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Re: Minetest 0.4.14

ERROR[Main]: Cmd arg --terminal passed, but compiled without ncurses. Ignoring. Am I using the incorrect command to start the server? Is there any way to get this working without compiling myself? Thanks for the help! Hi tfranko. You might need to contact whoever builds the PPA (there should be a c...
by Zeno
Mon May 16, 2016 08:44
 
Forum: Minetest News
Topic: Minetest 0.4.14
Replies: 52
Views: 21412

Re: [Mod] Australia 0.2

ok i will do that :) EDIT: the error (occurs only when australia is active) [code] >> === FATAL ERROR === >> Access violation (Exception 0xC0000005) at 0x00578902 >> Saved dump to C:\Games\Minetest\bin\..\minetest.dmp When does this occur (intermittently?, every 5 minutes?, when the game loads?) Ch...
by Zeno
Thu Apr 21, 2016 02:42
 
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 54
Views: 8396

Re: [MOD] Australia

The Red Centre :)
by Zeno
Tue Apr 12, 2016 08:49
 
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 54
Views: 8396

Re: RealBadAngel

All I can say is that he was a talented developer and a good online friend. I am devastated to hear this news.
by Zeno
Fri Apr 01, 2016 13:20
 
Forum: Minetest General
Topic: RealBadAngel
Replies: 76
Views: 18677

Re: Macro line continuation style?

I guess we could require that right-alignment be one tab at EOL followed by the required amount of spaces for alignment. I doubt anyone would remember to do it though :)
by Zeno
Mon May 25, 2015 07:31
 
Forum: Minetest General
Topic: Macro line continuation style?
Replies: 11
Views: 1988

Re: Wouldn't this game run better on Java

Generally it will run faster on a computer
by Zeno
Sat May 23, 2015 10:44
 
Forum: Minetest Problems
Topic: Wouldn't this game run better on Java
Replies: 10
Views: 2067

Re: Default window size (minetest.conf?)

The game should detect it automaticly Game detect system language so why not detect screen sizes too Screen sizes are easy to detect. The question is whether the user wants to run fullscreen at (say) their desktop resolution or in a window. If they want to run it in a window (the default) then moni...
by Zeno
Mon May 11, 2015 14:36
 
Forum: Minetest General
Topic: Default window size (minetest.conf?)
Replies: 14
Views: 1985

Re: The game is too poorly optimized.

Quite honestly there are really only a few places that are bottlenecks. The lighting, textures and (for singleplayer) the socket communication (although because of software lighting calculations this isn't a bottleneck atm tbh). I spent a LOT of time optimising what I could this year and late last y...
by Zeno
Tue May 05, 2015 15:16
 
Forum: Minetest Problems
Topic: The game is too poorly optimized.
Replies: 41
Views: 6729

Re: C++11

You will end up with weird errors. Especially with shared libs that minetest (and other stuff you build) dynamically link to when running.

Edit: by the way, I said not to use a pre-built repository because not all LTS distro have that available! Also, try it on a distro other than ubuntu
by Zeno
Sat May 02, 2015 07:39
 
Forum: Minetest Engine
Topic: C++11
Replies: 31
Views: 9790

Re: C++11

C++11 is no longer "beta" in gcc. Again research your facts please. I doubt you have even been keeping watch because if you have even checked the status in the last year you would find out just how wrong you are. I am well aware of what gcc supports and doesn't support. Have you ever trie...
by Zeno
Sat May 02, 2015 03:17
 
Forum: Minetest Engine
Topic: C++11
Replies: 31
Views: 9790

Re: The game is too poorly optimized.

I suggest you tweak your minetest.conf settings, most notably, use a fixed viewing range: viewing_range_nodes_min = 120 viewing_range_nodes_max = 120 Calinou has beaten me to it. In the main game loop, details such as how many frames per second are being rendered are collected. If, for example, you...
by Zeno
Fri Apr 24, 2015 04:31
 
Forum: Minetest Problems
Topic: The game is too poorly optimized.
Replies: 41
Views: 6729

Re: Clouds too low (unrealistic)

** URGENT UPDATE ** I just realised I've been looking at this completely wrong . I've looked at the minetest world and assumed that blocks are 1 metre tall and Sam II is about 1.8 metres tall. This anthropocentric view of the world is wrong. I should not have assumed that. So, let's assume that the ...
by Zeno
Tue Mar 31, 2015 01:52
 
Forum: Minetest Problems
Topic: Clouds too low (unrealistic)
Replies: 24
Views: 4710

Re: Clouds too low (unrealistic)

I've taken some very careful measurements Sam II is just under 2 blocks tall so he is therefore about 1.8m tall Apple trees mostly have a trunk height of 3-4 metres So far so good, but: Voila are are a metre high ! So are many other flowers that range from 25cm petal to petal to a whopping 1 metre! ...
by Zeno
Tue Mar 31, 2015 01:38
 
Forum: Minetest Problems
Topic: Clouds too low (unrealistic)
Replies: 24
Views: 4710

Re: Minetest optimization and running it on a R-Pi2 B

Also is there a way to debug the code while running the server part to determine bottlenecks if any? I have done optimization on other languages, but not on C++. In this case I am talking about run-time debugging displaying function/method calls etc. Here is one of my tests (I have a few but this i...
by Zeno
Sun Mar 22, 2015 05:41
 
Forum: Minetest Servers
Topic: Minetest optimization and running it on a R-Pi2 B
Replies: 5
Views: 1311

Re: [Mod] mypaths [mypaths]

Love it :)
by Zeno
Tue Mar 10, 2015 09:20
 
Forum: Mod Releases
Topic: [Mod] mypaths [mypaths]
Replies: 52
Views: 7856

Re: Does anyone know where the camera angle and location is?

https://github.com/minetest/minetest/bl ... e.cpp#L294

Edit ^^ have fun (?) with that, heh

I haven't really looked at your code but have you taken the distance of the player into account (i.e. raycast in the direction the player is looking and seeing what/where it intersects)?
by Zeno
Sun Mar 01, 2015 03:02
 
Forum: Modding Discussion
Topic: Does anyone know where the camera angle and location is?
Replies: 6
Views: 1433

Re: Change licensing to minetest?

lol
by Zeno
Fri Feb 20, 2015 03:10
 
Forum: Minetest Engine
Topic: Change licensing to minetest?
Replies: 45
Views: 7910

Re: RFC: Changes in organization

The new branch is something I've wanted for a while (and I obviously agree with).

Currently the hold up is an apparent regression in (simple)singleplayer games. It's very hard to profile to see what's going on (and, yeah, I've tried and so has hmmm).
by Zeno
Sat Feb 07, 2015 16:55
 
Forum: Minetest General
Topic: RFC: Changes in organization
Replies: 15
Views: 3171

Re: 0.4.11 DEV

Fixed in latest git version.
Thanks
by Zeno
Thu Feb 05, 2015 08:01
 
Forum: Minetest Builds
Topic: 0.4.11 DEV
Replies: 2
Views: 1474

Re: C++11

I really cannot think of any legitimate reason NOT to use the new standard. While we may be decreasing the number of people who may be able to compile Minetest themselves, I don't think it's a percentage that is even worth worrying about. The new standards may be outside the understanding of some d...
by Zeno
Thu Jan 29, 2015 16:28
 
Forum: Minetest Engine
Topic: C++11
Replies: 31
Views: 9790

Re: Pronunciation of Mese

http://en.wiktionary.org/wiki/mese

Also "the middle string of a lyre"
by Zeno
Mon Jan 26, 2015 05:40
 
Forum: Minetest General
Topic: Pronunciation of Mese
Replies: 22
Views: 3890

Re: mailing list

Please, no :( I already get 100 fairly useless emails from GitHub a day (perhaps I can turn them off?) without extra stuff to check.
by Zeno
Tue Jan 20, 2015 13:30
 
Forum: Minetest Engine
Topic: mailing list
Replies: 7
Views: 1811

Re: [Opinions Needed] Darker ambient occlusion values?

Well night time and dark places in general really seem dark now; You can change display_gamma to a lower value for brighter nights depending on your monitor. E.g. I use display_gamma = 1.5 The default is display_gamma = 1.8 and this gives the exact same brightness values as version 0.4.10 of minetest
by Zeno
Sun Jan 18, 2015 05:49
 
Forum: Minetest Features
Topic: [Opinions Needed] Darker ambient occlusion values?
Replies: 20
Views: 2748

Re: Adding custom keystrokes through LUA

I'm not positive that a packet would have to be sent for *every* keypress. I.e. the client could be told upon connection what a key is bound to and just send a packet if that key is pressed. It has to send on every keypress, as long as scripts are server-side only (IIRC, keypresses are sent no matt...
by Zeno
Sat Jan 17, 2015 13:00
 
Forum: Minetest Features
Topic: Adding custom keystrokes through LUA
Replies: 11
Views: 2324

Re: Error: Could not open file of texture

Hmm. I wonder if the spaces in the path could be an issue?

Automatically selecting world at [D:\Documenti Davide\Games\minetest-0.4.11-win64-mingw\minetest-0.4.11-win64\bin\..\worlds\Test]


I wouldn't have thought so, but it's worth checking
by Zeno
Sat Jan 17, 2015 12:57
 
Forum: Minetest Problems
Topic: Error: Could not open file of texture
Replies: 13
Views: 2279

Re: Adding custom keystrokes through LUA

I love the idea (and have wanted it for ages), but the problem is quite simply that everything runs on the server. A packet would have to be sent for every keypress, which is just nope. *ahem*someone hurry up and write a system for client-side scripts*ahem* I'm not positive that a packet would have...
by Zeno
Thu Jan 15, 2015 05:52
 
Forum: Minetest Features
Topic: Adding custom keystrokes through LUA
Replies: 11
Views: 2324

Re: My idea for the UI API

by Zeno
Thu Jan 15, 2015 03:52
 
Forum: Minetest Features
Topic: My idea for the UI API
Replies: 5
Views: 1102

Re: Questions regarding license Minetest

Kenney should publish the source of the game along with the binaries, else they will be in violation of the LGPL. That's not entirely true. If the minetest (engine) source code is modified then those changes must be published. But there is a gotcha. The thing is LGPL is not really the best license ...
by Zeno
Fri Jan 09, 2015 09:45
 
Forum: Minetest General
Topic: Questions regarding license Minetest
Replies: 7
Views: 1222

Re: Seperation into client and server settings and clean-up

Possibly related to this (I'm not sure) is one of my plans is making the client and the server much less dependent upon each other in the source code. That's probably what I'll be concentrating on soon and have mentioned this on #minetest-dev. There is a lot of shared code between the client and ser...
by Zeno
Fri Jan 09, 2015 09:38
 
Forum: Minetest Features
Topic: Seperation into client and server settings and clean-up
Replies: 1
Views: 593
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