mod base experiment
Re: mod base experiment
Just for fun: add palm trees

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Re: mod base experiment
Very cool, I like the other trees you just posted last night too. (with the high roots)burli wrote:Just for fun: add palm trees
hmmm, coconut trees and coconuts coming next? :P
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Re: mod base experiment
They already have coconuts ;-). The other trees are the default trees from MTG
This was just to test my assumption that trees can be added this way. These are schematics from ethereal
This was just to test my assumption that trees can be added this way. These are schematics from ethereal
Re: mod base experiment
tools.lua removed and schematics folder is empty.
I still don't know what I should do with mods like doors, stairs and so on. Based on the paradigm of the modbase node registrations should be separated from other code
I still don't know what I should do with mods like doors, stairs and so on. Based on the paradigm of the modbase node registrations should be separated from other code
Re: mod base experiment
Sounds interesting what you said. What kind of convention would you expect?ShadMOrdre wrote: What I've come to discover, is that the lack of a consistent convention for defining things in default, is a HUGE problem.
Re: mod base experiment
I'm going to reorganize the mapgen registration. It feels wrong that all biomes are registered first and then the ores and decorations are registered as bulk into all biomes at once
I want to register a biome (or group of the same biome, e.g. taiga and taiga_ocean) and then register the ores and other stuff for that biome. That would mean, that I have to register the same ore/decoration multiple times, but I don't think that this is a problem
I want to register a biome (or group of the same biome, e.g. taiga and taiga_ocean) and then register the ores and other stuff for that biome. That would mean, that I have to register the same ore/decoration multiple times, but I don't think that this is a problem
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Re: mod base experiment
I like those palm trees.
Re: mod base experiment
They are from ethereal. I have to modify them. That's why I asked how I can edit mts files.paramat wrote:I like those palm trees.
And they are placed on a cold beach because it seem that cold desert has no "cold desert beach" biome
Re: mod base experiment
I completely restart this from scratch and finally I got a simple modding base without any default.
It just includes one biome, some basic nodes, the stairs mod, sfinv, creative mod and player. There are no sounds, plants or anything else
https://github.com/MarkuBu/minetest_modbase

The only issue is currently that dungeons are not generated with cobble. It's the same issue like in the minimal development game. I don't know how to fix that
It just includes one biome, some basic nodes, the stairs mod, sfinv, creative mod and player. There are no sounds, plants or anything else
https://github.com/MarkuBu/minetest_modbase
The only issue is currently that dungeons are not generated with cobble. It's the same issue like in the minimal development game. I don't know how to fix that
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Re: mod base experiment
Why did you rename the playermodel mod for no reason?
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Re: mod base experiment
First I created an empty player mod just to remove the missing textures error message. Then I remembered that I have a stand alone player mod (I think it is yours?). I just copied the files into the player folder. But the hotbar doesn't work and it still uses default. So I replaced the code and the model with the current version of MTG. I renamed default, but I assumed that player would collide with the local player variables. That's why I finally called it playersWuzzy wrote:Why did you rename the playermodel mod for no reason?
Re: mod base experiment
I still think about a new sound API. But I'm not sure how to start
Re: mod base experiment
Start adding intllib for internationalization, but I'm not happy with translations like "Wüstenpflastersteintreppe".
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Re: mod base experiment
I must admit, this is quite impressive. I am just curious as to whether you are still working on this or not?
Regardless, best of luck.
Regardless, best of luck.
Re: mod base experiment
@burli: I have more or less adapted a very modular approach for MineClone 2 early on. It makes development much easier. I think it may interest you.
You might want to look at MineClone 2's code. Note that ITEMS/mcl_core is the (partially) debloated default mod. Maybe not perfect yet, but definitely not the horrible bloat that is default. Maybe I shrink this mod even more, but I am not sure about that yet.
Regarding the sound API: I have implemented one in MineClone 2 (in CORE/mcl_sounds). Its really just that: Defining default sounds for MineClone 2.
Definitely better than default mod, but I still don't really like this because you still have to depend on the subgame.
Maybe one day, we as a modding community come together to define some kind of standard API for sounds, because there are many recurring node sounds.
But yeah, I think by using the approach “one mod = one feature” we already avoid a ton of mod-related problems.
However, I must warn you to be careful not to take it to the other extreme. There should not be a mod for each trivial node or group of nodes. IMO mods should be organized to make dependeny manangement easy. A categorization based on topic alone does not always make sense.
You might want to look at MineClone 2's code. Note that ITEMS/mcl_core is the (partially) debloated default mod. Maybe not perfect yet, but definitely not the horrible bloat that is default. Maybe I shrink this mod even more, but I am not sure about that yet.
Regarding the sound API: I have implemented one in MineClone 2 (in CORE/mcl_sounds). Its really just that: Defining default sounds for MineClone 2.
Definitely better than default mod, but I still don't really like this because you still have to depend on the subgame.
Maybe one day, we as a modding community come together to define some kind of standard API for sounds, because there are many recurring node sounds.
But yeah, I think by using the approach “one mod = one feature” we already avoid a ton of mod-related problems.
However, I must warn you to be careful not to take it to the other extreme. There should not be a mod for each trivial node or group of nodes. IMO mods should be organized to make dependeny manangement easy. A categorization based on topic alone does not always make sense.
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
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Re: mod base experiment
This is exciting. Are you maintaining it?
I wonder if a "pseudo" mod called default could be made. An empty init.lua and a depends.txt with dependency on all other mods in the mod base, so that 3rd party mods depending on default would retain compatibility…
I wonder if a "pseudo" mod called default could be made. An empty init.lua and a depends.txt with dependency on all other mods in the mod base, so that 3rd party mods depending on default would retain compatibility…
Re: mod base experiment
Did you define the mapgen aliases? E.g.burli wrote:The only issue is currently that dungeons are not generated with cobble. It's the same issue like in the minimal development game. I don't know how to fix that
Code: Select all
minetest.register_alias("mapgen_cobble", "default:cobble")
See Minetest Game/mods/default/mapgen.lua for a list.
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Re: mod base experiment
I gotta say, running this is like a breeze of fresh air. Additive subgame development feels so much better than subtractive.
I've concerns about the nodebox leaves though, it lowers my FPS from 60 to 20.
I've concerns about the nodebox leaves though, it lowers my FPS from 60 to 20.
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Re: mod base experiment
Now that burli's probably not going to develop this anymore, is anyone else interested in maintaining it? I'm not skilled enough to lead it but I'll help out with the little I know.
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