[Game] Minetest Defense

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Minetestforfun
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Re: [Game] Minetest Defense

by Minetestforfun » Thu Sep 17, 2015 07:51

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 » Sun Oct 25, 2015 20:53

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 » Thu Nov 26, 2015 01:58

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 Glorfindel » Fri Apr 01, 2016 21:40

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

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Re: [Game] Minetest Defense

by ExeterDad » Sat Apr 02, 2016 09:52

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

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Re: [Game] Minetest Defense

by TheReaperKing » Sat Apr 02, 2016 15:09

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

by Glorfindel » Tue Apr 19, 2016 12:49

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 » Sun Aug 28, 2016 13:43

-
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 » Sat Sep 24, 2016 02:17

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 » Fri Dec 16, 2016 15:40

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 » Sat Feb 04, 2017 19:22

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 » Sat Feb 04, 2017 19:31

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!
-Mike
Resources on happiness and life management - http://MikesHappyPlace.com
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com
Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com
Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

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Re: [Game] Minetest Defense

by Narofat » Sun Feb 05, 2017 17:33

It works great ! Thank you so much !
 

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Re: [Game] Minetest Defense

by seller » Sun Aug 20, 2017 11:10

I got an errer it was this: defense:_____: there is x sectors, x seeds.
[size=]I love mods[/size]
 

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Re: [Game] Minetest Defense

by Eran » Sun May 26, 2019 10:13

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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