Search found 134 matches

by Devy
Tue Nov 23, 2021 00:20
Forum: News
Topic: 2021 Minetest GAME JAM [December 1st-21st] [$720 prize pool] [POST-MORTEM!]
Replies: 133
Views: 143968

Re: 2021 Minetest GAME JAM [December 1st-21st] [$200 prize pool]

Sorry If I missed it, but does it matter what version of Minetest we use?
by Devy
Tue Apr 13, 2021 08:31
Forum: WIP Mods
Topic: [Mod] Funny Shadows [shadows]
Replies: 33
Views: 8966

Re: [Mod] Funny Shadows [shadows]

I just tried this! Looks good for what it is (maybe slightly hacky, but what are you going to do until we get an opportunity for custom modded shaders).

Good job!
by Devy
Sat Nov 21, 2020 06:19
Forum: General Discussion
Topic: Microsoft accounts required to use Minecraft in 2021
Replies: 40
Views: 7009

Re: Microsoft accounts required to use Minecraft in 2021

Wow! Microsoft really hates their players. Get a load of this: https://www.minecraft.net/en-us/article/moderating-minecraft From here: https://help.minecraft.net/hc/en-us/articles/360052618531 "Players that have been found to be in violation of our Community Standards will find the message abov...
by Devy
Mon Apr 13, 2020 04:44
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 167
Views: 44843

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hi! I am a teacher running a class for elementary school kids in Minetest. I am not very tech savvy. I have installed your villagers mod. For the curriculum I am trying to do, I'd like to try to spawn villagers in towns that the kids are designing and building? Is that possible to do? If you could ...
by Devy
Sat Jul 27, 2019 21:19
Forum: WIP Mods
Topic: [MOD] Geominer: cave-ins, flooding, deep mining! [geominer]
Replies: 98
Views: 14845

Re: [MOD] Geominer: cave-ins, flooding, deep mining! [geomin

I made it in 0.4.16 so that's your best bet. I noticed one small bug, cave-ins and floods will not handle multiple players well. Also, this is a mod but really should be a game/subgame but I was a noob when I made this.
by Devy
Tue Feb 19, 2019 06:44
Forum: WIP Mods
Topic: [Mod] Interactive Physics (out of alpha!) [physics]
Replies: 9
Views: 3165

Re: [Mod] Interactive Physics (Sneak Peak) [physics]

Really great! I've been thinking about how cool some sports mods would be.

Is the code going to be posted here? Or should refer to the Athletics mod? Can you provide links? Testing will go faster if people can play with it!
by Devy
Tue Nov 27, 2018 08:22
Forum: Minetest-related projects
Topic: Editing the Minetest menu to look something like Minecraft
Replies: 11
Views: 2155

Re: Editing the Minetest menu to look something like Minecra

As far as I know, and I'm pretty sure, Minetest's main menu cloud background is an actual scene rendered using the engine (Irrlicht). If you want something different that is animated then it will require C++ and compiling Minetest from source.
by Devy
Sun Oct 07, 2018 07:27
Forum: General Discussion
Topic: I need a completely flat green map
Replies: 11
Views: 2933

Re: I need a completely flat green map

I'm not sure. Show me the code you would use for that and I'll implement it but I couldn't figure it or test anything.
by Devy
Thu Sep 27, 2018 22:19
Forum: Modding Discussion
Topic: Having trouble finding positions of generated decorations
Replies: 2
Views: 724

Re: Having trouble finding positions of generated decoration

Are you using 0.4.16 stable? See this bug https://github.com/minetest/minetest/issues/6590 it was fixed in March. The fix might be in 0.4.17, but will certainly be in 5.0.0. Also see the 'fireflies' mod in MTGame for example code. I'm using master 5.0.0. I will look at the example code, thank you.
by Devy
Thu Sep 27, 2018 22:14
Forum: General Discussion
Topic: I need a completely flat green map
Replies: 11
Views: 2933

Re: I need a completely flat green map

That's my mod! I just updated it so that caves are now turned off automatically. I'll paste this here though, use caution when using this mod: NOTE: Grasslands mod modifies map generation settings 'caves' and 'dungeons'. This mod tries to reset these settings when the world is closed, but if they ar...
by Devy
Sun Sep 23, 2018 07:35
Forum: Modding Discussion
Topic: Having trouble finding positions of generated decorations
Replies: 2
Views: 724

Having trouble finding positions of generated decorations

I have the following code: tree_deco_ids = {} tree_deco_ids.fall_tree_deco_id = minetest.register_decoration({ name = nil, decoration = {"nodes:pine_fall_tree_log"}, deco_type = "simple", place_on = {"nodes:fall_pine_dirt_with_grass"}, sidelen = 16, noise_params = { off...
by Devy
Tue Aug 14, 2018 16:41
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048441

Re: Post your screenshots!

voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!
by Devy
Sat Jul 21, 2018 19:07
Forum: WIP Mods
Topic: [PoC] NPC Build Queue [npcbuildqueue]
Replies: 18
Views: 2709

Re: [Mod] NPC Build Queue API [npcbuildqueue]

Wow. This is really great.
by Devy
Mon Jul 16, 2018 05:52
Forum: Game Releases
Topic: [Game] CaptureTheFlag [capturetheflag]
Replies: 113
Views: 57108

Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

Rubenwardy, the one thing this game needs the most is pressure plates/automatic way for doors to open and then close and they only work for your team. Right now, you can spend all the time in the world making a base but then your teammates will leave a door open...
by Devy
Thu Jul 12, 2018 19:33
Forum: WIP Mods
Topic: [Mod] Player Nametags [playertags]
Replies: 22
Views: 4013

Re: [MOD][TINY][GIT]Playertags[playertags]

What license is your mod? You have this in the readme:
License : GPLv3
© Lars Müller
What is that copyright? Also, you need to include a license file with your code.
by Devy
Thu Jul 12, 2018 15:20
Forum: WIP Mods
Topic: [Mod] Player Nametags [playertags]
Replies: 22
Views: 4013

Re: [MOD][TINY][GIT]Playertags[playertags]

Looking at the code for both: this one seems much more simple (maybe even more reliable) and it supports more characters. Also, The one TalkLounge linked needs each font in a different color whereas LMD's needs a base font and that base can be turned into any color you like. LMD's is better for the ...
by Devy
Wed Jul 11, 2018 18:52
Forum: WIP Mods
Topic: [Mod] Player Nametags [playertags]
Replies: 22
Views: 4013

Re: [MOD][TINY][GIT]Playertags[playertags]

If using 5.0.0, needs an option for different vertical offset because of model change, otherwise, the tag is in player model's head. Good mod otherwise!
by Devy
Mon Jul 09, 2018 01:14
Forum: Servers
Topic: [Server] King of the Hill
Replies: 8
Views: 1360

Re: [Server] King of the Hill

ratmix wrote:Server offline
Yeah, I know. Not enough people were on it to justify keeping it going.
by Devy
Wed Jun 06, 2018 01:05
Forum: General Discussion
Topic: Emigrate from Github?
Replies: 81
Views: 11180

Re: Emigrate from Github?

domtron vox wrote: On another note from the same comment thread, git lab gold tier is now free for education or FOSS projects.
Here's where Gitlab announced this: https://about.gitlab.com/2018/06/05/git ... en-source/
by Devy
Tue May 22, 2018 05:35
Forum: Servers
Topic: [Server] King of the Hill
Replies: 8
Views: 1360

Re: [Server] King of the Hill

Updated the server! The new IP is updated in the OP post but here is the IP and port anyway:

IP: 168.235.81.210

PORT: 30000

There are also some new features.
by Devy
Wed May 09, 2018 02:04
Forum: Mod Releases
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 60
Views: 11232

Re: [mod] Lighten wielded item [wielded_light]

Just thought I'd put this out there. I implemented a similar thing for throwing lit items in my Geominer mod. I did not know that. Looking to the code.... The difference is my mod uses nodetimers to remove the shining node, and does not have flickering if different light sources are in the same coo...
by Devy
Tue May 08, 2018 21:25
Forum: Mod Releases
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 60
Views: 11232

Re: [mod] Lighten wielded item [wielded_light]

Just thought I'd put this out there. I implemented a similar thing for throwing lit items in my Geominer mod. Here's a glowstick being dropped but there is also one for throwing with your hand: https://fat.gfycat.com/HonorableOrderlyEidolonhelvum.gif Geominer: https://forum.minetest.net/viewtopic.ph...
by Devy
Sun May 06, 2018 06:39
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.2 [mg_tectonic]
Replies: 111
Views: 28193

Re: [Mod] Tectonic Map Generator [mg_tectonic]

I really like it! I love terrain mods but I wish they could be faster if implemented in LUA. When walking around with this mod everything generates very slowly. Still, I love the terrain it generates!
by Devy
Mon Apr 09, 2018 23:56
Forum: Partly official engine development
Topic: Compression in the engine.
Replies: 1
Views: 931

Compression in the engine.

I have a question. Is zlib being actively worked on being replaced by ZSTD or LZ4 for the 0.5.0 release? It is in the possible features of the project: https://github.com/minetest/minetest/projects . I don't know much about it but from comparisons (seen on this page https://github.com/facebook/zstd ...