Search found 1780 matches
- 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.
- 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
- 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...
- 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.
- 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)
This works pretty differently from your mod, your command uses a lot of commands to create warps, but this uses nodes.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 ?
- 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.
- 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...
- 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.
- 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]: ...
- 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...
- 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.
- 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.
- Tue Apr 14, 2015 11:46
- Forum: WIP Mods
- Topic: [Modpack] Wireworld Mod [minetest-wireworld]
- Replies: 25
- Views: 4421
Re: [Mod] Wireworld Mod
Yes, that is what I meant. Also, this looks very interesting, I'll try it the next chance I get.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.
- 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.
- 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
- 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.
- 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.
- 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, …
+1 Vim can easily be a lua editor.Linuxdirk wrote:Don’t forget Vim in the list of editors :)
Also, don't forget lmms in the audio section.
- 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.
- 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...
- 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...
- 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.
- Tue Mar 31, 2015 19:08
- Forum: General Discussion
- Topic: Minetest Logo
- Replies: 117
- Views: 19346
Re: Minetest Logo
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_gamelightonflux wrote:
Here the problematic part:
- snip -
- Tue Mar 31, 2015 17:40
- Forum: General Discussion
- Topic: Minetest Logo
- Replies: 117
- Views: 19346
Re: Minetest Logo
Ehm, yes it is.12Me21 wrote:I don't like how the logo isn't buildable in the gameMeowCat wrote:I think we might need to modify some of the default logo, as there is some small mistakes,
EDIT: Are you talking about the current minetest logo or the one Josh proposed?
- 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)