Search found 102 matches

by thetoon
Thu Jan 15, 2015 16:08
Forum: Feature Discussion
Topic: Adding custom keystrokes through LUA
Replies: 13
Views: 2308

Re: Adding custom keystrokes through LUA

This has two problems: How do you handle keyboard layouts other than QWERTY? How do you let the client change that key, especially if they already use that key for something like movement? I would rather have more “special” keys (special2, special3, special4 would be a good start), which the client...
by thetoon
Thu Jan 15, 2015 15:07
Forum: Feature Discussion
Topic: Adding custom keystrokes through LUA
Replies: 13
Views: 2308

Re: Adding custom keystrokes through LUA

I'm not positive that a packet would have to be sent for *every* keypress. I.e. the client could be told upon connection what a key is bound to and just send a packet if that key is pressed. It has to send on every keypress, as long as scripts are server-side only (IIRC, keypresses are sent no matt...
by thetoon
Thu Dec 11, 2014 13:54
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

Actually, you will note that I didn't deny his claims. I simply asked what they were based on. We need that information to understand what the actual complaint is. Which word don't you understand? World, or size? His complaint sounds like mine, and is pretty easy to understand : the world could be ...
by thetoon
Thu Dec 11, 2014 13:13
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

But Minetest's world size is way way too small in my opinion! Ah, but to understand the significance of your statement, we need to understand what actual experience your opinion is based upon. Say "Minetest's very own homepage"? No-one would ever consider a 64km-sided cube " Almost i...
by thetoon
Fri Oct 31, 2014 16:57
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

We could do something like "Congratulations! You've reached the end of the game! Click here to restart" - and teleport the player back to spawn. It would be silly, but so is trying to reach the end (of the map) for no other reason than complaining about there beeing one :-) I won't go all...
by thetoon
Thu Oct 30, 2014 14:47
Forum: General Discussion
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 2381

Re: DBMS driver, DBMS player persistence, persistence API

Maybe I'm stating the obvious, but you might want to take a look at MTSatellite : https://bitbucket.org/s_l_teichmann/mtsatellite/

And especially its mtredisalize component : https://bitbucket.org/s_l_teichmann/mts ... redisalize
by thetoon
Thu Oct 30, 2014 14:28
Forum: General Discussion
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 2381

Re: DBMS driver, DBMS player persistence, persistence API

Someone doesn't like SQL much. :P Sure, but that someone wouldn't be me. It's just SQL is overkill when you want key/value storage. Minetest's legacy storage scheme is really an abuse of SQL, for instance. A lot of these non-transactional DBMS backends probably don't behave well in server clusters ...
by thetoon
Thu Oct 30, 2014 13:22
Forum: General Discussion
Topic: DBMS driver, DBMS player persistence, persistence API
Replies: 16
Views: 2381

Re: DBMS driver, DBMS player persistence, persistence API

1. altering the database code to use MariaDB (or Postgre SQL or even MySQL) or similar distributed-server-friendly dedicated DBMS; and Don't. The whole idea is great, but don't use a screwdriver to hit a nail. If you're going to add a dependance to an external storage engine, you'd be much better w...
by thetoon
Tue Oct 28, 2014 10:07
Forum: Feature Discussion
Topic: Menus and the inventory
Replies: 11
Views: 1959

Re: Menus and the inventory

Why aren't the menus handled client side? Because virtually nothing is handled client-side. Well, that's a bit of an over-statement, but it reflects the general direction. Note that, given a considerable coding effort, it could be theoretically possible to move some things to client-side. Though, a...
by thetoon
Fri Oct 10, 2014 06:54
Forum: Game Releases
Topic: [Game] Clonecraft & Clonecraft Classic [Clonecraft][v1]
Replies: 154
Views: 49792

Re: [Game] Minecraft-like lightweight game v0.4.2[Minecraft]

Mycraft is a rather good name. Maybe a little too good too be safe, though.
by thetoon
Tue Sep 30, 2014 14:47
Forum: WIP Mods
Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
Replies: 11
Views: 2025

Re: [MOD]Stackfrac experimental mapgen [MAPGEN]

i1abnrk wrote:License MIT, free for non-commercial and educational use.
Make up your mind : either it's not MIT, or you can't forbid commercial use.

Nice work anyway.
by thetoon
Mon Sep 15, 2014 14:53
Forum: Mod Releases
Topic: [Mod] Animated 3D torches [3d_torch]
Replies: 31
Views: 8652

Re: [Mod] Animated 3D torches [3d_torch]

Calinou, do you think there's a viable way to reduce the number of node boxes it uses? Yes, you can make good-looking torches with only one nodebox and one node definition. This is controversial due to wall torches being straight and not being vertically offset, but anyway, here it is . Are nodebox...
by thetoon
Mon Sep 15, 2014 14:48
Forum: General Discussion
Topic: Are we prepared for potential Microsoft harassment?
Replies: 72
Views: 10831

Re: Are we prepared for potential Microsoft harassment?

Baggypants wrote:Maybe Microsoft will open source Minecraft.
At one point, Notch suggested he would eventually open-source it himself (like when sales would drop). I guess this is out of question now.
by thetoon
Mon Aug 04, 2014 10:06
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

From what I understand of the code, it would mostly be client side. The server would need to send gravity spots and do player rotation differently. It wouldn't be a rewrite of the engine, just a rewrite of several classes. I talked about this with pa about a year ago. I guess we would need better e...
by thetoon
Mon Jul 28, 2014 12:56
Forum: General Discussion
Topic: World not living when not in game
Replies: 28
Views: 4168

Re: World not living when not in game

Kilarin wrote:
TheToon wrote:I don't think it would work as well for plants spreading, but it would certainly work for plants growing.
As long as we don't use this for cross-block growind/spreading, it should be fine. Of course, you probably don't want to handle infinitely-growing trees with such a mechanism.
by thetoon
Mon Jul 28, 2014 09:21
Forum: General Discussion
Topic: World not living when not in game
Replies: 28
Views: 4168

Re: World not living when not in game

I might be stating the obvious here, but I do think part of the solution lies in how the mods are implemented (providing the API allows it, but if not it should be a welcome addition). Whenever a mod's effects depends on elapsed time, one should really express it as a function of a variable time (dt...
by thetoon
Thu Jul 10, 2014 09:06
Forum: Feature Discussion
Topic: performance ideas
Replies: 4
Views: 1278

Re: performance ideas

This is not tesselation; this is just generic optimization, sometimes called “remipping”. Minecraft does not perform any of this at all (however, it's said to render quads instead of triangles, but it's not like we can check). The problem when doing such a thing is that the game may freeze often, e...
by thetoon
Tue Jul 08, 2014 11:54
Forum: Partly official engine development
Topic: UDP or TCP? Should we use buffered streams?
Replies: 10
Views: 2414

Re: UDP or TCP? Should we use buffered streams?

Beside UDP and TCP, there's now SCTP - which from what I understood tries to offer the best of both worlds. Support is scarce in Windows (needs an extra-driver) but it should be OK for every version of Linux under the sun (anything post-kernel-2.4, apparently).
by thetoon
Tue Jul 08, 2014 11:49
Forum: Feature Discussion
Topic: Real-time, Overhead-view, 2D Map - Is It Possible?
Replies: 15
Views: 2510

Re: Real-time, Overhead-view, 2D Map - Is It Possible?

emugod wrote:gameplay is highly vertical
{{Citation needed}}
by thetoon
Mon Jul 07, 2014 18:28
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

What I was really suggesting was to 'fake' this, without any need for the gravity changing around, by instead using the wraparound/loop on a normal flat map, just arranged as an unfolded cube laid flat (most commonly shown as cross shaped). More because I really feel the true 3D cube world just wou...
by thetoon
Fri Jul 04, 2014 13:54
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

Nope, it would still be an engine rewrite. My point, exactly. Well, rewrite might be a bit of an exageration, but that's certainly not just a matter of a changing a datatype declaration. I'm surprised, though, how well minetest behaves when you cross the boundaries : you can easily teleport beyond ...
by thetoon
Fri Jul 04, 2014 13:14
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

A possible suggestion for those who want more horizontal exploration space. An approach that MIGHT require a smaller engine rewrite. Don't get me wrong : I didn't expect such a thing to be doable without modifying the engine. The whole discussion has been mostly spent on "why would you ever ne...
by thetoon
Wed Jul 02, 2014 07:48
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 28120

Re: Infinite world size

My walkabout from around the middle of my singleplayer map to the edge of the world. https://forum.minetest.net/viewtopic.php?f=3&t=9651 It's a LONG way there. Not everyone starts from the middle of the map. On multiplayer environments, it makes sense to dispatch players here and there, especia...
by thetoon
Fri Jun 27, 2014 14:26
Forum: Partly official engine development
Topic: Mineteset as global virtual world
Replies: 8
Views: 2073

Re: Mineteset as global virtual world

eh? Yeah put my inventory full of mese and diamonds on a creative server and smuggle that onto a survival server? The only things that should be safe to take accross by default would be player identity and maybe personal skin texture, nothing else. I do second that, as long as servers aren't aware ...
by thetoon
Thu Jun 26, 2014 12:29
Forum: Partly official engine development
Topic: Mineteset as global virtual world
Replies: 8
Views: 2073

Re: Mineteset as global virtual world

First of all, you'd have to limit that to willing servers. Then, you'd want those servers to run the same mapgen (or at least mapgens aware of each other, e.g. each creating island(s) surrounded by sea), or else you'd have some really "interesting" seams between servers. Same goes for avai...