Search found 19 matches

by whitephoenix
Sat Dec 30, 2017 18:03
Forum: Mod Releases
Topic: [Mod] Toolsredo [toolsredo]
Replies: 28
Views: 3258

Re: [Mod] Toolsredo [toolsredo]

Chem871 wrote:No, not the putting one texture over another, I meant, how did you make the stone look embossed?
It's a shader in settings.

I shaded the ore textures so they match the gems a bit better. Please put your project on github and add a license.
Image
by whitephoenix
Fri Jan 13, 2017 01:32
Forum: Modding Discussion
Topic: Looking for mods which add Minecraft features
Replies: 17
Views: 2084

Re: Looking for mods which add Minecraft features

github.com/avamander/minefix
A project I added to a bit, might have some stuff you can use.
by whitephoenix
Mon Jan 02, 2017 23:00
Forum: Mod Releases
Topic: [Mod] Interchangeable Hands [hands]
Replies: 11
Views: 3008

Re: [Mod] Interchangeable Hands [hands]

Powersuits minetest port anyone?
by whitephoenix
Thu Dec 22, 2016 16:28
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

Apparently everyone bailed because it's 3 days later and I have no entries.
by whitephoenix
Sat Dec 17, 2016 16:15
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

There is now 1:45 until the contest starts.
by whitephoenix
Sat Dec 17, 2016 04:25
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

MUMBLE SERVER IS UP!
IP: unixbird.imegumii.space
port: 64738
server password: testjam

I will not be in there all the time but will try to check in regularly.
by whitephoenix
Sat Dec 17, 2016 01:52
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

Another reminder: contest starts at 10AM TOMORROW PST. That's about 16 hours from right now.
by whitephoenix
Fri Dec 16, 2016 00:38
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

So sorry guys, but my operating system threw a fit and the gift link to humble bundle got deleted, so I will be giving out some stuff from the new game programming bundle instead, hopefully that's alright.
by whitephoenix
Fri Dec 16, 2016 00:26
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

I looked for criterias of judging and didn't find any. Am I missed something? I looked for criterias of judging and didn't find any. Am I missed something? That's a good fact. Maybe: -Creativity (How good the idea is) -Code (How good the source is, and how stable) -Media (How good the textures, ima...
by whitephoenix
Sat Dec 10, 2016 00:41
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

This is a wonderful idea! And we really would like to participate! But are you really sure you want to do this contest in the last week end before Christmas? Maybe it could be a little bit difficult for someone to participate. Some people have not much time in this period... If I made it one week e...
by whitephoenix
Wed Dec 07, 2016 19:42
Forum: General Discussion
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 2611

Re: TestJam 2016 - 72 Hour Modding Competition

So technically this will be a Modding Competition? The mod should be new. (I suppose) But i have some questions: -Can we do a modpack? Or it should go in an only mod folder? -Can we use own licenses? I mean not using Creative Comons, GNU Licenses or anything popular likely MIT? Always that share th...
by whitephoenix
Sat Oct 29, 2016 18:25
Forum: Mod Releases
Topic: [Mod] Jackolanterns [jackolanterns]
Replies: 4
Views: 795

Re: [Mod] Jackolanterns [jackolanterns]

twoelk wrote:there is a "n" missing in the download link,

else nice idea
Fixed.
by whitephoenix
Sat Oct 29, 2016 16:06
Forum: Mod Releases
Topic: [Mod] Jackolanterns [jackolanterns]
Replies: 4
Views: 795

[Mod] Jackolanterns [jackolanterns]

Description: This is a mod that adds a pumpkin which can be carved using a carving knife into jackolanterns with difference faces. Right clicking a pumpkin will make it light up. License: Code is MIT, Assets are CC0. Mod dependencies: default https://i.imgur.com/D1Sp8Wy.png Source: https://gitlab.c...
by whitephoenix
Sun Jul 03, 2016 18:06
Forum: Mod Releases
Topic: [Mod] physics [1.0] [physics] -- Sprinting/jump tweak
Replies: 8
Views: 1767

Re: [Mod] SimpleSprint [1.0] [simplesprint]

I made this one to demonstrate the anticheat reset position syndrome. However, the original sprint mod, unlike ours, uses a table instead of constantly setting physics overrides. I think that may be the main difference. I tried it on a private server and mine worked fine for me. I searched for a wh...
by whitephoenix
Sun Jul 03, 2016 16:03
Forum: Mod Releases
Topic: [Mod] physics [1.0] [physics] -- Sprinting/jump tweak
Replies: 8
Views: 1767

Re: [Mod] SimpleSprint [1.0] [simplesprint]

What's exactly better than with the other sprint mod or the fast privilege? This looks like you duplicated the effects of fast into a mod with a different speed. I wanted a sprint mod but didn't want the stamina system or HUD changes, so I made one for myself and then figured I might as well share ...
by whitephoenix
Sat Jul 02, 2016 21:55
Forum: Mod Releases
Topic: [Mod] physics [1.0] [physics] -- Sprinting/jump tweak
Replies: 8
Views: 1767

[Mod] physics [1.0] [physics] -- Sprinting/jump tweak

This simple mod allows you to run by holding the "e" key or whatever you decide to change the special key to (ctrl is convenient). Please note that the fast permission is not required and all users can sprint at whatever speed you configure. Makes jumping feel a bit better/more familiar, "gravity ra...
by whitephoenix
Sat Jul 02, 2016 19:01
Forum: Modding Discussion
Topic: how to increase or alter light sources?
Replies: 3
Views: 400

Re: how to increase or alter light sources?

As far as I can tell you cannot change the color, but you change a nodes light value using light_source as described in the lua_api specification file:

Code: Select all

light_source = 0, -- Amount of light emitted by node
https://github.com/minetest/minetest/bl ... ua_api.txt
by whitephoenix
Fri Jul 01, 2016 16:50
Forum: Modding Discussion
Topic: Are you able to use custom keybinds in your mod?
Replies: 1
Views: 236

Are you able to use custom keybinds in your mod?

I've seen a lot of github issues and forum topics about keybinds, yet it doesn't seem they actually got added to minetest. Is this a work on progress or what? I'm making a minimal sprinting mod and want to use get_player_control() to see if they player is holding CTRL. So is this getting added or is...