Search found 156 matches
- Wed Apr 06, 2016 09:58
- Forum: Mod Releases
- Topic: [Mod] Painting [0.8] [painting]
- Replies: 53
- Views: 26161
Re: [Mod] Painting [0.8] [painting]
sup, original author here to clear up some things. - license: I originally used GPL, which was in effect when xyz made his contribution. He agreed to let me relicense to WTFPL, so thats what it is. Idk what that means for his forks and forks thereof and I don't care, just do what the fuck you want. ...
- Thu Jan 07, 2016 12:37
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2068582
Re: Post your screenshots!
woah this looks great! nice workslemon wrote:
- Sun Nov 22, 2015 08:02
- Forum: Feature Discussion
- Topic: Formspec on surface
- Replies: 7
- Views: 1252
Re: Formspec on surface
I'm not sure if it's already possible to create i.e. 10 entities and let them hoover in front of a node and react to clicks. That way a keypad could be emulated. you can already do this and you really only need one entity. you can figure out where on the entity the click was with a simple calculati...
- Thu Oct 15, 2015 13:04
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4927
Re: Setting absurdly long view range
The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game? probably not, or at least not before 7 years down the road. Devs are busy doing, then re-doing, then discussing various innoticeable changes and then sc...
- Fri Oct 02, 2015 11:49
- Forum: Old Mods
- Topic: Turtle Graphics (OBNEQ)
- Replies: 4
- Views: 1746
Re: Turtle Graphics (OBNEQ)
hey there, this is a really old mod but i can take a look if you're interested. I have tons of unfinished mods/code so its gonna take a while for me to figure out which is which and what is what...
- Mon Feb 16, 2015 17:27
- Forum: Mod Releases
- Topic: [Mod] River experiments [0.1.1] [riverexp]
- Replies: 5
- Views: 1739
Re: [Mod] River experiments [0.1.1] [riverexp]
fuck yeah paramat you're the veritable creator and would make slartybartfast proud!
- Fri Feb 06, 2015 22:07
- Forum: Old Games
- Topic: [Game] Empty [1]
- Replies: 5
- Views: 6340
- Tue Feb 03, 2015 08:14
- Forum: Feature Discussion
- Topic: New decoration type
- Replies: 7
- Views: 1787
Re: New decoration type
ugh. the lsystem trees are kinda meh. in short lsystems is a weird way to create turtle programs, and for fauna in mt the scale is all wrong. it would be better to have a more generic turtle system in cpp and feed it with lua generated ltree grammar or whaterver else. oloastre, i did some work tryin...
- Mon Feb 02, 2015 18:24
- Forum: Feature Discussion
- Topic: New decoration type
- Replies: 7
- Views: 1787
Re: New decoration type
this would be nice indeed for all sorts of generated stuff. it can currently only be done with workarounds.
- Thu Jan 29, 2015 08:52
- Forum: Partly official engine development
- Topic: mailing list
- Replies: 7
- Views: 2226
Re: mailing list
so, even though there has not been much discussion in this thread some things have been said on IRC. Some do not want to read a mailing list in addition to what channels already exist for mt, and everybody does not want to receive additional emails, which is understanable. However, communication in ...
- Wed Jan 28, 2015 19:23
- Forum: Partly official engine development
- Topic: C++11
- Replies: 31
- Views: 9993
- Thu Jan 22, 2015 15:07
- Forum: Partly official engine development
- Topic: mailing list
- Replies: 7
- Views: 2226
Re: mailing list
i am not proposing notifications or other spammy stuff. you can read and participate in discussions on a mailing list without receiving all the messages as actual mail in your inbox.
- Thu Jan 22, 2015 10:28
- Forum: General Discussion
- Topic: L system treegen description
- Replies: 12
- Views: 5797
Re: L system treegen description
ii dont think reporting your own post is the right way to go about something like this. Its already fixed in a recent commit.
- Tue Jan 20, 2015 12:09
- Forum: Partly official engine development
- Topic: mailing list
- Replies: 7
- Views: 2226
mailing list
for technical discussion *prior* to writing any code there is no suitable channel and it hurts minetest development. the forum is too noisy for serious discussion, github issues are mostly useful for code details and IRC is problematic because of timezones and other factors. none of those are very g...
- Thu Jan 15, 2015 16:41
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2068582
Re: Post your screenshots!
there is a bug in 0.4.11 which causes some operations (l-system trees and lua voxelmanipulators) to put random nodes into the map. the type of nodes depends on the mods installed.
- Wed Jan 07, 2015 00:49
- Forum: General Discussion
- Topic: I hacked the Android build for a day - Feedback needed
- Replies: 10
- Views: 5095
Re: I hacked the Android build for a day - Feedback needed
very impressed. at first i was worried i had spawned underground, but it just took a while for the world to generate. so after waiting a bit for the fog to clear i started walking around and testing the changed walk/jump and point and do stuff interface. it works very well, but i found it hard to bu...
- Mon Jan 05, 2015 15:21
- Forum: WIP Games
- Topic: [Game] Voxus (cancelled)
- Replies: 222
- Views: 63201
Re: VoXus (formerly CreaVal, WIP)
nice work on the details, your tree solution is very good.
- Mon Dec 29, 2014 08:53
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2068582
Re: Post your screenshots!
way too many generated structures in a mgv7 world
- Thu Dec 25, 2014 13:27
- Forum: General Discussion
- Topic: Tips for not losing myself in Minetest worlds
- Replies: 12
- Views: 3176
Re: Tips for not losing myself in Minetest worlds
you can press F5 to see your position and other stuff.
- Mon Dec 22, 2014 18:37
- Forum: Mod Releases
- Topic: [Mod] Simple helicopter [helicopter]
- Replies: 106
- Views: 75933
Re: [Mod] Simple helicopter [helicopter]
created an issue, thanks for the report. it looks like it is not an error with the mod but the engine itself.
https://github.com/minetest/minetest/issues/2004
https://github.com/minetest/minetest/issues/2004
- Mon Dec 15, 2014 22:52
- Forum: WIP Games
- Topic: [Mini-Game] Rock Paper Scissors Lizard Spock
- Replies: 8
- Views: 3262
- Sat Dec 06, 2014 12:09
- Forum: Problems
- Topic: Motion not fluid
- Replies: 5
- Views: 1139
Re: Motion not fluid
maybe your IDE builds debug builds, which are not very optimized. also be aware that in a fresh world map generation is running along
- Thu Dec 04, 2014 11:18
- Forum: Partly official engine development
- Topic: New developer
- Replies: 7
- Views: 1676
Re: New developer
webchat is muted on #minetest-dev, so you got to use a 'proper' client.
- Sat Nov 22, 2014 10:27
- Forum: Game Discussion
- Topic: MagiTest
- Replies: 9
- Views: 3398
Re: MagiTest
looks nice!
- Wed Oct 08, 2014 01:41
- Forum: Feature Discussion
- Topic: Integrating a tutorial into Minetest
- Replies: 28
- Views: 6920
Re: Integrating a tutorial into Minetest
i think there could be a way to 'put a game in a world' if said world is kind of fixed, as it seems useful for some type of game anyways, like desert island or logo skyblock kind of stuff. then there would be just one world in a fresh minetest install, containing all that is needed for the tutorial ...