Search found 477 matches

Return to advanced search

Re: [Mod] Experimental mapgen [mg]

VoxelAreas are not a lot of data: they only contain two positions. About the code you posted, could you post the context with it please?
by Nore
Fri May 27, 2016 13:59
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 40727

Re: [Mod] Experimental mapgen [mg]

It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).
by Nore
Fri May 27, 2016 12:08
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 40727

Re: Nore's personal TODO list

Hm, isn't there a setting for that? (about max nametag sending distance)
by Nore
Fri May 27, 2016 06:06
 
Forum: Partly official engine development
Topic: Nore's personal TODO list
Replies: 29
Views: 3864

Re: Nore's personal TODO list

Nore, have you seen the polyworld module for Terasology? https://github.com/Terasology/PolyWorld Yes, already did... I also made my own code, that is still a WIP demo in Python though, and that produces 2D maps and not Minetest ones. Also, why MC1.0? World format should be the same in MC1.1, with o...
by Nore
Sun May 22, 2016 17:09
 
Forum: Partly official engine development
Topic: Nore's personal TODO list
Replies: 29
Views: 3864

Re: [Mod] Biome system experiment [30-biomes]

Nyarg: you need to use a recent version of minetest_game.
by Nore
Sat May 21, 2016 08:07
 
Forum: WIP Mods
Topic: [Mod] Biome system experiment [30-biomes]
Replies: 39
Views: 3720

Re: Perlin noise exceeds -1/1 range

If that can help, perlin noise will always be less than (1-(persistance^octaves))/(1-persistance) in absolute value; however, it will very rarely get close to that value, if there are a lot of octaves, as it means that all octaves have to be close to 1 at the exact same place. Thus, if you want to r...
by Nore
Fri May 13, 2016 11:18
 
Forum: Problems
Topic: Perlin noise exceeds -1/1 range
Replies: 5
Views: 298

Re: [Mod]IndustrialTest[itest]

Could you post the error then please?
by Nore
Fri May 06, 2016 16:18
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 10125

Re: [Mod] Technic [0.4.11] [technic]

Yes, but the last version of technic needs a very recent minetest -- less than a month old, I would say. You should try to update it.
by Nore
Tue May 03, 2016 22:25
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1448
Views: 411336

Re: [Mod] Technic [0.4.11] [technic]

Hello,

Latest versions of technic use connected_nodes for cables: a feature that is only present in recent versions of Minetest. Thus, you need to update it.
by Nore
Tue May 03, 2016 06:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1448
Views: 411336

Re: [localization] Minetest Game

This was much discussed, and the conclusion that came was that since translations are only server-side. It is one of my objectives to add client-side translations, and they will allow localization of mods, and thus of Minetest Game.
by Nore
Fri Apr 29, 2016 06:42
 
Forum: Feature Discussion
Topic: [localization] Minetest Game
Replies: 2
Views: 314

Re: Nore's personal TODO list

I definitely had no intentions of creating an issue. so I apologize When I read "It is mostly there to organize my thoughts, but also to get some feedback so that I can focus on what people actually want most." Maybe I misunderstood. I nowhere near claimed to be a sudden "expert"...
by Nore
Thu Apr 28, 2016 14:46
 
Forum: Partly official engine development
Topic: Nore's personal TODO list
Replies: 29
Views: 3864

Nore's personal TODO list

Hi all! :) This is my personal TODO list: things that I am working on, or about which I'd like to work on. It is mostly there to organize my thoughts, but also to get some feedback so that I can focus on what people actually want most. Engine ⋅  Colored chat and other texts This is a rebas...
by Nore
Wed Apr 27, 2016 15:39
 
Forum: Partly official engine development
Topic: Nore's personal TODO list
Replies: 29
Views: 3864

Re: RealBadAngel

Goodbye RealBadAngel, you were a very skilled developer, but much more than that, you were a friend. I will miss you, we will miss you.
by Nore
Thu Mar 24, 2016 13:24
 
Forum: General Discussion
Topic: RealBadAngel
Replies: 76
Views: 10195

Re: [Mod] Technic [0.4.11] [technic]

Regarding supply converters: I don't know why but after doing some real circuits I assume that a supply converter is an equivalent of a transformer. Real transformers have so-caled turns ratio, so output voltage = 1/n * input voltage. So an in-game supply converter could be a transformer with a rat...
by Nore
Tue Feb 23, 2016 21:06
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1448
Views: 411336

Re: [Mod] Experimental mapgen [mg]

Hello all! The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated... Is it safe to remove this mod from a server which used it from the beginning? Are the villages and biomes already in existence or does this generate...
by Nore
Fri Jan 29, 2016 07:32
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 40727

Re: [Mod] Experimental mapgen [mg]

Hello all!
The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated...
by Nore
Tue Jan 26, 2016 20:50
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 40727

Re: [Mod] Converter Minecraft world to Minetest world

Besides, is there any "specs" "notice" "api" "datasheet" (I don't know the english word for that) that describes how Minetest maps are stored. I know it's by 80x80x80 chunks, but where can I find the details? (and is it a good idea?) I remember I looked at th...
by Nore
Mon Oct 05, 2015 08:27
 
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 11358

Re: Magichet: "The 1.2 'Non-Commercial' Release"

@4aiman As I am also for free software, I would like you to release the modifications you made to voltbuild under a free license please (the original LGPL license is fine with me). Sure thing. I'd like to continue to use your work, however, and LGPL isn't something that would help me. Well, I was t...
by Nore
Sun Sep 20, 2015 17:25
 
Forum: WIP Games
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 20581

Re: Magichet: "The 1.2 'Non-Commercial' Release"

@4aiman As I am also for free software, I would like you to release the modifications you made to voltbuild under a free license please (the original LGPL license is fine with me).
by Nore
Sun Sep 20, 2015 08:09
 
Forum: WIP Games
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 20581

Re: Post your screenshots!

This terrain looks truly epic :).
by Nore
Mon Aug 24, 2015 21:14
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7745
Views: 780227

Re: [Mod] Experimental mapgen [mg]

Could you try to rename the folder to "mg" please ?
by Nore
Mon Aug 24, 2015 21:14
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 40727

Re: [Game] Australopithecus [Tech Demo]

BobbyBonsaimind wrote:Is there interest in this?

Of course there is :).
by Nore
Sun Aug 23, 2015 19:56
 
Forum: WIP Games
Topic: [Game] Australopithecus [Tech Demo]
Replies: 58
Views: 7322

Re: [Game] Australopithecus [Tech Demo]

Ok, I see what you want to do, I guess it will look less strange then :). Anyway, it looks very promising, I'd like to see next versions!
by Nore
Sat Aug 22, 2015 07:09
 
Forum: WIP Games
Topic: [Game] Australopithecus [Tech Demo]
Replies: 58
Views: 7322

Re: [Game] Australopithecus [Tech Demo]

I have to say it too: mapgen is beautiful. However, I am wondering: why are there no grass ramps?
by Nore
Fri Aug 21, 2015 07:38
 
Forum: WIP Games
Topic: [Game] Australopithecus [Tech Demo]
Replies: 58
Views: 7322

Re: [Mod] Pipeworks [20131128] [pipeworks]

I have a cave im digging and collecting items from down -152 unitw. I set up a chest with a itemwise injector connected to a transport tube. and transporting it to a chest on the surface. I tried it on the surface and it worked fine but when i try it from the cave, all the items fall on the ground ...
by Nore
Sat Aug 15, 2015 07:20
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 621
Views: 174420
PreviousNext

Return to advanced search