Search found 802 matches

by neko259
Sat Mar 21, 2015 21:08
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 9843

[Mod] Flyingships

This mod allows you to connect nodes into a structure that can fly as a whole. The code was originally taken from technic' frames but changed a lot. You connect a node by placing a motor, connecting any blocks to it (no frames!) and punching it with a configurator. If there are no too many blocks in...
by neko259
Sat Mar 21, 2015 08:20
Forum: Modding Discussion
Topic: set_pos or move_node
Replies: 4
Views: 743

Re: set_pos or move_node

I doupt there will be a huge speedup if you add this into the core because the data must be deleted somewhere in the database and added on another place. It does not need to be deleted. Just update its coordinates. I doubt minetest data structure is so horrible to store coordinates and data in the ...
by neko259
Sun Mar 15, 2015 13:33
Forum: Modding Discussion
Topic: set_pos or move_node
Replies: 4
Views: 743

set_pos or move_node

Is there a way to do subj? Now to move a node we need to do 2 heavy actions: remove one node and create a new node, and serialize/deserialize their metadata. Also, with this we lose all callbacks made on a node (IMO, I can be wrong).
by neko259
Sun Mar 15, 2015 10:30
Forum: Modding Discussion
Topic: Highlighting nodes
Replies: 2
Views: 827

Re: Highlighting nodes

My only thought for now it making some entities in the air pointing to the nodes that auto-destroy after few seconds. But maybe there is a more efficient way?
by neko259
Sun Mar 15, 2015 09:30
Forum: Modding Discussion
Topic: Highlighting nodes
Replies: 2
Views: 827

Highlighting nodes

I'm currently working on a mod with flying structures (based on technic's frames mod but without frames and limiting the structure to connect by frames only). Any nodes can be connected to each other by metadata, and I need to see by punching them with a tool what nodes are connected to which ones. ...
by neko259
Sun Jan 25, 2015 14:05
Forum: Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2227

Re: Texture filtering smoothes textures

RTB2011 wrote:Minecraft only uses mipmapping, unless you are running optifine or something such.
Mipmapping is not related to filtering at all. It is just a method to use different textures for different resolution and object sizes.
by neko259
Sat Jan 24, 2015 19:23
Forum: Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2227

Re: Texture filtering smoothes textures

Texture filtering is texture smoothing. Look at other games. Try using mip-mapping and nothing else. I began this discussion exactly because I saw filtering in other games, particularly minecraft that has the same resolution textures. There is filtering there and no smoothing (at least it is not vi...
by neko259
Sat Jan 24, 2015 18:14
Forum: Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2227

Re: Texture filtering smoothes textures

Calinou wrote:This is intended, it is supposed to be used with high-resolution textures (64² at least, 128² recommended).
What for? Just shoothing the texture is not related to filtering at all.
by neko259
Sun Jan 18, 2015 18:25
Forum: Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2227

Texture filtering smoothes textures

If I enable any type of filtering, textures are smoothed very much even if I stand in front of the block and it fits the whole game window.
by neko259
Sun Jan 11, 2015 21:31
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370173

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

I don't want to regen whole map, just a region. I would be best to select it with worldedit. Maybe someone can suggest a lua code to run mapgen on a region? I recall worldedit being able to run plain lua code. You might do a backup of your world, then open the database with sqlite3, calculate the i...
by neko259
Wed Jan 07, 2015 21:11
Forum: Feature Discussion
Topic: Unicode
Replies: 21
Views: 5291

Re: Unicode

Krock wrote:That's not a complete incompability - older clients still can join worlds and play, just without some features.
What's the point of maintaining compatibility with old clients in open source? Anyone can get a new version free of charge and without any difficulty.
by neko259
Tue Jan 06, 2015 20:20
Forum: Feature Discussion
Topic: Unicode
Replies: 21
Views: 5291

Re: Unicode

Emm, so what? Many free fonts contain them too, what's the difficulty in picking any of them? Not the fonts are the problem. From what I heard, the chat and almost every part in the interface would break compability to older Minetest versions. Compatibility was broken several times already. For exa...
by neko259
Tue Jan 06, 2015 18:46
Forum: Feature Discussion
Topic: Unicode
Replies: 21
Views: 5291

Re: Unicode

Krock wrote:UTF-8 contains many, many different characters. It's a theme since long time and will be (hopefully) used in the next Minetest release.
Emm, so what? Many free fonts contain them too, what's the difficulty in picking any of them?
by neko259
Tue Jan 06, 2015 17:39
Forum: Feature Discussion
Topic: Unicode
Replies: 21
Views: 5291

Re: Unicode

as of 0.4.7 TrueType font is allowed and used This topic is two years old. Why do people not look at the dates anymore? Because the problem is still not fixed. I host a minetest server for over 3 years and I still cannot type my native language. In fact, it is the only software I know that still do...
by neko259
Mon Jan 05, 2015 21:14
Forum: Minetest-related projects
Topic: Freeminer
Replies: 245
Views: 69399

Re: Freeminer

Currently was trying to run the latest tagged freeminer client/server. This is what I've seen at the first minutes: * Old minetest's lighting problems which I've not been seen in mt for a year: some leaves are black. * Strange water: I've seen a place just in the center of the sea that is 1 water bl...
by neko259
Sat Jan 03, 2015 17:34
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370173

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Can I rerun mapgen on a region somehow? I have a very old world and some parts of it were generated with old generators. I want to regenerate them with current generator. Is this possible with this mod or any other? l think l read somewhere that someone made a python mapfix script. I don't want to ...
by neko259
Sat Jan 03, 2015 12:21
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370173

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Can I rerun mapgen on a region somehow?
I have a very old world and some parts of it were generated with old generators. I want to regenerate them with current generator. Is this possible with this mod or any other?
by neko259
Sun Dec 28, 2014 19:40
Forum: Feature Discussion
Topic: Per-mod and global ABM limit
Replies: 2
Views: 658

Re: Per-mod and global ABM limit

I don't know why that would make sense. The leaves must be removed/updated anyway - somewhen. Just use a higher "chance" variable to spread the load. Chance is to limit the "in-game speed". This means if I want the trees to grow slowly, I'll lower the chance. But what if I want ...
by neko259
Sun Dec 28, 2014 18:05
Forum: Feature Discussion
Topic: Per-mod and global ABM limit
Replies: 2
Views: 658

Per-mod and global ABM limit

As my nature mod was very heavy with many of the ABMs on leaves, I introduced a "limited" which disallows my ABMs to be run more than a number of times per time unit. I think this is a useful thing and could be added to minetest engine or at least the ABM API (add some "limit" pa...
by neko259
Sun Dec 28, 2014 18:00
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 40
Views: 7354

Re: [Mod] Nature [nature_pack]

In the latest commits I added the mechanism to prevent server overload when there is too much tree, moss or anything else. Now only a limited number of actions can be run per a time unit (usually second or more), and after a passing of time nothing will be run. I will add some more optimizations and...
by neko259
Tue Dec 16, 2014 21:09
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 40
Views: 7354

Re: [Mod] Nature [nature_pack]

Updates in 1.2.0: Removed cactus and papyrus growing. I found out they already grow in the default mod, so... Refactored moss and tree growth, it should be fasted now. Moss grows only in dark places AND close to water. Also I've finally added cavenature to the stable mod version. In future I intend ...
by neko259
Sun Dec 14, 2014 15:40
Forum: Feature Discussion
Topic: Mod threads
Replies: 12
Views: 1528

Re: Mod threads

The problem is: Both languages are interpreted. Interpreted languages are always slower than compiled languages performing the same task. I’m happy that the Minetest code is written in a compiled language for all the critical tasks. I wish mods would use Python instead of Lua but that’s not that mu...
by neko259
Sun Dec 14, 2014 14:05
Forum: Feature Discussion
Topic: Mod threads
Replies: 12
Views: 1528

Re: Mod threads

If minetest was in python or java... I’m happy that it isn’t. Python is awesome and Java is …uhm … versatile … in a way. But both aren’t optimized for performance. Don't judge them on the software you seen on the internet. They can be very perfomant, but you won't see good optimized java applicatio...
by neko259
Sun Dec 14, 2014 13:41
Forum: Feature Discussion
Topic: Mod threads
Replies: 12
Views: 1528

Re: Mod threads

In the sims 3, each object has its own thread. It works because they can request a resource and lock it. You would need to completely redesign the modding API. It is very unlikely to happen. Why do you have to break or change anything? The only thing that will be locked is working with the server (...
by neko259
Sat Dec 13, 2014 19:44
Forum: Feature Discussion
Topic: Mod threads
Replies: 12
Views: 1528

Re: Mod threads

Krock wrote:You can start developing anytime.
I'm not very familiar with C++, and can do almost nothing for multithreading in lua. If minetest was in python or java...