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New to Minetest code? Want to help? Lua Programmers wanted!

Hi everyone, as lots of you may know, we have an organization setup for hosting minetest mods at https://github.com/minetest-mods/. We have over 160 mods here that we maintain. Some mods are really active and well maintained, and some mods are somewhat stable and don't need much attention, but, we a...
by sofar
Tue Apr 24, 2018 03:29
 
Forum: Modding Discussion
Topic: New to Minetest code? Want to help? Lua Programmers wanted!
Replies: 0
Views: 30

Re: An error with my function`s registration

You should not modify `minetest` by adding functions to it. This is an incompatible way to extend your mod functionality, and not OK.

Instead, make a new module namespace:

poison = {}

poison.register_effect = function(player, pos, time)
end
by sofar
Mon Apr 23, 2018 21:34
 
Forum: General Discussion
Topic: An error with my function`s registration
Replies: 1
Views: 38

Re: How can you do Ray Casting in Minetest?

Yeah, that's kinda what I was thinking about. In theory though, particles should be really inexpense in terms of client FPS, sadly I realise that this is not quite the case for MTE right now. with this merge: https://github.com/minetest/minetest/pull/6072 it should be possible, likely, to do this e...
by sofar
Tue Apr 17, 2018 21:04
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 241

Re: How can you do Ray Casting in Minetest?

I still wonder if you did project enough particles continuously with the right velocity that it could appear like a straight beam due to persistence of vision. You'd have to try it I guess. And yes, doing this with entities would be very cumbersome and probably would not work too well in multiplaye...
by sofar
Tue Apr 17, 2018 17:07
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 241

Re: How can you do Ray Casting in Minetest?

It would be great if there was a way to do light beams in Minetest, but the engine doesn't support it. Even using an entity, the beam itself won't be luminescent because only nodes can serve as light sources. There is no dynamic lighting in Minetest, only-stationary. Particles can't emit light, but...
by sofar
Tue Apr 17, 2018 17:03
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 241

Re: How can you do Ray Casting in Minetest?

twoelk wrote:no beacons possible that may guide me home from far away? - sigh, no working pharus of Alexandria then


Beacons are vertical, so you can use particles. But a beam that isn't vertical isn't easy to make with a particle.
by sofar
Tue Apr 17, 2018 15:48
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 241

Re: How can you do Ray Casting in Minetest?

Me Me and Me wrote:Thanks stu, I'll use particles for the beam in my gun mod.


particles may not work as there's no `yaw` and `pitch` value for particles, so you can't make a `line` that follows an arbitrary 3d vector. You'll have to get really smart with mesh entities to do it, or use a bajillion particles.
by sofar
Tue Apr 17, 2018 05:03
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 241

Re: Advice on creating highly efficient mods

I talking about how often you perform global step, not every situation needs update state 100 times per seconds.. Your recent posts are quite salty, you may need some vocations and chill after all this is just game and people crating mods purely for fun.. You were reading unsalted engineering advic...
by sofar
Mon Apr 16, 2018 07:07
 
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 9
Views: 206

Re: Advice on creating highly efficient mods

update state in bigger intervals ouch Delaying work and batching it is, from a performance point of view, a terrible thing to do. You're actually postponing work and making the lua thread do more, causing a much more significant delay than if you had done a tiny bit of work right when it was releva...
by sofar
Sun Apr 15, 2018 19:49
 
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 9
Views: 206

Re: Executing a program using a CSM

But there is no vulnerability. The client does everything. The .exe is in the CSM's directory. The CSM is executing it. The server doesn't execute the .exe. The only vulnerability is if I program malicious code into the .exe. But it's possible to do that in a plain mod as well. The csm sandbox does...
by sofar
Sun Apr 15, 2018 07:19
 
Forum: Modding Discussion
Topic: Executing a program using a CSM
Replies: 10
Views: 145

Re: Executing a program using a CSM

I found the problem I don't quite understand. That's the problem. The real problem. Remote code execution is one of the worst types of security vulnerabilities. I used the CVSS calculator, and it gave a score of 9.8 out of 10 (10 being the most insecure and 0 being entirely secure) when I filled in ...
by sofar
Sun Apr 15, 2018 00:11
 
Forum: Modding Discussion
Topic: Executing a program using a CSM
Replies: 10
Views: 145

Re: Executing a program using a CSM

What is the effect that you actually want - what functionality do you want the external program to offer?

Can I guess? Is it "Open a hyperlink?"
by sofar
Sat Apr 14, 2018 06:33
 
Forum: Modding Discussion
Topic: Executing a program using a CSM
Replies: 10
Views: 145

Re: Advice on creating highly efficient mods

https://forum.minetest.net/viewtopic.php?f=47&t=19289 is relevant. You can also google for `site:forum.minetest.net mod performance` to get a few more related threads. The reason ABM's are inefficient is because ABM's incur a non-avoidable CPU cost for zero changes made to the world. To put it i...
by sofar
Fri Apr 13, 2018 05:58
 
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 9
Views: 206

Re: Lua Questions

Do something like:
Code: Select all
input = {"first", "second", "third" }
 
for _, v in pairs(input) do
    print(v)
end
by sofar
Wed Apr 11, 2018 17:47
 
Forum: Modding Discussion
Topic: Lua Questions
Replies: 16
Views: 243

Re: [mod]night and day[nightandday]

Linuxdirk wrote:Like this?


I have no idea. I'm not even going to look at it. Someone in #minetest was asking for this, and I cobbled this up in ~20 minutes. Feel free to send patches.
by sofar
Sun Apr 01, 2018 17:46
 
Forum: WIP Mods
Topic: [Mod] Night and Day [nightandday]
Replies: 4
Views: 311

[Mod] Night and Day [nightandday]

A simple mod to have per-world time speed settings, and make them different between day and night. Usage: /nightandday <day_time_speed> <night_time_speed> Values must be integer numbers. You can safely enable this mod on all your local worlds, the default speeds for day and night are set to 72, so i...
by sofar
Sun Apr 01, 2018 07:42
 
Forum: WIP Mods
Topic: [Mod] Night and Day [nightandday]
Replies: 4
Views: 311

Re: Stop Banning People | The Anti-Ban Movement #AntiBanMove

Servers are not free, staff times are not free either, and so on. Servers NEEDS to monetize or else they don't thrive. REGARDLESS if your in it to "make a buck" or not. Stop playing minetest. We're not doing this to monetize, period. I've got a paid day job and I'm not interested in makin...
by sofar
Sun Apr 01, 2018 05:46
 
Forum: Servers
Topic: Stop Banning People | The Anti-Ban Movement #AntiBanMovement
Replies: 110
Views: 2281

Re: Stop Banning People | The Anti-Ban Movement #AntiBanMove

Again if the server is not up to market standards then don't expects to last for the long run. It may be your own box/service but that doesn't means the market cannot "vote with their bucks". Dude, go play MC instead. Your idea of "market standards" are what you get when you pla...
by sofar
Sat Mar 31, 2018 22:37
 
Forum: Servers
Topic: Stop Banning People | The Anti-Ban Movement #AntiBanMovement
Replies: 110
Views: 2281

Re: set_look_horizontal/vertical on globalstep?

as I said before, attaching to an entity or not, the player can still move their camera. I don't think there's a way around it.
by sofar
Sat Mar 31, 2018 00:09
 
Forum: Modding Discussion
Topic: set_look_horizontal/vertical on globalstep?
Replies: 7
Views: 126

Re: set_look_horizontal/vertical on globalstep?

I'm not sure that will even help, I think the player can still move their camera.

The only method I can think of that works is how the beds mod works: attach the player, and show a transparent formspec that prevents camera movement. No idea if camera updates work, but that would be easy to try.
by sofar
Fri Mar 30, 2018 21:23
 
Forum: Modding Discussion
Topic: set_look_horizontal/vertical on globalstep?
Replies: 7
Views: 126

Re: set_look_horizontal/vertical on globalstep?

This will cause a packet to be sent 10+ times per second to the client, which explains the jittery movement, the client just is constantly adjusting the view. You'd rather want some way to lock the view to an entity or lock it altogether, but I don't think there are any methods in the API to do this...
by sofar
Fri Mar 30, 2018 06:43
 
Forum: Modding Discussion
Topic: set_look_horizontal/vertical on globalstep?
Replies: 7
Views: 126

Re: Public Remote Media Server Project

casp3r wrote:cool i have the github of one of my favorite "meshnode" and hydrponics


done, added.
by sofar
Thu Mar 29, 2018 06:36
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 45
Views: 4187

Re: Public Remote Media Server Project

casp3r wrote:thx for the mod added and sorry for the previous post if it was offensive


It wasn't, don't worry. Glad to see people care enough to ask for more mods being hosted on it ;)
by sofar
Wed Mar 28, 2018 18:33
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 45
Views: 4187

Re: This should be simple... mod_storage issue

If you need to store a value for each player, use player attributes instead. How would I go about doing that, and can it handle multiple values per player? https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4037 player:set_attribute("mymod:mykey1", "myvalue1") pla...
by sofar
Tue Mar 27, 2018 18:31
 
Forum: Modding Discussion
Topic: This should be simple... mod_storage issue
Replies: 11
Views: 138

Re: This should be simple... mod_storage issue

Thank you! You are correct, this would make no sense in a singleplayer world. I am working on code for multi-player, but couldn't get the file to write properly for even one player Eventually, this will become a table of playernames and integers, which is why I started with a table. If you need to ...
by sofar
Tue Mar 27, 2018 16:56
 
Forum: Modding Discussion
Topic: This should be simple... mod_storage issue
Replies: 11
Views: 138
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