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Re: How can you do Ray Casting in Minetest?

Because the pr was sloppily made and should never have been merged
by rubenwardy
Wed Apr 18, 2018 19:31
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 204

Re: How can you do Ray Casting in Minetest?

with this merge: https://github.com/minetest/minetest/pull/6072 it should be possible, likely, to do this entirely client side, which would significantly increase the amount of particles you could generate if you needed more than 1 particle spawner. And you'd get zero-latency visuals. I tested an e...
by rubenwardy
Tue Apr 17, 2018 21:33
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 204

Re: Stability of each mapgen

v-rob wrote:I find it funny how mgv5 was made in 2011 and it isn't considered stable. :)

Singlenode is stable?! *Gasp!* :P


The v5 we have now was made much later, around 2015 or 16 I forget. The original v5 was removed.
by rubenwardy
Tue Apr 17, 2018 00:10
 
Forum: News
Topic: Stability of each mapgen
Replies: 7
Views: 936

Re: MTGame: 3 hoe types deprecated for eventual removal

my subgame *game :) Bronze had a very notable presense in the history of man, before steel or iron. You don't really get this in Minetest Game, as iron is very accessable and immediately gets you steel. A game I'm working on have proper unlocking of recipes and different qualities of furnace - iron...
by rubenwardy
Mon Apr 16, 2018 22:12
 
Forum: News
Topic: MTGame: 3 hoe types deprecated for eventual removal
Replies: 15
Views: 453

Re: What do the signal bars next to the server names mean?

It's the ping from the server list. It's not based at all on where you are, but instead where the server list and the server are
by rubenwardy
Mon Apr 16, 2018 16:48
 
Forum: General Discussion
Topic: What do the signal bars next to the server names mean?
Replies: 9
Views: 381

Re: Recipe ?

A better mod than UI for craft recipe help: https://github.com/minetest-mods/craftguide
by rubenwardy
Mon Apr 16, 2018 15:17
 
Forum: General Discussion
Topic: Recipe ?
Replies: 2
Views: 105

Re: Executing a program using a CSM

I don't quite understand. The client is executing the program on the client side. The executable is in the CSM's directory. The server does nothing but signal to the CSM when the program is supposed to be executed, and then the client does the rest. How is that a vulnerability? From what I can see,...
by rubenwardy
Sat Apr 14, 2018 19:46
 
Forum: Modding Discussion
Topic: Executing a program using a CSM
Replies: 10
Views: 139

Re: Executing a program using a CSM

I don't see how that could be a security issue. Any server you connect to could run anything as the user minetest is running as, which makes it a remote execution vulnerability - the worst type of vulnerability there is. Note that CSM is intended for server-provided mods and scripts to enhance the ...
by rubenwardy
Sat Apr 14, 2018 19:30
 
Forum: Modding Discussion
Topic: Executing a program using a CSM
Replies: 10
Views: 139

Re: Day/Night Cycle

If you remove a setting, it'll use the default value
by rubenwardy
Sat Apr 14, 2018 17:41
 
Forum: Problems
Topic: Day/Night Cycle
Replies: 4
Views: 86

Re: Executing a program using a CSM

It will never be possible for CSM to start a program, as this is a massive security risk. Unlike the server-side mod API, client-side modding doesn't have a setting for sandbox - it's forced on. You could write a program which monitors the output of Minetest, and then have the CSM print() a command ...
by rubenwardy
Fri Apr 13, 2018 23:34
 
Forum: Modding Discussion
Topic: Executing a program using a CSM
Replies: 10
Views: 139

Re: Server crash question

Another thing: it's set_pos not setpos. The method has been renamed (since like 0.4.14 or smth) :)
by rubenwardy
Fri Apr 13, 2018 18:56
 
Forum: Partly official engine development
Topic: Server crash question
Replies: 4
Views: 62

Re: Server crash question

This is a classic example of the biggest common mistake: https://rubenwardy.com/minetest_modding ... r-entities
by rubenwardy
Fri Apr 13, 2018 18:43
 
Forum: Partly official engine development
Topic: Server crash question
Replies: 4
Views: 62

Re: [CSM] Colored names in chat [colored_names]

Nice!

This really should be an engine feature though
by rubenwardy
Fri Apr 13, 2018 16:02
 
Forum: Client-side modding
Topic: [CSM] Colored names in chat [colored_names]
Replies: 1
Views: 82

Re: How can you do Ray Casting in Minetest?

If you search for raycast lua_api, you'll see there's a function called minetest.raycast
by rubenwardy
Fri Apr 13, 2018 10:34
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 204

Re: Do you like the crafting grid?

My mod is released here, WIP: viewtopic.php?f=9&t=19908
by rubenwardy
Wed Apr 11, 2018 20:30
 
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 35
Views: 1390

Re: Lua Questions

Merged this all into one thread, as a topic every day with a single reply was a bit much. there is the function input() in Python. But how to do it in Lua? Any like functions or else to input those numbers? Here's the documentation for reading standard in: https://www.lua.org/pil/21.1.html Use io.re...
by rubenwardy
Wed Apr 11, 2018 17:47
 
Forum: Modding Discussion
Topic: Lua Questions
Replies: 16
Views: 235

Re: beginners inventory

give_initial_stuff. You can enable it and customise the items with the following settings: # Whether the stuff in initial_stuff should be given to new players #give_initial_stuff = false #initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
by rubenwardy
Tue Apr 10, 2018 23:07
 
Forum: Problems
Topic: [Solved] beginners inventory
Replies: 2
Views: 113

Re: Opinion 0.4.17

You probably want to grab the technic mod then: viewtopic.php?t=2538
by rubenwardy
Tue Apr 10, 2018 19:15
 
Forum: General Discussion
Topic: Opinion 0.4.17
Replies: 6
Views: 226

Re: Opinion 0.4.17

0.4.17 is a bug fix only update. There will almost no new features, and nothing will be broken (hopefully)

What do you mean by technical?
by rubenwardy
Tue Apr 10, 2018 19:07
 
Forum: General Discussion
Topic: Opinion 0.4.17
Replies: 6
Views: 226

Re: [Mod] Simple Shooter [0.5.3] [shooter]

Oops, my previous post was quite rude. I just copied and pasted what a player asked me for without adding a message. No rush anyway, thanks for this great mod
by rubenwardy
Tue Apr 10, 2018 17:33
 
Forum: Mod Releases
Topic: [Mod] Simple Shooter [0.5.3] [shooter]
Replies: 132
Views: 30968

Re: Mod works, identical code does not work client-side

As the error suggests, that function does not exist. Learning to read error messages is rather important as a programming skill

Have a look here for available functions: https://github.com/minetest/minetest/bl ... ua_api.txt
by rubenwardy
Mon Apr 09, 2018 19:16
 
Forum: Client-side modding
Topic: Mod works, identical code does not work client-side
Replies: 3
Views: 82

Re: place_node error

Not sure if this is just a typo in the post, but you have a parens which should be there after the positiojn

Code: Select all
minetest.place_node({x=0,y=0,z=0}), {name="default:tree"})


should be

Code: Select all
minetest.place_node({x=0,y=0,z=0}, {name="default:tree"})
by rubenwardy
Mon Apr 09, 2018 15:56
 
Forum: Problems
Topic: [SOLVED] place_node error
Replies: 2
Views: 59

Re: Node Box Editor [0.9.0] - Zooming, dynamic snap res

If you make multiple nodes, you need to write the Lua to place them yourself.
by rubenwardy
Mon Apr 09, 2018 15:26
 
Forum: Minetest-related projects
Topic: Node Box Editor [0.9.0] - Zooming, dynamic snap res
Replies: 414
Views: 60932

Re: Node Box Editor [0.9.0] - Zooming, dynamic snap res

You can make nodes which are bigger than a node, and you can create multiple nodes. It doesn't automatically generate the code to place another node with a node however
by rubenwardy
Mon Apr 09, 2018 15:17
 
Forum: Minetest-related projects
Topic: Node Box Editor [0.9.0] - Zooming, dynamic snap res
Replies: 414
Views: 60932
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