Minetest 0.4.10

asdfref
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Re: Minetest 0.4.10

by asdfref » Mon Jul 21, 2014 17:12

I got minetest 0.4.10 from lantch pad and now that i got it the snow mod and animales/mobf dose not work now.
 

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hoodedice
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Re: Minetest 0.4.10

by hoodedice » Mon Jul 21, 2014 18:49

asdfref wrote:I got minetest 0.4.10 from lantch pad and now that i got it the snow mod and animales/mobf dose not work now.



Weather has been removed from minetest. So the snow mod will probably not work
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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Re: Minetest 0.4.10

by paramat » Mon Jul 21, 2014 22:38

Nah, snow mod is independant of proller's weather, must be another reason.
 

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Re: Minetest 0.4.10

by Dragonop » Fri Jul 25, 2014 03:16

sfan5 could be any chance to put a 3D noise mapgen in next builds?
 

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Re: Minetest 0.4.10

by sfan5 » Fri Jul 25, 2014 10:23

Dragonop wrote:sfan5 could be any chance to put a 3D noise mapgen in next builds?

Which 3D noise mapgen are you thinking of?
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Casimir
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Re: Minetest 0.4.10

by Casimir » Fri Jul 25, 2014 13:45

v5?
 

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Re: Minetest 0.4.10

by paramat » Fri Jul 25, 2014 17:34

Yeah Dragonop is refering to mgv5, i'll suggest the re-introduction of mgv5 to hmmmm in case he wants to work on that instead of the frustration he's having with mgv7, celeron55 may be too busy.
 

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Re: Minetest 0.4.10

by Dragonop » Fri Jul 25, 2014 22:54

sfan5 wrote:
Dragonop wrote:sfan5 could be any chance to put a 3D noise mapgen in next builds?

Which 3D noise mapgen are you thinking of?

Im thinking on the 3rd or 4th Mapgen 3D noise: http://wiki.minetest.net/Map_Generator_ ... d_noise.22
I say this couse the terrain looks more natural with the 3D noise Mapgen.
 

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Re: Minetest 0.4.10

by Dragonop » Fri Jul 25, 2014 22:57

paramat wrote:Yeah Dragonop is refering to mgv5, i'll suggest the re-introduction of mgv5 to hmmmm in case he wants to work on that instead of the frustration he's having with mgv7, celeron55 may be too busy.

Yeah maybe that too but i look at the two and the mgv3 and mgv4 looks better, for some reason
 

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Re: Minetest 0.4.10

by paramat » Fri Jul 25, 2014 23:22

Yes i agree, better screenshots. Because mgv5 is a refinement of mgv3 and mgv4 what you see in the mgv3 and mgv4 screenshots will very probably be present in mgv5, and mgv5 will probably have more variety of terrain due to modulation.
There is actually a fork of Minetest (i think it's called Minetest Classic) which is essentially Minetest v0.3.x and has mgv5.
 

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Re: Minetest 0.4.10

by Dragonop » Sat Jul 26, 2014 07:55

paramat wrote:Yes i agree, better screenshots. Because mgv5 is a refinement of mgv3 and mgv4 what you see in the mgv3 and mgv4 screenshots will very probably be present in mgv5, and mgv5 will probably have more variety of terrain due to modulation.
There is actually a fork of Minetest (i think it's called Minetest Classic) which is essentially Minetest v0.3.x and has mgv5.

I will try to find and download it.
Another question: ¿Its there a way to download and install Mapgens in Minetest?¿like mods i guess?
 

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Re: Minetest 0.4.10

by Morn76 » Sat Jul 26, 2014 09:55

Dragonop wrote:I will try to find and download it.

Its name has been changed to Voxelands recently: http://www.voxelands.com/
 

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Re: Minetest 0.4.10

by Morn76 » Sat Jul 26, 2014 10:19

P.S. Voxelands screenie (without fog). It took me a while to find the cool 3-D noise terrain. Closer to the spawn the landscape looked more like mgv6.

Why can't I edit my posts in this thread?

Image
 

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Re: Minetest 0.4.10

by DeepGaze » Sat Jul 26, 2014 15:32

there's no place like 127.0.0.1
The deep life Minetest text page
minetest cards
 

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Re: Minetest 0.4.10

by Amaz » Sat Jul 26, 2014 16:13

This: https://github.com/celeron55/minetest/tree/mgv5 has mgv5 in, but the branch is very outdated...
 

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Re: Minetest 0.4.10

by paramat » Sat Jul 26, 2014 16:45

Dragonop wrote:¿Its there a way to download and install Mapgens in Minetest?¿like mods i guess?

NO
Not c++ core mapgens but you can of course use lua mapgen mods, see the 'mods' link on my profile page i have many 3D noise mapgens.
 

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Re: Minetest 0.4.10

by Dragonop » Sun Jul 27, 2014 23:16

HI.
I just wanted to say that PLEASE dont add MT jack o' lanterns (if somebody is about to do that) cause some people may see it offensive to their religion (see this Topic in Voxelands forum: Jack o' lanterns)
Or maybe a disable Jack o' Lanter option if added
Thanks for reading
 

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Re: Minetest 0.4.10

by Napiophelios » Mon Jul 28, 2014 00:08

Dragonop wrote:HI.
I just wanted to say that PLEASE dont add MT jack o' lanterns (if somebody is about to do that) cause some people may see it offensive to their religion (see this Topic in Voxelands forum: Jack o' lanterns)
Or maybe a disable Jack o' Lanter option if added
Thanks for reading


Jack o' Lanterns are wards to protect against evil spirits, Vampyres in particular.
Its part of archaic Christian folklore,they represent evil spirits/haunting lights, not "heads of the dead".
I think their presence is very fitting to such games as Minecraft and Minetest.

Regardless,the guy offers the solution to his own problem
"just edit the crap out of it"
 

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Re: Minetest 0.4.10

by ExeterDad » Mon Jul 28, 2014 00:58

The beauty of Minetest being a engine rather then a game...

if pumpkin heads, monsters or fictitious ores offend, just disable or edit the mod supplying it.
Oh don't forget noclip, flying and teleport!
٩(̾●̮̮̃̾•̃̾)۶

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Re: Minetest 0.4.10

by rubenwardy » Mon Jul 28, 2014 12:43

Seems like religious people are easily offended. Maybe you should just not place it, or use it?
 

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Re: Minetest 0.4.10

by Kilarin » Mon Jul 28, 2014 15:25

rubenwardy wrote:Seems like religious people are easily offended.

And the non-religious often get offended whenever something obviously religious is added.

Being easily offended is a people problem. :)
 

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Re: Minetest 0.4.10

by rubenwardy » Mon Jul 28, 2014 16:12

What next will they say is religious and offending? Will it be Christmas trees?
 

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Re: Minetest 0.4.10

by TenPlus1 » Mon Jul 28, 2014 17:05

it's just a game people...
 

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Re: Minetest 0.4.10

by HeroOfTheWinds » Mon Jul 28, 2014 23:23

TenPlus1 wrote:it's just a game people...

+100

Just edit it or don't even play it. The same goes for a lot of other games: if someone doesn't like all the blood in Resident Evil, why play it? If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.
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Re: Minetest 0.4.10

by Zeno » Tue Jul 29, 2014 00:07

HeroOfTheWinds wrote:
TenPlus1 wrote:it's just a game people...

[..] If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.


I disagree
 

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Re: Minetest 0.4.10

by Amaz » Tue Jul 29, 2014 10:53

HeroOfTheWinds wrote:
TenPlus1 wrote:it's just a game people...

+100

Just edit it or don't even play it. The same goes for a lot of other games: if someone doesn't like all the blood in Resident Evil, why play it? If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.

+1000
 

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Re: Minetest 0.4.10

by afflatus » Sat Aug 02, 2014 11:05

0.4.10 has hit Debian testing (so it should appear in Ubuntu anytime now asdfref.
I am loving the texurable sun, moon and skybox - however, I'd love this to go further - I'd like to be able to add more moons with differing orbit times (so we can have moon phases) and configure the day-length based on virtual latitude (it would be really great if the ecliptic could move north or south. Probably asking for the moon here. :p But basially it would be great to have months and seasons, then abms can be triggered on things like day-length and moon phase. I want to include lunacy and lycanthropes in my game. I am slightly mourning the loss of weather support, not that it ever rained or anything. Does anyone have any plans to re-implement weather?

Loving 3rd person view, want clothing inventory next - could this be modded already?
Bones: damn, I was collecting them. Here I would love to be able to revert to the old behaviour.
I have never 'dropped a stack while sneaking' - so I don't understand this change. :D
The new formspec support is fantastic in theory, but I'm going to have to learn how it works - first experiments have had random effects. Is there any documentation for this?

Great work! Thanks to everyone who has contributed to this release.

Just one more thing:
minetest_game is not minetest
May I remind posters that you can install alternative textures, mods, other games ... even create your own if you don't like the example game. There are valid reasons for discussing what gets bundled with the engine, but disliking pumpkin heads is not one of them.

Whaddya mean it's 'just' a game? :p
 

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Re: Minetest 0.4.10

by sfan5 » Sat Aug 02, 2014 11:22

afflatus wrote:The new formspec support is fantastic in theory, but I'm going to have to learn how it works - first experiments have had random effects. Is there any documentation for this?

https://github.com/minetest/minetest/bl ... #L943-1226
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Re: Minetest 0.4.10

by afflatus » Sat Aug 02, 2014 13:01

sfan5 wrote:
afflatus wrote:The new formspec support is fantastic in theory, but I'm going to have to learn how it works - first experiments have had random effects. Is there any documentation for this?

https://github.com/minetest/minetest/bl ... #L943-1226


Thanks sfan5. That took a little figuring out. Basically it appears the formspec gets embedded in the node, so I didn't see the changes until I crafted a new bookcase. The engine was looking for non-existent bg images, so the forms were coming up random colours. We live and learn.
 

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Re: Minetest 0.4.10

by GNUmat » Sat Aug 02, 2014 15:55

Hi there! I'm really excited about the addition of TNT (I'll try to build some cannons, similarly to Minecraft).

So I've upgraded my server and client from 0.4.9 to 0.4.10, however I can't seem to be able to craft gunpowder using a lump of coal and a block of gravel (as described in the wiki: http://wiki.minetest.net/Gun_Powder).
Would you guys have any idea of what I might be doing wrong?

Cheers :)
 

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