Search found 1106 matches

by GreenXenith
Mon May 25, 2020 23:27
Forum: WIP Mods
Topic: [Mod] Server-Sent Client-Side Mods [sscsm] [1.0.0]
Replies: 2
Views: 101

[Mod] Server-Sent Client-Side Mods [sscsm] [1.0.0]

Server-Sent Client-Side Mods In Lua. Just because. This mod works by using a CSM counterpart in conjunction with mod channels. I don't recommend using this . It isn't particularly useful with the current client API, and it will also certainly break in the future. Also could be unstable. Server-Side...
by GreenXenith
Sat May 16, 2020 17:43
Forum: Texture Packs
Topic: Minimap round overlay with Compass points and player mark
Replies: 15
Views: 3347

Re: Minimap round overlay with Compass points and player mar

sorry for resurrecting such an old thread but this in particular confuses me - I've never seen this mode with the minimap. Was it deprecated or does it require some other keystroke (combination) than F9? Thanks! I'm suspicious I might find this helpful underground. The correct key is F9 -- the xray...
by GreenXenith
Thu May 14, 2020 16:58
Forum: Modding Discussion
Topic: set_bone_position and animation
Replies: 5
Views: 104

Re: set_bone_position and animation

As of commit e1fc72c, set_bone_position no longer breaks animations. No more need for hacks like playeranim.
by GreenXenith
Tue May 12, 2020 02:58
Forum: Mod Releases
Topic: [mod] WorldEditAdditions [1.5] [worldeditaddtions]
Replies: 8
Views: 275

Re: [mod] WorldEditAdditions [1.3.1] [worldeditaddtions]

Starbeamrainbowlabs wrote:
Fri May 01, 2020 23:18
They would have to be new commands though, since unless I make a PR against WorldEdit itself, I can't edit the existing commands as far as I'm aware.
minetest.override_chatcommand(name, redefinition)
by GreenXenith
Sun May 03, 2020 17:22
Forum: Client-side modding
Topic: Request / Project - Schematica.
Replies: 16
Views: 166

Re: Request / Project - Schematica.

If you use entities and a lot of visual tricks, you can support any node. Seems more reasonable in my book. Worth the head-scratching if you can get it to work.
by GreenXenith
Thu Apr 30, 2020 19:20
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1048

Re: There are too many PRs

<snip> Have a look at this Its a 63loc hook using the already-existing controls API. Any mod that needs more control handling could roll it themselves (probably in less loc, too). A lot of game engines don't provide hooks (I'm not saying putting it in the engine is a bad idea, I'm just saying we do...
by GreenXenith
Thu Apr 30, 2020 19:04
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1048

Re: There are too many PRs

- Minetest is an engine or not. You say it is, but it still lacks of some core features such as input handling (yes, I know there is a mod for that, but it shouldn't be up to a mod) - Minetest Game will be removed or not. The game is horrible AND a bad Minecraft clone, yet core devs aren't sure abo...
by GreenXenith
Thu Apr 16, 2020 18:47
Forum: Mod Releases
Topic: [Mod] Petz [v13.18] [petz]
Replies: 997
Views: 47460

Re: [Mod] Petz [v8.30] [petz]

You are badmouthing the Discord without valid reasons and not in an appropriate way. I beg to differ. Everything he said here, from what I saw at the UMTD's chat logs, was more-or-less truthful. This is an empty claim. I just looked through the logs myself and find only one mention of a user saying...
by GreenXenith
Wed Apr 15, 2020 21:05
Forum: Modding Discussion
Topic: Consensus on generic libraries
Replies: 18
Views: 331

Re: Consensus on generic libraries

https://xkcd.com/927/ https://imgs.xkcd.com/comics/standards.png This is why I've always disliked library mods. In theory they are great, but in practice no one can decide which one is best. For instance, we have 5 or more mob APIs, 3 physics APIs, ~2 plant APIs, and plenty of others. We shouldn't ...
by GreenXenith
Tue Apr 14, 2020 19:30
Forum: Feature Discussion
Topic: Minetest graphic rework (logo and such)
Replies: 27
Views: 975

Re: Minetest graphic rework (logo and such)

Actually no. Minetest is a voxel engine for games. “Minetest Game” is unfortunately shipped as default game (and stupidly provides some existential APIs that are used by most mods and other games so it can’t be removed without having those APIs separated from it first). If they can’t be separated e...
by GreenXenith
Tue Apr 14, 2020 19:22
Forum: Deutsch
Topic: Discord
Replies: 2
Views: 296

Re: Discord

Wenn Sie IRC nicht verwenden möchten, enthält der Minetest Unofficial Discord Server bereits einen deutschen Kanal https://discord.gg/6W84ytH :)
by GreenXenith
Sat Mar 28, 2020 19:21
Forum: General Discussion
Topic: Minetest Unofficial Discord Mod Jam [April 3rd]
Replies: 2
Views: 1194

Minetest Unofficial Discord Mod Jam [April 3rd]

Hello all! Some of you may have heard about the Minetest Discord server. Ever so often we run Minetest events for members to participate in. We have decided to host a Modding Jam, and we would like to spread the word about it! Minetest Unofficial Discord Mod Jam Theme: Combat (Decided by Discord vot...
by GreenXenith
Thu Mar 26, 2020 22:15
Forum: Feature Discussion
Topic: vector.abs
Replies: 10
Views: 566

Re: vector.abs

vector.apply(v, math.abs) but ok.
by GreenXenith
Sat Feb 29, 2020 22:15
Forum: Modding Discussion
Topic: prevent entity from despawning
Replies: 4
Views: 294

Re: prevent entity from despawning

The entity should not just "despawn" when it hits something. The only reason an entity will despawn is because you tell it to, or it unloads because it isn't within an active mapblock. You seem to be very unsure as to the reason, so I suggest doing a lot of debugging. - Does set_attach even try to r...
by GreenXenith
Sat Feb 29, 2020 21:28
Forum: Modding Discussion
Topic: [Solved] Which tools to export animated models?
Replies: 3
Views: 320

Re: Which tools to export animated models?

Yes, Blender is the best tool for this. And yes, you need to add an armature skeleton. Blitz3D and DirectX save the armature of the mesh and animate that rather than the mesh itself. For a simple rotating cube, you only need a single bone. Parent the cube to the armature with matching vertex groups,...
by GreenXenith
Thu Feb 20, 2020 04:35
Forum: Mod Releases
Topic: [Mod] Motorbikes [motorbike]
Replies: 36
Views: 1975

Re: Mod idea [motorbike]

I suggest looking into my bicycle implementation for inspiration.
by GreenXenith
Thu Feb 20, 2020 04:34
Forum: General Discussion
Topic: Note blocks
Replies: 4
Views: 681

Re: Note blocks

Mesecon noteblocks start on C# when placed, for some stupid reason. The lowest note is still C, but you have to rotate all the way around to get to it.
by GreenXenith
Thu Jan 23, 2020 22:34
Forum: General Discussion
Topic: What about play minetest whit the bge(blender game engine)
Replies: 5
Views: 472

Re: What about play minetest whit the bge(blender game engin

Blender Game Engine was defunct as of Blender 2.80.
by GreenXenith
Thu Jan 23, 2020 22:33
Forum: Minetest-related projects
Topic: Create minetest nodes in blender
Replies: 1
Views: 500

Re: Create minetest nodes in blender

The meshport mod provides this, I suggest looking into it.
by GreenXenith
Wed Jan 22, 2020 17:59
Forum: Modding Discussion
Topic: This error is perplexing me. Someone please help!
Replies: 16
Views: 332

Re: This error is perplexing me. Someone please help!

If you use an IDE such as Visual Studio Code, Sublime Text, or Atom, I suggest you set up an auto-linter to help catch issues like this. See the Automatic Error Checking section in Rubenwardy's Modding Book.

Also, please mark the thread title as [SOLVED] ;)
by GreenXenith
Wed Jan 22, 2020 05:19
Forum: Modding Discussion
Topic: This error is perplexing me. Someone please help!
Replies: 16
Views: 332

Re: This error is perplexing me. Someone please help!

The value is 60 because the worldgen uses an equation based on depth, pressure, darkness, tempurature, etc, and calculates what biome to generate there. Ah, I see. Back to the actual error, the key-value pair makes sense in the context of a table, but your code snippet lacks surrounding context, so...
by GreenXenith
Wed Jan 22, 2020 03:13
Forum: Modding Discussion
Topic: This error is perplexing me. Someone please help!
Replies: 16
Views: 332

Re: This error is perplexing me. Someone please help!

Without the surrounding context, I am guessing you are using the table key notation ( [index] = value ) outside of a table. That is only valid when defining a table. I don't understand why the key is 60, because numbered keys don't require explicit notation (not important though). If you change the ...
by GreenXenith
Wed Jan 22, 2020 03:05
Forum: Modding Discussion
Topic: Signs with text
Replies: 8
Views: 197

Re: Signs with text

signs_lib already uses this method with a single entity per-sign.
You cant dynamically set node textures.
by GreenXenith
Sat Jan 18, 2020 22:20
Forum: Minetest-related projects
Topic: Minetest Tools Visual Studio Code Extension [1.3.1]
Replies: 14
Views: 912

Re: Minetest Tools Visual Studio Code Extension [1.3.0]

Update: 1.3.1
I did an oops when generating the code snippets and managed to cut off the first word of a lot methods (ie. set_pos() would become _pos()).
This is now fixed.