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Re: Best FOSS screen recording software for minetest vids

stu wrote: I would also be interested to know what editing software you use (if any), I used OpenShot which I found easy to understand and it did the job eventually but was very prone to crashing.


Kdenlive is relatively easy to use and feature rich.
by Martno
Sun Feb 19, 2017 16:40
 
Forum: Minetest General
Topic: Best FOSS screen recording software for minetest vids
Replies: 12
Views: 3691

Re: [Mod] Throwing Redo [throwing]

I tested it a little, and it seems working great with mods redo. Cool.
by Martno
Sun Jan 08, 2017 20:24
 
Forum: Mod Releases
Topic: [Mod] Throwing Redo [throwing]
Replies: 14
Views: 5332

Re: [32x32 minetest only tp] Vanilla 32x32

Looks good.
by Martno
Thu Jan 05, 2017 01:13
 
Forum: Minetest Texture Packs
Topic: [32x32 minetest only tp] Vanilla 32x32
Replies: 51
Views: 32665

Re: [Mod] HUD bars [1.4.1] [hudbars]

Ok, thanks for the answer.
If you increase the size a bit (not too big for lower resolution screens) I think that would be good enough.
by Martno
Fri Aug 12, 2016 16:26
 
Forum: Mod Releases
Topic: [Mod] HUD bars [1.7.1] [hudbars]
Replies: 90
Views: 39968

Re: [Mod] HUD bars [1.4.1] [hudbars]

Is it possible to make the hud bars changing their size according to the gui_scaling setting, or the font size? I always make fonts bigger because they are too small on my screen (1680x1050). But the hud bars are too small (they are good on a 15" laptop screen, but on bigger resolution monitors...
by Martno
Sun Aug 07, 2016 20:08
 
Forum: Mod Releases
Topic: [Mod] HUD bars [1.7.1] [hudbars]
Replies: 90
Views: 39968

Re: [Mod] Orienteering [0.2] [orienteering]

Nathan.S wrote:This is a really great idea. I like how it makes having the coords and such a privilege that you need to "earn" rather than just having them right there for everybody.

I agree.

I tried this mod, I really like it.
by Martno
Sun Aug 07, 2016 18:39
 
Forum: Mod Releases
Topic: [Mod] Orienteering [1.2] [orienteering]
Replies: 39
Views: 13831

Re: [Mod] Trader Redo [mobs_npc]

However, there seems to be some problem with traders not trading sometimes, I don't know why yet. Yeah the traders don't trade after some time, and their name change to yellow (?) I can only trade with green named traders. Also, when I quit the game and rejoin, their inventory is loaded again. Is t...
by Martno
Sat Jul 23, 2016 21:50
 
Forum: WIP Mods
Topic: [Mod] Trader Redo [mobs_npc]
Replies: 8
Views: 1891

Re: [Mod] Treasurer [0.2.0] [treasurer]

Is there a way to provide item stacks with metadata attached, e.g. books with prewritten text? And it would be useful to be able to provide a function to treasurer to randomly (or non-randomly) generate the metadata, for example if a potion mod used metadata to store information about the potion. T...
by Martno
Sat Jul 23, 2016 06:37
 
Forum: Mod Releases
Topic: [Mod] Treasurer [0.2.0] [treasurer]
Replies: 19
Views: 12109

Re: What's Minetest still missing over Minecraft?

I think this is promising:
viewtopic.php?f=50&t=13677
by Martno
Mon Jul 11, 2016 08:59
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 195848

Re: [Mod] compost [wip][git][compost]

Great mod. But I think it's a little easy. The garden soil is very good (no need for hoe, and doesn't need water) but it's too cheap. Also, you can make compost too fast. Suggestions: - Make harder (more expensive) to craft garden soil (more compost, maybe a dirt block in the recipe?) - Plant changi...
by Martno
Thu Apr 28, 2016 14:57
 
Forum: Mod Releases
Topic: [Mod] compost [git][compost]
Replies: 25
Views: 9792

Re: [Mod] Mobs Redo [1.28] [mobs]

TenPlus1 wrote:
- Added Trader mob to right-click and shop for goodies :)


I like those traders, simple and easy to trade with them. Unfortunately, trading is little slow sometimes.
by Martno
Thu Apr 28, 2016 13:41
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 341288

Re: [Mod] Bows V2 [bows]

Awesome mod!
I tested it, and it's great, but arrows dont't hurt the dungeonmaster and the mese monster from mobs redo. Is it tested with mobs?
Other monsters and animals are ok.
by Martno
Wed Apr 27, 2016 10:42
 
Forum: Mod Releases
Topic: [Mod] Bows with arrows V7 [bows]
Replies: 66
Views: 28215

Re: [ModPack] hud_hunger fork featuring sprint [hud_hunger]

I really like it! So is this mod will be maintained in the future? I ask because I found some weird bugs in Blockmen's mod and since he left, I don't know that is there somebody who will fix those. First thing is that the armor icons sometimes don't appear if the player connects to the game and alre...
by Martno
Wed Mar 23, 2016 16:16
 
Forum: Mod Releases
Topic: [ModPack] hud_hunger fork featuring sprint [hud_hunger]
Replies: 13
Views: 4915

Re: [Mod] Underworld mapgen and portals [uw]

Looks great!
by Martno
Wed Mar 23, 2016 16:01
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 6485

Shift+click problem with bookshelf and vessels shelf

I don't know if it is already been reported, I didn't find anything about this. The inventory movement using shift key is awesome, but not working properly with bookshelves and vessels shelves. Shift click doesn't do anything if another item is in the shelf (I can still drag and drop items). It only...
by Martno
Wed Mar 23, 2016 15:56
 
Forum: Minetest Problems
Topic: Shift+click problem with bookshelf and vessels shelf
Replies: 1
Views: 602

Re: [16x] PixelBOX Reloaded

Thank you for this, jp.

wilkgr76 wrote:- Does this support darker mesecons?

I think it does not.

wilkgr76 wrote:- Does iron & copper ore still look so similar?

Yes, still similar. Iron is little darker, but hard to see the difference especially in dark caves. Not too hard to change this with Gimp though.
by Martno
Fri Mar 11, 2016 08:50
 
Forum: Minetest Texture Packs
Topic: [16x] PixelBOX Reloaded
Replies: 8
Views: 6185

Re: connected nodes like xpanes, xfences, walls [xconnected]

Awesome mod!
Question: is there a function to override default fences? Or (if there isn't) can it be added?
by Martno
Fri Mar 04, 2016 06:02
 
Forum: WIP Mods
Topic: connected nodes like xpanes, xfences, walls [xconnected]
Replies: 7
Views: 2314

Re: #ThePixelShadow Creative and Survival World

In case you didn't find: Markers https://forum.minetest.net/viewtopic.php?id=8175 TenPlus1's mods are great and he is very active modder. I like these: Mobs Redo https://forum.minetest.net/viewtopic.php?f=11&t=9917 Mobs are harder to kill, but have better drops. My favourite features: you can ta...
by Martno
Sat Feb 27, 2016 21:00
 
Forum: Minetest Servers
Topic: #ThePixelShadow Creative and Survival World
Replies: 18
Views: 8122

Re: [Mod] Mobs Redo [1.26] [mobs]

Not being able to jump fences works on any fence that has the word 'fence' in it's node name... Works well with Ethereal fences also. I see now. I tested a little, and I saw that they don't jump over fences, but somehow escaping at the corners. Actually I found some bugs in that mod (sometimes not ...
by Martno
Sat Feb 27, 2016 17:17
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 341288

Re: #ThePixelShadow Creative and Survival World

Oh OK, so it's like a work in progress. Actually fly is very useful at the beginning, people can build the world much faster. I use it when I play on the server. I'm planning to build nice buildings in the future, maybe some mazes and parkour challenge stuff :) By the way I like the idea of flying c...
by Martno
Sat Feb 27, 2016 06:36
 
Forum: Minetest Servers
Topic: #ThePixelShadow Creative and Survival World
Replies: 18
Views: 8122

Re: #ThePixelShadow Creative and Survival World

Nice server with lots of mods :) Although I wouldn't call this server survival. I know there is hunger, but the fly and fast privs make things easy. And i didn't met any hostile mobs. Are there any? I like this server, I think it's good for building and have fun, but I don't think it's survival (but...
by Martno
Sat Feb 27, 2016 03:42
 
Forum: Minetest Servers
Topic: #ThePixelShadow Creative and Survival World
Replies: 18
Views: 8122

Re: [Mod] Mobs Redo [1.26] [mobs]

It's great that animals cannot jump fences, but I suppose this applies to only the default fences (in Minetest Game). I want to use Blockmen's fences mod (they connect to nodes, players cant jump), but the animals escape all the time. Any solution for this?
by Martno
Sat Feb 27, 2016 02:51
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 341288

Re: [Modpack] "Better HUD" and "hunger" 2.x.1

Update Version 2.x.1 HUD: - Fixed armor not being updated correct due armor mod changes That's great! It works. But I have another problem (I think I experienced this with older versions of this mod too). If Unified Inventory is enabled, the hunger and armor bar don't appear. If it's disabled, hud ...
by Martno
Wed Feb 17, 2016 19:42
 
Forum: Mod Releases
Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Replies: 310
Views: 136487

Re: [Mod] Internationalization Library [0.1.0] [intllib]

[...] If there's any way to fix this, that would be awesome. Which text editor are you using? Are you sure you're saving the file with UTF-8 encoding? Oh, thanks. That was the problem. I used the notepad on windows, which saved the text with ANSI encoding. I saved it as UTF-8 encoding, and works fi...
by Martno
Thu Feb 04, 2016 07:31
 
Forum: Mod Releases
Topic: [Mod] Internationalization Library [intllib]
Replies: 82
Views: 36474

Re: [Mod] Compass GPS [compassgps]

I like this mod very much!
A question: is there a way to erase the content of a marked map if I don't need that any more? If I want it to be blank again. Or I just have to throw it away and craft another one?
by Martno
Tue Feb 02, 2016 08:24
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 124
Views: 62586

Re: [Mod] Admin Toys [1.1][admin_tools]

:D
Cool!
by Martno
Fri Jan 29, 2016 10:21
 
Forum: Mod Releases
Topic: [Mod] Admin Toys [1.2][admin_tools]
Replies: 12
Views: 4578

Re: Forests too dense?

Little better now. Thanks.
by Martno
Wed Jan 27, 2016 19:31
 
Forum: Minetest Problems
Topic: Forests too dense?
Replies: 2
Views: 809

Forests too dense?

I think forests are too dense in mgv7. When i'm close to a forest I'm experiencing a big fps drop. Maybe it's because of density. Especially in jungle forests. But confiers too. Jungle: 15-20 fps pine: 35-40 fps. I usually have more than 60 fps when no forests are around or just apple trees. I use 0...
by Martno
Tue Jan 26, 2016 19:58
 
Forum: Minetest Problems
Topic: Forests too dense?
Replies: 2
Views: 809

Re: [Mod] X-Decor [git] [xdecor]

jp wrote:I pushed a commit to make the cost in mese easily changeable. You can modify the cost here : https://github.com/kilbith/xdecor/blob/ ... ng.lua#L51

Awesome! Thank you.
by Martno
Mon Jan 25, 2016 15:06
 
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 266
Views: 88025

Re: [Mod] X-Decor [git] [xdecor]

I pushed a commit to restrict the repairing to some tools. Thanks. It's working great now. Just one more question: I'm experimenting with little changes in the enchantment, because I want the enchantment to be a little more effective in my game. I managed to do what I wanted (stronger, more effecti...
by Martno
Mon Jan 25, 2016 03:03
 
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 266
Views: 88025
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