Search found 580 matches
- Sun Mar 24, 2024 17:26
- Forum: Feature Discussion
- Topic: Minetest Major Breakages
- Replies: 14
- Views: 521
Re: Minetest Major Breakages
Yes, that is correct. Physics overrides are staying. There just is a "random" 2* multiplier (i.e. someone thought players should fall faster than everything else) in the player gravity code which I would like to get rid of, since it makes default gravity of players and, say, items inconsi...
- Sat Mar 23, 2024 09:25
- Forum: Feature Discussion
- Topic: Minetest Major Breakages
- Replies: 14
- Views: 521
Re: Minetest Major Breakages
Hopefully a replacement will be provided, because that's a cornerstone for my game. Currently, the engine even handles negative gravity multipliers as expected, which is awesome.
- Sun Mar 17, 2024 09:20
- Forum: Modding Discussion
- Topic: Randomize Texture
- Replies: 7
- Views: 256
Re: Randomize Texture
We are fighting here with the human's brain remarkable ability to detect patterns. It tries so hard that sometimes it sees things where there isn't (seen below). Drawbacks of the mentioned techniques so far: - Node rotation technique: bad for mapblock compression, which has an impact on world databa...
- Fri Mar 15, 2024 12:58
- Forum: Modding Discussion
- Topic: Y coordinate VALUE ISSUE. BIGGER VaLUeS IGNORED.
- Replies: 6
- Views: 399
Re: Y coordinate VALUE ISSUE. BIGGER VaLUeS IGNORED.
What you are trying to do is: check if one of the connected players is above -5 meters and it's night. If it is, play a sound, schedule a new check after a random time, and stop there (don't check other players). But if the pos.y>=-5 condition is not true at some point for a player, your night() fun...
- Wed Mar 13, 2024 18:23
- Forum: Problems
- Topic: WHY ARE ABMS SO SLOW NOW?
- Replies: 4
- Views: 185
Re: WHY ARE ABMS SO SLOW NOW?
Having "many abms with an interval of one" is a recipe for a laggy game/server. Whether or not there's some regression in MT regarding ABM performance, you should consider "not doing that".
- Sun Mar 10, 2024 19:37
- Forum: WIP Games
- Topic: [Game] Minefall
- Replies: 26
- Views: 5843
Re: [Game] Minefall
New release: "Show No Mercy". For more info, see the ContendDB thread I had to leave out the rationale behind certain changes, though, due to CDB's 2000 characters comment limit. Feel free to ask. What's next: I would like to support cooperation between players, without breaking the econom...
- Thu Mar 07, 2024 19:08
- Forum: Français
- Topic: Mod anti-crétins...
- Replies: 6
- Views: 150
Re: Mod anti-crétins...
A vue de nez, ce mod ne s'active que si le nouveau venu n'a pas de privilège "interact" (ce qui veut dire qu'il faut le retirer des privilèges donnés par défaut). Si elle a ce privilège, il faut que le mode n'aie pas été "configuré" (Cf. le fichier config.lua) pour que quelque ch...
- Thu Feb 29, 2024 18:30
- Forum: Français
- Topic: Compilation MT
- Replies: 2
- Views: 191
Re: Compilation MT
Sur le premier extrait ("fixe"), il s'agit d' erreurs de liaison, autrement dit il manque des librairies dans la recette. Sur le secon extrait ("portable"), c'est carrément bizarre, on dirait qu'un chemin d'inclusion n'est pas bon ou qu'une dépendance a mal été détectée. Dans les...
- Wed Feb 28, 2024 18:27
- Forum: Feature Discussion
- Topic: Question about development
- Replies: 5
- Views: 413
Re: Question about development
Certainly, as long as those changes preserve compatibility with the existing ecosystem, that is existing mods. This constrain will probably limit what one can actually do. Nobody's gonna follow that person unless the breaking changes allow huge improvements for the vast majority of users.
- Mon Feb 19, 2024 18:25
- Forum: Français
- Topic: Didacticiel : Installation de Minetest 5.8.0 + Raspberryjammod 0.20 + Blocky 201612 sous Ubuntu 22.04
- Replies: 2
- Views: 192
Re: Didacticiel : Installation de Minetest 5.8.0 + Raspberryjammod 0.20 + Blocky 201612 sous Ubuntu 22.04
Merci pour le partage. De ce que sais, Python n'est pas requis pour Minetest ; sa présence ici est uniquement pour les programmes annexes "Raspberryjammod" et "Blocky". A ce sujet, il faut quand même noter que Raspberryjammod est un mod qui requiert d'ouvrir l'accès à l'API non s...
- Fri Feb 16, 2024 18:56
- Forum: Modding Discussion
- Topic: Replacing a node using a tool
- Replies: 4
- Views: 168
Re: Replacing a node using a tool
I tried this code: Ah, that's a mistake I often make myself. It's: minetest.set_node(thing.under, {name="default.stone"}) The mistake is on the second argument ; your first argument wasn't wrong, but this equivalent writing is just more natural. Why on cubic earth do you have to pass a ta...
- Fri Feb 16, 2024 13:52
- Forum: Modding Discussion
- Topic: Replacing a node using a tool
- Replies: 4
- Views: 168
Re: Replacing a node using a tool
Welcome to Minetest. It's not an issue here, but using the code tag would be more pleasant for readers, as it preserves indentations. Also not wrong but just a tip, quote the person you are answering to (in particular when you hope for an answer), as the forum will send them a notification. You are ...
- Thu Jan 25, 2024 19:58
- Forum: Modding Discussion
- Topic: Can you reformat chat messages in a server side mod?
- Replies: 4
- Views: 273
Re: Can you reformat chat messages in a server side mod?
Dunno, but thinking about it, chat_send_all'ing might not be a good idea, as I suspect it will broadcast PMs as well. Regardless about the other issues you worry about, a third argument for the callback (the name of the destination or "" for all-chat) would extend the applications of that ...
- Thu Jan 25, 2024 19:42
- Forum: Modding Discussion
- Topic: Can you reformat chat messages in a server side mod?
- Replies: 4
- Views: 273
Re: Can you reformat chat messages in a server side mod?
For general chat, I guess you could cancel the original message and chat_send_all() your modified version instead. That's what the chat prefixes mod appears to do. Obviously, the edited version will be processed by the same callback tho, so funny recursions might happen if not careful.
- Sat Jan 20, 2024 10:11
- Forum: News
- Topic: Minetest 5.8.0
- Replies: 29
- Views: 13415
Re: Minetest 5.8.0
For those like me who were puzzled by his "third person" answer, ROllerzxa is the maintainer of the minetest-common-git AUR package. AUR packages are provided by the community; the official Arch Minetest packages are maintained by a different person.
- Fri Jan 19, 2024 18:38
- Forum: Problems
- Topic: [Solved] newbie problem: how to change map view to square?
- Replies: 5
- Views: 590
Re: newbie problem: how to change map view to square?
I did that accidentally once. It's kind of a hidden feature and it's difficult to find it again.
When the map is displayed, use <your sneak>+<your map key> (I can't give the exact keys cause I've been playing forever with custom keys cause I'm left-handed).
When the map is displayed, use <your sneak>+<your map key> (I can't give the exact keys cause I've been playing forever with custom keys cause I'm left-handed).
- Sun Jan 14, 2024 09:43
- Forum: Feature Discussion
- Topic: Ingame mod editor?
- Replies: 7
- Views: 1114
Re: Ingame mod editor?
I think we have a good chunk of that in the form of the various "Lua controller" that one can find in the automation-oriented mods. I also believe that we have various other game building mods that could be put together to create a game IDE. But, the main problem is that a significant frac...
- Tue Jan 09, 2024 19:01
- Forum: Français
- Topic: [MOD WIP] Problème : Mod sans effets
- Replies: 9
- Views: 727
Re: [MOD WIP] Problème : Mod sans effets
Les variables "local" ont réellement un intérêt tout particulier dans le code ? C'est un peu une question "d'hygiène" et un peu une question de performances. Pour l'hygiène, ce qui n'est pas déclaré local est global, donc tous les mods peuvent voir tes variables - peut-être pas ...
- Sun Jan 07, 2024 09:52
- Forum: Français
- Topic: impossibilité de connexion sur un serveur.
- Replies: 3
- Views: 195
Re: impossibilité de connexion sur un serveur.
Ça ressemble quand même à une forme de bannissement. Il y a bien sûr les blocages faits depuis Minetest, mais il y a aussi d'autres moyens comme Fail2Ban. Je pense par exemple à certains propriétaires de serveurs qui ont décidé de bloquer les adresses IP russes, mais le mécanisme peut être approxima...
- Thu Jan 04, 2024 18:45
- Forum: Feature Discussion
- Topic: Licensing question.
- Replies: 5
- Views: 769
Re: Licensing question.
I don't yet know of a mod like this. But this is a recent topic of discussion in "[question] On licensing for server owners" where hlqkj and I agreed that we need an easy mechanism like the one you propose to get the source code of mods, especially AGPL mods. Someone just needs to impleme...
- Wed Jan 03, 2024 19:01
- Forum: Français
- Topic: [MOD WIP] Problème : Mod sans effets
- Replies: 9
- Views: 727
Re: [MOD WIP] Problème : Mod sans effets
Si je comprends bien, une grande partie de mes fonctions sur mon programme ne peuvent pas marcher durant la "phase d'initialisation" du jeu ? Donc en effet, il faudrait faire en sorte que le programme puisse s'exécuter après cette phase d'initialisation avec un minetest.after() ou alors i...
- Tue Jan 02, 2024 19:44
- Forum: Français
- Topic: [MOD WIP] Problème : Mod sans effets
- Replies: 9
- Views: 727
Re: [MOD WIP] Problème : Mod sans effets
Bonjour, Alors, si tu es en train de me dire qu'il s'agit d'un code qui devrait être inclus dans un LUA Controller, c'est justement ce qu'il doit me manquer précisément pour activer le programme sur le jeu, tu m'as déjà aidé sur quelque chose d'essentiel. x) Je ne pense pas, vu que ça contredit cla...
- Sat Dec 23, 2023 19:24
- Forum: General Discussion
- Topic: Why no CMSs in Content DB?
- Replies: 16
- Views: 1210
Re: Why no CMSs in Content DB?
Anything is cheap when it's not on your dime. Anyway that point was indeed secondary.ROllerozxa wrote: ↑Sat Dec 23, 2023 14:24I don't know if it is worth it getting winded up about a 63kb image but okay.
- Sat Dec 23, 2023 14:10
- Forum: General Discussion
- Topic: Why no CMSs in Content DB?
- Replies: 16
- Views: 1210
Re: Why no CSMs in Content DB?
Please don't publish a gigantic image that barely shows anything. You are wasting screen space and server space, be more thoughtful, thanks.
- Wed Dec 20, 2023 17:56
- Forum: Français
- Topic: [MOD WIP] Problème : Mod sans effets
- Replies: 9
- Views: 727
Re: [MOD WIP] Problème : Mod sans effets
Ce code ressemble à quelque chose qui pourrait être dans un "Lua controller" ou similaire que l'on trouve parfois dans les mods orientés automatisation. Dans ce cas, en général, un évènement déclenche l'exécution du code (c'est géré par le mod principal). Mais ici, je ne vois aucune partie...