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Re: [Mod]Flowerpot[flowerpot]

Image
by sofar
Sun Feb 26, 2017 07:50
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7206

Re: [Request] Modified craftguide or craft_guide for tutoria

For now, we use alternative method that is displaying the craft guide using itemframes or shared locked chest. For itemframes, it causes lag when too many guides are created as each itemframe creates entity/object and we need at least 10 itemframes each guide, 9 for the grids and 1 for output. You ...
by sofar
Sun Feb 26, 2017 07:44
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 381160

Re: Saving A Game Online

have you found:

~/.minetest

?
by sofar
Sat Feb 25, 2017 03:06
 
Forum: Minetest General
Topic: Saving A Game Online
Replies: 2
Views: 923

Re: WorldPainter support?

$ ./worldpainter Could not load Logmanager "org.pepsoft.worldpainter.util.WPLogManager" java.lang.ClassNotFoundException: org.pepsoft.worldpainter.util.WPLogManager java.lang.NoClassDefFoundError: com/google/common/collect/ImmutableList at org.pepsoft.worldpainter.Platform.<init>(Platform....
by sofar
Sat Feb 25, 2017 00:48
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 35467

Re: [Mod] Hoppers

I'd argue that a callback type implementation may help solve this problem in an easier way than groups. Groups still mean that every node has to determine how to handle the items (reject? move to secondary list? eject?) A callback would solve this problem - every node could just call the call back o...
by sofar
Sat Feb 25, 2017 00:45
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31362

Re: Convert Minecraft maps to Minetest worlds

I upgraded the conversion test map I have to 1.11 and redid a ton of stuff, including node rotations and flowerpots (using my own flowerpot mod now! no more homedecor!) Fixed tile entites (signs!) while we're at it, although some are still not converting well (maybe I need to re-place them first).
by sofar
Thu Feb 23, 2017 07:08
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 63
Views: 24298

Re: Convert Minecraft maps to Minetest worlds

Schmeldric wrote:So... On GitHub I forked from your source code.
I uploaded the block.py file.
I asked for a "pull request"

Was it correctly done?


yup! Will review but looks good so far!
by sofar
Wed Feb 22, 2017 19:25
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 63
Views: 24298

Re: [Idea] Reject players between certain hours [opening_hou

This shouldn't be too hard to implement: - os.time() is available in lua and gets you the real clock time - you can easily capture joining players (minetest.register_on_joinplayer() - kicking players can be done: minetest.kick_player() so all you'd have to do is run a function once in a while (every...
by sofar
Tue Feb 21, 2017 22:10
 
Forum: Modding Discussion
Topic: [Idea] Reject players between certain hours [opening_hours]
Replies: 10
Views: 1833

Re: PixelPerfection V3.6 - By XSSheep -Converted by mcrescon

texmex wrote:Or if you meant to reply to the above then that was in reply to firefox's PP edits.


yes
by sofar
Tue Feb 21, 2017 16:49
 
Forum: Minetest Texture Packs
Topic: PixelPerfection V3.6 - By XSSheep -Converted by mcresconvert
Replies: 14
Views: 9164

Re: PixelPerfection V3.6 - By XSSheep -Converted by mcrescon

The conversion is entirely automated. I just run a script. It does a few coloring things based on minetest colors that doesn't always entirely fit because MC doesn't have certain stones as you point out.
by sofar
Tue Feb 21, 2017 15:09
 
Forum: Minetest Texture Packs
Topic: PixelPerfection V3.6 - By XSSheep -Converted by mcresconvert
Replies: 14
Views: 9164

Re: Firework reincarnations?

any value over 15 is nonsense, the engine ignores it.
by sofar
Tue Feb 21, 2017 07:47
 
Forum: Modding Discussion
Topic: Firework reincarnations?
Replies: 18
Views: 3942

Re: [Game] MineClone 2 [0.11.0]

I don't understand why you chose a 32px texture pack at all, it is in direct conflict with your stated goals of emulating the original version as much as possible. It also makes it much harder for texturepackers to undo. Please consider making 16px the default and shipping your 32px texture pack as ...
by sofar
Tue Feb 21, 2017 06:14
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 180225

Re: Convert MC resource/texture packs to Minetest!

captpete wrote:checkdir: cannot create extraction directory: /home/Peter/.minetest/textures/PixelPerfectionV36/_z
Any help?


I don't even know what `checkdir` is, and I certainly don't think it's a linux thing.
by sofar
Mon Feb 20, 2017 23:57
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 24538

Re: Convert MC resource/texture packs to Minetest!

I've updated PixelPerfection to v36, so if all you want is a new copy of it, just go here:

viewtopic.php?f=4&t=14289
by sofar
Mon Feb 20, 2017 23:54
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 24538

Re: [Modpack] 3D Armor [0.4.7] [minetest-3d_armor]

So let's see if I understand this correctly: having the crafting grid and armor slots on the same inventory screen is no longer possible due to the way minetest works now?? Because that's what I dislike about the other inventory mods, different tabs for everything, and other features I don't use. 3...
by sofar
Thu Feb 16, 2017 19:18
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 261321

Re: [mod]emote[WIP] Make your character model do emotes! +AP

texmex wrote:This has great potential! First thing I'd want to do if I knew how would be to have players sit down whenever they're using the crafting formspec.


You'd only have to call the API functions to make the player do one of the moves.
by sofar
Wed Feb 15, 2017 21:42
 
Forum: WIP Mods
Topic: [mod]emote[WIP] Make your character model do emotes! +API
Replies: 30
Views: 5342

Re: [mod]emote[WIP] Make your character model do emotes! +AP

This mod doesn't work with playeranim . Perhaps Rui can help with a merge patch? The problem is that the interfaced used by playeranim are minetest_game player.lua API's ... and they're terrible. Plus head animation should be a client-side modding thing, not server-side. So I actually don't even wa...
by sofar
Wed Feb 15, 2017 21:41
 
Forum: WIP Mods
Topic: [mod]emote[WIP] Make your character model do emotes! +API
Replies: 30
Views: 5342

Re: Convert Minecraft maps to Minetest worlds

Is this correctly done? https://gist.github.com/anonymous/450c30526f62f88edb4e917a143d2a6c#file-block_modified_reversingzinsteadofx-py well, it works, but it does remove all the custom door/water code I added... Did you do that on purpose or did you just edit an older version? There's some great gi...
by sofar
Wed Feb 15, 2017 19:14
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 63
Views: 24298

Re: WorldPainter support?

In other words, which could I leave out because they are optional or Minetest will generate them itself if they are missing? Everything is optional. I have a test case that runs a minetest server only from an empty folder. So all you'd have to do is create (on Linux) ~/.minetest/worlds/new_world/ a...
by sofar
Wed Feb 15, 2017 19:08
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 35467

Re: Convert Minecraft maps to Minetest worlds

Hourray! After spending many night hours I think I got it the right way around... My first try was to change the " extract_slice " and " extract_slice_half_bytes " functions to read the nodes the other way around.Althought I think I understood the code, my maths didn't word :'( ...
by sofar
Tue Feb 14, 2017 21:02
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 63
Views: 24298

Re: Post your modding questions here

Functions hate me :( I am trying to get a simple function to work, and it doesn't. function() replace_donemodel(pos, node) minetest.set_node(pos, {name = "modname:nodename", param2 = node.param2}) end, on_place = { minetest.after(2.0, replace_donemodel)} This is inside a register_node. I ...
by sofar
Tue Feb 14, 2017 21:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626003

Re: Post your modding questions here

This code lets the game start and actually does something when I punch the node. My game crashes. get_item = function (player) -- function(pos, node, player, pointed_thing) local inv = player:get_inventory() inv:add_item("main", "modname:nodename") end, replace_model = function ...
by sofar
Tue Feb 14, 2017 21:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626003

Re: Post your modding questions here

GreenDimond wrote:I seem to be having trouble with registering 2 'on_punch' to the same node.


You can't. Combine the code into one function.
by sofar
Tue Feb 14, 2017 04:02
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626003

Re: WorldPainter support?

I think you could probably settle on a basic set of landscape blocksnodes (dirt/stones, plants, liquids, etc.) to start with since that will already get you all the blocks that most people need. The rest of the blocks could be optionally input by a user. We could also make some trivial tooling to ou...
by sofar
Mon Feb 13, 2017 19:52
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 35467

Re: WorldPainter support?

Thanks for the extensive info, twoelk! It sounds like I would have to support Minetest mods in WorldPainter for it to have any practical use. Would you agree? Although I do understand there is a default subgame with the basic Minecraft-like blocks in it (the blocks I see if I just download and run ...
by sofar
Mon Feb 13, 2017 19:48
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 35467

Re: [Mod]Frame - lag-free non-entity item frames![frame]

Right ... I totally forgot that for every item, a new node would be needed, because of the textures. Which essentially doubles the number of nodes. Holy cow! I guess I just wait until Minetest has some better Lua API support, then. Thanks for your time anyway. Remember, even with 250 node registrat...
by sofar
Sun Feb 12, 2017 20:57
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11775

Re: [Mod]Frame - lag-free non-entity item frames![frame]

Many items are not supported: Stairs Slabs Fences Fence Gates Walls would require me to make another *mesh* to support those shapes. That means more modelling work, and at this time I don't think that it's reasonable. It also means even more registered nodes, I just don't think that's important rig...
by sofar
Sun Feb 12, 2017 03:22
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11775
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