Search found 79 matches
- Fri Mar 18, 2016 09:06
- Forum: Français
- Topic: Mieux comprendre les mods ...
- Replies: 5
- Views: 1088
Re: Mieux comprendre les mods ...
Si c'est un game, alors oui, l'endroit est le bon: ~/minetest/games (ne pas oublier le 's'). Tu devrais avoir une arborescence qui ressemble à: minetest games minetest_game mods menu steinheim-nodesnation mods menu Je serais toi, j'essaierai d'abord de créer le monde à partir de l'interface graphiqu...
- Thu Mar 17, 2016 16:39
- Forum: Français
- Topic: Mieux comprendre les mods ...
- Replies: 5
- Views: 1088
Re: Mieux comprendre les mods ...
~/minetest/mods/ A utiliser pour les mods que tu veux activer/désactiver via l'interface utilisateur. C'est l'endroit idéal pour installer tes mods. ~/minetest/games/minetest_game/mods/ Un "game" dans minetest n'est en fait qu'une collection de mods avec quelques fichiers en plus (image d...
- Mon Mar 14, 2016 14:04
- Forum: General Discussion
- Topic: Create script to clone/update mods from Github
- Replies: 18
- Views: 1828
Re: Create script to clone/update mods from Github
I maintain my own minetest subgame that's just the basic minetest game with a set of mods and some patches of my own. To keep it up-to-date, I have a python script that checkouts mods and rebase my game on the latest mods version; and everything an be configured with a simple config file. Some links...
- Fri Mar 11, 2016 12:54
- Forum: Modding Discussion
- Topic: How do formspec coordinates work?
- Replies: 11
- Views: 1450
Re: How do formspec coordinates work?
I just had quick look at the code. If I'm not mislead, the formspec is a simple layer around irrlicht ui elements that does some automatic scaling. So, the number are not fixed on an easy grid, but rather raw elements sizes and positions as it is defined in the gui toolkit. Maybe lack of documentati...
- Thu Mar 10, 2016 12:59
- Forum: Mod Releases
- Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
- Replies: 182
- Views: 35327
Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)
Just an idea (it will maybe be too easy): add a generic "vegetation" node that spawns quite rarely and looks like grass with some flowers. Let the user dig those and collect generic "vegetation" seeds. Then the player should plant those seeds in wet soil and in dense patches. And...
- Mon Mar 07, 2016 11:38
- Forum: Feature Discussion
- Topic: Default file format for screenshots
- Replies: 18
- Views: 1626
Re: Default file format for screenshots
Just do a simple test: save a minetest screenshot as a jpg file with quality set to 100%; open it in your favorite image editor alongside the png version. Put the two images in different layers and do a difference between the two. After that, just boost a little bit the brightness to see something. ...
- Mon Mar 07, 2016 08:39
- Forum: Feature Discussion
- Topic: Default file format for screenshots
- Replies: 18
- Views: 1626
Re: Default file format for screenshots
If you want some background, jpeg is a lossy format; it means that to achieve better compression, it removes some information from your image, based on the fact that human eye does not react to every colors in the same way. That kind of compression can create "artifacts" in the image, that...
- Thu Mar 03, 2016 17:20
- Forum: General Discussion
- Topic: how to?[SOLVED]
- Replies: 5
- Views: 577
Re: how to?
If you just want to get the default items in your inventory while using minetes game, you just need to add the following line in your`minetest.conf file:
Code: Select all
give_initial_stuff = true
- Thu Mar 03, 2016 12:22
- Forum: Français
- Topic: Nouveau membre
- Replies: 40
- Views: 5169
Re: Nouveau membre
C'est bien le but de balancer le mod dans la partie "wip" => laisser les autres tester, même s'il te manque des textures ou que tout n'est pas encore stable :)
- Wed Mar 02, 2016 12:40
- Forum: Modding Discussion
- Topic: RE: Durability of Crafting Item?
- Replies: 3
- Views: 340
Re: RE: Durability of Crafting Item?
The xdecor mod have a similar approach with it's hammer that you can use on a workbench to repair other tools. When you repair stuff, your hammer loose some "durability". The hammer definition as a tool: https://github.com/kilbith/xdecor/blob/master/craftitems.lua#L44 And it's use (the imp...
- Mon Feb 29, 2016 15:40
- Forum: Problems
- Topic: Loading media takes forever
- Replies: 8
- Views: 602
Re: Loading media takes forever
I guess if it works on lan, but not outside lan, there is probably some filtering issue; firewall or router.
Are you using remote media server or only minetest listening on the default 30000 port ?
Are you using remote media server or only minetest listening on the default 30000 port ?
- Tue Feb 16, 2016 16:29
- Forum: Problems
- Topic: Mod Problem, Server won't start.
- Replies: 17
- Views: 2063
Re: Mod Problem, Server won't start.
The scripts lacks a "cd" command and as such, minetest was not even built. It should be (except error on my side): sudo apt-get install -y git build-essential libirrlicht-dev libgettextpo0 libfreetype6-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3...
- Thu Feb 11, 2016 19:42
- Forum: Feature Discussion
- Topic: How to disable lava and water source?
- Replies: 12
- Views: 1133
Re: How to disable lava and water source?
Yes, that's exactly what I do (In fact, I wrote some scripts that does this for me). The trick is: when a new version of minetest_game is out, create a diff between the old version and your subgame. Then, apply that diff to the new minetest_game, and you have your new game version. Do not try to cre...
- Thu Feb 11, 2016 18:29
- Forum: Feature Discussion
- Topic: How to disable lava and water source?
- Replies: 12
- Views: 1133
Re: How to disable lava and water source?
Yes you can do that; just copy /usr/share/games/minetest/games/minetest_game to your own folder (like .minetest/games/manglefox). Then, in that folder, locate the game.conf file and change the name to whatever you want. You can also change the menu/header.png and menu/icon.png files. Those are used ...
- Thu Feb 11, 2016 17:49
- Forum: Feature Discussion
- Topic: How to disable lava and water source?
- Replies: 12
- Views: 1133
Re: How to disable lava and water source?
As the bucket mod is part of the game you use, you can not deactivate it from the UI. And in fact, each game is just a collection of mods working together; minetest_game includes default, beds, boats, bucket ... On my own little home server, I use my own game that's just a copy of minetest_game with...
- Thu Feb 11, 2016 17:30
- Forum: Feature Discussion
- Topic: How to disable lava and water source?
- Replies: 12
- Views: 1133
Re: How to disable lava and water source?
You must have a "game" installed somewhere... otherwise, the engine will not even start and your world would be quite empty :) minetest_game is the default "game", or world type if you prefer, and it comes bundled with the various minetest distributions. For example, if you insta...
- Thu Feb 11, 2016 08:07
- Forum: Feature Discussion
- Topic: How to disable lava and water source?
- Replies: 12
- Views: 1133
Re: How to disable lava and water source?
If your server is based on minetest_game, there should be a bucket folder in the games/minetest_game/mods/ folder. This should remove buckets for everyone. A more friendly way to do it is to avoid people to create buckets (but let you and permitted users to get one via creative inventory or /giveme ...
- Wed Feb 10, 2016 12:39
- Forum: Problems
- Topic: help Server wont start
- Replies: 6
- Views: 589
Re: help Server wont start
EnvArgsEnd is a classic error when a server crashes.
Just removing the env_meta.txt file in your world's folder will solve the issue.
This file just contains the time of day (and game time), and it will be recreated on next start.
Just removing the env_meta.txt file in your world's folder will solve the issue.
This file just contains the time of day (and game time), and it will be recreated on next start.
- Mon Feb 01, 2016 23:15
- Forum: General Discussion
- Topic: Opinions Wanted - Lua A Good "Gateway" Language?
- Replies: 22
- Views: 2367
Re: Opinions Wanted - Lua A Good "Gateway" Language?
Development is my daily job, and I started as a kid in the 80's with old fashioned computers and languages (Basic and Logo). What's important when you teach kids how to program is to make them understand how a computer works, what are the basic things you can do, what are the kind of algorithms that...
- Tue Dec 22, 2015 19:18
- Forum: Maps
- Topic: Can't Find Worlds Folder
- Replies: 2
- Views: 696
Re: Can't Find Worlds Folder
It's probably stored in your user home folder in the ".minetest" directory.
Or simply:
Or simply:
Code: Select all
~/.minetest
- Tue Dec 08, 2015 10:58
- Forum: Feature Discussion
- Topic: Rename players?
- Replies: 2
- Views: 679
Re: Rename players?
In your "worlds/myworld/players" folder, just rename the singleplayer file to the name of your new player; this should transfer the singleplayer inventory and position to your new user (or do a copy). For locked chests, ... There is a mod in the forum providing a "tool" that allo...
- Mon Dec 07, 2015 23:47
- Forum: Français
- Topic: Présentation : "sys4" et mes mods
- Replies: 14
- Views: 1755
Re: Présentation : "sys4" et une question pour mon SubGame
C'est une bonne idée d'ajouter un callback.
Je peux essayer de faire ça en c++ et proposer un pull request...
Je peux essayer de faire ça en c++ et proposer un pull request...
- Mon Dec 07, 2015 17:39
- Forum: Old Mods
- Topic: [Modpack] Display Modpack (Old thread)
- Replies: 47
- Views: 13640
Re: [Modpack] Display Modpack
@LazerRay , maybe a copy of the error message will help the mod developer to find the problem.
minetest outputs somewhere a debug.txt file that contains all those errors messages. Just copy here the relevant part (Iike 15 lines before and after the error).
minetest outputs somewhere a debug.txt file that contains all those errors messages. Just copy here the relevant part (Iike 15 lines before and after the error).
- Wed Dec 02, 2015 10:46
- Forum: Français
- Topic: Présentation : "sys4" et mes mods
- Replies: 14
- Views: 1755
Re: Présentation : "sys4" et une question pour mon SubGame
Je viens de tomber là-dessus en lisant la doc, il existe une fonction "register_on_craft" qui est appelée quand un joueur vient de créer quelque chose. Si il n'a pas encore débloqué le craft, tu pourrais utiliser cette fonction pour remplacer ce qui est construit par un tas de déchets (sty...
- Tue Dec 01, 2015 19:54
- Forum: Français
- Topic: Présentation : "sys4" et mes mods
- Replies: 14
- Views: 1755
Re: Présentation : "sys4" et une question pour mon SubGame
Si le but, c'est de transformer tous les crafts, tu peux t'inspirer de ce que fait le mod craft_guide: remplacer la commande "minetest.register_craft" avec ta propre commande. style: local my_register_craft = minetest.register_craft minetest.register_craft = function (options) ... ajouter ...