Post your screenshots!

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

Finalizing work on Pipeline, the first ever in-game issue tracker for Minetest.

For an administrator, it's definitely a far cry from having to keep track of problem reports in a text editor, which I know all too well :)
  • Advanced search capabilities to filter by subject, by data range, by status, by assignees, and by author.
  • Multiple roles enforced via permissions, such as "manage_issues", "review_issues", "global_config", etc.
  • Support for messages in Bedrock Markup Language, including embedded images, for issues and replies.
  • Fully customizable categories and priorities, both colors and labels, including order and listing of options.
  • Comprehensive notification system, with a summary panel of subscribed issues and user-settable alerts.
  • Safeguards to prevent abuse, including limits on posting of new issues and replies, or adding reactions.
  • Issues and replies can be flagged for abuse by anyone, while administrators can pin, hide, or lock issues.
These are some screencaps I took during testing today.

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Termos
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Re: Post your screenshots!

by Termos » Post

color test

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Re: Post your screenshots!

by Linuxdirk » Post

sorcerykid wrote:Finalizing work on Pipeline, the first ever in-game issue tracker for Minetest.
Good lord ... I just LOVE looking at your formspecs. They all look so good!

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Re: Post your screenshots!

by vtwindsurfer » Post

tashbaugh wrote:
vtwindsurfer, thats very impressive! It looks great!
Thanks! The interior is coming along but it's slow. A programming error caused almost 2 dozen Lua Controllers to overheat recently. I have several mini-games on the ship. You can load and fire torpedoes, fly shuttles, beam down to the planet or one of two space stations. Most of them are centered around the operation of the ship.

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Extex
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Re: Post your screenshots!

by Extex » Post

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Download here
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Player of PK, RIP. Creator of the light_tool and motorbike mods. Working on another mod which should be coming soon!

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

Proof of concept for dynamically updating sections of forms, without having to reconstruct the entire formspec string.

Simply wrap elements within new group[<name>] and group_end[] tags and then call minetest.update_form() with a table of key-value pairs for the specific groups to be updated.

Code: Select all

minetest.update_form( player_name, { alpha = alpha_section, beta = beta_section } )
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cHyper-0815OL
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Re: Post your screenshots!

by cHyper-0815OL » Post

sorcerykid wrote:Proof of concept for dynamically updating sections of forms, without having to reconstruct the entire formspec string.

Simply wrap elements within new group[<name>] and group_end[] tags and then call minetest.update_form() with a table of key-value pairs for the specific groups to be updated.

Code: Select all

minetest.update_form( player_name, { alpha = alpha_section, beta = beta_section } )
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Nice already public to test?

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orwell
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Re: Post your screenshots!

by orwell » Post

Nice, does that mean I'm finally able to update parts of a form without clearing text from input fields?
Lua is great!
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Re: Post your screenshots!

by rubenwardy » Post

orwell wrote:Nice, does that mean I'm finally able to update parts of a form without clearing text from input fields?
No, it's a mod that adds some fancy stuff to make formspecs easier but doesn't change the engine

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

orwell wrote:Nice, does that mean I'm finally able to update parts of a form without clearing text from input fields?
It's a proof-of-concept for the new API that I proposed in Issue 9364 on GitHub. Since it's a server-side mod, it has no direct control over rendering of the client GUI. But it has the unique advantage that if and when such functionality is implemented directly in the engine, then in theory this mod should be able to emulate the builtin API for backward compatibility.

I will probably push an alpha version later today. Keep checking the WIP subforum.
Linuxdirk wrote:Good lord ... I just LOVE looking at your formspecs. They all look so good!
Aww thanks :) I can't wait till Ratio Workspace is completed so formspec design will be hopefully be easier for everyone.

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Re: Post your screenshots!

by twoelk » Post

yikes!

I need to redo my old saturn texture
+ huge pixely saturn
this new feature is sooooooo coooooooool
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texmex
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Re: Post your screenshots!

by texmex » Post

Ah, gradient sky PR got merged? Awesome!
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Re: Post your screenshots!

by Lone_Wolf » Post

texmex wrote:Ah, gradient sky PR got merged? Awesome!
set_sky PR. It does a lot more than gradients

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Re: Post your screenshots!

by Termos » Post

texmex wrote:Ah, gradient sky PR got merged? Awesome!
Cool, maybe I'll be able to sneak in gradient for default unmodded sky now.

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rubenwardy
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Re: Post your screenshots!

by rubenwardy » Post

Termos wrote:
texmex wrote:Ah, gradient sky PR got merged? Awesome!
Cool, maybe I'll be able to sneak in gradient for default unmodded sky now.

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That looks super nice

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

Unfortunately SQLite3 does not support incremental backups, nor could I find any decent 3rd-party tools for this purpose. So I've taken the liberty to develop my own incremental backup utility for Minetest :)

The results are quite impressive. Testing on an older map that is about 3.7 GB in size, the incremental backup took only about 26 seconds to complete. Yet the full backup took upwards of 2 minutes. So that is a four-fold reduction in processing time.

Even better still are the size differences!

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This is the archive directory structure. The files named "series-X.sqlite" are the incremental backups and "master.sqlite" is the full backup. For the first test, I spent several minutes flying through the world digging constantly, resulting in changes to over 6,100 mapblocks. I estimate that would be roughly equivalent to an afternoon's worth of server activity.

The resulting file size? A measly 5.7 megabtyes :D

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Melkor
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Re: Post your screenshots!

by Melkor » Post

you are amazing, sorcerykid

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Re: Post your screenshots!

by voxelproof » Post

Although the jungle depicted below is a bare default, trespassing it was a pretty nice experience with a satisfying bonus of finding at last its edge after walking ~1500 nodes to the south.

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Re: Post your screenshots!

by DS-minetest » Post

sorcerykid wrote:Unfortunately SQLite3 does not support incremental backups, nor could I find any decent 3rd-party tools for this purpose.
Isn't there this? (Edit: Or sqlite3 map.sqlite ".backup map_backup.sqlite"? Edit: Or sqldiff?)
And don't forget to also backup the player and auth databases.

Btw. why do we store that weird inv_width for player inventories (3 for craft, else 0)?
Note that I've recently renamed myself on github and co. to "Desour". (I'm bad at naming things.)
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Re: Post your screenshots!

by ShadMOrdre » Post

Fleshing out biomes in preparation for adding the remainder of farming and xocean, as well as, aoteara and australia.

Currently, there are about 65-70 unique trees and 80+ plants and mushrooms. Adding the above mods will almost double those figures. The landscapes are stunning. This works with all mapgens except v6.

The plants are distributed across up to 160+ biomes, which are further subdivided into 6 to 15 ecosystems, ensuring that landscapes are unique, varied, blended, realistic, and covering most of the World Wildlife Fund Global 200 ecoregions list.

After this work, I will begin work on a new mapgen, with the intention that it be included in the next round of engine updates. The mapgen will be a simplified Islands by Termos, with a Voronoi influenced terrain modification scheme that will enable predetermined landforms and realistic river paths, since ocean locations will now be known.

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Voxelproof, me thinks you'll enjoy this as a walking simulator.
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MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

DS-minetest wrote:
sorcerykid wrote:Unfortunately SQLite3 does not support incremental backups, nor could I find any decent 3rd-party tools for this purpose.
Isn't there this? (Edit: Or sqlite3 map.sqlite ".backup map_backup.sqlite"? Edit: Or sqldiff?)
And don't forget to also backup the player and auth databases.
The SQLite3 online backup API copies a database in its entirety to another location. In terms of performance, it is no different than issuing a "cp" command. As for the sqldiff utility, that doesn't provide any version control for incremental backups and restores in and of itself. It is rather analogous to "diff", but for SQLite3 databases. What I need is a tool with capabilities like "git" for example :)

RocketLib Archive, in contrast, is a fully-fledged version control system for map.sqlite . It maintains its own commit database, recording a unique checksum and version for every changed mapblock. This allows for completely automated backup and restore operations to or from any point in the commit history. Also, the fact that checksums are precomputed and cached vastly speeds up table comparisons.

As for the player and auth databases, those are marginal in size compared to map.sqlite, so a full backup is reasonable in those cases.

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Re: Post your screenshots!

by voxelproof » Post

ShadMOrdre wrote: Voxelproof, me thinks you'll enjoy this as a walking simulator.
This looks awesome, I'm looking forward to the release :)

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Re: Post your screenshots!

by Wuzzy » Post

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Re: Post your screenshots!

by PolySaken » Post

Wuzzy wrote:Image
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Liking Aotearoa? I'm planning to make an Aotearoa game soon.

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Re: Post your screenshots!

by cHyper-0815OL » Post

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minetest in the tv!!!
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