It is a good game, but difficult indeed. I think playing it safe was an okay choice since you created a very interesting game, reminded me of those indie games from the mid 2000's to early 10's haha
Checkpoints could help but that is up to you of course! Great submission and congratulations on winning third place :)
I don't agree with the rest of the reviewers on this one, I don't think it deserves the negativity, even if not full of content, it's a functional original game
Stellua is a great start and has lots of potential, the main mechanics are present, you can travel from one planet to other, and there's a bit of variety even if there's not a lot of detail. Your spaceship is maneuverable and moddable, and most important, is functional.
Eyeballs is puzzle platformer with a slight horror theme.
Ambiance is immaculate and great care has been put into creating a cohesive experience,
The music and sound design is also impeccable, feels kind of nostalgic in some way.
A well rounded experience, gameplay and mechanics are thought out and polished. Mistakes are unforgiving and will set you back to the beggining of the level. Oddly, the gameplay became more enjoyable in third person. I have to admit it's very hard and I didn't get that far.
It is a very safe game, does not bring anything particularly novel to the table, but everything is done very well.
ETB begins with a sort of expository presentation on the background and history to put you in the scene.
It's a complete game, and it's one of the few I actually played from start to finish.
You explore a bit, find certain key areas, go into the beast's lair and defeat it, a very straightforward story.
Seems like a lot of effort went into crafting the world and creating the whole scenario, so I'd say it accomplishes the task, even if it is a bit rough around the edges.
Artifact starts up strong with an unexpected fully animated cinematic, plus dialogue in the form of text boxes. This seems like it's present in other areas of the game as there are some extra key scenes that are also animated.
Objective is not clear straight up, but after a bit of exploring you find out it's a puzzle game with a focus on reconnecting circuits of some sort.
Lighting is way too dark and I had to bump up my monitor's brightness to be able to see certain puzzle elements, and probably missed a lot as well, because of this, at some point I got stuck and quit.
A good start for what could end up being an immersive puzzle game.
1042 is a yet-to-be-completed survival game, the aesthetic is pleasing, simple 2 by 2 textures. Sound is a bit lacking. Effects like snowfall and rain are present and add to ambiance as well, but the world feels barren.
Hud is interesting as well, with the inclusion of a readme, gameplay, and credit buttons to read documentation in game.
There is still a lot of room for improvement but I see the potential, and this is a good foundation.
On a side note, at first I spawned in a huge snow biome and couldn't really progress since there's no sticks, so I had to create a new world. Not the best start.
Extra Ordinance is either a top down twin-stick shooter or a third person shooter wave clearing game.
Drops you right into action, after a bit of (great) voice acting you start blasting your way thru ant-like creatures, the graphic effects and sound design is really well done, it's likely one of the most unique games made in the Luanti engine to date.
Textures are great, models are great, menus are great, UI is great as well but could use some improvement.
The camera is a bit problematic, the engine doesn't handle this kind of top down camera angles well, and you need to aim way higher than expected in order to actually hit the enemies, this is a bit annoying but I guess it could be fixed in the next updates.
Currently it feels like a one-stage demo, and I'm looking forward to seeing how this game develops.
2024-11-25 21:49:43: INFO[ServerStart]: ServerMap: Metadata loaded from M:\Minetest\luanti-5.10.0-win64\bin\..\worlds\3333333333333333
2024-11-25 21:49:43: INFO[ServerStart]: Server: Initializing Lua
2024-11-25 21:49:43: INFO[ServerStart]: SCRIPTAPI: Initialized game modules
2024-11-25 21:49:43: INFO[ServerStart]: Server: Loading mods: wislib wismod wisgame
2024-11-25 21:49:43: WARNING[ServerStart]: Undeclared global variable "wislib\\string.lua" accessed at ...0.0-win64\bin\..\games\wis_side_b\mods\wislib\string.lua:44
2024-11-25 21:49:43: WARNING[ServerStart]: Undeclared global variable "wislib\\lua5_1\\io.lua" accessed at ...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7
2024-11-25 21:49:43: INFO[ServerStart]: saveMapMeta: mapgen_params not present! Server startup was probably interrupted.
2024-11-25 21:49:43: INFO[ServerStart]: ServerMap: Saved map to M:\Minetest\luanti-5.10.0-win64\bin\..\worlds\3333333333333333
2024-11-25 21:49:43: ERROR[Main]: ModError: Failed to load and run script from M:\Minetest\luanti-5.10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:
2024-11-25 21:49:43: ERROR[Main]: ...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7: attempt to index a nil value
2024-11-25 21:49:43: ERROR[Main]: stack traceback:
2024-11-25 21:49:43: ERROR[Main]: ...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7: in main chunk
2024-11-25 21:49:43: ERROR[Main]: [C]: in function 'dofile'
2024-11-25 21:49:43: ERROR[Main]: ....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:87: in function 'todoFunc'
2024-11-25 21:49:43: ERROR[Main]: ....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:73: in function 'dofolder'
2024-11-25 21:49:43: ERROR[Main]: ....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:85: in main chunk
2024-11-25 21:49:43: ERROR[Main]: Check debug.txt for details.
2024-11-25 21:49:43: INFO[Main]: Audio: Deinitializing...
2024-11-25 21:49:43: ACTION[ServerStop]: Server: Shutting down
Yeah sure, it's an odd error. I'm using 0.5.10 win 64 release
2024-11-25 21:22:06: INFO[ServerStart]: saveMapMeta: mapgen_params not present! Server startup was probably interrupted.
2024-11-25 21:22:06: INFO[ServerStart]: ServerMap: Saved map to M:\Minetest\luanti-5.10.0-win64\bin\..\worlds\_342353
2024-11-25 21:22:06: ERROR[Main]: ModError: Failed to load and run script from M:\Minetest\luanti-5.10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:
2024-11-25 21:22:06: ERROR[Main]: ...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7: attempt to index a nil value
2024-11-25 21:22:06: ERROR[Main]: stack traceback:
2024-11-25 21:22:06: ERROR[Main]: ...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7: in main chunk
2024-11-25 21:22:06: ERROR[Main]: [C]: in function 'dofile'
2024-11-25 21:22:06: ERROR[Main]: ....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:87: in function 'todoFunc'
2024-11-25 21:22:06: ERROR[Main]: ....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:73: in function 'dofolder'
2024-11-25 21:22:06: ERROR[Main]: ....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:85: in main chunk
2024-11-25 21:22:06: ERROR[Main]: Check debug.txt for details.
2024-11-25 21:22:06: INFO[Main]: Audio: Deinitializing...
ModError: Failed to load and run script from M:\Minetest\luanti-5.10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:
...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7: attempt to index a nil value
stack traceback:
...-win64\bin\..\games\wis_side_b\mods\wislib\lua5_1\io.lua:7: in main chunk
[C]: in function 'dofile'
....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:87: in function 'todoFunc'
....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:73: in function 'dofolder'
....10.0-win64\bin\..\games\wis_side_b\mods\wislib\init.lua:85: in main chunk
Check debug.txt for details.
Only players with the infchest priv can configure the chest, thus only admins and select people can place them down and make specific items be duplicated
Yeah that's why it has no crafting recipe! the intended use is for server admins to set them up for starting areas with starting items, maybe apples, wooden tools, etc. I kind of see the use for survival worlds, maybe stuff that's easily obtainable, but you don't want to spend lots of time farming
The main menu has the old textures as expected, from the get go the tone was set, created a new world, and as spawned in a desert, the sand was ocher, walked a bit and found a forest, filled with apples, walked a bit more and found a thick jungle, a cave followed soon after, and then the deep orange color of iron ore, crafted some torches, I feel like I remember them being animated. At least the ceiling lantern is still there. Didn't stumble into a lot of rats or fireflies in the wild sadly.
The sneak glitch is there, but of course not the real one, no sneak elevators that launch you to the sky, no fast climbing or cheating death when falling on a ledge.
Darkness is way darker in this engine version, so the caves don't feel exactly right.
Feels very nostalgic, while of course stuff like lighting, mobs, etc, aren't exactly the same since the engine has changed, it's still got the whole aesthetic of classic Minetest down.
Would be cool to see some classic mods added or posted to the CDB as separate packages, it feels good playing old Minetest, while I don't think it's really possible to emulate the exact feeling of 0.3 in 0.5, there's still some improvement that could be made to get a more authentic feeling.
Hey, @Eris, as of now, the package author has corrected the issues you've mentioned, we encourage you to turn the review to a thread, or change the rating to neutral, as it no longer reflects the current state of the package
Of course, you are free to ignore this message and maintain your review, current policy is to turn outdated bug reports to threads, so this review kinda falls in a gray area (since it's wasn't really a "bug")
On a more presonal level, I also want to add that I generally agree with the methodology of copy-pasting static code from one project to the next, but if you know you will be using a helper function in 100 different projects, it may just be better to save yourself the copy pasting and make a library out of it, put it up, and just use that instead
Also 75 lines is beyond my practical copy-pasting limits for reusing code
Hell, if you are using the same 75-liner function over multiple packages, it's probably because it's useful, and it's okay to post it up as a standalone package so other people can benefit from it too, without the need to copy-paste code that is not theirs, and without the need to deal with the licensing that comes afterwards (one thing is copying 5 lines from stack overflow, the other is copying a script closer to a hundred lines)
@j-r, this API is used by 12 mods, your suggestion to include the 75 lines of code this mod provides in those 12 mods, and any subsequent mods that use it, would mean an increase in 10 times the amount of repeated lines of code, and also would create a complicated landscape when it comes to maintaining such mods and this API
The way it is now, if you wish, you can install all the mods under the section "Required By" of page https://content.minetest.net/modnames/logging/, plus this API (which will be installed automatically given you use the MT client), and have all those mods work perfectly fine with each other, because they all depend on the same version and code from this API package, which is a given when you depend on a package; if it were like you suggest, and each were to provide their own logging API, it would probably cause conflicts with eachother, or not, but there would be no way to know for sure unless you keep all your packages perfectly updated and in sync with each other
The concept of libraries and APIs being distributed and used as dependencies is common within most landscapes developers traverse, BUT, I do agree that they don't serve immediate value to the end-user, and I believe that's where your comments come from, that's why I've filed issue #544 on the ContentDB's Github page
@LMD we won't turn this thread back to a review. This is because we feel it's not directly connected to the package itself, and more to the general landscape of the ContentDB, and thus is not a valid review of this package's contents, plus it not being fair to the author of the package to receive a negative review on something unrelated to the content itself
API's are an essential part to developing and creating packages and content, without these public APIs in the CDB, you wouldn't be able to install or play the mods that depend on them
This is not a valid review of the package, that's why it's getting converted to a thread, it does pose valid criticism on what a non developer sees when they interact with so many APIs and apparently "useless" packages in the CDB, as @LMD explained already, they are an essential part of the user experience :)
Please note that reviews are meant to comment on the package contents themselves, not on CDB policy or bug/issue reporting!
Formaly warning for clarification or else I'll petition to turn this to a thread as it does not appear to be a valid reviewing of the package contents themselves, just random gibberish
Nevermind! It was caused by my testing of your mods, the player_info one doesn't seem to be compatible with your game haha
2024-06-04 18:30:39: WARNING[Main]: Mod name conflict detected: "player_info"
2024-06-04 18:30:39: WARNING[Main]: Will not load: M:\Minetest\minetest-5.8.0-win64\bin\..\games\pmb_core\mods\pmb_player\player_info
2024-06-04 18:30:39: WARNING[Main]: Overridden by: M:\Minetest\minetest-5.8.0-win64\bin\..\mods\player_info
2024-06-04 18:30:44: ACTION[Main]: World at [M:\Minetest\minetest-5.8.0-win64\bin\..\worlds\11]
2024-06-04 18:30:44: ACTION[Main]: Server for gameid="pmb_core" listening on 127.0.0.1:63973.
2024-06-04 18:30:46: ACTION[Server]: singleplayer [127.0.0.1] joins game. List of players: singleplayer
2024-06-04 18:30:46: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'player_model' in callback environment_Step(): ...netest-5.8.0-win64\bin\..\mods\player_info\positions.lua:44: attempt to call local 'condition' (a nil value)
2024-06-04 18:30:46: ERROR[Main]: stack traceback:
2024-06-04 18:30:46: ERROR[Main]: ...netest-5.8.0-win64\bin\..\mods\player_info\positions.lua:44: in function 'get_first_from_raycast'
2024-06-04 18:30:46: ERROR[Main]: ...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:272: in function 'can_stop_sneaking'
2024-06-04 18:30:46: ERROR[Main]: ...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:299: in function 'do_move_checks'
2024-06-04 18:30:46: ERROR[Main]: ...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:395: in function <...\..\games\pmb_core\mods\pmb_player\player_model\init.lua:393>
2024-06-04 18:30:46: ERROR[Main]: ...\minetest-5.8.0-win64\bin\..\builtin\common\register.lua:26: in function <...\minetest-5.8.0-win64\bin\..\builtin\common\register.lua:12>
2024-06-04 18:30:46: ACTION[Server]: singleplayer leaves game. List of players:
2024-06-04 18:30:47: ACTION[Main]: Server: Shutting down
It has a very cohesive world with very well executed models and textures, it's still very fresh and lacks depth and game mechanics, it will eventually get to a point where the gameplay loop feels more compelling, but, even in the current state is worth testing out.
The mobs feel good as well, and I believe that's sign of a promising game and a capable developer, so with time I think this game has potential to become one of the best.
Enjoyable and pretty.
Editing to add: Add the "Item Physics" mor for extra enhancement
WTFPL is a non-retractable license, though, which means that the WTFPL license would still apply to (the original version of) character.b3d
The relicense happened in the early birth of the model, back in 2011 IIRC, for compatibility with Minetest Game, I only included it as a fun fact, since for all practical purposes character.b3d is licensed under CC BY-SA 3.0 and pretty much always has been
I also believe WTFPL gives the original author agency to just relicense their own work and Do What the Fuck They Want
You're correct in saying that derivates of CC BY-SA 3.0 licensed work have to be licensed under CC BY-SA 3.0 as well. But to my understanding...
Yes this you must relicense derivative work of stuff licensed under CC BY-SA 3.0 under the same license, and actively license it that way, that's what the license means by Share Alike and BY (Attribution), if you were to not include a license, or a disclaimer with attribution in case of distribution, you would be at fault and not compliant with the original license
Glad I was of help, some of it was from memory since and some of it was from the actual sources, this was like +10 years ago so I may have missed some stuff
Yeah I noticed how odd the glasses of water thing was, but never came around to thinking a better way to do it, didn't want to do the "place next to water" thing because I felt it made it way too easy
The small annoyance is the price to pay for crafting clay haha
If it's CC BY-SA 3.0, then it's ShareAlike and thus all subsequent iterations of character.b3d have to be licensed under that license.
It would be worth it to ask MirceaKitsune and Jordach anyways
About your last sentence, Jordach did share a lot of renders and 3d stuff way way back, but in regards to the player model, I believe the original was by MirceaKitsune under WTFPL and later on relicensed to CC BY-SA 3.0 for compatibility with MTG, and the textures (plaid green shirt) were made by Jordach and later reased as "the same as Minetest Game"
Hello, @Monniasza, I personally discourage negative reviews that are not related to the package contents, but now that the issue has been fixed, I encourage you to please consider converting the review to a thread
I believe the mod is not meant to represent real people/cultures. Instead it feels like it's fantasy storytelling, the same kind children think of. Doesn't feel offensive to me, just fun, some mods are just not meant to be educative ¯_(ツ)_/¯
It is a good game, but difficult indeed. I think playing it safe was an okay choice since you created a very interesting game, reminded me of those indie games from the mid 2000's to early 10's haha
Checkpoints could help but that is up to you of course! Great submission and congratulations on winning third place :)
Thanks for the reply! I did enjoy playing this game so looking forward to upcoming updates :)
I don't agree with the rest of the reviewers on this one, I don't think it deserves the negativity, even if not full of content, it's a functional original game
Stellua is a great start and has lots of potential, the main mechanics are present, you can travel from one planet to other, and there's a bit of variety even if there's not a lot of detail. Your spaceship is maneuverable and moddable, and most important, is functional.
Kobo is what could be the first RTS game made in Luanti, design is rough and gameplay is experimental, but it's got potential
The artstyle is very charming, I think this is an unexpected genre where Luanti would be very good as an engine
Once you lose you can still visit your world, but you'll need to create a new one in order to start a new game
Choosing the wrong spot for your base may prove a fatal mistake, as you can't really move far it, and units depend on it
Worth trying out in the current state, and looking forward to further development
Eyeballs is puzzle platformer with a slight horror theme.
Ambiance is immaculate and great care has been put into creating a cohesive experience,
The music and sound design is also impeccable, feels kind of nostalgic in some way.
A well rounded experience, gameplay and mechanics are thought out and polished. Mistakes are unforgiving and will set you back to the beggining of the level. Oddly, the gameplay became more enjoyable in third person. I have to admit it's very hard and I didn't get that far.
It is a very safe game, does not bring anything particularly novel to the table, but everything is done very well.
ETB begins with a sort of expository presentation on the background and history to put you in the scene.
It's a complete game, and it's one of the few I actually played from start to finish.
You explore a bit, find certain key areas, go into the beast's lair and defeat it, a very straightforward story.
Seems like a lot of effort went into crafting the world and creating the whole scenario, so I'd say it accomplishes the task, even if it is a bit rough around the edges.
Artifact starts up strong with an unexpected fully animated cinematic, plus dialogue in the form of text boxes. This seems like it's present in other areas of the game as there are some extra key scenes that are also animated.
Objective is not clear straight up, but after a bit of exploring you find out it's a puzzle game with a focus on reconnecting circuits of some sort.
Lighting is way too dark and I had to bump up my monitor's brightness to be able to see certain puzzle elements, and probably missed a lot as well, because of this, at some point I got stuck and quit.
A good start for what could end up being an immersive puzzle game.
It's the year 1042 and you are lost.
1042 is a yet-to-be-completed survival game, the aesthetic is pleasing, simple 2 by 2 textures. Sound is a bit lacking. Effects like snowfall and rain are present and add to ambiance as well, but the world feels barren.
Hud is interesting as well, with the inclusion of a readme, gameplay, and credit buttons to read documentation in game.
There is still a lot of room for improvement but I see the potential, and this is a good foundation. On a side note, at first I spawned in a huge snow biome and couldn't really progress since there's no sticks, so I had to create a new world. Not the best start.
Extra Ordinance is either a top down twin-stick shooter or a third person shooter wave clearing game.
Drops you right into action, after a bit of (great) voice acting you start blasting your way thru ant-like creatures, the graphic effects and sound design is really well done, it's likely one of the most unique games made in the Luanti engine to date.
Textures are great, models are great, menus are great, UI is great as well but could use some improvement.
The camera is a bit problematic, the engine doesn't handle this kind of top down camera angles well, and you need to aim way higher than expected in order to actually hit the enemies, this is a bit annoying but I guess it could be fixed in the next updates.
Currently it feels like a one-stage demo, and I'm looking forward to seeing how this game develops.
Yeah sure, it's an odd error. I'm using 0.5.10 win 64 release
Hello, Game crashes as of beta release:
Only players with the infchest priv can configure the chest, thus only admins and select people can place them down and make specific items be duplicated
Thanks for the review :)
Yeah that's why it has no crafting recipe! the intended use is for server admins to set them up for starting areas with starting items, maybe apples, wooden tools, etc. I kind of see the use for survival worlds, maybe stuff that's easily obtainable, but you don't want to spend lots of time farming
Glad you are enjoying the mod!
The main menu has the old textures as expected, from the get go the tone was set, created a new world, and as spawned in a desert, the sand was ocher, walked a bit and found a forest, filled with apples, walked a bit more and found a thick jungle, a cave followed soon after, and then the deep orange color of iron ore, crafted some torches, I feel like I remember them being animated. At least the ceiling lantern is still there. Didn't stumble into a lot of rats or fireflies in the wild sadly.
The sneak glitch is there, but of course not the real one, no sneak elevators that launch you to the sky, no fast climbing or cheating death when falling on a ledge.
Darkness is way darker in this engine version, so the caves don't feel exactly right.
Feels very nostalgic, while of course stuff like lighting, mobs, etc, aren't exactly the same since the engine has changed, it's still got the whole aesthetic of classic Minetest down.
Would be cool to see some classic mods added or posted to the CDB as separate packages, it feels good playing old Minetest, while I don't think it's really possible to emulate the exact feeling of 0.3 in 0.5, there's still some improvement that could be made to get a more authentic feeling.
You were right to shine a light on the issue :)
We have cleared up there was no malicious intent so we hope this won't happen again
Hey, @Eris, as of now, the package author has corrected the issues you've mentioned, we encourage you to turn the review to a thread, or change the rating to neutral, as it no longer reflects the current state of the package
Of course, you are free to ignore this message and maintain your review, current policy is to turn outdated bug reports to threads, so this review kinda falls in a gray area (since it's wasn't really a "bug")
Haha yeah it's good, you didn't need to change it but I appreciate you doing it anyways, it looks better now :)
I'm more concerned about the general aesthetic, or lack thereof of not using any capital letters anywhere
Can you elaborate
On a more presonal level, I also want to add that I generally agree with the methodology of copy-pasting static code from one project to the next, but if you know you will be using a helper function in 100 different projects, it may just be better to save yourself the copy pasting and make a library out of it, put it up, and just use that instead
Also 75 lines is beyond my practical copy-pasting limits for reusing code
Hell, if you are using the same 75-liner function over multiple packages, it's probably because it's useful, and it's okay to post it up as a standalone package so other people can benefit from it too, without the need to copy-paste code that is not theirs, and without the need to deal with the licensing that comes afterwards (one thing is copying 5 lines from stack overflow, the other is copying a script closer to a hundred lines)
@j-r, this API is used by 12 mods, your suggestion to include the 75 lines of code this mod provides in those 12 mods, and any subsequent mods that use it, would mean an increase in 10 times the amount of repeated lines of code, and also would create a complicated landscape when it comes to maintaining such mods and this API
The way it is now, if you wish, you can install all the mods under the section "Required By" of page https://content.minetest.net/modnames/logging/, plus this API (which will be installed automatically given you use the MT client), and have all those mods work perfectly fine with each other, because they all depend on the same version and code from this API package, which is a given when you depend on a package; if it were like you suggest, and each were to provide their own logging API, it would probably cause conflicts with eachother, or not, but there would be no way to know for sure unless you keep all your packages perfectly updated and in sync with each other
The concept of libraries and APIs being distributed and used as dependencies is common within most landscapes developers traverse, BUT, I do agree that they don't serve immediate value to the end-user, and I believe that's where your comments come from, that's why I've filed issue #544 on the ContentDB's Github page
@LMD we won't turn this thread back to a review. This is because we feel it's not directly connected to the package itself, and more to the general landscape of the ContentDB, and thus is not a valid review of this package's contents, plus it not being fair to the author of the package to receive a negative review on something unrelated to the content itself
It's an API so you are more than welcome to use Luwua to write out a chat-uwufyer mod
Uwu
API's are an essential part to developing and creating packages and content, without these public APIs in the CDB, you wouldn't be able to install or play the mods that depend on them
This is not a valid review of the package, that's why it's getting converted to a thread, it does pose valid criticism on what a non developer sees when they interact with so many APIs and apparently "useless" packages in the CDB, as @LMD explained already, they are an essential part of the user experience :)
Please note that reviews are meant to comment on the package contents themselves, not on CDB policy or bug/issue reporting!
Formaly warning for clarification or else I'll petition to turn this to a thread as it does not appear to be a valid reviewing of the package contents themselves, just random gibberish
Ah those are very nice as well :) I hope they get more visibility as well
Real nice, about time someone made something like "Hey Here's What You're Looking At" for Minetest :) Woork good
Nevermind! It was caused by my testing of your mods, the player_info one doesn't seem to be compatible with your game haha
Thanks, I went with a different approach that I think may satisfy you as well :)
During my testing my game crashed twice, once because I placed a block on my head, and once becasue I tried to sneak past a 2 block tall hole.
Both times the log made reference to a raytracing error, IIRC, if you need more info I'll provide it.
Too lazy to submit a formal issue in Git ATM haha
It has a very cohesive world with very well executed models and textures, it's still very fresh and lacks depth and game mechanics, it will eventually get to a point where the gameplay loop feels more compelling, but, even in the current state is worth testing out.
The mobs feel good as well, and I believe that's sign of a promising game and a capable developer, so with time I think this game has potential to become one of the best.
Enjoyable and pretty.
Editing to add: Add the "Item Physics" mor for extra enhancement
Feels good, performs good, and looks good
The relicense happened in the early birth of the model, back in 2011 IIRC, for compatibility with Minetest Game, I only included it as a fun fact, since for all practical purposes
character.b3d
is licensed under CC BY-SA 3.0 and pretty much always has been I also believe WTFPL gives the original author agency to just relicense their own work and Do What the Fuck They WantYes this you must relicense derivative work of stuff licensed under CC BY-SA 3.0 under the same license, and actively license it that way, that's what the license means by Share Alike and BY (Attribution), if you were to not include a license, or a disclaimer with attribution in case of distribution, you would be at fault and not compliant with the original license
Glad I was of help, some of it was from memory since and some of it was from the actual sources, this was like +10 years ago so I may have missed some stuff
Yeah I noticed how odd the glasses of water thing was, but never came around to thinking a better way to do it, didn't want to do the "place next to water" thing because I felt it made it way too easy
The small annoyance is the price to pay for crafting clay haha
Thanks for the review!
Hold the "use" key
If it's CC BY-SA 3.0, then it's ShareAlike and thus all subsequent iterations of character.b3d have to be licensed under that license. It would be worth it to ask MirceaKitsune and Jordach anyways
About your last sentence, Jordach did share a lot of renders and 3d stuff way way back, but in regards to the player model, I believe the original was by MirceaKitsune under WTFPL and later on relicensed to CC BY-SA 3.0 for compatibility with MTG, and the textures (plaid green shirt) were made by Jordach and later reased as "the same as Minetest Game"
Now for actual sources: MTG's player_api LICENSE file: Licenses of media (textures, models and sounds)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2011 celeron55, Perttu Ahola celeron55@gmail.com
Copyright (C) 2012 MirceaKitsune
Copyright (C) 2012 Jordach
(and many others)
MTG's player_api README file: Authors of media (textures, models and sounds)
Original model by MirceaKitsune (CC BY-SA 3.0).
Various alterations and fixes by kilbith, sofar, xunto, Rogier-5, TeTpaAka, Desour, stujones11, An0n3m0us (CC BY-SA 3.0):
character.b3d
character.blend
Jordach (CC BY-SA 3.0): character.png
celeron55, Perttu Ahola (CC BY-SA 3.0): player.png player_back.png
Hello, @Monniasza, I personally discourage negative reviews that are not related to the package contents, but now that the issue has been fixed, I encourage you to please consider converting the review to a thread
Great changes Wuzzy, I'll test out when I get some free time!
Request to move this to a thread as its more an ill-willed suggestion/issue report, than a review with valid criticism of the package
I believe the mod is not meant to represent real people/cultures. Instead it feels like it's fantasy storytelling, the same kind children think of. Doesn't feel offensive to me, just fun, some mods are just not meant to be educative ¯_(ツ)_/¯