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Re: [Conspiracy Theory] Minetest development coopted.

Hah :D You certainly have some good points. What are some specific examples, though? Which "legacy" compatibility features are you talking about in particular, and how are they interfering with new development? Which bugfixes are you talking about in particular? Maybe I can shed some light...
by hmmmm
Fri Jan 15, 2016 17:19
 
Forum: Minetest General
Topic: [Conspiracy Theory] Minetest development coopted.
Replies: 12
Views: 1912

Re: Some exception: "Failed to create socket"

Can you try this again with the latest development version of minetest?
by hmmmm
Sun Nov 08, 2015 23:34
 
Forum: Minetest Problems
Topic: Some exception: "Failed to create socket"
Replies: 5
Views: 1276

Re: [Coders needed] Colored light sources

Guys, I have a better solution to all of this. First of all, the day/night "light banks" are kind of silly - it's a feature that sounded good in theory at the time I guess but turned out to be not so useful in practice. We can omit that. Further, we can decouple light information from the ...
by hmmmm
Fri Sep 25, 2015 21:38
 
Forum: Minetest Engine
Topic: [Coders needed] Colored light sources
Replies: 84
Views: 22934

Re: How are temperatures assigned to coordinates?

I do remember saying that, but probably it only applies to interpreted Lua.
by hmmmm
Wed Sep 23, 2015 19:43
 
Forum: Modding Discussion
Topic: How are temperatures assigned to coordinates?
Replies: 24
Views: 3309

Re: working on DarkAge

Hi Blert2112,

The most recent version of Minetest has new sheet ore parameters that gives modders the power to create sheet ore exactly as in your mod.
by hmmmm
Sun Sep 13, 2015 05:06
 
Forum: Modding Discussion
Topic: working on DarkAge
Replies: 27
Views: 3291

Re: Possibly Mesecons/Areas MOD ERROR

Thank you.

Can you give me a list of mods you had running at the time?
by hmmmm
Mon Aug 17, 2015 03:22
 
Forum: Minetest Problems
Topic: Possibly Mesecons/Areas MOD ERROR
Replies: 9
Views: 2030

Re: Possibly Mesecons/Areas MOD ERROR

DARGON, if you are seeing any more areas with that problem, PLEASE save a copy of your map before overwriting it with air!
by hmmmm
Mon Aug 17, 2015 01:37
 
Forum: Minetest Problems
Topic: Possibly Mesecons/Areas MOD ERROR
Replies: 9
Views: 2030

Re: Minetest Crashes on Asus ME301T Tablet

Hey Biggvs,

Is there a box with text that shows up when Minetest goes back to the main screen?
It would be very helpful if you copied that information here on the forum.

Thanks.
by hmmmm
Tue Aug 11, 2015 04:18
 
Forum: Minetest Problems
Topic: Minetest Crashes on Asus ME301T Tablet
Replies: 3
Views: 958

Re: Server crash, server.cpp:509, linux x84_64, 0.4.12-dev

Amadin, how often did you get this error when it did happen to you?
Also could you share the modifications you made to your mods?
by hmmmm
Tue Aug 11, 2015 01:09
 
Forum: Minetest Problems
Topic: Server crash, server.cpp:509, linux x84_64, 0.4.12-dev
Replies: 15
Views: 2202

Macro line continuation style?

Not all of Minetest's code style is well-defined at this point. For 95% of matters we defer to the Linux kernel code style, since it seems to be somewhat of a standard among open source projects, is low friction, and tends to make a lot of sense. However, there is a problem with the Linux recommende...
by hmmmm
Sat May 23, 2015 20:45
 
Forum: Minetest General
Topic: Macro line continuation style?
Replies: 11
Views: 1997

Lua PerlinNoiseMap memory efficiency improvements

Hello Minetest Modding Community, Recently I've had some complaints about extremely high memory usage in mods that make extensive use of Perlin noise maps (core.get_perlin_map/PerlinNoiseMap). I investigated and found that the most memory-intensive part of noise is, by far, placing the resulting com...
by hmmmm
Sun May 17, 2015 16:16
 
Forum: Modding Discussion
Topic: Lua PerlinNoiseMap memory efficiency improvements
Replies: 3
Views: 904

Re: The game is too poorly optimized.

.
by hmmmm
Tue Apr 28, 2015 07:34
 
Forum: Minetest Problems
Topic: The game is too poorly optimized.
Replies: 41
Views: 6730

Re: The game is too poorly optimized.

Minetest is the one that edits the texture of a node - in CPU - to do lighting. Don't assign the blame to other people. Minetest contains a lot of broken code. Oh wow, fuck off. Minetest's contains less "broken code" than most other open source projects because it's actively developed and...
by hmmmm
Tue Apr 28, 2015 07:33
 
Forum: Minetest Problems
Topic: The game is too poorly optimized.
Replies: 41
Views: 6730

Modder feedback needed: MT Schematic (.mts) file paths

To the people currently using Minetest schematics (NOT worldedit schematics): is anybody having problems with the file path? Currently, schematics are loaded relative to the current working directory, which seems wrong to me but I haven't heard any complaints about this particular thing. Is the sche...
by hmmmm
Sat Jan 03, 2015 18:38
 
Forum: Minetest Features
Topic: Modder feedback needed: MT Schematic (.mts) file paths
Replies: 4
Views: 1198

Re: Fate of Mapgen V7

Okay, it's settled. Aside from giving V7 caves an upgrade (V5 cave routes with V6 large_caves) it's going to stay pretty much stable.
Any major new development will happen in V8.
by hmmmm
Sat Jan 03, 2015 18:26
 
Forum: Minetest Features
Topic: Fate of Mapgen V7
Replies: 20
Views: 4820

Re: [0.4.8] LuaVoxelManipulator

I was wrong when I said that, you were always able to omit z from chulens. Nothing special needs to be coded for that.
Also as of the 0.4.11 release, the size parameters a noisemap object was created with has no bearing on the rest of the parameters.
by hmmmm
Sat Jan 03, 2015 16:13
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33025

Re: Minetest FPS

Hello wasn't sure where to post this but was just wondering what all methods have been used or will be used to increase minetest performance? example: Only loading textures for block faces visible to camera etc.. im sure that has been done and others becuase the performance is already very good, bu...
by hmmmm
Fri Jan 02, 2015 17:56
 
Forum: Minetest General
Topic: Minetest FPS
Replies: 7
Views: 1756

Re: Quality Assurance measures

My suggestion would be to remove the code review, but keep the "2 devs need to agree" rule for features, like we currently have. I would also encourage that the people who want to add the features talk to devs before they start coding it, to prevent unnecessary work for them (i.e. core de...
by hmmmm
Thu Jan 01, 2015 17:21
 
Forum: Minetest General
Topic: Quality Assurance measures
Replies: 9
Views: 2657

Re: Fate of Mapgen V7

Note to all: I am *not* asking what you're looking for in a mapgen, or the next mapgen, I am simply asking if V7 is used widely enough to make modifying it a bad idea. Mapgen suggestions should go into a separate thread. But the thing is, you don't need to make suggestions anymore, you could just do...
by hmmmm
Sun Dec 28, 2014 21:42
 
Forum: Minetest Features
Topic: Fate of Mapgen V7
Replies: 20
Views: 4820

Re: Quality Assurance measures

I don't understand you anymore. First you say that approving pull requests without looking closely at the code is bad since it might introduce bugs, and in the next sentence you say that reverting is easy and you imply that the dev branch doesn't need to be as stable as it currently is. No, the ide...
by hmmmm
Sun Dec 28, 2014 20:24
 
Forum: Minetest General
Topic: Quality Assurance measures
Replies: 9
Views: 2657

Fate of Mapgen V7

I suppose the current terrain output of Mapgen V7 isn't too horrible, but I would like to make some major changes. V7 was never formally released, but it somehow got added to the main menu selection box and users began to unironically use it. Since people now rely on V7's output, I'm wondering if I ...
by hmmmm
Sun Dec 28, 2014 19:14
 
Forum: Minetest Features
Topic: Fate of Mapgen V7
Replies: 20
Views: 4820

Re: Quality Assurance measures

You recently directly commited a change to upstream which hid warnings. This also hid some bugs, and should of been done in your cmake/gcc installation if it annoyed you, there are settings to hide it you can change without changing Minetest. I'd just like to point out this is false. The warning in...
by hmmmm
Sun Dec 28, 2014 18:35
 
Forum: Minetest General
Topic: Quality Assurance measures
Replies: 9
Views: 2657

Re: Release Engineering

Are they? You mentioned “Minetest hanging in a state perpetual bugginess”. A lot of those pull requests eliminate bugs. Wouldn’t it help to merge them before the feature freeze to prevent the buggyness? Bugfix releases should be done more often but may need at least two branches. We had to add hack...
by hmmmm
Sun Dec 28, 2014 02:30
 
Forum: Minetest General
Topic: Release Engineering
Replies: 40
Views: 7311

Quality Assurance measures

I think we ought to reconsider some of our quality assurance measures. Code Reviews Two other core developers are supposed to review a commit before it gets pushed to upstream. Developers in charge of a specific subsystem get a free pass on their own commits to that subsystem. Why this sucks: Has an...
by hmmmm
Sun Dec 28, 2014 02:08
 
Forum: Minetest General
Topic: Quality Assurance measures
Replies: 9
Views: 2657

Re: Release Engineering

Even if you keep deleting my posts I think you guys really should discuss and merge the pull requests instead of having an argument about versioning :) Why don't you create a new topic about that instead of hijacking this one? I am not the one deleting your posts by the way, but I agree they are ou...
by hmmmm
Sun Dec 28, 2014 02:00
 
Forum: Minetest General
Topic: Release Engineering
Replies: 40
Views: 7311

Re: Release Engineering

The feature freeze we currently have is quite good, since it forces everyone to actually find and fix bugs. If we just freeze some branches, then everyone will just continue to add new features in other branches, which renders the freeze useless. No, PilzAdam, it's shit. The developers aren't dilig...
by hmmmm
Sun Dec 28, 2014 01:35
 
Forum: Minetest General
Topic: Release Engineering
Replies: 40
Views: 7311

Release Engineering

The processes used in our current software development lifecycle is riddled with problems and clearly resembles an immature development model. Versioning Every release after celeron55 passed Minetest off, only the patch version number has been incremented. I suppose the major version number stayed 0...
by hmmmm
Sun Dec 28, 2014 01:02
 
Forum: Minetest General
Topic: Release Engineering
Replies: 40
Views: 7311

Minetest 0.4.11

Merry Christmas, all. Minetest 0.4.11 is out! Changelog: http://dev.minetest.net/Changelog#0.4.10_.E2.86.92_0.4.11 Source code: https://github.com/minetest/minetest/tree/0.4.11 Download Windows: ⋅ MinGW build: 32 bit 64 bit Minetest 0.4.11 is currently lacking official Android and MSVC bui...
by hmmmm
Fri Dec 26, 2014 15:48
 
Forum: Minetest News
Topic: Minetest 0.4.11
Replies: 67
Views: 17054

Re: [0.4.11] Meshnodes, mapgen “v5”, other recent developmen

??? Spread doesn't need Z to be equal to 1 for 2d noise
Just the {x,y,z} size value passed as a parameter when creating noise map objects do.
by hmmmm
Wed Dec 17, 2014 20:34
 
Forum: Minetest News
Topic: [0.4.11] Meshnodes, mapgen “v5”, other recent developments
Replies: 49
Views: 11360

Then again, my only experiences with using schematics were (ab)using them to make WorldEdit faster, since VoxelManipulators don't give access to param2 values. Can you give me some solid examples of cases where you'd need to edit the param2 value? Seems good. However, is there a way to detect which...
by hmmmm
Sun Aug 11, 2013 18:52
 
Forum: Minetest News
Topic: [0.4.8] Schematic API usage change
Replies: 7
Views: 4968
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