Search found 3951 matches

by Krock
Thu Mar 07, 2024 16:55
Forum: Feature Discussion
Topic: Changing a custom font
Replies: 8
Views: 194

Re: Changing a custom font

When I try to click the "Browse" button while choosing fonts, the game closes itself. Assuming you are using the 64-bit Windows build. Already reported: https://github.com/minetest/minetest/issues/14381 Already fixed: https://github.com/minetest/irrlicht/pull/291 A recent build from sfan5...
by Krock
Sat Mar 02, 2024 10:24
Forum: General Discussion
Topic: Curious about the seed number
Replies: 2
Views: 177

Re: Curious about the seed number

Use the "flat" mapgen in the world creation dialogue. The seed then won't matter.

Please update Minetest before that. Version 0.4.16 is 6.5 years old at this point. Most servers won't support it.
by Krock
Wed Feb 28, 2024 20:19
Forum: Feature Discussion
Topic: Question about development
Replies: 5
Views: 396

Re: Question about development

Some random overview I've made in 2020 about features. Should still be rather up-to-date nowadays: https://dev.minetest.net/images/d/d3/Merge_Chance_Complexity_Diagram.png Short summary from the PoV of a developer: 1. Large-scale changes (in terms of LOC (lines of code)) have a hard time finding peo...
by Krock
Thu Feb 22, 2024 20:18
Forum: Modding Discussion
Topic: Are Player object references unique?
Replies: 4
Views: 159

Re: Are Player object references unique?

"After all, why shouldn't I do it?" https://en.meming.world/images/en/6/65/After_All%2C_Why_Not%3F_Why_Shouldn%27t_I_Keep_It%3F.jpg minetest.after(4, function() local player = minetest.get_player_by_name("singleplayer") local connected = minetest.get_connected_players() assert(c...
by Krock
Sun Jan 21, 2024 08:16
Forum: Feature Discussion
Topic: how to increase player's max hp?
Replies: 20
Views: 3356

Re: how to increase player's max hp?

how to make it so changing max health actually changes anything visually when its above 20 HP. Hardcoded to 10 hearts maximum. The statbar HUD type allows steps of 0.5. Max HP = 10 hearts, actual HP are scaled based on that. Relevant code: https://github.com/minetest/minetest/blob/master/builtin/ga...
by Krock
Sat Dec 16, 2023 15:06
Forum: Problems
Topic: Mods not Working for Command Line Server on Linux
Replies: 4
Views: 1585

Re: Mods not Working for Command Line Server on Linux

Please pay attention at the debug.txt log output or the terminal output. It will tell you which world is being loaded. The first snippet is not valid. The --server argument does not read in any other arguments. It will pick the first world it can find with the game ID specified via command line or m...
by Krock
Thu Dec 14, 2023 18:22
Forum: Modding Discussion
Topic: Why does the LuaVoxelManip area differ from the on_generated area?
Replies: 8
Views: 1876

Re: Why does the LuaVoxelManip area differ from the on_generated area?

The extra VManip area originates from the following code: https://github.com/minetest/minetest/blob/d1a55e9ca4e66d8ba2d799569de7a6b48bc15f23/src/map.cpp#L1363-L1378 ... which means that (chunk_size + 2)^3 mapblocks are first loaded or reserved and then forwarded to the VManip in Lua. Your structure ...
by Krock
Wed Dec 13, 2023 21:12
Forum: Modding Discussion
Topic: Why does the LuaVoxelManip area differ from the on_generated area?
Replies: 8
Views: 1876

Re: Why does the LuaVoxelManip area differ from the on_generated area?

Especially the tree placement needs to be able to write into adjacent mapblocks. That's also the reason why there are mapblocks without the "is generated" flag saved in the world database. They likely contain leaves or dungeon structures that were triggered for generation in nearby mapbloc...
by Krock
Mon Dec 11, 2023 17:46
Forum: Modding Discussion
Topic: where is the bone finder mod?
Replies: 3
Views: 1060

Re: where is the bone finder mod?

showbones: viewtopic.php?t=15453 - the possibly most up-to-date repository is the following: https://github.com/sangeet79/showbones
by Krock
Mon Dec 04, 2023 18:35
Forum: News
Topic: Minetest 5.8.0
Replies: 29
Views: 12876

Minetest 5.8.0

Minetest 5.8.0 has been released! Release blog post Minetest Game is no longer the default game and will no longer be shipped by Minetest. If you want it back, install it by using the “Content” tab. Highlights Minetest no longer ships with a default game - instead, users are directed to choose one f...
by Krock
Sat Dec 02, 2023 17:57
Forum: Modding Discussion
Topic: position of mesh
Replies: 2
Views: 389

Re: position of mesh

test.jpg
test.jpg (198.04 KiB) Viewed 374 times
by Krock
Sun Oct 01, 2023 08:49
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641614

Re: [Mod] Technic [0.4.16-dev] [technic]

It appears that it now sees the top layer, 3 above quarry, as, for want of a better term, blocking blocks. I can only think it used to removed the first layer before checking phase began. By how I interpreted the code, it seemed that an air-like node has to be located above each dug node. This test...
by Krock
Wed Sep 27, 2023 16:17
Forum: Mod Releases
Topic: [Mod] Upgrade the player stats [upgrade_packs]
Replies: 4
Views: 3112

Re: [Mod] Upgrade the player stats [upgrade_packs]

@ninnetyer You cannot eat the hearts. They are items that you can put into the new upgrade slots of your inventory to increase the maximal health of your character. The heart count in the status bar will not change, but 1 HP no longer corresponds to 1/2 status bar heart. You should find these upgrad...
by Krock
Wed Sep 27, 2023 12:42
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641614

Re: [Mod] Technic [0.4.16-dev] [technic]

@Damned Might it just be unpowered? Have you yet changed the setting "max_forceloaded_blocks" to a higher value, e.g. 60 ? The network might span too many mapblocks, resulting in power loss. If that theory is correct, the machine should work at y = -1055 but not at -1056 (assuming identica...
by Krock
Tue Sep 26, 2023 07:49
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641614

Re: [Mod] Technic [0.4.16-dev] [technic]

Something seems to have gone wrong with the quarry machine. I recently pushed an update for the quarry to allow digging in non-"air" gas environments. It should now work in more cases than it did before, not less. Is the entire quarry shaft empty? Water and area protection can both block ...
by Krock
Fri Jul 28, 2023 19:13
Forum: Problems
Topic: Overriding on_place and/or on_dig yields error about CONTENT_IGNORE
Replies: 1
Views: 364

Re: Overriding on_place and/or on_dig yields error about CONTENT_IGNORE

Liquid updates (water sources that spawn flowing liquid nodes) might cause this error when the specified liquid or source nodes do not exist ( https://github.com/minetest/minetest/blob/cc82804/doc/lua_api.md?plain=1#L8783-L8787 ) Regardless, there's is a function that you can overwrite to implement ...
by Krock
Sun Jul 23, 2023 06:07
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 159
Views: 67670

Re: [Mod] Unified Inventory [git][unified_inventory]

I heard once that the mod should also be made fit for MineClone2... Walker: unified_inventory should also work to a certain degree on MineClone 2 because "default" is now an optional dependency. However, to reach better compatibility, you are welcome to submit a PR. Like many other minete...
by Krock
Sat Apr 08, 2023 16:02
Forum: Problems
Topic: Input lag in Minetest
Replies: 10
Views: 1076

Re: Input lag in Minetest

Might you have the same app installed as in this case? https://github.com/minetest/minetest/issues/13258
by Krock
Wed Feb 08, 2023 12:47
Forum: Problems
Topic: What is the reason for these "object/entity" warnings?
Replies: 1
Views: 497

Re: What is the reason for these "object/entity" warnings?

I suppose this is caused by a mod that keeps ObjectRefs outside of callbacks, resulting in calls to invalid objects. From what I can see, `obj:set_attach`, `obj:get_attach()` and `obj:get_children()` do not check whether the object is about to be deleted, which then results in such odd warnings. Fee...
by Krock
Sun Feb 05, 2023 21:08
Forum: Partly official engine development
Topic: How to run server and client(s) synchronously
Replies: 19
Views: 2053

Re: How to run server and client(s) synchronously

Use the server to send a dtime multiplier via network. That will affect the physics, however it cannot change functionalities that directly take the system millisecond/microsecond time.
by Krock
Wed Jan 11, 2023 08:17
Forum: General Discussion
Topic: i3 is threatened with delisting on ContentDB
Replies: 14
Views: 2493

Re: i3 is threatened with delisting on ContentDB

Speaking of licensing issues: does anyone know the origin of the technic mod textures? The 32x32 machine textures appear to originate from a Minecraft texture pack, but I cannot figure out which one.

The situation is quite unfortunate because those who might still know have vanished.
by Krock
Fri Jan 06, 2023 20:49
Forum: Problems
Topic: Random crash when trying to create world
Replies: 8
Views: 935

Re: Random crash when trying to create world

If this is a GPU driver issue, you should be able to use Minetest after dropping the 64-bit opengl32.dll next to the minetest.exe binary to use software rendering. You can get the dll and instructions from here: https://fdossena.com/?p=mesa/index.frag
by Krock
Tue Jan 03, 2023 16:25
Forum: Partly official engine development
Topic: How do database files look like in Minetest
Replies: 18
Views: 2911

Re: How do database files look like in Minetest

Install "DB Browser for Sqlite" and you'll be able to easily investigate the format.

You can find more documentation here: https://github.com/minetest/minetest/bl ... at.txt#L61 or in the source code (TM).
by Krock
Mon Oct 24, 2022 16:49
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 159
Views: 67670

Re: [Mod] Unified Inventory [git][unified_inventory]

we are currently installing unified_inventory on a new server and we encounter the same issue as ronaldo (18 months ago). However our minetest version is the latest one. {...} I am currently kind of in charge for maintaining this mod, hence answering to your issue. A few ideas to solve this issue: ...
by Krock
Wed Sep 14, 2022 10:22
Forum: Mod Releases
Topic: [Mod] renameable_chests [renameable_chests]
Replies: 3
Views: 770

Re: [Mod] renameable_chests [renameable_chests]

Pretty nice.

What would you think of adding a tool which allows to rename all kinds of chests or furnaces (mineclone chest, techpack, technic, etc) ? That would be a more generic solution for broad use.