3 QUICK QUESTIONS

brainiacbob
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3 QUICK QUESTIONS

by brainiacbob » Thu May 02, 2013 21:51

Hello Hello Hello Brainiac Bob here again with yet another Few questions.

1. Can i run a private server between 64 and 32 bit minetest versions on the same network.
2. Can someone direct me to a guide on how to set up a server between 2 computers on the same network
3. when i am running a server to both computers have to have the same mods and texture packs installed?

thanks a million in advance. THE BRAINIAC BOB
 

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PilzAdam
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by PilzAdam » Thu May 02, 2013 21:53

brainiacbob wrote:1. Can i run a private server between 64 and 32 bit minetest versions on the same network.

Yes.
brainiacbob wrote:3. when i am running a server to both computers have to have the same mods and texture packs installed?

No, mods are server side. The client automatically downloads the textures and sounds.
 

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by onpon4 » Thu May 02, 2013 21:59

brainiacbob wrote:2. Can someone direct me to a guide on how to set up a server between 2 computers on the same network


It's just like setting up a public server, but don't check the "public" option and use the local IP address of the server (something like 192.168.2.x, replacing "x" with a number) instead of your public IP address. You can find your local IP address in GNU/Linux with "ip addr" on most systems or "ifconfig" on older systems; you can find it in Windows with "ipconfig". (In all cases, this is from a terminal; Windows calls the terminal "Command Prompt".)
 

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by brainiacbob » Thu May 02, 2013 22:02

are you kidding me. i posted this 5 minutes ago and already you guys answered. thanks, great service.
 

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PilzAdam
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by PilzAdam » Thu May 02, 2013 22:03

brainiacbob wrote:are you kidding me. i posted this 5 minutes ago and already you guys answered. thanks, great service.

:-)
 

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by brainiacbob » Thu May 02, 2013 22:19

1 more problem. i ran the server and on the host computer when i entered the game parts of the game were shadowy new parts of the map wouldn't generate and the cows from my animal mod were moving backwards. heres a screenshotImage
 

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onpon4
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by onpon4 » Thu May 02, 2013 22:21

Try restarting the server (same world). Alternatively, maybe it's just taking a long time to generate.
 

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by brainiacbob » Thu May 02, 2013 22:32

onpon4 wrote:Try restarting the server (same world). ummm Alternatively, maybe it's just taking a long time to generate.


its loading but veryveryvery slowly. should i try hosting the server from my laptop instead of my desktop
 

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by PilzAdam » Thu May 02, 2013 22:40

What mods do you run?
 

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by brainiacbob » Thu May 02, 2013 23:29

aditionally it wont let memove my inventory from slot 1
 

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by brainiacbob » Thu May 02, 2013 23:31

the mods i run are as follows:
3dfurniture
animals_modpack-2.0.5
boats
cactusmod
diamonds
disambiguation
flatland
gemstones
glooptest
home_Gui
inventory plus
mesecons
moreblocks
moreores
moretrees
snow
streets
woolcraft
 

brainiacbob
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by brainiacbob » Thu May 02, 2013 23:34

its doing the same thing on my laptop
 

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VanessaE
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by VanessaE » Fri May 03, 2013 00:34

Of the mods you listed, the biggest suspects are Moretrees, Snow, Moreores, Glooptest, Gemstones, and Diamonds in that order. Each of these adds a certain amount of load to the engine's map generator.

Moretrees has to use Lua (by way of plants_lib) to evaluate where the trees should be placed. When it adds those huge trees to the map, it uses features in the engine, but do so stresses the engine's lighting and node placement code pretty hard. It can take up to about 3 seconds to fully populate a map chunk (80x80x80 nodes).

The snow mod does everything in Lua, from evaluation where the snow is to be placed to actually placing it, as well as growing the small trees and causing the occasional snowfall. I have not benchmarked this mod, but I'd guess at least a couple of seconds per chunk.

These two can be improved by way of further refinements and additional features in the engine code, which may or may not require rewriting those mods and their dependencies to suit.

Moreores used to do all of the hard work of placing ores in Lua - if your version of that mod is too old, you aren't seeing the benefit of recent changes in the map generator that allow for automated, C++-assisted ore placement.

Glooptest has the same issue, but I don't think it has been adapted to the new ore method. This mod is a dead project and is not recommended for use on new maps.

Gemstones looks like a dead project (last update was Dec 15, 2012) and uses the old method. It is also not recommended for use on new maps.

Diamonds have since been incorporated into the default game using the new ore method, but the external mod still uses the old ore generation code. Until an update is released to strip out the old code, it is not recommended to use this mod.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by sfan5 » Fri May 03, 2013 05:00

brainiacbob wrote:2. Can someone direct me to a guide on how to set up a server between 2 computers on the same network

http://forum.minetest.net/viewtopic.php?id=2870
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by PilzAdam » Fri May 03, 2013 10:11

The problem is the "flatland" mod. It doesnt work right and is obsolete (a moderator should move it to old mods). You can create a flat world by appending "flat" to "mg_flags" in minetest.conf, so you get something like this:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
mg_flags = mg_flags = trees, caves, v6_jungles, dungeons, flat
 


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