Ingame Mod Manager
Ingame Mod Manager
This video says it:
YouTube
The modmanager is coded in Lua and C++.
Using lua makes it more customizable (it wasn't really easier to code).
Every subgame should contain a modmanager.lua file that contains the functions to contact the "central server" (modlist server). Therefore the modmanager is "branded" by the selected game!
Current functions are:
- Install a mod
- Remove a mod
- Search mods
Todo:
- Search modlist (DONE)
- (Auto-)Update
- Your feature Requests
It has additional dependencies:
- luazip
- luasocket
(On arch they are available in the official repo)
Admin Tools
I also wrote a lua script that helps game admins create a modlist. By default the script uses a ftp server, but it should not be too hard to change it to http.
Plans
It would be awesome if people create their own games with their own modmanager.lua + central server. I was not planning to make a mod repo server myself.
The final goal: No more topics like "HEEEEEEELP PLSSSS!!!!!! CANNOT INSTALL MODSSSS!!!"
Download:
GitHub
GitHub - Admin tools
Just compile it like a normal minetest with the dependencies installed.
This is NOT a mod, you need to compile it.
Mind this is still in an early phase.
What features would you like to have?
YouTube
The modmanager is coded in Lua and C++.
Using lua makes it more customizable (it wasn't really easier to code).
Every subgame should contain a modmanager.lua file that contains the functions to contact the "central server" (modlist server). Therefore the modmanager is "branded" by the selected game!
Current functions are:
- Install a mod
- Remove a mod
- Search mods
Todo:
- Search modlist (DONE)
- (Auto-)Update
- Your feature Requests
It has additional dependencies:
- luazip
- luasocket
(On arch they are available in the official repo)
Admin Tools
I also wrote a lua script that helps game admins create a modlist. By default the script uses a ftp server, but it should not be too hard to change it to http.
Plans
It would be awesome if people create their own games with their own modmanager.lua + central server. I was not planning to make a mod repo server myself.
The final goal: No more topics like "HEEEEEEELP PLSSSS!!!!!! CANNOT INSTALL MODSSSS!!!"
Download:
GitHub
GitHub - Admin tools
Just compile it like a normal minetest with the dependencies installed.
This is NOT a mod, you need to compile it.
Mind this is still in an early phase.
What features would you like to have?
Last edited by Jeija on Wed Oct 24, 2012 16:33, edited 1 time in total.
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I provide Windows Builds now:
Go check them out at http://sfan.sf.funpic.de/minetest-builds/
Go check them out at http://sfan.sf.funpic.de/minetest-builds/
I'd like to do all of these things, but I'd also like to make sure that it gets merged later on.
Last edited by Jeija on Thu Jul 26, 2012 15:01, edited 1 time in total.
help with a windows build? or just help in general?Jeija wrote:I'd like to push this, but it should be 100% working.
If someone knows a little using cmake and porting this, please help!
I have to add luazip and luasocket so that they compile on windows.
I will try doing a windows build when I get home from work tonight, I tried it out on my linux desktop yesterday so didn't have any problems, although I tend to use windows as my main OS so I will need to compile it for that anyway.
Some help for the windows build would be awesome!!!
I can do everything apart from that, but I will wait with new features until the windows build
suceeds and possibly help you building minetest with luasocket + luazip (maybe also luafilesystem) on windows (although I do not know that much about cmake)
I can do everything apart from that, but I will wait with new features until the windows build
suceeds and possibly help you building minetest with luasocket + luazip (maybe also luafilesystem) on windows (although I do not know that much about cmake)
Sorry Jeija, didn't get chance to compile last night had a call out to fix some clients servers that experienced system failure after one of there developers did a hard reboot on them during updates ¬_¬
I've got the servers back up and running, just need to restore there websites from backup and then I should be able to have a look at compiling this for you.
Should be in the next couple of hours hopefully.
I've got the servers back up and running, just need to restore there websites from backup and then I should be able to have a look at compiling this for you.
Should be in the next couple of hours hopefully.
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No errors other than that, I've manually compiled luasocket and luazip to test, I will get them added to cmake and will send a pull request on github when I get home in about an hour.
EDIT: I think I know why celeron55 probably won't include this upstream, as it adds quite a few more dependencies, I will keep going ahead adding them in, but was just thinking would it not just be easier to link to the pre-compiled windows binaries needed for this?
The reason I say that is because the extra lua libraries and there dependencies are not actually required to build minetest with the mod manager...however, they are obviously needed for it to function.
I will see if I can come up with a better way to do this for windows, but at the moment I'm not really sure what the best approach would be for this, although saying that I'm not all that sure the pre-compiled binaries work properly as I now seem to be getting a segfault when trying to refresh the mod list ¬_¬. Will keep you updated.
EDIT2: Here are the links to the windows files if anyone wants to try them:
LuaZip: http://files.luaforge.net/releases/luaz ... -lua51.zip
LuaSocket: http://files.luaforge.net/releases/luas ... 32-vc8.zip
EDIT: I think I know why celeron55 probably won't include this upstream, as it adds quite a few more dependencies, I will keep going ahead adding them in, but was just thinking would it not just be easier to link to the pre-compiled windows binaries needed for this?
The reason I say that is because the extra lua libraries and there dependencies are not actually required to build minetest with the mod manager...however, they are obviously needed for it to function.
I will see if I can come up with a better way to do this for windows, but at the moment I'm not really sure what the best approach would be for this, although saying that I'm not all that sure the pre-compiled binaries work properly as I now seem to be getting a segfault when trying to refresh the mod list ¬_¬. Will keep you updated.
EDIT2: Here are the links to the windows files if anyone wants to try them:
LuaZip: http://files.luaforge.net/releases/luaz ... -lua51.zip
LuaSocket: http://files.luaforge.net/releases/luas ... 32-vc8.zip
Last edited by dannydark on Sun Jul 29, 2012 19:13, edited 1 time in total.
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