Search found 610 matches

by hajo
Fri Dec 16, 2016 00:42
Forum: Feature Discussion
Topic: Book with text - Welcome / Survival-guide
Replies: 17
Views: 3325

Re: Book with text - Welcome / Survival-guide

public server .. "book" in the inventory of the new players with rules, howto's... My master plan is to adapt this mod to hopefully achive this. You have seen the Server-guide from posting #2 ? That might be suitable if you only have a few / short texts. It also supports intllib for trans...
by hajo
Fri Dec 16, 2016 00:32
Forum: WIP Mods
Topic: [abandoned mod] Gutenberg [gutenberg]
Replies: 27
Views: 17911

Re: [Mod] Gutenberg [gutenberg]

create books .. that you can read in game. .. download any Project Gutenberg text (as a .txt file), save it to your mods/gutenberg/books/ directory, and it will be available in the game. .. There is no special formatting, and images are not supported. Recipe .. to produce a random gutenberg book: P...
by hajo
Thu Dec 15, 2016 11:34
Forum: Mod Releases
Topic: [Mod] basic_robot [basic_robot]
Replies: 153
Views: 38529

Re: [Mod] basic_robot [basic_robot]

I have been playing a bit with TurtleMiner, and it has
a rather nice editor with tabs, that supports multiple 'files'.

I think that editor would be a good addition to basic_robot.

In fact, it enhances the usefulness of those turtles,
almost like a remote with programmable buttons.
by hajo
Thu Dec 15, 2016 10:17
Forum: Feature Discussion
Topic: Mainmenu-mod / selectable by parameter
Replies: 0
Views: 408

Mainmenu-mod / selectable by parameter

Some people said that the mainmenu could use some improvement, so it would be good if mods could be written for it. In minetest.conf, there is a setting "main_menu_script =", but that requires an absolute path, as in E:\temp\minetest-0.4.14_8a7dc83\builtin\mainmenu\init.lua It looks like ...
by hajo
Wed Dec 14, 2016 10:13
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 28162

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

you also need to install this mod for the scripting Done, and I added a chapter to my TurtleMiner-Tutor . That editor is really nice, but it seems to miss buttons to delete & rename files. Also: no help / list of commands, no comments, build/place seems not to work... Why did you remove the rem...
by hajo
Tue Dec 13, 2016 23:12
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 28162

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

rubenwardy wrote:My fork allows you to run scripts (although only statements so far) https://github.com/minetest-edu/turtleminer
I tried that, and made a short tutorial of it,
but I could only get the turtles to work with the remote.
by hajo
Tue Dec 13, 2016 11:01
Forum: General Discussion
Topic: How can the minetest community be made bigger?
Replies: 69
Views: 10298

Re: How can the minetest community be made bigger?

The UI for Minetest puts a lot of people off, I've found You mean the main-menu, or the ingame-controls ? Is there a way to 'mod' the main menu, and have a parameter to get the alternative menu come up ? Ingame, there should be more help - and F1 should be the help-key. And some pre-defined help-to...
by hajo
Tue Dec 13, 2016 10:58
Forum: Feature Discussion
Topic: Book with text - Welcome / Survival-guide
Replies: 17
Views: 3325

Re: Book with text - Welcome / Survival-guide

Wuzzy wrote:I have identified the problem of poor or missing mod documentation a long time ago.
Well, just look how many mods have no description.txt / screenshot.png,
and the contents of readme.txt only has stuff that should be in licence.txt.
by hajo
Tue Dec 13, 2016 10:24
Forum: Feature Discussion
Topic: Making mgv7 the default mapgen for 0.4.15 (now done)
Replies: 29
Views: 5103

Re: Making mgv7 the default mapgen for 0.4.15

The wiki is out of date and needs updating now. V7 is now the default. Done. BTW, for the fractal mapgen, I guess the seed-value selects the type of fractal to be used ? Looking for "formula" and "julia" in mapgen_fractal.cpp , it seems likely. But the interface for selecting a ...
by hajo
Mon Dec 12, 2016 11:47
Forum: Game Releases
Topic: [Game] Tutorial [3.4.0]
Replies: 284
Views: 129308

Re: [Game]/[World] Tutorial [1.8.2]/[2.1.0]

I also try to include the new translation as soon as possible. Also, I should release a new version of the tutorial for Minetest 0.4.14 sooner or later. Sadly, Tutorial version 2.1.0 is broken at the moment, so it is still not official. I tried to run Tutorial-2.1.0 with the new minetest-0.4.14_8a7...
by hajo
Mon Dec 12, 2016 09:48
Forum: Feature Discussion
Topic: Integrating a tutorial into Minetest
Replies: 28
Views: 6918

Re: Integrating a tutorial into Minetest

Wuzzy wrote: Tutorial subgame+world, here’s the obvious feature request:
Add this tutorial to Minetest.
Seconded, and I also suggest to remove that "Minimal Development Test"-game
from the standard package.

It is not useful for normal users, and developers should be able to install it on their own.
by hajo
Mon Dec 12, 2016 08:36
Forum: Mod Releases
Topic: [Mod] L-System Tree Utility [1.6.1] [ltool]
Replies: 28
Views: 15731

Re: [Mod] L-System Tree Utility [1.2.0] [ltool]

Wuzzy wrote:I present to you: The L-System Tree Utility!
It looks like the forum-search doesn't like "L-system":
the "L" is ignored, and then lots of postings are found with "system",
that have nothing to do with "L-system".
by hajo
Tue Dec 06, 2016 20:37
Forum: Feature Discussion
Topic: Book with text - Welcome / Survival-guide
Replies: 17
Views: 3325

Re: Book with text - Welcome / Survival-guide

This is a nice and simple suggestion which would help with the very first steps. Players who don't need it can just throw the item away. Also, fuel for furnace :) But the text must be very short and can only contain the minimum basics if we're only using the book with text. This is also a good star...
by hajo
Tue Dec 06, 2016 15:24
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 76046

Re: [Mod] Villages for Minetest [mg_villages]

I started a game with mg_villages, and I'm still on a tour to see all the buildings. Using commands like "/visit 6", I found at least 2 villages where the teleport-spot was buried in stone, and I had to dig out. One of those was built near a cliff, and the house partitially inside rock. *...
by hajo
Tue Dec 06, 2016 13:24
Forum: Feature Discussion
Topic: Book with text - Welcome / Survival-guide
Replies: 17
Views: 3325

Re: Book with text - Welcome / Survival-guide

I made a wiki-page for the texts that should go into that guidebook.
by hajo
Tue Dec 06, 2016 11:53
Forum: Modding Discussion
Topic: Thief mob that can steal your items?
Replies: 4
Views: 868

Re: Thief mob that can steal your items?

ph8jPf9M wrote:thief mob that is going to steal your precious items and hurt you
If there is no better incentive then "you can get your stuff back",
this will make servers with this mod quite unpopular.
by hajo
Mon Dec 05, 2016 14:58
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572797

Re: Post your modding questions here

You could make one big mesh and place the sign texture on it. . Well, textures are static, and would need one for each text/sign. And the text couldn't be changed ingame. With "better solution" for big signs I meant a way to avoid such textures, perhaps like the current signs with a forms...
by hajo
Mon Dec 05, 2016 01:51
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 76046

Re: [Mod] Villages for Minetest [mg_villages]

I started a game with mg_villages, and I'm still on a tour to see all the buildings. Some notes: * In the info-dialog of the plot-markers, the placing of the price is too close to the text that comes before it, so it overlaps. * Also, the range of prices for buildings seems unbalanced * The protecti...
by hajo
Sun Dec 04, 2016 21:29
Forum: Old Games
Topic: [Game] Carbone NG [carbone-ng]
Replies: 62
Views: 75150

Re: [Game] Carbone NG [carbone-ng]

Fixerol wrote:@hajo
turn off mod security
I think this is the worst advice.
Setting a certain mod as 'trusted' would be one step better.
(but still bad without a code-review)

Getting the mod fixed would be best.
by hajo
Sun Dec 04, 2016 19:27
Forum: Mod Releases
Topic: [Mod] Text / Code Editor [0.1][editor]
Replies: 12
Views: 4068

Re: [Mod] Text / Code Editor [0.1][editor]

https://raw.githubusercontent.com/rubenwardy/editor/master/screenshot.png Flexible formspec based text editor for Minetest (with an API) .. Secure virtual filesystem. .. not a real filesystem, but a simulated lua one. Sample editor with persistence. Could this be used to edit books ? As in, filenam...
by hajo
Sun Dec 04, 2016 16:54
Forum: Game Discussion
Topic: How to start?
Replies: 5
Views: 2465

Re: How to start?

After playing the tutorial subgame, I got the idea to use Minetest as an engine for a 3D point&click adventure. That would be a major change to the game, and most likely a lot of work. So I started reading about subgame development, but I got stuck right at the beginning .. First, is there a tu...
by hajo
Sun Dec 04, 2016 12:09
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572797

Big signs

For Wild-West - themed buildings, I would need big signs on houses, such as "Bank", "Saloon", "General Store", etc. Obviously, I could make textures with parts of such a text, (or just single big letters) to put on blocks. Is there a better / more general way than to do...
by hajo
Sun Dec 04, 2016 03:58
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 76046

Re: [Mod] Villages for Minetest [mg_villages]

How to add new buildings and villagetypes to this mod ?
And how to get them 'approved' and included in this mod ?

E.g. a wild-west-themed village would need some buildings
like saloon, bank, staples, stores, post office, sheriff's office/jail etc.
by hajo
Sun Dec 04, 2016 02:28
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495808

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

Done. And the manual got fixed and updated! Nice, thanks! Currently, I'm having a look at mg_villages , worldedit, handle-schematics, etc. The mod mg_villages can create villages of several types all over the map, and that would give 'natural' points to connect with a rail-network. So I was wonderi...
by hajo
Sat Dec 03, 2016 18:31
Forum: Feature Discussion
Topic: Chat improved (improve readability)
Replies: 13
Views: 2271

Re: Chat improved (improve readability)

StepDevelop wrote:Minetest 0.4.14 Dev - Add colored Text (included text Chat)
So, how do you specify colors for chat ?

Are there guidelines/recommandations for using colors ?
E.g. red for errors, yellow for warnings, etc ?