Search found 235 matches

by kahrl
Fri Mar 23, 2012 00:42
Forum: Problems
Topic: Half trees
Replies: 14
Views: 2802

No, it exists in all versions between then and now, and probably even all the way back to when trees were first added.
randomproof's answer about why it happens is pretty accurate.
by kahrl
Thu Mar 22, 2012 21:27
Forum: Feature Discussion
Topic: X-Ray textures
Replies: 15
Views: 3348

Have you tried setting that and then placing new nodes? The light won't be recomputed if you only load an existing map.
by kahrl
Thu Mar 22, 2012 21:21
Forum: Feature Discussion
Topic: X-Ray textures
Replies: 15
Views: 3348

Set paramtype="light".
by kahrl
Thu Mar 22, 2012 17:24
Forum: Texture Packs
Topic: My Hand Drawn Stuff. 126 by 126.
Replies: 46
Views: 19799

Nice TP, one technical question: why are the textures 126x126 and not 128x128?
by kahrl
Thu Mar 22, 2012 02:46
Forum: Partly official engine development
Topic: REQUEST: register_on_player_join & register_on_player_quit
Replies: 11
Views: 2106

+1, would be useful for my Away mod too. It might be a bit tricky to make this work in 100% of all cases ("work" meaning that the object reference passed to the callback is not nil, and the game doesn't crash) because of the way ServerRemotePlayer is derived from Player. (The system also h...
by kahrl
Thu Mar 22, 2012 02:35
Forum: WIP Mods
Topic: To Know How To MOD...
Replies: 3
Views: 1531

You could start with Jeija's tutorial: http://c55.me/minetest/forum/viewtopic.php?id=1087
(but it hasn't been updated for the new item group system yet)

Also look at the wiki and other mods.
by kahrl
Mon Mar 19, 2012 17:50
Forum: WIP Mods
Topic: [MOD REQUEST] Stairs or Half Blocks
Replies: 12
Views: 2945

dogeye, did you apply the C++ changes?

Utilisatrice, nope, not possible without those modifications.
by kahrl
Mon Mar 19, 2012 16:50
Forum: WIP Mods
Topic: [MOD REQUEST] Stairs or Half Blocks
Replies: 12
Views: 2945

Yes.What does the tooltip on the crafted item say? Any other mods interfering?
by kahrl
Sun Mar 18, 2012 23:20
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 23935

You can keep it around if you want to support older dev versions.
by kahrl
Sun Mar 18, 2012 20:09
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 23935

Correct. And material = ... can be removed :)
by kahrl
Sun Mar 18, 2012 19:47
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 23935

Yes, because the digging system changed (http://c55.me/minetest/wiki/doku.php?id ... ime_groups). Most mods will have to be changed.
by kahrl
Fri Mar 16, 2012 17:54
Forum: Servers
Topic: Redcrab's server 0.4 dev20120106-1 (git pull 14/01/2012)
Replies: 602
Views: 144707

@FreeFull that was a known bug in 20120106 (20120122 too), i think it has been fixed for good in later versions.
by kahrl
Fri Mar 16, 2012 06:28
Forum: General Discussion
Topic: Tile textures?
Replies: 11
Views: 2327

from mapblock_mesh.cpp:

Code: Select all

// 0  +X  +Y  +Z   0  -Z  -Y  -X
   0,  2,  0,  4,  0,  5,  1,  3,  // facedir = 0
So the order is +Y (top), -Y (bottom), +X, -X, +Z, -Z.
by kahrl
Thu Mar 15, 2012 21:51
Forum: WIP Mods
Topic: My ideas for modding
Replies: 48
Views: 10670

Death Dealer wrote:Great Feedback^_^ but theres already plenty of dirt.
Not if you're playing on a map like SkyBlock.
by kahrl
Thu Mar 15, 2012 06:39
Forum: Problems
Topic: i have no idea what this means
Replies: 8
Views: 1274

That bug has been around for a while, as far as I know nobody has been able to debug it yet.
by kahrl
Tue Mar 13, 2012 17:22
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11116
Views: 2069240

Playing with the lighting system

Image
by kahrl
Tue Mar 13, 2012 11:34
Forum: General Discussion
Topic: How to you set interviles in minetest modding?
Replies: 4
Views: 1096

I think your only chance is register_on_globalstep, which might be a little inefficient. But it works.
by kahrl
Mon Mar 12, 2012 19:12
Forum: Partly official engine development
Topic: A new fork of minetest like Ace of Spades (need help)
Replies: 60
Views: 10259

lkjoel wrote:I've got a new idea for the game: everything has an HP. If you try to mine stone, but you stop mining that piece of stone (so you haven't got it yet), it will remain cracked.
That reminds me of minicraft. :)
by kahrl
Mon Mar 12, 2012 10:52
Forum: General Discussion
Topic: A few questions about creating worlds
Replies: 7
Views: 2181

The syntax would be: minetest --map-dir /path/to/world

The game should get the give_initial_stuff from minetest.conf and not remove it when overwriting the config.

Also, don't be surprised if any of this changes in the next version, it's actively being worked on at the moment.
by kahrl
Fri Mar 09, 2012 19:25
Forum: Mod Releases
Topic: [Mod] Away Mod [1.0] [away]
Replies: 9
Views: 9341

jordan4ibanez wrote:i see the "theres no register on disconnect" bug..why not have it so if a player reconnects it unmarks him as away
Well... there's no "on connect" either. ;)
Or is there?
by kahrl
Fri Mar 09, 2012 19:24
Forum: Problems
Topic: Own Server Error
Replies: 3
Views: 1014

Is this post truncated?
by kahrl
Fri Mar 09, 2012 19:22
Forum: General Discussion
Topic: Saving problem
Replies: 7
Views: 2351

The executable can be the same, only the world dirs have to be different.
by kahrl
Fri Mar 09, 2012 08:10
Forum: General Discussion
Topic: Saving problem
Replies: 7
Views: 2351

You could make different .desktop files, er, different shortcuts for the different worlds. Pass the --map-dir option:
minetest --map-dir /home/.../some/world
or on windows
minetest.exe --map-dir c:\...\some\world
by kahrl
Fri Mar 09, 2012 05:28
Forum: Mod Releases
Topic: [Mod] Away Mod [1.0] [away]
Replies: 9
Views: 9341

[Mod] Away Mod [1.0] [away]

This is a simple mod that adds an /away command. It's inspired by jordan4ibanez's extra commands mod , but works slightly differently than its /afk command. Download 1.0: tar.gz zip Git: github License: WTFPL Basic usage /away <reason> marks you as being away. The reason is optional. When you're bac...
by kahrl
Fri Mar 09, 2012 01:59
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 48799

Why does the server.cpp patch modify the punch action (0) and not the dig action (2)? It makes no sense to me.