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[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: ac6720dba04d054⋯.png (1.28 MB, 1920x1080, 16:9, silent running of the apes.png)

File: b512be43e20b754⋯.png (2.2 MB, 1920x1080, 16:9, chaos realm.png)

File: fc37dcb33f72eca⋯.png (2.6 MB, 1920x1080, 16:9, once great civilization.png)

File: fe88e5d67cf9cae⋯.png (772.75 KB, 1920x1080, 16:9, terumetal smelting.png)

File: 907797dd71d6263⋯.png (2.38 MB, 1920x1080, 16:9, the weapon.png)

5af7af No.14096464

Minetest

I've been trying some of the 0.5 dev versions of Minetest and Squaresville C (a Minetest fork focused on mapgen, see: https://forum.minetest.net/viewtopic.php?f=9&t=18509 ), as well as some of the more experimental mods, so I thought it'd be interesting to have a Minetest thread focused on that while everyone is waiting for 0.5 to be done. If you want some pre-built versions of 0.5, you can find them here in this forum: https://forum.minetest.net/viewforum.php?f=42 Squaresville C is focused on stuff like ruins, roads, realistic landscapes, realistic rivers, passageways, etc. Its best played with some of the author's mods, like nmobs, booty, and elixirs. Theres some appimages for Linux and some Windows builds in the thread, if you want to try it out without compiling. You'll have to grab minetest_game's mods from a version of 0.5 and chuck them in the subgame for it to work.

Documentation

0.5 has a big text file for documentation, which you can find here: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt

Dev wiki: http://dev.minetest.net/Main_Page

Game wiki: https://wiki.minetest.net/Main_Page

Doc (help mod): https://forum.minetest.net/viewtopic.php?f=9&t=15912 has some base game documentation (have to download another mod for full base game documentation for 0.4.16), some mods make some entries in it occassionally, such as Digtrons or dfcaverns. Other than that you'll just see typical data about the entry. Smart inventory and some other inventory mods have doc integration.

The latest mod I've been trying out is Terumetal, a mod that adds a new ore for alloy smelting. Terumetal is a little broken, mod author seemed to have forgotten to supply a couple of values when calling reg_tools when making the raw terumetal, but I dumped in some and the pure terumetal pickaxe is now working. You can find Terumetal here: https://forum.minetest.net/viewtopic.php?f=9&t=19194

What have you guys been doing with Minetest lately? Last I heard there was only that barebones arcana testing server, which didn't seem too interesting to me.

6f6295 No.14096478

Nice to see your stupendous stuff again, Minetest autist.

HOST A SERVER AAAAAAAAAAAAAA


5af7af No.14097874

File: 52d0ea0fe9d9de3⋯.png (1.4 MB, 1920x1080, 16:9, the blight.png)

File: fc4fe90e7765d80⋯.png (1.92 MB, 1920x1080, 16:9, duel.png)

File: 1ae39df15cb1819⋯.png (1.23 MB, 1920x1080, 16:9, flooding cavern.png)

File: 0825187cc38aa05⋯.png (691.84 KB, 1920x1080, 16:9, dis.png)

>>14096478

I don't really have the patience to fiddle with a server, I just like to explore strange worlds and mess around with interesting mods in singleplayer mostly. I have no idea how the mods I use or Squaresville C would work out online. Squaresvilles C is a lot faster than using lua mods for mapgen, so it might be a decent thing to run on a server, although I don't know how stable 0.5's online stuff is. I think you'd need an 0.5 client to even join it since the devs are apparently making breaking changes for 0.5 concerning online stuff. Squaresville C could use a farming mod/additional flora too.

The Squaresville C dev made a 100% lua version of the fork, which is inherently slower. It apparently does not work on Windows according to that guy in the thread: https://forum.minetest.net/viewtopic.php?f=9&t=18898


83b1a0 No.14098142

I wouldn't mind giving this a spin again, haven't tried it in a while. As long as you have technic enabled, OP.


83b1a0 No.14098178

Some sort of recipe-viewing mod is also really important.


c1f319 No.14098708

There's this brilliant introduction to modding and the API: https://rubenwardy.com/minetest_modding_book


2dc321 No.14098798

looks cool, two questions

>how does it differ from minecraft

>what are the min. sys requirements


dcb0f0 No.14098807

>>14098798

>how does it differ from minecraft

It's twice as buggy, has a quarter of the content and a thousandth of the mods, and adds literally nothing aside from being OPEN SOURCE


d727bc No.14098808

>>14098798

>free and open source, more optimized, infinite height

>vanilla has a lot less content, modding community is much more scarce and mods are much more rough and experimental, everything feels less solid and more amateurish

I've played for a good while on a few of our old /v/ servers, it was okay as a building block simulator but really not much other than that. I haven't seen anything like the mods OP posts, though. Unfortunately for me, I only have fun with autismblocks if it's multiplayer.


dcb0f0 No.14099242

>>14098808

I've yet to hear a convincing argument as for why the height limit (not infinite; it's just like 50,000 blocks or something, instead of 256) even matters. You can't see far enough for a building game to take advantage of making fuckhuge structures. Nobody is in any hurry to create some kind of huge adventure-cave using that vertical distance. At this stage, it's nothing more than No Man's Sky's fifty gorillion worlds that you can never visit in a hundred lifetimes. It's a number bigger than the number offered by the "competition"; big fucking deal.


d727bc No.14099282

>>14099242

Well it lets you build and explore vertically and implement shit like flying and floating islands better, 256 is not that much to be honest. No one is in any hurry to develop anything, this is an unknown meme clone for autists. I'd consider playing pirated Minecraft but most here would dislike the idea.


c0c9ad No.14099625

>>14098808

>more optimized

The biggest lie ever told yet retards keep parroting it over and over.


3cdf18 No.14099847

>>14099625

Minetest definitely runs better for me than Minecraft.


1e2014 No.14099881

Fuck off.


f4a508 No.14103565

File: 5a6c9cfac597336⋯.png (1.49 MB, 1920x1080, 16:9, hairy space pickle.png)

File: 2a239fe40a02b45⋯.png (1.01 MB, 1920x1080, 16:9, they blew it up.png)

File: 7857b73d552c4fa⋯.png (615.38 KB, 1920x1080, 16:9, thousands of items.png)

File: 5bdaa35d58c37b3⋯.png (2.3 MB, 1920x1080, 16:9, doomsday device.png)

>>14098798

>how does it differ from minecraft

The world limits are different, there is more vertical room in Minetest, but less horizontal space. Basically the world is a giant cube. This gives ample room for caves, and for modders to do stuff with the empty space. There are some experimental floatlands in the v7 map generator that are subject to change, which you can enable with a flag called mgv7_spflags=floatlands. See: https://wiki.minetest.net/World_boundaries

The rest of the differences are:

>Cubic chunks instead of Minecraft's slate-ish chunks.

>Lua modding API

>Written in C++ (minetest_game subgame is written in Lua, technically its a collection of mods that you don't have to use, but mods tend to use some of its mods as dependencies) instead of Java, compared to the original Minecraft.

>Big caves

>Multiple default C++ map generators to choose from

>No central account system

>Sneak ladders/sneak jumping (need to enable it with a mod in more recent versions, the re-implementation of it as a feature is still a work in progress)

>Open source

Theres probably other differences, but I haven't played much of Minecraft's more recent versions.

>>14098807

>has a quarter of the content and a thousandth of the mods

Minetest has only had a Lua modding API since version 0.4 and it has a much smaller community. Its not really surprising that it has less mods. The default subgame is not meant to have a large amount of content, its more like a bunch of basic stuff that tends to be used.

>>14099242

>You can't see far enough for a building game to take advantage of making fuckhuge structures.

Get close enough to generate the chunks, press R (sets the view distance to unlimited) or hold + for a while to increase the view distance. The reason why you usually wouldn't want to turn view distance on that high all the time is because the framerate will obviously drop quite a bit. The practical view distance limit is where the chunks start to unload. You can also turn off the ingame fog if you want by pressing F3.

> Nobody is in any hurry to create some kind of huge adventure-cave using that vertical distance.

I'm pretty sure the default caves can get bigger than anything in Minecraft, and cave mods already generate caves larger than the default Minetest caves. Plus, it makes room for layers: Underworlds, Geomoria (only provides one layer), Geominer, and dfcaverns are examples of mods that provide underground layers.


5a3d1c No.14105021

Smooth terrain mod for minetest when?


8b5ff2 No.14107822

>>14103565

So your view distance is effectively capped by chunk loading distance. This is literally the same as Minecraft.

The problem with Minecraft caves is that they are tiny and spindly and maze-like. For what you've got, they are usually more than large enough. Making them ten times bigger but similar in shape only matters if you've got a major hard-on for being totally fucking lost. Either that, or making giant underground passages and rooms and things. Which, again, is useless because of the view/loading distance being capped at such a small amount.

Thing is, Minecraft realized it was a game. It realized there were serious limitations on how far you can see because of this, and capped the build limit accordingly. Minetest wants to believe that giving the player such a large space, it frees them to build in a "real world" scale, but it just won't work. You can build a 5-mile-tall skyscraper, but never be able to see the whole thing at once, so what's the point? Like an artist making a painting on a canvas the size of a wall, but the only way anyone can look at it is with a magnifying glass.


7f0dc9 No.14107848

File: 05f1364136f4a18⋯.png (873.3 KB, 856x1268, 214:317, 05f1364136f4a18d451697a7e2….png)

>>14107822

Welp, at the very least, you can load every chunk by going near it or by running some sort of script, then enable full view range, letting you see such a tower.


f4a508 No.14109006

File: 0ae1183f0bff33c⋯.png (2.26 MB, 1920x1080, 16:9, erosion.png)

File: c8b434f6a4d9e90⋯.png (505.08 KB, 1920x1080, 16:9, cramped cave.png)

File: 26cf958eaacc6a4⋯.png (546.19 KB, 1920x1080, 16:9, cave corridor.png)

File: 16f25f5c4125b59⋯.png (283.67 KB, 1920x1080, 16:9, v7 caves noclip.png)

>>14105021

It already exists to some degree in a mod called Erosion, but it gave me an out of memory error eventually. It tries to simulate erosion in addition to turning some things into slopes via moreblocks. The small caves with slopes can get kind of cramped. You can find it here: https://forum.minetest.net/viewtopic.php?f=9&t=15806

There are other sloped terrain mods too, here are some that I found:

Natural Slopes: https://forum.minetest.net/viewtopic.php?f=9&t=18140

Dwarf Fortress like ramps: https://forum.minetest.net/viewtopic.php?f=47&t=11982

Australopithecus (subgame by same guy who did the ramps, has slopes in it): https://forum.minetest.net/viewtopic.php?f=50&t=12889

>>14107822

>So your view distance is effectively capped by chunk loading distance. This is literally the same as Minecraft.

There are settings that can change how mapblocks are loaded. For example, client_mapblock_limit is the maximum number of mapblocks that the client keeps in memory. You can set it to something higher, or set it to -1 for an unlimited amount, but you obviously don't have unlimited memory on your computer. There is also client_unload_unused_data_timeout, which is the amount of time it waits to remove unused map data from memory. See example config file: https://github.com/minetest/minetest/blob/master/minetest.conf.example

>You can build a 5-mile-tall skyscraper, but never be able to see the whole thing at once, so what's the point?

5 miles in Minetest would be 8047 blocks high since each block (node) is 1 meter tall. I kind of doubt most people would build that, but they could if they wanted to.

Anyway, if you have the physical memory for seeing a 8047 node high building, you can take a gander at it, from what I can tell.

Theres a lot more to do with that empty space than build a really tall building anyway. You can make a mod to generate stuff in the sky, or hide a base up there. Its the de facto place to put "realms" right now as well, since Minetest doesn't have real realms yet.

> Making them ten times bigger but similar in shape only matters if you've got a major hard-on for being totally fucking lost.

The larger caves look sort of like spheroids slapped together, not really maze-like. There are windy smaller caves that are like passageways, which can connect to bigger caves, dungeons, the surface, modded in stuff, etc. You could use the minimap and debug info or one of those compass mods if you tend to get lost.

>Either that, or making giant underground passages and rooms and things. Which, again, is useless because of the view/loading distance being capped at such a small amount.

You can have bigger caves/dungeons/whatever than in Minecraft. Depending on whichever version of Minecraft you have a fetish for, the height limit is either 128 or 256. You can make caves bigger than those values in Minetest via modding, there can be many of those caves. Infact, I was able to find a default cave network using the v7 map generator that is at least 263 nodes high. The last image is a not very useful screenshot of it from afar when noclipping, was just using the base subgame in 0.4.16.


3cdf18 No.14109170

I'm starting to get the itch to play this again thanks to this thread. Wonder if any of the game-type theme mods are a little more mature now.


7a43dd No.14110029

I really like the third pic for some reason. When do we get a decent gun mod so we can build the zone and have a blocky poor man's multiplayer stalker?

>>14098798

>how does it differ from minecraft

It's way better for just building, but the interface and anything to do with survival is still garbage as far as I can tell.


ffd197 No.14110409

>unironically playing Minetest instead of Openspades


5a3d1c No.14110516

>>14109006

>It already exists to some degree in a mod called Erosion,

Ah this mod, it could have been doing a bit better job at that but I guess its better than nothing. Didn't this author also mentioned that for each different sloped blocks type you will get these instead of regular cubes? which sucks because then more inventory space gets wasted.


dfc98d No.14111329

Last time I tried it, it didn't run as well as it could, despite being made with trusty C++ not awful javascript, and when I tried to promising looking modpacks it felt like they were missing some content including interface features even though they seemed to have it when I inspected the folders. What did I do wrong?!!

Also, Squaresville C sounds fantastic. When I first heard of and tried Minetest I developed a concept for a game/mod, quite divergent from regular Minecraft imitations, but that would have required some massive worldgen changes, and other shit. If you want, I can share my concept with you.


f4a508 No.14115204

File: bb340e68bd5e2ac⋯.png (1.08 MB, 1920x1080, 16:9, native extermination.png)

File: e23c3f1047528fa⋯.png (1.07 MB, 1920x1080, 16:9, nukemen mug an alien.png)

File: 8fbdb85b88cee72⋯.png (1.25 MB, 1920x1080, 16:9, lavamess.png)

File: 9a9071a78cb4a3e⋯.png (1.04 MB, 1920x1080, 16:9, deadly concrete bastet.png)

File: a7e8228df85e85c⋯.png (1.77 MB, 1920x1080, 16:9, carpathian mountains.png)

>>14111329

>Last time I tried it, it didn't run as well as it could, despite being made with trusty C++

The mods are written in Lua, minetest_game in your games folder is a bunch of Lua code. If you have LuaJIT on your system, it will run Lua mods faster, but then theres the inherent memory limit of LuaJIT to deal with. Mainly they need to improve the engine's performance from what I understand.

>not awful javascript

Java, not Javascript. They're two different languages.

> when I tried to promising looking modpacks it felt like they were missing some content including interface features even though they seemed to have it when I inspected the folders. What did I do wrong?!!

Which modpacks were they?

> When I first heard of and tried Minetest I developed a concept for a game/mod, quite divergent from regular Minecraft imitations, but that would have required some massive worldgen changes

You may want to take a look at what is being added/changed in the dev versions, for example they have added a new C++ map generator called Carpathian that focuses on more realistic map generation, mainly plains, hills, terraces, and ridged mountains.

>>14098798

>what are the min. sys requirements

If I remember correctly there is still an OpenGL 1 renderer and a software rendering mode, so it should be able to run (although not necessarily well) on older hardware. Basically you'll need LuaJIT or a Lua version that is at least at the same version LuaJIT is at on your system, and a Minetest binary if available for your system or the required libraries/compiler/etc needed to build Minetest. However, in the latest version they are switching to C++11, so support for some older systems is disappearing (officially). Technically it could still compile and work if you have the required software, Windows XP for example is not supported (in the dev versions), but still works.

Download page has some basic information about supported OSes, obviously: https://www.minetest.net/downloads/

>>14110029

>When do we get a decent gun mod so we can build the zone and have a blocky poor man's multiplayer stalker?

This flintlock pistol one is decent, hurts the mobs from nmobs at least, no idea if it hurts players: https://forum.minetest.net/viewtopic.php?t=16487

Theres the shooter mod, which requires a lot of fiddling to make it work with mobs: https://forum.minetest.net/viewtopic.php?id=7846 It could use a lot of work, not really my favorite. Not guns, but elixirs includes throwable bombs and molotov cocktails.

Alive AI adds a bunch of overpowered enemies, some of which use guns, although it can be unstable sometimes.

Technic obviously adds uranium (which is radioactive and can hurt you) to the worldgen and you can build nuclear reactors, so theres that.


84ea53 No.14118047

Too bad it missed the entire point and has a pathetically shit API


f4a508 No.14124918

File: 003a7b879c33abd⋯.png (338.61 KB, 832x752, 52:47, squaresville.png)

File: 4be0965b5664d2f⋯.png (422.61 KB, 1072x1052, 268:263, heightmap.png)

File: ac32c49e79eeef2⋯.png (1.01 MB, 1920x1080, 16:9, cloudscape.png)

File: 94ddeb5607b9166⋯.png (1.89 MB, 1920x1080, 16:9, roo.png)

Theres a useful utility called MinetestMapper that can generate a 2D overview image of Minetest worlds, it can be configured quite a bit: https://github.com/minetest/minetestmapper

It has a GUI version as well called MinetestMapperGUI: https://forum.minetest.net/viewtopic.php?t=12139

NodeBoxEditor is another useful utility for making nodeboxes, especially useful for making new mobs for nmobs: https://forum.minetest.net/viewtopic.php?f=14&t=2840

>>14110516

>Didn't this author also mentioned that for each different sloped blocks type you will get these instead of regular cubes?

I don't think that would be very hard to fix, looks like the modder went out of his way to make it give you full nodes instead of the slope itself.

>>14110409

>unironically playing Minetest instead of Openspades

They're pretty different games, and last I heard they still didn't have an open source implementation of the server software.


df0c94 No.14124936

HOLY FUCK Minetest is only 14mb to download.


28282a No.14125096

File: 27f1f1e57eaad9c⋯.gif (494.15 KB, 490x368, 245:184, catsping.gif)

So what's a good server to play in? Someone set up a server


d727bc No.14128677

>>14125096

OP would be the only host I'd want at this point, our previous ones didn't know much about mods.


2b1400 No.14128951

>>14096464

>The latest mod I've been trying out is Terumetal, a mod that adds a new ore for alloy smelting.

Oh grand, we needed a mod for ores to smelt. We only have, like, 1000 of them.


235bbc No.14128980

>>14096464

So this new mapgen fork. Can it replicate how Minecraft was before infinite worlds? A finite cube of world with highly variable generation parameters would be pretty great.


f4a508 No.14140362

File: ca8870e6083568b⋯.png (2.46 MB, 1920x1080, 16:9, indev erratic terrain.png)

File: 2eb991f913886d1⋯.png (783.89 KB, 1920x1080, 16:9, indev floating islands.png)

File: e9c16f7884de8c3⋯.png (850.72 KB, 1920x1080, 16:9, indev giant cave.png)

File: ef0785e6d4198c0⋯.png (2.54 MB, 1920x1080, 16:9, indev bones.png)

File: 956923cf6b0e0ae⋯.png (680.22 KB, 1920x1080, 16:9, rockweed.png)

>>14128980

>Can it replicate how Minecraft was before infinite worlds? A finite cube of world with highly variable generation parameters would be pretty great.

Squaresville C is a fork that just comes with an additional C++ mapgenerator, whatever changes to the engine that were needed to make it work, and the lua helper mod for the squaresville mapgenerator that comes with some settings you can configure as far as I know. Its not intended to replicate Minecraft's terrain before infinite worlds, but this doesn't stop anyone from attempting to do so with Minetest itself.

You can alter mapgen parameters of the C++ map generators in Minetest, to do so, Settings > Advanced Settings > Server/Singleplayer > Mapgen or just edit minetest.conf. You can also make a lua mod that autoselects the singlenode map generator and generates everything from scratch. The flat mapgenerator obviously already generates flat worlds, and has flags to turn lakes and hills on and off. v5 has a tendency to create chunky/blobby floats already and could probably be coaxed to generate more of it.

Minetest had an old map generator in 0.4.9 called Indev that had floating islands at Y=500, some very big "caves" as well as v6 type caves, and extreme terrain near the world boundaries, pics related. See: https://wiki.minetest.net/Map_Generator_Evolution#indev


d727bc No.14148897

bump to express my desire for a server


3cdf18 No.14153291

If someone hosted I'd probably join. Needs technic though.


541be2 No.14154518

Would join to build shit


03e7d2 No.14162813

I was on one of the previous servers. Would be nice to build with you fags again.


7599e6 No.14165360

Bump for server


183458 No.14169358

just play minecraft


f4a508 No.14171676

File: e29ccb0b9f50d3a⋯.png (1.13 MB, 1920x1080, 16:9, layers.png)

File: 7d1ef95eaa65c6c⋯.png (920.17 KB, 1920x1080, 16:9, mimic.png)

File: 67716d3384385da⋯.png (2.79 MB, 1920x1080, 16:9, ..meets the sea.png)

File: 6c3328fb5365123⋯.png (592.31 KB, 1920x1080, 16:9, realms of caves.png)

File: c095553e2a80036⋯.png (859.85 KB, 1920x1080, 16:9, the mission.png)

Generated stuff and such. Valleys is looking like v7 here.


d727bc No.14172094

>>14171676

Damn if someone can get the mods in this thread's screenshots working with multiplayer.


996b7d No.14172127

>>14171676

I really like the generations, but the texture look like shit, can someone make a port of Minecraft's textures.


4d9824 No.14172949

File: 37129eb9deeee2f⋯.jpg (233.99 KB, 850x1313, 850:1313, 676418f9e77cd6c6a0fd610930….jpg)

Do trees fall apart if you cut the base block of wood? That feature should be default


12b88b No.14172987

Why do people keep shilling this bullshit?

I'd prefer (((Minecraft))) over Minetest any day.

>B-But it's free and open source

Just get a cracked Minecraft client you fuckwit

>B-But muh C++

It still runs like fucking ass

>B-But muh infinite height

Who gives a shit? Nobody is going to build 50 miles into the air

Meanwhile on Minecraft you have

<mods that add insane amounts of content and complexity

<proper server management

<more vanilla content

<a functional game


3cdf18 No.14178013

>>14172987

Meanwhile, on Minecraft, you have

-an unfinished game made by a liar who fucked off after growing rich from charging people money for it

-now owned by Microsoft

-closed source, proprietary Java shitware

Who can be said to be a "shill" again? Someone advocating for a free product or someone advocating for a proprietary commercial product?


8b5ff2 No.14178097

So I just heard about a Minecraft mod called Cubic Chunks, that not only makes the game load chunks as 16x16x16 cubes instead of 16x16x256 pillars but enables a theoretically infinite spread of terrain along the y-axis. This can be tweaked upon world gen so that it doesn't go quite so high up, but it doesn't demolish the build-height limit.

Why is nobody talking about this? It's basically the only thing Minetest has over Minecraft that isn't a "muh open source" meme. The only thing I can think of is that, because of the fact it seriously alters central game code, it's incompatible with other mods. But there are plenty of people still playing vanilla.


7a43dd No.14180706

File: 642b85e6d2cd172⋯.webm (4.81 MB, 720x540, 4:3, 642b85e6d2cd17277689c4e5c….webm)

>>14128677

Remember this fag?


12b88b No.14180732

File: 9e5509c9f7f14fb⋯.jpg (42.42 KB, 963x364, 963:364, IMG_20180106_123449_358.jpg)

>>14180706

>that solid minute of just navigating in and out of the same folder




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