Search found 45 matches
- Sat Jan 07, 2012 11:39
- Forum: Problems
- Topic: libpng mismatch
- Replies: 2
- Views: 1545
I'm running Gentoo Linux and I had done a big update this week, so that might be how I had compiled the two with different versions of libpng. I recompiled both irrlicht and minetest and now the textures work properly. I guess my mistake was assuming that irrlicht had been recompiled after the libpn...
- Sat Jan 07, 2012 08:31
- Forum: Problems
- Topic: libpng mismatch
- Replies: 2
- Views: 1545
libpng mismatch
When I start the game I get a whole bunch of errors like: LOAD PNG: Internal PNG create read struct failure : /home/watts/minetest/celeron55-minetest-569156b/data/clienttextures/menubg.png Could not load texture: /home/watts/minetest/celeron55-minetest-569156b/bin/../data/clienttextures/menubg.png l...
- Wed Jul 06, 2011 18:19
- Forum: Problems
- Topic: Russian letters.
- Replies: 1
- Views: 1555
Irrlicht is getting support for this kind of thing, but it apparently isn't quite done yet. When Irrlicht gets unicode support, so will Minetest. See this thread: http://celeron.55.lt/~celeron55/minetes ... .php?id=95
- Tue Jul 05, 2011 19:23
- Forum: General Discussion
- Topic: Some world screenshots
- Replies: 4
- Views: 2692
- Sun Jul 03, 2011 13:42
- Forum: General Discussion
- Topic: drop useless stuff?
- Replies: 4
- Views: 2790
- Sun Jul 03, 2011 13:35
- Forum: General Discussion
- Topic: Keyboard configuration
- Replies: 4
- Views: 2303
It is all here: http://irrlicht.sourceforge.net/docu/_k ... ource.html
But what you are looking for is: KEY_NUMPAD0 KEY_NUMPAD1 ... KEY_NUMPAD9
But what you are looking for is: KEY_NUMPAD0 KEY_NUMPAD1 ... KEY_NUMPAD9
- Wed Jun 22, 2011 17:18
- Forum: General Discussion
- Topic: Dev wants some Help with Game Ideas
- Replies: 87
- Views: 47267
- Tue Jun 21, 2011 16:32
- Forum: Partly official engine development
- Topic: I want to contribute in this project [Musics , Sounds , Textures]
- Replies: 79
- Views: 22934
- Tue Jun 21, 2011 05:20
- Forum: Partly official engine development
- Topic: Minetest on a Mac
- Replies: 9
- Views: 5377
2) Irrlicht on OS X is weird. If you launch it from terminal, it does not receive keyboard input. Keyboard input goes straight to the terminal. When I run Minetest from a terminal on Gentoo Linux, I can see the cursor blinking in the Minetest GUI, but keyboard input goes to the terminal. I have to ...
- Mon Jun 20, 2011 13:17
- Forum: General Discussion
- Topic: Dev wants some Help with Game Ideas
- Replies: 87
- Views: 47267
- Mon Jun 20, 2011 06:31
- Forum: General Discussion
- Topic: Dev wants some Help with Game Ideas
- Replies: 87
- Views: 47267
- Sun Jun 19, 2011 18:14
- Forum: Feature Discussion
- Topic: Tree farming
- Replies: 11
- Views: 5887
I'm not saying it is a completely bad idea, just that the parameters determining the rate of self-replication have to be carefully considered. I do like the idea of abandoned areas becoming overgrown, but you have to also keep in mind that only the sectors close to a player will be calculated and so...
- Sun Jun 19, 2011 17:59
- Forum: General Discussion
- Topic: Python terrain generation
- Replies: 12
- Views: 7298
I have created a demo of my algorithm for creating place names. The script NameDemo.py uses the minetest world generation functions from gentest.py and the naming algorithm functions in MK_Names.py to create a field of signs with generated names on them. The field of signs show a 2D slice through th...
- Sun Jun 19, 2011 17:22
- Forum: Feature Discussion
- Topic: Tree farming
- Replies: 11
- Views: 5887
- Sun Jun 19, 2011 10:41
- Forum: Problems
- Topic: Long range terrain approximation
- Replies: 12
- Views: 9427
- Sun Jun 19, 2011 08:57
- Forum: Problems
- Topic: Long range terrain approximation
- Replies: 12
- Views: 9427
- Sun Jun 19, 2011 08:03
- Forum: Feature Discussion
- Topic: Use both hands! :)
- Replies: 19
- Views: 9640
- Sun Jun 19, 2011 07:22
- Forum: Feature Discussion
- Topic: Unicode
- Replies: 21
- Views: 5293
- Sun Jun 19, 2011 07:20
- Forum: Problems
- Topic: Long range terrain approximation
- Replies: 12
- Views: 9427
I would suggest that for sectors that have already been generated (and are within some distance), you texture the farmesh polygons with an image taken from a top-view map. However, it would be best to ignore water for the map, since it can look really strange to have blue on a slope. In fact, water ...
- Sun Jun 19, 2011 06:53
- Forum: Texture Packs
- Topic: How do I install a texture pack on Linux?
- Replies: 11
- Views: 6112
- Sat Jun 18, 2011 16:53
- Forum: Problems
- Topic: Long range terrain approximation
- Replies: 12
- Views: 9427
Long range terrain approximation
I tried it out and it looks promising, but a lot of the polygons are white, especially those approximating the higher parts of the hills. I didn't notice any related errors being printed.
- Sat Jun 18, 2011 08:26
- Forum: Feature Discussion
- Topic: A Really Good Idea
- Replies: 3
- Views: 2563
Just came across "Blockade Runner", which has moving entities at could inspire how to implement vehicles in Minetest.
Site: http://www.zanmgt.com/News.aspx
Video demo: http://www.youtube.com/watch?v=fxLECn178yA
Site: http://www.zanmgt.com/News.aspx
Video demo: http://www.youtube.com/watch?v=fxLECn178yA