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Re: Post your modding questions here

Hybrid Dog wrote:you could try table.insert(minetest.registered_on_generateds, 1, function(minp,maxp,seed)
[…]
end)

Oohhh, that's clever. Thanks for the idea.
by ArguablySane
Wed Aug 26, 2015 17:21
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: Wishes for Minetest 0.4.11 (or 0.5)

We support devices older than 5 years old. The argument was that gameplay and advantage giving features shouldn't rely on shaders. Implementing self-illuminating textures shouldn't require anything more complex than what Minetest already does with lighting. It already sets custom texture brightness...
by ArguablySane
Wed Aug 26, 2015 17:13
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 47460

Re: Wishes for Minetest 0.4.11 (or 0.5)

If you make the led's a separate node and place it after the machine is placed then it could be lite. The problem is that if the light level of a node is low, then even a white (255,255,255) texture gets rendered as dark grey. If the light level is high, then it throws light everywhere as if it wer...
by ArguablySane
Wed Aug 26, 2015 00:39
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 47460

Re: Wishes for Minetest 0.4.11 (or 0.5)

ArguablySane have you looked at walking light? It does what you want. https://forum.minetest.net/viewtopic.php?pid=36928 Thanks. That would work as a temporary solution. It's not exactly what I wanted though. I'd prefer it if there was a way to make an object self-illuminating without having it cas...
by ArguablySane
Wed Aug 26, 2015 00:14
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 47460

Re: Wishes for Minetest 0.4.11 (or 0.5)

It would be really nice if there was a way to specify that an item is self-illuminating when held in your hand (ie. it gets rendered as if you were standing in full sunlight). I've been playing around with adding a type of glowing gemstones to the game, but it just looks ridiculous when you're holdi...
by ArguablySane
Tue Aug 25, 2015 23:16
 
Forum: Minetest Features
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 326
Views: 47460

Re: What's Minetest still missing over Minecraft?

+1 @Arguably Sane. That has always been my favorite method. I just hope i doesn't look as bad as the bones from the bones mod. We should have a Dead Sam model instead of a node. Just make him laying down, perfectly still, and with a bones skin. Or maybe like a skin overlay... I hadn't even thought ...
by ArguablySane
Tue Aug 25, 2015 22:56
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134596

Re: Post your Buildings(screenshots)

Is that really the purpose of mods to create huge complete buildings? Not all mods, obviously, but there's definitely a largely unexplored niche for mods which generate buildings and roads rather than hills and oceans. Imagine a zombie-survival type subgame which starts you in the middle of an aban...
by ArguablySane
Tue Aug 25, 2015 19:51
 
Forum: Minetest General
Topic: Post your Buildings(screenshots)
Replies: 119
Views: 77351

Re: Minetest on Steam?

Steam is proprietary crap with built-in DRM and spyware. Valve promote exactly the opposite values to those of the open source movement and Free Software Foundation and make the world a worse place by existing. If anyone had any lingering doubts, the fiasco with trying to commercialise Skyrim mods (...
by ArguablySane
Tue Aug 25, 2015 19:43
 
Forum: Minetest General
Topic: Minetest on Steam?
Replies: 19
Views: 1775

Re: What's Minetest still missing over Minecraft?

Not every monster should drop meat. A monster should drop food, but not always meat. And sometimes it doesn't drop anything. I'd actually like to see a corpse/butchery system instead of the Minecraft approach of just having the mob leave loot on the ground. When a mob dies it should fall over and r...
by ArguablySane
Tue Aug 25, 2015 19:02
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134596

Re: Post your modding questions here

Don, am I right in thinking that you want to assign the value of chis1/hori1/etc (in this case "stuff"), to node_box? You're going to have to iterate over a table of references to each type, but it would be helpful to know exactly what you're going to be using this code for. If I know the ...
by ArguablySane
Tue Aug 25, 2015 12:36
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: Numbers within Tables not being interpreted properly

I just tested this on Minetest 0.4.13-dev using the following code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   local nums = {{1,2,3},{4,5,6},{7,8,9}}
   for _, row in ipairs(nums) do
      minetest.chat_send_all(row[1]+row[2]+row[3])
   end

It seems to work exactly as expected.
by ArguablySane
Tue Aug 25, 2015 08:51
 
Forum: Minetest Problems
Topic: Numbers within Tables not being interpreted properly
Replies: 6
Views: 811

Re: Post your modding questions here

Joz wrote:With what NodeID are nodes initialised in singlenode?

By default, it's air (minetest.get_content_id("air")). I believe there's a way to customise it from within a mapgen mod though.
by ArguablySane
Mon Aug 24, 2015 14:15
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: Post your screenshots!

http://i.imgur.com/Qotg9fH.png Just a quick preview of an improved cave generator. It doesn't use Perlin noise, Perlin worms, or anything else named after Perlin. Eventually the caves are going to look less like balls and sticks and more like actual caves. EDIT: If you're wondering why it's an impr...
by ArguablySane
Sun Aug 23, 2015 16:53
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1360012

Re: [just grumble]Too Many Protection?

When you're building something, you'll frequently place a node somewhere where you'll later on decide was the wrong place. That's why I suggested adding nodes which can be dismantled easily from one side using the right tool, but are very difficult to break from the other side. You'd just have to b...
by ArguablySane
Sat Aug 22, 2015 20:45
 
Forum: Minetest General
Topic: [just grumble]Too Many Protection?
Replies: 11
Views: 1380

Re: What's Minetest still missing over Minecraft?

[*] Doing away with biomes in favor of something more generic. The biome concept places artificial restrictions on what can happen at one location in the world, by assuming a fixed, unchangeable set of environmental parameters. This is what bugs me to since the beginnings of the biome system. It on...
by ArguablySane
Sat Aug 22, 2015 20:20
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134596

Re: minetest.find_path() algorithms

Hi there, the minetest.find_path() function has an parameter to set the searching algorithm ( "A*_noprefetch", "A*", "Dijkstra" ), I am wondeing what the differences are. Is there a documentation on them somewhere? Wikipedia has articles on both Dijkstra's Algorithm an...
by ArguablySane
Sat Aug 22, 2015 14:16
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: What's Minetest still missing over Minecraft?

Yes, but to make caving an exciting element in Minetest something has to lurk in the dark. Part of the excitement of going underground to gather resources is in the inherent danger it presents. I agree that zombies are overdone but maybe ghosts or just more environmental hazards? I agree, but I thi...
by ArguablySane
Sat Aug 22, 2015 14:06
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134596

Re: placing a node randomly

I always get a load of "ignore"s returned to me. I think I must be missing a step or not doing something right. You're probably missing the minetest.forceload_block(pos) part. If you try to get map data from a section of the map which isn't loaded then you'll just get a load of "igno...
by ArguablySane
Fri Aug 21, 2015 16:53
 
Forum: Modding Discussion
Topic: placing a node randomly
Replies: 21
Views: 1649

Re: Post your modding questions here

rubenwardy wrote:wrong name, it's minetest.hash_node_position({x=,y=,z=})

http://rubenwardy.com/minetest_modding_ ... .html#misc


That's perfect, thanks. I'll remember to use that site (or lua_api.txt) in future instead of relying on the wiki.
by ArguablySane
Fri Aug 21, 2015 16:50
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: Post your modding questions here

rubenwardy wrote:Isn't Minetest. Serialise position for this purpose?

Is it? Can PseudoRandom(seed) accept a string as its seed, and will it use the entire string rather than just truncating it? If so, that would simplify things massively.
by ArguablySane
Fri Aug 21, 2015 08:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: placing a node randomly

Here's a function for spawning the player in a random position: https://github.com/CasimirKaPazi/spawnarea/blob/master/init.lua What you're trying to do is very similar, so take a look at that code. Basically, calculate random x, y, and z coordinates within some volume, use minetest.forceload_block(...
by ArguablySane
Fri Aug 21, 2015 08:21
 
Forum: Modding Discussion
Topic: placing a node randomly
Replies: 21
Views: 1649

Re: placing a node randomly

When do you need to place the node? While generating the map, or later?

Do you only want to place a single node once, or do you want many of these nodes randomly distributed throughout the world?
by ArguablySane
Fri Aug 21, 2015 02:37
 
Forum: Modding Discussion
Topic: placing a node randomly
Replies: 21
Views: 1649

Re: Post your modding questions here

Does anyone know of a fast way to hash 2 or more numbers together in Lua such that the result is deterministic, depends on the order of the parameters, and has a reasonably low probability of collisions? Almost any standard hash function would be fine, but Lua 5.1 doesn't even support bitwise operat...
by ArguablySane
Fri Aug 21, 2015 01:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760

Re: Above-ground dungeons?

paramat wrote:That would be insanely slow.


Why? Lua mapgens aren't that slow. How complex is the dungeon generation code?
by ArguablySane
Thu Aug 20, 2015 23:54
 
Forum: Minetest Features
Topic: Above-ground dungeons?
Replies: 29
Views: 3434

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

I'm going to reply here because I don't have a github account yet. I like ruben's idea of movement patterns for swimmers, walkers, flyers, etc. Those should be implemented with fast c++ functions which take the mob towards its current target location. Those functions should also run on both the serv...
by ArguablySane
Thu Aug 20, 2015 21:29
 
Forum: Minetest Features
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 20597

Re: Redesigning the player's animations.

You've done good work, Jordach. Minetest certainly needs more polished features like player animation. I would say that I think the "resting" animations should be slowed down by at least a factor of two and the amount of movement should be reduced even further. Also, nobody swings their he...
by ArguablySane
Thu Aug 20, 2015 20:59
 
Forum: Minetest Features
Topic: Redesigning the player's animations.
Replies: 55
Views: 8851

Re: [just grumble]Too Many Protection?

I think the griefing problem (both intentional and unintentional) is caused by the simple fact that it's easier to destroy something than to create it. Almost any conceivable structure in "vanilla" minetest can be destroyed with a pick and a bucket of lava, and it takes a fraction of the t...
by ArguablySane
Thu Aug 20, 2015 20:42
 
Forum: Minetest General
Topic: [just grumble]Too Many Protection?
Replies: 11
Views: 1380

Re: We want a Minetest or a minecraft 2?

Personally I think it's a silly question. We shouldn't care how similar or different Minetest ends up being to Minecraft. There are some things Minecraft did well and some things it did badly. There are some excellent Minecraft mods and some awful ones. We should feel free to borrow features which w...
by ArguablySane
Tue Aug 18, 2015 18:11
 
Forum: Minetest General
Topic: We want a Minetest or a minecraft 2?
Replies: 20
Views: 4027

Re: Ores with high clust_scarcity

NumberOfClusters := Round( (ChunkVolume/ClustScarcity) + (Random(-100,100)/100) ); That might work, but it wouldn't be ideal. As scarcity increases the number of clusters should tend towards zero, but using your code it would tend towards a random number between -1 and 1. Negative numbers of cluste...
by ArguablySane
Mon Jun 29, 2015 17:40
 
Forum: Minetest Engine
Topic: Ores with high clust_scarcity
Replies: 3
Views: 1100

Re: Post your modding questions here

Regarding ABMs, is there any way to detect if a node is near the edge of the active region of the map? I'm trying to create more dynamic trees, but when the trunk lies just outside the active region the active leaves stop receiving their keep-alive messages and die. I could put the code to check if ...
by ArguablySane
Mon Jan 19, 2015 00:12
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624760
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