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Re: [0.4.14] Spring release, announcing feature freeze

sofar wrote:This is the reason I wrote entity_ai

I cant find this mod, where is repo or link?
by pandaro
Tue Mar 28, 2017 16:45
 
Forum: Minetest News
Topic: [0.4.14] Spring release, announcing feature freeze
Replies: 173
Views: 92636

Re: Post your modding questions here

[CSM] client side modding explanation
I'm following the evolving of minetest, i see this new feature.
I need to know:
For such purposes has made this class of API?
On what occasions it is best to use a client mod and in which it is supposed to use a server side mod?
by pandaro
Sun Mar 19, 2017 11:26
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Nuovo server Italia Craft.

in realtà mi risulta che minetest abbia un limite intrinseco in ogni direzione che se non sbaglio è proprio quello li. Quinti per quello che ne sò non ci può fare niente nessuno. Posso sbagliarmi ad ogni modo
by pandaro
Sun Mar 05, 2017 13:43
 
Forum: Italiano
Topic: Nuovo server Italia Craft.
Replies: 15
Views: 6108

Re: Uscita spawnpoint iniziale

penso che questo mod dovrebbe fare al caso tuo, non lo ho provato di persona.https://forum.minetest.net/viewtopic.php?id=8434
by pandaro
Sun Mar 05, 2017 13:37
 
Forum: Italiano
Topic: Uscita spawnpoint iniziale
Replies: 3
Views: 2603

Re: Minetest convention [Maybe pilot in the United Kingdom]

why uk?
central Europe is more reachable from many people
by pandaro
Mon Aug 29, 2016 16:35
 
Forum: Minetest General
Topic: Minetest convention [Maybe pilot in the United Kingdom]
Replies: 41
Views: 4497

Re: Damage system

I post in this conversation because I consider it interesting My personal opinion is this 1- if there are a method to get the key pressed while an attack is running, the best optimization is use the WASD keys itself, where: W = lunge A and D = orizzontals S = defense other is useless for me. 2- i th...
by pandaro
Wed Aug 24, 2016 17:24
 
Forum: Modding Discussion
Topic: Damage system
Replies: 6
Views: 881

Re: Goodbye

good luck!
by pandaro
Thu Feb 25, 2016 18:07
 
Forum: Minetest General
Topic: Goodbye
Replies: 41
Views: 11381

Re: [0.4.12] MINETEST ITALIA SERVER SURVIVAL

perchè hai chiuso?
by pandaro
Wed Jul 08, 2015 11:04
 
Forum: Minetest Servers
Topic: MINETEST ITALIA [0.4.14]
Replies: 44
Views: 8144

Re: About when will we get proper mobs in minetest?

I also believe that an efficient API for MOB is necessary, I also agree with a sensible planning their introduction: first in many other parts minetest should be further improved, to give extreme stability and speed minetest. When the rest of the complex system minetest will be completed, then it wi...
by pandaro
Sun Jun 28, 2015 14:59
 
Forum: Minetest Features
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 20058

Re: [WIP][MOD] Not-so-simple-mobs

ciao, molto lieto di vedere italiani attivi sul forum.
buona fortuna
by pandaro
Sat Apr 11, 2015 20:06
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 70936

Re: Post your modding questions here

srifqi wrote:^^^
@pandaro:
That code will not work, the 'neighbors' variable is not exist nor given, so you need to use minetest.find_nodes_in_area.


ok thanks srifqi
by pandaro
Wed Jan 07, 2015 19:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Post your modding questions here

In the definition of an ABM you can specify which neighboring nodes that trigger the action. So, I need to know where it is that node that triggers the action. Is there a way to know where is that node without having to call for example: "neighbor = minetest.find_nodes_in_area ({x = pos.x-1, y ...
by pandaro
Wed Jan 07, 2015 19:21
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Gaining our own identity, as a gaming experience.

+1 to: "Some way of adding a scientific viewpoint."

1)Tons of artificial intelligences very bad, designed to scale very light in terms of performance.
explore, for mè, must be pure survival.

2)for mè also side "role play" is crucial.
by pandaro
Thu Jan 01, 2015 09:40
 
Forum: Minetest General
Topic: Gaining our own identity, as a gaming experience.
Replies: 66
Views: 12125

Re: Minetest 0.4.11

nice work, thanks
by pandaro
Fri Dec 26, 2014 19:02
 
Forum: Minetest News
Topic: Minetest 0.4.11
Replies: 67
Views: 17053

Re: [0.4.11] Release Candidate builds

hi, I do not know if this is a bug or a change, not reported, in the API. Today I downloaded the latest version(0.4.11dev) from git and compiled as usual on ubuntu.All work fine. There is a problem in the view of the inventory, and this was not in version 0.4.10dev. This is my inventory modified: lo...
by pandaro
Thu Dec 25, 2014 17:48
 
Forum: Minetest News
Topic: [0.4.11] Release Candidate builds
Replies: 25
Views: 6788

Re: Post your modding questions here

Hi all, I want to change the size of the inventory of the player. Is there a limit to the size of the inventory? I can exceed 32 slot? for example: 'list [current_player; main; 0.5; 10.5;]' Yes, you need to set the size of the "main" list in the player's inventory. For example, from an `o...
by pandaro
Thu Dec 18, 2014 20:04
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Post your modding questions here

Hi all,
I want to change the size of the inventory of the player.
Is there a limit to the size of the inventory?
I can exceed 32 slot?
for example:
'list [current_player; main; 0.5; 10.5;]'
by pandaro
Thu Dec 18, 2014 18:12
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Post your mod requests/ideas here

leeminer wrote:How about an RPG mod?


not many people want an RPG built on minetest.
I would very much a role-playing game based on the minetest engine.
So I have to make it by myself or find someone to do it for me.
by pandaro
Tue Dec 09, 2014 20:07
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 359277

Re: How to learn minetest moding?

A good tutorial, in my opinion, is the best idea.
If it'll make accessible via github I could contribute, too.
by pandaro
Tue Dec 09, 2014 19:22
 
Forum: Minetest General
Topic: How to learn minetest moding?
Replies: 27
Views: 2368

Re: climbable levels

Crock:
Ye. No problem but ...eh.


but?
by pandaro
Mon Dec 08, 2014 18:55
 
Forum: Minetest Features
Topic: climbable levels
Replies: 7
Views: 1214

Re: Is there an option to change the player jump height

yes
set_physics_override({jump=x})
by pandaro
Mon Dec 08, 2014 09:35
 
Forum: Minetest General
Topic: Is there an option to change the player jump height
Replies: 10
Views: 1871

Re: climbable levels

thanks Crock and thanks Rubenwardy.
think is appropriate to open a
issue on github portal of minetest?
by pandaro
Sun Dec 07, 2014 21:33
 
Forum: Minetest Features
Topic: climbable levels
Replies: 7
Views: 1214

climbable levels

I want to suggest this possibility: change the definition of a node in this way: climbable = 0: this node is not climbable climbable = 1: this node is climbable very slowly climbable = 2: this node is climbable faster. etc... so it would be possible to make climbable very slowly even the rocky walls...
by pandaro
Sat Dec 06, 2014 18:26
 
Forum: Minetest Features
Topic: climbable levels
Replies: 7
Views: 1214

Re: Overriding The Hand

sorry rubenwardy
i try with your subgestion like:
minetest.registered_items[""].on_use=function(itemstack,placer,pointed_thing)
print(tostring("hell"))
end
there is somethings wrong?
by pandaro
Mon Dec 01, 2014 20:31
 
Forum: Modding Discussion
Topic: Overriding The Hand
Replies: 6
Views: 1147

Re: Overriding The Hand

This is a good question. I tried using "minetest.override_item ()" This raises an error: 18:42:59: ERROR[main]: ...est/0.49.5/bin/../games/blockrole/mods/tradeoff/init.lua:2: Attempt to redefine type of : to "none" So the only solution I see is to change the definition of the han...
by pandaro
Mon Dec 01, 2014 17:47
 
Forum: Modding Discussion
Topic: Overriding The Hand
Replies: 6
Views: 1147

Re: Looking for a partner

indriApollo wrote:Hi fellow developers,

Today I'm looking for a partner willing to work on minetest mods with me.



what is your goal mod(s)?

About me:
lua studied by myself.
not much more to say.
by pandaro
Fri Nov 28, 2014 12:02
 
Forum: Modding Discussion
Topic: Looking for a partner
Replies: 9
Views: 1281

Re: README di Minetest, traduzione in Italiano

forte enki, quello che fai lo fai bene!
by pandaro
Sun Nov 02, 2014 22:26
 
Forum: Italiano
Topic: README di Minetest, traduzione in Italiano
Replies: 2
Views: 2472

Re: Post your modding questions here

Someone here can, at least, ensure me that minetest.find_path() work properly?
I begin to suspect a bug. In which case I will report it on github.
But if someone tells me, at least, that he work, then I'm wrong!
thanks
by pandaro
Wed Jun 25, 2014 21:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Post your modding questions here

someone here has already used minetest.find_path ()? are not able to make it work. I post something, tell me if I'm wrong thanks! ant.find_food=function(pos) local food=minetest.find_node_near(pos, 10, "default:apple") if food==nil then print(tostring("no")) else print(tostring(&...
by pandaro
Tue Jun 24, 2014 11:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592903

Re: Forum software switch

Also, better visual distinction between sticky and normal topics please, as it was in the old forum software. +1 In any case I like the overall style of the new forum;I find it very clear and readable. If I may suggest ... -I would make a little darker the decoration of the stone along the sides to...
by pandaro
Sun Apr 20, 2014 12:50
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 57264
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