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Re: Adding custom keystrokes through LUA

I dabbled with making keyboard shortcuts for chat commands here:

https://github.com/minetest/minetest/pull/1217

If it ever got accepted I was going to come up with a system for letting mods send default shortcuts to clients.
by spillz
Mon Jan 19, 2015 02:53
 
Forum: Feature Discussion
Topic: Adding custom keystrokes through LUA
Replies: 13
Views: 1818

Re: Voxel scaling

It's 8 times as many nodes (and blocks) for a half size block at the same draw distance (albeit usually only 4 times as many will be visible). And 64 times for a quarter size block (16 times visible). Minetest already struggles to deliver a smooth framerate. I think the best you could do without com...
by spillz
Wed Jun 11, 2014 11:14
 
Forum: Feature Discussion
Topic: Voxel scaling
Replies: 11
Views: 1644

Re: Android Builds (ARM, x86, MIPS)

Jesus christ on a bike, how do you use the gui_scaling setting? (and why is something so fundamental buried - presume you intend to get the port to a point where tweaking with conf files isn't needed). We don't all spend our day with the code...
by spillz
Mon Jun 02, 2014 00:01
 
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 31199

Re: Android Builds (ARM, x86, MIPS)

From other thread I agree with adjusting the sizes but that's quite difficult to get done ... but it's still on list. And if buttons get bigger we need to strip even more. For what I assume you've got a major problem with this as you have a high dpi device, for most tablets this isn't as pressing. L...
by spillz
Sat May 31, 2014 23:54
 
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 31199

Re: Minetest Android Port game suggestion

How?

Btw, i can appreciate that there is some need for simplicity on phones/tablets, but I don't think stripping out the various options accomplishes that. More important to make the menus touch friendly by making sure they are appropriately sized.
by spillz
Fri May 30, 2014 21:46
 
Forum: General Discussion
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2123

Re: Minetest Android Port game suggestion

It's the scan that takes all the time every time i start the app (at least a minute!). Happens on all 3 of my reasonably modern devices. The copy takes no noticeable additional time. How long does it take on your phone/tablet?
by spillz
Thu May 29, 2014 22:45
 
Forum: General Discussion
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2123

Re: Minetest Android Port game suggestion

I'm sorry to tell but flash is really that slow. But there must be a workaround. No other game / app that i use has these issues. Maybe something to do with stat'ing so many files? What if all of the resources were put inside a zip file? Interessting gui effect you have there ;) Hopefully something...
by spillz
Thu May 29, 2014 21:18
 
Forum: General Discussion
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2123

Re: Minetest Android Port game suggestion

sapier: Why one game/world? Makes no sense from a user perspective to have this restriction. I realize you have been struggling with the UI, but that shouldn't be an excuse. That said, Minetext_next, nodetest, and minetest+ would all make sense to me as a default game. (As would most of the games on...
by spillz
Thu May 29, 2014 19:29
 
Forum: General Discussion
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2123

Re: Client Side Lua (Again)

The security issue is that if not implemented carefully client side lua will make it possible to send arbitrary lua code to the client without the client even knowing about it. But allowing the server to send code (or at least a download link) to clients is what's needed to reduce the pain of making...
by spillz
Thu May 29, 2014 19:05
 
Forum: Feature Discussion
Topic: Client Side Lua (Again)
Replies: 19
Views: 3437

Re: Infinite world size

The point of a delta engine is that you offload the terrain generation to the client (i.e. someone would need to add client side support for lua terrain gen). But I don't think we'd need to wait for client-side Lua to have bigger world sizes. As someone put it before, it's basically bigger coordina...
by spillz
Tue May 27, 2014 12:51
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 25028

Re: Infinite world size

This sounds like a really bad idea. The point of a delta engine is that you offload the terrain generation to the client (i.e. someone would need to add client side support for lua terrain gen). For special cases like villages etc. that could still be generated by the server and sent to clients. Bu...
by spillz
Mon May 26, 2014 14:48
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 25028

Re: Infinite world size

And you can do client side caching and other tricks to improve performance.
by spillz
Sun May 25, 2014 19:31
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 25028

Re: Client Side Lua (Again)

IMHO the game needs to head in this direction eventually, but it would be a pretty significant rewrite to add client side mods and properly deal with messy server synchronization, deployment and security issues. The beauty of the current model is that it lends itself to a simpler and saner (albeit l...
by spillz
Fri May 23, 2014 12:50
 
Forum: Feature Discussion
Topic: Client Side Lua (Again)
Replies: 19
Views: 3437

Re: Modders: Give feedback to the core developers

I'd like to be able to define default and alternative keyboard controls as part of a gamemode, and to assign additional keys for mod functions. An example of usage might be if I wanted to implement a "crouch" or "crawl" capability instead of, or in addition to "sneak"....
by spillz
Sun May 18, 2014 12:37
 
Forum: General Discussion
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 7302

Re: Modders: Give feedback to the core developers

minetest.forceload_block(pos) ^ forceloads the position pos. ^ returns true if area could be forceloaded https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1704 This isn't quite what it seems. (And people writing API docs really need to care more for their users than this) https://gi...
by spillz
Sun May 18, 2014 12:32
 
Forum: General Discussion
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 7302

Re: numpy-izing minetestmapper

I'd also vote for water *semi* transparency if you're doing it, and just realised I've possibly done your ToDo #2. GUI. Have you got any other suggestions for it? The semi-transparent water is straightforward enough, just more ugly code like the underground stuff. One thing I'm thinking about is th...
by spillz
Sun May 18, 2014 04:28
 
Forum: Minetest-related projects
Topic: numpy-izing minetestmapper
Replies: 65
Views: 18602

Re: numpy-izing minetestmapper

@dgm555: I added a slightly modified version of your patch (added a command line option for the thumb, and replaced an int() with a float())

https://github.com/spillz/minetest/comm ... 2322e6e5df
by spillz
Sun May 18, 2014 04:25
 
Forum: Minetest-related projects
Topic: numpy-izing minetestmapper
Replies: 65
Views: 18602

Re: How to identify ground level (or treetop level)

I don't think he asked for style pointers. Sheesh. (And the engine is littered with camelCase last I checked) What are you trying to do dgm? From what I understand the engine wasn't designed to handle having arbitrary sections of the map loaded, but there was talk on IRC a month ago about improving ...
by spillz
Tue May 13, 2014 13:00
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 2947

Re: numpy-izing minetestmapper

@dgm5555: that looks useful, so I will probably commit it in the next couple of days. thanks! If you want more mapper speed you should try the CPP one (it also has the advantage of having fewer dependencies once compiled). But it's a PITA to modify... which is why I'll stick with python myself. Ther...
by spillz
Tue May 06, 2014 01:11
 
Forum: Minetest-related projects
Topic: numpy-izing minetestmapper
Replies: 65
Views: 18602

Re: JavaScript for moddding

I don't think it would be terribly hard to write bindings for python using the Lua api as a starting point. But not clear enough people would use it to make it worthwhile (you and maybe me). And it would fragment development. And as far as i can tell, most devs are happy enough with lua and the ones...
by spillz
Tue Apr 29, 2014 20:38
 
Forum: Feature Discussion
Topic: JavaScript for moddding
Replies: 23
Views: 2220

Re: numpy-izing minetestmapper

Try the latest version. Should work with both python 2 and 3. Thanks for reporting the bugs.
by spillz
Tue Apr 29, 2014 17:24
 
Forum: Minetest-related projects
Topic: numpy-izing minetestmapper
Replies: 65
Views: 18602

Re: numpy-izing minetestmapper

Try changing all occurrences of StringIO to BytesIO and file to open.

Re pre generated map I am not sure. There are already in game mappers.

Re blender, probably not hard just need something to handle blender output
by spillz
Tue Apr 29, 2014 11:30
 
Forum: Minetest-related projects
Topic: numpy-izing minetestmapper
Replies: 65
Views: 18602

Re: Modders: Give feedback to the core developers

I think it is ~50 blocks. The sounds like low hanging fruit that could (and should) be easily fixed. A different issue: with the alternative minetest games it isn't clear what map generation each is compatible with. It would be a good with if the game could specify which mapgen it is compatible wit...
by spillz
Mon Apr 28, 2014 14:27
 
Forum: General Discussion
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 7302

Re: Modders: Give feedback to the core developers

I think it is ~50 blocks. The sounds like low hanging fruit that could (and should) be easily fixed. A different issue: with the alternative minetest games it isn't clear what map generation each is compatible with. It would be a good with if the game could specify which mapgen it is compatible wit...
by spillz
Mon Apr 28, 2014 12:57
 
Forum: General Discussion
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 7302
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