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Re: Stability of each mapgen

Updated to clarify that only 3 mapgens are officially stable.
by paramat
Mon Apr 16, 2018 19:20
 
Forum: News
Topic: Stability of each mapgen
Replies: 7
Views: 962

MTGame: 3 hoe types deprecated for eventual removal

Details https://github.com/minetest/minetest_game/pull/2103 Bronze, mese and diamond hoes have been deprecated in MTGame 0.5.0dev. These hoe types that are existing in worlds will still be usable in MTGame 0.5.0 stable as only the crafting recipes have been removed for now. The intention is that the...
by paramat
Wed Apr 11, 2018 01:51
 
Forum: News
Topic: MTGame: 3 hoe types deprecated for eventual removal
Replies: 15
Views: 468

Re: [Server] IFS (IhrFussel's Server)

So you're being less 'fair' it seems, and learning to do what you criticise others for ;)
by paramat
Tue Apr 10, 2018 17:05
 
Forum: Servers
Topic: [Server] IFS (IhrFussel's Server)
Replies: 70
Views: 5384

Re: Minetest 0.4.17 release date (bug fix only release)

Linuxdirk this is a good example of how you generate aggravation out of nothing and then blame it on someone else. I hope eventally you realise it is you, not others, which is the cause of much of the aggravation you are involved in. It started with you calling a trivial obvious mistake a 'lie', the...
by paramat
Tue Apr 10, 2018 17:02
 
Forum: News
Topic: Minetest 0.4.17 release date (bug fix only release)
Replies: 27
Views: 1443

Re: How to actually get 1024 nodes(?) viewing range?

At 4:10 in your video you indicate an unloaded area but there's no bug here, you didn't get close enough to that area to generate it, you only flew around it at a distance. By default a mapblock is only generated if within 7 mapblocks (7 * 16 nodes) of a player, or, a generated mapblock is only load...
by paramat
Tue Apr 10, 2018 16:09
 
Forum: Problems
Topic: How to actually get 1024 nodes(?) viewing range?
Replies: 10
Views: 426

Re: LuaVoxelManipulator / Lua mapgen: New example code

As Lua mapgens go yes, the code is optimised and well written and it is a very simple terrain. However it is a Lua mapgen, so even though simple it will take around 100ms per mapchunk to generate on a mid-power desktop, and cause that amount of server lag on each mapchunk generation. More complex Lu...
by paramat
Wed Mar 28, 2018 13:56
 
Forum: News
Topic: LuaVoxelManipulator / Lua mapgen: New example code
Replies: 4
Views: 422

Re: [Poll] MTG Tool Rebalance

Linuxdirk, a new system would possibly be good, however this issue is about tool balance in MTG, your suggestion is about the engne code. Because so many mods rely on MTG being the way it is we are limited in the changes we can make in MTG. For the poll, it's not only a case of 'fixing your mods' wh...
by paramat
Wed Mar 28, 2018 13:45
 
Forum: General Discussion
Topic: [Poll] MTG Tool Rebalance
Replies: 7
Views: 245

Re: collision box 1m to high

I had a look at the commits included in MTE and MTG 0.4 backport branches and can't yet see anything wrong. For 0.5.0 there was a compat-breaking change that changed player vertical offset by 1 node but these commits are not in the backports branches. Mods that provide player models, like armour mod...
by paramat
Tue Mar 27, 2018 17:02
 
Forum: Problems
Topic: collision box 1m too high
Replies: 6
Views: 186

Re: Post your screenshots!

Working on a new core mapgen (as always), found a nice mountain in 3D map mode (scale 1:10): https://forum.minetest.net/download/file.php?mode=view&id=14539&sid=6a8b0766f7fc02103bcfe4e3cbcaddac Multiply co-ordinates by 10 to find it in a normal scale world. It's 1598 nodes high. Here's the s...
by paramat
Tue Mar 27, 2018 16:55
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7441
Views: 723082

Re: collision box 1m to high

Possibly a bug in MTG 0.4 backport branch, which may not be correct, i'll investigate this.
by paramat
Mon Mar 26, 2018 06:23
 
Forum: Problems
Topic: collision box 1m too high
Replies: 6
Views: 186

Re: Rare biome in mgv6

When tuning biomes i divide the 'spread' of heat and humidity noises by 10, then use a flat world (no water) and do '/emergeblocks (-2000, -32, -2000) (2000, 47, 2000)' to autogenerate a large area, then use the mapper and look at the biome distribution. Due to the scaling by 10 the map will simulat...
by paramat
Mon Mar 26, 2018 06:18
 
Forum: Modding Discussion
Topic: Rare biome in mgv6
Replies: 4
Views: 159

Re: 3 Memory use optimisations for Lua mapgens

Yes Lua garbage collection does happen but as far as i know not very quickly, Duane is the expert on that. So reusing a table is always better.
by paramat
Mon Mar 19, 2018 01:13
 
Forum: News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 21
Views: 3783

Re: [0.4.8] LuaVoxelManipulator

by paramat
Sun Mar 18, 2018 03:49
 
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 29738

LuaVoxelManipulator / Lua mapgen: New example code

The example code in this news topic https://forum.minetest.net/viewtopic.php?f=18&t=6396 is out of date and missing the memory use optimisations i have detailed in another news topic https://forum.minetest.net/viewtopic.php?f=18&t=16043 I have written a new simple example mod with many code ...
by paramat
Sun Mar 18, 2018 03:47
 
Forum: News
Topic: LuaVoxelManipulator / Lua mapgen: New example code
Replies: 4
Views: 422

Re: 3 Memory use optimisations for Lua mapgens

Just realised i still have two of these optimisations wrong, points 2 and 3.
EDIT: Now corrected above.
I will soon make a news post with a new LVM example mod that shows the correct optimisations in use.
by paramat
Sat Mar 17, 2018 05:42
 
Forum: News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 21
Views: 3783

Re: [Game] Minetest Game [minetest_game]

Current Minetest Game devs:

celeron55
sfan5
SmallJoker (Krock)
sofar
rubenwardy
Ekdohibs (nore)
ShadowNinja
paramat
Ezhh (Shara)
by paramat
Sat Mar 17, 2018 02:49
 
Forum: Game Releases
Topic: [Game] Minetest Game [minetest_game] - Contributors needed!
Replies: 42
Views: 8031

Re: Default jungle lag

Yes it's the high density of trees creating a complex terrain surface to be rendered that reduces FPS. Any complex surface in a world will do the same, such as areas with complex structures, and non-opaque nodes make it worse. Most importantly reduce your view range. Apart from that the first thing ...
by paramat
Sat Mar 17, 2018 02:22
 
Forum: Problems
Topic: Default jungle lag
Replies: 12
Views: 327

Re: Is there a biome-map viewer for Minetest (like Amidst)?

It's possible to write a mod that does this, it would use the noise parameters from mgv7 to determine what is water and what is land, then use the heat / humidity noises to determine the biomes. It could work by actually generating a map in a world to a certain scale, then you could just multiply yo...
by paramat
Sat Mar 17, 2018 01:49
 
Forum: Feature Discussion
Topic: Is there a biome-map viewer for Minetest (like Amidst)?
Replies: 8
Views: 685

Re: Improvement of nodes

A solution is to make the carpet part of the floor node.
by paramat
Sun Mar 11, 2018 22:53
 
Forum: Feature Discussion
Topic: Improvement of nodes
Replies: 12
Views: 770

Re: Maybe mg Mountains?

> I'd prefer to make a list of good mg settings we found, and let the final users choose in this list, with descriptive names, so that they can tune the mapgen way more easily. That was actually an intention of our previous mapgen dev, not sure if he meant to add that to the engine or not, however i...
by paramat
Sun Mar 11, 2018 22:52
 
Forum: Feature Discussion
Topic: Maybe mg Mountains?
Replies: 13
Views: 812

Re: active block modifiers took 1015ms (longer than 200ms)

You can use the built-in mod profiler to see which ABMs are taking a long time.
It's likely an intensive or poorly coded mod.
by paramat
Sun Mar 11, 2018 22:32
 
Forum: Problems
Topic: active block modifiers took 1015ms (longer than 200ms)
Replies: 20
Views: 1253

Re: Minetest 0.5.0 add insects

I'm very keen to add butterflies to MTG, it's very probable.
by paramat
Sun Mar 11, 2018 22:28
 
Forum: Feature Discussion
Topic: Minetest 0.5.0 add insects
Replies: 7
Views: 685

Re: Request for donations for my development work

bell07 Thank you. voxelproof, the only way to send money is from your own Paypal account if you have one, or by entering your card details on that page. Or of course through Patreon. Don't worry, i understand many do not have Paypal, or do not like it, or don't feel comfortable entering their card d...
by paramat
Sun Mar 11, 2018 22:26
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 54
Views: 7108

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

here https://github.com/paramat/watershed/blob/9ed70192aaf51f65a779ebdba9858474e7e07a03/init.lua#L348 > I see on the wiki that mapgenv6 can have biomes influence terrain to some extent, but I can't find an API specific to v6 that shows how to use this feature In mgv6 biomes don't affect terrain much...
by paramat
Sun Mar 11, 2018 22:21
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 472
Views: 18713
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