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Re: 0.5.0

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 horri...
by ArguablySane
Sat Sep 26, 2015 13:52
 
Forum: Minetest General
Topic: 0.5.0
Replies: 52
Views: 7615

Re: [My Opinion] Pros and cons of Minetest

Also, are we sure that the reason the mobs are slow is that they are not coded in C++? The lua mods are compiled to machine code using luaJIT anyway, so there should only be a relatively small difference in speed between them and native C++. Unless someone's decided to call an inefficient path-find...
by ArguablySane
Sat Sep 12, 2015 23:00
 
Forum: Minetest General
Topic: [My Opinion] Pros and cons of Minetest
Replies: 47
Views: 4571

Re: The little things from a newcomer perspective.

If you disagree, then don't moderate your skins. Server owners like VanessaE want an appropriate playing server, without pornography. I'm saying that's simply impossible. There exists no algorithm (yet) which can determine whether an arbitrary arrangement of voxels is pornography or not. If anythin...
by ArguablySane
Sat Sep 12, 2015 00:48
 
Forum: Minetest General
Topic: The little things from a newcomer perspective.
Replies: 26
Views: 3356

Re: The little things from a newcomer perspective.

I disagree with the client sending images to the server, avatars should be moderated. However, there could be an external system, like the Mt skins database, which the client can choose from. And the player could upload to, anyway. Or, a moderator could have to approve an image before it's visible ...
by ArguablySane
Fri Sep 11, 2015 17:16
 
Forum: Minetest General
Topic: The little things from a newcomer perspective.
Replies: 26
Views: 3356

Re: Post your modding questions here

minetest.luaentities only holds the entities that are currently loaded. Is there a way I can obtain all the entities of an area? ...or force an area to be loaded, along with its entities. Alternatively: given a particular area, how can I know if all the entities inside it are loaded? this way at le...
by ArguablySane
Thu Sep 10, 2015 19:18
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624948

Re: What's Minetest still missing over Minecraft?

It is clear enough I was talking about re-implementing the algorithms, not the client/server relations. Also, I didn't notice you saying you'd like to add client-side explosions prediction. I must apologize, if you really did. But the client-side prediction won't fix lags. If ping time is too high,...
by ArguablySane
Wed Sep 09, 2015 20:27
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: Post your modding questions here

l'm using this code https://github.com/HybridDog/vines/blob/master/init.lua#L193, what are the disadvantages? It will produce identical results for certain positions. For y = 0, there will be a set of points corresponding to x = -z^5 where the seed is just vine_seed, but there will be lots of other...
by ArguablySane
Tue Sep 08, 2015 20:26
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624948

Re: What's Minetest still missing over Minecraft?

A perfect copy of Minecraft explosions is doable in Lua right now. Not quite. When someone lights a block of TNT in minecraft, this information is sent to the client which can then start counting down. When the timer reaches zero, there's no apparent delay because the client can make a pretty good ...
by ArguablySane
Tue Sep 08, 2015 17:25
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: [WIP] Goblins [mobs_goblins]

I don't like the idea of limiting their spawn locations, but the rest sounds awesome, if ambitious. On further consideration, you wouldn't need to limit their spawn locations. Just have a single tunnel network planning algorithm shared between them all. The only part I haven't figured out is how to...
by ArguablySane
Sun Sep 06, 2015 17:41
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 25138

Re: [Mod] Pathogen [0.3][pathogen]

providing the pathogen name as a string does remove the error, but doesn't do anything. I modified the pathogen code to print a message when the pathogen infects the player, and never got the message in the debug, so unfortunately that isn't the solution either. Try local influencia = pathogen.get_...
by ArguablySane
Sun Sep 06, 2015 13:12
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9618

Re: [WIP] Goblins [mobs_goblins]

I hope that at some point they'll build tunnels that connect a lot of caves together, making mods like intersection less necessary. It seems silly, considering how easy it is to dig in this game, but it's much more fun for me to find a tunnel or cave than it is to make one. It would be cool to make...
by ArguablySane
Sat Sep 05, 2015 14:18
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 25138

Re: [Mod] Pathogen [0.3][pathogen]

Sorry to be as dense as a brick, but I'm hitting a wall. I have this as my new code: 38. if chance_level < chance then 39. print ('should get sick') 40. local _pathogen = pathogen.get_pathogen( influencia ) 41. pathogen.infect = function(_pathogen, singleplayer) 42. end I'm getting this error now, ...
by ArguablySane
Sat Sep 05, 2015 12:47
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9618

Re: Post your modding questions here

return minetest.get_perlin(params):get2d{x = x, y = z} That worked, thanks! It turns out that the PerlinNoise[Map] objects ignore the map seed but minetest.get_perlin[_map] includes it somehow. That discrepancy made them produce different noise. Thanks for your suggestion too, Hybrid Dog. What happ...
by ArguablySane
Sat Sep 05, 2015 10:18
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624948

Re: [Mod] Body Pillow [1.0] [body_pillow]

benrob0329 wrote:Its not just harmless fun, people of all ages read these forums, not just adults.

I am absolutely certain that no child is going to be traumatised or upset by learning of the existence of body pillows.
by ArguablySane
Fri Sep 04, 2015 20:36
 
Forum: WIP Mods
Topic: [Mod] Body Pillow [1.0] [body_pillow]
Replies: 24
Views: 3157

Re: [Mod] Body Pillow [1.0] [body_pillow]

Timmyjo013 wrote:Can I just say......this is inappropriate.

It's harmless fun. The images aren't even slightly explicit.
Humanity really needs to get over it's collective phobia of allusions to sexuality.
by ArguablySane
Fri Sep 04, 2015 20:09
 
Forum: WIP Mods
Topic: [Mod] Body Pillow [1.0] [body_pillow]
Replies: 24
Views: 3157

Re: Post your mod requests/ideas here

A dog that can do every thing that I dog can do in Minecraft, and That sports the Minecraft dog texture I could do that but it would take some doing however the MC texture could lead to copyright issues so i might have to make it a bit different Just make it accept textures in a compatible format. ...
by ArguablySane
Fri Sep 04, 2015 18:45
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 380621

Re: Post your modding questions here

paramat wrote:return minetest.get_perlin(params):get2d{x = x, y = z}

That worked, thanks!
It turns out that the PerlinNoise[Map] objects ignore the map seed but minetest.get_perlin[_map] includes it somehow. That discrepancy made them produce different noise.
Thanks for your suggestion too, Hybrid Dog.
by ArguablySane
Fri Sep 04, 2015 17:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624948

Re: [Game] UFO Race

benrob0329 wrote:This is just sad, its been 2 months. Has anyone heard from him to find out whats up?

He stopped working on his other game for Minetest, Voxus, so maybe he abandoned this one as well.
by ArguablySane
Fri Sep 04, 2015 01:56
 
Forum: WIP Subgames
Topic: [Game] UFO Race
Replies: 56
Views: 12613

Re: Post your modding questions here

Does anyone know why these two methods of perlin noise generation give different results? local perlin_map = minetest.get_perlin_map(params, {x=sidelen, y=sidelen, z=sidelen}):get2dMap_flat({x=minp.x, y=minp.z}) local index = (x-minp.x+1) + (z-minp.z)*sidelen return perlin_map[index] return PerlinNo...
by ArguablySane
Fri Sep 04, 2015 00:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624948

Re: Mapgen Manual

EDIT: Disregard this. Turns out I was wrong, or at least not entirely right. I'll edit this post again when I've figured the problem out.
by ArguablySane
Fri Sep 04, 2015 00:01
 
Forum: Minetest General
Topic: Mapgen Manual
Replies: 16
Views: 2255

Re: [Mod]Voronoi Cell Noise Lib[vcnlib]

Oh, very nice! I've skimmed the code a bit – how much is it tied to biomes / mapgens, and how much is free-standing? Because I'd be interested to see what happens if you use it to generate structures, not just biomes ;-) For structure generation I'd argue that Delaunay triangulation is a more usefu...
by ArguablySane
Thu Sep 03, 2015 21:35
 
Forum: Mod Releases
Topic: [Mod] Voronoi Cell Noise Lib [vcnlib]
Replies: 14
Views: 2866

Re: What's Minetest still missing over Minecraft?

Isn't forge a patch? From my understanding you can't have plug-in mods without using a patch like forge. Yeah, Forge is a huge patch which adds a whole API and mod-loading system on top of the core Minecraft engine. How flexible is it? I've never tried to make a mod with it so I can't speak from ex...
by ArguablySane
Thu Sep 03, 2015 19:11
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: What's Minetest still missing over Minecraft?

Just to clear up, there are two types of mods, patches and plugins. What we call MT mods are plugins. What we call MC mods are patches. MT can also do patch mods, however compilation is harder as it's C++. The Forge mod for Minecraft allows jar files to be treated as plugins rather than patches. Yo...
by ArguablySane
Thu Sep 03, 2015 18:40
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: What's Minetest still missing over Minecraft?

Hi there Minetest rocks. Think we all must stop digging more new stuff and just focus on fine-tune and debug this GREAT GAME. I am 99% happy with it like it is ;). I assume you've never played modded minecraft, right? Look up some Let's Play videos for the FTB modpacks (I reccommend Direwolf20's vi...
by ArguablySane
Thu Sep 03, 2015 18:02
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: [Mod] general base for mobs [mobapi]

He is planning on making it closed source (ie: not FLOSS), see Magichet. Oh, in that case I really hope the license gets changed to GPL. Minecraft has enough problems with closed-source anti-user mods, including some which had DRM designed to actively harm players' worlds, and I don't want the same...
by ArguablySane
Thu Sep 03, 2015 17:28
 
Forum: WIP Mods
Topic: [Mod] general base for mobs [mobapi]
Replies: 24
Views: 4518

Re: [Mod] general base for mobs [mobapi]

I can't dictate which license to chose, but I would like this mod to stay WTFPL. It is WTFPL now, but anyone can take it and change the license to GPL. Then that someone may apply changes and thus become a contributor who should be asked whether he/she allows to count his/her changes as WTFPL-licen...
by ArguablySane
Thu Sep 03, 2015 17:02
 
Forum: WIP Mods
Topic: [Mod] general base for mobs [mobapi]
Replies: 24
Views: 4518

Re: What's Minetest still missing over Minecraft?

rubenwardy wrote:Don't worry, client side is coming soon(tm).

This makes me exceedingly happy.
by ArguablySane
Wed Sep 02, 2015 20:58
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: What's Minetest still missing over Minecraft?

SegFault22, I agree with a lot of what you've said, but I would caution against adding too many APIs to the core engine. The advantage of APIs, as you pointed out, is that they standardise the interface so lots of mods can use it, but the disadvantage is that they force things to work in a certain w...
by ArguablySane
Wed Sep 02, 2015 20:04
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610

Re: Mapgen Manual

Very very cool! Thanks. Also, just in case you were curious, I did a comparison of the two ways of generating perlin noise values: Bulk generation (the normal way): local perlin_map = minetest.get_perlin_map(perlin_params, chulens):get3dMap_flat(minp) Point generation: local pn = minetest.get_perli...
by ArguablySane
Wed Sep 02, 2015 19:33
 
Forum: Minetest General
Topic: Mapgen Manual
Replies: 16
Views: 2255

Re: What's Minetest still missing over Minecraft?

4aiman, the Minetest lua API certainly doesn't allow you to change "almost anything". PoignardAzur has a point. Even fairly basic capabilities such as client-side scripting are still missing and there are a whole plethora of things which Minecraft mods can change but Minetest ones can't. O...
by ArguablySane
Wed Sep 02, 2015 08:21
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134610
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