Search found 3311 matches
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- Mon Jun 22, 2020 23:59
- Forum: News
- Topic: Minetest 5.3.0 release candidate 2
- Replies: 36
- Views: 31495
- 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.
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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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)
No, because it has not been generated yet, so there is no way to know what it will be.Kurtzmusch wrote: ↑Mon May 04, 2020 18:23is it possible to obtain a vmanip of an area that hasnt been emerged or generated yet?
- 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.
- 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.
- 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 ...
- 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 ...
- 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...