Search found 319 matches
- Thu Mar 01, 2018 12:01
- Forum: Minetest-related projects
- Topic: Minecore: An Engine
- Replies: 78
- Views: 16883
Re: Minecore: An Engine
We've been told it would be a waste of our time to mess with the engine by some of you, (though we're not confident about that,) -so we are just taking word for it and ditching the idea of using MTE as the starting point. I cannot find the explanations or arguments from those "some" who s...
- Mon Jun 05, 2017 09:04
- Forum: WIP Games
- Topic: [Game] Dungeontest (very WIP)
- Replies: 101
- Views: 31933
Re: [Game] Dungeontest (very WIP)
Yes, that's what I meant, special levels with a bigger room. But as I said, I'm not sure if this would improve the gameplay. The main problem is that while the first time you explore the game is fun, it soon becomes very repetitive. Special levels won't change that, they will be sort of hardcoded, s...
- Mon Jun 05, 2017 08:18
- Forum: WIP Games
- Topic: [Game] Dungeontest (very WIP)
- Replies: 101
- Views: 31933
Re: [Game] Dungeontest (very WIP)
AAaaAghhhhrr.... http://orig07.deviantart.net/2465/f/2014/025/5/6/free_icon___zombie_hand_by_vodkafish-d73qirt.png Sorry, there's not much movement on the project. I changed job and had to stop working on it for a while, after that it had lost the momentum. I probably should start working on it agai...
- Mon May 01, 2017 09:16
- Forum: General Discussion
- Topic: Please please do something!
- Replies: 10
- Views: 1466
Re: Please please do something!
Btw, if you want to both help shape the direction and contribute financially to help the devs resources, you can put a bounty on particular issues to place a reward for devs to implement whatever thing you want to be implemented:
https://www.bountysource.com/teams/mine ... ids=279037
https://www.bountysource.com/teams/mine ... ids=279037
- Mon May 01, 2017 09:13
- Forum: General Discussion
- Topic: Please please do something!
- Replies: 10
- Views: 1466
Re: Please please do something!
So people work on new fancy features (like the clouds api added today*) and miss out on improving the basics. Can you give examples on what you mean by "improving the basics"? There's a lot of testing, refactoring and performance fixes going on in the engine development. Already a lot of ...
- Sat Apr 29, 2017 12:00
- Forum: Feature Discussion
- Topic: My thoughts on Minetest coming from Minecraft
- Replies: 41
- Views: 8700
Re: My thoughts on Minetest coming from Minecraft
Nobody in this thread said that being a Minecraft clone is bad, though. But is being a Minecraft clone the goal of Minetest Game (MTG)? I don't think it would be good if the "Minecraft-phobia" label was used to bash any opposition that rejects Minecraft concepts in MTG. Imho, MTG shouldn't...
- Sat Apr 29, 2017 08:13
- Forum: Minetest-related projects
- Topic: Minetest on a spherical planet
- Replies: 67
- Views: 36904
Re: Minetest on a spherical planet
I didn't see this before, really cool. Nice idea to use a torus. It would be very appropriate for concepts like the moon mapgen , which currently resorts to creating a floating sphere. Imho, it would be cool if the mapgens in minetest had an option to wrap around and the engine could simulate spatia...
- Sat Feb 04, 2017 19:28
- Forum: Game Releases
- Topic: [Game] Tutorial [3.4.0]
- Replies: 284
- Views: 129426
Re: [Game]/[World] Tutorial [1.8.2]/[2.1.0]
the later version has a very dumb bug which (sadly) prevents the gold ingots and other items to appear. This is the only reason why I haven't thrown the earlier version away a long time ago. And I fear, because of an engine bug (or maybe bad communication/documentation?), this is not going to chang...
- Sun Jan 08, 2017 12:40
- Forum: General Discussion
- Topic: Poll: Growing crops and/or saplings underground?
- Replies: 52
- Views: 7407
Re: Poll: Growing crops and/or saplings underground?
I don't think we should pull plant growth down to light level 7. Maybe 11 tops. Still bright enough for many shade loving plants. So there's a minimum light level also in option 4. Basically option 4 then is not that different from option 1 in terms of what can grow, if it wasn't because you are mo...
- Thu Jan 05, 2017 18:33
- Forum: General Discussion
- Topic: Poll: Growing crops and/or saplings underground?
- Replies: 52
- Views: 7407
Re: Poll: Growing crops and/or saplings underground?
I'm surprised the 4th option got so much support. It's both impractical and unrealistic. Plantlife will grow too slowly so people will end up having to use mese lamps anyway if they actually want to farm efficiently, and yet it will still grow in places where you might not want it to grow and where ...
- Sun Oct 16, 2016 11:22
- Forum: Feature Discussion
- Topic: Minetest latest experimental features
- Replies: 65
- Views: 20098
Re: Minetest latest experimental features [0.4.14+]
In the latest git version you can also now do..
Saving you from typing "singleplayer", which is very convenient when testing
Code: Select all
/grantme all
- Mon Sep 26, 2016 20:16
- Forum: WIP Mods
- Topic: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
- Replies: 19
- Views: 4418
Re: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
@sofar, could you clarify this part of the license?: 1) you can re-distribute the artwork, but only if you: a) properly attribute b) do not modify the code "do not modify the code" as in the code of the mod? Does that mean it's not possible to make pull requests in github? as this would in...
- Mon Sep 26, 2016 19:18
- Forum: WIP Mods
- Topic: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
- Replies: 19
- Views: 4418
Re: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
The setup is done in such a way that AI code parts are not part of the monster table, the monster table just specifies the API methods available (think of it as a library of AI code bits). That's nice. But as the driver ecosystem grows maybe the state definition with the parameters for the drivers ...
- Mon Sep 26, 2016 17:55
- Forum: WIP Mods
- Topic: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
- Replies: 19
- Views: 4418
Re: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
Awesome! I like how the AI tables look like declarative programming. Which is quite appropriate for AI. Though it might make sense to separate the animation/sound definitions from the AI table so it could be possible to reuse the same AI for more than one mob (eg. chickens and sheeps may have simila...
- Thu Aug 11, 2016 22:19
- Forum: Partly official engine development
- Topic: Black-and-white Minetest/video games
- Replies: 20
- Views: 3635
Re: Black-and-white Minetest/video games
This makes no difference in current hardware. Even if you use some sort of grayscale in your textures, at some point it'd end up translated into some internal representation that separates it in color channels that mix to give whatever shade of gray (that's how the screens work anyway). I doubt you'...
- Sat Aug 06, 2016 10:19
- Forum: Feature Discussion
- Topic: What is, what will, what sould be Minetest?
- Replies: 54
- Views: 8204
Re: What is, what will, what sould be Minetest?
Adding "Game" to the name is not a change. This was done to try and ease the confusion between the engine (Minetest) and the official subgame (Minetest Game). It was a pity that the voting to change the subgame name resulted in that name... imho adding " Game" to the title of so...
- Wed Jul 27, 2016 21:21
- Forum: WIP Games
- Topic: [Game] Dungeontest (very WIP)
- Replies: 101
- Views: 31933
Re: [Game] Dungeontest (very WIP)
Hi, I think you should update the HUD bars mod since currently the HUD bars are displayed incorrectly (probably because of an old bug in the mod, sorry). Thanks for the heads up. I'll get to it on the weekend. EDIT: Did it. I also changed the room spawning to use the new LBMs and fixed some warning...
- Fri Jul 15, 2016 19:40
- Forum: General Discussion
- Topic: What is the result of vector.direction ()?
- Replies: 10
- Views: 1572
Re: What is the result of vector.direction ()?
I'm not sure, but I think this function calculates a vector between two positions I don't think so, for that you only need to subtract the initial position from the final position, vector.subtract(b, a) would return the vector from point a to point b. Just as Hybrid Dog and Ruberwardy said, the uni...
- Sun Jun 26, 2016 09:20
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1099
- Views: 224732
Re: What's Minetest still missing over Minecraft?
what's screwing up Pipeworks (and therefore technic) is not having a drawtype for pipes Actually, I think the connected nodeboxes from latest release could help there. You'd only need one node and configure it to connect itself to nodes of the given groups. The connection logic is just done client-...
- Sat Jun 18, 2016 14:51
- Forum: Problems
- Topic: Unable to type on Window 10 [Solved]
- Replies: 4
- Views: 761
Re: Unable to type on Window 10
What language is your operative system on?
If you have, for example, some variant of English, try setting it to "English (United States)".
It seems the engine has trouble with some locales in Windows.
If you have, for example, some variant of English, try setting it to "English (United States)".
It seems the engine has trouble with some locales in Windows.
- Sat Jun 18, 2016 07:09
- Forum: Feature Discussion
- Topic: More Entity Callbacks
- Replies: 9
- Views: 2489
Re: More Entity Callbacks
You can probably use the function "get_staticdata" as if it was the opposite of "on_activate". The string that on_activate receives as parameter is the same that get_staticdata returns. get_staticdata gets called when the entity deactivates (unloads) and the string is saved so th...
- Sat Jun 11, 2016 12:51
- Forum: Feature Discussion
- Topic: Why the 32768 node limit?
- Replies: 14
- Views: 3635
Re: Why the 32768 node limit?
Using entities to simulate nodes would probably be too much... not to mention that they may disappear / pop-up spontaneously, since entities are only loaded when really needed. Maybe a new param2type could be added to store the index of the mesh/texture to use from an array in the nodedef. That way ...
- Sun May 15, 2016 20:17
- Forum: News
- Topic: Minetest 0.4.14
- Replies: 52
- Views: 22601
Re: Minetest 0.4.14
The changelog is incomplete as always ...;) The changelog is a broad overview of the engine changes alone, not for the MTG game. There are even more things than what you mentioned added to MTG. The creative inventory received an overhaul, written books now are divided in pages, steel ladder, steel ...
- Sun May 15, 2016 13:47
- Forum: Minetest-related projects
- Topic: Using this as a basis.
- Replies: 2
- Views: 678
Re: Using this as a basis.
Yes, but only if you also distribute the source code of your modifications, as the GPL license states.
Are you making changes to both the engine and the game or only the game?
Are you making changes to both the engine and the game or only the game?
- Mon Apr 11, 2016 05:39
- Forum: WIP Mods
- Topic: [Mod]Tutor[tutor] WIP
- Replies: 17
- Views: 5236
Re: [Mod]Tutor[tutor] WIP
If it's used on a server, it would be better if the admin removes the recurring request to punch a tree or make a farm, i wouldnt want to have to go through it every time. Specially given that usually you spawn in protected areas where you cant punch anything or you have restricted permissions.. or ...