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Re: [Mod] Player Physics API [1.0.0] [playerphysics]

Sorry if I came off as a bit salty, I didn’t mean it like that at all. I honestly wanted to know the differences of each mod. Your mods are always of a high quality which immediately made me think of supporting it in my several player physics altering mods. While I fully understand that LATE is also...
by texmex
Fri Feb 22, 2019 18:34
 
Forum: Mod Releases
Topic: [Mod] Player Physics API [1.0.0] [playerphysics]
Replies: 15
Views: 916

Re: [Mod] Player Physics API [1.0.0] [playerphysics]

Or like player_monoids, LATE, physicsh or player_physics? What's different in yours, Wuzzy?
by texmex
Fri Feb 22, 2019 12:27
 
Forum: Mod Releases
Topic: [Mod] Player Physics API [1.0.0] [playerphysics]
Replies: 15
Views: 916

Re: We're looking for a skilled C++ developer

Anyway, my advice still stands: create a github repo with your version. It's the easiest way, and if you do it early on you don't have a lot of work separating out your own proprietary stuff from the open source stuff. Because I *know* it'll get mixed up if you don't release from the start. I've do...
by texmex
Fri Feb 22, 2019 12:17
 
Forum: General Discussion
Topic: We're looking for a skilled C++ developer
Replies: 23
Views: 1287

Re: Let's talk about combat

davidthecreator wrote:
texmex wrote:On the topic of mob combat: have you noticed you’re never really fight them but really only go to war with their selection boxes? xD


As long as the mob dies, I don't care what I'm hitting.

Immersion much?
by texmex
Mon Feb 18, 2019 22:14
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 18
Views: 860

Re: [mod] Dungeon crates [dungeon_crates]

Nice and simple, good work.
by texmex
Mon Feb 18, 2019 21:14
 
Forum: WIP Mods
Topic: [mod] Dungeon crates [dungeon_crates]
Replies: 5
Views: 424

Re: Let's talk about combat

On the topic of mob combat: have you noticed you’re never really fight them but really only go to war with their selection boxes? xD
by texmex
Mon Feb 18, 2019 21:11
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 18
Views: 860

Re: [Mod] Extensible gridless craft system [simplecrafting_l

⋅  A variety of recipe save/load commands for use by developers working on games. This allows the recipe list to be dumped into a file, edited or examined, and then loaded back into the game again. Both Lua and GraphML formats are supported. By way of example, here is a graph of the recip...
by texmex
Sun Feb 17, 2019 10:38
 
Forum: WIP Mods
Topic: [Mod] Extensible gridless craft system [simplecrafting_lib]
Replies: 15
Views: 2011

Re: [Mobs/Entities] Entity API [wip]

Good to see movement on mob intelligence, I'm following this work. As I wrote in another mob framework thread (though not specific to it): I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use...
by texmex
Sun Feb 17, 2019 10:30
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][wip]
Replies: 47
Views: 2454

Re: [Mod] Mobs Redo [1.49] [mobs]

Astrobe wrote:it made the game more difficult because it made it harder to see if a mob is in range.

That's the whole point, but it would need to be the same for everyone of course.
by texmex
Sat Feb 16, 2019 11:39
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1720
Views: 267380

Re: [16px] [WIP] MTG4MCL2

I like the idea, though I personally prefer the original Pixel Perfection textures. Still, this creates another bridge for "migration" to MCL2. :)
by texmex
Sat Feb 16, 2019 08:10
 
Forum: Texture Packs
Topic: [16px] [WIP] MTG4MCL2
Replies: 3
Views: 391

Re: [Mod] Mobs Redo [1.49] [mobs]

Client settings are completely uninteresting from a server-based game POV. Which brings the issue back to my initial idea. Raycasting for checking hit or miss.
by texmex
Sat Feb 16, 2019 08:09
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1720
Views: 267380

Re: [Mod] Mobs Redo [1.49] [mobs]

Lone_Wolf wrote:
texmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?

IIRC it's disabled client-side

Not in, say, minetest.registered_entities?
by texmex
Thu Feb 14, 2019 19:14
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1720
Views: 267380

Re: [Mod] Mobs Redo [1.49] [mobs]

Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
by texmex
Thu Feb 14, 2019 01:55
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1720
Views: 267380

Re: [Mod] Mobs Redo [1.49] [mobs]

Well isn’t 5.0.0 around the corner? Ok, I thought you needed selection boxes to fight mobs?
by texmex
Wed Feb 13, 2019 18:48
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1720
Views: 267380

Re: Minetest 5.0 release candidate 1 (5.0.0-rc1)

Also idk if its a bug or feature but when I press space on water I don't only go upwards but forward as well, and with shift I go move backward and down, that happens when flying too its so annoying. That would be the new pitch type flying mode, enabled with L button. I would've thought it'd be dis...
by texmex
Wed Feb 13, 2019 02:22
 
Forum: News
Topic: Minetest 5.0 release candidate 1 (5.0.0-rc1)
Replies: 41
Views: 5646

Re: [Mod] Mobs Redo [1.49] [mobs]

I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use raycasting instead? Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a...
by texmex
Wed Feb 13, 2019 02:15
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1720
Views: 267380

Re: [Mod] Item magnet and in-world node drops [item_drop]

New feature! It's now possible to disable manual item pickups by mouse. This disables those pesky selection boxes for items, making the item magnet the only way of picking them up. Mouse pickups are still enabled by default, however.
by texmex
Wed Feb 13, 2019 01:44
 
Forum: Mod Releases
Topic: [Mod] Item magnet and in-world node drops [item_drop]
Replies: 44
Views: 12685

Re: [Game] MineClone 2 [0.45.1]

MineClone2 is bacc on tracc! Commence bug reports to advance the project! https://git.minetest.land/Wuzzy/MineClone2-Bugs/issues
by texmex
Tue Feb 12, 2019 18:28
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.52.1]
Replies: 1407
Views: 142399

Re: Launching Minetest Provides Blank, White Screen

Good to hear! In addition, by looking at your debug.txt it looks like you’re installing games and mods INSIDE the application. That will make you all those added things next update. Instead, place mods and games in directories called that inside ~/L/AS/minetest (the aforementioned path)
by texmex
Tue Feb 12, 2019 17:39
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 814

Re: Launching Minetest Provides Blank, White Screen

Sounds like your system is a little off. An error is seen at line 4, where the path is in part repeated when it shouldn't.

There should be no Minetest directory in /Library/Application Support but in ~/Library/Application Support .
by texmex
Tue Feb 12, 2019 14:42
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 814

Re: Launching Minetest Provides Blank, White Screen

Hmm, I’m on High Sierra too, works for me. Now I don’t know.
by texmex
Tue Feb 12, 2019 09:29
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 814

Re: Launching Minetest Provides Blank, White Screen

What’s your system specs?
by texmex
Mon Feb 11, 2019 17:04
 
Forum: Problems
Topic: Launching Minetest Provides Blank, White Screen
Replies: 18
Views: 814

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

Sweet, I need to try that!
by texmex
Sat Feb 09, 2019 22:02
 
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 1769

Re: [Mod] Hunger NG: A next generation hunger mod (hunger_ng

Have you ever thought of tracking basic nutrients individually? :)
by texmex
Fri Feb 08, 2019 15:47
 
Forum: Mod Releases
Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
Replies: 32
Views: 3060
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