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[Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]

PostPosted: Fri Apr 12, 2013 12:27
by fishyWET
Image
Lord of the Test is a Minetest LOTR subgame;
Explore the world of Middle-Earth with custom races, mobs, mapgen, trees, plants, potions, armour, weapons and much more!
Hire mob guards, enter Mordor and fight the orcs with your army, explore abandoned structures and loot the precious items.
Side with the evil side and become an orc, and venture the rest of the world, slaying all that cross your path.
This is the one subgame to rule them all!

+ Latest Release (1.1.0) 23/12/2016

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Github | Issue Tracker | Download | AUR package | Website
License: Refer to README.txt in each mod folder
Got any questions? Contact the minetest-LOTR team at freenode #lordofthetest
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Installation
Download file and extract contents to ...<minetest_folder>/games
If you are having additional trouble, refer here
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If you found a bug, please open a new issue here, please attach the last few lines of your debug.txt along or a screenshot of the crash.
Issues opened without such attachments will be either be ignored or closed.

PostPosted: Fri Apr 12, 2013 12:31
by Traxie21
Ents

PostPosted: Fri Apr 12, 2013 12:33
by nextmissinglink
yay lordoftherings

PostPosted: Fri Apr 12, 2013 12:34
by nextmissinglink
yes ents and this should be in games

plus a golemses and smeagles they should just say on chat what has it got in its pocketses

PostPosted: Fri Apr 12, 2013 13:05
by fishyWET
Traxie21 wrote:Ents
nextmissinglink wrote:yes ents and this should be in games

plus a golemses and smeagles they should just say on chat what has it got in its pocketses

Thanks for the comments maybe i will try to add them in if possible.

PostPosted: Sun Apr 14, 2013 10:08
by issa
di u have some screens

PostPosted: Sun Apr 14, 2013 12:02
by fishyWET
issa wrote:di u have some screens

it is still under development so no, but some stuff are done, some screenshot will be available soon.

PostPosted: Tue May 14, 2013 08:38
by fishyWET
Screenshots are available and modpack is released with ores, sea ores and ithildin.
P.S. Do anyone know how to make a object follow you, something like a pet or is there a mod like this created before, apart from slimes mod as i don't want the animal to jump but walk beside you but also jump sometimes when they are block by something. And i also don't want that animal to spawn but can only be taken out of inventory or crafted.

PostPosted: Sat Jun 01, 2013 20:30
by Inocudom
There hasn't been any activity with this modpack for some time. Is it still being worked on?

PostPosted: Thu Jun 06, 2013 15:01
by fishyWET
Inocudom wrote:There hasn't been any activity with this modpack for some time. Is it still being worked on?

Yes there is, but it is very slow as i am the only developer and i am quite busy this few months.

PostPosted: Sun Sep 08, 2013 16:22
by fishyWET
Update: Mobs added, additional slabs, stairs and panels added.
Sorry for the slow update, was quite busy.

PostPosted: Sun Sep 08, 2013 16:39
by ak399g
Is this a modpack? Or, can I enable part of it but not all of it? I'm only asking because I like the Ithildin, but other than that I don't want to add that many other textures/ores to my world.

Also, Github?

PostPosted: Sun Sep 08, 2013 16:42
by fishyWET
ak399g wrote:Is this a modpack? Or, can I enable part of it but not all of it? I'm only asking because I like the Ithildin, but other than that I don't want to add that many other textures/ores to my world.

Yes, it is a modpack, you can enable part of it, and the ithildin mod itself is available here: https://forum.minetest.net/viewtopic.php?id=5183
and no, sorry, i currently don't have Github.

PostPosted: Sun Sep 08, 2013 19:00
by ak399g
Thanks. I guess part two is this: I'd like it if ithildin_stone was solid by default and ithildin was unpointable and able to be walked through. At night, players could pass through ithildin_stone and ithildin would become solid and pointable. Stone walls would become doors, and invisible paths would solidify.

The other problem is, since there are 14 different versions of each node depending on level of light, digging two seemingly identical nodes can yield multiple different stacks. This is incredibly useless. It'd be better if it were simply two settings: stone on and stone off. Or, on digging any of the 14 nodes, it overrides the drop and gives the digger ithildin_0 or ithildin_stone_0 no matter what.

The third issue is that it's dependent on light, not on time. This means that if you have a group of ithildin, if a few of them turn on, they shed enough light to prevent the others from turning on. It should be dependent on time of day, not light.

PostPosted: Sun Sep 08, 2013 20:21
by ak399g
ak399g wrote:Thanks. I guess part two is this: I'd like it if ithildin_stone was solid by default and ithildin was unpointable and able to be walked through. At night, players could pass through ithildin_stone and ithildin would become solid and pointable. Stone walls would become doors, and invisible paths would solidify.

The other problem is, since there are 14 different versions of each node depending on level of light, digging two seemingly identical nodes can yield multiple different stacks. This is incredibly useless. It'd be better if it were simply two settings: stone on and stone off. Or, on digging any of the 14 nodes, it overrides the drop and gives the digger ithildin_0 or ithildin_stone_0 no matter what.

The third issue is that it's dependent on light, not on time. This means that if you have a group of ithildin, if a few of them turn on, they shed enough light to prevent the others from turning on. It should be dependent on time of day, not light.


I've gone ahead and done this. I've used the textures and initial register.node info from your mod, I've incorporated switching between two nodes from the solar panel of the mesecons mod, and I've taken the get.timeofday from qznc's zombies mod. I'll post it here with your permission.

PostPosted: Mon Sep 09, 2013 05:15
by fishyWET
I've gone ahead and done this. I've used the textures and initial register.node info from your mod, I've incorporated switching between two nodes from the solar panel of the mesecons mod, and I've taken the get.timeofday from qznc's zombies mod. I'll post it here with your permission.

Thanks, it is fine, you can post it here and i will add them in the next update

PostPosted: Mon Sep 09, 2013 13:54
by ak399g
fishyWET wrote:
I've gone ahead and done this. I've used the textures and initial register.node info from your mod, I've incorporated switching between two nodes from the solar panel of the mesecons mod, and I've taken the get.timeofday from qznc's zombies mod. I'll post it here with your permission.

Thanks, it is fine, you can post it here and i will add them in the next update

Github: https://github.com/ak399/minetest_mods/tree/master/ithildin-ak399
rename to "ithildin"
The craft recipes are a little different and now dependent on the moreores mithril, but you know how to change those.
There are three nodes: an invisible/unpointable/nonsolid-by-day, visible/pointable/solid-by-night node, a visible/solid-by-day, visible/nonsolid-by-night node, and a simple stone node. All glow at night and don't during the day. The outer ring of 8 in the craft is the same, but the middle node is " "/"default:cobble"/"default:stone" for each of the aforementioned nodes respecively. Emitted light is set at 8, but that can of course be toggled.

PostPosted: Mon Sep 09, 2013 15:14
by fishyWET
Github: https://github.com/ak399/minetest_mods/ … ldin-ak399
rename to "ithildin"
The craft recipes are a little different and now dependent on the moreores mithril, but you know how to change those.
There are three nodes: an invisible/unpointable/nonsolid-by-day, visible/pointable/solid-by-night node, a visible/solid-by-day, visible/nonsolid-by-night node, and a simple stone node. All glow at night and don't during the day. The outer ring of 8 in the craft is the same, but the middle node is " "/"default:cobble"/"default:stone" for each of the aforementioned nodes respecively. Emitted light is set at 8, but that can of course be toggled.

Thanks for the help, i appreciate it, i will be adding this to the next update and with both ithildin at night walkable as the original concept of ithildin is a gateway that can only be entered at night.

PostPosted: Fri Oct 18, 2013 16:55
by fessmK
this mod is really incredible!

PostPosted: Mon Jan 27, 2014 14:02
by fishyWET
Update: Added farming, plants, trees, new mobs, redo ores and mobs
Farming is the same as default farming, seeds can be found on wild plants.
Plants spawn randomly in grass across the world, brambles of mordor spawns in desert
Friendly mobs spawn on grass/ leaves/ stone (e.g. rohan /gondor guard, elf, ent, dwarf, hobbit) Unfriendly mobs spawn in desert (e.g. uruk-hai, orc, half-troll(sunlight kills it), battle-troll), some underground in stone (troll (sunlight kills it), dead men (not killable, is only damaged by sunlight), witch-king (boss, hp=50), balrog (boss, hp=100), nazgul (mini-boss, hp=25)), and dunlending is the only unfriendly mob to spawn in grass.
Couple of new ores and uncraftable stuff like tilkal (unbreakable material)
Introduction of trees, sapling available via creative, i do not wish to randomly spawn the trees until i can find a suitable mapgen to generate them on (need help on this), so they will only be available via creative.
Help Needed for these stuff:
[spoiler]Models (Ent, Balrog, Horse, Warg and couple more)
Mob Behavior(Attacks only particular mobs)
Rideable mobs
Map generation(With specific biomes)[/spoiler]
Note that i may take a few days to reply to a comment as i am rather busy with school-life, but feel free to tell me any bugs or suggestion.
Edit: Thanks for the encouragement fessmK, sry didn't saw that until three months later :P.
Edit 2: Forgotten to say mushrooms only grow on decaying wood and only in dark places.

PostPosted: Mon Jan 27, 2014 14:51
by AMMOnym
XD u use my texture for troll . Good modpack. That trees are awesome but i have error with replacing air and i cant find any .

PostPosted: Mon Jan 27, 2014 16:00
by Inocudom
fishyWET wrote:Update: Added farming, plants, trees, new mobs, redo ores and mobs
Farming is the same as default farming, seeds can be found on wild plants.
Plants spawn randomly in grass across the world, brambles of mordor spawns in desert
Friendly mobs spawn on grass/ leaves/ stone (e.g. rohan /gondor guard, elf, ent, dwarf, hobbit) Unfriendly mobs spawn in desert (e.g. uruk-hai, orc, half-troll(sunlight kills it), battle-troll), some underground in stone (troll (sunlight kills it), dead men (not killable, is only damaged by sunlight), witch-king (boss, hp=50), balrog (boss, hp=100), nazgul (mini-boss, hp=25)), and dunlending is the only unfriendly mob to spawn in grass.
Couple of new ores and uncraftable stuff like tilkal (unbreakable material)
Introduction of trees, sapling available via creative, i do not wish to randomly spawn the trees until i can find a suitable mapgen to generate them on (need help on this), so they will only be available via creative.
Help Needed for these stuff:
[spoiler]Models (Ent, Balrog, Horse, Warg and couple more)
Mob Behavior(Attacks only particular mobs)
Rideable mobs
Map generation(With specific biomes)[/spoiler]
Note that i may take a few days to reply to a comment as i am rather busy with school-life, but feel free to tell me any bugs or suggestion.
Edit: Thanks for the encouragement fessmK, sry didn't saw that until three months later :P.

Paramat can help you out with the mapgen.

PostPosted: Mon Jan 27, 2014 16:14
by AMMOnym
Models (Ent, Balrog, Horse, Warg and couple more)
For horse u can use donkey model from mobf.

PostPosted: Mon Jan 27, 2014 20:20
by RHR
The game failed when I tried to use the hoe. I got following error:

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
21:04:40: ACTION[ServerThread]: singleplayer uses farming:hoe_stone, pointing at
 [node under=-40,1,13 above=-40,2,13]
21:04:40: ERROR[main]: ServerError: ...t-0.4.9\bin\..\games\minetest_game\mods\f
arming\init.lua:123: attempt to call field 'hoe_on_use' (a nil value)
21:04:40: ERROR[main]: stack traceback:
21:04:40: ERROR[main]:  ...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.
lua:123: in function <...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.lu
a:122>

PostPosted: Mon Jan 27, 2014 21:11
by Evergreen
RHR wrote:The game failed when I tried to use the hoe. I got following error:

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
21:04:40: ACTION[ServerThread]: singleplayer uses farming:hoe_stone, pointing at
 [node under=-40,1,13 above=-40,2,13]
21:04:40: ERROR[main]: ServerError: ...t-0.4.9\bin\..\games\minetest_game\mods\f
arming\init.lua:123: attempt to call field 'hoe_on_use' (a nil value)
21:04:40: ERROR[main]: stack traceback:
21:04:40: ERROR[main]:  ...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.
lua:123: in function <...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.lu
a:122>
^ has nothing to do with this mod

PostPosted: Mon Jan 27, 2014 21:29
by RHR
This bug appears only if this mod is enabled. If I play the default game alone or with other mods everything is going well.

PostPosted: Tue Jan 28, 2014 01:26
by ch98
maybe rings that you can use to get special privs?

PostPosted: Tue Jan 28, 2014 01:53
by Novacain
Could you use something similar to the experimental mapgen mod to create villages? like an elf city, a group of hobbit holes, etc.?

PostPosted: Tue Jan 28, 2014 13:05
by fishyWET
AMMOnym wrote:XD u use my texture for troll . Good modpack. That trees are awesome but i have error with replacing air and i cant find any .

Oh yeah, thanks for reminding, was in a hurry to quickly post the topic (cause i got tests the next day), so i forgotten, added your name :) And the error for replacing air, well, i am not sure why it happens, can't seem to find the problem, help appreciated on this (should be caused by lottplants, the generation of wild plants). But so far this does not crash minetest, so just try to hide your chat to prevent the spamming messages until i or someone help me to find the error.
Inocudom wrote:Paramat can help you out with the mapgen.

yup, i know abt that, not sure if he is interested so because from what i see, he does most of the mapgen because he interested enough to work it.
AMMOnym wrote:Models (Ent, Balrog, Horse, Warg and couple more) For horse u can use donkey model from mobf.

Thanks!
RHR wrote:The game failed when I tried to use the hoe. I got following error:

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
21:04:40: ACTION[ServerThread]: singleplayer uses farming:hoe_stone, pointing at
 [node under=-40,1,13 above=-40,2,13]
21:04:40: ERROR[main]: ServerError: ...t-0.4.9\bin\..\games\minetest_game\mods\f
arming\init.lua:123: attempt to call field 'hoe_on_use' (a nil value)
21:04:40: ERROR[main]: stack traceback:
21:04:40: ERROR[main]:  ...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.
lua:123: in function <...t-0.4.9\bin\..\games\minetest_game\mods\farming\init.lu
a:122>

Thanks for reporting, not sure what is the reason, but when i added the hoe code into lottfarming init, it works, so i would be release the bug fixes changes soon.
Edit:
Sry didn't saw reply on 2nd page :P
ch98 wrote:maybe rings that you can use to get special privs?

Maybe? Not sure yet, the rings will probably be added in a later version, but i plan on focusing on the main stuff (e.g. weapons, mobs & mapgen) now and magical and complicated items later.
Novacain wrote:Could you use something similar to the experimental mapgen mod to create villages? like an elf city, a group of hobbit holes, etc.?

Yeah, planning to do that too but like i have said, i am somewhat clueless about mapgen even though trying my best to read through the related mods code, i still do not understand how mapgen works.

PostPosted: Thu Feb 06, 2014 15:31
by AMMOnym