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I followed the instructions given in the first post. I had to install the openAl SDK and use that folder, but other than that it was pretty straightforward. When I build, I got the following error: 4>..\..\minetest\src\camera.cpp(252) : error C2065: 'M_PI' : undeclared identifier error To fix it I p...
by Neuromancer
Mon Jun 25, 2012 17:00
 
Forum: Minetest General
Topic: Compiling Minetest on Windows
Replies: 120
Views: 43877

maybe better use LuaJIT, which will compile lua to bytecode? Holy %#&^$! This could really boost performance of lua mods! http://luajit.org/performance_x86.html "LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua into your application, you probably don't need to do anything to sw...
by Neuromancer
Sun Jun 24, 2012 16:08
 
Forum: WIP Mods
Topic: Java or C# instead of Lua for mods, tradeoffs?
Replies: 24
Views: 6987

What you just said is what worldedit does and that mod has been around for quite some time :) Yep but I think you would have to limit it, like I described above otherwise griefers could go nuts creating thousands of cloned objects. If you had this on a server, then it would be cool to write an angr...
by Neuromancer
Sun Jun 24, 2012 15:49
 
Forum: Minetest General
Topic: Got an idea for griefer problems.
Replies: 28
Views: 5917

You have to be using a copy from git, rather than the 20120606 build (believe it or not, it's too old :-) ). Thanks much. I've got it from git, but I'm assuming that the only way to do this is to compile it myself, right? (following the instructions in the readme ) Or is the latest compiled version...
by Neuromancer
Sun Jun 24, 2012 14:13
 
Forum: WIP Mods
Topic: [Mod] Animated torches [20120621][animatedtorches]
Replies: 27
Views: 12378

A while ago, I was trying to come up with a system to save the server output. This would save a record of all blocks broken and placed. So when something is griefed, pick a block from that structure and search the log for the coords, and get a history of all blocks that were placed/removed from tha...
by Neuromancer
Sun Jun 24, 2012 13:54
 
Forum: Minetest General
Topic: Got an idea for griefer problems.
Replies: 28
Views: 5917

Another thing you could do is simply stop playing on this software. I've seen nicer things than this game floating in public toilets. I think that it's a failed remake of Minecraft and that someone just wanted some attension and made this. Personally, I'd get Minecraft, it's honestly so much better...
by Neuromancer
Sat Jun 23, 2012 20:41
 
Forum: Minetest General
Topic: Got an idea for griefer problems.
Replies: 28
Views: 5917

VanessaE wrote:Update your copy of minetest - that glitch was fixed very recently.

I'm pretty sure I'm using the latest git minetest-0.4.dev-20120606-win32.zip, but while the torch looks ok in my hand, when I place it, I get "unknown block"
by Neuromancer
Sat Jun 23, 2012 20:23
 
Forum: WIP Mods
Topic: [Mod] Animated torches [20120621][animatedtorches]
Replies: 27
Views: 12378

Before the lua api there weren't mods, just patches you had to apply to the game, and you had to rebuild every time. I'm talking about using .so/.dll's as you do in, for example, pcsx for plugins. You might be on to something. I think that it would be best to keep the ability to do mod's in Lua and...
by Neuromancer
Sat Jun 23, 2012 17:08
 
Forum: WIP Mods
Topic: Java or C# instead of Lua for mods, tradeoffs?
Replies: 24
Views: 6987

I think that if we wanted to make mods in a fast language it would be better to make them in C++, using shared objects like in some plugin systems. Java is not really fast (my PC runs MC at 5 fps), and both Java and C# would mean a big amount of new dependencies needed by minetest. With java you'd ...
by Neuromancer
Sat Jun 23, 2012 15:00
 
Forum: WIP Mods
Topic: Java or C# instead of Lua for mods, tradeoffs?
Replies: 24
Views: 6987

Adding lots of nodes in lua shouldn't slow down the game, but things like animals mod, in which lots of objects (entities?) are controlled are really slow. I think this might be proving my point. I haven't gotten Minecraft, so I don't know this for sure, but it handles all kinds of 3D entities/mobs...
by Neuromancer
Thu Jun 21, 2012 23:48
 
Forum: WIP Mods
Topic: Java or C# instead of Lua for mods, tradeoffs?
Replies: 24
Views: 6987

No, just no. Java and C# both suck. C'mon, it makes total sense to me to write games in C++ it performs well, a ton game developers know it, and cross platform is easy. I get that. But for a modding language, there are just so many more resources (training, open source libraries) out there for Java...
by Neuromancer
Thu Jun 21, 2012 21:47
 
Forum: WIP Mods
Topic: Java or C# instead of Lua for mods, tradeoffs?
Replies: 24
Views: 6987

Why did celeron create Minetest?

I saw this on http://wiki.minetest.com/wiki/History_of_Minetest : "At first celeron55 had nothing. Just a knowledge of game design and a dream. He watched Minecraft take form. But there was something that wasn't right. In all of Minecraft's glory, it had left someone out. The little guy. People with...
by Neuromancer
Thu Jun 21, 2012 20:33
 
Forum: Minetest General
Topic: Why did celeron create Minetest?
Replies: 10
Views: 2457

Java or C# instead of Lua for mods, tradeoffs?

I'm just wondering about the tradeoffs of using Java or C# as a modding language vs. Lua. My impression is that Lua would perform less well because it isn't compiled. It seems like C# and Java are much more powerful languages and I know that C# 4.0 has now support to be a much more dynamic language....
by Neuromancer
Thu Jun 21, 2012 18:20
 
Forum: WIP Mods
Topic: Java or C# instead of Lua for mods, tradeoffs?
Replies: 24
Views: 6987

I updated the butterfly item image. Before it used the rat image. Now when you catch the butterfly in the net, it shows up as a butterfly in your hand and inventory. Here's the link to the new butterfly: http://www.mediafire.com/?2kz9czzdxecdlov I updated the link in the original post too.
by Neuromancer
Wed Jun 20, 2012 19:51
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 855812

Love this map! Music is perfect. Storyline/quests would make it even better.
by Neuromancer
Wed Jun 20, 2012 17:02
 
Forum: Minetest Maps
Topic: [Adventure/RPG Map] DesDes [1.0]
Replies: 22
Views: 9749

@Menche: Hope you don't mind but I moved our discussion about property & clans to here the "Feature Discussion" forum here http://minetest.net/forum/viewtopic.php?id=1694&p=2 because they were already discussing similar ideas, and on that forum it is more likely to get implemented. I replied to your...
by Neuromancer
Wed Jun 20, 2012 16:44
 
Forum: Minetest General
Topic: Got an idea for griefer problems.
Replies: 28
Views: 5917

We were having the same discussion here http://minetest.net/forum/viewtopic.php?pid=27116#p27116 about how there already was code in a older minetest fork that handles this, But I think this thread is a better location for it. The way to prevent griefing is a no-brainer. Download Mythruna, and log o...
by Neuromancer
Wed Jun 20, 2012 14:18
 
Forum: Minetest Features
Topic: [Discussion] Propery Ownership - Define Area
Replies: 40
Views: 7226

The way to prevent griefing is a no-brainer. Download Mythruna, and log onto their main server. Griefing is not possible there due to the property system. Standard users are able to select any unclaimed 32x32 area as their "stronghold". They can ask the server admin for a larger "town" area. But the...
by Neuromancer
Wed Jun 20, 2012 00:50
 
Forum: Minetest General
Topic: Got an idea for griefer problems.
Replies: 28
Views: 5917

LuaEdit at http://luaedit.sourceforge.net/
Totally rocks. I think it even has Lua debugging.
by Neuromancer
Mon Jun 18, 2012 14:54
 
Forum: WIP Mods
Topic: useing notepad++ as lua editor
Replies: 9
Views: 5897

For fun, my daughter and I created a monarch butterfly by copying the rat folder, changing its texture, and changing the rat's movement in the animal_rat\init.lua But this wound up looking so awesome, I thought I would mention it here. If you want to try it out, you can download it here: http://www....
by Neuromancer
Sat Jun 16, 2012 23:47
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 855812
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