minetest c55 - A free and open source (freedom and free beer) minecraft clone in C++ done well.
83 replies, posted
[QUOTE=doommarine23;34312969]Notch is the same guy who wanted you to pay for mod support.
You realize this right[/QUOTE]
No, he didn't
He wanted a small fee to give you the entire Minecraft source code for your modding purposes. It's entirely for quality control, to prevent mod lists from being absolutely FILLED with horrible mods made by 12 year olds. With a price attached, quality would rise significantly because there is some form of investment in doing it.
[QUOTE=doommarine23;34312969]Notch is the same guy who wanted you to pay for mod support.
You realize this right[/QUOTE]
Oh hurr, you gave an example but no reasoning behind it, he wanted to do this so there was some quality control for the mods. Atleast know what you're talking about.
[QUOTE=BLOODGA$M;34302757]It's not nearly to the stage of completion that Minecraft is at so I wouldn't really call it fair to compare the two. But some of the advantages I've seen so far over minecraft are:
World height limit is practically infinite, rather than 128 blocks
Open source
Seems to run faster with a bigger draw distance
Better cross-platform compatibility
...but that's it really. For now.[/QUOTE]
for now
These aren't finalized graphics right because hnnngg.
Stop making minecraft clones, instead make a better craft with less blocks and physic trees
[QUOTE=FluD;34317195]Stop making minecraft clones, instead make a better craft with less blocks and physic trees[/QUOTE]
Isn't there a game like that out actually?
Yay, it has mods
I don't want to buy minecraft anymore
[editline]21st January 2012[/editline]
[QUOTE=lcpong1;34307095]seems it can allow much more slots in multiplayer as C++ rather than Java o.O[/QUOTE]
Someone hosted a 100 player server on an intel atom netbook
Whoa this IS properly done, it works great on linux. Unlike minecraft.
And for people who whine about the graphics
There is a whole subforum full of texture packs, [URL="http://c55.me/minetest/forum/viewtopic.php?id=274"]including the famous 64x64 Misa's texture pack[/URL] (which actually looks pretty nice)
Don't know about you guys, but I will switch minecraft to this
Holy crap, this is nearly identical with Minecraft.
[QUOTE=junker|154;34338455]Holy crap, this is nearly identical with Minecraft.[/QUOTE]
Identical but runs good
Could be good, but the actual vanilla version is nothing compared to Minecraft.
Someone should post some screenshots
It still runs a tad slow for me , but it seems pretty good so far. If you can get terrain generation along the lines of BlockMania , it'll look absolutely gorgeous
This needs more views. My server is still available
[QUOTE=Housemaster.;34315104]Hosted a server for this, currently completely vanilla (I have no idea how to change any settings or do anything at the moment). IP is 2b2t.net and the port is the standard one (30000). It will always run the latest version available, so download that.
Planning to keep it as long as time lets me.[/QUOTE]
You know this is upcoming GOTY when you can punch a bear through a wall.
So, I just ported over the painterly textures (Mine, from the customizer, rather)
Looks nice, compared to those other textures.
I might make a mars pack for this.
There have been a (comparabely) large update recently, so I'll post the changelog
[release]
[B]Compatibility changes
[/B]
Because the format of item stacks has changed, the map format has changed as well.
It should be safe to load a map from minetest 0.3 (or earlier) or 0.4-dev; I (kahrl) explicitly tested maps from 0.3 as well as 0.4.dev-20120106-1.
However, this will convert the map and it's currently impossible to convert it back. Old versions won't be able to correctly load the map after it has been converted.
Just to be safe, consider making a backup of your world before loading it.
The network protocol version has been incremented (6 → 7). Old clients can't connect to servers with this patch, and client with this mod can't connect to servers without it.
Mods may have to be changed to work again, see the link below.
[/release]
[release]
[B]Changes visible to all players[/B]
[B]The bad:[/B]
Some mods will break and have to be updated
Protocol version has been incremented, so you can't connect to old servers or have players with old clients connect to your server
[B]Gameplay
[/B]
The experimental luafurnace has been disabled until the crafting API is extended again (normal furnaces continue working, of course).
[B]The good:[/B]
[B]Gameplay[/B]
Moving things into your inventory (e.g. by crafting, or picking up an item lying on the ground) tends to be more predictable about whether it works when your inventory is full.
For example, this did not work before: screenshot. It works now.
An annoying old bug relating to crafting seems to have been inadvertently fixed. (might have been fixed earlier already?)
Items now have a description, you will see it in a tooltip in the inventory menu and when pointing to an item lying on the ground.
Tool repair: Put two damaged tools of the same type into the crafting grid, get one with their remaining uses combined.
Furnaces have been slightly tweaked, but you shouldn't notice any big differences.
Apples now become nodes when placed. This means you can put an apple back on a tree and it won't fall down.
Iron ore seems to have become about as common as in 0.3.1 again.
[B]Graphics[/B]
Glass, fences and transparent leaves display cracks when they're hit.
The hand is thicker.
The inventory doesn't display item counts that are equal to 1.
The damage bar for tools is hidden when the tool is undamaged.
The damage bar for tools is green when the tool is slightly damaged, yellow when half-way damaged and red when about to break.
Mesh updates may have become slightly faster. Not a big difference, though.
[B]Server commands[/B]
/give and /giveme parameters are simpler, in particular the <item> part in /give <player> <item> and /giveme <item>
The new syntax for <item> is <itemname> <count>. The count can be left out if it is 1.
Example: /give celeron55 default:apple 5 gives celeron55 five apples.
To give damaged tools, use <itemname> 1 <wear> (the 1 is important) where wear is 0 for an undamaged tool, 32768 for half-way damaged, 65535 for almost dead.
Example: /give noobie default:pick_mese 1 60000 gives noobie a few uses of a mese pickaxe.
Trying to give undefined items will now produce an error message instead of an undefined item.
New command: /pulverize. It destroys the item you currently have in your hand. Be careful!
[/release]
woooooah the levels are so fucking tall
You know this could be quite educational, seeing as I'm an aspiring programmer. I've been wanting to get my hands dirty. :v:
[IMG]http://puu.sh/eobz[/IMG]
You know the OP might gather more attention with some details or screenshots of gameplay.
[QUOTE=XTREME GYPSIE;34299740]
[U]Also, did I mention it runs on laptops so well[/U][/QUOTE]
Except on Celeron Laptops
[IMG]http://i.imgur.com/qDhjP.png[/IMG]
[QUOTE=superstepa;34336395]And for people who whine about the graphics
There is a whole subforum full of texture packs, [URL="http://c55.me/minetest/forum/viewtopic.php?id=274"]including the famous 64x64 Misa's texture pack[/URL] (which actually looks pretty nice)
Don't know about you guys, but I will switch minecraft to this[/QUOTE]
Having played both, but I enjoy playing minecraft more with my brother (just 2 man server). We're going to switch over to this when it gets more fleshed out though.
So it fixed the MAJOR problems minecraft has. I love minecraft. I think it was an original idea and have been a customre (and player) since before infdev. But the fact that this runs so much better and is better optimized for multiplayer is a major boost. My 'gaming' laptop with an ATI card and 4GB of RAM chugs along on minecraft. (Im unsure of the CPU) while my computer back when it had a terrible card and only 2GB of RAM played it perfectly fine. Minecraft has horrible optimization.
Also the height limit removed. Do you know why minecraft has a height limit? It has to do with how fast the chunks load when falling at the highest rate and minecraft not being able to handle it or something along those line. This game seems to have figured it out. Why hasn't minecraft? (I've always wished for an extremely high height limit)
Guys holy crap dig down, find some caves cause the stronghold ruins are common and awesome. The monsters scare the shit out of me
Wouldn't it be awesome if the overall block size was smaller? Does someone know how to do that in the source? (Assuming lowering block size won't lag things up [i]too much[/i]...)
Those fuckers that are in the caves that throw exploding balls at you are complete shitheads. Fuck 'em.
[editline]24th January 2012[/editline]
[img]http://c55.me/minetest/wiki/lib/exe/fetch.php?media=dungeon_master.png[/img]
These guys. Fuck these guys.
[QUOTE=MadCatMkII;34369660]Those fuckers that are in the caves that throw exploding balls at you are complete shitheads. Fuck 'em.
[editline]24th January 2012[/editline]
[img]http://c55.me/minetest/wiki/lib/exe/fetch.php?media=dungeon_master.png[/img]
These guys. Fuck these guys.[/QUOTE]
That looks absolutely terrifying
[QUOTE=D0C H.;34367878]So it fixed the MAJOR problems minecraft has. I love minecraft. I think it was an original idea and have been a customre (and player) since before infdev. But the fact that this runs so much better and is better optimized for multiplayer is a major boost. My 'gaming' laptop with an ATI card and 4GB of RAM chugs along on minecraft. (Im unsure of the CPU) while my computer back when it had a terrible card and only 2GB of RAM played it perfectly fine. Minecraft has horrible optimization.
Also the height limit removed. Do you know why minecraft has a height limit? It has to do with how fast the chunks load when falling at the highest rate and minecraft not being able to handle it or something along those line. This game seems to have figured it out. Why hasn't minecraft? (I've always wished for an extremely high height limit)[/QUOTE]
Because Java.
I always found it hilarious that Notch used to complain about certain features players wanted him to add, saying "We're worried about memory usage". For a game. Coded in JAVA.
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