Search found 41 matches

by cronvel
Fri Oct 23, 2020 07:42
Forum: WIP Mods
Topic: [Mod] NameGen [0.2] [namegen]
Replies: 6
Views: 533

Re: [Mod] NameGen [0.1] [namegen]

@crogonint Thanks, it was a stupid copy-paste that had gone bad. It's fixed and awaiting for approval on contentDB. Meanwhile, you can directly use the Gitlab repo https://gitlab.com/cronvel/mt-namegen/.
by cronvel
Sat Sep 19, 2020 14:45
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4736

Re: How to use b3d in blender?

@Nathan.S Oh yes it works! Thanks a lot!
by cronvel
Sat Sep 19, 2020 07:20
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4736

Re: How to use b3d in blender?

Yes I'm already using GreenXenith's fork for exporting. I usually unselect everything before saving, I had trouble multiple times when something was selected (the Python script have tendencies to throw an exception in that case). I will give a try to Nathan solution, but for instance I don't know ho...
by cronvel
Wed Sep 16, 2020 07:41
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4736

Re: How to use b3d in blender?

So, I have a new question for the Blender Guru ^^ I'm currently working on a mod that manage player/entities 's skins/models/animations/gears. That mod include a brand new model, and I have some trouble with animation/armature. If I'm not wrong, for exporting to b3d for Minetest, you first need to j...
by cronvel
Wed Sep 16, 2020 07:01
Forum: WIP Mods
Topic: [Mod] Manage skins, model, gears for player and entities! [entity_manager]
Replies: 1
Views: 211

Re: [Mod] Manage skins, model, gears for player and entities! [entity_manager]

Is there a way to store textures inside the world directory, instead of the mod directory?
A textures/ folder inside the world is ignored, specifying the whole (absolute) path to a texture is ignored too.
by cronvel
Tue Sep 15, 2020 16:18
Forum: WIP Mods
Topic: [Mod] Manage skins, model, gears for player and entities! [entity_manager]
Replies: 1
Views: 211

[Mod] Manage skins, model, gears for player and entities! [entity_manager]

I'm currently working on 2 complementary mods capable of managing both players and other entity . The mod can easily set model/texture/animation and preserve that across sessions. Moreover, it can easily add gears to a player or an entity. The most common gear is the wield gear (the wielded item). A...
by cronvel
Mon Sep 07, 2020 14:26
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4736

Re: How to use b3d in blender?

I found out that you have to unselect everything before exporting to avoid the Python stack trace.

Like: leave Modeling workspace, go to the Shader workspace, click out of the model, then export.

But still, it's extremely bugged. Sometime I lost all animations (in Minetest) for no reason at all...
by cronvel
Mon Sep 07, 2020 12:48
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4736

Re: How to use b3d in blender?

Damn, so we are tied with a file format without anything but deprecated exporter? :/
by cronvel
Mon Sep 07, 2020 12:19
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4736

Re: How to use b3d in blender?

As of 2020 and Blender 2.8x, what is the working B3D exporter for Minetest? I've tried those listed on the Minetest wiki with skinsdb's mod character model, but as soon as I modify the geometry, the exporter crashes with the iconic Python running gag (a Python stacktrace with no hint or explanation....
by cronvel
Mon Sep 07, 2020 07:57
Forum: WIP Mods
Topic: [Mod] Astral: moon phases and many surnatural astral events [astral] [v1.0.1]
Replies: 3
Views: 334

Re: [Mod] Astral 1.0.1 -- moon phase and many surnatural astral events

v1.0.1: Fixed a storage bug, so now the moon phase is always correctly preserved after restarting the server.
by cronvel
Wed Sep 02, 2020 14:54
Forum: WIP Mods
Topic: [Mod] Landscape shaping (God-like powers) [landscape_shaping] [v1.0.0]
Replies: 9
Views: 442

Re: [Mod] Landscape shaping (God-like powers)

@rheo @simnenaul It's published on ContentDB, awaiting to be approved! ;)
Meanwhile, you can used the Gitlab repo.
by cronvel
Wed Sep 02, 2020 14:19
Forum: WIP Mods
Topic: [Mod] Astral: moon phases and many surnatural astral events [astral] [v1.0.1]
Replies: 3
Views: 334

[Mod] Astral: moon phases and many surnatural astral events [astral] [v1.0.1]

This mod adds regular moon phases, as well as 9 special natural and surnatural Astral events to discover! Like: blood moon, blue moon, super moon, solar eclipse and more... This mod could be used as a basis for some magical world mechanism. https://forum.minetest.net/download/file.php?id=22664 scree...
by cronvel
Mon Aug 31, 2020 08:10
Forum: WIP Mods
Topic: [MOD] Indy Jonez [jonez] (v2.4)
Replies: 64
Views: 3100

Re: [MOD] Indy Jonez [jonez] (v2.0)

Yay! Thanks!
by cronvel
Fri Aug 28, 2020 16:01
Forum: WIP Mods
Topic: [Mod] Landscape shaping (God-like powers) [landscape_shaping] [v1.0.0]
Replies: 9
Views: 442

Re: [Mod] Landscape shaping (God-like powers)

@BuckarooBanzay Hey, it's pretty close to that good ol' game screenshot! ;)
by cronvel
Fri Aug 28, 2020 12:25
Forum: WIP Mods
Topic: [Mod] Landscape shaping (God-like powers) [landscape_shaping] [v1.0.0]
Replies: 9
Views: 442

Re: [Mod] Landscape shaping (God-like powers)

@Krock It may be unclear, but the cliff of the screenshot is not from the world that got broken, it was just a map generated for the purpose of the screenshot. For my world, I didn't made a screenshot before fixing it, so I can't show you, but it was clearly a bug, not an intended cliff like this on...
by cronvel
Fri Aug 28, 2020 11:50
Forum: WIP Mods
Topic: [Mod] Landscape shaping (God-like powers) [landscape_shaping] [v1.0.0]
Replies: 9
Views: 442

Re: [Mod] Landscape shaping

If only I had more free-time... this mod inspire me a lot of ideas for a game. Old timer may remember a game named Populous where one incarnate an Olympian God, with landscape shaping capabilities, able to cause tsunamis, raise volcanos, turn lands to swamp, cause earthquake... All of this in order ...
by cronvel
Fri Aug 28, 2020 10:46
Forum: WIP Mods
Topic: [Mod] Landscape shaping (God-like powers) [landscape_shaping] [v1.0.0]
Replies: 9
Views: 442

[Mod] Landscape shaping (God-like powers) [landscape_shaping] [v1.0.0]

Hi there, Few day ago, after upgrading to Minetest 5.3.0 (was still on 5.2 before) I've got nasty bug that have messed an area of the world I play with my son. Not sure if its because of the new Minetest version, or if it was caused by the numerous mod update I've made the same day, but there was a ...
by cronvel
Mon Aug 24, 2020 16:25
Forum: WIP Mods
Topic: [MOD] Indy Jonez [jonez] (v2.4)
Replies: 64
Views: 3100

Re: [MOD] Indy Jonez [jonez] (v1.14)

I have submitted a pull request . A lot of things get improved on the chisel which get its own Lua file, here is the list: - reverse cycle support on sneak + left-click - copy style on sneak + right-click (each player get its own "clipboard") - paste style on right-click - check for node p...
by cronvel
Mon Aug 24, 2020 14:24
Forum: WIP Mods
Topic: [MOD] Indy Jonez [jonez] (v2.4)
Replies: 64
Views: 3100

Re: [MOD] Indy Jonez [jonez] (v1.14)

@runs I'm making changes to the chisel of your mod. Context: I'm not playing in creative mode, I'm playing with my 7 year old son, and the mindset is more like "hard work, go mining, and building contest". However, I find the process of clicking multiple times for each node very painful. S...
by cronvel
Mon Aug 24, 2020 10:19
Forum: WIP Mods
Topic: [MOD] Indy Jonez [jonez] (v2.4)
Replies: 64
Views: 3100

Re: [MOD] Indy Jonez [jonez] (v1.14)

Thanks for the quick patch!
By the way, beautiful mod! ;)
by cronvel
Sun Aug 23, 2020 22:21
Forum: WIP Mods
Topic: [MOD] Indy Jonez [jonez] (v2.4)
Replies: 64
Views: 3100

Re: [MOD] Indy Jonez [jonez] (v1.13)

It seems that there is no way to craft shaft, architrave, base and capital, but the OP advertise that it is possible to craft the greek set, then use the chisel to cycle through all styles. Would you mind adding this at the end of your code? minetest.register_craft({ output = 'jonez:greek_shaft 3', ...
by cronvel
Sun Aug 23, 2020 13:32
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 97
Views: 17387

Re: [Mod] Skinsdb [skinsdb]

player_[playername]_[name or number].png for private skins available to the specific player For private skins, using a number works but using a name seems to crash the game (Mintest 5.3.0). 2020-08-23 15:28:19: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in ...
by cronvel
Fri Jan 24, 2020 10:16
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 998

Re: [Mod] Respawn [0.10] [respawn]

Hi Mathias. It could be interesting, however I have little time for that at the moment. I have a lot of work + other side projects... Maybe in a few months...
by cronvel
Sat Dec 07, 2019 10:54
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 998

Re: [Mod] Respawn [0.10] [respawn]

Hi Bastrabun, 1/ You can post issues here for instance, I'm not using gitlab too much. In fact I'm using gitlab for this project because github privacy sucks and, I'm a freelance and don't want my activities to be stalked. 2/ The /teleport command works with mode, here you want to use the "play...
by cronvel
Sun Dec 01, 2019 09:37
Forum: Modding Discussion
Topic: ABM, optimization and dynamic_liquid [core dev wanted! ;)]
Replies: 6
Views: 435

Re: ABM, optimization and dynamic_liquid [core dev wanted! ;

Thanks for the reply ;) Also I'm still surprise that flowing liquid is so easily handled by the engine when dynamic liquid cause so much computing. I was told that Lua was really fast (something like 50% of C, which should be good enough). Also, is there any chance something like dynamic liquid make...