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Re: knockback

by orwell
Thu Aug 04, 2016 12:12
 
Forum: Feature Discussion
Topic: knockback
Replies: 33
Views: 3366

Re: enable_build_where_you_stand

MineYoshi wrote:
orwell wrote:When noclip is enabled, you can always build where you stand. It took me some time to figure out too...
Turn off noclip (using h)

And what if someone has noclip and don't has fly?

Dunno.
by orwell
Wed Aug 03, 2016 16:03
 
Forum: General Discussion
Topic: enable_build_where_you_stand
Replies: 10
Views: 741

Re: More Entity Callbacks

You can probably use the function "get_staticdata" as if it was the opposite of "on_activate". The string that on_activate receives as parameter is the same that get_staticdata returns. get_staticdata gets called when the entity deactivates (unloads) and the string is saved so t...
by orwell
Wed Aug 03, 2016 07:14
 
Forum: Feature Discussion
Topic: More Entity Callbacks
Replies: 9
Views: 1115

Re: knockback

What if this was written in source code to get tool strength and multiply this into velocity to object being punched to set velocity? Would this be as easy as it seems? It would be like punching a minecart, but for all entities like mobs, players, and things. Please don't calculate it from tool str...
by orwell
Wed Aug 03, 2016 07:03
 
Forum: Feature Discussion
Topic: knockback
Replies: 33
Views: 3366

Re: knockback

Knockback should be done client side, and tools should be added to the knockback group if they knock the player back. IMO anyways. Agree, I would like a group. Add a poll? Edit: The corresponding armor group should define knockback resistance, as 100 being fully knocked back and no value being not ...
by orwell
Mon Aug 01, 2016 17:14
 
Forum: Feature Discussion
Topic: knockback
Replies: 33
Views: 3366

Re: enable_build_where_you_stand

When noclip is enabled, you can always build where you stand. It took me some time to figure out too...
Turn off noclip (using h)
by orwell
Mon Aug 01, 2016 17:05
 
Forum: General Discussion
Topic: enable_build_where_you_stand
Replies: 10
Views: 741

Re: Items stackable by 100 ?

@Gael de Sally, why don't you add a poll to the first post?
by orwell
Fri Jul 08, 2016 12:45
 
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 104
Views: 9999

Re: Re:

azekill_DIABLO wrote:not really useful XD
Code: Select all
core = nil

<hr>
Hi,my user name is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

Yes, you are...
by orwell
Fri Jul 01, 2016 09:41
 
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 104
Views: 9999

Re: What's Minetest still missing over Minecraft?

Oh, and to add my 2c in, how to make minetest fun. ⋅ Client-side logic. Everyone writes mods and stuff for servers, since they're control freaks and don't want to let clients decide what accelerates where. But seriously, the game would be a lot better if clients were trusted more, and les...
by orwell
Fri Jul 01, 2016 09:20
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104857

Re: Items stackable by 100 ?

but in Minecraft its only stackable to 64.. We are not minecraft! Put this on the top of init.lua of the default mod: minetest.craftitemdef_default.stack_max=100 minetest.nodedef_default.stack_max=100 minetest.noneitemdef_default.stack_max=100 to set the default stack size to 100 (or any other valu...
by orwell
Tue Jun 21, 2016 17:42
 
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 104
Views: 9999

Re: Allowing to change maximum health/breath for players

This suggestion requires to modify the HUD, like this: 3. Modify the interface to handle large numbers: If a player’s max health is greater than 10 hearts, display the health like this: <hearts>/<max. hearts> ♥ For example, for a health of 15 out of 30 hearts, show “15/30 ♥ ” instead of “ ♥♥♥♥♥♥♥♥♥...
by orwell
Tue Jun 21, 2016 14:45
 
Forum: Feature Discussion
Topic: Allowing to change maximum health/breath for players
Replies: 25
Views: 3428

Re: [Mod] Advanced Trains [advtrains] [WIP]

DS-minetest wrote:licence: CC-BY-SA 3.0

you are so mean!
Ok, no problem. all media is licensed under this license, and I will give credit to you.
EDIT: you forgot to delete license.txt~ before submitting the folder, so I already did know...
by orwell
Tue Jun 21, 2016 13:42
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

(but because of the "tunnelborer" it seems like you are german, too) Yes, I am german. and that tool will be removed very soon, it's way too destructive. You can still suggest better, more english names. Anyway, thx very much DS-Minetest EDIT: Du bist auch nicht viel besser mit gleis.zip...
by orwell
Mon Jun 20, 2016 11:26
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

DS-Minetest, the models you created look really nice. Can you please provide me the model file so I can integrate the models?
(the forum does not allow .blend for whatever reason, so use a zip or tar or whatever archive.)
Thanks very much!
by orwell
Fri Jun 17, 2016 15:47
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

I am never uninterested in help. If you could make models for curves and switches too that would be really nice.
If you recognize problems with straight rails adjacent to curved ones, I will find a way to solve that.
by orwell
Sat Jun 11, 2016 14:35
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: Post your modding questions here

can a decoration have a drop, or do I have to use the farming mod to accomplish that? AFAIK, to register a decoration you do: - register the node for it, where you can insert anything what can be put into any other node definition, like drops and then - call register_decoration to make the mapgen p...
by orwell
Thu Jun 09, 2016 20:35
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315771

Re: [Mod] Advanced Trains [advtrains] [WIP]

Could you please discuss that elsewhere?... To everyone: If there's anyone who has any models of trains (subways, electric trains, maglev trains a.s.o) either lying around or can create them, that would be really nice. If there are textures, good, but I can make them myself if needed. (I can do that...
by orwell
Wed Jun 08, 2016 21:05
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

of course its buggy, its a WIP mod. and have you ever seen locomotives with cubic boilers? the textures may be scaled down. Notice that the main size of the mod should come from 1. the xcf projects(they are huge) and 2. the .blend files that lie around everywhere... BTW pushed an update, first part ...
by orwell
Tue May 31, 2016 21:19
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

You are always welcome to help. The locomotive is not animated, if you can animate it, that would just be so cool... I'm not sure if I can get animation one an object like a train, as I wouldn't know how to make the model use animation, unless it uses something like the mob api where animation is a...
by orwell
Tue May 31, 2016 15:48
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

Since the 45deg rail textures extend over node borders, actually every rail node is a mesh consisting just of a plane that spans 0,5 node lengths over th node border. So it is really easy to extend the rail width a bit. May I use that rail texture you posted? it looks great...(it has even got a grav...
by orwell
Tue May 31, 2016 12:18
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

You are always welcome to help. The locomotive is not animated, if you can animate it, that would just be so cool...
George Orwell was a famous author.
by orwell
Tue May 31, 2016 06:25
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Mod] Advanced Trains [advtrains] [WIP]

Update
1. github
2. models
3. improvements
4. trains travel through unloaded mapchunks

next: better couple logic

EDIT: 5. screenshots
by orwell
Mon May 30, 2016 18:48
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 152073

Re: [Modpack] Railnet [minetest-railnet] [WIP]

I am working on my own mod for trains, since 1. there are no ones out there yet and even you did not get to couple carts together and 2. I dislike these 90deg rails. you can find it here: https://forum.minetest.net/viewtopic.php?f=9&t=14726 I will move it to github soon. May i draw inspiration ...
by orwell
Mon May 30, 2016 06:45
 
Forum: WIP Mods
Topic: [Modpack] Railnet [minetest-railnet] [WIP]
Replies: 35
Views: 5638

Re: [Modpack] Railnet [minetest-railnet] [WIP]

I am working on my own mod for trains, since 1. there are no ones out there yet and even you did not get to couple carts together and 2. I dislike these 90deg rails. you can find it here: https://forum.minetest.net/viewtopic.php?f=9&t=14726 I will move it to github soon. May i draw inspiration f...
by orwell
Sun May 29, 2016 17:21
 
Forum: WIP Mods
Topic: [Modpack] Railnet [minetest-railnet] [WIP]
Replies: 35
Views: 5638

[Mod] Chunk-based land protection [tyrant_claim]

tyrant_claim - Chunk-based self-protection based on tyrant and economy. This mod allows players to protect areas based on chunks of 16x16 nodes for TestDollar (the currency provided by my economy mod). The protection tool can be gotten via the command /protect, /unclaim sells the chunk you are stand...
by orwell
Sun May 29, 2016 16:40
 
Forum: Mod Releases
Topic: [Mod] Chunk-based land protection [tyrant_claim]
Replies: 0
Views: 772
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