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Please add this in an issue on github. In that case there is a bigger chance that this gets upstream.
by wokste
Mon Sep 24, 2012 15:39
 
Forum: Minetest Features
Topic: Better digging animation
Replies: 12
Views: 3023

That would be nice.

A quick and dirty solution would be to override the:
function minetest.item_eat(hp_change, replace_with_item)
(Can be found in item.lua, I think that must be possible to override it)

Please feel free to submit a patch.
by wokste
Wed Sep 19, 2012 08:06
 
Forum: Minetest Features
Topic: register_on_eat - request for a new callback function
Replies: 1
Views: 655

I think you can make "smaller blocks" by creating a larger player character. (e.g. 4 by 2 blocks) I am not sure what problems will arise but I think of these. Compatibility issues between minetest and your fork. The map-generator needs to be scaled as well. I don't know how collision is implemented....
by wokste
Mon Sep 17, 2012 13:48
 
Forum: Minetest Features
Topic: Smaller Blocks possible?
Replies: 5
Views: 1391

As far as I remember, in minecraft there are 2 perlinnoises (wetness and temperature). From this, the biomes are chosen. If we have this, we can have multiple biomes in a natural way. (no deserd near a polar region for example)
by wokste
Sat Sep 15, 2012 10:53
 
Forum: Minetest Features
Topic: fractal/multi-scale mapgernator
Replies: 21
Views: 5142

I looked around on the web and it seems that webkit (famous from chrome) is sometimes used from within lua.
by wokste
Sat Sep 15, 2012 10:47
 
Forum: Minetest Features
Topic: in-game web browser
Replies: 3
Views: 1155

Because it is much easier to forbid translucent textures while rendering. In that case, you dont have to order surfaces by distance but only have to enable the depth buffer.
by wokste
Sat Sep 08, 2012 11:52
 
Forum: Minetest Problems
Topic: alpha channel of textures not working
Replies: 4
Views: 979

The problem MAY be more difficult than you imagine. Although I don't see a problem in your case, since it is an overlapping texture. This may be the cause: In openGL, when you have 2 overlapping surfaces, it will determine which one should be on top using a technique called the depth buffer. However...
by wokste
Sat Sep 08, 2012 08:05
 
Forum: Minetest Problems
Topic: alpha channel of textures not working
Replies: 4
Views: 979

It would be great if there were biome support for lua. Agreed, this would be great. However this code will not touch lua. It will only give a number for each zone (biome). What that number exactly means is left to be decided. So, the addition would be possible if you expand from the method shown ab...
by wokste
Fri Sep 07, 2012 18:59
 
Forum: Minetest Engine
Topic: Biome Generation
Replies: 3
Views: 1794

Biome Generation

For one of my own projects I created a map-generator for biomes. Now that project stopped, I thought maybe minetest can use it for biome generation. For this, I am willing to convert it to c++. Here are some properties: 1. For each integer (x, y) coordinate it will give a number. (Normal distributio...
by wokste
Fri Sep 07, 2012 15:02
 
Forum: Minetest Engine
Topic: Biome Generation
Replies: 3
Views: 1794

It sounds to me that there might be a directory problem. At what directory did you put init.lua?
by wokste
Fri Sep 07, 2012 14:14
 
Forum: Minetest Problems
Topic: please someone help meee
Replies: 11
Views: 2432

I think the best way to fix this is to correct the F5 to be the same as player:get_look_yaw(). In this way, potential existing mods will be backward compatible.
EDIT: Of course in radians, but the same 0 axis (I hope it is clear)
by wokste
Fri Sep 07, 2012 11:21
 
Forum: Minetest Problems
Topic: get_look_yaw
Replies: 5
Views: 1582

There is a dirty solution. Hack it together in c++. (mostly by commenting lines)

Secondly, I have heard that celeron is busy with recoding the map-generation[citation needed], so it may be that he will add this possibility.
by wokste
Sun Sep 02, 2012 13:31
 
Forum: Minetest Problems
Topic: How to create world with only land and sky?
Replies: 5
Views: 1330

I think it could better be in depends.txt. Maybe:
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
default
moreores optional
by wokste
Fri Aug 31, 2012 10:08
 
Forum: Minetest Features
Topic: Soft Depend
Replies: 6
Views: 1710

(correct me if I'm wrong)
Single player is emulated by multiplayer. Therefore it should be similar to running both a client and a server.
by wokste
Sun Jul 22, 2012 14:28
 
Forum: Minetest General
Topic: Help
Replies: 11
Views: 1950

It may be that the VideoDriver does not free the textures. A few solutions could be:
- Only use getTexture() to load the texture. This will avoid multiple instances of the same texture.
- Make sure that all classes that load textures drop() and grab() them correctly
by wokste
Sun Jul 22, 2012 14:24
 
Forum: Minetest Problems
Topic: GL_OUT_OF_MEMORY
Replies: 3
Views: 1210

Nubelite wrote:Found this today Thread

Thanks for adding the reference.
Unfortunately, this patch has a more or less a hardcoded model in it. Therefore it is not directly usable.
Secondly, there have been reports on performance issues. (whether they are true, I don't know)
by wokste
Sat Jul 21, 2012 08:53
 
Forum: Minetest Features
Topic: 3D meshes for players and creatures [Models are now upstream!]
Replies: 215
Views: 69223

This is a very broad question and there are already too many 'this will be cool' topics. I think it works better to ask questions to yourself. Examples are: Quite soon, you have 'completed' the game. How can you always have a goal in the game? Can you make it more challenging and rewarding at some l...
by wokste
Sat Jul 21, 2012 06:45
 
Forum: Minetest General
Topic: Contributers for my Fork?[Minetest-M13][Need Trustworthy Co-Owner]
Replies: 8
Views: 3470

I think the best method is if we add featured mods. For making your mod featured, it needs to be on GitHub and been approved by the community. A list of approved mods is a must, since it will allow people to resolve dependencies fast. Actually I would require old mods to work on the same standard, t...
by wokste
Fri Jul 20, 2012 09:21
 
Forum: Minetest General
Topic: bad idea
Replies: 2
Views: 719

I like the 3 screenshots. The text and the background are not the best. I am not sure, but here are my ideas: - A blocky font for Minetest. - You could make the text from sandstone in minetest and take a screenshot. - A black background. - If you don't want a black background, clouds are often inter...
by wokste
Wed Jul 18, 2012 16:41
 
Forum: Minetest General
Topic: New Background
Replies: 4
Views: 1750

First of all, I don't have the plan of coding this. Secondly I don't think the problems with combining natural and artificial blocks are fully understood. For understanding this I have created some pictures and the effect it will have. http://www.stevenw.nl/c55/curved1.png This is the scenario. 3 bl...
by wokste
Tue Jul 17, 2012 12:45
 
Forum: Minetest General
Topic: Smooth connections of block surfaces (realistic terrain)
Replies: 28
Views: 15806

Here is another type of possible output. http://www.stevenw.nl/c55/curvedterrain.png Left: In the left panel you see the original terrain. At the middle of a node, lies it's center-points. Middle: Now we make a grid through all center-points. Each blue square will get drawn separately. Right: We wil...
by wokste
Tue Jul 17, 2012 08:23
 
Forum: Minetest General
Topic: Smooth connections of block surfaces (realistic terrain)
Replies: 28
Views: 15806

Anti Griefing Gameplay

Griefers want to do the most damage in the least amount of time. Therefore make tactics that are often used to grief more time consuming. Here are some suggestions. Vaults: In the current situation, locked chests are used to grief (by placing them at annoying locations). If they are more expensive, ...
by wokste
Sat Jul 14, 2012 14:11
 
Forum: Minetest General
Topic: Anti Griefing Gameplay
Replies: 4
Views: 1317

What is asked here is not possible with mods, but cool nevertheless.
It will surely add a lot of details in the world.
by wokste
Fri Jul 13, 2012 10:15
 
Forum: Minetest Features
Topic: [Mod] MicroTest [Idea]
Replies: 11
Views: 2760

Steps to make the code better: 1. Cleaning the code. I could remove half of the lines in mapgen.c because they were code commented out. I don't know if this file is terribly ugly or if it is the default. 2. Analyse code and fixed when nessesary. 3. Maybe use CPD, the Copy-Paste Detector: http://pmd....
by wokste
Sun Jul 08, 2012 17:47
 
Forum: Minetest General
Topic: MineTest Is Losing and other problems.
Replies: 16
Views: 5553

I do not think we should have 2 versions (2D and 3D models). It will be double the work to make graphics. Therefore I suggest looking carefully whether 3D models would be a major preformance leak. As far as my knowledge about 3D goes, there are 2 mayor tasks in trawing 3D models. First of all, the p...
by wokste
Sun Jun 24, 2012 11:21
 
Forum: Minetest Features
Topic: The Realm of 3D Mobs
Replies: 202
Views: 50767

Maybe add a CAPTCHA on logging in?
I searched in the punbb extentions and pun_antispam v1.3.4 seems to do that.
by wokste
Fri Jun 08, 2012 17:02
 
Forum: Minetest General
Topic: Spambots
Replies: 11
Views: 2005

I think there are some great ideas here. Sure it will take some time but we will get better out of the deal in the end.
by wokste
Sun May 20, 2012 18:05
 
Forum: Minetest Features
Topic: Sensible feature suggestions
Replies: 3
Views: 1628

I have seen a mod, (for a similar and famous game) of home and teleport blocks.

You could set your home by clicking on the (relatively cheap) home block.
If you click on the (expensive) teleport block, you are teleported to your home.

All in all, I think the system was balanced. (1 directional)
by wokste
Sun May 13, 2012 10:58
 
Forum: Minetest Features
Topic: Beacon system
Replies: 9
Views: 2783

sounds usefull
by wokste
Fri Apr 20, 2012 14:32
 
Forum: WIP Mods
Topic: Remove All * mod (any interest?)
Replies: 7
Views: 1455

I think it is somewhere an error in the perlinnoise.

Edit: This happens because the 3D perlin-noise implementation uses lineair interpolation. A blur / cosine interpolation will probably fix this, but it will make the algorythm slower.
by wokste
Sun Apr 15, 2012 14:52
 
Forum: Minetest General
Topic: weird paths in the game
Replies: 10
Views: 2326
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