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Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sat Dec 31, 2016 23:22
by KCoombes
Codesound wrote:Hi,

I have two problems with minetest 0.4.15 and worldedit GUI:

- I can not go back to the inventory.... I have to restart the game each time... (in the image below, you see the screen from which I can not get out)

In the upper left corner is a button marked 'Back' - does this not work for you?



- frequently, when I place some blocks, one dark shadow will appear... (see image 002b); it's normal?
what I wrong?

Many and many thanks for this beautiful mod!

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Jan 01, 2017 08:21
by Codesound
Hi,

I explain my situation:

I play minetest normally, open/close and find different items in my inventory: all work;
- I open the worldedit section by click on the world icon (image b);
- worldedit start correctly (image c);
- if I click on the "Back" button, you are returned correctly to the inventory menu (like image b), I go back and forth and everything works....but ;
- if I click on the "Get/Set region" Button, (image d), the "Get/Set region" options are displayed correcly. Now I click on "back" button, returns properly to the main menu of worldedit; Now I click to worldedit main section "Back" button, but returns to the "Get/Set region" menu... this loop is infinite;
when entering the "Get/Set region" begins the endless loop between this menu and the menu worldedit

I have to quit the game and return each time in order to open the normally inventory, until use worldedit....
I hope I have explained my problem properly....

- the second problem is the black shadow that appears frequently when I use worldedit; I don't know why...

PS: windows10_x64, Minetest0.4.15, Uberi-Minetest-WorldEdit-1.0-143-gaa0e46d


thanks, R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Jan 01, 2017 14:35
by KCoombes
Codesound wrote:-snip-

PS: windows10_x64, Minetest0.4.15, Uberi-Minetest-WorldEdit-1.0-143-gaa0e46d


thanks, R



https://github.com/Uberi/MineTest-WorldEdit states WorldEdit v1.1 for Minetest 0.4.8+ - perhaps you need to update your version of WorldEdit?

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Jan 01, 2017 15:36
by Codesound
Hi,

thanks for your worldedit 1.1 notice, but the problems persists.... I downloaded the .zip file from the address that you gave me, unpacked and pasted in the mod path of minetest... I tried again with MODSTER 2.0 but the same result....

Thanks again,

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Jan 01, 2017 15:59
by Codesound
Hi,

I found another user with my same problems:
https://forum.minetest.net/viewtopic.php?f=11&t=572&start=400

addi wrote:
Jordach wrote:
addi wrote:if i use the worldedit gui ill stay at it. there is no way to go to the craft grid again. only logout/login helps
the click on the back button opens only the last visited page in worldedit_gui
Press the escape key.

when i press "i" it opens it again but it does not open the inventory and the craft grid it opens the worldedit_gui


and

https://forum.minetest.net/viewtopic.php?f=11&t=572&start=425

Morn76 wrote:
Temperest wrote://fixlight is meant to fix a very specific issue that occurs due to an engine bug in Minetest, where sunlight does not get propagated downwards. It does not and is not supposed to do anything else.


It doesn't work. I tried to get rid of the shadows you see in the screenshot below with //fixlight but nothing changed.

Image


thanks for your reply....
R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Jan 01, 2017 23:39
by KCoombes
Ok, seeing that screenshot, I know what you need:

viewtopic.php?f=9&t=10662&hilit=mapfix

I have found that mod to be more reliable at fixing lighting glitches than WorldEdit. Be advised that /mapfix only works within your viewing range, so huge areas require multiple /mapfix commands.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Mon Jan 02, 2017 15:03
by JoshMars
Lol //fixlight is useless. Either fix it or ditch it.

On a similar note, is there a way to "set" the lighting for nodes? I am trying to make an underground world that starts off being lit like daylight. I do have a few tricks for doing this, however they are all rather tedious.

I am going to leave this here and go make a solution, but if there is an existing one I would like to know.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Mon Jan 02, 2017 20:27
by Codesound
thanks for your reply,

but the two boring bugs persist.... I wonder if I'm the only one with these problems with worldedit.... did I do something wrong?

please help me!

anyway thank you for your contribution!

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Tue Jan 03, 2017 14:45
by sfan5
I commited a fix for the //fixlight command yesterday.
The bug with the "Back" button in the GUI is a known one and not yet solved.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Tue Jan 03, 2017 15:18
by Codesound
Hi,

thanks for your interest.... i hope that the bugs are simplest to fix...
thanks again at all!

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Wed Jan 04, 2017 12:02
by Codesound
Hi,

I inform you that the "unified_inventory" mod has resolved the infinite loop problem......

thanks again....

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Fri Jan 13, 2017 15:04
by xisd
May I suggest hiding the inventory button of worldedit_gui when not in creative mode (or at least having an option to do so)
As a temporary fix I have just added this at the beginning of my worldedit_gui init.lua
if not minetest.setting_getbool("creative_mode") then
return
end

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Jan 15, 2017 00:14
by olazz
Hi. Great job. I would like to use it to write simple script with young guys.
Is it possibile to write a script in .lua file where indicate for example to place five node and then 3 to the right (like for drawing a L letter). I would like to use also recorsive command like for() or if() in the script.
Can you help me?
thanks

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sat Feb 04, 2017 02:59
by kylerthegamer
Hey whenever I go in my inventory to get a block, it doesn't let me scroll through the screens to find the block I want. So I am stuck on the first set of blocks, Do you get what I mean? Confusing the way I put it :).

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Mon Feb 06, 2017 20:12
by JoshMars
xisd wrote:May I suggest hiding the inventory button of worldedit_gui when not in creative mode (or at least having an option to do so)
As a temporary fix I have just added this at the beginning of my worldedit_gui init.lua
if not minetest.setting_getbool("creative_mode") then
return
end


It would be annoying if I had to remove this 'nugget of uselessness' if devs added it. UNLESS you include a check for singleplayer mode AND not creative mode.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Tue Feb 07, 2017 19:10
by bigfoot547
I have a suggestion!
Can there be player-position based commands using minetest.get_player_radius_area() such as:
  • //replacenear <radius> <node1,node2,...,noden>
  • //replaceinversenear <radius> <node1,node2,...,noden>
And maybe more. Thanks!

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Sun Feb 19, 2017 11:19
by sfan5
Please raise feature requests on Github to make sure they are seen.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Fri Feb 24, 2017 19:37
by Sergey
WorldEdit is a great mod!
I just read about it. I used it to remove water from underground cave.

I must say it is toooooo cheaty. Everybody should use it with great caution because everything can be done with it.

I have a question.

For example, to remove water, one should execute
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
//replace default:water_source air

…after defining region.

So where can I learn full list of node names?

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Fri Feb 24, 2017 21:46
by Temperest
Hi Sergey,

You can use the "//inspect on" chat command to enable inspection, and then punch nodes to figure out what they're called.

Alternatively, you can take a look at the game code, where nodes are registered with "minetest.register_node". For example, flames from the fire mod is defined here: https://github.com/minetest/minetest_ga ... it.lua#L12

To get started, here's the list of nodes in the base minetest_game: https://github.com/minetest/minetest_ga ... /nodes.lua

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Fri Feb 24, 2017 22:18
by GreenDimond
Sergey: Press F5 (make sure F Lock is on if applicable). Now what ever node you point at (minus liquids) will be shown in the area at the top of the screen. To see a liquid name, hold a bucket and point.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Fri Feb 24, 2017 23:28
by Sergey
Temperest, GreenDimond, thank you.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Tue Mar 07, 2017 14:26
by Sergey
Is there a command that shows quantity of specified nodes in currect selection?

For example, I want to know how many stones are in current cuboid selection.

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Tue Mar 07, 2017 20:21
by Codesound
Hi,

when I tried to replace "Dirt with Grass" with "Fake Grass" the Worldedit Output is: -|- invalid replace node name...
it's a bug or I wrong anything? (see attached file)

PS: in "Worldedit GUI > Replace Nodes" is possible to add one button that open the inventory to find the objects?

Many thanks for this beautiful Mod!!!

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Wed Mar 08, 2017 07:36
by TenPlus1
You need to be specific with the mod names... e.g.

//replace default:dirt_with_grass mymod:fake_grass

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Thu Mar 09, 2017 01:09
by Wuzzy
Can I use WorldEdit to open .mts files to import them into the world?

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Thu Mar 09, 2017 02:34
by Sergey
Wuzzy wrote:Can I use WorldEdit to open .mts files to import them into the world?

1) Save region to file <filename> in one world. It will be placed in <world_name>/schems.
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
//save <filename>

2) Copy file <filename> to folder with another world (<another_world_name>/schems).

3) Load saved data to another world starting at the place where your region begins (position 1)
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
//load <filename>

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Thu Mar 09, 2017 17:45
by twoelk
Sergey wrote:
Wuzzy wrote:Can I use WorldEdit to open .mts files to import them into the world?

1) Save region to file <filename> in one world. It will be placed in <world_name>/schems.
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
//save <filename>

2) Copy file <filename> to folder with another world (<another_world_name>/schems).

3) Load saved data to another world starting at the place where your region begins (position 1)
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
//load <filename>


that is for *.we files

for *.mts files ChatCommands.md says:

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
//mtschemcreate <file>

Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".

//mtschemcreate some random filename
//mtschemcreate huge_base

//mtschemplace <file>

Load nodes from "(world folder)/schems/<file>.mts" with position 1 of the current WorldEdit region as the origin.

//mtschemplace some random filename
//mtschemplace huge_base

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Fri Mar 10, 2017 16:09
by Codesound
TenPlus1 wrote:You need to be specific with the mod names... e.g.

//replace default:dirt_with_grass mymod:fake_grass


Hi,

many thanks.... works but not in all situations.... frequently, in the "replaces" menu, when I search one object, the underscores between the two words, generate mistake: "Unknown object" (e.g. "dirt_with_grass")

R

Re: [Mod] WorldEdit [1.0] [worldedit]

PostPosted: Wed Mar 22, 2017 23:31
by Sergey
Guys, this is for you.

Image