The problem disappears, if you revert this commit:
https://github.com/minetest/minetest/co ... 77e98ceac6
Search found 42 matches
- Mon Dec 01, 2014 07:12
- Forum: Problems
- Topic: node (0,0,0) empty
- Replies: 9
- Views: 1607
- Wed Nov 12, 2014 18:35
- Forum: Engine Builds
- Topic: [Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
- Replies: 9
- Views: 4570
Re: [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
New build:
minetest-0.4.10-45ebaa3-win64.zip
Commits since last build:
minetest-0.4.10-45ebaa3-win64.zip
Commits since last build:
45ebaa3 Fix profiler values not being updated (F6) and not being logged
0adadba Serverlist: announce mg_name from map_meta.txt instead of minetest.conf
- Mon Nov 10, 2014 15:21
- Forum: Engine Builds
- Topic: [Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
- Replies: 9
- Views: 4570
Re: [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
New commits : 987e565 Create faster key cache for main game loop (client) 10a47b7 Tune cave noise scales to 6. Fix blobs spflag, now enabled. Update conf.example 18c583e Add tooltips to main menu subgames button bar 9b551d5 Implement WieldMeshSceneNode which improves wield mesh rendering minetest-0....
- Sat Nov 08, 2014 22:47
- Forum: Engine Builds
- Topic: [Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
- Replies: 9
- Views: 4570
Re: [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
It seems to work in fedora 21 Beta-4 too. Updates : commit 96fcca4 - 03 nov 2014 => cc8d7b8 - 08 nov 2014 cURL (7.37.0-1.fc20) => 7.37.0-2.fc21 Freetype (2.5.0.1-2.fc20) => 2.5.3-2.fc21 GetText (0.18.3.1-1.fc20) + win-iconv (0.0.4-3.fc20) => 0.18.3.2-2.fc21 and 0.0.6-2.fc21 libVorbis (1.3.3-3.fc20) ...
- Fri Nov 07, 2014 22:23
- Forum: Engine Builds
- Topic: [Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
- Replies: 9
- Views: 4570
Re: [Windows] Napodan's builds (64-bit): LevelDB, DirectX
I don't know freeminer. But why not. I will look at your repository.
- Fri Nov 07, 2014 21:48
- Forum: Engine Builds
- Topic: [Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
- Replies: 9
- Views: 4570
- Fri Nov 07, 2014 21:29
- Forum: Engine Builds
- Topic: [Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
- Replies: 9
- Views: 4570
[Old] [Windows] Napodan's builds (64-bit): LevelDB, DirectX9
It's the first time, I build something for windows and this is my first build of minetest. It is more a test than a build This build was made on a fedora 20. It is built with the latest source from minetest (commit 96fcca4ea0 - 03 nov 2014). Don't hesitate to give me your advice. I need to learn mor...
- Thu Nov 06, 2014 21:58
- Forum: Partly official engine development
- Topic: Nicknames
- Replies: 4
- Views: 1705
Re: Nicknames
Have you look here :
https://github.com/minetest/minetest_ga ... player.lua
https://github.com/minetest/minetest_ga ... player.lua
- Thu Nov 06, 2014 17:51
- Forum: Problems
- Topic: node (0,0,0) empty
- Replies: 9
- Views: 1607
node (0,0,0) empty
Hi, I have something weird with this commit : https://github.com/minetest/minetest/commit/b9cb196d494c60016a509ffe17ce2077e98ceac6 If the node 0,0,0 is water, I have nothing in that position. You can try with minetest_game, seed 123456789. Teleport in 1,0,-1. Wait until water fill the air. You will ...
- Tue Nov 04, 2014 14:59
- Forum: Français
- Topic: Un nouveau!
- Replies: 11
- Views: 2414
Re: Un nouveau!
Bienvenue a toi.
- Sun Oct 26, 2014 08:26
- Forum: Français
- Topic: Bonjour d'un debutant
- Replies: 13
- Views: 2824
Re: Bonjour d'un debutant
Merci pour l'info. Effectivement, le code a été supprimé le 24/10.
- Thu Oct 23, 2014 11:36
- Forum: Mod Releases
- Topic: [Mod] Simple Fence gate [1.0] [gate]
- Replies: 17
- Views: 9040
Re: [Mod] Simple Fence gate [1.0] [gate]
I try with one sheep and only fence_wood (no gate). It can't jump over the fence. With 2 sheeps, one can jump on the other and then over the fence. The only solution, I see for now, is to modifiy in sheep.lua (or any other animal file) the line collisionbox = {-0.4, -0.01, -0.4, 0.4, 1, 0.4}, by col...
- Thu Oct 23, 2014 09:31
- Forum: Mod Releases
- Topic: [Mod] Simple Fence gate [1.0] [gate]
- Replies: 17
- Views: 9040
Re: [Mod] Simple Fence gate [1.0] [gate]
If your problem is only when they are following you, you can try to replace this line in api.lua file v.y = 6 by v.y = 5 and self.get_velocity(self) <= 1.5 by self.get_velocity(self) <= 0.5 With the last fix, mobs will stop jumping when there is no need when they follow you. I can't test it now. But...
- Thu Oct 23, 2014 06:35
- Forum: Mod Releases
- Topic: [Mod] Simple Fence gate [1.0] [gate]
- Replies: 17
- Views: 9040
Re: [Mod] Simple Fence gate [1.0] [gate]
In some mods, mobs can jump very high (sheeps in simple mobs and derivative, can jump 2 blocks or more if they follow you). The problem is more a "compatibility problem". To get rid of this problem, I modify simple mobs for my use.
Which mod are you using ?
Which mod are you using ?
- Thu Oct 23, 2014 06:18
- Forum: Engine Builds
- Topic: [Android] Builds for ARM, x86 and MIPS
- Replies: 148
- Views: 65100
Re: Android Builds (ARM, x86, MIPS)
I found something weird :
if I add "mg_flags = dungeons" or "active_block_range = 8" in {minetest_dir}/games/minetest_game/minetest.conf, these lines are removed. I need to put these lines in minetest.conf in {minetest_dir}/.
if I add "mg_flags = dungeons" or "active_block_range = 8" in {minetest_dir}/games/minetest_game/minetest.conf, these lines are removed. I need to put these lines in minetest.conf in {minetest_dir}/.
- Tue Oct 21, 2014 13:11
- Forum: Game Discussion
- Topic: [Idea] Proposal of adding an objective: Technology
- Replies: 16
- Views: 5554
Re: Proposal of adding an objective: Technology
As I understand, minetest is an engine not a game. Your idea is very good for a subgame.
- Tue Oct 21, 2014 12:18
- Forum: Partly official engine development
- Topic: Advanced Cave Culling Algorithm
- Replies: 10
- Views: 3164
Re: Advanced Cave Culling Algorithm
When I read "MapBlocks (aka chunks) " I understand "MapBlocks = chunks". Sorry, but my English is not very good.
- Tue Oct 21, 2014 09:01
- Forum: Partly official engine development
- Topic: Advanced Cave Culling Algorithm
- Replies: 10
- Views: 3164
Re: Advanced Cave Culling Algorithm
Minetest uses MapBlocks (aka chunks) to modulate in the same way, except multiple MapBlocks can be loaded at the same time. Maybe I'm wrong, but I believe that '1 chunk = chunksize^3 MapBlock = chunksize^3 * 16^3 nodes' . All nodes in ONE chunk are loaded at the same time. Edit : 1 MapBlock = 16^3 ...
- Sun Oct 19, 2014 19:45
- Forum: Modding Discussion
- Topic: Mod idea - Autojump
- Replies: 5
- Views: 2068
Re: Mod idea - Autojump
I like the idea for android build : it's hard to point, push up and jump without dropping your phone. For simple mobs, as I understand, when the mob is moving but its velocity is inferior than a certain value (0.5 in normal walk and 1.5 in following walk), you just change the y velocity (which is of...
- Thu Oct 16, 2014 20:56
- Forum: Français
- Topic: Bonjour d'un debutant
- Replies: 13
- Views: 2824
Re: Bonjour d'un debutant
Merci beaucoup pour l'info. Est-ce qu'il existe un endroit ou on peut trouver ce genre d'info ? Quand on debute, il est difficile de savoir ce qui est obsolete de ce qui ne l'est pas. "only_peaceful_mobs" est toujours documente dans minetest.conf.example, s'il est obsolete, il faudrait le ...
- Wed Oct 15, 2014 18:59
- Forum: Mod Releases
- Topic: [Mod] PMobs (progress mobs) [pmobs]
- Replies: 61
- Views: 30414
Re: [Mod] SimpleMobs++
New version 0.3 You may modify the file api.lua, line 361 : if self.monsterdetect == false then self.following = player else self.following = nil end by if self.monsterdetect == true then self.following = nil else self.following = player end If monsterdetect is not defined you must keep the old fra...
- Wed Oct 15, 2014 16:33
- Forum: Français
- Topic: Bonjour d'un debutant
- Replies: 13
- Views: 2824
Re: Bonjour d'un debutant
Tu parles bien du fichier depends.txt qui se trouve dans chaque repertoire mod ? Ils n'y en a pas d'autres ailleurs a maintenir pour le jeu complet ?Gael de Sailly wrote:Il faut vérifier que les dépendances de chaque mod sont satisfaites. Tu trouveras les dépendances dans le fichier depends.txt.
- Wed Oct 15, 2014 08:12
- Forum: Français
- Topic: Bonjour d'un debutant
- Replies: 13
- Views: 2824
Re: Bonjour d'un debutant
Merci beaucoup. Je pense que je vais faire comme toi. Par contre, je vais sans doute garder les mods du jeu de base qui me conviennent bien.
- Tue Oct 14, 2014 13:24
- Forum: Mod Releases
- Topic: [Mod] PMobs (progress mobs) [pmobs]
- Replies: 61
- Views: 30414
Re: [Mod] SimpleMobs++
A wild cat which can be tamed !!!
- Mon Oct 13, 2014 21:02
- Forum: Game Releases
- Topic: [Game] Tutorial [3.4.0]
- Replies: 284
- Views: 129243
Re: [Game]/[World] Tutorial [1.5.0]
You have made a great job. I've just finished your tutorial and I learned a lot with it.