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Re: L-system for schematics? Finding a dungeon generation AP

Yes, roomgen is close. It needs to be abstracted into an API type of mod however. The problem is that I don’t understand the code. xD
by texmex
Fri Oct 11, 2019 05:24
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 433

Re: Dungeon generation API

I realized that what I imagine actually resembles the very underused L-system for trees alot, with the difference being that nodes has been replaced by map blocks. Maybe it’d be easier to design such an API if it can inherit some of the L-system ideas. Or maybe, there’s a good reason why people aren...
by texmex
Thu Oct 10, 2019 10:12
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 433

L-system for schematics? Finding a dungeon generation API

I'm aware of several dungeon generator mods, but is there a dungeon generation API in existance for MT? What I'm looking for is an API flexible enough to piece equal-sided room schematics together algorithmically.
by texmex
Tue Oct 08, 2019 07:45
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 433

Re: [Solved] Simple non-cryptographic numerical hash in Lua

That looks sweet. I'm looking to do this too eventually. Any chance to see this colorization code?
by texmex
Mon Oct 07, 2019 20:59
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 161

Re: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v

Is there a way to debug with visible rays somehow?
by texmex
Mon Oct 07, 2019 20:43
 
Forum: WIP Mods
Topic: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v2]
Replies: 12
Views: 787

Re: [Solved] Simple non-cryptographic numerical hash in Lua

Even better! It’s not important for me to get the whole sequence, I’ll just use it for predictable uniqueness. Ca you tell me more about your use case, Krock? I’m curious.
by texmex
Mon Oct 07, 2019 17:44
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 161

Re: [Mod] Yet Another Dungeon Generator [roomgen]

This was pretty interesting. Anyone else working on something like this but more flexible?
by texmex
Mon Oct 07, 2019 14:41
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 22
Views: 4251

Re: Simple non-cryptographic numerical hash in Lua

Yay, didn’t know that. Is it demanding? I won’t be using it in runtime so probably it’s not an issue.

It’s base 16 encoded, yes? From what I understand that can be converted to numbers with tonumber(sha1hash,16)?
by texmex
Sun Oct 06, 2019 22:22
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 161

[Solved] Simple non-cryptographic numerical hash in Lua

I need a way to convert a string to a numerical hash. I don't care how simple. I know there's xxhash for Lua but since Lua libraries can't be used in Minetest I need something that can be embedded. Ideas?
by texmex
Sun Oct 06, 2019 20:43
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 161

Re: [16px] RPG16 - A clean and stylized texture pack

The quality of this tp is insanely good. Those armors are absolutely stunning.
by texmex
Sun Oct 06, 2019 17:34
 
Forum: Texture Packs
Topic: [16px] RPG16 - A clean and stylized texture pack
Replies: 13
Views: 1544

Re: [Mod] Re-Cycle Age [0.1.0] [recycleage]

Btw, this mod would also be interesting in combination with the melterns mod (Tinker’s Construct conversion) as that mod brings the concept of tool heads.
by texmex
Tue Oct 01, 2019 12:22
 
Forum: Mod Releases
Topic: [Mod] Re-Cycle Age [1.2.0] [recycleage]
Replies: 13
Views: 723

Re: [Mod] Re-Cycle Age [0.1.0] [recycleage]

Very good! Much better than the tool just disappearing into air on break.
by texmex
Mon Sep 30, 2019 22:53
 
Forum: Mod Releases
Topic: [Mod] Re-Cycle Age [1.2.0] [recycleage]
Replies: 13
Views: 723

Re: Project organization

⋅ Environment (Plants, mapgen, mobs) ⋅ Farming/Automation (Player-made, technologies) ⋅ Building/Crafting (Various building nodes, ovens) ⋅ Player inventory and customization stuff (inventory mod, bags, skin) ⋅ Multiplayer mods (bows, swords, magic ...
by texmex
Mon Sep 30, 2019 13:52
 
Forum: Game Discussion
Topic: Project organization
Replies: 5
Views: 263

Project organization

My project is becoming kinda large. It's far from a structural sprawl but I feel the need for method. How do you organize your game projects in a clear, coherent and maintainable way? My project will probably consist of 25 to 50 mods, many of them written from scratch. The project need to be structu...
by texmex
Sun Sep 29, 2019 18:32
 
Forum: Game Discussion
Topic: Project organization
Replies: 5
Views: 263

Re: Strip the default status from MTG

Can we erase all posts and start over? This topic is too important to grant space for the usual derailment. :(
by texmex
Fri Sep 27, 2019 12:00
 
Forum: General Discussion
Topic: Strip the default status from MTG
Replies: 69
Views: 2077

Re: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v

Excellent, been waiting for this!
by texmex
Wed Sep 25, 2019 22:24
 
Forum: WIP Mods
Topic: [MOD] Melee weapons api! Uses raycasting! [w_api][git][v2]
Replies: 12
Views: 787

Re: Posters?

It's painfully clear that Minetest (engine) doesn't have its own logotype. No, a logotype is not the symbol, it's the "word image". I think Minetest needs a complete graphic identity. Anyone interested in this?
by texmex
Wed Sep 25, 2019 17:07
 
Forum: General Discussion
Topic: Posters?
Replies: 29
Views: 1113

Re: Strip the default status from MTG

(Apologies if I’ve somehow contributed to any derailment of the topic.) When thinking about it the discussion on whether MTG is still the most decent starter game or not is kind of irrelevant. Instead, why not promote games on features? With this solution it would still be in the cdb game section am...
by texmex
Wed Sep 25, 2019 10:38
 
Forum: General Discussion
Topic: Strip the default status from MTG
Replies: 69
Views: 2077

Re: Is intellectual property a concern for mod/game making?

The Solarus type of imitation is probably interpreted as a very sincere form of flattery on Nintendo’s end if it ever blips their radar though of course in general a badly kept legal dept may act on their own at times. Interestingly enough some thought has been put into a safe structure for the proj...
by texmex
Tue Sep 24, 2019 21:38
 
Forum: General Discussion
Topic: Is intellectual property a concern for mod/game making?
Replies: 16
Views: 490

Re: Is intellectual property a concern for mod/game making?

Illegal in France too? They seem quite sure of their position somehow and has been around for years.
by texmex
Tue Sep 24, 2019 18:03
 
Forum: General Discussion
Topic: Is intellectual property a concern for mod/game making?
Replies: 16
Views: 490

Re: Is intellectual property a concern for mod/game making?

If someone’s interested in a more IP provocative open source project, have a look at Solarus Engine and its games https://www.solarus-games.org/ o_O Not sure how they can get away with using not only the Zelda name in their games but official graphic assets as well!? I suspect it has something to do...
by texmex
Tue Sep 24, 2019 17:12
 
Forum: General Discussion
Topic: Is intellectual property a concern for mod/game making?
Replies: 16
Views: 490

Re: Strip the default status from MTG

I wholeheartedly support this suggestion. The best part is that now that we have the whole ecosystem of content distribution in place both on the web and in-game, the path forward is clearer than ever before. Let's tighten integration between game client and the web-based ContentDB so that content b...
by texmex
Tue Sep 24, 2019 13:24
 
Forum: General Discussion
Topic: Strip the default status from MTG
Replies: 69
Views: 2077

Re: [Solved] Noise params for approx. 1 node thin lines

Btw Shad, please tell me when/if you find a solution to place schematics BY the road, not ON them. Having the same problem.
by texmex
Tue Sep 24, 2019 11:15
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 557

Re: [Solved] Noise params for approx. 1 node thin lines

Excellent use of the noise, Shad! This is my use case as well.

My worry is that using it extensively will severely slow down map generation (as opposed to, say, a VoxelManip approach).
by texmex
Tue Sep 24, 2019 09:18
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 557
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