Would be possible to add an option to disable the visible wielded item? Since either showing nodes as tiles or not they are anyway a flat item and usually players use a mod that makes wielded items to appear in 3D the mod should allow hiding them or provide an option to show them in 3D.
By my experience, it happens when there's an army of staff members. I kill one, then all of a sudden more start spawning around me till the game crashes.
Enabling Drop items on death makes nodes that I dig to drop their 3D item or what they contain (like iron or coal ores for example), is this intended because follows the option behavior or it's definitely not related?
Why does breaking the turret once the Gatlin gun is applied not also throw out the Gatlin gun? I applied one, broke it less that 5 seconds after and in less than 10 seconds I lost my valuable ingots and gems 😑.
😵. I never reached the nether world in my offline worlds though 😒😆. This means that I'll have to uninstall it? And couldn't it be just updated to fit the current mobs version 🤔? It's the first time that I face this situation on Minetest.
Heh, I was thinking several thousand years before just by looking at the character 😄. I tried it 2 different times, I played the first time with a man and the second time with a woman. Well, I expected a choice, not so randomly. Maybe a sequel can be that the exule finds magical stuff to recreate the portal to go back to its city and take revenge for being tossed away for fake accusations 😉.
You mean that if I play Mineclone I can already see character's animations as I'd like provided by default? Then can I take only the complex animations files from it and release them as mod if I'm able to do it? Just to bring them on my worlds outside Mineclone 😄.
Yeah, sorry, I didn't see Issues Tracker and then didn't even realize that I could add the issue through Source 🤦. By the way, I'm on version 5.7.0, the latest. I'm not an expert on coding but by what I read on the output looks like the problem is related to doors. They can be a problem even in real life so it's understandable if it happens even on the game 😒🚪.
Personally I tried it on CTF multiplayer and at first test here's what I experienced:
👉 swords icons on deaths logger were triple longer the default px size, but I understand if you tell me that's an original style
👉 wielded swords don't look like swords, they are too thick
👉 all textures are cool from close but watching further and further looks that I applied some undersampling, so I see much pixelation and less realism
👉 CTF is based on red versus blue but characters' textures have normal colors, no red or blue, so I can't know who are enemies and who are allies
👉 at least for now apparently, damage cobblestone and hard cobblestone blocks have default textures
👉 characters are poorly dressed
👉 character's face is damn funny 🤣
Of course this is limited to CTF for now, I still have to see how it looks on my own offline worlds 😏.
It's quite unstable, I always see character and world appearing and disappearing for a millisecond on lanes switches, mese appearing suddently at random some blocks away from the character and sometimes I lose after sliding under high barriers despite I was still clearly on sliding moment 🤷️. It's also possible to hold spacebar to jump through anything except high barriers, you must be fast on avoiding them. So you can pause the run, hybernate and resume the run again the next time, potentially an endless run 😉️.
I tried all world types and any loaded just says this:
ModError: Failed to load and run script from /home/luca/.var/app/net.minetest.Minetest/.minetest/games/agon/mods/doors/init.lua:
/app/share/minetest/builtin/game/register.lua:199: bad argument #5 to 'register_item_raw' (table expected, got string)
stack traceback:
[C]: in function 'register_item_raw'
/app/share/minetest/builtin/game/register.lua:199: in function 'register_item'
/app/share/minetest/builtin/game/register.lua:225: in function 'register_node'
...netest.Minetest/.minetest/games/agon/mods/doors/init.lua:796: in function 'register_fencegate'
...netest.Minetest/.minetest/games/agon/mods/doors/init.lua:808: in main chunk
👉️ restore Minetest default loading bar
👉️ restore main grenades and void grenades
👉️ add zoom scope to Scout's AK-47 model
👉️ make a simpler crosshair, currently it covers distant players much making aiming accurately harder
And after leveling up do I simply click right mouse button to wear any? Then I'm not aware of how seeds works, I never used this thing before on games I play 🤔. I read a description on Wikipedia but I don't know how to get specific seeds for specific places 🤷.
I remember I couldn't even wear some protections that I could craft when I could finally do it, I pressed every button of the keyboard 😗👉👉⌨😒🎹🧐, how to wear crafted protections 🤔?
Thanks for explaining, now it's much more clear. Are dragon eggs supposed to spawn a dragon after some days? I built a small lair for some dragon eggs but nothing happened 😐. I'd have liked to use those items for something but looks like I'll keep them as trophies 😏🏆😎.
👉️ fix fox behavior, acts weirdly generally when approached
👉️ set punches to deal damage to water snakes
👉️ set that water snakes shots hit the character when standing still
👉️ set that enemies knock back effect is a simple knock back, they always turn around a while once hit, it's a bit annoying to see
👉️ set that enemies always drop objects once killed, this makes fights more enjoyable otherwise no one is encouraged to fight if there's a good chance to get nothing for the effort
👉️ add recipes for gems, dragons eggs and wasps nests (potions, magical stuff/weapons and other)
👉️ disallow foxes and dragons to attack other mobs
👉️ fix stone golems that lose 1 health per second in some situations (I noticed that they have a drowning animation when happens)
It's insane, you can't take a break a while that the game yet spawns enemies all around you, wherever you go. Digging soft blocks is useless, they take too much to be dug and then anyway you lose before making a pillar to escape enemies or a simple protection all around you. To jump you use stamina, making escapes even harder. At least each punch could be damaging rather than missing. Enemies knock back on water (blue tarantulas for example) is so low that they follow you like if you're not punching them to push them away, moreover they can attack you as when running on blocks so you can just stand still, no difference.
Yellow cubes shoot bullets too fast that most of the time they hit the character so no one is encouraged to attack them, you lose more than what you can gain, assuming that they drop a meat piece of course to recover part of your life, otherwise the fight is completely worthless. A trick to kill them “more safely” 😒 is placing at least 2 blocks in front of them and killing them from a side or trapping them with blocks by creating a small block formation around them (but it's a nice tactic against almost any enemy from other mods 😉️). 4 pillars 2 blocks tall around them is enough. Bullets fly through blocks corners though so mind where you stay. Also, once enemies are hit sometimes they do a sudden dash to the character making fights risky in any way you engage them, I've fought enough to see them dash so fast that they run through the character and I find them behind him or I'm attacking them and continuously pushing them away but their glitchy movements waste my fights because they seem teleporting from a point to another. I feel that a part of a soundtrack is from Halo: Combat Evolved 🤔️.
I really like those particular sword style ⚔️, but even weapons are cool 🔫️😎️👍️. My main aim was to replace the pistol as it was quite an “undefined” model, your Desert Eagle is much better. I like the whole textures in any case though 😁️.
I like the new crosshair, great job 👍️. But I was wondering if you tested different sizes to cover even less, because the white dot is enough big to cover much distant players that are anyway close enough to be hit with rifle or pistol, probably about 50 meters far, so about 100 blocks (but mostly when aiming to players' peeking body parts, so arms 💪️, legs 🍗️ or head 👨️), I was thinking about sizes between 2 and 5 pixels or few over, really minimal 🐜️🔍️🧐️. Probably I'm suggesting a size that's approximately the size of full stops 😳️🤣️. But surely the actual crosshair doesn't cover as much as the previous one because now it hasn't the additional lines around the dot that previously could potentially hide more than 1 distant player. As sometimes I also use Miner16px your Scout's main rifle is the same of Miner16px sniper rifle (Arctic Warfare L96A1) so at the beginning it was weird and confusing 😁️. If you want, you can change it with an M4, M16, M32, AK-47, Colt M4 Carbine, AKa-75 or similar models but remembering to mount a zoom scope above their body as Scout's weapon has zoom ability while common rifles don't have it so they don't need the zoom scope. Probably there's even no need to create the whole new weapon, the mod Ranged Weapons has interesting alternatives, for example G36 that I used on Project I.G.I. 2 Covert Strike and has a built-in zoom scope so you won't even need to add it yourself, you grab the weapon to place it in your pack and it's immediately ready to use 📂️🔫️👋️😎️.
If it's a thin circle it's fine, but probably a dot is better because the circle will anyway cover the targets a bit. Even red lines of sniper rifle crosshair sometimes cover the targets, lines are a bit transparent but during night it's hard to see targets behind them.
Thanks for understanding about the loading bar, those black borders are quite off-topic and don't fit much the game art. I'd like a minimal crosshair that doesn't cover distant players otherwise aiming them clearly is a hell. Crosshair should be more visible rather than big or original. White, purple or any other color that gives it much contrast beyond colors that usually it aims at would be fine. It's personal tastes though, you can set any crosshair you want, even extremely fancy ones 🤪🤣, but the main rule about it should always be to not cover targets, mostly distant ones 🕴 🔫🧐. About iron sources, I mean that iron blocks have gray iron textures to show the players that it will give iron lumps when dug but then iron lumps are brown 😐. I'm looking forward to seeing the new pistol, the default CTF one is quite generic, I don't even know that model, and as I like weapons I know different pistol models.
My suggestions:
👉️ restore Minetest default loading animation
👉️ set iron sources of blocks in brown as iron lumps
👉️ add pistol textures
👉️ allow the use of the default crosshair, a custom one or reduce your own dot (covers distant players too much)
Done, https://github.com/minetest-mods/3d_armor/issues/140.
Would be possible to add an option to disable the visible wielded item? Since either showing nodes as tiles or not they are anyway a flat item and usually players use a mod that makes wielded items to appear in 3D the mod should allow hiding them or provide an option to show them in 3D.
YEEES, WEAPOOOONS IN MINETEST 💥🔫😎💣! But there are some typos around.
By my experience, it happens when there's an army of staff members. I kill one, then all of a sudden more start spawning around me till the game crashes.
Enabling Drop items on death makes nodes that I dig to drop their 3D item or what they contain (like iron or coal ores for example), is this intended because follows the option behavior or it's definitely not related?
Spellchecker, heh 😏? languagetool.org, it's great.
Why does breaking the turret once the Gatlin gun is applied not also throw out the Gatlin gun? I applied one, broke it less that 5 seconds after and in less than 10 seconds I lost my valuable ingots and gems 😑.
😵. I never reached the nether world in my offline worlds though 😒😆. This means that I'll have to uninstall it? And couldn't it be just updated to fit the current
mobs
version 🤔? It's the first time that I face this situation on Minetest.Do you plan to make it compatible with Minetest Game? When enabled to it it gives the error that livespectare reported on GitHub.
I always wondered why the basic game doesn't provide crafting golden items by default considering that it provides gold ore blocks.
Ok 👍
🙂👍
Heh, I was thinking several thousand years before just by looking at the character 😄. I tried it 2 different times, I played the first time with a man and the second time with a woman. Well, I expected a choice, not so randomly. Maybe a sequel can be that the exule finds magical stuff to recreate the portal to go back to its city and take revenge for being tossed away for fake accusations 😉.
What's the story? Who's the character? Is it a killer for real? What's the events era? Can we know something about it 😁?
You mean that if I play Mineclone I can already see character's animations as I'd like provided by default? Then can I take only the complex animations files from it and release them as mod if I'm able to do it? Just to bring them on my worlds outside Mineclone 😄.
Do you plan to add animations for specific body parts? So I mean splitting arms and legs in 2 parts each and make movements even more realistic.
Now character looks more human.
Yeah, sorry, I didn't see Issues Tracker and then didn't even realize that I could add the issue through Source 🤦. By the way, I'm on version 5.7.0, the latest. I'm not an expert on coding but by what I read on the output looks like the problem is related to doors. They can be a problem even in real life so it's understandable if it happens even on the game 😒🚪.
Personally I tried it on CTF multiplayer and at first test here's what I experienced:
👉 swords icons on deaths logger were triple longer the default px size, but I understand if you tell me that's an original style
👉 wielded swords don't look like swords, they are too thick
👉 all textures are cool from close but watching further and further looks that I applied some undersampling, so I see much pixelation and less realism
👉 CTF is based on red versus blue but characters' textures have normal colors, no red or blue, so I can't know who are enemies and who are allies
👉 at least for now apparently, damage cobblestone and hard cobblestone blocks have default textures
👉 characters are poorly dressed
👉 character's face is damn funny 🤣
Of course this is limited to CTF for now, I still have to see how it looks on my own offline worlds 😏.
It's quite unstable, I always see character and world appearing and disappearing for a millisecond on lanes switches, mese appearing suddently at random some blocks away from the character and sometimes I lose after sliding under high barriers despite I was still clearly on sliding moment 🤷️. It's also possible to hold spacebar to jump through anything except high barriers, you must be fast on avoiding them. So you can pause the run, hybernate and resume the run again the next time, potentially an endless run 😉️.
Why the character holds a diamond pickaxe? He just has to run. This makes me think that it's not really endless, there's something to mine 🤔.
I tried all world types and any loaded just says this:
ModError: Failed to load and run script from /home/luca/.var/app/net.minetest.Minetest/.minetest/games/agon/mods/doors/init.lua: /app/share/minetest/builtin/game/register.lua:199: bad argument #5 to 'register_item_raw' (table expected, got string) stack traceback: [C]: in function 'register_item_raw' /app/share/minetest/builtin/game/register.lua:199: in function 'register_item' /app/share/minetest/builtin/game/register.lua:225: in function 'register_node' ...netest.Minetest/.minetest/games/agon/mods/doors/init.lua:796: in function 'register_fencegate' ...netest.Minetest/.minetest/games/agon/mods/doors/init.lua:808: in main chunk
👉️ restore Minetest default loading bar
👉️ restore main grenades and void grenades
👉️ add zoom scope to Scout's AK-47 model
👉️ make a simpler crosshair, currently it covers distant players much making aiming accurately harder
And after leveling up do I simply click right mouse button to wear any? Then I'm not aware of how seeds works, I never used this thing before on games I play 🤔. I read a description on Wikipedia but I don't know how to get specific seeds for specific places 🤷.
I remember I couldn't even wear some protections that I could craft when I could finally do it, I pressed every button of the keyboard 😗👉👉⌨😒🎹🧐, how to wear crafted protections 🤔?
😲. Friendly or enemy? By the way, I killed his mother 😢.
Thanks for explaining, now it's much more clear. Are dragon eggs supposed to spawn a dragon after some days? I built a small lair for some dragon eggs but nothing happened 😐. I'd have liked to use those items for something but looks like I'll keep them as trophies 😏🏆😎.
👉️ fix fox behavior, acts weirdly generally when approached
👉️ set punches to deal damage to water snakes
👉️ set that water snakes shots hit the character when standing still
👉️ set that enemies knock back effect is a simple knock back, they always turn around a while once hit, it's a bit annoying to see
👉️ set that enemies always drop objects once killed, this makes fights more enjoyable otherwise no one is encouraged to fight if there's a good chance to get nothing for the effort
👉️ add recipes for gems, dragons eggs and wasps nests (potions, magical stuff/weapons and other)
👉️ disallow foxes and dragons to attack other mobs
👉️ fix stone golems that lose 1 health per second in some situations (I noticed that they have a drowning animation when happens)
It's insane, you can't take a break a while that the game yet spawns enemies all around you, wherever you go. Digging soft blocks is useless, they take too much to be dug and then anyway you lose before making a pillar to escape enemies or a simple protection all around you. To jump you use stamina, making escapes even harder. At least each punch could be damaging rather than missing. Enemies knock back on water (blue tarantulas for example) is so low that they follow you like if you're not punching them to push them away, moreover they can attack you as when running on blocks so you can just stand still, no difference.
Yellow cubes shoot bullets too fast that most of the time they hit the character so no one is encouraged to attack them, you lose more than what you can gain, assuming that they drop a meat piece of course to recover part of your life, otherwise the fight is completely worthless. A trick to kill them “more safely” 😒 is placing at least 2 blocks in front of them and killing them from a side or trapping them with blocks by creating a small block formation around them (but it's a nice tactic against almost any enemy from other mods 😉️). 4 pillars 2 blocks tall around them is enough. Bullets fly through blocks corners though so mind where you stay. Also, once enemies are hit sometimes they do a sudden dash to the character making fights risky in any way you engage them, I've fought enough to see them dash so fast that they run through the character and I find them behind him or I'm attacking them and continuously pushing them away but their glitchy movements waste my fights because they seem teleporting from a point to another. I feel that a part of a soundtrack is from Halo: Combat Evolved 🤔️.
I really like all those animals wandering so freely 😚️.
Loads about 30% for then blocking the whole system requesting a force-shutdown.
I really like those particular sword style ⚔️, but even weapons are cool 🔫️😎️👍️. My main aim was to replace the pistol as it was quite an “undefined” model, your Desert Eagle is much better. I like the whole textures in any case though 😁️.
New 👉️ make red cobblestone more visible
I like the new crosshair, great job 👍️. But I was wondering if you tested different sizes to cover even less, because the white dot is enough big to cover much distant players that are anyway close enough to be hit with rifle or pistol, probably about 50 meters far, so about 100 blocks (but mostly when aiming to players' peeking body parts, so arms 💪️, legs 🍗️ or head 👨️), I was thinking about sizes between 2 and 5 pixels or few over, really minimal 🐜️🔍️🧐️. Probably I'm suggesting a size that's approximately the size of full stops 😳️🤣️. But surely the actual crosshair doesn't cover as much as the previous one because now it hasn't the additional lines around the dot that previously could potentially hide more than 1 distant player. As sometimes I also use Miner16px your Scout's main rifle is the same of Miner16px sniper rifle (Arctic Warfare L96A1) so at the beginning it was weird and confusing 😁️. If you want, you can change it with an M4, M16, M32, AK-47, Colt M4 Carbine, AKa-75 or similar models but remembering to mount a zoom scope above their body as Scout's weapon has zoom ability while common rifles don't have it so they don't need the zoom scope. Probably there's even no need to create the whole new weapon, the mod Ranged Weapons has interesting alternatives, for example G36 that I used on Project I.G.I. 2 Covert Strike and has a built-in zoom scope so you won't even need to add it yourself, you grab the weapon to place it in your pack and it's immediately ready to use 📂️🔫️👋️😎️.
If it's a thin circle it's fine, but probably a dot is better because the circle will anyway cover the targets a bit. Even red lines of sniper rifle crosshair sometimes cover the targets, lines are a bit transparent but during night it's hard to see targets behind them.
Thanks for understanding about the loading bar, those black borders are quite off-topic and don't fit much the game art. I'd like a minimal crosshair that doesn't cover distant players otherwise aiming them clearly is a hell. Crosshair should be more visible rather than big or original. White, purple or any other color that gives it much contrast beyond colors that usually it aims at would be fine. It's personal tastes though, you can set any crosshair you want, even extremely fancy ones 🤪🤣, but the main rule about it should always be to not cover targets, mostly distant ones 🕴 🔫🧐. About iron sources, I mean that iron blocks have gray iron textures to show the players that it will give iron lumps when dug but then iron lumps are brown 😐. I'm looking forward to seeing the new pistol, the default CTF one is quite generic, I don't even know that model, and as I like weapons I know different pistol models.
Great textures, I like them.
My suggestions:
👉️ restore Minetest default loading animation
👉️ set iron sources of blocks in brown as iron lumps
👉️ add pistol textures
👉️ allow the use of the default crosshair, a custom one or reduce your own dot (covers distant players too much)