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Searching for old friends from Ayntest

My username was the same as here (Zatherz). About a year ago (maybe more) I used to play with Thenextlevel and dark_fox on Ayntest (Liberty Land Minetest). One day I just disappeared and never came back. If anyone sees them anywhere, please post here or message me the server. Send them this post too...
by Zatherz
Sun Jan 03, 2016 11:00
 
Forum: Minetest General
Topic: Searching for old friends from Ayntest
Replies: 0
Views: 405

Re: [1.0.0]Tide - Mod editor

Should have posted the project file. Here is the one I used to compile: TEMPLATE = app TARGET = tide INCLUDEPATH += . QT += widgets # Input HEADERS += filecontroller.h \ projectcontroller.h \ settingscontroller.h \ tabwidget.h \ textedit.h \ tide.h FORMS += tide.ui SOURCES += filecontroller.cpp \ ma...
by Zatherz
Sat Oct 11, 2014 15:47
 
Forum: Minetest-Related
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4664

Re: Minetest IDE - Develop mods and games in an efficient wa

I would like to inform you that the project is not dead, even if it looks like it is. MIDE is still in development. Please stand by.

Edit: Also, MIDE is not going to just be an IDE. There's more...
by Zatherz
Sat Oct 11, 2014 15:23
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Yet another mod manager [WIP]

Ini sounds too Windozy. Using conf extension would make it look more like a Linux configuration file.
by Zatherz
Sun Oct 05, 2014 03:09
 
Forum: Minetest-Related
Topic: Yet another mod manager [WIP]
Replies: 8
Views: 2797

Re: Tide - Mod editor

So it's going to be a text editor with tabbing?
by Zatherz
Sun Oct 05, 2014 03:03
 
Forum: Minetest-Related
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4664

Re: Minetest IDE - Develop mods and games in an efficient wa

Since you are planning to rewrite the project, have you considered Lazarus ? It can compille (true binary) the exact same code (write once, compile everywhere) for linux, windows, mac, amiga, gameboy advanced, netware, AVR, OS/2 etc. With some changes to the code it can compile for JVM and Android....
by Zatherz
Tue Sep 30, 2014 20:37
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Minetest IDE - Develop mods and games in an efficient wa

Update #1 on the upcoming Minetest IDE. Changes: [*] Remove update thread [*] Running on single thread again (see above) Notes: [*] Update thread was removed because it was useless, QFileSystemWatcher already runs in background. [*] I will now post regular updates in the form of this post to give yo...
by Zatherz
Tue Sep 30, 2014 11:33
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Lava is no longer renewable!?

PatrocloPicchiaduro wrote:Well, in this game there is a nuclear power generator and other kinds of electric power generators..


I think you're talking about Technic here. In this case, ask the game authors.
by Zatherz
Sun Sep 28, 2014 20:39
 
Forum: Minetest Features
Topic: Lava is no longer renewable!?
Replies: 175
Views: 41995

Re: Minetest IDE - Develop mods and games in an efficient wa

I am happy to anounce another upcoming feature of Minetest IDE. MIDE will now run on two threads. The first will be the main (GUI) thread and the second will automatically update the Project list and any other file list, which means that no "Reload" buttons will be needed anymore and any c...
by Zatherz
Sun Sep 28, 2014 17:47
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Minetest IDE - Develop mods and games in an efficient wa

Oh... wow. Thanks. Time to recolor the logo then. Edit: Well, not. Those colors do not fit with the logo, anyways I will change the colors to some other. Edit 2: How about this? https://cdn.mediacru.sh/CVyACwj8Ji_c.svg Edit 3: Old logo for comparison: https://cdn.mediacru.sh/AvGLhZhPv7UR.svg
by Zatherz
Sun Sep 28, 2014 17:16
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Tide - Mod editor

Evergreen wrote:
Zatherz wrote:If you think a IDE for Minetest can only be a source code editor, then you're wrong. Horribly wrong.

I never said that it would. What extra is this (Tide) going to add outside of something another text editor might already have?

I wasn't saying that to you.
by Zatherz
Sun Sep 28, 2014 16:33
 
Forum: Minetest-Related
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4664

Re: Minetest IDE - Develop mods and games in an efficient wa

I intended them to be pastel-like.
by Zatherz
Sun Sep 28, 2014 16:31
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Tide - Mod editor

If you think a IDE for Minetest can only be a source code editor, then you're wrong. Horribly wrong.
by Zatherz
Sun Sep 28, 2014 03:55
 
Forum: Minetest-Related
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4664

Re: Minetest IDE - Develop mods and games in an efficient wa

The new version will contain much artwork - button icons, logo, window icon etc. After many time of messing around in Inkscape I finally made a logo that appeals to me: https://cdn.mediacru.sh/AvGLhZhPv7UR.svg Every image is SVG, made by me and licensed under CC-BY-SA. Stay tuned for more input.
by Zatherz
Sun Sep 28, 2014 01:26
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Tide - Mod editor

I am not releasing details to get the editor yet, because I have not finished the project handling. When I do it will be located on Github. I wanted to talk about how I am doing my version numbering for this project. There is a good reason I went with a 3 numbering system. The first number indicati...
by Zatherz
Sun Sep 28, 2014 01:18
 
Forum: Minetest-Related
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4664

Re: Minetest IDE - Develop mods and games in an efficient wa

I am happy to anounce that I will soon rewrite the project (also in Qt of course). That's because I started this project with no Qt knowledge and the code grew into a so big spaghetti that I have problems fixing trivial bugs. Stay tuned.
by Zatherz
Fri Sep 26, 2014 19:49
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Minetest IDE - Develop mods and games in an efficient wa

I've now made the git repository even cleaner. QMake generates files in specific directories: moc, obj and bin. Unfortunately it seems it's not possible to change where ui_*.h files are generated so I additionally created two scripts to clean the directories (moc, obj, Makefile and ui_*.h + bin if p...
by Zatherz
Fri Sep 26, 2014 05:06
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Minetest IDE - Develop mods and games in an efficient wa

By "embedding" I mean bundling NBE with this project and adding "Nodebox" to file types when pressing "New". When the user would open the file, it would recognize it as an NBE project and it would open in it NBE. Edit: Changed description of how I'd like to "embed&...
by Zatherz
Thu Sep 25, 2014 17:12
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Minetest IDE - Develop mods and games in an efficient wa

rubenwardy wrote:What is MIDE? Web searching reveals nothings :(

MIDE = Minetest IDE

rubenwardy wrote:The Qt SDK is massive to download, so when you reach a stable version you should produce builds for Windows and Linux. And others.

You mean precompiled binaries statically linked with Qt libs or just precompiled binaries?
by Zatherz
Thu Sep 25, 2014 17:02
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re:

RAPHAEL wrote:First off issuing ./mm.y doesn't work but issuing python mm.py does.

Please learn the basics of Linux before using it. The file needs execute permissions (chmod +x mm.y) to be executable by itself. Ah those Ubuntu users... :3
by Zatherz
Thu Sep 25, 2014 16:58
 
Forum: Minetest-Related
Topic: Minetest ModManager 0.1.4 Alpha <- You can upload your Mods to my Repo
Replies: 62
Views: 22236

Re: Minetest IDE - Develop mods and games in an efficient wa

@up Thanks. I have moved all the source code to src now. About NBE, can I embed it in MIDE? I know I can legally do it, but I don't want to be a douchebag ;) And about UI in NBE, there's a way to embed Irrlicht in Qt, so you could make the interface in Qt and the display panels in Irrlicht: click he...
by Zatherz
Thu Sep 25, 2014 16:29
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re: Minetest Mod Creator

Image
stallman plz
by Zatherz
Thu Sep 25, 2014 15:52
 
Forum: Minetest-Related
Topic: Minetest Mod Creator
Replies: 36
Views: 14416

Minetest IDE - Develop mods and games in an efficient way

THIS TOPIC IS OUTDATED THE APPLICATION IS BEING REWRITTEN FROM SCRATCH TO EASE ADDING OF FEATURES PLEASE READ ZATHERZ'S ANNOUNCEMENTS IN POSTS BELOW Minetest IDE is, as the name says, an Integrated Development Environment for Minetest. It will allow you to develop mods, games using a Lua text edito...
by Zatherz
Thu Sep 25, 2014 15:36
 
Forum: Minetest-Related
Topic: Minetest IDE - Develop mods and games in an efficient way
Replies: 41
Views: 10489

Re:

madchicken13 wrote:"Keep your backdoor-filled insecure OS to yourself and stop whining."


Hey, I like you.
by Zatherz
Wed Sep 24, 2014 13:11
 
Forum: Minetest-Related
Topic: Minetest-CC (Version 1.2)
Replies: 8
Views: 8753

Re: Node Box Editor [0.7] - Texture Tool

Well, they could as well enable JS for mega.co.nz only. Also, see edit to last post.
by Zatherz
Tue Sep 23, 2014 21:37
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 75212

Re: Node Box Editor [0.7] - Texture Tool

I can reupload the packages somewhere, but keep in mind they might become heavily outdated after some time. And, I'm pretty sure not everyone in this forum uses Lynx on original Unix using original Bourne Shell [citation needed] so JS should not be a problem. Edit: Hmmm... I think I can actually get...
by Zatherz
Tue Sep 23, 2014 21:31
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 75212

Re: Node Box Editor [0.7] - Texture Tool

What about the Debian/Ubuntu packages I posted?
by Zatherz
Tue Sep 23, 2014 21:05
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 75212

Re: Node Box Editor [0.7] - Texture Tool

Bump so that OP can see update to the post above.
While I'm here, I'd prefer if you linked only to the post above with the Arch repository, as the tarball can be found on AUR normally and the repository will keep the packages up to date. Or I may make a new topic. Maybe later.
by Zatherz
Tue Sep 23, 2014 15:44
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 75212

Re: Node Box Editor [0.7] - Texture Tool

Fresh x86 (i686) package for Arch just baked in a 32 bit VM :) Download x86 (i686) Nodebox Editor package for Arch Linux IMPORTANT EDIT : I made a repository with precompiled binaries for Arch Linux. It's for both x86 (i686) and x86_64. Here is the repo on GitHub: dark3125/minetest-extra To enable t...
by Zatherz
Tue Sep 23, 2014 11:18
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 75212
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