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Re: Rotation of place_schematics

I know that rotation is only about +Y, but around which point of the schematic? e.g. if I have a schematic which looks like this from above (let X = default:dirt or something): 1XXXXXX XXX2XXX XXXXXX3 What would the schematic look like when placed with a rotation of "0", "90", &q...
by Exilyth
Fri Sep 25, 2015 22:16
 
Forum: Modding Discussion
Topic: Rotation of place_schematics
Replies: 5
Views: 808

Rotation of place_schematics

Hi. When the rotation parameter of minetest.place_schematic(...) is not "0", what point is the schematic rotated around? The dev wiki is a bit quiet on the topic: http://dev.minetest.net/minetest.place_schematic I've got the rotation working so that the schematic points in the direction th...
by Exilyth
Sun Sep 20, 2015 23:46
 
Forum: Modding Discussion
Topic: Rotation of place_schematics
Replies: 5
Views: 808

Re: Chat command history

Mhh... I see. World Edit v1.0 doesn't have the gui, but the development version from github does.

Anyway, I searched some and found that according to this thead
viewtopic.php?f=5&t=13106
pressing F10 gives a proper console with command completion and history.
by Exilyth
Sun Sep 20, 2015 10:05
 
Forum: Modding Discussion
Topic: Chat command history
Replies: 5
Views: 904

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Great mod. Setting everything through the command line is a bit tedious for large/complex structures though. How about adding some tools? one tool: p sets position one when used two tool: p sets position two when used fill tool: fills the region/volume between position one and two with the block in ...
by Exilyth
Sun Sep 20, 2015 00:57
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280923

Chat command history

Today I built some structures, using [WorldEdit] to help speed up the process. Still, progress was a bit slow because I had to type the chat commands over and over again. Being able to press a button to go through a chat command history would have helped a lot. I think remembering what a player said...
by Exilyth
Sun Sep 20, 2015 00:47
 
Forum: Modding Discussion
Topic: Chat command history
Replies: 5
Views: 904

Re: Vote for games to be bundled with Minetest

Since [technic_game] is not ready yet, so my vote goes to [tutorial].

Every game needs a good tutorial and [tutorial] is a lot better than what some AAA titles offer for introducing players to game mechanics.
by Exilyth
Sat Sep 19, 2015 21:14
 
Forum: Subgame Releases
Topic: Vote for games to be bundled with Minetest
Replies: 82
Views: 35608

Re: How do I make an all TNT world?

You could use [world_edit] - https://forum.minetest.net/viewtopic.php?id=572 The command //p set enables you to set pos1 and pos2 by punching two blocks The command //replaceinverse air tnt:tnt should replace all blocks between pos1 and pos2 which are not air with tnt Note: you will need the worlded...
by Exilyth
Sat Sep 19, 2015 20:49
 
Forum: Minetest General
Topic: How do I make an all TNT world?
Replies: 31
Views: 4115

Re: [Mod] Firearms [0.2.0] [firearms]

Can a gun be made to switch between different fire modes, e.g. single shot, semi automatic, burst, automatic? Slightly related: what about modifications installed on a gun like e.g. an assault rifle with underbarrel grenadelauncher/shotgun/flamethrower? (modifications could be just a different fire ...
by Exilyth
Fri Sep 18, 2015 16:21
 
Forum: Mod Releases
Topic: [Mod] Firearms [0.2.0] [firearms]
Replies: 209
Views: 77247

Re: Do we have map recovery/repair tool?

I've got an idea for a map restore tool: saving a world in a working directory of a git repository and performing a commit whenever the server shuts down (or in regular intervals) might work. This would enable restoring the world to a certain commited state, but would require being setup just after ...
by Exilyth
Fri Sep 18, 2015 00:35
 
Forum: Minetest General
Topic: Do we have map recovery/repair tool?
Replies: 8
Views: 1872

Re: 0.5.0

let's see - I wish for minetest 0.5.0. to contain: - cpp mobs : complete with steering behaviours, navigation helper functions and scriptable behaviour. Disabled by default, would come with a mod containing hostile and friendly mobs demonstrating complex behaviours (tameable animals which provide re...
by Exilyth
Fri Sep 18, 2015 00:26
 
Forum: Minetest General
Topic: 0.5.0
Replies: 52
Views: 7663

Re: Post your mod requests/ideas here

unicode: place a special block, open a formspec on the block, input a unicode codepoint, press a button and the block displays a texture of the unicode symbol for that code point. Full unicode support requires a HUGE amount of textures (or unicode support in the text rendering engine subsystem). res...
by Exilyth
Thu Sep 17, 2015 23:52
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382483

Re: Change licensing to minetest?

A bazaar and a cathedral are completely different things. If you do not know the analogy, go read http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/ Just to let everyone know, this is not an advertisement. The link that is here leads to a writing about open-source software, namely...
by Exilyth
Thu Sep 17, 2015 22:55
 
Forum: Minetest Engine
Topic: Change licensing to minetest?
Replies: 45
Views: 8106

Re: Are there any policies for groups?

Ok, I'll take a look at [food] then - viewtopic.php?f=11&t=2960
Thank you for the information everyone.
by Exilyth
Mon Sep 14, 2015 15:10
 
Forum: Modding Discussion
Topic: Are there any policies for groups?
Replies: 4
Views: 836

Re: Change licensing to minetest?

A bazaar and a cathedral are completely different things.

If you do not know the analogy, go read http://www.catb.org/~esr/writings/cathe ... al-bazaar/
by Exilyth
Sun Sep 13, 2015 21:54
 
Forum: Minetest Engine
Topic: Change licensing to minetest?
Replies: 45
Views: 8106

Are there any policies for groups?

Hi. I'm writing a mod and currently I'm milling over which crafting ingredients to use for some medicine. Aside from the ones listed under http://dev.minetest.net/Groups and http://dev.minetest.net/Groups/Custom_groups Are there any other policies for groups? * I'm wondering because e.g. most fruits...
by Exilyth
Sun Sep 13, 2015 21:27
 
Forum: Modding Discussion
Topic: Are there any policies for groups?
Replies: 4
Views: 836

Re: Eye candy effects

Calinou wrote:
Exilyth wrote:btw: Here's a really great tutorial on modern OpenGL: http://www.opengl-tutorial.org/


What about Open.GL?


Nice, didn't know about that, thank you.
by Exilyth
Sun Sep 13, 2015 17:52
 
Forum: Minetest Features
Topic: Eye candy effects
Replies: 68
Views: 23057

Re: Freely licensed texture packages?

A lot of links to pages providing resources like textures, models, sounds can be found on http://www.freegamedev.net/wiki/Art_asset_resources

Licenses vary.
by Exilyth
Sun Sep 13, 2015 17:43
 
Forum: Minetest Texture Packs
Topic: Freely licensed texture packages?
Replies: 9
Views: 3487

Re: Mod Releases policy change proposal: Unique shortnames

rubenwardy wrote:Already done many times: see mtpm_lists on my GitHub account, Krocks mod search.


Good to know.
by Exilyth
Sun Sep 13, 2015 09:01
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3089

Re: Eye candy effects

1. Realtime water reflections, without adding a water shader (leaving the original water texture) 2. Sun shafts when the sun is shining into a cave or darker area. 3. Focal blur 4. Lens dirt (mod can alter texture) 5. Lens flares 6. Light glow, from glowing items like torches and lava. 7. Realtime ...
by Exilyth
Sun Sep 13, 2015 08:29
 
Forum: Minetest Features
Topic: Eye candy effects
Replies: 68
Views: 23057

Re: Mod Releases policy change proposal: Unique shortnames

This is a good proposal, but a list of taken names would need to be provided.
No one would go over 12+ pages of forum topics to note down all taken names.
And using a webcrawler would put unneeded stress on the forums.
by Exilyth
Sat Sep 12, 2015 22:10
 
Forum: Modding Discussion
Topic: Mod Releases policy change proposal: Unique shortnames
Replies: 22
Views: 3089

Re: [Game]/[World] Tutorial [1.8.0]

Just tried this out and I must say I'm pleasantly suprised, it's quite good. - The 'special' ore in the smelter room is a great idea. - The castle looks quite nice. - There are some minor spelling errors in the english version. - I collected the first gold bar at the bottom of the pool. This made th...
by Exilyth
Fri Sep 11, 2015 18:23
 
Forum: Subgame Releases
Topic: [Game]/[World] Tutorial [1.8.2]/[2.2.0]
Replies: 195
Views: 79119

addi wrote:to run that page you need a modern browser that supports webGL, Html5, enabled JavaScript, css3, x3dom(*.x3d)


Too bad it needs javascript, I would have tried it out otherwise.
by Exilyth
Sun Aug 25, 2013 17:01
 
Forum: Minetest-Related
Topic: open MT-Skin Database
Replies: 206
Views: 77356

Well... a basic ray/path tracing implementation isn't hard to write... http://devmaster.net/posts/2836/raytracing-theory-implementation-part-1-introduction http://www.codermind.com/articles/Raytracer-in-C++-Introduction-What-is-ray-tracing.html ... but it needs proper parallelisation and optimisatio...
by Exilyth
Sat Aug 17, 2013 23:19
 
Forum: Minetest Features
Topic: mirror
Replies: 8
Views: 2199

I've been trying out [pushable_blocks] together with [carts]... both mods treat each others rails/sliders as rails/sliders, but don't treat the accelerators of the other mod as accelerators. Noticed this when one of my carts suddenly switched to the parallel monorail track while going though a corne...
by Exilyth
Sat Aug 17, 2013 22:26
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49099

There are three ways mirrors are done in games usually: a) ray casting - light from the light sources (or rays from the camera, depending on which method is used) is cast through the world and is reflected off of surfaces (and takes on their color). b) texture mirror - the camera is placed so that i...
by Exilyth
Wed Aug 14, 2013 18:02
 
Forum: Minetest Features
Topic: mirror
Replies: 8
Views: 2199

b-but... WoW is just a clone of ultima online! ;) But, seriuously, I've yet to find a person willing to complain about minetest being a minecraft clone. Reactions usually fall into one three groups: "sounds interesting, I'll try it out", "not now, I've had enough block building for this year" and "n...
by Exilyth
Wed Aug 14, 2013 17:34
 
Forum: Minetest General
Topic: What do you do when people call Minetest a ripoff?
Replies: 55
Views: 14807

a fast question: what is the counterpart of player:get_player_name() ? i want to get the playerobject from the playername string. http://dev.minetest.net/minetest.get_connected_players gives you a list of players. You'd have to compare the player name with the names of the players in this list.
by Exilyth
Sat Aug 10, 2013 15:08
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628373

So wait... someone could write the worst error prone nonoptimized implementation ever of one of the features and get 50$?
Isn't that, like, the best way to decrease minetests quality?
by Exilyth
Sat Aug 10, 2013 13:04
 
Forum: Minetest Features
Topic: Bounties
Replies: 15
Views: 4141

For multiple mice, raw input could be used under windows, differentiating between different inputs by the device id, see e.g. http://www.jstookey.com/arcade/rawmouse/. Afaik, X window system supports multiple mice out of the box, just needs to be configured correctly. marching cubes Someone's writte...
by Exilyth
Sat Aug 10, 2013 12:59
 
Forum: Minetest Features
Topic: [suggestion] splitscreen, shader support, and terrain smoothing.
Replies: 26
Views: 6035

Zane wrote:hey can somone make a halo mod?


Have you tried [slabrealm]? See https://forum.minetest.net/viewtopic.php?id=5686
by Exilyth
Fri Aug 09, 2013 16:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628373
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