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Re: [Mod]Smoke [WIP]

Nice additions, especially the wind. There’s another mod also dealibg with wind now, Sailing Kit. Ideal would be to have them pull wind data from the same source. =)
by texmex
Fri Oct 18, 2019 13:46
 
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 33
Views: 1028

Re: ContentDB Top mods

Linuxdirk wrote:
Wuzzy wrote:A screenshot doesn't make sense for a variety of mods.

I just added random images to my "API-style" mods as screenshots.

A simple logo is also useful for making the entry distinctive.
by texmex
Tue Oct 15, 2019 17:48
 
Forum: General Discussion
Topic: ContentDB Top mods
Replies: 5
Views: 172

Re: [Mod] simple random houses spawning [basic_houses]

Oh, thank you Shad! I’ll have a look. I’ll probably strip the intllib dependency too, eventually.
by texmex
Tue Oct 15, 2019 09:27
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 14
Views: 1893

Re: [Mod] simple random houses spawning [basic_houses]

As mentioned in the screenshots topic I'm interested in your algorithm for finding reasonably flat areas for schematic placement. The newest approach just doesn't care about the area that will be covered by the building - it just takes a look at the height differences at the borders of the to-be-bui...
by texmex
Mon Oct 14, 2019 19:37
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 14
Views: 1893

Re: Post your screenshots!

https://forum.minetest.net/download/file.php?mode=view&id=20339&sid=007584f8d0442100d653e8711ca9db6a Having fun making parrots parrot. This is super interesting! Will you post the code eventually? I'm looking for a framework for procedurally generated natural language in-game myself, so you...
by texmex
Mon Oct 14, 2019 19:30
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9103
Views: 1049763

Re: [forum feature request] new forum board

Termos wrote:ContentDB would be great if it wasn't so undermanned, which is obvious seeing how they shut down content after months of successful operation and then go all unresponsive about it.

Really? That sounds a bit anecdotal to me.
by texmex
Mon Oct 14, 2019 19:27
 
Forum: Feature Discussion
Topic: [forum feature request] new forum board
Replies: 7
Views: 284

Re: [forum feature request] new forum board

This calls for a definition of what an API/library mod is and isn't. It's a good opportunity to put forth a better modding standard as a whole. I think certain standards should be enforced, such as a rule of no new content inside those mods. If an library author wants to create examples, an example ...
by texmex
Mon Oct 14, 2019 15:38
 
Forum: Feature Discussion
Topic: [forum feature request] new forum board
Replies: 7
Views: 284

Re: Post your screenshots!

@Sokomine What happened with your "flat area detection" code? Is it usable yet?
by texmex
Mon Oct 14, 2019 14:56
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9103
Views: 1049763

Re: L-system for schematics? Finding a dungeon generation AP

paramat wrote:it would be much better for you to code what you want in a Lua mod.


A Lua API is what I'm asking for.
by texmex
Mon Oct 14, 2019 14:51
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 290

Re: L-system for schematics? Finding a dungeon generation AP

Is WorldEdit and its param2-friendly schematic format a good fit as a dependency in a mapblock size schematic-based dungeon generation system? It seems capable? I've also looked at both schemlib and handle_schematics in the past but I was too stupid to understand them. Looked at exschem as well, it ...
by texmex
Mon Oct 14, 2019 14:44
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 290

Re: [Mod] HUD bars [2.1.0] [hudbars]

I actually have decided to return to my Dell Latitude 7490 with a 1080P screen becasue it just works better overall with its support for free software and no NVIDIA driver combat is needed. It was an educational waste of my time. I think I'll be sticking with a standard FHD screen for the foreseeab...
by texmex
Mon Oct 14, 2019 14:08
 
Forum: Mod Releases
Topic: [Mod] HUD bars [2.1.0] [hudbars]
Replies: 183
Views: 41758

Re: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v

Sorry, I expected one type of visual feedback with the commented out line but reading again I understand that it’s a little different.
by texmex
Sun Oct 13, 2019 20:01
 
Forum: WIP Mods
Topic: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v2]
Replies: 12
Views: 604

Re: L-system for schematics? Finding a dungeon generation AP

Interesting! So you’re using mapchunks as the smallest unit whereas I’d like map blocks for my solution. I also need it to be schematic based so that collaboration on prefab creation is made as easy as possible.
by texmex
Sun Oct 13, 2019 09:50
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 290

Re: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v

The particle guide doesn't seem to show when using "Large Sword"…
by texmex
Sat Oct 12, 2019 11:44
 
Forum: WIP Mods
Topic: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v2]
Replies: 12
Views: 604

Custom replacement after fallen node

I use custom liquids with nodes at the surface. They are falling nodes, but when they fall they leave default water behind. How can I decide which node is put in its place?
by texmex
Fri Oct 11, 2019 11:18
 
Forum: Modding Discussion
Topic: Custom replacement after fallen node
Replies: 0
Views: 38

Re: Lava Intrusion

Large caves filling in the standard mapgens. Hate it when that happens... https://forum.minetest.net/download/file.php?mode=view&id=20285&sid=fff3f07fe719ccd3809917a65e119e42 I see that roomgen piqued your interest :) — OSS: The Flooded Lands https://forum.minetest.net/download/file.php?mod...
by texmex
Fri Oct 11, 2019 10:48
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9103
Views: 1049763

Re: L-system for schematics? Finding a dungeon generation AP

Yes, roomgen is close. It needs to be abstracted into an API type of mod however. The problem is that I don’t understand the code. xD
by texmex
Fri Oct 11, 2019 05:24
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 290

Re: Dungeon generation API

I realized that what I imagine actually resembles the very underused L-system for trees alot, with the difference being that nodes has been replaced by map blocks. Maybe it’d be easier to design such an API if it can inherit some of the L-system ideas. Or maybe, there’s a good reason why people aren...
by texmex
Thu Oct 10, 2019 10:12
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 290

L-system for schematics? Finding a dungeon generation API

I'm aware of several dungeon generator mods, but is there a dungeon generation API in existance for MT? What I'm looking for is an API flexible enough to piece equal-sided room schematics together algorithmically.
by texmex
Tue Oct 08, 2019 07:45
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 290

Re: [Solved] Simple non-cryptographic numerical hash in Lua

That looks sweet. I'm looking to do this too eventually. Any chance to see this colorization code?
by texmex
Mon Oct 07, 2019 20:59
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 101

Re: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v

Is there a way to debug with visible rays somehow?
by texmex
Mon Oct 07, 2019 20:43
 
Forum: WIP Mods
Topic: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v2]
Replies: 12
Views: 604

Re: [Solved] Simple non-cryptographic numerical hash in Lua

Even better! It’s not important for me to get the whole sequence, I’ll just use it for predictable uniqueness. Ca you tell me more about your use case, Krock? I’m curious.
by texmex
Mon Oct 07, 2019 17:44
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 101

Re: [Mod] Yet Another Dungeon Generator [roomgen]

This was pretty interesting. Anyone else working on something like this but more flexible?
by texmex
Mon Oct 07, 2019 14:41
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 22
Views: 4170

Re: Simple non-cryptographic numerical hash in Lua

Yay, didn’t know that. Is it demanding? I won’t be using it in runtime so probably it’s not an issue.

It’s base 16 encoded, yes? From what I understand that can be converted to numbers with tonumber(sha1hash,16)?
by texmex
Sun Oct 06, 2019 22:22
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 101
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