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Re: [mod] Geomoria [geomoria]

I mentioned that Underworlds needs to be added to Minetest Game, so does Geomoria! adds so much interest to the underground areas!
by Neuromancer
Sat Mar 11, 2017 18:17
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7271

Re: [mod] Underworlds [underworlds]

This mod absolutely needs to be added to Minetest Game!
by Neuromancer
Sat Mar 11, 2017 18:15
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 14984

Re: [mod] nodebox_trees [nodebox_trees]

Another thing I noticed is that there are no flowers when I install this mod (and plantlife) because there are too many trees packed in too tightly. (I think)
by Neuromancer
Sat Feb 11, 2017 15:46
 
Forum: WIP Mods
Topic: [mod] nodebox_trees [nodebox_trees]
Replies: 71
Views: 11658

Re: [mod] nodebox_trees [nodebox_trees]

This is absolutely beautiful. Noticed that the trees don't sway like the regular trees do when that is turned on. Also, sometimes I see the old school full node trunks when 2 trees are next to each other, and I like it. I'd like to see a mixture of full size and the smaller nodebox sized trunks next...
by Neuromancer
Sun Feb 05, 2017 18:37
 
Forum: WIP Mods
Topic: [mod] nodebox_trees [nodebox_trees]
Replies: 71
Views: 11658

Re: [Mod] Immersive Sounds [.36] [ambience]

This project is discontinued? There are several issues on github . Where this project has died, another has thrived: https://forum.minetest.net/viewtopic.php?f=9&t=14814 Of course, there is also the link that TenPlus1 provided a few posts above (leads to Ambience Redo.) I actually enjoy install...
by Neuromancer
Sat Jan 21, 2017 13:46
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 95136

Re: [Mod] Steel [0.2] [steel]

Vanessa's link is broken. I wanted to use this mod to view the Hogwarts Map, but without this mod you just get a bunch of unknown blocks.
by Neuromancer
Sat Apr 23, 2016 13:36
 
Forum: Mod Releases
Topic: [Mod] Steel [0.2] [steel]
Replies: 29
Views: 19962

Re: Anyone on public servers using mumble?

SaKeL World Server I checked out your server. There were some really nice buildings on it. I wonder if it makes sense to open up your mumble server to other Minetest servers. You could create rooms for them with their server names or let them create their own sub rooms? Just a thought because if yo...
by Neuromancer
Sun Jan 24, 2016 02:42
 
Forum: Minetest Servers
Topic: Anyone on public servers using mumble?
Replies: 6
Views: 1116

Re: [Game] Dungeontest (very WIP)

I created my first room. It may need some tweaks.
by Neuromancer
Fri Jan 22, 2016 20:57
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: VideoGame Construction Kit: Striving for a lego architec

As long as I am complaining about DungeonTest and how I both love and hate it, I should point out some of the things it got absolutely right and it got a lot right. First is fun and compelling gameplay the likes of which Minetest has never seen. The second is community developed content. Yes, the de...
by Neuromancer
Fri Jan 22, 2016 12:42
 
Forum: Subgame Discussion
Topic: VideoGame Construction Kit: Striving for a lego architecture
Replies: 2
Views: 1020

VideoGame Construction Kit: Striving for a lego architecture

There are some amazing subgames that are being created all the time for Minetest. And while they are incredibly polished, and very fun, the enchantment soon wears off and soon becomes frustration. Subgame designers have the best of intentions, they have a vision for a a subgame, and they work tirele...
by Neuromancer
Fri Jan 22, 2016 12:32
 
Forum: Subgame Discussion
Topic: VideoGame Construction Kit: Striving for a lego architecture
Replies: 2
Views: 1020

Re: [Game] Dungeontest (very WIP)

Neuromancer i'm not interested in working on a mod similar to this, my only interest is in dungeon generation methods and this uses a fairly regular grid generation which doesn't interest me. That makes sense based on your like for natural, chaotic, fractal, map generation. Though I can see why Fer...
by Neuromancer
Wed Jan 20, 2016 00:51
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [Game] Dungeontest (very WIP)

Yes, I understood that, but personally, I would rather build in one world and do dungeon exploring on a completely different one. Again, this is just my opinion ;) I get where you're coming from, I think there are going to be folks like you that want a more focused experience, and people like me th...
by Neuromancer
Wed Jan 20, 2016 00:39
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [Game] Dungeontest (very WIP)

My personal opinion: Make it so everything is dig-able and etc, but disable crafting of picks or something, that way it would be like in nethack: if you find a pick or mattock, you can dig down to the next level, but if not you have to go through the one you are on. And I would prefer it the way it...
by Neuromancer
Mon Jan 18, 2016 02:31
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [GAME] EpicNode *RPG/MMORPG* [demo]

It looks like Ferk may work on splitting out a DungeonTest modpack from his sub game. You may not have to do much work to get really awesome dungeons and the like.
by Neuromancer
Sun Jan 17, 2016 17:46
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 33036

Re: Why Minetest is the greatest game ever developed.

The real, persistent interest in Minetest in the long-run resides in a free accessibility for all kinds of developing experiments, and thus making yourself more mature for serious projects other than this chaotically-driven one. I disagree, by making mods easy to develop and install like lego, Mine...
by Neuromancer
Sun Jan 17, 2016 17:33
 
Forum: Minetest General
Topic: Why Minetest is the greatest game ever developed.
Replies: 12
Views: 2324

Re: [Game] Dungeontest (very WIP)

First of all let me say thank you a million times over for even considering this. I was losing lots of sleep thinking of what could be done to make this happen. Things like is it the ABMs that need to change? Do the map sectors have a number which we could use a mathematical formula on to randomize ...
by Neuromancer
Sun Jan 17, 2016 16:41
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [GAME] EpicNode *RPG/MMORPG* [demo]

Wow... just wow. Clearly one of your strengths is artistic ability. All the character races look amazing. Funny I was going to suggest nymphs & dryads to you, but didn't want to steer you wrong. But definitely was a good move. I've got something to propose to you. After seeing DungeonTest, I've ...
by Neuromancer
Sun Jan 17, 2016 11:11
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 33036

Re: [Game] Dungeontest (very WIP)

I know I've been real pushy about splitting your subgame into a configurable Modpack. But that's because I'm incredibly excited by what you have created. Turning DungeonTest into a Mod would be very difficult. But you don't seem to realize what you have here. If DT were turned into a Mod, it wouldn'...
by Neuromancer
Sun Jan 17, 2016 08:31
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Which community members do you miss and why?

Is there someone who no longer posts on the Forms that you miss? Of the folks I miss the most I'd say it would me Mossmanikin. He created beautiful textures, awesome mods, really had a passion for getting things right. Plus he was just a really nice guy. Also KatieKitten. She was the nicest person o...
by Neuromancer
Sat Jan 16, 2016 13:54
 
Forum: Minetest General
Topic: Which community members do you miss and why?
Replies: 14
Views: 3294

Using Eclipse LDT debugger for Mods

I think I'm really close to debugging Mods in Eclipse LDT. I'm doing this in Windows, but hopefully most of this applys to other OSes as well. I'll keep this OP updated as I figure it out. You will get most of your info here: https://wiki.eclipse.org/LDT/User_Area/User_Guides/User_Guide_1.0 Especial...
by Neuromancer
Sat Jan 16, 2016 12:25
 
Forum: Modding Discussion
Topic: Using Eclipse LDT debugger for Mods
Replies: 0
Views: 482

Re: [GAME] EpicNode *RPG/MMORPG* [demo][Jan-20..]

Orcs, Elves, Wizards? Barrow Wights, Balrogs?
by Neuromancer
Sat Jan 16, 2016 04:18
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 33036

Re: [Game] Dungeontest (very WIP)

I tried the following: \mods\dungeon_rooms\mapgen.lua Line 22: -- Chunks above will either be pure air or hard to predict mountains. -- lets just keep the entrance generation in ground-level chunks if (maxp.y > 80) and (math.random(100)>10)then return end But it didn't reduce the dungeons. I also tr...
by Neuromancer
Sat Jan 16, 2016 03:20
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [MOD] Visiable damage/HP loss [ver:1.0][damaged]

Thank you for doing this. With every mod, you are empowering everyone in the community to come up with new creations!
by Neuromancer
Sat Jan 16, 2016 02:50
 
Forum: WIP Mods
Topic: [Mod] Visible damage/HP loss [1.0][damaged]
Replies: 10
Views: 2034

Re: [GAME] EpicNode *RPG/MMORPG* [not for you][Jan-20...Neve

well its all so dependent on the specific version of each modbase i have ( as i rewrite alot of things) that its damn near impossiable to seperate without adding even more code and breaking alot of features. now the trees i will do as a mod, maybe the mesh tools as well, possiably the inventory.......
by Neuromancer
Fri Jan 15, 2016 20:25
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 33036

Re: [Game] Dungeontest (very WIP)

I think this might work. Create a Dungeon Modpack that has configuration settings so that it can be used both as a standalone modpack that just adds a little spice to the default minetest game, and can be used by the DungeonTest subgame. Configurations would be something like: ⋅ Destructab...
by Neuromancer
Fri Jan 15, 2016 12:46
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [Game] Dungeontest (very WIP)

It might not be that hard to create a Dungeontest modpack that acts more like Sokomine's villages Modpack. Meaning it isn't a complete game. It just adds interesting flavor to the game. I took all of the dumgeon* modpacks and nothing else and enabled them in a world. I had to add a depends.txt with ...
by Neuromancer
Fri Jan 15, 2016 11:48
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [GAME] EpicNode *RPG/MMORPG* [not for you][Jan-20...Neve

I honestly believe that if you split up your game into a bunch of mods you would see a ton of interest, too many replies lots of comments, more bug reports than you want, and too many suggestions. you honestly should be able to just drop the game mod into the mods dir and have the whole game as a m...
by Neuromancer
Fri Jan 15, 2016 11:36
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 33036

Why Minetest is the greatest game ever developed.

We like to bash Minetest. We like to give reasons why it's not good enough for Steam. We constantly point out what it's still missing. Yet we've got thousands of other games we could be playing, and we wind up spending most if not all our time playing this "not ready for primetime" game. I...
by Neuromancer
Fri Jan 15, 2016 11:28
 
Forum: Minetest General
Topic: Why Minetest is the greatest game ever developed.
Replies: 12
Views: 2324

Re: [Game] Dungeontest (very WIP)

This is an awesome subgame. I was wanting to do something incredibly similar but as a mod. https://forum.minetest.net/viewtopic.php?f=9&t=13887 Ruben Wardy pointed out that you had already done most of what I wanted. But what I would like is to take this, and this work with the regular game, mea...
by Neuromancer
Fri Jan 15, 2016 01:48
 
Forum: WIP Subgames
Topic: [Game] Dungeontest (very WIP)
Replies: 87
Views: 23517

Re: [GAME] EpicNode *RPG/MMORPG* [not for you][Jan-20...Neve

Minetest desperately needs more good Mods. It's combining them in interesting ways that make the game great. I honestly believe that if you split up your game into a bunch of mods you would see a ton of interest, too many replies lots of comments, more bug reports than you want, and too many suggest...
by Neuromancer
Fri Jan 15, 2016 00:58
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 33036
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