Search found 83 matches

by luk3yx
Fri Dec 16, 2022 06:14
Forum: WIP Mods
Topic: [Mod] flow (formspec library and layout manager) [flow]
Replies: 9
Views: 1605

Re: [Mod] flow (formspec library and layout manager) [flow]

Hi, sorry about the late reply. Yeah, a closure here is a good idea. It moves the point where “dependencies” of a form are defined to the same point where they are modified. Slightly less spaghetti. :) I've implemented form:update() and form:update_where() . Note that these methods won't work proper...
by luk3yx
Fri Dec 09, 2022 04:49
Forum: WIP Mods
Topic: [Mod] flow (formspec library and layout manager) [flow]
Replies: 9
Views: 1605

Re: [Mod] flow (formspec library and layout manager) [flow]

You probably mean a user could implement my_form:_is_active(machine_pos), and later you want to implement Form:_is_active() with a different meaning, or similar? That sounds reasonable. Yes. My next idea is that you can describe with a list of arbitrary strings on which external states a form depen...
by luk3yx
Mon Dec 05, 2022 06:20
Forum: WIP Mods
Topic: [Mod] flow (formspec library and layout manager) [flow]
Replies: 9
Views: 1605

Re: [Mod] flow (formspec library and layout manager) [flow]

Having the layout in a closure is not too bad. It just increases the indenting of everything by one or two tab widthes. I used closures for the layout function so you can initialise ctx values and so that flow can reshow the form when necessary. I intended for flow.make_gui to usually be called dur...
by luk3yx
Sat Dec 03, 2022 06:29
Forum: WIP Mods
Topic: [Mod] flow (formspec library and layout manager) [flow]
Replies: 9
Views: 1605

Re: [Mod] flow (formspec library and layout manager) [flow]

I just suggest that you rework the initial section of the introduction. There are features about layouting and showing to players . You should point out the layouting features much better. :) I've added "layouting" and "other features" headings to the features list. I feel more ...
by luk3yx
Mon Oct 03, 2022 19:12
Forum: Maps
Topic: Earth by Lentebriesje - for MT
Replies: 54
Views: 18509

Re: Earth by Lentebriesje - for MT

beesinmymouth13 wrote:
Mon Oct 03, 2022 09:16
Dang, I got here too late! No one is seeding anymore. Would someone be incredibly kind and give me a link, or a seed? Thank you so much!
I still have a copy of this map, you should be able to download it from https://us.xeroxirc.net/Earth_by_Lenteb ... t-v0.1.zip.
by luk3yx
Fri Jul 15, 2022 00:49
Forum: WIP Mods
Topic: [Mod] flow (formspec library and layout manager) [flow]
Replies: 9
Views: 1605

[Mod] flow (formspec library and layout manager) [flow]

flow https://content.minetest.net/packages/luk3yx/flow/shields/downloads/ An experimental layout manager and formspec API replacement for Minetest. Vaguely inspired by Flutter and GTK. Online tutorial/demo ( source ) Features Layouting No manual positioning of elements. Automatic layouting using HB...
by luk3yx
Mon Jun 27, 2022 06:00
Forum: Game Releases
Topic: [Game] Repixture [3.14.0]
Replies: 234
Views: 91467

Re: [Game] Repixture [3.3.0]

Hi,

vector.zero() (introduced in MT 5.5) is used in rp_village/generate.lua but the ContentDB entry says the game supports MT 5.4.0+.
by luk3yx
Fri May 20, 2022 04:58
Forum: Mod Releases
Topic: [Mod] SSCSM implementation [sscsm]
Replies: 6
Views: 2742

Re: [Mod] SSCSM implementation [sscsm]

Can we please get an example for server side using command to send message to client saying a number and and then client side using a command to send a letter to the server? EDIT: I found out that you need to use the sscsm.register function on the server side to be able to have commands for the cli...
by luk3yx
Thu Dec 02, 2021 03:51
Forum: WIP Games
Topic: [Game] PRANG! [prang]
Replies: 11
Views: 3482

Re: [Game] PRANG! [prang]

celeron55 wrote:
Sat Nov 27, 2021 21:29
This is ridiculous and I love it. I was surprised how well it plays.

Technically, it's important that Minetest's UI is flexible enough to make this possible and it's good that the amount of boilerplate code is fairly similar to what you would get with any 2D engine.
Thanks!
by luk3yx
Sun Oct 03, 2021 04:41
Forum: WIP Games
Topic: [Game] PRANG! [prang]
Replies: 11
Views: 3482

Re: [Game] PRANG! [prang]

great job with this! any chance you could put the whole game into an arcade node that the formspec opens when you rightclick it? So... it gets added as a modpack rather than a whole game. IK that the point of this is to make a whole game but it would be nice to have this on my minigames server... a...
by luk3yx
Sat Sep 25, 2021 20:05
Forum: WIP Games
Topic: [Game] PRANG! [prang]
Replies: 11
Views: 3482

Re: [Game] PRANG! [prang]

GUI-wise, the game isn't fully consistent. Some GUI elements use the Minetest default style or default font, like the config buttons in the main menu or the score display. If you want to go retro-style, it's better to go all-in. I agree, although I'm not sure if I'll get around to implementing this...
by luk3yx
Sat Sep 25, 2021 19:50
Forum: WIP Games
Topic: [Game] PRANG! [prang]
Replies: 11
Views: 3482

Re: [Game] PRANG! [prang]

It's all just a formspec right? It uses formspecs for the menu buttons but HUDs for the game itself. Does it support multiplayer and how bad would the effect of lag be? Could it be integrated as a minigame in some larger server? It will work on multiplayer servers but players can't play together. T...
by luk3yx
Sat Sep 25, 2021 05:50
Forum: WIP Games
Topic: [Game] PRANG! [prang]
Replies: 11
Views: 3482

[Game] PRANG! [prang]

PRANG! https://content.minetest.net/packages/luk3yx/prang/shields/downloads/ An unofficial port of PRANG! , a 2D arcade-style game, to Minetest. https://content.minetest.net/uploads/15b90a793d.png There are instructions on how to play inside the game. In short, you have to collect food/potions and ...
by luk3yx
Thu Jul 08, 2021 04:32
Forum: Mod Releases
Topic: [Mod] HUD Bars [2.3.5] [hudbars]
Replies: 246
Views: 87330

Re: [Mod] HUD bars [2.3.2] [hudbars]

I found an issue in hudbars (version 2.1.0 but I don't see any changes which could have fixed it). Clients get flooded with HUD update packets from the (un)hide_hudbar calls at https://repo.or.cz/minetest_hudbars.git/blob/HEAD:/init.lua#l505. The issue seems to go away if I add checks to ensure the ...
by luk3yx
Thu Mar 11, 2021 05:22
Forum: WIP Mods
Topic: [Mod] FS51 [fs51]
Replies: 0
Views: 657

[Mod] FS51 [fs51]

FS51 A compatibility layer that makes formspec_version 3 (and later) formspecs render more correctly in Minetest 5.1.0 and earlier. This will work with most mods without any additional configuration. If you want to disable automatic formspec translation, add fs51.disable_monkey_patching = true to m...
by luk3yx
Mon Sep 28, 2020 18:38
Forum: Game Discussion
Topic: Building a new game!
Replies: 13
Views: 3066

Re: Building a new game!

Steamed_Punk wrote:
Mon Sep 28, 2020 12:40
What I am asking is still all about using the Minetest engine so I am not really thinking about a game that is completely independent.
That's what I meant by "independent game", I should have been more clear.
by luk3yx
Mon Sep 28, 2020 07:38
Forum: Game Discussion
Topic: Building a new game!
Replies: 13
Views: 3066

Re: Building a new game!

Are you talking about https://dev.minetest.net/Minetest_Game_development? I think this only applies for minetest_game (https://github.com/minetest/minetest_game), not independent games.
by luk3yx
Sun Jul 26, 2020 11:14
Forum: Mod Releases
Topic: [Mod] SSCSM implementation [sscsm]
Replies: 6
Views: 2742

Re: [Mod] SSCSM implementation [sscsm]

Hey luk3yx, Do you have a small example mod(s) which demonstrates server/client communication using SSCSM? or know of a mod that makes use of sscsm? I tend to learn better if I can see something working and slowly pull it apart. Thanks There are the weather_lite and advmarkers mods. Edit: Not sure ...
by luk3yx
Sat Jun 27, 2020 10:00
Forum: Problems
Topic: Wiki Complaint Department
Replies: 12
Views: 2172

Re: Wiki Complaint Department

The database backend comparison table (https://wiki.minetest.net/Database_backends#Comparison_table) should be updated, LevelDB authentication and player databases were added in #9476 and #9982 respectively.

Edit: Fixed, thanks.
by luk3yx
Thu May 28, 2020 10:02
Forum: WIP Mods
Topic: [Mod] Server-Sent Client-Side Mods [sscsm] [1.0.0]
Replies: 2
Views: 805

Re: [Mod] Server-Sent Client-Side Mods [sscsm_ssm] [1.0.0]

sfan5 wrote:
Wed May 27, 2020 21:46
Surprised nobody wrote something like this sooner.
Cool idea either way and I hope it helps people create some useful server + client-CSM combinations.
I did.
by luk3yx
Sat May 23, 2020 09:48
Forum: WIP Mods
Topic: [mod] "lurkcoin" [lurkcoin]
Replies: 17
Views: 2965

Re: [mod] "lurkcoin" [lurkcoin]

The core/main server is now open-source and available on Mesehub, GitHub, and GitLab.
by luk3yx
Fri Feb 07, 2020 01:47
Forum: Servers
Topic: [Server] Blocky Survival: The unique server
Replies: 98
Views: 22576

Re: [Server] Blocky Survival: The unique server

ThatGraemeGuy wrote:seriously?

<Image>
This issue should be sorted, and I have disabled .py temporarily.
by luk3yx
Mon Feb 03, 2020 03:31
Forum: Minetest-related projects
Topic: Web-based formspec editor
Replies: 12
Views: 5483

Re: Web-based formspec editor (beta)

Well, you'll have a hard time keeping up with all the formspec changes. A few people are still pumping out formspec PRs (I have 4 PRs currently open, 2 merged, and I have plans for a few more) besides all the things other people are doing. And actually, colors can also be set on buttons using style...
by luk3yx
Sat Feb 01, 2020 07:48
Forum: Minetest-related projects
Topic: Web-based formspec editor
Replies: 12
Views: 5483

Re: Web-based formspec editor (beta)

ups, decimal point not comma , yeah I always blunder into that ... Number inputs now treat commas as decimal points (however they still use . to display them). maybe displaying a grid might be usefull? Added a grid option (currently grid lines are 2px wide, however). hmm colorchooser somewhere? The...