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xxxeasternxxx wrote:How deep is the bedrock

By default it is at y=-30976, but you can change that by editing init.lua.
by jn
Sat Jul 14, 2012 18:52
 
Forum: Mod Releases
Topic: [Mod] A simple bedrock mod [20120316] [bedrock]
Replies: 68
Views: 18524

LolManKuba wrote:What would happen if you flew below that point?

Well, just that -- you flew below there. ;-)
by jn
Tue Apr 24, 2012 21:35
 
Forum: Mod Releases
Topic: [Mod] A simple bedrock mod [20120316] [bedrock]
Replies: 68
Views: 18524

Death Dealer wrote:
jn wrote:This is not going to be a mod.

It will be a mod creator. It will happen. It's a lot of code give it some time.

Sure, I wasn't trying to be negative about it.
by jn
Sun Apr 08, 2012 18:24
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 41892

This is not going to be a mod.
by jn
Sun Apr 08, 2012 16:48
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 41892

@sdzen: How did you make it work?
by jn
Sun Apr 08, 2012 16:35
 
Forum: Minetest Problems
Topic: minetest.net/wiki
Replies: 5
Views: 1358

What's an L.A. map?
by jn
Sun Apr 08, 2012 16:33
 
Forum: Minetest Problems
Topic: Map
Replies: 1
Views: 723

Wait, wait.
What is the error message you get? Judging from the little information you gave us, It might also be that a part of the map is accessed while not being loaded yet.
by jn
Sun Apr 08, 2012 16:29
 
Forum: Minetest Problems
Topic: Leafdecay.lua error
Replies: 4
Views: 1473

Still it would be nice to have working packages (and it would be nice to also have them in Debian).
by jn
Sun Apr 08, 2012 16:26
 
Forum: Minetest Problems
Topic: ubuntu Packages in “Daily builds” faild
Replies: 3
Views: 1321

Jordach wrote:[...] in fact my PC hates that res, 126 gave me more fps by around 5-8.

That's interesting...
by jn
Thu Apr 05, 2012 15:47
 
Forum: Minetest Texture Packs
Topic: My Hand Drawn Stuff. 126 by 126.
Replies: 46
Views: 19111

This problem should be fixed in a newer version, and there are pre-compiled packages on github now.
by jn
Thu Apr 05, 2012 14:08
 
Forum: Minetest Problems
Topic: Visual Studio C++ 2010, problem build new version.
Replies: 17
Views: 6786

Where can I find the source code you're trying to compile?
by jn
Thu Apr 05, 2012 13:59
 
Forum: Minetest Problems
Topic: Visual Studio C++ 2010, problem build new version.
Replies: 17
Views: 6786

Which version do you run, Stef?
by jn
Thu Apr 05, 2012 13:43
 
Forum: Minetest Servers
Topic: How to join a server???
Replies: 4
Views: 1863

Build failures are interesting. What was the complete error message?
by jn
Thu Apr 05, 2012 13:36
 
Forum: WIP Mods
Topic: Which mods are compatible with minetest-git 20110927 ?
Replies: 9
Views: 1845

The api doc says it returns a "list of connected players", does that imply the keys have to be consecutive numbers? Are there mods that iterate the returned table with ipairs? I agree that having the player names as keys is quite nice, but it could break mods that assume a simple array.
by jn
Thu Apr 05, 2012 13:35
 
Forum: Minetest Engine
Topic: better 'minetest.get_connected_players'
Replies: 3
Views: 1441

fabs is function, double is a type, please undo this change it doesn't make sense (sorry). And fabs(m_prop.automatic_rotate > 0.001) doesn't make much sense either: You check if m_prop.automatic_rotate is greater than 0.001, the result is a bool (a truth value, true or false ), and then you try to c...
by jn
Thu Apr 05, 2012 13:15
 
Forum: Minetest Problems
Topic: Visual Studio C++ 2010, problem build new version.
Replies: 17
Views: 6786

I see three trees, some stone, and some dirt; what am I supposed to see?
by jn
Thu Apr 05, 2012 01:56
 
Forum: Minetest Problems
Topic: Visual Studio C++ 2010, problem build new version.
Replies: 17
Views: 6786

buildable_to fell victim to a sad confusion: Although it is documented and named to indicate whether one can "attach" nodes to a given node, it really indicates whether one can replace it by simply placing a node (it's true for water, lava and such).
walkable means you can walk through it.
by jn
Thu Apr 05, 2012 01:50
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 41892

You can now use minetest.get_connected_players().
by jn
Thu Apr 05, 2012 01:35
 
Forum: Minetest Features
Topic: Cycling through nodes
Replies: 9
Views: 2404

If you see "make money with" as a part of "profit of", you are wrong (the GPL allows making money), but thanks for rising awareness.
by jn
Thu Apr 05, 2012 01:32
 
Forum: Minetest General
Topic: TO ALL MODDERS AND FUTURE MODDERS
Replies: 12
Views: 2193

ok, a question to experienced modders (or anyone who can answer this question lol): what's is_ground_content? What does it do? It is currently only used in the map generator when generating jungle grass, but I imagine that it could help deciding what to put into the texture atlas (tile.cpp, Texture...
by jn
Thu Apr 05, 2012 01:03
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 41892

If you were looking for a power of two when you chose the size, you better had chosen 128.

EDIT: But it looks nice on the screenshots (haven't tested out of lazyness).
by jn
Thu Apr 05, 2012 00:27
 
Forum: Minetest Texture Packs
Topic: My Hand Drawn Stuff. 126 by 126.
Replies: 46
Views: 19111

You wouldn't want any rogue mods anyway. Remember, they can do anything, they can eat your cookies and read your mails.
by jn
Tue Apr 03, 2012 10:01
 
Forum: Minetest Features
Topic: Force Chunk Loading
Replies: 9
Views: 2935

Means I can distribute the software freely as long as its not commercial or for profit, right? Here is minetest build 03262012 with sound for windows. http://www.filedropper.com/minetest-04dev-20120326-win32 You may use a GPL-liensed program for any purpose, also to make money, but if you distribut...
by jn
Sat Mar 31, 2012 15:58
 
Forum: Minetest General
Topic: GPL
Replies: 13
Views: 1900

lkjoel wrote:
jn wrote:It should be output = "c9:Cloud9" instead of output = c9:Cloud9, shouldn't it?

Thanks, I'll change that. Is there any difference between single and double quotes in LUA?

No, not really.
by jn
Sat Mar 31, 2012 15:41
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 41892

It should be output = "c9:Cloud9" instead of output = c9:Cloud9, shouldn't it?
by jn
Sat Mar 31, 2012 11:33
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 41892

Awesome :-}
by jn
Fri Mar 30, 2012 23:16
 
Forum: Minetest Texture Packs
Topic: Shaun's Realistic HD Texture Pack
Replies: 19
Views: 7047

Would require client (and protocol) support, I guess.
by jn
Wed Mar 28, 2012 23:35
 
Forum: WIP Mods
Topic: [Mod Request]Sign Writing
Replies: 4
Views: 1536

Most of the Unicode in use should work.
by jn
Wed Mar 28, 2012 18:03
 
Forum: Minetest Features
Topic: translations of minetest
Replies: 15
Views: 2918

Characters are represented by 16 bits, internally, most of the time, so no characters > U+FFFF for us. :(
by jn
Wed Mar 28, 2012 17:21
 
Forum: Minetest Features
Topic: translations of minetest
Replies: 15
Views: 2918

A bit bloated, I got a smaller one: (EDIT: ok, this is not necessarily shorter) diff --git a/src/server.cpp b/src/server.cpp index 02734bb..e2aafd8 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -4273,6 +4273,7 @@ RemoteClient* Server::getClient(u16 peer_id) std::wstring Server::getStatusString...
by jn
Wed Mar 28, 2012 17:15
 
Forum: Minetest Engine
Topic: Fix to the extra comma on /status
Replies: 9
Views: 2401
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