Calinou wrote:Linuxdirk wrote:In Minetest you’ll see a more or less abrupt brightness change on nodes (it’s even worse when moving and new parts of the worlds are loaded).
This happens only with shaders disabled. With shaders enabled, the day-night transition should be entirely smooth.
Calinou wrote:Lights are also (very slightly) colored in Minetest.
Calinou wrote:Lights are also (very slightly) colored in Minetest.Linuxdirk wrote:Ok, where? To me it all looks the same more or less bright.
jp wrote:Calinou wrote:Lights are also (very slightly) colored in Minetest.Linuxdirk wrote:Ok, where? To me it all looks the same more or less bright.
https://github.com/minetest/minetest/bl ... #L129-L146
SegFault22 wrote:For example, adding an explosion event/ranged damage API (for triggering an explosion at a position) would be very useful for creating logical explosive nodes (such as dynamite, nukes, etc.)
Linuxdirk wrote:resource hogging shaders are enabled?
Linuxdirk wrote:And can we see it within the game or does it only works when resource hogging shaders are enabled?
rubenwardy wrote:I imagine that you use a integrated graphics card, or a simulated one
jp wrote:Linuxdirk wrote:And can we see it within the game or does it only works when resource hogging shaders are enabled?
That's a shader file, so only when shaders are enabled.
4aiman wrote:A perfect copy of Minecraft explosions is doable in Lua right now.
Furikawari wrote:Hello all,
Just a quick thought: having to install mods to have something that starts to be interesting is not a user-friendly approach. It bothers me as a developper (to have to install mods), so I can't imagine how many people stopped after trying a few minutes... For example, no mob is just not acceptable imo.
ArguablySane wrote:Not quite. When someone lights a block of TNT in minecraft, this information is sent to the client which can then start counting down. When the timer reaches zero, there's no apparent delay because the client can make a pretty good guess of what's going to happen.
...
In minetest everything is done server side.
Rubenwardy wrote:The current philosophy is that by making a bare minimum game, players are forced to download mods to make it fun. If we had a complete subgame, players would download new subgames in order to get variety and refresh the fun-ness of Minetest.
4aiman wrote:But the rule is: "one dev against a new feature and it won't be added". (The same goes for new devs).
We can't possibly change the rules that easily.
Because of the rules themselves.
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+ added more fields to the physics_override. Now one can set fall tolerance, attack and digging times multipliers. (despite protocol bump, MGC client is compatible with MT servers)
+ created a new menu, with additional features (like merging favourites with public list) which is much more pretty and MC-like than MTs or even FMs (subjective ;)
+ added the ability to set moon and sun textures just like skyboxes - run0time&per-player (a friend of mine joked about the fact with "Oh, kewl!! Now the server would go down depending on a phase of a moon...").
+ merged Zeg's slippery feature
+ make on_use to be called on RIGHT click (allowing to dig with food in hand)
+ removed death screen (now MT has a setting to disable that too)
Of course there are many tweaks like more informative debugging, changing default settings, ect were applied.
Sometimes to speedup the android build, sometimes to shrink the size of a debug.txt (I don't want and I don't know how to fir Irrlicht bugs for that matter).
4aiman wrote:It is clear enough I was talking about re-implementing the algorithms, not the client/server relations.
Also, I didn't notice you saying you'd like to add client-side explosions prediction.
I must apologize, if you really did.
But the client-side prediction won't fix lags.
If ping time is too high, then one should change the server or his/her ISP.
I'd rather like to see no effect at all than to find out myself dead (upon trying to collect some ores in the hole the explosion left) when the server will perform its "little corrections" and will cause me damage.
The same goes for chests: you pick some items and go away 100 nodes only to realize that a "little correction" thought your stuff is still in the chest and you-taking-it event never happened...
(MT is much more honest here - it won't take you yous stuff w/o you noticing you can't).
I've played Minecraft with ping of 1.1 second to 2.5 seconds, so I know what I'm talking about.
Linuxdirk wrote:Interacting with chests, furnaces, etc. always has noticeable lag between 2-5 seconds.
jp wrote:Linuxdirk wrote:Interacting with chests, furnaces, etc. always has noticeable lag between 2-5 seconds.
That's not necessarily the unique engine's fault, though.
I take the example of a mod that you extensively use : Crafting Guide. Have you looked at its code actually ? It represents ~2500 lines of code (!) and its slowness is due to handling a shitload of metadatas to a node whenever you operate on its formspec. Usually we use a detached inventory for this purpose (like Unified Inventory does efficiently), but not a node.
Well, we ought not deduct a weakness of Minetest before ascertaining that the mod is not sloppily coded...
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