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Slight problem... from my experience they spawn anywhere in any light so now-where is safe. My idea was to make them spawn in time intervals. The interval could be set higher like 2min spawning then 5min peace. However, I did not want to just destroy all zombies at the end of the spawning phase. Th...
by qznc
Tue Jul 23, 2013 12:56
 
Forum: Servers
Topic: Zombie Land idea?
Replies: 18
Views: 5588

I was aiming for a cooperative fighting experience. Inspiration from Left 2 Dead and Serious Sam rethought within Minetest. I believe minetest will never be a good engine for a shooter, because low latency/fast reaction is not a goal of sandbox games. Nevertheless we can use different weapons. Melee...
by qznc
Tue Jun 18, 2013 21:22
 
Forum: Mod Releases
Topic: [Mod] Zombie Waves [0.1] [zombie_waves]
Replies: 20
Views: 14663

Yay. First of my mod to be used in anything! (mudslide mod) Ah, so you're the one to blame. :) I had been playing for a few days and made some good progress, built some cool stuff, started doing some farming, when along came a never-ending mudslide that destroyed / buried everything. Cool mod, but ...
by qznc
Sat Jun 15, 2013 07:03
 
Forum: Old Games
Topic: [Game] Famish [0.3]
Replies: 18
Views: 9554

So, to start off, no matter how many times I reinstall Minetest, I have to run it as administrator, or else it will crash to desktop with no error after a few seconds in game. I run in Windows 8. Could this be the issue? Any fixes to this would be great. Could you file this as a bugreport on Github...
by qznc
Fri Jun 14, 2013 10:43
 
Forum: Problems
Topic: Two Minetest Issues Hoping to Have Resolved
Replies: 15
Views: 1477

So, to start off, no matter how many times I reinstall Minetest, I have to run it as administrator, or else it will crash to desktop with no error after a few seconds in game. I run in Windows 8. Could this be the issue? Any fixes to this would be great. Could you file this as a bugreport on Github...
by qznc
Fri Jun 14, 2013 08:59
 
Forum: Problems
Topic: Two Minetest Issues Hoping to Have Resolved
Replies: 15
Views: 1477

Build does not exist anymore in the latest version (0.4.7). So does Survival. There is only minetest_game, the default mode.
by qznc
Thu Jun 13, 2013 06:33
 
Forum: Problems
Topic: build mode game
Replies: 1
Views: 368

Is it actually a good idea to have a light level per node ? The wall of a house can be brightly lit on the outside, but pitch black on the inside. A light level per surface makes more sense. Eventually you want hardware lightning, because it gives the most beautiful results. The light level of nodes...
by qznc
Wed Jun 12, 2013 17:37
 
Forum: Partly official engine development
Topic: Hardware lighting
Replies: 23
Views: 5944

So I am not the only one who dislikes the bones mod. :)

DefaultPlus is great!
by qznc
Wed Jun 12, 2013 12:20
 
Forum: Game Releases
Topic: [Game] Minetest+ [minetest_plus] [0.9.1]
Replies: 91
Views: 33368

[Mod] Zombie Waves [0.1] [zombie_waves]

Lots of Zombies! And they are coming straight for you. Based on Simple Mobs. They are supposed to come in waves, but fine tuning is difficult. Depends: default License: WTFPL Download: tar.gz , zip Code: github https://dl.dropboxusercontent.com/u/1456950/zombies1.png https://dl.dropboxuse...
by qznc
Sun Jun 09, 2013 18:10
 
Forum: Mod Releases
Topic: [Mod] Zombie Waves [0.1] [zombie_waves]
Replies: 20
Views: 14663

Version 0.3 for Minetest 0.4.7
by qznc
Sat Jun 08, 2013 08:39
 
Forum: Old Games
Topic: [Game] Famish [0.3]
Replies: 18
Views: 9554

So we need an efficient Lua API for Mobs, before they can go into default?

Surely a lot of AI stuff is resource-intensive and must be written in C++.
by qznc
Mon Jun 03, 2013 11:42
 
Forum: Feature Discussion
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 15958

If you release something under an Free Software licence, there is no taking back. Once I have take it, I have the freedom to republish it. You might publish the next version under a different (proprietary) licence, but that does not affect the earlier stuff. The fact that people can blank their post...
by qznc
Thu May 30, 2013 19:15
 
Forum: General Discussion
Topic: leave or not to leave this and the question
Replies: 70
Views: 9118

popol89 wrote:New problem. They talk about ''verrou'' (I got xubuntu in french --')


If you put "LANG=C " (without quotes) before the command, it should print in english.
by qznc
Wed May 29, 2013 07:46
 
Forum: Problems
Topic: Install In Linux
Replies: 11
Views: 5322

This should do the trick: local add_node = minetest.add_node add_node({x=x,y=y,z=z},{name="default:stone"}) I'm curious, why does this make adding a node faster? In scripting languages practically everything is a hash map (Javascript,Python,Lua,Ruby,etc). This means "minetest.add_node" performs a l...
by qznc
Tue May 28, 2013 20:38
 
Forum: News
Topic: [0.4.7] ScriptAPI separation
Replies: 13
Views: 4387

Thanks for the answer. I have no problem with the dropbox version, just was curious how the github thing works. To be precice, I wonder if I could set up a repo that just links to the minetest-engine and some games, and replaces some particular files (like minetest.conf). This symlinking is not som...
by qznc
Tue May 28, 2013 20:29
 
Forum: Old Games
Topic: [Game] Famish [0.3]
Replies: 18
Views: 9554

When I download the zip from github all the mods are empty. What do I have to do to make it work? Since I use submodules the Github zip file is not helpful. Use git clone and git submodule update --init Then you have to execute make within the mod directory to create a few symlinks. The easiest way...
by qznc
Mon May 27, 2013 17:44
 
Forum: Old Games
Topic: [Game] Famish [0.3]
Replies: 18
Views: 9554

Famish includes both of them, although some animals of mobf are removed. For example, vombies do not match the art style.

I have not found big differences in the mob behavior. In what way are simple mobs inferior to mobf?
by qznc
Mon May 27, 2013 14:43
 
Forum: WIP Mods
Topic: [Discussion] Mob Framework or Simple Mobs?
Replies: 45
Views: 10291

3D crafting Idea. (I don't have working minetest computer so just going to share this idea) You can craft larger objects by creating a certain pattern with certain objects with special 3d crafting node in middle. after it is made, you punch on 3D crafting node and it detects positions around it and...
by qznc
Mon May 27, 2013 06:34
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2004
Views: 248777

Now the focus seems to strictly be emulating minecraft I do not think that this is the case. PilzAdam develops the Minitest game, which aims to be a Minecraft clone. He also develops minetest_game, the official default game for Minetest. Since PilzAdam is quite present (he writes all the News for e...
by qznc
Sun May 26, 2013 18:05
 
Forum: General Discussion
Topic: leave or not to leave this and the question
Replies: 70
Views: 9118

On Fedora 18: Remove the irrlicht(-devel) package and install the irrlicht18(-devel) package.
by qznc
Sat May 25, 2013 17:11
 
Forum: Problems
Topic: Minetest Fedora Error after Compiling
Replies: 16
Views: 4407

README states "License of source code and textures: WTFPL"
by qznc
Sat May 25, 2013 13:31
 
Forum: Mod Releases
Topic: [Mod] Default Plus [1.1.2] [dplus]
Replies: 33
Views: 14209

The firestriker is similarly useless as the wood tools. Once you have a burning torch, you don't need it anymore. Yes thats the big problem with this mod. It's content is very much limited to the beginning of the game. As soon as you have some cobble and fire you don't need any of those things any ...
by qznc
Sat May 25, 2013 13:13
 
Forum: Mod Releases
Topic: [Mod] Stoneage, flint and fire [stoneage]
Replies: 39
Views: 14040

The firestriker is similarly useless as the wood tools. Once you have a burning torch, you don't need it anymore. Idea: No burning torches in inventory. You can only place unlit torches and must lit them with a fire striker. It is kind of weird to carry lots of burning torches with you anyways. The ...
by qznc
Sat May 25, 2013 09:01
 
Forum: Mod Releases
Topic: [Mod] Stoneage, flint and fire [stoneage]
Replies: 39
Views: 14040

Version 0.2 -- The stoneage mod rocks!
by qznc
Sat May 25, 2013 08:35
 
Forum: Old Games
Topic: [Game] Famish [0.3]
Replies: 18
Views: 9554

12Me21 wrote:This mod makes it so you can't break trees with your bare hand.


The stoneage mod provides similar functionality.
by qznc
Sat May 25, 2013 06:47
 
Forum: WIP Mods
Topic: [mod] (coming soon) Branches [branches]
Replies: 5
Views: 827
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