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Please add this in an issue on github. In that case there is a bigger chance that this gets upstream.
by wokste
Mon Sep 24, 2012 15:39
 
Forum: Feature Discussion
Topic: Better digging animation
Replies: 12
Views: 2851

That would be nice.

A quick and dirty solution would be to override the:
function minetest.item_eat(hp_change, replace_with_item)
(Can be found in item.lua, I think that must be possible to override it)

Please feel free to submit a patch.
by wokste
Wed Sep 19, 2012 08:06
 
Forum: Feature Discussion
Topic: register_on_eat - request for a new callback function
Replies: 1
Views: 576

I think you can make "smaller blocks" by creating a larger player character. (e.g. 4 by 2 blocks) I am not sure what problems will arise but I think of these. Compatibility issues between minetest and your fork. The map-generator needs to be scaled as well. I don't know how collision is implemented....
by wokste
Mon Sep 17, 2012 13:48
 
Forum: Feature Discussion
Topic: Smaller Blocks possible?
Replies: 5
Views: 1189

As far as I remember, in minecraft there are 2 perlinnoises (wetness and temperature). From this, the biomes are chosen. If we have this, we can have multiple biomes in a natural way. (no deserd near a polar region for example)
by wokste
Sat Sep 15, 2012 10:53
 
Forum: Feature Discussion
Topic: fractal/multi-scale mapgernator
Replies: 21
Views: 5042

I looked around on the web and it seems that webkit (famous from chrome) is sometimes used from within lua.
by wokste
Sat Sep 15, 2012 10:47
 
Forum: Feature Discussion
Topic: in-game web browser
Replies: 3
Views: 928

Because it is much easier to forbid translucent textures while rendering. In that case, you dont have to order surfaces by distance but only have to enable the depth buffer.
by wokste
Sat Sep 08, 2012 11:52
 
Forum: Problems
Topic: alpha channel of textures not working
Replies: 4
Views: 671

The problem MAY be more difficult than you imagine. Although I don't see a problem in your case, since it is an overlapping texture. This may be the cause: In openGL, when you have 2 overlapping surfaces, it will determine which one should be on top using a technique called the depth buffer. However...
by wokste
Sat Sep 08, 2012 08:05
 
Forum: Problems
Topic: alpha channel of textures not working
Replies: 4
Views: 671

It would be great if there were biome support for lua. Agreed, this would be great. However this code will not touch lua. It will only give a number for each zone (biome). What that number exactly means is left to be decided. So, the addition would be possible if you expand from the method shown ab...
by wokste
Fri Sep 07, 2012 18:59
 
Forum: Partly official engine development
Topic: Biome Generation
Replies: 3
Views: 1327

Biome Generation

For one of my own projects I created a map-generator for biomes. Now that project stopped, I thought maybe minetest can use it for biome generation. For this, I am willing to convert it to c++. Here are some properties: 1. For each integer (x, y) coordinate it will give a number. (Normal distributio...
by wokste
Fri Sep 07, 2012 15:02
 
Forum: Partly official engine development
Topic: Biome Generation
Replies: 3
Views: 1327

It sounds to me that there might be a directory problem. At what directory did you put init.lua?
by wokste
Fri Sep 07, 2012 14:14
 
Forum: Problems
Topic: please someone help meee
Replies: 11
Views: 1462

I think the best way to fix this is to correct the F5 to be the same as player:get_look_yaw(). In this way, potential existing mods will be backward compatible.
EDIT: Of course in radians, but the same 0 axis (I hope it is clear)
by wokste
Fri Sep 07, 2012 11:21
 
Forum: Problems
Topic: get_look_yaw
Replies: 5
Views: 1550

There is a dirty solution. Hack it together in c++. (mostly by commenting lines)

Secondly, I have heard that celeron is busy with recoding the map-generation[citation needed], so it may be that he will add this possibility.
by wokste
Sun Sep 02, 2012 13:31
 
Forum: Problems
Topic: How to create world with only land and sky?
Replies: 5
Views: 867

I think it could better be in depends.txt. Maybe:
Code: Select all
default
moreores optional
by wokste
Fri Aug 31, 2012 10:08
 
Forum: Feature Discussion
Topic: Soft Depend
Replies: 6
Views: 1379

(correct me if I'm wrong)
Single player is emulated by multiplayer. Therefore it should be similar to running both a client and a server.
by wokste
Sun Jul 22, 2012 14:28
 
Forum: General Discussion
Topic: Help
Replies: 11
Views: 1091

It may be that the VideoDriver does not free the textures. A few solutions could be:
- Only use getTexture() to load the texture. This will avoid multiple instances of the same texture.
- Make sure that all classes that load textures drop() and grab() them correctly
by wokste
Sun Jul 22, 2012 14:24
 
Forum: Problems
Topic: GL_OUT_OF_MEMORY
Replies: 3
Views: 896

Nubelite wrote:Found this today Thread

Thanks for adding the reference.
Unfortunately, this patch has a more or less a hardcoded model in it. Therefore it is not directly usable.
Secondly, there have been reports on performance issues. (whether they are true, I don't know)
by wokste
Sat Jul 21, 2012 08:53
 
Forum: Feature Discussion
Topic: 3D meshes for players and creatures [Models are now upstream!]
Replies: 215
Views: 55138

This is a very broad question and there are already too many 'this will be cool' topics. I think it works better to ask questions to yourself. Examples are: Quite soon, you have 'completed' the game. How can you always have a goal in the game? Can you make it more challenging and rewarding at some l...
by wokste
Sat Jul 21, 2012 06:45
 
Forum: General Discussion
Topic: Contributers for my Fork?[Minetest-M13][Need Trustworthy Co-Owner]
Replies: 8
Views: 3094

I think the best method is if we add featured mods. For making your mod featured, it needs to be on GitHub and been approved by the community. A list of approved mods is a must, since it will allow people to resolve dependencies fast. Actually I would require old mods to work on the same standard, t...
by wokste
Fri Jul 20, 2012 09:21
 
Forum: General Discussion
Topic: bad idea
Replies: 2
Views: 536

I like the 3 screenshots. The text and the background are not the best. I am not sure, but here are my ideas: - A blocky font for Minetest. - You could make the text from sandstone in minetest and take a screenshot. - A black background. - If you don't want a black background, clouds are often inter...
by wokste
Wed Jul 18, 2012 16:41
 
Forum: General Discussion
Topic: New Background
Replies: 4
Views: 1353

First of all, I don't have the plan of coding this. Secondly I don't think the problems with combining natural and artificial blocks are fully understood. For understanding this I have created some pictures and the effect it will have. http://www.stevenw.nl/c55/curved1.png This is the scenario. 3 bl...
by wokste
Tue Jul 17, 2012 12:45
 
Forum: General Discussion
Topic: Smooth connections of block surfaces (realistic terrain)
Replies: 28
Views: 15161

Here is another type of possible output. http://www.stevenw.nl/c55/curvedterrain.png Left: In the left panel you see the original terrain. At the middle of a node, lies it's center-points. Middle: Now we make a grid through all center-points. Each blue square will get drawn separately. Right: We wil...
by wokste
Tue Jul 17, 2012 08:23
 
Forum: General Discussion
Topic: Smooth connections of block surfaces (realistic terrain)
Replies: 28
Views: 15161

Anti Griefing Gameplay

Griefers want to do the most damage in the least amount of time. Therefore make tactics that are often used to grief more time consuming. Here are some suggestions. Vaults: In the current situation, locked chests are used to grief (by placing them at annoying locations). If they are more expensive, ...
by wokste
Sat Jul 14, 2012 14:11
 
Forum: General Discussion
Topic: Anti Griefing Gameplay
Replies: 4
Views: 1113

What is asked here is not possible with mods, but cool nevertheless.
It will surely add a lot of details in the world.
by wokste
Fri Jul 13, 2012 10:15
 
Forum: Feature Discussion
Topic: [Mod] MicroTest [Idea]
Replies: 11
Views: 2261

Steps to make the code better: 1. Cleaning the code. I could remove half of the lines in mapgen.c because they were code commented out. I don't know if this file is terribly ugly or if it is the default. 2. Analyse code and fixed when nessesary. 3. Maybe use CPD, the Copy-Paste Detector: http://pmd....
by wokste
Sun Jul 08, 2012 17:47
 
Forum: General Discussion
Topic: MineTest Is Losing and other problems.
Replies: 16
Views: 4632

I do not think we should have 2 versions (2D and 3D models). It will be double the work to make graphics. Therefore I suggest looking carefully whether 3D models would be a major preformance leak. As far as my knowledge about 3D goes, there are 2 mayor tasks in trawing 3D models. First of all, the p...
by wokste
Sun Jun 24, 2012 11:21
 
Forum: Feature Discussion
Topic: The Realm of 3D Mobs
Replies: 202
Views: 47316
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