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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: 264

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: 11318

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: 3574

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: 830

Re: Probleme au démarrage

Je confirme, j'ai déjà eu ça, sur un très vieil ordi (le machin a au moins 15 ans). J'ai désactivé les shaders, et après c'était à nouveau normal.
by Gael de Sailly
Fri Oct 28, 2016 16:51
 
Forum: Français
Topic: Probleme au démarrage
Replies: 2
Views: 450

Re: [Game] A new subgame (... to be named ...) [WIP]

Trail of Books ? I think that's the best in twoelk's list.
by Gael de Sailly
Thu Oct 27, 2016 22:40
 
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 11318

Re: [Game] A new subgame (... to be named ...) [WIP]

I think we should nearly begin from scratch (only copy the most basic features from MT game) and define each block, and not hesitate to diverge from MT_game. Too many subgames are only a partial rewrite of MT_Game with some mods added with very few modifications, so the whole is not coherent (Exampl...
by Gael de Sailly
Tue Oct 25, 2016 14:19
 
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 11318

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

Gael-de-Sailly, next release is around 21st Dec, feature freeze 2 weeks or so before. If you are inspired to improve mgvalleys noise params that would be great. My only request is that the pattern of the rivers tends to be a little too small-scaled because the 'spread' is small. It's possible to in...
by Gael de Sailly
Fri Oct 07, 2016 22:56
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 42717

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

amadin wrote:Did you mean:
Code: Select all
mgvalleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mgvalleys_river_size = 3
?
So you're using the core version. This should work. It will modify the landscape smoothness too (because less valleys).
by Gael de Sailly
Sun Sep 25, 2016 10:42
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 42717

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

in minetest.conf, add this:
Code: Select all
vmg_noise_2 = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2
vmg_river_size = 3
for 2 times rarer rivers.
by Gael de Sailly
Sat Sep 24, 2016 21:58
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 42717

Re: [Game]A new subgame (... to be named ...)[PLAN]

A lot of things can be done with `minetest.override_item` and even crafting recipes can be removed, but I'm left to wonder if that's really wanted and makes things more flexible to begin with. For my part, I'm against overriding. It may create confusion, and some mods might do something with the it...
by Gael de Sailly
Wed Sep 21, 2016 11:55
 
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 11318

Re: [Game]A new subgame (... to be named ...)[PLAN]

9 months after… is the project still alive ?
I've tried a lot of subgames, for me no one is good enough. Every one has its flaws. So I think that making a good subgame alone is nearly impossible, and subgames should be developed by a team.
I've read all of the plan, and I agree with all of it.
by Gael de Sailly
Sun Sep 11, 2016 10:46
 
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 11318

Re: Ideas for a new leafdecay system

duane wrote:Wouldn't it be simpler and more efficient to remove the abms altogether and make leaf decay an on_destruct function of tree-type nodes?

Very interesting too.
by Gael de Sailly
Fri Aug 05, 2016 08:43
 
Forum: Feature Discussion
Topic: Ideas for a new leafdecay system
Replies: 19
Views: 1542

Re: Ideas for a new leafdecay system

If you have a schematic that over-writes one tree with another, which probably happens a lot in the mapgen, wouldn't you still get ugly holes when you remove the newer of the two? I've seen it but for me it's not worse than previously. With the current minetest_game leafdecay, in a very dense fores...
by Gael de Sailly
Fri Aug 05, 2016 08:34
 
Forum: Feature Discussion
Topic: Ideas for a new leafdecay system
Replies: 19
Views: 1542

Re: Ideas for a new leafdecay system

The reason is not only to save time. It should improve the way leaves are removed. Instead of removing the leaves that are at more than n nodes from the trunk, it removes leaves that have been spawned with the tree, even if they are close to another tree, so it better respects the shape of the nearb...
by Gael de Sailly
Thu Aug 04, 2016 17:07
 
Forum: Feature Discussion
Topic: Ideas for a new leafdecay system
Replies: 19
Views: 1542

Ideas for a new leafdecay system

Hello I've always thought the leafdecay algorithm is one of the heaviest features of Minetest, since it's executed for hundreds of leaves every second, and that for every leaf, it needs to iterate over dozens of nodes. I've seen that there is an optimization with trunk cache, but it still needs to i...
by Gael de Sailly
Thu Aug 04, 2016 12:14
 
Forum: Feature Discussion
Topic: Ideas for a new leafdecay system
Replies: 19
Views: 1542

Re: Light levels above 15

Light level is stored in one byte: 4 bits for day light, and 4 bits for night light. Since night light level can't be bigger than day light level, many combinations are unused. In fact, with 16 light values, we have 256 combinations, but only 136 (16+15+14+13+12…) are used. With 22 light values (0~2...
by Gael de Sailly
Thu Aug 04, 2016 09:46
 
Forum: Feature Discussion
Topic: Light levels above 15
Replies: 19
Views: 2140

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

This is the original Lua version, created more than a year ago. It has been merged in the core on January, thanks to paramat and duane . I've somewhat dropped the Lua version after this date (so it's a little outdated but should still work). But all has not been merged. In fact, the C++ valleys mapg...
by Gael de Sailly
Sat Jul 09, 2016 21:34
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 42717

Re: Items stackable by 100 ?

orwell wrote:@Gael de Sally, why don't you add a poll to the first post?

Good idea, I'll do.
by Gael de Sailly
Fri Jul 08, 2016 20:28
 
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 117
Views: 11937

Re: MinetestMapperGui - Graphical userinterface for mtmapper

But it works for other settings. Why is there a "%" to "General" and not for other titles?
by Gael de Sailly
Fri Jul 08, 2016 20:26
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 120
Views: 31116

Re: MinetestMapperGui - Graphical userinterface for mtmapper

It works, thanks.
Only problem : it always starts with "Select World dir" at /home/gael and "Output image" at /home/gael/maps.png. I can't change that, even when I change the params in profiles/default.ini. What can I do?
by Gael de Sailly
Fri Jul 08, 2016 16:31
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 120
Views: 31116

Re: MinetestMapperGui - Graphical userinterface for mtmapper

qt5-default is installed on my computer, and that doesn't work. But I've tried on my laptop (14.04 too). qt5-default wasn't installed, so I've installed it, and surprisingly it works. I still get an impressive quantity of non-fatal error messages: is that normal? /usr/lib/x86_64-linux-gnu/qt5/bin/ui...
by Gael de Sailly
Thu Jul 07, 2016 08:34
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 120
Views: 31116

Re: MinetestMapperGui - Graphical userinterface for mtmapper

Then I followed the Instruction how to install Qt on Ubuntu https://wiki.qt.io/Install_Qt_5_on_Ubuntu . I suppose I don't need Qt Creator, only the libraries. How to get them? so fatal error: QtGui/QAction: Aucun fichier ou dossier de ce type #include <QtGui/QAction> sort of translates to "cou...
by Gael de Sailly
Wed Jul 06, 2016 20:45
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 120
Views: 31116

Re: MinetestMapperGui - Graphical userinterface for mtmapper

I don't manage to compile: g++ -c -m64 -pipe -O2 -Wall -W -D_REENTRANT -fPIE -DGIT_VERSION=\"0.6.1.7.d383292\" -DQT_NO_DEBUG -DQT_WIDGETS_LIB -DQT_GUI_LIB -DQT_CORE_LIB -I/usr/lib/x86_64-linux-gnu/qt5/mkspecs/linux-g++-64 -I. -isystem /usr/include/x86_64-linux-gnu/qt5 -isystem /usr/include...
by Gael de Sailly
Tue Jul 05, 2016 12:10
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 120
Views: 31116
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