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brunob.santos wrote:Is there some kind of "punkbuster" to minetest?

Minetest contains no spyware.
by kahrl
Sun May 05, 2013 10:44
 
Forum: Minetest Problems
Topic: monsters, punkbuster e catálogo
Replies: 7
Views: 1149

Can anyone help me there? http://ubuntuone.com/4WVToznkM1xh7hQJbJRjlz Maybe you should translate the Error-Message to English. I guess most here don't speak German. "The png file specifies an offset that caused the layer to be positioned outside the image" I don't know if this is a bug in imagemagi...
by kahrl
Sun Apr 28, 2013 11:39
 
Forum: Minetest Texture Packs
Topic: [closed] Minecraft→Minetest TexturePackConverter [<=1.5.x]
Replies: 11
Views: 4887

The only thing I can think of is that the client might take a long time to download the new textures.
by kahrl
Fri Apr 06, 2012 08:56
 
Forum: Minetest Servers
Topic: A server problem that I think is connected to the Zelda texture pack
Replies: 8
Views: 1672

Whoever makes the sounds, please make the cows not as obnoxious as they are in minecraft.
by kahrl
Thu Apr 05, 2012 08:03
 
Forum: WIP Mods
Topic: Sound request for animals mod 1.2.0!
Replies: 7
Views: 2814

paramtype and paramtype2 determine what the 8-bit param1 and the 4-bit paramtype2 of each node are used for, respectively. paramtype may be 'none' (= default) or 'light'. If it's 'light', light passed through the node. This is true for air and liquids but also torches, fences, glass, leaves, ladders...
by kahrl
Thu Apr 05, 2012 08:01
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 42688

Won't this last only about three or four weeks? :D
Or will there be repeat winners?
by kahrl
Wed Apr 04, 2012 08:01
 
Forum: Minetest General
Topic: Map top 5
Replies: 5
Views: 1296

Death Dealer, dont' forget to place random TNT under some of the bushes. The first heart I lost in that game...
by kahrl
Mon Apr 02, 2012 12:42
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362954

that's a bug? It seems right to me.To have an interval you have to have a starting point. Actually the issue is that ABMs are being run far too often when the server starts. The reason is that minetest simulates the "lost" time when loading an existing world. Maybe it should be possible to switch t...
by kahrl
Mon Apr 02, 2012 05:07
 
Forum: WIP Mods
Topic: Understanding ABM chance
Replies: 21
Views: 4216

You could make a packet trace with wireshark and look at it with the dissector minetest/util/wireshark/minetest.lua. The dissector hasn't been updated for 0.4 yet but it might give you an idea how the protocol works. Also look at clientserver.h, it has a comment about each command.
by kahrl
Sun Apr 01, 2012 19:59
 
Forum: Minetest Engine
Topic: Minetest server on Erlang.
Replies: 5
Views: 2859

get_wield_list() was added so wielding could later be added for more objects (entities, for example), regardless of whether they happen to have a 'main' list or not. That's interface design. But yeah, if you know it is a player it doesn't matter.
by kahrl
Fri Mar 30, 2012 22:01
 
Forum: WIP Mods
Topic: Question listname
Replies: 13
Views: 2290

Do you have bucket in depends.txt?
by kahrl
Fri Mar 30, 2012 21:56
 
Forum: WIP Mods
Topic: bucket.register
Replies: 5
Views: 1197

Look at ObjectRef again, it has a get_inventory(), too. For player objects get_wield_list() always returns "main". The other inventory list names of players are "craft", "craftpreview", "craftresult", but you can't wield any item from those lists so get_wield_list() will never return anything other ...
by kahrl
Fri Mar 30, 2012 19:47
 
Forum: WIP Mods
Topic: Question listname
Replies: 13
Views: 2290

@bgsmithjr

Umm... I'm sorry, but your post makes zero sense.
by kahrl
Fri Mar 30, 2012 18:49
 
Forum: WIP Mods
Topic: Question listname
Replies: 13
Views: 2290

The problem with minetest.after() is that if you register a callback and, while the timer is running, restart the server, it will lose the callback. So if you have some circuit with repeaters in it it might get out of sync on server restarts. I have some initial work done on node timers (which would...
by kahrl
Thu Mar 29, 2012 20:31
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535329

That page wants me to log in.
?
by kahrl
Wed Mar 28, 2012 22:03
 
Forum: WIP Mods
Topic: Making a program to help making of mods/games
Replies: 278
Views: 42688

A stack_max = 999 for the bullets might be nice.
by kahrl
Wed Mar 28, 2012 07:34
 
Forum: Old Mods
Topic: [mod] FPS PACK [<50cal><mesegun>]
Replies: 16
Views: 15647

Yes, I was actually responding to the post above mine. secret_passages doesn't have the spikes, for example.
by kahrl
Wed Mar 28, 2012 00:22
 
Forum: Minetest General
Topic: Pit Trap
Replies: 21
Views: 4638

Isn't this what the secret passages mod already does?
by kahrl
Tue Mar 27, 2012 23:52
 
Forum: Minetest General
Topic: Pit Trap
Replies: 21
Views: 4638

Rats, oerkkis and DMs were removed because the C++ code for them was unmaintainable and clashed with 0.4 development. They're gonna be redone in Lua.
by kahrl
Sun Mar 25, 2012 15:31
 
Forum: Minetest Problems
Topic: Latest Win Build.
Replies: 11
Views: 1976

See commit 1901158b3eacc95d945becea62ac28039618f460.
by kahrl
Fri Mar 23, 2012 19:25
 
Forum: Minetest Servers
Topic: [0.3.1] Redcrab's Minetest Server
Replies: 202
Views: 63637

No, it exists in all versions between then and now, and probably even all the way back to when trees were first added.
randomproof's answer about why it happens is pretty accurate.
by kahrl
Fri Mar 23, 2012 00:42
 
Forum: Minetest Problems
Topic: Half trees
Replies: 14
Views: 2646

Have you tried setting that and then placing new nodes? The light won't be recomputed if you only load an existing map.
by kahrl
Thu Mar 22, 2012 21:27
 
Forum: Minetest Features
Topic: X-Ray textures
Replies: 15
Views: 2371

Set paramtype="light".
by kahrl
Thu Mar 22, 2012 21:21
 
Forum: Minetest Features
Topic: X-Ray textures
Replies: 15
Views: 2371

Nice TP, one technical question: why are the textures 126x126 and not 128x128?
by kahrl
Thu Mar 22, 2012 17:24
 
Forum: Minetest Texture Packs
Topic: My Hand Drawn Stuff. 126 by 126.
Replies: 46
Views: 19423

+1, would be useful for my Away mod too. It might be a bit tricky to make this work in 100% of all cases ("work" meaning that the object reference passed to the callback is not nil, and the game doesn't crash) because of the way ServerRemotePlayer is derived from Player. (The system also has existin...
by kahrl
Thu Mar 22, 2012 02:46
 
Forum: Minetest Engine
Topic: REQUEST: register_on_player_join & register_on_player_quit
Replies: 11
Views: 2142

You could start with Jeija's tutorial: http://c55.me/minetest/forum/viewtopic.php?id=1087
(but it hasn't been updated for the new item group system yet)

Also look at the wiki and other mods.
by kahrl
Thu Mar 22, 2012 02:35
 
Forum: WIP Mods
Topic: To Know How To MOD...
Replies: 3
Views: 1493

dogeye, did you apply the C++ changes?

Utilisatrice, nope, not possible without those modifications.
by kahrl
Mon Mar 19, 2012 17:50
 
Forum: WIP Mods
Topic: [MOD REQUEST] Stairs or Half Blocks
Replies: 12
Views: 3043

Yes.What does the tooltip on the crafted item say? Any other mods interfering?
by kahrl
Mon Mar 19, 2012 16:50
 
Forum: WIP Mods
Topic: [MOD REQUEST] Stairs or Half Blocks
Replies: 12
Views: 3043

You can keep it around if you want to support older dev versions.
by kahrl
Sun Mar 18, 2012 23:20
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24051

Correct. And material = ... can be removed :)
by kahrl
Sun Mar 18, 2012 20:09
 
Forum: Mod Releases
Topic: [Mod] Roof [0.5] [roof]
Replies: 71
Views: 24051
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