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Re: How to calculate a spherical surface?

Sounds good too me. Will try it. Thanks
by burli
Wed Sep 19, 2018 14:13
 
Forum: General Discussion
Topic: How to calculate a spherical surface?
Replies: 2
Views: 189

How to calculate a spherical surface?

Hi folks, I'm still around here and I need a little bit of help to write a simple mapgen. I want to write a mapgen that creates a surface withe the same radius of the earth an a hight resolution of 1/16 block. That means that I get 64*64km sphere section with the same radius as the earth. I'm not su...
by burli
Wed Sep 19, 2018 10:41
 
Forum: General Discussion
Topic: How to calculate a spherical surface?
Replies: 2
Views: 189

Re: [mod] New Pathfinder [wip][pathfinder]

I don't know if it makes sense to continue the developement in lua. Would make more sense to port this to C++. But I can't do this. Is there any progress on this from the core devs? Probably I will fix some bugs or add some new features in the near future, but sooner or later a C++ port is unavoidable
by burli
Sat Sep 15, 2018 16:34
 
Forum: WIP Mods
Topic: [mod] New Pathfinder [wip][pathfinder]
Replies: 71
Views: 6294

Re: [shaders]Bloom + Better Light

Sadly that does only work for Windows
by burli
Wed Jan 24, 2018 17:20
 
Forum: Feature Discussion
Topic: [shaders]Bloom + Better Light
Replies: 174
Views: 10324

Re: Custome Sounds for Minetest Game! MC Sounds to MT

That's true. Bill Gates' first project was "stolen"
by burli
Sun Jan 21, 2018 17:52
 
Forum: Texture Packs
Topic: Custome Sounds for Minetest Game! MC Sounds to MT
Replies: 22
Views: 1302

Re: Custome Sounds for Minetest Game! MC Sounds to MT

TumeniNodes wrote:
Enrikoo wrote:I don't have license, i just could move them to minetest_game and rename it how it was.

You might not have a license, but they sure do.

You really need to start learning about licenses.



Seems like Minecraft/Mojang has to learn about license if they use free sources
by burli
Sun Jan 21, 2018 10:36
 
Forum: Texture Packs
Topic: Custome Sounds for Minetest Game! MC Sounds to MT
Replies: 22
Views: 1302

Re: 2-D Phyisics engine on the X-Z plane

BTW, a circle-physics engine would be nice, and would not suffer of rotation problems(circles dont change if rotated)... I opened an issue for cylindrical collision"boxes" a while ago. But meanwhile I think, collision boxes are overrated. I think, a vertical line would be better to detect...
by burli
Wed Jan 17, 2018 09:59
 
Forum: Feature Discussion
Topic: 2-D Phyisics engine on the X-Z plane
Replies: 18
Views: 1348

Re: [MOD] Minecraft-like Bows!!! [bow]

Well ok, this mod is good (i agree with it). Bt i think we should invent as more things as it is possible, i mean mods. Maybe we could increase number of people in Minetest as these mods nowhere exist in other games except Minetest itself. That`s why many people don`t want to play here because too ...
by burli
Mon Jan 15, 2018 16:01
 
Forum: WIP Mods
Topic: [MOD] Minecraft-like Bows!!! [2.0][bow]
Replies: 36
Views: 4757

Re: What map height is really needed?

BUT what is worrying me is this wasted vertical space , 256 blocks of height in minecraft is pretty much enough for most folks, in minetest we can slice this 65 kms of vertical space into 10-20-30-40-50-60 realms with different biomes and terrain, skyboxes, rules, physics, different mobs, bosses, o...
by burli
Fri Jan 12, 2018 17:40
 
Forum: General Discussion
Topic: What map height is really needed?
Replies: 63
Views: 3762

Re: [mod] Lighten wielded item [wielded_light]

swap_node is faster
by burli
Thu Jan 11, 2018 21:14
 
Forum: Mod Releases
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 48
Views: 2938

Re: [mod] Lighten wielded item [wielded_light]

texmex wrote:How does this mod compare to https://github.com/krondor-game/wield_light ?

This version should be better than the version from krondor-game because it use swap_node instead of set_node
by burli
Thu Jan 11, 2018 17:17
 
Forum: Mod Releases
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 48
Views: 2938

Re: Core/MTG dev(s)

I think, one big problem is, that the code base from the engine is too monolithic. It is hard to change fundamental things. Even if the game itself works, the code is broken to its base and too hard to maintain I just fly over the bug filter and found a lot of bugs related to collision detection. I ...
by burli
Tue Jan 09, 2018 08:27
 
Forum: General Discussion
Topic: Core/MTG dev(s)
Replies: 15
Views: 961

Re: [Mod] Pipeworks [git] [pipeworks]

But for the future you can add tags. I didn't say you should support old versions
by burli
Mon Jan 08, 2018 21:45
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 634
Views: 198474

Re: [Mod] Pipeworks [git] [pipeworks]

@VanessaE you can create tags for a commit that works e.g. with 0.4.15 or now with 0.4.16
by burli
Mon Jan 08, 2018 18:19
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 634
Views: 198474

Re: Python as a modding language

Yeah, the difference is, you know Python as a language that comes with tons of libraries. But the interpreter itself can't do much more than the lua interpreter.

If Python would be added to Minetest you had to install all the libs yourself. You would just have the bare interpreter
by burli
Fri Jan 05, 2018 19:12
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4543

Re: Common transport API

I would make it even more generic. One callback for insert, one for take. The node has to deal itself what to do with the incoming. For example the furnace. The node gets an insert callback for an item, e.g. cobblestone. The furnace itself needs to decide what to do with it. Next insert callback wan...
by burli
Thu Jan 04, 2018 19:06
 
Forum: Feature Discussion
Topic: Common transport API
Replies: 6
Views: 427

Re: Multi Block Nodes

I assume that the chest is one mesh like the door. Doesn't work with multiple nodes. I tried it.

EDIT: nope, I'm sorry. Is not a mesh. I'll take a look
by burli
Thu Jan 04, 2018 17:27
 
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 372

Re: Multi Block Nodes

It seems that doors simply expand the selection box. But that's not what I want, because I can't select the other nodes. If I try to dig a node the expanded node would be digged first. And I don't know if I can attach things like pipes. I think I need to add some kind of controller node and the othe...
by burli
Thu Jan 04, 2018 13:09
 
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 372

Re: Multi Block Nodes

TenPlus1 wrote:Doors are 2 blocks high but are a single node, so you can easily enlarge a node and when hit acts like a single block.


Didn't thought about that, but I'm not sure if this works as I expect. Will take a look at it
by burli
Thu Jan 04, 2018 11:57
 
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 372

Multi Block Nodes

I want to be able to make multi block nodes. That means, a structure build of more than one node, but acts like a single node. One example is the blast furnace from a Minecraft Mod. The furnace only works if it is build with predefined blocks in a certain pattern. And when it is active, the entire s...
by burli
Thu Jan 04, 2018 10:25
 
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 372

Re: Common transport API

Ok, this gives me a hint. As addition this transport API should be generic. Not only for items, but also for liquids, energy and so on. I think it would be enough to define callbacks for get_item and put_item. As parameter a type could be used that the node knows what type should be transported. The...
by burli
Thu Jan 04, 2018 10:13
 
Forum: Feature Discussion
Topic: Common transport API
Replies: 6
Views: 427

Re: Python as a modding language

So in an apples-to-apples comparison Python is about 18% slower (66 seconds vs. 56 seconds) for this particular benchmark. Did you run the python code on multiple cores? If yes, then YOU don't make an apples-to-apples comparison, because you removed the optimization on one language, but leave it to...
by burli
Wed Jan 03, 2018 09:06
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4543

Re: Do you like the crafting grid?

Imagine a chest mod allowing small, medium, and large chests. Instead of surrounding a chest with wood which would make it thicker but not larger, imagine x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x Well, you can also have recipes like two chests to make a double chest o...
by burli
Tue Jan 02, 2018 19:55
 
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 37
Views: 2645

Common transport API

Item transport in Minetest is hacky. Hoppers for example use the inventory of nodes like chests or furnace, but this only works if the inventories have specific names. You need to add support for each new node in the hopper. A while ago I made a hopper mod with additional nodes like ducts and a sort...
by burli
Tue Jan 02, 2018 17:15
 
Forum: Feature Discussion
Topic: Common transport API
Replies: 6
Views: 427

Re: Do you like the crafting grid?

Well, how should this work on mobile devices? It is difficult to place a recipe in a 3*3 grid. A 5*5 grid would be only annoying. Or if someone wants to play with a gamepad.
by burli
Sat Dec 30, 2017 22:06
 
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 37
Views: 2645
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