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[Mod] Minestats [2019-07-02][minestats]

https://forum.minetest.net/download/file.php?mode=view&id=14251 Minestats is a mod for collecting statistics on what node drops players have acquired throughout their time on your server. It's intended to be used to add a sense of progression to the game, giving some sort of bonus to players ba...
by AlexYst
Sun May 14, 2017 06:40
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: Above-ground dungeons?

I have two thoughts. First, if the air dungeons are indeed modified to look different than land dungeons, any dungeon that is partially underground but protrudes into the sky should be considered to be a land dungeon for generation purposes. Having air dungeons embedded in the ground doesn't make mu...
by AlexYst
Thu Sep 03, 2015 20:43
 
Forum: Feature Discussion
Topic: Above-ground dungeons?
Replies: 29
Views: 3199

Re: Minetest on Steam?

@Don, I agree with you. Unless someone says that they want you to be able to sell it, or make money off of it, it just doesn't seem right. I think the license is a very clear declaration of intent. Minetest has always been under a license that specifically allows sale. My understanding is that Mine...
by AlexYst
Sat Aug 29, 2015 05:58
 
Forum: General Discussion
Topic: Minetest on Steam?
Replies: 19
Views: 1906

Re: Minetest on Steam?

@ y.st. orly? There's a slight distinction between "using someone's work" and "exploiting someone". So, do *not* put MT on steam just to exploit others and make money, and all is going to be just fine. That absolutely does *not* mean MT should be free of charge. I'd say that's t...
by AlexYst
Fri Aug 28, 2015 23:41
 
Forum: General Discussion
Topic: Minetest on Steam?
Replies: 19
Views: 1906

Re: Minetest on Steam?

Steam is proprietary crap with built-in DRM and spyware. Valve promote exactly the opposite values to those of the open source movement [...] and make the world a worse place by existing. [...] Minetest doesn't need Steam, and it certainly doesn't need the devs giving a $100 donation to Valve. Seco...
by AlexYst
Fri Aug 28, 2015 08:38
 
Forum: General Discussion
Topic: Minetest on Steam?
Replies: 19
Views: 1906

Re: Group-based sounds?

I was able to dig up a little more since then, and it seems that instead of setting a default sound name, the engine uses hard-coded sound names based on group names <https://github.com/minetest/minetest/blob/0.4.13/src/game.cpp#L3789>. I can't say this is the best way to do things, as the sounds re...
by AlexYst
Wed Aug 26, 2015 18:26
 
Forum: Feature Discussion
Topic: Group-based sounds?
Replies: 2
Views: 349

Group-based sounds?

In the Minetest API <https://github.com/minetest/minetest/blob/0.4.13/doc/lua_api.txt#L3164>, group-based sounds are mentioned, but not explained. Does anyone know how they work? How would one go about choosing the default sound for a given group? I couldn't see anything in minetest_game that looked...
by AlexYst
Tue Aug 25, 2015 06:52
 
Forum: Feature Discussion
Topic: Group-based sounds?
Replies: 2
Views: 349

Re: Access to getGroundLevelAtPoint() from Lua?

Why port it? See if you can expose it through the API. Huh. That is a very good point. I hadn't thought of doing that because: * I don't understand the engine well and * I'd have to wait for the next release for it to work after doing that In the long run though, that would be a much better option....
by AlexYst
Sun Aug 23, 2015 20:41
 
Forum: Feature Discussion
Topic: Access to getGroundLevelAtPoint() from Lua?
Replies: 2
Views: 281

Access to getGroundLevelAtPoint() from Lua?

Is there a way to access the getGroundLevelAtPoint() function used in C++ from Lua? I don't think there is, so I'm going to try to port it from C++ (mapgen_singlenode.cpp, mapgen_v5.cpp, mapgen_v6.cpp, and mapgen_v7.cpp) to Lua, but I want to make sure before I do so. I'd rather not waste time tryin...
by AlexYst
Sun Aug 23, 2015 17:42
 
Forum: Feature Discussion
Topic: Access to getGroundLevelAtPoint() from Lua?
Replies: 2
Views: 281

Re: Idea: Pay-to-Play servers?

4aiman wrote:PS: "Locked names" is something that may be added to an alternative client. It's not a rare thing to download a modified MC client to play on a server.


What are "locked names"?
by AlexYst
Sat Aug 15, 2015 19:39
 
Forum: General Discussion
Topic: Idea: Pay-to-Play servers?
Replies: 18
Views: 1754

Re: Huge shadows when generating a forest

... Alright, I'll have to look into schematics. I definitely want to use them for something, though I'm not sure I want to use them for trees. Part of my goal is to learn the Minetest API, so if I skip the minetest.spawn_tree() function, that's one part I won't learn to use. Does that make any sens...
by AlexYst
Thu Aug 13, 2015 17:20
 
Forum: Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 588

Re: Huge shadows when generating a forest

I tried integrating the effect of the admin stick into the map generation code, but it doesn't seem to work at map generation time. I can't use an administrator-only tool manually, as my planned server will be a bit of an anarchy server and will have no administrators. The problem with placing scema...
by AlexYst
Thu Aug 13, 2015 03:46
 
Forum: Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 588

Re: Huge shadows when generating a forest

I don't know if I'm using it wrong or something, but that code doesn't seem to work. Niether does "<voxelmanip>:set_lighting({day=15, night=15})".
by AlexYst
Wed Aug 12, 2015 19:20
 
Forum: Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 588

Huge shadows when generating a forest

I just set up some code to build a pine forest durring map generation, but it's messing with the lighting. Most of the blocks that the trees are in are now dark, as if in a cave. Does anyone have any ideas as to how to compensate for this effect and set the lighting back to normal?
by AlexYst
Wed Aug 12, 2015 18:24
 
Forum: Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 588

Re: What is a [WIP] Mod/Subgame?

Some people don't like to spell out their words and it confuses newcomers. "WIP" stands for "work in progress". I work in progress module or subgame is just a module/subgame that someone has posted, but isn't in a real usable condition yet. The poster is continuing development, b...
by AlexYst
Tue Aug 11, 2015 06:42
 
Forum: Modding Discussion
Topic: What is a [WIP] Mod/Subgame?
Replies: 1
Views: 223

Re: Idea: Non-free servers?

Your topic title scared me! I thought you were sugesting the server be made nonfree, as in that the source code be locked down. You are right, paid servers are completely compatible with Minetest's license. I'm not sure how many people are going to be willing to pay when there are so many other serv...
by AlexYst
Mon Aug 10, 2015 17:10
 
Forum: General Discussion
Topic: Idea: Pay-to-Play servers?
Replies: 18
Views: 1754

Re: How to disable sneak on server for players?

Oh? Nice! Thank you for showing us that option! I might use that on my own server soon.

I apologize for presenting misinformation.
by AlexYst
Mon Aug 10, 2015 09:07
 
Forum: General Discussion
Topic: How to disable sneak on server for players?
Replies: 4
Views: 323

Re:

The point is, people will dislike the game if there are mobs. I know I, for one, patched out generating of the C++ mobs back in the 0.3.1-0.4dev days. Mobs, by default, detract from the beauty and wonder of the game. I completely agree. If mobs were in the game by default, I would never have become...
by AlexYst
Mon Aug 10, 2015 09:02
 
Forum: Feature Discussion
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 18473

Re: How to disable sneak on server for players?

This is a bug in the game, and in fact, Celeron55 wrote a patch to fix the bug. The patch even allowed servers to reenable the glitch on a per-player basis for servers that still wanted it. <https://github.com/minetest/minetest/pull/760#issuecomment-20988912> However, this patch was never pulled to ...
by AlexYst
Sat Aug 08, 2015 17:11
 
Forum: General Discussion
Topic: How to disable sneak on server for players?
Replies: 4
Views: 323

Re: Tree generation API?

Hm, yes, trees are an issue. A function to add trees just by supplying their textures (bark, top of trunk, wood, leaves, fruits, shape, ...) would be welcome. I'd love to see a mod that adds the diffrent wood types by adding trees that look like the default (v6) tree/appletree - just with diffrent ...
by AlexYst
Sat Aug 08, 2015 03:20
 
Forum: Feature Discussion
Topic: Tree generation API?
Replies: 6
Views: 391

Re: Tree generation API?

I think the plants_lib dependency was added later, but don't quote me on that. As for what it does, I think it maily is used to choose the placement of plants grown on map generation, so the placement code doesn't have to be updated in several different modules every time the code sees improvement. ...
by AlexYst
Sat Aug 08, 2015 02:56
 
Forum: Feature Discussion
Topic: Tree generation API?
Replies: 6
Views: 391

Re: Tree generation API?

I don't think that trees in MT are suppose to have "branches", but i could be wrong. I didn't even know there was a tree API. Wait, if there is a tree API, then why doesn't Moretrees use it? If you are refering to moretrees by VanessaE, I think the tree API was created mostly for use by m...
by AlexYst
Sat Aug 08, 2015 02:30
 
Forum: Feature Discussion
Topic: Tree generation API?
Replies: 6
Views: 391

Tree generation API?

I'm trying to use the tree generation API, but I'm running into a weird issue. Specifically, the game is adding leaves above and below branches, but *never* beside branches. The sides of branches end up bare. How do I add leaves beside branches? The attached screenshot shows a tree with only a singl...
by AlexYst
Sat Aug 08, 2015 02:13
 
Forum: Feature Discussion
Topic: Tree generation API?
Replies: 6
Views: 391

Re: Above-ground dungeons?

Actually ... I think they're cool too. My problem is when this particular dungeon *doesn't* spawn the above-ground part. When the above-ground part is present, it's a cool bunker. When it's missing, the rest of the dungeon is of no particular interest to me. It's nice to have both options available ...
by AlexYst
Wed Aug 05, 2015 02:25
 
Forum: Feature Discussion
Topic: Above-ground dungeons?
Replies: 29
Views: 3199

Re: Above-ground dungeons?

No, not necessarily. If the dungeon spawned in mid air, perhaps it would be clipped to the chunk border, but part would remain in the ignores waiting for the neighboring chunk to be generated. Huh. Maybe this is part of what is up with those odd dungeon rings we see about. Next time I see one, I'll ...
by AlexYst
Tue Aug 04, 2015 06:35
 
Forum: Feature Discussion
Topic: Above-ground dungeons?
Replies: 29
Views: 3199
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