Search found 389 matches

by Pyrollo
Tue Nov 03, 2020 14:07
Forum: WIP Mods
Topic: [Mod] Doors Redux [doors]
Replies: 24
Views: 5605

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...
by Pyrollo
Mon Sep 21, 2020 12:09
Forum: General Discussion
Topic: Minetest Version 0.5 for Linux?
Replies: 2
Views: 604

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/
by Pyrollo
Tue Sep 15, 2020 08:53
Forum: WIP Mods
Topic: [Map] Map [Map]
Replies: 9
Views: 1910

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.
by Pyrollo
Mon Sep 14, 2020 07:34
Forum: Modding Discussion
Topic: How to get an inventory rendering of a mesh or nodebox?
Replies: 1
Views: 402

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
by Pyrollo
Sat Sep 12, 2020 13:17
Forum: Feature Discussion
Topic: Change the way default sounds are handled
Replies: 16
Views: 3111

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 ...
by Pyrollo
Tue Sep 01, 2020 18:05
Forum: Feature Discussion
Topic: hotbar, health, breath, crosshair shouldn't be built in
Replies: 8
Views: 1707

Re: hotbar, health, breath, crosshair shouldn't be built in

PolySaken wrote:
Mon Aug 17, 2020 00:41
HUDS like the hotbar, health & breath meters, & the crosshair should be defined by games, not by the engine. removing them is really annoying and not all games will want them.
Totally agree with you. Minimap is about to move to Lua HUD, the rest should come... one day.
by Pyrollo
Sat Aug 29, 2020 11:59
Forum: General Discussion
Topic: Too many 0.4.17 servers
Replies: 17
Views: 1873

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...
by Pyrollo
Sun Aug 23, 2020 10:54
Forum: General Discussion
Topic: The core team might think about theese things ...
Replies: 18
Views: 1750

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...
by Pyrollo
Fri Aug 21, 2020 16:02
Forum: WIP Mods
Topic: [mod] Dev Positioning [dev_positioning]
Replies: 1
Views: 432

[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...
by Pyrollo
Fri Aug 21, 2020 11:14
Forum: General Discussion
Topic: Changing a nodes definition at runtime?
Replies: 3
Views: 781

Re: Changing a nodes definition at runtime?

Hume2 wrote:
Fri Aug 21, 2020 05:57
If you lack the reality, go on a trip or find a job.
Love your signature. This is a very good answer to those who want Minetest to be a real world simulator.
by Pyrollo
Fri Aug 21, 2020 11:12
Forum: General Discussion
Topic: Changing a nodes definition at runtime?
Replies: 3
Views: 781

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...
by Pyrollo
Thu Aug 20, 2020 14:32
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2056

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...
by Pyrollo
Thu Aug 20, 2020 14:25
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2056

Re: Custom API function causing segfaults ... Please help?

rubenwardy wrote:
Thu Aug 20, 2020 11:49
But yeah, std::to_string is much nicer to use
You are right, sprintf is the old C (non C++) way.
by Pyrollo
Thu Aug 20, 2020 08:52
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2056

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...
by Pyrollo
Wed Aug 19, 2020 15:12
Forum: Servers
Topic: Minetest servers?
Replies: 23
Views: 3240

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 ...
by Pyrollo
Tue Aug 18, 2020 12:07
Forum: General Discussion
Topic: The future of Minetest
Replies: 55
Views: 11329

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.
by Pyrollo
Tue Aug 18, 2020 09:26
Forum: Partly official engine development
Topic: Minetest GUIs, The Past, Present, and Future: An Overview
Replies: 16
Views: 3643

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...
by Pyrollo
Wed Jul 22, 2020 08:50
Forum: WIP Mods
Topic: Lamby
Replies: 2
Views: 571

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.
by Pyrollo
Tue Jul 07, 2020 17:22
Forum: Game Discussion
Topic: How large is Nodecore getting?
Replies: 15
Views: 4389

Re: How large is Nodecore getting?

Warr1024 wrote:
Tue Jul 07, 2020 15:17
FYI, we now finally have an official forum topic: ?t=24857
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.
by Pyrollo
Tue Jul 07, 2020 09:59
Forum: Game Discussion
Topic: How large is Nodecore getting?
Replies: 15
Views: 4389

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.
by Pyrollo
Sat Jul 04, 2020 14:12
Forum: Modding Discussion
Topic: Connecting water to river water
Replies: 3
Views: 836

Re: Connecting water to river water

BlockStar wrote:
Sat Jul 04, 2020 12:41
Or, to put it another way, is there a way to make a specific node completely ignore another specific node? I hope that makes sense.
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.
by Pyrollo
Fri Jun 26, 2020 07:15
Forum: General Discussion
Topic: Naj's buildings shots
Replies: 8
Views: 1073

Re: Naj's buildings shots

"Castle of Moussin Lard" on Aurelium server (0, -1500):

Image

Image
by Pyrollo
Sun Jun 14, 2020 15:51
Forum: Français
Topic: Création mod, rotation et suppression
Replies: 3
Views: 1471

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...
by Pyrollo
Sat Jun 13, 2020 17:45
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 99
Views: 24154

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.