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Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

Maybe u could make this a bit harder :P It feels to easy to play the game xD even mordor is super easy? anyway i used to play this subgame so much until i thought about how easy it is (it would be good for a pvp contest start a timer and get goods from everywhere and fight! :D Yeah, I agree. I real...
by Amaz
Tue Oct 13, 2015 22:25
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

1.0.0 released!

Version 1.0.0 of Lord of the Test has been released! https://cloud.githubusercontent.com/assets/4390945/10432573/e04bedbc-7103-11e5-9997-7124baa4beb3.png This is fairly stable (not too likely to crash, but it's still very possible!), and has a goodish amount of content - thus I've decided to call th...
by Amaz
Mon Oct 12, 2015 18:23
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

Re: Where to put texturepacks and mods in Ubuntu?

I don't think those folders are made when you install Minetest system wide. Try making a folder call textures and put texturepacks in there, and a folder called mods and put the mods in there. (Of course, if you didn't install Minetest system wide, this won't help, but I presume you did, as it's the...
by Amaz
Sun Oct 04, 2015 18:53
 
Forum: Minetest General
Topic: Where to put texturepacks and mods in Ubuntu?
Replies: 7
Views: 1154

Re: Post your modding questions here

I think that if you change that to register_on_respawnplayer it would work. (That's the one the api says "return true in func to disable regular player placement" about.)
by Amaz
Sun Oct 04, 2015 12:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648491

Re: Autorun

toggle_camera_update is assigned to no key in non-debug builds, maybe this helps?
https://github.com/minetest/minetest/bl ... pp#L57-L62
by Amaz
Tue Sep 29, 2015 19:51
 
Forum: Minetest Features
Topic: Autorun
Replies: 20
Views: 2919

Re: [Game] Pixture

Ah, I thought that must be the one I used, but obviously it isn't... This is the one I have used in Blender 2.69: http://pastebin.com/mqvGiF65

Sorry about that!
by Amaz
Sat Sep 26, 2015 21:30
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 58720

Re: [Game] Pixture

Does exporting it as a .b3d work? (Export script here: http://supertuxkart.sourceforge.net/persistent/images/e/e1/B3d_export.py ) I don't really know what I'm talking about, but I think .b3d is better size wise, and it might solve your problem... I could try that(I probably should), but would the p...
by Amaz
Sat Sep 26, 2015 20:49
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 58720

Re: [Game] Pixture

Does exporting it as a .b3d work?
(Export script here: http://supertuxkart.sourceforge.net/per ... _export.py )

I don't really know what I'm talking about, but I think .b3d is better size wise, and it might solve your problem...
by Amaz
Sat Sep 26, 2015 18:25
 
Forum: Subgame Releases
Topic: [Game] Pixture
Replies: 226
Views: 58720

Re: advanced beginners guide?

If you want to start modding Minetest, I suggest looking at this for a start: http://rubenwardy.com/minetest_modding_book/ (And someone beat me to recommending this!!!) This is a good resource about all of the api functions: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt The dev wi...
by Amaz
Thu Sep 24, 2015 21:39
 
Forum: Minetest General
Topic: advanced beginners guide?
Replies: 7
Views: 924

Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

In terms of keeping this subgame up-to-date with minetest_game, it is way, way behind. Updating it could prevent problems in the future. I would very much like to do this... But the problem is twofold. a) I don't have much free time and b) There are things I'd rather work on that this... I will eve...
by Amaz
Wed Sep 23, 2015 22:00
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

This is awesome! I've added support for it to Lord of the Test, and here are some screenshots of the result: https://imgrush.com/c8680d1c6ef5 and https://imgrush.com/1OF2M95rfjWa.png
by Amaz
Tue Sep 22, 2015 22:03
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 413
Views: 45921

Re: i have a couple of questions

on image i pointed to my tower with red - where is it now? after some time i found myself on server in the basement of my tower with no exit to surface, because everything was privated and i could not dig up I don't know about this, but my guess would be that it was removed when spawn was cleared u...
by Amaz
Mon Sep 21, 2015 08:56
 
Forum: Minetest Servers
Topic: Craig's Server
Replies: 406
Views: 80519

Re: [0.4.13] Inventory movement using shift

Just wondering if anything has been done for groups? I would like to be able to shift click dye and have it go to the dye slot or flora to the flora slot etc. I would also like to be able to define a certain item to a slot. Eg. a slot that only accepts cobble. If any of this has been done then can ...
by Amaz
Sat Sep 19, 2015 21:35
 
Forum: Minetest News
Topic: [0.4.13] Inventory movement using shift
Replies: 32
Views: 13076

Re: What is the future for Minetest?

Personal thought: I think we really haven't improved since 0.3 most of the base mechanics are still the same with some small tweaks and bunch of blocks add...don't get me wrong there have been some nice add-ons but the only big improvement was the minimap but that was the first major thing since th...
by Amaz
Sat Sep 05, 2015 13:46
 
Forum: Minetest General
Topic: What is the future for Minetest?
Replies: 9
Views: 1377

Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

Whoops. Missed the weekend deadline. Anyway, here you go Amaz. No problem! Thank you very much for these textures! (I think that this is the first non-default wood textures that I actually like!!) i still prefer the edited birch textures for the trunk, tough. because the LotR wiki describes mallors...
by Amaz
Thu Sep 03, 2015 19:54
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

Okay!

The only problem with using birch textures for mallorns is the LOTT has birches as well as mallorns... However, I'm sure you'll be able to sort something out!
by Amaz
Tue Sep 01, 2015 08:53
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

Hi firefox!
Thanks for your work! I really like the new leaves and trees, but not so much the wood (and the textures based off those.) I like the current one a lot... The one you made looks a little bit too ... bricky.

I would love it if you could do the same for the other tree and leaf textures!
by Amaz
Sun Aug 30, 2015 08:14
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

Re: [Game] Lord Of The Rings Game [Lord-of-the-Test]

fireuser wrote:I heard from my brother That you may want to see my new idea for a Lorien tree house I'm sending the world to you in this attachment.

Ooooo wow! That is really awesome!! Have you finished it, or does more work need doing to it? I really, really like it!!!
by Amaz
Thu Aug 27, 2015 22:44
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 119143

Re: Dungeon

I think that game was made when the common mod system was in place.
IF the common mods game.conf (https://github.com/celeron55/dungeon/bl ... me.conf#L2) are the only necessary ones (fire, bucket and default) try copying those from Minetest Game, or an old version of it, if that doesn't work.
by Amaz
Tue Aug 25, 2015 16:30
 
Forum: Minetest Problems
Topic: Dungeon
Replies: 3
Views: 493

Re: Post your screenshots!

What happens when I mess around with mapgen 7 params:
Image
Image
Image
(Note, the clouds have a height of 400.)
by Amaz
Mon Aug 24, 2015 20:44
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1431139

Re: [mod] Hide the minimap [hide_minimap]

rubenwardy wrote:You should call this Minimap requires privilege, or something.

Just the topic, or the mod itself?
by Amaz
Fri Aug 14, 2015 09:04
 
Forum: WIP Mods
Topic: [mod] Minimap requires priv [hide_minimap]
Replies: 16
Views: 2134

Re: [mod] Hide the minimap [hide_minimap]

I would certainly agree with ExeterDad when he says "I freaking LOVE it!" I went as far as to put this in the readme: "If this mod becomes used on too many servers, I may have to add a check for my name into the code, which allows me to always use it...!" I just coded this becaus...
by Amaz
Thu Aug 13, 2015 21:23
 
Forum: WIP Mods
Topic: [mod] Minimap requires priv [hide_minimap]
Replies: 16
Views: 2134

[mod] Minimap requires priv [hide_minimap]

Important note: This mod needs a very new build of Minetest to work, or 0.4.13 when it's released! (This commit added this functionality: https://github.com/minetest/minetest/commit/be9024a397506dff1151b16e5f7a91e393b00d7e) This mod allows server admins to hide the minimap to normal players, and all...
by Amaz
Thu Aug 13, 2015 20:17
 
Forum: WIP Mods
Topic: [mod] Minimap requires priv [hide_minimap]
Replies: 16
Views: 2134

Re: Suggestions for next build

Just a couple of points: 1. Too much mods slows down my game All content added is done by mods. There should not be any difference between mods inside the game, and mods you install and enable. However, mods included with Minetest Game are more likely to run more smoothly, because it is meant to be ...
by Amaz
Sun Jul 19, 2015 21:20
 
Forum: Minetest Features
Topic: Suggestions for next build
Replies: 58
Views: 8449

Re: Post your screenshots!

I've just added traders to LOTT! https://github.com/minetest-LOTT/Lord-of-the-Test/commit/b1888e241d808295802ec97800634ad23a112c65 https://imgrush.com/42fIMRQ9XNs0.png (Three of the four kinds of trader, and yes, I'm using the same style of image that jp uses!) https://imgrush.com/qj719uEeecA1.png T...
by Amaz
Mon Jul 13, 2015 18:11
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1431139

Re: [Mod] Quest framework [0.7] [quests]

This looks like a really great mod! However, when I use it and the sample quest mod, I get some errors... Firstly, whenever I complete a quest, I get this error message (or something similar.) 2015-07-06 22:49:45: ERROR[main]: ServerError: /home/amaz/.minetest/mods/quests/core.lua:113: attempt to in...
by Amaz
Mon Jul 06, 2015 21:56
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8118

Re: Serverlist colours.

If the name of the server is grey, then that means that it's running a higher version of minetest than your client. (i.e. it is using a minetest version above yours, or a dev version of minetest.). I believe that it will remain that way no matter how many players are on it.
by Amaz
Mon Jul 06, 2015 07:47
 
Forum: Minetest General
Topic: Serverlist colours. [Solved]
Replies: 4
Views: 449

Re: [mod] Ban hammer! [banhammer]

Evergreen wrote:I actually have already made a mod for this (viewtopic.php?t=9032). What does this do differently?

I didn't realize that, sorry!
I think that the code that mine uses is considerably shorter, and it use a function of the api to do it (register_on_punchplayer).
by Amaz
Fri Jun 19, 2015 07:58
 
Forum: WIP Mods
Topic: [mod] Ban hammer! [banhammer]
Replies: 3
Views: 626

[mod] Ban hammer! [banhammer]

This mod adds a ban hammer and a kick pick to Minetest. They can be used only by players who have the ban/kick privs. The items are not craftable. I think that's about it! Slight warning: I have not tested the ban hammer much, so if it bans you from your server when you use it, I'm very sorry! https...
by Amaz
Thu Jun 18, 2015 21:25
 
Forum: WIP Mods
Topic: [mod] Ban hammer! [banhammer]
Replies: 3
Views: 626
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