[Game] Repixture [3.19.0]

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Re: [Game] Repixture [3.8.0]

by rubenwardy » Post

Wuzzy wrote:
Wed Feb 22, 2023 03:54
Sorry, I don't really have the willpower to also maintain a blog on top of everything else I do. Besides, it would be an obvious conflict-of-interest anyway to report on my own game. :P
Although the blog *did* ignore the game's progress for months now. :-( I guess the game was ignored because it is not good enough yet? I'm working on it ... I have a plan.
We can't track everything. There's only one blog editor doing this - for most posts, MIsterE does the community section and I do the engine section. Anyone that has news for the blog needs to make an issue on the blog's issue tracker, or else it's likely to be missed. The issue can just be a link to the release post

See this document for more info: https://github.com/minetest/blog/blob/m ... IBUTING.md
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Re: [Game] Repixture [3.8.0]

by Wuzzy » Post

Wait, now so is the blog a shilling platform or not? I am getting mixed messages here. I thought you wanted me to write the blog post for you (that is, part of it). Now you ... don't?

???????

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Re: [Game] Repixture [3.8.0]

by rubenwardy » Post

Wuzzy wrote:
Thu Feb 23, 2023 11:33
Wait, now so is the blog a shilling platform or not? I am getting mixed messages here. I thought you wanted me to write the blog post for you (that is, part of it). Now you ... don't?
No, for the monthly posts you can create issues for things to be added so that they're not forgotten. Including prose is helpful but it'll be edited. Here's two examples: Asuna Piranesi Restoration Project

There is the possibility of doing guest posts, but they need to be for something major that doesn't fit into a month update
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Re: [Game] Repixture [3.8.0]

by MisterE » Post

As far as being a shilling platform, by nature, the blog has to be somewhat a shilling platform, but we require that there is actually some substantial news before it can be included in a monthly update.

So we don't shill random stuff, we only allow mods or games that are new or have been updated, such that the main focus is the update. The shill is a result of being featured.
For servers, there needs to be an event or major news.

When someone makes an issue on the blog for content, they have the option to include a suggestion for what the blog will say, and they should include a screenshot if applicable.

Just providing a link to the content is better than nothing though, since it serves as a reminder. When making the blog, keeping track of everything is really really difficult; stuff will fall through the cracks if I don't get issues to remind me.

so please, make issues on the blog when there is news to share about your content.

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Re: [Game] Repixture [3.8.0]

by MisterE » Post

Wuzzy wrote:
Thu Feb 23, 2023 11:33
Wait, now so is the blog a shilling platform or not? I am getting mixed messages here. I thought you wanted me to write the blog post for you (that is, part of it). Now you ... don't?

???????
from the guidelines:

Do not post about extremely trivial updates. Actually share project status updates, news or something new. While shills are allowed/encouraged to a degree, you need a good excuse to shill your project. No "hey check out my project that I made last year". New projects, major updates, and events are all good "excuses".

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Re: [Game] Repixture [3.8.0]

by DOOM_possum » Post

the same sounds in H. Revisited ?

that's cool, but the original core of that game still has all the old school MT sounds ?

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Re: [Game] Repixture [3.8.0]

by Wuzzy » Post

No, I'm actually adding a brand new set of sounds. One of the design principles of Repixture is to generally have original content. This was also a core design principle of Pixture, by the way.
Note this rule does not apply to Hades Revisited.

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Version 3.9.0 released!

by Wuzzy » Post

Version 3.9.0 released!

Version 3.9.0 has been released! Nickname: “The Update That Changed Sounds Forever”.

Highlights
  • HUGE rework of almost all sounds. New place/dig/dug/footstep/fall sounds for blocks, usage sounds for items and new ambience sounds. Now there are over 350 sound effects in total!
  • Player manual added online (feedback wanted)
  • Village generation consumes less memory
Release announcement

In version 3.9.0, there is a gigantic rework of most sound and ambience effects in the game. The old sounds were pretty awful, especially footsteps, so I replaced them. I went into great detail and this was a LOT of work, and there is now a total of over 350 sound files in the game.

Some of them were based on my own sound recordings, using my good old LS-10. While some other sounds are based on high-quality recordings/sounds from freesound.org and opengameart.org, but many of those still needed work from my side, cutting, adjusting, mixing, playtesting, etc. Only a small number of sounds I was able to add into the game unedited.

My personal favourite sound is the algae block which sounds really disgusting (exactly as intended). :D


Also, Repixture has now an official Player manual. It explains how to play the game … roughly. It is NOT a walkthrough, however, and this is intentional, as the point of the game is that you still will discover things on your own. I believe the game is already mostly intuitive, but the existence of a player manual is a nice fallback, I hope. The manual is currently only online.


Full Changelog

Compability notes:
  • In some villages that were generated in an old Repixture version, the door open/close door might be wrong in houses with double doors. This is because back then, the houses generated the doors with the wrong door state being stored. To fix this, just dig the door and place it again.
Sound features:
  • New place/dig/dug/footstep sounds for: Dirt, swamp dirt, dry dirt, sand, gravel, stone, metal, spikes, lumien, glass, water, coal, straw, hay, grass, swamp grass, wood, planks, wool, cotton bale, alga block, leaves, cactus, sapling
  • New fall sounds for: Sand, gravel, clam, ingot, jewel, bucket, campfire
  • New place/dig/dug sounds for: Acorn, apple, clam, jewel, ingot, bucket, log boat, raft, book
  • New special sound when placing something fails
  • New armor equip/unequip sounds
  • New sounds for using: Parachute, seed, fertilizer, net, lasso, book, sign, wooden door, stone door
  • New ambience sounds: Birds, crickets, water flow
Other features:
  • Add setting: mobs_spawn (to enable/disable mob spawning)
  • Add setting: mobs_spawn_protected (to enable/disable mob spawning in zones protected by a protection mod)
  • Net and lasso can now be used by punching
  • Empty bucket is now a furnace fuel
  • Wrought iron ingot is now magnetic
  • Dirt path can now be crafted from 2 dirt path slabs
Balancing / cleanup:
  • Wooden blocks can no longer be dug by shears quickly
  • Reduced dig time for most smaller, non-cubic blocks
  • Removed redundant tooltip for lumien
  • Village generation is now less memory-consuming
  • Captured animals now drop on the floor when there ware no room in the inventory
  • Dirt path can now be crafted from 2 dirt path slabs
  • Net and lasso can now be used by punching
  • Remove the hidden per-ambience disabling settings (`disable_ambiance_*`)
Bugfixes:
  • Fix some blocks being faster to dig by hand than by tool
  • Fix falling nodes not falling if leaves decayed below them
  • Fix falling nodes not falling if door or bed was removed below them
  • Fix music box particles sometimes not being removed
  • Fix incorrect footstep sound for rooted plants (seagrass, etc.)
  • Fix ambience sounds playing more often if players are close to each other
  • Fix bed, vine and sapling appearing for a split second when placing somewhere invalid
Info for developers:
  • util.fixlight is now deprecated
  • The source files for the player manual have been added under `manual_generator`
  • Added many functions to rp_sounds
Closing

Please DO give feedback on this update (sounds and/or manual) as it means a lot to me. If the manual still leaves you confused or you have open questions, just ask!

Repixture’s sounds would not have been possible without sound files that were posted on the Internet (under libre terms, of course) by annstory4520, artisticdude, avreference, BitzHawk, CaptainYulef, Cheney777, Clearvavsound, datasoundsample, digisihmusic, Eelke, EminYILDIRIM, EugeneEverett, f3bbbo, firb, Fission9, fleurescence, ialSelar, indirect, InspectorJ, j1987, jobel0092, JustInvoke, kaltzlbt, kbnevel, kelsey_w, kelsey_w, Kenney, kyles, Little Robot Sound Factory, Loyalty_Freak_Music, Lunevix, lzmraul, mateusboga, MBPL, mitchanary, MPooman, NoxSound, one freesound.org user who was deleted for some reason, patchytherat, perrassin, RavenWolfProds, RSilveira_88, Sesom42, Sheyvan, SmartWentCody, SoundCollectah, soundscalpel.com, SpliceSound, spookymodem, timgormly, ValentinPetiteau and the Voxelands project. Wow, that’s a lot of names!

So yeah, technically the sounds are not 100% original. But at least I didn't rip them straight from Minetest Game! :D I believe it is quite unlikely you will recognize any of the sounds again. If you do, you get a gold star! XD Also, this update still contains a healthy number of my own recordings (esp. footstep) which are original.

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Re: [Game] Repixture [3.9.0]

by vintprox » Post

These sounds are Ahhhhh, they are so soft and crisp at the same time - so balanced.

By the way, a solid alternative to Minecraft adventure mode, but without overarching enemy nonsense and with more tools. Nice graphics.

Sheeps feel like they could use some work - they don't have survival instinct for some reason!

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Re: Version 3.9.0 released!

by vintprox » Post

Wuzzy wrote:
Sat Mar 11, 2023 18:02
I believe it is quite unlikely you will recognize any of the sounds again. If you do, you get a gold star! XD
I have a star-worthy remark: when your pig attacks me, it makes Kaspersky's pig noise!

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Re: [Game] Repixture [3.9.0]

by Wuzzy » Post

Hello and welcome to the Minetest forums! :D
Nice you like the new sounds, it was hard work.

The "pig" sound (the animal is actually supposed to be a boar) is actually very old and was unchanged but it should be changed. So you only get a wooden star, sorry. :P I did not change any mob sounds in this update since I'm planning a full mob rework later since mobs aren’t good right now.

How is Repixture similar to MC's adventure mode? Adventure mode is a special game mode made for prebuilt maps and you can't build or dig anything unless it was allowed by the map.

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Re: [Game] Repixture [3.9.0]

by MisterE » Post

If you would like to give input on how the sounds update is reported in the blog,
https://github.com/minetest/blog/issues/82

Also, I don't suppose this particular update will have any screenshots lol. If I'm wrong, a screenshot would be appreciated.

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Re: [Game] Repixture [3.9.0]

by Blockhead » Post

MisterE wrote:
Sun Mar 12, 2023 18:12
Also, I don't suppose this particular update will have any screenshots lol. If I'm wrong, a screenshot would be appreciated.
Would it be possible to embed HTML <audio> elements in the blog, maybe to compare sounds?
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Re: [Game] Repixture [3.9.0]

by Wuzzy » Post

It's like a world of difference. The previous sounds, especially footsteps, were so bad im comparison. It's basically just loud stomps everywhere. Also, all ambience sounds were low-quality recordings with a really bad noise reduction. I just checked out 3.8.0 again, and I never want to go back again. XD
I got rid of most of all the old node sounds from Pixture. Two of the old sounds got re-purposed for book place/dug, IMHO the only node where these sounds actually work well. :D

Here are the (old) node sounds in 3.8.0:
https://codeberg.org/Wuzzy/Repixture/sr ... nds/sounds

And here's 3.9.0:
https://codeberg.org/Wuzzy/Repixture/sr ... nds/sounds

If you want a comparison, you can download (old) version 3.8.0. And compare it to 3.9.0.

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Re: [Game] Repixture [3.9.0]

by MisterE » Post

Wuzzy wrote:
Mon Mar 13, 2023 12:42
It's like a world of difference. The previous sounds, especially footsteps, were so bad im comparison. It's basically just loud stomps everywhere. Also, all ambience sounds were low-quality recordings with a really bad noise reduction. I just checked out 3.8.0 again, and I never want to go back again. XD
I got rid of most of all the old node sounds from Pixture. Two of the old sounds got re-purposed for book place/dug, IMHO the only node where these sounds actually work well. :D

Here are the (old) node sounds in 3.8.0:
https://codeberg.org/Wuzzy/Repixture/sr ... nds/sounds

And here's 3.9.0:
https://codeberg.org/Wuzzy/Repixture/sr ... nds/sounds

If you want a comparison, you can download (old) version 3.8.0. And compare it to 3.9.0.
a comparison on the blog could work as an example!

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Re: [Game] Repixture [3.9.0]

by rudzik8 » Post

The player manual is actually quite useful, but the design is too simple. Some web 1.x vibes for sure.
Also, I think it should be accessible as a local file in the game folder. What if I want to read the manual, but my internet connection is bad (or even none)?
Otherwise, it is a nice update. I like the new sounds (although for me Voxelgarden still has the best SFX)
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Re: [Game] Repixture [3.9.0]

by MisterE » Post

I just downloaded the game to get a feel for it as I write about it in the blog. Overall, the sounds are nice, but I think the eat sound is pretty weird. Also, some of the animals sounds like the sheep and the pig come too often.

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Re: [Game] Repixture [3.9.0]

by rubenwardy » Post

MisterE wrote:
Sun Apr 09, 2023 19:10
and the pig come too often.
so you're saying the game is a bit of a boar?
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Re: [Game] Repixture [3.9.0]

by Wuzzy » Post

"some web 1.x vibes" is a pretty useless criticism. Terms like "Web 1.0" and "Web 2.0" are buzzwords that don't mean anything. But yeah, the manual design is very simple. Maybe I could add some extra formatting for more readability but this is very low priority right now. For the manual I wanted to focus on content first and moremost. I could still extend this stuff, maybe by adding a very simple website for Repixture because linking to the ContentDB page feels awkward. :D
The important thing to me is that you found the manual useful. This is great to hear!


I agree the manual needs an offline version but I need to figure out how to do this right. It's on my TODO list. But I wanted to have *some* manual to begin with, better that nothing. :-)

Voxelgarden's sounds are better? I feel insulted! :O
Most of its sounds are just MTG copies. And it doesn’t even have a lot of variety either. Are the Repixture sounds THAT bad? :-(

Note that the eat sound and animal sounds in Repixture are still the old ones. Sorry … The mobs need a complete rework, and I wanted to do a mob sound rework together with the mobs themselves. However, most of the other sounds are new, with over 350 sounds in total. I spent a HUGE amount of time to get it all together, some of them are own recordings, some from freesound (freesound seems lazy but it's not just searching and selecting the right sounds is a challenge in itself and VERY time-consuming, too). And then I had to cut, edit AND playtest everything in various situations. Yes, the freesound sounds, too because they rarely are ready for a game and need heavy editing as well. Yet you somehow managed to find the few sounds that are still unchanged. Congratulations! You all get a gold star! XD
(I've put the eat sound on my TODO list now, I thought it was OK as-is but apparently it's not)

Anyway, now with MT 5.7.0 out, you can expect a small update soon so Repixture benefits from the shiny new features (like rotating selectionboxes for boats and more).

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Re: [Game] Repixture [3.9.0]

by MisterE » Post

Wuzzy,here is what I wrote in the blog about the update. Do you have any suggestions?
https://github.com/minetest/blog/blob/m ... games-news

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Re: [Game] Repixture [3.9.0]

by Wuzzy » Post

It's almost correct. ;-)

The "snappy item collection" and "roaring thunderstorms" sounds are not new, I figured they were already good. Most of the new sounds are about footsteps, dig, dug and place events, ambient sounds EXCEPT thunderstorm were reworked, and many item use events have new or better sounds. You can check the changelog for a list of sounds.

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Re: [Game] Repixture [3.9.0]

by Inocudom » Post

It looks like nobody uploaded any videos of this subgame yet. Perhaps making one would attract more attention?

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Re: [Game] Repixture [3.9.0]

by rudzik8 » Post

I agree on most topics with Wuzzy, but not all, so I'm going to quote some of them.
Wuzzy wrote:
Sun Apr 09, 2023 21:52
"some web 1.x vibes" is a pretty useless criticism. Terms like "Web 1.0" and "Web 2.0" are buzzwords that don't mean anything.
They may be used as buzzwords, but me personally has some definitions in mind, based on the dictionary ones and common knowledge. Roughly, Web 1.0 as read-only web: purely static, without any fancy CSS or JS due to limitations of its time; Web 2.0 as read-write web: dynamic, with CSS and JS heavily progressing over the years and appearance of things like PHP, AJAX, devices being more powerful and internet connection being faster (both of these allowed to add more media on the webpage, load more scripts, be more heavy overall).
Now, I said "web 1.x vibes" not because of the manual being static, but because of its look. I'm not asking for the manual being Web 2.0 (that would be totally useless), I'm just asking for a better look. More friendly even. Something in the current design just makes me think of Web 1.0. It may be the huge bold borders, all the links being underlined, the color choice (I understand that it is based on Repixture colors, but it just looks weird after all these clear white (or clear black) designs of modern web (including modern manuals and wikis!)).
It may be just how I feel. Maybe everyone else think this design rocks! It's not me who should decide; after all, I'm just providing feedback as a player.
Wuzzy wrote:
Sun Apr 09, 2023 21:52
Voxelgarden's sounds are better? I feel insulted! :O
Most of its sounds are just MTG copies. And it doesn’t even have a lot of variety either. Are the Repixture sounds THAT bad? :-(
The fact that most sounds are MTG copies may be true (I'm too lazy to check these one-by-one), but the footstep sounds, the sounds of destroying dirt/sand, of grabbing an apple, of destroying cobble and crumbling stone… it's just pure heaven for me. And these aren't MTG sounds! I've played various MTG variations long enough to differentiate (and for sure you did it for a lot longer time!).
It's not like I think Repixture sounds are bad. They aren't! Even before 3.9.0 I weren't experiencing any discomfort (though I'm a headphone user for 3 years already and use them practically all the time, especially when gaming).
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Version 3.10.0 released!

by Wuzzy » Post

Version 3.10.0 released!
Nickname: “The Rotating Update”
This is mostly a small update to benefit from new features of Minetest 5.7.0.

Changelog:
  • Game now depends on Minetest 5.7.0
  • Selection boxes of objects, mobs and players now rotate with their face direction
  • Add new sounds when swinging hand or tool in air
  • Slightly reduce the collision/selection height of NPCs
  • Fix identical compasses being collected multiple times in Creative Mode
  • Fix a few items not having a stack size of 60
  • Minor performance improvement for crafting guide
  • Add item death particle (currently unused)
  • Various small translation updates: Russian, French (thanks to vintprox and syl)

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Help translating Repixture in your browser

by Wuzzy » Post

Translators can now translate Repixture from their browser.

I'm using Weblate on Codeberg.org. This is still somewhat experimental as this is the 1st time I'm doing something like this but so far it seems to work.

Go to <https://translate.codeberg.org/projects/repixture/> to start translating. You need a Codeberg.org account. Currently, there are only 3 translations, German, French (incomplete) and Russian (incomplete). Translators should be able to add new languages.

If you have any questions or problems, please let me know! I want to make the translation process as smooth as possible.

Technical notes:
Spoiler
Currently, none of this will automatically update Repixture. I will consider manually updating the game once a bunch of changes have been made.

The way this works is that I've written a TR-to-PO converter (and vice-versa) and I've literally just converted all TR files to PO and committed it in "locale/poconvert" of each mod directory so that Weblate is able to read these files. And currently I'm pulling translations manually back so I can convert PO to TR. At least that's the plan.

This is somewhat hacky as the PO files only exist to make Weblate happy; they are ignored by the game, of course.
All translations will be under CC BY-SA 4.0 Int'l.

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