Search found 44 matches

by hlqkj
Wed Dec 20, 2023 08:02
Forum: General Discussion
Topic: [question] On licensing for server owners
Replies: 5
Views: 1702

Re: [question] On licensing for server owners

Makes sense. Thanks again! :)
by hlqkj
Tue Dec 19, 2023 17:10
Forum: General Discussion
Topic: [question] On licensing for server owners
Replies: 5
Views: 1702

Re: [question] On licensing for server owners

It's a great question you pose, but remains (I think) somewhat of an unsettled issue as to what constitutes (re)distribution. I'm glad to hear you're actively thinking about it as well, it's something people tend to ignore or sometimes are hostile or begruding towards. I'll try to answer the redisr...
by hlqkj
Mon Dec 18, 2023 12:31
Forum: General Discussion
Topic: [question] On licensing for server owners
Replies: 5
Views: 1702

[question] On licensing for server owners

I'm not sure this is the right place to ask, and I did a brief search on the forums but didn't find an answer so far. Premise: I never was an expert on licensing and I've recently started to be interested in details, rather than just ignoring the matter. So, forgive me if what I'm asking may be obvi...
by hlqkj
Tue Dec 05, 2023 10:22
Forum: News
Topic: Minetest 5.8.0
Replies: 36
Views: 15358

Re: Minetest 5.8.0

Sadly, not as many big new features as one would expect from a non-patch release, but I welcome the dramatic speed-up in crafting - thanks DS! - and the absolutely awesome inventory shortcuts - thanks OgelGames!! :) I see the concerns I expressed in https://forum.minetest.net/viewtopic.php?t=30005 h...
by hlqkj
Mon Nov 13, 2023 13:52
Forum: News
Topic: Minetest 5.8.0 release candidate 1
Replies: 33
Views: 17314

Re: Minetest 5.8.0 release candidate 1

Sorry for double-posting, I didn't see this: The home page and downloads page should all set up the expectation of the game engine not game . I can't agree more. Still the starting screen (note that the "Start Game" tab appears to be the stating one - so it gives out the first impression!)...
by hlqkj
Mon Nov 13, 2023 13:42
Forum: News
Topic: Minetest 5.8.0 release candidate 1
Replies: 33
Views: 17314

Re: Minetest 5.8.0 release candidate 1

If a slightly broader change could be considered, I'd suggest to change/return to the "Local Worlds" and "Online Servers" texts for the respective tab labels. As for now the word "game" refers to both to the thing that needs to be downloaded, and the thing that will be ...
by hlqkj
Mon Nov 13, 2023 12:44
Forum: News
Topic: Minetest 5.8.0 release candidate 1
Replies: 33
Views: 17314

Re: Minetest 5.8.0 release candidate 1

https://i.imgur.com/A7NiLgB.png Please, consider adding a few more lines somewhere, perhaps between the current one and the button, perhaps in italics, perhaps in a spoiler, perhaps IDK what!! But please consider adding some slight explanation of what that message means or why it appears! Like it i...
by hlqkj
Fri Jun 09, 2023 07:35
Forum: General Discussion
Topic: 3 reasons to *not* rename Minetest
Replies: 36
Views: 4248

Re: 3 reasons to *not* rename Minetest

3. Multicraft is actually a good name. Isn't it telling that something took the code, renamed it and got more traction? No because MultiCraft has a default game and it's a good game. Also the textures are nice. Also the Android app itself doesn't suck like the Minetest app. The name is a very small...
by hlqkj
Sat Aug 28, 2021 14:55
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.1.4] [hbhunger]
Replies: 117
Views: 48759

Re: [Mod] Hunger with HUD bar [1.1.1] [hbhunger]

That worked, thank you very much! I hope mod authors will soon have a standardized way to do such things properly.
by hlqkj
Fri Aug 27, 2021 14:29
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.1.4] [hbhunger]
Replies: 117
Views: 48759

Re: [Mod] Hunger with HUD bar [1.1.1] [hbhunger]

Hello! :) Sorry for posting this here, but couldn't find an issue tracker elsewhere. I have crashes when players put edible foods into their node breakers. I saw that Gabriel already fixed this issue in the past with 4e86216 but that fix got "obsoleted" by 37eaefa since now the object prop...
by hlqkj
Tue May 04, 2021 19:25
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

Hi Blockhead and orwell, thank you both for your help and sorry for the late reply. Blockhead : don't worry at all! I'm having this issue on a test server that I use locally, not much of an issue to address urgently :D I knew there were problems with Windows but, thinking they've been solved, I thou...
by hlqkj
Sun May 02, 2021 09:53
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

Hello! I am having an issue after pulling the 2.3.0, not sure if I did something wrong though. Basically after the pull and a server restart all the advtrains stuff was gone: trains, LUA tracks code, environments (didn't have any interlocking and signals). I am using the official 5.4.0-win64 engine ...
by hlqkj
Sat Apr 03, 2021 16:07
Forum: Mod Releases
Topic: [mod] Biome library [git][biome_lib]
Replies: 32
Views: 92531

Re: [mod] Biome library [git][biome_lib]

Turns out the repo was at 10a10897. So, I asked the admin to pull and tested for about a day so far: I'd say just wonderful! No lag spikes anymore! Thanks so much for your efforts :)
by hlqkj
Fri Apr 02, 2021 18:51
Forum: Mod Releases
Topic: [mod] Biome library [git][biome_lib]
Replies: 32
Views: 92531

Re: [mod] Biome library [git][biome_lib]

Uhm, not sure we're on the latest... I'll check and give feedback :)
by hlqkj
Fri Apr 02, 2021 18:20
Forum: Mod Releases
Topic: [mod] Biome library [git][biome_lib]
Replies: 32
Views: 92531

Re: [mod] Biome library [git][biome_lib]

@VanessaE, perhaps biome_lib could be one of the mods sfan5 is talking about? -> https://github.com/minetest/minetest/pull/11131#issuecomment-808903201 No clue if it can technically be ported to that API, but if so it would benefit a lot from it I think (we're getting lag spikes as high as 8 seconds...
by hlqkj
Tue Mar 09, 2021 09:14
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

BTW, that "Last punched" box in the LuaATC init code formspec can be removed, it has become pretty obsolete since Passive Component Naming. Done. I also resized the buttons as the text in "Run InitCode" was a bit mashed inside the old width, here is how it looks now: https://i.i...
by hlqkj
Mon Mar 08, 2021 19:12
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

So, today I decided I've been postponing this for too long and finally started doing some rework to the formspecs, for now just the stop rail, LUA code editors and the route editor ones. It was mainly all about repositioning stuff that was misaligned or overlapping, and adding the monospace font sty...
by hlqkj
Mon Mar 08, 2021 14:01
Forum: News
Topic: Minetest 5.4.0
Replies: 97
Views: 59479

Re: Minetest 5.4.0

To add more cherry on this discussion (cause I'm actually enjoying it) I'd like to let people who blame poor minetest backwards compatibility and/or testing know that very recently a 4/5y old server that was left stuck on minetest 0.4.17.3 got quite little upgrade. Letting aside some (very few) mod ...
by hlqkj
Mon Mar 08, 2021 09:25
Forum: News
Topic: Minetest 5.4.0
Replies: 97
Views: 59479

Re: Minetest 5.4.0

Woohoo back on 5.3.0. Zero errors or warnings. Oh my, I'm so glad to read this. I felt like I was the only crazy one to think this way but I see there's more of us knowing better that new stuff sucks, period. All coredevs are definitely dunce, we can't trust them! I have to say, I am very happy sin...
by hlqkj
Mon Mar 01, 2021 15:04
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

First of all, thanks so much! Can't say how much I appreciate :) Sorry if that sounded more like I dodged your question than answered it! It didn't! On the contrary, that is exactly what I was asking. I love playing with trains but we can say I have below-zero knowledge on how things works in real l...
by hlqkj
Sun Feb 28, 2021 17:16
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Yes that is what I meant. It's true this isn't clear enough to passengers on board the train :(. Well, if you wanted the information on board the train you could fire interrupts from LuaATC each second and update the train's internal text display, but it would be less efficient for sure and possibl...
by hlqkj
Sat Feb 27, 2021 14:20
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Hi, thank you all for your replies, I really appreciate. The breakage with backwards compatibility is for signal mod authors really, not end users I think current setups should keep work as they used to. Here is a patch that addresses the change in behaviour with default signals (wallmounted, lample...
by hlqkj
Wed Feb 24, 2021 13:57
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Looking better into the history, I noticed this: https://git.bananach.space/advtrains.git/commit/?id=119a09b784ad3f3c6bfd327f32164cb099f47f10 - Simplify Signal Aspect Table (H#132) [breaks compatibility with signal API] Seems then that some breakage with backwards compatibility is intended, talking ...
by hlqkj
Wed Feb 24, 2021 10:23
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Hello, we just upgraded advtrains --EDIT: we were on commit 48787fc1 (that is release-2.1.4 plus the 69/90 connection fix) and now pulled the latest available db9e4429-- on a server and having some issues, I'd like to ask some help to understand what is not working correctly before posting a bug rep...
by hlqkj
Sat Feb 20, 2021 23:03
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2306
Views: 496727

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Hello, what's your thought and/or feasibility of having a simplified hud displayed to passengers too? My first concern was for players boarding at terminal stations, where I have the trains standing for a few minutes: they need a way to see the departure count down in my opinion, as already seen by ...