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Re: on_construct is not called when using VoxelManip

Yeah, I suspected that might be the case. Thanks for letting me know anyway.
by ArguablySane
Sun Jan 18, 2015 19:34
 
Forum: Minetest Problems
Topic: on_construct is not called when using VoxelManip
Replies: 2
Views: 514

on_construct is not called when using VoxelManip

I'm trying to set metadata for some nodes when they are generated. The dev wiki suggests using the on_construct callback, but unfortunately that doesn't seem to work if I generate them using a VoxelManip during mapgen. For now I'm having to set the metadata manually in the mapgen code. Is this by de...
by ArguablySane
Sun Jan 18, 2015 11:27
 
Forum: Minetest Problems
Topic: on_construct is not called when using VoxelManip
Replies: 2
Views: 514

Re: Death of flowers and grass

one could simply spawn a sapling using minetest.place_node() and wait for it to naturally become a tree :) That would be my preferred solution. The reproduction and death code could be built into the nodes that make up the trunk. For a tree with a single node wide trunk then a node can know it's th...
by ArguablySane
Thu Jan 15, 2015 00:40
 
Forum: Minetest Features
Topic: Death of flowers and grass
Replies: 5
Views: 1284

Re: Post your modding questions here

Is it safe to use the lua functions math.randomseed(seed) and math.random() to generate random numbers for each chunk during mapgen? I don't want it to behave differently on different computers. Also, does anyone know of an elegant way to divide the world into Voroni cells (or similar) during mapgen...
by ArguablySane
Mon Jan 12, 2015 22:04
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626511

Re: Gaining our own identity, as a gaming experience.

I too would like to see minetest move away from being a "copy" of minecraft. There are a few mechanics which I was never entirely happy with in minecraft, but have been brought over to minetest for some reason. The most significant one is probably crafting. That 3x3 crafting grid works fin...
by ArguablySane
Sun Jan 11, 2015 18:39
 
Forum: Minetest General
Topic: Gaining our own identity, as a gaming experience.
Replies: 66
Views: 12402

Re: About confusing and potentionally insecure password hand

Is my claim that a malicious server operator can use the stored passwords on his/her server to try to login on other servers, assuming some people use the same username/password combination on different servers, true? Is it also possible without even changing the source code? Yes, it's correct. You...
by ArguablySane
Sat Jan 10, 2015 13:15
 
Forum: Minetest Features
Topic: About confusing and potentionally insecure password handling
Replies: 32
Views: 4524

Re: What's Minetest still missing over Minecraft?

rubenwardy wrote:This is all planned for 0.5, by some core dev or another.

Ah, wonderful, thanks. I eagerly await whatever they come up with.
by ArguablySane
Wed Jan 07, 2015 19:47
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134874

Re: What's Minetest still missing over Minecraft?

There are two closely related features which I think would be very useful for mods and general playability. The first is a better API for creating user interfaces and forms in the game. Currently the only possible interaction is moving items around, typing in text boxes, and pressing buttons, and ev...
by ArguablySane
Wed Jan 07, 2015 19:23
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134874

Re: [Mod]worldedge

<snip> I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Bl...
by ArguablySane
Wed Dec 17, 2014 13:55
 
Forum: Mod Releases
Topic: [Mod] worldedge [worldedge]
Replies: 42
Views: 6138

Re: [Mod]worldedge

<snip> I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Bl...
by ArguablySane
Wed Dec 17, 2014 01:28
 
Forum: Mod Releases
Topic: [Mod] worldedge [worldedge]
Replies: 42
Views: 6138

Re: understanding get_look_dir()

Can I somehow get the exact pointed position instead of the position of the node, which is pointed? I think the paintings mod does this, but when l read its code a few months ago, l didn't know scalar products (or dot products?) yet, which might be necessary for this. I don't think there's any buil...
by ArguablySane
Tue Dec 16, 2014 23:02
 
Forum: Modding Discussion
Topic: understanding get_look_dir()
Replies: 8
Views: 1261

Re: understanding spawn

Is there a standard way to make the player spawn at ground level when the entire mapgen is being done by a mod? Moving the player after they spawn seems like it would work, but it isn't the most elegant solution.
by ArguablySane
Tue Dec 16, 2014 08:53
 
Forum: Modding Discussion
Topic: understanding spawn
Replies: 4
Views: 786

Re: Integrating a tutorial into Minetest

When making mods I think it's better to include in-game documentation rather than a tutorial. Let the player spawn with a book which explains how to use your mod, or give them a simple menu option which shows the documentation. This is much easier than spending precious development time creating a f...
by ArguablySane
Sun Dec 14, 2014 20:21
 
Forum: Minetest Features
Topic: Integrating a tutorial into Minetest
Replies: 28
Views: 4197

Re: Mod threads

I’m happy that the Minetest code is written in a compiled language for all the critical tasks. I wish mods would use Python instead of Lua but that’s not that much of a problem since Lua is pretty easy to understand. Honestly I'd rather write mods in Java, not because I prefer the language but beca...
by ArguablySane
Sun Dec 14, 2014 16:30
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1346

Re: understanding get_look_dir()

I don't know if there's a way to get the player's field of view, but you can certainly make the entity detect when the player is looking near it. Calculate the vector between the player and the object. Find the angle between that vector and the view direction vector for the player. If the angle is l...
by ArguablySane
Sat Dec 13, 2014 15:54
 
Forum: Modding Discussion
Topic: understanding get_look_dir()
Replies: 8
Views: 1261

Re: Add ores to a global table like nodes

Since I'm currently in the process of writing a mapgen, this is definitely something I support. That said, I'd suggest a different way of describing where the ores should be placed. Mods which add ores generally should be mapgen-agnostic. This means that they should work just as well in a world made...
by ArguablySane
Fri Dec 12, 2014 19:41
 
Forum: Minetest Features
Topic: Add ores to a global table like nodes [Added]
Replies: 18
Views: 2422

Re: Infinite world size

While it might be possible to regenerate unchanged parts of the map from some seed, so that a map of thousands of kilometres might be thinkable the idea to store some model of reallity the size of say the US in a 3D map with a resolution of one voxel to a meter is most probably beyond the capabilit...
by ArguablySane
Fri Dec 12, 2014 01:39
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 30116

Re: Infinite world size

Thanks for the info paramat. As long as the devs aren't opposed to the idea, I'm happy. I agree that there are much more important things for them to work on, and as you say I can code it myself if I ever get desperate for more space.
by ArguablySane
Thu Dec 11, 2014 23:20
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 30116

Re: Minetest Is Working The CPU Too Hard These Days

I've also recently been experiencing severe lag in minetest. OS: Ubuntu Linux 14.04 CPU: Intel® Core™ i5-2500K CPU @ 3.30GHz × 4 RAM: 8 GB GPU: GeForce GTX 560 Ti/PCIe/SSE2 using NVidia binary driver version 331.113 (recommended) Minetest: 0.4.10-dev Prior to updating to the latest version I was con...
by ArguablySane
Thu Dec 11, 2014 22:10
 
Forum: Minetest Problems
Topic: Minetest Is Working The CPU Too Hard These Days
Replies: 44
Views: 5685

Re: Infinite world size

People could scale their world according to their computer. Now that sounds fine. I like the idea of a config option which lets you keep the current settings. That said, the world size has almost zero effect on performance. The CPU and memory load is directly proportional to the number of players a...
by ArguablySane
Thu Dec 11, 2014 20:20
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 30116

Re: Infinite world size

@ArguablySane: +1 I do agree on this. And the fact is, there already is a tunnel boring machine that digs down in the factories mod by LemonLake. Also, as for the way to solve it reasonably, there are very few ways. But, there is one way: Making it so that whenever you walk past 32000, the map gene...
by ArguablySane
Thu Dec 11, 2014 18:11
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 30116

Re: Infinite world size

If the complaint is "I've tried doing something that wouldn't fit", then that is very valuable information for the developers. If the complaint is, "It just bugs me knowing that there is an edge, even though I've never gotten anywhere near it" then, while this is STILL a valid p...
by ArguablySane
Thu Dec 11, 2014 14:22
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 30116

Re: Can we change the quote on the Minetest.net homepage

"Bad words" are only as bad as the intent behind them, and bad intent can be expressed using plenty of words which aren't "bad". I acknowledge that some people don't want to hear those particular collections of syllables so I avoid using them around those people, but I do think l...
by ArguablySane
Wed Oct 15, 2014 18:59
 
Forum: Minetest General
Topic: Can we change the quote on the Minetest.net homepage
Replies: 49
Views: 5018

Re: Post your screenshots!

I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures. Flexrealm in ...
by ArguablySane
Tue Oct 14, 2014 12:48
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374938

Re: Post your screenshots!

I'm glad people like the screenshots. If you use perlin noise there, you can minimalize that to two 3d-noise. All my caves are actually generated by the intersection of two thresholded 3D noise functions. I took a bit of inspiration from paramat's code for that, so if he's reading this, thanks. I ha...
by ArguablySane
Mon Oct 13, 2014 22:43
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374938

Re: Post your screenshots!

I've been playing around with cave generation algorithms to get a feel for modding Minetest. The following screenshots show caves which smoothly vary in size and density in all 3 dimensions. A typical unassuming cave entrance on the surface. This particular one goes a lot deeper than it looks. http:...
by ArguablySane
Sun Oct 12, 2014 22:04
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374938
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