[Game] Wynot Subgame [whynot]

bell07
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[Game] Wynot Subgame [whynot]

by bell07 » Mon Jan 08, 2018 20:02

Since I am on minetest I played and tried a lot of mods and created a "private mod collection". Since the collection gets changes rare only I started to review the collection merging them to a subgame.
During the review I checked my criteria for mods remained in my collection and defined them as "whynot" with some "why not criteria". See the Readme file on github.
Basically the game does not have any specific theme and do not try to clone anything. It is Minetest as perceived by me, it is the "minetest-diversity" Theme.

Why I do my collection public? To get feedback and improve the gameplay experience for (me at first and) other players. Further goals are
.. to get the existing mods better working together in one subgame. Get unambiguously recipes for example.
.. to provide a game the users can just test maybe yet unknown but great mods.

Github: https://github.com/bell07/minetest-game-whynot
License: Each mod have own license. My game-related work is WTFPL


The gameplay story the Whynot Game is about

Entering the game

the player sie Mintetest Game like area. After second look he notes the farming mod the tenplus1 version is used. And he hear sounds from ambienceplus, the sky is under_sky and maybe lightning or weather(_pack) appears.
The world seems to be bare. In fact they are no other mapgen mods as from minetest_game, and some not intrusive mese_crystals ores, meseor, pbj_pup, tac_nayn.
Mapgen mods tends to take over the game so I am critical before applying mods changing the mapgen behaviour. I like the bare Minetest Game world that keeps all gameplay ways open to the player.
But the player can more then the MTG player because of mods like cozy, playeranim show_wielded_item or sprint. He see the hunger from hbhunger in hudbars.


Track the progress in inventory

looking to the inventory the player see the smart_inventory with empty item tables at the first.
The maybe first question is "Why this inventory"? The 3d_armor, awards, skinsdb, and doc integration does exsits for other mods too. The answer is "because developed by bell07 (me)".
Maybe later I start to port smart_inventory features to sfinv enhancements because I trust me to develop smart formspecs without the smartfs framework, but not yet. The most important used feature is the integration for revealed items (doc_items) to the crafting helpers. The player see in inventory only Items he know or he can craft. So beside the awards a second progress challenge is to reveal more items and see more new crafteable recipes.


Craft and build

the player collects items and reveals recipes. During the crafting additional items revealed and the player see a lot of crafteable decorative stuff like abriglass, homedecor, mydoors, myroofs, princess, ts_furniture, curtain, flower_pot, realchess, campfire, dice2, heads, mtg_plus, plasticbox, slats, some of them with unifieddyes support
Some selected mesecons items are available to build automated stuff.

Tools

During the crafting the player see after some time different tools that make life easier, like
ccompass, engrave, flyingcarpet, handholds, helicopter, maidroid, orbs_of_time, rainbowswords, subspacewalker, (boost_cart as mesecons-enabled replacedment for of MTG-carts)
Some tools enhanced by toolranks, woodcutting, wielded_light
For communication or minigames the laptop can be used.

Hungry player

The player see the hungry status, and see the next task, to get the food. Besides the farming stuff there are canned_food, rubenwardy's food, pie and waffles available


Still missed chellenges
The game still lack for challenges. The curent state is a sandbox game even in survival. I search for the next mods that matches the "whynot"-criteria.

1: mobs. All mobs mods/frameworks I seen takes over the world and game. I search for mobs mod that allow "mob-free regions". That means, they should be a way to get areas mob-free without removal of default:dirt_with_gras or any other spawning nodes.

2: rare spawning extras: Pyramids, temples, buildings and other that spawns rare in the world at mapgen, like the installed meseor mod does.
Last edited by bell07 on Mon Apr 23, 2018 21:41, edited 2 times in total.
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Tue Jan 09, 2018 23:16

azekill_DIABLO wrote:Well, why not?

---
someone had to do this, sorry.

Sure, why not ;-)
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Tue Jan 16, 2018 10:21

I wrote the gameplay story in the first post for the subgame to convey the subgame feeling.

Which "must-have" mods are missed? Any other suggestions or hints?
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Mon Jan 22, 2018 17:01

Added mobs_redo and mobs_monster for the first mobs.
mobs_monster does not take over the game because all of them spawns only with max_light=7 So it is possible to get monster-free areas by light. Exceptions are lava_flan => spawns in lava only and sand_monster => spawns only on desert sand. It is ok for me if the sand_monsters take over the desert sand areas.

Did a deeper look and a short test for mobs_animal. The Animals take over the game :-( There is no way to stop the spawn this mobs. Still waiting for a mod that does spawn animals on mapgen, and after them really rare only, so get mob-free areas possible by killing them, and the farm and pet animals by wed them.
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Wed Feb 21, 2018 14:21

Summary for this month:

> 30 commits (~1 commit per day) Most of them contains upstream - updates, bugfixes and adjustments

New Mods added: hopper, mtfoods

Removed mod: hovercraft. Noticed the mod is lagging and is to powerfull for survival. I was able to reach the end of the world (at 31000x31000) in a hour.
The helicopter and flying carpet still ingame for fast travel. The ccompass does have teleporting capabilities now

Still waiting for proposals and ideas what should be included. The game feels currently as if it is about farming and food only at the time. But the game is basically stable as is.
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Mon Apr 23, 2018 21:36

The game is released now. That means there are no big changes planned anymore, the game is playable as is.

The release does not mean the game is "finished" or "completed". I still apply upstream changes and bugfixes to the mods following the Rolling release strategy. Of course additional ideas welcome which mod should be added to the game to improve the gameplay.

Summary for the last both mods:
- Lot of bugfixes and updates (~40 commits)
- Skinsdb supports 1.8er Skins now
- Weather uses cloud API for more ambience
- View of awards in inventory is beter organized
- Laptop mod added for minigames and mail communication
 

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Re: [Game] Wynot Subgame [whynot]

by GamingAssociation39 » Mon Apr 23, 2018 23:05

Why not add Ma & Pop's Furniture Mod?
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Re: [Game] Wynot Subgame [whynot]

by bell07 » Tue Apr 24, 2018 04:27

GamingAssociation39 wrote:Why not add Ma & Pop's Furniture Mod?

Quality. Still not all media files (textures, sounds) follow the name conventions and uses an unique prefix. Therefore overlaps to other mods are possible. It is ok for me if the prefix is "FM_*" or "mp_*", as the most files already named (why not the same prefix?), but there are "radio_*" "channel_*" and "smoke_detector.ogg" I see medium risk an other mod have files with the same name.
 

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Re: [Game] Wynot Subgame [whynot]

by GamingAssociation39 » Tue Apr 24, 2018 06:59

It'll get fixed soon enough.
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Re: [Game] Wynot Subgame [whynot]

by bell07 » Sun Jun 24, 2018 20:37

Game status update for the last 2 month:
- jumping mod added
- clothing mod added
- ambience_plus replaced by tenplus1/ambience because of missed multiplayer support
- wielded_light does shine dropped items now
- cherry-picked endless_apples from minetest_game/master
- A lot of mods upstream updates !!
 

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Re: [Game] Wynot Subgame [whynot]

by totya » Sun Sep 09, 2018 13:37

Hi!

Thanks for your job! This mod looks like good, but seem to me slightly instable. After few minutes play, I exit from the game. Next time, after load world, I got this messages:

2018-09-09 15:31:32: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-09-09 15:31:32: WARNING[Server]: 3d_armor: Detached armor inventory is nil [set_player_armor]
2018-09-09 15:31:32: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'smart_inventory' in callback on_joinplayer(): ...not-master\mods\player\smart_inventory/libs/crecipes.lua:308: attempt to call method 'is_revealed' (a nil value)
2018-09-09 15:31:32: ERROR[Main]: stack traceback:
2018-09-09 15:31:32: ERROR[Main]: ...not-master\mods\player\smart_inventory/libs/crecipes.lua:308: in function 'get_revealed_recipes_with_items'
2018-09-09 15:31:32: ERROR[Main]: ...not-master\mods\player\smart_inventory/libs/crecipes.lua:338: in function 'get_recipes_craftable'
2018-09-09 15:31:32: ERROR[Main]: ...ot-master\mods\player\smart_inventory/pages/crafting.lua:626: in function '_click'
2018-09-09 15:31:32: ERROR[Main]: ...ynot-master\mods\player\smart_inventory/libs/smartfs.lua:898: in function 'submit'
2018-09-09 15:31:32: ERROR[Main]: ...ot-master\mods\player\smart_inventory/pages/crafting.lua:494: in function 'restore'
2018-09-09 15:31:32: ERROR[Main]: ...ot-master\mods\player\smart_inventory/pages/crafting.lua:723: in function 'smartfs_callback'
2018-09-09 15:31:32: ERROR[Main]: ...ster\mods\player\smart_inventory/inventory_framework.lua:75: in function 'form_setup_callback'
2018-09-09 15:31:32: ERROR[Main]: ...ynot-master\mods\player\smart_inventory/libs/smartfs.lua:211: in function <...ynot-master\mods\player\smart_inventory/libs/smartfs.lua:207>
2018-09-09 15:31:32: ERROR[Main]: ...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:420: in function <...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:400>
2018-09-09 15:31:32: ACTION[Server]: [doc] Wrote player data into D:\NetOK\Jatek\minetest-0.4.17.1-win64\bin\..\worlds\WhyWorld/doc.mt.
2018-09-09 15:31:32: ACTION[Main]: [doc] Server shuts down. Player data is about to be saved.
2018-09-09 15:31:32: ACTION[Main]: [doc] Wrote player data into D:\NetOK\Jatek\minetest-0.4.17.1-win64\bin\..\worlds\WhyWorld/doc.mt.


Exit, Next start, same error, and I can't load last world, so I can't to play.

Edit.: If I use this mod in default "minetest_game" with my save, I got errors too... so this is smart_inventory mod bug.
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Sun Sep 09, 2018 17:36

Thank you for the bug report.
I see it is a smart_inventory (my work too) issue but still no idea why it happens. Which Items do you have in your inventory if the issue happens?
Can you please open the libs/crecipes.lua file in text browser and add in line 308 between the lines
Code: Select all
local crecipe = crecipes.crecipes[recipe]
and
Code: Select all
if crecipe and crecipe:is_revealed(playername, revealed_items_cache) then
next code
Code: Select all
if not crecipe then
   print("no crecipe for", dump(recipe))
elseif not crecipe.is_revealed then
   print("no is_revealed for", dump(crecipe))
end

I should look like
Code: Select all
function crecipes.get_revealed_recipes_with_items(playername, reference_items)
   local recipelist = {}
   local revealed_items_cache = {}
   for itemname, _ in pairs(reference_items) do
      if cache.citems[itemname] and cache.citems[itemname].in_craft_recipe then
         for _, recipe in ipairs(cache.citems[itemname].in_craft_recipe) do
            local crecipe = crecipes.crecipes[recipe]
if not crecipe then
   print("no crecipe for", dump(recipe))
elseif not crecipe.is_revealed then
   print("no is_revealed for", dump(crecipe))
end
            if crecipe and crecipe:is_revealed(playername, revealed_items_cache) then
               recipelist[recipe] = crecipe
            end

Then test again. If the error appears, you should get more output about the issue. This output may help me to find the issue cause
 

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Re: [Game] Wynot Subgame [whynot]

by totya » Sun Sep 09, 2018 18:56

bell07 wrote:Thank you for the bug report.


Hi!

Code: Select all
function crecipes.get_revealed_recipes_with_items(playername, reference_items)
   local recipelist = {}
   local revealed_items_cache = {}
   for itemname, _ in pairs(reference_items) do
      if cache.citems[itemname] and cache.citems[itemname].in_craft_recipe then
         for _, recipe in ipairs(cache.citems[itemname].in_craft_recipe) do
            local crecipe = crecipes.crecipes[recipe]
            if not crecipe then
               print("no crecipe for", dump(recipe))
            elseif not crecipe.is_revealed then
               print("no is_revealed for", dump(crecipe))
            end            
            if crecipe and crecipe:is_revealed(playername, revealed_items_cache) then
               recipelist[recipe] = crecipe
            end


Result:

Code: Select all
2018-09-09 20:48:05: WARNING[Main]: TextureSource::getPalette(): the specified palette image "unifieddyes_palette_extended.png" is larger than 256 pixels, using the first 256.
2018-09-09 20:48:10: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2018-09-09 20:48:10: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-09-09 20:48:10: WARNING[Server]: 3d_armor: Detached armor inventory is nil [set_player_armor]
2018-09-09 20:48:10: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'smart_inventory' in callback on_joinplayer(): ...not-master\mods\player\smart_inventory/libs/crecipes.lua:313: attempt to call method 'is_revealed' (a nil value)
2018-09-09 20:48:10: ERROR[Main]: stack traceback:
2018-09-09 20:48:10: ERROR[Main]:    ...not-master\mods\player\smart_inventory/libs/crecipes.lua:313: in function 'get_revealed_recipes_with_items'
2018-09-09 20:48:10: ERROR[Main]:    ...not-master\mods\player\smart_inventory/libs/crecipes.lua:343: in function 'get_recipes_craftable'
2018-09-09 20:48:10: ERROR[Main]:    ...ot-master\mods\player\smart_inventory/pages/crafting.lua:626: in function '_click'
2018-09-09 20:48:10: ERROR[Main]:    ...ynot-master\mods\player\smart_inventory/libs/smartfs.lua:898: in function 'submit'
2018-09-09 20:48:10: ERROR[Main]:    ...ot-master\mods\player\smart_inventory/pages/crafting.lua:498: in function 'restore'
2018-09-09 20:48:10: ERROR[Main]:    ...ot-master\mods\player\smart_inventory/pages/crafting.lua:723: in function 'smartfs_callback'
2018-09-09 20:48:10: ERROR[Main]:    ...ster\mods\player\smart_inventory/inventory_framework.lua:75: in function 'form_setup_callback'
2018-09-09 20:48:10: ERROR[Main]:    ...ynot-master\mods\player\smart_inventory/libs/smartfs.lua:211: in function <...ynot-master\mods\player\smart_inventory/libs/smartfs.lua:207>
2018-09-09 20:48:10: ERROR[Main]:    ...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:420: in function <...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:400>
2018-09-09 20:48:10: ACTION[Main]: [doc] Server shuts down. Player data is about to be saved.
2018-09-09 20:48:10: ACTION[Main]: [doc] Wrote player data into D:\NetOK\Jatek\minetest-0.4.17.1-win64\bin\..\worlds\WhyWorld/doc.mt.


Okay, I think the good way, if I sent to you the "world" (before this modification) as zip file. Remember: this world about after 10 minutes play only.

https://www.dropbox.com/s/uoiwn6tdgqxi4gk/WhyWorld.zip?dl=0
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Sun Sep 09, 2018 19:55

The world is playeable on my server without any issues.
Can you pls. upload your debug.txt? In your output I do not see any additional expected info.

Because you have issues with LegendofMinetest I fear something is wrong with your Minetest in general.
 

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Re: [Game] Wynot Subgame [whynot]

by totya » Sun Sep 09, 2018 20:03

bell07 wrote:The world is playeable on my server without any issues.
Can you pls. upload your debug.txt? In your output I do not see any additional expected info.

Because you have issues with LegendofMinetest I fear something is wrong with your Minetest in general.

Hi!

I play local only. The Minetest general is fresh install, only few graphics option changed. The game works, for example in Minitest_Game the "Unified Inventory" mod is works.

Okay, debug.txt with your mod load and crash:

https://www.dropbox.com/s/2uvrx4n2q6vjqgu/debug.txt?dl=0
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Sun Sep 09, 2018 20:24

Still no idea what is happens, and still no expected output in debug.txt.
To be sure... Pls add

if not crecipe then
print("no crecipe for", dump(recipe))
elseif not crecipe.is_revealed then
print("no is_revealed for", dump(crecipe))
Code: Select all
else
   print("nothing above happens", dump(recipe), dump(crecipe))

end

and try again.

In second step, I did some cleanup in upstream now . Please try the https://github.com/bell07/minetest-smart_inventory if the cleanup does solve your issue
 

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Re: [Game] Wynot Subgame [whynot]

by totya » Sun Sep 09, 2018 21:11

bell07 wrote:Still no idea what is happens, and still no expected output in debug.txt.
To be sure... Pls add

if not crecipe then
print("no crecipe for", dump(recipe))
elseif not crecipe.is_revealed then
print("no is_revealed for", dump(crecipe))
Code: Select all
else
   print("nothing above happens", dump(recipe), dump(crecipe))

end

and try again.


With this modification, sometimes game is loaded, but often not.

bell07 wrote:In second step, I did some cleanup in upstream now . Please try the https://github.com/bell07/minetest-smart_inventory if the cleanup does solve your issue


Okay, I changed in WhyNot game / smart inventory mod to the new version. Now, the game started normally, anytime!. :) Ops, one mob kill me, but is not bug. :D

Thank you!

Edit.: Debug.txt if you interested, I started your game, and exit: https://www.dropbox.com/s/flmk29g899rn6n6/debug-okay.txt?dl=0
 

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Re: [Game] Wynot Subgame [whynot]

by bell07 » Mon Sep 10, 2018 04:16

smart_inventory updated in whynot. Now the game should be more stable for users experienced such issues
 


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