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.
Search found 129 matches
- Mon Jan 19, 2015 02:53
- Forum: Feature Discussion
- Topic: Adding custom keystrokes through LUA
- Replies: 13
- Views: 3570
- Wed Jun 11, 2014 11:14
- Forum: Feature Discussion
- Topic: Voxel scaling
- Replies: 11
- Views: 3166
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...
- Mon Jun 02, 2014 00:01
- Forum: Engine Builds
- Topic: [Android] Builds for ARM, x86 and MIPS
- Replies: 148
- Views: 64485
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...
- Sat May 31, 2014 23:54
- Forum: Engine Builds
- Topic: [Android] Builds for ARM, x86 and MIPS
- Replies: 148
- Views: 64485
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...
- Fri May 30, 2014 21:46
- Forum: General Discussion
- Topic: Minetest Android Port game suggestion
- Replies: 16
- Views: 3712
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.
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.
- Fri May 30, 2014 00:41
- Forum: General Discussion
- Topic: Minetest Android Port game suggestion
- Replies: 16
- Views: 3712
- Thu May 29, 2014 22:45
- Forum: General Discussion
- Topic: Minetest Android Port game suggestion
- Replies: 16
- Views: 3712
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?
- Thu May 29, 2014 21:18
- Forum: General Discussion
- Topic: Minetest Android Port game suggestion
- Replies: 16
- Views: 3712
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...
- Thu May 29, 2014 19:29
- Forum: General Discussion
- Topic: Minetest Android Port game suggestion
- Replies: 16
- Views: 3712
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...
- Thu May 29, 2014 19:05
- Forum: Feature Discussion
- Topic: Client Side Lua (Again)
- Replies: 19
- Views: 4915
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...
- Tue May 27, 2014 12:51
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 88804
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...
- Mon May 26, 2014 14:48
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 88804
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...
- Sun May 25, 2014 19:31
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 88804
Re: Infinite world size
And you can do client side caching and other tricks to improve performance.
- Fri May 23, 2014 12:50
- Forum: Feature Discussion
- Topic: Client Side Lua (Again)
- Replies: 19
- Views: 4915
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...
- Sun May 18, 2014 12:37
- Forum: General Discussion
- Topic: Modders: Give feedback to the core developers
- Replies: 75
- Views: 12543
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"....
- Sun May 18, 2014 12:32
- Forum: General Discussion
- Topic: Modders: Give feedback to the core developers
- Replies: 75
- Views: 12543
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...
- Sun May 18, 2014 04:28
- Forum: Minetest-related projects
- Topic: numpy-izing minetestmapper
- Replies: 65
- Views: 26419
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...
- Sun May 18, 2014 04:25
- Forum: Minetest-related projects
- Topic: numpy-izing minetestmapper
- Replies: 65
- Views: 26419
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
https://github.com/spillz/minetest/comm ... 2322e6e5df
- Tue May 13, 2014 13:00
- Forum: WIP Mods
- Topic: How to identify ground level (or treetop level)
- Replies: 18
- Views: 4838
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 ...
- Tue May 06, 2014 01:11
- Forum: Minetest-related projects
- Topic: numpy-izing minetestmapper
- Replies: 65
- Views: 26419
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...
- Tue Apr 29, 2014 20:38
- Forum: Feature Discussion
- Topic: JavaScript for moddding
- Replies: 85
- Views: 13143
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...
- Tue Apr 29, 2014 17:24
- Forum: Minetest-related projects
- Topic: numpy-izing minetestmapper
- Replies: 65
- Views: 26419
Re: numpy-izing minetestmapper
Try the latest version. Should work with both python 2 and 3. Thanks for reporting the bugs.
- Tue Apr 29, 2014 11:30
- Forum: Minetest-related projects
- Topic: numpy-izing minetestmapper
- Replies: 65
- Views: 26419
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
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
- Mon Apr 28, 2014 14:27
- Forum: General Discussion
- Topic: Modders: Give feedback to the core developers
- Replies: 75
- Views: 12543
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...
- Mon Apr 28, 2014 12:57
- Forum: General Discussion
- Topic: Modders: Give feedback to the core developers
- Replies: 75
- Views: 12543
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...