Search found 47 matches
- Tue Feb 23, 2021 19:20
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [naturalslopeslib]
Version 1.2 What's new? Colored nodes can have their slopes. But the full palette cannot be applied as colorfacedir nodes can have only 8 colors instead of 256. All change types (stomp, dig/place, time, map generation) have their global factor defined in settingstype, not just only on generation. Ti...
- Sat Feb 20, 2021 20:56
- Forum: WIP Games
- Topic: [Game] Exile 0.2.2
- Replies: 90
- Views: 6809
Re: [Game] Exile 0.2.2
Regarding tweaking the general slope "hardness", there is already a settingtype for the generation factor, which basically simulates the age of the landscape. If you bundle the mod into the game you should append the content of settingstype.txt from my mod to the one of the game (which doe...
- Sat Feb 20, 2021 10:11
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [naturalslopeslib]
As I suspected, removing tileable_vertical = false fixed the textures. For a quickfix I just removed it from nodes_nature/sediment.lua, line 334. I discovered that without the fix it was still rendering well for nodes which position.y is a multiple of 16, probably something about aligning textures a...
- Fri Feb 19, 2021 20:47
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [naturalslopeslib]
The buggy stretchy node is something I've already seen when tileable_vertical is false for that texture. Removing it by redefining the textures when registering the slope may do the trick. But it should make all the nodes buggy, not just some… Any idea what could differ between the pointed buggy str...
- Sun Feb 07, 2021 14:58
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [naturalslopeslib]
Version 1.1, the documentation was updated to reflect the latest changes and was extended a bit. About map generation, the slope generation is done last (minetest.register_on_generated is called within minetest.on_mods_loaded) and this behaviour can be disabled by calling naturalslopes.set_manual_ma...
- Tue Jan 05, 2021 20:55
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [naturalslopeslib]
Thanks for the message. Your landscapes look great, may I embed them in the first post? I looked quickly to GAL, but couldn't find your modification to poschangelib to understand your changes and see if I can merge it or update it to make it possible without editing the lib. Can you point to a commi...
- Wed Dec 30, 2020 14:49
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [naturalslopeslib]
Since the latest release, I was working from time to time on this mod for an other (unreleased) project. Maybe it's time to make some updates... This is now version 1.0, as it seems to be rather stable. I took the opportunity to make some breaking changes... This mod does not include any change by i...
- Wed Dec 30, 2020 14:16
- Forum: WIP Mods
- Topic: [Mod] Position listeners library [poschangelib]
- Replies: 6
- Views: 1015
Re: [Mod] Position listeners library (poschangelib)
Version 0.6, years later... Just some compatibility with Minetest 5, at least, but not compatible with Minetest 4 anymore. It also includes a fix for having multiple listeners on the same node type. Rereading all of the code after a long time, I'm not satisfied about the scope of the mod and I find ...
- Fri Mar 27, 2020 13:34
- Forum: Partly official engine development
- Topic: [merge requested] Sprite enhancements
- Replies: 5
- Views: 1764
Re: [merge requested] Sprite enhancements
I think the best would be to make a new visual that is a cross between upright_sprite and sprite that always faces the player horizontally but stays upright vertically. I thought about something like that. Most old FPS worked like that (at least those I played) and it looks like a good compromise b...
- Tue Mar 24, 2020 19:33
- Forum: Partly official engine development
- Topic: [merge requested] Sprite enhancements
- Replies: 5
- Views: 1764
Re: Sprite enhancements
The branch is rebased, the merge request is here: https://github.com/minetest/minetest/pull/9544 Feature freeze is the best moment to get the review delayed :) And here is a mod that set sprites. It sets visual= "sprite" for the players, sets a local sprite animation, defines an entity and...
- Tue Mar 24, 2020 07:44
- Forum: Partly official engine development
- Topic: Race condition on closing/reopening formspec
- Replies: 5
- Views: 956
Re: Race condition on closing/reopening formspec
From what I understand handleCommand_* are executed on packet receive. And Minetest uses UDP, which has no constraint on the order in which the packets are received (to be faster than TCP). If you call minetest.close_formspec("player_name", "my_formspec", formspec) and minetest.o...
- Mon Mar 23, 2020 23:45
- Forum: Partly official engine development
- Topic: [merge requested] Sprite enhancements
- Replies: 5
- Views: 1764
Re: Sprite enhancements
I'm almost there. The one-frame bug is fixed, It was just because getAbsolutePosition is not updated by Irrlicht in real time but at rendering time. Local sprite animation is there and the "1 node in the ground" issue is fixed for everybody (not just players) by centering the texture insid...
- Tue Jan 14, 2020 09:21
- Forum: Partly official engine development
- Topic: [merge requested] Sprite enhancements
- Replies: 5
- Views: 1764
Re: Sprite enhancements
Things seem to work rather fine but I'm stuck with a strange behaviour that I don't understand now regarding "Fix a one-frame bug when assigning a sprite before setting the right frame instead of the first one" The player's sprite is shown well but when moving and stopping the sprite node ...
- Thu Jan 02, 2020 11:06
- Forum: Partly official engine development
- Topic: [merge requested] Sprite enhancements
- Replies: 5
- Views: 1764
[merge requested] Sprite enhancements
Sprites (aka Dungeon Master style) seems to have been set aside in favor of 3D model animations. But I like the look and would like to use them again, and the code is still there, just a bit buggy and not well documented. https://github.com/karamel59/minetest/tree/sprites Current changelog: Added: A...
- Wed Dec 18, 2019 09:32
- Forum: Partly official engine development
- Topic: [Stalled] Keyboard only input
- Replies: 10
- Views: 1055
Re: Keyboard only input
Nevermind, both keyboard behaviours are fine. It would be as silly for the volume controls not to be repeated like typing as repeated toggling of a feature.
I'll make both and use one or the other depending on the key assignment.
I'll make both and use one or the other depending on the key assignment.
- Tue Dec 17, 2019 17:07
- Forum: Partly official engine development
- Topic: [Stalled] Keyboard only input
- Replies: 10
- Views: 1055
Re: Keyboard only input
I'm still working (slowly) on keyboard aliases for LBM and RBM, but there is a major difference between handling keyboard input and mouse inputs that prevents to do something nice and clean. Mouse button inputs uses state (clicked or released) and a single-processing flag that is enabled only when r...
- Tue Dec 03, 2019 21:47
- Forum: Partly official engine development
- Topic: [Stalled] Keyboard only input
- Replies: 10
- Views: 1055
[Stalled] Keyboard only input
Hello I'm sometime modding with a laptop and I don't use the mouse in that case (I don't really need it and it is not very laptop-ish). Testing with the trackpad is still uncomfortable so I started to dig in the code to add keyboard input to run the game without mouse nor gamepad, like in the early ...
- Wed Aug 30, 2017 16:17
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [natural_slopes]
Version 0.9 I got a few more FPS by disabling backface culling on slopes but I don't expect a massive enhancement. The smooth rendering would be indeed a little faster. But we are talking about at most a few hundred triangles. Not that much at first sight. Apart from that, the slopes from Minetest G...
- Wed Aug 30, 2017 16:06
- Forum: WIP Mods
- Topic: [Mod] Position listeners library [poschangelib]
- Replies: 6
- Views: 1015
Re: [Mod] Position listeners library (poschangelib)
Version 0.5
A lot of bugfixes and some ease of use for footprints. Only that.
A lot of bugfixes and some ease of use for footprints. Only that.
- Fri Aug 25, 2017 21:57
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [natural_slopes]
Version 0.8 and guess what? The smooth rendering is back (but not enabled by default). I made some tests for the area update on time and it was completely counter-productive. I switched back to a lighter and faster update without VoxelManip. It's not interesting if you are not planning to update hug...
- Fri Aug 25, 2017 21:36
- Forum: WIP Mods
- Topic: [Mod] Position listeners library [poschangelib]
- Replies: 6
- Views: 1015
Re: [Mod] Position listeners library (poschangelib)
Version 0.4, with 2 new features. You can now listen to the players walking inside nodes (like grass or flowers). And the stomping feature was added to handle the specific case of replacing a node by an other one with more options. It comes with a tool to register footprints. The replacement can be ...
- Sun Aug 20, 2017 19:22
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [natural_slopes]
So my odd proposal is that version 0.7 and 0.6 be merged. A few settings should be added. Snow should also be managed. Do you suggest I get back the smooth rendering but leave the visual bugs from 0.6? If it's only that, I can include some meshes, disable face by face texturing and keep the cubic r...
- Fri Aug 18, 2017 07:40
- Forum: Modding Discussion
- Topic: Conditionally register global step.
- Replies: 8
- Views: 650
Re: Conditionally register global step.
If you do so it is checked at least every time the function could be effectively run. If you check before registering you check it only once for all. This prevent reenabling it automatically once the server is run (by changing a variable in-game, but you can reenable it an other way), but is cleaner...
- Tue Aug 15, 2017 22:28
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [natural_slopes]
And now, 0.7. With texture enhancement, no more smooth rendering, a little code optimization (just a small little) and more options to tweak resources consumption. There is no ABM anymore, instead it is replaced by (not that) small area updates from time to time. There is still a lot of room for opt...
- Sat Aug 12, 2017 12:08
- Forum: WIP Mods
- Topic: [Mod] Natural slopes [naturalslopeslib]
- Replies: 56
- Views: 6002
Re: [Mod] Natural slopes [natural_slopes]
Version 0.6 to fix that cool feature. If you want to farm slopes with grass, dry grass or snow, use v0.5. Grass still cannot grow a dirt slope though (as well as snow), it's an other issue that requires to overwrite the growth ABM from default. I'll do it later because it's only a compatibility issu...