Search found 98 matches

by thomasthespacefox
Sat Apr 11, 2020 19:13
Forum: News
Topic: Forum is now hosted by celeron55 (report issues here)
Replies: 135
Views: 40770

Re: Forum is now hosted by celeron55 (report issues here)

Yes, I have these problems as well. They happened a lot during the last week. So between the regular slow page loads and the rather rare normal functioning of the forums (not sure about the www subdomain), I got one of the following error messages: This webpage is not available: forum.minetest.net ...
by thomasthespacefox
Wed Apr 01, 2020 19:43
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 15413

Re: Other, Superior Open Source Game Engines Exist Now... :D

A thought: Perhaps if someone were to bring this to the attention of some of STK's devs, they could help this discussion constructively... As ill be honest, switching to an existing fork of irrlicht is basically the only option here thats even remotely realistic, as far as I can see. I can't say wh...
by thomasthespacefox
Wed Aug 28, 2019 19:36
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 2818

Re: Making Nodes smaller... (more fine-grained worlds)

Is this the effect you're after? Here is minetest with the default character scaled by 4x. Most of what's needed is already in place, except for changing the camera position in third person view. If I try that I mainly just see the back of the character's head. There are several options for texturi...
by thomasthespacefox
Mon Aug 05, 2019 17:50
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 15413

Re: Other, Superior Open Source Game Engines Exist Now... :D

I think the main issue people here don't get, is minetest itself is a game engine, much of the actual work is done by minetest. as I understand, as such, minetest really uses irrlicht as a graphics engine more than anything else. most of the suggestions seem to be full game engines. Sad to say, but ...
by thomasthespacefox
Wed Jul 31, 2019 18:19
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1358
Views: 212970

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

orwell wrote:Hm, I would like adding them as new wagons instead of replacing the old textures. But nice work thomas!
The displays are on my wishlist too.
Id be happy to see them added as a new wagon! I mean, its not like that would be hard, as its only a texture swap.
by thomasthespacefox
Tue Jul 30, 2019 22:57
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1358
Views: 212970

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

heres the full set of textures, including adjusted line number textures.
adv_subway_newtextures.zip
subway car textures
(331.52 KiB) Downloaded 58 times


also, here are the line numbers in their new position:
Image
by thomasthespacefox
Tue Jul 30, 2019 22:17
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1358
Views: 212970

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

hmm... those line number graphics would need modifying, they cover the LED display when visible... moving them over to one side of the window would work i think.
by thomasthespacefox
Tue Jul 30, 2019 21:39
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1358
Views: 212970

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

I really want to make a font for the LED display, so it can show destinations.... certainly a nifty idea... though for now i just made it say "minetest" as that seemed the most obvious. Took a bit of trial and error to get that working from such a plain texture, i must admit. If you do add it to ad...
by thomasthespacefox
Tue Jul 30, 2019 15:12
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1358
Views: 212970

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Made a new texture for the subway car.
Screenshot:
+ Spoiler
(yes, i figured out the mapping by hand. yes. the LED sign says "minetest" :) )
feel free to use it.

Edit: fix a small hairline flaw on one of the sides.
by thomasthespacefox
Thu Jul 11, 2019 22:53
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 2818

Re: Making Nodes smaller... (more fine-grained worlds)

No matter how large or small the blocks are, there are only so many addressable positions within the given dimensions. In this case, the 16 bit value that is used for each coordinate value only allows so many addressable spaces. Whether the nodes are larger or smaller, the available space in which ...
by thomasthespacefox
Wed Jul 03, 2019 18:30
Forum: General Discussion
Topic: Post your railroads!
Replies: 13
Views: 1191

Re: Post your railroads!

Image
Reworked Basecamp Station to have a whopping 4 tracks (with 2 more behind this point-of-view)

Was a pain to move the massive viaduct over a few nodes, but other than that it was easy enough.
by thomasthespacefox
Tue Jul 02, 2019 04:29
Forum: General Discussion
Topic: Minetest is boring (clickbait) A few thoughts about Minetest
Replies: 90
Views: 5258

Re: Minetest is boring (clickbait) A few thoughts about Mine

We need games that challenge the very core concepts of what "voxel sandbox games" are. IMO, minetest already can be a "voxel game engine" in the very literal sense that it can handle games with blocky volumetric terrain, with any wonder of styles, game genres, and stories. IMO. we need to stop treat...
by thomasthespacefox
Wed Jun 12, 2019 07:42
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 2818

Re: Making Nodes smaller... (more fine-grained worlds)

I don't think this will work in the way you might expect. You will still have the same overall number nodes, and if the node is scaled by 2, and the collision box is scaled by 2, then you have recoded and recompiled the engine to get where you are at this point, a 1 meter node, and a 2 meter tall p...
by thomasthespacefox
Mon Jun 10, 2019 05:38
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 15413

Re: Other, Superior Open Source Game Engines Exist Now... :D

One of the important things to look at ahead of time (as best one can predict the future) is if there were to be a full on switch, whichever engine is chosen is, what limitations does it have, which will cause issues down the road, as there are now and, just how likely is it, that dev on it may fal...
by thomasthespacefox
Mon Jun 10, 2019 05:18
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 15413

Re: Other, Superior Open Source Game Engines Exist Now... :D

The biggest question is... who is going to do all that work? 0_0 The team is so small now, contributors are random. Switching engines or creating one from scratch... hell, even heavily modifying the current beast will be an extreme amount of work, and time, and... It would have to be an entirely se...
by thomasthespacefox
Mon Jun 10, 2019 04:56
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 15413

Re: Other, Superior Open Source Game Engines Exist Now... :D

After reading up on the subject some more (I should have done research first, I admit), i must admit that my opinion has been changed: we need to start planning on what we will replace irrlicht with, before it dies altogether. The longer we have to make such a change, the better. Regardless on what ...
by thomasthespacefox
Sun Jun 09, 2019 00:23
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 15413

Re: Other, Superior Open Source Game Engines Exist Now... :D

I think it be best to stick with irrlicht. If worse comes to worse, we could in theory fork irrlicht. especially if at such a time we have a proper team of graphics devs. Some may argue we should write our own graphics engine, or switch to another, but honestly, with the amount of work we'd need to ...
by thomasthespacefox
Sat Jun 08, 2019 09:32
Forum: General Discussion
Topic: Post Your Contraptions!
Replies: 1
Views: 266

Post Your Contraptions!

Minetest has gained a number of machine mods over the years. from the venerable mesecons, to pipeworks and technic, to digtron. The ability to build over-the-top contraptions has never been higher! Node Name displaying machine: https://forum.minetest.net/download/file.php?id=18877 Uses pipeworks, di...
by thomasthespacefox
Sat Jun 08, 2019 09:05
Forum: Mod Releases
Topic: [Mod] Digiterms [digiterms]
Replies: 38
Views: 3445

Re: [Mod] Digiterms [digiterms]

really cool mod. digilines really needs more things like this. :) controlling things like ilights from a terminal is quite fun. :D if only there was a mod that added a digilines mesecons switch that toggled based on string messages. that be perfect for this mod!
by thomasthespacefox
Mon Jun 03, 2019 13:33
Forum: General Discussion
Topic: Post your railroads!
Replies: 13
Views: 1191

Re: Post your railroads!

This station turned out quite well https://forum.minetest.net/download/file.php?id=18433 Unfortunately, train doors can't open on both sides at the same time . One of your platforms is useless. I would recommend replacing that unused platform with a banner showing the station name or something like...
by thomasthespacefox
Fri May 31, 2019 08:56
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9544
Views: 1215837

Re: "Flat" Mapgen

duane wrote:Image

what you do? crank the hills and lakes params up to 11?
by thomasthespacefox
Tue May 28, 2019 23:05
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 978
Views: 126597

Re: What's Minetest still missing over Minecraft?

LMD wrote:Minetest needs better graphics. Minecraft has shadows. SHADOWS.
Please. Shadows make things look far better. :)
by thomasthespacefox
Mon May 27, 2019 14:25
Forum: Modding Discussion
Topic: v5's new XYZ entity rotation
Replies: 10
Views: 683

Re: v5's new XYZ entity rotation

Pyrollo wrote:
thomasthespacefox wrote:- do you know of any more mods using this?
It's rather static but Display API does :

Image
Ah, finally i can do the old "this sign is right side up." upside down sign gag in minetest :D
by thomasthespacefox
Fri May 24, 2019 05:45
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 2818

Re: Making Nodes smaller... (more fine-grained worlds)

Few things we will likely need/want to make these scales work better: (not even touching on game-specific stuff such as biomes & mapgen) - per-game camera distance modifiers. (for 3rd person view) (need) - camera height modifiers (does this exist currently?) (need) - jump height, walk & run speed, ...
by thomasthespacefox
Fri May 24, 2019 05:32
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 2818

Re: Making Nodes smaller... (more fine-grained worlds)

Thought about this too. I suspect there’s a lot of hard-coded assumptions in the engine that we don’t notice as long as we keep to the default scale. For one, imagine a 8x worse view range… Kinda one of the reasons for the topic, as I know itll take some more flexibility in the engine to make thing...