Search found 577 matches

Return to advanced search

I just downloaded the latest minetest from the arch repo... And I have the exact same problem, with a GTX 660 ! The irrlicht demo (quake 3 map) uses OpenGL 4.4.0 and displays without any problem. Please note that it works on another machine that doesn't have an nvidia card. I'll rebuild it in a few ...
by Zeg9
Wed Nov 27, 2013 17:38
 
Forum: Problems
Topic: OpenGL driver version is not 1.2 or better.
Replies: 5
Views: 4768

Pitriss wrote:formspec will close if you set it in proper way. otherwise "ESC" key should work as exit..

When I press "ESC" it doesn't close, except if I hold it until the pause menu appears :-/
by Zeg9
Sat Nov 09, 2013 10:02
 
Forum: WIP Mods
Topic: [mod]Multispawn[multispawn][git]
Replies: 13
Views: 4494

That design is better than minecraft's though.
by Zeg9
Mon Sep 23, 2013 11:34
 
Forum: General Discussion
Topic: Minetest GUI Mockup.
Replies: 48
Views: 6813

It seems that I can't join this server anymore, it's always stuck on "Item definitions..." :-/
by Zeg9
Fri Sep 20, 2013 20:50
 
Forum: Servers
Topic: [0.4.7-dev] Kaeza's Survival Server [DOWN]
Replies: 52
Views: 9526

what about adding sprinting,without granting any privs? Because fasting is a little bit too fast in survival and no fasting is too slow.. #movement_speed_walk = 4 #movement_speed_crouch = 1.35 #movement_speed_fast = 20 # <---- This one is what you're looking for; change it to something like 6 #move...
by Zeg9
Tue Sep 17, 2013 15:38
 
Forum: Feature Discussion
Topic: Can we add shift+click or click+drag in cafting
Replies: 14
Views: 2089

PilzAdam wrote:
jojoa1997 wrote:The only benefit is you could call a mod with a name you want instead of 0~~~~~ if you want the mod too
Load first.

Yes, but whats the benefit of loading your mod first?

Maybe he tries to override a minetest.* function (is this possible?).
IIRC they do that in the craft guide mod.
by Zeg9
Tue Sep 17, 2013 15:27
 
Forum: Feature Discussion
Topic: before.txt in mods and *#
Replies: 12
Views: 1953

This IS possible. If someone has the time to fix the entity-related problems, or to implement a "model" node drawtype.
The second option would be best IMO; with the current code the rotating parts would just duplicate or disappear :P
by Zeg9
Sun Sep 15, 2013 17:25
 
Forum: WIP Mods
Topic: Could something like this be created
Replies: 23
Views: 2812

Looking forward to try this mod :D
by Zeg9
Sun Sep 15, 2013 17:17
 
Forum: Old Mods
Topic: [WIP] Undergrowth [GitHub]
Replies: 218
Views: 36987

Perhaps you could add support for MGv7 ?
by Zeg9
Fri Sep 13, 2013 16:10
 
Forum: Game Releases
Topic: [Game] Voxelgarden [5.0.0]
Replies: 152
Views: 89468

Just posting this to say that MT-Faithful is not dead.
I'll probably be uploading new textures in a few days, especially for the mods I use [my mods of course, but also homedecor and a few others (maybe mesecons?)]
by Zeg9
Thu Sep 12, 2013 14:50
 
Forum: Texture Packs
Topic: Minetest-Faithful(32x)[v1.0]
Replies: 158
Views: 33335

Dan Duncombe wrote:This will probably break compatability with every other skin.

Not if you use multiple textures / UV maps; IIRC this feature has been merged some time ago.
by Zeg9
Sun Sep 08, 2013 18:31
 
Forum: Feature Discussion
Topic: Capes. Are they possible?
Replies: 47
Views: 8266

VanessaE wrote:Skin installed

Thanks!
by Zeg9
Wed Sep 04, 2013 14:24
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [5.1.0-dev]
Replies: 621
Views: 76108

I've done a mod spotlight on this epic mod! Check it out! :P Please comment! Click Here! Awesome! Thanks for the review, Aqua. Updated to include all 29 skins from the Skins mod (with more to come!), left and right scrolling using both mouse buttons, and RANDOM SOUNDS! um there was a skin added to ...
by Zeg9
Tue Sep 03, 2013 18:13
 
Forum: Mod Releases
Topic: [Mod] Bring Me The Head [1.3] [heads]
Replies: 43
Views: 12105

PilzAdam wrote:
Zeg9 wrote:What's the problem with my pull request? :-/

There is no real problem, except that Im not really happy about it.

Ok; what about gettings seeds from the weed?
EDIT: or redefine grass so it drops random seeds.
by Zeg9
Tue Sep 03, 2013 15:17
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 204380

What's the problem with my pull request? :-/
by Zeg9
Tue Sep 03, 2013 14:26
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 204380

Could you add my skin?
Image
by Zeg9
Tue Sep 03, 2013 13:56
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [5.1.0-dev]
Replies: 621
Views: 76108

Great mod!
by Zeg9
Tue Sep 03, 2013 11:35
 
Forum: Mod Releases
Topic: [Mod] MTPaint [0.3] [mtpaint]
Replies: 10
Views: 4440

Here's what I've done so far. https://github.com/Zeg9/minetest-skins/tree/skindb It seems that the "page" argument is ignored, so I can only get the first 10 skins. sorry just forgott to change $_POST[page] to $_GET[page] :/ also you can get now up to 100 skins per page with the param per_page =100...
by Zeg9
Mon Sep 02, 2013 16:57
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 82802

Great ! I've finally made the script work, thanks a lot, addi! I'll push to the "skindb" branch soon. edit: done. About the license issue, you should only let people select from a given list, containing a few free/libre licenses, as CC BY-SA 3.0, WTFPL, GPL (who knows),... I don't think you should a...
by Zeg9
Mon Sep 02, 2013 16:50
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 238
Views: 48211

Why does this happen: 10:00:57: ERROR[main]: ========== ERROR FROM LUA =========== 10:00:57: ERROR[main]: Failed to load and run script from 10:00:57: ERROR[main]: C:\Users\Craig\Documents\MINETEST\minetest-0.4.7 server\bin\..\mods\moreores\init.lua: 10:00:57: ERROR[main]: ...TEST\minetest-0.4.7 se...
by Zeg9
Mon Sep 02, 2013 10:31
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 220264

Here's what I've done so far.
https://github.com/Zeg9/minetest-skins/tree/skindb
It seems that the "page" argument is ignored, so I can only get the first 10 skins.
by Zeg9
Mon Sep 02, 2013 09:51
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 82802

i worked very hard and here is the first working version of the api (from the git repo https://bitbucket.org/kingarthursteam/mt-skin-db/src/7ff0edf2c2af0620fd179a608b3c19f9d898c8ec/api/apidoku.md) [spoiler]getlist the JSON response for the getlist <pre>/api/get.json.php?getlist&outformat=base64&pag...
by Zeg9
Mon Sep 02, 2013 08:41
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 238
Views: 48211

Here is a preview of what the Zegaton II map looks like:
Image
Zegaton II is nearly ready, it will be up once the levelDB pull request is merged.
by Zeg9
Sun Sep 01, 2013 14:23
 
Forum: Servers
Topic: [0.4.4] Zegaton - Zeg's server
Replies: 155
Views: 28881

addi wrote:im just working on a api wich mods can access it. i think it willl work in 2 days :)
do you need some special functions in the api ?

Nice :D
Well, I would need a list of skins, a way to get their author/license, and of course, a way to download the skins.
by Zeg9
Thu Aug 29, 2013 08:34
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 238
Views: 48211

to run that page you need a modern browser that supports webGL, Html5, enabled JavaScript, css3, x3dom(*.x3d) Too bad it needs javascript, I would have tried it out otherwise. what do you prefer instead of JavaScript? Java?,Flash?,ActiveX?,Adobe Air?, a client to download? later ill make a php vers...
by Zeg9
Wed Aug 28, 2013 17:23
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 238
Views: 48211
Next

Return to advanced search