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Re: [API]Open AI [open_ai]

Question.

Could Open AI be used for NPCs too? Or is it more suited to animals? To be specific, is this suited to use a library for an NPC mod, or would it need to be modified first? ..or, would I be better off to start from scratch?

lol, that was a lot of question marks in a single post.
by octacian
Thu Jan 05, 2017 04:43
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 19232

Re: [Mod][Admin Tool] Inventory Management [0.2]

Nice Work! I was going to attempt some type of thing to see a player's inventory in a formspec myself for servertools, but haven't gotten around to it. Also see this PR . Assuming it gets merged (who knows if it will, I just opened it a few minutes ago), you might want to add a check to only attempt...
by octacian
Thu Jan 05, 2017 01:47
 
Forum: WIP Mods
Topic: [Mod][Admin Tool] Inventory Management [0.2]
Replies: 6
Views: 1227

Re: [Modpack]Submarine

Wow that is cool! Especially the torpedo part. The particles and animations just make it so much nicer though. Amazing job! I'll make a YouTube video on this soon...
by octacian
Wed Jan 04, 2017 15:26
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 10602

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Hmmm ... okay, I think I can live with it, but then I don't know what to do. I need to wait and promote the Mod ... or do you have other ideas? I don't really have any other ideas. Give me a day or two to get the tabbed formspec working, and then go ahead. In fact, on second consideration, feel fre...
by octacian
Wed Jan 04, 2017 15:16
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Just pushed a commit giving turtles a light_source of 7. Tested at 5, 7, 10, and thought 7 looked the best. It makes both tech turtles and wild turtles far easier to see. I've attached screenshots of the tech turtle at 7 and 10.
by octacian
Wed Jan 04, 2017 01:44
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

I was told that light-emitting nodes would cause too much lag. How about a command like "/list-turtles", or putting a dot for each turtle onto the minimap/radar ? AFAIK, light emitting nodes do not cause lag in themselves. Maybe a little for client, but not enough to not do that type of t...
by octacian
Wed Jan 04, 2017 01:33
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Underground, and in the dark, the darkgrey tech turtle is hard to see. The 'digging' turtle (green, with yellow helmet) is much better in this regard. For this reason, I've been considering making turtles emit a light level of 10 (3 less than torches, I believe). This would make it easier to find a...
by octacian
Wed Jan 04, 2017 00:04
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

The way to go is to save the def as rubenwardy suggested. However, I think that for now we should stick to getting the main "superturtle" working (if you'd like to call it that). That means text editor, visual editor, upgrades, inventory, etc... In fact, I'd like to suggest that we remove ...
by octacian
Tue Jan 03, 2017 15:16
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: [Mod] Interchangeable Hands [hands]

whitephoenix wrote:Powersuits minetest port anyone?


Somebody requested this a while ago, once I finish MicroExpansion, I'll be on it if no one does before me :D
by octacian
Tue Jan 03, 2017 00:58
 
Forum: Mod Releases
Topic: [Mod] Interchangeable Hands [hands]
Replies: 10
Views: 6281

Re: [Mod] Really simple hunger [simple_hunger]

Nice! I'll test it later today. Try putting it on GitHub, it'd make it far easier for people to contribute their own ideas and in general just nicer.
by octacian
Mon Jan 02, 2017 20:55
 
Forum: WIP Mods
Topic: [Mod] Really simple hunger [simple_hunger]
Replies: 7
Views: 1427

Re: [Mod] Interchangeable Hands [hands]

ExeterDad wrote:So in theory... One can register a new node (meshnode or nodebox) and map the player skin texture to it so the player can see a hand that matches their skin?


Simply, yes. In fact, I think you can, not just in theory.
by octacian
Mon Jan 02, 2017 19:13
 
Forum: Mod Releases
Topic: [Mod] Interchangeable Hands [hands]
Replies: 10
Views: 6281

[Mod] Interchangeable Hands [hands]

https://raw.githubusercontent.com/octacian/hands/master/screenshot.png Interchangeable Hands [hands] ⋅  Code: MIT (see LICENSE), Media: CC BY-SA 3.0 ⋅  GitHub Repository ⋅  Download This mod uses the function introduced in this pull request by TeTpaAka . Hands is mostl...
by octacian
Mon Jan 02, 2017 18:55
 
Forum: Mod Releases
Topic: [Mod] Interchangeable Hands [hands]
Replies: 10
Views: 6281

Re: [Mod] MicroExpansion [0.1] [microexpansion]

Here's a quick update on MicroExpansion. I've decided to entirely restart development. Instead of almost trying to copy AE2, I'm taking the basic idea of AE but keeping it simpler and making all media myself as I go. To start, I'm working on a single basic drive and a chest that allows you to access...
by octacian
Sun Jan 01, 2017 20:53
 
Forum: WIP Mods
Topic: [Mod] MicroExpansion [0.2] [microexpansion]
Replies: 37
Views: 8718

Re: [Mod]Submarine[submarines]

Just tested the latest version, air doesn't decrease or even show for that matter, great job! However, forward and backward movement seems a little weird. It seems as though the submarine won't start moving unless I hold shift. Then, after it starts moving, I can let go. Once it gets moving it's a l...
by octacian
Sun Jan 01, 2017 20:27
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 10602

Re: [API]Open AI [open_ai]

Woah! This is niceee... Looks like Minetest might finally be getting a good mob AI mod! What I really like about this, is that it appears as though you are keeping this to the basics as if it were a library (which to my understanding, it is). I've wanted to make a mobs mod for a while, but maybe I'l...
by octacian
Fri Dec 30, 2016 15:16
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 19232

Re: [Mod]Submarine[submarines]

Niceee! Good job. I have two suggestions; one a feature request, and the other kinda an issue. Don't think it's worth opening an issue on GitHub, so here they are right here. I noticed that if using a submarine in survival, you still lose air bubbles when underwater. I believe it's quite easily poss...
by octacian
Fri Dec 30, 2016 14:57
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 10602

Re: Constant spinning without moving mouse.

Does your friend have a joystick connected to his computer? I noticed that when I had mine connected, the throttle controlled the player in that it would make the player spin. If the throttle is in the center though, the player stops. I've had it happen without the joystick in the past once or twice...
by octacian
Mon Dec 26, 2016 15:40
 
Forum: Minetest Problems
Topic: Constant spinning without moving mouse.
Replies: 6
Views: 1217

Re: [help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]

I will reply :D

This is starting to look pretty good, I'll see if I can test it later today.
by octacian
Sun Dec 25, 2016 15:35
 
Forum: WIP Mods
Topic: [help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]
Replies: 87
Views: 10088

Re: [Mod] Lifters [0.2] [lifter]

I can confirm that the issue that mahmutelmas06 is having is present on Ubuntu 16.10 too. I just built Minetest a couple days ago too.
by octacian
Wed Dec 21, 2016 18:04
 
Forum: Mod Releases
Topic: [Mod] Lifters [0.2] [lifter]
Replies: 30
Views: 8330

Re: From now on...

I'll consider it... I have a good explanation for "octacian," but "endev15" is harder cause it's old too.....
by octacian
Sun Dec 18, 2016 19:18
 
Forum: Minetest General
Topic: From now on...
Replies: 2
Views: 527

From now on...

I shall be known as octacian on the forum (I was endev15)! Finally, it's the same as like ALL of my other stuff. That's about it though...

Thanks Calinou!
by octacian
Sun Dec 18, 2016 16:49
 
Forum: Minetest General
Topic: From now on...
Replies: 2
Views: 527

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

issa: there are not yet recipes. I will work on adding a few, and will provide a documentation. For now, /grantme all and then run /giveme turtleminer:tech_turtle will give you a turtle to start with. hajo: the remote control is not needed by default: just right-click a turtle without it (you should...
by octacian
Sun Dec 18, 2016 16:25
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

⋅  turtle IDs introduced (allow for the following feature) ⋅  remote control re-introduced, and now functional Next up, I'm going to be working on using tabs in the formspec for different areas of control. With this, the formspec will expand further, with an inventory, customiza...
by octacian
Sun Dec 18, 2016 01:45
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 20522

Re: Wiki account requests

May I please have a wiki account? Though my name is endev15 on the forums, I use octacian literally everywhere else. You can't change your name on the forums, so...
by octacian
Thu Dec 15, 2016 23:12
 
Forum: Minetest General
Topic: Wiki account requests
Replies: 13
Views: 5859

Re: [Req] Borderless windowed

OK, sorry. Guess I didn't understand the OP for whatever reason.
by octacian
Wed Dec 14, 2016 20:12
 
Forum: Minetest Features
Topic: [Req] Borderless windowed
Replies: 5
Views: 1135

Re: [Game] Cobalt

Download link?
by octacian
Wed Dec 14, 2016 01:57
 
Forum: WIP Subgames
Topic: [Game] Cobalt
Replies: 9
Views: 5412

Re: TestJam 2016 - 72 Hour Modding Competition

MineYoshi wrote:At least the second prize is good too. Y' Know?


More likely than not, I'll be discovering how great the first place prize is. Y' Know? :P
by octacian
Tue Dec 13, 2016 23:52
 
Forum: Minetest General
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 5930

Re: Whitelist for client software

OK, I've taken a bit of a different method to doing this. Instead of hardcoding everything, where there is a slight possibility somebody with MT knowledge could change it, I've decided to simply change the serverlist URL. So, what you'll need to do, is run a Apache or Nginx web server, that has a si...
by octacian
Tue Dec 13, 2016 17:29
 
Forum: Minetest Features
Topic: Whitelist for client software
Replies: 5
Views: 1282

Re: Whitelist for client software

Yes, it is more than possible, and also easy. Essentially, you have to modify the Lua formspec behind the server list tab, to not get the public server list. Instead, you hardcode only your server to show. However, people could still manually enter the IP of another server, so you'd also have to run...
by octacian
Tue Dec 13, 2016 16:23
 
Forum: Minetest Features
Topic: Whitelist for client software
Replies: 5
Views: 1282

Re: TestJam 2016 - 72 Hour Modding Competition

I think was npx is asking, is could it possibly be moved to mid-break? I may be wrong, just a guess. I personally am fine with whatever.

And FYI, whitepheonix already knows this, but I will be participating. And winning :P
by octacian
Tue Dec 13, 2016 16:15
 
Forum: Minetest General
Topic: TestJam 2016 - 72 Hour Modding Competition
Replies: 21
Views: 5930
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