Search found 41 matches

by BadWolf
Wed Aug 28, 2013 01:44
Forum: WIP Mods
Topic: two quick questions on shaders
Replies: 6
Views: 1108

jojoa1997 wrote:If I download that do I need to compile it or something? How would I add it to minetest.
That's my question, but adding it to minetest will not be easy. It'll require coding. You could download that and play the demo in blender
by BadWolf
Tue Aug 27, 2013 13:00
Forum: WIP Mods
Topic: two quick questions on shaders
Replies: 6
Views: 1108

this would be sweet to implement: http://www.blendswap.com/blends/view/68857

If it was a straightforward conversion, which from what I see from the code, doesn't look like it would be :(
by BadWolf
Tue Aug 27, 2013 12:52
Forum: WIP Mods
Topic: two quick questions on shaders
Replies: 6
Views: 1108

Thanks PilzAdam
by BadWolf
Tue Aug 27, 2013 12:18
Forum: WIP Mods
Topic: two quick questions on shaders
Replies: 6
Views: 1108

two quick questions on shaders

Hi, First: I'm using minetest 0.4.7 stable on ubuntu, I was looking around trying to find the shader files, I can't find them. On Linux are they in some weird file path or are they not included in the stable release? Second: When it comes to coding in glsl, are there any good beginner glsl coding gu...
by BadWolf
Sun Aug 25, 2013 18:26
Forum: Mod Releases
Topic: [Modpack] Cotton - Stable [20120717][mp_cotton]
Replies: 27
Views: 15617

The server where this is hosted is "timing out" with a 522 error
by BadWolf
Thu Aug 15, 2013 13:13
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 224
Views: 127608

It says : "failed to load and run" then the directory of 1.0.4's init.lua I ran into this error too, it's because there's no modpack.txt file in the folder. I am very appreciative of this mod, I like that it's being developed with the stable release in mind, which makes much more sense fo...
by BadWolf
Tue Aug 13, 2013 14:25
Forum: Partly official engine development
Topic: [Request] Inventory Viewer
Replies: 5
Views: 1282

Do you mean you want something like a GUI designer or WYSIWYG editor? that'd be cool
by BadWolf
Tue Aug 13, 2013 14:17
Forum: Partly official engine development
Topic: 0.4.8 Timeline?
Replies: 19
Views: 4004

http://dev.minetest.net/Changelog for the changelog, by the way. Thanks, I've looked at that, though it doesn't much explain what's been added in the git, and what still needs to be finished or fixed before the next version. @Jordach: That's a very odd way of working. Not saying it's bad but it's k...
by BadWolf
Tue Aug 13, 2013 04:44
Forum: Partly official engine development
Topic: 0.4.8 Timeline?
Replies: 19
Views: 4004

0.4.8 Timeline?

I don't know if this is the right place to post, being the "unofficial" place for developers, I didn't see any "official" development forum. I was looking over the wiki dev pages, I found the todo list. But I was wondering if there was a goal list for 0.4.8 to be released? or if ...
by BadWolf
Tue Aug 06, 2013 20:28
Forum: WIP Mods
Topic: Understanding the numbers. Groupcaps, uses, maxlevels, max_drop_level
Replies: 6
Views: 2114

Thanks!
by BadWolf
Tue Aug 06, 2013 17:42
Forum: WIP Mods
Topic: Understanding the numbers. Groupcaps, uses, maxlevels, max_drop_level
Replies: 6
Views: 2114

Thanks PilzAdam, That document is an awesome resource! I hadn't found that before. One question that isn't quite explained is this apparent contradiction: the definition of the steel_axe includes this: groupcaps={ cracky = {times={[1]=4.00, [2]=1.60, [3]=0.80}, uses=20, maxlevel=2}, }, and the stone...
by BadWolf
Tue Aug 06, 2013 14:26
Forum: WIP Mods
Topic: Understanding the numbers. Groupcaps, uses, maxlevels, max_drop_level
Replies: 6
Views: 2114

Understanding the numbers. Groupcaps, uses, maxlevels, max_drop_level

I had a friend who's playing the game ask me yesterday if the mithril pickaxe was better than the mese pickaxe. Since I'm dabbling in the code to make mods. I thought I'd look at the code directly. I think I understand the "Time" numbers correctly. If the node includes group oddly_breakabl...
by BadWolf
Mon Aug 05, 2013 13:34
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 844
Views: 247535

Updating to git? I'm reluctant to do that Why do all the new people hate git?! -_- I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability. Truth is I'd upgrade if I were p...
by BadWolf
Mon Aug 05, 2013 03:17
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 844
Views: 247535

Updating to git? I'm reluctant to do that
by BadWolf
Mon Aug 05, 2013 02:44
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 844
Views: 247535

weird... thing: http://s15.postimg.org/b8x4dkz2f/Screenshot_from_2013_08_04_21_34_22.jpg I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own...
by BadWolf
Wed Jul 31, 2013 06:04
Forum: Minetest-related projects
Topic: A bash script to solve PlayerArgsEnd error
Replies: 5
Views: 1812

Hi, I have tried your bash script and it's not working. I'm using Ubuntu 12.04. I stuck it in the player folder, but the result lists a bunch of files which are not in the player folder the end of the readout: cat: ./Ubuntu: No such file or directory cat: One: No such file or directory ./Ubuntu One ...
by BadWolf
Mon Jul 29, 2013 02:07
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 544957

Thanks, I removed the blinky plant, I actually modified the code so it doesn't depend on the presence of a plant at all.
by BadWolf
Mon Jul 29, 2013 00:44
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 544957

I've been messing around with the luacontroller, and my code likes to overheat the controller. I can't figure out why, because you're suppose to be able to do 20 calculations per second? Basic what this code does is: Every 5 seconds there is a chance that pistons will be turned off. It then initiate...
by BadWolf
Tue Jul 23, 2013 12:46
Forum: Texture Packs
Topic: [8x8] cute8
Replies: 23
Views: 11386

it doesn't boost FPS? but does it save RAM?
by BadWolf
Sun Jul 21, 2013 01:10
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 283042

CaptainCanti wrote:Is there a way to use the //set command to completely clear an area of everything? Or is there another command that can be used for that?
//set air
by BadWolf
Sat Jul 20, 2013 00:08
Forum: Problems
Topic: ERROR[ServerThread]: Server: peer_id=2: failed to emerge player [FYI]
Replies: 3
Views: 2762

I run into this a lot, I'm running a Remobo server. sometimes people can log on quickly, other times it runs into this and the peer_id varies between 2 and 6. Usually the person retrys and it works, but it is annoying.
by BadWolf
Thu Jul 18, 2013 14:00
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 283042

Thanks! Is there any probable time-table for the next version. Or at least a personal goal?
by BadWolf
Wed Jul 17, 2013 23:12
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 283042

I'm having a hard with saving / loading large structures. I have made sure to scan through the buildings and then kept them all the way in sight. World edit still saved an oddly small number of blocks. I've tried a number of things including increasing the active_block amount in the conf file, but t...
by BadWolf
Mon Jul 15, 2013 13:23
Forum: Problems
Topic: map not saving [solved]
Replies: 8
Views: 1908

This is good to know... my server crashed a couple times yesterday, at least that's the only thing that I can reason why it happened to me. At least this is only a mod testing map, before I set up my real server
by BadWolf
Mon Jul 15, 2013 08:08
Forum: WIP Mods
Topic: set timer problem"lua error ... attempt to call global 'set' a nil..."
Replies: 5
Views: 1506

oh, thanks, I guess I misread that page....


I wish the set_physics_override worked better. sometimes it seems like you're slowly falling when you set it gravity to 0, sometimes it stops your velocity of movements, sometimes that velocity carries over