Search found 44 matches

by random_geek
Sat Oct 03, 2020 19:58
Forum: WIP Mods
Topic: [Mod] Auroras [auroras]
Replies: 9
Views: 616

Re: [Mod] Auroras [auroras]

FreeGamers wrote:
Thu Oct 01, 2020 16:51
Yeah that was the one. But I used this version from pandorabox's git

https://github.com/pandorabox-io/skybox
Oh, okay. It doesn't seem to have a workable API either, since you can't pass a function to skybox.register to set the sky dynamically.
by random_geek
Mon Sep 28, 2020 00:19
Forum: Mod Releases
Topic: Topic move requests
Replies: 44
Views: 40021

Re: Topic move requests

Please move auroras (viewtopic.php?f=9&t=25248) to Mod Releases.

Thanks. :)
by random_geek
Sun Sep 27, 2020 23:45
Forum: WIP Mods
Topic: [Mod] Auroras [auroras]
Replies: 9
Views: 616

Re: [Mod] Auroras [auroras]

Seems nice, I was hoping the sky would be animated, but it still looked nice. Unfortunately it did not seem to be compatible with another skybox mod (called "skybox") I was using called and they were fighting to apply their sky to the biome. Thanks for trying it out! I didn't make the sky animated,...
by random_geek
Sun Sep 27, 2020 23:40
Forum: Mod Releases
Topic: [Mod] Morelights [mp_morelights]
Replies: 11
Views: 1904

Re: [Mod] Morelights [mp_morelights]

Update! Morelights v1.1.0 has been released, after me abandoning this mod for two years. :) It now supports MineClone 2 (in addition to Minetest Game). I also changed some craft recipes, added some inventory images, and generally cleaned up and modernized everything. Edit: I messed something up, v1...
by random_geek
Mon Aug 24, 2020 20:46
Forum: WIP Mods
Topic: [Mod] Auroras [auroras]
Replies: 9
Views: 616

Re: [Mod] Auroras [auroras]

FrostRanger wrote:
Sat Aug 22, 2020 06:05
It's been on fever since yesterday
Wow, I wasn't expecting anyone to install it that fast. :P
by random_geek
Thu Aug 20, 2020 23:01
Forum: WIP Mods
Topic: [Mod] Auroras [auroras]
Replies: 9
Views: 616

[Mod] Auroras [auroras]

https://raw.githubusercontent.com/random-geek/auroras/master/screenshot.png Auroras Adds northern/southern lights at night. Since the Minetest world doesn't exactly have polar regions, auroras will appear in any sufficiently cold place. Be patient—auroras aren't always visible! Features: Different ...
by random_geek
Sat Jun 27, 2020 03:08
Forum: Minetest-related projects
Topic: [Beta] MapEdit: The faster world editor
Replies: 6
Views: 1466

Re: [Beta] MapEdit: The faster world editor

Update! The code has been revamped with sub-mapblock editing, a better command-line interface, more features, more speed, et cetera. It now requires NumPy (install with `pip install numpy`).
by random_geek
Sat Aug 10, 2019 16:30
Forum: WIP Mods
Topic: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Replies: 5
Views: 695

Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]

How optimized are the meshes that are created? I see you mention about using the highest priority face, do you also optimize vectors and and normals? The meshes are not optimized much, if you mean reduction of geometry. Cubic nodes share corner vertices and unnecessary interior faces are ignored; h...
by random_geek
Tue Aug 06, 2019 20:33
Forum: WIP Mods
Topic: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Replies: 5
Views: 695

[Mod] Meshport (Minetest Mesh Exporter) [meshport]

https://raw.githubusercontent.com/random-geek/meshport/master/screenshot.png Meshport is a mod which allows easy exporting of scenes from Minetest to .obj files, complete with materials and textures. These models can be imported directly into Blender or another 3D program for rendering and animatio...
by random_geek
Tue Mar 05, 2019 00:29
Forum: News
Topic: Minetest 5.0.0
Replies: 95
Views: 23993

Re: Minetest 5.0.0

Yay! Thank you to all the devs and contributors who made this possible through many months of hard work. I'm glad I got to be at least a small part of the development. :D
by random_geek
Sun Feb 03, 2019 03:54
Forum: Partly official engine development
Topic: What i must use to compile minetest??
Replies: 26
Views: 3668

Re: What i must use to compile minetest??

Can't even get the first one on the list. Because UBUNTU. I don't have a lot of experience with these kinds of problems, but you could try "sudo apt-get update", "sudo apt-get upgrade", and then "sudo apt-get install -f". If it still doesn't work, try restarting the computer. If it still doesn't wo...
by random_geek
Sat Feb 02, 2019 19:26
Forum: Minetest-related projects
Topic: [Beta] MapEdit: The faster world editor
Replies: 6
Views: 1466

Re: [Beta] MapEdit

UPDATE: A couple of bugs were fixed, as well as some code cleanup. :)
by random_geek
Thu Jan 31, 2019 00:13
Forum: Minetest-related projects
Topic: [Beta] MapEdit: The faster world editor
Replies: 6
Views: 1466

Re: [Beta] MapEdit

is this tool only for linux-user or also for windows users? when it work on windows, how do i enable python3 on this plattform? thanks for infos. It should work on all platforms, including Windows. You can get the latest Python 3 release from https://python.org/downloads/windows/ and install it. Th...
by random_geek
Wed Jan 30, 2019 06:17
Forum: Minetest-related projects
Topic: [Beta] MapEdit: The faster world editor
Replies: 6
Views: 1466

[Beta] MapEdit: The faster world editor

What is MapEdit? MapEdit is an external command-line tool for relatively fast manipulation of Minetest worlds (map files). It is not intended to be a replacement for WorldEdit, but is more reliable and much faster for large operations where WorldEdit would usually fail. The tool is currently in the...
by random_geek
Tue Jan 08, 2019 02:19
Forum: Minetest-related projects
Topic: Presence: Tiny experimental shader project for MT
Replies: 8
Views: 1845

Re: Presence: Tiny experimental shader project for MT

cHyper wrote:Which version of minetest support these shaders?

0.4.16, 0.4.17.1 or 5.0.0-dev?
Should work in any of the versions, but I'm not sure. This project is also not really something I'm planning on maintaining. :)
by random_geek
Wed Dec 12, 2018 04:25
Forum: Minetest-related projects
Topic: Presence: Tiny experimental shader project for MT
Replies: 8
Views: 1845

Re: Presence: Tiny experimental shader project for MT

Brian Gaucher wrote:I tried it and appreciated it.
Haven't installed on my phone yet though.

I have limited experience with GLSL, but I wonder if it would be possible to make shaders to simulate colour-blindness. Or even for blue-light shield.
Both would certainly be doable. Feel free to PM me. :)
by random_geek
Fri Nov 30, 2018 01:19
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 79
Views: 8232

Re: [Mod] hang-gliders [hangglider]

Great mod! MT definitely needed this. I was going to make a hang glider mod anyways, so I'm glad I don't have to now. :)
by random_geek
Thu Nov 29, 2018 00:59
Forum: Mod Releases
Topic: [Mod] Morelights [mp_morelights]
Replies: 11
Views: 1904

Re: [Mod] Morelights [mp_morelights]

Awesome mod, i installed it on my server and love it :) One small issue: brass ingots should be taken from basic_materials if available. I opened a pull-request for that one: https://github.com/random-geek/morelights/pull/2 Thanks for adding my mod! I've fixed that one small issue, although I haven...
by random_geek
Fri Nov 23, 2018 17:22
Forum: Mod Releases
Topic: [Mod] Morelights [mp_morelights]
Replies: 11
Views: 1904

Re: [Mod] Morelights [morelights]

Pyrollo wrote:Nice work !

I did a few light blocs but I'm about to abandon this work.

If you want, take any node and/or texture from https://github.com/pyrollo/lightblocks
Thanks for the offer! I'm quite happy with the nodes I have now, though.
Not to mention I'm very picky about textures. :-)
by random_geek
Fri Nov 23, 2018 00:02
Forum: Mod Releases
Topic: [Mod] Morelights [mp_morelights]
Replies: 11
Views: 1904

[Mod] Morelights [mp_morelights]

https://raw.githubusercontent.com/random-geek/morelights/master/screenshot.png Morelights Is your world feeling dark lately? Luckily, it doesn't have to! The Morelights modpack adds over 30 lighting and accessory nodes to suit various styles of builds, both interior and exterior. Includes basic lig...
by random_geek
Sat Aug 11, 2018 17:38
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9721
Views: 1260013

Re: Post your screenshots!

My first build on IhrFussel's server, seen at night.

Image
by random_geek
Thu Aug 02, 2018 23:42
Forum: Servers
Topic: [Server] HOMETOWN
Replies: 4573
Views: 328512

Re: [Server] HOMETOWN

My fault.... I've been working too much with javascript lately. I accidentally used a "!" instead of "not" in a condition of some code I tweaked. pOoF! :/ Ha! I know that feeling XD Always use "then" and "~=" in Python and ":" and "!=" in lua for some reason XD I use C++, Python, and Lua. Therefore...
by random_geek
Thu Aug 02, 2018 18:20
Forum: Texture Packs
Topic: [16px] Ambiguity
Replies: 20
Views: 4867

Re: [16px] Ambiguity

Lol... Adding one line of code is usually easier than installing a texture pack. Yeah, totally, like, downloading the code, patching the file, installing all build-time dependencies, compiling the code, deinstalling all build-time dependencies, creating a package manager file, and installing via pa...
by random_geek
Mon Jul 30, 2018 23:19
Forum: Texture Packs
Topic: [16px] Ambiguity
Replies: 20
Views: 4867

Re: [16px] Ambiguity

TumeniNodes wrote:But, a tp is useful for those who never plan to go into the shaders code, and start making changes. ; )
Most end users are not programmers/coders, try to keep that in mind.
Lol... Adding one line of code is usually easier than installing a texture pack.
by random_geek
Sun Jul 29, 2018 02:07
Forum: Texture Packs
Topic: [16px] Ambiguity
Replies: 20
Views: 4867

Re: [16px] Ambiguity

It should be noted that the same effect can be achieved by adding:

Code: Select all

col.rgb = vec3(col.r * 0.3 + col.g * 0.59 + col.b * 0.11);
on line 200 of client/shaders/nodes_shader/opengl_fragment.glsl, no textures needed. Sorry. :)

The strange multiplication values are to make the result look more natural.