Search found 78 matches
- Mon Sep 24, 2012 15:39
- Forum: Feature Discussion
- Topic: Better digging animation
- Replies: 12
- Views: 3642
- Wed Sep 19, 2012 08:06
- Forum: Feature Discussion
- Topic: register_on_eat - request for a new callback function
- Replies: 1
- Views: 848
- Mon Sep 17, 2012 13:48
- Forum: Feature Discussion
- Topic: Smaller Blocks possible?
- Replies: 5
- Views: 1815
- Sat Sep 15, 2012 10:53
- Forum: Feature Discussion
- Topic: fractal/multi-scale mapgernator
- Replies: 21
- Views: 6611
- Sat Sep 15, 2012 10:47
- Forum: Feature Discussion
- Topic: in-game web browser
- Replies: 3
- Views: 1413
- Sat Sep 08, 2012 11:52
- Forum: Problems
- Topic: alpha channel of textures not working
- Replies: 4
- Views: 1306
- Sat Sep 08, 2012 08:05
- Forum: Problems
- Topic: alpha channel of textures not working
- Replies: 4
- Views: 1306
The problem MAY be more difficult than you imagine. Although I don't see a problem in your case, since it is an overlapping texture. This may be the cause: In openGL, when you have 2 overlapping surfaces, it will determine which one should be on top using a technique called the depth buffer. However...
- Fri Sep 07, 2012 18:59
- Forum: Partly official engine development
- Topic: Biome Generation
- Replies: 3
- Views: 1746
It would be great if there were biome support for lua. Agreed, this would be great. However this code will not touch lua. It will only give a number for each zone (biome). What that number exactly means is left to be decided. So, the addition would be possible if you expand from the method shown ab...
- Fri Sep 07, 2012 15:02
- Forum: Partly official engine development
- Topic: Biome Generation
- Replies: 3
- Views: 1746
Biome Generation
For one of my own projects I created a map-generator for biomes. Now that project stopped, I thought maybe minetest can use it for biome generation. For this, I am willing to convert it to c++. Here are some properties: 1. For each integer (x, y) coordinate it will give a number. (Normal distributio...
- Fri Sep 07, 2012 14:14
- Forum: Problems
- Topic: please someone help meee
- Replies: 11
- Views: 2406
- Fri Sep 07, 2012 11:21
- Forum: Problems
- Topic: get_look_yaw
- Replies: 5
- Views: 2163
- Sun Sep 02, 2012 13:31
- Forum: Problems
- Topic: How to create world with only land and sky?
- Replies: 5
- Views: 1306
- Fri Aug 31, 2012 10:08
- Forum: Feature Discussion
- Topic: Soft Depend
- Replies: 6
- Views: 2031
I think it could better be in depends.txt. Maybe:
Code: Select all
default
moreores optional
- Sun Jul 22, 2012 14:28
- Forum: General Discussion
- Topic: Help
- Replies: 11
- Views: 1827
- Sun Jul 22, 2012 14:24
- Forum: Problems
- Topic: GL_OUT_OF_MEMORY
- Replies: 3
- Views: 1337
It may be that the VideoDriver does not free the textures. A few solutions could be:
- Only use getTexture() to load the texture. This will avoid multiple instances of the same texture.
- Make sure that all classes that load textures drop() and grab() them correctly
- Only use getTexture() to load the texture. This will avoid multiple instances of the same texture.
- Make sure that all classes that load textures drop() and grab() them correctly
- Sat Jul 21, 2012 08:53
- Forum: Feature Discussion
- Topic: 3D meshes for players and creatures [Models are now upstream!]
- Replies: 215
- Views: 70713
Thanks for adding the reference.Nubelite wrote:Found this today Thread
Unfortunately, this patch has a more or less a hardcoded model in it. Therefore it is not directly usable.
Secondly, there have been reports on performance issues. (whether they are true, I don't know)
- Sat Jul 21, 2012 06:45
- Forum: General Discussion
- Topic: Contributers for my Fork?[Minetest-M13][Need Trustworthy Co-Owner]
- Replies: 8
- Views: 3721
This is a very broad question and there are already too many 'this will be cool' topics. I think it works better to ask questions to yourself. Examples are: Quite soon, you have 'completed' the game. How can you always have a goal in the game? Can you make it more challenging and rewarding at some l...
- Fri Jul 20, 2012 09:21
- Forum: General Discussion
- Topic: bad idea
- Replies: 2
- Views: 828
I think the best method is if we add featured mods. For making your mod featured, it needs to be on GitHub and been approved by the community. A list of approved mods is a must, since it will allow people to resolve dependencies fast. Actually I would require old mods to work on the same standard, t...
- Wed Jul 18, 2012 16:41
- Forum: General Discussion
- Topic: New Background
- Replies: 4
- Views: 1834
I like the 3 screenshots. The text and the background are not the best. I am not sure, but here are my ideas: - A blocky font for Minetest. - You could make the text from sandstone in minetest and take a screenshot. - A black background. - If you don't want a black background, clouds are often inter...
- Tue Jul 17, 2012 12:45
- Forum: General Discussion
- Topic: Smooth connections of block surfaces (realistic terrain)
- Replies: 28
- Views: 19007
First of all, I don't have the plan of coding this. Secondly I don't think the problems with combining natural and artificial blocks are fully understood. For understanding this I have created some pictures and the effect it will have. http://www.stevenw.nl/c55/curved1.png This is the scenario. 3 bl...
- Tue Jul 17, 2012 08:23
- Forum: General Discussion
- Topic: Smooth connections of block surfaces (realistic terrain)
- Replies: 28
- Views: 19007
Here is another type of possible output. http://www.stevenw.nl/c55/curvedterrain.png Left: In the left panel you see the original terrain. At the middle of a node, lies it's center-points. Middle: Now we make a grid through all center-points. Each blue square will get drawn separately. Right: We wil...
- Sat Jul 14, 2012 14:11
- Forum: General Discussion
- Topic: Anti Griefing Gameplay
- Replies: 4
- Views: 1676
Anti Griefing Gameplay
Griefers want to do the most damage in the least amount of time. Therefore make tactics that are often used to grief more time consuming. Here are some suggestions. Vaults: In the current situation, locked chests are used to grief (by placing them at annoying locations). If they are more expensive, ...
- Fri Jul 13, 2012 10:15
- Forum: Feature Discussion
- Topic: [Mod] MicroTest [Idea]
- Replies: 11
- Views: 3128
- Sun Jul 08, 2012 17:47
- Forum: General Discussion
- Topic: MineTest Is Losing and other problems.
- Replies: 16
- Views: 6105
Steps to make the code better: 1. Cleaning the code. I could remove half of the lines in mapgen.c because they were code commented out. I don't know if this file is terribly ugly or if it is the default. 2. Analyse code and fixed when nessesary. 3. Maybe use CPD, the Copy-Paste Detector: http://pmd....
- Sun Jun 24, 2012 11:21
- Forum: Feature Discussion
- Topic: The Realm of 3D Mobs
- Replies: 202
- Views: 59567
I do not think we should have 2 versions (2D and 3D models). It will be double the work to make graphics. Therefore I suggest looking carefully whether 3D models would be a major preformance leak. As far as my knowledge about 3D goes, there are 2 mayor tasks in trawing 3D models. First of all, the p...