Search found 235 matches

Return to advanced search

Yes, because the digging system changed (http://c55.me/minetest/wiki/doku.php?id=roadmap:digging_time_groups). Most mods will have to be changed.
by kahrl
Sun Mar 18, 2012 19:47
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24095

@FreeFull that was a known bug in 20120106 (20120122 too), i think it has been fixed for good in later versions.
by kahrl
Fri Mar 16, 2012 17:54
 
Forum: Minetest Servers
Topic: Redcrab's server 0.4 dev20120106-1 (git pull 14/01/2012)
Replies: 602
Views: 181655

from mapblock_mesh.cpp:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
// 0  +X  +Y  +Z   0  -Z  -Y  -X
   0,  2,  0,  4,  0,  5,  1,  3,  // facedir = 0


So the order is +Y (top), -Y (bottom), +X, -X, +Z, -Z.
by kahrl
Fri Mar 16, 2012 06:28
 
Forum: Minetest General
Topic: Tile textures?
Replies: 11
Views: 1948

Death Dealer wrote:Great Feedback^_^ but theres already plenty of dirt.

Not if you're playing on a map like SkyBlock.
by kahrl
Thu Mar 15, 2012 21:51
 
Forum: WIP Mods
Topic: My ideas for modding
Replies: 48
Views: 8897

That bug has been around for a while, as far as I know nobody has been able to debug it yet.
by kahrl
Thu Mar 15, 2012 06:39
 
Forum: Minetest Problems
Topic: i have no idea what this means
Replies: 8
Views: 1343

Playing with the lighting system

Image
by kahrl
Tue Mar 13, 2012 17:22
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1371848

I think your only chance is register_on_globalstep, which might be a little inefficient. But it works.
by kahrl
Tue Mar 13, 2012 11:34
 
Forum: Minetest General
Topic: How to you set interviles in minetest modding?
Replies: 4
Views: 1166

lkjoel wrote:I've got a new idea for the game: everything has an HP. If you try to mine stone, but you stop mining that piece of stone (so you haven't got it yet), it will remain cracked.


That reminds me of minicraft. :)
by kahrl
Mon Mar 12, 2012 19:12
 
Forum: Minetest Engine
Topic: A new fork of minetest like Ace of Spades (need help)
Replies: 60
Views: 10570

The syntax would be: minetest --map-dir /path/to/world

The game should get the give_initial_stuff from minetest.conf and not remove it when overwriting the config.

Also, don't be surprised if any of this changes in the next version, it's actively being worked on at the moment.
by kahrl
Mon Mar 12, 2012 10:52
 
Forum: Minetest General
Topic: A few questions about creating worlds
Replies: 7
Views: 2223

jordan4ibanez wrote:i see the "theres no register on disconnect" bug..why not have it so if a player reconnects it unmarks him as away


Well... there's no "on connect" either. ;)
Or is there?
by kahrl
Fri Mar 09, 2012 19:25
 
Forum: Mod Releases
Topic: [Mod] Away Mod [1.0] [away]
Replies: 8
Views: 7585

Is this post truncated?
by kahrl
Fri Mar 09, 2012 19:24
 
Forum: Minetest Problems
Topic: Own Server Error
Replies: 3
Views: 968

The executable can be the same, only the world dirs have to be different.
by kahrl
Fri Mar 09, 2012 19:22
 
Forum: Minetest General
Topic: Saving problem
Replies: 7
Views: 2489

You could make different .desktop files, er, different shortcuts for the different worlds. Pass the --map-dir option:
minetest --map-dir /home/.../some/world
or on windows
minetest.exe --map-dir c:\...\some\world
by kahrl
Fri Mar 09, 2012 08:10
 
Forum: Minetest General
Topic: Saving problem
Replies: 7
Views: 2489

[Mod] Away Mod [1.0] [away]

This is a simple mod that adds an /away command. It's inspired by jordan4ibanez's extra commands mod , but works slightly differently than its /afk command. Download 1.0: tar.gz zip Git: github License: WTFPL Basic usage /away <reason> marks you as being away. The reason is optional. When you're bac...
by kahrl
Fri Mar 09, 2012 05:28
 
Forum: Mod Releases
Topic: [Mod] Away Mod [1.0] [away]
Replies: 8
Views: 7585

Why does the server.cpp patch modify the punch action (0) and not the dig action (2)? It makes no sense to me.
by kahrl
Fri Mar 09, 2012 01:59
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 32800

Idea: Maybe /afk should delay the message until somebody tries to chat with the afk person? That would reduce afk message spam. Example: Alice: /afk Server (to Alice): You are now AFK ... Bob: what's up Alice Server (to all): Alice is AFK! Bob: dang it Chris: Alice... I guess she's got her reasons, ...
by kahrl
Thu Mar 08, 2012 21:51
 
Forum: WIP Mods
Topic: Extra commands(alpha 0.1)
Replies: 41
Views: 13292

The meshes generated with the extrusion routine can contain lots of vertices. Using one of those for every visible animal might be too heavy on older graphics cards. (Perhaps it's not too bad if you stick to 16x16 textures.)
by kahrl
Wed Mar 07, 2012 09:52
 
Forum: Minetest Engine
Topic: 3D animals
Replies: 42
Views: 14383

Huh? Tooltips were added in 0.4.dev-20120122-1, so only 0.4.dev shows item descriptions, 0.3.1 and before don't. Some items from mods may be missing descriptions though.

What is annoying about crafting?
by kahrl
Fri Mar 02, 2012 13:15
 
Forum: Minetest Servers
Topic: Wheres all the good servers?
Replies: 18
Views: 3764

I only have that kind of problem with minecraft, never minetest xD
by kahrl
Fri Mar 02, 2012 13:11
 
Forum: Minetest Problems
Topic: Bug on start-up
Replies: 3
Views: 1116

The TNT in 0.4.dev isn't functional, it was just created as a test for the entity and punching API. If you want working explosives, try the nuke mod.
by kahrl
Thu Mar 01, 2012 16:00
 
Forum: Minetest Problems
Topic: TNT problem
Replies: 9
Views: 4055

4) Working on it :)
by kahrl
Thu Mar 01, 2012 13:33
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535854

Don't know if this is still relevant but add the cpp file to common_SRCS in src/CMakeLists.txt, or minetest_SRCS if it's only needed on the client.
by kahrl
Sun Feb 26, 2012 04:31
 
Forum: Minetest Engine
Topic: How to link new code files?
Replies: 1
Views: 1024

Depending on what you want to do with the GUI I might be able to make it possible. Can you make a simple mockup?
by kahrl
Tue Feb 21, 2012 00:38
 
Forum: WIP Mods
Topic: Need Help In Mod Development
Replies: 3
Views: 1426

Apparently it's http://krisi12345.lima-city.de/Screen-Pics/torch-bug.png

Looks like a texture atlas problem, but I don't have time to investigate it in more detail right now.
by kahrl
Tue Feb 21, 2012 00:33
 
Forum: Minetest Engine
Topic: Texture Problem
Replies: 2
Views: 1453

Hmm. I tried it both in 0.4.dev-20120122-1 and commit 993821a924 (current master) and it did not crash. I only have the following mods: bucket, default, experimental, generator, give_initial_stuff, legacy.
by kahrl
Mon Feb 20, 2012 11:33
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535854

Regarding the node metadata (chest) stuff, most of it isn't possible. I'm going to rewrite the node metadata system soon, but I'm not sure whether it will be possible to support the things you're asking for: -----When you dig a chest/furnace, is there a way to make it drop it's contents? Like they a...
by kahrl
Mon Feb 20, 2012 01:27
 
Forum: WIP Mods
Topic: Need Help In Mod Development
Replies: 3
Views: 1426

Dunno, the description there seems a little vague. Do you have any simple testcase to reproduce it?
by kahrl
Sun Feb 19, 2012 23:30
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535854

ABMs only run up to once per second. I predict that the upcoming node metadata revamp will include node timers that can react faster than that.

http://c55.me/minetest/wiki/doku.php?id=nodemetadata_proposal
by kahrl
Sun Feb 19, 2012 22:28
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535854

Maybe you have more luck with this. If not, try writing toabi a mail.
by kahrl
Sun Feb 19, 2012 18:31
 
Forum: Minetest General
Topic: Compiling minetest on a mac
Replies: 4
Views: 1655

The bucket mod was actually made by me :P
But there's no way you could know that.
by kahrl
Sun Feb 19, 2012 12:27
 
Forum: WIP Mods
Topic: {NEW}GMP (Gardenhead Mod Pack) (Latest And Greatest)
Replies: 42
Views: 6864
PreviousNext

Return to advanced search

cron