Wishes for Minetest 0.4.11 (or 0.5)

User avatar
Calinou
Moderator
 
Posts: 3155
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Calinou » Fri Aug 08, 2014 09:56

brep wrote:I haven't tried the pocket edition, but I can say for sure that minetest loads significantly slower than minecraft computer edition, even for modded worlds on a person's computer.


Disable “Preload item visuals” in the options.

Remember that unlike Minecraft, you don't have to log in to a central server every time you play. There's no splash screen either.
 

User avatar
jp
Member
 
Posts: 733
Joined: Wed Dec 18, 2013 09:03
Location: France
GitHub: kilbith

Re: Wishes for Minetest 0.4.11 (or 0.5)

by jp » Fri Aug 08, 2014 10:18

One of my wishes for 0.4.11 : a smart highlighting (semi-transparent bright field) instead of a collisionbox & dark edges.
 

User avatar
onpon4
Member
 
Posts: 517
Joined: Thu Mar 21, 2013 01:54

Re: Wishes for Minetest 0.4.11 (or 0.5)

by onpon4 » Fri Aug 08, 2014 13:44

What exactly does preloading item visuals do, anyway? I didn't notice a difference in appearence when I disabled it at one time to make it load faster. Maybe it should be disabled by default?
 

User avatar
Krock
Developer
 
Posts: 4299
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Krock » Fri Aug 08, 2014 13:49

onpon4 wrote:What exactly does preloading item visuals do, anyway? I didn't notice a difference in appearence when I disabled it at one time to make it load faster. Maybe it should be disabled by default?

It preloads the textures of nodes/items.
Already disabled: https://github.com/minetest/minetest/commit/d7bcde6
>> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

User avatar
Casimir
Member
 
Posts: 1161
Joined: Fri Aug 03, 2012 16:59
GitHub: CasimirKaPazi

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Casimir » Fri Aug 08, 2014 13:56

For the next version I would like to see many bugfixes, better support for mobs and to include several subgames (and mods) by default.
For mobs a engine side tool wear out would be enough for me to consider them usable. (At least 2D ones.)
 

playzooki
Member
 
Posts: 232
Joined: Wed Oct 24, 2012 18:58

Re: Wishes for Minetest 0.4.11 (or 0.5)

by playzooki » Tue Aug 12, 2014 18:12

Id like to see waves at sea, probably aint gonna happen. Maybe bring back dungeons, but rarer and bigger so its like a boss battle.
 

Kilarin
Member
 
Posts: 773
Joined: Mon Mar 10, 2014 00:36

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Kilarin » Wed Aug 13, 2014 02:29

Currently, when flowing fluid hits unloaded blocks it acts as if it hit a solid barrier and starts to flow along it. This creates very strange phenomenon with the sky filled with water or lava. AND, since it has a tendency to create phantom sources, just loading the blocks beneath the stoppage will not correct the problem. You have to actually pass through or build into each of the phantom sources.

It occurred to me today that there MIGHT be a simple solution that would greatly reduce the annoyance of this problem. What if, when fluids hit an unloaded block, they simply stopped flowing? And didn't start flowing again until all of the blocks around them were loaded again.

Now, obviously, this wouldn't be a perfect solution. But it would stop fluids in the sky from being "OH NO! It's going everywhere and is going to flood/burn EVERYTHING!" to, "Hmmm, that water/lava fall stopped. Guess I'll have to build a bridge up there to get it flowing again."
 

User avatar
HeroOfTheWinds
Member
 
Posts: 470
Joined: Wed Apr 23, 2014 23:16
Location: Hawaii
GitHub: HeroOfTheWinds
IRC: WindHero

Re: Wishes for Minetest 0.4.11 (or 0.5)

by HeroOfTheWinds » Wed Aug 13, 2014 02:38

Kilarin wrote:Currently, when flowing fluid hits unloaded blocks it acts as if it hit a solid barrier and starts to flow along it. This creates very strange phenomenon with the sky filled with water or lava. AND, since it has a tendency to create phantom sources, just loading the blocks beneath the stoppage will not correct the problem. You have to actually pass through or build into each of the phantom sources.

It occurred to me today that there MIGHT be a simple solution that would greatly reduce the annoyance of this problem. What if, when fluids hit an unloaded block, they simply stopped flowing? And didn't start flowing again until all of the blocks around them were loaded again.

Now, obviously, this wouldn't be a perfect solution. But it would stop fluids in the sky from being "OH NO! It's going everywhere and is going to flood/burn EVERYTHING!" to, "Hmmm, that water/lava fall stopped. Guess I'll have to build a bridge up there to get it flowing again."


YES, this! Really not that hard to code either, as far as I could guess.

Another idea would be a slightly more toned-down cavegen in mgv6. It's ridiculous to have the world grief itself...
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

User avatar
TenPlus1
Member
 
Posts: 2574
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: Wishes for Minetest 0.4.11 (or 0.5)

by TenPlus1 » Wed Aug 13, 2014 07:21

+1 on stopping fluids falling into unloaded areas...
 

User avatar
HeroOfTheWinds
Member
 
Posts: 470
Joined: Wed Apr 23, 2014 23:16
Location: Hawaii
GitHub: HeroOfTheWinds
IRC: WindHero

Re: Wishes for Minetest 0.4.11 (or 0.5)

by HeroOfTheWinds » Thu Aug 14, 2014 02:10

Made a report of the issue of GitHub: https://github.com/minetest/minetest/issues/1558

Seems like requests such as these get answered quicker by the right people when they are posted on GitHub rather than here...

EDIT: Also reported the cavegen issue: https://github.com/minetest/minetest/issues/1559
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

greydmiyu
Member
 
Posts: 27
Joined: Thu Sep 18, 2014 12:00

Re: Wishes for Minetest 0.4.11 (or 0.5)

by greydmiyu » Thu Sep 18, 2014 12:14

I've poked at Minetest on and off for a while so pardon me if I miss something that is already implemented. Also, pardon me if I refer to things in *coughcough*.

* Mouse inversion. I learned flight sims before FPS so to me moving the mouse up is look down.

* Something akin to NEI as a default mod. For those unfamiliar with NEI it is a mod which allows the player to look up recipes in game. It also lets the player traverse the recipes to also learn what items can be used to create and how to create the items. As for being default it is one of those features which really helps every other mod in existence.

* Proximity pick-up. Right now items are retrieved right clicking on them. Great when you're breaking blocks, horrible when you're trying to retrieve dropped items with small hit boxes (like saplings).

* Launcher allow for mod bundles. Coupled with that, have two mod bundles added by default. The first being a feature match to vanilla *coughcough* for people coming over. The second being one that includes all the quality mods that are present, regardless of their feature set being available (or not) in other games. EDIT: Ah, I see there is a term for this. Games. The Launcher should include a selection of games so the new and transitioning user can hop right in to something robust then branch out from there.
 

User avatar
Evergreen
Member
 
Posts: 2135
Joined: Sun Jan 06, 2013 01:22
Location: A forest in the midwest
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Evergreen » Thu Sep 18, 2014 14:51

greydmiyu wrote:I've poked at Minetest on and off for a while so pardon me if I miss something that is already implemented. Also, pardon me if I refer to things in *coughcough*.

* Mouse inversion. I learned flight sims before FPS so to me moving the mouse up is look down.

* Something akin to NEI as a default mod. For those unfamiliar with NEI it is a mod which allows the player to look up recipes in game. It also lets the player traverse the recipes to also learn what items can be used to create and how to create the items. As for being default it is one of those features which really helps every other mod in existence.

* Proximity pick-up. Right now items are retrieved right clicking on them. Great when you're breaking blocks, horrible when you're trying to retrieve dropped items with small hit boxes (like saplings).

* Launcher allow for mod bundles. Coupled with that, have two mod bundles added by default. The first being a feature match to vanilla *coughcough* for people coming over. The second being one that includes all the quality mods that are present, regardless of their feature set being available (or not) in other games. EDIT: Ah, I see there is a term for this. Games. The Launcher should include a selection of games so the new and transitioning user can hop right in to something robust then branch out from there.
For NEI, see unified_inventory. For proximity pick up, see item_drop.
Back from the dead!
 

Sokomine
Member
 
Posts: 3827
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Sokomine » Thu Sep 18, 2014 15:18

greydmiyu wrote:* Something akin to NEI as a default mod. For those unfamiliar with NEI it is a mod which allows the player to look up recipes in game. It also lets the player traverse the recipes to also learn what items can be used to create and how to create the items. As for being default it is one of those features which really helps every other mod in existence.

unified_inventory has such functions. In addition, it comes with bags and a sethome function. It's a very recommendable mod.

greydmiyu wrote:* Proximity pick-up. Right now items are retrieved right clicking on them. Great when you're breaking blocks, horrible when you're trying to retrieve dropped items with small hit boxes (like saplings).

Some selection boxes are indeed too small. With minetst_next, they got smaller than before. The technic mod comes with item pickup.

greydmiyu wrote:* Launcher allow for mod bundles. Coupled with that, have two mod bundles added by default. The first being a feature match to vanilla *coughcough* for people coming over. The second being one that includes all the quality mods that are present, regardless of their feature set being available (or not) in other games. EDIT: Ah, I see there is a term for this. Games. The Launcher should include a selection of games so the new and transitioning user can hop right in to something robust then branch out from there.

A very extensive game for players who wish to build is Dreambuilder.
A list of my mods can be found here.
 

greydmiyu
Member
 
Posts: 27
Joined: Thu Sep 18, 2014 12:00

Re: Wishes for Minetest 0.4.11 (or 0.5)

by greydmiyu » Thu Sep 18, 2014 16:40

Sokomine wrote:A very extensive game for players who wish to build is Dreambuilder.


Yup, found that after my post, definitely going to give that a try right now. :)
 

greydmiyu
Member
 
Posts: 27
Joined: Thu Sep 18, 2014 12:00

Re: Wishes for Minetest 0.4.11 (or 0.5)

by greydmiyu » Fri Sep 19, 2014 11:37

Just to answer one of my wishes...

greydmiyu wrote:* Mouse inversion. I learned flight sims before FPS so to me moving the mouse up is look down.


It is there. Add "mouse_invert=true" to minetest.conf. So my request is really "Mouse inversion as an option in the GUI." But that could be expended to a much better GUI for all configuration options.
 

User avatar
Linuxdirk
Member
 
Posts: 2057
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Fri Sep 19, 2014 11:57

It would be great if moving stuff from inventory to chest and vice-versa would be smooth and not disappearing completely, re-appearing on both locations and disappearing on old locations in a time period of two seconds for the whole process.
 

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

Re: Wishes for Minetest 0.4.11 (or 0.5)

by AgentNagel42 » Fri Sep 19, 2014 17:28

I would be very happy to see an upgrade of the shaders. :)
 

User avatar
Inocudom
Member
 
Posts: 3060
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Inocudom » Fri Sep 19, 2014 18:35

AgentNagel42 wrote:I would be very happy to see an upgrade of the shaders. :)

I once asked RealBadAngel if normal maps generated on the fly could have parallax mapping, but he stated that the feat would be far too resource intensive. That is sad, since almost nobody ever uses that feature when making textures.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

Rochambeau
Member
 
Posts: 113
Joined: Tue Sep 23, 2014 11:37

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Rochambeau » Tue Sep 23, 2014 11:47

I wish I could configure the mouse buttons. I'd like to have "jump" assigned to the right mouse button and "drop item" to the middle mouse button.

Also my mouse has two thumb buttons which I qould like to use.
 

User avatar
lag01
Member
 
Posts: 293
Joined: Sun Mar 16, 2014 03:41
GitHub: AndrejIT
IRC: lag01
In-game: lag

Re: Wishes for Minetest 0.4.11 (or 0.5)

by lag01 » Tue Sep 23, 2014 15:48

Rochambeau wrote:I wish I could configure the mouse buttons. I'd like to have "jump" assigned to the right mouse button and "drop item" to the middle mouse button.

Also my mouse has two thumb buttons which I qould like to use.

Here is very advanced tool to remap keys/buttons: http://en.wikipedia.org/wiki/AutoHotkey
 

User avatar
lag01
Member
 
Posts: 293
Joined: Sun Mar 16, 2014 03:41
GitHub: AndrejIT
IRC: lag01
In-game: lag

Re: Wishes for Minetest 0.4.11 (or 0.5)

by lag01 » Tue Sep 23, 2014 16:13

Would be good if register_on_chat_message could cancel original message. Than people could easer create mods like chat groups, anti-swear, may-be even on-the-fly language translators.
 

User avatar
rubenwardy
Moderator
 
Posts: 5752
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubenwardy » Tue Sep 23, 2014 17:14

lag01 wrote:Would be good if register_on_chat_message could cancel original message. Than people could easer create mods like chat groups, anti-swear, may-be even on-the-fly language translators.

It can't cancel the original message on the client's machine as it has already been displayed. It can cancel it being sent to other clients. (return true in register_on_chat_message)

This is how it works:

  • Player A press send button on chat window
  • The message is added to the chat on Player A's screen
  • The message is sent to the server
  • The server reads the message, and calls any register_on_chat_message
  • If the chat message callbacks did not return true, then the message is sent to ALL of the players, except the one that sent it.

Please note that minetest.chat_send_all() does not work like this. It just sends the message to all players.
 

User avatar
lag01
Member
 
Posts: 293
Joined: Sun Mar 16, 2014 03:41
GitHub: AndrejIT
IRC: lag01
In-game: lag

Re: Wishes for Minetest 0.4.11 (or 0.5)

by lag01 » Tue Sep 23, 2014 17:43

It can cancel it being sent to other clients. (return true in register_on_chat_message)

Thank you! Now i understand!
 

Rochambeau
Member
 
Posts: 113
Joined: Tue Sep 23, 2014 11:37

Re: Wishes for Minetest 0.4.11 (or 0.5)

by Rochambeau » Wed Sep 24, 2014 03:58

lag01 wrote:Here is very advanced tool to remap keys/buttons: http://en.wikipedia.org/wiki/AutoHotkey


Since I am not using Windows, is there a Linux equivalent?
 

User avatar
rubenwardy
Moderator
 
Posts: 5752
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubenwardy » Wed Sep 24, 2014 07:32

Rochambeau wrote:
lag01 wrote:Here is very advanced tool to remap keys/buttons: http://en.wikipedia.org/wiki/AutoHotkey


Since I am not using Windows, is there a Linux equivalent?



http://lmgtfy.com/?q=linux+equivalent+of+autohotkey
 

PreviousNext

Return to Feature Discussion



Who is online

Users browsing this forum: Majestic-12 [Bot] and 1 guest