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Re: [Mod] Mobs Redo [1.42] [mobs]

Please move your mods back to github. Every link and submodule is broken now.
by addi
Sun Jun 10, 2018 11:47
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1830
Views: 308034

Re: [Mod] Pipeworks [git] [pipeworks]

VanessaE wrote:This project has been moved to Gitlab.

Why? was it really necessary?

Now all existing links, clones and repos that used this as submodule are broken. Thank you!
by addi
Wed Jun 06, 2018 17:26
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212168

Re: open MT-Skin Database

The link in helpfiles/about.html is broken: https://project.king-arthur.eu/projects/minetest-skin-db should be http://project.king-arthur.eu/projects/minetest-skin-db, else firefox tells it's not secure. You could automatically detect duplicates: When a skin was uploaded, use pngtopnm to get a pnm ...
by addi
Fri Mar 23, 2018 10:11
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 239
Views: 50290

Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

Hier eine reset_area Mod: https://bitbucket.org/adrido/reset_area
Ich hab die in ~20 Minuten geschrieben, funktioniert auch soweit, benötigt jedoch noch eine Textur und ausgiebiges Testen.
Die Bedienung dürfte selbsterklärend sein.
by addi
Mon Mar 19, 2018 09:32
 
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 28
Views: 7371

Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

Yes, I know the problem. Thats the reason why there is no craft recipe available. Currently I have the following solutions but they are not all perfect. ⋅ Disabling crafting: Only players with creative/Give privileges are able to build it. Why should they double Items, if thy can get them ...
by addi
Fri Mar 16, 2018 09:53
 
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 28
Views: 7371

Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

This is maybe better for a standalone mod. I add it to my todo list and make it, if I get some more free time ;-)
by addi
Mon Feb 12, 2018 12:34
 
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 28
Views: 7371

Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

rename the folder to "gates"
by addi
Fri Feb 09, 2018 11:31
 
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 28
Views: 7371

Re: open MT-Skin Database

AFAIK there is no tutorial. But you can start with a empty 64x32 image, and use the following image as help whrere to put something. Or you just use the default skin and edit that.
Image
by addi
Tue Feb 06, 2018 16:28
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 239
Views: 50290

Re: open MT-Skin Database

Thanks for reporting. It should be available again in the next 30 minutes.
by addi
Tue Feb 06, 2018 15:57
 
Forum: Minetest-related projects
Topic: open MT-Skin Database
Replies: 239
Views: 50290

Re: Compiling Minetest on Windows

You does not need it, you can still do it manually, it just saves you a lot of time.
by addi
Fri Jan 05, 2018 10:27
 
Forum: Builds
Topic: Compiling Minetest on Windows
Replies: 12
Views: 1994

Re: What's the earliest way to compile minetest on Windows 1

What is git (is it the folder that the installer makes?) And what is path is that my c drive? Git is a Version control system and Source code management system it is used by Minetest and required by the script to download the dependencies. The easiest way to install is using it within the Visual St...
by addi
Thu Jan 04, 2018 09:07
 
Forum: General Discussion
Topic: What's the earliest way to compile minetest on Windows 10?
Replies: 6
Views: 493

Re: Compiling Minetest on Windows

Some time ago I wrote a build script to download and build Minetest and its dependencies.

I hope this will make your live easier:
viewtopic.php?f=14&t=18558
by addi
Tue Dec 26, 2017 14:12
 
Forum: Builds
Topic: Compiling Minetest on Windows
Replies: 12
Views: 1994

Re: [Tool] Minetest MSVC Buildbot

Very nice job! Add it to your signature. Thanks :-) Well, I have disabled signatures, because they only contained spam. But I added it for those that havn't disabled them yet. What a joy, please sticky this post pronto. Thanks, sad, but making this post sticky is not in my might. Update: Now with s...
by addi
Sun Oct 01, 2017 07:50
 
Forum: Minetest-related projects
Topic: [Tool] Minetest MSVC Buildbot
Replies: 5
Views: 1096

Re: [Tool] Minetest MSVC Buildbot

Your list was very helpful, of course. Thanks a lot for your work! It took a long time and a lots of trials and errors, but - I'm a bit proud of myself - the script is now able to build x86 and x64 without any linker warning and without modifying the 3rd party lib's build system in some obscure way....
by addi
Fri Sep 29, 2017 15:47
 
Forum: Minetest-related projects
Topic: [Tool] Minetest MSVC Buildbot
Replies: 5
Views: 1096

[Tool] Minetest MSVC Buildbot

To support current developers and future developers in making Windows builds using MSVC, I wrote this scripts. The most annoying part of compiling Minetest on MSVC are the loads of dependencies. Each have a different build system, different paths, outdated project files,.... The init.bat is using gi...
by addi
Thu Sep 28, 2017 06:20
 
Forum: Minetest-related projects
Topic: [Tool] Minetest MSVC Buildbot
Replies: 5
Views: 1096

Re: Text in Minetest is placed wrong ...

Right click the minetest.exe -> Properties -> Compatibility -> Check "Overwrite high DPI behavior" -> Select "Application" This works but the screen is really small now :/ EDIT: I fixed this but now the buttons and text are small Somewhere in minetest settings you can either cha...
by addi
Tue Sep 19, 2017 11:05
 
Forum: Problems
Topic: Text in Minetest is placed wrong ...
Replies: 26
Views: 1740

Re: Text in Minetest is placed wrong ...

Right click the minetest.exe -> Properties -> Compatibility -> Check "Overwrite high DPI behavior" -> Select "Application"
by addi
Tue Sep 19, 2017 10:58
 
Forum: Problems
Topic: Text in Minetest is placed wrong ...
Replies: 26
Views: 1740

Re: Text in Minetest is placed wrong ...

The problem is, in general, that the official Minetest builds are not (correctly) manifested. The MinGW builds cant be manifested, and the x32 MSVC build was build with a old Visual Studio Version that did probably not know how to handle manifests. Without that manifest, Minetest simply does not sup...
by addi
Tue Sep 19, 2017 10:47
 
Forum: Problems
Topic: Text in Minetest is placed wrong ...
Replies: 26
Views: 1740

Re: Help getting Minetest on Windows XP Professional

If your CPU is only about 5 years old I would highly recommend updating to a more modern OS. If it’s only 5 years old, it should have enough power to handle Windows 7 or Windows 10. Newer Minetest versions might not support Windows XP anymore and XP is insecure and do not longer receive updates by M...
by addi
Fri Jul 28, 2017 05:34
 
Forum: Problems
Topic: HELP GETTING MINETEST ON WINDOWS XP PROFESSIONAL
Replies: 4
Views: 379

Re: [MOD] cannons with a lot of features! [2.5] [cannons]

just fixed a typo, but I dont think that its solved. Could you check it anyway? If it shows the "you hit a mob" message, but the mob does not take any damage, there might be something wrong with the mobs mod. in mobs_redo could you change the line https://github.com/tenplus1/mobs_redo/blob...
by addi
Tue Jul 18, 2017 19:39
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 25548

Re: [MOD] cannons with a lot of features! [2.5] [cannons]

In the dev branch I added the new raycast for hit detection. Thanks to all that made it possible! GreenDiamond, could you please test it, and tell me if it works for you? Of course, you need a recent Minetest version. Download: https://bitbucket.org/kingarthursteam/cannons/get/dev.zip (indev version...
by addi
Tue Jul 18, 2017 13:30
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 25548

Re: Slowly Rotating

It looks like you are using a HighDPI display ( Lenovo Helix 2: 11.6" 16:9, 1920x1080 Pixel) It seems the official builds of Minetest are not correctly Manifested ( they should ) Apart from the missing Manifest, there is a simple solution: right click the minetest.exe -> Properties -> Compatibi...
by addi
Mon Jul 10, 2017 06:46
 
Forum: Problems
Topic: Slowly Rotating
Replies: 7
Views: 811

Re: minetest mapper GUI - Fehler beim starten

Die vcredist_xx.exe die die fehlenden dll's installiert, müsste in dem zip Paket enthalten sein, du kannst den passenden vcredist installer jedoch auch von der Microsoft Seite herunterladen. Ich würde die Installation der kompletten VC runtime empfehlen, da diese dann auch von anderen Programmen ver...
by addi
Tue Jun 13, 2017 16:07
 
Forum: Deutsch
Topic: minetest mapper GUI - Fehler beim starten
Replies: 2
Views: 312

Re: [MOD] cannons with a lot of features! [2.5] [cannons]

yeah, but sadly they does not want to merge it, because its only a server side function, and not available for clientside mods. (server side would be enough for this usecase). :-(
by addi
Sun Jun 04, 2017 11:25
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 25548
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