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@randomproof:
Oops, shut off my brain there. Of course what I wrote won't work, for the reasons you point out. I'll make a patch so minetest.node_dig can be overridden by mods.
by kahrl
Tue Jan 24, 2012 20:57
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8786

This works (after the call to generateTextureFromMesh) // Handle the case where render-to-texture // is not supported if(def->inventory_texture == NULL) { def->inventory_texture = tsrc->getTextureRaw(f.tname_tiles[0]); }
by kahrl
Tue Jan 24, 2012 20:51
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7214

Hmm. How were they shown before (or are with inventorycube) if render-to-target isn't supported?

EDIT: Oh, I see, it just rendered the texture of one side. I guess something similar should be done at itemdef.cpp:420.
by kahrl
Tue Jan 24, 2012 19:05
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7214

@randomproof Updated the list. About node ownership, the new version allows something like that (it might be a little bit of a hack though). local old_node_dig = minetest.node_dig function minetest.node_dig(pos, node, digger) if (digger is allowed to dig at pos) then old_node_dig(pos, node, digger) ...
by kahrl
Tue Jan 24, 2012 17:44
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8786

I see in the diff that you use dug_item, which doesn't work anymore (I think?). The field is now called drop, e.g.
drop = 'mineral_detector:detector 1'
and so on.
by kahrl
Tue Jan 24, 2012 17:00
 
Forum: WIP Mods
Topic: Mineral Detector
Replies: 38
Views: 15587

sycam wrote:where can i get client server 7


That's 0.4.dev.20120122-1.
by kahrl
Tue Jan 24, 2012 01:35
 
Forum: Minetest Problems
Topic: New and need help
Replies: 4
Views: 1860

Updated it for 0.4-dev-20120122-1: http://paste.pocoo.org/show/539320/

There should be a way to set the description of the new tools, though. A new parameter?
by kahrl
Mon Jan 23, 2012 16:22
 
Forum: WIP Mods
Topic: add_tool: for adding tools!
Replies: 9
Views: 4198

The mod name is not automatically added. There are four log levels: 'error', 'action', 'info' and 'verbose', if you omit the loglevel, 'info' is used. 'error' logs to debug.txt, stderr and chat. 'action' logs to debug.txt and stderr. 'info' logs to debug.txt and (if minetest was started with --info-...
by kahrl
Mon Jan 23, 2012 15:30
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8786

@redcrab Heh, sorry, I'm responsible for that. It's harmless. craftresult_is_preview was a setting in player files that determined if the craftresult slot contained an actual item or was just a preview. Since the inventory changes this setting doesn't exist anymore (there are separate craftpreview a...
by kahrl
Mon Jan 23, 2012 14:28
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8786

math.randomseed can be removed like in the fire mod.
by kahrl
Mon Jan 23, 2012 13:09
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 128236

Thanks for the fast(est) update :)

I think you can remove the math.randomseed call, since builtin.lua does that now. Other than that I sse no remaining deprecated API usage in the code.
by kahrl
Mon Jan 23, 2012 13:07
 
Forum: Old Mods
Topic: [Mod] Fire [0.1.2] [fire]
Replies: 97
Views: 38783

Mod update status (0.4.dev-20120122-1)

This is a list of mods that have been updated to work with minetest 0.4.dev-20120122-1 (see here for what has been changed). I'll be maintaining this list here, if any mod is missing or has been updated but not marked as such, please post a reply here or send me email. The purpose is to let users kn...
by kahrl
Mon Jan 23, 2012 12:56
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8786

I see :D
Yes, it can be fixed, only the field name has to be changed.
by kahrl
Mon Jan 23, 2012 12:03
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 256365

You mean digging, not crafting? It's because dug_item has been renamed to drop (and extended) in the new version.
by kahrl
Mon Jan 23, 2012 10:18
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 256365

I meant using weight to determine how long a node burns, and cuttability to determine how easily fire spreads to it.
by kahrl
Mon Jan 23, 2012 09:25
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7214

@nekoi259 This might take a while, sorry! First of all, flammability of nodes in the world should be unrelated to how long they burn in the furnace (e.g. mese burns very well in the furnace, but you might not want it to catch fire in the world so easily, that might be devastating). celeron55 and I h...
by kahrl
Mon Jan 23, 2012 02:16
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7214

@neko259
Indeed, thanks. Fixed.
by kahrl
Sun Jan 22, 2012 21:37
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7214

Also there is still not-so-serious bug: when digging with tool that disappear after digging node my mod will think that you dug this node with bare hand. I think that could be fixed either by using on_punch and saving last wielded item for every player or (preferably) by modifying code that on_dig ...
by kahrl
Thu Jan 19, 2012 13:16
 
Forum: WIP Mods
Topic: Drop mod: advanced drops from nodes [for mod developers]
Replies: 9
Views: 3880

Not much. In itemdef I added a per-item on_place callback. It's currently nil for nodes, but I'm in the process of moving node placement from C++ to that Lua callback. So, for symmetry, it would be nice if nodes had an on_dig callback that would be called like on_dignode, but would also be responsib...
by kahrl
Wed Jan 18, 2012 16:53
 
Forum: WIP Mods
Topic: Drop mod: advanced drops from nodes [for mod developers]
Replies: 9
Views: 3880

@Garrosh Yep, this and similar threads were the inspriration for that change. About crafting more than one item at once, have any idea how the GUI interface for that could work? I know in minecraft you can shift + left-click the craft preview to craft as many items as possible, but I find I often ma...
by kahrl
Wed Jan 18, 2012 07:32
 
Forum: Minetest Engine
Topic: "Default mod" redefinitions
Replies: 7
Views: 3022

@MarkTraceur I might do it on the weekend if noone else did it by then. @neko259 I don't know. Maybe once the furnace is completely redone in Lua, the cooking and fuel business will be moved again, possibly with registration functions implemented in Lua. Maybe a field material.flammability could ind...
by kahrl
Wed Jan 18, 2012 07:27
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7214

Nice. Mind if I put a modified version of this into the itemdef patch?
by kahrl
Wed Jan 18, 2012 07:24
 
Forum: WIP Mods
Topic: Drop mod: advanced drops from nodes [for mod developers]
Replies: 9
Views: 3880

@jn nope, add_to_inventory and add_to_inventory_later have been removed with itemdef, since get_inventory():add_item(...) does the same job and is a more generic interface. Nemo08's code is almost right, but add_item is missing the list argument: placer:get_inventory():add_item("main", "throwing:arr...
by kahrl
Wed Jan 18, 2012 07:10
 
Forum: WIP Mods
Topic: Add item to player's inventory?
Replies: 6
Views: 2601

Have you tried replacing the block after the paramtype changes?

EDIT: I'm sorry, forgot that allfaces will not work in your case, since it only supports one texture for all sides (it was designed for transparent leaves).
by kahrl
Mon Jan 16, 2012 15:49
 
Forum: WIP Mods
Topic: understanding tile_images for blocks
Replies: 10
Views: 2967

Oh, you have to set paramtype = "light", otherwise an "allfaces" node will be all black.

EDIT: both in register_node
by kahrl
Mon Jan 16, 2012 15:25
 
Forum: WIP Mods
Topic: understanding tile_images for blocks
Replies: 10
Views: 2967

once again it's me ;-) when i register a node (block) for a minetest mod i can set for every side of the cube a image => tiles_images (top ,ground, back,front, right, left) thats easy to find out. is there a source i can read abt the other parameters ? I don't know if it's already documented anywhe...
by kahrl
Mon Jan 16, 2012 14:42
 
Forum: WIP Mods
Topic: understanding tile_images for blocks
Replies: 10
Views: 2967

I don't think it has anything to do with "local". I suspect there are some weird issues with active objects going on here. When a player dies, its m_remove flag is set to true, so the environment might remove it. When respawning, the player gets a new ID but that isn't properly registered on the Lua...
by kahrl
Sun Jan 15, 2012 06:46
 
Forum: Minetest Engine
Topic: Lua API: on_respawnplayer doesn't work
Replies: 11
Views: 3267

My patch changes cooking and fuel definitions into crafting recipes:
http://celeron.55.lt/~celeron55/minetest/wiki/doku.php?id=changes:itemdef:modders#crafting
by kahrl
Thu Jan 12, 2012 18:50
 
Forum: Minetest Engine
Topic: "Default mod" redefinitions
Replies: 7
Views: 3022

That is possible with item metadata, provided you find some way to generate a sufficiently unique ID. If the player picks the key and lock up via item objects (created with minetest.add_item): Item objects can store item metadata. If you give the key and lock to the player by calling player:get_inve...
by kahrl
Thu Jan 12, 2012 18:43
 
Forum: Minetest Features
Topic: Inventory interface (what would be nice for mods) ADD YOUR OPINION!
Replies: 20
Views: 3163

I haven't noticed any slowdowns between 0.3 and 0.4. Then again, I don't have many mods installed, and my computer is relatively fast.
by kahrl
Thu Jan 12, 2012 18:02
 
Forum: Minetest Problems
Topic: Slow appearance of the world in 0.4 branch
Replies: 5
Views: 1611
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