NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

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Novacain
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by Novacain » Sat Feb 15, 2014 18:51

sfan5 wrote:
Novacain wrote:
rubenwardy wrote:Have you got it working yet?


not quite. I got this error message [spoiler]
/usr/bin/ld: /usr/lib/gcc/i686-linux-gnu/4.8/../../../i386-linux-gnu/libIrrlicht.a(CIrrDeviceLinux.o): undefined reference to symbol 'XF86VidModeGetGamma'
/usr/lib/i386-linux-gnu/libXxf86vm.so.1: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
make[2]: *** [bin/NodeBoxEditor] Error 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Error 2
make: *** [all] Error 2
[/spoiler] and decided that, although it would be cool, I'm not really in need of it... yet.

sfan5 wrote:For all people on linux that have the same problem as me:
After the "cmake ." step:
Open CMakeFiles/NodeBoxGenerator.dir/link.txt in an editor and add -lXxf86vm
and you're done, now "make" and it should compile

--https://forum.minetest.net/viewtopic.php?pid=88908#p88908


well, now it's closer :P now i get:
[spoiler]novacain@Roku:~/NodeBoxEditor$ make -j2
Linking CXX executable bin/NodeBoxEditor
c++: error: lXxf86vm: No such file or directory
make[2]: *** [bin/NodeBoxEditor] Error 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Error 2
make: *** [all] Error 2
[/spoiler]
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by sfan5 » Sat Feb 15, 2014 19:21

Novacain wrote:
sfan5 wrote:
Novacain wrote:
not quite. I got this error message [spoiler]
/usr/bin/ld: /usr/lib/gcc/i686-linux-gnu/4.8/../../../i386-linux-gnu/libIrrlicht.a(CIrrDeviceLinux.o): undefined reference to symbol 'XF86VidModeGetGamma'
/usr/lib/i386-linux-gnu/libXxf86vm.so.1: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
make[2]: *** [bin/NodeBoxEditor] Error 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Error 2
make: *** [all] Error 2
[/spoiler] and decided that, although it would be cool, I'm not really in need of it... yet.

sfan5 wrote:For all people on linux that have the same problem as me:
After the "cmake ." step:
Open CMakeFiles/NodeBoxGenerator.dir/link.txt in an editor and add -lXxf86vm
and you're done, now "make" and it should compile

--https://forum.minetest.net/viewtopic.php?pid=88908#p88908


well, now it's closer :P now i get:
[spoiler]novacain@Roku:~/NodeBoxEditor$ make -j2
Linking CXX executable bin/NodeBoxEditor
c++: error: lXxf86vm: No such file or directory
make[2]: *** [bin/NodeBoxEditor] Error 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Error 2
make: *** [all] Error 2
[/spoiler]

You forgot the - in front of lXxf86vm
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by Novacain » Sat Feb 15, 2014 19:59

sfan5 wrote:You forgot the - in front of lXxf86vm


/).- I feel like a dunce :P thanks for the help


and now it works!!

next question: is there a way to link nodeboxes?

edit: suggestion: add a "browse" to select a project to open
Last edited by Novacain on Sat Feb 15, 2014 20:13, edited 1 time in total.
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by stormchaser3000 » Sat Feb 15, 2014 22:07

awesome dlowloaded, compiled, tested, WORKS

this shoudl have a way to do sudo make install and set the save dir and chose a texture for the nodebox
Last edited by stormchaser3000 on Sat Feb 15, 2014 22:09, edited 1 time in total.
 

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by Evergreen » Sat Feb 15, 2014 22:54

Bug Report
I cloned the latest version from the github repository, and managed to compile it with sfan5's fix

However, this is what showed up when I ran ./bin/NodeBoxEditor.

Debug log:
[spoiler=(cut out the ascii art text that said "NodeBoxEditor" because it formatted incorrectly)]
Unable to open editor.conf
Irrlicht Engine version 1.8.0
Linux 3.11.0-15-generic #25-Ubuntu SMP Thu Jan 30 17:22:01 UTC 2014 x86_64
Using renderer: OpenGL 4.2.12337
AMD Radeon HD 7700 Series : ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Making 16 pixel snap grid:
>> -0.500000
>> -0.437500
>> -0.375000
>> -0.312500
>> -0.250000
>> -0.187500
>> -0.125000
>> -0.062500
>> 0.000000
>> 0.062500
>> 0.125000
>> 0.187500
>> 0.250000
>> 0.312500
>> 0.375000
>> 0.437500
>> 0.500000
Could not open file of texture: media/texture_terrain.png
Could not open file of texture: media/sky.jpg
Needed 0ms to create OctreeTriangleSelector.(1 nodes, 12 polys)
Could not load font because the file does not exist: media/fontlucida.png
Complete!
[/spoiler]

And then when I add a nodebox, it repeats this until I kill the program:
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
Could not open file of texture: media/gui_scale.png


Image:
Image

It appears that is is not finding the textures and the font, but I don't know why.
Any ideas on why that happened?
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by rubenwardy » Sun Feb 16, 2014 00:04

Does the media folder exist? It should be in the same directory as the executable.

If it does, are there files in it?

Finally, make sure you can access it by typing

$ chmod 0777 media

While in the same directory.

Edit: try

$ cd bin
$ ./NodeBoxEditor

As your way might give it the wrong working directory.
Last edited by rubenwardy on Sun Feb 16, 2014 00:09, edited 1 time in total.
 

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by rubenwardy » Sun Feb 16, 2014 00:14

Linking node together (ie doors) will be in 0.6.4, probably.

Node textures will be in 0.9/1.0

As for linking node boxes together, do you mean grouping them?
Last edited by rubenwardy on Sun Feb 16, 2014 11:30, edited 1 time in total.
 

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by Evergreen » Sun Feb 16, 2014 00:26

rubenwardy wrote:Does the media folder exist? It should be in the same directory as the executable.

If it does, are there files in it?

Finally, make sure you can access it by typing

$ chmod 0777 media

While in the same directory.

Edit: try

$ cd bin
$ ./NodeBoxEditor

As your way might give it the wrong working directory.
Oh thanks, apparently It doesn't like it when I execute it from outside the bin. :P
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by Amaz » Sun Feb 16, 2014 17:25

This is great, but I can't run it on Linux which is unfortunate. I do the apt-get install, then cd into the NodeBoxEditor folder, and run cmake . This is what that command produces: (I'm presuming that is an error with the cmake . command)
[spoiler]
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
-- The C compiler identification is GNU 4.7.3
-- The CXX compiler identification is GNU 4.7.3
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- IRRLICHT_SOURCE_DIR =
-- IRRLICHT_INCLUDE_DIR = /usr/include/irrlicht
-- IRRLICHT_LIBRARY = /usr/lib/i386-linux-gnu/libIrrlicht.a
-- Found IRRLICHT: /usr/lib/i386-linux-gnu/libIrrlicht.a 
-- Found ZLIB: /usr/lib/i386-linux-gnu/libz.so (found version "1.2.7")
-- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Found X11: /usr/lib/i386-linux-gnu/libX11.so
-- Found OpenGL: /usr/lib/i386-linux-gnu/libGL.so 
-- Found JPEG: /usr/lib/i386-linux-gnu/libjpeg.so 
CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:97 (message):
  Could NOT find BZip2 (missing: BZIP2_LIBRARIES BZIP2_INCLUDE_DIR)
Call Stack (most recent call first):
  /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:291 (_FPHSA_FAILURE_MESSAGE)
  /usr/share/cmake-2.8/Modules/FindBZip2.cmake:47 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  CMakeLists.txt:12 (find_package)


-- Configuring incomplete, errors occurred!

[/spoiler]
Then when I run make -j it comes up with:
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
make: *** No targets specified and no makefile found.  Stop.

I think this is before sfan5's fix will work, as the file that he says to put the line of text/code into does not exist...
 

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by sfan5 » Sun Feb 16, 2014 17:40

Amaz wrote:This is great, but I can't run it on Linux which is unfortunate. I do the apt-get install, then cd into the NodeBoxEditor folder, and run cmake . This is what that command produces: (I'm presuming that is an error with the cmake . command)
[spoiler]
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
-- The C compiler identification is GNU 4.7.3
-- The CXX compiler identification is GNU 4.7.3
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- IRRLICHT_SOURCE_DIR =
-- IRRLICHT_INCLUDE_DIR = /usr/include/irrlicht
-- IRRLICHT_LIBRARY = /usr/lib/i386-linux-gnu/libIrrlicht.a
-- Found IRRLICHT: /usr/lib/i386-linux-gnu/libIrrlicht.a 
-- Found ZLIB: /usr/lib/i386-linux-gnu/libz.so (found version "1.2.7")
-- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Found X11: /usr/lib/i386-linux-gnu/libX11.so
-- Found OpenGL: /usr/lib/i386-linux-gnu/libGL.so 
-- Found JPEG: /usr/lib/i386-linux-gnu/libjpeg.so 
CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:97 (message):
  Could NOT find BZip2 (missing: BZIP2_LIBRARIES BZIP2_INCLUDE_DIR)
Call Stack (most recent call first):
  /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:291 (_FPHSA_FAILURE_MESSAGE)
  /usr/share/cmake-2.8/Modules/FindBZip2.cmake:47 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  CMakeLists.txt:12 (find_package)


-- Configuring incomplete, errors occurred!

[/spoiler]
Then when I run make -j it comes up with:
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
make: *** No targets specified and no makefile found.  Stop.

I think this is before sfan5's fix will work, as the file that he says to put the line of text/code into does not exist...

Read what cmake says at least:
cmake wrote: Could NOT find BZip2

Just use apt-get install libbz2-dev
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by Amaz » Sun Feb 16, 2014 17:52

Thanks! I did think it might have something to do with that, but wasn't sure if it was something in the file, or a library. I wouldn't have worked out the name of the library though... Thanks!
 

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by flux » Sun Feb 16, 2014 18:45

Suggestion: The texture coordinates should me mapped correctly. They are stretched in your tool and cropped in the game.

PS: Confused the heck out of me when I tried to understand nodeboxes today =)
 

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by rubenwardy » Sun Feb 16, 2014 20:53

Texture mapping is on the to do list.
 

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by rubenwardy » Sun Feb 16, 2014 21:31

Added bzip2 to the apt get list.
 

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by stormchaser3000 » Sun Feb 16, 2014 21:36

can some system-wide install directorys be added i want to be able to do sudo make install
Last edited by stormchaser3000 on Sun Feb 16, 2014 21:36, edited 1 time in total.
 

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by rubenwardy » Sun Feb 16, 2014 21:37

I don't know what you mean.
 

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by stormchaser3000 » Sun Feb 16, 2014 21:45

rubenwardy wrote:I don't know what you mean.



what i mean is when i compile using cmake . and make -j3 i want to be able to use sudo make install to install it system-wide
Last edited by stormchaser3000 on Sun Feb 16, 2014 21:46, edited 1 time in total.
 

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by rubenwardy » Sun Feb 16, 2014 21:47

Ah, I see. I will look into it.
 

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by mimilus » Sat Apr 05, 2014 07:16

Hello

Could you add a texture selector ?
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by Krock » Sat Apr 05, 2014 07:37

mimilus wrote:Hello

Could you add a texture selector ?

Textures are set in the node definition, in Lua.
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
minetest.register_node("my:nodebox", {
    description = "My Nodebox",
>>>>tiles = {"default_wood.png"},
    drawtype = "nodebox",
    paramtype = "light",
    node_box = {
        type = "fixed",
        fixed = {
            --NodeBox1,2,3,4...
        }
    },


EDIT: Found some nice box codes:
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
node_box = {
        type = "fixed",
        fixed = {
            {2.45,-1.5,-2.5,    2.5,3.5,2.5}, --NodeBox1
            {-2.5,-1.5,2.45,    2.5,3.5,2.5}, --NodeBox2
            {-2.5,-1.5,-2.5,     -2.45,3.5,2.5}, --NodeBox3
            {-2.5,-1.5,-2.5,     2.5,3.5,-2.45}, --NodeBox4
            {-2.5,3.45,-2.5,    2.5,3.5,2.5}, --NodeBox5
            {-2.5,-1.5,-2.5,     2.5,-1.45,2.5}, --NodeBox6
        }
    },
Last edited by Krock on Sat Apr 05, 2014 07:58, edited 1 time in total.
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by mimilus » Sat Apr 05, 2014 07:59

Krock wrote:
mimilus wrote:Hello

Could you add a texture selector ?

Textures are set in the node definition, in Lua.
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
minetest.register_node("my:nodebox", {
    description = "My Nodebox",
>>>>tiles = {"default_wood.png"},
    drawtype = "nodebox",
    paramtype = "light",
    node_box = {
        type = "fixed",
        fixed = {
            --NodeBox1,2,3,4...
        }
    },


I was thinking that you could put textures you want to use in media and after have a toolbox in node editor to switch beetween them for see the result
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by rubenwardy » Sat Apr 05, 2014 13:39

The Texture tool is on the to do list. You will be able to make textures with pencils inside the editor.

Currently you have to do it in the lua file, as Krock said.
 

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by mimilus » Sat Apr 05, 2014 13:53

rubenwardy wrote:The Texture tool is on the to do list. You will be able to make textures with pencils inside the editor.

Currently you have to do it in the lua file, as Krock said.


Ok that's cool !!!!
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by rubenwardy » Sat Apr 05, 2014 16:25

0.6.3 Released!



GitHub - Windows

Features
  • Multinode
  • Mode icons
  • Rotate perspective with arrow keys.

Todo
  • Link nodes together (ie: doors)
  • Navigate the platform
  • Nodebox Textures
  • Texture tool
  • Lua custom node box draw types (spheres, cylinders, etc)
Last edited by rubenwardy on Wed Jun 18, 2014 18:21, edited 2 times in total.
 

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by rubenwardy » Thu Apr 10, 2014 13:25

Bugs and stuff



I have been told about some major bugs with the editor.
You can't delete nodes, and the editor goes weird when two nodeboxes on a node are named the same.

I am working on fixing these.
Last edited by rubenwardy on Tue Apr 22, 2014 16:39, edited 2 times in total.
 

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by rubenwardy » Thu Apr 10, 2014 14:15

The node delete bug has been fixed.

The best way to solve the naming of nodeboxes is to change the name of the only one you can select to something else, so you can change the name of the other. I will fix this later, and issue a windows build. I will also check Linux building fully. (some people are having issues.)

EDIT: 2000th post!
Last edited by rubenwardy on Thu Apr 10, 2014 19:54, edited 1 time in total.
 

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by philipbenr » Thu Apr 10, 2014 22:45

rubenwardy wrote:EDIT: 2000th post!


Nobody likes you. -.-

JK.

Also, what do you mean the naming of nodeboxes? I never had anything like that happen...
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by rubenwardy » Thu Apr 10, 2014 22:52

Create two nodeboxes.:

Node box 1
Node box 2

Delete number 1.
Add another node box.
You will now have two called 'node box 2: try selecting them both, only one will work.
 

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by TheNodeboxer » Sun Apr 13, 2014 01:49

Best Tool Ever!
I love using it lots.
I am using it make loads of things.

Right now using make Real Life Stuff.
Like, Chairs, Tables, And Other stuff. Plus the 8 Looking Bricks.
 

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Re: [Editor] Node Box Editor [0.6.3 -!- multiple nodes]

by ZachyGames » Tue Apr 22, 2014 04:57

"Nodeboxeditor_0_6_3....zip is not commonly downloaded and could be dangerous"

What the...
 

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