minetest-lotr / lord-of-the-test Goto Github PK
View Code? Open in Web Editor NEWLOTR-inspired Subgame for Minetest. Rewrite: https://github.com/minetest-LOTR/Third-Age
License: Other
LOTR-inspired Subgame for Minetest. Rewrite: https://github.com/minetest-LOTR/Third-Age
License: Other
Potion brewer show a brewing percents in looped cycle while cooking one potion, so you can see the brewing "100%" at last twice until cook one potion.
Also if stone (for example) is in result slot then you still can activate Potion brewer and it will imitate cooking (change Potion brewer texture, formspec and show percent indicator in loop).
The 'download it' link in the readme 404s
I just get this:
ERROR[main]: generateImage(): Could not load image "men_skin.png" while building texture ERROR[main]: generateImage(): Creating a dummy image for "men_skin.png"
Several issues with these orc items.
When using Orc food or medicine, the item count does not decrease.
When a player is an orc they should be able to use these items without the vision problems (getting the gray/white screens).
Should races other than orcs benefit from using these? Currently these items satiate/heal everyone equally, with just a negative impact on vision. Maybe other races should only get +1 hunger/health along with the vision problem.
Most foods give an increase to satiation (increase hunger bar), but orc food sets the hud hunger bar to 20. Do you all wish to keep this behavior for orcs?
I'll fix these if you let me know what the desired functionality is.
@lumidify is this something to do with your code?
2016-11-16 17:39:41: ACTION[Server]: singleplayer punches object 215: LuaEntitySAO at (137.665,101.5,-791.498)
2016-11-16 17:39:41: ERROR[Main]: ServerError: Lua: Runtime error from mod 'lottmobs' in callback luaentity_Punch(): ...t/games/Lord-of-the-Test/mods/lottmobs/functions.lua:240: attempt to index field '?' (a nil value)
2016-11-16 17:39:41: ERROR[Main]: stack traceback:
2016-11-16 17:39:41: ERROR[Main]: ...t/games/Lord-of-the-Test/mods/lottmobs/functions.lua:240: in function 'on_die'
2016-11-16 17:39:41: ERROR[Main]: ...s/.minetest/games/Lord-of-the-Test/mods/mobs/api.lua:374: in function 'check_for_death'
2016-11-16 17:39:41: ERROR[Main]: ...s/.minetest/games/Lord-of-the-Test/mods/mobs/api.lua:1917: in function <...s/.minetest/games/Lord-of-the-Test/mods/mobs/api.lua:1835>
2016-11-16 17:39:41: ACTION[Server]: singleplayer leaves game. List of players:
Seems to be caused by this commit dd7fb8f
(This line in particular: dd7fb8f#diff-1503e169c47a6e308020fe8f42c95275R240)
Sorry if this isn't anything to do with you!!!
I think this should be really a no-brainer.
Mese is really out of place in this game because it is an invention of celeron55 and not Tolkien.
My first suggestion would be to remove mese but I fear this would probably mess up gameplay and compability too much. So the better idea would be just to replace mese by something else.
Technically, this could be baby simple in theory. Just by renaming all the relevant items and nodes and maybe drawing some different textures and that's basically it. I would not change the internal itemstrings, however, to not mess with compability.
Sorry, I have no real idea of what item/mineral/whatever could be used in place of mese. So I guess finding a good replacement thing is the “hard” part. xD
When you start a new server, your player doesn't get the racer chooser popup, and defaults to dwarf. This is because server admins automatically have all privileges, including GAMEdwarf
, GAMEelf
, etc. ...
And because GAMEdwarf
is checked first, they always default to a dwarf, but the race chooser is never displayed.
I'm not sure if there is a proper solution, but what about a hidden "wizard" identified by the server
privilege. Then the server admin has a race and a pretty kick-ass one, too.
Textures are licensed under CC BY-SA, but what version?
mods/lottblocks/decoration.lua [72]:
grups -> groups
else oddly_breakable_by_hand=2 don't work.
mods/lottmapgen/schematics.lua
in minetest.register_abm for remove_node (lines 229 - 245) are missing "lottmapgen:lorienhouse"
there is an errror because your folders are named with a capital letter
As of LOTT 1.0.0, the chests in wooden fortresses sometimes contain unknown items.
Can you please go through all formspecs in the game and make sure they all have proper listrings? Shift-clicking is a feature in Minetest I just do not want to miss anymore since it was introduced. 🗡️
I was lazy and haven't checked everything but I know two places in LOTT 1.0.0 where there are no listrings:
There might be more formspecs, I don't know for sure.
LOTT's craft guides do not show the count of item being produced by a particular craft. But I think this info is quite important.
LOTT has a few items with a poor item name (description
field / tooltip). Please rename these items accordingly:
If you've read the LOTR volumes, then you could tell that lore played a huge role.
But I barely see anything in this subgame, other than the guides. I did try to help by adding a lot of sayings to the dwarves and elves.
Maybe add scrolls that randomly spawn in generated chests that contain lore.
Add quests?
I can help with this aspect of the subgame.
never mind.... pebkac
Currently Strong Orc Draught and Weak Orc Draught appear in Orc Chests, but they are listed as Unknown Items.
I encountered this issue when playing the game recently. I entered and Orc Tower in the Mordor biome, got to the top and took the contents of all of the Orc Chests. Within the Orc Chests were a few different objects, however I noticed that two of the item stack I found were Unknown Items. I looked at my singleplayer file for the game and I noticed that the unknown item stacks were listed as "lottpotion:weakorcdraught" and "lottpotion:strongorcdraught".
NPCs like elves and guards of gondor have big problems to jump in stable. And it looks like their timing is very bad and then they get stuck in a loop when they try to jump up on a node.
In the recent git version i never saw NPC even trying to jump.
Is the because of recode the NPC or is that a regression?
In LOTT 1.0.0, the spider potions seem to be uncraftable (potion guide shows unknown items).
I am creating the first scroll for LOTT and I have this in the guides.lua:
local lore_poem1 = dofile(minetest.get_modpath("lottblocks")
.. "/guide_text/lore_poem1.lua")
minetest.register_craftitem("lottblocks:lore_scroll1", {
description = "Scroll labeled A GILTHONIEL",
inventory_image = "scroll.png",
groups = {book = 1, forbidden = 1},
stack_max = 1,
text = minetest.deserialize(lore_poem1),
on_use = function(itemstack, user)
guide_on_use(itemstack, user)
end,
})
and the map loaded without any errors; however, when I left-click on the scroll, the map crashes and returns:
`2017-10-22 13:00:59: ACTION[Server]: singleplayer uses lottblocks:lore_scroll1, pointing at [node
under=-134,14,-126 above=-134,15,-126]
2017-10-22 13:00:59: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'lottblocks' in callback item_OnUse(): ...st/games/Lord-of-the-Test/mods/lottblocks/guides.lua:9: attempt to index local 'data' (a nil value)
2017-10-22 13:00:59: ERROR[Main]: stack traceback:
2017-10-22 13:00:59: ERROR[Main]: ...st/games/Lord-of-the-Test/mods/lottblocks/guides.lua:9: in function 'guide_on_use'
2017-10-22 13:00:59: ERROR[Main]: ...st/games/Lord-of-the-Test/mods/lottblocks/guides.lua:98: in function <...st/games/Lord-of-the-Test/mods/lottblocks/guides.lua:97>
`
I really don't know how the Palantir guide works even with the exact setup as the lore_scroll.
Help.
I have no idea how, but while playing LOTT 1.0.0 in Minetest 0.4.14, I once got a weird invisible item called “Air Substitute” into my inventory. The inventory icon is completely invisible, which means it looks like an empty slot. Very confusing!
I think there are 2 bugs here:
Sorry, I can not recall the exact circumstances under which I got the item. I just noticed at one moment that an (apparently) empty slot has a tooltip while hovering.
I don't know what is happening internally, but new clothes chosen after commit 233c3ee don't appear on the player model.
I am currently using minetest 0.5.0-dev and this is the current collisionbox when I press F7
Although I killed a lot of them in Mirkwood biomes, the death counter remains at 0 for "lottmobs:spider"
This is what I have on the mobs deaths in 'lottachievements.txt':
_[31] = {["balrog"] = 1, ["orc"] = 166, ["elf"] = 0, ["witch_king"] = 0, ["spider"] = 0, ["dunlending"] = 121, ["ithilien_ranger"] = 2, ["ent"] = 1, ["uruk_hai"] = 42, ["raiding_orc"] = 167}
I also noticed that if you (human) fight the uruk_hai that spawn at night in Fangorn biomes, Ents who witness that wil defend them.
1. mods/lottores/init.lua [line 1151]
stairs.register_stair_and_slab("tin_block", "lottores:galvorn_block",
probably should be so:
stairs.register_stair_and_slab("galvorn_block", "lottores:galvorn_block",
2. mods/bones/init.lua [lines 88-90]
It seems must be so (otherwise the timer doesn't change anything):
else
meta:set_int("time", time)
return true
end
P.S. I'm sorry, my english - is google-translate.
The rat is defined and spawns on stone in caves. But it has no texture.
minetest_game
as a base (and make necessary changes in a fork)minetest_game
based main repoThis would increase the maintainability of individual mods, make them accessible to others and we could enable CI to keep the mods and base up to date automatically.
This is just a brief summary of my idea regarding the overall development architecture of LOTT.
What do you think about this?
I have made four new branches, three of which add a new feature, one of which fixes the code. Have a play around with them, and tell me which ones you think should be merged! The indentation one has the other commits with it in its branch, because otherwise it would require a lot of work.*
So, have a play with them, and tell me what you think!
*Actually, it was a mistake.
This often occurs when it appears some member of a race.
I use Linux Mint ; AMD dual core 4Gb ram
I like this game :) Thanks
http://pastebin.com/raw/Lgs8H3g8
(Post is edited for easier viewing of error logs)
There were changes to minetest.create_detached_inventory function, due to bug minetest/minetest#4403, there were fixes merged: minetest/minetest#4812 and minetest/minetest_game#1413.
Basically on player join all other players detached inventories were send to player causing him to have severe 0 0 0 bug for several minutes on some servers. This was fixed, but some mod makers should check their mods for use of this function to send only his player inventory to him if needed.
Also quoting sfan5 about minetest.create_detached_inventory(player:get_player_name():
everything with :get_player_name() definitely need a fix
New function info:
* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
* callbacks: See "Detached inventory callbacks"
* player_name: Make detached inventory available to one player exclusively,
by default they will be sent to every player (even if not used).
Note that this parameter is mostly just a workaround and will be removed in future releases.
* Creates a detached inventory. If it already exists, it is cleared.
Your mod has this:
Lord-of-the-Test/mods/lottarmor/armor.lua:481: local bags_inv = minetest.create_detached_inventory(player:get_player_name().."_bags",{
I hope I described it right. Some mods are already updated. This post is copy pasted. If not sure ask on IRC.
In LOTT 1.0.0 in Minetest 0.4.14, LOTT has very often missing texture errors just by equipping or unequipping some armor.
As of LOTT 1.0.0, the marble bricks are soundless.
In LOTT 1.0.0, if you put the tin blocks in this shape (T=tin block, X=nothing) into the craft grid:
TXX
TTX
TTT
or
XXT
XTT
TTT
You don't get tin stairs, but galvorn stairs! :D
If you use this shape:
TTT
You get galvorn slabs!
The selection boxes of some items, especially plants, need more love IMO.
In many cases they don't really match the shape of the plant, so they should be tweaked.
The worst offender here is the melon node, this should be the first selection box to be improved. You can actually point through the melon unless you point to the middle of it. Which makes it annoying to dig melons.
The other plants are not that important.
Moving to .mts would fix two issues, building spawning on your head and LOTT not working with mod security.
Other games like carbone have collisions with leaves disabled (for the player). So the player falls through them. Which is kind of realistic.
Ents have big problems to move around, because the vegetation is so dense and they collide with everything.
I think it would help if they wouldn't collide with leaves but just walk through them.
"...however there will be some bugs here and there so please report them."
Ok. Here are the known problems:
P.S. I'm sorry, my english - is google-translate.
In LOTT 1.0.0, the big gray monster makes sounds like a human and shouts “Die!”. This doesn't seem right. ;-)
Is normal if potions effects still work after death?
Effects of the same potion are summarizes if use more than 1 the same potion.
@Amaz1
@catninja-
@Oussamarer
@Flipsels
When a guard is hired and the amount of gold offered is more than 50, the game quits with the error [...]lottmobs/init.lua:26: bad argument #2 to 'random' (interval is empty)
. As far as I know, the random
function requires the smaller argument to come first and the larger argument to come second, so you should be able to fix this by using (for instance) math.min
and math.max
to put the arguments in the right order.
EDIT:
I could fix it for me with math.min and math.max, but on another computer, the problem never occurred, so I'm not sure what exactly causes the problem.
It's the required craftitem shared between the various (awesome) banners/tapestries. Didn't find any in chests either. So it's impossible to craft the banners.
5c8dc57 adds the player name to the end of the callback table while it should be after the callback table
This is a test.
As such, this is not a real issue.
Please do not think that this is a real issue because it's not.
FAQ:
Q: Is this a real issue?
A: No.
Q: Why is this not a real issue?
A: Because I want to annoy you.
Q: But...
A: Live with it.
Q: Is LOTT any good?
A: Yes.
Q: Are roses red?
A: It depends.
Q:
A: Shut up.
Here the debug log:
17:16:10: ERROR[main]: ========== ERROR FROM LUA ===========
17:16:10: ERROR[main]: Failed to load and run script from
17:16:10: ERROR[main]: /home/moritz/.minetest-dev/bin/../games/Lord-of-the-Test/mods/Arda/kelvar/init.lua:
17:16:10: ERROR[main]: cannot open /home/moritz/.minetest-dev/bin/../games/Lord-of-the-Test/mods/Arda/kelvar/guards/npcf/npcf.lua: Datei oder Verzeichnis nicht gefunden
17:16:10: ERROR[main]: stack traceback:
17:16:10: ERROR[main]: [C]: in function 'dofile'
17:16:10: ERROR[main]: .../bin/../games/Lord-of-the-Test/mods/Arda/kelvar/init.lua:1: in main chunk
17:16:10: ERROR[main]: ======= END OF ERROR FROM LUA ========
17:16:10: ERROR[main]: Server: Failed to load and run /home/moritz/.minetest-dev/bin/../games/Lord-of-the-Test/mods/Arda/kelvar/init.lua
17:16:10: ERROR[main]: ModError: ModError: Failed to load and run /home/moritz/.minetest-dev/bin/../games/Lord-of-the-Test/mods/Arda/kelvar/init.lua
As of LOTT 1.0.0 all or some doors and trapdoors do not have sounds or have incomplete sounds.
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