Nathan.S wrote:Now I need to make a zombie that plays soccer...
duane wrote:I've reduced the memory footprint of the mod a bit and added parks.
TheReaperKing wrote:This mod is so nuts awesome!!!
Nathan.S wrote:Are the buildings generated or saved files that spawn, if they are the latter I'd be willing to make a couple simple houses.
duane wrote:I've added a framework for suburbs. They don't follow any particular pattern; they just pop up here and there. Right now, there's only one type of house -- ugly.
duane wrote:They're generated. However, I plan to put in a bit of code to copy a schematic table into the house array. It's kind of redundant, but I've already got it working with the array, and I've had problems planting schematics in the vm before.
Don wrote:Also, I am Batman so if there is a bat cave then I expect royalties! I want 10% of all the profit this mod makes!
Mod profit: $0
Royalties: $0
================
Grand total: $0
TheReaperKing wrote:In the settings text document you included I changed the desolation # to 10 and I have not been able to notice a change, am I doing something wrong?
Is there actually a bat cave in one of the buildings? I saw you mention it and that would be a fun hunt for the kiddos. I could also just make one and have them find it but I saw you mention it in an earlier post and wasn't sure if it was a part of the mod or something you were just having fun with.
The kids really want to be able to get in the cars so I was going to use the mesecar code and the models for your cars. Not sure if you'd want the code (or even if it'd work out okay).
clicker:get_inventory():add_item("main", "mesecar:mesecar1")
duane wrote:The settingtypes.txt file doesn't actually change the default values everywhere. It's only a guide for the minetest program to set up the settings tab. To change the value for a given (new) world, use the settings tab or change the cityscape_desolation entry in minetest.conf. To change the defaults for new games, change the zero in settingtypes.txt and at the end of line 17 in init.lua.
TheReaperKing wrote:The kids really want to be able to get in the cars so I was going to use the mesecar code and the models for your cars. Not sure if you'd want the code (or even if it'd work out okay).
TheReaperKing wrote:They said they were having trouble with the cars especially getting out and I didn't get a chance to mess with it but overall they were going nuts.
TheReaperKing wrote:Duane thanks so much for the license change and the branch of the old version! I'll have to test this and also the esmobs guy said he might do a branch of mobs just for the cityscape stuff!
Esmobs:
viewtopic.php?f=11&t=13616
That is interesting how the roads aren't level anymore and maybe it'd be worth adding slopes? I know there are some mods that use them. Do the cities connect with the highways now? I suppose I could just test :) Also maybe there is a way to restrict the highways to outside of the city limits?
Here are some slope mods:
viewtopic.php?f=11&t=11433 - Wooden Slopes
viewtopic.php?f=11&t=11388 - My Paths
viewtopic.php?f=11&t=13555 - Simply Slopes
Not trying to make things more complicated on ya but just an idea :) I can't thank you enough for how receptive you've been as well to all suggestions. Is there anything we can do for you?
If you, Paramat and maikerumine got together I can only imagine what nuts stuff you'd create. I suppose it depends what the end goal is but a living city with NPCs and such would be pretty neat. Like a minetest GTA.
Also as a side note I'm also looking to use cityscape for when the kids and I have a waterballoon battle with the CTF mode :)
You rock! Take care!
-Mike
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