Search found 211 matches

by Ragnarok
Mon Nov 20, 2023 22:27
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

Re: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]

I'm sorry that you had to wait so long for an update - finally it is.
by Ragnarok
Wed Feb 19, 2020 22:34
Forum: WIP Mods
Topic: [Mod] Papyrus Bed [20190219-01] [papyrus_bed]
Replies: 41
Views: 29835

Re: [Mod] Papyrus Bed [20190219-01] [papyrus_bed]

I added alternate crafting recipe.
by Ragnarok
Mon Jun 24, 2019 07:24
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

Re: [ModPack] Cars [20140514-switchable-mouselook] [cars]

I corrected the hyperlink to the latest version of mod. Have fun :)
by Ragnarok
Mon Mar 04, 2019 20:30
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

Re: [Mod] Infrastructure [20190211-1] [infrastructure]

Yes. Mesecons are used to switching the grade crossing signal and traffic lights.
BTW: Nice signature :)
by Ragnarok
Thu Mar 12, 2015 22:32
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

Re: [Mod] Infrastructure [20140514-1] [infrastructure]

Thanks :) I plan put it on Github before the end of this year. First I have to learn GitHub :) Please use Cheapie fork instead for now, if you want.

EDIT:
Time has passed, plans have changed, but I'm still here (2017).
by Ragnarok
Mon Feb 23, 2015 14:38
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

Re: [ModPack] Cars [20140514-switchable-mouselook] [cars]

Unfortunatelly, I no have idea for now. I have the same issues on my PC. I didn't work on this modpack for a few months and I don't know when I'll continue again.
by Ragnarok
Wed May 14, 2014 12:23
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

Re: [Mod] Infrastructure [20140514-1] [infrastructure]

I added few new nodes to Infrastructure :) Have fun!
by Ragnarok
Wed May 14, 2014 12:09
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

Re: [ModPack] Cars [20140514-switchable-mouselook] [cars]

I added ability to switch mouselook by pressing JUMP key. After placing car on the ground mouselook is on, but if you press JUMP sitting inside car, player's yaw will be attached to cars yaw. You're driving car as usual: WSAD (or any other keyset).
by Ragnarok
Wed Apr 02, 2014 22:05
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

kilonodes/hour
Exactly :)
by Ragnarok
Fri Mar 21, 2014 13:15
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

@paramat
Just open terminal and paste:

Code: Select all

sudo apt-get install p7zip-full
Enter

Next time I'll upload a ZIP archive ;)
by Ragnarok
Mon Mar 10, 2014 13:42
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

Ok, I just implemment centrifugal force and car skidding :) I have to find the coefficients, but it is not bad...
by Ragnarok
Wed Mar 05, 2014 19:31
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

philipbenr Thanks :)

@paramat I thought about this, but I have more complicated idea to realize that.

I updated the mod. Now is a real modpack ;)
by Ragnarok
Mon Mar 03, 2014 22:27
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

BTW: when you are using closed licences, please don't cry later because your mod will be not so much used. I (and not only I) preffer to use free mods.. Nobody will cry. I make these modifications primarily for my own fun (and learning strange things). If people find that they want to use them, I'l...
by Ragnarok
Sun Mar 02, 2014 23:30
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

@markveidemanis Good :) I like Modding General . I plan to do the best cars mod ever. @Krock, webdesigner97 Centrifugal(petal?) force is great idea. This + hand break will be awesome! Also, could you use the set_yaw() on players, so they always look forward? Yes and no. Maybe I'll do this option sw...
by Ragnarok
Sat Mar 01, 2014 19:50
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 43
Views: 19485

[ModPack] Cars [20140514-switchable-mouselook] [cars]

It's Cars ModPack :) These cars can move very quickly on asphalt and other hard surfaces (for example from Infrastructure ), in contrast to the unpaved surfaces like dirt or gravel. Cars ride uphill, downhill and so on. You can even drift with this cars :) Have fun! I based on boats mod by PilzAdam,...
by Ragnarok
Sun Feb 09, 2014 20:08
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

I know, that you would like to merge Streets and Infrastructure mods into one, but I don't want to. If I do that I'll lost control how this mod looks like. I plan to make a modpack and then you'll enable asphalt from streets and other devices from infrastructure mod. I agree there is mess for now. B...
by Ragnarok
Tue Feb 04, 2014 20:34
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

strange bugs appeared during our trial on test server What kind of bugs? Could tou pastebin your debug.txt? I made few new items in the infrastructure: retroreflective surface for sign "crosswalk", yellow, blinking warning light, grasscrete http://imageshack.com/a/img30/4391/kvzk.jpg http...
by Ragnarok
Sun Jan 26, 2014 12:56
Forum: WIP Mods
Topic: [Mod] Papyrus Bed [20190219-01] [papyrus_bed]
Replies: 41
Views: 29835

Left-click with free hand.
by Ragnarok
Wed Jan 01, 2014 15:05
Forum: Polski
Topic: Rozmowy po Polsku.
Replies: 143
Views: 60726

Na początek poinstaluj sobie różne mody (jeśli tylko sprzęt uciągnie): animals, plantlife, nature, mesecons, moretrees, moreblocks, moreores, homedecor, technic i inne. Bez tego Minetest (ale i Minecraft) sporo traci, a z modami rozgrywka (?) jest sporo ciekawsza. Przydaje się też jakieś łóżko. Może...
by Ragnarok
Sun Dec 29, 2013 16:45
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

I tried to reproduce this errors on latest Minetest dev, but everything works fine :|
Peoples don't use this mod on servers because of the three reasons, I think:
  • description in first post sucks
  • isn't on GitHub
  • isn't a modpack
by Ragnarok
Sun Dec 29, 2013 12:21
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

What is your Minetest version? Could you pastebin error log?
by Ragnarok
Sat Dec 28, 2013 16:54
Forum: WIP Mods
Topic: [Mod] Papyrus Bed [20190219-01] [papyrus_bed]
Replies: 41
Views: 29835

I'm glad :) Enjoy!

@Addi I planned to set spawn by Papyrus Bed, but I see that was a bad idea.
by Ragnarok
Sun Aug 18, 2013 18:03
Forum: Mod Releases
Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
Replies: 81
Views: 39173

I made "sticky" nodes. I mean when you place the node like corrugated guide rail, Fitch barrel, etc. on the slab, node automatically shift down matching to the slab. It's very useful on the elevations (guiderails, markers and other stuff looks more natural).
by Ragnarok
Sun Aug 04, 2013 20:08
Forum: Feature Discussion
Topic: Texture scale / position / rotation offset
Replies: 6
Views: 3284

Thanks a lot Hybrid :) Works perfect! I noticed the textures are cropped if you shift them too much. Helps combining additional texture with shift in the opposite direction.
by Ragnarok
Sun Aug 04, 2013 11:11
Forum: Feature Discussion
Topic: Texture scale / position / rotation offset
Replies: 6
Views: 3284

I don't know if I understood well, but there is no way to shift textures vertically (and horizontally) for now? I have this funny issue with delineators when I displace models vertically:
Image