SB66 wrote:ok thanks
is there a possibility to see those names ingame?
didn't had these issues before in the previous versions of WorldEdit
You were using aliasses then. My examples were just those, which everytime (should) work.
SB66 wrote:ok thanks
is there a possibility to see those names ingame?
didn't had these issues before in the previous versions of WorldEdit
lotek wrote:2. strange appearance
I selected an area to modify/edit and after in the progress to "//p set" the old area just got filled up with not wanted nodes (in my case from homedecor some paintings appeared on every f*%ing single nod, a few hundreds of them :-/). I could replace them with no problem. unfortunately I did not took a screenshot.
kidmondo wrote:https://forum.minetest.net/download/file.php?id=1138
Krock wrote:kidmondo wrote:https://forum.minetest.net/download/file.php?id=1138
This is a known bug. Just fly into one dark area, fly up until it gets brighter.
//pos1
//pos2
//set air
//reset
Solved.
218 return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) ..
219 "button[0,0;2,0.5;main;Back]" ..
220 "label[2,0;WorldEdit GUI]" ..
221 table.concat(buttons)
sfan5 wrote:std::bad_alloc means Minetest ran out of memory.
sfan5 wrote:std::bad_alloc means Minetest ran out of memory.
Michael Eh? wrote:Hmm.. since I've start building in SinglePlayer with WorldEdit, it is REALLY useful. Great in cutting time in building complicated structures like this...
Tokyo Big Sight
Some things to add which would help this project...
LINE DRAW:
Draw a line of blocks from //pos1 to //pos2 (not a straight line)
example: //line default:rail
WALL DRAW:
Draw a wall or surface like stairs from //pos1 to //pos2 along describe axis by a defined dimension.
example //wall y 5 stone
... would draw a stone wall from 1 to 2 at a height of 5 nodes for stairs, you would pick X or Z axis.
BLOCK ROTATE or ORIENT(ATE):
with V6 and blocks being able to be flipped, it would be nice to have the power to bulk rotate the blocks like stairs.
example: //orient x -90 (all blocks selected would be rotated 90 degrees on the X axis)
//orient z 180 stone:stair (only specified would be flipped upsidedown)
Thoughts?
Fritigern wrote:Feature requests:
* //undo : Would do as advertised. I've definitely missed this one after several goof ups that affected large areas. And /rollback does not always work on WE operations.
* //hbox, //hcube or //walls : Create a hollow cube the size of the selection, usable as a quick way to build walls.
* //prism and //hprism : Create a (hollow) prism the size of the selection, useful as a roof. A hollow prism can be used as roof with attic.
* //torus : A versatile shape, usable to create space stations.
Improvements:
* No longer have the shapes (pyramid, dome, etc) center at //pos1 but make them the size of the selection. This allows for more precise placements and would match the behavior of //set and //replace
* When importing schems, position the imported structure relative to the position that the player had whilst exporting the schem.
* Automatically apply //r air air after operations that often cause dark areas. This should be a config option.
Bug (unless I'm wrong):
* //fixlight does not seem to do anything on dark areas. //r air air usually does work however
I know, this would prolly have been better placed on a bugtracker, but bugtrackers are usally horrible for discussions :-)
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