Search found 1343 matches

by Desour
Fri Apr 12, 2024 15:25
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 211
Views: 68864

Re: [Server] Tunnelers' Abyss

I was always under the impression that breaking changes in Minetest like this wouldn't occur within a major version (i.e. 5.x) as backwards compatibility is always guaranteed, even if features are deprecated. Has this guideline changed? I used to think the same. But apparently the policy is that we...
by Desour
Thu Apr 11, 2024 20:04
Forum: Modding Discussion
Topic: The best way to store player-related data
Replies: 4
Views: 140

Re: The best way to store player-related data

However, if the mod is removed, the data will remain forever on the server, which, as far as I understand, is not relevant for the mod-specific storage. AFAIK, mod-specific storage is also not removed when you remove the mod. (And it would be awful if it was removed automatically, when you only tem...
by Desour
Tue Apr 09, 2024 14:26
Forum: Problems
Topic: Not enough memory crash on <=1GB
Replies: 8
Views: 289

Re: Not enough memory crash on <=1GB

>if the server hangs, the client also hangs (noticeably more stuttering on slower machines)

Just FYI, this should no longer be the case in 5.9.0-dev.
(Server is still paused when you open the pause menu though. This is a feature.)
by Desour
Sun Mar 17, 2024 11:56
Forum: Modding Discussion
Topic: Randomize Texture
Replies: 7
Views: 280

Re: Randomize Texture

No. But we have an issue for this: https://github.com/minetest/minetest/issues/2746
by Desour
Fri Mar 15, 2024 10:14
Forum: Modding Discussion
Topic: Y coordinate VALUE ISSUE. BIGGER VaLUeS IGNORED.
Replies: 6
Views: 425

Re: Y coordinate VALUE ISSUE. BIGGER VaLUeS IGNORED.

Maybe your sounds don't exist.
Just do some print debugging.
by Desour
Tue Mar 05, 2024 18:58
Forum: WIP Mods
Topic: [Mod] Military Vehicles [mvehicles]
Replies: 83
Views: 18207

Re: [Mod] Military Vehicles [mvehicles]

That's server lag.
by Desour
Mon Mar 04, 2024 21:49
Forum: WIP Mods
Topic: [Mod] Military Vehicles [mvehicles]
Replies: 83
Views: 18207

Re: [Mod] Military Vehicles [mvehicles]

and also error in line 524nor 549 where it says invalid animation something either 0 or Infinity for x. There was nothing in line 524. Fixed the error in line 549. And also fixed some warnings. But we have a problem where after the update it lags more There has recently been a regression in the eng...
by Desour
Thu Feb 22, 2024 21:24
Forum: Modding Discussion
Topic: Are Player object references unique?
Replies: 4
Views: 183

Re: Are Player object references unique?

Krock wrote:
Thu Feb 22, 2024 20:18

Code: Select all

minetest.after(4, function()
	local player = minetest.get_player_by_name("singleplayer")
	local connected = minetest.get_connected_players()
	assert(connected[1] == player)
	print("pass")
end)
Nice, it probably even works if singleplayer takes > 4 s to load.
by Desour
Fri Jan 26, 2024 15:11
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 508

Re: Show Total Number Of Registered Nodes?

>assuming you are okay with it being made available since you've already shared the code?

Don't worry. The code snippets I provided are too trivial to fall under copyright anyways.
by Desour
Fri Jan 26, 2024 00:55
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 508

Re: Show Total Number Of Registered Nodes?

>Desour's untested code should work if we just add a log level to the minetest.log line: (Just FYI, I left out the log level on purpose. Level "none" (the default) works nicely.) >What I mean is that ideally, it should load and run last after all other mods have registered That's already a...
by Desour
Thu Jan 25, 2024 17:17
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 508

Re: Show Total Number Of Registered Nodes?

You could just count the registered nodes: minetest.after(0, function() local cnt = 0 for _ in pairs(minetest.registered_nodes) do cnt = cnt + 1 end minetest.log("registered nodes: "..cnt) end) But it might be imprecise, because a handful of content ids are reserved (like air or ignore, bu...
by Desour
Sat Jan 20, 2024 19:50
Forum: Partly official engine development
Topic: DS's public personal TODO list
Replies: 0
Views: 1223

DS's public personal TODO list

I've created a TODO list:
https://codeberg.org/Desour/ds_todo_minetest

It also includes a PR priority list.

It's not a wishlist. All the points are meant to be addressed. There will be regular updates.

See repo for more details.
by Desour
Fri Jan 19, 2024 19:26
Forum: Problems
Topic: [Solved] newbie problem: how to change map view to square?
Replies: 5
Views: 598

Re: newbie problem: how to change map view to square?

Shift is the default sneak key, and F9 is (was?) the default minimap key.
Where did you read that you should use "Shift-F9"?
by Desour
Fri Jan 19, 2024 13:15
Forum: Problems
Topic: I could not Register or Login on Minetest App from Ubuntu
Replies: 1
Views: 277

Re: I could not Register or Login on Minetest App from Ubuntu

You don't need to register or login at any centralized service to use minetest.
If you want to join a server, just choose a name and password. The register button just creates a new player at that server, aka registers you on that server.
by Desour
Wed Jan 03, 2024 15:57
Forum: Feature Discussion
Topic: EFX reverberation
Replies: 7
Views: 570

Re: EFX reverberation

by Desour
Tue Jan 02, 2024 23:06
Forum: Feature Discussion
Topic: EFX reverberation
Replies: 7
Views: 570

Re: EFX reverberation

Adding support for audio effects extensions is on my imaginary TODO list. I'm not yet sure however how the API should look like and how the feature should work exactly. Another (voxel) game that uses openal audio effects is openspades. AFAIK, it does raycasts to guess how big the room is that you're...
by Desour
Sat Dec 30, 2023 02:35
Forum: Modding Discussion
Topic: Idea: Generate meshes for signs, instead of using texture modifiers
Replies: 1
Views: 319

Idea: Generate meshes for signs, instead of using texture modifiers

Motivation (skippable): You might have encountered that loading objects takes a bunch of time and causes client hickups. (May be more noticable if you're using mip mapping, or any texture filter, like anisotropic or bilinear.) Profiling indicates that this mostly comes from texture modifiers, inclu...
by Desour
Sat Dec 30, 2023 01:55
Forum: News
Topic: 2023 Minetest GAME JAM (December 1st-21st) [Theme: "UNEXPECTED"] [$300] jam.minetest.net
Replies: 51
Views: 11803

Re: 2023 Minetest GAME JAM (December 1st-21st) [Theme: "UNEXPECTED"] [$300] jam.minetest.net

I've seen that there's a new game submission: https://content.minetest.net/packages/m ... ervention/
Was the submission deadline also extended? I'm a little confused.
by Desour
Mon Dec 25, 2023 16:13
Forum: Minetest-related projects
Topic: Request for insight; block loading
Replies: 4
Views: 337

Re: Request for insight; block loading

There's a `generated` flag, see `doc/world_format.md`. Some mapblocks can already exist in the map db even though they aren't completely generated yet. AFAIK, they come from overgeneration (when a mapchunk (5*5*5 mapblocks) is generated, the mapgen can also write into a 1 mapblock thick layer around...
by Desour
Tue Dec 19, 2023 22:04
Forum: General Discussion
Topic: Set permissions in a singleplayer game?
Replies: 3
Views: 1620

Re: Set permissions in a singleplayer game?

In singpleplayer, the playername is "singleplayer".
by Desour
Thu Dec 14, 2023 23:59
Forum: Problems
Topic: No Audio even after installing OpenAL
Replies: 1
Views: 964

Re: No Audio even after installing OpenAL

Somebody else also had issues with sound on a snap install:
https://github.com/minetest/minetest/issues/14038
by Desour
Thu Dec 14, 2023 23:08
Forum: Problems
Topic: [SOLVED] How to get node definition data from the node definition table
Replies: 4
Views: 1521

Re: How to get node definition data from the node definition table

Node defs are stored in minetest.registered_nodes.
by Desour
Wed Dec 13, 2023 20:31
Forum: Modding Discussion
Topic: Why does the LuaVoxelManip area differ from the on_generated area?
Replies: 8
Views: 1962

Re: Why does the LuaVoxelManip area differ from the on_generated area?

My guess is that this is due to overgeneration. On mapgen there's a one mapblock thick layer around the mapchunk that the mapgen can also generate into. This is useful for small structures that would otherwise be cut off at mapchunk boarders. This is also why the map db contains blocks with mostly i...
by Desour
Mon Dec 11, 2023 01:05
Forum: General Discussion
Topic: Defragmenting the Minetest community
Replies: 36
Views: 8850

Re: Defragmenting the Minetest community

ancientmariner wrote:
Sun Dec 10, 2023 22:39
I see Desour, Rubenwardy, celeron55 on Matrix already. I'm guessing they can talk for themselves rather than needing you as a spokesperson.
(I've joined the minetest matrix room once, but I'm not active there (because I haven't yet found a matrix client as convenient as hexchat).)
by Desour
Mon Dec 11, 2023 00:55
Forum: Deutsch
Topic: Installationsprobleme auf Ubuntu (Umzug von Windows)
Replies: 48
Views: 6606

Re: Installationsprobleme auf Ubuntu (Umzug von Windows)

`.minetest`, nicht `minetest`. Datei browser zeigen per default Dateien, deren Namen mit . anfangen nicht an. Es sollte irgendwo eine Option "show hidden files" geben (bei pcmanfm unter "View"). (Und bei `ls` musst du -a benutzen.) Deinen home Ordner findest du auch via `echo $HO...