Search found 853 matches
- Tue Jun 23, 2020 14:37
- Forum: WIP Games
- Topic: [Game] MineClone 2 [0.70.0]
- Replies: 2257
- Views: 390413
Re: [Game] MineClone 2 [0.66.2]
I think MineClone 2 is pretty seriously incomplete to be abandoned (you can't even "beat" the game, run a village, or enchant items, which are like the only 3 basic endgame goals Minecraft even has!) As for mobs, I don't really see the point of it? Most of Minecraft's mobs are rather gene...
- Sun Jun 21, 2020 13:19
- Forum: WIP Games
- Topic: [Game] MineClone 2 [0.70.0]
- Replies: 2257
- Views: 390413
Re: [Game] MineClone 2 [0.66.2]
Thanks for your response. I can understand the game will probably not be maintained forever... except maybe if another team wishes to pick it back up afterward? This is one of the fewer games for Minetest with a solid and consistent basis, it seems like a loss if it too will stop being developed in ...
- Fri Jun 19, 2020 22:57
- Forum: Feature Discussion
- Topic: Implementing shadows and light culling in the existing lightmap compilator
- Replies: 2
- Views: 439
Re: Implementing shadows and light culling in the existing lightmap compilator
So I dug a bit deeper into this: Using the minetest.conf setting "ambient_occlusion_gamma = 0.5" I can better see what the existing ambient occlusion system does. It seems to do about HALF of what I was thinking: Per-vertice directional shadowing exists to some extent, but it only goes one...
- Fri Jun 19, 2020 18:56
- Forum: Feature Discussion
- Topic: Implementing shadows and light culling in the existing lightmap compilator
- Replies: 2
- Views: 439
Implementing shadows and light culling in the existing lightmap compilator
I had an idea I wanted to bring up. I may even attempt implementing it myself if I can, but would first like confirmation from the developers that it's considered an acceptable approach so I don't work for nothing. So... lights and shadows. Proper lighting is a feature that's been long desired by ma...
- Fri Jun 19, 2020 16:53
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.55] [mobs]
- Replies: 2205
- Views: 413545
Re: [Mod] Mobs Redo [1.52] [mobs]
It's so nice to see a mob mod that's simple, offers just the right features, and is actively still in development. Gave it a try in the MineClone game and I love the functionality! Wanted to ask one question for the time being... which if false you can take as a feature request if you'd like. Do mob...
- Fri Jun 19, 2020 16:42
- Forum: WIP Games
- Topic: [Game] MineClone 2 [0.70.0]
- Replies: 2257
- Views: 390413
Re: [Game] MineClone 2 [0.66.1]
After giving this a try, I have to say it's currently the only standalone game that offers a full set of features and playability for Minetest without feeling broken or incomplete. Everything else is either very consistent but too boring and simplistic, either complex but to the point of being overl...
- Fri Jun 19, 2020 15:27
- Forum: Game Releases
- Topic: [Game] Repixture [1.4.1]
- Replies: 117
- Views: 17903
Re: [Game] Repixture [1.3.0]
Gave this game a try last night. I really like the base idea of it, looks like a promising game with potential! Latest Git seems pretty simplistic though... it would be nice to see more features and items and complexity added over time.
- Wed Feb 05, 2020 23:46
- Forum: Problems
- Topic: emissive texture overlay conundrum
- Replies: 3
- Views: 634
Re: emissive texture overlay conundrum
That's an adorable model! It will be quite interesting to see how that goes. As far as emissive textures are concerned, I don't know if the ability exists in the engine. You can overlay textures with some method, I remember it was something like "1.png^2.png^..." thought I may be wrong... ...
- Tue Jan 28, 2020 18:49
- Forum: Mod Releases
- Topic: [Mod] Creatures [git] [minetest_mods_creatures]
- Replies: 187
- Views: 58250
Re: [Mod] Creatures [git] [minetest_mods_creatures]
I made those models many years ago. I remember it was pretty simple though: A simplistic rig with a small animation set, achieving something similar to the Minecraft player model. Note that they're meant to support Minecraft skins as well.
- Thu Jan 23, 2020 18:09
- Forum: Mod Releases
- Topic: [Mod] Creatures [git] [minetest_mods_creatures]
- Replies: 187
- Views: 58250
Re: [Mod] Creatures [git] [minetest_mods_creatures]
I'll have to look at the changes someday when I have time for this as well. It's okay that you removed some things, though I might not approve a PR that removes core functionality in my version. None the less it's perfectly fine to fork this and see where that goes for now!
- Fri Jan 10, 2020 15:01
- Forum: General Discussion
- Topic: Creating decentralized worlds with IPFS
- Replies: 19
- Views: 1402
Re: Creating decentralized worlds with IPFS
Very interesting, thanks for sharing!Фред Канниг wrote:On github, a concept of implementation using the RAFT algorithm is proposed
https://github.com/aofg/decentralized-mmo
- Thu Nov 28, 2019 12:32
- Forum: Mod Releases
- Topic: [Mod] Creatures [git] [minetest_mods_creatures]
- Replies: 187
- Views: 58250
Re: [Mod] Creatures [git] [minetest_mods_creatures]
Sorry for the delay: For some reason I'm not getting email notifications for replies to this thread, despite being subscribed to it! You mentioned a lot of things which I don't have time to read right now, but I looked through your replies quickly and I'm glad to hear things are going well! When you...
- Fri Nov 08, 2019 13:12
- Forum: Mod Releases
- Topic: [Mod] Creatures [git] [minetest_mods_creatures]
- Replies: 187
- Views: 58250
Re: [Mod] Creatures [git] [minetest_mods_creatures]
... Hi there! Sure, feel free to make improvements and submit a pull request to my Github repo! I would quite welcome help with coding on this: I haven't had time to work on the mod unfortunately, especially with my other mod (Structures) suffering from an engine issue I had to debug last time I pi...
- Thu Jun 27, 2019 23:52
- Forum: Mod Releases
- Topic: [Mod] Creatures [git] [minetest_mods_creatures]
- Replies: 187
- Views: 58250
Re: [Mod] Creatures [git] [minetest_mods_creatures]
I still have plans for it, but no idea when I might get back to them. Feel free to fork, it might be interesting to see how a different version goes! I might continue development on the main one someday however.Diamond knight wrote:If development does not continue I may fork this, this mod is too good to die
- Sun Jun 16, 2019 15:53
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1036
- Views: 143646
Re: What's Minetest still missing over Minecraft?
How did I never know about that? Fantastic work! Wasn't expecting that to be doable with the current lighting system.jp wrote:Oh, really? ...
I so wish this could be added to default Minetest. But can predict that for one reason or another, it probably never will be.
- Sun Jun 02, 2019 11:35
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Re: Large schematics are spawned incompletely
A few clarifications I should add: The schematics I'm spawning are always mts files. They are not stored as Lua tables. In my own test, when moving the minetest.place_schematic_on_vmanip function to minetest.after, the problem still persists. This is the case even if I use a very long delay, like 10...
- Wed May 29, 2019 00:20
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1036
- Views: 143646
Re: What's Minetest still missing over Minecraft?
Minetest needs better graphics. Minecraft has shadows . SHADOWS. Please. Shadows make things look far better. :) Many of us have been wanting realtime lighting for a long time. Sadly, after RealBadAngel suddenly left this world, no one else joined the project who could take care of that aspect.
- Thu May 23, 2019 19:22
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Re: Large schematics are spawned incompletely
Has there been any progress on this issue recently? I'm concerned about my Structures mod and the plans I made for it, which rely on the hope that this breaking problem can be solved. I still suspect it must have something to do with the engine "choking" on large amounts of data and forget...
- Sat Mar 02, 2019 22:43
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Re: Large schematics are spawned incompletely
Confirming that num_emerge_threads = 1 in minetest.conf does not seem to affect the problem, it still occurs the same way.
- Sun Feb 17, 2019 13:26
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Re: Large schematics are spawned incompletely
Very interesting. Thank you for testing and mentioning those details, it may help in finding a solution.
- Sat Feb 16, 2019 12:14
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Re: Large schematics are spawned incompletely
FWIW, I didn't mean that drawing beyond the bounds of the chunk might cause it, I meant that being limited to within the bounds of the on_generate chunk may cause it if you don't also successfully spawn the structure in every other chunk that the structure touches. Are the missing parts aligned wit...
- Sat Feb 16, 2019 11:51
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Re: Large schematics are spawned incompletely
I should clarify that I'm already using the vmanip to spawn structures with on_generate. I understand this function should now only attempt to spawn a piece of schematic that intersects the chunk in cause. So this shouldn't be a case of chunk overflow normally, since I use the vm provided by the gen...
- Thu Feb 14, 2019 20:50
- Forum: Problems
- Topic: Large schematics are spawned incompletely
- Replies: 22
- Views: 2312
Large schematics are spawned incompletely
https://github.com/minetest/minetest/issues/8232 This is an old problem that's affected my Structures mod for years. Now that its city generator is nearing completion and I'm in the process of designing a new city with large buildings, this bug is the last thing standing in the way and posing a huge...
- Wed Feb 13, 2019 19:14
- Forum: Old Mods
- Topic: [Mod] 3D Furniture [1.0] [3dforniture]
- Replies: 107
- Views: 75259
Re: [Mod] 3D Furniture [1.0] [3dforniture]
As promised, here are the redesigned appliances. I haven't committed them to Git just yet, but once I do they will be part of the new default city for my Structures mod. https://i.imgur.com/HemlhbI.png https://i.imgur.com/9zHEpMz.png https://i.imgur.com/adUeeuF.png https://i.imgur.com/X2XdhRe.png
- Wed Feb 13, 2019 19:07
- Forum: Mod Releases
- Topic: [Mod] Structures [git] [minetest_mods_structures]
- Replies: 98
- Views: 30754
Re: [Mod] Structures [git] [minetest_mods_structures]
Forgot to mention that I've also redesigned the import / export node. The node is now constant, no more connecting / disconnecting when placing the markers... this fixes some annoyances and should also improve performance. Node replacements can also be specified directly in the I/O formspec. I've al...