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Re: Hide post counts on forum

it would be a sort of "karma" or "reputation" on the forum! That could at the contrary increase spam. I agree with Byakuren . Says a mod looks amazing when he/she really likes it isn't undesirable posting. The downside of the second solution would be that it would be harder to i...
by Gael de Sailly
Sat Jul 15, 2017 07:16
 
Forum: Feature Discussion
Topic: Hide post counts on forum
Replies: 12
Views: 912

Re: +1 button

I don't support it. +1/-1 systems are always biased because too many people acts like sheep, pushing "+1" when something has many "+1", and "-1" when it has many "-1", without even knowing why. That's what happens in Facebook and Twitter, and one of the numero...
by Gael de Sailly
Sat Jul 15, 2017 07:03
 
Forum: Feature Discussion
Topic: +1 button
Replies: 50
Views: 3751

Re: Je songe a creer un serveur quebecois...

Ça risque d'être tendu… ajoute au moins un disque dur externe, si tes joueurs explorent beaucoup, ta map peut dépasser les 10 Go.
2 Go de RAM ça me paraît un peu juste aussi, essaye de pas mettre de mods trop lourds.
by Gael de Sailly
Sun Jul 09, 2017 07:23
 
Forum: Français
Topic: Je songe a creer un serveur quebecois...
Replies: 23
Views: 4071

Re: [POLL] How many do gamers play Minetest?

It depends on what you call "playing". I think: ⋅ testing or being involved in development : 200 ⋅ playing every day or nearly : 2,000 ⋅ playing sometimes : 15,000 ⋅ have played once : 500,000 I know in my circle at least 2 people that have played Mi...
by Gael de Sailly
Tue Jun 27, 2017 19:02
 
Forum: General Discussion
Topic: [POLL] How many do people play Minetest?
Replies: 14
Views: 1514

Re: The GitHub a question

Do you edit files online on the github website or do you use command line ?
Command line is the original method, the website only provides a simplified interface, that don't allow everything. We should prefer the first method, but I know it's not easy.
sofar's tutorial may help you.
by Gael de Sailly
Sun May 14, 2017 20:49
 
Forum: General Discussion
Topic: The GitHub a question
Replies: 2
Views: 299

Re: [C++ Mapgen] Carpathian (WIP)

I just tested the mapgen. The latest version has a problem for me. I only see water. So I tested without latest commit and it works correctly. I like the variety of mountain shapes that we don't find in other mapgens. For the rivers, I've already thought a lot about it, it's very hard to do with pro...
by Gael de Sailly
Sat Apr 29, 2017 22:26
 
Forum: WIP Mods
Topic: [C++ Mapgen] Carpathian (MERGED)
Replies: 49
Views: 7087

Re: import de carte

Salut, j'avais travaillé un peu sur le mod Realterrain de bobomb. Il est intéressant mais pour l'instant pratiquement inutilisable. Il cherche à générer une map à partir d'une carte d'altitude au format image, mais on manque de librairies pour le traitement d'image. On y arrivait mais au prix de pas...
by Gael de Sailly
Thu Apr 06, 2017 20:26
 
Forum: Français
Topic: import de carte
Replies: 25
Views: 3983

Re: An end of the world

Moontest might have disabled the engine's map generator to replace it by its own generator, and once you disabled it there were simply no map generator. To fix it, go to the world's directory, and open "map_meta.txt". You should find a line with "mg_name = singlenode" (if that's ...
by Gael de Sailly
Fri Mar 17, 2017 22:36
 
Forum: Problems
Topic: An end of the world
Replies: 1
Views: 270

Re: Jungle tree saplings

The problem is that a leaves block is not linked to a tree. It would be difficult to code. Metadata are unappropriate because too slow for a huge quantity of nodes. param2 might be a solution, but it's not as handy to manipulate (values from 0 to 255). I made an experiment last year, here.
by Gael de Sailly
Mon Mar 06, 2017 21:32
 
Forum: General Discussion
Topic: Jungle tree saplings
Replies: 4
Views: 240

Re: Jungle tree saplings

I looked in the code, and it seems that the probability is the same for both trees (1/20). You should even get more saplings per jungle trees because it has more leaves. But if you cut only one tree in a dense forest, the nearby trunks will prevent some leaves from popping (a leaves block pops when ...
by Gael de Sailly
Mon Mar 06, 2017 21:10
 
Forum: General Discussion
Topic: Jungle tree saplings
Replies: 4
Views: 240

Re: [Mod] Map Fixer [mapfix]

Error occured with automatic exit from gameplay when I typed /mapfix 1000 If this value considired too big, then your script must check it, warn about it, but not crash with errors and breaking the game. Thank you :) Done: I've limited the radius to 120 nodes, and changed the max radius for players...
by Gael de Sailly
Wed Feb 22, 2017 17:29
 
Forum: WIP Mods
Topic: [Mod] Map Fixer [mapfix]
Replies: 24
Views: 8078

Re: Different soils for forests

I like the concept a lot.
The deciduous forest soil is great, but I think the pine needles soil is too light and too grey.
by Gael de Sailly
Wed Jan 18, 2017 19:06
 
Forum: Feature Discussion
Topic: Different soils for forests
Replies: 44
Views: 4387

Re: Bigger swords

Kosmos wrote:Hi,
I looked a lot MineCraft videos and i tought why MT have no big swords like Minecraft.

What is the purpose of such a sword, except imitating Minecraft on principle, and masking the player's view?
by Gael de Sailly
Sat Jan 14, 2017 10:54
 
Forum: General Discussion
Topic: Bigger swords
Replies: 17
Views: 1233

Re: Minetest recalculate the old levels with new release opt

MrUnderhill89 wrote:Not sure if it takes new worldgen parameters into account

probably it does, i suppose it's based on deleteblocks.
by Gael de Sailly
Wed Jan 11, 2017 21:11
 
Forum: Feature Discussion
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 467

Re: LOST COORDINATES

You can display the minimap (F9), and increase the viewing range (key "+"), that may help :) On which server do you play? Some servers have an online map of the world, that can be found on the server's website. EDIT: another option: if this server has the marker mod installed and if you ha...
by Gael de Sailly
Sat Jan 07, 2017 13:17
 
Forum: Problems
Topic: LOST COORDINATES
Replies: 4
Views: 351

Re: [Mod] Map Fixer [mapfix]

Some things should be changed (smaller radius by default) but yes, it's a very simple code, there is not a lot of issues to fix. The code is somewhat hacky, in fact it gets a voxelmanip and immediately write it (after recalculating liquid flow) and while writing it, it automatically recalculate the ...
by Gael de Sailly
Mon Jan 02, 2017 20:08
 
Forum: WIP Mods
Topic: [Mod] Map Fixer [mapfix]
Replies: 24
Views: 8078

Re: My Opinions

Hi 0kk0, welcome. The only suggestion I would have is create some options for generating a world apart from inputting a world seed. This would help for players to pick certain options that would allow them to create the world with attributes they want. The mapgen has many parameters, nearly all is c...
by Gael de Sailly
Sun Jan 01, 2017 14:08
 
Forum: General Discussion
Topic: My Opinions
Replies: 3
Views: 386

Re: Minetest recalculate the old levels with new release opt

I hope that in the future, the developers add the magic "recalculate" button for old mapgen.... ;-) The problem is: how to deal with changes that players made? Should them be preserved? And if the new terrain is lower, will they float in the sky? I think a really reliable "recalculat...
by Gael de Sailly
Sat Dec 31, 2016 17:55
 
Forum: Feature Discussion
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 467

Re: Minetest recalculate the old levels with new release opt

Hi Codesound, Minetest doesn't recalculate existing zones. If you change something about map generation (new trees or different settings in map_meta.txt), it does not change anything in already existing areas, which have already been generated. But if you go to an unexplored place (an area which doe...
by Gael de Sailly
Fri Dec 30, 2016 23:52
 
Forum: Feature Discussion
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 467

Re: Minetest is not responding.

Could you show your debug.txt? It will help to understand the problem.

What OS is he using? and how has he installed Minetest? AFAIK it's not a very common bug.
by Gael de Sailly
Sun Dec 25, 2016 21:23
 
Forum: Problems
Topic: Minetest is not responding. (Client Tab Crash)
Replies: 3
Views: 288

Re: Team competitions?

ancient_spirit wrote:Interesting. But, I was wondering if anyone does host competitions? I would love to participate. If not, I think it would also be fun to set one up, but I don't think I can host a server for it.

There was one, some times ago, but it seems to be down, see here.
by Gael de Sailly
Sun Dec 25, 2016 20:59
 
Forum: General Discussion
Topic: Team competitions?
Replies: 5
Views: 252

Re: Team competitions?

There is a "capture the flag" by rubenwardy here: https://forum.minetest.net/viewtopic.php?f=50&t=12835
by Gael de Sailly
Sun Dec 25, 2016 18:36
 
Forum: General Discussion
Topic: Team competitions?
Replies: 5
Views: 252

Re: [Game] A Tome With Trials [WIP]

Hi Tyveras, and welcome to the forum. I'm very happy to see that someone can make 3D models for this subgame :) ATWT don't even exist for now, but the project seems very promising. What we need to do now is to bring precise ideas about the project. sofar has opened 21 discussions on github including...
by Gael de Sailly
Fri Nov 25, 2016 22:29
 
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 10651

Re: Vote: TOP 5 Minetest Mods!

  • Homedecor (especially meshnodes)
  • Caverealms
  • Watershed
  • Pipeworks, I had a lot of fun by making insane circuits and putting huge quantities of items inside (often carrots… why? I don't know…)
  • DarkAge
by Gael de Sailly
Sun Nov 13, 2016 00:03
 
Forum: General Discussion
Topic: Vote: TOP 5 Minetest Mods!
Replies: 29
Views: 3453

Re: Slideshow on the load screen

just an idea: what about taking screenshots randomly when playing, and show it on next loading time?
by Gael de Sailly
Sun Nov 06, 2016 10:38
 
Forum: Feature Discussion
Topic: Slideshow on the load screen
Replies: 9
Views: 809
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