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Re: Minetest 0.4.15

It's because no one volunteered
by rubenwardy
Sat Apr 01, 2017 02:23
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 30955

Re: RIP Nyan Cats.

It was drawn from scratch, with apparently minimal referencing
by rubenwardy
Fri Mar 31, 2017 01:08
 
Forum: Minetest General
Topic: RIP Nyan Cats.
Replies: 24
Views: 8095

Re: Should we rename Minetest? (poll)

The name simply makes our project sound shit to outsiders
by rubenwardy
Fri Mar 31, 2017 00:51
 
Forum: Minetest Features
Topic: Should we rename Minetest? (poll)
Replies: 24
Views: 7389

Re: [0.4.15] Last Man Standing! (Spleef)

I missed this before. Yeah, it's a WIP. When I have time, I may update it.
by rubenwardy
Thu Mar 30, 2017 17:47
 
Forum: Minetest Servers
Topic: [0.4.15] Last Man Standing! (Spleef)
Replies: 4
Views: 1485

Re: Should we rename Minetest? (poll)

This would cause a shit-ton ow work in the API and will affect all mods ever released. There either has to be an uber fat compatibility layer or a hard cut. Nope. If you renamed the namespace, it would be a one line fix for backwards compatibility: minetest = newname So IF there ever will be a rena...
by rubenwardy
Thu Mar 30, 2017 17:44
 
Forum: Minetest Features
Topic: Should we rename Minetest? (poll)
Replies: 24
Views: 7389

Re: Removal of Nyan Cats: how to preserve them in worlds

I call bullshit on that one. If the users end up with <unknown node> by default , this is a sign of shoddy design. I also disagree with your reasoning in the issue, it doesn't address my other concerns. You could add an alias to the old nyan cat nodes UNLESS the nyancat mod is found. Meaning: No ny...
by rubenwardy
Tue Mar 28, 2017 23:40
 
Forum: Minetest News
Topic: Removal of Nyan Cats: how to preserve them in worlds
Replies: 30
Views: 19579

Re: Post your modding questions here

Get_definition is slower as it needs to go into c++
by rubenwardy
Sat Mar 25, 2017 02:33
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 295269

Re: Client-sided modding: Good or bad?

exactly ONE client that was built with cheating in mind There's been way more than this. Loads of people have made them, including me after being told that it was possible whilst playing a server in 2012... Cheat clients was a big problem in ctf, there was one at least once a week. Currently all CS...
by rubenwardy
Fri Mar 24, 2017 23:30
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 9738

Re: [Game] MineClone 2 [0.16.0]

They mean the external mapper, and it's likely due to node names changing so colors.txt not being correct
by rubenwardy
Fri Mar 24, 2017 22:22
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 75179

Re: [discussion] how can the forums be improved?

Urm, by spam I meant a lot of entries hiding other topics when you're interested in modding or giving modding help
by rubenwardy
Thu Mar 23, 2017 21:17
 
Forum: Minetest General
Topic: [discussion] how can the forums be improved?
Replies: 62
Views: 8622

Re: Server mods

/home/username/.minetest/mods

note that .minetest is a hidden directory
by rubenwardy
Thu Mar 23, 2017 17:45
 
Forum: Minetest General
Topic: Server mods
Replies: 8
Views: 2734

Re: Server mods

the exact same way as on a client, except you'll need to manually enable them by adding:

load_mod_modname = true

to the world.mt of the server's world
by rubenwardy
Thu Mar 23, 2017 17:30
 
Forum: Minetest General
Topic: Server mods
Replies: 8
Views: 2734

Re: Server mods

Nearly all mods will support multiplayer, due to how Minetest is designed. All games are actually multiplayer from the code's point of view, it's just that singleplayer only allows one player to join (with the name of "singleplayer")
by rubenwardy
Thu Mar 23, 2017 16:56
 
Forum: Minetest General
Topic: Server mods
Replies: 8
Views: 2734

Re: Decreasing load times

Byakuren wrote:I have heard that using the separate HTML asset server feature thing can reduce download times.


remote media server. It means that the Minetest instance doesn't need to worry about serving media, instead a separate web server does that.
by rubenwardy
Thu Mar 23, 2017 16:12
 
Forum: Modding Discussion
Topic: Decreasing load times
Replies: 8
Views: 1804

Re: Minetest clone thread

iprdn wrote:You are not right to calling them clones - them just similar. No one clones MT, as far as I know.


There is a Minetest clone - it's called Hexahedra: https://github.com/Nocte-/hexahedra
The author was inspired by Minetest.

All the games above are forks, however.
by rubenwardy
Thu Mar 23, 2017 15:57
 
Forum: Minetest General
Topic: Minetest clone thread
Replies: 12
Views: 1734

Re: [discussion] how can the forums be improved?

** and regarding the mods section. The only thing I see which is problematic is the *ask your modding questions here" post Would it not be better to have users make individual posts for their questions? The way it is now, gets confusing... and requires much scrolling, etc. I agree, 100%. The b...
by rubenwardy
Thu Mar 23, 2017 15:44
 
Forum: Minetest General
Topic: [discussion] how can the forums be improved?
Replies: 62
Views: 8622

Re: I'm leaving minetest

It's important to do what you enjoy and follow your interests. Thank you for your contributions, and I wish you the best of luck :)
by rubenwardy
Thu Mar 23, 2017 15:41
 
Forum: Minetest News
Topic: I'm leaving minetest
Replies: 12
Views: 3918

Re: [Mod] Chat plus [2.3] [chatplus] – Now two mods, bug fix

I spoke too soon: Now the release clients get their chat echoed two times. Is this an EITHER case, where you could either support 0.4.15-release OR 0.4.15-dev, but not both? Afaik there's no way of detecting whether a client will print the chat message before sending it, so yes: I can only support ...
by rubenwardy
Thu Mar 23, 2017 15:28
 
Forum: Mod Releases
Topic: [Mod] Chat plus [2.3] [chatplus] – Now two mods, bug fixes
Replies: 67
Views: 19286

Re: Why Minetest? What do we test?

TumeniNodes wrote:Funny, I pronounce it as "messy",and I am fairly certain that is the wrong pronunciation but, I like it because it makes it a little funny for me...


Btw, it's correctly pronounced like geese, but with an m

http://wiki.minetest.net/Mese
by rubenwardy
Thu Mar 23, 2017 15:27
 
Forum: Minetest Features
Topic: Why Minetest? What do we test?
Replies: 39
Views: 6441

Re: [SubGame] Craft Test - A nearly perfect minec*ft clone!

Please may you provide screenshots, and a list of features it has and doesn't have
by rubenwardy
Thu Mar 23, 2017 15:22
 
Forum: WIP Subgames
Topic: [SubGame] Craft Test - A nearly perfect minec*ft clone!
Replies: 2
Views: 1090

Re: Is there a way to sort forum members by number of posts?

On your profile page it also tells you the number of posts you make a day on average, for me it's 2.6

Please don't let this be an "excuse" to shit post, however
by rubenwardy
Tue Mar 21, 2017 15:21
 
Forum: Minetest General
Topic: Is there a way to sort forum members by number of posts?
Replies: 2
Views: 441

Re: New minetest protocol contract

If I properly understand conversation stream, MT step to majority update, it is good news. But: * If you have a older client version you will not be able connect to 0.4.16 servers anymore. * If you have a older server, 0.4.16 clients will not be able to connect anymore. That product behavior allowe...
by rubenwardy
Tue Mar 21, 2017 07:51
 
Forum: Minetest News
Topic: New minetest protocol contract
Replies: 12
Views: 2815

Re: [Clientmod] Oredetection [oredetect]

I would have though three years would be enough to realize that you need to install a mod to protect your server against greifing. So you tell me that default permissions missing "interact" privilege are a mod and not an integrated option? Again, you misunderstand what the api allows you ...
by rubenwardy
Mon Mar 20, 2017 14:32
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 8281

Re: [Clientmod] Oredetection [oredetect]

linuxdirk's comments demonstrates a lack of understanding. Please read the api and see what you can actually do. Client side mods can't be used for privilege escalation currently. They can't interact with nodes, only read them. The entire point of csm is for display purposes - ie: to improve UIs, to...
by rubenwardy
Mon Mar 20, 2017 13:34
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 8281

Re: [Clientmod] Oredetection [oredetect]

This was already possible before, it just required c++ modifications. Being able to read nodes does have benefits - such as client side environmental sounds. Really it would be better if the api put a cap on the range from a player you can read, of if the node is accessible from the surface Overall ...
by rubenwardy
Mon Mar 20, 2017 12:41
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 8281

Re: New minetest protocol contract

Linuxdirk wrote:Sounds awesome! Maybe not only for protocol but for all of the APIs, too? This would speed up the improvement of Minetest a lot!


Just checking - This is about dropping support, not maintaining support - before a few days ago we had support for 4/5 years (iirc)
by rubenwardy
Mon Mar 20, 2017 12:33
 
Forum: Minetest News
Topic: New minetest protocol contract
Replies: 12
Views: 2815

Re: Nobody knows minetest!

When you refer to minecraft mods you're referring to patches, and when you refer to minetest mods you're referring to plugins. Patches are more powerful than plugins as they can change almost any part of the code, whereas plugins can only change what is exposed to them. It's also possible to create ...
by rubenwardy
Sun Mar 19, 2017 11:40
 
Forum: Minetest General
Topic: Nobody knows minetest!
Replies: 16
Views: 2025

Re: Discord Minetest

IRC is the chat room of choice for Minetest

join here: http://webchat.freenode.net/?channels=minetest

type a nickname then press connect.
by rubenwardy
Sun Mar 19, 2017 00:49
 
Forum: Minetest Features
Topic: Discord Minetest
Replies: 3
Views: 1525
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