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Re: beds.bed api top/bottom

I managed to draw an acceptable inv image!

Thank you very much, TumeniNodes, for your patience and friendliness. I've learned a lot, and without your help this bed would never have been existed.
by Nordal
Sun Sep 08, 2019 15:56
 
Forum: Modding Discussion
Topic: [solved]beds.bed api top/bottom
Replies: 7
Views: 321

Re: beds.bed api top/bottom

Hello TumeniNodes,
I went on commenting in issue#2. https://github.com/Nordall/darkageobjects/issues/2. May you want to take a look at it. In short here: bed works fine, only top and bottom are exchanged and the inv image is missing. I'll try this later on.
by Nordal
Thu Sep 05, 2019 19:08
 
Forum: Modding Discussion
Topic: [solved]beds.bed api top/bottom
Replies: 7
Views: 321

Re: beds.bed api top/bottom

I now defined a bed completely, but I have problems with the inventory image and the wielded image. They are shown as a colored square. The error is 2019-08-15 06:21:25: ERROR[Main]: generateImage(): Could not load image "beds_bunkbed_sides32x16.png" while building texture; Creating a dumm...
by Nordal
Thu Aug 15, 2019 04:30
 
Forum: Modding Discussion
Topic: [solved]beds.bed api top/bottom
Replies: 7
Views: 321

Re: [Mod] stoneworks [1.2][stoneworks]

It works now! Sometimes problems solve themselves overnight. :) But, I'm sorry to say that, for you put a lot of energy in it, but your version is too volominous for me. It adds 17 inventory pages. You added some nice nodes, I realized. But for me it is too much to be "playable". And I'm n...
by Nordal
Fri Aug 09, 2019 13:46
 
Forum: Mod Releases
Topic: [Mod] stoneworks [1.2][stoneworks]
Replies: 32
Views: 3939

Re: [Mod] stoneworks [1.2][stoneworks]

Would you translate that for me? Sorry, "Datei oder Verzeichnis nicht gefunden" means "file or directory not found". Also, make sure you move the old stoneworks out of the mod directory before cloning the experimental one. I've done that. It's strange to me that your stoneworks ...
by Nordal
Fri Aug 09, 2019 12:23
 
Forum: Mod Releases
Topic: [Mod] stoneworks [1.2][stoneworks]
Replies: 32
Views: 3939

Re: [Mod] stoneworks [1.2][stoneworks]

ThorfinnS, I tried your fork, but it doesn't work. 2019-08-08 21:54:38: ERROR[Main]: ModError: Failed to load and run script from /home/roland/minetest-5.0.1/bin/../mods/stoneworks/init.lua: 2019-08-08 21:54:38: ERROR[Main]: /home/roland/minetest-5.0.1/bin/../mods/stoneworks/init.lua: Datei oder Ver...
by Nordal
Thu Aug 08, 2019 20:05
 
Forum: Mod Releases
Topic: [Mod] stoneworks [1.2][stoneworks]
Replies: 32
Views: 3939

Re: [Mod] stoneworks [1.2][stoneworks]

Incidentally, what parts of darkage were you wanting? Hello ThorfinnS, I don't know how it really looks, but I imagine that bricks would also be cool. I thought about basalt_brick, default:stone_brick, cobble_with_plaster, chalked_bricks, chalked_bricks_with_plaster, marble, ors_brick (Old Red Sand...
by Nordal
Tue Aug 06, 2019 07:30
 
Forum: Mod Releases
Topic: [Mod] stoneworks [1.2][stoneworks]
Replies: 32
Views: 3939

Re: [Mod] stoneworks [1.2][stoneworks]

Hello, your mod is great! Unfortunately there are no craft-recipes, so I can use it only in creative mode.
If there was crafting possible and addi's darkage https://github.com/adrido/darkage supported, this mod would be fantastic. :)
by Nordal
Wed Jul 31, 2019 03:20
 
Forum: Mod Releases
Topic: [Mod] stoneworks [1.2][stoneworks]
Replies: 32
Views: 3939

Re: beds.bed api top/bottom

Thank you TumeniNodes for your explanation and the valuable hints to the defs and the textures!
by Nordal
Wed Jul 24, 2019 17:57
 
Forum: Modding Discussion
Topic: [solved]beds.bed api top/bottom
Replies: 7
Views: 321

[solved]beds.bed api top/bottom

The Minetest Game API contains a beds API. Thought this to be a simple means to make a bed. Unfortunately I don't understand the definition part: ### Bed definition { description = "Simple Bed", inventory_image = "beds_bed.png", wield_image = "beds_bed.png", tiles = { b...
by Nordal
Wed Jul 24, 2019 06:38
 
Forum: Modding Discussion
Topic: [solved]beds.bed api top/bottom
Replies: 7
Views: 321

Re: [Mod] DarkAge [0.4] [darkage]

Hello addi, I sent you a pull request.
by Nordal
Wed Jul 17, 2019 14:28
 
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 134
Views: 54134

Re: [Mod] DarkAge [0.4] [darkage]

addi, I will send you a pull request in a few days. Must repeat a git lesson. :-)
The colorization of the milky glass works again.
I also added the "glow" effect to round and square glass. Glow glassvariants have a separate, yellow-orange inventory cube now.
by Nordal
Sat Jul 13, 2019 22:17
 
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 134
Views: 54134

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Wow, it works!

You must have the dye you want the glass to be stained with in your inventory.
Then you can use the airbrush, choose the color and paint the glass.

Thank you for your help, Vanessa!
by Nordal
Tue Jul 09, 2019 04:28
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Hello addi, as you see I'm trying to repair and update glass.lua of your darkage mod with help of Vanessa. I didn't associate you with adrido. It's a bit confusing that there exist two darkage mods. I realized that you hold the newest fork ahead. My purpose is to make the medieval glass panes shine ...
by Nordal
Mon Jul 08, 2019 15:54
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Percolate is a nice new word for my vocabulary :-) I fixed the errors you identified. And we made a great step forward. It runs! Big Thank you for this! But: I gave me "/giveme" priv and positioned a milk_glass_round item on the floor. I can open the airbrushes' form, but I cannot choose a...
by Nordal
Mon Jul 08, 2019 08:37
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

I know what you mean. But there's definitely no secon place. I've got only one unifieddyes' folder and made the print(dump(newrecipe)) addition at line 266 there directly. I added a minetest.log("action"," ---- Unifieddyes is Loading! ---- ") statement at the beginning of unified...
by Nordal
Sun Jul 07, 2019 12:09
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Could you insert print(dump(newrecipe)) at line 266 of unifieddyes init.lua, run, let it crash again, and paste the result? local newrecipe = minetest.deserialize(recipe) print(dump(newrecipe)) -- line 266 local coutput = craft.output or "" Result is unfortunately the same. Pasted debug.t...
by Nordal
Sun Jul 07, 2019 06:15
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

If I follow the example you give, I have to make an extra mod (darkagestainedglass or something like that), and use minetest.override_item("darkage:darkage_glow_glass", { (here concerning the glow part) if I understand right. But I want the stained glass functionality to stay within the da...
by Nordal
Sat Jul 06, 2019 15:53
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Thank you :-). Also for the example's link.
by Nordal
Fri Jul 05, 2019 09:53
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

But make sure you have unifieddyes in the mod optional depends, as well. Thank you, it's already in dependencies.txt. I'll try to fix darkage's glass.lua in accordance with the Unified Dyes API. May I'll ask you to have a look on code snippet to make sure it's not completely wrong before I continue...
by Nordal
Fri Jul 05, 2019 02:40
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

The solution then would be to rewrite the affected parts according to the new Unified Dyes API.
That means every code enclosed in the condition:
Code: Select all
if minetest.get_modpath("unifieddyes") then
...
end

Is that right?
by Nordal
Thu Jul 04, 2019 08:30
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: [Mod] Unified Dyes [20170620][unifieddyes]

I love addi's darkage mod with the colorable "darkage:glass". Unfortunately coloring the glass does not work, though unifieddyes installed. Somewhere I read the reason has something to do with the support by unifieddyes. I do not know what this really means. Could you please make unifieddy...
by Nordal
Thu Jul 04, 2019 04:55
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 131
Views: 58638

Re: Give privs programmatically in singleplayer

wziard wrote:Also note that to take a priv away, you need to set it to nil (i.e. remove it from the list), not false. (that has bitten me before :-) )

Good to know. Thank's for sharing your experince!
by Nordal
Tue Feb 05, 2019 14:03
 
Forum: Problems
Topic: [SOLVED]Give privs programmatically in singleplayer
Replies: 5
Views: 385

Re: tiles and drawtype="mesh"

in mesh objects, the UV unwrapping determines where each of the 6 (max) textures go. In other words: this depends on how it was made in blender, and you'd have to fix it in there as well. Thank you for your help! If I understand right, I can use textures and [mask-functionality registering the node...
by Nordal
Tue Feb 05, 2019 13:36
 
Forum: Problems
Topic: tiles and drawtype="mesh"
Replies: 2
Views: 174

tiles and drawtype="mesh"

Is there any way to use tiles with drawtype="mesh", just as with drawtype="node"? I tried this test code: local tile_sides = "coats_of_arms_violet.png" local tile_front = "coats_of_arms_dark_green.png" --^(coats_of_arms_"..fg..".png^[mask:coats_of_ar...
by Nordal
Mon Feb 04, 2019 20:08
 
Forum: Problems
Topic: tiles and drawtype="mesh"
Replies: 2
Views: 174
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