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prof-turbo wrote:New skin : skin Strange killer. I invented the character and the skin ( Slender is a game character, if you don't know it).
link : https://www.mixturecloud.com/media/download/ZVGymeht
license in the archive. Have fun!

Added !
EDIT: with a *lot* faster preview generator !
by Zeg9
Tue Jul 02, 2013 07:32
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

Hey Zeg, could you make an update to provide more ranges of protection, kinda lke protector plus? But make the build requirments much harder to obtain? Just a thought, BTW Awesome update, I didn't read the changelog and saw purple areas everywhere and it was freaking me out XD The purple texture wi...
by Zeg9
Tue Jul 02, 2013 07:30
 
Forum: Mod Releases
Topic: [Mod] Protector [protector]
Replies: 80
Views: 28187

Updated: better linking (!), and better texture.

See first post about the linking.
by Zeg9
Sun Jun 30, 2013 15:54
 
Forum: Mod Releases
Topic: [Mod] Teleporters (linking finally updated) [teleporters]
Replies: 22
Views: 13306

prof-turbo wrote:This mod will getting big really fast :D

It took 5 months but today ~10 skins have been added :-)
Maybe the spirit of holidays.
by Zeg9
Sun Jun 30, 2013 14:52
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

stu wrote:Feel free to include this one if you like, he's called max.

https://dl.dropboxusercontent.com/s/ehpj1ijb5sstk3c/max.zip

License: WTFPL

Nice !
I added it to the repo.
by Zeg9
Sun Jun 30, 2013 14:21
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

prof-turbo wrote:I've made a new skin : 3d Slender skin. Just test it and tell me if it works.
https://www.mixturecloud.com/media/download/XdjUSh6q
License is in the archive. Have fun !

Thanks, added :-)
P.S. it works
by Zeg9
Sun Jun 30, 2013 13:54
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

Jordach wrote:The textures here look awesome!

+1 especially the minerals textures, but the ore blocks look too simple IMHO.
by Zeg9
Sun Jun 30, 2013 10:51
 
Forum: Mod Releases
Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
Replies: 39
Views: 18113

This mod should stop depending on inventory+, because not everyone wants to install it. Instead, you should add a craftable dresser, or use /skin to change skin. (Yes, you can open metadata formspecs with commands now.) Apparently, you've also added my skins to the mod without adding my license to ...
by Zeg9
Sun Jun 30, 2013 10:15
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

That is good news. Maybe one day skins could have their own sounds for walking, falling, injury, falling injury, death, talking, swimming, and jumping. That's a good idea, you should post it in "modding general" rubrick ! (especially for sounds ) +1, great idea, but... walking, for instance, is def...
by Zeg9
Sun Jun 30, 2013 08:02
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

Alright, I finally added to my skins mod. Is the license still CC BY-SA?
by Zeg9
Sat Jun 29, 2013 15:07
 
Forum: Minetest Texture Packs
Topic: More skins for mods that use custom skins.
Replies: 8
Views: 5569

Hello, has anyone got a copy of the 2D skin previously used on this server?
@redcrab: may I add it to my skins mod, and what is the license for it?
by Zeg9
Sat Jun 29, 2013 15:04
 
Forum: Minetest Servers
Topic: Redcrab's server
Replies: 5004
Views: 1016122

Added Jordach's skins, I'll ask on redcrab's server thread if anyone has a copy of his skin.
by Zeg9
Sat Jun 29, 2013 15:03
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

prof-turbo wrote:I've made an oerkki skin (2d) : https://www.mixturecloud.com/media/download/VDrIdLnA

Added, what's the license ?
EDIT: added cisoun's skin as well
EDIT2: updated, pngcrush'd all textures and added previews of the back of 3d skins.
by Zeg9
Sat Jun 29, 2013 12:06
 
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 194
Views: 77351

ch98 wrote:Is this the thing that makes large spaceships possible? If it is, Minetest is now close to complete!

If you mean moving spaceships, no. This is a just a way to set nodes faster.
by Zeg9
Sat Jun 29, 2013 08:14
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33494

If you wanted a proper sudo sun, just give the air node light_level = 14 Um, wait, I though "air nodes" were not actually nodes at all. Can they be given a light_level? If so, how? I haven't seen anything like that in any of the documentation... I think you can override the air node like you would ...
by Zeg9
Fri Jun 28, 2013 11:06
 
Forum: WIP Mods
Topic: [Mod] Mini Sun, Pesudo Brighter Light Source [mini_sun]
Replies: 34
Views: 8377

Adarqet wrote:I think some parts should be added to the default game like the hand.

I agree, as well as the doors mod.
EDIT: and builtin_item should be in builtin, but using groups instead of hard-coded liquids names.
by Zeg9
Thu Jun 27, 2013 11:43
 
Forum: Subgame Releases
Topic: [Game] Minetest+ [minetest_plus] [0.9.1]
Replies: 91
Views: 32654

Updated: better gui, also you can see the protected area by punching the nodes.
...and screenshots are back !
EDIT: Now uses minetest.find_nodes_in_area, so the mod should be faster.
by Zeg9
Wed Jun 26, 2013 19:09
 
Forum: Mod Releases
Topic: [Mod] Protector [protector]
Replies: 80
Views: 28187

prof-turbo wrote:For the inventory image, why don't you reduce that image? http://s288.photobucket.com/user/melkor_666/media/ufo_zps9242cae6.png.html

This one has the player inside.
But I'll make another non-antialiased render when I have time, thanks for the advice.
by Zeg9
Tue Jun 25, 2013 05:44
 
Forum: Mod Releases
Topic: [Mod] UFOs [ufos]
Replies: 99
Views: 64024

[snip] In my landrush protection mod I added features to try to prevent people from using this "feature". If they dig in a protected area they receive damage, and there is also a counter so if they have tried to dig several times in a protected area they are temp banned for 10 minutes, then 20, the...
by Zeg9
Mon Jun 24, 2013 15:20
 
Forum: Mod Releases
Topic: [Mod] Protector [protector]
Replies: 80
Views: 28187

Anticheat should catch that the player has gone through the node, send the client to get back to where they were before "breaking" that node, and until the client says that it was teleported back, ignore the player's moves and other actions.
by Zeg9
Mon Jun 24, 2013 14:32
 
Forum: Mod Releases
Topic: [Mod] Protector [protector]
Replies: 80
Views: 28187

addi wrote:Added diamond armor. - diamond armor is a bit unrealistic isnt it?
Removed more_armor mod. - why? mithrill is more realistic than the diamond one

+1 but mithril should be in minetest_game and mithril armor in the main armor mod.
by Zeg9
Mon Jun 24, 2013 10:46
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 261909

Jordach wrote:Have the shields and boots. Everyone wins.

Of course, I don't think anyone wanted to remove the boots anyway...
by Zeg9
Sun Jun 23, 2013 16:24
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 261909

Please add the shields back :'(
by Zeg9
Sun Jun 23, 2013 08:38
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 261909

As a note to anyone using protection mods of this sort on servers, it is still possible for hostile players invade buildings by getting on top of their roofs and digging the block under their feet, falling in in the time that it takes for the server to replace the block. Because this is a client-si...
by Zeg9
Sun Jun 23, 2013 08:35
 
Forum: Mod Releases
Topic: [Mod] Protector [protector]
Replies: 80
Views: 28187

kutkuhunter98 wrote:Alright, my problem is that when I generate a singlenode world, It is pitch black unless I am in free move mode. Also, when I place blocks with worldedit, they are pitch black. Any solutions?

Have you tried placing light sources (torch) ?
by Zeg9
Sat Jun 22, 2013 08:22
 
Forum: Minetest Problems
Topic: singlenode bug
Replies: 3
Views: 841

[feature request]What about an iron/steel trash? It would go well inside towns (streets mod).[/feature request]
by Zeg9
Thu Jun 20, 2013 06:37
 
Forum: Mod Releases
Topic: [Mod] Trash Can [0.2.2] [trash_can]
Replies: 62
Views: 18734

As I said before: like this idea. Have been looking for something like this. It's nice for decoration (not talking about the texture here :D) as well as handy the way it works. Love it! Will use it in my singleplayer maps. Thanks! Also, once again, thanks for the textures. :D Also, I plan on making...
by Zeg9
Thu Jun 20, 2013 06:34
 
Forum: Mod Releases
Topic: [Mod] Trash Can [0.2.2] [trash_can]
Replies: 62
Views: 18734

Great! Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed. PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) follo...
by Zeg9
Thu Jun 20, 2013 06:31
 
Forum: Mod Releases
Topic: [Mod] Mines [0.3 beta] [mines]
Replies: 44
Views: 17130

Great!
Protip: use pseudorandom instead of math.random, so you get same mines with the same world seed.
by Zeg9
Wed Jun 19, 2013 18:03
 
Forum: Mod Releases
Topic: [Mod] Mines [0.3 beta] [mines]
Replies: 44
Views: 17130

deivan wrote:This problem still occurring here and now I see another problem after this one. All blocks still invisible after a teleport, I see borders but don't see textures. :-/

The invisible blocks might be caused by "camera update disabled", try hitting F4.
by Zeg9
Wed Jun 19, 2013 12:23
 
Forum: Minetest Problems
Topic: ERROR[main]: WARNING: updateListener: invalid value
Replies: 41
Views: 11389
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