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by Phitherek_
Thu Sep 13, 2012 21:49
 
Forum: Feature Discussion
Topic: fractal/multi-scale mapgernator
Replies: 21
Views: 5040

A few things came to my mind while I read this conversation. The first thing - it is not Minetest' s and also not the community' s fault that people like this come to servers and spoil the game of others. It is the fault of these people and playing on public servers. I do not know the scale of the p...
by Phitherek_
Thu Sep 13, 2012 21:47
 
Forum: General Discussion
Topic: I am Leaving.
Replies: 39
Views: 6683

This is really great! However, for this format I would need a separate parser (when I already have 4 written and 2 more in plans), which will be harder to implement for me than the parsers that I have now. Also, there are two problems with this format, because 3m will need more information. Firstly,...
by Phitherek_
Thu Sep 13, 2012 12:54
 
Forum: Minetest-related projects
Topic: 3m - Minetest Mod Manager
Replies: 47
Views: 13668

Current status of the project: I wrote all the most important parsers (for configuration, remote modlist list, remote modlist and modinfo files), they are all included in the main 3m file and also as separate file testers in the "filetesters" subdirectory of main repo. This means that I have defined...
by Phitherek_
Wed Sep 12, 2012 23:39
 
Forum: Minetest-related projects
Topic: 3m - Minetest Mod Manager
Replies: 47
Views: 13668

For now, the idea for the format of the modlist is: - regular text file, filename "modlist.3mml" - and this file is to be maintained by me on the official server and maybe by others (I think I will make it configurable). The format is for now like this: {mod_name} [server] address_of_the_server_with...
by Phitherek_
Wed Sep 12, 2012 16:36
 
Forum: Minetest-related projects
Topic: 3m - Minetest Mod Manager
Replies: 47
Views: 13668

sudo chmod a+rwx folder ;)
by Phitherek_
Mon Sep 10, 2012 21:54
 
Forum: Polski
Topic: _PL_ TexturePack
Replies: 4
Views: 2797

Wrzuć wszystko do podkatalogu "textures", jeżeli instalowałeś to z menedżera pakietów z repozytoriów systemowych to najprawdopodobniej w /usr/share/minetest.
by Phitherek_
Fri Sep 07, 2012 20:17
 
Forum: Polski
Topic: _PL_ TexturePack
Replies: 4
Views: 2797

My idea for 3m is slightly different. Although I really appreciate your work (especially in-game mod manager), my mod manager won' t have a "central repo" with zip files which will be maintained by me, but instead there is meant to be a single modlist file, which will point on the modinfo files mana...
by Phitherek_
Fri Sep 07, 2012 07:14
 
Forum: Minetest-related projects
Topic: 3m - Minetest Mod Manager
Replies: 47
Views: 13668

3m - Minetest Mod Manager

I' ve just started a new project, the 3m - Minetest Mod Manager, which is meant to become kind of Package Manager for Minetest mods with official mod list, ability to sync it from network, check versions, update, install and remove mods. If you want to contribute, just let me know. I will prefer the...
by Phitherek_
Thu Sep 06, 2012 21:20
 
Forum: Minetest-related projects
Topic: 3m - Minetest Mod Manager
Replies: 47
Views: 13668

Destroying items with lava

Recently I noticed, that lava does not "melt" (meaning "destroy") items when they are dropped into it and I think it should (I tried to create kind of "trash bin" with it - obviously it didn' t work). I also think this shouldn' t be any kind of mod, but this behaviour should be default. What do you ...
by Phitherek_
Wed Sep 05, 2012 21:38
 
Forum: Feature Discussion
Topic: Destroying items with lava
Replies: 2
Views: 822

There is a problem with long mesecon wires... If the wire is really long, disonnecting it sometimes kind of "disconnects" both parts (meaning that wire "hangs" at some place in the 0 state, even if mesecon next to it is 1) and it causes major problems when e. g. connecting distant receptors to one "...
by Phitherek_
Wed Sep 05, 2012 21:30
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1823
Views: 497857

Temperest: There is actually a 7-Zip port on Linux, p7zip (or 7z). It is a console tool and is really comfortable (I use it for everything except tarballs).
by Phitherek_
Sat Sep 01, 2012 18:35
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 224
Views: 118607

Ah, all right, sorry ;). But I think it should be in "Maps" and not "General Discussion".
by Phitherek_
Fri Aug 31, 2012 18:51
 
Forum: General Discussion
Topic: What's your current seed?
Replies: 8
Views: 1507

by Phitherek_
Fri Aug 31, 2012 13:26
 
Forum: General Discussion
Topic: What's your current seed?
Replies: 8
Views: 1507

I have one question. I don' t use this mod (because of performance) but I would really like to. Is there a possibility it will be faster some day (I mean, it will not freeze the server, cause worlds to not load etc.)?
by Phitherek_
Thu Aug 30, 2012 13:55
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 599692

As i said in EDIT 2, I think we need a vote for mods that should be added to default game.
by Phitherek_
Thu Aug 30, 2012 13:43
 
Forum: General Discussion
Topic: What is missing in MineTest.....
Replies: 23
Views: 3485

Custom map seeds

I heard, that in MC there was a practice to use custom map seeds to generate interesting maps and recently I found out there is an option on MT too. If your seed generated an interesting/nice/whatever map, post your seed here (you can read this from debuginfo (F5)). How to use them: 1. In minetest.c...
by Phitherek_
Wed Aug 29, 2012 22:23
 
Forum: Maps
Topic: Custom map seeds
Replies: 9
Views: 16626

woah, and c55 added -j2 option permanently in the README for the engine on GitHub... I think he should explain this better...

EDIT: All right, in the -j# the # is number of THREADS and not CORES. So -j2 is for two-threaded one core processor. Menche, you can switch to -j8 then ;).
by Phitherek_
Wed Aug 29, 2012 21:08
 
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 244
Views: 49943

sysedit: The restart of the server generally fixes most of the problems with lags, hanging and chunks not loading. It seems to me that you just had some lag or hang that caused it.
by Phitherek_
Wed Aug 29, 2012 21:00
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 246404

I always used the mouse for Minetest. However, once I turned it on with only a touchpad and yeah, player moved slowly to the right and looked up. I thought it is a touchpad problem though (I have a crippled one), but it seems it' s not. However, I recommend the mouse ;).
by Phitherek_
Wed Aug 29, 2012 20:56
 
Forum: Problems
Topic: Weird turning
Replies: 21
Views: 4769

Uh, one more bug, quite serious and annoying. It is with meseconrails (cart detectors). Firstly, they do not connect to other rails, so sometimes it is really hard to make a detector. What is more, a turned on meseconrail does NOT connect with turned off meseconrail, which causes real problems even ...
by Phitherek_
Tue Aug 28, 2012 21:16
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 246404

I found one more bug. It may be due to lags, but the carts replicate themselves out of nothing :D.
by Phitherek_
Mon Aug 27, 2012 23:27
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 246404

Finally! I will try to translate it to Polish wiki ;).
by Phitherek_
Sun Aug 26, 2012 22:05
 
Forum: General Discussion
Topic: Minetest is in development for Wikipedia!
Replies: 63
Views: 11183

I' ve got the same error as Qaddosh.
Minetest version 0.4.2-rc1 (latest from git).
map.sqlite here: http://www.mediafire.com/file/czv7328dv5vvcve/map.sqlite
by Phitherek_
Sun Aug 26, 2012 22:03
 
Forum: General Discussion
Topic: Minetestmapper (a mapping tool)
Replies: 24
Views: 11454

Wow, this was the most fastly done request ever :D. Thank you!
by Phitherek_
Sun Aug 26, 2012 13:33
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 246404
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