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Not exactly, but not for from it (the thing I had done was too slow and a bit buggy).
by Nore
Sun Sep 22, 2013 07:17
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46652

paramat, I looked at your biome map to create mine ;)
Moreover, I finally fixed the caves (the problem was that coordinates were floating-point). So that means: no more buggy caves and shadows, so caves are near the surface again.
by Nore
Sun Sep 22, 2013 05:09
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46652

[Mod] Experimental mapgen [mg]

mg - Experimental Mapgen A custom Lua-mapgen, with biomes, caves, villages , cliffs and ore generation. Biomes : ⋅ Ocean ⋅ Dry grasslands ⋅ Wet grasslands ⋅ Forest ⋅ Jungle ⋅ Savanna ⋅ Desert ⋅ Tundra ⋅ Taiga ...
by Nore
Sat Sep 21, 2013 16:26
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46652

deivan wrote:The workshop don't is working here. Is idle and after I put a tool he become "unpowered". :-o

The tool workshop is now a MV machine.
by Nore
Sat Sep 21, 2013 10:10
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531118

I see at least one use for that: once I wanted a mod that added tin to remove that silly bronze recipe, for that the mod had to load before default. The same thing can be used if one wants a mod to change a craft or delete a default node or change an ABM, that can't be done without that.
by Nore
Tue Sep 17, 2013 17:58
 
Forum: Minetest Features
Topic: before.txt in mods and *#
Replies: 12
Views: 2001

It could be possible to do this with entities, however I don't know if it is possible to set entity pitch yet.
by Nore
Sun Sep 15, 2013 07:37
 
Forum: WIP Mods
Topic: Could something like this be created
Replies: 17
Views: 3014

I already made 2 pull requests ;)
by Nore
Sat Sep 07, 2013 10:21
 
Forum: WIP Mods
Topic: [Game] commit on consensus [minetest_game]
Replies: 8
Views: 2088

by Nore
Mon Sep 02, 2013 15:14
 
Forum: Minetest General
Topic: Do you think...
Replies: 11
Views: 2091

Yes, and I didn't think I could even do that while coding in Lua. Now I see how it infulenced my way of programming... ;)
by Nore
Mon Sep 02, 2013 10:40
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 251850

No, that is actually a bug with the rewrite I made. The pull that fixes it is here: https://github.com/Calinou/moreores/pull/4
I hope Calinou will merge it soon.
by Nore
Mon Sep 02, 2013 10:17
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 251850

I rebased #688, so you can merge it now.
by Nore
Thu Aug 29, 2013 08:03
 
Forum: Minetest Engine
Topic: Next - development branch with lot of unmerged pulls
Replies: 69
Views: 21605

Can I have interact please?
by Nore
Wed Aug 28, 2013 17:40
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 97229

I rebased #606 against current master.
by Nore
Tue Aug 27, 2013 17:15
 
Forum: Minetest Engine
Topic: Next - development branch with lot of unmerged pulls
Replies: 69
Views: 21605

I have absolutely no problem with someone forking the code. Moreover, there is already an API, that you can use and that is designed to be powerful.
by Nore
Fri Aug 23, 2013 04:46
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12200

My solution was only a proof-of-concept for now, but could be used to create a better blended surface that the current one.
by Nore
Thu Aug 22, 2013 07:20
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32596

You are right for both things, since I am not working on this mod ATM, but rather on technic and tachnic_game, which are far better.
by Nore
Tue Aug 20, 2013 06:27
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12200

Another suggestion is something that would allow you to copy-paste structures, and create things, if you have the required materials in inventory. You would then a another privilege for that.
by Nore
Sun Aug 18, 2013 19:50
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280952

The main problem I see is the on the left-hand side of the map, where there are acute angles that do not look good.Moreover, it looks like you have some bugs on the right-hand side, no?
by Nore
Sun Aug 18, 2013 07:16
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32596

paramat, I like it. The only problem I see is the transition at the borders, which isn't always smooth. You could perhaps try to use a kernel smoother, as I did.
by Nore
Sun Aug 18, 2013 07:03
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32596

I have code to spawn a flat area too, which blends good with the environment surronding it. See my post there: https://forum.minetest.net/viewtopic.php?pid=104112#p104112 . FYI, I use kernel smoothing, so the kernel can be changed to give different results http://en.wikipedia.org/wiki/Kernel_%28stat...
by Nore
Sun Aug 18, 2013 06:46
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32596

For me, it does not bug... OS: Debian Jessie, Minetest version: git , Irrlicht version: 1.8
by Nore
Sat Aug 17, 2013 18:55
 
Forum: Minetest Problems
Topic: [solved] Client crashes when selecting multiline form text
Replies: 6
Views: 1007

It was my pull request, so that is why I was fast to reply...
by Nore
Sat Aug 17, 2013 17:09
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382594

Try to update, it should be fixed in recent versions (more recent than yesterday).
by Nore
Sat Aug 17, 2013 17:02
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382594

So on a normal map, you will need to flatten the land in the area the village will be. The code I posted should help you to smooth around to avoid edge effects.
by Nore
Tue Aug 06, 2013 15:20
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23467

You could try to make a flat area for the village using code similar to this one (this one is only a proof-of-concept for smoothing the terrain around the flat area, and you will need to run it in a new world because it changes the mapgen to a very simple one). local DMAX = 20 local AREA_SIZE = 80 m...
by Nore
Tue Aug 06, 2013 08:45
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23467

I don't know what build, but a build less than 12 days old.
by Nore
Sun Aug 04, 2013 15:28
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628491

[0.4.8] Texture pack selection

For 0.4.8, there will be texture pack selection in the main menu. Texture pack folders should be put in the textures/ folder, and the main menu allows to choose the texture pack. Moreover, the "all" folder is removed, and will be shown as a texture pack. The "server" folder (and texture pack) are te...
by Nore
Sun Aug 04, 2013 15:20
 
Forum: Minetest News
Topic: [0.4.8] Texture pack selection
Replies: 21
Views: 8836

You have both the same problem: your version is too old.
by Nore
Sun Aug 04, 2013 15:08
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628491

A suggestion: save node metadata as well, so it will save furnace state, infotexts of technic chests (and you could also use it for signs). Moreover, you should save item metadata (sorry if you already do it, but I didn't saw it while looking at the code). And why do you check if placer is player? ...
by Nore
Wed Jul 31, 2013 16:14
 
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 4056

A suggestion: save node metadata as well, so it will save furnace state, infotexts of technic chests (and you could also use it for signs). Moreover, you should save item metadata (sorry if you already do it, but I didn't saw it while looking at the code). And why do you check if placer is player?
by Nore
Wed Jul 31, 2013 13:51
 
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 4056
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