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Re: Large schematics are spawned incompletely

Confirming that num_emerge_threads = 1 in minetest.conf does not seem to affect the problem, it still occurs the same way.
by MirceaKitsune
Sat Mar 02, 2019 22:43
 
Forum: Problems
Topic: Large schematics are spawned incompletely
Replies: 16
Views: 701

Re: Large schematics are spawned incompletely

Very interesting. Thank you for testing and mentioning those details, it may help in finding a solution.
by MirceaKitsune
Sun Feb 17, 2019 13:26
 
Forum: Problems
Topic: Large schematics are spawned incompletely
Replies: 16
Views: 701

Re: Large schematics are spawned incompletely

FWIW, I didn't mean that drawing beyond the bounds of the chunk might cause it, I meant that being limited to within the bounds of the on_generate chunk may cause it if you don't also successfully spawn the structure in every other chunk that the structure touches. Are the missing parts aligned wit...
by MirceaKitsune
Sat Feb 16, 2019 12:14
 
Forum: Problems
Topic: Large schematics are spawned incompletely
Replies: 16
Views: 701

Re: Large schematics are spawned incompletely

I should clarify that I'm already using the vmanip to spawn structures with on_generate. I understand this function should now only attempt to spawn a piece of schematic that intersects the chunk in cause. So this shouldn't be a case of chunk overflow normally, since I use the vm provided by the gen...
by MirceaKitsune
Sat Feb 16, 2019 11:51
 
Forum: Problems
Topic: Large schematics are spawned incompletely
Replies: 16
Views: 701

Large schematics are spawned incompletely

https://github.com/minetest/minetest/issues/8232 This is an old problem that's affected my Structures mod for years. Now that its city generator is nearing completion and I'm in the process of designing a new city with large buildings, this bug is the last thing standing in the way and posing a huge...
by MirceaKitsune
Thu Feb 14, 2019 20:50
 
Forum: Problems
Topic: Large schematics are spawned incompletely
Replies: 16
Views: 701

Re: [Mod] 3D Furniture [1.0] [3dforniture]

As promised, here are the redesigned appliances. I haven't committed them to Git just yet, but once I do they will be part of the new default city for my Structures mod. https://i.imgur.com/HemlhbI.png https://i.imgur.com/9zHEpMz.png https://i.imgur.com/adUeeuF.png https://i.imgur.com/X2XdhRe.png
by MirceaKitsune
Wed Feb 13, 2019 19:14
 
Forum: Old Mods
Topic: [Mod] 3D Furniture [1.0] [3dforniture]
Replies: 106
Views: 62699

Re: [Mod] Structures [git] [minetest_mods_structures]

Forgot to mention that I've also redesigned the import / export node. The node is now constant, no more connecting / disconnecting when placing the markers... this fixes some annoyances and should also improve performance. Node replacements can also be specified directly in the I/O formspec. I've al...
by MirceaKitsune
Wed Feb 13, 2019 19:07
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 98
Views: 26270

Re: [Mod] Structures [git] [minetest_mods_structures]

I've began working on new structures to replace the old town early this year, shortly after fixing up the code and adding some crucial performance improvements. Here are a few images showing some of the new roads. Buildings are still a work in progress and will require new code fixes. Multiple road ...
by MirceaKitsune
Wed Feb 13, 2019 19:02
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 98
Views: 26270

Re: [Mod] 3D Furniture [1.0] [3dforniture]

7 years after this mod was born and died, it seems it might actually help me out. I need some basic furniture and appliances for the new city which I'm in the progress of designing for my recently revived Structures mod. I already looked at Home Decor and X-Decor , but found both to be too heavy or ...
by MirceaKitsune
Fri Jan 25, 2019 02:29
 
Forum: Old Mods
Topic: [Mod] 3D Furniture [1.0] [3dforniture]
Replies: 106
Views: 62699

Re: [Mod] Structures [git] [minetest_mods_structures]

Alright. I've updated Minetest and am now thinking of taking another look at both Structures and Creatures, to at least bring them up to date with the latest code after 4 years since I last touched them. I have a small favor I'd like to ask if anyone has a few minutes to spare: Could you please list...
by MirceaKitsune
Sun Jan 13, 2019 20:23
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 98
Views: 26270

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Alright. I've updated Minetest and am now thinking of taking another look at both Structures and Creatures, to at least bring them up to date with the latest code after 4 years since I last touched them. I have a small favor I'd like to ask if anyone has a few minutes to spare: Could you please list...
by MirceaKitsune
Sun Jan 13, 2019 20:22
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 165
Views: 44035

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such. It has been quite a while since I've been active on MineTest. I will have to see about it sometime. For now I'm hoping the m...
by MirceaKitsune
Sat Jan 05, 2019 02:35
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 165
Views: 44035

Re: Creating decentralized worlds with IPFS

But that's just it, it wouldn't be realtime because all of the message passing for every single user event would be subject to increasing network latency across each additional peer to ensure synchronicity. In multiplayer games demanding responsiveness, like PVP for example, I'm inclined to believe...
by MirceaKitsune
Wed Sep 19, 2018 12:16
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 385

Re: Creating decentralized worlds with IPFS

I think, you didn't get my problem. Imagine the following situation: Player A lives far away so noone else downloads his blocks. He build a nice house and goes offline. After that, player B goes online and doesn't know anything about player A. He goes to the same blocks where player A lives and bui...
by MirceaKitsune
Tue Sep 18, 2018 13:36
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 385

Re: Creating decentralized worlds with IPFS

I can imagine that this might work somehow. If each player had to calculate updates of all blocks those are currently updated, it would lag more. Maybe the players could update only a part of them when there are too many players online. I thought that playing on a server like this could result in m...
by MirceaKitsune
Tue Sep 18, 2018 11:19
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 385

Re: Creating decentralized worlds with IPFS

Nice idea. I can see several problems those have to be solved: Is there any mechanism to update mods? Who has the right to update mods? Everyone connected to the server is something like an owner. All cheats in singleplayer now work in multiplayer too. And there isn't anyone to do anything against ...
by MirceaKitsune
Mon Sep 17, 2018 19:42
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 385

Creating decentralized worlds with IPFS

I have a very interesting idea that I'd like to discuss. It's a pretty radical suggestion, but just as amazing and worth considering in my opinion. It's a proposal I'm planning to poke several game engines about, and Minetest (with other Minecraft like games) would be the first to benefit from such ...
by MirceaKitsune
Mon Sep 17, 2018 17:36
 
Forum: General Discussion
Topic: Creating decentralized worlds with IPFS
Replies: 11
Views: 385

Re: Minetest on a spherical planet

This must be the most amazing thing that's been done with Minetest so far. I truly hope development on the engine fork will continue: This idea is much too good! Subscribing to this thread for any more updates.
by MirceaKitsune
Fri Aug 03, 2018 10:10
 
Forum: Minetest-related projects
Topic: Minetest on a spherical planet
Replies: 63
Views: 17990

Re: [Mod] Creatures [git] [minetest_mods_creatures]

cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.
by MirceaKitsune
Sat Mar 17, 2018 22:19
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 165
Views: 44035

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Yes: I remember a problem of my mod was that you have to disable player.lua manually. I was going to make a pull request for minetest_game which made it possible to turn off the default player animation system using a variable, but I took my long break from Minetest modding at that time. Creatures w...
by MirceaKitsune
Sat Mar 17, 2018 18:26
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 165
Views: 44035

Re: [Mod] Creatures [git] [minetest_mods_creatures]

and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod The issue again is that, there's no better system with the default creatures; The player is given free choice as to which creature to possess, so c...
by MirceaKitsune
Mon Jun 05, 2017 21:42
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 165
Views: 44035

Re: [Mod] Creatures [git] [minetest_mods_creatures]

someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet. Actually you can't use 3D armor because my code and models simply aren't compatible with it, intended plans included an armor system originally for the mod. As for...
by MirceaKitsune
Mon Jun 05, 2017 19:56
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 165
Views: 44035

Re: Extruded drawtypes

I have seen many people say that terasology is almost unplayable with effects enabled. It tends to look 'good' in screenshots (and many enthuse over the screenshots alone) but playing it is very different. Maybe terasology is not a good example. It all depends on hardware. The nice thing about such...
by MirceaKitsune
Mon May 15, 2017 21:08
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2832

Re: Extruded drawtypes

azekill_DIABLO wrote:i don't think so... but maybe you're true... look at terasology...


Yep... great example: Compare Terasology and Minetest (both with highest effects) and it's impossible not to see exactly what I mean.
by MirceaKitsune
Sun May 14, 2017 17:57
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2832

Re: Extruded drawtypes

Yes... I can't argue what paramat said there. I do believe the MineTest team ignores visual aspects in general... which isn't referring to models and textures, as much as to special effects and shaders. This is a general divide in the community; Some players (like myself) are interested in everythin...
by MirceaKitsune
Sun May 14, 2017 14:58
 
Forum: Feature Discussion
Topic: Extruded drawtypes
Replies: 27
Views: 2832
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