Search found 29 matches
- Mon Jul 09, 2018 21:49
- Forum: Minetest-related projects
- Topic: Is Voxelands dead?
- Replies: 32
- Views: 10812
Is Voxelands dead?
As of this writing, there hasn't been a new Win32 release in about a year, there hasn't been any new activity in the Voxelands Gitlab in three months, and the Voxelands website is down. Is the Voxelands project dead?
- Mon Oct 30, 2017 02:39
- Forum: General Discussion
- Topic: Questions concerning the future...
- Replies: 2
- Views: 676
Questions concerning the future...
I have a couple of questions concerning Minetest and the planned compatibility breaking 0.5 release. First of all, are there any preemptive plans for a fork of the 0.4 codebase, much like Voxelands is a fork of the 0.3 codebase that has new versions made to this day? Second, are there any future pro...
- Tue Oct 24, 2017 15:38
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 93919
Re: [Game] LegendofMinetest [v2]
He's listed as immortal?
- Mon Oct 23, 2017 16:33
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 93919
Re: [Game] LegendofMinetest [v2]
Sorry for the bump, but I have a couple of questions. First of all, how do you make the guide? Second, is there a garbage can feature or do i have to download a garbage mod? Third, what does setting loz_mode to "false" do? Fourth, is there a way to kill the old man at the beginning of the ...
- Wed Oct 14, 2015 01:11
- Forum: Game Releases
- Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
- Replies: 443
- Views: 197921
Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]
Maybe.....how do I turn those off?Amaz wrote:I don't know of any "special effects" in LOTT... Maybe philipbenr is referring to Minetest special effects?Danfun64 wrote:What do you mean by "special effects", and how do you turn them off?
- Tue Oct 13, 2015 00:03
- Forum: Game Releases
- Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
- Replies: 443
- Views: 197921
Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]
What do you mean by "special effects", and how do you turn them off?
- Mon Oct 12, 2015 21:29
- Forum: Game Releases
- Topic: [Game] Adventuretest
- Replies: 314
- Views: 111699
Re: [Game] Adventuretest [Alpha]
Since nobody has replied to my post, I guess I should give a little more information about the bug. debug.txt gives no information on it, even when logging level is set to max. I had to compile a debug build and run it through gdb just to get the following: Program received signal SIGSEGV, Segmentat...
- Fri Oct 09, 2015 01:51
- Forum: Game Releases
- Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
- Replies: 443
- Views: 197921
Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]
This subgame feels laggier than vanilla minetest. To the point where boating feels choppy. Any suggestions on making the experience smoother?
Also does this subgame have working villages? If so, how do I get to them?
Also does this subgame have working villages? If so, how do I get to them?
- Thu Oct 08, 2015 23:38
- Forum: Game Releases
- Topic: [Game] Adventuretest
- Replies: 314
- Views: 111699
Re: [Game] Adventuretest [Alpha]
I wouldn't recommend anybody updating just yet unless you just want to pull the changes in mg/dungeons.lua to fix the crash. The current state of the game is probably pretty unstable . In that case, what is the last version of the adventuretest game and client which are considered stable? I know th...
- Mon Jul 06, 2015 17:30
- Forum: Mod Releases
- Topic: [Mod] Map Tools [maptools]
- Replies: 71
- Views: 68096
Re: [Mod] Map Tools [maptools]
gitorious is dead. You need to update the github repo.
- Mon Apr 13, 2015 22:48
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635549
Re: [Mod] Mobs Redo [1.09] [mobs]
mobs_enable_blood = false does nothing. I am running 4.12 and the latest trunk build of mobs redo.
- Mon Apr 13, 2015 22:42
- Forum: Mod Releases
- Topic: [Mod] Traders [mobf_trader]
- Replies: 45
- Views: 29387
Re: [Mod] Traders [mobf_trader]
In the future, I plan to integrate them into mg_villages as well. What do you mean by that? Do you intend to add the traders directly to the mg_villages code while keeping the spawnable traders a separate mod, or do you intend to have the two mods work together? In either case, after the integratio...
- Sat Apr 11, 2015 21:04
- Forum: Mod Releases
- Topic: [Mod] Traders [mobf_trader]
- Replies: 45
- Views: 29387
Re: [Mod] Traders [mobf_trader]
Do the traders spawn in houses like the animals modpack, or do they need be be spawn manually? If not, can you add that as a feature?
- Thu Apr 09, 2015 17:43
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635549
Re: [Mod] Mobs Redo [1.09] [mobs]
Question. How do I turn off the blood?
- Mon Jan 19, 2015 04:00
- Forum: Mod Releases
- Topic: [Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)
- Replies: 15
- Views: 7783
Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve
I know this is a necrobump, but I am having trouble configuring the locked travelnet. I can work the regular one just fine. I have a key, but when I right click on the private travelnet box all I get is the standard travelnet menu, which is useless. I once got it to work properly, but I don't rememb...
- Sun Jan 18, 2015 19:32
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 129972
Re: [Mod] Advanced area protection [areas]
how do I enable protection?
- Fri Jan 16, 2015 16:25
- Forum: Modding Discussion
- Topic: Little spots of darkness...help!
- Replies: 7
- Views: 1844
Re: Little spots of darkness...help!
It does! Thanks..
but why have I never noticed these black spots before 0.4.11?
but why have I never noticed these black spots before 0.4.11?
- Fri Jan 16, 2015 03:56
- Forum: Modding Discussion
- Topic: Little spots of darkness...help!
- Replies: 7
- Views: 1844
Re: Little spots of darkness...help!
I tried the easy way, and it seemed to do nothing.
- Thu Jan 15, 2015 23:07
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441792
Re: Post your mod requests/ideas here
I have two requests.
1. Traditional demo recording.
2. Something like the minecraft motion capture mod (http://www.minecraftforum.net/forums/ma ... cap-16-000) or source filmmaker.
1. Traditional demo recording.
2. Something like the minecraft motion capture mod (http://www.minecraftforum.net/forums/ma ... cap-16-000) or source filmmaker.
- Thu Jan 15, 2015 19:58
- Forum: Modding Discussion
- Topic: Little spots of darkness...help!
- Replies: 7
- Views: 1844
Little spots of darkness...help!
I am having trouble with either a mod or a combination of mods, but I can't figure out which mod it is. When I generate a level with all of these turned on, small areas of unlight are generated around the map. When I walk into one of these areas, the sun is blotted out, as if I was in a cave or look...
- Wed Jan 14, 2015 01:43
- Forum: Old Games
- Topic: [Game] Carbone [carbone] – minetest_game, improved
- Replies: 216
- Views: 101880
Re: [Game] Carbone [carbone] – minetest_game, improved
Thanks for the advice Calinou While I like Carbone for the most part, there are a couple more things I would like to turn off, like moreores (what is the point of them anyway? It's not like they add additional features), the increased amount of clay (Is there a reason for this feature? If not, is th...
- Wed Jan 07, 2015 23:29
- Forum: Old Games
- Topic: [Game] Carbone [carbone] – minetest_game, improved
- Replies: 216
- Views: 101880
Re: [Game] Carbone [carbone] – minetest_game, improved
I have a quick question. How do you disable the acid?
- Wed Aug 20, 2014 15:46
- Forum: Old Games
- Topic: [Game] Carbone [carbone] – minetest_game, improved
- Replies: 216
- Views: 101880
Re: [Game] Carbone [carbone] – an improvement to minetest_ga
No, the player is not a robot, but then again, the player's death isn't gory either.
The sound I picked was at one extreme, yours is on the other. Can you think of a better sound which fits the theme of the game?
The sound I picked was at one extreme, yours is on the other. Can you think of a better sound which fits the theme of the game?
- Wed Aug 20, 2014 00:56
- Forum: Old Games
- Topic: [Game] MiniTest
- Replies: 319
- Views: 117871
Re: [Game] MiniTest
I'd like a double chest mod too.
- Wed Aug 20, 2014 00:49
- Forum: Old Games
- Topic: [Game] Carbone [carbone] – minetest_game, improved
- Replies: 216
- Views: 101880
Re: [Game] Carbone [carbone] – an improvement to minetest_ga
I really like this game. As the thread title says, it's truly "an improvement to minetest_game". I was able to remove half of my mods because they have been implemented here, and better at that (hitting a mob causes them to jump like minecraft, which IMO makes it feel more lively.) My only...