VanessaE wrote:Can you fix the //light command? If I build an object, then erase it (//set air), it often leaves behind a very dark shadow, depending on the size of the object, and nothing gets rid of it. Unless I'm using it wrong of course.
Temperest wrote:sfan5, if you're willing to merge this I'll be glad to assist you with it. If you're not, I can understand, in that case I will publish it separately. If you want to discuss the license change, I'm willing to talk about it.
sfan5 wrote:
- I want to merge it, but i don't think you can change a GPLv2 licensed code to AGPLv3 (easily).
Can you please point me the differences of the two licenses?
sfan5 wrote:Temperest wrote:sfan5, if you're willing to merge this I'll be glad to assist you with it. If you're not, I can understand, in that case I will publish it separately. If you want to discuss the license change, I'm willing to talk about it.
- I want to merge it, but i don't think you can change a GPLv2 licensed code to AGPLv3 (easily).
Can you please point me the differences of the two licenses?- I think your WorldEdit should support my WorldEdit Format
BTW: What happens to Markers in Multiplayer and what to Markers that are in unloaded Chunks?
NOTICE: NOT suitable for huge tables. Saving a table containing 100.000 subtables with 25 (1 short text line and 24 numerical entries) fields works. Somewhere above that performance is disastrous when saving. And you get an "constant table overflow" error when you try to read it back. With smaller tables it seems to work. Especially considering it is a cut and past solution to your need. There is some test code that shows that you can very well save such big tables, of course this is also a machine issue.
sfan5 wrote:i'd say it should support loading both, but saving only yours
sfan5 wrote:Stef wrote:we need a voxelsniper World Edit for adventure maps.
That would require CPU-intense Math, but is possible
Temperest wrote:sfan5 wrote:i'd say it should support loading both, but saving only yours
Done! See commit 2ecdd6cb1dd05b5627cbee32b357cfc15594809b. Now just use //load, and your old WorldEdit saves are automatically detected and loaded correctly. The loader has not been tested extensively, but I optimised it for this particular case of a node array and it's possibly faster now.
Temperest wrote:Yay!
One thing, README.md still says WorldEdit v1.0. I'll change that in the repo.
Edit: Done! https://github.com/Uberi/MineTest-WorldEdit/commit/ebbfdbbe139a3758124408be8c812fe49335bc3a
Bas080 wrote:Give the player a selection/placement tool just like the pickaxe tool. Multinode mod has the two blocks for selecting areas. This is really useful.
Not only can you select areas with two "selection blocks" but you can also tell the paste command at what angle you want the pasted nodes to be placed.
You can use punching the selection blocks for different commands. For example. punching the second block will save the selection and punching the first one will load/paste the selection.
If more then one area must be saved multiple selection blocks should be available. Everyone of them having there own save slot.
WSX wrote:In addition to what's been said above, I can't get rotate and flip to work. It says "invalid command". Is it not available (I noticed this command isn't listed at the first page, only at the GitHub page)?
(WE 0.5, Minetest 0.4.1 on Windows).
zzarko wrote:I'm using 0.5 version under Ubuntu and minetest 0.4.1. Setting amount parameter to negative value for any command doesn't have an effect - it is treated as positive (I get the same result for every command regardles if I put, for example, 1, +1, -1).
Temperest wrote:@sfan5: would you mind putting a link to the GitHub downloads in the first post?
Temperest wrote:Coming soon: //sphere and //cylinder!
Users browsing this forum: No registered users and 16 guests