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Re: Post your modding questions here

2. Can I make a node able to travel up after taking a certain action, such as right clicking the node. Nodes can't move. Period. You can fake movement by removing the node at position A, and then making a new node that looks just like it at position B. It will look like it moved, but it didn't. API...
by sofar
Sun Mar 26, 2017 05:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3726
Views: 146557

Re: Post your modding questions here

1. How would I go about setting a node to be collidable with all but one other node? To be more specfic, I want node a to be able to go through node b, but I don't want node c, or any other node, to be able to go through node b. I also want to be able to build on node b.... soo I'm confused. Nodes ...
by sofar
Sun Mar 26, 2017 05:28
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3726
Views: 146557

Re: Convert MC resource/texture packs to Minetest!

texmex wrote:You mean to create duplicate texture files so that they'll fit naming, when the namings diverge? Perhaps that's not a real issue though.


texture packs aren't large enough for this to be a problem. So yes.
by sofar
Sat Mar 25, 2017 05:27
 
Forum: Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 4899

Re: Convert MC resource/texture packs to Minetest!

What about enabling alternative translation tables? mcresconvert could use a default table but pull in other ones depending on a flag correlating to the table's name. Ideally, we convert the texture pack to as many mods and subgames without any flags, so, if we want to support mineclone, we should ...
by sofar
Fri Mar 24, 2017 16:26
 
Forum: Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 4899

Re: [Game] MineClone 2 [0.16.0]

I also don't know if sofar's texture pack converter even supports MineClone 2 yet or if it is part of its goals. It depends. If mineclone uses a reasonable set of filenames for textures that doesn't conflict with minetest_game, then we can just add the translations from MC to mineclone and it shoul...
by sofar
Fri Mar 24, 2017 07:17
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.16.0]
Replies: 289
Views: 7675

Re: Convert MC resource/texture packs to Minetest!

I love the way this works!! I successfully converted my default MC resources and they seem to be working well. The only problem is, resources like granite, andesite, diorite, crafting table, etc. are not displaying in wuzzy's MineClone2 game. I'm assuming the problem is that the converted textures ...
by sofar
Thu Mar 23, 2017 15:50
 
Forum: Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 4899

Re: [Clientmod] Oredetection [oredetect]

[Insulting bullshit] Is this an official statement endorsed by the whole dev team or is it just you being offensive? I can't point to lines that do not exist. That’s what I was asking for: A general description on what CSM is and what it not is. Instead you go around and blatantly insulting your us...
by sofar
Wed Mar 22, 2017 22:13
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 792

Re: [Mod] Mountain Climbing [handholds]

+1 This should go straight into MTG. Very nice mod! Interesting thought. For a second I was "noooo". But then I think we can make a compromise: What if this tool would only work on sandstone and desert sandstone? I mean, it would be way too easy if this would work in stone. You wouldn't n...
by sofar
Wed Mar 22, 2017 18:22
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 537

Re: [Clientmod] Oredetection [oredetect]

Can it set inventory slots? Or is the inventory completely server-side? Can it place nodes that somehow will "leak through" to the server? CSM can't even send anything to the server. It can't dig a node. It can't clip through doors, it can't even lag through protection blocks! https://git...
by sofar
Wed Mar 22, 2017 18:12
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 792

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

so *ahem* i see these super exciting references to client side modding (CSM) on these latest two updates. is there some documentation available yet on how to take advantage of the these new methods, callback functions, features? https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md
by sofar
Wed Mar 22, 2017 14:08
 
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 584
Views: 102015

Re: Post your videos!

Image

wha? no animated gifs?

link: http://i.imgur.com/F4WZrhq.gifv
by sofar
Wed Mar 22, 2017 04:29
 
Forum: General Discussion
Topic: Post your videos!
Replies: 410
Views: 23682

Re: Post your videos!

Sergey wrote:Folks, what kind of screen recorder (GNU/Linux) do you use?

Which one is more convinient?
Overlay of music track, for example.


obs studio. Nothing I've seen beats it. Scenes, webcam included, etc. Grab multiple programs, overlay voice. yup, does it all.
by sofar
Wed Mar 22, 2017 00:43
 
Forum: General Discussion
Topic: Post your videos!
Replies: 410
Views: 23682

Re: [Clientmod] Oredetection [oredetect]

The lack of communication to the users about CSM. We didn't communicate less than normal. All development and discussion is done in the open. Blame yourself instead. The lack of any security features regarding CSM. Again, blame yourself. CSM has been heavily reviewed to comply with the security gui...
by sofar
Tue Mar 21, 2017 15:57
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 792

Re: [Clientmod] Oredetection [oredetect]

Preferably before implementing client-side modding makes all other security features useless. CSM hasn't made any features useless. Period. No discussion. Things like noclip, xray, lag-breaking through protected nodes. All have been possible. All have been done, exploited, hacked, coded, released a...
by sofar
Tue Mar 21, 2017 07:45
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 792

Re: [Mod] Mountain Climbing [handholds]

:+1: I really like this idea! I usually don't fanclub posts like this, but as a former rock climber, this is great!
by sofar
Mon Mar 20, 2017 22:51
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 537

Re: Post your modding questions here

I don't see particle rotation property (something like angleStartByX etc or angleStaticX) am I missing it somewhere ? No, it does not exist. Particles are either - always facing the player no matter the angle, or - always facing the player but vertical (rotating horizontal). And what about glow and...
by sofar
Mon Mar 20, 2017 16:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3726
Views: 146557

Re: What the actual fucking fuck?

Yes, this is INDEED the dawn of X-ray cheat and it is not only non-preventable but also undetectable. Plus, it is freaking officially supported by Minetest! WTF? And I think the X-ray cheat will be the least of our worries. I'm worried that it will also be used to implement all other kinds of clien...
by sofar
Mon Mar 20, 2017 06:39
 
Forum: WIP Mods
Topic: [Clientmod] Oredetection [oredetect]
Replies: 48
Views: 792

Re: Nore's personal TODO list

The mod storage is now implemented in CSM and SSM :) Great. Do you have examples somewhere? The doc is a bit thin That's because it's fairly simple. The storage ref works just like a node meta: local ref = minetest.get_mod_storage() then later you can use ref:set_int("foo", 345) str = ref...
by sofar
Mon Mar 20, 2017 05:04
 
Forum: Partly official engine development
Topic: Nore's personal TODO list
Replies: 28
Views: 1445

Re: Post your modding questions here

Is voxelmanip always faster than get_node? I noticed that the hopper mod uses voxelmanip just to get two neighbour nodes. Is this really better? yes and no. It can sometimes mean only doing a single lua-to-C call, which is likely cheaper than two get_node() calls. But if it's not performance critic...
by sofar
Sun Mar 19, 2017 05:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3726
Views: 146557

Re: Post your screenshots!

Image

Only a single nodedef of wool is used in this image -> colored nodes and colored itemstacks are all "wool:block" !
by sofar
Sat Mar 18, 2017 21:52
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 5297
Views: 535427

Re: anticheat

Even if it was released under GPL it would still be pointless considering that rnd is the owner of the source code That's not how GPL works, you license your code under GPL -> you need to fulfil the requirements. Who owns the code is irrelevant to adhering to the licenses terms. Actually this is en...
by sofar
Fri Mar 17, 2017 19:48
 
Forum: WIP Mods
Topic: anticheat
Replies: 42
Views: 1108

Re: Post your videos!

https://www.youtube.com/watch?v=5LdLz8but8E

Was coding up colored itemstack support for the wool mod. Near the end everything starts working.
by sofar
Fri Mar 17, 2017 17:18
 
Forum: General Discussion
Topic: Post your videos!
Replies: 410
Views: 23682

Re: is coloured text in item description possible?

Would be nice to see colored descriptions, would be great to use it for premium tool/weapon ideas. submit a feature request, I dunno, this may already be possible (the itemstack description can now be modified through itemstack meta, so we can do things like name books, keys, etc. and this is in mi...
by sofar
Thu Mar 16, 2017 23:03
 
Forum: Feature Discussion
Topic: is coloured text in item description possible?
Replies: 6
Views: 237

Re: Post your modding questions here

500000 nodes = 30 FPS 10500 entities = 3 FPS W.T.H. is does exactly MT render or engine when draw simple node Versus simplest entity ? entity simple single side plate (without any material assigned in blender) nodes are rendered into a "mesh" together. So 500k nodes can end up being only ...
by sofar
Thu Mar 16, 2017 18:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3726
Views: 146557

Re: function return after(some time)

If you want to `throttle` something, write a queue and throttle throughput through a queue mechanism. local queue = {} ... table.insert(queue, some_data) ... -- process up to N items from the queue each server interval minetest.register_globalstep(dtime) for i = 1, max_per_step do -- take one off th...
by sofar
Wed Mar 15, 2017 15:53
 
Forum: Modding Discussion
Topic: function return after(some time)
Replies: 9
Views: 100
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