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Added to RTMMP.
by Hackeridze
Fri Jan 06, 2012 23:26
 
Forum: Mod Releases
Topic: [Mod] Sethome [sethome]
Replies: 26
Views: 24161

neko259 wrote:No, I'll better maintain my own list of flammable nodes :P

And flammable things from other mods will not burn. And it will it more CPU, 'cos it should to see if this node in your list.
by Hackeridze
Fri Jan 06, 2012 23:18
 
Forum: Partly official engine development
Topic: Node material
Replies: 11
Views: 1662

Thanks redcrab. It was a wrong interval for math.random given. it should work now. Thanks Jeija. You're right I looked up inventory handling from your mod and copied the code with some small modifications. Sorry but same issue, I compare and the file is identical as before ... where is the fix ? Yo...
by Hackeridze
Fri Jan 06, 2012 23:13
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4594

neko259 wrote:
sfan5 wrote:You must find the node in minetest.registered_nodes and read the furnace_burntime

Rrr. For now I don't like this idea because jungle is not burning in the furnace if default mod.

ReDefine jungle_tree
by Hackeridze
Fri Jan 06, 2012 23:08
 
Forum: Partly official engine development
Topic: Node material
Replies: 11
Views: 1662

robin wrote:Better write yourself a tool to compare states

1) data/mods/<modname>
2) hash over the all files
3) no need
4) generate list of all recipes
5) generate list of all nodes/crafts/etc
6) compare recipes/nodes/crafts/etc for duplicates.

+1
by Hackeridze
Fri Jan 06, 2012 22:36
 
Forum: WIP Mods
Topic: [General] best practice for mod developers?
Replies: 5
Views: 1408

I deleted the world and started fresh one. It seemed to do the trick, although there were more stutters. Idk if thats due to excess water or other things. BTW, what are those jungly trees. I can't seem to make wood planks from them. Install Ru-True Minetest Mod Pack from here http://c55.me/minetest...
by Hackeridze
Fri Jan 06, 2012 22:34
 
Forum: Problems
Topic: Crash upon login to singleplayer client
Replies: 3
Views: 1214

Xtragummy wrote:Windows 7
It's main problem, but try to install DirectX9 or to run Minetest with OpenGL rendering.
by Hackeridze
Fri Jan 06, 2012 22:08
 
Forum: Problems
Topic: Crash upon login to singleplayer client
Replies: 3
Views: 1214

I stolen hoe code from farming mod, and saw that hoe doesn't break, so I fix this and of course you can use my code to fix your hoe :3
https://github.com/Hackeridze/ru-true_minetest_mods_pack/blob/master/src/hoe/init.lua
by Hackeridze
Fri Jan 06, 2012 21:49
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 57780

Good thing, but waiting for depending on material.flammability
by Hackeridze
Fri Jan 06, 2012 18:43
 
Forum: Old Mods
Topic: [Mod] Fire [0.1.2] [fire]
Replies: 97
Views: 34653

die_hard added into RTMMP
by Hackeridze
Fri Jan 06, 2012 18:36
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4594

neko259 wrote:turning cobble to mossy for example, but not like in moss mod

+1
by Hackeridze
Fri Jan 06, 2012 16:47
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 224
Views: 120572

+9k
by Hackeridze
Fri Jan 06, 2012 16:43
 
Forum: Mod Releases
Topic: [Mod] Sethome [sethome]
Replies: 26
Views: 24161

sfan5 wrote:This should be added to Mainstream

I posted it here for that. We want /sethome and /home !
by Hackeridze
Fri Jan 06, 2012 16:38
 
Forum: Partly official engine development
Topic: [ScriptAPI] Move player
Replies: 6
Views: 1898

That's why I didn't add pumpkins, watermelons mushrooms etc to farming. It was intended to support only crops growing on fields. It'll never support fruit growing on trees, watermelons, mushrooms etc. For the crops it's supporting it's always the same: get seeds, plow, plant, wait, harvest. Thats w...
by Hackeridze
Fri Jan 06, 2012 04:30
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 57780

2. Make each program do one thing well. You probably got this wrong. One "program" do one task REUSE it anytime you need to do the task NOT create another program doing 90% the same. In modern software design program is most likely to be replaced by module/component whatever you want to name it. Ha...
by Hackeridze
Fri Jan 06, 2012 01:01
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 57780

kahrl wrote:Here's an idea to make it a little less insane:

Maybe you could use param2 as "distance from the original trunk". If you encounter tree nodes with param2 >= some threshold, don't consider them while looking for tree nodes.

Will it be... 9000!!!!!1!1!!1!1111!!!
by Hackeridze
Fri Jan 06, 2012 00:19
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 224
Views: 120572

[ScriptAPI] Move player

diff --git a/src/scriptapi.cpp b/src/scriptapi.cpp index 8321a45..c27ab55 100644 --- a/src/scriptapi.cpp +++ b/src/scriptapi.cpp @@ -1747,7 +1747,12 @@ class ObjectRef v3f pos = checkFloatPos(L, 2); // Do it co->setPos(pos); - return 0; + + // Move player + ServerRemotePlayer *player = getplayer(re...
by Hackeridze
Thu Jan 05, 2012 23:59
 
Forum: Partly official engine development
Topic: [ScriptAPI] Move player
Replies: 6
Views: 1898

Creating crops beeing 4m wouldn't be a large change at all but I just didn't want to add it (at least by now) ... contrary to you implementing each single crop as single mod i prefere creating mods handling things a little bit more generic. Having the ability to add new things easyly. While finding...
by Hackeridze
Thu Jan 05, 2012 22:09
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 57780

Zarberman wrote:well my computer will not let me install any file extractors so .zip files are the only ones i can use.

TAR.GZ is not extractor. Use linux. Anyway -- http://en.wikipedia.org/wiki/Tar_%28file_format%29
by Hackeridze
Thu Jan 05, 2012 21:58
 
Forum: Old Mods
Topic: [Mod] Throwing [0.13] [throwing]
Replies: 93
Views: 55056

Zarberman wrote:could you please post it in .zip format

ZIP is very bad.
by Hackeridze
Thu Jan 05, 2012 21:33
 
Forum: Old Mods
Topic: [Mod] Throwing [0.13] [throwing]
Replies: 93
Views: 55056

Description: When a player dies, he rolls for every item. If the roll succeed he keeps his item, otherwise the item is removed or the amount dramatically decreased. Code: data/mods/die/init.lua -- Minetest Die Mod math.randomseed(os.time()) -- You need to roll ONE out of ITEM_LOSE_DICE local ITEM_L...
by Hackeridze
Thu Jan 05, 2012 17:28
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4594

+1 for OGG!
by Hackeridze
Thu Jan 05, 2012 17:24
 
Forum: Texture Packs
Topic: [32x32] Cisoun's Texture Pack 10
Replies: 117
Views: 61456

neko259 wrote:
Hackeridze wrote:And... In RTMMP all working flawlessly. :P

That's because nodes do not disappear, and entities do.

And thats one of causes I use nodes.
by Hackeridze
Thu Jan 05, 2012 13:36
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 57780

Seems the code cleanup didn't fix it. I got a crash about duplicated id on some static list insertions yesterday too. I thought it was a problem with my code changes and didn't save the error message. Probably I was wrong about this. I did have some consistency problems with entity references now a...
by Hackeridze
Thu Jan 05, 2012 13:00
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 57780
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