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Re: [Idea] Reject players between certain hours [opening_hou

This shouldn't be too hard to implement: - os.time() is available in lua and gets you the real clock time - you can easily capture joining players (minetest.register_on_joinplayer() - kicking players can be done: minetest.kick_player() so all you'd have to do is run a function once in a while (every...
by sofar
Tue Feb 21, 2017 22:10
 
Forum: Modding Discussion
Topic: [Idea] Reject players between certain hours [opening_hours]
Replies: 9
Views: 83

Re: PixelPerfection V3.6 - By XSSheep -Converted by mcrescon

texmex wrote:Or if you meant to reply to the above then that was in reply to firefox's PP edits.


yes
by sofar
Tue Feb 21, 2017 16:49
 
Forum: Texture Packs
Topic: PixelPerfection V3.6 - By XSSheep -Converted by mcresconvert
Replies: 13
Views: 2690

Re: PixelPerfection V3.6 - By XSSheep -Converted by mcrescon

The conversion is entirely automated. I just run a script. It does a few coloring things based on minetest colors that doesn't always entirely fit because MC doesn't have certain stones as you point out.
by sofar
Tue Feb 21, 2017 15:09
 
Forum: Texture Packs
Topic: PixelPerfection V3.6 - By XSSheep -Converted by mcresconvert
Replies: 13
Views: 2690

Re: Firework reincarnations?

any value over 15 is nonsense, the engine ignores it.
by sofar
Tue Feb 21, 2017 07:47
 
Forum: Modding Discussion
Topic: Firework reincarnations?
Replies: 14
Views: 119

Re: [Game] MineClone 2 [0.11.0]

I don't understand why you chose a 32px texture pack at all, it is in direct conflict with your stated goals of emulating the original version as much as possible. It also makes it much harder for texturepackers to undo. Please consider making 16px the default and shipping your 32px texture pack as ...
by sofar
Tue Feb 21, 2017 06:14
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.12.1]
Replies: 181
Views: 3827

Re: Convert MC resource/texture packs to Minetest!

captpete wrote:checkdir: cannot create extraction directory: /home/Peter/.minetest/textures/PixelPerfectionV36/_z
Any help?


I don't even know what `checkdir` is, and I certainly don't think it's a linux thing.
by sofar
Mon Feb 20, 2017 23:57
 
Forum: Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 38
Views: 4467

Re: Convert MC resource/texture packs to Minetest!

I've updated PixelPerfection to v36, so if all you want is a new copy of it, just go here:

viewtopic.php?f=4&t=14289
by sofar
Mon Feb 20, 2017 23:54
 
Forum: Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 38
Views: 4467

Re: [Modpack] 3D Armor [0.4.7] [minetest-3d_armor]

So let's see if I understand this correctly: having the crafting grid and armor slots on the same inventory screen is no longer possible due to the way minetest works now?? Because that's what I dislike about the other inventory mods, different tabs for everything, and other features I don't use. 3...
by sofar
Thu Feb 16, 2017 19:18
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.7] [minetest-3d_armor]
Replies: 568
Views: 117045

Re: [mod]emote[WIP] Make your character model do emotes! +AP

texmex wrote:This has great potential! First thing I'd want to do if I knew how would be to have players sit down whenever they're using the crafting formspec.


You'd only have to call the API functions to make the player do one of the moves.
by sofar
Wed Feb 15, 2017 21:42
 
Forum: WIP Mods
Topic: [mod]emote[WIP] Make your character model do emotes! +API
Replies: 30
Views: 510

Re: [mod]emote[WIP] Make your character model do emotes! +AP

This mod doesn't work with playeranim . Perhaps Rui can help with a merge patch? The problem is that the interfaced used by playeranim are minetest_game player.lua API's ... and they're terrible. Plus head animation should be a client-side modding thing, not server-side. So I actually don't even wa...
by sofar
Wed Feb 15, 2017 21:41
 
Forum: WIP Mods
Topic: [mod]emote[WIP] Make your character model do emotes! +API
Replies: 30
Views: 510

Re: Convert Minecraft maps to Minetest worlds

Is this correctly done? https://gist.github.com/anonymous/450c30526f62f88edb4e917a143d2a6c#file-block_modified_reversingzinsteadofx-py well, it works, but it does remove all the custom door/water code I added... Did you do that on purpose or did you just edit an older version? There's some great gi...
by sofar
Wed Feb 15, 2017 19:14
 
Forum: Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 60
Views: 4020

Re: WorldPainter support?

In other words, which could I leave out because they are optional or Minetest will generate them itself if they are missing? Everything is optional. I have a test case that runs a minetest server only from an empty folder. So all you'd have to do is create (on Linux) ~/.minetest/worlds/new_world/ a...
by sofar
Wed Feb 15, 2017 19:08
 
Forum: Minetest-related projects
Topic: WorldPainter support?
Replies: 41
Views: 459

Re: Convert Minecraft maps to Minetest worlds

Hourray! After spending many night hours I think I got it the right way around... My first try was to change the " extract_slice " and " extract_slice_half_bytes " functions to read the nodes the other way around.Althought I think I understood the code, my maths didn't word :'( ...
by sofar
Tue Feb 14, 2017 21:02
 
Forum: Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 60
Views: 4020

Re: Post your modding questions here

Functions hate me :( I am trying to get a simple function to work, and it doesn't. function() replace_donemodel(pos, node) minetest.set_node(pos, {name = "modname:nodename", param2 = node.param2}) end, on_place = { minetest.after(2.0, replace_donemodel)} This is inside a register_node. I ...
by sofar
Tue Feb 14, 2017 21:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3589
Views: 144454

Re: Post your modding questions here

This code lets the game start and actually does something when I punch the node. My game crashes. get_item = function (player) -- function(pos, node, player, pointed_thing) local inv = player:get_inventory() inv:add_item("main", "modname:nodename") end, replace_model = function ...
by sofar
Tue Feb 14, 2017 21:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3589
Views: 144454

Re: Post your modding questions here

GreenDimond wrote:I seem to be having trouble with registering 2 'on_punch' to the same node.


You can't. Combine the code into one function.
by sofar
Tue Feb 14, 2017 04:02
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3589
Views: 144454

Re: WorldPainter support?

I think you could probably settle on a basic set of landscape blocksnodes (dirt/stones, plants, liquids, etc.) to start with since that will already get you all the blocks that most people need. The rest of the blocks could be optionally input by a user. We could also make some trivial tooling to ou...
by sofar
Mon Feb 13, 2017 19:52
 
Forum: Minetest-related projects
Topic: WorldPainter support?
Replies: 41
Views: 459

Re: WorldPainter support?

Thanks for the extensive info, twoelk! It sounds like I would have to support Minetest mods in WorldPainter for it to have any practical use. Would you agree? Although I do understand there is a default subgame with the basic Minecraft-like blocks in it (the blocks I see if I just download and run ...
by sofar
Mon Feb 13, 2017 19:48
 
Forum: Minetest-related projects
Topic: WorldPainter support?
Replies: 41
Views: 459

Re: [Mod]Frame - lag-free non-entity item frames![frame]

Right ... I totally forgot that for every item, a new node would be needed, because of the textures. Which essentially doubles the number of nodes. Holy cow! I guess I just wait until Minetest has some better Lua API support, then. Thanks for your time anyway. Remember, even with 250 node registrat...
by sofar
Sun Feb 12, 2017 20:57
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 16
Views: 391

Re: [Mod]Frame - lag-free non-entity item frames![frame]

Many items are not supported: Stairs Slabs Fences Fence Gates Walls would require me to make another *mesh* to support those shapes. That means more modelling work, and at this time I don't think that it's reasonable. It also means even more registered nodes, I just don't think that's important rig...
by sofar
Sun Feb 12, 2017 03:22
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 16
Views: 391

Re: [Mod]Frame - lag-free non-entity item frames![frame]

I Can't make it attached_node, since then it can't hang on a wall. Making it wallmounted would make it not rotatable! I don't like either of these options. I agree it should fall if the node backing it disappears, but I don't see how I can do that without sacrificing something else yet. Oh boy. I h...
by sofar
Sun Feb 12, 2017 03:15
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 16
Views: 391

Re: [Mod]Frame - lag-free non-entity item frames![frame]

https://github.com/minetest/minetest_game/pull/1563

Fix for minetest_game's issues with right click. I omitted the screwdriver, but this fixes boats, beds, seeds, carts and keys.
by sofar
Sun Feb 12, 2017 00:26
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 16
Views: 391
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