Search found 24 matches
- Wed Jan 31, 2024 21:46
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
I would consider the original dead or abandoned at this point. Feel free to use my fork. If there's interest I'll upload that to ContentDB as well. (Note I just fixed it up to play death match with my son, and have very little time for this. I.e. I cannot sign up for being a maintainer. I will just ...
- Sun May 21, 2023 18:48
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
> its a tiny bug, i think i fixed it at one point... when you fire gun (bullet gun) sometimes the first bullet hits you and hurts you... but with the power guns this dont happen.
Fixed in my fork. It's getting confusing with the various forks.
Fixed in my fork. It's getting confusing with the various forks.
- Sat Mar 11, 2023 20:18
- Forum: Partly official engine development
- Topic: Getting a large view range in 5.7
- Replies: 25
- Views: 10767
Re: Getting a large view range in 5.7
You meant client_mapblock_limit = 50000? 5000 is way too small.
- Tue Jan 03, 2023 06:18
- Forum: Modding Discussion
- Topic: Flying machines
- Replies: 32
- Views: 5170
Re: Flying machines
Late to the party. I think the steampunk blimp is the best MT mod I have ever seen. Please continue!
- Tue Dec 27, 2022 03:34
- Forum: Texture Packs
- Topic: HDX Textures (64 - 512 px) [git rolling release]
- Replies: 378
- Views: 278196
Re: HDX Textures (64 - 512 px) [git rolling release]
The gitlab repo now requires a login...?
- Wed May 04, 2022 03:15
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Added configurable ricochet lemme know how it works.
- Sun May 01, 2022 23:26
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
See update.
Why would you want to disable ricochet? That just redirect the bullet, doesn't create any extra entities.
Why would you want to disable ricochet? That just redirect the bullet, doesn't create any extra entities.
- Fri Apr 29, 2022 00:56
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Can you try this change and see whether it goes away: diff --git a/ammo.lua b/ammo.lua index 8f81273..d17308b 100644 --- a/ammo.lua +++ b/ammo.lua @@ -33,7 +33,8 @@ rangedweapons_shot_bullet.on_step = function(self, dtime, moveresult) --------------------------------------- if self.owner == nil then...
- Fri Apr 29, 2022 00:26
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
@L-Dog. Lemme have a look. I have not seen this issue, and do not remember having made a change in that area. Edit: Checked...That's from the original 0.4 import. Happens when self.owner is nil, which is checked at the beginning of the function. So somehow the bullet's owner must have become nil dur...
- Fri Apr 01, 2022 20:17
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
I made some more changes: Turned all settings into proper Minetest settings that now can be configured through the settings dialog - rather than changing lua code. Skills can be turned off, wear can be configured, etc. And I got rid of more global variables that pollute the Lua namespace. Still plan...
- Fri Mar 04, 2022 00:25
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Hey all... I put my clone up here: https://github.com/lhofhansl/rangedweapons All(!) credit goes to @davidthecreator. I just want to park by contributions somewhere. Fixes/changes: 1. Positional sounds 2. Optional infinite ammo (just need one matching bullet in the inv), configurable 3. Fixed player...
- Wed Feb 02, 2022 18:16
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
I have had a local version with all the sound effects fixed for a while.
If someone is interested I'm happy to upload that to github and file PRs on the original to get those included there.
If someone is interested I'm happy to upload that to github and file PRs on the original to get those included there.
- Tue Jan 18, 2022 01:07
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71211
Re: [Mod] D00Med mobs [dmobs]
Looks like there's also https://github.com/minetest-mobs-mods/dmobs, which has some commits that are missing from yours, TenPlus1.
- Thu Jan 06, 2022 20:42
- Forum: Mod Releases
- Topic: [mod] PaleoTest [2.1.2] [paleotest]
- Replies: 106
- Views: 26354
Re: [mod] PaleoTest [2.1.2] [paleotest]
@Lars your fix work. Not only for Paleotest. E.G. Petz Yeah, it's a general fix in mob_core. Especially the first bug has the potential to break anything based on mobkit, as it incorrectly overwrites a method in the mobkit namespace. I'll wait a bit, and if there's no reaction on github, I'll produ...
- Wed Jan 05, 2022 01:07
- Forum: Mod Releases
- Topic: [mod] PaleoTest [2.1.2] [paleotest]
- Replies: 106
- Views: 26354
Re: [mod] PaleoTest [2.1.2] [paleotest]
It turns out that with the latest mob_core, the Paleotest mobs just stand around and do nothing. I traced it back to the last path finder changes, but beyond that it's too much code to slog through. I am under a similar impression, Animalia also suffer the same problem the mobs barely move from the...
- Tue Jan 04, 2022 08:30
- Forum: Mod Releases
- Topic: [mod] PaleoTest [2.1.2] [paleotest]
- Replies: 106
- Views: 26354
Re: [mod] PaleoTest [2.1.2] [paleotest]
It turns out that with the latest mob_core, the Paleotest mobs just stand around and do nothing. I traced it back to the last path finder changes, but beyond that it's too much code to slog through. I am under a similar impression, Animalia also suffer the same problem the mobs barely move from the...
- Tue Jan 04, 2022 02:12
- Forum: Mod Releases
- Topic: [mod] PaleoTest [2.1.2] [paleotest]
- Replies: 106
- Views: 26354
Re: [mod] PaleoTest [2.1.2] [paleotest]
I know this is not developed any further... It turns out that with the latest mob_core, the Paleotest mobs just stand around and do nothing. I traced it back to the last path finder changes, but beyond that it's too much code to slog through. Perhaps you have an easy fix - knowing the code for both ...
- Thu Dec 24, 2020 21:43
- Forum: Partly official engine development
- Topic: Trying to implement Shadow Mapping
- Replies: 159
- Views: 34578
Re: Trying to implement Shadow Mapping
To end this war I would suggest to open a new thread. Good idea; this is getting offtopic. Agreed. Thanks. I would like to state the fact that all MT developers on this thread, namely rubenwardy, v-rob, and myself were (1) tactful in tone and (2) in favour of this feature (without necessarily solvi...
- Mon Dec 14, 2020 16:57
- Forum: Partly official engine development
- Topic: Trying to implement Shadow Mapping
- Replies: 159
- Views: 34578
Re: Trying to implement Shadow Mapping
To be sure, I'd love to see a PR for this even without solving the client vs. server shadow stuff fixed! Don't let the discussion here discourage you. Sometimes it's hard to interpret what people really mean in their messages. As for performance, from what I see it's indeed a number of drawcalls pro...
- Mon Dec 14, 2020 06:33
- Forum: Partly official engine development
- Topic: Trying to implement Shadow Mapping
- Replies: 159
- Views: 34578
Re: Trying to implement Shadow Mapping
Hex is offering an (reasoned) opinion and does not speak for Minetest. Personally I think these are a client side setting, but that (likewise) is my opinion. The interesting bit here is that the current shadows are calculated at time of Map Generation on the server and stored into the map - and that...
- Mon Nov 23, 2020 01:40
- Forum: Partly official engine development
- Topic: Trying to implement Shadow Mapping
- Replies: 159
- Views: 34578
Re: is Shadow mapping desired?
This would be a welcome improvement. I'd be happy to help shepherding a PR through.
- Fri Aug 07, 2020 21:07
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]
Yep. Looks like this no longer maintained.
The version I attached above still works fine in Minetest 5.3.
The version I attached above still works fine in Minetest 5.3.
- Sun Jul 07, 2019 19:01
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]
Is this still being maintained?
I offer to host this this on github if that's OK with everybody.
I offer to host this this on github if that's OK with everybody.
- Sat May 04, 2019 05:45
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40224
Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]
Some recent comments are gone due to the outage. As promised here's a functionally identical version of the mod, but with uses of tight loops to checks for right mouse button clicks replaced by on_secondary_use . This should be lighter on servers with many users. The left mouse button checks (for re...