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packages need to have this parameters: version, dependencies and exeptions(expungements), For example my mod pack can't work with not-modified flowers mod, cement mod, etc. It would be the responsibility of the repository owner and, more importantly, the mod authors to ensure no breakages based on ...
by MarkTraceur
Thu Dec 22, 2011 07:18
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 4911

Python isn't all that heavy--certainly not when it's just a CLI utility, or a small and simple GUI for user-friendliness. I'm not sure if Lua has a standalone interpreter, but I'm sure it wouldn't be significantly lighter than Python (and if it were lighter, it would be so due to lack of features). ...
by MarkTraceur
Thu Dec 22, 2011 05:11
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 4911

If you like the server's current construction and would like to join me in it, let me know on IRC (I'm marktraceur on freenode) and I'll grant you privileges! EDIT: You should log in to the server and have a password before asking for privileges! EDIT3: The server is now running the bleeding-edge l...
by MarkTraceur
Wed Dec 21, 2011 18:07
 
Forum: Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 4617

Well, since I'll be using Python for the package manager, I could probably extract the archives without any external software. See http://docs.python.org/library/bz2.html . But zip files are definitely not ideal for any purpose! I'd probably do more work on the repository server software, too, so if...
by MarkTraceur
Wed Dec 21, 2011 17:34
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 4911

OK, anyone who is about to post about the following:

1. Getting build privileges
2. What version to use

READ THE FIRST POST.

And for those here to get me on the server, USE THE FORUM'S EMAIL FUNCTION.
by MarkTraceur
Wed Dec 21, 2011 01:33
 
Forum: Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 4617

I should note that I'll be making a repository/package manager/GUI installer for mods during the spring (it will be done before April), so perhaps you and I should coordinate on a format? My original thought was similar to the Debian structure--mods will consist of * tarball with the mod itself * me...
by MarkTraceur
Wed Dec 21, 2011 01:31
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 4911

Imtea, while you're at it, it might do to use an ABM to empty the dustbin periodically, instead of using a complicated way of removing one node at a time.....see the experimental mod, luafurnace's ABM.
by MarkTraceur
Tue Dec 20, 2011 15:41
 
Forum: Old Mods
Topic: [Mod] Home Mod [home_mod] (missing license)
Replies: 47
Views: 20352

Ah! Yes, I forgot to change that line. It should be

Code: Select all
leavesnode.param2 |= 1;
by MarkTraceur
Tue Dec 20, 2011 02:33
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 6573

Calinou, you should probably depend on my mod, rather than including its contents in yours....that will make things much easier for other mods that add tools.
by MarkTraceur
Sat Dec 17, 2011 20:22
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 337
Views: 232241

MasterZEN91 wrote:could you make a few different stair blocks, plz plz plz !!!! they are soooo helpful in these games for decorating. maybe wood, stone,cobblestone, and brick?


Half-blocks aren't currently possible, it's a work in progress.
by MarkTraceur
Sat Dec 17, 2011 19:22
 
Forum: WIP Mods
Topic: Some suggestions for possible future mods (for the bored modder)
Replies: 12
Views: 2303

1. Either minetest.register_on_punchnode (if you want to interact with a specific kind of block) or the on_use parameter to creating a craftitem (if you want to interact with a tool or item in your inventory regardless of your target). 2. Yes, please read other topics before posting new ones. http:/...
by MarkTraceur
Sat Dec 17, 2011 19:20
 
Forum: WIP Mods
Topic: Questions
Replies: 1
Views: 1537

Adding an entity that moves around shouldn't be hard--you'd need the collision detector, though, which isn't done yet. And I don't think damage would be possible, either.
by MarkTraceur
Fri Dec 16, 2011 22:01
 
Forum: WIP Mods
Topic: Adding Mobs
Replies: 1
Views: 1752

randomproof wrote:placed last


That's my problem. Thanks.
by MarkTraceur
Fri Dec 16, 2011 22:00
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15664

Also, your crafting recipe shouldn't use steel_ingot as a node, it's a craft item :)
by MarkTraceur
Fri Dec 16, 2011 19:25
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15664

Awesome! It's still a little buggy (a 2x3 door for me doesn't move the block above the handle), but very good. Do you think you can make it look slimmer with the signlike drawtype?
by MarkTraceur
Fri Dec 16, 2011 19:22
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15664

Arcadia wrote:may i have build rights?


MarkTraceur wrote:EDIT: You should log in to the server and have a password before asking for privileges!


Read the original announcement before doing anything else.
by MarkTraceur
Fri Dec 16, 2011 03:26
 
Forum: Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 4617

OK, that took no time at all. Your mod is now a lot shorter :)

https://gitorious.org/marktraceur-minetest-mods/gemstones
by MarkTraceur
Thu Dec 15, 2011 16:42
 
Forum: WIP Mods
Topic: Mod: Gemstones 1.5.0
Replies: 45
Views: 12919

Hey,

I'm trying to port your mod to depend on mine (add_tool), but you appear to be manually changing each tool's properties. Much easier to use basetime to talk about how fast the tool is, because that makes it easier to abstract out the tool definition :)

I'll probably post a patch later.
by MarkTraceur
Thu Dec 15, 2011 16:36
 
Forum: WIP Mods
Topic: Mod: Gemstones 1.5.0
Replies: 45
Views: 12919

bwog, they get deleted periodically, that's normal behavior. The problem is currently that the latest image isn't getting updated because minetestmapper isn't working for 0.4.
by MarkTraceur
Thu Dec 15, 2011 15:40
 
Forum: Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 4617

⋅ Handling projectiles with LUA is plain stupid: ⋅ You can't reliably detect collisions with it ⋅ It takes a lot of CPU to make them move, what if 20 players throw an arrow at the same time towards the sun ? ⋅ Even if arrows were added to the game as nodes, y...
by MarkTraceur
Thu Dec 15, 2011 15:36
 
Forum: WIP Mods
Topic: bow mod?
Replies: 10
Views: 3937

Once you've built the project, bin/minetestserver will start a server.

If you're on Windows, first download a GNU/Linux distro for your server.
by MarkTraceur
Thu Dec 15, 2011 04:05
 
Forum: Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 4617

Oh, yeah....you'd just need a tool crafted, an event for right-clicks with that tool, arrows craftable, then add an entity with a forward velocity and a downward acceleration. The last part--detecting a collision and causing damage to whatever collided--would probably be the hardest. Join the IRC ch...
by MarkTraceur
Wed Dec 14, 2011 21:55
 
Forum: WIP Mods
Topic: bow mod?
Replies: 10
Views: 3937

Oh, sorry, the map is no longer current since I moved to 0.4. No one has ported it, yet.

I'm almost to winter break, I might tinker with it then :) I'll keep you posted.
by MarkTraceur
Wed Dec 14, 2011 02:34
 
Forum: Servers
Topic: Server announce: MarkTraceur's server
Replies: 16
Views: 4617

Awesome. Celeron added something that should make it easier:

Code: Select all
    bd21f00        Add minetest.get_modpath(modname)
by MarkTraceur
Mon Dec 12, 2011 06:36
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 793
Views: 262312

The only step required, once you made the project on gitorious, would be to add another remote.

Code: Select all
git remote add <repository name> <repository url>


Then, you can push to that remote with

Code: Select all
git push <repository name> master
by MarkTraceur
Mon Dec 12, 2011 06:31
 
Forum: Old Mods
Topic: [Mod] Home Mod [home_mod] (missing license)
Replies: 47
Views: 20352
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