Search found 225 matches

by ashenk69
Sun Oct 12, 2014 17:30
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: [1.0.0]Tide - Mod editor

Should have posted the project file. I've checked both of my branches and downloaded both the zip and tar file for 1.0.0 and there is a .pro file in each. I want to make sure the pro file is included so I want to ask how you downloaded the repository. [*] Attempt to doubleclick directories prints &...
by ashenk69
Sun Oct 05, 2014 04:10
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: [1.0.0]Tide - Mod editor

I have built Qt (4 and 5) applications on Windows 7 before (including the necessary .dlls) so I may be able to help. I actually just got the 64 bit build for Windows working. Wasn't including the libEGL.dll, but it was throwing the most indirect error. It was the "Can't find windows plugin pla...
by ashenk69
Sun Oct 05, 2014 03:53
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: Tide - Mod editor

*Update 1.0.0 Released. First post will be edited as well The repository I am using is located at github.com/metalstache/Tide . I have a master branch that has the most current live code and a development branch. For releases, I will tag the master branch based on the version number, right now 1.0.0...
by ashenk69
Sun Oct 05, 2014 03:23
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: Tide - Mod editor

So it's going to be a text editor with tabbing? Initially that is essentially what it is. Besides the features defined in 1.0.0 before, the user can create a new mod and open previous ones. A new mod includes a depends.txt file and an init.lua. The "open mod" function should almost just b...
by ashenk69
Wed Oct 01, 2014 00:53
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: Tide - Mod editor

*Update Added a screenshot to the original post of what the UI looks like currently. This will be the basic structure of the UI with the project viewing and control on the left and the code editor on the right. I am close to finishing the features I want done for 1.0.0. There are just a few things t...
by ashenk69
Sun Sep 28, 2014 01:55
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: Tide - Mod editor

I think he develops a mod EDITOR, not an IDE. The difference is that an editor is purely for editing, IDE speeds up development and includes some very useful features. Also, it's Zatherz, not ZatherZ. And I haven't really "released" it yet - what is in the github repo is a version I aband...
by ashenk69
Sat Sep 27, 2014 02:38
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

Re: Tide - Mod editor

I am not releasing details to get the editor yet, because I have not finished the project handling. When I do it will be located on Github. I wanted to talk about how I am doing my version numbering for this project. There is a good reason I went with a 3 numbering system. The first number indicatin...
by ashenk69
Sat Sep 27, 2014 02:30
Forum: Minetest-related projects
Topic: [1.0.0]Tide - Mod editor
Replies: 18
Views: 4941

[1.0.0]Tide - Mod editor

Hey everyone, most probably won't know who I am, whatever. Hello. I wanted to work on something for the Minetest community that could also be a good learning tool for me as well as something that could be useful. I am aware that there are a couple of projects to aid in mod editing and I wanted to cr...
by ashenk69
Wed Oct 23, 2013 12:32
Forum: Mod Releases
Topic: [Mod] Specialties [3.5] [specialties]
Replies: 110
Views: 39133

how do u use the condenser ive tried lots of ways, such as putting a wanted item in top right and items to convert with in bottom but cant get it to work (using technic and its dependencies) The condenser can only convert items it knows about. Open the file "tables.lua". At the bottom, it...
by ashenk69
Tue Oct 15, 2013 13:27
Forum: Texture Packs
Topic: [512×-256×] Sphax TestBDcraft
Replies: 144
Views: 101374

how y download To download the main TP, go to the following link: http://bdcraft.net/download-bdcraft-texturepacks and scroll to the bottom of the page until you see TestBDCraft 0.4, then choose what resolution you want. To download patches for mods, you can either download them separately or as on...
by ashenk69
Wed Aug 28, 2013 16:51
Forum: WIP Mods
Topic: A Modding Idea - Elemental Powers
Replies: 29
Views: 5823

GIMP I have. Confuses me though... Can you give me a tutorial on how to do a transparent backround? Open an image in Gimp. Right click on the layer the image is contained. Select "Add Alpha Channel". You'll probably now have to delete the white or black background produced with a nontrans...
by ashenk69
Fri Aug 23, 2013 18:54
Forum: WIP Mods
Topic: [closed] Antiguest [antiguest]
Replies: 5
Views: 2876

I would do this instead

Code: Select all

name:match("Guest[0-9]*") == name
Ensures something like "Guestkiller" or suggested by Kaeza "FooGuest" isn't omitted.
by ashenk69
Sun Aug 11, 2013 23:30
Forum: Texture Packs
Topic: [512×-256×] Sphax TestBDcraft
Replies: 144
Views: 101374

cHyper wrote: Attention:
with latest dev-version and coming 0.4.8 version...
... there will be the all folder history...

more .... viewtopic.php?pid=103752#p103752
I was already aware that texture pack directories were going to be added to 0.4.8. Thanks for the heads up though.
by ashenk69
Sun Aug 11, 2013 14:25
Forum: Texture Packs
Topic: [512×-256×] Sphax TestBDcraft
Replies: 144
Views: 101374

Update: Edited the original post to include a link to the patch downloader. This will allow you to now choose which patches you want to download and at the chosen resolution. The download is a single zip file instead of a dozen separate ones. This can then be extracted directly into minetest's "...
by ashenk69
Sat Aug 10, 2013 18:54
Forum: Texture Packs
Topic: [512×-256×] Sphax TestBDcraft
Replies: 144
Views: 101374

Update:

Support for Blockmen's Door mod, Pilzadam's Throwing mod, and Xpanes.
by ashenk69
Sat Aug 10, 2013 16:47
Forum: WIP Mods
Topic: MODTEST! A minetest mod review series.
Replies: 12
Views: 3011

Some suggestions: Make the voice audio louder than the music. Currently it feels like the music is overpowering your voice making it hard to hear the person reviewing. Try to keep some questions in mind like what would you like to see in the mod, what did or didn't you like about the mod, and maybe ...
by ashenk69
Fri Aug 09, 2013 13:53
Forum: Old Mods
Topic: [Mod] Doors mod [1.3] [doors]
Replies: 57
Views: 33653

Blockmen thanks for the extra textures. Just a little fix is the closed state for trapdoors still has default wood as the side.
by ashenk69
Mon Aug 05, 2013 03:15
Forum: Old Mods
Topic: [Mod] Doors mod [1.3] [doors]
Replies: 57
Views: 33653

Trying to texture this mod for BDCraft, I have a few requests for it. Can you use a separate texture for these:
1. Trapdoor side textures instead of default wood
2. Glass door textures instead of default glass
3. Glass door side texture
These are merely suggestions as this is your mod.
by ashenk69
Sat Aug 03, 2013 02:32
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 6315

Evergreen wrote:I just tested this, and this is the best thing since sliced bread. Great job. :D
You should try it in the stable version of technic. It works with most of the machines.
by ashenk69
Fri Aug 02, 2013 17:59
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 6315

Mito551 wrote:not iron ingot, but iron lumps...
For some reason I thought I had put steel ingots not iron lumps. Fixed it.
by ashenk69
Thu Aug 01, 2013 13:19
Forum: Texture Packs
Topic: [512×-256×] Sphax TestBDcraft
Replies: 144
Views: 101374

I guess it is a little confusing that the site's content is under a CC-BY and the texture pack is not. The reason his is still valid though is that he does have a disclaimer on the download page for his TP. Note: By downloading and/or using BDcraft texturepacks, you agree&validate the associated...
by ashenk69
Thu Aug 01, 2013 00:42
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 6315

Fixed a bunch of issues. Items are not hidden anymore in creative mode. Added support for Technic mod. Added node metadata storage. Inventory and metadata is added .5 seconds after a node is added to make sure the info is transferred.
by ashenk69
Wed Jul 31, 2013 23:02
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 6315

If you can't see the default chest or furnace that is because of a little issue that i figured out. I'm just not at my computer to commit it right now. You can still use the giveme command to get one.
by ashenk69
Wed Jul 31, 2013 22:59
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 6315

Casimir wrote:Uhm... how to use it?
With the wrench equipped, right click on a chest, and you'll now have a chest with the inventory perserved. You'll have to also sneak so you don't activate the chest's formspec but i see it as a safety measure so you don't acidentally dig it up.
by ashenk69
Wed Jul 31, 2013 18:14
Forum: WIP Mods
Topic: [Mod] Wrench [wrench]
Replies: 20
Views: 6315

I didn't think of doing metadata storage but it is something I think could be added fairly easy. It just requires a little more string manipulation.