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Re: Should NonCommercial licenses be disallowed in Mod Relea

Personally I'd have the most problem with NC licenses if the "owner" also concurrently distributes under a commercial license. That's rotten. It's kinda like a "first hit's free; then you gotta pay," model. Otherwise, IMO there should be room for the assertion that one's own work...
by prestidigitator
Mon Jan 08, 2018 06:17
 
Forum: Modding Discussion
Topic: Should NonCommercial licenses be disallowed in Mod Releases?
Replies: 23
Views: 1488

Re: Python as a modding language

A little off-topic, but it'd be interesting to see how the cost of crossing the C/Lua boundary with various parameters compares to serializing messages across a pipe (e.g. using CBOR ). The latter could be used to build a modding system which would allow the actual mods to be built in several (poten...
by prestidigitator
Fri Jan 05, 2018 20:36
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: Python as a modding language

Stuff from python I would find useful in Lua are sets and their set operations, like union, differencing, etc. I can't think of anything else specifically. (Note I have not used python that much) There's lots of other cool stuff in Python that can really help: ⋅  keyword arguments (with d...
by prestidigitator
Fri Jan 05, 2018 07:56
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: Python as a modding language

And even if you proved by yourself that even under optimal circumstances the same stuff is slower on Python you still fight for Pythoin to be implemented (what NEVER would happen, and you know that)? Um, no? ⋅  Under optimal circumstances, ONE benchmark was about 20% slower in Python, whe...
by prestidigitator
Wed Jan 03, 2018 12:33
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: Python as a modding language

So in an apples-to-apples comparison Python is about 18% slower (66 seconds vs. 56 seconds) for this particular benchmark. Did you run the python code on multiple cores? If yes, then YOU don't make an apples-to-apples comparison, because you removed the optimization on one language, but leave it to...
by prestidigitator
Wed Jan 03, 2018 09:31
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: Python as a modding language

Eh. I certainly don't expect it'll happen in the actual game, given the history and attitude of the development team. But someone might be interested in doing it in a fork or in a similar project, so it's still pretty useful info.
by prestidigitator
Wed Jan 03, 2018 03:45
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: Python as a modding language

Oh, and the idea that Python constrains your choice of object-orientation is also not true. Python's metaclasses and custom attribute access, for example, make prototyping pretty damned easy if that's what you want to do. At least as easy as hacking other forms of object-orientation into Lua.
by prestidigitator
Wed Jan 03, 2018 00:26
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: Python as a modding language

wow, i didnt know the diff would be that much And I think it is more with "normal" functions because in this example most time is spend in the math functions I randomly picked fannkuch-redux from this benchmark and run it with Lua, LuaJIT and Python3 on an AMD FX6300 hexacore CPU. The Lua...
by prestidigitator
Tue Jan 02, 2018 23:04
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4537

Re: [mod] AdvancedMarket [advanced_market]

Pretty cool. I'd suggest renaming "refreshbuffer" to something more user-centric and more intuitive, and possibly enhancing and breaking it up into smaller functions, with the understanding that the amount of stuff being handled by a user at any one time might grow quite a bit beyond test ...
by prestidigitator
Mon Jul 13, 2015 08:36
 
Forum: WIP Mods
Topic: [mod] AdvancedMarket [advanced_market]
Replies: 19
Views: 4938

Re: [Mod] Ethereal [1.07] [ethereal]

I get the red clay areas, but they are devoid of all vegetation. Plenty of trees in the other areas. Yellow, banana, jungle, normal, charred (or whatever), etc.
by prestidigitator
Sun Jul 12, 2015 22:52
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 92019

Re: [Mod] Ethereal [1.07] [ethereal]

ExeterDad wrote:Are you using mapgen7?

Yeah. Been generating a few different worlds with mg7 and Ethereal to try to find redwoods. I'm using 0.4.12 at the moment, not a dev version.
by prestidigitator
Sat Jul 11, 2015 18:50
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 92019

Re: [Mod] Ethereal [1.07] [ethereal]

When using Ethereal in my own server, no redwoods seem to spawn (e.g. like they do in Xanadu). I'm having a hard time figuring out why, though. They seem to be enabled in the code like all the other trees....
by prestidigitator
Sat Jul 11, 2015 18:22
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 92019

Re: math problem with portals (velocity & directions)

What are the xDir, yDir and zDir vectors? They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction. Wouldn't the vector out of the portal (n⁰) and ...
by prestidigitator
Sat Jul 11, 2015 18:14
 
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 827

Re: math problem with portals (velocity & directions)

Hybrid Dog wrote:What are the xDir, yDir and zDir vectors?

They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction.
by prestidigitator
Fri Jul 10, 2015 05:17
 
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 827

Re: math problem with portals (velocity & directions)

The most general way to do this is to final position and velocity in the entry portal's local coordinate system, where for a "Portal Gun" type system you'd want one of the colored portal's (red or blue) coordinate system to be rotated 180 degrees around the vertical axis when placed, so th...
by prestidigitator
Tue Jul 07, 2015 05:54
 
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 827

Re: Post your modding questions here

Is there a way to test whether a neighbouring node is a member of a particular group? I know how to test the name of the node, but not the groups. minetest.get_item_group(item_name, group_name) returns the group value. You can also get the node definition from the "minetest.regietered_nodes&qu...
by prestidigitator
Sun Jul 05, 2015 03:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 301630

Re: Post your modding questions here

How do you perform an action to a node only when there is an adjacent update? I guess it kind of depends on what you mean by, "an adjacent update." If you mean when anything adjacent changes, it may not be possible (or practical). You might be able to do something limited with minetest.re...
by prestidigitator
Sun Jul 05, 2015 03:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 301630

Re: Post your modding questions here

How do I specify that more than one of the same block must be adjacent in an ABM? I am trying to create a block that detects four meses around it. I don't think you can. So specify that it must have at least one neighbor (as usual), and then in the actual ABM function test for your additional condi...
by prestidigitator
Sat Jul 04, 2015 21:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 301630

Re: Xanadu Server

auouymous: sadly no errors apart from the std::bad_alloc error when server crashes, so it turns into a hunt for the bad map area to be found and if possible use WorldEdit to blank that area to fix things, which isn't handy for built up areas and players' buildings... Just a FYI: there's now a built...
by prestidigitator
Fri Jul 03, 2015 02:30
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3551
Views: 292468

Re: Real world terrain (mapgen idea)

As for importing data from an online service, I think the hurdle there is the ability to access the internet through the Lua scripting API. Not sure that is possible, at least not in a cross-platform way. It's just what I've heard (top of this thread?). So don't, then. Create a separate daemon that...
by prestidigitator
Sun Jun 21, 2015 23:08
 
Forum: Feature Discussion
Topic: Real world terrain (mapgen idea)
Replies: 47
Views: 8992

Re: Xanadu Server

derp no! It's not fake! I was not talking about logging in and am not :/ trying to mess with rep. What I was talking about was.............................................. EDIT: If you succeed in logging into Xanadu ATM, then feel free to call me an idiot 3:) Sounds like playing with fire to me. D...
by prestidigitator
Fri Jun 19, 2015 06:15
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3551
Views: 292468

Re: [Mod] Banned on Die [0.1] [banondie]

You could also delete all generated blocks, remove all entities, and empty player inventory. That basically makes player death a "start again from scratch" event, which seems functionally equivalent to permanent death.
by prestidigitator
Sun Jun 14, 2015 18:54
 
Forum: Mod Releases
Topic: [Mod] Banned on Die [0.1] [banondie]
Replies: 16
Views: 3307

Re: [Mod] Limit chat by distance [0.1] [shout]

rubenwardy wrote:It's less square rooting (but maybe less readable, Idk) probably not worth optimising :P

Even better is to compare squares of distances and not need square roots at all. :-P
by prestidigitator
Sat Jun 13, 2015 02:20
 
Forum: WIP Mods
Topic: [Mod] Limit chat by distance [0.1.2] [shout]
Replies: 9
Views: 1291

Re: Mod Releases policy change proposal: Unique shortnames

Look at how the Food mod supports multiple mods. It adds groups to the items to be used in crafting: https://github.com/rubenwardy/food/blob/master/food/init.lua#L17 With a list of items to add groups to: https://github.com/rubenwardy/food/blob/master/food_basic/support.lua#L15 And backup ingredien...
by prestidigitator
Fri Jun 12, 2015 01:01
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 1343

Re: Mod Releases policy change proposal: Unique shortnames

Wuzzy wrote:...except when said mod aims to mostly or fully replace a subgame mod...If the mod's aim is to mostly or fully replace a subgame mod, the thread text must clearly say so.

Yeah, I'd be good with it in that case, and fine with keeping dependency discussions separate.
by prestidigitator
Fri Jun 12, 2015 00:58
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 1343
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