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Re: Mod Loading Hadling.

Why I`m asking for it is I need to override 'node_def' tables of all nodes of any mods that enabled, because they need additional properties. That`s why I need to load this mod after all. See this thread: https://forum.minetest.net/viewtopic.php?f=6&t=3045 Heres a quick function (hack) based on...
by neoh4x0r
Fri Aug 09, 2019 21:05
 
Forum: Modding Discussion
Topic: Mod Loading Hadling.
Replies: 10
Views: 213

Re: Preserving settingtypes.txt

When I start minetest and go to the Settings tab, click on the Advanced Settings button, scroll down to Mods and select the mod in question, it brings up a list of settings I can set for that particular mod, defined by what's in settingtypes.txt. But it's global. Yes when changing settings like tha...
by neoh4x0r
Fri Aug 09, 2019 20:32
 
Forum: Modding Discussion
Topic: Preserving settingtypes.txt
Replies: 4
Views: 110

Re: Player Specific Inventory Crafter.

Is there a way to make a craftable item limited to a specific player. For example in the recipe for coding a item add this if player = playername or group then item is registered and craftable by that player. else other players dont see the item. but also if the "playername or group" can ...
by neoh4x0r
Fri Aug 09, 2019 19:49
 
Forum: Modding Discussion
Topic: Player Specific Inventory Crafter.
Replies: 5
Views: 193

Re: Mod Loading Hadling.

there`s no a function like minetest.load_mod() that would implement loading of that mod inside minetest.register_on_mods_loaded(), as far as I know. TL;DR You need a new feature to be added to minetest to dynamically load mods. This is non-trivial and would require a lot of work to properly sort th...
by neoh4x0r
Fri Aug 09, 2019 19:24
 
Forum: Modding Discussion
Topic: Mod Loading Hadling.
Replies: 10
Views: 213

Re: Preserving settingtypes.txt

It's strange to me that your stoneworks is always already enabled. Even if I uninstalled it and unpacked a "fresh" downloaded zip in the mods folder again. ================================================================ I'll assume that it is [Mod] stoneworks [1.2][stoneworks] by TumeniN...
by neoh4x0r
Fri Aug 09, 2019 18:24
 
Forum: Modding Discussion
Topic: Preserving settingtypes.txt
Replies: 4
Views: 110

Re: Block projection problems

Stopping the for loop using a break statement when a non-air node is encountered should work. Yes checking if the node is not air would work. Howevre, minetest.line_of_sight returns the position of a blocking node (if that position is not nil, then it could be used as the limit). (The below code co...
by neoh4x0r
Mon Aug 05, 2019 19:46
 
Forum: Modding Discussion
Topic: Block projection problems
Replies: 3
Views: 134

Re: "not enough memory" random crash?

EDIT 2: I have tried to pack as much information as possible into this post (including the proposed fix for memory limitations in luajit) EDIT: On the main site: http://luajit.org/ It states that " LuaJIT 2.1.0-beta3 has been released " (on 2017-05-01) "major new features are JIT comp...
by neoh4x0r
Sun Aug 04, 2019 20:23
 
Forum: Modding Discussion
Topic: "not enough memory" random crash?
Replies: 7
Views: 216

Re: DriftBus

Also, yet I don`t understand why using my API the bus will hesitate if it is braking and in your one more smooth turns. After initialing turning 0.36 radians (20.63 degress) [if and only if rotation is 0] -- and then the vehicles are turning 0.12 radians (6.88 degrees) per unit of time -- I'll assu...
by neoh4x0r
Sun Aug 04, 2019 02:15
 
Forum: WIP Mods
Topic: DriftBus
Replies: 3
Views: 333

Re: "not enough memory" random crash?

i was testing if i could prevent crashing in a on_generated function in mt dev (mt5.1 seems to not crashing by it), by checking with collectgarbage, and abort the function if it was using too much memory, but, it crashed about 1/10 times, and when it crashed it used less memory then many of the oth...
by neoh4x0r
Sun Aug 04, 2019 01:46
 
Forum: Modding Discussion
Topic: "not enough memory" random crash?
Replies: 7
Views: 216

Re: [Mod] Pipeworks [git] [pipeworks]

I have an issue with how this mod works - specifically flow control. Maybe someone can help me out. I have 1 auto-crafter that receives Cobblestone and makes Gravel (the server has a recipe for that). My supply of cobblestone is automated. Now I have connected a Blinking Plant to an Injector that t...
by neoh4x0r
Wed Jul 31, 2019 23:16
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 670
Views: 217143

Re: pipeworks problem

I was looking for a mod for my digtron and i found this. I installed it and when i do it on and i am going to my singleplayer world and then the digtron mod and the advtrains mod are unknowm items plz help me I would make sure that you have all the requisite dependencies (ie non-optional) installed...
by neoh4x0r
Tue Jul 30, 2019 18:22
 
Forum: General Discussion
Topic: pipeworks problem
Replies: 2
Views: 311

Re: Keep a one git branch of my mod or create second unstabl

I don`t know how to behave in such situation other modders who expose their mods on Github. Keeping an only branch implies users will donwload unstable, with errors/lacks and feature-unfinished software. Would it be best then to create second unstable one? Why would you prefer people try your unsta...
by neoh4x0r
Sun Jul 28, 2019 18:54
 
Forum: Modding Discussion
Topic: Keep a one git branch of my mod or create second unstable?
Replies: 5
Views: 211

Re: What is the better way to save pictures?

An image of 32 x 32 pixels will need 1024 MB (1 GB) and a 64 x 64 image will be need more than 4096 MB (4 GB) of storage/memory. Assumptions: * 32-bit color depth (4 bytes per pixel: RGB+A) * Raw byte encoding, bitmap-like * No ^[combine strings or whatsoever Calculation: size_MiB = 4 * width * hei...
by neoh4x0r
Sat Jul 27, 2019 17:32
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

(Also, 1024bytes is a little more than a kilobyte) Well it has to do with how binary values are stored -- kilobyte (base-10) vs kibibyte (base-2). 1024 bytes to kilobytes = 1024 bytes / 1000 bytes/kilobyte = 1.024 kilobytes 1024 bytes to kibibytes = 1024 bytes / 1024 bytes/kibibyte = 1 kibibyte Whe...
by neoh4x0r
Sat Jul 27, 2019 17:27
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

It is not. Skins are 64x32, and as noted in the README, any size image can be displayed in a formspec. I was refereing to: https://github.com/GreenXenith/skinmaker#how-does-this-work Specifically: How does this work? This mod is limited to 16x16 textures due to the method used and the limitations o...
by neoh4x0r
Sat Jul 27, 2019 17:07
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

I updated my previous post right before you replied: 1024 bytes per kilobyte.
by neoh4x0r
Sat Jul 27, 2019 17:02
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

You clearly said a 32x32 image would take up 1GB of space. That is absurd. In this case, it would take up just over a kilobyte of space. A real 32x32 image (with 8 bit color) would be around 8kb. I don't know why my eyes wanted to insert something that wasn't there. ------------------ at 1 byte per...
by neoh4x0r
Sat Jul 27, 2019 16:47
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

An image 25*25 takes 625 bytes of text for meta, an example below: abcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefghijklmnabcdefghijkabcdefg...
by neoh4x0r
Sat Jul 27, 2019 16:35
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

It should be noted that this is a really bad way to store image data -- it is essentially uncompressed data where the size of the image will be a 2nd order polynomial: y = x^2 . An image of 32 x 32 pixels will need 1024 MB (1 GB) and a 64 x 64 image will be need more than 4096 MB (4 GB) of storage/...
by neoh4x0r
Sat Jul 27, 2019 16:21
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

As text ?? Do mean you want to generate ASCII art from a photo ? (If not then you can't save a photo as text, unless you want garbage data). Yep, as text. An example we save some pixel art (an example from let's paint mod) as "abcdefg" (a=black, b=white, c=red and etc), then open as forms...
by neoh4x0r
Fri Jul 26, 2019 21:03
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: What is the better way to save pictures?

bosapara wrote:What is the better way to save pictures as text?
Image


As text ??

Do mean you want to generate ASCII art from a photo ?

(If not then you can't save a photo as text, unless you want garbage data).
by neoh4x0r
Fri Jul 26, 2019 11:41
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 490

Re: [Mod] Digilines [digilines]

I try to make a working analog clock in minetest with digilines, digistuff and led marquee (led marquee isn't the problem) but it doesn't work If you would like to see the design, what there is happening and what I did tried in 25 minutes watch the video https://drive.google.com/file/d/1ZVdk33q8HkT...
by neoh4x0r
Fri Jul 26, 2019 03:01
 
Forum: Mod Releases
Topic: [Mod] Digilines [digilines]
Replies: 73
Views: 44246

Re: Light levels above 15

Light level is stored in one byte: 4 bits for day light, and 4 bits for night light. Since night light level can't be bigger than day light level, many combinations are unused. In fact, with 16 light values, we have 256 combinations, but only 136 (16+15+14+13+12…) are used. With 22 light values (0~...
by neoh4x0r
Tue Jul 23, 2019 02:10
 
Forum: Feature Discussion
Topic: Light levels above 15
Replies: 19
Views: 2033

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

The LUA controller is cool and all but it is missing a call. This call is split. I put it in on my local copy and it works great and I thought I'd recommend it. I searched this thread for anything having to do with the lua controller and nothing came up talking about it so I figured I'd bring it up...
by neoh4x0r
Mon Jul 22, 2019 23:04
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1827
Views: 508175

Re: Check if player is looking

@AiTechEye I was just looking at the latest logs on github for minetest and I came across this commit: https://github.com/minetest/minetest/commit/71db715ba56369c67aa3187315601e2ae25d719a Add vector.dot and vector.cross Mostly copied from MarkuBu's code So your this part of your code can be changed ...
by neoh4x0r
Mon Jul 22, 2019 09:23
 
Forum: Modding Discussion
Topic: Check if player is looking
Replies: 11
Views: 419
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