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Re: Post your modding questions here

@paramat no, without nolight it's still like before. Also vm:set_lighting({day=0,night=0}) doesn't make any noticeable difference. I'm using minetest.get_mapgen_object("voxelmanip"). You can find the code here: https://github.com/Ferk/minetest_tutorial/blob/master/mods/tutorial/mapgen.lua#...
by Ferk
Mon Nov 09, 2015 01:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Post your modding questions here

When the chunk above has not been generated yet, lighting is assumed from whether y is above or below water_level Thanks for the explanation! I did some tests flying around generating higher chunks and what you said seems to be the reason. After flying above and placing the schematic a second time ...
by Ferk
Sun Nov 08, 2015 11:42
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Minetest 0.4.13 Flat world

Just so you guys know, paramat is working on a flat mapgen to be included in minetest, to properly replace the "flat" flag.
It has optional customizable hills and lakes: https://github.com/minetest/minetest/pull/3313
by Ferk
Sat Nov 07, 2015 15:24
 
Forum: Minetest Maps
Topic: Minetest 0.4.13 Flat world
Replies: 11
Views: 2837

Re: Post your modding questions here

I was experimenting with the minetest.place_schematic_on_vmanip to place the tutorial world schematics within a singlenode mapgen. Works fine. I'm doing vmanip:calc_lighting() and vmanip:write_to_map() right after the schematics are placed and it works well. However, I don't think the lighting is co...
by Ferk
Sat Nov 07, 2015 14:52
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: [Mod] Mobs Redo [1.19] [mobs]

Did you try the latest git revision? He said he was using that. I believe there was some PR that added some changes to the bare hands, but I'm not sure if it got merged.
by Ferk
Sat Nov 07, 2015 08:59
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249272

Re: Post your modding questions here

@rubenwardy good point. I was doing already something like that when using minetest.wallmounted_to_dir(), only available in latest git. Though being able to enforce a chunksize in minetest.set_mapgen_params is not that easy to check for, but I guess it's not a big deal, if I just want to throw an er...
by Ferk
Fri Nov 06, 2015 08:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Post your modding questions here

That minetest.place_schematic_on_vmanip() looks nice. Specially combined with control of the chunksize from lua (which I think it's also a feature in next version), I'll check it out this weekend to generate Wuzzy Tutorial world in chunks. Also it could be useful for Dungeontest as well. Btw, is a v...
by Ferk
Thu Nov 05, 2015 11:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: [Mod]Spawnlite[spawnlite]

Oh, I see. So every 5 seconds the count resets back to zero. This means that the limits are not really limits on the maximum amount of mobs spawned, but limits on the speed. If the max is 5, then it means there can be a maximum average spawning speed of 1 mob/second for that type of mob. Wouldn't th...
by Ferk
Wed Nov 04, 2015 10:45
 
Forum: WIP Mods
Topic: [Mod]Spawnlite[spawnlite]
Replies: 8
Views: 1267

Re: [Mod]Spawnlite[spawnlite]

I see you have some counters to prevent the mobs from spawning past a limit (spawnlite.mobs.aggresive.now and so). But I only see the counters increase, never decrease (just read the code, I didn't test it yet). Wouldn't this mean that the mobs would stop spawning as soon as the max limit is reached...
by Ferk
Wed Nov 04, 2015 09:38
 
Forum: WIP Mods
Topic: [Mod]Spawnlite[spawnlite]
Replies: 8
Views: 1267

Re: [Game] Minetest NeXt

Jordach: show code please, would like to use this myself. He made it as a pull request: https://github.com/minetest/minetest_game/pull/673 It wasn't accepted because they wanted to keep consistency about left click to dig, right click to place. IMHO, it's already inconsistent the fact that left cli...
by Ferk
Tue Nov 03, 2015 13:19
 
Forum: Old Subgames
Topic: [Game] Minetest NeXt
Replies: 26
Views: 14247

Re: [Mod] Mobs Redo [1.18] [mobs]

Check the current spider texture: https://github.com/tenplus1/mobs/blob/master/textures/mobs_spider.png (download it and zoom it) It's not hard to see where the legs are, the abdomen is the bottom-left (the whiteish is the side that's facing up and black the side that faced the floor), and right abo...
by Ferk
Fri Oct 30, 2015 19:03
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249272

Re: Wishes for Minetest 0.4.11 (or 0.5)

Good idea, I guess that could be done and be completely client side. Personally, my main problem with the infotext is that sometimes it's hard to read. I would also be already happy if it had some small semitransparent black box as background or something, like the formspecs have by default. In a wa...
by Ferk
Fri Oct 30, 2015 16:20
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 50189

Re: Wishes for Minetest 0.4.11 (or 0.5)

For particles (other than the standard effects) the server needs to give all sort of details to the clients for it to create a "particle generator" with information (like the velocity and acceleration that you mentioned). That's done from lua in the server and a message needs to be sent to...
by Ferk
Fri Oct 30, 2015 14:21
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 50189

Re: Wishes for Minetest 0.4.11 (or 0.5)

So where? I doubt they can be stored in the node c++ object. If they are only in the lua node definition then they won't really be stored per-node. If they are just kept in memory then they will have to be re-generated every time each node that can have decals gets loaded. Maybe you meant the last t...
by Ferk
Fri Oct 30, 2015 13:31
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 50189

Re: Wishes for Minetest 0.4.11 (or 0.5)

I think the main problem with changing textures is that there's no space anymore in the c++ map objects to store additional node information. Making a new node is just changing the content id that already exists so that works. If what you mean by decals is storing an overlay texture in the metadata ...
by Ferk
Fri Oct 30, 2015 13:09
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 50189

Re: Post your modding questions here

I'm dumping mts files, and going to write a .we drawing function. I'll have a look at WorldEdit and see how they do it. You could add serialize.lua and common.lua from here: https://github.com/Uberi/Minetest-WorldEdit/tree/master/worldedit Maybe merge the two files into one and replace s/worldedit/...
by Ferk
Fri Oct 30, 2015 12:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Post your modding questions here

There's no reason that I know of that could prevent place_schematic from getting called from on_generated.. I do use it to spawn the dungeon entrances in dungeontest with no problems.. (I was using a spawning abm before, but changed it to remove the "poping up" effect and it seems to work ...
by Ferk
Fri Oct 30, 2015 10:03
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Too Many Shrooms

You should probably pay more attention to the status and features of Minetest Next if you are building a game off it.
This shroom growth is not vanilla Minetest, you have an outdated Minetest Next.
by Ferk
Thu Oct 29, 2015 12:57
 
Forum: Minetest Problems
Topic: Too Many Shrooms
Replies: 3
Views: 465

Re: Apples not generating right

Ah no, seems like it's a mesh (except if waving leaves are enabled, maybe that's why I didn't see them) Also it has different groups (will not show up in creative inventory) in that case. And I remember it did when I checked it out last time.. why should the graphical settings affect the creative in...
by Ferk
Wed Oct 28, 2015 08:53
 
Forum: Minetest Problems
Topic: Apples not generating right
Replies: 23
Views: 2181

Re: Apples not generating right

If these are really the apple leaves from Minetest next I'm surprised. At least the last time I tired it they didn't look this much as actual apple inside leaves, were they improved? Is an entity spawned inside the node or how?
by Ferk
Tue Oct 27, 2015 23:37
 
Forum: Minetest Problems
Topic: Apples not generating right
Replies: 23
Views: 2181

Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

I was wondering.. isn't the api in simple mobs and/or mobs redo mainly definitions with a set of values? Perhaps it would be possible to write some compatibility layer to make those mobs also work here (a "mobs" mod that offers supports at least some of the parameters from mobs.register_mo...
by Ferk
Tue Oct 27, 2015 11:55
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 174706

Re: [Mod] Real Chess Game [git] [realchess]

That's a cool idea.
I didn't realize formspecs and inventories could be suitable for something like this. Nice!
by Ferk
Tue Oct 27, 2015 11:08
 
Forum: Mod Releases
Topic: [Mod] Real Chess Game [git] [realchess]
Replies: 14
Views: 4352

Re: [Mod] Protector Redo [1.3] [protector]

You only need to check once using the bigger size radius like you already do now, when a protector is found just see if it's a small radius type (could be determined by metadata) and ignore it if it's too far. Doesn't add anything expensive to compute (the find_nodes_in_area and get_metadata has to ...
by Ferk
Tue Oct 27, 2015 10:20
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 39616

Re: [Mod] Protector Redo [1.3] [protector]

Don't you already check for protectors around the area? I just checked the code and it looks like it does . The expensive call is already done. And you are even already iterating over the result. The only thing this would add is maybe having to do 1 or 2 more iterations (I don't expect more than 3 p...
by Ferk
Sun Oct 25, 2015 08:59
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 39616

Re: [Mod] Protector Redo [1.3] [protector]

Maybe there could be some priority value. Something like allow the protector to be placed in an unprotected node even if other protectors conflict in the area, but after doing so make the placed protector have a lower priority than any of the conflicting protectors that were placed before it. In suc...
by Ferk
Sun Oct 25, 2015 01:28
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 39616

Re: Post your modding questions here

Isn't allocating a new vm each cycle too much if you just want to check one or two nodes per step? We actually have already a working pacman that works ok in singleplayer. it's just that the discussion about the on_collision has been dragged for a few days in this thread :P ..it didn't even start wi...
by Ferk
Sat Oct 24, 2015 21:27
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Multiple servers/worlds with different config directorie

Inside the directory of the world you can create a "worldmods" subdirectory and add any mods that you want to only exist in that world.

I haven't tested if it'll work for overriding mods with the same name so that you can have a different version of them, but it's worth a try.
by Ferk
Sat Oct 24, 2015 16:50
 
Forum: Minetest Servers
Topic: Multiple servers/worlds with different config directories
Replies: 2
Views: 710

Re: Post your modding questions here

Yes, we are working together on the pacman mod. I just checked PlizAdam's mod (I guess this one: https://github.com/PilzAdam/item_drop ) He uses a globalstep, along with get_objects_inside_radius. The pellets are nodes not object. If they were objects it might not work that well since there are more...
by Ferk
Sat Oct 24, 2015 16:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: Post your modding questions here

Collision detection is indeed client side, that's exactly how hacked clients can get fly/no-clip on servers. Maybe someday this sort of thing will be possible with client-side modding I see, thanks, I understand now. I thought Minetest already was preventing cheating at that level. Personally, I ca...
by Ferk
Sat Oct 24, 2015 13:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659205

Re: minetest is growing powerfull

That's another reason why minetest_game shouldn't be included by default. It already looks too much like Minecraft and it gives the image of being the only thing that Minetest represents. If you had to download it separately at least you'd know it's not the same thing, and you'd have the chance to s...
by Ferk
Sat Oct 24, 2015 10:54
 
Forum: Minetest Features
Topic: minetest is growing powerfull
Replies: 9
Views: 1537
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