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There is actually an option you can set in the server config so far away players are invisible: unlimited_player_transfer_distance = false. But it's still visible through walls.
by kahrl
Fri Feb 03, 2012 12:06
 
Forum: Minetest General
Topic: Minetest Warfare (A Server Idea.)
Replies: 34
Views: 6238

Well, they are extruded to 3D meshes. I know because I wrote that code ;)
by kahrl
Fri Feb 03, 2012 11:55
 
Forum: Minetest General
Topic: Wow guys
Replies: 6
Views: 2051

Hiding the player name when holding the sneak key sounds, again, copied from minecraft... How about a different approach: Make it possible to craft an "invisibility cloak" (or the science fiction / steampunk / whatever equivalent of that) and allow equipping it -- this would require armor slots in t...
by kahrl
Fri Feb 03, 2012 11:51
 
Forum: Minetest General
Topic: Minetest Warfare (A Server Idea.)
Replies: 34
Views: 6238

Not yet, celeron is concentrating on map generation currently.
by kahrl
Fri Feb 03, 2012 11:27
 
Forum: Minetest Problems
Topic: Disappearing entities
Replies: 8
Views: 2999

@neko259 Not really, players are a special kind of object. The problem with non-player objects like rats and lua entities is somehow related to static storage (which happens when the block that the object is in becomes non-active, aka all players have moved far enough away from it). Players are neve...
by kahrl
Fri Feb 03, 2012 11:16
 
Forum: Minetest Problems
Topic: Disappearing entities
Replies: 8
Views: 2999

A few comments about register_secret_passage: ⋅ You can simplify the item strings you pass to register_craft: remove NodeItem/node and, if you want, the inner quotes ⋅ Remove the dug_item line: that field doesn't exist anymore (replaced by "drop") since itemdef and your intent is...
by kahrl
Fri Feb 03, 2012 11:10
 
Forum: Minetest General
Topic: Loop in lua + Lowering code length?
Replies: 4
Views: 1055

The white stuff in creative mode is "cloud" (although the clouds in the sky aren't made of that material). Given appropriate rights you can get a stack of them with the command: /giveme cloud 9 Ice, on the other hand, is part of the seasons mod. Wait until it is winter, then surface water will quick...
by kahrl
Thu Feb 02, 2012 06:54
 
Forum: Minetest Features
Topic: Ice ice ice
Replies: 1
Views: 966

by kahrl
Thu Feb 02, 2012 03:12
 
Forum: Minetest Problems
Topic: Memory leak in texture handling
Replies: 8
Views: 2347

Another thing to note is that the new liquids won't interact with the old liquids. So for example, green water won't flow into normal water nodes and change its color, it will treat it as a solid wall. You can try hacking around with ABMs, but it won't be perfect.
by kahrl
Wed Feb 01, 2012 10:28
 
Forum: WIP Mods
Topic: [MOD] [in progress] Dyes
Replies: 9
Views: 2626

For the liquids, register them like the default mod registers water_source and water_flowing (or lava_source and lava_flowing), and change the texture. To make buckets for the new liquids, call bucket.register_liquid (I don't have time right now but I can write some documentation about this function...
by kahrl
Wed Feb 01, 2012 10:24
 
Forum: WIP Mods
Topic: [MOD] [in progress] Dyes
Replies: 9
Views: 2626

Link

Nice video again :)
by kahrl
Wed Feb 01, 2012 08:37
 
Forum: Minetest General
Topic: mod reviews/commentary..
Replies: 179
Views: 31080

@Nemo08
Not in 20120122... I have a fix in my randomstuff branch.
by kahrl
Tue Jan 31, 2012 16:50
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8514

Yes, it's a design limitation in itemdef, on_placenode can't modify the wielded item. But you could redefine the more low-level (and more complicated) on_place callback, untested: -- remove the register_on_placenode call ... place_rope = function(itemstack, placer, pointed_thing) if pointed_thing.ty...
by kahrl
Tue Jan 31, 2012 04:48
 
Forum: WIP Mods
Topic: Issues with Porting Rope Mod
Replies: 9
Views: 2285

The intent is that when n rope blocks are placed, it should remove n rope items from the inventory, is that right?
by kahrl
Tue Jan 31, 2012 04:15
 
Forum: WIP Mods
Topic: Issues with Porting Rope Mod
Replies: 9
Views: 2285

I found a possible fix (workaround, rather). Hope it can be merged into upstream soon.
by kahrl
Tue Jan 31, 2012 01:08
 
Forum: Minetest Problems
Topic: Tooltip Hiding
Replies: 3
Views: 1257

Oerkkis are legacy mobs, they're implemented in C++.
by kahrl
Mon Jan 30, 2012 21:35
 
Forum: Minetest Engine
Topic: Oerkkis
Replies: 3
Views: 1388

Added it to the wiki patchsets page so it won't be forgotten.
by kahrl
Mon Jan 30, 2012 17:11
 
Forum: Minetest Features
Topic: Empty password warning
Replies: 24
Views: 6023

I don't know. First of all, Lua wasn't written with thread safety in mind (and there are no thread or synchronization / locking primitives in the stdlib, so an API for them would have to be designed from scratch). Also, thread safety is hard, there's enough of that stuff on the C++ side already. Wha...
by kahrl
Mon Jan 30, 2012 16:33
 
Forum: Old Mods
Topic: [Generic MOD] AnimalMaterials - Version 0.0.7
Replies: 33
Views: 18233

There used to be the limit of ~30 (because of a bug with Lua stack handling), but not anymore. Number of registered nodes, items, ABMs etc. is more important.
by kahrl
Mon Jan 30, 2012 16:17
 
Forum: Old Mods
Topic: [Generic MOD] AnimalMaterials - Version 0.0.7
Replies: 33
Views: 18233

Do you think optional dependencies would be useful here? So this mod (hatches too) could have an optional dependency on mesecons, which would mean: make sure mesecons is loaded first, but only if it is loaded at all. Then check if mesecon ~= nil and only in that case register with it.
by kahrl
Mon Jan 30, 2012 02:51
 
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 64
Views: 28841

Yes, the current facedir only allows 4 orientations. Making a more generic parameter would be possible, probably even easy. The question is: which of the 24 possible orientations of a cube should it support? (There is not one possibility to rotate a piston so that it faces up, there are actually fou...
by kahrl
Mon Jan 30, 2012 02:44
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535113

Preliminary results, updated. The vote isn't over yet! Note: If someone voted for multiple packs, I've counted each as one vote here. This vote count is not going to be binding, it's just a rough estimate. Of course there's also the possibility that the default texture pack will be a mix of the best...
by kahrl
Sun Jan 29, 2012 03:13
 
Forum: Minetest Texture Packs
Topic: Vote for default textures
Replies: 82
Views: 26973

You're breaking my almost-fibonacci sequence :( Regarding the license question, anything that goes into default will have to be CC BY-SA. Almost MC and Gridtoon are, Cisoun already agreed to it for the win32 builds (I think), and hmmm's pack has to be since it's derived from the default pack. I don'...
by kahrl
Sat Jan 28, 2012 22:20
 
Forum: Minetest Texture Packs
Topic: Vote for default textures
Replies: 82
Views: 26973

Preliminary results.
edit: see post 41
by kahrl
Sat Jan 28, 2012 21:52
 
Forum: Minetest Texture Packs
Topic: Vote for default textures
Replies: 82
Views: 26973

IMO, each entity should also have a maximum HP value and getMaxHP() and setMaxHP() methods, and setHP() should limit its argument to the range [0, getMaxHP()]. The same interface should be implemented for players too (either implemented the same way, or return a constant maximum HP of 20). get_max_h...
by kahrl
Sat Jan 28, 2012 21:50
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 806586

Updated the list a bit.

@randomprroof
I don't know what to do about that, since digging prevention is always done on the server the client can't really reliably predict if it happens.
by kahrl
Sat Jan 28, 2012 13:27
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8514

Thanks, Temperest.

And sorry, I messed up on one of the suggestions, the field is called legacy_facedir_simple not legacy_facedir. Sorry for the extra work! ^_^
by kahrl
Thu Jan 26, 2012 22:59
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535113

For buttons and torches, do the following: ⋅ Remove wall_mounted = true ⋅ Add paramtype2 = "wallmounted" ⋅ Add legacy_wallmounted = true ⋅ Whenever you check for param2 on one of these nodes: The format has changed. Param2 Table (Block Attached To) 0 = y+1 (wa...
by kahrl
Thu Jan 26, 2012 18:49
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535113

I get a cutoff post whenever the forum asks who the creator of the game is.
by kahrl
Tue Jan 24, 2012 23:01
 
Forum: Minetest Features
Topic: Server History
Replies: 4
Views: 1667

Won't that break a number of mods, for example mesecons? Okay, they've been broken by itemdef, fair enough :)
This is my patch, BTW: http://paste.pocoo.org/show/540203/ It has some other stuff thrown in, the important part is the redef_wrapper function.
by kahrl
Tue Jan 24, 2012 21:20
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8514
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