Search found 109 matches

by bzt
Tue Jan 12, 2021 18:07
Forum: Partly official engine development
Topic: Directory policy exception
Replies: 0
Views: 146

Directory policy exception

Hi, Would it be possible to add one exception to the security policy? Normally Lua scripts can only access files under the world directory. This is very good and perfectly fine except for schematics. Would it be possible to add "schems" folder next to "world" and "mods"...
by bzt
Sun Jan 10, 2021 18:56
Forum: Discussion in other languages
Topic: Request a subforum
Replies: 16
Views: 10962

Re: Request a subforum

I'd like to back up the request of Martno and markthesmeagol for creation of the "Magyar" subforum. I know for a fact that there are several Hungarian speakers already on this forum, besides the three of us!

Thanks,
bzt
by bzt
Sun Jan 10, 2021 15:32
Forum: Mod Releases
Topic: [Mod] Schematic Editor [1.4.0] [schemedit]
Replies: 43
Views: 8682

Re: [Mod] Schematic Editor [1.0.0] [schemedit]

Bit of a necroposting, sorry, hope you don't mind... Is it possible to store schematics as Lua table instead of MTS? * why ? Because it is impossible to edit or check binary files. Not any more, see this topic . BTW I know another advantage of Lua tables over MTS files: they can store the contents o...
by bzt
Sun Jan 10, 2021 14:46
Forum: General Discussion
Topic: Import a 3D model as blocks
Replies: 4
Views: 539

Re: Import a 3D model as blocks

Hi, To export .b3d format from Blender, you'll need this plugin . Then you can load a single model in .b3d as one block or mob into Minetest. If you meant several blocks per model, then I would recommend mtsedit , which is a simple command line converter (with an optional GUI) that can create .mts f...
by bzt
Wed Jan 06, 2021 16:14
Forum: General Discussion
Topic: The reason I want to play MC more than MT
Replies: 10
Views: 765

Re: The reason I want to play MC more than MT

Please fix my grammar mistakes, or just simply any mistakes in my general english! (I'm Hungarian) Nem mondod :-) Ki nem találtam volna :-D So my problem with MineTest is that there is no good default game! That's not true. MCL2 is very good even in its half-ready state. It is also the most popular...
by bzt
Mon Jan 04, 2021 17:10
Forum: General Discussion
Topic: How to make a game that loads a prebuilt map with each created world?
Replies: 17
Views: 645

Re: How to make a game that loads a prebuilt map with each created world?

You could also take a look at Wuzzy's "Tutorial" game.
https://content.minetest.net/packages/Wuzzy/tutorial/

It loads a pretty big castle as map quickly without the user seeing the hidden parts.

Cheers,
bzt
by bzt
Fri Nov 20, 2020 14:36
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 48
Views: 5940

Re: Help

How does the tool work? I am windows 10 and as I extract and execute the MTSEdit.exe file, I cannot see anything. I don't have Win10, only tested with WinXP and Win7, but should work. You need SDL2.dll, but that's all. It is included in the zip file, but you can also download the latest from libsdl...
by bzt
Sun Nov 08, 2020 20:41
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2277
Views: 395358

Re: [Game] MineClone 2 [0.68.0]

If new skins are added, I like to have a bit of a system (not completely arbitrary) and more variety. Different skins that differ in: - Gender - Skin tone (at least: light, medium and dark) - Clothing and clothing color - Other I think MCL2 could have at least 6 skins, but no more than 18. That sou...
by bzt
Sun Nov 08, 2020 15:48
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2277
Views: 395358

Re: [Game] MineClone 2 [0.68.0]

Just add skins (and previews if available, if you like) to the skins/textures folder. You misunderstood. I know that I can put textures there, but that doesn't solve the issue: a) that only works on one computer b) every time I upgrade MCL2 those skins will disappear So that's why I'm asking to add...
by bzt
Fri Nov 06, 2020 20:05
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2277
Views: 395358

Re: [Game] MineClone 2 [0.68.0]

Just a silly question: would it be possible to add more user skins to MCL2? I'm asking this because I usually play with my boys, and they are refusing to use a girl skin, so right now everybody looks the same, which is somewhat confusing. It would be great to have more male and female characters, I'...
by bzt
Mon Nov 02, 2020 14:43
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2277
Views: 395358

Re: [Game] MineClone 2 [0.68.0]

Dear @Wuzzy and @kay27! My boy had a birthday, and one of his surprise was an updated MCL2 with all the new features, along with @Sokomine's ship mod. He was so happy that he actually screamed in excitement! I wish you could have heard that! MCL2 made him forgot about his cake, and that's something ...
by bzt
Thu Oct 15, 2020 12:37
Forum: Maps
Topic: Discussion regarding Minecraft map to Minetest world conversion.
Replies: 7
Views: 620

Re: Discussion regarding Minecraft map to Minetest world conversion.

Hi, Support both minetest-game and mineclone2 This only means to use different node names, that's all. MCL2 has almost every nodes which might appear in MC, but for MTG you'll need mods. I have created a (not full) cross-reference for these. My schematic editor use this csv to convert between differ...
by bzt
Tue Oct 13, 2020 16:45
Forum: Maps
Topic: [Tutorial] Create and import a schematic file (.mts)
Replies: 12
Views: 16316

Re: [Tutorial] Create and import a schematic file (.mts)

You could try MTSEdit's mod . It is a very minimal mod to load and save MTS files. It isn't a swiss army knife (you can't edit the schems with it like with Schematic Editor or with WorldEdit), it's rather the simplest tool possible to load structures. Dependency-free, works with all games. How to us...
by bzt
Tue Oct 13, 2020 16:25
Forum: WIP Games
Topic: [WIP] [Game] Star Wars [Alpha v0.0.2b]
Replies: 17
Views: 2483

Re: [WIP] [Game] Star Wars [Alpha v0.0.2b]

I'm currently considering ship wrecks (like the ones of Jakku in The Force Awakens) that can be used as a source of scrap metal. Have you seen this ? It looks very very promising for that! Btw, I'm working on a 3d model voxelizer that saves MTS files. I'll let you know when it's working, and then y...
by bzt
Mon Oct 12, 2020 16:10
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 5016

Re: How to use b3d in blender?

and yeah, I'll work on a page eventually if nobody beats me to it but that'll likely be after I get my primary project off the ground >_> That would be great! (I'm working on a software suite around that universal API, though currently I'm trying to figure out how to launch it with encrypted IPC th...
by bzt
Sun Oct 11, 2020 17:33
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 5016

Re: How to use b3d in blender?

I've actually improved the python modern OpenGL previewer for the examples, though I'm not sure if they've posted it anywhere... Do you mean you have a working B3D viewer in python? Could you please upload it somewhere (if the license allows it, of course). but anyways, while I don't have any offic...
by bzt
Sun Oct 11, 2020 09:45
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 5016

Re: How to use b3d in blender?

Hi Tcll, I'm just curious, since you've figured out a lot about the B3D format, did you documented that? If you haven't already, could you please create such a document? I'm working on a 3D model converter , and right now I'm using Assimp. As you have noticed, support for B3D is quite rudimentary in...
by bzt
Sat Oct 03, 2020 20:23
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 21
Views: 3098

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

Oh, it's already there :-D

Code: Select all

-- if set to 100: place one ship in each mapchunk if possible;
-- if set to a lower value: percent chance of placing a ship
-- in a mapchunk
ships_on_mapgen.probability_per_mapchunk = 100;
Awesome!

Cheers,
bzt
by bzt
Sat Oct 03, 2020 19:09
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 59
Views: 18841

Re: [Mod] Save and import buildings [handle_schematics]

That's great! It should be simple to add! Here's how I did it (in C, not Lua, sorry), and below a description. What I do is, first I collect pointers to chunks, line 61. Pretty much the same as your mod (however you parse NBT correctly, I just have a dummy search). Palette chunk should be preceded b...
by bzt
Sat Oct 03, 2020 17:49
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 21
Views: 3098

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

Please update handle_schematics as well. I had to add the mapgen mods from MCL2 there so that the ships spawn last and are not overwritten. handle_schematics already has replacement functions for most things, but not all wood types the ships used where covered. That ought to work now. Please try wi...
by bzt
Fri Oct 02, 2020 17:55
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2277
Views: 395358

Re: [Game] MineClone 2 [0.67.2]

Hi Wuzzy,

I was away, sorry that I haven't responded earlier. I'd like to say a very big thank you for the latest updates. Potions are enchanting table are awesome!

Thank you!
bzt
by bzt
Fri Oct 02, 2020 17:48
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 59
Views: 18841

Re: [Mod] Save and import buildings [handle_schematics]

Hi Sokomine, I've tried to use handle_schematics with MC schematic files, but it failed. I've looked into the source and saw that you only interpret "Blocks" and "Data" chunks. However they are obsolete, newer MC schematic files are NBTs too, but contain "Palette" and &...
by bzt
Fri Oct 02, 2020 17:27
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 21
Views: 3098

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

Hi Sokomine, I'd like to ask does this mod work with MCL2? Having a pirate ship is something that would made my younger boy crazy (in a good way) :-) I've checked and the MTS files are for MTG (using nodes like "default:something"), however I've also noticed that this mod depends on handle...
by bzt
Fri Aug 21, 2020 17:10
Forum: General Discussion
Topic: The future of Minetest
Replies: 19
Views: 1165

Re: The future of Minetest

The content dialog knows about Minetest versions - it won't show you an update unless it supports the version you're running This, plus the "Update All" button is just perfect! Thanks a lot! I think there's only one thing left, an optional Lua callback so that the newly updated mods can c...
by bzt
Wed Aug 19, 2020 13:55
Forum: General Discussion
Topic: The future of Minetest
Replies: 19
Views: 1165

Re: The future of Minetest

Thanks for your valuable opinions! @Pyrollo: you're right, but there's two things here. First, what MTE should be and should not be is exactly what needs to be written down, I agree. About the second part I don't agree 100%, because I think many MTG components (now in MTE) are general enough to serv...