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Re: Change player models (+ Super Smash Bros. Ultimate fight

Note that even if the assets are truly created independently, they may still be covered by trademarks or copyright, and this is generally not acceptable according to the forum rules. There is no problem making these assets, but you can't legally distribute them in may places, and thus also not on th...
by sofar
Fri Mar 01, 2019 21:32
 
Forum: Modding Discussion
Topic: Change player models (+ Super Smash Bros. Ultimate fighters)
Replies: 2
Views: 154

Re: [TOOL]mtmediasrv[mtmediasrv] - Minetest Remote Media Ser

v6 fixes a crash on startup if there are duplicate files on the server.
by sofar
Thu Feb 28, 2019 03:56
 
Forum: Minetest-related projects
Topic: [TOOL]mtmediasrv[mtmediasrv] - Minetest Remote Media Server
Replies: 34
Views: 3828

Re: Public Remote Media Server Project

jas wrote:Hello. Thank you for the list; if you're interested I'm using this for git://github.com/jastevenson303/Glitchtest.git --

Particularly FaceDeer's dfcaverns modpack @ git://github.com/facedeer/dfcaverns.git (LICENSE.txt)


Added both. They'll be included in a few hours as usual.
by sofar
Thu Feb 28, 2019 01:35
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 103
Views: 10303

Re: Import 3D model to Minetest

Minetest can use .x, .b3d (supports animations) and .obj (doesn't support animations) model formats. Almost all modelling programs can export to .obj format, so that would seem to be a good choice. You just have to find out if blender can read your model format, because it can export to .obj. Altern...
by sofar
Wed Feb 27, 2019 19:58
 
Forum: Maps
Topic: Import 3D model to Minetest
Replies: 3
Views: 346

Re: The Special key

Getting back on topic, I appreciate the advice given by Shad. Thanks! I will try an approach where I with globalstep check for the aux key being pressed, then check if something is pointed at by means of raycasting, then execute that node’s on_aux definition and execute that function. I’ll also loo...
by sofar
Wed Feb 27, 2019 19:37
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 29
Views: 974

Re: The Special key

GreenDimond wrote:May I point both you and sofar to this line in content_cao.cpp which clearly shows that aux1 is bound to "sprinting".


hah, I stand corrected.
by sofar
Wed Feb 27, 2019 01:50
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 29
Views: 974

Re: The Special key

I mean, that has been it's primary function since it was introduced (maybe from the beginning?). Aux1 is literally bound to sprinting. Hard-coded. That's not even remotely near the truth. The minetest engine only hardcodes `aux1 ladder descend` and that is even optional. There is nothing in the eng...
by sofar
Tue Feb 26, 2019 17:23
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 29
Views: 974

Re: The Special key

The 'Special key' is the Auxiliary key (shorthand: AUX). It is intended for sprinting. I don't think this is correct. While it is used by several mods for this, I do not believe that that is why it exists in the first place, nor that that was even a consideration for why it was added. Simply, I bel...
by sofar
Sun Feb 24, 2019 05:59
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 29
Views: 974

Re: Public Remote Media Server Project

Update:

You can get a list of currently included mods from this URL: http://media.foo-projects.org/remotes. You can use this to check if your favorite mods are already included or not. Or send corrections and updates.
by sofar
Wed Feb 20, 2019 18:26
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 103
Views: 10303

Re: Public Remote Media Server Project

load_mod_areas = true I can't do anything with this data. Please list only new mods that were not added before, and give me the git URL for them. If you say "load_mod_areas" then I have no idea what git URL that is, or whether you use a fork of it at a different URL or not. For reference,...
by sofar
Wed Feb 20, 2019 17:59
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 103
Views: 10303

Re: We're looking for a skilled C++ developer

runs wrote:I only want Minetest to improve, not to be a troll/hater/stupid forumer. Or maybe yes <snip>


Sigh.
by sofar
Tue Feb 19, 2019 18:24
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 23
Views: 1330

Re: We're looking for a skilled C++ developer

No, it is enough to put the source code, in fact. Furthermore, you can help to clarify what is new or not. But this is your intention and you have not the obligation to do it. But really, your help is important, the Minetest community is anchored in the past, a new vision will always be good. You h...
by sofar
Tue Feb 19, 2019 17:17
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 23
Views: 1330

Re: We're looking for a skilled C++ developer

Now the question is: how to provide a real feed back to the community? Sharing the code is not enough. What EvidenceBKidscode meant by "we don't know how to do it" was about how to do that. I guess the best practice would be to open PRs and push them back to the Minetest project. This is ...
by sofar
Mon Feb 18, 2019 18:08
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 23
Views: 1330

Re: [Server] Inside The Box [Puzzles]

I'm very hesitant to add anything like this at the moment. While I understand the attractiveness, it makes things a lot more complicated and opens up a possibility for abuse. We get the occasional group of "kids" come and play and they seem to be doing fine solving puzzles in parallel. Hav...
by sofar
Mon Feb 18, 2019 17:55
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 451
Views: 28417

Re: Post your screenshots!

Image

Miner_48er seems to want people to search in this box for a long time... I think he succeeded, even though it's a smallish box :)
by sofar
Mon Feb 18, 2019 07:01
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8515
Views: 963887

Re: Secure install Minetest Server on Linux

This is only a very short list of things you *should* really do, there are many other things that I'm leaving out here: - don't run your server as root - do not use sftp. Use `scp` instead. - uninstall software from the server that you do not need. Especially graphical things like the X server. - do...
by sofar
Sun Feb 17, 2019 21:45
 
Forum: General Discussion
Topic: Secure install Minetest Server on Linux
Replies: 1
Views: 150

Re: Question about ABMs

ABM code only runs when the node is selected by the chance. So this doesn't work, because you want something happening both when (some random chance) and (not some random chance), in other words: always. A node timer should solve this. Add a node timer to your node. When the node timer function is c...
by sofar
Sun Feb 17, 2019 04:44
 
Forum: Modding Discussion
Topic: Question about ABMs
Replies: 1
Views: 123

Re: Simultaneous instances of particle spawners possible?

Post your code, otherwise it's impossible to debug this.
by sofar
Sat Feb 16, 2019 04:49
 
Forum: Problems
Topic: Simultaneous instances of particle spawners possible?
Replies: 3
Views: 207

Re: MineClone 2 Unofficial Official Textures

This texture pack is now officially MIT licensed. Are ALL of the authors of this texture pack OK with that? NOPE I am not. I said my textures have to be licenced under... https://creativecommons.org/licenses/by-sa/2.0/ Which is also a far better license, so I strongly suggest to relicense everythin...
by sofar
Thu Feb 14, 2019 01:42
 
Forum: Texture Packs
Topic: MineClone 2 Unofficial Official Textures
Replies: 95
Views: 8990

Re: UV Map not displaying properly on mesh

Without a screenshot, it's hard to say, but most likely you didn't export normals, or the normals are inverted, and so they are rendered that way.
by sofar
Sun Feb 10, 2019 20:23
 
Forum: Modding Discussion
Topic: UV Map not displaying properly on mesh
Replies: 4
Views: 183

Re: [Server] Inside The Box [Puzzles]

What I'm currently thinking of doing is to make the reveal tool disclose the stored information: - list linked nodes (both ways) - list settings like distance, stored nodes for creators, detectors - list adder setting and current count values This will be callback based so each node can print out no...
by sofar
Sat Feb 09, 2019 21:24
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 451
Views: 28417

Re: [Server] Inside The Box [Puzzles]

I made some improvements to the "reveal" tool that should greatly help builders check their mech connections. The tool now shows a chain of particles between the linked nodes that slowly travel in the direction of their connection and stay visual for 3 seconds. Should be much easier to wor...
by sofar
Sat Feb 09, 2019 06:37
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 451
Views: 28417

Re: [Server] Inside The Box [Puzzles]

So, I was playing Memory, and I found two ways to get stuck in the level: First, if you dig the red blocks closest to the entrance, you can't get the ones further off and therefore must restart the level. That was easily fixed. Thanks for reporting, that is definitely something that I didn't forese...
by sofar
Sat Feb 09, 2019 03:59
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 451
Views: 28417

Re: [Server] Inside The Box [Puzzles]

[9:54:31 pm] <insidethebox> <###########> SCREW IT [9:54:33 pm] <insidethebox> *** ############# left the game This ... this is why I keep making more levels. :) (If you're wondering, this is the sort of language I really don't have an issue with. It's not meant to attack a person, this person clea...
by sofar
Fri Feb 08, 2019 06:02
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 451
Views: 28417

Re: simplest mod using a mesh

Check how I did this in `warps`. And yes, the UV unwrapping is encoded in the obj file.

https://github.com/minetest-mods/warps/ ... t.lua#L241
by sofar
Thu Feb 07, 2019 23:15
 
Forum: Modding Discussion
Topic: simplest mod using a mesh
Replies: 6
Views: 255
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