Search found 1208 matches

by GreenXenith
Mon Aug 16, 2021 01:41
Forum: Minetest-related projects
Topic: Minetest Tools Visual Studio Code Extension [1.4.1]
Replies: 25
Views: 5513

Re: Minetest Tools Visual Studio Code Extension [1.4.1]

Version bump to 1.4.1. (2 months ago)

Changes:
  • Fixed function arguments breaking on certain characters
  • Fixed autocompletion of constants
Now on Open VSX Registry! (1 month ago)
by GreenXenith
Fri Apr 30, 2021 20:49
Forum: Minetest-related projects
Topic: Minetest Tools Visual Studio Code Extension [1.4.1]
Replies: 25
Views: 5513

Updated Minetest Tools Visual Studio Code Extension [1.4.0]

Version bump to 1.4.0. Changes: API autocompletion bumped to Minetest version 5.4.1 Rewrote snippet generator No longer requires manual input Captures all API methods, tables, and constants Adjusted quick info formatting Includes API links CompletionItemProvider can handle some backspacing now Textu...
by GreenXenith
Mon Apr 26, 2021 20:53
Forum: WIP Mods
Topic: [Mod] Greek [greek]
Replies: 5
Views: 1449

Re: [Mod] Greek [greek]

There is cement in basic_materials mod and too in the greek mod. Maybe, it can be good to add some setting to enable the use of basic materials cement. Indeed, this is a good idea. You can now use greek.cement = greek:cement,basic_materials:wet_cement to enable use of basic_materials cement as well.
by GreenXenith
Tue Apr 13, 2021 00:18
Forum: WIP Mods
Topic: [Mod] Greek [greek]
Replies: 5
Views: 1449

[Mod] Greek [greek]

Greek It's all Greek to me. https://content.minetest.net/uploads/moPdWoQWZF.png Provides some Greek architecture and decor nodes. Stuff like polished marble, pillars, tiles, cement render, vases, and whatnot. Source | ContentDB | Zip License: MIT This mod is dependency-agnostic . No mods are requir...
by GreenXenith
Mon Mar 15, 2021 02:27
Forum: General Discussion
Topic: Mintest: Great Engine, Horrible 'Branding'
Replies: 46
Views: 5877

Re: Mintest: Great Engine, Horrible 'Branding'

I think a better base game would be great. Base games promote base-dependency, which is bad. Mods should be as dependency-agnostic as possible (even if just by implementing conditional stuff). I'm not saying a base game is bad, I just think it is difficult to make a "good" base game witho...
by GreenXenith
Mon Jan 18, 2021 21:31
Forum: Minetest-related projects
Topic: [Forum Theme] Obsidian (Dark)
Replies: 6
Views: 1642

[Forum Theme] Obsidian (Dark)

Obsidian Minetest Forum Save your eyes. https://raw.githubusercontent.com/GreenXenith/obsidian-minetest-forum/master/screenshot.png I made this roughly 4 years ago because I was tired of not having a good dark theme for the forum. The original broke after the forum phpBB update, so I've finally got...
by GreenXenith
Sat Dec 19, 2020 22:48
Forum: General Discussion
Topic: Minetest Discord
Replies: 25
Views: 4097

Re: Minetest Discord

Hey, can we stop filling these kinds of threads with this garbage? Discord users don't go listing all of the reasons why IRC is outdated and unusable every time it's mentioned. Let people use whatever platform they want to use and let them live in peace. If you don't, you are part of the problem. An...
by GreenXenith
Thu Dec 17, 2020 20:13
Forum: WIP Mods
Topic: [Mod] Christmas Decor [christmas_decor]
Replies: 42
Views: 10636

Re: [Mod] Christmas Decor [christmas_decor] [2.0]

I guess it's that time again. I've finally updated this mod to include all of the Hometown-only features that I initially left out. Also I've eliminated all hard dependencies . Many of you should be excited for that. New features: Shrubberies, hats, peppermint nodes, gumdrops, nutcracker, Mrs Claus,...
by GreenXenith
Mon Dec 07, 2020 21:16
Forum: WIP Mods
Topic: [Mod] Make skins in-game at runtime [skinmaker] [1.0]
Replies: 9
Views: 3780

Re: [Mod] Make skins in-game at runtime [skinmaker] [1.0]

Angelbear wrote:
Mon Dec 07, 2020 15:31
K, I'm on iPad, so is there any way to load my skin onto it on iPad?
Controls are inside the canvas base. Tap/doubletap(?) the block to open the menu.
by GreenXenith
Mon Dec 07, 2020 03:49
Forum: WIP Mods
Topic: [Mod] Make skins in-game at runtime [skinmaker] [1.0]
Replies: 9
Views: 3780

Re: [Mod] Make skins in-game at runtime [skinmaker] [1.0]

How doues this work? My current skin doues not shown the canvas and I can only find an empty paint pallete. To load your current skin, use the load button (manila folder, second button). The empty paint palette is only for custom palettes. To get the default palettes, rightclick with the paintbrush...
by GreenXenith
Sat Oct 31, 2020 23:46
Forum: General Discussion
Topic: Failures of Core Dev and the Needs of Content Creators
Replies: 73
Views: 12095

Re: Failures of Core Dev and the Needs of Content Creators

I get the impression that the part of the community that predominantly active on Discord really loves drama and jumps at every opportunity to have it, no matter if it's justified, relevant or truthful. From the screenshots I've seen at various occasions discussion there can get quite toxic too. Nop...
by GreenXenith
Wed Oct 28, 2020 20:57
Forum: General Discussion
Topic: How to bridge discord to game?
Replies: 2
Views: 624

Re: How to bridge discord to game?

Discord to Minetest (Python) https://github.com/archfan7411/discordmt/ Discord to IRC to Minetest (NodeJS) https://github.com/GreenXenith/skynet (This will be the easiest to set up and use soon, without depending on IRC) Discord to Minetest (Go) https://github.com/Jordach/discorduroy Minetest to cha...
by GreenXenith
Fri Oct 23, 2020 20:04
Forum: General Discussion
Topic: Microsoft accounts required to use Minecraft in 2021
Replies: 40
Views: 7108

Re: Microsoft accounts required to use Minecraft in 2021

I don't like to partake in these controversial threads, but Same will happen to GitHub sooner or later. There is a decent chance that M$ accounts with be required for GitHub in the future No, it is not likely. GitHub would more likely find a loophole in the shareholder control or forfeit the organiz...
by GreenXenith
Fri Sep 18, 2020 21:06
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 49
Views: 20911

Re: How to use b3d in blender?

Last I exported B3d files I used this exporter, https://github.com/GreenXenith/io_scene_b3d From what I remember it exported every object in the scene, so objects I didn't want I just moved to another layer thing.(I forget what the layers are called in 2.8.2, collections maybe) There should be a ch...
by GreenXenith
Wed Aug 19, 2020 16:38
Forum: Partly official engine development
Topic: Minetest GUIs, The Past, Present, and Future: An Overview
Replies: 16
Views: 3665

Re: Formspecs, The Past, Present, and Future: An Overview

you should be satisfied that this PR exists in the first place My intent was not to offend or to belittle your work, but you do not get to tell me whether or not I am satisfied with a feature. As a modder, I do not find it to have enough features to be useful (yet). Then it will be possible to crea...
by GreenXenith
Mon Aug 17, 2020 20:54
Forum: Partly official engine development
Topic: Minetest GUIs, The Past, Present, and Future: An Overview
Replies: 16
Views: 3665

Re: Formspecs, The Past, Present, and Future: An Overview

I am rather excited for all of the formspec changes, I just wish they could happen sooner :D Having styling features for every element is very important, because having the default irrlicht grey gradient on any element seriously breaks the look of themed formspecs. I am glad you have thought of this...
by GreenXenith
Sat Aug 15, 2020 02:38
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 2535

Re: how would I draw a 3D line on a formspec?

The main reason to pick B3D over OBJ is because B3D supports rigged animations, but that isn't a concern here, so the only other reason to do so would be file size differences (which are negligible anyway). OBJ is a more widely-used format and has the "bonus" of being human-readable. I'm n...
by GreenXenith
Fri Aug 14, 2020 19:27
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 2535

Re: how would I draw a 3D line on a formspec?

Ah, right, I forgot the 16 multiplier (the floor/16 returns a mapblock position). I spent an hour and made a mapblock marker mod. 44loc that includes a toggle command. Also has two variants, but I've set it to the thin version in the attachment. Player pos 0, 16.5, 0: https://i.imgur.com/ws64qOs.png...
by GreenXenith
Thu Aug 13, 2020 22:43
Forum: Modding Discussion
Topic: Trying to make an api to change craft recipes for a specific player
Replies: 1
Views: 315

Re: Trying to make an api to change craft recipes for a specific player

Using both the builtin crafting API and form? Probably cannot be done. You can either make your own crafting API to handle this, or you can make your own crafting form to handle it. Crafting API pros: You have full control over how everything works, it is easy to add the sanity functionality Craftin...
by GreenXenith
Thu Aug 13, 2020 22:03
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 2535

Re: how would I draw a 3D line on a formspec?

"Current player" would only apply to the CSM API. This modding is server-side, therefore there is no current player. There is also no "currently iterated player". Anyway, if you really care about per-player visibility, it has occurred to me that particles would also work. It woul...
by GreenXenith
Thu Aug 13, 2020 21:30
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 2535

Re: how would I draw a 3D line on a formspec?

1300 polygons is absurd for an entity like this. Just sayin'. That alignment operation should not be done very often, so it shouldn't affect performance much. It can also be simplified to {x = math.floor(pos.x / 16), y = math.floor(pos.y / 16), z = math.floor(pos.z / 16)} or vector.apply(pos, functi...
by GreenXenith
Thu Aug 13, 2020 19:44
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 2535

Re: how would I draw a 3D line on a formspec?

I am rather confused at this point, but I will take a shot at helping you anyway. First of all, the center of a Minetest node is on X + 0, Y + 0.5, Z + 0. There are various reasons for this, but it shouldn't matter all that much if you are doing things properly. From what it looks like, you are usin...
by GreenXenith
Mon Aug 10, 2020 23:45
Forum: Modding Discussion
Topic: how would I draw a 3D line on a formspec?
Replies: 20
Views: 2535

Re: how would I draw a 3D line on a formspec?

Entities are the optimal solution for this, as v-rob has already pointed out. WorldEdit and protector_redo both have similar region markers. Yes, everyone can see the entity, but that isn't a terribly huge issue. There was a PR to implement per-player entities at one point, I don't know what happene...
by GreenXenith
Mon Jul 13, 2020 05:50
Forum: WIP Mods
Topic: Implementing a node that is walkable for some players, not walkable for others
Replies: 3
Views: 629

Re: Implementing a node that is walkable for some players, not walkable for others

Your teleport solution is better, regardless. The reason you cannot arbitrarily change the solidity of a node at runtime is because nodes can only be registered on load. So to toggle the walkable key in a node would require two nodes, swapping based on some external input. This would not be very eff...