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Finally I made advanced warning device for railway crossings. Its 4 nodes high and 3 wide, so be carefull. Next target is boom barrier.
by Ragnarok
Mon Feb 25, 2013 11:24
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29402

I added two kinds of beep sound for traffic lights (pedestrian crossing) and a dial tone for an emergency phone.
by Ragnarok
Thu Feb 21, 2013 13:54
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29402

Few changes: new sounds (not used yet), 3D model and texture for crossings traffic lights:
Image
by Ragnarok
Wed Feb 20, 2013 22:41
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29402

by the way, does anybody know how to attach a looped track to a node? I haven't been able to make the hum sound work with the elevator nodes. I no have idea but I need this too, so I searching. In documentation is written that the sound can be looped only for objects. If you'll find a solution plea...
by Ragnarok
Wed Feb 20, 2013 14:25
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

@BZab I'll take that as a compliment :) Implemented traffic lights. There are two kinds of lights: lights for vehicles and pedestrians. The last probably will be changed to textual lights (if I fit a texture). From now mod wil be depending on mesecons . In near future I plan to add beep sound for p...
by Ragnarok
Tue Feb 19, 2013 23:41
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29402

You do not need to install streets. Items are the same, almost all with variants like stairs, slabs, panels and micros supported by stairs+ mod. Moreover there are few improvements over the streets mod: redefined models, additional elemens and emergency phone is automatically placing on post.
by Ragnarok
Mon Feb 18, 2013 16:52
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29402

[Mod] Infrastructure [20140514-1] [infrastructure]

For making streets, highways and another, this mod adds to Minetest asphalt (with lines too), concrete, and a lot of road infrastructure devices like delineators, rised pavement markers, traffic and warning lights, road signs or even precast concrete elements, so you can make facilities and ducts to...
by Ragnarok
Mon Feb 18, 2013 13:19
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29402

Why jungletree leaves disappearing when I stand close to tree?
by Ragnarok
Mon Feb 11, 2013 10:38
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 207549

ok, how do i attach the sound to the generator node? In papyrus_bed mod I've done this that way: minetest.sound_play("papyrus_bed_snoring",{"papyrus_bed:bed", gain = 0.9, max_hear_distance = 10,}) so I suppose this will be correct: minetest.sound_play("antigravitational_elevator",{"elevator:grav_su...
by Ragnarok
Sat Feb 09, 2013 09:18
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

Something like that but with many dots starts moving from different parts of the image:

http://db.tt/9V5unITB

Similar to smooth flame, sparkles.
by Ragnarok
Sat Feb 09, 2013 02:34
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

@aximx51v Great! @BZab 3Osc in LMMS: 2 channels playing Moog curve, detuned few cents - one channel left and the second one right. After that LPF Moog filter, export to *.wav and cutting, fading and export to *.ogg with Audacity ;P Guys, what do you think about this path for dots in the antigravity...
by Ragnarok
Fri Feb 08, 2013 19:45
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

Amazing! +1
by Ragnarok
Fri Feb 08, 2013 09:29
 
Forum: Mod Releases
Topic: [Mod] Reworked signs from xyz [signs]
Replies: 44
Views: 21319

@aximx51v
I've just made hum sound for elevator. If you like it, I'll be glad when you'll using it in elevator mod =) Sound is normalized to -0.3dB so use GAIN parameter in mod to decrease sound level (if will be too high).

Sound: http://db.tt/OXdDkY89
License: CC BY-SA 3.0 Unported
by Ragnarok
Thu Feb 07, 2013 11:36
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

@BZab Zacny userbar :) No szkoda, że się nie da wrzucić do sygnaturki. Jak już próbowaliście to nie będę sprawdzał ;P Co do QjackCtl to więcej się bawię w LMMS, chociaż Minetest skutecznie od tego odciąga ;) @cactuz_pl Public License ;P Swoją drogą to jest jakaś metoda na przywrócenie uprawnień? Ch...
by Ragnarok
Thu Feb 07, 2013 09:31
 
Forum: Polski
Topic: Rozmowy po Polsku.
Replies: 124
Views: 132304

@BZab Jestem za =) Zwłaszcza za userbarem. Tylko czy... admini nie będą się przyburzać? Niby:
Graphical smileys are disallowed. Animated avatars are disallowed.
Innych rzeczy w temacie (na temat userbara) nie znalazłem.
by Ragnarok
Wed Feb 06, 2013 12:38
 
Forum: Polski
Topic: Rozmowy po Polsku.
Replies: 124
Views: 132304

Sure BZab I using the same technique, but traveling to the surface (through 1024 nodes shaft) is horrible. Thus the idea.
by Ragnarok
Wed Feb 06, 2013 11:19
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

Co Wy na to żeby w sygnaturce oznaczać jakoś kraj pochodzenia (w sensie PL)? Wydaje mi się, że do kogoś gadającego po polskiemu pisałem na priv po angielsku - trochę lipa ;) Czy to zły pomysł?

EDIT:
W sumie cactuz_pl mógłby sobie odpuścić oznaczanie ;)
by Ragnarok
Wed Feb 06, 2013 07:36
 
Forum: Polski
Topic: Rozmowy po Polsku.
Replies: 124
Views: 132304

@aximx51v In certain situations, when I moving inside the beam, from time to time I see a wall of dots. As if the two beams tied at this point (one over the other). This error occurs when trying to calibrate such field. I using 0.4.4-d1 i initially tried to make the field act like water What do you ...
by Ragnarok
Wed Feb 06, 2013 07:26
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

@aximx51v I'm in love with your mod :D I replaced almost all long ladders in my cubic world. What do you think about animating beam texture? EDIT: I have this issue after using calibrator (in not all cases): 20:29:18: ERROR[main]: ServerError: LuaError: error: /usr/local/share/minetest/builtin/misc...
by Ragnarok
Tue Feb 05, 2013 19:09
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21947

Is there a special way to connect MV Electric Furnace? I've connected it to MV Battery box and MV Solar Panel. Battery box is full but the furnace doesn't have an energy. What am I doing wrong?
by Ragnarok
Fri Feb 01, 2013 23:29
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541387

Is there a way that the junglegrass does not disappear when I place it somewhere manually? I use it for decoration and disappearing is quite cumbersome.
by Ragnarok
Sat Jan 26, 2013 12:08
 
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 254
Views: 134115

This is amazing :D I have computer inside computer now LOL
by Ragnarok
Sat Jan 26, 2013 00:24
 
Forum: Old Mods
Topic: [Mod] Computers [0.2.2] [computer]
Replies: 128
Views: 40098

Line 67 init.lua of the Bushes mod should look like this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
plantslib:spawn_on_surfaces(delay, "flowers:flower_"..flower, radius, chance, "default:dirt_with_grass", {"group:flower", "group:poisonivy"}, flowers_seed_diff)
by Ragnarok
Tue Jan 22, 2013 17:12
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 128210

Does ostrich legs shouldn't bend other way? Looks like human legs. Little scarry.
by Ragnarok
Sun Jan 20, 2013 19:06
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 855504

@Hybrid Dog
I slightly modified your mod - everything is WTFPL:

http://speedy.sh/DFsty/trashcan.zip

I hope it will be useful =)
by Ragnarok
Sat Jan 19, 2013 00:49
 
Forum: Mod Releases
Topic: [Mod] Trash Can [trashcan]
Replies: 11
Views: 6119

Knock, knock. When will be version 2.0? I'm looking forward to :)
by Ragnarok
Thu Jan 17, 2013 21:19
 
Forum: Mod Releases
Topic: [Mod] Shrubs [v1.5] [shrub]
Replies: 12
Views: 5877

Thanks a lot Topywo :) It's working! Beer to you
Image
by Ragnarok
Thu Jan 17, 2013 11:34
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 855504

Yep, it still exist. I just start server and Minetest crashes. I compiled newest version of Minetest but without any effect. I have no idea what is wrong :| 08:45:31: ACTION[main]: [CraftGuide] registered craft for - roof:tile_rose 08:45:31: ERROR[main]: ========== ERROR FROM LUA =========== 08:45:3...
by Ragnarok
Thu Jan 17, 2013 07:59
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 855504

@sapier

I uploaded my version of roof mod here. I hope it'll help.
by Ragnarok
Mon Jan 14, 2013 22:50
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 855504

Maybe it's silly question... is there a way to download older versions of Mesecons?
by Ragnarok
Sun Jan 06, 2013 18:51
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 545999
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