Enchancements

4aiman
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Enchancements

by 4aiman » Sun Mar 24, 2013 15:32

I grew tired of impossibility to make many things in the Minetest and argues about Minecraft features.
It seems that the only way to have what I want is to wait until there will be a way to implement all I want.
So I leave this place for now and want to give some "farewell (for now)" presents:
I made some enhancements to 4 mods and want to share them.

First one is tnt mod: I combined the default one and one from experimental:
Tnt flashes, have smoke and explosion particles and also igniter smoke particles. It also compatible with shared_autoban mod (but do not require it) and do not ignite or destroy other player's blocks (including tnt).
http://dl.dropbox.com/u/39772195/mt%20screens/tnt.zip
Image
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The next one is butter mod. It now have the same explosion effects as tnt, but butter creeper does not give a damn about anyone's property. Compatible (but do not require) with shared_autoban mod.
http://dl.dropbox.com/u/39772195/mt%20screens/butter.zip

Fire just got better.
http://dl.dropbox.com/u/39772195/mt%20screens/fire.zip
Image

And the last one is shared_autoban mod.
http://dl.dropbox.com/u/39772195/mt%20screens/shared_autoban.zip
Updated to be compatible with tnt and butter. Some small fixes added. Anyway, this mod isn't used by anyone, so I'll just make anyone know I updated this.

Licenses: original one or (only if there wasn't any) WTFPL

PS: To all modders (those who make mods): please, check for metadata saved in blocks you're toying with beforehand!
Last edited by 4aiman on Sun Mar 24, 2013 17:37, edited 1 time in total.
 

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PilzAdam
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by PilzAdam » Sun Mar 24, 2013 15:50

Do you want to work on MiniTest?
 

4aiman
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by 4aiman » Sun Mar 24, 2013 17:33

I want, but rather fork that than work on it - I have a different view on some things than you do. Breaking stuff with bare hands and no drop, for example. (I know when it comes handy and so want it.)
Also, there are things I can't do atm. I'd happily tweak everything needed, but Minetest does not support:
  • animated wield_items
  • animated inventory items
  • walkable entities
  • on_clearobject callback
  • "explosion" group which rating will be considered on_blast (My TNT works not the way it should)
  • particles spawners not merged and have no proper documentation
  • grass drawtype hasn't got displacement (tried to implement that, but displacement changed on every texture change of any node in a block)
  • 3d armor (real, like I started to implement (with entities)
  • inbuilt path finding and basic tweakable AI for mobs
  • proper animation for eating
  • custom HUDs
  • any and/or fast structure generation, like: dungeons, NPC houses, deserted mines, shrines, battle towers (with monster spawners), hell and sky dimensions (with coordinates distortion)
  • fast teleporters
  • semi-transparent textures (I believe you saw my post at the appropriate post ;)
  • adequate 3d mobs
  • proper head animation and crawling animation
  • visible 3d wielded items
  • it should be forbidden to place nodes on the one you're standing on (except, maybe torch_like and plant_like drawtype)
    and much more...
Even if I won't mention those points which can be implemented, there's still too many things to be implemented. I just can't do that all by myself. Example? Look at the glass in Minecraft. See? It has only outside borders and has no inside ones. This little details are essential to look and feel.
I don't say I want one more minecraft, but want to be able to implement any of Minecraft feature in minetest. Some in a different way, but I'm interested in possibility. Right now neither community nor Minetest isn't ready to overhaul Minecraft. Maybe in another half-o-year at least Minetest will.
It's just me, but unless Minetest will have any feature vanilla Minecraft has, any minecrafter will be able say that Minetest is, at least, not so good. I really want to have a clone that overhaul it's predecessor.

Anyway, I talk too much. Anyone may now comment on this like I'm a traitor or no one share my position. I really want to hear from celeron55 about Minecraft features he want to adopt and which he want to replace. But since even AI isn't an option for the game engine, I already know what I'll hear.
Last edited by 4aiman on Sun Mar 24, 2013 17:39, edited 1 time in total.
 

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pandaro
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by pandaro » Sun Mar 24, 2013 17:44

I am sorry that you leave, if you can console me too sometimes I feel like you.
I hope one day to return, I think I could continue to do your part because you have proven to be able to create beautiful things. For now, goodbye.
sorry for bad english
Linux debian 7 wheezy 64
kde
 

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rubenwardy
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by rubenwardy » Sun Mar 24, 2013 18:04

4aiman wrote:
  • particles spawners not merged and have no proper documentation
  • any and/or fast structure generation, like: dungeons, NPC houses, deserted mines, shrines, battle towers (with monster spawners), hell and sky dimensions (with coordinates distortion)


Commited into upstream today: https://github.com/minetest/minetest/commit/e1ff5b13619666e5b987ecf4faaf294400ffd979
Dungeons are generated.

Image

4aiman wrote:
  • 3d armor (real, like I started to implement (with entities)
  • inbuilt path finding and basic tweakable AI for mobs


Both are work in progress, see kaeza's mod and https://github.com/minetest/minetest/pull/548

Image

4aiman wrote:Look at the glass in Minecraft. See? It has only outside borders and has no inside ones. This little details are essential to look and feel.


If you mean that you can not see the seams inside of glass like this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
X   X

X   X


Then I am pretty sure Minetest does that as well.
Last edited by rubenwardy on Sun Mar 24, 2013 18:14, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Sun Mar 24, 2013 18:36

4aiman I want everything you said but the no place blocks where you stand. That is a very redundant feature and makes minetest solo much better. I would like to see being able to switch to creative without logging out.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

Sokomine
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by Sokomine » Sun Mar 24, 2013 18:36

Many of the points you mentioned seem to head in the direction of fighting. In that aera, Minecraft is certainly superior at the moment. I'm personally less intrested in that aspect and find attacking mobs annoying (that excludes peaceful ones like cows that add to the scenery and are fun to watch), but that is personal preference.

I'm working on the spawning of NPC houses. It works well with the lumberjack- and clay trader houses, but those farmers are more complex. They tend to live in villages :-( Deserted mines may come back into play with these dungeons from mapgen. They cry for beeing filled with things.

4aiman wrote:Look at the glass in Minecraft. See? It has only outside borders and has no inside ones. This little
details are essential to look and feel.

Yes, that is a very nice effect. Ought to be doable with a mod similar to panes/xpanes. I'd like to see that as well.
A list of my mods can be found here.
 

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rater193
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Re:

by rater193 » Sat Jan 17, 2015 13:48

pandaro wrote:I am sorry that you leave, if you can console me too sometimes I feel like you.
I hope one day to return, I think I could continue to do your part because you have proven to be able to create beautiful things. For now, goodbye.

btw i only have a few days of modding experience with minetest, im using gen v6, and i already have working battle towers, with randomized loot chests every 3 floors, mob spawners, and a boss at the top

btw i have ober 10 years of exp with lua :P
Current mods:
Battle Towers
 

4aiman
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Re: Enchancements

by 4aiman » Mon Jan 19, 2015 06:45

Sure you are!
(Contributions in the last year 3 total Jan 18, 2014 – Jan 18, 2015)

Now, stop bragging and bumping old topics.
 

Hybrid Dog
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Re: Enchancements

by Hybrid Dog » Sat Jan 24, 2015 20:09

4aiman wrote:Sure you are!
(Contributions in the last year 3 total Jan 18, 2014 – Jan 18, 2015)

Now, stop bragging and bumping old topics.

l've got a question about "bumping old topics" and don't know where else l should write it.
Bumping old topics is disallowed. So why are the quote and reply buttons available at old topics?

BTW: Some months ago l found out that bumping old mod topics is disallowed even if you want to offer a new version of this mod there.
 

Sokomine
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Re: Enchancements

by Sokomine » Fri Feb 27, 2015 16:17

Hybrid Dog wrote:Bumping old topics is disallowed. So why are the quote and reply buttons available at old topics?

Why not? As long as there's need for discussion, a discussion may go on.

Hybrid Dog wrote:BTW: Some months ago l found out that bumping old mod topics is disallowed even if you want to offer a new version of this mod there.

That sounds strange. Are you sure there wasn't a misunderstanding? Mod topics are for documentation and discussion about mods. Whenever there's something to say about a mod, a new posting is justified.

There are certainly a lot of players who are intrested in the progress of this mod here, so I hope it will get further development.
A list of my mods can be found here.
 

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Re: Enchancements

by Hybrid Dog » Fri Feb 27, 2015 16:39

Sokomine wrote:That sounds strange. Are you sure there wasn't a misunderstanding? Mod topics are for documentation and discussion about mods. Whenever there's something to say about a mod, a new posting is justified.

viewtopic.php?p=90019
viewtopic.php?f=9&t=5987
 

4aiman
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Re: Enchancements

by 4aiman » Mon Mar 02, 2015 11:35

Ppl, please, stop digressing...
Go make your own topic about bumping etc.
Please.
I'm receiving notifications, you know?

Regards
 

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rubenwardy
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Re: Enchancements

by rubenwardy » Mon Mar 02, 2015 12:19

Hybrid Dog wrote:
Sokomine wrote:That sounds strange. Are you sure there wasn't a misunderstanding? Mod topics are for documentation and discussion about mods. Whenever there's something to say about a mod, a new posting is justified.

viewtopic.php?p=90019
viewtopic.php?f=9&t=5987


That's because it wasn't a mod, it was an April fool's topic. And yes, we should stop posting here.
 

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davidthecreator
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Re: Enchancements

by davidthecreator » Sat Mar 21, 2015 16:33

Why does everyone think about minecraft and stuff from minecraft that is impossible to make forget the minecraft because it sucks and think about minetest things that dosent exist in minecraft like the "full punch interval"
 

4aiman
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Re: Enchancements

by 4aiman » Sun Mar 22, 2015 14:11

davidthecreator wrote:Why does everyone think about minecraft and stuff from minecraft that is impossible to make forget the minecraft because it sucks and think about minetest things that dosent exist in minecraft like the "full punch interval"


First of all, please, do not generalize.

Next, there are second to none of those who switched to Minecraft from Minetest.

And finally, this topic isn't a place for this debate, because:
- as you can see, it's perfectly possible to create all that stuff for MT;
- only one feature here (merely) resembles that of Minecraft - a creeper;
- the "enhancements" in question are outdated. (Not that it's impossible to re-use those.)

If you have any ideas/wishes for the stuff in question - feel free to ask your question.
I don't need another MC<->MT war. MT is an engine to make our stuff, neither a "clone" nor "not a clone".

Just a little warning:
Should anyone bump this oldie w/o a reason yet again - I'd be forced to close this thread...
 

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davidthecreator
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Re: Enchancements

by davidthecreator » Tue Mar 24, 2015 16:20

Ooo ok
 

4aiman
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Re: Enchancements

by 4aiman » Sun Mar 29, 2015 19:28

Just to think about it...
The things I wanted...
animated wield_items
animated inventory items
walkable entities
on_clearobject callback
"explosion" group which rating will be considered on_blast (My TNT works not the way it should)
particles spawners not merged and have no proper documentation
grass drawtype hasn't got displacement (tried to implement that, but displacement changed on every texture change of any node in a block)
3d armor (real, like I started to implement (with entities)
inbuilt path finding and basic tweakable AI for mobs
proper animation for eating
custom HUDs
any and/or fast structure generation, like: dungeons, NPC houses, deserted mines, shrines, battle towers (with monster spawners), hell and sky dimensions (with coordinates distortion)
fast teleporters
semi-transparent textures (I believe you saw my post at the appropriate post ;)
adequate 3d mobs
proper head animation and crawling animation
visible 3d wielded items
it should be forbidden to place nodes on the one you're standing on (except, maybe torch_like and plant_like drawtype)


Out of 18 only 2 was merged in c++ (Well, 2.5, as pathfinder IS there, but no basic AI for mobs)
HUDs need tweaking (FM has done some, but that wasn't sufficient)

5 was done in lua:
+ 3d armor and wielditems (by Stu, armour tweaks by me)
+ totally Minecraft-like good explosions (calculating impact and exposure to the explosion, taking notice of blast_resist group; by me, as a part of Magichet)
+ villages, mineshafts and BSP-trees-based-dungeons (by me, second one is way too heavy for your average PC); there are some other good generators were made by nore, paramat, sokomine and others.
+ adequate mobs (adbs, part of Magichet)

Total:
2.5/18 after 2 years from MT for me.
5/18 within 1 year from me to me.
It seems that I'm being x4 more useful for myself. (No offense, take my word on it ;)

Too bad it's still 10/18 to go.
 

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Re: Enchancements

by Sokomine » Thu Apr 02, 2015 02:37

4aiman wrote: any and/or fast structure generation, like: dungeons, NPC houses, deserted mines, shrines, battle towers (with monster spawners), hell and sky dimensions (with coordinates distortion)

Schematics are extremly useful for that. My mg_villages mod did make a lot of progress. There are still issues and there will probably always remain some bugs and new ideas, but the speed is pretty good by now. Other mods add structures with mobs in (pyramids, mobf's dungeons complete with dungeon masters, Lord of the Test structures, ...).

4aiman wrote: fast teleporters

What don't you like about the existing teleportation mods? There are so many out there - at least one ought to fit to your taste?

4aiman wrote: adequate 3d mobs

How they look depends on their models. There are some very nice ones out there. The bee is just great! Small mobs in general work better than larger ones. Fighting against mobs works now amazingly well - just check the server "rnd's lab".

4aiman wrote: it should be forbidden to place nodes on the one you're standing on (except, maybe torch_like and plant_like drawtype)

That's something that got implemented and that annoyed me so much that I eventually got an option added to disable it. Before that option was accepted, I had to manually edit my client to get rid of this (by me) hated feature.
A list of my mods can be found here.
 

4aiman
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Re: Enchancements

by 4aiman » Fri Apr 03, 2015 07:17

I tried to use schematics, but if the mapgen places them as decorations, it does it before a cavegen will do it's work. As the result there's always some trees hanging in the air. Decorations can't handle water properly too.

But the idea of using schematics is good enough by itself. I'm too using those (remember my fork of an old nore's mg with ugly MC-like villages?).

I'd like to look at your mod in the nearest future, but the adoption of it will depend on the license.
_______________________________________________________________________________________

What don't I like in currently available teleporters?
None of those pre-loads area where a player goes.
Smth like a MC-like screen that makes you wait would be great. I definitely can implement that, but I don't know how much would it take to load/generate a sufficient amount of a map around the new pos of a player...
Force loading works really slow and sometimes doesn't work at all (to tell the truth I haven't tried since 0.4.9).
__________________________________________________________________________________________

It's not about "look" it's about AI.

MOBF was the best alternative available when I've started adbs, but whenever I've tried those - all mobs were either too slow or ignored player at all. AI seemed to be heavy, client prediction failed almost every time (the walking algo IS sophisticated).

So I needed faster, lighter(, scooter! ^_^) mobs.
I've tried and it seems succeed (at least up to ~70-80%) to make those behave like I wanted.

My mobs can:
- swim
- jump over obstacles
- follow the target in water or on the ground
- avoid pits
- jump over obstacles when following target
- run away from the aggressor
- jump over obstacles when running away from aggressor
- target other mob and kill it
- fly
- use ranged and melee weapons
- use pathfinder to find an optimal way to the player
- wear armour (visual part still needs some tweaks)
- be saddled (wip)
- change colours (sheeps)
- follow the attractor
- be fed
- breed
- produce items w/o killing
- grant you different drops and experience points upon slaying
- use different attack patterns (even several separate for 1 and the same entity, depending on it's weapon/absence of a weapon)
- suffer from environment (light, water, lava)
- suffer from the TNT blasts (based on impact, exposure, distance etc - see "explosion" in MC wiki)
- be spawned at a precise altitude/light level/humidity/heat (not only below some value, but "from-to")
- find a way to a clear line for a ranged attack (instead of following the player)
- make other SAO/CAO know who was it that launched an arrow (any other ranged attack as well)
The list is incomplete and more is to come, but not all mobs can do that fast enough.
I took ideas from simple mobs (which was WTFPL ATM anyway) and coded all that stuff from the scratch.
I still have plenty to do, though.
__________________________________________________________________________________________

It's because that was done wrong. It became near to impossible to jump and place a node under yourself before the "feature" was made optional. Also, it seems that FM had this disabled for defaults all along the way (and never described that option in lua_api.txt). Maybe proller has removed that despite pulling from MT every week or so.
__________________________________________________________________________________________


MT is an engine, but if there's something I've ever felt strange about it, then it would be the always-late-added-possibility-to-disable-ambiguous-feature. In the late 0.4.5 devs tended to "bitch" (it's their word, not mine) about not adding features. Nowadays they do the same about options to disable features.
I can understand the why-add-if-unwanted part, but only if the whole thing would more like why-add-if-unwanted-by-everyone. Right now I'm not sure anymore why this or that gets/gets_not added.
Github is full of some secondary-matter discussions like "why digger shouldn't be nil". It seems, that success of FM and android ports of MT has smth to do with it. Or I may have imagined things.
 


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