Search found 61 matches

by lordfingle
Thu Mar 23, 2017 03:39
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91102

Re: [Mod] Alive AI V4.6 [aliveai]

Crash in version 4.5 2017-03-23 13:33:25: VERBOSE[Server]: LuaEntitySAO::getStaticData 2017-03-23 13:33:25: ERROR[Main]: ServerError: Lua: Runtime error from mod 'aliveai' in callback ScriptApiEntity::luaentity_Step(): ...idy\eidy\bin\..\games\eidy\mods\aliveai\aliveai/base.lua:426: attempt to perfo...
by lordfingle
Mon Mar 20, 2017 02:13
Forum: WIP Mods
Topic: [Mod] Image Loader [0.1.0] [imageloader]
Replies: 54
Views: 22091

Re: [Mod] Image Loader [0.1.0] [imageloader]

https://forum.minetest.net/download/file.php?id=9617 https://forum.minetest.net/download/file.php?id=9615 https://forum.minetest.net/download/file.php?id=9614 If you'd like to create load images vertically instead of flat on the ground, change this routine in imageloader.lua: function imageloader.t...
by lordfingle
Thu Mar 02, 2017 09:48
Forum: Problems
Topic: Two Questions ( Experts Needed )
Replies: 1
Views: 759

Re: Two Questions ( Experts Needed )

Hi there! The Mars sub-game does look intriguing. It's really up to the author to fix it though. The best place to discuss this is on it's own forum thread. (https://forum.minetest.net/viewtopic.php?f=11&t=13913&hilit=mars+game) It seems that it was updated recently. You should try the lates...
by lordfingle
Thu Mar 02, 2017 04:50
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91102

Re: [Mod] Alive AI V3.31 [aliveai]

It's updated - I've been checking this about once a week. Remember that the latest version will always be here for now.
by lordfingle
Sun Feb 19, 2017 00:14
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91102

Re: [Mod] Alive AI V3 [aliveai]

AiTechEye : I'm glad to see you like the idea of having this on github.

If you'd like me to keep this up to date you I recommend you continue to keep posting your zip files to the main post like you were before.

Also people can still get the very latest without waiting for github to be uploaded.
by lordfingle
Fri Feb 17, 2017 00:49
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91102

Re: [Mod] Alive AI V2.9 [aliveai]

@UjEdwin - I've placed a copy of aliveai in github for your convenience at https://github.com/eidy/aliveai It helps some of us better keep track of your changes so we can work out issues ourselves if we need to. If you feel like joining the github club at some stage I'm happy to share the project wi...
by lordfingle
Thu Feb 09, 2017 01:56
Forum: Minetest-related projects
Topic: eidy - love learning -> minetest educational game
Replies: 8
Views: 4181

Re: eidy - love learning -> minetest educational game

Thanks again to the community members for helping me out with the supplemental vids I created to support my XPRIZE submission. I ended up putting the minetest content in it's own video. Submitted to youtube for your viewing pleasure here: https://youtu.be/6SF60clEWkU Other vids: Eidy Overview - http...
by lordfingle
Thu Jan 26, 2017 02:27
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91102

Re: [Mod] Alive AI V2.02 [aliveai]

I am getting a runtime error that pops a dialog. This could be the same as the error that Sam is reporting. Because I am "fortunate" enough to have a debugger etc I can be very specific about what the error is, but I don't know exactly where it's happening in lua. Bascially it is hitting t...
by lordfingle
Wed Jan 18, 2017 10:48
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91102

Re: [Mod] Alive AI V1.8 [aliveai]

I'm very excited about the potential of this mod! I wish I'd had known about it earlier. There's a crash here: local p2={x=pos.x+x,y=pos.y+y-1,z=pos.z+z} local p3={x=pos.x+x,y=pos.y+y+1,z=pos.z+z} local node2=minetest.get_node(p2) local node3=minetest.get_node(p3) local l2=minetest.get_node_light(p)...
by lordfingle
Tue Jan 03, 2017 17:50
Forum: WIP Mods
Topic: [Mod] Player Must Have Item [mod]
Replies: 7
Views: 1479

Re: [Mod] Must Have Mod [Mod]

I agree with the rename, although it does make it sound less exciting (which is appropriate i guess)
by lordfingle
Sun Jan 01, 2017 22:38
Forum: WIP Mods
Topic: [Mod] Translate Item Texts [Mod]
Replies: 2
Views: 818

Re: [Mod] Translate Item Texts [Mod]

Glad you find the idea useful - I suppose I could sort the entries by mod prefix and place them together if that's useful.
Made sure you re-download now - Lookups werent working properly.
by lordfingle
Sat Dec 24, 2016 23:42
Forum: WIP Mods
Topic: [Mod] Translate Item Texts [Mod]
Replies: 2
Views: 818

[Mod] Translate Item Texts [Mod]

Translate Item Texts -------------------- This mod acts as a fast way of overriding the item texts of ALL mods in a minetest game (including defaults) in one place. Need to get your game translated to another language in a hurry? Do you use mods that don't support inttlib? Can't be bothered going th...
by lordfingle
Tue Dec 20, 2016 12:42
Forum: WIP Mods
Topic: [Mod] Player Must Have Item [mod]
Replies: 7
Views: 1479

[Mod] Player Must Have Item [mod]

https://forum.minetest.net/download/file.php?mode=view&id=8224&sid=64c19ef5134b3867e2a499d175de5794 This is the musthave mod, the mod for game creators that want to insist that players be carrying certain items at all times. Download at https://github.com/eidy/musthave/archive/master.zip Sp...
by lordfingle
Fri Dec 16, 2016 20:55
Forum: WIP Mods
Topic: [Mod] Dynamic Pics [Mod]
Replies: 4
Views: 1432

Re: [Mod] Dynamic Pics [Mod]

@Andrey01 : Yes, this is a "paintings" mod - although you do need to know the name of the graphics file the painting is for (more for admin than for users at the moment)
by lordfingle
Fri Dec 16, 2016 10:09
Forum: WIP Mods
Topic: [Mod] Dynamic Pics [Mod]
Replies: 4
Views: 1432

[Mod] Dynamic Pics [Mod]

Dynamic Pics Make your minetest dwellings beautiful, show paintings on the wall using any texture file. They are large (3x3)... Download at https://github.com/eidy/dynamicpics/archive/master.zip To use, use the following command /giveme dynamicpics:picture (no recipe atm) Use the RMB menu to set a ...
by lordfingle
Sun Dec 11, 2016 12:05
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 67
Views: 21481

Re: [Mod] Other Worlds [other_worlds]

Beautiful!
by lordfingle
Thu Dec 08, 2016 13:35
Forum: WIP Mods
Topic: [Mod] Pooping [Mod]
Replies: 4
Views: 1509

[Mod] Pooping [Mod]

Pooping Simpler Pooping Mod - Provides simple pooping for educational games. Smells great! https://forum.minetest.net/download/file.php?mode=view&id=8153&sid=e9cd9ef41bedc334aba5263fbe46b551 Features - Carefully meticulously crafted 3D poop model with hand drawn flies - Player eats too much...
by lordfingle
Thu Dec 08, 2016 13:06
Forum: WIP Mods
Topic: [Mod] Dynamic Signs [Mod]
Replies: 0
Views: 1115

[Mod] Dynamic Signs [Mod]

Dynamic Signs Extend signs_lib to support texts stored in code rather than being specified in-world. https://forum.minetest.net/download/file.php?mode=view&id=8163&sid=6afa621a3a9ca080aa5e644f8d5e4fcb Download at https://github.com/eidy/dynamicsigns/archive/master.zip A signid is assigned a...
by lordfingle
Mon Dec 05, 2016 23:18
Forum: WIP Mods
Topic: [Mod] Walkover [Mod]
Replies: 4
Views: 1963

[Mod] Walkover [Mod]

WalkOver Some mod developers have shown an interest in having an on_walk_over event. This is useful for pressure-plates and the like. See this issue - https://github.com/minetest/minetest/issues/247 I have implemented a server_side version in lua using globalstep which people might find useful. Of ...
by lordfingle
Thu Dec 01, 2016 07:42
Forum: Modding Discussion
Topic: Post your L-system trees here!
Replies: 12
Views: 3935

Jacaranda Tree

We use these in our game to highlight where dungeons (mossycobble) are... https://forum.minetest.net/download/file.php?mode=view&id=8116&sid=4763eb4ee03344687fcd9efeda2c8052 I'm rather fond of Jacaranda trees because I come from Grafton in Australia ;): -- Jacaranda Tree minetest.register_no...
by lordfingle
Thu Dec 01, 2016 07:38
Forum: Modding Discussion
Topic: Post your L-system trees here!
Replies: 12
Views: 3935

Re: Post your L-system trees here!

https://forum.minetest.net/download/file.php?mode=view&id=8115&sid=4763eb4ee03344687fcd9efeda2c8052 A rare Savannah tree to provide some variety for all those acacias... -- Boabab Tree exotictrees.boabab_tree_model={ axiom="ATTTTTTc", rules_a="[&&&G^^^TTTTTTF][&am...
by lordfingle
Thu Dec 01, 2016 07:35
Forum: Mod Releases
Topic: [Mod] L-System Tree Utility [1.6.1] [ltool]
Replies: 28
Views: 15715

Re: [Mod] L-System Tree Utility [1.1.0] [ltool]

Thanks Wuzzy! This looks freaking awesome.
We will definitely use this for our next trees.
by lordfingle
Wed Nov 30, 2016 05:28
Forum: Feature Discussion
Topic: IDEA - speak_text - Activating speech TTS on the client
Replies: 5
Views: 1157

Re: IDEA - speak_text - Activating speech TTS on the client

We are testing this in the "eidy" branch here: https://github.com/dgt0011/minetest/tree/eidy Currently it uses Android TTS (whatever engine is installed on the device) and the "espeak" commandline for Windows, Mac and Linux, which is a bit fiddly. I would like to call the Windows...
by lordfingle
Wed Nov 30, 2016 05:15
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11114
Views: 2065031

Boabab Tree

https://forum.minetest.net/download/file.php?mode=view&id=8109&sid=2e7787a931cad54f4b6de9a42d6dfbbe This is part of an "exotictrees" mod we are developing. Currently it's using the oak-trunk texture from moretrees. -- Boabab Tree exotictrees.boabab_tree_model={ axiom="ATTTTTT...