[Game] Minetest Defense
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Re: [Game] Minetest Defense
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 :)
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 :)
MinetestForFun Team mods : [spidermob] [fishing]
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
- prof-turbo
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Re: [Game] Minetest Defense
Why not an hardcore version of Oerkki from mobs_redo ? (2x faster for example)an underground monster to discourage hiding in a hole
- TheReaperKing
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Re: [Game] Minetest Defense
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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- azekill_DIABLO
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Re: [Game] Minetest Defense
nice continue working!!!!!!!!!
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- Glorfindel
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Re: [Game] Minetest Defense
This mod doesn't seem to work for me, night comes but no monsters.
- ExeterDad
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Re: [Game] Minetest Defense
@Glorfinderl
Just a guess... you called it a mod. Did you install it as a mod rather then a game?
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
Download the development branch, the main doesn't have some of the updated code.
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- azekill_DIABLO
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Re: [Game] Minetest Defense
XD i'm double-posting:)
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- Glorfindel
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Re: [Game] Minetest Defense
Ah, ok, Thanks.TheReaperKing wrote:Download the development branch, the main doesn't have some of the updated code.
Whoops... no, I did install it as a game, must have been sleepy when I posted though... *facepalm*ExeterDad wrote:@Glorfinderl
Just a guess... you called it a mod. Did you install it as a mod rather then a game?
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No Mobs ... but millions of chat messages
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Installed the (sub-)game into my /home/$USER/.minetest/games directory.
Had to install the ''throwing'' mod as well.
It seems to start and play fine, just without any mobs monsters! :(
Also, the chat is incessantly spammed with the debug messages :
...over and over and over again.
Plus the occasional :
(So I toggled-off the chat by pressing F2.)
Pictures and feedback above look good so I'd hoped to try it, but sadly no monsters for me.
As always, I'm using the very latest up-to-date daily version from the minetest-devs ppa repository on a Linux Mint 17.3 Intel desktop PC.
HTH
.
Just to add a ''me too..''Glorfindel wrote:doesn't seem to work for me, night comes but no monsters.
Installed the (sub-)game into my /home/$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...
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
.
- Glorfindel
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Re: No Mobs ... but millions of chat messages
Did you see the post were my issue was solved? :pCuriousNoob wrote:-Just to add a ''me too..''Glorfindel wrote:doesn't seem to work for me, night comes but no monsters.
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 :
(So I toggled-off the chat by pressing F2.)Code: Select all
[debug] Pruning sectors...
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
.
Re: [Game] Minetest Defense
Good game! The safest place I discovered is a house in the air, where minotaur can't get you.
Re: [Game] Minetest Defense
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 !!!!!
I want to play this subgame !!!!!
- TheReaperKing
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Re: [Game] Minetest Defense
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
https://github.com/Kalabasa/minetest_de ... ee/develop
Take care!
-Mike
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Re: [Game] Minetest Defense
It works great ! Thank you so much !
- Lone_Wolf
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Re: [Game] Minetest Defense
Looks good! I can see myself playing this allot
- Lone_Wolf
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Re: [Game] Minetest Defense
Your throwing mod folder is empty.
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Re: [Game] Minetest Defense
I got an errer it was this: defense:_____: there is x sectors, x seeds.
- azekill_DIABLO
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Re: [Game] Minetest Defense
this is debug stuff, not error.
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Re: [Game] Minetest Defense
I put some work into making an updated version of this game.
https://notabug.org/NetherEran/The_End
Notable things changed:
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.
- 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.
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