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It is intended behaviour that when a MapBlock becomes part of the active area, the time of it not being active while the server has been running is calculated and an estimate is made to roughly trigger as many of the ABMs as would have been triggered during the time. This is preferred behaviour for ...
by celeron55
Mon Apr 02, 2012 12:42
 
Forum: WIP Mods
Topic: Understanding ABM chance
Replies: 21
Views: 4358

The server unloads world data from memory when there are no players close to it. The default range is a radius of 2-3 MapBlocks (32-48 nodes) or something like that. This is also the range in which objects are active and inside which ABMs operate. It is called the "active block range". Node data als...
by celeron55
Mon Apr 02, 2012 12:31
 
Forum: WIP Mods
Topic: delete
Replies: 7
Views: 1837

License:Do whatever you want! WTF? Have you asked permission? The original mod is, as far as I know, licensed under GPLv3 + CC BY-SA 3. Actually I have asked the original author if he is willing to license it for me under GPLv2+later, a few days ago, but he hasn't answered yet. (unless that is done...
by celeron55
Thu Mar 29, 2012 16:25
 
Forum: WIP Mods
Topic: .
Replies: 15
Views: 6869

I suggest: diff -rupN worldedit/init.lua worldedit_modified/init.lua --- worldedit/init.lua 2012-02-24 21:31:10.000000000 +0200 +++ worldedit_modified/init.lua 2012-03-28 12:36:48.324525439 +0300 @@ -50,6 +50,9 @@ function string:split(delimiter) return result end function check_player_we_perms(pnam...
by celeron55
Wed Mar 28, 2012 09:59
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 289952

If you make a demo mod, you should probably post the source code too so that people can easily look at it; either in the post if it isn't huge or in a pastebin or github otherwise.

For example I would like to see this, but won't bother opening a .zip.
by celeron55
Tue Mar 27, 2012 05:30
 
Forum: WIP Mods
Topic: [Demo Mod]Sound Block Example
Replies: 47
Views: 11504

I don't want to make this,i want to make the node more strong too. I do understand this issue, which is why I think the tough group could help. Let me think for a bit. The whole definition of the cracky group is that it is either 0, 1, 2 or 3. Thus it *cannot* be anything else. It is not strictly e...
by celeron55
Sat Mar 24, 2012 19:17
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3665

For the sake of completeness, here is the correct way to make a node that you can break only by using the mese pickaxe of the default tools: minetest.register_node("obsidian:superobsidian", { description = "Super obsidian", tile_images = {"thegame.png"}, groups = {cracky=1, level=3}, }) Actually, I ...
by celeron55
Sat Mar 24, 2012 18:51
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3665

If somebody who is not completely clueless is reading this, I'll mention that I will be considering adding a group called "tough", the only function of which is to always multiply the digging times based on it's rating, independently of other factors. It should provide, in a cross-mod/engine-mod com...
by celeron55
Sat Mar 24, 2012 17:56
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3665

I just suggested some use of this new API,This is how i see the groups system. "If you want to make an extra strong node WHILE using some of the common groups for it (eg. cracky), you specify a higher level group for it." The tutorial just learn this... I just wanted to help the community,if i didn...
by celeron55
Sat Mar 24, 2012 17:39
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3665

Nothing related to this will be seen in upstream in a while. Read this for what needs to be done for such to happen: http://c55.me/minetest/wiki/doku.php?id=dev:player_visual_definition
by celeron55
Sat Mar 24, 2012 17:29
 
Forum: Minetest Engine
Topic: 3D-Player
Replies: 152
Views: 58017

I suggest not reading this; there are so many things wrong in this, and it completely breaks the whole idea of the group system. If you want to make an extra strong node WHILE using some of the common groups for it (eg. cracky), you specify a higher level group for it. It will prevent lower-leveled ...
by celeron55
Sat Mar 24, 2012 17:22
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3665

Public Domain is not a license. What it means depends on the jurisdiction, and in some countries, eg. Finland, there is no thing called "public domain" at all.
by celeron55
Thu Mar 22, 2012 21:38
 
Forum: Mod Releases
Topic: [Mod] Admin Tools [admin_tools]
Replies: 17
Views: 10990

How do I install mods?

Wiki: Installing mods.

Please shout at somebody if that is not up-to-date.
by celeron55
Thu Mar 22, 2012 16:48
 
Forum: WIP Mods
Topic: How do I install mods?
Replies: 0
Views: 4829

How do I install mods?

Wiki: Installing mods.

Please shout at somebody if that is not up-to-date.
by celeron55
Thu Mar 22, 2012 16:48
 
Forum: Minetest Mods
Topic: How do I install mods?
Replies: 0
Views: 7488

How do I install mods?

Wiki: Installing mods.

Please shout at somebody if that is not up-to-date.
by celeron55
Thu Mar 22, 2012 16:48
 
Forum: Mod Releases
Topic: How do I install mods?
Replies: 0
Views: 32513

Oh lol, that page is outdated. ~/.minetest/usermods does not work anymore in 0.4.dev-20120318 or 0.4.dev-20120322. On Linux, additional mods should be installed in ~/.minetest/mods/mesetint/ (in a globally installed version) or in mods/mesetint/ (in a "run-in-place" version) Updated the wiki page.
by celeron55
Thu Mar 22, 2012 16:36
 
Forum: WIP Mods
Topic: how to add mods
Replies: 6
Views: 2324

Official-ish modding resources

Official dev.minetest.net Modding API reference of latest GitHub master (your Minetest might be older than this; check the “history” button in there for older versions.) Modding API reference of latest stable You can find your current version of the modding API reference locally, depending on the v...
by celeron55
Thu Mar 22, 2012 16:31
 
Forum: WIP Mods
Topic: Official-ish modding resources
Replies: 6
Views: 37206

License can't be None. By law it means you give as little rights as possible.

This topic should be moved to Modding General if no license is added by the author. Just slap "GPLv2/later" or "WTFPL" to it to prove you're not going to screw people for using it for anything bigger.
by celeron55
Sat Mar 17, 2012 10:06
 
Forum: WIP Mods
Topic: [Mod] MoreIron [moreiron]
Replies: 8
Views: 4094

Moved. However, I thought about things a bit and I am willing to give you a topic in the Mod Releases section. However, you must create a properly formatted topic for it (subject, licenses, proper download link and so, just like anyone else. Read the information topic in there.) Poke me when you're ...
by celeron55
Sat Mar 17, 2012 09:51
 
Forum: Mod Releases
Topic: [Modpack] Ru-True Minetest game (RTMG) [0.5.1]
Replies: 31
Views: 22296

Missing license information; please fill in ASAP.
by celeron55
Sat Mar 17, 2012 09:40
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 551235

Missing license information; please fill in ASAP.
by celeron55
Sat Mar 17, 2012 09:36
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 875364

This topic does not belong in here. Read the rules. Shall I remove or move it?

As of now, modpacks go in general.
by celeron55
Fri Mar 16, 2012 18:12
 
Forum: Mod Releases
Topic: [Modpack] Ru-True Minetest game (RTMG) [0.5.1]
Replies: 31
Views: 22296

Forum information and guidelines

This forum is meant only for mod release topics. You may discuss about mods in their topics. Posting a mod: You post your mod in the WIP Mods category according to these guidelines, and post a request in Topic Move Requests . A moderator will move it into here if the post is correctly formatted. Thi...
by celeron55
Fri Mar 16, 2012 08:23
 
Forum: Mod Releases
Topic: Forum information and guidelines
Replies: 0
Views: 18307

sfan5's answer is correct, but there is currently no way to tell Minetest which mods, if exist, should be loaded before your mod. Other than strictly depending on them, that is.

Patch welcome. (for example "?modname" in depends.txt)
by celeron55
Sat Mar 10, 2012 09:35
 
Forum: Minetest General
Topic: Lua, how do you check if a mod is installed.
Replies: 5
Views: 1099

Here are a few points I discovered by researching what this actually does. It stores eg. auth and ban data as binary blobs in a database. I do not understand at all why you would want to do this. It does not make any sense and is just more difficult to handle by hand and external tools. For clarific...
by celeron55
Tue Feb 28, 2012 17:36
 
Forum: Minetest Engine
Topic: Database interface & map,env,player metadata and more
Replies: 16
Views: 6431

I don't have anything against you trying to make such.

However, if you make it from scratch, don't call it Minetest, because people would confuse two completely different projects to be the same thing. That would not be good, because people would go ask for support from the wrong place and so on.
by celeron55
Thu Feb 23, 2012 18:47
 
Forum: Minetest General
Topic: Porting to ps3 ( minetest remake ) devs needed
Replies: 27
Views: 5659

You need to build it with -DRUN_IN_PLACE=0 AND install it with so. You seem to currently have a -DRUN_IN_PLACE=1 build, because it refers to "../data". This is the path it will use for builtin.lua; porting::path_data is "/usr/local/share/minetest" or similar for a properly built and installed versio...
by celeron55
Tue Feb 07, 2012 13:40
 
Forum: Minetest Problems
Topic: Can't run the server systemwide
Replies: 8
Views: 1778

Thanks for the source. Also you seem to be using a reasonably free license. 8) However, the font you use seems to be in a silly format and quite limited in internationalization. The former is probably not a problem, but the latter is. Related: found this the other day; it's a pixel-artish truetype f...
by celeron55
Sun Feb 05, 2012 16:14
 
Forum: Minetest General
Topic: GUI graphic brainstorming
Replies: 45
Views: 10473

What the hell? At least they shouldn't be. I won't bother testing, but if somebody does, please tell results.
by celeron55
Sat Feb 04, 2012 21:42
 
Forum: Minetest General
Topic: Im stuck finding world folder plz help
Replies: 8
Views: 1951

Some clarifications or something: A minetest mod really is just a package of certain kinds of game content and logic, built on the core gameplay. It doesn't care who uses it, for what purpose it used, is it a part of a huge bunch of others or anything. They can be (and indeed are) bundled with the ...
by celeron55
Sat Feb 04, 2012 21:23
 
Forum: Minetest General
Topic: What's in store?
Replies: 6
Views: 1801
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