Search found 55 matches

by zeuner
Thu Jul 20, 2023 11:36
Forum: Minetest-related projects
Topic: 3D scanning into Minetest
Replies: 1
Views: 513

Re: 3D scanning into Minetest

An example scan to standard Minetest wool nodes: Image
by zeuner
Thu Jul 20, 2023 11:25
Forum: Minetest-related projects
Topic: 3D scanning into Minetest
Replies: 1
Views: 513

3D scanning into Minetest

As a part of an effort to make real-world content available for Minetest-based education projects, this is a workflow to 3D-scan objects in order to use them as voxel builds in Minetest: https://gitlab.imn.htwk-leipzig.de/imocsy/lo-tek/-/wikis/object2minetest.en Meant to be usable also on low-end ha...
by zeuner
Tue Jun 06, 2023 14:49
Forum: Feature Discussion
Topic: iOS?
Replies: 62
Views: 24334

Re: iOS?

A less controversial way to get started might be to target WebAssemby/emScripten, allowing iOS users to participate from a web browser. There is already Minetest-WASM ([1]). It can also run on mobile devices (tested using the Fennec Browser on Android), but it would be much more useful if the Androi...
by zeuner
Fri May 26, 2023 20:44
Forum: Feature Discussion
Topic: object:get_id() and get_object_by_id()
Replies: 11
Views: 7391

Re: object:get_id() and get_object_by_id()

I'm implementing functionality like this as a wrapper to be used with arbitrary mods: https://codeberg.org/zeuner/mtobjid

I plan to extend it with additional convenience functionality, like callbacks to postpone operations on an object identified by its ID when it's currently unloaded.
by zeuner
Tue Mar 07, 2023 18:46
Forum: Mod Releases
Topic: [Mod] EDUtest [edutest]
Replies: 12
Views: 5492

Re: [Mod] EDUtest [edutest]

I plan to move the repository to Codeberg unless I get aware of any blockers: https://github.com/zeuner/edutest/issues/18
by zeuner
Tue Mar 07, 2023 18:43
Forum: Feature Discussion
Topic: iOS?
Replies: 62
Views: 24334

Re: iOS?

AFAIK, the iOS App Store itself refuses to allow LGPL, not vice-versa, so it's out of our hands. Are there any up-to-date sources for this being the case? There is a lot of information to be found on why different open source licenses (including LGPL) won't work on the App Store. But these are abou...
by zeuner
Tue Apr 27, 2021 22:11
Forum: Modding Discussion
Topic: Profiling network usage
Replies: 0
Views: 458

Profiling network usage

On IRC and on Mastodon ([1] - German language) there have been reports of the MineClone game using up considerably more network resources than for example vanilla Minetest-Game. The question arises where the increased network traffic comes from. What are the best approaches to profile the network us...
by zeuner
Thu Apr 08, 2021 17:47
Forum: Deutsch
Topic: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
Replies: 17
Views: 2227

Re: Anfängerfrage: minetest-server zeitgesteuert laufen lassen

Eine andere Moeglichkeit koennte die Oeffnungszeiten-Mod sein. Hier wuerde der Server weiterlaufen, aber die Mod kuemmert sich darum, dass niemand (ausser Spielern mit "server"-Privileg) ausserhalb konfigurierter Zeiten auf den Server geht. Der Vorteil gegenueber der Cron-Loesung ist meine...
by zeuner
Sat Mar 20, 2021 01:51
Forum: Feature Discussion
Topic: iOS?
Replies: 62
Views: 24334

Re: iOS?

I'm curious if anybody the reason for this? There's nothing in the LGPL 2.1 License Agreement that forbids releasing open-source software on iOS, as long as the source code is provided free of charge. AFAIK, the iOS App Store itself refuses to allow LGPL, not vice-versa, so it's out of our hands. A...
by zeuner
Tue Feb 23, 2021 17:21
Forum: Feature Discussion
Topic: iOS?
Replies: 62
Views: 24334

Re: iOS?

I proposed a way of getting started with running on iOS without App Stores and Jailbreaks, and instead of any (even scathing) criticism of my proposal, the thread just gets flooded with talks about App Stores and Jailbreaks. It's really a pity. Couldn't we just focus on the technical side and discus...
by zeuner
Sat Feb 20, 2021 12:19
Forum: Feature Discussion
Topic: iOS?
Replies: 62
Views: 24334

Re: iOS?

Since Freeworld/Buildcraft can run on iOS and are Minetest forks, how about a official Minetest for iOS version? Or maybe a community maintained one that keeps compatibility Read the thread. We can't legally make an iOS version. Freeworld and Buildcraft violate our license Regarding what would it b...
by zeuner
Wed Feb 17, 2021 17:19
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 92
Views: 35673

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

Looks pretty good! What's next? From my side, I'm rather happy with the current state (up-to-date with the master branch on https://github.com/zeuner/signs_lib/tree/nonascii-european-test ). In case I happen to get more involved with yet another language that requires more characters, or I find som...
by zeuner
Mon Dec 07, 2020 12:49
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 92
Views: 35673

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

Er, next time take the screenshot in the daytime. I can't see anything there :-) Yet another attempt... screenshot_20201207_133609.png Also, I updated the nonascii (engine changes only, no new characters) and nonascii-european-test (sample support for french, german and polish characters) branches ...
by zeuner
Sat Dec 05, 2020 20:23
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 92
Views: 35673

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

I took some ideas from the signs-chargen.sh script and applied them to my texture generator, like using ImageMagick's -annotate flag to render the characters. I kept using a fixed .ttf file. Otherwise, it's hard to have reproducible texture output. Also, I didn't like having hard-coded behaviour for...
by zeuner
Sat Nov 28, 2020 13:21
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 92
Views: 35673

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: 92
Views: 35673

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: 92
Views: 35673

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: 21
Views: 10886

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: 405

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: 1
Views: 572

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: 21
Views: 10886

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: 659

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: 21
Views: 10886

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: 12
Views: 5492

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: 1877

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,...