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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

Looks good and clever work to have large multi-mapchunk craters complete on mapgen.
by paramat
Fri Sep 21, 2018 22:08
 
Forum: WIP Mods
Topic: [mod] Crater MG [cratermg] [experimental] [mapgen]
Replies: 5
Views: 158

Re: [Games] BlockColor

It's good to see you using my cars, thanks.

In the screenshots thread you asked where you could download my road mapgen mod.
It's a mod called 'mapgen' that is part of a simple driving game you can download here https://github.com/paramat/superminecart
by paramat
Fri Sep 21, 2018 21:47
 
Forum: WIP Games
Topic: [Games] BlockColor
Replies: 68
Views: 3119

Re: [Mod] Aotearoa [0.1][aotearoa]

Only looked at screenshots so far but, excellent biome work.
by paramat
Wed Sep 19, 2018 22:49
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.1][aotearoa]
Replies: 21
Views: 988

Re: Fire Digs Node

Could you post your weapon code or link to somewhere we can see the code?
by paramat
Wed Sep 19, 2018 22:41
 
Forum: Problems
Topic: Fire Digs Node
Replies: 2
Views: 102

Re: Proposal: Content DB should only accept FOSS

Oddly enough, after my earlier posts, i now agree with Wuzzy's proposal. I'm not a militant FOSS person but apparently to distribute MT on Debian we would need to add a filter to (optionally?) filter out non-'free' content. Also, although i'm fine with the forum continuing to have non-'free' content...
by paramat
Wed Sep 19, 2018 22:06
 
Forum: General Discussion
Topic: Proposal: Content DB should only accept FOSS
Replies: 33
Views: 1754

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

Very nice, and interesting.
by paramat
Thu Sep 13, 2018 14:16
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 419
Views: 29487

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

Thanks. ////////////////// I'm currently thinking about the current light-tested position method. The problem is that at 64 light test positions per 0.5s cycle, 2 raindrops per position, this is 256 'add particle' events per second sent to the client, which is a high rate. Perhaps this has caused pr...
by paramat
Fri Aug 31, 2018 04:42
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 127
Views: 32114

Re: Valleys "Extreme" mod

For skiing, you need to detect the slope and convert this to a horizontal vector that points downslope and has magnitude according to the steepness of the slope. This vector can then apply an acceleration. The skis would be a vehicle the player is attached to, so work from a vehicle mod. To detect a...
by paramat
Wed Aug 29, 2018 21:44
 
Forum: Modding Discussion
Topic: Valleys "Extreme" mod
Replies: 2
Views: 181

Re: Request for donations for my development work

Thank you that's sweet :)
by paramat
Sun Aug 26, 2018 02:00
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 59
Views: 8732

Re: Question about MT light source

No the light curve affects the visual brightness of all nodes.
Fog colour is determined by sky or skybox colour so that it always blends into the distance. So i expect you made some kind of mistake.
by paramat
Sun Aug 26, 2018 01:42
 
Forum: General Discussion
Topic: Question about MT light source
Replies: 4
Views: 236

Re: Best place to chat with developers?

#minetest can be quiet sometimes.
If you are contributing to MT in some way (which seems likely) you could ask to be voiced in #minetest-hub.
by paramat
Thu Aug 23, 2018 20:30
 
Forum: General Discussion
Topic: Best place to chat with developers?
Replies: 12
Views: 290

Re: Question about MT light source

There isn't light moving with the player, all you're seeing is fog turning black.
The light curve defines the visual brightness that results from each of the possible node light values 0-15.
by paramat
Thu Aug 23, 2018 20:24
 
Forum: General Discussion
Topic: Question about MT light source
Replies: 4
Views: 236

Re: Request for donations for my development work

Thank you, but that would mean making my email address public, which i prefer to not do.
by paramat
Thu Aug 23, 2018 20:11
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 59
Views: 8732

Re: Freeminer

So, you agree with yourself?
by paramat
Thu Aug 23, 2018 20:08
 
Forum: Minetest-related projects
Topic: Freeminer
Replies: 238
Views: 40623

MTGame dye, wool mods: base/ex/unicolor groups removed

These changes have just been made to MTGame 5.0.0-dev, for details see the pull request threads: https://github.com/minetest/minetest_game/pull/2186 https://github.com/minetest/minetest_game/pull/2202 The groups have been replaced by simple 'color_<color>' groups as the old groups were causing sever...
by paramat
Thu Aug 23, 2018 19:54
 
Forum: News
Topic: MTGame dye, wool mods: base/ex/unicolor groups removed
Replies: 3
Views: 434

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

New version 0.6.2 is at Github. This adds the ability to spawn multiple raindrops per light-tested position. Each raindrop at a position is given a random spawning height. This enables reducing the number of light-tests while maintaining the visual density of raindrops. This seems to work best with ...
by paramat
Wed Aug 15, 2018 22:26
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 127
Views: 32114

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

The mapgen chosen can't control what mods are enabled, however yes you can use that code inside a mod to only run the mod code in certain mapgens.
by paramat
Tue Aug 14, 2018 16:30
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 500
Views: 28679

Re: Looking for Opportunities to Contribute

Hi, good to see your interest. If you'd like to chat about Minetest development on IRC join the #minetest-dev channel on the Freenode network (webchat is blocked there you need a proper IRC client), the MT core devs can be found on this channel. There is also a general MT channel (for modding, game ...
by paramat
Tue Aug 14, 2018 16:24
 
Forum: General Discussion
Topic: Looking for Opportunities to Contribute
Replies: 5
Views: 201

Re: Spreading Crops LBM

Yes use an ABM.
by paramat
Tue Aug 14, 2018 15:57
 
Forum: Modding Discussion
Topic: Spreading Crops LBM
Replies: 3
Views: 136

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

I tried using the Lua voxel manipulator to bulk-read the light values of the area above the player, instead of individual uses of 'get node light', however the LVM turned out to be a little slower for a typical 128-192 light samples.
by paramat
Tue Aug 14, 2018 15:45
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 127
Views: 32114

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

Neither, i have read them and considered but am currently not interested in doing any of those. I recommend forking the mod and seeing what you can do. While i am very interested in what improvements people make to this mod (please link me to your code) note that i almost never merge pull requests t...
by paramat
Tue Aug 14, 2018 15:40
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 127
Views: 32114

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

Updated to fix a few things and improve: Tune parameters. Remove broken PRECOFF and replace with a fixed noise threshold. Improve comments. Use clouds bool in set_sky() to remove clouds from overcast sky. There was a bug in the previous version which caused constant precipitation, now fixed. Now it ...
by paramat
Wed Aug 08, 2018 20:31
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 127
Views: 32114

Re: Post your screenshots!

Image

A simple Lua mapgen that generates roads and tunnels.
by paramat
Mon Aug 06, 2018 22:07
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7997
Views: 831957

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

StarNinjas, amadin was not addressing you. amadin. do you mean how sometimes you would find lava caves in deep water in mgv6? Mgv6 hasn't been changed so i assume you want the same in mgv7 and the more recent mapgens? In MT 5.0.0 i have added 2 new parameters to all non-mgv6 mapgens: # Y of upper li...
by paramat
Mon Aug 06, 2018 22:02
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 500
Views: 28679

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

Good to finally see this done.
by paramat
Mon Aug 06, 2018 00:30
 
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 11
Views: 588
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