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Re: Creating decentralized worlds with IPFS

But that's just it, it wouldn't be realtime because all of the message passing for every single user event would be subject to increasing network latency across each additional peer to ensure synchronicity. In multiplayer games demanding responsiveness, like PVP for example, I'm inclined to believe...
by MirceaKitsune
Wed Sep 19, 2018 12:16
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 332

Re: Creating decentralized worlds with IPFS

I think, you didn't get my problem. Imagine the following situation: Player A lives far away so noone else downloads his blocks. He build a nice house and goes offline. After that, player B goes online and doesn't know anything about player A. He goes to the same blocks where player A lives and bui...
by MirceaKitsune
Tue Sep 18, 2018 13:36
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 332

Re: Creating decentralized worlds with IPFS

I can imagine that this might work somehow. If each player had to calculate updates of all blocks those are currently updated, it would lag more. Maybe the players could update only a part of them when there are too many players online. I thought that playing on a server like this could result in m...
by MirceaKitsune
Tue Sep 18, 2018 11:19
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 332

Re: Creating decentralized worlds with IPFS

Nice idea. I can see several problems those have to be solved: Is there any mechanism to update mods? Who has the right to update mods? Everyone connected to the server is something like an owner. All cheats in singleplayer now work in multiplayer too. And there isn't anyone to do anything against ...
by MirceaKitsune
Mon Sep 17, 2018 19:42
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 332

Creating decentralized worlds with IPFS

I have a very interesting idea that I'd like to discuss. It's a pretty radical suggestion, but just as amazing and worth considering in my opinion. It's a proposal I'm planning to poke several game engines about, and Minetest (with other Minecraft like games) would be the first to benefit from such ...
by MirceaKitsune
Mon Sep 17, 2018 17:36
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 332

Re: Minetest on a spherical planet

This must be the most amazing thing that's been done with Minetest so far. I truly hope development on the engine fork will continue: This idea is much too good! Subscribing to this thread for any more updates.
by MirceaKitsune
Fri Aug 03, 2018 10:10
 
Forum: Minetest-related projects
Topic: Minetest on a spherical planet
Replies: 63
Views: 15765

Re: [Mod] Creatures [git] [minetest_mods_creatures]

cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.
by MirceaKitsune
Sat Mar 17, 2018 22:19
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 160
Views: 40768

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Yes: I remember a problem of my mod was that you have to disable player.lua manually. I was going to make a pull request for minetest_game which made it possible to turn off the default player animation system using a variable, but I took my long break from Minetest modding at that time. Creatures w...
by MirceaKitsune
Sat Mar 17, 2018 18:26
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 160
Views: 40768

Re: [Mod] Creatures [git] [minetest_mods_creatures]

and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod The issue again is that, there's no better system with the default creatures; The player is given free choice as to which creature to possess, so c...
by MirceaKitsune
Mon Jun 05, 2017 21:42
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 160
Views: 40768

Re: [Mod] Creatures [git] [minetest_mods_creatures]

someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet. Actually you can't use 3D armor because my code and models simply aren't compatible with it, intended plans included an armor system originally for the mod. As for...
by MirceaKitsune
Mon Jun 05, 2017 19:56
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 160
Views: 40768

Re: Extruded drawtypes

I have seen many people say that terasology is almost unplayable with effects enabled. It tends to look 'good' in screenshots (and many enthuse over the screenshots alone) but playing it is very different. Maybe terasology is not a good example. It all depends on hardware. The nice thing about such...
by MirceaKitsune
Mon May 15, 2017 21:08
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: Extruded drawtypes

azekill_DIABLO wrote:i don't think so... but maybe you're true... look at terasology...


Yep... great example: Compare Terasology and Minetest (both with highest effects) and it's impossible not to see exactly what I mean.
by MirceaKitsune
Sun May 14, 2017 17:57
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: Extruded drawtypes

Yes... I can't argue what paramat said there. I do believe the MineTest team ignores visual aspects in general... which isn't referring to models and textures, as much as to special effects and shaders. This is a general divide in the community; Some players (like myself) are interested in everythin...
by MirceaKitsune
Sun May 14, 2017 14:58
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: Extruded drawtypes

??? Images??? it interest me. RealBadAngel had a Minetest fork that contained them, of course in an experimental and unfinished state. I don't think I have screenshots any longer unfortunately, but all I can say is they looked amazing! I wonder if and when anyone will ever attempt to bring them bac...
by MirceaKitsune
Fri May 12, 2017 13:17
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: Extruded drawtypes

Very well said ShadMOrdre, I agree with that. My primary problem with Minetest, which I stated in all sorts of ways over the years, is that the developers seem to barely give attention to anything that has to do with visual improvements. The project is very active and the code is worked on daily, ho...
by MirceaKitsune
Wed May 10, 2017 21:31
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: Extruded drawtypes

To better explain why I'm supporting this feature, I put together a list of reasons for why I think it should exist, compared to doing this using 3D meshes. I posted it on the new issue, and will share it here too for further coverage: ⋅ If it's a fixed model, you need to update it every t...
by MirceaKitsune
Thu May 04, 2017 13:44
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: Post your screenshots!

If only textured skies were possible to have with dynamic sky colors and the sun / moon showing. They are unfortunately unusable in most practical scenarios, as you can't have a sane looking day / night cycle any more.
by MirceaKitsune
Sun Apr 30, 2017 22:42
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8141
Views: 879873

Re: Post your videos!

burli wrote:Smooth pathfinding.

https://youtu.be/UtGVERbYzxA


So pathfinding is finally working now? Last time I tried it, it was a complete mess and the results were a joke. This was around two years ago however.
by MirceaKitsune
Thu Apr 27, 2017 17:44
 
Forum: General Discussion
Topic: Post your videos!
Replies: 798
Views: 73393

Re: Post your screenshots!

sofar wrote:https://www.youtube.com/watch?v=aiGSZR-q6AM


Wonderful feature, especially very useful for a weather mod! I hope this makes it into the engine.
by MirceaKitsune
Thu Apr 27, 2017 11:03
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8141
Views: 879873

Re: Extruded drawtypes

I also opened a new issue for this ( #5666 ) and it's been discussed there briefly. Paramat made a valid argument that this effect can be technically achieved using meshes. However I believe that's not a good way to go for the following reasons: Drawtype extrusion automatically generates the model f...
by MirceaKitsune
Wed Apr 26, 2017 23:02
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Extruded drawtypes

I wanted to bring attention to a feature that seems to have been forgotten, which I'd really like to see revived under some form. It was one of the things RealBadAngel had been working on, before the unfortunate event of his death occurred. Alongside shaders such as Bloom or Depth-of-Field, it was o...
by MirceaKitsune
Wed Apr 26, 2017 21:55
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2572

Re: [Mod] Structures [git] [minetest_mods_structures]

Very nice, thanks for sharing! Material replacements per village type are a nice idea... possibly something I might add to my mod as well someday, though that's currently not a thing for it.
by MirceaKitsune
Mon Apr 24, 2017 12:08
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 94
Views: 24282

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Yes... I'm sure he would. Part of what made Minetest a depressing subject for me is that, myself and RBA had plans to work on a lot of things, such as the realtime lighting system... so there's also the knowledge that this will likely never happen any more either. Another issue is I'm busy working i...
by MirceaKitsune
Sat Apr 22, 2017 14:21
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 160
Views: 40768

Re: [Mod] Structures [git] [minetest_mods_structures]

Does handle_schematics permanently replace specific nodes with other nodes, and update the mts file? I don't want to implement a hacky solution, which replaces deprecated nodes with other nodes per structure spawn... I'd rather fix everything permanently and correctly. If I'm to make new buildings, ...
by MirceaKitsune
Sat Apr 22, 2017 13:53
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 94
Views: 24282

Re: [Mod] Creatures [git] [minetest_mods_creatures]

You should keep working at it. Don't want it to end up like that browser game: 'Awakening'. If I'm ever getting back to my distant plans, a game I'll be making will use both the Structures and Creatures mod. Thankfully my last updates added every important bit of functionality I wanted: I remember ...
by MirceaKitsune
Fri Apr 21, 2017 20:28
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 160
Views: 40768
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