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Re: [Mod] Car that drifts and skids [driftcar]

The car entity has visual type "wielditem", so the car is simply modelled as a nodebox, no need to use blender.
The nodebox has 6 boxes: upper half, lower half, plus 4 boxes for the parts of the wheels that protrude downwards (the lowest 2 pixels of the wheels).
by paramat
Fri Oct 12, 2018 03:09
 
Forum: WIP Mods
Topic: [Mod] Car that drifts and skids [driftcar]
Replies: 4
Views: 487

Re: [Mod] Small airship vehicle [airboat]

Those look cute.
by paramat
Fri Oct 12, 2018 03:04
 
Forum: WIP Mods
Topic: [Mod] Small airship vehicle [airboat]
Replies: 18
Views: 1331

Re: Minetest sticker designs (for Freenode conference)

MESE! Great idea, but both of those seem to have weird perspective, might be an illusion though.
by paramat
Fri Oct 12, 2018 03:02
 
Forum: General Discussion
Topic: Minetest sticker designs (for Freenode conference)
Replies: 15
Views: 500

Re: jungletree overwriting generated area

1. Yes, several.
2. There isn't.
by paramat
Fri Oct 12, 2018 02:52
 
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 16
Views: 398

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

zasnool in MT 5.0.0 there will be a parameter for the y-offset of a schematic decoration. Until then you will have to redesign the tree schematic.
by paramat
Sun Oct 07, 2018 00:30
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 503
Views: 30054

Re: Minetest 5.0.0 is on the road

There's no release date, it will be released when it's ready. There are only a few blocking issues left, but also, development has been very quiet recently, so progress is slow. I was hoping for before winter solstice but it may be early next year. It will be worth the wait, there are a huge number ...
by paramat
Sun Oct 07, 2018 00:18
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 226
Views: 49605

Re: I need a completely flat green map

What Wuzzy wrote. Plus a simple mod that clears all registered biomes and registers a single grassy biome. This mod should depend on 'default' and the init.lua should be: minetest.clear_registered_biomes() minetest.register_biome({ name = "grassland", node_top = "default:dirt_with_gra...
by paramat
Sun Oct 07, 2018 00:02
 
Forum: General Discussion
Topic: I need a completely flat green map
Replies: 11
Views: 406

Re: jungletree overwriting generated area

Overgeneration works sideways too. So a tree will be placed with it's trunk near the edge of a mapchunk and some leaves will extend into the neighbour mapchunk.
Dungeons and the liquid-type caves overgenerate horizontally and vertically.
by paramat
Sat Oct 06, 2018 23:49
 
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 16
Views: 398

Re: Is it possible to change the shape of the blocks in game

The definition of a node can't be changed in-game, all you can do is replace a node with a similar one which has the desired alteration.
by paramat
Sat Oct 06, 2018 23:39
 
Forum: Feature Discussion
Topic: Is it possible to change the shape of the blocks in game?
Replies: 6
Views: 434

Re: ABM works unstable/incorrect

"Code doesn't matter" :D

Clock generator has chance 1: https://github.com/ac-minetest/basic_machines/blob/59758a644c204bc2e671b6a9878cf67d7e540878/mover.lua#L1424
ABMs aren't meant to be reliable, use a node timer, globalstep timer or maybe 'minetest.after'
by paramat
Thu Sep 27, 2018 01:06
 
Forum: Problems
Topic: ABM works unstable/incorrect
Replies: 24
Views: 507

Re: Is it possible to change the shape of the blocks in game

What do you mean by 'angles'? Nodes can be any shape already. Maybe you mean alter the geometry of the underlying 3D grid of cubes? The size of the basic cubic node is set by a parameter in the engine called 'BS' heh, not settable in Lua. If you want to alter the size of cubes the only way is to use...
by paramat
Thu Sep 27, 2018 00:45
 
Forum: Feature Discussion
Topic: Is it possible to change the shape of the blocks in game?
Replies: 6
Views: 434

Re: jungletree overwriting generated area

If this is caused by tree overgeneration, the trees will be appearing only in the bottom 16 nodes of a mapchunk, that's a way to check the cause.
by paramat
Thu Sep 27, 2018 00:31
 
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 16
Views: 398

Re: Having trouble finding positions of generated decoration

Are you using 0.4.16 stable?
See this bug https://github.com/minetest/minetest/issues/6590 it was fixed in March. The fix might be in 0.4.17, but will certainly be in 5.0.0.
Also see the 'fireflies' mod in MTGame for example code.
by paramat
Wed Sep 26, 2018 23:57
 
Forum: Modding Discussion
Topic: Having trouble finding positions of generated decorations
Replies: 2
Views: 111

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: 7
Views: 451

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: 110
Views: 4612

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: 37
Views: 1872

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: 166

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: 1845

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: 30257

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: 33053

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: 199

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: 8906

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: 248

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: 301
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