Search found 39 matches

by arpruss
Thu Sep 22, 2016 14:44
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [Mod] Raspberry PI MC API for Python code [raspberryjamm

You should post issues on the rjm github page if some script doesn't work on both 2.7 and 3.
by arpruss
Tue Sep 20, 2016 19:33
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [WIP][MOD] Raspberry PI Minecraft API for python code

jocsamazon wrote:(I can't find a newer version compiled with msvc)
What are the official 0.4.14 releases compiled with? I can't get them to work with RaspberryJamMod at all. They include msvc*.dll which suggests its msvc.
by arpruss
Tue Sep 20, 2016 15:05
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [Mod] Raspberry PI MC API for Python code [raspberryjamm

To see the error message, run one of the scripts from a commandline:
python donut.py
for instance.

The version of the scripts in mcpipy included in the mod does not support python 3.
by arpruss
Mon Apr 04, 2016 03:23
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [Mod] Raspberry PI MC API for Python code [raspberryjamm

I updated some scripts, and added an pysanka.py script (requires Pillow for Python) that generates an Easter egg from any image. (More information http://www.instructables.com/id/Giant-E ... Minecraft/, though that's aimed at the Minecraft version.)
by arpruss
Mon Jan 18, 2016 18:16
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [Mod] Raspberry PI MC API for Python code [raspberryjamm

The /py command is only for Windows right now. I don't have Minetest on a Linux system (unless Android counts) and so it would be hard to get it to work on Linux. If you want a quick-and-dirty fix, you can try editing background_launch() in init.lua to read: function background_launch(window_identif...
by arpruss
Tue Dec 08, 2015 15:05
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [Mod] Moon mapgen [0.17] [moon]

0.17: Fix for /goto on Linux (and maybe Windows).
by arpruss
Mon Nov 02, 2015 15:31
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [WIP][MOD] Raspberry PI Minecraft API for python code

I posted a new version with an improved version of Conway's Game of Life. Run /py life while standing on a large level surface. A large stone fence will be drawn around you for the board. Place any blocks you'd like (in the same plane as the fence). Then hit the ground with a sword to start. (Left-c...
by arpruss
Sat Oct 31, 2015 21:14
Forum: Mod Releases
Topic: [Mod] Raspberry PI MC API for Python code [raspberryjammod]
Replies: 41
Views: 29035

Re: [WIP][MOD] Raspberry PI Minecraft API for python code

I just posted a new version with some bug fixes (mainly, missing depends.txt). This version will also work with a special Android build that I'm working on.
by arpruss
Sun Oct 25, 2015 05:56
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

Just released 0.16: I reduced the number of moon:moonstoneXXX blocks in order to speed up initial media downloads if you want to run this on a server. Instead, I now dither the blocks. Hard to say what looks better. https://raw.githubusercontent.com/arpruss/moon-mapgen-minetest/screenshots/screensho...
by arpruss
Tue Oct 20, 2015 15:21
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

twoelk wrote:??
I'm impressed
and baffled
how on earth did you do that?

oh - you didn't

you did it on the moon!
:-)

Seriously, there is a ton of free public domain data available from NASA and USGS that makes it possible to do these things. My daughter suggests I do something like this for earth.
by arpruss
Tue Oct 20, 2015 00:46
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

I also added the albedo variation to projection=sphere mode.

Image

For the screenshot, I did land_node_meters = 15000 and projection = sphere in settings.conf.
by arpruss
Tue Oct 20, 2015 00:22
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

Ferk wrote:I noticed you also finally decided to add lunar rock for dark and bright sides. Cool.
Though at this moment doing /goto 0 180 seems to crash
Yeah, you caught the one point on the surface of the moon that was affected by that bug. Thanks for the catch. Fixed in 0.12.
by arpruss
Tue Oct 20, 2015 00:21
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

I just released a new version that uses NASA moon reflectance data to vary the terrain stone from dark (e.g., /goto mare tranq) to very bright (e.g., /goto aristarchus).

Image
by arpruss
Sat Oct 17, 2015 14:25
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

0.11 released: - major bug fix: in previous versions the moon was rotated by 180 degrees so /goto worked wrong - /goto now supports many features other than craters; e.g., /goto apollo 11 or /goto mare tranquillitatis or /goto mons bradley - apparently seamless teleport-joining of near and farside i...
by arpruss
Wed Oct 14, 2015 00:51
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

And I added a sphere mode, which makes a round moon. Just set projection = sphere in the config file. Remember, it's a really big sphere. If you set land_node_meters to 150, the moon is about 23000 nodes in diameter. I tried reversing gravity when on the underside, but jumping doesn't work unless yo...
by arpruss
Tue Oct 13, 2015 16:34
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

I just posted a new version (0.09). It turns out that I had done land scaling wrong, which was why I had to put in the vertical exaggeration. The new version has as the default scale 150 meters per node, and the default vertical exaggeration factor of 1 (so no vertical exaggeration). If you load the...
by arpruss
Tue Oct 13, 2015 16:03
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

T3kW4ffl3 wrote:Couldn't you just say

Code: Select all

set_physics_override({
			gravity = 0 -- or 0.1/0.01
})
Yeah, but what one would really like for a round moon would be gravity pulling one to the center of it, no matter where one is.
by arpruss
Tue Oct 13, 2015 15:44
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

Dorje wrote:Gravity is possible :D
I have seen some ppl do it! :D :D :D
You don't happen to have a link?
by arpruss
Tue Oct 13, 2015 14:55
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

y r there edges? Shouldn't the moon be round? Or is it hard to make? Minetest/Minecraft worlds are flat. :-) So as I said in the initial post, the two hemispheres are flattened out. That said, I am working on a round mode. But I think that without changing the engine code, it won't be possible to h...
by arpruss
Tue Oct 13, 2015 14:02
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

I fixed a bunch of /goto and /where bugs.

And I switched the projection from orthographic to equaldistance by default, which makes things look much less squashed near the edges.

Here's the south pole, nearside disc:

Image
by arpruss
Tue Oct 13, 2015 02:39
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

I'm surprised that the Earth is so small.. how come the Moon looks bigger from here than the Earth from there? It's not that small compared to the size of the player. That said, I read that there is a visual illusion whereby the brain magnifies the size of bright things against a dark background, m...
by arpruss
Mon Oct 12, 2015 19:03
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

By the way, this is compatible with my Raspberry Jam Mod , so one can run python scripts against it. Here's what happens if you run /py render 1701d with both Moon Mapgen and Raspberry Jam Mod active, near the Abbe crater. http://1.bp.blogspot.com/-b9nDPblHoEc/VhwCWZZztAI/AAAAAAAAaiE/M9b_cVwZchY/s64...
by arpruss
Mon Oct 12, 2015 18:45
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

I released a new version which compresses the terrain data, reducing the disc-space needed from about 240 mb to about 65 mb.

I think I will eventually also make this compatible with ore generation, by letting a built-in mapgen run below the surface of the moon (maybe three nodes down).
by arpruss
Mon Oct 12, 2015 18:43
Forum: WIP Mods
Topic: [WIP] PythonicSpeaker TTS [Python + Lua]
Replies: 14
Views: 3803

Re: [WIP] PythonicSpeaker TTS [Python + Lua]

Nice way to get TTS in Minetest! (Though you might want to use the insecure environment to make this work for users who have mod security activated.) If you want to interface Python code with Minetest, you might also consider using the Raspberry PI Minecraft API which is designed for Python-Minecraf...
by arpruss
Mon Oct 12, 2015 14:19
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 64
Views: 15882

Re: [WIP][MOD] Moon mapgen

Version 0.05: - added sky textures (generated with SpaceEngine; alas, this forces a non-commercial-only license on this component; you can always remove the textures, set the sky black and use the MIT license that everything else is under). I didn't try hard to align the textures with the compass di...