[Game] grail_test:Avalonia [WIP]

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afflatus
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[Game] grail_test:Avalonia [WIP]

by afflatus » Wed Jan 07, 2015 19:54

Image

Find the Grail


Sub-game for Minetest, with a dark-age / medieval swords and sorcery theme.
Grailtest is a remix set specifically in north-west Europe before the invention of gunpowder.
Github: https://github.com/0-afflatus/grail_test
Website: http://grailtest.pathilorra.co.uk/
Support me: https://www.patreon.com/afflatus

Compatibility

grail_test 0.4.0 is compatible with minetest 0.4.14

Compatible mods:

Recommended:
Mobs Redo - https://github.com/tenplus1/mobs
areas
chatplus
explore_map
mapfix
markers
names_per_ip
no_bad_names
player_textures
sedimentology
unified_inventory
world_edit

Also compatible-ish:
3d_armor
farming_plus
inventory_plus
simple_skins

Mods designed for other games may not work as expected.

Development

The development of grail_test has tended to roughly follow evolution. It features a stripped-down core, which only really provides the raw elements and a bit of legacy support. Game Universe specific features have been stripped out into minerals, materials, food, tools and equipment mods. These were re-introduced in sequence in order to get the chain of dependencies right. The game also provides legacy support for farming and moreores. The tech level of the core game is not intended to progress beyond Archimedean simple machines.

Aims:
Open-ended swords & sorcery environment. Magic system with increased magical pseudo-realism based on the doctrine of signatures; that is, things like crafting recipes should be logical and believable given the fantastic nature of the game-world. Players gain a sense of progression through awards, quests and earnable "power-ups" (limited privs). I am also planning to increase the challenge of survival through hunger, mobs and natural disasters.

I want to get licensing and credits right, particularly relating to textures, but similarly if I've used your code and failed to mention it. I don't remember where I got everything from, I have done my best. I will accept issues up to and including DFSG compliance, but I'm mostly concerned with general release blockers right now. I am interested in how well external mods integrate, although I'm not bothered about supporting the vast majority, I'm up for adding more aliases or generic support.

All feedback is potentially useful.

0.4.0 - "Avalonia"

This release is a complete rewrite from the ground up, featuring a total overhaul of the mapgen, to support v5, v6, v7, valleys, flat and fractal mapgens. This is the core game; Experience, Fauna, Magic and Technology have been separated out and are currently being developed as separate mods, some of which will be included in future releases. This has had two months rigorous testing on a live server and has proved pretty reliable.

Features:
  • Stamina
  • Mapgen auto-compatibility with biome_lib and weather
  • Slopes
  • New rock and soil types
  • New stone bricks, shingles, timber-frames and tiles
  • New gem types
  • New vegetables, rock plants, sea plants, heath shrubs and fruit bushes
  • Group based food recipes
  • 'Natural' dyeing recipes
  • Bonfire
  • Straw, hay bales and cob
  • Staves, plain and gem-topped
  • Wooden bucket
  • Cauldron, Barrel work together with vessels to ferment and dispense drinks
  • Basic bow, fishing
  • Rustic decor - Wooden Panel
  • Variety of metal and wooden fences
  • Lantern and Stained Glass
  • Written books
  • Improved sounds

+ Full mod list ...


Map Generation

The game supports v5, v6, v7, valleys, flat and fractal mapgens.

Textures

The game uses a combination of 16x and 32x textures. Some very common low-detail nodes, such as stone and grass, use 16x textures; Nodes requiring more detail may use 32x textures. Many new textures have been created specifically for this game, some are placeholders, awaiting better replacements. Texture credits may be found in the module's README. Feel free to raise issues against any textures that are not DFSG compliant, have other potential licensing problems or suggest suitable replacements / solutions.

+ "Obligatory screenshots ..."


Server
viewtopic.php?f=10&t=13127

Downloads:
0.4.0 https://github.com/0-afflatus/grailtest ... v0.4.0.zip
Latest stable version: https://github.com/0-afflatus/grailtest ... master.zip
Development version: https://github.com/0-afflatus/grailtest ... master.zip
Git repository: https://github.com/0-afflatus/grailtest

License
LGPL 2.1 | CC-BY-SA 3.0 except where stated.
See README in each mod directory for information about other authors.
Last edited by afflatus on Thu Apr 21, 2016 18:35, edited 20 times in total.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Thu Jan 08, 2015 14:25

Image
Last edited by afflatus on Tue Jan 13, 2015 17:35, edited 1 time in total.
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Re: [Game] grail_test:Albion [WIP]

by Napiophelios » Fri Jan 09, 2015 01:06

I get lots of errors
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
19:38:48: ERROR[ServerThread]: Assignment to undeclared global "here" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:129.
19:38:48: ERROR[ServerThread]: Assignment to undeclared global "node_here" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:130.
19:38:53: ERROR[ServerThread]: Assignment to undeclared global "below" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:579.
19:38:53: ERROR[ServerThread]: Assignment to undeclared global "node_below" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:581.
19:39:24: ERROR[ServerThread]: Assignment to undeclared global "near_here" inside a function at ....\games\grail_test\mods\plantlife_\trunks/generating.lua:253.
19:39:24: ERROR[ServerThread]: Assignment to undeclared global "near_node" inside a function at ....\games\grail_test\mods\plantlife_\trunks/generating.lua:255.
19:39:54: ERROR[ServerThread]: Assignment to undeclared global "factor" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:422.
19:39:54: ERROR[ServerThread]: Assignment to undeclared global "zfactor" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:427.
19:42:07: WARNING: Undeclared global variable "torchdecay" accessed at ...r\MineTest\bin\..\games\grail_test\mods\fire/bonfire.lua:104
19:42:08: WARNING: Undeclared global variable "REED_WILL_DRY" accessed at ...\MineTest\bin\..\games\grail_test\mods\material/reed.lua:56
19:42:30: ERROR[ServerThread]: Assignment to undeclared global "factor" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:196.
19:42:31: ERROR[ServerThread]: Assignment to undeclared global "pn" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\zcg\zcg\init.lua:174.
Loading all crafts, this may take some time...
19:42:31: ERROR[ServerThread]: Assignment to undeclared global "out" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\zcg\zcg\init.lua:28.
All crafts loaded !
19:42:33: ERROR[ServerThread]: Assignment to undeclared global "page" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\zcg\zcg\init.lua:103.
19:42:33: ERROR[ServerThread]: Assignment to undeclared global "alt" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\zcg\zcg\init.lua:104.
19:42:33: ERROR[ServerThread]: Assignment to undeclared global "current_item" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\zcg\zcg\init.lua:105.
19:44:09: ERROR[ServerThread]: Assignment to undeclared global "here" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:230.
19:44:09: ERROR[ServerThread]: Assignment to undeclared global "node_here" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:231.
19:44:09: ERROR[ServerThread]: Assignment to undeclared global "below" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:356.
19:44:09: ERROR[ServerThread]: Assignment to undeclared global "node_below" inside a function at ...r\MineTest\bin\..\games\grail_test\mods\plant/shrubs.lua:358.


Also,using mapgen 7,when I spawn, a few trees generate..then all I hear is a raging fire and the game kinda just freezes.

when I use mapgen 6 a few trees spawn and its laggy but it works

I just couldn't continue to play due to the messed up inventory preview images.
I am a windows user so like default minetest game your inventory sucks for me.
There is absolutely no fun to be had when I have to guess what it is I am looking at.

I have gone to great lengths to correct this and get rid of those ridiculous node preview images in exchange for solid reliable inventory images,just let me know if you are interested and I can share my fixes with you. I haven't fixed all the mods you are using,but most of the default ones can be corrected.

of course if you are a linux user and dont give a crap,I completely understand.
 

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Re: [Game] grail_test:Albion [WIP]

by celeron55 » Fri Jan 09, 2015 13:07

Napiophelios wrote:I just couldn't continue to play due to the messed up inventory preview images.
I am a windows user so like default minetest game your inventory sucks for me.
There is absolutely no fun to be had when I have to guess what it is I am looking at.

I have gone to great lengths to correct this and get rid of those ridiculous node preview images in exchange for solid reliable inventory images,just let me know if you are interested and I can share my fixes with you. I haven't fixed all the mods you are using,but most of the default ones can be corrected.

of course if you are a linux user and dont give a crap,I completely understand.


You shouldn't be talking about this in a subgame's thread. It's an engine issue and will just confuse the unexperienced modder.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Jan 09, 2015 13:38

celeron55 wrote:
Napiophelios wrote:I just couldn't continue to play due to the messed up inventory preview images.
I am a windows user so like default minetest game your inventory sucks for me.
There is absolutely no fun to be had when I have to guess what it is I am looking at.

I have gone to great lengths to correct this and get rid of those ridiculous node preview images in exchange for solid reliable inventory images,just let me know if you are interested and I can share my fixes with you. I haven't fixed all the mods you are using,but most of the default ones can be corrected.

of course if you are a linux user and dont give a crap,I completely understand.


You shouldn't be talking about this in a subgame's thread. It's an engine issue and will just confuse the unexperienced modder.


Thank you both for your responses.

It's useful to be aware of these issues and to know it's an engine issue.
Napiophelios, I am a Linux user and I rely on other people to test on other platforms. Also I have not upgraded to 0.4.11 yet as I wanted to push this out before doing so. So, the list of globals that should be locals would be very useful and I'll fix them immediately. This was first on the TODO after upgrade, they were expected errors and strangely reassuring at this stage. :-)

I'd also be interested in your workarounds for the inventory display on Windows, although I may choose not to implement them immediately as they are really SEP.

Great to get some feedback.
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Re: [Game] grail_test:Albion [WIP]

by paramat » Fri Jan 09, 2015 13:43

Those 'errors' Napiophelios posts are just warnings of variables that probably need to be stated as 'local ...' variables within the functions.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Jan 09, 2015 14:46

Napiophelios: The errors you mentioned are fixed in the master branch. Thanks. :-)

Fix undeclared globals
plant/shrubs.lua
plantlife_/trunks/generating.lua
fire/bonfire.lua
material/reed.lua
zcg/zcg/init.lua
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Jan 09, 2015 15:04

paramat: I hope I haven't abused Watershed too badly. ;-)

I did figure out how to expose rock at the summit (above the cloud line) and on the coast too.
I think it's pretty. YMMV.
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Re: [Game] grail_test:Albion [WIP]

by Napiophelios » Fri Jan 09, 2015 23:29

@celeron55: My apologies, It wont happen again.

@afflatus: My apologies to you as well.
I didnt mean for my feedback to be inflamatory,I am just crude by nature.
I like the concept you are persuing and just wanted to offer some help.
I guess I will just keep my mouth shut and let the devs do there thing.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Sat Jan 10, 2015 01:30

Napiophelios wrote:@afflatus: My apologies to you as well.
I didnt mean for my feedback to be inflamatory,I am just crude by nature.


Thanks, but not really required. I'm used to a "take no prisoners" style of communication.

I like the concept you are persuing and just wanted to offer some help.
I guess I will just keep my mouth shut and let the devs do there thing.


Feedback is useful, please keep it coming. :-) I would have been completely unaware of the rendering issue under Windows if you hadn't said anything. Thanks to celeron55 I now know it's an engine bug.

All good. :-)
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Re: [Game] grail_test:Albion [WIP]

by Inocudom » Sun Jan 11, 2015 23:49

Will you support mapgen v5 too? You would find the results to be very impressive.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Tue Jan 13, 2015 17:31

Inocudom wrote:Will you support mapgen v5 too? You would find the results to be very impressive.


Yes, I fully intend to.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Tue Jan 13, 2015 17:38

Image
Improved metal textures

Image
Added more vegetables: Beet and Fat Hen (Goosefoot)
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Wed Jan 21, 2015 13:22

I have figured out how to run Grail Test as a public server, so if you want to come and visit check out the Public Serverlist or http://servers.minetest.net/ for connection details. It won't be up 24/7 and is under heavy development. I'm encouraging old-fashioned building styles - medieval / darkage / ancient, or just plain weird / experimental.

Torches no longer set fire to things. It was a nice idea, but obviously stupid (see sig).

I'm testing a few extra mods - areas + markers; fachwerk; 3d_armor, player_textures; simple_skins; sedimentology; and teleporter. Areas/Markers works well and will almost certainly stay. 3d_armor/player_textures/simple_skins will have to be modded and I'm planning to introduce a modded version of moreblocks.

At some point I shall switch over to unified_inventory as everyone seems to agree that it is better.

Anyway, do swing by and take a look.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Thu Jan 29, 2015 18:57

Thanks to everyone who has come to visit and helped with testing.
I have switched to unified_inventory on the server, so that should make things a bit easier for everyone.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Jan 30, 2015 15:59

Added tiles and lanterns.

Before:
Image

After:
Image
Last edited by afflatus on Fri Feb 13, 2015 01:48, edited 1 time in total.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Feb 13, 2015 01:43

I am very pleased to announce the release of v0.3.1. This version of grail_test is compatible with minetest 0.4.11 and is the result of 23 days comprehensive testing running a live online multiplayer server. Big thanks to everyone who has come and played and put it through its paces, in particular CCD, DC_gaming and Bob. The first comment that many people have made on landing in spawn for the first time is "Wow, nice texture pack". This makes me very happy.

Features:
  • New plants - beet, fathen and orange trees
  • Barrel and wooden panel
  • Lantern and stained glass
  • Tiles
  • signs_lib - signs now display text
  • /spawn command
  • Removed inventory_plus and zcg to allow use of unified_inventory
  • Support for more 3rd party mods
  • Improved textures
  • Lots of bug fixes
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Sun Feb 15, 2015 21:44

And if you do come to visit the server, please ask for interact. I have disabled it by default.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Sat Feb 21, 2015 14:53

The Grail Test server, yesterday ...
Image
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Re: [Game] grail_test:Albion [WIP]

by Anonymous_moose » Wed Feb 25, 2015 21:27

afflatus wrote:The Grail Test server, yesterday ...
Image

Cool.
I can see my house from here.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Mon Apr 13, 2015 02:16

In two and a half months the online game has developed a steady userbase and the map has been expanded with loads of new building. I need to upgrade the server and connection to accommodate more players. The game now includes awards and a basic scorecard system to give a sense of player progression, I have also added a magic system starting with gem-topped staffs that cast magic rays which have all sorts of interesting effects, this will be followed by rings, potions and quest items soon. I've also added a simplified version of throwing and mossmanikin's fishing. Once the magic system is a bit more fully formed and tested I'll release the next version.
Image
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I aten't dead

by afflatus » Fri Jun 19, 2015 16:53

The next release, earmarked v0.3.2 "Britannia", will include a magic system, linked to player development with earnable privs, quest items, fishing, bows, potions and rings, plus new flora and fauna and innumerable fixes.

The server is currently offline, due to complications in the upgrade path (I'm moving). Development is continuing and Grail Test will be back in a few weeks. We apologise for the inconvenience.
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Re: [Game] grail_test:Albion [WIP]

by Ivà » Fri Jun 19, 2015 21:31

Nice to see you here again afflatus.
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Mon Jun 22, 2015 00:06

I'm looking forward to relocating and getting the server back online.
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Re: I aten't dead

by Anonymous_moose » Mon Jun 22, 2015 00:28

afflatus wrote: I aten't dead

Yay discworld!
 

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Question for afflatus

by DC_gaming » Sat Jul 11, 2015 18:44

Is the server still up? I can't join.
-DC_gaming
 

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Re: I aten't dead

by TheMCPenguin » Tue Aug 04, 2015 10:01

Anonymous_moose wrote:
afflatus wrote: I aten't dead

Yay discworld!

Finally, people who have even HEARD of the discworld! YAAAY!
 

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Re: [Game] grail_test:Albion [WIP]

by afflatus » Fri Aug 07, 2015 21:37

DC_gaming and everyone. The process has taken much longer than anticipated. Thanks for your patience. I have now relocated (long story). I'm not quite there yet, but I have a box to turn into a dedicated server sat right in front of me. I reckon grail test server will be back up by the start of September.

There are people who haven't read discworld? Sheesh.
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Re: [Game] grail_test:Albion [WIP]

by afflatus » Thu Aug 27, 2015 23:53

Grail Test is back online, but not fully up and running yet. I have started a thread in the server section for further news: viewtopic.php?f=10&t=13127#p188699

See you soon!
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Re: [Game] grail_test:Albion [WIP]

by swordpaint12 » Wed Sep 16, 2015 17:56

When I try to access my grail test worlds, my minetest 4.13 crashes. DO you have any idea why?
Winter Cumicles
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Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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