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Re: [Mod] LATE [late]

Cool! I’ll try it! But yes, as you say it’s natural to assume that a conditions feature both can start and stop an effect.
by texmex
Mon Nov 19, 2018 11:07
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: [Mod] LATE [late]

It seems that my stop function has a bug in it. RAM usage is surging after a minute of using it in the sprint mod posted above. Can you advise?
by texmex
Mon Nov 19, 2018 10:26
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: [mod]server_tuning (to reduce server lag)

Need to try this out on future servers :)
by texmex
Sun Nov 18, 2018 13:42
 
Forum: WIP Mods
Topic: [mod]server_tuning (to reduce server lag)
Replies: 6
Views: 303

Re: Autojump As A Setting

Yes, I can't make it work in 0.4.17.1, sorry!
by texmex
Sun Nov 18, 2018 06:54
 
Forum: Feature Discussion
Topic: Autojump As A Setting
Replies: 10
Views: 585

Re: Autojump As A Setting

Try this small mod. It may only work in 5.0.0-dev, but I haven't checked.
by texmex
Sat Nov 17, 2018 20:18
 
Forum: Feature Discussion
Topic: Autojump As A Setting
Replies: 10
Views: 585

Re: [Game] Minetest Game [minetest_game] - Contributors need

Thanks sofar, I’ve been wondering about this.
by texmex
Fri Nov 16, 2018 07:01
 
Forum: Game Releases
Topic: [Game] Minetest Game [minetest_game] - Contributors needed!
Replies: 77
Views: 12739

Re: [Mod] LATE [late]

Yes, I should try that! In the meantime I managed to hack together a stop function called late.stop_effect(target, id) . I just stole it from the register_on_dieplayer function. It's may not be perfect but it works! function late.stop_effect(target, id) local data = data(target) if data then for ind...
by texmex
Thu Nov 15, 2018 16:06
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: [Mod] LATE [late]

You’re very welcome. I intend to rely quite heavy on this library and so I’m keen on giving you all the feedback you need. I do need the conditions system you speak of, but until it’s included in LATE I will try to roll my own conditions checker. I also figure that it’s a quite dynamic method to fin...
by texmex
Thu Nov 15, 2018 13:16
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: [Mod] LATE [late]

Hey Pyrollo, another question for you. Is there no public function like late.remove_effect? I wrote a super simple sprint mod. Sprinting itself it works of course, but how do I remove the effect when not pressing my sprint key? local timer = 0 minetest.register_globalstep(function(dtime) timer = tim...
by texmex
Thu Nov 15, 2018 07:42
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: [Mod] hang-gliders [hangglider]

Nice one, Piezo! Need to try this out.
by texmex
Thu Nov 15, 2018 07:39
 
Forum: WIP Mods
Topic: [Mod] hang-gliders [hangglider]
Replies: 4
Views: 257

Re: [MOD] Brewing (Magic) (WIP) [v0.1.9]

Is that listing maintained by the author, or is it unofficial? Very likely official. The user John Smith Team is an active and Curse Premium user since four years back. I think it's not our responsibility to educate them on coherent licensing policy and the fact that they've officially chosen a pro...
by texmex
Wed Nov 14, 2018 17:44
 
Forum: WIP Mods
Topic: [MOD] Brewing (Magic) (WIP) [v0.5]
Replies: 26
Views: 1041

Re: [MOD] Brewing (Magic) (WIP) [v0.1.9]

Yes you do! Those people obviously don’t understand licensing because at the same time they’ve licensed it Apache License 2.0 which grants you all the rights that you need. You don’t even have to ask them. Go ahead and use it, just keep a copy in case they choose to change that for new updates. http...
by texmex
Wed Nov 14, 2018 17:02
 
Forum: WIP Mods
Topic: [MOD] Brewing (Magic) (WIP) [v0.5]
Replies: 26
Views: 1041

Re: Post your screenshots!

It’s definitely River Styx-themed…

Happy to see that you are using Good Morning Craft TP! (Though I’m reminded of the lack of complete armor support)
by texmex
Wed Nov 14, 2018 16:43
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8142
Views: 880309

Re: [Mod] LATE [late]

Implemented digestion effect with hbhunger support in like 30 minutes this morning. In the end I might just implement hunger with LATE only. This library is even more amazing than I first thought.
by texmex
Wed Nov 14, 2018 16:04
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: Post your screenshots!

More improvements, smoothed skybox, and a proper midnight blue, instead of that grey-black. https://i.imgur.com/LTdr0WY.png Your skybox game is strong! I've lately been wondering about how to improve those stars. Texture support perhaps? What if they were drawn by a definable 2D noise? :)
by texmex
Mon Nov 12, 2018 20:30
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8142
Views: 880309

Re: Minecore: An Engine

Sorry to hear that, toby109tt. You're of course always welcome back to the MT community.
by texmex
Mon Nov 12, 2018 20:29
 
Forum: Minetest-related projects
Topic: Minecore: An Engine
Replies: 78
Views: 6607

Re: [Mod] LATE [late]

@Pyrollo
Have a look at my HUD branch if you'd like. https://github.com/tacotexmex/late/tree/hud
by texmex
Mon Nov 12, 2018 07:37
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: How can I match stratum seed with world topography?

I can't see much of the sediments in the screenshot except for in one of them which do seem to inherit its shape from the topography. So yes, something like in that mod, I think. However, from peeking the code, it isn't done by the stratum ore type.
by texmex
Sun Nov 11, 2018 19:45
 
Forum: Modding Discussion
Topic: How can I match stratum seed with world topography?
Replies: 2
Views: 74

How can I match stratum seed with world topography?

I want to use the stratum ore type to generate sedimental layers of various thickness. Just like in the picture, I want the stratum shape to follow the topography of the world. I imagine it will be possible by imitating the mapgen noise somehow, but I haven't used Perlin noise before and don't know ...
by texmex
Sun Nov 11, 2018 18:34
 
Forum: Modding Discussion
Topic: How can I match stratum seed with world topography?
Replies: 2
Views: 74

Re: [Mod] Bone-Based Animation [playeranim]

It seems to be equal to this branch: https://github.com/minetest-mods/playeranim/tree/new
by texmex
Sun Nov 11, 2018 09:19
 
Forum: Mod Releases
Topic: [Mod] Bone-Based Animation [playeranim]
Replies: 92
Views: 16532

Re: [Mod] Beware the Dark [bewarethedark]

These are inspiring tales, voxelproof! I can imagine a game of polar expeditions in vast planes of arctic stillness where signs of earlier fatal expeditions haunts the players’ sanity.
by texmex
Sun Nov 11, 2018 09:11
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 73
Views: 10970

Re: Post your screenshots!

@Jordach
It's so nice, is it coming in 5.0.0?
by texmex
Sat Nov 10, 2018 19:44
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8142
Views: 880309

Re: [Mod] LATE [late]

I'm wondering, are there any downside of using this framework for longtime effects, even a whole player lifetime? (The T stands for "Temporary" after all)
by texmex
Sat Nov 10, 2018 19:22
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: [Mod] LATE [late]

I just want to compliment Pyrollo for making this advanced and flexible yet quite simple to use library! Even in alpha it offers so many possibilities. I especially appreciate the HUD and the effects generated from nodes.
by texmex
Thu Nov 08, 2018 11:41
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 27
Views: 1261

Re: What is happening in falling.lua?

Isn’t there a mod out there called falling_extras?

Edit: It's called falling_item, https://notabug.org/TenPlus1/falling_item
by texmex
Thu Nov 08, 2018 07:14
 
Forum: Problems
Topic: What is happening in falling.lua?
Replies: 9
Views: 429
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