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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Would it be difficult to add a feature to worldedit so you can pretest installing a schem file? This would then list any missing mods and move the pos1 and pos2 markers to enclose the zone the new mod would be installed. [EDIT: listing missing nodes would be a slight enhancement to the current //all...
by dgm5555
Sun May 18, 2014 14:00
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 291884

Re: Modders: Give feedback to the core developers

This isn't quite what it seems. (And people writing API docs really need to care more for their users than this) https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L778 It adds the block to a list of blocks that should be kept loaded. It doesn't synchronously load the blo...
by dgm5555
Sun May 18, 2014 13:04
 
Forum: Minetest General
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 10060

Re: Modders: Give feedback to the core developers

my first take on functions I would like:- forceload_block(now=true/false, onstartup=true/false) - which would load a block immediately - the current one doesn't seem to guarantee loading [EDIT: this seems to be an undocumented benefit of voxel_manip] ground_level(x,z,ignore_water=true/false) to iden...
by dgm5555
Sun May 18, 2014 10:10
 
Forum: Minetest General
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 10060

Re: Creating Ocean World with an island

Is there any way of reverse engineering the mapgen to figure out the seed required to generate a flat or island world, or perhaps a way of altering the height of the clouds? I'm getting a bit irritated by having clouds floating through my buildings?
by dgm5555
Sun May 18, 2014 09:50
 
Forum: Minetest General
Topic: Creating Ocean World with an island
Replies: 33
Views: 7989

Re: numpy-izing minetestmapper

Re GUI, the main thing I had in mind was a small app that draws the top view map, then makes it easy to select cross sections to view. Not sure that's all that useful (or easy to implement) for your in-game map. In any case, I don't use the cross-section views, but as there seems to be no way of ho...
by dgm5555
Sun May 18, 2014 09:44
 
Forum: Minetest-Related
Topic: numpy-izing minetestmapper
Replies: 63
Views: 17935

Re: How to identify ground level (or treetop level)

I tried forceload_block, it didn't seem to work while the call to the function was running even with long sleeps and/or loops to delay. might look at technic and try voxelmanip.
by dgm5555
Sun May 18, 2014 09:31
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 3918

Re: How to identify ground level (or treetop level)

I have tried lots of different methods, and it seems that there is no method to force the engine to load a block other than moving a player to the spot and leaving them there after the function exits. I've tried light levels, loops, forceload, sleep commands, placing nodes, more loops, etc, etc... T...
by dgm5555
Sat May 17, 2014 08:46
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 3918

Re: [Mod] Fireworks [fireworks]

Wouldn't sparks be possible by having nodes controlled by an abm which switched between textures randomly, or moved them apart by one or two nodes (you could have spark1->spark2->spark3->vanish? What about using an entity for the 'rocket' then nodes for the actual light points (see fireball https://...
by dgm5555
Sat May 17, 2014 05:56
 
Forum: Mod Releases
Topic: [Mod] Fireworks [fireworks]
Replies: 48
Views: 18921

Re: Share Your WorldEdit Files!

A couple more locations with more files:- http://digitalaudioconcepts.com/vanessa/hobbies/minetest.html https://github.com/cornernote/minetest-deploy_nodes/tree/master/deploy_building/buildings None of the following are mine, but are a selection from the above links. Be aware that world edit doesn't...
by dgm5555
Fri May 16, 2014 20:52
 
Forum: Minetest Maps
Topic: Share Your WorldEdit Files!
Replies: 74
Views: 37498

Re: [MOD] cannons with a lot of NEW features! [2.0] [cannons

have you ever sean a cannon, that shoots a stack of balls? only a single ball can be shooted all other is unreal. stacks only designed to save space in chests or for decoration. Well there was grapeshot and cannister shot, so yes cannons *can* shoot multiple balls (though I presumed the stack didn'...
by dgm5555
Fri May 16, 2014 17:30
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 74
Views: 27268

Re: [MOD] cannons with a lot of NEW features! [2.0] [cannons

Great mod. Few questions
How do you break the cannon?
I take it "muni" is ammunition. It took me a little while to figure out that stacks of cannon balls are not able to be used for ammunition - you have to use a single ball.
by dgm5555
Thu May 15, 2014 21:52
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 74
Views: 27268

Re: Post your screenshots!

dgm5555 wrote:
mimilus wrote:maybe someone will use openstreetmap to generate the map , it could be amazing

Actually I think I misunderstood. Did you mean create a minetest world which looks like the real world by using openstreetmap data?
by dgm5555
Wed May 14, 2014 22:58
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1500355

Re: How to identify ground level (or treetop level)

It is possible to know ground level at any co-ordinate in advance of map generation, but i think the only way is to recreate the mapgen in lua. This looks like a good method, actually if it's that simple it's even more surprising minetest doesn't expose the function, I guess I'd still have to check...
by dgm5555
Wed May 14, 2014 22:50
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 3918

Re: [Mod] A game about navigation [polaris]

Cool game, really good fun! A couple of thoughts What would be really cool is if you could leave invisible breadcrumbs left where you went which were made visible (perhaps use nyan cat rainbow) when the game ended. These markers would mean you could see where you went (and probably laugh) (and at th...
by dgm5555
Wed May 14, 2014 22:35
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3186

Re: How to identify ground level (or treetop level)

sorry about the camel case, I picked it up many years ago as it was a little more concise, and found that trying to switch back and forth made my own code inconsistent, which was even worse than being different to the current flavour of the project, should it become critical I can easily change them...
by dgm5555
Tue May 13, 2014 14:23
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 3918

Re: [Mod] A game about navigation [polaris]

Just tried to run the compiled version (as I too don't have any interest in installing and learning how to compile in moonscript (whatever that is) to lua. Good luck with back-tracking errors too, but here goes:- Fatal error when trying to play the game:- 14:57:57: ACTION[main]: World at [/home/davi...
by dgm5555
Tue May 13, 2014 14:01
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3186

How to identify ground level (or treetop level)

EDIT: The following code seems to work correctly:- local function groundLevel(targetX,targetZ) local manip = minetest.get_voxel_manip() -- the voxel_manip is require to force loading of the block local groundLevel = nil local i -- This will fail if ground level is 100 or above or below below -100 (b...
by dgm5555
Mon May 12, 2014 23:18
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 3918

Re: [Mod] MAPP - map for Minetest - optimized! [0.2.4]

Just wondering if it would be too challenging to use MAPP when not playing minetest to generate an offline map of the entire world, then reload it when needed (like mapit but without the dependency on python). This shouldn't be too difficult (just very slow). Are there any functions which provide th...
by dgm5555
Mon May 12, 2014 07:03
 
Forum: WIP Mods
Topic: [Mod] MAPP - map for Minetest - optimized! [0.2.4]
Replies: 113
Views: 31089

Re: Post your screenshots!

mimilus wrote:maybe someone will use openstreetmap to generate the map , it could be amazing

You can generate a world map with the python minetestmapper script. See my post for my mapit mod for examples and links https://forum.minetest.net/viewtopic.php?f=9&t=9219
by dgm5555
Sun May 11, 2014 21:04
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1500355

Re: [Mod] Creatures [minetest_mods_creatures]

For the mod to work properly, you must first disable the default player script. To do that, open minetest_game/mods/default/init.lua and comment out the dofile line for player.lua. It took me a little while to figure out the location of the "minetest_game" (on my ubuntu system its: /usr/s...
by dgm5555
Sun May 11, 2014 14:09
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 47708

Re: End dragon and endermen plus the realm of the End

have someone who hasn't played Minecraft's End Realm to code a mod like this I agree The problem is, someone who hasn't played Minecraft (like me) has no idea what you're talking about, so can't even remotely create something similar. But couldn't you create something at the far edge of the map wit...
by dgm5555
Sun May 11, 2014 08:01
 
Forum: WIP Mods
Topic: End dragon and endermen plus the realm of the End
Replies: 16
Views: 4661

Re: [Mod] Travelpoints [1.2] [travelpoints]

Bizarrely (given the name change) I've been looking for ages for a 'waypoints' system for minetest, and never thought to search for travelpoints. Any chance you could add in the title "(was waypoints)" to help searchers like me. I don't understand why waypoint in the forum search doesn't b...
by dgm5555
Sat May 10, 2014 06:51
 
Forum: Mod Releases
Topic: [Mod] Travelpoints [1.4] [travelpoints]
Replies: 28
Views: 12389

Re: [Mod] Carts [carts]

the values returned from get_look_yaw are offset by +1/2 pi from the values put in to set_look_yaw. VERY strange. Oh that's what is wrong, I noticed apparent errors in yaw but concluded 'a glitch' and didn't look any harder (I only needed to read it with my mapit mod). I also thought there were als...
by dgm5555
Wed May 07, 2014 11:52
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 302088

Re: [Mod] Carts [carts]

I'd go for option 2, but if you wanted to go for option 4, cant you make the old carts an alias of your new carts, then you could disable the old mod, but carts/rails/etc would still be recognised and wouldn't have problems with compatibility. I thought that's what minetest.register_alias was for? I...
by dgm5555
Tue May 06, 2014 22:46
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 302088

Re: [Mod] Carts [carts]

@Kilarin:Awesome upgrade. It seems to sort out all the glitches (eg suddenly reversing), and I love your controls! However I'm curious why you didn't use your original fork of the carts mod for your files. Copying it into a new master, changing it's name, then forcing users to change the name back i...
by dgm5555
Tue May 06, 2014 21:45
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 302088

Re: MapIt - another mapping mod

Sorry, now uploaded...
by dgm5555
Tue May 06, 2014 18:09
 
Forum: Mod Releases
Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
Replies: 47
Views: 16982

Re: [Mod] MAPP - map for Minetest - optimized! [0.2.4]

@4aiman, could you please explain the .. ".png^[transformFYR".. rotate .. bit of your code. I want to be able to zoom in and move around to view different portions of the png for mapit, and I think this is likely to be the secret, but I can't find any documentation of what you are doing? T...
by dgm5555
Tue May 06, 2014 13:43
 
Forum: WIP Mods
Topic: [Mod] MAPP - map for Minetest - optimized! [0.2.4]
Replies: 113
Views: 31089

Re: [Mod] MAPP - map for Minetest - optimized! [0.2.4]

Maybe Minetest should bundle local python? I agree would probably be helpful for some mods, but the problem is also what libraries to include. PIL would be an obvious one, but numpy just for a map mod that most people don't use? or tkinter to enable gitsync? etc... Would it be possible to have a lu...
by dgm5555
Tue May 06, 2014 13:38
 
Forum: WIP Mods
Topic: [Mod] MAPP - map for Minetest - optimized! [0.2.4]
Replies: 113
Views: 31089

Re: [Mod] growing trees [0.0.9] [growing_trees]

@sapier: yes - it essentially freezes the world and won't draw or allow access beyond those limited boundaries (but works fine within the boundary). If you disabled the trees then moved elsewhere it reocurred when you re-enabled them and returned to that location (or similar with some growing trees ...
by dgm5555
Tue May 06, 2014 13:33
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 159580

Re: Minetest Could Be An Educational Tool

I don't suppose there's an archeology mod, it would be quite cool to be able to dig up dinosaur bones when learning about dinosaurs and get an idea of how difficult it is for real archeologists. Perhaps if you found all the bits of bones they could puzzle them together to get a live dino in your wor...
by dgm5555
Tue May 06, 2014 13:27
 
Forum: Minetest General
Topic: Minetest Could Be An Educational Tool
Replies: 115
Views: 21703
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