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Re: [0.4.12-dev] Mod security

A fix would be greatly appreciated. Well I think. At least I'd greatly appreciate a fix. Sometimes I get the feeling that I am the only one who is setting security to true. That is setting it to true not for trying to hack it. A temporary fix would be to add all trusted mods to the dependencies of ...
by ArguablySane
Tue Sep 01, 2015 22:23
 
Forum: Minetest News
Topic: [0.4.12-dev] Mod security
Replies: 27
Views: 11518

Re: Mapgen Manual

I think that I'll keep a table with the structure's positions and check those within new block's on_generate . That might also solve the problem with overlapping. The simplest soulution could just be skipping the new structure, if it overlaps any part of a peviously generate one. If you do it that ...
by ArguablySane
Tue Sep 01, 2015 21:43
 
Forum: Minetest General
Topic: Mapgen Manual
Replies: 16
Views: 2210

Re: Mapgen Manual

Hi there, I like the l-system tree generation. So I am rolling the idea of adapting that system for map generation. Writing an l-system parser should not be a problem. The thing is that I do not have an idea how to make a structure extend over the edges of map generation blocks. To get started I th...
by ArguablySane
Tue Sep 01, 2015 17:10
 
Forum: Minetest General
Topic: Mapgen Manual
Replies: 16
Views: 2210

Re: [0.4.12-dev] Mod security

est31 can probably explain in more detail because I don't know all the inner workings, but essentially this exploit works by tricking another mod into calling minetest.request_insecure_environment() . Mod B creates the evil function, but mod A is the one which actually calls it during the loading st...
by ArguablySane
Tue Sep 01, 2015 08:48
 
Forum: Minetest News
Topic: [0.4.12-dev] Mod security
Replies: 27
Views: 11518

Re: [0.4.12-dev] Mod security

ArguablySane, lua security doesn't have the "state" approach. Instead, security is managed using functions. If you have no functions you can use to do evil stuff, you are in a sandbox. Trusted mods get a table with a set of "dangerous" functions. Now mod B can't do any evil thin...
by ArguablySane
Mon Aug 31, 2015 23:50
 
Forum: Minetest News
Topic: [0.4.12-dev] Mod security
Replies: 27
Views: 11518

Re: CrazyTest

If you want people to make a mod for you, you're going to at least have to explain what "Crazycraft" is. You didn't even give us a link. Very, very, very few people are going to want to do a bunch of searching just to find out what you're even requesting. My advice is to start trying to ma...
by ArguablySane
Mon Aug 31, 2015 23:25
 
Forum: Modding Discussion
Topic: CrazyTest
Replies: 13
Views: 1204

Re: [0.4.12-dev] Mod security

Is there any protection against the following scenario: Mod A has privileges and calls minetest.some_function every so often. Mod B doesn't have privileges, but sets minetest.some_function to point to its own malicious function which calls a restricted function to do something evil. Now, when mod A ...
by ArguablySane
Mon Aug 31, 2015 23:03
 
Forum: Minetest News
Topic: [0.4.12-dev] Mod security
Replies: 27
Views: 11518

Re: 3D Perlin noise generator for testing

Can't you just disable all of the mods except the ore-gen one you're testing, or does it lag regardless? l would need to enable the dependencies manually, which is more annoying than waiting because l can't do sth different in the time and l would need to browse in lots of mods. l'm using the ppa a...
by ArguablySane
Mon Aug 31, 2015 15:51
 
Forum: Modding Discussion
Topic: 3D Perlin noise generator for testing
Replies: 14
Views: 1681

Re: 3D Perlin noise generator for testing

Can't you just disable all of the mods except the ore-gen one you're testing, or does it lag regardless?
by ArguablySane
Mon Aug 31, 2015 13:21
 
Forum: Modding Discussion
Topic: 3D Perlin noise generator for testing
Replies: 14
Views: 1681

Re: 3D Perlin noise generator for testing

I don't know of anything like tat, but, to help you find the ores, make them generate in air, and run it in a singlenode world. Delete the map.sqlite file in the world directory after each test to make it regenerate. I do this when testing custom terrain generators This is the best way to do it. Th...
by ArguablySane
Mon Aug 31, 2015 12:08
 
Forum: Modding Discussion
Topic: 3D Perlin noise generator for testing
Replies: 14
Views: 1681

Re: Minecraft like mods

Do u think u could help? Sure. For a good introduction to modding, read this: http://rubenwardy.com/minetest_modding_book/index.html For learning to make lua mapgens, look at this thread: https://forum.minetest.net/viewtopic.php?f=5&t=9952 Try and copy some of paramat's code and modify it a bit...
by ArguablySane
Mon Aug 31, 2015 12:04
 
Forum: Modding Discussion
Topic: Minecraft like mods
Replies: 21
Views: 2409

Re: Set day longer than the night or select season

You could use minetest.get_timeofday() and minetest.set_timeofday(val) to fake it. It might not look very good, but you could add time to a cycle by periodically setting the time of day back by a small fraction, and subtract time by jumping forward every so often. It would be an ugly hack, but it wo...
by ArguablySane
Mon Aug 31, 2015 11:57
 
Forum: Minetest Features
Topic: Set day longer than the night or select season
Replies: 7
Views: 1313

Re: OldCoder general mod issues

Nobody should really be using blocks and ABMs in that way anyway. There are better ways to generate large structures across chunk boundaries, although it would sometimes be easier if the engine gave us access to the seeds of adjacent chunks. Just split the map up into your own virtual chunks, calcul...
by ArguablySane
Mon Aug 31, 2015 00:23
 
Forum: Modding Discussion
Topic: OldCoder general development
Replies: 78
Views: 28570

Re: Minecraft like mods

I don't think dual wielding is currently supported by the engine. You'd have to learn C++ to implement that. There aren't dimensions like in Minecraft, but there is a somewhat hackish workaround by teleporting the player thousands of blocks up or down and having different mapgen working there. To ma...
by ArguablySane
Sun Aug 30, 2015 21:46
 
Forum: Modding Discussion
Topic: Minecraft like mods
Replies: 21
Views: 2409

Re: Post your modding questions here

Is there any way to create a block that is basically a vertical slab? If so, how do I do that? You can set the drawtype to nodebox to create blocks which don't fill the entire volume. You'll need to set paramtype2 == "facedir" in your nodedef to be able to make it rotate to any of the 4 (...
by ArguablySane
Sun Aug 30, 2015 20:10
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592850

Re: Post your Buildings(screenshots)

Samson1 wrote:How do you post screen shots? I have some to post!

Upload them to a host such as imgur, then put the link to the image inside [img.] [/img.] tags
by ArguablySane
Sun Aug 30, 2015 18:49
 
Forum: Minetest General
Topic: Post your Buildings(screenshots)
Replies: 119
Views: 62694

Re: Minecraft like mods

Y doesn't someone create their take on the mod and retexture the food I've never played with harvestcraft, but I'm going to try and make one or more mods which are similar to some of the tech-based minecraft mods. I'm not going to simply copy them because I think there are many things which Minecra...
by ArguablySane
Sat Aug 29, 2015 16:17
 
Forum: Modding Discussion
Topic: Minecraft like mods
Replies: 21
Views: 2409

Re: [Coders needed] Colored light sources

Just catching up on the coloured light conversation and had an idea, since default.light_max is 14 and param2 can only store a value from 0 to 255, why not split the coloured lights into hinting... e.g. light_source = 14 light_hint = "[white|red|green|blue|violet|magenta|yellow|blue|cyan|brown...
by ArguablySane
Sat Aug 29, 2015 11:51
 
Forum: Minetest Engine
Topic: [Coders needed] Colored light sources
Replies: 84
Views: 22928

Re: Sheet Ore Generation woes

The actual code used for setting the seed in mg_ore.cpp is PseudoRandom pr(blockseed + 4234); MapNode n_ore(c_ore, 0, ore_param2); int max_height = clust_size; int y_start = pr.range(nmin.Y, nmax.Y - max_height); if (!noise) { int sx = nmax.X - nmin.X + 1; int sz = nmax.Z - nmin.Z + 1; noise = new N...
by ArguablySane
Sat Aug 29, 2015 11:17
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1433

Re: Sheet Ore Generation woes

A while back there were changes to how offset and scale transformed noise values which may cause a bug in sheet ore. As far as I can tell from the code, both scale and offset are applied before the noise value is compared to the threshold. I haven't spotted any bugs, although I only gave it a relat...
by ArguablySane
Fri Aug 28, 2015 23:33
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1433

Re: Minecraft like mods

Gaming Association wrote:Oh ok maybe the developers could come up with something that'll make reflective blocks work

I think that's a very low priority goal at the moment.
For now I'd just like to see basic functionality like support for client-side mods and exposing more of the graphics api to lua.
by ArguablySane
Fri Aug 28, 2015 20:20
 
Forum: Modding Discussion
Topic: Minecraft like mods
Replies: 21
Views: 2409

Re: Minecraft like mods

Does anyone know how to make a reflection so u would b able to see urself without having to go in third or first person like reflective water That's currently not possible using lua mods. It would be possible to do by modifying the core engine, but I don't know enough about the graphics engine to t...
by ArguablySane
Fri Aug 28, 2015 18:59
 
Forum: Modding Discussion
Topic: Minecraft like mods
Replies: 21
Views: 2409

Re: Sheet Ore Generation woes

paramat wrote:Remember that scale is ignored when comparing against the threshold with sheet ore.

If that's the case, then why does SegFault's code generate any ore at all? The noise value should always be less than 2.4.
by ArguablySane
Fri Aug 28, 2015 11:23
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1433

Re: placing a node randomly

TenPlus1 wrote:This seemed to work for me...

That works fine for placing a block in a known location, but does it actually generate the chunk? Could you, for example, modify it to spawn the mese block at ground level by reading from the map?
by ArguablySane
Fri Aug 28, 2015 11:17
 
Forum: Modding Discussion
Topic: placing a node randomly
Replies: 21
Views: 1480

Re: Mapgen Manual

1. is it possible to generate biomes only in a set part of the map (e.g. north)? 2. is it possible to use different mapgen parameters in different regions of the map? (e.g. more islands in the east, high mountains in the north, ect.) Yes, if you're using a lua mapgen. What you want to do first is g...
by ArguablySane
Fri Aug 28, 2015 09:07
 
Forum: Minetest General
Topic: Mapgen Manual
Replies: 16
Views: 2210

Re: Sheet Ore Generation woes

I have been using these parameters: clust_scarcity = 1 clust_num_ores = 1 clust_size = 2 noise_threshold = 2.4 noise_params = { offset = 0, scale = 2, spread = {x=32, y=32, z=32}, seed = 65550, octaves = 3, persist = 0.26 } I see no reason why those parameters shouldn't work. The noise should be in...
by ArguablySane
Fri Aug 28, 2015 01:39
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1433

Re: NPC API Update Under Way!

Swimming will not only be bound to water, i can also make it so there can be a "desert sand worm" winch is a giant worm that swims in the sand in the desert! so, be careful when you go there >: D It sounds like someone needs to make a mod with remote controlled cars which you can affix dy...
by ArguablySane
Thu Aug 27, 2015 19:02
 
Forum: WIP Mods
Topic: Battle Towers - Open-PreAlpha - 0.1.1 - R1
Replies: 25
Views: 2923

Incorrect documentation of PcgRandom:rand_normal_dist(...)

Lua_api.txt documents the function as follows: `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`] This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1 Increasing num_trials improves accuracy of the approxi...
by ArguablySane
Thu Aug 27, 2015 18:51
 
Forum: Minetest Problems
Topic: Incorrect documentation of PcgRandom:rand_normal_dist(...)
Replies: 0
Views: 331

Re: What's Minetest still missing over Minecraft?

One will only need entities if he/she would like to move the corpse to some other coordinates in a more "natural" way - by pulling/kicking it - instead of "dig & place" business. Or if you want a dying animation which looks natural without the body suddenly snapping to align...
by ArguablySane
Thu Aug 27, 2015 12:56
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 131266

Re: Sheet Ore Generation woes

What are the current parameters you're using?
by ArguablySane
Thu Aug 27, 2015 09:07
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1433
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