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Re: Lua Threads for Computer Mod

A mod can include a C library (with require() or something), right? I really don't want to have to do that, but I might have to. Yes (although as you said it might be best not to). A very simple example without error checking or much else. After compiling you'll have to make sure mttestc.so is in y...
by Zeno
Tue Sep 23, 2014 03:06
 
Forum: Modding Discussion
Topic: Lua Threads for Computer Mod
Replies: 95
Views: 18144

Re: Advanced Cave Culling Algorithm

Interesting article
by Zeno
Mon Sep 22, 2014 12:22
 
Forum: Minetest Engine
Topic: Advanced Cave Culling Algorithm
Replies: 10
Views: 2832

Re: [0.4.11] Node highlighting

Really nice work RealBadAngel
by Zeno
Fri Sep 19, 2014 11:57
 
Forum: Minetest News
Topic: [0.4.11] Node highlighting
Replies: 21
Views: 5332

Re: Segmentation fault

If you're referring to my PR, then no.. it didn't fix it. The segfault actually seems to be in the_game(), after main() calls it, but I'm not 100% sure because it's kind of random to reproduce.
by Zeno
Fri Sep 19, 2014 10:23
 
Forum: Minetest Problems
Topic: Segmentation fault
Replies: 4
Views: 889

Re: Simple Minetest Mod Maker

Typo: "You can not use " should be "You cannot use " Well, that's debatable. If you want to emphasize the word not then I think it would be worth writing as "can not " (e.g. "you can not use Word"). In general "cannot" and "can not" are bo...
by Zeno
Fri Aug 22, 2014 01:47
 
Forum: Minetest-Related
Topic: Simple Minetest Mod Maker
Replies: 5
Views: 2465

Re: Server console

Marshall_maz wrote:Is that the only way ?


Another way is to use the IRC mod: https://github.com/kaeza/minetest-irc

That way you can login to the server using IRC (once you grant yourself or a special player/account irc_admin) and do stuff that way.
by Zeno
Fri Aug 08, 2014 09:43
 
Forum: Minetest Servers
Topic: Server console
Replies: 4
Views: 712

Re: [mod] Underground Realms [0.4] [caverealms]

Some people just can't stand the coolness.


hah! :)
by Zeno
Fri Aug 08, 2014 01:44
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 38762

Re: Mods not loading

rename the "boats-master" directory (folder) to something like "boats"
by Zeno
Sat Aug 02, 2014 06:15
 
Forum: Minetest Problems
Topic: Mods not loading
Replies: 9
Views: 1819

Re: [Mod] Teleport Request [git rolling release][tpr]

Major rewrite (see original post for new download links) Potential issues: This version requires no special privs apart from interact. The new priv "tpr_admin" is now only registered if regnewpriv is set to true. Currently the new privilege does nothing and may be deprecated unless somebod...
by Zeno
Thu Jul 31, 2014 04:49
 
Forum: WIP Mods
Topic: [Mod] Teleport Request [git rolling release][tpr]
Replies: 15
Views: 5501

Re: Minetest 0.4.10

HeroOfTheWinds wrote:
TenPlus1 wrote:it's just a game people...

[..] If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.


I disagree
by Zeno
Tue Jul 29, 2014 00:07
 
Forum: Minetest News
Topic: Minetest 0.4.10
Replies: 104
Views: 27085

Re: Is there a way?

Finally, you can find or create a C library to extend Lua's functionality, and try loading it from a mod using package.loadlib . I haven't tried this myself, but I suspect it will work because I haven't seen any OTHER places where they have tried to sandbox mod code (e.g. I don't think there's anyt...
by Zeno
Sat Jul 19, 2014 01:24
 
Forum: Minetest General
Topic: Is there a way?
Replies: 3
Views: 1059

Re: Performance regression in recent builds

I run a home server and I have noticed a lot of regression in what the servers can do and how well they preform. Just a few months ago I could run a server on the computer and hold 35 to 60 people on i with only a few spikes but they would go down, but now if it run the same exact server same mods ...
by Zeno
Wed Jul 09, 2014 13:25
 
Forum: Minetest Problems
Topic: Performance regression in recent builds
Replies: 22
Views: 3117

Re: [mod] Underground Realms [0.3] [caverealms]

For those interested, here are the parameters configurable/modifiable using minetest.conf The values given are the current defaults. # bottom realm limit caverealms.ymin = -33000 # top realm limit caverealms.ymax = -700 # cave threshold caverealms.tcave = 0.5 # enable/disable falling icicles caverea...
by Zeno
Thu Jul 03, 2014 05:34
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 38762

Re: [mod] Underground Realms [0.3] [caverealms]

Excellent work

hdx-128:
+ Spoiler
by Zeno
Thu Jul 03, 2014 03:57
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 38762

Re: [mod] Underground Realms [0.2.8] [caverealms]

More screenshots of the HDX support. Thanks again to VanessaE for invaluable help and the icicle textures (mine were terrible). http://www.mediafire.com/convkey/2d24/ea4o86lgwy9xox8fg.jpg http://www.mediafire.com/convkey/106e/ht0xvp75ad6456dfg.jpg http://www.mediafire.com/convkey/1d3c/s71ctyc7cs7r79...
by Zeno
Tue Jul 01, 2014 02:15
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 38762

Re: [mod] Underground Realms [0.2.8] [caverealms]

Draft 1 of HDX textures is getting there (slowly). Thanks also to VanessaE for fixing my textures and contributing the large crystal textures! http://www.mediafire.com/convkey/cd9b/o5ba31skdajfs96fg.jpg http://www.mediafire.com/convkey/4834/4lnzt6vf72d1ub2fg.jpg HDX-128
by Zeno
Sun Jun 29, 2014 03:43
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 38762
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