Search found 73 matches

by eduardomezencio
Sun Oct 18, 2015 17:12
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [Mod] EM Dungeon Generator [em_dungeon_gen]

Just to let you guys know, the latest changes that I made to this mod (not pushed to github yet) make use of a newly added feature to the lua modding api that allows you to change the chunk size in a mod. This means that it will not work (properly) with 0.4.13 anymore. Since the base of the mapgen i...
by eduardomezencio
Sun Oct 04, 2015 22:47
Forum: WIP Games
Topic: [Game] Dungeontest (very WIP)
Replies: 101
Views: 31779

Re: [Game] Dungeontest (very WIP)

Your project seems to be moving fast! I'm impressed
by eduardomezencio
Sun Oct 04, 2015 22:45
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

I also need to know if there is a way to make a node not highlight when pointed at but still not let the player point through it. If I set pointable = false then the player can point through it. The same goes for if I set selecetion box to 0,0,0,0,0,0. I also wanted to know about this. And even ano...
by eduardomezencio
Sat Oct 03, 2015 23:47
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 29
Views: 8936

Re: [Mod] Telemosaic [telemosaic] (WIP)

Version 0.3.1 released Yeah, that was fast :-/ Tested it and everything is working fine. Some remarks: - Since, as I pointed out earlier, this teleporter has the advantage of simplicity, could you elaborate on why you think 3 tiers of extenders would be a good idea? Is it because you're planning si...
by eduardomezencio
Sat Oct 03, 2015 23:26
Forum: Game Releases
Topic: [Game] Pixture
Replies: 278
Views: 100334

Re: [Game] Pixture

Also if you want to simplify your recipes an easier method but still using fiber would be and I'm going to use the wooden pick as an example [...] I'll do that, see if it makes it intuitive to craft. I personally like the current recipe. I think they don't have to be 'simplified' because you can ch...
by eduardomezencio
Sat Oct 03, 2015 17:18
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

And it didn't work. You can get chunksize with get_mapgen_params() but you can't change it with set_mapgen_params().
by eduardomezencio
Sat Oct 03, 2015 17:01
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

minetest.set_mapgen_params(MapgenParams) may be the solution https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2007 you can set seed, flags, water level and mgname. Thank you very much for your answer. This seems to be the solution, but the information in the wiki contradicts it. Fi...
by eduardomezencio
Sat Oct 03, 2015 16:43
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 29
Views: 8936

Re: [Mod] Telemosaic [telemosaic] (WIP)

I'll try to create some nice sounds. It may take some time, but I'll report back as soon as possible. While writing this list, I thought of a mechanical change: instead of configuring beacons with "keys", how about holding a beacon block in your hand, and using it on a beacon on the ground...
by eduardomezencio
Sat Oct 03, 2015 01:31
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

Maybe it would work to use minetest.setting_set (http://dev.minetest.net/minetest.setting_set). I tested it, and it's not the solution. First problem is that it changes the user setting in his minetest.conf file, so it may cause problems with his other worlds. Second that just putting it in init.lu...
by eduardomezencio
Fri Oct 02, 2015 15:32
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

Ferk wrote:I guess if you put it directly in the init.lua of your mod it should be effective as soon as the mods get loaded (which I believe precedes mapgen).
I don't know if this is the right thing, but it kinda 'feels like' the right thing. I'll test it soon.
by eduardomezencio
Fri Oct 02, 2015 15:22
Forum: WIP Games
Topic: [Game]Minetest_Hades[wip]
Replies: 54
Views: 18200

Re: [Game]Minetest_Hades[1.3]

Ferk wrote:You need to install a git program in your computer to be able to use it and upload (push) / download (pull) the changes that you "commit".
Oh yes.. quite an important thing that I forgot to mention :/
by eduardomezencio
Fri Oct 02, 2015 14:58
Forum: WIP Games
Topic: [Game]Minetest_Hades[wip]
Replies: 54
Views: 18200

Re: [Game]Minetest_Hades[1.3]

Idk ... i just cant upload files. Edit code directly on github working.... but files like textures dosnt. Thank you for the link, maybe it help. The tutorial will definitely help you, but I'll also leave some tips here: - You're not going to edit your files there. You'll just create a git repo insi...
by eduardomezencio
Fri Oct 02, 2015 11:22
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

Maybe it would work to use minetest.setting_set (http://dev.minetest.net/minetest.setting_set). This would help, but only if it could be executed before anything is loaded. That's because the thing I want to change is the chunk size, to optimize my mapgen. Changing it after the world starts generat...
by eduardomezencio
Fri Oct 02, 2015 03:14
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 29
Views: 8936

Re: [Mod] Telemosaic [telemosaic] (WIP)

Also, what kind of sound effects you imagine for this mod? Maybe I can be of some help creating some, if you want synthesized sounds (instead of recorded sounds).
by eduardomezencio
Fri Oct 02, 2015 03:12
Forum: WIP Games
Topic: [Game]Minetest_Hades[wip]
Replies: 54
Views: 18200

Re: [Game]Minetest_Hades[1.3]

Do you have technical problems with github or are you still not familiar with git itself? If it's the latter, try this course: https://www.codeschool.com/courses/try-git
It's very simple and will get you started quickly.
by eduardomezencio
Fri Oct 02, 2015 01:37
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 29
Views: 8936

Re: [Mod] Telemosaic [telemosaic] (WIP)

I'm liking this a lot! I think this kind of teleporter is very easy to integrate in a game because of it's simple design that would fit a variety of themes and the absence of menus. And it also looks pretty good!
by eduardomezencio
Fri Oct 02, 2015 01:22
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571150

Re: Post your modding questions here

Games can have a minetest.conf file that will override some settings, right? (I never found this in the documentation, but I found a minetest.conf file in a lot of games)

Can a mod do the same?
by eduardomezencio
Thu Oct 01, 2015 13:49
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

First of all, I was using the terms 'block' and 'chunk' swapped, but it seems like you already noticed that Actually, you can set_node in an ungenerated chunk and it will get stored. The problem is that if you are using a mapgen other than singlenode (which you should if you want the world to be som...
by eduardomezencio
Thu Oct 01, 2015 12:24
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

But I don't think there's one that would work good both for infinite and finite mazes. This is a very real issue. I wish I had the option to do things in a different manner within minetest. Right now we generate the map using minetest.register_on_generated, where we tell it what to do when a new bl...
by eduardomezencio
Thu Oct 01, 2015 01:35
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

There's a get_param2_data() and set_param2_data() function. Just like you do alread with get_data() and set_data() for the content id of the node. There's another VM that contains param2 (rotation) data, you can use the same index for both VMs, see https://github.com/paramat/flexrealm/blob/master/i...
by eduardomezencio
Wed Sep 30, 2015 22:08
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

paramat wrote:use a program to generate them inside the VM
I have one question: If I place stair nodes inside the VM, how can I define the direction the node will be facing? This was the first reason why I decided to not make the stairs or the doors inside the VM.
by eduardomezencio
Wed Sep 30, 2015 21:18
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

You place torches after all the lighting updates, place them in the VM immediately after creating pits, and before 'vm:set_data(data)' and 'vm:calc_lighting()'. Ah but, you need schematic stairways placed before lighting calculations, try placing stairs before the VM. Or much better: don't use a sc...
by eduardomezencio
Wed Sep 30, 2015 19:05
Forum: Game Releases
Topic: [Game] Pixture
Replies: 278
Views: 100334

Re: [Game] Pixture

Is there some serious reason for using PseudoRandom instead of the lua builtin math.random? (sorry for taking so much fo your game's thread with this discussion)
by eduardomezencio
Wed Sep 30, 2015 13:56
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 9176

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

Updated : Now pits generate and various generation glitches were fixed. For now, the only known bug in this mod is about lighting. Sometimes the light from the torches is not correctly calculated, and I have no idea of what causes this for now. I'm attaching screenshots from normal and glitched tor...
by eduardomezencio
Wed Sep 30, 2015 03:35
Forum: Game Releases
Topic: [Game] Pixture
Replies: 278
Views: 100334

Re: [Game] Pixture

kaadmy, I'm starting to believe that in different OSs the random number generator behaves differently. To be more specific, I think it has something to do with the C library implementation your OS uses, because the lua random generator calls the C rand() function. What's your OS? Could you test what...