rubenwardy wrote:This looks very interesting.
(Posted this to subscribe)

Right there..
jenova99sephiros wrote:Why do you compete?
You guys should not fight.
gsmanners wrote:RealBadAngel wrote:hmmm, instead of color maps for some nodes you could scan all registered nodes at startup and process their textures (tops) to get color info from them
Color maps are easier. Plus, I'd feel obliged to make the spec configurable (which would mean a redesign for that).
If you want to try doing it, you're welcome but I think I'll pass on that.
proller wrote:inserting to freeminer here: https://github.com/proller/freeminer/tree/gsmapper
Inocudom wrote:proller wrote:inserting to freeminer here: https://github.com/proller/freeminer/tree/gsmapper
That is very good news, proller. However, I can't test it if there are no new Freeminer builds.
Isn't that the case for FailMiner in general?proller wrote:Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).
But now it too buggy to include to master, need more work.
Jordach wrote:Isn't that the case for FailMiner in general?proller wrote:Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).
But now it too buggy to include to master, need more work.
philipbenr wrote:Jordach wrote:Isn't that the case for FailMiner in general?proller wrote:Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).
But now it too buggy to include to master, need more work.
Did he say anything was easy, and if so, then why aren't things getting done in Minetest right now? I don't see a whole lot of progress in major areas (Except for your capes in minetest_game)...
bajanhgk wrote:i can't use this mod please
gsmanners wrote:Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.
Inocudom wrote:gsmanners wrote:Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.
You don't have this on GitHub already? You should fix that, for anything that is to be added to the core game must be there.
git clone https://github.com/gsmanners/minetest.git
Cloning into 'minetest'...
remote: Reusing existing pack: 24070, done.
remote: Counting objects: 14, done.
remote: Compressing objects: 100% (14/14), done.
Receiving objects: 100% (24084/24084), 22.54 MiB | 112 KiB/s, done.
remote: Total 24084 (delta 5), reused 0 (delta 0)
Resolving deltas: 100% (15811/15811), done.
genma@genma-MS-7721:~/src/mt-clone$ cd minetest/
genma@genma-MS-7721:~/src/mt-clone/minetest$ git checkout -b gsmapper
Switched to a new branch 'gsmapper'
genma@genma-MS-7721:~/src/mt-clone/minetest$ git commit -a
[gsmapper fa95030] Patches for getting gsmapper to work with minetest.
Committer: Genma Saotome <genma@genma-MS-7721.(none)>
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3 files changed, 43 insertions(+)
genma@genma-MS-7721:~/src/mt-clone/minetest$ git push
Username for 'https://github.com': gsmanners
Password for 'https://gsmanners@github.com':
Everything up-to-dateInocudom wrote:gsmanners wrote:Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.
You don't have this on GitHub already? You should fix that, for anything that is to be added to the core game must be there.
JPRuehmann wrote:2. Enable/Disable hud in game by Pressing for Example the <alt>+<M> Keys.
That should be customizable at minetest.conf
/set hud_map_scale 1.5
gsmanners wrote:Everything is done with /set commands at the moment. It would be nice to use keyboard shortcuts, but I want to leave that for a Lua interface (just have figure out how to support that at some point).
For now, you can do lots of stuff with commands like this:/set hud_map_scale 1.5
The above will "zoom" in 50% (and it will become your new default the next time you run).
Some other settings:
hud_map_alpha <-- 0 to 255
hud_map_above <-- false = below-ground radar
hud_map_tracking <-- true = keep the player in the center (I still need to optimize this one, though)
hud_map_width and hud_map_height <-- the size of the map
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