Do you have the latest treecapitator installed ?
I remember i was about to debug treecapitator for the server, but i needed to get away from minetest.
I will setup the same mods as the server on my local machine to debug it.
Search found 297 matches
- Sun Dec 06, 2015 23:14
- Forum: Servers
- Topic: [0.4.14] LinuxGaming2 - Shutdown
- Replies: 972
- Views: 269692
- Sun Dec 06, 2015 22:31
- Forum: Servers
- Topic: [0.4.14] LinuxGaming2 - Shutdown
- Replies: 972
- Views: 269692
Re: [0.4.13] LinuxGaming2 - A Server for Builders
Lost my password... No password i know matches the server.
Login : aldobr (same as forum)
Login : aldobr (same as forum)
- Wed Nov 25, 2015 20:28
- Forum: Feature Discussion
- Topic: Conditional rendering
- Replies: 2
- Views: 677
Conditional rendering
I want to create something like that : https://www.youtube.com/watch?v=FRrQSDqU-T4 Problem is, if you use nodeboxes to define a node, if will not tile correctly side by side other blocks, there will be gaps between adjacent nodes. What i need is conditional rendering : use nodebox-N based on the pre...
- Thu Nov 19, 2015 18:39
- Forum: Feature Discussion
- Topic: new shaders
- Replies: 11
- Views: 3266
new shaders
Are we going to get real shaders ?
I want to share something that shows whats possible to do using modern shaders :
https://www.youtube.com/watch?v=ZHsSUKbZjCI
I want to share something that shows whats possible to do using modern shaders :
https://www.youtube.com/watch?v=ZHsSUKbZjCI
- Sat Nov 29, 2014 21:00
- Forum: Minetest-related projects
- Topic: Map unexplore python script
- Replies: 16
- Views: 6669
Re: Map unexplore python script
Map format has no support to know if the node was created by mapgen or by user, so, i think it is very dangereous to be used... We need a modified map file format (sqlite schema) that stores info about chunk modification. A simple flag to be stored into the database allowing to detect if a chunk was...
- Thu Nov 27, 2014 23:18
- Forum: Minetest-related projects
- Topic: Minetest IDE - Develop mods and games in an efficient way
- Replies: 41
- Views: 10270
Re: Minetest IDE - Develop mods and games in an efficient wa
Why dont you try FreePascal/Lazarus ?
- Thu Nov 27, 2014 22:28
- Forum: Minetest-related projects
- Topic: Minetest IDE - Develop mods and games in an efficient way
- Replies: 41
- Views: 10270
Re: Minetest IDE - Develop mods and games in an efficient wa
I am prepared to dispell that idea if you want. Tell me, whats wrong about Pascal ?rubenwardy wrote:Pascal is a horrible language.
- Thu Nov 27, 2014 22:23
- Forum: Minetest-related projects
- Topic: Minetest IDE - Develop mods and games in an efficient way
- Replies: 41
- Views: 10270
Re: Minetest IDE - Develop mods and games in an efficient wa
Pascal is an horrible language for those who can only know the negative propaganda from C field (i can program in both languages). Modern Pascal is as different from 1980 era Pascal as modern C is different from its 1980 era.. Other day i said that i writed code in pascal and someone asked : "H...
- Tue Oct 28, 2014 12:09
- Forum: General Discussion
- Topic: Scripting Interface Like Raspberry Pi Python?
- Replies: 13
- Views: 3271
Re: Scripting Interface Like Raspberry Pi Python?
Your answer looks a lot like cautionary tales. Are we here to educate people ?
- Mon Oct 20, 2014 10:22
- Forum: General Discussion
- Topic: Scripting Interface Like Raspberry Pi Python?
- Replies: 13
- Views: 3271
Re: Scripting Interface Like Raspberry Pi Python?
What you say implies security by obfuscation and was proven repeatedly to not work. We might have unknown bots right now due to this.
- Mon Oct 20, 2014 01:33
- Forum: General Discussion
- Topic: Scripting Interface Like Raspberry Pi Python?
- Replies: 13
- Views: 3271
Re: Scripting Interface Like Raspberry Pi Python?
What you want sounds like client side lua scripting. We dont have that yet. What can be done is a lua client for minetest. I can do one, but i cannot understand minetest protocol (yet). I might write a binary lua host that runs lua code and connects to the server, automatizing player actions. Then y...
- Sun Oct 19, 2014 02:21
- Forum: Servers
- Topic: [0.4.14] LinuxGaming2 - Shutdown
- Replies: 972
- Views: 269692
Re: [0.4.10] LinuxGaming - Sethome, Travelnet, Craft Guide
Hi all. I am building a city at this server (Sewer city). I am having two problems : 1 - How to remove tar blocks ? I placed a tar block at a wrong location, now nothing allows me to remove it. 2 - How to kill big trees ? Spruce tree looks too big to down from below, i kill the trunks, yet the treet...
- Tue Oct 14, 2014 17:22
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1099
- Views: 223525
Re: What's Minetest still missing over Minecraft?
I wrote a mod called mint where people can mint coins named minetoon.
Minetoon Pences, Minetoon Chillings, Minetoon Pounds.
Minetoon Pences, Minetoon Chillings, Minetoon Pounds.
- Tue Oct 14, 2014 16:53
- Forum: General Discussion
- Topic: Un-explore the world ?
- Replies: 31
- Views: 14222
Re: Un-explore the world ?
minetest map file format needs to be appended with two fields per chunk:
update -> the date of the last update this chunk received.
modified -> weather this chunk was modified from the one generated by the mapgen.
with both field we can write map shrinkers.
update -> the date of the last update this chunk received.
modified -> weather this chunk was modified from the one generated by the mapgen.
with both field we can write map shrinkers.
- Fri Oct 10, 2014 16:02
- Forum: Mod Releases
- Topic: [Mod] TBM Reloaded! [0.5][tbm]
- Replies: 66
- Views: 21791
Re: [Mod] TBM Reloaded! [0.5][tbm]
search for version 0.4 on the forum.
- Sun Oct 05, 2014 19:33
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
You are saying that as the sandbox used in deserialize is empty, this would prevent you from having a pre-loaded environment. But i already know that. You might very well append the whole environment at the header of the code sent to deserialize. The only problem is the lack of multithreading abilit...
- Sun Oct 05, 2014 14:37
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
What prevents this from be changed ?
- Sat Oct 04, 2014 23:57
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
"that would not make sense." That would make a lot of sense. You are still thinking about minetest.deserialize as a deserializing tool. You must understand how that function works. Its a completely sandboxed environment that happen to be used to deserialize things. If you take that functio...
- Sat Oct 04, 2014 23:17
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
I downloaded minetest source code to search how does minetest.deserialize works.
The idea was to create an alternative minetest.sandbox call that would return a sandboxed lua from C++ code, cutting the complexity of this project.
I couldnt find minetest.deserialize source yet.
The idea was to create an alternative minetest.sandbox call that would return a sandboxed lua from C++ code, cutting the complexity of this project.
I couldnt find minetest.deserialize source yet.
- Thu Oct 02, 2014 18:20
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
Has nothing to do with deserializing. minetest.deserialize runs inside a trully sandboxed lua. This means that it EXECUTES code that is provided as parameter. But it does so inside a sandbox environment, and returns the value. If you check minetest.serialize, you will see that the serialized format ...
- Thu Oct 02, 2014 02:28
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
If you trully want a sandboxed environment, use minetest.deserialize()
Its was created for other uses. Parse your lua sourcecode and feed it to minetest.deserialize()
You will be only able to talk to it via its return value. But works.
Its was created for other uses. Parse your lua sourcecode and feed it to minetest.deserialize()
You will be only able to talk to it via its return value. But works.
- Tue Sep 30, 2014 16:45
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
I can help you make char based input/output. Its tedious, its slow, but its possible. But using a virtual keyboard laid out on the formspec itself. Something like this : Is something like that usefull ? https://liudr.files.wordpress.com/2011/11/backpack_with_matrix_keypad.jpg Text would be input lik...
- Tue Sep 30, 2014 15:55
- Forum: Minetest-related projects
- Topic: Minetest IDE - Develop mods and games in an efficient way
- Replies: 41
- Views: 10270
Re: Minetest IDE - Develop mods and games in an efficient wa
Since you are planning to rewrite the project, have you considered Lazarus ? It can compille (true binary) the exact same code (write once, compile everywhere) for linux, windows, mac, amiga, gameboy advanced, netware, AVR, OS/2 etc. With some changes to the code it can compile for JVM and Android. ...
- Tue Sep 30, 2014 01:33
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
1 - Detach computer from the turtle. The computer doesnot need to move. 2 - Its possible to "move" (sort of) a node, but is it trully needed ? 3 - Store the program on the node metadata. 4 - Create a per user periferial bus. Each periferial gets an address that can be set on the periferial...
- Sun Sep 28, 2014 03:54
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 25245
Re: Lua Threads for Computer Mod
LuaJIT is more strict. It enforces the semantic rules of the language while the non-jit variety is more permissive with erroneous code.