Search found 628 matches

by prestidigitator
Tue Mar 14, 2023 10:47
Forum: Mod Releases
Topic: [Mod] pronouns [1.2.0] [pronouns]
Replies: 6
Views: 942

Re: [Mod] pronouns [1.2.0] [pronouns]

Regarding "over-engineering", I think it would be great if this saw wide adoption. I know there are plenty of servers which try to be kid-friendly and might want to implement some chat filters and stuff, and the nametag seems like another obvious place to provide suitable controls. And the...
by prestidigitator
Tue Mar 14, 2023 10:37
Forum: Mod Releases
Topic: [Mod] pronouns [1.2.0] [pronouns]
Replies: 6
Views: 942

Reset/Clear Commands: v1.2.0

Version 1.2.0 includes:
  • Added reset-settings and clear-all /pronounsconf subcommands, plus supporing and equivalent API calls.
  • Added clearer logic and errors for missing command arguments.
  • Minor refactoring and typo fixes.
by prestidigitator
Tue Mar 14, 2023 03:01
Forum: Mod Releases
Topic: [Mod] pronouns [1.2.0] [pronouns]
Replies: 6
Views: 942

Re: [Mod] pronouns [1.1.1] [pronouns]

you add the word "none" as a fake pronoun That seems like a reasonable way to do it, yes. If you type in "/pronounsconf max_length", it returns "Invalid subcommand" which is not true. I guess it might make sense to have that error be a little more specific, true. There...
by prestidigitator
Mon Mar 13, 2023 09:03
Forum: Mod Releases
Topic: [Mod] pronouns [1.2.0] [pronouns]
Replies: 6
Views: 942

Bug Fixes: v1.1.1

Version 1.1.1 has just a small bug fix.
  • Fixed small typo due to changed variable (bug if pre-processing hook is set to nil).
by prestidigitator
Mon Mar 13, 2023 05:29
Forum: Mod Releases
Topic: [Mod] pronouns [1.2.0] [pronouns]
Replies: 6
Views: 942

Pronouns Handler Enhancement: v1.1.0

Version 1.1.0 is purely an API enhancement.
  • Added ability to set a pronouns handler which completely replaces nametag setting.
by prestidigitator
Mon Mar 13, 2023 03:07
Forum: Mod Releases
Topic: [Mod] pronouns [1.2.0] [pronouns]
Replies: 6
Views: 942

[Mod] pronouns [1.2.0] [pronouns]

This Minetest mod allows player to set displayed and queryable pronouns for themselves. Pronouns appear parenthesized after the player's name in their in-world hovering nametag. Features The mod persists server settings and player pronouns in mod storage. The order of a player's pronouns is preserve...
by prestidigitator
Sun Feb 19, 2023 01:16
Forum: General Discussion
Topic: What is a grief?
Replies: 64
Views: 8917

Re: What is a grief?

I mean, it's in the name, really: playing in a way that specifically causes other people grief (makes them upset). In other words, trying to ruin other people's enjoyment of the platform. That can include all kinds of behaviors, whether or not they would even be acceptable according to (other) rules...
by prestidigitator
Mon Jan 08, 2018 06:17
Forum: Modding Discussion
Topic: Should NonCommercial licenses be disallowed in Mod Releases?
Replies: 23
Views: 3091

Re: Should NonCommercial licenses be disallowed in Mod Relea

Personally I'd have the most problem with NC licenses if the "owner" also concurrently distributes under a commercial license. That's rotten. It's kinda like a "first hit's free; then you gotta pay," model. Otherwise, IMO there should be room for the assertion that one's own work...
by prestidigitator
Fri Jan 05, 2018 20:36
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

A little off-topic, but it'd be interesting to see how the cost of crossing the C/Lua boundary with various parameters compares to serializing messages across a pipe (e.g. using CBOR ). The latter could be used to build a modding system which would allow the actual mods to be built in several (poten...
by prestidigitator
Fri Jan 05, 2018 07:56
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

Stuff from python I would find useful in Lua are sets and their set operations, like union, differencing, etc. I can't think of anything else specifically. (Note I have not used python that much) There's lots of other cool stuff in Python that can really help: keyword arguments (with dict unpacking...
by prestidigitator
Wed Jan 03, 2018 12:33
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

And even if you proved by yourself that even under optimal circumstances the same stuff is slower on Python you still fight for Pythoin to be implemented (what NEVER would happen, and you know that)? Um, no? Under optimal circumstances, ONE benchmark was about 20% slower in Python, when someone was...
by prestidigitator
Wed Jan 03, 2018 09:31
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

So in an apples-to-apples comparison Python is about 18% slower (66 seconds vs. 56 seconds) for this particular benchmark. Did you run the python code on multiple cores? If yes, then YOU don't make an apples-to-apples comparison, because you removed the optimization on one language, but leave it to...
by prestidigitator
Wed Jan 03, 2018 03:45
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

Eh. I certainly don't expect it'll happen in the actual game, given the history and attitude of the development team. But someone might be interested in doing it in a fork or in a similar project, so it's still pretty useful info.
by prestidigitator
Wed Jan 03, 2018 00:26
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

Oh, and the idea that Python constrains your choice of object-orientation is also not true. Python's metaclasses and custom attribute access, for example, make prototyping pretty damned easy if that's what you want to do. At least as easy as hacking other forms of object-orientation into Lua.
by prestidigitator
Tue Jan 02, 2018 23:04
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14203

Re: Python as a modding language

wow, i didnt know the diff would be that much And I think it is more with "normal" functions because in this example most time is spend in the math functions I randomly picked fannkuch-redux from this benchmark and run it with Lua, LuaJIT and Python3 on an AMD FX6300 hexacore CPU. The Lua...
by prestidigitator
Mon Jul 13, 2015 08:36
Forum: WIP Mods
Topic: [mod] AdvancedMarket [advanced_market]
Replies: 19
Views: 8335

Re: [mod] AdvancedMarket [advanced_market]

Pretty cool. I'd suggest renaming "refreshbuffer" to something more user-centric and more intuitive, and possibly enhancing and breaking it up into smaller functions, with the understanding that the amount of stuff being handled by a user at any one time might grow quite a bit beyond test ...
by prestidigitator
Sun Jul 12, 2015 22:52
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 351
Views: 142111

Re: [Mod] Ethereal [1.07] [ethereal]

I get the red clay areas, but they are devoid of all vegetation. Plenty of trees in the other areas. Yellow, banana, jungle, normal, charred (or whatever), etc.
by prestidigitator
Sat Jul 11, 2015 18:50
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 351
Views: 142111

Re: [Mod] Ethereal [1.07] [ethereal]

ExeterDad wrote:Are you using mapgen7?
Yeah. Been generating a few different worlds with mg7 and Ethereal to try to find redwoods. I'm using 0.4.12 at the moment, not a dev version.
by prestidigitator
Sat Jul 11, 2015 18:22
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 351
Views: 142111

Re: [Mod] Ethereal [1.07] [ethereal]

When using Ethereal in my own server, no redwoods seem to spawn (e.g. like they do in Xanadu). I'm having a hard time figuring out why, though. They seem to be enabled in the code like all the other trees....
by prestidigitator
Sat Jul 11, 2015 18:14
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 1989

Re: math problem with portals (velocity & directions)

What are the xDir, yDir and zDir vectors? They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction. Wouldn't the vector out of the portal (n⁰) and ...
by prestidigitator
Fri Jul 10, 2015 05:17
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 1989

Re: math problem with portals (velocity & directions)

Hybrid Dog wrote:What are the xDir, yDir and zDir vectors?
They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction.
by prestidigitator
Tue Jul 07, 2015 05:54
Forum: Modding Discussion
Topic: math problem with portals (velocity & directions)
Replies: 10
Views: 1989

Re: math problem with portals (velocity & directions)

The most general way to do this is to final position and velocity in the entry portal's local coordinate system, where for a "Portal Gun" type system you'd want one of the colored portal's (red or blue) coordinate system to be rotated 180 degrees around the vertical axis when placed, so th...
by prestidigitator
Sun Jul 05, 2015 03:38
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571155

Re: Post your modding questions here

Is there a way to test whether a neighbouring node is a member of a particular group? I know how to test the name of the node, but not the groups. minetest.get_item_group(item_name, group_name) returns the group value. You can also get the node definition from the "minetest.regietered_nodes&qu...
by prestidigitator
Sun Jul 05, 2015 03:30
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571155

Re: Post your modding questions here

How do you perform an action to a node only when there is an adjacent update? I guess it kind of depends on what you mean by, "an adjacent update." If you mean when anything adjacent changes, it may not be possible (or practical). You might be able to do something limited with minetest.re...
by prestidigitator
Sat Jul 04, 2015 21:25
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571155

Re: Post your modding questions here

How do I specify that more than one of the same block must be adjacent in an ABM? I am trying to create a block that detects four meses around it. I don't think you can. So specify that it must have at least one neighbor (as usual), and then in the actual ABM function test for your additional condi...