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Re: Request for donations for my development work

crazy_baboon The PayPal link is still valid yes. sorcerykid Without going into personal details i can say that the welfare system in the UK used to be generous. But since the economic collapse of 2008 and a right-wing government since 2010 it has changed a lot and a lot of people (especially those w...
by paramat
Wed Feb 15, 2017 03:49
 
Forum: Minetest General
Topic: Request for donations for my development work
Replies: 41
Views: 24612

Re: Sea Water (salt water)

It would be too much disruption to change the name of 'default:water_ ..' to 'default:salt_water_ ..', instead we would just change the description to 'Salt Water', but as explained this is unlikely. Correct it's impossible during mapgen to quickly detect whether a water node at y = 1 belongs to a s...
by paramat
Wed Feb 15, 2017 03:25
 
Forum: Minetest Features
Topic: Sea Water (salt water)
Replies: 11
Views: 1753

Re: Warning! Maps opened in 0.4.15-dev will not work in olde

Correct, no problems with that.
by paramat
Wed Feb 15, 2017 03:16
 
Forum: Minetest News
Topic: Warning! Maps opened in 0.4.15-dev will not work in older MT
Replies: 5
Views: 3132

Re: Automatic, random texture placement

To change nodes on mapgen you would use a 'mapgen object' lua voxelmanipulator in an 'on generated' function to process all stone nodes and replace each with a random variant. If you study the code of a lua mapgen that will show how to do this.
by paramat
Wed Feb 15, 2017 03:14
 
Forum: Modding Discussion
Topic: Automatic, random texture placement
Replies: 11
Views: 1696

Re: WorldPainter support?

In MT X is Eastwards, Z is Northwards and Y is up. (0,0,0) is world centre and the world extends 32000 nodes (we call the basic unit-cubes in the world 'nodes') in all 6 directions. Sea level is at Y = 1. Our 'mapblocks' are cubic, 16 * 16 * 16 nodes in size. World is generated in a cube around the ...
by paramat
Wed Feb 15, 2017 03:09
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 35774

Re: Sea Water (salt water)

When river_water was added we considered calling it fresh_water instead, which would imply blue water was salty. But we decided to not force these aspects, for example there are many water pools at y = 1 with blue water which could be considered to be fresh water. Many worlds and mods use blue water...
by paramat
Sun Feb 12, 2017 23:55
 
Forum: Minetest Features
Topic: Sea Water (salt water)
Replies: 11
Views: 1753

Re: Post your mapgen questions here (modding or engine)

TumeniNodes

> Are we able to set more than one material for mapgen nodes? Or is there a magical way to use a string of nodes?

Nope. As you found out those aliases only setup the node used per-session.
This would need an engine mapgen change to select a random node for every stone node placed.
by paramat
Sun Feb 12, 2017 23:47
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: Post your mapgen questions here (modding or engine)

Sergey

> I don't understand what blocks need to be regenerated.

The areas with grey desert, sandstone desert, coral reefs or bushes, are the new biomes.
by paramat
Sun Feb 12, 2017 23:40
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Warning! Maps opened in 0.4.15-dev will not work in older MT

See https://forum.minetest.net/viewtopic.php?f=18&t=16595 for more details. This PR is now being merged. "To introduce the new flags I had to increase the map block serialization version, this is why you can not play on your maps on other versions of Minetest after you opened them in this v...
by paramat
Sun Feb 12, 2017 23:29
 
Forum: Minetest News
Topic: Warning! Maps opened in 0.4.15-dev will not work in older MT
Replies: 5
Views: 3132

Re: Opinons needed: Possible change in map block serializati

This PR is now being merged.
by paramat
Sun Feb 12, 2017 23:09
 
Forum: Minetest News
Topic: Opinons needed: Possible change in map block serialization
Replies: 10
Views: 4634

Re: mod base experiment

I like those palm trees.
by paramat
Wed Feb 08, 2017 18:20
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: how can I edit schematics?

Hmm of course, sorry i misunderstood, you both mean storing them in a subgame as a Lua table as opposed to an mts file. So once a Lua table is converted to mts it will be just as fast in mapgen. Maybe the saveschems mod should be included in the MTGame repo somehow. TumeniNodes, no problem :] Indeed...
by paramat
Wed Feb 08, 2017 18:16
 
Forum: Minetest General
Topic: how can I edit schematics?
Replies: 20
Views: 9785

Re: Post your mapgen questions here (modding or engine)

All mapgen use nodes like "mapgen_stone" so you need to alias your subgame nodes to those for the mapgen to use them.
by paramat
Wed Feb 08, 2017 18:03
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: Post your mapgen questions here (modding or engine)

Sergey > Can this map be fixed? Or it is irreversibly? You could revert the mapgen code in MTGame to how it was before (difficult), or, only use that world in MT / MTG 0.4.14. Then do /deleteblocks for the affected volume, that will re-generate the volume of world. We're sorry for the biomes breakag...
by paramat
Wed Feb 08, 2017 18:01
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: Post your mapgen questions here (modding or engine)

the_raven_262
Have you set the mapgen aliases for the map generators? As here https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua#L5 set those to your subgame's nodes.
by paramat
Wed Feb 08, 2017 17:56
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: Post your mapgen questions here (modding or engine)

burli
Tree trunk nodes should be force-placed. Per-node force-place was actually added to schematics to allow tree trunks to replace leaves of other overlapping trees without leaves replacing the trunks of other overlapping trees.
by paramat
Wed Feb 08, 2017 17:40
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: Post your mapgen questions here (modding or engine)

burli, > Works fine so far except that the trunk base is often removed by other decoration See default/mapgen.lua, the taller decorations (trees, cacti, papyrus) are registered before the smaller (grass, flowers) to avoid this happening. > But I have to find a solution to load the tree registration ...
by paramat
Tue Feb 07, 2017 23:33
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: Post your mapgen questions here (modding or engine)

Sergey, those straight-edged biomes are likely due to the change to the registered biomes in 0.4.15, see https://forum.minetest.net/viewtopic.php?f=18&t=15939
by paramat
Tue Feb 07, 2017 23:29
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77025

Re: how can I edit schematics?

See https://github.com/minetest-mods/saveschems for the latest and maintained version of this mod. > This is why I don't use binary schematics. You're saving a trivial amount of space in exchange for making them very difficult to edit. > But why using the binary format? Just because file size? The p...
by paramat
Tue Feb 07, 2017 23:26
 
Forum: Minetest General
Topic: how can I edit schematics?
Replies: 20
Views: 9785

Re: Map-Gen Questions : 1) Latitudes 2) Knob-Twiddlers

1 requires changes to engine code.
2 would be possible in a separate terrain previewer, but not realtime changing of terrain in-game.
Also see https://forum.minetest.net/viewtopic.php?f=47&t=15272 for more mapgen discussion.
by paramat
Tue Feb 07, 2017 23:01
 
Forum: Minetest Features
Topic: Map-Gen Questions : 1) Latitudes 2) Knob-Twiddlers
Replies: 3
Views: 1008

Re: Opinons needed: Possible change in map block serializati

Discussing on IRC dev channel the devs are thinking this is worth it, the 1st PR will fix more lighting bugs than just large areas of lavacooling, and helps make the 2nd PR more effective. The first PR (which increases mapblock serialisation version) could be merged as soon as a few days, maybe a we...
by paramat
Sun Feb 05, 2017 15:51
 
Forum: Minetest News
Topic: Opinons needed: Possible change in map block serialization
Replies: 10
Views: 4634

Re: [Mod]Flowerpot[flowerpot]

Indeed the digging cracks are not a problem.
I don't find this fundamental enough to be in MTGame, it's more of a specialist decor mod thing.
by paramat
Sun Feb 05, 2017 08:25
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7212

Re: What's the minimum number of nodes for a game?

Someone is working on a clouds API, there is an unfinished PR. Stuff like colour, direction N, S, E, or W, speed, fraction of cloud cover, maybe more like possible multiple levels for use in stacked realms. The colour is likely to be a plain colour not a texture as clouds need to be drawn fast as cu...
by paramat
Sun Feb 05, 2017 08:19
 
Forum: Modding Discussion
Topic: What's the minimum number of nodes for a game?
Replies: 15
Views: 1989

Opinons needed: Possible change in map block serialization

This PR fixes occasional light bugs caused by the cooling of lava https://github.com/minetest/minetest/pull/4682 but comes at a cost: "To introduce the new flags I had to increase the map block serialization version, this is why you can not play on your maps on other versions of Minetest after ...
by paramat
Sun Feb 05, 2017 08:03
 
Forum: Minetest News
Topic: Opinons needed: Possible change in map block serialization
Replies: 10
Views: 4634

Re: What's the minimum number of nodes for a game?

Just merged changes: MapgenBasic now needs river_water_source. Gravel (used in mgv6 mapgen for a rare surface material) now falls back to stone. So mgv6 now needs stone, dirt, dirt_with_grass, sand, water_source, lava_source and cobble. So the minimum looks like: stone dirt dirt_with_grass sand wate...
by paramat
Sat Feb 04, 2017 07:35
 
Forum: Modding Discussion
Topic: What's the minimum number of nodes for a game?
Replies: 15
Views: 1989

Re: Post your screenshots!

^ That's beautiful.
by paramat
Fri Feb 03, 2017 23:53
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1379671

Re: mod base experiment

Good to see you working on a minimal mod base, we have often asked for extra subgames to release with Minetest and this is the sort of thing we are looking for.
'Minimal' isn't a mod base and is unsuitable for that.
by paramat
Fri Feb 03, 2017 23:50
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: What's the minimum number of nodes for a game?

The cloud node and texture in MTGame have nothing to do with the moving clouds, which are directly drawn and don't use textures. The hardcoded nodes are air and ignore https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L332 maybe unknown too. The basic mapgen aliases that 'ma...
by paramat
Fri Feb 03, 2017 23:16
 
Forum: Modding Discussion
Topic: What's the minimum number of nodes for a game?
Replies: 15
Views: 1989

Re: Minetest 0.4.15

> It is actually a known thing to stop and start a game, or disconnect and reconnect to a server, when you have been playing a long time and need to free some ram. This is not a memory leak, it's mapblock mesh data building up in the client, it's limited to 5000 mapblocks by default which is 1-2 GB,...
by paramat
Thu Feb 02, 2017 12:39
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 53029

Re: adjusting mgv7 parameters causes blank biomes

Weird i can't see why, biomes should remain unchanged whatever the terrain shape, there isn't a bare stone biome in MTGame.
by paramat
Tue Jan 31, 2017 08:25
 
Forum: Minetest Problems
Topic: adjusting mgv7 parameters causes blank biomes
Replies: 6
Views: 2115
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