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Re: [mod] Underground Realms [0.8] [caverealms]

It looks like HeroOfTheWinds is gone from Minetest for all eternity too... From what I can tell he falls off the face of the Earth every little while, I highly doubt that he has left MT. Aye, I haven't left, I've just been buried under Computation Physics, Data Structures, Computer Organization and...
by HeroOfTheWinds
Mon Nov 16, 2015 01:16
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356

Re: [mod] Underground Realms [0.8] [caverealms]

That isn't really the problem I'm thinking of, though that could potentially be one too. The problem with MT mods is the lack of client-side prediction. E.G. the client application doesn't smooth out movements and attacks of mobs by having the server and the client compute the AI of the mobs... Lead...
by HeroOfTheWinds
Sun Sep 06, 2015 22:56
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356

Re: [mod] Underground Realms [0.8] [caverealms]

What if this also was able to use mobs_redo and make a King Dungeoun Master mob that only spawned in his castle? And what if only one, HUGE one was generated? You don't know how much I wished MT had the right set up for a "boss-mob" mod... I really want to have a boss down in the Dungeon ...
by HeroOfTheWinds
Sun Sep 06, 2015 20:28
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356

Re: [mod] Underground Realms [0.8] [caverealms]

This should be the MT version of the Nether!!! XP I almost feel as if an ancient (alien? Think where Mese came from...) civilisation lived down here at one time... Either way the caves are beautiful, but do you think that they could generate farther down? I like that you don't have to mine too far ...
by HeroOfTheWinds
Thu Sep 03, 2015 04:02
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356

Re: [mod] Underground Realms [0.8] [caverealms]

Thank you, and I'm glad you like the caves so much! The idea of being able to harvest sticks down in the CaveRealms intrigues me. I rather like the idea, and I'll try thinking of some plausible way for sticks to be down there. That said, college keeps me very busy, so it could be some time before I ...
by HeroOfTheWinds
Wed Sep 02, 2015 20:05
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356

Re: [Mod] Mob Spawners [0.9.5] [mobspawn]

I have a few questions & suggestions. 1) Is this a block that you place 2) Are there seperate spawners for each mob? 3) Can you please let the spawners spawn user-specified itemstrings? 1) Yes. 2) Yup. 3) I've been a bit too busy as of late to do much Minetest coding, but that would be an inter...
by HeroOfTheWinds
Mon Aug 03, 2015 00:59
 
Forum: Mod Releases
Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
Replies: 18
Views: 7739

Re: [Game] Sky-Test [0.5] [beta]

Having problems. I'm trying to start a new world, it's in games, renamed to sky-test, then when I load it, it either crashes when it's loading textures, or when it does load, it's a normal world. Here's my log: http://pastebin.com/HLtXTeyL Not sure why it would crash while loading textures, but I c...
by HeroOfTheWinds
Mon Aug 03, 2015 00:53
 
Forum: Subgame Releases
Topic: [Game] Sky-Test [0.5] [beta]
Replies: 38
Views: 22447

Re: [Mod] Skylands [4.2.1] [skylands]

Yeah, sadly that is an engine-side problem. I can't do much about it, but I can posit that the shadows will not appear if the land if generated before the islands above it.
by HeroOfTheWinds
Tue Jul 21, 2015 21:02
 
Forum: Mod Releases
Topic: [Mod] Skylands [4.2.1] [skylands]
Replies: 72
Views: 21696

Re: Making an attractive Android game

Popping out from lurking... Hmm, I see a lot of debating here rather than actually suggesting mods. What I would like to see: For mobs: TenPlus1's Mobs Redo. This is one of the only mobs mods to feature mobs getting knocked back on hit, which is vital to surviving them. Minecraft has knockback, and ...
by HeroOfTheWinds
Mon Jul 13, 2015 20:00
 
Forum: Minetest General
Topic: Making an attractive Android game
Replies: 37
Views: 7025

Re: Ensure to be loaded last

Considering that such a mod must have some sort of formspec or chat dialogue, it would not need to preload the other mods. It can merely compile the list when requested. And to do so, it would be very easy to reference the registered_* tables to find those items. (perhaps even tweak them?) Since you...
by HeroOfTheWinds
Thu Jun 18, 2015 06:39
 
Forum: Modding Discussion
Topic: Ensure to be loaded last
Replies: 8
Views: 1140

Re: [Mod] Enchantments

I believe that is some sort of string of unicode characters, though I couldn't say which ones they are. I could search through the thousands of special characters, but I really don't feel like it.

Otherwise, neat mod! Now we need a version that incorporates Wuzzy's [mana] mod.
by HeroOfTheWinds
Thu Jun 18, 2015 06:32
 
Forum: WIP Mods
Topic: [Mod] Enchantments [enchantment]
Replies: 12
Views: 3573

Re: Forum is now hosted by celeron55 (report issues here)

I think the email that is used to contact the administrators is broken. Before I was able to get back on, I tried emailing the admins via the "contact us" link, and after three days gmail said that mail couldn't be delivered. Might want to check that out too.
by HeroOfTheWinds
Tue Jun 16, 2015 19:10
 
Forum: Minetest News
Topic: Forum is now hosted by celeron55 (report issues here)
Replies: 45
Views: 23975

Re: [Game] Sky-Test [0.5] [beta]

Same day fix!

I think I fixed the error, it doesn't crash, but it doesn't change the mapgen either the way it should. Hopefully it's the same on your end. Also, I applied the fix for missing textures.

Hopefully I can get some more goodies available within the coming weeks.
by HeroOfTheWinds
Mon Jun 15, 2015 02:43
 
Forum: Subgame Releases
Topic: [Game] Sky-Test [0.5] [beta]
Replies: 38
Views: 22447

Re: [Mod] Skylands [4.2.1] [skylands]

Thanks for the catch. I'm surprised I missed that, and even more surprised it wasn't found sooner. Needless to say, fixed!
by HeroOfTheWinds
Mon Jun 15, 2015 01:36
 
Forum: Mod Releases
Topic: [Mod] Skylands [4.2.1] [skylands]
Replies: 72
Views: 21696

Re: [mod] Underground Realms [0.8] [caverealms]

Fooljap, what version of Minetest are you using? It works for me in Minetest 0.4.12. I'm not sure about the first error, looks like voxelmanip failed. The second error looks like the same problem. @DiamondKnight: I actually do have something like that planned, it's gonna take a while though. I've pr...
by HeroOfTheWinds
Sun Jun 14, 2015 20:05
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356

Re: [Game] Sky-Test [0.5] [beta]

Eep, I just get back, and things fall apart immediately, lol. I'll get this fixed as soon as I can, as well as check out that CaveRealms bug. I think the function for creating the starting island broke when Minetest got updated... I had been quietly working on SkyTest during winter break and trying ...
by HeroOfTheWinds
Sun Jun 14, 2015 19:56
 
Forum: Subgame Releases
Topic: [Game] Sky-Test [0.5] [beta]
Replies: 38
Views: 22447

Re: Forum is now hosted by celeron55

Hey c55, Just wanted to let you know, I ran into a somewhat serious error. I had to reset my password to log in, and when I tried to change it, I got the following message: The e-mail domain gmail.com you have used for your e-mail address has been blocked because it is blacklisted. For details pleas...
by HeroOfTheWinds
Sun Jun 14, 2015 07:24
 
Forum: Minetest News
Topic: Forum is now hosted by celeron55 (report issues here)
Replies: 45
Views: 23975

Re: [Game] Fractured [0.01] [WIP]

Kilarin, what is your PC hardware like? I have a decently strong laptop, and this is the generation I get: [ore_thin] 282 ms [newspawn_gen] chunk minp (48 -32 -32) [newspawn_gen] 94 ms [blast_gen] chunk minp (48 -20 -32) [blast_gen] 78 ms [wst_gen] chunk minp (48 -32 -32) [wst_gen] 110 ms [ore_thin]...
by HeroOfTheWinds
Wed Mar 11, 2015 21:02
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Mod] Throwing enhanced (bows and arrows) [0.9.3] [throw

Really liking how this is turning out. I, too, favor historical bows.

I'm thinking that this would be great to include in SkyTest.... Whenever I get around to implementing the other 5 mods I have sitting, waiting to be added...
by HeroOfTheWinds
Wed Mar 11, 2015 19:30
 
Forum: Mod Releases
Topic: [Mod] Throwing enhanced [maint.] [throwing]
Replies: 84
Views: 19052

Re: [GAME] Moontest! (Back from the Dead!) [GAME]

This is in fact still being worked on, primarily over on OldCoder's Moontest server. Nothing too big has been done yet, but I have something huge in development for it... just not ready yet. I will say this: Moontest may no longer be just the moon. There has been a lot of bugfixing going on in the b...
by HeroOfTheWinds
Mon Mar 09, 2015 17:57
 
Forum: WIP Mods
Topic: [GAME] Moontest! (Back from the Dead!) [GAME]
Replies: 289
Views: 58511

Re: [Game] Fractured [0.01] [WIP]

I just made a commit (and pull request) that automatically scales the tower based on the fracture's width, as set in facturerift's init.lua. Here's an example of how it looks with width set to 180: http://i.imgur.com/Xh26IC4.png I also cleaned up some of the content references to use the c_ prefix.
by HeroOfTheWinds
Mon Mar 09, 2015 03:33
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Game] Fractured [0.01] [WIP]

The reason you aren't getting the same noise every time is because the seed gets "added" to the world's seed. Hence, it will be the same if you keep BOTH seeds the same, but changing one affects the other. I'm trying to toy with a few ideas... One thing I noticed is that your tower size is...
by HeroOfTheWinds
Mon Mar 09, 2015 01:34
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Game] Fractured [0.01] [WIP]

Alright, I made a pull request, and explained the code both there and inside the file. Basically, it's a distribution using the natural exponential function, making a nice smooth curve that keeps ore thin by the world's center but quickly populates more after a certain point. Makes it a lot easier t...
by HeroOfTheWinds
Thu Mar 05, 2015 06:47
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: Post your modding questions here

Check the code in falling.lua. Or better yet, look at the related file in my Caverealms mod. Just adjust a few of the velocity parameters, and you can change the direction of movement.
by HeroOfTheWinds
Thu Mar 05, 2015 03:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628182

Re: [Game] Fractured [0.01] [WIP]

No problem. Hmm... That is a problem I wish I could say "yes" to, but sadly, no, you can't force gen chunks. Besides, it is a headache to make slanting structures in mapgen. Since you're only using 2 axes, it isn't a problem, but with 3, the math involved is crazy. In any case, your best a...
by HeroOfTheWinds
Thu Mar 05, 2015 03:56
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Game] Fractured [0.01] [WIP]

I can easily write the code in about 10 minutes, too. that would be greatly appreciated. IF you had time to EXPLAIN how the perlin noise code works, that would be even better. But I know that may be too much time. :) Octaves, persists, spread, scale? This post is how I learned much about perlin noi...
by HeroOfTheWinds
Thu Mar 05, 2015 03:15
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Game] Fractured [0.01] [WIP]

This is the ABM version, but it's not too much different to do the same within on_generated(): https://github.com/HeroOfTheWinds/minetest-caverealms/blob/master/abms.lua However, you must choose carefully whether to call it before or after doing all your LVM stuff. If you do it before, the terrain w...
by HeroOfTheWinds
Thu Mar 05, 2015 00:00
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Game] Fractured [0.01] [WIP]

Lookin' good. :) You might consider spawning the tower with a schematic. Build it separately, upright, then use WorldEdit to rotate it 90 degrees on the x-axis. Mine out some stuff to make it ruined, save the schem, then place it on_generated(). It's a bit more complicated than that, though.... Alte...
by HeroOfTheWinds
Wed Mar 04, 2015 23:20
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [Game] Fractured [0.01] [WIP]

You might find my Apollo Module spawn point generator in Moontest useful as an example for what you are trying. It's not perfect, but it gets the job done. At least it'll give you an idea of how it's done.
by HeroOfTheWinds
Wed Mar 04, 2015 06:18
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22663

Re: [mod] Underground Realms [0.8] [caverealms]

Interesting find... seems like it doesn't break it, but surprised no one found it til now. Thanks, depassages!

I issued a commit fixing it, although you can easily fix it yourself by adding "local" before "n_biome" on line 222.
by HeroOfTheWinds
Wed Mar 04, 2015 06:16
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39356
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