Search found 25 matches

Return to advanced search

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

Amaz wrote:
Danfun64 wrote:What do you mean by "special effects", and how do you turn them off?

I don't know of any "special effects" in LOTT... Maybe philipbenr is referring to Minetest special effects?


Maybe.....how do I turn those off?
by Danfun64
Wed Oct 14, 2015 01:11
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 168041

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

What do you mean by "special effects", and how do you turn them off?
by Danfun64
Tue Oct 13, 2015 00:03
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 168041

Re: [Game] Adventuretest [Alpha]

Since nobody has replied to my post, I guess I should give a little more information about the bug. debug.txt gives no information on it, even when logging level is set to max. I had to compile a debug build and run it through gdb just to get the following: Program received signal SIGSEGV, Segmentat...
by Danfun64
Mon Oct 12, 2015 21:29
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 189334

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

This subgame feels laggier than vanilla minetest. To the point where boating feels choppy. Any suggestions on making the experience smoother?

Also does this subgame have working villages? If so, how do I get to them?
by Danfun64
Fri Oct 09, 2015 01:51
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 168041

Re: [Game] Adventuretest [Alpha]

I wouldn't recommend anybody updating just yet unless you just want to pull the changes in mg/dungeons.lua to fix the crash. The current state of the game is probably pretty unstable . In that case, what is the last version of the adventuretest game and client which are considered stable? I know th...
by Danfun64
Thu Oct 08, 2015 23:38
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 189334

Re: [Mod] Map Tools [maptools]

gitorious is dead. You need to update the github repo.
by Danfun64
Mon Jul 06, 2015 17:30
 
Forum: Mod Releases
Topic: [Mod] Map Tools [maptools]
Replies: 63
Views: 54773

Re: [Mod] Mobs Redo [1.09] [mobs]

mobs_enable_blood = false does nothing. I am running 4.12 and the latest trunk build of mobs redo.
by Danfun64
Mon Apr 13, 2015 22:48
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 341312

Re: [Mod] Traders [mobf_trader]

In the future, I plan to integrate them into mg_villages as well. What do you mean by that? Do you intend to add the traders directly to the mg_villages code while keeping the spawnable traders a separate mod, or do you intend to have the two mods work together? In either case, after the integratio...
by Danfun64
Mon Apr 13, 2015 22:42
 
Forum: Mod Releases
Topic: [Mod] Traders [mobf_trader]
Replies: 36
Views: 16851

Re: [Mod] Traders [mobf_trader]

Do the traders spawn in houses like the animals modpack, or do they need be be spawn manually? If not, can you add that as a feature?
by Danfun64
Sat Apr 11, 2015 21:04
 
Forum: Mod Releases
Topic: [Mod] Traders [mobf_trader]
Replies: 36
Views: 16851

Re: [Mod] Mobs Redo [1.09] [mobs]

Question. How do I turn off the blood?
by Danfun64
Thu Apr 09, 2015 17:43
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 341312

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

I know this is a necrobump, but I am having trouble configuring the locked travelnet. I can work the regular one just fine. I have a key, but when I right click on the private travelnet box all I get is the standard travelnet menu, which is useless. I once got it to work properly, but I don't rememb...
by Danfun64
Mon Jan 19, 2015 04:00
 
Forum: Mod Releases
Topic: [Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)
Replies: 10
Views: 5252

Re: [Mod] Advanced area protection [areas]

how do I enable protection?
by Danfun64
Sun Jan 18, 2015 19:32
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 69877

Re: Little spots of darkness...help!

It does! Thanks..

but why have I never noticed these black spots before 0.4.11?
by Danfun64
Fri Jan 16, 2015 16:25
 
Forum: Modding Discussion
Topic: Little spots of darkness...help!
Replies: 7
Views: 2560

Re: Little spots of darkness...help!

I tried the easy way, and it seemed to do nothing.
by Danfun64
Fri Jan 16, 2015 03:56
 
Forum: Modding Discussion
Topic: Little spots of darkness...help!
Replies: 7
Views: 2560

Re: Post your mod requests/ideas here

I have two requests.

1. Traditional demo recording.
2. Something like the minecraft motion capture mod (http://www.minecraftforum.net/forums/ma ... cap-16-000) or source filmmaker.
by Danfun64
Thu Jan 15, 2015 23:07
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 506126

Little spots of darkness...help!

I am having trouble with either a mod or a combination of mods, but I can't figure out which mod it is. When I generate a level with all of these turned on, small areas of unlight are generated around the map. When I walk into one of these areas, the sun is blotted out, as if I was in a cave or look...
by Danfun64
Thu Jan 15, 2015 19:58
 
Forum: Modding Discussion
Topic: Little spots of darkness...help!
Replies: 7
Views: 2560

Re: [Game] Carbone [carbone] – minetest_game, improved

Thanks for the advice Calinou While I like Carbone for the most part, there are a couple more things I would like to turn off, like moreores (what is the point of them anyway? It's not like they add additional features), the increased amount of clay (Is there a reason for this feature? If not, is th...
by Danfun64
Wed Jan 14, 2015 01:43
 
Forum: Old Subgames
Topic: [Game] Carbone [carbone] – minetest_game, improved
Replies: 216
Views: 149668

Re: [Game] Carbone [carbone] – minetest_game, improved

I have a quick question. How do you disable the acid?
by Danfun64
Wed Jan 07, 2015 23:29
 
Forum: Old Subgames
Topic: [Game] Carbone [carbone] – minetest_game, improved
Replies: 216
Views: 149668

Re: [Game] Carbone [carbone] – an improvement to minetest_ga

No, the player is not a robot, but then again, the player's death isn't gory either.

The sound I picked was at one extreme, yours is on the other. Can you think of a better sound which fits the theme of the game?
by Danfun64
Wed Aug 20, 2014 15:46
 
Forum: Old Subgames
Topic: [Game] Carbone [carbone] – minetest_game, improved
Replies: 216
Views: 149668

Re: [Game] MiniTest

I'd like a double chest mod too.
by Danfun64
Wed Aug 20, 2014 00:56
 
Forum: Subgame Releases
Topic: [Game] MiniTest
Replies: 319
Views: 151620

Re: [Game] Carbone [carbone] – an improvement to minetest_ga

I really like this game. As the thread title says, it's truly "an improvement to minetest_game". I was able to remove half of my mods because they have been implemented here, and better at that (hitting a mob causes them to jump like minecraft, which IMO makes it feel more lively.) My only...
by Danfun64
Wed Aug 20, 2014 00:49
 
Forum: Old Subgames
Topic: [Game] Carbone [carbone] – minetest_game, improved
Replies: 216
Views: 149668

Question regarding minetest 0.4.10 world generation

Is there a way to turn off the jungle biome? Jungle trees are practically useless, and i wasn't happy when the mod containing jungle trees was merged into the main game.
by Danfun64
Mon Aug 11, 2014 14:22
 
Forum: Minetest General
Topic: Question regarding minetest 0.4.10 world generation
Replies: 2
Views: 909

I have a request. Can a version be made that can't go higher than the floatlands mod? This way, I can use both this mod and the ufo mod and neither would be pointless. This would be "cheaper" but the ufo mod can go higher.
by Danfun64
Mon Jun 10, 2013 21:12
 
Forum: Mod Releases
Topic: [Mod] Simple helicopter [helicopter]
Replies: 79
Views: 59706

You could try asking the respective mod developers to actually post a link to the latest version of their mods that still works on Minetest stable You're missing my point. I wasn't talking about mods compatible with stable (although that is also what I want). I'm talking about stable mod releases. ...
by Danfun64
Wed Jun 05, 2013 12:40
 
Forum: Minetest General
Topic: Stable server recommendations.
Replies: 5
Views: 1720

Stable server recommendations.

Hello. I would like to set up a private server on minetest 0.4.6. I noticed that most mods on this site use github as their main source of distribution. I would prefer stable builds which don't change rapidly. What mods do you guys recommend that don't force you to use the bleeding edge version of t...
by Danfun64
Wed Jun 05, 2013 01:39
 
Forum: Minetest General
Topic: Stable server recommendations.
Replies: 5
Views: 1720

Return to advanced search

cron