@ benrob0329,
@PolgnardAzur,Oh, please, ignore RubenWardy's tries to oppress me. He just
loves me and my natural charisma :)
Just look at his messages: 4aiman this, 4aiman that...
Oh, those fans of mine are restless...
@ benrob0329, It may seem that I make ungrounded statements, but that's only because it would be too long to explain "why so?".
And I also can be wrong, but that's why I'm writing this right now - by "talking" to all you guys and gals I hope to find where I'm wrong.
However, I don't know all the things anyone of you knows.
Thus your statements (as well as anyone else's) may seem ungrounded to me just like mine seem to you.
I hope that fact won't stand in the way and am looking forward to a constructive discussion where we let each other know should anyone of us find it difficult to understand "why so".
@PolgnardAzur,Maybe it's the "slightly outdated" thing then.
However, even celeron55's info on the engine's code may be outdated.
I doubt there's someone who knows everything about every other line of MT engine code.
So, when it comes to using API I set my eyes on the lua_api.txt and some experimental mods.
Sometimes I ask devs directly - paramat, Sokomine and others should be able to confirm that.
Working mods can't lie ;)
@SegFault32In case I'm in your list of kids who dissect, I'd like clarify that by splitting text into pieces it is easier to answer one point at a time. It's not like pulling 2-3 words from different parts of a sentence.
True, some unnecessary info may be spilled, but I don't think that's a problem.
For instance, I've found Ferk's "dissection" (as you've put it) quite interesting and valuable.
I don't say "thanks" out of politeness only.
As for "advertising"...When I'm sure something can be done right now for MT - I do it within Magichet.
Little of what I did can't be done in Minetest.
If providing an example of what can be achieved *right now* means advertizing, then it definitely is not my problem.
Mito was told the same about his Dwarves game.
Nowadays many servers have adopted the ideas Mito had.
IDK whether that is a coincidence, but sometimes it's better to take a look than blame for offtopic.
As for new APIs...Sure, that would be cool to have all those you've named (and even more) in the engine, but...
To change those one would need to patch the engine itself.
So some of the API can and should be left implemented in Lua.
Another option would be a "highly customizable" API which provides methods with lots of params to control every significant "IF" clause.
But the reason to discuss that API would appear only after those APIs become a part of the engine.
Pathfinder is a good example of what I'm trying to convey.
As for shifting the responsibility on the server owners...
That won't do. Mainly because of the fact server owners would use only Lua to make some "protection" system.
And here one have to stop and think to him/her~self "wouldn't it be better to code smth into the engine to provide server owners with a better protective API?".
@FerkAbout the camera...Camera can be moved around the player within the radius 10 nodes or so.
The issue is for additional control.
But for an RTS one won't need any additional control: remove in-build HUDs, grant fly+fast and... voila!
Mouse cursor indeed is needed thing, though.
If there was a way to know what node was under the crosshair when the mouse button is being released, then cursor wouldn't be that necessary.
As for bullying...XP can't be the only mean of preventing bullying.
But spending XP instead of accumulating those would help to lower the level of those who are there for a long period of time.
There will be tools with attack high enough to perform an instant kill, but it is possible to kill someone with your bare hands. If the hunter XP would be able to provide attack bonus or ATK stat would be something to train, that situation won't be so impossible.
Actually, the idea of too-much-difference-in-level-to-attack is a very bright idea. Even for mobs. Weakling should be slayed by weaklings :)
>>>"XP is bad because it worsens balance" loses credibility when you are adding other ways for veterans to get overpowered instead.
Exactly.
As for the "sandbox"...Ohh... now I see. Part of my message was useless :)
>>>By the way, why did you need to fork the engine?
I needed some features which wouldn't be added to the MT engine as fast as I need those :)
In fact, if at least one dev would be against for whatever reason, my changes will never make it in.
So I've just did what should be done.
>>>did you fill a pull request for it to be merged into the official client or are your changes specifically hardcoded for Magichet?
No, I didn't.
I think it's useless for as long as my fans would remain active.
But I didn't change the licence like FM did.
And I won't.
I need LGPL v2.1.
So, the changes are out there in a public repo with under the same license and always up to date (not a day-to-day, but I doubt any rebase would be needed - I pull rather frequently).
The fork is quite young, but I have:
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+ added more fields to the physics_override. Now one can set fall tolerance, attack and digging times multipliers. (despite protocol bump, MGC client is compatible with MT servers)
+ created a new menu, with additional features (like merging favourites with public list) which is much more pretty and MC-like than MTs or even FMs (subjective ;)
+ added the ability to set moon and sun textures just like skyboxes - run0time&per-player (a friend of mine joked about the fact with "Oh, kewl!! Now the server would go down depending on a phase of a moon...").
+ merged Zeg's slippery feature
+ make on_use to be called on RIGHT click (allowing to dig with food in hand)
+ removed death screen (now MT has a setting to disable that too)
Of course there are many tweaks like more informative debugging, changing default settings, ect were applied.
Sometimes to speedup the android build, sometimes to shrink the size of a debug.txt (I don't want and I don't know how to fir Irrlicht bugs for that matter).
As for the runes & alchemy...Some of the uses named are already there as an enchantment (Like autocooking with the Arson chant).
BTW, enchantments in MGC can be "distributed" with the right click.
It works like this: the tool owner holds RMB and players around gain the effects of the tool he holds (but 2 levels lower). That happens within 10 nodes radius and the tool owner's tool gets worn drastically over time.
However, your description of runes is similar to the up-coming concept of the gems I'm working on.
Alchemistry as describe here doesn't seem much different from the MC one.
The same bottles and splash potions.
Good enough as a concept, though.
Care to elaborate? ;)
As for the mobs....Mobs *do* spawn...
Good point.
All because I haven't yet make mobs area-extinct-able (MC-like).
But even with that fixed mobs would still be "breedable".
As for brewing...MC does not force to explore (Terraria does ;), true.
MC is more like Pokemons - "gotta brew/craft them all (w/o leaving home)!"
It's just that if one wants to brew a good potion he would have to go to a Nether Fortress.
So *some* potions *do* need exploring.
Looking in this direction what MT lack would be variety of ingredients.
Shooo! redstone-potiont-effect-extender ingredient!
Add more rare crops with various effects.
The problem would be that effects are quite limited.
More possible effect -> more reasonable added crops/dungeons/treasures.
> Ectoplasm is used to fill reincarnator, can be spend to enchant a tool or refil the "summon" charecter's mana power.
Now the summons are only partially done.
Summon helps you to convert elementals' flesh to magic gems of a different quality which can be incrusted into the "hand" of a craftable weapon. Different "hand" have different number of gem slots.
Treat gems as a way to add some late-game equipment/tools (Terraria like).
There's much more about it, but first things first - thorough tests needed.
As for loosing XP/tools...Reincarnating isn't that easy ;)
A lot of work is needed to reincarnate.
Thus, I'd suggest to not bother with reincarnating if there's nothing valuable.
Also, to fully reincarnate with 100% of the tools one would need to gain 33 diamond block (297 diamonds), 8 ghost blocks and enough ghost blocks to pay for 10% of dug blocks (since last death).