neko259 wrote:Minetest uses config because it is the best way to store and edit settings.
neko259 wrote:Editing config is faster and it can be done by scripts or through SSH.
neko259 wrote:Well, what do your friends say when you tell them to compile the game from git? :P
[ru transcription=true]jordan4ibanez wrote:if i did tell them that..they'd probobly go.. "ummm..nah"
port = 30000 motd=Welcome to my serverjordan4ibanez wrote:why does mine test use a config file? why not make all of the values booleans? fov slider? doesn't that sound nice? :] what about if your playing on high settings and it starts lagging and you want to turn down the settings without resetting the game? frame rate cap? a slider switch for that? 30-300 :D but lets make this a double post because this involves the config menu too!
neko259 wrote:You don't need to restart the server. You can use the 'setting' command in-game.
sapier wrote:You know that inactive areas are not even loaded by server! I haven't implemented it but i assume that is done for following reasons:
1) less ram usage on server (might not be that expensive today)
2) reduce ANY search operation in game logics. You don't have to look if an unloaded block is involved in anything
3) entities! all inactive entities aren't handled anymore You think entities aren't a big deal? Consider animals entities each of them has to handle movement ai fighting ai etc ... having hundreds and thousands of them all active (which is no big deal on large worlds) will kill any server.
I don't understand how you want to get any possible setting in booleans? Whats wrong with a standard settings menu? Just because (some) smartphones do only know yes or no not every application round the world has to switch to that limited sort of configuration ;-).
At least thats my opinion :-)
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