Search found 245 matches

by DeepGaze
Sun May 10, 2015 17:33
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

Can I set a value via chat command for a block to use as a teleport point when a player is stood inside?
by DeepGaze
Fri May 08, 2015 14:16
Forum: WIP Mods
Topic: [Mod]Light Bomb[0.3]
Replies: 7
Views: 2790

Re: [Mod]Light Bomb[0.3]

*Update*
After a long time holding onto this and being offline, I have uploaded the new version of this mod. this now includes a method of removing the light blocks. Please tell me if there are any problems.
by DeepGaze
Thu May 07, 2015 21:31
Forum: General Discussion
Topic: Minetest Logo
Replies: 117
Views: 19283

Re: Minetest Logo

Personally I use this one:
Image
by DeepGaze
Mon Dec 22, 2014 20:05
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

local PLAYER_COOLDOWN = 1 minetest.register_alias("device", "quiet:key") minetest.register_chatcommand("xyz", { params = "<X>,<Y>,<Z>", description = "set xyzination for console", func = function(name, param) xyz = param minetest.chat_send_all(name....
by DeepGaze
Mon Dec 22, 2014 20:03
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

local PLAYER_COOLDOWN = 1 minetest.register_alias("device", "quiet:key") minetest.register_chatcommand("xyz", { params = "<X>,<Y>,<Z>", description = "set xyzination for console", func = function(name, param) xyz = param minetest.chat_send_all(name....
by DeepGaze
Mon Dec 22, 2014 00:51
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

xyz = "<X>,<Y>,<Z>" minetest.register_alias("device", "quiet:console") minetest.register_chatcommand("xyz", { params = "<X>,<Y>,<Z>", description = "set destination for console", func = function(name, param) xyz = params minetest.chat_send...
by DeepGaze
Fri Oct 31, 2014 22:03
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

textures, or do you mean whilst you are inside?
by DeepGaze
Sun Sep 28, 2014 00:28
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 441705

Re: Post your mod requests/ideas here

http://i.imgur.com/iTuGkzw.gif the black blocks make the mod check position of the player. the red blocks are for illustration. this text is for explination: command: /station home 1,2,2 0,0,0 this would make the first connection: the station is called "home" and is located at "1,2,2...
by DeepGaze
Fri Sep 26, 2014 23:06
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

no I was meaning an automatic switch without having to mention the way each time. making a seamless transition
by DeepGaze
Fri Sep 26, 2014 21:07
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

I wish to make a Teleprompter of this concept: a command-controlled value decides weather the player lands at point one or point two but both points land you at base. for clarification see the image below
Image
by DeepGaze
Tue Sep 23, 2014 20:30
Forum: WIP Mods
Topic: [Mod]Light Bomb[0.3]
Replies: 7
Views: 2790

Re: [Mod]Light Bomb[0.2]

The cave is coated with a timer that lasts until the light nodes become passive(will no longer spread) then the "timer" becomes a "wall" to visualise the finishing of the process in that area. these are not an epidemic for the planet just a means to avoid the destruction of a map...
by DeepGaze
Tue Sep 23, 2014 20:27
Forum: WIP Mods
Topic: [mods] DeepGaze's CookBook
Replies: 10
Views: 2335

Re: [mods] DeepGaze's CookBook

The "new version" has a stopping feature relying on the walls, they both will "destroy the map" if you don't pay attention to the guidelines in the description
by DeepGaze
Sat Sep 20, 2014 22:43
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 283
Views: 95126

Re: open MT-Skin Database

Whilst changing my avatar I got bored and mad a player design in gimp, I settled on a new avatar and tried to upload these images to http://minetest.fensta.bplaced.net/ It will not upload the texture. Is there any way to fix this. http://i.imgur.com/05jeLSM.png licence: CC BY-SA 3.0 name: Anonymous ...
by DeepGaze
Sat Sep 20, 2014 18:00
Forum: WIP Mods
Topic: [Mod]Light Bomb[0.3]
Replies: 7
Views: 2790

Re: [Mod]Light Bomb[0.2]

fixed textures but they are still available in 0.2(textures are the difference between 0.2 and 0.3)
if anyone has some ideas to further the mod it would be appreciated.
by DeepGaze
Sat Sep 20, 2014 17:39
Forum: Problems
Topic: Player texture database
Replies: 3
Views: 1388

Re: Player texture database

the dimensions are correct(ratios correlate) and I don't use Noscript addon.
The browser is chrome
by DeepGaze
Sat Sep 20, 2014 16:39
Forum: Problems
Topic: Player texture database
Replies: 3
Views: 1388

Player texture database

Whilst changing my avatar I got bored and mad a player design in gimp, I settled on a new avatar and tried to upload this http://i.imgur.com/05jeLSM.png image name: Anonymous to http://minetest.fensta.bplaced.net/ It claims my browser is out of date(checked its not) or I am trying to hack(also check...
by DeepGaze
Mon Sep 15, 2014 00:31
Forum: WIP Mods
Topic: [Mod]Light Bomb[0.3]
Replies: 7
Views: 2790

Re: [Mod]Light Bomb[0.2]

@Napiophelios: fixed all issues excluding "Air Machine" that was intentional.
[quote=Napiophelios]also if I cant see, how do I know if a cave is safely sealed?[/quote]
No idea, I am unsure how to solve this issue but If anyone is I would love to know
by DeepGaze
Sun Sep 14, 2014 23:42
Forum: WIP Mods
Topic: [mods] DeepGaze's CookBook
Replies: 10
Views: 2335

Re: [mods] DeepGaze's CookBook

Balthazariv: the topic name is so it is not for the specific mod and this is a testing ground for ideas. others will be here before they are their own mod.
mods own page: Here
by DeepGaze
Sun Sep 14, 2014 23:41
Forum: WIP Mods
Topic: [Mod]Light Bomb[0.3]
Replies: 7
Views: 2790

[Mod]Light Bomb[0.3]

this is designed for cave exploring, go into a sealed cave place it down and the cave lights up. this also coats the cave walls with a dirt-strength block that tells you when it is safe to remove the seal. if you wish to undo the lighting in a cave, seal it up and place the "lightbomb:extractbo...
by DeepGaze
Sun Sep 14, 2014 16:19
Forum: WIP Mods
Topic: [mods] DeepGaze's CookBook
Replies: 10
Views: 2335

Re: [mods] DeepGaze's CookBook

I have added a new mod for testing(plan to solve the dangers of using), and whilst editing the topic I deleted the "timer experiment" so I will re attempt that at a later date. If any one has a copy of the timer please send me a copy though.
by DeepGaze
Sat Sep 13, 2014 14:00
Forum: Modding Discussion
Topic: Post your mod texture requests here
Replies: 190
Views: 113005

Re: Post your mod texture requests here

Name:Globe
Size:(each tile) 100x100
Drawtype:nil
Description:
a map for earth like this but as a cube diagram(this)
by DeepGaze
Fri Sep 12, 2014 20:14
Forum: WIP Mods
Topic: [Mod]Globes[globe]
Replies: 1
Views: 1038

[Mod]Globes[globe]

I am back, if you've read the title you can ignore the description. There is not much to say .... This has only test pieces at the moment, they are rotating squares illustrating how to tile an animation. In the future It will have TODO: Crafting TODO: Make world map version licence: WFTPL mediafire ...
by DeepGaze
Fri Sep 12, 2014 13:11
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

AFAIK: it depends if the mob is a node or an entity
Entity: Yes
Node: No
I might be wrong but I might not
by DeepGaze
Tue Sep 09, 2014 16:49
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

*blushes when noticed a lack of context* I am trying to make a mod with all faces animated, the code I posted was the section of textures.(it works without the code but no texture) why does this code fail? is it bad syntax
by DeepGaze
Sun Sep 07, 2014 16:34
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571143

Re: Post your modding questions here

where is my error tiles = { {name="cubetesttop.png",backface_culling=false, animation={type="vertical_frames", aspect_w=10, aspect_h=10, length=3.0}, {name="cubetestbottom.png",backface_culling=false, animation={type="vertical_frames", aspect_w=10, aspect_h=10...