Search found 111 matches
- Tue Mar 12, 2019 03:28
- Forum: Modding Discussion
- Topic: Render entity from unlimited distance
- Replies: 10
- Views: 1915
Re: Render entity from unlimited distance
If this is only for single player you may try attaching a huge (but low poly) object to the player so the "wall" follows the player around like a gloomy storm cloud.
- Tue Mar 12, 2019 03:23
- Forum: General Discussion
- Topic: Minetest 5.0.0 should have been backward compatible
- Replies: 5
- Views: 1262
Re: Minetest 5.0.0 should have been backward compatible
Limited resources.
- Mon Mar 11, 2019 03:16
- Forum: General Discussion
- Topic: Shouldn't Minetest 5.0.0 actually be called...
- Replies: 17
- Views: 2422
Re: Shouldn't Minetest 5.0.0 actually be called...
If you are looking for more information in a version number than it being before the things after or after the things before you are overloading that poor number and should show some kindness to your data structures.
It's a number that goes up. Everything important is in the change log.
It's a number that goes up. Everything important is in the change log.
- Sun Mar 03, 2019 15:11
- Forum: Modding Discussion
- Topic: Entity pitch?
- Replies: 9
- Views: 1678
Re: Entity pitch?
It is demo/hack/initial proof of concept and not fit for consumption but I tossed it up on GitHub at https://github.com/misterskullz/nb_player_demo , MIT license. Add the "Tester" tool to the inventory, point at a node and left click to add / remove the attachments, right click a node to s...
- Sun Mar 03, 2019 03:25
- Forum: Modding Discussion
- Topic: Entity pitch?
- Replies: 9
- Views: 1678
Re: Entity pitch?
... Attached objects can also be rotated, which looks the same as a "pitch" rotate, as used here in boost_cart to tilt the player model slightly, depending on the direction. Is it correct to assume the current way to rotate an attached object is to re-set it with set_attach? So instead of...
- Mon Feb 25, 2019 05:33
- Forum: Feature Discussion
- Topic: Some item/node groups I would like to see made more standard
- Replies: 18
- Views: 3498
Re: Some item/node groups I would like to see made more stan
There are only two hard problems in CS: cache invalidation, naming things, and off-by-one errors. Its a good idea but a very difficult one. You might try to just get a list together first and decide if you want a hierarchy or something more attribute based. There will be overlap between the terms. T...
- Sun Feb 24, 2019 15:30
- Forum: WIP Mods
- Topic: [Mod] Interactive Physics (out of alpha!) [physics]
- Replies: 9
- Views: 3186
Re: [Mod] Interactive Physics (Sneak Peak) [physics]
What do you have your server step set to?
- Fri Feb 22, 2019 04:10
- Forum: Modding Discussion
- Topic: Re-identifying entities
- Replies: 14
- Views: 1917
Re: Re-identifying entities
An in-game entity is a collection of states (health being one of them, position another), controller logic, and a 3d representation. The only thing you need to persist is the state. You don't really need to give the entity a unique ID that will persist through server restarts unless you want a way t...
- Wed Feb 13, 2019 04:08
- Forum: General Discussion
- Topic: In which language you want to write mods?
- Replies: 11
- Views: 1201
Re: In which language you want to write mods?
Lua is a pain in the rear to use for me because it lacks interfaces or user defined types / classes. This is a major hurdle when building an API or a framework because you know it is going to be issues when folks try and use your code. These constructs are helpers to keep people from shooting themse...
- Mon Feb 11, 2019 04:55
- Forum: WIP Mods
- Topic: [Mod] Temperature and Humidity HUD [0.2] [tempidity]
- Replies: 19
- Views: 7404
Re: [Mod] Temperature and Humidity HUD [0.2] [tempidity]
A hacky hack updated this to function with the snazzy new functions:
https://github.com/misterskullz/tempidity
And biome name has been added
https://github.com/misterskullz/tempidity
And biome name has been added
- Fri Feb 01, 2019 00:05
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 150290
Re: Post your mapgen questions here (modding or engine)
What would be the value if you wanted caves that were on average 10 blocks wide?
- Wed Jan 30, 2019 04:07
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 150290
Re: Post your mapgen questions here (modding or engine)
Adding ores is very intuitive, depending on an unstated, implicit processing ordering is hacky. There is a ghost dependcy between ores. I'm still gunna do it though.paramat wrote:So your method will work and is not hacky at all, it couldn't be any less hacky. It's intuitive.
- Mon Jan 28, 2019 17:16
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 150290
Re: Post your mapgen questions here (modding or engine)
Is it possible to generate ores within ores? For example, I could have an ore blob of "super hard stone" and within that I would want a chance of a scatter ore of diamond blocks. This is basically my attempt at making the underground less uniform "stone". Edit: it might work if I...
- Wed Jan 16, 2019 19:27
- Forum: General Discussion
- Topic: Pain points when using Minetest
- Replies: 29
- Views: 2986
Re: Pain points when using Minetest
Well that escalated quickly.
- Wed Jan 16, 2019 15:17
- Forum: General Discussion
- Topic: Pain points when using Minetest
- Replies: 29
- Views: 2986
Re: Pain points when using Minetest
There needs to be an easy way to use the global step / on step for time based things such as mobs. Right now every mob mod that I've seen has a massive amount of code in their on-step function for handling movement or entity detection so a lot of redundant work being done each step. I suggest a more...
- Tue Jan 15, 2019 17:34
- Forum: Feature Discussion
- Topic: New feature ideas
- Replies: 1
- Views: 592
Re: New feature ideas
I think this is similar to how Minecraft does it. For Minetest you might first create a mesh (wield item) and then script the animations per step using attachments (neck bone connected to the head bone, etc). Depending on your server step things could be kind of jerky but I bet that if it was popula...
- Wed Jan 02, 2019 23:15
- Forum: Game Discussion
- Topic: Role-Playing Game Elements for Minetest
- Replies: 19
- Views: 6139
Re: Role-Playing Game Elements for Minetest
I wanted to know if there was interest in creating a subgame placed in the world of Dungeons & Dragons? We could use the official ... fundamental elements like levelling, races, classes, items, creatures, lore, etc. What do you think on this? Are you stuck on the D&D style ruleset and play ...
- Wed Jan 02, 2019 15:23
- Forum: Modding Discussion
- Topic: Set metadata for schematics on mapgen
- Replies: 8
- Views: 707
Re: Set metadata for schematics on mapgen
Nice! Thank you
- Mon Dec 31, 2018 19:34
- Forum: Modding Discussion
- Topic: Set metadata for schematics on mapgen
- Replies: 8
- Views: 707
Re: Set metadata for schematics on mapgen
possibly this could help you figure out how to do what you want? https://forum.minetest.net/viewtopic.php?p=20306#p20306 Unfortunately, no. As mentioned in that thread the Timber mod walks up the trunk from the dig node and this can cause issues with non 1x1 column tree trunks. Not to mention leave...
- Mon Dec 31, 2018 18:00
- Forum: Modding Discussion
- Topic: Set metadata for schematics on mapgen
- Replies: 8
- Views: 707
Re: Set metadata for schematics on mapgen
Unfortunately that doesn't work for schematics placed during map generation: https://github.com/minetest/minetest/bl ... .txt#L6019
- Mon Dec 31, 2018 17:03
- Forum: Modding Discussion
- Topic: Set metadata for schematics on mapgen
- Replies: 8
- Views: 707
Set metadata for schematics on mapgen
Is there a way to set the metadata of schematic nodes placed during map generation? As an example, I wanted to give all of a tree's nodes a group ID so that the entire thing could be removed without walking up the trunk nodes.
- Sat Dec 29, 2018 18:41
- Forum: General Discussion
- Topic: Why Your Server is Messed Up ;) part 2, Characters
- Replies: 5
- Views: 985
Re: Why Your Server is Messed Up ;) part 2, Characters
A lot of good responses have come up here. I am choosing not to defend or reinforce the ideas I present in the original posts here. I want to encourage thought and not entrench ideas by argument. I appreciate the time and the arguments that are made in response to these ideas. It's a good conversat...
- Fri Dec 28, 2018 17:42
- Forum: General Discussion
- Topic: Why Your Server is Messed Up ;) part 2, Characters
- Replies: 5
- Views: 985
Re: Why Your Server is Messed Up ;) part 2, Characters
I think you are dead wrong here. On most servers, if we take away a characters objects we take away everything. ... We have no back story. Our house will probably have more personality than our character does. You can't take away someone's personality or assumed personality. You also can't give a pl...
- Thu Dec 27, 2018 23:39
- Forum: General Discussion
- Topic: More quality videos of Minetest!
- Replies: 29
- Views: 3729
Re: More quality videos of Minetest!
Smashed the like, banged the bell, subbed and shared. I am now part of the #notificationsquad.
Seriously though, what is your YT channel? I would like to see.
Seriously though, what is your YT channel? I would like to see.
- Tue Dec 11, 2018 18:45
- Forum: Game Discussion
- Topic: Testing names for a new game. Please Vote.
- Replies: 19
- Views: 4225
Re: Testing names for a new game. Please Vote.
Testorium
DevMine
Mine Place holder
I'll have some more bad ideas after I get some coffee.
So are you making a game or a game framework?
DevMine
Mine Place holder
I'll have some more bad ideas after I get some coffee.
So are you making a game or a game framework?