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Re: Create script to clone/update mods from Github

You don't use clone to update mods; that makes a copy of the repository. If you already have the mods you want you just need git pull or some other command like git fetch. Here is a nice and free book on git. Also you should really put that in a loop. Then you could use an array, though array's are ...
by domtron vox
Tue Jun 21, 2016 14:50
 
Forum: General Discussion
Topic: Create script to clone/update mods from Github
Replies: 18
Views: 1558

Re: Minetest and VR

mikemac30 wrote:... I just tried it on my DIY VR headset ...


This is what I'm interested in. :P

Did you follow some sort of project, or did you do your own reaserch and wing it? Also please post pictures if it isn't too much trouble. :D
by domtron vox
Tue Jun 21, 2016 01:17
 
Forum: Feature Discussion
Topic: Minetest and VR
Replies: 15
Views: 2738

Re: Adding compiler flags

You should tell us if your using windows or linux and maybe explain a bit more about what your trying to do exactly(why you are adding flags etc). I know on linux you can define some compile time values when running make as described here for run in place and here which is a list of all cmake flags ...
by domtron vox
Sat Jun 18, 2016 18:09
 
Forum: Partly official engine development
Topic: Adding compiler flags
Replies: 2
Views: 435

Re: Create script to clone/update mods from Github

Can I make a script with bash using git? Yes you can. I have poor internet so one of the things I like doing is collecting source repositories together into a local archive of code; I have a good 60-70 repos on a drive. I worked a bit on a script to automatically update all of them, but haven't had...
by domtron vox
Sat Jun 18, 2016 17:31
 
Forum: General Discussion
Topic: Create script to clone/update mods from Github
Replies: 18
Views: 1558

Re: Will MT always use Irrlicht?

I'll just throw my 2 cents into the pot. 1. Horde3D is a graphics engine that (suposedly) tries to follow the KISS principle. Unfortunately the developers haven't had time to work much on it last year or so. Also it isn't a game engine just 3D rendering. 2. In my experience technology changes tend t...
by domtron vox
Sat Jun 18, 2016 04:22
 
Forum: Partly official engine development
Topic: Will MT always use Irrlicht?
Replies: 31
Views: 5730

Re: Contribute to Minetest

I have been wanting to contribute, but haven't had the time... Anyway list below is from my general programming experience. 1. Have a bit of spare time. 2. Compile Minetest from source.(Instructions: Linux | Windows ) This lets you make changes and recompile to test the changes. You will want to clo...
by domtron vox
Sat Jun 18, 2016 04:02
 
Forum: Minetest-related projects
Topic: Contribute to Minetest
Replies: 1
Views: 386

Re: Found an Opensource Mod database server

A brief history of mod stores for Minetest... Interesting. I had heard about mmdb and used it a bit, but had not seen the other two. Here are the links for mintest-bower if anyone was interested forum: viewtopic.php?f=14&t=13012 and the site itself: https://minetest-bower.herokuapp.com/ Thanks ...
by domtron vox
Wed Dec 23, 2015 20:43
 
Forum: General Discussion
Topic: Found an Opensource Mod database server
Replies: 3
Views: 529

Found an Opensource Mod database server

Hi, it has been a while. D: So I play a game called Factorio, commercial Indi, and recently found out that a member of the community made a mod database for it, see http://www.factoriomods.com/ and https://github.com/Zequez/FactorioMods. It is quite nice and has all the basic functionality plus a re...
by domtron vox
Mon Dec 21, 2015 14:38
 
Forum: General Discussion
Topic: Found an Opensource Mod database server
Replies: 3
Views: 529

Re: [Mod] SkillsFramework [0.4] [skillsframework]

Hay I'm really busy but if you want to learn lua there are lots of tutorials online like this one: http://www.lua.org/pil/contents.html (actually this is the official one) also one of the minetest members have put together an online book specifically for minetest modding which will help you in makin...
by domtron vox
Tue Sep 22, 2015 21:55
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.4] [skillsframework]

Update .4 Changes ⋅  SkillsFramework.attach_skillset can be given an array of skills as the second argument which will be added to the new skillset. Passing it nil will add all defined skills. ⋅  SkillsFramework.append_skills was added. It takes a set_id and a list of skills or ...
by domtron vox
Sun Aug 09, 2015 21:39
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.3] [skillsframework]

Hi, just letting people know I pushed my local repo to the github one(14 commits). I'm not quite at a release yet, still need to work the api changes into the README file, but I have added two pieces of functionality and did some bug fixes. Skillsets can have individual skills added to them at creat...
by domtron vox
Wed Aug 05, 2015 14:07
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [mod] spacefox decorative mod [1.0][spacefox]

thomasthespacefox wrote:that good?


Yep, looks good. Anything with foxes has to be though, right? :P
by domtron vox
Wed Aug 05, 2015 03:43
 
Forum: WIP Mods
Topic: [mod] spacefox decorative mod [1.0][spacefox]
Replies: 6
Views: 1194

Re: [Mod] SkillsFramework [0.3] [skillsframework]

@everamzah: The show_formspec called in that function is the SkillsFramework one which sets up the skills formspec then calls minetest.show_formspec correctly so that isn't it. :/ Thank you for looking at it though. :)
by domtron vox
Fri Jul 31, 2015 23:53
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.3] [skillsframework]

I am still alive and was working on this mod just the other day. I have lost my internet connection for a while but should be getting it back soon. I found a major bug with .3. When a skill cap isn't defined bad stuff happens. It is fixed on my local repository but I haven't been able to push it out...
by domtron vox
Wed Jul 29, 2015 17:58
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.3] [skillsframework]

Update 0.3 Changes ⋅  Formspec added. (TeTpaAka) ⋅  Try skill removed. Use setters for modifying level/experience values and getters for making tests (threshold, level of success, ect). ⋅  Skillsets only store uniqe information (level & experience) instead of just ...
by domtron vox
Mon May 18, 2015 02:53
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.2] [skillsframework]

I haven't read all those previous messages - I've got 1 simple question: You haven't find a way to speed-up digging times with Lua, have you? ;) I have not tried to solve that problem yet. Testing has been very rudimentary since the mod is still under heavy development. Just enough testing has been...
by domtron vox
Mon May 18, 2015 02:52
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.2] [skillsframework]

BTW, I'm still looking for feedback on a better name for this mod. :P Maybe you could just shorten the name to "skills"? It doesn't seem to be taken, as far as I'm aware. I don't want to sound picky, but I would like something unique since (hopefully) other skill modes will follow mine. A...
by domtron vox
Wed May 13, 2015 04:54
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.2] [skillsframework]

Regarding your reply to my feedback on your outdated design thread: thank you for the clarification. I found this thread first but somehow found my way over to the old thread thinking it was still regularly updated. Not sure how that happened. :/ Sorry, that was entirely my fault. I should have mad...
by domtron vox
Sun May 10, 2015 04:01
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Game] Fractured [0.01] [WIP]

I thought he was just modifying already registered items. NVM then.
by domtron vox
Sat May 09, 2015 11:31
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 25579

Re: [Game] Fractured [0.01] [WIP]

wildweapons loops through every tool in the game (It needs to soft depends on all mods that add tools) and it adds its own special on_use function to each tool that can cause fleshy damage (then calls the tools original on_use function, so it stacks the calls) Not sure if this is still how it is bu...
by domtron vox
Sat May 09, 2015 04:26
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 25579

Re: [WIP][Mod] More rocks [rocks]

@Tomas Brod this is awesome and would probably go well with Wuzzy's Pedology (soils) mod viewtopic.php?f=11&t=9429 Does this mod need to depend on default or could this and Pedology be put together to replace default's terrain part completely? I think you should stick with rocks and maybe add so...
by domtron vox
Fri May 08, 2015 14:04
 
Forum: WIP Mods
Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
Replies: 53
Views: 7606

Re: [design] RPG Skills Framework

@asanetargoss, hello. Sorry this topic is old so to speak as I have released the mod in WIP. see this topic https://forum.minetest.net/viewtopic.php?f=9&t=11406 I do like your example of the register function passing a table to define everything though it should be defineSkill. I personally feel...
by domtron vox
Fri May 08, 2015 13:15
 
Forum: Modding Discussion
Topic: [design] RPG Skills Framework
Replies: 11
Views: 1739

Re: Writable Books...

hm maybe a guestbook function? So that contents can be added but not easily deletet. This could be done without the player actually editing the book. Have a book on a lecturn that is readable only but has a button at the top that says "add name". clicking on said button would append the c...
by domtron vox
Thu May 07, 2015 18:08
 
Forum: WIP Mods
Topic: Writable Books...
Replies: 17
Views: 3174

Re: [Mod] SkillsFramework [0.2] [skillsframework]

This was just to explain, why trySkill was not necessary. I'm sorry, if it was confusing. And you are right. This can be achieved with the current API. Ah, ok well you were successful. I'll remove try skill after merging in you pull request. Now, when I think about it, case 1 seems more practical. ...
by domtron vox
Thu May 07, 2015 17:46
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562

Re: [Mod] SkillsFramework [0.2] [skillsframework]

Glad people are interested in this. ^.^ I haven't done any development because collage. But I just had my last day of classes today and will be doing finales next week. After that I'll try to get back onto developing this. Up ! Any news about this framework ? I'm still alive if that's what you mean....
by domtron vox
Sat May 02, 2015 05:02
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8562
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