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Re: How I learned to start worrying and hate above-water cit

Thats kinda offtopic :p, Jordach has high-end PC with i7 and AMD RX480 (8gb) Is it? Modern hardware has better IPC and, late 2000s hardware don't stand up as well as they used to. Minetest is more dependent on CPU than GPU due to Irrlicht doing all mesh operations in RAM, not VRAM . This is why pre...
by webdesigner97
Fri Mar 03, 2017 06:48
 
Forum: Minetest General
Topic: How I learned to start worrying and hate above-water cities
Replies: 15
Views: 4096

Re: How I learned to start worrying and hate above-water cit

This is really interesting! I always thought that the low FPS at VE-Survival were because of the many different nodes, meshes and textures there, but according to what you wrote here, I know better now...
by webdesigner97
Thu Mar 02, 2017 22:05
 
Forum: Minetest General
Topic: How I learned to start worrying and hate above-water cities
Replies: 15
Views: 4096

Re: [Server] VanessaE's Survival Server [0.4.13]

VanessaE wrote:Glad you enjoyed it, webdesigner. Hopefully we'll see more of you. :)

Cannot promise that, but I'll try. I'm busy with my studies ^^
by webdesigner97
Thu Feb 16, 2017 15:23
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 95019

Re: [Server] VanessaE's Survival Server [git-dev]

I have brought this server back online, with the map that was in place before the 2015-12-15 reset, since there just wasn't much built between then and the day I shut it down. Since this uses current Dreambuilder, you will need a Minetest development build dated 2017-01-24 or later, otherwise a lot...
by webdesigner97
Thu Feb 16, 2017 08:26
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 95019

Re: [Map] Karsthafen - Diskussionsthread

"Jeija-minetest-mod-mesecons-d95ccf8"? Auch wenn Mesecons ein Modpack ist und somit afaik nicht ganz so strenge Namenskonventionen hat, würde ich es mal mit einer Umbenennung des Ordners in "mesecons" versuchen...
by webdesigner97
Mon Jun 20, 2016 07:28
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 126
Views: 48262

Re: Why the 32768 node limit?

IMO this excessive amount of nodes wouldn't be required if there was a possibility to swap node textures. Many mods have to register new nodes because of 3 differently colored pixels in a texture...
by webdesigner97
Fri Jun 03, 2016 20:17
 
Forum: Minetest Features
Topic: Why the 32768 node limit?
Replies: 14
Views: 3655

Re: [Map] Karsthafen - Diskussionsthread

Fantastischer Grundriss! Eine solche Qualität schaffe ich mit meinen Bauten nie ^^
by webdesigner97
Mon May 30, 2016 07:48
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 126
Views: 48262

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

benrob0329 wrote:Perhaps something other than a printer, as a lot of mods add a printer.

Technically it is a printer ^^ how else should the paint be put onto a surface? ^^ At least I didn't call it "printer", but "workshop" ;)
by webdesigner97
Mon May 23, 2016 16:04
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

I like the idea of using paper as medium for independent markings and the automatic transformation into asphalt with markings. But I'm pretty sure I'm not going to add the ink cartridges. We've got enough trouble with them in real life ;)
by webdesigner97
Mon May 23, 2016 06:15
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod] Advanced Trains [WIP]

Sounds interesting! Minetest really needs a good mod for trains :)
I hope that one day we'll reach something like this:

Youtube | Official Build A World Channel: Trains & Tracks - Part 3 - 'Rails Demo'
by webdesigner97
Sun May 22, 2016 21:22
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 110637

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

I decdied to set up a little devblog to make it easier for interested people to follow the development. I'll announce new posts in it here. Let's start with the first one:

Devblog | Topic: Getting rid of craft recipes
by webdesigner97
Sun May 22, 2016 21:16
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

philipbenr wrote:Looking good. I like the crosswalks and parking slots

Thank you, this really motivates me!
by webdesigner97
Sun May 22, 2016 21:14
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

Listen, roadbuilders! The next release allows you to be more creative than ever before. Urban roads have never been so beautiful and feature-rich! https://forum.minetest.net/download/file.php?mode=view&id=6325&sid=7227742deccbf38a3f86fd435d96bb27 Contens may change. This is not a full repres...
by webdesigner97
Sun May 22, 2016 13:54
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

Good luck with your exams! Btw, I don't think that the support for meshes makes this program useless, there aren't many people who can create meshes. I tried Blender many times, but it's just too complicated for me ^^ I guess it's the same for many others...
by webdesigner97
Sun May 22, 2016 12:40
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 74139

Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

Are you still planning to work on this?
by webdesigner97
Thu May 19, 2016 20:42
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 74139

Re: Minetest 0.4.14

Congratulations, you did some great work for this release!
by webdesigner97
Mon May 16, 2016 21:11
 
Forum: Minetest News
Topic: Minetest 0.4.14
Replies: 52
Views: 21408

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

@cheapie&@snowflake: Yep, it will.
by webdesigner97
Thu May 12, 2016 21:14
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

Not bad! I'll just them as a visual reference, I don't like "stealing" ;)

@Hybrid Dog: I'm still trying to understand the code, but I'm sure I'll get it soon :) From what I can see, this seems to be very flexible and extensible, it's really inspiring...
by webdesigner97
Wed May 11, 2016 20:07
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

Wow, this looks very cool! I'm too tired to look at the code right now, but the concept looks great! Very useful for the section of active traffic accessories!
by webdesigner97
Tue May 10, 2016 20:27
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

There you go, I created a simplified and shortened todo list focusing on the features, it does not contain every single texture, nodebox, model, etc., but it should be ok for a rough overview: todo.txt. I hope I didn't forget anything esssential, it's getting late and I'm tired ^^
by webdesigner97
Mon May 09, 2016 21:06
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

Hybrid Dog wrote:Where can l find the todo list?

I've got it on a piece of paper on my desk ;) if you're interested, I'll create a digital one asap.
by webdesigner97
Mon May 09, 2016 13:40
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

I'm currently working on the new version for this mod and the development is making some good progress. The ToDo-list is very long, it already has 4 pages for the asphalt and roadworks related nodes. It does not contain accessories, signs, trafficlights and the new features yet, so in the end, it wi...
by webdesigner97
Mon May 09, 2016 09:59
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: Deutsches Minetest Wiki

Ich bin ja nicht wirklich glücklich darüber, ein komplett neues Wiki zu sehen, anstatt das bestehende zu verwenden. Natürlich habe ich überlegt, dass bestehende Wiki zu erweitern. Ein neues Wiki führt natürlich zu Redundanzen. Ich hab aber einen ganzen Stapel von Gründen, ein neues Wiki zu erstelle...
by webdesigner97
Tue May 03, 2016 20:21
 
Forum: Deutsch
Topic: Deutsches Minetest Wiki
Replies: 19
Views: 3192

Re: Unsichtbarer Block, kann nicht anvisiert werden

Der Chatbefehl alleine als Code gepastet wird vermutlich kaum jemanden interessieren. Pack es auf Github und poste einen Download-Link :-) Da könntest du Recht haben Sokomine. Wenn ich Code schreibe mache ich das eigentlich nur für mich. Ich wollte es aber niemanden vorenthalten, falls es jemand we...
by webdesigner97
Sun Apr 17, 2016 12:51
 
Forum: Deutsch
Topic: Unsichtbarer Block, kann nicht anvisiert werden
Replies: 8
Views: 1847

Re: Mesecon vs. Redstone

by webdesigner97
Thu Apr 07, 2016 20:15
 
Forum: Deutsch
Topic: Mesecon vs. Redstone
Replies: 14
Views: 2505

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

philipbenr wrote:Thnx. Not very good job IMHO, but I am under a lot of stress right now.

Nice idea! :)
But you'll need to swap the background image later on because I'm working on a new texture style. People were asking for 16px textures...
by webdesigner97
Wed Mar 02, 2016 08:05
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 117394

Re: Weird variable bug

This fixed the problem! Thank you very much for your explanation, now I can understand what was happening!
by webdesigner97
Sun Feb 28, 2016 13:15
 
Forum: Modding Discussion
Topic: Weird variable bug
Replies: 13
Views: 1945

Re: Weird variable bug

Ah, that could explain everything! I'll try it as soon as I'm back home!
by webdesigner97
Sat Feb 27, 2016 07:19
 
Forum: Modding Discussion
Topic: Weird variable bug
Replies: 13
Views: 1945
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