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Re: [Mod] Enhanced Chat [chat3]

Bugfixes Incoming: ⋅  Fix players able to send messages without shout privilege ⋅  Handle possible "race condition" with on_joinplayer The latter change hopefully fixes an issue where the game would crash if on_joinplayer was for some reason called before the player ac...
by octacian
Fri Jun 28, 2019 02:20
 
Forum: WIP Mods
Topic: [Mod] Enhanced Chat [chat3]
Replies: 27
Views: 3067

Re: [Mod] Simple, Lag-free Elevators [televator]

Why does distance have a 16 node limit? If I change it to 32, Minetest is perfectly fine with it, as far as I can tell. Is it just to keep the search loop low for speed? Sorry for having not responded, but the reason why the distance limit is 16 is to increase the value of the elevators and to prev...
by octacian
Tue Oct 09, 2018 20:14
 
Forum: WIP Mods
Topic: [Mod] Simple, Lag-free Elevators [televator]
Replies: 7
Views: 1450

Re: My own license! Allowed?

I'd like to add that your custom license also looks incredibly similar to the BSD 3-clause and MIT licenses, which are perfectly acceptable for code while being very short and to-the-point. And, I'd like to third Krock's opinion. Custom licenses can be nice but are really only beneficial in the prop...
by octacian
Thu Jul 26, 2018 17:39
 
Forum: Modding Discussion
Topic: My own license! Allowed?
Replies: 4
Views: 376

Re: [Mod] Social Tags [0.2] [socialtags]

I hosted the zip separately because the github hosting gets the mod directory name wrong. I wanted to offer a download where the user could simply download, unzip, and go, without needing to rename the directory. But again, thanks! Ah, yes, that is a very common problem. However, there's also a ver...
by octacian
Fri Jul 06, 2018 18:29
 
Forum: Mod Releases
Topic: [Mod] Social Tags [socialtags]
Replies: 5
Views: 745

Re: [Mod] Social Tags [0.2] [socialtags]

This is a really nice mod! I'm sure it could be incredibly useful on a server. I'd use it on my own if I were still planning to host a server. BTW though, there is no need to depend on default to check the shout privilege. All but two of the privileges available when playing Minetest Game (creative ...
by octacian
Thu Jul 05, 2018 15:11
 
Forum: Mod Releases
Topic: [Mod] Social Tags [socialtags]
Replies: 5
Views: 745

Re: [Mod] Static Spawnpoint [spawnpoint]

Thanks for bringing my attention to this! I won't be able to take a look for a few weeks - I'm really busy with some things. As soon as I have time though, I'll try to take a look. In the meantime, it's good to hear you were able to get it working. Just FYI, the fix should actually be quite simple. ...
by octacian
Thu Jul 05, 2018 15:03
 
Forum: WIP Mods
Topic: [Mod] Static Spawnpoint [spawnpoint]
Replies: 16
Views: 2570

Re: Question : How to make inevitable formspec ?

I've updated my original reply with some example code that should get you started. Minetest is really weird with when it will allow minetest.show_formspec to be called. I'm really not sure why, but. Now, it is also worth noting that the player can hold the escape key until the pause menu shows up, a...
by octacian
Mon Jun 18, 2018 19:57
 
Forum: Modding Discussion
Topic: Question : How to make inevitable formspec ?
Replies: 9
Views: 345

Re: Question : How to make inevitable formspec ?

Listen for fields.quit == "true" and reopen the formspec when it is received. Be careful though, the quit field is also sent by button_exit and the likes, so you should put the check for fields.quit at the end of all your other logic in order to ensure that you don't reopen the formspec wh...
by octacian
Mon Jun 18, 2018 19:20
 
Forum: Modding Discussion
Topic: Question : How to make inevitable formspec ?
Replies: 9
Views: 345

Re: os.execute safety

Glad you found a way to do it. I am really curious now though, what are you actually trying to do? And regarding using os.execute, yeah, it would've been a bit of a hack to use it in the way that you had suggested. I just want to remind you though, that there are , even without a new API being expos...
by octacian
Sun Jun 17, 2018 20:22
 
Forum: Modding Discussion
Topic: os.execute safety
Replies: 12
Views: 531

Re: os.execute safety

The reason why I'm hesitant to use digicompute's API is that parts of it didn't seem to work when I first tried them out. But the only reason I need os.execute is for changing and deleting directories, as well as copying, renaming, and moving files and directories. For instance, in Linux, the comma...
by octacian
Sun Jun 17, 2018 19:20
 
Forum: Modding Discussion
Topic: os.execute safety
Replies: 12
Views: 531

Re: [Mod] Functional Lua Computers [0.5.2] [digicompute]

A few quick updates regarding features now sitting in the latest master: ⋅  ls command added ⋅  cat command added ⋅  nano command added ⋅  removed loadstring API ⋅  Fix computers frozen on BIOS after MT restart ⋅  Replace the userdata syste...
by octacian
Sun Jun 17, 2018 14:55
 
Forum: WIP Mods
Topic: [Mod] Functional Lua Computers [0.5.2] [digicompute]
Replies: 29
Views: 6293

Re: os.execute safety

Ok, first off, if you really want to determine the OS, see the answers to this StackOverflow post. However, I don't really think you need to determine the OS in order to interact with the filesystem in every way, including listing directory contents, creating files, removing files, creating director...
by octacian
Sun Jun 17, 2018 14:46
 
Forum: Modding Discussion
Topic: os.execute safety
Replies: 12
Views: 531

Re: os.execute safety

Is mod storage not sufficient either? I'd turn to that first, but otherwise, use the basic Lua IO library. A good example of a mod where I had to do this is with my computer mod, digicompute . You're welcome to refer to it for examples on how to implement functions to perform the different filesyste...
by octacian
Sat Jun 16, 2018 05:11
 
Forum: Modding Discussion
Topic: os.execute safety
Replies: 12
Views: 531

Re: [CSM] lua IDE [lua_ide]

This is a very interesting concept, and I quite like it - in fact, I once considered making something similar. There is one very basic problem, however, that for me anyway voids the usefulness of the entire concept. That reason is that Minetest's textarea is very limited. For me to be happy with wri...
by octacian
Tue May 22, 2018 13:32
 
Forum: Client-side modding
Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
Replies: 18
Views: 2274

Re: [Mod] Server Tools [0.4] [servertools]

I am using your mod, with no problem encountered for the moment. Thanks. Well, thanks for your interest, but just FYI, neither ServerTools nor datalib are being developed anymore, so they won't be taking advantage of any of the nice new features of Minetest. I realized that many of the features pro...
by octacian
Sun May 20, 2018 13:56
 
Forum: Mod Releases
Topic: [Mod] Server Tools [0.4] [servertools]
Replies: 4
Views: 1432

Re: [Mod] Schematic Editor [1.0.0] [schemedit]

sofar wrote:
octacian wrote:
sofar wrote:s/octarian/octacian/...


What does that mean?


http://www.grymoire.com/Unix/Sed.html


Ah, now I understand. Reminds me, I've been meaning to learn about Sed for a long time, but never got around to it...
by octacian
Tue Mar 13, 2018 22:31
 
Forum: Mod Releases
Topic: [Mod] Schematic Editor [1.1.0] [schemedit]
Replies: 34
Views: 5452

Re: [Mod] Schematic Editor [1.0.0] [schemedit]

Nice! I'm really happy to see the improvements that have been made here and will be using this mod for any future MT projects of my own that require the use of schematics. Personally, I've been spending less and less time working on MT-related projects as I am now working on my own game, so I'm happ...
by octacian
Tue Mar 13, 2018 19:56
 
Forum: Mod Releases
Topic: [Mod] Schematic Editor [1.1.0] [schemedit]
Replies: 34
Views: 5452

Re: [Mod] Hard Trees [hardtrees]

Update! This mod is now available once again, as I've pushed the old code onto Github. I haven't really made any changes to the code yet, besides updating some meta-related files (e.g. license year). One notable thing is that I have switched this mod to a rolling release, meaning that there is no l...
by octacian
Sat Mar 10, 2018 03:44
 
Forum: Mod Releases
Topic: [Mod] Hard Trees [hardtrees]
Replies: 12
Views: 3653

Re: New Mod/Content Database by May

Interesting, it'll be really nice to see a project like this completed for Minetest. Now, I'm curious. Why Python? And why Flask? While I'm not familiar with Flask, I am familiar with Django. Personally though, I've concluded that Node.js and Express are a more efficient platform in several ways. So...
by octacian
Wed Mar 07, 2018 19:30
 
Forum: Minetest-related projects
Topic: New Mod/Content Database by May
Replies: 39
Views: 3179

Re: [Mod] Hard Trees [0.2] [hardtrees]

I apologize to all who were interested in this mod for the delay in getting it back up. However, I am happy to say that I did find a copy of the original source. With this in mind, I will get this mod back up within the next week, along with some improvements to the original code in hopes of making ...
by octacian
Thu Mar 01, 2018 18:34
 
Forum: Mod Releases
Topic: [Mod] Hard Trees [hardtrees]
Replies: 12
Views: 3653

Re: [Mod] Functional Lua Computers [0.5.2] [digicompute]

Are you going to be completing this mod anytime soon? This mod still needs a way to read and edit files, mesecons/digilines support, and internet. And you said listing the directories/files would be done by Sunday in June, but it still isn't done :-) Yeah, it's been a while. Pretty sure I had the l...
by octacian
Thu Mar 01, 2018 18:32
 
Forum: WIP Mods
Topic: [Mod] Functional Lua Computers [0.5.2] [digicompute]
Replies: 29
Views: 6293

Re: Minecore - A Brand New Engine

Also, a must-have for me is that the licensing is a Free Software license (open-source as in GPL or MIT, but not as in Unreal Engine license), and probably the assets too (for example, CC-BY or CC-BY-SA, but not NC or ND). Will this be the case? AFAIK the license will be the same as is the current ...
by octacian
Tue Feb 06, 2018 01:07
 
Forum: Minetest-related projects
Topic: Minecore: An Engine
Replies: 78
Views: 8716

Re: Minecore - A Brand New Engine

So this is that secret project that octacian was working on when he didn't have time for Minetest. Cool! Nope. That project won't be heard of until my next video. I've barely done anything on this, although they claim that I've done a lot. Okay, maybe I've done a bit... but. Not nearly as much as I...
by octacian
Tue Feb 06, 2018 01:04
 
Forum: Minetest-related projects
Topic: Minecore: An Engine
Replies: 78
Views: 8716

Re: [Mod] Show Wielded Item [1.0.0] [show_wielded_item]

emperor_genshin wrote:Wasn't this already implemented on RBA's Unified Inventory mod?


Yeah, but if you ask me, I personally really dislike Unified Inventory so it's incredibly nice to have a mod that allows me to have this feature without being forced to use Unified Inventory.
by octacian
Sun Jan 21, 2018 17:30
 
Forum: Mod Releases
Topic: [Mod] Show Wielded Item [1.0.0] [show_wielded_item]
Replies: 14
Views: 2380

Re: [Mod] In-Game Formspec Creator [debugger]

I like this mod, but can you change in file meta_editor.lua line 15 values = values..value.."," to values = values..minetest.formspec_escape(value).."," so there can be meta strings with "," Yes, I noticed that issue. I'll be working on this mod a bit more in the near ...
by octacian
Sun Jan 21, 2018 17:29
 
Forum: WIP Mods
Topic: [Mod] In-Game Formspec Creator [debugger]
Replies: 10
Views: 1481
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