Search found 371 matches
- Mon Nov 16, 2015 01:16
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72627
Re: [mod] Underground Realms [0.8] [caverealms]
It looks like HeroOfTheWinds is gone from Minetest for all eternity too... From what I can tell he falls off the face of the Earth every little while, I highly doubt that he has left MT. Aye, I haven't left, I've just been buried under Computation Physics, Data Structures, Computer Organization and...
- Sun Sep 06, 2015 22:56
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72627
Re: [mod] Underground Realms [0.8] [caverealms]
That isn't really the problem I'm thinking of, though that could potentially be one too. The problem with MT mods is the lack of client-side prediction. E.G. the client application doesn't smooth out movements and attacks of mobs by having the server and the client compute the AI of the mobs... Lead...
- Sun Sep 06, 2015 20:28
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72627
Re: [mod] Underground Realms [0.8] [caverealms]
What if this also was able to use mobs_redo and make a King Dungeoun Master mob that only spawned in his castle? And what if only one, HUGE one was generated? You don't know how much I wished MT had the right set up for a "boss-mob" mod... I really want to have a boss down in the Dungeon ...
- Thu Sep 03, 2015 04:02
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72627
Re: [mod] Underground Realms [0.8] [caverealms]
This should be the MT version of the Nether!!! XP I almost feel as if an ancient (alien? Think where Mese came from...) civilisation lived down here at one time... Either way the caves are beautiful, but do you think that they could generate farther down? I like that you don't have to mine too far ...
- Wed Sep 02, 2015 20:05
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72627
Re: [mod] Underground Realms [0.8] [caverealms]
Thank you, and I'm glad you like the caves so much! The idea of being able to harvest sticks down in the CaveRealms intrigues me. I rather like the idea, and I'll try thinking of some plausible way for sticks to be down there. That said, college keeps me very busy, so it could be some time before I ...
- Mon Aug 03, 2015 00:59
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12638
Re: [Mod] Mob Spawners [0.9.5] [mobspawn]
I have a few questions & suggestions. 1) Is this a block that you place 2) Are there seperate spawners for each mob? 3) Can you please let the spawners spawn user-specified itemstrings? 1) Yes. 2) Yup. 3) I've been a bit too busy as of late to do much Minetest coding, but that would be an inter...
- Mon Aug 03, 2015 00:53
- Forum: Game Releases
- Topic: [Game] Sky-Test [0.5] [beta]
- Replies: 43
- Views: 32952
Re: [Game] Sky-Test [0.5] [beta]
Having problems. I'm trying to start a new world, it's in games, renamed to sky-test, then when I load it, it either crashes when it's loading textures, or when it does load, it's a normal world. Here's my log: http://pastebin.com/HLtXTeyL Not sure why it would crash while loading textures, but I c...
- Tue Jul 21, 2015 21:02
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30793
Re: [Mod] Skylands [4.2.1] [skylands]
Yeah, sadly that is an engine-side problem. I can't do much about it, but I can posit that the shadows will not appear if the land if generated before the islands above it.
- Mon Jul 13, 2015 20:00
- Forum: General Discussion
- Topic: Making an attractive Android game
- Replies: 37
- Views: 8435
Re: Making an attractive Android game
Popping out from lurking... Hmm, I see a lot of debating here rather than actually suggesting mods. What I would like to see: For mobs: TenPlus1's Mobs Redo. This is one of the only mobs mods to feature mobs getting knocked back on hit, which is vital to surviving them. Minecraft has knockback, and ...
- Thu Jun 18, 2015 06:39
- Forum: Modding Discussion
- Topic: Ensure to be loaded last
- Replies: 9
- Views: 1630
Re: Ensure to be loaded last
Considering that such a mod must have some sort of formspec or chat dialogue, it would not need to preload the other mods. It can merely compile the list when requested. And to do so, it would be very easy to reference the registered_* tables to find those items. (perhaps even tweak them?) Since you...
- Thu Jun 18, 2015 06:32
- Forum: WIP Mods
- Topic: [Mod] Enchantments [enchantment]
- Replies: 23
- Views: 7816
Re: [Mod] Enchantments
I believe that is some sort of string of unicode characters, though I couldn't say which ones they are. I could search through the thousands of special characters, but I really don't feel like it.
Otherwise, neat mod! Now we need a version that incorporates Wuzzy's [mana] mod.
Otherwise, neat mod! Now we need a version that incorporates Wuzzy's [mana] mod.
- Tue Jun 16, 2015 19:10
- Forum: News
- Topic: Forum is now hosted by celeron55 (report issues here)
- Replies: 177
- Views: 113773
Re: Forum is now hosted by celeron55 (report issues here)
I think the email that is used to contact the administrators is broken. Before I was able to get back on, I tried emailing the admins via the "contact us" link, and after three days gmail said that mail couldn't be delivered. Might want to check that out too.
- Mon Jun 15, 2015 02:43
- Forum: Game Releases
- Topic: [Game] Sky-Test [0.5] [beta]
- Replies: 43
- Views: 32952
Re: [Game] Sky-Test [0.5] [beta]
Same day fix!
I think I fixed the error, it doesn't crash, but it doesn't change the mapgen either the way it should. Hopefully it's the same on your end. Also, I applied the fix for missing textures.
Hopefully I can get some more goodies available within the coming weeks.
I think I fixed the error, it doesn't crash, but it doesn't change the mapgen either the way it should. Hopefully it's the same on your end. Also, I applied the fix for missing textures.
Hopefully I can get some more goodies available within the coming weeks.
- Mon Jun 15, 2015 01:36
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30793
Re: [Mod] Skylands [4.2.1] [skylands]
Thanks for the catch. I'm surprised I missed that, and even more surprised it wasn't found sooner. Needless to say, fixed!
- Sun Jun 14, 2015 20:05
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72627
Re: [mod] Underground Realms [0.8] [caverealms]
Fooljap, what version of Minetest are you using? It works for me in Minetest 0.4.12. I'm not sure about the first error, looks like voxelmanip failed. The second error looks like the same problem. @DiamondKnight: I actually do have something like that planned, it's gonna take a while though. I've pr...
- Sun Jun 14, 2015 19:56
- Forum: Game Releases
- Topic: [Game] Sky-Test [0.5] [beta]
- Replies: 43
- Views: 32952
Re: [Game] Sky-Test [0.5] [beta]
Eep, I just get back, and things fall apart immediately, lol. I'll get this fixed as soon as I can, as well as check out that CaveRealms bug. I think the function for creating the starting island broke when Minetest got updated... I had been quietly working on SkyTest during winter break and trying ...
- Sun Jun 14, 2015 07:24
- Forum: News
- Topic: Forum is now hosted by celeron55 (report issues here)
- Replies: 177
- Views: 113773
Re: Forum is now hosted by celeron55
Hey c55, Just wanted to let you know, I ran into a somewhat serious error. I had to reset my password to log in, and when I tried to change it, I got the following message: The e-mail domain gmail.com you have used for your e-mail address has been blocked because it is blacklisted. For details pleas...
- Wed Mar 11, 2015 21:02
- Forum: WIP Games
- Topic: [Game] Fractured [0.01] [WIP]
- Replies: 148
- Views: 40277
Re: [Game] Fractured [0.01] [WIP]
Kilarin, what is your PC hardware like? I have a decently strong laptop, and this is the generation I get: [ore_thin] 282 ms [newspawn_gen] chunk minp (48 -32 -32) [newspawn_gen] 94 ms [blast_gen] chunk minp (48 -20 -32) [blast_gen] 78 ms [wst_gen] chunk minp (48 -32 -32) [wst_gen] 110 ms [ore_thin]...
- Wed Mar 11, 2015 19:30
- Forum: Mod Releases
- Topic: [Mod] Throwing enhanced [maint.] [throwing]
- Replies: 88
- Views: 30446
Re: [Mod] Throwing enhanced (bows and arrows) [0.9.3] [throw
Really liking how this is turning out. I, too, favor historical bows.
I'm thinking that this would be great to include in SkyTest.... Whenever I get around to implementing the other 5 mods I have sitting, waiting to be added...
I'm thinking that this would be great to include in SkyTest.... Whenever I get around to implementing the other 5 mods I have sitting, waiting to be added...
- Mon Mar 09, 2015 17:57
- Forum: WIP Mods
- Topic: [GAME] Moontest! (Back from the Dead!) [GAME]
- Replies: 289
- Views: 74080
Re: [GAME] Moontest! (Back from the Dead!) [GAME]
This is in fact still being worked on, primarily over on OldCoder's Moontest server. Nothing too big has been done yet, but I have something huge in development for it... just not ready yet. I will say this: Moontest may no longer be just the moon. There has been a lot of bugfixing going on in the b...
- Mon Mar 09, 2015 03:33
- Forum: WIP Games
- Topic: [Game] Fractured [0.01] [WIP]
- Replies: 148
- Views: 40277
Re: [Game] Fractured [0.01] [WIP]
I just made a commit (and pull request) that automatically scales the tower based on the fracture's width, as set in facturerift's init.lua. Here's an example of how it looks with width set to 180: http://i.imgur.com/Xh26IC4.png I also cleaned up some of the content references to use the c_ prefix.
- Mon Mar 09, 2015 01:34
- Forum: WIP Games
- Topic: [Game] Fractured [0.01] [WIP]
- Replies: 148
- Views: 40277
Re: [Game] Fractured [0.01] [WIP]
The reason you aren't getting the same noise every time is because the seed gets "added" to the world's seed. Hence, it will be the same if you keep BOTH seeds the same, but changing one affects the other. I'm trying to toy with a few ideas... One thing I noticed is that your tower size is...
- Thu Mar 05, 2015 06:47
- Forum: WIP Games
- Topic: [Game] Fractured [0.01] [WIP]
- Replies: 148
- Views: 40277
Re: [Game] Fractured [0.01] [WIP]
Alright, I made a pull request, and explained the code both there and inside the file. Basically, it's a distribution using the natural exponential function, making a nice smooth curve that keeps ore thin by the world's center but quickly populates more after a certain point. Makes it a lot easier t...
- Thu Mar 05, 2015 03:58
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572411
Re: Post your modding questions here
Check the code in falling.lua. Or better yet, look at the related file in my Caverealms mod. Just adjust a few of the velocity parameters, and you can change the direction of movement.
- Thu Mar 05, 2015 03:56
- Forum: WIP Games
- Topic: [Game] Fractured [0.01] [WIP]
- Replies: 148
- Views: 40277
Re: [Game] Fractured [0.01] [WIP]
No problem. Hmm... That is a problem I wish I could say "yes" to, but sadly, no, you can't force gen chunks. Besides, it is a headache to make slanting structures in mapgen. Since you're only using 2 axes, it isn't a problem, but with 3, the math involved is crazy. In any case, your best a...