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Re: Post your modding questions here

Is voxelmanip always faster than get_node? I noticed that the hopper mod uses voxelmanip just to get two neighbour nodes. Is this really better? yes and no. It can sometimes mean only doing a single lua-to-C call, which is likely cheaper than two get_node() calls. But if it's not performance critic...
by sofar
Sun Mar 19, 2017 05:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your screenshots!

Image

Only a single nodedef of wool is used in this image -> colored nodes and colored itemstacks are all "wool:block" !
by sofar
Sat Mar 18, 2017 21:52
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1370851

Re: anticheat

Even if it was released under GPL it would still be pointless considering that rnd is the owner of the source code That's not how GPL works, you license your code under GPL -> you need to fulfil the requirements. Who owns the code is irrelevant to adhering to the licenses terms. Actually this is en...
by sofar
Fri Mar 17, 2017 19:48
 
Forum: WIP Mods
Topic: anticheat
Replies: 43
Views: 17397

Re: Post your videos!

https://www.youtube.com/watch?v=5LdLz8but8E

Was coding up colored itemstack support for the wool mod. Near the end everything starts working.
by sofar
Fri Mar 17, 2017 17:18
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 155171

Re: is coloured text in item description possible?

Would be nice to see colored descriptions, would be great to use it for premium tool/weapon ideas. submit a feature request, I dunno, this may already be possible (the itemstack description can now be modified through itemstack meta, so we can do things like name books, keys, etc. and this is in mi...
by sofar
Thu Mar 16, 2017 23:03
 
Forum: Minetest Features
Topic: is coloured text in item description possible?
Replies: 6
Views: 3426

Re: Post your modding questions here

500000 nodes = 30 FPS 10500 entities = 3 FPS W.T.H. is does exactly MT render or engine when draw simple node Versus simplest entity ? entity simple single side plate (without any material assigned in blender) nodes are rendered into a "mesh" together. So 500k nodes can end up being only ...
by sofar
Thu Mar 16, 2017 18:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: function return after(some time)

If you want to `throttle` something, write a queue and throttle throughput through a queue mechanism. local queue = {} ... table.insert(queue, some_data) ... -- process up to N items from the queue each server interval minetest.register_globalstep(dtime) for i = 1, max_per_step do -- take one off th...
by sofar
Wed Mar 15, 2017 15:53
 
Forum: Modding Discussion
Topic: function return after(some time)
Replies: 9
Views: 4855

Re: function return after(some time)

Is it possible to make a function return a value after some seconds? I mean if i write something like this: local str = "some string" minetest.after(3.5, function(str) print(str) end, str) return str Then the str is first returned and then printed, but is it possible to print it first and...
by sofar
Tue Mar 14, 2017 20:32
 
Forum: Modding Discussion
Topic: function return after(some time)
Replies: 9
Views: 4855

Re: [Game] MineClone 2 [0.15.0]

btw: you can use now meshoptions for plants to get the croplike look from Minecraft, for example wheat Sadly, this doesn't seem to work with Minetest 0.4.15; I only get the default plantlike shape. I get the “#” shape only in the dev version Uh, it works just fine? That got added way before 0.4.15....
by sofar
Mon Mar 13, 2017 17:09
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 180292

Re: Post your modding questions here

burli wrote:How can I update param2 of a node? Currently I replace the node with set_node() and the new param2 value, but I hope there is a faster way


swapnode(pos, {name = node.name, param2 = newparam2})

no faster way than that.
by sofar
Sun Mar 12, 2017 08:45
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Schematic from luatable is somewhat broken

Try setting x = 9 and z = 8

but yeah, looking at the (tiny) image, it looks like it's all shuffled, lol
by sofar
Sun Mar 12, 2017 08:37
 
Forum: Minetest Problems
Topic: [solved] Schematic from luatable is somewhat broken
Replies: 4
Views: 2934

Re: Schematic from luatable is somewhat broken

please reuse the code from `saveschems` - https://github.com/minetest-mods/saveschems to validate and save stuff.

What are _, M and T?
by sofar
Sun Mar 12, 2017 08:34
 
Forum: Minetest Problems
Topic: [solved] Schematic from luatable is somewhat broken
Replies: 4
Views: 2934

Re: Modifying and using schematics

Meh, editing trees and other schematics by text files seems awfully tedious. I look what WorldEdit can do for me. What do you mean with “annotation”? MTS files just look like binary gibberish to me. Is there maybe a way to go from the WorldEdit format (.we) to schematics and vice-versa? MTS files c...
by sofar
Thu Mar 09, 2017 19:14
 
Forum: Modding Discussion
Topic: Modifying and using schematics
Replies: 6
Views: 3224

Re: Modifying and using schematics

saveschems is how we do this for minetest_game's tree schematics. We use a simple lua table to describe, and "easily " edit tree shapes, and then write them as .mts. We never go from .mts to lua, although it is possible. You lose too much annotation to make it easy to work with. https://gi...
by sofar
Thu Mar 09, 2017 06:56
 
Forum: Modding Discussion
Topic: Modifying and using schematics
Replies: 6
Views: 3224

Re: Post your modding questions here

so..., "if" I manage to wrap my inefficient brain around voxelmanip... would it make sense for me to apply it only to the lowered bridge? If I am able to make just that walkable... I'll be one happy duck. Well, what I would do is: 1. make everything just 1x1x1 nodes so the whole collision...
by sofar
Wed Mar 08, 2017 21:56
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

I'd look at the TNT mod - it uses a vmanip to create the crater, and does so outside of mapgen domain.
by sofar
Wed Mar 08, 2017 19:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

I'm using the mesh node from the nodebox trees mod. Works fine. I still have a little flicker and waving doesn't work waving should not be enabled for most mesh nodes. The flicker happens because you likely have multiple surfaces exactly in the same place. Try offsetting them by a small (0.001) val...
by sofar
Wed Mar 08, 2017 06:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

This is the code for a drawbridge I was working on a while back... Never did figure out why I can't walk it? Add a collision box. There is a collision box (though only on the lowered bridge), I think Minetest just doesn't detect collisions that far. A more reliable method would be voxelmanip and do...
by sofar
Wed Mar 08, 2017 05:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

There is a collision box (though only on the lowered bridge), I think Minetest just doesn't detect collisions that far. Indeed, Minetest has serious bugs with collision boxes >1 node in size. Actually, you can go 1 beyond the node itself. This node goes 2.0 beyond it, so the last 1.0 will be buggy.
by sofar
Wed Mar 08, 2017 05:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

burli wrote:Is it possible to make such a leaf shape? It is a normal leaf node with an oversized plantlike inside


make a mesh node (and yes, this is entirely reasonable geometry)
by sofar
Wed Mar 08, 2017 05:35
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

TumeniNodes wrote:This is the code for a drawbridge I was working on a while back...
Never did figure out why I can't walk it?


Add a collision box.
by sofar
Wed Mar 08, 2017 04:47
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: Post your modding questions here

Hybrid Dog wrote:Does node metadata become compressed?


I'm fairly sure everything on the map is compressed, including entity data as well.
by sofar
Tue Mar 07, 2017 05:20
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137

Re: WorldPainter support?

Schematics are used by minetests' engine to place decorations that are more complex (trees, mostly). For some actual code that makes it easy to understand how they're generated, look here:

https://github.com/minetest-mods/saveschems/
by sofar
Mon Mar 06, 2017 22:07
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 35509

Re: [Mod]Tutor[tutor] WIP

As long as there are still critical bugs in the first 5min of gameplay, I suspect the interest is pretty low. I can't reproduce them and I did some major overhauling. Can you confirm this bug still exists? EDIT: one of the major things I redid was make it a bit hardened against missing table entrie...
by sofar
Tue Feb 28, 2017 05:38
 
Forum: WIP Mods
Topic: [Mod]Tutor[tutor] WIP
Replies: 17
Views: 4098

Re: [Game] MineClone 2 [0.12.1]

azekill_DIABLO wrote:i don't think so...

EDIT: a new better pack: UNITY 16x


NC, and it probably violates MC copyrights, and it's actually not 16px.

So I doubt Wuzzy would pick that. I'd advise him not to.
by sofar
Mon Feb 27, 2017 19:42
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 180292

Re: [Game] MineClone 2 [0.12.1]

azekill_DIABLO wrote:you want the best? then Pixel perfection!


yeah but it's a significant style departure from the classic look.
by sofar
Mon Feb 27, 2017 17:20
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 180292

Re: [Game] MineClone 2 [0.12.1]

https://github.com/minetest/minetest/pull/4468 If this gets added you will be able to open any Minecraft texturepack without even having to convert it No, that doesn't work because minecraft uses the same file name multiple times. e.g. "reeds.png" exists several times in a MC texture pack...
by sofar
Mon Feb 27, 2017 15:16
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 180292

Re: [Mod]Tutor[tutor] WIP

Updated this to use player attributes that are new in git, so this no longer depends on `datastorage`.

I still would love it if someone could work on content - it's really simple to add new goals. Anyone?
by sofar
Mon Feb 27, 2017 07:51
 
Forum: WIP Mods
Topic: [Mod]Tutor[tutor] WIP
Replies: 17
Views: 4098

Re: [Game] MineClone 2 [0.12.1]

Wuzzy, if you're ignoring my comments about 32px vs 16px, can you at least somehow work with me on getting `mcresconvert` to make an acceptable conversion so that I can myself use a texture pack to skin this subgame to 16px? thanks. I'm sure more people would prefer to have a method of generating a ...
by sofar
Mon Feb 27, 2017 05:17
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 180292

Re: Post your modding questions here

The mushroom spread and death ABM has an interval of 11 seconds and a chance of 50. Does that mean each mushroom will spread/die in an average time of 550 seconds? no, it means that ever 11 seconds, 1 in 50 mushrooms will spread/die. So logically, this means that after 22 seconds, there will be a s...
by sofar
Sun Feb 26, 2017 22:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626137
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