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Re: [Game] A new subgame (... to be named ...) [WIP]

sofar,

As for the name why don't you see how the words 'mine', 'game', 'test' are pronounced in foreign languages, and play off of that?....just a random thought of mine. :) I think the word game sounds like ditch in Russian. (but I'm not 100% sure on that)
by necron099
Thu Oct 27, 2016 20:54
 
Forum: WIP Subgames
Topic: [Game] A Tome With Trials [WIP]
Replies: 52
Views: 16616

Re: [modpack] THE TREEPACK!

I disabled 2d_leaves...runs a lot better on my machine. Thank you :)
by necron099
Thu Jun 23, 2016 18:43
 
Forum: WIP Mods
Topic: [modpack] THE TREEPACK!
Replies: 8
Views: 1331

Re: [modpack] THE TREEPACK!

azekill_DIABLO, I tested this on v6 and v7 my frames ran 50 -60, they dipped down to 16 @ one point, and ran 40 -50 for a few seconds, and back up to 50 -60, then back to 40 - 50 etc. kind of sine wave like. Haven't seen any big trees yet. But I did collect 35 saplings (seems like a lot) in the time...
by necron099
Thu Jun 23, 2016 16:19
 
Forum: WIP Mods
Topic: [modpack] THE TREEPACK!
Replies: 8
Views: 1331

Re: Convert MC resource/texture packs to Minetest!

Thanks sofar, now I know not to bother with the TP's that aren't properly packed. If they were unzipped, organized, and re-zipped they would work then?
by necron099
Tue Jun 21, 2016 12:29
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 24807

Re: [Mod] Australia 0.4

Great work demon_boy, very nice variety of biomes, trees, and vegetation. No macadamia nuts yet? :)

Idea: this mod + streets + cars = Bathurst!

Keep up the good work.
by necron099
Wed Jun 15, 2016 01:19
 
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 54
Views: 8675

Re: Convert MC resource/texture packs to Minetest!

Sofar, From fixerol's post: 21st Century-Craft v8.zip http://www.planetminecraft.com/texture_pack/21st-century-craft/ DefaultPro-15-v2.zip http://www.planetminecraft.com/texture_pack/defaultpro/ PixelPerfectionv2.4.5-1.9.zip http://www.planetminecraft.com/texture_pack/131pixel-perfection/ From my so...
by necron099
Sat Jun 11, 2016 13:15
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 24807

Re: Convert MC resource/texture packs to Minetest!

I can't get this to work. I run it, find a zip file manually, click ok, 'A texture pack folder with name "foo" already exists, overwrite?, click yes then... line after line of this (different line numbers though): ./mcresconvert.sh: line 353: _n/_tot: No such file or directory finally: fin...
by necron099
Sat Jun 11, 2016 01:28
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 24807

Re: What i must use to compile minetest??

I'm using linux...don't know how to compile on windows, but hopefully you'll get it done :)
by necron099
Wed May 18, 2016 17:37
 
Forum: Minetest Engine
Topic: What i must use to compile minetest??
Replies: 12
Views: 6266

Re: What i must use to compile minetest??

When you download the source and extract it there is a README.txt file, and that should tell you what you need and how to get it if I'm not mistaken. Happy compiling :)
by necron099
Wed May 18, 2016 16:50
 
Forum: Minetest Engine
Topic: What i must use to compile minetest??
Replies: 12
Views: 6266

Default bookshelf infotext

Sorry, but I don't know where else to post this: I've noticed this ever since the bookshelf has had it's own formspec. When you mouse over the bookshelf it doesn't have the "Bookshelf" text displayed on the screen like "Chest" or "Furnace" when you mouse over a chest or...
by necron099
Wed May 18, 2016 15:49
 
Forum: Minetest Problems
Topic: Default bookshelf infotext
Replies: 2
Views: 602

Re: [Game] rpgtest [git][v7][rpgtest]

cd2, I tried your subgame and think it's pretty cool. The only problem I have is some of the items blend into the hotbar background making it a little difficult to see.
by necron099
Sat Jan 09, 2016 14:44
 
Forum: Subgame Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 388
Views: 116222

Re: [Game] Pixture

Kaadmy, Haven't found any bugs yet but... Is there going to be a food source in the wasteland biome? Is swamp grass going to craftable like a regular grass clump? The fluid sink rate @ 50? On the positive side it does make getting to the bottom a lot faster :) I vote for this game to be included wit...
by necron099
Fri Jan 08, 2016 19:42
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: Teen/Adult forum

> I do not consider chartoonish killing to be "EXTREME VIOLANCE!!! That's the argument often used, that it's cartoonish violence so harmless, well then, cartoonish low-res pixelated sexy underwear is also harmless. This is an example of how some coutries, especially in Europe (here in the UK) ...
by necron099
Wed Dec 23, 2015 09:58
 
Forum: Minetest General
Topic: Handling Teen/Adult content and conversation
Replies: 50
Views: 5012

Re: [Mod] More Blocks [moreblocks]

Calinou, I ran into a bug? I downloaded this from github and installed it into a subgame I was working on and there was no breath bar displayed. Removed all mods and replaced them one by one until I found the cause of this. Just to be sure yesterday I downloaded and compiled a fresh minetest and min...
by necron099
Mon Dec 14, 2015 13:35
 
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 344
Views: 219616

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

I've been messing around with a subgame like this for awhile. One thing I did to my toxic water was to give it a light_source = (x). Gave it a spooky glow at night time :)
by necron099
Sun Dec 06, 2015 17:59
 
Forum: Subgame Releases
Topic: [Game] Post-apocalyptic Fallout World [aftermath]
Replies: 29
Views: 15029

Re: [Game] Pixture

Kaadmy, You're right the compass works, it musta been operator error :)
by necron099
Thu Nov 12, 2015 14:36
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Mod] Pyramids [0.4 beta] [pyramids]

Thanks duane, appreciate it :)
by necron099
Thu Nov 12, 2015 13:20
 
Forum: Mod Releases
Topic: [Mod] Pyramids [0.4.2 beta] [pyramids]
Replies: 108
Views: 54382

Re: [Mod] Pyramids [0.4 beta] [pyramids]

BlockMen, I downloaded 4.1? from github and got this: 10:43:16: WARNING: Assignment to undeclared global "p2" inside a function at ...test0413-dev/bin/../games/my_game/mods/pyramids/init.lua:137. 2015-11-11 10:43:28: ACTION[Server]: singleplayer granted (fly) privileges to singleplayer 201...
by necron099
Wed Nov 11, 2015 15:54
 
Forum: Mod Releases
Topic: [Mod] Pyramids [0.4.2 beta] [pyramids]
Replies: 108
Views: 54382

Re: [Game] Pixture

Beds, and compass now work. With books I changed the init file line 57 from placenode to craftitem and got it to work. The compass needle E and W seemed reversed. It differed from what debug was telling me (F5) (when debug was telling me I was facing W the compass read E) I'll test that again in the...
by necron099
Wed Nov 11, 2015 06:48
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

Sorry, I forgot I started a new game right before I posted. Anyway I started another one and did a lot of /giveme. The few that still showed "Missing"... Digging stone (I mined default:stone) Digging trees (I had 3 different types of trunks in my inventory) Crafting a book (used /giveme fo...
by necron099
Mon Nov 09, 2015 17:55
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

Yea, it just shows "Missing" instead of the progress display. As far as I can tell dignode and times are correct, but for some reason it does not display the progress. The one that comes to mind is digging stone is listed as "Missing" with no progress displayed. Edit: The only on...
by necron099
Mon Nov 09, 2015 14:18
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

Wool should be in the default mods folder.
by necron099
Mon Nov 09, 2015 02:30
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 172199

Re: [Game] Pixture

Good to see parachutes in the game they look and work good. The skunks are a nice addition too. A couple of questions came to mind though. 1. Are the pearls going to be used for anything, or maybe I just haven't found out the use for them? 2. How about item names displayed above the health bar for t...
by necron099
Mon Nov 09, 2015 02:25
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

Thanks for the link kaadmy. I tried it out and it worked pretty good except the character turns into an unknown node when the chute deployed and turned back into the regular character when he safely landed.
by necron099
Mon Oct 26, 2015 13:35
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

[...] I'm glad you put achievements into your game :) Glad you're glad :D I might also add some sort of transportation, ie. parachutes and rafts. I can also very easily add support for potions/magic etc. That would be cool. Potions of teleport, or spawn monster....my son saw this and mentioned to m...
by necron099
Sun Oct 25, 2015 20:38
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

Yeah, after I posted I got another segv when I tried to craft something else. I'm glad you put achievements into your game :)
by necron099
Sun Oct 25, 2015 20:15
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

kaadmy, I got this error when I tried to craft wood planks. 2015-10-25 14:04:38: ACTION[Server]: singleplayer [127.0.0.1] joins game. 2015-10-25 14:04:38: ACTION[Server]: singleplayer joins game. List of players: singleplayer 2015-10-25 14:04:39: ACTION[Main]: Irrlicht: Could not open file of textur...
by necron099
Sun Oct 25, 2015 18:10
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: [Game] Pixture

Kaadmy, I like it that you can go into the crafting guide, armor, and inventory when accessing a chest or furnace, are you planning on making a tab to go back to the furnace or chest so I don't have close the formspec and re-open it?
by necron099
Sun Sep 20, 2015 20:09
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 56982

Re: How do I make an all TNT world?

I think another way of doing it is to edit the mapgen.lua file to make tnt generate instead of stone, dirt, and the rest of the nodes. Type in /giveme default:torch and have at it. :)


Edit: Please make a backup copy of the mapgen file before doing this.
by necron099
Sun Sep 20, 2015 01:27
 
Forum: Minetest General
Topic: How do I make an all TNT world?
Replies: 31
Views: 4115
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