Search found 39 matches

by Joz
Mon May 01, 2017 20:08
Forum: Mod Releases
Topic: [Modpack] Unter Null [unternull]
Replies: 43
Views: 9614

Re: [Modpack] Unter Null [unternull]

This sounds fun, but I don't really know what to do with the blocks I got.
And I cannot look on this server because my 'protocol version' is too new. (I use a self compiled minetest)
by Joz
Tue Oct 27, 2015 23:53
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 287
Views: 170768

Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

Good mod composition!

I would love to see mobs (especially sheeps) to turn their heads to the next players, but I don't know if it will cause more server lagging (because of one additional lua entity), so it have to wait until client side mods are supported…
by Joz
Mon Oct 19, 2015 18:58
Forum: Minetest-related projects
Topic: minetest_game soundpack [was: Footstep sound replacements]
Replies: 11
Views: 1565

Re: Footstep sound replacements

Some of them are way better than the default sounds, especially the gravel! The sand could be a bit louder, though.
by Joz
Thu Oct 15, 2015 11:30
Forum: General Discussion
Topic: wayland
Replies: 5
Views: 668

Re: wayland

That Irrlicht doesn't support Wayland wasn't so bad, if it only did work under wayland.

Under the XWaxland compatibility layer, I always end up turning around – I think that the cursor doesn't get reset into the mid of the window. But probably that's not Minetest's or Irrlicht's fault.
by Joz
Mon Aug 24, 2015 15:45
Forum: Modding Discussion
Topic: Minecraft like mods
Replies: 21
Views: 2711

Re: Minecraft like mods

Do you mean mods that make Minetest similar to Vanilla-Minecraft or mods like twilight forest for Minecraft?
by Joz
Mon Aug 24, 2015 13:22
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 362971

Re: Post your modding questions here

With what NodeID are nodes initialised in singlenode?
by Joz
Mon Aug 24, 2015 12:30
Forum: WIP Mods
Topic: [modpack] alphamg
Replies: 3
Views: 723

Re: [modpack] alphamg

Hm, the dropbox link works for me even in private mode of firefox (when I am not logged in). But I have added a few clickable screenshots, hopefully the directly linked pictures on dropbox will work. Maybe I will add a "Screens.md" in the git repo.

Update: The screenshot link has been replaced.
by Joz
Thu Aug 20, 2015 23:50
Forum: WIP Mods
Topic: [modpack] alphamg
Replies: 3
Views: 723

[modpack] alphamg

So, another lua world generator. I wrote this to test around and for my own pleasure. It provides the following biomes: · Mountains · Rivers · Temperate forest (sub biomes: apple/birch tree forest) · Desert · Jungle · Grassland · Savanna · Sea · Taiga It adds the following nodes: birches:wood birche...
by Joz
Sun Aug 16, 2015 20:36
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 362971

Re: Post your modding questions here

What is the best method to determine if the actual node has been initialised? Themes: world generating, singlenode When my lua map generators write nodes into an uninitialised chunk (for example trees, special caves, big pyramids…) the changes will be overridden when the on_register function of tha...
by Joz
Tue Aug 11, 2015 11:32
Forum: WIP Mods
Topic: [Mod] 3D Noise world generator [lumpmg]
Replies: 7
Views: 1577

[Mod] 3D Noise world generator [lumpmg]

Description This is a map generator that just generates big lumps of dirt and stone in the air. There is no ground, only these lumps. Screenshots (made with shaders and my own 1024px texture pack) https://dl.dropbox.com/s/gwndhirjoa9vijo/scr1.png https://dl.dropbox.com/s/1cecioiynjppi80/scr2.png ht...
by Joz
Sun Mar 08, 2015 19:59
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 979
Views: 127844

Re: What's Minetest still missing over Minecraft?

Then why is inventory management so horribly slow in Minetest that there is a delay up to three seconds even in single player? Have you tried to tune the minetest.conf or another map backend? I set up a (private) server on hardware which is as good as smartphones and it runs pleasantly smooth with ...
by Joz
Sun Mar 08, 2015 15:39
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 362971

Re: Post your modding questions here

A world generator question:
How do I index the flat arrays returned by get3d_map_flat and get2d_map_flat?

I have recently tried to do the same as other lua map generators but what ive done is not perfectly working.

Can someone provide a minimal working example of using flat noise arrays?
by Joz
Fri Nov 21, 2014 12:06
Forum: WIP Mods
Topic: [Mod] MC-like fissures / long high caves [jozfissures]
Replies: 9
Views: 1428

Re: [Mod] MC-like fissures / long high caves [jozfissures]

Thank you for the feedback!
Also, remove the init.lua~ file and rename "Depends.txt" to "depends.txt", Linux systems do not like that.
Okay, done.
I get an error when testing your 2 latest mods together.
Maybe fixed, please try both's new versions. I'm not getting the error anymore.
by Joz
Thu Nov 20, 2014 14:30
Forum: WIP Mods
Topic: [Mod] MC-like fissures / long high caves [jozfissures]
Replies: 9
Views: 1428

[Mod] MC-like fissures / long high caves [jozfissures]

Hi, Here is a mod that is actual a code rag, which adds Minecraft-like fissures: https://dl.dropboxusercontent.com/u/81193901/JozFissures/fissures1.png https://dl.dropboxusercontent.com/u/81193901/JozFissures/fissures2.png https://dl.dropboxusercontent.com/u/81193901/JozFissures/fissures3.png https:...
by Joz
Thu Nov 20, 2014 12:30
Forum: Mod Releases
Topic: [Mod] Minecraft-like railway corridors [railcorridors]
Replies: 25
Views: 8957

Re: [Mod] Minecraft-like railway corridors [railcorridors]

The wood is burned as far the lava flows.
But unfortunately, the rails in minetest_game are not burned by lava and not flushed away by water whcih looks sometimes weird.
by Joz
Thu Nov 20, 2014 11:05
Forum: Mod Releases
Topic: [Mod] Minecraft-like railway corridors [railcorridors]
Replies: 25
Views: 8957

New update: 0.8

I rewrote the mod and the generation is now more randomly, the wooden crossings can have two levels and sometimes water or lava flows out of the walls.
by Joz
Thu Nov 06, 2014 13:40
Forum: Servers
Topic: Minetest on Ubuntu as service (with RAMDISK and backups)
Replies: 20
Views: 9673

Re: Guide to create fast minetest server on Linux

If you just use redis, which stores many blocks in RAM per default (or leveldb maybe) I think it is very fast also. Nearly as fast as RamFS and more-often backups. Minetest world settings for redis: http://wiki.minetest.net/Database_backends#Redis Redis quick start, also for debian: http://redis.io/...
by Joz
Wed Oct 29, 2014 21:56
Forum: WIP Mods
Topic: [Mod] Minecraft Monster (Yeah a annother Mobs mod )
Replies: 13
Views: 6995

Re: [Mod] Minecraft Monster (Yeah a annother Mobs mod )

Hi, it was great to see these mobs working.
Unfortunately no mobs are spawning for me. I have also tried a new v6 world without mods except for this.
by Joz
Wed Oct 29, 2014 20:06
Forum: WIP Mods
Topic: [Mod] Mesh primitive objects [0.22] [slope_test]
Replies: 72
Views: 14277

Re: [Mod] Mesh primitive objects [0.18] [slope_test]

@LinuxDirk: Yes, minetest is a voxel game, but also only an engine, and now there is space for subgames with realistic approaches where you don't have to jump one meter in height every 3 seconds when running over hills :) Also, round trees will look more realistic then quadratic ones. But that's a q...
by Joz
Mon Oct 27, 2014 10:57
Forum: Mod Releases
Topic: [Mod] Minecraft-like railway corridors [railcorridors]
Replies: 25
Views: 8957

Re: [Mod] Minecraft-like railway corridors [railcorridors]

Here is a fork which aproaches better chests' content: viewtopic.php?f=9&t=10339
by Joz
Mon Oct 27, 2014 10:55
Forum: Game Releases
Topic: [Game] Overcraft Origins [overcraft_origins] – Minecraftlike
Replies: 92
Views: 41466

Re: [Game] Overcraft Origins [overcraft_origins] – Minecraft

Hey, do you plan to integrate a nether mod? And zombies and creepers? Peaceful Mobs would be very nice.
And I want also to propagate my railway-corridors mod: viewtopic.php?f=11&t=10225 ;)
by Joz
Mon Oct 20, 2014 19:13
Forum: Deutsch
Topic: Fantasy Mods
Replies: 3
Views: 978

Re: Fantasy Mods

Als Beiwerk kann ich auch plantlife empfehlen, das Welten natürlicher und an manchen Stellen auch „verwunschener“ aussehen lässt, was ja in Fantasy-Welten oft gewünscht ist:
viewtopic.php?f=11&t=3898
(die hohen Bäume kann man allerdings auch rausnehmen)
by Joz
Fri Oct 17, 2014 12:17
Forum: Modding Discussion
Topic: The Blender Exchange Service
Replies: 27
Views: 4279

Re: The Blender Exchange Service

@Nathan.S
Getting 404 error also. Is this file that you created a goat model?
Also, what I really want are cats with good animations. Blender is relatively difficult to learn for me and my time is limited.
by Joz
Wed Oct 15, 2014 19:49
Forum: Modding Discussion
Topic: The Blender Exchange Service
Replies: 27
Views: 4279

Re: The Blender Exchange Service

I think goats are a very good idea for minetest. Would be cool to have good models for them in the game.
by Joz
Wed Oct 15, 2014 19:36
Forum: WIP Games
Topic: [Game] Weird [0.3.0]
Replies: 29
Views: 9655

Re: [Game] Weird [0.1.0]

What I learned from this game: The trees in the default games' jungle should be a lot more dense, because the jungle in this game is fun. But I found the bamboo very annoying cause one can't step through it. An advice: You should experiment with the map_meta.txt (and mods can afaik modify its values...