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thanx alot

As I don't know how much time I can invest in developing my mods, I try to publish even the smaller steps. And we're far away from version 1.0 ;-)
Ok, next will be 3D-mazes, this will take a little bit longer...
by Echo
Tue Aug 21, 2012 08:55
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14534

Tested 3000 x 3000 maze, it takes a long time but works now.

And you have to make sure your world is already generated that far. If not, the terrain builder will come and generate the landscape over/through the maze.
by Echo
Mon Aug 20, 2012 17:23
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14534

Is it possible to detect the clouds in the sky? I never tried. If it is possible, then there should be rain only direct under the clouds.
by Echo
Mon Aug 20, 2012 07:29
 
Forum: WIP Mods
Topic: Conception for a weather mod
Replies: 29
Views: 8514

remove line 11.
Hint: count your opening and closing brackets.
by Echo
Sun Aug 19, 2012 22:41
 
Forum: WIP Mods
Topic: [solved] Help? [code]
Replies: 4
Views: 813

Nice effect!
Wouldn't it be enough if it would rain in a smaller cube around the player? Else you get strange moiree / repeating effects.
by Echo
Sun Aug 19, 2012 17:09
 
Forum: WIP Mods
Topic: Conception for a weather mod
Replies: 29
Views: 8514

For the array, representing the maze, I will switch to boolean instead of number. That will save a lot of memory.
by Echo
Sun Aug 19, 2012 16:52
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14534

Ok, I don't know the data-structure of LUA, but assuming that a number (LUA doesn't seems to have a byte or a integer type) needs 4 Bytes RAM. Then we have 7000 * 7000 = 187MB just for the maze, then there is an array with coordinates for the creation-way through the maze with about another 150 MB. ...
by Echo
Sun Aug 19, 2012 16:20
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14534

underwater would be probably something like local pos = player:getpos() pos.y = pos.y + 1 -- head under water not just the feet local is_water = minetest.env:get_node_or_nil(pos) if is_water ~= nil and (is_water.name == "default:water_source" or is_water.name == "default:water_flowing") then [...] c...
by Echo
Sun Aug 19, 2012 13:34
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 97810

Can't tell anything about coding the main-project, so I focus on mod coding. I have to admit that I was also inspired by your lights mod for my walking-light mod. To be honest, I download all the interesting mods (most by mauvebic and PilzAdam) and try to learn from them (I'm totally new to LUA). Of...
by Echo
Sun Aug 19, 2012 12:52
 
Forum: Minetest General
Topic: no fun
Replies: 31
Views: 6100

Casimir wrote:[...]
The changes:
- weed drops nothing
[...]


Except that, I like the changes. I think you should have a way to get seeds out of gameplay, not just by the "give"-command. Or you get the seeds out of chests in dungeons, to encourage you to go for expeditions.
by Echo
Sun Aug 19, 2012 10:12
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 316
Views: 209617

well, just unpack the zip-file. don't run it out of winrar.
by Echo
Sun Aug 19, 2012 10:01
 
Forum: Minetest Problems
Topic: Help needed with 2 problems.
Replies: 1
Views: 1791

Could you perhaps make a variant that creates mazes out of leaves/hedges? It'd be perfect for my Victorian manor gardens. +1 added your wish to my todos. Then you probably don't want a ceiling. [Edit] realized your wish, except that leaves will disappear without a tree next to it... so build your f...
by Echo
Sun Aug 19, 2012 09:51
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14534

cornernote wrote:[...]2) other shapes:
- spiralsquare - http://rosettacode.org/wiki/Spiral_matrix#Lua (i also requested this in multinode) -- great for floor/wall patterns, or perhaps mazes.
[...]


Just finished my first version of the maze-generator.
Feel free to modify and add to worldedit.
by Echo
Sat Aug 18, 2012 20:52
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 287128

[Mod] Maze [0.5.5] [maze]

Get lost! This will generate a random maze near your position. Will you find the exit? Hint: The map is printed out in the console. Use the chat-command /maze <size_x> <size_y> <#floors> <material_floor> <material_wall> <material_ceiling> Example: /maze gives you 20 x 20 x 3 maze with cobble walls, ...
by Echo
Sat Aug 18, 2012 20:17
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14534

Ghost_of_tino wrote:[...]
I heard that in the latest WorldEdit, they had a lightfix command. You may want to see how they pulled it off.


They add a non-transparent node and remove it to enforce the recalculation of the light. So do I in the new version. No more lost light, so far...
by Echo
Fri Aug 17, 2012 12:29
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27558

best so far, imho: minitest by PilzAdam
by Echo
Wed Aug 15, 2012 20:16
 
Forum: WIP Mods
Topic: Modpack, Game or Distribution
Replies: 4
Views: 1142

I really like this mod.

Seems the dependency "default" and "bucket" isn't enough for version 0.4.1. Crafting wool out of strings results in unknown item.
No problem with 0.4.2 RC1 (wool mod included).
by Echo
Wed Aug 15, 2012 20:07
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 316
Views: 209617

Echo wrote:
Ragnarok wrote:Amazing mod =)

cactuz_pl wrote:Idea:
Lighting mese pickaxe (craft: torch + mese pickaxe), this would be very handy while mining.


LOL - Tactical Pickaxe :D


Reminds me of "doom 3". You want the "duct tape" mod :-)


added the tactical pickaxe :)
by Echo
Tue Aug 14, 2012 17:20
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27558

Myu wrote:[...]I've got a lua error while starting it, then I removed creative inventory mod, it works.[...]


You are probably using minetest 0.4.1. Same issue here with this version.

Use Version 0.4.2 RC1 http://c55.me/blog/?p=1274
by Echo
Thu Aug 09, 2012 14:53
 
Forum: Subgame Releases
Topic: [Game] MiniTest
Replies: 319
Views: 112435

[...]I'm not sure either. I thought an ABM is executed for all the relevant nodes. So with one pressure plate it's just a little bit, but with tons of dirt it's more. In the walking_light mod it is done without ABM.[...] Right, it would be nice if there was an event every time a step is made. It's ...
by Echo
Thu Aug 09, 2012 11:08
 
Forum: WIP Mods
Topic: Filth Mod
Replies: 25
Views: 5450

Updated the mod.

The problem with the "not removed" lighting is still there.
The lighting node is removed but the voxel based dynamic lighting isn't always updated properly. Seems to be a problem in the minetest engine (ok, minetest isn't made for this "dynamic" dynamic lighting).

Anybody any idea?
by Echo
Thu Aug 09, 2012 10:55
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27558

In the optional mobs mod, you should search for bucket:nyancat and bucket:nyancat_rainbow in the init.lua and replace it with default:nyancat respectively default:nyancat_rainbow
by Echo
Tue Jul 31, 2012 20:12
 
Forum: Minetest General
Topic: 0.4.2-rc1 released!
Replies: 16
Views: 3634

Baden-Württemberg almost in Rheinland-Pfalz, Germany
by Echo
Tue Jul 31, 2012 20:04
 
Forum: Minetest General
Topic: Where do you live?
Replies: 150
Views: 34475

Ragnarok wrote:Amazing mod =)

cactuz_pl wrote:Idea:
Lighting mese pickaxe (craft: torch + mese pickaxe), this would be very handy while mining.


LOL - Tactical Pickaxe :D


Reminds me of "doom 3". You want the "duct tape" mod :-)
by Echo
Tue Jul 31, 2012 19:46
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27558

Great mod! I tried the following 2 additions (line 36 and 38) and they worked too: if is_air ~= nil and (is_air.name == "air" or is_air.name == "default:water_source" or is_air.name == "walking_light:light")then -- print('set '..minetest.pos_to_string(ontop)) if (is_air.name == "air" or is_air.name...
by Echo
Tue Jul 31, 2012 17:31
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27558

[Mod] Walking Light [0.6] [walking_light]

Hold a torch in your hand and light up the night and cave! When a torch is wielded, a transparent lighting node is placed on players position (and removed from the old position). License Code: WTFPL, textures: CC BY-SA Mod dependencies default Download 0.6 walking_light_0_6.zip 0.5 walking_light_0_5...
by Echo
Tue Jul 31, 2012 08:31
 
Forum: Mod Releases
Topic: [Mod] Walking Light [0.6] [walking_light]
Replies: 41
Views: 27558
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