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Re:

Casimir wrote:fire_limit = 256


Is this a thing?
I would like a way to reduce the time that fire takes to consume a node in my game and the time that takes to later disappear.. right now fire stay there forever not really burning things and just causing a lot of noise. Do I have to modify the fire mod itself?
by Ferk
Sat Oct 17, 2015 11:33
 
Forum: Minetest Features
Topic: add disable_fire setting to minetest.conf.example
Replies: 12
Views: 2781

Re: Setting absurdly long view range

@jin_xi in the meantime you are busy not being helpful. The devs move at a prudent pace. They want to avoid implementing experimental things that will break stuff or affect performance. I don't think that kind of feedback will make devs listen to you, as it just gives the image of a naysayer. Exampl...
by Ferk
Fri Oct 16, 2015 09:21
 
Forum: Minetest General
Topic: Setting absurdly long view range
Replies: 22
Views: 5804

Re: fill chests with specific nodes

I guess the metadata is stored in the database, not a text file (which would be slower to access/update for the engine). If you really don't want to do it manually you would probably be better off writing a mod for that. Also depending on what you want, you might be able to automate it further this ...
by Ferk
Thu Oct 15, 2015 17:04
 
Forum: Minetest General
Topic: fill chests with specific nodes
Replies: 8
Views: 998

Re: Tip: hi-rez textures + texture filtering in 0.4.13

# When using bilinear/trilinear/anisotropic filters, low-resolution textures # can be blurred, so automatically upscale them with nearest-neighbor # interpolation to preserve crisp pixels. This sets the minimum texture size # for the upscaled textures; higher values look sharper, but require more #...
by Ferk
Thu Oct 15, 2015 10:30
 
Forum: Minetest Texture Packs
Topic: Tip: hi-rez textures + texture filtering in 0.4.13
Replies: 4
Views: 1981

Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

Nice! these monsters look interesting. I would like to have some of them in my subgame :)
by Ferk
Wed Oct 14, 2015 18:15
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 83186

Re: My thoughts on Minetest coming from Minecraft

Don't get me wrong, the modding API is a nice thing to have. But if the API would be actually a real modding API all Minetest forks could be proper subgame. How many Minetest engine forks are out there? * Voxelands, which wouldn't be happy with the modding API no matter how flexible * Freeminer, wh...
by Ferk
Wed Oct 14, 2015 15:56
 
Forum: Minetest Features
Topic: My thoughts on Minetest coming from Minecraft
Replies: 27
Views: 5034

Re: Distributed server?

And mods that affect the HUD? or player properties (gravity, etc).. I think it will get more complicated the more stuff gets handled by the client (which hopefully will be more in the future, since this reduces server load). I still think it's better the cross-server teleporting. It requires changes...
by Ferk
Wed Oct 14, 2015 15:09
 
Forum: Minetest General
Topic: Distributed server?
Replies: 12
Views: 1638

Re: Distributed server?

I thought you couldn't just start sending different data to the client just like that, can you? Wouldn't there be a lot of things breaking? like.. chunks that were cached in the client being remembered whereas the new server has them different. Also since for the client the server didn't change it w...
by Ferk
Wed Oct 14, 2015 14:15
 
Forum: Minetest General
Topic: Distributed server?
Replies: 12
Views: 1638

Re: Distributed server?

it is distributed - but on a higher level ;) I would say it's decentralized, not distributed. As in how the HTTP web as a whole is a decentralized collection of data across servers whereas P2P networks like bittorrent store data that is truly distributed. - proxy server: one or serveral proxy serve...
by Ferk
Wed Oct 14, 2015 13:32
 
Forum: Minetest General
Topic: Distributed server?
Replies: 12
Views: 1638

Re: Distributed server?

- multiple worlds This would probably be the easier and guaranteed to work approach, even though it wouldn't really be distributed. But still it'll be a cool way to have a cohesive universe and it'll allow for things like different "dimensions" and so on that people have asked frequently....
by Ferk
Wed Oct 14, 2015 12:51
 
Forum: Minetest General
Topic: Distributed server?
Replies: 12
Views: 1638

Re: [Game] Dungeontest (very WIP)

U dont need to make it hardcore if u dont want to because i could edit it for myself :) I'm not sure if it's worth it to add a setting for changing a default value, nor am I sure whether it makes sense to add a difficulty option, since I might have then to rate every room with a difficulty value wh...
by Ferk
Wed Oct 14, 2015 12:12
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 25560

Re: Distributed server?

All over the internet? wouldn't this make it very slow? this could potentially multiply the load instead of distributing it, since the workarounds to prevent synchronization problems between machines over the internet would add extra latency, I would guess. I guess you could set up a distributed mys...
by Ferk
Wed Oct 14, 2015 11:57
 
Forum: Minetest General
Topic: Distributed server?
Replies: 12
Views: 1638

Re: [WIP][MOD] Moon mapgen

I tried reversing gravity when on the underside, but jumping doesn't work unless you've got the ground under your feet, so it really didn't accomplish much. I do turn on the flying privilege, though, automatically. It might be too crazy of a workaround, but a way that this could be accomplished is ...
by Ferk
Wed Oct 14, 2015 09:58
 
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 59
Views: 12720

Re: [Game] Dungeontest (very WIP)

Thanks Dorje! After finishing the tome of Dungeonmaking I worked a bit in the spawners (now they use proper timers, so the mobs will also respawn when the player is away as well) I'm not sure if the timer maybe is too fast by default (4 minutes), what do you think would be a good interval for the mo...
by Ferk
Tue Oct 13, 2015 17:31
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 25560

Re: My thoughts on Minetest coming from Minecraft

if you feel all of this about it then ma,e your own fork My point was to acknowledge the fact that vanilla Minetest is very much like Minecraft already. I never said that's a bad thing, not necessarily. I actually explicitly stated that in my last paragraph. But even if I wanted it to be less than ...
by Ferk
Tue Oct 13, 2015 16:32
 
Forum: Minetest Features
Topic: My thoughts on Minetest coming from Minecraft
Replies: 27
Views: 5034

Re: [WIP][MOD] Moon mapgen

The new skybox looks awesome! I'm surprised that the Earth is so small.. how come the Moon looks bigger from here than the Earth from there? It's interesting nonetheless. I think I will eventually also make this compatible with ore generation, by letting a built-in mapgen run below the surface of th...
by Ferk
Mon Oct 12, 2015 21:06
 
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 59
Views: 12720

Re: My thoughts on Minetest coming from Minecraft

resembles Minecraft. Just look at it. It's not just about the looks. The recipes, the items, the logic... don't tell me that all this is just coincidence and Minetest just happened to come up with exactly the same concepts, even those that make little sense: Why is stone the only node that drops an...
by Ferk
Sun Oct 11, 2015 12:40
 
Forum: Minetest Features
Topic: My thoughts on Minetest coming from Minecraft
Replies: 27
Views: 5034

Re: [Game] Dungeontest (very WIP)

Ouch!! ...... instead of pressing "quote" on my own comment I pressed "edit" and removed the whole thing when replying to myself -_- I guess there's no way now to recover my post. Oh well... I have no time now to reproduce what I said before (and it was quite a long one) but I ho...
by Ferk
Sat Oct 10, 2015 18:07
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 25560

Re: 0.5.0

Then why is it ok to have the extrusion for entities? In theory someone could start dropping items like crazy which use the wielditem visual and make everyone's FPS drop. Maybe a client-side option for extruded sprites? I also think this would be a good option then. Both for those who need higher FP...
by Ferk
Sat Oct 10, 2015 17:21
 
Forum: Minetest General
Topic: 0.5.0
Replies: 52
Views: 7762

Re: 0.5.0

If it prevents THIS from happening I’m fine with whatever it takes … Actually I don't get why don't we have the "wielditem" visual available for nodes as well. The torches would probably look much better if they were displayed in the world the same way they are displayed when they are in ...
by Ferk
Sat Oct 10, 2015 11:57
 
Forum: Minetest General
Topic: 0.5.0
Replies: 52
Views: 7762

Re: My thoughts on Minetest coming from Minecraft

That’s the issue here. “Pick a bit from here, pick a bit from there, keep some of our own work, leave some untouched placeholder graphics in the game” … et voila: inconsistent chaos which in result looks worse than each set of textures by it’s own. I'm still not convinced. While I think there are s...
by Ferk
Sat Oct 10, 2015 03:17
 
Forum: Minetest Features
Topic: My thoughts on Minetest coming from Minecraft
Replies: 27
Views: 5034

Re: [WIP][MOD] Moon mapgen

Nice mapgen idea :) given that the heights are distorted, and the scale isn't 1-1 (or the moon will be too big to fit in a Minetest world), the educational value will be limited. I don't think that this would matter too much. You could even say that the player is a giant exploration robot that is 1 ...
by Ferk
Fri Oct 09, 2015 15:40
 
Forum: Mod Releases
Topic: [Mod] Moon mapgen [0.17] [moon]
Replies: 59
Views: 12720

Re: 0.5.0

I wonder if doing player:setpos() to move it one "meter" backwards would be too jumpy
by Ferk
Fri Oct 09, 2015 14:31
 
Forum: Minetest General
Topic: 0.5.0
Replies: 52
Views: 7762

Re: [Game] Dungeontest (very WIP)

I didn't add an in-game way to edit these settings yet.. but it's planned. Done! I'd like to introduce you the legendary Tome of DungeonMaking: http://i.imgur.com/nxaOjra.png https://i.imgur.com/tyynE9z.png It will be given automatically to the player when he joins in creative mode, if it didn't ha...
by Ferk
Thu Oct 08, 2015 22:00
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 25560

Re: Key to toggle fullscreen

⋅  If it's implemented as just a borderless window that takes up the full screen instantly: +1 to F11 as this is what borderless "fullscreen windows" use. ⋅  If it's implemented as true traditional fullscreen (ie. changes resolution, causes flickering and it's slower t...
by Ferk
Thu Oct 08, 2015 13:19
 
Forum: Minetest Features
Topic: Key to toggle fullscreen
Replies: 14
Views: 2478

Re: [Mod] Protector Redo [1.2] [protector]

Personally I wouldn't give anyone the 'delprotect' privelage apart from the most trusted of admin, so the map in question would be safe anyhoo. Anyone else who needs access to an area can have their names added to the protection blocks. Was that an answer to me? Sorry if it wasn't, I'm a bit confus...
by Ferk
Thu Oct 08, 2015 09:29
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 38889

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

What if the night was an "entity" trying to kill the player? As time goes on, the darkness gets aggressive. It starts off slow, just damaging you when you're in the darkness. Then, torches may start to go out. You go home and think, "Huh... I thought I put a torch here.". Then t...
by Ferk
Thu Oct 08, 2015 08:33
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11415

Re: [Mod] Protector Redo [1.2] [protector]

Nice improvements, Tenplus1. The other day I was thinking that an area protection mod would be useful not only for multiplayer servers were you want to protect something, but also for challenge/adventure maps if there was a way lock all protected areas even for singleplayer. Perhaps it would be a go...
by Ferk
Thu Oct 08, 2015 08:14
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 38889

Re: [Game]/[World] Tutorial [1.8.0]

About the Tutorial: I am not sure if I will continue work on Tutorial anytime soon. I am busy with a lot of bullshit right now. But I will probably inform you when I have finally started work again. But it doesn't seem to be pressing, the next Minetest release is far away anyways, I guess. If you w...
by Ferk
Wed Oct 07, 2015 22:56
 
Forum: Subgame Releases
Topic: [Game]/[World] Tutorial [1.8.2]/[2.2.0]
Replies: 195
Views: 82194

Re: My thoughts on Minetest coming from Minecraft

I agree with most of what you said, particularly about the need for mobs and the sensation of it "feeling empty" (though this last thing is basically a kind of subjective perception). But I'm not so sure about the textures. Maybe I'm partially numb to their graphic style because of seeing ...
by Ferk
Wed Oct 07, 2015 15:42
 
Forum: Minetest Features
Topic: My thoughts on Minetest coming from Minecraft
Replies: 27
Views: 5034
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