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Re: Inventory trouble

acck double post
by Napiophelios
Sat Jan 07, 2017 01:05
 
Forum: Minetest General
Topic: Inventory trouble
Replies: 4
Views: 1191

Re: Inventory trouble

quit making multiple topics about the same things
you are gonna get ragged by a mod sooner or later.
by Napiophelios
Sat Jan 07, 2017 01:05
 
Forum: Minetest General
Topic: Inventory trouble
Replies: 4
Views: 1191

Re: Inventory trouble

Joseph, Unified Inventory has already been updated to run with the new changes
you just need to update your copy of Unified Inventory
by Napiophelios
Sat Jan 07, 2017 01:00
 
Forum: Minetest General
Topic: Inventory trouble
Replies: 4
Views: 1191

Re: really frustrated with doors

you probably need to redesign the nodebox.
edit: nope wrong answer.
by Napiophelios
Fri Jan 06, 2017 20:41
 
Forum: Modding Discussion
Topic: really frustrated with doors
Replies: 14
Views: 2142

Re: [Mod] Gold Tools! [0.1]

check the issues in your repo for this one too.

Image
screenshot_20170105_224342.png
screenshot_20170105_224342.png (39.04 KiB) Viewed 796 times
by Napiophelios
Fri Jan 06, 2017 03:48
 
Forum: WIP Mods
Topic: [Mod] Gold Tools! [0.1]
Replies: 4
Views: 974

Re: [Mod] Coal Tools! [0.1]

check the repo
I put it all in an issue there.
by Napiophelios
Fri Jan 06, 2017 03:25
 
Forum: WIP Mods
Topic: [Mod] Coal Tools! [0.1]
Replies: 6
Views: 1049

Re: [Mod] Coal Tools! [0.1]

You got some more updating to do...
by Napiophelios
Fri Jan 06, 2017 03:03
 
Forum: WIP Mods
Topic: [Mod] Coal Tools! [0.1]
Replies: 6
Views: 1049

Re: How can I change the size of swords?

I want to change the size if the default swords, to be somewhat larger. I know it involves a weildsize or weildvew file. I searched in minetest_game and could not find anything usefull. Do I need to create a mod that replaces the original swords? This is how Wilkgr76 did it for his mod: https://git...
by Napiophelios
Thu Jan 05, 2017 22:26
 
Forum: Minetest General
Topic: How can I change the size of swords?
Replies: 2
Views: 956

Re: How to enlarge torch range?

Hi everyone! I'm creating a torch for a mod I'm doing. I would like it to illuminate a huge block radius. Changing "light_source" only changes the intensity of light, the range of that light, however, remains. How can I change that range so that the torch illuminates as much distance as I...
by Napiophelios
Thu Jan 05, 2017 10:39
 
Forum: Modding Discussion
Topic: [Solved] How to enlarge torch range?
Replies: 6
Views: 1611

Re: [64px 32px] Mild [W.I.P.]

its weird,when I first started playing minetest I prefered larger images like this. but the longer I worked on making a texture pack of my own the more I came to prefer the 16px images. I guess its the cartoony feel they give to the game that I like. any way...Nice pack :) the tnt screen grabs look ...
by Napiophelios
Wed Jan 04, 2017 22:38
 
Forum: Minetest Texture Packs
Topic: [64px 32px 16px] Schone Welt [W.I.P.]
Replies: 46
Views: 17893

Re: Disabling conversion of cobble -> mossycobble

rubenwardy wrote:How about only growing mossy if there's mossy near? Similar to grass spreading


But then mossy cobble would never spawn above ground unless placed by a player
...oh wait that was your point huh?
by Napiophelios
Wed Jan 04, 2017 22:33
 
Forum: Minetest Features
Topic: Disabling conversion of cobble -> mossycobble
Replies: 5
Views: 1083

Re: Disabling conversion of cobble -> mossycobble

I think it was intended to give mossy cobble a source, it just happens to be cool too :) I had some snippet of code I was testing when you first brought it up a while back, but I lost interest and forgot about it.I will try to find it and see if I can get it working right. do you already have a mean...
by Napiophelios
Wed Jan 04, 2017 16:34
 
Forum: Minetest Features
Topic: Disabling conversion of cobble -> mossycobble
Replies: 5
Views: 1083

Re: Post your modding questions here

can some one write a block lua script. just a plain block with a {"front.png"} a {"side.png"} and a {"top.png"} {"back.png"} a full one pleas test_node.zip https://forum.minetest.net/download/file.php?mode=view&id=8334&sid=ec829ab919ec6153e95b602be04f...
by Napiophelios
Fri Dec 30, 2016 12:28
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659286

Re: Post your screenshots!

It's much nicer at night once all the riff raff leaves. https://forum.minetest.net/download/file.php?mode=view&id=8328&sid=0d0669aca561a80251a030bf5edea6f6 screenshot.png Somethings "off" about this room... just give me a minute and I'll figure it out.... Do the sheep look too fake...
by Napiophelios
Fri Dec 30, 2016 10:25
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1451144

Re: Lighting bug!

I think 'sunlight_propagates = true' is the default if node registration doesn't specify it, maybe that's what you are picking up on. I get a lot of weird shading on nodes at night when using bright light sources. alot of the times when you kill a bright light source it takes a while for the actual ...
by Napiophelios
Fri Dec 30, 2016 02:27
 
Forum: Minetest Problems
Topic: Lighting bug!
Replies: 3
Views: 980

Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

With the goat mod in place, I get this warning over and over, even though goats spawn and I can see them. 2016-12-29 18:21:14: WARNING[Main]: Irrlicht: Could not open file of texture: Goat.png Its in the b3d file (models folder). Open it with notepad and its the only thing eligible. You see it in t...
by Napiophelios
Fri Dec 30, 2016 02:18
 
Forum: WIP Mods
Topic: [mod-pack] more animals (for mobs_redo) [mobs_more_animals]
Replies: 32
Views: 6033

Re: Post your screenshots!

Image
screenshot.png
openAI_sheeple
screenshot.png (638.73 KiB) Viewed 3945 times
by Napiophelios
Thu Dec 29, 2016 21:20
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1451144

Re: Problems with 0.4.15 and 0.4.14-dev Windows 10

gonna be a long six months brah
by Napiophelios
Thu Dec 29, 2016 00:09
 
Forum: Minetest Problems
Topic: Problems with 0.4.15 and 0.4.14-dev Windows 10
Replies: 8
Views: 1375

Re: Post your modding questions here

try making a folder in the texture pack directory and place the image there too.
then select your new "texture pack" when you start the game.

Almost every time I get this error it's because I mispelt something somewhere.
by Napiophelios
Thu Dec 29, 2016 00:07
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659286

Re: [API]Open AI [open_ai]

wow, these are the cutest little sheeps.
Image
openaisheep.png
openaisheep.png (10.3 KiB) Viewed 6748 times
by Napiophelios
Mon Dec 26, 2016 23:33
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 19236

Re: Post your modding questions here

sofar wrote:
Napiophelios wrote:it just didn't seem to work with minetest.add_node
works fine with minetest.place_node


add_node ignores any placement defaults, so you have to do

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.add_node(pos, {name = "plant:name", param2 = 1})


instead.


Thank You :)
by Napiophelios
Mon Dec 26, 2016 01:10
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659286

Re: [Mod ]Aqua Creeper Mob!(now in minetest)

azekill_DIABLO wrote:fishy.


Indeed
by Napiophelios
Mon Dec 26, 2016 01:09
 
Forum: WIP Mods
Topic: [Mod ]Aqua Creeper Mob!(now in minetest)
Replies: 9
Views: 1419

Re: [Mod ]Aqua Creeper Mob!(now in minetest)

I correct the little typos, but I still get an error about the model: 2016-12-25 02:14:05: ERROR[Main]: Client::getMesh(): Mesh not found: "modelaquacreeper.class" 2016-12-25 02:14:05: ERROR[Main]: GenericCAO::addToScene(): Could not load mesh modelaquacreeper.class can you convert it to a...
by Napiophelios
Sun Dec 25, 2016 07:27
 
Forum: WIP Mods
Topic: [Mod ]Aqua Creeper Mob!(now in minetest)
Replies: 9
Views: 1419

Re: Post your modding questions here

paramtype2 should stay as "plantlike", and I think place_param2 = 1 will result in a normal plantlike node anyway(maybe not), try it with 3 or 4 to test. normal is an "x" pattern, I wanted a "+" pattern. It works, it just didn't seem to work with minetest.add_node work...
by Napiophelios
Thu Dec 22, 2016 05:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659286

Re: Post your modding questions here

When using drawtype = "plantlike",
I use paramtype2 = "meshoptions",
then add place_param2 = 1,

but nothing is different, it looks the same as normal plantlike draw type.
what am I doing wrong?


EDIT:
AH. never mind. Figured out the problem :)
by Napiophelios
Thu Dec 22, 2016 02:53
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659286

Re: [Modpack] Church[church]

here some experiments I have been working on.. possible model for the churchbells instead of nodeboxes, need the right textures though. currently look too high res/ look weird in the game possible new candle nodes with animated flames, cant get the flames aligned for the calabras right though. possi...
by Napiophelios
Wed Dec 21, 2016 22:20
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17721

Re: [Modpack] Church[church]

The altars are... amazing! Thank you Napiophelios and mootpoint! Glad you guys like them. The altars borrow code from Jordan's Hopper mod, meaning players can press the "Q" key to drop "donations" on top of the altars and the goods get sucked into its small inventory. This is on...
by Napiophelios
Mon Dec 19, 2016 04:56
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17721

Re: [Modpack] Church[church]

I got your textures remade for the larger nodes and
completely remade the marble ones .

Image
marble_alter.png
derived from default_coral_skeleton by Pithy
marble_alter.png (263.73 KiB) Viewed 3818 times
by Napiophelios
Sun Dec 18, 2016 22:49
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17721

Re: [Modpack] Church[church]

I made a quick mod for stain glass, I think I may have gone overboard on the textures IDK. There are just four colors red blue green and violet, each has two nodes. One is intended to be used by itself and the other is meant to be combined with others and rotated for different designs. They are kind...
by Napiophelios
Sat Dec 17, 2016 07:26
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17721

Re: [Modpack] Church[church]

you are missing aspen wood flavor of pews and podiums https://forum.minetest.net/download/file.php?mode=view&id=8187&sid=12ca12ddeb5eeae092f5890db0695147 aspen_pew.png I am trying to get all 3 sections of the pews to set at the same time, so that you only have one inventory item per material...
by Napiophelios
Thu Dec 15, 2016 14:27
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17721
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