Search found 973 matches
- Tue Feb 15, 2022 17:35
- Forum: Partly official engine development
- Topic: erlehmann's wishlist & todos
- Replies: 36
- Views: 10635
Re: erlehmann's wishlist & todos
I wish for programmatic access to player controls so I can test my mod code better. So I think this should be a feature that should exist for local debug builds at least. That makes CSM a pretty hefty feature for development. However, I can see more of where you're coming from then. I do *not* want...
- Fri Feb 11, 2022 20:53
- Forum: Modding Discussion
- Topic: Vectors, V2D, positions and vector.new
- Replies: 23
- Views: 3409
Re: Vectors, V2D, positions and vector.new
The name vector really is misleading. They are used for a) vectors, b) positions, c) Euler angles, and d) dimensions. I wouldn't use spatial vectors for euler angles, because vector elements are usually lengths in a coordinate system, not angles. Ah, but they are used for it. Look at e.g. ObjectRef...
- Thu Feb 10, 2022 21:49
- Forum: Partly official engine development
- Topic: erlehmann's wishlist & todos
- Replies: 36
- Views: 10635
Re: erlehmann's wishlist & todos
Autoforward/fly essentially recommends an API of programmatic access to player controls. This doesn't sound too bad in and of itself, but consider: programmatic access to the keyboard would also allow auto-digging, auto-building, and the like, which could be cheating depending on the game. Additiona...
- Thu Feb 10, 2022 21:27
- Forum: Modding Discussion
- Topic: Vectors, V2D, positions and vector.new
- Replies: 23
- Views: 3409
Re: Vectors, V2D, positions and vector.new
The name vector really is misleading. They are used for a) vectors, b) positions, c) Euler angles, and d) dimensions. I wouldn't advocate for adding a new set of helpers for each possibility (Irrlicht having both vector2d and dimension2d turns out to be really annoying because you have to convert al...
- Mon Feb 07, 2022 00:45
- Forum: Partly official engine development
- Topic: erlehmann's wishlist & todos
- Replies: 36
- Views: 10635
Re: erlehmann's wishlist & todos
I mean we already have the ability to do a lot of things to manipulate the client, just indirectly from the server. Consider: I could teleport the player out of bounds of the map. Now you might say, the server has sanity checks for such conditions, before ever sending such a packet to the client. B...
- Sat Feb 05, 2022 04:09
- Forum: Partly official engine development
- Topic: v-rob's roadmap
- Replies: 12
- Views: 3157
Re: v-rob's roadmap
OK, this was entirely out of date with my current plans, so I rewrote it. I expect it to be ignored by most people, which is really too bad because I don't like feeling like one of three or so people that actually seems to care about the state formspecs are in and what's trying to be done about it. ...
- Sat Feb 05, 2022 02:52
- Forum: Partly official engine development
- Topic: erlehmann's wishlist & todos
- Replies: 36
- Views: 10635
Re: erlehmann's wishlist & todos
Not the hijack this thread about (SS)CSM, but I think I'm starting to learn towards the opinion that SSCSM really isn't feasible (both in manpower and security), and that CSMs are mostly worthless and are difficult to add functionality to that don't allow cheating, so I'm starting to be of the opini...
- Wed Feb 02, 2022 04:21
- Forum: News
- Topic: Minetest 5.5.0
- Replies: 35
- Views: 31167
Re: Minetest 5.5.0
I wonder why the vector functions are called with a dot ( vector.new() , etc.) and not like the other functions with colon ( minetest.settings:get() , item:get_meta() , meta:set_string() , etc.). And will there be a set of position functions similar to the set of vector functions? As of this releas...
- Wed Jan 26, 2022 22:49
- Forum: Problems
- Topic: Mineclone 5 cannot be started
- Replies: 5
- Views: 1435
Re: Mineclone 5 cannot be started
I have version 5.3.0 That's probably your problem. MineClone 5 states that it only supports Minetest 5.4.1, so you have to upgrade your Minetest client. (Next time you have a problem with MineClone 5, or any other game/mod for that matter, post in the game/mod's thread. In this case, that would be ...
- Mon Jan 24, 2022 22:55
- Forum: Modding Discussion
- Topic: infinte view distance simulated with skybox
- Replies: 9
- Views: 1761
Re: infinte view distance simulated with skybox
To quote myself: Part of the problem with [infinite simulated viewing range] is that it only previews generated terrain. If your map has a gigantic city or a huge crater from TNT blasts or a sprawling town, it would only show what the map originally looked like. For small-scale buildings and suchlik...
- Mon Jan 24, 2022 22:50
- Forum: Partly official engine development
- Topic: pushing minetest further in the direction of being a game engine
- Replies: 19
- Views: 5402
Re: pushing minetest further in the direction of being a game engine
but would also publish a custom client that gave a better experience for the server (such as ingame help, background music, positional audio, etc). It sounds like it would be better to incorporate features into the engine rather than promulgate bunches of custom clients that will end up doing dupli...
- Thu Jan 20, 2022 18:10
- Forum: General Discussion
- Topic: Juanchi Idea: Blog
- Replies: 11
- Views: 1316
Re: Juanchi Idea: Blog
I have considered many times about making a blog sort of thing about my work because I really like sharing what I'm working on with other people. The only thing that has prevented me is that no one really seems to care. I get the impression that very few people really read entirely through long post...
- Thu Jan 13, 2022 17:24
- Forum: General Discussion
- Topic: Advice on mod forum about "mod won't work" is out of date
- Replies: 5
- Views: 1546
Re: Advice on mod forum about "mod won't work" is out of date
Actually, WordPad isn't a bad choice if you have no other editors; for instance, you get more than just one undo like Notepad. Configured right, it looks just like a plain text editor. It can save plain text, although it warns you every time. I had to use it for code once under... odd circumstances....
- Wed Jan 12, 2022 06:21
- Forum: Game Discussion
- Topic: Can games include a prebuilt map?
- Replies: 9
- Views: 2056
Re: Can games include a prebuilt map?
If you want the map to be absolutely identical every time, there are world games where you distribute a world with a game directory inside it: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L139-L148. I don't know if those can be uploaded to ContentDB, however. Not sure if that is ...
- Wed Jan 05, 2022 20:50
- Forum: Problems
- Topic: How do I grant a privilege to only certain players, but not the server operator?
- Replies: 6
- Views: 734
Re: How do I grant a privilege to only certain players, but not the server operator?
According to lua_api.txt , there's this option in the definition table for privileges: give_to_admin = true, -- Whether to grant the privilege to the server admin. -- Uses value of 'give_to_singleplayer' by default. I haven't tried, but it looks like it should do what you want if you set it to false.
- Tue Jan 04, 2022 20:15
- Forum: Modding Discussion
- Topic: How to override shift-click behavior?
- Replies: 4
- Views: 651
Re: How to override shift-click behavior?
The idea of the feature is to ensure that the player has a way to place a block on top of an interactable node, e.g. a chest without opening the chest instead. That said, I don't know of any way to override it since the whole idea of the feature is that it is an override in itself.
- Tue Jan 04, 2022 01:08
- Forum: Minetest-related projects
- Topic: Nodecast Episode 2 - It's a Big World Out There
- Replies: 5
- Views: 2538
Re: Nodecast Episode 2 - It's a Big World Out There
It may be true that this episode was not as interesting as the first, but I would have found it useful if I were new to Minetest. I didn't realize there was anything besides the forum and wiki for years--not GitHub, IRC, the other communities, or even lua_api.txt (it was pretty bad using the Dev Wik...
- Tue Jan 04, 2022 00:43
- Forum: News
- Topic: 2021 Minetest GAME JAM [December 1st-21st] [$720 prize pool] [POST-MORTEM!]
- Replies: 133
- Views: 144827
- Sun Jan 02, 2022 20:09
- Forum: General Discussion
- Topic: Migrating the Minetest Wiki into Git?
- Replies: 11
- Views: 1280
Re: Migrating the Minetest Wiki into Git?
Traditional wikis s*ck a lot. I've never heard anyone complain about Wikipedia. The main reason anyone complains about our wiki software is that registration is problematic. - It is one unique html file! - Can be sited in a server or in https://tiddlyhost.com/ - Javascript. Ah, so you are one of th...
- Sun Jan 02, 2022 19:50
- Forum: Feature Discussion
- Topic: Infinite world size
- Replies: 347
- Views: 90642
Re: Infinite world size
I'm not sure if this has been brought up already but, has anyone considered scaling the sizes of everything instead of trying to increase the area? I mean I know it's going to break compatibility as well but it may be easier to implement? Not really, you'd have to use floating point, so you'd still...
- Fri Dec 24, 2021 23:15
- Forum: General Discussion
- Topic: A useful take on web-documentation for Minetest
- Replies: 12
- Views: 3395
Re: A useful take on web-documentation for Minetest
You are a perfect example of being afraid. Actually, philipbenr stated that he is well-versed with the command line and is speaking for other people. You call command line "complicated" (while it is not complicated at all, as a matter of fact it is MUCH simpler than any GUI). Simplicity i...
- Wed Dec 08, 2021 05:23
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 443914
Re: Post your mod requests/ideas here
please tell me what shader (or mod ) you are using for the shadows. They look so good! That's shadowmapping, an experimental feature that is in the current Minetest development version. It will almost certainly not make it into the 5.5 release for a few reasons ( Issue #11365 has the rationale), bu...
- Sun Dec 05, 2021 02:10
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2067444
Re: Post your screenshots!
A little known fact: very very early versions of Minetest didn't use Perlin noise at all, but instead had simpler-random number stuff. This led to some terrain that was... well, it was interesting, at least. However, there was a feature in some versions where the terrain could be mapped to a power. ...
- Sat Dec 04, 2021 02:52
- Forum: Minetest-related projects
- Topic: Nodecast - An Unnofficial Minetest Podcast!
- Replies: 6
- Views: 2449
Re: Nodecast - An Unnofficial Minetest Podcast!
Nice, I really enjoyed this. This sounds like it will be a very interesting series: I'm eager for later episodes.
(As for the pronunciation of Irrlicht, I'm no German speaker either, but this is the way Wiktionary pronounces it: https://upload.wikimedia.org/wikipedia/ ... rlicht.ogg)
(As for the pronunciation of Irrlicht, I'm no German speaker either, but this is the way Wiktionary pronounces it: https://upload.wikimedia.org/wikipedia/ ... rlicht.ogg)
- Fri Dec 03, 2021 18:19
- Forum: Minetest-related projects
- Topic: I try play voxelands, but i don't know how i can install it
- Replies: 3
- Views: 869
Re: I try play voxelands, but i don't know how i can install it
Voxelands isn't what you think it is. Unlike games for Minetest, which are installed in the games folder, Voxelands is a pure fork of an old version of Minetest. So, to play it, you'd have to compile the C++ from source. Since the readme doesn't detail how to do that, and the Voxelands website/forum...