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PostPosted: Tue Aug 14, 2012 07:02
by InfinityProject
I just got the zeppelin mod for minecraft. MOST AMAZING MINECRAFT MOD EVER. We should have something like this in minetest. http://www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/

PostPosted: Wed Aug 15, 2012 03:26
by Kacey
since i failed epicly at making my mod can someone make it for me
the idea was duct tape
after a certain amount of time, different blocks begin to decay slowly
and you can fix them with duct tape
(when i tried to do this it wiped out my minetest client so now im overhauling it (almost) completely)

PostPosted: Wed Aug 15, 2012 17:08
by rubenwardy
Stef wrote:maybe that you can write on signs like in the real MC, More Arrows mod, light arrow, exploding arrow and that arrows stay sticking in the walls


Sign Mod has been released!

PostPosted: Wed Aug 15, 2012 17:24
by rubenwardy
InfinityProject wrote:I just got the zeppelin mod for minecraft. MOST AMAZING MINECRAFT MOD EVER. We should have something like this in minetest. http://www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/


Cool!

I think minetest needs to fully support carts first before this happens...

PostPosted: Wed Aug 15, 2012 21:40
by rubenwardy
tonyka wrote:I have an idea that I would love to see done:
This really is not Mod's, it would have to be modified the code in c + +,

Let's talk about sound:

MT could apply advanced management of sound, giving 3d pseudo properties.
Basic way to start would be to provide to the nodes of sound propagation characteristics:
  • Conductivity of audio: when a sound "collides" with the node, can do to decrease the volume, a certain percentage, which can create soundproof rooms, or make the sound does not lose strength in the liquid ....
  • Reflection of the audio: make a sound when it collides with a node, this is repeated with the value extracted from the collision,
  • Reflex delay audio: make the sound a certain time later in repeated after colliding.

Later they could give more advanced properties ...
in real life to bounce the audio elements that adopts a series of modifications in its waveform, the most obvious example is the metallicity, all children of my generation, we used a tin can, as a sounding board to say this "looke, I am your father" ...

Is perhaps silly of me to suggest something, but it would be great to put heavi-metal music in the room the child, Madonna in the bedroom of the daughter, and chill music in the room of parents and the classroom, without blend sounds ...

sorry for my English ... I use google translator



This is not possible, even with c++. Only i premium level engine would be able to this (eg: source, cry engine, unreal 4, etc)

PostPosted: Thu Aug 16, 2012 10:09
by Belgac
rubenwardy wrote:
tonyka wrote:I have an idea that I would love to see done:
This really is not Mod's, it would have to be modified the code in c + +,

Let's talk about sound:

MT could apply advanced management of sound, giving 3d pseudo properties.
Basic way to start would be to provide to the nodes of sound propagation characteristics:
  • Conductivity of audio: when a sound "collides" with the node, can do to decrease the volume, a certain percentage, which can create soundproof rooms, or make the sound does not lose strength in the liquid ....
  • Reflection of the audio: make a sound when it collides with a node, this is repeated with the value extracted from the collision,
  • Reflex delay audio: make the sound a certain time later in repeated after colliding.

Later they could give more advanced properties ...
in real life to bounce the audio elements that adopts a series of modifications in its waveform, the most obvious example is the metallicity, all children of my generation, we used a tin can, as a sounding board to say this "looke, I am your father" ...

Is perhaps silly of me to suggest something, but it would be great to put heavi-metal music in the room the child, Madonna in the bedroom of the daughter, and chill music in the room of parents and the classroom, without blend sounds ...

sorry for my English ... I use google translator



This is not possible, even with c++. Only i premium level engine would be able to this (eg: source, cry engine, unreal 4, etc)


My question may seem stupid but even if i understand how hard this would be to code, i don't understand why it wouldn't be possible with c++. I mean are'nt all the premium level engines you are talking about coded in this language?

edit: Or maybe you mean irrlicht is blocking this kind of functionality?

PostPosted: Thu Aug 16, 2012 17:48
by rubenwardy
Belgac wrote:
rubenwardy wrote:
tonyka wrote:I have an idea that I would love to see done:
This really is not Mod's, it would have to be modified the code in c + +,

Let's talk about sound:

MT could apply advanced management of sound, giving 3d pseudo properties.
Basic way to start would be to provide to the nodes of sound propagation characteristics:
  • Conductivity of audio: when a sound "collides" with the node, can do to decrease the volume, a certain percentage, which can create soundproof rooms, or make the sound does not lose strength in the liquid ....
  • Reflection of the audio: make a sound when it collides with a node, this is repeated with the value extracted from the collision,
  • Reflex delay audio: make the sound a certain time later in repeated after colliding.

Later they could give more advanced properties ...
in real life to bounce the audio elements that adopts a series of modifications in its waveform, the most obvious example is the metallicity, all children of my generation, we used a tin can, as a sounding board to say this "looke, I am your father" ...

Is perhaps silly of me to suggest something, but it would be great to put heavi-metal music in the room the child, Madonna in the bedroom of the daughter, and chill music in the room of parents and the classroom, without blend sounds ...

sorry for my English ... I use google translator



This is not possible, even with c++. Only i premium level engine would be able to this (eg: source, cry engine, unreal 4, etc)


My question may seem stupid but even if i understand how hard this would be to code, i don't understand why it wouldn't be possible with c++. I mean are'nt all the premium level engines you are talking about coded in this language?

edit: Or maybe you mean irrlicht is blocking this kind of functionality?


If minetest supported this, then it would be more expensive than Minecraft and loss one of its "selling" points: compatiblity with older computers.

Irrlicht is opensource and does not block any functionality.

It is not worth it.

EDIT: Just thinking about it, you could use RayCasts to "fake" this effect to detect if blocks are between player and source, and so lower the sound, but it would cause lags and increase CPU useage, and so is not worth it

PostPosted: Fri Aug 17, 2012 07:04
by Stef
1) maybe more biomes like jungles , swamps, rocky mountains, icemountains, coralreef, ...

2) al the mods of the yogbox ;) (kidding), but it would be verry nice if someone could make al these mods

PostPosted: Fri Aug 17, 2012 10:10
by PilzAdam
Stef wrote:1) maybe more biomes like jungles , swamps, rocky mountains, icemountains, coralreef, ...

+15

PostPosted: Sat Aug 18, 2012 12:00
by Rickmor
hunger like in minecraft and pigs all over the place

PostPosted: Sat Aug 18, 2012 12:58
by cornernote
[REQUEST] Quests

1) build a quest node and place it
2) open it (like a chest) to see the quest text, any required items, and the reward
3) insert the required item into the slot, then you can take the reward

Once this is done, repeat step 1 to get the next quest.

PostPosted: Sat Aug 18, 2012 18:43
by cornernote
[request] Mailbox - send stuff to other players
(idea from chat with RealBadAngel)

1) build a mailbox and place it
2) open it (like a chest) to see messages/items you have been sent, and a place to send a message/items
3) after sending a message/item, another player can build a mailbox to see it and get the items

PostPosted: Mon Aug 20, 2012 17:02
by cornernote
[request] block shrink (convert to nodebox)

Player builds in a 10x10x10 area with one material. When done they "shrink" the area into a single node (using a nodebox)

PostPosted: Mon Aug 20, 2012 17:40
by tinoesroho
Rickmor wrote:hunger like in minecraft and pigs all over the place

Blockplanet had hunger, and pigs... you can find them anywhere - although you may know them as griefers! (Bad joke)

PostPosted: Tue Aug 21, 2012 00:44
by InfinityProject
A node box player? huh huh anyone? Like Like? Would be friggin sweet.

PostPosted: Tue Aug 21, 2012 01:33
by rubenwardy
InfinityProject wrote:A node box player? huh huh anyone? Like Like? Would be friggin sweet.


3D Player mod? (already done in c++)



--------------------

Shared locked boxes!

(Players can share locked boxes)

PostPosted: Tue Aug 21, 2012 06:11
by OdinAllfather
Can someone teach me how to mod minetest

PostPosted: Tue Aug 21, 2012 07:53
by Casimir
Just start by manipulating other mods to work the way you want them to. This is the way I learned it.

And here are some resources:
Tutorial: http://minetest.net/forum/viewtopic.php?id=1087
Programming in Lua: http://www.lua.org/pil/
And you will need this: https://github.com/celeron55/minetest/blob/master/doc/lua_api.txt

PostPosted: Tue Aug 21, 2012 08:52
by rubenwardy
OdinAllfather wrote:Can someone teach me how to mod minetest


Here is a quick link to the tutorial: http://tinyurl.com/mt-tut

PostPosted: Sun Aug 26, 2012 13:37
by Rickmor
only enchating and making potions and fishing

PostPosted: Sun Aug 26, 2012 13:40
by rubenwardy
Rickmor wrote:only enchating and making potions and fishing


Fishing will be added in the Animals mod soon.

One of the downsides of Minecraft is that people think that Enchanting and Potion making makes it too much of a RPG.

PostPosted: Mon Aug 27, 2012 08:58
by Echo
rubenwardy wrote:[...]Enchanting and Potion making makes it too much of a RPG.


+1

PostPosted: Mon Aug 27, 2012 12:27
by leto_atrey
Two ideas came to mind when I replied another thread.

1. A mod to enable head-tracking. This means the mouse would control the avatar-hands-only, and a user could look elsewhere while mining. This would be really useful if:
1.a. a future mod makes using vehicles possible in the game. I saw a post on the first page of this thread dealing with rocket launchers and decided that I'd rather be able to craft and use a bulldozer than a rocket launcher.

2. A mod that makes maps for alternative planet/moon terrains. Specifically, I'd suggest a Moon Mod, where:
  • the gravity is 1/6 of 'normal'
  • the outside environment requires you craft an environment suit to work (no air)
    (This is an excellent way of thinking about 'armor' in another context )
  • the map doesn't spawn water, you have to make it using a furnace (come on, that's only logical and obvious)
  • Water Freezes Outside - so you can make Ice
  • if you can make/craft water, the same goes for air
  • the map doesn't spawn dirt, trees, etc. You'd have to grow those inside of glass domes, presumably...
  • the map is a finite spheroid - no bottomless pits
  • the days are 14 times longer, and so are the nights
  • the surface is an interconnected but random distribution of 'maria' (seas), mountains, and craters

This type of mod would be ideal for a 'survival' type of gameplay, in my opinion. To suggest a scenario - when you start you begin with a limited amount of air, water, and basic supplies. This translates to some number of 'days', but the day/night cycle is 14 times longer than normal. Therefore, a small number of days before you 'starve'/'suffocate'. Crafting the means for long-term gameplay is essential at the beginning, and then you're able to expand and explore more of the map.

Another long term goal might be to find out where on the map you've spawned. If the map were finite, then instead of a Moon in the night sky, you'd be looking for the Earth, as a navigational aid of sorts. A very long term goal might be to 'terraform' the entire map's surface, or only the side that the Earth can see, perhaps?

An added bonus - the environment itself can kill the avatar, meaning, there's no need of mobs of any kind. Those could be accommodated later, but aren't necessary for the 'survival' aspect. Unless, of course, you prefer something else to Moon rat.

PostPosted: Mon Aug 27, 2012 16:23
by Menche
leto_atrey wrote:An added bonus - the environment itself can kill the avatar, meaning, there's no need of mobs of any kind

An idea I had that fits with this, make the player able to freeze to death. It should be possible currently, if you equate heat with light. Periodically check all players, and if the light level at their position is too low, remove some health.

PostPosted: Tue Aug 28, 2012 06:45
by Echo
leto_atrey wrote:[...]
  • Water Freezes Outside - so you can make Ice
    [...]


Water in open space first starts boiling. Then the vapor starts slowly freezing.

B.t.w. for all science fiction fans:
A body in space isn't exploding: the pressure on earth is about 1 bar. In space 0 bar, a difference of 1 bar. Ever dived deeper than 10m? Did you explode when coming up?
A body in space isn't freezing instantly: sure, the temperature is very low. But temperature is an attribute of material. In space is not much material, so there is almost nothing a body could give its temerature to. It takes a loooooong time to freeze. Oh, the sun keeps shining, so the body could more probably overheat, because it can't loose the energy.
What happens than? The water on surface of the skin boils and is gone. The skin protects against the missing pressure. I guess you should also be able to hold your breath. You will just choke.

PostPosted: Tue Aug 28, 2012 09:04
by jin_xi
Echo wrote:B.t.w. for all science fiction fans:
A body in space isn't exploding: the pressure on earth is about 1 bar. In space 0 bar, a difference of 1 bar. Ever dived deeper than 10m? Did you explode when coming up?
A body in space isn't freezing instantly: sure, the temperature is very low. But temperature is an attribute of material. In space is not much material, so there is almost nothing a body could give its temerature to. It takes a loooooong time to freeze. Oh, the sun keeps shining, so the body could more probably overheat, because it can't loose the energy.
What happens than? The water on surface of the skin boils and is gone. The skin protects against the missing pressure. I guess you should also be able to hold your breath. You will just choke.


nice

PostPosted: Tue Aug 28, 2012 10:25
by PilzAdam
Echo wrote:
leto_atrey wrote:[...]
  • Water Freezes Outside - so you can make Ice
    [...]


Water in open space first starts boiling. Then the vapor starts slowly freezing.

B.t.w. for all science fiction fans:
A body in space isn't exploding: the pressure on earth is about 1 bar. In space 0 bar, a difference of 1 bar. Ever dived deeper than 10m? Did you explode when coming up?
A body in space isn't freezing instantly: sure, the temperature is very low. But temperature is an attribute of material. In space is not much material, so there is almost nothing a body could give its temerature to. It takes a loooooong time to freeze. Oh, the sun keeps shining, so the body could more probably overheat, because it can't loose the energy.
What happens than? The water on surface of the skin boils and is gone. The skin protects against the missing pressure. I guess you should also be able to hold your breath. You will just choke.

And the body will be accelerated because the photons of the sun "push" them away.

PostPosted: Tue Aug 28, 2012 10:38
by RabbiBob
Echo wrote:A body in space isn't exploding: the pressure on earth is about 1 bar. In space 0 bar, a difference of 1 bar. Ever dived deeper than 10m? Did you explode when coming up?


Odd, I've made reference to Joseph Kittinger twice this morning here:

http://imagine.gsfc.nasa.gov/docs/ask_astro/answers/970603.html

You do run the risk of swelling\bloating & embolisms forming when the body is exposed to a vacuum.

PostPosted: Tue Aug 28, 2012 11:22
by leto_atrey
Glad to get a few bites on the idea, at any rate.

Echo wrote: Water in open space first starts boiling. Then the vapor starts slowly freezing.


Water in reduced pressures (like very high altitude on Earth) will readily 'boil' too. Agreed, and I wasn't aiming for absolute realism (its Minetest, after all). But it is interesting to note that the space suits developed for Moon work used water exposed to the 'vacuum' - and I'm hesitant to call it that! - to cool the suit. So it obviously works fast enough, n'est-ce pas?

There's also a major difference between the environment during the day, and during the night, in the form of radiation. The 'temperature' wouldn't be a constant, in that regard.

My $0.02 remain the same: I'd prefer mining on the Moon as an alternative take on the sandbox-miner to any amount of mod-cloning of 'The Nether', or various other RPG elements. I think it would set Minetest apart, personally.

[Edit]
...and daring to be different, I thought that was part of the goal, TBH.

P.S. RIP Neal! You've left behind some pretty big small steps, for a man.

PostPosted: Wed Aug 29, 2012 13:11
by Echo
leto_atrey wrote:[...] But it is interesting to note that the space suits developed for Moon work used water exposed to the 'vacuum' - and I'm hesitant to call it that! - to cool the suit. So it obviously works fast enough, n'est-ce pas?[...]

It's called evaporative cooler. Changing from liquid to gas needs energy, so evaporating water cools, no matter at which temperature it boils. That's why I jump into a lake and let the water dry by itself.

Oh, just to mention. I only said all that, because I really like the idea of a moon-mod so much. The gameplay could be more challenging when you have to check your oxygen and can't just go out for mining or harvesting.