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Re: Post your screenshots!

http://i.imgur.com/yDNLNB3.jpg This is what happened when you export a map region (from the MC converts from https://forum.minetest.net/viewtopic.php?f=12&t=9440 ) using the (rather old) worldedit that is in the worldmods of that world , and import it into a new world using the most recent worl...
by Robsoie
Mon Mar 20, 2017 15:50
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1377857

Re: Most serious bugs (according to you)

To me the major bug in minetest that directly go in the way of my world exploring fun is the one i always experience when i explore my world for too much time : https://forum.minetest.net/viewtopic.php?f=6&t=13585 no setting have helped, even without additional mods, even editing mapgen.lua to h...
by Robsoie
Sun Mar 19, 2017 22:13
 
Forum: Minetest Problems
Topic: Most serious bugs (according to you)
Replies: 25
Views: 10045

Re: [Game] MineClone 2 [0.16.0]

Hello, Before anything, i use a recent window build from Krock, so it's possible some of the errors i reports are not related to the old "stable" 0..4.15 I gave a try to that 0.16.0 version wanting to test the survival side i disabled creative and enabled damage (so mobs would come to atta...
by Robsoie
Sun Mar 19, 2017 21:57
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 181045

Re: How I learned to start worrying and hate above-water cit

Found a link to this article that reminds me a lot of that underground rendering problem Minetest has and how that developer worked for a solution :
https://tomcc.github.io/2014/08/31/visibility-2.html
by Robsoie
Tue Mar 14, 2017 05:06
 
Forum: Minetest General
Topic: How I learned to start worrying and hate above-water cities
Replies: 15
Views: 4522

Re: How I learned to start worrying and hate above-water cit

I hope a dev will find a solution to improve this heavy problem.
by Robsoie
Fri Mar 03, 2017 22:34
 
Forum: Minetest General
Topic: How I learned to start worrying and hate above-water cities
Replies: 15
Views: 4522

Re: [mod] Geomoria [geomoria]

That could be it, i'll have to retry with going deeper. EDIT : That was it indeed, as soon as i went way down, below -200 , i saw this : http://imgur.com/pCMi8gg After browsing, i think then the depths is setup by those in the scripts geomoria_mod.geomoria_depth = -2 (geomoria_depth - 1) * 80 - 32 I...
by Robsoie
Tue Feb 28, 2017 16:36
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7576

Re: [mod] Geomoria [geomoria]

Hello, After just downloading and testing with a new v7 world without any other mods than the ones default to minetest_game, i am puzzled if i am doing something wrong or if that's just extremely rare that any of the structures from your screenshot generate ? I mean i've been fast noclip/flying to e...
by Robsoie
Tue Feb 28, 2017 15:36
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7576

Re: [32bit only] Bad allocation error crashes

It seems regardless of me setting a specific client_mapblock_limit in my minestest.conf it never made any visual difference, and so after long exploration the crash always happens. And even if i set it to super low like client_mapblock_limit=100 , there was still no visual difference ingame i always...
by Robsoie
Mon Feb 27, 2017 22:29
 
Forum: Minetest Problems
Topic: [32bit only] Bad allocation error crashes
Replies: 5
Views: 2422

Re: [32bit only] Bad allocation error crashes

Still noticing this when i explore a lot on my 32bits OS (and then version of Minetest, using latest Krock build for it, 170128 at that time ). For testing purpose i generated a world with mgv7 , only minetest_game, no additional mods and in the minetest.conf : map_generation_limit = 320 (default is...
by Robsoie
Fri Feb 03, 2017 17:02
 
Forum: Minetest Problems
Topic: [32bit only] Bad allocation error crashes
Replies: 5
Views: 2422

Re: Minetest 0.4.15

On my system that does not have enormous amount of ram, "only" 3gb i have always observed that if i explore a -very- lot of my generated worlds (taking a very long time), the game will -always- crash after some point, i assume that's at the point there are so much chunks loaded in memory t...
by Robsoie
Thu Feb 02, 2017 04:58
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52873

Re: boat stuttering

That sounds like a great idea, as it would get rid of the attach tracking function that add more calculation to do and when there's already lots of calculation/chunk stuff being done result only in visual stuttering. Though is it actually possible to transform the player model into another model lik...
by Robsoie
Tue Jan 31, 2017 02:16
 
Forum: Minetest Problems
Topic: boat stuttering
Replies: 5
Views: 1531

Re: State of The Game (January 2017)

Round worlds are theoretically possible, but will require substantial modification to the engine.

Check this :
https://www.youtube.com/watch?v=ztAg643gJBA
viewtopic.php?f=14&t=15643
There's a build available to test and it's rather amazing.
by Robsoie
Sat Jan 28, 2017 22:50
 
Forum: Minetest General
Topic: State of The Game (January 2017)
Replies: 7
Views: 1672

Re: [mod] Vehicles [vehicles]

This mod is really plenty of fun, thanks for this great work. Seems all that is needed now is to make some racing tracks, time to race on the Monaco grand prix :) edit : for those interested, this imageloader mod is very interesting in order to make the base of a F1 circuit : https://forum.minetest....
by Robsoie
Thu Jan 26, 2017 22:00
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: [Game] MineClone 2 [0.4.0]

No problem with the bugs, it's a work in progress so it's obviously expected to run into some as the engine has bugs on its own already :) About the irlicht and the texture i noticed this : Further research on the "Could not open file of texture" warning: When Irrlicht loads a mesh like ch...
by Robsoie
Thu Jan 26, 2017 21:57
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 181045

Re: [Game] MineClone 2 [0.4.0]

Hello, Playing only with this subgame, no mods added. I just gave a test , and here are some report -Very- lot of these error messages , it started when i walked near to that structure (apparently a dungeon generated above ground) : http://i.imgur.com/NI3Bb2r.jpg 2017-01-26 14:30:22: ERROR[Emerge-0]...
by Robsoie
Thu Jan 26, 2017 13:48
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 181045

Re: Fastest settings/special build for slow computer?

It's odd you have such bad performance on a 64bits OS, i have an older OS on 32 bits only and have no problem with Minetest that is apparently supposed to use the CPU much more than the GPU Some tips : The minimap can be intensive, don't display it, but even when not displayed apparently still gathe...
by Robsoie
Wed Jan 25, 2017 12:30
 
Forum: Minetest General
Topic: Fastest settings/special build for slow computer?
Replies: 6
Views: 1648

Re: [Game] LegendofMinetest [v1]

Maybe it's some change in the minetest engine itself.
When the problem happens to me, only trying to sit again and using the jump key, that sometime allow to jump out of the sitting position, seems to re-enable me to correctly walk (jump and sneak too)
by Robsoie
Tue Jan 24, 2017 21:13
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 41879

Re: [Game] LegendofMinetest [v1]

It's always possible that Minetest mod security is what prevent the game to load in your minetest : https://forum.minetest.net/viewtopic.php?f=18&t=12471 That while designed to avoid problems with some possibly system damaging scripting functions may also be preventing some mods to run correctly...
by Robsoie
Tue Jan 24, 2017 20:52
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 41879

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

Thank you, i'll try to play with the values and see what works more nicely for me, as once you tasted the awesome of OBCHECK false with that catacomb it's hard to ever try to enter in a "normal" dungeon without being disapointed.
by Robsoie
Tue Jan 24, 2017 13:47
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8313

Re: boat stuttering

That must be it, as i have a few mods that seems to work with mapgen too.
A pity then to not be able to use boats without that stutter as without additional mods to enhance it, the world is much less interesting.
by Robsoie
Tue Jan 24, 2017 13:44
 
Forum: Minetest Problems
Topic: boat stuttering
Replies: 5
Views: 1531

boat stuttering

Something i noticed since i play is that boats are problematic , when you're on them each 5/6 seconds there's some kind of "hickup", you seem to move forward then backward, basically a stutter. At first i thought it was new chunks loading that may disturb some slow lua script, but after ex...
by Robsoie
Tue Jan 24, 2017 03:22
 
Forum: Minetest Problems
Topic: boat stuttering
Replies: 5
Views: 1531

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

I wouldn't say nuts with OBCHECK false, i would say amazing :D So it's a question of player distance to the spawner nodes, good to know as i thought it was just automatic and never stopping. Is it possible to control that distance between a player and the actual node (as i guess i should lower it to...
by Robsoie
Mon Jan 23, 2017 13:46
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8313

Re: Post your mapgen questions here (modding or engine)

Thanks, i'll try to play with the client_mapblock_limit , as i imagine some other mods consume memory too, and all in all things will go overboard at some point, so if i can already get mapgen to eat less it's already good.
by Robsoie
Mon Jan 23, 2017 03:32
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76909

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

I tried this, then edited those parts to test so it wouldn't be too deep : local YMIN = -200 local YMAX = 200 local XMIN = -200 local XMAX = 200 local ZMIN = -200 local ZMAX = 200 local YMAXSPA = -13 -- Maximum y for initial catacomb spawn and steps in air [...] local OBCHECK = false Then added as s...
by Robsoie
Mon Jan 23, 2017 02:18
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8313

Re: Different soils for forests

That's a really great idea, making more visual variations with the various forests in biomes helps a lot in keeping exploration interesting.
by Robsoie
Mon Jan 23, 2017 00:10
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10303

Re: Post your mapgen questions here (modding or engine)

A question about the mapgen world size. As i don't have that much ram (as i guess that's the problem), Minetest can crash on me when i explore for a long time, so i thought about limiting the world size in a way we (as i play with my nephew) still have a lot to explore before settling somewhere I th...
by Robsoie
Sun Jan 22, 2017 23:31
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76909

Re: [Game] LegendofMinetest [v1]

Hello, been trying a bit the "unstable" version from the Caerulean video comments : https://github.com/D00Med/LegendofMinetest/archive/update.zip And noticed while i was in a desert that snow was falling : http://i.imgur.com/3J6ab5g.jpg Could it be possible to have the snow script avoid th...
by Robsoie
Fri Jan 20, 2017 20:33
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 41879

Re: [Mod] Alive AI V1.6 [aliveai]

Hello, This sounds very interesting, but i am puzzled in how to get any bot starting to do something. Starting in creative, in a region covered by snow, i opened the inventory and saw 2 news item, a bot spawner and a bot spawner 2 that seems to spawn 2 differently colored bots. After that bots somet...
by Robsoie
Sat Jan 14, 2017 23:18
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66336

Re: [Game] LegendofMinetest [v1]

Really?? 0.o well that's good (I keep getting OOM errors). I thought it was funny... http://www.gamersheroes.com/wp-content/uploads/2015/02/Majoras-Mask-Moon1.jpg It seems the 64bits (at least on windows) version of Minetest can deliver tons of those nasty out of memory errors, even the new stable ...
by Robsoie
Fri Dec 23, 2016 14:45
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 41879

Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

Playtested this one (after disabling the mod security setting on a recent win32 build from Krock, as the subgame would just crash with it enabled) a bit and enjoyed the change of scenery in the game when moving from biome to biome, liked how those castles and other buildings improve the landscape, m...
by Robsoie
Thu Dec 22, 2016 18:31
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 117237
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