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Re: Autowalk doesn't set the 'up' bit in get_player_control_

This will be fixed soon, it's a known issue.
by paramat
Sat Apr 20, 2019 22:57
 
Forum: Problems
Topic: Autowalk doesn't set the 'up' bit in get_player_control_bits
Replies: 1
Views: 97

Re: Display blocks three-dimensionally

Node face shading is lost on any node that is a light source.
by paramat
Sat Apr 20, 2019 22:55
 
Forum: Modding Discussion
Topic: Display blocks three-dimensionally
Replies: 7
Views: 360

Re: [Mod] 3D noise floatlands [0.2.0] [fracture]

I saw on IRC that you solved the darkness issue? Yes i used far too many 3D noises in this mod (7) when it only really needs 2. 3D noise is very intensive, mgv7 uses 4 and that is considered quite a lot. It also doesn't yet use the memory use optimisations (see my thread in the news subforum) so wil...
by paramat
Sat Apr 20, 2019 22:47
 
Forum: Mod Releases
Topic: [Mod] 3D noise floatlands [0.2.0] [fracture]
Replies: 17
Views: 5706

Re: Is it possible to make a mod like No-Blocks?

There are a couple of mods somewhere in the forum that use slopes for terrain, but the slopes are still contained within the basic world cubes.
That MC mod can do more because MC modding is modding of the core code, Lua MT modding can't do as much.
by paramat
Sat Apr 20, 2019 22:34
 
Forum: Modding Discussion
Topic: Is it possible to make a mod like No-Blocks?
Replies: 3
Views: 181

Re: Sneak eye offset

The code has a problem:
It is setting eye offset for every player every global step (10 times per second) whether or not eye offset needs changing. A table should store the sneak state of each player and eye offset only changed when it needs to be.
by paramat
Sat Apr 20, 2019 22:29
 
Forum: Modding Discussion
Topic: Sneak eye offset
Replies: 6
Views: 280

Re: Can the hand (or item) appear on the left, or not at all

See what TumeniNodes wrote, this really isn't a problem. I'm right handed and use the mouse with my right hand when playing MT. If the wieldhand had always been on the left it wouldn't have bothered me at all, i would have got used to it. For simplicity the hand was put on the right, according to th...
by paramat
Sat Apr 20, 2019 22:15
 
Forum: Feature Discussion
Topic: Can the hand (or item) appear on the left, or not at all?
Replies: 8
Views: 365

Re: MT 5.0.1 - confirmation on new player registration

That feature was badly implemented and we're planning to rework it.
Does that message not translate? I thought it did.

Yes it can be disabled in MT 5.0.0, see https://github.com/minetest/minetest/pull/8102
by paramat
Sat Apr 20, 2019 21:56
 
Forum: Problems
Topic: MT 5.0.1 - confirmation on new player registration
Replies: 2
Views: 172

Re: per-instance mapgen settings

rubenwardy is correct, except for this:

> The mapgen settings for a particular world can be found in world.mt

Actually in 'map_meta.txt' in the world folder.
by paramat
Wed Apr 10, 2019 00:44
 
Forum: Servers
Topic: per-instance mapgen settings
Replies: 5
Views: 242

Re: valley mapgen mod crashes minetest 5.0

The new 3D river valleys feature has been opened as a PR and will probably be added to the core mapgen.
by paramat
Wed Apr 10, 2019 00:40
 
Forum: Problems
Topic: valley mapgen mod crashes minetest 5.0
Replies: 10
Views: 491

Re: [Server] VanessaE's Creative Server [0.4.16]

Heh that was me =)
Good to see you have posted about this in your server threads, if you had not i would have done so.
by paramat
Wed Apr 10, 2019 00:36
 
Forum: Servers
Topic: [Server] VanessaE's Creative Server [0.4.16]
Replies: 1421
Views: 169040

Re: Server configuration ? (mapgen slow with XEON/SSD/32Gb R

I'm not surprised it's slow with all those mods. Many of those mods are big and/or intensive and/or slow, for example moretrees (specifically anything using biome_lib) and caverealms. Mapgen V7 has it's own massive caverns, so you don't need 'caverealms', better to use 'caverealms_lite' which adds d...
by paramat
Mon Apr 08, 2019 20:29
 
Forum: Servers
Topic: Server configuration ? (mapgen slow with XEON/SSD/32Gb Ram)
Replies: 5
Views: 166

Re: Display blocks three-dimensionally

Those corridors look so good, so clean and modern.
In MT all nodes have different shading for each face, making edges visible, so there is something wrong with your node definitions. Please link to the code or paste the node definitions here.
by paramat
Mon Apr 08, 2019 20:19
 
Forum: Modding Discussion
Topic: Display blocks three-dimensionally
Replies: 7
Views: 360

Re: valley mapgen mod crashes minetest 5.0

Yes the core mapgen 'Valleys' is derived from and similar to the lua version, not identical, but there are many advantages to using the C++ version.
by paramat
Mon Apr 08, 2019 20:15
 
Forum: Problems
Topic: valley mapgen mod crashes minetest 5.0
Replies: 10
Views: 491

Re: valley mapgen mod crashes minetest 5.0

Do you have 'deprecated_lua_api_handling = error' in minetest.conf?

After typing 'bt', also type 'bt full' for more backtrace.

Also contact the mod author, the mod needs updating in many ways.
by paramat
Sun Mar 31, 2019 22:42
 
Forum: Problems
Topic: valley mapgen mod crashes minetest 5.0
Replies: 10
Views: 491

Re: Biome Creation Issue

'paramtype = "light"' for leaves isn't a problem. However i've noticed that when large numbers of light-emitting nodes are used in mapgen it is very intensive, maybe that's why? Maybe removing 'paramtype = "light"' limited the spread of light from the light-emitting nodes?
Thanks.
by paramat
Sun Mar 31, 2019 22:33
 
Forum: Modding Discussion
Topic: Biome Creation Issue
Replies: 4
Views: 275

Re: Pixlexia

Looks good, i like 8x8.
by paramat
Sun Mar 31, 2019 22:26
 
Forum: Texture Packs
Topic: Pixlexia[WIP]
Replies: 21
Views: 1002

Re: Where in the world is the character.png in 5.0.0???

player_api -> models
by paramat
Sun Mar 31, 2019 22:23
 
Forum: Problems
Topic: Where in the world is the character.png in 5.0.0???
Replies: 4
Views: 215

Re: Textures Issue

If a texture for a node is not found Minetest generates a random colour plain texture for the node, which is why it was pink.
by paramat
Sun Mar 31, 2019 22:20
 
Forum: Modding Discussion
Topic: Textures Issue
Replies: 7
Views: 496

Re: Minetest 5.0.1 (Bugfix release)

Minetest Game 5.0.0 also had a bug, the dungeon loot mod would cause a crash if certain Minetest Game mods were removed. So Minetest Game also has a new bugfix release, called 5.0.1, which should be used with Minetest Engine 5.0.1. It is found here https://github.com/minetest/minetest_game/tree/5.0.1
by paramat
Sun Mar 31, 2019 22:07
 
Forum: News
Topic: Minetest 5.0.1 (Bugfix release)
Replies: 7
Views: 2102

Re: Technical discussion about cheating and hacked clients

Each player simply gets sent map blocks in which the nodes that he is not allowed to see are censored out. it's not simple though. This is completely impractical due to how complex it is to decide what the player can be allowed to see. and the constant re-calculation and server to client updating o...
by paramat
Fri Mar 29, 2019 02:40
 
Forum: General Discussion
Topic: Technical discussion about cheating and hacked clients
Replies: 73
Views: 3409

Re: Technical discussion about cheating and hacked clients

Point out the cheats/glitches/hacks in maximum detail providing examples if devs do not show interest in fixing the bugs making the cheats/glitches/hacks possible. [...] Only directly addressing issues causes attention Nonsense. We are always interested in fixing exploits, they are always treated a...
by paramat
Fri Mar 29, 2019 02:30
 
Forum: General Discussion
Topic: Technical discussion about cheating and hacked clients
Replies: 73
Views: 3409

5.1.0: Node definition change needed for waving water shader

A recent change to MT 5.1.0-dev. Any liquid nodes you want to be affected by the waving water shader will need 'waving = 3,' added to the node definition. There was no way to make this compatible so mods and games will need updating. Previously, when the waving water shader was enabled, all liquid n...
by paramat
Wed Mar 27, 2019 06:38
 
Forum: News
Topic: 5.1.0: Node definition change needed for waving water shader
Replies: 1
Views: 304

Re: Post your mapgen questions here (modding or engine)

ShadMOrdre, use 'liquid_range' in the node definition to restrict flow distance, MTG river water does this. > There has been a proposal, quite reasonable at the first glance, that if there's a height drop in any of the four directions, water shouldn't spread to neighbors that are at the same height ...
by paramat
Mon Mar 25, 2019 23:06
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 567
Views: 42009

Re: Adding Diamond Blocks to mapgen.

Make sure your mod 'depends' on the MTG default mod, to run after it.
by paramat
Mon Mar 25, 2019 22:47
 
Forum: Modding Discussion
Topic: Adding Diamond Blocks to mapgen.
Replies: 5
Views: 225
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