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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Check out the 3d_armor mod by Stu, I added crystal armor and a lava protection system that hurts the player when they aren't wearing full crystal armor... That may help you out here... https://github.com/stujones11/minetest-3d_armor/tree/master/3d_armor Thank you. I know about the 3D armor mod, and...
by MirceaKitsune
Mon Jun 29, 2015 11:09
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Re: [Mod] Creatures [git] [minetest_mods_creatures]

The problem with the damage system of minetest is, that it is partly client side. Since recently, you can disable any damage dealt to a player with minetest.register_on_player_hpchange, but there is no way the server would know, what dealt the damage. With the rest, I can't really help, sorry. Inte...
by MirceaKitsune
Sun Jun 28, 2015 23:07
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Re: [Mod] Structures [git] [minetest_mods_structures]

Thanks for this Mod, installed it yesterday not used it yet, but wil be very useful in future city building projects.. ^_^ No problem, and glad that people are liking this mod! Make sure to update to latest GIT master... I found and fixed some minor bugs and crashes soon after implementing and anno...
by MirceaKitsune
Sun Jun 28, 2015 23:02
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23773

Re: [Mod] Creatures [git] [minetest_mods_creatures]

https://github.com/minetest/minetest/pull/2852 EDIT: Could you please make a list of issues that ought to be fixed for this mod? I really want to see your game and want to help creating it. (And I might use this mod for another subgame). Wow... thanks for fixing that so quickly! To be honest, the l...
by MirceaKitsune
Sun Jun 28, 2015 22:55
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Collision boxes for attached entities

https://github.com/minetest/minetest/issues/2851 I recently noticed that, if an entity is attached to another entity or a player, it no longer has a collision box, even if self.collisionbox is present. Would it be possible to make collision boxes work for attachments please, so that they can be punc...
by MirceaKitsune
Sun Jun 28, 2015 18:04
 
Forum: Minetest Features
Topic: Collision boxes for attached entities
Replies: 1
Views: 522

Re: [Mod] Creatures [git] [minetest_mods_creatures]

https://github.com/minetest/minetest/pull/2827 https://github.com/minetest/minetest/pull/2738 These might be interesting for this mod. Thank you for creating and mentioning these pull requests! They are both problems that affect my mod directly, as I noticed since the first days after I put it toge...
by MirceaKitsune
Sun Jun 28, 2015 17:38
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Re: The pending VBO code

Oh my, look at the clock! It's time to revive the Minetest VBO support thread again! Ok... I'm not trying to be annoying by bumping this thread every few months. It constantly comes back to mind as I notice that Minetest's FPS per draw distance is seriously not as good as it could be. This is such a...
by MirceaKitsune
Sun Jun 28, 2015 14:39
 
Forum: Minetest Features
Topic: The pending VBO code
Replies: 27
Views: 10500

Re: Freely licensed texture packages?

Since over the next months I'm planning to draw closer to building my game, I'm still highly interested in a freely licensed texture pack of good quality! Anything more that people can share for this thread please? I'm now hoping for a set of x32 textures over x16, similar in design to John Smith te...
by MirceaKitsune
Sun Jun 28, 2015 14:28
 
Forum: Minetest Texture Packs
Topic: Freely licensed texture packages?
Replies: 9
Views: 3541

Re: [Game] Voxus (cancelled)

Hah alright, well, I'm currently working on some public domain textures though - those might come in handy for you. http://i.imgur.com/P29fuQb.png Thank you for releasing such great textures as always. Even if you decided to cancel Voxus for Minetest, offering such quality media still helps and wil...
by MirceaKitsune
Sun Jun 28, 2015 14:00
 
Forum: WIP Subgames
Topic: [Game] Voxus (cancelled)
Replies: 219
Views: 76745

Re: [Mod] Creatures [git] [minetest_mods_creatures]

A heads-up: I have re-licensed the code from WTFPL to LGPL. This mod has grown into a pretty large project, and as such I think it needs a clearer and less controverted license. Since LGPL is the license Minetest itself is released under, while I exclusively want all of my code to be free but always...
by MirceaKitsune
Sun Jun 28, 2015 12:02
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Re: [Mod] Structures [git] [minetest_mods_structures]

A heads-up: I have re-licensed the code from WTFPL to LGPL. This mod has grown into a pretty large project, and as such I think it needs a clearer and less controverted license. Since LGPL is the license Minetest itself is released under, while I exclusively want all of my code to be free but always...
by MirceaKitsune
Sun Jun 28, 2015 12:01
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23773

Re: About when will we get proper mobs in minetest?

I seriously believe my Creatures mod is something I can offer to this thread: https://forum.minetest.net/viewtopic.php?f=9&t=9240 It is based on PilzAdam's SimpleMobs, although at this stage it's been so heavily rewritten it's mostly the code layout that remains recognizable. Make no mistake how...
by MirceaKitsune
Sun Jun 28, 2015 11:03
 
Forum: Minetest Features
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 21057

Re: [Mod] Structures [git] [minetest_mods_structures]

I have a great update to share today, related to the mod's road planning system; Although most users probably never noticed this problem, Structures had a major limitation ever since roads were implemented years ago: Roads would always branch from a single point, which was placed at a random positio...
by MirceaKitsune
Sat Jun 27, 2015 22:55
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23773

Re: [Mod] Creatures [git] [minetest_mods_creatures]

For today's update, I have some slightly bad news and some very good news. The bad news is that I won't be able to add item pickpocketing like I announced. It turns out that for some reason, attached entities cannot have a bounding box, meaning you can't select worn items by looking at them. Conside...
by MirceaKitsune
Fri Jun 26, 2015 01:55
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

[Solved] Writing a Field Of View scanner

I'm sorry for the double post. But for those interested, here is the final version of the function which I'll be including in my mod, simplified to only 5 lines of code but with the same result: -- returns the angle difference between pos1 and pos2, as seen from pos1 at the specified yaw and pitch f...
by MirceaKitsune
Thu Jun 25, 2015 14:38
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: [Help] Writing a Field Of View scanner

Thank you everyone, especially TeTpaAka and Nore. All problems were at last solved, and the code now reports the angle difference between entities like it should! You get 0* when standing right in front of the mob, 90* when standing parallel to either side, 180* when standing behind... whereas flyin...
by MirceaKitsune
Thu Jun 25, 2015 14:12
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: [Help] Writing a Field Of View scanner

For player:get_look_yaw, it works with my formula. Could it be, that for entities, the yaw has another reference point? Anyway, could you try flipping x and z (again, sorry). It seems to be : 90 180 ------- 0 90 When it should be: 0 90 ------- 90 180 I'm testing the code from the mob's point of vie...
by MirceaKitsune
Thu Jun 25, 2015 13:16
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: [Help] Writing a Field Of View scanner

My code is correct. But you have to invert the order in vector.subtract. To get the direction from one point to the other, you need to subtract the origin from the target, so vector.subtract(pos2, pos1) should return the right vector. The 90- has to be removed and the formula in yaw2vec reverted to...
by MirceaKitsune
Thu Jun 25, 2015 12:57
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: Customizable wielditem animations for items with on_use

Yes, we want to compete to minecraft but not only this issue, we cant even bind/use most of keyboard buttons :/ These reasons made Voxus like games cancelled which could be minetests future. Agreed. With the disclaimer that "compete to Minecraft" does not mean "copy Minecraft", ...
by MirceaKitsune
Thu Jun 25, 2015 12:31
 
Forum: Minetest Features
Topic: Customizable wielditem animations for items with on_use func
Replies: 4
Views: 888

Re: Customizable wielditem animations for items with on_use

Its should have been already included after 5 year development, its a big gap in this game. I agree. It's clearly a large limitation, which doesn't allow making items do a lot of things (because it looks bad). I hope attention can be brought to this issue... I don't think a simple way to override t...
by MirceaKitsune
Wed Jun 24, 2015 23:38
 
Forum: Minetest Features
Topic: Customizable wielditem animations for items with on_use func
Replies: 4
Views: 888

Re: [Help] Writing a Field Of View scanner

So this code is reaching the point where getting it to work requires rocket science. I brought the matter up on IRC, and thankfully many coders were willing to help... sadly none ultimately succeeded, although it is much closer now. Nore adapted the code posted by TeTpaAka, while TheWild rewrote par...
by MirceaKitsune
Wed Jun 24, 2015 23:16
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: [Help] Writing a Field Of View scanner

Alright, I'm trying to implement this now (TeTpaAka's version). I don't seem to get how the functions and vectors work exactly however. Basically, this is the test function I put together so far, which currently just prints the values: local function in_fov (pos1, pos2, yaw, pitch, fov) local functi...
by MirceaKitsune
Wed Jun 24, 2015 14:18
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: [Help] Writing a Field Of View scanner

I did FOV in my version of simple mobs for Adventuretest. https://github.com/Bremaweb/adventuretest/blob/master/mods/mobs/api.lua#L148 This is where I found the formulas, very helpful reference. http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/ Aha... very useful! Is it oka...
by MirceaKitsune
Tue Jun 23, 2015 23:46
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2545

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Today has been yet another day full of crazy new features. This is what has been added since last night: - Items can have two special functions in their definitions: on_mob_wield, which executes per mob think while the item is wielded by the mob, and on_mob_punch, which executes if the mob punches s...
by MirceaKitsune
Tue Jun 23, 2015 22:44
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Re: Post your screenshots!

Wielded items were also implemented for mobs today. Here are the results:

Image
Image
Image
Image
by MirceaKitsune
Mon Jun 22, 2015 21:56
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1451442

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Today has been a crazy day for this mod and the new items module. Here is the full list of new features that got added: - The old drop system was removed and mobs were finally given actual inventories. Since Lua entities can't have real inventories, they are stored in a table but still as item stack...
by MirceaKitsune
Mon Jun 22, 2015 21:55
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 46941

Re: [Game] Voxus (cancelled)

Yep... my point as well: If Unity is proprietary, anything based on it should be considered such. That would be like if Irrlicht was commercial, or free but closed-source... Minetest wouldn't be truly open-source even if its code was the same as now.
by MirceaKitsune
Mon Jun 22, 2015 17:36
 
Forum: WIP Subgames
Topic: [Game] Voxus (cancelled)
Replies: 219
Views: 76745

Re: [Game] Voxus (cancelled)

I find this partly funny and partly sad. Of course, you have to use whichever engine you consider is best. But I honestly don't think Minetest is so bad that developers have to switch away from it, especially at such a late stage. More so to one based on Unity, which is not (fully) open-source from ...
by MirceaKitsune
Mon Jun 22, 2015 16:48
 
Forum: WIP Subgames
Topic: [Game] Voxus (cancelled)
Replies: 219
Views: 76745

Attachments experience movement delays, triggered randomly

https://github.com/minetest/minetest/issues/2813 I found a weird and annoying issue with attachments. As much as I implemented the initial attachment code, I cannot figure out what is causing this and why. It might be an Irrlicht bug, although I'm inclined to suspect something Minetest side as well....
by MirceaKitsune
Mon Jun 22, 2015 01:26
 
Forum: Minetest Problems
Topic: Attachments experience movement delays, triggered randomly
Replies: 2
Views: 649
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