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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

Glad to see all the positive responses to this! Enjoy it!

I don't have any opinion on whether or not it should be default. That's the realm of the core devs.
by TriBlade9
Mon Jul 18, 2016 01:10
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette - Surprisingly good for immersion [vignet

Merged, thanks a ton Bas080!
by TriBlade9
Mon Jun 20, 2016 20:24
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette - Surprisingly good for immersion [vignet

Oops, I've been in Node.js-land too long. Forgot that creates a global function.

On the bright side, that will make exposing the id very simple.
by TriBlade9
Fri Jun 17, 2016 14:49
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette - Surprisingly good for immersion [vignet

srifqi wrote:Nice simple small mod! Just a function call and an image. :D

Yeppers. :)
by TriBlade9
Wed Jun 15, 2016 22:25
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette - Surprisingly good for immersion [vignet

Okay, I'll look into exposing the id.
by TriBlade9
Wed Jun 15, 2016 12:46
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette [vignette] - Surprisingly good for immers

ExeterDad wrote:That really gives a nice effect.


I think it's one of the big factors that made MT feel so plastic compared to MC.

I may be wrong though. It's very hard to determine what causes subconscious feelings. ;)
by TriBlade9
Tue Jun 14, 2016 18:42
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette [vignette] - Surprisingly good for immers

azekill_DIABLO wrote:yes but how to get the id of the hud_element?

It is returned from add_hud

Or is your question how to get it from my mod?
I'd have to expose it in some way.
by TriBlade9
Tue Jun 14, 2016 18:40
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette [vignette] - Surprisingly good for immers

If I understand your question correctly azekill_DIABLO, you're looking for player:hud_remove(id).

https://github.com/minetest/minetest/bl ... .txt#L2710
by TriBlade9
Tue Jun 14, 2016 16:32
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: [Mod] Vignette [vignette] - Surprisingly good for immers

Yep. Took me about five minutes, and most of it was remembering how to write Lua. :3
by TriBlade9
Tue Jun 14, 2016 12:58
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

[Mod] Vignette - Surprisingly good for immersion [vignette]

Vignette Mod Adds a somewhat subtle vignette effect to the screen of players, darkening the edges of the screen. Best used with an ambient_occlusion_gamma value of about 1.2. Code License: MIT Texture License: CC0 Depends: None Source on Github Download With: http://i.imgur.com/3NSNtVn.png Without:...
by TriBlade9
Tue Jun 14, 2016 02:44
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6180

Re: Forum is now hosted by celeron55 (report issues here)

If you wanna go super-hippie and forward-looking, try NodeBB. x]
by TriBlade9
Sun Jun 14, 2015 22:57
 
Forum: Minetest News
Topic: Forum is now hosted by celeron55 (report issues here)
Replies: 45
Views: 23955

Re: [Game] UFO Race

Nathan.S wrote:[offtopic]when I first saw this I thought of a marble/golf game for linux, which the name escapes me at the moment[/offtopic]

This looks AMAZING.

@Nathan.S: Neverball?

@Kenney: Awesome work as usual! I look forward to playing it.
by TriBlade9
Tue Jun 02, 2015 09:27
 
Forum: WIP Subgames
Topic: [Game] UFO Race
Replies: 56
Views: 12629

Re: Post your screenshots!

twoelk wrote:well
caucasians aren't "white"
and
africans aren't "black"

so abstract simplified colorcodes are not allowed when refering to people?

Mebbe... But those Asians are sure looking sick.

x]
by TriBlade9
Mon May 25, 2015 21:44
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1378977

Re: Voxus (WIP)

Looks great Kenny! Clever use of Zoxel for trees. In fact, it would be an interesting idea (I was thinking of this awhile ago,) to write a Zoxel->Meshnode exporter. Just wondering though, why are their multiple shades of colors in the tree in Zoxel? Also, why do you use flash for your importer/expor...
by TriBlade9
Mon May 25, 2015 21:43
 
Forum: WIP Subgames
Topic: [Game] Voxus (cancelled)
Replies: 219
Views: 73755

Re: Post your screenshots!

Asians aren't yellow damnit! They're more like slightly darker Caucasians.
by TriBlade9
Sat May 23, 2015 22:14
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1378977

Re: minetest.net mockup using Bootstrap

Alright, no biggie then.

I actually was not aware of the sass port, I ought to get back into responsive websites.
by TriBlade9
Mon May 18, 2015 23:29
 
Forum: Minetest General
Topic: minetest.net mockup using Bootstrap
Replies: 18
Views: 3360

Re: minetest.net mockup using Bootstrap

At first glance it looks clean, but somehow devoid of life. The navbar also looks rather bootstrappy. Since you're using SCSS, why not use Foundation ? It's generally better for responsiveness and themeing. (And has a larger set of widgets to boot.) Otherwise looks nice, I definitely prefer it over ...
by TriBlade9
Sun May 17, 2015 22:53
 
Forum: Minetest General
Topic: minetest.net mockup using Bootstrap
Replies: 18
Views: 3360

Re: Post your screenshots!

Calinou wrote:A naturally generated, floating “O”:

Image

Seed lol, mapgen v5, coordinates 40, 22, 30

O.
by TriBlade9
Sat Mar 28, 2015 13:05
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1378977

Re: [Idea] Minetest Package Manager

I'm a fan of this idea, but simply because I love npm. :P
by TriBlade9
Mon Mar 23, 2015 00:05
 
Forum: Minetest Features
Topic: [Idea] Minetest Package Manager
Replies: 6
Views: 1010

Re: What's Minetest still missing over Minecraft?

GommeHD.net has 15.000 Okay it's not one computer. http://i.imgur.com/dpf1Bzr.png ... 15000 people online at once on a Minecraft server? That's... wow. Minetest will sadly never have that I imagine :/ That said, I'm pretty surprised Minecraft can possibly handle such a thing. Not only because it's ...
by TriBlade9
Sat Feb 28, 2015 13:49
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134974

Re: VanessaE's Survival Server [git]

M'lady, It has come to my attention that on this, the 23 day of Febuary in the year of two ought fifteen, that your survival server may equally suit my temperment. I am thus requesting the right to strike out in this bold world under the name of EdShudBInBed, as in your more free form world. With g...
by TriBlade9
Mon Feb 23, 2015 11:06
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 97211

Re: another use of VAEs - voxel subdivision with variable LO

I know this is a bit of a bump, but I figured I might mention something here. I've wanted this sort of thing in a voxel engine for ages, but have not really seen it anywhere. I chose to go for a different approach to "voxels" in my JavaScript library for the WebGL engine Babylon.JS, aimed ...
by TriBlade9
Sun Feb 22, 2015 12:58
 
Forum: Minetest Engine
Topic: another use of VAEs - voxel subdivision with variable LOD
Replies: 8
Views: 3039

Re: RFC: Changes in organization

Minor itch: s/originator/author.
by TriBlade9
Sat Feb 07, 2015 22:55
 
Forum: Minetest General
Topic: RFC: Changes in organization
Replies: 15
Views: 3290

Re: mailing list

So expect another shitty release, more dispute / developer exodus about very pointless issues, no movement whatsoever in some of the oldest bugs we might as well call features at this point, no direction to ever release with a different subgame than the good old mt_game apart from some vague plan. ...
by TriBlade9
Thu Jan 29, 2015 11:31
 
Forum: Minetest Engine
Topic: mailing list
Replies: 7
Views: 1908

Re: [Mod] Sedimentology [sedimentology-mt]

I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt...
by TriBlade9
Tue Jan 27, 2015 01:48
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 34
Views: 8572

Re: [Mod] Sedimentology [sedimentology-mt]

I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt...
by TriBlade9
Mon Jan 26, 2015 23:00
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 34
Views: 8572

Re: Post your modding questions here

mcrefugee wrote:TriBlade9: thank you, I've got it working now.

Glad to hear it! Can't wait to see your mod.
by TriBlade9
Mon Jan 26, 2015 11:15
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628133

Re: Post your modding questions here

mcrefugee, get the player's position, then the node's position, and from there it should be quite easily to calculate.

player:getpos() will give you the player position, and the node position is provided in the rightclicking callback.
by TriBlade9
Sun Jan 25, 2015 22:59
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628133

Re: Voxelands inspiration...

This would require some major changes (afaik) to implement currently, but if you want to do it go ahead. You do know that player / entity textures and models can be changed on the fly, as BFD's genders.lua and player_textures already do this in realtime. This would just be the biggest texture overl...
by TriBlade9
Sun Jan 25, 2015 22:57
 
Forum: Minetest Features
Topic: Voxelands inspiration...
Replies: 24
Views: 4305

Re: Pick block by middle clicking (on_middleclick)

Kalabasa wrote:Or instead of middle click, use a key (like P for pick). Similar to color picking in OpenSpades/AoS

Oh, that's how it works in OpenSpades. Thanks for the info, I was wondering.
by TriBlade9
Wed Jan 21, 2015 23:02
 
Forum: Minetest Features
Topic: Pick block by middle clicking (on_middleclick)
Replies: 15
Views: 2450
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