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Re: Minetest 5.0 release candidate 1 (5.0.0-rc1)

We never promise anything in MT development, wisely. I have been asking for RC2 to be released (i would do it if i knew how to) but the other core devs seem busy, Anyway, apart from 1 new blocker issue that has appeared today the code is in release state, so we now really need people to compile late...
by paramat
Thu Feb 21, 2019 21:03
 
Forum: News
Topic: Minetest 5.0 release candidate 1 (5.0.0-rc1)
Replies: 41
Views: 5168

Re: Header For MTG

I seem to remember you posted about this in IRC? (i saw something in IRC logs). I made a mental note to look out for your header if you post it somewhere (as you didn't post a link to it on IRC). So yes i'd like to see it. In future if you create something, please link to it, don't just ask on IRC i...
by paramat
Thu Feb 21, 2019 20:39
 
Forum: Feature Discussion
Topic: Header For MTG
Replies: 1
Views: 163

Re: Want to add some biomes but...

Any mod that uses 'biome_lib' such as moretrees, plantlife, is extrememly intensive and unnecessarily so, these mods really need rewriting, the code is a bad example.
by paramat
Sun Feb 17, 2019 03:22
 
Forum: Modding Discussion
Topic: Want to add some biomes but...
Replies: 9
Views: 375

Re: Does the current Minetest seem too easy?

Minetest Game 5.0.0-dev has ores moved deeper in non-mgv6 mapgens, they're roughly twice as deep now. We could have made them much deeper but the change can't be extreme as so much depends on MTG being the way it is. Also, in survival mode, you need to craft certain items to use the minimap or zoom ...
by paramat
Thu Feb 14, 2019 05:20
 
Forum: General Discussion
Topic: Does the current Minetest seem too easy?
Replies: 15
Views: 733

Re: How can I remove all trees from a world

Using aliases is a bad way.
If you want to create a new world where only trees are removed, use a mod to clear all registered decorations then re-register them without the trees.
(non mgv6 mapgens only).
by paramat
Thu Feb 14, 2019 04:56
 
Forum: General Discussion
Topic: How can I remove all trees from a world
Replies: 17
Views: 1911

Re: Post your screenshots!

Image

Another tower megastructure experiment in a C++ mapgen. Customised use of the dungeon generator.
by paramat
Thu Feb 14, 2019 04:49
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8414
Views: 936406

Re: [csm] simple hurt, die, and inventory sounds

This is essentially a 'server-sent CSM mod' but done manually before that feature has been coded. The server owner has to install the serverside stuff and convince all players to download and install the clientside stuff. Might work if you have a small number of well-informed players on a server. So...
by paramat
Tue Feb 12, 2019 00:40
 
Forum: Client-side modding
Topic: [csm] simple hurt, die, and inventory sounds
Replies: 5
Views: 289

Re: How can I remove all trees from a world

2014 guy,
Yes. Use the lua voxel manipulator to remove all tree nodes, then recalculate lighting and write the luavoxelmanip to the world.
by paramat
Sat Feb 09, 2019 03:08
 
Forum: General Discussion
Topic: How can I remove all trees from a world
Replies: 17
Views: 1911

Re: How to find caves deep underground?

Hmm actually forget my suggestion to emerge 1 node. I think your code inside 'emerge_area' is good as long as you set minp maxp to a roughly mapchunk sized volume. There is a high chance of finding ground below air in a mapchunk sized volume, if not, repeat with another mapchunk. I see you're reusin...
by paramat
Sat Feb 09, 2019 02:58
 
Forum: Modding Discussion
Topic: How to find caves deep underground?
Replies: 5
Views: 252

Re: How to use Plantlike meshoptions [SOLVED]

Even i find the meshoptions docs a little challenging: The mixing of normal numbers and hex. I think they could be clearer, they seem unnecessarily technical.
The CSM restriction flags docs just give normal numbers to add up.
by paramat
Fri Feb 08, 2019 00:40
 
Forum: Modding Discussion
Topic: How to use Plantlike meshoptions [SOLVED]
Replies: 21
Views: 530

Re: How to find caves deep underground?

Try emerging a much smaller volume, your 'emerge_area' volume is far, far too big. Even 1 mapchunk (80x80x80 nodes) uses a very large amount of memory when using the lua voxel manipulator. When a volume of any size is emerged the whole mapchunk containing that volume is generated (the mapchunk gener...
by paramat
Thu Feb 07, 2019 23:44
 
Forum: Modding Discussion
Topic: How to find caves deep underground?
Replies: 5
Views: 252

Re: Increase maximum points for player count on the Serverli

And I find it discriminating to make users worth less just because they use a certain app that gives them such a random name, to play. I also find it discriminating to call all those app users 'low quality players'. The 'guest' penalty does seem worth reconsidering. Some things to consider: If, on ...
by paramat
Sun Feb 03, 2019 22:10
 
Forum: Servers
Topic: Increase maximum points for player count on the Serverlist
Replies: 18
Views: 498

Re: [wip] The Aether [aether]

2 floatland mods of my own (quite old): https://forum.minetest.net/viewtopic.php?f=9&t=8560 https://forum.minetest.net/viewtopic.php?t=9175 There is a a way to stop shadows propagating downwards to worlds surface, or even stop propagating onto other floatlands. In the lua voxelmanip API there is...
by paramat
Sun Feb 03, 2019 00:08
 
Forum: WIP Mods
Topic: [wip] The Aether [aether]
Replies: 4
Views: 347

Re: Creating Sky biome?

A biome registered using the Biome API can only add biome nodes to stone that is already placed by a core mapgen. Biome generation doesn't create terrain, it only replaces stone with the defined biome nodes. If you decide to use mgv7 floatlands you will probably want to change the biomes that are re...
by paramat
Sat Feb 02, 2019 23:55
 
Forum: Modding Discussion
Topic: Creating Sky biome?
Replies: 2
Views: 163

Re: [Mod] Cave Realms Lite [caverealms_lite]

There's no point in attempting to eliminate all identical descriptions across mods. There are so many mods it would take far too much time to check all descriptions for matches. You never know what combinations of mods will be used so the effort would be mostly wasted effort. It's far better that th...
by paramat
Fri Feb 01, 2019 03:57
 
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 42
Views: 11748

Re: Post your mapgen questions here (modding or engine)

No idea, the value is abstract. Trial and error. I think the average width is close to 10 nodes already.
by paramat
Fri Feb 01, 2019 03:40
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 537
Views: 38793

Re: Mapgen v7 peeves, cracks, cliff rivers, instamountains

There have been some requests for how to disable the 'caves'/'cracks'/'tunnels' that intersect the surface in non-mgv6 mapgens. For mgv7 add this to the minetest.conf file. or find the parameter in advanced settings: mgv7_cave_width = 1000 Yes larger values mean narrower caves. All non-mgv6 mapgens ...
by paramat
Thu Jan 31, 2019 23:55
 
Forum: Feature Discussion
Topic: Mapgen v7 peeves, cracks, cliff rivers, instamountains
Replies: 15
Views: 862

Re: Post your mapgen questions here (modding or engine)

There have been some requests for how to disable the 'caves'/'cracks'/'tunnels' that intersect the surface in non-mgv6 mapgens. For mgv7 add this to the minetest.conf file, or find the parameter in advanced settings: mgv7_cave_width = 1000 Yes larger values mean narrower caves. All non-mgv6 mapgens ...
by paramat
Thu Jan 31, 2019 23:52
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 537
Views: 38793

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

It's impractical to create that sort of deep compatibility with other weather mods as there are so many and there's no way to choose which to be compatible with. It may also be impossible to be compatible with that mod.
Instead it would be better if i added lightning to this mod.
by paramat
Thu Jan 31, 2019 23:31
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 140
Views: 38587

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

Updated. Found and fixed several issues. Commit message is: Add y limits for skybox effects, set to deep ocean and cloud level, independent of the set water level where particles and sounds stop. Add 'skybox' table to track player sky status to attempt to avoid turning off skyboxes set by other mods...
by paramat
Thu Jan 31, 2019 01:46
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 140
Views: 38587

Re: Proposal: Content DB should only accept FOSS

> This “right” only works by sacrificing the freedom of others Copyright can go too far, and be applied badly of course. However, basically, it only removes the freedom of people who want to steal your work, profit from it themselves, and deny you from earning a living from your work. In this case y...
by paramat
Wed Jan 30, 2019 19:36
 
Forum: General Discussion
Topic: Proposal: Content DB should only accept FOSS
Replies: 78
Views: 3611

Re: [Proof of concept] Snow that doesn't go in your house

I have a rain mod somewhere that adds 'rain' nodes that use animated textures.
by paramat
Wed Jan 30, 2019 19:19
 
Forum: Modding Discussion
Topic: [Proof of concept] Snow that doesn't go in your house
Replies: 4
Views: 171

Re: Post your mapgen questions here (modding or engine)

I agree the use of order should be documented, i'll put that on my TODO.
by paramat
Wed Jan 30, 2019 19:15
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 537
Views: 38793

Re: "Inappropriate" content on ContentDB

Ok i see MC and some MT forks are PEGI 7, so i'm no longer suggesting we have to keep PEGI 3, just avoiding a rating high enough to harm the reach of the app right at a critical time for moving players to the official app.

EDIT: Deleted my pointless bickering =) Sorry for that.
by paramat
Wed Jan 30, 2019 19:11
 
Forum: General Discussion
Topic: "Inappropriate" content on ContentDB
Replies: 32
Views: 1069
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