Search found 389 matches
- Tue Nov 03, 2020 14:07
- Forum: WIP Mods
- Topic: [Mod] Doors Redux [doors]
- Replies: 24
- Views: 5651
Re: [Mod] Doors Redux [doors]
Nice mod ! I love the screwdriver thing. When building, I'm always annoyed with doors not in the same plane as panes. I guess it would be possible to have an extra "in the middle" position for doors, aligned with the middle of the node. Checks for possible open would involve two more nodes...
- Mon Sep 21, 2020 12:09
- Forum: General Discussion
- Topic: Minetest Version 0.5 for Linux?
- Replies: 2
- Views: 608
Re: Minetest Version 0.5 for Linux?
There is no 0.5 version.
Minetest version jumped from 0.4.17 to 5.0.0.
Current version is 5.3.0, you have all needed information for installing it on Linux (depending on your distribution) here: https://www.minetest.net/downloads/
Minetest version jumped from 0.4.17 to 5.0.0.
Current version is 5.3.0, you have all needed information for installing it on Linux (depending on your distribution) here: https://www.minetest.net/downloads/
- Tue Sep 15, 2020 08:53
- Forum: WIP Mods
- Topic: [Map] Map [Map]
- Replies: 9
- Views: 1947
Re: [Map] Map [Map]
If you want minimap without restriction, simply disable (actually remove) map mod from minetest_game.
On a gameplay point of view, I totally agree with Astrobe.
On a gameplay point of view, I totally agree with Astrobe.
- Mon Sep 14, 2020 07:34
- Forum: Modding Discussion
- Topic: How to get an inventory rendering of a mesh or nodebox?
- Replies: 1
- Views: 407
Re: How to get an inventory rendering of a mesh or nodebox?
"item_image[]" and "item_image_button[]" uses a 3D scene to render items.
There is a PR that aims to render these item stuff to bitmap but not (yet) merged: https://github.com/minetest/minetest/pull/10003
There is a PR that aims to render these item stuff to bitmap but not (yet) merged: https://github.com/minetest/minetest/pull/10003
- Sat Sep 12, 2020 13:17
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3142
Re: Change the way default sounds are handled
If this is the case, what happens when someone wants to create a game which does not use "stone", and wishes to use "rock" instead or, maybe no stone-like sounds at all? Yes, in general, the question would be: what is a "default" sound ? I like Wuzzy's suggestion very ...
- Tue Sep 01, 2020 18:05
- Forum: Feature Discussion
- Topic: hotbar, health, breath, crosshair shouldn't be built in
- Replies: 8
- Views: 1719
Re: hotbar, health, breath, crosshair shouldn't be built in
Totally agree with you. Minimap is about to move to Lua HUD, the rest should come... one day.
- Sat Aug 29, 2020 11:59
- Forum: General Discussion
- Topic: Too many 0.4.17 servers
- Replies: 17
- Views: 1882
Re: Too many 0.4.17 servers
But this doesn't answer my question: WHY are there so many servers stuck with ancient 0.4.17? My guess (server owners could confirm or infirm) is that most players use Android forks stuck in 0.4.x versions. They are so numerous that some server owners prefers running 0.4.17 and have much more playe...
- Sun Aug 23, 2020 10:54
- Forum: General Discussion
- Topic: The core team might think about theese things ...
- Replies: 18
- Views: 1760
Re: The core team might think about theese things ...
In our times there should no game exist that allow non password. That is core problem, decision. That's true only if you speak about online game servers. That's not true if you play in a class room, with a local server and young children playing on it. Making password mandatory will lower versatili...
- Fri Aug 21, 2020 16:02
- Forum: WIP Mods
- Topic: [mod] Dev Positioning [dev_positioning]
- Replies: 1
- Views: 437
[mod] Dev Positioning [dev_positioning]
This mod for mod developers. It eases player positioning, allows to store and recall several positionings. https://forum.minetest.net/download/file.php?mode=view&id=22618 Dependencies : none License : MIT Download or browse code I always spend time to take a good screenshot for mods presentation...
- Fri Aug 21, 2020 11:14
- Forum: General Discussion
- Topic: Changing a nodes definition at runtime?
- Replies: 3
- Views: 794
- Fri Aug 21, 2020 11:12
- Forum: General Discussion
- Topic: Changing a nodes definition at runtime?
- Replies: 3
- Views: 794
Re: Changing a nodes definition at runtime?
If you could change node definition on the fly, it would change all nodes of this type. If you want to change a simple ocurence of a node, then changed stuff could not go in definition and has to be stored on a per node basis (IE in metadata). Sure it lacks some flexibility, especially about texture...
- Thu Aug 20, 2020 14:32
- Forum: Partly official engine development
- Topic: Custom API function causing segfaults ... Please help?
- Replies: 8
- Views: 2074
Re: Custom API function causing segfaults ... Please help?
When I cast the u64 to a char*, it's not generating a new char* that holds the string representation of the integer. Instead, it's using the value of the u64 as the address of a pointer. Is that correct? It certainly would explain the segfault. Exactly, you fool the processor telling it a char stri...
- Thu Aug 20, 2020 14:25
- Forum: Partly official engine development
- Topic: Custom API function causing segfaults ... Please help?
- Replies: 8
- Views: 2074
Re: Custom API function causing segfaults ... Please help?
You are right, sprintf is the old C (non C++) way.
- Thu Aug 20, 2020 08:52
- Forum: Partly official engine development
- Topic: Custom API function causing segfaults ... Please help?
- Replies: 8
- Views: 2074
Re: Custom API function causing segfaults ... Please help?
const char * digits = (char*)numeric_seed; That looks quite weird. numeric_seed is a u64 and you cast it to a char pointer (so pointing to kind of random memory area). If you want to have the string representation of your u64 (ie "123456789" for example), you should use sprintf function t...
- Wed Aug 19, 2020 15:12
- Forum: Servers
- Topic: Minetest servers?
- Replies: 23
- Views: 3262
Re: Minetest servers?
Lot of people are playing on servers. IMO, it's way more interesting playing MT on servers with other players. You can find a list here with many information (including installed mods) : https://servers.minetest.net/ Crowded server are not best ones (v0.4 compatible servers are often populated with ...
- Tue Aug 18, 2020 12:07
- Forum: General Discussion
- Topic: The future of Minetest
- Replies: 55
- Views: 11402
Re: The future of Minetest
I totally agree with #4 lack of vision. I hope work will be done soon to fill this lack. It's essential to know what MTE should and should not be, in a detailed way. MTE is supposed to be a generic voxel game engine but is still full of MinetestGame specific stuff.
- Tue Aug 18, 2020 09:26
- Forum: Partly official engine development
- Topic: Minetest GUIs, The Past, Present, and Future: An Overview
- Replies: 16
- Views: 3659
Re: Formspecs, The Past, Present, and Future: An Overview
Hi V-Rob, Thanks a lot for all your work on formspecs. It really moves things forward. I’m not active on code these times but still thinking a lot. Code refactoring is one of my concerns. Specially about formspecs and horribly huge guiFormSpecMenu.cpp file. The first two though I had about this topi...
Re: Lamby
Hi WilLiam12,
You can follow these guidelines to set up your post : viewtopic.php?f=11&t=1271
They will make it much more readable and it will be required when you'll want the topic to be moved to Mods release.
You can follow these guidelines to set up your post : viewtopic.php?f=11&t=1271
They will make it much more readable and it will be required when you'll want the topic to be moved to Mods release.
- Tue Jul 07, 2020 17:22
- Forum: Game Discussion
- Topic: How large is Nodecore getting?
- Replies: 15
- Views: 4409
Re: How large is Nodecore getting?
I hope that you'll end up with a official forum category :)
Actually I was thinking about that. If there are several games and mods ecosystems, I hope forum organization will have something like a sub forum per ecosystem.
- Tue Jul 07, 2020 09:59
- Forum: Game Discussion
- Topic: How large is Nodecore getting?
- Replies: 15
- Views: 4409
Re: How large is Nodecore getting?
Are there good servers where it can be played ? I tried once according to its name but apparently it was not a nodecore game.
- Sat Jul 04, 2020 14:12
- Forum: Modding Discussion
- Topic: Connecting water to river water
- Replies: 3
- Views: 843
Re: Connecting water to river water
No, the basic thing is : you have only one node at a position. It's like a 3D array holding one value (the node type) in each cell.
- Fri Jun 26, 2020 07:15
- Forum: General Discussion
- Topic: Naj's buildings shots
- Replies: 8
- Views: 1075
- Sun Jun 14, 2020 15:51
- Forum: Français
- Topic: Création mod, rotation et suppression
- Replies: 3
- Views: 1480
Re: Création mod, rotation et suppression
Point 1 : Le tournevis tourne le noeud autour d'un axe en faisant clic gauche. Il change d'axe en faisant click droit. En combinant les deux clics on peut tourner dans tous les sens (même si c'est parfois compliqué de s'y retrouver). Point 2 : Effectivement, l'ajout de groupes (et de niveaux) permet...
- Sat Jun 13, 2020 17:45
- Forum: Mod Releases
- Topic: [Modpack] Display Modpack [1.3] [display_modpack]
- Replies: 99
- Views: 24271
Re: [Modpack] Display Modpack [1.3] [display_modpack]
Hi,
Something went wrong with multiline text coloring. I fixed it using formspec styling.
Please use last git version to have this problem fixed.
Something went wrong with multiline text coloring. I fixed it using formspec styling.
Please use last git version to have this problem fixed.
- Thu Jun 04, 2020 17:00
- Forum: Modding Discussion
- Topic: Local scope variables and dofile
- Replies: 4
- Views: 722