One of my own features in this release is that there's now an official way to add custom player HP change reasons Also the HP change caused by the /kill command and builtin item_eat function are now properly reported to the modder as well. This is useful for "cause of death" mods. I plan to use this in Repixture and Hades Revisited.
star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).
Games can now specify a default mapgen. I added this in Repixture.
Item images can be animated now, and it works in the inventory and wieldhand. But unfortunately, the image of dropped items is still static (probably not implemented yet?), so I can't really use it in my games yet (I want consistency).
FINALLY a big semitransparency bug was fixed; semitransparent items now render correctly in the inventory. Stained glass and similar things now look much better in the inventory. I've waited years for this.
I like that the Tab key in formspecs now outlines the currently focused element in white. The Tab key always worked, it was just not visible before, so it was a no-brainer feature. :P
I wish that for future versions we can also change the color and thickness (via formspec styles).
[...] star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).
Games can now specify a default mapgen. I added this in Repixture.
[...]
Does that mean stars can now be used for navigation?
This per-game default mapgen feature sounds really useful for games that recommend one other than v7 (and for players who tend to forget about the recommended mapgen)
To Luanti's developer team: Congratulations on the new update!
One of my own features in this release is that there's now an official way to add custom player HP change reasons Also the HP change caused by the /kill command and builtin item_eat function are now properly reported to the modder as well. This is useful for "cause of death" mods. I plan to use this in Repixture and Hades Revisited.
star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).
Games can now specify a default mapgen. I added this in Repixture.
Item images can be animated now, and it works in the inventory and wieldhand. But unfortunately, the image of dropped items is still static (probably not implemented yet?), so I can't really use it in my games yet (I want consistency).
FINALLY a big semitransparency bug was fixed; semitransparent items now render correctly in the inventory. Stained glass and similar things now look much better in the inventory. I've waited years for this.
I like that the Tab key in formspecs now outlines the currently focused element in white. The Tab key always worked, it was just not visible before, so it was a no-brainer feature. :P
I wish that for future versions we can also change the color and thickness (via formspec styles).
Hell yeah finally the alpha image shi was fixed 🎉🎉🎉🎉
Does that mean stars can now be used for navigation?
Yes, although the default number of stars (1000) doesn't make it practical; but mods could already change that before this release, together with their size. I settled for 100 stars at 0.5 scale, FWIW.
I wish there was an option to variable scale with percentages to not have stars all of the same size, but some larger, some smaller (given by a percent value)
I wish there was an option to variable scale with percentages to not have stars all of the same size, but some larger, some smaller (given by a percent value)
wow ... yeah ... this looks epic as f*ck
and yeah ... in the next release ther schuld be three options:
star_size_distribution can be like a value between min and max represent by 0 to 1
like distribution=0 is mostly min sized stars, =1 is mostly max sized and everything in between is a more random distribution (0.1 would be mostly small stars and only some larger and 0.5 would be a even distribution)
I've tested it, and went back to 5.14.0, the graphics completely screwed up big time, as this post in the problems section shows: viewtopic.php?t=32299
I'd stay back in 5.14.0 till these graphical errors are fully resolved. Something went horribly wrong in the development of the update and it backfired horrendously.
and yeah ... in the next release ther schuld be three options:
The more i think about, the more I wish we could give it a noise map and the stars being generated automatically based on the noise. With this we could have a desired distribution and structures without having to rely on half-implemented skybox images.
I've tested it, and went back to 5.14.0, the graphics completely screwed up big time, as this post in the problems section shows: viewtopic.php?t=32299
I'd stay back in 5.14.0 till these graphical errors are fully resolved. Something went horribly wrong in the development of the update and it backfired horrendously.
Your problems are your own, in their own thread, and not typical. Without diminishing your own problems, please don't assume that your own experience has translated into everyone else's games as well. There are so many hardware and software factors at play.
One of my own features in this release is that there's now an official way to add custom player HP change reasons Also the HP change caused by the /kill command and builtin item_eat function are now properly reported to the modder as well. This is useful for "cause of death" mods. I plan to use this in Repixture and Hades Revisited.
star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).
Games can now specify a default mapgen. I added this in Repixture.
Item images can be animated now, and it works in the inventory and wieldhand. But unfortunately, the image of dropped items is still static (probably not implemented yet?), so I can't really use it in my games yet (I want consistency).
FINALLY a big semitransparency bug was fixed; semitransparent items now render correctly in the inventory. Stained glass and similar things now look much better in the inventory. I've waited years for this.
I like that the Tab key in formspecs now outlines the currently focused element in white. The Tab key always worked, it was just not visible before, so it was a no-brainer feature. :P
I wish that for future versions we can also change the color and thickness (via formspec styles).
These are all amazing things. Very excited to work on my own game :p
I want some animated nyancat tools lol
Kann es sein, dass es mit dieser Version mehr laggt? Seit mir zap-hosting die 5.15 draufgespielt hat habe ich Probleme auf dem Server, die vorher nicht waren
Much smoother now with the opengl3 path, on a friends voxelibre server I used to drop to mid 30s - 40s cos its so built up, now I'm getting 90s-120s, this is at 4K resolution with 1000 view distance! and all the fancy effects on and medium shadows, GPU is a Radeon RX 7800 XT with 16GB/CPU is a ryzen 7 3800X with 48GB, even my laptop (Latitude E7470) its now playable! (250 view/around mid 50s-60s) great work
Fedora Linux Cinnamon
Ryzen 7 3800X/Radeon RX 7800 XT
48 GB System RAM/16 GB Video Ram
1TB NVMe SSD/10TB HDD
I've tested it, and went back to 5.14.0, the graphics completely screwed up big time, as this post in the problems section shows: viewtopic.php?t=32299
I'd stay back in 5.14.0 till these graphical errors are fully resolved. Something went horribly wrong in the development of the update and it backfired horrendously.
Your problems are your own, in their own thread, and not typical. Without diminishing your own problems, please don't assume that your own experience has translated into everyone else's games as well. There are so many hardware and software factors at play.
Actually, I just found out that certain mods are the culprit to the graphical glitches. So now that topic has changed to a General Mod glitch, affecting numerous mods.