Search found 65 matches

by spootonium
Wed Aug 26, 2015 04:11
Forum: Old Games
Topic: [Game] The RealTest Game [realtest]
Replies: 185
Views: 106908

Re: [Game] The RealTest Game [realtest]

The correct (new?) address for the currently developed fork:

https://github.com/VanessaE/realtest
by spootonium
Tue Jul 08, 2014 05:04
Forum: Feature Discussion
Topic: Vector Textures.
Replies: 4
Views: 1683

Vector Textures.

I know that in theory, SVG texturing is entirely possible within Irrlicht, even advantageous (compared to high-resolution, bitmap textures), but I wondered if it could perheps be technically feasible to implement within Minetest.
by spootonium
Tue Jul 08, 2014 03:50
Forum: Feature Discussion
Topic: Infinite world size
Replies: 347
Views: 90430

Re: Infinite world size

A somewhat simplified method of faking a cube-world on a single map might be to use something like "Möbius" Farlands: a procedurally-generated border to the map that symmetrically joins one edge to its opposite. This could be a Perlin mountain range, or a desert, or even a vast Tethys Ocea...
by spootonium
Tue Jul 08, 2014 02:52
Forum: Feature Discussion
Topic: MIDI music support
Replies: 8
Views: 2168

Re: MIDI music support

For what it's worth, I have long since been a fan of midi and would also love to see support for it added to minetest, however, I would like it to be more than just a simple midi file player. I can image building a programmable sequencer from mesecons, for example. I hope this can become a reality ...
by spootonium
Thu Jun 26, 2014 14:40
Forum: Feature Discussion
Topic: Music in Minetest...
Replies: 66
Views: 17997

Re: Music in Minetest...

Diagram demonstrating one possible (somewhat simplistic) implementation of server-side score generation. The idea is that the server would generate a score per biome. One of these would be fed to the player (as a stream of OpenSound packets, or MIDI notes, or whatever), depending on their location. ...
by spootonium
Sun Jun 22, 2014 04:28
Forum: Feature Discussion
Topic: Add Nodebox type="scaled"
Replies: 3
Views: 942

Add Nodebox type="scaled"

My suggestion is that - like the "leveled" type of nodebox - "scaled" nodeboxes would use param2 to store the "level" of the nodebox, and all other dimensions would be interpreted as fractions (technically multiples) of param2 . This introduces a method to parametricall...
by spootonium
Sat Jun 21, 2014 13:48
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572298

Re: Post your modding questions here

I don't know about deleting, but there are some alternatives: * Random respawn anywhere on the map. When you respawn 30000 nodes away from your first spawn, you probably won't find your old world again. * ABM to replace air with some other node, containing an check if the player died. That way the ...
by spootonium
Fri Jun 20, 2014 06:21
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572298

Re: Post your modding questions here

The Project: Attempting to implement a "co-operative hardcore mode", in which the death of all players triggers the deletion and re-generation of the map. The Problem: In order to delete the map files (without causing errors and additional problems) the server will need to cease reading a...
by spootonium
Fri Jun 20, 2014 05:06
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 443039

Re: Post your mod requests/ideas here

Could somebody make a mod, where are some blocks you can steer in the water (just like boats, but to build with)? It would be very cool and allow to build driving sail ships or so. You should look at [meshnode] by stu, or [airship] by Pavel_S. These work by converting map nodes ("blocks")...
by spootonium
Tue Jun 17, 2014 03:31
Forum: WIP Mods
Topic: [game] Some game ideas I currently have in development [tba]
Replies: 8
Views: 2665

Re: [game] Some game ideas I currently have in development [

Update: Am currently designing & writing new, custom formspecs for Deimos . Bonus Linkage: I recently watched these two videos (from the Extra Credits channel), which posed some interesting arguments about what can make compelling and different game-play (independent of considerations like narr...
by spootonium
Sun Jun 15, 2014 09:51
Forum: Mod Releases
Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
Replies: 55
Views: 18982

Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

I have been intending to work on generative architecture. ... I'd been thinking about generative urban architecture using modules. If you generated a coarse, roughly Gaussian height map, centred upon the pre-defined epicentre (or geometric centroid) of a city grid, you could quickly fill organic-lo...
by spootonium
Sun Jun 15, 2014 09:02
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 156
Views: 72601

Re: [mod] Underground Realms [0.1] [caverealms]

... The crystals look nice. They would look nicer if the shape was not a cube but something that looks more like a crystal. Plantlike or a nodebox could help. ... Although I know that "cubic" is actually a natural and very common class of crystal habit, I have to agree. Perhaps cubic node...
by spootonium
Sun Jun 15, 2014 07:51
Forum: Feature Discussion
Topic: Music in Minetest...
Replies: 66
Views: 17997

Re: Music in Minetest...

Short question: How to detect in which biome a player is? HeroOfTheWinds' [tempidity] is a simple demonstration of how temerature and humidity data (which control biome generation) can be polled for player position, during play. That data (as well as things like elevation, sea-level, and light leve...
by spootonium
Sun Jun 15, 2014 07:20
Forum: WIP Mods
Topic: S: village (and mob) name generator
Replies: 4
Views: 1738

Re: S: village (and mob) name generator [toponymy?]

As paramat suggests, the simplest way to implement placenames would be to build a table of "sub-words" that sound okay together, and then assign a (more or less) random combination of 2-3 of them for each spawned village. Unfortunately, places are usually named after prominent physical fea...
by spootonium
Sat Jun 14, 2014 10:12
Forum: WIP Mods
Topic: [Help] Modding drawtype nodebox
Replies: 10
Views: 2492

Re: [Help] Modding drawtype nodebox

Hey, people. What about actually explaining nodeboxes instead of pointing to 3rd party tools right from the beginning? ;-) (*snip*) The only thing that I'd add to this (apart from a link to the wiki ) is to mention a few of the limitations of nodeboxes: Nodeboxes are always orthogonal. They are a g...
by spootonium
Sat Jun 14, 2014 08:55
Forum: WIP Mods
Topic: S: village (and mob) name generator
Replies: 4
Views: 1738

Re: S: village (and mob) name generator

I'd like to help with regard to English placenames. I studied languages for a few years.
I should point out, though, that "English" placenames are frequently derived from languages other than English.
I can also help out with French and Polynesian placenames
by spootonium
Sat Jun 14, 2014 08:47
Forum: WIP Mods
Topic: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
Replies: 13
Views: 5923

Re: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines

Awhile back, I compiled a list of components. It grew quite large, so I dispaired of ever implementing it. Still, if it could be of any use to you, here is the component list. == Components == -- tool heads _arrow_head _axe_head _battleaxe_head _bodkin_head _chisel_blade _dagger_blade _drill_bit _fi...
by spootonium
Sat Jun 14, 2014 08:11
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 156
Views: 72601

Re: [mod] Underground Realms [0.1] [caverealms]

Ooooh, pretty.
I think I would get rid of underground dirt & grass, though. Perhaps something like mossy stone or lichen would be more appropriate.
by spootonium
Sat Jun 14, 2014 07:46
Forum: WIP Mods
Topic: [game] Some game ideas I currently have in development [tba]
Replies: 8
Views: 2665

Re: [game] Some game ideas I currently have in development [

Since Deimos has received the most interest, I've started to work upon it in earnest. Sidenote: You wouldn't believe how many chemicals it takes to keep a person alive on an airless moon! Synthetic food is likely to be the biggest challenge. Thankfully, Deimos (the moon) is probably (as far as we kn...
by spootonium
Wed Jun 11, 2014 08:21
Forum: Feature Discussion
Topic: Music in Minetest...
Replies: 66
Views: 17997

Re: Music in Minetest...

SoundHelix is pretty sweet. I wish it was a C library, though, to avoid VM-overhead slowness.
by spootonium
Wed Jun 11, 2014 05:16
Forum: Feature Discussion
Topic: Voxel scaling
Replies: 11
Views: 3196

Re: Voxel scaling

Since the advent of half-slab terrain (q.v.) and moreblocks (q.v.) the scaled-down kind of voxel scaling has become somewhat moot. I must say though that the idea of a scaled-up voxel world, as suggested by webdesigner97 does have significant potential.

+0.5, I guess?
by spootonium
Wed Jun 11, 2014 04:49
Forum: Mod Releases
Topic: [Mod] Pedology [3.1] [pedology]
Replies: 46
Views: 21188

Re: [Mod] Pedology [1.0] [pedology]

May I suggest the inclusion of fluid / flowing mud, sand and gravel? By that, I mean blocks that when unsupported change their behavior to drawtype = "flowingliquid" and/or liquidtype = "flowing", so that they spread and re-settle.
by spootonium
Sun Jun 08, 2014 09:29
Forum: Mod Releases
Topic: [Mod] Pedology [3.1] [pedology]
Replies: 46
Views: 21188

Re: [Mod] Geology [0.4] [geology] (Work in Progress)

Wuzzy wrote:This mod is not about rocks. (...)
Am I to understand, then, that this mod is concerned only with surface nodes? If that is the case, "geology" might be a confusing name.
by spootonium
Sun Jun 08, 2014 08:38
Forum: Mod Releases
Topic: [Mod] Pedology [3.1] [pedology]
Replies: 46
Views: 21188

Re: [Mod] Geology [0.4] [geology] (Work in Progress)

How about differentiating the rocks themselves a little, as in:
  • origin (e.g. igneous, metamorphic, sedimentary)
  • chemistry (e.g. mafic <---> felsic)