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We need...

Posted:
Tue Mar 26, 2013 20:26
by Tedypig
Server software like MCForge for Minecraft. Just saying. It has everything needed IE server only commands, A GUI, player+ip tracking for IP bans, EVERYTHING needed to run a decent server, without having to go to minetest.config and changing shit. It's just check-boxes! allow this CHECK! dont allow this no check. EASY! If I knew how to code I would do this myself, but I don't and others don't feel the same as me so we will never see this.

Posted:
Tue Mar 26, 2013 21:12
by Traxie21
Well, ServerExtended will have config system like this in the future :D

Posted:
Tue Mar 26, 2013 21:16
by Tedypig
With its own external GUI, And the ability to start a server up and control it from the GUI?

Posted:
Tue Mar 26, 2013 21:25
by Traxie21
Not external, internal.

Posted:
Tue Mar 26, 2013 21:34
by Tedypig
That's what I mean. You have to have Minetest running in order to use it. With what I'm talking about is

BOOM, turn it on, change settings to suit YOUR needs, and launch a server that is truly YOURS! It makes a dedicated server with one click, You can close Minetest and leave the server running....24 hour server!, ALL options you need are there, set you MOTD, add/remove/edit ranks, kick/ban/ip ban from the console, update with one click, add/edit/remove mods, edit rank limit for commands and blocks (if needed), and have you max players setting right there.....ALL IN THE CONSOLE!!! We really need this. Server creation would be a snap. More servers = more happy players = more players that know how to mod = the perfect game.

Posted:
Tue Mar 26, 2013 22:00
by Calinou
Now create your random server GUI program (it's not like it will be useful to most servers, these are run in datacenters anyway, where no computer has a screen). First you'll have to win a GTK+ versus Qt war. :P
While it would be a nice thing to have, it's not that useful and not worth the time.

Posted:
Tue Mar 26, 2013 22:06
by Tedypig
Calinou wrote:Now create your random server GUI program (it's not like it will be useful to most servers, these are run in datacenters anyway, where no computer has a screen). First you'll have to win a GTK+ versus Qt war. :P
Did not get a THING you just said. All I know is, this kind of software would make it easy for people to create servers in the blink of an eye. There would be NO servers for Minecraft if not for programs like this. Hell you could copy MCForge and tweak it for Minetest (it's open source). The reason I haven't made a Minetest server yet (I had 6 Minecraft servers) is simply because I don't know how to. This would make it possible for people like me. Please don't point me to the "server creation guide" I followed it to the letter and still could not make one.

Posted:
Wed Mar 27, 2013 04:08
by prestidigitator
Calinou wrote:Now create your random server GUI program (it's not like it will be useful to most servers, these are run in datacenters anyway, where no computer has a screen). First you'll have to win a GTK+ versus Qt war. :P
While it would be a nice thing to have, it's not that useful and not worth the time.
Server GUI? Two words: web interface. ;-)

Posted:
Wed Mar 27, 2013 06:09
by onpon4
Calinou wrote:First you'll have to win a GTK+ versus Qt war. :P
wxWidgets! :P

Posted:
Wed Mar 27, 2013 06:12
by kaeza
onpon4 wrote:Calinou wrote:First you'll have to win a GTK+ versus Qt war. :P
wxWidgets! :P
No! Win32 native GUI
:trollface:

Posted:
Wed Mar 27, 2013 07:12
by webdesigner97

Posted:
Wed Mar 27, 2013 11:42
by Zedm0n
I like the idea of a web insterface, but the reality of running a webserver would add security concerns to server administation as well as increased CPU and RAM usage. GUIs based of qt and gtk for most programs typically have fragmented feature sets leading to less than satisfied users. If you feel a remote admin gui is truely needed, why not a simple ncurses interface accessed via ssh? It would then be built on proven (not to mention nearly universal) technology with native support on linux servers/clients. Windows clients could access it via PuTTY. You might even be able to build it as a mod on the server.
Just my two cents,
Zedm0n

Posted:
Wed Mar 27, 2013 13:27
by Tedypig
What you all don't get is, I want a PROGRAM not a web interface, NOT A LINUX based system, I have Windows 7 not Ubuntu. MCForge is not a web interface and is not a Linux program, I want a MCForge clone, otherwise I just wont use it OR wont run a server at all.

Posted:
Wed Mar 27, 2013 14:53
by webdesigner97
Then code it yourself

Posted:
Wed Mar 27, 2013 15:52
by onpon4
In all seriousness, I have to concur: this would be neat, but really not worth the effort. Far more worth the effort would be better, easier-to-find documentation.

Posted:
Wed Mar 27, 2013 16:14
by Zedm0n
onpon4 wrote:In all seriousness, I have to concur: this would be neat, but really not worth the effort. Far more worth the effort would be better, easier-to-find documentation.
+1

Posted:
Wed Mar 27, 2013 16:22
by 0gb.us
Tedypig wrote:What you all don't get is, I want a PROGRAM not a web interface, NOT A LINUX based system, I have Windows 7 not Ubuntu. MCForge is not a web interface and is not a Linux program, I want a MCForge clone, otherwise I just wont use it OR wont run a server at all.
Well, there's the problem. Windows is a pain in the butt, and as long as you are stuck on Windows, not everything can be easy. Many things will be difficult.

Posted:
Wed Mar 27, 2013 16:23
by Tedypig
Well, I got the GUI made, when I code it I will NOT release, since no one wanted to help me. And webdesigner, I wasn't being a dick, no need for you to be.

Posted:
Wed Mar 27, 2013 18:24
by webdesigner97
Tedypig wrote:Well, I got the GUI made, when I code it I will NOT release, since no one wanted to help me. And webdesigner, I wasn't being a dick, no need for you to be.
I wasn't too. I was a serious sentence ;)

Posted:
Wed Mar 27, 2013 18:58
by onpon4
Tedypig wrote:Well, I got the GUI made, when I code it I will NOT release, since no one wanted to help me. And webdesigner, I wasn't being a dick, no need for you to be.
Hm? "Code it yourself" is a perfectly legitimate response to "I want X" when you seem to be the only one that particularly wants it. It's no one's obligation to just code random things for random people for free (on that note, yes, if you were unable or unwilling to do it yourself, paying someone to do it would have been a perfectly legitimate option).
As for withholding the code because no one helped you... um, how does that get the revenge you're after? The people who didn't help you didn't help you because they weren't interested enough. Withholding your code isn't hurting them, it's hurting others who particularly want the GUI.

Posted:
Wed Mar 27, 2013 19:03
by Zedm0n
Tedy, check this out:
http://www.catb.org/esr/faqs/smart-questions.htmlIt will help you understand where people are coming from. It's not meant as a put down, just to help you gain perspective.
Zedm0n

Posted:
Wed Mar 27, 2013 19:05
by sfan5
Tedypig wrote:[...]You can close Minetest and leave the server running....24 hour server![...]Server creation would be a snap. More servers = more happy players = more players that know how to mod = the perfect game.
1. You don't need to run a Minetest Window to host a server
2. 24/7 servers shouldn't be hosted on home computers anyway
3. how is that related to a server gui?

Posted:
Wed Mar 27, 2013 19:55
by Tedypig
sfan5 wrote:Tedypig wrote:[...]You can close Minetest and leave the server running....24 hour server![...]Server creation would be a snap. More servers = more happy players = more players that know how to mod = the perfect game.
1. You don't need to run a Minetest Window to host a server
2. 24/7 servers shouldn't be hosted on home computers anyway
3. how is that related to a server gui?
1. You do if you want to control it.
2. Why the hell not? My computer is more than capable of doing so, and I have an impenetrable firewall.
3. Because the GUI would help people like me who don't understand
THIS
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
# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example"
#
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
#
# Further documentation:
# http://c55.me/minetest/wiki/doku.php
#
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
# https://bitbucket.org/celeron55/minetest/src/tip/src/defaultsettings.cpp
#
# A vim command to convert most of defaultsettings.cpp to conf file format:
# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
# Note: Some of the settings are implemented in Lua
#
# Client and server
#
# Network port (UDP)
#port =
# Name of player; on a server this is the main admin
#name =
#
# Client stuff
#
# Key mappings
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_screenshot = KEY_F12
# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
# Doubletaping the jump key toogles fly mode
#doubletap_jump = false
# If false aux1 is used to fly fast
#always_fly_fast = true
# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR
# Minimum FPS
# The amount of rendered stuff is dynamically set according to this
#wanted_fps = 30
# If FPS would go higher than this, limit it by sleeping
# (to not waste CPU power for no benefit)
#fps_max = 60
# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
# Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0
#fsaa = 0
#vsync = false
#fov = 72
# Address to connect to (#blank = start local server)
#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
# Whether to fog out the end of the visible area
#enable_fog = true
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
# Constant volume liquids
#liquid_finite = false
# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
# When finite liquid: relax flowing blocks to source if level near max and N nearby source blocks, more realistic, but not true constant. values: 0,1,2,3,4 : 0 - disable, 1 - most aggresive
#liquid_relax = 2
# Optimization: faster cave flood (and not true constant)
#liquid_fast_flood = 1
# Underground water and lava springs, its infnity sources if liquid_finite enabled
#underground_springs = 1
# Enable nice leaves; disable for speed
#new_style_leaves = true
# Enable smooth lighting with simple ambient occlusion;
# disable for speed or for different looks.
#smooth_lighting = true
# Enable combining mainly used textures to a bigger one for improved speed
# disable if it causes graphics glitches.
#enable_texture_atlas = false
# Path to texture directory. All textures are first searched from here.
#texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
# Continuous forward movement (for testing)
#continuous_forward = false
# Fast movement (keymap_special1)
#fast_move = false
# Invert mouse
#invert_mouse = false
# FarMesh thingy
#enable_farmesh = false
#farmesh_trees = true
#farmesh_distance = 40
# Enable/disable clouds
#enable_clouds = true
#cloud_height = 120
#enable_3d_clouds = true
# Use a cloud animation for the main menu background
#menu_clouds = true
# Path for screenshots
#screenshot_path = .
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
# Anaglyph stereo
#anaglyph = false
#anaglyph_strength = 0.1
# In-game chat console background color (R,G,B)
#console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
# Sound settings
#enable_sound = true
#sound_volume = 0.7
# Whether node texture animations should be desynchronized per MapBlock
#desynchronize_mapblock_texture_animation = true
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
# Set to true to pre-generate all item visuals
#preload_item_visuals = true
# 0: disable shaders
# (1: low level shaders; not implemented)
# 2: enable high level shaders
#enable_shaders = 2
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25
# will only work for servers which use remote_media setting
# and only for clients compiled with cURL
#media_fetch_threads = 8
# Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
#font_path = fonts/liberationsans.ttf
#font_size = 13
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 13
#
# Server stuff
#
# Name of server
#server_name = Minetest server
# Description of server
#server_description = mine here
# Domain name of server
#server_address = game.minetest.net
# Homepage of server
#server_url = http://minetest.net
# Automaticaly report to masterserver
#server_announce = 0
# Default game (default when creating a new world)
#default_game = minetest
# World directory (everything in the world is stored here)
#map-dir = /custom/world
# Message of the Day
#motd = Welcome to this awesome Minetest server!
# Maximum number of players connected simultaneously
#max_users = 100
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
# Enable players getting damage and dying
#enable_damage = false
# Despawn all non-peaceful mobs
#only_peaceful_mobs = false
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
#default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
# Whether players are shown to clients without any range limit
#unlimited_player_transfer_distance = true
# Whether to enable players killing each other
#enable_pvp = true
# If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0
# If true, new players cannot join with an empty password
#disallow_empty_password = false
# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
# If true, actions are recorded for rollback
#enable_rollback_recording = false
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# from how far client knows about objects
#active_object_send_range_blocks = 3
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
#active_block_range = 2
# how many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 2
# how many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 8
# From how far blocks are sent to clients (value * 16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients (value * 16 nodes)
#max_block_generate_distance = 6
# Interval of sending time of day to clients
#time_send_interval = 5
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
#time_speed = 96
#server_unload_unused_data_timeout = 29
# Interval of saving important changes in the world
#server_map_save_interval = 5.3
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
# Congestion control parameters
# time in seconds, rate in ~500B packets
#congestion_control_aim_rtt = 0.2
#congestion_control_max_rate = 400
#congestion_control_min_rate = 10
# Specifies URL from which client fetches media instead of using UDP
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash)
# Files that are not present would be fetched the usual way
#remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate =
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1
#
# Physics stuff
#
#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81
#
# Mapgen stuff
#
# Name of map generator to be used. Currently v6, indev and singlenode are supported.
#mg_name = v6
# Water level of map.
#water_level = 1
# Size of chunks to be generated.
#chunksize = 5
# Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend, v6_jungles, dungeons
#mg_flags = trees, caves, v6_biome_blend
# How large deserts and beaches are
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50
#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45
#mgv7_np_terrain = 10, 12, (350, 350, 350), 82341, 5, 0.6
#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale
#mgindev_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1
make a server. More server = more happy players (because they can pick a server that's right for them....or make their own), more happy player will help the game progress through mods and core input.
Answer your questions?

Posted:
Wed Mar 27, 2013 20:25
by onpon4
Tedypig wrote:sfan5 wrote:1. You don't need to run a Minetest Window to host a server
2. 24/7 servers shouldn't be hosted on home computers anyway
3. how is that related to a server gui?
1. You do if you want to control it.
Or you can set the name field in the config file; that name becomes the administrator, and all you need to do to control the server is log in with that name. I needed to ask on IRC to learn this, which is why I think we should have more visible documentation.
More server = more happy players (because they can pick a server that's right for them....or make their own), more happy player will help the game progress through mods and core input.
Well, I have to slightly disagree with you here. More servers means more people being spread out, and being alone in a server isn't as fun as being with, say, eight people in a server.

Posted:
Wed Mar 27, 2013 21:07
by Tedypig
onpon, you need to have a client up to do that. I want to avoid getting on if i don't need to. also more happy players = more word of mouth advertisement.

Posted:
Wed Mar 27, 2013 22:05
by stu
Just a thought, how about a python/tkinter app with checkboxes etc that generates the necessary conf file?
This could even be web-based using perl/php or, dare I say, even javascript.
Something like that I might use.
Tedypig wrote:2. Why the hell not? My computer is more than capable of doing so, and I have an impenetrable firewall.
I agree with sfan here, home computers are
not designed to run 24/7. As for the impenetrable firewall, I thought you said you were running Windows 7...just kidding 8)

Posted:
Thu Mar 28, 2013 00:32
by Tedypig
stu wrote:Just a thought, how about a python/tkinter app with checkboxes etc that generates the necessary conf file?
This could even be web-based using perl/php or, dare I say, even javascript.
Something like that I might use.
Tedypig wrote:2. Why the hell not? My computer is more than capable of doing so, and I have an impenetrable firewall.
I agree with sfan here, home computers are
not designed to run 24/7. As for the impenetrable firewall, I thought you said you were running Windows 7...just kidding 8)
Accept for quick power flashes, this computer has not been off in 2 years. For some reason if we shut it off the whole house looses internet. I think it can handle a server, as it did run a Minecraft Lava Survival for 6 months straight.

Posted:
Sun Mar 31, 2013 10:49
by Ducky
Zedm0n wrote:I like the idea of a web insterface, but the reality of running a webserver would add security concerns to server administation as well as increased CPU and RAM usage.
It doesn't have to use an extra web server: The running minetest-server just needs to answer on a specified admin-port, and provide some html templates for the interface - the interface could be provided through a Lua script.
That would require minimal extra resources, keeps the interface away from the core code other than providing some interface functions and would be most platform independant.
GUIs based of qt and gtk for most programs typically have fragmented feature sets leading to less than satisfied users. If you feel a remote admin gui is truely needed, why not a simple ncurses interface accessed via ssh? It would then be built on proven (not to mention nearly universal) technology with native support on linux servers/clients. Windows clients could access it via PuTTY. You might even be able to build it as a mod on the server.
Certainly the most secure variant, but probably a bit too much for "simple" admins... And also you may not want to give shell access to all your co-admins ;)

Posted:
Sun Mar 31, 2013 15:51
by sfan5
Tedypig wrote:sfan5 wrote:Tedypig wrote:[...]You can close Minetest and leave the server running....24 hour server![...]Server creation would be a snap. More servers = more happy players = more players that know how to mod = the perfect game.
1. You don't need to run a Minetest Window to host a server
2. 24/7 servers shouldn't be hosted on home computers anyway
3. how is that related to a server gui?
1. You do if you want to control it.
2. Why the hell not? My computer is more than capable of doing so, and I have an impenetrable firewall.
3. Because the GUI would help people like me who don't understand
THIS
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
# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example"
#
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
#
# Further documentation:
# http://c55.me/minetest/wiki/doku.php
#
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
# https://bitbucket.org/celeron55/minetest/src/tip/src/defaultsettings.cpp
[....]
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale
#mgindev_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1
make a server. More server = more happy players (because they can pick a server that's right for them....or make their own), more happy player will help the game progress through mods and core input.
Editing a config file is not modding.

Posted:
Mon Apr 01, 2013 03:14
by Tedypig
sfan5 wrote:Tedypig wrote:sfan5 wrote:1. You don't need to run a Minetest Window to host a server
2. 24/7 servers shouldn't be hosted on home computers anyway
3. how is that related to a server gui?
1. You do if you want to control it.
2. Why the hell not? My computer is more than capable of doing so, and I have an impenetrable firewall.
3. Because the GUI would help people like me who don't understand
THIS
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
# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example"
#
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
#
# Further documentation:
# http://c55.me/minetest/wiki/doku.php
#
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
# https://bitbucket.org/celeron55/minetest/src/tip/src/defaultsettings.cpp
[....]
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale
#mgindev_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1
make a server. More server = more happy players (because they can pick a server that's right for them....or make their own), more happy player will help the game progress through mods and core input.
Editing a config file is not modding.
You still don't get it, The game would get better if more players joined. The reason is, is because they can mod the game AND the core to make it better. How are more players going to join if there aren't many servers? This GUI would make servers a snap for ANYone to create. Plus NOWHERE did I say "editing the config file is modding", only a complete moron would say that.