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Re: Minetest 5.0.0 is on the road

sorcerykid wrote:In init.lua, you pass the namespace as a parameter to the function returned by dofile()


I learned something new today O_o Thanks sk!! I think there are some places here and there where I could use this little trick :D
by Beerholder
Thu Sep 13, 2018 15:08
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 64391

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

I just watched the video, the blending idea is awesome! I will give credit where credit is due tho! :) https://forum.minetest.net/viewtopic.php?f=11&t=10753&start=25#p164943 and https://forum.minetest.net/viewtopic.php?f=11&t=10753 and many discussions such as https://forum.minetest.net...
by Beerholder
Thu Sep 13, 2018 15:05
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: What Git (or other) repo are people migrating to?

I'm not quite used to git. Is it easy to maintain mirrors ? With pure Git (so no hosted service with web interface) that would normally be done using a sync script or using hooks in the source repository that push the changes to the mirror. This mechanism of using hooks is how one can mirror to Git...
by Beerholder
Wed Sep 05, 2018 21:39
 
Forum: General Discussion
Topic: What Git (or other) repo are people migrating to?
Replies: 22
Views: 733

Re: What Git (or other) repo are people migrating to?

Gitea.io is not a standalone service, it's just the website for the software. People can use it on their own servers. Mesehub is an Gitea instance. Clearly recommend. Gitea does not have any freedom issues. It's basically a free GitHub clone, except you can ACTUALLY DISABLE PULL REQUESTS! YES! xD B...
by Beerholder
Wed Sep 05, 2018 07:24
 
Forum: General Discussion
Topic: What Git (or other) repo are people migrating to?
Replies: 22
Views: 733

Re: [Mod] Better Fences [better_fences]

Something so simple (albeit 280 LoC O_o), yet so awesome! :D +1000
by Beerholder
Tue Sep 04, 2018 17:21
 
Forum: WIP Mods
Topic: [Mod] Better Fences [better_fences]
Replies: 14
Views: 716

What Git (or other) repo are people migrating to?

Just want to get a bit of a feel where everyone is migrating their Minetest mod source code to (if at all, hence the stay option ;-) This is for your primary repo, not mirrored ones. You can however choose multiple repositories (just for those that actually use multiple hosters for their primary rep...
by Beerholder
Tue Sep 04, 2018 12:00
 
Forum: General Discussion
Topic: What Git (or other) repo are people migrating to?
Replies: 22
Views: 733

Re: [Mod] Better slab/log placement + Wire test [place_rotat

Haven't tried this yet but most def will at some point to test it and maybe use it in my games :-D I was wondering why you use the painting mod's way of determining where on the face you are clicking though... I happen to know there is a way to determine the absolute coordinate of the intersection p...
by Beerholder
Mon Sep 03, 2018 13:36
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 16
Views: 1111

Re: [mod] Grafitti API (grafitti)

- oh, i tried 32x32 and 64x64 canvases. Nvm, my bad . So i put it here: minetest/src/server.cpp:73: run: A fatal error occured: String too long for serializeString Did you use the canvases from the painting mod, not the ones from painted 3d armor (the so called armor canvases)? Yeah unfortunately t...
by Beerholder
Fri Aug 31, 2018 07:22
 
Forum: WIP Mods
Topic: [mod] Grafitti API (grafitti)
Replies: 9
Views: 688

Re: [mod] Grafitti API (grafitti)

Thank you! Beerholder: good idea, but your mod actually supports only 6x6 canvas and is hardcoded. Im getting runtime error when i use other canvases. Well for the painting mod support part I decided one 6x6, 12x12 and 24x24 as hard coded sizes as that makes it easy to resize the armor texture in o...
by Beerholder
Thu Aug 30, 2018 16:01
 
Forum: WIP Mods
Topic: [mod] Grafitti API (grafitti)
Replies: 9
Views: 688

Re: [Mod] 3D Armor Painted Banners [painted_3d_armor]

Hi all, So I tested this and ran into various issues. First of all, seems I have a completely different painting mod from the one that is (currently) published in minetest-mods ..... The one I had offered a way to register canvases via a painting object API. I cannot remember how or what I did to ge...
by Beerholder
Thu Aug 30, 2018 14:24
 
Forum: WIP Mods
Topic: [Mod] 3D Armor Painted Banners [painted_3d_armor]
Replies: 22
Views: 1917

Re: [mod] Grafitti API (grafitti)

Looks very nice AspireMint! :D I am back from holiday and besides continuing to work on multi_map, I wanted to test some of my mods with 0.5.0 and latest versions of depends, starting with painted_3d_armor. Would it make sense that I check if I can make grafitti work with my painted armor mod? I.e. ...
by Beerholder
Thu Aug 30, 2018 08:28
 
Forum: WIP Mods
Topic: [mod] Grafitti API (grafitti)
Replies: 9
Views: 688

Re: [Mod] 3D Armor Painted Banners [painted_3d_armor]

Once I am back, this weekend, I will check compatibility with the latest versions of MT (0.4.17x and 0.5) as well as latest versions of 3d_armor, shields and MT game. I will also look into removing some of the code overriding 3d_armor, as it keeps me from moving this to mod releases.
by Beerholder
Mon Aug 27, 2018 05:19
 
Forum: WIP Mods
Topic: [Mod] 3D Armor Painted Banners [painted_3d_armor]
Replies: 22
Views: 1917

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

Hi all, I will be traveling for 3 weeks starting Wednesday. So a small update before I leave: ⋅  Documentation, documentation, documentation. I spent a lot of time writing documentation. Every day a little bit, and now I have 50 articles in the wiki. Then again, there was a lot to document...
by Beerholder
Mon Aug 06, 2018 23:19
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: Lua OOM errors

Doing a full GC cycle might help yes, could clear the memory before the OOM ever occurs. But there is a bit of overhead in calling garbage collectors. I am seriously wondering how effective it is in duane's case. The data array in the latest versions is a local outside the function (local data = {})...
by Beerholder
Fri Aug 03, 2018 09:33
 
Forum: Modding Discussion
Topic: Lua OOM errors
Replies: 11
Views: 1150

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

GreenDimond wrote:Feature request for when this gets more stable: Override teleport and make it utilize zones and zone-specific Y-axis coords :D

That might actually be very handy to have yes, adding that to my list!!
by Beerholder
Sun Jul 29, 2018 21:13
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

Beerholder mods are always above and beyond impressive :) Aww thanks sorcerykid :D Quick question: Is there any reason this multi-map concept couldn't eventually be implemented as a C++ mapgen wrapper? Actually, this could most definitely be implemented in C++! To be honest, I started working on a ...
by Beerholder
Sun Jul 29, 2018 21:10
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: Post your videos!

Multi map virtual world area extender demo/ explanation of how it works:

https://www.youtube.com/watch?v=hNrQASCeQsU
by Beerholder
Sun Jul 29, 2018 01:03
 
Forum: General Discussion
Topic: Post your videos!
Replies: 866
Views: 85021

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

Demo of multi map showing: noise mixing, noise mirroring and layer wrapping

https://www.youtube.com/watch?v=hNrQASCeQsU
by Beerholder
Sun Jul 29, 2018 00:54
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

Krock wrote:Overall I miss an API and the documentation for it.

Fully agree, working very hard on it! :)
by Beerholder
Sat Jul 28, 2018 17:22
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

The mod idea is promising - but I'm missing something. How would I register a new layer from my Lua mapgen using this mod? Increasing the variable `multi_map.number_of_layers` by one sounds quite dangerous since it might offset all other registered layers. I must admit I haven't had a chance to doc...
by Beerholder
Sat Jul 28, 2018 09:47
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

[Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

https://github.com/evrooije/multi_map/raw/master/multi_map_text_logo.png Multi Map allows subgame devs/ mod devs/ mapgen devs to create multiple worlds or "extend the world area" by stacking them on the Y axis. As such it can be used to: ⋅ Virtually extend the world area by allo...
by Beerholder
Tue Jul 24, 2018 22:04
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1764

Re: CLOSED Multi Map proof of concept

Thanks all for the feedback and help! [MOD] Multiple Map Layer Generator [multi_map] is close to first alpha release, so closing this thread and will post in WIP mods soon!! :-D
by Beerholder
Tue Jul 24, 2018 18:17
 
Forum: Modding Discussion
Topic: CLOSED Multi Map proof of concept
Replies: 23
Views: 854

Re: Multi Map proof of concept

paramat (you mapgen hacker you!) ;-) It works perfectly! Thanks so much for pointing out this little trick! :-D I did have a lot of shuffling around to do to make sure the "shadow caster" layer is created in the multi_map core (as I didn't want to bother map generator plugin developers wit...
by Beerholder
Sun Jul 22, 2018 13:29
 
Forum: Modding Discussion
Topic: CLOSED Multi Map proof of concept
Replies: 23
Views: 854

Re: Multi Map proof of concept

Hmm i see you have recreated the engine's mapgen lighting in lua, this is not a good idea as Lua is too slow to do this at a reasonable speed. It's also unnecessary as other methods can be used to solve the problem. It's always best to use the engine's lighting code as Lua mapgens are already slow ...
by Beerholder
Sun Jul 22, 2018 01:57
 
Forum: Modding Discussion
Topic: CLOSED Multi Map proof of concept
Replies: 23
Views: 854

Re: Multi Map proof of concept

And obviously setting the water level to -31000 causes issues with the underground lava caves being lit as if they are above ground -_- Culprit is in the engine, it will spread sunlight if above the water level in mapgen.cpp Mapgen::propagateSunlight: bool block_is_underground = (water_level >= nmax...
by Beerholder
Thu Jul 19, 2018 21:10
 
Forum: Modding Discussion
Topic: CLOSED Multi Map proof of concept
Replies: 23
Views: 854
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