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Re: Android Builds (ARM, x86, MIPS)

ExeterDad ... amazing ... I didn't even expect it to work on screens with resolutions less then 640x480. About the fps ... 1-3fps ... I don't wanna give you a lot of hope, I doubt we're gonna get an improvement that much (soon) I tested on adreno 203 with about 10 fps ... but it's been a dual core. ...
by sapier
Tue Jun 03, 2014 17:05
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Android Builds (ARM, x86, MIPS)

spillz without a lot of ppl writing their screensize/dpi/resolution I can't find a suitable algorithm to do autoconfiguration.
Range of those values is just to big to use only one setting.

I request everyone to write her/his screensize/dpi/resolution AND the gui_scaling value being best for her/him.
by sapier
Mon Jun 02, 2014 22:08
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Android Builds (ARM, x86, MIPS)

20140602 build should work on powervr mali and adreno gpus
For those with high dpi screens try gui_scaling setting in minetest.conf
by sapier
Sun Jun 01, 2014 23:42
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Android Builds (ARM, x86, MIPS)

Well your screenshot shows having >>>>4<<<< options on a single screen ... quick counting we've got about 60 settings at 4 pages ... even if we place 5 options per page we'll have 30 pages to do it that way ;-) Edit1: Tablet users would be really annoyed by doing it that way .... maybe we need a thi...
by sapier
Sun Jun 01, 2014 11:29
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Minetest Android Port game suggestion

I agree with adjusting the sizes but that's quite difficult to get done ... but it's still on list.
And if buttons get bigger we need to strip even more. For what I assume you've got a major problem with this as you have a high dpi device, for most tablets this isn't as pressing.
by sapier
Sat May 31, 2014 23:37
 
Forum: Minetest General
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2560

Re: Android Builds (ARM, x86, MIPS)

That's a pitty but I can't do it only once as there are files in there that have to be there.
Best thing to solve your issue is suggesting a good default game
by sapier
Sat May 31, 2014 23:32
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Minetest Android Port game suggestion

spillz in current version you can use gui scaling to fix the gui size for your device. Please test and give feedback if it works as intended
by sapier
Fri May 30, 2014 21:26
 
Forum: Minetest General
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2560

Re: Android Builds (ARM, x86, MIPS)

What's weird and what not is matter of device and personal preference. For small devices that positioning is saving as much display to show world as possible.
But I'm open for suggestions about a better tradeoff ... I guess we wont find the solution being perfect for all devices
by sapier
Thu May 29, 2014 23:00
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Minetest Android Port game suggestion

scanning takes less then 10s for me

Edit1:
Spillz whats the display size of your device? If I interpret it correct you've got a very high dpi screen.
by sapier
Thu May 29, 2014 22:48
 
Forum: Minetest General
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2560

Re: Minetest Android Port game suggestion

I don't intend to add any limitation the limitation is just result of simplified menu! I can't help end users using wrong numbers to judge performance but this issue is as old as benchmarks are out ... like using MHz for cpu speed or megapixels for cameras. Yes spillz things like that (gui size) are...
by sapier
Thu May 29, 2014 22:12
 
Forum: Minetest General
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2560

Re: Android Builds (ARM, x86, MIPS)

Problem about the menu is it needs to be usable on devices with low resolutions too, thus I tried to strip everything not absolutely required. As the original menu is still there adding a "advanced menu" setting might be an option. Edit1: In game buttons have one big problem ... they use p...
by sapier
Thu May 29, 2014 21:59
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

[Android] Builds for ARM, x86 and MIPS

We made it, first official android version of minetest! Official: ⋅  https://github.com/minetest/minetest/releases/tag/0.4.10 Development Old: ⋅ -------------0.4.10----------------- ⋅  http://www.mediafire.com/download/bl0ytvoonw1b1hc/Minetest-release-20140629_armeabi.a...
by sapier
Thu May 29, 2014 21:20
 
Forum: Minetest Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 36225

Re: Minetest Android Port game suggestion

FPS isn't telling anything on android as most cpu intensive task seems to be emerge thread which doesn't affect gui.

I'm sorry to tell but flash is really that slow.

Interessting gui effect you have there ;)

stu minetest_game is a lightweight game ;-) ... And the limitation is gui only don't worry.
by sapier
Thu May 29, 2014 20:54
 
Forum: Minetest General
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2560

Minetest Android Port game suggestion

Hello, Android port of minetest is supposed to be simple and fast, thus right now I plan to limit singleplayer to one game and one world only. Which game is not yet decided and I'm asking for suggestions. Requirements: -small (<16MB) -fast (there are a lot of limited android devices out there we hav...
by sapier
Thu May 29, 2014 15:53
 
Forum: Minetest General
Topic: Minetest Android Port game suggestion
Replies: 16
Views: 2560

Re: [Mod] growing trees [0.0.9] [growing_trees]

sounds like some sort of endless loop triggered, sorry but I didn't have time to check yet
by sapier
Tue May 06, 2014 20:11
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 64615

Re: [Mod] growing trees [0.0.9] [growing_trees]

dgm5555 do I understand correct that your problem is your world stops loading and you can't close minetest once this happens?
by sapier
Thu May 01, 2014 14:43
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 64615

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

Sorry guys for beeing away for so long, I wanted to complete android port first. There's been a lot of valuable input while I was busy, and some useless general bashing too ... I hope to integrate all of your great additions till end of May, if anyone can do testing, help is welcome! Any bugreport i...
by sapier
Tue Apr 29, 2014 21:24
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

version number isn't a indication for stable or not
by sapier
Thu Feb 13, 2014 20:30
 
Forum: Minetest General
Topic: How to handle compatibility issues?
Replies: 23
Views: 3250

How to handle compatibility issues?

Minetest protocol lacks of client server handshake. This causes various issues: -Missing player models and name tags on initial login (activeobject is sent to client prior model) -players standing in world long before init complete -chat messages not sent to client because of client not beeing ready...
by sapier
Thu Feb 13, 2014 20:19
 
Forum: Minetest General
Topic: How to handle compatibility issues?
Replies: 23
Views: 3250

just ignore that error message, it only tells irrlicht is unable to find the texture on it's own, minetest adds it to the model manually
by sapier
Sun Jan 12, 2014 17:24
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

Sorry another bugfix release for mobf ... if you want to use secondary spawning you have to update to 2.3.3
by sapier
Wed Dec 11, 2013 19:11
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

Ok 0.1.0 is ready now
by sapier
Tue Dec 10, 2013 18:15
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 48437

already done in git ... will update it once I discovered another trackfinding bug I just realized
by sapier
Mon Dec 09, 2013 17:58
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 48437

Just added carts mimicry mode ... hope those addicted to carts graphics are now going to take a look too ;-)
by sapier
Mon Dec 09, 2013 16:04
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 48437

I understand Erthome and I'll try to add bugfixes to old versions where possible. But I'm sorry backporting features is way beyond available development resources. Usually latest version wont require a new minetest but 0.4.6 is prior mainmenu formspec cleanup, at least gui parts of mobf depend on th...
by sapier
Mon Dec 09, 2013 14:42
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

pushable_block is MONORAIL not carts
by sapier
Mon Dec 09, 2013 14:37
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 290788

Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me. You know "making friends" was MAIN cause for adding factions support ... try installing factions and open up mobf factions tab ;-) Of course y...
by sapier
Mon Dec 09, 2013 01:42
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

Actually mobf 2.3.2 with all mobs enabled should have reasonable performance on any current machine (maybe except of netbooks)
If this isn't true please tell me!
by sapier
Wed Dec 04, 2013 20:39
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

TenPlus1 can you provide a log of those error messages?
Tedypig luasocket.sourceforge.net have a look at your packagemanager on linux most distributions already have luasocket packaged
by sapier
Tue Dec 03, 2013 09:59
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185

2.3.2 is out fixing the spam issue .... yet I suggest installing luasocket without it time quotas will not work as good as they could ... spam was result of lack of luasocket installation
by sapier
Mon Dec 02, 2013 22:36
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 758185
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