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Re: [mod] 3D Hand

TumeniNodes wrote:Hey Jordan....., after I unchecked it from configure menu, I am now left with an unkown node hand... :P
Got a solution for that yet? :D


Wait, did you just say that your game has a problem with too many nodes? XD
by FreeLikeGNU
Tue Jan 17, 2017 14:26
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 5815

Re: [broken mod] 3D Hand

pr sent, hope this helps
by FreeLikeGNU
Mon Jan 16, 2017 22:27
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 5815

Re: Entity attachment and player size.

I know this is an old topic, but this can be fixed (though it is tricky work) by editing the mesh and armature in EDIT mode of blender the process is something like this: 1. You will want to WRITE DOWN how the mesh and armature has been scaled in OBJECT MODE. 2. Shift C to set the cursor at 0,0,0 an...
by FreeLikeGNU
Fri Jan 13, 2017 23:21
 
Forum: Minetest Problems
Topic: Entity attachment and player size.
Replies: 1
Views: 959

Re: [mod]Mute annoying players[mute]

was it something I said?
by FreeLikeGNU
Sat Dec 31, 2016 03:33
 
Forum: WIP Mods
Topic: [mod]Mute annoying players[mute]
Replies: 6
Views: 1314

Re: [Mod] Mobs Redo [1.33] [mobs]

now if only there was a way to attach the bone of one mob to a bone of another mob...

Image
by FreeLikeGNU
Thu Dec 29, 2016 19:24
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 288232

Re: [API]Open AI [open_ai]

D00Med wrote:I like the horse!
There are quite a lot of mob APIs though, it would be nice if they could be merged into one.

Thanks :D The horse model is getting a rework, though.
by FreeLikeGNU
Tue Dec 27, 2016 06:33
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [API]Open AI [open_ai]

That looks really good! Also here is the implementation of mob_limit, there can be no more than x amount of mobs in the world at once. The default is 20. https://github.com/jordan4ibanez/open_ai/commit/7e905ef8e951a1622be074ce10171c01dc4f4b3f A short video of it in action https://www.youtube.com/wa...
by FreeLikeGNU
Mon Dec 26, 2016 18:25
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Aligning mobs to X instead of Y, why!?

I made some mobs for minetest, originally aligning to Y because mirroring and animation in blender seem to favor this. However, minetest spec says align to X. I tried modeling and animating aligned to X and it was a bit more painful. What I'd like to know: Should I just model and animate aligned to ...
by FreeLikeGNU
Sun Dec 25, 2016 17:33
 
Forum: Modding Discussion
Topic: Aligning mobs to X instead of Y, why!?
Replies: 2
Views: 1112

Re: [API]Open AI [open_ai]

jordan4ibanez wrote:Here is the horses update: https://youtu.be/UbWDuEmbrgo


I love it!

Here's what I'm working on now...
Image
by FreeLikeGNU
Sun Dec 25, 2016 16:14
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [API]Open AI [open_ai]

azekill_DIABLO wrote:great. am i able to use meshes from your mod?

You can use the models I make for sure! They are licensed CC-BY-SA 3.0
by FreeLikeGNU
Sun Dec 25, 2016 16:12
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pat

these look really cool. Theres a kind of post apocalyptic vibe when seeing structures like this through the overgrowth. Like some advanced bronze age civilization had vanished from here.
by FreeLikeGNU
Sun Dec 25, 2016 05:49
 
Forum: WIP Mods
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 8
Views: 1500

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

I love the unique buildings gen and aesthetic. First time playing I placed a wood block (received from tutorial quest) on the ground be accident and was then unable to make the workbench. Maybe giving the player a weak axe would work better?
by FreeLikeGNU
Sun Dec 25, 2016 05:43
 
Forum: Subgame Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 388
Views: 143530

Re: [API]Open AI [open_ai]

jordan4ibanez wrote:New sheep mesh and santa mob: https://youtu.be/b7zj-enUeS8
New fish mob and fishing update: https://youtu.be/bw5tpo_qMik


LOL! I just finished a fish model last night! Oh well, it's in the PR if you like.
by FreeLikeGNU
Sat Dec 24, 2016 16:03
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [API]Open AI [open_ai]

Looking at your file I see that your start frame is not zero, which I think will keep the idle animation from exporting, looks like just the walking animation should be exported with the file you shared. I set the export to only selected (as DS-minetest suggested) and included all frames (including...
by FreeLikeGNU
Thu Dec 22, 2016 17:29
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [API]Open AI [open_ai]

I'm attempting to create a new sheep. However, it seems that the animation is not exporting properly :P I'm using Blender 2.76 and the plugin appears to work with other models, but I dont know what could be causing the issue. It's been a while since I build anything for minetest so I'm a bit rusty. ...
by FreeLikeGNU
Thu Dec 22, 2016 16:03
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [API]Open AI [open_ai]

I have watched your videos on follower pathing and it looks very nice so far, I must say! I don't think there is anything wrong with making another mobs AI. I was about to make some comment like that ("Why yet another mob AI, why not work on an existing?), but then I thought, AI is super comple...
by FreeLikeGNU
Tue Dec 20, 2016 00:18
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 24373

Re: [Mod] Gutenberg [gutenberg]

A great book choice to demo! In case you might not know, this book was the basis for the movie John Carter, which is terribly underrated and I personally recommend it as well. You may also not know that I caught myself trying to click on the page advance button in Duane's screenshot because I like t...
by FreeLikeGNU
Sat Jun 25, 2016 16:37
 
Forum: WIP Mods
Topic: [Mod] Gutenberg [gutenberg]
Replies: 20
Views: 3233

Re: [Mod] Mobs Redo [1.27] [mobs]

Very cool! I like the new sheep texture, SaKel!
by FreeLikeGNU
Sun Mar 06, 2016 00:22
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 288232

Re: [WIP] EM Dungeon Generator [em_dungeon_gen]

Awesome to see dungeons getting much needed love!
by FreeLikeGNU
Sun Sep 27, 2015 04:42
 
Forum: WIP Mods
Topic: [Mod] EM Dungeon Generator [em_dungeon_gen]
Replies: 44
Views: 7666

Re: Lucky Block [MOD] 0.1

A welcome addition! Bring on the entropy!
by FreeLikeGNU
Tue Sep 22, 2015 02:18
 
Forum: Mod Releases
Topic: [Mod] Lucky Block [0.4][lucky_block]
Replies: 48
Views: 12330

Re: [Game] Carbone NG [carbone-ng]

Calinou, it is essential that you kept Carbone NG up-to-date with minetest-game. That way, you won't have to keep releasing new versions. Where did all of those wonderful sound effects that the previous version had go? They were very essential to the general ambience. Yeah, put down the books and k...
by FreeLikeGNU
Sun Sep 20, 2015 00:13
 
Forum: Subgame Releases
Topic: [Game] Carbone NG [carbone-ng]
Replies: 54
Views: 51135

Re: [Mod]Loose Rocks[loose_rocks]

Nice!
by FreeLikeGNU
Tue Sep 15, 2015 00:45
 
Forum: WIP Mods
Topic: [Mod] Loose Rocks [loose_rocks]
Replies: 17
Views: 2751

Re: [WIP] Goblins [mobs_goblins]

everamzah wrote:Do you have plans to drop the goblins mod that depends on Mobs Redo?


I would like for it to be easy to use goblins standalone or with redo, so I don't plan to drop support for redo, though it may take a little while to get them synced.
by FreeLikeGNU
Sun Sep 13, 2015 15:14
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

I've adjusted digging to occur more often and removed digging from goblins other than digger. Also reduced debug messages to just nodes being replaced.
by FreeLikeGNU
Sat Sep 12, 2015 20:38
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

Duane, I merged your pull request for standalone, though something in me thinks this digging code is more for the likes of dwarves than goblins...
by FreeLikeGNU
Sat Sep 12, 2015 06:20
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

Added duane's traps (with some further modifications ;-) to standalone and redo goblins. Tinkering with traps may be painful.

Edit: i really should learn git better, merging in parts of duane's fork rather than copy-paste :p
by FreeLikeGNU
Wed Sep 09, 2015 04:54
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

Duane, those are some wicked traps!
by FreeLikeGNU
Tue Sep 08, 2015 22:01
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

TenPlus1: I guess what I'd like is for the goblins to work standalone or with the mobs redo if its installed. Maybe I can have the init check for the api.lua in the goblins folder and, if its been deleted by the user, to use mobs redo api.lua instead? I really like your API and what you've done with...
by FreeLikeGNU
Tue Sep 08, 2015 21:39
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

FreeLikeGNU: Glad it's working ok... My only concern was that Mobs Redo has it's own api which is updated quite a bit and the one included in your Goblins mod may end up running an older version with your code included, which is why I recommended using the main API instead and putting your goblin s...
by FreeLikeGNU
Tue Sep 08, 2015 20:04
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635

Re: [WIP] Goblins [mobs_goblins]

FreeLikeGNU: check out Blockmen's Pyramids mod, it has a function that can fill a chest with treasure that you may be able to adapt for Goblins... also... is the mobs redo version working for you now ? TenPlus1, it's working quite well now! I'm thinking about a way to check if redo is active, and i...
by FreeLikeGNU
Tue Sep 08, 2015 16:51
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 31635
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