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Re: [modpack][wip] MB Trees

There is even a simpler version.

Image
by burli
Fri Mar 10, 2017 19:13
 
Forum: WIP Mods
Topic: [modpack][wip] MB Trees
Replies: 27
Views: 3942

Re: [modpack][wip] MB Trees

This is a nice idea for a smaller tree. It uses a simple fence post as trunk, but looks great

Image
by burli
Fri Mar 10, 2017 15:10
 
Forum: WIP Mods
Topic: [modpack][wip] MB Trees
Replies: 27
Views: 3942

Re: [discussion] show your models

Melkor wrote:Image

This is cute
by burli
Fri Mar 10, 2017 13:54
 
Forum: Minetest General
Topic: [discussion] show your models
Replies: 40
Views: 8922

Re: Sound API

This is how it currently looks like local dirtsounds = { footstep = {name = "default_dirt_footstep", gain = 0.4}, dug = {name = "default_dirt_footstep", gain = 1.0}, place = {name = "default_place_node", gain = 1.0}, } sounds.register("dirt_sounds", dirtsounds...
by burli
Fri Mar 10, 2017 13:23
 
Forum: Minetest Features
Topic: Sound API
Replies: 3
Views: 2517

Sound API

I think about a new sound API that is a little bit more common and flexibel than the current one I propose a key/value table with a table of sounds as value and some functions. The table could look like this registered_sounds = { {"wood_sounds", { footstep = <SimpleSoundSpec>, dig = <Simpl...
by burli
Fri Mar 10, 2017 10:10
 
Forum: Minetest Features
Topic: Sound API
Replies: 3
Views: 2517

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

Is it possible to use biomes to generate different stone underground? I tried it, but it didn't work. Maybe I did something wrong?
by burli
Fri Mar 10, 2017 08:42
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77027

Re: Can I run Luacheck on Github without a pull request?

kaeza wrote:Check the LuaCheck config file used by minetest_game.
See also the LuaCheck documentation.

Found this yesterday. This is relatively new in the repo
by burli
Thu Mar 09, 2017 20:31
 
Forum: Minetest General
Topic: Can I run Luacheck on Github without a pull request?
Replies: 5
Views: 1081

Re: What's Minetest still missing over Minecraft?

- Require tools to be intact in crafting

This is already possible (see replacements), but...

https://github.com/minetest/minetest/issues/5323
by burli
Thu Mar 09, 2017 15:36
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135004

Re: What's Minetest still missing over Minecraft?

I can understand both sides. In one side are the core devs. They have limited time and won't get payed for their work. They can't implement everything a modder or game Dev wishes. On the other side are the game developers who can't make the game they want because of the limitations of the engine. I ...
by burli
Thu Mar 09, 2017 12:17
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135004

Re: What's Minetest still missing over Minecraft?

Sounds like "Linux is not Windows"
by burli
Thu Mar 09, 2017 10:49
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135004

Re: Field of view (FOV)? 72 degrees?

Minetest always feels a bit odd with the default FOV. Minecraft has nearly the same value (70), but it looks different IMHO
by burli
Thu Mar 09, 2017 08:39
 
Forum: Minetest General
Topic: Field of view (FOV)? 72 degrees?
Replies: 6
Views: 4566

Re: Modifying and using schematics

There is no mts "editor". You have to convert mts to lua. Look at my code for an example

https://github.com/MarkuBu/minetest_mod ... e/init.lua

I would recommend to use the lua schematics cause they are more flexible to use. Take a look at this code how I use them
by burli
Thu Mar 09, 2017 06:37
 
Forum: Modding Discussion
Topic: Modifying and using schematics
Replies: 6
Views: 3283

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

I don't mean "rocky". I mean "less smoothed" and curvy. They look always like this

Image
by burli
Wed Mar 08, 2017 19:50
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77027

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

I already played with this values, but I don't get what I want
by burli
Wed Mar 08, 2017 19:18
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77027

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

How can I make ridges in mgv7 less deep? And the underground and the shores a bit more rough. Ridges look so polished
by burli
Wed Mar 08, 2017 19:06
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77027

Re: [Game] Realms of light and darkness [wip]

Not really. Look closer
by burli
Wed Mar 08, 2017 13:47
 
Forum: WIP Subgames
Topic: [Game] Realms of light and darkness [wip]
Replies: 48
Views: 14537

Re: mod base experiment

Start adding intllib for internationalization, but I'm not happy with translations like "Wüstenpflastersteintreppe".
by burli
Wed Mar 08, 2017 10:23
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: Post your modding questions here

can it be applied to an object which will open and close? Not sure what you mean. Any example? The idea of VoxelManip is, that you can get a part of the map (a chunk or a part of the chunk) as array. You can change the data in this array and write it back. But the chunk has to be generated first an...
by burli
Wed Mar 08, 2017 09:36
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628239

Re: Post your modding questions here

you can also look in trees.lua. The old trees use Voxelmanip. Just look into default.grow_tree()
by burli
Wed Mar 08, 2017 09:10
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628239

Re: Post your modding questions here

A more reliable method would be voxelmanip and do multiple nodes. Hmmm, I have not ventured into using voxelmanip yet. I'd be interested to take a look at it, could you point me in the right direction so I don't have to hunt it down? :P You can take a look at this. It is a simple example that repla...
by burli
Wed Mar 08, 2017 08:55
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628239

Re: mod base experiment

I still think about a new sound API. But I'm not sure how to start
by burli
Wed Mar 08, 2017 07:57
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: [Mod] Internationalization Library [intllib]

Is there somewhere a tutorial how to use intllib? I try to add it, but it doesn't work. And if I use Getter I get this message WARNING[Main]: intllib.Getter is deprecated.Please use intllib.make_gettext_pair instead. I want to use and support this Edit: It's working now. And I just replaced Getter w...
by burli
Wed Mar 08, 2017 07:29
 
Forum: Mod Releases
Topic: [Mod] Internationalization Library [intllib]
Replies: 82
Views: 25803

Re: Is there lamp(s) in Minetest Game?

You can add the moreblocks mod and use the chainsaw to cut the meselamp into smaller parts. I think this should work
by burli
Wed Mar 08, 2017 06:35
 
Forum: Minetest General
Topic: Is there lamp(s) in Minetest Game?
Replies: 16
Views: 2607

Re: Post your modding questions here

sofar wrote:
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)

I'm using the mesh node from the nodebox trees mod. Works fine. I still have a little flicker and waving doesn't work
by burli
Wed Mar 08, 2017 06:31
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628239

Re: mod base experiment

Why did you rename the playermodel mod for no reason? First I created an empty player mod just to remove the missing textures error message. Then I remembered that I have a stand alone player mod (I think it is yours?). I just copied the files into the player folder. But the hotbar doesn't work and...
by burli
Wed Mar 08, 2017 05:59
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: Is there lamp(s) in Minetest Game?

There is no release date, but you can download the current version from github
by burli
Tue Mar 07, 2017 20:15
 
Forum: Minetest General
Topic: Is there lamp(s) in Minetest Game?
Replies: 16
Views: 2607

Re: mod base experiment

I completely restart this from scratch and finally I got a simple modding base without any default. It just includes one biome, some basic nodes, the stairs mod, sfinv, creative mod and player. There are no sounds, plants or anything else https://github.com/MarkuBu/minetest_modbase https://forum.min...
by burli
Tue Mar 07, 2017 20:12
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: Is there lamp(s) in Minetest Game?

The newest version has a mese postlight. But I don't know the recipe
by burli
Tue Mar 07, 2017 18:33
 
Forum: Minetest General
Topic: Is there lamp(s) in Minetest Game?
Replies: 16
Views: 2607

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

What is needed that dungeons are generated with cobble stone? I made a minimal subgame and I don't get any errors, but dungeons are generated with stone.

The same issue exists in the minimal development game. Cobble node is registered, but not used for dungeons
by burli
Tue Mar 07, 2017 18:06
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 77027

Re: Post your modding questions here

A, ok, it's a little bit confusing that a rightclick callback is sometimes called on_rightclick and sometimes on_place. Doc could be more clear at this point
by burli
Tue Mar 07, 2017 13:56
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628239
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