Search found 32 matches
- Tue Jan 05, 2021 14:52
- Forum: Old Mods
- Topic: [Mod] Default Stripped [default_stripped]
- Replies: 2
- Views: 1655
Re: [Mod] Default Stripped [default_stripped]
It's sole purpose is to allow mods that rely on the helper functions to continue working in other games. That's nice. I think we ought to have more libraries that are shipped with the game. Can you add a mod to your game that registers the nodes from default? So that players can choose weather they...
- Wed Dec 02, 2020 23:50
- Forum: Old Mods
- Topic: [Mod] Default Stripped [default_stripped]
- Replies: 2
- Views: 1655
[Mod] Default Stripped [default_stripped]
A stripped down version of the normal default mod, intended to allow games other than MTG to work with mods that need sounds, functions, etc. from this mod. This stripped down version does not register any items or affect the mapgen. It's sole purpose is to allow mods that rely on the helper functio...
- Thu Sep 17, 2020 11:46
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Re: Change the way default sounds are handled
ACrazyNewfie, > Currently, a lot of mods rely on the default mod to give them sounds through functions like default.node_sound_defaults. I suggest this functionality be removed from the default mod and added to the core engine That is unacceptable, the way MT works is that content is provided by ga...
- Sat Sep 12, 2020 11:10
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Re: Change the way default sounds are handled
I see. Thanks everyone for the discussion, I hope this gets implemented someday but obviously the engine just isn't quite ready yet.
- Sun Sep 06, 2020 10:14
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Re: Change the way default sounds are handled
I against this, as it doesn't really fix the problem. You're "fixing" the sounds issue for just one game, by hardcoding the sounds into the engine A similar argument could be made against the built-in textures. Why do we we need to define a heart, or a bubble? Why not let the games do it?...
- Sat Sep 05, 2020 21:41
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Re: Change the way default sounds are handled
If I understand what you're suggesting, sounds such as "sounds = default.node_sound_stone_defaults" would be hard coded in the engine? If this is the case, what happens when someone wants to create a game which does not use "stone", and wishes to use "rock" instead or,...
- Sat Sep 05, 2020 10:02
- Forum: WIP Mods
- Topic: [Mod] Better Carts [0.1.1] [better_carts]
- Replies: 6
- Views: 1153
Re: [Mod] Better Carts [0.1.1] [better_carts]
Sweet! Thanks for continuing the development of carts! Not sure how familiar you are with GitHub; please ignore if you already know. You can create "Releases" (or Tags) which will automatically zip the repository content as a snapshot in time. Great for easy downloads. Didn't know that, o...
- Fri Sep 04, 2020 16:14
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Re: Change the way default sounds are handled
I'm in favor of this. I have a sound module in vision_lib for generic sounds so I don't have to repeat them across mods, but it would be far better for the engine to include generic sounds for node materials. This would be a nightmare for modders/game makers, while adding no remarkable advantage, o...
- Fri Sep 04, 2020 15:36
- Forum: WIP Mods
- Topic: [Mod] Better Carts [0.1.1] [better_carts]
- Replies: 6
- Views: 1153
Re: [Mod] Better Carts [0.1.1] [better_carts]
There we go, added a GitHub repo. The download should come from there now instead of being an attachment.ACrazyNewfie wrote: ↑Fri Sep 04, 2020 13:38Bit of a busy week, should have one up by the end of tomorrow.
- Fri Sep 04, 2020 13:38
- Forum: WIP Mods
- Topic: [Mod] Better Carts [0.1.1] [better_carts]
- Replies: 6
- Views: 1153
- Thu Sep 03, 2020 19:44
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Re: Change the way default sounds are handled
I attempted to implement this, but you unfortunately end up with dependency issues. Mods would still need to load after any mods that provide sounds https://github.com/minetest/minetest/pull/10134 If I read your PR correctly, you were trying to let mods register and define the sounds as opposed to ...
- Thu Sep 03, 2020 13:17
- Forum: Feature Discussion
- Topic: Change the way default sounds are handled
- Replies: 16
- Views: 3133
Change the way default sounds are handled
Currently, a lot of mods rely on the default mod to give them sounds through functions like default.node_sound_defaults. I suggest this functionality be removed from the default mod and added to the core engine, that way instead of depending on default, you could just call minetest.node_sound_defaul...
- Thu Sep 03, 2020 11:53
- Forum: WIP Mods
- Topic: [Mod] Better Carts [0.1.1] [better_carts]
- Replies: 6
- Views: 1153
Re: [Mod] Better Carts [0.1.1] [better_carts]
v0.1.1
Occasionally, especially when making turns, carts would rise a half block into the air. This has been fixed.
Occasionally, especially when making turns, carts would rise a half block into the air. This has been fixed.
- Wed Sep 02, 2020 19:07
- Forum: WIP Mods
- Topic: [Mod] Better Carts [0.1.1] [better_carts]
- Replies: 6
- Views: 1153
[Mod] Better Carts [0.1.1] [better_carts]
An updated version of the carts mod from minetest_game. Intended to add smoother movement, better graphics, Mesecons support, and item carrying. Changelog: v0.1.1 - Rotation (going up and down hills) is no longer buggy, and should work as normal v0.1 - Improved pitch rotation (buggy) - Updates playe...
- Sat Apr 18, 2020 17:09
- Forum: Modding Discussion
- Topic: How can I disable the player inventory?
- Replies: 6
- Views: 819
Re: How can I disable the player inventory?
Awesome, thanks so much AspireMint and rubenwardy! I think I'm going to do something similar to what rubenwardy said and replace the inventory, but perhaps use that formspec to display the player's abilities or weapons.
- Sat Apr 18, 2020 01:11
- Forum: Modding Discussion
- Topic: How can I disable the player inventory?
- Replies: 6
- Views: 819
Re: How can I disable the player inventory?
Accidental duplicate of previous post
- Sat Apr 18, 2020 00:51
- Forum: Modding Discussion
- Topic: How can I disable the player inventory?
- Replies: 6
- Views: 819
Re: How can I disable the player inventory?
This is interesting, but like you said it looks like it can only be used in a client-side mod. That could solve my problem, but it would require the player to download two mods, which would be unfortunate. Thanks though!
- Fri Apr 17, 2020 13:26
- Forum: Modding Discussion
- Topic: How can I disable the player inventory?
- Replies: 6
- Views: 819
How can I disable the player inventory?
I'm trying to make a game something like Overwatch or Hypixel's Wizards (although obviously much less polished) to play with some of my buddies. Because of this, I don't want the player to be able to open their inventory. Any suggestions on how this could be done? I've tried setting the inventory fo...
- Fri Feb 24, 2017 11:19
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572053
Re: Post your modding questions here
-- Already Answered --
Along with my other questions (see post above) I have a new one: How would I give a player "night vision", allowing them to see everything as if in daylight?
Along with my other questions (see post above) I have a new one: How would I give a player "night vision", allowing them to see everything as if in daylight?
- Thu Feb 23, 2017 14:19
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572053
Re: Post your modding questions here
I'm trying to make a bunch of status effects similar to Minecraft but I'm having trouble. Please answer whatever questions you can.
How do I stop a player from taking damage in certain blocks, e.g. fire?
How do I reduce a player's fall damage?
How do I stop a player from taking damage in certain blocks, e.g. fire?
How do I reduce a player's fall damage?
- Sat Mar 19, 2016 20:16
- Forum: News
- Topic: [0.4.14] Spring release, announcing feature freeze
- Replies: 171
- Views: 46487
Re: [0.4.14] Spring Equinox release
Does that mean it will be released on 23 March instead of 20 March?
- Sat Mar 19, 2016 09:36
- Forum: News
- Topic: [0.4.14] Spring release, announcing feature freeze
- Replies: 171
- Views: 46487
Re: [0.4.14] Spring Equinox release
Tomorrow, tomorrow, I'll love Minetest tomorrow!
- Mon Feb 29, 2016 13:41
- Forum: General Discussion
- Topic: Which community members do you miss and why?
- Replies: 14
- Views: 2957
- Thu Feb 25, 2016 10:13
- Forum: General Discussion
- Topic: The size of Minetest's world compared to the size of Earth
- Replies: 10
- Views: 2775
Re: The size of Minetest's world compared to the size of Ear
According to www.minetest.net, there are 62,000 ^ 3 blocks in a world. That's 238,328,000,000,000 blocks, or 238,328,000,000,000 cubic meters, which is roughly one-fifth of the Earth's volume, which is 1,080,000,000,000,000 cubic meters. At least that's what I got.
- Wed Feb 24, 2016 14:15
- Forum: General Discussion
- Topic: Goodbye
- Replies: 41
- Views: 10607
Re: Goodbye
:-( ^ 9999999
I wish you would stay, or at least keep updating CME.
Anyway, best wishes.
I wish you would stay, or at least keep updating CME.
Anyway, best wishes.