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Re: [Mod] Weeping Angel [0.0] [weeping]

sparky wrote:hows this? (I'm not quite done)

Image


wow nice, i like it!
by LocaL_ALchemisT
Mon Jan 05, 2015 06:41
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

Re: [Mod] Weeping Angel [0.0] [weeping]

oh yes i do
sorry for being silent for a long time, i'm focusing on real-life works
by LocaL_ALchemisT
Sun Jan 04, 2015 15:38
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

understanding minetest.find_path

hello,

any examples of minetest.find_path implementation? thanks in advance
by LocaL_ALchemisT
Tue Dec 30, 2014 04:08
 
Forum: Modding Discussion
Topic: understanding minetest.find_path
Replies: 0
Views: 385

Re: [Mod] Weeping Angel [0.0] [weeping]

I've worked on the angel a few times, but unexpected real life keeps happening. It's okay, take your time. So far I have the body but no head as I'm undecided what gender would be best? Do you have a preference? From all the pictures I've seen on the net, I feel the male is more frightening. Though...
by LocaL_ALchemisT
Sat Dec 20, 2014 18:35
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

understanding LuaEntity visual property

can anyone give description on these types of visual:
  1. cube
  2. sprite
  3. upright_sprite
  4. mesh
  5. wielditem
i think i already know about no.1 and no.4, but not the others

many thanks in advance
by LocaL_ALchemisT
Fri Dec 19, 2014 20:05
 
Forum: Modding Discussion
Topic: understanding LuaEntity visual property
Replies: 2
Views: 789

Re: [Mod] Weeping Angel [0.0] [weeping]

Cool mod! This mod can be used for other things! Example, the evil statue scp- 173 acts in the same way the weeping angel does. Also, there is a model request thread: https://forum.minetest.net/viewtopic.php?t=10039&p=157531 scp-173 is quite something (read:horrifying). anyway, thanks for the t...
by LocaL_ALchemisT
Fri Dec 19, 2014 00:00
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

Re: [Mod] Weeping Angel [0.0] [weeping]

anyone could build an angel model for this mod?

a simple model with two states: weeping and chasing

much appreciated, thanks
by LocaL_ALchemisT
Thu Dec 18, 2014 10:25
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

Re: [Mod] Weeping Angel [0.0] [weeping]

version 0.1 uploaded.

fixed "local" problem, tidy up code and stone-like texture.

still many steps to go.

many thanks to all.
by LocaL_ALchemisT
Wed Dec 17, 2014 11:24
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

[Mod] Weeping Angel [0.0] [weeping]

Instruction: ⋅ /giveme weeping:angel ⋅ Place it ⋅ Don't blink (i mean don't look the other way) Depends only on "default" To be done: ⋅ Find & fix bugs (there will be lots of it) ⋅ Improve code (still far away from the doctor's weeping ...
by LocaL_ALchemisT
Tue Dec 16, 2014 08:30
 
Forum: WIP Mods
Topic: [Mod] Weeping Angel [0.0] [weeping]
Replies: 23
Views: 4303

understanding spawn

how does the game determine the spawn point?
how can we set our own random teleport point so that people wouldn't end up high above the sky or buried beneath the earth?

many thanks in advance
by LocaL_ALchemisT
Tue Dec 16, 2014 00:38
 
Forum: Modding Discussion
Topic: understanding spawn
Replies: 4
Views: 787

understanding facedir

when a node with paramtype2 = "facedir" is placed, it will face towards the placer.

how does it work? what are the factors facedir value depends on? what's the algorithm?

many thanks in advance
by LocaL_ALchemisT
Mon Dec 15, 2014 06:52
 
Forum: Modding Discussion
Topic: understanding facedir
Replies: 1
Views: 458

Re: understanding get_look_dir()

thank you very much!
by LocaL_ALchemisT
Sun Dec 14, 2014 00:21
 
Forum: Modding Discussion
Topic: understanding get_look_dir()
Replies: 8
Views: 1261

Re: [Mod] Broadcast [0.0] [broadcast]

nope, coz i don't think broadcast station IRL can transmit electric wirelessly, that's my idea.

but i'll try to implement it.

it's gonna be like wardenclyffe then.
by LocaL_ALchemisT
Sun Dec 14, 2014 00:16
 
Forum: WIP Mods
Topic: [Mod] Broadcast [0.0] [broadcast]
Replies: 6
Views: 1653

Re: understanding get_look_dir()

my objective is actually to make an entity perform action when it is inside a player's view, the entity does not have to be pointed by the player.

i ithought that by using the player's coord, the entity's coord and get_look_dir() i can achieve this kind of action.
by LocaL_ALchemisT
Fri Dec 12, 2014 22:17
 
Forum: Modding Discussion
Topic: understanding get_look_dir()
Replies: 8
Views: 1261

understanding get_look_dir()

how can it get camera direction as a unit vector? any equations, formulas?

does it have to do with player's position and pointed thing's position?
by LocaL_ALchemisT
Fri Dec 12, 2014 21:10
 
Forum: Modding Discussion
Topic: understanding get_look_dir()
Replies: 8
Views: 1261

[Mod] Broadcast [0.0] [broadcast]

Broadcast your message all over the MT world! http://i.imgur.com/4MRnF8D.png http://i.imgur.com/o5h0MYe.png http://i.imgur.com/9xAbI0L.png http://i.imgur.com/mWWXCR2.png http://i.imgur.com/iDdUlpN.png More screenshots here http://i.imgur.com/DhvIH1l.png http://i.imgur.com/3CTcSbq.png http://i.imgur....
by LocaL_ALchemisT
Wed Dec 10, 2014 03:31
 
Forum: WIP Mods
Topic: [Mod] Broadcast [0.0] [broadcast]
Replies: 6
Views: 1653

Overriding The Hand

":" from default mod
how to override this item to give action when user left-clicked while empty-handed?
by LocaL_ALchemisT
Mon Dec 01, 2014 10:01
 
Forum: Modding Discussion
Topic: Overriding The Hand
Replies: 6
Views: 1262

On Hiatus

Sorry to say this, but i'm out of minetest for some time. i'm an undergraduate student, and my vacation is (was) finally over. i have a packed schedule, therefore spending some time in modmaking is difficult. well then, see you people around later. p/s: sorry for keeping all of you waiting for worke...
by LocaL_ALchemisT
Fri Oct 05, 2012 15:36
 
Forum: Minetest General
Topic: On Hiatus
Replies: 3
Views: 859

More Ores by Calinou
by LocaL_ALchemisT
Sun Aug 12, 2012 21:14
 
Forum: Minetest General
Topic: ranking mods - what is your favorite?
Replies: 41
Views: 6507

superpotatoes1989 wrote:I was thinking about coming up with some more uses for carbon dust, since all it does is create graphite right now.


gunpowder, maybe?
by LocaL_ALchemisT
Sat Aug 11, 2012 20:49
 
Forum: WIP Mods
Topic: [Mod] Charcoal Mod [0.1] [charcoal]
Replies: 7
Views: 2626

captainf: ok im ALchemisT not from any server i asked everyone to tell me the prob with my mod well first thank you very much i do appreciate that and can you please specify the error? ghost_of_tino: thanks...theoretically that error shouldnt occur like that. something else may had happen at the sam...
by LocaL_ALchemisT
Wed Aug 08, 2012 21:52
 
Forum: Mod Releases
Topic: [Mod] Workers [2.0] [workers]
Replies: 77
Views: 36486

i'm thinking of making a survival horror game kit for minetest. it's just simply a collection of nodes and items used to build your own survival horror game. so far i only come up with these to be included in a pack: 1. Chasing amnesia-style mob 2. Barriers to hide or keep away from them 3. Torches ...
by LocaL_ALchemisT
Wed Aug 08, 2012 04:41
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382150

try use node metadata and abm. do use this for reference.
by LocaL_ALchemisT
Wed Aug 08, 2012 04:19
 
Forum: WIP Mods
Topic: Mobs you can tame & advanced mob triggers and behavior
Replies: 4
Views: 1812

woah, cool..

just one thing, are you sure it only depends on default? coz default doesn't have obsidian
by LocaL_ALchemisT
Tue Aug 07, 2012 16:29
 
Forum: Old Mods
Topic: [Mod] Lava Cooling [0.3] [lavacooling]
Replies: 26
Views: 16833

kacey: ok i will test it in other version also
cornernote: i'll give it a shot. somebody did ask about having some villagers here
by LocaL_ALchemisT
Tue Aug 07, 2012 02:45
 
Forum: Mod Releases
Topic: [Mod] Workers [2.0] [workers]
Replies: 77
Views: 36486

Spots wrote:
MegaGeeza wrote:Iv never been a fan of mesecons, i removed it a few days after i installed it, but im liking this mod and i hope to see it progress further!


same here lasted a few days then removed but this new one sounds great and i cant wait to try it


i feel that too
by LocaL_ALchemisT
Mon Aug 06, 2012 18:18
 
Forum: WIP Mods
Topic: Good bye coal, electricity comes
Replies: 48
Views: 10979

please ask your friend to give more details on the error, maybe something from debug please?

or else i dont know what to repair. it worked absolutely great when i gave it a try in 0.4dev, no problem so far
by LocaL_ALchemisT
Mon Aug 06, 2012 18:04
 
Forum: Mod Releases
Topic: [Mod] Workers [2.0] [workers]
Replies: 77
Views: 36486

Building mansion using workers mod http://img837.imageshack.us/img837/4590/shot00.png http://img51.imageshack.us/img51/7198/shot01m.png Inside: http://img641.imageshack.us/img641/2497/shot02u.png Basement: http://img225.imageshack.us/img225/4275/shot04s.png Top floor: http://img138.imageshack.us/img...
by LocaL_ALchemisT
Mon Aug 06, 2012 16:02
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1378678

pagliaccio & kacey: i dont understand your error. from which lua file is that line 185 error from? what's the error in abm:lua 253? also, please tell me what version of mod are you using? nevertheless i shall check these lines thoroughly...sorry to disappoint all of you :( edit: please try v2.0 if y...
by LocaL_ALchemisT
Mon Aug 06, 2012 00:10
 
Forum: Mod Releases
Topic: [Mod] Workers [2.0] [workers]
Replies: 77
Views: 36486

keegan: thanks for the info. right now all i can do is to make the code shorter to reduce calculation load..
thelolman: i'll show only 1 recipe here. the rest you find it yourself...or you can refer here
sfan5: thank you very much. i wish this can be moved to mod release.
by LocaL_ALchemisT
Sun Aug 05, 2012 20:15
 
Forum: Mod Releases
Topic: [Mod] Workers [2.0] [workers]
Replies: 77
Views: 36486
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