0.5.0

User avatar
Gaming Association
Member
Posts: 62
Joined: Tue Aug 18, 2015 01:52
GitHub: Gerold55
In-game: Gerold55

0.5.0

by Gaming Association » Post

What would everyone like to see in 0.5.0?
Gaming Association

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: 0.5.0

by kaadmy » Post

Gaming Association wrote:What would everyone like to see in 0.5.0?
[*]Client-side scripting
[*]Allow mods to use custom shaders
[*]Less lag
[*]Better models and animations
[*]An immersive subgame(s) as part of default instead of minetest_game
[*]Better lighting, the current lighting is very dark.(I can change this easily for myself, but this should be default)
[*]Better formspecs
[*]More playful, less generic main menu
[*]In-game mod/subgame installer
Well, that's most of the major things i'd like to see in 0.5.0.
Most of the above things I could probably add myself, but would be better off being in the main branch.
Never paint white stripes on roads near Zebra crossings.

Pixture

User avatar
AccidentallyRhine
Member
Posts: 232
Joined: Sun Aug 02, 2015 05:43

Re: 0.5.0

by AccidentallyRhine » Post

No hold backs by trying to appeal to everyone. People will complain no matter what the developers decide to add so they should just add features that will objectively make Minetest better and ignore all the subsequent whining.

User avatar
Exilyth
Member
Posts: 73
Joined: Sun Jul 28, 2013 18:46
Location: Earth

Re: 0.5.0

by Exilyth » Post

let's see - I wish for minetest 0.5.0. to contain:

- cpp mobs: complete with steering behaviours, navigation helper functions and scriptable behaviour. Disabled by default, would come with a mod containing hostile and friendly mobs demonstrating complex behaviours (tameable animals which provide resources, neutral npcs like a trader selling and buying stuff, a mailman which runs through town and collects mail from mailboxes, guards, maybe quest givers). *dreams*

- factions: behaviour of mobs should depend on faction relation, e.g. if factions "players" and "monsters" are enemies, mobs from the "monsters" faction should attack players. Mobs from the "predator" faction (e.g. wolfes) could attack mobs from the "prey" faction (e.g. rabbits). Taming an animal could be as simple as removing it from faction "animals_wild" and adding it to faction "animals_tame". Would require a (possibly sparse) matrix of faction relations with each value in (nil, friendly, neutral, hostile) and a function check_faction_relation(thing_A, thing_B). The implementation of the action (e.g. attack, flee, wander,...) would reside inside the mob behaviour.

- triggers: Via lua, register a bounding box and three functions (on_enter, on_inside, on_leave). When a player enters, leaves or is inside the zone defined by the bounding box, the corresponding function is called. Could be used to e.g. execute the initial spawn of loot and mobs in dungeons when the player is near (could save some abms).

- customisable day/night rythm: Set a time for sunset and sunrise as a config option or via lua. Might even support seasons (e.g. after the specified amount of days, use the next entry from the season table for determining sunset and sunrise. Also, functions to set and get season name and current season).

- statistics: blocks digged, blocks placed, steps walked and so on. And the ability to react via lua script, e.g. register a callback to give the player a wooden sword when they craft their second smelter ;)

- Randomize appearance of the default tree, e.g. instances could differ in trunk lenth by one or two nodes or have a larger/smaller crown. Anything to break up the monotony of three or more default trees growing side by side would help. Maybe giving half the trees a different shade/color would be enough *shrugs*

- Fix dungeons spawning in the middle of the air

- C++14 codebase xD (yes, I know, there isn't even any consensus on changing to c++11 yet)

- more stability and optimisation is always good

User avatar
benrob0329
Member
Posts: 1330
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03
Location: Michigan
Contact:

Re: 0.5.0

by benrob0329 » Post

I want the Github roadmap to be done, and a C++mobs API. I would also like it if Minetest Game's fate was set in stone.
Social: YouTube Peertube Matrix Room: #minetest:matrix.org | Games: The Infinite IKEA

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: 0.5.0

by Don » Post

I would like to see a few more items added. Maybe a couple ores, marble and granite.
It would make it easier to come up with new crafts for mods.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: 0.5.0

by kaadmy » Post

Don wrote:I would like to see a few more items added. Maybe a couple ores, marble and granite.
It would make it easier to come up with new crafts for mods.
That wouldn't be part of MT 0.5.0, that should be part of minetest_game, or the default subgame packaged with Minetest 0.5.0(And hopefully that subgame isn't minetest_game)
Never paint white stripes on roads near Zebra crossings.

Pixture

User avatar
firefox
Member
Posts: 1583
Joined: Wed Jan 14, 2015 07:34
In-game: Red_Fox
Location: Xanadu

Re: 0.5.0

by firefox » Post

better lighting

stacked realms, so that you can have multiple worlds above each other and connect them with portals.
a new lighting system would be needed so that the worlds don't throw shadows on each other.
=(^.^)= nyan~

User avatar
ArguablySane
Member
Posts: 116
Joined: Sun Oct 12, 2014 21:29

Re: 0.5.0

by ArguablySane » Post

firefox wrote:better lighting

stacked realms, so that you can have multiple worlds above each other and connect them with portals.
a new lighting system would be needed so that the worlds don't throw shadows on each other.
That's the horrible hack which is currently used to provide different realms. It's a horrible hack, and should be replaced by a proper system which doesn't reduce the available world height.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.

User avatar
Fixer
Member
Posts: 898
Joined: Sun Jul 31, 2011 11:23
IRC: Fixer
In-game: Fixer
Location: Ukraine

Re: 0.5.0

by Fixer » Post

moved my post to similar topic here: viewtopic.php?f=5&t=9709&p=192641#p192641

Sokomine
Member
Posts: 4131
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: 0.5.0

by Sokomine » Post

Exilyth wrote: - cpp mobs: complete with steering behaviours, navigation helper functions and scriptable behaviour. Disabled by default, would come with a mod containing hostile and friendly mobs demonstrating complex behaviours (tameable animals which provide resources, neutral npcs like a trader selling and buying stuff, a mailman which runs through town and collects mail from mailboxes, guards, maybe quest givers). *dreams*
To a degree that works with existing mob mods. It's just that they get a bit...buggy...once the server hasn't time to update their positions. Breeding can be done quite well on the lua side and is implemented at least in mobs_redo and mobf (in diffrent ways; I personally prefer the mobf way of putting feeding places out there and waiting for the mobs to eat and reproduce instead of having child-fitting hearts fly around). Traders can be found in my mobf_trader mod. A mailman might be possible as well (provided the environment is friendly to him). Guards exist at least in mobf. Quest givers are a bit rare.
Exilyth wrote: - factions: behaviour of mobs should depend on faction relation, e.g. if factions "players" and "monsters" are enemies, mobs from the "monsters" faction should attack players. Mobs from the "predator" faction (e.g. wolfes) could attack mobs from the "prey" faction (e.g. rabbits).
That exists in both mobf and some forks of simple mobs (mobs_redo seems to have it). There are entire servers where mobs can be watched attacking other hostile mobs.
Exilyth wrote: - triggers: Via lua, register a bounding box and three functions (on_enter, on_inside, on_leave). When a player enters, leaves or is inside the zone defined by the bounding box, the corresponding function is called. Could be used to e.g. execute the initial spawn of loot and mobs in dungeons when the player is near (could save some abms).
A simple abm might be good enough for that in most cases. Mesecons has a player detector, and basic_machines even comes with a more general detector.
Exilyth wrote: - customisable day/night rythm: Set a time for sunset and sunrise as a config option or via lua. Might even support seasons (e.g. after the specified amount of days, use the next entry from the season table for determining sunset and sunrise. Also, functions to set and get season name and current season).
Changing day/night ratio may not give so much gain. If you got players who want to build and equip them with the right priv, you'll have more or less permanent day anyway :-) Daylength could be changed by a mod if needed. Seasons are great...but also laggy due to quite a lot of changes done to the map. There used to be that nice 4seasons mod around that looked just great.
Exilyth wrote: - statistics: blocks digged, blocks placed, steps walked and so on. And the ability to react via lua script, e.g. register a callback to give the player a wooden sword when they craft their second smelter ;)
Search for achievements and player statistics. I've seen such mods. Would be great if they'd be more common on servers.
Exilyth wrote: - Randomize appearance of the default tree, e.g. instances could differ in trunk lenth by one or two nodes or have a larger/smaller crown. Anything to break up the monotony of three or more default trees growing side by side would help. Maybe giving half the trees a different shade/color would be enough *shrugs*
I'm working on a trees_lib. There are some mods out there which add all kinds of diffrent trees. In some cases, new textures for the bark and perhaps the leaves may help already. Again, you may love the 4seasons mod as that also changes the leaves according to the season.
A list of my mods can be found here.

User avatar
AgentNagel42
Member
Posts: 33
Joined: Tue Sep 09, 2014 15:41
In-game: AgentNagel42

Re: 0.5.0

by AgentNagel42 » Post

-custom shaders ability
-less intensive on CPU and more dependent on RAM
-include an official Community made subgame with more depth than minetest_game
-customizable menu, ability to have a looping audio file, and ability to add an .mp4 that can play behind the menu as a third option along with the clouds and dirt tiling.
-android management tool allowing for subgame installation, code editor and mod install from .Zip or Tar.Gz etc.
-Official Mobs Script!

these are my picks
My Youtube Channel "NoobsPlayGames": https://www.youtube.com/channel/UCaqGwT ... j_qpqNTyOQ

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: 0.5.0

by kaadmy » Post

AgentNagel42 wrote:-custom shaders ability
-include an official Community made subgame with more depth than minetest_game
My subgame fits that pretty well already ;)
AgentNagel42 wrote:-customizable menu, ability to have a looping audio file, and ability to add an .mp4 that can play behind the menu as a third option along with the clouds and dirt tiling.
I actually think MT already supports that, but not per subgame.
Never paint white stripes on roads near Zebra crossings.

Pixture

blockybison
New member
Posts: 9
Joined: Mon Sep 28, 2015 21:25

Re: 0.5.0

by blockybison » Post

I know this is far, far beyond the horizon, but just for fun: what about 1.0? What kind of features and/or optimizations do you think Minetest needs before it's considered a complete piece of software ready for prime time? Any core contributor would like to play along and give their 2 cents just for the hell of it?

User avatar
AccidentallyRhine
Member
Posts: 232
Joined: Sun Aug 02, 2015 05:43

Re: 0.5.0

by AccidentallyRhine » Post

One of the biggest things that needs to be fixed first is the inventory lag. Minetest cannot be considered "ready to ship" until that gets fixed, at minimum.

User avatar
AgentNagel42
Member
Posts: 33
Joined: Tue Sep 09, 2014 15:41
In-game: AgentNagel42

Re: 0.5.0

by AgentNagel42 » Post

Yes inventory lag is a large problem for me too, also here are some other things I came up with

-Menu option to change window size/resolution
-built in craftguide
-Entity Lighting (give us fireflies! :P)
-Official Portal/Dimension API
-Ability to have an option in Minetest.conf to disable fly/noclip in survival even if privilages exist
-ability to change skin in main menu that will work over all systems (even servers)
My Youtube Channel "NoobsPlayGames": https://www.youtube.com/channel/UCaqGwT ... j_qpqNTyOQ

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: 0.5.0

by OmniStudent » Post

I haven't contributed much work myself so far, so I'm not going to tell other people what to work on,
but doesn't an increase in a "higher hiearchy" number (the 5) normally entail proofing and optimization rather than new features?

User avatar
Calinou
Moderator
Posts: 3164
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

Re: 0.5.0

by Calinou » Post

OmniStudent wrote:I haven't contributed much work myself so far, so I'm not going to tell other people what to work on,
but doesn't an increase in a "higher hiearchy" number (the 5) normally entail proofing and optimization rather than new features?
Per Semantic Versioning:
Given a version number MAJOR.MINOR.PATCH, increment the:

1. MAJOR version when you make incompatible API changes,
2. MINOR version when you add functionality in a backwards-compatible manner, and
3. PATCH version when you make backwards-compatible bug fixes.
We do not currently use semantic versioning, but we plan to do so in the future.

User avatar
Ferk
Member
Posts: 337
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: 0.5.0

by Ferk » Post

AgentNagel42 wrote:-built in craftguide
Imho, it's best to not clutter the inventory interface.. and the wonder of discovery of recipes by other means other than craftguides is good enough for default minetest.

But I think a more modular inventory screen (with an API to add buttons and pages, sort of how unified inventory works) would be an awesome feature. Just don't add any of the extra stuff that unified_inventory adds, leave that to the mods.
AgentNagel42 wrote:-Ability to have an option in Minetest.conf to disable fly/noclip in survival even if privilages exist
Why would you want that? just don't grant people privileges in the first place.

What I would like, though, is being able to revoke non-standard singleplayer priviledges that are always granted by default.

AgentNagel42 wrote:-Entity Lighting (give us fireflies! :P)
-ability to change skin in main menu that will work over all systems (even servers)
These two would be nice, though.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }

Esteban
Member
Posts: 873
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban
Location: Somewhere in the Caribbean...

Re: 0.5.0

by Esteban » Post

I would like to see the following:

-a way of making subgames independant from the engine.
With other game engines, you are able to export the games as stand-alone applications or how the fighting game e
ngine, M.U.G.E.N , does. (The exe runs everything in the folders, with no need to scroll a game list)

-cutscenes.
For some games that involve a story, it would be useful to add support for these. Video, sprite animation, any method would suffice.

-2D animated entities
I want being able to make monsters similar to those that you find in games like DOOM, different sprite animations per point of view.

I would to see this things added after major problems (mentioned by other users above) are solved.

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: 0.5.0

by kaadmy » Post

Esteban wrote:I would like to see the following:
[...]
-2D animated entities
I want being able to make monsters similar to those that you find in games like DOOM, different sprite animations per point of view.
[...]
it's already possible, and has been since MT 0.3...

Edit: You play DooM :)
Never paint white stripes on roads near Zebra crossings.

Pixture

Esteban
Member
Posts: 873
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban
Location: Somewhere in the Caribbean...

Re: 0.5.0

by Esteban » Post

kaadmy wrote:
Esteban wrote:I would like to see the following:
[...]
-2D animated entities
I want being able to make monsters similar to those that you find in games like DOOM, different sprite animations per point of view.
[...]
it's already possible, and has been since MT 0.3...

Edit: You play DooM :)
Yeah, for me, the API wasn't very clear of how to do it. To correct my statement, I would like animations for a 2D entity to be simpler to make.
Still got my WIn95 Doom copy! xD

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: 0.5.0

by kaadmy » Post

The DM-style(Dungeon Master-style) animation spritesheets are very straightforward AFAIK.
I play DooM shareware :)
Never paint white stripes on roads near Zebra crossings.

Pixture

User avatar
rubenwardy
Moderator
Posts: 6276
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
Location: United Kingdom
Contact:

Re: 0.5.0

by rubenwardy » Post

-a way of making subgames independant from the engine.
With other game engines, you are able to export the games as stand-alone applications or how the fighting game e
ngine, M.U.G.E.N , does. (The exe runs everything in the folders, with no need to scroll a game list)


You'd just need to make a custom build with the subgame shipped with it. Maybe use a different server list, or filter the serverlist for the right subgame.

User avatar
Ferk
Member
Posts: 337
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: 0.5.0

by Ferk » Post

I'd rather have the engine ship no subgames at all (not even minetest_game).. and instead have a proper game browser/installer/updater built-in in the main menu.

If someone wants to make his independent custom launcher then it would be more appropriate for him to replace the main menu interface anyway.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }

Post Reply

Who is online

Users browsing this forum: Bastrabun, Majestic-12 [Bot] and 10 guests