Giter Site home page Giter Site logo

pixture's Introduction

Pixture v0.1.1

Pixture is Copyright (C) 2015-2017 KaadmY

By KaadmY Inspiration by Kenney

Notes

  • Currently known to support Minetest 0.4.16 (and possibly later versions)
  • Do not use mapgen v6, it is not supported and will fail. Use v5 or v7 instead.

Changelog

See file CHANGELOG.md for more information

Credits

  • Kenney for the inspiration, most of the aesthetic.
  • Sounds in the default mod are all by Kenney(CC0)
  • All textures/models by KaadmY (CC BY-SA 4.0)

Licenses

  • Assets: all CC BY-SA 4.0, CC0, or GPL (The GPL ones I want replaced with CC), see per-mod READMEs.
  • Source: all LGPLv2.1+ or MIT, see per-mod READMEs.

pixture's People

Contributors

asl97 avatar kaadmy avatar melzua avatar neoascetic avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

pixture's Issues

Boats (and vehicles in general)

It would be really neat if pixture had boats! Are there plans for this?

Minecarts and riding animals would also be cool, but less important than boats.

Player model animations are broken

The walking and other animations of the player looks very strange. If you walk, the animation looks like it very quickly “resets” which looks pretty buggy. I think the idle animation does not really play for the same reason.

And if you look closely at the wielditem (of the player model), you will notice that it heavily flickers.

Interestingly, the idle animation does play if you go into pause mode in singleplayer.

Suggestion: Disable minimap by default, require map item to use

Minetest 0.4.14 included the minimap feature.
So why not changing the way how the map item works? At the start, the minimap feature could be disabled. The player has to carry the map item somewhere in the inventory to be allowed to use the minimap.

Implementation is fairly straightforward: In my orienteering mod I basically implemented the feature with the Automapper item. Feel free to use the code from this mod, if you wish.

Can't sleep in bed

It seems I can't sleep in my bed. I tried rightclicking, jumping, punching, shift+rightclick, etc.
Nothing works, neither at day or night.

c974bd1

mob crashes

On Minetest 0.4.15 (built from source) on Ubuntu Xenial, using the Pixture code from master.

When I walk on or near running water, the game eventually crashes with:

Lua: Invalid float vector dimension range 'x' (expected -2.14748e+06 < x < 2.14748e+06 got -nan).

Eating anything crashes Pixture

If you eat anything (e.g. hold apple in hand and leftclick), you get this:

2017-05-15 04:25:46: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback item_OnUse(): /home/wuzzy/.minetest/games/pixture/mods/hunger/init.lua:223: attempt to call field 'save_hunger' (a nil value)
2017-05-15 04:25:46: ERROR[Main]: stack traceback:
2017-05-15 04:25:46: ERROR[Main]: 	/home/wuzzy/.minetest/games/pixture/mods/hunger/init.lua:223: in function 'callback'
2017-05-15 04:25:46: ERROR[Main]: 	/usr/share/minetest/builtin/game/item.lua:382: in function </usr/share/minetest/builtin/game/item.lua:380>

Tested in fce9574.

Flowing water will drop if blasted by TNT

Flowing water can be collected if you use a TNT next to it. The flowing water will drop if it is affected by a TNT explosion, and you can collect the flowing water item.

Without having looked at the code, I wanna bet that you just have to write drop = "", to fix this bug. :P

Achievement ideas

Hi! I have some ideas for new achievements:

  • Musician: Craft a music player
  • Trader: Craft a trading book
  • Gold Rush: Dig 60 gold
  • Master Carpenter: Craft 200 reinforced frames
  • Master Stonemason: Craft 200 reinforced cobbles
  • Enlightened: Place 9 lumien crystals
  • Smelting Room: Craft 20 furnaces
  • Builder: Craft 180 bricks
  • Citizen: Find a village*
  • Little Ranger: Tame an animal
  • Parachuter: Craft 5 parachutes
  • Librarian: Craft 10 bookshelves
  • Sandman: Craft 60 compressed sandstone
  • Hardened Miner: Craft 3 carbon steel pickaxes
  • Cave Builder: Place 60 stone
  • Fertile: Craft 100 fertilizers
  • Welcome to the mountains: Collect dry grass
  • Drain the swamp: Dig 30 swamp dirt

* = If this can't be checked directly, it might need a different goal or a task which could only be done in villages (as “proof” the player found a village), like digging an unique block or whatever.

doesn't work on 0.4.13 release

maybe you should leave a note in the readme that say this doesn't work on the release
and maybe a link to the forum topic.

Player model is loaded again and again while chat is opened

Here's a really strange bug:

In MT 0.4.15, when I open the chat with the chat key, the console gets spammed with this:

Loaded mesh: character.b3d
Loaded mesh: character.b3d
Loaded mesh: character.b3d
Loaded mesh: character.b3d

And so on, until I close the chat thingie. Also, when I look at my player model, I see that the animation constantly resets to start.

Tested in dec846e.

Don't show saved PMs for singleplayer

Please remove the message “You have no saved PMs” for singleplayer after joining the game.
Rationale: It is impossible to ever send or receive PMs to someone else as singleplayer. :D

Tested in dec846e.

Some crafting recipes went missing?

I am not sure, but I think Pixture may have lost some crafting recipes when introducing the new crafting system.
If I recall correctly, you were previously able to craft lumien crystals from lumien blocks. This is no longer possible.

I suspect there could be other crafting recipes which somehow went missing. Can you please check?

8161cc7

Group letter “G” is hidden by item image in crafting guide

In the crafting guide, the group letter “G” is obscured by the item image, but I think it is supposed to be drawn in front of the item image, right? Otherwise the player does not know this slot stands for a group.
Visible example: Recipe for net.

Tested in: f01a005

EDIT: There is a related issue: The crafting result number is also partially or completely invisible. Take the fertilzer recipe for example. The number in the result slot is hard to read beause the fertilzer icon is drawn over it.

Crash after eating food with damage disabled

While testing this game out, I found that attempting to eat anything while damage is disabled results in a crash, seen here:

2015-09-08 18:05:49: ACTION[Server]: singleplayer uses default:apple, pointing at [nothing]
2015-09-08 18:05:49: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback
item_OnUse(): /home/mint/minetest/bin/../builtin/game/item.lua:368: attempt to perform arithmetic on local 'hp_change' (a table value)
2015-09-08 18:05:49: ERROR[Main]: stack traceback:
2015-09-08 18:05:49: ERROR[Main]:   /home/mint/minetest/bin/../builtin/game/item.lua:368: in function </home/mint/minetest/bin/../builtin/game/item.lua:360>

I realize there's no need to eat anything when damage is disabled, but then again, I don't think it should cause a crash, either.

On another note, this game is already one of my new favourites :D

Deprecated method used

When I run the game, my console gets spammed by deprecation messages:

WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead

Perhaps use the current method?

Odd crafting recipe alternation arrows

The behaviour of the crafting recipe alternatives arrows (up and down) is odd. Up means next alternative and down means previous.
But somehow I think the reverse order “feels” more natural to me. Do you agree?

Tested in: f01a005

Crafting guide oddly shows stairs for many recipes

The crafting guide is confusing. It shows stairs for many recipes, like the basic tools or doors.

For example, the crafting guide shows 3 wooden stairs for pickaxes. This is very odd.

I can recall from one let's play that the player thought the recipes were wery weird because you apparently need 3 wooden stairs to craft a pickaxe. The player didn't know that normal wood works as well (the crafting guide didn't show the normal recipe). Fun fact: You can actually use stairs to craft a pickaxe. Whether or not this is intentional is not my concern here.

I think the real problem is here that Pixture shows an inappropriate/misleading symbol for group slots.
This can be fixed by doing the following:

  1. For each group, define a “stereotype” item which represents that group. For the group “planks” that would be Planks, for “stone” it would be Stone, etc.
  2. Make group slots stand out from the rest, so the player sees those require a item from a group, and not a particular item. Using the letter “G” has proven to work well, but if you have a better idea, that's great, too.

Just look how the mod craftguide by jp / kilbith does this. In this mod, the stereotype is implemented by using a simple lookup table with a fallback option in case the group is unknown (important for modding).

Achievements broken

Issues:
  1. Achievements doesn't persist
  2. Error when opening Achievements menu when player haven't achieve any yet
cause:
  1. 7f6b732
  2. 1a69d65
reason:
  1. The achievements file isn't loaded when starting.
    This was hidden in the past because it get reloaded every time a player join the server.
  2. The achievement table doesn't contain the player and thus it error when it try to index nil at line 152.
    This was hidden in the past because
    1. When a player join, the "First join" achievement initialize the player table
    2. The "like_clockwork" trigger cover the problem when the "First join" achievement was removed even though the achievement itself doesn't exists.
solution:
  1. Add load_achievements() at the end of the file
  2. Add an minetest.register_on_newplayer to initialize the player table

Rightclicking bed while walking does not stop player movement

How to reproduce:

  • Place bed on a large open floor
  • Walk
  • While walking, rightclick the bed
  • You will now continue to move into this direction forever, even if you don't walk
  • Bonus: If you can't reach the bed anymore, you are crippled for life as you can't walk anymore. xD You have to get a new bed by cheating to enable walking again.

Tested in: dec846e

Itch.io

For anybody interested, after 0.1.0 I'm thinking of putting Pixture on Itch.io bundled with Minetest.
Any thoughts or suggestions on this?

Remove “cheating” privileges from singleplayer

I noticed that singleplayer has some privileges enabled by default which I think should be off by default:

  • weather
  • uberspeed
  • fixlight (Is this fixlight command really needed? Would make more sense to have this in builtin of Minetest)

More achievement ideas

Here are more ideas for achievements:

  • Hunter: Kill 5 animals for food*
  • Capitalist: Earn 60 gold by trading with villagers
  • Ranger: Catch an animal
  • Best Friends Forever: Tame an animal
  • Bomb has been defused: Kill a mine turtle
  • World Tour: Visit all biomes**

Footnotes:
* = Only animals which drop food are counted
** = Could replace the achievement “Welcome to the mountains”, becaue the idea for this one was mostly just exploration. Not sure how to implement this now, but I heard the next Minetest release will include functions to query the biome for any given pos

Thanks for your attention. :-)

Rain looks awkward on floor

When it rains, the rain drops look pretty awkward when they hit the floor. Those look like little blue spikes projecting out of the floor because the do not instantly or quickly disappear after impact.

Tested in: f01a005

Crafting guide: Output count is hard to read

In the crafting guide, the output slot does not really show the output number correctly. It can appear behind the item icon.

This can be seen very clearly if you select any stair in the crafting guide.

Tested in: dec846e

Edit: Same problem in trading menu as well.

Villages, items on OSX

Testing using OSX + 0.4.13 + pixture with v7 mapgen

Villages in mapgen

Using all seeds (beach, wl....) i cant see villages.
It generates the map as it says but without villages, do u have in mind what it might be?

Items

I'm trying to test using giveme items, but i can see a list will all itemstrings, do u have that?
For example, i dont know hot to ignite a tnt.

Bug

Everytime that i quit to menu or the game, it freeze and i have to force minitest to close.

Awesome game!

Achievement screen crashes after updating

I recently updated Pixture to dec846e and whenever I open the achievements screen, I get this:

2017-05-12 14:19:38: ERROR[Main]: stack traceback:
2017-05-12 14:19:38: ERROR[Main]: 	...wuzzy/.minetest/games/pixture/mods/achievements/init.lua:193: in function 'get_formspec'
2017-05-12 14:19:38: ERROR[Main]: 	.../wuzzy/.minetest/games/pixture/mods/default/formspec.lua:246: in function 'receive_fields'
2017-05-12 14:19:38: ERROR[Main]: 	.../wuzzy/.minetest/games/pixture/mods/default/formspec.lua:254: in function <.../wuzzy/.minetest/games/pixture/mods/default/formspec.lua:253>
2017-05-12 14:19:38: ERROR[Main]: 	/usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>

Note that I use a world which I have since a couple of months. Backwards-compability, anyone?

Water buckets can destroy fences

Fun bug:

  • Place a fence post on the floor
  • Take water bucket
  • Place water on the node below the fence

Expected behaviour: Nothing
Actual behaviour: Water is placed where the fence is, destroying the fence in the process

Tested in: dec846e

Sunken player model in MT 5.0.0

In Minetest 5.0.0, the player model is sunken into the ground.

This is due to a breaking change in Minetest 5.0.0.

From the changelog:

Attachment and player positions have been shifted by 1 node, to allow support for custom player selection boxes. Fix: update default and player_api, subtract 10 from any attachment positions, shift the origin of player models to the feet

Ore refactoring

I'm thinking of renaming some ores, as well as adding a few more new ones for the sake of realism and a larger gameplay challenge.

The changes I'm thinking of are:

  • Rename Steel to Wrought Iron
  • Make Wrought Iron tools less durable than Stone tools but have a faster digging time
  • Add Graphite as a form of minable carbon to smelt Steel with (As well as possibly being used for writing/drawing)
  • Add in "Steel" as a form of Wrought Iron that's a lot more durable
  • Add Tin as an alloy material for making Bronze
  • Add Copper as an alloy material for making Bronze and possibly wiring
  • Add Bronze as a tool level that is more efficient but wears faster than Carbon Steel
  • Make Gold a raw mined lump that has to be smelted to become ingots
  • Add Sulfur as a mineral primarily used as a fertilizer

Remove boring achievements

I suggest to remove the following boring or unfair achievements:

  • Like clockwork
  • Killathon
  • First join

Reason: There is no skill involved and also do not relate to the gameplay at all. The Killathon achievement is an award for poor skills, so is paradoxical. xD Also, if you built your home base far from spawn, you certainly do not want to try to earn this award by killing yourselves 10 times.

Crash when trying to jewel tool

When I try to jewel a bronze pickaxe or a carbon steel pickaxe, it crashes:

2017-05-18 18:31:25: ERROR[Main]: ServerError: Lua: Runtime error from mod 'jewels' in callback node_on_punch(): /home/wuzzy/.minetest/games/pixture/mods/jewels/init.lua:198: attempt to call field 'can_jewel' (a nil value)
2017-05-18 18:31:25: ERROR[Main]: stack traceback:
2017-05-18 18:31:25: ERROR[Main]: 	/home/wuzzy/.minetest/games/pixture/mods/jewels/init.lua:198: in function </home/wuzzy/.minetest/games/pixture/mods/jewels/init.lua:189>
2017-05-18 18:31:25: ACTION[Server]: singleplayer leaves game. List of players: 
2017-05-18 18:31:26: ERROR[MeshUpdate]: Waiting for texture jewels_bench_sides.png^[applyfiltersformesh^[crack:1:0^[applyfiltersformesh timed out.

Note: Both tools had a small amount of damage already.

c359575

Crafting guide shows itemstring instead of item description/name

It looks odd that the crafting guide shows the itemstring instead of the “real” item name (description field). E.g. if you ask for the gravel recipe, you see “default:gravel” instead of “Gravel”. For an end-user application, showing internal data seems odd.

In the unlikely case this is intentional, may I suggest a compromise in showing both “real” name and the itemstring?

Tested in: f01a005

Lots of flowing water cause out of memory error

it should use an area base sounding like the current default fire or a player base global step to avoid something like this

eg:
2015-10-02 11:52:54: ERROR[Main]: WARNING: createPlayingSoundAt: out of memory
2015-10-02 11:52:54: ERROR[Main]: WARNING: before createPlayingSoundAt: invalid name
2015-10-02 11:52:54: ERROR[Main]: WARNING: createPlayingSoundAt: out of memory
2015-10-02 11:52:54: ERROR[Main]: WARNING: before createPlayingSoundAt: invalid name
2015-10-02 11:52:54: ERROR[Main]: WARNING: createPlayingSoundAt: out of memory
2015-10-02 11:52:54: ERROR[Main]: WARNING: before createPlayingSoundAt: invalid name

Crafting system has been ruined

I opine in the current version of Pixture (e0865f7) the crafting system is completely ruined, it is very inconvenient to use, much less that the simple default crafting system of Minetest. I'd say it is so bad that it also completely ruins the game by sucking out the entire game flow. I have basically stopped playing because of this, that's how bad it is.

The reason is, you just need way more searching, clicks, thinking and scrolling to perform a craft. The more items you need to craft, the worse it gets.

Note I do like some approaches of this crafting system, but the practical execution of it is just terrible.
If you don't believe me, just play your own game! And compare how long it takes in average to craft like 10 different items in Pixture compared with Minetest Game.

Here is my full rant:
https://forum.minetest.net/viewtopic.php?f=15&t=13181&start=250#p300782

Suggestions to fix this:

  • Look what I've written in the post above
  • OR: The nuclear option: Revert the crafting system entirely to default (in the pre-0.1.0 eta) (if you're nervous about this, work with Git branches)

Player may spawn in dirt created by village

If you're unlucky, you may spawn right in the middle of dirt which is created by a village.

How to reproduce:

  • Use Minetest 0.4.15
  • Use Pixture dec846e
  • Create world with seed 7 and mapgen v7
  • Start game and wait for a few seconds for the village to generate

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.