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Re: Ubuntu - Installation Minetest 5.0.1

Je te conseille de tenter la compilation depuis le repository Github. Ce n'est pas très compliqué, ils suffit de suivre les indications du Readme.
by Pyrollo
Sat May 18, 2019 15:51
 
Forum: Français
Topic: Ubuntu - Installation Minetest 5.0.1
Replies: 3
Views: 82

Re: Lua documentation on Minetest Developer Wiki is wrong

Wiki should be a place for only sharing dev tips and tricks, and howtos. API reference is not maintainable in the wiki.
by Pyrollo
Fri May 17, 2019 09:52
 
Forum: Modding Discussion
Topic: Lua documentation on Minetest Developer Wiki is wrong
Replies: 4
Views: 194

Re: almost infinite map

Regarding to the amount of work that should be needed to make that change, does the gameplay worth it ? A "simple" rework of the map format and coordinate (which would be IMO much simpler that a complex tiled system of databases) to have larger worlds could have the same effect. Anyway, wh...
by Pyrollo
Fri May 17, 2019 08:19
 
Forum: Feature Discussion
Topic: almost infinite map
Replies: 15
Views: 382

Re: [Modpack] Display Modpack [1.3] [display_modpack]

thomasthespacefox wrote:Its not on ContentDB yet. newest version there is 1.2


New 1.3.1 release added, waiting for approval.
by Pyrollo
Thu May 16, 2019 09:35
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

Re: [Mod] More Blocks [moreblocks]

You probably need to enable "default" mod from minetest_game
by Pyrollo
Fri May 10, 2019 16:47
 
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 384
Views: 247425

Re: [mod][api] smallblocks [k_smallblocks]

i dont really understand what you want here... one of the reasons i made this is because moreblocks does a bit too much for my taste... i wanted to keep the cubic style, so no ramps. if you mean integration with the saw then a mod using this api can choose to do that and not generate the recipes I'...
by Pyrollo
Fri May 10, 2019 10:05
 
Forum: WIP Mods
Topic: [mod][api] smallblocks [k_smallblocks]
Replies: 14
Views: 554

Re: [mod][api] smallblocks [k_smallblocks]

IIRC I answer the former post before the forum crash.

I was wondering about Calinou's moreblock mod integration. It could be good (and not so hard) that your mod could be integrated with his.

Anyway, I love the approach you're proposing :)
by Pyrollo
Thu May 09, 2019 08:43
 
Forum: WIP Mods
Topic: [mod][api] smallblocks [k_smallblocks]
Replies: 14
Views: 554

Re: FFIopt mod - Thread lost - Cache copy

Thanks a lot for this copy :)
by Pyrollo
Fri May 03, 2019 14:04
 
Forum: WIP Mods
Topic: FFIopt mod - Thread lost - Cache copy
Replies: 2
Views: 119

Re: How to know when objects methods are available ?

Ok, the things are a bit more complicated. I place a node on which something will be displayed. Depending on how I place it, it will be rotated in some ways. Then an entity is placed in order to display. But it is only when the entity is placed that we can know which rotations are acceptable. I'll h...
by Pyrollo
Sun Mar 10, 2019 09:00
 
Forum: Modding Discussion
Topic: How to know when objects methods are available ?
Replies: 6
Views: 216

Re: [Modpack] Display Modpack [1.3] [display_modpack]

Version 1.3 - Upside down and round and round Display API now takes benefit of the new Minetest 5.0 ObjectRef:set_rotation method : Now display nodes can be rotated in any possible ways! https://forum.minetest.net/download/file.php?mode=view&id=18420 Three conditions to make this work : ⋅&...
by Pyrollo
Sat Mar 09, 2019 21:33
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

Re: How to know when objects methods are available ?

Thanks sofar, but the problem is, how do I know this kind of object will have the method before I instanciate it.
by Pyrollo
Sat Mar 09, 2019 21:22
 
Forum: Modding Discussion
Topic: How to know when objects methods are available ?
Replies: 6
Views: 216

Re: [Modpack] Display Modpack [1.2] [display_modpack]

ERROR[Main]: The following mods could not be found: "display_lib" "font_lib" display_lib and font_lib are old names of display_api and font_api . I guess you have this message because of remaining lines in your world.mt file that refer to these old names. This is not a problem a...
by Pyrollo
Sat Mar 09, 2019 17:39
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

How to know when objects methods are available ?

Hello, I'm updating Display Modpack to use the new "rotation" feature of entities. This will allow signs to be placed anywhere (on the ground, on the ceiling) and have text in many other positions, not only limited to vertical planes. I want to keep display_api working for boths Minetest 0...
by Pyrollo
Sat Mar 09, 2019 11:53
 
Forum: Modding Discussion
Topic: How to know when objects methods are available ?
Replies: 6
Views: 216

Re: Topic move requests

Hello,

Please move viewtopic.php?t=21518 to Mod releases.
by Pyrollo
Fri Mar 08, 2019 09:48
 
Forum: Mod Releases
Topic: Topic move requests
Replies: 23
Views: 29130

Re: [Modpack] Display Modpack [1.2] [display_modpack]

You are right, non free media have been removed a while ago and replaced by CC licensed ones.
by Pyrollo
Fri Mar 08, 2019 09:41
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

Re: We're looking for a skilled C++ developer

texmex wrote:This sounds as quite an opportunity to grow a Minetest ecosystem of projects and ventures. :)


I hope so !
by Pyrollo
Thu Mar 07, 2019 16:08
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 23
Views: 1324

Re: We're looking for a skilled C++ developer

This is a great question. I would strongly suggest identifying where you have fixed bugs and made meaningful changes that are beneficial to everyone, and post those. Best would be as a PR, second best would be to open a github issue and demonstrate the change. There are other ways, but code is a ve...
by Pyrollo
Thu Mar 07, 2019 15:34
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 23
Views: 1324

Re: LuaJit OOM - how to detect Mods using it - and rid off !

PerlinNoiseMap:get3dMap what is this, where, ... never seen/read this I refer to this because I suspect large table transfer from C to LUA to be slow. And it seems also related to OOM you mentioned. One of the solution is to stop creating big table in LUA and use another way to access large collect...
by Pyrollo
Thu Mar 07, 2019 12:19
 
Forum: Problems
Topic: LuaJit OOM - how to detect Mods using it - and rid off !
Replies: 13
Views: 808

Re: LuaJit OOM - how to detect Mods using it - and rid off !

Hi,

I'm very interested to know if it's always because of use of vm get_data (I'm working on performances on big map updates and it may solve some OOM problems).

Do you get some cases when PerlinNoiseMap:get3dMap is implied ?
by Pyrollo
Wed Mar 06, 2019 15:59
 
Forum: Problems
Topic: LuaJit OOM - how to detect Mods using it - and rid off !
Replies: 13
Views: 808

Re: [Modpack] Display Modpack [1.2] [display_modpack]

jas wrote:Is `minetest.is_player' separate from `ObjectRef:is_player'?


I guess so.
by Pyrollo
Wed Mar 06, 2019 11:00
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

Re: [Modpack] Display Modpack [1.2] [display_modpack]

BirgitLachner wrote:Okay ...
I needed some help to get the version information and it seems to be 0.4.17. But the problem seems to be still the same.
Any idea?

Birgit


Hi, tested with success on version 0.4.17.1. Can't find out when minetest.is_player has been added but maybe for this version.
by Pyrollo
Wed Mar 06, 2019 08:46
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

Re: [Modpack] Display Modpack [1.2] [display_modpack]

Yes, "is_player" is some kind of new in the API (actually, already a bit old, an update should help ;) )
by Pyrollo
Mon Mar 04, 2019 10:32
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6669

Re: Re-identifying entities

Hi Wuzzy, Have a look at LATE, it's purpose was to treat mobs and players the same way (as far as possible). If I remember correctly, mechanisms for effect persistance for mobs are not yet implemented but conception has been made to make it possible. I have less time to work on it these times but th...
by Pyrollo
Sun Feb 24, 2019 09:23
 
Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 524

Re: How long are complex textures stored in memory?

That's an excellent question. It could be interesting to know for all the signs libs that potentially generates loads of textures.
by Pyrollo
Fri Feb 22, 2019 09:44
 
Forum: General Discussion
Topic: How long are complex textures stored in memory?
Replies: 6
Views: 274

Re: Naj's buildings shots

Hume2 wrote:I found some of your buildings on LinuxWorks server. They look nice.


Thanks! I forgot about these ones. I had to stop because of an annoying player.
by Pyrollo
Tue Feb 19, 2019 19:09
 
Forum: General Discussion
Topic: Naj's buildings shots
Replies: 7
Views: 360
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