Search found 11 matches
- Sun Mar 03, 2013 02:56
- Forum: Servers
- Topic: [Server] VanessaE's Creative Server [5.4.0]
- Replies: 1479
- Views: 282448
- Tue Feb 26, 2013 23:14
- Forum: Servers
- Topic: [Server] VanessaE's Creative Server [5.4.0]
- Replies: 1479
- Views: 282448
- Tue Feb 26, 2013 23:02
- Forum: Engine Builds
- Topic: [Debian / Ubuntu] 1-line script: install Minetest Git
- Replies: 171
- Views: 163607
I've found it easier to use local git repositories with branches for packaging purposes. When I want to do a build, I merge the branches which I want (not necessarily committing the result) and then “debuild binary”. dpkg takes care of the rest. As for missing dependencies, install using apt-get or ...
- Sat Feb 23, 2013 18:39
- Forum: Mod Releases
- Topic: [Mod] Snow Biomes [4.0] [snow]
- Replies: 282
- Views: 123556
I can trigger without adding snow…
Code: Select all
FIXME: Meshbuffer ran out of indices
Too many vertices for 16bit index type, render artifacts may occur.
- Sat Feb 23, 2013 18:36
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213940
Yes… dependency issues are Fun™. I have a patch which does two-pass initialisation – first pass (hooks.lua) for things which don't depend on other mods, then the second pass (init.lua) for the rest. That said, I think that that splits things in the wrong way for what you want, which would appear to ...
- Fri Feb 22, 2013 16:52
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213940
- Fri Feb 22, 2013 02:23
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213940
Patching the engine to automatically trigger the falling code is beyond my skills at this point. I may be able to do that; I've not looked at the relevant code, though, so I can't say any more than that. […] About the other falling stuff, I'm not sure I understand what you're getting at - are you s...
- Thu Feb 21, 2013 20:16
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213940
- Thu Feb 21, 2013 19:56
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213940
Just executing remove_node() by itself doesn't cause them to fall. Adding the dig_node() call right after is what does it, probably because that call is intended to simulate a player actually digging the node (even if it's air), which triggers the engine's attached-item-falling code and also forces...
- Thu Feb 21, 2013 16:40
- Forum: Mod Releases
- Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
- Replies: 111
- Views: 52116
My wishlist for this mod… Have some blocks properly invertable, as can be done with standard step/staircase blocks. Update the buttons to show example blocks for whatever block type is dragged to the mill. (Where a type is missing, the corresponding button should show the default icon and be disable...
- Wed Feb 20, 2013 13:39
- Forum: Mod Releases
- Topic: [Mod] Magic Lantern [magic_latern]
- Replies: 19
- Views: 18935
There are problems with the lantern as it stands… Flicker. When the brightness is checked, the object may briefly disappear. This is… sometimes rather noticeable in that it's briefly dark. As others have noted, all variants (different brightnesses) appear in the palette in creative mode. This versio...