Texan wrote:I have the most recent Minetest daily update. It seemed to fix what was wrong.
I have enabled my local map saving so that I can have hard copy of all loaded areas in Xanadu. :) I will miss current version.
I also heard of some kind of race for land on new map. What's going on there? Although, maybe I misunderstood.
kaadmy wrote:It seems that the owner of the Samson's world server might be coming back with a new server soon ;)
firefox wrote:when we steal players from other servers, we never give them back :P
firefox wrote:i guess he meant that you have to run before everyone slams their protectors on the map.
whoever finds a nice spot first can protect it.
if he really uses only a single protector at spawn, then whoever gets there first can reserve the spawn land and gain the privilege/burden to build the main roads.
firefox wrote:i heard that there will be a voting to select who will build the spawn. (i vote for iska)
and i think we should do the same for the main roads.
Dragonop wrote:I vote for iska too (?)
Btw, what if iska doesn't wants to... it's a lot of work
Kilarin wrote:All those moments will be lost in time, like tears...in...rain. Time to die.
Zen wrote:So do all the servers have to restart over to take advantage of the new features in the 4.14 release in a few days?
Kilarin wrote:While we are discussing roads, I have a question about how they will work with the new protectors. It will certainly be MUCH easier to protect a large area when protectors have a radius of 10 instead of 5 nodes. BUT, it's going to make roads a bit impractical isn't it? If you place your protectors in the middle of the road, and make your road even a whopping 9 nodes wide, it will still be 6 nodes past the curb before anyone can build. That's pretty far. How should we deal with roads and the new protector width?
auouymous wrote:It would be easy to create small(5) and large(10) radius protectors in the mod. The recipe for large protector could use 8 small protectors since it covers 8 times the area. Could also use fewer than 8 if it should be cheaper, but require at least 2 smalls.
Kilarin wrote:I had suggested different sized protectors once before, and Ten pointed out to me that it would slow down the mod. Currently the protector mod must check to see if a node is within a standard preset distance (10 in this case) of any existing protector. If we add, say, one small protector with a radius of 3, then we now have to have TWO lists of protectors, and do TWO checks to see if the node is within a distance of 3 from a protector on the small list, and if not, THEN we have to check if it is within a distance of 10 from a large protector. thereby doubling the number of checks required for every interaction with a node on the server.
auouymous wrote:The new radius 10 checks are 7 times slower than the old radius 5 checks. In the worst case, adding on a second radius 3 check would only make it a measly 7.2 times slower. ;)
Kilarin wrote:Well, that analysis sounds very promising!
Kilarin wrote:I must have misunderstood how the protector mod worked. I assumed there was a list/database of protectors which was searched for protectors near to a node. I guess I need to pull the code and dig through it sometime.
auouymous wrote:A flat list of protectors would also use memory (but not as much as an octree, whch isn't much more) and also have overhead when loading and unloading areas. Every action would need to iterate over the entire list (only once, no matter how many sizes of protectors) and do the same range check as the octree would do, but the octree only does the range check for the blocks in the 32x32x32 area around the target block, the flat list does it for all blocks in the list. If only a few protectors were visible by all players then a flat list would be faster than an octree. But the octree becomes much faster once the number of visible protectors increases.
firefox wrote:ist it possible to use both methods?
so that the large protectors (where there should be less visible pieces around) use the old method,
and the small protectors (where there would be many) use the faster octree method.
or does that create conflicts when both protector types are used in one area?
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