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Hi, coming back after a while, thought I'd make some notes. 1. Forking a project takes a lot of effort. The community seems to be made up mostly of people who just want to add a feature and leave, which isn't the sustained effort we need here. 2. There are a lot more Lua devs than C++ devs. This isn...
by MarkTraceur
Thu Oct 04, 2012 15:00
 
Forum: Minetest General
Topic: [Request] Fork Minetest and Apply Patches
Replies: 60
Views: 9260

cornernote: I intended this for planning purposes, not "make the shape for you" purposes--my code is GPL, so if the WorldEdit author wants to add the formula, very little is stopping them. Calinou: I will see if I can't speed things up a bit....the problem is in generating huge numbers of jQuery obj...
by MarkTraceur
Thu Oct 04, 2012 14:44
 
Forum: Minetest General
Topic: Shape generator
Replies: 6
Views: 2410

Shape generator

How many times has this happened to you? I want to build a sphere. OOPS IT TURNED OUT AS A CUBE. We live in uncertain, cuboid times. Sometimes, that's just the way it is. For everything else, there's my new shape generator! The example instance will allow you to generate some shapes right away, but ...
by MarkTraceur
Thu Oct 04, 2012 08:15
 
Forum: Minetest General
Topic: Shape generator
Replies: 6
Views: 2410

Minetest Package Management

Hi! I've just completed the first iteration of what I'm calling the Minetest Package Index. You can find it here: http://50.116.10.200:5000 Please feel free to browse the packages there and submit any you see missing--I'd very much like to have a comprehensive list of packages. Please note that I ha...
by MarkTraceur
Sun May 20, 2012 02:53
 
Forum: WIP Mods
Topic: Minetest Package Management
Replies: 4
Views: 2320

rahonejm wrote:Hey, here's something that i would like to see and i'm sure that many other people would:


Please don't post this in the mods forum, it should go in the General Discussion. Especially not in this topic.
by MarkTraceur
Tue Jan 17, 2012 07:32
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7215

I should note that I don't have time to do anything of the sort, and add_tool will probably need updating. Anyone is free to do so, or wait for me to get around to it in a month or so.
by MarkTraceur
Tue Jan 17, 2012 01:27
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7215

sapier: There is a more complete idea in the works by sfan5, search for ModManager. 50x50 is not for a texture, it's for an icon to explain the additions. 16x16 wouldn't be terribly visible to users of the site.
by MarkTraceur
Sun Jan 15, 2012 18:30
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

neko, you should probably check that trees don't grow into things....
by MarkTraceur
Sat Jan 14, 2012 17:35
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 128247

wow wow wow ..tents not functional...use the tree spawn mechanics and have a tent pack that you put on the ground..on right click it turns into a full tent :D I of course meant that the tents wouldn't actually allow you to fast-forward. The original post suggested that they would be like beds in Mi...
by MarkTraceur
Fri Jan 13, 2012 18:59
 
Forum: WIP Mods
Topic: Mods?
Replies: 8
Views: 5916

Doable: * chef * trees * lasers (for aesthetics, not functional) * vines * tent (not functional) * fossil * future (so long as they don't work) * shelves (just a chest with a different texture) * dispenser (but no way to power it--maybe right-click or standing in front of it?) * pet mod (see animals...
by MarkTraceur
Fri Jan 13, 2012 16:52
 
Forum: WIP Mods
Topic: Mods?
Replies: 8
Views: 5916

celeron, I'm going to be working on that this semester. It's a school project, though, so it'll be slow and careful. At the end, we'll have a nice site, but it probably won't be fast. sfan5 has a temporary solution somewhere on the forums....here: http://c55.me/minetest/forum/viewtopic.php?id=618
by MarkTraceur
Fri Jan 06, 2012 00:29
 
Forum: WIP Mods
Topic: Organizing The Wiki
Replies: 12
Views: 3385

This is an English forum.

http://c55.me/minetest/forum/viewforum.php?id=8 is where foreign language goes.
by MarkTraceur
Wed Jan 04, 2012 15:39
 
Forum: WIP Mods
Topic: questions
Replies: 6
Views: 2209

If you check out the git repo (which is my first suggestion), you'll get a nicely named directory. I don't think gitorious allows me to change the name of the archive.

Your best bet is to

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
tar xvzf <tarball name>
mv <directory name> leaf_decay
by MarkTraceur
Mon Jan 02, 2012 22:37
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 7449

neko: Probably because you extracted it into a directory with a really long name. The path should look like so:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
..../data/mods/leaf_decay


If it has "marktraceur" anywhere in it, you did it wrong.
by MarkTraceur
Mon Jan 02, 2012 19:49
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 7449

IPushButton2653 wrote:Dang, why do the admins always know everything???


He's not just the admin, he's the developer of the game. He'd know best the quirks of his own system!
by MarkTraceur
Sun Jan 01, 2012 20:05
 
Forum: WIP Mods
Topic: need help with a mod
Replies: 18
Views: 3632

Yes.

First, put add_tool in your mod's depends.txt, so you can't run your mod without mine. This will ensure that users install mine before yours (suggest that you link to mine in your documentation).

Second, call register_tool_type with the specified options (see init.lua for more).
by MarkTraceur
Fri Dec 30, 2011 02:37
 
Forum: WIP Mods
Topic: add_tool: for adding tools!
Replies: 9
Views: 4198

sfan5, your add-repo code only creates the directory if the directory is already there. Reverse the condition:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if(not os.path.exists(homedir + "/.mm")):


I'm not sure if that will work in Python 3, though....
by MarkTraceur
Fri Dec 23, 2011 18:15
 
Forum: Minetest-Related
Topic: Minetest ModManager 0.1.4 Alpha <- You can upload your Mods to my Repo
Replies: 62
Views: 22937

OK, those changes aren't to make the mods work together--they're just changes you made to the mods. Those changes would be included in different packages (i.e., flowers and flowers_easypots). Metapackages would still be easy to make.
by MarkTraceur
Fri Dec 23, 2011 10:02
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

Hackeridze, if you make changes to a mod, it's no longer the same mod--so you would add your mods to the repo under a different name, and make a metapackage with all of them included. Of course, if you have to change different mods for them to work together, those mod developers are probably doing s...
by MarkTraceur
Fri Dec 23, 2011 01:33
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

Hackeridze: Packs would be like the meta-packages--they would just list several dependencies to be installed at once.

ironzorg: That'll be one of the first things I add, yes.
by MarkTraceur
Thu Dec 22, 2011 15:06
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

packages need to have this parameters: version, dependencies and exeptions(expungements), For example my mod pack can't work with not-modified flowers mod, cement mod, etc. It would be the responsibility of the repository owner and, more importantly, the mod authors to ensure no breakages based on ...
by MarkTraceur
Thu Dec 22, 2011 07:18
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

Python isn't all that heavy--certainly not when it's just a CLI utility, or a small and simple GUI for user-friendliness. I'm not sure if Lua has a standalone interpreter, but I'm sure it wouldn't be significantly lighter than Python (and if it were lighter, it would be so due to lack of features). ...
by MarkTraceur
Thu Dec 22, 2011 05:11
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

If you like the server's current construction and would like to join me in it, let me know on IRC (I'm marktraceur on freenode) and I'll grant you privileges! EDIT: You should log in to the server and have a password before asking for privileges! EDIT3: The server is now running the bleeding-edge l...
by MarkTraceur
Wed Dec 21, 2011 18:07
 
Forum: Minetest Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 6607

Well, since I'll be using Python for the package manager, I could probably extract the archives without any external software. See http://docs.python.org/library/bz2.html . But zip files are definitely not ideal for any purpose! I'd probably do more work on the repository server software, too, so if...
by MarkTraceur
Wed Dec 21, 2011 17:34
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

OK, anyone who is about to post about the following:

1. Getting build privileges
2. What version to use

READ THE FIRST POST.

And for those here to get me on the server, USE THE FORUM'S EMAIL FUNCTION.
by MarkTraceur
Wed Dec 21, 2011 01:33
 
Forum: Minetest Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 6607

I should note that I'll be making a repository/package manager/GUI installer for mods during the spring (it will be done before April), so perhaps you and I should coordinate on a format? My original thought was similar to the Debian structure--mods will consist of * tarball with the mod itself * me...
by MarkTraceur
Wed Dec 21, 2011 01:31
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5650

Imtea, while you're at it, it might do to use an ABM to empty the dustbin periodically, instead of using a complicated way of removing one node at a time.....see the experimental mod, luafurnace's ABM.
by MarkTraceur
Tue Dec 20, 2011 15:41
 
Forum: Old Mods
Topic: [Mod] Home Mod [home_mod] (missing license)
Replies: 47
Views: 27380

Ah! Yes, I forgot to change that line. It should be

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
leavesnode.param2 |= 1;
by MarkTraceur
Tue Dec 20, 2011 02:33
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 7449

Calinou, you should probably depend on my mod, rather than including its contents in yours....that will make things much easier for other mods that add tools.
by MarkTraceur
Sat Dec 17, 2011 20:22
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 256384

MasterZEN91 wrote:could you make a few different stair blocks, plz plz plz !!!! they are soooo helpful in these games for decorating. maybe wood, stone,cobblestone, and brick?


Half-blocks aren't currently possible, it's a work in progress.
by MarkTraceur
Sat Dec 17, 2011 19:22
 
Forum: WIP Mods
Topic: Some suggestions for possible future mods (for the bored modder)
Replies: 12
Views: 2947
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