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Re: Above-ground dungeons?

I have two thoughts. First, if the air dungeons are indeed modified to look different than land dungeons, any dungeon that is partially underground but protrudes into the sky should be considered to be a land dungeon for generation purposes. Having air dungeons embedded in the ground doesn't make mu...
by y.st.
Thu Sep 03, 2015 20:43
 
Forum: Minetest Features
Topic: Above-ground dungeons?
Replies: 29
Views: 3471

Re: Minetest on Steam?

@Don, I agree with you. Unless someone says that they want you to be able to sell it, or make money off of it, it just doesn't seem right. I think the license is a very clear declaration of intent. Minetest has always been under a license that specifically allows sale. My understanding is that Mine...
by y.st.
Sat Aug 29, 2015 05:58
 
Forum: Minetest General
Topic: Minetest on Steam?
Replies: 19
Views: 1805

Re: Minetest on Steam?

@ y.st. orly? There's a slight distinction between "using someone's work" and "exploiting someone". So, do *not* put MT on steam just to exploit others and make money, and all is going to be just fine. That absolutely does *not* mean MT should be free of charge. I'd say that's t...
by y.st.
Fri Aug 28, 2015 23:41
 
Forum: Minetest General
Topic: Minetest on Steam?
Replies: 19
Views: 1805

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 make the world a worse place by existing. [...] Minetest doesn't need Steam, and it certainly doesn't need the devs giving a $100 donation to Valve. Seco...
by y.st.
Fri Aug 28, 2015 08:38
 
Forum: Minetest General
Topic: Minetest on Steam?
Replies: 19
Views: 1805

Re: Group-based sounds?

I was able to dig up a little more since then, and it seems that instead of setting a default sound name, the engine uses hard-coded sound names based on group names <https://github.com/minetest/minetest/blob/0.4.13/src/game.cpp#L3789>. I can't say this is the best way to do things, as the sounds re...
by y.st.
Wed Aug 26, 2015 18:26
 
Forum: Minetest Features
Topic: Group-based sounds?
Replies: 2
Views: 663

Group-based sounds?

In the Minetest API <https://github.com/minetest/minetest/blob/0.4.13/doc/lua_api.txt#L3164>, group-based sounds are mentioned, but not explained. Does anyone know how they work? How would one go about choosing the default sound for a given group? I couldn't see anything in minetest_game that looked...
by y.st.
Tue Aug 25, 2015 06:52
 
Forum: Minetest Features
Topic: Group-based sounds?
Replies: 2
Views: 663

Re: Access to getGroundLevelAtPoint() from Lua?

Why port it? See if you can expose it through the API. Huh. That is a very good point. I hadn't thought of doing that because: * I don't understand the engine well and * I'd have to wait for the next release for it to work after doing that In the long run though, that would be a much better option....
by y.st.
Sun Aug 23, 2015 20:41
 
Forum: Minetest Features
Topic: Access to getGroundLevelAtPoint() from Lua?
Replies: 2
Views: 652

Access to getGroundLevelAtPoint() from Lua?

Is there a way to access the getGroundLevelAtPoint() function used in C++ from Lua? I don't think there is, so I'm going to try to port it from C++ (mapgen_singlenode.cpp, mapgen_v5.cpp, mapgen_v6.cpp, and mapgen_v7.cpp) to Lua, but I want to make sure before I do so. I'd rather not waste time tryin...
by y.st.
Sun Aug 23, 2015 17:42
 
Forum: Minetest Features
Topic: Access to getGroundLevelAtPoint() from Lua?
Replies: 2
Views: 652

Re: Idea: Pay-to-Play servers?

4aiman wrote:PS: "Locked names" is something that may be added to an alternative client. It's not a rare thing to download a modified MC client to play on a server.


What are "locked names"?
by y.st.
Sat Aug 15, 2015 19:39
 
Forum: Minetest General
Topic: Idea: Pay-to-Play servers?
Replies: 18
Views: 2795

Re: Huge shadows when generating a forest

... Alright, I'll have to look into schematics. I definitely want to use them for something, though I'm not sure I want to use them for trees. Part of my goal is to learn the Minetest API, so if I skip the minetest.spawn_tree() function, that's one part I won't learn to use. Does that make any sens...
by y.st.
Thu Aug 13, 2015 17:20
 
Forum: Minetest Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 1215

Re: Huge shadows when generating a forest

I tried integrating the effect of the admin stick into the map generation code, but it doesn't seem to work at map generation time. I can't use an administrator-only tool manually, as my planned server will be a bit of an anarchy server and will have no administrators. The problem with placing scema...
by y.st.
Thu Aug 13, 2015 03:46
 
Forum: Minetest Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 1215

Re: Huge shadows when generating a forest

I don't know if I'm using it wrong or something, but that code doesn't seem to work. Niether does "<voxelmanip>:set_lighting({day=15, night=15})".
by y.st.
Wed Aug 12, 2015 19:20
 
Forum: Minetest Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 1215

Huge shadows when generating a forest

I just set up some code to build a pine forest durring map generation, but it's messing with the lighting. Most of the blocks that the trees are in are now dark, as if in a cave. Does anyone have any ideas as to how to compensate for this effect and set the lighting back to normal?
by y.st.
Wed Aug 12, 2015 18:24
 
Forum: Minetest Problems
Topic: Huge shadows when generating a forest
Replies: 8
Views: 1215

Re: What is a [WIP] Mod/Subgame?

Some people don't like to spell out their words and it confuses newcomers. "WIP" stands for "work in progress". I work in progress module or subgame is just a module/subgame that someone has posted, but isn't in a real usable condition yet. The poster is continuing development, b...
by y.st.
Tue Aug 11, 2015 06:42
 
Forum: Modding Discussion
Topic: What is a [WIP] Mod/Subgame?
Replies: 1
Views: 487

Re: Idea: Non-free servers?

Your topic title scared me! I thought you were sugesting the server be made nonfree, as in that the source code be locked down. You are right, paid servers are completely compatible with Minetest's license. I'm not sure how many people are going to be willing to pay when there are so many other serv...
by y.st.
Mon Aug 10, 2015 17:10
 
Forum: Minetest General
Topic: Idea: Pay-to-Play servers?
Replies: 18
Views: 2795

Re: How to disable sneak on server for players?

Oh? Nice! Thank you for showing us that option! I might use that on my own server soon.

I apologize for presenting misinformation.
by y.st.
Mon Aug 10, 2015 09:07
 
Forum: Minetest General
Topic: How to disable sneak on server for players?
Replies: 4
Views: 648

Re:

The point is, people will dislike the game if there are mobs. I know I, for one, patched out generating of the C++ mobs back in the 0.3.1-0.4dev days. Mobs, by default, detract from the beauty and wonder of the game. I completely agree. If mobs were in the game by default, I would never have become...
by y.st.
Mon Aug 10, 2015 09:02
 
Forum: Minetest Features
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 20625

Re: How to disable sneak on server for players?

This is a bug in the game, and in fact, Celeron55 wrote a patch to fix the bug. The patch even allowed servers to reenable the glitch on a per-player basis for servers that still wanted it. <https://github.com/minetest/minetest/pull/760#issuecomment-20988912> However, this patch was never pulled to ...
by y.st.
Sat Aug 08, 2015 17:11
 
Forum: Minetest General
Topic: How to disable sneak on server for players?
Replies: 4
Views: 648

Re: Tree generation API?

Hm, yes, trees are an issue. A function to add trees just by supplying their textures (bark, top of trunk, wood, leaves, fruits, shape, ...) would be welcome. I'd love to see a mod that adds the diffrent wood types by adding trees that look like the default (v6) tree/appletree - just with diffrent ...
by y.st.
Sat Aug 08, 2015 03:20
 
Forum: Minetest Features
Topic: Tree generation API?
Replies: 6
Views: 1100

Re: Tree generation API?

I think the plants_lib dependency was added later, but don't quote me on that. As for what it does, I think it maily is used to choose the placement of plants grown on map generation, so the placement code doesn't have to be updated in several different modules every time the code sees improvement. ...
by y.st.
Sat Aug 08, 2015 02:56
 
Forum: Minetest Features
Topic: Tree generation API?
Replies: 6
Views: 1100

Re: Tree generation API?

I don't think that trees in MT are suppose to have "branches", but i could be wrong. I didn't even know there was a tree API. Wait, if there is a tree API, then why doesn't Moretrees use it? If you are refering to moretrees by VanessaE, I think the tree API was created mostly for use by m...
by y.st.
Sat Aug 08, 2015 02:30
 
Forum: Minetest Features
Topic: Tree generation API?
Replies: 6
Views: 1100

Tree generation API?

I'm trying to use the tree generation API, but I'm running into a weird issue. Specifically, the game is adding leaves above and below branches, but *never* beside branches. The sides of branches end up bare. How do I add leaves beside branches? The attached screenshot shows a tree with only a singl...
by y.st.
Sat Aug 08, 2015 02:13
 
Forum: Minetest Features
Topic: Tree generation API?
Replies: 6
Views: 1100

Re: Above-ground dungeons?

Actually ... I think they're cool too. My problem is when this particular dungeon *doesn't* spawn the above-ground part. When the above-ground part is present, it's a cool bunker. When it's missing, the rest of the dungeon is of no particular interest to me. It's nice to have both options available ...
by y.st.
Wed Aug 05, 2015 02:25
 
Forum: Minetest Features
Topic: Above-ground dungeons?
Replies: 29
Views: 3471

Re: Above-ground dungeons?

No, not necessarily. If the dungeon spawned in mid air, perhaps it would be clipped to the chunk border, but part would remain in the ignores waiting for the neighboring chunk to be generated. Huh. Maybe this is part of what is up with those odd dungeon rings we see about. Next time I see one, I'll ...
by y.st.
Tue Aug 04, 2015 06:35
 
Forum: Minetest Features
Topic: Above-ground dungeons?
Replies: 29
Views: 3471

Above-ground dungeons?

Does anyone know why dungeons sometimes (but rarely) spawn above ground? Between recent discussions I've read and a particular dungeon I've been playing with, I have a theory and wonder if I'm anywhere near correct. Using the same seed every time, I've found that the dungeon in a particular location...
by y.st.
Sat Aug 01, 2015 00:51
 
Forum: Minetest Features
Topic: Above-ground dungeons?
Replies: 29
Views: 3471

Re: default:cloud

What is the story behind cloud, why did it never have a use, and why does nobody talk about it anymore?? Why was cloud added to the game in the first place? Was it to test something, like mese? Or was it originally going to have a use, but just never got one? Why was it removed from the creative me...
by y.st.
Fri Jul 31, 2015 23:51
 
Forum: Minetest Features
Topic: default:cloud
Replies: 17
Views: 2460

Re: Desert dungeons in v5 and v7 maps?

That's what I tried, but it didn't work. I'll try using the unstable version (where you changed biomes to reach deeper) and see if I have better luck with deeper desert stone. EDIT: THat does seem to be what the problem was. When the biome doesn't reach deeply enough, even the surface dungeons that ...
by y.st.
Wed Jul 29, 2015 05:40
 
Forum: Minetest Features
Topic: Desert dungeons in v5 and v7 maps?
Replies: 2
Views: 700

Desert dungeons in v5 and v7 maps?

I love the desert dungeons in v6 worlds. Not only are they more spacious than their cobblestone counterparts, they're also usually more coherent. However, it seems that even if I add desert biomes, the desert dungeons don't spawn. "mapgen_v5.cpp" mentions both "mapgen_sandstonebrick&q...
by y.st.
Sun Jul 26, 2015 06:32
 
Forum: Minetest Features
Topic: Desert dungeons in v5 and v7 maps?
Replies: 2
Views: 700

Unicode characters in item descriptions?

I'm currently trying to design a subgame that uses a language that contains accented characters. However, when I use accented characters directly in the description string, the mouseover text becomes "<invalid multibyte string>" instead of, for example, "Ŝtono (Stone)". Is there ...
by y.st.
Fri Jul 24, 2015 21:20
 
Forum: Minetest Features
Topic: Unicode characters in item descriptions?
Replies: 3
Views: 796

Re: Preserving item meta data in stacks

Yeah, that duplication is one of the main things I'm worried about. I might be able to run some custom Lua when this type of node is mined or otherwise retrieved, which might be able to separate the items by meta data, but a player could afterwards just manually merge the stacks in inventory. I'm no...
by y.st.
Fri Jun 19, 2015 19:26
 
Forum: Modding Discussion
Topic: Preserving item meta data in stacks
Replies: 3
Views: 655
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