Search found 141 matches

by TeTpaAka
Sun Jan 13, 2019 20:49
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

GamingAssociation39 wrote:How's this project going along??? Where are we going with this??
Sorry, I have too much to do IRL atm, so I haven't been able to work on it. I will update the thread when I come around to completing it.
by TeTpaAka
Fri Jul 13, 2018 22:59
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

local window = formatter.create() #html = formatter.create() --same effect as in actual html when called website will be created #banner image= text= text_style = { "style_name" : "style_value" } #header = get_label scale= align= text= text_style = { "style_name" : &qu...
by TeTpaAka
Thu Jun 28, 2018 21:28
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

The text is automaticly word wrapped. Enabling this will become an option later on. Also, text clashes with the basic design principles of this new formspec. It doesn't scale with the rest of the gui and may get outside of the rect. Suggestions on how to fix this are welcome. In general, your appro...
by TeTpaAka
Tue Jun 05, 2018 07:41
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

I knew that posting it on the forum wouldn't attrackt dev attention. If I wanted to propose it to the development team, I would have opened a pull request on github. But this feature is not yet in a state I'm comfortable with presenting to the dev team. I will draw attention to it once I consider it...
by TeTpaAka
Mon Jun 04, 2018 17:25
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 40317

Re: [Game] Fractured [0.01] [WIP]

Not yet included in 0.4.17 but upcoming in 0.5.0 (I think):
https://github.com/minetest/minetest/pull/7070
by TeTpaAka
Sun Jun 03, 2018 17:37
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

I switched the formspec format to a JSON based format.
by TeTpaAka
Tue May 29, 2018 11:00
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

First off, I'd like to say that it's awesome that someone has actually tried to do something about this issue with formspecs. To my knowledge, nothing like this has happened before. I have some questions about this, though. 1) I'm not quite sure how the positioning of the formspec windows works. Fr...
by TeTpaAka
Mon May 28, 2018 15:48
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Re: Formspec replacement proposal

I'd rather JSON was used as the serialisation format as it will handle children much better I'm not fixed on the serialisation format. I just used the existing one because it was easier to start with a working format and modifying it to my needs than to incorporate a new one. I can switch to JSON t...
by TeTpaAka
Sun May 27, 2018 13:33
Forum: Partly official engine development
Topic: Formspec replacement proposal
Replies: 25
Views: 6695

Formspec replacement proposal

Hello community, Since there are multiple issues with our current formspec system (see https://github.com/minetest/minetest/issues/6527), I propose a different layouting scheme for a new one. To test my proposals, I modified the current formspec renderer. This, however, comes with multiple limitatio...
by TeTpaAka
Sun Apr 22, 2018 11:42
Forum: Mod Releases
Topic: [Mod] Pep: Player Effect Potions [1.5.0] [pep]
Replies: 32
Views: 14978

Re: [Mod] Pep: Player Effects Potions [1.3.0] [pep]

I made some changes to the mod: Empty bottles are returned to the player's inventory or dropped on the floor if it is full. https://github.com/TeTpaAka/minetest_pep/tree/empty_vessels This would make vessels a mandatory dependency though. I could work on it, so it is optional again. Additionally, th...
by TeTpaAka
Wed Dec 21, 2016 01:21
Forum: Modding Discussion
Topic: How to set the draw order of HUD elements?
Replies: 3
Views: 788

Re: How to set the draw order of HUD elements?

Looking at the code, this seems to be impossible at the moment, but I can explain the behaviour at least: The engine first draws the item bar (+ the health and breath bars for compatibility with older clients. They are redrawn later, so we can ignore them for now) and then it draws the hud elements ...
by TeTpaAka
Thu Jul 16, 2015 19:17
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14951

Re: [Mod] Quest framework [1.0] [quests]

Minetestforfun wrote:Version 1.0, Congratulation ! :p

Now need a xpframework/skillframework to work with this for create a RPG based server :)
Wuzzy wrote:Great! Contratulations for reaching the 1.0 milestone. Now I just need to find an use case for this mod. xD
Thanks you two.

I fixed a deprecation warning, so now we have 1.1.
by TeTpaAka
Thu Jul 16, 2015 13:57
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14951

Re: [Mod] Quest framework [0.9] [quests]

Update:

Manual word wrap after 60 chars added. This looks fine in 800x600 but doesn't adapt to the screen resolution. But as long as there is no engine support, this is fine.

My TODO list is done, I declare this version 1.0.
by TeTpaAka
Wed Jul 15, 2015 17:19
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572647

Re: Post your modding questions here

My problem is, that the engine complains about deprecated usage: Deprecated usage of statbar without size! According to lua_api.txt, the size is: * `size`: If used, will force full-image size to this value (override texture pack image size) But setting the size to the dimensions of the image also af...
by TeTpaAka
Wed Jul 15, 2015 12:40
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14951

Re: [Mod] Quest framework [0.8] [quests]

Update:

Central messages added for direct notifications when a quest changes and sound effects added.

Update2:

Quest metadata added.
by TeTpaAka
Tue Jul 14, 2015 12:00
Forum: WIP Mods
Topic: [Mod] Central Message [0.3.0] [central_message]
Replies: 15
Views: 5587

Re: [Mod] Central Message [0.1.1] [central_message]

Okay, I have released version 0.1.1. As I said, I have changed the way how the text is displayed, so this fixes issues with custom font sizes, gui scalings or multi-line texts, as pointed out by Hybrid Dog. This mod should now work no matter on the font or GUI scaling. However, there is a regressio...
by TeTpaAka
Thu Jul 09, 2015 13:00
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14951

Re: [Mod] Quest framework [0.7] [quests]

Hi, Can you share with use when you think your mod will be 1.0/stable version ? Thank you in advance It should be stable now, though it still needs a lot of testing. The only things I plan to add are in the TODO list in the first post. After that, I will bump the version to 1.0. The functionality s...
by TeTpaAka
Thu Jul 09, 2015 12:00
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14951

Re: [Mod] Quest framework [0.7] [quests]

It is fixed in current master. Thanks to arsdragonfly.
by TeTpaAka
Mon Jul 06, 2015 20:07
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14951

Re: [Mod] Quest framework [0.7] [quests]

It is great mod, but i know to create many quests without gui interface is too long time and difficult for most peoples. This mod is designed as a foundation for other mods to work on. It is not directly for the end user as it is useless on it's own, only for mod creators. Anyway, I will try to imp...
by TeTpaAka
Wed Jul 01, 2015 12:07
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78204

Re: [Mod] Creatures [git] [minetest_mods_creatures]

TeTpaAka: The simple solution to wool regrowing is that during possession an influx of energy causes said sheep to quickly grow it's wool... ehe I thought of that, too. But gameplay wise, it is cheaty. You can simply possess a sheep over and over again and receive infinite amounts of wool. Also, th...
by TeTpaAka
Wed Jul 01, 2015 08:55
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78204

Re: [Mod] Creatures [git] [minetest_mods_creatures]

I really like the new additions. But I found, that sheep grow their wool back when they are possessed. Their state isn't transferred to the player. EDIT: http://irc.minetest.ru/minetest/2015-07-01#i_4304467 It should be more like 1.57 The yaw is calculated in radians, so 90 degrees are pi/2, which i...
by TeTpaAka
Mon Jun 29, 2015 09:23
Forum: General Discussion
Topic: Transform player model
Replies: 9
Views: 2704

Re: Transform player model

Transforming the mesh is what the creatures mod does. It allows you to possess animals and humans.
by TeTpaAka
Sun Jun 28, 2015 23:03
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78204

Re: [Mod] Creatures [git] [minetest_mods_creatures]

The only real remaining problems are finding ways to disable the builtin fall damage and lava damage for players. Some mobs (like the stone monster) can bathe in lava without being hurt, but the player version cannot. I'm not sure how these overrides can and should be handled however... after all, ...
by TeTpaAka
Sun Jun 28, 2015 18:58
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78204

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Another noticeable one which should be easy to solve is makes_footstep_sounds not working for players either (not disabling footsteps). Perhaps you could fix that one as well sometime, if you're doing work in this area please? https://github.com/minetest/minetest/pull/2852 EDIT: Could you please ma...