Search found 629 matches
- Sun Feb 21, 2021 11:56
- Forum: General Discussion
- Topic: The Sneak Glitch is NOT dead!
- Replies: 10
- Views: 413
Re: The Sneak Glitch is NOT dead!
I missed the point of this thread. I understand that you don't like the sneak glitch, but why is it wrong to have it only as an option? If you don't like it, just don't use it.
- Mon Jan 04, 2021 09:57
- Forum: General Discussion
- Topic: How to make a game that loads a prebuilt map with each created world?
- Replies: 17
- Views: 644
Re: How to make a game that loads a prebuilt map with each created world?
I made a mod for that purpose: https://forum.minetest.net/viewtopic.php?f=9&t=24214 ( exaple usage ) It places a map when the world is created and it can place the map there any time after, restart it, etc.. However, it is effective only for smaller maps and it starts to be slow for maps which a...
- Mon Jan 04, 2021 06:52
- Forum: Feature Discussion
- Topic: JavaScript for moddding
- Replies: 68
- Views: 4157
Re: JavaScript for moddding
No, I'm not. Let me google it. Ok. So we have a code simplicity and a code speed issue conflicting with each other. I choose first because the programmer's time, creativity and efforts are far more valuable than a new processor. Processor costs like 100$ and programmer's work published for free for...
- Sun Jan 03, 2021 15:45
- Forum: Feature Discussion
- Topic: JavaScript for moddding
- Replies: 68
- Views: 4157
Re: JavaScript for moddding
I'm tired of these "speed" rants. You want speed -> write with Assembly language. You want more speed -> write bytecode. You want even more speed -> engineer an ASIC. You didn't grab a scripted language to gain speed. You need it to shorten the time you need to develop a program because y...
- Sat Jan 02, 2021 12:25
- Forum: Feature Discussion
- Topic: JavaScript for moddding
- Replies: 68
- Views: 4157
- Thu Dec 31, 2020 17:32
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1036
- Views: 144158
Re: What's Minetest still missing over Minecraft?
MINECR~1 has no issues with Irrlicht unlike Minetest.
- Tue Dec 29, 2020 15:18
- Forum: Feature Discussion
- Topic: Use SuperTuxKart's Irrlicht fork for Minetest?
- Replies: 35
- Views: 1448
Re: Use SuperTuxKart's Irrlicht fork for Minetest?
When it fails to work -- then and only then, is it obsolete. There are plenty of programs that people use every day that haven't been changed in years, because they don't need to be. Keyboard handling is broken for instance. Each time I want to write the number 4 (and sometimes 7), I have to write ...
- Sun Dec 20, 2020 14:13
- Forum: Mod Releases
- Topic: [Mod] No Fall Damage [1.0.0] [no_fall_damage]
- Replies: 7
- Views: 263
Re: [Mod] No Fall Damage [1.0.0] [no_fall_damage]
I was just wondering if it is even possible to remove falldamage from a game entirely. You have just told me that Minetest developers weren't thinking about such option. At least, there is a simple workaround. This mod will be useful in creating jump'n'run games because they usually don't use anythi...
- Tue Dec 08, 2020 21:57
- Forum: General Discussion
- Topic: MT is an engine? (allow me to doubt it)
- Replies: 11
- Views: 672
Re: MT is an engine? (allow me to doubt it)
For many years, the most of mods were made exclusively for MTG. And I guess, it will last for a while because there is no game for which there are as many mods as for MTG. First of all, I think, no game should contain the mod "default". It should be called "mtg_core" for example....
- Sat Dec 05, 2020 13:50
- Forum: Modding Discussion
- Topic: A way to modify metadata of offline player?
- Replies: 2
- Views: 351
Re: A way to modify metadata of offline player?
Thank you! There is a link to a PR which has to solve this issue and is still open. I will put the link here also for reference: https://github.com/minetest/minetest/pull/9177
- Tue Dec 01, 2020 08:43
- Forum: Modding Discussion
- Topic: A way to modify metadata of offline player?
- Replies: 2
- Views: 351
A way to modify metadata of offline player?
It looks like if I want to do anything with a player, I need an ObjectRef to the player, which is available only when the player is online. Before I create an issue, I want to make sure that there is really no way to change metadata of an offline player. Similarily, there seems to be no way to chang...
- Fri Nov 27, 2020 20:27
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 30
- Views: 2484
Re: [Mod] Means of transport tracking lines [linetrack]
I have already implemented the bus. The display doesn't display anything yet, I will do it after I have more time. Thanks for the model again!
Also, I will have to tweak moreblocks a little so slope roads don't act as an obstacle.
Also, I will have to tweak moreblocks a little so slope roads don't act as an obstacle.
- Thu Nov 26, 2020 20:56
- Forum: General Discussion
- Topic: too much forum spam
- Replies: 8
- Views: 474
Re: too much forum spam
The limit of reports per day was meant so that each post can be reported only once so if each active users reports 3 posts, they could still report all posts posted by the spam bot together. Another thing which may work is this: Make a weak spam filter which filters the posts by the most apparent fe...
- Wed Nov 25, 2020 08:09
- Forum: General Discussion
- Topic: too much forum spam
- Replies: 8
- Views: 474
Re: too much forum spam
I have an idea but it might be hard to implement. If a new user comes, all his posts would be hidden before a moderator approves his account. If the account is approved, he could post stuff as normal. If it shows up that the process of approval is too slow because of lack of moderator time, I have a...
- Thu Nov 19, 2020 19:22
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 30
- Views: 2484
Re: [Mod] Means of transport tracking lines [linetrack]
I discovered a few things. The faces which are shown only from one side are shown from both sides if I assign the model to an entity. No need to care about that. The faces in wheels which aren't shown aren't present in the .b3d file either. Maybe something went wrong in export. It looks like the ani...
- Wed Nov 18, 2020 08:35
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.1.4] [underch]
- Replies: 170
- Views: 16838
Re: [mod] 62 underground biomes! [1.1.4] [underch]
Mostly they are just flat tops. Sometimes there's stuff sticking through, like you see in the one shot. I've replaced the lava source with sichamine lamp. Won't be quite as easy to see, except at night. But so far we have about 9 man-hours on different games without another lavafall. This last one ...
- Tue Nov 17, 2020 19:04
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.1.4] [underch]
- Replies: 170
- Views: 16838
Re: [mod] 62 underground biomes! [1.1.4] [underch]
I think I'm standing right on the point near the center of your screenshot, in one shot, looking straight at that island in your lower right corner. [EDIT] Yeah, we are at the same location. That vein of sichamine in both our screenshots is a dead giveaway. [/EDIT] Looking at the three sets of scre...
- Tue Nov 17, 2020 18:42
- Forum: Modding Discussion
- Topic: Model wont display properly
- Replies: 5
- Views: 261
Re: Model wont display properly
Can you please provide me the .blend file? I will try what I can and I will tell you what I did.
- Tue Nov 17, 2020 15:15
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 30
- Views: 2484
Re: [Mod] Means of transport tracking lines [linetrack]
I will look at it. Note that some issues may vanish and other may appear when I assign the model to an entity. If you give me the model you made so far, I can test it myself and tell you how to fix it.
- Tue Nov 17, 2020 09:37
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.1.4] [underch]
- Replies: 170
- Views: 16838
Re: [mod] 62 underground biomes! [1.1.4] [underch]
Screenshot upload not working. My end, probably. seed = 7452374824015819250 position = -1030, 5.5, -31 [EDIT] Using fresh clone of [underch], and fresh download of 5.3.0. Minetest game, plus [underch] ONLY. [/EDIT] Try to compress the screenshot, either convert it to jpg or scale it down. It looks ...
- Tue Nov 17, 2020 09:13
- Forum: Problems
- Topic: Iv Been Hacked!
- Replies: 9
- Views: 654
Re: Iv Been Hacked!
Do you use the mod pyramids by chance?
- Sun Nov 15, 2020 15:24
- Forum: Feature Discussion
- Topic: Mods 2.0 - A Revolution [Concept]
- Replies: 23
- Views: 1370
Re: Mods 2.0 - A Revolution [Concept]
I think, that's what nearly all of us secretly wish. You know, there are many ideas but only a few people having both skills and time. I see that there is a potential in your mods. It would be nice if there were more such mods, at least the graphics if nothing else. I wouldn't call it a revolution b...
- Sun Nov 15, 2020 12:53
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 30
- Views: 2484
Re: [Mod] Means of transport tracking lines [linetrack]
You made a great job so far! I'm looking forward for it being done.
- Sat Nov 14, 2020 13:54
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 30
- Views: 2484
Re: [Mod] Means of transport tracking lines [linetrack]
You can also take a bus model from my mod if you want: https://github.com/Andrey2470T/adv_vehicles You model looks great! However, it looks like your model doesn't have any bar to display number and it doesn't have any door animation. I can use it as long as I don't have any better model. Thanks an...
- Thu Nov 12, 2020 21:22
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 30
- Views: 2484
Re: [Mod] Means of transport tracking lines [linetrack]
I have no idea how to do the bar with letters. I can make the bar, but you would have to do whatever programming to make the letters happen I will do all that programming of course. Also, with those dimensions it will be much more like a car or van than a bus. It will look much more like a bus if i...