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Re: [Fork] Squaresville C [squaresville]

Duane, this looks fantastic! I love the ruins and underground dungeons and biomes! Do you have any plans for improving mob support over vanilla MT in this fork, or is this purely a map-gen project?
by FreeLikeGNU
Fri Jan 05, 2018 19:16
 
Forum: Minetest-related projects
Topic: [Abandoned Fork] Squaresville C [squaresville]
Replies: 72
Views: 7697

Re: [Mod] Goblins [WIP][mobs_goblins]

please ignore/delete this post... ><
by FreeLikeGNU
Fri Nov 17, 2017 23:04
 
Forum: WIP Mods
Topic: [Mod] Goblins [WIP][mobs_goblins]
Replies: 167
Views: 22470

Re: [Mod] Goblins [WIP][mobs_goblins]

Out of curiosity, what versions of minetest are you running with this mod?
by FreeLikeGNU
Fri Nov 17, 2017 23:03
 
Forum: WIP Mods
Topic: [Mod] Goblins [WIP][mobs_goblins]
Replies: 167
Views: 22470

Re: [Mod] Goblins [WIP][mobs_goblins]

There is a "default:mossycobble_trap" which results in a lots of red text, is that still on git? Oh nice catch, I think you are referring to line 1001 of goblins.lua: replace_with = "default:mossycobble_trap", should be replace_with = "mobs_goblins:mossycobble_trap", U...
by FreeLikeGNU
Thu Nov 16, 2017 20:44
 
Forum: WIP Mods
Topic: [Mod] Goblins [WIP][mobs_goblins]
Replies: 167
Views: 22470

Re: [Mod] Goblins [WIP][mobs_goblins]

Pull requests for bug fixes are always welcome as it helps keep track of contributions. Vapalus, it seems like you understand the direction I would take with these little guys. I'm glad you like this mod enough take it further :D
by FreeLikeGNU
Thu Nov 16, 2017 19:33
 
Forum: WIP Mods
Topic: [Mod] Goblins [WIP][mobs_goblins]
Replies: 167
Views: 22470

Re: Why Minetest? What do we test?

The real reason is that its the most Minet-est game there is.
by FreeLikeGNU
Thu Jun 08, 2017 14:18
 
Forum: Feature Discussion
Topic: Why Minetest? What do we test?
Replies: 64
Views: 5067

Re: [mod] 3D Hand

TumeniNodes wrote:Hey Jordan....., after I unchecked it from configure menu, I am now left with an unkown node hand... :P
Got a solution for that yet? :D


Wait, did you just say that your game has a problem with too many nodes? XD
by FreeLikeGNU
Tue Jan 17, 2017 14:26
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 36
Views: 4780

Re: [broken mod] 3D Hand

pr sent, hope this helps
by FreeLikeGNU
Mon Jan 16, 2017 22:27
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 36
Views: 4780

Re: Entity attachment and player size.

I know this is an old topic, but this can be fixed (though it is tricky work) by editing the mesh and armature in EDIT mode of blender the process is something like this: 1. You will want to WRITE DOWN how the mesh and armature has been scaled in OBJECT MODE. 2. Shift C to set the cursor at 0,0,0 an...
by FreeLikeGNU
Fri Jan 13, 2017 23:21
 
Forum: Problems
Topic: Entity attachment and player size.
Replies: 1
Views: 312

Re: [mod]Mute annoying players[mute]

was it something I said?
by FreeLikeGNU
Sat Dec 31, 2016 03:33
 
Forum: WIP Mods
Topic: [mod]Mute annoying players[mute]
Replies: 6
Views: 1193

Re: [Mod] Mobs Redo [1.33] [mobs]

now if only there was a way to attach the bone of one mob to a bone of another mob...

Image
by FreeLikeGNU
Thu Dec 29, 2016 19:24
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1819
Views: 302792

Re: [API]Open AI [open_ai]

D00Med wrote:I like the horse!
There are quite a lot of mob APIs though, it would be nice if they could be merged into one.

Thanks :D The horse model is getting a rework, though.
by FreeLikeGNU
Tue Dec 27, 2016 06:33
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [API]Open AI [open_ai]

That looks really good! Also here is the implementation of mob_limit, there can be no more than x amount of mobs in the world at once. The default is 20. https://github.com/jordan4ibanez/open_ai/commit/7e905ef8e951a1622be074ce10171c01dc4f4b3f A short video of it in action https://www.youtube.com/wa...
by FreeLikeGNU
Mon Dec 26, 2016 18:25
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Aligning mobs to X instead of Y, why!?

I made some mobs for minetest, originally aligning to Y because mirroring and animation in blender seem to favor this. However, minetest spec says align to X. I tried modeling and animating aligned to X and it was a bit more painful. What I'd like to know: Should I just model and animate aligned to ...
by FreeLikeGNU
Sun Dec 25, 2016 17:33
 
Forum: Modding Discussion
Topic: Aligning mobs to X instead of Y, why!?
Replies: 2
Views: 214

Re: [API]Open AI [open_ai]

jordan4ibanez wrote:Here is the horses update: https://youtu.be/UbWDuEmbrgo


I love it!

Here's what I'm working on now...
Image
by FreeLikeGNU
Sun Dec 25, 2016 16:14
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [API]Open AI [open_ai]

azekill_DIABLO wrote:great. am i able to use meshes from your mod?

You can use the models I make for sure! They are licensed CC-BY-SA 3.0
by FreeLikeGNU
Sun Dec 25, 2016 16:12
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pat

these look really cool. Theres a kind of post apocalyptic vibe when seeing structures like this through the overgrowth. Like some advanced bronze age civilization had vanished from here.
by FreeLikeGNU
Sun Dec 25, 2016 05:49
 
Forum: Mod Releases
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 8
Views: 1455

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

I love the unique buildings gen and aesthetic. First time playing I placed a wood block (received from tutorial quest) on the ground be accident and was then unable to make the workbench. Maybe giving the player a weak axe would work better?
by FreeLikeGNU
Sun Dec 25, 2016 05:43
 
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 69500

Re: [API]Open AI [open_ai]

jordan4ibanez wrote:New sheep mesh and santa mob: https://youtu.be/b7zj-enUeS8
New fish mob and fishing update: https://youtu.be/bw5tpo_qMik


LOL! I just finished a fish model last night! Oh well, it's in the PR if you like.
by FreeLikeGNU
Sat Dec 24, 2016 16:03
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [API]Open AI [open_ai]

Looking at your file I see that your start frame is not zero, which I think will keep the idle animation from exporting, looks like just the walking animation should be exported with the file you shared. I set the export to only selected (as DS-minetest suggested) and included all frames (including...
by FreeLikeGNU
Thu Dec 22, 2016 17:29
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [API]Open AI [open_ai]

I'm attempting to create a new sheep. However, it seems that the animation is not exporting properly :P I'm using Blender 2.76 and the plugin appears to work with other models, but I dont know what could be causing the issue. It's been a while since I build anything for minetest so I'm a bit rusty. ...
by FreeLikeGNU
Thu Dec 22, 2016 16:03
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [API]Open AI [open_ai]

I have watched your videos on follower pathing and it looks very nice so far, I must say! I don't think there is anything wrong with making another mobs AI. I was about to make some comment like that ("Why yet another mob AI, why not work on an existing?), but then I thought, AI is super comple...
by FreeLikeGNU
Tue Dec 20, 2016 00:18
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 74
Views: 8898

Re: [Mod] Gutenberg [gutenberg]

A great book choice to demo! In case you might not know, this book was the basis for the movie John Carter, which is terribly underrated and I personally recommend it as well. You may also not know that I caught myself trying to click on the page advance button in Duane's screenshot because I like t...
by FreeLikeGNU
Sat Jun 25, 2016 16:37
 
Forum: WIP Mods
Topic: [abandoned mod] Gutenberg [gutenberg]
Replies: 22
Views: 2916

Re: [Mod] Mobs Redo [1.27] [mobs]

Very cool! I like the new sheep texture, SaKel!
by FreeLikeGNU
Sun Mar 06, 2016 00:22
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1819
Views: 302792

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

Awesome to see dungeons getting much needed love!
by FreeLikeGNU
Sun Sep 27, 2015 04:42
 
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 5104
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