Search found 695 matches

by jp
Sat Jan 16, 2021 20:36
Forum: General Discussion
Topic: Post your videos!
Replies: 1002
Views: 138147

Re: Post your videos!

Final demo video of the i3 inventory: https://www.youtube.com/watch?v=mwpzKq0zVjg

Grab it on ContentDB.

Image
by jp
Sun Jan 03, 2021 18:53
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.3] [craftguide]

You need to scroll over the crafting grid area in the inventory tab, like shown in the demo video.

But, this is the craftguide topic. I'll explain it on the future i3 topic.
by jp
Sat Jan 02, 2021 20:30
Forum: Modding Discussion
Topic: [Solved] model element texture trouble
Replies: 12
Views: 229

Re: [Solved] model element texture trouble

AiTechEye wrote:
Sat Jan 02, 2021 20:10
i just noted that it doesn't works without minetest.formspec_escape()
How is this a surprise? There are [ and () in your string.
by jp
Sat Jan 02, 2021 17:35
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.3] [craftguide]

You should stick with the latest mod release to work reliably with the latest release of Minetest. Don’t rely on commits unless you want to test the bleeding-edge features.

By the way, this mod has evolved into an inventory. craftguide will be slowly deprecated in favor of i3.
by jp
Thu Dec 31, 2020 22:10
Forum: Modding Discussion
Topic: [Solved] model element texture trouble
Replies: 12
Views: 229

Re: model element texture trouble

Looks like an issue with model[]. Tested with a flat image[]:

Image
by jp
Thu Dec 31, 2020 19:29
Forum: Modding Discussion
Topic: [Solved] model element texture trouble
Replies: 12
Views: 229

Re: model element texture trouble

You should use what table.concat(player:get_properties().textures, ",") returns.
by jp
Thu Dec 31, 2020 02:04
Forum: General Discussion
Topic: Post your videos!
Replies: 1002
Views: 138147

Re: Post your videos!

Preview of the incoming release of my new inventory mod for Minetest 5.4+

https://www.youtube.com/watch?v=fsZk_11pCN8

Give it a try: https://github.com/minetest-mods/i3/archive/main.zip

Image
by jp
Mon Dec 14, 2020 21:17
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.3] [craftguide]

why is formspec version 4 forced?
Because some Minetest 5.4 features are used. It's the only way to forbid 5.3 (and less) users to use this mod.

Also, people, keep the offtopic outside please.
by jp
Sat Dec 12, 2020 22:32
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.3] [craftguide]

Please reconsider the sfinv support. No offense to rubenwardy, but I don't think sfinv is a great inventory API. It looks outdated, it's too basic, and does not comply to the modern design standards, unlike craftguide . The history has proven that sfinv has failed to export outside of the MTG spher...
by jp
Thu Dec 10, 2020 17:15
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide 2.0 preview [craftguide]

The upcoming craftguide 2.0 will be released after Minetest 5.4's release. Here's the changelog so far: Formspec migrated to formspec_version[4] , which mean elements are properly aligned and scaled now. Added an export button to craft recipes directly from the guide, if you have sufficient resource...
by jp
Mon Dec 07, 2020 19:06
Forum: Partly official engine development
Topic: Trying to implement Shadow Mapping
Replies: 79
Views: 3317

Re: is Shadow mapping desired?

hex wrote:
Mon Dec 07, 2020 10:43
Just in case I wasn't clear enough: the server should be in control of any major visual feature.
Since it's entirely subjective, it's not up to the server to decide what looks better than another. No other game does that.
by jp
Mon Nov 23, 2020 18:32
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9921
Views: 1304067

Re: Post your screenshots!

<screens> Sorry for the OT but please Wuzzy don't set a custom subject in your posts, because it overrides the topic title and it looks like there is a new topic called "Something" when seen by the homepage. It's not the first time it happens, hence the message.. Mind your own business, r...
by jp
Thu Nov 19, 2020 03:03
Forum: Partly official engine development
Topic: Trying to implement Shadow Mapping
Replies: 79
Views: 3317

Re: is Shadow mapping desired?

I very much hope the bus factor will not fall down on you. Great work, man.

Are you using the PCF filtering?
by jp
Thu Nov 05, 2020 00:33
Forum: General Discussion
Topic: Post your videos!
Replies: 1002
Views: 138147

Re: Post your videos!

Looking great, sorcerykid.

High-definition clouds scene: https://www.youtube.com/watch?v=swfWAO7H_lA

Dual Wielding (PR 10591): https://www.youtube.com/watch?v=rka0C9d9h-A
by jp
Mon Oct 26, 2020 18:09
Forum: Partly official engine development
Topic: Trying to implement Shadow Mapping
Replies: 79
Views: 3317

Re: is Shadow mapping desired?

I saw a reflexions demo in your YT channel (stalker alert xD ) , you did this in Screen Scpace? No the water surface is a single plane and it uses a second camera to render reflections. For a voxel game you necessarily need SSR but first we need a clean post-processing framework using the OpenGL bu...
by jp
Mon Oct 26, 2020 13:23
Forum: Partly official engine development
Topic: Trying to implement Shadow Mapping
Replies: 79
Views: 3317

Re: is Shadow mapping desired?

I was the first to attempt to add realtime shadows back in 2017 using OpenGL framebuffers, but the implementation was dirty and I couldn't figure out some things like the occlusion code. Cascaded SM is the way to go for a voxel game. I'm eager to see the end result of your work. And I hope some toxi...
by jp
Tue Oct 13, 2020 22:13
Forum: Français
Topic: [SERVEUR] Notre Ami Le Cube (NALC)
Replies: 6
Views: 453

Re: [SERVEUR] Notre Ami Le Cube (NALC)

Content de voir un serveur français en ligne. Par contre, il faut veiller à mettre à jour le mod craftguide.
by jp
Tue Aug 18, 2020 00:47
Forum: Partly official engine development
Topic: Minetest GUIs, The Past, Present, and Future: An Overview
Replies: 16
Views: 863

Re: Formspecs, The Past, Present, and Future: An Overview

I saw the model element PR and was somewhat disappointed, to say the least. [...] Since it's my PR, I will reply. First of all, you should be satisfied that this PR exists in the first place. It's not really encouraging to read that it's " disappointing, to say the least " whereas I spent...
by jp
Wed Aug 05, 2020 01:19
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.3] [craftguide]

Update: craftguide 1.14.3 released!

- Fix the drop recipes
- Shut off a Irrlicht warning about image format
- Some minor cleanups
by jp
Mon Aug 03, 2020 15:08
Forum: General Discussion
Topic: Post your videos!
Replies: 1002
Views: 138147

Re: Post your videos!

Introducing a new formspec element which render an animated mesh with the ability to move it: mesh[0,0;2,2;mesh.b3d;mesh.png]

Demo: https://www.youtube.com/watch?v=1DgBAjcEIps
by jp
Thu Jul 30, 2020 00:13
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.2] [craftguide]

Update: craftguide 1.14.2 released!

- Added audio feedback on click
- Two minor fixes related to replacements
by jp
Thu Jul 23, 2020 12:35
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.1] [craftguide]

I do force-push quite often, yes. But I am surprised that it prevents from pulling. Maybe better to take the .zip directly then.
by jp
Wed Jul 22, 2020 17:26
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 242
Views: 130558

Re: [Mod] Crafting Guide [1.14.1] [craftguide]

Linuxdirk wrote:
Wed Jul 22, 2020 17:15
What about using the translated item name?
Can you clarify? Where it should be translated exactly? Normally it's already the case.