Minetest ModManager 0.1.4 Alpha <- You can upload your Mods to my Repo

sfan5
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by sfan5 » Post

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
Last edited by sfan5 on Sat Jan 07, 2012 13:41, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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neko259
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by neko259 » Post

Can you make a mod for upgrading or installing mods from the game console?
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RAPHAEL
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by RAPHAEL » Post

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
"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)

sfan5
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by sfan5 » Post

neko259 wrote:Can you make a mod for upgrading or installing mods from the game console?
That's not easy,but i can try
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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neko259
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by neko259 » Post

os.execute([command])

Execute an operating system shell command. This is like the C system() function. The system dependent status code is returned.
Just execute your python script from lua.
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sfan5
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by sfan5 » Post

neko259 wrote:
os.execute([command])

Execute an operating system shell command. This is like the C system() function. The system dependent status code is returned.
Just execute your python script from lua.
You must restart the Game for installing Mods
Last edited by sfan5 on Sun Jan 15, 2012 19:36, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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neko259
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by neko259 » Post

Then just download them until manual restart. And make "/modmanager list" for getting mods list.
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sfan5
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by sfan5 » Post

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
If you want more Mods on the Repo you can upload some(but only your mods).
We need more Mod-Uploaders for more Mods
Last edited by sfan5 on Sun Jan 15, 2012 19:41, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

sfan5
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by sfan5 » Post

neko259 wrote:Then just download them until manual restart. And make "/modmanager list" for getting mods list.
I'll make that Mod tomorrow or later
Last edited by sfan5 on Sun Jan 15, 2012 19:40, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

J0nnJ0nes
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by J0nnJ0nes » Post

neko259 wrote:Can you make a mod for upgrading or installing mods from the game console?
Ideally, something like firefox add-ons listing, with Install, Uninstall, Enable, Disable, along with version and other mod compatibilities.

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rinoux
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by rinoux » Post

J0nnJ0nes wrote:
neko259 wrote:Can you make a mod for upgrading or installing mods from the game console?
Ideally, something like firefox add-ons listing, with Install, Uninstall, Enable, Disable, along with version and other mod compatibilities.
+1X3

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neko259
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by neko259 » Post

J0nnJ0nes wrote:
neko259 wrote:Can you make a mod for upgrading or installing mods from the game console?
Ideally, something like firefox add-ons listing, with Install, Uninstall, Enable, Disable, along with version and other mod compatibilities.
That's called a repository :)
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by J0nnJ0nes » Post

neko259 wrote:That's called a repository :)
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.

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.

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neko259
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by neko259 » Post

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:

Code: Select all

Name = "modname"
Version = "modversion"
Download = "link.tar.gz"
Description = "desc"
Minetest version >= "version"
Depends = 
default && (flowers || growing)
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.
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neko259
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by neko259 » Post

If anybody wishes to start implementing my example and can host mods with direct links and the repository itself, I can writing the manager.
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sfan5
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by sfan5 » Post

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:

Code: Select all

Name = "modname"
Version = "modversion"
Download = "link.tar.gz"
Description = "desc"
Minetest version >= "version"
Depends = 
default && (flowers || growing)
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.
There is one Problem:
I can't detect the Minetest Version
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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redcrab
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by redcrab » Post

sfan5 wrote:
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:

Code: Select all

Name = "modname"
Version = "modversion"
Download = "link.tar.gz"
Description = "desc"
Minetest version >= "version"
Depends = 
default && (flowers || growing)
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.
There is one Problem:
I can't detect the Minetest Version
+1 minetest version declaration should be a must ...
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.
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neko259
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by neko259 » Post

Minetest minimum and MAXIMUM version
In my example, you can have different constraints on minetest version:
>= version
= version
<= version
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J0nnJ0nes
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by J0nnJ0nes » Post

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.
Last edited by J0nnJ0nes on Fri Feb 10, 2012 11:46, edited 1 time in total.

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RAPHAEL
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by RAPHAEL » Post

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
"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)

J0nnJ0nes
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by J0nnJ0nes » Post

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.
http://www.freemysql.net/

and/or GitHub.

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by jordan4ibanez » Post

lets throw this into my installer thing :D
hello, am program. do language in rust. make computer do. okay i go now.

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by sfan5 » Post

*Bump*
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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by LolManKuba » Post

Lol.

sfan5
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by sfan5 » Post

RAPHAEL 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
Don't add default to the Dependices in the Form
Theres no Mod called default in my Repo
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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