Search found 79 matches

by oleastre
Thu Nov 26, 2015 21:01
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 29
Views: 6225

Re: [Mod] Telemosaic [telemosaic] (WIP)

Small note: in your README.md file, the installation instructions tells the user to rename the extracted folder "bewarethedark" ...
I suppose it should be "telemosaic" :)
by oleastre
Tue Nov 17, 2015 21:01
Forum: General Discussion
Topic: What is IRC and Github
Replies: 8
Views: 943

Re: What is IRC and Github

For IRC: https://en.wikipedia.org/wiki/Internet_Relay_Chat It's an instant messaging system (think facebook messages for example, or google hangout) that works with different channels. There is a channel dedicated to minetest where you can talk with other people. For github, it's a "git" h...
by oleastre
Sat Nov 14, 2015 16:16
Forum: WIP Mods
Topic: [Mod] Goblins [goblins] [WIP]
Replies: 228
Views: 31736

Re: [WIP] Goblins [mobs_goblins]

If it's installed in /usr, I suppose, you did it as root.
And if you try to run it as a user, can you verify you have enough permissions to access the mod files ? (Read for files and read + execute for directories)
by oleastre
Fri Oct 30, 2015 09:46
Forum: News
Topic: Minetest 0.4.13
Replies: 141
Views: 32376

Re: Minetest 0.4.13

I add the quite the same kind of problem: too much of the same kind of biome in the same area and having to walk a long time before getting in a nice place. So I changed this in my minetest.conf to get a little bit more variation in humidity and heat: mg_biome_np_heat = 50, 50, (500, 500, 500), 5349...
by oleastre
Tue Sep 22, 2015 20:57
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 29
Views: 6225

Re: [Mod] Telemosaic [telemosaic] (WIP)

Cool, I was thinking about creating a similar mod !
by oleastre
Wed Sep 16, 2015 21:03
Forum: Français
Topic: impossible de rejoindre un monde
Replies: 5
Views: 823

Re: impossible de rejoindre un monde

Ouch; je dirais un problème de sauvegarde de la map...

Est-ce que tu as au moins l'interface joueur (inventaire, ...) ?
Si c'est le cas, tu es probablement quelque part entre deux blocs.
Le plus simple c'est d'activer le mode qui permet de voler (fly) et de se déplacer pour voir.
by oleastre
Wed Sep 16, 2015 14:04
Forum: Français
Topic: impossible de rejoindre un monde
Replies: 5
Views: 823

Re: impossible de rejoindre un monde

Dans le répertoire "worlds" tu devrait trouver un répertoire avec le nom de ton monde. Et dans ce répertoire là, un fichier nommé "env_meta.txt".
C'est ce fichier qui est erroné. En général, simplement le supprimer (ou renommer) suffit à faire redémarrer le monde.
by oleastre
Tue Sep 01, 2015 09:32
Forum: Modding Discussion
Topic: 3D Perlin noise generator for testing
Replies: 14
Views: 1449

Re: 3D Perlin noise generator for testing

To test some mapgen parameters, I first created simple chat command to explore the world. You can find it in: https://oleastre.be/git/?p=minetest-oleastre.git;a=blob_plain;f=oleastre/tools.lua Then, create a world with the correct game, and mods activated (name it 'A'). After having it created, remo...
by oleastre
Mon Jun 08, 2015 15:42
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 1643

Re: Mod Releases policty change proposal: Unique shortnames

To all the other comments I just say: Sorry, but you are off-topic. This topic is about a specific rule I proposed, not about Minetest's dependency management system in general. I think that's the root of the problem. As minetest's dependency management lacks some features you have to rely on namin...
by oleastre
Mon May 25, 2015 20:31
Forum: General Discussion
Topic: Define new keys with mod?
Replies: 5
Views: 595

Re: Define new keys with mod?

I remember reading some discussions about custom mappable keys... (but cannot remember where)

Something already asked here: https://github.com/minetest/minetest/issues/560
by oleastre
Wed May 20, 2015 16:15
Forum: WIP Mods
Topic: [Mod] Clothing [WIP] [clothing]
Replies: 26
Views: 8559

Re: [Mod] Clothing [WIP] [clothing]

First, I really like this mod... creating your clothes in game is a lot more fun than just changing a skin. I just have a simple question about the current loom machine recipe: would you consider a pull request that replace the current default:pinewood with group:wood to simplify the use of your mod...
by oleastre
Tue Apr 28, 2015 15:32
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 387097

Re: Post your modding questions here

Using mgv5/7 generators, you can simply use register_decoration and specify a list of biomes where your content should be placed (don't know if it works with mgv6). Another solution is to register an "on_generated" callback with the current mapgen. This will give you a map of the generated...
by oleastre
Tue Mar 17, 2015 21:44
Forum: General Discussion
Topic: Making an attractive Android game
Replies: 37
Views: 6173

Re: Making an attractive Android game

If it can help with the development of a specific android game, I can share some scripts to create and maintain games based on minetest_game and a list of mods. I use that to periodically update my own game (almost vanilla stuff plus some small patches to make everything work seamlessly)
by oleastre
Wed Mar 04, 2015 18:47
Forum: Feature Discussion
Topic: [Suggestion] Profile chooser
Replies: 10
Views: 1500

Re: [Suggestion] Profile chooser

Some dev can probably confirm, but mostly, the singleplayer tab is just a shortcut to launch a server with a predefined user name which is "singleplayer".
by oleastre
Wed Mar 04, 2015 14:15
Forum: Feature Discussion
Topic: [Suggestion] Profile chooser
Replies: 10
Views: 1500

Re: [Suggestion]

You can already do something similar using the "server" tab of the UI: pick a world, a user name and a password.
Minetest will launch and connect you to your world with the given username.
by oleastre
Sun Mar 01, 2015 21:21
Forum: Minetest-related projects
Topic: [blokel] - Development
Replies: 33
Views: 5668

Re: [blokel] - Development

Sorry, but I probably lack some background to understand your answer. Can you point me to the freeminer explanation so that I can understand ? I understand that it requires more work to get a pull-request integrated in another project. But on the the long term, you will benefit from all the other im...
by oleastre
Sun Mar 01, 2015 20:02
Forum: Minetest-related projects
Topic: [blokel] - Development
Replies: 33
Views: 5668

Re: [blokel] - Development

Every time I see that kind of fork I wonder why ? From your description, most of the work is done as a subgame. So, what prevents you to contribute your changes to the engine so that every minetest user can benefit from those changes ? Those changes can be packaged as a separate repository but contr...
by oleastre
Tue Feb 03, 2015 09:02
Forum: Feature Discussion
Topic: New decoration type
Replies: 7
Views: 1136

Re: New decoration type

I came to the same conclusion, that's what I did in my simplev7 branch to generate trees, and what triggered this idea.
by oleastre
Mon Feb 02, 2015 22:45
Forum: Feature Discussion
Topic: New decoration type
Replies: 7
Views: 1136

Re: New decoration type

And currently there is no way to register L system based trees as decoration (from what I've seen, there is some initial code, but that never calls the actual generation )...

Aside of that, my suggestion is more generic than trees... it's just that's what triggered the idea.
by oleastre
Mon Feb 02, 2015 22:18
Forum: Feature Discussion
Topic: New decoration type
Replies: 7
Views: 1136

Re: New decoration type

Nice to see some progress on standard biomes for mg v5/7, thanks for all that work ! Of course my current solution using saplings is only a workaround... Lua defined schematics is maybe sufficient to generate trees, but it's just a predefined structure with some random variation. Allowing to call a ...
by oleastre
Mon Feb 02, 2015 17:40
Forum: Feature Discussion
Topic: New decoration type
Replies: 7
Views: 1136

New decoration type

I'm currently playing with map generation. I started with MTDad simplev7 and was a little bit annoyed by the schematics tree, and asked myself: why not using default mod tree growing functions ? So, I started a big rewrite of the mod you can see the work in progress here: https://github.com/oleastre...
by oleastre
Fri Jan 23, 2015 16:53
Forum: Feature Discussion
Topic: About confusing and potentionally insecure password handling
Replies: 32
Views: 3907

Re: About confusing and potentionally insecure password hand

Correct me if i'm wrong, but aren't username and password stored per world ?
If that's the case, a simple salt could be the world's seed (should be sent to the user before identification is done). That one is a constant that does not change for a given world.
by oleastre
Sun Jan 04, 2015 00:37
Forum: WIP Mods
Topic: [Mod] Simple V7 [1.0] [simplev7]
Replies: 15
Views: 3286

Re: [Mod] Simple V7 [1.0] [simplev7]

I started a new world today using your mod and mgv5. Until now, I really like the kind of generated land, caves, ...

I just did a small change: use minetest game's pine tree instead of your custom snow tree (did a pull request ongithub if you want to includes this).
by oleastre
Fri Oct 17, 2014 12:50
Forum: General Discussion
Topic: Restore mapgen v5 ?
Replies: 66
Views: 9548

Re: Restore mapgen v5 ?

Maybe you forgot to switch to the mgv5 branch ?
=> git checkout -b mgv5