Search found 22 matches
- Wed Oct 31, 2018 08:10
- Forum: Modding Discussion
- Topic: cutscene entity never moves, rotates - only one animation?
- Replies: 1
- Views: 462
cutscene entity never moves, rotates - only one animation?
lately i have been thinking about creating a cutscene like thing. It could work by being an entity that never moves or rotates and only has one animation that it plays from start to finish. I could create the whole cutscene animation in blender then export it for minetest. You could trigger the enti...
- Tue Sep 11, 2018 08:11
- Forum: Servers
- Topic: [Server] German-MineClone2-server [ ARCHIV ]
- Replies: 68
- Views: 10075
Re: [Server] German-MineClone2-server [instabil !]
update the server! MineClone 2 0.41.3 is out!
- Sat Oct 21, 2017 07:58
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 826309
Re: [Game] MineClone 2 [0.29.1]
+1GamingAssociation39 wrote:The best rooms will be decided by votes at a later date on a forum post
- Fri Sep 01, 2017 18:34
- Forum: General Discussion
- Topic: Should we rename Minetest? (poll)
- Replies: 742
- Views: 83953
Re: Should we rename Minetest? (poll)
what about when you first open Minetest you get choice of 5 different game names that we choose and 5 that are randomly generated much like https://videogamena.me/ When the player chooses the name the game is called like that thereafter until he reinstalls the game This would be original and stay in...
- Thu Aug 24, 2017 12:05
- Forum: Modding Discussion
- Topic: Texture tiling?
- Replies: 1
- Views: 534
Texture tiling?
is it possible to define what texture part (painting) to use in minetest_register_node. Right now i am using new model for every painting in this texture below. That is 26 painting models. https://user-images.githubusercontent.com/17874916/29243869-3e34e1ac-7faa-11e7-8641-2c86aa9ae72d.png To reduce ...
- Thu Aug 24, 2017 06:25
- Forum: Modding Discussion
- Topic: play sound onceAgame session and no more unles game restarts
- Replies: 2
- Views: 430
play sound onceAgame session and no more unles game restarts
i want to make it so that when you first spawn a mob it plays a sound but then every other time you spawn it no sound plays. If you then quit the game and when you join back the game via the Play Game button you hear that sound again when you spawn the mob but after that you dont unless you restart ...
- Tue Aug 22, 2017 05:34
- Forum: Feature Discussion
- Topic: music generated like mapgen
- Replies: 5
- Views: 945
music generated like mapgen
Minetest in the future will support Hexachords Orb Composer - The AI Musician https://www.youtube.com/watch?v=YCxsiR3 ... s4p&t=1694
Which will allow for music to be composed on the fly much like mapgen is now.
Which will allow for music to be composed on the fly much like mapgen is now.
- Mon Aug 21, 2017 15:50
- Forum: Modding Discussion
- Topic: mobs redo 2 different texturs for 1model without overlays?
- Replies: 3
- Views: 921
Re: mobs redo 2 different texturs for 1model without overlay
it worked! i needed to do what you said not join both cubes together, select both cubes and export. For textures line i used:
textures = {"amc_2.png", "amc_1.png"},
textures = {"amc_2.png", "amc_1.png"},
- Sun Aug 20, 2017 19:15
- Forum: Modding Discussion
- Topic: mobs redo 2 different texturs for 1model without overlays?
- Replies: 3
- Views: 921
Re: mobs redo 2 different texturs for 1model without overlay
its not merged into one object in blender. Did you get it to work? i tried to export while having both cubes separated and selected. Then used the textures = {{"amc_1.png"}, {"amc_2.png"}} then i tested it and it failed it randomly chooses between first and second texture and it ...
- Thu Aug 17, 2017 14:48
- Forum: General Discussion
- Topic: Post your fonts!
- Replies: 29
- Views: 6919
Post your fonts!
post the font that you use with Minetest - you can find the font that you are using in the advanced settings when you search for font in the font path. i like to use kenpixel font from https://opengameart.org/content/kenney-fonts for font picture preview you can use the pause menu https://i.imgur.co...
- Mon Aug 14, 2017 05:52
- Forum: General Discussion
- Topic: building minetest from source code question
- Replies: 2
- Views: 597
building minetest from source code question
Lets say you build minetest from source code into minetest folder. Then you make a small change to camera.cpp do you need to build whole minetest again or can you build just that camera.cpp file and put that camera.cpp into minetest folder?
- Sat Aug 12, 2017 03:58
- Forum: General Discussion
- Topic: Should we rename Minetest? (poll)
- Replies: 742
- Views: 83953
Re: Should we rename Minetest? (poll)
i vote for the name to change to TumeniNodes
- Fri Aug 11, 2017 19:21
- Forum: Modding Discussion
- Topic: mobs redo 2 different texturs for 1model without overlays?
- Replies: 3
- Views: 921
mobs redo 2 different texturs for 1model without overlays?
use case for more textures per model - if all the mobs have same wings texture then it would be wise to use same texture for all of them instead of modifying every mob texture to add the same wing texture. Many mobs would benefit from this: mooshroom - shroom texture, enderman - holding stuff, horse...
- Fri Aug 11, 2017 11:20
- Forum: Feature Discussion
- Topic: What lines of Minetest sourcecode have something todo wmobs?
- Replies: 3
- Views: 873
- Fri Aug 11, 2017 07:51
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 826309
Re: [Game] MineClone 2 [0.26.0]
what about if you try to add this line to the minetest.conf https://github.com/minetest/minetest/bl ... mple#L1300
Code: Select all
mg_flags = nocaves,nodungeons
- Sat Jul 22, 2017 20:17
- Forum: Feature Discussion
- Topic: What lines of Minetest sourcecode have something todo wmobs?
- Replies: 3
- Views: 873
What lines of Minetest sourcecode have something todo wmobs?
What files in Minetest's source code https://github.com/minetest/minetest and what line have something to do with entities or mobs?
Where and to what file should some mob api be ported from lua to c++?
Where and to what file should some mob api be ported from lua to c++?
- Sun Jul 09, 2017 12:28
- Forum: Maps
- Topic: Could anyone convert this for me
- Replies: 17
- Views: 11936
Re: Could anyone convert this for me
Can someone convert this two maps for me?
runescape - prifddinas https://www.minecraftworldmap.com/world ... 310/-4/0/0
runescape f2p map https://www.minecraftworldmap.com/world ... 758/-1/0/0
runescape - prifddinas https://www.minecraftworldmap.com/world ... 310/-4/0/0
runescape f2p map https://www.minecraftworldmap.com/world ... 758/-1/0/0
- Wed Jun 28, 2017 20:23
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2054205
Re: Post your screenshots!
whats up with this? - invalid size of image for opengl texture error it bugs me everytime
- Tue Jun 27, 2017 19:41
- Forum: Modding Discussion
- Topic: What produces less lag - abm or minetest.after?
- Replies: 1
- Views: 472
What produces less lag - abm or minetest.after?
you have planted 20 sapplings would it be less lagy if these sapplings grew with abm (Active Block Modifier) or they all grew with minetest.after in 6 minute timer?
- Tue Jun 20, 2017 19:59
- Forum: General Discussion
- Topic: About 0.4.17
- Replies: 74
- Views: 10687
Re: About 0.4.17
This can be changed in the minetest.conf add this linev-rob wrote:The water is too lazy to move faster, and the developers are loo lazy to make it move faster :-)Andrey01 wrote:New suggestion: i would like the water source flows more faster. It`s veeeery sluggish!
Good idea, though.
liquid_update = 0.25
- Mon May 29, 2017 07:42
- Forum: Modding Discussion
- Topic: new tab in creative inv. with all registered mob spawn eggs?
- Replies: 2
- Views: 724
new tab in creative inv. with all registered mob spawn eggs?
how can this be done for mobs redo - mob spawn eggs?
- Sat May 20, 2017 19:34
- Forum: Modding Discussion
- Topic: Transparent or translucent mob entities?
- Replies: 2
- Views: 588
Transparent or translucent mob entities?
we have transparent nodes like these cave crystals from LegendofMinetest subgame
is there a way to make mobs transparent or translucent like this?
How can this be done?
is there a way to make mobs transparent or translucent like this?
How can this be done?