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Re: [Game] Minetest_c55 [WIP][Suspended]

Posted: Fri Dec 15, 2017 19:24
by Chem871
What was the first version of Minetest that could be downloaded and played?

Re: [Game] Minetest_c55 [WIP][Suspended]

Posted: Sat Dec 16, 2017 00:56
by v-rob
This topic has downloads for Minetest compiled for Windows 32 bit and the source code. They both have every version from the first up to right before 0.2. I'd suggest looking at the 0.2 or 0.3 series for a feel of the early Minetests (before that is more primitive).

Don't wait in expectation for this subgame. I probably won't be able to ever complete it due to a few complications (namely the dungeon master).

Re: [Game] Minetest_c55 [WIP][Suspended]

Posted: Sat Jan 20, 2018 12:07
by paramat
Yes use 'select horiz by yawpitch' in 'set_sprite()'. See https://github.com/minetest/minetest/bl ... .txt#L3650

Code: Select all

* `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
    * Select sprite from spritesheet with optional animation and Dungeon Master
      style texture selection based on yaw relative to camera
    * `p`: {x=number, y=number}, the coordinate of the first frame
      (x: column, y: row), default: `{x=0, y=0}`
    * `num_frames`: number, default: `1`
    * `framelength`: number, default: `0.2`
    * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
      Master mob, default: `false`
See the DM spritesheet texture https://github.com/minetest/minetest/bl ... master.png
The column of the spritesheet is selected by the player-mob relative position.
Animation moves down the spritesheet columns.
See https://github.com/minetest/minetest/bl ... o.cpp#L944

Also see updated docs for object properties https://github.com/minetest/minetest/bl ... .txt#L4427

Code: Select all

        visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
    --  ^ "cube" is a node-sized cube.
    --  ^ "sprite" is a flat texture always facing the player.
    --  ^ "upright_sprite" is a vertical flat texture.
    --  ^ "mesh" uses the defined mesh model.
        visual_size = {x = 1, y = 1},
    --  ^ `x` multiplies horizontal (X and Z) visual size.
    --  ^ `y` multiplies vertical (Y) visual size.
        mesh = "model",
        textures = {}, -- number of required textures depends on visual
    --  ^ "cube" uses 6 textures in the way a node does.
    --  ^ "sprite" uses 1 texture.
    --  ^ "upright_sprite" uses 2 textures: {front, back}.
        colors = {}, -- number of required colors depends on visual
        spritediv = {x = 1, y = 1},
    --  ^ Used with spritesheet textures for animation and/or frame selection according
    --    to position relative to player.
    --  ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
        initial_sprite_basepos = {x = 0, y = 0},
    --  ^ Used with spritesheet textures.
    --  ^ Defines the {column, row} position of the initially used frame in the
    -- spritesheet.
You need to use 'spritediv' and 'initial_sprite_basepos'. The DM is probably a 'sprite' as it takes 1 texture.

Re: [Game] Minetest_c55 [WIP][Suspended]

Posted: Sat Jan 20, 2018 12:50
by paramat
Fireflies were added in this commit https://github.com/minetest/minetest/co ... 5dd517e186
Texture is https://github.com/minetest/minetest/bl ... irefly.png

Behaviour seems to be:

Gravity applied is low, 3 nodes per second squared.
They only move if a player is within 10 nodes.
If moving:
Horizontal speed is 0.5 nodes per second.
If touching ground they occasionally are given a Y velocity of 5 nodes per second.
At random intervals their yaw is changed by a random amount.

Re: [Game] Minetest_c55 [WIP][Suspended]

Posted: Sun Jan 21, 2018 20:15
by Inocudom
A legacy subgame like this one can serve as a valuable museum of sorts. Any game that forgets its past has no future at all. However, there should be a means to add support for the various mods that Minetest has.