Search found 46 matches
- Sun Aug 05, 2012 11:48
- Forum: Feature Discussion
- Topic: Feature proposal: master server
- Replies: 27
- Views: 7178
- Sat Aug 04, 2012 10:35
- Forum: Feature Discussion
- Topic: Feature proposal: master server
- Replies: 27
- Views: 7178
- Fri Aug 03, 2012 15:33
- Forum: Feature Discussion
- Topic: Feature proposal: master server
- Replies: 27
- Views: 7178
- Fri Aug 03, 2012 11:58
- Forum: Feature Discussion
- Topic: Feature proposal: master server
- Replies: 27
- Views: 7178
Just no. Minetest is not a FPS game where you can switch over several servers without losing anything. The point of a master server is to list available servers, how would a newcomer know what server to join without knowing it's IP address ? It provides a list of servers from which you can pick the...
- Fri Aug 03, 2012 08:08
- Forum: Feature Discussion
- Topic: Feature proposal: master server
- Replies: 27
- Views: 7178
Offtopic: Welcome back to the forums! Thanks. though i think mutualising blacklists is a terrible idea. I say that because douchebags like segfault have had ban privileges in the past. That's not what I had in mind, I was thinking that the master server admin could add well known griefers/cheaters ...
- Thu Aug 02, 2012 15:29
- Forum: Feature Discussion
- Topic: Feature proposal: master server
- Replies: 27
- Views: 7178
Feature proposal: master server
Hi. I've been playing minetest for a while now, and I think the game lacks a way for players to easily switch servers, or simply interact with said servers. The "master server" is a concept that has been largely used and implemented in several multiplayer games (of any type, e.g. FPS), and...
- Wed Aug 01, 2012 06:17
- Forum: Old Mods
- Topic: [Mod] Flowers - VanessaE edition ;-) [20120731][flowers]
- Replies: 39
- Views: 23612
- Mon Jan 02, 2012 12:46
- Forum: WIP Mods
- Topic: [Mod] Hatches [hatches] (missing license)
- Replies: 30
- Views: 16549
Small request: When hatch is open, it has no collision (not walkable). When closed, it is climbable. It feels much better IMO :) If it was climbable when open, you would be able to go through it. Moreover, it's climbable when it's open because of that boundary box problem (it makes much more sense).
- Wed Dec 28, 2011 11:01
- Forum: Texture Packs
- Topic: 8-BIT
- Replies: 10
- Views: 5541
- Wed Dec 28, 2011 10:58
- Forum: WIP Mods
- Topic: half door mod!
- Replies: 11
- Views: 5091
The hatches mod uses a special variable (param2), and it shouldn't be (but it still works because I overwrite it with a good value). The thing is: you can't use it for wall mounted blocks such as ladders and doors because that same param2 variable is used to determine the orientation/position of the...
- Wed Dec 28, 2011 10:53
- Forum: WIP Mods
- Topic: About explosions in minetest
- Replies: 10
- Views: 4026
there is something that bothers me about this. Explosions are cool etc, but, in my opinion they should not leave a perfect sferical shape on surface. Its 'unrealistic', they should leave irregular shapes... Maybe it's something hard to code, idk, what do you people think? It's not hard to code, but...
- Wed Dec 28, 2011 10:47
- Forum: WIP Mods
- Topic: [Mod] Hatches [hatches] (missing license)
- Replies: 30
- Views: 16549
Nice mod! May I use it for my mesecon mod, so that hatches can be controlled by mesecons? Absolutely. Great! Could you put the texture to the upper side of block? So when you are walking on it, there were no empty space between you and visible texture. In fact this is due to a limitation of minetes...
- Tue Dec 27, 2011 14:06
- Forum: WIP Mods
- Topic: [Mod] Hatches [hatches] (missing license)
- Replies: 30
- Views: 16549
- Fri Dec 23, 2011 09:48
- Forum: General Discussion
- Topic: Minetest In-Game Commentary Series on YouTube
- Replies: 10
- Views: 2188
Here.RAPHAEL wrote:So.. what's the YouTube channel?
- Thu Dec 22, 2011 09:56
- Forum: WIP Mods
- Topic: Experimental Mod Repository (ATTN all mod developers)
- Replies: 17
- Views: 6721
I decided it's time for a simple mod repository for Minetest, so being like I am I just jumped right in and made it. How it works: * Mod developer contacts me to make an FTP account to a mod folder of their mod(s). One FTP account per mod. * The mod developer downloads the mod-example-folder.zip fi...
- Thu Dec 22, 2011 09:53
- Forum: WIP Mods
- Topic: Mod Request: Mushrooms..
- Replies: 13
- Views: 5309
I'm officially requesting someone with more knowledge in lua and modding to make a mod that grows mushrooms. Some suggestions: * Brown and White button like mushrooms (maybe could use some code from flowers) * Cave lichen (seen rugs in DARKET mod that code could maybe be used) * Glowing Mushrooms (...
- Thu Dec 22, 2011 09:52
- Forum: WIP Mods
- Topic: [Mod] Hatches [hatches] (missing license)
- Replies: 30
- Views: 16549
Great mod! Thanks! There's a small bug in it, when digging a placed hatch there seem to be two different types of hatch. At least I've gotten two stacks that havent been combinable. Indeed, I'll look into it. EDIT: It's fixed, I uploaded the new version of the mod. What's changed: Fixed the boundar...
- Wed Dec 21, 2011 22:57
- Forum: WIP Mods
- Topic: [Mod] Hatches [hatches] (missing license)
- Replies: 30
- Views: 16549
[Mod] Hatches [hatches] (missing license)
Hello everyone. Not much to be said, the title is pretty much self explanatory: I implemented hatches as a LUA mod. http://i.imgur.com/5pLsD.png http://i.imgur.com/uIWvj.png http://i.imgur.com/3jcJX.png When it's open, a trapdoor is climbable, and you can't go through it when it's closed (the upcomi...
is it possible to add an projectile weapon? Unfortunately, it is not yet possible to add this kind of projectile in the game (yet): Handling projectiles with LUA is plain stupid: You can't reliably detect collisions with it It takes a lot of CPU to make them move, what if 20 players throw an arrow ...
- Sun Dec 11, 2011 19:41
- Forum: Mod Releases
- Topic: [Mod] Magic Lantern [magic_latern]
- Replies: 19
- Views: 18895
Could you package everything into a .zip file? That would make it easier for everyone else. Since it's only a couple functions in a init file, I thought it would be overkill to upload a whole archive for the mod… But since you're the second one to ask, here you go ! The textures I used for the scre...
- Sun Dec 11, 2011 15:47
- Forum: Mod Releases
- Topic: [Mod] Magic Lantern [magic_latern]
- Replies: 19
- Views: 18895
- Sun Dec 11, 2011 14:18
- Forum: Old Mods
- Topic: [Mod] Home Mod [home_mod] (missing license)
- Replies: 47
- Views: 25940
- Sun Dec 11, 2011 14:13
- Forum: WIP Mods
- Topic: [MOD] villages
- Replies: 38
- Views: 24178
Hello everyone. http://i.imgur.com/lqmda.png Wooden house (built on dirt) Hey behind the tree there is something like jellyfish but grey... What is it ? It is indeed a rat, from g4cj's texture pack. I will fix the require('buildings') bug whenever the repo gets updated, but for now you will have to...
- Sun Dec 11, 2011 09:15
- Forum: Français
- Topic: Topic pour les francophones
- Replies: 114
- Views: 38003
Salut/re Je compte mettre à jour mon site minetest.fr : http://minetest.jimdo.com / mais il me faut des personnes compétentes pour gérer et m'aider sur la création de mod inédit, la sécurisation pour avoir peut être serveur français (un besoin d'argent). CV : - a un pote qui connait le fondateur de...