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Re: [Mod] Quest framework [0.2] [quests]

Yay, cool! The HUD is now much better. Double-yay for progress bars. :-) Thanks! Oh, and the example quest should have its dependendy on default listed. Fixed. I discovered a bug: If you have an empty quest list (no matter which tab) in the quest dialog and hit “Info”, Minetest freezes. I hope this...
by TeTpaAka
Sun Mar 01, 2015 09:03
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8382

Re: [Mod] Quest framework [quests]

Wuzzy wrote:But I agree HUD could be improved.

I hope, it is better now.

Now the progress is show with a small bar.
by TeTpaAka
Sat Feb 28, 2015 20:33
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8382

Re: [Mod] Quest framework [quests]

Sorry for changing the API again. I hope, now it is stable. With the newest change, a lot of redundant data got removed. Now you have to register a quest and later apply it to a player. This way, not the whole quest text is saved on a per player basis. It isn't saved at all, so you can debug the que...
by TeTpaAka
Sat Feb 28, 2015 11:04
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8382

Re: Post your modding questions here

Hybrid Dog wrote:… but doesn't let you specifically change the default ores.


But you could copy the list of registered ores, clear the ores and then reregister the modified ores. It is a little complicated, but it could work.
by TeTpaAka
Fri Feb 27, 2015 18:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198

Re: Post your modding questions here

Is there a way to change the brightness for specific players? This would allow mods that add tools for players to see at night.
If this is not possible, could this be considered when dynamic lighting is added?
by TeTpaAka
Wed Feb 25, 2015 22:27
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198

Re: Post your modding questions here

This code checks only slices of the map. The line
Code: Select all
             local vi = area:index(x0, y, z) -- This accesses the node at a given position

should be like
Code: Select all
             local vi = area:index(x, y, z) -- This accesses the node at a given position

and inside the x loop.
by TeTpaAka
Mon Feb 23, 2015 15:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198

Re: [Mod] Creatures [minetest_mods_creatures]

First of all, this is a very interessting mod. It adds a new aspect to the gameplay. But in the current version you cannot possess a sheep or a rat. The sheep drops wool and the rat gets picked up. I think this has to do with the change of the default behavior to possess. All other creatures show a ...
by TeTpaAka
Sun Feb 22, 2015 19:10
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 168
Views: 46819

Re: [Mod] Quest framework [quests]

Interesting mod with a lot of potential. Some suggestions: ⋅ There should be human-readable quest titles. ⋅ Longer quest descriptions should be possible. Ideally multi-line descriptions (I know it can be a bit tricky to do so) ⋅ There should be a log of finished and fa...
by TeTpaAka
Sat Feb 21, 2015 14:06
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8382

Re: [Mod] Quest framework [quests]

rubenwardy wrote:You should round the progress numbers.

Done. The Display of the progress is now rounded to two digits.
by TeTpaAka
Fri Feb 20, 2015 15:25
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8382

[Mod] Quest framework [1.1] [quests]

Hello minetest, I made a quest framework to make it possible to give the players quest. You can see a full list of your active quests with the chatcommand /quests http://i.imgur.com/72k7Th7.png http://i.imgur.com/pGT29d2.png http://i.imgur.com/J9SKcvZ.png http://i.imgur.com/SC4ie3z.png https://githu...
by TeTpaAka
Thu Feb 19, 2015 16:17
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8382

Re: Anfänger bräuchte hilfe

Hallo draggon80, erst einmal herzlich Willkommen im Forum. Zu 1: Mese gibt es erst ab -1024. Ab einer Tiefe von -64 werden allerdings schon sogenannte Mese Kristalle erstellt. Sowohl Mese als auch die Kristalle sind sehr selten. Man muss wirklich sehr tief graben um sie zu finden. Zu 2: Um bei dem M...
by TeTpaAka
Mon Feb 16, 2015 14:58
 
Forum: Deutsch
Topic: Anfänger bräuchte hilfe
Replies: 13
Views: 1403

Re: [Mod] Compass GPS [compassgps]

I added another Pull-Request on GitHub. I made the mod translatable with intllib.
by TeTpaAka
Mon Feb 16, 2015 14:09
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: Feature Request RGB option for Light sources

Not necessarily. If the lighting was client-side, RGB lights would be fine on servers. At least as far as my limited knowledge of client/server relations goes. Minetest currently has no dynamic lighting. The light is completly handled by the server, so every node has lighting levels. If there would...
by TeTpaAka
Fri Feb 13, 2015 16:23
 
Forum: Feature Discussion
Topic: Feature Request RGB option for Light sources
Replies: 6
Views: 931

Re: Post your modding questions here

Hybrid Dog wrote:but if you add a ! after the modname, your mod is loaded after this one l think


Well, you're right. According to the dev-wiki, this is true. But it doesn't seem to work. I made a quick test and it seems minetest simply ignores the ! and treats it like it was missing.
by TeTpaAka
Thu Feb 12, 2015 19:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198

Re: Post your modding questions here

I think, writing something into depends.txt forces the Engine to load the mod before yours, so your code would be executed after default registered the items.
by TeTpaAka
Thu Feb 12, 2015 16:45
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198

Re: [Mod] Minecraft-like railway corridors [railcorridors]

Shammmmmm wrote:I always encounter unknown item ....... can fix it?


I think the most promising item that could be unknown is "tnt:tnt" (Given in chests.lua at line 15). The mod should add "tnt" as a dependencie.
If I am right, it should work if you update your minetest_game.
by TeTpaAka
Tue Jan 13, 2015 20:49
 
Forum: Mod Releases
Topic: [Mod] Minecraft-like railway corridors [railcorridors]
Replies: 25
Views: 8430

Re: Post your modding questions here

I'd like that name to then be displayed either above the entity all of the time or when the player hovers over the entity.


Take a look at this:
https://forum.minetest.net/viewtopic.php?f=9&t=7321&hilit=npc
It uses textures for every char that is displayed.
by TeTpaAka
Thu Jan 08, 2015 20:46
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198

Re: [Mod] Compass GPS [compassgps]

I don't care much. What about CC BY-SA?
by TeTpaAka
Mon Jan 05, 2015 13:12
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: [Mod] Compass GPS [compassgps]

How about this?

Image 16x16
by TeTpaAka
Mon Jan 05, 2015 11:23
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: [Mod] Compass GPS [compassgps]

The write function didn't work correctly. I think the string modification functions (string.split) works now diffrent than a few days ago.

It should work now.
by TeTpaAka
Wed Dec 31, 2014 10:22
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: [Mod] Compass GPS [compassgps]

I made a pull request for an addition to the mod.
I thought it could be a usefull addition for RPG like worlds to be able to read bookmarks from books so you can find special places.
by TeTpaAka
Tue Dec 30, 2014 22:04
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: [Mod] Compass GPS [compassgps]

Maybe you could add the compass to the HUD and disable the constant replacement of the compass in the inventory. As long as there is no way to change the texture on the fly this could work as a workaround.
by TeTpaAka
Tue Dec 30, 2014 19:55
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: [Mod] Compass GPS [compassgps]

Hi, I get this error on load: 14:56:05: ERROR[ServerThread]: Assignment to undeclared global "target" inside a function at /home/tetpaaka/minetest/bin/../mods/compassgps/init.lua:953. 14:56:05: ERROR[ServerThread]: Assignment to undeclared global "pos" inside a function at /home/...
by TeTpaAka
Wed Dec 17, 2014 14:02
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55069

Re: Add ores to a global table like nodes

I like the idea. +1
by TeTpaAka
Sun Dec 14, 2014 23:10
 
Forum: Feature Discussion
Topic: Add ores to a global table like nodes [Added]
Replies: 18
Views: 1732

Re: Post your modding questions here

I have a question: When there are multiple minetest.register_on_generated() calls, which one is called first?
I mean, by combining multiple mods with map-manipulating calls, which mod sees the changes of the others?
by TeTpaAka
Mon Jul 28, 2014 18:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315198
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