What's Minetest still missing over Minecraft?

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SegFault22
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Re: What's Minetest still missing over Minecraft?

by SegFault22 » Thu Sep 03, 2015 03:37

Maybe the engine should be outfitted with an API for APIs, so that it is easier to change APIs (for less unnecessary limitations and the like) or make your own where they are needed. Modifications could even add APIs working with the engine via "coremods" written in a (horrifying?) hybridization of C++ scripts (and lower-level Lua-scripts systems for simpler parts). Then we would never have to worry about any API causing limitations, because the coremod from which they originate could be changed or replaced without modifying the "basic parts" of minetest.
For example, node change API and physical dynamics (such as the part that facilitates changing one node to another, and the part that dictates what physical properties like velocity, mass etc. are given to entities) would stay in the engine, coremods add the systems that do stuff with changes to nodes and things happening with physical dynamics (such as explosives exploding and destroying nodes, or entities colliding), and Lua "game-mods" add the stuff that does stuff "in the game" with the APIs added by the engine and coremods (such as adding the explosive node that triggers an explosion event, adding entity registry instances and making the entity do stuff when it exists, etc.).
However, that may be very difficult, considering the current form of the Minetest engine and all of its very complex parts.

+ offtopic (click to reveal)
 

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Re: What's Minetest still missing over Minecraft?

by programmingchicken » Thu Sep 03, 2015 05:30

omg, segfault, you've done it AGAIN!

Wow, how long do you think it would take to make an api for apis in the engine?
There will always be something the people want that the apis don't have.
I'm bold. I'm sarcastic. I'm PChicken.
 

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Re: What's Minetest still missing over Minecraft?

by TheMiner » Thu Sep 03, 2015 06:07

Hi there
Minetest rocks. Think we all must stop digging more new stuff and just focus on fine-tune and debug this GREAT GAME. I am 99% happy with it like it is ;).

Maybe build-in Language translation on long run will help all Earth Aliens ;)

Cheerz
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Re: What's Minetest still missing over Minecraft?

by Linuxdirk » Thu Sep 03, 2015 17:19

An API for an API? You DO know what caused X11 or ALSA to be so bloated? :)
 

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Re: What's Minetest still missing over Minecraft?

by ArguablySane » Thu Sep 03, 2015 18:02

TheMiner wrote:Hi there
Minetest rocks. Think we all must stop digging more new stuff and just focus on fine-tune and debug this GREAT GAME. I am 99% happy with it like it is ;).

I assume you've never played modded minecraft, right?
Look up some Let's Play videos for the FTB modpacks (I reccommend Direwolf20's videos). I think you'd revise you assessment if you saw what is possible when every aspect of the game can be modded rather than just the few bits the devs provide APIs for.

I mean, mobs can lag even in singleplayer, user interfaces are extremely limited, multi-part nodes require as many node definitions as there are possible combinations, the list goes on...
Minetest works fine if your goal is to recreate early beta versions of Minecraft, but if we want Minetest to really compete then it needs more features. It seems ridiculous that a FOSS game which is deisgned to be a great modding platform is actually less moddable than a closed-source proprietary game with obfuscated code owned my Microsoft.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
 

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Re: What's Minetest still missing over Minecraft?

by rubenwardy » Thu Sep 03, 2015 18:14

Just to clear up, there are two types of mods, patches and plugins. What we call MT mods are plugins. What we call MC mods are patches. MT can also do patch mods, however compilation is harder as it's C++.
 

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Re: What's Minetest still missing over Minecraft?

by ArguablySane » Thu Sep 03, 2015 18:40

rubenwardy wrote:Just to clear up, there are two types of mods, patches and plugins. What we call MT mods are plugins. What we call MC mods are patches. MT can also do patch mods, however compilation is harder as it's C++.

The Forge mod for Minecraft allows jar files to be treated as plugins rather than patches. You just drop them in the mods folder and they work. I've done it and it's just as simple as installing mods in Minetest. It certainly doesn't require re-compiling the engine or doing any voodoo with git to get multiple mods into the same code base. In that way they are very comparable.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
 

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Re: What's Minetest still missing over Minecraft?

by Don » Thu Sep 03, 2015 18:59

Isn't forge a patch? From my understanding you can't have plug-in mods without using a patch like forge.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: What's Minetest still missing over Minecraft?

by rubenwardy » Thu Sep 03, 2015 19:00

ArguablySane wrote:
rubenwardy wrote:Just to clear up, there are two types of mods, patches and plugins. What we call MT mods are plugins. What we call MC mods are patches. MT can also do patch mods, however compilation is harder as it's C++.

The Forge mod for Minecraft allows jar files to be treated as plugins rather than patches. You just drop them in the mods folder and they work. I've done it and it's just as simple as installing mods in Minetest. It certainly doesn't require re-compiling the engine or doing any voodoo with git to get multiple mods into the same code base. In that way they are very comparable.


How flexible is it?
 

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Re: What's Minetest still missing over Minecraft?

by ArguablySane » Thu Sep 03, 2015 19:11

Don wrote:Isn't forge a patch? From my understanding you can't have plug-in mods without using a patch like forge.

Yeah, Forge is a huge patch which adds a whole API and mod-loading system on top of the core Minecraft engine.

rubenwardy wrote:How flexible is it?

I've never tried to make a mod with it so I can't speak from experience, but almost every serious Minecraft mod uses it now. If there are things you can't do in it (aside from make an open-source game), I'm not aware of them. I've seen mods which do everything from creating portals which accurately render distant parts of the map to allowing multiple fluid-carrying pipes to occupy the same block or simulating an entire space launch to other planets in the solar system.

That's what we should be aiming for with Minetest.
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Re: What's Minetest still missing over Minecraft?

by PoignardAzur » Thu Sep 03, 2015 19:20

ArguablySane wrote:I've never tried to make a mod with it so I can't speak from experience, but almost every serious Minecraft mod uses it now. If there are things you can't do in it (aside from make an open-source game), I'm not aware of them. I've seen mods which do everything from creating portals which accurately render distant parts of the map to allowing multiple fluid-carrying pipes to occupy the same block or simulating an entire space launch to other planets in the solar system.

That's what we should be aiming for with Minetest.

Oh my god, you sound like a Soviet who just took a trip to the USA and tells his friends about furniture catalogs :D
(this is not the first USSR/Minetest community comparison I drew in my head)
 

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Re: What's Minetest still missing over Minecraft?

by 4aiman » Fri Sep 04, 2015 11:17

I'll wrap the entire post into a spoiler.
There's a lot of examples from Magichet below as well as offtopic answers.
I've warned you ;)
+ Spoiler
 

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Re: What's Minetest still missing over Minecraft?

by Furikawari » Fri Sep 04, 2015 13:46

Hello all,

Just a quick thought: having to install mods to have something that starts to be interesting is not a user-friendly approach. It bothers me as a developper (to have to install mods), so I can't imagine how many people stopped after trying a few minutes... For example, no mob is just not acceptable imo.
 

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Re: What's Minetest still missing over Minecraft?

by Don » Fri Sep 04, 2015 14:42

Maybe a set of mods could be added to the game but could be disabled if player doesn't want them.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: What's Minetest still missing over Minecraft?

by PoignardAzur » Fri Sep 04, 2015 14:56

4aiman wrote:@ benrob0329,
@PolgnardAzur,

Oh, please, ignore RubenWardy's tries to oppress me. He just loves me and my natural charisma :)
Just look at his messages: 4aiman this, 4aiman that...
Oh, those fans of mine are restless...

You're being just as rude as he was : when you want someone to know you don't like what they're doing, you tell them (by PM if it's harsh of irrelevant to the topic), you don't go passive-aggressive while badmouthing them in third person even though they're virtually in the same room as you.

4aiman wrote:@Ferk
About the camera...
Camera can be moved around the player within the radius 10 nodes or so.
The issue is for additional control. But for an RTS one won't need any additional control: remove in-build HUDs, grant fly+fast and... voila! [...] If there was a way to know what node was under the crosshair when the mouse button is being released, then cursor wouldn't be that necessary.

Not really. In RTS/MOBA games, the player is not a flying ghost who wanders around and looks at each unit to give them orders. The player is more like a god who has a view from above of the battlefield but looks in a locked direction and only moves horizontally. This is not something you can implement in minetest.

Furikawari wrote:having to install mods to have something that starts to be interesting is not a user-friendly approach. It bothers me as a developper (to have to install mods), so I can't imagine how many people stopped after trying a few minutes...

Amen.
 

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Re: What's Minetest still missing over Minecraft?

by SegFault22 » Sat Sep 05, 2015 01:01

It may be possible to implement some alternative form of display/controls that allows a player to look in a locked direction over the battlefield and move the camera horizontally - while still having a player-character-entity to use in the world. The mode could be accessed from a special terminal, such as one where the player plays chess (against other players or computer AI) on a virtual board; or one where fighter-bombers (in standby-mode, either in the air or in hangars) are given commands to engage targets in the minetest world (moving entities or static positions), shoot them with onboard automatic projectile weapon(s) or launch missiles/drop bombs; or one where ICBM silos are given commands to power-up/"key on", lock onto target in the minetest world, and launch on course for the target/destination.
Considering how it is possible with other games built with C++, it should not be impossible to add the alternative camera/view feature to Minetest, especially if it is not replacing the standard camera/view, but instead accessible from special ingame triggers, such as the aforementioned terminals.
 

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Re: What's Minetest still missing over Minecraft?

by Linuxdirk » Sat Sep 05, 2015 16:05

ArguablySane wrote:It seems ridiculous that a FOSS game which is deisgned to be a great modding platform is actually less moddable than a closed-source proprietary game with obfuscated code owned my Microsoft.

I just wanted to quote this because it is 100 percent true …

MT is awesome and the API is awesome, but limiting the API to nodes, entities and containers and limiting nodes, entities and containers to only some features unnecessarily dumbs down the API :(

Every single aspect of the game should be changeable via the API and changes should not be bound to something.
 

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Re: What's Minetest still missing over Minecraft?

by Don » Sat Sep 05, 2015 16:16

Remember that Minecraft is not really modable. It requires a 3rd party patch to use mods.
I do wish that more could be done with minetest. One thing I would love to see is over sized mobs. I would like to see a huge dragon flying around.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: What's Minetest still missing over Minecraft?

by Linuxdirk » Sat Sep 05, 2015 16:22

Don wrote:Remember that Minecraft is not really modable. It requires a 3rd party patch to use mods.

That is correct. But Mojang did A LOT of work creating an API that is in the game and being developed since 1.8. So technically the game IS fully moddable. There is just no native interface available to add mods.

The other way round in Minetest: There is an API, but most parts aren’t moddable.
 

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Re: What's Minetest still missing over Minecraft?

by 4aiman » Sun Sep 06, 2015 08:28

PoignardAzur wrote:You're being just as rude as he was

I've answered your PM on that matter.
I didn't start the fire.

PoignardAzur wrote:Not really. In RTS/MOBA games, the player is not a flying ghost who wanders around and looks at each unit to give them orders. The player is more like a god who has a view from above of the battlefield but looks in a locked direction and only moves horizontally. This is not something you can implement in minetest.

Once again, you don't know it *can* be implemented.
Look through the lua_api.txt.
1. Set a 1x1 transparent sprite as a player's skin.
2. Disable name tags.
3. Disable nodes' on_step sounds.
Now no one would be able to see or to hear anyone.

As for the "set" direction - not every RTS has a fixed camera angle.
Many of them allow to turn the camera and alter the "horizontal" angle
In this terms MT can offer more intuitive controls (imho).

Furikawari wrote:having to install mods to have something that starts to be interesting is not a user-friendly approach. It bothers me as a developper (to have to install mods), so I can't imagine how many people stopped after trying a few minutes...

+100


And here *I* was accused of offtopic...

What is "over Minecraft" to everyone? Is it making a game like MC but more fun, or making a game of a whole another genre?
 

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Re: What's Minetest still missing over Minecraft?

by benrob0329 » Sun Sep 06, 2015 16:40

I think that it's making a fun game of similar concepts, but having it be original. Making it use what MC did right, but not clinging to it, or running screening from it either.

Minetest needs to be its own game, not "just because MC can or did do it, we need to". We need to look at what MC did right, and wrong. As well as make our own game mechanics and blocks, tools, etc.

I play SurvivalCraft for example, and people write really long reviews on Google Play saying what they want (it's usually everything that's in MC, or some thing like MLP...)

The point it that people want MC, because "MC is the be all and end all of games, and you NEED to be free MC!"

But we need to show that we don't have to be MC to be a great game, nor do we need to be completely different from it.
 

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Re: What's Minetest still missing over Minecraft?

by Linuxdirk » Sun Sep 06, 2015 17:53

It's not about being Minecraft. It's about having a modding API that actually let you mod the game.
 

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Re: What's Minetest still missing over Minecraft?

by 4aiman » Mon Sep 07, 2015 10:25

BTW, during me being registered here I've heard a lot of ppl saying MC is "lame".
Few had made it to name some certain aspects of MC, though.
But the situation is much worse when it comes to telling what is *not* "lame" in MC.

So, how about discussing precisely that to determine more or less exact "bounds" of where to go to surpass MC?


What precisely MC did right/wrong in your opinion?


PS: I have a little notice to make. Please, refrain from citing articles which said something was backward-reasoned in MC. That won't add anything new to the discussion. Tell your own thoughts on the matter.
 

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Re: What's Minetest still missing over Minecraft?

by rubenwardy » Mon Sep 07, 2015 10:53

MC is well polished, has a nice gameplay, and looks good. It has real, good mobs. The recent versions don't crash very much and have good performance.

The only thing that MC lacks is the freedom, but seeing as you can still pretty much modify any part of the game, this isn't so much of an issue. You just can't make your own game out of it and redistribute it as a package.

Let's compare screenshots

Image

Image

As for the world, the block edges just look more defined, IMO, I don't know. Feel free to suggest reasons as to why I think it looks better.

As for the UI, there's no shitty watermark in the topleft. The hotbar in MC is more themed (which isn't so important, but adds to style). The hearts are aligned correctly in the MC screenshot.

I do agree with you that there is a lot of dogma etc about Minecraft in this community. (Dogma is probably the wrong word; prejudice is better)
 

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Re: What's Minetest still missing over Minecraft?

by Furikawari » Mon Sep 07, 2015 11:51

Furikawari wrote:Hello all,

Just a quick thought: having to install mods to have something that starts to be interesting is not a user-friendly approach. It bothers me as a developper (to have to install mods), so I can't imagine how many people stopped after trying a few minutes... For example, no mob is just not acceptable imo.


Ok it may look selfish but I want to emphasize again what I posted earlier. Frankly I dont care about the MC stfuff, I never played MC and will probably never do. It was just the first impression of a gamer (40y old if that matters) that is also a developper, and one that use to bring floppies home to install last version of slackware and spend hours to configuring and building his new kernel.

What u want is a game and what people want is a game, not a friggin tech demo that is barely playable (just hanging around and mining is not my definition of playable, sorry). It can be a MC clone, people dont care cause IT'S FREE. It's already good (technically) and it's free, who cares about MC now? Make it interesting to play for newcomers even if it is a f***ing clone.

Last word: my 4y old daughter always ask me to play this game. She wants to see the house I build and... the animals. Yeah, I had to install a mod for this. (and there's no cats, bring cats ffs)
 

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Re: What's Minetest still missing over Minecraft?

by rubenwardy » Mon Sep 07, 2015 11:57

It seems that developers currently want a playground for other programmers, rather than an actual game.

See Voxus, Minetest sucks for content creators and game designers.
 

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Re: What's Minetest still missing over Minecraft?

by benrob0329 » Mon Sep 07, 2015 14:20

I personally like the look of the MT textures and style over all. Though a new lighting engine would be awesome.

As to what I think "sucks" in MC, I would have to say:

The undead
Magic
Enchanting
And I don't really get the End and Nether, it's cool but I prefer caverelms

But hey, I have strong religious views so my opinion is probably an average extreme.
 

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Re: What's Minetest still missing over Minecraft?

by Linuxdirk » Mon Sep 07, 2015 14:46

benrob0329 wrote:Though a new lighting engine would be awesome.

Yes. Simply setting a different brightness to textures isn’t lighting :) Since this is a comparison thread: Minecraft overhauled the lighting Engline 2013. A sunrise/sunset in Minecraft just looks awesome. In Minetest you’ll see a more or less abrupt brightness change on nodes (it’s even worse when moving and new parts of the worlds are loaded).

Even if Minecraft does not have real colored light they managed to have light with different tints. Torches are a little orange, sunsets cause a reddish tint on anything and the moonlight give a little shift to blue colors.

In Minetest it’s just a plain lighter or darker brightness on the textures.
 

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Re: What's Minetest still missing over Minecraft?

by Calinou » Mon Sep 07, 2015 17:08

Linuxdirk wrote:
benrob0329 wrote:In Minetest you’ll see a more or less abrupt brightness change on nodes (it’s even worse when moving and new parts of the worlds are loaded).


This happens only with shaders disabled. With shaders enabled, the day-night transition should be entirely smooth.

Lights are also (very slightly) colored in Minetest.
 

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Re: What's Minetest still missing over Minecraft?

by benrob0329 » Mon Sep 07, 2015 18:15

I think we should take this one thing at a time, e.g. the lighting engine, if we can get that done MT will look 10x better.

And the mobs API, once we get that done MT will have GOOD mobs.

Aaand better client side prediction, then there will be less lag.

If we get things done, and done right one at a time MT will improve in a much more orderly and complete fation.
 

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