Wishes for Minetest 0.4.11 (or 0.5)

emugod
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by emugod » Sat Jul 19, 2014 23:05

better in-game statistics and info panels (even a full statistical menu, all variable, modifiable in real time, look-based node/block picking and readout/modification), block border highlights of some kind (including occluded but loaded blocks)

real dream would be actual documentation
 

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rubenwardy
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubenwardy » Sun Jul 20, 2014 14:23

What do you mean by 'actual documentation'?
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by GhostGTO » Wed Jul 30, 2014 00:40

Wishes for 0.4.11:

General:
*Better optimization
*Radios (Minetest's counterpart to Jukeboxes, but i want to choose my music or listen to shoutcast radio)
*Alternatives to Minecraft's Redstone

Android-specific:
*Joypad and Mouse support. (Mapable joypad like in Dead Trigger 2, Please)
*Better Keyboard Support (Some keys like slash and tilde does not work)
 

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Krock
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Krock » Wed Jul 30, 2014 07:00

GhostGTO wrote:*Alternatives to Minecraft's Redstone

There isn't any redstone in Minetest. I think you mean alternatives for mesecons.
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by sfan5 » Wed Jul 30, 2014 07:45

GhostGTO wrote:*Radios (Minetest's counterpart to Jukeboxes, but i want to choose my music or listen to shoutcast radio)

That functionality belongs to a music player, not a game.
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TenPlus1
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by TenPlus1 » Wed Jul 30, 2014 07:54

The ability to play .mod or .midi files within a game to set mood for a specific area or action like fighting a mob boss...
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by PeterKabin » Mon Aug 04, 2014 22:40

Voxel cone traced lighting, depth of field, motion blur opengl and opengl_es shaders.
Crafting like in the minecraft:pocket edition.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubberduck » Wed Aug 06, 2014 08:45

i would like to see better textures for the default ores, they have the same shape except for the mese-ore
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by PeterKabin » Wed Aug 06, 2014 17:10

rubberduck wrote:i would like to see better textures for the default ores, they have the same shape except for the mese-ore

Use texture packs for it.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by maikerumine » Wed Aug 06, 2014 17:19

A feature to raise and lower the water_level at random after a world is created, would be nice.
 

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Krock
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Krock » Wed Aug 06, 2014 17:31

maikerumine wrote:A feature to raise and lower the water_level at random after a world is created, would be nice.

Image
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by maikerumine » Wed Aug 06, 2014 17:40

Krock wrote:
maikerumine wrote:A feature to raise and lower the water_level at random after a world is created, would be nice.

Image


Sweet! What I had meant to say is the master water level at the same time, so you could tailor sea level to the landscape as you see fit.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by ExeterDad » Thu Aug 07, 2014 00:21

I'd like to see the player models head move according to what the player is looking at. At least up and down. Not only would it look cool, it could be useful to get an idea what a person is looking at. A nice by-product would be the ability of nodding to someone.
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubberduck » Thu Aug 07, 2014 07:58

PeterKabin wrote:
rubberduck wrote:i would like to see better textures for the default ores, they have the same shape except for the mese-ore

Use texture packs for it.


there are still a lot of users using the default texture pack or a texture pack based on the default pack.
For example the bumpyblocks-texturepack is based on the default and is used very often.
Both have the same shape for ore-textures and moreores uses this shape too.
(you have to replace the ores in the default pack, the bumpyblocks pack and in moreores too)

the new included game minetest next added a lot of improved textures too,
for example: cobblestone, jungle tree, wooden planks, gold block and diamond block.

also the combination of the default ores and ores added by moreores makes it harder to recognize the right ore in some cases.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by brep » Thu Aug 07, 2014 12:41

I think faster load times for games that are heavily modded would be excellent. Maybe we could find out how minecraft accomplishes this,.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubenwardy » Thu Aug 07, 2014 15:44

Brep, mods in Minecraft are patches. Once the patch is applied, it is as if it is part of the game.

MC loads faster because the client needs to have the same mods installed, so the server doesn't need to send resources. Minetest will never do this, as it takes away one of the advantages of MT. Server side control.

Minetest could compress the images it sends, or combine into a single image. Or use a faster protocol. Or use other servers to download (dedicated resource servers). Or only send required items.

Bench marking is needed to solve this. Is most of the loading time when a client is connecting to the server spent waiting for resources to download, or processing those resources?
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by brep » Thu Aug 07, 2014 22:18

I'm not talking about servers over the internet, I am talking about local worlds. It makes sense why the servers take so long, but why should local worlds take so long to load?
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by HeroOfTheWinds » Fri Aug 08, 2014 00:11

What madness even is this? MT still loads faster than Minecraft Pocket Edition.
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by brep » Fri Aug 08, 2014 01:34

I haven't tried the pocket edition, but I can say for sure that minetest loads significantly slower than minecraft computer edition, even for modded worlds on a person's computer.
 

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Krock
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Krock » Fri Aug 08, 2014 09:07

brep wrote:I haven't tried the pocket edition, but I can say for sure that minetest loads significantly slower than minecraft computer edition, even for modded worlds on a person's computer.

Possibly you haven't built in LuaJIT, it speeds up many parts of the mods.
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Calinou » Fri Aug 08, 2014 09:56

brep wrote:I haven't tried the pocket edition, but I can say for sure that minetest loads significantly slower than minecraft computer edition, even for modded worlds on a person's computer.


Disable “Preload item visuals” in the options.

Remember that unlike Minecraft, you don't have to log in to a central server every time you play. There's no splash screen either.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by jp » Fri Aug 08, 2014 10:18

One of my wishes for 0.4.11 : a smart highlighting (semi-transparent bright field) instead of a collisionbox & dark edges.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by onpon4 » Fri Aug 08, 2014 13:44

What exactly does preloading item visuals do, anyway? I didn't notice a difference in appearence when I disabled it at one time to make it load faster. Maybe it should be disabled by default?
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Krock » Fri Aug 08, 2014 13:49

onpon4 wrote:What exactly does preloading item visuals do, anyway? I didn't notice a difference in appearence when I disabled it at one time to make it load faster. Maybe it should be disabled by default?

It preloads the textures of nodes/items.
Already disabled: https://github.com/minetest/minetest/commit/d7bcde6
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Casimir
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Casimir » Fri Aug 08, 2014 13:56

For the next version I would like to see many bugfixes, better support for mobs and to include several subgames (and mods) by default.
For mobs a engine side tool wear out would be enough for me to consider them usable. (At least 2D ones.)
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by playzooki » Tue Aug 12, 2014 18:12

Id like to see waves at sea, probably aint gonna happen. Maybe bring back dungeons, but rarer and bigger so its like a boss battle.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Kilarin » Wed Aug 13, 2014 02:29

Currently, when flowing fluid hits unloaded blocks it acts as if it hit a solid barrier and starts to flow along it. This creates very strange phenomenon with the sky filled with water or lava. AND, since it has a tendency to create phantom sources, just loading the blocks beneath the stoppage will not correct the problem. You have to actually pass through or build into each of the phantom sources.

It occurred to me today that there MIGHT be a simple solution that would greatly reduce the annoyance of this problem. What if, when fluids hit an unloaded block, they simply stopped flowing? And didn't start flowing again until all of the blocks around them were loaded again.

Now, obviously, this wouldn't be a perfect solution. But it would stop fluids in the sky from being "OH NO! It's going everywhere and is going to flood/burn EVERYTHING!" to, "Hmmm, that water/lava fall stopped. Guess I'll have to build a bridge up there to get it flowing again."
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by HeroOfTheWinds » Wed Aug 13, 2014 02:38

Kilarin wrote:Currently, when flowing fluid hits unloaded blocks it acts as if it hit a solid barrier and starts to flow along it. This creates very strange phenomenon with the sky filled with water or lava. AND, since it has a tendency to create phantom sources, just loading the blocks beneath the stoppage will not correct the problem. You have to actually pass through or build into each of the phantom sources.

It occurred to me today that there MIGHT be a simple solution that would greatly reduce the annoyance of this problem. What if, when fluids hit an unloaded block, they simply stopped flowing? And didn't start flowing again until all of the blocks around them were loaded again.

Now, obviously, this wouldn't be a perfect solution. But it would stop fluids in the sky from being "OH NO! It's going everywhere and is going to flood/burn EVERYTHING!" to, "Hmmm, that water/lava fall stopped. Guess I'll have to build a bridge up there to get it flowing again."


YES, this! Really not that hard to code either, as far as I could guess.

Another idea would be a slightly more toned-down cavegen in mgv6. It's ridiculous to have the world grief itself...
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by TenPlus1 » Wed Aug 13, 2014 07:21

+1 on stopping fluids falling into unloaded areas...
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by HeroOfTheWinds » Thu Aug 14, 2014 02:10

Made a report of the issue of GitHub: https://github.com/minetest/minetest/issues/1558

Seems like requests such as these get answered quicker by the right people when they are posted on GitHub rather than here...

EDIT: Also reported the cavegen issue: https://github.com/minetest/minetest/issues/1559
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