Search found 47 matches
- Fri Jan 15, 2016 17:19
- Forum: General Discussion
- Topic: [Conspiracy Theory] Minetest development coopted.
- Replies: 12
- Views: 1917
Re: [Conspiracy Theory] Minetest development coopted.
Hah :D You certainly have some good points. What are some specific examples, though? Which "legacy" compatibility features are you talking about in particular, and how are they interfering with new development? Which bugfixes are you talking about in particular? Maybe I can shed some light...
- Sun Nov 08, 2015 23:34
- Forum: Problems
- Topic: Some exception: "Failed to create socket"
- Replies: 5
- Views: 920
Re: Some exception: "Failed to create socket"
Can you try this again with the latest development version of minetest?
- Fri Sep 25, 2015 21:38
- Forum: Partly official engine development
- Topic: [Coders needed] Colored light sources
- Replies: 84
- Views: 26086
Re: [Coders needed] Colored light sources
Guys, I have a better solution to all of this. First of all, the day/night "light banks" are kind of silly - it's a feature that sounded good in theory at the time I guess but turned out to be not so useful in practice. We can omit that. Further, we can decouple light information from the ...
- Wed Sep 23, 2015 19:43
- Forum: Modding Discussion
- Topic: How are temperatures assigned to coordinates?
- Replies: 24
- Views: 5085
Re: How are temperatures assigned to coordinates?
I do remember saying that, but probably it only applies to interpreted Lua.
- Sun Sep 13, 2015 05:06
- Forum: Modding Discussion
- Topic: working on DarkAge
- Replies: 27
- Views: 3679
Re: working on DarkAge
Hi Blert2112,
The most recent version of Minetest has new sheet ore parameters that gives modders the power to create sheet ore exactly as in your mod.
The most recent version of Minetest has new sheet ore parameters that gives modders the power to create sheet ore exactly as in your mod.
- Mon Aug 17, 2015 03:22
- Forum: Problems
- Topic: Possibly Mesecons/Areas MOD ERROR
- Replies: 9
- Views: 2103
Re: Possibly Mesecons/Areas MOD ERROR
Thank you.
Can you give me a list of mods you had running at the time?
Can you give me a list of mods you had running at the time?
- Mon Aug 17, 2015 01:37
- Forum: Problems
- Topic: Possibly Mesecons/Areas MOD ERROR
- Replies: 9
- Views: 2103
Re: Possibly Mesecons/Areas MOD ERROR
DARGON, if you are seeing any more areas with that problem, PLEASE save a copy of your map before overwriting it with air!
- Tue Aug 11, 2015 04:18
- Forum: Problems
- Topic: Minetest Crashes on Asus ME301T Tablet
- Replies: 3
- Views: 869
Re: Minetest Crashes on Asus ME301T Tablet
Hey Biggvs,
Is there a box with text that shows up when Minetest goes back to the main screen?
It would be very helpful if you copied that information here on the forum.
Thanks.
Is there a box with text that shows up when Minetest goes back to the main screen?
It would be very helpful if you copied that information here on the forum.
Thanks.
- Tue Aug 11, 2015 01:09
- Forum: Problems
- Topic: Server crash, server.cpp:509, linux x84_64, 0.4.12-dev
- Replies: 15
- Views: 2434
Re: Server crash, server.cpp:509, linux x84_64, 0.4.12-dev
Amadin, how often did you get this error when it did happen to you?
Also could you share the modifications you made to your mods?
Also could you share the modifications you made to your mods?
- Sat May 23, 2015 20:45
- Forum: General Discussion
- Topic: Macro line continuation style?
- Replies: 11
- Views: 2093
Macro line continuation style?
Not all of Minetest's code style is well-defined at this point. For 95% of matters we defer to the Linux kernel code style, since it seems to be somewhat of a standard among open source projects, is low friction, and tends to make a lot of sense. However, there is a problem with the Linux recommende...
- Sun May 17, 2015 16:16
- Forum: Modding Discussion
- Topic: Lua PerlinNoiseMap memory efficiency improvements
- Replies: 3
- Views: 1140
Lua PerlinNoiseMap memory efficiency improvements
Hello Minetest Modding Community, Recently I've had some complaints about extremely high memory usage in mods that make extensive use of Perlin noise maps (core.get_perlin_map/PerlinNoiseMap). I investigated and found that the most memory-intensive part of noise is, by far, placing the resulting com...
- Tue Apr 28, 2015 07:34
- Forum: Problems
- Topic: The game is too poorly optimized.
- Replies: 41
- Views: 8342
- Tue Apr 28, 2015 07:33
- Forum: Problems
- Topic: The game is too poorly optimized.
- Replies: 41
- Views: 8342
Re: The game is too poorly optimized.
Minetest is the one that edits the texture of a node - in CPU - to do lighting. Don't assign the blame to other people. Minetest contains a lot of broken code. Oh wow, fuck off. Minetest's contains less "broken code" than most other open source projects because it's actively developed and...
- Sat Jan 03, 2015 18:38
- Forum: Feature Discussion
- Topic: Modder feedback needed: MT Schematic (.mts) file paths
- Replies: 4
- Views: 1172
Modder feedback needed: MT Schematic (.mts) file paths
To the people currently using Minetest schematics (NOT worldedit schematics): is anybody having problems with the file path? Currently, schematics are loaded relative to the current working directory, which seems wrong to me but I haven't heard any complaints about this particular thing. Is the sche...
- Sat Jan 03, 2015 18:26
- Forum: Feature Discussion
- Topic: Fate of Mapgen V7
- Replies: 20
- Views: 6065
Re: Fate of Mapgen V7
Okay, it's settled. Aside from giving V7 caves an upgrade (V5 cave routes with V6 large_caves) it's going to stay pretty much stable.
Any major new development will happen in V8.
Any major new development will happen in V8.
- Sat Jan 03, 2015 16:13
- Forum: News
- Topic: [0.4.8] LuaVoxelManipulator
- Replies: 74
- Views: 55249
Re: [0.4.8] LuaVoxelManipulator
I was wrong when I said that, you were always able to omit z from chulens. Nothing special needs to be coded for that.
Also as of the 0.4.11 release, the size parameters a noisemap object was created with has no bearing on the rest of the parameters.
Also as of the 0.4.11 release, the size parameters a noisemap object was created with has no bearing on the rest of the parameters.
- Fri Jan 02, 2015 17:56
- Forum: General Discussion
- Topic: Minetest FPS
- Replies: 7
- Views: 2156
Re: Minetest FPS
Hello wasn't sure where to post this but was just wondering what all methods have been used or will be used to increase minetest performance? example: Only loading textures for block faces visible to camera etc.. im sure that has been done and others becuase the performance is already very good, bu...
- Thu Jan 01, 2015 17:21
- Forum: General Discussion
- Topic: Quality Assurance measures
- Replies: 9
- Views: 2867
Re: Quality Assurance measures
My suggestion would be to remove the code review, but keep the "2 devs need to agree" rule for features, like we currently have. I would also encourage that the people who want to add the features talk to devs before they start coding it, to prevent unnecessary work for them (i.e. core de...
- Sun Dec 28, 2014 21:42
- Forum: Feature Discussion
- Topic: Fate of Mapgen V7
- Replies: 20
- Views: 6065
Re: Fate of Mapgen V7
Note to all: I am *not* asking what you're looking for in a mapgen, or the next mapgen, I am simply asking if V7 is used widely enough to make modifying it a bad idea. Mapgen suggestions should go into a separate thread. But the thing is, you don't need to make suggestions anymore, you could just do...
- Sun Dec 28, 2014 20:24
- Forum: General Discussion
- Topic: Quality Assurance measures
- Replies: 9
- Views: 2867
Re: Quality Assurance measures
I don't understand you anymore. First you say that approving pull requests without looking closely at the code is bad since it might introduce bugs, and in the next sentence you say that reverting is easy and you imply that the dev branch doesn't need to be as stable as it currently is. No, the ide...
- Sun Dec 28, 2014 19:14
- Forum: Feature Discussion
- Topic: Fate of Mapgen V7
- Replies: 20
- Views: 6065
Fate of Mapgen V7
I suppose the current terrain output of Mapgen V7 isn't too horrible, but I would like to make some major changes. V7 was never formally released, but it somehow got added to the main menu selection box and users began to unironically use it. Since people now rely on V7's output, I'm wondering if I ...
- Sun Dec 28, 2014 18:35
- Forum: General Discussion
- Topic: Quality Assurance measures
- Replies: 9
- Views: 2867
Re: Quality Assurance measures
You recently directly commited a change to upstream which hid warnings. This also hid some bugs, and should of been done in your cmake/gcc installation if it annoyed you, there are settings to hide it you can change without changing Minetest. I'd just like to point out this is false. The warning in...
- Sun Dec 28, 2014 02:30
- Forum: General Discussion
- Topic: Release Engineering
- Replies: 40
- Views: 7940
Re: Release Engineering
Are they? You mentioned “Minetest hanging in a state perpetual bugginess”. A lot of those pull requests eliminate bugs. Wouldn’t it help to merge them before the feature freeze to prevent the buggyness? Bugfix releases should be done more often but may need at least two branches. We had to add hack...
- Sun Dec 28, 2014 02:08
- Forum: General Discussion
- Topic: Quality Assurance measures
- Replies: 9
- Views: 2867
Quality Assurance measures
I think we ought to reconsider some of our quality assurance measures. Code Reviews Two other core developers are supposed to review a commit before it gets pushed to upstream. Developers in charge of a specific subsystem get a free pass on their own commits to that subsystem. Why this sucks: Has an...
- Sun Dec 28, 2014 02:00
- Forum: General Discussion
- Topic: Release Engineering
- Replies: 40
- Views: 7940
Re: Release Engineering
Even if you keep deleting my posts I think you guys really should discuss and merge the pull requests instead of having an argument about versioning :) Why don't you create a new topic about that instead of hijacking this one? I am not the one deleting your posts by the way, but I agree they are ou...