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Re: Decreasing load times

It would be nice feature to be able define that particular sound would be loaded on demand. There is no issue to wait few sec before music starts (wait before loaded) at moment when you asked. Would be super feature if it could stream bit by bit (short wait time until music starts playing). I think ...
by xeranas
Thu Mar 09, 2017 11:51
 
Forum: Modding Discussion
Topic: Decreasing load times
Replies: 8
Views: 3169

Re: [Mod] Neolaser [neolaser]

Looks quite short weapon to me (dagger type). It may worth to create few variations with very tiny (single/few) pixel saber handler just to play with proportions to make it more 'sword' type feel in hand.
by xeranas
Tue Mar 07, 2017 06:05
 
Forum: Mod Releases
Topic: [Mod] Neolaser [neolaser]
Replies: 3
Views: 1288

Re: [Mod] weather_pack

- /help set_weather should say ALL allowed parameters, not just “none”. E.g. “/set_weather none | snow | rain | thunder” - There's no error message when the user gives no or an invalid parameter to /set_weather. - The sky is flashing like in a thunder storm even if I just activate the normal rain w...
by xeranas
Wed Feb 22, 2017 16:57
 
Forum: WIP Mods
Topic: [Mod] weather_pack
Replies: 44
Views: 10141

Re: Minetest Font !

Nice start. However this font needs some testing / polishing. Like "p" letter its placed too low. Some letters are much smaller than others. Bold version feels too much overpowered / saturated. At least what it looks from Minetest menu.

Image
by xeranas
Sat Jan 21, 2017 15:26
 
Forum: Minetest-Related
Topic: Minetest Font !
Replies: 6
Views: 2684

Re: [Mod] Mobs Redo [1.33] [mobs]

Hi, I like to know if mobs arrows can be rotated appropriate on shoot? Any advice? see screenshot and arrow definition. http://i.imgur.com/Vs4B25Vm.png Arrow definition looks like that. I trying reuse throwing:arrow_box entity. mobs:register_arrow("mc_mobs:arrow", { visual = "wieldite...
by xeranas
Sun Jan 15, 2017 16:58
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232780

Re: [Game] MineClone 2 [0.1.1]

I am not really a collaborative worker. That's sentence alone is enough. As for project I suggest to define which version of Minecraft this clone aim to mimic (at least until first major milestone). Minecraft still releases new versions and it cloud be overwhelming difficult to catch up newest vers...
by xeranas
Sun Jan 15, 2017 09:12
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 153630

Re: [Game] MineClone 2 [0.1.1]

Probably hosting code on repo.or.cz with purpose to avoid any contribution? Just seeing how that crappy site looks and feel makes any motivation go away. In such ambitious project don't having proper bug tracker, comprehensible pull request review, wiki for documentation makes it's even more ambitio...
by xeranas
Sat Jan 14, 2017 23:16
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 153630

Re: Minecraft-like animated creeper 3D model?

Morn76 wrote:Maybe you can use the skeleton and villager models too?

Yes, your subgame have lots of useful material which I planing to review. I will do my best to properly credit material from you subgame. Currently brushing some dust from old subgame and see how its plays with now days mods API's.
by xeranas
Thu Jan 12, 2017 12:58
 
Forum: Modding Discussion
Topic: Minecraft-like animated creeper 3D model? [SOLVED]
Replies: 10
Views: 1282

Re: Minecraft-like animated creeper 3D model?

Morn76 wrote:My Stampy subgame has an animated creeper (animation was done by Pavel_S):

https://github.com/mdoege/stampy_game/blob/master/mods/mobs/models/creeper.x

Just what I looking for! Big thanks :)
by xeranas
Wed Jan 11, 2017 21:14
 
Forum: Modding Discussion
Topic: Minecraft-like animated creeper 3D model? [SOLVED]
Replies: 10
Views: 1282

Minecraft-like animated creeper 3D model? [SOLVED]

Hello, Does anyone know if there exist 3d animated creeper model? The only model I manage to find was from MineClone subgame creatures_creeper.x but according to creeper.lua model does not have animation or it just not defined. I do not have 3d modeling expierence. Maybe there already exist other cr...
by xeranas
Tue Jan 10, 2017 07:13
 
Forum: Modding Discussion
Topic: Minecraft-like animated creeper 3D model? [SOLVED]
Replies: 10
Views: 1282

Re: Tell if player is inside

Thank you for the replies, but browsing through paramat's snowdrift mod , I found this line of code: local ppos = player:getpos() local outside = minetest.get_node_light(ppos, 0.5) == 15 This easily allows to find if in direct sunlight (outside) and could be useful for many mods in the future! Some...
by xeranas
Mon Jan 02, 2017 06:49
 
Forum: Modding Discussion
Topic: Tell if player is inside [solved]
Replies: 5
Views: 1492

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

Splizard wrote:I'm afk atm, if anyone could make a pull request to fix this error, ill be happy to mergd it :)

Added fix in pull request.
by xeranas
Tue Dec 27, 2016 10:36
 
Forum: Mod Releases
Topic: [Mod] Lifters [0.2] [lifter]
Replies: 30
Views: 7333

Re: [Game] Post-apocalyptic Fallout World [aftermath]

Any reason to name readme in txt extension? Just giving md would look much better (actually formatted) in github.
by xeranas
Thu Dec 01, 2016 18:10
 
Forum: Subgame Releases
Topic: [Game] Post-apocalyptic Fallout World [aftermath]
Replies: 29
Views: 12958

Re: [Mod] Blocks for babys. [babycrafter]

maybe sounds from default could be replaced with something babycrafter'ier style?, kinda boring that like almost every block mod creator reuses same sounds. In that way maybe even default could be optional (which would make more portable mod).
by xeranas
Thu Dec 01, 2016 16:31
 
Forum: Mod Releases
Topic: [Mod] Blocks for babys. [babycrafter]
Replies: 5
Views: 1528

Re: [Mod] Unified Inventory [git][unified_inventory]

I would prefer to pixel art based icons as they would look more "naturally" in minetest. But that's maybe just me.
by xeranas
Thu Dec 01, 2016 16:21
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 64
Views: 18175

Re: [Mod] Nuke Mod [2.0] [nuke]

now licensed under MIT Do l need to update the license information at my fork? https://github.com/hybriddog/nuke From my understanding as long as your fork lives independently you do not need update license, however if you use any "new" code from sfan5 repo wich was introduced after licen...
by xeranas
Sun Nov 20, 2016 08:11
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.1] [nuke]
Replies: 122
Views: 81830

Re: [Mod] Death Ban [death_ban]

I always thought that hardcore death stands for "losing character progression / items" but not ability to play again from scratch.
by xeranas
Sun Nov 13, 2016 19:32
 
Forum: WIP Mods
Topic: [Mod] Death Ban [death_ban]
Replies: 1
Views: 443

Re: [Mod] weather_pack

Now that the engine has changed, this mod should incorporate several of the following improvements: - rain particles remove on collision (collision_remove = true) with the gruond - weather particle spawners can be attached to the player entity now, which should make them far more efficient Collisio...
by xeranas
Sat Nov 12, 2016 22:13
 
Forum: WIP Mods
Topic: [Mod] weather_pack
Replies: 44
Views: 10141

Re: [Mod] Skycolor [0.2]

Skycolor was update to support multiple sky color definitions. E.g. if your worlds sky is green then some temporal event sets sky red and after its over sky come back to green. Thats actual main point of mod to help manage such changes. will this be added to weather pack??? Yes, its already updated....
by xeranas
Sat Nov 12, 2016 21:14
 
Forum: WIP Mods
Topic: [Mod] Skycolor [0.2]
Replies: 4
Views: 1085

Re: [Mod] Miners Robots [0.1] [GitHub] [miners_robots]

hajo wrote:
xeranas wrote:What does "NOP" means?

NOP = No Operation.
Do you know any assembly ?

Please don't do any assumptions from your mod users. Less they need to know more useful your mod will be. There are plenty space to write "No Operation".
by xeranas
Fri Nov 04, 2016 14:26
 
Forum: WIP Mods
Topic: [Mod] Miners Robots [0.1] [GitHub] [miners_robots]
Replies: 6
Views: 2161

Re: anticheat

Either way your mod is not GPL: (misleading license) Linking a GPL covered work statically or dynamically with other modules is making a combined work based on the GPL covered work. Thus, the terms and conditions of the GNU General Public License cover the whole combination. Or you violating GPL (by...
by xeranas
Fri Nov 04, 2016 08:58
 
Forum: WIP Mods
Topic: anticheat
Replies: 43
Views: 15375

Re: [Mod] Miners Robots [0.1] [GitHub] [miners_robots]

What does "NOP" means? Not sure what does it loads when I press "Load from file". Did not understand at first that 'esc' needs to be pressed to leave robot after 'reset' was pressed. Was leaved with transparent ui panel without any hint whats goin on (at first thought that game w...
by xeranas
Fri Nov 04, 2016 07:37
 
Forum: WIP Mods
Topic: [Mod] Miners Robots [0.1] [GitHub] [miners_robots]
Replies: 6
Views: 2161

Re: [Mod] Nether [nether]

For example, in game Minecraft the dimension Hell - that other world there, and in Minetest Nether - that the same world, what being deep in cave.How is done the dimension in Minecraft? I guess your question is not directly related with Nether mod itself. I would recommend continue dimensions discu...
by xeranas
Thu Nov 03, 2016 21:17
 
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 231
Views: 108906

Re: [Mod] weather_pack

I'm not sure how minetest works. That server-client architecture quite confusing for me. I guess particle creation should be client responsibility however there are a lot of positions calculations and while they are purely for cosmetic/visual purpose I think they will be done on server side for each...
by xeranas
Thu Oct 27, 2016 04:52
 
Forum: WIP Mods
Topic: [Mod] weather_pack
Replies: 44
Views: 10141

[Mod] Skycolor [0.2]

Minetest utility mod to help manage sky color. Mod makes smooth transition between users given base sky colors. Mod dependencies: <none> Download and details on: https://github.com/xeranas/skycolor Licensing: - Code: MIT Tested on: Minetest 0.4.14 Expected to be configured by other mods. Minimal req...
by xeranas
Sat Oct 22, 2016 21:14
 
Forum: WIP Mods
Topic: [Mod] Skycolor [0.2]
Replies: 4
Views: 1085

Re: A mod that will make Minetest more usefull for school!

BirgitLachner, I do not know about computercraftedu mod but it's seems provide much functionality and looks quite polished. I feel that many moders are quite busy with their projects/life thus making such mod could look overwhelming task. If project goal could be subtasked into simpler tasks/functio...
by xeranas
Thu Oct 13, 2016 09:52
 
Forum: Modding Discussion
Topic: A mod that will make Minetest more usefull for school!
Replies: 26
Views: 2824

Multiple worlds infrastructure?

Hi,
Is there ability to connect multiple subgames into one (some kind subgame pack) with ability to teleport player from one world to another. It would expand ability to explore / gameplay as different worlds would have different gameplay elements.
by xeranas
Tue Sep 06, 2016 05:45
 
Forum: Minetest Features
Topic: Multiple worlds infrastructure?
Replies: 1
Views: 737

Re: [Mod] Mobs Redo [1.30] [mobs]

Probably not priority but it would be nice if mobs api would not require 'default' mod.
by xeranas
Fri Aug 26, 2016 21:20
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232780

How notify player about items he received after node dig?

My goal would be to print into chat info about received items after node digged. Maybe there already exist mod or game setting?

For example after diging 3 block of gravel:
gravel 1x
gravel 1x
flint 1x
by xeranas
Fri Aug 26, 2016 20:44
 
Forum: Modding Discussion
Topic: How notify player about items he received after node dig?
Replies: 0
Views: 404

Re: [Modpack] Dreambuilder [20160714-0903]

I would like to know reason behind subgame to mod pack conversation. I always thought that subgame would be easier to manage as you can ensure mod base.
by xeranas
Sat Jul 30, 2016 19:05
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20170402-1958]
Replies: 712
Views: 198379
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