Search found 92 matches

by bdjnk
Mon Sep 26, 2016 15:58
Forum: Servers
Topic: [0.4.14] LinuxGaming2 - A Server for Builders
Replies: 836
Views: 163306

Re: [0.4.14] LinuxGaming2 - A Server for Builders

Which client should I download to be able to use it? The server is running the development version of MT 0.4.14 released 2016_09_14. This is interesting. When attempting to join the server it fails with the following message: Protocol version mismatch. Server enforces protocol version 28. We suppor...
by bdjnk
Wed Dec 02, 2015 05:15
Forum: Modding Discussion
Topic: Why aren't mods in C++?
Replies: 18
Views: 2437

Re: Why aren't mods in C++?

MrIbby wrote:I'm not asking for opinions. I want facts.

Why Lua instead of C++?
Why C++ instead of Lua?
Are there any other plausible options?
There are a great many plausible options which can be leveraged right now, with no changes to minetest, including C.
by bdjnk
Sun Oct 11, 2015 04:05
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 287
Views: 172555

Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

Does anyone know how to make the mobs of Creatures have more health and deal more damage? I would appreciate any help, -Minerz Sure. Each creature has an init.lua file with a def table which defines those values. Change them and viola. See the the api for details regarding the def table (and more).
by bdjnk
Sun Sep 20, 2015 16:34
Forum: Mod Releases
Topic: [Mod] Glow [1.7.5][glow]
Replies: 17
Views: 11295

Re: [Mod] Glow [1.7.5]

changes in 1.7.5 - mushroom growth can no longer destroy other nodes, performance enhancements

Thanks to Megaf and HybridDog for helping me out with these improvements!
by bdjnk
Sun Sep 20, 2015 15:42
Forum: Problems
Topic: [0.4.13][not a bug] MESE ore light problem
Replies: 10
Views: 833

Re: [0.4.13][not a bug] MESE ore light problem

Mese has been made emit light. It seems many people see this as bug, but its no bug, its intended as feature. ah, thanks for explanation, could this glow be more radial? It's because nodes that emit light don't have smooth shading, while most other nodes do, like stone. Sounds (and looks) like a bu...
by bdjnk
Sun Sep 20, 2015 15:37
Forum: General Discussion
Topic: [My Opinion] Pros and cons of Minetest
Replies: 47
Views: 4832

Re: [My Opinion] Pros and cons of Minetest

It's like if someone were ... Hahaha, fantastic! :D More seriously though, there has been some discussion about the right way forward for including mob support in the minetest engine. This must happen before mobs become truly feasible in any context or form, and it should absolutely garner universa...
by bdjnk
Fri Jun 12, 2015 16:23
Forum: Modding Discussion
Topic: Idea: Isolated mobs
Replies: 30
Views: 2856

Re: Idea: Isolated mobs

The arguments in favor of a unified api are not particularly compelling. advantages: less code repetition. smaller mods. easier to update shared code, rather than having to update all the mobs mod. disadvantages: api may not have the behaviour you want (not a problem if the API is extendible) one m...
by bdjnk
Fri Jun 12, 2015 15:41
Forum: Modding Discussion
Topic: Idea: Isolated mobs
Replies: 30
Views: 2856

Re: Idea: Isolated mobs

This thread has been sidetracked.This isn't a Mobs Redo advertisement thread, or at least it shouldn't be. I actually strongly agree with with greencopper, the original poster, that mobs should be entirely separate from one another. Without sharing any form of mod api. The arguments in favor of a un...
by bdjnk
Fri Jun 12, 2015 13:37
Forum: General Discussion
Topic: Forum and spam
Replies: 44
Views: 5436

Re: Forum and spam

The forum administrators. Folks who could actually fix this. They must be pressured. The spam is annoying. But we aren't paying for access to this forum. It's being provided to us for free by people who maintain it in their own free time. I hope they fix this soon as well, but, in the meantime, I'm...
by bdjnk
Fri Jun 12, 2015 12:49
Forum: General Discussion
Topic: Forum and spam
Replies: 44
Views: 5436

Re: Forum and spam

Removal is not the solution. Prevention is. The forum administrators. Folks who could actually fix this. They must be pressured.
ShadowNinja
xyz
celeron55
by bdjnk
Tue Jun 09, 2015 20:37
Forum: General Discussion
Topic: Minetest UI en menu look
Replies: 24
Views: 3514

Re: Minetest UI en menu look

When we speak about 9-slice, are we referring to normal images with the details of slicing described by external code? Might be simpler and more known to use 9-patch (https://developer.android.com/tools/hel ... patch.html).
by bdjnk
Wed Jun 03, 2015 16:07
Forum: Servers
Topic: [0.4.14] LinuxGaming2 - A Server for Builders
Replies: 836
Views: 163306

Re: [0.4.12] LinuxGaming - A Server for Builders

You've likely seen my Lava Domicile, but I've now connected into to an as yet unfinished above ground Modern Rustic house. This is the progress so far:

Image

Image

Screenshots of both can be found right over here.
by bdjnk
Mon Apr 27, 2015 01:21
Forum: Problems
Topic: Installing mods is too complicated for me
Replies: 140
Views: 12782

Re: Installing mods is too complicated for me

I also found the process confusing at first. This might help: http://dev.minetest.net/Installing_Mods

If you simply want to play, find an appealing server.
by bdjnk
Thu Apr 23, 2015 13:26
Forum: Modding Discussion
Topic: Live Coding Mods: Schedule + Feedback Thread
Replies: 6
Views: 545

Re: Live Coding Mods: Schedule + Feedback Thread

Hour and a half warning.

Also, if you want to see something particular, or have a request as to broadcast times, please let me know
by bdjnk
Thu Apr 23, 2015 01:54
Forum: Modding Discussion
Topic: Live Coding Mods: Schedule + Feedback Thread
Replies: 6
Views: 545

Re: Live Coding Mods: Schedule + Feedback Thread

srifqi wrote:Nice!

Will be there upcoming events?
Yes, and next time I will prepare better as well as give more advanced warning!
by bdjnk
Wed Apr 22, 2015 17:57
Forum: Modding Discussion
Topic: Live Coding Mods: Schedule + Feedback Thread
Replies: 6
Views: 545

Re: Live Coding Mods: Schedule + Feedback Thread

It's at https://www.livecoding.tv/bdjnk/, but you need to create an account to view. Thanks rubenwardy, for some reason I forgot that you needed to create an account for viewing. We learned how to use minetest.line_of_sight correctly, which was much more harrowing and time consuming than it should'...
by bdjnk
Wed Apr 22, 2015 15:47
Forum: Modding Discussion
Topic: Live Coding Mods: Schedule + Feedback Thread
Replies: 6
Views: 545

Live Coding Mods: Schedule + Feedback Thread

Hello, I'll be doing some live coding of Minetest Mods. The URL is livecoding.tv/bdjnk . A broadcast should last from an hour to two hours. Schedule Upcoming 23 April 2015, 11:00 am EST - improve Mini Sun line of sight code. Past 22 April 2015, 12:00 noon EST - line of sight for Mini Sun + improveme...
by bdjnk
Mon Apr 20, 2015 00:43
Forum: WIP Mods
Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
Replies: 53
Views: 8288

Re: [WIP][Mod] More rocks [rocks]

Hey Tomas, This is amazing work. After trying it out a bit, in conjunction with biomesdev, I've got a few suggestions. Ores should definitely be a part of this. It's a central aspect of geology, and you can't craft an entirely new rock system without considering how it informs the presence of ores, ...
by bdjnk
Wed Apr 15, 2015 07:36
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 372829

Re: Post your modding questions here

I'm using an ABM to swap nodes, but I need a way to run a timer on those nodes after the ABM swaps them, is there a way to do this? I want to have my fires turn into embers, accomplished with the ABM when the fuel runs out, then after two minutes I want the embers to turn into kindling. I can't ach...
by bdjnk
Sun Apr 12, 2015 20:57
Forum: Modding Discussion
Topic: how do you add ores and biomes
Replies: 8
Views: 644

Re: how do you add ores and biomes

Another possibility is to take a look at recent "register_biome" activity on github. See what others are doing.
by bdjnk
Mon Mar 30, 2015 06:45
Forum: General Discussion
Topic: Lighting a large room?
Replies: 8
Views: 1320

Re: Lighting a large room?

Hi Magz,

Have you seen [Mod] Mini Sun, Pesudo Brighter Light Source [mini_sun]? Full disclosure, it's made by me :)

When I first started playing, the lack of powerful lighting really bugged me. But now, with Mini Sun, it's all good ;)
by bdjnk
Thu Mar 12, 2015 22:17
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 117
Views: 14652

Re: Items stackable by 100 ?

Maybe it should be a highly composite number instead. I mean, I like 100 as much as the next fellow whose native base is 10, but it's divisibility is only slightly better than 99.
by bdjnk
Thu Mar 12, 2015 19:52
Forum: Mod Releases
Topic: [Mod] HUD bars [2.3.2] [hudbars]
Replies: 225
Views: 56568

Re: [Mod] HUD bars [1.0.3] [hudbars]

This is great. Really cleans up the HUD and clarifies your condition.

I've got no suggestions nor complaints. I just wanted to state my appreciation. Thanks :)
by bdjnk
Thu Mar 12, 2015 02:55
Forum: WIP Mods
Topic: [Mod] Mini Sun, Pesudo Brighter Light Source [mini_sun]
Replies: 36
Views: 10730

Re: Mini Sun, Pesudo Brighter Light Source. Updated.

Line of slight only glow node placement, which I'm not even sure is a good idea. It would be better to do a floodfill in the air nodes, so only the nodes connected with the source will be replaced. (It may be slow, though) It would be both easier and more realistic to use line of sight , but even t...
by bdjnk
Wed Mar 11, 2015 02:31
Forum: WIP Mods
Topic: [Mod] Mini Sun, Pesudo Brighter Light Source [mini_sun]
Replies: 36
Views: 10730

Re: [Mod] Mini Sun, Pesudo Brighter Light Source [mini_sun]

I just wanted to say this is my favorite mod of all time, but I've always found it intensely irritating that it didn't show up in the inventory. Thanks to balthazariv, I now know the following needs to be added to the register function and it shows up fine And I really like Napiophelios' texture an...