[Game] Dwarves [dwarves] [github]

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Mito551
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by Mito551 » Mon Apr 22, 2013 03:48

jordan4ibanez wrote:Mito it's time to take a break.

what do you mean? what kind of break? break from what?
 

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by jojoa1997 » Mon Apr 22, 2013 04:26

Mito551 wrote:I got this feeling that there's an argument about literally nothing. I am making the game that I want it to be. You make it want you want it to be.
I'm just also insisting on adding it to the default (without replacing anything) so that people can see the possibilities. Also it would cool to add realtest and minetest-black, when the latter will be more complete

Yes, Adam, I know you don't like me
what about Minitest. I am working hard on it and it is more developed then minetest-black
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by 4aiman » Mon Apr 22, 2013 04:27

PilzAdam wrote:I 100% agree with BlockMen.

Minetest is a Minecraft clone. Thats a fact.
Of course we dont copy everything from MC, but its the general direction. So thinks like spaceships or battle tanks are not added to Minetest.


Adam, I know this is a wrong place to ask it, but still... what about Ghosts thread and all suggestions posted there?

Mito, you should ignore BlockMen. Really, if you don't like "minecrap" then why even bother unless some really bad feature (and which that is for example?) are going to be in default? ;)

BlockMen, if you know you're right, then why bother arguing? It's very unlikely your or Mito's point of view will change. Even if Mito against Minecraft, his desire to make default Minetest more interesting is good. I'd rather delete some unused mods from Dwarves (if it'll become default) then go find that ones I like from Dwarves. And for desired MC features I'm gladly will use other people's mods, including yours.
 

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by CryAngel » Mon Apr 22, 2013 07:06

PilzAdam wrote:So thinks like spaceships or battle tanks are not added to Minetest.

what?! but why? im dreaming about spaceships and battle tanks... /crying
if be serious, i dont see anything what prevent from adding even this. only one note - engine will not fully implement it (and same with many other things), engine must care about possibility. in ideal - about really easy possibility.
 

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by 4aiman » Mon Apr 22, 2013 08:31

CryAngel wrote:... engine must care about possibility. in ideal - about really easy possibility.

The engine don't have all possibilities to "emulate" even Minecraft... I think likewise about having them, though ;)
 

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by BlockMen » Mon Apr 22, 2013 08:47

4aiman wrote:
Mito, you should ignore BlockMen. Really, if you don't like "minecrap" then why even bother unless some really bad feature (and which that is for example?) are going to be in default? ;)

BlockMen, if you know you're right, then why bother arguing? It's very unlikely your or Mito's point of view will change. Even if Mito against Minecraft, his desire to make default Minetest more interesting is good. I'd rather delete some unused mods from Dwarves (if it'll become default) then go find that ones I like from Dwarves. And for desired MC features I'm gladly will use other people's mods, including yours.


Ok, 4aiman, have you even read the whole discussion of Mito and me? If yes, then i dont get the point of your comment. Mito and I are fine, we got to a point that both agree with.
BlockMen wrote:
Mito551 wrote:I am making the game that I want it to be. You make it want you want it to be.


And if you stop posting this strange and absolute useless questions/comments at my mods, we are fine ;)


PS: critique of my mod itself is always welcome, but not the "eww...its a mc feature" thing.


http://forum.minetest.net/profile.php?id=4473


So, what is the point now? Read the whole discussion (maybe again?) and then you will see, that this comment helps nothing.
 

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Mito551
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by Mito551 » Mon Apr 22, 2013 11:36

jojoa1997 wrote:
Mito551 wrote:I got this feeling that there's an argument about literally nothing. I am making the game that I want it to be. You make it want you want it to be.
I'm just also insisting on adding it to the default (without replacing anything) so that people can see the possibilities. Also it would cool to add realtest and minetest-black, when the latter will be more complete

Yes, Adam, I know you don't like me
what about Minitest. I am working hard on it and it is more developed then minetest-black


afraid to be sued. otherwise it's a good game.
 

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Mito551
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by Mito551 » Mon Apr 22, 2013 12:00

4aiman wrote:
CryAngel wrote:... engine must care about possibility. in ideal - about really easy possibility.

The engine don't have all possibilities to "emulate" even Minecraft... I think likewise about having them, though ;)


and I agree with possibilities point. we must be able (i stress that out - be able) to implement everything minecraft has in pretty much the same way. we mustn't implement everything mc has, but rather just be able to do so. in order to create something amazing and unique we have to have this amazing ground minecraft has.
 

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by celeron55 » Tue Apr 23, 2013 08:19

Why can't people just let others do what they want? Modders have no requirement whatsoever to stick to *any* theme, any mechanics or really anything. (Except law.)

Including some independent games (not developed by the core team) to the main distribution could be discussed some day. There are at least some rules to be set to make it sane. Also it is equally a matter of the core team, as it is a matter of the packagers.
 

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by Mito551 » Tue Apr 23, 2013 09:06

celeron55 wrote:There are at least some rules to be set to make it sane. Also it is equally a matter of the core team, as it is a matter of the packagers.


Could you expand on this idea? I haven't quite understood it.
 

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by Mito551 » Sat Jun 08, 2013 19:41

i announce update for 0.4.7 (with icon and header!)
and now that i have (almost) finished with my exams, i can get to overhal reworking of the whole minetest block structure which i have been planning to do for a long time
 

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by Mito551 » Sat Jun 15, 2013 12:12

Hey! Very big update! Well, you can't exactly see it, but you will be able to feel it (or something) when you start playing! Instead of 3 (or 4) groups there are 7 now. Some tools can't break some stuff, others can, etc. It makes a game more hardcore and fun. all the tools are now in order. Check it out now! Get it on GitHub!
 

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by Evergreen » Sat Jun 15, 2013 13:11

Bug, everything else works fine. It says it can't load world time from worldtime.dat. Error message:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
09:09:15: ERROR[main]: worldtime: Could not open file: /home/Evergreen/Desktop/Minetest/bin/../worlds/Dwarves/worldtime.dat: No such file or directory
09:09:15: ERROR[main]: WARNING: worldtime:  Could not read time from /home/Evergreen/Desktop/Minetest/bin/../worlds/Dwarves/worldtime.dat
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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by Evergreen » Sat Jun 15, 2013 13:13

Also, the inventory is very buggy. Will be appreciated if you fix it.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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by PilzAdam » Sat Jun 15, 2013 15:59

Man, really? An adfly link? Come one, dont be stupid.
 

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by Mito551 » Sat Jun 15, 2013 16:14

Evergreen wrote:Also, the inventory is very buggy. Will be appreciated if you fix it.


you mean the icons? yes, i first published then saw it, sorry.
if it's something different, tell me please.

PilzAdam wrote:Man, really? An adfly link? Come one, dont be stupid.


alright. i don't see anything wrong with it. do you want me to remove it?
 

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by PilzAdam » Sat Jun 15, 2013 16:33

Mito551 wrote:
PilzAdam wrote:Man, really? An adfly link? Come one, dont be stupid.


alright. i don't see anything wrong with it. do you want me to remove it?

Yes, just give a direct download link.
 

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by Mito551 » Sat Jun 15, 2013 23:05

Image
Last edited by Mito551 on Sat Jun 15, 2013 23:09, edited 1 time in total.
 

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by stu » Tue Jun 25, 2013 21:16

Mito, I have created a 'dwarves' branch of mintest-3d_armor as promised: https://github.com/stujones11/minetest-3d_armor/tree/dwarves
I have not done much with it yet besides replace diamond armor with mithril, so it's just like the old version but with boots.
I suggest that you update your current git with this version.

Over time I was thinking about replacing wood armor with iron & adding sets for ebony, obsidian and pobe. Another idea I'd like to try out is giving armor a speciffic weight that can slow a player down. This, however, relies on a feature only available as of minetest 0.4.7

Let me know what you think.
Last edited by stu on Tue Jun 25, 2013 21:19, edited 1 time in total.
 

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by Mito551 » Tue Jun 25, 2013 22:30

stu wrote:Mito, I have created a 'dwarves' branch of mintest-3d_armor as promised: https://github.com/stujones11/minetest-3d_armor/tree/dwarves
I have not done much with it yet besides replace diamond armor with mithril, so it's just like the old version but with boots.
I suggest that you update your current git with this version.

Over time I was thinking about replacing wood armor with iron & adding sets for ebony, obsidian and pobe. Another idea I'd like to try out is giving armor a speciffic weight that can slow a player down. This, however, relies on a feature only available as of minetest 0.4.7

Let me know what you think.


sounds awesome! i don't think that obsidian armor is good idea, because according to my lore obsidian is basically a solid stone. and there's no stone armor, is there?
i try to keep up my dwarves with stable version, so it's fine, i think.
i don't know if it's okay with you, but why don't you put up link to dwarves armor branch in your topic? as i said, i want to encourage people to make mods for dwarves. and it's like two versions: dwarves ver. and minetest ver. It's up to you, but this is just a small thing I would ask, if it's fine with you.
anyway, thank you for your work, i appreciate it.
 

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by Dan Duncombe » Thu Jun 27, 2013 21:17

Some screenies of Dwarves:

The first Dungeon I found:
Image

Inside...
Image

The second Dungeon I found:
Image

Turns out it was just a tunnel.
Image

A third dungeon, a little bigger than the first.
Image

Inside...
Image

An odd mix of biomes...
Image

Cavegen decided it would be fun to spawn this under me...
Image
Last edited by Dan Duncombe on Thu Jun 27, 2013 21:19, edited 1 time in total.
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by Mito551 » Thu Jun 27, 2013 21:39

Thank you! Do you mind If put them up in my first post?
 

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by Dan Duncombe » Thu Jun 27, 2013 21:49

No, I don't mind at all.
Mito551 wrote:Thank you! Do you mind If put them up in my first post?
Some Mods: Castles Prefab Camouflage
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Servers: See above games.
 

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by Mito551 » Thu Jun 27, 2013 21:56

Dan Duncombe wrote:No, I don't mind at all.
Mito551 wrote:Thank you! Do you mind If put them up in my first post?

thanks!
 

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by Inocudom » Sun Jul 07, 2013 04:48

RealBadAngel added bump mapping to the latest development version of Minetest. Will this game mode support it? Below is a topic that can tell you how to add normal.png files (needed for bump mapping) to the textures of this game mode.
http://forum.minetest.net/viewtopic.php?id=6482
 

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by Mito551 » Sun Jul 07, 2013 16:53

Inocudom wrote:RealBadAngel added bump mapping to the latest development version of Minetest. Will this game mode support it? Below is a topic that can tell you how to add normal.png files (needed for bump mapping) to the textures of this game mode.
http://forum.minetest.net/viewtopic.php?id=6482
sounds awesome! i will, if i figure out how (try putting all the tutorials into practice.) thanks for the heads up!
i will realease it as soon as it's done, but separately, i prefer keeping dwarves up to date with stable version, not the development one. that's why i keep the drowning
Last edited by Mito551 on Sun Jul 07, 2013 16:54, edited 1 time in total.
 

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by RealBadAngel » Sun Jul 07, 2013 17:36

Mito551 wrote:
Inocudom wrote:RealBadAngel added bump mapping to the latest development version of Minetest. Will this game mode support it? Below is a topic that can tell you how to add normal.png files (needed for bump mapping) to the textures of this game mode.
http://forum.minetest.net/viewtopic.php?id=6482
sounds awesome! i will, if i figure out how (try putting all the tutorials into practice.) thanks for the heads up!
i will realease it as soon as it's done, but separately, i prefer keeping dwarves up to date with stable version, not the development one. that's why i keep the drowning


Using this feature is as easy as having just normal texutures in textures folder. Mods doesnt have to do anything to use it.
So if some1 will play with older version of minetest it wont change anything.
 

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by Mito551 » Sun Jul 07, 2013 17:51

but it stills takes time to make these... but yeah, now i know. i couldn't make them work with my game, but i'll go ahead and will be making normals for all the textures.
thank you!
Last edited by Mito551 on Sun Jul 07, 2013 17:51, edited 1 time in total.
 

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by RealBadAngel » Sun Jul 07, 2013 18:05

Mito551 wrote:but it stills takes time to make these... but yeah, now i know. i couldn't make them work with my game, but i'll go ahead and will be making normals for all the textures.
thank you!


you can quickly generate normals using script you can find in /util just put into textures pack folder and run it.
Last edited by RealBadAngel on Sun Jul 07, 2013 18:06, edited 1 time in total.
 

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by Mito551 » Sun Jul 07, 2013 19:03

I think i'll stick to the old textures when talking about 16px, but i might do a 64px pack with bump mapping. just maybe.
Last edited by Mito551 on Sun Jul 07, 2013 19:46, edited 1 time in total.
 

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