[Game] Minetest Defense

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Minetestforfun
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Re: [Game] Minetest Defense

by Minetestforfun » Post

Hi,

Maybe somebody as adapted(or is working to adapt) this subgame for a server use with lobby and closed map like for a HG ?

We(MinetestForFun servers team) will be happy to work on this project :)

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prof-turbo
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Re: [Game] Minetest Defense

by prof-turbo » Post

an underground monster to discourage hiding in a hole
Why not an hardcore version of Oerkki from mobs_redo ? (2x faster for example)

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TheReaperKing
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Re: [Game] Minetest Defense

by TheReaperKing » Post

Please don't give up on it, it is an awesome idea and a lot of fun! For 4.13 of minetest I copied the "throwing" folder from the adventuretest mod since minetest defense crashes looking for that folder.
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Re: [Game] Minetest Defense

by azekill_DIABLO » Post

nice continue working!!!!!!!!!

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Re: [Game] Minetest Defense

by Glorfindel » Post

This mod doesn't seem to work for me, night comes but no monsters.

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Re: [Game] Minetest Defense

by ExeterDad » Post

@Glorfinderl
Just a guess... you called it a mod. Did you install it as a mod rather then a game?

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TheReaperKing
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Re: [Game] Minetest Defense

by TheReaperKing » Post

Download the development branch, the main doesn't have some of the updated code.
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Re: [Game] Minetest Defense

by azekill_DIABLO » Post

XD i'm double-posting:)

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Re: [Game] Minetest Defense

by Glorfindel » Post

TheReaperKing wrote:Download the development branch, the main doesn't have some of the updated code.
Ah, ok, Thanks.
ExeterDad wrote:@Glorfinderl
Just a guess... you called it a mod. Did you install it as a mod rather then a game?
Whoops... no, I did install it as a game, must have been sleepy when I posted though... *facepalm*

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No Mobs ... but millions of chat messages

by CuriousNoob » Post

-
Glorfindel wrote:doesn't seem to work for me, night comes but no monsters.
Just to add a ''me too..''

Installed the (sub-)game into my /home/$USER/.minetest/games directory.

Had to install the ''throwing'' mod as well.

It seems to start and play fine, just without any mobs monsters! :(

Also, the chat is incessantly spammed with the debug messages :

Code: Select all

[debug] defense:paniki: There are 309 sectors, 261 seeds 
[debug] defense:aranay: There are 0 sectors, 0 seeds
[debug] defense:unggoy: There are 0 sectors, 0 seeds

...over and over and over again.

Plus the occasional :

Code: Select all

[debug] Pruning sectors...
(So I toggled-off the chat by pressing F2.)

Pictures and feedback above look good so I'd hoped to try it, but sadly no monsters for me.

As always, I'm using the very latest up-to-date daily version from the minetest-devs ppa repository on a Linux Mint 17.3 Intel desktop PC.

HTH
.

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Re: No Mobs ... but millions of chat messages

by Glorfindel » Post

CuriousNoob wrote:-
Glorfindel wrote:doesn't seem to work for me, night comes but no monsters.
Just to add a ''me too..''

Installed the (sub-)game into my /home/$USER/.minetest/games directory.

Had to install the ''throwing'' mod as well.

It seems to start and play fine, just without any mobs monsters! :(

Also, the chat is incessantly spammed with the debug messages :

Code: Select all

[debug] defense:paniki: There are 309 sectors, 261 seeds 
[debug] defense:aranay: There are 0 sectors, 0 seeds
[debug] defense:unggoy: There are 0 sectors, 0 seeds

...over and over and over again.

Plus the occasional :

Code: Select all

[debug] Pruning sectors...
(So I toggled-off the chat by pressing F2.)

Pictures and feedback above look good so I'd hoped to try it, but sadly no monsters for me.

As always, I'm using the very latest up-to-date daily version from the minetest-devs ppa repository on a Linux Mint 17.3 Intel desktop PC.

HTH
.
Did you see the post were my issue was solved? :p

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Re: [Game] Minetest Defense

by vz720 » Post

Good game! The safest place I discovered is a house in the air, where minotaur can't get you.

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Re: [Game] Minetest Defense

by Narofat » Post

Hi, i've got the same problem as CuriousNoob, did you find a solution ? I use minetest 0.4.14, and i can't find the 0.4.11.

I want to play this subgame !!!!!

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TheReaperKing
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Re: [Game] Minetest Defense

by TheReaperKing » Post

Please see my post, but quite simply, you need to download the development branch, not the main.
https://github.com/Kalabasa/minetest_de ... ee/develop

Take care!
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Re: [Game] Minetest Defense

by Narofat » Post

It works great ! Thank you so much !

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Re: [Game] Minetest Defense

by Lone_Wolf » Post

Looks good! I can see myself playing this allot

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Re: [Game] Minetest Defense

by Lone_Wolf » Post

Your throwing mod folder is empty.

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Re: [Game] Minetest Defense

by seller » Post

I got an errer it was this: defense:_____: there is x sectors, x seeds.

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Re: [Game] Minetest Defense

by azekill_DIABLO » Post

this is debug stuff, not error.

Eran
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Re: [Game] Minetest Defense

by Eran » Post

I put some work into making an updated version of this game.
https://notabug.org/NetherEran/The_End

Notable things changed:
  • Updated minetest game mods
  • (temporarily?) Removed throwing mod
  • Fixed bug where monsters would freeze because waypoints would be generated using pathfinding but not be set as destination
  • Pathfinding would cause a bug with hordes of monsters all sqeezing into the same position on the ideal path. So I added a feature that only temporarily enables pathfinding when there's no line of sight to the nearest player.
  • Added more comments and changed formatting on the code to my preference
  • Adjusted Sarangay(minotaur) charging
  • Made mobs decide when to jump more reliable
  • Added player_api and sinv to the mod list
  • Replaced all occurences of object:getpos() with object:get_pos(). I couldn't find any documentation on the former so I'm assuming it's depreceated.
Known issues:
  • Walls are useless because sarangay are too strong and unggoy can monkey pile over anything
  • Health regeneration is too slow to be useful
  • Pathfinding often fails, propably because the player is not always in a sector that's handled. It's possible that fixing this is really expensive computationally though.
I'm planning to take this into a Dwarves vs Zombies like direction, especially I'm going to add procs (powerful rampage of course). This was a really fun mechanic where you would kill one monster and get the power to oneshot further monsters for a few seconds. Before adding custom features I wanted to update the base game though so others can take it in other directions.

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