[Game] Magichet: "The 1.2 'Non-Commercial' Release"

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

[Game] Magichet: "The 1.2 'Non-Commercial' Release"

by 4aiman » Thu Oct 30, 2014 15:40

A new game which utilizes some poltergeist and some industry within ethereal realm.
It is compatible with Minetest.
However, to fully enjoy it you'll need a Magichet client. (see below).

Magichet client is FULLY COMPATIBLE with Minetest's servers!
However, Minetest clients is not.
You still should be able to play on Magichet server using Minetest client, but some features just wont work for you.
Should MT adopt MGC changes, the compatibility will be full.


Last updated: 12.08.2015
Download, subgame Github Repo.
Github, subgame: Github Repo.
License, subgame: non-commercial

Github, client (Win, Lin, Android): Github Repo.
Download, client + subgame Win32.
Download, client + subgame Win64.

License, subgame: non-commercial
License, client: LGPL 2.1


Some prettines:
A wormhole mob VIDEO
+ Some screenies (really old)

There's too much to be "screenshotted". Any suggestions are welcomed!

Features of a subgame:
2 Languages
In-game guide
Ethereal mapgen (0.9-smth, heavily edited)
Action-based hunger (brand new)
The system of achievements
Enchanting (brand new)
Voltbuild 2 (Machinery, IC2 counterpart)
CO2 generation on machinery blast (brand new)
MC-like farming (with melons, pumpkins, jack-o-lanterns and pupmkin-helmets)
3d armour + visible wielded item (NOT 3d_armour by Stu!)
Inventory sorting (brand new)
Firestones & Chimneys
Sethome
Throwing
Brand new mobs framework with MC-like friendly mobs and some new hostile ones (to be expanded)
Ghosts - enjoy being one and suffer the consequences of fast reincarnation
Boosted carts
Netherworld
gStone (redstone counterpart; NOT based on mesecons)
Moreores
Villages with random loot
Abandoned mineshafts (brand new)
NO Quartz in Netherworld
Beds, Boats, Dyes, Fences, Wool - all the standard stuff
More usefull deserts
Some poltergeist with furnaces
A lie! (A Cake (brand new))
Heretic TexturePack!
New doors, Stairs etc
And Much More!


PS: Linux users, there's no need to export anything with the newest MT or MGC clients!
Upgrade to the dev ;)
Last edited by 4aiman on Wed Sep 23, 2015 06:44, edited 22 times in total.
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: Magichet: "The Bundled Update" for MT

by Evergreen » Thu Oct 30, 2014 15:46

This looks great! I'll have to test it later.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
AMMOnym
Member
 
Posts: 682
Joined: Tue Sep 10, 2013 14:18
IRC: AMMOnym
In-game: AMMOnym

Re: Magichet: "The Bundled Update" for MT

by AMMOnym » Thu Oct 30, 2014 17:04

I get a runtime error. :(
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Magichet: "The Bundled Update" for MT

by rubenwardy » Thu Oct 30, 2014 18:10

You should update 4mcac to use the latest awards. It supports translation without Jacky if statements. It also uses HUD now. And now has awards.register_trigger.
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Bundled Update" for MT

by 4aiman » Thu Oct 30, 2014 18:21

AMMOnym wrote:I get a runtime error. :(

Clear up all key bindings from the /games/magichet/minetest.conf

rubenwardy wrote:You should update 4mcac to use the latest awards. It supports translation without Jacky if statements. It also uses HUD now. And now has awards.register_trigger.

I should get rig of both of them and create a simple achievements mod for Magichet.
Until then I really have planned to use yours awards :)

Expect an update after every bug mentioned here.
There are already 3 of them after the release. (yep, all just commited)
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: Magichet: "The Bundled Update" for MT

by Inocudom » Thu Oct 30, 2014 19:32

By posting your sub-game here, you made a wise decision.
 

User avatar
AMMOnym
Member
 
Posts: 682
Joined: Tue Sep 10, 2013 14:18
IRC: AMMOnym
In-game: AMMOnym

Re: Magichet: "The Bundled Update" for MT

by AMMOnym » Thu Oct 30, 2014 20:07

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
21:05:28: ACTION[ServerThread]: singleplayer leaves game. List of players:
21:05:28: ERROR[main]: ServerError: ....4.10-win32\bin\..\games\magichet-dev\mod
s\adbs\init.lua:1588: attempt to index local 'biomes' (a nil value)
21:05:28: ERROR[main]: stack traceback:
21:05:28: ERROR[main]:  ....4.10-win32\bin\..\games\magichet-dev\mods\adbs\init.
lua:1588: in function <....4.10-win32\bin\..\games\magichet-dev\mods\adbs\init.l
ua:1578>
21:05:29: ERROR[main]:  ...p\minetest-0.4.10-win32\bin\..\builtin\game\register.
lua:348: in function <...p\minetest-0.4.10-win32\bin\..\builtin\game\register.lu
a:336>
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: Magichet: "The Bundled Update" for MT

by TenPlus1 » Thu Oct 30, 2014 20:15

Nice [game] 4aiman, played for ages exploring the world :) hunger goes down a tad quickly though...
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Bundled Update" for MT

by 4aiman » Thu Oct 30, 2014 20:43

AMMOnym wrote:
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
21:05:28: ACTION[ServerThread]: singleplayer leaves game. List of players:
21:05:28: ERROR[main]: ServerError: ....4.10-win32\bin\..\games\magichet-dev\mod
s\adbs\init.lua:1588: attempt to index local 'biomes' (a nil value)
21:05:28: ERROR[main]: stack traceback:
21:05:28: ERROR[main]:  ....4.10-win32\bin\..\games\magichet-dev\mods\adbs\init.
lua:1588: in function <....4.10-win32\bin\..\games\magichet-dev\mods\adbs\init.l
ua:1578>
21:05:29: ERROR[main]:  ...p\minetest-0.4.10-win32\bin\..\builtin\game\register.
lua:348: in function <...p\minetest-0.4.10-win32\bin\..\builtin\game\register.lu
a:336>

Do not use the dev branch for gaming. Use master. (Removed unnecessary biomemap from master)
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

Re: Magichet: "The Bundled Update" for MT

by philipbenr » Thu Oct 30, 2014 21:39

Alright!

Good idea making cross compatibility.
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Bundled Update" for MT

by 4aiman » Fri Oct 31, 2014 06:18

As you can see, philipbenr, it's not as compatible as I've thought.
The strange thing, I have none of these errors in the recent MT build.

But I'm not going to encourage anyone to update MT to the latest dev. I'd rather make Magichet backwards-compatible with stable versions.

On the other hand I do encourage everyone to use git or svn to get newest versions of Magichet.
Although it's only 4.6 Mb now, it still may be inconvenient to have to update frequently.
Maybe I'll try to introduce rolling updates so Magichet will fix critical error by itself.

Also, I want to hear from anyone who already had or just going to try Magichet about HUDs.
Do they work for you? It is a problem for me to make pumpkin helmet to draw a HUD sometimes. (even though I've wrapped them all into minetest.after)

Edit: Have encountered "deprecated usage of statbar w/o size" warning. Does this have smth to do with this?
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Bundled Update" for MT

by 4aiman » Sat Nov 01, 2014 11:22

TenPlus1 wrote:Nice [game] 4aiman, played for ages exploring the world :) hunger goes down a tad quickly though...

I've fixed hunger :)
Was able to eat once per 1-1,5 gaming days (depends on activity, like it should).
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Bundled Update" for MT

by 4aiman » Mon Nov 03, 2014 08:54

Pretty much thanks to some Guest3493 who has joined my home server today at 11:16:49 with IP [172.56.31.53] I've fixed arrows behaviour. Mobs now can really shot other mobs!

Thank you, whoever you are, Guest3493 :)
debug.txt wrote:11:47:30: ACTION[ServerThread]: LuaEntitySAO at (-220.291,5.5,249.14) punched by LuaEntitySAO at (-223.985,5.5,246.01), damage 3 hp, health now 0 hp
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Bundled Update" for MT

by 4aiman » Tue Nov 04, 2014 13:53

"The Open Tuesday Update"

+ more fixed to 4hunger
+ some ethereal tweaks
+ removed some unused stuff
+ properly licensed
+ Greenstone (pressure plates, torches, dust, lamps, ores): test feature (mesecons are still there)
+ fixes to adbs (drop, XP)
+ new specialty - 'hunter'
+ fixed shared chest check for privs
+ fixed ghostly blocks activating pressure plates
+ moved to th Next-gen HUDs definitions
+ removed some debug info
+ re-added enchantment names in a HUD
+ renamed descriptions (needed by MT android build)
+ eating poisonous food gained new consequences
- ghosts reincarnation (using on_death menu) is buggy, todo


THANKS 2 ALL TESTERS!!!
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Magichet: "The Open Tuesday Update"

by rubenwardy » Tue Nov 04, 2014 14:29

Your way of adding Russian translations is hacky, with if statements. Use kaeza's intlib or similar. The translations are added as locale/ru.txt for example. Where RU is a valid language code.
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Tue Nov 04, 2014 18:09

It's clear that you haven't tested my game, Ruben :)
First, I'm not using translations ATM - the game's is in English for now.
Second - I had heard you telling about translation before and have considered your words quite a while ago. I understand what an advice is - a notion, not a must.
Third - there's A LOT of features I should worry about before I even starting to think about translation and delete those ifs.
Forth - You probably is not very familiar with Russian language. Intlib can't be used for Russian since it is a inflected (or flectional) language while English (which I just can't abandon) is not. You may want to check this: https://forum.minetest.net/viewtopic.php?p=137146#p137146 before you continue to claim I'm a hacker. If you have an idea how to help me combine different types of languages - I'm all ears.
Fifth - if the usage of "if" clause is a hacky way - go ahead and do your stuff w/o it :) I don't know any languages but Russian and English. I can translate only into those 2. Any additional language will require 2 things: (a) polished game and (b) a collaborator who speaks that additional language and know his language grammar better than I know English grammar myself. So far no one wished to add stuff to Magichet. And I'm glad there are ppl who test the gameplay.

So, any volunteers to make a good translation?
 

CheerfulCherub
Member
 
Posts: 59
Joined: Sat Jan 25, 2014 23:03

Re: Magichet: "The Open Tuesday Update"

by CheerfulCherub » Wed Nov 05, 2014 03:44

Why is there no sound?
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Wed Nov 05, 2014 07:04

CheerfulCherub wrote:Why is there no sound?

What sounds do you want? Name it - I'll think what I can do.

If anyone have a free soundpack (CC, CC-BY, CC-BY-SA, PD, WTFPL and alikes) or just a single sound file - tell me, I'll add it and you'll be in the list of "Tell them 'Thank You Very Much'" guys and gals.

There are some default sounds from Adam's Minitest subgame. (Yes, Magichet is it's ancestor just like Jojoa's "Overcraft 1".)
I considered adding some ambient sounds, but have postponed the actual addition.

I'm open to all suggestions and, as anyone can see, every time the server crashes, there are new fixes. Keep crashing my server! :)

Also, do not use greenstone yet - torches mechanics is incomplete.

I'm surprised there are no views at all :)
+ Spoiler
 

CheerfulCherub
Member
 
Posts: 59
Joined: Sat Jan 25, 2014 23:03

Re: Magichet: "The Open Tuesday Update"

by CheerfulCherub » Wed Nov 05, 2014 16:20

I am sorry there was sound, just my sound on my computer wasn't working, again sorry this is a great game only wish you could find coal more often. I would recommend that people download this game and play it.
 

User avatar
Esteban
Member
 
Posts: 872
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban

Re: Magichet: "The Open Tuesday Update"

by Esteban » Wed Nov 05, 2014 16:45

For Ambient music, could you use a better version of jp's edit of the Ambience Mod? It works well in multiplayer.

Here's some sites that offer free music (Not pirate, I mean free to use)

http://ccmixter.org/
http://freemusicarchive.org/

Here is a search I did for CC by SA tracks on Freemusicalarchive.org
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Thu Nov 06, 2014 14:58

Thanks, Esteban! :)
I'll try to find smth appropriate.
But do mind that I want to add some more entities, like birds, bats, etc to produce those ambient sounds.
What about music? Do I need smth Terraria-like?

Also:
MORE!!! I want more people to crash my home server!!!
I know, the server isn't that stable, but every crash anyone makes I look into the code and fix the issue.
My server runs the dev version of Magichet and during the time it's online it has helped me to do the following:

fixed scubagear
fixed solar panel change
entity<->entity following is broken
3dchest, enchantment fix + greenstone/redstone compatibility ^
fixed greenstone torches, no overheat control ATM
furnaces fix
restore Zeg's Craft Guide
broken redstone
some more quick fixes
fixed mobs shooting mobs

Quite a list for only 3 days!

And what's more important, today I had to wait for 8 hours before server has crashed!
We CAN do 24 hours, right?

PS: if anyone want a mod to enter Magichet - fork it on github, add that mod and make a pull request!
I'll try to blend that into the game ASAP :)

PPS: I think it's time to speak on the matter of balancing. Any complaints?
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: Magichet: "The Open Tuesday Update"

by TenPlus1 » Thu Nov 06, 2014 16:20

I really like the idea of greenstone, tried it on my standalone config and worked well... Just need some machines to work with it :)
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Fri Nov 07, 2014 13:25

Glad to hear it from you, Ten :)
It's not so good on a server, though...
Needs more testing and optimizing.

Also, please, do NOT delete the following text in russian. I need it to be here. Pretty please?

Народ, я вас ОЧЕНЬ прошу, скажите мне, когда я в игре (ник 4aiman), можете ли вы писать по-русски, видите ли водимые символы...
Какого-то хрена я не могу писать по-русски и я должен понять почему. Виноват ли я или это последние версии майнтеста снова поломали русский чат.

Translation for the non-Russians:

People, I BEG of you, tell me while I'm on the server (my name's 4aiman) whether you can "speak" in Russian and whether you can see russian characters...
For some lousy reason I can't and I must figure it out why. Is it my fault or I'm to blame the latest dev of Minetest for breaking Cyrillic chat.
 

User avatar
Esteban
Member
 
Posts: 872
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban

Re: Magichet: "The Open Tuesday Update"

by Esteban » Fri Nov 07, 2014 22:44

Went to your server today, the game is impressive! I love the unique mechanics and this (dust/heat?):
Image
I don't know how you did that effect, but is impressive!
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Sat Nov 08, 2014 08:06

Aha, And there's a HUD missing half a time...
Thanks, now I know it's a major problem :)

This is CO2 (like that in your average soda pop). One can grab a bucket and collect it. It should put off fire and it spreads like a water. It appears when some node overheats (like a furnace or machinery from the voltbuild2). I should look at the mod itself, so I can remember more. Maybe I even had broke smth.

But the idea behind that is that when a blast of machinery happens, CO2 will generate. Later I wanted to give it some use.

Also, having a "heat" like that is a good idea too :)
Definitely it's a thing to be added.
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Sat Nov 08, 2014 14:11

Some fixes just added today.
Feel free to test an engineer_goggles and to see that torches are disable if they've done to many switch-ons/switch-offs.

Still can't figure out why HUDs are missing. Use the /hud command to restore all HUDs.
I even have changed the wieldbar images, but it didn't help that much...
Anyone knows anything?
 

User avatar
Esteban
Member
 
Posts: 872
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban

Re: Magichet: "The Open Tuesday Update"

by Esteban » Sat Nov 08, 2014 15:11

4aiman wrote:Some fixes just added today.
Feel free to test an engineer_goggles and to see that torches are disable if they've done to many switch-ons/switch-offs.

Still can't figure out why HUDs are missing. Use the /hud command to restore all HUDs.
I even have changed the wieldbar images, but it didn't help that much...
Anyone knows anything?


The screenshot I took earlier, I was dead/ghost form. I don't know if it is intentional to loose the bar when in this state.
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Sat Nov 08, 2014 18:25

No, it's not intentional.
It's easy to reproduce: join the server, log off, join again.
The second time I don't get a wieldbar.
However, if I close Minetest and launch it again, the wieldbar is there again.
That all is possible w/o restarting the server.

When you're a ghost you should:
- have darkened screen;
- be able to jump very high;
- be able to make visible, collect and place ghostly blocks;
- be able to cook in the furnaces ghostly blocks on ghostly blocks to make ectoplasm;
- be deprived of character animation change;
- to cause poltergeist - the alive can't see what a ghost is cooking, but the furnace will be activated;
Also your hunger bar should change to a ectoplasm texture.
Skin change is planned to make one who's dead almost transparent.

PS: The other day Krock had said smth like "Purrfect! Snow in a desert..." Today my server had crashed due to boost_cart.
What an irony :)
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: Magichet: "The Open Tuesday Update"

by Krock » Sat Nov 08, 2014 19:04

4aiman wrote:PS: The other day Krock had said smth like "Purrfect! Snow in a desert..." Today my server had crashed due to boost_cart.
What an irony :)

True.
I was surprised about this crash when I shift-clicked the cart - couldn't find anything wrong in the current codes.
Maybe you're missing the table default.player_attached in the default mod?

But from 3rd person view, it's really irony :P
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: Magichet: "The Open Tuesday Update"

by 4aiman » Sat Nov 08, 2014 19:12

I don't miss that table at all. I just commented that out. None of my mods uses player_attached. What for was it added?
 

Next

Return to WIP Subgames

Who is online

Users browsing this forum: No registered users and 2 guests

cron