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Re: [mod] AdvancedMarket [advanced_market]

Pretty cool. I'd suggest renaming "refreshbuffer" to something more user-centric and more intuitive, and possibly enhancing and breaking it up into smaller functions, with the understanding that the amount of stuff being handled by a user at any one time might grow quite a bit beyond test ...
by prestidigitator
Mon Jul 13, 2015 08:36
 
Forum: WIP Mods
Topic: [mod] AdvancedMarket [advanced_market]
Replies: 19
Views: 5931

Re: [Mod] Ethereal [1.07] [ethereal]

I get the red clay areas, but they are devoid of all vegetation. Plenty of trees in the other areas. Yellow, banana, jungle, normal, charred (or whatever), etc.
by prestidigitator
Sun Jul 12, 2015 22:52
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 104853

Re: [Mod] Ethereal [1.07] [ethereal]

ExeterDad wrote:Are you using mapgen7?

Yeah. Been generating a few different worlds with mg7 and Ethereal to try to find redwoods. I'm using 0.4.12 at the moment, not a dev version.
by prestidigitator
Sat Jul 11, 2015 18:50
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 104853

Re: [Mod] Ethereal [1.07] [ethereal]

When using Ethereal in my own server, no redwoods seem to spawn (e.g. like they do in Xanadu). I'm having a hard time figuring out why, though. They seem to be enabled in the code like all the other trees....
by prestidigitator
Sat Jul 11, 2015 18:22
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 104853

Re: math problem with portals (velocity & directions)

What are the xDir, yDir and zDir vectors? They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction. Wouldn't the vector out of the portal (n⁰) and ...
by prestidigitator
Sat Jul 11, 2015 18:14
 
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 1539

Re: math problem with portals (velocity & directions)

Hybrid Dog wrote:What are the xDir, yDir and zDir vectors?

They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction.
by prestidigitator
Fri Jul 10, 2015 05:17
 
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 1539

Re: math problem with portals (velocity & directions)

The most general way to do this is to final position and velocity in the entry portal's local coordinate system, where for a "Portal Gun" type system you'd want one of the colored portal's (red or blue) coordinate system to be rotated 180 degrees around the vertical axis when placed, so th...
by prestidigitator
Tue Jul 07, 2015 05:54
 
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 1539

Re: Post your modding questions here

Is there a way to test whether a neighbouring node is a member of a particular group? I know how to test the name of the node, but not the groups. minetest.get_item_group(item_name, group_name) returns the group value. You can also get the node definition from the "minetest.regietered_nodes&qu...
by prestidigitator
Sun Jul 05, 2015 03:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643809

Re: Post your modding questions here

How do you perform an action to a node only when there is an adjacent update? I guess it kind of depends on what you mean by, "an adjacent update." If you mean when anything adjacent changes, it may not be possible (or practical). You might be able to do something limited with minetest.re...
by prestidigitator
Sun Jul 05, 2015 03:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643809

Re: Post your modding questions here

How do I specify that more than one of the same block must be adjacent in an ABM? I am trying to create a block that detects four meses around it. I don't think you can. So specify that it must have at least one neighbor (as usual), and then in the actual ABM function test for your additional condi...
by prestidigitator
Sat Jul 04, 2015 21:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643809

Re: Xanadu Server

auouymous: sadly no errors apart from the std::bad_alloc error when server crashes, so it turns into a hunt for the bad map area to be found and if possible use WorldEdit to blank that area to fix things, which isn't handy for built up areas and players' buildings... Just a FYI: there's now a built...
by prestidigitator
Fri Jul 03, 2015 02:30
 
Forum: Minetest Servers
Topic: Xanadu Server
Replies: 2713
Views: 556462

Re: Real world terrain (mapgen idea)

As for importing data from an online service, I think the hurdle there is the ability to access the internet through the Lua scripting API. Not sure that is possible, at least not in a cross-platform way. It's just what I've heard (top of this thread?). So don't, then. Create a separate daemon that...
by prestidigitator
Sun Jun 21, 2015 23:08
 
Forum: Minetest Features
Topic: Real world terrain (mapgen idea)
Replies: 47
Views: 9389

Re: Xanadu Server

derp no! It's not fake! I was not talking about logging in and am not :/ trying to mess with rep. What I was talking about was.............................................. EDIT: If you succeed in logging into Xanadu ATM, then feel free to call me an idiot 3:) Sounds like playing with fire to me. D...
by prestidigitator
Fri Jun 19, 2015 06:15
 
Forum: Minetest Servers
Topic: Xanadu Server
Replies: 2713
Views: 556462

Re: [Mod] Banned on Die [0.1] [banondie]

You could also delete all generated blocks, remove all entities, and empty player inventory. That basically makes player death a "start again from scratch" event, which seems functionally equivalent to permanent death.
by prestidigitator
Sun Jun 14, 2015 18:54
 
Forum: Mod Releases
Topic: [Mod] Banned on Die [0.1] [banondie]
Replies: 16
Views: 3630

Re: [Mod] Limit chat by distance [0.1] [shout]

rubenwardy wrote:It's less square rooting (but maybe less readable, Idk) probably not worth optimising :P

Even better is to compare squares of distances and not need square roots at all. :-P
by prestidigitator
Sat Jun 13, 2015 02:20
 
Forum: WIP Mods
Topic: [Mod] Limit chat by distance [0.1.2] [shout]
Replies: 9
Views: 1395

Re: Mod Releases policy change proposal: Unique shortnames

Look at how the Food mod supports multiple mods. It adds groups to the items to be used in crafting: https://github.com/rubenwardy/food/blob/master/food/init.lua#L17 With a list of items to add groups to: https://github.com/rubenwardy/food/blob/master/food_basic/support.lua#L15 And backup ingredien...
by prestidigitator
Fri Jun 12, 2015 01:01
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3101

Re: Mod Releases policy change proposal: Unique shortnames

Wuzzy wrote:...except when said mod aims to mostly or fully replace a subgame mod...If the mod's aim is to mostly or fully replace a subgame mod, the thread text must clearly say so.

Yeah, I'd be good with it in that case, and fine with keeping dependency discussions separate.
by prestidigitator
Fri Jun 12, 2015 00:58
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3101

Re: Diginet: a higher-level digiline-based protocol

Why go part way? How about an implementation of HTTP/REST (GET, POST, PUT, DELETE) with Lua values (including table references) as the content type? "DNS" can route request URLs to specific "addresses" (locations).... (And broadcast multicast can be implemented using RESTful APIs...
by prestidigitator
Wed Jun 10, 2015 07:47
 
Forum: Modding Discussion
Topic: Diginet: a higher-level digiline-based protocol
Replies: 11
Views: 2205

Re: Mod Releases policy change proposal: Unique shortnames

Well, let me give a concrete example. Let's say I want to publish a "Confections" mod. It uses wheat and flour and bread (products of farming) and also some interesting things you can get from certain exotic plants for decorations, and it gives all kinds of fantastic recipes for amazing ed...
by prestidigitator
Wed Jun 10, 2015 07:21
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3101

Re: Post your modding questions here

I have seen these methods in the Player entity: * get_look_dir() — get camera direction as a unit vector * get_look_pitch() — pitch in radians * get_look_yaw() — yaw That maybe are the starting point to try to figure out if a node in a particular position is visible under that camera data and playe...
by prestidigitator
Wed Jun 10, 2015 05:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643809

Re: Mod Releases policty change proposal: Unique shortnames

To all the other comments I just say: Sorry, but you are off-topic. This topic is about a specific rule I proposed, not about Minetest's dependency management system in general. Well, if you want to exclude discussion of dependency enhancements, then (FWIW) my vote for unique short names would be a...
by prestidigitator
Tue Jun 09, 2015 01:09
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3101

Re: Mod Releases policty change proposal: Unique shortnames

I agree this would be a good change, but it would have to be accompanied by an enhancement to dependencies. For example, instead of saying you depend on ModA, you'd have to say you depend on CapabilityX, and therefore you could use either ModA or ModB which provide CapabilityX (and since ModA and Mo...
by prestidigitator
Mon Jun 08, 2015 10:13
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3101

Re: [Mod] Inventory++ [github] [inventory_plus]

There are some things that don't work during an on_joinplayer callback. Using minetest.after() is the usual workaround.
by prestidigitator
Sun Jun 07, 2015 04:37
 
Forum: Mod Releases
Topic: [Mod] Inventory++ [github] [inventory_plus]
Replies: 46
Views: 57453

Re: Post your mod requests/ideas here

Is there an easy (efficient) way to check if particular node (or block) is loaded or is that purely client-side? I would like to avoid the server errors generated when attempting add an entity in unloaded space. My only idea atm is to check for active players within a given radius, however, I was h...
by prestidigitator
Fri Jun 05, 2015 23:43
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389704

Re: [Mod] Mobs Redo [1.12] [mobs]

I like the ability to download a standard group of mobs, and then to remove whichever ones I do not want and add new ones if I wish. Either way it's best if the thing being distributed can be downloaded, installed, and run with minimal or even no changes. I don't see a huge difference between enabl...
by prestidigitator
Fri Jun 05, 2015 11:31
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244031

Re: What's Minetest still missing over Minecraft?

Nothing is too big for community. For example, MC forum, Pokécommunity, etc. I disagree. A community is a group of people who interact with each other in meaningful ways. Millions of people use the U.S. highway system. Just because they use something in common, does that make them a community? Not ...
by prestidigitator
Fri Jun 05, 2015 03:57
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135991

Re: What's Minetest still missing over Minecraft?

...if you want community growth you can't expect people to adapt to your way of doing things, you have to provide something that they find appealing ("the customer is always right" and all). Well, seeing as nobody is making any money from the players, they aren't exactly, "customers....
by prestidigitator
Fri Jun 05, 2015 02:32
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135991

Re: Reload Lua files on the fly.

Right. Reloading the code isn't the problem. Dealing with the effects of the old code is what can screw things up. Any code module that gets reloaded needs to be carefully structured to take care of side effects. If it registers objects or callbacks, can they be replaced, or overridden somehow? Will...
by prestidigitator
Wed Jun 03, 2015 00:01
 
Forum: Modding Discussion
Topic: Reload Lua files on the fly.
Replies: 7
Views: 1434

Re: Real world terrain (mapgen idea)

What is really needed next is a way to read large files into the mapgen, without loading the entire file, in order to set the surface height. This lua function might help: http://www.gamedev.net/topic/572784-lua-read-bitmap/#entry4662735 You could break them up into files with name patterns related...
by prestidigitator
Tue Jun 02, 2015 00:51
 
Forum: Minetest Features
Topic: Real world terrain (mapgen idea)
Replies: 47
Views: 9389

Re: Post your modding questions here

Hybrid Dog wrote:this also would disallow using e.g. chests which are accessible for only the owner and members of a protected area

Ah. Okay. I see. Didn't realize chests checked for that. Thanks.
by prestidigitator
Tue Jun 02, 2015 00:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643809
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