Ingame Mod Manager

For people working on the C++ code.
lesliev
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by lesliev » Wed Aug 01, 2012 20:45

Wow, this is a cool idea. Some comments:
1. I could possibly host a mod repo, while traffic is not too heavy. FTP is fine.
2. Mod authors need to think about and write 'clean-up' code to remove their entities when they are uninstalled. This could be encouraged by the mod installer system. Init code too. mauvebic mentions this above.
3. Groups of mods make a modpack!
 

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Jeija
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by Jeija » Thu Aug 02, 2012 05:51

Dannydark, it is just too much work I think to install the lua binaries. I guess it's better to compile them with minetest, it shouldn't take too long. How did it go, adding them to mtest?
Redstone for minetest: Mesecons (mesecons.net)
 

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dannydark
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by dannydark » Thu Aug 02, 2012 13:22

Hi Jeija,

Sorry I've been bogged down with work recently, I got most of it added to minetest just got a few tweaks to do and will submit to github, Hopefully I will get time to do it tonight or the weekend at the latest.

Also luazip has a dependency of zziplib, The problem with this is that zziplib doesn't come with a pre-compiled lib like most lib sources, which means before you can compile luazip on windows you will need to compile zziplib which depends on some windows sdks. This isn't really a problem as they are easily available but it will mean people will have that extra step to do before compiling.

I could setup a new repository on github for zziplib with a pre-compiled library I guess? that would mean anyone compiling this could just grab the zziplib source from github and wouldn't need to compile it.

lesliev wrote:Wow, this is a cool idea. Some comments:
1. I could possibly host a mod repo, while traffic is not too heavy. FTP is fine.
2. Mod authors need to think about and write 'clean-up' code to remove their entities when they are uninstalled. This could be encouraged by the mod installer system. Init code too. mauvebic mentions this above.
3. Groups of mods make a modpack!


@lesliev regarding #2 it would be a nice idea, there is currently a pull request on github that allows digging of unknown nodes which means at least we can remove stuff left over from mods for the time being until mod developers add clean-up scripts to there mods ^_^
Last edited by dannydark on Thu Aug 02, 2012 13:25, edited 1 time in total.
 

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rubenwardy
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by rubenwardy » Thu Aug 09, 2012 11:52

I came up with an idea like this, but i didnt have time to make it before you did...
 

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rubenwardy
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by rubenwardy » Fri Aug 24, 2012 16:25

I am making a mod database, can I/You incorporate it in to your design.
(you may use it on your website, when it is finished)

http://www.tinyurl.com/mtmdfrm



What i am asking is, how does the mod lookup work, so i can program it in to my mod database.

Interface for ingame version
?

Interface for python version:

(http://minetest.net/forum/viewtopic.php?id=618)

You can interface with my database using:

(pkg-#) mm/getmodbyname.php: http://multa.bugs3.com/minetest/forum/mm/getmodbyname.php?id=mesecons

(pkg-#) mm/getmodbyid.php: http://multa.bugs3.com/minetest/forum/mm/getmodbyid.php?id=2

(PackageList) mm/getmods.php: http://multa.bugs3.com/minetest/forum/mm/getmods.php
Last edited by rubenwardy on Sat Aug 25, 2012 09:35, edited 1 time in total.
 

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xyz
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by xyz » Fri Aug 24, 2012 17:47

rubenwardy, there is (at least) one sql-inj. You should better either not use php or replace all mysql_escape_string with mysql_real_escape_string and make sure all int values are ints, all strings come in quotes (in queries).
 

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rubenwardy
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by rubenwardy » Fri Aug 24, 2012 18:26

xyz wrote:rubenwardy, there is (at least) one sql-inj. You should better either not use php or replace all mysql_escape_string with mysql_real_escape_string and make sure all int values are ints, all strings come in quotes (in queries).


Thank you, I forgot about that. You can be my ethical hacker. lol
Last edited by rubenwardy on Fri Aug 24, 2012 18:35, edited 1 time in total.
 

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rubenwardy
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by rubenwardy » Sun Aug 26, 2012 21:54

Jeija, is the ModManager gui disablable?

If not, you should make it so, so that you can pull a disable version to the main build, and when players install this mod, it is activated
 

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RAPHAEL
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by RAPHAEL » Fri Dec 07, 2012 22:59

Has this been abandoned or is it still being developed?
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
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OmniStudent
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by OmniStudent » Sat Dec 08, 2012 07:27

Wow, this looks really neat and convenient!

Haven't tried to compile and run, but even if its abandoned the source code is still there, so not all is lost...
 

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Jeija
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by Jeija » Sat Dec 08, 2012 10:16

I had to pause it because noone was able to port it to windows which meant that there was no chance to get it merged.
I will continue development as soon as a windows developer ports it.
Redstone for minetest: Mesecons (mesecons.net)
 

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Mgdie
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issa
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by issa » Tue Apr 09, 2013 19:09

hello, and if u don't have all stuff to compil, how get the executable files please ?
 

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Jeija
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by Jeija » Tue Apr 09, 2013 19:11

Not for windows, noone ported it. This thing is dead anyway.
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Calinou
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by Calinou » Tue Apr 09, 2013 19:12

issa wrote:hello, and if u don't have all stuff to compil, how get the executable files please ?


See this:
Jeija wrote:I had to pause it because noone was able to port it to windows which meant that there was no chance to get it merged.


Also, there's a mod manager in the latest version, although it is a bit different: it allows enabling or disabling mods per-world, but doesn't allow downloading mods from there.
Last edited by Calinou on Tue Apr 09, 2013 19:14, edited 1 time in total.
 

keyxmakerx
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by keyxmakerx » Fri May 17, 2013 06:26

Calinou wrote:
issa wrote:hello, and if u don't have all stuff to compil, how get the executable files please ?


See this:
Jeija wrote:I had to pause it because noone was able to port it to windows which meant that there was no chance to get it merged.


Also, there's a mod manager in the latest version, although it is a bit different: it allows enabling or disabling mods per-world, but doesn't allow downloading mods from there.


I too wish to see this feature implemented. Unfortunately I'm still new with compiling and know nill about windows, but as a linux server admin this feature could save me a lot of time then sudo ssh and Wat not. Plz dnt give up? Thanks! ^^
 

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rubenwardy
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by rubenwardy » Fri May 17, 2013 15:46

This is very out of date.

There is already a mod manager in the default game.

It does not download mods yet, but that will be added when a good online database is ready.
Last edited by rubenwardy on Fri May 17, 2013 15:47, edited 1 time in total.
 

sigz
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Re:

by sigz » Mon Jun 26, 2017 20:29

rubenwardy wrote:It does not download mods yet, but that will be added when a good online database is ready.


Why not just rely on minetest-mods github organization? Could be a pretty nice base.
 

Byakuren
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Re: Re:

by Byakuren » Tue Jun 27, 2017 00:49

sigz wrote:
rubenwardy wrote:It does not download mods yet, but that will be added when a good online database is ready.


Why not just rely on minetest-mods github organization? Could be a pretty nice base.

If you check the post dates the posts in this thread were made before minetest-mods existed.
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