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

Thanks :) I plan put it on Github before the end of this year. First I have to learn GitHub :) Please use Cheapie fork instead for now, if you want.
by Ragnarok
Thu Mar 12, 2015 22:32
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

Re: [ModPack] Cars [20140514-switchable-mouselook] [cars]

Unfortunatelly, I no have idea for now. I have the same issues on my PC. I didn't work on this modpack for a few months and I don't know when I'll continue again.
by Ragnarok
Mon Feb 23, 2015 14:38
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

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

I added few new nodes to Infrastructure :) Have fun!
by Ragnarok
Wed May 14, 2014 12:23
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

Re: [ModPack] Cars [20140514-switchable-mouselook] [cars]

I added ability to switch mouselook by pressing JUMP key. After placing car on the ground mouselook is on, but if you press JUMP sitting inside car, player's yaw will be attached to cars yaw. You're driving car as usual: WSAD (or any other keyset).
by Ragnarok
Wed May 14, 2014 12:09
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

kilonodes/hour
Exactly :)
by Ragnarok
Wed Apr 02, 2014 22:05
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

@paramat
Just open terminal and paste:
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
sudo apt-get install p7zip-full

Enter

Next time I'll upload a ZIP archive ;)
by Ragnarok
Fri Mar 21, 2014 13:15
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

Ok, I just implemment centrifugal force and car skidding :) I have to find the coefficients, but it is not bad...
by Ragnarok
Mon Mar 10, 2014 13:42
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

philipbenr Thanks :)

@paramat I thought about this, but I have more complicated idea to realize that.

I updated the mod. Now is a real modpack ;)
by Ragnarok
Wed Mar 05, 2014 19:31
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

BTW: when you are using closed licences, please don't cry later because your mod will be not so much used. I (and not only I) preffer to use free mods.. Nobody will cry. I make these modifications primarily for my own fun (and learning strange things). If people find that they want to use them, I'l...
by Ragnarok
Mon Mar 03, 2014 22:27
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

@markveidemanis Good :) I like Modding General . I plan to do the best cars mod ever. @Krock, webdesigner97 Centrifugal(petal?) force is great idea. This + hand break will be awesome! Also, could you use the set_yaw() on players, so they always look forward? Yes and no. Maybe I'll do this option sw...
by Ragnarok
Sun Mar 02, 2014 23:30
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

[ModPack] Cars [20140514-switchable-mouselook] [cars]

It's Cars ModPack :) These cars can move very quickly on asphalt and other hard surfaces (for example from Infrastructure ), in contrast to the unpaved surfaces like dirt or gravel. Cars ride uphill, downhill and so on. You can even drift with this cars :) Have fun! http://imageshack.com/a/img850/95...
by Ragnarok
Sat Mar 01, 2014 19:50
 
Forum: WIP Mods
Topic: [ModPack] Cars [20140514-switchable-mouselook] [cars]
Replies: 37
Views: 13265

I know, that you would like to merge Streets and Infrastructure mods into one, but I don't want to. If I do that I'll lost control how this mod looks like. I plan to make a modpack and then you'll enable asphalt from streets and other devices from infrastructure mod. I agree there is mess for now. B...
by Ragnarok
Sun Feb 09, 2014 20:08
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

strange bugs appeared during our trial on test server What kind of bugs? Could tou pastebin your debug.txt? I made few new items in the infrastructure: ⋅ retroreflective surface for sign "crosswalk", ⋅ yellow, blinking warning light, ⋅ grasscrete http://imageshack.com/...
by Ragnarok
Tue Feb 04, 2014 20:34
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

Left-click with free hand.
by Ragnarok
Sun Jan 26, 2014 12:56
 
Forum: WIP Mods
Topic: [Mod] Papyrus Bed [20120807-3] [papyrus_bed]
Replies: 37
Views: 24771

Na początek poinstaluj sobie różne mody (jeśli tylko sprzęt uciągnie): animals, plantlife, nature, mesecons, moretrees, moreblocks, moreores, homedecor, technic i inne. Bez tego Minetest (ale i Minecraft) sporo traci, a z modami rozgrywka (?) jest sporo ciekawsza. Przydaje się też jakieś łóżko. Może...
by Ragnarok
Wed Jan 01, 2014 15:05
 
Forum: Polski
Topic: Rozmowy po Polsku.
Replies: 124
Views: 111685

I tried to reproduce this errors on latest Minetest dev, but everything works fine :|
Peoples don't use this mod on servers because of the three reasons, I think:
  • description in first post sucks
  • isn't on GitHub
  • isn't a modpack
by Ragnarok
Sun Dec 29, 2013 16:45
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

What is your Minetest version? Could you pastebin error log?
by Ragnarok
Sun Dec 29, 2013 12:21
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

I'm glad :) Enjoy!

@Addi I planned to set spawn by Papyrus Bed, but I see that was a bad idea.
by Ragnarok
Sat Dec 28, 2013 16:54
 
Forum: WIP Mods
Topic: [Mod] Papyrus Bed [20120807-3] [papyrus_bed]
Replies: 37
Views: 24771

I made "sticky" nodes. I mean when you place the node like corrugated guide rail, Fitch barrel, etc. on the slab, node automatically shift down matching to the slab. It's very useful on the elevations (guiderails, markers and other stuff looks more natural).
by Ragnarok
Sun Aug 18, 2013 18:03
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

Thanks a lot Hybrid :) Works perfect! I noticed the textures are cropped if you shift them too much. Helps combining additional texture with shift in the opposite direction.
by Ragnarok
Sun Aug 04, 2013 20:08
 
Forum: Minetest Features
Topic: Texture scale / position / rotation offset
Replies: 6
Views: 2788

I don't know if I understood well, but there is no way to shift textures vertically (and horizontally) for now? I have this funny issue with delineators when I displace models vertically:
Image
by Ragnarok
Sun Aug 04, 2013 11:11
 
Forum: Minetest Features
Topic: Texture scale / position / rotation offset
Replies: 6
Views: 2788

Great! Good luck and have fun (a lot) :)
by Ragnarok
Sat Aug 03, 2013 23:41
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

Please check out new update :) Maybe helps. What version of Minetest and Moreblocks do you use?
by Ragnarok
Sat Aug 03, 2013 09:36
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

@Inocudom Maybe in future, who knows.

I added few new road devices - check out first post. I used 7z archive and I'm curious what do you think about this format.
by Ragnarok
Wed Jul 31, 2013 23:39
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

Today I added new traffic light - crosswalk warning light with yellow figure flashing once per 2s. Also I fixed few things.
by Ragnarok
Thu Jul 25, 2013 22:20
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

In that case don't forget to run the latest MT version since that fixes a bug/problem in such cases. I have the latest git version - won't help :-| But I have many of large mods like Homedecor, Stained Grass, Infrastructure so I'm interested why after update Technic, Minetest has more than 4096 not...
by Ragnarok
Sat Jul 20, 2013 18:15
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531080

I have "Number of registerable nodes (4096) exceeded". How much nodes Technic adds to Mintetest?
by Ragnarok
Sat Jul 20, 2013 13:39
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531080

The only reason I don't like this mod is the fact that the creative inventiory is changed from about 20 pages to 50 pages. Now you can like Infrastructure ;) From now stairs, slabs, panels and microblocks are not displayed in creative inventory. If you wish you can change default settings in 4th li...
by Ragnarok
Thu Jul 18, 2013 22:00
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

I fixed. Here you go: http://db.tt/ozy36hxb =)
by Ragnarok
Mon Jul 01, 2013 21:37
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082

WOW! Quick note- how to use the barrier arm and mechanism? They appear to be at slightly different levels when placed- or have I got something wrong? [...] Yes, they grow up like a trees ;) On the picture you've placed arm on wrong side of mechanism. @LikesComputers I have the same errors :| I fix ...
by Ragnarok
Mon Jul 01, 2013 21:15
 
Forum: Mod Releases
Topic: [Mod] Infrastructure [20140514-1] [infrastructure]
Replies: 75
Views: 29082
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