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You're soooo right. :-D

It's just a tool to create a "complete" map.
(Btw, that's why it isn't listed in my signature) ;-)
by Echo
Sat Sep 08, 2012 09:06
 
Forum: Mod Releases
Topic: [Mod] Explore [0.1] [explore_map]
Replies: 5
Views: 8539

So you don't get the ocean top left to you :-)

Besides, I would check if the ocean isn't to deep under you. I mean you could stand on a cliff about 40 nodes over the ocean. You would probably hear wind but not the ocean.
by Echo
Fri Sep 07, 2012 16:16
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 96317

PilzAdam Image
by Echo
Fri Sep 07, 2012 13:32
 
Forum: Mod Releases
Topic: [Mod] Minecraft like item drop/pick up [item_drop]
Replies: 94
Views: 57688

A torch doesn't give 3x3 light. It's a node with "light_source" set to "max-1". The surrounding nodes are illuminated by this lightsource, not just the next 3 nodes. So brighter isn't possible. You would have to add surrounding transparent lightsources where possible. I used something similar in my ...
by Echo
Fri Sep 07, 2012 08:49
 
Forum: WIP Mods
Topic: can some one make a mod that make torches give more light
Replies: 2
Views: 751

In 0.4.3 there's a new function:
minetest.handle_node_drops(pos, drops, digger)

It could be used to optimize your mod.
I think celeron added this because of the popularity of your mod :-)
by Echo
Fri Sep 07, 2012 08:38
 
Forum: Mod Releases
Topic: [Mod] Minecraft like item drop/pick up [item_drop]
Replies: 94
Views: 57688

two things: 1. Use the correct node-name: "default:water_source" not "default:water" 2. you can shorten your function: local atleast_nodes_in_t = function(pos, search_distance, height, node_name, threshold) minp = {x = pos.x - search_distance, y = height, z = pos.z - search_distance} maxp = {x = pos...
by Echo
Fri Sep 07, 2012 08:24
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 96317

Well, i mean because i have not the slightest idea where to start to make the mazes on mapgen. :) Haven't done before, too. But when you look at celerons mobs-mod [ http://c55.me/random/2012-07/mobs.tar.gz ], his dungeons are just added after a new chunk has been generated. minetest.register_on_gen...
by Echo
Wed Sep 05, 2012 12:57
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14413

@GloopMaster: I changed the licence to WTFPL. So feel free to do what you want to. I had something different in mind. I thought about evolving this mod to a new mod called: PacMan ! Rules: Enter the maze, the mobs will hunt you through the maze. You can find certain nodes in the maze which will make...
by Echo
Wed Sep 05, 2012 10:52
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14413

[Mod] Explore [0.1] [explore_map]

Inspired by the mapping tools and RabbiBobs try [ http://minetest.net/forum/viewtopic.php?id=2908 ] to let a player jump through several positions, I made this short mod to let a player jump in a spiral in 50 node steps every 5 seconds to let the terrain generator generate the map. So the map will b...
by Echo
Tue Sep 04, 2012 23:12
 
Forum: Mod Releases
Topic: [Mod] Explore [0.1] [explore_map]
Replies: 5
Views: 8539

get_look_yaw

Found a difference between the function get_look_yaw and the output when pressing F5 If I'm not wrong you convert from radians to degrees this way: local degree = player:get_look_yaw()*180/math.pi This results in values 90° shifted to the debug-output. So your next attempt will be: local degree = pl...
by Echo
Tue Sep 04, 2012 21:30
 
Forum: Minetest Problems
Topic: get_look_yaw
Replies: 5
Views: 1647

compiled latest from git? Use shift-key!

Edit: typo
by Echo
Sun Sep 02, 2012 21:43
 
Forum: Minetest Problems
Topic: [Solved] 0.4.2 RC1 Problem: 'E' (descending ladders) does not work
Replies: 7
Views: 2100

got an farming\init.lua:47: attempt to compare nil with number when I punched a banana-item with a tree to pick it up I used your minitest-mod-compilation. 21:58:04: ACTION[ServerThread]: singleplayer digs farming:banana_leaves at (726,18,85) 21:58:05: INFO[main]: Pointing at [node under=725,18,87 a...
by Echo
Sun Sep 02, 2012 20:04
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 316
Views: 208391

There have been many changes in MiniTest. See GitHub: https://github.com/PilzAdam/MiniTest Works only with latest build. For all windows users, use Sfan5's build: http://sfan.sf.funpic.de/minetest-builds/c55/minetest-0.4.2-rc1-b6c12d2-win32.7z (or compile latest git).
by Echo
Sun Sep 02, 2012 17:19
 
Forum: Subgame Releases
Topic: [Game] MiniTest
Replies: 319
Views: 110458

Update:

  • added 20% partial braid maze, about 20% of the dead end walls are broken to build loops. So it's harder to find your way through the maze.
  • fixed small bug placing the treasure
  • some more comments, especially for me...
by Echo
Sun Sep 02, 2012 10:07
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14413

Maybe it's possible to modify your loop in a state-machine.
Depending on the players position, the next position is calculated. The next time your function is called, the new position leads to another and so on.
by Echo
Thu Aug 30, 2012 13:04
 
Forum: WIP Mods
Topic: Lua: setpos loop & sleep()
Replies: 2
Views: 4909

remotely detonated? cool!
by Echo
Wed Aug 29, 2012 17:56
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 95228

Update:
by Echo
Wed Aug 29, 2012 17:31
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14413

I wanted to avoid globalstep, but when an experienced coder like you proposes this, it's probably the best way. Thank you very much! Edit: For everybody with the same problem (traps), my solution: In register_abm a list of my nodes is created. In register_globalstep the list is checked against all p...
by Echo
Wed Aug 29, 2012 13:50
 
Forum: WIP Mods
Topic: Coding-help needed for "walk-over - Node"
Replies: 2
Views: 1225

Coding-help needed for "walk-over - Node"

Hi, I tried to code a node, when a player walks on it, it activates. When the player leaves the node, the action is performed. minetest.register_abm( {nodenames = {"maze:closer"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local objs = mine...
by Echo
Wed Aug 29, 2012 13:28
 
Forum: WIP Mods
Topic: Coding-help needed for "walk-over - Node"
Replies: 2
Views: 1225

[...] But it is interesting to note that the space suits developed for Moon work used water exposed to the 'vacuum' - and I'm hesitant to call it that! - to cool the suit . So it obviously works fast enough, n'est-ce pas?[...] It's called evaporative cooler. Changing from liquid to gas needs energy...
by Echo
Wed Aug 29, 2012 13:11
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389856

[...] ⋅ Water Freezes Outside - so you can make Ice [...] Water in open space first starts boiling. Then the vapor starts slowly freezing. B.t.w. for all science fiction fans: A body in space isn't exploding: the pressure on earth is about 1 bar. In space 0 bar, a difference of 1 bar. Eve...
by Echo
Tue Aug 28, 2012 06:45
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389856

rubenwardy wrote:[...]Enchanting and Potion making makes it too much of a RPG.


+1
by Echo
Mon Aug 27, 2012 08:58
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389856

Sure it's called the_pixel mod. But why isn't it fully transparent? As you block the whole node, you could just create a normal block with
walkable = false,
light_propagates = true,
sunlight_propagates = true,
and a completely transparent texture. which behaves like "air" but isn't "air".
by Echo
Mon Aug 27, 2012 08:56
 
Forum: Mod Releases
Topic: [Mod] Plant Trimmer [20120829] [plant_trimmer]
Replies: 8
Views: 6599

Fixed bug when coordinates jump from positive to negative. When the exit is underground, a ladder will lead up to surface.
by Echo
Fri Aug 24, 2012 12:38
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14413

missing
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
})
at the end?
Is LIGHT_MAX defined?
by Echo
Fri Aug 24, 2012 09:26
 
Forum: Old Mods
Topic: [Mod] DARKET Mods update [0.3] [dicormod]
Replies: 37
Views: 19094

@Casimir: you use minetest.register_on_leaveplayer(function(player) table.remove(players, player) end) That's wrong. I used it in my mod, too. (I copied these three lines from here) ;-). You have to declare a position, not a value. Use this: minetest.register_on_leaveplayer(function(player) for i,v ...
by Echo
Thu Aug 23, 2012 19:06
 
Forum: WIP Mods
Topic: Filth Mod
Replies: 25
Views: 5312

I ran into a small issue using this mod on my server. to resolve it i had to add if player ~= nil then above line 28. No more crashing for me now. lol Still getting the error and the server crashes ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...t Server/bin/../mods/minetes...
by Echo
Thu Aug 23, 2012 18:12
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27365

Could be nice for co-op adventure maps. Nice.
by Echo
Wed Aug 22, 2012 11:12
 
Forum: Mod Releases
Topic: [Mod] Traps Mod [1.3] [traps]
Replies: 34
Views: 19748

Tadaaa, 3D - mazes with ladders between the floors. It's really hard to keep orientation even in small mazes.
by Echo
Wed Aug 22, 2012 11:07
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14413

Just wanted to say, that offering a commercial song on a public server, open for everybody, will cost you a lot of money. You have two possibilities: 1. remove the music 2. make your server non-public and invite the people on demand, so that this will be a private party. But as I can see now, you al...
by Echo
Tue Aug 21, 2012 09:18
 
Forum: Minetest Servers
Topic: [0.3.x] Minetest-Classic Server (Public / Online)
Replies: 344
Views: 111230
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