Search found 2769 matches
- Wed Mar 16, 2016 13:33
- Forum: Problems
- Topic: Compiling on GNU/Linux
- Replies: 2
- Views: 529
Re: Compiling on GNU/Linux
Type make -j$(nproc) if you want make to use all CPU cores, without having to know the number of threads available. Of course, make without any arguments works too, but will be slower.
- Wed Mar 16, 2016 10:37
- Forum: Partly official engine development
- Topic: Implementing more advanced anination
- Replies: 5
- Views: 1124
- Wed Feb 17, 2016 21:54
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1099
- Views: 224859
Re: What's Minetest still missing over Minecraft?
We should just support F11 as well as Alt+Enter to toggle fullscreen, those are common combinations in programs.lisacvuk wrote:Also, easy-to-find fullscreen option. Maybe it should ask user does he want fullscreen at the first lauch?
- Tue Feb 16, 2016 18:38
- Forum: Old Games
- Topic: [Game] Carbone NG [carbone-ng]
- Replies: 62
- Views: 75191
Re: [Game] Carbone NG [carbone-ng]
So...is the large_hotbar a mod you made yourself? Because I cant find it anywhere...and I really want it... Yes, it's a tiny mod that enlarges the hotbar. If you want it yourself, create a folder called large_hotbar/ , create an init.lua file inside and write this: -- large_hotbar: Makes the hotbar...
- Sat Feb 13, 2016 09:40
- Forum: Servers
- Topic: Server without port forwarding
- Replies: 4
- Views: 864
Re: Server without port forwarding
Minetest does not support UPnP or NAT hole punching, so the port can't be forwarded for you (or the NAT punched through).
If you want to use an external program to forward ports though UPnP, you can try UPnP PortMapper.
If you want to use an external program to forward ports though UPnP, you can try UPnP PortMapper.
- Tue Feb 09, 2016 15:33
- Forum: Servers
- Topic: Guide to create fast minetest server on Windows
- Replies: 2
- Views: 540
Re: Guide to create fast minetest server on Windows
If clients connect on the local network and the server has 4 GB of RAM and a decent CPU, there should no need for a RAMdisk. I have successfully run a server with 18 clients on a single-core VPS with 2 GHz of CPU and 1 GB of RAM (and 50 GB of SSD). Try playing around with those settings: https://for...
- Tue Feb 09, 2016 12:40
- Forum: Feature Discussion
- Topic: Developing cloud based Minetest
- Replies: 5
- Views: 1277
Re: Developing cloud based Minetest
In my experience, browser-based games remain too slow to be really usable. See WebQuake if you want to try, or BananaBread. Those run at least 3 times slower than their native counterparts.
Maybe WebAssembly will make this better, but it's not guaranteed.
Maybe WebAssembly will make this better, but it's not guaranteed.
- Tue Feb 02, 2016 07:37
- Forum: General Discussion
- Topic: [Poll] Which language do you use in Minetest?
- Replies: 62
- Views: 25010
Re: [Poll] Which language do you use in Minetest?
I don't think we have client-side game/mod translations yet.BrunoMine wrote:I am determined to keep my mods compatible with intllib. Is there a better solution for the internationalization of mods? (before I start)
- Mon Feb 01, 2016 17:47
- Forum: General Discussion
- Topic: Opinions Wanted - Lua A Good "Gateway" Language?
- Replies: 22
- Views: 3307
Re: Opinions Wanted - Lua A Good "Gateway" Language?
There are two schools with programming: start with low-level (or middle-level) programming, then go higher-level, or start with high-level programming, then go lower-level. The latter seems to be more popular lately, and I would rather advocate for that one.
- Fri Jan 29, 2016 13:29
- Forum: Servers
- Topic: SERVER Performance with media
- Replies: 4
- Views: 609
Re: SERVER Performance with media
From what I've noticed the server itself just loads the .lua and other config files. Its the client that loads the textures and audio etc. Consolidating the textures should in theory help with the load times as there will be less textures that the server has to send to the client. Consolidating the...
- Fri Jan 29, 2016 06:22
- Forum: General Discussion
- Topic: record minetest android
- Replies: 4
- Views: 799
Re: record minetest android
Yes, as everything in Minetest (at least in Minetest Game) is freely licensed.dany dany wrote:Can minetest be freely recorded on android whitout any copyright problems?
- Wed Jan 27, 2016 18:45
- Forum: Modding Discussion
- Topic: PERFORMANCE gain with using one texture for multiple items
- Replies: 10
- Views: 1468
Re: PERFORMANCE gain with using one texture for multiple ite
Thank you! I'll see if I can get this to work on windows. You will need Cygwin to run collectstatic.sh. I recommend Babun to get it working quickly on Windows (along with nice zsh goodies). Note that some additional packages may be required; if they aren't present, you can use the "pact instal...
- Wed Jan 27, 2016 18:39
- Forum: Modding Discussion
- Topic: PERFORMANCE gain with using one texture for multiple items
- Replies: 10
- Views: 1468
Re: PERFORMANCE gain with using one texture for multiple ite
1. Set up an Apache or nginx server accessible from the Web. 2. Run this script at the root of a Minetest installation. 3. Move the generated "media" folder to your Apache/nginx installation, and rename it to "minetest" (the name can be anything, it's just for convenience purpos...
- Tue Jan 26, 2016 21:40
- Forum: Feature Discussion
- Topic: Better models for bones?
- Replies: 14
- Views: 2123
Re: Better models for bones?
This is much better indeed. However, they maybe need to be more noticeable (emit particles?).
- Mon Jan 25, 2016 12:19
- Forum: General Discussion
- Topic: About Default Textures...
- Replies: 22
- Views: 4141
Re: About Default Textures...
You probably will never notice the performance difference between 16², 32² or even 64² textures.asanetargoss wrote:The current reasons given for why 16x textures should stay are good ones; there are also performance hits associated with using higher-resolution textures, especially when mods are taken into account.
- Sat Jan 23, 2016 10:02
- Forum: General Discussion
- Topic: About Default Textures...
- Replies: 22
- Views: 4141
Re: About Default Textures...
As an aside, my vote would be to increase the resolution to 32-pixel, at the least. I think going 32² or even 64² is a good idea, but eventually it's a lot of work. It'll also "break" compatibility with existing mods (they'll look out of place). That said, we could have a Minecraft pack a...
- Sat Jan 23, 2016 08:02
- Forum: Mod Releases
- Topic: [Mod] Map Tools [maptools]
- Replies: 71
- Views: 68204
Re: [Mod] Map Tools [maptools]
whats the invisible block itemstring? There are many of them, it depends on what you want to do. If you want to both block interaction and movement (a pointable and walkable node), it's maptools:fullclip . If you want to block only movement, but let players interact through it, use maptools:playerc...
- Fri Jan 22, 2016 19:39
- Forum: Mod Releases
- Topic: [Mod] Map Tools [maptools]
- Replies: 71
- Views: 68204
Re: [Mod] Map Tools [maptools]
Map Tools is now in the minetest-mods organization. Here's the new GitHub link: https://github.com/minetest-mods/maptools
Note that existing clones and URLs will continue to work, as the repository was transferred.
Note that existing clones and URLs will continue to work, as the repository was transferred.
- Fri Jan 22, 2016 19:38
- Forum: Mod Releases
- Topic: [Mod] More Ores [moreores]
- Replies: 340
- Views: 294324
Re: [Mod] More Ores [moreores]
More Ores is now in the minetest-mods organization. Here's the new GitHub link: https://github.com/minetest-mods/moreores
Note that existing clones and URLs will continue to work, as the repository was transferred.
Note that existing clones and URLs will continue to work, as the repository was transferred.
- Fri Jan 22, 2016 19:38
- Forum: Mod Releases
- Topic: [Mod] More Blocks [moreblocks]
- Replies: 448
- Views: 353995
Re: [Mod] More Blocks [moreblocks]
More Blocks is now in the minetest-mods organization. Here's the new GitHub link: https://github.com/minetest-mods/moreblocks
Note that existing clones and URLs will continue to work, as the repository was transferred.
Note that existing clones and URLs will continue to work, as the repository was transferred.
- Thu Jan 21, 2016 19:28
- Forum: General Discussion
- Topic: What hardware is everybody running?
- Replies: 113
- Views: 28753
Re: What hardware is everybody running?
CPU: Intel Core i7-2600K Motherboard: MSI Z77 MPOWER Heatsink/Fan: Thermalright True Spirit 140 RAM: 1×8 GB Crucial DDR3-1600 C9 GPU: NVIDIA GeForce GTX 570 SSD: Samsung 840 PRO 256 GB PSU: Antec HCG 520W Case: Fractal Design Define XL R2 Screen resolution: 1920×1080 (24") OS: Fedora 23 64-bit...
- Sat Jan 16, 2016 11:20
- Forum: Problems
- Topic: [SOLVED] Unable to install Minetest system wide
- Replies: 7
- Views: 987
Re: Unable to install Minetest system wide
"make install" is not mandatory to run a Minetest client or server, you can just run the binary that landed in the bin/ folder.wolf_ram wrote:BTW make install command is missing in README.txt on Minetest GitHub page.
- Fri Jan 15, 2016 21:41
- Forum: General Discussion
- Topic: Why Minetest is the greatest game ever developed.
- Replies: 12
- Views: 3127
Re: Why Minetest is the greatest game ever developed.
Let's remember that currently, Minetest is one of the most popular free/libre games around. It easily has 5 times more players than Xonotic, for example.
- Fri Jan 15, 2016 21:40
- Forum: Texture Packs
- Topic: Suggestions please!
- Replies: 3
- Views: 1379
Re: Suggestions please!
I voted for Mod texture enhancements, because some mods suffer from poor quality textures. By improving their textures, you can work on providing a better experience for Minetest players.
- Fri Jan 15, 2016 19:11
- Forum: Problems
- Topic: [SOLVED] Unable to install Minetest system wide
- Replies: 7
- Views: 987
Re: Unable to install Minetest system wide
Configuration files will always go in ~/.minetest, so that they are per-user. The game files will go in /usr/ (and /usr/local) once installed using sudo make install.