Minetest ModManager 0.1.4 Alpha <- You can upload your Mods to my Repo
-
- Moderator
- Posts: 4095
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
I added a Form to my Repo for Uploading Mods: http://sfan.sf.funpic.de/minetest/
If you want to upload your Mod, feel free to do that
If you want to upload your Mod, feel free to do that
Last edited by sfan5 on Sat Jan 07, 2012 13:41, edited 1 time in total.
yay! seems to work so far on linux. Only issue now is with your directions. I have to do:
python mm.py install coalmod
for example instead of
./mm.py install coalmod
...now to be able to browse the repo of yours to see whats available lol
python mm.py install coalmod
for example instead of
./mm.py install coalmod
...now to be able to browse the repo of yours to see whats available lol
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
-
- Moderator
- Posts: 4095
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
You must restart the Game for installing Modsneko259 wrote:Just execute your python script from lua.os.execute([command])
Execute an operating system shell command. This is like the C system() function. The system dependent status code is returned.
Last edited by sfan5 on Sun Jan 15, 2012 19:36, edited 1 time in total.
-
- Moderator
- Posts: 4095
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
If you want more Mods on the Repo you can upload some(but only your mods).RAPHAEL wrote:yay! seems to work so far on linux. Only issue now is with your directions. I have to do:
python mm.py install coalmod
for example instead of
./mm.py install coalmod
...now to be able to browse the repo of yours to see whats available lol
We need more Mod-Uploaders for more Mods
Last edited by sfan5 on Sun Jan 15, 2012 19:41, edited 1 time in total.
-
- Moderator
- Posts: 4095
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
I'll make that Mod tomorrow or laterneko259 wrote:Then just download them until manual restart. And make "/modmanager list" for getting mods list.
Last edited by sfan5 on Sun Jan 15, 2012 19:40, edited 1 time in total.
That's called a repositoryJ0nnJ0nes wrote:Ideally, something like firefox add-ons listing, with Install, Uninstall, Enable, Disable, along with version and other mod compatibilities.neko259 wrote:Can you make a mod for upgrading or installing mods from the game console?
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
More or less, yes, but it doesn't seem there's any way to manage versions, and I'd really like a query of whether to install each of the missing dependencies or not. Some mods already have "older" versions that are incompatible. When listing the mods available (which is missing, even though you have a file with them that you get when you run update), you're likely to get several different versions of coal-mod listed at once, along with every other mod. Sorting is important too.neko259 wrote:That's called a repository
In other words, it gets complicated (the firefox add-on system is more complicated than it's made to look). I certainly can't ask for something with the full intricacies like that, but do take some things into account to prevent potential future problems. I was thinking of trying to modify the manager as needed myself, including an optional, simple, light gui.
Just use dependency system. Look at portage, it's a good example. Instead of hosting all mod files, you can just make ebuilds for every version with dependencies and download links.
Of course you'll have to make a new package manager because portage isn't made for minetest, but it's very simple. I won't do that just because not all of the developers provide normal direct download links instead of indirect links to some flash and javascript pages.
But I can make an example of a 'mtbuild' file, descripting a mod package:
Just make a script that watches installed mods (and has a sqlite db for holding their infos) and a mod to call that manager from the game console.
Of course you'll have to make a new package manager because portage isn't made for minetest, but it's very simple. I won't do that just because not all of the developers provide normal direct download links instead of indirect links to some flash and javascript pages.
But I can make an example of a 'mtbuild' file, descripting a mod package:
Code: Select all
Name = "modname"
Version = "modversion"
Download = "link.tar.gz"
Description = "desc"
Minetest version >= "version"
Depends =
default && (flowers || growing)
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
-
- Moderator
- Posts: 4095
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
There is one Problem:neko259 wrote:Just use dependency system. Look at portage, it's a good example. Instead of hosting all mod files, you can just make ebuilds for every version with dependencies and download links.
Of course you'll have to make a new package manager because portage isn't made for minetest, but it's very simple. I won't do that just because not all of the developers provide normal direct download links instead of indirect links to some flash and javascript pages.
But I can make an example of a 'mtbuild' file, descripting a mod package:
Just make a script that watches installed mods (and has a sqlite db for holding their infos) and a mod to call that manager from the game console.Code: Select all
Name = "modname" Version = "modversion" Download = "link.tar.gz" Description = "desc" Minetest version >= "version" Depends = default && (flowers || growing)
I can't detect the Minetest Version
+1 minetest version declaration should be a must ...sfan5 wrote:There is one Problem:neko259 wrote:Just use dependency system. Look at portage, it's a good example. Instead of hosting all mod files, you can just make ebuilds for every version with dependencies and download links.
Of course you'll have to make a new package manager because portage isn't made for minetest, but it's very simple. I won't do that just because not all of the developers provide normal direct download links instead of indirect links to some flash and javascript pages.
But I can make an example of a 'mtbuild' file, descripting a mod package:
Just make a script that watches installed mods (and has a sqlite db for holding their infos) and a mod to call that manager from the game console.Code: Select all
Name = "modname" Version = "modversion" Download = "link.tar.gz" Description = "desc" Minetest version >= "version" Depends = default && (flowers || growing)
I can't detect the Minetest Version
I guess a bit more ... may be useless until minetest v1.0 ..Minetest minimum and MAXIMUM version ... sometimes features may be availaible only in a period of time ... upward compatibility .. is not a natural mandatory feature in development ...
Last edited by redcrab on Thu Feb 02, 2012 16:09, edited 1 time in total.
0.4 for serious builder click here
Dedicated Minetest redcrab server forum at http://minetestbb.suret.net
It's nice to be important but it is more important to be nice.
Dedicated Minetest redcrab server forum at http://minetestbb.suret.net
It's nice to be important but it is more important to be nice.
Since this whole game is getting very major and serious, especially modding, wouldn't it be a good idea to have its own repository ... I mean hosted more than on a personal repository. GitHub like minetest itself, sourceforge, etc. Take your pick, but if this game is to become big, there must be a good, reliable, secure way to do it. This probably means a completely separate repository on GitHub, separate from minetest itself. Each mod to be a branch probably?
The script listed here can still be used to manage all the mods, along with mod information, but the mod data itself must be hosted and managed reliably on hosting services (since they're already there). Also, for descriptions, latest versions, compatibilities, dependencies, and details about mods, maybe a specific text file or something hosted on the main/master branch, that the mod-manager script acquires when needed.
Management of mods is essential even at this point. I myself am reluctant to try that many mods because everything is so scattered and unorganized on this forum.
Besides:
"GitHub Free for open source
Unlimited public repositories and unlimited public collaborators."
P.S. Also, the wiki is not enough.
The script listed here can still be used to manage all the mods, along with mod information, but the mod data itself must be hosted and managed reliably on hosting services (since they're already there). Also, for descriptions, latest versions, compatibilities, dependencies, and details about mods, maybe a specific text file or something hosted on the main/master branch, that the mod-manager script acquires when needed.
Management of mods is essential even at this point. I myself am reluctant to try that many mods because everything is so scattered and unorganized on this forum.
Besides:
"GitHub Free for open source
Unlimited public repositories and unlimited public collaborators."
P.S. Also, the wiki is not enough.
Last edited by J0nnJ0nes on Fri Feb 10, 2012 11:46, edited 1 time in total.
There appears to be an issue. Minor issue but breaks it. I added my industrial mod to the repo for tests of the package manager. First off issuing ./mm.y doesn't work but issuing python mm.py does.
Also it seems that uploading a package and stating that default is a dependency breaks it (see quote below).
Also it seems that uploading a package and stating that default is a dependency breaks it (see quote below).
user@host ~/Downloads $ python mm.py install industrial
ModManager 0.1.3 Alpha
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
http://www.freemysql.net/neko259 wrote:If anybody wishes to start implementing my example and can host mods with direct links and the repository itself, I can writing the manager.
and/or GitHub.
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
- LolManKuba
- Member
- Posts: 939
- Joined: Fri Feb 10, 2012 22:36
- Location: Ontario, Canada
- Contact:
-
- Moderator
- Posts: 4095
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Don't add default to the Dependices in the FormRAPHAEL wrote:There appears to be an issue. Minor issue but breaks it. I added my industrial mod to the repo for tests of the package manager. First off issuing ./mm.y doesn't work but issuing python mm.py does.
Also it seems that uploading a package and stating that default is a dependency breaks it (see quote below).
user@host ~/Downloads $ python mm.py install industrial
ModManager 0.1.3 Alpha
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Fetching Package-Info from 'sfan.sf.funpic.de'.. OK
Installing Dependence default
Theres no Mod called default in my Repo
Who is online
Users browsing this forum: Skamiz Kazzarch and 3 guests