Search found 1039 matches

Return to advanced search

Re: [Mod] Gears and axles [gear3d] [0.2] [WIP]

You are quite right to point out that these models are relatively large in terms of polys, however, they are nothing really that far out of the ordinary for other non-voxely games. I don’t really see any impact on framerate with my pc, even with my demo setup, your gpu should be sensible enough to ...
by GreenDimond
Sun Mar 03, 2019 03:03
 
Forum: WIP Mods
Topic: [Mod] Gears and axles [gear3d] [0.2] [WIP]
Replies: 31
Views: 1620

Re: Age recomendation for Minetest

Mods don't install themselves. ;-) Minetest comes with no mods installed by default (except those part of Minetest Game). You still have to browse the forums the download and install them. https://wiki.minetest.net/Help:Installing_Mods I see it ingame at MODs tab He already downloaded it. @gigomaf ...
by GreenDimond
Sun Mar 03, 2019 02:52
 
Forum: General Discussion
Topic: Age recomendation for Minetest
Replies: 19
Views: 783

Re: What about making moon/sun texture changeable while in-g

Jordach is supposed to be working on this. It will be done in a few centuries.
by GreenDimond
Fri Mar 01, 2019 17:30
 
Forum: Feature Discussion
Topic: What about making moon/sun texture changeable while in-game
Replies: 2
Views: 211

Re: Re-identifying entities

It is unique to an account but not to individual users. <snip> In the case, it becomes more difficult to know whether an effect applies to the current user of the account or not. We don't care about the identity behind the account. The player is the player and that is that. Wuzzy has the name as th...
by GreenDimond
Thu Feb 28, 2019 22:56
 
Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 486

Re: The Special key

I mean, that has been it's primary function since it was introduced (maybe from the beginning?). Aux1 is literally bound to sprinting. Hard-coded. That's not even remotely near the truth. The minetest engine only hardcodes `aux1 ladder descend` and that is even optional. There is nothing in the eng...
by GreenDimond
Tue Feb 26, 2019 23:32
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: Re-identifying entities

No. A player name is unique on a given server. Unless some admin or mod actively deletes the account. > Which means that the name being unique entirely depends on the server setup (and shouldn't be relied upon) But that's not what it means. And not what it sais??? I bed to differ with that.... &quo...
by GreenDimond
Tue Feb 26, 2019 15:50
 
Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 486

Re: The Special key

The 'Special key' is the Auxiliary key (shorthand: AUX). It is intended for sprinting. I don't think this is correct. While it is used by several mods for this, I do not believe that that is why it exists in the first place, nor that that was even a consideration for why it was added. Simply, I bel...
by GreenDimond
Sun Feb 24, 2019 07:09
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: The Special key

Double post to avoid editing headaches: minetest.raycast() returns a list pointed_thing s, I think. Which means it can be sent "continuously". The on_rightclick() function takes the args function(pos, node, clicker, itemstack, pointed_thing) , meaning you would need...
by GreenDimond
Sun Feb 24, 2019 04:31
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: The Special key

`minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs. So just ObjectRefs, not nodes. But let’s not focus on that part. You’re right that the feature could work without pointing at all, though it would then interact with all nodes around the player, at the same time. How c...
by GreenDimond
Sun Feb 24, 2019 04:22
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: The Special key

But nodes are not objects nor are objects nodes. You are still stuck on this. Your original post was too vague to give any sort of desired result, so as far as I could tell you wanted things like doors to be able to activate upon the player pressing the aux key. Which is accomplished by the door no...
by GreenDimond
Sun Feb 24, 2019 03:56
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: The Special key

no, I need to look for the pointed node , not objects. You misunderstand. Getting the objects inside the radius was to activate said door when a player is within a certain radius and holding the aux key. Also you never mentioned pointing in the first post, but this can still be accomplished regardl...
by GreenDimond
Sun Feb 24, 2019 03:43
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: The Special key

The 'Special key' is the Auxiliary key (shorthand: AUX). It is intended for sprinting.. I am confused as to why you are asking. Have you ever not walked before? :0 As for use: Yes, of course, as are all movement keys. As the Lua API shows , aux1 is returned from get_player_control() and get_...
by GreenDimond
Sun Feb 24, 2019 02:10
 
Forum: Modding Discussion
Topic: The Special key (new mod included)
Replies: 28
Views: 830

Re: How long are complex textures stored in memory?

Generated textures are stored until the server shuts down/restarts.
by GreenDimond
Fri Feb 22, 2019 17:47
 
Forum: General Discussion
Topic: How long are complex textures stored in memory?
Replies: 6
Views: 254

Re: Re-identifying entities

staticdata You can carry self values over unloads. Make an on_activate function track value of self.healing or whatever. You don't necessarily need to control the entity definition, either. If you are applying this effect to some unknown entity, you can give the entity the function and data when you...
by GreenDimond
Fri Feb 22, 2019 03:08
 
Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 486

Re: Change Inventory Size

This was answered on the Unofficial Minetest Discord; The user wants to change the inventory size, not the hotbar size, bosapara.
Something similar to minetest.get_inventory({type="player", name="Sam123"}):set_size("main", 8).
by GreenDimond
Fri Feb 15, 2019 17:24
 
Forum: Modding Discussion
Topic: Change Inventory Size
Replies: 2
Views: 173

Re: [SERVER]Banana Land --- HELP requiered ---

[REDACTED] You didn't see anything. It's not my fault they play the same severs (are both staff) and have similar nicks!
by GreenDimond
Tue Feb 05, 2019 03:39
 
Forum: Servers
Topic: [SERVER]Banana Land --- HELP requiered ---
Replies: 59
Views: 2188

Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

Cool concept but..
your gears are turning the wrong directions relative to each other and it hurts
by GreenDimond
Mon Feb 04, 2019 02:09
 
Forum: WIP Mods
Topic: [Mod] Gears and axles [gear3d] [0.2] [WIP]
Replies: 31
Views: 1620

Re: ۞ THE SAM AWARDS 2018 ۞ [Ended]

There was a missed opportunity to call this "The Sammy Awards" ;)
by GreenDimond
Sun Feb 03, 2019 03:06
 
Forum: General Discussion
Topic: ۞ THE SAM AWARDS 2018 ۞ [Ended]
Replies: 88
Views: 3466

Re: Show formspec after you use a tool

minetest.register_globalstep(function() for _, name in pairs(minetest.get_connected_players()) do local player = minetest.get_player_by_name(name) if player and player:get_player_controls().sneak then minetest.show_formspec(name, "my formspec") end end end)
by GreenDimond
Sat Feb 02, 2019 06:31
 
Forum: Modding Discussion
Topic: Show formspec after you use a tool
Replies: 8
Views: 251

Re: Minetest 5.0.0 feature freeze !

runs wrote:Tomorrow will be available!!!

It's always been available as an unstable build.
Stable release tomorrow? Not likely. There are still 7 items left on the roadmap, at least 2 of which are probably non-trivial.
by GreenDimond
Fri Feb 01, 2019 22:29
 
Forum: News
Topic: Minetest 5.0.0 feature freeze !
Replies: 35
Views: 5052

Re: How do you create a timer in the mod Mesecons?

I suggest having a read here http://mesecons.net/luacontroller/ , specifically the chapter on interrupts. Here is an example: interrupt(1) port.a = not port.a This is a simple blinking program. For your case you could run an interrupt every 15 minutes and send a signal, but then your signal is only ...
by GreenDimond
Thu Jan 31, 2019 06:14
 
Forum: Modding Discussion
Topic: How do you create a timer in the mod Mesecons?
Replies: 1
Views: 98

Re: How to install a Client-side Mod

DS-minetest wrote:
GreenDimond wrote:... enable_mod_modname = true ...
Image

It has to be load_mod_modname = true, not enable_mod_modname = true.

Funny... I got it right in the screenshot :'D
by GreenDimond
Mon Jan 28, 2019 06:59
 
Forum: Client-side modding
Topic: How to install a Client-side Mod
Replies: 17
Views: 2598
Next

Return to advanced search