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Re: Check if an object is in field of view?

See if this can help. I think it's mostly on a two plane but it might work.

http://blog.wolfire.com/2009/07/linear- ... rs-part-2/
by BrandonReese
Tue Feb 21, 2017 03:16
 
Forum: Modding Discussion
Topic: [≈ solved] Check if an object is in field of view?
Replies: 7
Views: 1486

Re: [Mod] Land Rush [landrush]

Yes there is a /shareall command. That will share all of a users existing land claims with another user. If they add more claims later on that they want to share with everybody they'll have to use the /shareall command again.
by BrandonReese
Fri Feb 03, 2017 01:57
 
Forum: Mod Releases
Topic: [Mod] Land Rush [landrush]
Replies: 46
Views: 20451

Re: How minetest actually works

Now maximum distance is ~50 nodes then entity disappears (invisible) with rise on_static event. After it I walk to disappear point and entity appears for me again with rise on_activate event so it seems like server (singleplayer) destroy one on disappear and creat again when I walk nearby. I think ...
by BrandonReese
Mon Jan 30, 2017 12:29
 
Forum: Modding Discussion
Topic: How minetest actually works ("There is no tree, Neo")
Replies: 28
Views: 4531

Re: Tell if player is inside [solved]

Would minetest.line_of_site be too expensive? Maybe use line_of_site in combination with the light method for more accuracy.
by BrandonReese
Mon Jan 02, 2017 15:13
 
Forum: Modding Discussion
Topic: Tell if player is inside [solved]
Replies: 5
Views: 1600

[Server] TerraQuest [beta]

Nobody knows what happened... This world was once a utopia but is now under a curse. Death enter the world and through death evil creatures began roaming the land, magic flows through the air, and strange powerful beings have started appearing out of nowhere. Are there here to help or to harm? -----...
by BrandonReese
Sat Dec 17, 2016 22:23
 
Forum: Minetest Servers
Topic: [Server] TerraQuest [beta]
Replies: 1
Views: 857

Re: brouser client for spectator

I've had the same idea but no time to try to implement it.
by BrandonReese
Sun Nov 27, 2016 04:26
 
Forum: Minetest Features
Topic: brouser client for spectator
Replies: 1
Views: 760

Re: Why client-sided scripting?

Can someone confirm or decline: does the server handles all mouse and keyboard events from its clients? If its true, then client side scripting can simplify inventory handling. Instead of sending "left mouse button down at x,y","mouse moved to x1,y1"(multiple times),"left m...
by BrandonReese
Thu Nov 10, 2016 15:15
 
Forum: Minetest General
Topic: Why client-sided scripting?
Replies: 14
Views: 2935

Re: io.lines() seems not longer to work

You can open the file and then use filehandle:lines(). I fixed the io violations in some mods on my server but then I got tired of tracking down security violations and just turned it off. In minetest.conf secure.enable_security = false https://github.com/minetest/minetest/blob/master/minetest.conf....
by BrandonReese
Mon Nov 07, 2016 14:13
 
Forum: Modding Discussion
Topic: io.lines() seems not longer to work
Replies: 10
Views: 2333

Re: Why client-sided scripting?

I think the main goal is better client side prediction. This would help with things like doors being slow to open / close, lag essentially bypassing protection.
by BrandonReese
Sun Oct 30, 2016 03:32
 
Forum: Minetest General
Topic: Why client-sided scripting?
Replies: 14
Views: 2935

Re: PilzAdam Simple Mobs Mod Problem w/Video

Rename the folder from pilzadammobs to mobs
by BrandonReese
Sat Oct 29, 2016 22:44
 
Forum: Minetest Problems
Topic: PilzAdam Simple Mobs Mod Problem w/Video (SOLVED)
Replies: 7
Views: 1636

Re: On_rightclick action

If you are creating a tool you can add on_secondary_use to your tool definition, it's just like on_use except it's executed when they right click.

To get meta use
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local meta = minetest.get_meta(pos)
by BrandonReese
Mon Oct 24, 2016 22:19
 
Forum: Modding Discussion
Topic: On_rightclick action
Replies: 4
Views: 1003

Re: On_rightclick action

You can add an on_rightclick to the node definition.
by BrandonReese
Mon Oct 24, 2016 20:56
 
Forum: Modding Discussion
Topic: On_rightclick action
Replies: 4
Views: 1003

Re: Noob question on mob AI

You could write it in lua but there are already some path finding algorithms in the core already.

https://github.com/minetest/minetest/bl ... .txt#L2238
by BrandonReese
Tue Sep 27, 2016 03:54
 
Forum: Modding Discussion
Topic: Noob question on mob AI
Replies: 2
Views: 587

Re: Server Authority (Privs) Bug

It is really annoying. Maybe we should suggest that the client and the server not use the same config variable. Maybe they should add 'admin_name' for server use and then the client can still use 'name' for the last user that used the client.
by BrandonReese
Thu Sep 22, 2016 14:22
 
Forum: Minetest Problems
Topic: Server Authority (Privs) Bug
Replies: 7
Views: 1404

Re: Server Authority (Privs) Bug

Look at minetest.conf and whatever player the 'name' setting is set to will have irrevocable full privs. That is most likely what is happening. You can setup a separate config to use when you launch your server or when you are in game and you have full privs type /set name f239023fj2309jf2309j23f ju...
by BrandonReese
Thu Sep 22, 2016 03:36
 
Forum: Minetest Problems
Topic: Server Authority (Privs) Bug
Replies: 7
Views: 1404

Re: Pyros 3D Model Requesting Service

I would like to request a wizard type character. Just based on the default player model and adding the pointy wizard hat and a beard.
by BrandonReese
Mon Sep 19, 2016 14:10
 
Forum: Minetest General
Topic: Pyros 3D Model Collection
Replies: 12
Views: 2403

Re: [floodable nodes] drop items on flood

As far as I can tell when you register a node as floodable it is considered the same as air by the engine when liquid spreads. If you want it to drop nodes you'll have to change the engine (which would be a bit of work) or do like taikedz said and write your own flooding system using an abm which wo...
by BrandonReese
Thu Sep 08, 2016 14:15
 
Forum: Modding Discussion
Topic: [floodable nodes] drop items on flood
Replies: 4
Views: 813

Re: Post your mapgen questions here (modding or engine)

Mapgen V7 Parameters I use mgv7 and I really like it, I have adjusted the noise params because I want large biomes and tall mountains. Despite having no real idea what the numbers mean I have somewhat achieved that but I wonder if anybody who knows what the numbers mean could help me tweak it. The b...
by BrandonReese
Tue Sep 06, 2016 00:17
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76359

Re: Ubuntu vps server installation guide?

Try

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
cmake . -DENABLE_GETTEXT=1 -DENABLE_FREETYPE=1 -DENABLE_LEVELDB=1 -DENABLE_REDIS=1 -DRUN_IN_PLACE=1 -DBUILD_SERVER=1


Then recompile and the executable you are looking for is minetestserver not just minetest
by BrandonReese
Fri Sep 02, 2016 01:54
 
Forum: Minetest Problems
Topic: Ubuntu vps server installation guide?
Replies: 10
Views: 1634

Re: How could i increase the time of night ?

Maybe look at override_day_night_ratio. I've never used it but it sounds like it could be the right thing.

https://github.com/minetest/minetest/bl ... .txt#L2818
by BrandonReese
Wed Aug 31, 2016 13:09
 
Forum: Minetest General
Topic: How could i increase the time of night ?
Replies: 5
Views: 901

Re: [Mod] Villages for Minetest [mg_villages]

I pointed this out in another forum so I thought I should post it here. I don't know if this is a known bug or if my copy of mg_villages is screwed up. I seem to have discovered if you have mg_villages.ENABLE_TERRAIN_BLEND = true; all villages spawn at y=1 or y=2. If you make that false it seems lik...
by BrandonReese
Tue Aug 30, 2016 16:21
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23595

Re: [game]Voxellar:The Blood Lands[1.4]

I seem to have discovered in mg_villages if you have mg_villages.ENABLE_TERRAIN_BLEND = true; in config.lua all villages spawn at y=1 or y=2. If you make that false it seems like they spawn at different heights but there are also other bugs associated with that such as villages floating on water (yo...
by BrandonReese
Tue Aug 30, 2016 16:17
 
Forum: WIP Subgames
Topic: [game]Voxellar:Anvil of Death...[1.7 Debugged]
Replies: 188
Views: 40323

Re: get_objects_inside_radius returns objects with no name

It would seem whatever mob mod you are using doesn't set a name when it registers the entity. function mobs:register_mob(name, def) minetest.register_entity(name, { name = name, In the register mob function where it registers the entity it should also set a name parameter like above. If it doesn't t...
by BrandonReese
Tue Aug 30, 2016 12:43
 
Forum: Minetest Problems
Topic: [SOLVED] get_objects_inside_radius returns objs with no name
Replies: 11
Views: 1036

Re: [Game] Adventuretest

What do I need to do to add new monsters to your experience system? I would like to combine adventuretest and this mod: https://forum.minetest.net/viewtopic.php?f=9&t=15410 Thank you for your time! -Mike You would need to edit the other mob code. The mob would need a exp_min and exp_max set. Th...
by BrandonReese
Sun Aug 28, 2016 19:25
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 102738

Re: get_objects_inside_radius returns objects with no name

get_objects_inside_radius also gets players, dropped items, etc... so you'll need to check for obj:is_player in the for loop and check that .name ~= nil or some other property that will help you identify whether it's actually a mob or not.
by BrandonReese
Sun Aug 28, 2016 01:38
 
Forum: Minetest Problems
Topic: [SOLVED] get_objects_inside_radius returns objs with no name
Replies: 11
Views: 1036

Re: Skin format 1.8 for character model

I chose upgrade to 1.8. Supporting both formats would be nice for end users but it's going to be a headache for core devs, mods devs, and anybody trying to offer support in the forums.
by BrandonReese
Mon Aug 22, 2016 13:56
 
Forum: Minetest Features
Topic: Minecraft (tm) skin format 1.8 for default character model
Replies: 14
Views: 2152

Re: AdventureTest

Week 1: http://imgur.com/a/79rKy More info to come :) Looks very cool. Do they build the structures from a schematic file or is it just a pre-programmed structure? If AdventureTest is the name of the mod or game to be release you may want to consider renaming so as to not get confused with https://...
by BrandonReese
Fri Aug 19, 2016 14:47
 
Forum: WIP Mods
Topic: sutratman
Replies: 9
Views: 1849
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