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Re: [Game] MineClone 2 [0.27.2]

Interesting issue I ran into: The mesecons command block seems to work fine, except for teleport. Teleport simply won't work, and I think it might have something to do with privileges. For example if I go into the mesecons_commandblock/init.lua file and change dummy_player on line 93 to the name of ...
by YoukaiCountry
Wed Aug 30, 2017 15:52
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: Bugfix releases: 0.27.1 and 0.27.2

Interesting idea, but in order for this to work, a significant portion of the Nether size has to be sacrificed. :-/ Definitely not ideal, but I think it matches the unfortunate fact that a Minetest world is significantly smaller than a Minecraft world on the X/Z plane. What if you were to include a...
by YoukaiCountry
Tue Aug 22, 2017 19:41
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.27.0]

Minetest's world stops at ca. 31000 and -31000. In the Nether, you only need to travel to 3875 node lengths from the origin to get to the Overworld equivalent of 31000. This begs the question where to teleport the player if the player has passed 3875 in the Nether. Ah, that is an interesting proble...
by YoukaiCountry
Tue Aug 22, 2017 00:09
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.27.0]

Really exciting update, great to see the Nether in. This update also seems to solve the dungeons generating in my pre-generated maps somehow, which is great. Something I noticed: I understand it's a work in progress so you may be aware, but The Nether scale shouldn't be 1:1 with the Overworld. The (...
by YoukaiCountry
Mon Aug 21, 2017 22:20
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.26.0]

what about if you try to add this line to the minetest.conf https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1300 mg_flags = nocaves,nodungeons Gave it a shot, but it didn't seem to help. I'm not sure what is going on. I verified via a hex editor that the generated flag I am ...
by YoukaiCountry
Fri Aug 11, 2017 19:53
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.26.0]

Would it be easy to generate over the MC dungeons and they'll become MC2 dungeons? MC dungeons that already exist in the map being converted will carry over, but there is no way to tell MC2 that those are existing dungeons and to just use them as such, unfortunately. Even if that was the case the M...
by YoukaiCountry
Fri Aug 11, 2017 00:42
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.26.0]

so your program is called MC2MC2 Heh, I like it. Yeah, there isn't a program to convert Minecraft worlds to MineClone 2 worlds. Yet. The programs we have only convert to Minetest Game (the default subgame). But I'm not a huge fan of C# because it's not really cross-platform and not Linux-friendly. ...
by YoukaiCountry
Thu Aug 10, 2017 17:11
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.26.0]

Thanks for pointing out the python project for converting worlds! My program (MC2MT) was something I wrote a couple years ago in C#, but was never quite happy with it since I couldn't convert lots of things properly to minetest well enough to do what I wanted. Now that MineClone2 is becoming a prett...
by YoukaiCountry
Thu Aug 10, 2017 05:56
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: [Game] MineClone 2 [0.26.0]

I'm working on a program that converts minecraft worlds to minetest worlds, using MineClone 2 as the target 'game'. It's coming along pretty well, and MineClone 2 has been working great for it so far, but I have run into a couple of issues I'd like to ask about: - Is there a way I can turn off dunge...
by YoukaiCountry
Wed Aug 09, 2017 18:30
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1596
Views: 205742

Re: Magichet: "The 1.2 'Non-Commercial' Release"

Thanks a ton. Looking forward to trying this after I get out of work!
by YoukaiCountry
Fri Aug 07, 2015 19:50
 
Forum: WIP Games
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 27736

Re: Magichet: "The 1.2 'Non-Commercial' Release"

Really interested in trying this, but unfortunately the link is taking me to an error page. Is there any mirror?
by YoukaiCountry
Thu Aug 06, 2015 22:00
 
Forum: WIP Games
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 27736

Re: [Map] Karsthafen

I am very much loving the new version! I've spent a fair amount of time wandering around it!
I will get a translated version and the tools out soon, life has been busy since I've been working on moving to a new house :)
by YoukaiCountry
Thu Mar 12, 2015 18:12
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 61987

Re: [Map] Karsthafen (now in google-translator-english too)

https://mega.co.nz gives you 50 gb to work with.
Also, using 7zip gives decent compression to Minetest maps to keep the size as low as possible.
by YoukaiCountry
Wed Feb 04, 2015 22:27
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 61987

Re: [Map] Karsthafen (now in google-translator-english too)

I get issues with terrain generating wrongly and overwriting things as well. I'm not using any mods with the map. I am using the 64-bit build, could it be that? Alternatively, could there be hardware issues causing different random numbers to come out of the generator or noise function, I wonder. Th...
by YoukaiCountry
Tue Feb 03, 2015 00:55
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 61987

Re: [Map] Karsthafen

In future versions of the map will be a labyrinth under this tower too. :) Sounds like a lot of fun! I discovered a few hallways and a train station deep down, I am guessing that is the start? The next version will come in a few months. At the moment, I'am very slow at building on the map... But it...
by YoukaiCountry
Mon Jan 26, 2015 20:01
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 61987

Re: [Mod] Server Start Location [1.2] [startlocation]

Simplicity was the goal :)
Glad it was of use!
by YoukaiCountry
Fri Jan 23, 2015 21:56
 
Forum: Mod Releases
Topic: [Mod] Server Start Location [1.2] [startlocation]
Replies: 10
Views: 2545

Re: [Map] Karsthafen

I fell in love with this map, and the wonderful creations it contained, but I don't really know a lot of German. I wanted to be able to read all the signs posted around this map, so I decided to translate them. I wrote a program to extract the text from every sign to a file. I ran that through Googl...
by YoukaiCountry
Fri Jan 23, 2015 05:53
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 61987

Re: [Map] Karsthafen

Wow, this map is a blast to explore! I stumbled upon the terrifying / beautiful tower that goes really high into the air, and really far underground! (I'm guessing that's the devil's tower :p ) Also, I am on 4.11-dev, and the terrain generator was overtaking a lot of things (the tennis courts, the r...
by YoukaiCountry
Thu Jan 22, 2015 07:41
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 61987

Re: [v2] "Broville v10" in Minetest

New release, links are in the original post. Chests now open and have contents, as well as proper minecraft dimensions (which are different from minetest dimensions). Most items are still unconverted, but they are at least populating. Panes and bars now populate properly. Several new block types wer...
by YoukaiCountry
Thu Jan 22, 2015 07:18
 
Forum: Maps
Topic: [v2] "Broville v10" in Minetest
Replies: 6
Views: 1787

Re: [Mod] Server Start Location [1.2] [startlocation]

Fixed an issue with the latest version that prevented setting the start location.
by YoukaiCountry
Thu Jan 22, 2015 07:02
 
Forum: Mod Releases
Topic: [Mod] Server Start Location [1.2] [startlocation]
Replies: 10
Views: 2545

Re: [Mod] Server Start Location [1.2] [startlocation]

I added /allongotostart, /alloffgotostart, and /allgotostart. Tested them a bit, and they seem to work just fine.
To teleport offline characters, I just keep a list of players that do NOT need teleported (the online players), and reference it / teleport as needed when players join the server.
by YoukaiCountry
Wed Jan 14, 2015 07:46
 
Forum: Mod Releases
Topic: [Mod] Server Start Location [1.2] [startlocation]
Replies: 10
Views: 2545

Re: [Mod] Server Start Location [1.1] [startlocation]

Just browsed the pull, looks good to me. I'm not always the cleanest coder, so I very much appreciate the help! I'll merge it when I get to my dev machine. Also thanks for getting the initialized field out of the position table. I'm having my Minecraft -> Minetest converter parse the serialized lua ...
by YoukaiCountry
Tue Jan 13, 2015 20:48
 
Forum: Mod Releases
Topic: [Mod] Server Start Location [1.2] [startlocation]
Replies: 10
Views: 2545

Re: [Mod] Server Start Location [1.1] [startlocation]

There are already some spawn mods but it's a simple thing to start with - Well done :) I hope my pull request is welcome, I rewrote some parts of the codes. Thanks, I'm still learning the ropes. I have coding experience, but Lua is a new language to me, and so is the Minetest API! Pull requests are...
by YoukaiCountry
Tue Jan 13, 2015 19:22
 
Forum: Mod Releases
Topic: [Mod] Server Start Location [1.2] [startlocation]
Replies: 10
Views: 2545

Re: Broville v10 Minetest

TriBlade9 wrote:
YoukaiCountry wrote:Added an alternate download on MEGA in the original post.

Forgive me, but it is also quite fun to burn down. x] (I swear I was just clearing grass for performance reasons... kinda.)


Don't worry, I've been down that road too :)
by YoukaiCountry
Tue Jan 13, 2015 10:39
 
Forum: Maps
Topic: [v2] "Broville v10" in Minetest
Replies: 6
Views: 1787

Re: Broville v10 Minetest

Added an alternate download on MEGA in the original post.
by YoukaiCountry
Tue Jan 13, 2015 07:46
 
Forum: Maps
Topic: [v2] "Broville v10" in Minetest
Replies: 6
Views: 1787
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