[Game] MineClone 2 [0.53.2]

Re: [Game] MineClone 2 [0.50.2]

Postby thomasthespacefox » Thu Mar 14, 2019 8:09 pm

Wuzzy: heads up: minetest's content browser is saying 'Unsupported file type 'zip' or broken archive.' when i try to update mineclone 2

edit: I tried downloading it off ContentDB directly and THAT didn't even work... it just took me to the contentDB homepage when i clicked 'download'.
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Re: [Game] MineClone 2 [0.50.2]

Postby Swiftpaw » Thu Mar 14, 2019 9:26 pm

thomasthespacefox wrote:Wuzzy: heads up: minetest's content browser is saying 'Unsupported file type 'zip' or broken archive.' when i try to update mineclone 2

edit: I tried downloading it off ContentDB directly and THAT didn't even work... it just took me to the contentDB homepage when i clicked 'download'.


Confirmed, I just deleted my MC2 package that I installed the other day, and then tried to re-download and install it, and got the same error. I've seen it before with other packages, too.

So this was working, but now it's broken. Other packages are installing OK.
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Version 0.51.0 is out!

Postby Wuzzy » Thu Mar 14, 2019 10:49 pm

Sigh. Apparently Content DB doesn't support Git branches. Everything must be on the master branch, apparently. Whatever, so I just go ahead and release version 0.51.0 then, to make Content DB happy.

Changelog:
  • Add German translations for a couple of mods (still WIP)
  • Fix translatability problems with a couple other mods

Edit: Version 0.51.1 is here! Fixes a crash when breeding sheep that originally got spawned by breeding.
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Re: Version 0.51.0 is out!

Postby Swiftpaw » Fri Mar 15, 2019 12:07 am

Wuzzy wrote:Sigh. Apparently Content DB doesn't support Git branches. Everything must be on the master branch, apparently. Whatever, so I just go ahead and release version 0.51.0 then, to make Content DB happy.

Changelog:
  • Add German translations for a couple of mods (still WIP)
  • Fix translatability problems with a couple other mods

Edit: Version 0.51.1 is here! Fixes a crash when breeding sheep that originally got spawned by breeding.


Fixed now, MineClone 2 is downloading fine again in the online content browser, thank you FuzzyWuzzy! :D
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Re: [Game] MineClone 2 [0.50.2]

Postby JiCeyCraft » Fri Mar 15, 2019 5:02 am

Swiftpaw wrote:
JiCeyCraft wrote:Hum, Wuzzy, the colors of the Nether are (how to say?) a bit too red-flashy for me. Can't you return to the original darker colors, please?


Wouldn't that be a texture pack problem? Try another texture pack maybe to see if that does something?


Not a bad idea... o.o
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Version 0.52.0 is out!

Postby Wuzzy » Mon Mar 18, 2019 5:39 pm

Version 0.52.0 is out! Nickname: “Das deutsche Update”!

Changelog:

  • Game has been completely translated into German, using Minetest's 5.0.0 new translation system
  • Game is now completely translatable
  • Various minor fixes in help texts
  • Improve on help system GUI
  • Noteblock: Add 24 new semitones for each non-piano sound
  • Noteblock: Add 1 new semitone for piano
  • Everyone can now read the commands in a command block

Compability warning: The GUI of chests and other blocks with an inventory has changed. It might be required to place these blocks again to fix GUI problems.

EDIT:
Version 0.52.1 is out!
This fixes a crash when players kill each other in multiplayer.
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Re: [Game] MineClone 2 [0.52.1]

Postby jjk1 » Fri Mar 22, 2019 4:23 pm

Habe einen Übersetzungsfehler gefunden:
Bildschirmfoto von 2019-03-22 17-05-51.png
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Re: [Game] MineClone 2 [0.52.1]

Postby Swiftpaw » Fri Mar 22, 2019 4:26 pm

Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?
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Re: [Game] MineClone 2 [0.52.1]

Postby jjk1 » Sat Mar 23, 2019 5:24 am

nochmal ein Übersetzungsfehler
Bildschirmfoto von 2019-03-23 06-23-55.png
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Re: [Game] MineClone 2 [0.52.1]

Postby Festus1965 » Sat Mar 23, 2019 6:32 am

Swiftpaw wrote:Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?


are you asking as a admin of a server or a gamer,
* as for last it might be nice to know what mod was updated to read that changelog, yes,
* as admin same in my mind this morning as I still test mod for memory usage, and should be seen what version/date it is.

so, as admin on side of my server I use a change at every mod (hard work) and add:
Code: Select all
print("[Mod] name (date) ver - loaded - end with "..math.floor(collectgarbage("count")).." KB")
what is hand work, it would be easier, all mod/init.lua had at start: (have seen at plantlife, but add some), but
* can easy take a copy from server start to see what, and state
* also see the amount of lua memory consuming as limited

but would be nice if all init.lua had like this at start (also updating !)
Code: Select all
local ModPack = "Plantlife" -- if part of one
local title      = "Ferns" -- former "Archae Plantae"
local version   = "0.2.1" -- if used
local lastcommit = "01.01.2018" -- date of last code change
local mname      = "ferns" -- former "archaeplantae"

and add also at end:
Code: Select all
print("[Mod] "..ModPack.." / "..title.." ("..lastcommit..") "..version.." - loaded - end with "..math.floor(collectgarbage("count")).." KB")


= getting much faster to see if new update if "new" and by keep copy of server start changes of memory like this
Code: Select all
Mem time Start with: 467
[Mod] time *(version/date) - loaded - sum: 472 KB
[Mod] sightview *(version/date) - loaded - endwith 548 KB
[Mod] no-guests *(version/date) - loaded - end with 393 KB
[Mod] lamps *(version/date) - loaded - end with 428 KB
[Mod] euban *(version/date) - loaded - end with 819 KB
[Mod] bows () - loaded - end with 598 KB
...
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Re: [Game] MineClone 2 [0.52.1]

Postby Swiftpaw » Sat Mar 23, 2019 12:50 pm

Festus1965 wrote:
Swiftpaw wrote:Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?


are you asking as a admin of a server or a gamer,
<snip>[/code]


A way to see mod versions and pending updates in both the Minetest GUI as well as from the command line on a headless server for example would be great. I know the online content browser system is new, but hopefully dealing with mod versions and updates is a planned feature. Also the GUI needs an overhaul anyway as it doesn't have any DPI scaling. Minecraft scales the GUI, so would be nice to see that in Minetest so it's not teensy tinsey text on 4K etc monitors.
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Re: [Game] MineClone 2 [0.52.1]

Postby PiggyMan32 » Sat Mar 23, 2019 8:27 pm

I love this game, I have a few suggestions to make this game even better like, being able to see whatever the other players are holding and to see if they are, for instance looking up or down, or to see if they are sneaking. It would also be cool if you could add potions and enchantments. I also found that I can't really name things would it be possible to add the ability to name any mob and the animation a bit better. As I said love what you've done so far, keep up the good work.
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Re: [Game] MineClone 2 [0.52.1]

Postby Oil_boi » Sun Mar 24, 2019 3:58 am

Wuzzy you're a genius! Now we can build mods for your game mode like nether ores! Or bolt the Aether onto your mod using the in engine float lands! I'm going to try to rewrite the main menu to use your game mode as the sole game!
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Re: [Game] MineClone 2 [0.52.1]

Postby jjk1 » Sun Mar 24, 2019 4:37 pm

"Haloween Kürbis" würde ich mit "Kürbislaterne" Übersetzen
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Postby Wuzzy » Mon Mar 25, 2019 11:57 am

Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?

Yes. You must look into the README file. Sorry, there is no other way. The update system relies on Minetest's built-in Content DB. Click on the Content tab in the main menu. Whenever there is an update for anything, there will be an update button. The update system is not automatic. For MCL2, whenever I am in active development, there is a new release roughly every week. When I am not in active development, there are no new releases except for critical bugs, maybe.

"Haloween Kürbis" würde ich mit "Kürbislaterne" Übersetzen

Ich aber nicht.

being able to see whatever the other players are holding and to see if they are, for instance looking up or down, or to see if they are sneaking. It would also be cool if you could add potions and enchantments.

All MC features up to MC 1.11 are automatically on the TODO list. These features you mentioned qualify.

I also found that I can't really name things would it be possible to add the ability to name any mob and the animation a bit better.

You must use name tags at an anvil.

A way to see mod versions and pending updates in both the Minetest GUI as well as from the command line on a headless server for example would be great. I know the online content browser system is new, but hopefully dealing with mod versions and updates is a planned feature. Also the GUI needs an overhaul anyway as it doesn't have any DPI scaling. Minecraft scales the GUI, so would be nice to see that in Minetest so it's not teensy tinsey text on 4K etc monitors.

Bother Minetest devs with that, not me.
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Version 0.53.0 is out!

Postby Wuzzy » Mon Mar 25, 2019 12:12 pm

Version 0.53.0 is out!

Changelog:
  • Fix progressive mode setting and mcl_doTileDrops settings ignoring the “off” state
  • Fix broken old formspecs of shulker box, dropper, dispenser, ender chest
  • Fix floating vines rarely being generated in jungles
  • Fix many untranslatable strings in help and some GUI dialogues (also thanks to jjk1)
  • Fix some factual mistakes and typos in help
  • Signs: Add more usable characters for signs: colon, backtick (thus completing the ASCII support), and all printable characters from Latin-1 Supplement
  • Signs: Minor tweaks for a few characters to make them more readable
  • Signs: Add replacement character if a character is unsupported
  • Signs: Close dialogue if sign is destroyed while editing
  • Bone meal now grows flowers that matches the biome
  • Grass blocks now automatically get a dry grass cover when placed/created in a dry/hot biome
  • Help: Squash many near-identical help pages into one (e.g. there is now only 1 help page for stained glass instead of 16 pages for each color)
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Re:

Postby Festus1965 » Mon Mar 25, 2019 12:27 pm

"Haloween Kürbis" würde ich mit "Kürbislaterne" Übersetzen

Wuzzy wrote:Ich aber nicht.

AbkFidBW > Kürbis, HÜ, einfach, ausgehöhlt, beleuchtet -
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Re: [Game] MineClone 2 [0.53.0]

Postby batnoob » Mon Mar 25, 2019 2:44 pm

not sure if this is a bug or not but skeletons can shoot arrows through the walls of my house and kill me
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Re: [Game] MineClone 2 [0.53.0]

Postby Oil_boi » Tue Mar 26, 2019 2:50 am

@Wuzzy I rewrote the mcl_item_entity mod so that it collects more accurately on laggy servers. Basically if you go on a server and it isn't tip top perfect you don't collect items properly and I wrote this to fix that:

Code: Select all
--basic settings
local item_drop_settings                 = {} --settings table
item_drop_settings.age                   = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
item_drop_settings.radius_magnet         = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
item_drop_settings.radius_collect        = 0.2 --radius of collection
item_drop_settings.player_collect_height = 1.0 --added to their pos y value
item_drop_settings.collection_safety     = false --do this to prevent items from flying away on laggy servers
item_drop_settings.random_item_velocity  = true --this sets random item velocity if velocity is 0
item_drop_settings.drop_single_item      = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen

item_drop_settings.magnet_time           = 0.75 -- how many seconds an item follows the player before giving up

local get_gravity = function()
   return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end

local check_pickup_achievements = function(object, player)
   local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
   if minetest.get_item_group(itemname, "tree") ~= 0 then
      awards.unlock(player:get_player_name(), "mcl:mineWood")
   elseif itemname == "mcl_mobitems:blaze_rod" then
      awards.unlock(player:get_player_name(), "mcl:blazeRod")
   elseif itemname == "mcl_mobitems:leather" then
      awards.unlock(player:get_player_name(), "mcl:killCow")
   elseif itemname == "mcl_core:diamond" then
      awards.unlock(player:get_player_name(), "mcl:diamonds")
   end
end

local enable_physics = function(object, luaentity, ignore_check)
   if luaentity.physical_state == false or ignore_check == true then
      luaentity.physical_state = true
      object:set_properties({
         physical = true
      })
      object:set_velocity({x=0,y=0,z=0})
      object:set_acceleration({x=0,y=-get_gravity(),z=0})
   end
end

local disable_physics = function(object, luaentity, ignore_check, reset_movement)
   if luaentity.physical_state == true or ignore_check == true then
      luaentity.physical_state = false
      object:set_properties({
         physical = false
      })
      if reset_movement ~= false then
         object:set_velocity({x=0,y=0,z=0})
         object:set_acceleration({x=0,y=0,z=0})
      end
   end
end

minetest.register_globalstep(function(dtime)
   for _,player in ipairs(minetest.get_connected_players()) do
      if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
         local pos = player:get_pos()
         local inv = player:get_inventory()
         local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}

         --magnet and collection
         for _,object in ipairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.radius_magnet)) do
            if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
               object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
               local collected = false
               if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then

                  -- Collection
                  if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
                     -- Ignore if itemstring is not set yet
                     if object:get_luaentity().itemstring ~= "" then
                        inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
                        minetest.sound_play("item_drop_pickup", {
                           pos = pos,
                           max_hear_distance = 16,
                           gain = 1.0,
                        })
                        check_pickup_achievements(object, player)


                        -- Destroy entity
                        -- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
                        object:get_luaentity()._removed = true
                        object:remove()
                        collected = true
                     end

                  -- Magnet
                  else
                     --move this to the front so players can see animation before collection
                     if not collected then
                        if object:get_luaentity()._magnet_timer > 1 then
                           object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
                           object:get_luaentity()._magnet_active = false
                        elseif object:get_luaentity()._magnet_timer < 0 then
                           object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
                        end
                     end

                     object:get_luaentity()._magnet_active = true
                     object:get_luaentity()._collector_timer = 0

                     -- Move object to player
                     disable_physics(object, object:get_luaentity())
                     
                     object:move_to(checkpos)

                     --fix eternally falling items
                     minetest.after(0, function(object)
                        local lua = object:get_luaentity()
                        if lua then
                           object:set_acceleration({x=0, y=0, z=0})
                        end
                     end, object)


                     --this is a safety to prevent items flying away on laggy servers
                     if item_drop_settings.collection_safety == true then
                        if object:get_luaentity().init ~= true then
                           object:get_luaentity().init = true
                           minetest.after(1, function(args)
                              local playername = args[1]
                              local player = minetest.get_player_by_name(playername)
                              local object = args[2]
                              local lua = object:get_luaentity()
                              if player == nil or not player:is_player() or object == nil or lua == nil or lua.itemstring == nil then
                                 return
                              end
                              if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
                                 inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
                                 if not object:get_luaentity()._removed then
                                    minetest.sound_play("item_drop_pickup", {
                                       pos = pos,
                                       max_hear_distance = 16,
                                       gain = 1.0,
                                    })
                                 end
                                 check_pickup_achievements(object, player)
                                 object:get_luaentity()._removed = true
                                 object:remove()
                              else
                                 enable_physics(object, object:get_luaentity())
                              end
                           end, {player:get_player_name(), object})
                        end
                     end
                  end
               end

            end
         end

      end
   end
end)

local minigroups = { "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
local basegroups = { "pickaxey", "axey", "shovely" }
local materials = { "wood", "gold", "stone", "iron", "diamond" }

-- Checks if the given node would drop its useful drop if dug by a tool
-- with the given tool capabilities. Returns true if it will yield its useful
-- drop, false otherwise.
local check_can_drop = function(node_name, tool_capabilities)
   local handy = minetest.get_item_group(node_name, "handy")
   local dig_immediate = minetest.get_item_group(node_name, "dig_immediate")
   if handy == 1 or dig_immediate == 2 or dig_immediate == 3 then
      return true
   else
      local toolgroupcaps
      if tool_capabilities then
         toolgroupcaps = tool_capabilities.groupcaps
      else
         return false
      end

      -- Compare node groups with tool capabilities
      for m=1, #minigroups do
         local minigroup = minigroups[m]
         local g = minetest.get_item_group(node_name, minigroup)
         if g ~= 0 then
            local plus = minigroup .. "_dig"
            if toolgroupcaps[plus] then
               return true
            end
         end
      end
      for b=1, #basegroups do
         local basegroup = basegroups[b]
         local g = minetest.get_item_group(node_name, basegroup)
         if g ~= 0 then
            for m=g, #materials do
               local plus = basegroup .. "_dig_"..materials[m]
               if toolgroupcaps[plus] then
                  return true
               end
            end
         end
      end

      return false
   end
end

function minetest.handle_node_drops(pos, drops, digger)
   -- NOTE: This function override allows digger to be nil.
   -- This means there is no digger. This is a special case which allows this function to be called
   -- by hand. Creative Mode is intentionally ignored in this case.

   local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
   if (digger ~= nil and minetest.settings:get_bool("creative_mode")) or doTileDrops == false then
      return
   end

   -- Check if node will yield its useful drop by the digger's tool
   local dug_node = minetest.get_node(pos)
   local toolcaps
   if digger ~= nil then
      local tool = digger:get_wielded_item()
      toolcaps = tool:get_tool_capabilities()

      if not check_can_drop(dug_node.name, toolcaps) then
         return
      end
   end

   --[[ Special node drops when dug by shears by reading _mcl_shears_drop
   from the node definition.
   Definition of _mcl_shears_drop:
   * true: Drop itself when dug by shears
   * table: Drop every itemstring in this table when dub by shears
   ]]
   local nodedef = minetest.registered_nodes[dug_node.name]
   if toolcaps ~= nil and toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then
      if nodedef._mcl_shears_drop == true then
         drops = { dug_node.name }
      else
         drops = nodedef._mcl_shears_drop
      end
   end

   for _,item in ipairs(drops) do
      local count
      if type(item) == "string" then
         count = ItemStack(item):get_count()
      else
         count = item:get_count()
      end
      local drop_item = ItemStack(item)
      drop_item:set_count(1)
      for i=1,count do
         local obj = core.add_item(pos, drop_item)
         if obj ~= nil then
            local x = math.random(1, 5)
            if math.random(1,2) == 1 then
               x = -x
            end
            local z = math.random(1, 5)
            if math.random(1,2) == 1 then
               z = -z
            end
            obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
         end
      end
   end
end

-- Drop single items by default
function minetest.item_drop(itemstack, dropper, pos)
   if dropper and dropper:is_player() then
      local v = dropper:get_look_dir()
      local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
      local cs = itemstack:get_count()
      if dropper:get_player_control().sneak then
         cs = 1
      end
      local item = itemstack:take_item(cs)
      local obj = core.add_item(p, item)
      if obj then
         v.x = v.x*4
         v.y = v.y*4 + 2
         v.z = v.z*4
         obj:set_velocity(v)
         -- Force collection delay
         obj:get_luaentity()._insta_collect = false
         return itemstack
      end
   end
end

--modify builtin:item

local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
if not time_to_live then
   time_to_live = 300
end

core.register_entity(":__builtin:item", {
   initial_properties = {
      hp_max = 1,
      physical = true,
      collide_with_objects = false,
      collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
      pointable = false,
      visual = "wielditem",
      visual_size = {x = 0.4, y = 0.4},
      textures = {""},
      spritediv = {x = 1, y = 1},
      initial_sprite_basepos = {x = 0, y = 0},
      is_visible = false,
      infotext = "",
   },

   -- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
   -- The itemstring MUST be set immediately to a non-empty string after creating the entity.
   -- The hand is NOT permitted as dropped item. ;-)
   -- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
   itemstring = '',

   -- If true, item will fall
   physical_state = true,

   -- If item entity is currently flowing in water
   _flowing = false,

   -- Number of seconds this item entity has existed so far
   age = 0,

   set_item = function(self, itemstring)
      self.itemstring = itemstring
      if self.itemstring == "" then
         -- item not yet known
         return
      end
      local stack = ItemStack(itemstring)
      local count = stack:get_count()
      local max_count = stack:get_stack_max()
      if count > max_count then
         count = max_count
         self.itemstring = stack:get_name().." "..max_count
      end
      local s = 0.2 + 0.1 * (count / max_count)
      local c = s
      local itemtable = stack:to_table()
      local itemname = nil
      local description = ""
      if itemtable then
         itemname = stack:to_table().name
      end
      local item_texture = nil
      local item_type = ""
      if core.registered_items[itemname] then
         item_texture = core.registered_items[itemname].inventory_image
         item_type = core.registered_items[itemname].type
         description = core.registered_items[itemname].description
      end
      local prop = {
         is_visible = true,
         visual = "wielditem",
         textures = {itemname},
         visual_size = {x = s, y = s},
         collisionbox = {-c, -c, -c, c, c, c},
         automatic_rotate = math.pi * 0.5,
         infotext = description,
      }
      self.object:set_properties(prop)
      if item_drop_settings.random_item_velocity == true then
         minetest.after(0, function(self)
            if not self or not self.object or not self.object:get_luaentity() then
               return
            end
            local vel = self.object:get_velocity()
            if vel and vel.x == 0 and vel.z == 0 then
               local x = math.random(1, 5)
               if math.random(1,2) == 1 then
                  x = -x
               end
               local z = math.random(1, 5)
               if math.random(1,2) == 1 then
                  z = -z
               end
               local y = math.random(2,4)
               self.object:set_velocity({x=1/x, y=y, z=1/z})
            end
         end, self)
      end

   end,

   get_staticdata = function(self)
      return core.serialize({
         itemstring = self.itemstring,
         always_collect = self.always_collect,
         age = self.age,
         _insta_collect = self._insta_collect,
         _flowing = self._flowing,
         _removed = self._removed,
      })
   end,

   on_activate = function(self, staticdata, dtime_s)
      if string.sub(staticdata, 1, string.len("return")) == "return" then
         local data = core.deserialize(staticdata)
         if data and type(data) == "table" then
            self.itemstring = data.itemstring
            self.always_collect = data.always_collect
            if data.age then
               self.age = data.age + dtime_s
            else
               self.age = dtime_s
            end
            --remember collection data
            -- If true, can collect item without delay
            self._insta_collect = data._insta_collect
            self._flowing = data._flowing
            self._removed = data._removed
         end
      else
         self.itemstring = staticdata
      end
      if self._removed then
         self._removed = true
         self.object:remove()
         return
      end
      if self._insta_collect == nil then
         -- Intentionally default, since delayed collection is rare
         self._insta_collect = true
      end
      if self._flowing == nil then
         self._flowing = false
      end
      self._magnet_timer = 0
      self._magnet_active = false
      -- How long ago the last possible collector was detected. nil = none in this session
      self._collector_timer = nil
      -- Used to apply additional force
      self._force = nil
      self._forcestart = nil
      self._forcetimer = 0

      self.object:set_armor_groups({immortal = 1})
      self.object:set_velocity({x = 0, y = 2, z = 0})
      self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
      self:set_item(self.itemstring)
   end,

   try_merge_with = function(self, own_stack, object, entity)
      if self.age == entity.age or entity._removed then
         -- Can not merge with itself and remove entity
         return false
      end

      local stack = ItemStack(entity.itemstring)
      local name = stack:get_name()
      if own_stack:get_name() ~= name or
            own_stack:get_meta() ~= stack:get_meta() or
            own_stack:get_wear() ~= stack:get_wear() or
            own_stack:get_free_space() == 0 then
         -- Can not merge different or full stack
         return false
      end

      local count = own_stack:get_count()
      local total_count = stack:get_count() + count
      local max_count = stack:get_stack_max()

      if total_count > max_count then
         return false
      end
      -- Merge the remote stack into this one

      local pos = object:get_pos()
      pos.y = pos.y + ((total_count - count) / max_count) * 0.15
      self.object:move_to(pos)

      self.age = 0 -- Handle as new entity
      own_stack:set_count(total_count)
      self:set_item(own_stack:to_string())

      entity._removed = true
      object:remove()
      return true
   end,

   on_step = function(self, dtime)
      if self._removed then
         return
      end
      self.age = self.age + dtime
      if self._collector_timer ~= nil then
         self._collector_timer = self._collector_timer + dtime
      end
      if time_to_live > 0 and self.age > time_to_live then
         self._removed = true
         self.object:remove()
         return
      end
      -- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
      -- otherwise there might have some data corruption.
      if self.itemstring == "" then
         minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
         self._removed = true
         self.object:remove()
      end

      local p = self.object:get_pos()
      local node = core.get_node_or_nil(p)
      local in_unloaded = (node == nil)

      -- If no collector was found for a long enough time, declare the magnet as disabled
      if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
         self._magnet_active = false
         enable_physics(self.object, self)
         return
      end
      if in_unloaded then
         -- Don't infinetly fall into unloaded map
         disable_physics(self.object, self)
         return
      end

      -- Destroy item in lava, fire or special nodes
      local nn = node.name
      local def = minetest.registered_nodes[nn]
      local lg = minetest.get_item_group(nn, "lava")
      local fg = minetest.get_item_group(nn, "fire")
      local dg = minetest.get_item_group(nn, "destroys_items")
      if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
         if dg ~= 2 then
            minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
         end
         self._removed = true
         self.object:remove()
         return
      end

      -- Push item out when stuck inside solid opaque node
      if def and def.walkable and def.groups and def.groups.opaque == 1 then
         local shootdir
         local cx = p.x % 1
         local cz = p.z % 1
         local order = {}

         -- First prepare the order in which the 4 sides are to be checked.
         -- 1st: closest
         -- 2nd: other direction
         -- 3rd and 4th: other axis
         local cxcz = function(o, cw, one, zero)
            if cw > 0 then
               table.insert(o, { [one]=1, y=0, [zero]=0 })
               table.insert(o, { [one]=-1, y=0, [zero]=0 })
            else
               table.insert(o, { [one]=-1, y=0, [zero]=0 })
               table.insert(o, { [one]=1, y=0, [zero]=0 })
            end
            return o
         end
         if math.abs(cx) > math.abs(cz) then
            order = cxcz(order, cx, "x", "z")
            order = cxcz(order, cz, "z", "x")
         else
            order = cxcz(order, cz, "z", "x")
            order = cxcz(order, cx, "x", "z")
         end

         -- Check which one of the 4 sides is free
         for o=1, #order do
            local nn = minetest.get_node(vector.add(p, order[o])).name
            local def = minetest.registered_nodes[nn]
            if def and def.walkable == false and nn ~= "ignore" then
               shootdir = order[o]
               break
            end
         end
         -- If none of the 4 sides is free, shoot upwards
         if shootdir == nil then
            shootdir = { x=0, y=1, z=0 }
            local nn = minetest.get_node(vector.add(p, shootdir)).name
            if nn == "ignore" then
               -- Do not push into ignore
               return
            end
         end

         -- Set new item moving speed accordingly
         local newv = vector.multiply(shootdir, 3)
         self.object:set_acceleration({x = 0, y = 0, z = 0})
         self.object:set_velocity(newv)

         disable_physics(self.object, self, false, false)

         if shootdir.y == 0 then
            self._force = newv
            p.x = math.floor(p.x)
            p.y = math.floor(p.y)
            p.z = math.floor(p.z)
            self._forcestart = p
            self._forcetimer = 1
         end
         return
      end

      -- This code is run after the entity got a push from above “push away” code.
      -- It is responsible for making sure the entity is entirely outside the solid node
      -- (with its full collision box), not just its center.
      if self._forcetimer > 0 then
         local cbox = self.object:get_properties().collisionbox
         local ok = false
         if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
         elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
         elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
         elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
         -- Item was successfully forced out. No more pushing
         if ok then
            self._forcetimer = -1
            self._force = nil
            enable_physics(self.object, self)
         else
            self._forcetimer = self._forcetimer - dtime
         end
         return
      elseif self._force then
         self._force = nil
         enable_physics(self.object, self)
         return
      end

      -- Move item around on flowing liquids
      if def and def.liquidtype == "flowing" then

         --[[ Get flowing direction (function call from flowlib), if there's a liquid.
         NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
         Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
         local vec = flowlib.quick_flow(p, node)
         -- Just to make sure we don't manipulate the speed for no reason
         if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
            -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
            local f = 1.39
            -- Set new item moving speed into the direciton of the liquid
            local newv = vector.multiply(vec, f)
            self.object:set_acceleration({x = 0, y = 0, z = 0})
            self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})

            self.physical_state = true
            self._flowing = true
            self.object:set_properties({
               physical = true
            })
            return
         end
      elseif self._flowing == true then
         -- Disable flowing physics if not on/in flowing liquid
         self._flowing = false
         enable_physics(self.object, self, true)
         return
      end

      -- If node is not registered or node is walkably solid and resting on nodebox
      local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
      local v = self.object:get_velocity()

      if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
         if self.physical_state then
            local own_stack = ItemStack(self.object:get_luaentity().itemstring)
            -- Merge with close entities of the same item
            for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
               local obj = object:get_luaentity()
               if obj and obj.name == "__builtin:item"
                     and obj.physical_state == false then
                  if self:try_merge_with(own_stack, object, obj) then
                     return
                  end
               end
            end
            disable_physics(self.object, self)
         end
      else
         if self._magnet_active == false then
            enable_physics(self.object, self)
         end
      end
   end,

   -- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
})

if minetest.settings:get_bool("log_mods") then
   minetest.log("action", "mcl_item_entity loaded")
end


And then theres this pastebin so you can read it more clearly:
https://pastebin.com/5MXy7txD

Basically a simple change:
  • I moved the vector from a halfway point to an instant movement to prevent lag from miscommunication client to server. (Line 107)

When you mine stuff it instantly gets put into your inventory, and when you collect dropped items it has a nice quick animation and it instantly gets added to your inventory when it's done. Much more reliable with lag! :D
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Re: [Game] MineClone 2 [0.53.0]

Postby Wuzzy » Tue Mar 26, 2019 9:26 am

Thanks, Oil_boi. Added!
Wuzzy
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Re: [Game] MineClone 2 [0.53.0]

Postby Oil_boi » Wed Mar 27, 2019 7:27 am

@Wuzzy, I found a glitch. If your inventory is full the items that are around you within the item magnet will permanently be in the do_not_collect state, or whatever the variable is, and you cannot collect them until the server restarts. I'll look into the code tomorrow to see what's happening then I'll post the fix if someone does not fix it before me.
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Re: [Game] MineClone 2 [0.53.0]

Postby BlazeGamingUnltd » Sat Mar 30, 2019 9:57 am

Whenever I try to run Mineclone 2, it loads up till Item definitions then crashes.
Can anyone tell me why?
Link here:
https://imgur.com/vckJdii

PLEASE! for my Youtube channel!
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Re: [Game] MineClone 2 [0.53.0]

Postby texmex » Sat Mar 30, 2019 11:08 am

BlazeGamingUnltd wrote:Whenever I try to run Mineclone 2, it loads up till Item definitions then crashes.
Can anyone tell me why?
Link here:
https://imgur.com/vckJdii

You need to provide information about the specific error.
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Re: [Game] MineClone 2 [0.53.0]

Postby Wuzzy » Sat Mar 30, 2019 11:42 am

@BlazeGamingUnltd: I like to help, but I need more information.
Specifically, please run MineClone 2 again, wait for the crash, then copy the last 100 lines in the file debug.txt.
Also, which world type did you try? Does it crash with new versions as well?
You can find debug.txt in your Minetest directory.

Do you run Minetest 5.0.0? If not, then I do not give any guarantee that MineClone 2 runs.

I we can resolve your problem. I am always excited to hear of new MineClone 2 videos being released.

@Oil_boi: Whoops. Well, luckily that one is not in a release yet … Haha.
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MineClone 0.53.1 released!

Postby Wuzzy » Mon Apr 01, 2019 9:16 am

MineClone 0.53.1 released!

Changelog:
  • Lightning glows in the dark
  • Hoes now respect protection when trying to till land
  • Shovels now respect protection when trying to turn grass blocks into grass paths

@Oil_boi: I reverted your item entity commit as broken. Sorry.
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