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+100 Cool mod. But I'll suggest some improvements:

-Stop potion's effects when the player die.
-Reduce player's speed in the potion of gravitation (It's cheaty that a player flies very quickly on the air)

Thanks for this mod
by lord_james
Sat Apr 13, 2013 01:18
 
Forum: Mod Releases
Topic: [Mod] Potions (API) and PotionsPack (Mod)
Replies: 54
Views: 20667

The Mimic mob. Until I can makes for textures for teeth and mouth, this is pretty much what I have for creepy tricky mobs set. It should behave like a normal block (not chest) until it is clicked on (right or left) that's when it should spring up and bite. that is REALLY cool. reminds me of ragnaro...
by lord_james
Fri Mar 29, 2013 04:47
 
Forum: Minetest Features
Topic: The Realm of 3D Mobs
Replies: 202
Views: 50756

I know PilzAdam, But I wants to mean a new drawtype (custom drawtype) where I can write all the nodes changes a C++ change it automatically without use more lua code. For example: instead of the new mesecon wires who use a lot of nodes, I define the rules of how work nodes and they place it correctl...
by lord_james
Wed Mar 27, 2013 17:01
 
Forum: Minetest Features
Topic: [Request] Custom drawtypes (as fencelike)
Replies: 3
Views: 945

[Request] Custom drawtypes (as fencelike)

I know we have xfences and xpanes connect nodes, but I think thi way use a lot of resources and code. A good feature for mods It could be a new class of drawtype in c++ where you can determinate the rules to change this node to another shape like fences and panes. Also could add rules to connect wit...
by lord_james
Wed Mar 27, 2013 15:49
 
Forum: Minetest Features
Topic: [Request] Custom drawtypes (as fencelike)
Replies: 3
Views: 945

Really? I think developers of minetest MUST do everything they think is right for minetest_game and add a lot of features in minetest. It's their game, so they can make all they want. If you don't like at all (for example, I don't like obsidian) create a new fork of the game. Both proyects will feed...
by lord_james
Tue Mar 19, 2013 21:52
 
Forum: Minetest Features
Topic: Lava is no longer renewable!?
Replies: 175
Views: 41361

The problem with these functions is that you have to click for every block and cant hold down the mouse button.


The real problem is the other side: one click, a lot of nodes without control
by lord_james
Tue Mar 19, 2013 19:59
 
Forum: Minetest Features
Topic: Creative mod
Replies: 6
Views: 2210

It could be a limitation, but add the posibility to destroy nodes with all tools and creative mode per player is a great feature. In the another hand, the player won't destroy unexpected nodes
by lord_james
Tue Mar 19, 2013 18:05
 
Forum: Minetest Features
Topic: Creative mod
Replies: 6
Views: 2210

I think it could be possible re-write creative mode. A variable could keep the player's name and his current mode and later, in another part of the script, check the player's mode. For example, a function that destroy all punched nodes if the player is in creative mode; etc.
by lord_james
Tue Mar 19, 2013 01:46
 
Forum: Minetest Features
Topic: Creative mod
Replies: 6
Views: 2210

+200

I think that it's cool add a menu for world generation. It's nice add features like the restriction of the world's size.
by lord_james
Thu Mar 14, 2013 15:20
 
Forum: Minetest Features
Topic: Map Limitations
Replies: 18
Views: 4940

I really love this mod, but I think it could be better if the estructure of files is like a modpack. For example: in one folder non-electrical machines, in other the core of wires, chests, etc. This help to add or delete pieces of technic in a easiest way
by lord_james
Mon Mar 11, 2013 11:35
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516899

It doesn't work. When I open minetest ,OS shows an advise to me and close the game. Other Xyz's builds work on the box.
by lord_james
Thu Mar 07, 2013 16:17
 
Forum: Minetest News
Topic: Minetest 0.4.5 released!
Replies: 77
Views: 26395

Good job! Could it be possible use a special tool instead of a node? I think it must be cool a personal radar and better for the gameplay that radar isn't infinite.
by lord_james
Tue Feb 19, 2013 22:51
 
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 41
Views: 15275

Sci-fi ideas for a minetest game, +8
by lord_james
Tue Feb 05, 2013 22:36
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21482

Veo otros canales de minetest, pero no el de -es. Se habra caido?
by lord_james
Fri Feb 01, 2013 21:58
 
Forum: Español
Topic: Canal IRC de Minetest en Español
Replies: 32
Views: 15226

Yo por google no me fiaria porque traduce de forma muy rara a veces XDD. Cosas como Mip-mapping o shaders no tienen realmente una traduccion (que yo sepa) y se mantienen asi. El "filtrar bilineal" y "filtrar trilineal" yo entiendo que es mas correcto "filtro bilineal" o "filtrado bilineal" (este seg...
by lord_james
Wed Jan 30, 2013 23:41
 
Forum: Español
Topic: Traducir Minetest al español
Replies: 11
Views: 3235

Traducir Minetest al español

Acabo de ver que han añadido soporte para poner minetest en español. Entre toda la comunidad hispana podríamos intentar traducir el juego con el español más neutro posible. Abro este tema para discutir la traducción entre todos.
by lord_james
Tue Jan 29, 2013 19:19
 
Forum: Español
Topic: Traducir Minetest al español
Replies: 11
Views: 3235

+20

I hope something like this mod will be in default game
by lord_james
Sat Jan 26, 2013 15:45
 
Forum: Mod Releases
Topic: [Mod] Mountain ranges [0.4.5] [landup]
Replies: 49
Views: 19906

I'm sorry, I tried to say that the entity's model do an animation (for example a opening a chest or whatever) I think it could be done, especially with the unstabe version's API, which includes an on_rightclick option (I may have the name wrong). But I'm more into functionality than ascetics, so I'...
by lord_james
Fri Jan 25, 2013 21:13
 
Forum: Mod Releases
Topic: [Mod] More Chests [0.0] [chests_0gb_us]
Replies: 80
Views: 24317

I'm sorry, I tried to say that the entity's model do an animation (for example a opening a chest or whatever)
by lord_james
Thu Jan 24, 2013 22:20
 
Forum: Mod Releases
Topic: [Mod] More Chests [0.0] [chests_0gb_us]
Replies: 80
Views: 24317

You know what? I think it is possible. Entities CAN have inventories. I don't know how to make one follow you though. I haven't done much with entities. I've only made one, which was static, and I didn't even completely make it on my own. Zeg9 made part of it. So... It's just a theory. It's possibl...
by lord_james
Thu Jan 24, 2013 13:21
 
Forum: Mod Releases
Topic: [Mod] More Chests [0.0] [chests_0gb_us]
Replies: 80
Views: 24317

I'm not sure if my idea is for a mod or a new feature: change the speed of player or mobs if they are on a special group of nodes. For example: half speed if group speed =0,2.
by lord_james
Thu Jan 17, 2013 23:32
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 359482

Is there any other opportunity? One model at a time. So, I need to create char + boots+pants+chest+helmet model and then saving it in different combinations. Uhm... Another suggestion: Alpha texture. One model, differents combinations of armors. http://minetest.net/forum/viewtopic.php?pid=53712#p53...
by lord_james
Sat Jan 12, 2013 03:11
 
Forum: WIP Mods
Topic: 3d Armor - need help!
Replies: 54
Views: 12338

It's just my opinion but I think could be more efficient remade a player's model with pieces of armor and switch player's model when he wears the armor.
by lord_james
Fri Jan 11, 2013 22:46
 
Forum: WIP Mods
Topic: 3d Armor - need help!
Replies: 54
Views: 12338

Nice feature! You're pretty good. Could it be possible add vines/ladders with the trees generation?
by lord_james
Sat Jan 05, 2013 01:12
 
Forum: WIP Mods
Topic: New trees
Replies: 68
Views: 13716

A duck :-) http://img4.hostingpics.net/pics/686728animalduck.png License: GPL or CC-by-sa Rinoux, nowadays we use a thing called nodeboxes. Not to mention 3d model support...if you missed it. Ok... :,-( It's just my opinion, but I think 2d models are also suitable for this mod. Developers could mak...
by lord_james
Fri Dec 28, 2012 02:49
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 757701

LorenzoVulcan wrote:I think an ABM on flowing water can resolve the thing without core hacking.


I think that it's more suitable add a way to edit core without hacking. For example, in the game folder (in default), it could be add some lua files that replaces builtin files if this files exist.
by lord_james
Wed Dec 12, 2012 15:37
 
Forum: Minetest Features
Topic: How hard would it be to do this? (is it possible?)
Replies: 10
Views: 1404

I have discovered a strange feature/bug. I added in default begin and after of the default:stone. In the first case, works on the box. In the second case all nodes work on the box, but not default:stone. Add the code at the begining of all code and tell me.
by lord_james
Fri Nov 30, 2012 17:54
 
Forum: WIP Mods
Topic: About Scripting with Style
Replies: 3
Views: 826

I'm sorry. I didn't explain so good. It could be possible create a 3d mesh for a wieded item? For example, a 3d brick or a 3d gun.
by lord_james
Wed Nov 28, 2012 00:04
 
Forum: Minetest Features
Topic: 3D meshes for players and creatures [Models are now upstream!]
Replies: 215
Views: 69217

Could it be possible add mesh like wielded object? And another entities?
by lord_james
Tue Nov 27, 2012 23:33
 
Forum: Minetest Features
Topic: 3D meshes for players and creatures [Models are now upstream!]
Replies: 215
Views: 69217

About Scripting with Style

If I create a new game, It could be possible that I want edit some features from the builtin folder (for example item.lua). This isn't a good idea for the finel user who doesn't want edit some files. I research and could it possible edit some tables like minetest.nodedef_default: minetest.nodedef_de...
by lord_james
Tue Nov 27, 2012 23:12
 
Forum: WIP Mods
Topic: About Scripting with Style
Replies: 3
Views: 826
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