Search found 405 matches

by Termos
Mon Mar 01, 2021 13:16
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

MT 5.4.0 is out so: Update 210301 Changes: more sunshine improved compatibility with other mods dependent on default (water_life, farming) compatible with MT 5.4.0 and MT 5.3.0 more sunshine One side effect is now MTG flowers and mushrooms appear, which looks like not a bad thing. I'm not sure if lo...
by Termos
Tue Feb 23, 2021 11:15
Forum: General Discussion
Topic: The Sneak Glitch is NOT dead!
Replies: 10
Views: 426

Re: The Sneak Glitch is NOT dead!

I'm not really a fan of the option in the new code Then why is that option still there in the new code? Who are its fans who won't let fix this mess? Paramat, of all people, who'd expect him to do the right thing and reopen the discussion about removing the bug emulation from the new code, yet it w...
by Termos
Mon Feb 22, 2021 10:08
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 14
Views: 852

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

I'd hoped to use the schematic files to get shapes/dimensions but moretrees uses the L-System to define trees. An universal solution could be to travel upwards from the initial node trying to recursively find connected wood/leaf nodes within some limits, that way theoretically even hand built trees...
by Termos
Sun Feb 21, 2021 13:37
Forum: General Discussion
Topic: The Sneak Glitch is NOT dead!
Replies: 10
Views: 426

Re: The Sneak Glitch is NOT dead!

why is it wrong to have it only as an option? If you don't like it, just don't use it. The glitch was the very first bump on the road I stumbled upon when trying to contribute. The second you come close to that steamy pile things get uphill, devs start to behave cryptic, looking funny at one anothe...
by Termos
Sun Feb 21, 2021 12:54
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 14
Views: 852

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

Nice one.
I bet there shouldn't be much of a problem with felling trees consisting of 300 nodes if done one at a time.

Couldn't resist the association: Trees Come Down
by Termos
Mon Feb 08, 2021 12:47
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

Thought this was a no brainer.

I've got the new version ready but it turns out 5.4 broke texture overriding. Current version at least works the same in 5.3 and 5.4 so I'm gonna have to postpone the update.
https://github.com/TheTermos/islands/archive/dev.zip
by Termos
Sun Feb 07, 2021 17:04
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

I can probably adjust the noises so it's jungle/savanna everywhere, that should take care of it.
by Termos
Sun Feb 07, 2021 16:00
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

Now the question is, is that your water definition or was it something in my water_life I maybe forgot about ? I'm gonna investigate this one The problem is that 5.3 uses the 'alpha' nodedef field which is too low in default, otherwise I could just alter the texture and leave the default definition...
by Termos
Sun Feb 07, 2021 12:34
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

If you do not need the biomes it would help water_life if there weren't any at all. Can be arranged, this mapgen seems to work allright without any biome defs. I will take a look at the hoe mod. Maybe there is an other solution. Or maybe you only override the default dirt_with_grass with your own t...
by Termos
Sat Feb 06, 2021 13:47
Forum: WIP Mods
Topic: [DOCS] How to make mobkit mobs
Replies: 20
Views: 616

Re: [DOCS] How to make mobkit mobs

Gundul wrote:
Sat Feb 06, 2021 08:30
Open the model in blender and turn it around 180 degrees :)
Seriously though, is there an easy way of importing b3d into blender yet by any chance?
by Termos
Sat Feb 06, 2021 12:06
Forum: Problems
Topic: Something weird about moveresult.collisions
Replies: 1
Views: 82

Re: Something weird about moveresult.collisions

It only happens to be the only element most of the time, but occasionally there can be up to three elements (one for each axis) and theoretically even more when bouncy nodes are involved.
Yes this is intentional.
by Termos
Sat Feb 06, 2021 11:43
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

The shadow of the palms even vanish if you chop them down. But they do not change with the sun. That would require changes to the engine. Those shadows are the same that are present in MTG, but there they're barely visible because textures are way too dark and the light curve is too flat. Is there ...
by Termos
Fri Feb 05, 2021 22:20
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

Update 210205

Yesterday I uploaded the wrong version by mistake, it's fixed now, for reals.

Image
by Termos
Fri Feb 05, 2021 22:13
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

Here's a screenshot. *facepalm* Something must have gone wrong when merging, the cdb release ended up with the old version, sorry about that. Now it's reuploaded and verified. This new version does use more decorations, but custom tp's won't work out of the box as it doesn't make use of MTG nodes a...
by Termos
Fri Feb 05, 2021 12:25
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

One other small thing: when playing with my own texture pack enabled that works fine with regular Minetest, some problems arose with this mapgen, specifically with the grass textures. This is actually the interesting aspect for me, at least with this particular release. Can you elaborate what were ...
by Termos
Thu Feb 04, 2021 11:34
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 32
Views: 2660

Re: [mod] Islands - Experimental lua mapgen [islands]

Update 210204 changes: all new textures and decorations Experimenting with light, shadow and color. The main goal of this exercise was to create the impression of the sun shining, and I think that goal has been met with some success. Recommended settings: Tone mapping - off Mip mapping - on Texture ...
by Termos
Mon Feb 01, 2021 19:08
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10007
Views: 1331162

Re: Post your screenshots!

testin a more aggressive color palette
Image
by Termos
Thu Jan 28, 2021 21:01
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10007
Views: 1331162

Re: Post your screenshots!

Older version of default jungle texturing: https://forum.minetest.net/download/file.php?mode=view&id=23808 I like the one with vivid colors the most, maybe because it's so different than MTG where everything looks murky, flat and indistinct. palm trees of More Trees mod (so far they are probabl...
by Termos
Wed Jan 27, 2021 11:57
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10007
Views: 1331162

Re: Post your screenshots!

cHyper wrote:
Tue Jan 26, 2021 17:32
how did you make these shadows? with shaders? or LUA?
Shaders are off, just adjusting some light curve settings from lua.
But the most important part is having decorations designed so they cast shadow.
Image
by Termos
Tue Jan 26, 2021 16:51
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10007
Views: 1331162

Re: Post your screenshots!

shadows test
Image
by Termos
Mon Jan 25, 2021 09:50
Forum: Modding Discussion
Topic: Player on_step callback!?
Replies: 4
Views: 122

Re: Player on_step callback!?

runs wrote:
Sun Jan 24, 2021 18:41
Why does not exist as for entities?
It can't as long as scripting is located server side and player is handled client side.
Server has no way of knowing anything about client's steps.
by Termos
Sun Jan 24, 2021 21:03
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10007
Views: 1331162

Re: Post your screenshots!

@termos: where did you get these astounding palm trees? They are obviously not based on moretrees schematics. Made them, they're WIP but I'm not sure I can squeeze any more palmyness out of these blocks. Going to be included with the next version of Islands https://forum.minetest.net/download/file....
by Termos
Sat Jan 23, 2021 18:40
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10007
Views: 1331162

Re: Post your screenshots!

Almost no MTG textures left.
Image
by Termos
Wed Jan 20, 2021 19:24
Forum: WIP Mods
Topic: [DOCS] How to make mobkit mobs
Replies: 20
Views: 616

Re: [DOCS] How to make mobkit mobs

Depending on the complexity of your behavior, you sometimes forget something and the return true case is never happening. Yes, this is actually the tricky part, exit conditions must be well thought out and whenever in doubt add extra safety e.g. timeout. But notice that even if you end up with an i...
by Termos
Wed Jan 20, 2021 12:19
Forum: WIP Mods
Topic: [DOCS] How to make mobkit mobs
Replies: 20
Views: 616

Re: [DOCS] How to make mobkit mobs

if _ < 2 then mobkit.clear_queue_high(self) end --if dtime since last punch is greater than 2 then refocus I recommend looking into the concept of behavior priority, it's quite an essential feature and simplifies the process a lot. Normally you would check what's the current queue priority and only...