Wishes for Minetest 0.4.11 (or 0.5)

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solars
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by solars » Tue Oct 21, 2014 16:57

I wish a camera modus with isometrical view.
Dinnae bother wi mah poor english, but hae a keek at th' pics 'o mah pure dead brilliant map Karsthafen:
English thread: [Map] Karsthafen
German thread: [Map] Karsthafen - Diskussionsthread
 

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rubenwardy
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by rubenwardy » Tue Oct 21, 2014 16:59

solars: https://github.com/xyzz/onomatopoeia

You can't build with it, though.
 

4aiman
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by 4aiman » Tue Oct 21, 2014 17:14

It's not really comfortable to play with a joystick, since you'll still be in need to point and click to place and dig, SAMIAMNOT.
You can try to use XPadder or it's counterparts to bind joystick's buttons to a keyboard keys. Just give it a try and you'll see if you still would think you need such a feature :)

Edit:
Onomatopoeia is a mapper, isn't it?
I think it is an isometric view port that is wanted. Would be cool to just watch others play with the eyes of a Minetest's god :)
(and to see Disgaea-like VFX)
 

Hybrid Dog
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Hybrid Dog » Wed Oct 22, 2014 17:03

I really like Onomatopoeia but I tried it on my main map and I aborted it because it took too long for me.
an example:
http://minetest.web1337.net/map.php
BTW: maybe OldCoder brings back zegaton but Zeg9 isn't here
 

Michael Eh?
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Michael Eh? » Fri Oct 24, 2014 01:03

How about /listnodes command... this would give the user a list of names for blocks/nodes either all (default) or by search or by mod. (Maybe better if mod makers list node names (ie. default:torch or streets:concrete) That is if I got the correct term for them.
 

paramat
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by paramat » Fri Oct 24, 2014 02:38

Mgv5 in it's early but usable form, i'll make a pull request soonish.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Fri Oct 24, 2014 02:53

Michael Eh? wrote:How about /listnodes command... this would give the user a list of names for blocks/nodes either all (default) or by search or by mod. (Maybe better if mod makers list node names (ie. default:torch or streets:concrete) That is if I got the correct term for them.

Idea basing on this suggestion: Minecraft has a key combination for it (iirc F3+H). When enabled it shows the name and the ID in the overlay when hovering the item, etc. in the inventory. This would be a nice addition to Minetest.

Maybe made the tool-tip fully configurable via an option in minetest.conf file.

I guess this would work very well with the crafting guide mod.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by RHR » Fri Oct 24, 2014 06:11

Linuxdirk wrote:
Michael Eh? wrote:How about /listnodes command... this would give the user a list of names for blocks/nodes either all (default) or by search or by mod. (Maybe better if mod makers list node names (ie. default:torch or streets:concrete) That is if I got the correct term for them.

Idea basing on this suggestion: Minecraft has a key combination for it (iirc F3+H). When enabled it shows the name and the ID in the overlay when hovering the item, etc. in the inventory. This would be a nice addition to Minetest.
Maybe made the tool-tip fully configurable via an option in minetest.conf file.
I guess this would work very well with the crafting guide mod.


I think something similar is already planed:
https://github.com/minetest/minetest/pull/1677
 

Hybrid Dog
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Hybrid Dog » Fri Oct 24, 2014 10:28

I already made a mod for this…
 

Ascent
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Ascent » Fri Oct 24, 2014 20:10

Monster control: the ability for admins/mods/players with monster control priv to spawn as/control monsters that fight players. That would be an option to challenge players more than usual and keep them on their toes (is this monster approaching me an AI or not?).
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by SAMIAMNOT » Sat Oct 25, 2014 05:36

I do use Xpadder but I feel that its not professional for Minetest not to have joypad support. Also every single time I turn off Minetest I have to turn Xpadder off, and vice versa. It's very tedious and annoying.
I test mines.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Don » Sat Oct 25, 2014 20:16

My wish would be "ctrl z"

If I can just undo my mistakes I would be a 10 time faster builder!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Krock » Sat Oct 25, 2014 20:25

Don wrote:My wish would be "ctrl z"

If I can just undo my mistakes I would be a 10 time faster builder!

Then don't make fails and thin before clicking :P
Newest Win32 builds - Find a mod - All my mods
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Don
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Don » Sat Oct 25, 2014 21:13

Krock wrote:Then don't make fails and thin before clicking :P

Where is the fun in that? I play when I am tired of thinking.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Esteban » Sun Oct 26, 2014 18:23

Don wrote:My wish would be "ctrl z"

If I can just undo my mistakes I would be a 10 time faster builder!

+1 It would be nice feature! I make a lot of mistakes when building xD
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Sun Oct 26, 2014 18:33

Just looking at the custom font option and ask myself if it would be possible that the GUI scales according to the font used …
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by benedict424 » Fri Oct 31, 2014 07:54

I'm currently working on a mod that places a light node under you when you use a wand. This requires quite a lot of coding. Could we have a understandable API for players? The wiki (and lua api file) is ether outdated, wrong, or missing information for this, and it just seems too complex for tasks like mine.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by 4aiman » Fri Oct 31, 2014 12:04

benedict424 wrote:I'm currently working on a mod that places a light node under you when you use a wand. This requires quite a lot of coding. Could we have a understandable API for players? The wiki (and lua api file) is ether outdated, wrong, or missing information for this, and it just seems too complex for tasks like mine.

This requires reading lua_api.txt and/or dev.minetest.net.
Your task is easy. Search for "Wieldlight" or smth like that.

However, documentation do suck.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Fri Oct 31, 2014 13:52

4aiman wrote:However, documentation do suck.

An API that is not documented very well, sucks too :)
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by CheerfulCherub » Fri Nov 14, 2014 15:35

My wish list would be
1.To have our characters to able to switch like Minecraft does. Having to mobs can be frustrating, sometimes it works and there are other times they don't
2: Blocks with design on them, similar to the ones in Midevil Castle..Not the ones like Kerova made those are really nice , but they are for for floors and wall. I would like to have some for pillars and bridges.
Those are the only two things I really like to see in Minetest, this game is getting better than Minecraft with ever expansion you people are coming out with, and Mods and games and textures are so astounding. All of you programmers keep up the good work. I am very grateful we have you people.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by 4aiman » Sun Nov 16, 2014 11:03

Wanna get full UTF support and get translations back.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Sun Nov 16, 2014 12:47

4aiman wrote:Wanna get full UTF support and get translations back.

^This.

Maybe it’s planned to make it actually sane and very well usable even by mods …:) At least I hope it is.
 

Hybrid Dog
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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Hybrid Dog » Sun Nov 16, 2014 13:14

maybe client side item description translations can be done by editing nodedef.cpp a bit
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Sun Nov 16, 2014 13:22

Hybrid Dog wrote:maybe client side item description translations can be done by editing nodedef.cpp a bit

Or fully translate it hardcoded before compiling it for yourself, yes. And mods can implement their own translation technique. There are also mods that serve only this one purpose.

… but a better solution would be an integrated functionality for translating strings in mods and Minetest (the engine, the client and minetest_game) using gettext like it was done before the translation feature was made dysfunctional for unknown reason.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Rochambeau » Thu Nov 20, 2014 13:19

Please change the current key bindings!

Every time I want to open a door and have a torch in my hand, the door stays closed but is equipped with a torch.

Very annoying!
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by philipbenr » Thu Nov 20, 2014 14:45

I believe that is a bug.
You should be able to open the door with a rightclick no matter what. What version of Minetest are you using? Are you using any mods with your world?

Also, if you are building from source, I am almost sure you can change the key bindings for things. I just don't know where they are.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Linuxdirk » Thu Nov 20, 2014 15:06

Can’t confirm without mods and in latest stable release version (0.4.10). All four doors open/close when rightclicking with a torch in hand. When Shift-Rightclick is used, it places the torch against the door. As far as I know the behavior of Shift-Rightclick is intended.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Don » Thu Nov 20, 2014 16:23

Linuxdirk wrote:As far as I know the behavior of Shift-Rightclick is intended.

This is an awesome feature. Allows you to stack furnaces and chests as well.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Rochambeau » Mon Nov 24, 2014 09:33

philipbenr wrote:I believe that is a bug.
You should be able to open the door with a rightclick no matter what. What version of Minetest are you using? Are you using any mods with your world?

Also, if you are building from source, I am almost sure you can change the key bindings for things. I just don't know where they are.


It was, indeed, a problem/bug with a torch mod. Will contact the developer.
 

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Re: Wishes for Minetest 0.4.11 (or 0.5)

by Calinou » Sun Nov 30, 2014 06:42

By the way, in recent Git builds, you can hold the right mouse button in an inventory in order to drop items one-by-one in each slot you are hovering. Also, don't forget about the middle mouse button, which lets you place (or craft) 10 items at a time.

You can also hold [Sneak + Drop] keys to drop only one item.
 

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