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

Well the cannonball checks every server step for existing objects nearby, which is normally fast enough.A more exactly way way would be if Minetest would provide a api like "get_objects_inside_ray(pos1,pos2)" but it seems I have to write that algorithm by myself. But you might have to wait...
by addi
Tue May 30, 2017 10:14
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 25560

Re: MinetestMapperGui - Graphical userinterface for mtmapper

Thanks. AFAIK the VCredist requires the latest Service Packs (SP2 for Server 2008 and SP1 for Win 7) If you are not able to install it, it might be that your Windows update service got broken. You might not even able to install other Windows updates or other software. If it works on Win 7 x32 then V...
by addi
Tue May 30, 2017 10:01
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 116
Views: 23427

Re: Forum is now hosted by celeron55 (report issues here)

Maybe its time to update to latest phpbb 3.2, it have a responsive design, support for emojis, ... But this might break the Minetest theme, but personally I don't care about that, because I does not use it. And of course, the probably installed anti spam mods, have to replaced by anti spam extensions.
by addi
Tue May 09, 2017 07:05
 
Forum: News
Topic: Forum is now hosted by celeron55 (report issues here)
Replies: 94
Views: 28217

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

hmm sorry, but I cant reproduce your issues. to 1) does it only happen wielding a special item? What lua version do you use? Maybe does another mod overwrite lua's 'tonumber()' function? What other mods do you have installed? I think I probably solved it, could you please test it with the latest ver...
by addi
Fri Apr 21, 2017 05:29
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 25560

Re: MinetestMapperGui - Graphical userinterface for mtmapper

New Release: (Same features as I told above but less bugs and some code optimizations) Installers: Setup Minetest Mapper Gui x64.exe (0.7.0) 20.8 MB Setup Minetest Mapper Gui x32.exe (0.7.0) 18.8 MB "Portable" versions: MinetestMapperGui_64.zip (0.7.0) 24.0 MB MinetestMapperGui_32.zip (0.7...
by addi
Sun Mar 05, 2017 13:37
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 116
Views: 23427

Re: MinetestMapperGui - Graphical userinterface for mtmapper

I added now support for newer maps in minetestmapper . Sourcecode can be found here: https://github.com/adrido/minetest-mapper-cpp/tree/support_newer_mapblock_serialization Download the new version of MinetestMapperGui : https://bitbucket.org/adrido/minetestmappergui/downloads/MinetsetMapperGui_64_v...
by addi
Mon Feb 27, 2017 08:22
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 116
Views: 23427

Re: [Mod] DarkAge [0.4] [darkage]

New feature: Round and Square Glass Round Glass: https://bitbucket.org/adrido/darkage/wiki/glass_round.png https://bitbucket.org/adrido/darkage/wiki/craft_glass_round.png Square Glass: https://bitbucket.org/adrido/darkage/wiki/glass_square.png https://bitbucket.org/adrido/darkage/wiki/craft_glass_s...
by addi
Fri Feb 24, 2017 09:03
 
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 134
Views: 54684

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

Thanks :-D.
If you have any suggestions or ideas, they are welcome. :)
by addi
Fri Feb 17, 2017 09:50
 
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 28
Views: 7374

Re: Edit signs without interact priv?!?

hmm looks like that old bug is back: https://github.com/minetest/minetest_game/issues/210
Maybe in combination with a manipulated client
by addi
Fri Feb 17, 2017 09:39
 
Forum: Problems
Topic: Edit signs without interact priv?!?
Replies: 6
Views: 351

Re: [Mod] In-Game Formspec Creator [debugger]

Not much at all, except for the fact that it's a mod, not a subgame, meaning it is easier to use. Not only that, but it is far more stable than the other (e.g. you can exit without crashing the game, formspecs are saved per-player when the game is shut down, and all formspec elements function prope...
by addi
Wed Feb 08, 2017 08:08
 
Forum: WIP Mods
Topic: [Mod] In-Game Formspec Creator [debugger]
Replies: 10
Views: 1481

Re: Opinons needed: Possible change in map block serializati

If this does not introduce any other bugs, I would fine with it.
by addi
Sun Feb 05, 2017 10:28
 
Forum: News
Topic: Opinons needed: Possible change in map block serialization
Replies: 12
Views: 2231

Re: MinetestMapperGui - Graphical userinterface for mtmapper

texmex wrote:Going to try this on macOS through Wine.

And? Did you had success?
by addi
Sat Jan 28, 2017 10:14
 
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 116
Views: 23427

Re: What value does player:get_look_horizontal() return?

Thanks for you response. I just used the math.abs() to make the negative numbers positive. I didnt know earlier that there where also positive numbers possible, so this was a shortcut for normalization. As this patch got merged now the rotation is now correctly in the range [0, 2PI) so such tricks a...
by addi
Wed Jan 25, 2017 14:26
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 674

Re: What value does player:get_look_horizontal() return?

Here is a example mod to make this odd (probably wrong) behavior visible: local players = {} local format= [[rot: %f math.abs(rot): %f math.deg(rot): %f math.deg(math.abs(rot)): %f]] local function updatehud(player) local playername = player:get_player_name(); local rot = player:get_look_horizontal(...
by addi
Tue Jan 24, 2017 08:48
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 674

Re: [Mod] growing trees [0.0.9] [growing_trees]

Some Days ago I also started to fix some bugs with this mod:
https://bitbucket.org/kingarthursteam/g ... ommits/all
If you want, you can use this codebase, it would save you some hours of work ;-)
by addi
Tue Jan 24, 2017 03:42
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 32376

Re: What value does player:get_look_horizontal() return?

I did some further tests and printing out the rotation directly into chat. It seems it ranges from 0 to -2PI ! To get something usefull I first had to do math.abs(player:get_look_dir()) I think this should be at least noted somewhere! The mathematical correct way would be 0 to 2PI from x-Axis counte...
by addi
Sun Jan 22, 2017 18:52
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 674

[solved]What value does player:get_look_horizontal() return?

According to lua api.txt I assume it returns the rotation in radians. so the value ranges from 0 rad to 2*PI rad that is 0° to 360° Degree while rotation is counter-clockwise. to transform rad into degree I used math.deg(rot). since I need the roataion clocwise I used 360-math.deg(rot). So the full ...
by addi
Sat Jan 21, 2017 08:29
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 674

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

Thanks for your comment. Yes, this mod is still maintained. I only forgott to upload the latest version :/

Well its up now and the craft rezeip should work.
Cannons Version 2.5.4 (.zip) 635.6 KB
other versions

BTW: Thanks to all for over 1000 Downloads of this mod!
by addi
Mon Jan 16, 2017 05:43
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 25560

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

There is also a craft recipe conflict with xdecor.
xdecor:rope is crafted out of 3 farming:cotton
and castle:ropes is using the same recipe

I does not care if this gets resolved in this mod or in the xdecor mod. Please report it there if you not want to fix it. thanks
by addi
Thu Jan 12, 2017 13:55
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 123
Views: 27763

Re: [Mod] Mobs Redo [1.33] [mobs]

I getting some warnings on my client while playing with this mod. The warnings even occour while playing on a dedicated server. Unknown chunk found in mesh base - skipping Loaded mesh: mobs_sand_monster.b3d Unknown chunk found in mesh base - skipping Loaded mesh: mobs_sand_monster.b3d Unknown chunk ...
by addi
Thu Jan 12, 2017 13:46
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1835
Views: 308859

Re: [Forum] Display thumbnails of images in the attachment

If I remember correctly, PHPbb does already have that feature. It is also enabled by default. But maybe its broken or it got disabled?

Well such a thumbnail does not realy consume very much disk space. Also disk space is very cheap in today times.
by addi
Sun Jan 08, 2017 13:13
 
Forum: Feature Discussion
Topic: [Forum] Display thumbnails of images in the attachment
Replies: 2
Views: 248

Re: Poll: Growing crops and/or saplings underground?

So, alternative compromise: do that, but then decrease light level of torches to 11 so they don't grow crops like before and tweak the visual brightness curve so even though they would decrease in light value the visual brightness is still high so torches won't be darker (which actually was already...
by addi
Sun Jan 08, 2017 12:52
 
Forum: General Discussion
Topic: Poll: Growing crops and/or saplings underground?
Replies: 52
Views: 3732

[Forum] Display thumbnails of images in the attachment

The Forum does not display thumbnails of images uploaded in the attachment.
Please add a thumbnail preview of them.
by addi
Sun Jan 08, 2017 09:33
 
Forum: Feature Discussion
Topic: [Forum] Display thumbnails of images in the attachment
Replies: 2
Views: 248
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