Small note: in your README.md file, the installation instructions tells the user to rename the extracted folder "bewarethedark" ...
I suppose it should be "telemosaic" :)
Search found 79 matches
- Thu Nov 26, 2015 21:01
- Forum: WIP Mods
- Topic: [Mod] Telemosaic [telemosaic] (WIP)
- Replies: 29
- Views: 6225
- Tue Nov 17, 2015 21:01
- Forum: General Discussion
- Topic: What is IRC and Github
- Replies: 8
- Views: 943
Re: What is IRC and Github
For IRC: https://en.wikipedia.org/wiki/Internet_Relay_Chat It's an instant messaging system (think facebook messages for example, or google hangout) that works with different channels. There is a channel dedicated to minetest where you can talk with other people. For github, it's a "git" h...
- Sat Nov 14, 2015 16:16
- Forum: WIP Mods
- Topic: [Mod] Goblins [goblins] [WIP]
- Replies: 228
- Views: 31736
Re: [WIP] Goblins [mobs_goblins]
If it's installed in /usr, I suppose, you did it as root.
And if you try to run it as a user, can you verify you have enough permissions to access the mod files ? (Read for files and read + execute for directories)
And if you try to run it as a user, can you verify you have enough permissions to access the mod files ? (Read for files and read + execute for directories)
- Fri Oct 30, 2015 09:46
- Forum: News
- Topic: Minetest 0.4.13
- Replies: 141
- Views: 32376
Re: Minetest 0.4.13
I add the quite the same kind of problem: too much of the same kind of biome in the same area and having to walk a long time before getting in a nice place. So I changed this in my minetest.conf to get a little bit more variation in humidity and heat: mg_biome_np_heat = 50, 50, (500, 500, 500), 5349...
- Tue Sep 22, 2015 20:57
- Forum: WIP Mods
- Topic: [Mod] Telemosaic [telemosaic] (WIP)
- Replies: 29
- Views: 6225
Re: [Mod] Telemosaic [telemosaic] (WIP)
Cool, I was thinking about creating a similar mod !
- Wed Sep 16, 2015 21:03
- Forum: Français
- Topic: impossible de rejoindre un monde
- Replies: 5
- Views: 823
Re: impossible de rejoindre un monde
Ouch; je dirais un problème de sauvegarde de la map...
Est-ce que tu as au moins l'interface joueur (inventaire, ...) ?
Si c'est le cas, tu es probablement quelque part entre deux blocs.
Le plus simple c'est d'activer le mode qui permet de voler (fly) et de se déplacer pour voir.
Est-ce que tu as au moins l'interface joueur (inventaire, ...) ?
Si c'est le cas, tu es probablement quelque part entre deux blocs.
Le plus simple c'est d'activer le mode qui permet de voler (fly) et de se déplacer pour voir.
- Wed Sep 16, 2015 14:04
- Forum: Français
- Topic: impossible de rejoindre un monde
- Replies: 5
- Views: 823
Re: impossible de rejoindre un monde
Dans le répertoire "worlds" tu devrait trouver un répertoire avec le nom de ton monde. Et dans ce répertoire là, un fichier nommé "env_meta.txt".
C'est ce fichier qui est erroné. En général, simplement le supprimer (ou renommer) suffit à faire redémarrer le monde.
C'est ce fichier qui est erroné. En général, simplement le supprimer (ou renommer) suffit à faire redémarrer le monde.
- Tue Sep 01, 2015 09:32
- Forum: Modding Discussion
- Topic: 3D Perlin noise generator for testing
- Replies: 14
- Views: 1449
Re: 3D Perlin noise generator for testing
To test some mapgen parameters, I first created simple chat command to explore the world. You can find it in: https://oleastre.be/git/?p=minetest-oleastre.git;a=blob_plain;f=oleastre/tools.lua Then, create a world with the correct game, and mods activated (name it 'A'). After having it created, remo...
- Wed Jun 10, 2015 14:09
- Forum: General Discussion
- Topic: Minetest is in development for Wikipedia!
- Replies: 63
- Views: 11946
Re: Minetest is in development for Wikipedia!
Some random references:
http://fedoramagazine.org/try-minetest- ... in-fedora/
(in french) http://jeuxlibres.net/showgame/minetest.html
Distributed with a magazine:
http://www.linuxformat.com/archives?issue=152
http://www.indiedb.com/games/minetest
http://fedoramagazine.org/try-minetest- ... in-fedora/
(in french) http://jeuxlibres.net/showgame/minetest.html
Distributed with a magazine:
http://www.linuxformat.com/archives?issue=152
http://www.indiedb.com/games/minetest
- Mon Jun 08, 2015 15:42
- Forum: Modding Discussion
- Topic: Mod Releases policy change proposal: Unique shortnames
- Replies: 22
- Views: 1643
Re: Mod Releases policty change proposal: Unique shortnames
To all the other comments I just say: Sorry, but you are off-topic. This topic is about a specific rule I proposed, not about Minetest's dependency management system in general. I think that's the root of the problem. As minetest's dependency management lacks some features you have to rely on namin...
- Mon May 25, 2015 20:31
- Forum: General Discussion
- Topic: Define new keys with mod?
- Replies: 5
- Views: 595
Re: Define new keys with mod?
I remember reading some discussions about custom mappable keys... (but cannot remember where)
Something already asked here: https://github.com/minetest/minetest/issues/560
Something already asked here: https://github.com/minetest/minetest/issues/560
- Wed May 20, 2015 16:15
- Forum: WIP Mods
- Topic: [Mod] Clothing [WIP] [clothing]
- Replies: 26
- Views: 8559
Re: [Mod] Clothing [WIP] [clothing]
First, I really like this mod... creating your clothes in game is a lot more fun than just changing a skin. I just have a simple question about the current loom machine recipe: would you consider a pull request that replace the current default:pinewood with group:wood to simplify the use of your mod...
- Tue Apr 28, 2015 15:32
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 387097
Re: Post your modding questions here
Using mgv5/7 generators, you can simply use register_decoration and specify a list of biomes where your content should be placed (don't know if it works with mgv6). Another solution is to register an "on_generated" callback with the current mapgen. This will give you a map of the generated...
- Tue Mar 17, 2015 21:44
- Forum: General Discussion
- Topic: Making an attractive Android game
- Replies: 37
- Views: 6173
Re: Making an attractive Android game
If it can help with the development of a specific android game, I can share some scripts to create and maintain games based on minetest_game and a list of mods. I use that to periodically update my own game (almost vanilla stuff plus some small patches to make everything work seamlessly)
- Wed Mar 04, 2015 18:47
- Forum: Feature Discussion
- Topic: [Suggestion] Profile chooser
- Replies: 10
- Views: 1500
Re: [Suggestion] Profile chooser
Some dev can probably confirm, but mostly, the singleplayer tab is just a shortcut to launch a server with a predefined user name which is "singleplayer".
- Wed Mar 04, 2015 14:15
- Forum: Feature Discussion
- Topic: [Suggestion] Profile chooser
- Replies: 10
- Views: 1500
Re: [Suggestion]
You can already do something similar using the "server" tab of the UI: pick a world, a user name and a password.
Minetest will launch and connect you to your world with the given username.
Minetest will launch and connect you to your world with the given username.
- Sun Mar 01, 2015 21:21
- Forum: Minetest-related projects
- Topic: [blokel] - Development
- Replies: 33
- Views: 5668
Re: [blokel] - Development
Sorry, but I probably lack some background to understand your answer. Can you point me to the freeminer explanation so that I can understand ? I understand that it requires more work to get a pull-request integrated in another project. But on the the long term, you will benefit from all the other im...
- Sun Mar 01, 2015 20:02
- Forum: Minetest-related projects
- Topic: [blokel] - Development
- Replies: 33
- Views: 5668
Re: [blokel] - Development
Every time I see that kind of fork I wonder why ? From your description, most of the work is done as a subgame. So, what prevents you to contribute your changes to the engine so that every minetest user can benefit from those changes ? Those changes can be packaged as a separate repository but contr...
- Tue Feb 03, 2015 09:02
- Forum: Feature Discussion
- Topic: New decoration type
- Replies: 7
- Views: 1136
Re: New decoration type
I came to the same conclusion, that's what I did in my simplev7 branch to generate trees, and what triggered this idea.
- Mon Feb 02, 2015 22:45
- Forum: Feature Discussion
- Topic: New decoration type
- Replies: 7
- Views: 1136
Re: New decoration type
And currently there is no way to register L system based trees as decoration (from what I've seen, there is some initial code, but that never calls the actual generation )...
Aside of that, my suggestion is more generic than trees... it's just that's what triggered the idea.
Aside of that, my suggestion is more generic than trees... it's just that's what triggered the idea.
- Mon Feb 02, 2015 22:18
- Forum: Feature Discussion
- Topic: New decoration type
- Replies: 7
- Views: 1136
Re: New decoration type
Nice to see some progress on standard biomes for mg v5/7, thanks for all that work ! Of course my current solution using saplings is only a workaround... Lua defined schematics is maybe sufficient to generate trees, but it's just a predefined structure with some random variation. Allowing to call a ...
- Mon Feb 02, 2015 17:40
- Forum: Feature Discussion
- Topic: New decoration type
- Replies: 7
- Views: 1136
New decoration type
I'm currently playing with map generation. I started with MTDad simplev7 and was a little bit annoyed by the schematics tree, and asked myself: why not using default mod tree growing functions ? So, I started a big rewrite of the mod you can see the work in progress here: https://github.com/oleastre...
- Fri Jan 23, 2015 16:53
- Forum: Feature Discussion
- Topic: About confusing and potentionally insecure password handling
- Replies: 32
- Views: 3907
Re: About confusing and potentionally insecure password hand
Correct me if i'm wrong, but aren't username and password stored per world ?
If that's the case, a simple salt could be the world's seed (should be sent to the user before identification is done). That one is a constant that does not change for a given world.
If that's the case, a simple salt could be the world's seed (should be sent to the user before identification is done). That one is a constant that does not change for a given world.
- Sun Jan 04, 2015 00:37
- Forum: WIP Mods
- Topic: [Mod] Simple V7 [1.0] [simplev7]
- Replies: 15
- Views: 3286
Re: [Mod] Simple V7 [1.0] [simplev7]
I started a new world today using your mod and mgv5. Until now, I really like the kind of generated land, caves, ...
I just did a small change: use minetest game's pine tree instead of your custom snow tree (did a pull request ongithub if you want to includes this).
I just did a small change: use minetest game's pine tree instead of your custom snow tree (did a pull request ongithub if you want to includes this).
- Fri Oct 17, 2014 12:50
- Forum: General Discussion
- Topic: Restore mapgen v5 ?
- Replies: 66
- Views: 9548
Re: Restore mapgen v5 ?
Maybe you forgot to switch to the mgv5 branch ?
=> git checkout -b mgv5
=> git checkout -b mgv5