Search found 108 matches
- Mon Sep 05, 2016 23:51
- Forum: Mod Releases
- Topic: [Mod] Insecure Lua Editor [0.1][editor_insecure_lua]
- Replies: 3
- Views: 2171
Re: [Mod] Insecure Lua Editor [0.1][editor_insecure_lua]
Nice one hehehe
- Thu Jun 16, 2016 00:40
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Topic: How to know that user clicks "Esc" to exit a formspec? Reason: I want to update my mod "Password Chest". Documentation :D your best friend: http://dev.minetest.net/minetest.register_on_player_receive_fields "If a player uses ESC to exit a formspec, this will return {...
- Tue Jun 14, 2016 01:34
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Then your solution is fine enough I don't like use globalsteps and afters but it's currently the only way... We haven't yet a event listener or something like that in modding api (and I don't even know how to implement that and how difficult it is, I can't C (lol ok I'll stop)) minetest.add_listener...
- Sun Jun 12, 2016 22:44
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
I want to execute a function every time a day passes (clock strikes midnight or player sleeps in bed). Is there a better solution than this: function check_day(old_count) local new_count = minetest.get_day_count() if new_count > old_count then execute() end minetest.after(10, check_day, new_count) ...
- Thu May 05, 2016 00:46
- Forum: Minetest-related projects
- Topic: LightField Labs
- Replies: 16
- Views: 4161
Re: LightField Labs
Thats sooo cool :D
I can't wait for a release \o/
Would be nice a blending with stanley parable philosophy
It's rly interesting...
I can't wait for a release \o/
Would be nice a blending with stanley parable philosophy
It's rly interesting...
- Wed Apr 27, 2016 13:34
- Forum: Feature Discussion
- Topic: IME and Minetest for foreign languages.
- Replies: 5
- Views: 1449
Re: IME and Minetest for foreign languages.
It works !!! ahahahahaha muahahaha muahahahahhahaha haha
- Wed Apr 27, 2016 13:19
- Forum: Feature Discussion
- Topic: IME and Minetest for foreign languages.
- Replies: 5
- Views: 1449
Re: IME and Minetest for foreign languages.
I tried previously your mod but theres no katakana, hiragana and kanji on the 2nd msg on my minetest... : / It's a problem with fonts I guess? https://forum.minetest.net/download/file.php?mode=view&id=5968&sid=94900e5401cf3876913c7863507841e9 What version you are running? PS: I tried "/...
- Mon Apr 25, 2016 11:33
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
@ErrorNull and @kaeza XD I have a bad memory... I have missed that: http://dev.minetest.net/ObjectRef "Note that all ObjectRefs except player are actually LuaEntitySAO." I just had misremembered ObjectRef as LuaEntitySAO... -- thats just pseudo-pseudo-code, read the about the right syntax ...
- Mon Apr 25, 2016 00:06
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Topic : Immediately halting player's movement I'm making a mod that needs to freeze a player's movement immediately upon a timer hitting zero. However, I've found that if the player happens do be moving at that moment (up/down/left/right movement key pressed down) and when my timer hits zero.. play...
- Sun Apr 24, 2016 19:17
- Forum: Feature Discussion
- Topic: IME and Minetest for foreign languages.
- Replies: 5
- Views: 1449
Re: IME and Minetest for foreign languages.
I need know that also... Would be wonderful if I could learn some japanese while playing minetest...
大丈夫ですか?
just a mistyping XD?
大丈夫ですか?
just a mistyping XD?
- Thu Mar 24, 2016 14:28
- Forum: General Discussion
- Topic: RealBadAngel
- Replies: 75
- Views: 20651
Re: RealBadAngel
Good bye, Maciej.
:-(
:-(
- Thu Mar 24, 2016 00:24
- Forum: WIP Mods
- Topic: [WIP Mod]HeadPhones
- Replies: 27
- Views: 4647
Re: [WIP Mod]HeadPhones
For some strange reason I clicked on the image of the headphone...
- Thu Mar 24, 2016 00:17
- Forum: General Discussion
- Topic: RealBadAngel
- Replies: 75
- Views: 20651
Re: RealBadAngel
I hope he get well soon, It's rly sad hear that he are a great mind here in the community :/ I wish the best for him.
- Wed Mar 23, 2016 22:15
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
I think i am a little dumb, or i don't know the "enough" yet! Anyways THX! Not really, you just need practice. make little challenges to yourself: exercises, big projects, read some good book/e-book (not only about Lua), It comes along with time, so be patient. And of course think out the...
- Wed Mar 23, 2016 14:31
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Well,I finally bookmarked your modding book Sir Ruben Wardy XD, It's a very useful reference material. So, at end the code seems like that: local sound = 'no' minetest.register_tool("headphones:1headphones", { description = "Headphones Test Song", inventory_image = "testh.bm...
- Wed Mar 23, 2016 13:11
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
You should rarely use global variables as they will be present in other mods. You should only create global variables with the same name as your mod. hmm This is a convention ? I understand the fact, avoid using global vars, because they can conflict with other mods but if I use something like that...
- Wed Mar 23, 2016 00:58
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Exactly how i can stop this function with other use? minetest.register_tool("headphones:1headphones", { description = "Headphones Test Song", inventory_image = "testh.bmp", on_use = function() minetest.sound_play("test") end, }) I mean i click one time, plays...
- Sun Mar 13, 2016 13:08
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
partial derivatives of functions that have more than one variable. https://en.wikipedia.org/wiki/Partial_derivative And derivatives of vectors, I see that like "more than one variable" (in this case axis), gradient and others operations https://en.wikipedia.org/wiki/Gradient the point is I...
- Sat Mar 12, 2016 19:10
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Well, nice results for your approximation :D I just had this idea cause the (-1) was pissing me off after a while trying shift the equation hehe and d/dx(constant) = 0, a perfect murder hehe, unfortunately doesn't work in this case. I just learned Calculus I (limits, derivatives and integrals, with ...
- Sat Mar 12, 2016 00:29
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
e^-b = 2*e^(-b*d)-1 derive both sides -e^-b = -2*d*e^(-b*d) multiply by -1 both sides e^-b = 2*d*e^(-b*d) apply "ln" as a operation on both sides ln e^-b = ln [2*d*e^(-b*d)] logarithm properties log (a*b) = log a + log b -b = ln 2 + ln d - b*d b-b*d = ln 2 + ln d b (1-d) = ln 2 + ln d Fina...
- Fri Mar 11, 2016 02:19
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
From where do you get this relation?Hybrid Dog wrote:e^(-b) = 2*e^(-b*d)-1
e and d are known, b is not 0. How can l shift the equation to get b?
e**-b == 2*e**(-b*d) - 1
- Sun Feb 28, 2016 11:54
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
Did you closed all apps before run these scripts? If you did soooo
We have a winner!
1st > Default Random 0.72s
2nd > Sqrt Random 0.76s
3th > Log Random 0.85s
We have a winner!
1st > Default Random 0.72s
2nd > Sqrt Random 0.76s
3th > Log Random 0.85s
- Sat Feb 27, 2016 23:28
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
That's funny and cool did you already searched for someone similar idea 'cause this looks really new for me :D I also plotted (using xmgrace/grace) random points changing the initial value and seems pretty randomized But I can't tell you if this is less cpu intensive or not, because math.log probabl...
- Sat Feb 27, 2016 19:31
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
strange behavior, same here on python, however Hybrid, it's a pseudo random
choose a number and then the same numbers are generated
choose a number and then the same numbers are generated
Code: Select all
i = 1000
for n in xrange(100):
i = abs((math.log(i)*1000)%1); print i
- Sat Feb 27, 2016 17:08
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 570625
Re: Post your modding questions here
(Ò_Ó)Hybrid Dog wrote:Can l use the logarithm as random number generator?