Search found 95 matches

by AlexYst
Sun Aug 30, 2020 10:33
Forum: General Discussion
Topic: Too many 0.4.17 servers
Replies: 18
Views: 519

Re: Too many 0.4.17 servers

I don't know of any game servers that does that because ... It's negatively affect networking performance. I'm not saying we should care about security for a silly game people play to keep themselves entertained. Like you said, Minetest isn't exactly a banking website. I'm just saying we shouldn't ...
by AlexYst
Sat Aug 29, 2020 06:55
Forum: General Discussion
Topic: Too many 0.4.17 servers
Replies: 18
Views: 519

Re: Too many 0.4.17 servers

Goodness knows what's security holes may reside as a result! If Minetest truly prioritised security, it'd use an encrypted connection for multiplayer play. Full stop. This is a known security hazard present in all versions of Minetest to date, not just a theoretical one. Until encrypted connections...
by AlexYst
Thu Aug 20, 2020 22:57
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 236

Re: Custom API function causing segfaults ... Please help?

Wow. I had no idea how easy it is to accidentally introduce segfaults and memory leaks. I have a lot to learn before I can do anything useful for the Minetest project. I'm still not ready to take on any large projects, especially while I'm still in school and have coursework to do, but this has been...
by AlexYst
Thu Aug 20, 2020 11:47
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 236

Re: Custom API function causing segfaults ... Please help?

It looks like I was a bit too late to edit my post. That does look a lot cleaner than what I just wrote though, and much closer semantically in my intent, so I'll exchange that in my code. Thank you Rubenwardy!
by AlexYst
Thu Aug 20, 2020 11:09
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 236

Re: Custom API function causing segfaults ... Please help?

If you want to have the string representation of your u64 (ie "123456789" for example), you should use sprintf function to do that. I just looked up the sprintf(), and it seems to write to a buffer of some sort. That sounds like outputting to the console or something, unless I'm misunders...
by AlexYst
Thu Aug 20, 2020 03:40
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 236

Custom API function causing segfaults ... Please help?

For a personal project of mine, it'd be very helpful to have access to the C++ read_seed() function from the Lua API. Today, I finally sat down to try to make that happen. I think I got rather close, but whenever this API function is called, it causes a segmentation fault. I'm sure it's some really ...
by AlexYst
Tue Aug 14, 2018 16:51
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

I'm not understanding your final note. Are you wanting the protection node to be invisible? If so, that's not this mod. You may be wanting something more similar to Landrush instead. I mean something like claim tool from simple_protection (https://forum.minetest.net/viewtopic.php?f=11&t=9035) o...
by AlexYst
Thu Aug 02, 2018 18:53
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

If you'd like, I could build that for you. I'd need a bit of clarification though. My understanding is that you'd want this mod to cause wooden doors and unlocked chests to only allow people with protection rights in the area to use them? Yes, but not need do this only for me, i can do it by myself...
by AlexYst
Tue Jul 31, 2018 22:09
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

If you want steel doors, wooden doors, locked chests, or unlocked chests to be protected, that's a change that needs to be made in Minetest Game's default and doors mods. We have minetest.override_item https://dev.minetest.net/minetest.override_item Sure, we have minetest.override_item(). Am I supp...
by AlexYst
Tue Jul 31, 2018 06:33
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

No, this mod isn't the same as that other one. Based on the fact that that other mod's claim areas are larger, I'm going to say it likely doesn't store the protection data in the map like this one does, but instead stores it in a separate database. If you want protected doors and chests, use steel ...
by AlexYst
Sun Jul 29, 2018 17:12
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

Is that mod the same https://forum.minetest.net/viewtopic.php?f=11&t=9035 ? Still no one protection mod which protect default minetest chest and doors. No, this mod isn't the same as that other one. Based on the fact that that other mod's claim areas are larger, I'm going to say it likely doesn...
by AlexYst
Fri Jul 20, 2018 20:43
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

No, the HUD would work like the current one in the Areas mod, but with added computer-generated id's. Also if i understand you then it already uses a landrush type protctection: no matter where you stake your claim within a cube area it protects that area only. *EDIT: wait i thought this mod alread...
by AlexYst
Thu Jul 19, 2018 19:15
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

A while ago i came up with an idea for a protection mod. I think you might find some of the ideas useful, so i'll post it here: Area_Claim: The world is divided into claimable chunks, the dimensions of which are 18x18x18. When a chunk is claimed at sea-level or higher only that person and players t...
by AlexYst
Thu Jul 05, 2018 02:03
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-06-17][blockprotectnodes]

Or are you recommending redundant methods of accessing the block-showing feature? Yes, I’d recommend both showing - where the protected area would be, when punching nothing while wielding the protection node displaying a green area grid and - where the protected area is , when punching a placed pro...
by AlexYst
Wed Jun 27, 2018 10:48
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-06-17][blockprotectnodes]

Yeah, it's definitely possible to execute a chat command's function from elsewhere in the code; you just need to call the appropriate table value as a function. (For example, for the "/me" command, you'd call minetest.registered_chatcommands.me(name, text), passing in the "command-use...
by AlexYst
Mon Jun 25, 2018 22:00
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-06-17][blockprotectnodes]

Thank you for your efforts with this mod. I’m thinking of opening a small server and use this for protection. I was wondering, do you plan on implementing team features into this mod or is this more of a core mod for other mods to add such features onto? For months, I've been trying to figure out t...
by AlexYst
Mon Jun 18, 2018 17:47
Forum: WIP Mods
Topic: [Mod]MineBricks [xlego]
Replies: 13
Views: 1517

Re: [Mod]MineBricks [xlego]

and i DONT know how to post SS and put stuff on GitHub Not sure if you really want to host on GitHub since it is a Microsoft-owned site. But here's how to use GitLab for hosting your Git repositories: https://docs.gitlab.com/ee/README.html#getting-started-with-gitlab Wow. I wasn't aware GitHub was ...
by AlexYst
Mon Jun 18, 2018 06:16
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-06-17][blockprotectnodes]

Okay, I've finally added the boundary-showing command, "/showblock". It's useful to know where the block boundaries are both before and after an area is protected, so it functions even when a block isn't protected. There's a bug in the client though, so the entity responsible for marking t...
by AlexYst
Tue Jun 05, 2018 21:56
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

Rather than a mesh, Simple Anchor uses a nodebox. It is creating a cube from six thin boxes, think pizza box, arranged around the central point. A nodebox? I didn't even know entities supported those. They didn't used to. I've been out of the Minetest modding business for far too long. (I'm from ar...
by AlexYst
Sat Jun 02, 2018 21:50
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

Particles won't work for players with particles disabled. I, for one, find digging particles to be *incredibly* annoying, so I disabled them in my client. Particles for something like this wouldn't be annoying at all, but as far as I know, there's no way to selectively disable particles, and even i...
by AlexYst
Sat Jun 02, 2018 20:04
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

I’m sorry. That’s Minecraft. But for MT I’m thinking that the particle drawing method used in the breadcrumbs mod would suffice. The lines don’t have to be permanent either, a few seconds would suffice. Particles can now glow through the dark too. Particles won't work for players with particles dis...
by AlexYst
Tue May 29, 2018 06:07
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 4669

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

I'd love to include that feature, I just don't know how. Trust me, I've been a bit sore about not having this sort of thing available even for my own use. How did you get all those dividing lines set up?
by AlexYst
Tue Apr 17, 2018 18:03
Forum: WIP Mods
Topic: [Mod] Pizza, the food of the gods
Replies: 11
Views: 1250

Re: [Mod] Pizza, the food of the gods

This looks like it'd be a really cool mod if not for the hard dependence on hbhunger. Is there any chance I could talk you into making that a soft dependence?
by AlexYst
Wed Apr 11, 2018 00:23
Forum: Mod Releases
Topic: [Mod] Lumberjack [lumberjack]
Replies: 28
Views: 3764

Re: [Mod] Lumberjack [lumberjack]

New player .. have to harvest the tree from the top Really? I usually start at the ground, and work my way to the top. For short trees, I sometimes harvest from the bottom, but only after clearing all the leaf nodes. For taller trees, it's easier to start at the top. Also, I think the purpose of do...
by AlexYst
Mon Apr 09, 2018 09:53
Forum: Mod Releases
Topic: [Abandoned] [Mod] Ores' Statistics [1.1.0] [ores_stats]
Replies: 17
Views: 2009

Re: [Mod] Ores' Statistics [0.1.0] [ores_stats]

Nice! I've frequently wondered about the ore distribution percentages; usually when I'm trying to decide on craft recipes in mods, as I try to balance the cost with the usefulness.