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Re: Android developer needed

What's the point of having a "non-official" builder ?
If anyone can come and contribute to the mintest code base and maintain that part of the code ?
by oleastre
Mon Jun 27, 2016 14:53
 
Forum: Minetest News
Topic: Android developer needed
Replies: 21
Views: 8927

Re: Programmatically get my posn

This will only work when the player joins the game, not when you are walking. If you want to make it work while you are walking, have a look how it's done for the wielded torch light in the torches mod: https://forum.minetest.net/viewtopic.php?f=11&t=14359 The basic of getting the player positio...
by oleastre
Fri Jun 24, 2016 08:41
 
Forum: Minetest General
Topic: Programmatically get my posn
Replies: 4
Views: 550

Re: [modpack] Ambience Sounds [ambienceplus][wip]

A better way to get this working is to start working on the engine and get the biome info from there :)

Don't lose time working around the problem, fix it at the root ;)
by oleastre
Fri Jun 24, 2016 08:18
 
Forum: WIP Mods
Topic: [modpack] Ambiance Sounds [ambianceplus][wip]
Replies: 48
Views: 6890

Re: What!?

The way passwords are stored changed during the 0.4.13 development.

So, if you created your login with a new client (and probably a new server version also), it used the new storage that is incompatible with older clients.
by oleastre
Fri Jun 24, 2016 08:12
 
Forum: Minetest Problems
Topic: What!?
Replies: 3
Views: 788

Re: (The FNAF Update!) [Modpack] The Mobpack [mob_pack]

For screenshots, just switch to the forum's "full editor"; and add your image as a post attachment.

Once uploaded, you have a link to the image, you can copy/paste in a url block
by oleastre
Wed Jun 22, 2016 07:05
 
Forum: WIP Mods
Topic: (The Withered Update!) [Modpack] The Mobpack [mob_pack]
Replies: 45
Views: 6246

Re: Larger Avatars?

Probably 64x64 avatar images are good for the forum design as bigger one would just break everything and increase load time a lot... I just did a quick test replacing the current max size with 400x400... I feel it's better with 64x64 :) https://forum.minetest.net/download/file.php?mode=view&id=6...
by oleastre
Wed Jun 22, 2016 06:58
 
Forum: Minetest General
Topic: Larger Avatars?
Replies: 6
Views: 996

Re: Lua optimization tipps

I see you didn't try to do mapgen stuff in Lua. These "microoptimizations" do wonders there, and in anything that requires heavy computation. I never said micro-optimization is not useful and should not be used. What I said, is: first get it working, then benchmark your functions and then...
by oleastre
Fri May 27, 2016 11:34
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 39
Views: 5666

Re: Items producing light

Another example is the torches mod: viewtopic.php?f=11&t=14359
by oleastre
Fri May 27, 2016 11:26
 
Forum: Modding Discussion
Topic: Items producing light
Replies: 4
Views: 654

Re: Lua optimization tipps

I disagree. I tested a simple loop in two versions. ... for i=1,1000000 do ... Do you really use that kind of loop in your mod code ? Probably not, and you also said, you have problems reproducing the result. When you are developing, "premature optimization is the root of all evil." (Dona...
by oleastre
Thu May 26, 2016 18:45
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 39
Views: 5666

Re: Entity attachement

I understand you are beginning; and I can only encourage you to continue making efforts. If you do not get answers, maybe try other ways (like the various irc channels), or give us some hints. As a daily programmer, when you ask for code examples, it seems like you want me to write the code for you ...
by oleastre
Mon May 02, 2016 14:48
 
Forum: Modding Discussion
Topic: Entity attachement
Replies: 7
Views: 708

Re: [Mod] Simple Arcs [pkarcs]

First, I really like your mod and what you can create with this. I just had a quick look at your mod code and you can improve it a little bit, allowing external mods to register new materials (and creating new arcs types). Just wrap the whole recipes and nodes definitions in a function that takes a ...
by oleastre
Mon May 02, 2016 14:17
 
Forum: Mod Releases
Topic: [Mod] Simple Arcs [pkarcs]
Replies: 21
Views: 7026

Re: Entity attachement

I don't want to be rude, but did you tried to do what sofar explained ? You have your own car mod working with entities, so at least you already have an example of code that attach the player to an entity. I did not tried by myself, but from sofar comment, I just had a look in the minetest api , sea...
by oleastre
Mon May 02, 2016 14:02
 
Forum: Modding Discussion
Topic: Entity attachement
Replies: 7
Views: 708

Re: unkown objects

If you know the old node name, adding an lbm to convert it to a new one should be quite easy.
Otherwise using a VoxelManip in a variation of this mod:
https://github.com/indriApollo/remove_unknown
by oleastre
Tue Apr 26, 2016 19:38
 
Forum: Minetest General
Topic: unkown objects
Replies: 8
Views: 790

Re: how to integrate minetest window within another native a

You probably need to modify the minetest client to be embedded in some ways (and the communication is not a problem). Otherwise it's really platform dependent; you will end up with different code for each platform you want to support (and even with that, you'll probablt need to modify minetest to ha...
by oleastre
Wed Apr 20, 2016 15:19
 
Forum: Minetest Engine
Topic: how to integrate minetest window within another native app?
Replies: 1
Views: 790

Re: Recipes Not Registering Properly with For Loop

As Naj said, your current code loop both on hues and dyes and since the recipe does not depend on the hue, you register 12 times the same recipe; and at the end you get is 12 different recipes to generate white glass. To make it a more simple: - I would first register the node, then the craft recipe...
by oleastre
Tue Apr 19, 2016 12:49
 
Forum: Modding Discussion
Topic: [SOLVED] Recipes Not Registering Properly with For Loop
Replies: 5
Views: 626

Re: generate a "map of the map"

I think I will stop trying to re-implement existing stuff...
/emergeblocks is not documented in the minetest wiki and you could have tell everyone about that command in your first post.
But thanks anyway to make us aware of this.
by oleastre
Wed Apr 13, 2016 06:37
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: generate a "map of the map"

I added a /mapgen chat command to my small mod that uses the emerge_area.
Just call /mapgen 1000 to generate a 2000x2000 map around your player position.

And if you use /mapgen 1000 100; it will do the same but for a 2000x2000 box from your player's altitude up to 100.
by oleastre
Tue Apr 12, 2016 20:34
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: help for mod!

Only predefined minetest functions are available to all mods. The list and documentation is here : https://github.com/minetest/minetest/blob/master/doc/lua_api.txt The register_mob is a specific function defined by the mobs redo mod (and maybe other mobs mod). So, to use it, you need to depend on th...
by oleastre
Tue Apr 12, 2016 14:25
 
Forum: Modding Discussion
Topic: help for mod![solved]
Replies: 12
Views: 1380

Re: generate a "map of the map"

@Napiophelios: yes it's similar but follows a square spiral instead of a round one; the height automation is not already done but is quite easy to add.

@yyt16384: I was not aware of that one, I think I will just add a command to use this in a quick way.

Stay tuned :)
by oleastre
Tue Apr 12, 2016 08:18
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: generate a "map of the map"

Yes of course, a flying player is quite mandatory and the exploration is done on the starting height of your player. I could add an option to automate the exploration at different altitudes. I generally start at an altitude around 60. And I often get gray zones as mountains goes higher; but at least...
by oleastre
Mon Apr 11, 2016 11:28
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: generate a "map of the map"

Do you have some more info ? Like the number of steps or spiral size you did ? And where you playing in single player or in server mode with other people ? And last but not least, can you monitor your memory usage while exploring ? Maybe it's too fast and your computer cannot keep up generating bloc...
by oleastre
Sun Apr 10, 2016 23:33
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: generate a "map of the map"

I have a simple mod that teleports the player around a rectangular spiral to force the mapgen to generate blocks. This is a simple way initialize a world and then I use minetestmapper to generate a map. This gives you a rough idea of the different biomes and interesting area locations. If you want t...
by oleastre
Sun Apr 10, 2016 19:37
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: Game/Feature/Mod Ideas For Little Girl Whose Brother Pas

Just a small suggestion: use Baden-Powell's principle: "Ask the Boy" ! The friends of that little girl probably knows better what she would prefer. What will make her happy. Start from their experience and ideas. Make them elaborate something that they could do in minetest. Maybe it will b...
by oleastre
Wed Mar 30, 2016 11:20
 
Forum: Minetest General
Topic: Game/Feature/Mod Ideas For Little Girl Whose Brother Passed
Replies: 28
Views: 2640

Re: How to overridr default item's recipe?

You only need to edit the minetest_game mods. Nothing to change in the server source code; and so, you don't have to recompile minetestserver. Just launch your world after you've done your changes. And a simple advice: if you change minetest_game, prefer creating your own game (you just have to rena...
by oleastre
Fri Mar 25, 2016 09:00
 
Forum: Modding Discussion
Topic: How to overridr default item's recipe?
Replies: 4
Views: 664

Re: Mieux comprendre les mods ...

Si c'est un game, alors oui, l'endroit est le bon: ~/minetest/games (ne pas oublier le 's'). Tu devrais avoir une arborescence qui ressemble à: minetest games minetest_game mods menu steinheim-nodesnation mods menu Je serais toi, j'essaierai d'abord de créer le monde à partir de l'interface graphiqu...
by oleastre
Fri Mar 18, 2016 09:06
 
Forum: Français
Topic: Mieux comprendre les mods ...
Replies: 5
Views: 1513

Re: Mieux comprendre les mods ...

⋅  ~/minetest/mods/ A utiliser pour les mods que tu veux activer/désactiver via l'interface utilisateur. C'est l'endroit idéal pour installer tes mods. ⋅  ~/minetest/games/minetest_game/mods/ Un "game" dans minetest n'est en fait qu'une collection de mods avec quelques...
by oleastre
Thu Mar 17, 2016 16:39
 
Forum: Français
Topic: Mieux comprendre les mods ...
Replies: 5
Views: 1513

Re: Create script to clone/update mods from Github

I maintain my own minetest subgame that's just the basic minetest game with a set of mods and some patches of my own. To keep it up-to-date, I have a python script that checkouts mods and rebase my game on the latest mods version; and everything an be configured with a simple config file. Some links...
by oleastre
Mon Mar 14, 2016 14:04
 
Forum: Minetest General
Topic: Create script to clone/update mods from Github
Replies: 18
Views: 2887

Re: How do formspec coordinates work?

I just had quick look at the code. If I'm not mislead, the formspec is a simple layer around irrlicht ui elements that does some automatic scaling. So, the number are not fixed on an easy grid, but rather raw elements sizes and positions as it is defined in the gui toolkit. Maybe lack of documentati...
by oleastre
Fri Mar 11, 2016 12:54
 
Forum: Modding Discussion
Topic: How do formspec coordinates work?
Replies: 11
Views: 1189

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

Just an idea (it will maybe be too easy): add a generic "vegetation" node that spawns quite rarely and looks like grass with some flowers. Let the user dig those and collect generic "vegetation" seeds. Then the player should plant those seeds in wet soil and in dense patches. And...
by oleastre
Thu Mar 10, 2016 12:59
 
Forum: Mod Releases
Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
Replies: 136
Views: 28256

Re: Default file format for screenshots

Just do a simple test: save a minetest screenshot as a jpg file with quality set to 100%; open it in your favorite image editor alongside the png version. Put the two images in different layers and do a difference between the two. After that, just boost a little bit the brightness to see something. ...
by oleastre
Mon Mar 07, 2016 11:38
 
Forum: Minetest Features
Topic: Default file format for screenshots
Replies: 18
Views: 3341
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