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lord-of-the-test's Issues

Potion brewer have incorrect cycled percent indication

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).

Help on guide_on_use

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.

Can't start LOTT revamped

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

NPCs can't jump

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?

Disable collision of ents and leaves

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.

Mapgen stuff!

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.

LOTT development architecture overhaul

I think of an architecture like this:

  • Use the minetest_game as a base (and make necessary changes in a fork)
  • Keep the development of LOTT-mods (and forks of other used mods) inside separate repositories in the minetest-LOTR organization.
  • Merge the mods into the minetest_game based main repo

This 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?

A few item names/descriptions are poor/incomplete/missing

LOTT has a few items with a poor item name (description field / tooltip). Please rename these items accordingly:

  • Chairs and tables have missing space, like “AlderChair”, “BirchChair”, “JunglewoodTable”, …
  • Potion and potion arrow names are somewhat cryptic like “Atheltas Brew (Strength: corruption1)”. Either remove the paranthesis altogether or use a word which is understandable
  • These slab and stair names look very technical:
    • dwarfstone_black
    • dwarfstone_white
    • leafroof_dark
    • leafroof_mallorn
    • mallorn_pillar
    • mallorn_white
    • tree_mossy
    • tree_vine

Suggestion: Make sure all formspec use listrings

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:

  • Bags
  • Furnace

There might be more formspecs, I don't know for sure.

Image not loading for human players

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"

This is a test

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.

typo

mods/lottblocks/decoration.lua [72]:
grups -> groups
else oddly_breakable_by_hand=2 don't work.

Orc food & medicine don't go away

Several issues with these orc items.

  1. When using Orc food or medicine, the item count does not decrease.

  2. When a player is an orc they should be able to use these items without the vision problems (getting the gray/white screens).

  3. 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.

  4. 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.

Ents defending uruk hai, and other flaws in the ally system

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.

Races don't work on server admins

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.

Selection boxes need improvement

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.

Quests, lore, etc. are lacking.

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.

Unkown Items (Orc Draught) appear in Orc Chests

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".

Screenshot
screenshot_1705253782

minetest.create_detached_inventory updates

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.

ringsilver furnace can't be put

am not able to put the ringsilver furnace (the one made out of the original furnace). trying to put it in the middle of 3*3 square of lava, but it says the area isn't hot enough. is there anything else to consider?
screenshot - 03042017 - 09 21 00 am

Crash with mobs

@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!!!

Here are the known problems

"...however there will be some bugs here and there so please report them."
Ok. Here are the known problems:

  • 1) in lottpotion/potionbrewing.lua [str. 160-162] and lottinventory/potions.lua [str. 66, 72, 78] lottmobs:spiderpoison - unknown item;
  • 2) lottinventory/potions.lua [str. 12, 18, 24] vessels:glass_bottle, but in lottpotion/potionbrewing.lua [str. 151-153] lottpotion:glass_bottle_water;
  • 3) in lottmapgen/schems/*.we old version lottpotion:brewer & lottpotion:potion_brewer formspec, may be remove meta from *.we?
  • 4) in lottarmor/textures/ are missing *_preview.png for boots_copper, helmet_copper, helmet_galvorn, helmet_silver, leggings_copper, leggings_silver, shield_bronze, shield_copper, shield_galvorn, shield_gold, shield_mithril, shield_silver, shield_steel, shield_wood;
  • 5) when rightclick second trader - "Stopping server... /lottmobs/trader.lua:223: attempt to concatenate field 'game_name' (a nil value)", may be string 223-238 put in "if self.game_name ~= nil then .. end"?

P.S. I'm sorry, my english - is google-translate.

Guard Hiring Bug

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.

Usage of tags

  • If any error/ error related stuff > bug
  • If any suggestion for improvements to be made > enchancement
  • If bug affects gameplay or some other thing in a important way > High Priority
  • If duplicate > duplicate
  • If question > question
  • If any suggestion for improvement as it is already on todo list/ fix or work for a particular feature is in progress > WIP
  • If a unfixable bug (hopefully not)/ a feature assumed as a bug > wontfix
  • If another stuff invalid to any of the following above (like this) > invalid

@Amaz1
@catninja-
@Oussamarer
@Flipsels

Suggestion: Remove or replace mese

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

Confusing “Air Substitue” item went up in my inventory

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:

  • That it is possible for the player to obtain the air substitute item (I am pretty sure the player is not supposed to get it)
  • That the inventory image is invisible

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.

misprints

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.

Crafting guide page number is difficult to read

Currently in the crafting guide ("lottinventory:crafts_book") the page number that the player is on is displayed to the right of the ">>" box in white text. However, because the background of the crafting guide is a light color it makes the page number somewhat difficult to read.

Screenshot
screenshot_1730729169

"lottblocks:banner_top" has no recipe

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.

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