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Well simple fix seems to be edit the init.lua minetest.register_node('roof:tile_' .. color, { description = color .. ' tile', drawtype = 'raillike', tile_images = {png,png,png,png}, inventory_image = png, wield_image = png, paramtype = 'light', is_ground_content = true, groups = {cracky=3}, walkabl...
by Nemo08
Sun Mar 18, 2012 21:42
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Scott wrote:hmm, for some reason with the latest unstable i can now no longer destroy blocks from any mod, is anyone else having this issue?

you have installed all the mods that have been before?
by Nemo08
Sun Mar 18, 2012 19:47
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

hm. then i dont know((
selection box fixed, strength is reduced by half, reupload mod please
by Nemo08
Fri Mar 16, 2012 22:28
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Not sure why I'm having issue with it. Just compiled celeron55-minetest-0.4dev-20120311-0-g9eba6a3 and added roof mod and other mods for testing. Roof mod seems to work well except for the not being able to destroy them once placed. add to prev post later. sorry! pay attention, then removing select...
by Nemo08
Fri Mar 16, 2012 22:04
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Alright I got the laying of tiles proper, however still can't seem to destroy tiles. I've tried hand and mese pick and even after minutes of hitting it, nothing happens? For note this is with the glass one. Haven't tried the other tiles yet. strange, they glasslike=1.0, im remove them by hands in f...
by Nemo08
Fri Mar 16, 2012 21:55
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Image
This dependence has been writed there since first release )))
by Nemo08
Fri Mar 16, 2012 21:40
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Image
Also, change recipe of straw to 3x3 junglegrass -> 9 straw
by Nemo08
Fri Mar 16, 2012 19:03
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

redcrab wrote:Nice ... diagonal shape ... +1
Does roof node are automatically climbable ? (no need to jump to get higher on roof node set...)

No, each tile should be placed separately.
by Nemo08
Thu Mar 15, 2012 17:39
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Guessing Celeron55 read the topic then. There are occasional development builds on the blog. When there aren't, you need to go and download and compile the game yourself from one of the various branches on github. There are some instructions in the readme. However, you may find it too difficult, in...
by Nemo08
Thu Mar 15, 2012 17:30
 
Forum: Minetest General
Topic: To celeron.
Replies: 40
Views: 3969

jordan4ibanez wrote:could you ever use param 2 to make them stay like they are (at a slant) even when the block below them is taken away?

hm.. at this moment if you take nodes under, the tile stay in the same form as it was
by Nemo08
Thu Mar 15, 2012 12:40
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

updated, added white and obsidian-like tile. Thx to IPushButton2653!)
Obsidian mod needed if you want craft obsidian-like tile
by Nemo08
Thu Mar 15, 2012 06:35
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

sapier wrote:+1 generic 3d model support in core

+100500!
by Nemo08
Thu Mar 15, 2012 05:44
 
Forum: Minetest Engine
Topic: 3D animals
Replies: 42
Views: 14580

updated, added black and gray
by Nemo08
Thu Mar 15, 2012 05:32
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

sfan5 wrote:Edit:
800th Post! :)

Gratz!!))
by Nemo08
Wed Mar 14, 2012 20:59
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Lunarhiro wrote:...So does this mean STAIRS ARE POSSIBLE?!

half-working stairs patch by Kahrl
by Nemo08
Wed Mar 14, 2012 20:57
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Death Dealer wrote:can you screenshot glass tile?

done.
by Nemo08
Wed Mar 14, 2012 19:55
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Jordach wrote:it works.

we know it
by Nemo08
Wed Mar 14, 2012 18:54
 
Forum: Minetest General
Topic: To celeron.
Replies: 40
Views: 3969

I remove first pic))
Also add glass tile
by Nemo08
Wed Mar 14, 2012 18:21
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

Death Dealer wrote:the diagonally halfed blocks on the first pic

its same thing as on second pic
by Nemo08
Wed Mar 14, 2012 17:36
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

There should be an option on the main menu, when you first start the game. To choose a terrain type; desert, arctic, jungle, forest, valley, flatland, hell, so on and so on. And making texture packs a deeper less user friendly thing, meant only to be created by developers. + view minerals near, civ...
by Nemo08
Wed Mar 14, 2012 17:24
 
Forum: Minetest General
Topic: Terrains
Replies: 13
Views: 1852

[Mod] Roof [0.5] [roof]

ROOF MOD Description: This mod add roof tiles ) ⋅  0.5 fixed, but not tested with MT >=0.4.dev-20120318 (flowers mod not updated yet?) ⋅ new rail based ⋅ there is same strange things as in rails ⋅ different materials are not connected to each other ⋅&nbs...
by Nemo08
Wed Mar 14, 2012 11:18
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24283

any news?
by Nemo08
Mon Mar 12, 2012 11:35
 
Forum: Minetest Engine
Topic: Database interface & map,env,player metadata and more
Replies: 16
Views: 6231

Jordach wrote: .. I am installing Cygwin, so I can use newest bleeding edge.

Cygwin.. you're a big weirdo! %)
by Nemo08
Sun Mar 04, 2012 23:24
 
Forum: Minetest Engine
Topic: Improvement of Raillike drawtype
Replies: 32
Views: 6349

portals dont updated
by Nemo08
Thu Mar 01, 2012 15:14
 
Forum: WIP Mods
Topic: [MOD] Portal [Testing]
Replies: 41
Views: 17367

i think cart mod dont updated to last MT build
by Nemo08
Thu Mar 01, 2012 07:41
 
Forum: Old Mods
Topic: [Mod] Vehicles: Cart
Replies: 52
Views: 34292

poiuztr99 wrote:Hi!
I want ot test it but it dosnt work.
I can craft it but when i place it on the rails it look like this:
[img=Vehicle]http://s9.postimage.org/a7wet95b3/vehicle.png[/img]

i hope you can help me

poiuztr99

Stay on rails and press 'q'
by Nemo08
Wed Feb 29, 2012 13:24
 
Forum: Old Mods
Topic: [Mod] Vehicles: Cart
Replies: 52
Views: 34292

sdzen wrote:i find that y=pos.y+0.27 is better for height of the entity but thats my opinion

not see ur reply)
by Nemo08
Sun Feb 26, 2012 21:57
 
Forum: Old Mods
Topic: [Mod] Particles Mod [0.3.1] [particles]
Replies: 79
Views: 33748

nemo, y=pos.y-0.25 might be a lua thingy. mt may read a positive y as down. I'm know that it mean, i'm somewhat familiar with the mod writing ))) at that moment i not test posted code. y-0.25 just looks strange.. this will be ok: SMOKE = { physical = true, collisionbox = {-0.1,-0.1,-0.1,0,0,0}, vis...
by Nemo08
Sun Feb 26, 2012 21:56
 
Forum: Old Mods
Topic: [Mod] Particles Mod [0.3.1] [particles]
Replies: 79
Views: 33748

nice..could you make the particles spawn at the torch and delete a little faster? init.lua: SMOKE = { physical = true, collisionbox = {-0.1,-0.1,-0.1,0,0,0}, visual = "sprite", textures = {"smoke.png"}, on_step = function(self, dtime) self.object:setacceleration({x=0, y=0.5, z=0}) self.timer = self...
by Nemo08
Sun Feb 26, 2012 21:06
 
Forum: Old Mods
Topic: [Mod] Particles Mod [0.3.1] [particles]
Replies: 79
Views: 33748

oO
by Nemo08
Sun Feb 26, 2012 19:10
 
Forum: WIP Mods
Topic: MOD Request
Replies: 11
Views: 2849
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