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Re: Temple MOD

I'll think about that...
by KGM
Sun Apr 02, 2017 11:53
 
Forum: WIP Mods
Topic: Temple MOD
Replies: 6
Views: 3879

Re: Temple MOD

Thanks, I'll edit that.
by KGM
Sun Apr 02, 2017 09:54
 
Forum: WIP Mods
Topic: Temple MOD
Replies: 6
Views: 3879

Re: Temple MOD

In my opinion, It has the best trap, too.
by KGM
Sun Apr 02, 2017 09:53
 
Forum: WIP Mods
Topic: Temple MOD
Replies: 6
Views: 3879

Re: Temple MOD

updated a trap
by KGM
Sat Apr 01, 2017 17:00
 
Forum: WIP Mods
Topic: Temple MOD
Replies: 6
Views: 3879

Temple MOD

Temple Mod This Mod adds Temples occuring quite rare and holding big treasures but each of them is holding a horrible trap, too: absolutely deadly if not seen. Hasta la Vista! [This Mod needs default to work] https://forum.minetest.net/download/file.php?id=9768 (don't spoiler if you found out how t...
by KGM
Sat Apr 01, 2017 14:42
 
Forum: WIP Mods
Topic: Temple MOD
Replies: 6
Views: 3879

Re: creepers Mod

Thanks.
by KGM
Fri Mar 31, 2017 12:26
 
Forum: WIP Mods
Topic: creepers Mod
Replies: 8
Views: 3980

Re: creepers Mod

I will edit the picture soon.
by KGM
Sun Mar 26, 2017 09:09
 
Forum: WIP Mods
Topic: creepers Mod
Replies: 8
Views: 3980

Re: creepers Mod

does it make a difference in image quality if i take a "minetest" screenshot instead of a normal one?
by KGM
Sat Mar 25, 2017 19:17
 
Forum: WIP Mods
Topic: creepers Mod
Replies: 8
Views: 3980

Re: creepers Mod

Because they only spawn from 18:00/~20:00 to midnight(and I didn't think about it:) ).
by KGM
Sat Mar 25, 2017 18:43
 
Forum: WIP Mods
Topic: creepers Mod
Replies: 8
Views: 3980

creepers Mod

creepers Mod This mod adds many different kinds of creepers approaching in a strange way and exploding after charging near the player.(creeper kings have some special abilities too) enjoy! https://forum.minetest.net/download/file.php?id=9707 creepers.png [default mod is strongly reccomended,if abce...
by KGM
Sat Mar 25, 2017 15:52
 
Forum: WIP Mods
Topic: creepers Mod
Replies: 8
Views: 3980

Re: Hovercraft Mod

I didn't know that there is another hovercraft mod. Thank you for informing me.
by KGM
Fri Mar 24, 2017 14:30
 
Forum: WIP Mods
Topic: Hovercraft Mod
Replies: 2
Views: 913

Hovercraft Mod

Hovercraft Mod ⋅ right click to go on/jump off hovercraft ⋅ hovercrafts can't be carried as item after placing them(as in real life) ⋅ jump key to increase hover ⋅ sneak key to decrease hover ⋅ forwards key to increase speed ⋅ backwards ke...
by KGM
Wed Mar 22, 2017 18:35
 
Forum: WIP Mods
Topic: Hovercraft Mod
Replies: 2
Views: 913

Re: Anvil Mod

Thanks!
by KGM
Sat Feb 25, 2017 18:27
 
Forum: WIP Mods
Topic: Anvil Mod
Replies: 5
Views: 1446

Re: Jellyfish Mod

It has it's own api because if you are not very familliar to mod and dependencie structures you won't get a mod with dependencies working properly and I want that every guy can install my mods by pasting the unzipped folder into the /mods directory of the concerning subgame:)
Thank you!
by KGM
Sat Feb 25, 2017 18:26
 
Forum: WIP Mods
Topic: Jellyfish Mod
Replies: 11
Views: 2119

Re: Advanced TNT:tnta++ MOD

Thanks!
by KGM
Sat Feb 25, 2017 18:21
 
Forum: WIP Mods
Topic: Advanced TNT:tnta++ MOD
Replies: 7
Views: 1400

Re: Jellyfish Mod

calculating yaw is actually easy(math.atan2(z,x))
by KGM
Sat Feb 25, 2017 17:07
 
Forum: WIP Mods
Topic: Jellyfish Mod
Replies: 11
Views: 2119

Re: Anvil Mod

Thanks
by KGM
Sat Feb 25, 2017 17:06
 
Forum: WIP Mods
Topic: Anvil Mod
Replies: 5
Views: 1446

Re: Advanced TNT:tnta++ MOD

I wanted a better tnt mod since a long time
by KGM
Sat Feb 25, 2017 17:05
 
Forum: WIP Mods
Topic: Advanced TNT:tnta++ MOD
Replies: 7
Views: 1400

Re: Advanced TNT:tnta++ MOD

Added Poll for feedback.
by KGM
Sat Feb 25, 2017 14:30
 
Forum: WIP Mods
Topic: Advanced TNT:tnta++ MOD
Replies: 7
Views: 1400

Re: Advanced TNT:tnta MOD

Well it uses VoxelManip, wich is much faster than set_node()
by KGM
Sat Feb 25, 2017 14:27
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta++ MOD

Thank you!!!!!!
Und die Moral von der Geschicht:Nutz die set_node() Funktion nicht.(as we would say in germany)
by KGM
Sat Feb 25, 2017 14:26
 
Forum: WIP Mods
Topic: Advanced TNT:tnta++ MOD
Replies: 7
Views: 1400

Re: Advanced TNT:tnta MOD

And yes, I don't use GitHub as well
by KGM
Sat Feb 25, 2017 13:34
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta MOD

PS: I haven't added a nukeshroom because it looks irrealistic combined with the craters shape :)
by KGM
Sat Feb 25, 2017 13:28
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta MOD

BETA RELEASED:
FIND IT HERE:
https://forum.minetest.net/viewtopic.php?f=9&t=16768
AZEKILL, YOU'LL LOVE IT!
by KGM
Sat Feb 25, 2017 13:26
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Advanced TNT:tnta++ MOD

This mod works more or less like the normal tnta MOD( https://forum.minetest.net/viewtopic.php?f=9&t=16550 ), excepting: - after an explosion more or less all items are dropped too but they are summarized,wich means that all stones destroyed are dropped in one item and so on - it uses voxelmanip...
by KGM
Sat Feb 25, 2017 13:15
 
Forum: WIP Mods
Topic: Advanced TNT:tnta++ MOD
Replies: 7
Views: 1400

Re: Advanced TNT:tnta MOD

THANKS FOR MAKING ME THINKING ABOUT EFFICIENCY!!! HAVE MADE AN ALPHA OF TNTA WORKING WITH VOXELMANIP!!!;) PERFECT EFFICIENCY => NEARLY NO LAG!!! HERE AN EXAMPLE AND I THINK EVEN MORE IS POSSIBLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! https://forum.minetest.net/downlo...
by KGM
Sat Feb 25, 2017 12:35
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta MOD

Now I have an Idea:
May the Items be the problem???!!!
by KGM
Fri Feb 24, 2017 15:09
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta MOD

How have you fixed the lag? Have you modified the "destruct" function called for every node?
by KGM
Fri Feb 24, 2017 15:08
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta MOD

Well the problem is an mathematical one:
if you increase a distance by 2
areas increase by 4(2*2)
volumina increase by 8(2*2*2)
During the testing phase, I had a bigger radius for my nukes,
but during the first test, my computer got stuck because my ram is to small(1,8GIB)
by KGM
Fri Feb 24, 2017 09:25
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877

Re: Advanced TNT:tnta MOD

my mod has no compelling dependencies as I try to avoid them to avoid crashes when other mods are abcent what doesn't mean that there are no extras working when some other mods are installed: for example If there is no default or no fire mod, burnable stuff won't burst into flames or coal but simply...
by KGM
Sun Feb 19, 2017 15:21
 
Forum: WIP Mods
Topic: Advanced TNT:tnta MOD
Replies: 23
Views: 4877
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