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Re: [Mod] Flyingships

Done&pushed VoxelManip. Can't say they are faster because I have a constant 3-10 second lag on the server (not sure why though, minetest was always super-slow for me since 0.4 was introduced).
by neko259
Wed Mar 25, 2015 21:21
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

Re: [0.4.8] LuaVoxelManipulator

There are 2 types of voxelmanip, one is for mapgen and worlks on a whole 80^3 mapchunk.

I use this one. I'm only interested if I need to run update_map or just calc_lighting. What's the difference?
by neko259
Tue Mar 24, 2015 22:18
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [0.4.8] LuaVoxelManipulator

> set_node_at and get_node_at [...] And does it "move" the metadata? No, as far as i know. > Wiki says these 2 methods are to be used only when implementing a map generator. Ignore that, you can use anything for anything as long as it works. > I need to move a structure of nodes along wit...
by neko259
Tue Mar 24, 2015 22:06
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [0.4.8] LuaVoxelManipulator

There isn't a default value for light level, it's best to leave that alone because light level for each node is calculated at the end in 'vm:calc_lighting()' or 'vm:update_map()'. Wiki says these 2 methods are to be used only when implementing a map generator. But I need to move a structure of node...
by neko259
Mon Mar 23, 2015 21:41
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [0.4.8] LuaVoxelManipulator

There also is set_node_at and get_node_at. Can I use these to move nodes, or it won't be faster than set_node? And does it "move" the metadata?
by neko259
Sun Mar 22, 2015 21:58
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [0.4.8] LuaVoxelManipulator

paramat wrote:Note you can also do this with param1 (light) data also.

How do I set a "default" one as remove_node does?
by neko259
Sun Mar 22, 2015 21:53
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [0.4.8] LuaVoxelManipulator

1. Yes you can get and set a big chunk of param2 (rotation) data, i'm now doing this in flexrealm to rotate nodes properly https://github.com/paramat/flexrealm/blob/master/init.lua Note you can also do this with param1 (light) data also. 2. Voxelmanip is exactly that, a way to get, process and writ...
by neko259
Sun Mar 22, 2015 21:44
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [0.4.8] LuaVoxelManipulator

1. Can I rotate node with VoxelManip? I tried to use it to speedup moving many nodes at once, but it just forgets the facedir. 2. Why is it implemented as a completely different interface? Was it harder to implement just a way to get the node area and work inside it with the old set_node and get_nod...
by neko259
Sun Mar 22, 2015 17:36
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33440

Re: [Mod] Flyingships

neko259 wrote:Added voxel manip. Now I'll test it on a live server and then commit and push to the repo.

Nope, it does not work. Lighting breaks, node facedirs break too.
by neko259
Sun Mar 22, 2015 16:51
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

Re: [Mod] Flyingships

Added voxel manip. Now I'll test it on a live server and then commit and push to the repo.
by neko259
Sun Mar 22, 2015 16:41
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

Re: [Mod] Flyingships

Krock wrote:Okay, it works now but it ould be better to use VManip instead of removing/placing each node on another place.

I could not understand the wiki page about voxel manipulation, and don't see any other tutorial. If anyone can work with it, pull requests are welcome. There is not so many code :)
by neko259
Sun Mar 22, 2015 11:46
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

Re: [Mod] Flyingships

12:00:09: ACTION[ServerThread]: singleplayer uses flyingships:key, pointing at [node under=-429,21,- 213 above=-429,22,-213] 12:00:09: ERROR[main]: ServerError: E:\Programme\minetest\bin\..\mods\flyingships/functions.lua:140: bad argument #1 to 'ipairs' (table expected, got nil) 12:00:09: ERROR[mai...
by neko259
Sun Mar 22, 2015 11:05
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

Re: set_pos or move_node

Nodes are stored in MapBlocks. Each MapBlock is a row which contains a "blob" of binary data to store the nodes within it. Therefore, nodes are not stored in their own rows. I'm not sure how meta data is stored, however. Oh gosh. Then I think this structure should be first rewritten to no...
by neko259
Sat Mar 21, 2015 21:19
 
Forum: Modding Discussion
Topic: set_pos or move_node
Replies: 4
Views: 1029

Re: [Mod] Flyingships

Version 1.0 seems to be stable but I've tested it only for several minutes. So feel free to write about any bugs.
by neko259
Sat Mar 21, 2015 21:09
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

[Mod] Flyingships

This mod allows you to connect nodes into a structure that can fly as a whole. The code was originally taken from technic' frames but changed a lot. You connect a node by placing a motor, connecting any blocks to it (no frames!) and punching it with a configurator. If there are no too many blocks in...
by neko259
Sat Mar 21, 2015 21:08
 
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 11
Views: 4481

Re: set_pos or move_node

I doupt there will be a huge speedup if you add this into the core because the data must be deleted somewhere in the database and added on another place. It does not need to be deleted. Just update its coordinates. I doubt minetest data structure is so horrible to store coordinates and data in the ...
by neko259
Sat Mar 21, 2015 08:20
 
Forum: Modding Discussion
Topic: set_pos or move_node
Replies: 4
Views: 1029

set_pos or move_node

Is there a way to do subj? Now to move a node we need to do 2 heavy actions: remove one node and create a new node, and serialize/deserialize their metadata. Also, with this we lose all callbacks made on a node (IMO, I can be wrong).
by neko259
Sun Mar 15, 2015 13:33
 
Forum: Modding Discussion
Topic: set_pos or move_node
Replies: 4
Views: 1029

Re: Highlighting nodes

My only thought for now it making some entities in the air pointing to the nodes that auto-destroy after few seconds. But maybe there is a more efficient way?
by neko259
Sun Mar 15, 2015 10:30
 
Forum: Modding Discussion
Topic: Highlighting nodes
Replies: 2
Views: 773

Highlighting nodes

I'm currently working on a mod with flying structures (based on technic's frames mod but without frames and limiting the structure to connect by frames only). Any nodes can be connected to each other by metadata, and I need to see by punching them with a tool what nodes are connected to which ones. ...
by neko259
Sun Mar 15, 2015 09:30
 
Forum: Modding Discussion
Topic: Highlighting nodes
Replies: 2
Views: 773

Re: Texture filtering smoothes textures

RTB2011 wrote:Minecraft only uses mipmapping, unless you are running optifine or something such.

Mipmapping is not related to filtering at all. It is just a method to use different textures for different resolution and object sizes.
by neko259
Sun Jan 25, 2015 14:05
 
Forum: Minetest Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2313

Re: Texture filtering smoothes textures

Texture filtering is texture smoothing. Look at other games. Try using mip-mapping and nothing else. I began this discussion exactly because I saw filtering in other games, particularly minecraft that has the same resolution textures. There is filtering there and no smoothing (at least it is not vi...
by neko259
Sat Jan 24, 2015 19:23
 
Forum: Minetest Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2313

Re: Texture filtering smoothes textures

Calinou wrote:This is intended, it is supposed to be used with high-resolution textures (64² at least, 128² recommended).

What for? Just shoothing the texture is not related to filtering at all.
by neko259
Sat Jan 24, 2015 18:14
 
Forum: Minetest Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2313

Texture filtering smoothes textures

If I enable any type of filtering, textures are smoothed very much even if I stand in front of the block and it fits the whole game window.
by neko259
Sun Jan 18, 2015 18:25
 
Forum: Minetest Problems
Topic: Texture filtering smoothes textures
Replies: 10
Views: 2313

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

I don't want to regen whole map, just a region. I would be best to select it with worldedit. Maybe someone can suggest a lua code to run mapgen on a region? I recall worldedit being able to run plain lua code. You might do a backup of your world, then open the database with sqlite3, calculate the i...
by neko259
Sun Jan 11, 2015 21:31
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280161

Re: Unicode

Krock wrote:That's not a complete incompability - older clients still can join worlds and play, just without some features.

What's the point of maintaining compatibility with old clients in open source? Anyone can get a new version free of charge and without any difficulty.
by neko259
Wed Jan 07, 2015 21:11
 
Forum: Minetest Features
Topic: Unicode
Replies: 21
Views: 5774

Re: Unicode

Emm, so what? Many free fonts contain them too, what's the difficulty in picking any of them? Not the fonts are the problem. From what I heard, the chat and almost every part in the interface would break compability to older Minetest versions. Compatibility was broken several times already. For exa...
by neko259
Tue Jan 06, 2015 20:20
 
Forum: Minetest Features
Topic: Unicode
Replies: 21
Views: 5774

Re: Unicode

Krock wrote:UTF-8 contains many, many different characters. It's a theme since long time and will be (hopefully) used in the next Minetest release.

Emm, so what? Many free fonts contain them too, what's the difficulty in picking any of them?
by neko259
Tue Jan 06, 2015 18:46
 
Forum: Minetest Features
Topic: Unicode
Replies: 21
Views: 5774

Re: Unicode

as of 0.4.7 TrueType font is allowed and used This topic is two years old. Why do people not look at the dates anymore? Because the problem is still not fixed. I host a minetest server for over 3 years and I still cannot type my native language. In fact, it is the only software I know that still do...
by neko259
Tue Jan 06, 2015 17:39
 
Forum: Minetest Features
Topic: Unicode
Replies: 21
Views: 5774

Re: Freeminer

Currently was trying to run the latest tagged freeminer client/server. This is what I've seen at the first minutes: * Old minetest's lighting problems which I've not been seen in mt for a year: some leaves are black. * Strange water: I've seen a place just in the center of the sea that is 1 water bl...
by neko259
Mon Jan 05, 2015 21:14
 
Forum: Minetest-Related
Topic: Freeminer
Replies: 199
Views: 46437

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Can I rerun mapgen on a region somehow? I have a very old world and some parts of it were generated with old generators. I want to regenerate them with current generator. Is this possible with this mod or any other? l think l read somewhere that someone made a python mapfix script. I don't want to ...
by neko259
Sat Jan 03, 2015 17:34
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280161
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