Search found 1390 matches
- Mon Apr 22, 2024 20:30
- Forum: Partly official engine development
- Topic: Variable width encoding
- Replies: 1
- Views: 52
Re: Variable width encoding
Yes, metadata is stored "out of band", which is reasonable. See src/mapblock.h and src/nodemetadata.h for details. Specifically, metadata is stored in a sorted map (I'm not sure why it isn't a hash map) from node position to metadata, which makes some sense because often metadata is very s...
- Mon Apr 22, 2024 20:22
- Forum: Problems
- Topic: Mac OS update
- Replies: 2
- Views: 95
Re: Mac OS update
You're lucky: Your specific issue should be solved with 5.9-dev, see here . You could wait for that to release, but I'd recommend just getting the dev version for now if possible. The current situation unfortunately is that we have no macOS developer. However, we would appreciate your feedback as a ...
- Mon Apr 22, 2024 11:28
- Forum: Modding Discussion
- Topic: on_diemob
- Replies: 13
- Views: 651
Re: on_diemob
Per-entity "on die" functions are sufficient: You can simply loop over all registered entities and override ("monkey-patch") their functions to "hook in" a global "on die" callback.
- Thu Apr 18, 2024 15:05
- Forum: WIP Mods
- Topic: [Mod] Modding Library [modlib]
- Replies: 16
- Views: 3002
Re: [Mod] Modding Library [modlib]
I can't seem to get modlib.minetest.decode_png to work. [...] Here's the bug I'm getting: ...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:99: assertion failed! stack traceback: [C]: in function 'assert' ...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:99: in function 'read' ....
- Thu Apr 11, 2024 20:00
- Forum: Modding Discussion
- Topic: The best way to store player-related data
- Replies: 4
- Views: 174
Re: The best way to store player-related data
Player metadata and mod storage differ slightly: Mod storage also allows you to store key-value pairs that are not tied to players, and is also accessible while players are offline. There are two cases to consider: (1) removal of a player; (2) removal of a mod / disabling a mod in a world. (1) will ...
- Thu Apr 11, 2024 12:12
- Forum: Problems
- Topic: Delete Orphaned Privs
- Replies: 9
- Views: 406
Re: Delete Orphaned Privs
That approach works. It's also possible to use the auth handler to go through all player auth entries (whether the player is online or not), revoking privs that aren't registered anymore. The advantage of this is that it can also revoke privileges of offline players.
- Mon Apr 01, 2024 23:17
- Forum: Modding Discussion
- Topic: Globalstep timer causes insane lag delay
- Replies: 10
- Views: 298
- Mon Apr 01, 2024 15:20
- Forum: Modding Discussion
- Topic: Globalstep timer causes insane lag delay
- Replies: 10
- Views: 298
Re: Globalstep timer causes insane lag delay
This is premature optimization (look the term up online to know what it is and why it's generally considered bad practice). A cheap globalstep - and everything presented so far looks very cheap - is not a performance concern. If you want to find out what the actual performance problem is, use jitpro...
- Mon Apr 01, 2024 13:08
- Forum: Modding Discussion
- Topic: Custom ItemStack Movement in Hand (?)
- Replies: 7
- Views: 229
Re: Custom ItemStack Movement in Hand (?)
Would making it an entity work with just the image, or would I have to put some model in? I've seen 2D entities before so I imagine not, and I could look myself, but thought to may as well ask while I'm at it X3 Yes, "2d entities" (sprite, upright sprite visual types) are a thing. But you...
- Mon Apr 01, 2024 01:24
- Forum: Modding Discussion
- Topic: Custom ItemStack Movement in Hand (?)
- Replies: 7
- Views: 229
Re: Custom ItemStack Movement in Hand (?)
Hmm... Would I be able to hide and unhide the hand in runtime? Yes, see player:hud_set_flags . First-person attachments? :o Like having an entity attach and only be visible to the player? I haven't looked into such yet beyond a quick skim, what would I use in specific? :o Yes, attach and be visible...
- Sun Mar 31, 2024 17:59
- Forum: Modding Discussion
- Topic: Removing Functions from Node/Item/Tool Def (?)
- Replies: 11
- Views: 262
Re: Removing Functions from Node/Item/Tool Def (?)
Please file an issue so we know that you're relying on this and don't break it in the future. I'm not so sure that it should work. I would have thought it would need a deep table copy of the original, a deletion of the relevant function, an unregister_item then a register_<node|craftitem|tool> agai...
- Sun Mar 31, 2024 11:14
- Forum: Modding Discussion
- Topic: Custom ItemStack Movement in Hand (?)
- Replies: 7
- Views: 229
Re: Custom ItemStack Movement in Hand (?)
Hiding the hand is a special feature (HUD flag). There is hardly any wieldhand "animation" control besides this.
To an extent, it might be possible to implement what you want using first-person attachments.
To an extent, it might be possible to implement what you want using first-person attachments.
- Sun Mar 31, 2024 11:12
- Forum: Modding Discussion
- Topic: Removing Functions from Node/Item/Tool Def (?)
- Replies: 11
- Views: 262
Re: Removing Functions from Node/Item/Tool Def (?)
Please file an issue so we know that you're relying on this and don't break it in the future.
- Sun Mar 31, 2024 00:36
- Forum: Modding Discussion
- Topic: Client side moving platforms?
- Replies: 5
- Views: 200
Re: Client side moving platforms?
I would say this is a known limitation. You are right that this needs a clientside solution if you don't want it to be janky. Client mods are a thing, but a bit crippled, and can not be required or sent by servers (yet). Related issues: Server-provided client-side scripting , allow clientside custom...
- Sun Mar 24, 2024 16:22
- Forum: Feature Discussion
- Topic: Minetest Major Breakages
- Replies: 19
- Views: 1132
Re: Minetest Major Breakages
* remove player gravity multiplier (*2) Hopefully a replacement will be provided, because that's a cornerstone for my game. Currently, the engine even handles negative gravity multipliers as expected, which is awesome. I don't think the meaning here is to remove a feature of player physics override...
- Mon Mar 04, 2024 12:58
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2067519
Re: Post your screenshots!
Do your clouds work or not? If not, please report a bug on our bugtracker, with as many details as possible. If you're using a dev build, this could be related to https://github.com/minetest/minetest/pull/14395.
- Sun Mar 03, 2024 15:00
- Forum: Feature Discussion
- Topic: Minetest Code is inefficient (according to the White House)
- Replies: 23
- Views: 1195
Re: Minetest Code is inefficient (according to the White House)
I have returned to (reactivated) my Juanpy project . It is a 2D minetest. [...] It is made in Love2D. https://love2d.org/ Cool! Love2D & Lua are a good choice for a little 2d game. Sorry, this post is an eye opener. I don't personally like the way Minetest has been going this past year. What, o...
- Sat Mar 02, 2024 13:08
- Forum: Feature Discussion
- Topic: Minetest Code is inefficient (according to the White House)
- Replies: 23
- Views: 1195
Re: Minetest Code is inefficient (according to the White House)
https://www.infoworld.com/article/3713203/white-house-urges-developers-to-dump-c-and-c.html We should migrate the code to Python or Rust. I don't program in C++. I absolutely refuse. It's not the right language, it's over 70 years old! It is old and unused today. It is better to do it now before it...
- Fri Feb 23, 2024 12:41
- Forum: Problems
- Topic: Why does this happen?
- Replies: 9
- Views: 334
Re: Why does this happen?
Please provide the code or a link to the code (source & liquid node definitions). Otherwise, we can't help you.
- Fri Feb 23, 2024 11:23
- Forum: Modding Discussion
- Topic: Are Player object references unique?
- Replies: 4
- Views: 192
Re: Are Player object references unique?
It's commonly assumed that player ObjectRefs are immutable (while the player is online) and unique by MineClone developers and myself. Please, if you make such assumptions, also open (or comment on) corresponding feature requests - or even better, open a PR to document this right away - so that we ...
- Thu Feb 22, 2024 16:43
- Forum: Modding Discussion
- Topic: How do i check if the player mid air?
- Replies: 6
- Views: 235
Re: How do i check if the player mid air?
@BlockHead - It would be even better if we were able to read moveresults for the player object :) I definitely agree, why is that even absent..? I think it's only available for entities like mobs? Architectural reasons, I would assume. I don't think the server does player collisions; the clients do...
- Sat Feb 17, 2024 21:58
- Forum: Feature Discussion
- Topic: Minetest and Twine (or Ink)
- Replies: 15
- Views: 807
Re: Minetest and Twine
I just found there's also a Lua implementation of Ink, so it could be integrated in Minetest as a mod rather than a C++ engine feature. (I can foresee that Ink support might be a little too left-field to merge into Minetest, so having it as a mod would prevent making someone maintain a Minetest+Ink...
- Mon Feb 12, 2024 20:46
- Forum: General Discussion
- Topic: Wiki account requests
- Replies: 15
- Views: 29256
- Mon Feb 05, 2024 19:24
- Forum: Problems
- Topic: Is there a known bottleneck with media sending to clients?
- Replies: 5
- Views: 322
Re: Is there a known bottleneck with media sending to clients?
The media sending process should probably be async (if possible). I agree that files should also be cached in memory (that's what my remote media server written in Java did in fact, not that I would necessarily recommend running it :P). Suggestion: You could consider setting a limit on media memory ...
- Wed Jan 24, 2024 20:48
- Forum: Servers
- Topic: [5.8.0] IniKiwi's Funny Capture The Flag (free crafting, only classic with special nodes, TNT)
- Replies: 6
- Views: 425
Re: [5.8.0] IniKiwi's Capture The Flag (free crafting, only classic with special nodes)
Then you could consider increasing the "max_packets_per_iteration" setting. You might also want to look into remote media if you find that this reduces the performance of your server too much.