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I'm running Gentoo Linux and I had done a big update this week, so that might be how I had compiled the two with different versions of libpng. I recompiled both irrlicht and minetest and now the textures work properly. I guess my mistake was assuming that irrlicht had been recompiled after the libpn...
by benajamin
Sat Jan 07, 2012 11:39
 
Forum: Minetest Problems
Topic: libpng mismatch
Replies: 2
Views: 1458

libpng mismatch

When I start the game I get a whole bunch of errors like: LOAD PNG: Internal PNG create read struct failure : /home/watts/minetest/celeron55-minetest-569156b/data/clienttextures/menubg.png Could not load texture: /home/watts/minetest/celeron55-minetest-569156b/bin/../data/clienttextures/menubg.png l...
by benajamin
Sat Jan 07, 2012 08:31
 
Forum: Minetest Problems
Topic: libpng mismatch
Replies: 2
Views: 1458

Irrlicht is getting support for this kind of thing, but it apparently isn't quite done yet. When Irrlicht gets unicode support, so will Minetest. See this thread: http://celeron.55.lt/~celeron55/minetest/forum/viewtopic.php?id=95
by benajamin
Wed Jul 06, 2011 18:19
 
Forum: Minetest Problems
Topic: Russian letters.
Replies: 1
Views: 1520

To see more into the distance, add "enable_farmesh=1" to your mintest.conf file.
by benajamin
Tue Jul 05, 2011 19:23
 
Forum: Minetest General
Topic: Some world screenshots
Replies: 4
Views: 2371

Maybe we should make some "community chests" where people can freely leave/take materials.
by benajamin
Sun Jul 03, 2011 13:42
 
Forum: Minetest General
Topic: drop useless stuff?
Replies: 4
Views: 2486

It is all here: http://irrlicht.sourceforge.net/docu/_keycodes_8h-source.html

But what you are looking for is: KEY_NUMPAD0 KEY_NUMPAD1 ... KEY_NUMPAD9
by benajamin
Sun Jul 03, 2011 13:35
 
Forum: Minetest General
Topic: Keyboard configuration
Replies: 4
Views: 2016

OK, Looks legit. The only other thing I'd try it to move those options to earlier in the file, just above an option that you can demonstrate is working. If that still doesn't work, then it must be a real bug.
by benajamin
Fri Jun 24, 2011 20:40
 
Forum: Minetest Problems
Topic: Flying
Replies: 10
Views: 3856

@neko259: It is easy to get mixed up with config files. I suggest that you first check the output messages to see what path the server is reading the config file from. If that checks out, then post your config file here and maybe we will spot an error.
by benajamin
Fri Jun 24, 2011 16:41
 
Forum: Minetest Problems
Topic: Flying
Replies: 10
Views: 3856

Celeron55, dude, chill out. At least you don't have it as bad as Notch. Look at it this way: You can always ignore "stupid" ideas, but at least with this thread, they won't be cluttering up the rest of the forum. I understand that this is *your* playground, and everyone is grateful for you having sh...
by benajamin
Wed Jun 22, 2011 17:18
 
Forum: Minetest General
Topic: Dev wants some Help with Game Ideas
Replies: 87
Views: 52518

Sounds pretty good. If I may offer one criticism: you are trying too hard to make the music sound interesting and I think it would fit the game better if you tried to make it more relaxing. Slow it down and make it more sparse and subtle.
by benajamin
Tue Jun 21, 2011 16:32
 
Forum: Minetest Engine
Topic: I want to contribute in this project [Musics , Sounds , Textures]
Replies: 79
Views: 23556

2) Irrlicht on OS X is weird. If you launch it from terminal, it does not receive keyboard input. Keyboard input goes straight to the terminal. When I run Minetest from a terminal on Gentoo Linux, I can see the cursor blinking in the Minetest GUI, but keyboard input goes to the terminal. I have to ...
by benajamin
Tue Jun 21, 2011 05:20
 
Forum: Minetest Engine
Topic: Minetest on a Mac
Replies: 9
Views: 5138

Wow bcmpinc! That's a long way to go to allow freestanding signs! I think voxel rendering deserves its own forum topic. Nice work!
by benajamin
Mon Jun 20, 2011 19:05
 
Forum: Minetest Problems
Topic: Sign bug
Replies: 7
Views: 3325

You mean, kind of like a sign? But that the block it is attached to can't be opened or mined until the lock/sign is removed, which requires a correct pin? That sounds like a very good idea!
by benajamin
Mon Jun 20, 2011 13:17
 
Forum: Minetest General
Topic: Dev wants some Help with Game Ideas
Replies: 87
Views: 52518

Pyro_Phoenix wrote:2. Doors! And please give them a combination lock too.


Locking a door doesn't achieve much if you can easily tunnel through the wall. Or do you plan to make your house entirely out of locked chests and doors?
by benajamin
Mon Jun 20, 2011 06:31
 
Forum: Minetest General
Topic: Dev wants some Help with Game Ideas
Replies: 87
Views: 52518

I'm not saying it is a completely bad idea, just that the parameters determining the rate of self-replication have to be carefully considered. I do like the idea of abandoned areas becoming overgrown, but you have to also keep in mind that only the sectors close to a player will be calculated and so...
by benajamin
Sun Jun 19, 2011 18:14
 
Forum: Minetest Features
Topic: Tree farming
Replies: 11
Views: 4986

I have created a demo of my algorithm for creating place names. The script NameDemo.py uses the minetest world generation functions from gentest.py and the naming algorithm functions in MK_Names.py to create a field of signs with generated names on them. The field of signs show a 2D slice through th...
by benajamin
Sun Jun 19, 2011 17:59
 
Forum: Minetest General
Topic: Python terrain generation
Replies: 12
Views: 6159

Notch made mushrooms self-replicate in the latest Minecraft update. Despite the slow rate of growth, they are gradually taking over entire maps and driving people crazy. This is a warning to anyone thinking about self-replicating items in Minetest.
by benajamin
Sun Jun 19, 2011 17:22
 
Forum: Minetest Features
Topic: Tree farming
Replies: 11
Views: 4986

I just tried out the new version and it works very nicely. It really makes the world feel larger and fuller. Thanks for all your hard work!
by benajamin
Sun Jun 19, 2011 10:41
 
Forum: Minetest Problems
Topic: Long range terrain approximation
Replies: 12
Views: 7965

I think this feature is really awesome and agree that it make exploring easier and more fun. I am eager to see how far you can take it!
by benajamin
Sun Jun 19, 2011 08:57
 
Forum: Minetest Problems
Topic: Long range terrain approximation
Replies: 12
Views: 7965

Can you think of a way to enable support for two-handed items, like a really BIG sword? Someone is bound to ask for it sooner or later.
by benajamin
Sun Jun 19, 2011 08:03
 
Forum: Minetest Features
Topic: Use both hands! :)
Replies: 19
Views: 7505

What about signs, too?
by benajamin
Sun Jun 19, 2011 07:22
 
Forum: Minetest Features
Topic: Unicode
Replies: 21
Views: 5563

I would suggest that for sectors that have already been generated (and are within some distance), you texture the farmesh polygons with an image taken from a top-view map. However, it would be best to ignore water for the map, since it can look really strange to have blue on a slope. In fact, water ...
by benajamin
Sun Jun 19, 2011 07:20
 
Forum: Minetest Problems
Topic: Long range terrain approximation
Replies: 12
Views: 7965

Pyro_Phoenix, can you post your minetest.conf file?
by benajamin
Sun Jun 19, 2011 06:53
 
Forum: Minetest Texture Packs
Topic: How do I install a texture pack on Linux?
Replies: 11
Views: 5144

Long range terrain approximation

I tried it out and it looks promising, but a lot of the polygons are white, especially those approximating the higher parts of the hills. I didn't notice any related errors being printed.
by benajamin
Sat Jun 18, 2011 16:53
 
Forum: Minetest Problems
Topic: Long range terrain approximation
Replies: 12
Views: 7965

Just came across "Blockade Runner", which has moving entities at could inspire how to implement vehicles in Minetest.

Site: http://www.zanmgt.com/News.aspx
Video demo: http://www.youtube.com/watch?v=fxLECn178yA
by benajamin
Sat Jun 18, 2011 08:26
 
Forum: Minetest Features
Topic: A Really Good Idea
Replies: 3
Views: 2285

Just extract all the images into the minetest/data/ directory. To make it easy to switch between texture packs, I put the TP's directory somewhere else and then make minetest/data a link ('man ln' to see how) to the TP directory. Then I just need to swap the link.
by benajamin
Sat Jun 18, 2011 07:17
 
Forum: Minetest Texture Packs
Topic: How do I install a texture pack on Linux?
Replies: 11
Views: 5144

Wait, wouldn't u64 specify an *unsigned* 64 bit integer, rather than a *signed* one?
by benajamin
Tue Jun 14, 2011 06:55
 
Forum: Minetest General
Topic: Python terrain generation
Replies: 12
Views: 6159

I like the idea of vehicles too, but would rather see large, slow moving vehicles like ships and airships/blimps. What would really make it awesome would be to be able to build the entire thing out of blocks. I see people building ships in Minecraft all the time and they look great!
by benajamin
Tue Jun 07, 2011 19:29
 
Forum: Minetest Features
Topic: A Really Good Idea
Replies: 3
Views: 2285

Quick question: what range of numbers are valid seeds? Minecraft seems to use a 64 bit signed integer - is Minetest the same?
by benajamin
Sun Jun 05, 2011 16:31
 
Forum: Minetest General
Topic: Python terrain generation
Replies: 12
Views: 6159

Sure, those are both valid options too. I just thought they were obvious enough to not need mentioning and I gave the crafting suggestion simply because it would require the least programming effort (i'd prefer the devs to work on something more interesting).
by benajamin
Sun Jun 05, 2011 16:26
 
Forum: Minetest Features
Topic: Leaf blocks
Replies: 11
Views: 5492
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