Search found 1780 matches

by Evergreen
Mon May 18, 2015 15:39
Forum: WIP Games
Topic: [Game] Voxus (cancelled)
Replies: 222
Views: 63103

Re: Voxus (WIP)

@Abj: Please don't double post. If you have something you want to add, please just edit your original post.
by Evergreen
Mon May 11, 2015 21:54
Forum: Partly official engine development
Topic: gsmapper + map mod
Replies: 156
Views: 38481

Re: gsmapper + map mod

Great, I wanted to see someone take this over! +1
by Evergreen
Fri May 08, 2015 02:42
Forum: General Discussion
Topic: minetest.net mockup using Bootstrap
Replies: 18
Views: 3423

Re: minetest.net mockup using Bootstrap

I really like the idea of the new design. I do have one little problem with it, and that it the button that says "Free Download." Now, purely objectively, there's nothing wrong with it. In fact, objectively, it's as true as can be. But for me, "Free Download" makes it sound... s...
by Evergreen
Wed Apr 29, 2015 11:43
Forum: Mod Releases
Topic: [Mod] mycorners [mycorners]
Replies: 55
Views: 13945

Re: [Mod] mycorners [mycorners]

If there was some way of getting the size of the texture you are overlaying on, you could automatically adjust the overlays to the correct size.
by Evergreen
Wed Apr 29, 2015 11:39
Forum: Mod Releases
Topic: [Mod] Warps [warps] (portal|warp|teleport)
Replies: 17
Views: 9688

Re: [Mod] Warps [Warps] (portal, warp, teleport)

indriApollo wrote:I wonder, where you aware of viewtopic.php?f=9&t=10681 ? Do you want to do it your own way, or is this just duplicate effort ?
This works pretty differently from your mod, your command uses a lot of commands to create warps, but this uses nodes.
by Evergreen
Sat Apr 25, 2015 15:36
Forum: WIP Mods
Topic: [Mod] Vehicle Mash [1.4] [vehicle_mash]
Replies: 38
Views: 12096

Re: [Mod] Cars [cars]

It works great! Note that you must rename the folder to "cars", because otherwise it won't work. Also, one issue with the cars is that they can't come to a complete stop unless they hit a block.
by Evergreen
Thu Apr 16, 2015 21:07
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Modpack] Wireworld Mod

Good job! This could potentially be very useful for mesecons contraptions. There isn't really anything you can compute with wireworld that you can't already due with mesecons more easily, even if you exclude luacontrollers. The advantages with wireworld I see is that it looks nice, and you can have...
by Evergreen
Thu Apr 16, 2015 15:14
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Modpack] Wireworld Mod

Good job! This could potentially be very useful for mesecons contraptions.
by Evergreen
Thu Apr 16, 2015 01:07
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Modpack] Wireworld Mod

It appears your code still depends on bobutil, even though it doesn't exist in the current version: 2015-04-15 20:24:58: ERROR[main]: The following mods could not be found: "bobutil" 2015-04-15 20:24:58: ERROR[main]: ========== ERROR FROM LUA =========== 2015-04-15 20:24:58: ERROR[main]: ...
by Evergreen
Thu Apr 16, 2015 00:27
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Modpack] Wireworld Mod

It appears your code still depends on bobutil, even though it doesn't exist in the current version: 2015-04-15 20:24:58: ERROR[main]: The following mods could not be found: "bobutil" 2015-04-15 20:24:58: ERROR[main]: ========== ERROR FROM LUA =========== 2015-04-15 20:24:58: ERROR[main]: F...
by Evergreen
Thu Apr 16, 2015 00:16
Forum: General Discussion
Topic: Minetest Logo
Replies: 117
Views: 19346

Re: Minetest Logo

I still prefer the old logo, maybe there would be some way of adding "game" to it.
by Evergreen
Wed Apr 15, 2015 14:54
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Modpack] Wireworld Mod

I just tried this, and it works very nicely. Good job on reviving tis idea.
by Evergreen
Tue Apr 14, 2015 11:46
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Mod] Wireworld Mod

Byakuren wrote:I'm assuming you meant that I shouldn't have an extra folder, so I have moved everything up a directory. Also added some screenshots and a new release.
Yes, that is what I meant. Also, this looks very interesting, I'll try it the next chance I get.
by Evergreen
Tue Apr 14, 2015 02:37
Forum: WIP Mods
Topic: [Modpack] Wireworld Mod [minetest-wireworld]
Replies: 25
Views: 4421

Re: [Mod] Wireworld Mod

Could you post some screenshots of this? Also, the git repository should be the root of the project, there should be an extra folder.
by Evergreen
Mon Apr 13, 2015 18:13
Forum: Old Mods
Topic: [Mod] Tetris Arcade [tetris]
Replies: 6
Views: 3593

Re: [Mod] Tetris Arcade [tetris]

Awesome! I remember trying obneq's version a while ago but it didn't work. I'd say the only issue is the controls, but nothing can really be done about that. :V
by Evergreen
Mon Apr 13, 2015 18:07
Forum: Old Mods
Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Replies: 323
Views: 161854

Re: [Modpack] Better HUD (and hunger) [2.1.2] [hud][hunger]

This is awesome! The only problem I encountered is the fact that it doesn't update when you add an item to the hotbar, but it does update when you change items.
by Evergreen
Sat Apr 11, 2015 11:45
Forum: General Discussion
Topic: SHOW US YOUR COBBLE GENERATORS!
Replies: 8
Views: 2956

Re: SHOW US YOUR COBBLE GENERATORS!

I think I remember someone posting an automatic cobble generator in the screenshots thread. I may try my hand at making a fully automated one using technic.
by Evergreen
Sat Apr 11, 2015 02:05
Forum: Modding Discussion
Topic: Tools for making textures, models, sounds, mods, …
Replies: 8
Views: 2460

Re: Tools for making textures, models, sounds, mods, …

Linuxdirk wrote:Don’t forget Vim in the list of editors :)
+1 Vim can easily be a lua editor.
Also, don't forget lmms in the audio section.
by Evergreen
Sat Apr 11, 2015 01:43
Forum: Mod Releases
Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
Replies: 182
Views: 48223

Re: [WIP][MOD] Crops

From the screenshots, this is the best implementation of farming I have seen in minetest yet. I really need to try this once I have the time.
by Evergreen
Thu Apr 02, 2015 17:17
Forum: General Discussion
Topic: Minetest Logo
Replies: 117
Views: 19346

Re: Minetest Logo

I heard we're talking about logos. http://a.pomf.se/rybalp.svg God I love doing my Vox style isonometric stuff. UMM... where are you getting that bottom layer from???? What is it with you and being accurate? Just earlier you were complaining how the minetest logo couldn't be built exactly in minete...
by Evergreen
Wed Apr 01, 2015 12:04
Forum: General Discussion
Topic: Minetest Logo
Replies: 117
Views: 19346

Re: Minetest Logo

http://i.imgur.com/hll2L7E.png Here the problematic part: - snip - I remember recreating this with Jordach, but we had non-walkable invisible blocks which stopped water. So it isn't really buildable in normal minetest_game That's not the problem... There are some parts that are not an even number o...
by Evergreen
Tue Mar 31, 2015 19:11
Forum: Mod Releases
Topic: [Mod] Protector Redo [3.4] [protector]
Replies: 331
Views: 92450

Re: [Mod] Protector Redo [0.7] [protector]

This error doesn't have anything to do with the protector mod, it appears the error is coming from a 'bakedclay' mod.
by Evergreen
Tue Mar 31, 2015 19:08
Forum: General Discussion
Topic: Minetest Logo
Replies: 117
Views: 19346

Re: Minetest Logo

lightonflux wrote:Image


Here the problematic part:
- snip -
I remember recreating this with Jordach, but we had non-walkable invisible blocks which stopped water. So it isn't really buildable in normal minetest_game
by Evergreen
Tue Mar 31, 2015 17:40
Forum: General Discussion
Topic: Minetest Logo
Replies: 117
Views: 19346

Re: Minetest Logo

12Me21 wrote:
MeowCat wrote:I think we might need to modify some of the default logo, as there is some small mistakes,
I don't like how the logo isn't buildable in the game
Ehm, yes it is.

EDIT: Are you talking about the current minetest logo or the one Josh proposed?
by Evergreen
Wed Mar 25, 2015 18:25
Forum: Feature Discussion
Topic: Water too dense.
Replies: 13
Views: 2637

Re: Water too dense.

This is probably because the player will always fall at a constant rate in water, unless you press the jump key, which will move you upwards at a constant rate. (which is not how water works irl)