I am less confused now! Thanks.
EDIT: And yes, I was trying to ask if code that was previously LGPLv2.1 could/should become GPLv3 when calling functions defined in a GPLv3 work.
Search found 219 matches
- Thu Dec 20, 2018 23:20
- Forum: Modding Discussion
- Topic: Can an LGPLv2.1 mod implement a GPLv3 API?
- Replies: 4
- Views: 367
- Thu Dec 20, 2018 22:32
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 26
- Views: 3492
Re: [Mod] Mese Portals [meseportals]
Thank you for reporting the bug! I try to be thorough in debugging my mods, but feedback/testing is incredibly valuable. :DSpaghettiToastBook wrote:Thanks!
- Thu Dec 20, 2018 18:29
- Forum: Problems
- Topic: What is happening in falling.lua?
- Replies: 25
- Views: 1971
Re: What is happening in falling.lua?
After some thinking, here's what I have in the code of a work-in-progress protection modpack that's running on my server (License: GNU GPLv3) wardzones/wardzones_falling/init.lua local oacti = minetest.registered_entities["__builtin:falling_node"].on_activate local ostep = minetest.registe...
- Thu Dec 20, 2018 07:51
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 26
- Views: 3492
Re: [Mod] Mese Portals [meseportals]
Welp, that's a bug.SpaghettiToastBook wrote:The only problem I've noticed is that if you try to place a portal and there's not enough room, you lose the portal forever. I assume that wasn't intended?
*Piezo_ opens up text editor
EDIT: Should be fixed now.
- Mon Dec 17, 2018 21:00
- Forum: General Discussion
- Topic: Question about writing server rules
- Replies: 18
- Views: 906
Re: Question about writing server rules
Over thinking and over-stressing over it all is futile. You're covered by simply stating the rules..., the rest is in the hands of all the wonderful and fully attentive parents of the world... (good luck) What about the "hemp" in farming_redo, and other things buried somewhere in my pile ...
- Mon Dec 17, 2018 02:52
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
Re: [Server] The Madman's Test
Update Several new or upcoming changes Rule 1 has been updated. Hateful and obscene content are now forbidden. The server is now looking for moderators. Once a decent-sized staff team has gathered, the age restriction will be lifted, and the IP address will be released publicly. I have considered c...
- Sun Dec 16, 2018 19:26
- Forum: General Discussion
- Topic: Question about writing server rules
- Replies: 18
- Views: 906
Re: Question about writing server rules
image What am I even looking at? I think that you cannot simply add a 18+ confirmation because many young players do not speak English. Currently, I only give out the IP to those who specifically ask, and my confirmation mechanism automatically kicks people after 25 seconds if they don't confirm, s...
- Sun Dec 16, 2018 19:13
- Forum: General Discussion
- Topic: Question about writing server rules
- Replies: 18
- Views: 906
Re: Question about writing server rules
That's not how the law works.Stix wrote:Put a disclaimer that says some of the content in chat might be only suitable for players of ages 18 and higher, and so if someone who joins is offended by the chat, its their fault.
- Sun Dec 16, 2018 08:51
- Forum: Mod Releases
- Topic: [Mod] hang-gliders [hangglider]
- Replies: 80
- Views: 9150
Re: [Mod] hang-gliders [hangglider]
I think we've drifted far enough from the topic of the mod.
- Sun Dec 16, 2018 02:13
- Forum: General Discussion
- Topic: Question about writing server rules
- Replies: 18
- Views: 906
Re: Question about writing server rules
But why this? Is there something particular in your server that make you enforce a 18+ years requirement? A server description with a 18+ requirement would be really fishy, I would imagine an "adult game" with graphically "adult content" (I think you know what I mean) and althou...
- Sat Dec 15, 2018 22:51
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
Re: [Server] The Madman's Test
Sooo, i was there a few moments ago to check things out, looks interesting but there seems to be a heavy lag issue ongoing. i could not do anything, neither switch pages in inv nor issue a simple /status command :( The server is located in California, USA. If you live particularly far away (such as...
- Sat Dec 15, 2018 22:44
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 26
- Views: 3492
Re: [Mod] Mese Portals [meseportals]
You can set private destinations, and sort portals by only the ones owned by you, which might be similar to what you're asking?puzzlecube wrote:Would be cool to have them be assignable to portal networks so that you could have private destinations though.
- Fri Dec 14, 2018 23:53
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
Re: [Server] The Madman's Test
*EDIT: also what do you mean by "encouraging use of proprietary software"? So if a couple people start talking about some old console or pc games they used to play and love (and lets face it they're probably proprietary like most great games), would they get banned? To quote the signs in ...
- Fri Dec 14, 2018 22:12
- Forum: Mod Releases
- Topic: [Mod] hang-gliders [hangglider]
- Replies: 80
- Views: 9150
Re: [Mod] hang-gliders [hangglider]
Humanity never ceases to disappoint me.gpcf wrote:We need placebo hanggliders:
https://www.bmj.com/content/363/bmj.k5094
Sometimes, in cases of extreme lag, the glider will fail to open in time to save the player, so you could say this is already implemented.
- Fri Dec 14, 2018 21:18
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
Re: [Server] The Madman's Test
(actually I'm always very interrested to know what is missing in display_modpack) Signs_lib had its dependency on basic_materials removed, and display_modpack had everything except large banners, ontime_clocks, steles, and the libraries needed for basic function removed. Both of them have had their...
- Fri Dec 14, 2018 19:35
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
Re: [Server] The Madman's Test
Oh yes, I am. Great! PM me for the IP address! Do you like to see "Attempted to index a nil value" as your world CRASHES AND BURNS?! That's a quite boring error since it can mostly be fixed with a single if-statement in the mod code (or just by updating the mod). But burn and crash? I cou...
- Fri Dec 14, 2018 07:17
- Forum: General Discussion
- Topic: Question about writing server rules
- Replies: 18
- Views: 906
Re: Question about writing server rules
I have already implemented A on my server via a prompt (Which is basically a very short EULA), so no effort will be needed. I'll keep watching this thread for a while, though, to see what other admins have to say.Linuxdirk wrote:A is easier. Use A.
- Fri Dec 14, 2018 05:41
- Forum: General Discussion
- Topic: Question about writing server rules
- Replies: 18
- Views: 906
Question about writing server rules
I'm designing the rules for my server, and I ran into an issue deciding whether to A: Age-restrict the server to users over the age of 18, and allow pretty much any content so long as it isn't breaking any laws. B: Allow anyone to join, but have strict rules regarding hateful or obscene content. Whi...
- Fri Dec 14, 2018 01:11
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
Re: [Server] The Madman's Test
<EDIT> Since the time of this reply, the age restriction has been lifted, and the rules have been adjusted. To my knowledge, no offensive content was created before this change. Any content that is not suitable for minors will result in a permanent ban of your account, your IP address, and all acco...
- Thu Dec 13, 2018 22:23
- Forum: Servers
- Topic: [Server] The Testing Grounds (no longer active)
- Replies: 37
- Views: 3279
[Server] The Testing Grounds (no longer active)
The Testing Grounds and its former IP address are no longer active. The server is now being hosted at a new location under the name TimeSent . The same world and mods are present. Old server info: If you've seen the mods I make and/or contribute to, you've probably heard me mention this old junk he...
- Thu Dec 13, 2018 21:54
- Forum: WIP Mods
- Topic: [Mod]SpellTest - A dynamic spell crafting system
- Replies: 7
- Views: 775
Re: [Mod]SpellTest - A dynamic spell crafting system
That aside, this looks like a great mod. I haven't tested it yet, but I would love to install it on my server eventually.stealthio wrote:Sounds like a very good idea, thanks for reminding me!
- Thu Dec 13, 2018 20:09
- Forum: WIP Mods
- Topic: [mod] Wielded Items with full node support [wield_redo]
- Replies: 20
- Views: 1547
Re: [mod] Wielded Items with full node support [wield_redo]
Update Held items can now be scaled to be larger or smaller, but this parameter is optional. The internal code looks a bit different now, if your mod implements this, check to make sure it still works. Improved placement of held nodes If you're using minetest_systemd, make sure it's the latest vers...
- Thu Dec 13, 2018 19:42
- Forum: WIP Mods
- Topic: [Mod] Semi-simple mushroom overhaul [mushrooms_redo]
- Replies: 7
- Views: 848
[Mod] Semi-simple mushroom overhaul [mushrooms_redo]
Since the removal of spores from Minetest, food has been scarce. We have had to scavenge for mushrooms. The days have been short. The nights, long and bitter with cold, remain. Now, for the first time in years, the ability to farm mushrooms has returned, and it goes by the name of mushrooms_redo htt...
- Thu Dec 13, 2018 19:12
- Forum: WIP Mods
- Topic: [Mod]SpellTest - A dynamic spell crafting system
- Replies: 7
- Views: 775
Re: [Mod]SpellTest - A dynamic spell crafting system
Could you check for minetest.is_protected(pos, user) when building?
- Thu Dec 13, 2018 18:57
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 26
- Views: 3492
Re: [Mod] Mese Portals [meseportals]
Update
- Added a hint in the item name for burying portals in the ground.
- Nodes that make up the base of a portal are now protected.
- Portals no longer use an annoyingly slow ABM to update their world-node.