Merge XP and Enchanting from Crafter-minetest #841

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opened 2020-10-19 15:13:55 +02:00 by kay27 · 22 comments
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@Wuzzy please revise possibility of merging https://git.minetest.land/Wuzzy/MineClone2/src/branch/enchanting https://git.minetest.land/Wuzzy/MineClone2/commit/a127136c6065a13a3125b35e5e448c5a817a365f
kay27 added the
nodes
gameplay
GUI/HUD
contribution inside
items
labels 2020-10-19 15:13:55 +02:00
kay27 changed title from @Wuzzy please revise the possibility of merging https://git.minetest.land/Wuzzy/MineClone2/src/branch/enchanting to Merge Enchanting from Crafter-minetest 2020-10-19 20:59:30 +02:00
kay27 changed title from Merge Enchanting from Crafter-minetest to Merge XP and Enchanting from Crafter-minetest 2020-10-19 21:00:01 +02:00

I already made enchanting: https://github.com/EliasFleckenstein03/mcl_enchanting
My version is way closer to the original, but it'll need to rewrite it so most of the enchantments are done using item metadata in favor of static itemdefs (some enchants like efficiency need to be static tho) and make it possible to apply multible enchants to an item.

I suggest that we take the XP from crafter and the enchanting from my mod (I'll work on it in the next time).

I already made enchanting: https://github.com/EliasFleckenstein03/mcl_enchanting My version is way closer to the original, but it'll need to rewrite it so most of the enchantments are done using item metadata in favor of static itemdefs (some enchants like efficiency need to be static tho) and make it possible to apply multible enchants to an item. I suggest that we take the XP from crafter and the enchanting from my mod (I'll work on it in the next time).
Author
Contributor

This file is the only Crafter enchanting stuff, no prob to replace it. I planned to improve it further (yesterday I made some textures, 1изображение, 2изображение and minor code change) so thank you for informing about your work, I will better add pistons protection and node timers support.

Please write if I can help you somehow with the mod, really can't wait to test it, it looks more fundamental than this one.

[This file](https://git.minetest.land/Wuzzy/MineClone2/src/branch/enchanting/mods/ITEMS/mcl_tools/enchanting.lua) is the only Crafter enchanting stuff, no prob to replace it. I planned to improve it further (yesterday I made some textures, [1](https://git.minetest.land/kay27/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/textures/enchantment_top.png)![изображение](/attachments/cbb8ad8b-9f48-499f-8a48-ed4ff4b3803b), [2](https://git.minetest.land/kay27/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/textures/enchantment_side.png)![изображение](/attachments/4c78d120-df3f-4732-a7e6-43eb5fb1e771) and [minor code change](https://git.minetest.land/kay27/MineClone2/commit/a77b269d2bcf2f26fe3ed4f0607d172341db462a)) so thank you for informing about your work, I will better add pistons [protection and node timers support](https://git.minetest.land/Wuzzy/MineClone2/issues/839#issuecomment-11419). Please write if I can help you somehow with the mod, really can't wait to test it, it looks more fundamental than this one.
Member

Nice, thanks. I propose to only focus on the experience in this branch and ignore the enchantment table. That way, the enchanting table can be developed independently.

Problems:

The /xp command spawns entities instead of adding the XP directly. This can lead to problems if you specify a huge number.
The /xp command does not support negative numbers to reduce your XP.
/xp MyName does not work.
Player should keep experience when mcl_keepInventory=true.

I suggest to grant the XP directly with the /xp command instead of dropping orbs. It's better for performance.

I suggest to use xp as group name instead of experience because it's needed so often.

I like the enchanting table texture, it is better than that of Pixel Perfection.

To determine the gravity, please use tonumber(minetest.settings:get("movement_gravity"))) or 9.81.

Please use z_level for all HUD elements (see lua_api.txt) to make sure the HUDs are rendered in correct order.

local
minetest,math,vector,os,pairs,type
=
minetest,math,vector,os,pairs,type

WTF?!

minetest.hud_replace_builtin("health",{

mcl_experience is not the place to replace the health HUD bar, it should not be part of the branch.

for MineClone 2 under GNU GENERAL PUBLIC LICENSE.

Please specify the license version.

local storage = minetest.get_mod_storage()

Is there any reason why XP are stored in mod storage instead of per-player meta? Did you test the performance of the two options and compare?

Final note: A hint for you: For development, set chat_log_level to "warning". This will post warnings in your chat, so you will catch them immediately.

Nice, thanks. I propose to only focus on the experience in this branch and ignore the enchantment table. That way, the enchanting table can be developed independently. Problems: The `/xp` command spawns entities instead of adding the XP directly. This can lead to problems if you specify a huge number. The `/xp` command does not support negative numbers to reduce your XP. `/xp MyName` does not work. Player should keep experience when `mcl_keepInventory=true`. I suggest to grant the XP directly with the `/xp` command instead of dropping orbs. It's better for performance. I suggest to use `xp` as group name instead of `experience` because it's needed so often. I like the enchanting table texture, it is better than that of Pixel Perfection. To determine the gravity, please use `tonumber(minetest.settings:get("movement_gravity"))) or 9.81`. Please use `z_level` for all HUD elements (see `lua_api.txt`) to make sure the HUDs are rendered in correct order. ``` local minetest,math,vector,os,pairs,type = minetest,math,vector,os,pairs,type ``` WTF?! ``` minetest.hud_replace_builtin("health",{ ``` `mcl_experience` is not the place to replace the health HUD bar, it should not be part of the branch. ``` for MineClone 2 under GNU GENERAL PUBLIC LICENSE. ``` Please specify the license version. ``` local storage = minetest.get_mod_storage() ``` Is there any reason why XP are stored in mod storage instead of per-player meta? Did you test the performance of the two options and compare? Final note: A hint for you: For development, set `chat_log_level` to `"warning"`. This will post warnings in your chat, so you will catch them immediately.
Author
Contributor

Some things of listed by you are pretty clear for me, but I need a day or two to understand and implement/fix the others.

Is there any reason why XP are stored in mod storage instead of per-player meta? Did you test the performance of the two options and compare?

I shall test it because I have the same questions. Yes it is odd and controversal but I kept it just because 'why not', I belive, if Crafter will further improved, it might be useful to keep some principals of the code... These ideas came to me when I explored the differences of mesecons...

local
minetest,math,vector,os,pairs,type
=
minetest,math,vector,os,pairs,type

WTF?!

I think it's related to this part of Lua docs:

"A common idiom in Lua is

    local foo = foo

This code creates a local variable, foo, and initializes it with the value of the global variable foo. That idiom is useful when the chunk needs to preserve the original value of foo even if later some other function changes the value of the global foo; it also speeds up access to foo."

Have no idea whether it can speed up the something in Minetest, so I'll check it too and report.

Some things of listed by you are pretty clear for me, but I need a day or two to understand and implement/fix the others. > Is there any reason why XP are stored in mod storage instead of per-player meta? Did you test the performance of the two options and compare? I shall test it because I have the same questions. Yes it is odd and controversal but I kept it just because 'why not', I belive, if Crafter will further improved, it might be useful to keep some principals of the code... These ideas came to me when I explored the differences of mesecons... > ``` > local > minetest,math,vector,os,pairs,type > = > minetest,math,vector,os,pairs,type > ``` > > WTF?! I think it's related to [this](https://www.lua.org/pil/4.2.html) part of Lua docs: _"A common idiom in Lua is_ ``` local foo = foo ``` _This code creates a local variable, foo, and initializes it with the value of the global variable foo. That idiom is useful when the chunk needs to preserve the original value of foo even if later some other function changes the value of the global foo; it also speeds up access to foo."_ Have no idea whether it can speed up the something in Minetest, so I'll check it too and report.

yesterday I made some textures

Doesn't MineClone use the textures from the Pixel Perfection Texture Pack?

> yesterday I made some textures Doesn't MineClone use the textures from the Pixel Perfection Texture Pack?

I just read the other issue about enchanting and found out about the set_tool_capabilities method for ItemStacks. This makes things so much easier ... I'll not start working on it right now tho as I got exams next week (I'm 15 and have school).

The only thing I dont know yet is how can durability be dynamically implemented.

It would be kinda useful if End Crystals get merged before I start the work on enchantments so I can just use my fork of MineClone for the enchanting thingy. (I origially wanted to wait until End Crystals are done before I open an issue about enchanting.)

Also, should I include the Crafter XP in my fork or will that be done by one of you?

I just read the other issue about enchanting and found out about the `set_tool_capabilities` method for ItemStacks. This makes things so much easier ... I'll not start working on it right now tho as I got exams next week (I'm 15 and have school). The only thing I dont know yet is how can durability be dynamically implemented. It would be kinda useful if End Crystals get merged before I start the work on enchantments so I can just use my fork of MineClone for the enchanting thingy. (I origially wanted to wait until End Crystals are done before I open an issue about enchanting.) Also, should I include the Crafter XP in my fork or will that be done by one of you?
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Contributor

@Wuzzy

Is there any reason why XP are stored in mod storage instead of per-player meta? Did you test the performance of the two options and compare?

Per-player meta is faster or sometimes they have equal performance, I ran 10000 load/save iterations 20 times, accessing the mod storage was never faster, so I change it to player's meta.

player_meta,us:	166648
mod_storage,us:	287396
player_meta,us:	119269
mod_storage,us:	162140
...

Maybe it is because of string concatenating with "xp_level" and etc. I didn't try to remove it.

@EliasFleckenstein03

Also, should I include the Crafter XP in my fork or will that be done by one of you?

I like merging :) Fixing things mentioned above is about 75% ready. I debug and explore z-level. But I don't think it has any meaning because there won't be problems with merging further unless you change the stuff that I change, and vise versa. I'm not planning to touch enchanting for now, respecting your work, and I wish you a good luck with exams.

@Wuzzy

local
minetest,math,vector,os,pairs,type
=
minetest,math,vector,os,pairs,type

WTF?!

At least this code speedifies the execution for me:

local registered_nodes
minetest.register_on_mods_loaded(function()
	registered_nodes = minetest.registered_nodes
end)

I ran two blocks of code and compared the results:

		ta = {"mcl_core:obsidian", "mcl_tools:sword_diamond", "wedqwedwed", "", "mcl_tools:wefwedwed"}
		local a1 = minetest.get_us_time()
		for i=1,100000 do
			local q = minetest.registered_nodes[ta[i%5 + 1]]
			if q then
				q = 1
			end
		end
		local a2 = minetest.get_us_time()
		minetest.chat_send_all("minetest.registered_nodes: "..tostring(a2-a1))
		ta = {"mcl_core:obsidian", "mcl_tools:sword_diamond", "wedqwedwed", "", "mcl_tools:wefwedwed"}
		local a1 = minetest.get_us_time()
		for i=1,100000 do
			local q = registered_nodes[ta[i%5 + 1]]
			if q then
				q = 1
			end
		end
		local a2 = minetest.get_us_time()
		minetest.chat_send_all("local registered_nodes: "..tostring(a2-a1))

image

Local version is faster almost all the time. Maybe because of the shorter name? :)

@Wuzzy > Is there any reason why XP are stored in mod storage instead of per-player meta? Did you test the performance of the two options and compare? Per-player meta is faster or sometimes they have equal performance, I ran 10000 load/save iterations 20 times, accessing the mod storage was never faster, so I change it to player's meta. ``` player_meta,us: 166648 mod_storage,us: 287396 player_meta,us: 119269 mod_storage,us: 162140 ... ``` _Maybe it is because of string concatenating with "xp_level" and etc. I didn't try to remove it._ @EliasFleckenstein03 > Also, should I include the Crafter XP in my fork or will that be done by one of you? I like merging :) Fixing things mentioned above is about 75% ready. I debug and explore z-level. But I don't think it has any meaning because there won't be problems with merging further unless you change the stuff that I change, and vise versa. I'm not planning to touch enchanting for now, respecting your work, and I wish you a good luck with exams. @Wuzzy > ``` > local > minetest,math,vector,os,pairs,type > = > minetest,math,vector,os,pairs,type > ``` > > WTF?! At least this code speedifies the execution for me: ``` local registered_nodes minetest.register_on_mods_loaded(function() registered_nodes = minetest.registered_nodes end) ``` I ran two blocks of code and compared the results: ``` ta = {"mcl_core:obsidian", "mcl_tools:sword_diamond", "wedqwedwed", "", "mcl_tools:wefwedwed"} local a1 = minetest.get_us_time() for i=1,100000 do local q = minetest.registered_nodes[ta[i%5 + 1]] if q then q = 1 end end local a2 = minetest.get_us_time() minetest.chat_send_all("minetest.registered_nodes: "..tostring(a2-a1)) ``` ``` ta = {"mcl_core:obsidian", "mcl_tools:sword_diamond", "wedqwedwed", "", "mcl_tools:wefwedwed"} local a1 = minetest.get_us_time() for i=1,100000 do local q = registered_nodes[ta[i%5 + 1]] if q then q = 1 end end local a2 = minetest.get_us_time() minetest.chat_send_all("local registered_nodes: "..tostring(a2-a1)) ``` ![image](/attachments/f3c9bde2-3f77-4272-8bf4-c39582ef75fe) Local version is faster almost all the time. Maybe because of the shorter name? :)
Author
Contributor

Code marked as WTF by Wuzzy is actually useless, it doesn't produce any speedups.
I pushed the update to the branch, 290893355b

I think I added everything but:

I suggest to use xp as group name instead of experience because it’s needed so often.

and not debugged too much for now, but playable.

I've got a question. For enchanting, do we need to manipulate the level or xp value which is significally greater? Or both of them? I'll read the wiki later

Code marked as WTF by Wuzzy is actually useless, it doesn't produce any speedups. I pushed the update to the branch, https://git.minetest.land/Wuzzy/MineClone2/commit/290893355b8b6b896b1335f4a3d5ab83b5b9a5ab I think I added everything but: > I suggest to use xp as group name instead of experience because it’s needed so often. and not debugged too much for now, but playable. I've got a question. For enchanting, do we need to manipulate the ```level``` or ```xp``` value which is significally greater? Or both of them? I'll read the wiki later
Member

OK, I have merged the experience mechanism, but with changes:

  • Hard-cap player XP at 2^31-1 (apparently, integers in player meta do not support larger values)
  • Fix /xp description/syntaxhelp
  • Remove enchantment table (because I expect a new implementation of it anyway)
  • Use a single hud_add for the level text and the XP bar each

I keep this issue open in case there is still something you want to say or do.

For enchanting, do we need to manipulate the level or xp value which is significally greater?

As only the xp is stored in player meta, I recommend only touching the xp value. The level is directly derived from the total XP count, so storing the level as well would be redundant.

But since enchantments cost levels, not XP, I think a good solution would be to write a helper function does the neccessary calculations for "paying" a specific number of levels for a given player.

OK, I have merged the experience mechanism, but with changes: * Hard-cap player XP at 2^31-1 (apparently, integers in player meta do not support larger values) * Fix /xp description/syntaxhelp * Remove enchantment table (because I expect a new implementation of it anyway) * Use a single `hud_add` for the level text and the XP bar each I keep this issue open in case there is still something you want to say or do. > For enchanting, do we need to manipulate the level or xp value which is significally greater? As only the `xp` is stored in player meta, I recommend only touching the `xp` value. The level is directly derived from the total XP count, so storing the level as well would be redundant. But since enchantments cost levels, not XP, I think a good solution would be to write a helper function does the neccessary calculations for "paying" a specific number of levels for a given player.
Author
Contributor

Great!
I was too stupid and updated the branch too, with leftovers of the things mentioned above, 30d9e54803
It's kinda wooops :) Anyway I'm taking a pause for some hours for sleeping... Hope it will be not as hard to merge later...
By the way I checked the wiki, we should use:

mcl_experience.get_player_xp_level(player)
mcl_experience.set_player_xp_level(player, level)

from outer mods. Don't consider XP, only the level.

Best regards.

P. S. I'd like to fix furnaces the same way as /xp command does, to update player experience directly without dropping the orbs, and the wiki says:

  • Smelting any ore yields some experience, but normally only iron, gold, nether gold, and ancient debris are worthwhile. For all other ores, mining them is better.
  • Moderate amounts are gained by smelting/cooking other materials: food, clay balls or blocks, cactus, wood logs, sand, or cobblestone, cactus giving the most.
  • The smelted material must be taken from the furnace through its GUI window. If the player uses a hopper to unload the furnace, it is possible to retrieve all experience produced by the furnace by smelting an extra item and taking it from the GUI. Dumping the contents by breaking the furnace drops all stored experience as collectable experience orbs.
    So @Wuzzy couldn't you please maybe give a name for some additional group for these purposes? I'm not pretty sure but how else it could be done :)
Great! I was too stupid and updated the branch too, with leftovers of the things mentioned above, https://git.minetest.land/Wuzzy/MineClone2/commit/30d9e54803b5d71ae7b5dad72644b911e12593a9 It's kinda _wooops :)_ Anyway I'm taking a pause for some hours for sleeping... Hope it will be not as hard to merge later... By the way I checked the wiki, we should use: ``` mcl_experience.get_player_xp_level(player) mcl_experience.set_player_xp_level(player, level) ``` from outer mods. Don't consider XP, only the level. Best regards. P. S. I'd like to fix furnaces the same way as ```/xp``` command does, to update player experience directly without dropping the orbs, and the wiki says: + _Smelting any ore yields some experience, but normally only iron, gold, nether gold, and ancient debris are worthwhile. For all other ores, mining them is better._ + _Moderate amounts are gained by smelting/cooking other materials: food, clay balls or blocks, cactus, wood logs, sand, or cobblestone, cactus giving the most._ + _The smelted material must be taken from the furnace through its GUI window. If the player uses a hopper to unload the furnace, it is possible to retrieve all experience produced by the furnace by smelting an extra item and taking it from the GUI. Dumping the contents by breaking the furnace drops all stored experience as collectable experience orbs._ So @Wuzzy couldn't you please maybe give a name for some additional group for these purposes? I'm not pretty sure but how else it could be done :)
Member

So I have merged the rest. And I noticed mining ores doesn't drop XP, neither in Creative Mode or non-Creative Mode.

As for furnaces: No, let them drop XP orbs, for consistency.

The reason why I requested to prevent XP orb drop with /xp was prevent excessive entity spawning.

So I have merged the rest. And I noticed mining ores doesn't drop XP, neither in Creative Mode or non-Creative Mode. As for furnaces: No, let them drop XP orbs, for consistency. The reason why I requested to prevent XP orb drop with `/xp` was prevent excessive entity spawning.
Author
Contributor

And I did some tiny leftovers :) Really I like the speed of you work. Much better than it is in Minetest repo. Thank you for that.
Mining ores (iron and gold) revoked according the wiki and MC but didn't you try to dig coal or redstone? - They're okay for me.

And I did some tiny leftovers :) Really I like the speed of you work. Much better than it is in Minetest repo. Thank you for that. Mining ores (iron and gold) revoked according the wiki and MC but didn't you try to dig coal or redstone? - They're okay for me.
Author
Contributor

As only the xp is stored in player meta, I recommend only touching the xp value. The level is directly derived from the total XP count, so storing the level as well would be redundant.

But since enchantments cost levels, not XP, I think a good solution would be to write a helper function does the neccessary calculations for "paying" a specific number of levels for a given player.

Exactly.
@EliasFleckenstein03 please use:

mcl_experience.get_player_xp_level(player)
mcl_experience.set_player_xp_level(player, level)

I'm not too much happy that temp_pool.bar_step is float now, I'd prefer it would be int for integer calculation with some additional variable to check with and move the bar forward on excess, but I don't want to make it right now, it can make the code less clear, maybe later. @Wuzzy you may close the issue and delete 'enchanting' branch if you want.

P. S. Furnaces surrounded by XP orbs look awesome. I like it too much. It isn't as in MC but still! :) But it has a problem - orbs will disappear after some time and if the player won't gather them in time they won't give the experience at all.

> As only the `xp` is stored in player meta, I recommend only touching the `xp` value. The level is directly derived from the total XP count, so storing the level as well would be redundant. > But since enchantments cost levels, not XP, I think a good solution would be to write a helper function does the neccessary calculations for "paying" a specific number of levels for a given player. Exactly. @EliasFleckenstein03 please use: ``` mcl_experience.get_player_xp_level(player) mcl_experience.set_player_xp_level(player, level) ``` I'm not too much happy that ```temp_pool.bar_step``` is float now, I'd prefer it would be int for integer calculation with some additional variable to check with and move the bar forward on excess, but I don't want to make it right now, it can make the code less clear, maybe later. @Wuzzy you may close the issue and delete 'enchanting' branch if you want. P. S. Furnaces surrounded by XP orbs look awesome. I like it too much. It isn't as in MC but still! :) But it has a problem - orbs will disappear after some time and if the player won't gather them in time they won't give the experience at all.
Member

Hey,
Then testing xp, I found a strange bug:
After killing mobs, I went to the place where all xp orbs dropped and xp bar becomme more full. After xp bar is full this append.
image

Hey, Then testing xp, I found a strange bug: After killing mobs, I went to the place where all xp orbs dropped and xp bar becomme more full. After xp bar is full this append. ![image](/attachments/a4f90b8f-da70-466c-88ff-554d4a2be732)
Author
Contributor

Hey,
Then testing xp, I found a strange bug:
After killing mobs, I went to the place where all xp orbs dropped and xp bar becomme more full. After xp bar is full this append.
image

Sure I saw the same many times during debugging process but now I can't reproduce.
I fixed some bugs and committed the fixes, it can be related, 9f98117328
Orb maximum age now can be set up in line 6

> Hey, > Then testing xp, I found a strange bug: > After killing mobs, I went to the place where all xp orbs dropped and xp bar becomme more full. After xp bar is full this append. > ![image](/attachments/a4f90b8f-da70-466c-88ff-554d4a2be732) Sure I saw the same many times during debugging process but now I can't reproduce. I fixed some bugs and committed the fixes, it can be related, https://git.minetest.land/Wuzzy/MineClone2/commit/9f981173286d69269526597a58c0d9115066a558 Orb maximum age now can be set up in [line 6](https://git.minetest.land/Wuzzy/MineClone2/src/commit/9f981173286d69269526597a58c0d9115066a558/mods/HUD/mcl_experience/init.lua#L6)
Author
Contributor

@AFCMS

Seems I just forgot that each taking of orbs is a separate thread :)
So one thread may significally change the level while another is still trying to render the value (especially if you taking the bath of the orbs).
I tried to consider that in the function of addition, 38ad237d92
Thank you for the report.

@AFCMS Seems I just forgot that each taking of orbs is a separate thread :) So one thread may significally change the level while another is still trying to render the value (especially if you taking the bath of the orbs). I tried to consider that in the function of addition, https://git.minetest.land/Wuzzy/MineClone2/commit/38ad237d92d4c650542a68ff05024c452a017100 Thank you for the report.
Member

Since XP were merged, I close this issue now. For further development, open a new issue. For bugs about XP, open a new issue.

KTHXBAI.

Since XP were merged, I close this issue now. For further development, open a new issue. For bugs about XP, open a new issue. KTHXBAI.
Wuzzy closed this issue 2020-10-30 00:33:18 +01:00
Author
Contributor

Doesn't MineClone use the textures from the Pixel Perfection Texture Pack?

@EliasFleckenstein03 in case if you read this...

Pixel Perfection texture pack by XSSheep currently has Creative Commons Attribution-Share Alike 4.0 International License which allows to adapt — remix, transform, and build upon the material for any purpose with such minimum limitation as giving a credit, etc. and I think Wuzzy is giving appropriate credit mentioning Pixel Perfection and its creator XSSheep here and there.

So I think we aren't limited by Pixel Perfection.

Of course we can't take textures from Minecraft :) But nothing prevents to draw the own. Maybe even better than in Minecraft.

> Doesn't MineClone use the textures from the Pixel Perfection Texture Pack? @EliasFleckenstein03 in case if you read this... [Pixel Perfection texture pack](https://github.com/minetest-texture-packs/Pixel-Perfection) by [XSSheep](http://www.minecraftforum.net/members/XSSheep) currently has [Creative Commons Attribution-Share Alike 4.0 International License](https://creativecommons.org/licenses/by-sa/4.0/) which allows to adapt — remix, transform, and build upon the material for any purpose with such minimum limitation as [giving a credit, etc.](https://creativecommons.org/licenses/by-sa/4.0/) and I think Wuzzy is giving appropriate credit mentioning Pixel Perfection and its creator XSSheep here and there. So I think we aren't limited by Pixel Perfection. Of course we can't take textures from Minecraft :) But nothing prevents to draw the own. Maybe even better than in Minecraft.

What I meant is just that we should use the textures from Pixel Perfection rather than drawing or own for the purpose of consistency.

What I meant is just that we should use the textures from Pixel Perfection rather than drawing or own for the purpose of consistency.
Author
Contributor

If you only worry about Pixel Perfection consistency which looks dead for me... (respectfully).MineClone 2 has its own consistency, it slightly differs anyway.I wonder what textures you'd choose if wouldn't think about that at all?

If you only worry about Pixel Perfection consistency which looks dead for me... (respectfully).MineClone 2 has its own consistency, it slightly differs anyway.I wonder what textures you'd choose if wouldn't think about that at all?

Actually if it were up to me I would not provide any textures at all but instead provide an installation script that downloads the default minecraft ressourcepack from a random website (I'm sure there is a site providing this), and then generates the textures using the texture pack converter (ofc the converter would need to be extended for this). I think just using an open Minecraft texture pack is fine as well tho.

Actually if it were up to me I would not provide any textures at all but instead provide an installation script that downloads the default minecraft ressourcepack from a random website (I'm sure there is a site providing this), and then generates the textures using the texture pack converter (ofc the converter would need to be extended for this). I think just using an open Minecraft texture pack is fine as well tho.
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I believe that MineClone2 can have its own way, some textures are pretty good.
Random providers are appropriate for inside usage only, it won't okay if I publicly list the server with MC textures.

I believe that MineClone2 can have its own way, some textures are pretty good. Random providers are appropriate for inside usage only, it won't okay if I publicly list the server with MC textures.
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Reference: VoxeLibre/VoxeLibre#841
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