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Re: Modding in Eclipse

It's ugly, it's buggy, but it's something to build upon! Installation: 1. Start Eclipse 2. Install LDT (Lua plugin for Eclipse) 3. In eclipse go to Window -> Preferences -> Lua -> Editor -> Templates -> Import Choose templates.xml Usage: Type the first few letters of a minetest function and press Co...
by Rochambeau
Sun Aug 16, 2015 16:40
 
Forum: Modding Discussion
Topic: Modding in Eclipse
Replies: 3
Views: 969

Re: Modding in Eclipse

By now I've found several ways to add minetest specific custom autocompletion to eclipse. 1. Lua Execution Environment EEs like described here are too complicated for me. I don't have the time, nor the know how of doing it. 2. Editor Templates That would be more my thing because it's entirely based ...
by Rochambeau
Fri Aug 14, 2015 08:10
 
Forum: Modding Discussion
Topic: Modding in Eclipse
Replies: 3
Views: 969

Modding in Eclipse

Hi,

is there a lua library that can be imported into Eclipse to use autocompletion with minetest api methods?

The library might need to look like described in this post:

https://www.eclipse.org/forums/index.php/t/651455/
by Rochambeau
Fri Jul 31, 2015 09:50
 
Forum: Modding Discussion
Topic: Modding in Eclipse
Replies: 3
Views: 969

Re: Working & wonderfull Mintest IDE, based on ZeroBrane Stu

Finally got debugging with eclipse to work (see screenshot)!

But I also tested ZeroBrane with wintermutes plugin and I like the autocompletion with the help texts. That is really helpful.
by Rochambeau
Thu Jul 30, 2015 19:26
 
Forum: Minetest-Related
Topic: Working & wonderfull Mintest IDE, based on ZeroBrane Studio
Replies: 16
Views: 23532

Re: Working & wonderfull Mintest IDE, based on ZeroBrane Stu

If you want to debug your embedded scripts same way you would debug a native application, give it a try.


That one line is taken from the minetest dev link I provided. It sounds like some kind of deeper mod debugging is possible with eclipse. I really should give it another try...

Sorry for OT..
by Rochambeau
Wed Jul 29, 2015 19:27
 
Forum: Minetest-Related
Topic: Working & wonderfull Mintest IDE, based on ZeroBrane Studio
Replies: 16
Views: 23532

Re: Working & wonderfull Mintest IDE, based on ZeroBrane Stu

What I mean by debugging is, that I want to trace my script step by step, see why it runs through ifs or elses, set breaking points, see variables and their values, and so on. It seems like eclipse can do it: http://dev.minetest.net/Intro#Integrated_development_environments But I could not get it to...
by Rochambeau
Wed Jul 29, 2015 17:33
 
Forum: Minetest-Related
Topic: Working & wonderfull Mintest IDE, based on ZeroBrane Studio
Replies: 16
Views: 23532

Re: Working & wonderfull Mintest IDE, based on ZeroBrane Stu

@4aiman

Can you provide a tutorial (or link) how to integrate minetest into geany and debug mods with geany?
by Rochambeau
Wed Jul 29, 2015 12:25
 
Forum: Minetest-Related
Topic: Working & wonderfull Mintest IDE, based on ZeroBrane Studio
Replies: 16
Views: 23532

Re: inv:contains_item

Well, after some research I solved the problem myself. :-) My mod consists of two lua files; init.lua (of course) and build.lua (which contains the code from OP). build_item is defined in init.lua as local and is obviously not accessible from build.lua. So the variable build_item in build.lua is nil...
by Rochambeau
Tue Jul 28, 2015 05:21
 
Forum: Modding Discussion
Topic: inv:contains_item
Replies: 3
Views: 721

inv:contains_item

Hi there, currently I'm working on a little mod that places a mts schem when the player reaches a certain location and has a specific item in his inventory. I read the inventory in the following section: minetest.register_globalstep(function(dtime) timer = timer + dtime; if timer >= 5 and built == 0...
by Rochambeau
Sun Jul 26, 2015 19:11
 
Forum: Modding Discussion
Topic: inv:contains_item
Replies: 3
Views: 721

Re: چ[closed] hange smooth lighting د

Sorry for ressurrecting this thread, but smooth lighting still seems broken.
With smooth lighting, light shines trough touching nodes. With smooth lighting disabled, the roof looks solid as it should.

Doesn't matter if shaders are enabled or not.
by Rochambeau
Sat Jun 27, 2015 13:20
 
Forum: Minetest Features
Topic: چ[closed] hange smooth lighting د
Replies: 4
Views: 1133

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Great mod so far!

Two wishes though:
1. could you split up creatures_races_default/init.lua into several files for each mob or race? This way it would be easier to keep track of the whole thing.
2. could you implement reproduction of mobs (by feeding them special items)?
by Rochambeau
Wed Jun 24, 2015 07:39
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 45919

Re: villages [WIP]

Update: So, I guess it is no mod problem but something I added to minetest.conf to get higher mountains. mgv6_np_terrain_base = -4, 30, (750, 750, 750), 82341, 6, 0.65 mgv6_np_terrain_higher = 10, 64, (750, 750, 750), 85039, 8, 0.6 Since I removed those two lines, no more buildings in holes appeared...
by Rochambeau
Sat Jun 20, 2015 12:13
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32552

Re: villages [WIP]

FYI:
A lot of houses and some villages spawn in holes in the ground.
Sometimes it looks cool, like a village in a hidden valley. Sometimes it's just disturbing ;-) (see attachment)
by Rochambeau
Fri Jun 19, 2015 19:04
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32552

Re: [Mod] Traders [mobf_trader]

Yes, I do love AdventureTest as well. That got villages that feel really alive, while mg_villages villages are too static without mobs roaming around. As mobf_trader was always intended to be of use for other mob mods and just provide the trading interface, I've added overrides for on_rightclick fo...
by Rochambeau
Fri Jun 19, 2015 05:30
 
Forum: Mod Releases
Topic: [Mod] Traders [mobf_trader]
Replies: 36
Views: 13521

Re: villages [WIP]

Is there an option to decrease the number of villages and/or random buildings or increase the space between them? I found mg_villages.VILLAGE_CHANCE in config.lua and it seems, increasing the value helped with the villages. But for my taste, there are still too many single houses on the map. Can't w...
by Rochambeau
Thu Jun 18, 2015 19:32
 
Forum: WIP Mods
Topic: villages [WIP]
Replies: 127
Views: 32552

Re: [Mod] Traders [mobf_trader]

Maybe it's the wrong thread but are you planning to spawn these traders in their workplaces in mg_villages? It would make the villages feel more alive. I recently tried the game Adventuretest and liked the populated villages very, very much. Here is how Adventuretest does it (line 427). ---------- E...
by Rochambeau
Thu Jun 18, 2015 07:37
 
Forum: Mod Releases
Topic: [Mod] Traders [mobf_trader]
Replies: 36
Views: 13521

Re: What's Minetest still missing over Minecraft?

@whateveralias I fully agree to everything you said in your two posts! You can't attract new player if you don't give them something to feel attracted to. Sadly, most of the decission-maker here disagree. Minetest is like giving someone a plain white paper and some crayons and tell them "now yo...
by Rochambeau
Tue Jun 16, 2015 11:58
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134804

Minecraft mobs blender

Would it be possible (and legal) to make a mob set out of this?

https://rymdnisse.net/downloads/minecra ... r-rig.html
by Rochambeau
Tue Apr 21, 2015 06:20
 
Forum: Modding Discussion
Topic: Minecraft mobs blender
Replies: 3
Views: 913

Re: [Mod] Mobs Redo [1.09] [mobs]

Here is the zombie converted from creatures mod to mobs redo. Just unzip and copy all files and folders to the official mobs redo folder and add this line to init.lua dofile(minetest.get_modpath("mobs").."/zombie.lua") An overall finetuning has to be done (armor, hps), but in gen...
by Rochambeau
Sun Apr 19, 2015 05:09
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241458

Re: [Mod] Mobs Redo [1.09] [mobs]

Nathan.S wrote:Quick question, are you accepting any more animals/mobs to add to this mod? I have a few that I'd try my hand at making if they'd be put to use.


Speaking of which, i ported the zombie from creatures to mobs redo. If anybody is interested.
by Rochambeau
Sat Apr 18, 2015 13:54
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241458

[Mod] [WIP] Hudclock [mthudclock]

This is my first (releaseable) mod and adds a clock of the ingame time in the upper right corner of the hud. So even if no sun is around, I always know what time it is. It is a fork of Pitriss' hudclock and adds a clock icon. Depends - default Download - https://github.com/Rochambeau/mthudclock/arch...
by Rochambeau
Fri Apr 17, 2015 16:50
 
Forum: WIP Mods
Topic: [Mod] [WIP] Hudclock [mthudclock]
Replies: 5
Views: 1184

Re: Hide version number

I can see their point. A lot of the people submitting bug reports can hardly figure out what game they are playing, let alone press specific function keys. People with this level of knowledge won't have much fun with minetest, because if it is too hard to press one button, how do they handle the in...
by Rochambeau
Thu Apr 16, 2015 05:07
 
Forum: Minetest General
Topic: Hide version number
Replies: 7
Views: 1197

Re: Hide version number

Well, I see this topic was already discussed among the devs. Of course, in the case of a bug report, they want as much info as they can get. As a player, I still would like to have the option to disable this string to keep the hud clean, for example as an opt-out implemention. Wouldn't it be suffici...
by Rochambeau
Wed Apr 15, 2015 05:04
 
Forum: Minetest General
Topic: Hide version number
Replies: 7
Views: 1197

Hide version number

Hi,

how can I hide the display of the version number in the upper left corner?

R.
by Rochambeau
Tue Apr 14, 2015 17:44
 
Forum: Minetest General
Topic: Hide version number
Replies: 7
Views: 1197

Re: [Mod] Mobs Redo [1.08] [mobs]

*blush* Yep, right, thank you...
by Rochambeau
Tue Apr 07, 2015 18:31
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241458

Re: [Mod] Mobs Redo [1.08] [mobs]

Hi, I'm trying to create a mod, where certain mobs should spawn in certain areas. For that, I created a special node and want to spawn - for example - a NPC on that node. My code looks like this, but on a 10x10 field of cobblespawn, not a single NPC is spawning. minetest.register_node("testmod:...
by Rochambeau
Mon Apr 06, 2015 18:49
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241458

Re: [Mod] KPGMobs [kpgmobs]

How do I get a saddle off a horse? Right click gets me up on the horse, left click adds it (the horse itself!) to my inventory
by Rochambeau
Sun Mar 22, 2015 20:16
 
Forum: WIP Mods
Topic: [Mod] KPGMobs [kpgmobs]
Replies: 68
Views: 31094

Re: [Mod] Mobs Redo [1.05] [mobs]

Now that it's harder to get wool on the first day of survival (because of iron shears), sheeps should drop wool when killed.

To pass/survive the first night, a bed is pretty important.
by Rochambeau
Fri Mar 20, 2015 20:22
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241458

Re: What's Minetest still missing over Minecraft?

Casimir wrote:
Gael de Sailly wrote:I agree. Mapgen v6 is disappointing, boring.

v6 is awesome, if you have the right settings. What is boring are the default settings.


Could you please share your settings with us? I'm still looking for the best minetest mapgen.
by Rochambeau
Sun Mar 15, 2015 15:08
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134804

Re: [Mod] Mobs Redo [1.03] [mobs]

I started a new map with paragenv7 because I like the generated landscape very much. The problem is, in new biomes, the mobs from this mob do not spawn, because of unknown ground (paragenv7:dirt, paragenv7:grass, and so on). Could you change the spawn function from working with nodes to working with...
by Rochambeau
Thu Mar 12, 2015 07:30
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241458
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