traceback:
2015-09-08 14:42:31: ERROR[main]: [C]: in function 'random'
2015-09-08 14:42:31: ERROR[main]: ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: in function '?'
2015-09-08 14:42:31: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:355: in function </usr/share/minetest/builtin/game/register.lua:335>

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Re: [Game] Adventuretest [Alpha]

by swordpaint12 » Post

@eduardomezencio I have been having trouble with that mod, too, but I don't know if it is the same error.
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I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

eduardomezencio wrote:Is this happening to others? It happens to me when playing adventuretest for just a couple of minutes, always
2015-09-08 14:42:31: ERROR[main]: ServerError: Lua: Runtime error from mod 'mg' in callback environment_OnGenerated(): ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: bad argument #2 to 'random' (interval is empty)
2015-09-08 14:42:31: ERROR[main]: stack traceback:
2015-09-08 14:42:31: ERROR[main]: [C]: in function 'random'
2015-09-08 14:42:31: ERROR[main]: ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: in function '?'
2015-09-08 14:42:31: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:355: in function </usr/share/minetest/builtin/game/register.lua:335>
I haven't come across this yet, I will look into it and see what I can figure out.

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Re: [Game] Adventuretest [Alpha]

by eduardomezencio » Post

BrandonReese wrote:I haven't come across this yet, I will look into it and see what I can figure out.
Thanks, Brandon. If there's something else I can send to help isolate the problem, just tell.

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Re: [Game] Adventuretest [Alpha]

by eduardomezencio » Post

I think this commit was supposed to fix the issue, right? https://github.com/Bremaweb/adventurete ... 665b9126bc

I have tried it and it seems to work fine now. Thanks!!
Last edited by eduardomezencio on Fri Sep 11, 2015 02:30, edited 1 time in total.

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

I pushed some updates. Warning, if you update Adventuretest you will start over with your skills, level, stamina, etc... or it might not work at all on existing worlds. This update uses the new player data storage system and is not backwards compatible with the old way of storing extra player data and depends on the new player callback to set default values for a bunch of things.

I also pushed an update for the crashing issue. Since I couldn't reproduce the crash I can't guarantee that's the fix but based on the error I think I found the problem. https://github.com/Bremaweb/adventurete ... 665b9126bc

There is a bug with hunger and the new player data. I wouldn't recommend anybody updating just yet unless you just want to pull the changes in mg/dungeons.lua to fix the crash. The current state of the game is probably pretty unstable.

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

I have done some development on the game. It seems pretty stable right now but you will want to start a new world if you update since the newest version of adventuretest isn't compatible with older versions. This is why I haven't updated the server. I'll probably setup another server that I can keep current with the newer versions.

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Re: [Game] Adventuretest [Alpha]

by Glünggi » Post

I'll probably setup another server that I can keep current with the newer versions.
Do you delete the old Server in the near future?

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Re: [Game] Adventuretest [Alpha]

by Danfun64 » Post

BrandonReese wrote:I wouldn't recommend anybody updating just yet unless you just want to pull the changes in mg/dungeons.lua to fix the crash. The current state of the game is probably pretty unstable.
In that case, what is the last version of the adventuretest game and client which are considered stable?

I know that is an old post, but I managed to crash the game just by walking away from the village in which I spawned in.

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Re: [Game] Adventuretest [Alpha]

by Danfun64 » Post

Since nobody has replied to my post, I guess I should give a little more information about the bug.

debug.txt gives no information on it, even when logging level is set to max. I had to compile a debug build and run it through gdb just to get the following:

Code: Select all

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffca143700 (LWP 1827)]
0x00000000007d7834 in MapNode::getContent (this=0x7fffbd791000)
    at /home/danfun64/adventuretest-client/src/mapnode.h:171
171			return param0;
Got any suggestions?

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

I haven't figured out that Segfault yet. I get it in the official minetest code too. It only seems to happen when villages get generated and I'm pretty sure it had to do with the voxel manip lighting. If you make a debug build, and turn on verbose logging and run through gdb this is what you get.

Code: Select all

2015-08-22 10:39:35: INFO[ServerThread]: ServerMap: Written: 0 sector metadata files, 1272 block files, 1665 blocks in memory.
2015-08-22 10:39:35: INFO[ServerThread]: ServerMap: Blocks modified by: 
2015-08-22 10:39:35: INFO[ServerThread]:   initial, reallocate, setIsUnderground: -  175
2015-08-22 10:39:35: INFO[ServerThread]:   initial, reallocate, setIsUnderground, setLightingExpired, finishBlockMake: expireDayNightDiff: 240
2015-08-22 10:39:35: INFO[ServerThread]:   initial, reallocate, setIsUnderground, setLightingExpired, setGenerated, finishBlockMake: expireDayNightDiff: 178
2015-08-22 10:39:35: INFO[ServerThread]:   initial, reallocate, setIsUnderground, setLightingExpired, setGenerated, setNodeNoCheck, finishBlockMake: expireDayNightDiff: 2
2015-08-22 10:39:35: INFO[ServerThread]:   setLightingExpired: - - - - - - - - - - - 63
2015-08-22 10:39:35: INFO[ServerThread]:   setLightingExpired, finishBlockMake: expireDayNightDiff: 385
2015-08-22 10:39:35: INFO[ServerThread]:   setLightingExpired, setGenerated, finishBlockMake: expireDayNightDiff: 195
2015-08-22 10:39:35: INFO[ServerThread]:   setNode: - - - - - - - - - - - - - - - -  18
2015-08-22 10:39:35: INFO[ServerThread]:   setNode, setNodeNoCheck: - - - - - - - -  4
2015-08-22 10:39:35: INFO[ServerThread]:   setNodeNoCheck: - - - - - - - - - - - - - 12
[New Thread 0x7fffc77fe700 (LWP 2910)]
[New Thread 0x7fffc4c86700 (LWP 2911)]
[New Thread 0x7fffc7fff700 (LWP 2909)]
[New Thread 0x7fffd4d5f700 (LWP 2908)]
[New Thread 0x7fffe514d700 (LWP 2907)]
[New Thread 0x7fffe494c700 (LWP 2906)]
[New Thread 0x7fffd7fff700 (LWP 2903)]
[New Thread 0x7fffd77fe700 (LWP 2902)]
[New Thread 0x7fffe524e700 (LWP 2901)]
[New Thread 0x7fffd6ffd700 (LWP 2900)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffc77fe700 (LWP 2910)]
0x000000000088504c in Mapgen::propagateSunlight(irr::core::vector3d<short>, irr::core::vector3d<short>) ()
(gdb) 
I think it might be an engine bug.

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Post

October has been a really busy month for me so I haven't had a chance to work on Adventuretest. I didn't realize the server was down either so it's back up. The logs filled up the hard-drive causing the crash, I hope there is no map corruption from the HD filling up. I don't have any plans on removing the current server any time soon. If I do I will put the map and everything up for download.

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Re: [Game] Adventuretest [Alpha]

by Dragonop » Post

The server crashes when you click a vending machine (maybe it is empty?)
The vending machine is at -32, 2, 27 it sells stone pickaxes, owned by Sokomine.

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Post

Dragonop wrote: The server crashes when you click a vending machine (maybe it is empty?)
The vending machine is at -32, 2, 27 it sells stone pickaxes, owned by Sokomine.
Strange. The shop at that position has axes to sell. It looked as if it was set up to sell picks like the one behind it. Perhaps that was the reason for the crash? Can you try again?
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Re: [Game] Adventuretest [Alpha]

by Dragonop » Post

@Sokomine: Sure, the exact position is -33, 2.5, 27.1 and it says "Sokomine Sells 1 Stone Pickaxe for 120cr". Still crashing after punching it, with bare hands, and/or while wielding something.

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Post

Strange. That shop is filled and ought to work.
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