Search found 244 matches
- Tue Sep 03, 2019 16:23
- Forum: Feature Discussion
- Topic: MineTest vs MineCraft: What is Status?
- Replies: 20
- Views: 12200
Re: MineTest vs MineCraft: What is Status?
is there anyway to access a minecraft server with the minetest client? - there are tons of free minecraft servers and bizarrely there is only one relatively expensive PC client which accesses them. I would absolutely use minetest as a client if I could and given the inane minecraft music I would be ...
- Thu Feb 23, 2017 08:17
- Forum: Feature Discussion
- Topic: Virtual Reality
- Replies: 7
- Views: 3314
Re: Virtual Reality
Minecraft can do a binocular hud and has 3D sounds, and I 'kind-of' got it working with a Google Cardboard, but it was a horrible hack. I'm not aware of anyone linking it with a Vive.
See: viewtopic.php?f=3&t=11921
See: viewtopic.php?f=3&t=11921
- Tue Sep 20, 2016 05:22
- Forum: General Discussion
- Topic: ¿Converter worlds?
- Replies: 6
- Views: 1446
Re: ¿Converter worlds?
Some years ago I hacked up a mod which will import a 3d mesh after its been voxelized by binvox (ie one extra tool between blender and minetest), but it would be pretty easy to create a python script to export direct from blender if you really wanted and would give you far more flexibility with unli...
- Sun Jan 31, 2016 15:56
- Forum: Maps
- Topic: Convert Minecraft maps to Minetest worlds
- Replies: 128
- Views: 88218
Re: Convert whole Minecraft maps
I haven't been playing or coding minetest for some time, but was looking at the converter out of curiosity. I presume you found the mcblocks mod which means you don't need many of the minetest mods... However from other posts I think you really want the extra function of minetest blocks, so perhaps ...
- Sun Jun 21, 2015 09:51
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213343
Re: [Mod] More Trees! [20140807] [moretrees]
Is there a way to make the trees grow quickly when planted. I tried to create a wood by planting saplings, but when I came back something (cavegen ??) had chopped holes in the trees. Also it's difficult to know how closely to plant them until they've grown, and it's a pain to wait overnight for the ...
- Sat Jun 20, 2015 09:21
- Forum: Old Mods
- Topic: [Mod] growing trees [0.0.9] [growing_trees]
- Replies: 92
- Views: 42613
Re: [Mod] growing trees [0.0.9] [growing_trees]
Cool, with a quick test it seems that it's not freezing like it used to. However while watching them, I noticed the leaf nodes appear and disappear every few seconds, so the tree looks a bit like christmas lights blinking. Is there any way to change this so they only appear and disappear slowly like...
- Thu Jun 18, 2015 07:44
- Forum: Old Mods
- Topic: [Mod] growing trees [0.0.9] [growing_trees]
- Replies: 92
- Views: 42613
Re: [Mod] growing trees [0.0.9] [growing_trees]
Thanks I'll give it a try thou haven't used minetest much recently. I've always been a bit sad growing trees didn't work for larger worlds.Zeppelin wrote:i've checked the source and found something, that worked for me:
- Thu Jun 18, 2015 07:22
- Forum: Mod Releases
- Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
- Replies: 51
- Views: 22680
Re: [Mod] MapIt [1.2] [mapit] – another mapping mod
Thanks Andre,
I've updated the repo, and added the numpy link to the 1st post.
What changes did you make for Pillow? - the minetestmapper script still seems to ref PIL.
I've updated the repo, and added the numpy link to the 1st post.
What changes did you make for Pillow? - the minetestmapper script still seems to ref PIL.
- Sun May 17, 2015 08:18
- Forum: Feature Discussion
- Topic: Depends/dependencies for mods feature request
- Replies: 4
- Views: 1774
Depends/dependencies for mods feature request
I'm just wondering if it would be possible to improve the dependency specification for MT. Currently if you download a mod there is no way of knowing which modpack it refers to as a dependency. 1. It would be really helpful if the file could optionally include a link to the repo and/or the forum pos...
- Thu Apr 30, 2015 20:53
- Forum: WIP Mods
- Topic: [Mod] Build semi-auto or BMP/3d Mesh import [growwall]
- Replies: 12
- Views: 4043
Re: Build semi-auto or BMP/3d Mesh import [growwall][mod]
My script only imports meshes, but prestidigitator's made an export script:-Hybrid Dog wrote:Can you also generate mesh files from buildings in minetest?
viewtopic.php?f=9&t=9948
- Thu Apr 30, 2015 17:21
- Forum: Problems
- Topic: Clouds too low (unrealistic)
- Replies: 28
- Views: 6375
Re: Clouds too low (unrealistic)
Really all I would like is to have 1. clouds not displayed inside (presumably using the light level would be a quick hack for this, although might not work at night - perhaps this could be an option for world.mt, 2. clouds not only in a little square in the sky when they are high - it should be easy...
- Thu Apr 30, 2015 17:04
- Forum: Problems
- Topic: SERIOUS ERROR: Invalid block data in database
- Replies: 1
- Views: 832
SERIOUS ERROR: Invalid block data in database
I'm getting a critical error in a couple of worlds. Never seen it before. Tried loading from backup and it worked once, then started doing it again. It's a critical error and causes MT to drop back to the menu. I recently updated to 0.4.12 so presumably it's a fault with this build. Just wondering w...
- Tue Apr 28, 2015 07:37
- Forum: News
- Topic: [0.4.12] Official Android build on Google Play and F-Droid
- Replies: 44
- Views: 18403
Re: [0.4.12] Official Android build on Google Play and F-Dro
Feature request: Actually wondering if as an intermediate step towards full VR whether would be possible to try and integrate tablet/phone movements to control minetest. This would mean movements tipping/tilting/pointing of the physical tablet or phone would change the view point and actions. eg Hor...
- Mon Apr 27, 2015 22:21
- Forum: News
- Topic: [0.4.12] Official Android build on Google Play and F-Droid
- Replies: 44
- Views: 18403
Re: [0.4.12] Official Android build on Google Play and F-Dro
Feature request: Would it be possible to be link the minetest android client to a server which streamed the actual gui for display. I'm just wondering about playing minetest with google Cardboard VR which uses a phone as display, so very cheap (if you have the phone) not much processing power (which...
- Mon Apr 27, 2015 22:08
- Forum: Partly official engine development
- Topic: VR/binocular/SBS view for Google Cardboard/Oculus Rift/etc
- Replies: 4
- Views: 2811
Re: VR/binocular/SBS view for Google Cardboard/Oculus Rift/e
Brilliant that's cool. vino (VNC server) seems to provide the best frame-rate for a quick test on ubuntu as the streaming clients don't work well at all. I wonder if there would be some compression optimisation possible for a dedicated stream from minetest to an android client as the sbs views conta...
- Mon Apr 27, 2015 21:12
- Forum: General Discussion
- Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
- Replies: 6
- Views: 3287
Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D
Thanks to kahri for pointing it out, but turns out Minetest can already render in various 3D styles including side-by-side. Just a matter of editing minetest.conf https://github.com/minetest/minetest/blob/master/minetest.conf.example #3d_mode options are:- # "none" = no 3d output. # "...
- Thu Apr 23, 2015 15:58
- Forum: Partly official engine development
- Topic: VR/binocular/SBS view for Google Cardboard/Oculus Rift/etc
- Replies: 4
- Views: 2811
VR/binocular/SBS view for Google Cardboard/Oculus Rift/etc
Now that a binocular VR viewer is available for under £2 (+ a smart phone) in the form of the google Cardboard, and has already been proven on minecraft to work well, I'm keen to see it in minetest. Unfortunately due to severe lag even with client/server on the same machine on a my attempt at a lua ...
- Wed Apr 22, 2015 21:46
- Forum: General Discussion
- Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
- Replies: 6
- Views: 3287
Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D
This view is the minimum that would be required from minetest. Everything else to achieve the VR can be done with other software (although I'm sure lag would be signifianctly decreased if minetest could monitor a port and respond directly to the google cardboard api). https://dl.dropboxusercontent.c...
- Wed Apr 22, 2015 17:17
- Forum: General Discussion
- Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
- Replies: 6
- Views: 3287
Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D
Just thinking about the controls further. Instead of an extra phone, it would probably be more intuitive to use head gestures: eg L ear on shoulder = dig/punch, R ear = place/use You could also put a visual control on the ground or in the sky which had Inventory, Drop, Jump/Climb, Sneak/Duck which y...
- Wed Apr 22, 2015 11:41
- Forum: General Discussion
- Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
- Replies: 6
- Views: 3287
Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D
Most virtual reality SDKs happen to be proprietary. Why does that matter? It's an issue with minetest not the network/phone=display function The Cardboard SDK is provided by google https://developers.google.com/cardboard/overview , but they currently offer it to anyone who wants to use it (actually...
- Wed Apr 22, 2015 05:44
- Forum: General Discussion
- Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
- Replies: 6
- Views: 3287
binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
Just wondering if anyone is working on getting minetest to support binocular views. Now that google cardboard provides a high quality cheap alternative to the Oculus Rift (just a couple of lenses for a few dollars each as most of us have the smart phone for the screen) it would significantly improve...
- Sat Mar 28, 2015 11:08
- Forum: Problems
- Topic: Clouds too low (unrealistic)
- Replies: 28
- Views: 6375
Re: Clouds too low (unrealistic)
Just wondering if any more thought ever happened with this. I find clouds at 120 are rubbish and keep passing through my buildings (bet that doesn't happen often in VanessaE's house). However if you set them to a more sensible height (like 1500), they show within a small square and look stupid. Perh...
- Sat Mar 28, 2015 08:34
- Forum: WIP Mods
- Topic: My Train Mod
- Replies: 76
- Views: 22470
Re: My Train Mod
The easiest option would be make the train itself a mobile anchor and it could forceload a couple of nodes around it and un-forceload them when it left. If a player causes loading of radius 32 nodes that's between 48 and 216 mapblocks. A train moves more, but even so should be a lot less load than q...
- Fri Mar 27, 2015 22:10
- Forum: WIP Mods
- Topic: [Mod] Build semi-auto or BMP/3d Mesh import [growwall]
- Replies: 12
- Views: 4043
Re: Build semi-auto or BMP/3d Mesh import [growwall][mod]
I've now extended it a bit more so 3D meshes can also be imported. it uses binvox for the initial conversion, which means it can (currently) convert will Wavefront OBJ, Geomview OFF, Autocad DXF, PLY and STL, if they contain polygons only, and VRML 1.0. apparently Unigrafix UG, VTK, XGL, PovRay POV,...
- Thu Mar 26, 2015 23:05
- Forum: WIP Mods
- Topic: Basic node_box model examples
- Replies: 55
- Views: 26017
Re: Basic node_box model examples
@HybridDog Brilliant thanks, I'd never found that page