Search found 319 matches
- Wed Nov 04, 2015 09:38
- Forum: WIP Mods
- Topic: [Mod]Spawnlite[spawnlite]
- Replies: 8
- Views: 1434
Re: [Mod]Spawnlite[spawnlite]
I see you have some counters to prevent the mobs from spawning past a limit (spawnlite.mobs.aggresive.now and so). But I only see the counters increase, never decrease (just read the code, I didn't test it yet). Wouldn't this mean that the mobs would stop spawning as soon as the max limit is reached...
- Tue Nov 03, 2015 13:19
- Forum: Old Games
- Topic: [Game] Minetest NeXt
- Replies: 26
- Views: 18774
Re: [Game] Minetest NeXt
Jordach: show code please, would like to use this myself. He made it as a pull request: https://github.com/minetest/minetest_game/pull/673 It wasn't accepted because they wanted to keep consistency about left click to dig, right click to place. IMHO, it's already inconsistent the fact that left cli...
- Fri Oct 30, 2015 19:03
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635597
Re: [Mod] Mobs Redo [1.18] [mobs]
Check the current spider texture: https://github.com/tenplus1/mobs/blob/master/textures/mobs_spider.png (download it and zoom it) It's not hard to see where the legs are, the abdomen is the bottom-left (the whiteish is the side that's facing up and black the side that faced the floor), and right abo...
- Fri Oct 30, 2015 16:20
- Forum: Feature Discussion
- Topic: Wishes for Minetest 0.4.11 (or 0.5)
- Replies: 342
- Views: 67414
Re: Wishes for Minetest 0.4.11 (or 0.5)
Good idea, I guess that could be done and be completely client side. Personally, my main problem with the infotext is that sometimes it's hard to read. I would also be already happy if it had some small semitransparent black box as background or something, like the formspecs have by default. In a wa...
- Fri Oct 30, 2015 14:21
- Forum: Feature Discussion
- Topic: Wishes for Minetest 0.4.11 (or 0.5)
- Replies: 342
- Views: 67414
Re: Wishes for Minetest 0.4.11 (or 0.5)
For particles (other than the standard effects) the server needs to give all sort of details to the clients for it to create a "particle generator" with information (like the velocity and acceleration that you mentioned). That's done from lua in the server and a message needs to be sent to...
- Fri Oct 30, 2015 13:31
- Forum: Feature Discussion
- Topic: Wishes for Minetest 0.4.11 (or 0.5)
- Replies: 342
- Views: 67414
Re: Wishes for Minetest 0.4.11 (or 0.5)
So where? I doubt they can be stored in the node c++ object. If they are only in the lua node definition then they won't really be stored per-node. If they are just kept in memory then they will have to be re-generated every time each node that can have decals gets loaded. Maybe you meant the last t...
- Fri Oct 30, 2015 13:09
- Forum: Feature Discussion
- Topic: Wishes for Minetest 0.4.11 (or 0.5)
- Replies: 342
- Views: 67414
Re: Wishes for Minetest 0.4.11 (or 0.5)
I think the main problem with changing textures is that there's no space anymore in the c++ map objects to store additional node information. Making a new node is just changing the content id that already exists so that works. If what you mean by decals is storing an overlay texture in the metadata ...
- Fri Oct 30, 2015 12:37
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
I'm dumping mts files, and going to write a .we drawing function. I'll have a look at WorldEdit and see how they do it. You could add serialize.lua and common.lua from here: https://github.com/Uberi/Minetest-WorldEdit/tree/master/worldedit Maybe merge the two files into one and replace s/worldedit/...
- Fri Oct 30, 2015 10:03
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
There's no reason that I know of that could prevent place_schematic from getting called from on_generated.. I do use it to spawn the dungeon entrances in dungeontest with no problems.. (I was using a spawning abm before, but changed it to remove the "poping up" effect and it seems to work ...
- Thu Oct 29, 2015 12:57
- Forum: Problems
- Topic: Too Many Shrooms
- Replies: 3
- Views: 385
Re: Too Many Shrooms
You should probably pay more attention to the status and features of Minetest Next if you are building a game off it.
This shroom growth is not vanilla Minetest, you have an outdated Minetest Next.
This shroom growth is not vanilla Minetest, you have an outdated Minetest Next.
- Wed Oct 28, 2015 08:53
- Forum: Problems
- Topic: Apples not generating right
- Replies: 23
- Views: 2320
Re: Apples not generating right
Ah no, seems like it's a mesh (except if waving leaves are enabled, maybe that's why I didn't see them) Also it has different groups (will not show up in creative inventory) in that case. And I remember it did when I checked it out last time.. why should the graphical settings affect the creative in...
- Tue Oct 27, 2015 23:37
- Forum: Problems
- Topic: Apples not generating right
- Replies: 23
- Views: 2320
Re: Apples not generating right
If these are really the apple leaves from Minetest next I'm surprised. At least the last time I tired it they didn't look this much as actual apple inside leaves, were they improved? Is an entity spawned inside the node or how?
- Tue Oct 27, 2015 11:55
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 201760
Re: [Modpack] Creatures MOB-Engine [2.1] [cme]
I was wondering.. isn't the api in simple mobs and/or mobs redo mainly definitions with a set of values? Perhaps it would be possible to write some compatibility layer to make those mobs also work here (a "mobs" mod that offers supports at least some of the parameters from mobs.register_mo...
- Tue Oct 27, 2015 11:08
- Forum: Mod Releases
- Topic: [Mod] Real Chess Game [git] [realchess]
- Replies: 23
- Views: 8554
Re: [Mod] Real Chess Game [git] [realchess]
That's a cool idea.
I didn't realize formspecs and inventories could be suitable for something like this. Nice!
I didn't realize formspecs and inventories could be suitable for something like this. Nice!
- Tue Oct 27, 2015 10:20
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.4] [protector]
- Replies: 331
- Views: 91975
Re: [Mod] Protector Redo [1.3] [protector]
You only need to check once using the bigger size radius like you already do now, when a protector is found just see if it's a small radius type (could be determined by metadata) and ignore it if it's too far. Doesn't add anything expensive to compute (the find_nodes_in_area and get_metadata has to ...
- Sun Oct 25, 2015 08:59
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.4] [protector]
- Replies: 331
- Views: 91975
Re: [Mod] Protector Redo [1.3] [protector]
Don't you already check for protectors around the area? I just checked the code and it looks like it does . The expensive call is already done. And you are even already iterating over the result. The only thing this would add is maybe having to do 1 or 2 more iterations (I don't expect more than 3 p...
- Sun Oct 25, 2015 01:28
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.4] [protector]
- Replies: 331
- Views: 91975
Re: [Mod] Protector Redo [1.3] [protector]
Maybe there could be some priority value. Something like allow the protector to be placed in an unprotected node even if other protectors conflict in the area, but after doing so make the placed protector have a lower priority than any of the conflicting protectors that were placed before it. In suc...
- Sat Oct 24, 2015 21:27
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
Isn't allocating a new vm each cycle too much if you just want to check one or two nodes per step? We actually have already a working pacman that works ok in singleplayer. it's just that the discussion about the on_collision has been dragged for a few days in this thread :P ..it didn't even start wi...
- Sat Oct 24, 2015 16:50
- Forum: Servers
- Topic: Multiple servers/worlds with different config directories
- Replies: 2
- Views: 588
Re: Multiple servers/worlds with different config directorie
Inside the directory of the world you can create a "worldmods" subdirectory and add any mods that you want to only exist in that world.
I haven't tested if it'll work for overriding mods with the same name so that you can have a different version of them, but it's worth a try.
I haven't tested if it'll work for overriding mods with the same name so that you can have a different version of them, but it's worth a try.
- Sat Oct 24, 2015 16:25
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
Yes, we are working together on the pacman mod. I just checked PlizAdam's mod (I guess this one: https://github.com/PilzAdam/item_drop ) He uses a globalstep, along with get_objects_inside_radius. The pellets are nodes not object. If they were objects it might not work that well since there are more...
- Sat Oct 24, 2015 13:00
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
Collision detection is indeed client side, that's exactly how hacked clients can get fly/no-clip on servers. Maybe someday this sort of thing will be possible with client-side modding I see, thanks, I understand now. I thought Minetest already was preventing cheating at that level. Personally, I ca...
- Sat Oct 24, 2015 10:54
- Forum: Feature Discussion
- Topic: minetest is growing powerfull
- Replies: 9
- Views: 1184
Re: minetest is growing powerfull
That's another reason why minetest_game shouldn't be included by default. It already looks too much like Minecraft and it gives the image of being the only thing that Minetest represents. If you had to download it separately at least you'd know it's not the same thing, and you'd have the chance to s...
- Sat Oct 24, 2015 09:25
- Forum: Feature Discussion
- Topic: minetest is growing powerfull
- Replies: 9
- Views: 1184
Re: minetest is growing powerfull
Minetest Game can't be finished, because there's no established goal... or more like, the goal is for development to be organic/chaotic, driven by the conglomerate of views each of the devs has about what minetest_game is, often following conflicting directions. See this log from irc: http://irc.min...
- Fri Oct 23, 2015 20:35
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
@Ben you are correct, it's 0.1 About the distance calculation, perhaps the best is to use vector.distance(p1, p2) We have a very convenient API in Minetest for operating with vectors, it's a shame most mods don't use it. For actual collisions as in "standing on" or "standing in",...
- Fri Oct 23, 2015 19:50
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571216
Re: Post your modding questions here
I doubt very much that stepping on/touching nodes will ever be handled by the engine, it would add way too much overhead, although I could be wrong there. Doesn't the engine already handle that? I mean.. how does it know a player can't go forward if there's a wall in front? or how does it know you ...