jordan4ibanez wrote:-MODLOADER menu that has the options for each mod (Effects, levels, privs, etc...) when clicked it brings up the lists of options (if there are) for installed mods! lets say i have nuke, and mesecons, the menu would be like
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MOD LOADER
Sfan5's Nuke Mod (this would be a button)
Mesecons (this one is a button too)
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so when you click nuke on the MODLOADER menu it would bring a new menu that has this:
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NUKE:
mese tnt strength [ 9 ]
iron tnt strenght [ 9 ]
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sfan5 wrote:jordan4ibanez wrote:-MODLOADER menu that has the options for each mod (Effects, levels, privs, etc...) when clicked it brings up the lists of options (if there are) for installed mods! lets say i have nuke, and mesecons, the menu would be like
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MOD LOADER
Sfan5's Nuke Mod (this would be a button)
Mesecons (this one is a button too)
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so when you click nuke on the MODLOADER menu it would bring a new menu that has this:
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NUKE:
mese tnt strength [ 9 ]
iron tnt strenght [ 9 ]
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Awesome Idea!!!
jordan4ibanez wrote:24.) /spawn and /modhelp command (/modhelp "a message asking for help with something" , which this is sent to all the moderators) and /spawn is obvious
25.) Run the server in the minetest window, so that instead of making a terminal or running it some other way, there is a GUI for the server which could look and have similar features to minecrafts server also including some of the commands mentioned above. (You would run this by going by clicking the multiplayer window and selecting "run server")
jordan4ibanez wrote:26.) admin and moderator commands for the server (AKA if you're an admin or a moderator you can use the commands that the server has to offer, non-admins have no access except for /spawn and /modhelp)
28.) a defined and changeable spawn point, so that instead of spawning being random, when the world is first generated then the spawn could be a 6x6 or 8x8 area where players could randomly spawn IN THAT AREA! an admin can change the spawn area size and place
29.) /afk command, when /afk is said then it reads "player name" is AFK!
jordan4ibanez wrote:33.) 3d player enabled by default (but make it a choice to turn off) if turned on use 3d player texture, if turned off use 2d player texture
34.) if 3d player is enabled, use part of the "body" texture that is used for the right hand and use it to skin the hand that you "wield" ..if 2d players is enabled use the "hand" texture" ..everyone has these 3 textures by default ...if one of the textures is not found then create a dummy image
35.) use client textures, not server (or have a choice to in the options menu) if "CLIENT TEXTURES" is turned on then use all textures that you have in your "mod" section, if your missing any then it will download the rest into your texture cache and use those
jordan4ibanez wrote:36.) each player has their own texture that is uploaded to the server (both 2d and 3d) so that each player is different..when a players client uses 2d player then the 2d player texture is used ..vice versa for the 3d player (if player does not have a texture then the server will use a default)
jordan4ibanez wrote:1.) Bigger chunks (they're 16x16x16 now and it would be better if they we're bigger)
2.) Faster chunk loading (preloaded chunks? cached chunk loading?)
3.) Smarter chunk loading (load chunks smarter, maybe forcing chunks to load up as they load up slowly as of now, which would be faster)
12.) have signs have a new draw type that allow them too be placed on the ground like minecraft signs
jordan4ibanez wrote:17.) ip ban..used as /ban "player name" and instead of banning that name, it bans the players IP adress
jordan4ibanez wrote:20.) a better main menu LIKE KRISI's! "hint hint" but with single player multiplayer and options buttons
21.) multiple world selection (at the singleplayer section of the main menu) so if you go into "single player" there's a world selection screen where you can create, delete, and edit the name of a world
22.) multiple server list when you click "multiplayer" at the main menu
randomproof wrote:Here is a little of what I think about your list. You have some good ideas, but few are anything new.
1.) How would that be better? Provide some proof to back up your argument.
2 & 3.) There are trade offs for caching vs memory usage and celeron has made it very clear that he wants the game to run on even low end computers. (Checkout server_unload_unused_data_timeout and client_unload_unused_data_timeout config options)
4.) As far as I know this is what is happening.
6.) You need to talk the people who wrote LUA (http://www.lua.org/) about that. Mostly the people writing mods need to really optimize their code, especially ABMs and LUA_Entities. Nothing celeron can do about this.
8.) "render fast in some way" as a programmer I love it when people say "can't you just make it faster?"
12.) It seems to me that signs can be placed on the ground. Am I missing something?
17.) I believe that this is what happens
28.) There's a mod for that
29.) Why not just use the chat command for that?
32.) This would be a major FPS killer. For a fire mod to really work right the server would need to activate all blocks in the map. Right now a block is only active if a player is near to it and that saves a lot of processing.
35.) any missing textures would most likely be out of theme and very noticeable.
Calinou wrote:Code it.
Calinou wrote:1) Hardcore mode, self-explanatory. Also for multiplayer (you get banned when you die).
2) /spawn, /home, /teleport to players and /warp (set "name", goto "name", delete "name"), can be disabled server-side.
3) Sound :P
Calinou wrote:2) /spawn, /home, /teleport to players and /warp (set "name", goto "name", delete "name"), can be disabled server-side.
sdzen wrote:for a multiplayer hardcore mode maybe it takes away build and any other priv to the dead making them spectators
wokste wrote:sdzen wrote:for a multiplayer hardcore mode maybe it takes away build and any other priv to the dead making them spectators
Why only for multiplayer. Why can't you walk arround like a spirit in your single player maps. As a second suggesion, make the number of lives configurable.
sdzen wrote:for a multiplayer hardcore mode maybe it takes away build and any other priv to the dead making them spectators
40.) Automatically remove unknown nodes
Temperest wrote:40.) Automatically remove unknown nodes
The mesecons mod used to define mesecon inverters only if the ENABLE_TEMPEREST flag was enabled. However, if Minetest removed unknown nodes automatically, people who are just trying out different options would suddenly lose their majestic mesecons creations.
I'd prefer this be a command instead, something like "/clearunknown".
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