Search found 973 matches

by v-rob
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...
by v-rob
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...
by v-rob
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...
by v-rob
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...
by v-rob
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...
by v-rob
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. ...
by v-rob
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...
by v-rob
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...
by v-rob
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 ...
by v-rob
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...
by v-rob
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...
by v-rob
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...
by v-rob
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....
by v-rob
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 ...
by v-rob
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.
by v-rob
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.
by v-rob
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...
by v-rob
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

Re: 2021 Minetest GAME JAM [December 1st-21st] [$720 prize pool] [RESULTS IN!]

runs wrote:
Tue Jan 04, 2022 00:10
I'm going to make a secret game and maybe I'll present it as a new one.
Wait, did you just openly say that you'd cheat by making a game before the next jam starts?
by v-rob
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...
by v-rob
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...
by v-rob
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...
by v-rob
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...
by v-rob
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. ...
by v-rob
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)
by v-rob
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...