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Re: Post your modding questions here

So I have to store the time of the last use and compare them with the current time. I was thinking, there could be an easier way because the normal damage handling uses the full_punch_interval to influence the amount of damage. Unfortunately damage is completely handled by the engine, with almost z...
by TeTpaAka
Mon May 11, 2015 21:15
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315162

Re: [Mod] Air Sword [airsword]

I accidentally pressed "Q" while fighting a stone monster and lost it. :-( He got me. Reminds me of the dwarf monks in Pixel Dungeon and Shattered Pixel Dungeon, they kick the weapon out of your hand. Then you have to pick it up and re-equip it. BTW: would that be possible for a mod/mob t...
by TeTpaAka
Mon May 11, 2015 19:15
 
Forum: Mod Releases
Topic: [Mod] Air Sword [airsword]
Replies: 133
Views: 25026

Re: [Mod] Compass GPS [compassgps]

Could you please post your static_spawnpoint? At this point, I'm pretty sure, this caused the problem. I can make minetest crash with ",," but I wonder if there is a valid spawnpoint that would cause such a crash. EDIT: I made a pull request that should fix the problem (At least, if I was ...
by TeTpaAka
Mon May 11, 2015 17:59
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55068

Re: [Mod] Compass GPS [compassgps]

I just compiled 4.11 and tried it. It works fine. Must be an issue in minetest 4.12-dev. I was testing to see why LazerRay had an issue with mymillwork . He posted this on my thread. I ran into a very nasty crash bug when I had this mod active, every 2 or 3 minutes I would get a "Bad Allocatio...
by TeTpaAka
Mon May 11, 2015 17:34
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55068

Re: [Mod] Compass GPS [compassgps]

I tried to use this mod but it keeps crashing. The download was from today and I am running Minetest - dev as of 3 days ago. The game crashes right away. 2015-05-11 09:12:33: ERROR[main]: ServerError: /home/don/.minetest/mods/compassgps/init.lua:1034: attempt to perform arithmetic on field 'x' (a n...
by TeTpaAka
Mon May 11, 2015 17:07
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 55068

Re: Post your modding questions here

Is there a way to get the time from the last use of a tool in on_use? I want to make a tool that needs a cool down before it can be used again. I know, I could use minetest.get_us_time() and compare it with a saved value, but is there an easier way? Sure. Store it in the metadata of the tool's Item...
by TeTpaAka
Mon May 11, 2015 12:45
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315162

Re: [Mod] SkillsFramework [0.2] [skillsframework]

@TeTpaAka : Ok, sounds promising. I don't like the idea of not being able to remove old skills especially in a server environment (servers being the main reason for that todo item). I'll look into it and see if I can get an acceptable balance. I think this is low priority at the moment though unles...
by TeTpaAka
Sun May 10, 2015 07:14
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 7979

Re: [Mod] SkillsFramework [0.2] [skillsframework]

Hi domtron vox, In the README it says: Better handling of old skill sets when: Players never log in again or haven't logged in for a very long time. is needed. This could be achieved by saving the skill data not in a general table but player specific. This can be done by hacking and misusing the inv...
by TeTpaAka
Sat May 09, 2015 21:42
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 7979

Re: Post your modding questions here

Is there a way to get the time from the last use of a tool in on_use? I want to make a tool that needs a cool down before it can be used again. I know, I could use minetest.get_us_time() and compare it with a saved value, but is there an easier way?
by TeTpaAka
Sat May 09, 2015 21:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315162

Re: [Game] Fractured [0.01] [WIP]

I thought he was just modifying already registered items. NVM then. Yes, that's true. But for now, it is just a workaround, because the weapons don't work at all the way they should. The problem with your attempt is, that I'm not even sure it would work. The registering functions should never be us...
by TeTpaAka
Sat May 09, 2015 12:05
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: Question about a node's on_blast() function

There is a pull request for this: https://github.com/minetest/minetest_game/pull/450 There you can also see how to call them. It's basically: local on_blast = def.on_blast if on_blast ~= nil then on_blast(pos, 1) return else minetest.remove_node(pos) end where def is the node definition table.
by TeTpaAka
Sat May 09, 2015 09:34
 
Forum: Modding Discussion
Topic: Question about a node's on_blast() function
Replies: 6
Views: 516

Re: [Game] Fractured [0.01] [WIP]

wildweapons loops through every tool in the game (It needs to soft depends on all mods that add tools) and it adds its own special on_use function to each tool that can cause fleshy damage (then calls the tools original on_use function, so it stacks the calls) Not sure if this is still how it is bu...
by TeTpaAka
Sat May 09, 2015 07:29
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: [Mod] SkillsFramework [0.2] [skillsframework]

@TeTpaAka, I want to thank you for the pull request. It looks great. However, I need to point out a few concerns with the pull request. I'll go ahead and merge it and will see about fixing it myself, but it would be great if you knew what the issues might be. ⋅ The fix undeclared global d...
by TeTpaAka
Thu May 07, 2015 18:30
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 7979

Re: [Mod] SkillsFramework [0.2] [skillsframework]

Glad people are interested in this. ^.^ I haven't done any development because collage. But I just had my last day of classes today and will be doing finales next week. After that I'll try to get back onto developing this. I thought it was something like this. There are already functions (getLevel,...
by TeTpaAka
Sat May 02, 2015 07:10
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 7979

Re: [Mod] SkillsFramework [0.2] [skillsframework]

I made a fork, where I fixed a minor bug and added a basic formspec (probably needs improvements, but at least, there is one, now).
https://github.com/TeTpaAka/minetest-SkillsFramework
I hope this gets pulled.
by TeTpaAka
Fri May 01, 2015 20:37
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 7979

Re: [Mod] Mana [1.0.2] [mana]

I just noticed that your fall back functions don't work properly. Instead of updating the displayed text, you update "number", which is the colour for a text HUD. So, instead of slowly increasing numbers, the colour of the HUD string changes.
by TeTpaAka
Thu Apr 30, 2015 21:00
 
Forum: Mod Releases
Topic: [Mod] Mana [1.3.1] [mana]
Replies: 27
Views: 10064

Re: pvp

Which is exactly why I still think a register_on_pvp() function would be incredibly handy. No need to try and modify the function of every tool individually, just modify the way pvp value is calculated. I know, it could get a little complicated. But register_on_pvp() is a little to special IMHO. Wi...
by TeTpaAka
Sat Apr 25, 2015 07:35
 
Forum: Partly official engine development
Topic: pvp
Replies: 10
Views: 1167

Re: pvp

Maybe there ought to be a before_use for tools like there is an after_use. In this function you could check, whether the action is allowed and return true to continue with the default on_use or false if you want to stop the function. This has the advantage that you can make specific functions for ea...
by TeTpaAka
Fri Apr 24, 2015 13:51
 
Forum: Partly official engine development
Topic: pvp
Replies: 10
Views: 1167

Re: [Game] Fractured [0.01] [WIP]

l thought that the entity callback can be used for players No. Players aren't entities. That's the problem of the armour mod. It accomplishes the defence by constantly checking for a change of the player health and healing a bit of it. But the on_punch callback (or something like it. on_push if I r...
by TeTpaAka
Wed Apr 22, 2015 16:35
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: [Game] Fractured [0.01] [WIP]

To be consequent with the separation in a dangerous west and a peaceful east, it would be a nice addition to change the behaviour of bones. Either: ⋅  West: no bones, items get removed East: normal bones ⋅  West: no bones, items drop East: normal bones ⋅  West: bones wi...
by TeTpaAka
Tue Apr 21, 2015 21:54
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: [Game] Fractured [0.01] [WIP]

After that, the next step would be defining the temples... Should I make a totally new magic system around a belief in the world stone? Actually, my personal preference would be for a magic system based more around a science of magic, and less around a religion of magic. I don't think this would re...
by TeTpaAka
Tue Apr 21, 2015 21:36
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: [Game] Fractured [0.01] [WIP]

I made an issue on Github for the wildweapons mod. It is good, but not finished. not just not finished, but VERY BAD BUG: https://github.com/Kilarin/fractured/issues/6 I gotta figure out how to restore the regular functionality of tools when on_use is nil by default. ugh. I know, I found this bug (...
by TeTpaAka
Tue Apr 21, 2015 15:36
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: Ethereal biome problems. Is this intended?

Also I've seen aerial "screenshots" of maps such as http://img802.imageshack.us/img802/3824/mapabu.png from the snow biomes mod forums page found here: https://forum.minetest.net/viewtopic.php?id=2290 What is used to achieve that, a mod or is it a program(perhapse something similar to Min...
by TeTpaAka
Mon Apr 20, 2015 12:46
 
Forum: Modding Discussion
Topic: Ethereal biome problems. Is this intended?
Replies: 6
Views: 771

Re: [Game] Fractured [0.01] [WIP]

For now, I made a fork of fractured for the development of the magic subsystem. ATM, I only included my magic modpack (wands and spells, they are separate mods, because I originally wanted the spells to be disable-able and provide a stable API, but now, I think I take them as defaults.) with the dep...
by TeTpaAka
Sun Apr 19, 2015 16:56
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098

Re: [Game] Fractured [0.01] [WIP]

Why can I get the tool capabilities from the itemstack, but not directly from the tool? I'm doing something stupid here, I know, but I'm sleepy. Will work on it next time I get a break. Any advice or help will be much appreciated. It's simple. The registered_tools table doesn't contain itemstacks b...
by TeTpaAka
Sun Apr 19, 2015 07:37
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20098
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