Search found 260 matches
- Thu Nov 24, 2016 05:40
- Forum: News
- Topic: Upcoming changes to biomes
- Replies: 3
- Views: 3788
Re: Upcoming changes to biomes
Larger swamps and more mushrooms - Cool, I like it!
- Thu Jan 21, 2016 05:43
- Forum: Maps
- Topic: Convert Minecraft maps to Minetest worlds
- Replies: 128
- Views: 89138
- Thu Jan 21, 2016 05:39
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572452
Re: Post your modding questions here
Ah, I suppose I should have written "node" instead of object. The purpose of the locked door is to prevent players from exiting or entering (new players) a dungeon until they've completed some sort of objective. You could set a locked steel door and then set its owner to some string which...
- Wed Jan 20, 2016 05:32
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572452
Re: Post your modding questions here
[quote= OmniStudent, in minetest an object is a spawned entity, e.g. a dropped item (http://dev.minetest.net/ObjectRef) What exactly should locking doors do (or how are they locked)?[/quote] Ah, I suppose I should have written "node" instead of object. The purpose of the locked door is to ...
- Tue Jan 19, 2016 04:52
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572452
Re: Post your modding questions here
Hello! Can anyone help me with this?
Topic: Need example code that "locks" doors when an object is rightpunched.
Reason: I want to make an "airlock" for entering dungeons.
More Info: I've only done the initial lua tutorial yet, but I am savvy in other languages.
Topic: Need example code that "locks" doors when an object is rightpunched.
Reason: I want to make an "airlock" for entering dungeons.
More Info: I've only done the initial lua tutorial yet, but I am savvy in other languages.
- Thu Oct 15, 2015 15:25
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
The cmake . / make package install went fine when after brew update / brew upgrade.
- Wed Oct 14, 2015 18:55
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
I'm pretty sure I got it through brew. Did a brew update - brew upgrade now and got a new libleveldb.1.18.dylib and a libleveldb.dylib link.Morn76 wrote:Where did you get your LevelDB from? Maybe Homebrew just has a different naming scheme for libraries…
Will see how this works tomorrow.
- Sun Oct 11, 2015 14:51
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
- Sun Oct 11, 2015 09:04
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
Ha! For some reason (old version?), I didn't have the file /usr/local/opt/leveldb/lib/libleveldb.dylib.1 file, but it turned out the file I had, libleveldb.1.dylib, worked just as well. I did ln -s libleveldb.1.dylib libleveldb.dylib.1 and reran make package, and got a runnable minetest. Hopefully I...
- Sun Oct 11, 2015 06:52
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
My first attempt to build with cmake . make package failed. A zip file is produced, but the unzipped game won't start. Seems like everything is compiled OK, but there's some problem with libraries. Here's the output from make package: -- The C compiler identification is Clang 5.1.0 -- The CXX compil...
- Fri Oct 09, 2015 14:49
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
Re: Setting absurdly long view range
Thankyou, will try this in the weekend.
- Fri Oct 09, 2015 05:13
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
Re: Setting absurdly long view range
Never thought of that, but ground is obviously generated very far in the xy-plane.kaadmy wrote:Is that just sky showing through un-generated ground?OmniStudent wrote:But that light blue artifact in the water is really annoying. I get them all the time.
- Thu Oct 08, 2015 16:35
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
Re: Setting absurdly long view range
But that light blue artifact in the water is really annoying. I get them all the time.
- Thu Oct 08, 2015 11:08
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
- Thu Oct 08, 2015 08:06
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
Re: Setting absurdly long view range
Thanks, will try when nobody at work is looking ;)
- Thu Oct 08, 2015 07:07
- Forum: General Discussion
- Topic: Setting absurdly long view range
- Replies: 22
- Views: 4916
Setting absurdly long view range
Is there a way (changing of source code OK) to extend the viewing range? However I put the settings, it seems the game doesn't render nodes further than approximately half a kilometer. I've been standing in the same place for half an hour, hoping for the landscape further away to show. I am aware th...
- Tue Oct 06, 2015 05:12
- Forum: WIP Games
- Topic: [Game] Dungeontest (very WIP)
- Replies: 101
- Views: 31873
Re: [Game] Dungeontest (very WIP)
I like it very much!
- Tue Oct 06, 2015 05:07
- Forum: General Discussion
- Topic: Facebook?
- Replies: 11
- Views: 2341
Re: Facebook?
Thanks, I didn't know about this!Calinou wrote:I would rather use reddit.
- Mon Oct 05, 2015 05:36
- Forum: General Discussion
- Topic: Facebook?
- Replies: 11
- Views: 2341
Facebook?
There's a Minetest group on facebook. I'd love it if people posted some of their screens and discussions there, and it would also help spreading the Word about Minetest.
- Mon Oct 05, 2015 05:31
- Forum: General Discussion
- Topic: 0.5.0
- Replies: 52
- Views: 8797
Re: 0.5.0
I haven't contributed much work myself so far, so I'm not going to tell other people what to work on,
but doesn't an increase in a "higher hiearchy" number (the 5) normally entail proofing and optimization rather than new features?
but doesn't an increase in a "higher hiearchy" number (the 5) normally entail proofing and optimization rather than new features?
- Tue Sep 08, 2015 05:29
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
Just dropped by to see how my favorite game was coming along. Glad to see the working OSX builds are still coming! Thankyou!
- Thu May 21, 2015 10:16
- Forum: News
- Topic: [0.4.13/0.5] Beds added
- Replies: 24
- Views: 13734
Re: [0.4.13/0.5] Beds added
Yaaaay!
Game is feeling more and more mature.
Game is feeling more and more mature.
- Mon May 18, 2015 04:28
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
Perhaps some kind of Minetest-charged Minetest with extra Minetest.Morn76 wrote: What could be more fun than Minetest? :-)
I was of course assuming it'd be a Minetest-related project :)
- Sat May 16, 2015 12:23
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
Oh right, that makes sense. I'm still using the script as a "warmup" for doing my own compiles of slightly modified MTs, but I can normally figure small bugs like this out by myself, given time. Just figured I'd report do that others at my level know they're not alone when they run into a ...
- Sat May 16, 2015 08:13
- Forum: Engine Builds
- Topic: [macOS] Neoascetic's nightly builds and others
- Replies: 324
- Views: 236671
Re: [OS X] Neoascetic's nightly builds and Morn76's builds
...not using the "stable" parameter on "make_mac.sh" produced a compile where everything worked though.