Search found 1121 matches

by GreenXenith
Fri Sep 18, 2020 21:06
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4029

Re: How to use b3d in blender?

Last I exported B3d files I used this exporter, https://github.com/GreenXenith/io_scene_b3d From what I remember it exported every object in the scene, so objects I didn't want I just moved to another layer thing.(I forget what the layers are called in 2.8.2, collections maybe) There should be a ch...
by GreenXenith
Wed Aug 19, 2020 16:38
Forum: Partly official engine development
Topic: Formspecs, The Past, Present, and Future: An Overview
Replies: 14
Views: 444

Re: Formspecs, The Past, Present, and Future: An Overview

you should be satisfied that this PR exists in the first place My intent was not to offend or to belittle your work, but you do not get to tell me whether or not I am satisfied with a feature. As a modder, I do not find it to have enough features to be useful (yet). Then it will be possible to crea...
by GreenXenith
Mon Aug 17, 2020 20:54
Forum: Partly official engine development
Topic: Formspecs, The Past, Present, and Future: An Overview
Replies: 14
Views: 444

Re: Formspecs, The Past, Present, and Future: An Overview

I am rather excited for all of the formspec changes, I just wish they could happen sooner :D Having styling features for every element is very important, because having the default irrlicht grey gradient on any element seriously breaks the look of themed formspecs. I am glad you have thought of this...
by GreenXenith
Sat Aug 15, 2020 02:38
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 623

Re: how would I draw a 3D line on a formspec?

The main reason to pick B3D over OBJ is because B3D supports rigged animations, but that isn't a concern here, so the only other reason to do so would be file size differences (which are negligible anyway). OBJ is a more widely-used format and has the "bonus" of being human-readable. I'm not sure ab...
by GreenXenith
Fri Aug 14, 2020 19:27
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 623

Re: how would I draw a 3D line on a formspec?

Ah, right, I forgot the 16 multiplier (the floor/16 returns a mapblock position). I spent an hour and made a mapblock marker mod. 44loc that includes a toggle command. Also has two variants, but I've set it to the thin version in the attachment. Player pos 0, 16.5, 0: https://i.imgur.com/ws64qOs.png...
by GreenXenith
Thu Aug 13, 2020 22:43
Forum: Modding Discussion
Topic: Trying to make an api to change craft recipes for a specific player
Replies: 1
Views: 83

Re: Trying to make an api to change craft recipes for a specific player

Using both the builtin crafting API and form? Probably cannot be done. You can either make your own crafting API to handle this, or you can make your own crafting form to handle it. Crafting API pros: You have full control over how everything works, it is easy to add the sanity functionality Craftin...
by GreenXenith
Thu Aug 13, 2020 22:03
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 623

Re: how would I draw a 3D line on a formspec?

"Current player" would only apply to the CSM API. This modding is server-side, therefore there is no current player. There is also no "currently iterated player". Anyway, if you really care about per-player visibility, it has occurred to me that particles would also work. It would require some extra...
by GreenXenith
Thu Aug 13, 2020 21:30
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 623

Re: how would I draw a 3D line on a formspec?

1300 polygons is absurd for an entity like this. Just sayin'. That alignment operation should not be done very often, so it shouldn't affect performance much. It can also be simplified to {x = math.floor(pos.x / 16), y = math.floor(pos.y / 16), z = math.floor(pos.z / 16)} or vector.apply(pos, functi...
by GreenXenith
Thu Aug 13, 2020 19:44
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 623

Re: how would I draw a 3D line on a formspec?

I am rather confused at this point, but I will take a shot at helping you anyway. First of all, the center of a Minetest node is on X + 0, Y + 0.5, Z + 0. There are various reasons for this, but it shouldn't matter all that much if you are doing things properly. From what it looks like, you are usin...
by GreenXenith
Mon Aug 10, 2020 23:45
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 623

Re: how would I draw a 3D line on a formspec?

Entities are the optimal solution for this, as v-rob has already pointed out. WorldEdit and protector_redo both have similar region markers. Yes, everyone can see the entity, but that isn't a terribly huge issue. There was a PR to implement per-player entities at one point, I don't know what happene...
by GreenXenith
Mon Jul 13, 2020 05:50
Forum: WIP Mods
Topic: Implementing a node that is walkable for some players, not walkable for others
Replies: 3
Views: 146

Re: Implementing a node that is walkable for some players, not walkable for others

Your teleport solution is better, regardless. The reason you cannot arbitrarily change the solidity of a node at runtime is because nodes can only be registered on load. So to toggle the walkable key in a node would require two nodes, swapping based on some external input. This would not be very eff...
by GreenXenith
Tue Jun 23, 2020 03:43
Forum: General Discussion
Topic: I started working on a soundtrack for Minetest!
Replies: 30
Views: 1106

Re: I started working on a soundtrack for Minetest!

Finally, some properly-themed songs. Dawn: Yep, definitely sounds inspired by C418. Pretty nice :) Diamond Shining: Sounds nice, but feels a bit too cinematic for background music. At least, it definitely does not fit the style of Minetest Game. Might fit an RPG or something. (Also, why not "Shining...
by GreenXenith
Sun Jun 14, 2020 22:05
Forum: Minetest-related projects
Topic: Minetest community
Replies: 2
Views: 305

Re: Minetest community

Reminder that there is already a Minetest Discord server with almost 1000 members :)
by GreenXenith
Sun May 31, 2020 17:51
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9713
Views: 1256821

Re: Post your screenshots!

Hybrid Dog wrote:
Sun May 31, 2020 09:32
It is possible to set the rotation angle based on the depth value:
Code
Image
Here's a video of this: https://sendvid.com/fzidxdrd
I think the gaps appear because of fast faces.
Reminds me of the Minecraft Acid Interstate. I love it.
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: 203

[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: 3745

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: 151

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 [1.9] [worldeditaddtions]
Replies: 11
Views: 705

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: 521

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: 124
Views: 3680

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: 124
Views: 3680

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 [v15.12] [petz]
Replies: 1104
Views: 65621

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: 469

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 ...