Cool! (I will take a look at them later.)D00Med wrote:This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.
Edit : They look really good!
Cool! (I will take a look at them later.)D00Med wrote:This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.
No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.The only way to fix that is to replace the workbench with something else, isn't it?The workbenches in watchtowers can't be used as workbenches until you take them and replace them again
Oops.You should see your level next to the xp bar.Wuzzy wrote:- I can't see my level
The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to useWuzzy wrote:No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.The only way to fix that is to replace the workbench with something else, isn't it?The workbenches in watchtowers can't be used as workbenches until you take them and replace them again
I'm not sure but I think the grunt work is done in the on_construct function of default:chest. You may want to read the source code of the default mod in Minetest Game.
Code: Select all
minetest.set_gen_notify
FixedWuzzy wrote: New bugs I found:
- First slot in craft guide is empty
FixedWuzzy wrote:- Damage of blueprint does not match damage written in the tooptip of the actual weapon: Suger Sword lvl 17, Old Battle Axe lvl 14, Old Hammer lvl 30. Maybe it's wrong for other weapons as well, I haven't checked all.
FixedWuzzy wrote:- Recipes of copper armor are the same as for iron armor
Try to restart the server/world.Wuzzy wrote: Also: Where are the enemies?
Easter egg.Wuzzy wrote: EDIT: More bugs:
- The fishing rod sometimes gives you a cooked fish! xD
https://github.com/cdqwertz/rpgtest/projects/4Wuzzy wrote: - The crafting guide does not show the anvil recipes
This isn't a bug, but it seems to be confusing for players. FixedWuzzy wrote:- Yellow and red fish can't be cooked
Oh, I see. Maybe you should talk to the Minetest developers about this (in IRC) or post a thread in Modding Discussion. Maybe someone has a better idea how to spawn functioning workbenches into the world like you intend.The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use (…)
That is a really good idea. I think I will try that out :)Amaz wrote:For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on them, with an interval of 9 and a chance of 1, converting them to the proper node. (Here are some relevant bits of code: node def and abm def)
This is a little hacky and not ideal, but in place of a better solution, it works. I hope this helps a bit!
Thank you :)Wuzzy wrote:Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:
https://lgdb.org/game/rpgtest
Placing spawner nodes which later on turn into the desired node type via abm/lbm might be the best solution in this case. mg_villages places its nodes via voxelmanip, stores where metadata/on_construct-calls are needed, and does those metadata changes after all placement is finished. This works because the houses are placed manually and all positions of furnaces, chests etc. are known. A randomly spawned schematic placed by mapgen doesn't have this option.cd2 wrote: The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use
No, there is no server running this subgame at the moment.Sokomine wrote:Is there any server running this subgame? It might be intresting, in particular with the npc (didn't find any so far).
Farming is already implemented, but there are no quests about it. I think I will have to remove the thing with the village in singleplayer. The idea behind the thing with the village was, that server owners were able to guide new players to a nearby village after playing the tutorial (to meet other players, trade items...).Sokomine wrote: The bushes and trees with their diffrent thickness are very nice and form a decorative landscape. Leaves can be walked/climbed as on the Landrush server - that's very nice. There's a greeting and introduction at the beginning - something MTG certainly doesn't have to offer. The steps that are implemented work nicely. Hope there'll be more comming (farming? hunting? that village that was promised at the beginning?).
Could you give me some examples?Sokomine wrote:The tasks of the quest system are fun to do. Finding 10 diamonds is a bit tricky and timeconsuming. It might be helpful to display the current task more prominent and to also show the craft receipe for the requested item directly.
I don't like the textures much because resolution and contrast seem low. Many diffrent nodes and craftitems look very similar, which makes it tricky to distinguish between them. I can hardly make out which item is wielded.
Ok, I guess I need to add that.Sokomine wrote:There's also a search field missing in the craft guide (good that there's one!). Maybe also add a back-button.
You can find blueprints in dungeons and in houses.Sokomine wrote:How does crafting armor work? That is, how can the blueprints be obtained? The idea to have them is very nice.
Already implemented :) https://github.com/cdqwertz/rpgtest/com ... 0dafc6fd64Sokomine wrote:Placing spawner nodes which later on turn into the desired node type via abm/lbm might be the best solution in this case.cd2 wrote: The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use
NPCs do not spawn anywhere in the world at the moment, because the npc system is still WIP at the moment.dawgdoc wrote:I found the villages (without npc-s) in dried forest areas.
yes, mostly :)cd2 wrote: (... but I guess, thats obvious)
It's particulary difficult to distinguish the textures in the craft guide. I see shades of grey, yellow and brown. Textures for many blocks (diffrent wooden planks, sandstone, sandstone brick, small stone tiles, stone, stone tile, wool, copper block, iron block) just kind of vanish. If I place such blocks and approach them close enough, the texture becomes visible, and it is apparent that contrast is very very low. It is also tricky to see which tool is selected as there's no helpful contrast between the selection box in the toolbar and the rest. It's all diffrent shades of brow. Maybe your screen is set up diffrently than mine. Ores are also very hard to find as only a very very tiny part of the block shows the ore texture - and that with low contrast. In the default game, copper ore in stone is sometimes also tricky to see.cd2 wrote:Could you give me some examples?Sokomine wrote: I don't like the textures much because resolution and contrast seem low. Many diffrent nodes and craftitems look very similar, which makes it tricky to distinguish between them. I can hardly make out which item is wielded.
Ah! Thank you. I havn't found many houses yet. Just one so far - it didn't have anything inside.cd2 wrote: You can find blueprints in dungeons and in houses.
:-) That is good to hear :-)cd2 wrote: Already implemented :)
I was hoping to find some. Admittedly those in my villages also aren't satisfying yet...they just stand around all day. As your game is named rpgtest, I'm in particular looking forward to your NPC.cd2 wrote: NPCs do not spawn anywhere in the world at the moment, because the npc system is still WIP at the moment.
Users browsing this forum: No registered users and 6 guests