Search found 41 matches

by zeuner
Sat Nov 28, 2020 13:21
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 63
Views: 21579

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

[...] Strange, when I look at your repo, it shows "forked from FozLand/signs_lib" with only 5 commits, at over 4 years old, and "This branch is 118 commits ahead of FozLand:master" for your "nonascii-european-test" branch. Something is not right, here. :-P I think this...
by zeuner
Thu Nov 26, 2020 05:43
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 63
Views: 21579

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

However, when I check your repository, you've forked your code off of someone else's fork, which is VERY outdated. You'll need to clone from my upstream repo on gitlab, and base your work on top of that. Otherwise I don't expect it'll be mergeable (or work as you expect). At the time of my forum po...
by zeuner
Tue Nov 24, 2020 16:37
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 63
Views: 21579

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

Hi there! I did some work on creating generic support for extending the library to arbitrary Unicode characters. I'd like to discuss the possible option of integrating the effort into the mainline signs_lib code as it might be useful for other users as well. Unfortunately, gitlab still doesn't like ...
by zeuner
Tue Nov 03, 2020 14:40
Forum: Mod Releases
Topic: [Mod] Currency and Economy [git][currency]
Replies: 18
Views: 3879

Re: [Mod] Currency and Economy [git][currency]

This is offtopic for this particular forum thread, as it's not really an issue with this mod, so much as an issue with how the game (whether it's minetest_game or something else) behaves with respect to bones and locked items. You're right, this applies to all locked item. I wonder why the user ins...
by zeuner
Tue Nov 03, 2020 14:35
Forum: Problems
Topic: Crafting recipes and aliases
Replies: 1
Views: 103

Crafting recipes and aliases

I noticed some weird issue with item names in aliases and crafting recipes: Mod 1 registers "default:sign_wall_wood" with a crafting recipe and defines aliases "default:sign_wall" and "sign_wall" for it. Mod 2 "redefines" the crafting recipe for "default:...
by zeuner
Wed Sep 30, 2020 08:33
Forum: Problems
Topic: Enforcing bones sharing
Replies: 2
Views: 143

Enforcing bones sharing

I usually set the "share_bones_time" configuration variable very high because I want casual players also to be able to keep their stuff. However, I noticed an issue with that: With mods being enabled that provide blocks that can only be dug by the owner (currently, this would even be the d...
by zeuner
Mon Sep 28, 2020 17:26
Forum: Mod Releases
Topic: [Mod] Currency and Economy [git][currency]
Replies: 18
Views: 3879

Re: [Mod] Currency and Economy [git][currency]

I noticed a player who kind of abuses the exchange shops in interaction with the bones mod: The bones can only be looted by other players after some time. So the player encloses the bones block with useless exchange shops since no other players can dig the exchange shops. Now he just has to wait unt...
by zeuner
Wed Aug 12, 2020 10:57
Forum: Modding Discussion
Topic: Problem with consistently accessing lua tables
Replies: 3
Views: 284

Problem with consistently accessing lua tables

This is probably easy for the more experienced developers, nonetheless I didn't find an easy answer: I noticed that the lua scripting is inconsistently accessing data depending on the context where the access is from: I have some tables in local variables which get initialized from "init.lua&qu...
by zeuner
Sat Aug 01, 2020 22:07
Forum: Mod Releases
Topic: [Mod] Currency and Economy [git][currency]
Replies: 18
Views: 3879

Re: [Mod] Currency and Economy [git][currency]

Thanks for providing this great mod. However, something repeatedly caused bad mood: If someone places an exchange shop and doesn't put enough stock inside, it can happen that other players gather together whatever the exchange shop owner wants, only to find out that the trade cannot be completed. I ...
by zeuner
Mon Apr 20, 2020 11:22
Forum: Mod Releases
Topic: [Mod] EDUtest [edutest]
Replies: 11
Views: 2751

Feature: experimental UI

Lately, I've been working on a new user interface which is based on tables rather than dropdown menus, and allows managing multiple privileges or other toggleable characteristics on a single page. In order to try it out, please get the "testing" branch of edutest-chatcommands and the "...
by zeuner
Sun Dec 15, 2019 18:46
Forum: Partly official engine development
Topic: Race condition on closing/reopening formspec
Replies: 5
Views: 835

Race condition on closing/reopening formspec

I'm running into an issue where sometimes, a formspec triggered by the server won't become visible on the client because of a race condition when another form is closed about at the same time: Normally, GUIFormSpecMenu::~GUIFormSpecMenu gets called right after GUIModalMenu::quitMenu, and afterwards,...
by zeuner
Thu Dec 12, 2019 11:01
Forum: WIP Mods
Topic: [Mod] Classroom [0.1][classroom]
Replies: 22
Views: 1910

Re: [Mod] Classroom [0.1][classroom]

Honestly, duplicates aren't bad (we aren't Stack Overflow). Duplicates in the open source world add alternatives to people who don't like something in certain software. Each alternative can add things to the others. Two things: I'm not saying duplicates are always bad. I'm just saying I don't under...
by zeuner
Thu Dec 12, 2019 10:53
Forum: Partly official engine development
Topic: Patch to add right-click player callback (0.4.15)
Replies: 6
Views: 1999

Re: Patch to add right-click player callback (0.4.15)

pandaro wrote:why not already PR? seem nice!
I think this would be up to the author sorcerykid. I wouldn't want to claim ownership of the code by opening a pull request from my account.
by zeuner
Tue Dec 10, 2019 17:02
Forum: WIP Mods
Topic: [Mod] Classroom [0.1][classroom]
Replies: 22
Views: 1910

Re: [Mod] Classroom [0.1][classroom]

Nice mod, the educators of the MT community will surely appreciate it. Maybe add a freeze/unfreeze feature or is that too harsh? You might want to have a look at edutest ( https://forum.minetest.net/viewtopic.php?t=18988 ). It's been developed since 2017 with the goal of assisting teachers/instruct...
by zeuner
Tue Dec 10, 2019 17:01
Forum: WIP Mods
Topic: [Mod] Classroom [0.1][classroom]
Replies: 22
Views: 1910

Re: [Mod] Classroom [0.1][classroom] Feature request

Hi rubenwardy, I don't suppose there is any chance you could add a chat-command to open the formspec for us weird people who insist on using unified_inventory? You might want to have a look at edutest ( https://forum.minetest.net/viewtopic.php?t=18988 ). It's been developed since 2017 with the goal...
by zeuner
Tue Dec 10, 2019 17:01
Forum: WIP Mods
Topic: [Mod] Classroom [0.1][classroom]
Replies: 22
Views: 1910

Re: [Mod] Classroom [0.1][classroom]

Nice. But why that idea?? What do you mean by "that" idea? The idea for this mod? I had the idea for this mod after seeing the potential and current use for Minetest in education, and from receiving feedback from teachers. My aim is to eventually produce a semi-official modpack and set of...
by zeuner
Thu Feb 21, 2019 13:49
Forum: General Discussion
Topic: Minetest - Education Version
Replies: 110
Views: 16404

student privilege: now optional

Look at that: https://github.com/zeuner/edutest ... did not tested it yet, but it will offer some functionally to manage pupils like in MinecraftEDU It doesn't seem to see anyone but the admin when I run it. Currently, it is necessary to grant all students the "student" privilege in order...
by zeuner
Thu Feb 14, 2019 08:14
Forum: Mod Releases
Topic: [Mod] EDUtest [edutest]
Replies: 11
Views: 2751

Feature release

I decided to move some features into the main branch as they performed well during testing. Notable changes are as follows: * support for the "hud_notify" (https://github.com/ClobberXD/hud_notify) mod for more visible notifications * UI logic abstraction to make it easier to add buttons fo...
by zeuner
Sat Oct 13, 2018 11:39
Forum: Modding Discussion
Topic: Player left click handler
Replies: 1
Views: 247

Player left click handler

I'm trying to call a function when a player left-clicks another player in non-PVP mode (as requested in https://github.com/zeuner/structured_co ... n/issues/1). Is this possible at all? PlayerSAO::punch seems to return without calling a handler when PVP is disabled.
by zeuner
Tue Sep 11, 2018 14:33
Forum: Feature Discussion
Topic: rightclick player menu?
Replies: 21
Views: 1827

Re: rightclick player menu?

How about a menu that pops up when you rightclick a player? featuring: whisper give items (admin) kick (admin) peek/open inventory Regarding giving items, you might be interested in a mod I started on: https://github.com/zeuner/structured_communication . It's about giving items to another player in...
by zeuner
Sun Sep 09, 2018 18:45
Forum: Modding Discussion
Topic: Accessing other players' inventories
Replies: 3
Views: 236

Re: Accessing other players' inventories

I had this error when trying to do this a bit ago. It doesn't show up because the player is only sent their inventory, so it doesn't know what to show. The only option would be to make some implementation, such as a grid of images and simply display that, or to clone the player inventory into a det...
by zeuner
Sun Sep 09, 2018 06:04
Forum: Feature Discussion
Topic: trigger on formspec close
Replies: 5
Views: 604

Re: trigger on formspec close

The ActiveFormspecs mod provides notification via callback of all conditions in which a formspec is closed (whether it be server shutdown, player killed, player logged off, etc.) through the use of signal events. [Mod] ActiveFormspecs [formspecs] I was aware of ActiveFormspecs, which seems interest...
by zeuner
Sun Sep 09, 2018 06:01
Forum: Feature Discussion
Topic: trigger on formspec close
Replies: 5
Views: 604

Re: trigger on formspec close

rubenwardy wrote:The formspec will be submitted with a quit field set to "true" when ESC or a button exit is pressed
Thanks! It seems that documentation is missing for this feature, though: https://github.com/minetest/minetest/pull/7717
by zeuner
Wed Sep 05, 2018 10:03
Forum: Modding Discussion
Topic: Accessing other players' inventories
Replies: 3
Views: 236

Accessing other players' inventories

I noticed that when using the list[] element in a formspec, it will show lists from the current player's inventory, or detached inventories, but I don't seem to able to show another player's inventory using the player:<playername> syntax. It just doesn't show up, but there is also no error message. ...
by zeuner
Wed Aug 29, 2018 10:21
Forum: Feature Discussion
Topic: trigger on formspec close
Replies: 5
Views: 604

trigger on formspec close

Is it possible to have some function called when a particular formspec is closed?

Obviously, I can call a function before calling minetest:close_formspec, but this would not catch all cases of the formspec closing (for example, the player pressing Escape).