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Having a single "master" server is a stupid idea at any rate; any punter can create a server, hook it in and use ban privs to block others from connecting to any server thanks to a shared blacklist. You obviously have not read my protocol, since only the admin of the master server can add bans to t...
by ironzorg
Sun Aug 05, 2012 11:48
 
Forum: Minetest Features
Topic: Feature proposal: master server
Replies: 27
Views: 6447

Why not? That's how things were working for a long time (look at minecraft). That "server list" has no advantages over server's topic on this forum. Minecraft is not a reference, I don't propose features to minetest just because it works with minecraft, but because I think minetest would benefit fr...
by ironzorg
Sat Aug 04, 2012 10:35
 
Forum: Minetest Features
Topic: Feature proposal: master server
Replies: 27
Views: 6447

how would a newcomer know what server to join without knowing it's IP address ? Using "Servers" forum section or some monitoring service (like servers.minetest.ru) Which is retarded: why would you ask somebody to fire up his browser and actually *look* for a server to play on, when the game could g...
by ironzorg
Fri Aug 03, 2012 15:33
 
Forum: Minetest Features
Topic: Feature proposal: master server
Replies: 27
Views: 6447

Just no. Minetest is not a FPS game where you can switch over several servers without losing anything. The point of a master server is to list available servers, how would a newcomer know what server to join without knowing it's IP address ? It provides a list of servers from which you can pick the...
by ironzorg
Fri Aug 03, 2012 11:58
 
Forum: Minetest Features
Topic: Feature proposal: master server
Replies: 27
Views: 6447

Offtopic: Welcome back to the forums! Thanks. though i think mutualising blacklists is a terrible idea. I say that because douchebags like segfault have had ban privileges in the past. That's not what I had in mind, I was thinking that the master server admin could add well known griefers/cheaters ...
by ironzorg
Fri Aug 03, 2012 08:08
 
Forum: Minetest Features
Topic: Feature proposal: master server
Replies: 27
Views: 6447

Feature proposal: master server

Hi. I've been playing minetest for a while now, and I think the game lacks a way for players to easily switch servers, or simply interact with said servers. The "master server" is a concept that has been largely used and implemented in several multiplayer games (of any type, e.g. FPS), and although ...
by ironzorg
Thu Aug 02, 2012 15:29
 
Forum: Minetest Features
Topic: Feature proposal: master server
Replies: 27
Views: 6447

Looks good.
by ironzorg
Wed Aug 01, 2012 06:17
 
Forum: Old Mods
Topic: [Mod] Flowers - VanessaE edition ;-) [20120731][flowers]
Replies: 39
Views: 19258

Small request: When hatch is open, it has no collision (not walkable). When closed, it is climbable. It feels much better IMO :) If it was climbable when open, you would be able to go through it. Moreover, it's climbable when it's open because of that boundary box problem (it makes much more sense).
by ironzorg
Mon Jan 02, 2012 12:46
 
Forum: WIP Mods
Topic: [Mod] Hatches [hatches] (missing license)
Replies: 30
Views: 14789

I like the way some blocks are showing though, in your inventory.
by ironzorg
Wed Dec 28, 2011 11:01
 
Forum: Minetest Texture Packs
Topic: 8-BIT
Replies: 10
Views: 4895

The hatches mod uses a special variable (param2), and it shouldn't be (but it still works because I overwrite it with a good value). The thing is: you can't use it for wall mounted blocks such as ladders and doors because that same param2 variable is used to determine the orientation/position of the...
by ironzorg
Wed Dec 28, 2011 10:58
 
Forum: WIP Mods
Topic: half door mod!
Replies: 11
Views: 4538

there is something that bothers me about this. Explosions are cool etc, but, in my opinion they should not leave a perfect sferical shape on surface. Its 'unrealistic', they should leave irregular shapes... Maybe it's something hard to code, idk, what do you people think? It's not hard to code, but...
by ironzorg
Wed Dec 28, 2011 10:53
 
Forum: WIP Mods
Topic: About explosions in minetest
Replies: 10
Views: 3306

Nice mod! May I use it for my mesecon mod, so that hatches can be controlled by mesecons? Absolutely. Great! Could you put the texture to the upper side of block? So when you are walking on it, there were no empty space between you and visible texture. In fact this is due to a limitation of minetes...
by ironzorg
Wed Dec 28, 2011 10:47
 
Forum: WIP Mods
Topic: [Mod] Hatches [hatches] (missing license)
Replies: 30
Views: 14789

jordan4ibanez wrote:I improved hatches!

http://www.megaupload.com/?d=AYUZGV9G


I don't want to sound harsh, but all you did was disabling the climbable attribute of open hatches, which was there on purpose..
by ironzorg
Tue Dec 27, 2011 14:06
 
Forum: WIP Mods
Topic: [Mod] Hatches [hatches] (missing license)
Replies: 30
Views: 14789

RAPHAEL wrote:So.. what's the YouTube channel?


Here.
by ironzorg
Fri Dec 23, 2011 09:48
 
Forum: Minetest General
Topic: Minetest In-Game Commentary Series on YouTube
Replies: 10
Views: 2233

I decided it's time for a simple mod repository for Minetest, so being like I am I just jumped right in and made it. How it works: * Mod developer contacts me to make an FTP account to a mod folder of their mod(s). One FTP account per mod. * The mod developer downloads the mod-example-folder.zip fi...
by ironzorg
Thu Dec 22, 2011 09:56
 
Forum: WIP Mods
Topic: Experimental Mod Repository (ATTN all mod developers)
Replies: 17
Views: 5378

I'm officially requesting someone with more knowledge in lua and modding to make a mod that grows mushrooms. Some suggestions: * Brown and White button like mushrooms (maybe could use some code from flowers) * Cave lichen (seen rugs in DARKET mod that code could maybe be used) * Glowing Mushrooms (...
by ironzorg
Thu Dec 22, 2011 09:53
 
Forum: WIP Mods
Topic: Mod Request: Mushrooms..
Replies: 13
Views: 4478

Great mod! Thanks! There's a small bug in it, when digging a placed hatch there seem to be two different types of hatch. At least I've gotten two stacks that havent been combinable. Indeed, I'll look into it. EDIT: It's fixed, I uploaded the new version of the mod. What's changed: ⋅ Fixed...
by ironzorg
Thu Dec 22, 2011 09:52
 
Forum: WIP Mods
Topic: [Mod] Hatches [hatches] (missing license)
Replies: 30
Views: 14789

[Mod] Hatches [hatches] (missing license)

Hello everyone. Not much to be said, the title is pretty much self explanatory: I implemented hatches as a LUA mod. http://i.imgur.com/5pLsD.png http://i.imgur.com/uIWvj.png http://i.imgur.com/3jcJX.png When it's open, a trapdoor is climbable, and you can't go through it when it's closed (the upcomi...
by ironzorg
Wed Dec 21, 2011 22:57
 
Forum: WIP Mods
Topic: [Mod] Hatches [hatches] (missing license)
Replies: 30
Views: 14789

is it possible to add an projectile weapon? Unfortunately, it is not yet possible to add this kind of projectile in the game (yet): ⋅ Handling projectiles with LUA is plain stupid: ⋅ You can't reliably detect collisions with it ⋅ It takes a lot of CPU to make them move...
by ironzorg
Thu Dec 15, 2011 09:51
 
Forum: WIP Mods
Topic: bow mod?
Replies: 10
Views: 4626

Could you package everything into a .zip file? That would make it easier for everyone else. Since it's only a couple functions in a init file, I thought it would be overkill to upload a whole archive for the mod… But since you're the second one to ask, here you go ! The textures I used for the scre...
by ironzorg
Sun Dec 11, 2011 19:41
 
Forum: Mod Releases
Topic: [Mod] Magic Lantern [magic_latern]
Replies: 19
Views: 15367

Hackeridze wrote:Where the textures?


You unfortunately have to draw them yourself, since I don't provide any.
by ironzorg
Sun Dec 11, 2011 15:47
 
Forum: Mod Releases
Topic: [Mod] Magic Lantern [magic_latern]
Replies: 19
Views: 15367

Looks promising !

However, your main thread could use some more crafts recipes ;)
by ironzorg
Sun Dec 11, 2011 14:18
 
Forum: Old Mods
Topic: [Mod] Home Mod [home_mod] (missing license)
Replies: 47
Views: 25934

Hello everyone. http://i.imgur.com/lqmda.png Wooden house (built on dirt) Hey behind the tree there is something like jellyfish but grey... What is it ? It is indeed a rat, from g4cj's texture pack. I will fix the require('buildings') bug whenever the repo gets updated, but for now you will have to...
by ironzorg
Sun Dec 11, 2011 14:13
 
Forum: WIP Mods
Topic: [MOD] villages
Replies: 38
Views: 19712

Salut/re Je compte mettre à jour mon site minetest.fr : http://minetest.jimdo.com / mais il me faut des personnes compétentes pour gérer et m'aider sur la création de mod inédit, la sécurisation pour avoir peut être serveur français (un besoin d'argent). CV : - a un pote qui connait le fondateur de...
by ironzorg
Sun Dec 11, 2011 09:15
 
Forum: Français
Topic: Topic pour les francophones
Replies: 112
Views: 33463

Nice, too bad im atheist and advocate of secualrism.
by ironzorg
Sun Dec 11, 2011 09:10
 
Forum: WIP Mods
Topic: christmas
Replies: 10
Views: 3471

Why make it a mod and not simply release the code, since it's just a function ?
by ironzorg
Sun Dec 11, 2011 09:01
 
Forum: WIP Mods
Topic: add_tool: for adding tools!
Replies: 9
Views: 4031

To install the mod, just create a `villages` folder in your mods directory and paste init.lua and buildings.lua in it. Create a new file called depends.txt that contains `default`. And the most important: lua uses your PWD to locate the mods, so launch the game from the main minetest directory (wher...
by ironzorg
Sun Dec 11, 2011 08:53
 
Forum: WIP Mods
Topic: [MOD] villages
Replies: 38
Views: 19712

Nice mod. Just some ideas: 1) use table.getn() to get table size (and dont make user to input x, y and z for every building) 2) maybe make chances depend on what buildings are near? to finally make villages (for example - farm near house, etc..) No, I want to be able to draw parts of a building. Mr...
by ironzorg
Sat Dec 10, 2011 17:19
 
Forum: WIP Mods
Topic: [MOD] villages
Replies: 38
Views: 19712

We need better a File Format for the Buildings Unless you are talking about the way the tables are organized, I think what I have here is pretty much the less time consuming way of going through all the available buildings at runtime. What did you have in mind ? Something like: wood,wood,wood,wood ...
by ironzorg
Sat Dec 10, 2011 14:47
 
Forum: WIP Mods
Topic: [MOD] villages
Replies: 38
Views: 19712

sfan5 wrote:We need better a File Format for the Buildings

Unless you are talking about the way the tables are organized, I think what I have here is pretty much the less time consuming way of going through all the available buildings at runtime.

What did you have in mind ?
by ironzorg
Sat Dec 10, 2011 14:26
 
Forum: WIP Mods
Topic: [MOD] villages
Replies: 38
Views: 19712
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