[Game] Carbone NG [carbone-ng]
Re: [Game] Carbone NG [carbone-ng]
Ok, I will give it a try then. What is an up to date version of minetest? I have 0.4.12+repack-2 on ubuntu 15.10. Is that ok?
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Re: [Game] Carbone NG [carbone-ng]
No, it is too old, you need to build from source. 1-line script for building from source.TuxerP wrote:Ok, I will give it a try then. What is an up to date version of minetest? I have 0.4.12+repack-2 on ubuntu 15.10. Is that ok?
Re: [Game] Carbone NG [carbone-ng]
Minetest_game runs fine on my mobile devices. I have installed the latest minetest build via the script and placed you're subgame in the folder where the minetest_game and minimal game are. The source build does not provide a systemd startup script or a default minetest.conf.
Game does not load with security on.
Hi there,
I've just pulled carbone-ng from github. It seems, that it will not run with security set to on.That is due to io.open calls in:
An unclean but simple remedy is simply commenting out the io lines.
But I think the problem lies somewhere else, because 3d_armor with exact the same io lines works just fine in an other subgame.
I've just pulled carbone-ng from github. It seems, that it will not run with security set to on.
Spoiler
Code: Select all
# Prevent mods from doing insecure things like running shell commands.
secure.enable_security = true
Spoiler
Code: Select all
...
minetest.register_on_joinplayer(function(player)
local filename = minetest.get_modpath("player_textures").."/textures/player_"..player:get_player_name()
local f = io.open(filename..".png")
if f then
f:close()
default.player_set_textures(player, {"player_"..player:get_player_name()..".png"})
end
end)
...
Spoiler
Code: Select all
... line 426
minetest.register_on_joinplayer(function(player)
... line 515
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
...
Code: Select all
...
-- local f = io.open(filename..".png")
-- if f then
-- f:close()
...
-- end
Trying to stay me.
Re: [Game] Carbone NG [carbone-ng]
Hi,
I have also installed carbone-ng from github. It works perfect exept when I play on an mobile phone. The HUD then overlays the buttons from the minetest android client. I have added a screenshot.
Running minetest from github on Debian 8 there is no systemd startup service. I have created on and are planning to integrate lag01's methode to load map and players folders in memory. When the script is done I will post it.
I have also installed carbone-ng from github. It works perfect exept when I play on an mobile phone. The HUD then overlays the buttons from the minetest android client. I have added a screenshot.
Running minetest from github on Debian 8 there is no systemd startup service. I have created on and are planning to integrate lag01's methode to load map and players folders in memory. When the script is done I will post it.
- Attachments
-
- Screenshot carbone-ng on android client
- Screenshot_2015-08-10-09-29-18.png (295.69 KiB) Viewed 2874 times
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Re: [Game] Carbone NG [carbone-ng]
If you want a small hotbar for use on mobile, remove the large_hotbar mod.TuxerP wrote:I have also installed carbone-ng from github. It works perfect exept when I play on an mobile phone. The HUD then overlays the buttons from the minetest android client. I have added a screenshot.
Re: [Game] Carbone NG [carbone-ng]
I have adjusted the large_hotbar mod to a size which is fine for my mobile. If I want to add a mod to minetest running the carbone-ng subgame where should I put that mod and how can I enable that one?
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?
Maybe a stupid question, but I don't have experience with adding mods to a subgame.
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?
Maybe a stupid question, but I don't have experience with adding mods to a subgame.
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Re: [Game] Carbone NG [carbone-ng]
You should install mods to your mods directory, not in the subgame. This way, you avoid conflicts with future versions of Carbone NG and you can enable/disable your mod easily in the world configuration menu.TuxerP wrote:I have adjusted the large_hotbar mod to a size which is fine for my mobile. If I want to add a mod to minetest running the carbone-ng subgame where should I put that mod and how can I enable that one?
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?
Maybe a stupid question, but I don't have experience with adding mods to a subgame.
Re: [Game] Carbone NG [carbone-ng]
Done that. Thanks for the advise. I don's see not much mobs in the carbone world. Can I increase the number of spawning mobs?
Running carbone-ng for a few weeks, but it looks very cool and all the mods that needed are there. Keep up the good work.
Running carbone-ng for a few weeks, but it looks very cool and all the mods that needed are there. Keep up the good work.
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Re: [Game] Carbone NG [carbone-ng]
It would be nice if one could set mods to use on the command line for a headless server the way we can for games and worldsCalinou wrote:You should install mods to your mods directory, not in the subgame. This way, you avoid conflicts with future versions of Carbone NG and you can enable/disable your mod easily in the world configuration menu.TuxerP wrote:I have adjusted the large_hotbar mod to a size which is fine for my mobile. If I want to add a mod to minetest running the carbone-ng subgame where should I put that mod and how can I enable that one?
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?
Maybe a stupid question, but I don't have experience with adding mods to a subgame.
$ minetest --game carbone-ng --world myworld --mods modlist.txt
Re: [Game] Carbone NG [carbone-ng]
Calinou, it is essential that you kept Carbone NG up-to-date with minetest-game. That way, you won't have to keep releasing new versions.
Where did all of those wonderful sound effects that the previous version had go? They were very essential to the general ambience.
Where did all of those wonderful sound effects that the previous version had go? They were very essential to the general ambience.
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Re: [Game] Carbone NG [carbone-ng]
Yeah, put down the books and keep modding!!! ;-)Inocudom wrote:Calinou, it is essential that you kept Carbone NG up-to-date with minetest-game. That way, you won't have to keep releasing new versions.
Where did all of those wonderful sound effects that the previous version had go? They were very essential to the general ambience.
Re: [Game] Carbone NG [carbone-ng]
Hi all,
I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?
cheers,
Smitje
I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?
cheers,
Smitje
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Re: [Game] Carbone NG [carbone-ng]
Because they aren't mese :DSmitje wrote:Hi all,
I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?
cheers,
Smitje
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Re: [Game] Carbone NG [carbone-ng]
Read the block again, it says...Smitje wrote:Hi all,
I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?
cheers,
Smitje
Re: [Game] Carbone NG [carbone-ng]
lol,
you got me! Guess you see what you expect to see.
Thanks
you got me! Guess you see what you expect to see.
Thanks
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Re: [Game] Carbone NG [carbone-ng]
dont work i most be doing something wrong. am new at this
Re: [Game] Carbone NG [carbone-ng]
Carbone-ng looks beautiful, thank you. The only issue I have with it is that even when I am not in creative mode, I can still craft unlimited amounts of any item I want. How do I turn this off? Thanks!
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Re: [Game] Carbone NG [carbone-ng]
Are you ever going to re add mesecons? I love everything in this game except for the absence of my electronics!
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Re: [Game] Carbone NG [carbone-ng]
LiberalSlovak : I think you should add it by yourself. Mesecons is a mod pretty loud for many computers, so putting it in a popular game would probably annoy some people :)
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Re: [Game] Carbone NG [carbone-ng]
So...is the large_hotbar a mod you made yourself? Because I cant find it anywhere...and I really want it...
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Re: [Game] Carbone NG [carbone-ng]
Yes, it's a tiny mod that enlarges the hotbar.GreenDimond wrote:So...is the large_hotbar a mod you made yourself? Because I cant find it anywhere...and I really want it...
If you want it yourself, create a folder called large_hotbar/, create an init.lua file inside and write this:
Code: Select all
-- large_hotbar: Makes the hotbar larger
-- Copyright (c) 2015 Calinou
-- CC0 1.0 Universal
custom_hotbar_size = tonumber(minetest.setting_get("large_hotbar.size"))
minetest.register_on_joinplayer(function(player)
player:hud_set_hotbar_itemcount(custom_hotbar_size or 16)
end)
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Re: [Game] Carbone NG [carbone-ng]
Nice game. Will we see connected drawtype support for the fences anytime soon, though?
It's lisac, not lisa.
400 character limit? Am I writing a book?
Administrator on Craig's server. Minetest player.
"The enemy pales when they see the face of Dazzle!" ~ Dazzle obviously.
I live in Serbia.
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Tool ranks
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400 character limit? Am I writing a book?
Administrator on Craig's server. Minetest player.
"The enemy pales when they see the face of Dazzle!" ~ Dazzle obviously.
I live in Serbia.
Steam | OpenDOTA
My mods:
Tool ranks
I appreciate donations in TF2 items. :)
Re: [Game] Carbone NG [carbone-ng]
I would like to have the normal inventory back. Which mod(s) change the inventory?
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