The correct (new?) address for the currently developed fork:
https://github.com/VanessaE/realtest
Search found 65 matches
- Wed Aug 26, 2015 04:11
- Forum: Old Games
- Topic: [Game] The RealTest Game [realtest]
- Replies: 185
- Views: 106957
- Tue Jul 08, 2014 05:04
- Forum: Feature Discussion
- Topic: Vector Textures.
- Replies: 4
- Views: 1684
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.
- Tue Jul 08, 2014 03:50
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90662
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...
- 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 ...
- Thu Jun 26, 2014 14:40
- Forum: Feature Discussion
- Topic: Music in Minetest...
- Replies: 66
- Views: 18007
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. ...
- Sun Jun 22, 2014 04:28
- Forum: Feature Discussion
- Topic: Add Nodebox type="scaled"
- Replies: 3
- Views: 943
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...
- Sat Jun 21, 2014 13:48
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572922
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 ...
- Fri Jun 20, 2014 06:21
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572922
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...
- Fri Jun 20, 2014 05:06
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 443970
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")...
- Wed Jun 18, 2014 08:04
- Forum: WIP Mods
- Topic: [game] Some game ideas I currently have in development [tba]
- Replies: 8
- Views: 2667
Re: [game] Some game ideas I currently have in development [
Thanks, I'm looking into it.
- Tue Jun 17, 2014 03:31
- Forum: WIP Mods
- Topic: [game] Some game ideas I currently have in development [tba]
- Replies: 8
- Views: 2667
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...
- Sun Jun 15, 2014 09:51
- Forum: Mod Releases
- Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
- Replies: 55
- Views: 19002
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...
- Sun Jun 15, 2014 09:02
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72774
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...
- Sun Jun 15, 2014 07:51
- Forum: Feature Discussion
- Topic: Music in Minetest...
- Replies: 66
- Views: 18007
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...
- Sun Jun 15, 2014 07:20
- Forum: WIP Mods
- Topic: S: village (and mob) name generator
- Replies: 4
- Views: 1739
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...
- 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...
- Sat Jun 14, 2014 08:55
- Forum: WIP Mods
- Topic: S: village (and mob) name generator
- Replies: 4
- Views: 1739
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
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
- Sat Jun 14, 2014 08:47
- Forum: WIP Mods
- Topic: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
- Replies: 13
- Views: 5927
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...
- Sat Jun 14, 2014 08:11
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72774
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.
I think I would get rid of underground dirt & grass, though. Perhaps something like mossy stone or lichen would be more appropriate.
- Sat Jun 14, 2014 07:46
- Forum: WIP Mods
- Topic: [game] Some game ideas I currently have in development [tba]
- Replies: 8
- Views: 2667
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...
- Wed Jun 11, 2014 08:21
- Forum: Feature Discussion
- Topic: Music in Minetest...
- Replies: 66
- Views: 18007
Re: Music in Minetest...
SoundHelix is pretty sweet. I wish it was a C library, though, to avoid VM-overhead slowness.
- Wed Jun 11, 2014 05:16
- Forum: Feature Discussion
- Topic: Voxel scaling
- Replies: 11
- Views: 3197
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?
+0.5, I guess?
- Wed Jun 11, 2014 04:49
- Forum: Mod Releases
- Topic: [Mod] Pedology [3.1] [pedology]
- Replies: 46
- Views: 21209
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.
- Sun Jun 08, 2014 09:29
- Forum: Mod Releases
- Topic: [Mod] Pedology [3.1] [pedology]
- Replies: 46
- Views: 21209
Re: [Mod] Geology [0.4] [geology] (Work in Progress)
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.Wuzzy wrote:This mod is not about rocks. (...)
- Sun Jun 08, 2014 08:38
- Forum: Mod Releases
- Topic: [Mod] Pedology [3.1] [pedology]
- Replies: 46
- Views: 21209
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)