Search found 102 matches
- Thu Jan 15, 2015 16:08
- Forum: Feature Discussion
- Topic: Adding custom keystrokes through LUA
- Replies: 13
- Views: 3595
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...
- Thu Jan 15, 2015 15:07
- Forum: Feature Discussion
- Topic: Adding custom keystrokes through LUA
- Replies: 13
- Views: 3595
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...
- Thu Dec 11, 2014 13:54
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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 ...
- Thu Dec 11, 2014 13:13
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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...
- Fri Oct 31, 2014 16:57
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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...
- Thu Oct 30, 2014 14:47
- Forum: General Discussion
- Topic: DBMS driver, DBMS player persistence, persistence API
- Replies: 16
- Views: 3447
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
And especially its mtredisalize component : https://bitbucket.org/s_l_teichmann/mts ... redisalize
- Thu Oct 30, 2014 14:28
- Forum: General Discussion
- Topic: DBMS driver, DBMS player persistence, persistence API
- Replies: 16
- Views: 3447
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 ...
- Thu Oct 30, 2014 13:22
- Forum: General Discussion
- Topic: DBMS driver, DBMS player persistence, persistence API
- Replies: 16
- Views: 3447
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...
- Tue Oct 28, 2014 10:07
- Forum: Feature Discussion
- Topic: Menus and the inventory
- Replies: 11
- Views: 2753
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...
- Fri Oct 10, 2014 06:54
- Forum: Game Releases
- Topic: [Game] Clonecraft & Clonecraft Classic [Clonecraft][v1]
- Replies: 154
- Views: 62141
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.
- Tue Sep 30, 2014 14:47
- Forum: WIP Mods
- Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
- Replies: 17
- Views: 3319
Re: [MOD]Stackfrac experimental mapgen [MAPGEN]
Make up your mind : either it's not MIT, or you can't forbid commercial use.i1abnrk wrote:License MIT, free for non-commercial and educational use.
Nice work anyway.
- Mon Sep 15, 2014 14:53
- Forum: Mod Releases
- Topic: [Mod] Animated 3D torches [3d_torch]
- Replies: 31
- Views: 11495
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...
- Mon Sep 15, 2014 14:48
- Forum: General Discussion
- Topic: Are we prepared for potential Microsoft harassment?
- Replies: 72
- Views: 14923
Re: Are we prepared for potential Microsoft harassment?
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.Baggypants wrote:Maybe Microsoft will open source Minecraft.
- Mon Aug 04, 2014 10:06
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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...
- Mon Jul 28, 2014 12:56
- Forum: General Discussion
- Topic: World not living when not in game
- Replies: 28
- Views: 6334
Re: World not living when not in game
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.Kilarin wrote:TheToon wrote:I don't think it would work as well for plants spreading, but it would certainly work for plants growing.
- Mon Jul 28, 2014 09:21
- Forum: General Discussion
- Topic: World not living when not in game
- Replies: 28
- Views: 6334
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...
- Thu Jul 10, 2014 09:06
- Forum: Feature Discussion
- Topic: performance ideas
- Replies: 4
- Views: 1742
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...
- Tue Jul 08, 2014 11:54
- Forum: Partly official engine development
- Topic: UDP or TCP? Should we use buffered streams?
- Replies: 10
- Views: 3357
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).
- Tue Jul 08, 2014 11:49
- Forum: Feature Discussion
- Topic: Real-time, Overhead-view, 2D Map - Is It Possible?
- Replies: 15
- Views: 3499
Re: Real-time, Overhead-view, 2D Map - Is It Possible?
{{Citation needed}}emugod wrote:gameplay is highly vertical
- Mon Jul 07, 2014 18:28
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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...
- Fri Jul 04, 2014 13:54
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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 ...
- Fri Jul 04, 2014 13:14
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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...
- Wed Jul 02, 2014 07:48
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90447
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...
- Fri Jun 27, 2014 14:26
- Forum: Partly official engine development
- Topic: Mineteset as global virtual world
- Replies: 8
- Views: 3305
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 ...
- Thu Jun 26, 2014 12:29
- Forum: Partly official engine development
- Topic: Mineteset as global virtual world
- Replies: 8
- Views: 3305
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...