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Re: [Mod] Extensible gridless craft system [simplecrafting_l

⋅  A variety of recipe save/load commands for use by developers working on games. This allows the recipe list to be dumped into a file, edited or examined, and then loaded back into the game again. Both Lua and GraphML formats are supported. By way of example, here is a graph of the recip...
by texmex
Sun Feb 17, 2019 10:38
 
Forum: WIP Mods
Topic: [Mod] Extensible gridless craft system [simplecrafting_lib]
Replies: 14
Views: 1803

Re: [Mobs/Entities] Entity API [wip]

Good to see movement on mob intelligence, I'm following this work. As I wrote in another mob framework thread (though not specific to it): I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use...
by texmex
Sun Feb 17, 2019 10:30
 
Forum: WIP Mods
Topic: [Mobs/Entities] Entity API [wip]
Replies: 22
Views: 935

Re: [Mod] Mobs Redo [1.49] [mobs]

Astrobe wrote:it made the game more difficult because it made it harder to see if a mob is in range.

That's the whole point, but it would need to be the same for everyone of course.
by texmex
Sat Feb 16, 2019 11:39
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1690
Views: 259886

Re: [16px] [WIP] MTG4MCL2

I like the idea, though I personally prefer the original Pixel Perfection textures. Still, this creates another bridge for "migration" to MCL2. :)
by texmex
Sat Feb 16, 2019 08:10
 
Forum: Texture Packs
Topic: [16px] [WIP] MTG4MCL2
Replies: 3
Views: 169

Re: [Mod] Mobs Redo [1.49] [mobs]

Client settings are completely uninteresting from a server-based game POV. Which brings the issue back to my initial idea. Raycasting for checking hit or miss.
by texmex
Sat Feb 16, 2019 08:09
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1690
Views: 259886

Re: [Mod] Mobs Redo [1.49] [mobs]

Lone_Wolf wrote:
texmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?

IIRC it's disabled client-side

Not in, say, minetest.registered_entities?
by texmex
Thu Feb 14, 2019 19:14
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1690
Views: 259886

Re: [Mod] Mobs Redo [1.49] [mobs]

Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
by texmex
Thu Feb 14, 2019 01:55
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1690
Views: 259886

Re: [Mod] Mobs Redo [1.49] [mobs]

Well isn’t 5.0.0 around the corner? Ok, I thought you needed selection boxes to fight mobs?
by texmex
Wed Feb 13, 2019 18:48
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1690
Views: 259886

Re: Minetest 5.0 release candidate 1 (5.0.0-rc1)

Also idk if its a bug or feature but when I press space on water I don't only go upwards but forward as well, and with shift I go move backward and down, that happens when flying too its so annoying. That would be the new pitch type flying mode, enabled with L button. I would've thought it'd be dis...
by texmex
Wed Feb 13, 2019 02:22
 
Forum: News
Topic: Minetest 5.0 release candidate 1 (5.0.0-rc1)
Replies: 34
Views: 4601

Re: [Mod] Mobs Redo [1.49] [mobs]

I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use raycasting instead? Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a...
by texmex
Wed Feb 13, 2019 02:15
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1690
Views: 259886

Re: [Mod] Item magnet and in-world node drops [item_drop]

New feature! It's now possible to disable manual item pickups by mouse. This disables those pesky selection boxes for items, making the item magnet the only way of picking them up. Mouse pickups are still enabled by default, however.
by texmex
Wed Feb 13, 2019 01:44
 
Forum: Mod Releases
Topic: [Mod] Item magnet and in-world node drops [item_drop]
Replies: 44
Views: 12084

Re: [Game] MineClone 2 [0.45.1]

MineClone2 is bacc on tracc! Commence bug reports to advance the project! https://git.minetest.land/Wuzzy/MineClone2-Bugs/issues
by texmex
Tue Feb 12, 2019 18:28
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.45.1]
Replies: 1361
Views: 134496

Re: Launching Minetest Provides Blank, White Screen

Good to hear! In addition, by looking at your debug.txt it looks like you’re installing games and mods INSIDE the application. That will make you all those added things next update. Instead, place mods and games in directories called that inside ~/L/AS/minetest (the aforementioned path)
by texmex
Tue Feb 12, 2019 17:39
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 782

Re: Launching Minetest Provides Blank, White Screen

Sounds like your system is a little off. An error is seen at line 4, where the path is in part repeated when it shouldn't.

There should be no Minetest directory in /Library/Application Support but in ~/Library/Application Support .
by texmex
Tue Feb 12, 2019 14:42
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 782

Re: Launching Minetest Provides Blank, White Screen

Hmm, I’m on High Sierra too, works for me. Now I don’t know.
by texmex
Tue Feb 12, 2019 09:29
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 782

Re: Launching Minetest Provides Blank, White Screen

What’s your system specs?
by texmex
Mon Feb 11, 2019 17:04
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 782

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

Sweet, I need to try that!
by texmex
Sat Feb 09, 2019 22:02
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 19
Views: 1572

Re: [Mod] Hunger NG: A next generation hunger mod (hunger_ng

Have you ever thought of tracking basic nutrients individually? :)
by texmex
Fri Feb 08, 2019 15:47
 
Forum: Mod Releases
Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
Replies: 32
Views: 2926

Re: [Server] Inside The Box [Puzzles]

Tbh I became more frustrated with the MT client on macOS than anything else but by all means, build moar levels! =)
by texmex
Fri Feb 08, 2019 07:44
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 438
Views: 26313

Re: Launching Minetest Provides Blank, White Screen

I would think this is because of the recent drop of Apple support, but I'm not sure Nothing has changed in regards to Minetest supporting Mac OS, Minetest has never really officially supported it as we don't have anyone with the skills to do so. See how we don't have an official Mac OS build. Note ...
by texmex
Thu Feb 07, 2019 21:05
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 782

Re: Launching Minetest Provides Blank, White Screen

Did you try removing minetest.conf? (While app closed, ofc)
by texmex
Thu Feb 07, 2019 21:03
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 782

Re: We're looking for a skilled C++ developer

Sounds fun for someone with the C++ skillset. Just to clarify: you’re looking to hire someone to code a fork of the Minetest engine? Will you try to contribute back?

Btw, web site is broken (”An error has occured” on every page. iOS Safari with tracker blocker)
by texmex
Wed Feb 06, 2019 13:24
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 3
Views: 313

Re: How to use Plantlike meshoptions [SOLVED]

Fair enough, fair enough. I didn't realize the complexity of combinations at first, now I see.
by texmex
Wed Feb 06, 2019 12:45
 
Forum: Modding Discussion
Topic: How to use Plantlike meshoptions [SOLVED]
Replies: 21
Views: 526

Re: How to use Plantlike meshoptions [SOLVED]

Now, why is are these hex values? What's the reason for exposing these values to the user of the Lua API? Why not convert human readable values into the hex values behind the scenes? There's probably some reason, but still. Jeeze! ':D
by texmex
Tue Feb 05, 2019 18:46
 
Forum: Modding Discussion
Topic: How to use Plantlike meshoptions [SOLVED]
Replies: 21
Views: 526
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