Search found 70 matches

by bzt
Sun May 24, 2020 11:17
Forum: WIP Games
Topic: [Game] MineClone 2 [0.65.2]
Replies: 1849
Views: 273431

Re: [Game] MineClone 2 [0.65.2]

In a way that allows for random generation of pathways from a starting structure, so that every time it is created, it is different? Well, using structures for pathways is quite an unorthodox thing to do, but yes. You can assign probability values to nodes in schematics. Here's a 1 node tall struct...
by bzt
Sat May 23, 2020 11:32
Forum: WIP Games
Topic: [WIP] [Game] Star Wars [Alpha v0.0.2b]
Replies: 6
Views: 1168

Re: [WIP] [Game] Star Wars [Alpha v0.0.2b]

Hi,

I've tried this, but I couldn't see any Star Warsish. Just the usual biomes, and no mobs. What did I wrong? My boys love SW and MT, so this would be like Xmas for them... :-D

Cheers,
bzt
by bzt
Sat May 23, 2020 11:29
Forum: WIP Games
Topic: [Game] Blockmine [v0.2 Released! *new version*] [Beta]
Replies: 15
Views: 476

Re: [Game] Blockmine [v0.2 Released! *new version*] [Beta]

Is there a github repo for this? My firewall complains about sharemods site trying to use cross-site scripting and blocks it...

Cheers,
bzt
by bzt
Sat May 23, 2020 11:07
Forum: WIP Games
Topic: [Game] MineClone 2 [0.65.2]
Replies: 1849
Views: 273431

Re: [Game] MineClone 2 [0.65.2]

pain to draft without being able to use schematics. You can use schematics! There's the in game Schematic Editor mod to build structures, Handle Schematics that can import some Minecraft schems too. Just browse through contents. A standalone application is MTSEdit (available for Windows, Linux, Mac...
by bzt
Sat May 23, 2020 10:54
Forum: WIP Games
Topic: [Game] MineClone 2 [0.65.2]
Replies: 1849
Views: 273431

Re: [Game] MineClone 2 [0.65.2]

I hereby grant Wuzzy the right to use these structures with Mineclone2 under any license that permits that. If otherwise not mentioned, that's MIT.

Cheers,
bzt
by bzt
Fri May 22, 2020 14:58
Forum: WIP Games
Topic: [Game] MineClone 2 [0.65.2]
Replies: 1849
Views: 273431

Re: [Game] MineClone 2 [0.65.2]

Hi Wuzzy! Last time I offered structures to MC2, you said no good because they were converted from the Minecraft wiki pages (I agree it's better to avoid copyright lawsuits). So this time I'm offering structures that were made by my boys, entirely from scratch. Any similarity with the original MC ga...
by bzt
Mon Feb 24, 2020 13:27
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 45
Views: 2849

Re: MTS Editor

Don't worry, no crash or anything. I just mean the concept fails / hard to edit because of tons of unknown nodes. Ah, okay :-) Yes, that must be fixed by defining all the block types. I agree that supporting non-rotational paramtype2's is overkill. facedir and wallmounted are good enough for a star...
by bzt
Wed Feb 12, 2020 18:35
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 45
Views: 2849

Re: MTS Editor

Hi Wuzzy, First of all, thank you for checking out, and thank you very much for your translation fixes! I've merged them, I'll review your suggestions here and commit a new version soon. Intereting tool. It's nice to look up a schematic without opening Minetest and it seems useful to fix SMALL mista...
by bzt
Sun Feb 09, 2020 15:12
Forum: Modding Discussion
Topic: Question about bullets and gunfire animations
Replies: 3
Views: 225

Re: Question about bullets and gunfire animations

You cannot rotate "sprite", but you can rotate "upright_sprite". It is an entity draw type that has a front and rear texture. The dimensions can be changed using object:set_properties({ scale = { ... }}) . Thank you very much! Sounds exactly what I'm looking for. But how can I change the dimensions...
by bzt
Sat Feb 08, 2020 16:01
Forum: Game Discussion
Topic: [Opinion] Planning to create a tower defense subgame
Replies: 2
Views: 430

Re: [Opinion] Planning to create a tower defense subgame

Nice Idea!!! Thanks! Brings plants vs zombies to my mind except it's not plants but tower. That's because plants vs zombies was a classic tower defense game with plants instead of towers :-D I can't take credit for that, I just thought it would be great to have that subgenre in Minetest too! The id...
by bzt
Sat Feb 08, 2020 15:42
Forum: Modding Discussion
Topic: Question about bullets and gunfire animations
Replies: 3
Views: 225

Question about bullets and gunfire animations

Hi, I'd like to create a mod where you'd "see" the bullets. I've studied the existing mods, but only arrows mod has something similar, but it's too much for what I have in mind. What I want to achieve is this: an animated texture between the gun and the target. A simple texture would be a dot, advan...
by bzt
Fri Jan 31, 2020 22:11
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 45
Views: 2849

Re: MTS Editor

Hi All, It occoured to me that the workflow is quite a one-wayed: you can import almost anything and save it as MTS. But there's no way to export MTS files to third-party tools. So I've added that. New features: - convert to VOX files, like "./mtsedit -V minetest.mts minetest.vox" - minor fixes in V...
by bzt
Fri Jan 31, 2020 17:17
Forum: Game Discussion
Topic: [Opinion] Planning to create a tower defense subgame
Replies: 2
Views: 430

[Opinion] Planning to create a tower defense subgame

Hi All, I was thinking it would be great to have a tower defense subgame in Minetest. Here I'm going to describe what I have in mind, any ideas are welcome. I have done my research, I know everything I plan here can be implemented in Lua using the current Minetest engine, I also know how to implemen...
by bzt
Wed Jan 29, 2020 15:42
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 45
Views: 2849

Re: MTS Editor

Thanks @texmex! I know nothing about grand contribution, I've just created a tool to import schematics into Minetest, because my older boy was complaining that there are not enough structures and he searched for free schematics online which I couldn't load at the time. Once the basics were done, add...
by bzt
Wed Jan 29, 2020 15:14
Forum: Minetest-related projects
Topic: Minetest mapserver
Replies: 113
Views: 11989

Re: Minetest mapserver

Hi, I've uploaded a better Mineclone2 colors.txt here . Could you update your version in your repo with that? It would be benefitial for the community. I've also added support to generate those colors.txt in my editor. It's not perfect nor elegant (you have to export two things from the game using a...
by bzt
Thu Jan 23, 2020 15:18
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 45
Views: 2849

Re: MTS Editor

Hi All, New features: - Ability to generate Minetestmapper colors.txt in batch mode (with "-C") - Added Sponge Schematic format * - Model 3D import finalized - The blocks.csv has been expanded with a new coloumn, the minecraft block name. This non-conventional as it can have optional values, like "m...
by bzt
Sat Jan 11, 2020 09:30
Forum: WIP Games
Topic: [Game] MineClone 2 [0.65.2]
Replies: 1849
Views: 273431

Re: [Game] MineClone 2 [0.57.0]

Is there a colors.txt to use with minetestmapper, for maps running MC2 ? I've uploaded one in the other topic where you asked the same question. How to import my existing world from minetest game to mineclone2? I'm unaware of a script that does that. In theory, it is enough to use sqlite3 on your m...
by bzt
Fri Jan 10, 2020 19:55
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 958

Re: Biome specific nodes in schematics and ground level

Doesn't fix rotation, but there is a way to get minetest.place_schematic() to do node replacements dynamically Yes, but I think it would be better to fix rotation in place_schematic, no? And about the replacement, yes, load schematic can accept a replacement table on the Lua side. The problem with ...
by bzt
Thu Jan 09, 2020 15:45
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 958

Re: Biome specific nodes in schematics and ground level

Oh, how could I forgot about that? Sorry!!! Yes, we should definitely add Sokomine's solution to the list of current workarounds! (Side note, it's not that different, because your mod uses the place_schematic Lua API, which in turn calls the same Schematic::blitToVManip() method inside the engine) C...
by bzt
Wed Jan 08, 2020 12:13
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 120
Views: 37083

Re: MinetestMapperGui - Graphical userinterface for mtmapper

Hi, maybe somebody has a better file for the community?! Also, is there a colors.txt to use with minetestmapper, for maps running MineClone 2 ? I needed a similar node-color correlation feature in my MTS editor to import voxel images. To make that easier, the editor can generate GIMP Palette for nod...
by bzt
Tue Jan 07, 2020 15:57
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 958

Re: Biome specific nodes in schematics and ground level

Hi @paramat: apology accepted. I hasn't answered in the best tone and for that I do apologize to you as well. @ShadMOrdre: thanks. The lua mapgens do not provide a heightmap or biomemap. The engine provides a way to query the biome for a particular position, and it also does store a biomemap already...
by bzt
Sat Jan 04, 2020 03:02
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 958

Re: Biome specific nodes in schematics and ground level

Hope you two can resolve this problem and find a workable solution. Yes, I agree, that would be nice. However @paramat made it perfectly clear he's not open to solutions. But what would be nice for one game doesn't necessarily have to be suitable for all. I wouldn't implement a game specific featur...
by bzt
Wed Jan 01, 2020 18:55
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 958

Re: Biome specific nodes in schematics and ground level

If you want to work on these as a coding exercise then that is fine. Don't patronize! No, I want to implement these because I need these. And I can tell you that there are many others who want the ground level feature, it is not just me. Long gone the days when I needed coding exercise, about 30 ye...
by bzt
Wed Dec 25, 2019 12:21
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 45
Views: 2849

Re: MTS Editor

Hi All, New features: - Air blocks are autodetected in rooms. Now not only their probability is set to 127, but force placement bit also set. - Fixed minor issues with Tiled TMX import - Checking out Discussion in other languages forum, I've decided to add Portuguese and Italian languages too (both ...
by bzt
Wed Dec 25, 2019 09:53
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 19
Views: 1134

Re: Creating decentralized worlds with IPFS

Suggest your decision, what kind of library? Not sure what you're asking. As I wrote before, I'd suggest a custom implementation that can accomodate all the specialities of the Minetest data. Sharing data in an incremental way boosts the performance very significantly, but for that you have to know...