You could try the mesa llvmpipe.Samson1 wrote:I wish that it would work on my computer properly
It uses the cpu for graphics, and simulates opengl 2.1 l think.
You could try the mesa llvmpipe.Samson1 wrote:I wish that it would work on my computer properly
yesjogag wrote:And here's another wish for 0.4.14 or whatever:
Mods should be able to use shaders. And I think this will be easy.
Should I make a pull request? :)
Yeah, shaders, whatever … :)jogag wrote:And here's another wish for 0.4.14 or whatever:
Mods should be able to use shaders.
Good idea, I will also make a pull request for that.Linuxdirk wrote:Yeah, shaders, whatever … :)jogag wrote:And here's another wish for 0.4.14 or whatever:
Mods should be able to use shaders.
Mods should be able to be translated by simply adding a corresponding .mo file and the client sending the desired locale during connecting to the server and the server should send the translated string.
Add double-click-to-move-inventory-to-chest support
Shift click is done already. It is in the dev versionFerk wrote:Imho, the most important thing for the inventory is a way to automatically switch items from/to chests without having to drag and drop.
I think this is already in the TODO list:
Add double-click-to-move-inventory-to-chest support
Sorry, but I don't know much C++ and how minetest works internally. I will make a PR if I will fix the bug.rubenwardy wrote:Making an issue is not the same as making a pullrequest - a pr is where you actually fix the issue and attach code.
If it were easy, then it probably would have been done.
That's possible, the engine provides texturing buttons (did you seen Unified Inventory?), but chat is hardcoded and you can't texture the button without modding the engine internals (you need to edit C++ and recompile the engine).Chinchow wrote:I'm not sure if it's possible, but texturing the buttons in things like creative inventory, and chat would be nice.
My mods all use listrings since I found out what they did, the lua_api.txt isn't too clear with some stuff.rubenwardy wrote:The mods have to add support for it themselves - it's called listrings.
Yes. And it should work by default when you define such a container. It’s all about consistency.rubenwardy wrote:The mods have to add support for it themselves - it's called listrings.
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21:55 VanessaE so..
21:56 can we PLEASE stick to the original plan where the 0.4.13 -> 0.4.14 period was supposed to be all about bugfixes?????
Although there's many lag now on extreme survival, I'm still astonished as to how well it works most of the time. At night you're literally sourrounded by hundreds of stone mobs which are out there to kill you! And a dozen or so friendly mobs fight against otheer hostile ones.Fixerol wrote: 1) Achieving 24 hr uptime for TOP 3 crash multiplayer servers (today many servers with lots of players are plagued by max_lag or stop responding after XX XXX sec uptime). This needs to be fixed. Notable examples: Xanadu (extreme crash survival), Extreme Survival Minetest (after 20000-40000 sec suddenly starts lagging and passes away slowly)
For unknown reasons, MT seems to be more friendly towards weaker graphics hardware than towards better one. Maybe it's just sympathy for those of us without a dedicated graphics card :-)Fixerol wrote: 3) Better occlusion culing (per block), people need more FPS, I have R6870, it is powerful card with >90fps in COD4 and MT just turns it to its knees on crowded areas up to 20 FPS!)
It works good for first 20 000 seconds :)Although there's many lag now on extreme survival, I'm still astonished as to how well it works most of the time.
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