Search found 3311 matches

by paramat
Wed Jun 24, 2020 22:25
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 10882

Re: There are too many PRs

I wrote: > All these altready happen, we close everything we possibly can, and after 6 months of no activity. The data suggests otherwise. The oldest open PR is from 2016 and there are close to 100 PRs that are at least 6 months old. No, the data does not suggest otherwise =) After closing every PR ...
by paramat
Wed Jun 24, 2020 21:53
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 10882

Re: There are too many PRs

1) The MOST important thing (seriously): Close ancient PRs that aren't going anywhere. Specifically, PRs that are: >1 years old, have an unresponsive author and have collected conflicts like moths should be closed. This already happens. We recently reduced the time period for neglected PRs to 6 mon...
by paramat
Wed Jun 24, 2020 21:17
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 10882

Re: There are too many PRs

Another thing about dev-time. I think it would be useful to split lua and core development up. C++ Minetest Developement is a lot more harder to understand than just modding. Actually no, the Lua part of the engine (which is not 'modding') is just as difficult to work with as the C++ parts. Anyone ...
by paramat
Wed Jun 24, 2020 21:11
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 10882

Re: There are too many PRs

I think the Pull Requests feature popularized by Git gave to some the wrong idea. PRs actually consists in hundreds of people |i]pushing[/i] things on a dozen of people (at best). No wonder PRs eventually overflow. Just looking at them takes too much time already. It's like a brain DDOS. That's the...
by paramat
Wed Jun 24, 2020 19:48
Forum: News
Topic: Warning: Rewrite of Mapgen V7 floatlands
Replies: 27
Views: 14501

Re: Warning: Rewrite of Mapgen V7 floatlands

Announcement of new floatlands special ability -------------------------------------------------------------- The new floatlands will be usable in Minetest 5.3.0 which will be released very soon. The new floatlands do not have lakes by default, this is for several technical reasons, the old floatlan...
by paramat
Tue Jun 23, 2020 00:36
Forum: General Discussion
Topic: I started working on a soundtrack for Minetest!
Replies: 30
Views: 3501

Re: I started working on a soundtrack for Minetest!

Yes, any music added can only be added to a game, not to the Minetest engine. Have a look at some games and perhaps offer the music to one which seems suitable. 'Minetest Game' is not really suitable for music as it is a rather basic, neutral and universal 'sandbox' game, without a clear purpose or ...
by paramat
Tue Jun 23, 2020 00:26
Forum: General Discussion
Topic: Are there lakes on floatlands?
Replies: 5
Views: 2134

Re: Are there lakes on floatlands?

Vebilo, it is not an issue or a bug. The new implementation of Mapgen V7 floatlands has no lakes. But, there is something that can be done by altering the floatland parameters. I will go into detail soon in the original topic for this subject https://forum.minetest.net/viewtopic.php?f=18&t=23764...
by paramat
Tue Jun 23, 2020 00:06
Forum: Feature Discussion
Topic: Mapgen V7 Documentation
Replies: 11
Views: 2109

Re: Mapgen V7 Documentation

Ok, C++ is the way to go then. For an example of what needs to be coded to add a new mapgen, see the commit that added the newest core mapgen 'Carpathian' https://github.com/minetest/minetest/commit/a80ecbee1e838491343af760539a37fac4232048 But, a few things have changed since then, so for a more up ...
by paramat
Mon Jun 22, 2020 23:59
Forum: News
Topic: Minetest 5.3.0 release candidate 2
Replies: 36
Views: 31495

Re: Minetest 5.3.0 release candidate 1

Linuxdirk wrote:
Fri Jun 19, 2020 18:26
Will the known issues be fixed before final release?
Yes, the jump-twitch issue is marked as a release blocker, and there is a fixing PR ready for review/merge.
by paramat
Mon Jun 22, 2020 03:00
Forum: Feature Discussion
Topic: Mapgen V7 Documentation
Replies: 11
Views: 2109

Re: Mapgen V7 Documentation

You realise the limitations of a C++ mapgen though? Only people who download and compile your fork of MT will be able to use it.
I encourage you to write Lua mapgens too.

To learn how to code C++ mapgen, all you can do is study the MT core mapgen code.
by paramat
Mon Jun 22, 2020 02:52
Forum: Client-side modding
Topic: CSM menu tab
Replies: 10
Views: 3117

Re: CSM menu tab

Lone_Wolf, thanks for writing some sense here. Unfortunately Paramat and wuzzy are expressing a strong desire to remove CSM outright. See my comment https://github.com/minetest/minetest/issues/5393#issuecomment-645052847 Quoting myself: "As i have commented elsewhere, although i am not particul...
by paramat
Sun Jun 14, 2020 01:06
Forum: General Discussion
Topic: River water
Replies: 8
Views: 871

Re: River water

> There is no mandatory difference between them except the ones you mentioned: smaller flowing range and not creating infinite sources. One more difference: If the 'waving water' shader is enabled, normal water will wave but river water will not (for obvious reasons). So river water is useful for wa...
by paramat
Sun Jun 14, 2020 00:56
Forum: Feature Discussion
Topic: Old clip glitch
Replies: 9
Views: 1829

Re: Old clip glitch

This seems to be caused by the 'near plane setting' of the camera, there is a PR to avoid this happening, cannot remember if it has been merged yet or not.
by paramat
Sun Jun 14, 2020 00:54
Forum: General Discussion
Topic: How to emulate Mapgen V6 using a customised Mapgen V7 (MT 5.2.0 or later)
Replies: 7
Views: 2012

Re: How to emulate Mapgen V6 using a customised Mapgen V7 (MT 5.2.0 or later)

No account =) I cannot be bothered and do not have time, best i use my limited time on MT code, others can update the wiki.
by paramat
Sun Jun 14, 2020 00:51
Forum: Feature Discussion
Topic: Mapgen V7 Documentation
Replies: 11
Views: 2109

Re: Mapgen V7 Documentation

Many of my least recently updated Lua mapgens are still not updated with the '3 memory use optimisations' detailed here https://forum.minetest.net/viewtopic.php?f=18&t=16043 , but in other ways my Lua mapgens are good examples. The more recent ones are better examples. For a simple, heavily comm...
by paramat
Sat Jun 06, 2020 04:10
Forum: General Discussion
Topic: Are there lakes on floatlands?
Replies: 5
Views: 2134

Re: Are there lakes on floatlands?

Assuming you are using the new floatlands implementation in the latest MT development version ... There are no lakes by default, but ... Read the parameter comments for the floatland mapgen parameters to understand how you can reconfigure the floatlands, they are very flexible. Be very careful to re...
by paramat
Sat Jun 06, 2020 04:00
Forum: Problems
Topic: The Sneaking Source Code
Replies: 1
Views: 440

Re: The Sneaking Source Code

It is wrong to call it a 'very outdated hack'. You may dislike the current behaviour, or consider it unusual or unexpected, which is fine, but it was probably carefully coded that way for good reason, so is not a 'hack'. It also makes the sneak code work, so it is not 'outdated'. It is difficult to ...
by paramat
Sat Jun 06, 2020 03:50
Forum: Feature Discussion
Topic: Mapgen V7 Documentation
Replies: 11
Views: 2109

Re: Mapgen V7 Documentation

In the core mapgens you cannot control terrain shape 'per biome'. Biomes are added in a later stage and cannot influence the terrain shape. Some of what you want cannot be done in Mapgen V7. Firstly, read the section about noise parameters in lua_api.txt, that explains what effect each parameter has...
by paramat
Sat Jun 06, 2020 03:42
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 151019

Re: Post your mapgen questions here (modding or engine)

Another fator is that with multiple octaves the noise is indeed biased towards the middle. The noise value at any point is the sum of every octave at the point, so to get a final result equal to the maximum bound, several octaves have to independently get the maximum value at that point. Correct. E...
by paramat
Sat Jun 06, 2020 03:39
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 151019

Re: Post your mapgen questions here (modding or engine)

Kurtzmusch wrote:
Mon May 04, 2020 18:23
is it possible to obtain a vmanip of an area that hasnt been emerged or generated yet?
No, because it has not been generated yet, so there is no way to know what it will be.
by paramat
Sat Jun 06, 2020 03:37
Forum: General Discussion
Topic: Are there bad seeds?
Replies: 11
Views: 1310

Re: Are there bad seeds?

Only near the Nick Caves.
by paramat
Sat Jun 06, 2020 03:35
Forum: Feature Discussion
Topic: Jump Bug Fix
Replies: 9
Views: 1269

Re: Jump Bug Fix

You call it a 'jump bug', but it is not a 'bug', it is intentional high agility and forgiving behaviour on slopes. Celeron55 coded it that way, it has been that way for 8-9 years, and he has previously requested that this agility is not reduced.
by paramat
Sat Jun 06, 2020 03:27
Forum: General Discussion
Topic: How to emulate Mapgen V6 using a customised Mapgen V7 (MT 5.2.0 or later)
Replies: 7
Views: 2012

Re: How to emulate Mapgen V6 using a customised Mapgen V7 (MT 5.2.0 or later)

If the seed of the noise params used for generating v6 noise were used as the seed for the v7 params you've given us, would that make the v6 noise match the v7 noise. I doubt it (i would need to recheck to be sure). That is one of the differences i stated above. The reason is that Mapgen V6 perlin ...
by paramat
Fri May 29, 2020 19:44
Forum: General Discussion
Topic: How to emulate Mapgen V6 using a customised Mapgen V7 (MT 5.2.0 or later)
Replies: 7
Views: 2012

How to emulate Mapgen V6 using a customised Mapgen V7 (MT 5.2.0 or later)

Some users like aspects of Mapgen V6, but the biomes are hardcoded so it lacks many of the biomes defined in games such as MTGame. It is also very different from the other mapgens in how it works and is more difficult to support in games. I have often considered adding a new mapgen to MT that would ...
by paramat
Fri May 29, 2020 00:32
Forum: Feature Discussion
Topic: Penalisation of non-free content in ContentDB [Split]
Replies: 257
Views: 21993

Re: Penalisation of non-free content in ContentDB [Split]

Dividing by 10 seems about right to me. The idea is that non-free content should be generally ranked lower than free. So by dividing score by 10, high-rated and popular non-free content will still be mostly ranked below low-rated and not very popular free content. This is why a factor of 10 is neces...