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Re: Network protocol change/compatibility

FYI: There's no "4.17" server. Also 5.x is meant to be incompatible with 0.4.x Arg. I keep getting confused. Not so strange imho when the jump is from 0.4 to 5.0 :-D. I think I wrote 0.5 when I meant 5.0 as well somewhere. But what I meant is that 5.x from yesterday is incompatible with 5...
by wziard
Fri Nov 30, 2018 20:24
 
Forum: Partly official engine development
Topic: Network protocol change/compatibility
Replies: 5
Views: 593

Re: A suggestion for the plants of the development version

See the blue agave in TenPlus1's wine mod. It was just changed to use a nodetimer instead of an ABM

This is the commit:
https://notabug.org/TenPlus1/wine/commi ... 385b4371d1
by wziard
Fri Nov 30, 2018 13:18
 
Forum: Feature Discussion
Topic: A suggestion for the plants of the development version
Replies: 11
Views: 860

Network protocol change/compatibility

Quick question about compatibility. I yesterday updated my 5.0.0 server, and it looks there was an incompatible change in the network protocol, I think because of this commit: https://github.com/minetest/minetest/commit/faa358e797128ab07bb5644ce305a832d59e5596 Is this normal for the dev version? Or ...
by wziard
Fri Nov 30, 2018 13:16
 
Forum: Partly official engine development
Topic: Network protocol change/compatibility
Replies: 5
Views: 593

Re: Can`t put a box inside a cabinet.

One 'block' area is one position for minetest.
by wziard
Fri Nov 30, 2018 13:10
 
Forum: Problems
Topic: Can`t put a box inside a cabinet.
Replies: 8
Views: 419

Re: How can I get into Client Modding ?

Asking a volunteer coder for a release date is not the most productive thing to do :-). It's done when it's done. People have deadlines in their day job, they don't really need them in their hobbies.
by wziard
Fri Nov 30, 2018 13:04
 
Forum: General Discussion
Topic: How can I get into Client Modding ?
Replies: 11
Views: 446

Re: Screwdriver helper arrows

not heavy at all. Well, multiplying 4 4x4 matrices together will always be quite a lot heavier than 1 table lookup :-). But as I said I was probably overly concerned for something happening as sporadically as screwdriver rotation. I'll have a look at that screwdriver2. Though I think the default sc...
by wziard
Fri Nov 30, 2018 11:22
 
Forum: WIP Mods
Topic: Screwdriver helper arrows
Replies: 6
Views: 301

Re: How can I get into Client Modding ?

Do not worry! None of our servers will ever be able to modify your minecraft client. Or any other app you bought from MS :D Whoops, that was a stupid typo. But my point stands. I think a server sending executable code to my minetest client is scary. I'm not sure if I trust the lua VM to be battle h...
by wziard
Fri Nov 30, 2018 10:47
 
Forum: General Discussion
Topic: How can I get into Client Modding ?
Replies: 11
Views: 446

Re: Screwdriver helper arrows

I also think default screwdriver is weird. But I already use screwdriver2 which not only displays how it will rotate but the method itself is much more intuitive. There’s also rhotator mod which is similar but without the particle effect. Ah. There were several other screwdriver mods indeed. But th...
by wziard
Fri Nov 30, 2018 10:37
 
Forum: WIP Mods
Topic: Screwdriver helper arrows
Replies: 6
Views: 301

Re: Screwdriver helper arrows

Reworked it to be compatible with 4.17.

Nobody else thinks the rotation is confusing? :-)
by wziard
Fri Nov 30, 2018 08:41
 
Forum: WIP Mods
Topic: Screwdriver helper arrows
Replies: 6
Views: 301

Re: How can I get into Client Modding ?

Of course I'm very new here and I don't know all the ins and outs, but I must say I don't really get the negativism towards CSM. Maybe it has to do with the developers of CSM? To me it just seems a very useful thing for things like embellishing/customising the user interface/look without bothering t...
by wziard
Fri Nov 30, 2018 07:56
 
Forum: General Discussion
Topic: How can I get into Client Modding ?
Replies: 11
Views: 446

Re: Callback on selection?

Yes, I looked into the raycast stuff. I might need to use that from a globalstep function or the player on_step function maybe. Though I think it would become a very inefficient way of getting info the server obviously already had (because it knows when/where to draw the selection box) or maybe that...
by wziard
Thu Nov 29, 2018 19:54
 
Forum: Modding Discussion
Topic: Callback on selection?
Replies: 8
Views: 271

Screwdriver helper arrows

When I want to align a stair with the screwdriver just right I always get confused about the rotations. Using the screwdriver is far from intuitive. I created a mod which shows the current rotation axis on each click. example: https://i.imgur.com/i0kCzsY.png How it works: -on each click with the scr...
by wziard
Thu Nov 29, 2018 17:03
 
Forum: WIP Mods
Topic: Screwdriver helper arrows
Replies: 6
Views: 301

Re: Callback on selection?

AFAIK there is none, you can : - create a chat command that displays information; - create a global step function that updates a HUD of each player with information; - maybe something else... Hm, a pity. I'll have to research a global step function then. Now to find out how to get what the player i...
by wziard
Thu Nov 29, 2018 16:25
 
Forum: Modding Discussion
Topic: Callback on selection?
Replies: 8
Views: 271

Callback on selection?

Could anybody in the know tell me if there's a callback which gets called as soon as the node outline box changes/(dis)appears? I'd like to print some info of the pointed to node. I looked through the lua api docs, but I didn't really seen anything. Probably because I don't yet really know where to ...
by wziard
Thu Nov 29, 2018 12:10
 
Forum: Modding Discussion
Topic: Callback on selection?
Replies: 8
Views: 271

Re: how do you make the Minetest mod

rubenwardy wrote:This is much better for beginners than the dev wiki: https://rubenwardy.com/minetest_modding_book/

Ah, that's very useful indeed.
by wziard
Thu Nov 22, 2018 13:48
 
Forum: Modding Discussion
Topic: how do you make the Minetest mod
Replies: 7
Views: 287

Re: how do you make the Minetest mod

To make a mod you need to learn a few things (I'm in the process of learning them myself). The bare minimum is: -You need to learn the lua computer language. -You need to learn how to interact with the minetest core. Have a look at the development wiki: https://dev.minetest.net/Main_Page You can loo...
by wziard
Thu Nov 22, 2018 12:52
 
Forum: Modding Discussion
Topic: how do you make the Minetest mod
Replies: 7
Views: 287

Re: when will the latest version of Minetest be present

I'm sure you don't mean to sound rude. But you do. Minetest is a hobby project, and people don't like to get ordered to respond quickly during their hobby time :-). This is not the helpdesk for some paid project. The latest version will be released when it's deemed stable enough. I don't know when t...
by wziard
Thu Nov 22, 2018 12:45
 
Forum: Builds
Topic: when will the latest version of Minetest be present
Replies: 8
Views: 1432

Re: Minetestmapper rewritten into C++

I wonder if we’ll ever get a decent isometric view from all four sides. Experimental hacked minetestmapper, I just bruteforce it by drawing colored hexagons for all nodes from back to front :-) : Be sure to watch the full zoom version. https://i.imgur.com/feXUUlh.jpg edit: whoops, I see I misaligne...
by wziard
Thu Nov 22, 2018 09:05
 
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 244
Views: 52455

Re: Post your screenshots!

nice.
by wziard
Wed Nov 21, 2018 12:44
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9255
Views: 1103255

Re: Minetestmapper rewritten into C++

Another addition to my fork at: https://github.com/wziard/minetestmapper This time I added a --marker option --marker <nodename> will make minetestmapper output the locations off the requested node (on stdout) in the rendered area. (So only if it is within the rectangle specified with --geometry). I...
by wziard
Sun Nov 18, 2018 20:39
 
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 244
Views: 52455

Re: [Mod] Privilege Areas [0.1] [privilegeareas]

rubenwardy wrote:Merged

That was quick :-)
by wziard
Sat Nov 17, 2018 18:40
 
Forum: Old Mods
Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
Replies: 36
Views: 9963

Re: [Mod] Privilege Areas [0.1] [privilegeareas]

I fixed privilege areas to fix with the current 0.5 dev version of minetest (and maybe also 0.4.17? didn't check yet). I did a pull request on privilege areas github, but no reaction so far. In case anybody wants the fixed version: https://github.com/wziard/privilegeareas.git I'll check the PvP area...
by wziard
Fri Nov 16, 2018 20:08
 
Forum: Old Mods
Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
Replies: 36
Views: 9963

Re: Minetestmapper rewritten into C++

I wonder if we’ll ever get a decent isometric view from all four sides. Not with this utility. MinetestMapper has no idea how to actually render stuff and just uses a list of colors for each block. That would need to be an addon to the Minetest Client, which *does* know how to render stuff. It woul...
by wziard
Thu Nov 15, 2018 14:51
 
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 244
Views: 52455

Re: Minetestmapper rewritten into C++

Hi all, I created a fork of minetestmapper and added some functions I needed myself. I did a pull request on minetest/minetestmapper, but I closed it again, as I think I need to rework the code a bit. The added functionality could be useful though, so I'll post a link here for anyone who wants to tr...
by wziard
Thu Nov 15, 2018 13:28
 
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 244
Views: 52455
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