[Game] Adventuretest

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BrandonReese
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 27, 2014 13:01

Nii wrote:It says "ModError: Failed to load and run
/usr/share/minetest/games/adventuretest-master/mods/food/init.lua"

How can I fix it?


Can you copy and paste the last 20 lines of your bin/debug.txt file?
 

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Re: [Game] Adventuretest [Alpha]

by Nii » Wed May 28, 2014 02:12

BrandonReese wrote:
Nii wrote:It says "ModError: Failed to load and run
/usr/share/minetest/games/adventuretest-master/mods/food/init.lua"

How can I fix it?


Can you copy and paste the last 20 lines of your bin/debug.txt file?

20:41:53: ERROR[main]: File /home/nii/.minetest/worlds/Adventure/magic not found, returning empty table
Cast spell good
20:41:53: ACTION[main]: Registered spell Thunder Strike
wand spell good
20:41:53: ACTION[main]: Registered spell Magic Missle
Cast spell good
20:41:53: ACTION[main]: Registered spell Heal
20:41:53: ERROR[main]: File /home/nii/.minetest/worlds/Adventure/stamina not found, returning empty table
20:41:53: ACTION[main]: Registering affect: Exhaustion
Food Mod - Version 2.2
20:41:53: ERROR[main]: ========== ERROR FROM LUA ===========
20:41:53: ERROR[main]: Failed to load and run script from
20:41:53: ERROR[main]: /usr/share/minetest/games/adventuretest/mods/food/init.lua:
20:41:53: ERROR[main]: ...hare/minetest/games/adventuretest/mods/food/init.lua:54: attempt to call field 'override_item' (a nil value)
20:41:53: ERROR[main]: stack traceback:
20:41:53: ERROR[main]: ...hare/minetest/games/adventuretest/mods/food/init.lua:54: in function 'support'
20:41:53: ERROR[main]: ...hare/minetest/games/adventuretest/mods/food/init.lua:147: in main chunk
20:41:53: ERROR[main]: ======= END OF ERROR FROM LUA ========
20:41:53: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/adventuretest/mods/food/init.lua
20:41:53: ERROR[main]: ModError: ModError: Failed to load and run /usr/share/minetest/games/adventuretest/mods/food/init.lua
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Wed May 28, 2014 02:29

Are you running the latest dev version of minetest?
 

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Re: [Game] Adventuretest [Alpha]

by Nii » Wed May 28, 2014 02:36

BrandonReese wrote:Are you running the latest dev version of minetest?

Sorry for a noob question, but how can I get the dev version?
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Wed May 28, 2014 03:38

Depends on your OS:

If Windows then look at the topics at the top of this forum:
viewforum.php?f=3
They are called things like "Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJIT and LevelDB " or "sfan5's Windows builds: 32-bit & 64-bit, LevelDB, LuaJIT " find and download the latest version of whichever you chose (64 bit if you have a 64 bit computer. duh)
I suggest sfan5's builds. They have always worked for me. And he has 7z's availiable:
http://sfan5.pf-control.de/minetest-builds/?f
If you don't have/want 7z, then take BlockMen's:
viewtopic.php?p=141851#p141851

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

If you have a Mac, then you'll want "Morn76's Minetest OS X Mavericks builds"
viewtopic.php?f=3&t=9190

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

If you do have Linux download the core:
https://github.com/minetest/minetest/archive/master.zip

Unzip it, and follow these instructions to compile it:
http://dev.minetest.net/Compiling_Minetest

If you want minetest_game (rather nice to have...) download it here:
https://github.com/minetest/minetest_ga ... master.zip

“There are naive questions, tedious questions, ill-phrased questions, questions put after inadequate self-criticism. But every question is a cry to understand the world. There is no such thing as a dumb question.”

I kinda like that quote... Why are forums here? Why do we help people? 'Cause we welcome newcomers and everybody that will come here. ;) Anyhow, welcome to Minetest, Nii.
 

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Re: [Game] Adventuretest [Alpha]

by Nii » Wed May 28, 2014 04:56

Yay! thanks It finally works.
btw I use linux
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Wed May 28, 2014 05:00

Cool. Another Linux user!

;) Glad it works.

have fun.
 

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Re: [Game] Adventuretest [Alpha]

by Excalibur Zero » Mon Jun 02, 2014 20:13

Is there a way to turn off stamina? I occasionally have problems with it when I teleport across large distances.
 

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Re: [Game] Adventuretest [Alpha]

by kopy » Mon Jun 16, 2014 02:46

i played minetest for a while and felt that mobs are missing.

Thanks ! :)
 

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Re: [Game] Adventuretest [Alpha]

by AMMOnym » Fri Jun 20, 2014 07:47

This game is awesome. Could you add dragons ?
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sun Jun 22, 2014 18:08

AMMOnym wrote:This game is awesome. Could you add dragons ?


I would love to add dragons. I found a voxel dragon model (I think it's a copy of Minecraft's ender dragon) but it's not animated. I am familiar with the concepts of animating with blender but I don't have the time to learn it and do it.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sun Jun 22, 2014 18:27

It's been a while since I've put out an update. I did some work over the last week and this weekend and here are the changes:

Added immortal priv.
With this priv you aren't affected by energy, when you die you don't lose your stuff or respawn, You aren't affected by hunger. This would be a priv for moderators, administrators, and quest builders.

Added Rabbits (Aspiremint's rabbit model)
Added Cottages Mod (I believe this is Sokomine's mod)
Added schematics from Sokomine's Random Buildings mod to the villages. This makes villages less uniform and orderly looking, which I think is a more realistic look. I plan on adding more building schematics in the future.

Added mob spawning blocks.
There is no crafting recipe. Use /giveme mobs:spawner.
These can only be configured by someone with the immortal priv.
Right click on a mob spawner to configure it
You can enter the name for the mob entity (e.g. mobs:sheep, mobs:dirt_monster, etc...) or you can enter one of the 4 mob types (npc, animal, monster, barbarian) and it will pop out a random mob from that type.
The Active Objects and Active Objects Wider is the count of entities in the area. If there are more entities than the numbers you enter for these values in the area a new mob won't be spawned. If you enter 0 for these values it will always spawn a new entity
Mob spawners are automatically added to villages so they should repopulate if all of the people are killed or mysteriously disappear.
Mob spawners that spawn mobs in solid blocks are automatically removed
Punch the mob spawner to force it to spawn a mob. Punching doesn't obey the Active Object counts.

Added torches to a few of the original building schematics
 

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Re: [Game] Adventuretest [Alpha]

by AMMOnym » Sun Jun 22, 2014 19:19

I think that this game is like SkyrimCraft a little bit.
 

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Re: [Game] Adventuretest [Alpha]

by Brockenflabel » Thu Jul 03, 2014 15:54

I really like this Build and I'm not getting any lag either or terrain constantly being
redrawn.

My only complaint is that it doesn't save my character? I have to start from scratch every time I play? Is this a bug? Also I can't craft any armor, but seem to able
to craft other things. It saves the map, but not the character, so when I exit or die
I come back to same map and it saves whatever is in my chests. Also I have
a problem with once I die or quit about four times, my walking speed becomes
permanently slower. But I found a temporary fix. I went into Worlds, single player
and noticed a file called physics. It starts out at Speed=1 but then after about 4
quits or dies, for some reason it changes to 0.4? So all I did was reset it to 1.

After playing for awhile my npc friendly village is overcrowding? I can barely reach
the chests now. I changed the mobs/api.lua interval from 30 to 500? Will that help?

Also I tried other compiled versions with this Adventuretest but they won't work except
Blockman. The other compiled ones give an error /food mod.

Two more things that would be helpful;
--a listing of all F10 / commands you can use.
--a listing of all items you can craft in this build.

I'm using Blockman dev20140627
thanks.
Last edited by Brockenflabel on Sat Jul 05, 2014 00:15, edited 3 times in total.
 

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Re: [Game] Adventuretest [Alpha]

by LionsDen » Thu Jul 03, 2014 17:27

I would also like to know how to use the magic system. I have 2 points in magic but haven't seen or found anything to let me know what to do with it.
 

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Re: [Game] Adventuretest [Alpha]

by AMMOnym » Fri Jul 04, 2014 07:45

LionsDen wrote:I would also like to know how to use the magic system. I have 2 points in magic but haven't seen or found anything to let me know what to do with it.

Try use /cast thuder spider(or other monster)
 

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Re: [Game] Adventuretest [Alpha]

by Brockenflabel » Mon Jul 07, 2014 04:09

I can craft armor after all. Sorry about that. It takes longer for it to process, so I didn't think
I could craft any armor.

But where does it go? Since there is no put-on equipment screen? Like in other
builds?

I still can't save my inventory when I quit game, but it does save the map and my chests tho.

But its a great build, thanks.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Mon Jul 07, 2014 13:57

AMMOnym wrote:
LionsDen wrote:I would also like to know how to use the magic system. I have 2 points in magic but haven't seen or found anything to let me know what to do with it.

Try use /cast thuder spider(or other monster)


There are a few spells so far

/cast thunder would damage any player / mob in a small area around you, it doesn't have a target
/cast heal <target> will heal the target if it's a player, if you don't have a target it will heal yourself

I don't remember their levels off the top of my head, you may need level 3 magic skill to use thunder.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Mon Jul 07, 2014 13:58

Brockenflabel wrote:I can craft armor after all. Sorry about that. It takes longer for it to process, so I didn't think
I could craft any armor.

But where does it go? Since there is no put-on equipment screen? Like in other
builds?

I still can't save my inventory when I quit game, but it does save the map and my chests tho.

But its a great build, thanks.


Use the /m command to bring up a menu that will have an option for you to put on your armor.

Is this the only game where it doesn't save your player when you exit? Are you playing singleplayer or are you running a server?
 

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Re: [Game] Adventuretest [Alpha]

by Brockenflabel » Mon Jul 07, 2014 20:42

Yes well after spending a few hours researching on google and trying various keys
I discovered F10, /m !!!!!
There should be a readme with keys listed I think for this build.

I resolved the save game problem with a latest build, I guess it was a bug.

I figured out how to use a bow and arrow after researching on the net and trying various situations. It didn't list any key to press for the Throwing mod, so what key
to use? After researching it more, someone mentioned use left mouse key, which didn't work. A couple hours more research I discovered its not the left mouse key
but the position of the bow in inventory. It has to be in the Top Left slot in inventory
for it to work. Its doesn't work in other inventory slots.

So now most problems are resolved after several days of research.
I still have an over population problem on the surface in my friendly npc village.
Adventuretest doesn't include TNT mod, so I tried using my bow and arrow to thin
the ranks a bit. It worked but is resource and time consuming to reduce them one
at a time. I have to stay away from surface of the village or my computer gets about 1 fps, even 20 bricks below ground.

But its a great build, so far maybe the best, atleast I think.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Jul 08, 2014 03:28

Updates:

Barbarian villages just got more dangerous with the addition of a barbarian archer. He will spot you from a greater distance than the other barbarians and without warning he will start pelting you with arrows.

Fixed some bugs in dungeon masters. DM fireballs were exploding on launch.

Added a blacksmith NPC (beta). Right click on this NPC and a formspec will pop-up so you can give the blacksmith your lumps that need to be smelted. Put the lumps in the inventory slot on the formspec and click smelt. The blacksmith will look for a furnace to use, and he will tell you if he can find one and if he's able to access it. If he can't find a furnace or find a path to the nearby furnace just right click him again and get your lumps back. This is currently a free service, in future updates the blacksmith will charge for this service.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Tue Jul 08, 2014 03:37

BrandonReese wrote:Added a blacksmith NPC (beta).

Sounds very intresting! Hope that blacksmith will continue to work for players in the future :-) Did you give him his own skin?

Apart from that, there's some work taking place on Nores Mapgen which provides the villages and landscape for AdventureTest as well. Nore has fixed the bug that players spawned underground. Instead, players now spawn right inside a village :-) I've also done a lot of additions (mostly new village types with diffrent houses and random materials) to that mapgen and hope that it will be ready for usage soon.
A list of my mods can be found here.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Jul 08, 2014 13:15

Sokomine wrote:Sounds very intresting! Hope that blacksmith will continue to work for players in the future :-) Did you give him his own skin?


He has his own skin and he is carrying the hammer from the cottages mod so he is pretty easy to spot.

Sokomine wrote:Apart from that, there's some work taking place on Nores Mapgen which provides the villages and landscape for AdventureTest as well. Nore has fixed the bug that players spawned underground. Instead, players now spawn right inside a village :-) I've also done a lot of additions (mostly new village types with diffrent houses and random materials) to that mapgen and hope that it will be ready for usage soon.

[/quote]

I will check this out.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Tue Jul 08, 2014 14:32

BrandonReese wrote:He has his own skin and he is carrying the hammer from the cottages mod so he is pretty easy to spot.

When I tried to test it, I run into two barbarian villages sans smith :-) They just tried to kill me. Either it was bad luck (random is a strange thing sometimes), or barbarian villages got a bit too frequent compared to normal ones. That wielding of appropriate tools is a very nice thing for those mobs!

The current working branch of Nores mg mod with more village types can be found under https://github.com/Sokomine/mg Once it's really done, I hope that Nore will merge it. Currently, there are still some issues (rotation not working properly for schematics with facedir nodes >4, villages need names, saving of village data for easier orientation, some more buildings waiting to be built and imported).
A list of my mods can be found here.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Jul 08, 2014 15:02

Sokomine wrote:When I tried to test it, I run into two barbarian villages sans smith :-) They just tried to kill me. Either it was bad luck (random is a strange thing sometimes), or barbarian villages got a bit too frequent compared to normal ones. That wielding of appropriate tools is a very nice thing for those mobs!


The type of village is determined randomly.

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
local pr_vtype = PseudoRandom(seed)
local rptype = pr_vtype:next(1,10)
if  rptype <= 3 then
   barbarian_village = true
else
   barbarian_village = false
end


On it's face it looks like about 30% of villages should be barbarian but I don't know if that is accurate. Anyway, running into two barbarian villages in a row sounds like bad luck. And they will be very effective at killing you (balancing needs to be done), but I am also going to make the rewards for going into a barbarian village greater, more experience and more valuable items in the chests in their villages.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Tue Jul 08, 2014 15:06

So it was a case of bad luck/random :-) Anyway, I cheated and flew over the barbarian's heads. They where pretty angry and tried to chase me on the ground :-)
A list of my mods can be found here.
 

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Re: [Game] Adventuretest [Alpha]

by Brockenflabel » Thu Jul 10, 2014 02:21

Two questions;
1) Does the chance of finding crystals like diamond depend on how deep you go or
how far from your original x,y,z starting point on map ? I've gone down almost 1000 deep now and I'm only finding iron, copper and coal so far.
2) When I go down long flights of stairs my armor wears out and I lose hearts, is
this supposed to happen? Do I need to take of my armor before going down sets of stairs?

By the way, 4.10 compile is great! no lag and no CTD's!
Thanks.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Thu Jul 10, 2014 03:24

Brockenflabel wrote:Two questions;
1) Does the chance of finding crystals like diamond depend on how deep you go or
how far from your original x,y,z starting point on map ? I've gone down almost 1000 deep now and I'm only finding iron, copper and coal so far.
2) When I go down long flights of stairs my armor wears out and I lose hearts, is
this supposed to happen? Do I need to take of my armor before going down sets of stairs?

By the way, 4.10 compile is great! no lag and no CTD's!
Thanks.


I haven't worked much with some of the ores. I know other people have said diamond and mese are really hard to find, I plan on making them more common. Oh, I do see where diamonds are supposed to spawn below -256. I may do some work on the ore definitions tonight to make diamond and mese easier to find.

If your armor is getting damaged going down stairs you may be taking damage. Running down long stairways can sometimes cause you to essentially jump down the stairs, and sometimes the fall is far enough that you take damage.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Thu Jul 10, 2014 04:48

I just pushed a small update to the ore and cave generation. Cave gen runs after ore gen and only removes stone, dirt, and sand so it exposes ores when the caves are cut out. This makes ores easier to find. Diamonds start as -256 and become more common below -1024
 

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Re: [Game] Adventuretest [Alpha]

by bajanhgk » Thu Jul 10, 2014 12:56

how many megabites is this game
Just a Loner In the Winds which Blow Endlessly towards Death
 

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