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Re: Public Remote Media Server Project

Lejo wrote:minetest-mods/skinsbd is still added, right?
But could you please also add:
https://github.com/bell07/minetest-skinsdb
because it includes >1000 skins.


git://github.com/minetest-mods/skinsdb.git is listed, yes.

I added bell07's version as well.
by sofar
Thu May 17, 2018 17:50
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 49
Views: 4588

Re: [Poll] About minetesthosting.com

Enrikoo wrote:New poll! I hope it makes a little mroe sense than the last one. Scroll up to see the new poll.


make a new thread instead, now the comments are entirely irrelevant and confusing.
by sofar
Tue May 15, 2018 16:25
 
Forum: Servers
Topic: [Poll] About minetesthosting.com
Replies: 11
Views: 584

Re: [mod] Lighten wielded item [wielded_light]

If the invisible light block is placed under a falling node (sand, gravel, etc.) when the said light block is removed it triggers the fall of the nodes above. This can be avoided. Not sure if `swap_node` avoids the update, but a vmanip will for sure. Manually updating the entire light map is likely...
by sofar
Mon May 14, 2018 20:40
 
Forum: WIP Mods
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 44
Views: 1200

Re: [Mod] caps_alert [1.0]

might be an interesting mod to combine with the `filter` mod, since it has an extendible API. neat!
by sofar
Fri May 11, 2018 06:06
 
Forum: WIP Mods
Topic: [Mod] caps_alert [1.0]
Replies: 14
Views: 309

Re: [mod] Lighten wielded item [wielded_light]

2. krondor registers only 1 helper node with light level 14. So krondors light is brighter, but with static brightness at maximum 14. My mod registers nodes 1-11. It is more dim but according the brightness of the wielded item. suggestions: I prefer to have a wielded item that is 2-3 levels darker ...
by sofar
Tue May 08, 2018 21:16
 
Forum: WIP Mods
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 44
Views: 1200

Re: Error - FontEngine: failed to load freetype font

Sure, just make a backup of your worlds and copy them to the new install location afterwards.
by sofar
Tue May 08, 2018 07:07
 
Forum: Problems
Topic: Error - FontEngine: failed to load freetype font
Replies: 4
Views: 138

Re: Error - FontEngine: failed to load freetype font

Just reinstall minetest from the official site.
by sofar
Tue May 08, 2018 03:04
 
Forum: Problems
Topic: Error - FontEngine: failed to load freetype font
Replies: 4
Views: 138

Re: Sound typification

This doesn't need a modification of the engine to support this. E.g. ITB does this already and has a music toggle so that players can enable or disable music themselves. It's just a matter of properly coding up your mods in your game.
by sofar
Sat May 05, 2018 06:06
 
Forum: Feature Discussion
Topic: Sound typification
Replies: 1
Views: 158

Re: [Mod] Hoppers

If thinking that creating a new topic for another mod is a good idea is being “forum purist”, then yes, I am one. I can't and won't make forum posts for mods in `minetest-mods` that aren't authored by me, so it isn't up to me to make a forum post for github.com/minetest-mods/hopper. If I would do t...
by sofar
Fri May 04, 2018 20:04
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 101
Views: 14203

Re: [Mod] Hoppers

Sure, it doesn't help that there are 3 mods and only 1 forum post (maybe there are more, I wouldn't know) but hey, it's something and that's better than nothing. So hijacking threads is okay when its for your personal projects? I disagree this is hijacking. We're still talking about hoppers. The co...
by sofar
Fri May 04, 2018 17:35
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 101
Views: 14203

Re: [Mod] Hoppers

The minetest-mods team needs to start their own topic for their version and quit competing in this thread Leaving a cursory URL with an alternative mod is entirely reasonable, especially when it's clearly described as an alternative, which I did. Nobody is competing here, we're all just making sure...
by sofar
Fri May 04, 2018 03:55
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 101
Views: 14203

Re: Public Remote Media Server Project

Stats:

- 4 1/2 month operational already
- 7+ million files served total
- averaging about 10gb of data per month

Still barely nothing, so, please tell more server owners to use this service!
by sofar
Fri May 04, 2018 03:44
 
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 49
Views: 4588

Re: catch_up for node timers

Node timers always catch up.
by sofar
Wed May 02, 2018 17:13
 
Forum: Modding Discussion
Topic: [Solved]catch_up for node timers
Replies: 2
Views: 108

Re: Trying to get player name from on_punch or...

don't write:

Code: Select all
on_punch = function func(pos, ...
        end,


Instead write:

Code: Select all
on_punch = function(pos, ...
        end,
by sofar
Wed May 02, 2018 02:38
 
Forum: Modding Discussion
Topic: Trying to get player name from on_punch or...
Replies: 1
Views: 91

Re: nodeu

urghhh... don't use dropbox!
by sofar
Mon Apr 30, 2018 00:23
 
Forum: WIP Mods
Topic: nodeu
Replies: 1
Views: 174

Re: Jukebox

image links are broken, PLEASE, please, do not use dropbox.
by sofar
Mon Apr 30, 2018 00:21
 
Forum: WIP Mods
Topic: Jukebox
Replies: 2
Views: 168

Re: param2 and paramtype2 question

drawtype = "plantlike", param2 = 3, paramtype2 = "meshoptions", no change in appearance of node using these parameters it doesn't work like that. the nodedef table API does not know about `param2`. You can use `place_param2 = N` so that user-placed nodes get a default param2 val...
by sofar
Wed Apr 25, 2018 22:45
 
Forum: Modding Discussion
Topic: param2 and paramtype2 question
Replies: 5
Views: 125

Re: can't add_node?

no, use `set_node` instead, `add_node` is just an ancient form of it.

Second, pointed_thing is a table with `above` and `under` members, which are valid `pos`. The whole table itself is invalid.
by sofar
Tue Apr 24, 2018 06:06
 
Forum: Modding Discussion
Topic: can't add_node?
Replies: 1
Views: 72

New to Minetest code? Want to help? Lua Programmers wanted!

Hi everyone, as lots of you may know, we have an organization setup for hosting minetest mods at https://github.com/minetest-mods/. We have over 160 mods here that we maintain. Some mods are really active and well maintained, and some mods are somewhat stable and don't need much attention, but, we a...
by sofar
Tue Apr 24, 2018 03:29
 
Forum: Modding Discussion
Topic: New to Minetest code? Want to help? Lua Programmers wanted!
Replies: 1
Views: 245

Re: An error with my function`s registration

You should not modify `minetest` by adding functions to it. This is an incompatible way to extend your mod functionality, and not OK.

Instead, make a new module namespace:

poison = {}

poison.register_effect = function(player, pos, time)
end
by sofar
Mon Apr 23, 2018 21:34
 
Forum: Modding Discussion
Topic: An error with my function`s registration
Replies: 2
Views: 107

Re: How can you do Ray Casting in Minetest?

Yeah, that's kinda what I was thinking about. In theory though, particles should be really inexpense in terms of client FPS, sadly I realise that this is not quite the case for MTE right now. with this merge: https://github.com/minetest/minetest/pull/6072 it should be possible, likely, to do this e...
by sofar
Tue Apr 17, 2018 21:04
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 275

Re: How can you do Ray Casting in Minetest?

I still wonder if you did project enough particles continuously with the right velocity that it could appear like a straight beam due to persistence of vision. You'd have to try it I guess. And yes, doing this with entities would be very cumbersome and probably would not work too well in multiplaye...
by sofar
Tue Apr 17, 2018 17:07
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 275

Re: How can you do Ray Casting in Minetest?

It would be great if there was a way to do light beams in Minetest, but the engine doesn't support it. Even using an entity, the beam itself won't be luminescent because only nodes can serve as light sources. There is no dynamic lighting in Minetest, only-stationary. Particles can't emit light, but...
by sofar
Tue Apr 17, 2018 17:03
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 275

Re: How can you do Ray Casting in Minetest?

twoelk wrote:no beacons possible that may guide me home from far away? - sigh, no working pharus of Alexandria then


Beacons are vertical, so you can use particles. But a beam that isn't vertical isn't easy to make with a particle.
by sofar
Tue Apr 17, 2018 15:48
 
Forum: Modding Discussion
Topic: How can you do Ray Casting in Minetest?
Replies: 17
Views: 275
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